From 312aa619c60bab35ae14600d7cbcc89e3a3ac8b6 Mon Sep 17 00:00:00 2001 From: icex2 Date: Thu, 22 Feb 2024 23:16:28 +0100 Subject: [PATCH 001/118] fix(dist): Incorrect versioning for ddr distribution packages Apparently forgotten to get updated to reflect the currently supported versions correctly. --- Module.mk | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/Module.mk b/Module.mk index 2a948a8..eda489c 100644 --- a/Module.mk +++ b/Module.mk @@ -710,6 +710,8 @@ $(zipdir)/ddr-14-to-18.zip: \ build/bin/indep-32/eamio.dll \ build/bin/indep-32/geninput.dll \ dist/ddr/config.bat \ + dist/ddr/gamestart-17.bat \ + dist/ddr/gamestart-18.bat \ dist/ddr/gamestart-14.bat \ dist/ddr/gamestart-15.bat \ dist/ddr/gamestart-16.bat \ @@ -728,6 +730,8 @@ $(zipdir)/ddr-16-to-18-x64.zip: \ build/bin/indep-64/eamio.dll \ build/bin/indep-64/geninput.dll \ dist/ddr/config.bat \ + dist/ddr/gamestart-17.bat \ + dist/ddr/gamestart-18.bat \ dist/ddr/gamestart-16.bat \ dist/ddr/gamestart-17.bat \ dist/ddr/gamestart-18.bat \ From 6b75b33253f9e87eb8e0a8b8108be9768080359b Mon Sep 17 00:00:00 2001 From: icex2 Date: Thu, 22 Feb 2024 23:17:17 +0100 Subject: [PATCH 002/118] fix(hook): Add missing hook_table_revert impl --- src/main/hook/table.c | 82 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 82 insertions(+) diff --git a/src/main/hook/table.c b/src/main/hook/table.c index ed67b3b..067ea75 100644 --- a/src/main/hook/table.c +++ b/src/main/hook/table.c @@ -15,12 +15,21 @@ static const size_t apiset_prefix_len = sizeof(apiset_prefix) - 1; static void hook_table_apply_to_all( const char *depname, const struct hook_symbol *syms, size_t nsyms); +static void hook_table_revert_to_all( + const char *depname, const struct hook_symbol *syms, size_t nsyms); + static void hook_table_apply_to_iid( HMODULE target, const pe_iid_t *iid, const struct hook_symbol *syms, size_t nsyms); +static void hook_table_revert_to_iid( + HMODULE target, + const pe_iid_t *iid, + const struct hook_symbol *syms, + size_t nsyms); + static bool hook_table_match_module( HMODULE target, const char *iid_name, const char *depname); @@ -44,6 +53,23 @@ static void hook_table_apply_to_all( } } +static void hook_table_revert_to_all( + const char *depname, const struct hook_symbol *syms, size_t nsyms) +{ + const peb_dll_t *dll; + HMODULE pe; + + for (dll = peb_dll_get_first(); dll != NULL; dll = peb_dll_get_next(dll)) { + pe = peb_dll_get_base(dll); + + if (pe == NULL) { + continue; /* ?? Happens sometimes. */ + } + + hook_table_revert(pe, depname, syms, nsyms); + } +} + void hook_table_apply( HMODULE target, const char *depname, @@ -73,6 +99,35 @@ void hook_table_apply( } } +void hook_table_revert( + HMODULE target, + const char *depname, + const struct hook_symbol *syms, + size_t nsyms) +{ + const pe_iid_t *iid; + const char *iid_name; + + assert(depname != NULL); + assert(syms != NULL || nsyms == 0); + + if (target == NULL) { + /* Call out, which will then call us back repeatedly. Awkward, but + viewed from the outside it's good for usability. */ + + hook_table_revert_to_all(depname, syms, nsyms); + } else { + for (iid = pe_iid_get_first(target); iid != NULL; + iid = pe_iid_get_next(target, iid)) { + iid_name = pe_iid_get_name(target, iid); + + if (hook_table_match_module(target, iid_name, depname)) { + hook_table_revert_to_iid(target, iid, syms, nsyms); + } + } + } +} + static void hook_table_apply_to_iid( HMODULE target, const pe_iid_t *iid, @@ -101,6 +156,33 @@ static void hook_table_apply_to_iid( } } +static void hook_table_revert_to_iid( + HMODULE target, + const pe_iid_t *iid, + const struct hook_symbol *syms, + size_t nsyms) +{ + struct pe_iat_entry iate; + size_t i; + size_t j; + const struct hook_symbol *sym; + + i = 0; + + while (pe_iid_get_iat_entry(target, iid, i++, &iate) == S_OK) { + for (j = 0; j < nsyms; j++) { + sym = &syms[j]; + + if (hook_table_match_proc(&iate, sym)) { + // Only revert-able if the original pointer was stored previously + if (sym->link != NULL && *sym->link != NULL) { + pe_patch(iate.ppointer, sym->link, sizeof(*sym->link)); + } + } + } + } +} + static bool hook_table_match_module( HMODULE target, const char *iid_name, const char *depname) { From 560aba3133e25744e809645592609e73e1c7abfc Mon Sep 17 00:00:00 2001 From: icex2 Date: Thu, 22 Feb 2024 23:18:25 +0100 Subject: [PATCH 003/118] feat(dev): Add a separate docker dev cotainer Improve the development experience by providing an additional docker container that can be started and used as an interactive development environment. It provides all the tools and a stable environment for building (identical to the build container). --- Dockerfile => Dockerfile.build | 0 Dockerfile.dev | 21 +++++++++++++++++++ GNUmakefile | 38 ++++++++++++++++++++++++++-------- 3 files changed, 50 insertions(+), 9 deletions(-) rename Dockerfile => Dockerfile.build (100%) create mode 100644 Dockerfile.dev diff --git a/Dockerfile b/Dockerfile.build similarity index 100% rename from Dockerfile rename to Dockerfile.build diff --git a/Dockerfile.dev b/Dockerfile.dev new file mode 100644 index 0000000..00c5108 --- /dev/null +++ b/Dockerfile.dev @@ -0,0 +1,21 @@ +FROM --platform=amd64 debian:11.6-slim@sha256:f7d141c1ec6af549958a7a2543365a7829c2cdc4476308ec2e182f8a7c59b519 + +LABEL description="Development environment for bemanitools" + +# mingw-w64-gcc has 32-bit and 64-bit toolchains +RUN apt-get update && apt-get install -y --no-install-recommends \ + mingw-w64 \ + mingw-w64-common \ + make \ + zip \ + git \ + clang-format \ + python3-pip \ + && rm -rf /var/lib/apt/lists/* + +RUN pip3 install mdformat + +RUN mkdir /bemanitools +WORKDIR /bemanitools + +ENV SHELL /bin/bash \ No newline at end of file diff --git a/GNUmakefile b/GNUmakefile index 8328962..9aef0b1 100644 --- a/GNUmakefile +++ b/GNUmakefile @@ -13,8 +13,10 @@ BUILDDIR ?= build builddir_docker := $(BUILDDIR)/docker -docker_container_name := "bemanitools-build" -docker_image_name := "bemanitools-build:latest" +docker_build_container_name := "bemanitools-build" +docker_build_image_name := "bemanitools-build:latest" +docker_dev_container_name := "bemanitools-dev" +docker_dev_image_name := "bemanitools-dev:latest" depdir := $(BUILDDIR)/dep objdir := $(BUILDDIR)/obj @@ -41,6 +43,7 @@ FORCE: .PHONY: \ build-docker \ +dev-docker \ clean \ code-format \ doc-format \ @@ -89,21 +92,38 @@ version: $(V)echo "$(gitrev)" > version build-docker: - $(V)docker rm -f $(docker_container_name) 2> /dev/null || true + $(V)docker rm -f $(docker_build_container_name) 2> /dev/null || true $(V)docker \ build \ - -t $(docker_image_name) \ - -f Dockerfile \ + -t $(docker_build_image_name) \ + -f Dockerfile.build \ . $(V)docker \ run \ --volume $(shell pwd):/bemanitools \ - --name $(docker_container_name) \ - $(docker_image_name) + --name $(docker_build_container_name) \ + $(docker_build_image_name) + +dev-docker: + $(V)docker rm -f $(docker_dev_container_name) 2> /dev/null || true + $(V)docker \ + build \ + -t $(docker_dev_image_name) \ + -f Dockerfile.dev \ + . + $(V)docker \ + run \ + --interactive \ + --tty \ + --volume $(shell pwd):/bemanitools \ + --name $(docker_dev_container_name) \ + $(docker_dev_image_name) clean-docker: - $(V)docker rm -f $(docker_container_name) || true - $(V)docker image rm -f $(docker_image_name) || true + $(V)docker rm -f $(docker_dev_container_name) || true + $(V)docker image rm -f $(docker_dev_image_name) || true + $(V)docker rm -f $(docker_build_container_name) || true + $(V)docker image rm -f $(docker_build_image_name) || true $(V)rm -rf $(BUILDDIR) # From 517f8e885f60b33a48fdb76ef3c650b5871357dc Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 23 Feb 2024 11:15:17 +0100 Subject: [PATCH 004/118] feat(avs): Add property get and clear error functions Use these to improve error handling by allowing one to provide additional error information on property related operations. --- src/imports/avs.h | 3 +++ src/imports/import_32_0_avs.def | 2 ++ src/imports/import_32_1002_avs.def | 2 ++ src/imports/import_32_1101_avs.def | 2 ++ src/imports/import_32_1304_avs.def | 2 ++ src/imports/import_32_1306_avs.def | 2 ++ src/imports/import_32_1403_avs.def | 2 ++ src/imports/import_32_1508_avs.def | 2 ++ src/imports/import_32_1601_avs.def | 2 ++ src/imports/import_32_1603_avs.def | 2 ++ src/imports/import_32_1700_avs.def | 2 ++ src/imports/import_32_803_avs.def | 2 ++ src/imports/import_64_1508_avs.def | 2 ++ src/imports/import_64_1509_avs.def | 2 ++ src/imports/import_64_1601_avs.def | 2 ++ src/imports/import_64_1603_avs.def | 4 +++- src/imports/import_64_1700_avs.def | 2 ++ 17 files changed, 36 insertions(+), 1 deletion(-) diff --git a/src/imports/avs.h b/src/imports/avs.h index a2d439e..9dce5be 100644 --- a/src/imports/avs.h +++ b/src/imports/avs.h @@ -220,6 +220,9 @@ void property_file_write(struct property *prop, const char *path); int property_set_flag(struct property *prop, int flags, int mask); void property_destroy(struct property *prop); +avs_error property_get_error(struct property *prop); +struct property *property_clear_error(struct property *prop); + int property_psmap_import( struct property *prop, struct property_node *root, diff --git a/src/imports/import_32_0_avs.def b/src/imports/import_32_0_avs.def index 273e5be..9632ecb 100644 --- a/src/imports/import_32_0_avs.def +++ b/src/imports/import_32_0_avs.def @@ -25,6 +25,8 @@ EXPORTS property_destroy property_file_write property_insert_read + property_clear_error + property_get_error property_mem_write property_read_query_memsize property_search diff --git a/src/imports/import_32_1002_avs.def b/src/imports/import_32_1002_avs.def index e2ff5ae..cc4ee29 100644 --- a/src/imports/import_32_1002_avs.def +++ b/src/imports/import_32_1002_avs.def @@ -28,6 +28,8 @@ EXPORTS property_destroy property_file_write property_insert_read + property_clear_error + property_get_error property_mem_write property_read_query_memsize property_search diff --git a/src/imports/import_32_1101_avs.def b/src/imports/import_32_1101_avs.def index 10c59e4..776dc71 100644 --- a/src/imports/import_32_1101_avs.def +++ b/src/imports/import_32_1101_avs.def @@ -26,6 +26,8 @@ EXPORTS property_desc_to_buffer @246 NONAME property_destroy @247 NONAME property_insert_read @255 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @266 NONAME property_node_datasize @267 NONAME property_node_name @274 NONAME diff --git a/src/imports/import_32_1304_avs.def b/src/imports/import_32_1304_avs.def index f83d5a5..18dad23 100644 --- a/src/imports/import_32_1304_avs.def +++ b/src/imports/import_32_1304_avs.def @@ -25,6 +25,8 @@ EXPORTS property_desc_to_buffer @201 NONAME property_destroy @264 NONAME property_insert_read @23 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @316 NONAME property_node_datasize @249 NONAME property_node_name @255 NONAME diff --git a/src/imports/import_32_1306_avs.def b/src/imports/import_32_1306_avs.def index f963ec8..f6deed7 100644 --- a/src/imports/import_32_1306_avs.def +++ b/src/imports/import_32_1306_avs.def @@ -25,6 +25,8 @@ EXPORTS property_desc_to_buffer @201 NONAME == XC058ba50000cd property_destroy @264 NONAME == XC058ba500010f property_insert_read @23 NONAME == XC058ba5000016 + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @316 NONAME == XC058ba5000143 property_node_datasize @249 NONAME == XC058ba5000100 property_node_name @255 NONAME == XC058ba5000106 diff --git a/src/imports/import_32_1403_avs.def b/src/imports/import_32_1403_avs.def index de171c1..716d081 100644 --- a/src/imports/import_32_1403_avs.def +++ b/src/imports/import_32_1403_avs.def @@ -24,6 +24,8 @@ EXPORTS property_desc_to_buffer @131 NONAME property_destroy @130 NONAME property_insert_read @133 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_name @573 NONAME == property_node_read @573 NONAME == property_node_remove @148 NONAME diff --git a/src/imports/import_32_1508_avs.def b/src/imports/import_32_1508_avs.def index d162512..504a303 100644 --- a/src/imports/import_32_1508_avs.def +++ b/src/imports/import_32_1508_avs.def @@ -26,6 +26,8 @@ EXPORTS property_desc_to_buffer @129 NONAME property_destroy @128 NONAME property_insert_read @131 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @145 NONAME property_node_name @150 NONAME property_node_read @154 NONAME == XCd229cc0000f3 diff --git a/src/imports/import_32_1601_avs.def b/src/imports/import_32_1601_avs.def index 74332d4..286806b 100644 --- a/src/imports/import_32_1601_avs.def +++ b/src/imports/import_32_1601_avs.def @@ -19,6 +19,8 @@ EXPORTS property_destroy @125 NONAME property_desc_to_buffer @126 NONAME property_insert_read @128 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_search @141 NONAME property_node_create @142 NONAME property_node_name @147 NONAME == XCnbrep7000092 diff --git a/src/imports/import_32_1603_avs.def b/src/imports/import_32_1603_avs.def index 21f55c1..93fd07d 100644 --- a/src/imports/import_32_1603_avs.def +++ b/src/imports/import_32_1603_avs.def @@ -19,6 +19,8 @@ EXPORTS property_destroy @146 NONAME property_desc_to_buffer @147 NONAME property_insert_read @149 NONAME + property_clear_error @158 NONAME == XCnbrep700009d + property_get_error @159 NONAME == XCnbrep700009e property_search @162 NONAME property_node_create @163 NONAME property_node_name @168 NONAME == XCnbrep70000a7 diff --git a/src/imports/import_32_1700_avs.def b/src/imports/import_32_1700_avs.def index 7dc4eaa..f01bc39 100644 --- a/src/imports/import_32_1700_avs.def +++ b/src/imports/import_32_1700_avs.def @@ -21,6 +21,8 @@ EXPORTS property_destroy @146 NONAME property_desc_to_buffer @147 NONAME property_insert_read @149 NONAME + property_clear_error @158 NONAME == XCgsqzn000009d + property_get_error @159 NONAME == XCgsqzn000009e property_search @162 NONAME property_node_create @163 NONAME property_node_name @168 NONAME == XCgsqzn00000a7 diff --git a/src/imports/import_32_803_avs.def b/src/imports/import_32_803_avs.def index 37f2b3e..9340dad 100644 --- a/src/imports/import_32_803_avs.def +++ b/src/imports/import_32_803_avs.def @@ -25,6 +25,8 @@ EXPORTS property_destroy property_file_write property_insert_read + property_clear_error + property_get_error property_mem_write property_read_query_memsize property_search diff --git a/src/imports/import_64_1508_avs.def b/src/imports/import_64_1508_avs.def index 6aeaba1..1a93e7e 100644 --- a/src/imports/import_64_1508_avs.def +++ b/src/imports/import_64_1508_avs.def @@ -26,6 +26,8 @@ EXPORTS property_desc_to_buffer @129 NONAME property_destroy @128 NONAME property_insert_read @131 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @145 NONAME property_node_name @150 NONAME property_node_read @154 NONAME == XCd229cc0000f3 diff --git a/src/imports/import_64_1509_avs.def b/src/imports/import_64_1509_avs.def index fde35d6..a596513 100644 --- a/src/imports/import_64_1509_avs.def +++ b/src/imports/import_64_1509_avs.def @@ -26,6 +26,8 @@ EXPORTS property_desc_to_buffer @129 NONAME property_destroy @128 NONAME property_insert_read @131 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @145 NONAME property_node_name @573 NONAME == property_node_read @573 NONAME == diff --git a/src/imports/import_64_1601_avs.def b/src/imports/import_64_1601_avs.def index 418395f..960fb94 100644 --- a/src/imports/import_64_1601_avs.def +++ b/src/imports/import_64_1601_avs.def @@ -19,6 +19,8 @@ EXPORTS property_destroy @125 NONAME property_desc_to_buffer @126 NONAME property_insert_read @128 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_search @141 NONAME property_node_create @142 NONAME property_node_name @147 NONAME == XCnbrep7000092 diff --git a/src/imports/import_64_1603_avs.def b/src/imports/import_64_1603_avs.def index b106ab1..14f42b7 100644 --- a/src/imports/import_64_1603_avs.def +++ b/src/imports/import_64_1603_avs.def @@ -19,12 +19,14 @@ EXPORTS property_destroy @146 NONAME property_desc_to_buffer @147 NONAME property_insert_read @149 NONAME + property_clear_error @158 NONAME == XCnbrep700009d + property_get_error @159 NONAME == XCnbrep700009e property_search @162 NONAME property_node_create @163 NONAME property_node_name @168 NONAME == XCnbrep70000a7 property_node_remove @164 NONAME property_node_type @169 NONAME == XCnbrep70000a8 - property_node_clone @165 NONAME + property_node_clone @165 NONAME == XCnbrep70000a4 property_node_traversal @167 NONAME property_node_refdata @166 NONAME == XCnbrep70000a5 property_node_datasize @171 NONAME == XCnbrep70000aa diff --git a/src/imports/import_64_1700_avs.def b/src/imports/import_64_1700_avs.def index 8cddba8..3e456b5 100644 --- a/src/imports/import_64_1700_avs.def +++ b/src/imports/import_64_1700_avs.def @@ -21,6 +21,8 @@ EXPORTS property_destroy @146 NONAME property_desc_to_buffer @147 NONAME property_insert_read @149 NONAME + property_clear_error @158 NONAME == XCgsqzn000009d + property_get_error @159 NONAME == XCgsqzn000009e property_search @162 NONAME property_node_create @163 NONAME property_node_name @168 NONAME == XCgsqzn00000a7 From 3865e09f065712261e89f4f52731ed8a733aedd0 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 23 Feb 2024 11:15:17 +0100 Subject: [PATCH 005/118] feat: Add core module This module contains the "core" (API) of bemanitools which includes an abstraction layer for threads and logging at this time. The threads API is very close to what util/thread already was with some structural enhancements which make it easier to understand and work with the API, I hope. Some additional helpers (*-ext module) support in doing common tasks, e.g. setting up the thread API with other modules. The log(ging) part receives a major overhaul to address known limitations and issues with the util/log module: - Cleaner API layer - Separate sinks from actual logging engine - Sinks are composable - Improved and cleaner compatibility layer with AVS logging API Additional "extensions" (*-ext modules) add various helper functions for common tasks like setting up the logging engine with a file and stdout sink. The sinks also improved significantly with the file sink now supporting proper appending and log rotation. Logging to stdout/stderr supports coloring of log messages which works across logging engines. Overall, this refactored foundation is expected to support future developments and removes known limitations at the current scale of bemanitools such as: - Reducing boiler plate code across hooks - Interop of bemanitools and AVS (and setting the foundation for addressing currently missing interop, e.g. for dealing with property structures without AVS) - Addressing performance issues in the logging engine due to incorrect interop with AVS --- Module.mk | 1 + src/main/core/Module.mk | 20 ++++ src/main/core/log-bt-ext.c | 67 +++++++++++ src/main/core/log-bt-ext.h | 59 ++++++++++ src/main/core/log-bt.c | 129 +++++++++++++++++++++ src/main/core/log-bt.h | 87 +++++++++++++++ src/main/core/log-sink-async.c | 23 ++++ src/main/core/log-sink-async.h | 19 ++++ src/main/core/log-sink-debug.c | 23 ++++ src/main/core/log-sink-debug.h | 15 +++ src/main/core/log-sink-file.c | 92 +++++++++++++++ src/main/core/log-sink-file.h | 28 +++++ src/main/core/log-sink-list.c | 66 +++++++++++ src/main/core/log-sink-list.h | 24 ++++ src/main/core/log-sink-mutex.c | 53 +++++++++ src/main/core/log-sink-mutex.h | 21 ++++ src/main/core/log-sink-null.c | 21 ++++ src/main/core/log-sink-null.h | 17 +++ src/main/core/log-sink-std.c | 193 ++++++++++++++++++++++++++++++++ src/main/core/log-sink-std.h | 24 ++++ src/main/core/log-sink.h | 45 ++++++++ src/main/core/log.c | 74 +++++++++++++ src/main/core/log.h | 197 +++++++++++++++++++++++++++++++++ src/main/core/thread-crt-ext.c | 8 ++ src/main/core/thread-crt-ext.h | 9 ++ src/main/core/thread-crt.c | 62 +++++++++++ src/main/core/thread-crt.h | 15 +++ src/main/core/thread.c | 78 +++++++++++++ src/main/core/thread.h | 117 ++++++++++++++++++++ 29 files changed, 1587 insertions(+) create mode 100644 src/main/core/Module.mk create mode 100644 src/main/core/log-bt-ext.c create mode 100644 src/main/core/log-bt-ext.h create mode 100644 src/main/core/log-bt.c create mode 100644 src/main/core/log-bt.h create mode 100644 src/main/core/log-sink-async.c create mode 100644 src/main/core/log-sink-async.h create mode 100644 src/main/core/log-sink-debug.c create mode 100644 src/main/core/log-sink-debug.h create mode 100644 src/main/core/log-sink-file.c create mode 100644 src/main/core/log-sink-file.h create mode 100644 src/main/core/log-sink-list.c create mode 100644 src/main/core/log-sink-list.h create mode 100644 src/main/core/log-sink-mutex.c create mode 100644 src/main/core/log-sink-mutex.h create mode 100644 src/main/core/log-sink-null.c create mode 100644 src/main/core/log-sink-null.h create mode 100644 src/main/core/log-sink-std.c create mode 100644 src/main/core/log-sink-std.h create mode 100644 src/main/core/log-sink.h create mode 100644 src/main/core/log.c create mode 100644 src/main/core/log.h create mode 100644 src/main/core/thread-crt-ext.c create mode 100644 src/main/core/thread-crt-ext.h create mode 100644 src/main/core/thread-crt.c create mode 100644 src/main/core/thread-crt.h create mode 100644 src/main/core/thread.c create mode 100644 src/main/core/thread.h diff --git a/Module.mk b/Module.mk index eda489c..36cda9e 100644 --- a/Module.mk +++ b/Module.mk @@ -100,6 +100,7 @@ include src/main/bstio/Module.mk include src/main/camhook/Module.mk include src/main/cconfig/Module.mk include src/main/config/Module.mk +include src/main/core/Module.mk include src/main/d3d9-util/Module.mk include src/main/d3d9exhook/Module.mk include src/main/ddrhook-util/Module.mk diff --git a/src/main/core/Module.mk b/src/main/core/Module.mk new file mode 100644 index 0000000..bd35e6d --- /dev/null +++ b/src/main/core/Module.mk @@ -0,0 +1,20 @@ +libs += core + +libs_core := \ + util \ + +src_core := \ + log-bt-ext.c \ + log-bt.c \ + log-sink-async.c \ + log-sink-debug.c \ + log-sink-file.c \ + log-sink-list.c \ + log-sink-mutex.c \ + log-sink-null.c \ + log-sink-std.c \ + log.c \ + thread-crt-ext.c \ + thread-crt.c \ + thread.c \ + diff --git a/src/main/core/log-bt-ext.c b/src/main/core/log-bt-ext.c new file mode 100644 index 0000000..b1aa4f4 --- /dev/null +++ b/src/main/core/log-bt-ext.c @@ -0,0 +1,67 @@ +#include + +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log-sink-file.h" +#include "core/log-sink-list.h" +#include "core/log-sink-mutex.h" +#include "core/log-sink-std.h" +#include "core/log.h" + +void core_log_bt_ext_impl_set() +{ + core_log_impl_set( + core_log_bt_log_misc, + core_log_bt_log_info, + core_log_bt_log_warning, + core_log_bt_log_fatal); +} + +void core_log_bt_ext_init_with_stdout() +{ + struct core_log_sink sink; + + core_log_sink_std_out_open(true, &sink); + core_log_bt_init(&sink); +} + +void core_log_bt_ext_init_with_stderr() +{ + struct core_log_sink sink; + + core_log_sink_std_err_open(true, &sink); + core_log_bt_init(&sink); +} + +void core_log_bt_ext_init_with_debug() +{ + struct core_log_sink sink; + + core_log_sink_debug_open(&sink); + core_log_bt_init(&sink); +} + +void core_log_bt_ext_init_with_file( + const char *path, bool append, bool rotate, uint8_t max_rotations) +{ + struct core_log_sink sink; + + core_log_sink_file_open(path, append, rotate, max_rotations, &sink); + core_log_bt_init(&sink); +} + +void core_log_bt_ext_init_with_stdout_and_file( + const char *path, bool append, bool rotate, uint8_t max_rotations) +{ + struct core_log_sink sinks[2]; + struct core_log_sink sink_composed; + struct core_log_sink sink_mutex; + + core_log_sink_std_out_open(true, &sinks[0]); + core_log_sink_file_open(path, append, rotate, max_rotations, &sinks[1]); + core_log_sink_list_open(sinks, 2, &sink_composed); + + core_log_sink_mutex_open(&sink_composed, &sink_mutex); + + core_log_bt_init(&sink_mutex); +} \ No newline at end of file diff --git a/src/main/core/log-bt-ext.h b/src/main/core/log-bt-ext.h new file mode 100644 index 0000000..dcb9a9a --- /dev/null +++ b/src/main/core/log-bt-ext.h @@ -0,0 +1,59 @@ +#ifndef CORE_LOG_BT_EXT_H +#define CORE_LOG_BT_EXT_H + +#include +#include + +/** + * Set the current thread API implementation to use the bemanitools log + * implementation + */ +void core_log_bt_ext_impl_set(); + +/** + * Helper to setup the bemanitools log implementation with a stdout sink. + */ +void core_log_bt_ext_init_with_stdout(); + +/** + * Helper to setup the bemanitools log implementation with a stderr sink. + */ +void core_log_bt_ext_init_with_stderr(); + +/** + * Helper to setup the bemanitools log implementation with a OutputDebugStr + * sink. + */ +void core_log_bt_ext_init_with_debug(); + +/** + * Helper to setup the bemanitools log implementation with a file sink + * + * @param path Path to the log file to write the log output to + * @param append If true, then append to an existing file, false to overwrite + * any existing file + * @param rotate If true, rotates an existing log file and creates a new one + * for this session + * @param max_rotations Max number of rotations for the log files + */ +void core_log_bt_ext_init_with_file( + const char *path, bool append, bool rotate, uint8_t max_rotations); + +/** + * Helper to setup the bemanitools log implementation with a stdout and file + * sink + * + * Important: This combined sink is guarded by a mutex to avoid data races on + * logging to two different sinks. + * + * @param path Path to the log file to write the log output to + * @param append If true, then append to an existing file, false to overwrite + * any existing file + * @param rotate If true, rotates an existing log file and creates a new one + * for this session + * @param max_rotations Max number of rotations for the log files + */ +void core_log_bt_ext_init_with_stdout_and_file( + const char *path, bool append, bool rotate, uint8_t max_rotations); + +#endif \ No newline at end of file diff --git a/src/main/core/log-bt.c b/src/main/core/log-bt.c new file mode 100644 index 0000000..fd86897 --- /dev/null +++ b/src/main/core/log-bt.c @@ -0,0 +1,129 @@ +#include +#include +#include + +#include "core/log-bt.h" +#include "core/log-sink.h" +#include "core/log.h" + +#include "util/mem.h" +#include "util/str.h" + +static enum core_log_bt_log_level _core_log_bt_log_level; +static struct core_log_sink *_core_log_bt_sink; + +static void _core_log_bt_vformat_write( + enum core_log_bt_log_level level, + const char *module, + const char *fmt, + va_list ap) +{ + static const char chars[] = "FFWIM"; + + char timestamp[64]; + /* 64k so we can log data dumps of rs232 without crashing */ + char msg[65536]; + char line[65536]; + int result; + + time_t curtime; + struct tm *tm; + + curtime = 0; + tm = NULL; + + curtime = time(NULL); + tm = localtime(&curtime); + + strftime(timestamp, sizeof(timestamp), "[%Y/%m/%d %H:%M:%S]", tm); + + str_vformat(msg, sizeof(msg), fmt, ap); + + result = str_format( + line, + sizeof(line), + "%s %c:%s: %s\n", + timestamp, + chars[level], + module, + msg); + + _core_log_bt_sink->write(_core_log_bt_sink->ctx, line, result); +} + +void core_log_bt_init(const struct core_log_sink *sink) +{ + if (sink == NULL) { + abort(); + } + + _core_log_bt_sink = xmalloc(sizeof(struct core_log_sink)); + memcpy(_core_log_bt_sink, sink, sizeof(struct core_log_sink)); + + _core_log_bt_log_level = CORE_LOG_BT_LOG_LEVEL_OFF; +} + +void core_log_bt_level_set(enum core_log_bt_log_level level) +{ + _core_log_bt_log_level = level; +} + +void core_log_bt_fini() +{ + log_assert(_core_log_bt_sink); + + _core_log_bt_sink->close(_core_log_bt_sink->ctx); + + free(_core_log_bt_sink); +} + +void core_log_bt_log_fatal(const char *module, const char *fmt, ...) +{ + va_list ap; + + if (_core_log_bt_log_level >= CORE_LOG_BT_LOG_LEVEL_FATAL) { + va_start(ap, fmt); + _core_log_bt_vformat_write( + CORE_LOG_BT_LOG_LEVEL_FATAL, module, fmt, ap); + va_end(ap); + } +} + +void core_log_bt_log_warning(const char *module, const char *fmt, ...) +{ + va_list ap; + + if (_core_log_bt_log_level >= CORE_LOG_BT_LOG_LEVEL_WARNING) { + va_start(ap, fmt); + _core_log_bt_vformat_write( + CORE_LOG_BT_LOG_LEVEL_WARNING, module, fmt, ap); + va_end(ap); + } +} + +void core_log_bt_log_info(const char *module, const char *fmt, ...) +{ + va_list ap; + + if (_core_log_bt_log_level >= CORE_LOG_BT_LOG_LEVEL_INFO) { + va_start(ap, fmt); + _core_log_bt_vformat_write(CORE_LOG_BT_LOG_LEVEL_INFO, module, fmt, ap); + va_end(ap); + } +} + +void core_log_bt_log_misc(const char *module, const char *fmt, ...) +{ + va_list ap; + + if (_core_log_bt_log_level >= CORE_LOG_BT_LOG_LEVEL_MISC) { + va_start(ap, fmt); + _core_log_bt_vformat_write(CORE_LOG_BT_LOG_LEVEL_MISC, module, fmt, ap); + va_end(ap); + } +} + +void core_log_bt_direct_sink_write(const char *chars, size_t nchars) +{ + _core_log_bt_sink->write(_core_log_bt_sink->ctx, chars, nchars); +} \ No newline at end of file diff --git a/src/main/core/log-bt.h b/src/main/core/log-bt.h new file mode 100644 index 0000000..2a8052f --- /dev/null +++ b/src/main/core/log-bt.h @@ -0,0 +1,87 @@ +#ifndef CORE_LOG_BT_H +#define CORE_LOG_BT_H + +#include "core/log-sink.h" + +/** + * Log API implementation for games/applications without AVS + */ + +enum core_log_bt_log_level { + CORE_LOG_BT_LOG_LEVEL_OFF = 0, + CORE_LOG_BT_LOG_LEVEL_FATAL = 1, + CORE_LOG_BT_LOG_LEVEL_WARNING = 2, + CORE_LOG_BT_LOG_LEVEL_INFO = 3, + CORE_LOG_BT_LOG_LEVEL_MISC = 4, +}; + +/** + * Initialize the logging backend + * + * This must be called as early as possible in your application to setup + * a logging sink according to your needs. Until this is finished, no + * log output is available. + * + * By default, logging is turned off entirely and must be enabled by setting + * a desired logging level explicitly. + * + * @param sink Pointer to a log sink implementation. The caller owns the memory + * of this. + */ +void core_log_bt_init(const struct core_log_sink *sink); + +/** + * Set the current logging level. This can be changed at any given time, e.g. + * to increase/decrease verbosity. + * + * @param level The logging level to set. + */ +void core_log_bt_level_set(enum core_log_bt_log_level level); + +/** + * Cleanup the logging backend. + * + * Ensure to call this on application exit and cleanup. + */ +void core_log_bt_fini(); + +/** + * Implementation of the log API. + */ +void core_log_bt_log_fatal(const char *module, const char *fmt, ...); + +/** + * Implementation of the log API. + */ +void core_log_bt_log_warning(const char *module, const char *fmt, ...); + +/** + * Implementation of the log API. + */ +void core_log_bt_log_info(const char *module, const char *fmt, ...); + +/** + * Implementation of the log API. + */ +void core_log_bt_log_misc(const char *module, const char *fmt, ...); + +/** + * Allow AVS to by-pass the core log API/engine. + * + * This function must only be called by AVS in an appropriate log callback + * function that is passed to avs_boot. + * + * AVS has it's own logging engine and manages aspects such as async logging, + * log levels and decorating log messages. + * + * Thus, proper interoperability only requires the writer/sink part to be shared + * with AVS. + * + * @param chars Buffer with text data to write to the configured sinks. The + * buffer might contain several log messages separated by newline + * characters. + * @param nchars Number of chars to write to the sink. + */ +void core_log_bt_direct_sink_write(const char *chars, size_t nchars); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-async.c b/src/main/core/log-sink-async.c new file mode 100644 index 0000000..f327aad --- /dev/null +++ b/src/main/core/log-sink-async.c @@ -0,0 +1,23 @@ +#include + +#include "core/log-sink.h" + +static void +_core_log_sink_file_write(void *ctx, const char *chars, size_t nchars) +{ + // TODO +} + +static void _core_log_sink_file_close(void *ctx) +{ + // TODO +} + +void core_log_sink_async_open(struct core_log_sink *sink) +{ + // TODO + + sink->ctx = NULL; + sink->write = _core_log_sink_file_write; + sink->close = _core_log_sink_file_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-async.h b/src/main/core/log-sink-async.h new file mode 100644 index 0000000..47aa49e --- /dev/null +++ b/src/main/core/log-sink-async.h @@ -0,0 +1,19 @@ +#ifndef CORE_LOG_SINK_ASYNC_H +#define CORE_LOG_SINK_ASYNC_H + +#include +#include + +#include "core/log-sink.h" + +/** + * Open a async log sink + * + * The sink passes data to log to a separate thread which executes the actual + * logging of the data. + * + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_async_open(struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-debug.c b/src/main/core/log-sink-debug.c new file mode 100644 index 0000000..c1dd7a2 --- /dev/null +++ b/src/main/core/log-sink-debug.c @@ -0,0 +1,23 @@ +#include + +#include + +#include "core/log-sink.h" + +static void +_core_log_sink_debug_write(void *ctx, const char *chars, size_t nchars) +{ + OutputDebugStringA(chars); +} + +static void _core_log_sink_debug_close(void *ctx) +{ + // noop +} + +void core_log_sink_debug_open(struct core_log_sink *sink) +{ + sink->ctx = NULL; + sink->write = _core_log_sink_debug_write; + sink->close = _core_log_sink_debug_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-debug.h b/src/main/core/log-sink-debug.h new file mode 100644 index 0000000..4c21d50 --- /dev/null +++ b/src/main/core/log-sink-debug.h @@ -0,0 +1,15 @@ +#ifndef CORE_LOG_SINK_DEBUG_H +#define CORE_LOG_SINK_DEBUG_H + +#include + +#include "core/log-sink.h" + +/** + * Open a log sink that uses OutputDebugStr + * + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_debug_open(struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-file.c b/src/main/core/log-sink-file.c new file mode 100644 index 0000000..f2ca188 --- /dev/null +++ b/src/main/core/log-sink-file.c @@ -0,0 +1,92 @@ +#include + +#include +#include +#include +#include + +#include "core/log-sink.h" + +#include "util/fs.h" +#include "util/str.h" + +static void _core_log_sink_file_rotate(const char *path, uint8_t max_rotations) +{ + uint8_t i; + char rotate_file[MAX_PATH]; + char rotate_file_next[MAX_PATH]; + char version[8]; + char version_next[8]; + + for (i = max_rotations; i > 0; i++) { + str_cpy(rotate_file, sizeof(rotate_file), path); + str_cpy(rotate_file_next, sizeof(rotate_file_next), path); + + if (i - 1 != 0) { + sprintf(version, ".%d", i); + } else { + memset(version, 0, sizeof(version)); + } + + sprintf(version_next, ".%d", i); + + str_cat(rotate_file, sizeof(rotate_file), version); + str_cat(rotate_file_next, sizeof(rotate_file_next), version_next); + + if (path_exists(rotate_file)) { + CopyFile(rotate_file, rotate_file_next, FALSE); + } + } +} + +static void +_core_log_sink_file_write(void *ctx, const char *chars, size_t nchars) +{ + FILE *file; + + file = (FILE *) ctx; + + fwrite(chars, 1, nchars, file); +} + +static void _core_log_sink_file_close(void *ctx) +{ + FILE *file; + + file = (FILE *) ctx; + + fflush(file); + fclose(file); +} + +void core_log_sink_file_open( + const char *path, + bool append, + bool rotate, + uint8_t max_rotations, + struct core_log_sink *sink) +{ + FILE *file; + + if (rotate) { + _core_log_sink_file_rotate(path, max_rotations); + + // Appending doesn't matter when file is rotated anyway + file = fopen(path, "w+"); + } else { + if (append) { + file = fopen(path, "a+"); + } else { + file = fopen(path, "w+"); + } + } + + if (!file) { + printf("Cannot open log file: %s", path); + abort(); + } + + sink->ctx = (void *) file; + sink->write = _core_log_sink_file_write; + sink->close = _core_log_sink_file_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-file.h b/src/main/core/log-sink-file.h new file mode 100644 index 0000000..968a1fe --- /dev/null +++ b/src/main/core/log-sink-file.h @@ -0,0 +1,28 @@ +#ifndef CORE_LOG_SINK_FILE_H +#define CORE_LOG_SINK_FILE_H + +#include +#include +#include + +#include "core/log-sink.h" + +/** + * Open a log sink writing data to a file + * + * @param path Path to the log file to write the log output to + * @param append If true, then append to an existing file, false to overwrite + * any existing file + * @param rotate If true, rotates an existing log file and creates a new one + * for this session + * @param max_rotations Max number of rotations for the log files + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_file_open( + const char *path, + bool append, + bool rotate, + uint8_t max_rotations, + struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-list.c b/src/main/core/log-sink-list.c new file mode 100644 index 0000000..38e3211 --- /dev/null +++ b/src/main/core/log-sink-list.c @@ -0,0 +1,66 @@ +#include +#include + +#include "core/log-sink-list.h" +#include "core/log-sink.h" + +#include "util/mem.h" + +#define MAX_SINKS 8 + +struct core_log_sink_list { + struct core_log_sink entries[MAX_SINKS]; + uint8_t num; +}; + +static void +_core_log_sink_list_write(void *ctx, const char *chars, size_t nchars) +{ + struct core_log_sink_list *sink_list; + int i; + + sink_list = (struct core_log_sink_list *) ctx; + + for (i = 0; i < sink_list->num; i++) { + sink_list->entries[i].write(sink_list->entries[i].ctx, chars, nchars); + } +} + +static void _core_log_sink_list_close(void *ctx) +{ + struct core_log_sink_list *sink_list; + int i; + + sink_list = (struct core_log_sink_list *) ctx; + + for (i = 0; i < sink_list->num; i++) { + sink_list->entries[i].close(sink_list->entries[i].ctx); + } + + free(sink_list); +} + +void core_log_sink_list_open( + const struct core_log_sink *entry, uint8_t num, struct core_log_sink *sink) +{ + struct core_log_sink_list *sink_list; + int i; + + if (num > MAX_SINKS) { + abort(); + } + + sink_list = xmalloc(sizeof(struct core_log_sink_list)); + + for (i = 0; i < num; i++) { + sink_list->entries[i].ctx = entry[i].ctx; + sink_list->entries[i].write = entry[i].write; + sink_list->entries[i].close = entry[i].close; + } + + sink_list->num = num; + + sink->ctx = (void *) sink_list; + sink->write = _core_log_sink_list_write; + sink->close = _core_log_sink_list_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-list.h b/src/main/core/log-sink-list.h new file mode 100644 index 0000000..f1e99f3 --- /dev/null +++ b/src/main/core/log-sink-list.h @@ -0,0 +1,24 @@ +#ifndef CORE_LOG_SINK_LIST_H +#define CORE_LOG_SINK_LIST_H + +#include +#include + +#include "core/log-sink.h" + +/** + * Combine multiple log sinks into a list of sinks. + * + * Upon invoking a list sink, all sinks contained within the list are + * being invoked in the configured order. + * + * @param entry A pointer to allocated memory with a sequence of opened sinks + * that you want to add to the list. Ownership of these sinks + * is transferred, i.e. closing the list sink closes its children. + * @param num The number of elements in the sequence of opened sinks pointed to. + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_list_open( + const struct core_log_sink *entry, uint8_t num, struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-mutex.c b/src/main/core/log-sink-mutex.c new file mode 100644 index 0000000..13c8b20 --- /dev/null +++ b/src/main/core/log-sink-mutex.c @@ -0,0 +1,53 @@ +#include + +#include + +#include "core/log-sink.h" + +#include "util/mem.h" + +struct core_log_sink_mutex_ctx { + struct core_log_sink *child; + HANDLE mutex; +}; + +static void +_core_log_sink_mutex_write(void *ctx_, const char *chars, size_t nchars) +{ + struct core_log_sink_mutex_ctx *ctx; + + ctx = (struct core_log_sink_mutex_ctx *) ctx_; + + WaitForSingleObject(ctx->mutex, INFINITE); + + ctx->child->write(ctx->child->ctx, chars, nchars); + + ReleaseMutex(ctx->mutex); +} + +static void _core_log_sink_mutex_close(void *ctx_) +{ + struct core_log_sink_mutex_ctx *ctx; + + ctx = (struct core_log_sink_mutex_ctx *) ctx_; + + CloseHandle(ctx->mutex); + + ctx->child->close(ctx->child->ctx); + free(ctx); +} + +void core_log_sink_mutex_open( + const struct core_log_sink *child_sink, struct core_log_sink *sink) +{ + struct core_log_sink_mutex_ctx *ctx; + + ctx = xmalloc(sizeof(struct core_log_sink_mutex_ctx)); + + memcpy(ctx->child, child_sink, sizeof(struct core_log_sink)); + ctx->mutex = CreateMutex(NULL, FALSE, NULL); + + sink->ctx = ctx; + sink->write = _core_log_sink_mutex_write; + sink->close = _core_log_sink_mutex_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-mutex.h b/src/main/core/log-sink-mutex.h new file mode 100644 index 0000000..e30357e --- /dev/null +++ b/src/main/core/log-sink-mutex.h @@ -0,0 +1,21 @@ +#ifndef CORE_LOG_SINK_MUTEX_H +#define CORE_LOG_SINK_MUTEX_H + +#include + +#include "core/log-sink.h" + +/** + * Create a sink that surrounds another sink with a mutex. + * + * Use this to make other sink implementations thread-safe. + * + * @param child_sink Another opened sink to surround with the mutex. Ownership + * of the sink is transferred, i.e. closing the mutex sink + * also closes the wrapped child sink. + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_mutex_open( + const struct core_log_sink *child_sink, struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-null.c b/src/main/core/log-sink-null.c new file mode 100644 index 0000000..7655a20 --- /dev/null +++ b/src/main/core/log-sink-null.c @@ -0,0 +1,21 @@ +#include + +#include "core/log-sink.h" + +static void +_core_log_sink_null_write(void *ctx, const char *chars, size_t nchars) +{ + // noop +} + +static void _core_log_sink_null_close(void *ctx) +{ + // noop +} + +void core_log_sink_null_open(struct core_log_sink *sink) +{ + sink->ctx = NULL; + sink->write = _core_log_sink_null_write; + sink->close = _core_log_sink_null_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-null.h b/src/main/core/log-sink-null.h new file mode 100644 index 0000000..ebd2bab --- /dev/null +++ b/src/main/core/log-sink-null.h @@ -0,0 +1,17 @@ +#ifndef CORE_LOG_SINK_NULL_H +#define CORE_LOG_SINK_NULL_H + +#include + +#include "core/log-sink.h" + +/** + * Create a null/dummy sink. + * + * Use this to disable any logging entirely. + * + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_null_open(struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-std.c b/src/main/core/log-sink-std.c new file mode 100644 index 0000000..197fd12 --- /dev/null +++ b/src/main/core/log-sink-std.c @@ -0,0 +1,193 @@ +#include + +#include + +#include "core/log-sink.h" + +#include "util/mem.h" + +struct core_log_sink_std_ctx { + HANDLE handle; + bool color; +}; + +static char _core_log_sink_std_determine_color(const char *str) +{ + /* Add some color to make spotting warnings/errors easier. + Based on debug output level identifier. */ + + /* Avoids colored output on strings like "Windows" */ + if (str[1] != ':') { + return 15; + } + + switch (str[0]) { + /* green */ + case 'M': + return 10; + /* blue */ + case 'I': + return 9; + /* yellow */ + case 'W': + return 14; + /* red */ + case 'F': + return 12; + /* default console color */ + default: + return 15; + } +} + +static size_t _core_log_sink_std_msg_coloring_len(const char *str) +{ + // Expected format example: "I:boot: my log message" + + const char *ptr; + size_t len; + int colon_count; + + ptr = str; + len = 0; + colon_count = 0; + + while (true) { + // End of string = invalid log format + if (*ptr == '\0') { + return 0; + } + + if (*ptr == ':') { + colon_count++; + } + + if (colon_count == 2) { + // Skip current colon, next char is a space + return len + 1; + } + + len++; + ptr++; + } + + return 0; +} + +static void +_core_log_sink_std_write(void *ctx_, const char *chars, size_t nchars) +{ + static const size_t timestamp_len = strlen("[----/--/-- --:--:--]"); + + struct core_log_sink_std_ctx *ctx; + + char color; + size_t color_len; + size_t msg_len; + const char *msg_start; + const char *msg_end; + DWORD written; + DWORD write_pos; + + ctx = (struct core_log_sink_std_ctx *) ctx_; + + if (ctx->color) { + write_pos = 0; + + // Support multiple buffered log messages, e.g. from the AVS logging + // engine + while (write_pos < nchars) { + // Expects the AVS timestamp format + msg_start = chars + timestamp_len + 1; // +1 is the space + + color_len = _core_log_sink_std_msg_coloring_len(msg_start); + + // Check if we could detect which part to color, otherwise just + // write the whole log message without any coloring logic + if (color_len > 0) { + color = _core_log_sink_std_determine_color(msg_start); + + // Timestamp + WriteConsole( + ctx->handle, chars, timestamp_len + 1, &written, NULL); + write_pos += written; + chars += written; + + // Log level + module colored + SetConsoleTextAttribute(ctx->handle, color); + WriteConsole(ctx->handle, chars, color_len, &written, NULL); + write_pos += written; + chars += written; + SetConsoleTextAttribute(ctx->handle, 15); + + msg_end = strchr(chars, '\n'); + + if (msg_end != NULL) { + msg_len = msg_end - chars; + + // Write \n as well + msg_len++; + + // Write actual message non colored + WriteConsole(ctx->handle, chars, msg_len, &written, NULL); + write_pos += written; + chars += written; + } else { + WriteConsole( + ctx->handle, chars, nchars - write_pos, &written, NULL); + write_pos += written; + chars += written; + } + } else { + WriteConsole( + ctx->handle, + chars + write_pos, + nchars - write_pos, + &written, + NULL); + write_pos += written; + } + } + } else { + WriteConsole(ctx->handle, chars, nchars, &written, NULL); + } +} + +static void _core_log_sink_std_close(void *ctx_) +{ + struct core_log_sink_std_ctx *ctx; + + ctx = (struct core_log_sink_std_ctx *) ctx_; + + // Remark: Don't close the ctx->handle, see win API docs + + free(ctx); +} + +void core_log_sink_std_out_open(bool color, struct core_log_sink *sink) +{ + struct core_log_sink_std_ctx *ctx; + + ctx = xmalloc(sizeof(struct core_log_sink_std_ctx)); + + ctx->handle = GetStdHandle(STD_OUTPUT_HANDLE); + ctx->color = color; + + sink->ctx = (void *) ctx; + sink->write = _core_log_sink_std_write; + sink->close = _core_log_sink_std_close; +} + +void core_log_sink_std_err_open(bool color, struct core_log_sink *sink) +{ + struct core_log_sink_std_ctx *ctx; + + ctx = xmalloc(sizeof(struct core_log_sink_std_ctx)); + + ctx->handle = GetStdHandle(STD_ERROR_HANDLE); + ctx->color = color; + + sink->ctx = (void *) ctx; + sink->write = _core_log_sink_std_write; + sink->close = _core_log_sink_std_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-std.h b/src/main/core/log-sink-std.h new file mode 100644 index 0000000..e0e006b --- /dev/null +++ b/src/main/core/log-sink-std.h @@ -0,0 +1,24 @@ +#ifndef CORE_LOG_SINK_STD_H +#define CORE_LOG_SINK_STD_H + +#include + +#include "core/log-sink.h" + +/** + * Create a sink that writes to stdout. + * + * @param color If true, messages are colored by log level. + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_std_out_open(bool color, struct core_log_sink *sink); + +/** + * Create a sink that writes to stderr. + * + * @param color If true, messages are colored by log level. + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_std_err_open(bool color, struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink.h b/src/main/core/log-sink.h new file mode 100644 index 0000000..7fdd42f --- /dev/null +++ b/src/main/core/log-sink.h @@ -0,0 +1,45 @@ +#ifndef CORE_LOG_SINK_H +#define CORE_LOG_SINK_H + +#include + +/** + * Write function for a log sink implementation. + * + * Write the given data to your target output destination. + * + * @param ctx Context defined by the implementation when opening the sink. + * @param chars Buffer with text data to log. This can contain partial data of + * a single log line, a full log line terminated by a newline + * character or multiple log lines (each terminated by a newline + * character). + * @param nchars Number of characters to write. + */ +typedef void (*core_log_sink_write_t)( + void *ctx, const char *chars, size_t nchars); + +/** + * Close your log sink and cleanup resources + * + * Depending on your implementation, you might want to flush any + * outstanding/buffered data. + * + * @param ctx Context defined by the implementation when opening the sink. + */ +typedef void (*core_log_sink_close_t)(void *ctx); + +/** + * Log sink structure. + * + * This must be set-up and populated when opening your log sink implementation. + * The ctx field contains any arbitrary data that you need for your log sink + * to operate, e.g. a file handle, additional buffers etc. Make sure these + * resources are cleaned up upon closing the sink. + */ +struct core_log_sink { + void *ctx; + core_log_sink_write_t write; + core_log_sink_close_t close; +}; + +#endif \ No newline at end of file diff --git a/src/main/core/log.c b/src/main/core/log.c new file mode 100644 index 0000000..9d2d6d7 --- /dev/null +++ b/src/main/core/log.c @@ -0,0 +1,74 @@ +#include + +#include "core/log.h" + +core_log_message_t _core_log_misc_impl; +core_log_message_t _core_log_info_impl; +core_log_message_t _core_log_warning_impl; +core_log_message_t _core_log_fatal_impl; + +void core_log_impl_set( + core_log_message_t misc, + core_log_message_t info, + core_log_message_t warning, + core_log_message_t fatal) +{ + if (misc == NULL || info == NULL || warning == NULL || fatal == NULL) { + abort(); + } + + _core_log_misc_impl = misc; + _core_log_info_impl = info; + _core_log_warning_impl = warning; + _core_log_fatal_impl = fatal; +} + +void core_log_impl_assign(core_log_impl_set_t impl_set) +{ + if (_core_log_misc_impl == NULL || _core_log_info_impl == NULL || + _core_log_warning_impl == NULL || _core_log_fatal_impl == NULL) { + abort(); + } + + impl_set( + _core_log_misc_impl, + _core_log_info_impl, + _core_log_warning_impl, + _core_log_fatal_impl); +} + +core_log_message_t core_log_misc_impl_get() +{ + if (_core_log_misc_impl == NULL) { + abort(); + } + + return _core_log_misc_impl; +} + +core_log_message_t core_log_info_impl_get() +{ + if (_core_log_info_impl == NULL) { + abort(); + } + + return _core_log_info_impl; +} + +core_log_message_t core_log_warning_impl_get() +{ + if (_core_log_warning_impl == NULL) { + abort(); + } + + return _core_log_warning_impl; +} + +core_log_message_t core_log_fatal_impl_get() +{ + if (_core_log_fatal_impl == NULL) { + abort(); + } + + return _core_log_fatal_impl; +} \ No newline at end of file diff --git a/src/main/core/log.h b/src/main/core/log.h new file mode 100644 index 0000000..5b5cd9d --- /dev/null +++ b/src/main/core/log.h @@ -0,0 +1,197 @@ +#ifndef CORE_LOG_H +#define CORE_LOG_H + +#include +#include + +#include "util/defs.h" + +/** + * The core log API of bemanitools. + * + * To a large extent, this reflects the AVS logging API and allows for swapping + * out the backends with different implementations. Most games should have some + * version of the AVS API available while some (legacy) games do not. These + * can use a bemanitools private logging implementation by configuring it + * in the bootstrapping process. + */ + +/* BUILD_MODULE is passed in as a command-line #define by the makefile */ + +#ifndef LOG_MODULE +#define LOG_MODULE STRINGIFY(BUILD_MODULE) +#endif + +/** + * Log a message on misc level + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The macro is required to make things work with varargs. + * The log message is only printed if the log level is set to misc + * + * @param fmt printf format string + * @param ... Additional arguments according to the specified arguments in the + * printf format string + */ +#define log_misc(...) _core_log_misc_impl(LOG_MODULE, __VA_ARGS__) + +/** + * Log a message on info level + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The macro is required to make things work with varargs. + * The log message is only printed if the log level is set to info or lower + * + * @param fmt printf format string + * @param ... Additional arguments according to the specified arguments in the + * printf format string + */ +#define log_info(...) _core_log_info_impl(LOG_MODULE, __VA_ARGS__) + +/** + * Log a message on warning level + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The macro is required to make things work with varargs. + * The log message is only printed if the log level is set to warning or lower + * + * @param fmt printf format string + * @param ... Additional arguments according to the specified arguments in the + * printf format string + */ +#define log_warning(...) _core_log_warning_impl(LOG_MODULE, __VA_ARGS__) + +/** + * Log a message on fatal level + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The macro is required to make things work with varargs. + * The log message is only printed if the log level is set to fatal. + * + * This call will also terminate the application. + * + * @param fmt printf format string + * @param ... Additional arguments according to the specified arguments in the + * printf format string + */ +#define log_fatal(...) \ + do { \ + _core_log_fatal_impl(LOG_MODULE, __VA_ARGS__); \ + abort(); \ + } while (0) + +/** + * Log a message and terminate the application if given condition fails + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The macro is required to make things work with varargs. + * + * @param x Condition to evaluate. If false, the application terminates + */ +#define log_assert(x) \ + do { \ + if (!(x)) { \ + _core_log_fatal_impl( \ + "assert", \ + "%s:%d: function `%s'", \ + __FILE__, \ + __LINE__, \ + __FUNCTION__); \ + abort(); \ + } \ + } while (0) + +/** + * Log a message in an exception handler + * + * Only use this function in an exception handler, e.g. for stack traces. It + * logs the message on fatal level but does not terminate. + * + * @param fmt printf format string + * @param ... Additional arguments according to the specified arguments in the + * printf format string + */ +#define log_exception_handler(...) \ + _core_log_fatal_impl("exception", __VA_ARGS__) + +typedef void (*core_log_message_t)(const char *module, const char *fmt, ...); + +typedef void (*core_log_impl_set_t)( + core_log_message_t misc, + core_log_message_t info, + core_log_message_t warning, + core_log_message_t fatal); + +/** + * Configure the log API implementations + * + * Advised to do this as early in your application/library module as possible + * as calls to the getter functions below will return the currently configured + * implementations. + * + * @param misc Pointer to a function implementing logging on misc level + * @param info Pointer to a function implementing logging on info level + * @param warning Pointer to a function implementing logging on warning level + * @param fatal Pointer to a function implementing logging on fatal level + */ +void core_log_impl_set( + core_log_message_t misc, + core_log_message_t info, + core_log_message_t warning, + core_log_message_t fatal); + +/** + * Supporting function to inject/assign the currently set implementation + * with the given setter function. + * + * @param impl_set Setter function to call with the currently configured log + * function implementations + */ +void core_log_impl_assign(core_log_impl_set_t impl_set); + +/** + * Get the currently configured implementation of the misc level log function + * + * @return Pointer to the currently configured implementation of the function + */ +core_log_message_t core_log_misc_impl_get(); + +/** + * Get the currently configured implementation of the info level log function + * + * @return Pointer to the currently configured implementation of the function + */ +core_log_message_t core_log_info_impl_get(); + +/** + * Get the currently configured implementation of the warning level log function + * + * @return Pointer to the currently configured implementation of the function + */ +core_log_message_t core_log_warning_impl_get(); + +/** + * Get the currently configured implementation of the fatal level log function + * + * @return Pointer to the currently configured implementation of the function + */ +core_log_message_t core_log_fatal_impl_get(); + +// Do not use these directly. +// These are only here to allow usage in the macros above. +extern core_log_message_t _core_log_misc_impl; +extern core_log_message_t _core_log_info_impl; +extern core_log_message_t _core_log_warning_impl; +extern core_log_message_t _core_log_fatal_impl; + +#endif \ No newline at end of file diff --git a/src/main/core/thread-crt-ext.c b/src/main/core/thread-crt-ext.c new file mode 100644 index 0000000..eb403ad --- /dev/null +++ b/src/main/core/thread-crt-ext.c @@ -0,0 +1,8 @@ +#include "core/thread-crt.h" +#include "core/thread.h" + +void core_thread_crt_ext_impl_set() +{ + core_thread_impl_set( + core_thread_crt_create, core_thread_crt_join, core_thread_crt_destroy); +} \ No newline at end of file diff --git a/src/main/core/thread-crt-ext.h b/src/main/core/thread-crt-ext.h new file mode 100644 index 0000000..a17b29b --- /dev/null +++ b/src/main/core/thread-crt-ext.h @@ -0,0 +1,9 @@ +#ifndef CORE_THREAD_CRT_EXT_H +#define CORE_THREAD_CRT_EXT_H + +/** + * Set the current thread API implementation to use the C runtime thread API + */ +void core_thread_crt_ext_impl_set(); + +#endif \ No newline at end of file diff --git a/src/main/core/thread-crt.c b/src/main/core/thread-crt.c new file mode 100644 index 0000000..0251cf1 --- /dev/null +++ b/src/main/core/thread-crt.c @@ -0,0 +1,62 @@ +#include +#include + +#include +#include + +#include "core/thread-crt.h" +#include "core/thread.h" + +#include "util/defs.h" + +struct shim_ctx { + HANDLE barrier; + int (*proc)(void *); + void *ctx; +}; + +static unsigned int STDCALL crt_thread_shim(void *outer_ctx) +{ + struct shim_ctx *sctx = outer_ctx; + int (*proc)(void *); + void *inner_ctx; + + proc = sctx->proc; + inner_ctx = sctx->ctx; + + SetEvent(sctx->barrier); + + return proc(inner_ctx); +} + +int core_thread_crt_create( + int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority) +{ + struct shim_ctx sctx; + uintptr_t thread_id; + + sctx.barrier = CreateEvent(NULL, TRUE, FALSE, NULL); + sctx.proc = proc; + sctx.ctx = ctx; + + thread_id = _beginthreadex(NULL, stack_sz, crt_thread_shim, &sctx, 0, NULL); + + WaitForSingleObject(sctx.barrier, INFINITE); + CloseHandle(sctx.barrier); + + return (int) thread_id; +} + +void core_thread_crt_destroy(int thread_id) +{ + CloseHandle((HANDLE) (uintptr_t) thread_id); +} + +void core_thread_crt_join(int thread_id, int *result) +{ + WaitForSingleObject((HANDLE) (uintptr_t) thread_id, INFINITE); + + if (result) { + GetExitCodeThread((HANDLE) (uintptr_t) thread_id, (DWORD *) result); + } +} diff --git a/src/main/core/thread-crt.h b/src/main/core/thread-crt.h new file mode 100644 index 0000000..e9c1e8c --- /dev/null +++ b/src/main/core/thread-crt.h @@ -0,0 +1,15 @@ +#ifndef CORE_THREAD_CRT_H +#define CORE_THREAD_CRT_H + +#include + +/** + * Thread API implementation using the C runtime API + */ + +int core_thread_crt_create( + int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority); +void core_thread_crt_join(int thread_id, int *result); +void core_thread_crt_destroy(int thread_id); + +#endif diff --git a/src/main/core/thread.c b/src/main/core/thread.c new file mode 100644 index 0000000..f4e5bfe --- /dev/null +++ b/src/main/core/thread.c @@ -0,0 +1,78 @@ +#include + +#include "core/log.h" +#include "core/thread.h" + +core_thread_create_t core_thread_create_impl; +core_thread_join_t core_thread_join_impl; +core_thread_destroy_t core_thread_destroy_impl; + +int core_thread_create( + int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority) +{ + log_assert(core_thread_create_impl); + + return core_thread_create_impl(proc, ctx, stack_sz, priority); +} + +void core_thread_join(int thread_id, int *result) +{ + log_assert(core_thread_join_impl); + + core_thread_join_impl(thread_id, result); +} + +void core_thread_destroy(int thread_id) +{ + log_assert(core_thread_destroy_impl); + + core_thread_destroy_impl(thread_id); +} + +void core_thread_impl_set( + core_thread_create_t create, + core_thread_join_t join, + core_thread_destroy_t destroy) +{ + if (create == NULL || join == NULL || destroy == NULL) { + abort(); + } + + core_thread_create_impl = create; + core_thread_join_impl = join; + core_thread_destroy_impl = destroy; +} + +void core_thread_impl_assign(core_thread_impl_set_t impl_set) +{ + if (core_thread_create_impl == NULL || core_thread_join_impl == NULL || + core_thread_destroy_impl == NULL) { + abort(); + } + + impl_set( + core_thread_create_impl, + core_thread_join_impl, + core_thread_destroy_impl); +} + +core_thread_create_t core_thread_create_impl_get() +{ + log_assert(core_thread_create_impl); + + return core_thread_create_impl; +} + +core_thread_join_t core_thread_join_impl_get() +{ + log_assert(core_thread_join_impl); + + return core_thread_join_impl; +} + +core_thread_destroy_t core_thread_destroy_impl_get() +{ + log_assert(core_thread_destroy_impl); + + return core_thread_destroy_impl; +} diff --git a/src/main/core/thread.h b/src/main/core/thread.h new file mode 100644 index 0000000..8811566 --- /dev/null +++ b/src/main/core/thread.h @@ -0,0 +1,117 @@ +#ifndef CORE_THREAD_H +#define CORE_THREAD_H + +#include + +/** + * The core thread API of bemanitools. + * + * This essentially reflects the AVS threading API and allows for swapping out + * the backends with different implementations. Most games should have some + * version of the AVS API available while some (legacy) games do not. These + * can use a bemanitools private threading implementation by configuring it + * in the bootstrapping process. + */ + +/** + * Create a thread + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * @param proc The function to run in a separate thread + * @param ctx Additional data to pass to the function as a parameter + * @param stack_sz The stack size to allocate for the thread in bytes + * @param priority The thread's priority + * @return The ID of the thread once created and started + */ +int core_thread_create( + int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority); + +/** + * Wait for a thread to finish + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The caller of this function blocks until the thread has finished executing. + * + * @param thread_id ID of the thread to wait for + * @param result Pointer to a variable to write the return value of the function + * the thread executed to + */ +void core_thread_join(int thread_id, int *result); + +/** + * Destroy a thread + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The thread must have finished execution before calling this. It is advised + * to make threads terminate their execution flow, join them and destroy. + * + * @param thread_id The ID of the thread to destroy. + */ +void core_thread_destroy(int thread_id); + +typedef int (*core_thread_create_t)( + int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority); +typedef void (*core_thread_join_t)(int thread_id, int *result); +typedef void (*core_thread_destroy_t)(int thread_id); + +typedef void (*core_thread_impl_set_t)( + core_thread_create_t create, + core_thread_join_t join, + core_thread_destroy_t destroy); + +/** + * Configure the thread API implementations + * + * Advised to do this as early in your application/library module as possible + * as calls to the getter functions below will return the currently configured + * implementations. + * + * @param create Pointer to a function implementing thread creation + * @param join Pointer to a function implementing joining of a thread + * @param destroy Pointer to a function implementing destroying of a thread + */ +void core_thread_impl_set( + core_thread_create_t create, + core_thread_join_t join, + core_thread_destroy_t destroy); + +/** + * Supporting function to inject/assign the currently set implementation + * with the given setter function. + * + * @param impl_set Setter function to call with the currently configured thread + * function implementations + */ +void core_thread_impl_assign(core_thread_impl_set_t impl_set); + +/** + * Get the currently configured implementation for thread_create + * + * @return Pointer to the currently configured implementation of the + * thread_create function + */ +core_thread_create_t core_thread_create_impl_get(); + +/** + * Get the currently configured implementation for thread_join + * + * @return Pointer to the currently configured implementation of the thread_join + * function + */ +core_thread_join_t core_thread_join_impl_get(); + +/** + * Get the currently configured implementation for thread_destroy + * + * @return Pointer to the currently configured implementation of the + * thread_destroy function + */ +core_thread_destroy_t core_thread_destroy_impl_get(); + +#endif From dedbdaf7299580dfe1c400ba8b272e0365615900 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 23 Feb 2024 11:15:17 +0100 Subject: [PATCH 006/118] feat: Add helper to set avs implementations Doesn't really reduce boiler plate but adds clarity with a more meaningful function name what the operation does. --- src/main/avs-util/Module.mk | 1 + src/main/avs-util/core-interop.c | 16 ++++++++++++++++ src/main/avs-util/core-interop.h | 7 +++++++ 3 files changed, 24 insertions(+) create mode 100644 src/main/avs-util/core-interop.c create mode 100644 src/main/avs-util/core-interop.h diff --git a/src/main/avs-util/Module.mk b/src/main/avs-util/Module.mk index 8db0691..2e59f57 100644 --- a/src/main/avs-util/Module.mk +++ b/src/main/avs-util/Module.mk @@ -3,4 +3,5 @@ libs += avs-util libs_avs-util := \ src_avs-util := \ + core-interop.c \ error.c \ diff --git a/src/main/avs-util/core-interop.c b/src/main/avs-util/core-interop.c new file mode 100644 index 0000000..555930f --- /dev/null +++ b/src/main/avs-util/core-interop.c @@ -0,0 +1,16 @@ +#include "core/log.h" +#include "core/thread.h" + +#include "imports/avs.h" + +void avs_util_core_interop_log_avs_impl_set() +{ + core_log_impl_set( + log_body_misc, log_body_info, log_body_warning, log_body_fatal); +} + +void avs_util_core_interop_thread_avs_impl_set() +{ + core_thread_impl_set( + avs_thread_create, avs_thread_join, avs_thread_destroy); +} \ No newline at end of file diff --git a/src/main/avs-util/core-interop.h b/src/main/avs-util/core-interop.h new file mode 100644 index 0000000..51b1e11 --- /dev/null +++ b/src/main/avs-util/core-interop.h @@ -0,0 +1,7 @@ +#ifndef AVS_UTIL_CORE_INTEROP_H +#define AVS_UTIL_CORE_INTEROP_H + +void avs_util_core_interop_log_avs_impl_set(); +void avs_util_core_interop_thread_avs_impl_set(); + +#endif \ No newline at end of file From 33372f3ef2aa270e6f85474c0ec534443b8eed66 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 23 Feb 2024 11:15:17 +0100 Subject: [PATCH 007/118] feat(avs-util): Add helper to translate property errors --- src/main/avs-util/error.c | 10 ++++++++++ src/main/avs-util/error.h | 4 +++- 2 files changed, 13 insertions(+), 1 deletion(-) diff --git a/src/main/avs-util/error.c b/src/main/avs-util/error.c index ab09c01..d31b2e1 100644 --- a/src/main/avs-util/error.c +++ b/src/main/avs-util/error.c @@ -96,4 +96,14 @@ const char *avs_util_error_str(avs_error error) } return avs_util_error_unknown; +} + +const char *avs_util_property_error_get_and_clear(struct property *prop) +{ + avs_error error; + + error = property_get_error(prop); + property_clear_error(prop); + + return avs_util_error_str(error); } \ No newline at end of file diff --git a/src/main/avs-util/error.h b/src/main/avs-util/error.h index 3598851..88d68c5 100644 --- a/src/main/avs-util/error.h +++ b/src/main/avs-util/error.h @@ -5,4 +5,6 @@ const char *avs_util_error_str(avs_error error); -#endif \ No newline at end of file +const char *avs_util_property_error_get_and_clear(struct property *prop); + +#endif From bc9b8b508e85ff719affea27a91d4020aa19fe98 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 23 Feb 2024 13:29:52 +0100 Subject: [PATCH 008/118] refactor(api): Thread and log API Split files and add name spacing. --- src/api/log.h | 31 +++++++++++++++++++++++++++++++ src/api/thread.h | 20 ++++++++++++++++++++ 2 files changed, 51 insertions(+) create mode 100644 src/api/log.h create mode 100644 src/api/thread.h diff --git a/src/api/log.h b/src/api/log.h new file mode 100644 index 0000000..638a269 --- /dev/null +++ b/src/api/log.h @@ -0,0 +1,31 @@ +#ifndef BEMANITOOLS_API_THREAD_H +#define BEMANITOOLS_API_THREAD_H + +#include + +#ifdef __GNUC__ +/* Bemanitools is compiled with GCC (MinGW, specifically) as of version 5 */ +#define LOG_CHECK_FMT __attribute__((format(printf, 2, 3))) +#else +/* Compile it out for MSVC plebs */ +#define LOG_CHECK_FMT +#endif + +/* An AVS-style logger function. Comes in four flavors: misc, info, warning, + and fatal, with increasing severity. Fatal loggers do not return, they + abort the running process after writing their message to the log. + + "module" is an arbitrary short string identifying the source of the log + message. The name of the calling DLL is a good default choice for this + string, although you might want to identify a module within your DLL here + instead. + + "fmt" is a printf-style format string. Depending on the context in which + your DLL is running you might end up calling a logger function exported + from libavs, which has its own printf implementation (including a number of + proprietary extensions), so don't use any overly exotic formats. */ + +typedef void (*btapi_log_formatter_t)(const char *module, const char *fmt, ...) + LOG_CHECK_FMT; + +#endif diff --git a/src/api/thread.h b/src/api/thread.h new file mode 100644 index 0000000..0459c9d --- /dev/null +++ b/src/api/thread.h @@ -0,0 +1,20 @@ +#ifndef BEMANITOOLS_API_THREAD_H +#define BEMANITOOLS_API_THREAD_H + +#include + +/* An API for spawning threads. This API is defined by libavs, although + Bemanitools itself may supply compatible implementations of these functions + to your DLL, depending on the context in which it runs. + + NOTE: You may only use the logging functions from a thread where Bemanitools + calls you, or a thread that you create using this API. Failure to observe + this restriction will cause the process to crash. This is a limitation of + libavs itself, not Bemanitools. */ + +typedef int (*btapi_thread_create_t)( + int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority); +typedef void (*btapi_thread_join_t)(int thread_id, int *result); +typedef void (*btapi_thread_destroy_t)(int thread_id); + +#endif From 0adec478cc978b7acdacd1e7f5f784dabb8fa838 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 23 Feb 2024 13:29:52 +0100 Subject: [PATCH 009/118] refactor: Entire code base, thread and log usage Boils down to: - Include headers - Reduce boiler plate with helpers - Swap out explicit usages with core API layer and ensure the right API is configured beforehand --- src/main/aciodrv-proc/Module.mk | 1 + src/main/aciodrv-proc/panb.c | 11 +++--- src/main/aciodrv/device.c | 3 +- src/main/aciodrv/h44b.c | 2 +- src/main/aciodrv/icca.c | 2 +- src/main/aciodrv/kfca.c | 2 +- src/main/aciodrv/panb.c | 3 +- src/main/aciodrv/port.c | 2 +- src/main/aciodrv/rvol.c | 2 +- src/main/acioemu/addr.c | 2 +- src/main/acioemu/emu.c | 3 +- src/main/acioemu/hdxs.c | 2 +- src/main/acioemu/pipe.h | 3 +- src/main/aciomgr/Module.mk | 1 + src/main/aciomgr/manager.c | 7 ++-- src/main/aciotest/Module.mk | 1 + src/main/aciotest/main.c | 14 ++++++- src/main/asio/asio-reghook.c | 7 ++-- src/main/asio/config-asio.c | 4 +- src/main/bio2drv/Module.mk | 5 ++- src/main/bio2drv/bi2a-iidx.c | 2 +- src/main/bio2drv/bi2a-sdvx.c | 2 +- src/main/bio2drv/config-bio2.c | 4 +- src/main/bio2drv/detect.c | 6 +-- src/main/bio2emu/emu.c | 3 +- src/main/bio2emu/setupapi.c | 3 +- src/main/bsthook/Module.mk | 2 + src/main/bsthook/acio.c | 3 +- src/main/bsthook/dllmain.c | 27 ++++++++----- src/main/bsthook/gfx.c | 3 +- src/main/bsthook/settings.c | 3 +- src/main/camhook/cam.c | 7 ++-- src/main/camhook/config-cam.c | 4 +- src/main/cconfig/cconfig-main.c | 7 ++-- src/main/cconfig/cconfig-util.c | 7 ++-- src/main/cconfig/cconfig-util.h | 4 +- src/main/cconfig/cconfig.c | 3 +- src/main/cconfig/cmd.c | 3 +- src/main/cconfig/conf.c | 3 +- src/main/config/Module.mk | 1 + src/main/config/analogs.c | 3 +- src/main/config/buttons.c | 3 +- src/main/config/eam.c | 3 +- src/main/config/gametype.c | 3 +- src/main/config/main.c | 40 +++++++++++++++----- src/main/config/snap.c | 3 +- src/main/config/usages.c | 3 +- src/main/d3d9exhook/config-gfx.c | 4 +- src/main/d3d9exhook/d3d9ex.c | 3 +- src/main/ddrhook-util/_com4.c | 3 +- src/main/ddrhook-util/dinput.c | 3 +- src/main/ddrhook-util/extio.c | 3 +- src/main/ddrhook-util/gfx.c | 3 +- src/main/ddrhook-util/misc.c | 3 +- src/main/ddrhook-util/monitor.c | 3 +- src/main/ddrhook-util/p3io.c | 4 +- src/main/ddrhook-util/spike.c | 3 +- src/main/ddrhook-util/usbmem.c | 3 +- src/main/ddrhook1/Module.mk | 2 + src/main/ddrhook1/avs-boot.c | 11 +++++- src/main/ddrhook1/config-ddrhook1.c | 4 +- src/main/ddrhook1/config-eamuse.c | 3 +- src/main/ddrhook1/config-gfx.c | 4 +- src/main/ddrhook1/config-security.c | 3 +- src/main/ddrhook1/dllmain.c | 42 +++++++++++++++++---- src/main/ddrhook1/filesystem.c | 3 +- src/main/ddrhook1/master.c | 3 +- src/main/ddrhook2/Module.mk | 2 + src/main/ddrhook2/dllmain.c | 28 +++++++++----- src/main/ddrhook2/master.c | 3 +- src/main/ddrio-async/Module.mk | 1 + src/main/ddrio-async/ddrio.c | 9 +++-- src/main/ddrio-mm/Module.mk | 1 + src/main/ddrio-mm/ddrio.c | 5 ++- src/main/ddrio-p3io/Module.mk | 1 + src/main/ddrio-p3io/config.c | 2 +- src/main/ddrio-p3io/ddrio.c | 8 ++-- src/main/ddrio-smx/Module.mk | 1 + src/main/ddrio-smx/ddrio.c | 5 ++- src/main/ddrio/ddrio.c | 2 +- src/main/ddriotest/Module.mk | 1 + src/main/ddriotest/main.c | 33 ++++++++++------ src/main/dinput/dinput.c | 3 +- src/main/eamio-icca/Module.mk | 1 + src/main/eamio-icca/config-icc.c | 2 - src/main/eamio-icca/eamio-icca.c | 6 +-- src/main/eamio/Module.mk | 2 +- src/main/eamio/eam-api.c | 9 +++-- src/main/eamio/eam-impl.c | 3 +- src/main/eamiotest/Module.mk | 1 + src/main/eamiotest/main.c | 21 ++++++++--- src/main/extiodrv/device.c | 2 +- src/main/extiodrv/extio.c | 2 +- src/main/extiotest/Module.mk | 1 + src/main/extiotest/main.c | 12 ++++-- src/main/ezusb-emu/device.c | 3 +- src/main/ezusb-emu/node-coin.c | 4 +- src/main/ezusb-emu/node-eeprom.c | 4 +- src/main/ezusb-emu/node-security-mem.c | 4 +- src/main/ezusb-emu/node-security-plug.c | 4 +- src/main/ezusb-emu/node-sram.c | 3 +- src/main/ezusb-emu/node-wdt.c | 4 +- src/main/ezusb-emu/util.c | 3 +- src/main/ezusb-iidx-16seg-emu/node-16seg.c | 4 +- src/main/ezusb-iidx-emu/Module.mk | 1 + src/main/ezusb-iidx-emu/card-mag.c | 3 +- src/main/ezusb-iidx-emu/msg.c | 3 +- src/main/ezusb-iidx-emu/node-fpga.c | 3 +- src/main/ezusb-iidx-emu/node-serial.c | 7 ++-- src/main/ezusb-iidx-fpga-flash/Module.mk | 1 + src/main/ezusb-iidx-fpga-flash/main.c | 8 +++- src/main/ezusb-iidx-sram-flash/Module.mk | 1 + src/main/ezusb-iidx-sram-flash/main.c | 8 +++- src/main/ezusb-iidx/ezusb-iidx.c | 3 +- src/main/ezusb-iidx/fpga.c | 2 +- src/main/ezusb-iidx/sram.c | 4 +- src/main/ezusb-tool/Module.mk | 1 + src/main/ezusb-tool/main.c | 9 +++-- src/main/ezusb/ezusb.c | 3 +- src/main/ezusb/util.c | 3 +- src/main/ezusb2-dbg-hook/Module.mk | 1 + src/main/ezusb2-dbg-hook/main.c | 11 ++++-- src/main/ezusb2-emu/device.c | 3 +- src/main/ezusb2-emu/util.c | 3 +- src/main/ezusb2-iidx-emu/msg.c | 3 +- src/main/ezusb2-popn-emu/msg.c | 3 +- src/main/ezusb2-popn-shim/Module.mk | 1 + src/main/ezusb2-popn-shim/dllmain.c | 4 +- src/main/ezusb2-popn-shim/proxy.c | 2 +- src/main/ezusb2-tool/Module.mk | 1 + src/main/ezusb2-tool/main.c | 9 +++-- src/main/ezusb2/ezusb2.c | 3 +- src/main/geninput/Module.mk | 1 + src/main/geninput/dev-list.c | 3 +- src/main/geninput/hid-generic.c | 3 +- src/main/geninput/hid-meta-in.c | 3 +- src/main/geninput/hid-meta-out.c | 3 +- src/main/geninput/hid-mgr.c | 3 +- src/main/geninput/hid-report-in.c | 3 +- src/main/geninput/hid-report-out.c | 3 +- src/main/geninput/hid.c | 3 +- src/main/geninput/hotplug.c | 4 +- src/main/geninput/input.c | 9 +++-- src/main/geninput/io-thread.c | 11 +++--- src/main/geninput/kbd.c | 3 +- src/main/geninput/mapper.c | 3 +- src/main/geninput/mouse.c | 3 +- src/main/geninput/msg-thread.c | 3 +- src/main/geninput/pacdrive.c | 3 +- src/main/geninput/ri.c | 3 +- src/main/hook/d3d9.c | 8 ++-- src/main/hook/table.c | 5 ++- src/main/hooklib/acp.c | 3 +- src/main/hooklib/adapter.c | 3 +- src/main/hooklib/app.c | 3 +- src/main/hooklib/config-adapter.c | 4 +- src/main/hooklib/memfile.c | 3 +- src/main/hooklib/rs232.c | 3 +- src/main/hooklib/setupapi.c | 3 +- src/main/iidx-bio2-exit-hook/Module.mk | 1 + src/main/iidx-bio2-exit-hook/main.c | 8 +++- src/main/iidx-ezusb-exit-hook/Module.mk | 1 + src/main/iidx-ezusb2-exit-hook/Module.mk | 1 + src/main/iidx-irbeat-patch/Module.mk | 1 + src/main/iidxhook-d3d9/bb-scale-hd.c | 4 +- src/main/iidxhook-d3d9/util.h | 4 +- src/main/iidxhook-util/Module.mk | 1 + src/main/iidxhook-util/acio.c | 3 +- src/main/iidxhook-util/chart-patch.c | 3 +- src/main/iidxhook-util/clock.c | 3 +- src/main/iidxhook-util/config-eamuse.c | 4 +- src/main/iidxhook-util/config-ezusb.c | 3 +- src/main/iidxhook-util/config-gfx.c | 4 +- src/main/iidxhook-util/config-io.c | 4 +- src/main/iidxhook-util/config-misc.c | 4 +- src/main/iidxhook-util/config-sec.c | 3 +- src/main/iidxhook-util/d3d9.c | 3 +- src/main/iidxhook-util/eamuse.c | 3 +- src/main/iidxhook-util/effector.c | 3 +- src/main/iidxhook-util/log-server.c | 7 ++-- src/main/iidxhook-util/settings.c | 3 +- src/main/iidxhook1/Module.mk | 1 + src/main/iidxhook1/config-iidxhook1.c | 4 +- src/main/iidxhook1/dllmain.c | 38 ++++++++++++++----- src/main/iidxhook1/ezusb-mon.c | 3 +- src/main/iidxhook1/log-ezusb.c | 3 +- src/main/iidxhook2/Module.mk | 1 + src/main/iidxhook2/config-iidxhook2.c | 4 +- src/main/iidxhook2/dllmain.c | 39 ++++++++++++++----- src/main/iidxhook3/Module.mk | 1 + src/main/iidxhook3/dllmain.c | 38 ++++++++++++++----- src/main/iidxhook4-cn/Module.mk | 2 + src/main/iidxhook4-cn/avs-boot.c | 12 ++++-- src/main/iidxhook4-cn/dllmain.c | 32 +++++++++++++--- src/main/iidxhook4-cn/path.c | 3 +- src/main/iidxhook4/Module.mk | 2 + src/main/iidxhook4/dllmain.c | 26 ++++++++----- src/main/iidxhook5-cn/Module.mk | 2 + src/main/iidxhook5-cn/avs-boot.c | 12 ++++-- src/main/iidxhook5-cn/dllmain.c | 31 ++++++++++++--- src/main/iidxhook5-cn/path.c | 3 +- src/main/iidxhook5/Module.mk | 2 + src/main/iidxhook5/dllmain.c | 26 ++++++++----- src/main/iidxhook5/ifs-snd-redir.c | 3 +- src/main/iidxhook6/Module.mk | 2 + src/main/iidxhook6/dllmain.c | 26 ++++++++----- src/main/iidxhook7/Module.mk | 2 + src/main/iidxhook7/dllmain.c | 26 ++++++++----- src/main/iidxhook8/Module.mk | 2 + src/main/iidxhook8/config-io.c | 4 +- src/main/iidxhook8/dllmain.c | 26 ++++++++----- src/main/iidxhook9/Module.mk | 2 + src/main/iidxhook9/config-io.c | 4 +- src/main/iidxhook9/dllmain.c | 32 ++++++++++------ src/main/iidxio-bio2/Module.mk | 1 + src/main/iidxio-ezusb/Module.mk | 1 + src/main/iidxio-ezusb2/Module.mk | 1 + src/main/iidxiotest/Module.mk | 1 + src/main/iidxiotest/main.c | 21 ++++++++--- src/main/jbhook-util-p3io/gfx.c | 3 +- src/main/jbhook-util-p3io/mixer.c | 3 +- src/main/jbhook-util-p3io/p3io.c | 4 +- src/main/jbhook-util/acio.c | 3 +- src/main/jbhook-util/eamuse.c | 3 +- src/main/jbhook-util/locale.c | 3 +- src/main/jbhook-util/p4io.c | 4 +- src/main/jbhook1/Module.mk | 1 + src/main/jbhook1/avs-boot.c | 12 ++++-- src/main/jbhook1/config-eamuse.c | 3 +- src/main/jbhook1/config-gfx.c | 4 +- src/main/jbhook1/config-security.c | 3 +- src/main/jbhook1/dllmain.c | 41 +++++++++++++++----- src/main/jbhook1/log-gftools.c | 4 +- src/main/jbhook2/Module.mk | 2 + src/main/jbhook2/dllmain.c | 30 +++++++++------ src/main/jbhook2/options.c | 2 +- src/main/jbhook3/Module.mk | 2 + src/main/jbhook3/dllmain.c | 30 +++++++++------ src/main/jbhook3/gfx.c | 4 +- src/main/jbhook3/options.c | 3 +- src/main/jbio-p4io/Module.mk | 1 + src/main/jbio-p4io/config-h44b.c | 4 +- src/main/jbio-p4io/h44b.c | 2 +- src/main/jbio-p4io/jbio.c | 8 ++-- src/main/jbiotest/Module.mk | 1 + src/main/jbiotest/main.c | 21 ++++++++--- src/main/mempatch-hook/Module.mk | 1 + src/main/mempatch-hook/main.c | 14 ++++--- src/main/mm/mm.c | 3 +- src/main/p3io-ddr-tool/Module.mk | 1 + src/main/p3io-ddr-tool/main.c | 21 ++++++----- src/main/p3io-ddr-tool/mode-test.c | 4 +- src/main/p3io/cmd.c | 4 +- src/main/p3io/frame.c | 3 +- src/main/p3iodrv/ddr.c | 2 +- src/main/p3iodrv/device.c | 3 +- src/main/p3ioemu/devmgr.c | 3 +- src/main/p3ioemu/emu.c | 3 +- src/main/p3ioemu/uart.c | 3 +- src/main/p4iodrv/device.c | 3 +- src/main/p4iodrv/usb.c | 3 +- src/main/p4ioemu/device.c | 3 +- src/main/pcbidgen/Module.mk | 1 + src/main/popnhook-util/acio.c | 3 +- src/main/popnhook-util/mixer.c | 3 +- src/main/popnhook1/Module.mk | 1 + src/main/popnhook1/avs-boot.c | 4 +- src/main/popnhook1/config-eamuse.c | 4 +- src/main/popnhook1/config-gfx.c | 4 +- src/main/popnhook1/config-sec.c | 3 +- src/main/popnhook1/d3d9.c | 3 +- src/main/popnhook1/dllmain.c | 38 ++++++++++++++----- src/main/popnhook1/filesystem.c | 3 +- src/main/sdvxhook/Module.mk | 2 + src/main/sdvxhook/acio.c | 3 +- src/main/sdvxhook/dllmain.c | 27 ++++++++----- src/main/sdvxhook/gfx.c | 3 +- src/main/sdvxhook/kfca.c | 3 +- src/main/sdvxhook/lcd.c | 3 +- src/main/sdvxhook2-cn/Module.mk | 2 + src/main/sdvxhook2-cn/acio.c | 3 +- src/main/sdvxhook2-cn/config-cn.c | 4 +- src/main/sdvxhook2-cn/dllmain.c | 19 ++++++---- src/main/sdvxhook2-cn/kfca.c | 3 +- src/main/sdvxhook2-cn/unis-version.c | 3 +- src/main/sdvxhook2/Module.mk | 2 + src/main/sdvxhook2/acio.c | 3 +- src/main/sdvxhook2/config-io.c | 4 +- src/main/sdvxhook2/dllmain.c | 26 ++++++++----- src/main/sdvxhook2/nvapi.c | 4 +- src/main/sdvxhook2/power.c | 4 +- src/main/sdvxio-bio2/Module.mk | 1 + src/main/sdvxio-kfca/Module.mk | 1 + src/main/sdvxio-kfca/config-kfca.c | 4 +- src/main/security/id.c | 3 +- src/main/security/mcode.c | 3 +- src/main/security/rp-blowfish.c | 4 +- src/main/security/rp.c | 3 +- src/main/security/rp2.c | 3 +- src/main/security/rp3.c | 3 +- src/main/unicorntail/Module.mk | 1 + src/main/unicorntail/dllmain.c | 5 ++- src/main/unicorntail/p3io.c | 3 +- src/main/unicorntail/usbmem.c | 3 +- src/main/util/array.c | 3 +- src/main/util/crc.c | 2 +- src/main/util/crypto.c | 9 +++-- src/main/util/fs.c | 3 +- src/main/util/hex.c | 3 +- src/main/util/iobuf.c | 5 ++- src/main/util/mem.c | 2 +- src/main/util/msg-thread.c | 11 +++--- src/main/util/net.c | 3 +- src/main/util/os.c | 3 +- src/main/util/proc.c | 2 +- src/main/util/signal.c | 3 +- src/main/util/time.c | 3 +- src/main/vigem-ddrio/Module.mk | 1 + src/main/vigem-ddrio/config-vigem-ddrio.c | 4 +- src/main/vigem-ddrio/main.c | 26 ++++++++++--- src/main/vigem-iidxio/Module.mk | 1 + src/main/vigem-iidxio/cab-16seg-sequencer.c | 3 +- src/main/vigem-iidxio/cab-light-sequencer.c | 3 +- src/main/vigem-iidxio/config.c | 4 +- src/main/vigem-iidxio/main.c | 22 ++++++++--- src/main/vigem-sdvxio/Module.mk | 1 + src/main/vigem-sdvxio/config-vigem-sdvxio.c | 4 +- src/main/vigem-sdvxio/main.c | 23 ++++++++--- src/main/vigemstub/helper.c | 3 +- src/test/cconfig/Module.mk | 3 ++ src/test/d3d9hook/Module.mk | 2 + src/test/d3d9hook/dllmain.c | 10 +++-- src/test/iidxhook-util/Module.mk | 4 ++ src/test/iidxhook/Module.mk | 2 + src/test/iidxhook8/Module.mk | 2 + src/test/security/Module.mk | 6 +++ src/test/test/test.h | 15 +++++--- src/test/util/Module.mk | 1 + 338 files changed, 1307 insertions(+), 640 deletions(-) diff --git a/src/main/aciodrv-proc/Module.mk b/src/main/aciodrv-proc/Module.mk index e347f77..9fa6b38 100644 --- a/src/main/aciodrv-proc/Module.mk +++ b/src/main/aciodrv-proc/Module.mk @@ -1,6 +1,7 @@ libs += aciodrv-proc libs_aciodrv-proc := \ + core \ src_aciodrv-proc := \ panb.c \ diff --git a/src/main/aciodrv-proc/panb.c b/src/main/aciodrv-proc/panb.c index c054e21..3f9d5a4 100644 --- a/src/main/aciodrv-proc/panb.c +++ b/src/main/aciodrv-proc/panb.c @@ -5,8 +5,9 @@ #include "aciodrv/device.h" #include "aciodrv/panb.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/thread.h" + +#include "core/log.h" static int auto_poll_proc(void *auto_poll_param); static int auto_poll_threadid; @@ -50,7 +51,7 @@ bool aciodrv_proc_panb_init(struct aciodrv_device_ctx *device) InitializeCriticalSection(&keypair_lock); InitializeCriticalSection(&auto_poll_stop_lock); auto_poll_threadid = - thread_create(auto_poll_proc, (void *) device, 0x4000, 0); + core_thread_create(auto_poll_proc, (void *) device, 0x4000, 0); return true; } @@ -80,8 +81,8 @@ void aciodrv_proc_panb_fini(struct aciodrv_device_ctx *device) auto_poll_stop = true; LeaveCriticalSection(&auto_poll_stop_lock); - thread_join(auto_poll_threadid, NULL); - thread_destroy(auto_poll_threadid); + core_thread_join(auto_poll_threadid, NULL); + core_thread_destroy(auto_poll_threadid); DeleteCriticalSection(&keypair_lock); DeleteCriticalSection(&auto_poll_stop_lock); diff --git a/src/main/aciodrv/device.c b/src/main/aciodrv/device.c index 39bf8af..7584968 100644 --- a/src/main/aciodrv/device.c +++ b/src/main/aciodrv/device.c @@ -7,8 +7,9 @@ #include "aciodrv/port.h" +#include "core/log.h" + #include "util/hex.h" -#include "util/log.h" #include "util/mem.h" /* Enable to dump all data to the logger */ diff --git a/src/main/aciodrv/h44b.c b/src/main/aciodrv/h44b.c index afbab42..19283f6 100644 --- a/src/main/aciodrv/h44b.c +++ b/src/main/aciodrv/h44b.c @@ -7,7 +7,7 @@ #include "aciodrv/device.h" -#include "util/log.h" +#include "core/log.h" bool aciodrv_h44b_init(struct aciodrv_device_ctx *device, uint8_t node_id) { diff --git a/src/main/aciodrv/icca.c b/src/main/aciodrv/icca.c index ac56d0e..7bec0c7 100644 --- a/src/main/aciodrv/icca.c +++ b/src/main/aciodrv/icca.c @@ -5,7 +5,7 @@ #include "aciodrv/device.h" #include "aciodrv/icca.h" -#include "util/log.h" +#include "core/log.h" static bool aciodrv_icca_queue_loop_start( struct aciodrv_device_ctx *device, uint8_t node_id) diff --git a/src/main/aciodrv/kfca.c b/src/main/aciodrv/kfca.c index e21a0b8..88093e4 100644 --- a/src/main/aciodrv/kfca.c +++ b/src/main/aciodrv/kfca.c @@ -5,7 +5,7 @@ #include "aciodrv/device.h" -#include "util/log.h" +#include "core/log.h" static bool aciodrv_kfca_watchdog_start(struct aciodrv_device_ctx *device, uint8_t node_id) diff --git a/src/main/aciodrv/panb.c b/src/main/aciodrv/panb.c index 1412e16..2dbc85e 100644 --- a/src/main/aciodrv/panb.c +++ b/src/main/aciodrv/panb.c @@ -5,8 +5,7 @@ #include "aciodrv/device.h" #include "aciodrv/panb.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/log.h" bool aciodrv_panb_start_auto_input( struct aciodrv_device_ctx *device, uint8_t node_id, uint8_t node_count) diff --git a/src/main/aciodrv/port.c b/src/main/aciodrv/port.c index b38ad2a..c3c9c71 100644 --- a/src/main/aciodrv/port.c +++ b/src/main/aciodrv/port.c @@ -6,7 +6,7 @@ #include -#include "util/log.h" +#include "core/log.h" HANDLE aciodrv_port_open(const char *port_path, int baud) { diff --git a/src/main/aciodrv/rvol.c b/src/main/aciodrv/rvol.c index a9e0c36..ed7c036 100644 --- a/src/main/aciodrv/rvol.c +++ b/src/main/aciodrv/rvol.c @@ -5,7 +5,7 @@ #include "aciodrv/device.h" -#include "util/log.h" +#include "core/log.h" static bool aciodrv_rvol_change_expand_mode( struct aciodrv_device_ctx *device, uint8_t node_id, uint8_t mode) diff --git a/src/main/acioemu/addr.c b/src/main/acioemu/addr.c index 8d85487..3f52fbb 100644 --- a/src/main/acioemu/addr.c +++ b/src/main/acioemu/addr.c @@ -5,7 +5,7 @@ #include "acioemu/addr.h" #include "acioemu/emu.h" -#include "util/log.h" +#include "core/log.h" void ac_io_emu_cmd_assign_addrs( struct ac_io_emu *emu, const struct ac_io_message *req, uint8_t node_count) diff --git a/src/main/acioemu/emu.c b/src/main/acioemu/emu.c index 11cf35a..57f74e0 100644 --- a/src/main/acioemu/emu.c +++ b/src/main/acioemu/emu.c @@ -14,9 +14,10 @@ #include "acioemu/emu.h" #include "acioemu/pipe.h" +#include "core/log.h" + #include "hook/iohook.h" -#include "util/log.h" #include "util/str.h" static HRESULT ac_io_emu_open(struct ac_io_emu *emu, struct irp *irp); diff --git a/src/main/acioemu/hdxs.c b/src/main/acioemu/hdxs.c index 9a38bee..01ec19d 100644 --- a/src/main/acioemu/hdxs.c +++ b/src/main/acioemu/hdxs.c @@ -6,7 +6,7 @@ #include "acioemu/emu.h" #include "acioemu/hdxs.h" -#include "util/log.h" +#include "core/log.h" static void ac_io_emu_hdxs_cmd_send_version( struct ac_io_emu_hdxs *hdxs, const struct ac_io_message *req); diff --git a/src/main/acioemu/pipe.h b/src/main/acioemu/pipe.h index ad442fc..859c3b6 100644 --- a/src/main/acioemu/pipe.h +++ b/src/main/acioemu/pipe.h @@ -7,9 +7,10 @@ #include "acio/acio.h" +#include "core/log.h" + #include "util/iobuf.h" #include "util/list.h" -#include "util/log.h" /* This uses the USB convention where OUT and IN are from the host's (game's) perspective. So an OUT transaction comes in to us and vice versa. diff --git a/src/main/aciomgr/Module.mk b/src/main/aciomgr/Module.mk index 0a17e8c..b87f81b 100644 --- a/src/main/aciomgr/Module.mk +++ b/src/main/aciomgr/Module.mk @@ -1,6 +1,7 @@ dlls += aciomgr libs_aciomgr := \ + core \ aciodrv \ util \ diff --git a/src/main/aciomgr/manager.c b/src/main/aciomgr/manager.c index e73b18e..d7f0378 100644 --- a/src/main/aciomgr/manager.c +++ b/src/main/aciomgr/manager.c @@ -5,14 +5,15 @@ #include #include "aciomgr/manager-init.h" - #include "aciomgr/manager.h" #include "acio/acio.h" #include "aciodrv/device.h" + +#include "core/log.h" + #include "util/array.h" -#include "util/log.h" #define MAX_PORT_PATH_LENGTH 256 @@ -90,7 +91,7 @@ void aciomgr_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, warning, info, fatal); } struct aciomgr_port_dispatcher *aciomgr_port_init(const char *path, int baud) diff --git a/src/main/aciotest/Module.mk b/src/main/aciotest/Module.mk index af04652..efeb038 100644 --- a/src/main/aciotest/Module.mk +++ b/src/main/aciotest/Module.mk @@ -1,6 +1,7 @@ exes += aciotest libs_aciotest := \ + core \ bio2drv \ aciodrv \ aciodrv-proc \ diff --git a/src/main/aciotest/main.c b/src/main/aciotest/main.c index 4a301c4..fdf6df4 100644 --- a/src/main/aciotest/main.c +++ b/src/main/aciotest/main.c @@ -15,7 +15,14 @@ #include "aciotest/panb.h" #include "aciotest/rvol.h" -#include "util/log.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + +#include "core/log.h" static uint8_t aciotest_cnt = 0; static uint8_t bi2a_mode = 255; @@ -112,7 +119,10 @@ int main(int argc, char **argv) } } - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); + + core_log_bt_ext_init_with_stdout(); struct aciodrv_device_ctx *device = aciodrv_device_open_path(argv[1], atoi(argv[2])); diff --git a/src/main/asio/asio-reghook.c b/src/main/asio/asio-reghook.c index 161b13b..7e05890 100644 --- a/src/main/asio/asio-reghook.c +++ b/src/main/asio/asio-reghook.c @@ -10,13 +10,14 @@ #include +#include "asio/asio-reghook.h" + +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" -#include "asio/asio-reghook.h" - #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/asio/config-asio.c b/src/main/asio/config-asio.c index b29f99c..2a8675d 100644 --- a/src/main/asio/config-asio.c +++ b/src/main/asio/config-asio.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "asio/config-asio.h" +#include "core/log.h" -#include "util/log.h" +#include "asio/config-asio.h" #define ASIOHOOK_CONFIG_IO_FORCE_ASIO_KEY "asio.force_asio" #define ASIOHOOK_CONFIG_IO_FORCE_WASAPI_KEY "asio.force_wasapi" diff --git a/src/main/bio2drv/Module.mk b/src/main/bio2drv/Module.mk index f5bdb56..9e5e92b 100644 --- a/src/main/bio2drv/Module.mk +++ b/src/main/bio2drv/Module.mk @@ -1,10 +1,11 @@ libs += bio2drv libs_bio2drv := \ - aciodrv + core \ + aciodrv \ src_bio2drv := \ detect.c \ config-bio2.c \ bi2a-iidx.c \ - bi2a-sdvx.c + bi2a-sdvx.c \ diff --git a/src/main/bio2drv/bi2a-iidx.c b/src/main/bio2drv/bi2a-iidx.c index 1119876..bce8c41 100644 --- a/src/main/bio2drv/bi2a-iidx.c +++ b/src/main/bio2drv/bi2a-iidx.c @@ -7,7 +7,7 @@ #include "aciodrv/device.h" -#include "util/log.h" +#include "core/log.h" // Must be provided on init command. Actual meaning unknown right now. // Not providing this will not initialize the IO correctly resulting diff --git a/src/main/bio2drv/bi2a-sdvx.c b/src/main/bio2drv/bi2a-sdvx.c index 93edf49..14e5239 100644 --- a/src/main/bio2drv/bi2a-sdvx.c +++ b/src/main/bio2drv/bi2a-sdvx.c @@ -7,7 +7,7 @@ #include "aciodrv/device.h" -#include "util/log.h" +#include "core/log.h" static const uint8_t _BIO2DR_BI2A_SDVX_INIT_DATA = 0x3B; diff --git a/src/main/bio2drv/config-bio2.c b/src/main/bio2drv/config-bio2.c index 492cdef..c016fa9 100644 --- a/src/main/bio2drv/config-bio2.c +++ b/src/main/bio2drv/config-bio2.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "bio2drv/config-bio2.h" +#include "core/log.h" -#include "util/log.h" +#include "bio2drv/config-bio2.h" #define BIO2DRV_CONFIG_BIO2_AUTO_KEY "bio2.autodetect" #define BIO2DRV_CONFIG_BIO2_PORT_KEY "bio2.port" diff --git a/src/main/bio2drv/detect.c b/src/main/bio2drv/detect.c index d559175..dfdf501 100644 --- a/src/main/bio2drv/detect.c +++ b/src/main/bio2drv/detect.c @@ -8,11 +8,11 @@ #include "bio2drv/detect.h" +#include "core/log.h" + #include #include -#include "util/log.h" - DEFINE_GUID( GUID_COM_BUS_ENUMERATOR, 0x4D36E978, @@ -142,7 +142,7 @@ void bio2drv_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, warning, info, fatal); } bool bio2drv_detect( diff --git a/src/main/bio2emu/emu.c b/src/main/bio2emu/emu.c index 9fbcb3d..ea9c7f0 100644 --- a/src/main/bio2emu/emu.c +++ b/src/main/bio2emu/emu.c @@ -14,6 +14,8 @@ #include "acioemu/addr.h" #include "acioemu/emu.h" +#include "core/log.h" + #include "hook/iohook.h" #include "hooklib/rs232.h" @@ -25,7 +27,6 @@ #include "util/array.h" #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct array bio2_active_ports; diff --git a/src/main/bio2emu/setupapi.c b/src/main/bio2emu/setupapi.c index 5dbfffc..bb2f32c 100644 --- a/src/main/bio2emu/setupapi.c +++ b/src/main/bio2emu/setupapi.c @@ -6,13 +6,14 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "bio2emu/emu.h" #include "bio2emu/setupapi.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/bsthook/Module.mk b/src/main/bsthook/Module.mk index ef61d28..92ab3b1 100644 --- a/src/main/bsthook/Module.mk +++ b/src/main/bsthook/Module.mk @@ -4,6 +4,8 @@ deplibs_bsthook := \ avs \ libs_bsthook := \ + avs-util \ + core \ acioemu \ bstio \ hook \ diff --git a/src/main/bsthook/acio.c b/src/main/bsthook/acio.c index fe5f8cc..500d4c5 100644 --- a/src/main/bsthook/acio.c +++ b/src/main/bsthook/acio.c @@ -19,13 +19,14 @@ #include "bsthook/acio.h" #include "bsthook/kfca.h" +#include "core/log.h" + #include "hook/iohook.h" #include "imports/avs.h" #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu ac_io_emu; diff --git a/src/main/bsthook/dllmain.c b/src/main/bsthook/dllmain.c index 57d38e0..e508057 100644 --- a/src/main/bsthook/dllmain.c +++ b/src/main/bsthook/dllmain.c @@ -2,9 +2,14 @@ #include +#include "avs-util/core-interop.h" + #include "bemanitools/bstio.h" #include "bemanitools/eamio.h" +#include "core/log.h" +#include "core/thread.h" + #include "hook/iohook.h" #include "hooklib/app.h" @@ -18,7 +23,6 @@ #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" static bool my_dll_entry_init(char *sidcode, struct property_node *config); static bool my_dll_entry_main(void); @@ -33,19 +37,23 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *config) log_info("Starting up BeatStream IO backend"); - bst_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(bst_io_set_loggers); - ok = bst_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + ok = bst_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { goto bst_io_fail; } - eam_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(eam_io_set_loggers); - ok = eam_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + ok = eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { goto eam_io_fail; @@ -91,8 +99,9 @@ BOOL WINAPI DllMain(HMODULE self, DWORD reason, void *ctx) return TRUE; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); args_recover(&argc, &argv); diff --git a/src/main/bsthook/gfx.c b/src/main/bsthook/gfx.c index 43d88a2..23d37e0 100644 --- a/src/main/bsthook/gfx.c +++ b/src/main/bsthook/gfx.c @@ -3,6 +3,8 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/pe.h" #include "hook/table.h" @@ -10,7 +12,6 @@ #include "sdvxhook/gfx.h" #include "util/defs.h" -#include "util/log.h" static HRESULT STDCALL my_CreateDevice( IDirect3D9 *self, diff --git a/src/main/bsthook/settings.c b/src/main/bsthook/settings.c index 8f48ea8..c9fb10a 100644 --- a/src/main/bsthook/settings.c +++ b/src/main/bsthook/settings.c @@ -7,10 +7,11 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* ------------------------------------------------------------------------- */ diff --git a/src/main/camhook/cam.c b/src/main/camhook/cam.c index 4ce9260..169fd02 100644 --- a/src/main/camhook/cam.c +++ b/src/main/camhook/cam.c @@ -15,13 +15,14 @@ #include +#include "camhook/cam.h" + +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" -#include "camhook/cam.h" - #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/camhook/config-cam.c b/src/main/camhook/config-cam.c index 6a55852..c6dd1af 100644 --- a/src/main/camhook/config-cam.c +++ b/src/main/camhook/config-cam.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "camhook/config-cam.h" +#include "core/log.h" -#include "util/log.h" +#include "camhook/config-cam.h" #define CAMHOOK_CONFIG_CAM_DISABLE_EMU_KEY "cam.disable_emu" #define CAMHOOK_CONFIG_CAM_DEFAULT_DISABLE_EMU_VALUE false diff --git a/src/main/cconfig/cconfig-main.c b/src/main/cconfig/cconfig-main.c index 342a912..342d8df 100644 --- a/src/main/cconfig/cconfig-main.c +++ b/src/main/cconfig/cconfig-main.c @@ -6,8 +6,9 @@ #include "cconfig/cconfig-main.h" +#include "core/log.h" + #include "util/cmdline.h" -#include "util/log.h" bool cconfig_main_config_init( struct cconfig *config, @@ -84,7 +85,7 @@ bool cconfig_main_config_init( } log_misc("Config state after file loading:"); - cconfig_util_log(config, log_impl_misc); + cconfig_util_log(config, core_log_misc_impl_get()); } log_misc("Parsing override config parameters from cmd"); @@ -96,7 +97,7 @@ bool cconfig_main_config_init( } log_misc("Config state after cmd parameter overrides:"); - cconfig_util_log(config, log_impl_misc); + cconfig_util_log(config, core_log_misc_impl_get()); goto success; diff --git a/src/main/cconfig/cconfig-util.c b/src/main/cconfig/cconfig-util.c index f4ce05f..3585357 100644 --- a/src/main/cconfig/cconfig-util.c +++ b/src/main/cconfig/cconfig-util.c @@ -5,8 +5,9 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "util/hex.h" -#include "util/log.h" #include "util/mem.h" bool cconfig_util_get_int( @@ -220,10 +221,10 @@ void cconfig_util_set_data( free(str); } -void cconfig_util_log(struct cconfig *config, log_formatter_t log_formatter) +void cconfig_util_log(struct cconfig *config, core_log_message_t log_message) { for (uint32_t i = 0; i < config->nentries; i++) { - log_formatter( + log_message( LOG_MODULE, "%s=%s", config->entries[i].key, diff --git a/src/main/cconfig/cconfig-util.h b/src/main/cconfig/cconfig-util.h index aa9b500..8f6a305 100644 --- a/src/main/cconfig/cconfig-util.h +++ b/src/main/cconfig/cconfig-util.h @@ -7,7 +7,7 @@ #include "cconfig/cconfig.h" -#include "util/log.h" +#include "core/log.h" bool cconfig_util_get_int( struct cconfig *config, @@ -57,6 +57,6 @@ void cconfig_util_set_data( size_t len, const char *desc); -void cconfig_util_log(struct cconfig *config, log_formatter_t log_formatter); +void cconfig_util_log(struct cconfig *config, core_log_message_t log_message); #endif \ No newline at end of file diff --git a/src/main/cconfig/cconfig.c b/src/main/cconfig/cconfig.c index 1cfcbed..6150f66 100644 --- a/src/main/cconfig/cconfig.c +++ b/src/main/cconfig/cconfig.c @@ -2,7 +2,8 @@ #include "cconfig/cconfig.h" -#include "util/log.h" +#include "core/log.h" + #include "util/mem.h" #include "util/str.h" diff --git a/src/main/cconfig/cmd.c b/src/main/cconfig/cmd.c index 3d4f32f..3bb1c24 100644 --- a/src/main/cconfig/cmd.c +++ b/src/main/cconfig/cmd.c @@ -7,8 +7,9 @@ #include "cconfig/cmd.h" +#include "core/log.h" + #include "util/hex.h" -#include "util/log.h" #include "util/str.h" static void diff --git a/src/main/cconfig/conf.c b/src/main/cconfig/conf.c index de21f8b..b23e9d4 100644 --- a/src/main/cconfig/conf.c +++ b/src/main/cconfig/conf.c @@ -6,8 +6,9 @@ #include "cconfig/conf.h" +#include "core/log.h" + #include "util/fs.h" -#include "util/log.h" #include "util/str.h" enum cconfig_conf_error cconfig_conf_load_from_file( diff --git a/src/main/config/Module.mk b/src/main/config/Module.mk index 2f7bac8..fc37a23 100644 --- a/src/main/config/Module.mk +++ b/src/main/config/Module.mk @@ -3,6 +3,7 @@ rc_config := config.rc cppflags_config := -DUNICODE libs_config := \ + core \ eamio \ geninput \ util \ diff --git a/src/main/config/analogs.c b/src/main/config/analogs.c index 5a7bcee..d693667 100644 --- a/src/main/config/analogs.c +++ b/src/main/config/analogs.c @@ -11,13 +11,14 @@ #include "config/schema.h" #include "config/usages.h" +#include "core/log.h" + #include "geninput/hid-mgr.h" #include "geninput/input-config.h" #include "geninput/mapper.h" #include "util/array.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/config/buttons.c b/src/main/config/buttons.c index f4a498b..e083bf3 100644 --- a/src/main/config/buttons.c +++ b/src/main/config/buttons.c @@ -15,11 +15,12 @@ #include "config/schema.h" #include "config/usages.h" +#include "core/log.h" + #include "geninput/input-config.h" #include "geninput/mapper.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/winres.h" diff --git a/src/main/config/eam.c b/src/main/config/eam.c index e9bb76c..1d66518 100644 --- a/src/main/config/eam.c +++ b/src/main/config/eam.c @@ -13,6 +13,8 @@ #include "config/resource.h" #include "config/schema.h" +#include "core/log.h" + #include "eamio/eam-config.h" #include "geninput/hid-mgr.h" @@ -21,7 +23,6 @@ #include "util/array.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/config/gametype.c b/src/main/config/gametype.c index e7e7353..2ec0ea4 100644 --- a/src/main/config/gametype.c +++ b/src/main/config/gametype.c @@ -6,8 +6,9 @@ #include "config/resource.h" #include "config/schema.h" +#include "core/log.h" + #include "util/defs.h" -#include "util/log.h" static INT_PTR CALLBACK game_type_dlg_proc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam); diff --git a/src/main/config/main.c b/src/main/config/main.c index ba51555..8be1370 100644 --- a/src/main/config/main.c +++ b/src/main/config/main.c @@ -14,14 +14,19 @@ #include "config/spinner.h" #include "config/usages.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "eamio/eam-config.h" #include "geninput/input-config.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #include "util/winres.h" HPROPSHEETPAGE @@ -61,11 +66,22 @@ int main(int argc, char **argv) wchar_t text[1024]; int max_light; size_t i; + struct core_log_sink sink; inst = GetModuleHandle(NULL); - log_to_writer(log_writer_debug, NULL); - log_to_external(log_impl_misc, log_impl_info, log_impl_warning, my_fatal); + core_thread_crt_ext_impl_set(); + + core_log_impl_set( + core_log_bt_log_misc, + core_log_bt_log_info, + core_log_bt_log_warning, + my_fatal); + + core_log_sink_debug_open(&sink); + + core_log_bt_init(&sink); + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); usages_init(inst); @@ -96,13 +112,17 @@ int main(int argc, char **argv) } } - input_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); - input_init(crt_thread_create, crt_thread_join, crt_thread_destroy); + core_log_impl_assign(input_set_loggers); + input_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); - eam_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy); + core_log_impl_assign(eam_io_set_loggers); + eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); eam_io_config_api = eam_io_get_config_api(); // calculate these and check against the loaded config diff --git a/src/main/config/snap.c b/src/main/config/snap.c index 8981c68..6d8547a 100644 --- a/src/main/config/snap.c +++ b/src/main/config/snap.c @@ -6,10 +6,11 @@ #include "config/snap.h" +#include "core/log.h" + #include "geninput/hid-mgr.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" enum snap_control_heuristic { CONTROL_CENTERING_AXIS, CONTROL_MULTISWITCH }; diff --git a/src/main/config/usages.c b/src/main/config/usages.c index 5e28ad9..771772c 100644 --- a/src/main/config/usages.c +++ b/src/main/config/usages.c @@ -9,8 +9,9 @@ #include "config/resource.h" +#include "core/log.h" + #include "util/array.h" -#include "util/log.h" #include "util/str.h" #include "util/winres.h" diff --git a/src/main/d3d9exhook/config-gfx.c b/src/main/d3d9exhook/config-gfx.c index 6cf57af..b4a5197 100644 --- a/src/main/d3d9exhook/config-gfx.c +++ b/src/main/d3d9exhook/config-gfx.c @@ -4,9 +4,9 @@ #include "cconfig/cconfig-util.h" -#include "d3d9exhook/config-gfx.h" +#include "core/log.h" -#include "util/log.h" +#include "d3d9exhook/config-gfx.h" #define D3D9EXHOOK_CONFIG_GFX_FRAMED_KEY "gfx.framed" #define D3D9EXHOOK_CONFIG_GFX_WINDOWED_KEY "gfx.windowed" diff --git a/src/main/d3d9exhook/d3d9ex.c b/src/main/d3d9exhook/d3d9ex.c index 88d95b0..80d958c 100644 --- a/src/main/d3d9exhook/d3d9ex.c +++ b/src/main/d3d9exhook/d3d9ex.c @@ -9,13 +9,14 @@ #include #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" #include "d3d9exhook/d3d9ex.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/ddrhook-util/_com4.c b/src/main/ddrhook-util/_com4.c index 44e0178..4ca08c3 100644 --- a/src/main/ddrhook-util/_com4.c +++ b/src/main/ddrhook-util/_com4.c @@ -19,6 +19,8 @@ #include "bemanitools/ddrio.h" +#include "core/log.h" + #include "ddrhook-util/_com4.h" #include "hook/iohook.h" @@ -27,7 +29,6 @@ #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" static struct ac_io_emu com4_ac_io_emu; static struct ac_io_emu_hdxs com4_hdxs; diff --git a/src/main/ddrhook-util/dinput.c b/src/main/ddrhook-util/dinput.c index b0fdc66..949fb1e 100644 --- a/src/main/ddrhook-util/dinput.c +++ b/src/main/ddrhook-util/dinput.c @@ -5,12 +5,13 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/pe.h" #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" static HRESULT STDCALL my_DirectInput8Create( HINSTANCE hinst, diff --git a/src/main/ddrhook-util/extio.c b/src/main/ddrhook-util/extio.c index cd2dc84..661b165 100644 --- a/src/main/ddrhook-util/extio.c +++ b/src/main/ddrhook-util/extio.c @@ -14,10 +14,11 @@ #include "bemanitools/ddrio.h" +#include "core/log.h" + #include "hook/iohook.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static HRESULT extio_open(struct irp *irp); diff --git a/src/main/ddrhook-util/gfx.c b/src/main/ddrhook-util/gfx.c index 3f5f773..0bfd0a5 100644 --- a/src/main/ddrhook-util/gfx.c +++ b/src/main/ddrhook-util/gfx.c @@ -11,13 +11,14 @@ #include #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" #include "ddrhook-util/gfx.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/ddrhook-util/misc.c b/src/main/ddrhook-util/misc.c index b74c8de..e04390d 100644 --- a/src/main/ddrhook-util/misc.c +++ b/src/main/ddrhook-util/misc.c @@ -2,13 +2,14 @@ #include +#include "core/log.h" + #include "ddrhook-util/gfx.h" #include "hook/pe.h" #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" static LRESULT(STDCALL *real_SendMessageW)( diff --git a/src/main/ddrhook-util/monitor.c b/src/main/ddrhook-util/monitor.c index 0dfce07..cba18cc 100644 --- a/src/main/ddrhook-util/monitor.c +++ b/src/main/ddrhook-util/monitor.c @@ -7,12 +7,13 @@ #include #include +#include "core/log.h" + #include "ddrhook-util/monitor.h" #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* Link pointers */ diff --git a/src/main/ddrhook-util/p3io.c b/src/main/ddrhook-util/p3io.c index 09b8c6f..af0f1a9 100644 --- a/src/main/ddrhook-util/p3io.c +++ b/src/main/ddrhook-util/p3io.c @@ -7,11 +7,11 @@ #include "ddrhook-util/p3io.h" +#include "core/log.h" + #include "p3ioemu/emu.h" #include "p3ioemu/uart.h" -#include "util/log.h" - extern bool _15khz; extern bool standard_def; diff --git a/src/main/ddrhook-util/spike.c b/src/main/ddrhook-util/spike.c index 0e383d2..37cf888 100644 --- a/src/main/ddrhook-util/spike.c +++ b/src/main/ddrhook-util/spike.c @@ -15,10 +15,11 @@ #include "acioemu/addr.h" #include "acioemu/emu.h" +#include "core/log.h" + #include "hook/iohook.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu spike_ac_io_emu; diff --git a/src/main/ddrhook-util/usbmem.c b/src/main/ddrhook-util/usbmem.c index f85363f..c4e12c4 100644 --- a/src/main/ddrhook-util/usbmem.c +++ b/src/main/ddrhook-util/usbmem.c @@ -12,12 +12,13 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" #include "util/crc.h" #include "util/fs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" #define USBMEM_DEVICE_COUNT 2 diff --git a/src/main/ddrhook1/Module.mk b/src/main/ddrhook1/Module.mk index 83782ae..1e9dc24 100644 --- a/src/main/ddrhook1/Module.mk +++ b/src/main/ddrhook1/Module.mk @@ -7,6 +7,8 @@ deplibs_ddrhook1 := \ avs \ libs_ddrhook1 := \ + avs-util \ + core \ acioemu \ cconfig \ ddrhook-util \ diff --git a/src/main/ddrhook1/avs-boot.c b/src/main/ddrhook1/avs-boot.c index 1b7ad41..db4445b 100644 --- a/src/main/ddrhook1/avs-boot.c +++ b/src/main/ddrhook1/avs-boot.c @@ -5,6 +5,9 @@ #include #include +#include "core/log-bt.h" +#include "core/log.h" + #include "hook/iohook.h" #include "hook/table.h" @@ -13,7 +16,6 @@ #include "ddrhook1/avs-boot.h" #include "ddrhook1/filesystem.h" -#include "util/log.h" #include "util/str.h" static void (*real_avs_boot)( @@ -50,6 +52,11 @@ static const struct hook_symbol ddrhook1_avs_ea3_hook_syms[] = { .link = (void **) &real_ea3_boot}, }; +static AVS_LOG_WRITER(_avs_boot_log_writer, chars, nchars, ctx) +{ + core_log_bt_direct_sink_write(chars, nchars); +} + static void avs_boot_replace_property_str( struct property_node *node, const char *name, const char *val) { @@ -115,7 +122,7 @@ static void my_avs_boot( sz_std_heap, avs_heap, sz_avs_heap, - log_writer_debug, + _avs_boot_log_writer, NULL); } diff --git a/src/main/ddrhook1/config-ddrhook1.c b/src/main/ddrhook1/config-ddrhook1.c index 154f3ae..a5872bf 100644 --- a/src/main/ddrhook1/config-ddrhook1.c +++ b/src/main/ddrhook1/config-ddrhook1.c @@ -2,9 +2,9 @@ #include "cconfig/cconfig-util.h" -#include "ddrhook1/config-ddrhook1.h" +#include "core/log.h" -#include "util/log.h" +#include "ddrhook1/config-ddrhook1.h" #define DDRHOOK1_CONFIG_DDRHOOK1_USE_COM4_EMU_KEY "ddrhook1.use_com4_emu" #define DDRHOOK1_CONFIG_DDRHOOK1_STANDARD_DEF_KEY "ddrhook1.standard_def" diff --git a/src/main/ddrhook1/config-eamuse.c b/src/main/ddrhook1/config-eamuse.c index 260791d..dbe44cd 100644 --- a/src/main/ddrhook1/config-eamuse.c +++ b/src/main/ddrhook1/config-eamuse.c @@ -2,9 +2,10 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "ddrhook1/config-eamuse.h" -#include "util/log.h" #include "util/net.h" #define DDRHOOK1_CONFIG_EAMUSE_SERVER_KEY "eamuse.server" diff --git a/src/main/ddrhook1/config-gfx.c b/src/main/ddrhook1/config-gfx.c index 09ccc0c..c71e74d 100644 --- a/src/main/ddrhook1/config-gfx.c +++ b/src/main/ddrhook1/config-gfx.c @@ -2,9 +2,9 @@ #include "cconfig/cconfig-util.h" -#include "ddrhook1/config-gfx.h" +#include "core/log.h" -#include "util/log.h" +#include "ddrhook1/config-gfx.h" #define DDRHOOK1_CONFIG_GFX_WINDOWED_KEY "gfx.windowed" diff --git a/src/main/ddrhook1/config-security.c b/src/main/ddrhook1/config-security.c index 9489b0a..b0b7d2b 100644 --- a/src/main/ddrhook1/config-security.c +++ b/src/main/ddrhook1/config-security.c @@ -2,11 +2,12 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "ddrhook1/config-security.h" #include "security/mcode.h" -#include "util/log.h" #include "util/net.h" #define DDRHOOK1_CONFIG_SECURITY_MCODE_KEY "security.mcode" diff --git a/src/main/ddrhook1/dllmain.c b/src/main/ddrhook1/dllmain.c index 3dcc6c9..3cccb3a 100644 --- a/src/main/ddrhook1/dllmain.c +++ b/src/main/ddrhook1/dllmain.c @@ -2,11 +2,20 @@ #include +#include "avs-util/core-interop.h" + #include "bemanitools/ddrio.h" #include "bemanitools/eamio.h" #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "ddrhook-util/_com4.h" #include "ddrhook-util/extio.h" #include "ddrhook-util/p3io.h" @@ -37,8 +46,6 @@ #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" -#include "util/thread.h" #define DDRHOOK1_INFO_HEADER \ "ddrhook1 for DDR X" \ @@ -68,6 +75,15 @@ static const struct hook_symbol init_hook_syms[] = { }, }; +static void _ddrhook1_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static DWORD STDCALL my_GetModuleFileNameA(HMODULE hModule, LPSTR lpFilename, DWORD nSize) { @@ -155,7 +171,12 @@ my_GetModuleFileNameA(HMODULE hModule, LPSTR lpFilename, DWORD nSize) log_info("Initializing DDR IO backend"); - ok = ddr_io_init(thread_create, thread_join, thread_destroy); + core_log_impl_assign(ddr_io_set_loggers); + + ok = ddr_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { log_fatal("Couldn't initialize DDR IO backend"); @@ -165,10 +186,12 @@ my_GetModuleFileNameA(HMODULE hModule, LPSTR lpFilename, DWORD nSize) if (config_ddrhook1.use_com4_emu) { log_info("Initializing card reader backend"); - eam_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(eam_io_set_loggers); - ok = eam_io_init(thread_create, thread_join, thread_destroy); + ok = eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { log_fatal("Couldn't initialize card reader backend"); @@ -185,7 +208,12 @@ skip: BOOL WINAPI DllMain(HMODULE self, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - log_to_writer(log_writer_debug, NULL); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + + // TODO init debug logging but with avs available? why not use avs + // logging? + _ddrhook1_log_init(); hook_table_apply( NULL, "kernel32.dll", init_hook_syms, lengthof(init_hook_syms)); diff --git a/src/main/ddrhook1/filesystem.c b/src/main/ddrhook1/filesystem.c index abec921..9912c4f 100644 --- a/src/main/ddrhook1/filesystem.c +++ b/src/main/ddrhook1/filesystem.c @@ -6,10 +6,11 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/ddrhook1/master.c b/src/main/ddrhook1/master.c index b30836a..480d56f 100644 --- a/src/main/ddrhook1/master.c +++ b/src/main/ddrhook1/master.c @@ -1,3 +1,5 @@ +#include "core/log.h" + #include "ddrhook1/master.h" #include "ddrhook-util/dinput.h" @@ -9,7 +11,6 @@ #include "p3ioemu/devmgr.h" #include "util/defs.h" -#include "util/log.h" static HMODULE(STDCALL *real_LoadLibraryA)(const char *name); static BOOL(STDCALL *real_IsDebuggerPresent)(); diff --git a/src/main/ddrhook2/Module.mk b/src/main/ddrhook2/Module.mk index 0c9fd36..e0416d6 100644 --- a/src/main/ddrhook2/Module.mk +++ b/src/main/ddrhook2/Module.mk @@ -4,6 +4,8 @@ deplibs_ddrhook2 := \ avs \ libs_ddrhook2 := \ + avs-util \ + core \ acioemu \ ddrhook-util \ p3ioemu \ diff --git a/src/main/ddrhook2/dllmain.c b/src/main/ddrhook2/dllmain.c index 9035551..cabbb94 100644 --- a/src/main/ddrhook2/dllmain.c +++ b/src/main/ddrhook2/dllmain.c @@ -2,9 +2,14 @@ #include +#include "avs-util/core-interop.h" + #include "bemanitools/ddrio.h" #include "bemanitools/eamio.h" +#include "core/log.h" +#include "core/thread.h" + #include "ddrhook-util/_com4.h" #include "ddrhook-util/extio.h" #include "ddrhook-util/gfx.h" @@ -25,7 +30,6 @@ #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" static bool my_dll_entry_init(char *sidcode, struct property_node *param); static bool my_dll_entry_main(void); @@ -119,10 +123,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) log_info("Initializing DDR IO backend"); - ddr_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(ddr_io_set_loggers); - ok = ddr_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + ok = ddr_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { return false; @@ -131,11 +137,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (com4) { log_info("Initializing card reader backend"); - eam_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(eam_io_set_loggers); - ok = - eam_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + ok = eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { return false; @@ -174,8 +181,9 @@ BOOL WINAPI DllMain(HMODULE self, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/ddrhook2/master.c b/src/main/ddrhook2/master.c index 89f874f..aba5451 100644 --- a/src/main/ddrhook2/master.c +++ b/src/main/ddrhook2/master.c @@ -1,3 +1,5 @@ +#include "core/log.h" + #include "ddrhook2/master.h" #include "ddrhook-util/dinput.h" @@ -10,7 +12,6 @@ #include "p3ioemu/devmgr.h" #include "util/defs.h" -#include "util/log.h" static HMODULE(STDCALL *real_LoadLibraryA)(const char *name); diff --git a/src/main/ddrio-async/Module.mk b/src/main/ddrio-async/Module.mk index 62006cf..2eb806d 100644 --- a/src/main/ddrio-async/Module.mk +++ b/src/main/ddrio-async/Module.mk @@ -3,6 +3,7 @@ dlls += ddrio-async ldflags_ddrio-async:= \ libs_ddrio-async := \ + core \ util \ src_ddrio-async := \ diff --git a/src/main/ddrio-async/ddrio.c b/src/main/ddrio-async/ddrio.c index fe81f68..998c59a 100644 --- a/src/main/ddrio-async/ddrio.c +++ b/src/main/ddrio-async/ddrio.c @@ -11,8 +11,9 @@ #include "bemanitools/ddrio.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/log.h" +#include "core/thread.h" + #include "util/time.h" typedef void (*ddr_io_set_loggers_t)( @@ -154,7 +155,7 @@ void ddr_io_set_loggers( _log_formatter_warning = warning; _log_formatter_fatal = fatal; - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } bool ddr_io_init( @@ -164,6 +165,8 @@ bool ddr_io_init( { log_info("Loading ddrio-async-child.dll as child ddrio library..."); + core_thread_impl_set(thread_create, thread_join, thread_destroy); + _child_ddr_io_module = LoadLibraryA("ddrio-async-child.dll"); if (_child_ddr_io_module == NULL) { diff --git a/src/main/ddrio-mm/Module.mk b/src/main/ddrio-mm/Module.mk index 9368a62..16e3ca8 100644 --- a/src/main/ddrio-mm/Module.mk +++ b/src/main/ddrio-mm/Module.mk @@ -5,6 +5,7 @@ ldflags_ddrio-mm:= \ -lsetupapi \ libs_ddrio-mm := \ + core \ mm \ util \ diff --git a/src/main/ddrio-mm/ddrio.c b/src/main/ddrio-mm/ddrio.c index 08bd1d2..44bdd35 100644 --- a/src/main/ddrio-mm/ddrio.c +++ b/src/main/ddrio-mm/ddrio.c @@ -7,11 +7,12 @@ #include "bemanitools/ddrio.h" +#include "core/log.h" + #include "mm/mm.h" #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" struct ddr_bittrans { @@ -117,7 +118,7 @@ void ddr_io_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } bool ddr_io_init( diff --git a/src/main/ddrio-p3io/Module.mk b/src/main/ddrio-p3io/Module.mk index 43e0fd0..2824bf0 100644 --- a/src/main/ddrio-p3io/Module.mk +++ b/src/main/ddrio-p3io/Module.mk @@ -4,6 +4,7 @@ ldflags_ddrio-p3io:= \ -lsetupapi \ libs_ddrio-p3io := \ + core \ cconfig \ extio \ extiodrv \ diff --git a/src/main/ddrio-p3io/config.c b/src/main/ddrio-p3io/config.c index c45254e..5459157 100644 --- a/src/main/ddrio-p3io/config.c +++ b/src/main/ddrio-p3io/config.c @@ -1,6 +1,6 @@ #include "cconfig/cconfig-util.h" -#include "util/log.h" +#include "core/log.h" #include "config.h" diff --git a/src/main/ddrio-p3io/ddrio.c b/src/main/ddrio-p3io/ddrio.c index a38ce09..6ed7e90 100644 --- a/src/main/ddrio-p3io/ddrio.c +++ b/src/main/ddrio-p3io/ddrio.c @@ -10,15 +10,15 @@ #include "cconfig/cconfig-main.h" +#include "core/log.h" +#include "core/thread.h" + #include "extiodrv/device.h" #include "extiodrv/extio.h" #include "p3iodrv/ddr.h" #include "p3iodrv/device.h" -#include "util/log.h" -#include "util/thread.h" - #include "config.h" static struct ddrio_p3io_config _ddr_io_p3io_config; @@ -255,7 +255,7 @@ void ddr_io_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } static void _ddr_io_config_init(struct ddrio_p3io_config *config_ddrio_p3io) diff --git a/src/main/ddrio-smx/Module.mk b/src/main/ddrio-smx/Module.mk index cc0563b..12fd74d 100644 --- a/src/main/ddrio-smx/Module.mk +++ b/src/main/ddrio-smx/Module.mk @@ -5,6 +5,7 @@ deplibs_ddrio-smx := \ SMX \ libs_ddrio-smx := \ + core \ geninput \ util \ diff --git a/src/main/ddrio-smx/ddrio.c b/src/main/ddrio-smx/ddrio.c index a7cda33..334ccac 100644 --- a/src/main/ddrio-smx/ddrio.c +++ b/src/main/ddrio-smx/ddrio.c @@ -6,11 +6,12 @@ #include "bemanitools/ddrio.h" #include "bemanitools/input.h" +#include "core/log.h" + #include "imports/SMX.h" #include "imports/avs.h" #include "util/defs.h" -#include "util/log.h" struct ddr_io_smx_pad_map { int pad_no; @@ -99,7 +100,7 @@ void ddr_io_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); input_set_loggers(misc, info, warning, fatal); /* We would need a log server thread to accept log messages from SMX, since diff --git a/src/main/ddrio/ddrio.c b/src/main/ddrio/ddrio.c index 167b7c6..5da9934 100644 --- a/src/main/ddrio/ddrio.c +++ b/src/main/ddrio/ddrio.c @@ -4,7 +4,7 @@ #include "bemanitools/input.h" -#include "util/log.h" +#include "core/log.h" void ddr_io_set_loggers( log_formatter_t misc, diff --git a/src/main/ddriotest/Module.mk b/src/main/ddriotest/Module.mk index 569d973..b6cba5c 100644 --- a/src/main/ddriotest/Module.mk +++ b/src/main/ddriotest/Module.mk @@ -1,6 +1,7 @@ exes += ddriotest \ libs_ddriotest := \ + core \ ddrio \ util \ diff --git a/src/main/ddriotest/main.c b/src/main/ddriotest/main.c index e03bc0c..40453ce 100644 --- a/src/main/ddriotest/main.c +++ b/src/main/ddriotest/main.c @@ -7,32 +7,41 @@ #include "bemanitools/ddrio.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" int main(int argc, char **argv) { - enum log_level log_level; + enum core_log_bt_log_level log_level; - log_level = LOG_LEVEL_FATAL; + log_level = CORE_LOG_BT_LOG_LEVEL_FATAL; for (int i = 0; i < argc; i++) { if (!strcmp(argv[i], "-v")) { - log_level = LOG_LEVEL_WARNING; + log_level = CORE_LOG_BT_LOG_LEVEL_WARNING; } else if (!strcmp(argv[i], "-vv")) { - log_level = LOG_LEVEL_INFO; + log_level = CORE_LOG_BT_LOG_LEVEL_INFO; } else if (!strcmp(argv[i], "-vvv")) { - log_level = LOG_LEVEL_MISC; + log_level = CORE_LOG_BT_LOG_LEVEL_MISC; } } - log_to_writer(log_writer_stderr, NULL); - log_set_level(log_level); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); - ddr_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_bt_ext_init_with_stderr(); + core_log_bt_level_set(log_level); - if (!ddr_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + core_log_impl_assign(ddr_io_set_loggers); + + if (!ddr_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { fprintf(stderr, "Initializing ddrio failed\n"); return -1; } diff --git a/src/main/dinput/dinput.c b/src/main/dinput/dinput.c index 248ead4..e65928f 100644 --- a/src/main/dinput/dinput.c +++ b/src/main/dinput/dinput.c @@ -8,12 +8,13 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/pe.h" #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" static HRESULT STDCALL my_DirectInput8Create( HINSTANCE hinst, diff --git a/src/main/eamio-icca/Module.mk b/src/main/eamio-icca/Module.mk index 28c388e..bcd4be8 100644 --- a/src/main/eamio-icca/Module.mk +++ b/src/main/eamio-icca/Module.mk @@ -2,6 +2,7 @@ dlls += \ eamio-icca \ libs_eamio-icca := \ + core \ aciodrv \ aciomgr \ cconfig \ diff --git a/src/main/eamio-icca/config-icc.c b/src/main/eamio-icca/config-icc.c index 660c0ee..963f688 100644 --- a/src/main/eamio-icca/config-icc.c +++ b/src/main/eamio-icca/config-icc.c @@ -2,8 +2,6 @@ #include "eamio-icca/config-icc.h" -#include "util/log.h" - #define EAMIO_ICCA_CONFIG_ICC_PORT_KEY "icc.port" #define EAMIO_ICCA_CONFIG_ICC_BAUD_KEY "icc.baud" diff --git a/src/main/eamio-icca/eamio-icca.c b/src/main/eamio-icca/eamio-icca.c index c681610..db0215a 100644 --- a/src/main/eamio-icca/eamio-icca.c +++ b/src/main/eamio-icca/eamio-icca.c @@ -14,11 +14,11 @@ #include "bemanitools/eamio.h" +#include "core/log.h" + #include "cconfig/cconfig-main.h" #include "eamio-icca/config-icc.h" -#include "util/log.h" - #define IDLE_RESPONSES_BETWEEN_FELICA_POLLS 5 #define NUMBER_OF_EMULATED_READERS 2 #define INVALID_NODE_ID -1 @@ -60,7 +60,7 @@ void eam_io_set_loggers( { aciomgr_set_loggers(misc, info, warning, fatal); - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } // all of these are referred to internally as ICCA diff --git a/src/main/eamio/Module.mk b/src/main/eamio/Module.mk index f7a7409..9cf82ed 100644 --- a/src/main/eamio/Module.mk +++ b/src/main/eamio/Module.mk @@ -1,5 +1,5 @@ dlls += eamio -libs_eamio := geninput util +libs_eamio := core geninput util src_eamio := \ eam-api.c \ eam-impl.c \ diff --git a/src/main/eamio/eam-api.c b/src/main/eamio/eam-api.c index 0320317..9d2857d 100644 --- a/src/main/eamio/eam-api.c +++ b/src/main/eamio/eam-api.c @@ -11,14 +11,15 @@ #include "bemanitools/eamio.h" #include "bemanitools/input.h" +#include "core/log.h" +#include "core/thread.h" + #include "eamio/eam-config.h" #include "eamio/eam-impl.h" #include "eamio/eam-s11n.h" #include "util/fs.h" -#include "util/log.h" #include "util/msg-thread.h" -#include "util/thread.h" static void eam_handle_hotplug_msg(WPARAM wparam, const DEV_BROADCAST_HDR *hdr); static FILE *eam_io_config_open(const char *mode); @@ -108,14 +109,14 @@ void eam_io_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } bool eam_io_init( thread_create_t create, thread_join_t join, thread_destroy_t destroy) { input_init(create, join, destroy); - thread_api_init(create, join, destroy); + core_thread_impl_set(create, join, destroy); eam_io_config_load(); msg_thread_init(eam_hinst); diff --git a/src/main/eamio/eam-impl.c b/src/main/eamio/eam-impl.c index 0c41709..6aca589 100644 --- a/src/main/eamio/eam-impl.c +++ b/src/main/eamio/eam-impl.c @@ -9,6 +9,8 @@ #include "bemanitools/eamio.h" +#include "core/log.h" + #include "eamio/eam-impl.h" #include "geninput/hid-mgr.h" @@ -16,7 +18,6 @@ #include "util/defs.h" #include "util/fs.h" #include "util/hex.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/eamiotest/Module.mk b/src/main/eamiotest/Module.mk index a54384b..0b9fd4b 100644 --- a/src/main/eamiotest/Module.mk +++ b/src/main/eamiotest/Module.mk @@ -1,6 +1,7 @@ exes += eamiotest libs_eamiotest := \ + core \ eamio \ util \ diff --git a/src/main/eamiotest/main.c b/src/main/eamiotest/main.c index 9880af4..a2f410f 100644 --- a/src/main/eamiotest/main.c +++ b/src/main/eamiotest/main.c @@ -7,20 +7,29 @@ #include "bemanitools/eamio.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" /** * Tool to test your implementations of eamio. */ int main(int argc, char **argv) { - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_bt_ext_init_with_stdout(); - if (!eam_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + core_log_impl_assign(eam_io_set_loggers); + + if (!eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { printf("Initializing eamio failed\n"); return -1; } diff --git a/src/main/extiodrv/device.c b/src/main/extiodrv/device.c index ba14fa7..e6bc788 100644 --- a/src/main/extiodrv/device.c +++ b/src/main/extiodrv/device.c @@ -2,7 +2,7 @@ #include "device.h" -#include "util/log.h" +#include "core/log.h" HRESULT extiodrv_device_open(const char *port, HANDLE *handle) { diff --git a/src/main/extiodrv/extio.c b/src/main/extiodrv/extio.c index 8c50de2..5b1ae6a 100644 --- a/src/main/extiodrv/extio.c +++ b/src/main/extiodrv/extio.c @@ -2,7 +2,7 @@ #include "extio.h" -#include "util/log.h" +#include "core/log.h" // static uint8_t _extiodrv_extio_sensor_read_mode_map[5] = { // 1, // all diff --git a/src/main/extiotest/Module.mk b/src/main/extiotest/Module.mk index 73ec1b0..3e05ba0 100644 --- a/src/main/extiotest/Module.mk +++ b/src/main/extiotest/Module.mk @@ -3,6 +3,7 @@ exes += extiotest \ libs_extiotest := \ extiodrv \ extio \ + core \ util \ src_extiotest := \ diff --git a/src/main/extiotest/main.c b/src/main/extiotest/main.c index 3be152b..c9e48ba 100644 --- a/src/main/extiotest/main.c +++ b/src/main/extiotest/main.c @@ -5,12 +5,15 @@ #include -#include "extiodrv/extio.h" +#include "core/log-bt.h" +#include "core/log-sink-std.h" +#include "core/log.h" -#include "util/log.h" +#include "extiodrv/extio.h" int main(int argc, char **argv) { + struct core_log_sink log_sink; HRESULT hr; const char *port; HANDLE handle; @@ -22,8 +25,9 @@ int main(int argc, char **argv) fprintf(stderr, " COM_PORT: For example COM1\n"); } - log_to_writer(log_writer_stderr, NULL); - log_set_level(LOG_LEVEL_MISC); + core_log_sink_std_err_open(true, &log_sink); + core_log_bt_init(&log_sink); + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); port = argv[1]; diff --git a/src/main/ezusb-emu/device.c b/src/main/ezusb-emu/device.c index 9f1eca8..9cf5c98 100644 --- a/src/main/ezusb-emu/device.c +++ b/src/main/ezusb-emu/device.c @@ -9,6 +9,8 @@ #include +#include "core/log.h" + #include "ezusb/ezusbsys2.h" #include "ezusb/util.h" @@ -25,7 +27,6 @@ #include "util/fs.h" #include "util/hex.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" // The max buffer size in iidx's ezusb client library is 4096 for the initial diff --git a/src/main/ezusb-emu/node-coin.c b/src/main/ezusb-emu/node-coin.c index 87e7503..6b4aed1 100644 --- a/src/main/ezusb-emu/node-coin.c +++ b/src/main/ezusb-emu/node-coin.c @@ -1,11 +1,11 @@ #define LOG_MODULE "ezusb-emu-node-coin" +#include "core/log.h" + #include "ezusb-emu/node-coin.h" #include "ezusb-iidx/coin-cmd.h" -#include "util/log.h" - static uint8_t ezusb_iidx_emu_node_coin_mode = 0; uint8_t ezusb_iidx_emu_node_coin_process_cmd( diff --git a/src/main/ezusb-emu/node-eeprom.c b/src/main/ezusb-emu/node-eeprom.c index ea6a3fe..f63d866 100644 --- a/src/main/ezusb-emu/node-eeprom.c +++ b/src/main/ezusb-emu/node-eeprom.c @@ -2,12 +2,12 @@ #include +#include "core/log.h" + #include "ezusb-emu/node-eeprom.h" #include "ezusb-iidx/eeprom-cmd.h" -#include "util/log.h" - /* not verified, but we got calls with 3 pages only so far */ #define EEPROM_NPAGES 3 diff --git a/src/main/ezusb-emu/node-security-mem.c b/src/main/ezusb-emu/node-security-mem.c index 92422c8..8d11c5f 100644 --- a/src/main/ezusb-emu/node-security-mem.c +++ b/src/main/ezusb-emu/node-security-mem.c @@ -2,11 +2,11 @@ #include +#include "core/log.h" + #include "ezusb-emu/node-security-mem.h" #include "ezusb-iidx/secmem-cmd.h" -#include "util/log.h" - #define SECURITY2_NPAGES 5 /* Starting GOLD with the new IO2 (C02 is not affected), the game does not diff --git a/src/main/ezusb-emu/node-security-plug.c b/src/main/ezusb-emu/node-security-plug.c index 2b05a03..ed57eed 100644 --- a/src/main/ezusb-emu/node-security-plug.c +++ b/src/main/ezusb-emu/node-security-plug.c @@ -2,6 +2,8 @@ #include +#include "core/log.h" + #include "ezusb-emu/node-eeprom.h" #include "ezusb-emu/node-security-mem.h" #include "ezusb-emu/node-security-plug.h" @@ -11,8 +13,6 @@ #include "security/rp2.h" #include "security/util.h" -#include "util/log.h" - static struct security_mcode ezusb_iidx_emu_node_security_plug_boot_version; static uint32_t ezusb_iidx_emu_node_security_plug_boot_seeds[3]; diff --git a/src/main/ezusb-emu/node-sram.c b/src/main/ezusb-emu/node-sram.c index 200f1ca..dc3846b 100644 --- a/src/main/ezusb-emu/node-sram.c +++ b/src/main/ezusb-emu/node-sram.c @@ -2,12 +2,13 @@ #include +#include "core/log.h" + #include "ezusb-emu/conf.h" #include "ezusb-emu/node-sram.h" #include "ezusb-iidx/sram-cmd.h" #include "util/fs.h" -#include "util/log.h" #define SRAM_NPAGES 12 diff --git a/src/main/ezusb-emu/node-wdt.c b/src/main/ezusb-emu/node-wdt.c index 9185bdd..8c5c541 100644 --- a/src/main/ezusb-emu/node-wdt.c +++ b/src/main/ezusb-emu/node-wdt.c @@ -1,10 +1,10 @@ #define LOG_MODULE "ezusb-emu-node-wdt" +#include "core/log.h" + #include "ezusb-emu/node-wdt.h" #include "ezusb-iidx/wdt-cmd.h" -#include "util/log.h" - uint8_t ezusb_iidx_emu_node_wdt_process_cmd( uint8_t cmd_id, uint8_t cmd_data, uint8_t cmd_data2) { diff --git a/src/main/ezusb-emu/util.c b/src/main/ezusb-emu/util.c index 6e2798a..30edd42 100644 --- a/src/main/ezusb-emu/util.c +++ b/src/main/ezusb-emu/util.c @@ -6,10 +6,11 @@ #include #include +#include "core/log.h" + #include "ezusb-emu/util.h" #include "util/hex.h" -#include "util/log.h" enum ezusb_pipe { /* This is just the NT driver API. Add 1 to get the actual EP number. */ diff --git a/src/main/ezusb-iidx-16seg-emu/node-16seg.c b/src/main/ezusb-iidx-16seg-emu/node-16seg.c index 89bc507..2121235 100644 --- a/src/main/ezusb-iidx-16seg-emu/node-16seg.c +++ b/src/main/ezusb-iidx-16seg-emu/node-16seg.c @@ -6,9 +6,9 @@ #include "bemanitools/iidxio.h" -#include "ezusb-iidx/seg16-cmd.h" +#include "core/log.h" -#include "util/log.h" +#include "ezusb-iidx/seg16-cmd.h" uint8_t ezusb_iidx_emu_node_16seg_process_cmd( uint8_t cmd_id, uint8_t cmd_data, uint8_t cmd_data2) diff --git a/src/main/ezusb-iidx-emu/Module.mk b/src/main/ezusb-iidx-emu/Module.mk index d625363..16f2c1d 100644 --- a/src/main/ezusb-iidx-emu/Module.mk +++ b/src/main/ezusb-iidx-emu/Module.mk @@ -1,6 +1,7 @@ libs += ezusb-iidx-emu libs_ezusb-iidx-emu := \ + core \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/ezusb-iidx-emu/card-mag.c b/src/main/ezusb-iidx-emu/card-mag.c index a210fd6..b65414e 100644 --- a/src/main/ezusb-iidx-emu/card-mag.c +++ b/src/main/ezusb-iidx-emu/card-mag.c @@ -2,10 +2,11 @@ #include +#include "core/log.h" + #include "security/mcode.h" #include "util/crc.h" -#include "util/log.h" static const uint16_t ezusb_iidx_emu_card_mag_checksum_table_payload[256] = { 0x0, 0x1189, 0x2312, 0x329B, 0x4624, 0x57AD, 0x6536, 0x74BF, diff --git a/src/main/ezusb-iidx-emu/msg.c b/src/main/ezusb-iidx-emu/msg.c index bcab656..76b9742 100644 --- a/src/main/ezusb-iidx-emu/msg.c +++ b/src/main/ezusb-iidx-emu/msg.c @@ -6,6 +6,8 @@ #include "bemanitools/iidxio.h" +#include "core/log.h" + #include "hook/iohook.h" #include "ezusb-emu/msg.h" @@ -21,7 +23,6 @@ #include "ezusb-iidx-16seg-emu/nodes.h" #include "util/hex.h" -#include "util/log.h" /* ------------------------------------------------------------------------ */ diff --git a/src/main/ezusb-iidx-emu/node-fpga.c b/src/main/ezusb-iidx-emu/node-fpga.c index d66c440..6615b43 100644 --- a/src/main/ezusb-iidx-emu/node-fpga.c +++ b/src/main/ezusb-iidx-emu/node-fpga.c @@ -2,12 +2,13 @@ #include +#include "core/log.h" + #include "ezusb-iidx-emu/conf.h" #include "ezusb-iidx-emu/node-fpga.h" #include "ezusb-iidx/fpga-cmd.h" #include "util/fs.h" -#include "util/log.h" static uint16_t ezusb_iidx_emu_node_fpga_write_ptr; static uint16_t ezusb_iidx_emu_node_fpga_prog_size; diff --git a/src/main/ezusb-iidx-emu/node-serial.c b/src/main/ezusb-iidx-emu/node-serial.c index 378ab02..7dc6519 100644 --- a/src/main/ezusb-iidx-emu/node-serial.c +++ b/src/main/ezusb-iidx-emu/node-serial.c @@ -4,6 +4,9 @@ #include "bemanitools/eamio.h" +#include "core/log.h" +#include "core/thread.h" + #include "ezusb-iidx-emu/card-mag.c" #include "ezusb-iidx-emu/node-serial.h" #include "ezusb-iidx/serial-cmd.h" @@ -11,9 +14,7 @@ #include "security/mcode.h" #include "util/hex.h" -#include "util/log.h" #include "util/mem.h" -#include "util/thread.h" #define CARD_ID_LEN 8 @@ -292,7 +293,7 @@ void ezusb_iidx_emu_node_serial_init(void) &ezusb_iidx_emu_node_serial_emulation_state[i].card_cs); } - ezusb_iidx_emu_node_serial_emu_thread = thread_create( + ezusb_iidx_emu_node_serial_emu_thread = core_thread_create( ezusb_iidx_emu_node_serial_emu_thread_proc, NULL, 0x4000, 0); } diff --git a/src/main/ezusb-iidx-fpga-flash/Module.mk b/src/main/ezusb-iidx-fpga-flash/Module.mk index c250b35..320d6f4 100644 --- a/src/main/ezusb-iidx-fpga-flash/Module.mk +++ b/src/main/ezusb-iidx-fpga-flash/Module.mk @@ -4,6 +4,7 @@ ldflags_ezusb-iidx-fpga-flash := \ -lsetupapi \ libs_ezusb-iidx-fpga-flash := \ + core \ ezusb \ ezusb-iidx \ util \ diff --git a/src/main/ezusb-iidx-fpga-flash/main.c b/src/main/ezusb-iidx-fpga-flash/main.c index a8fb681..f8dacdd 100644 --- a/src/main/ezusb-iidx-fpga-flash/main.c +++ b/src/main/ezusb-iidx-fpga-flash/main.c @@ -3,11 +3,14 @@ #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "ezusb-iidx/fpga.h" #include "ezusb/ezusb.h" #include "util/fs.h" -#include "util/log.h" int main(int argc, char **argv) { @@ -24,7 +27,8 @@ int main(int argc, char **argv) return -1; } - log_to_writer(log_writer_stderr, NULL); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stderr(); log_info("Opening ezusb '%s'...", EZUSB_DEVICE_PATH); diff --git a/src/main/ezusb-iidx-sram-flash/Module.mk b/src/main/ezusb-iidx-sram-flash/Module.mk index b6e6a73..a369b06 100644 --- a/src/main/ezusb-iidx-sram-flash/Module.mk +++ b/src/main/ezusb-iidx-sram-flash/Module.mk @@ -4,6 +4,7 @@ ldflags_ezusb-iidx-sram-flash := \ -lsetupapi \ libs_ezusb-iidx-sram-flash := \ + core \ ezusb \ ezusb-iidx \ util \ diff --git a/src/main/ezusb-iidx-sram-flash/main.c b/src/main/ezusb-iidx-sram-flash/main.c index d22464e..b4fa94d 100644 --- a/src/main/ezusb-iidx-sram-flash/main.c +++ b/src/main/ezusb-iidx-sram-flash/main.c @@ -3,11 +3,14 @@ #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "ezusb-iidx/sram.h" #include "ezusb/ezusb.h" #include "util/fs.h" -#include "util/log.h" int main(int argc, char **argv) { @@ -24,7 +27,8 @@ int main(int argc, char **argv) return -1; } - log_to_writer(log_writer_stdout, NULL); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stdout(); log_info("Opening ezusb '%s'...", argv[1]); diff --git a/src/main/ezusb-iidx/ezusb-iidx.c b/src/main/ezusb-iidx/ezusb-iidx.c index e82e214..ae035b7 100644 --- a/src/main/ezusb-iidx/ezusb-iidx.c +++ b/src/main/ezusb-iidx/ezusb-iidx.c @@ -1,11 +1,12 @@ #define LOG_MODULE "ezusb-iidx" +#include "core/log.h" + #include "ezusb-iidx/ezusb-iidx.h" #include "ezusb/ezusbsys2.h" #include "util/hex.h" -#include "util/log.h" #include "util/time.h" #include "msg.h" diff --git a/src/main/ezusb-iidx/fpga.c b/src/main/ezusb-iidx/fpga.c index 23d5fd0..b4d2550 100644 --- a/src/main/ezusb-iidx/fpga.c +++ b/src/main/ezusb-iidx/fpga.c @@ -4,7 +4,7 @@ #include -#include "util/log.h" +#include "core/log.h" #include "ezusb-iidx.h" #include "fpga-cmd.h" diff --git a/src/main/ezusb-iidx/sram.c b/src/main/ezusb-iidx/sram.c index f816b38..fcce384 100644 --- a/src/main/ezusb-iidx/sram.c +++ b/src/main/ezusb-iidx/sram.c @@ -1,8 +1,8 @@ #define LOG_MODULE "ezusb-iidx-sram" -#include "ezusb-iidx/sram.h" +#include "core/log.h" -#include "util/log.h" +#include "ezusb-iidx/sram.h" #include "ezusb-iidx.h" #include "sram-cmd.h" diff --git a/src/main/ezusb-tool/Module.mk b/src/main/ezusb-tool/Module.mk index 349bc08..b5e8158 100644 --- a/src/main/ezusb-tool/Module.mk +++ b/src/main/ezusb-tool/Module.mk @@ -4,6 +4,7 @@ ldflags_ezusb-tool := \ -lsetupapi \ libs_ezusb-tool := \ + core \ ezusb \ util \ diff --git a/src/main/ezusb-tool/main.c b/src/main/ezusb-tool/main.c index 115f79c..ca84781 100644 --- a/src/main/ezusb-tool/main.c +++ b/src/main/ezusb-tool/main.c @@ -3,11 +3,13 @@ #include #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "ezusb/ezusb.h" #include "ezusb/util.h" -#include "util/log.h" - static int info() { HANDLE handle; @@ -103,7 +105,8 @@ int main(int argc, char **argv) arg_pos = 1; - log_to_writer(log_writer_stderr, NULL); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stderr(); if (!strcmp(argv[arg_pos], "info")) { return info(); diff --git a/src/main/ezusb/ezusb.c b/src/main/ezusb/ezusb.c index ce1b828..7204589 100644 --- a/src/main/ezusb/ezusb.c +++ b/src/main/ezusb/ezusb.c @@ -4,10 +4,11 @@ #include // clang-format on +#include "core/log.h" + #include "ezusb/ezusb.h" #include "ezusb/ezusbsys2.h" -#include "util/log.h" #include "util/str.h" static bool ezusb_reset(HANDLE handle, bool hold) diff --git a/src/main/ezusb/util.c b/src/main/ezusb/util.c index efc2cd1..5bf18a4 100644 --- a/src/main/ezusb/util.c +++ b/src/main/ezusb/util.c @@ -1,11 +1,12 @@ #include #include +#include "core/log.h" + #include "ezusb/util.h" #include "util/crc.h" #include "util/fs.h" -#include "util/log.h" #include "util/mem.h" struct ezusb_firmware *ezusb_firmware_load(const char *file) diff --git a/src/main/ezusb2-dbg-hook/Module.mk b/src/main/ezusb2-dbg-hook/Module.mk index 4290f5c..579e9bf 100644 --- a/src/main/ezusb2-dbg-hook/Module.mk +++ b/src/main/ezusb2-dbg-hook/Module.mk @@ -1,6 +1,7 @@ dlls += ezusb2-dbg-hook libs_ezusb2-dbg-hook := \ + core \ hook \ util \ diff --git a/src/main/ezusb2-dbg-hook/main.c b/src/main/ezusb2-dbg-hook/main.c index e90d3fb..e1c1bdb 100644 --- a/src/main/ezusb2-dbg-hook/main.c +++ b/src/main/ezusb2-dbg-hook/main.c @@ -10,13 +10,17 @@ #include #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-file.h" +#include "core/log.h" + #include "ezusb2/cyioctl.h" #include "hook/table.h" #include "util/cmdline.h" #include "util/hex.h" -#include "util/log.h" #include "util/str.h" static HANDLE STDCALL my_CreateFileW( @@ -367,14 +371,13 @@ static void ezusb2_dbg_hook_terminate_process() BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - FILE *file; int argc; char **argv; wchar_t *buffer; uint32_t args_success; - file = fopen("ezusb2_dbg.log", "w+"); - log_to_writer(log_writer_file, file); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_file("ezusb2_dbg.log", false, false, 0); hook_table_apply( NULL, diff --git a/src/main/ezusb2-emu/device.c b/src/main/ezusb2-emu/device.c index f465279..ecba816 100644 --- a/src/main/ezusb2-emu/device.c +++ b/src/main/ezusb2-emu/device.c @@ -9,6 +9,8 @@ #include +#include "core/log.h" + #include "ezusb/util.h" #include "ezusb2/cyioctl.h" @@ -27,7 +29,6 @@ #include "util/fs.h" #include "util/hex.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" // The max buffer size in iidx's ezusb client library is 4096 for the initial diff --git a/src/main/ezusb2-emu/util.c b/src/main/ezusb2-emu/util.c index 2abd513..d5b12b9 100644 --- a/src/main/ezusb2-emu/util.c +++ b/src/main/ezusb2-emu/util.c @@ -6,13 +6,14 @@ #include #include +#include "core/log.h" + #include "ezusb2/cyioctl.h" #include "ezusb2/ezusb2.h" #include "ezusb-emu/util.h" #include "util/hex.h" -#include "util/log.h" void ezusb2_emu_util_log_usb_msg(const char *prefix, const struct irp *irp) { diff --git a/src/main/ezusb2-iidx-emu/msg.c b/src/main/ezusb2-iidx-emu/msg.c index 1279ea9..bfc3dce 100644 --- a/src/main/ezusb2-iidx-emu/msg.c +++ b/src/main/ezusb2-iidx-emu/msg.c @@ -6,6 +6,8 @@ #include "bemanitools/iidxio.h" +#include "core/log.h" + #include "hook/iohook.h" #include "ezusb-emu/msg.h" @@ -15,7 +17,6 @@ #include "ezusb2-iidx/msg.h" #include "util/hex.h" -#include "util/log.h" /* ------------------------------------------------------------------------ */ diff --git a/src/main/ezusb2-popn-emu/msg.c b/src/main/ezusb2-popn-emu/msg.c index 6e83f7a..d696ecc 100644 --- a/src/main/ezusb2-popn-emu/msg.c +++ b/src/main/ezusb2-popn-emu/msg.c @@ -6,6 +6,8 @@ #include "bemanitools/popnio.h" +#include "core/log.h" + #include "hook/iohook.h" #include "ezusb-emu/msg.h" @@ -19,7 +21,6 @@ #include "ezusb2-popn/msg.h" #include "util/hex.h" -#include "util/log.h" /* ------------------------------------------------------------------------ */ diff --git a/src/main/ezusb2-popn-shim/Module.mk b/src/main/ezusb2-popn-shim/Module.mk index aefc2d4..f4536c4 100644 --- a/src/main/ezusb2-popn-shim/Module.mk +++ b/src/main/ezusb2-popn-shim/Module.mk @@ -4,6 +4,7 @@ ldflags_ezusb2-popn-shim := \ -lsetupapi \ libs_ezusb2-popn-shim := \ + core \ ezusb2-emu \ hook \ hooklib \ diff --git a/src/main/ezusb2-popn-shim/dllmain.c b/src/main/ezusb2-popn-shim/dllmain.c index c8e16fc..ec7e18f 100644 --- a/src/main/ezusb2-popn-shim/dllmain.c +++ b/src/main/ezusb2-popn-shim/dllmain.c @@ -4,6 +4,8 @@ #include +#include "core/log.h" + #include "ezusb2-emu/desc.h" #include "ezusb2-emu/device.h" @@ -13,8 +15,6 @@ #include "ezusb2-popn-shim/proxy.h" -#include "util/log.h" - #define EZUSB_REAL_DLL_FILENAME "ezusb.dll" static DWORD(STDCALL *real_entrypoint)(HMODULE self, DWORD reason, void *ctx); diff --git a/src/main/ezusb2-popn-shim/proxy.c b/src/main/ezusb2-popn-shim/proxy.c index fdf4f9f..ec47002 100644 --- a/src/main/ezusb2-popn-shim/proxy.c +++ b/src/main/ezusb2-popn-shim/proxy.c @@ -2,7 +2,7 @@ #include #include -#include "util/log.h" +#include "core/log.h" struct CoinParam; struct EEP_HISTORY; diff --git a/src/main/ezusb2-tool/Module.mk b/src/main/ezusb2-tool/Module.mk index 0611565..87e6dff 100644 --- a/src/main/ezusb2-tool/Module.mk +++ b/src/main/ezusb2-tool/Module.mk @@ -4,6 +4,7 @@ ldflags_ezusb2-tool := \ -lsetupapi \ libs_ezusb2-tool := \ + core \ ezusb2 \ ezusb \ util \ diff --git a/src/main/ezusb2-tool/main.c b/src/main/ezusb2-tool/main.c index cdfd179..0579c07 100644 --- a/src/main/ezusb2-tool/main.c +++ b/src/main/ezusb2-tool/main.c @@ -3,11 +3,13 @@ #include #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "ezusb/util.h" #include "ezusb2/ezusb2.h" -#include "util/log.h" - static int scan() { char *path; @@ -122,7 +124,8 @@ int main(int argc, char **argv) arg_pos = 1; - log_to_writer(log_writer_stderr, NULL); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stderr(); if (!strcmp(argv[arg_pos], "scan")) { return scan(); diff --git a/src/main/ezusb2/ezusb2.c b/src/main/ezusb2/ezusb2.c index 61fabd7..2c1b7b9 100644 --- a/src/main/ezusb2/ezusb2.c +++ b/src/main/ezusb2/ezusb2.c @@ -4,6 +4,8 @@ #include // clang-format on +#include "core/log.h" + #include "ezusb/ezusb.h" #include "ezusb2/cyioctl.h" @@ -11,7 +13,6 @@ #include "util/crc.h" #include "util/fs.h" -#include "util/log.h" #include "util/str.h" #define REQ_TYPE_HOST_TO_DEV 0x40 diff --git a/src/main/geninput/Module.mk b/src/main/geninput/Module.mk index 1521d80..3115edf 100644 --- a/src/main/geninput/Module.mk +++ b/src/main/geninput/Module.mk @@ -5,6 +5,7 @@ ldflags_geninput := \ -lsetupapi \ libs_geninput := \ + core \ util \ src_geninput := \ diff --git a/src/main/geninput/dev-list.c b/src/main/geninput/dev-list.c index 2bfcb4e..ce6d93a 100644 --- a/src/main/geninput/dev-list.c +++ b/src/main/geninput/dev-list.c @@ -9,9 +9,10 @@ #include #include +#include "core/log.h" + #include "geninput/dev-list.h" -#include "util/log.h" #include "util/mem.h" void dev_list_init(struct dev_list *devs, const GUID *class_guid) diff --git a/src/main/geninput/hid-generic.c b/src/main/geninput/hid-generic.c index 41e7382..46c2924 100644 --- a/src/main/geninput/hid-generic.c +++ b/src/main/geninput/hid-generic.c @@ -12,6 +12,8 @@ #include // clang-format on +#include "core/log.h" + #include "geninput/hid-generic-strings.h" #include "geninput/hid-generic.h" #include "geninput/hid-meta-in.h" @@ -19,7 +21,6 @@ #include "geninput/hid.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/geninput/hid-meta-in.c b/src/main/geninput/hid-meta-in.c index bbaf44f..3a32494 100644 --- a/src/main/geninput/hid-meta-in.c +++ b/src/main/geninput/hid-meta-in.c @@ -11,10 +11,11 @@ #include #include +#include "core/log.h" + #include "geninput/hid-meta-in.h" #include "geninput/hid-report-in.h" -#include "util/log.h" #include "util/mem.h" static bool diff --git a/src/main/geninput/hid-meta-out.c b/src/main/geninput/hid-meta-out.c index 4f87602..1903785 100644 --- a/src/main/geninput/hid-meta-out.c +++ b/src/main/geninput/hid-meta-out.c @@ -12,10 +12,11 @@ #include #include +#include "core/log.h" + #include "geninput/hid-meta-out.h" #include "geninput/hid-report-out.h" -#include "util/log.h" #include "util/mem.h" static bool diff --git a/src/main/geninput/hid-mgr.c b/src/main/geninput/hid-mgr.c index f22d3a7..2f8a7c1 100644 --- a/src/main/geninput/hid-mgr.c +++ b/src/main/geninput/hid-mgr.c @@ -2,9 +2,10 @@ #include +#include "core/log.h" + #include "geninput/hid-mgr.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/geninput/hid-report-in.c b/src/main/geninput/hid-report-in.c index 721a721..aec213d 100644 --- a/src/main/geninput/hid-report-in.c +++ b/src/main/geninput/hid-report-in.c @@ -10,9 +10,10 @@ #include #include +#include "core/log.h" + #include "geninput/hid-report-in.h" -#include "util/log.h" #include "util/mem.h" void hid_report_in_init( diff --git a/src/main/geninput/hid-report-out.c b/src/main/geninput/hid-report-out.c index 5469e3a..892cd13 100644 --- a/src/main/geninput/hid-report-out.c +++ b/src/main/geninput/hid-report-out.c @@ -11,9 +11,10 @@ #include #include +#include "core/log.h" + #include "geninput/hid-report-out.h" -#include "util/log.h" #include "util/mem.h" bool hid_report_out_init( diff --git a/src/main/geninput/hid.c b/src/main/geninput/hid.c index 57685b0..889ee80 100644 --- a/src/main/geninput/hid.c +++ b/src/main/geninput/hid.c @@ -1,10 +1,11 @@ #include #include +#include "core/log.h" + #include "geninput/dev-list.h" #include "geninput/hid.h" -#include "util/log.h" #include "util/str.h" wchar_t *hid_ri_init_name(const GUID *class_guid, const char *dev_node) diff --git a/src/main/geninput/hotplug.c b/src/main/geninput/hotplug.c index 54dad42..d9954d3 100644 --- a/src/main/geninput/hotplug.c +++ b/src/main/geninput/hotplug.c @@ -6,13 +6,13 @@ #include +#include "core/log.h" + #include "geninput/hid.h" #include "geninput/hotplug.h" #include "geninput/io-thread.h" #include "geninput/ri.h" -#include "util/log.h" - static HDEVNOTIFY hotplug_handle; void hotplug_init(HWND wnd) diff --git a/src/main/geninput/input.c b/src/main/geninput/input.c index 60c94c2..e67df3d 100644 --- a/src/main/geninput/input.c +++ b/src/main/geninput/input.c @@ -7,6 +7,9 @@ #include "bemanitools/glue.h" #include "bemanitools/input.h" +#include "core/log.h" +#include "core/thread.h" + #include "geninput/hid-mgr.h" #include "geninput/hid.h" #include "geninput/io-thread.h" @@ -14,10 +17,8 @@ #include "geninput/mapper.h" #include "util/fs.h" -#include "util/log.h" #include "util/msg-thread.h" #include "util/str.h" -#include "util/thread.h" static HINSTANCE input_hinst; static volatile long input_init_count; @@ -47,7 +48,7 @@ void input_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } void input_init( @@ -63,7 +64,7 @@ void input_init( mapper_inst = mapper_impl_create(); - thread_api_init(create, join, destroy); + core_thread_impl_set(create, join, destroy); msg_thread_init(input_hinst); io_thread_init(); } diff --git a/src/main/geninput/io-thread.c b/src/main/geninput/io-thread.c index ca663ff..18f5ccc 100644 --- a/src/main/geninput/io-thread.c +++ b/src/main/geninput/io-thread.c @@ -2,6 +2,9 @@ #include +#include "core/log.h" +#include "core/thread.h" + #include "geninput/dev-list.h" #include "geninput/hid-generic.h" #include "geninput/hid-mgr.h" @@ -10,9 +13,7 @@ #include "geninput/pacdrive.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" -#include "util/thread.h" enum io_thread_cmd { IO_THREAD_CMD_STOP, @@ -172,7 +173,7 @@ void io_thread_init(void) barrier = CreateEvent(NULL, TRUE, FALSE, NULL); - io_thread_id = thread_create(io_thread_proc, barrier, 16384, 0); + io_thread_id = core_thread_create(io_thread_proc, barrier, 16384, 0); WaitForSingleObject(barrier, INFINITE); CloseHandle(barrier); @@ -200,6 +201,6 @@ void io_thread_fini(void) PostQueuedCompletionStatus(io_thread_cp, 0, (uintptr_t) &msg, NULL); - thread_join(io_thread_id, NULL); - thread_destroy(io_thread_id); + core_thread_join(io_thread_id, NULL); + core_thread_destroy(io_thread_id); } diff --git a/src/main/geninput/kbd.c b/src/main/geninput/kbd.c index 9ae8e5e..191890b 100644 --- a/src/main/geninput/kbd.c +++ b/src/main/geninput/kbd.c @@ -11,12 +11,13 @@ #include #include +#include "core/log.h" + #include "geninput/hid.h" #include "geninput/kbd-data.h" #include "geninput/kbd.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/geninput/mapper.c b/src/main/geninput/mapper.c index c3d0214..3c66c19 100644 --- a/src/main/geninput/mapper.c +++ b/src/main/geninput/mapper.c @@ -1,11 +1,12 @@ #include #include +#include "core/log.h" + #include "geninput/hid-mgr.h" #include "geninput/mapper.h" #include "util/array.h" -#include "util/log.h" #include "util/mem.h" struct action_iter { diff --git a/src/main/geninput/mouse.c b/src/main/geninput/mouse.c index 2b24d1c..f1c54bf 100644 --- a/src/main/geninput/mouse.c +++ b/src/main/geninput/mouse.c @@ -12,11 +12,12 @@ #include #include +#include "core/log.h" + #include "geninput/hid.h" #include "geninput/mouse.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/geninput/msg-thread.c b/src/main/geninput/msg-thread.c index cc21ae0..7ca47f3 100644 --- a/src/main/geninput/msg-thread.c +++ b/src/main/geninput/msg-thread.c @@ -6,10 +6,11 @@ #include +#include "core/log.h" + #include "geninput/hotplug.h" #include "geninput/ri.h" -#include "util/log.h" #include "util/msg-thread.h" void msg_window_setup(HWND hwnd) diff --git a/src/main/geninput/pacdrive.c b/src/main/geninput/pacdrive.c index 2a5ab36..b388036 100644 --- a/src/main/geninput/pacdrive.c +++ b/src/main/geninput/pacdrive.c @@ -11,12 +11,13 @@ #include #include +#include "core/log.h" + #include "geninput/hid.h" #include "geninput/io-thread.h" #include "geninput/pacdrive.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" /* The PacDrive appears to have a malformed descriptor for its OUT report. diff --git a/src/main/geninput/ri.c b/src/main/geninput/ri.c index b3befee..45b6d65 100644 --- a/src/main/geninput/ri.c +++ b/src/main/geninput/ri.c @@ -1,5 +1,7 @@ #include +#include "core/log.h" + #include "geninput/hid-mgr.h" #include "geninput/hid.h" #include "geninput/kbd.h" @@ -7,7 +9,6 @@ #include "geninput/ri.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" struct ri_handle { diff --git a/src/main/hook/d3d9.c b/src/main/hook/d3d9.c index 45e1fd1..0f09ec6 100644 --- a/src/main/hook/d3d9.c +++ b/src/main/hook/d3d9.c @@ -1,10 +1,10 @@ #define LOG_MODULE "hook-d3d9" -#include "hook/d3d9.h" -#include "hook/com-proxy.h" -#include "hook/table.h" +#include "core/log.h" -#include "util/log.h" +#include "hook/com-proxy.h" +#include "hook/d3d9.h" +#include "hook/table.h" /* ------------------------------------------------------------------------------------------------------------------ */ diff --git a/src/main/hook/table.c b/src/main/hook/table.c index 067ea75..285a43d 100644 --- a/src/main/hook/table.c +++ b/src/main/hook/table.c @@ -174,10 +174,11 @@ static void hook_table_revert_to_iid( sym = &syms[j]; if (hook_table_match_proc(&iate, sym)) { - // Only revert-able if the original pointer was stored previously + // Only revert-able if the original pointer was stored + // previously if (sym->link != NULL && *sym->link != NULL) { pe_patch(iate.ppointer, sym->link, sizeof(*sym->link)); - } + } } } } diff --git a/src/main/hooklib/acp.c b/src/main/hooklib/acp.c index 52675b2..81faa73 100644 --- a/src/main/hooklib/acp.c +++ b/src/main/hooklib/acp.c @@ -6,13 +6,14 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "hooklib/acp.h" #include "util/codepage.h" #include "util/defs.h" -#include "util/log.h" static NTSTATUS NTAPI my_RtlMultiByteToUnicodeN( wchar_t *dest, diff --git a/src/main/hooklib/adapter.c b/src/main/hooklib/adapter.c index 0b94c12..8b3b6d9 100644 --- a/src/main/hooklib/adapter.c +++ b/src/main/hooklib/adapter.c @@ -6,13 +6,14 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "hooklib/adapter.h" #include "util/codepage.h" #include "util/defs.h" -#include "util/log.h" static DWORD WINAPI my_GetAdaptersInfo(PIP_ADAPTER_INFO adapter_info, PULONG out_buf_len); diff --git a/src/main/hooklib/app.c b/src/main/hooklib/app.c index 7ccd441..11fb824 100644 --- a/src/main/hooklib/app.c +++ b/src/main/hooklib/app.c @@ -1,5 +1,7 @@ #include +#include "core/log.h" + #include "hook/table.h" #include "hooklib/app.h" @@ -7,7 +9,6 @@ #include "imports/avs.h" #include "imports/eapki.h" -#include "util/log.h" #include "util/str.h" static dll_entry_init_t hook_dll_entry_init; diff --git a/src/main/hooklib/config-adapter.c b/src/main/hooklib/config-adapter.c index 49c2450..0ddb680 100644 --- a/src/main/hooklib/config-adapter.c +++ b/src/main/hooklib/config-adapter.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "hooklib/config-adapter.h" +#include "core/log.h" -#include "util/log.h" +#include "hooklib/config-adapter.h" #define HOOKLIB_CONFIG_ADAPTER_OVERRIDE_IP_KEY "adapter.override_ip" diff --git a/src/main/hooklib/memfile.c b/src/main/hooklib/memfile.c index 08dbeba..09c0587 100644 --- a/src/main/hooklib/memfile.c +++ b/src/main/hooklib/memfile.c @@ -3,12 +3,13 @@ #include #include +#include "core/log.h" + #include "hook/hr.h" #include "hook/iohook.h" #include "hook/table.h" #include "util/array.h" -#include "util/log.h" #include "util/str.h" struct file_entry { diff --git a/src/main/hooklib/rs232.c b/src/main/hooklib/rs232.c index 8d6d371..591c98f 100644 --- a/src/main/hooklib/rs232.c +++ b/src/main/hooklib/rs232.c @@ -14,12 +14,13 @@ #include #include +#include "core/log.h" + #include "hook/hr.h" #include "hook/iohook.h" #include "hook/table.h" #include "util/array.h" -#include "util/log.h" /* RS232 API hooks */ diff --git a/src/main/hooklib/setupapi.c b/src/main/hooklib/setupapi.c index 07dc72c..5363c52 100644 --- a/src/main/hooklib/setupapi.c +++ b/src/main/hooklib/setupapi.c @@ -4,12 +4,13 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "hooklib/setupapi.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* my hooks */ diff --git a/src/main/iidx-bio2-exit-hook/Module.mk b/src/main/iidx-bio2-exit-hook/Module.mk index dcf7289..085af3a 100644 --- a/src/main/iidx-bio2-exit-hook/Module.mk +++ b/src/main/iidx-bio2-exit-hook/Module.mk @@ -4,6 +4,7 @@ ldflags_iidx-bio2-exit-hook := \ -lsetupapi \ libs_iidx-bio2-exit-hook := \ + core \ bio2drv \ hook \ util \ diff --git a/src/main/iidx-bio2-exit-hook/main.c b/src/main/iidx-bio2-exit-hook/main.c index 13ac825..2718717 100644 --- a/src/main/iidx-bio2-exit-hook/main.c +++ b/src/main/iidx-bio2-exit-hook/main.c @@ -11,10 +11,13 @@ #include "bio2/bi2a-iidx.h" #include "bio2drv/detect.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "hook/iobuf.h" #include "hook/iohook.h" -#include "util/log.h" #include "util/mem.h" #include "util/proc.h" #include "util/str.h" @@ -224,7 +227,8 @@ static HRESULT _iohook_handler(struct irp *irp) BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { - log_to_writer(log_writer_stdout, NULL); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stdout(); if (reason != DLL_PROCESS_ATTACH) { return TRUE; diff --git a/src/main/iidx-ezusb-exit-hook/Module.mk b/src/main/iidx-ezusb-exit-hook/Module.mk index 4050ebe..500bd15 100644 --- a/src/main/iidx-ezusb-exit-hook/Module.mk +++ b/src/main/iidx-ezusb-exit-hook/Module.mk @@ -1,6 +1,7 @@ dlls += iidx-ezusb-exit-hook libs_iidx-ezusb-exit-hook := \ + core \ ezusb-iidx \ hook \ util \ diff --git a/src/main/iidx-ezusb2-exit-hook/Module.mk b/src/main/iidx-ezusb2-exit-hook/Module.mk index 7828a97..f449f38 100644 --- a/src/main/iidx-ezusb2-exit-hook/Module.mk +++ b/src/main/iidx-ezusb2-exit-hook/Module.mk @@ -1,6 +1,7 @@ dlls += iidx-ezusb2-exit-hook libs_iidx-ezusb2-exit-hook := \ + core \ hook \ util \ diff --git a/src/main/iidx-irbeat-patch/Module.mk b/src/main/iidx-irbeat-patch/Module.mk index df42cd3..d01645f 100644 --- a/src/main/iidx-irbeat-patch/Module.mk +++ b/src/main/iidx-irbeat-patch/Module.mk @@ -2,6 +2,7 @@ exes += iidx-irbeat-patch libs_iidx-irbeat-patch := \ util \ + core \ src_iidx-irbeat-patch := \ main.c \ diff --git a/src/main/iidxhook-d3d9/bb-scale-hd.c b/src/main/iidxhook-d3d9/bb-scale-hd.c index 60dae6b..84afe7c 100644 --- a/src/main/iidxhook-d3d9/bb-scale-hd.c +++ b/src/main/iidxhook-d3d9/bb-scale-hd.c @@ -2,13 +2,13 @@ #include +#include "core/log.h" + #include "d3d9-util/vertex.h" #include "bb-scale-hd.h" #include "util.h" -#include "util/log.h" - static bool iidxhook_d3d9_bb_scale_initialized; static uint16_t iidxhook_d3d9_bb_scale_hd_width; static uint16_t iidxhook_d3d9_bb_scale_hd_height; diff --git a/src/main/iidxhook-d3d9/util.h b/src/main/iidxhook-d3d9/util.h index 3a77e99..96b489e 100644 --- a/src/main/iidxhook-d3d9/util.h +++ b/src/main/iidxhook-d3d9/util.h @@ -3,9 +3,9 @@ #include -#include "d3d9-util/dxerr9.h" +#include "core/log.h" -#include "util/log.h" +#include "d3d9-util/dxerr9.h" inline void iidxhook_d3d9_util_check_and_handle_failure(HRESULT hr, const char *msg) diff --git a/src/main/iidxhook-util/Module.mk b/src/main/iidxhook-util/Module.mk index 92fe44d..50dd18d 100644 --- a/src/main/iidxhook-util/Module.mk +++ b/src/main/iidxhook-util/Module.mk @@ -1,6 +1,7 @@ libs += iidxhook-util libs_iidxhook-util := \ + core \ util \ src_iidxhook-util := \ diff --git a/src/main/iidxhook-util/acio.c b/src/main/iidxhook-util/acio.c index 6291336..a52fa76 100644 --- a/src/main/iidxhook-util/acio.c +++ b/src/main/iidxhook-util/acio.c @@ -15,6 +15,8 @@ #include "acioemu/emu.h" #include "acioemu/icca.h" +#include "core/log.h" + #include "hook/iohook.h" #include "hooklib/rs232.h" @@ -24,7 +26,6 @@ #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu iidxhook_util_acio_emu; diff --git a/src/main/iidxhook-util/chart-patch.c b/src/main/iidxhook-util/chart-patch.c index 4b2970e..b6cc290 100644 --- a/src/main/iidxhook-util/chart-patch.c +++ b/src/main/iidxhook-util/chart-patch.c @@ -4,12 +4,13 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" #include "util/crc.h" #include "util/defs.h" #include "util/fs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/iidxhook-util/clock.c b/src/main/iidxhook-util/clock.c index 8c870ff..dc0e2f2 100644 --- a/src/main/iidxhook-util/clock.c +++ b/src/main/iidxhook-util/clock.c @@ -2,10 +2,11 @@ #include +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" static BOOL STDCALL my_SetLocalTime(const SYSTEMTIME *lpSystemTime); static BOOL(STDCALL *real_SetLocalTime)(const SYSTEMTIME *lpSystemTime); diff --git a/src/main/iidxhook-util/config-eamuse.c b/src/main/iidxhook-util/config-eamuse.c index f59b03e..c75bd1a 100644 --- a/src/main/iidxhook-util/config-eamuse.c +++ b/src/main/iidxhook-util/config-eamuse.c @@ -2,12 +2,12 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "iidxhook-util/config-eamuse.h" #include "security/mcode.h" -#include "util/log.h" - #define IIDXHOOK_CONFIG_EAMUSE_CARD_TYPE_KEY "eamuse.card_type" #define IIDXHOOK_CONFIG_EAMUSE_SERVER_KEY "eamuse.server" #define IIDXHOOK_CONFIG_EAMUSE_PCBID_KEY "eamuse.pcbid" diff --git a/src/main/iidxhook-util/config-ezusb.c b/src/main/iidxhook-util/config-ezusb.c index e860a1d..14d953d 100644 --- a/src/main/iidxhook-util/config-ezusb.c +++ b/src/main/iidxhook-util/config-ezusb.c @@ -3,9 +3,10 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "iidxhook-util/config-ezusb.h" -#include "util/log.h" #include "util/mem.h" #define IIDXHOOK_UTIL_CONFIG_EZUSB_API_CALL_MONITORING_KEY \ diff --git a/src/main/iidxhook-util/config-gfx.c b/src/main/iidxhook-util/config-gfx.c index e591f48..1be281f 100644 --- a/src/main/iidxhook-util/config-gfx.c +++ b/src/main/iidxhook-util/config-gfx.c @@ -2,9 +2,9 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook-util/config-gfx.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook-util/config-gfx.h" #define IIDXHOOK_CONFIG_GFX_BGVIDEO_UV_FIX_KEY "gfx.bgvideo_uv_fix" #define IIDXHOOK_CONFIG_GFX_FRAMED_KEY "gfx.framed" diff --git a/src/main/iidxhook-util/config-io.c b/src/main/iidxhook-util/config-io.c index 3055ac6..13c59f3 100644 --- a/src/main/iidxhook-util/config-io.c +++ b/src/main/iidxhook-util/config-io.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook-util/config-io.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook-util/config-io.h" #define IIDXHOOK_UTIL_CONFIG_IO_DISABLE_CARD_READER_EMU_KEY \ "io.disable_card_reader_emu" diff --git a/src/main/iidxhook-util/config-misc.c b/src/main/iidxhook-util/config-misc.c index 7a18499..fca5ea5 100644 --- a/src/main/iidxhook-util/config-misc.c +++ b/src/main/iidxhook-util/config-misc.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook-util/config-misc.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook-util/config-misc.h" #define IIDXHOOK_CONFIG_MISC_DISABLE_CLOCK_SET_KEY "misc.disable_clock_set" #define IIDXHOOK_CONFIG_MISC_RTEFFECT_STUB_KEY "misc.rteffect_stub" diff --git a/src/main/iidxhook-util/config-sec.c b/src/main/iidxhook-util/config-sec.c index 54cb0ee..a2e9a57 100644 --- a/src/main/iidxhook-util/config-sec.c +++ b/src/main/iidxhook-util/config-sec.c @@ -3,12 +3,13 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "iidxhook-util/config-sec.h" #include "security/mcode.h" #include "security/rp.h" -#include "util/log.h" #include "util/mem.h" #define IIDXHOOK_CONFIG_SEC_BOOT_VERSION_KEY "sec.boot_version" diff --git a/src/main/iidxhook-util/d3d9.c b/src/main/iidxhook-util/d3d9.c index 9c87719..eeb5081 100644 --- a/src/main/iidxhook-util/d3d9.c +++ b/src/main/iidxhook-util/d3d9.c @@ -9,6 +9,8 @@ #include #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" @@ -16,7 +18,6 @@ #include "iidxhook-util/vertex-shader.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/iidxhook-util/eamuse.c b/src/main/iidxhook-util/eamuse.c index 15d77da..6a127bd 100644 --- a/src/main/iidxhook-util/eamuse.c +++ b/src/main/iidxhook-util/eamuse.c @@ -8,12 +8,13 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "iidxhook-util/eamuse.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* ------------------------------------------------------------------------- */ diff --git a/src/main/iidxhook-util/effector.c b/src/main/iidxhook-util/effector.c index 4f30e27..f313c60 100644 --- a/src/main/iidxhook-util/effector.c +++ b/src/main/iidxhook-util/effector.c @@ -2,12 +2,13 @@ #include +#include "core/log.h" + #include "hook/table.h" #include "iidxhook-util/effector.h" #include "util/defs.h" -#include "util/log.h" static BOOL my_EnableEqualizer(int a1); static BOOL my_GetEqualizerStatus(LPVOID buffer); diff --git a/src/main/iidxhook-util/log-server.c b/src/main/iidxhook-util/log-server.c index 1a7f687..5a2fe3d 100644 --- a/src/main/iidxhook-util/log-server.c +++ b/src/main/iidxhook-util/log-server.c @@ -5,6 +5,9 @@ #include #include +#include "core/log.h" +#include "core/thread.h" + #include "hook/table.h" #include "iidxhook-util/log-server.h" @@ -12,9 +15,7 @@ #include "imports/avs.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" static int log_thread_proc(void *ctx); static void @@ -39,7 +40,7 @@ void log_server_init(void) log_rv_consumer = CreateSemaphore(NULL, 0, 1, NULL); ready = CreateEvent(NULL, TRUE, FALSE, NULL); - log_to_external( + core_log_impl_set( log_post_misc, log_post_info, log_post_warning, log_post_fatal); log_thread_id = avs_thread_create(log_thread_proc, ready, 16384, 0); diff --git a/src/main/iidxhook-util/settings.c b/src/main/iidxhook-util/settings.c index b4f2ce3..5402f69 100644 --- a/src/main/iidxhook-util/settings.c +++ b/src/main/iidxhook-util/settings.c @@ -7,12 +7,13 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" #include "hook/table.h" #include "util/defs.h" #include "util/fs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/iidxhook1/Module.mk b/src/main/iidxhook1/Module.mk index fcfad98..61bb5ff 100644 --- a/src/main/iidxhook1/Module.mk +++ b/src/main/iidxhook1/Module.mk @@ -5,6 +5,7 @@ ldflags_iidxhook1 := \ -liphlpapi \ libs_iidxhook1 := \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook1/config-iidxhook1.c b/src/main/iidxhook1/config-iidxhook1.c index 5a02c95..b88d471 100644 --- a/src/main/iidxhook1/config-iidxhook1.c +++ b/src/main/iidxhook1/config-iidxhook1.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook1/config-iidxhook1.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook1/config-iidxhook1.h" #define IIDXHOOK_CONFIG_MISC_HAPPY_SKY_MS_BG_FIX_KEY "misc.happy_sky_ms_bg_fix" diff --git a/src/main/iidxhook1/dllmain.c b/src/main/iidxhook1/dllmain.c index a3a4a35..60c61a7 100644 --- a/src/main/iidxhook1/dllmain.c +++ b/src/main/iidxhook1/dllmain.c @@ -9,6 +9,14 @@ #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "ezusb-emu/desc.h" #include "ezusb-emu/device.h" #include "ezusb-emu/node-security-plug.h" @@ -42,8 +50,6 @@ #include "iidxhook1/log-ezusb.h" #include "util/defs.h" -#include "util/log.h" -#include "util/thread.h" #define IIDXHOOK1_INFO_HEADER \ "iidxhook for 9th Style, 10th Style, RED and HAPPY SKY" \ @@ -68,6 +74,14 @@ static const struct hook_symbol init_hook_syms[] = { }, }; +static void _iidxhook1_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static void iidxhook1_setup_d3d9_hooks( const struct iidxhook_config_gfx *config_gfx, const struct iidxhook_config_iidxhook1 *config_iidxhook1) @@ -215,20 +229,24 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) /* Start up IIDXIO.DLL */ log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); - if (!iidx_io_init(thread_create, thread_join, thread_destroy)) { + if (!iidx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } /* Start up EAMIO.DLL */ log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - if (!eam_io_init(thread_create, thread_join, thread_destroy)) { + if (!eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } @@ -261,7 +279,9 @@ skip: BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - log_to_writer(log_writer_debug, NULL); + core_thread_crt_ext_impl_set(); + + _iidxhook1_log_init(); /* Bootstrap hook for further init tasks (see above) */ diff --git a/src/main/iidxhook1/ezusb-mon.c b/src/main/iidxhook1/ezusb-mon.c index b76418a..11f10f9 100644 --- a/src/main/iidxhook1/ezusb-mon.c +++ b/src/main/iidxhook1/ezusb-mon.c @@ -6,12 +6,13 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "iidxhook1/ezusb-mon.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* ------------------------------------------------------------------------- */ diff --git a/src/main/iidxhook1/log-ezusb.c b/src/main/iidxhook1/log-ezusb.c index ac71907..28a9c6a 100644 --- a/src/main/iidxhook1/log-ezusb.c +++ b/src/main/iidxhook1/log-ezusb.c @@ -6,12 +6,13 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "iidxhook1/log-ezusb.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* ------------------------------------------------------------------------- */ diff --git a/src/main/iidxhook2/Module.mk b/src/main/iidxhook2/Module.mk index c9fd438..4612442 100644 --- a/src/main/iidxhook2/Module.mk +++ b/src/main/iidxhook2/Module.mk @@ -5,6 +5,7 @@ ldflags_iidxhook2 := \ -liphlpapi \ libs_iidxhook2 := \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook2/config-iidxhook2.c b/src/main/iidxhook2/config-iidxhook2.c index 6e3ac6b..0db10f3 100644 --- a/src/main/iidxhook2/config-iidxhook2.c +++ b/src/main/iidxhook2/config-iidxhook2.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook2/config-iidxhook2.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook2/config-iidxhook2.h" #define IIDXHOOK_CONFIG_MISC_DISTORTED_MS_BG_FIX_KEY "misc.distorted_ms_bg_fix" diff --git a/src/main/iidxhook2/dllmain.c b/src/main/iidxhook2/dllmain.c index 25a76ed..de8a916 100644 --- a/src/main/iidxhook2/dllmain.c +++ b/src/main/iidxhook2/dllmain.c @@ -9,6 +9,14 @@ #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "ezusb-emu/desc.h" #include "ezusb-emu/device.h" #include "ezusb-emu/node-security-plug.h" @@ -41,9 +49,6 @@ #include "iidxhook2/config-iidxhook2.h" -#include "util/log.h" -#include "util/thread.h" - #define IIDXHOOK2_INFO_HEADER \ "iidxhook for DistorteD" \ ", build " __DATE__ " " __TIME__ ", gitrev " STRINGIFY(GITREV) @@ -65,6 +70,14 @@ static const struct hook_symbol init_hook_syms[] = { .link = (void **) &real_OpenProcess}, }; +static void _iidxhook2_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static void iidxhook2_setup_d3d9_hooks( const struct iidxhook_config_gfx *config_gfx, const struct iidxhook_config_iidxhook2 *config_iidxhook2) @@ -207,20 +220,24 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) /* Start up IIDXIO.DLL */ log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); - if (!iidx_io_init(thread_create, thread_join, thread_destroy)) { + if (!iidx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } /* Start up EAMIO.DLL */ log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - if (!eam_io_init(thread_create, thread_join, thread_destroy)) { + if (!eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } @@ -254,7 +271,9 @@ skip: BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - log_to_writer(log_writer_debug, NULL); + core_thread_crt_ext_impl_set(); + + _iidxhook2_log_init(); /* Bootstrap hook for further init tasks (see above) */ diff --git a/src/main/iidxhook3/Module.mk b/src/main/iidxhook3/Module.mk index e328bec..6ab9a30 100644 --- a/src/main/iidxhook3/Module.mk +++ b/src/main/iidxhook3/Module.mk @@ -5,6 +5,7 @@ ldflags_iidxhook3 := \ -liphlpapi \ libs_iidxhook3 := \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook3/dllmain.c b/src/main/iidxhook3/dllmain.c index b2e0e41..4927fc3 100644 --- a/src/main/iidxhook3/dllmain.c +++ b/src/main/iidxhook3/dllmain.c @@ -9,6 +9,14 @@ #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "ezusb-emu/node-security-plug.h" #include "ezusb-iidx-emu/node-serial.h" #include "ezusb-iidx-emu/nodes.h" @@ -40,9 +48,7 @@ #include "security/rp-sign-key.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define IIDXHOOK3_INFO_HEADER \ "iidxhook for Gold, DJTroopers, Empress and Sirius" \ @@ -64,6 +70,14 @@ static const struct hook_symbol init_hook_syms[] = { .link = (void **) &real_OpenProcess}, }; +static void _iidxhook3_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static void iidxhook3_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -200,20 +214,24 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) /* Start up IIDXIO.DLL */ log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); - if (!iidx_io_init(thread_create, thread_join, thread_destroy)) { + if (!iidx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } /* Start up EAMIO.DLL */ log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - if (!eam_io_init(thread_create, thread_join, thread_destroy)) { + if (!eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } @@ -246,7 +264,9 @@ skip: BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - log_to_writer(log_writer_debug, NULL); + core_thread_crt_ext_impl_set(); + + _iidxhook3_log_init(); /* Bootstrap hook for further init tasks (see above) */ diff --git a/src/main/iidxhook4-cn/Module.mk b/src/main/iidxhook4-cn/Module.mk index 0f7bcee..8cc34cb 100644 --- a/src/main/iidxhook4-cn/Module.mk +++ b/src/main/iidxhook4-cn/Module.mk @@ -8,6 +8,8 @@ deplibs_iidxhook4-cn := \ avs \ libs_iidxhook4-cn := \ + avs-util \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook4-cn/avs-boot.c b/src/main/iidxhook4-cn/avs-boot.c index 378d80c..4c498c9 100644 --- a/src/main/iidxhook4-cn/avs-boot.c +++ b/src/main/iidxhook4-cn/avs-boot.c @@ -3,14 +3,15 @@ #include #include +#include "core/log-bt.h" +#include "core/log.h" + #include "hook/table.h" #include "imports/avs.h" #include "iidxhook4-cn/avs-boot.h" -#include "util/log.h" - static void (*real_avs_boot)( struct property_node *config, void *std_heap, @@ -35,6 +36,11 @@ static const struct hook_symbol iidxhook4_cn_log_hook_syms[] = { .link = (void **) &real_avs_boot}, }; +static AVS_LOG_WRITER(_avs_boot_log_writer, chars, nchars, ctx) +{ + core_log_bt_direct_sink_write(chars, nchars); +} + static void avs_boot_replace_property_uint32( struct property_node *node, const char *name, uint32_t val) { @@ -87,7 +93,7 @@ static void my_avs_boot( sz_std_heap, avs_heap, sz_avs_heap, - log_writer_debug, + _avs_boot_log_writer, NULL); } diff --git a/src/main/iidxhook4-cn/dllmain.c b/src/main/iidxhook4-cn/dllmain.c index ea2f42a..9fa61ba 100644 --- a/src/main/iidxhook4-cn/dllmain.c +++ b/src/main/iidxhook4-cn/dllmain.c @@ -5,10 +5,19 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "ezusb-emu/node-security-plug.h" #include "ezusb2-emu/desc.h" @@ -37,8 +46,6 @@ #include "imports/avs.h" -#include "util/log.h" - #define IIDXHOOK4_CN_INFO_HEADER \ "iidxhook for Resort Anthem CN" \ ", build " __DATE__ " " __TIME__ ", gitrev " STRINGIFY(GITREV) @@ -61,6 +68,14 @@ static const struct hook_symbol init_hook_syms[] = { static struct iidxhook_config_io config_io; +static void _iidxhook4_cn_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static void iidxhook4_cn_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -183,11 +198,12 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) if (!config_io.disable_io_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } else { @@ -221,7 +237,11 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) return TRUE; } - log_to_writer(log_writer_debug, NULL); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + + // TODO init debug logging but with avs available? why not use avs logging? + _iidxhook4_cn_log_init(); hook_table_apply( NULL, "kernel32.dll", init_hook_syms, lengthof(init_hook_syms)); diff --git a/src/main/iidxhook4-cn/path.c b/src/main/iidxhook4-cn/path.c index 4ab6c5a..5d4ef1d 100644 --- a/src/main/iidxhook4-cn/path.c +++ b/src/main/iidxhook4-cn/path.c @@ -4,11 +4,12 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "iidxhook4-cn/path.h" -#include "util/log.h" #include "util/str.h" #define PATH_A "D:/JDZ-001/contents/" diff --git a/src/main/iidxhook4/Module.mk b/src/main/iidxhook4/Module.mk index 40f40b0..6546ac1 100644 --- a/src/main/iidxhook4/Module.mk +++ b/src/main/iidxhook4/Module.mk @@ -7,6 +7,8 @@ deplibs_iidxhook4 := \ avs \ libs_iidxhook4 := \ + avs-util \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook4/dllmain.c b/src/main/iidxhook4/dllmain.c index d7993dd..c52336f 100644 --- a/src/main/iidxhook4/dllmain.c +++ b/src/main/iidxhook4/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "ezusb-iidx-emu/nodes.h" #include "ezusb2-emu/desc.h" @@ -36,9 +41,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define IIDXHOOK4_INFO_HEADER \ "iidxhook for Resort Anthem" \ @@ -142,11 +145,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_io_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } else { @@ -156,11 +160,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } else { @@ -227,8 +232,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/iidxhook5-cn/Module.mk b/src/main/iidxhook5-cn/Module.mk index feea3d4..5addce9 100644 --- a/src/main/iidxhook5-cn/Module.mk +++ b/src/main/iidxhook5-cn/Module.mk @@ -8,6 +8,8 @@ deplibs_iidxhook5-cn := \ avs \ libs_iidxhook5-cn := \ + avs-util \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook5-cn/avs-boot.c b/src/main/iidxhook5-cn/avs-boot.c index 772832a..eaa1f45 100644 --- a/src/main/iidxhook5-cn/avs-boot.c +++ b/src/main/iidxhook5-cn/avs-boot.c @@ -3,14 +3,15 @@ #include #include +#include "core/log-bt.h" +#include "core/log.h" + #include "hook/table.h" #include "imports/avs.h" #include "iidxhook5-cn/avs-boot.h" -#include "util/log.h" - static void (*real_avs_boot)( struct property_node *config, void *std_heap, @@ -35,6 +36,11 @@ static const struct hook_symbol iidxhook5_cn_log_hook_syms[] = { .link = (void **) &real_avs_boot}, }; +static AVS_LOG_WRITER(_avs_boot_log_writer, chars, nchars, ctx) +{ + core_log_bt_direct_sink_write(chars, nchars); +} + static void avs_boot_replace_property_uint32( struct property_node *node, const char *name, uint32_t val) { @@ -87,7 +93,7 @@ static void my_avs_boot( sz_std_heap, avs_heap, sz_avs_heap, - log_writer_debug, + _avs_boot_log_writer, NULL); } diff --git a/src/main/iidxhook5-cn/dllmain.c b/src/main/iidxhook5-cn/dllmain.c index 711c906..1d327dc 100644 --- a/src/main/iidxhook5-cn/dllmain.c +++ b/src/main/iidxhook5-cn/dllmain.c @@ -5,10 +5,18 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread.h" + #include "ezusb-emu/node-security-plug.h" #include "ezusb2-emu/desc.h" @@ -37,8 +45,6 @@ #include "imports/avs.h" -#include "util/log.h" - #define IIDXHOOK5_CN_INFO_HEADER \ "iidxhook for tricoro CN" \ ", build " __DATE__ " " __TIME__ ", gitrev " STRINGIFY(GITREV) @@ -61,6 +67,14 @@ static const struct hook_symbol init_hook_user32_syms[] = { static struct iidxhook_config_io config_io; +static void _iidxhook5_cn_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static void iidxhook5_cn_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -163,11 +177,12 @@ static ATOM WINAPI my_RegisterClassA(const WNDCLASSA *lpWndClass) if (!config_io.disable_io_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } else { @@ -200,7 +215,11 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) return TRUE; } - log_to_writer(log_writer_debug, NULL); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + + // TODO init debug logging but with avs available? why not use avs logging? + _iidxhook5_cn_log_init(); hook_table_apply( NULL, diff --git a/src/main/iidxhook5-cn/path.c b/src/main/iidxhook5-cn/path.c index d45bf22..bb4f81d 100644 --- a/src/main/iidxhook5-cn/path.c +++ b/src/main/iidxhook5-cn/path.c @@ -4,11 +4,12 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "iidxhook5-cn/path.h" -#include "util/log.h" #include "util/str.h" #define PATH_A "D:/JDZ-001/contents/" diff --git a/src/main/iidxhook5/Module.mk b/src/main/iidxhook5/Module.mk index 78ea307..28cb7fe 100644 --- a/src/main/iidxhook5/Module.mk +++ b/src/main/iidxhook5/Module.mk @@ -7,6 +7,8 @@ deplibs_iidxhook5 := \ avs \ libs_iidxhook5 := \ + avs-util \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook5/dllmain.c b/src/main/iidxhook5/dllmain.c index 268bf39..0912c38 100644 --- a/src/main/iidxhook5/dllmain.c +++ b/src/main/iidxhook5/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "ezusb-iidx-emu/nodes.h" #include "ezusb2-emu/desc.h" @@ -36,9 +41,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #include "ifs-snd-redir.h" @@ -144,11 +147,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_io_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } else { @@ -158,11 +162,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } else { @@ -228,8 +233,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/iidxhook5/ifs-snd-redir.c b/src/main/iidxhook5/ifs-snd-redir.c index e73dd5c..639d16f 100644 --- a/src/main/iidxhook5/ifs-snd-redir.c +++ b/src/main/iidxhook5/ifs-snd-redir.c @@ -3,13 +3,14 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "imports/avs.h" #include "iidxhook5/ifs-snd-redir.h" -#include "util/log.h" #include "util/str.h" static void *(*real_avs_fs_open)(const char *path, int mode, int flags); diff --git a/src/main/iidxhook6/Module.mk b/src/main/iidxhook6/Module.mk index 7fda87b..fe7e955 100644 --- a/src/main/iidxhook6/Module.mk +++ b/src/main/iidxhook6/Module.mk @@ -7,6 +7,8 @@ deplibs_iidxhook6 := \ avs \ libs_iidxhook6 := \ + avs-util \ + core \ iidxhook-d3d9 \ iidxhook-util \ ezusb-emu \ diff --git a/src/main/iidxhook6/dllmain.c b/src/main/iidxhook6/dllmain.c index b4ca65a..4b614a4 100644 --- a/src/main/iidxhook6/dllmain.c +++ b/src/main/iidxhook6/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "ezusb-iidx-emu/nodes.h" #include "ezusb2-emu/desc.h" @@ -35,9 +40,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define IIDXHOOK6_INFO_HEADER \ "iidxhook for Tricoro" \ @@ -121,11 +124,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_io_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } else { @@ -135,11 +139,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } else { @@ -203,8 +208,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/iidxhook7/Module.mk b/src/main/iidxhook7/Module.mk index a40366a..b1b6d93 100644 --- a/src/main/iidxhook7/Module.mk +++ b/src/main/iidxhook7/Module.mk @@ -8,6 +8,8 @@ deplibs_iidxhook7 := \ avs \ libs_iidxhook7 := \ + avs-util \ + core \ iidxhook-d3d9 \ iidxhook-util \ cconfig \ diff --git a/src/main/iidxhook7/dllmain.c b/src/main/iidxhook7/dllmain.c index af948f6..0823e85 100644 --- a/src/main/iidxhook7/dllmain.c +++ b/src/main/iidxhook7/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "ezusb-iidx-emu/nodes.h" #include "ezusb2-emu/desc.h" @@ -35,9 +40,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define IIDXHOOK7_INFO_HEADER \ "iidxhook for SPADA, PENDUAL, copula and SINOBUZ" \ @@ -121,11 +124,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_io_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } else { @@ -135,11 +139,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } else { @@ -203,8 +208,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/iidxhook8/Module.mk b/src/main/iidxhook8/Module.mk index e71c8c2..faebbbb 100644 --- a/src/main/iidxhook8/Module.mk +++ b/src/main/iidxhook8/Module.mk @@ -12,6 +12,8 @@ deplibs_iidxhook8 := \ avs \ libs_iidxhook8 := \ + avs-util \ + core \ iidxhook-d3d9 \ iidxhook-util \ acioemu \ diff --git a/src/main/iidxhook8/config-io.c b/src/main/iidxhook8/config-io.c index 8cbb9b2..9f61e13 100644 --- a/src/main/iidxhook8/config-io.c +++ b/src/main/iidxhook8/config-io.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook8/config-io.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook8/config-io.h" #define IIDXHOOK8_CONFIG_IO_DISABLE_CARD_READER_EMU_KEY \ "io.disable_card_reader_emu" diff --git a/src/main/iidxhook8/dllmain.c b/src/main/iidxhook8/dllmain.c index 13509be..bf1f55d 100644 --- a/src/main/iidxhook8/dllmain.c +++ b/src/main/iidxhook8/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "hook/d3d9.h" #include "hooklib/acp.h" @@ -34,9 +39,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define IIDXHOOK8_INFO_HEADER \ "iidxhook for Cannon Ballers/Rootage" \ @@ -131,11 +134,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up IIDXIO.DLL */ if (!iidxhook8_config_io.disable_bio2_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } @@ -143,11 +147,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up EAMIO.DLL */ if (!iidxhook8_config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } @@ -217,8 +222,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/iidxhook9/Module.mk b/src/main/iidxhook9/Module.mk index 30384f1..2328fdc 100644 --- a/src/main/iidxhook9/Module.mk +++ b/src/main/iidxhook9/Module.mk @@ -12,6 +12,8 @@ deplibs_iidxhook9 := \ avs \ libs_iidxhook9 := \ + avs-util \ + core \ iidxhook-util \ acioemu \ asio \ diff --git a/src/main/iidxhook9/config-io.c b/src/main/iidxhook9/config-io.c index ba7ff45..34deebf 100644 --- a/src/main/iidxhook9/config-io.c +++ b/src/main/iidxhook9/config-io.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook9/config-io.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook9/config-io.h" #define IIDXHOOK9_CONFIG_IO_DISABLE_CARD_READER_EMU_KEY \ "io.disable_card_reader_emu" diff --git a/src/main/iidxhook9/dllmain.c b/src/main/iidxhook9/dllmain.c index b7ae85a..ad9572d 100644 --- a/src/main/iidxhook9/dllmain.c +++ b/src/main/iidxhook9/dllmain.c @@ -5,11 +5,18 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread.h" + #include "hooklib/acp.h" #include "hooklib/adapter.h" #include "hooklib/app.h" @@ -38,9 +45,7 @@ #include "imports/avs.h" #include "util/cmdline.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define IIDXHOOK9_INFO_HEADER \ "iidxhook for Heroic Verse" \ @@ -97,6 +102,9 @@ static bool load_configs() static bool my_dll_entry_init(char *sidcode, struct property_node *param) { + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + // log_server_init is required due to IO occuring in a non avs_thread log_server_init(); @@ -124,11 +132,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up IIDXIO.DLL */ if (!iidxhook9_config_io.disable_bio2_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } @@ -136,11 +145,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up EAMIO.DLL */ if (!iidxhook9_config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } @@ -271,8 +281,8 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) // if AVS is loaded, we're likely too late to be a prehook // so we warn the user // and switch the current logging context to AVS so it shows up in logs - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + avs_util_core_interop_log_avs_impl_set(); + log_warning("iidxhook9 is designed to be used as a prehook"); log_warning("please ensure that it is being loaded with -B"); log_fatal("cya l8r in the prehook :3"); @@ -280,7 +290,7 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) // we can't log to external in DllMain (AVS) as we're a prehook // later during my_dll_entry_init, log_server_init is called // which sets swaps the main log write to that instead - log_to_writer(log_writer_file, stdout); + core_log_bt_ext_impl_set(); } pre_hook(); diff --git a/src/main/iidxio-bio2/Module.mk b/src/main/iidxio-bio2/Module.mk index 09632c2..e91d76a 100644 --- a/src/main/iidxio-bio2/Module.mk +++ b/src/main/iidxio-bio2/Module.mk @@ -4,6 +4,7 @@ ldflags_iidxio-bio2 := \ -lsetupapi \ libs_iidxio-bio2 := \ + core \ aciodrv \ bio2drv \ cconfig \ diff --git a/src/main/iidxio-ezusb/Module.mk b/src/main/iidxio-ezusb/Module.mk index ce9982c..cc64914 100644 --- a/src/main/iidxio-ezusb/Module.mk +++ b/src/main/iidxio-ezusb/Module.mk @@ -5,6 +5,7 @@ ldflags_iidxio-ezusb := \ -lsetupapi \ libs_iidxio-ezusb := \ + core \ ezusb \ ezusb2 \ ezusb-iidx \ diff --git a/src/main/iidxio-ezusb2/Module.mk b/src/main/iidxio-ezusb2/Module.mk index f1f1963..3371a78 100644 --- a/src/main/iidxio-ezusb2/Module.mk +++ b/src/main/iidxio-ezusb2/Module.mk @@ -5,6 +5,7 @@ ldflags_iidxio-ezusb2 := \ -lsetupapi \ libs_iidxio-ezusb2 := \ + core \ ezusb2 \ ezusb \ ezusb2-iidx \ diff --git a/src/main/iidxiotest/Module.mk b/src/main/iidxiotest/Module.mk index ce0536c..94eca38 100644 --- a/src/main/iidxiotest/Module.mk +++ b/src/main/iidxiotest/Module.mk @@ -1,6 +1,7 @@ exes += iidxiotest \ libs_iidxiotest := \ + core \ iidxio \ util \ diff --git a/src/main/iidxiotest/main.c b/src/main/iidxiotest/main.c index ddd57cf..a9b7daa 100644 --- a/src/main/iidxiotest/main.c +++ b/src/main/iidxiotest/main.c @@ -7,8 +7,12 @@ #include "bemanitools/iidxio.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" static uint8_t _fix_top_lamps_order(uint8_t top_lamps) { @@ -55,12 +59,17 @@ static void _all_lights_off_shutdown() */ int main(int argc, char **argv) { - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_bt_ext_init_with_stdout(); - if (!iidx_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + core_log_impl_assign(iidx_io_set_loggers); + + if (!iidx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { printf("Initializing iidxio failed\n"); return -1; } diff --git a/src/main/jbhook-util-p3io/gfx.c b/src/main/jbhook-util-p3io/gfx.c index 63607fd..0574b1f 100644 --- a/src/main/jbhook-util-p3io/gfx.c +++ b/src/main/jbhook-util-p3io/gfx.c @@ -9,6 +9,8 @@ #include #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" @@ -17,7 +19,6 @@ #include "jbhook-util-p3io/gfx.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/jbhook-util-p3io/mixer.c b/src/main/jbhook-util-p3io/mixer.c index 30dcace..ba52a63 100644 --- a/src/main/jbhook-util-p3io/mixer.c +++ b/src/main/jbhook-util-p3io/mixer.c @@ -6,10 +6,11 @@ #include // clang-format on +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" MMRESULT STDCALL hook_mixerGetLineControlsA( HMIXEROBJ hmxobj, LPMIXERLINECONTROLSA pmxlc, DWORD fdwControls); diff --git a/src/main/jbhook-util-p3io/p3io.c b/src/main/jbhook-util-p3io/p3io.c index 25b3364..dd04607 100644 --- a/src/main/jbhook-util-p3io/p3io.c +++ b/src/main/jbhook-util-p3io/p3io.c @@ -5,6 +5,8 @@ #include "bemanitools/jbio.h" +#include "core/log.h" + #include "jbhook-util-p3io/p3io.h" #include "p3ioemu/emu.h" @@ -13,8 +15,6 @@ #include "security/rp-sign-key.h" #include "security/rp3.h" -#include "util/log.h" - static HRESULT jbhook_p3io_read_jamma(void *ctx, uint32_t *state); static HRESULT jbhook_p3io_get_roundplug( void *ctx, uint8_t plug_id, uint8_t *rom, uint8_t *eeprom); diff --git a/src/main/jbhook-util/acio.c b/src/main/jbhook-util/acio.c index a1f5492..8a1ed02 100644 --- a/src/main/jbhook-util/acio.c +++ b/src/main/jbhook-util/acio.c @@ -16,6 +16,8 @@ #include "acioemu/h44b.h" #include "acioemu/icca.h" +#include "core/log.h" + #include "hook/iohook.h" #include "jbhook-util/acio.h" @@ -25,7 +27,6 @@ #include "util/defs.h" #include "util/hex.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu ac_io_emu; diff --git a/src/main/jbhook-util/eamuse.c b/src/main/jbhook-util/eamuse.c index 0a79625..c9d1d90 100644 --- a/src/main/jbhook-util/eamuse.c +++ b/src/main/jbhook-util/eamuse.c @@ -9,10 +9,11 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/net.h" #include "util/str.h" diff --git a/src/main/jbhook-util/locale.c b/src/main/jbhook-util/locale.c index 272bbc6..a6b6d17 100644 --- a/src/main/jbhook-util/locale.c +++ b/src/main/jbhook-util/locale.c @@ -2,10 +2,11 @@ #include +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" // ANSI/OEM Japanese; Japanese (Shift-JIS) #define CODEPAGE_SHIFT_JIS 932 diff --git a/src/main/jbhook-util/p4io.c b/src/main/jbhook-util/p4io.c index ab77d5d..824ab80 100644 --- a/src/main/jbhook-util/p4io.c +++ b/src/main/jbhook-util/p4io.c @@ -4,14 +4,14 @@ #include "bemanitools/jbio.h" +#include "core/log.h" + #include "imports/avs.h" #include "jbhook-util/p4io.h" #include "p4io/cmd.h" -#include "util/log.h" - static void jbhook_io_jamma2_read(void *resp, uint32_t nbytes); static uint32_t jbhook_command_handle( uint8_t cmd, diff --git a/src/main/jbhook1/Module.mk b/src/main/jbhook1/Module.mk index b5e4777..c434f21 100644 --- a/src/main/jbhook1/Module.mk +++ b/src/main/jbhook1/Module.mk @@ -11,6 +11,7 @@ ldflags_jbhook1 := \ -lopengl32 \ libs_jbhook1 := \ + core \ acioemu \ cconfig \ eamio \ diff --git a/src/main/jbhook1/avs-boot.c b/src/main/jbhook1/avs-boot.c index dccba69..62d6773 100644 --- a/src/main/jbhook1/avs-boot.c +++ b/src/main/jbhook1/avs-boot.c @@ -5,14 +5,15 @@ #include #include +#include "core/log-bt.h" +#include "core/log.h" + #include "hook/table.h" #include "imports/avs.h" #include "jbhook1/avs-boot.h" -#include "util/log.h" - static void (*real_avs_boot)( struct property_node *config, void *std_heap, @@ -52,6 +53,11 @@ static const struct hook_symbol jbhook1_log_gftools_hook_syms2[] = { .link = (void **) &real_ea3_boot}, }; +static AVS_LOG_WRITER(_avs_boot_log_writer, chars, nchars, ctx) +{ + core_log_bt_direct_sink_write(chars, nchars); +} + static void avs_boot_create_property_str( struct property *config, const char *name, const char *val) { @@ -139,7 +145,7 @@ static void my_avs_boot( sz_std_heap, avs_heap, sz_avs_heap, - log_writer_debug, + _avs_boot_log_writer, NULL); } diff --git a/src/main/jbhook1/config-eamuse.c b/src/main/jbhook1/config-eamuse.c index dba512e..77170e2 100644 --- a/src/main/jbhook1/config-eamuse.c +++ b/src/main/jbhook1/config-eamuse.c @@ -2,9 +2,10 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "jbhook1/config-eamuse.h" -#include "util/log.h" #include "util/net.h" #define JBHOOK1_CONFIG_EAMUSE_SERVER_KEY "eamuse.server" diff --git a/src/main/jbhook1/config-gfx.c b/src/main/jbhook1/config-gfx.c index 5215659..10102fa 100644 --- a/src/main/jbhook1/config-gfx.c +++ b/src/main/jbhook1/config-gfx.c @@ -2,9 +2,9 @@ #include "cconfig/cconfig-util.h" -#include "jbhook1/config-gfx.h" +#include "core/log.h" -#include "util/log.h" +#include "jbhook1/config-gfx.h" #define JBHOOK1_CONFIG_GFX_WINDOWED_KEY "gfx.windowed" #define JBHOOK1_CONFIG_GFX_VERTICAL_KEY "gfx.vertical" diff --git a/src/main/jbhook1/config-security.c b/src/main/jbhook1/config-security.c index 565081e..d6c56b0 100644 --- a/src/main/jbhook1/config-security.c +++ b/src/main/jbhook1/config-security.c @@ -2,11 +2,12 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "jbhook1/config-security.h" #include "security/mcode.h" -#include "util/log.h" #include "util/net.h" #define JBHOOK1_CONFIG_SECURITY_MCODE_KEY "security.mcode" diff --git a/src/main/jbhook1/dllmain.c b/src/main/jbhook1/dllmain.c index 42f8dc9..f058d0f 100644 --- a/src/main/jbhook1/dllmain.c +++ b/src/main/jbhook1/dllmain.c @@ -10,6 +10,14 @@ #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "hook/table.h" #include "hooklib/acp.h" @@ -33,8 +41,6 @@ #include "p3ioemu/emu.h" #include "util/defs.h" -#include "util/log.h" -#include "util/thread.h" #define JBHOOK1_INFO_HEADER \ "jbhook1 for jubeat" \ @@ -89,6 +95,14 @@ static const struct hook_symbol kernel32_hook_syms[] = { // so our CreateProcessA hook can check static bool vertical; +static void _jbhook1_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + /** * This seems to be a good entry point to intercept before the game calls * anything important (very close to the start of WinMain). @@ -153,19 +167,23 @@ static HWND CDECL my_mwindow_create( log_info("Starting up jubeat IO backend"); - jb_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(jb_io_set_loggers); - if (!jb_io_init(thread_create, thread_join, thread_destroy)) { + if (!jb_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing jb IO backend failed"); } log_info("Starting up card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - if (!eam_io_init(thread_create, thread_join, thread_destroy)) { + if (!eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } @@ -201,7 +219,12 @@ static HWND CDECL my_mwindow_create( BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - log_to_writer(log_writer_debug, NULL); + // TODO why not use AVS threads? + core_thread_crt_ext_impl_set(); + + // TODO init debug logging but with avs available? why not use avs + // logging? + _jbhook1_log_init(); /* Bootstrap hook for further init tasks (see above) */ diff --git a/src/main/jbhook1/log-gftools.c b/src/main/jbhook1/log-gftools.c index 9772173..f0dbf85 100644 --- a/src/main/jbhook1/log-gftools.c +++ b/src/main/jbhook1/log-gftools.c @@ -5,9 +5,9 @@ #include #include -#include "hook/table.h" +#include "core/log.h" -#include "util/log.h" +#include "hook/table.h" static int CDECL my_GFReportPuts( int level, diff --git a/src/main/jbhook2/Module.mk b/src/main/jbhook2/Module.mk index 2573867..7ecebdb 100644 --- a/src/main/jbhook2/Module.mk +++ b/src/main/jbhook2/Module.mk @@ -10,6 +10,8 @@ ldflags_jbhook2 := \ -lopengl32 \ libs_jbhook2 := \ + avs-util \ + core \ acioemu \ eamio \ jbio \ diff --git a/src/main/jbhook2/dllmain.c b/src/main/jbhook2/dllmain.c index a8523ad..4c06e4d 100644 --- a/src/main/jbhook2/dllmain.c +++ b/src/main/jbhook2/dllmain.c @@ -5,9 +5,14 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/jbio.h" +#include "core/log.h" +#include "core/thread.h" + #include "hook/iohook.h" #include "hook/table.h" @@ -36,8 +41,6 @@ #include "security/mcode.h" #include "util/defs.h" -#include "util/log.h" -#include "util/thread.h" static struct options options; @@ -80,11 +83,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) log_info("Starting up jubeat IO backend"); - jb_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(jb_io_set_loggers); - jb_io_ok = - jb_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + jb_io_ok = jb_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!jb_io_ok) { goto fail; @@ -99,11 +103,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) log_info("Starting up card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - eam_io_ok = - eam_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + eam_io_ok = eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!eam_io_ok) { goto fail; @@ -224,8 +229,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) return TRUE; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); options_init_from_cmdline(&options); diff --git a/src/main/jbhook2/options.c b/src/main/jbhook2/options.c index 9e1987e..63ee6d4 100644 --- a/src/main/jbhook2/options.c +++ b/src/main/jbhook2/options.c @@ -9,7 +9,7 @@ #include "util/cmdline.h" #include "util/defs.h" #include "util/hex.h" -#include "util/log.h" + #include "util/str.h" void options_init_from_cmdline(struct options *options) diff --git a/src/main/jbhook3/Module.mk b/src/main/jbhook3/Module.mk index a82c4cc..ca36a43 100644 --- a/src/main/jbhook3/Module.mk +++ b/src/main/jbhook3/Module.mk @@ -8,6 +8,8 @@ ldflags_jbhook3 := \ -liphlpapi \ libs_jbhook3 := \ + avs-util \ + core \ acioemu \ eamio \ jbio \ diff --git a/src/main/jbhook3/dllmain.c b/src/main/jbhook3/dllmain.c index b4eada8..30a0eb3 100644 --- a/src/main/jbhook3/dllmain.c +++ b/src/main/jbhook3/dllmain.c @@ -5,9 +5,14 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/jbio.h" +#include "core/log.h" +#include "core/thread.h" + #include "hook/iohook.h" #include "hook/table.h" @@ -31,8 +36,6 @@ #include "security/id.h" #include "util/defs.h" -#include "util/log.h" -#include "util/thread.h" static struct options options; @@ -62,11 +65,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!options.disable_p4ioemu) { log_info("Starting up jubeat IO backend"); - jb_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(jb_io_set_loggers); - jb_io_ok = - jb_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + jb_io_ok = jb_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!jb_io_ok) { goto fail; @@ -79,11 +83,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!options.disable_cardemu) { log_info("Starting up card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - eam_io_ok = - eam_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + eam_io_ok = eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!eam_io_ok) { goto fail; @@ -143,8 +148,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) return TRUE; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); options_init_from_cmdline(&options); diff --git a/src/main/jbhook3/gfx.c b/src/main/jbhook3/gfx.c index ee3b5ff..827ac55 100644 --- a/src/main/jbhook3/gfx.c +++ b/src/main/jbhook3/gfx.c @@ -5,12 +5,12 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "jbhook3/options.h" -#include "util/log.h" - static bool jbhook3_gfx_windowed; static bool jbhook3_gfx_show_cursor; diff --git a/src/main/jbhook3/options.c b/src/main/jbhook3/options.c index 59ffc1e..8bb544b 100644 --- a/src/main/jbhook3/options.c +++ b/src/main/jbhook3/options.c @@ -6,10 +6,11 @@ #include #include +#include "core/log.h" + #include "util/cmdline.h" #include "util/defs.h" #include "util/hex.h" -#include "util/log.h" #include "util/str.h" void options_init_from_cmdline(struct options *options) diff --git a/src/main/jbio-p4io/Module.mk b/src/main/jbio-p4io/Module.mk index b31604d..ca9895e 100644 --- a/src/main/jbio-p4io/Module.mk +++ b/src/main/jbio-p4io/Module.mk @@ -9,6 +9,7 @@ src_jbio-p4io := \ jbio.c \ libs_jbio-p4io := \ + core \ aciodrv \ aciomgr \ cconfig \ diff --git a/src/main/jbio-p4io/config-h44b.c b/src/main/jbio-p4io/config-h44b.c index 91d37cb..98a5f4f 100644 --- a/src/main/jbio-p4io/config-h44b.c +++ b/src/main/jbio-p4io/config-h44b.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "jbio-p4io/config-h44b.h" +#include "core/log.h" -#include "util/log.h" +#include "jbio-p4io/config-h44b.h" #define JBIO_CONFIG_H44B_PORT_KEY "h44b.port" #define JBIO_CONFIG_H44B_BAUD_KEY "h44b.baud" diff --git a/src/main/jbio-p4io/h44b.c b/src/main/jbio-p4io/h44b.c index 1d9b77a..f26aa2a 100644 --- a/src/main/jbio-p4io/h44b.c +++ b/src/main/jbio-p4io/h44b.c @@ -10,7 +10,7 @@ #include "aciomgr/manager.h" -#include "util/log.h" +#include "core/log.h" static int16_t h44b_node_id; diff --git a/src/main/jbio-p4io/jbio.c b/src/main/jbio-p4io/jbio.c index 202187f..58f4db9 100644 --- a/src/main/jbio-p4io/jbio.c +++ b/src/main/jbio-p4io/jbio.c @@ -7,17 +7,17 @@ #include "aciomgr/manager.h" +#include "bemanitools/jbio.h" + #include "cconfig/cconfig-main.h" -#include "bemanitools/jbio.h" +#include "core/log.h" #include "jbio-p4io/config-h44b.h" #include "jbio-p4io/h44b.h" #include "p4iodrv/device.h" -#include "util/log.h" - static struct p4iodrv_ctx *p4io_ctx; static uint16_t jb_io_panels; static uint8_t jb_io_sys_buttons; @@ -36,7 +36,7 @@ void jb_io_set_loggers( { aciomgr_set_loggers(misc, info, warning, fatal); - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } bool jb_io_init( diff --git a/src/main/jbiotest/Module.mk b/src/main/jbiotest/Module.mk index f2cf618..eba9c0b 100644 --- a/src/main/jbiotest/Module.mk +++ b/src/main/jbiotest/Module.mk @@ -1,6 +1,7 @@ exes += jbiotest \ libs_jbiotest := \ + core \ jbio \ util \ diff --git a/src/main/jbiotest/main.c b/src/main/jbiotest/main.c index 416b325..0a6270b 100644 --- a/src/main/jbiotest/main.c +++ b/src/main/jbiotest/main.c @@ -7,8 +7,12 @@ #include "bemanitools/jbio.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" typedef struct { uint8_t r, g, b; @@ -23,12 +27,17 @@ enum jbio_light_mode { LIGHTS_OFF, LIGHTS_ON, LIGHTS_INPUT }; */ int main(int argc, char **argv) { - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); - jb_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_bt_ext_init_with_stdout(); - if (!jb_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + core_log_impl_assign(jb_io_set_loggers); + + if (!jb_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { printf("Initializing jbio failed\n"); return -1; } diff --git a/src/main/mempatch-hook/Module.mk b/src/main/mempatch-hook/Module.mk index 9785efa..1dedd43 100644 --- a/src/main/mempatch-hook/Module.mk +++ b/src/main/mempatch-hook/Module.mk @@ -2,6 +2,7 @@ dlls += mempatch-hook libs_mempatch-hook := \ util \ + core \ src_mempatch-hook := \ main.c \ diff --git a/src/main/mempatch-hook/main.c b/src/main/mempatch-hook/main.c index 43c1dcd..856b962 100644 --- a/src/main/mempatch-hook/main.c +++ b/src/main/mempatch-hook/main.c @@ -4,10 +4,13 @@ #include #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "util/cmdline.h" #include "util/fs.h" #include "util/hex.h" -#include "util/log.h" static bool patch_memory_check_data( uintptr_t base_address, @@ -283,12 +286,12 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) int argc; char **argv; char *filepath; - FILE *logfile; bool patched; patched = false; - logfile = fopen("mempatch.log", "w+"); - log_to_writer(log_writer_file, logfile); + + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_file("mempatch.log", false, false, 0); args_recover(&argc, &argv); @@ -319,8 +322,7 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) log_info("Patching done"); } - fflush(logfile); - fclose(logfile); + core_log_bt_fini(); } return TRUE; diff --git a/src/main/mm/mm.c b/src/main/mm/mm.c index db543a6..2c89957 100644 --- a/src/main/mm/mm.c +++ b/src/main/mm/mm.c @@ -9,11 +9,12 @@ #include #include +#include "core/log.h" + #include "mm/mm.h" #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" DEFINE_GUID( diff --git a/src/main/p3io-ddr-tool/Module.mk b/src/main/p3io-ddr-tool/Module.mk index 2c76b42..f6e3a16 100644 --- a/src/main/p3io-ddr-tool/Module.mk +++ b/src/main/p3io-ddr-tool/Module.mk @@ -4,6 +4,7 @@ ldflags_p3io-ddr-tool := \ -lsetupapi \ libs_p3io-ddr-tool := \ + core \ extiodrv \ extio \ p3iodrv \ diff --git a/src/main/p3io-ddr-tool/main.c b/src/main/p3io-ddr-tool/main.c index 939e1e7..4a9bac3 100644 --- a/src/main/p3io-ddr-tool/main.c +++ b/src/main/p3io-ddr-tool/main.c @@ -7,15 +7,17 @@ #include #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-std.h" +#include "core/log.h" + #include "extiodrv/extio.h" #include "p3io/ddr.h" #include "p3iodrv/ddr.h" #include "p3iodrv/device.h" -#include "util/log.h" -#include "util/thread.h" - #include "mode-test.h" enum mode { @@ -70,7 +72,7 @@ static mode_proc _mode_procs[MODE_TOTAL_COUNT] = { _mode_sensores, }; -static enum log_level _log_level = LOG_LEVEL_FATAL; +static enum core_log_bt_log_level _log_level = CORE_LOG_BT_LOG_LEVEL_FATAL; static bool _extio_enabled = true; static const char *_p3io_device_path = ""; static const char *_extio_com_port = "COM1"; @@ -196,11 +198,11 @@ static bool _process_cmd_args(int argc, char **argv) for (int i = 0; i < argc; i++) { if (!strcmp(argv[i], "-v")) { - _log_level = LOG_LEVEL_WARNING; + _log_level = CORE_LOG_BT_LOG_LEVEL_WARNING; } else if (!strcmp(argv[i], "-vv")) { - _log_level = LOG_LEVEL_INFO; + _log_level = CORE_LOG_BT_LOG_LEVEL_INFO; } else if (!strcmp(argv[i], "-vvv")) { - _log_level = LOG_LEVEL_MISC; + _log_level = CORE_LOG_BT_LOG_LEVEL_MISC; } else if (!strcmp(argv[i], "-noextio")) { _extio_enabled = false; } else if (!strcmp(argv[i], "-p3io")) { @@ -256,8 +258,9 @@ static bool _process_cmd_args(int argc, char **argv) static void _init_logging() { - log_to_writer(log_writer_stderr, NULL); - log_set_level(_log_level); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stderr(); + core_log_bt_level_set(_log_level); } static bool _mode_invalid(HANDLE handle) diff --git a/src/main/p3io-ddr-tool/mode-test.c b/src/main/p3io-ddr-tool/mode-test.c index 791e6d2..0c3f5a9 100644 --- a/src/main/p3io-ddr-tool/mode-test.c +++ b/src/main/p3io-ddr-tool/mode-test.c @@ -3,14 +3,14 @@ #include #include +#include "core/log.h" + #include "extiodrv/extio.h" #include "p3io/ddr.h" #include "p3iodrv/ddr.h" #include "p3iodrv/device.h" -#include "util/log.h" - #include "mode-test.h" struct mode_test_output_state { diff --git a/src/main/p3io/cmd.c b/src/main/p3io/cmd.c index 78c8b02..b62958f 100644 --- a/src/main/p3io/cmd.c +++ b/src/main/p3io/cmd.c @@ -1,8 +1,8 @@ #include -#include "p3io/cmd.h" +#include "core/log.h" -#include "util/log.h" +#include "p3io/cmd.h" uint8_t p3io_get_full_req_size(const union p3io_req_any *req) { diff --git a/src/main/p3io/frame.c b/src/main/p3io/frame.c index bc50dd4..1fc6d2c 100644 --- a/src/main/p3io/frame.c +++ b/src/main/p3io/frame.c @@ -3,10 +3,11 @@ #include #include +#include "core/log.h" + #include "p3io/frame.h" #include "util/iobuf.h" -#include "util/log.h" #define P3IO_FRAME_SOF 0xAA #define P3IO_FRAME_ESCAPE 0xFF diff --git a/src/main/p3iodrv/ddr.c b/src/main/p3iodrv/ddr.c index 2cc4526..57ebfab 100644 --- a/src/main/p3iodrv/ddr.c +++ b/src/main/p3iodrv/ddr.c @@ -2,7 +2,7 @@ #include "p3io/cmd.h" -#include "util/log.h" +#include "core/log.h" #include "ddr.h" #include "device.h" diff --git a/src/main/p3iodrv/device.c b/src/main/p3iodrv/device.c index dbbb04a..afa2c51 100644 --- a/src/main/p3iodrv/device.c +++ b/src/main/p3iodrv/device.c @@ -10,13 +10,14 @@ #include // clang-format on +#include "core/log.h" + #include "p3io/cmd.h" #include "p3io/guid.h" #include "p3io/ioctl.h" #include "p3iodrv/device.h" -#include "util/log.h" #include "util/str.h" #define P3IO_DEVICE_FILENMAME "\\p3io" diff --git a/src/main/p3ioemu/devmgr.c b/src/main/p3ioemu/devmgr.c index fc729b3..ac26233 100644 --- a/src/main/p3ioemu/devmgr.c +++ b/src/main/p3ioemu/devmgr.c @@ -7,6 +7,8 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "p3io/guid.h" @@ -14,7 +16,6 @@ #include "p3ioemu/devmgr.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* Link pointers */ diff --git a/src/main/p3ioemu/emu.c b/src/main/p3ioemu/emu.c index 6486d59..7fc2123 100644 --- a/src/main/p3ioemu/emu.c +++ b/src/main/p3ioemu/emu.c @@ -7,6 +7,8 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" #include "p3io/cmd.h" @@ -18,7 +20,6 @@ #include "p3ioemu/uart.h" #include "util/iobuf.h" -#include "util/log.h" static HANDLE p3io_emu_fd; static uint8_t p3io_emu_resp_bytes[256]; diff --git a/src/main/p3ioemu/uart.c b/src/main/p3ioemu/uart.c index a4a9f73..cbceb5a 100644 --- a/src/main/p3ioemu/uart.c +++ b/src/main/p3ioemu/uart.c @@ -10,6 +10,8 @@ #include +#include "core/log.h" + #include "hook/iohook.h" #include "p3io/cmd.h" @@ -17,7 +19,6 @@ #include "p3ioemu/uart.h" #include "util/iobuf.h" -#include "util/log.h" static HRESULT p3io_uart_open(const wchar_t *path, uint32_t baud_rate, HANDLE *fd); diff --git a/src/main/p4iodrv/device.c b/src/main/p4iodrv/device.c index 67dd56e..da65f7b 100644 --- a/src/main/p4iodrv/device.c +++ b/src/main/p4iodrv/device.c @@ -2,12 +2,13 @@ #include +#include "core/log.h" + #include "p4io/cmd.h" #include "p4iodrv/device.h" #include "p4iodrv/usb.h" -#include "util/log.h" #include "util/mem.h" struct p4iodrv_ctx { diff --git a/src/main/p4iodrv/usb.c b/src/main/p4iodrv/usb.c index 8c99fc4..243adae 100644 --- a/src/main/p4iodrv/usb.c +++ b/src/main/p4iodrv/usb.c @@ -10,13 +10,14 @@ #include // clang-format on +#include "core/log.h" + #include "p4io/cmd.h" #include "p4io/guid.h" #include "p4io/ioctl.h" #include "p4iodrv/usb.h" -#include "util/log.h" #include "util/str.h" HANDLE p4io_usb_open(void) diff --git a/src/main/p4ioemu/device.c b/src/main/p4ioemu/device.c index e18e891..4e7498f 100644 --- a/src/main/p4ioemu/device.c +++ b/src/main/p4ioemu/device.c @@ -6,11 +6,12 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" #include "p4io/cmd.h" #include "p4io/ioctl.h" #include "util/hex.h" -#include "util/log.h" #include "util/str.h" // #define P4IOEMU_DEBUG_DUMP diff --git a/src/main/pcbidgen/Module.mk b/src/main/pcbidgen/Module.mk index 852a4d0..612510f 100644 --- a/src/main/pcbidgen/Module.mk +++ b/src/main/pcbidgen/Module.mk @@ -3,6 +3,7 @@ exes += pcbidgen libs_pcbidgen := \ security \ util \ + core \ src_pcbidgen := \ main.c \ diff --git a/src/main/popnhook-util/acio.c b/src/main/popnhook-util/acio.c index 60d66b8..465bdcd 100644 --- a/src/main/popnhook-util/acio.c +++ b/src/main/popnhook-util/acio.c @@ -15,6 +15,8 @@ #include "acioemu/emu.h" #include "acioemu/icca.h" +#include "core/log.h" + #include "hook/iohook.h" #include "hooklib/rs232.h" @@ -24,7 +26,6 @@ #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu popnhook_acio_emu; diff --git a/src/main/popnhook-util/mixer.c b/src/main/popnhook-util/mixer.c index 91d3c75..904a008 100644 --- a/src/main/popnhook-util/mixer.c +++ b/src/main/popnhook-util/mixer.c @@ -6,10 +6,11 @@ #include // clang-format on +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" MMRESULT STDCALL hook_mixerGetLineControlsA( HMIXEROBJ hmxobj, LPMIXERLINECONTROLSA pmxlc, DWORD fdwControls); diff --git a/src/main/popnhook1/Module.mk b/src/main/popnhook1/Module.mk index c2c1510..f744773 100644 --- a/src/main/popnhook1/Module.mk +++ b/src/main/popnhook1/Module.mk @@ -8,6 +8,7 @@ ldflags_popnhook1 := \ -liphlpapi \ libs_popnhook1 := \ + core \ iidxhook-util \ ezusb-emu \ ezusb2-popn-emu \ diff --git a/src/main/popnhook1/avs-boot.c b/src/main/popnhook1/avs-boot.c index f9833a7..aae4616 100644 --- a/src/main/popnhook1/avs-boot.c +++ b/src/main/popnhook1/avs-boot.c @@ -5,14 +5,14 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "imports/avs.h" #include "popnhook1/avs-boot.h" -#include "util/log.h" - static int (*real_ea3_boot_avs)(struct property_node *config); static int (*real_ea3_boot)(struct property_node *config); diff --git a/src/main/popnhook1/config-eamuse.c b/src/main/popnhook1/config-eamuse.c index 98e406b..14864ba 100644 --- a/src/main/popnhook1/config-eamuse.c +++ b/src/main/popnhook1/config-eamuse.c @@ -2,12 +2,12 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "popnhook1/config-eamuse.h" #include "security/mcode.h" -#include "util/log.h" - #define POPNHOOK1_CONFIG_EAMUSE_SERVER_KEY "eamuse.server" #define POPNHOOK1_CONFIG_EAMUSE_PCBID_KEY "eamuse.pcbid" #define POPNHOOK1_CONFIG_EAMUSE_EAMID_KEY "eamuse.eamid" diff --git a/src/main/popnhook1/config-gfx.c b/src/main/popnhook1/config-gfx.c index 8e231d1..8bc6b10 100644 --- a/src/main/popnhook1/config-gfx.c +++ b/src/main/popnhook1/config-gfx.c @@ -2,9 +2,9 @@ #include "cconfig/cconfig-util.h" -#include "popnhook1/config-gfx.h" +#include "core/log.h" -#include "util/log.h" +#include "popnhook1/config-gfx.h" #define POPNHOOK1_CONFIG_GFX_WINDOWED_KEY "gfx.windowed" #define POPNHOOK1_CONFIG_GFX_FRAMED_KEY "gfx.framed" diff --git a/src/main/popnhook1/config-sec.c b/src/main/popnhook1/config-sec.c index f155520..99342b2 100644 --- a/src/main/popnhook1/config-sec.c +++ b/src/main/popnhook1/config-sec.c @@ -3,12 +3,13 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "popnhook1/config-sec.h" #include "security/mcode.h" #include "security/rp.h" -#include "util/log.h" #include "util/mem.h" #define POPNHOOK1_CONFIG_SEC_BLACK_PLUG_MCODE_KEY "sec.black_plug_mcode" diff --git a/src/main/popnhook1/d3d9.c b/src/main/popnhook1/d3d9.c index 1d67262..44f9e1c 100644 --- a/src/main/popnhook1/d3d9.c +++ b/src/main/popnhook1/d3d9.c @@ -5,6 +5,8 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/pe.h" #include "hook/table.h" @@ -12,7 +14,6 @@ #include "popnhook1/d3d9.h" #include "util/defs.h" -#include "util/log.h" #include "hook/d3d9.h" diff --git a/src/main/popnhook1/dllmain.c b/src/main/popnhook1/dllmain.c index 5995e22..36c232f 100644 --- a/src/main/popnhook1/dllmain.c +++ b/src/main/popnhook1/dllmain.c @@ -10,6 +10,14 @@ #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "ezusb-emu/node-security-plug.h" #include "hook/d3d9.h" @@ -29,8 +37,6 @@ #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" -#include "util/thread.h" #include "ezusb2-emu/desc.h" #include "ezusb2-emu/device.h" @@ -62,6 +68,14 @@ static const struct hook_symbol init_hook_syms[] = { }, }; +static void _popnhook1_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static void popnhook_setup_d3d9_hooks( const struct popnhook1_config_gfx *config_gfx, const bool texture_usage_fix) { @@ -145,20 +159,24 @@ static DWORD STDCALL my_GetStartupInfoA(LPSTARTUPINFOA lpStartupInfo) /* Start up POPNIO.DLL */ log_info("Starting pop'n IO backend"); - popn_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(popn_io_set_loggers); - if (!popn_io_init(thread_create, thread_join, thread_destroy)) { + if (!popn_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing pop'n IO backend failed"); } /* Start up EAMIO.DLL */ log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - if (!eam_io_init(thread_create, thread_join, thread_destroy)) { + if (!eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } @@ -190,7 +208,9 @@ BOOL WINAPI DllMain(HMODULE self, DWORD reason, void *ctx) return TRUE; } - log_to_writer(log_writer_debug, NULL); + core_thread_crt_ext_impl_set(); + + _popnhook1_log_init(); hook_table_apply( NULL, "kernel32.dll", init_hook_syms, lengthof(init_hook_syms)); diff --git a/src/main/popnhook1/filesystem.c b/src/main/popnhook1/filesystem.c index 3d7fd09..d558486 100644 --- a/src/main/popnhook1/filesystem.c +++ b/src/main/popnhook1/filesystem.c @@ -7,10 +7,11 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/sdvxhook/Module.mk b/src/main/sdvxhook/Module.mk index c1a8c5b..cc6d31c 100644 --- a/src/main/sdvxhook/Module.mk +++ b/src/main/sdvxhook/Module.mk @@ -4,6 +4,8 @@ deplibs_sdvxhook := \ avs \ libs_sdvxhook := \ + avs-util \ + core \ acioemu \ hook \ hooklib \ diff --git a/src/main/sdvxhook/acio.c b/src/main/sdvxhook/acio.c index 6596ee4..e8d7dfd 100644 --- a/src/main/sdvxhook/acio.c +++ b/src/main/sdvxhook/acio.c @@ -15,6 +15,8 @@ #include "acioemu/emu.h" #include "acioemu/icca.h" +#include "core/log.h" + #include "hook/iohook.h" #include "imports/avs.h" @@ -24,7 +26,6 @@ #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu ac_io_emu; diff --git a/src/main/sdvxhook/dllmain.c b/src/main/sdvxhook/dllmain.c index 391f4c9..50e2063 100644 --- a/src/main/sdvxhook/dllmain.c +++ b/src/main/sdvxhook/dllmain.c @@ -3,9 +3,14 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/sdvxio.h" +#include "core/log.h" +#include "core/thread.h" + #include "hook/iohook.h" #include "hooklib/app.h" @@ -17,7 +22,6 @@ #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" static bool my_dll_entry_init(char *sidcode, struct property_node *config); static bool my_dll_entry_main(void); @@ -32,10 +36,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *config) log_info("Starting up SDVX IO backend"); - sdvx_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(sdvx_io_set_loggers); - ok = sdvx_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + ok = sdvx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { goto sdvx_io_fail; @@ -43,10 +49,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *config) log_info("Starting up card reader backend"); - eam_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(eam_io_set_loggers); - ok = eam_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + ok = eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); /* Set up IO emulation hooks _after_ IO API setup to allow API implementations with real IO devices */ @@ -100,8 +108,9 @@ BOOL WINAPI DllMain(HMODULE self, DWORD reason, void *ctx) return TRUE; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); args_recover(&argc, &argv); diff --git a/src/main/sdvxhook/gfx.c b/src/main/sdvxhook/gfx.c index 16cf733..2d36759 100644 --- a/src/main/sdvxhook/gfx.c +++ b/src/main/sdvxhook/gfx.c @@ -3,6 +3,8 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/pe.h" #include "hook/table.h" @@ -10,7 +12,6 @@ #include "sdvxhook/gfx.h" #include "util/defs.h" -#include "util/log.h" static LRESULT CALLBACK my_WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam); diff --git a/src/main/sdvxhook/kfca.c b/src/main/sdvxhook/kfca.c index 5c89686..82ac111 100644 --- a/src/main/sdvxhook/kfca.c +++ b/src/main/sdvxhook/kfca.c @@ -9,8 +9,9 @@ #include "bemanitools/sdvxio.h" +#include "core/log.h" + #include "util/defs.h" -#include "util/log.h" #include "util/time.h" static void kfca_send_version(const struct ac_io_message *req); diff --git a/src/main/sdvxhook/lcd.c b/src/main/sdvxhook/lcd.c index 06ea1e6..6d942bb 100644 --- a/src/main/sdvxhook/lcd.c +++ b/src/main/sdvxhook/lcd.c @@ -12,13 +12,14 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" #include "sdvxhook/lcd.h" #include "util/hex.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static HRESULT lcd_open(struct irp *irp); diff --git a/src/main/sdvxhook2-cn/Module.mk b/src/main/sdvxhook2-cn/Module.mk index fd00fc6..2bb715e 100644 --- a/src/main/sdvxhook2-cn/Module.mk +++ b/src/main/sdvxhook2-cn/Module.mk @@ -12,6 +12,8 @@ deplibs_sdvxhook2-cn := \ avs \ libs_sdvxhook2-cn := \ + avs-util \ + core \ acioemu \ camhook \ d3d9exhook \ diff --git a/src/main/sdvxhook2-cn/acio.c b/src/main/sdvxhook2-cn/acio.c index f7116e2..4507333 100644 --- a/src/main/sdvxhook2-cn/acio.c +++ b/src/main/sdvxhook2-cn/acio.c @@ -14,6 +14,8 @@ #include "acioemu/addr.h" #include "acioemu/emu.h" +#include "core/log.h" + #include "hook/iohook.h" #include "hooklib/rs232.h" @@ -24,7 +26,6 @@ #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu ac_io_emu; diff --git a/src/main/sdvxhook2-cn/config-cn.c b/src/main/sdvxhook2-cn/config-cn.c index c492603..650b528 100644 --- a/src/main/sdvxhook2-cn/config-cn.c +++ b/src/main/sdvxhook2-cn/config-cn.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "sdvxhook2-cn/config-cn.h" +#include "core/log.h" -#include "util/log.h" +#include "sdvxhook2-cn/config-cn.h" #define SDVXHOOK2_CN_CONFIG_DISABLE_IO_EMU_KEY "io.disable_io_emu" #define SDVXHOOK2_CN_CONFIG_UNIS_PATH_KEY "cn.unis_path" diff --git a/src/main/sdvxhook2-cn/dllmain.c b/src/main/sdvxhook2-cn/dllmain.c index 3a20217..07d2de0 100644 --- a/src/main/sdvxhook2-cn/dllmain.c +++ b/src/main/sdvxhook2-cn/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/sdvxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "hooklib/acp.h" #include "hooklib/adapter.h" #include "hooklib/app.h" @@ -27,9 +32,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define SDVXHOOK2_CN_INFO_HEADER \ "sdvxhook for VW CN" \ @@ -75,11 +78,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up sdvxio.DLL */ if (!config_cn.disable_io_emu) { log_info("Starting sdvx IO backend"); - sdvx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(sdvx_io_set_loggers); if (!sdvx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing sdvx IO backend failed"); } } @@ -134,8 +138,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/sdvxhook2-cn/kfca.c b/src/main/sdvxhook2-cn/kfca.c index f4d8894..02c7297 100644 --- a/src/main/sdvxhook2-cn/kfca.c +++ b/src/main/sdvxhook2-cn/kfca.c @@ -9,8 +9,9 @@ #include "bemanitools/sdvxio.h" +#include "core/log.h" + #include "util/defs.h" -#include "util/log.h" #include "util/time.h" static void kfca_send_version(const struct ac_io_message *req); diff --git a/src/main/sdvxhook2-cn/unis-version.c b/src/main/sdvxhook2-cn/unis-version.c index d660999..3ed7e38 100644 --- a/src/main/sdvxhook2-cn/unis-version.c +++ b/src/main/sdvxhook2-cn/unis-version.c @@ -8,11 +8,12 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/sdvxhook2/Module.mk b/src/main/sdvxhook2/Module.mk index aa38c66..f813557 100644 --- a/src/main/sdvxhook2/Module.mk +++ b/src/main/sdvxhook2/Module.mk @@ -12,6 +12,8 @@ deplibs_sdvxhook2 := \ avs \ libs_sdvxhook2 := \ + avs-util \ + core \ acioemu \ bio2emu \ camhook \ diff --git a/src/main/sdvxhook2/acio.c b/src/main/sdvxhook2/acio.c index 6ac0cdc..8db25df 100644 --- a/src/main/sdvxhook2/acio.c +++ b/src/main/sdvxhook2/acio.c @@ -15,6 +15,8 @@ #include "acioemu/emu.h" #include "acioemu/icca.h" +#include "core/log.h" + #include "hook/iohook.h" #include "hooklib/rs232.h" @@ -24,7 +26,6 @@ #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu ac_io_emu; diff --git a/src/main/sdvxhook2/config-io.c b/src/main/sdvxhook2/config-io.c index 6d87bc0..421f3af 100644 --- a/src/main/sdvxhook2/config-io.c +++ b/src/main/sdvxhook2/config-io.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "sdvxhook2/config-io.h" +#include "core/log.h" -#include "util/log.h" +#include "sdvxhook2/config-io.h" #define SDVXHOOK2_CONFIG_IO_DISABLE_CARD_READER_EMU_KEY \ "io.disable_card_reader_emu" diff --git a/src/main/sdvxhook2/dllmain.c b/src/main/sdvxhook2/dllmain.c index e601e3a..3c74ab4 100644 --- a/src/main/sdvxhook2/dllmain.c +++ b/src/main/sdvxhook2/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/sdvxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "hooklib/acp.h" #include "hooklib/adapter.h" #include "hooklib/app.h" @@ -33,9 +38,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define SDVXHOOK2_INFO_HEADER \ "sdvxhook for VW" \ @@ -105,11 +108,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up sdvxio.DLL */ if (!config_io.disable_bio2_emu) { log_info("Starting sdvx IO backend"); - sdvx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(sdvx_io_set_loggers); if (!sdvx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing sdvx IO backend failed"); } } @@ -117,11 +121,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up EAMIO.DLL */ if (!config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } @@ -207,8 +212,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/sdvxhook2/nvapi.c b/src/main/sdvxhook2/nvapi.c index fbe14d8..e5f244a 100644 --- a/src/main/sdvxhook2/nvapi.c +++ b/src/main/sdvxhook2/nvapi.c @@ -10,13 +10,13 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" #include "sdvxhook2/nvapi.h" -#include "util/log.h" - static void *my_GetProcAddress(HMODULE dll, const char *name); static void *(*real_GetProcAddress)(HMODULE dll, const char *name); diff --git a/src/main/sdvxhook2/power.c b/src/main/sdvxhook2/power.c index f860c1b..e6d0d33 100644 --- a/src/main/sdvxhook2/power.c +++ b/src/main/sdvxhook2/power.c @@ -10,13 +10,13 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" #include "sdvxhook2/power.h" -#include "util/log.h" - static DWORD my_PowerSetActiveScheme(HKEY UserRootPowerKey, const GUID *SchemeGuid); static DWORD my_PowerWriteACValueIndex( diff --git a/src/main/sdvxio-bio2/Module.mk b/src/main/sdvxio-bio2/Module.mk index bf16a3b..04ea0fd 100644 --- a/src/main/sdvxio-bio2/Module.mk +++ b/src/main/sdvxio-bio2/Module.mk @@ -4,6 +4,7 @@ ldflags_sdvxio-bio2 := \ -lsetupapi \ libs_sdvxio-bio2 := \ + core \ aciodrv \ bio2drv \ cconfig \ diff --git a/src/main/sdvxio-kfca/Module.mk b/src/main/sdvxio-kfca/Module.mk index cb10b22..5127c16 100644 --- a/src/main/sdvxio-kfca/Module.mk +++ b/src/main/sdvxio-kfca/Module.mk @@ -1,6 +1,7 @@ dlls += sdvxio-kfca libs_sdvxio-kfca := \ + core \ geninput \ aciodrv \ aciomgr \ diff --git a/src/main/sdvxio-kfca/config-kfca.c b/src/main/sdvxio-kfca/config-kfca.c index 91814e6..6b95e24 100644 --- a/src/main/sdvxio-kfca/config-kfca.c +++ b/src/main/sdvxio-kfca/config-kfca.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "sdvxio-kfca/config-kfca.h" +#include "core/log.h" -#include "util/log.h" +#include "sdvxio-kfca/config-kfca.h" #define SDVXIO_KFCA_CONFIG_KFCA_PORT_KEY "kfca.port" #define SDVXIO_KFCA_CONFIG_KFCA_BAUD_KEY "kfca.baud" diff --git a/src/main/security/id.c b/src/main/security/id.c index b591fb2..93699aa 100644 --- a/src/main/security/id.c +++ b/src/main/security/id.c @@ -1,9 +1,10 @@ #include +#include "core/log.h" + #include "security/id.h" #include "util/hex.h" -#include "util/log.h" #include "util/mem.h" const struct security_id security_id_default = { diff --git a/src/main/security/mcode.c b/src/main/security/mcode.c index 5bc93fa..8817647 100644 --- a/src/main/security/mcode.c +++ b/src/main/security/mcode.c @@ -1,8 +1,9 @@ #include +#include "core/log.h" + #include "security/mcode.h" -#include "util/log.h" #include "util/mem.h" const struct security_mcode security_mcode_eamuse = { diff --git a/src/main/security/rp-blowfish.c b/src/main/security/rp-blowfish.c index 9aeb696..f45a0a9 100644 --- a/src/main/security/rp-blowfish.c +++ b/src/main/security/rp-blowfish.c @@ -1,10 +1,10 @@ #include +#include "core/log.h" + #include "security/rp-blowfish-table.h" #include "security/rp-blowfish.h" -#include "util/log.h" - static int security_rp_blowfish_enc_sub(int a1) { int result; // eax@1 diff --git a/src/main/security/rp.c b/src/main/security/rp.c index ba82864..5e80670 100644 --- a/src/main/security/rp.c +++ b/src/main/security/rp.c @@ -1,3 +1,5 @@ +#include "core/log.h" + #include "security/rp.h" #include "security/rp-blowfish.h" @@ -5,7 +7,6 @@ #include "security/util.h" #include "util/crypto.h" -#include "util/log.h" static uint32_t security_rp_get_len_mcode(const struct security_mcode *mcode) { diff --git a/src/main/security/rp2.c b/src/main/security/rp2.c index 51480a6..92b3acb 100644 --- a/src/main/security/rp2.c +++ b/src/main/security/rp2.c @@ -1,11 +1,12 @@ #include +#include "core/log.h" + #include "security/rp-util.h" #include "security/rp2.h" #include "security/util.h" #include "util/crypto.h" -#include "util/log.h" static uint8_t security_rp2_signature_scramble_table[16] = { 0x0C, diff --git a/src/main/security/rp3.c b/src/main/security/rp3.c index a6dd5bf..6e83f68 100644 --- a/src/main/security/rp3.c +++ b/src/main/security/rp3.c @@ -1,12 +1,13 @@ #include +#include "core/log.h" + #include "security/rp-util.h" #include "security/rp2.h" #include "security/rp3.h" #include "security/util.h" #include "util/crc.h" -#include "util/log.h" void security_rp3_generate_signed_eeprom_data( enum security_rp_util_rp_type type, diff --git a/src/main/unicorntail/Module.mk b/src/main/unicorntail/Module.mk index bd6d360..d2d96be 100644 --- a/src/main/unicorntail/Module.mk +++ b/src/main/unicorntail/Module.mk @@ -4,6 +4,7 @@ deplibs_unicorntail := \ avs \ libs_unicorntail := \ + core \ p3io \ p3ioemu \ hook \ diff --git a/src/main/unicorntail/dllmain.c b/src/main/unicorntail/dllmain.c index 59f862d..b195edf 100644 --- a/src/main/unicorntail/dllmain.c +++ b/src/main/unicorntail/dllmain.c @@ -2,6 +2,8 @@ #include +#include "core/log.h" + #include "hook/iohook.h" #include "hooklib/app.h" @@ -12,7 +14,6 @@ #include "unicorntail/usbmem.h" #include "util/defs.h" -#include "util/log.h" static bool my_dll_entry_init(char *sidcode, struct property_node *param); static bool my_dll_entry_main(void); @@ -50,7 +51,7 @@ BOOL WINAPI DllMain(HMODULE self, DWORD reason, void *ctx) goto end; } - log_to_external( + core_log_impl_set( log_body_misc, log_body_info, log_body_warning, log_body_fatal); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/unicorntail/p3io.c b/src/main/unicorntail/p3io.c index fd0a85c..b4a49b1 100644 --- a/src/main/unicorntail/p3io.c +++ b/src/main/unicorntail/p3io.c @@ -3,6 +3,8 @@ #include #include +#include "core/log.h" + #include "p3io/cmd.h" #include "p3io/frame.h" @@ -11,7 +13,6 @@ #include "unicorntail/p3io.h" #include "util/array.h" -#include "util/log.h" #include "util/str.h" static bool p3io_match_irp_locked(const struct irp *irp); diff --git a/src/main/unicorntail/usbmem.c b/src/main/unicorntail/usbmem.c index 50b496e..ef82069 100644 --- a/src/main/unicorntail/usbmem.c +++ b/src/main/unicorntail/usbmem.c @@ -3,9 +3,10 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" -#include "util/log.h" #include "util/str.h" static bool usbmem_match_irp(const struct irp *irp); diff --git a/src/main/util/array.c b/src/main/util/array.c index 900fba1..9421fff 100644 --- a/src/main/util/array.c +++ b/src/main/util/array.c @@ -2,8 +2,9 @@ #include #include +#include "core/log.h" + #include "util/array.h" -#include "util/log.h" #include "util/mem.h" void array_init(struct array *array) diff --git a/src/main/util/crc.c b/src/main/util/crc.c index c49af45..7ab06b8 100644 --- a/src/main/util/crc.c +++ b/src/main/util/crc.c @@ -1,7 +1,7 @@ #include #include -#include "util/log.h" +#include "core/log.h" uint8_t crc8(const void *ptr, size_t nbytes, uint8_t in) { diff --git a/src/main/util/crypto.c b/src/main/util/crypto.c index 110dd99..db1702e 100644 --- a/src/main/util/crypto.c +++ b/src/main/util/crypto.c @@ -1,12 +1,13 @@ #define LOG_MODULE "crypto" -#include "util/crypto.h" -#include "util/log.h" -#include "util/mem.h" - #include #include +#include "core/log.h" + +#include "util/crypto.h" +#include "util/mem.h" + static const char vista_prov[] = "Microsoft Enhanced RSA and AES Cryptographic Provider"; static const char winxp_prov[] = diff --git a/src/main/util/fs.c b/src/main/util/fs.c index 731fdf9..8c4c7c6 100644 --- a/src/main/util/fs.c +++ b/src/main/util/fs.c @@ -6,9 +6,10 @@ #include #include +#include "core/log.h" + #include "util/defs.h" #include "util/fs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/util/hex.c b/src/main/util/hex.c index 1ac6b4d..de08286 100644 --- a/src/main/util/hex.c +++ b/src/main/util/hex.c @@ -2,8 +2,9 @@ #include #include +#include "core/log.h" + #include "util/hex.h" -#include "util/log.h" static bool hex_decode_nibble(char c, uint8_t *nibble) { diff --git a/src/main/util/iobuf.c b/src/main/util/iobuf.c index 45884ea..7638cb5 100644 --- a/src/main/util/iobuf.c +++ b/src/main/util/iobuf.c @@ -1,8 +1,9 @@ #define LOG_MODULE "util-iobuf" -#include "util/iobuf.h" +#include "core/log.h" + #include "util/hex.h" -#include "util/log.h" +#include "util/iobuf.h" #include "util/mem.h" void iobuf_log(struct iobuf *buffer, const char *tag) diff --git a/src/main/util/mem.c b/src/main/util/mem.c index 53e84ff..f03ebaf 100644 --- a/src/main/util/mem.c +++ b/src/main/util/mem.c @@ -7,7 +7,7 @@ #include #include -#include "util/log.h" +#include "core/log.h" void *xcalloc(size_t nbytes) { diff --git a/src/main/util/msg-thread.c b/src/main/util/msg-thread.c index 6b5623d..04d498d 100644 --- a/src/main/util/msg-thread.c +++ b/src/main/util/msg-thread.c @@ -5,9 +5,10 @@ #include #include -#include "util/log.h" +#include "core/log.h" +#include "core/thread.h" + #include "util/msg-thread.h" -#include "util/thread.h" static bool msg_thread_step(HWND hwnd); @@ -102,7 +103,7 @@ void msg_thread_init(HINSTANCE inst) { msg_thread_ready = CreateEvent(NULL, TRUE, FALSE, NULL); msg_thread_stop = CreateEvent(NULL, TRUE, FALSE, NULL); - msg_thread_id = thread_create(msg_thread_proc, inst, 0x4000, 0); + msg_thread_id = core_thread_create(msg_thread_proc, inst, 0x4000, 0); WaitForSingleObject(msg_thread_ready, INFINITE); CloseHandle(msg_thread_ready); @@ -112,8 +113,8 @@ void msg_thread_fini(void) { SetEvent(msg_thread_stop); - thread_join(msg_thread_id, NULL); - thread_destroy(msg_thread_id); + core_thread_join(msg_thread_id, NULL); + core_thread_destroy(msg_thread_id); CloseHandle(msg_thread_stop); } diff --git a/src/main/util/net.c b/src/main/util/net.c index 492e3ef..d2c9d7d 100644 --- a/src/main/util/net.c +++ b/src/main/util/net.c @@ -6,7 +6,8 @@ #include #include -#include "util/log.h" +#include "core/log.h" + #include "util/mem.h" #include "util/net.h" #include "util/str.h" diff --git a/src/main/util/os.c b/src/main/util/os.c index c63de00..e6aad5d 100644 --- a/src/main/util/os.c +++ b/src/main/util/os.c @@ -6,7 +6,8 @@ #include -#include "util/log.h" +#include "core/log.h" + #include "util/os.h" #include "util/str.h" diff --git a/src/main/util/proc.c b/src/main/util/proc.c index 8473113..f1905d3 100644 --- a/src/main/util/proc.c +++ b/src/main/util/proc.c @@ -6,7 +6,7 @@ #include #include -#include "util/log.h" +#include "core/log.h" bool proc_is_running_as_admin_user() { diff --git a/src/main/util/signal.c b/src/main/util/signal.c index 4c15acd..9851c92 100644 --- a/src/main/util/signal.c +++ b/src/main/util/signal.c @@ -1,8 +1,9 @@ #include #include +#include "core/log.h" + #include "util/hex.h" -#include "util/log.h" #include "util/signal.h" static signal_shutdown_handler_t shutdown_handler; diff --git a/src/main/util/time.c b/src/main/util/time.c index 0412b29..feb2904 100644 --- a/src/main/util/time.c +++ b/src/main/util/time.c @@ -1,6 +1,7 @@ #include -#include "util/log.h" +#include "core/log.h" + #include "util/time.h" static uint64_t counter_freq_ns; diff --git a/src/main/vigem-ddrio/Module.mk b/src/main/vigem-ddrio/Module.mk index 8aae8a2..82e0f51 100644 --- a/src/main/vigem-ddrio/Module.mk +++ b/src/main/vigem-ddrio/Module.mk @@ -10,6 +10,7 @@ ldflags_vigem-ddrio := \ -lsetupapi \ libs_vigem-ddrio := \ + core \ cconfig \ ddrio \ util \ diff --git a/src/main/vigem-ddrio/config-vigem-ddrio.c b/src/main/vigem-ddrio/config-vigem-ddrio.c index 59e8251..0ff44f2 100644 --- a/src/main/vigem-ddrio/config-vigem-ddrio.c +++ b/src/main/vigem-ddrio/config-vigem-ddrio.c @@ -1,9 +1,9 @@ #include "cconfig/cconfig-main.h" #include "cconfig/cconfig-util.h" -#include "vigem-ddrio/config-vigem-ddrio.h" +#include "core/log.h" -#include "util/log.h" +#include "vigem-ddrio/config-vigem-ddrio.h" #define VIGEM_DDRIO_CONFIG_ENABLE_REACTIVE_LIGHT_KEY \ "ddrio.enable_reactive_light" diff --git a/src/main/vigem-ddrio/main.c b/src/main/vigem-ddrio/main.c index 62cc7b1..7d7fafa 100644 --- a/src/main/vigem-ddrio/main.c +++ b/src/main/vigem-ddrio/main.c @@ -8,9 +8,17 @@ #include "ViGEm/Client.h" #include "bemanitools/ddrio.h" -#include "util/log.h" + +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-std.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "util/math.h" -#include "util/thread.h" + #include "vigemstub/helper.h" #include "vigem-ddrio/config-vigem-ddrio.h" @@ -112,17 +120,23 @@ void set_reactive_lights(uint32_t input_state) int main(int argc, char **argv) { - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); + + core_log_bt_ext_init_with_stdout(); + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_INFO); struct vigem_ddrio_config config; if (!get_vigem_ddrio_config(&config)) { exit(EXIT_FAILURE); } - ddr_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(ddr_io_set_loggers); - if (!ddr_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + if (!ddr_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_warning("Initializing ddrio failed"); return -1; } diff --git a/src/main/vigem-iidxio/Module.mk b/src/main/vigem-iidxio/Module.mk index 887a70f..4fae200 100644 --- a/src/main/vigem-iidxio/Module.mk +++ b/src/main/vigem-iidxio/Module.mk @@ -10,6 +10,7 @@ ldflags_vigem-iidxio := \ -lsetupapi \ libs_vigem-iidxio := \ + core \ cconfig \ iidxio \ util \ diff --git a/src/main/vigem-iidxio/cab-16seg-sequencer.c b/src/main/vigem-iidxio/cab-16seg-sequencer.c index 01ea12b..f7e6e05 100644 --- a/src/main/vigem-iidxio/cab-16seg-sequencer.c +++ b/src/main/vigem-iidxio/cab-16seg-sequencer.c @@ -4,7 +4,8 @@ #include #include -#include "util/log.h" +#include "core/log.h" + #include "util/time.h" static const uint8_t _MAX_LEN_16SEG = 9; diff --git a/src/main/vigem-iidxio/cab-light-sequencer.c b/src/main/vigem-iidxio/cab-light-sequencer.c index 95214f9..6b345b7 100644 --- a/src/main/vigem-iidxio/cab-light-sequencer.c +++ b/src/main/vigem-iidxio/cab-light-sequencer.c @@ -4,9 +4,10 @@ #include #include +#include "core/log.h" + #include "vigem-iidxio/cab-light-sequencer.h" -#include "util/log.h" #include "util/math.h" #include "util/time.h" diff --git a/src/main/vigem-iidxio/config.c b/src/main/vigem-iidxio/config.c index 40eeae5..acf5235 100644 --- a/src/main/vigem-iidxio/config.c +++ b/src/main/vigem-iidxio/config.c @@ -1,9 +1,9 @@ #include "cconfig/cconfig-main.h" #include "cconfig/cconfig-util.h" -#include "vigem-iidxio/config.h" +#include "core/log.h" -#include "util/log.h" +#include "vigem-iidxio/config.h" #define VIGEM_IIDXIO_CONFIG_TT_ANALOG_RELATIVE_KEY \ "vigem.iidxio.tt.anlog.relative" diff --git a/src/main/vigem-iidxio/main.c b/src/main/vigem-iidxio/main.c index 3527545..51b0b14 100644 --- a/src/main/vigem-iidxio/main.c +++ b/src/main/vigem-iidxio/main.c @@ -9,9 +9,14 @@ #include "bemanitools/iidxio.h" -#include "util/log.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "util/math.h" -#include "util/thread.h" #include "util/time.h" #include "vigem-iidxio/cab-16seg-sequencer.h" @@ -259,7 +264,10 @@ static void _all_lights_off() int main(int argc, char **argv) { - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); + + core_log_bt_ext_init_with_stdout(); struct vigem_iidxio_config config; @@ -267,10 +275,12 @@ int main(int argc, char **argv) return -1; } - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); - if (!iidx_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + if (!iidx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_warning("Initializing iidxio failed"); return -1; } diff --git a/src/main/vigem-sdvxio/Module.mk b/src/main/vigem-sdvxio/Module.mk index 6907fbf..523dd69 100644 --- a/src/main/vigem-sdvxio/Module.mk +++ b/src/main/vigem-sdvxio/Module.mk @@ -10,6 +10,7 @@ ldflags_vigem-sdvxio := \ -lsetupapi \ libs_vigem-sdvxio := \ + core \ cconfig \ sdvxio \ util \ diff --git a/src/main/vigem-sdvxio/config-vigem-sdvxio.c b/src/main/vigem-sdvxio/config-vigem-sdvxio.c index 768a514..faae9e2 100644 --- a/src/main/vigem-sdvxio/config-vigem-sdvxio.c +++ b/src/main/vigem-sdvxio/config-vigem-sdvxio.c @@ -1,9 +1,9 @@ #include "cconfig/cconfig-main.h" #include "cconfig/cconfig-util.h" -#include "vigem-sdvxio/config-vigem-sdvxio.h" +#include "core/log.h" -#include "util/log.h" +#include "vigem-sdvxio/config-vigem-sdvxio.h" #define VIGEM_SDVXIO_CONFIG_ENABLE_KEYLIGHT_KEY "sdvxio.enable_keylight" #define VIGEM_SDVXIO_CONFIG_RELATIVE_ANALOG_KEY "sdvxio.use_relative_analog" diff --git a/src/main/vigem-sdvxio/main.c b/src/main/vigem-sdvxio/main.c index cf4b4e2..c87a436 100644 --- a/src/main/vigem-sdvxio/main.c +++ b/src/main/vigem-sdvxio/main.c @@ -8,9 +8,16 @@ #include "ViGEm/Client.h" #include "bemanitools/sdvxio.h" -#include "util/log.h" + +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "util/math.h" -#include "util/thread.h" + #include "vigemstub/helper.h" #include "vigem-sdvxio/config-vigem-sdvxio.h" @@ -129,17 +136,21 @@ void set_pwm_brightness(uint8_t wing_pwm, uint8_t controller_pwm) int main(int argc, char **argv) { - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stdout(); struct vigem_sdvxio_config config; if (!get_vigem_sdvxio_config(&config)) { exit(EXIT_FAILURE); } - sdvx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(sdvx_io_set_loggers); - if (!sdvx_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + if (!sdvx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_warning("Initializing sdvxio failed"); return -1; } diff --git a/src/main/vigemstub/helper.c b/src/main/vigemstub/helper.c index 4aeb519..a92510b 100644 --- a/src/main/vigemstub/helper.c +++ b/src/main/vigemstub/helper.c @@ -2,9 +2,10 @@ #include #include +#include "core/log.h" + #include "ViGEm/Client.h" -#include "util/log.h" #include "vigemstub/helper.h" PVIGEM_CLIENT vigem_helper_setup(void) diff --git a/src/test/cconfig/Module.mk b/src/test/cconfig/Module.mk index a61e8d9..8143389 100644 --- a/src/test/cconfig/Module.mk +++ b/src/test/cconfig/Module.mk @@ -3,6 +3,7 @@ testexes += cconfig-test srcdir_cconfig-test := src/test/cconfig libs_cconfig-test := \ + core \ cconfig \ test \ util \ @@ -17,6 +18,7 @@ testexes += cconfig-util-test srcdir_cconfig-util-test := src/test/cconfig libs_cconfig-util-test := \ + core \ cconfig \ test \ util \ @@ -31,6 +33,7 @@ testexes += cconfig-cmd-test srcdir_cconfig-cmd-test := src/test/cconfig libs_cconfig-cmd-test := \ + core \ cconfig \ test \ util \ diff --git a/src/test/d3d9hook/Module.mk b/src/test/d3d9hook/Module.mk index 585139c..3ab336b 100644 --- a/src/test/d3d9hook/Module.mk +++ b/src/test/d3d9hook/Module.mk @@ -5,6 +5,7 @@ srcdir_d3d9hook := src/test/d3d9hook ldflags_d3d9hook := \ libs_d3d9hook := \ + core \ hook \ test \ util \ @@ -25,6 +26,7 @@ libs_d3d9hook-test := \ hook \ test \ util \ + core \ src_d3d9hook-test := \ main.c \ diff --git a/src/test/d3d9hook/dllmain.c b/src/test/d3d9hook/dllmain.c index 88060bb..e7052df 100644 --- a/src/test/d3d9hook/dllmain.c +++ b/src/test/d3d9hook/dllmain.c @@ -2,12 +2,14 @@ #include #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "hook/d3d9.h" #include "test/check.h" -#include "util/log.h" - #define debug_print(...) fprintf(stderr, __VA_ARGS__) static HRESULT my_d3d9_handler(struct hook_d3d9_irp *irp); @@ -298,7 +300,9 @@ static HRESULT my_d3d9_handler(struct hook_d3d9_irp *irp) BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - log_to_writer(log_writer_stderr, NULL); + core_log_bt_ext_init_with_debug(); + core_log_bt_ext_init_with_stderr(); + debug_print("Initializing d3d9 hook module...\n"); hook_d3d9_init(d3d9_handlers, lengthof(d3d9_handlers)); diff --git a/src/test/iidxhook-util/Module.mk b/src/test/iidxhook-util/Module.mk index be4883e..49fdda9 100644 --- a/src/test/iidxhook-util/Module.mk +++ b/src/test/iidxhook-util/Module.mk @@ -6,6 +6,7 @@ ldflags_iidxhook-util-config-eamuse-test := \ -lws2_32 \ libs_iidxhook-util-config-eamuse-test := \ + core \ security \ iidxhook-util \ cconfig \ @@ -22,6 +23,7 @@ testexes += iidxhook-util-config-gfx-test srcdir_iidxhook-util-config-gfx-test := src/test/iidxhook-util libs_iidxhook-util-config-gfx-test := \ + core \ security \ iidxhook-util \ cconfig \ @@ -38,6 +40,7 @@ testexes += iidxhook-util-config-misc-test srcdir_iidxhook-util-config-misc-test := src/test/iidxhook-util libs_iidxhook-util-config-misc-test := \ + core \ security \ iidxhook-util \ cconfig \ @@ -54,6 +57,7 @@ testexes += iidxhook-util-config-sec-test srcdir_iidxhook-util-config-sec-test := src/test/iidxhook-util libs_iidxhook-util-config-sec-test := \ + core \ security \ iidxhook-util \ cconfig \ diff --git a/src/test/iidxhook/Module.mk b/src/test/iidxhook/Module.mk index 8c08642..9172fa5 100644 --- a/src/test/iidxhook/Module.mk +++ b/src/test/iidxhook/Module.mk @@ -3,6 +3,7 @@ testexes += iidxhook-config-iidxhook1-test srcdir_iidxhook-config-iidxhook1-test := src/test/iidxhook libs_iidxhook-config-iidxhook1-test := \ + core \ cconfig \ iidxhook1 \ test \ @@ -18,6 +19,7 @@ testexes += iidxhook-config-iidxhook2-test srcdir_iidxhook-config-iidxhook2-test := src/test/iidxhook libs_iidxhook-config-iidxhook2-test := \ + core \ iidxhook2 \ cconfig \ test \ diff --git a/src/test/iidxhook8/Module.mk b/src/test/iidxhook8/Module.mk index 57731d5..3cccd42 100644 --- a/src/test/iidxhook8/Module.mk +++ b/src/test/iidxhook8/Module.mk @@ -3,6 +3,7 @@ testexes += iidxhook8-config-cam-test srcdir_iidxhook8-config-cam-test := src/test/iidxhook8 libs_iidxhook8-config-cam-test := \ + core \ camhook \ cconfig \ test \ @@ -18,6 +19,7 @@ testexes += iidxhook8-config-io-test srcdir_iidxhook8-config-io-test := src/test/iidxhook8 libs_iidxhook8-config-io-test := \ + core \ cconfig \ test \ util \ diff --git a/src/test/security/Module.mk b/src/test/security/Module.mk index 3bdef67..7ac51d7 100644 --- a/src/test/security/Module.mk +++ b/src/test/security/Module.mk @@ -3,6 +3,7 @@ testexes += security-id-test srcdir_security-id-test := src/test/security libs_security-id-test := \ + core \ security \ test \ util \ @@ -17,6 +18,7 @@ testexes += security-mcode-test srcdir_security-mcode-test := src/test/security libs_security-mcode-test := \ + core \ security \ test \ util \ @@ -31,6 +33,7 @@ testexes += security-util-test srcdir_security-util-test := src/test/security libs_security-util-test := \ + core \ security \ test \ util \ @@ -45,6 +48,7 @@ testexes += security-rp-test srcdir_security-rp-test := src/test/security libs_security-rp-test := \ + core \ security \ test \ util \ @@ -59,6 +63,7 @@ testexes += security-rp2-test srcdir_security-rp2-test := src/test/security libs_security-rp2-test := \ + core \ security \ test \ util \ @@ -73,6 +78,7 @@ testexes += security-rp3-test srcdir_security-rp3-test := src/test/security libs_security-rp3-test := \ + core \ security \ test \ util \ diff --git a/src/test/test/test.h b/src/test/test/test.h index 91fb01b..7d0dda0 100644 --- a/src/test/test/test.h +++ b/src/test/test/test.h @@ -3,12 +3,15 @@ #include -#include "util/log.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" -#define TEST_MODULE_BEGIN(name) \ - int main(int argc, char **argv) \ - { \ - log_to_writer(log_writer_stderr, NULL); \ +#define TEST_MODULE_BEGIN(name) \ + int main(int argc, char **argv) \ + { \ + core_log_bt_ext_impl_set(); \ + core_log_bt_ext_init_with_stderr(); \ fprintf(stderr, "Executing test module '%s'...\n", #name); #define TEST_MODULE_TEST(func) \ @@ -19,6 +22,8 @@ #define TEST_MODULE_END() \ fprintf(stderr, "Finished execution of test module\n"); \ + core_log_bt_fini(); \ + \ return 0; \ } diff --git a/src/test/util/Module.mk b/src/test/util/Module.mk index ca13ecc..90f3424 100644 --- a/src/test/util/Module.mk +++ b/src/test/util/Module.mk @@ -7,6 +7,7 @@ ldflags_util-net-test := \ -liphlpapi \ libs_util-net-test := \ + core \ test \ util \ From 7e49fad175ed847a82619f08947721736f671734 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 23 Feb 2024 17:09:15 +0100 Subject: [PATCH 010/118] chore: Delete old log and thread modules in util The log API stopped scaling already a while ago and needs considerable refactoring to consider the various use-cases that emerged since it was first created on alpha versions of bemanitools. --- src/main/util/Module.mk | 2 - src/main/util/log.c | 134 ---------------------------------------- src/main/util/log.h | 90 --------------------------- src/main/util/thread.c | 92 --------------------------- src/main/util/thread.h | 20 ------ 5 files changed, 338 deletions(-) delete mode 100644 src/main/util/log.c delete mode 100644 src/main/util/log.h delete mode 100644 src/main/util/thread.c delete mode 100644 src/main/util/thread.h diff --git a/src/main/util/Module.mk b/src/main/util/Module.mk index ab8d495..e6dc7c4 100644 --- a/src/main/util/Module.mk +++ b/src/main/util/Module.mk @@ -9,7 +9,6 @@ src_util := \ hex.c \ iobuf.c \ list.c \ - log.c \ math.c \ mem.c \ msg-thread.c \ @@ -18,7 +17,6 @@ src_util := \ proc.c \ signal.c \ str.c \ - thread.c \ time.c \ winres.c \ diff --git a/src/main/util/log.c b/src/main/util/log.c deleted file mode 100644 index 7da1d63..0000000 --- a/src/main/util/log.c +++ /dev/null @@ -1,134 +0,0 @@ -#include "util/log.h" -#include "util/str.h" - -#include - -#include -#include -#include -#include - -static log_writer_t log_writer; -static void *log_writer_ctx; -static enum log_level log_level; - -static void log_builtin_fatal(const char *module, const char *fmt, ...); -static void log_builtin_info(const char *module, const char *fmt, ...); -static void log_builtin_misc(const char *module, const char *fmt, ...); -static void log_builtin_warning(const char *module, const char *fmt, ...); -static void log_builtin_format( - enum log_level msg_level, const char *module, const char *fmt, va_list ap); - -#define IMPLEMENT_SINK(name, msg_level) \ - static void name(const char *module, const char *fmt, ...) \ - { \ - va_list ap; \ - \ - va_start(ap, fmt); \ - log_builtin_format(msg_level, module, fmt, ap); \ - va_end(ap); \ - } - -IMPLEMENT_SINK(log_builtin_info, LOG_LEVEL_INFO) -IMPLEMENT_SINK(log_builtin_misc, LOG_LEVEL_MISC) -IMPLEMENT_SINK(log_builtin_warning, LOG_LEVEL_WARNING) - -static void log_builtin_fatal(const char *module, const char *fmt, ...) -{ - va_list ap; - - va_start(ap, fmt); - log_builtin_format(LOG_LEVEL_FATAL, module, fmt, ap); - va_end(ap); - - DebugBreak(); - ExitProcess(EXIT_FAILURE); -} - -static void log_builtin_format( - enum log_level msg_level, const char *module, const char *fmt, va_list ap) -{ - static const char chars[] = "FWIM"; - - /* 64k so we can log data dumps of rs232 without crashing */ - char line[65536]; - char msg[65536]; - int result; - - if (msg_level <= log_level) { - str_vformat(msg, sizeof(msg), fmt, ap); - result = str_format( - line, sizeof(line), "%c:%s: %s\n", chars[msg_level], module, msg); - - log_writer(log_writer_ctx, line, result); - } -} - -void log_assert_body(const char *file, int line, const char *function) -{ - log_impl_fatal("assert", "%s:%d: function `%s'", file, line, function); -} - -void log_to_external( - log_formatter_t misc, - log_formatter_t info, - log_formatter_t warning, - log_formatter_t fatal) -{ - log_impl_misc = misc; - log_impl_info = info; - log_impl_warning = warning; - log_impl_fatal = fatal; -} - -void log_to_writer(log_writer_t writer, void *ctx) -{ - log_impl_misc = log_builtin_misc; - log_impl_info = log_builtin_info; - log_impl_warning = log_builtin_warning; - log_impl_fatal = log_builtin_fatal; - - if (writer != NULL) { - log_writer = writer; - log_writer_ctx = ctx; - } else { - log_writer = log_writer_null; - } -} - -void log_set_level(enum log_level new_level) -{ - log_level = new_level; -} - -void log_writer_debug(void *ctx, const char *chars, size_t nchars) -{ - OutputDebugStringA(chars); -} - -void log_writer_stdout(void *ctx, const char *chars, size_t nchars) -{ - printf("%s", chars); -} - -void log_writer_stderr(void *ctx, const char *chars, size_t nchars) -{ - fprintf(stderr, "%s", chars); -} - -void log_writer_file(void *ctx, const char *chars, size_t nchars) -{ - fwrite(chars, 1, nchars, (FILE *) ctx); - fflush((FILE *) ctx); -} - -void log_writer_null(void *ctx, const char *chars, size_t nchars) -{ -} - -log_formatter_t log_impl_misc = log_builtin_misc; -log_formatter_t log_impl_info = log_builtin_info; -log_formatter_t log_impl_warning = log_builtin_warning; -log_formatter_t log_impl_fatal = log_builtin_fatal; -static log_writer_t log_writer = log_writer_null; -static enum log_level log_level = LOG_LEVEL_MISC; diff --git a/src/main/util/log.h b/src/main/util/log.h deleted file mode 100644 index 47603fa..0000000 --- a/src/main/util/log.h +++ /dev/null @@ -1,90 +0,0 @@ -#ifndef UTIL_LOG_H -#define UTIL_LOG_H - -#include -#include - -#include "bemanitools/glue.h" - -#include "util/defs.h" - -/* Dynamically retargetable logging system modeled on (and potentially - integrateable with) the one found in AVS2 */ - -/* BUILD_MODULE is passed in as a command-line #define by the makefile */ - -#ifndef LOG_MODULE -#define LOG_MODULE STRINGIFY(BUILD_MODULE) -#endif - -#ifndef LOG_SUPPRESS - -#define log_misc(...) log_impl_misc(LOG_MODULE, __VA_ARGS__) -#define log_info(...) log_impl_info(LOG_MODULE, __VA_ARGS__) -#define log_warning(...) log_impl_warning(LOG_MODULE, __VA_ARGS__) - -/* This doesn't really belong here, but it's what libavs does so w/e */ - -#define log_assert(x) \ - do { \ - if (!(x)) { \ - log_assert_body(__FILE__, __LINE__, __FUNCTION__); \ - } \ - } while (0) - -#else - -#define log_misc(...) -#define log_info(...) -#define log_warning(...) -#define log_assert(x) \ - do { \ - if (!(x)) { \ - abort(); \ - } \ - } while (0) - -#endif - -#define log_fatal(...) \ - do { \ - log_impl_fatal(LOG_MODULE, __VA_ARGS__); \ - abort(); \ - } while (0) - -typedef void (*log_writer_t)(void *ctx, const char *chars, size_t nchars); - -extern log_formatter_t log_impl_misc; -extern log_formatter_t log_impl_info; -extern log_formatter_t log_impl_warning; -extern log_formatter_t log_impl_fatal; - -enum log_level { - LOG_LEVEL_FATAL = 0, - LOG_LEVEL_WARNING = 1, - LOG_LEVEL_INFO = 2, - LOG_LEVEL_MISC = 3, -}; - -void log_assert_body(const char *file, int line, const char *function); -void log_to_external( - log_formatter_t misc, - log_formatter_t info, - log_formatter_t warning, - log_formatter_t fatal); -void log_to_writer(log_writer_t writer, void *ctx); - -void log_set_level(enum log_level new_level); - -/* I tried to make this API match the function signature of the AVS log writer - callback, but then the signature changed and the explicit line breaks - being passed to that callback went away. So we don't try to track that API - any more. Launcher defines its own custom writer anyway. */ - -void log_writer_debug(void *ctx, const char *chars, size_t nchars); -void log_writer_stdout(void *ctx, const char *chars, size_t nchars); -void log_writer_stderr(void *ctx, const char *chars, size_t nchars); -void log_writer_file(void *ctx, const char *chars, size_t nchars); -void log_writer_null(void *ctx, const char *chars, size_t nchars); - -#endif diff --git a/src/main/util/thread.c b/src/main/util/thread.c deleted file mode 100644 index daa8267..0000000 --- a/src/main/util/thread.c +++ /dev/null @@ -1,92 +0,0 @@ -#include -#include - -#include -#include - -#include "util/defs.h" -#include "util/thread.h" - -struct shim_ctx { - HANDLE barrier; - int (*proc)(void *); - void *ctx; -}; - -thread_create_t thread_impl_create = crt_thread_create; -thread_join_t thread_impl_join = crt_thread_join; -thread_destroy_t thread_impl_destroy = crt_thread_destroy; - -static unsigned int STDCALL crt_thread_shim(void *outer_ctx) -{ - struct shim_ctx *sctx = outer_ctx; - int (*proc)(void *); - void *inner_ctx; - - proc = sctx->proc; - inner_ctx = sctx->ctx; - - SetEvent(sctx->barrier); - - return proc(inner_ctx); -} - -int crt_thread_create( - int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority) -{ - struct shim_ctx sctx; - uintptr_t thread_id; - - sctx.barrier = CreateEvent(NULL, TRUE, FALSE, NULL); - sctx.proc = proc; - sctx.ctx = ctx; - - thread_id = _beginthreadex(NULL, stack_sz, crt_thread_shim, &sctx, 0, NULL); - - WaitForSingleObject(sctx.barrier, INFINITE); - CloseHandle(sctx.barrier); - - return (int) thread_id; -} - -void crt_thread_destroy(int thread_id) -{ - CloseHandle((HANDLE) (uintptr_t) thread_id); -} - -void crt_thread_join(int thread_id, int *result) -{ - WaitForSingleObject((HANDLE) (uintptr_t) thread_id, INFINITE); - - if (result) { - GetExitCodeThread((HANDLE) (uintptr_t) thread_id, (DWORD *) result); - } -} - -void thread_api_init( - thread_create_t create, thread_join_t join, thread_destroy_t destroy) -{ - if (create == NULL || join == NULL || destroy == NULL) { - abort(); - } - - thread_impl_create = create; - thread_impl_join = join; - thread_impl_destroy = destroy; -} - -int thread_create( - int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority) -{ - return thread_impl_create(proc, ctx, stack_sz, priority); -} - -void thread_join(int thread_id, int *result) -{ - thread_impl_join(thread_id, result); -} - -void thread_destroy(int thread_id) -{ - thread_impl_destroy(thread_id); -} diff --git a/src/main/util/thread.h b/src/main/util/thread.h deleted file mode 100644 index dca396b..0000000 --- a/src/main/util/thread.h +++ /dev/null @@ -1,20 +0,0 @@ -#ifndef UTIL_THREAD_H -#define UTIL_THREAD_H - -#include - -#include "bemanitools/glue.h" - -int crt_thread_create( - int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority); -void crt_thread_join(int thread_id, int *result); -void crt_thread_destroy(int thread_id); - -void thread_api_init( - thread_create_t create, thread_join_t join, thread_destroy_t destroy); -int thread_create( - int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority); -void thread_join(int thread_id, int *result); -void thread_destroy(int thread_id); - -#endif From 08a72abb5872e4c980eeff7414cab73826c8d818 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 23 Feb 2024 17:13:51 +0100 Subject: [PATCH 011/118] refactor(inject): Use new core thread and log modules Keep this a separate commit because this also removes inject's own logging engine and replaces it with the streamlined core API. The core API provides all the features of inject's own logging engine which also performed horribly. The entire logging operation was locked which included expensive operations that formatted the log messages and required memory allocations and copying around data. The core API's implementation at least only synchronizes the actual IO operations (though this can be improved further with an actual async logging sink, TBD) --- src/main/inject/Module.mk | 2 +- src/main/inject/logger.c | 217 -------------------------------------- src/main/inject/logger.h | 28 ----- 3 files changed, 1 insertion(+), 246 deletions(-) delete mode 100644 src/main/inject/logger.c delete mode 100644 src/main/inject/logger.h diff --git a/src/main/inject/Module.mk b/src/main/inject/Module.mk index 549f179..fd868ef 100644 --- a/src/main/inject/Module.mk +++ b/src/main/inject/Module.mk @@ -5,12 +5,12 @@ ldflags_inject := \ -lpsapi \ libs_inject := \ + core \ util \ src_inject := \ main.c \ debugger.c \ - logger.c \ options.c \ version.c \ diff --git a/src/main/inject/logger.c b/src/main/inject/logger.c deleted file mode 100644 index 8f63aa9..0000000 --- a/src/main/inject/logger.c +++ /dev/null @@ -1,217 +0,0 @@ -#define LOG_MODULE "inject-logger" - -#include -#include -#include -#include -#include -#include - -#include "inject/logger.h" -#include "inject/version.h" - -#include "util/log.h" - -static FILE *log_file; -static HANDLE log_mutex; - -static const char *logger_get_formatted_timestamp(void) -{ - static char buffer[64]; - time_t cur = 0; - struct tm *tm = NULL; - - cur = time(NULL); - tm = localtime(&cur); - - strftime(buffer, sizeof(buffer), "[%Y/%m/%d %H:%M:%S] ", tm); - - return buffer; -} - -static char logger_console_determine_color(const char *str) -{ - log_assert(str); - - /* Add some color to make spotting warnings/errors easier. - Based on debug output level identifier. */ - - /* Avoids colored output on strings like "Windows" */ - if (str[1] != ':') { - return 15; - } - - switch (str[0]) { - /* green */ - case 'M': - return 10; - /* blue */ - case 'I': - return 9; - /* yellow */ - case 'W': - return 14; - /* red */ - case 'F': - return 12; - /* default console color */ - default: - return 15; - } -} - -static size_t logger_msg_coloring_len(const char *str) -{ - // Expected format example: "I:boot: my log message" - - const char *ptr; - size_t len; - int colon_count; - - ptr = str; - len = 0; - colon_count = 0; - - while (true) { - // End of string = invalid log format - if (*ptr == '\0') { - return 0; - } - - if (*ptr == ':') { - colon_count++; - } - - if (colon_count == 2) { - // Skip current colon, next char is a space - return len + 1; - } - - len++; - ptr++; - } - - return 0; -} - -static void logger_console( - void *ctx, const char *chars, size_t nchars, const char *timestamp_str) -{ - char color; - size_t color_len; - // See "util/log.c", has to align - char buffer[65536]; - char tmp; - - color_len = logger_msg_coloring_len(chars); - - // Check if we could detect which part to color, otherwise just write the - // whole log message without any coloring logic - if (color_len > 0) { - color = logger_console_determine_color(chars); - - strcpy(buffer, chars); - - // Mask start of log message for coloring - tmp = buffer[color_len]; - buffer[color_len] = '\0'; - - printf("%s", timestamp_str); - SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), color); - printf("%s", buffer); - SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 15); - - // Write actual message non colored - buffer[color_len] = tmp; - printf("%s", buffer + color_len); - } else { - printf("%s", chars); - } -} - -static void logger_file( - void *ctx, const char *chars, size_t nchars, const char *timestamp_str) -{ - if (ctx) { - fwrite(timestamp_str, 1, strlen(timestamp_str), (FILE *) ctx); - fwrite(chars, 1, nchars, (FILE *) ctx); - fflush((FILE *) ctx); - } -} - -static void logger_writer(void *ctx, const char *chars, size_t nchars) -{ - const char *timestamp_str; - - // Different threads logging the same destination, e.g. debugger thread, - // main thread - - WaitForSingleObject(log_mutex, INFINITE); - - timestamp_str = logger_get_formatted_timestamp(); - - logger_console(ctx, chars, nchars, timestamp_str); - logger_file(ctx, chars, nchars, timestamp_str); - - ReleaseMutex(log_mutex); -} - -static void logger_log_header() -{ - log_info( - "\n" - " _ _ _ \n" - " (_)_ __ (_) ___ ___| |_ \n" - " | | '_ \\ | |/ _ \\/ __| __|\n" - " | | | | || | __/ (__| |_ \n" - " |_|_| |_|/ |\\___|\\___|\\__|\n" - " |__/ "); - - log_info( - "Inject build date %s, gitrev %s", inject_build_date, inject_gitrev); -} - -bool logger_init(const char *log_file_path) -{ - if (log_file_path) { - log_file = fopen(log_file_path, "w+"); - } else { - log_file = NULL; - } - - log_to_writer(logger_writer, log_file); - - logger_log_header(); - - if (log_file_path) { - log_info("Log file: %s", log_file_path); - - if (!log_file) { - log_warning( - "ERROR: Opening log file %s failed: %s", - log_file_path, - strerror(errno)); - return false; - } - } - - log_mutex = CreateMutex(NULL, FALSE, NULL); - - return true; -} - -void logger_log(const char *str) -{ - logger_writer(log_file, str, strlen(str)); -} - -void logger_finit() -{ - log_misc("Logger finit"); - - if (log_file) { - fclose(log_file); - } - - CloseHandle(log_mutex); -} \ No newline at end of file diff --git a/src/main/inject/logger.h b/src/main/inject/logger.h deleted file mode 100644 index 45a8b77..0000000 --- a/src/main/inject/logger.h +++ /dev/null @@ -1,28 +0,0 @@ -#include - -/** - * Initialize inject's logger backend. - * - * This takes care of hooking and merging the different log - * streams, e.g. inject's local logging and inject's debugger - * receiving remote logging events. - * - * @param log_file_path Path to the file to log to or NULL to - * disable. - */ -bool logger_init(const char *log_file_path); - -/** - * Write a message to the logging backend. - * - * This is used by inject's debugger to redirect log messages - * recevied from the remote process. - * - * @param str String to log - */ -void logger_log(const char *str); - -/** - * Shutdown and cleanup the logging backend. - */ -void logger_finit(); \ No newline at end of file From ca91e4c4aef0dcbcd1ccb23b450a386d2782d8fa Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 23 Feb 2024 17:13:51 +0100 Subject: [PATCH 012/118] refactor(launcher): Major re-work of launcher Kudos to Shiz for providing the groundwork for this. Fundamentally re-think how launcher operates and bootstrapping the games is managed and configured. This brings it significantly closer to how the original bootstrap is doing the job: launcher now utilizes the data (structures) provided by the bootstrap.xml configuration file. This creates compatibility with vanilla data dumps and original stock images. Note that bemanitools does not include any code or means to run DRM'd data, only decrypted. But, this allows users to keep decrypted dumps as stock as possible which means: * No copying around of property files anymore * Keep the modules/ folder with the binaries * Have bemanitools binaries separate in the data * No need to edit/customize the original configuration files A list of key features of the "new" launcher: * Boostrap games by following the configuration provided by stock game's bootstrap.xml files * Custom launcher.xml configuration file that adds further launcher configurable features, composability of bootstrap.xml configuration(s) as well as configuration overriding/stacking of selected types of configurations, e.g. eamuse config, avs-config. The latter eliminates the need for modifying stock config files in the prop/ folder * Unified logging system: launcher and AVS logging uses the same logger, all output can now be in a single file * Original features such as various hook types still available Due to the significant architectural changes, this also breaks with any backwards compatibility to existing launcher setups. Thus, users need to migrate by re-applying the new configuration format and migrating their config parameters accordingly. Further migration instructions and updated documentation will be provided upon release. Co-authored-by: Shiz --- src/main/launcher/Module.mk | 19 +- src/main/launcher/avs-config.c | 773 +++++++++++++++++++++++ src/main/launcher/avs-config.h | 57 ++ src/main/launcher/avs-context.c | 72 --- src/main/launcher/avs-context.h | 20 - src/main/launcher/avs.c | 270 ++++++++ src/main/launcher/avs.h | 16 + src/main/launcher/bootstrap-config.c | 548 ++++++++++++++++ src/main/launcher/bootstrap-config.h | 139 +++++ src/main/launcher/bootstrap.c | 347 +++++++++++ src/main/launcher/bootstrap.h | 32 + src/main/launcher/debug.c | 33 + src/main/launcher/debug.h | 6 + src/main/launcher/ea3-config.c | 190 ------ src/main/launcher/ea3-config.h | 46 -- src/main/launcher/ea3-ident-config.c | 104 ++++ src/main/launcher/ea3-ident-config.h | 37 ++ src/main/launcher/eamuse-config.c | 125 ++++ src/main/launcher/eamuse-config.h | 23 + src/main/launcher/eamuse.c | 25 + src/main/launcher/eamuse.h | 9 + src/main/launcher/hook.c | 34 + src/main/launcher/hook.h | 6 + src/main/launcher/launcher-config.c | 371 +++++++++++ src/main/launcher/launcher-config.h | 56 ++ src/main/launcher/launcher.c | 589 ++++++++++++++++++ src/main/launcher/launcher.h | 8 + src/main/launcher/main.c | 323 +--------- src/main/launcher/module.c | 159 ++++- src/main/launcher/module.h | 18 +- src/main/launcher/options.c | 206 +++---- src/main/launcher/options.h | 60 +- src/main/launcher/property-util.c | 891 +++++++++++++++++++++++++++ src/main/launcher/property-util.h | 99 +++ src/main/launcher/property.c | 135 ---- src/main/launcher/property.h | 10 - src/main/launcher/stubs.c | 7 +- 37 files changed, 4920 insertions(+), 943 deletions(-) create mode 100644 src/main/launcher/avs-config.c create mode 100644 src/main/launcher/avs-config.h delete mode 100644 src/main/launcher/avs-context.c delete mode 100644 src/main/launcher/avs-context.h create mode 100644 src/main/launcher/avs.c create mode 100644 src/main/launcher/avs.h create mode 100644 src/main/launcher/bootstrap-config.c create mode 100644 src/main/launcher/bootstrap-config.h create mode 100644 src/main/launcher/bootstrap.c create mode 100644 src/main/launcher/bootstrap.h create mode 100644 src/main/launcher/debug.c create mode 100644 src/main/launcher/debug.h delete mode 100644 src/main/launcher/ea3-config.c delete mode 100644 src/main/launcher/ea3-config.h create mode 100644 src/main/launcher/ea3-ident-config.c create mode 100644 src/main/launcher/ea3-ident-config.h create mode 100644 src/main/launcher/eamuse-config.c create mode 100644 src/main/launcher/eamuse-config.h create mode 100644 src/main/launcher/eamuse.c create mode 100644 src/main/launcher/eamuse.h create mode 100644 src/main/launcher/hook.c create mode 100644 src/main/launcher/hook.h create mode 100644 src/main/launcher/launcher-config.c create mode 100644 src/main/launcher/launcher-config.h create mode 100644 src/main/launcher/launcher.c create mode 100644 src/main/launcher/launcher.h create mode 100644 src/main/launcher/property-util.c create mode 100644 src/main/launcher/property-util.h delete mode 100644 src/main/launcher/property.c delete mode 100644 src/main/launcher/property.h diff --git a/src/main/launcher/Module.mk b/src/main/launcher/Module.mk index c9dfd07..b62aa17 100644 --- a/src/main/launcher/Module.mk +++ b/src/main/launcher/Module.mk @@ -3,22 +3,35 @@ rc_launcher := launcher.rc ldflags_launcher := \ -mconsole \ + -ldbghelp \ deplibs_launcher := \ avs \ avs-ea3 \ libs_launcher := \ + avs-util \ + core \ hook \ util \ + dwarfstack \ src_launcher := \ - avs-context.c \ - ea3-config.c \ + avs-config.c \ + avs.c \ + bootstrap-config.c \ + bootstrap.c \ + debug.c \ + ea3-ident-config.c \ + eamuse-config.c \ + eamuse.c \ + hook.c \ + launcher-config.c \ + launcher.c \ main.c \ module.c \ options.c \ - property.c \ + property-util.c \ stubs.c \ version.c \ diff --git a/src/main/launcher/avs-config.c b/src/main/launcher/avs-config.c new file mode 100644 index 0000000..8669f3d --- /dev/null +++ b/src/main/launcher/avs-config.c @@ -0,0 +1,773 @@ +#define LOG_MODULE "avs-config" + +#include + +#include "avs-util/error.h" + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/avs-config.h" +#include "launcher/property-util.h" + +#include "util/str.h" + +#define AVS_CONFIG_ROOT_NODE "/config" + +static const char *_avs_config_property_mounttable_path = + "/config/fs/mounttable"; + +static void _avs_config_node_vfs_copy( + struct property *parent_property, + struct property_node *parent, + struct property_node *source) +{ + // Use max path size to fit dst and src fs paths + char data[MAX_PATH]; + + // Remark: Using property_node_clone doesn't work here + // Cloning non-deep only clones the vfs node. Cloning deep doesn't seem + // to work with arbitrary attributes that don't follow the general + // design of a property structure. This seems to require clear typing for + // nodes in order to allow property_node_clone to work + + // Ignore errors and default to empty + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "name@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace( + parent_property, parent, "name@", data); + + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "fstype@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace( + parent_property, parent, "fstype@", data); + + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "src@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace(parent_property, parent, "src@", data); + + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "dst@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace(parent_property, parent, "dst@", data); + + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "opt@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace(parent_property, parent, "opt@", data); +} + +static bool _avs_config_mounttable_vfs_nodes_merge_strategy_do( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx, + property_util_node_merge_recursion_do_t node_merge_recursion_do) +{ + struct property_node *parent_child; + struct property_node *source_child; + + char parent_child_name[PROPERTY_NODE_NAME_SIZE_MAX]; + char name_parent[PROPERTY_NODE_ATTR_NAME_SIZE_MAX]; + char dst_parent[PROPERTY_NODE_ATTR_NAME_SIZE_MAX]; + + char source_child_name[PROPERTY_NODE_NAME_SIZE_MAX]; + char name_source[PROPERTY_NODE_ATTR_NAME_SIZE_MAX]; + char dst_source[PROPERTY_NODE_ATTR_NAME_SIZE_MAX]; + + bool node_consumed; + bool found_parent; + + source_child = property_node_traversal(source, TRAVERSE_FIRST_CHILD); + + node_consumed = false; + + while (source_child) { + property_node_name( + source_child, source_child_name, sizeof(source_child_name)); + + if (str_eq(source_child_name, "vfs")) { + node_consumed = true; + + parent_child = + property_node_traversal(parent, TRAVERSE_FIRST_CHILD); + + found_parent = false; + + while (parent_child) { + property_node_name( + parent_child, parent_child_name, sizeof(parent_child_name)); + + if (str_eq(parent_child_name, "vfs")) { + if (AVS_IS_ERROR(property_node_refer( + NULL, + source_child, + "name@", + PROPERTY_TYPE_ATTR, + name_source, + sizeof(name_source)))) { + log_fatal( + "Missing 'name' attribute on avs config mounttable " + "vfs source node"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + source_child, + "dst@", + PROPERTY_TYPE_ATTR, + dst_source, + sizeof(dst_source)))) { + log_fatal( + "Missing 'dst' attribute on avs config mounttable " + "vfs source node"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + parent_child, + "name@", + PROPERTY_TYPE_ATTR, + name_parent, + sizeof(name_parent)))) { + log_fatal( + "Missing 'name' attribute on avs config mounttable " + "vfs parent node"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + parent_child, + "dst@", + PROPERTY_TYPE_ATTR, + dst_parent, + sizeof(dst_parent)))) { + log_fatal( + "Missing 'dst' attribute on avs config mounttable " + "vfs parent node"); + } + + // Found existing matching node on parent, replace it + if (str_eq(name_source, name_parent) && + str_eq(dst_source, dst_parent)) { + _avs_config_node_vfs_copy( + parent_property, parent_child, source_child); + + found_parent = true; + break; + } + } + + parent_child = property_node_traversal( + parent_child, TRAVERSE_NEXT_SIBLING); + } + + // Not found an existing node that got replaced, insert/merge new + // data + if (!found_parent) { + parent_child = property_node_create( + parent_property, parent, PROPERTY_TYPE_VOID, "vfs"); + + _avs_config_node_vfs_copy( + parent_property, parent_child, source_child); + } + } + + source_child = + property_node_traversal(source_child, TRAVERSE_NEXT_SIBLING); + } + + return node_consumed; +} + +struct property *avs_config_load(const char *filepath) +{ + struct property *property; + + log_assert(filepath); + + log_info("Loading from file path: %s", filepath); + + property = property_util_load(filepath); + + // Check if root node exists, call already errors if not + avs_config_root_get(property); + + return property; +} + +struct property_node *avs_config_root_get(struct property *property) +{ + struct property_node *node; + + log_assert(property); + + node = property_search(property, 0, AVS_CONFIG_ROOT_NODE); + + if (node == NULL) { + log_fatal("Root node " AVS_CONFIG_ROOT_NODE " in AVS config missing"); + } + + return node; +} + +struct property * +avs_config_property_merge(struct property *parent, struct property *source) +{ + struct property_util_node_merge_strategies strategies; + + log_assert(parent); + log_assert(source); + + strategies.num = 2; + + strategies.entry[0].path = _avs_config_property_mounttable_path; + strategies.entry[0].merge_strategy_do = + _avs_config_mounttable_vfs_nodes_merge_strategy_do; + + strategies.entry[1].path = ""; + strategies.entry[1].merge_strategy_do = + property_util_node_merge_default_strategy_do; + + return property_util_merge_with_strategies(parent, source, &strategies); +} + +void avs_config_fs_root_device_get( + struct property_node *node, char *buffer, size_t size) +{ + struct property_node *device_node; + avs_error error; + + log_assert(node); + + device_node = property_search(NULL, node, "fs/root/device"); + + if (device_node == NULL) { + log_fatal("Could not find node fs/root/device AVS config"); + } + + error = property_node_read(device_node, PROPERTY_TYPE_STR, buffer, size); + + if (AVS_IS_ERROR(error)) { + log_fatal( + "fs/root/device, property read failed: %s", + avs_util_error_str(error)); + } +} + +void avs_config_mode_product_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "mode/product", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "mode/product", enable); +#endif +} + +void avs_config_net_raw_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "net/enable_raw", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "net/enable_raw", enable); +#endif +} + +void avs_config_net_eaudp_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "net/eaudp/enable", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "net/eaudp/enable", enable); +#endif +} + +void avs_config_sntp_ea_set(struct property_node *node, bool on) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "sntp/ea_on", on ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "sntp/ea_on", on); +#endif +} + +void avs_config_log_level_set(struct property_node *node, const char *level) +{ + log_assert(node); + log_assert(level); + +#if AVS_VERSION <= 1306 + uint32_t level_value; + + if (str_eq(level, "fatal")) { + level_value = 1; + } else if (str_eq(level, "warning")) { + level_value = 2; + } else if (str_eq(level, "info")) { + level_value = 3; + } else if (str_eq(level, "misc")) { + level_value = 4; + } else if (str_eq(level, "all")) { + level_value = 4; + } else if (str_eq(level, "disable")) { + level_value = 0; + } else if (str_eq(level, "default")) { + level_value = 4; + } else { + log_fatal("Unknown log level string %s", level); + } + + property_util_node_u32_replace(NULL, node, "log/level", level_value); +#else + property_util_node_str_replace(NULL, node, "log/level", level); +#endif +} + +void avs_config_log_name_set(struct property_node *node, const char *name) +{ + log_assert(node); + log_assert(name); + + property_util_node_str_replace(NULL, node, "log/name", name); +} + +void avs_config_log_file_set(struct property_node *node, const char *file) +{ + log_assert(node); + log_assert(file); + + property_util_node_str_replace(NULL, node, "log/file", file); +} + +void avs_config_log_buffer_size_set(struct property_node *node, uint32_t size) +{ + log_assert(node); + + property_util_node_u32_replace(NULL, node, "log/sz_buf", size); +} + +void avs_config_log_output_delay_set( + struct property_node *node, uint16_t delay_ms) +{ + log_assert(node); + + property_util_node_u16_replace(NULL, node, "log/output_delay", delay_ms); +} + +void avs_config_log_enable_console_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "log/enable_console", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/enable_console", enable); +#endif +} + +void avs_config_log_enable_sci_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "log/enable_netsci", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/enable_netsci", enable); +#endif +} + +void avs_config_log_enable_net_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "log/enable_netlog", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/enable_netlog", enable); +#endif +} + +void avs_config_log_enable_file_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "log/enable_file", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/enable_file", enable); +#endif +} + +void avs_config_log_rotate_set(struct property_node *node, bool rotate) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "log/rotate", rotate ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/rotate", rotate); +#endif +} + +void avs_config_log_append_set(struct property_node *node, bool append) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "log/append", append ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/append", append); +#endif +} + +void avs_config_log_count_set(struct property_node *node, uint16_t count) +{ + log_assert(node); + + property_util_node_u16_replace(NULL, node, "log/gen", count); +} + +void avs_config_set_log_level( + struct property_node *node, enum core_log_bt_log_level loglevel) +{ + const char *str; + + log_assert(node); + + switch (loglevel) { + case CORE_LOG_BT_LOG_LEVEL_OFF: + str = "disable"; + break; + + case CORE_LOG_BT_LOG_LEVEL_FATAL: + str = "fatal"; + break; + + case CORE_LOG_BT_LOG_LEVEL_WARNING: + str = "warn"; + break; + + case CORE_LOG_BT_LOG_LEVEL_INFO: + str = "info"; + break; + + case CORE_LOG_BT_LOG_LEVEL_MISC: + str = "misc"; + break; + + default: + log_fatal("Unsupported log level: %d", loglevel); + break; + } + + avs_config_log_level_set(node, str); +} + +void avs_config_local_fs_path_dev_nvram_and_raw_set( + struct property_node *node, const char *dev_nvram_raw_path) +{ + char path_dev_raw[MAX_PATH]; + char path_dev_nvram[MAX_PATH]; + + struct property_node *fs_node; + struct property_node *mounttable_node; + struct property_node *vfs_node; + + log_assert(node); + log_assert(dev_nvram_raw_path); + + str_cpy(path_dev_raw, sizeof(path_dev_raw), dev_nvram_raw_path); + str_cat(path_dev_raw, sizeof(path_dev_raw), "/dev/raw"); + + str_cpy(path_dev_nvram, sizeof(path_dev_nvram), dev_nvram_raw_path); + str_cat(path_dev_nvram, sizeof(path_dev_nvram), "/dev/nvram"); + + fs_node = property_search(NULL, node, "fs"); + + if (!fs_node) { + log_fatal("Cannot find 'fs' node in avs config"); + } + + // Check if "new" mounttable config is used for dev/nvram and dev/raw or + // legacy config + if (property_search(NULL, fs_node, "mounttable")) { + property_remove(NULL, fs_node, "mounttable"); + + mounttable_node = property_node_create( + NULL, fs_node, PROPERTY_TYPE_VOID, "mounttable"); + + vfs_node = property_node_create( + NULL, mounttable_node, PROPERTY_TYPE_VOID, "vfs"); + + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "name", "boot"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "fstype", "fs"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "src", path_dev_raw); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "dest", "/dev/raw"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "opt", "vf=1,posix=1"); + + vfs_node = property_node_create( + NULL, mounttable_node, PROPERTY_TYPE_VOID, "vfs"); + + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "name", "boot"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "fstype", "fs"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "src", path_dev_nvram); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "dest", "/dev/nvram"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "opt", "vf=1,posix=1"); + } else { + property_util_node_str_replace( + NULL, fs_node, "nvram/device", path_dev_raw); + property_util_node_str_replace(NULL, fs_node, "nvram/fstype", "fs"); + property_util_node_str_replace( + NULL, fs_node, "nvram/option", "vf=1,posix=1"); + + property_util_node_str_replace( + NULL, fs_node, "raw/device", path_dev_nvram); + property_util_node_str_replace(NULL, fs_node, "raw/fstype", "fs"); + property_util_node_str_replace( + NULL, fs_node, "raw/option", "vf=1,posix=1"); + } +} + +void avs_config_vfs_mounttable_get( + struct property_node *node, struct avs_config_vfs_mounttable *mounttable) +{ + struct property_node *fs_node; + struct property_node *mounttable_node; + struct property_node *cur; + char mounttable_selector[128]; + char name[128]; + uint8_t pos; + + log_assert(node); + log_assert(mounttable); + + fs_node = property_search(NULL, node, "fs"); + + if (!fs_node) { + log_fatal("Cannot find 'fs' node in avs config"); + } + + // Check if new mounttable config is used for dev/nvram and dev/raw or + // legacy config + mounttable_node = property_search(NULL, fs_node, "mounttable"); + + memset(mounttable, 0, sizeof(*mounttable)); + pos = 0; + + if (mounttable_node) { + cur = property_search(NULL, fs_node, "mounttable_selector"); + + if (!cur) { + log_fatal("Missing 'mounttable_selector' on mounttable"); + } + + if (AVS_IS_ERROR(property_node_read( + cur, + PROPERTY_TYPE_STR, + mounttable_selector, + sizeof(mounttable_selector)))) { + log_fatal("Reading 'mounttable_selector' failed"); + } + + log_misc("Mounttable selector: %s", mounttable_selector); + + cur = property_node_traversal(mounttable_node, TRAVERSE_FIRST_CHILD); + + while (cur) { + property_node_name(cur, name, sizeof(name)); + + if (str_eq(name, "vfs")) { + if (pos >= AVS_CONFIG_MOUNTTABLE_MAX_ENTRIES) { + log_warning( + "Exceeding max number of supported mounttable entries " + "(%d), ignoring remaining", + pos); + break; + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "name@", + PROPERTY_TYPE_ATTR, + name, + sizeof(name)))) { + log_fatal("Missing 'name' attribute on vfs node"); + } + + if (str_eq(name, mounttable_selector)) { + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "fstype@", + PROPERTY_TYPE_ATTR, + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype)))) { + // default + str_cpy( + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype), + "fs"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "src@", + PROPERTY_TYPE_ATTR, + mounttable->entry[pos].src, + sizeof(mounttable->entry[pos].src)))) { + log_fatal( + "Missing 'src' attribute on vfs node, name: %s", + name); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "dst@", + PROPERTY_TYPE_ATTR, + mounttable->entry[pos].dst, + sizeof(mounttable->entry[pos].dst)))) { + log_fatal( + "Missing 'dst' attribute on vfs node, name: %s", + name); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "opt@", + PROPERTY_TYPE_ATTR, + mounttable->entry[pos].opt, + sizeof(mounttable->entry[pos].opt)))) { + // optional + } + + pos++; + } + } + + cur = property_node_traversal(cur, TRAVERSE_NEXT_SIBLING); + } + } else { + cur = property_search(NULL, fs_node, "nvram"); + + if (cur) { + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "fstype", + PROPERTY_TYPE_STR, + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype)))) { + // default + str_cpy( + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype), + "fs"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "device", + PROPERTY_TYPE_STR, + mounttable->entry[pos].src, + sizeof(mounttable->entry[pos].src)))) { + log_fatal("Missing 'device' attribute on nvram node"); + } + + str_cpy( + mounttable->entry[pos].dst, + sizeof(mounttable->entry[pos].dst), + "/dev/nvram"); + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "opt", + PROPERTY_TYPE_STR, + mounttable->entry[pos].opt, + sizeof(mounttable->entry[pos].opt)))) { + // optional + } + + pos++; + } + + cur = property_search(NULL, fs_node, "raw"); + + if (cur) { + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "fstype", + PROPERTY_TYPE_STR, + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype)))) { + // default + str_cpy( + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype), + "fs"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "device", + PROPERTY_TYPE_STR, + mounttable->entry[pos].src, + sizeof(mounttable->entry[pos].src)))) { + log_fatal("Missing 'device' attribute on raw node"); + } + + str_cpy( + mounttable->entry[pos].dst, + sizeof(mounttable->entry[pos].dst), + "/dev/raw"); + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "opt", + PROPERTY_TYPE_STR, + mounttable->entry[pos].opt, + sizeof(mounttable->entry[pos].opt)))) { + // optional + } + + pos++; + } + } + + mounttable->num_entries = pos; +} \ No newline at end of file diff --git a/src/main/launcher/avs-config.h b/src/main/launcher/avs-config.h new file mode 100644 index 0000000..692643d --- /dev/null +++ b/src/main/launcher/avs-config.h @@ -0,0 +1,57 @@ +#ifndef LAUNCHER_AVS_CONFIG_H +#define LAUNCHER_AVS_CONFIG_H + +#include "core/log-bt.h" + +#include "imports/avs.h" + +#include "launcher/bootstrap-config.h" + +#define AVS_CONFIG_MOUNTTABLE_MAX_ENTRIES 16 + +struct avs_config_vfs_mounttable { + struct { + char fstype[64]; + char src[512]; + char dst[512]; + char opt[256]; + } entry[AVS_CONFIG_MOUNTTABLE_MAX_ENTRIES]; + + uint8_t num_entries; +}; + +struct property *avs_config_load(const char *filepath); +struct property_node *avs_config_root_get(struct property *property); +struct property * +avs_config_property_merge(struct property *parent, struct property *source); + +void avs_config_fs_root_device_get( + struct property_node *node, char *buffer, size_t size); + +void avs_config_mode_product_set(struct property_node *node, bool enable); +void avs_config_net_raw_set(struct property_node *node, bool enable); +void avs_config_net_eaudp_set(struct property_node *node, bool enable); +void avs_config_sntp_ea_set(struct property_node *node, bool on); +void avs_config_log_level_set(struct property_node *node, const char *level); +void avs_config_log_name_set(struct property_node *node, const char *name); +void avs_config_log_file_set(struct property_node *node, const char *file); +void avs_config_log_buffer_size_set(struct property_node *node, uint32_t size); +void avs_config_log_output_delay_set( + struct property_node *node, uint16_t delay_ms); +void avs_config_log_enable_console_set(struct property_node *node, bool enable); +void avs_config_log_enable_sci_set(struct property_node *node, bool enable); +void avs_config_log_enable_net_set(struct property_node *node, bool enable); +void avs_config_log_enable_file_set(struct property_node *node, bool enable); +void avs_config_log_rotate_set(struct property_node *node, bool rotate); +void avs_config_log_append_set(struct property_node *node, bool append); +void avs_config_log_count_set(struct property_node *node, uint16_t count); + +void avs_config_set_log_level( + struct property_node *node, enum core_log_bt_log_level loglevel); +void avs_config_local_fs_path_dev_nvram_and_raw_set( + struct property_node *node, const char *dev_nvram_raw_path); + +void avs_config_vfs_mounttable_get( + struct property_node *node, struct avs_config_vfs_mounttable *mounttable); + +#endif \ No newline at end of file diff --git a/src/main/launcher/avs-context.c b/src/main/launcher/avs-context.c deleted file mode 100644 index 1e391db..0000000 --- a/src/main/launcher/avs-context.c +++ /dev/null @@ -1,72 +0,0 @@ -#include - -#include -#include -#include - -#include "imports/avs.h" - -#include "launcher/avs-context.h" - -#include "util/log.h" - -static void *avs_heap; - -#ifdef AVS_HAS_STD_HEAP -static void *std_heap; -#endif - -void avs_context_init( - struct property_node *config, - uint32_t avs_heap_size, - uint32_t std_heap_size, - avs_log_writer_t log_writer, - void *log_writer_ctx) -{ - avs_heap = VirtualAlloc( - NULL, avs_heap_size, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); - - if (avs_heap == NULL) { - log_fatal( - "Failed to VirtualAlloc %d byte AVS heap: %08x", - avs_heap_size, - (unsigned int) GetLastError()); - } - -#ifdef AVS_HAS_STD_HEAP - std_heap = VirtualAlloc( - NULL, std_heap_size, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); - - if (std_heap == NULL) { - log_fatal( - "Failed to VirtualAlloc %d byte \"std\" heap: %08x", - std_heap_size, - (unsigned int) GetLastError()); - } -#endif - -#ifdef AVS_HAS_STD_HEAP - avs_boot( - config, - std_heap, - std_heap_size, - avs_heap, - avs_heap_size, - log_writer, - log_writer_ctx); -#else - /* AVS v2.16.xx and I suppose onward uses a unified heap */ - avs_boot(config, avs_heap, avs_heap_size, NULL, log_writer, log_writer_ctx); -#endif -} - -void avs_context_fini(void) -{ - avs_shutdown(); - -#ifdef AVS_HAS_STD_HEAP - VirtualFree(std_heap, 0, MEM_RELEASE); -#endif - - VirtualFree(avs_heap, 0, MEM_RELEASE); -} diff --git a/src/main/launcher/avs-context.h b/src/main/launcher/avs-context.h deleted file mode 100644 index d4532eb..0000000 --- a/src/main/launcher/avs-context.h +++ /dev/null @@ -1,20 +0,0 @@ -#ifndef LAUNCHER_AVS_CONTEXT_H -#define LAUNCHER_AVS_CONTEXT_H - -#include - -#include "imports/avs.h" - -#if AVS_VERSION < 1600 -#define AVS_HAS_STD_HEAP -#endif - -void avs_context_init( - struct property_node *config, - uint32_t avs_heap_size, - uint32_t std_heap_size, - avs_log_writer_t log_writer, - void *log_writer_ctx); -void avs_context_fini(void); - -#endif diff --git a/src/main/launcher/avs.c b/src/main/launcher/avs.c new file mode 100644 index 0000000..4ff0730 --- /dev/null +++ b/src/main/launcher/avs.c @@ -0,0 +1,270 @@ +#define LOG_MODULE "avs" + +#include + +#include +#include +#include + +#include "core/log-bt.h" +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/avs-config.h" +#include "launcher/avs.h" +#include "launcher/property-util.h" + +#include "util/codepage.h" +#include "util/fs.h" +#include "util/mem.h" +#include "util/str.h" + +#if AVS_VERSION < 1600 +#define AVS_HAS_STD_HEAP +#endif + +static void *avs_heap; + +#ifdef AVS_HAS_STD_HEAP +static void *std_heap; +#endif + +/* Gratuitous API changes orz */ +static AVS_LOG_WRITER(_avs_context_log_writer, chars, nchars, ctx) +{ + wchar_t *utf16; + char *utf8; + int utf16_len; + int utf8_len; + int result; + + /* Ignore existing NUL terminator */ + + nchars--; + + /* Transcode shit_jis to UTF-8 */ + + utf16_len = MultiByteToWideChar(CP_SHIFT_JIS, 0, chars, nchars, NULL, 0); + + if (utf16_len == 0) { + abort(); + } + + utf16 = xmalloc(sizeof(*utf16) * utf16_len); + result = + MultiByteToWideChar(CP_SHIFT_JIS, 0, chars, nchars, utf16, utf16_len); + + if (result == 0) { + abort(); + } + + utf8_len = + WideCharToMultiByte(CP_UTF8, 0, utf16, utf16_len, NULL, 0, NULL, NULL); + + if (utf8_len == 0) { + abort(); + } + + utf8 = xmalloc(utf8_len + 3); + result = WideCharToMultiByte( + CP_UTF8, 0, utf16, utf16_len, utf8, utf8_len, NULL, NULL); + + if (result == 0) { + abort(); + } + +#if AVS_VERSION >= 1500 + utf8[utf8_len + 0] = '\r'; + utf8[utf8_len + 1] = '\n'; + + utf8_len += 2; +#endif + + // Clean string terminate + utf8[utf8_len] = '\0'; + + // Write to launcher's dedicated logging backend + core_log_bt_direct_sink_write(utf8, utf8_len); + + /* Clean up */ + + free(utf8); + free(utf16); +} + +static void _avs_switch_log_engine() +{ + // Switch the logging backend now that AVS is booted to use a single logging + // engine which avoids concurrency issues as AVS runs it's own async logger + // thread + core_log_impl_set( + log_body_misc, log_body_info, log_body_warning, log_body_fatal); + + log_misc("Switched logging engine to AVS"); +} + +void avs_fs_assert_root_device_exists(struct property_node *node) +{ + char root_device_path[PATH_MAX]; + char cwd_path[PATH_MAX]; + + avs_config_fs_root_device_get( + node, root_device_path, sizeof(root_device_path)); + getcwd(cwd_path, sizeof(cwd_path)); + + if (!path_exists(root_device_path)) { + log_fatal( + "Root device path '%s' does not exist in current working dir '%s'", + root_device_path, + cwd_path); + } +} + +void avs_fs_mountpoints_fs_dirs_create(struct property_node *node) +{ + struct avs_config_vfs_mounttable mounttable; + uint8_t i; + + avs_config_vfs_mounttable_get(node, &mounttable); + + if (mounttable.num_entries == 0) { + log_warning("No mountpoints found in mounttable"); + } + + for (i = 0; i < mounttable.num_entries; i++) { + if (str_eq(mounttable.entry[i].fstype, "fs")) { + log_misc( + "Creating avs fs directory '%s' for destination/device '%s'...", + mounttable.entry[i].src, + mounttable.entry[i].dst); + + if (!path_exists(mounttable.entry[i].src)) { + if (!path_mkdir(mounttable.entry[i].src)) { + log_fatal( + "Creating fs directory %s failed", + mounttable.entry[i].src); + } + } + } + } +} + +void avs_init( + struct property_node *node, uint32_t avs_heap_size, uint32_t std_heap_size) +{ + log_assert(node); + log_assert(avs_heap_size > 0); + // Modern games don't have a separate std heap anymore + log_assert(std_heap_size >= 0); + + log_info("init"); + + log_misc("Allocating avs heap: %d", avs_heap_size); + + avs_heap = VirtualAlloc( + NULL, avs_heap_size, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); + + if (avs_heap == NULL) { + log_fatal( + "Failed to VirtualAlloc %d byte AVS heap: %08x", + avs_heap_size, + (unsigned int) GetLastError()); + } + +#ifdef AVS_HAS_STD_HEAP + log_misc("Allocating std heap: %d", std_heap_size); + + std_heap = VirtualAlloc( + NULL, std_heap_size, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); + + if (std_heap == NULL) { + log_fatal( + "Failed to VirtualAlloc %d byte \"std\" heap: %08x", + std_heap_size, + (unsigned int) GetLastError()); + } +#endif + + log_info("Calling avs_boot"); + +#ifdef AVS_HAS_STD_HEAP + avs_boot( + node, + std_heap, + std_heap_size, + avs_heap, + avs_heap_size, + _avs_context_log_writer, + NULL); +#else + /* AVS v2.16.xx and I suppose onward uses a unified heap */ + avs_boot( + node, avs_heap, avs_heap_size, NULL, _avs_context_log_writer, NULL); +#endif + + _avs_switch_log_engine(); + + log_misc("init done"); +} + +void avs_fs_file_copy(const char *src, const char *dst) +{ + struct avs_stat st; + + log_assert(src); + log_assert(dst); + + log_misc("Copying %s to %s...", src, dst); + + if (!avs_fs_lstat(src, &st)) { + log_fatal("File source %s does not exist or is not accessible", src); + } + + if (avs_fs_copy(src, dst) < 0) { + log_fatal("Failed copying file %s to %s", src, dst); + } +} + +void avs_fs_dir_log(const char *path) +{ + const char *name; + + log_assert(path); + + avs_desc dir = avs_fs_opendir(path); + + if (dir < 0) { + log_warning( + "Opening avs dir %s failed, skipping logging contents", path); + } + + log_misc("Contents of %s:", path); + + do { + name = avs_fs_readdir(dir); + + if (name == NULL) { + break; + } + + log_misc("%s", name); + } while (name != NULL); + + avs_fs_closedir(dir); +} + +void avs_fini(void) +{ + log_info("fini"); + + avs_shutdown(); + +#ifdef AVS_HAS_STD_HEAP + VirtualFree(std_heap, 0, MEM_RELEASE); +#endif + + VirtualFree(avs_heap, 0, MEM_RELEASE); + + log_misc("fini done"); +} diff --git a/src/main/launcher/avs.h b/src/main/launcher/avs.h new file mode 100644 index 0000000..ad2233a --- /dev/null +++ b/src/main/launcher/avs.h @@ -0,0 +1,16 @@ +#ifndef LAUNCHER_AVS_H +#define LAUNCHER_AVS_H + +#include + +#include "imports/avs.h" + +void avs_fs_assert_root_device_exists(struct property_node *node); +void avs_fs_mountpoints_fs_dirs_create(struct property_node *node); +void avs_init( + struct property_node *node, uint32_t avs_heap_size, uint32_t std_heap_size); +void avs_fs_file_copy(const char *src, const char *dst); +void avs_fs_dir_log(const char *path); +void avs_fini(void); + +#endif diff --git a/src/main/launcher/bootstrap-config.c b/src/main/launcher/bootstrap-config.c new file mode 100644 index 0000000..35915c6 --- /dev/null +++ b/src/main/launcher/bootstrap-config.c @@ -0,0 +1,548 @@ +#define LOG_MODULE "bootstrap-config" + +#include + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/avs-config.h" +#include "launcher/bootstrap-config.h" +#include "launcher/property-util.h" + +#include "util/defs.h" +#include "util/hex.h" +#include "util/str.h" + +// clang-format off +PSMAP_BEGIN(bootstrap_startup_boot_psmap) +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct bootstrap_boot_config, config_file, + "boot/file") +PSMAP_REQUIRED(PSMAP_TYPE_U32, struct bootstrap_boot_config, avs_heap_size, + "boot/heap_avs") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_boot_config, std_heap_size, + "boot/heap_std", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_boot_config, mount_table_selector, + "boot/mounttable_selector", "boot") +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_boot_config, watcher_enable, + "boot/watcher", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_boot_config, timemachine_enable, + "boot/timemachine", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_boot_config, launch_config_file, + "boot/launch_path", "/dev/raw/launch.xml") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_log_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_log_config, level, + "log/level", "all") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_log_config, name, + "log/name", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_log_config, file, + "log/file", "") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_log_config, bufsz, + "log/sz_buf", 4096) +PSMAP_OPTIONAL(PSMAP_TYPE_U16, struct bootstrap_log_config, output_delay_ms, + "log/output_delay", 10) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, enable_console, + "log/enable_console", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, enable_sci, + "log/enable_netsci", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, enable_net, + "log/enable_netlog", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, enable_file, + "log/enable_file", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, rotate, + "log/rotate", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, append, + "log/append", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_U16, struct bootstrap_log_config, count, + "log/gen", 10) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_minidump_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_U8, struct bootstrap_minidump_config, count, + "minidump/gen", 10) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_minidump_config, continue_, + "minidump/cont_debug", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_minidump_config, log, + "minidump/echo_log", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_U8, struct bootstrap_minidump_config, type, + "minidump/dump_type", 2) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_minidump_config, path, + "minidump/path", "/dev/raw/minidump") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_minidump_config, symbufsz, + "minidump/sz_symbuf", 32768) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_minidump_config, search_path, + "minidump/search", ".") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_module_psmap) +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct bootstrap_module_config, file, + "component/file") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_module_config, load_type, + "component/load_type", "MEMORY") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_dlm_psmap) +/* disabled until we implement PSMAP_TYPE_BIN + PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_startup_config, ntdll_digest, + "dlml/ntdll/hash", "") + */ +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_dlm_config, size, + "dlml/ntdll/size", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_dlm_config, ift_table, + "dlml/ntdll/ift_table", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_dlm_config, ift_insert, + "dlml/ntdll/insert_ift", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_dlm_config, ift_remove, + "dlml/ntdll/remove_ift", 0) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_shield_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_shield_config, enable, + "shield/enable", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_shield_config, verbose, + "shield/verbose", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_shield_config, use_loadlibrary, + "shield/use_loadlibrary", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_shield_config, logger, + "shield/logger", "") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, sleep_min, + "shield/sleepmin", 10) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, sleep_blur, + "shield/sleepblur", 90) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_shield_config, whitelist_file, + "shield/whitelist", "prop/whitelist.csv") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, tick_sleep, + "shield/ticksleep", 100) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, tick_error, + "shield/tickerror", 1000) +PSMAP_OPTIONAL(PSMAP_TYPE_U8, struct bootstrap_shield_config, overwork_threshold, + "shield/overwork_threshold", 50) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, overwork_delay, + "shield/overwork_delay", 100) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, pause_delay, + "shield/pause_delay", 1000) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_shield_config, unlimited_key, + "shield/unlimited_key", "") +PSMAP_OPTIONAL(PSMAP_TYPE_U16, struct bootstrap_shield_config, killer_port, + "shield_killer/port", 5001) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_dongle_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_dongle_config, license_cn, + "dongle/license", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_dongle_config, account_cn, + "dongle/account", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_dongle_config, driver_dll, + "dongle/pkcs11_driver", "eTPKCS11.dll") +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_dongle_config, disable_gc, + "dongle/disable_gc", 0) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_drm_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, dll, + "drm/dll", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, fstype, + "drm/fstype", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, device, + "drm/device", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, mount, + "drm/dst", "/") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, options, + "drm/option", "") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_lte_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_lte_config, enable, + "lte/enable", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_lte_config, config_file, + "lte/file", "/dev/nvram/lte-config.xml") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_lte_config, unlimited_key, + "lte/unlimited_key", "") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_ssl_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_ssl_config, options, + "ssl/option", "") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_esign_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_esign_config, enable, + "esign/enable", 0) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_eamuse_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_eamuse_config, enable, + "eamuse/enable", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_eamuse_config, sync, + "eamuse/sync", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_eamuse_config, enable_model, + "eamuse/enable_model", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_eamuse_config, config_file, + "eamuse/file", "/dev/nvram/ea3-config.xml") +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_eamuse_config, updatecert_enable, + "eamuse/updatecert_enable", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_eamuse_config, updatecert_interval, + "eamuse/updatecert_interval", 0) +PSMAP_END + +PSMAP_BEGIN(bootstrap_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_config, release_code, "/release_code", "") +PSMAP_END +// clang-format on + +#define ROOT_NODE "/config" +#define MODULE_PATH_PREFIX "modules/" + +#define NODE_MISSING_FATAL(subnode) \ + log_fatal("%s/%s: Node missing", ROOT_NODE, subnode); +#define NODE_STARTUP_MISSING_FATAL(profile) \ + log_fatal("%s/startup/%s: Node missing", ROOT_NODE, profile); +#define NODE_PROFILE_MISSING_FATAL(profile, subnode) \ + log_fatal("%s/%s/%s: Node missing", ROOT_NODE, profile, subnode); +#define NODE_PROFILE_LOADING_FATAL(profile, subnode) \ + log_fatal("%s/startup/%s/%s: Node loading", ROOT_NODE, profile, subnode); + +#define DEFAULT_HEAP_SIZE 16777216 + +const char *const inherited_nodes[] = { + "develop", + "default", + "log", + "minidump", + "boot", + "drm", + "ssl", + "eamuse", + "shield", + "esign", + "dongle", + "lte", +}; + +static void _bootstrap_config_profile_node_verify( + struct property_node *node, const char *profile) +{ + struct property_node *profile_node; + + log_assert(node); + log_assert(profile); + + profile_node = property_search(NULL, node, profile); + + if (!profile_node) { + NODE_STARTUP_MISSING_FATAL(profile); + } +} + +static struct property_node * +_bootstrap_config_root_node_get(struct property *property) +{ + struct property_node *root_node; + + log_assert(property); + + root_node = property_search(property, NULL, ROOT_NODE); + + if (!root_node) { + NODE_MISSING_FATAL(""); + } + + return root_node; +} + +static struct property_node * +_bootstrap_config_startup_node_get(struct property_node *node) +{ + struct property_node *startup_node; + + log_assert(node); + + startup_node = property_search(NULL, node, "startup"); + + if (!startup_node) { + NODE_MISSING_FATAL("startup"); + } + + return startup_node; +} + +static void _bootstrap_config_inheritance_resolve( + struct property_node *startup_node, const char *profile_name) +{ + struct property_node *startup_parent_node; + struct property_node *startup_profile_node; + struct property_node *tmp_node; + + char inherit_name[64]; + avs_error error; + struct property_node *result; + + startup_profile_node = property_search(NULL, startup_node, profile_name); + + if (!startup_profile_node) { + log_fatal(ROOT_NODE "/startup/%s: missing", profile_name); + } + + startup_parent_node = startup_profile_node; + + for (;;) { + error = property_node_refer( + NULL, + startup_parent_node, + "inherit@", + PROPERTY_TYPE_ATTR, + inherit_name, + sizeof(inherit_name)); + + if (AVS_IS_ERROR(error)) { + break; + } + + startup_parent_node = property_search(NULL, startup_node, inherit_name); + + if (!startup_parent_node) { + NODE_STARTUP_MISSING_FATAL(inherit_name); + } + + for (int i = 0; i < _countof(inherited_nodes); i++) { + if (property_search(NULL, startup_node, inherited_nodes[i])) { + continue; + } + + tmp_node = + property_search(NULL, startup_parent_node, inherited_nodes[i]); + + if (tmp_node) { + log_misc( + ROOT_NODE "/startup/%s: merging %s...", + inherit_name, + inherited_nodes[i]); + + result = property_node_clone( + NULL, startup_profile_node, tmp_node, true); + + if (!result) { + log_fatal( + "Merging '%s' into '%s' failed", + inherited_nodes[i], + inherit_name); + } + } + } + } +} + +static void _bootstrap_config_load_bootstrap_module_app_config( + struct property_node *profile_node, struct bootstrap_module_config *config) +{ + struct property_node *app_node; + + log_assert(profile_node); + log_assert(config); + + app_node = property_search(NULL, profile_node, "component/param"); + + config->app_config = property_util_node_extract(app_node); +} + +static void _bootstrap_config_load_bootstrap_default_files_config( + const char *profile_name, + struct property_node *profile_node, + struct bootstrap_default_file_config *config) +{ + int i; + int result; + struct property_node *child; + + log_assert(profile_node); + log_assert(config); + + child = property_search(NULL, profile_node, "default/file"); + i = 0; + + while (child) { + if (i >= DEFAULT_FILE_MAX) { + log_warning( + "Currently not supporting more than %d default files, skipping " + "remaining", + i); + break; + } + + result = property_node_refer( + NULL, + child, + "src@", + PROPERTY_TYPE_ATTR, + &config->file[i].src, + sizeof(config->file[i].src)); + + if (result < 0) { + log_fatal( + "Missing src attribute on default file node of profile %s", + profile_name); + } + + result = property_node_refer( + NULL, + child, + "dst@", + PROPERTY_TYPE_ATTR, + &config->file[i].dst, + sizeof(config->file[i].dst)); + + if (result < 0) { + log_fatal( + "Missing dst attribute on default file node of profile %s", + profile_name); + } + + child = property_node_traversal(child, TRAVERSE_NEXT_SEARCH_RESULT); + i++; + } +} + +static void _bootstrap_config_load_bootstrap( + struct property_node *startup_node, + const char *profile, + struct bootstrap_startup_config *config) +{ + struct property_node *profile_node; + + profile_node = property_search(NULL, startup_node, profile); + + if (!profile_node) { + NODE_PROFILE_LOADING_FATAL(profile, ""); + } + + _bootstrap_config_load_bootstrap_default_files_config( + profile, profile_node, &config->default_file); + + if (!property_psmap_import( + NULL, profile_node, &config->boot, bootstrap_startup_boot_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "boot"); + } + + if (!property_psmap_import( + NULL, profile_node, &config->log, bootstrap_startup_log_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "log"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->minidump, + bootstrap_startup_minidump_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "minidump"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->module, + bootstrap_startup_module_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "component"); + } + + _bootstrap_config_load_bootstrap_module_app_config( + profile_node, &config->module); + + if (!property_psmap_import( + NULL, + profile_node, + &config->dlm_ntdll, + bootstrap_startup_dlm_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "dlm/ntdll"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->shield, + bootstrap_startup_shield_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "shield"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->dongle, + bootstrap_startup_dongle_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "dongle"); + } + + if (!property_psmap_import( + NULL, profile_node, &config->drm, bootstrap_startup_drm_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "drm"); + } + + if (!property_psmap_import( + NULL, profile_node, &config->lte, bootstrap_startup_lte_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "lte"); + } + + if (!property_psmap_import( + NULL, profile_node, &config->ssl, bootstrap_startup_ssl_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "ssl"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->esign, + bootstrap_startup_esign_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "esign"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->eamuse, + bootstrap_startup_eamuse_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "eamuse"); + } +} + +void bootstrap_config_init(struct bootstrap_config *config) +{ + log_assert(config); + + memset(config, 0, sizeof(*config)); +} + +void bootstrap_config_load( + struct property *property, + const char *profile, + struct bootstrap_config *config) +{ + struct property_node *root_node; + struct property_node *startup_node; + + log_assert(property); + log_assert(profile); + log_assert(config); + + log_info(ROOT_NODE ": loading..."); + + root_node = _bootstrap_config_root_node_get(property); + + if (!property_psmap_import(NULL, root_node, config, bootstrap_psmap)) { + log_fatal(ROOT_NODE ": loading failed"); + } + + startup_node = _bootstrap_config_startup_node_get(root_node); + + _bootstrap_config_profile_node_verify(startup_node, profile); + + _bootstrap_config_inheritance_resolve(startup_node, profile); + + log_misc(ROOT_NODE "/startup/%s: loading merged result...", profile); + + property_util_node_log(startup_node); + + _bootstrap_config_load_bootstrap(startup_node, profile, &config->startup); + + log_misc("Loading finished"); +} \ No newline at end of file diff --git a/src/main/launcher/bootstrap-config.h b/src/main/launcher/bootstrap-config.h new file mode 100644 index 0000000..596bf93 --- /dev/null +++ b/src/main/launcher/bootstrap-config.h @@ -0,0 +1,139 @@ +#ifndef LAUNCHER_BOOTSTRAP_CONFIG_H +#define LAUNCHER_BOOTSTRAP_CONFIG_H + +#include +#include + +#include "imports/avs.h" + +// should be enough for a while +#define DEFAULT_FILE_MAX 16 + +struct bootstrap_startup_config { + struct bootstrap_default_file_config { + struct bootstrap_default_file { + char src[64]; + char dst[64]; + } file[DEFAULT_FILE_MAX]; + } default_file; + + struct bootstrap_boot_config { + char config_file[64]; + uint32_t avs_heap_size; + uint32_t std_heap_size; + char launch_config_file[64]; + char mount_table_selector[16]; + bool watcher_enable; + bool timemachine_enable; + } boot; + + struct bootstrap_log_config { + char level[8]; + char name[64]; + char file[64]; + uint32_t bufsz; + uint16_t output_delay_ms; + bool enable_console; + bool enable_sci; + bool enable_net; + bool enable_file; + bool rotate; + bool append; + uint16_t count; + } log; + + struct bootstrap_minidump_config { + uint8_t count; + bool continue_; + bool log; + uint8_t type; + char path[64]; + uint32_t symbufsz; + char search_path[64]; + } minidump; + + struct bootstrap_module_config { + char file[64]; + char load_type[64]; + struct property *app_config; + } module; + + struct bootstrap_dlm_config { + char digest[16]; + uint32_t size; + uint32_t ift_table; + uint32_t ift_insert; + uint32_t ift_remove; + }; + + struct bootstrap_dlm_config dlm_ntdll; + + struct bootstrap_shield_config { + bool enable; + bool verbose; + bool use_loadlibrary; + char logger[64]; + uint32_t sleep_min; + uint32_t sleep_blur; + uint32_t tick_sleep; + uint32_t tick_error; + uint8_t overwork_threshold; + uint32_t overwork_delay; + uint32_t pause_delay; + char whitelist_file[64]; + char unlimited_key[10]; + uint16_t killer_port; + } shield; + + struct bootstrap_dongle_config { + char license_cn[32]; + char account_cn[32]; + char driver_dll[16]; + bool disable_gc; + } dongle; + + struct bootstrap_drm_config { + char dll[64]; + char device[64]; + char mount[64]; + char fstype[64]; + char options[64]; + } drm; + + struct bootstrap_lte_config { + bool enable; + char config_file[64]; + char unlimited_key[10]; + } lte; + + struct bootstrap_ssl_config { + char options[64]; + } ssl; + + struct bootstrap_esign_config { + bool enable; + } esign; + + struct bootstrap_eamuse_config { + bool enable; + bool sync; + bool enable_model; + char config_file[64]; + bool updatecert_enable; + uint32_t updatecert_interval; + } eamuse; +}; + +struct bootstrap_config { + char release_code[16]; + struct bootstrap_startup_config startup; +}; + +void bootstrap_config_init(struct bootstrap_config *config); + +void bootstrap_config_load( + struct property *property, + const char *profile, + struct bootstrap_config *config); + +#endif /* LAUNCHER_BOOTSTRAP_CONFIG_H */ diff --git a/src/main/launcher/bootstrap.c b/src/main/launcher/bootstrap.c new file mode 100644 index 0000000..a9e52bb --- /dev/null +++ b/src/main/launcher/bootstrap.c @@ -0,0 +1,347 @@ +#define LOG_MODULE "bootstrap" + +#include "core/log-bt.h" +#include "core/log-sink-file.h" +#include "core/log-sink-list.h" +#include "core/log-sink-null.h" +#include "core/log-sink-std.h" +#include "core/log.h" + +#include "launcher/avs-config.h" +#include "launcher/avs.h" +#include "launcher/bootstrap-config.h" +#include "launcher/ea3-ident-config.h" +#include "launcher/eamuse-config.h" +#include "launcher/eamuse.h" +#include "launcher/launcher-config.h" +#include "launcher/module.h" +#include "launcher/property-util.h" + +#include "util/str.h" + +static bool _bootstrap_log_property_configs; +static struct module_context _bootstrap_module_context; + +static void _bootstrap_eamuse_ea3_ident_config_inject( + struct property_node *node, const struct ea3_ident_config *ea3_ident_config) +{ + eamuse_config_id_softid_set(node, ea3_ident_config->softid); + eamuse_config_id_hardid_set(node, ea3_ident_config->hardid); + eamuse_config_id_pcbid_set(node, ea3_ident_config->pcbid); + eamuse_config_soft_model_set(node, ea3_ident_config->model); + eamuse_config_soft_dest_set(node, ea3_ident_config->dest); + eamuse_config_soft_spec_set(node, ea3_ident_config->spec); + eamuse_config_soft_rev_set(node, ea3_ident_config->rev); + eamuse_config_soft_ext_set(node, ea3_ident_config->ext); +} + +static void +_bootstrap_avs_config_force_overrides_apply(struct property_node *node) +{ + log_assert(node); + + avs_config_mode_product_set(node, true); + avs_config_net_raw_set(node, true); + avs_config_net_eaudp_set(node, true); + avs_config_sntp_ea_set(node, true); +} + +static void _bootstrap_avs_config_log_overrides_apply( + struct property_node *node, const struct bootstrap_log_config *log_config) +{ + log_assert(node); + log_assert(log_config); + + avs_config_log_level_set(node, log_config->level); + avs_config_log_name_set(node, log_config->name); + avs_config_log_file_set(node, log_config->file); + avs_config_log_buffer_size_set(node, log_config->bufsz); + avs_config_log_output_delay_set(node, log_config->output_delay_ms); + avs_config_log_enable_console_set(node, log_config->enable_console); + avs_config_log_enable_sci_set(node, log_config->enable_sci); + avs_config_log_enable_net_set(node, log_config->enable_net); + avs_config_log_enable_file_set(node, log_config->enable_file); + avs_config_log_rotate_set(node, log_config->rotate); + avs_config_log_append_set(node, log_config->append); + avs_config_log_count_set(node, log_config->count); +} + +static enum core_log_bt_log_level _bootstrap_log_map_level(const char *level) +{ + if (str_eq(level, "fatal")) { + return CORE_LOG_BT_LOG_LEVEL_FATAL; + } else if (str_eq(level, "warning")) { + return CORE_LOG_BT_LOG_LEVEL_WARNING; + } else if (str_eq(level, "info")) { + return CORE_LOG_BT_LOG_LEVEL_INFO; + } else if (str_eq(level, "misc")) { + return CORE_LOG_BT_LOG_LEVEL_MISC; + } else if (str_eq(level, "all")) { + return CORE_LOG_BT_LOG_LEVEL_MISC; + } else if (str_eq(level, "disable")) { + return CORE_LOG_BT_LOG_LEVEL_OFF; + } else if (str_eq(level, "default")) { + return CORE_LOG_BT_LOG_LEVEL_WARNING; + } else { + log_fatal("Unknown log level string %s", level); + } +} + +void bootstrap_init(bool log_property_configs) +{ + log_info("init"); + + _bootstrap_log_property_configs = log_property_configs; + + log_misc("init done"); +} + +void bootstrap_log_init(const struct bootstrap_log_config *config) +{ + struct core_log_sink sinks[2]; + struct core_log_sink sink_composed; + enum core_log_bt_log_level level; + + log_assert(config); + + log_info("log init"); + + // Shutdown old setup + core_log_bt_fini(); + + if (config->enable_file && strlen(config->file) > 0 && + config->enable_console) { + core_log_sink_std_out_open(true, &sinks[0]); + core_log_sink_file_open( + config->file, + config->append, + config->rotate, + config->count, + &sinks[1]); + core_log_sink_list_open(sinks, 2, &sink_composed); + } else if (config->enable_file && strlen(config->file) > 0) { + core_log_sink_file_open( + config->file, + config->append, + config->rotate, + config->count, + &sink_composed); + } else if (config->enable_console) { + core_log_sink_std_out_open(true, &sink_composed); + } else { + core_log_sink_null_open(&sink_composed); + } + + core_log_bt_init(&sink_composed); + + level = _bootstrap_log_map_level(config->level); + core_log_bt_level_set(level); + + log_misc("log init done"); +} + +void bootstrap_default_files_create( + const struct bootstrap_default_file_config *config) +{ + log_assert(config); + + log_info("default files create"); + + for (int i = 0; i < DEFAULT_FILE_MAX; i++) { + if (strlen(config->file[i].src) > 0 && + strlen(config->file[i].dst) > 0) { + avs_fs_file_copy(config->file[i].src, config->file[i].dst); + } + } + + log_misc("default files create done"); +} + +void bootstrap_avs_init( + const struct bootstrap_boot_config *config, + const struct bootstrap_log_config *log_config, + struct property *override_property) +{ + struct property *file_property; + struct property *merged_property; + struct property_node *root_node; + + log_assert(config); + log_assert(log_config); + log_assert(override_property); + + log_info("avs init"); + + file_property = avs_config_load(config->config_file); + + if (_bootstrap_log_property_configs) { + log_misc("avs-config from file: %s", config->config_file); + property_util_log(file_property); + } + + merged_property = + avs_config_property_merge(file_property, override_property); + + property_util_free(file_property); + + if (_bootstrap_log_property_configs) { + log_misc("avs-config merged with overrides"); + property_util_log(merged_property); + } + + root_node = avs_config_root_get(merged_property); + + _bootstrap_avs_config_force_overrides_apply(root_node); + _bootstrap_avs_config_log_overrides_apply(root_node, log_config); + + if (_bootstrap_log_property_configs) { + log_misc("avs-config final"); + property_util_log(merged_property); + } + + avs_fs_assert_root_device_exists(root_node); + + log_misc("Creating AVS file system directories..."); + + avs_fs_mountpoints_fs_dirs_create(root_node); + + avs_init(root_node, config->avs_heap_size, config->std_heap_size); + + property_util_free(merged_property); + + log_misc("avs init done"); +} + +void bootstrap_eamuse_init( + const struct bootstrap_eamuse_config *config, + const struct ea3_ident_config *ea3_ident_config, + struct property *override_property) +{ + struct property *file_property; + struct property *merged_property; + struct property_node *root_node; + + log_assert(config); + log_assert(ea3_ident_config); + log_assert(override_property); + + log_info("eamuse init"); + + if (config->enable) { + file_property = eamuse_config_avs_load(config->config_file); + + if (_bootstrap_log_property_configs) { + log_misc("eamuse-config from file: %s", config->config_file); + property_util_log(file_property); + } + + merged_property = property_util_merge(file_property, override_property); + + property_util_free(file_property); + + if (_bootstrap_log_property_configs) { + log_misc("eamuse-config merged with overrides"); + property_util_log(merged_property); + } + + root_node = eamuse_config_root_get(merged_property); + + _bootstrap_eamuse_ea3_ident_config_inject(root_node, ea3_ident_config); + + if (_bootstrap_log_property_configs) { + log_misc("eamuse-config final"); + property_util_log(merged_property); + } + + eamuse_init(root_node); + + property_util_free(merged_property); + } else { + log_warning("Eamuse disabled"); + } + + log_misc("eamuse init done"); +} + +void bootstrap_module_init( + const struct bootstrap_module_config *module_config, + const struct array *iat_hook_dlls) +{ + log_assert(module_config); + log_assert(iat_hook_dlls); + + log_info("module init"); + + if (iat_hook_dlls->nitems > 0) { + log_info( + "Load game DLL with IAT hooks (%d): %s", + (uint32_t) iat_hook_dlls->nitems, + module_config->file); + + module_with_iat_hooks_init( + &_bootstrap_module_context, module_config->file, iat_hook_dlls); + } else { + log_info("Load game DLL: %s", module_config->file); + + module_init(&_bootstrap_module_context, module_config->file); + } + + log_misc("module init done"); +} + +void bootstrap_module_game_init( + const struct bootstrap_module_config *module_config, + struct ea3_ident_config *ea3_ident_config) +{ + struct property_node *node; + + log_assert(module_config); + log_assert(ea3_ident_config); + + log_info("module game init"); + + node = property_search(module_config->app_config, NULL, "/param"); + + if (!node) { + log_fatal("Missing param node on app-config"); + } + + if (_bootstrap_log_property_configs) { + log_misc("app-config"); + property_util_node_log(node); + } + + module_init_invoke(&_bootstrap_module_context, ea3_ident_config, node); + + log_misc("module game init done"); +} + +void bootstrap_module_game_run() +{ + log_info("module game run"); + + module_main_invoke(&_bootstrap_module_context); +} + +void bootstrap_module_game_fini() +{ + log_info("module game fini"); + + module_fini(&_bootstrap_module_context); +} + +void bootstrap_avs_fini() +{ + log_info("avs fini"); + + avs_fini(); +} + +void bootstrap_eamuse_fini(const struct bootstrap_eamuse_config *config) +{ + log_info("eamuse fini"); + + if (config->enable) { + eamuse_fini(); + } +} \ No newline at end of file diff --git a/src/main/launcher/bootstrap.h b/src/main/launcher/bootstrap.h new file mode 100644 index 0000000..4deab8f --- /dev/null +++ b/src/main/launcher/bootstrap.h @@ -0,0 +1,32 @@ +#ifndef LAUNCHER_BOOTSTRAP_H +#define LAUNCHER_BOOTSTRAP_H + +#include "launcher/bootstrap-config.h" +#include "launcher/ea3-ident-config.h" + +#include "util/array.h" + +void bootstrap_init(bool log_property_configs); +void bootstrap_log_init(const struct bootstrap_log_config *config); +void bootstrap_default_files_create( + const struct bootstrap_default_file_config *config); +void bootstrap_avs_init( + const struct bootstrap_boot_config *config, + const struct bootstrap_log_config *log_config, + struct property *override_property); +void bootstrap_eamuse_init( + const struct bootstrap_eamuse_config *config, + const struct ea3_ident_config *ea3_ident_config, + struct property *override_property); +void bootstrap_module_init( + const struct bootstrap_module_config *module_config, + const struct array *iat_hook_dlls); +void bootstrap_module_game_init( + const struct bootstrap_module_config *module_config, + struct ea3_ident_config *ea3_ident_config); +void bootstrap_module_game_run(); +void bootstrap_module_game_fini(); +void bootstrap_avs_fini(); +void bootstrap_eamuse_fini(const struct bootstrap_eamuse_config *config); + +#endif \ No newline at end of file diff --git a/src/main/launcher/debug.c b/src/main/launcher/debug.c new file mode 100644 index 0000000..2f40e33 --- /dev/null +++ b/src/main/launcher/debug.c @@ -0,0 +1,33 @@ + +#define LOG_MODULE "debug" + +#include +#include + +#include "core/log.h" + +#include "launcher/debug.h" + +void debug_remote_debugger_trap() +{ + BOOL res; + + log_info("Waiting until debugger attaches to remote process..."); + + while (true) { + res = FALSE; + + if (!CheckRemoteDebuggerPresent(GetCurrentProcess(), &res)) { + log_fatal( + "CheckRemoteDebuggerPresent failed: %08x", + (unsigned int) GetLastError()); + } + + if (res) { + log_info("Debugger attached, resuming"); + break; + } + + Sleep(1000); + } +} \ No newline at end of file diff --git a/src/main/launcher/debug.h b/src/main/launcher/debug.h new file mode 100644 index 0000000..f57ca8b --- /dev/null +++ b/src/main/launcher/debug.h @@ -0,0 +1,6 @@ +#ifndef LAUNCHER_DEBUG_H +#define LAUNCHER_DEBUG_H + +void debug_remote_debugger_trap(); + +#endif \ No newline at end of file diff --git a/src/main/launcher/ea3-config.c b/src/main/launcher/ea3-config.c deleted file mode 100644 index 684ba46..0000000 --- a/src/main/launcher/ea3-config.c +++ /dev/null @@ -1,190 +0,0 @@ -#include - -#include "imports/avs.h" - -#include "launcher/ea3-config.h" -#include "launcher/module.h" - -#include "util/defs.h" -#include "util/hex.h" -#include "util/log.h" -#include "util/str.h" - -PSMAP_BEGIN(ea3_ident_psmap) -PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct ea3_ident, softid, "/ea3/id/softid", "") -PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct ea3_ident, hardid, "/ea3/id/hardid", "") -PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct ea3_ident, pcbid, "/ea3/id/pcbid", "") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, model, "/ea3/soft/model") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, dest, "/ea3/soft/dest") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, spec, "/ea3/soft/spec") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, rev, "/ea3/soft/rev") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, ext, "/ea3/soft/ext") -PSMAP_END - -void ea3_ident_init(struct ea3_ident *ident) -{ - memset(ident, 0, sizeof(*ident)); -} - -bool ea3_ident_from_property( - struct ea3_ident *ident, struct property *ea3_config) -{ - return property_psmap_import(ea3_config, NULL, ident, ea3_ident_psmap); -} - -void ea3_ident_hardid_from_ethernet(struct ea3_ident *ident) -{ - struct avs_net_interface netif; - int result; - - result = avs_net_ctrl(1, &netif, sizeof(netif)); - - if (result < 0) { - log_fatal( - "avs_net_ctrl call to get MAC address returned error: %d", result); - } - - ident->hardid[0] = '0'; - ident->hardid[1] = '1'; - ident->hardid[2] = '0'; - ident->hardid[3] = '0'; - - hex_encode_uc( - netif.mac_addr, - sizeof(netif.mac_addr), - ident->hardid + 4, - sizeof(ident->hardid) - 4); -} - -bool ea3_ident_invoke_module_init( - struct ea3_ident *ident, - const struct module_context *module, - struct property_node *app_config) -{ - char sidcode_short[17]; - char sidcode_long[21]; - char security_code[9]; - bool ok; - - /* Set up security env vars */ - - str_format( - security_code, - lengthof(security_code), - "G*%s%s%s%s", - ident->model, - ident->dest, - ident->spec, - ident->rev); - - std_setenv("/env/boot/version", "0.0.0"); - std_setenv("/env/profile/security_code", security_code); - std_setenv("/env/profile/system_id", ident->pcbid); - std_setenv("/env/profile/account_id", ident->pcbid); - std_setenv("/env/profile/license_id", ident->softid); - std_setenv("/env/profile/software_id", ident->softid); - std_setenv("/env/profile/hardware_id", ident->hardid); - - /* Set up the short sidcode string, let dll_entry_init mangle it */ - - str_format( - sidcode_short, - lengthof(sidcode_short), - "%s%s%s%s%s", - ident->model, - ident->dest, - ident->spec, - ident->rev, - ident->ext); - - /* Set up long-form sidcode env var */ - - str_format( - sidcode_long, - lengthof(sidcode_long), - "%s:%s:%s:%s:%s", - ident->model, - ident->dest, - ident->spec, - ident->rev, - ident->ext); - - /* Set this up beforehand, as certain games require it in dll_entry_init */ - - std_setenv("/env/profile/soft_id_code", sidcode_long); - - ok = module_context_invoke_init(module, sidcode_short, app_config); - - if (!ok) { - return false; - } - - /* Back-propagate sidcode, as some games modify it during init */ - - memcpy(ident->model, sidcode_short + 0, sizeof(ident->model) - 1); - ident->dest[0] = sidcode_short[3]; - ident->spec[0] = sidcode_short[4]; - ident->rev[0] = sidcode_short[5]; - memcpy(ident->ext, sidcode_short + 6, sizeof(ident->ext)); - - /* Set up long-form sidcode env var again */ - - str_format( - sidcode_long, - lengthof(sidcode_long), - "%s:%s:%s:%s:%s", - ident->model, - ident->dest, - ident->spec, - ident->rev, - ident->ext); - - std_setenv("/env/profile/soft_id_code", sidcode_long); - - return true; -} - -void ea3_ident_to_property( - const struct ea3_ident *ident, struct property *ea3_config) -{ - struct property_node *node; - int i; - - for (i = 0; ea3_ident_psmap[i].type != 0xFF; i++) { - node = property_search(ea3_config, 0, ea3_ident_psmap[i].path); - - if (node != NULL) { - property_node_remove(node); - } - } - - property_psmap_export(ea3_config, NULL, ident, ea3_ident_psmap); -} - -void ea3_ident_replace_property_bool( - struct property_node *node, const char *name, uint8_t val) -{ - struct property_node *tmp; - - tmp = property_search(NULL, node, name); - - if (tmp) { - property_node_remove(tmp); - } - - property_node_create(NULL, node, PROPERTY_TYPE_BOOL, name, val); -} - -void ea3_ident_replace_property_str( - struct property_node *node, const char *name, const char *val) -{ - struct property_node *tmp; - - tmp = property_search(NULL, node, name); - - if (tmp) { - property_node_remove(tmp); - } - - tmp = property_node_create(NULL, node, PROPERTY_TYPE_STR, name, val); -} diff --git a/src/main/launcher/ea3-config.h b/src/main/launcher/ea3-config.h deleted file mode 100644 index ada4400..0000000 --- a/src/main/launcher/ea3-config.h +++ /dev/null @@ -1,46 +0,0 @@ -#ifndef LAUNCHER_EA3_CONFIG_H -#define LAUNCHER_EA3_CONFIG_H - -#include "imports/avs.h" - -#include "launcher/module.h" - -/* N.B. even though this might look like a Konami ABI, this is purely an - internal data structure. */ - -struct ea3_ident { - /* psmapped structure offset can't be zero for some stupid reason */ - - uint32_t dummy; - - /* Initialized from ea3-config.xml, then fed back from sidcode_short */ - - char model[4]; - char dest[4]; - char spec[4]; - char rev[4]; - char ext[11]; - - /* Initialized from ea3-config.xml (hardware_id defaults to MAC addr) */ - - char softid[24]; - char hardid[24]; - char pcbid[24]; -}; - -void ea3_ident_init(struct ea3_ident *ident); -bool ea3_ident_from_property( - struct ea3_ident *ident, struct property *ea3_config); -void ea3_ident_hardid_from_ethernet(struct ea3_ident *ident); -bool ea3_ident_invoke_module_init( - struct ea3_ident *ident, - const struct module_context *module, - struct property_node *app_config); -void ea3_ident_to_property( - const struct ea3_ident *ident, struct property *ea3_config); -void ea3_ident_replace_property_bool( - struct property_node *node, const char *name, uint8_t val); -void ea3_ident_replace_property_str( - struct property_node *node, const char *name, const char *val); - -#endif diff --git a/src/main/launcher/ea3-ident-config.c b/src/main/launcher/ea3-ident-config.c new file mode 100644 index 0000000..e8c5c4f --- /dev/null +++ b/src/main/launcher/ea3-ident-config.c @@ -0,0 +1,104 @@ +#define LOG_MODULE "ea3-ident-config" + +#include + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/ea3-ident-config.h" +#include "launcher/property-util.h" + +#include "util/defs.h" +#include "util/hex.h" +#include "util/str.h" + +#define ROOT_NODE "/ea3_conf" + +PSMAP_BEGIN(ea3_ident_config_psmap) +PSMAP_OPTIONAL( + PSMAP_TYPE_STR, struct ea3_ident_config, softid, "/id/softid", "") +PSMAP_OPTIONAL( + PSMAP_TYPE_STR, struct ea3_ident_config, hardid, "/id/hardid", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct ea3_ident_config, pcbid, "/id/pcbid", "") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, model, "/soft/model") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, dest, "/soft/dest") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, spec, "/soft/spec") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, rev, "/soft/rev") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, ext, "/soft/ext") +PSMAP_END + +void ea3_ident_config_init(struct ea3_ident_config *config) +{ + memset(config, 0, sizeof(*config)); +} + +void ea3_ident_config_from_file_load( + const char *path, struct ea3_ident_config *config) +{ + struct property *property; + + log_assert(path); + log_assert(config); + + log_info("Loading from file path: %s", path); + + property = property_util_load(path); + + ea3_ident_config_load(property, config); + + property_util_free(property); +} + +void ea3_ident_config_load( + struct property *property, struct ea3_ident_config *config) +{ + struct property_node *node; + + log_assert(property); + log_assert(config); + + node = property_search(property, NULL, ROOT_NODE); + + if (node == NULL) { + log_fatal("Root node '" ROOT_NODE "' missing"); + } + + if (!property_psmap_import( + property, node, config, ea3_ident_config_psmap)) { + log_fatal("Error reading config file"); + } +} + +bool ea3_ident_config_hardid_is_defined(struct ea3_ident_config *config) +{ + log_assert(config); + + return strlen(config->hardid) > 0; +} + +void ea3_ident_config_hardid_from_ethernet_set(struct ea3_ident_config *config) +{ + struct avs_net_interface netif; + int result; + + log_assert(config); + + result = avs_net_ctrl(1, &netif, sizeof(netif)); + + if (result < 0) { + log_fatal( + "avs_net_ctrl call to get MAC address returned error: %d", result); + } + + config->hardid[0] = '0'; + config->hardid[1] = '1'; + config->hardid[2] = '0'; + config->hardid[3] = '0'; + + hex_encode_uc( + netif.mac_addr, + sizeof(netif.mac_addr), + config->hardid + 4, + sizeof(config->hardid) - 4); +} \ No newline at end of file diff --git a/src/main/launcher/ea3-ident-config.h b/src/main/launcher/ea3-ident-config.h new file mode 100644 index 0000000..1a6dc7f --- /dev/null +++ b/src/main/launcher/ea3-ident-config.h @@ -0,0 +1,37 @@ +#ifndef LAUNCHER_EA3_IDENT_CONFIG_H +#define LAUNCHER_EA3_IDENT_CONFIG_H + +#include "imports/avs.h" + +/* N.B. even though this might look like a Konami ABI, this is purely an + internal data structure. */ + +struct ea3_ident_config { + /* psmapped structure offset can't be zero for some stupid reason */ + + uint32_t dummy; + + /* Initialized from ea3-config.xml, then fed back from sidcode_short */ + + char model[4]; + char dest[4]; + char spec[4]; + char rev[4]; + char ext[11]; + + /* Initialized from ea3-config.xml (hardware_id defaults to MAC addr) */ + + char softid[24]; + char hardid[24]; + char pcbid[24]; +}; + +void ea3_ident_config_init(struct ea3_ident_config *config); +void ea3_ident_config_from_file_load( + const char *path, struct ea3_ident_config *config); +void ea3_ident_config_load( + struct property *property, struct ea3_ident_config *config); +bool ea3_ident_config_hardid_is_defined(struct ea3_ident_config *config); +void ea3_ident_config_hardid_from_ethernet_set(struct ea3_ident_config *config); + +#endif diff --git a/src/main/launcher/eamuse-config.c b/src/main/launcher/eamuse-config.c new file mode 100644 index 0000000..020e17a --- /dev/null +++ b/src/main/launcher/eamuse-config.c @@ -0,0 +1,125 @@ +#define LOG_MODULE "eamuse-config" + +#include + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/ea3-ident-config.h" +#include "launcher/eamuse-config.h" +#include "launcher/property-util.h" + +#define EAMUSE_CONFIG_ROOT_NODE "/ea3" + +struct property *eamuse_config_avs_load(const char *path) +{ + struct property *property; + + log_assert(path); + + log_misc("Loading from avs path: %s", path); + + property = property_util_avs_fs_load(path); + + // Check if root node exists, call already errors if not + eamuse_config_root_get(property); + + return property; +} + +struct property_node *eamuse_config_root_get(struct property *property) +{ + struct property_node *node; + + log_assert(property); + + node = property_search(property, 0, EAMUSE_CONFIG_ROOT_NODE); + + if (node == NULL) { + log_fatal("Root node " EAMUSE_CONFIG_ROOT_NODE + " in eamuse config missing"); + } + + return node; +} + +void eamuse_config_id_softid_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "id/softid", value); +} + +void eamuse_config_id_hardid_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "id/hardid", value); +} + +void eamuse_config_id_pcbid_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "id/pcbid", value); +} + +void eamuse_config_soft_model_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/model", value); +} + +void eamuse_config_soft_dest_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/dest", value); +} + +void eamuse_config_soft_spec_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/spec", value); +} + +void eamuse_config_soft_rev_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/rev", value); +} + +void eamuse_config_soft_ext_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/ext", value); +} + +void eamuse_config_network_url_slash_set(struct property_node *node, bool value) +{ + log_assert(node); + + property_util_node_bool_replace(NULL, node, "network/url_slash", value); +} + +void eamuse_config_network_service_url_set( + struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "network/services", value); +} \ No newline at end of file diff --git a/src/main/launcher/eamuse-config.h b/src/main/launcher/eamuse-config.h new file mode 100644 index 0000000..2cba227 --- /dev/null +++ b/src/main/launcher/eamuse-config.h @@ -0,0 +1,23 @@ +#ifndef LAUNCHER_EAMUSE_CONFIG_H +#define LAUNCHER_EAMUSE_CONFIG_H + +#include "imports/avs.h" + +struct property *eamuse_config_avs_load(const char *path); +struct property_node *eamuse_config_root_get(struct property *property); + +void eamuse_config_id_softid_set(struct property_node *node, const char *value); +void eamuse_config_id_hardid_set(struct property_node *node, const char *value); +void eamuse_config_id_pcbid_set(struct property_node *node, const char *value); +void eamuse_config_soft_model_set( + struct property_node *node, const char *value); +void eamuse_config_soft_dest_set(struct property_node *node, const char *value); +void eamuse_config_soft_spec_set(struct property_node *node, const char *value); +void eamuse_config_soft_rev_set(struct property_node *node, const char *value); +void eamuse_config_soft_ext_set(struct property_node *node, const char *value); +void eamuse_config_network_url_slash_set( + struct property_node *node, bool value); +void eamuse_config_network_service_url_set( + struct property_node *node, const char *value); + +#endif \ No newline at end of file diff --git a/src/main/launcher/eamuse.c b/src/main/launcher/eamuse.c new file mode 100644 index 0000000..39e560d --- /dev/null +++ b/src/main/launcher/eamuse.c @@ -0,0 +1,25 @@ +#define LOG_MODULE "eamuse" + +#include "core/log.h" + +#include "imports/avs-ea3.h" + +void eamuse_init(struct property_node *node) +{ + log_assert(node); + + log_info("init"); + + ea3_boot(node); + + log_misc("init done"); +} + +void eamuse_fini() +{ + log_info("fini"); + + ea3_shutdown(); + + log_misc("fini done"); +} \ No newline at end of file diff --git a/src/main/launcher/eamuse.h b/src/main/launcher/eamuse.h new file mode 100644 index 0000000..1cd1f7e --- /dev/null +++ b/src/main/launcher/eamuse.h @@ -0,0 +1,9 @@ +#ifndef LAUNCHER_EAMUSE_H +#define LAUNCHER_EAMUSE_H + +#include "imports/avs.h" + +void eamuse_init(struct property_node *node); +void eamuse_fini(); + +#endif \ No newline at end of file diff --git a/src/main/launcher/hook.c b/src/main/launcher/hook.c new file mode 100644 index 0000000..d7be37a --- /dev/null +++ b/src/main/launcher/hook.c @@ -0,0 +1,34 @@ +#define LOG_MODULE "hook" + +#include + +#include "core/log.h" + +#include "launcher/hook.h" + +void hook_load_dll(const char *path) +{ + log_assert(path); + + log_info("Load hook dll: %s", path); + + if (LoadLibraryA(path) == NULL) { + LPSTR buffer; + + FormatMessageA( + FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | + FORMAT_MESSAGE_IGNORE_INSERTS, + NULL, + GetLastError(), + MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), + (LPSTR) &buffer, + 0, + NULL); + + log_fatal("%s: Failed to load hook DLL: %s", path, buffer); + + LocalFree(buffer); + } + + log_misc("Load hook dll done"); +} \ No newline at end of file diff --git a/src/main/launcher/hook.h b/src/main/launcher/hook.h new file mode 100644 index 0000000..9d0c5d4 --- /dev/null +++ b/src/main/launcher/hook.h @@ -0,0 +1,6 @@ +#ifndef LAUNCHER_HOOK_H +#define LAUNCHER_HOOK_H + +void hook_load_dll(const char *path); + +#endif \ No newline at end of file diff --git a/src/main/launcher/launcher-config.c b/src/main/launcher/launcher-config.c new file mode 100644 index 0000000..c71abe5 --- /dev/null +++ b/src/main/launcher/launcher-config.c @@ -0,0 +1,371 @@ +#define LOG_MODULE "launcher-config" + +#include + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/launcher-config.h" +#include "launcher/property-util.h" + +#include "util/mem.h" +#include "util/str.h" + +// clang-format off +PSMAP_BEGIN(launcher_debug_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct launcher_debug_config, remote_debugger, + "debug/remote_debugger", false) + PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct launcher_debug_config, log_property_configs, + "debug/log_property_configs", false) +PSMAP_END +// clang-format on + +#define ROOT_NODE "/launcher" +#define MAX_LAYER_CONFIG_NODES 8 + +#define NODE_MISSING_FATAL(subnode) \ + log_fatal("%s/%s: Node missing", ROOT_NODE, subnode); +#define NODE_LOADING_FATAL(subnode) \ + log_fatal("%s/%s: Node loading", ROOT_NODE, subnode); + +static struct property * +_launcher_config_layered_config_nodes_load(struct property_node *node) +{ + char kind[64]; + char file[MAX_PATH]; + int res; + int cnt; + + struct property_node *cur; + struct property *config_property[MAX_LAYER_CONFIG_NODES]; + struct property *merged_property; + + log_assert(node); + + cnt = 0; + cur = property_search(NULL, node, "config"); + + while (cur) { + if (cnt >= MAX_LAYER_CONFIG_NODES) { + log_fatal( + "Exceeding max supported config nodes for layering, max is %d", + MAX_LAYER_CONFIG_NODES); + } + + res = property_node_refer( + NULL, cur, "kind@", PROPERTY_TYPE_ATTR, kind, sizeof(kind)); + + if (res < 0) { + log_fatal("Failed reading 'kind' attribute value of config node"); + } + + if (!strcmp(kind, "file")) { + property_node_read(cur, PROPERTY_TYPE_STR, file, sizeof(file)); + + config_property[cnt] = property_util_load(file); + } else if (!strcmp(kind, "inline")) { + // The nested child is the actual root of the inline, not the outer + // node + cur = property_node_traversal(cur, TRAVERSE_FIRST_CHILD); + + config_property[cnt] = property_util_node_extract(cur); + } else { + log_fatal( + "Unsupported 'kind' attribute value '%s' of config node", kind); + } + + cnt++; + cur = property_node_traversal(cur, TRAVERSE_NEXT_SEARCH_RESULT); + } + + if (cnt == 0) { + return NULL; + } + + merged_property = property_util_many_merge(config_property, cnt); + + for (int i = 0; i < cnt; i++) { + property_util_free(config_property[i]); + } + + return merged_property; +} + +static void _launcher_config_hook_dlls_parse( + struct property_node *node, + const char *node_path, + char dlls[LAUNCHER_CONFIG_MAX_HOOK_DLL][MAX_PATH]) +{ + int cnt; + struct property_node *cur; + + cnt = 0; + cur = property_search(NULL, node, node_path); + + while (cur) { + if (cnt >= LAUNCHER_CONFIG_MAX_HOOK_DLL) { + log_warning( + "Currently not supporting more than %d dlls, skipping " + "remaining", + cnt); + break; + } + + property_node_read(cur, PROPERTY_TYPE_STR, dlls[cnt], MAX_PATH); + + cnt++; + cur = property_node_traversal(cur, TRAVERSE_NEXT_SEARCH_RESULT); + } +} + +static void _launcher_config_bootstrap_load( + struct property_node *node, struct launcher_bootstrap_config *config) +{ + int res; + + log_assert(node); + log_assert(config); + + res = property_node_refer( + NULL, + node, + "selector", + PROPERTY_TYPE_STR, + config->selector, + sizeof(config->selector)); + + if (res < 0) { + NODE_MISSING_FATAL("bootstrap/selector"); + } + + config->property = _launcher_config_layered_config_nodes_load(node); + + if (config->property == NULL) { + NODE_MISSING_FATAL("bootstrap/config"); + } +} + +static void _launcher_config_hook_load( + struct property_node *node, struct launcher_hook_config *config) +{ + log_assert(node); + log_assert(config); + + _launcher_config_hook_dlls_parse(node, "hook_dlls/dll", config->hook_dlls); + _launcher_config_hook_dlls_parse( + node, "before_hook_dlls/dll", config->before_hook_dlls); + _launcher_config_hook_dlls_parse( + node, "iat_hook_dlls/dll", config->iat_hook_dlls); +} + +static void _launcher_config_debug_load( + struct property_node *node, struct launcher_debug_config *config) +{ + log_assert(node); + log_assert(config); + + if (!property_psmap_import(NULL, node, config, launcher_debug_psmap)) { + NODE_LOADING_FATAL("debug"); + } +} + +void launcher_config_init(struct launcher_config *config) +{ + log_assert(config); + + memset(config->bootstrap.selector, 0, sizeof(config->bootstrap.selector)); + config->bootstrap.property = NULL; + + config->avs.property = NULL; + + config->ea3_ident.property = NULL; + + config->eamuse.property = NULL; + + memset(config->hook.hook_dlls, 0, sizeof(config->hook.hook_dlls)); + memset( + config->hook.before_hook_dlls, + 0, + sizeof(config->hook.before_hook_dlls)); + memset(config->hook.iat_hook_dlls, 0, sizeof(config->hook.iat_hook_dlls)); + + config->debug.remote_debugger = false; + config->debug.log_property_configs = false; +} + +void launcher_config_load( + struct property *property, struct launcher_config *config) +{ + struct property_node *root_node; + struct property_node *node; + avs_error error; + + log_assert(property); + log_assert(config); + + root_node = property_search(property, NULL, ROOT_NODE); + + if (root_node == NULL) { + NODE_MISSING_FATAL(""); + } + + error = property_node_refer( + NULL, + root_node, + "version@", + PROPERTY_TYPE_ATTR, + &config->version, + sizeof(uint32_t)); + + if (AVS_IS_ERROR(error)) { + log_fatal("Missing version attribute on root node"); + } + + // if (config->version != 1) { + // log_fatal("Unsupported version of launcher configuration: %d", + // config->version); + // } + + node = property_search(NULL, root_node, "bootstrap"); + + if (node == NULL) { + NODE_MISSING_FATAL("bootstrap"); + } + + _launcher_config_bootstrap_load(node, &config->bootstrap); + + node = property_search(NULL, root_node, "avs"); + + if (node) { + config->avs.property = _launcher_config_layered_config_nodes_load(node); + } + + node = property_search(NULL, root_node, "ea3_ident"); + + if (node) { + config->ea3_ident.property = + _launcher_config_layered_config_nodes_load(node); + } + + node = property_search(NULL, root_node, "eamuse"); + + if (node) { + config->eamuse.property = + _launcher_config_layered_config_nodes_load(node); + } + + node = property_search(NULL, root_node, "hook"); + + if (node) { + _launcher_config_hook_load(node, &config->hook); + } + + _launcher_config_debug_load(root_node, &config->debug); +} + +bool launcher_config_add_hook_dll( + struct launcher_config *config, const char *path) +{ + int i; + + log_assert(config); + log_assert(path); + + i = 0; + + while (i < LAUNCHER_CONFIG_MAX_HOOK_DLL) { + if (strlen(config->hook.hook_dlls[i]) == 0) { + break; + } + + i++; + } + + if (i >= LAUNCHER_CONFIG_MAX_HOOK_DLL) { + return false; + } + + str_cpy(config->hook.hook_dlls[i], sizeof(config->hook.hook_dlls[i]), path); + + return true; +} + +bool launcher_config_add_before_hook_dll( + struct launcher_config *config, const char *path) +{ + int i; + + log_assert(config); + log_assert(path); + + i = 0; + + while (i < LAUNCHER_CONFIG_MAX_HOOK_DLL) { + if (strlen(config->hook.before_hook_dlls[i]) == 0) { + break; + } + + i++; + } + + if (i >= LAUNCHER_CONFIG_MAX_HOOK_DLL) { + return false; + } + + str_cpy( + config->hook.before_hook_dlls[i], + sizeof(config->hook.before_hook_dlls[i]), + path); + + return true; +} + +bool launcher_config_add_iat_hook_dll( + struct launcher_config *config, const char *path) +{ + int i; + + log_assert(config); + log_assert(path); + + i = 0; + + while (i < LAUNCHER_CONFIG_MAX_HOOK_DLL) { + if (strlen(config->hook.iat_hook_dlls[i]) == 0) { + break; + } + + i++; + } + + if (i >= LAUNCHER_CONFIG_MAX_HOOK_DLL) { + return false; + } + + str_cpy( + config->hook.iat_hook_dlls[i], + sizeof(config->hook.iat_hook_dlls[i]), + path); + + return true; +} + +void launcher_config_fini(struct launcher_config *config) +{ + log_assert(config); + + property_util_free(config->bootstrap.property); + + if (config->avs.property) { + property_util_free(config->avs.property); + } + + if (config->ea3_ident.property) { + property_util_free(config->ea3_ident.property); + } + + if (config->eamuse.property) { + property_util_free(config->eamuse.property); + } +} \ No newline at end of file diff --git a/src/main/launcher/launcher-config.h b/src/main/launcher/launcher-config.h new file mode 100644 index 0000000..7d6b8a6 --- /dev/null +++ b/src/main/launcher/launcher-config.h @@ -0,0 +1,56 @@ +#ifndef LAUNCHER_CONFIG_H +#define LAUNCHER_CONFIG_H + +#include + +#include "util/array.h" + +#define LAUNCHER_CONFIG_MAX_HOOK_DLL 16 + +struct launcher_config { + uint32_t version; + + struct launcher_bootstrap_config { + char selector[128]; + struct property *property; + } bootstrap; + + struct launcher_avs_config { + struct property *property; + } avs; + + struct launcher_ea3_ident_config { + struct property *property; + } ea3_ident; + + struct launcher_eamuse_config { + struct property *property; + } eamuse; + + struct launcher_hook_config { + char hook_dlls[LAUNCHER_CONFIG_MAX_HOOK_DLL][MAX_PATH]; + char before_hook_dlls[LAUNCHER_CONFIG_MAX_HOOK_DLL][MAX_PATH]; + char iat_hook_dlls[LAUNCHER_CONFIG_MAX_HOOK_DLL][MAX_PATH]; + } hook; + + struct launcher_debug_config { + bool remote_debugger; + bool log_property_configs; + } debug; +}; + +void launcher_config_init(struct launcher_config *config); + +void launcher_config_load( + struct property *property, struct launcher_config *config); + +bool launcher_config_add_hook_dll( + struct launcher_config *config, const char *path); +bool launcher_config_add_before_hook_dll( + struct launcher_config *config, const char *path); +bool launcher_config_add_iat_hook_dll( + struct launcher_config *config, const char *path); + +void launcher_config_fini(struct launcher_config *config); + +#endif \ No newline at end of file diff --git a/src/main/launcher/launcher.c b/src/main/launcher/launcher.c new file mode 100644 index 0000000..9d1324d --- /dev/null +++ b/src/main/launcher/launcher.c @@ -0,0 +1,589 @@ +#define LOG_MODULE "launcher" + +#include + +#include +#include +#include +#include + +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-file.h" +#include "core/log-sink-list.h" +#include "core/log-sink-std.h" +#include "core/log.h" + +#include "imports/avs-ea3.h" +#include "imports/avs.h" + +#include "launcher/avs-config.h" +#include "launcher/avs.h" +#include "launcher/bootstrap-config.h" +#include "launcher/bootstrap.h" +#include "launcher/debug.h" +#include "launcher/ea3-ident-config.h" +#include "launcher/eamuse-config.h" +#include "launcher/eamuse.h" +#include "launcher/hook.h" +#include "launcher/launcher-config.h" +#include "launcher/module.h" +#include "launcher/options.h" +#include "launcher/property-util.h" +#include "launcher/stubs.h" +#include "launcher/version.h" + +#include "util/debug.h" +#include "util/defs.h" +#include "util/fs.h" +#include "util/os.h" +#include "util/proc.h" +#include "util/signal.h" +#include "util/str.h" + +static void _launcher_log_header() +{ + log_info( + "\n" + " .__ .__ \n" + " | | _____ __ __ ____ ____ | |__ ___________ \n" + " | | \\__ \\ | | \\/ \\_/ ___\\| | \\_/ __ \\_ __ \\ \n" + " | |__/ __ \\| | / | \\ \\___| Y \\ ___/| | \\/ \n" + " |____(____ /____/|___| /\\___ >___| /\\___ >__| \n" + " \\/ \\/ \\/ \\/ \\/ "); + + log_info( + "launcher build date %s, gitrev %s", + launcher_build_date, + launcher_gitrev); +} + +void _launcher_log_init( + const char *log_file_path, enum core_log_bt_log_level level) +{ + struct core_log_sink sinks[2]; + struct core_log_sink sink_composed; + + core_log_bt_ext_impl_set(); + + if (log_file_path) { + core_log_sink_std_out_open(true, &sinks[0]); + core_log_sink_file_open(log_file_path, false, true, 10, &sinks[1]); + core_log_sink_list_open(sinks, 2, &sink_composed); + } else { + core_log_sink_std_out_open(true, &sink_composed); + } + + core_log_bt_init(&sink_composed); + core_log_bt_level_set(level); +} + +static void _launcher_signal_shutdown_handler() +{ + core_log_bt_fini(); + ExitProcess(EXIT_FAILURE); +} + +static void _launcher_env_game_dir_verify() +{ + char cwd[MAX_PATH]; + char modules_dir[MAX_PATH]; + char prop_dir[MAX_PATH]; + + getcwd(cwd, sizeof(cwd)); + + log_info("Current working directory: %s", cwd); + + str_cpy(modules_dir, sizeof(modules_dir), cwd); + str_cpy(prop_dir, sizeof(prop_dir), cwd); + + str_cat(modules_dir, sizeof(modules_dir), "/modules"); + str_cat(prop_dir, sizeof(prop_dir), "/prop"); + + if (!path_exists(modules_dir)) { + log_fatal( + "Cannot find 'modules' directory in current working directory: %s", + cwd); + } + + if (!path_exists(prop_dir)) { + log_fatal( + "Cannot find 'prop' directory in current working directory: %s", + cwd); + } +} + +static void _launcher_bootstrap_config_options_override( + struct launcher_bootstrap_config *config, + const struct options_bootstrap *options) +{ + log_assert(config); + log_assert(options); + + if (options->config_path) { + log_misc( + "Command line override bootstrap configuration from file: %s", + options->config_path); + + property_util_free(config->property); + config->property = property_util_load(options->config_path); + } + + if (options->selector) { + log_misc( + "Command line override bootstrap selector: %s", options->selector); + + str_cpy(config->selector, sizeof(config->selector), options->selector); + } +} + +static void _launcher_ea3_ident_config_options_override( + struct ea3_ident_config *config, const struct options_eamuse *options) +{ + log_assert(config); + log_assert(options); + + if (options->softid) { + str_cpy(config->softid, sizeof(config->softid), options->softid); + } + + if (options->pcbid) { + str_cpy(config->pcbid, sizeof(config->pcbid), options->pcbid); + } +} + +static void _launcher_hook_config_options_override( + struct launcher_config *config, const struct options_hook *options) +{ + size_t i; + const char *dll; + + log_assert(config); + log_assert(options); + + for (i = 0; i < options->hook_dlls.nitems; i++) { + dll = *array_item(const char *, &options->hook_dlls, i); + + if (!launcher_config_add_hook_dll(config, dll)) { + log_warning( + "Adding override hook dll '%s' failed (max supported limit " + "exceeded), ignored", + dll); + } + } + + for (i = 0; i < options->before_hook_dlls.nitems; i++) { + dll = *array_item(const char *, &options->before_hook_dlls, i); + + if (!launcher_config_add_before_hook_dll(config, dll)) { + log_warning( + "Adding override before hook dll '%s' failed (max supported " + "limit exceeded), ignored", + dll); + } + } + + for (i = 0; i < options->iat_hook_dlls.nitems; i++) { + dll = *array_item(const char *, &options->iat_hook_dlls, i); + + if (!launcher_config_add_iat_hook_dll(config, dll)) { + log_warning( + "Adding override iat hook dll '%s' failed (max supported limit " + "exceeded), ignored", + dll); + } + } +} + +static void _launcher_debug_config_options_override( + struct launcher_debug_config *config, const struct options_debug *options) +{ + log_assert(config); + log_assert(options); + + if (options->remote_debugger) { + log_misc("Command line override, enable remote debugger"); + + config->remote_debugger = true; + } + + if (options->log_property_configs) { + log_misc("Command line override, log property configs"); + + config->log_property_configs = true; + } +} + +static void _launcher_config_options_override( + struct launcher_config *config, const struct options *options) +{ + log_assert(config); + log_assert(options); + + // Apply command line overrides on all launcher owned configuration + // parameters + _launcher_bootstrap_config_options_override( + &config->bootstrap, &options->bootstrap); + _launcher_hook_config_options_override(config, &options->hook); + _launcher_debug_config_options_override(&config->debug, &options->debug); +} + +static void +_launcher_config_full_resolved_log(const struct launcher_config *config) +{ + if (config->debug.log_property_configs) { + log_misc("launcher-config resolved properties"); + log_misc("bootstrap-config"); + property_util_log(config->bootstrap.property); + + log_misc("avs-config"); + property_util_log(config->avs.property); + + log_misc("ea3-ident-config"); + property_util_log(config->ea3_ident.property); + + log_misc("eamuse-config"); + property_util_log(config->eamuse.property); + } +} + +static void +_launcher_remote_debugger_trap(const struct launcher_debug_config *config) +{ + log_assert(config); + + /* If enabled, wait for a remote debugger to attach as early as possible. + Spawning launcher with a debugger crashes it for some reason + (e.g. on jubeat08). However, starting the launcher separately and + attaching a remote debugger works */ + + if (config->remote_debugger) { + debug_remote_debugger_trap(); + } +} + +static void _launcher_bootstrap_config_load( + const struct launcher_bootstrap_config *launcher_bootstrap_config, + struct bootstrap_config *config) +{ + bootstrap_config_init(config); + + bootstrap_config_load( + launcher_bootstrap_config->property, + launcher_bootstrap_config->selector, + config); +} + +static void _launcher_bootstrap_log_config_options_override( + struct bootstrap_log_config *config, const struct options_log *options) +{ + log_assert(config); + log_assert(options); + + if (options->level) { + log_misc( + "Command line override bootstrap log level: %d", *(options->level)); + + switch (*(options->level)) { + case CORE_LOG_BT_LOG_LEVEL_OFF: + str_cpy(config->level, sizeof(config->level), "disable"); + break; + + case CORE_LOG_BT_LOG_LEVEL_FATAL: + str_cpy(config->level, sizeof(config->level), "fatal"); + break; + + case CORE_LOG_BT_LOG_LEVEL_WARNING: + str_cpy(config->level, sizeof(config->level), "warn"); + break; + + case CORE_LOG_BT_LOG_LEVEL_INFO: + str_cpy(config->level, sizeof(config->level), "info"); + break; + + case CORE_LOG_BT_LOG_LEVEL_MISC: + str_cpy(config->level, sizeof(config->level), "misc"); + break; + + default: + log_assert(false); + } + } + + if (options->file_path) { + log_misc( + "Command line override bootstrap log file: %s", options->file_path); + str_cpy(config->file, sizeof(config->file), options->file_path); + } +} + +static void _launcher_bootstrap_log_config_verify( + const struct launcher_config *launcher_config, + const struct bootstrap_config *bootstrap_config) +{ + log_assert(launcher_config); + log_assert(bootstrap_config); + + if (!str_eq(bootstrap_config->startup.log.level, "misc")) { + if (launcher_config->debug.log_property_configs) { + log_warning( + "Logging of property configs enabled, but requires misc log " + "level, current log level: %s", + bootstrap_config->startup.log.level); + } + } +} + +static void +_launcher_before_hook_dlls_load(const struct launcher_hook_config *config) +{ + int i; + + log_assert(config); + + log_misc("Loading before hook dlls..."); + + for (i = 0; i < LAUNCHER_CONFIG_MAX_HOOK_DLL; i++) { + if (strlen(config->before_hook_dlls[i]) > 0) { + hook_load_dll(config->before_hook_dlls[i]); + } + } +} + +static void _launcher_ea3_ident_config_load( + const struct launcher_ea3_ident_config *launcher_config, + struct ea3_ident_config *config, + bool log_property_configs) +{ + log_assert(launcher_config); + log_assert(config); + + ea3_ident_config_init(config); + ea3_ident_config_load(launcher_config->property, config); + + if (log_property_configs) { + log_misc("Property ea3-ident-config"); + + property_util_log(launcher_config->property); + } + + if (!ea3_ident_config_hardid_is_defined(config)) { + log_misc( + "No no hardid defined in ea3-ident-config, derive from ethernet"); + + ea3_ident_config_hardid_from_ethernet_set(config); + } +} + +static void _launcher_bootstrap_module_init( + const struct bootstrap_module_config *module_config, + const struct launcher_hook_config *hook_config) +{ + int i; + struct array iat_hook_dlls; + + log_assert(module_config); + log_assert(hook_config); + + array_init(&iat_hook_dlls); + + for (i = 0; i < LAUNCHER_CONFIG_MAX_HOOK_DLL; i++) { + if (strlen(hook_config->before_hook_dlls[i]) > 0) { + *array_append(const char *, &iat_hook_dlls) = + (const char *) &hook_config->before_hook_dlls[i]; + } + } + + bootstrap_module_init(module_config, &iat_hook_dlls); + + array_fini(&iat_hook_dlls); +} + +static void _launcher_hook_dlls_load(const struct launcher_hook_config *config) +{ + int i; + + log_assert(config); + + log_misc("Loading hook dlls..."); + + for (i = 0; i < LAUNCHER_CONFIG_MAX_HOOK_DLL; i++) { + if (strlen(config->hook_dlls[i]) > 0) { + hook_load_dll(config->hook_dlls[i]); + } + } +} + +static void _launcher_dongle_stubs_init() +{ + stubs_init(); +} + +static void _launcher_debugger_break() +{ + /* Opportunity for breakpoint setup etc */ + if (IsDebuggerPresent()) { + DebugBreak(); + } +} + +void _launcher_log_reinit() +{ + core_log_bt_ext_impl_set(); +} + +void _launcher_init( + const struct options *options, + struct launcher_config *launcher_config, + struct bootstrap_config *bootstrap_config, + struct ea3_ident_config *ea3_ident_config) +{ + struct property *launcher_property; + + log_assert(options); + log_assert(launcher_config); + log_assert(bootstrap_config); + log_assert(ea3_ident_config); + + // Early logging pre AVS setup depend entirely on command args + // We don't even have the bootstrap configuration loaded at this point + _launcher_log_init(options->log.file_path, *(options->log.level)); + _launcher_log_header(); + + debug_init(core_log_fatal_impl_get()); + signal_exception_handler_init(_launcher_signal_shutdown_handler); + signal_register_shutdown_handler(&_launcher_signal_shutdown_handler); + + os_version_log(); + _launcher_env_game_dir_verify(); + + if (proc_is_running_as_admin_user()) { + log_warning( + "Not running as admin user. Launcher and games require elevated " + "privileges to run correctly"); + } + + launcher_config_init(launcher_config); + + if (options->launcher.config_path) { + log_info( + "Loading launcher configuration from file: %s", + options->launcher.config_path); + + launcher_property = property_util_load(options->launcher.config_path); + launcher_config_load(launcher_property, launcher_config); + + _launcher_config_options_override(launcher_config, options); + + if (launcher_config->debug.log_property_configs) { + log_misc("launcher-config"); + property_util_log(launcher_property); + } + + property_util_free(launcher_property); + } else { + _launcher_config_options_override(launcher_config, options); + } + + // Not really fully resolved, but have an early debug dump because there are + // still several more steps that can fail before having the entire + // configuration resolved + _launcher_config_full_resolved_log(launcher_config); + + _launcher_remote_debugger_trap(&launcher_config->debug); + + _launcher_bootstrap_config_load( + &launcher_config->bootstrap, bootstrap_config); + _launcher_bootstrap_log_config_options_override( + &bootstrap_config->startup.log, &options->log); + _launcher_bootstrap_log_config_verify(launcher_config, bootstrap_config); + + bootstrap_init(launcher_config->debug.log_property_configs); + bootstrap_log_init(&bootstrap_config->startup.log); + + _launcher_before_hook_dlls_load(&launcher_config->hook); + + bootstrap_avs_init( + &bootstrap_config->startup.boot, + &bootstrap_config->startup.log, + launcher_config->avs.property); + bootstrap_default_files_create(&bootstrap_config->startup.default_file); + + _launcher_ea3_ident_config_load( + &launcher_config->ea3_ident, + ea3_ident_config, + launcher_config->debug.log_property_configs); + _launcher_ea3_ident_config_options_override( + ea3_ident_config, &options->eamuse); + + // Execute another one which is now actually final. No more configuration + // changes from this point on + _launcher_config_full_resolved_log(launcher_config); +} + +void _launcher_run( + const struct launcher_config *launcher_config, + const struct bootstrap_config *bootstrap_config, + struct ea3_ident_config *ea3_ident_config) +{ + log_assert(launcher_config); + log_assert(bootstrap_config); + log_assert(ea3_ident_config); + + _launcher_bootstrap_module_init( + &bootstrap_config->startup.module, &launcher_config->hook); + + _launcher_hook_dlls_load(&launcher_config->hook); + + _launcher_dongle_stubs_init(); + + _launcher_debugger_break(); + + bootstrap_module_game_init( + &bootstrap_config->startup.module, ea3_ident_config); + + bootstrap_eamuse_init( + &bootstrap_config->startup.eamuse, + ea3_ident_config, + launcher_config->eamuse.property); + + bootstrap_module_game_run(); +} + +void _launcher_fini( + struct launcher_config *launcher_config, + const struct bootstrap_config *bootstrap_config) +{ + log_assert(launcher_config); + log_assert(bootstrap_config); + + bootstrap_eamuse_fini(&bootstrap_config->startup.eamuse); + + bootstrap_avs_fini(); + + _launcher_log_reinit(); + + bootstrap_module_game_fini(); + + launcher_config_fini(launcher_config); + + log_info("Shutdown complete"); + + core_log_bt_fini(); +} + +void launcher_main(const struct options *options) +{ + struct launcher_config launcher_config; + struct bootstrap_config bootstrap_config; + struct ea3_ident_config ea3_ident_config; + + log_assert(options); + + _launcher_init( + options, &launcher_config, &bootstrap_config, &ea3_ident_config); + + _launcher_run(&launcher_config, &bootstrap_config, &ea3_ident_config); + + _launcher_fini(&launcher_config, &bootstrap_config); +} \ No newline at end of file diff --git a/src/main/launcher/launcher.h b/src/main/launcher/launcher.h new file mode 100644 index 0000000..da1995c --- /dev/null +++ b/src/main/launcher/launcher.h @@ -0,0 +1,8 @@ +#ifndef LAUNCHER_LAUNCHER_H +#define LAUNCHER_LAUNCHER_H + +#include "launcher/options.h" + +void launcher_main(const struct options *options); + +#endif \ No newline at end of file diff --git a/src/main/launcher/main.c b/src/main/launcher/main.c index 70c5184..4b1b68a 100644 --- a/src/main/launcher/main.c +++ b/src/main/launcher/main.c @@ -1,338 +1,23 @@ -#include - -#include -#include -#include #include -#include "imports/avs-ea3.h" -#include "imports/avs.h" - -#include "launcher/avs-context.h" -#include "launcher/ea3-config.h" -#include "launcher/module.h" +#include "launcher/launcher.h" #include "launcher/options.h" -#include "launcher/property.h" -#include "launcher/stubs.h" -#include "launcher/version.h" - -#include "util/codepage.h" -#include "util/defs.h" -#include "util/fs.h" -#include "util/log.h" -#include "util/mem.h" -#include "util/os.h" -#include "util/str.h" - -/* Gratuitous API changes orz */ -static AVS_LOG_WRITER(log_callback, chars, nchars, ctx) -{ - wchar_t *utf16; - char *utf8; - int utf16_len; - int utf8_len; - int result; - DWORD nwritten; - HANDLE console; - HANDLE file; - - /* Ignore existing NUL terminator */ - - nchars--; - - /* Transcode shit_jis to UTF-8 */ - - utf16_len = MultiByteToWideChar(CP_SHIFT_JIS, 0, chars, nchars, NULL, 0); - - if (utf16_len == 0) { - abort(); - } - - utf16 = xmalloc(sizeof(*utf16) * utf16_len); - result = - MultiByteToWideChar(CP_SHIFT_JIS, 0, chars, nchars, utf16, utf16_len); - - if (result == 0) { - abort(); - } - - utf8_len = - WideCharToMultiByte(CP_UTF8, 0, utf16, utf16_len, NULL, 0, NULL, NULL); - - if (utf8_len == 0) { - abort(); - } - - utf8 = xmalloc(utf8_len + 2); - result = WideCharToMultiByte( - CP_UTF8, 0, utf16, utf16_len, utf8, utf8_len, NULL, NULL); - - if (result == 0) { - abort(); - } - -#if AVS_VERSION >= 1500 - utf8[utf8_len + 0] = '\r'; - utf8[utf8_len + 1] = '\n'; - - utf8_len += 2; -#endif - - /* Write to console and log file */ - - file = (HANDLE) ctx; - console = GetStdHandle(STD_OUTPUT_HANDLE); - - if (ctx != INVALID_HANDLE_VALUE) { - WriteFile(file, utf8, utf8_len, &nwritten, NULL); - } - - WriteFile(console, utf8, utf8_len, &nwritten, NULL); - - /* Clean up */ - - free(utf8); - free(utf16); -} - -static void load_hook_dlls(struct array *hook_dlls) -{ - const char *hook_dll; - - for (size_t i = 0; i < hook_dlls->nitems; i++) { - hook_dll = *array_item(char *, hook_dlls, i); - - if (LoadLibraryA(hook_dll) == NULL) { - LPSTR buffer; - - FormatMessageA( - FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | - FORMAT_MESSAGE_IGNORE_INSERTS, - NULL, - GetLastError(), - MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), - (LPSTR) &buffer, - 0, - NULL); - - log_fatal("%s: Failed to load hook DLL: %s", hook_dll, buffer); - - LocalFree(buffer); - } - } -} int main(int argc, const char **argv) { - bool ok; - HANDLE logfile; - - struct ea3_ident ea3; - struct module_context module; struct options options; - struct property *app_config; - struct property *avs_config; - struct property *ea3_config; - - struct property_node *app_config_root; - struct property_node *avs_config_root; - struct property_node *ea3_config_root; - - log_to_writer(log_writer_file, stdout); - log_info( - "launcher build date %s, gitrev %s", - launcher_build_date, - launcher_gitrev); - - /* Read command line */ - options_init(&options); if (!options_read_cmdline(&options, argc, argv)) { options_print_usage(); - return EXIT_FAILURE; + exit(EXIT_FAILURE); } - /* If enabled, wait for a remote debugger to attach. Spawning launcher - with a debugger crashes it for some reason (e.g. on jubeat08). However, - starting the launcher separately and attaching a remote debugger works */ + launcher_main(&options); - if (options.remote_debugger) { - log_info("Waiting until debugger attaches to remote process..."); - - while (true) { - BOOL res = FALSE; - if (!CheckRemoteDebuggerPresent(GetCurrentProcess(), &res)) { - log_fatal( - "CheckRemoteDebuggerPresent failed: %08x", - (unsigned int) GetLastError()); - } - - if (res) { - log_info("Debugger attached, resuming"); - break; - } - - Sleep(1000); - } - } - - /* Start up AVS */ - - if (options.logfile != NULL) { - logfile = CreateFileA( - options.logfile, - GENERIC_WRITE, - FILE_SHARE_READ, - NULL, - CREATE_ALWAYS, - 0, - NULL); - } else { - logfile = INVALID_HANDLE_VALUE; - } - - avs_config = boot_property_load(options.avs_config_path); - avs_config_root = property_search(avs_config, 0, "/config"); - - if (avs_config_root == NULL) { - log_fatal("%s: /config missing", options.avs_config_path); - } - - load_hook_dlls(&options.before_hook_dlls); - - avs_context_init( - avs_config_root, - options.avs_heap_size, - options.std_heap_size, - log_callback, - logfile); - - boot_property_free(avs_config); - - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); - - os_version_log(); - - /* Load game DLL */ - - if (options.iat_hook_dlls.nitems > 0) { - module_context_init_with_iat_hooks( - &module, options.module, &options.iat_hook_dlls); - } else { - module_context_init(&module, options.module); - } - - /* Load hook DLLs */ - - load_hook_dlls(&options.hook_dlls); - - /* Inject GetModuleHandle hooks */ - - stubs_init(); - - /* Prepare ea3 config */ - - ea3_config = boot_property_load(options.ea3_config_path); - ea3_config_root = property_search(ea3_config, 0, "/ea3"); - - if (ea3_config_root == NULL) { - log_fatal("%s: /ea3 missing", options.ea3_config_path); - } - - ea3_ident_init(&ea3); - - if (!ea3_ident_from_property(&ea3, ea3_config)) { - log_fatal( - "%s: Error reading IDs from config file", options.ea3_config_path); - } - - if (options.softid != NULL) { - str_cpy(ea3.softid, lengthof(ea3.softid), options.softid); - } - - if (options.pcbid != NULL) { - str_cpy(ea3.pcbid, lengthof(ea3.pcbid), options.pcbid); - } - - if (!ea3.hardid[0]) { - ea3_ident_hardid_from_ethernet(&ea3); - } - - /* Invoke dll_entry_init */ - - if (path_exists(options.app_config_path)) { - app_config = boot_property_load(options.app_config_path); - } else { - log_warning( - "%s: app config file missing, using empty", - options.app_config_path); - app_config = boot_property_load_cstring("dummy"); - } - - app_config_root = property_search(app_config, 0, "/param"); - - if (app_config_root == NULL) { - log_fatal("%s: /param missing", options.app_config_path); - } - - if (IsDebuggerPresent()) { - /* Opportunity for breakpoint setup etc */ - DebugBreak(); - } - - ok = ea3_ident_invoke_module_init(&ea3, &module, app_config_root); - - if (!ok) { - log_fatal("%s: dll_module_init() returned failure", options.module); - } - - boot_property_free(app_config); - - ea3_ident_to_property(&ea3, ea3_config); - - if (options.override_urlslash_enabled) { - log_info( - "Overriding url_slash to: %d", options.override_urlslash_value); - - ea3_ident_replace_property_bool( - ea3_config_root, - "/network/url_slash", - options.override_urlslash_value); - } - - if (options.override_service != NULL) { - log_info("Overriding service url to: %s", options.override_service); - - ea3_ident_replace_property_str( - ea3_config_root, "/network/services", options.override_service); - } - - /* Start up e-Amusement client */ - - ea3_boot(ea3_config_root); - boot_property_free(ea3_config); - - /* Run application */ - - module_context_invoke_main(&module); - - /* Shut down */ - - ea3_shutdown(); - - log_to_writer(log_writer_file, stdout); - avs_context_fini(); - - if (logfile != INVALID_HANDLE_VALUE) { - CloseHandle(logfile); - } - - module_context_fini(&module); options_fini(&options); return EXIT_SUCCESS; -} +} \ No newline at end of file diff --git a/src/main/launcher/module.c b/src/main/launcher/module.c index b3beff2..c0b9ef4 100644 --- a/src/main/launcher/module.c +++ b/src/main/launcher/module.c @@ -1,22 +1,29 @@ +#define LOG_MODULE "module" + #include +#include "core/log.h" + #include "hook/pe.h" #include "imports/avs.h" #include "imports/eapki.h" #include "launcher/module.h" +#include "launcher/property-util.h" -#include "util/log.h" #include "util/str.h" #define MM_ALLOCATION_GRANULARITY 0x10000 -static bool module_replace_dll_iat(HMODULE hModule, struct array *iat_hook_dlls) +static bool +module_replace_dll_iat(HMODULE hModule, const struct array *iat_hook_dlls) { log_assert(hModule); log_assert(iat_hook_dlls); + log_misc("replace dll iat: %p", hModule); + if (iat_hook_dlls->nitems == 0) return true; @@ -127,11 +134,13 @@ inject_fail: return false; } -void module_context_init(struct module_context *module, const char *path) +void module_init(struct module_context *module, const char *path) { log_assert(module != NULL); log_assert(path != NULL); + log_info("init: %s", path); + module->dll = LoadLibrary(path); if (module->dll == NULL) { @@ -159,16 +168,20 @@ void module_context_init(struct module_context *module, const char *path) } module->path = str_dup(path); + + log_misc("init done"); } -void module_context_init_with_iat_hooks( +void module_with_iat_hooks_init( struct module_context *module, const char *path, - struct array *iat_hook_dlls) + const struct array *iat_hook_dlls) { log_assert(module != NULL); log_assert(path != NULL); + log_info("init iat hooks: %s", path); + module->dll = LoadLibraryExA(path, NULL, DONT_RESOLVE_DLL_REFERENCES); if (module->dll == NULL) { @@ -211,16 +224,71 @@ void module_context_init_with_iat_hooks( module->path = str_dup(path); } -bool module_context_invoke_init( +void module_init_invoke( const struct module_context *module, - char *sidcode, - struct property_node *app_config) + struct ea3_ident_config *ea3_ident_config, + struct property_node *app_params_node) { + char sidcode_short[17]; + char sidcode_long[21]; + char security_code[9]; dll_entry_init_t init; + bool ok; - log_assert(module != NULL); - log_assert(sidcode != NULL); - log_assert(app_config != NULL); + log_info("init invoke"); + + /* Set up security env vars */ + + str_format( + security_code, + lengthof(security_code), + "G*%s%s%s%s", + ea3_ident_config->model, + ea3_ident_config->dest, + ea3_ident_config->spec, + ea3_ident_config->rev); + + log_misc("security code: %s", security_code); + + std_setenv("/env/boot/version", "0.0.0"); + std_setenv("/env/profile/security_code", security_code); + std_setenv("/env/profile/system_id", ea3_ident_config->pcbid); + std_setenv("/env/profile/account_id", ea3_ident_config->pcbid); + std_setenv("/env/profile/license_id", ea3_ident_config->softid); + std_setenv("/env/profile/software_id", ea3_ident_config->softid); + std_setenv("/env/profile/hardware_id", ea3_ident_config->hardid); + + /* Set up the short sidcode string, let dll_entry_init mangle it */ + + str_format( + sidcode_short, + lengthof(sidcode_short), + "%s%s%s%s%s", + ea3_ident_config->model, + ea3_ident_config->dest, + ea3_ident_config->spec, + ea3_ident_config->rev, + ea3_ident_config->ext); + + log_misc("sidcode short: %s", sidcode_short); + + /* Set up long-form sidcode env var */ + + str_format( + sidcode_long, + lengthof(sidcode_long), + "%s:%s:%s:%s:%s", + ea3_ident_config->model, + ea3_ident_config->dest, + ea3_ident_config->spec, + ea3_ident_config->rev, + ea3_ident_config->ext); + + log_misc("sidecode long: %s", sidcode_long); + + /* Set this up beforehand, as certain games require it in dll_entry_init */ + + std_setenv("/env/profile/soft_id_code", sidcode_long); init = (void *) GetProcAddress(module->dll, "dll_entry_init"); @@ -229,16 +297,67 @@ bool module_context_invoke_init( "%s: dll_entry_init not found. Is this a game DLL?", module->path); } - return init(sidcode, app_config); + log_info("Invoking game init..."); + + struct property *prop = + property_util_cstring_load("p3io"); + + struct property_node *prop_node = property_search(prop, NULL, "/param"); + + property_util_log(prop); + property_util_node_log(prop_node); + + ok = init(sidcode_short, prop_node); + + if (!ok) { + log_fatal("%s: dll_module_init() returned failure", module->path); + } else { + log_info("Game init done"); + } + + /* Back-propagate sidcode, as some games modify it during init */ + + memcpy( + ea3_ident_config->model, + sidcode_short + 0, + sizeof(ea3_ident_config->model) - 1); + ea3_ident_config->dest[0] = sidcode_short[3]; + ea3_ident_config->spec[0] = sidcode_short[4]; + ea3_ident_config->rev[0] = sidcode_short[5]; + memcpy( + ea3_ident_config->ext, + sidcode_short + 6, + sizeof(ea3_ident_config->ext)); + + /* Set up long-form sidcode env var again */ + + str_format( + sidcode_long, + lengthof(sidcode_long), + "%s:%s:%s:%s:%s", + ea3_ident_config->model, + ea3_ident_config->dest, + ea3_ident_config->spec, + ea3_ident_config->rev, + ea3_ident_config->ext); + + std_setenv("/env/profile/soft_id_code", sidcode_long); + + log_misc("back-propagated sidcode long: %s", sidcode_long); + + log_misc("init invoke done"); } -bool module_context_invoke_main(const struct module_context *module) +bool module_main_invoke(const struct module_context *module) { /* GCC warns if you call a variable "main" */ dll_entry_main_t main_; + bool result; log_assert(module != NULL); + log_info("main invoke"); + main_ = (void *) GetProcAddress(module->dll, "dll_entry_main"); if (main_ == NULL) { @@ -246,11 +365,19 @@ bool module_context_invoke_main(const struct module_context *module) "%s: dll_entry_main not found. Is this a game DLL?", module->path); } - return main_(); + log_info("Invoking game's main function..."); + + result = main_(); + + log_info("Main terminated, result: %d", result); + + return result; } -void module_context_fini(struct module_context *module) +void module_fini(struct module_context *module) { + log_info("fini"); + if (module == NULL) { return; } @@ -260,4 +387,6 @@ void module_context_fini(struct module_context *module) if (module->dll != NULL) { FreeLibrary(module->dll); } + + log_misc("fini done"); } diff --git a/src/main/launcher/module.h b/src/main/launcher/module.h index f2a851e..ed9b732 100644 --- a/src/main/launcher/module.h +++ b/src/main/launcher/module.h @@ -5,6 +5,8 @@ #include "imports/avs.h" +#include "launcher/ea3-ident-config.h" + #include "util/array.h" struct module_context { @@ -12,16 +14,16 @@ struct module_context { char *path; }; -void module_context_init(struct module_context *module, const char *path); -void module_context_init_with_iat_hooks( +void module_init(struct module_context *module, const char *path); +void module_with_iat_hooks_init( struct module_context *module, const char *path, - struct array *iat_hook_dlls); -bool module_context_invoke_init( + const struct array *iat_hook_dlls); +void module_init_invoke( const struct module_context *module, - char *sidcode, - struct property_node *app_config); -bool module_context_invoke_main(const struct module_context *module); -void module_context_fini(struct module_context *module); + struct ea3_ident_config *ea3_ident_config, + struct property_node *app_params_node); +bool module_main_invoke(const struct module_context *module); +void module_fini(struct module_context *module); #endif diff --git a/src/main/launcher/options.c b/src/main/launcher/options.c index 757555e..e116849 100644 --- a/src/main/launcher/options.c +++ b/src/main/launcher/options.c @@ -1,3 +1,5 @@ +#define LOG_MODULE "options" + #include #include #include @@ -6,62 +8,42 @@ #include "launcher/options.h" -#include "util/array.h" -#include "util/log.h" +#include "util/mem.h" #include "util/str.h" -#define DEFAULT_HEAP_SIZE 16777216 - void options_init(struct options *options) { - options->std_heap_size = DEFAULT_HEAP_SIZE; - options->avs_heap_size = DEFAULT_HEAP_SIZE; - options->app_config_path = "prop/app-config.xml"; - options->avs_config_path = "prop/avs-config.xml"; - options->ea3_config_path = "prop/ea3-config.xml"; - options->softid = NULL; - options->pcbid = NULL; - options->module = NULL; - options->logfile = NULL; - options->remote_debugger = false; - array_init(&options->hook_dlls); - array_init(&options->before_hook_dlls); - array_init(&options->iat_hook_dlls); + memset(options, 0, sizeof(struct options)); - options->override_service = NULL; - options->override_urlslash_enabled = false; - options->override_urlslash_value = false; + array_init(&options->hook.hook_dlls); + array_init(&options->hook.before_hook_dlls); + array_init(&options->hook.iat_hook_dlls); } bool options_read_cmdline(struct options *options, int argc, const char **argv) { + bool got_launcher_config; + + got_launcher_config = false; + for (int i = 1; i < argc; i++) { if (argv[i][0] == '-') { switch (argv[i][1]) { - case 'A': + case 'T': if (i + 1 >= argc) { return false; } - options->app_config_path = argv[++i]; + options->bootstrap.config_path = argv[++i]; break; - case 'E': + case 'Z': if (i + 1 >= argc) { return false; } - options->ea3_config_path = argv[++i]; - - break; - - case 'V': - if (i + 1 >= argc) { - return false; - } - - options->avs_config_path = argv[++i]; + options->bootstrap.selector = argv[++i]; break; @@ -70,7 +52,7 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->pcbid = argv[++i]; + options->eamuse.pcbid = argv[++i]; break; @@ -79,7 +61,7 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->softid = argv[++i]; + options->eamuse.softid = argv[++i]; break; @@ -88,37 +70,7 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->avs_heap_size = - (size_t) strtol(argv[++i], NULL, 0); - - if (options->avs_heap_size == 0) { - return false; - } - - break; - -#ifdef AVS_HAS_STD_HEAP - case 'T': - if (i + 1 >= argc) { - return false; - } - - options->std_heap_size = - (size_t) strtol(argv[++i], NULL, 0); - - if (options->std_heap_size == 0) { - return false; - } - - break; -#endif - - case 'K': - if (i + 1 >= argc) { - return false; - } - - *array_append(const char *, &options->hook_dlls) = + *array_append(const char *, &options->hook.hook_dlls) = argv[++i]; break; @@ -128,7 +80,8 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - *array_append(const char *, &options->before_hook_dlls) = + *array_append( + const char *, &options->hook.before_hook_dlls) = argv[++i]; break; @@ -141,17 +94,41 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) const char *dll = argv[++i]; log_assert(strstr(dll, "=") != NULL); - *array_append(const char *, &options->iat_hook_dlls) = dll; + *array_append(const char *, &options->hook.iat_hook_dlls) = + dll; break; } + case 'L': + if (i + 1 >= argc) { + return false; + } + + long tmp = strtol(argv[++i], NULL, 0); + + if (tmp < CORE_LOG_BT_LOG_LEVEL_OFF || + tmp > CORE_LOG_BT_LOG_LEVEL_MISC) { + return false; + } + + options->log.level = + xmalloc(sizeof(enum core_log_bt_log_level)); + *(options->log.level) = (enum core_log_bt_log_level) tmp; + + break; + case 'Y': if (i + 1 >= argc) { return false; } - options->logfile = argv[++i]; + options->log.file_path = argv[++i]; + + break; + + case 'C': + options->debug.log_property_configs = true; break; @@ -160,7 +137,7 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->override_service = argv[++i]; + options->eamuse.service_url = argv[++i]; break; @@ -169,22 +146,23 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->override_urlslash_enabled = true; + options->eamuse.urlslash = xmalloc(sizeof(bool)); const char *urlslash_value = argv[++i]; - options->override_urlslash_value = false; + *(options->eamuse.urlslash) = false; + if (_stricmp(urlslash_value, "1") == 0) { - options->override_urlslash_value = true; + *(options->eamuse.urlslash) = true; } if (_stricmp(urlslash_value, "true") == 0) { - options->override_urlslash_value = true; + *(options->eamuse.urlslash) = true; } break; case 'D': - options->remote_debugger = true; + options->debug.remote_debugger = true; break; @@ -192,59 +170,71 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) break; } } else { - if (!options->module) { - options->module = argv[i]; + if (!got_launcher_config) { + options->launcher.config_path = argv[i]; + got_launcher_config = true; } } } - if (options->module) { - return true; - } else { - return false; - } + return got_launcher_config; } void options_print_usage(void) { fprintf( stderr, - "Usage: launcher.exe [launcher options...] [hooks " - "options...] \n" + "Usage:\n" + " launcher.exe [launcher options as overrides...] " + "[further options, e.g. for hook libraries to pick up...]\n" "\n" - " The following options can be specified before the app DLL " - "path:\n" + " The following options can be specified before the launcher.xml " + "configuration file:\n" "\n" - " -A [filename] App configuration file (default: " - "prop/app-config.xml)\n" - " -V [filename] AVS configuration file (default: " - "prop/avs-config.xml)\n" - " -E [filename] ea3 configuration file (default: " - "prop/ea3-config.xml)\n" - " -H [bytes] AVS heap size (default: 16777216)\n" -#ifdef AVS_HAS_STD_HEAP - " -T [bytes] 'std' heap size (default 16777216)\n" -#endif - " -P [pcbid] Specify PCBID (default: use ea3 config)\n" - " -R [pcbid] Specify Soft ID (default: use ea3 config)\n" - " -S [url] Specify service url (default: use ea3 config)\n" - " -U [0/1] Specify url_slash (default: use ea3 config)\n" - " -K [filename] Load hook DLL (can be specified multiple " + " Bootstrap\n" + " -T [filename] Bootstrap configuration file\n" + " -Z [selector] Bootstrap selector used in configuration\n" + "\n" + " Eamuse\n" + " -P [pcbid] Specify PCBID\n" + " -R [softid] Specify Soft ID\n" + " -S [url] Specify service url\n" + " -U [0/1] Specify url_slash enabled/disabled\n" + "\n" + " Hook\n" + " -H [filename] Load hook DLL (can be specified multiple " "times)\n" " -B [filename] Load pre-hook DLL loaded before avs boot " "(can be specified multiple times)\n" " -I [filename] Load pre-hook DLL that overrides IAT reference " - "before execution" - "(can be specified multiple times)\n" + "before execution (can be specified multiple times)\n" + "\n" + " Logging\n" + " -L [0/1/2/3] Log level for both console and file with " + "increasing verbosity (0 = fatal, 1 = warn, 2 = info, 3 = misc)\n" " -Y [filename] Log to a file in addition to the console\n" + "\n" + " Debug\n" " -D Halt the launcher before bootstrapping AVS " - "until a" - " remote debugger is attached\n"); + "until a remote debugger is attached\n" + " -C Log all loaded and final (property) " + "configuration that launcher uses for bootstrapping. IMPORTANT: DO NOT " + "ENABLE unless you know what you are doing. This prints sensitive data " + "and credentials to the console and logfile. BE CAUTIOUS not to share " + "this information before redaction."); } void options_fini(struct options *options) { - array_fini(&options->hook_dlls); - array_fini(&options->before_hook_dlls); - array_fini(&options->iat_hook_dlls); + array_fini(&options->hook.hook_dlls); + array_fini(&options->hook.before_hook_dlls); + array_fini(&options->hook.iat_hook_dlls); + + if (options->log.level) { + free(options->log.level); + } + + if (options->eamuse.urlslash) { + free(options->eamuse.urlslash); + } } diff --git a/src/main/launcher/options.h b/src/main/launcher/options.h index 13f1c0f..c0bdfaf 100644 --- a/src/main/launcher/options.h +++ b/src/main/launcher/options.h @@ -4,25 +4,53 @@ #include #include +#include "core/log-bt.h" +#include "core/log.h" + +#include "launcher/bootstrap-config.h" + #include "util/array.h" +// Launcher options (cmd params) are limited to: +// - Options to run a (vanilla) game without additional launcher features, e.g. +// hooking +// - Options that are handy to have for development/debugging purpose, e.g. +// quickly switching on/off +// logging levels +// +// Everything else is driven by a composable configuration file (launcher.xml) struct options { - size_t std_heap_size; - size_t avs_heap_size; - const char *app_config_path; - const char *avs_config_path; - const char *ea3_config_path; - const char *softid; - const char *pcbid; - const char *module; - const char *logfile; - struct array hook_dlls; - struct array before_hook_dlls; - struct array iat_hook_dlls; - bool remote_debugger; - const char *override_service; - bool override_urlslash_enabled; - bool override_urlslash_value; + struct options_launcher { + const char *config_path; + } launcher; + + struct options_bootstrap { + const char *config_path; + const char *selector; + } bootstrap; + + struct options_log { + enum core_log_bt_log_level *level; + const char *file_path; + } log; + + struct options_eamuse { + const char *softid; + const char *pcbid; + const char *service_url; + bool *urlslash; + } eamuse; + + struct options_hook { + struct array hook_dlls; + struct array before_hook_dlls; + struct array iat_hook_dlls; + } hook; + + struct options_debug { + bool remote_debugger; + bool log_property_configs; + } debug; }; void options_init(struct options *options); diff --git a/src/main/launcher/property-util.c b/src/main/launcher/property-util.c new file mode 100644 index 0000000..20a7f91 --- /dev/null +++ b/src/main/launcher/property-util.c @@ -0,0 +1,891 @@ +#define LOG_MODULE "property-util" + +#include + +#include +#include +#include +#include + +#include "avs-util/error.h" + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/property-util.h" + +#include "util/mem.h" +#include "util/str.h" + +#define PROPERTY_STRUCTURE_META_SIZE 576 + +typedef void (*rewinder)(uint32_t context); + +struct cstring_read_handle { + const char *buffer; + size_t buffer_len; + size_t offset; +}; + +struct property_util_node_merge_ctx { + const char *path; + const struct property_util_node_merge_strategies *strategies; +}; + +static struct property *property_util_do_load( + avs_reader_t reader, rewinder rewinder, uint32_t context, const char *name) +{ + struct property *prop; + void *buffer; + int nbytes; + + nbytes = property_read_query_memsize(reader, context, 0, 0); + + if (nbytes < 0) { + log_fatal("%s: Error querying configuration file", name); + } + + buffer = xmalloc(nbytes); + prop = property_create( + PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | + PROPERTY_FLAG_APPEND, + buffer, + nbytes); + + if (!prop) { + log_fatal( + "%s: Creating property failed: %s", + name, + avs_util_property_error_get_and_clear(prop)); + } + + rewinder(context); + + if (!property_insert_read(prop, 0, reader, context)) { + log_fatal( + "%s: Error reading configuration file: %s", + name, + avs_util_property_error_get_and_clear(prop)); + } + + return prop; +} + +static int property_util_fread(uint32_t context, void *bytes, size_t nbytes) +{ + FILE *f; + + f = TlsGetValue(context); + + return fread(bytes, 1, nbytes, f); +} + +static void property_util_frewind(uint32_t context) +{ + FILE *f = TlsGetValue(context); + rewind(f); +} + +static void property_util_log_node_tree_rec( + struct property_node *parent_node, const char *parent_path) +{ + char cur_path[PROPERTY_NODE_PATH_LEN_MAX]; + char cur_node_name[PROPERTY_NODE_NAME_SIZE_MAX]; + + struct property_node *child_node; + enum property_type property_type; + + int8_t value_s8; + int16_t value_s16; + int32_t value_s32; + int64_t value_s64; + uint8_t value_u8; + uint16_t value_u16; + uint32_t value_u32; + uint64_t value_u64; + char value_str[4096]; + bool value_bool; + + avs_error error; + + // Carry on the full root path down the node tree + property_node_name(parent_node, cur_node_name, sizeof(cur_node_name)); + + str_cpy(cur_path, sizeof(cur_path), parent_path); + str_cat(cur_path, sizeof(cur_path), "/"); + str_cat(cur_path, sizeof(cur_path), cur_node_name); + + child_node = property_node_traversal(parent_node, TRAVERSE_FIRST_CHILD); + + // parent node is a leaf node, print all data of it + if (child_node == NULL) { + property_type = property_node_type(parent_node); + + switch (property_type) { + case PROPERTY_TYPE_VOID: + log_misc("%s: ", cur_path); + break; + + case PROPERTY_TYPE_S8: + property_node_read( + parent_node, property_type, &value_s8, sizeof(value_s8)); + log_misc("%s: %" PRId8, cur_path, value_s8); + break; + + case PROPERTY_TYPE_S16: + property_node_read( + parent_node, property_type, &value_s16, sizeof(value_s16)); + log_misc("%s: %" PRId16, cur_path, value_s16); + break; + + case PROPERTY_TYPE_S32: + property_node_read( + parent_node, property_type, &value_s32, sizeof(value_s32)); + log_misc("%s: %" PRId32, cur_path, value_s32); + break; + + case PROPERTY_TYPE_S64: + property_node_read( + parent_node, property_type, &value_s64, sizeof(value_s64)); + log_misc("%s: %" PRId64, cur_path, value_s64); + break; + + case PROPERTY_TYPE_U8: + property_node_read( + parent_node, property_type, &value_u8, sizeof(value_u8)); + log_misc("%s: %" PRIu8, cur_path, value_u8); + break; + + case PROPERTY_TYPE_U16: + property_node_read( + parent_node, property_type, &value_u16, sizeof(value_u16)); + log_misc("%s: %" PRIu16, cur_path, value_u16); + break; + + case PROPERTY_TYPE_U32: + property_node_read( + parent_node, property_type, &value_u32, sizeof(value_u32)); + log_misc("%s: %" PRIu32, cur_path, value_u32); + break; + + case PROPERTY_TYPE_U64: + property_node_read( + parent_node, property_type, &value_u64, sizeof(value_u64)); + log_misc("%s: %" PRIu64, cur_path, value_u64); + break; + + case PROPERTY_TYPE_STR: + property_node_read( + parent_node, property_type, value_str, sizeof(value_str)); + log_misc("%s: %s", cur_path, value_str); + + break; + + case PROPERTY_TYPE_BOOL: + property_node_read( + parent_node, + property_type, + &value_bool, + sizeof(value_bool)); + log_misc("%s: %d", cur_path, value_bool); + + break; + + case PROPERTY_TYPE_BIN: + log_misc("%s: ", cur_path); + break; + + case PROPERTY_TYPE_ATTR: + error = property_node_read( + parent_node, property_type, value_str, sizeof(value_str)); + + if (AVS_IS_ERROR(error)) { + log_fatal( + "%s, property read failed: %s", + cur_path, + avs_util_error_str(error)); + } + + log_misc("%s@: %s", cur_path, value_str); + + break; + + case PROPERTY_TYPE_VOID_WITH_ATTRIBUTES: + log_misc("%s: ", cur_path); + + child_node = + property_node_traversal(parent_node, TRAVERSE_FIRST_ATTR); + + while (child_node) { + property_util_log_node_tree_rec(child_node, cur_path); + + child_node = property_node_traversal( + child_node, TRAVERSE_NEXT_SIBLING); + } + + break; + + case PROPERTY_TYPE_STR_WITH_ATTRIBUTES: + error = property_node_read( + parent_node, property_type, value_str, sizeof(value_str)); + + if (AVS_IS_ERROR(error)) { + log_fatal( + "%s, property read failed: %s", + cur_path, + avs_util_error_str(error)); + } + + log_misc("%s: %s", cur_path, value_str); + + child_node = + property_node_traversal(parent_node, TRAVERSE_FIRST_ATTR); + + while (child_node) { + property_util_log_node_tree_rec(child_node, cur_path); + + child_node = property_node_traversal( + child_node, TRAVERSE_NEXT_SIBLING); + } + + break; + + default: + log_misc("%s: (%d)", cur_path, property_type); + break; + } + } else { + while (child_node) { + property_util_log_node_tree_rec(child_node, cur_path); + + child_node = + property_node_traversal(child_node, TRAVERSE_NEXT_SIBLING); + } + } +} + +static int +property_util_cstring_read(uint32_t context, void *bytes, size_t nbytes) +{ + int result = 0; + struct cstring_read_handle *h = TlsGetValue(context); + + if (h->offset < h->buffer_len) { + result = min(nbytes, h->buffer_len - h->offset); + memcpy(bytes, (const void *) (h->buffer + h->offset), result); + h->offset += result; + } + return result; +} + +static void property_util_cstring_rewind(uint32_t context) +{ + struct cstring_read_handle *h = TlsGetValue(context); + h->offset = 0; +} + +static int property_util_avs_read(uint32_t context, void *bytes, size_t nbytes) +{ + avs_desc desc = (avs_desc) context; + return avs_fs_read(desc, bytes, nbytes); +} + +static void property_util_avs_rewind(uint32_t context) +{ + avs_desc desc = (avs_desc) context; + avs_fs_lseek(desc, 0, AVS_SEEK_SET); +} + +static void _property_util_node_merge_recursive( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx) +{ + uint8_t i; + bool consumed; + struct property_node *result; + + const struct property_util_node_merge_ctx *ctx_; + struct property_util_node_merge_ctx ctx_next; + + char parent_name[PROPERTY_NODE_NAME_SIZE_MAX]; + char parent_path[PROPERTY_NODE_PATH_LEN_MAX]; + + log_assert(source); + log_assert(ctx); + + ctx_ = (const struct property_util_node_merge_ctx *) ctx; + + log_assert(ctx_->path); + log_assert(ctx_->strategies); + log_assert(ctx_->strategies->num > 0); + + // Default to copying to an empty node + if (!parent) { + result = property_node_clone(parent_property, NULL, source, true); + + if (!result) { + log_fatal("Copying '%s' into empty parent failed", ctx_->path); + } + + return; + } + + property_node_name(parent, parent_name, sizeof(parent_name)); + + str_cpy(parent_path, sizeof(parent_path), ctx_->path); + str_cat(parent_path, sizeof(parent_path), "/"); + str_cat(parent_path, sizeof(parent_path), parent_name); + + ctx_next.path = parent_path; + ctx_next.strategies = ctx_->strategies; + + consumed = false; + + // Apply given strategies, one MUST consume + for (i = 0; i < ctx_->strategies->num; i++) { + log_assert(ctx_->strategies->entry[i].path); + + // path == "" matches everything + if (str_eq(ctx_->strategies->entry[i].path, "") || + str_eq(ctx_->strategies->entry[i].path, parent_path)) { + + consumed = ctx_->strategies->entry[i].merge_strategy_do( + parent_property, + parent, + source, + &ctx_next, + _property_util_node_merge_recursive); + + log_misc( + "Merge strategy for '%s' consumed: %d", + ctx_->strategies->entry[i].path, + consumed); + + if (consumed) { + break; + } + } + } + + log_assert(consumed); +} + +void property_util_log(struct property *property) +{ + property_util_log_node_tree_rec(property_search(property, NULL, "/"), ""); +} + +void property_util_node_log(struct property_node *node) +{ + property_util_log_node_tree_rec(node, ""); +} + +struct property *property_util_load(const char *filename) +{ + FILE *f; + uint32_t f_keyhole; + struct property *prop; + + log_assert(filename); + + /* AVS callbacks are only given a 32-bit context parameter, even in 64-bit + builds of AVS. We allocate a 32-bit TLS key and pass the context in this + manner instead. Inefficient, but it works. */ + + f = fopen(filename, "r"); + + f_keyhole = TlsAlloc(); + TlsSetValue(f_keyhole, f); + + if (f == NULL) { + log_fatal("%s: Error opening configuration file", filename); + } + + prop = property_util_do_load( + property_util_fread, property_util_frewind, f_keyhole, filename); + + TlsFree(f_keyhole); + + fclose(f); + + return prop; +} + +struct property *property_util_avs_fs_load(const char *filename) +{ + avs_desc desc; + struct property *prop; + + log_assert(filename); + + desc = avs_fs_open(filename, AVS_FILE_READ, AVS_FILE_FLAG_SHARE_READ); + + if (!desc) { + log_fatal("%s: Error opening configuration file", filename); + } + + prop = property_util_do_load( + property_util_avs_read, property_util_avs_rewind, desc, filename); + + avs_fs_close(desc); + + return prop; +} + +struct property *property_util_cstring_load(const char *cstring) +{ + uint32_t s_keyhole; + struct property *prop; + + log_assert(cstring); + + // see above + struct cstring_read_handle read_handle; + read_handle.buffer = cstring; + read_handle.buffer_len = strlen(cstring); + read_handle.offset = 0; + + s_keyhole = TlsAlloc(); + TlsSetValue(s_keyhole, &read_handle); + + prop = property_util_do_load( + property_util_cstring_read, + property_util_cstring_rewind, + s_keyhole, + ""); + + TlsFree(s_keyhole); + + return prop; +} + +struct property *property_util_clone(struct property *property) +{ + struct property *clone; + size_t size; + void *buffer; + + struct property_node *node_property; + struct property_node *node_clone; + + log_assert(property); + + size = property_util_property_query_real_size(property); + + buffer = xmalloc(size); + + clone = property_create( + PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | + PROPERTY_FLAG_APPEND, + buffer, + size); + + if (!clone) { + log_fatal("Creating property failed"); + } + + node_property = property_search(property, NULL, "/"); + node_clone = property_search(clone, NULL, "/"); + + if (!property_node_clone(clone, node_clone, node_property, true)) { + log_fatal( + "Cloning property data failed: %s", + avs_util_property_error_get_and_clear(clone)); + } + + return clone; +} + +void property_util_free(struct property *prop) +{ + void *buffer; + + buffer = property_desc_to_buffer(prop); + property_destroy(prop); + free(buffer); +} + +uint32_t property_util_property_query_real_size(struct property *property) +{ + avs_error size; + + log_assert(property); + + // Returns the size of the actual data in the property structure only + // Hence, using that size only, allocating another buffer for a copy + // of this might fail or copying the data will fail because the buffer + // is too small + size = property_query_size(property); + + if (AVS_IS_ERROR(size)) { + log_fatal( + "Querying property size failed: %s", avs_util_error_str(size)); + } + + // Hack: *2 to have enough space and not cut off data when cloning/copying + // property data because...reasons? I haven't figured this one out and + // there doesn't seem to be an actual API call for that to return the + // "true" size that allows the caller to figure out how much memory + // they have to allocate to create a copy of the property structure + // with property_create and + return (PROPERTY_STRUCTURE_META_SIZE + size) * 2; +} + +void property_util_node_u8_replace( + struct property *property, + struct property_node *node, + const char *name, + uint8_t val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_U8, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_u16_replace( + struct property *property, + struct property_node *node, + const char *name, + uint16_t val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_U16, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_u32_replace( + struct property *property, + struct property_node *node, + const char *name, + uint32_t val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_U32, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_str_replace( + struct property *property, + struct property_node *node, + const char *name, + const char *val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_STR, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_bool_replace( + struct property *property, + struct property_node *node, + const char *name, + bool val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_BOOL, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_attribute_replace( + struct property *property, + struct property_node *node, + const char *name, + const char *val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_ATTR, name, val); +} + +struct property * +property_util_many_merge(struct property **properties, size_t count) +{ + struct property *merged_property; + struct property *tmp; + int i; + + log_assert(properties); + log_assert(count > 0); + + merged_property = property_util_clone(properties[0]); + + if (count == 1) { + return merged_property; + } + + for (i = 1; i < count; i++) { + tmp = property_util_merge(merged_property, properties[i]); + + property_util_free(merged_property); + merged_property = tmp; + } + + return merged_property; +} + +struct property *property_util_node_extract(struct property_node *node) +{ + struct property *property; + struct property_node *root_node; + uint32_t size; + void *buffer; + struct property_node *result; + + if (!node) { + return NULL; + } + + // Hack: Is it even possible to get the size of a (sub-) node without + // the property? 256kb should be fine for now, even for larger + // configurations. Obviously, this scales horribly and wastes a lot of + // memory for most smaller sub-nodes + size = 1024 * 256; + + buffer = xmalloc(size); + property = property_create( + PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | + PROPERTY_FLAG_APPEND, + buffer, + size); + root_node = property_search(property, NULL, ""); + + result = property_node_clone(property, root_node, node, true); + + if (!result) { + log_fatal("Cloning node into empty property failed"); + } + + return property; +} + +struct property * +property_util_merge(struct property *parent, struct property *source) +{ + struct property_util_node_merge_strategies strategies; + + log_assert(parent); + log_assert(source); + + strategies.num = 1; + + strategies.entry[0].path = ""; + strategies.entry[0].merge_strategy_do = + property_util_node_merge_default_strategy_do; + + return property_util_merge_with_strategies(parent, source, &strategies); +} + +struct property *property_util_merge_with_strategies( + struct property *parent, + struct property *source, + const struct property_util_node_merge_strategies *strategies) +{ + struct property_util_node_merge_ctx ctx; + size_t total_size; + void *buffer; + struct property *merged; + struct property_node *parent_node; + struct property_node *source_node; + + log_assert(parent); + log_assert(source); + log_assert(strategies); + + // We can't estimate how these two are being merged as in how much new + // data is being inserted from source into parent. Therefore, worse-case + // estimate memory requirement for no overlap + total_size = 0; + total_size += property_util_property_query_real_size(parent); + total_size += property_util_property_query_real_size(source); + + buffer = xmalloc(total_size); + + merged = property_create( + PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | + PROPERTY_FLAG_APPEND, + buffer, + total_size); + + ctx.path = ""; + ctx.strategies = strategies; + + parent_node = property_search(parent, NULL, "/"); + + if (!property_node_clone(merged, NULL, parent_node, true)) { + log_fatal( + "Copying parent base failed: %s", + avs_util_property_error_get_and_clear(merged)); + } + + // Grab parent_node from merged property which is the target one to merge + // into + parent_node = property_search(merged, NULL, "/"); + source_node = property_search(source, NULL, "/"); + + _property_util_node_merge_recursive(merged, parent_node, source_node, &ctx); + + return merged; +} + +bool property_util_node_merge_default_strategy_do( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx, + property_util_node_merge_recursion_do_t node_merge_recursion_do) +{ + struct property_node *result; + + struct property_node *parent_child; + struct property_node *source_child; + struct property_node *source_child_child; + + char child_node_name[PROPERTY_NODE_NAME_SIZE_MAX]; + + log_assert(parent); + log_assert(source); + + source_child = property_node_traversal(source, TRAVERSE_FIRST_CHILD); + + while (source_child) { + property_node_name( + source_child, child_node_name, sizeof(child_node_name)); + + parent_child = property_search(NULL, parent, child_node_name); + + if (parent_child) { + source_child_child = + property_node_traversal(source_child, TRAVERSE_FIRST_CHILD); + + if (source_child_child) { + // Continue recursion if there are actually more children + node_merge_recursion_do( + parent_property, parent_child, source_child, ctx); + } else { + // Found identical leaf node, remove the matching parent's child + // and copy the source child over to the parent and terminate + // the recursion + property_node_remove(parent_child); + result = property_node_clone( + parent_property, parent, source_child, true); + + if (!result) { + log_fatal( + "Replacing leaf node '%s' failed", child_node_name); + } + } + } else { + // Could not find an identical child on parent, copy source + // recursively to parent + result = property_node_clone( + parent_property, parent, source_child, true); + + if (!result) { + log_fatal("Deep copying child '%s' failed", child_node_name); + } + } + + source_child = + property_node_traversal(source_child, TRAVERSE_NEXT_SIBLING); + } + + // Default strategy always consumes + return true; +} diff --git a/src/main/launcher/property-util.h b/src/main/launcher/property-util.h new file mode 100644 index 0000000..ba59479 --- /dev/null +++ b/src/main/launcher/property-util.h @@ -0,0 +1,99 @@ +#ifndef PROPERTY_UTIL_H +#define PROPERTY_UTIL_H + +#include + +#include "imports/avs.h" + +// Guestimate, should be long enough, I hope? +#define PROPERTY_NODE_PATH_LEN_MAX 4096 +// 256 found in AVS code as size used on property_node_name +#define PROPERTY_NODE_NAME_SIZE_MAX 256 +// Guestimate, should be enough, I hope? +#define PROPERTY_NODE_ATTR_NAME_SIZE_MAX 128 + +#define PROPERTY_UTIL_MAX_NODE_NAME_RESOLVERS 4 + +typedef void (*property_util_node_merge_recursion_do_t)( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx); + +typedef bool (*property_util_node_merge_strategy_do_t)( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx, + property_util_node_merge_recursion_do_t node_merge_recursion_do); + +struct property_util_node_merge_strategies { + struct { + const char *path; + property_util_node_merge_strategy_do_t merge_strategy_do; + } entry[PROPERTY_UTIL_MAX_NODE_NAME_RESOLVERS]; + uint8_t num; +}; + +void property_util_log(struct property *property); +void property_util_node_log(struct property_node *node); +struct property *property_util_load(const char *filename); +struct property *property_util_avs_fs_load(const char *filename); +struct property *property_util_cstring_load(const char *cstring); +struct property *property_util_clone(struct property *property); +void property_util_free(struct property *prop); +uint32_t property_util_property_query_real_size(struct property *property); +void property_util_node_u8_replace( + struct property *property, + struct property_node *node, + const char *name, + uint8_t val); +void property_util_node_u16_replace( + struct property *property, + struct property_node *node, + const char *name, + uint16_t val); +void property_util_node_u32_replace( + struct property *property, + struct property_node *node, + const char *name, + uint32_t val); +void property_util_node_str_replace( + struct property *property, + struct property_node *node, + const char *name, + const char *val); +void property_util_node_bool_replace( + struct property *property, + struct property_node *node, + const char *name, + bool val); +void property_util_node_attribute_replace( + struct property *property, + struct property_node *node, + const char *name, + const char *val); + +struct property * +property_util_many_merge(struct property **properties, size_t count); +struct property *property_util_node_extract(struct property_node *node); + +struct property * +property_util_merge(struct property *parent, struct property *source); + +// Strategies are applied in order and first consumer terminates +// applying further strategies Typically, you want to include the default +// strategy after your custom strategies for special cases +struct property *property_util_merge_with_strategies( + struct property *parent, + struct property *source, + const struct property_util_node_merge_strategies *strategies); + +bool property_util_node_merge_default_strategy_do( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx, + property_util_node_merge_recursion_do_t node_merge_recursion_do); + +#endif diff --git a/src/main/launcher/property.c b/src/main/launcher/property.c deleted file mode 100644 index 2f5ded9..0000000 --- a/src/main/launcher/property.c +++ /dev/null @@ -1,135 +0,0 @@ -#include - -#include -#include -#include - -#include "imports/avs.h" - -#include "launcher/property.h" - -#include "util/log.h" -#include "util/mem.h" - -static int boot_property_fread(uint32_t context, void *bytes, size_t nbytes) -{ - FILE *f; - - f = TlsGetValue(context); - - return fread(bytes, 1, nbytes, f); -} - -struct cstring_read_handle { - const char *buffer; - size_t buffer_len; - size_t offset; -}; - -static int -boot_property_cstring_read(uint32_t context, void *bytes, size_t nbytes) -{ - int result = 0; - struct cstring_read_handle *h = TlsGetValue(context); - - if (h->offset < h->buffer_len) { - result = min(nbytes, h->buffer_len - h->offset); - memcpy(bytes, (const void *) (h->buffer + h->offset), result); - h->offset += result; - } - return result; -} - -struct property *boot_property_load(const char *filename) -{ - struct property *prop; - void *buffer; - int nbytes; - FILE *f; - uint32_t f_keyhole; - - /* AVS callbacks are only given a 32-bit context parameter, even in 64-bit - builds of AVS. We allocate a 32-bit TLS key and pass the context in this - manner instead. Inefficient, but it works. */ - - f = fopen(filename, "r"); - - f_keyhole = TlsAlloc(); - TlsSetValue(f_keyhole, f); - - if (f == NULL) { - log_fatal("%s: Error opening configuration file", filename); - } - - nbytes = property_read_query_memsize(boot_property_fread, f_keyhole, 0, 0); - - if (nbytes < 0) { - log_fatal("%s: Error querying configuration file", filename); - } - - buffer = xmalloc(nbytes); - prop = property_create( - PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | - PROPERTY_FLAG_APPEND, - buffer, - nbytes); - rewind(f); - - if (!property_insert_read(prop, 0, boot_property_fread, f_keyhole)) { - log_fatal("%s: Error reading configuration file", filename); - } - - TlsFree(f_keyhole); - - fclose(f); - - return prop; -} -struct property *boot_property_load_cstring(const char *cstring) -{ - struct property *prop; - void *buffer; - int nbytes; - uint32_t s_keyhole; - - // see above - struct cstring_read_handle read_handle; - read_handle.buffer = cstring; - read_handle.buffer_len = strlen(cstring); - read_handle.offset = 0; - - s_keyhole = TlsAlloc(); - TlsSetValue(s_keyhole, &read_handle); - - nbytes = property_read_query_memsize( - boot_property_cstring_read, s_keyhole, 0, 0); - - if (nbytes < 0) { - log_fatal("Error querying configuration string"); - } - - buffer = xmalloc(nbytes); - prop = property_create( - PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | - PROPERTY_FLAG_APPEND, - buffer, - nbytes); - - read_handle.offset = 0; - if (!property_insert_read(prop, 0, boot_property_cstring_read, s_keyhole)) { - log_fatal("Error inserting configuration string"); - } - - TlsFree(s_keyhole); - - return prop; -} - -void boot_property_free(struct property *prop) -{ - void *buffer; - - buffer = property_desc_to_buffer(prop); - property_destroy(prop); - free(buffer); -} diff --git a/src/main/launcher/property.h b/src/main/launcher/property.h deleted file mode 100644 index c3f14d0..0000000 --- a/src/main/launcher/property.h +++ /dev/null @@ -1,10 +0,0 @@ -#ifndef LAUNCHER_PROPERTY_H -#define LAUNCHER_PROPERTY_H - -#include "imports/avs.h" - -struct property *boot_property_load(const char *filename); -struct property *boot_property_load_cstring(const char *cstring); -void boot_property_free(struct property *prop); - -#endif diff --git a/src/main/launcher/stubs.c b/src/main/launcher/stubs.c index a524273..4c0b253 100644 --- a/src/main/launcher/stubs.c +++ b/src/main/launcher/stubs.c @@ -1,3 +1,5 @@ +#define LOG_MODULE "stubs" + #include #include @@ -5,12 +7,13 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "launcher/stubs.h" #include "util/defs.h" -#include "util/log.h" struct ikey_status { uint32_t field_0; @@ -116,6 +119,8 @@ static void *STDCALL my_GetProcAddress(HMODULE dll, const char *name) void stubs_init(void) { + log_info("Init"); + hook_table_apply( NULL, "kernel32.dll", stub_hook_syms, lengthof(stub_hook_syms)); } From fbadcc9b41767fe7734930159c354af482d423b0 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 23 Feb 2024 17:17:17 +0100 Subject: [PATCH 013/118] refactor(dist): Config and .bat files Move everything to new launcher.xml configuration files. Adjust the bootstrapping of launcher in the .bat files. Features such as copying the default props/ files to nvram are now handled by launcher. Using the PATH variable, bemanitools binaries can live in their own dedicated bemanitools/ subfolder next to props/ and modules/ now. All original binaries are expected to be kept in a modules/ folder like on stock data. --- Module.mk | 109 +++++++++++++++++++++++++++++++++-- dist/bst/gamestart1.bat | 34 +++++++++-- dist/bst/gamestart2.bat | 34 +++++++++-- dist/bst/launcher-01.xml | 75 ++++++++++++++++++++++++ dist/bst/launcher-02.xml | 75 ++++++++++++++++++++++++ dist/ddr/gamestart-12.bat | 41 +++++++++++-- dist/ddr/gamestart-13.bat | 41 +++++++++++-- dist/ddr/gamestart-14.bat | 46 ++++++++++++--- dist/ddr/gamestart-15.bat | 46 ++++++++++++--- dist/ddr/gamestart-16.bat | 47 ++++++++++++--- dist/ddr/gamestart-17.bat | 47 ++++++++++++--- dist/ddr/gamestart-18.bat | 47 ++++++++++++--- dist/ddr/launcher-12.xml | 75 ++++++++++++++++++++++++ dist/ddr/launcher-13.xml | 75 ++++++++++++++++++++++++ dist/ddr/launcher-14.xml | 75 ++++++++++++++++++++++++ dist/ddr/launcher-15.xml | 75 ++++++++++++++++++++++++ dist/ddr/launcher-16.xml | 76 ++++++++++++++++++++++++ dist/ddr/launcher-17.xml | 76 ++++++++++++++++++++++++ dist/ddr/launcher-18.xml | 76 ++++++++++++++++++++++++ dist/iidx/ea3-ident.xml | 10 ++++ dist/iidx/eamuse-server.xml | 6 ++ dist/iidx/gamestart-18.bat | 36 +++++++++--- dist/iidx/gamestart-19.bat | 36 +++++++++--- dist/iidx/gamestart-20.bat | 34 +++++++++-- dist/iidx/gamestart-21.bat | 34 +++++++++-- dist/iidx/gamestart-22.bat | 34 +++++++++-- dist/iidx/gamestart-23.bat | 34 +++++++++-- dist/iidx/gamestart-24.bat | 34 +++++++++-- dist/iidx/gamestart-25.bat | 40 +++++++++---- dist/iidx/gamestart-26.bat | 40 +++++++++---- dist/iidx/gamestart-27.bat | 40 +++++++++---- dist/iidx/gamestart-28.bat | 40 +++++++++---- dist/iidx/gamestart-29.bat | 40 +++++++++---- dist/iidx/gamestart-30.bat | 40 +++++++++---- dist/iidx/launcher-18.xml | 75 ++++++++++++++++++++++++ dist/iidx/launcher-19.xml | 75 ++++++++++++++++++++++++ dist/iidx/launcher-20.xml | 75 ++++++++++++++++++++++++ dist/iidx/launcher-21.xml | 75 ++++++++++++++++++++++++ dist/iidx/launcher-22.xml | 75 ++++++++++++++++++++++++ dist/iidx/launcher-23.xml | 75 ++++++++++++++++++++++++ dist/iidx/launcher-24.xml | 75 ++++++++++++++++++++++++ dist/iidx/launcher-25.xml | 74 ++++++++++++++++++++++++ dist/iidx/launcher-26.xml | 74 ++++++++++++++++++++++++ dist/iidx/launcher-27.xml | 69 ++++++++++++++++++++++ dist/iidx/launcher-28.xml | 69 ++++++++++++++++++++++ dist/iidx/launcher-29.xml | 69 ++++++++++++++++++++++ dist/iidx/launcher-30.xml | 69 ++++++++++++++++++++++ dist/iidx/pcbid.xml | 7 +++ dist/jb/ea3-ident.xml | 10 ++++ dist/jb/eamuse-server.xml | 6 ++ dist/jb/gamestart-03.bat | 35 +++++++++-- dist/jb/gamestart-04.bat | 35 +++++++++-- dist/jb/launcher-03.xml | 75 ++++++++++++++++++++++++ dist/jb/launcher-04.xml | 75 ++++++++++++++++++++++++ dist/jb/pcbid.xml | 7 +++ dist/sdvx/ea3-ident.xml | 10 ++++ dist/sdvx/eamuse-server.xml | 6 ++ dist/sdvx/gamestart.bat | 35 +++++++++++ dist/sdvx/launcher.xml | 75 ++++++++++++++++++++++++ dist/sdvx/pcbid.xml | 7 +++ dist/sdvx5/ea3-ident.xml | 10 ++++ dist/sdvx5/eamuse-server.xml | 6 ++ dist/sdvx5/gamestart-cn.bat | 41 +++++++++---- dist/sdvx5/gamestart.bat | 40 +++++++++---- dist/sdvx5/launcher-cn.xml | 74 ++++++++++++++++++++++++ dist/sdvx5/launcher.xml | 74 ++++++++++++++++++++++++ dist/sdvx5/pcbid.xml | 7 +++ dist/shared/ea3-ident.xml | 11 ++++ dist/shared/ea3-license.xml | 8 +++ dist/shared/ea3-service.xml | 7 +++ 70 files changed, 3069 insertions(+), 209 deletions(-) create mode 100644 dist/bst/launcher-01.xml create mode 100644 dist/bst/launcher-02.xml create mode 100644 dist/ddr/launcher-12.xml create mode 100644 dist/ddr/launcher-13.xml create mode 100644 dist/ddr/launcher-14.xml create mode 100644 dist/ddr/launcher-15.xml create mode 100644 dist/ddr/launcher-16.xml create mode 100644 dist/ddr/launcher-17.xml create mode 100644 dist/ddr/launcher-18.xml create mode 100644 dist/iidx/ea3-ident.xml create mode 100644 dist/iidx/eamuse-server.xml create mode 100644 dist/iidx/launcher-18.xml create mode 100644 dist/iidx/launcher-19.xml create mode 100644 dist/iidx/launcher-20.xml create mode 100644 dist/iidx/launcher-21.xml create mode 100644 dist/iidx/launcher-22.xml create mode 100644 dist/iidx/launcher-23.xml create mode 100644 dist/iidx/launcher-24.xml create mode 100644 dist/iidx/launcher-25.xml create mode 100644 dist/iidx/launcher-26.xml create mode 100644 dist/iidx/launcher-27.xml create mode 100644 dist/iidx/launcher-28.xml create mode 100644 dist/iidx/launcher-29.xml create mode 100644 dist/iidx/launcher-30.xml create mode 100644 dist/iidx/pcbid.xml create mode 100644 dist/jb/ea3-ident.xml create mode 100644 dist/jb/eamuse-server.xml create mode 100644 dist/jb/launcher-03.xml create mode 100644 dist/jb/launcher-04.xml create mode 100644 dist/jb/pcbid.xml create mode 100644 dist/sdvx/ea3-ident.xml create mode 100644 dist/sdvx/eamuse-server.xml create mode 100644 dist/sdvx/launcher.xml create mode 100644 dist/sdvx/pcbid.xml create mode 100644 dist/sdvx5/ea3-ident.xml create mode 100644 dist/sdvx5/eamuse-server.xml create mode 100644 dist/sdvx5/launcher-cn.xml create mode 100644 dist/sdvx5/launcher.xml create mode 100644 dist/sdvx5/pcbid.xml create mode 100644 dist/shared/ea3-ident.xml create mode 100644 dist/shared/ea3-license.xml create mode 100644 dist/shared/ea3-service.xml diff --git a/Module.mk b/Module.mk index 36cda9e..afd4539 100644 --- a/Module.mk +++ b/Module.mk @@ -325,6 +325,10 @@ $(zipdir)/iidx-18.zip: \ dist/iidx/config.bat \ dist/iidx/gamestart-18.bat \ dist/iidx/iidxhook-18.conf \ + dist/iidx/launcher-18.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -337,6 +341,7 @@ $(zipdir)/iidx-18-cn.zip: \ build/bin/indep-32/iidxio.dll \ build/bin/indep-32/vefxio.dll \ build/bin/indep-32/inject.exe \ + dist/dwarfstack/32/dwarfstack.dll \ dist/iidx/config.bat \ dist/iidx/gamestart-18-cn.bat \ dist/iidx/iidxhook-18-cn.conf \ @@ -353,9 +358,14 @@ $(zipdir)/iidx-19.zip: \ build/bin/indep-32/geninput.dll \ build/bin/indep-32/iidxio.dll \ build/bin/indep-32/vefxio.dll \ + dist/dwarfstack/32/dwarfstack.dll \ dist/iidx/config.bat \ dist/iidx/gamestart-19.bat \ dist/iidx/iidxhook-19.conf \ + dist/iidx/launcher-19.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -369,9 +379,14 @@ $(zipdir)/iidx-20.zip: \ build/bin/indep-32/geninput.dll \ build/bin/indep-32/iidxio.dll \ build/bin/indep-32/vefxio.dll \ + dist/dwarfstack/32/dwarfstack.dll \ dist/iidx/config.bat \ dist/iidx/gamestart-20.bat \ dist/iidx/iidxhook-20.conf \ + dist/iidx/launcher-20.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -384,6 +399,7 @@ $(zipdir)/iidx-20-cn.zip: \ build/bin/indep-32/iidxio.dll \ build/bin/indep-32/vefxio.dll \ build/bin/indep-32/inject.exe \ + dist/dwarfstack/32/dwarfstack.dll \ dist/iidx/config.bat \ dist/iidx/gamestart-20-cn.bat \ dist/iidx/iidxhook-20-cn.conf \ @@ -400,6 +416,7 @@ $(zipdir)/iidx-21-to-24.zip: \ build/bin/indep-32/geninput.dll \ build/bin/indep-32/iidxio.dll \ build/bin/indep-32/vefxio.dll \ + dist/dwarfstack/32/dwarfstack.dll \ dist/iidx/config.bat \ dist/iidx/gamestart-21.bat \ dist/iidx/gamestart-22.bat \ @@ -409,6 +426,13 @@ $(zipdir)/iidx-21-to-24.zip: \ dist/iidx/iidxhook-22.conf \ dist/iidx/iidxhook-23.conf \ dist/iidx/iidxhook-24.conf \ + dist/iidx/launcher-21.xml \ + dist/iidx/launcher-22.xml \ + dist/iidx/launcher-23.xml \ + dist/iidx/launcher-24.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -422,11 +446,17 @@ $(zipdir)/iidx-25-to-26.zip: \ build/bin/indep-64/geninput.dll \ build/bin/indep-64/iidxio.dll \ build/bin/indep-64/vefxio.dll \ + dist/dwarfstack/64/dwarfstack.dll \ dist/iidx/config.bat \ dist/iidx/gamestart-25.bat \ dist/iidx/gamestart-26.bat \ dist/iidx/iidxhook-25.conf \ dist/iidx/iidxhook-26.conf \ + dist/iidx/launcher-25.xml \ + dist/iidx/launcher-26.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -440,6 +470,7 @@ $(zipdir)/iidx-27-to-30.zip: \ build/bin/indep-64/geninput.dll \ build/bin/indep-64/iidxio.dll \ build/bin/indep-64/vefxio.dll \ + dist/dwarfstack/64/dwarfstack.dll \ dist/iidx/config.bat \ dist/iidx/gamestart-27.bat \ dist/iidx/gamestart-28.bat \ @@ -449,6 +480,13 @@ $(zipdir)/iidx-27-to-30.zip: \ dist/iidx/iidxhook-28.conf \ dist/iidx/iidxhook-29.conf \ dist/iidx/iidxhook-30.conf \ + dist/iidx/launcher-27.xml \ + dist/iidx/launcher-28.xml \ + dist/iidx/launcher-29.xml \ + dist/iidx/launcher-30.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -515,8 +553,13 @@ $(zipdir)/jb-03.zip: \ build/bin/indep-32/eamio.dll \ build/bin/indep-32/geninput.dll \ build/bin/indep-32/jbio.dll \ + dist/dwarfstack/32/dwarfstack.dll \ dist/jb/config.bat \ dist/jb/gamestart-03.bat \ + dist/jb/launcher-03.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -528,8 +571,13 @@ $(zipdir)/jb-04.zip: \ build/bin/indep-32/eamio.dll \ build/bin/indep-32/geninput.dll \ build/bin/indep-32/jbio.dll \ + dist/dwarfstack/32/dwarfstack.dll \ dist/jb/config.bat \ dist/jb/gamestart-03.bat \ + dist/jb/launcher-03.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -541,8 +589,13 @@ $(zipdir)/jb-05-to-07.zip: \ build/bin/indep-32/eamio.dll \ build/bin/indep-32/geninput.dll \ build/bin/indep-32/jbio.dll \ + dist/dwarfstack/32/dwarfstack.dll \ dist/jb/config.bat \ dist/jb/gamestart-04.bat \ + dist/jb/launcher-04.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -554,8 +607,13 @@ $(zipdir)/jb-08.zip: \ build/bin/indep-32/eamio.dll \ build/bin/indep-32/geninput.dll \ build/bin/indep-32/jbio.dll \ + dist/dwarfstack/32/dwarfstack.dll \ dist/jb/config.bat \ dist/jb/gamestart-04.bat \ + dist/jb/launcher-04.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -578,8 +636,13 @@ $(zipdir)/sdvx-01-to-04.zip: \ build/bin/indep-32/eamio.dll \ build/bin/indep-32/geninput.dll \ build/bin/indep-32/sdvxio.dll \ + dist/dwarfstack/32/dwarfstack.dll \ dist/sdvx/config.bat \ dist/sdvx/gamestart.bat \ + dist/sdvx/launcher.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -591,9 +654,14 @@ $(zipdir)/sdvx-05-to-06.zip: \ build/bin/indep-64/eamio.dll \ build/bin/indep-64/geninput.dll \ build/bin/indep-64/sdvxio.dll \ + dist/dwarfstack/64/dwarfstack.dll \ dist/sdvx5/config.bat \ dist/sdvx5/gamestart.bat \ dist/sdvx5/sdvxhook2.conf \ + dist/sdvx5/launcher.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -605,9 +673,14 @@ $(zipdir)/sdvx-05-cn.zip: \ build/bin/indep-64/eamio.dll \ build/bin/indep-64/geninput.dll \ build/bin/indep-64/sdvxio.dll \ + dist/dwarfstack/64/dwarfstack.dll \ dist/sdvx5/config.bat \ dist/sdvx5/gamestart-cn.bat \ dist/sdvx5/sdvxhook2-cn.conf \ + dist/sdvx5/launcher-cn.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -680,8 +753,13 @@ $(zipdir)/ddr-12.zip: \ build/bin/indep-32/ddrio-smx.dll \ build/bin/indep-32/eamio.dll \ build/bin/indep-32/geninput.dll \ + dist/dwarfstack/32/dwarfstack.dll \ dist/ddr/config.bat \ dist/ddr/gamestart-12.bat \ + dist/ddr/launcher-12.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -696,8 +774,13 @@ $(zipdir)/ddr-13.zip: \ build/bin/indep-32/ddrio-smx.dll \ build/bin/indep-32/eamio.dll \ build/bin/indep-32/geninput.dll \ + dist/dwarfstack/32/dwarfstack.dll \ dist/ddr/config.bat \ dist/ddr/gamestart-13.bat \ + dist/ddr/launcher-13.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -710,14 +793,21 @@ $(zipdir)/ddr-14-to-18.zip: \ build/bin/indep-32/ddrio.dll \ build/bin/indep-32/eamio.dll \ build/bin/indep-32/geninput.dll \ + dist/dwarfstack/32/dwarfstack.dll \ dist/ddr/config.bat \ - dist/ddr/gamestart-17.bat \ - dist/ddr/gamestart-18.bat \ dist/ddr/gamestart-14.bat \ dist/ddr/gamestart-15.bat \ dist/ddr/gamestart-16.bat \ dist/ddr/gamestart-17.bat \ dist/ddr/gamestart-18.bat \ + dist/ddr/launcher-14.xml \ + dist/ddr/launcher-15.xml \ + dist/ddr/launcher-16.xml \ + dist/ddr/launcher-17.xml \ + dist/ddr/launcher-18.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -730,12 +820,17 @@ $(zipdir)/ddr-16-to-18-x64.zip: \ build/bin/indep-64/ddrio.dll \ build/bin/indep-64/eamio.dll \ build/bin/indep-64/geninput.dll \ + dist/dwarfstack/64/dwarfstack.dll \ dist/ddr/config.bat \ - dist/ddr/gamestart-17.bat \ - dist/ddr/gamestart-18.bat \ dist/ddr/gamestart-16.bat \ dist/ddr/gamestart-17.bat \ dist/ddr/gamestart-18.bat \ + dist/ddr/launcher-16.xml \ + dist/ddr/launcher-17.xml \ + dist/ddr/launcher-18.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -771,9 +866,15 @@ $(zipdir)/bst.zip: \ build/bin/indep-64/config.exe \ build/bin/indep-64/eamio.dll \ build/bin/indep-64/geninput.dll \ + dist/dwarfstack/64/dwarfstack.dll \ dist/bst/config.bat \ dist/bst/gamestart1.bat \ dist/bst/gamestart2.bat \ + dist/bst/launcher-01.xml \ + dist/bst/launcher-02.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ diff --git a/dist/bst/gamestart1.bat b/dist/bst/gamestart1.bat index 5a3a915..5bca8eb 100644 --- a/dist/bst/gamestart1.bat +++ b/dist/bst/gamestart1.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K bsthook.dll -E prop/ea3-config-1.xml beatstream1.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-01.xml %* \ No newline at end of file diff --git a/dist/bst/gamestart2.bat b/dist/bst/gamestart2.bat index 8b6f53f..55340c3 100644 --- a/dist/bst/gamestart2.bat +++ b/dist/bst/gamestart2.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K bsthook.dll -E prop/ea3-config-2.xml beatstream2.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-02.xml %* \ No newline at end of file diff --git a/dist/bst/launcher-01.xml b/dist/bst/launcher-01.xml new file mode 100644 index 0000000..b62630e --- /dev/null +++ b/dist/bst/launcher-01.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + ∂ + + info + + + /dev/nvram/ea3-config.xml + + + beatstream1.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-server.xml + + + + bsthook.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/bst/launcher-02.xml b/dist/bst/launcher-02.xml new file mode 100644 index 0000000..fdad81d --- /dev/null +++ b/dist/bst/launcher-02.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + beatstream2.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + bsthook.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/gamestart-12.bat b/dist/ddr/gamestart-12.bat index 7df3fa3..03daa9c 100644 --- a/dist/ddr/gamestart-12.bat +++ b/dist/ddr/gamestart-12.bat @@ -1,11 +1,42 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s k-clvsd.dll -regsvr32 /s xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll -.\launcher.exe -K .\ddrhook2.dll .\ddr.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-13.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-13.bat b/dist/ddr/gamestart-13.bat index 7df3fa3..03daa9c 100644 --- a/dist/ddr/gamestart-13.bat +++ b/dist/ddr/gamestart-13.bat @@ -1,11 +1,42 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s k-clvsd.dll -regsvr32 /s xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll -.\launcher.exe -K .\ddrhook2.dll .\ddr.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-13.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-14.bat b/dist/ddr/gamestart-14.bat index 2ad5212..2364f52 100644 --- a/dist/ddr/gamestart-14.bat +++ b/dist/ddr/gamestart-14.bat @@ -1,14 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\share-config.xml copy prop\share-config.xml conf\nvram\share-config.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s k-clvsd.dll -regsvr32 /s xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -K .\ddrhook2.dll .\mdxja_945.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-14.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-15.bat b/dist/ddr/gamestart-15.bat index 2ad5212..9730117 100644 --- a/dist/ddr/gamestart-15.bat +++ b/dist/ddr/gamestart-15.bat @@ -1,14 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\share-config.xml copy prop\share-config.xml conf\nvram\share-config.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s k-clvsd.dll -regsvr32 /s xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -K .\ddrhook2.dll .\mdxja_945.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-15.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-16.bat b/dist/ddr/gamestart-16.bat index d108118..b176cb3 100644 --- a/dist/ddr/gamestart-16.bat +++ b/dist/ddr/gamestart-16.bat @@ -1,15 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s com\k-clvsd.dll -regsvr32 /s com\xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -H 33554432 -K .\ddrhook2.dll .\arkmdxp3.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-17.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-17.bat b/dist/ddr/gamestart-17.bat index d108118..89c15da 100644 --- a/dist/ddr/gamestart-17.bat +++ b/dist/ddr/gamestart-17.bat @@ -1,15 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s com\k-clvsd.dll -regsvr32 /s com\xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -H 33554432 -K .\ddrhook2.dll .\arkmdxp3.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-17.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll diff --git a/dist/ddr/gamestart-18.bat b/dist/ddr/gamestart-18.bat index d108118..d73ddf3 100644 --- a/dist/ddr/gamestart-18.bat +++ b/dist/ddr/gamestart-18.bat @@ -1,15 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s com\k-clvsd.dll -regsvr32 /s com\xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -H 33554432 -K .\ddrhook2.dll .\arkmdxp3.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-18.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll diff --git a/dist/ddr/launcher-12.xml b/dist/ddr/launcher-12.xml new file mode 100644 index 0000000..54c0284 --- /dev/null +++ b/dist/ddr/launcher-12.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 31457280 + 31457280 + + + info + + + /dev/nvram/ea3-config.xml + + + ddr.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-13.xml b/dist/ddr/launcher-13.xml new file mode 100644 index 0000000..54c0284 --- /dev/null +++ b/dist/ddr/launcher-13.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 31457280 + 31457280 + + + info + + + /dev/nvram/ea3-config.xml + + + ddr.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-14.xml b/dist/ddr/launcher-14.xml new file mode 100644 index 0000000..9ae27ac --- /dev/null +++ b/dist/ddr/launcher-14.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 31457280 + 31457280 + + + info + + + /dev/nvram/ea3-config.xml + + + mdxja_945.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-15.xml b/dist/ddr/launcher-15.xml new file mode 100644 index 0000000..9ae27ac --- /dev/null +++ b/dist/ddr/launcher-15.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 31457280 + 31457280 + + + info + + + /dev/nvram/ea3-config.xml + + + mdxja_945.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-16.xml b/dist/ddr/launcher-16.xml new file mode 100644 index 0000000..cdf16d5 --- /dev/null +++ b/dist/ddr/launcher-16.xml @@ -0,0 +1,76 @@ + + + + bemanitools_local_fs + + + + + + + + + + + + prop/avs-config.xml + 33554432 + 1048576 + + + info + + + /dev/nvram/ea3-config.xml + + + arkmdxp3.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-17.xml b/dist/ddr/launcher-17.xml new file mode 100644 index 0000000..cdf16d5 --- /dev/null +++ b/dist/ddr/launcher-17.xml @@ -0,0 +1,76 @@ + + + + bemanitools_local_fs + + + + + + + + + + + + prop/avs-config.xml + 33554432 + 1048576 + + + info + + + /dev/nvram/ea3-config.xml + + + arkmdxp3.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-18.xml b/dist/ddr/launcher-18.xml new file mode 100644 index 0000000..cdf16d5 --- /dev/null +++ b/dist/ddr/launcher-18.xml @@ -0,0 +1,76 @@ + + + + bemanitools_local_fs + + + + + + + + + + + + prop/avs-config.xml + 33554432 + 1048576 + + + info + + + /dev/nvram/ea3-config.xml + + + arkmdxp3.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/ea3-ident.xml b/dist/iidx/ea3-ident.xml new file mode 100644 index 0000000..e24a9b9 --- /dev/null +++ b/dist/iidx/ea3-ident.xml @@ -0,0 +1,10 @@ + + + + LDJ + J + A + A + 2022082400 + + \ No newline at end of file diff --git a/dist/iidx/eamuse-server.xml b/dist/iidx/eamuse-server.xml new file mode 100644 index 0000000..bc70644 --- /dev/null +++ b/dist/iidx/eamuse-server.xml @@ -0,0 +1,6 @@ + + + + http://localhost + + \ No newline at end of file diff --git a/dist/iidx/gamestart-18.bat b/dist/iidx/gamestart-18.bat index cce99b0..4777dd9 100755 --- a/dist/iidx/gamestart-18.bat +++ b/dist/iidx/gamestart-18.bat @@ -1,14 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist d mkdir d -if not exist e mkdir e -if not exist f mkdir f +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% -launcher -K iidxhook4.dll bm2dx.dll --config iidxhook-18.conf %* +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-18.xml --config %BEMANITOOLS_DIR%\iidxhook-18.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-19.bat b/dist/iidx/gamestart-19.bat index 8bfd580..03c22b0 100755 --- a/dist/iidx/gamestart-19.bat +++ b/dist/iidx/gamestart-19.bat @@ -1,14 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist d mkdir d -if not exist e mkdir e -if not exist f mkdir f +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% -launcher -K iidxhook5.dll bm2dx.dll --config iidxhook-19.conf %* +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-19.xml --config %BEMANITOOLS_DIR%\iidxhook-19.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-20.bat b/dist/iidx/gamestart-20.bat index 2dac80e..f579f2e 100755 --- a/dist/iidx/gamestart-20.bat +++ b/dist/iidx/gamestart-20.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook6.dll bm2dx.dll --config iidxhook-20.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-20.xml --config %BEMANITOOLS_DIR%\iidxhook-20.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-21.bat b/dist/iidx/gamestart-21.bat index b79d641..9ec039d 100755 --- a/dist/iidx/gamestart-21.bat +++ b/dist/iidx/gamestart-21.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-21.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-21.xml --config %BEMANITOOLS_DIR%\iidxhook-21.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-22.bat b/dist/iidx/gamestart-22.bat index d10a945..d284786 100755 --- a/dist/iidx/gamestart-22.bat +++ b/dist/iidx/gamestart-22.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-22.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-22.xml --config %BEMANITOOLS_DIR%\iidxhook-22.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-23.bat b/dist/iidx/gamestart-23.bat index 656e1fe..33cceb1 100755 --- a/dist/iidx/gamestart-23.bat +++ b/dist/iidx/gamestart-23.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-23.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-23.xml --config %BEMANITOOLS_DIR%\iidxhook-23.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-24.bat b/dist/iidx/gamestart-24.bat index 283020c..94fa8b2 100755 --- a/dist/iidx/gamestart-24.bat +++ b/dist/iidx/gamestart-24.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-24.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-24.xml --config %BEMANITOOLS_DIR%\iidxhook-24.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-25.bat b/dist/iidx/gamestart-25.bat index edff294..2d6b6c7 100644 --- a/dist/iidx/gamestart-25.bat +++ b/dist/iidx/gamestart-25.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -K iidxhook8.dll bm2dx.dll --config iidxhook-25.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-25.xml --config %BEMANITOOLS_DIR%\iidxhook-25.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-26.bat b/dist/iidx/gamestart-26.bat index d41b72b..dc06460 100644 --- a/dist/iidx/gamestart-26.bat +++ b/dist/iidx/gamestart-26.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -K iidxhook8.dll bm2dx.dll --config iidxhook-26.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-26.xml --config %BEMANITOOLS_DIR%\iidxhook-26.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-27.bat b/dist/iidx/gamestart-27.bat index 04a3909..d034f84 100644 --- a/dist/iidx/gamestart-27.bat +++ b/dist/iidx/gamestart-27.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-27.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-27.xml --config %BEMANITOOLS_DIR%\iidxhook-27.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-28.bat b/dist/iidx/gamestart-28.bat index 1abb520..cfc18e4 100644 --- a/dist/iidx/gamestart-28.bat +++ b/dist/iidx/gamestart-28.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-28.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-28.xml --config %BEMANITOOLS_DIR%\iidxhook-28.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-29.bat b/dist/iidx/gamestart-29.bat index 1029b8c..64a02a5 100644 --- a/dist/iidx/gamestart-29.bat +++ b/dist/iidx/gamestart-29.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-29.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-29.xml --config %BEMANITOOLS_DIR%\iidxhook-29.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-30.bat b/dist/iidx/gamestart-30.bat index 776d7e8..61f7720 100644 --- a/dist/iidx/gamestart-30.bat +++ b/dist/iidx/gamestart-30.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -modules\launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-30.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-30.xml --config %BEMANITOOLS_DIR%\iidxhook-30.conf %* \ No newline at end of file diff --git a/dist/iidx/launcher-18.xml b/dist/iidx/launcher-18.xml new file mode 100644 index 0000000..74bf35e --- /dev/null +++ b/dist/iidx/launcher-18.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook4.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-19.xml b/dist/iidx/launcher-19.xml new file mode 100644 index 0000000..1749cfb --- /dev/null +++ b/dist/iidx/launcher-19.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook5.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-20.xml b/dist/iidx/launcher-20.xml new file mode 100644 index 0000000..7af7ce4 --- /dev/null +++ b/dist/iidx/launcher-20.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook6.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-21.xml b/dist/iidx/launcher-21.xml new file mode 100644 index 0000000..502407b --- /dev/null +++ b/dist/iidx/launcher-21.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook7.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-22.xml b/dist/iidx/launcher-22.xml new file mode 100644 index 0000000..502407b --- /dev/null +++ b/dist/iidx/launcher-22.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook7.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-23.xml b/dist/iidx/launcher-23.xml new file mode 100644 index 0000000..502407b --- /dev/null +++ b/dist/iidx/launcher-23.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook7.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-24.xml b/dist/iidx/launcher-24.xml new file mode 100644 index 0000000..502407b --- /dev/null +++ b/dist/iidx/launcher-24.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook7.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-25.xml b/dist/iidx/launcher-25.xml new file mode 100644 index 0000000..733a880 --- /dev/null +++ b/dist/iidx/launcher-25.xml @@ -0,0 +1,74 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook8.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-26.xml b/dist/iidx/launcher-26.xml new file mode 100644 index 0000000..733a880 --- /dev/null +++ b/dist/iidx/launcher-26.xml @@ -0,0 +1,74 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook8.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-27.xml b/dist/iidx/launcher-27.xml new file mode 100644 index 0000000..736ee63 --- /dev/null +++ b/dist/iidx/launcher-27.xml @@ -0,0 +1,69 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + boot + + + + + + + + + + bemanitools/ea3-service.xml + + + + + + iidxhook9.dll + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-28.xml b/dist/iidx/launcher-28.xml new file mode 100644 index 0000000..736ee63 --- /dev/null +++ b/dist/iidx/launcher-28.xml @@ -0,0 +1,69 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + boot + + + + + + + + + + bemanitools/ea3-service.xml + + + + + + iidxhook9.dll + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-29.xml b/dist/iidx/launcher-29.xml new file mode 100644 index 0000000..736ee63 --- /dev/null +++ b/dist/iidx/launcher-29.xml @@ -0,0 +1,69 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + boot + + + + + + + + + + bemanitools/ea3-service.xml + + + + + + iidxhook9.dll + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-30.xml b/dist/iidx/launcher-30.xml new file mode 100644 index 0000000..736ee63 --- /dev/null +++ b/dist/iidx/launcher-30.xml @@ -0,0 +1,69 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + boot + + + + + + + + + + bemanitools/ea3-service.xml + + + + + + iidxhook9.dll + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/pcbid.xml b/dist/iidx/pcbid.xml new file mode 100644 index 0000000..bc50cde --- /dev/null +++ b/dist/iidx/pcbid.xml @@ -0,0 +1,7 @@ + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/jb/ea3-ident.xml b/dist/jb/ea3-ident.xml new file mode 100644 index 0000000..e24a9b9 --- /dev/null +++ b/dist/jb/ea3-ident.xml @@ -0,0 +1,10 @@ + + + + LDJ + J + A + A + 2022082400 + + \ No newline at end of file diff --git a/dist/jb/eamuse-server.xml b/dist/jb/eamuse-server.xml new file mode 100644 index 0000000..bc70644 --- /dev/null +++ b/dist/jb/eamuse-server.xml @@ -0,0 +1,6 @@ + + + + http://localhost + + \ No newline at end of file diff --git a/dist/jb/gamestart-03.bat b/dist/jb/gamestart-03.bat index 76acc78..39e1b8f 100644 --- a/dist/jb/gamestart-03.bat +++ b/dist/jb/gamestart-03.bat @@ -1,11 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\ea3-config.xml copy prop\ea3-config.xml dev\nvram\ea3-config.xml -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -H 33554432 -K jbhook2.dll jubeat.dll -v +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-03.xml -v %* \ No newline at end of file diff --git a/dist/jb/gamestart-04.bat b/dist/jb/gamestart-04.bat index 245e314..14d95e7 100644 --- a/dist/jb/gamestart-04.bat +++ b/dist/jb/gamestart-04.bat @@ -1,11 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\ea3-config.xml copy prop\ea3-config.xml dev\nvram\ea3-config.xml -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -H 33554432 -K jbhook3.dll jubeat.dll +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-04.xml %* \ No newline at end of file diff --git a/dist/jb/launcher-03.xml b/dist/jb/launcher-03.xml new file mode 100644 index 0000000..095b2f6 --- /dev/null +++ b/dist/jb/launcher-03.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 33554432 + 33554432 + + + info + + + /dev/nvram/ea3-config.xml + + + jubeat.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + jbhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/jb/launcher-04.xml b/dist/jb/launcher-04.xml new file mode 100644 index 0000000..1c85a3c --- /dev/null +++ b/dist/jb/launcher-04.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 33554432 + 33554432 + + + info + + + /dev/nvram/ea3-config.xml + + + jubeat.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + jbhook3.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/jb/pcbid.xml b/dist/jb/pcbid.xml new file mode 100644 index 0000000..bc50cde --- /dev/null +++ b/dist/jb/pcbid.xml @@ -0,0 +1,7 @@ + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/sdvx/ea3-ident.xml b/dist/sdvx/ea3-ident.xml new file mode 100644 index 0000000..e24a9b9 --- /dev/null +++ b/dist/sdvx/ea3-ident.xml @@ -0,0 +1,10 @@ + + + + LDJ + J + A + A + 2022082400 + + \ No newline at end of file diff --git a/dist/sdvx/eamuse-server.xml b/dist/sdvx/eamuse-server.xml new file mode 100644 index 0000000..bc70644 --- /dev/null +++ b/dist/sdvx/eamuse-server.xml @@ -0,0 +1,6 @@ + + + + http://localhost + + \ No newline at end of file diff --git a/dist/sdvx/gamestart.bat b/dist/sdvx/gamestart.bat index a286325..4e97b92 100644 --- a/dist/sdvx/gamestart.bat +++ b/dist/sdvx/gamestart.bat @@ -8,3 +8,38 @@ if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin if not exist dev\raw mkdir dev\raw launcher -K sdvxhook.dll soundvoltex.dll %* + +@echo off + +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher.xml %* \ No newline at end of file diff --git a/dist/sdvx/launcher.xml b/dist/sdvx/launcher.xml new file mode 100644 index 0000000..4876ca7 --- /dev/null +++ b/dist/sdvx/launcher.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + soundvoltex.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + sdvxhook.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/sdvx/pcbid.xml b/dist/sdvx/pcbid.xml new file mode 100644 index 0000000..bc50cde --- /dev/null +++ b/dist/sdvx/pcbid.xml @@ -0,0 +1,7 @@ + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/sdvx5/ea3-ident.xml b/dist/sdvx5/ea3-ident.xml new file mode 100644 index 0000000..e24a9b9 --- /dev/null +++ b/dist/sdvx5/ea3-ident.xml @@ -0,0 +1,10 @@ + + + + LDJ + J + A + A + 2022082400 + + \ No newline at end of file diff --git a/dist/sdvx5/eamuse-server.xml b/dist/sdvx5/eamuse-server.xml new file mode 100644 index 0000000..bc70644 --- /dev/null +++ b/dist/sdvx5/eamuse-server.xml @@ -0,0 +1,6 @@ + + + + http://localhost + + \ No newline at end of file diff --git a/dist/sdvx5/gamestart-cn.bat b/dist/sdvx5/gamestart-cn.bat index 8435bd7..265fce1 100644 --- a/dist/sdvx5/gamestart-cn.bat +++ b/dist/sdvx5/gamestart-cn.bat @@ -1,17 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\c.dest echo $null >> dev\raw\c.dest -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 268435456 -K sdvxhook2-cn.dll soundvoltex.dll --config sdvxhook2-cn.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-cn.xml --config %BEMANITOOLS_DIR%\sdvxhook2-cn.conf %* \ No newline at end of file diff --git a/dist/sdvx5/gamestart.bat b/dist/sdvx5/gamestart.bat index c1b41dd..2db9289 100644 --- a/dist/sdvx5/gamestart.bat +++ b/dist/sdvx5/gamestart.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 268435456 -K sdvxhook2.dll soundvoltex.dll --config sdvxhook2.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher.xml --config %BEMANITOOLS_DIR%\sdvxhook2.conf %* \ No newline at end of file diff --git a/dist/sdvx5/launcher-cn.xml b/dist/sdvx5/launcher-cn.xml new file mode 100644 index 0000000..4ec2939 --- /dev/null +++ b/dist/sdvx5/launcher-cn.xml @@ -0,0 +1,74 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 268435456 + + + info + + + /dev/nvram/ea3-config.xml + + + soundvoltex.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + sdvxhook2-cn.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/sdvx5/launcher.xml b/dist/sdvx5/launcher.xml new file mode 100644 index 0000000..3ae97c1 --- /dev/null +++ b/dist/sdvx5/launcher.xml @@ -0,0 +1,74 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 268435456 + + + info + + + /dev/nvram/ea3-config.xml + + + soundvoltex.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + sdvxhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/sdvx5/pcbid.xml b/dist/sdvx5/pcbid.xml new file mode 100644 index 0000000..bc50cde --- /dev/null +++ b/dist/sdvx5/pcbid.xml @@ -0,0 +1,7 @@ + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/shared/ea3-ident.xml b/dist/shared/ea3-ident.xml new file mode 100644 index 0000000..ae4161e --- /dev/null +++ b/dist/shared/ea3-ident.xml @@ -0,0 +1,11 @@ + + + + + 000 + A + A + A + 1969032100 + + \ No newline at end of file diff --git a/dist/shared/ea3-license.xml b/dist/shared/ea3-license.xml new file mode 100644 index 0000000..fef3534 --- /dev/null +++ b/dist/shared/ea3-license.xml @@ -0,0 +1,8 @@ + + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/shared/ea3-service.xml b/dist/shared/ea3-service.xml new file mode 100644 index 0000000..ffaaa43 --- /dev/null +++ b/dist/shared/ea3-service.xml @@ -0,0 +1,7 @@ + + + + + http://localhost + + \ No newline at end of file From 359ab5a54131b045c862e174cb0a3bf026fa0aa8 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 23 Feb 2024 18:48:21 +0100 Subject: [PATCH 014/118] refactor(inject): Use new core thread and log modules Keep this a separate commit because this also removes inject's own logging engine and replaces it with the streamlined core API. The core API provides all the features of inject's own logging engine which also performed horribly. The entire logging operation was locked which included expensive operations that formatted the log messages and required memory allocations and copying around data. The core API's implementation at least only synchronizes the actual IO operations (though this can be improved further with an actual async logging sink, TBD) --- src/main/inject/Module.mk | 2 +- src/main/inject/debugger.c | 12 +- src/main/inject/logger.c | 217 ------------------------------------- src/main/inject/logger.h | 28 ----- src/main/inject/main.c | 72 ++++++++++-- 5 files changed, 73 insertions(+), 258 deletions(-) delete mode 100644 src/main/inject/logger.c delete mode 100644 src/main/inject/logger.h diff --git a/src/main/inject/Module.mk b/src/main/inject/Module.mk index 549f179..fd868ef 100644 --- a/src/main/inject/Module.mk +++ b/src/main/inject/Module.mk @@ -5,12 +5,12 @@ ldflags_inject := \ -lpsapi \ libs_inject := \ + core \ util \ src_inject := \ main.c \ debugger.c \ - logger.c \ options.c \ version.c \ diff --git a/src/main/inject/debugger.c b/src/main/inject/debugger.c index 724ed9b..e8e7068 100644 --- a/src/main/inject/debugger.c +++ b/src/main/inject/debugger.c @@ -8,10 +8,11 @@ #include #include -#include "inject/debugger.h" -#include "inject/logger.h" +#include "core/log-bt.h" +#include "core/log.h" + +#include "inject/debugger.h" -#include "util/log.h" #include "util/mem.h" #include "util/proc.h" #include "util/signal.h" @@ -178,6 +179,7 @@ static bool log_debug_str(HANDLE process, const OUTPUT_DEBUG_STRING_INFO *odsi) log_assert(odsi); char *debug_str; + size_t debug_str_len; if (odsi->fUnicode) { debug_str = read_debug_wstr(process, odsi); @@ -186,7 +188,9 @@ static bool log_debug_str(HANDLE process, const OUTPUT_DEBUG_STRING_INFO *odsi) } if (debug_str) { - logger_log(debug_str); + debug_str_len = strlen(debug_str); + + core_log_bt_direct_sink_write(debug_str, debug_str_len); free(debug_str); return true; diff --git a/src/main/inject/logger.c b/src/main/inject/logger.c deleted file mode 100644 index 8f63aa9..0000000 --- a/src/main/inject/logger.c +++ /dev/null @@ -1,217 +0,0 @@ -#define LOG_MODULE "inject-logger" - -#include -#include -#include -#include -#include -#include - -#include "inject/logger.h" -#include "inject/version.h" - -#include "util/log.h" - -static FILE *log_file; -static HANDLE log_mutex; - -static const char *logger_get_formatted_timestamp(void) -{ - static char buffer[64]; - time_t cur = 0; - struct tm *tm = NULL; - - cur = time(NULL); - tm = localtime(&cur); - - strftime(buffer, sizeof(buffer), "[%Y/%m/%d %H:%M:%S] ", tm); - - return buffer; -} - -static char logger_console_determine_color(const char *str) -{ - log_assert(str); - - /* Add some color to make spotting warnings/errors easier. - Based on debug output level identifier. */ - - /* Avoids colored output on strings like "Windows" */ - if (str[1] != ':') { - return 15; - } - - switch (str[0]) { - /* green */ - case 'M': - return 10; - /* blue */ - case 'I': - return 9; - /* yellow */ - case 'W': - return 14; - /* red */ - case 'F': - return 12; - /* default console color */ - default: - return 15; - } -} - -static size_t logger_msg_coloring_len(const char *str) -{ - // Expected format example: "I:boot: my log message" - - const char *ptr; - size_t len; - int colon_count; - - ptr = str; - len = 0; - colon_count = 0; - - while (true) { - // End of string = invalid log format - if (*ptr == '\0') { - return 0; - } - - if (*ptr == ':') { - colon_count++; - } - - if (colon_count == 2) { - // Skip current colon, next char is a space - return len + 1; - } - - len++; - ptr++; - } - - return 0; -} - -static void logger_console( - void *ctx, const char *chars, size_t nchars, const char *timestamp_str) -{ - char color; - size_t color_len; - // See "util/log.c", has to align - char buffer[65536]; - char tmp; - - color_len = logger_msg_coloring_len(chars); - - // Check if we could detect which part to color, otherwise just write the - // whole log message without any coloring logic - if (color_len > 0) { - color = logger_console_determine_color(chars); - - strcpy(buffer, chars); - - // Mask start of log message for coloring - tmp = buffer[color_len]; - buffer[color_len] = '\0'; - - printf("%s", timestamp_str); - SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), color); - printf("%s", buffer); - SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 15); - - // Write actual message non colored - buffer[color_len] = tmp; - printf("%s", buffer + color_len); - } else { - printf("%s", chars); - } -} - -static void logger_file( - void *ctx, const char *chars, size_t nchars, const char *timestamp_str) -{ - if (ctx) { - fwrite(timestamp_str, 1, strlen(timestamp_str), (FILE *) ctx); - fwrite(chars, 1, nchars, (FILE *) ctx); - fflush((FILE *) ctx); - } -} - -static void logger_writer(void *ctx, const char *chars, size_t nchars) -{ - const char *timestamp_str; - - // Different threads logging the same destination, e.g. debugger thread, - // main thread - - WaitForSingleObject(log_mutex, INFINITE); - - timestamp_str = logger_get_formatted_timestamp(); - - logger_console(ctx, chars, nchars, timestamp_str); - logger_file(ctx, chars, nchars, timestamp_str); - - ReleaseMutex(log_mutex); -} - -static void logger_log_header() -{ - log_info( - "\n" - " _ _ _ \n" - " (_)_ __ (_) ___ ___| |_ \n" - " | | '_ \\ | |/ _ \\/ __| __|\n" - " | | | | || | __/ (__| |_ \n" - " |_|_| |_|/ |\\___|\\___|\\__|\n" - " |__/ "); - - log_info( - "Inject build date %s, gitrev %s", inject_build_date, inject_gitrev); -} - -bool logger_init(const char *log_file_path) -{ - if (log_file_path) { - log_file = fopen(log_file_path, "w+"); - } else { - log_file = NULL; - } - - log_to_writer(logger_writer, log_file); - - logger_log_header(); - - if (log_file_path) { - log_info("Log file: %s", log_file_path); - - if (!log_file) { - log_warning( - "ERROR: Opening log file %s failed: %s", - log_file_path, - strerror(errno)); - return false; - } - } - - log_mutex = CreateMutex(NULL, FALSE, NULL); - - return true; -} - -void logger_log(const char *str) -{ - logger_writer(log_file, str, strlen(str)); -} - -void logger_finit() -{ - log_misc("Logger finit"); - - if (log_file) { - fclose(log_file); - } - - CloseHandle(log_mutex); -} \ No newline at end of file diff --git a/src/main/inject/logger.h b/src/main/inject/logger.h deleted file mode 100644 index 45a8b77..0000000 --- a/src/main/inject/logger.h +++ /dev/null @@ -1,28 +0,0 @@ -#include - -/** - * Initialize inject's logger backend. - * - * This takes care of hooking and merging the different log - * streams, e.g. inject's local logging and inject's debugger - * receiving remote logging events. - * - * @param log_file_path Path to the file to log to or NULL to - * disable. - */ -bool logger_init(const char *log_file_path); - -/** - * Write a message to the logging backend. - * - * This is used by inject's debugger to redirect log messages - * recevied from the remote process. - * - * @param str String to log - */ -void logger_log(const char *str); - -/** - * Shutdown and cleanup the logging backend. - */ -void logger_finit(); \ No newline at end of file diff --git a/src/main/inject/main.c b/src/main/inject/main.c index bfb6c1b..07026dc 100644 --- a/src/main/inject/main.c +++ b/src/main/inject/main.c @@ -1,3 +1,5 @@ +#define LOG_MODULE "inject" + #include #include @@ -10,18 +12,67 @@ #include "cconfig/cconfig-util.h" #include "cconfig/cmd.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-file.h" +#include "core/log-sink-list.h" +#include "core/log-sink-mutex.h" +#include "core/log-sink-std.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "inject/debugger.h" -#include "inject/logger.h" #include "inject/options.h" #include "inject/version.h" #include "util/cmdline.h" -#include "util/log.h" #include "util/mem.h" #include "util/os.h" #include "util/signal.h" #include "util/str.h" +static void _inject_log_header() +{ + log_info( + "\n" + " _ _ _ \n" + " (_)_ __ (_) ___ ___| |_ \n" + " | | '_ \\ | |/ _ \\/ __| __|\n" + " | | | | || | __/ (__| |_ \n" + " |_|_| |_|/ |\\___|\\___|\\__|\n" + " |__/ "); + + log_info( + "inject build date %s, gitrev %s", inject_build_date, inject_gitrev); +} + +void _inject_log_init( + const char *log_file_path, enum core_log_bt_log_level level) +{ + struct core_log_sink sinks[2]; + struct core_log_sink sink_composed; + struct core_log_sink sink_mutex; + + core_log_bt_ext_impl_set(); + + if (log_file_path) { + core_log_sink_std_out_open(true, &sinks[0]); + core_log_sink_file_open(log_file_path, false, true, 10, &sinks[1]); + core_log_sink_list_open(sinks, 2, &sink_composed); + } else { + core_log_sink_std_out_open(true, &sink_composed); + } + + // Different threads logging the same destination, e.g. debugger thread, + // main thread + core_log_sink_mutex_open(&sink_composed, &sink_mutex); + + core_log_bt_init(&sink_mutex); + core_log_bt_level_set(level); +} + static bool init_options(int argc, char **argv, struct options *options) { options_init(options); @@ -145,7 +196,7 @@ static bool inject_hook_dlls(uint32_t hooks, char **argv) static void signal_shutdown_handler() { debugger_finit(true); - logger_finit(); + core_log_bt_fini(); } int main(int argc, char **argv) @@ -160,9 +211,14 @@ int main(int argc, char **argv) goto init_options_fail; } - if (!logger_init(strlen(options.log_file) > 0 ? options.log_file : NULL)) { - goto init_logger_fail; - } + core_thread_crt_ext_impl_set(); + // TODO expose log level + + _inject_log_init( + strlen(options.log_file) > 0 ? options.log_file : NULL, + CORE_LOG_BT_LOG_LEVEL_MISC); + + _inject_log_header(); os_version_log(); @@ -214,7 +270,7 @@ int main(int argc, char **argv) debugger_finit(false); - logger_finit(); + core_log_bt_fini(); return EXIT_SUCCESS; @@ -226,7 +282,7 @@ inject_hook_dlls_fail: debugger_init_fail: verify_2_fail: verify_fail: - logger_finit(); + core_log_bt_fini(); init_logger_fail: init_options_fail: From 2fe21ae6b7028c81bdab0df8963b39f20d810aab Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 23 Feb 2024 18:53:51 +0100 Subject: [PATCH 015/118] refactor(launcher): Major re-work of launcher Kudos to Shiz for providing the groundwork for this. Fundamentally re-think how launcher operates and bootstrapping the games is managed and configured. This brings it significantly closer to how the original bootstrap is doing the job: launcher now utilizes the data (structures) provided by the bootstrap.xml configuration file. This creates compatibility with vanilla data dumps and original stock images. Note that bemanitools does not include any code or means to run DRM'd data, only decrypted. But, this allows users to keep decrypted dumps as stock as possible which means: * No copying around of property files anymore * Keep the modules/ folder with the binaries * Have bemanitools binaries separate in the data * No need to edit/customize the original configuration files A list of key features of the "new" launcher: * Boostrap games by following the configuration provided by stock game's bootstrap.xml files * Custom launcher.xml configuration file that adds further launcher configurable features, composability of bootstrap.xml configuration(s) as well as configuration overriding/stacking of selected types of configurations, e.g. eamuse config, avs-config. The latter eliminates the need for modifying stock config files in the prop/ folder * Unified logging system: launcher and AVS logging uses the same logger, all output can now be in a single file * Original features such as various hook types still available Due to the significant architectural changes, this also breaks with any backwards compatibility to existing launcher setups. Thus, users need to migrate by re-applying the new configuration format and migrating their config parameters accordingly. Further migration instructions and updated documentation will be provided upon release. Co-authored-by: Shiz --- src/main/launcher/Module.mk | 18 +- src/main/launcher/avs-config.c | 773 +++++++++++++++++++++++ src/main/launcher/avs-config.h | 57 ++ src/main/launcher/avs-context.c | 72 --- src/main/launcher/avs-context.h | 20 - src/main/launcher/avs.c | 270 ++++++++ src/main/launcher/avs.h | 16 + src/main/launcher/bootstrap-config.c | 548 ++++++++++++++++ src/main/launcher/bootstrap-config.h | 139 +++++ src/main/launcher/bootstrap.c | 347 +++++++++++ src/main/launcher/bootstrap.h | 32 + src/main/launcher/debug.c | 33 + src/main/launcher/debug.h | 6 + src/main/launcher/ea3-config.c | 190 ------ src/main/launcher/ea3-config.h | 46 -- src/main/launcher/ea3-ident-config.c | 104 ++++ src/main/launcher/ea3-ident-config.h | 37 ++ src/main/launcher/eamuse-config.c | 125 ++++ src/main/launcher/eamuse-config.h | 23 + src/main/launcher/eamuse.c | 25 + src/main/launcher/eamuse.h | 9 + src/main/launcher/hook.c | 34 + src/main/launcher/hook.h | 6 + src/main/launcher/launcher-config.c | 371 +++++++++++ src/main/launcher/launcher-config.h | 56 ++ src/main/launcher/launcher.c | 587 ++++++++++++++++++ src/main/launcher/launcher.h | 8 + src/main/launcher/main.c | 323 +--------- src/main/launcher/module.c | 159 ++++- src/main/launcher/module.h | 18 +- src/main/launcher/options.c | 206 +++---- src/main/launcher/options.h | 60 +- src/main/launcher/property-util.c | 891 +++++++++++++++++++++++++++ src/main/launcher/property-util.h | 99 +++ src/main/launcher/property.c | 135 ---- src/main/launcher/property.h | 10 - src/main/launcher/stubs.c | 7 +- 37 files changed, 4917 insertions(+), 943 deletions(-) create mode 100644 src/main/launcher/avs-config.c create mode 100644 src/main/launcher/avs-config.h delete mode 100644 src/main/launcher/avs-context.c delete mode 100644 src/main/launcher/avs-context.h create mode 100644 src/main/launcher/avs.c create mode 100644 src/main/launcher/avs.h create mode 100644 src/main/launcher/bootstrap-config.c create mode 100644 src/main/launcher/bootstrap-config.h create mode 100644 src/main/launcher/bootstrap.c create mode 100644 src/main/launcher/bootstrap.h create mode 100644 src/main/launcher/debug.c create mode 100644 src/main/launcher/debug.h delete mode 100644 src/main/launcher/ea3-config.c delete mode 100644 src/main/launcher/ea3-config.h create mode 100644 src/main/launcher/ea3-ident-config.c create mode 100644 src/main/launcher/ea3-ident-config.h create mode 100644 src/main/launcher/eamuse-config.c create mode 100644 src/main/launcher/eamuse-config.h create mode 100644 src/main/launcher/eamuse.c create mode 100644 src/main/launcher/eamuse.h create mode 100644 src/main/launcher/hook.c create mode 100644 src/main/launcher/hook.h create mode 100644 src/main/launcher/launcher-config.c create mode 100644 src/main/launcher/launcher-config.h create mode 100644 src/main/launcher/launcher.c create mode 100644 src/main/launcher/launcher.h create mode 100644 src/main/launcher/property-util.c create mode 100644 src/main/launcher/property-util.h delete mode 100644 src/main/launcher/property.c delete mode 100644 src/main/launcher/property.h diff --git a/src/main/launcher/Module.mk b/src/main/launcher/Module.mk index c9dfd07..39daace 100644 --- a/src/main/launcher/Module.mk +++ b/src/main/launcher/Module.mk @@ -3,22 +3,34 @@ rc_launcher := launcher.rc ldflags_launcher := \ -mconsole \ + -ldbghelp \ deplibs_launcher := \ avs \ avs-ea3 \ libs_launcher := \ + avs-util \ + core \ hook \ util \ src_launcher := \ - avs-context.c \ - ea3-config.c \ + avs-config.c \ + avs.c \ + bootstrap-config.c \ + bootstrap.c \ + debug.c \ + ea3-ident-config.c \ + eamuse-config.c \ + eamuse.c \ + hook.c \ + launcher-config.c \ + launcher.c \ main.c \ module.c \ options.c \ - property.c \ + property-util.c \ stubs.c \ version.c \ diff --git a/src/main/launcher/avs-config.c b/src/main/launcher/avs-config.c new file mode 100644 index 0000000..8669f3d --- /dev/null +++ b/src/main/launcher/avs-config.c @@ -0,0 +1,773 @@ +#define LOG_MODULE "avs-config" + +#include + +#include "avs-util/error.h" + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/avs-config.h" +#include "launcher/property-util.h" + +#include "util/str.h" + +#define AVS_CONFIG_ROOT_NODE "/config" + +static const char *_avs_config_property_mounttable_path = + "/config/fs/mounttable"; + +static void _avs_config_node_vfs_copy( + struct property *parent_property, + struct property_node *parent, + struct property_node *source) +{ + // Use max path size to fit dst and src fs paths + char data[MAX_PATH]; + + // Remark: Using property_node_clone doesn't work here + // Cloning non-deep only clones the vfs node. Cloning deep doesn't seem + // to work with arbitrary attributes that don't follow the general + // design of a property structure. This seems to require clear typing for + // nodes in order to allow property_node_clone to work + + // Ignore errors and default to empty + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "name@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace( + parent_property, parent, "name@", data); + + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "fstype@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace( + parent_property, parent, "fstype@", data); + + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "src@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace(parent_property, parent, "src@", data); + + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "dst@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace(parent_property, parent, "dst@", data); + + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "opt@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace(parent_property, parent, "opt@", data); +} + +static bool _avs_config_mounttable_vfs_nodes_merge_strategy_do( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx, + property_util_node_merge_recursion_do_t node_merge_recursion_do) +{ + struct property_node *parent_child; + struct property_node *source_child; + + char parent_child_name[PROPERTY_NODE_NAME_SIZE_MAX]; + char name_parent[PROPERTY_NODE_ATTR_NAME_SIZE_MAX]; + char dst_parent[PROPERTY_NODE_ATTR_NAME_SIZE_MAX]; + + char source_child_name[PROPERTY_NODE_NAME_SIZE_MAX]; + char name_source[PROPERTY_NODE_ATTR_NAME_SIZE_MAX]; + char dst_source[PROPERTY_NODE_ATTR_NAME_SIZE_MAX]; + + bool node_consumed; + bool found_parent; + + source_child = property_node_traversal(source, TRAVERSE_FIRST_CHILD); + + node_consumed = false; + + while (source_child) { + property_node_name( + source_child, source_child_name, sizeof(source_child_name)); + + if (str_eq(source_child_name, "vfs")) { + node_consumed = true; + + parent_child = + property_node_traversal(parent, TRAVERSE_FIRST_CHILD); + + found_parent = false; + + while (parent_child) { + property_node_name( + parent_child, parent_child_name, sizeof(parent_child_name)); + + if (str_eq(parent_child_name, "vfs")) { + if (AVS_IS_ERROR(property_node_refer( + NULL, + source_child, + "name@", + PROPERTY_TYPE_ATTR, + name_source, + sizeof(name_source)))) { + log_fatal( + "Missing 'name' attribute on avs config mounttable " + "vfs source node"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + source_child, + "dst@", + PROPERTY_TYPE_ATTR, + dst_source, + sizeof(dst_source)))) { + log_fatal( + "Missing 'dst' attribute on avs config mounttable " + "vfs source node"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + parent_child, + "name@", + PROPERTY_TYPE_ATTR, + name_parent, + sizeof(name_parent)))) { + log_fatal( + "Missing 'name' attribute on avs config mounttable " + "vfs parent node"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + parent_child, + "dst@", + PROPERTY_TYPE_ATTR, + dst_parent, + sizeof(dst_parent)))) { + log_fatal( + "Missing 'dst' attribute on avs config mounttable " + "vfs parent node"); + } + + // Found existing matching node on parent, replace it + if (str_eq(name_source, name_parent) && + str_eq(dst_source, dst_parent)) { + _avs_config_node_vfs_copy( + parent_property, parent_child, source_child); + + found_parent = true; + break; + } + } + + parent_child = property_node_traversal( + parent_child, TRAVERSE_NEXT_SIBLING); + } + + // Not found an existing node that got replaced, insert/merge new + // data + if (!found_parent) { + parent_child = property_node_create( + parent_property, parent, PROPERTY_TYPE_VOID, "vfs"); + + _avs_config_node_vfs_copy( + parent_property, parent_child, source_child); + } + } + + source_child = + property_node_traversal(source_child, TRAVERSE_NEXT_SIBLING); + } + + return node_consumed; +} + +struct property *avs_config_load(const char *filepath) +{ + struct property *property; + + log_assert(filepath); + + log_info("Loading from file path: %s", filepath); + + property = property_util_load(filepath); + + // Check if root node exists, call already errors if not + avs_config_root_get(property); + + return property; +} + +struct property_node *avs_config_root_get(struct property *property) +{ + struct property_node *node; + + log_assert(property); + + node = property_search(property, 0, AVS_CONFIG_ROOT_NODE); + + if (node == NULL) { + log_fatal("Root node " AVS_CONFIG_ROOT_NODE " in AVS config missing"); + } + + return node; +} + +struct property * +avs_config_property_merge(struct property *parent, struct property *source) +{ + struct property_util_node_merge_strategies strategies; + + log_assert(parent); + log_assert(source); + + strategies.num = 2; + + strategies.entry[0].path = _avs_config_property_mounttable_path; + strategies.entry[0].merge_strategy_do = + _avs_config_mounttable_vfs_nodes_merge_strategy_do; + + strategies.entry[1].path = ""; + strategies.entry[1].merge_strategy_do = + property_util_node_merge_default_strategy_do; + + return property_util_merge_with_strategies(parent, source, &strategies); +} + +void avs_config_fs_root_device_get( + struct property_node *node, char *buffer, size_t size) +{ + struct property_node *device_node; + avs_error error; + + log_assert(node); + + device_node = property_search(NULL, node, "fs/root/device"); + + if (device_node == NULL) { + log_fatal("Could not find node fs/root/device AVS config"); + } + + error = property_node_read(device_node, PROPERTY_TYPE_STR, buffer, size); + + if (AVS_IS_ERROR(error)) { + log_fatal( + "fs/root/device, property read failed: %s", + avs_util_error_str(error)); + } +} + +void avs_config_mode_product_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "mode/product", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "mode/product", enable); +#endif +} + +void avs_config_net_raw_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "net/enable_raw", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "net/enable_raw", enable); +#endif +} + +void avs_config_net_eaudp_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "net/eaudp/enable", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "net/eaudp/enable", enable); +#endif +} + +void avs_config_sntp_ea_set(struct property_node *node, bool on) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "sntp/ea_on", on ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "sntp/ea_on", on); +#endif +} + +void avs_config_log_level_set(struct property_node *node, const char *level) +{ + log_assert(node); + log_assert(level); + +#if AVS_VERSION <= 1306 + uint32_t level_value; + + if (str_eq(level, "fatal")) { + level_value = 1; + } else if (str_eq(level, "warning")) { + level_value = 2; + } else if (str_eq(level, "info")) { + level_value = 3; + } else if (str_eq(level, "misc")) { + level_value = 4; + } else if (str_eq(level, "all")) { + level_value = 4; + } else if (str_eq(level, "disable")) { + level_value = 0; + } else if (str_eq(level, "default")) { + level_value = 4; + } else { + log_fatal("Unknown log level string %s", level); + } + + property_util_node_u32_replace(NULL, node, "log/level", level_value); +#else + property_util_node_str_replace(NULL, node, "log/level", level); +#endif +} + +void avs_config_log_name_set(struct property_node *node, const char *name) +{ + log_assert(node); + log_assert(name); + + property_util_node_str_replace(NULL, node, "log/name", name); +} + +void avs_config_log_file_set(struct property_node *node, const char *file) +{ + log_assert(node); + log_assert(file); + + property_util_node_str_replace(NULL, node, "log/file", file); +} + +void avs_config_log_buffer_size_set(struct property_node *node, uint32_t size) +{ + log_assert(node); + + property_util_node_u32_replace(NULL, node, "log/sz_buf", size); +} + +void avs_config_log_output_delay_set( + struct property_node *node, uint16_t delay_ms) +{ + log_assert(node); + + property_util_node_u16_replace(NULL, node, "log/output_delay", delay_ms); +} + +void avs_config_log_enable_console_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "log/enable_console", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/enable_console", enable); +#endif +} + +void avs_config_log_enable_sci_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "log/enable_netsci", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/enable_netsci", enable); +#endif +} + +void avs_config_log_enable_net_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "log/enable_netlog", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/enable_netlog", enable); +#endif +} + +void avs_config_log_enable_file_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "log/enable_file", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/enable_file", enable); +#endif +} + +void avs_config_log_rotate_set(struct property_node *node, bool rotate) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "log/rotate", rotate ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/rotate", rotate); +#endif +} + +void avs_config_log_append_set(struct property_node *node, bool append) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "log/append", append ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/append", append); +#endif +} + +void avs_config_log_count_set(struct property_node *node, uint16_t count) +{ + log_assert(node); + + property_util_node_u16_replace(NULL, node, "log/gen", count); +} + +void avs_config_set_log_level( + struct property_node *node, enum core_log_bt_log_level loglevel) +{ + const char *str; + + log_assert(node); + + switch (loglevel) { + case CORE_LOG_BT_LOG_LEVEL_OFF: + str = "disable"; + break; + + case CORE_LOG_BT_LOG_LEVEL_FATAL: + str = "fatal"; + break; + + case CORE_LOG_BT_LOG_LEVEL_WARNING: + str = "warn"; + break; + + case CORE_LOG_BT_LOG_LEVEL_INFO: + str = "info"; + break; + + case CORE_LOG_BT_LOG_LEVEL_MISC: + str = "misc"; + break; + + default: + log_fatal("Unsupported log level: %d", loglevel); + break; + } + + avs_config_log_level_set(node, str); +} + +void avs_config_local_fs_path_dev_nvram_and_raw_set( + struct property_node *node, const char *dev_nvram_raw_path) +{ + char path_dev_raw[MAX_PATH]; + char path_dev_nvram[MAX_PATH]; + + struct property_node *fs_node; + struct property_node *mounttable_node; + struct property_node *vfs_node; + + log_assert(node); + log_assert(dev_nvram_raw_path); + + str_cpy(path_dev_raw, sizeof(path_dev_raw), dev_nvram_raw_path); + str_cat(path_dev_raw, sizeof(path_dev_raw), "/dev/raw"); + + str_cpy(path_dev_nvram, sizeof(path_dev_nvram), dev_nvram_raw_path); + str_cat(path_dev_nvram, sizeof(path_dev_nvram), "/dev/nvram"); + + fs_node = property_search(NULL, node, "fs"); + + if (!fs_node) { + log_fatal("Cannot find 'fs' node in avs config"); + } + + // Check if "new" mounttable config is used for dev/nvram and dev/raw or + // legacy config + if (property_search(NULL, fs_node, "mounttable")) { + property_remove(NULL, fs_node, "mounttable"); + + mounttable_node = property_node_create( + NULL, fs_node, PROPERTY_TYPE_VOID, "mounttable"); + + vfs_node = property_node_create( + NULL, mounttable_node, PROPERTY_TYPE_VOID, "vfs"); + + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "name", "boot"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "fstype", "fs"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "src", path_dev_raw); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "dest", "/dev/raw"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "opt", "vf=1,posix=1"); + + vfs_node = property_node_create( + NULL, mounttable_node, PROPERTY_TYPE_VOID, "vfs"); + + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "name", "boot"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "fstype", "fs"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "src", path_dev_nvram); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "dest", "/dev/nvram"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "opt", "vf=1,posix=1"); + } else { + property_util_node_str_replace( + NULL, fs_node, "nvram/device", path_dev_raw); + property_util_node_str_replace(NULL, fs_node, "nvram/fstype", "fs"); + property_util_node_str_replace( + NULL, fs_node, "nvram/option", "vf=1,posix=1"); + + property_util_node_str_replace( + NULL, fs_node, "raw/device", path_dev_nvram); + property_util_node_str_replace(NULL, fs_node, "raw/fstype", "fs"); + property_util_node_str_replace( + NULL, fs_node, "raw/option", "vf=1,posix=1"); + } +} + +void avs_config_vfs_mounttable_get( + struct property_node *node, struct avs_config_vfs_mounttable *mounttable) +{ + struct property_node *fs_node; + struct property_node *mounttable_node; + struct property_node *cur; + char mounttable_selector[128]; + char name[128]; + uint8_t pos; + + log_assert(node); + log_assert(mounttable); + + fs_node = property_search(NULL, node, "fs"); + + if (!fs_node) { + log_fatal("Cannot find 'fs' node in avs config"); + } + + // Check if new mounttable config is used for dev/nvram and dev/raw or + // legacy config + mounttable_node = property_search(NULL, fs_node, "mounttable"); + + memset(mounttable, 0, sizeof(*mounttable)); + pos = 0; + + if (mounttable_node) { + cur = property_search(NULL, fs_node, "mounttable_selector"); + + if (!cur) { + log_fatal("Missing 'mounttable_selector' on mounttable"); + } + + if (AVS_IS_ERROR(property_node_read( + cur, + PROPERTY_TYPE_STR, + mounttable_selector, + sizeof(mounttable_selector)))) { + log_fatal("Reading 'mounttable_selector' failed"); + } + + log_misc("Mounttable selector: %s", mounttable_selector); + + cur = property_node_traversal(mounttable_node, TRAVERSE_FIRST_CHILD); + + while (cur) { + property_node_name(cur, name, sizeof(name)); + + if (str_eq(name, "vfs")) { + if (pos >= AVS_CONFIG_MOUNTTABLE_MAX_ENTRIES) { + log_warning( + "Exceeding max number of supported mounttable entries " + "(%d), ignoring remaining", + pos); + break; + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "name@", + PROPERTY_TYPE_ATTR, + name, + sizeof(name)))) { + log_fatal("Missing 'name' attribute on vfs node"); + } + + if (str_eq(name, mounttable_selector)) { + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "fstype@", + PROPERTY_TYPE_ATTR, + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype)))) { + // default + str_cpy( + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype), + "fs"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "src@", + PROPERTY_TYPE_ATTR, + mounttable->entry[pos].src, + sizeof(mounttable->entry[pos].src)))) { + log_fatal( + "Missing 'src' attribute on vfs node, name: %s", + name); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "dst@", + PROPERTY_TYPE_ATTR, + mounttable->entry[pos].dst, + sizeof(mounttable->entry[pos].dst)))) { + log_fatal( + "Missing 'dst' attribute on vfs node, name: %s", + name); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "opt@", + PROPERTY_TYPE_ATTR, + mounttable->entry[pos].opt, + sizeof(mounttable->entry[pos].opt)))) { + // optional + } + + pos++; + } + } + + cur = property_node_traversal(cur, TRAVERSE_NEXT_SIBLING); + } + } else { + cur = property_search(NULL, fs_node, "nvram"); + + if (cur) { + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "fstype", + PROPERTY_TYPE_STR, + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype)))) { + // default + str_cpy( + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype), + "fs"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "device", + PROPERTY_TYPE_STR, + mounttable->entry[pos].src, + sizeof(mounttable->entry[pos].src)))) { + log_fatal("Missing 'device' attribute on nvram node"); + } + + str_cpy( + mounttable->entry[pos].dst, + sizeof(mounttable->entry[pos].dst), + "/dev/nvram"); + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "opt", + PROPERTY_TYPE_STR, + mounttable->entry[pos].opt, + sizeof(mounttable->entry[pos].opt)))) { + // optional + } + + pos++; + } + + cur = property_search(NULL, fs_node, "raw"); + + if (cur) { + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "fstype", + PROPERTY_TYPE_STR, + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype)))) { + // default + str_cpy( + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype), + "fs"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "device", + PROPERTY_TYPE_STR, + mounttable->entry[pos].src, + sizeof(mounttable->entry[pos].src)))) { + log_fatal("Missing 'device' attribute on raw node"); + } + + str_cpy( + mounttable->entry[pos].dst, + sizeof(mounttable->entry[pos].dst), + "/dev/raw"); + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "opt", + PROPERTY_TYPE_STR, + mounttable->entry[pos].opt, + sizeof(mounttable->entry[pos].opt)))) { + // optional + } + + pos++; + } + } + + mounttable->num_entries = pos; +} \ No newline at end of file diff --git a/src/main/launcher/avs-config.h b/src/main/launcher/avs-config.h new file mode 100644 index 0000000..692643d --- /dev/null +++ b/src/main/launcher/avs-config.h @@ -0,0 +1,57 @@ +#ifndef LAUNCHER_AVS_CONFIG_H +#define LAUNCHER_AVS_CONFIG_H + +#include "core/log-bt.h" + +#include "imports/avs.h" + +#include "launcher/bootstrap-config.h" + +#define AVS_CONFIG_MOUNTTABLE_MAX_ENTRIES 16 + +struct avs_config_vfs_mounttable { + struct { + char fstype[64]; + char src[512]; + char dst[512]; + char opt[256]; + } entry[AVS_CONFIG_MOUNTTABLE_MAX_ENTRIES]; + + uint8_t num_entries; +}; + +struct property *avs_config_load(const char *filepath); +struct property_node *avs_config_root_get(struct property *property); +struct property * +avs_config_property_merge(struct property *parent, struct property *source); + +void avs_config_fs_root_device_get( + struct property_node *node, char *buffer, size_t size); + +void avs_config_mode_product_set(struct property_node *node, bool enable); +void avs_config_net_raw_set(struct property_node *node, bool enable); +void avs_config_net_eaudp_set(struct property_node *node, bool enable); +void avs_config_sntp_ea_set(struct property_node *node, bool on); +void avs_config_log_level_set(struct property_node *node, const char *level); +void avs_config_log_name_set(struct property_node *node, const char *name); +void avs_config_log_file_set(struct property_node *node, const char *file); +void avs_config_log_buffer_size_set(struct property_node *node, uint32_t size); +void avs_config_log_output_delay_set( + struct property_node *node, uint16_t delay_ms); +void avs_config_log_enable_console_set(struct property_node *node, bool enable); +void avs_config_log_enable_sci_set(struct property_node *node, bool enable); +void avs_config_log_enable_net_set(struct property_node *node, bool enable); +void avs_config_log_enable_file_set(struct property_node *node, bool enable); +void avs_config_log_rotate_set(struct property_node *node, bool rotate); +void avs_config_log_append_set(struct property_node *node, bool append); +void avs_config_log_count_set(struct property_node *node, uint16_t count); + +void avs_config_set_log_level( + struct property_node *node, enum core_log_bt_log_level loglevel); +void avs_config_local_fs_path_dev_nvram_and_raw_set( + struct property_node *node, const char *dev_nvram_raw_path); + +void avs_config_vfs_mounttable_get( + struct property_node *node, struct avs_config_vfs_mounttable *mounttable); + +#endif \ No newline at end of file diff --git a/src/main/launcher/avs-context.c b/src/main/launcher/avs-context.c deleted file mode 100644 index 1e391db..0000000 --- a/src/main/launcher/avs-context.c +++ /dev/null @@ -1,72 +0,0 @@ -#include - -#include -#include -#include - -#include "imports/avs.h" - -#include "launcher/avs-context.h" - -#include "util/log.h" - -static void *avs_heap; - -#ifdef AVS_HAS_STD_HEAP -static void *std_heap; -#endif - -void avs_context_init( - struct property_node *config, - uint32_t avs_heap_size, - uint32_t std_heap_size, - avs_log_writer_t log_writer, - void *log_writer_ctx) -{ - avs_heap = VirtualAlloc( - NULL, avs_heap_size, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); - - if (avs_heap == NULL) { - log_fatal( - "Failed to VirtualAlloc %d byte AVS heap: %08x", - avs_heap_size, - (unsigned int) GetLastError()); - } - -#ifdef AVS_HAS_STD_HEAP - std_heap = VirtualAlloc( - NULL, std_heap_size, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); - - if (std_heap == NULL) { - log_fatal( - "Failed to VirtualAlloc %d byte \"std\" heap: %08x", - std_heap_size, - (unsigned int) GetLastError()); - } -#endif - -#ifdef AVS_HAS_STD_HEAP - avs_boot( - config, - std_heap, - std_heap_size, - avs_heap, - avs_heap_size, - log_writer, - log_writer_ctx); -#else - /* AVS v2.16.xx and I suppose onward uses a unified heap */ - avs_boot(config, avs_heap, avs_heap_size, NULL, log_writer, log_writer_ctx); -#endif -} - -void avs_context_fini(void) -{ - avs_shutdown(); - -#ifdef AVS_HAS_STD_HEAP - VirtualFree(std_heap, 0, MEM_RELEASE); -#endif - - VirtualFree(avs_heap, 0, MEM_RELEASE); -} diff --git a/src/main/launcher/avs-context.h b/src/main/launcher/avs-context.h deleted file mode 100644 index d4532eb..0000000 --- a/src/main/launcher/avs-context.h +++ /dev/null @@ -1,20 +0,0 @@ -#ifndef LAUNCHER_AVS_CONTEXT_H -#define LAUNCHER_AVS_CONTEXT_H - -#include - -#include "imports/avs.h" - -#if AVS_VERSION < 1600 -#define AVS_HAS_STD_HEAP -#endif - -void avs_context_init( - struct property_node *config, - uint32_t avs_heap_size, - uint32_t std_heap_size, - avs_log_writer_t log_writer, - void *log_writer_ctx); -void avs_context_fini(void); - -#endif diff --git a/src/main/launcher/avs.c b/src/main/launcher/avs.c new file mode 100644 index 0000000..4ff0730 --- /dev/null +++ b/src/main/launcher/avs.c @@ -0,0 +1,270 @@ +#define LOG_MODULE "avs" + +#include + +#include +#include +#include + +#include "core/log-bt.h" +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/avs-config.h" +#include "launcher/avs.h" +#include "launcher/property-util.h" + +#include "util/codepage.h" +#include "util/fs.h" +#include "util/mem.h" +#include "util/str.h" + +#if AVS_VERSION < 1600 +#define AVS_HAS_STD_HEAP +#endif + +static void *avs_heap; + +#ifdef AVS_HAS_STD_HEAP +static void *std_heap; +#endif + +/* Gratuitous API changes orz */ +static AVS_LOG_WRITER(_avs_context_log_writer, chars, nchars, ctx) +{ + wchar_t *utf16; + char *utf8; + int utf16_len; + int utf8_len; + int result; + + /* Ignore existing NUL terminator */ + + nchars--; + + /* Transcode shit_jis to UTF-8 */ + + utf16_len = MultiByteToWideChar(CP_SHIFT_JIS, 0, chars, nchars, NULL, 0); + + if (utf16_len == 0) { + abort(); + } + + utf16 = xmalloc(sizeof(*utf16) * utf16_len); + result = + MultiByteToWideChar(CP_SHIFT_JIS, 0, chars, nchars, utf16, utf16_len); + + if (result == 0) { + abort(); + } + + utf8_len = + WideCharToMultiByte(CP_UTF8, 0, utf16, utf16_len, NULL, 0, NULL, NULL); + + if (utf8_len == 0) { + abort(); + } + + utf8 = xmalloc(utf8_len + 3); + result = WideCharToMultiByte( + CP_UTF8, 0, utf16, utf16_len, utf8, utf8_len, NULL, NULL); + + if (result == 0) { + abort(); + } + +#if AVS_VERSION >= 1500 + utf8[utf8_len + 0] = '\r'; + utf8[utf8_len + 1] = '\n'; + + utf8_len += 2; +#endif + + // Clean string terminate + utf8[utf8_len] = '\0'; + + // Write to launcher's dedicated logging backend + core_log_bt_direct_sink_write(utf8, utf8_len); + + /* Clean up */ + + free(utf8); + free(utf16); +} + +static void _avs_switch_log_engine() +{ + // Switch the logging backend now that AVS is booted to use a single logging + // engine which avoids concurrency issues as AVS runs it's own async logger + // thread + core_log_impl_set( + log_body_misc, log_body_info, log_body_warning, log_body_fatal); + + log_misc("Switched logging engine to AVS"); +} + +void avs_fs_assert_root_device_exists(struct property_node *node) +{ + char root_device_path[PATH_MAX]; + char cwd_path[PATH_MAX]; + + avs_config_fs_root_device_get( + node, root_device_path, sizeof(root_device_path)); + getcwd(cwd_path, sizeof(cwd_path)); + + if (!path_exists(root_device_path)) { + log_fatal( + "Root device path '%s' does not exist in current working dir '%s'", + root_device_path, + cwd_path); + } +} + +void avs_fs_mountpoints_fs_dirs_create(struct property_node *node) +{ + struct avs_config_vfs_mounttable mounttable; + uint8_t i; + + avs_config_vfs_mounttable_get(node, &mounttable); + + if (mounttable.num_entries == 0) { + log_warning("No mountpoints found in mounttable"); + } + + for (i = 0; i < mounttable.num_entries; i++) { + if (str_eq(mounttable.entry[i].fstype, "fs")) { + log_misc( + "Creating avs fs directory '%s' for destination/device '%s'...", + mounttable.entry[i].src, + mounttable.entry[i].dst); + + if (!path_exists(mounttable.entry[i].src)) { + if (!path_mkdir(mounttable.entry[i].src)) { + log_fatal( + "Creating fs directory %s failed", + mounttable.entry[i].src); + } + } + } + } +} + +void avs_init( + struct property_node *node, uint32_t avs_heap_size, uint32_t std_heap_size) +{ + log_assert(node); + log_assert(avs_heap_size > 0); + // Modern games don't have a separate std heap anymore + log_assert(std_heap_size >= 0); + + log_info("init"); + + log_misc("Allocating avs heap: %d", avs_heap_size); + + avs_heap = VirtualAlloc( + NULL, avs_heap_size, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); + + if (avs_heap == NULL) { + log_fatal( + "Failed to VirtualAlloc %d byte AVS heap: %08x", + avs_heap_size, + (unsigned int) GetLastError()); + } + +#ifdef AVS_HAS_STD_HEAP + log_misc("Allocating std heap: %d", std_heap_size); + + std_heap = VirtualAlloc( + NULL, std_heap_size, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); + + if (std_heap == NULL) { + log_fatal( + "Failed to VirtualAlloc %d byte \"std\" heap: %08x", + std_heap_size, + (unsigned int) GetLastError()); + } +#endif + + log_info("Calling avs_boot"); + +#ifdef AVS_HAS_STD_HEAP + avs_boot( + node, + std_heap, + std_heap_size, + avs_heap, + avs_heap_size, + _avs_context_log_writer, + NULL); +#else + /* AVS v2.16.xx and I suppose onward uses a unified heap */ + avs_boot( + node, avs_heap, avs_heap_size, NULL, _avs_context_log_writer, NULL); +#endif + + _avs_switch_log_engine(); + + log_misc("init done"); +} + +void avs_fs_file_copy(const char *src, const char *dst) +{ + struct avs_stat st; + + log_assert(src); + log_assert(dst); + + log_misc("Copying %s to %s...", src, dst); + + if (!avs_fs_lstat(src, &st)) { + log_fatal("File source %s does not exist or is not accessible", src); + } + + if (avs_fs_copy(src, dst) < 0) { + log_fatal("Failed copying file %s to %s", src, dst); + } +} + +void avs_fs_dir_log(const char *path) +{ + const char *name; + + log_assert(path); + + avs_desc dir = avs_fs_opendir(path); + + if (dir < 0) { + log_warning( + "Opening avs dir %s failed, skipping logging contents", path); + } + + log_misc("Contents of %s:", path); + + do { + name = avs_fs_readdir(dir); + + if (name == NULL) { + break; + } + + log_misc("%s", name); + } while (name != NULL); + + avs_fs_closedir(dir); +} + +void avs_fini(void) +{ + log_info("fini"); + + avs_shutdown(); + +#ifdef AVS_HAS_STD_HEAP + VirtualFree(std_heap, 0, MEM_RELEASE); +#endif + + VirtualFree(avs_heap, 0, MEM_RELEASE); + + log_misc("fini done"); +} diff --git a/src/main/launcher/avs.h b/src/main/launcher/avs.h new file mode 100644 index 0000000..ad2233a --- /dev/null +++ b/src/main/launcher/avs.h @@ -0,0 +1,16 @@ +#ifndef LAUNCHER_AVS_H +#define LAUNCHER_AVS_H + +#include + +#include "imports/avs.h" + +void avs_fs_assert_root_device_exists(struct property_node *node); +void avs_fs_mountpoints_fs_dirs_create(struct property_node *node); +void avs_init( + struct property_node *node, uint32_t avs_heap_size, uint32_t std_heap_size); +void avs_fs_file_copy(const char *src, const char *dst); +void avs_fs_dir_log(const char *path); +void avs_fini(void); + +#endif diff --git a/src/main/launcher/bootstrap-config.c b/src/main/launcher/bootstrap-config.c new file mode 100644 index 0000000..35915c6 --- /dev/null +++ b/src/main/launcher/bootstrap-config.c @@ -0,0 +1,548 @@ +#define LOG_MODULE "bootstrap-config" + +#include + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/avs-config.h" +#include "launcher/bootstrap-config.h" +#include "launcher/property-util.h" + +#include "util/defs.h" +#include "util/hex.h" +#include "util/str.h" + +// clang-format off +PSMAP_BEGIN(bootstrap_startup_boot_psmap) +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct bootstrap_boot_config, config_file, + "boot/file") +PSMAP_REQUIRED(PSMAP_TYPE_U32, struct bootstrap_boot_config, avs_heap_size, + "boot/heap_avs") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_boot_config, std_heap_size, + "boot/heap_std", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_boot_config, mount_table_selector, + "boot/mounttable_selector", "boot") +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_boot_config, watcher_enable, + "boot/watcher", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_boot_config, timemachine_enable, + "boot/timemachine", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_boot_config, launch_config_file, + "boot/launch_path", "/dev/raw/launch.xml") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_log_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_log_config, level, + "log/level", "all") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_log_config, name, + "log/name", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_log_config, file, + "log/file", "") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_log_config, bufsz, + "log/sz_buf", 4096) +PSMAP_OPTIONAL(PSMAP_TYPE_U16, struct bootstrap_log_config, output_delay_ms, + "log/output_delay", 10) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, enable_console, + "log/enable_console", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, enable_sci, + "log/enable_netsci", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, enable_net, + "log/enable_netlog", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, enable_file, + "log/enable_file", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, rotate, + "log/rotate", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, append, + "log/append", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_U16, struct bootstrap_log_config, count, + "log/gen", 10) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_minidump_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_U8, struct bootstrap_minidump_config, count, + "minidump/gen", 10) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_minidump_config, continue_, + "minidump/cont_debug", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_minidump_config, log, + "minidump/echo_log", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_U8, struct bootstrap_minidump_config, type, + "minidump/dump_type", 2) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_minidump_config, path, + "minidump/path", "/dev/raw/minidump") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_minidump_config, symbufsz, + "minidump/sz_symbuf", 32768) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_minidump_config, search_path, + "minidump/search", ".") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_module_psmap) +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct bootstrap_module_config, file, + "component/file") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_module_config, load_type, + "component/load_type", "MEMORY") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_dlm_psmap) +/* disabled until we implement PSMAP_TYPE_BIN + PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_startup_config, ntdll_digest, + "dlml/ntdll/hash", "") + */ +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_dlm_config, size, + "dlml/ntdll/size", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_dlm_config, ift_table, + "dlml/ntdll/ift_table", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_dlm_config, ift_insert, + "dlml/ntdll/insert_ift", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_dlm_config, ift_remove, + "dlml/ntdll/remove_ift", 0) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_shield_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_shield_config, enable, + "shield/enable", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_shield_config, verbose, + "shield/verbose", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_shield_config, use_loadlibrary, + "shield/use_loadlibrary", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_shield_config, logger, + "shield/logger", "") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, sleep_min, + "shield/sleepmin", 10) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, sleep_blur, + "shield/sleepblur", 90) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_shield_config, whitelist_file, + "shield/whitelist", "prop/whitelist.csv") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, tick_sleep, + "shield/ticksleep", 100) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, tick_error, + "shield/tickerror", 1000) +PSMAP_OPTIONAL(PSMAP_TYPE_U8, struct bootstrap_shield_config, overwork_threshold, + "shield/overwork_threshold", 50) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, overwork_delay, + "shield/overwork_delay", 100) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, pause_delay, + "shield/pause_delay", 1000) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_shield_config, unlimited_key, + "shield/unlimited_key", "") +PSMAP_OPTIONAL(PSMAP_TYPE_U16, struct bootstrap_shield_config, killer_port, + "shield_killer/port", 5001) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_dongle_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_dongle_config, license_cn, + "dongle/license", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_dongle_config, account_cn, + "dongle/account", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_dongle_config, driver_dll, + "dongle/pkcs11_driver", "eTPKCS11.dll") +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_dongle_config, disable_gc, + "dongle/disable_gc", 0) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_drm_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, dll, + "drm/dll", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, fstype, + "drm/fstype", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, device, + "drm/device", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, mount, + "drm/dst", "/") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, options, + "drm/option", "") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_lte_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_lte_config, enable, + "lte/enable", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_lte_config, config_file, + "lte/file", "/dev/nvram/lte-config.xml") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_lte_config, unlimited_key, + "lte/unlimited_key", "") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_ssl_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_ssl_config, options, + "ssl/option", "") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_esign_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_esign_config, enable, + "esign/enable", 0) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_eamuse_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_eamuse_config, enable, + "eamuse/enable", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_eamuse_config, sync, + "eamuse/sync", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_eamuse_config, enable_model, + "eamuse/enable_model", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_eamuse_config, config_file, + "eamuse/file", "/dev/nvram/ea3-config.xml") +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_eamuse_config, updatecert_enable, + "eamuse/updatecert_enable", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_eamuse_config, updatecert_interval, + "eamuse/updatecert_interval", 0) +PSMAP_END + +PSMAP_BEGIN(bootstrap_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_config, release_code, "/release_code", "") +PSMAP_END +// clang-format on + +#define ROOT_NODE "/config" +#define MODULE_PATH_PREFIX "modules/" + +#define NODE_MISSING_FATAL(subnode) \ + log_fatal("%s/%s: Node missing", ROOT_NODE, subnode); +#define NODE_STARTUP_MISSING_FATAL(profile) \ + log_fatal("%s/startup/%s: Node missing", ROOT_NODE, profile); +#define NODE_PROFILE_MISSING_FATAL(profile, subnode) \ + log_fatal("%s/%s/%s: Node missing", ROOT_NODE, profile, subnode); +#define NODE_PROFILE_LOADING_FATAL(profile, subnode) \ + log_fatal("%s/startup/%s/%s: Node loading", ROOT_NODE, profile, subnode); + +#define DEFAULT_HEAP_SIZE 16777216 + +const char *const inherited_nodes[] = { + "develop", + "default", + "log", + "minidump", + "boot", + "drm", + "ssl", + "eamuse", + "shield", + "esign", + "dongle", + "lte", +}; + +static void _bootstrap_config_profile_node_verify( + struct property_node *node, const char *profile) +{ + struct property_node *profile_node; + + log_assert(node); + log_assert(profile); + + profile_node = property_search(NULL, node, profile); + + if (!profile_node) { + NODE_STARTUP_MISSING_FATAL(profile); + } +} + +static struct property_node * +_bootstrap_config_root_node_get(struct property *property) +{ + struct property_node *root_node; + + log_assert(property); + + root_node = property_search(property, NULL, ROOT_NODE); + + if (!root_node) { + NODE_MISSING_FATAL(""); + } + + return root_node; +} + +static struct property_node * +_bootstrap_config_startup_node_get(struct property_node *node) +{ + struct property_node *startup_node; + + log_assert(node); + + startup_node = property_search(NULL, node, "startup"); + + if (!startup_node) { + NODE_MISSING_FATAL("startup"); + } + + return startup_node; +} + +static void _bootstrap_config_inheritance_resolve( + struct property_node *startup_node, const char *profile_name) +{ + struct property_node *startup_parent_node; + struct property_node *startup_profile_node; + struct property_node *tmp_node; + + char inherit_name[64]; + avs_error error; + struct property_node *result; + + startup_profile_node = property_search(NULL, startup_node, profile_name); + + if (!startup_profile_node) { + log_fatal(ROOT_NODE "/startup/%s: missing", profile_name); + } + + startup_parent_node = startup_profile_node; + + for (;;) { + error = property_node_refer( + NULL, + startup_parent_node, + "inherit@", + PROPERTY_TYPE_ATTR, + inherit_name, + sizeof(inherit_name)); + + if (AVS_IS_ERROR(error)) { + break; + } + + startup_parent_node = property_search(NULL, startup_node, inherit_name); + + if (!startup_parent_node) { + NODE_STARTUP_MISSING_FATAL(inherit_name); + } + + for (int i = 0; i < _countof(inherited_nodes); i++) { + if (property_search(NULL, startup_node, inherited_nodes[i])) { + continue; + } + + tmp_node = + property_search(NULL, startup_parent_node, inherited_nodes[i]); + + if (tmp_node) { + log_misc( + ROOT_NODE "/startup/%s: merging %s...", + inherit_name, + inherited_nodes[i]); + + result = property_node_clone( + NULL, startup_profile_node, tmp_node, true); + + if (!result) { + log_fatal( + "Merging '%s' into '%s' failed", + inherited_nodes[i], + inherit_name); + } + } + } + } +} + +static void _bootstrap_config_load_bootstrap_module_app_config( + struct property_node *profile_node, struct bootstrap_module_config *config) +{ + struct property_node *app_node; + + log_assert(profile_node); + log_assert(config); + + app_node = property_search(NULL, profile_node, "component/param"); + + config->app_config = property_util_node_extract(app_node); +} + +static void _bootstrap_config_load_bootstrap_default_files_config( + const char *profile_name, + struct property_node *profile_node, + struct bootstrap_default_file_config *config) +{ + int i; + int result; + struct property_node *child; + + log_assert(profile_node); + log_assert(config); + + child = property_search(NULL, profile_node, "default/file"); + i = 0; + + while (child) { + if (i >= DEFAULT_FILE_MAX) { + log_warning( + "Currently not supporting more than %d default files, skipping " + "remaining", + i); + break; + } + + result = property_node_refer( + NULL, + child, + "src@", + PROPERTY_TYPE_ATTR, + &config->file[i].src, + sizeof(config->file[i].src)); + + if (result < 0) { + log_fatal( + "Missing src attribute on default file node of profile %s", + profile_name); + } + + result = property_node_refer( + NULL, + child, + "dst@", + PROPERTY_TYPE_ATTR, + &config->file[i].dst, + sizeof(config->file[i].dst)); + + if (result < 0) { + log_fatal( + "Missing dst attribute on default file node of profile %s", + profile_name); + } + + child = property_node_traversal(child, TRAVERSE_NEXT_SEARCH_RESULT); + i++; + } +} + +static void _bootstrap_config_load_bootstrap( + struct property_node *startup_node, + const char *profile, + struct bootstrap_startup_config *config) +{ + struct property_node *profile_node; + + profile_node = property_search(NULL, startup_node, profile); + + if (!profile_node) { + NODE_PROFILE_LOADING_FATAL(profile, ""); + } + + _bootstrap_config_load_bootstrap_default_files_config( + profile, profile_node, &config->default_file); + + if (!property_psmap_import( + NULL, profile_node, &config->boot, bootstrap_startup_boot_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "boot"); + } + + if (!property_psmap_import( + NULL, profile_node, &config->log, bootstrap_startup_log_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "log"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->minidump, + bootstrap_startup_minidump_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "minidump"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->module, + bootstrap_startup_module_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "component"); + } + + _bootstrap_config_load_bootstrap_module_app_config( + profile_node, &config->module); + + if (!property_psmap_import( + NULL, + profile_node, + &config->dlm_ntdll, + bootstrap_startup_dlm_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "dlm/ntdll"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->shield, + bootstrap_startup_shield_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "shield"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->dongle, + bootstrap_startup_dongle_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "dongle"); + } + + if (!property_psmap_import( + NULL, profile_node, &config->drm, bootstrap_startup_drm_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "drm"); + } + + if (!property_psmap_import( + NULL, profile_node, &config->lte, bootstrap_startup_lte_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "lte"); + } + + if (!property_psmap_import( + NULL, profile_node, &config->ssl, bootstrap_startup_ssl_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "ssl"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->esign, + bootstrap_startup_esign_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "esign"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->eamuse, + bootstrap_startup_eamuse_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "eamuse"); + } +} + +void bootstrap_config_init(struct bootstrap_config *config) +{ + log_assert(config); + + memset(config, 0, sizeof(*config)); +} + +void bootstrap_config_load( + struct property *property, + const char *profile, + struct bootstrap_config *config) +{ + struct property_node *root_node; + struct property_node *startup_node; + + log_assert(property); + log_assert(profile); + log_assert(config); + + log_info(ROOT_NODE ": loading..."); + + root_node = _bootstrap_config_root_node_get(property); + + if (!property_psmap_import(NULL, root_node, config, bootstrap_psmap)) { + log_fatal(ROOT_NODE ": loading failed"); + } + + startup_node = _bootstrap_config_startup_node_get(root_node); + + _bootstrap_config_profile_node_verify(startup_node, profile); + + _bootstrap_config_inheritance_resolve(startup_node, profile); + + log_misc(ROOT_NODE "/startup/%s: loading merged result...", profile); + + property_util_node_log(startup_node); + + _bootstrap_config_load_bootstrap(startup_node, profile, &config->startup); + + log_misc("Loading finished"); +} \ No newline at end of file diff --git a/src/main/launcher/bootstrap-config.h b/src/main/launcher/bootstrap-config.h new file mode 100644 index 0000000..596bf93 --- /dev/null +++ b/src/main/launcher/bootstrap-config.h @@ -0,0 +1,139 @@ +#ifndef LAUNCHER_BOOTSTRAP_CONFIG_H +#define LAUNCHER_BOOTSTRAP_CONFIG_H + +#include +#include + +#include "imports/avs.h" + +// should be enough for a while +#define DEFAULT_FILE_MAX 16 + +struct bootstrap_startup_config { + struct bootstrap_default_file_config { + struct bootstrap_default_file { + char src[64]; + char dst[64]; + } file[DEFAULT_FILE_MAX]; + } default_file; + + struct bootstrap_boot_config { + char config_file[64]; + uint32_t avs_heap_size; + uint32_t std_heap_size; + char launch_config_file[64]; + char mount_table_selector[16]; + bool watcher_enable; + bool timemachine_enable; + } boot; + + struct bootstrap_log_config { + char level[8]; + char name[64]; + char file[64]; + uint32_t bufsz; + uint16_t output_delay_ms; + bool enable_console; + bool enable_sci; + bool enable_net; + bool enable_file; + bool rotate; + bool append; + uint16_t count; + } log; + + struct bootstrap_minidump_config { + uint8_t count; + bool continue_; + bool log; + uint8_t type; + char path[64]; + uint32_t symbufsz; + char search_path[64]; + } minidump; + + struct bootstrap_module_config { + char file[64]; + char load_type[64]; + struct property *app_config; + } module; + + struct bootstrap_dlm_config { + char digest[16]; + uint32_t size; + uint32_t ift_table; + uint32_t ift_insert; + uint32_t ift_remove; + }; + + struct bootstrap_dlm_config dlm_ntdll; + + struct bootstrap_shield_config { + bool enable; + bool verbose; + bool use_loadlibrary; + char logger[64]; + uint32_t sleep_min; + uint32_t sleep_blur; + uint32_t tick_sleep; + uint32_t tick_error; + uint8_t overwork_threshold; + uint32_t overwork_delay; + uint32_t pause_delay; + char whitelist_file[64]; + char unlimited_key[10]; + uint16_t killer_port; + } shield; + + struct bootstrap_dongle_config { + char license_cn[32]; + char account_cn[32]; + char driver_dll[16]; + bool disable_gc; + } dongle; + + struct bootstrap_drm_config { + char dll[64]; + char device[64]; + char mount[64]; + char fstype[64]; + char options[64]; + } drm; + + struct bootstrap_lte_config { + bool enable; + char config_file[64]; + char unlimited_key[10]; + } lte; + + struct bootstrap_ssl_config { + char options[64]; + } ssl; + + struct bootstrap_esign_config { + bool enable; + } esign; + + struct bootstrap_eamuse_config { + bool enable; + bool sync; + bool enable_model; + char config_file[64]; + bool updatecert_enable; + uint32_t updatecert_interval; + } eamuse; +}; + +struct bootstrap_config { + char release_code[16]; + struct bootstrap_startup_config startup; +}; + +void bootstrap_config_init(struct bootstrap_config *config); + +void bootstrap_config_load( + struct property *property, + const char *profile, + struct bootstrap_config *config); + +#endif /* LAUNCHER_BOOTSTRAP_CONFIG_H */ diff --git a/src/main/launcher/bootstrap.c b/src/main/launcher/bootstrap.c new file mode 100644 index 0000000..a9e52bb --- /dev/null +++ b/src/main/launcher/bootstrap.c @@ -0,0 +1,347 @@ +#define LOG_MODULE "bootstrap" + +#include "core/log-bt.h" +#include "core/log-sink-file.h" +#include "core/log-sink-list.h" +#include "core/log-sink-null.h" +#include "core/log-sink-std.h" +#include "core/log.h" + +#include "launcher/avs-config.h" +#include "launcher/avs.h" +#include "launcher/bootstrap-config.h" +#include "launcher/ea3-ident-config.h" +#include "launcher/eamuse-config.h" +#include "launcher/eamuse.h" +#include "launcher/launcher-config.h" +#include "launcher/module.h" +#include "launcher/property-util.h" + +#include "util/str.h" + +static bool _bootstrap_log_property_configs; +static struct module_context _bootstrap_module_context; + +static void _bootstrap_eamuse_ea3_ident_config_inject( + struct property_node *node, const struct ea3_ident_config *ea3_ident_config) +{ + eamuse_config_id_softid_set(node, ea3_ident_config->softid); + eamuse_config_id_hardid_set(node, ea3_ident_config->hardid); + eamuse_config_id_pcbid_set(node, ea3_ident_config->pcbid); + eamuse_config_soft_model_set(node, ea3_ident_config->model); + eamuse_config_soft_dest_set(node, ea3_ident_config->dest); + eamuse_config_soft_spec_set(node, ea3_ident_config->spec); + eamuse_config_soft_rev_set(node, ea3_ident_config->rev); + eamuse_config_soft_ext_set(node, ea3_ident_config->ext); +} + +static void +_bootstrap_avs_config_force_overrides_apply(struct property_node *node) +{ + log_assert(node); + + avs_config_mode_product_set(node, true); + avs_config_net_raw_set(node, true); + avs_config_net_eaudp_set(node, true); + avs_config_sntp_ea_set(node, true); +} + +static void _bootstrap_avs_config_log_overrides_apply( + struct property_node *node, const struct bootstrap_log_config *log_config) +{ + log_assert(node); + log_assert(log_config); + + avs_config_log_level_set(node, log_config->level); + avs_config_log_name_set(node, log_config->name); + avs_config_log_file_set(node, log_config->file); + avs_config_log_buffer_size_set(node, log_config->bufsz); + avs_config_log_output_delay_set(node, log_config->output_delay_ms); + avs_config_log_enable_console_set(node, log_config->enable_console); + avs_config_log_enable_sci_set(node, log_config->enable_sci); + avs_config_log_enable_net_set(node, log_config->enable_net); + avs_config_log_enable_file_set(node, log_config->enable_file); + avs_config_log_rotate_set(node, log_config->rotate); + avs_config_log_append_set(node, log_config->append); + avs_config_log_count_set(node, log_config->count); +} + +static enum core_log_bt_log_level _bootstrap_log_map_level(const char *level) +{ + if (str_eq(level, "fatal")) { + return CORE_LOG_BT_LOG_LEVEL_FATAL; + } else if (str_eq(level, "warning")) { + return CORE_LOG_BT_LOG_LEVEL_WARNING; + } else if (str_eq(level, "info")) { + return CORE_LOG_BT_LOG_LEVEL_INFO; + } else if (str_eq(level, "misc")) { + return CORE_LOG_BT_LOG_LEVEL_MISC; + } else if (str_eq(level, "all")) { + return CORE_LOG_BT_LOG_LEVEL_MISC; + } else if (str_eq(level, "disable")) { + return CORE_LOG_BT_LOG_LEVEL_OFF; + } else if (str_eq(level, "default")) { + return CORE_LOG_BT_LOG_LEVEL_WARNING; + } else { + log_fatal("Unknown log level string %s", level); + } +} + +void bootstrap_init(bool log_property_configs) +{ + log_info("init"); + + _bootstrap_log_property_configs = log_property_configs; + + log_misc("init done"); +} + +void bootstrap_log_init(const struct bootstrap_log_config *config) +{ + struct core_log_sink sinks[2]; + struct core_log_sink sink_composed; + enum core_log_bt_log_level level; + + log_assert(config); + + log_info("log init"); + + // Shutdown old setup + core_log_bt_fini(); + + if (config->enable_file && strlen(config->file) > 0 && + config->enable_console) { + core_log_sink_std_out_open(true, &sinks[0]); + core_log_sink_file_open( + config->file, + config->append, + config->rotate, + config->count, + &sinks[1]); + core_log_sink_list_open(sinks, 2, &sink_composed); + } else if (config->enable_file && strlen(config->file) > 0) { + core_log_sink_file_open( + config->file, + config->append, + config->rotate, + config->count, + &sink_composed); + } else if (config->enable_console) { + core_log_sink_std_out_open(true, &sink_composed); + } else { + core_log_sink_null_open(&sink_composed); + } + + core_log_bt_init(&sink_composed); + + level = _bootstrap_log_map_level(config->level); + core_log_bt_level_set(level); + + log_misc("log init done"); +} + +void bootstrap_default_files_create( + const struct bootstrap_default_file_config *config) +{ + log_assert(config); + + log_info("default files create"); + + for (int i = 0; i < DEFAULT_FILE_MAX; i++) { + if (strlen(config->file[i].src) > 0 && + strlen(config->file[i].dst) > 0) { + avs_fs_file_copy(config->file[i].src, config->file[i].dst); + } + } + + log_misc("default files create done"); +} + +void bootstrap_avs_init( + const struct bootstrap_boot_config *config, + const struct bootstrap_log_config *log_config, + struct property *override_property) +{ + struct property *file_property; + struct property *merged_property; + struct property_node *root_node; + + log_assert(config); + log_assert(log_config); + log_assert(override_property); + + log_info("avs init"); + + file_property = avs_config_load(config->config_file); + + if (_bootstrap_log_property_configs) { + log_misc("avs-config from file: %s", config->config_file); + property_util_log(file_property); + } + + merged_property = + avs_config_property_merge(file_property, override_property); + + property_util_free(file_property); + + if (_bootstrap_log_property_configs) { + log_misc("avs-config merged with overrides"); + property_util_log(merged_property); + } + + root_node = avs_config_root_get(merged_property); + + _bootstrap_avs_config_force_overrides_apply(root_node); + _bootstrap_avs_config_log_overrides_apply(root_node, log_config); + + if (_bootstrap_log_property_configs) { + log_misc("avs-config final"); + property_util_log(merged_property); + } + + avs_fs_assert_root_device_exists(root_node); + + log_misc("Creating AVS file system directories..."); + + avs_fs_mountpoints_fs_dirs_create(root_node); + + avs_init(root_node, config->avs_heap_size, config->std_heap_size); + + property_util_free(merged_property); + + log_misc("avs init done"); +} + +void bootstrap_eamuse_init( + const struct bootstrap_eamuse_config *config, + const struct ea3_ident_config *ea3_ident_config, + struct property *override_property) +{ + struct property *file_property; + struct property *merged_property; + struct property_node *root_node; + + log_assert(config); + log_assert(ea3_ident_config); + log_assert(override_property); + + log_info("eamuse init"); + + if (config->enable) { + file_property = eamuse_config_avs_load(config->config_file); + + if (_bootstrap_log_property_configs) { + log_misc("eamuse-config from file: %s", config->config_file); + property_util_log(file_property); + } + + merged_property = property_util_merge(file_property, override_property); + + property_util_free(file_property); + + if (_bootstrap_log_property_configs) { + log_misc("eamuse-config merged with overrides"); + property_util_log(merged_property); + } + + root_node = eamuse_config_root_get(merged_property); + + _bootstrap_eamuse_ea3_ident_config_inject(root_node, ea3_ident_config); + + if (_bootstrap_log_property_configs) { + log_misc("eamuse-config final"); + property_util_log(merged_property); + } + + eamuse_init(root_node); + + property_util_free(merged_property); + } else { + log_warning("Eamuse disabled"); + } + + log_misc("eamuse init done"); +} + +void bootstrap_module_init( + const struct bootstrap_module_config *module_config, + const struct array *iat_hook_dlls) +{ + log_assert(module_config); + log_assert(iat_hook_dlls); + + log_info("module init"); + + if (iat_hook_dlls->nitems > 0) { + log_info( + "Load game DLL with IAT hooks (%d): %s", + (uint32_t) iat_hook_dlls->nitems, + module_config->file); + + module_with_iat_hooks_init( + &_bootstrap_module_context, module_config->file, iat_hook_dlls); + } else { + log_info("Load game DLL: %s", module_config->file); + + module_init(&_bootstrap_module_context, module_config->file); + } + + log_misc("module init done"); +} + +void bootstrap_module_game_init( + const struct bootstrap_module_config *module_config, + struct ea3_ident_config *ea3_ident_config) +{ + struct property_node *node; + + log_assert(module_config); + log_assert(ea3_ident_config); + + log_info("module game init"); + + node = property_search(module_config->app_config, NULL, "/param"); + + if (!node) { + log_fatal("Missing param node on app-config"); + } + + if (_bootstrap_log_property_configs) { + log_misc("app-config"); + property_util_node_log(node); + } + + module_init_invoke(&_bootstrap_module_context, ea3_ident_config, node); + + log_misc("module game init done"); +} + +void bootstrap_module_game_run() +{ + log_info("module game run"); + + module_main_invoke(&_bootstrap_module_context); +} + +void bootstrap_module_game_fini() +{ + log_info("module game fini"); + + module_fini(&_bootstrap_module_context); +} + +void bootstrap_avs_fini() +{ + log_info("avs fini"); + + avs_fini(); +} + +void bootstrap_eamuse_fini(const struct bootstrap_eamuse_config *config) +{ + log_info("eamuse fini"); + + if (config->enable) { + eamuse_fini(); + } +} \ No newline at end of file diff --git a/src/main/launcher/bootstrap.h b/src/main/launcher/bootstrap.h new file mode 100644 index 0000000..4deab8f --- /dev/null +++ b/src/main/launcher/bootstrap.h @@ -0,0 +1,32 @@ +#ifndef LAUNCHER_BOOTSTRAP_H +#define LAUNCHER_BOOTSTRAP_H + +#include "launcher/bootstrap-config.h" +#include "launcher/ea3-ident-config.h" + +#include "util/array.h" + +void bootstrap_init(bool log_property_configs); +void bootstrap_log_init(const struct bootstrap_log_config *config); +void bootstrap_default_files_create( + const struct bootstrap_default_file_config *config); +void bootstrap_avs_init( + const struct bootstrap_boot_config *config, + const struct bootstrap_log_config *log_config, + struct property *override_property); +void bootstrap_eamuse_init( + const struct bootstrap_eamuse_config *config, + const struct ea3_ident_config *ea3_ident_config, + struct property *override_property); +void bootstrap_module_init( + const struct bootstrap_module_config *module_config, + const struct array *iat_hook_dlls); +void bootstrap_module_game_init( + const struct bootstrap_module_config *module_config, + struct ea3_ident_config *ea3_ident_config); +void bootstrap_module_game_run(); +void bootstrap_module_game_fini(); +void bootstrap_avs_fini(); +void bootstrap_eamuse_fini(const struct bootstrap_eamuse_config *config); + +#endif \ No newline at end of file diff --git a/src/main/launcher/debug.c b/src/main/launcher/debug.c new file mode 100644 index 0000000..2f40e33 --- /dev/null +++ b/src/main/launcher/debug.c @@ -0,0 +1,33 @@ + +#define LOG_MODULE "debug" + +#include +#include + +#include "core/log.h" + +#include "launcher/debug.h" + +void debug_remote_debugger_trap() +{ + BOOL res; + + log_info("Waiting until debugger attaches to remote process..."); + + while (true) { + res = FALSE; + + if (!CheckRemoteDebuggerPresent(GetCurrentProcess(), &res)) { + log_fatal( + "CheckRemoteDebuggerPresent failed: %08x", + (unsigned int) GetLastError()); + } + + if (res) { + log_info("Debugger attached, resuming"); + break; + } + + Sleep(1000); + } +} \ No newline at end of file diff --git a/src/main/launcher/debug.h b/src/main/launcher/debug.h new file mode 100644 index 0000000..f57ca8b --- /dev/null +++ b/src/main/launcher/debug.h @@ -0,0 +1,6 @@ +#ifndef LAUNCHER_DEBUG_H +#define LAUNCHER_DEBUG_H + +void debug_remote_debugger_trap(); + +#endif \ No newline at end of file diff --git a/src/main/launcher/ea3-config.c b/src/main/launcher/ea3-config.c deleted file mode 100644 index 684ba46..0000000 --- a/src/main/launcher/ea3-config.c +++ /dev/null @@ -1,190 +0,0 @@ -#include - -#include "imports/avs.h" - -#include "launcher/ea3-config.h" -#include "launcher/module.h" - -#include "util/defs.h" -#include "util/hex.h" -#include "util/log.h" -#include "util/str.h" - -PSMAP_BEGIN(ea3_ident_psmap) -PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct ea3_ident, softid, "/ea3/id/softid", "") -PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct ea3_ident, hardid, "/ea3/id/hardid", "") -PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct ea3_ident, pcbid, "/ea3/id/pcbid", "") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, model, "/ea3/soft/model") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, dest, "/ea3/soft/dest") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, spec, "/ea3/soft/spec") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, rev, "/ea3/soft/rev") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, ext, "/ea3/soft/ext") -PSMAP_END - -void ea3_ident_init(struct ea3_ident *ident) -{ - memset(ident, 0, sizeof(*ident)); -} - -bool ea3_ident_from_property( - struct ea3_ident *ident, struct property *ea3_config) -{ - return property_psmap_import(ea3_config, NULL, ident, ea3_ident_psmap); -} - -void ea3_ident_hardid_from_ethernet(struct ea3_ident *ident) -{ - struct avs_net_interface netif; - int result; - - result = avs_net_ctrl(1, &netif, sizeof(netif)); - - if (result < 0) { - log_fatal( - "avs_net_ctrl call to get MAC address returned error: %d", result); - } - - ident->hardid[0] = '0'; - ident->hardid[1] = '1'; - ident->hardid[2] = '0'; - ident->hardid[3] = '0'; - - hex_encode_uc( - netif.mac_addr, - sizeof(netif.mac_addr), - ident->hardid + 4, - sizeof(ident->hardid) - 4); -} - -bool ea3_ident_invoke_module_init( - struct ea3_ident *ident, - const struct module_context *module, - struct property_node *app_config) -{ - char sidcode_short[17]; - char sidcode_long[21]; - char security_code[9]; - bool ok; - - /* Set up security env vars */ - - str_format( - security_code, - lengthof(security_code), - "G*%s%s%s%s", - ident->model, - ident->dest, - ident->spec, - ident->rev); - - std_setenv("/env/boot/version", "0.0.0"); - std_setenv("/env/profile/security_code", security_code); - std_setenv("/env/profile/system_id", ident->pcbid); - std_setenv("/env/profile/account_id", ident->pcbid); - std_setenv("/env/profile/license_id", ident->softid); - std_setenv("/env/profile/software_id", ident->softid); - std_setenv("/env/profile/hardware_id", ident->hardid); - - /* Set up the short sidcode string, let dll_entry_init mangle it */ - - str_format( - sidcode_short, - lengthof(sidcode_short), - "%s%s%s%s%s", - ident->model, - ident->dest, - ident->spec, - ident->rev, - ident->ext); - - /* Set up long-form sidcode env var */ - - str_format( - sidcode_long, - lengthof(sidcode_long), - "%s:%s:%s:%s:%s", - ident->model, - ident->dest, - ident->spec, - ident->rev, - ident->ext); - - /* Set this up beforehand, as certain games require it in dll_entry_init */ - - std_setenv("/env/profile/soft_id_code", sidcode_long); - - ok = module_context_invoke_init(module, sidcode_short, app_config); - - if (!ok) { - return false; - } - - /* Back-propagate sidcode, as some games modify it during init */ - - memcpy(ident->model, sidcode_short + 0, sizeof(ident->model) - 1); - ident->dest[0] = sidcode_short[3]; - ident->spec[0] = sidcode_short[4]; - ident->rev[0] = sidcode_short[5]; - memcpy(ident->ext, sidcode_short + 6, sizeof(ident->ext)); - - /* Set up long-form sidcode env var again */ - - str_format( - sidcode_long, - lengthof(sidcode_long), - "%s:%s:%s:%s:%s", - ident->model, - ident->dest, - ident->spec, - ident->rev, - ident->ext); - - std_setenv("/env/profile/soft_id_code", sidcode_long); - - return true; -} - -void ea3_ident_to_property( - const struct ea3_ident *ident, struct property *ea3_config) -{ - struct property_node *node; - int i; - - for (i = 0; ea3_ident_psmap[i].type != 0xFF; i++) { - node = property_search(ea3_config, 0, ea3_ident_psmap[i].path); - - if (node != NULL) { - property_node_remove(node); - } - } - - property_psmap_export(ea3_config, NULL, ident, ea3_ident_psmap); -} - -void ea3_ident_replace_property_bool( - struct property_node *node, const char *name, uint8_t val) -{ - struct property_node *tmp; - - tmp = property_search(NULL, node, name); - - if (tmp) { - property_node_remove(tmp); - } - - property_node_create(NULL, node, PROPERTY_TYPE_BOOL, name, val); -} - -void ea3_ident_replace_property_str( - struct property_node *node, const char *name, const char *val) -{ - struct property_node *tmp; - - tmp = property_search(NULL, node, name); - - if (tmp) { - property_node_remove(tmp); - } - - tmp = property_node_create(NULL, node, PROPERTY_TYPE_STR, name, val); -} diff --git a/src/main/launcher/ea3-config.h b/src/main/launcher/ea3-config.h deleted file mode 100644 index ada4400..0000000 --- a/src/main/launcher/ea3-config.h +++ /dev/null @@ -1,46 +0,0 @@ -#ifndef LAUNCHER_EA3_CONFIG_H -#define LAUNCHER_EA3_CONFIG_H - -#include "imports/avs.h" - -#include "launcher/module.h" - -/* N.B. even though this might look like a Konami ABI, this is purely an - internal data structure. */ - -struct ea3_ident { - /* psmapped structure offset can't be zero for some stupid reason */ - - uint32_t dummy; - - /* Initialized from ea3-config.xml, then fed back from sidcode_short */ - - char model[4]; - char dest[4]; - char spec[4]; - char rev[4]; - char ext[11]; - - /* Initialized from ea3-config.xml (hardware_id defaults to MAC addr) */ - - char softid[24]; - char hardid[24]; - char pcbid[24]; -}; - -void ea3_ident_init(struct ea3_ident *ident); -bool ea3_ident_from_property( - struct ea3_ident *ident, struct property *ea3_config); -void ea3_ident_hardid_from_ethernet(struct ea3_ident *ident); -bool ea3_ident_invoke_module_init( - struct ea3_ident *ident, - const struct module_context *module, - struct property_node *app_config); -void ea3_ident_to_property( - const struct ea3_ident *ident, struct property *ea3_config); -void ea3_ident_replace_property_bool( - struct property_node *node, const char *name, uint8_t val); -void ea3_ident_replace_property_str( - struct property_node *node, const char *name, const char *val); - -#endif diff --git a/src/main/launcher/ea3-ident-config.c b/src/main/launcher/ea3-ident-config.c new file mode 100644 index 0000000..e8c5c4f --- /dev/null +++ b/src/main/launcher/ea3-ident-config.c @@ -0,0 +1,104 @@ +#define LOG_MODULE "ea3-ident-config" + +#include + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/ea3-ident-config.h" +#include "launcher/property-util.h" + +#include "util/defs.h" +#include "util/hex.h" +#include "util/str.h" + +#define ROOT_NODE "/ea3_conf" + +PSMAP_BEGIN(ea3_ident_config_psmap) +PSMAP_OPTIONAL( + PSMAP_TYPE_STR, struct ea3_ident_config, softid, "/id/softid", "") +PSMAP_OPTIONAL( + PSMAP_TYPE_STR, struct ea3_ident_config, hardid, "/id/hardid", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct ea3_ident_config, pcbid, "/id/pcbid", "") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, model, "/soft/model") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, dest, "/soft/dest") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, spec, "/soft/spec") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, rev, "/soft/rev") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, ext, "/soft/ext") +PSMAP_END + +void ea3_ident_config_init(struct ea3_ident_config *config) +{ + memset(config, 0, sizeof(*config)); +} + +void ea3_ident_config_from_file_load( + const char *path, struct ea3_ident_config *config) +{ + struct property *property; + + log_assert(path); + log_assert(config); + + log_info("Loading from file path: %s", path); + + property = property_util_load(path); + + ea3_ident_config_load(property, config); + + property_util_free(property); +} + +void ea3_ident_config_load( + struct property *property, struct ea3_ident_config *config) +{ + struct property_node *node; + + log_assert(property); + log_assert(config); + + node = property_search(property, NULL, ROOT_NODE); + + if (node == NULL) { + log_fatal("Root node '" ROOT_NODE "' missing"); + } + + if (!property_psmap_import( + property, node, config, ea3_ident_config_psmap)) { + log_fatal("Error reading config file"); + } +} + +bool ea3_ident_config_hardid_is_defined(struct ea3_ident_config *config) +{ + log_assert(config); + + return strlen(config->hardid) > 0; +} + +void ea3_ident_config_hardid_from_ethernet_set(struct ea3_ident_config *config) +{ + struct avs_net_interface netif; + int result; + + log_assert(config); + + result = avs_net_ctrl(1, &netif, sizeof(netif)); + + if (result < 0) { + log_fatal( + "avs_net_ctrl call to get MAC address returned error: %d", result); + } + + config->hardid[0] = '0'; + config->hardid[1] = '1'; + config->hardid[2] = '0'; + config->hardid[3] = '0'; + + hex_encode_uc( + netif.mac_addr, + sizeof(netif.mac_addr), + config->hardid + 4, + sizeof(config->hardid) - 4); +} \ No newline at end of file diff --git a/src/main/launcher/ea3-ident-config.h b/src/main/launcher/ea3-ident-config.h new file mode 100644 index 0000000..1a6dc7f --- /dev/null +++ b/src/main/launcher/ea3-ident-config.h @@ -0,0 +1,37 @@ +#ifndef LAUNCHER_EA3_IDENT_CONFIG_H +#define LAUNCHER_EA3_IDENT_CONFIG_H + +#include "imports/avs.h" + +/* N.B. even though this might look like a Konami ABI, this is purely an + internal data structure. */ + +struct ea3_ident_config { + /* psmapped structure offset can't be zero for some stupid reason */ + + uint32_t dummy; + + /* Initialized from ea3-config.xml, then fed back from sidcode_short */ + + char model[4]; + char dest[4]; + char spec[4]; + char rev[4]; + char ext[11]; + + /* Initialized from ea3-config.xml (hardware_id defaults to MAC addr) */ + + char softid[24]; + char hardid[24]; + char pcbid[24]; +}; + +void ea3_ident_config_init(struct ea3_ident_config *config); +void ea3_ident_config_from_file_load( + const char *path, struct ea3_ident_config *config); +void ea3_ident_config_load( + struct property *property, struct ea3_ident_config *config); +bool ea3_ident_config_hardid_is_defined(struct ea3_ident_config *config); +void ea3_ident_config_hardid_from_ethernet_set(struct ea3_ident_config *config); + +#endif diff --git a/src/main/launcher/eamuse-config.c b/src/main/launcher/eamuse-config.c new file mode 100644 index 0000000..020e17a --- /dev/null +++ b/src/main/launcher/eamuse-config.c @@ -0,0 +1,125 @@ +#define LOG_MODULE "eamuse-config" + +#include + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/ea3-ident-config.h" +#include "launcher/eamuse-config.h" +#include "launcher/property-util.h" + +#define EAMUSE_CONFIG_ROOT_NODE "/ea3" + +struct property *eamuse_config_avs_load(const char *path) +{ + struct property *property; + + log_assert(path); + + log_misc("Loading from avs path: %s", path); + + property = property_util_avs_fs_load(path); + + // Check if root node exists, call already errors if not + eamuse_config_root_get(property); + + return property; +} + +struct property_node *eamuse_config_root_get(struct property *property) +{ + struct property_node *node; + + log_assert(property); + + node = property_search(property, 0, EAMUSE_CONFIG_ROOT_NODE); + + if (node == NULL) { + log_fatal("Root node " EAMUSE_CONFIG_ROOT_NODE + " in eamuse config missing"); + } + + return node; +} + +void eamuse_config_id_softid_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "id/softid", value); +} + +void eamuse_config_id_hardid_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "id/hardid", value); +} + +void eamuse_config_id_pcbid_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "id/pcbid", value); +} + +void eamuse_config_soft_model_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/model", value); +} + +void eamuse_config_soft_dest_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/dest", value); +} + +void eamuse_config_soft_spec_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/spec", value); +} + +void eamuse_config_soft_rev_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/rev", value); +} + +void eamuse_config_soft_ext_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/ext", value); +} + +void eamuse_config_network_url_slash_set(struct property_node *node, bool value) +{ + log_assert(node); + + property_util_node_bool_replace(NULL, node, "network/url_slash", value); +} + +void eamuse_config_network_service_url_set( + struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "network/services", value); +} \ No newline at end of file diff --git a/src/main/launcher/eamuse-config.h b/src/main/launcher/eamuse-config.h new file mode 100644 index 0000000..2cba227 --- /dev/null +++ b/src/main/launcher/eamuse-config.h @@ -0,0 +1,23 @@ +#ifndef LAUNCHER_EAMUSE_CONFIG_H +#define LAUNCHER_EAMUSE_CONFIG_H + +#include "imports/avs.h" + +struct property *eamuse_config_avs_load(const char *path); +struct property_node *eamuse_config_root_get(struct property *property); + +void eamuse_config_id_softid_set(struct property_node *node, const char *value); +void eamuse_config_id_hardid_set(struct property_node *node, const char *value); +void eamuse_config_id_pcbid_set(struct property_node *node, const char *value); +void eamuse_config_soft_model_set( + struct property_node *node, const char *value); +void eamuse_config_soft_dest_set(struct property_node *node, const char *value); +void eamuse_config_soft_spec_set(struct property_node *node, const char *value); +void eamuse_config_soft_rev_set(struct property_node *node, const char *value); +void eamuse_config_soft_ext_set(struct property_node *node, const char *value); +void eamuse_config_network_url_slash_set( + struct property_node *node, bool value); +void eamuse_config_network_service_url_set( + struct property_node *node, const char *value); + +#endif \ No newline at end of file diff --git a/src/main/launcher/eamuse.c b/src/main/launcher/eamuse.c new file mode 100644 index 0000000..39e560d --- /dev/null +++ b/src/main/launcher/eamuse.c @@ -0,0 +1,25 @@ +#define LOG_MODULE "eamuse" + +#include "core/log.h" + +#include "imports/avs-ea3.h" + +void eamuse_init(struct property_node *node) +{ + log_assert(node); + + log_info("init"); + + ea3_boot(node); + + log_misc("init done"); +} + +void eamuse_fini() +{ + log_info("fini"); + + ea3_shutdown(); + + log_misc("fini done"); +} \ No newline at end of file diff --git a/src/main/launcher/eamuse.h b/src/main/launcher/eamuse.h new file mode 100644 index 0000000..1cd1f7e --- /dev/null +++ b/src/main/launcher/eamuse.h @@ -0,0 +1,9 @@ +#ifndef LAUNCHER_EAMUSE_H +#define LAUNCHER_EAMUSE_H + +#include "imports/avs.h" + +void eamuse_init(struct property_node *node); +void eamuse_fini(); + +#endif \ No newline at end of file diff --git a/src/main/launcher/hook.c b/src/main/launcher/hook.c new file mode 100644 index 0000000..d7be37a --- /dev/null +++ b/src/main/launcher/hook.c @@ -0,0 +1,34 @@ +#define LOG_MODULE "hook" + +#include + +#include "core/log.h" + +#include "launcher/hook.h" + +void hook_load_dll(const char *path) +{ + log_assert(path); + + log_info("Load hook dll: %s", path); + + if (LoadLibraryA(path) == NULL) { + LPSTR buffer; + + FormatMessageA( + FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | + FORMAT_MESSAGE_IGNORE_INSERTS, + NULL, + GetLastError(), + MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), + (LPSTR) &buffer, + 0, + NULL); + + log_fatal("%s: Failed to load hook DLL: %s", path, buffer); + + LocalFree(buffer); + } + + log_misc("Load hook dll done"); +} \ No newline at end of file diff --git a/src/main/launcher/hook.h b/src/main/launcher/hook.h new file mode 100644 index 0000000..9d0c5d4 --- /dev/null +++ b/src/main/launcher/hook.h @@ -0,0 +1,6 @@ +#ifndef LAUNCHER_HOOK_H +#define LAUNCHER_HOOK_H + +void hook_load_dll(const char *path); + +#endif \ No newline at end of file diff --git a/src/main/launcher/launcher-config.c b/src/main/launcher/launcher-config.c new file mode 100644 index 0000000..c71abe5 --- /dev/null +++ b/src/main/launcher/launcher-config.c @@ -0,0 +1,371 @@ +#define LOG_MODULE "launcher-config" + +#include + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/launcher-config.h" +#include "launcher/property-util.h" + +#include "util/mem.h" +#include "util/str.h" + +// clang-format off +PSMAP_BEGIN(launcher_debug_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct launcher_debug_config, remote_debugger, + "debug/remote_debugger", false) + PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct launcher_debug_config, log_property_configs, + "debug/log_property_configs", false) +PSMAP_END +// clang-format on + +#define ROOT_NODE "/launcher" +#define MAX_LAYER_CONFIG_NODES 8 + +#define NODE_MISSING_FATAL(subnode) \ + log_fatal("%s/%s: Node missing", ROOT_NODE, subnode); +#define NODE_LOADING_FATAL(subnode) \ + log_fatal("%s/%s: Node loading", ROOT_NODE, subnode); + +static struct property * +_launcher_config_layered_config_nodes_load(struct property_node *node) +{ + char kind[64]; + char file[MAX_PATH]; + int res; + int cnt; + + struct property_node *cur; + struct property *config_property[MAX_LAYER_CONFIG_NODES]; + struct property *merged_property; + + log_assert(node); + + cnt = 0; + cur = property_search(NULL, node, "config"); + + while (cur) { + if (cnt >= MAX_LAYER_CONFIG_NODES) { + log_fatal( + "Exceeding max supported config nodes for layering, max is %d", + MAX_LAYER_CONFIG_NODES); + } + + res = property_node_refer( + NULL, cur, "kind@", PROPERTY_TYPE_ATTR, kind, sizeof(kind)); + + if (res < 0) { + log_fatal("Failed reading 'kind' attribute value of config node"); + } + + if (!strcmp(kind, "file")) { + property_node_read(cur, PROPERTY_TYPE_STR, file, sizeof(file)); + + config_property[cnt] = property_util_load(file); + } else if (!strcmp(kind, "inline")) { + // The nested child is the actual root of the inline, not the outer + // node + cur = property_node_traversal(cur, TRAVERSE_FIRST_CHILD); + + config_property[cnt] = property_util_node_extract(cur); + } else { + log_fatal( + "Unsupported 'kind' attribute value '%s' of config node", kind); + } + + cnt++; + cur = property_node_traversal(cur, TRAVERSE_NEXT_SEARCH_RESULT); + } + + if (cnt == 0) { + return NULL; + } + + merged_property = property_util_many_merge(config_property, cnt); + + for (int i = 0; i < cnt; i++) { + property_util_free(config_property[i]); + } + + return merged_property; +} + +static void _launcher_config_hook_dlls_parse( + struct property_node *node, + const char *node_path, + char dlls[LAUNCHER_CONFIG_MAX_HOOK_DLL][MAX_PATH]) +{ + int cnt; + struct property_node *cur; + + cnt = 0; + cur = property_search(NULL, node, node_path); + + while (cur) { + if (cnt >= LAUNCHER_CONFIG_MAX_HOOK_DLL) { + log_warning( + "Currently not supporting more than %d dlls, skipping " + "remaining", + cnt); + break; + } + + property_node_read(cur, PROPERTY_TYPE_STR, dlls[cnt], MAX_PATH); + + cnt++; + cur = property_node_traversal(cur, TRAVERSE_NEXT_SEARCH_RESULT); + } +} + +static void _launcher_config_bootstrap_load( + struct property_node *node, struct launcher_bootstrap_config *config) +{ + int res; + + log_assert(node); + log_assert(config); + + res = property_node_refer( + NULL, + node, + "selector", + PROPERTY_TYPE_STR, + config->selector, + sizeof(config->selector)); + + if (res < 0) { + NODE_MISSING_FATAL("bootstrap/selector"); + } + + config->property = _launcher_config_layered_config_nodes_load(node); + + if (config->property == NULL) { + NODE_MISSING_FATAL("bootstrap/config"); + } +} + +static void _launcher_config_hook_load( + struct property_node *node, struct launcher_hook_config *config) +{ + log_assert(node); + log_assert(config); + + _launcher_config_hook_dlls_parse(node, "hook_dlls/dll", config->hook_dlls); + _launcher_config_hook_dlls_parse( + node, "before_hook_dlls/dll", config->before_hook_dlls); + _launcher_config_hook_dlls_parse( + node, "iat_hook_dlls/dll", config->iat_hook_dlls); +} + +static void _launcher_config_debug_load( + struct property_node *node, struct launcher_debug_config *config) +{ + log_assert(node); + log_assert(config); + + if (!property_psmap_import(NULL, node, config, launcher_debug_psmap)) { + NODE_LOADING_FATAL("debug"); + } +} + +void launcher_config_init(struct launcher_config *config) +{ + log_assert(config); + + memset(config->bootstrap.selector, 0, sizeof(config->bootstrap.selector)); + config->bootstrap.property = NULL; + + config->avs.property = NULL; + + config->ea3_ident.property = NULL; + + config->eamuse.property = NULL; + + memset(config->hook.hook_dlls, 0, sizeof(config->hook.hook_dlls)); + memset( + config->hook.before_hook_dlls, + 0, + sizeof(config->hook.before_hook_dlls)); + memset(config->hook.iat_hook_dlls, 0, sizeof(config->hook.iat_hook_dlls)); + + config->debug.remote_debugger = false; + config->debug.log_property_configs = false; +} + +void launcher_config_load( + struct property *property, struct launcher_config *config) +{ + struct property_node *root_node; + struct property_node *node; + avs_error error; + + log_assert(property); + log_assert(config); + + root_node = property_search(property, NULL, ROOT_NODE); + + if (root_node == NULL) { + NODE_MISSING_FATAL(""); + } + + error = property_node_refer( + NULL, + root_node, + "version@", + PROPERTY_TYPE_ATTR, + &config->version, + sizeof(uint32_t)); + + if (AVS_IS_ERROR(error)) { + log_fatal("Missing version attribute on root node"); + } + + // if (config->version != 1) { + // log_fatal("Unsupported version of launcher configuration: %d", + // config->version); + // } + + node = property_search(NULL, root_node, "bootstrap"); + + if (node == NULL) { + NODE_MISSING_FATAL("bootstrap"); + } + + _launcher_config_bootstrap_load(node, &config->bootstrap); + + node = property_search(NULL, root_node, "avs"); + + if (node) { + config->avs.property = _launcher_config_layered_config_nodes_load(node); + } + + node = property_search(NULL, root_node, "ea3_ident"); + + if (node) { + config->ea3_ident.property = + _launcher_config_layered_config_nodes_load(node); + } + + node = property_search(NULL, root_node, "eamuse"); + + if (node) { + config->eamuse.property = + _launcher_config_layered_config_nodes_load(node); + } + + node = property_search(NULL, root_node, "hook"); + + if (node) { + _launcher_config_hook_load(node, &config->hook); + } + + _launcher_config_debug_load(root_node, &config->debug); +} + +bool launcher_config_add_hook_dll( + struct launcher_config *config, const char *path) +{ + int i; + + log_assert(config); + log_assert(path); + + i = 0; + + while (i < LAUNCHER_CONFIG_MAX_HOOK_DLL) { + if (strlen(config->hook.hook_dlls[i]) == 0) { + break; + } + + i++; + } + + if (i >= LAUNCHER_CONFIG_MAX_HOOK_DLL) { + return false; + } + + str_cpy(config->hook.hook_dlls[i], sizeof(config->hook.hook_dlls[i]), path); + + return true; +} + +bool launcher_config_add_before_hook_dll( + struct launcher_config *config, const char *path) +{ + int i; + + log_assert(config); + log_assert(path); + + i = 0; + + while (i < LAUNCHER_CONFIG_MAX_HOOK_DLL) { + if (strlen(config->hook.before_hook_dlls[i]) == 0) { + break; + } + + i++; + } + + if (i >= LAUNCHER_CONFIG_MAX_HOOK_DLL) { + return false; + } + + str_cpy( + config->hook.before_hook_dlls[i], + sizeof(config->hook.before_hook_dlls[i]), + path); + + return true; +} + +bool launcher_config_add_iat_hook_dll( + struct launcher_config *config, const char *path) +{ + int i; + + log_assert(config); + log_assert(path); + + i = 0; + + while (i < LAUNCHER_CONFIG_MAX_HOOK_DLL) { + if (strlen(config->hook.iat_hook_dlls[i]) == 0) { + break; + } + + i++; + } + + if (i >= LAUNCHER_CONFIG_MAX_HOOK_DLL) { + return false; + } + + str_cpy( + config->hook.iat_hook_dlls[i], + sizeof(config->hook.iat_hook_dlls[i]), + path); + + return true; +} + +void launcher_config_fini(struct launcher_config *config) +{ + log_assert(config); + + property_util_free(config->bootstrap.property); + + if (config->avs.property) { + property_util_free(config->avs.property); + } + + if (config->ea3_ident.property) { + property_util_free(config->ea3_ident.property); + } + + if (config->eamuse.property) { + property_util_free(config->eamuse.property); + } +} \ No newline at end of file diff --git a/src/main/launcher/launcher-config.h b/src/main/launcher/launcher-config.h new file mode 100644 index 0000000..7d6b8a6 --- /dev/null +++ b/src/main/launcher/launcher-config.h @@ -0,0 +1,56 @@ +#ifndef LAUNCHER_CONFIG_H +#define LAUNCHER_CONFIG_H + +#include + +#include "util/array.h" + +#define LAUNCHER_CONFIG_MAX_HOOK_DLL 16 + +struct launcher_config { + uint32_t version; + + struct launcher_bootstrap_config { + char selector[128]; + struct property *property; + } bootstrap; + + struct launcher_avs_config { + struct property *property; + } avs; + + struct launcher_ea3_ident_config { + struct property *property; + } ea3_ident; + + struct launcher_eamuse_config { + struct property *property; + } eamuse; + + struct launcher_hook_config { + char hook_dlls[LAUNCHER_CONFIG_MAX_HOOK_DLL][MAX_PATH]; + char before_hook_dlls[LAUNCHER_CONFIG_MAX_HOOK_DLL][MAX_PATH]; + char iat_hook_dlls[LAUNCHER_CONFIG_MAX_HOOK_DLL][MAX_PATH]; + } hook; + + struct launcher_debug_config { + bool remote_debugger; + bool log_property_configs; + } debug; +}; + +void launcher_config_init(struct launcher_config *config); + +void launcher_config_load( + struct property *property, struct launcher_config *config); + +bool launcher_config_add_hook_dll( + struct launcher_config *config, const char *path); +bool launcher_config_add_before_hook_dll( + struct launcher_config *config, const char *path); +bool launcher_config_add_iat_hook_dll( + struct launcher_config *config, const char *path); + +void launcher_config_fini(struct launcher_config *config); + +#endif \ No newline at end of file diff --git a/src/main/launcher/launcher.c b/src/main/launcher/launcher.c new file mode 100644 index 0000000..60f32cf --- /dev/null +++ b/src/main/launcher/launcher.c @@ -0,0 +1,587 @@ +#define LOG_MODULE "launcher" + +#include + +#include +#include +#include +#include + +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-file.h" +#include "core/log-sink-list.h" +#include "core/log-sink-std.h" +#include "core/log.h" + +#include "imports/avs-ea3.h" +#include "imports/avs.h" + +#include "launcher/avs-config.h" +#include "launcher/avs.h" +#include "launcher/bootstrap-config.h" +#include "launcher/bootstrap.h" +#include "launcher/debug.h" +#include "launcher/ea3-ident-config.h" +#include "launcher/eamuse-config.h" +#include "launcher/eamuse.h" +#include "launcher/hook.h" +#include "launcher/launcher-config.h" +#include "launcher/module.h" +#include "launcher/options.h" +#include "launcher/property-util.h" +#include "launcher/stubs.h" +#include "launcher/version.h" + +#include "util/defs.h" +#include "util/fs.h" +#include "util/os.h" +#include "util/proc.h" +#include "util/signal.h" +#include "util/str.h" + +static void _launcher_log_header() +{ + log_info( + "\n" + " .__ .__ \n" + " | | _____ __ __ ____ ____ | |__ ___________ \n" + " | | \\__ \\ | | \\/ \\_/ ___\\| | \\_/ __ \\_ __ \\ \n" + " | |__/ __ \\| | / | \\ \\___| Y \\ ___/| | \\/ \n" + " |____(____ /____/|___| /\\___ >___| /\\___ >__| \n" + " \\/ \\/ \\/ \\/ \\/ "); + + log_info( + "launcher build date %s, gitrev %s", + launcher_build_date, + launcher_gitrev); +} + +void _launcher_log_init( + const char *log_file_path, enum core_log_bt_log_level level) +{ + struct core_log_sink sinks[2]; + struct core_log_sink sink_composed; + + core_log_bt_ext_impl_set(); + + if (log_file_path) { + core_log_sink_std_out_open(true, &sinks[0]); + core_log_sink_file_open(log_file_path, false, true, 10, &sinks[1]); + core_log_sink_list_open(sinks, 2, &sink_composed); + } else { + core_log_sink_std_out_open(true, &sink_composed); + } + + core_log_bt_init(&sink_composed); + core_log_bt_level_set(level); +} + +static void _launcher_signal_shutdown_handler() +{ + core_log_bt_fini(); + ExitProcess(EXIT_FAILURE); +} + +static void _launcher_env_game_dir_verify() +{ + char cwd[MAX_PATH]; + char modules_dir[MAX_PATH]; + char prop_dir[MAX_PATH]; + + getcwd(cwd, sizeof(cwd)); + + log_info("Current working directory: %s", cwd); + + str_cpy(modules_dir, sizeof(modules_dir), cwd); + str_cpy(prop_dir, sizeof(prop_dir), cwd); + + str_cat(modules_dir, sizeof(modules_dir), "/modules"); + str_cat(prop_dir, sizeof(prop_dir), "/prop"); + + if (!path_exists(modules_dir)) { + log_fatal( + "Cannot find 'modules' directory in current working directory: %s", + cwd); + } + + if (!path_exists(prop_dir)) { + log_fatal( + "Cannot find 'prop' directory in current working directory: %s", + cwd); + } +} + +static void _launcher_bootstrap_config_options_override( + struct launcher_bootstrap_config *config, + const struct options_bootstrap *options) +{ + log_assert(config); + log_assert(options); + + if (options->config_path) { + log_misc( + "Command line override bootstrap configuration from file: %s", + options->config_path); + + property_util_free(config->property); + config->property = property_util_load(options->config_path); + } + + if (options->selector) { + log_misc( + "Command line override bootstrap selector: %s", options->selector); + + str_cpy(config->selector, sizeof(config->selector), options->selector); + } +} + +static void _launcher_ea3_ident_config_options_override( + struct ea3_ident_config *config, const struct options_eamuse *options) +{ + log_assert(config); + log_assert(options); + + if (options->softid) { + str_cpy(config->softid, sizeof(config->softid), options->softid); + } + + if (options->pcbid) { + str_cpy(config->pcbid, sizeof(config->pcbid), options->pcbid); + } +} + +static void _launcher_hook_config_options_override( + struct launcher_config *config, const struct options_hook *options) +{ + size_t i; + const char *dll; + + log_assert(config); + log_assert(options); + + for (i = 0; i < options->hook_dlls.nitems; i++) { + dll = *array_item(const char *, &options->hook_dlls, i); + + if (!launcher_config_add_hook_dll(config, dll)) { + log_warning( + "Adding override hook dll '%s' failed (max supported limit " + "exceeded), ignored", + dll); + } + } + + for (i = 0; i < options->before_hook_dlls.nitems; i++) { + dll = *array_item(const char *, &options->before_hook_dlls, i); + + if (!launcher_config_add_before_hook_dll(config, dll)) { + log_warning( + "Adding override before hook dll '%s' failed (max supported " + "limit exceeded), ignored", + dll); + } + } + + for (i = 0; i < options->iat_hook_dlls.nitems; i++) { + dll = *array_item(const char *, &options->iat_hook_dlls, i); + + if (!launcher_config_add_iat_hook_dll(config, dll)) { + log_warning( + "Adding override iat hook dll '%s' failed (max supported limit " + "exceeded), ignored", + dll); + } + } +} + +static void _launcher_debug_config_options_override( + struct launcher_debug_config *config, const struct options_debug *options) +{ + log_assert(config); + log_assert(options); + + if (options->remote_debugger) { + log_misc("Command line override, enable remote debugger"); + + config->remote_debugger = true; + } + + if (options->log_property_configs) { + log_misc("Command line override, log property configs"); + + config->log_property_configs = true; + } +} + +static void _launcher_config_options_override( + struct launcher_config *config, const struct options *options) +{ + log_assert(config); + log_assert(options); + + // Apply command line overrides on all launcher owned configuration + // parameters + _launcher_bootstrap_config_options_override( + &config->bootstrap, &options->bootstrap); + _launcher_hook_config_options_override(config, &options->hook); + _launcher_debug_config_options_override(&config->debug, &options->debug); +} + +static void +_launcher_config_full_resolved_log(const struct launcher_config *config) +{ + if (config->debug.log_property_configs) { + log_misc("launcher-config resolved properties"); + log_misc("bootstrap-config"); + property_util_log(config->bootstrap.property); + + log_misc("avs-config"); + property_util_log(config->avs.property); + + log_misc("ea3-ident-config"); + property_util_log(config->ea3_ident.property); + + log_misc("eamuse-config"); + property_util_log(config->eamuse.property); + } +} + +static void +_launcher_remote_debugger_trap(const struct launcher_debug_config *config) +{ + log_assert(config); + + /* If enabled, wait for a remote debugger to attach as early as possible. + Spawning launcher with a debugger crashes it for some reason + (e.g. on jubeat08). However, starting the launcher separately and + attaching a remote debugger works */ + + if (config->remote_debugger) { + debug_remote_debugger_trap(); + } +} + +static void _launcher_bootstrap_config_load( + const struct launcher_bootstrap_config *launcher_bootstrap_config, + struct bootstrap_config *config) +{ + bootstrap_config_init(config); + + bootstrap_config_load( + launcher_bootstrap_config->property, + launcher_bootstrap_config->selector, + config); +} + +static void _launcher_bootstrap_log_config_options_override( + struct bootstrap_log_config *config, const struct options_log *options) +{ + log_assert(config); + log_assert(options); + + if (options->level) { + log_misc( + "Command line override bootstrap log level: %d", *(options->level)); + + switch (*(options->level)) { + case CORE_LOG_BT_LOG_LEVEL_OFF: + str_cpy(config->level, sizeof(config->level), "disable"); + break; + + case CORE_LOG_BT_LOG_LEVEL_FATAL: + str_cpy(config->level, sizeof(config->level), "fatal"); + break; + + case CORE_LOG_BT_LOG_LEVEL_WARNING: + str_cpy(config->level, sizeof(config->level), "warn"); + break; + + case CORE_LOG_BT_LOG_LEVEL_INFO: + str_cpy(config->level, sizeof(config->level), "info"); + break; + + case CORE_LOG_BT_LOG_LEVEL_MISC: + str_cpy(config->level, sizeof(config->level), "misc"); + break; + + default: + log_assert(false); + } + } + + if (options->file_path) { + log_misc( + "Command line override bootstrap log file: %s", options->file_path); + str_cpy(config->file, sizeof(config->file), options->file_path); + } +} + +static void _launcher_bootstrap_log_config_verify( + const struct launcher_config *launcher_config, + const struct bootstrap_config *bootstrap_config) +{ + log_assert(launcher_config); + log_assert(bootstrap_config); + + if (!str_eq(bootstrap_config->startup.log.level, "misc")) { + if (launcher_config->debug.log_property_configs) { + log_warning( + "Logging of property configs enabled, but requires misc log " + "level, current log level: %s", + bootstrap_config->startup.log.level); + } + } +} + +static void +_launcher_before_hook_dlls_load(const struct launcher_hook_config *config) +{ + int i; + + log_assert(config); + + log_misc("Loading before hook dlls..."); + + for (i = 0; i < LAUNCHER_CONFIG_MAX_HOOK_DLL; i++) { + if (strlen(config->before_hook_dlls[i]) > 0) { + hook_load_dll(config->before_hook_dlls[i]); + } + } +} + +static void _launcher_ea3_ident_config_load( + const struct launcher_ea3_ident_config *launcher_config, + struct ea3_ident_config *config, + bool log_property_configs) +{ + log_assert(launcher_config); + log_assert(config); + + ea3_ident_config_init(config); + ea3_ident_config_load(launcher_config->property, config); + + if (log_property_configs) { + log_misc("Property ea3-ident-config"); + + property_util_log(launcher_config->property); + } + + if (!ea3_ident_config_hardid_is_defined(config)) { + log_misc( + "No no hardid defined in ea3-ident-config, derive from ethernet"); + + ea3_ident_config_hardid_from_ethernet_set(config); + } +} + +static void _launcher_bootstrap_module_init( + const struct bootstrap_module_config *module_config, + const struct launcher_hook_config *hook_config) +{ + int i; + struct array iat_hook_dlls; + + log_assert(module_config); + log_assert(hook_config); + + array_init(&iat_hook_dlls); + + for (i = 0; i < LAUNCHER_CONFIG_MAX_HOOK_DLL; i++) { + if (strlen(hook_config->before_hook_dlls[i]) > 0) { + *array_append(const char *, &iat_hook_dlls) = + (const char *) &hook_config->before_hook_dlls[i]; + } + } + + bootstrap_module_init(module_config, &iat_hook_dlls); + + array_fini(&iat_hook_dlls); +} + +static void _launcher_hook_dlls_load(const struct launcher_hook_config *config) +{ + int i; + + log_assert(config); + + log_misc("Loading hook dlls..."); + + for (i = 0; i < LAUNCHER_CONFIG_MAX_HOOK_DLL; i++) { + if (strlen(config->hook_dlls[i]) > 0) { + hook_load_dll(config->hook_dlls[i]); + } + } +} + +static void _launcher_dongle_stubs_init() +{ + stubs_init(); +} + +static void _launcher_debugger_break() +{ + /* Opportunity for breakpoint setup etc */ + if (IsDebuggerPresent()) { + DebugBreak(); + } +} + +void _launcher_log_reinit() +{ + core_log_bt_ext_impl_set(); +} + +void _launcher_init( + const struct options *options, + struct launcher_config *launcher_config, + struct bootstrap_config *bootstrap_config, + struct ea3_ident_config *ea3_ident_config) +{ + struct property *launcher_property; + + log_assert(options); + log_assert(launcher_config); + log_assert(bootstrap_config); + log_assert(ea3_ident_config); + + // Early logging pre AVS setup depend entirely on command args + // We don't even have the bootstrap configuration loaded at this point + _launcher_log_init(options->log.file_path, *(options->log.level)); + _launcher_log_header(); + + signal_exception_handler_init(_launcher_signal_shutdown_handler); + signal_register_shutdown_handler(&_launcher_signal_shutdown_handler); + + os_version_log(); + _launcher_env_game_dir_verify(); + + if (proc_is_running_as_admin_user()) { + log_warning( + "Not running as admin user. Launcher and games require elevated " + "privileges to run correctly"); + } + + launcher_config_init(launcher_config); + + if (options->launcher.config_path) { + log_info( + "Loading launcher configuration from file: %s", + options->launcher.config_path); + + launcher_property = property_util_load(options->launcher.config_path); + launcher_config_load(launcher_property, launcher_config); + + _launcher_config_options_override(launcher_config, options); + + if (launcher_config->debug.log_property_configs) { + log_misc("launcher-config"); + property_util_log(launcher_property); + } + + property_util_free(launcher_property); + } else { + _launcher_config_options_override(launcher_config, options); + } + + // Not really fully resolved, but have an early debug dump because there are + // still several more steps that can fail before having the entire + // configuration resolved + _launcher_config_full_resolved_log(launcher_config); + + _launcher_remote_debugger_trap(&launcher_config->debug); + + _launcher_bootstrap_config_load( + &launcher_config->bootstrap, bootstrap_config); + _launcher_bootstrap_log_config_options_override( + &bootstrap_config->startup.log, &options->log); + _launcher_bootstrap_log_config_verify(launcher_config, bootstrap_config); + + bootstrap_init(launcher_config->debug.log_property_configs); + bootstrap_log_init(&bootstrap_config->startup.log); + + _launcher_before_hook_dlls_load(&launcher_config->hook); + + bootstrap_avs_init( + &bootstrap_config->startup.boot, + &bootstrap_config->startup.log, + launcher_config->avs.property); + bootstrap_default_files_create(&bootstrap_config->startup.default_file); + + _launcher_ea3_ident_config_load( + &launcher_config->ea3_ident, + ea3_ident_config, + launcher_config->debug.log_property_configs); + _launcher_ea3_ident_config_options_override( + ea3_ident_config, &options->eamuse); + + // Execute another one which is now actually final. No more configuration + // changes from this point on + _launcher_config_full_resolved_log(launcher_config); +} + +void _launcher_run( + const struct launcher_config *launcher_config, + const struct bootstrap_config *bootstrap_config, + struct ea3_ident_config *ea3_ident_config) +{ + log_assert(launcher_config); + log_assert(bootstrap_config); + log_assert(ea3_ident_config); + + _launcher_bootstrap_module_init( + &bootstrap_config->startup.module, &launcher_config->hook); + + _launcher_hook_dlls_load(&launcher_config->hook); + + _launcher_dongle_stubs_init(); + + _launcher_debugger_break(); + + bootstrap_module_game_init( + &bootstrap_config->startup.module, ea3_ident_config); + + bootstrap_eamuse_init( + &bootstrap_config->startup.eamuse, + ea3_ident_config, + launcher_config->eamuse.property); + + bootstrap_module_game_run(); +} + +void _launcher_fini( + struct launcher_config *launcher_config, + const struct bootstrap_config *bootstrap_config) +{ + log_assert(launcher_config); + log_assert(bootstrap_config); + + bootstrap_eamuse_fini(&bootstrap_config->startup.eamuse); + + bootstrap_avs_fini(); + + _launcher_log_reinit(); + + bootstrap_module_game_fini(); + + launcher_config_fini(launcher_config); + + log_info("Shutdown complete"); + + core_log_bt_fini(); +} + +void launcher_main(const struct options *options) +{ + struct launcher_config launcher_config; + struct bootstrap_config bootstrap_config; + struct ea3_ident_config ea3_ident_config; + + log_assert(options); + + _launcher_init( + options, &launcher_config, &bootstrap_config, &ea3_ident_config); + + _launcher_run(&launcher_config, &bootstrap_config, &ea3_ident_config); + + _launcher_fini(&launcher_config, &bootstrap_config); +} \ No newline at end of file diff --git a/src/main/launcher/launcher.h b/src/main/launcher/launcher.h new file mode 100644 index 0000000..da1995c --- /dev/null +++ b/src/main/launcher/launcher.h @@ -0,0 +1,8 @@ +#ifndef LAUNCHER_LAUNCHER_H +#define LAUNCHER_LAUNCHER_H + +#include "launcher/options.h" + +void launcher_main(const struct options *options); + +#endif \ No newline at end of file diff --git a/src/main/launcher/main.c b/src/main/launcher/main.c index 70c5184..4b1b68a 100644 --- a/src/main/launcher/main.c +++ b/src/main/launcher/main.c @@ -1,338 +1,23 @@ -#include - -#include -#include -#include #include -#include "imports/avs-ea3.h" -#include "imports/avs.h" - -#include "launcher/avs-context.h" -#include "launcher/ea3-config.h" -#include "launcher/module.h" +#include "launcher/launcher.h" #include "launcher/options.h" -#include "launcher/property.h" -#include "launcher/stubs.h" -#include "launcher/version.h" - -#include "util/codepage.h" -#include "util/defs.h" -#include "util/fs.h" -#include "util/log.h" -#include "util/mem.h" -#include "util/os.h" -#include "util/str.h" - -/* Gratuitous API changes orz */ -static AVS_LOG_WRITER(log_callback, chars, nchars, ctx) -{ - wchar_t *utf16; - char *utf8; - int utf16_len; - int utf8_len; - int result; - DWORD nwritten; - HANDLE console; - HANDLE file; - - /* Ignore existing NUL terminator */ - - nchars--; - - /* Transcode shit_jis to UTF-8 */ - - utf16_len = MultiByteToWideChar(CP_SHIFT_JIS, 0, chars, nchars, NULL, 0); - - if (utf16_len == 0) { - abort(); - } - - utf16 = xmalloc(sizeof(*utf16) * utf16_len); - result = - MultiByteToWideChar(CP_SHIFT_JIS, 0, chars, nchars, utf16, utf16_len); - - if (result == 0) { - abort(); - } - - utf8_len = - WideCharToMultiByte(CP_UTF8, 0, utf16, utf16_len, NULL, 0, NULL, NULL); - - if (utf8_len == 0) { - abort(); - } - - utf8 = xmalloc(utf8_len + 2); - result = WideCharToMultiByte( - CP_UTF8, 0, utf16, utf16_len, utf8, utf8_len, NULL, NULL); - - if (result == 0) { - abort(); - } - -#if AVS_VERSION >= 1500 - utf8[utf8_len + 0] = '\r'; - utf8[utf8_len + 1] = '\n'; - - utf8_len += 2; -#endif - - /* Write to console and log file */ - - file = (HANDLE) ctx; - console = GetStdHandle(STD_OUTPUT_HANDLE); - - if (ctx != INVALID_HANDLE_VALUE) { - WriteFile(file, utf8, utf8_len, &nwritten, NULL); - } - - WriteFile(console, utf8, utf8_len, &nwritten, NULL); - - /* Clean up */ - - free(utf8); - free(utf16); -} - -static void load_hook_dlls(struct array *hook_dlls) -{ - const char *hook_dll; - - for (size_t i = 0; i < hook_dlls->nitems; i++) { - hook_dll = *array_item(char *, hook_dlls, i); - - if (LoadLibraryA(hook_dll) == NULL) { - LPSTR buffer; - - FormatMessageA( - FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | - FORMAT_MESSAGE_IGNORE_INSERTS, - NULL, - GetLastError(), - MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), - (LPSTR) &buffer, - 0, - NULL); - - log_fatal("%s: Failed to load hook DLL: %s", hook_dll, buffer); - - LocalFree(buffer); - } - } -} int main(int argc, const char **argv) { - bool ok; - HANDLE logfile; - - struct ea3_ident ea3; - struct module_context module; struct options options; - struct property *app_config; - struct property *avs_config; - struct property *ea3_config; - - struct property_node *app_config_root; - struct property_node *avs_config_root; - struct property_node *ea3_config_root; - - log_to_writer(log_writer_file, stdout); - log_info( - "launcher build date %s, gitrev %s", - launcher_build_date, - launcher_gitrev); - - /* Read command line */ - options_init(&options); if (!options_read_cmdline(&options, argc, argv)) { options_print_usage(); - return EXIT_FAILURE; + exit(EXIT_FAILURE); } - /* If enabled, wait for a remote debugger to attach. Spawning launcher - with a debugger crashes it for some reason (e.g. on jubeat08). However, - starting the launcher separately and attaching a remote debugger works */ + launcher_main(&options); - if (options.remote_debugger) { - log_info("Waiting until debugger attaches to remote process..."); - - while (true) { - BOOL res = FALSE; - if (!CheckRemoteDebuggerPresent(GetCurrentProcess(), &res)) { - log_fatal( - "CheckRemoteDebuggerPresent failed: %08x", - (unsigned int) GetLastError()); - } - - if (res) { - log_info("Debugger attached, resuming"); - break; - } - - Sleep(1000); - } - } - - /* Start up AVS */ - - if (options.logfile != NULL) { - logfile = CreateFileA( - options.logfile, - GENERIC_WRITE, - FILE_SHARE_READ, - NULL, - CREATE_ALWAYS, - 0, - NULL); - } else { - logfile = INVALID_HANDLE_VALUE; - } - - avs_config = boot_property_load(options.avs_config_path); - avs_config_root = property_search(avs_config, 0, "/config"); - - if (avs_config_root == NULL) { - log_fatal("%s: /config missing", options.avs_config_path); - } - - load_hook_dlls(&options.before_hook_dlls); - - avs_context_init( - avs_config_root, - options.avs_heap_size, - options.std_heap_size, - log_callback, - logfile); - - boot_property_free(avs_config); - - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); - - os_version_log(); - - /* Load game DLL */ - - if (options.iat_hook_dlls.nitems > 0) { - module_context_init_with_iat_hooks( - &module, options.module, &options.iat_hook_dlls); - } else { - module_context_init(&module, options.module); - } - - /* Load hook DLLs */ - - load_hook_dlls(&options.hook_dlls); - - /* Inject GetModuleHandle hooks */ - - stubs_init(); - - /* Prepare ea3 config */ - - ea3_config = boot_property_load(options.ea3_config_path); - ea3_config_root = property_search(ea3_config, 0, "/ea3"); - - if (ea3_config_root == NULL) { - log_fatal("%s: /ea3 missing", options.ea3_config_path); - } - - ea3_ident_init(&ea3); - - if (!ea3_ident_from_property(&ea3, ea3_config)) { - log_fatal( - "%s: Error reading IDs from config file", options.ea3_config_path); - } - - if (options.softid != NULL) { - str_cpy(ea3.softid, lengthof(ea3.softid), options.softid); - } - - if (options.pcbid != NULL) { - str_cpy(ea3.pcbid, lengthof(ea3.pcbid), options.pcbid); - } - - if (!ea3.hardid[0]) { - ea3_ident_hardid_from_ethernet(&ea3); - } - - /* Invoke dll_entry_init */ - - if (path_exists(options.app_config_path)) { - app_config = boot_property_load(options.app_config_path); - } else { - log_warning( - "%s: app config file missing, using empty", - options.app_config_path); - app_config = boot_property_load_cstring("dummy"); - } - - app_config_root = property_search(app_config, 0, "/param"); - - if (app_config_root == NULL) { - log_fatal("%s: /param missing", options.app_config_path); - } - - if (IsDebuggerPresent()) { - /* Opportunity for breakpoint setup etc */ - DebugBreak(); - } - - ok = ea3_ident_invoke_module_init(&ea3, &module, app_config_root); - - if (!ok) { - log_fatal("%s: dll_module_init() returned failure", options.module); - } - - boot_property_free(app_config); - - ea3_ident_to_property(&ea3, ea3_config); - - if (options.override_urlslash_enabled) { - log_info( - "Overriding url_slash to: %d", options.override_urlslash_value); - - ea3_ident_replace_property_bool( - ea3_config_root, - "/network/url_slash", - options.override_urlslash_value); - } - - if (options.override_service != NULL) { - log_info("Overriding service url to: %s", options.override_service); - - ea3_ident_replace_property_str( - ea3_config_root, "/network/services", options.override_service); - } - - /* Start up e-Amusement client */ - - ea3_boot(ea3_config_root); - boot_property_free(ea3_config); - - /* Run application */ - - module_context_invoke_main(&module); - - /* Shut down */ - - ea3_shutdown(); - - log_to_writer(log_writer_file, stdout); - avs_context_fini(); - - if (logfile != INVALID_HANDLE_VALUE) { - CloseHandle(logfile); - } - - module_context_fini(&module); options_fini(&options); return EXIT_SUCCESS; -} +} \ No newline at end of file diff --git a/src/main/launcher/module.c b/src/main/launcher/module.c index b3beff2..c0b9ef4 100644 --- a/src/main/launcher/module.c +++ b/src/main/launcher/module.c @@ -1,22 +1,29 @@ +#define LOG_MODULE "module" + #include +#include "core/log.h" + #include "hook/pe.h" #include "imports/avs.h" #include "imports/eapki.h" #include "launcher/module.h" +#include "launcher/property-util.h" -#include "util/log.h" #include "util/str.h" #define MM_ALLOCATION_GRANULARITY 0x10000 -static bool module_replace_dll_iat(HMODULE hModule, struct array *iat_hook_dlls) +static bool +module_replace_dll_iat(HMODULE hModule, const struct array *iat_hook_dlls) { log_assert(hModule); log_assert(iat_hook_dlls); + log_misc("replace dll iat: %p", hModule); + if (iat_hook_dlls->nitems == 0) return true; @@ -127,11 +134,13 @@ inject_fail: return false; } -void module_context_init(struct module_context *module, const char *path) +void module_init(struct module_context *module, const char *path) { log_assert(module != NULL); log_assert(path != NULL); + log_info("init: %s", path); + module->dll = LoadLibrary(path); if (module->dll == NULL) { @@ -159,16 +168,20 @@ void module_context_init(struct module_context *module, const char *path) } module->path = str_dup(path); + + log_misc("init done"); } -void module_context_init_with_iat_hooks( +void module_with_iat_hooks_init( struct module_context *module, const char *path, - struct array *iat_hook_dlls) + const struct array *iat_hook_dlls) { log_assert(module != NULL); log_assert(path != NULL); + log_info("init iat hooks: %s", path); + module->dll = LoadLibraryExA(path, NULL, DONT_RESOLVE_DLL_REFERENCES); if (module->dll == NULL) { @@ -211,16 +224,71 @@ void module_context_init_with_iat_hooks( module->path = str_dup(path); } -bool module_context_invoke_init( +void module_init_invoke( const struct module_context *module, - char *sidcode, - struct property_node *app_config) + struct ea3_ident_config *ea3_ident_config, + struct property_node *app_params_node) { + char sidcode_short[17]; + char sidcode_long[21]; + char security_code[9]; dll_entry_init_t init; + bool ok; - log_assert(module != NULL); - log_assert(sidcode != NULL); - log_assert(app_config != NULL); + log_info("init invoke"); + + /* Set up security env vars */ + + str_format( + security_code, + lengthof(security_code), + "G*%s%s%s%s", + ea3_ident_config->model, + ea3_ident_config->dest, + ea3_ident_config->spec, + ea3_ident_config->rev); + + log_misc("security code: %s", security_code); + + std_setenv("/env/boot/version", "0.0.0"); + std_setenv("/env/profile/security_code", security_code); + std_setenv("/env/profile/system_id", ea3_ident_config->pcbid); + std_setenv("/env/profile/account_id", ea3_ident_config->pcbid); + std_setenv("/env/profile/license_id", ea3_ident_config->softid); + std_setenv("/env/profile/software_id", ea3_ident_config->softid); + std_setenv("/env/profile/hardware_id", ea3_ident_config->hardid); + + /* Set up the short sidcode string, let dll_entry_init mangle it */ + + str_format( + sidcode_short, + lengthof(sidcode_short), + "%s%s%s%s%s", + ea3_ident_config->model, + ea3_ident_config->dest, + ea3_ident_config->spec, + ea3_ident_config->rev, + ea3_ident_config->ext); + + log_misc("sidcode short: %s", sidcode_short); + + /* Set up long-form sidcode env var */ + + str_format( + sidcode_long, + lengthof(sidcode_long), + "%s:%s:%s:%s:%s", + ea3_ident_config->model, + ea3_ident_config->dest, + ea3_ident_config->spec, + ea3_ident_config->rev, + ea3_ident_config->ext); + + log_misc("sidecode long: %s", sidcode_long); + + /* Set this up beforehand, as certain games require it in dll_entry_init */ + + std_setenv("/env/profile/soft_id_code", sidcode_long); init = (void *) GetProcAddress(module->dll, "dll_entry_init"); @@ -229,16 +297,67 @@ bool module_context_invoke_init( "%s: dll_entry_init not found. Is this a game DLL?", module->path); } - return init(sidcode, app_config); + log_info("Invoking game init..."); + + struct property *prop = + property_util_cstring_load("p3io"); + + struct property_node *prop_node = property_search(prop, NULL, "/param"); + + property_util_log(prop); + property_util_node_log(prop_node); + + ok = init(sidcode_short, prop_node); + + if (!ok) { + log_fatal("%s: dll_module_init() returned failure", module->path); + } else { + log_info("Game init done"); + } + + /* Back-propagate sidcode, as some games modify it during init */ + + memcpy( + ea3_ident_config->model, + sidcode_short + 0, + sizeof(ea3_ident_config->model) - 1); + ea3_ident_config->dest[0] = sidcode_short[3]; + ea3_ident_config->spec[0] = sidcode_short[4]; + ea3_ident_config->rev[0] = sidcode_short[5]; + memcpy( + ea3_ident_config->ext, + sidcode_short + 6, + sizeof(ea3_ident_config->ext)); + + /* Set up long-form sidcode env var again */ + + str_format( + sidcode_long, + lengthof(sidcode_long), + "%s:%s:%s:%s:%s", + ea3_ident_config->model, + ea3_ident_config->dest, + ea3_ident_config->spec, + ea3_ident_config->rev, + ea3_ident_config->ext); + + std_setenv("/env/profile/soft_id_code", sidcode_long); + + log_misc("back-propagated sidcode long: %s", sidcode_long); + + log_misc("init invoke done"); } -bool module_context_invoke_main(const struct module_context *module) +bool module_main_invoke(const struct module_context *module) { /* GCC warns if you call a variable "main" */ dll_entry_main_t main_; + bool result; log_assert(module != NULL); + log_info("main invoke"); + main_ = (void *) GetProcAddress(module->dll, "dll_entry_main"); if (main_ == NULL) { @@ -246,11 +365,19 @@ bool module_context_invoke_main(const struct module_context *module) "%s: dll_entry_main not found. Is this a game DLL?", module->path); } - return main_(); + log_info("Invoking game's main function..."); + + result = main_(); + + log_info("Main terminated, result: %d", result); + + return result; } -void module_context_fini(struct module_context *module) +void module_fini(struct module_context *module) { + log_info("fini"); + if (module == NULL) { return; } @@ -260,4 +387,6 @@ void module_context_fini(struct module_context *module) if (module->dll != NULL) { FreeLibrary(module->dll); } + + log_misc("fini done"); } diff --git a/src/main/launcher/module.h b/src/main/launcher/module.h index f2a851e..ed9b732 100644 --- a/src/main/launcher/module.h +++ b/src/main/launcher/module.h @@ -5,6 +5,8 @@ #include "imports/avs.h" +#include "launcher/ea3-ident-config.h" + #include "util/array.h" struct module_context { @@ -12,16 +14,16 @@ struct module_context { char *path; }; -void module_context_init(struct module_context *module, const char *path); -void module_context_init_with_iat_hooks( +void module_init(struct module_context *module, const char *path); +void module_with_iat_hooks_init( struct module_context *module, const char *path, - struct array *iat_hook_dlls); -bool module_context_invoke_init( + const struct array *iat_hook_dlls); +void module_init_invoke( const struct module_context *module, - char *sidcode, - struct property_node *app_config); -bool module_context_invoke_main(const struct module_context *module); -void module_context_fini(struct module_context *module); + struct ea3_ident_config *ea3_ident_config, + struct property_node *app_params_node); +bool module_main_invoke(const struct module_context *module); +void module_fini(struct module_context *module); #endif diff --git a/src/main/launcher/options.c b/src/main/launcher/options.c index 757555e..e116849 100644 --- a/src/main/launcher/options.c +++ b/src/main/launcher/options.c @@ -1,3 +1,5 @@ +#define LOG_MODULE "options" + #include #include #include @@ -6,62 +8,42 @@ #include "launcher/options.h" -#include "util/array.h" -#include "util/log.h" +#include "util/mem.h" #include "util/str.h" -#define DEFAULT_HEAP_SIZE 16777216 - void options_init(struct options *options) { - options->std_heap_size = DEFAULT_HEAP_SIZE; - options->avs_heap_size = DEFAULT_HEAP_SIZE; - options->app_config_path = "prop/app-config.xml"; - options->avs_config_path = "prop/avs-config.xml"; - options->ea3_config_path = "prop/ea3-config.xml"; - options->softid = NULL; - options->pcbid = NULL; - options->module = NULL; - options->logfile = NULL; - options->remote_debugger = false; - array_init(&options->hook_dlls); - array_init(&options->before_hook_dlls); - array_init(&options->iat_hook_dlls); + memset(options, 0, sizeof(struct options)); - options->override_service = NULL; - options->override_urlslash_enabled = false; - options->override_urlslash_value = false; + array_init(&options->hook.hook_dlls); + array_init(&options->hook.before_hook_dlls); + array_init(&options->hook.iat_hook_dlls); } bool options_read_cmdline(struct options *options, int argc, const char **argv) { + bool got_launcher_config; + + got_launcher_config = false; + for (int i = 1; i < argc; i++) { if (argv[i][0] == '-') { switch (argv[i][1]) { - case 'A': + case 'T': if (i + 1 >= argc) { return false; } - options->app_config_path = argv[++i]; + options->bootstrap.config_path = argv[++i]; break; - case 'E': + case 'Z': if (i + 1 >= argc) { return false; } - options->ea3_config_path = argv[++i]; - - break; - - case 'V': - if (i + 1 >= argc) { - return false; - } - - options->avs_config_path = argv[++i]; + options->bootstrap.selector = argv[++i]; break; @@ -70,7 +52,7 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->pcbid = argv[++i]; + options->eamuse.pcbid = argv[++i]; break; @@ -79,7 +61,7 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->softid = argv[++i]; + options->eamuse.softid = argv[++i]; break; @@ -88,37 +70,7 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->avs_heap_size = - (size_t) strtol(argv[++i], NULL, 0); - - if (options->avs_heap_size == 0) { - return false; - } - - break; - -#ifdef AVS_HAS_STD_HEAP - case 'T': - if (i + 1 >= argc) { - return false; - } - - options->std_heap_size = - (size_t) strtol(argv[++i], NULL, 0); - - if (options->std_heap_size == 0) { - return false; - } - - break; -#endif - - case 'K': - if (i + 1 >= argc) { - return false; - } - - *array_append(const char *, &options->hook_dlls) = + *array_append(const char *, &options->hook.hook_dlls) = argv[++i]; break; @@ -128,7 +80,8 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - *array_append(const char *, &options->before_hook_dlls) = + *array_append( + const char *, &options->hook.before_hook_dlls) = argv[++i]; break; @@ -141,17 +94,41 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) const char *dll = argv[++i]; log_assert(strstr(dll, "=") != NULL); - *array_append(const char *, &options->iat_hook_dlls) = dll; + *array_append(const char *, &options->hook.iat_hook_dlls) = + dll; break; } + case 'L': + if (i + 1 >= argc) { + return false; + } + + long tmp = strtol(argv[++i], NULL, 0); + + if (tmp < CORE_LOG_BT_LOG_LEVEL_OFF || + tmp > CORE_LOG_BT_LOG_LEVEL_MISC) { + return false; + } + + options->log.level = + xmalloc(sizeof(enum core_log_bt_log_level)); + *(options->log.level) = (enum core_log_bt_log_level) tmp; + + break; + case 'Y': if (i + 1 >= argc) { return false; } - options->logfile = argv[++i]; + options->log.file_path = argv[++i]; + + break; + + case 'C': + options->debug.log_property_configs = true; break; @@ -160,7 +137,7 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->override_service = argv[++i]; + options->eamuse.service_url = argv[++i]; break; @@ -169,22 +146,23 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->override_urlslash_enabled = true; + options->eamuse.urlslash = xmalloc(sizeof(bool)); const char *urlslash_value = argv[++i]; - options->override_urlslash_value = false; + *(options->eamuse.urlslash) = false; + if (_stricmp(urlslash_value, "1") == 0) { - options->override_urlslash_value = true; + *(options->eamuse.urlslash) = true; } if (_stricmp(urlslash_value, "true") == 0) { - options->override_urlslash_value = true; + *(options->eamuse.urlslash) = true; } break; case 'D': - options->remote_debugger = true; + options->debug.remote_debugger = true; break; @@ -192,59 +170,71 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) break; } } else { - if (!options->module) { - options->module = argv[i]; + if (!got_launcher_config) { + options->launcher.config_path = argv[i]; + got_launcher_config = true; } } } - if (options->module) { - return true; - } else { - return false; - } + return got_launcher_config; } void options_print_usage(void) { fprintf( stderr, - "Usage: launcher.exe [launcher options...] [hooks " - "options...] \n" + "Usage:\n" + " launcher.exe [launcher options as overrides...] " + "[further options, e.g. for hook libraries to pick up...]\n" "\n" - " The following options can be specified before the app DLL " - "path:\n" + " The following options can be specified before the launcher.xml " + "configuration file:\n" "\n" - " -A [filename] App configuration file (default: " - "prop/app-config.xml)\n" - " -V [filename] AVS configuration file (default: " - "prop/avs-config.xml)\n" - " -E [filename] ea3 configuration file (default: " - "prop/ea3-config.xml)\n" - " -H [bytes] AVS heap size (default: 16777216)\n" -#ifdef AVS_HAS_STD_HEAP - " -T [bytes] 'std' heap size (default 16777216)\n" -#endif - " -P [pcbid] Specify PCBID (default: use ea3 config)\n" - " -R [pcbid] Specify Soft ID (default: use ea3 config)\n" - " -S [url] Specify service url (default: use ea3 config)\n" - " -U [0/1] Specify url_slash (default: use ea3 config)\n" - " -K [filename] Load hook DLL (can be specified multiple " + " Bootstrap\n" + " -T [filename] Bootstrap configuration file\n" + " -Z [selector] Bootstrap selector used in configuration\n" + "\n" + " Eamuse\n" + " -P [pcbid] Specify PCBID\n" + " -R [softid] Specify Soft ID\n" + " -S [url] Specify service url\n" + " -U [0/1] Specify url_slash enabled/disabled\n" + "\n" + " Hook\n" + " -H [filename] Load hook DLL (can be specified multiple " "times)\n" " -B [filename] Load pre-hook DLL loaded before avs boot " "(can be specified multiple times)\n" " -I [filename] Load pre-hook DLL that overrides IAT reference " - "before execution" - "(can be specified multiple times)\n" + "before execution (can be specified multiple times)\n" + "\n" + " Logging\n" + " -L [0/1/2/3] Log level for both console and file with " + "increasing verbosity (0 = fatal, 1 = warn, 2 = info, 3 = misc)\n" " -Y [filename] Log to a file in addition to the console\n" + "\n" + " Debug\n" " -D Halt the launcher before bootstrapping AVS " - "until a" - " remote debugger is attached\n"); + "until a remote debugger is attached\n" + " -C Log all loaded and final (property) " + "configuration that launcher uses for bootstrapping. IMPORTANT: DO NOT " + "ENABLE unless you know what you are doing. This prints sensitive data " + "and credentials to the console and logfile. BE CAUTIOUS not to share " + "this information before redaction."); } void options_fini(struct options *options) { - array_fini(&options->hook_dlls); - array_fini(&options->before_hook_dlls); - array_fini(&options->iat_hook_dlls); + array_fini(&options->hook.hook_dlls); + array_fini(&options->hook.before_hook_dlls); + array_fini(&options->hook.iat_hook_dlls); + + if (options->log.level) { + free(options->log.level); + } + + if (options->eamuse.urlslash) { + free(options->eamuse.urlslash); + } } diff --git a/src/main/launcher/options.h b/src/main/launcher/options.h index 13f1c0f..c0bdfaf 100644 --- a/src/main/launcher/options.h +++ b/src/main/launcher/options.h @@ -4,25 +4,53 @@ #include #include +#include "core/log-bt.h" +#include "core/log.h" + +#include "launcher/bootstrap-config.h" + #include "util/array.h" +// Launcher options (cmd params) are limited to: +// - Options to run a (vanilla) game without additional launcher features, e.g. +// hooking +// - Options that are handy to have for development/debugging purpose, e.g. +// quickly switching on/off +// logging levels +// +// Everything else is driven by a composable configuration file (launcher.xml) struct options { - size_t std_heap_size; - size_t avs_heap_size; - const char *app_config_path; - const char *avs_config_path; - const char *ea3_config_path; - const char *softid; - const char *pcbid; - const char *module; - const char *logfile; - struct array hook_dlls; - struct array before_hook_dlls; - struct array iat_hook_dlls; - bool remote_debugger; - const char *override_service; - bool override_urlslash_enabled; - bool override_urlslash_value; + struct options_launcher { + const char *config_path; + } launcher; + + struct options_bootstrap { + const char *config_path; + const char *selector; + } bootstrap; + + struct options_log { + enum core_log_bt_log_level *level; + const char *file_path; + } log; + + struct options_eamuse { + const char *softid; + const char *pcbid; + const char *service_url; + bool *urlslash; + } eamuse; + + struct options_hook { + struct array hook_dlls; + struct array before_hook_dlls; + struct array iat_hook_dlls; + } hook; + + struct options_debug { + bool remote_debugger; + bool log_property_configs; + } debug; }; void options_init(struct options *options); diff --git a/src/main/launcher/property-util.c b/src/main/launcher/property-util.c new file mode 100644 index 0000000..20a7f91 --- /dev/null +++ b/src/main/launcher/property-util.c @@ -0,0 +1,891 @@ +#define LOG_MODULE "property-util" + +#include + +#include +#include +#include +#include + +#include "avs-util/error.h" + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/property-util.h" + +#include "util/mem.h" +#include "util/str.h" + +#define PROPERTY_STRUCTURE_META_SIZE 576 + +typedef void (*rewinder)(uint32_t context); + +struct cstring_read_handle { + const char *buffer; + size_t buffer_len; + size_t offset; +}; + +struct property_util_node_merge_ctx { + const char *path; + const struct property_util_node_merge_strategies *strategies; +}; + +static struct property *property_util_do_load( + avs_reader_t reader, rewinder rewinder, uint32_t context, const char *name) +{ + struct property *prop; + void *buffer; + int nbytes; + + nbytes = property_read_query_memsize(reader, context, 0, 0); + + if (nbytes < 0) { + log_fatal("%s: Error querying configuration file", name); + } + + buffer = xmalloc(nbytes); + prop = property_create( + PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | + PROPERTY_FLAG_APPEND, + buffer, + nbytes); + + if (!prop) { + log_fatal( + "%s: Creating property failed: %s", + name, + avs_util_property_error_get_and_clear(prop)); + } + + rewinder(context); + + if (!property_insert_read(prop, 0, reader, context)) { + log_fatal( + "%s: Error reading configuration file: %s", + name, + avs_util_property_error_get_and_clear(prop)); + } + + return prop; +} + +static int property_util_fread(uint32_t context, void *bytes, size_t nbytes) +{ + FILE *f; + + f = TlsGetValue(context); + + return fread(bytes, 1, nbytes, f); +} + +static void property_util_frewind(uint32_t context) +{ + FILE *f = TlsGetValue(context); + rewind(f); +} + +static void property_util_log_node_tree_rec( + struct property_node *parent_node, const char *parent_path) +{ + char cur_path[PROPERTY_NODE_PATH_LEN_MAX]; + char cur_node_name[PROPERTY_NODE_NAME_SIZE_MAX]; + + struct property_node *child_node; + enum property_type property_type; + + int8_t value_s8; + int16_t value_s16; + int32_t value_s32; + int64_t value_s64; + uint8_t value_u8; + uint16_t value_u16; + uint32_t value_u32; + uint64_t value_u64; + char value_str[4096]; + bool value_bool; + + avs_error error; + + // Carry on the full root path down the node tree + property_node_name(parent_node, cur_node_name, sizeof(cur_node_name)); + + str_cpy(cur_path, sizeof(cur_path), parent_path); + str_cat(cur_path, sizeof(cur_path), "/"); + str_cat(cur_path, sizeof(cur_path), cur_node_name); + + child_node = property_node_traversal(parent_node, TRAVERSE_FIRST_CHILD); + + // parent node is a leaf node, print all data of it + if (child_node == NULL) { + property_type = property_node_type(parent_node); + + switch (property_type) { + case PROPERTY_TYPE_VOID: + log_misc("%s: ", cur_path); + break; + + case PROPERTY_TYPE_S8: + property_node_read( + parent_node, property_type, &value_s8, sizeof(value_s8)); + log_misc("%s: %" PRId8, cur_path, value_s8); + break; + + case PROPERTY_TYPE_S16: + property_node_read( + parent_node, property_type, &value_s16, sizeof(value_s16)); + log_misc("%s: %" PRId16, cur_path, value_s16); + break; + + case PROPERTY_TYPE_S32: + property_node_read( + parent_node, property_type, &value_s32, sizeof(value_s32)); + log_misc("%s: %" PRId32, cur_path, value_s32); + break; + + case PROPERTY_TYPE_S64: + property_node_read( + parent_node, property_type, &value_s64, sizeof(value_s64)); + log_misc("%s: %" PRId64, cur_path, value_s64); + break; + + case PROPERTY_TYPE_U8: + property_node_read( + parent_node, property_type, &value_u8, sizeof(value_u8)); + log_misc("%s: %" PRIu8, cur_path, value_u8); + break; + + case PROPERTY_TYPE_U16: + property_node_read( + parent_node, property_type, &value_u16, sizeof(value_u16)); + log_misc("%s: %" PRIu16, cur_path, value_u16); + break; + + case PROPERTY_TYPE_U32: + property_node_read( + parent_node, property_type, &value_u32, sizeof(value_u32)); + log_misc("%s: %" PRIu32, cur_path, value_u32); + break; + + case PROPERTY_TYPE_U64: + property_node_read( + parent_node, property_type, &value_u64, sizeof(value_u64)); + log_misc("%s: %" PRIu64, cur_path, value_u64); + break; + + case PROPERTY_TYPE_STR: + property_node_read( + parent_node, property_type, value_str, sizeof(value_str)); + log_misc("%s: %s", cur_path, value_str); + + break; + + case PROPERTY_TYPE_BOOL: + property_node_read( + parent_node, + property_type, + &value_bool, + sizeof(value_bool)); + log_misc("%s: %d", cur_path, value_bool); + + break; + + case PROPERTY_TYPE_BIN: + log_misc("%s: ", cur_path); + break; + + case PROPERTY_TYPE_ATTR: + error = property_node_read( + parent_node, property_type, value_str, sizeof(value_str)); + + if (AVS_IS_ERROR(error)) { + log_fatal( + "%s, property read failed: %s", + cur_path, + avs_util_error_str(error)); + } + + log_misc("%s@: %s", cur_path, value_str); + + break; + + case PROPERTY_TYPE_VOID_WITH_ATTRIBUTES: + log_misc("%s: ", cur_path); + + child_node = + property_node_traversal(parent_node, TRAVERSE_FIRST_ATTR); + + while (child_node) { + property_util_log_node_tree_rec(child_node, cur_path); + + child_node = property_node_traversal( + child_node, TRAVERSE_NEXT_SIBLING); + } + + break; + + case PROPERTY_TYPE_STR_WITH_ATTRIBUTES: + error = property_node_read( + parent_node, property_type, value_str, sizeof(value_str)); + + if (AVS_IS_ERROR(error)) { + log_fatal( + "%s, property read failed: %s", + cur_path, + avs_util_error_str(error)); + } + + log_misc("%s: %s", cur_path, value_str); + + child_node = + property_node_traversal(parent_node, TRAVERSE_FIRST_ATTR); + + while (child_node) { + property_util_log_node_tree_rec(child_node, cur_path); + + child_node = property_node_traversal( + child_node, TRAVERSE_NEXT_SIBLING); + } + + break; + + default: + log_misc("%s: (%d)", cur_path, property_type); + break; + } + } else { + while (child_node) { + property_util_log_node_tree_rec(child_node, cur_path); + + child_node = + property_node_traversal(child_node, TRAVERSE_NEXT_SIBLING); + } + } +} + +static int +property_util_cstring_read(uint32_t context, void *bytes, size_t nbytes) +{ + int result = 0; + struct cstring_read_handle *h = TlsGetValue(context); + + if (h->offset < h->buffer_len) { + result = min(nbytes, h->buffer_len - h->offset); + memcpy(bytes, (const void *) (h->buffer + h->offset), result); + h->offset += result; + } + return result; +} + +static void property_util_cstring_rewind(uint32_t context) +{ + struct cstring_read_handle *h = TlsGetValue(context); + h->offset = 0; +} + +static int property_util_avs_read(uint32_t context, void *bytes, size_t nbytes) +{ + avs_desc desc = (avs_desc) context; + return avs_fs_read(desc, bytes, nbytes); +} + +static void property_util_avs_rewind(uint32_t context) +{ + avs_desc desc = (avs_desc) context; + avs_fs_lseek(desc, 0, AVS_SEEK_SET); +} + +static void _property_util_node_merge_recursive( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx) +{ + uint8_t i; + bool consumed; + struct property_node *result; + + const struct property_util_node_merge_ctx *ctx_; + struct property_util_node_merge_ctx ctx_next; + + char parent_name[PROPERTY_NODE_NAME_SIZE_MAX]; + char parent_path[PROPERTY_NODE_PATH_LEN_MAX]; + + log_assert(source); + log_assert(ctx); + + ctx_ = (const struct property_util_node_merge_ctx *) ctx; + + log_assert(ctx_->path); + log_assert(ctx_->strategies); + log_assert(ctx_->strategies->num > 0); + + // Default to copying to an empty node + if (!parent) { + result = property_node_clone(parent_property, NULL, source, true); + + if (!result) { + log_fatal("Copying '%s' into empty parent failed", ctx_->path); + } + + return; + } + + property_node_name(parent, parent_name, sizeof(parent_name)); + + str_cpy(parent_path, sizeof(parent_path), ctx_->path); + str_cat(parent_path, sizeof(parent_path), "/"); + str_cat(parent_path, sizeof(parent_path), parent_name); + + ctx_next.path = parent_path; + ctx_next.strategies = ctx_->strategies; + + consumed = false; + + // Apply given strategies, one MUST consume + for (i = 0; i < ctx_->strategies->num; i++) { + log_assert(ctx_->strategies->entry[i].path); + + // path == "" matches everything + if (str_eq(ctx_->strategies->entry[i].path, "") || + str_eq(ctx_->strategies->entry[i].path, parent_path)) { + + consumed = ctx_->strategies->entry[i].merge_strategy_do( + parent_property, + parent, + source, + &ctx_next, + _property_util_node_merge_recursive); + + log_misc( + "Merge strategy for '%s' consumed: %d", + ctx_->strategies->entry[i].path, + consumed); + + if (consumed) { + break; + } + } + } + + log_assert(consumed); +} + +void property_util_log(struct property *property) +{ + property_util_log_node_tree_rec(property_search(property, NULL, "/"), ""); +} + +void property_util_node_log(struct property_node *node) +{ + property_util_log_node_tree_rec(node, ""); +} + +struct property *property_util_load(const char *filename) +{ + FILE *f; + uint32_t f_keyhole; + struct property *prop; + + log_assert(filename); + + /* AVS callbacks are only given a 32-bit context parameter, even in 64-bit + builds of AVS. We allocate a 32-bit TLS key and pass the context in this + manner instead. Inefficient, but it works. */ + + f = fopen(filename, "r"); + + f_keyhole = TlsAlloc(); + TlsSetValue(f_keyhole, f); + + if (f == NULL) { + log_fatal("%s: Error opening configuration file", filename); + } + + prop = property_util_do_load( + property_util_fread, property_util_frewind, f_keyhole, filename); + + TlsFree(f_keyhole); + + fclose(f); + + return prop; +} + +struct property *property_util_avs_fs_load(const char *filename) +{ + avs_desc desc; + struct property *prop; + + log_assert(filename); + + desc = avs_fs_open(filename, AVS_FILE_READ, AVS_FILE_FLAG_SHARE_READ); + + if (!desc) { + log_fatal("%s: Error opening configuration file", filename); + } + + prop = property_util_do_load( + property_util_avs_read, property_util_avs_rewind, desc, filename); + + avs_fs_close(desc); + + return prop; +} + +struct property *property_util_cstring_load(const char *cstring) +{ + uint32_t s_keyhole; + struct property *prop; + + log_assert(cstring); + + // see above + struct cstring_read_handle read_handle; + read_handle.buffer = cstring; + read_handle.buffer_len = strlen(cstring); + read_handle.offset = 0; + + s_keyhole = TlsAlloc(); + TlsSetValue(s_keyhole, &read_handle); + + prop = property_util_do_load( + property_util_cstring_read, + property_util_cstring_rewind, + s_keyhole, + ""); + + TlsFree(s_keyhole); + + return prop; +} + +struct property *property_util_clone(struct property *property) +{ + struct property *clone; + size_t size; + void *buffer; + + struct property_node *node_property; + struct property_node *node_clone; + + log_assert(property); + + size = property_util_property_query_real_size(property); + + buffer = xmalloc(size); + + clone = property_create( + PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | + PROPERTY_FLAG_APPEND, + buffer, + size); + + if (!clone) { + log_fatal("Creating property failed"); + } + + node_property = property_search(property, NULL, "/"); + node_clone = property_search(clone, NULL, "/"); + + if (!property_node_clone(clone, node_clone, node_property, true)) { + log_fatal( + "Cloning property data failed: %s", + avs_util_property_error_get_and_clear(clone)); + } + + return clone; +} + +void property_util_free(struct property *prop) +{ + void *buffer; + + buffer = property_desc_to_buffer(prop); + property_destroy(prop); + free(buffer); +} + +uint32_t property_util_property_query_real_size(struct property *property) +{ + avs_error size; + + log_assert(property); + + // Returns the size of the actual data in the property structure only + // Hence, using that size only, allocating another buffer for a copy + // of this might fail or copying the data will fail because the buffer + // is too small + size = property_query_size(property); + + if (AVS_IS_ERROR(size)) { + log_fatal( + "Querying property size failed: %s", avs_util_error_str(size)); + } + + // Hack: *2 to have enough space and not cut off data when cloning/copying + // property data because...reasons? I haven't figured this one out and + // there doesn't seem to be an actual API call for that to return the + // "true" size that allows the caller to figure out how much memory + // they have to allocate to create a copy of the property structure + // with property_create and + return (PROPERTY_STRUCTURE_META_SIZE + size) * 2; +} + +void property_util_node_u8_replace( + struct property *property, + struct property_node *node, + const char *name, + uint8_t val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_U8, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_u16_replace( + struct property *property, + struct property_node *node, + const char *name, + uint16_t val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_U16, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_u32_replace( + struct property *property, + struct property_node *node, + const char *name, + uint32_t val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_U32, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_str_replace( + struct property *property, + struct property_node *node, + const char *name, + const char *val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_STR, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_bool_replace( + struct property *property, + struct property_node *node, + const char *name, + bool val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_BOOL, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_attribute_replace( + struct property *property, + struct property_node *node, + const char *name, + const char *val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_ATTR, name, val); +} + +struct property * +property_util_many_merge(struct property **properties, size_t count) +{ + struct property *merged_property; + struct property *tmp; + int i; + + log_assert(properties); + log_assert(count > 0); + + merged_property = property_util_clone(properties[0]); + + if (count == 1) { + return merged_property; + } + + for (i = 1; i < count; i++) { + tmp = property_util_merge(merged_property, properties[i]); + + property_util_free(merged_property); + merged_property = tmp; + } + + return merged_property; +} + +struct property *property_util_node_extract(struct property_node *node) +{ + struct property *property; + struct property_node *root_node; + uint32_t size; + void *buffer; + struct property_node *result; + + if (!node) { + return NULL; + } + + // Hack: Is it even possible to get the size of a (sub-) node without + // the property? 256kb should be fine for now, even for larger + // configurations. Obviously, this scales horribly and wastes a lot of + // memory for most smaller sub-nodes + size = 1024 * 256; + + buffer = xmalloc(size); + property = property_create( + PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | + PROPERTY_FLAG_APPEND, + buffer, + size); + root_node = property_search(property, NULL, ""); + + result = property_node_clone(property, root_node, node, true); + + if (!result) { + log_fatal("Cloning node into empty property failed"); + } + + return property; +} + +struct property * +property_util_merge(struct property *parent, struct property *source) +{ + struct property_util_node_merge_strategies strategies; + + log_assert(parent); + log_assert(source); + + strategies.num = 1; + + strategies.entry[0].path = ""; + strategies.entry[0].merge_strategy_do = + property_util_node_merge_default_strategy_do; + + return property_util_merge_with_strategies(parent, source, &strategies); +} + +struct property *property_util_merge_with_strategies( + struct property *parent, + struct property *source, + const struct property_util_node_merge_strategies *strategies) +{ + struct property_util_node_merge_ctx ctx; + size_t total_size; + void *buffer; + struct property *merged; + struct property_node *parent_node; + struct property_node *source_node; + + log_assert(parent); + log_assert(source); + log_assert(strategies); + + // We can't estimate how these two are being merged as in how much new + // data is being inserted from source into parent. Therefore, worse-case + // estimate memory requirement for no overlap + total_size = 0; + total_size += property_util_property_query_real_size(parent); + total_size += property_util_property_query_real_size(source); + + buffer = xmalloc(total_size); + + merged = property_create( + PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | + PROPERTY_FLAG_APPEND, + buffer, + total_size); + + ctx.path = ""; + ctx.strategies = strategies; + + parent_node = property_search(parent, NULL, "/"); + + if (!property_node_clone(merged, NULL, parent_node, true)) { + log_fatal( + "Copying parent base failed: %s", + avs_util_property_error_get_and_clear(merged)); + } + + // Grab parent_node from merged property which is the target one to merge + // into + parent_node = property_search(merged, NULL, "/"); + source_node = property_search(source, NULL, "/"); + + _property_util_node_merge_recursive(merged, parent_node, source_node, &ctx); + + return merged; +} + +bool property_util_node_merge_default_strategy_do( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx, + property_util_node_merge_recursion_do_t node_merge_recursion_do) +{ + struct property_node *result; + + struct property_node *parent_child; + struct property_node *source_child; + struct property_node *source_child_child; + + char child_node_name[PROPERTY_NODE_NAME_SIZE_MAX]; + + log_assert(parent); + log_assert(source); + + source_child = property_node_traversal(source, TRAVERSE_FIRST_CHILD); + + while (source_child) { + property_node_name( + source_child, child_node_name, sizeof(child_node_name)); + + parent_child = property_search(NULL, parent, child_node_name); + + if (parent_child) { + source_child_child = + property_node_traversal(source_child, TRAVERSE_FIRST_CHILD); + + if (source_child_child) { + // Continue recursion if there are actually more children + node_merge_recursion_do( + parent_property, parent_child, source_child, ctx); + } else { + // Found identical leaf node, remove the matching parent's child + // and copy the source child over to the parent and terminate + // the recursion + property_node_remove(parent_child); + result = property_node_clone( + parent_property, parent, source_child, true); + + if (!result) { + log_fatal( + "Replacing leaf node '%s' failed", child_node_name); + } + } + } else { + // Could not find an identical child on parent, copy source + // recursively to parent + result = property_node_clone( + parent_property, parent, source_child, true); + + if (!result) { + log_fatal("Deep copying child '%s' failed", child_node_name); + } + } + + source_child = + property_node_traversal(source_child, TRAVERSE_NEXT_SIBLING); + } + + // Default strategy always consumes + return true; +} diff --git a/src/main/launcher/property-util.h b/src/main/launcher/property-util.h new file mode 100644 index 0000000..ba59479 --- /dev/null +++ b/src/main/launcher/property-util.h @@ -0,0 +1,99 @@ +#ifndef PROPERTY_UTIL_H +#define PROPERTY_UTIL_H + +#include + +#include "imports/avs.h" + +// Guestimate, should be long enough, I hope? +#define PROPERTY_NODE_PATH_LEN_MAX 4096 +// 256 found in AVS code as size used on property_node_name +#define PROPERTY_NODE_NAME_SIZE_MAX 256 +// Guestimate, should be enough, I hope? +#define PROPERTY_NODE_ATTR_NAME_SIZE_MAX 128 + +#define PROPERTY_UTIL_MAX_NODE_NAME_RESOLVERS 4 + +typedef void (*property_util_node_merge_recursion_do_t)( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx); + +typedef bool (*property_util_node_merge_strategy_do_t)( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx, + property_util_node_merge_recursion_do_t node_merge_recursion_do); + +struct property_util_node_merge_strategies { + struct { + const char *path; + property_util_node_merge_strategy_do_t merge_strategy_do; + } entry[PROPERTY_UTIL_MAX_NODE_NAME_RESOLVERS]; + uint8_t num; +}; + +void property_util_log(struct property *property); +void property_util_node_log(struct property_node *node); +struct property *property_util_load(const char *filename); +struct property *property_util_avs_fs_load(const char *filename); +struct property *property_util_cstring_load(const char *cstring); +struct property *property_util_clone(struct property *property); +void property_util_free(struct property *prop); +uint32_t property_util_property_query_real_size(struct property *property); +void property_util_node_u8_replace( + struct property *property, + struct property_node *node, + const char *name, + uint8_t val); +void property_util_node_u16_replace( + struct property *property, + struct property_node *node, + const char *name, + uint16_t val); +void property_util_node_u32_replace( + struct property *property, + struct property_node *node, + const char *name, + uint32_t val); +void property_util_node_str_replace( + struct property *property, + struct property_node *node, + const char *name, + const char *val); +void property_util_node_bool_replace( + struct property *property, + struct property_node *node, + const char *name, + bool val); +void property_util_node_attribute_replace( + struct property *property, + struct property_node *node, + const char *name, + const char *val); + +struct property * +property_util_many_merge(struct property **properties, size_t count); +struct property *property_util_node_extract(struct property_node *node); + +struct property * +property_util_merge(struct property *parent, struct property *source); + +// Strategies are applied in order and first consumer terminates +// applying further strategies Typically, you want to include the default +// strategy after your custom strategies for special cases +struct property *property_util_merge_with_strategies( + struct property *parent, + struct property *source, + const struct property_util_node_merge_strategies *strategies); + +bool property_util_node_merge_default_strategy_do( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx, + property_util_node_merge_recursion_do_t node_merge_recursion_do); + +#endif diff --git a/src/main/launcher/property.c b/src/main/launcher/property.c deleted file mode 100644 index 2f5ded9..0000000 --- a/src/main/launcher/property.c +++ /dev/null @@ -1,135 +0,0 @@ -#include - -#include -#include -#include - -#include "imports/avs.h" - -#include "launcher/property.h" - -#include "util/log.h" -#include "util/mem.h" - -static int boot_property_fread(uint32_t context, void *bytes, size_t nbytes) -{ - FILE *f; - - f = TlsGetValue(context); - - return fread(bytes, 1, nbytes, f); -} - -struct cstring_read_handle { - const char *buffer; - size_t buffer_len; - size_t offset; -}; - -static int -boot_property_cstring_read(uint32_t context, void *bytes, size_t nbytes) -{ - int result = 0; - struct cstring_read_handle *h = TlsGetValue(context); - - if (h->offset < h->buffer_len) { - result = min(nbytes, h->buffer_len - h->offset); - memcpy(bytes, (const void *) (h->buffer + h->offset), result); - h->offset += result; - } - return result; -} - -struct property *boot_property_load(const char *filename) -{ - struct property *prop; - void *buffer; - int nbytes; - FILE *f; - uint32_t f_keyhole; - - /* AVS callbacks are only given a 32-bit context parameter, even in 64-bit - builds of AVS. We allocate a 32-bit TLS key and pass the context in this - manner instead. Inefficient, but it works. */ - - f = fopen(filename, "r"); - - f_keyhole = TlsAlloc(); - TlsSetValue(f_keyhole, f); - - if (f == NULL) { - log_fatal("%s: Error opening configuration file", filename); - } - - nbytes = property_read_query_memsize(boot_property_fread, f_keyhole, 0, 0); - - if (nbytes < 0) { - log_fatal("%s: Error querying configuration file", filename); - } - - buffer = xmalloc(nbytes); - prop = property_create( - PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | - PROPERTY_FLAG_APPEND, - buffer, - nbytes); - rewind(f); - - if (!property_insert_read(prop, 0, boot_property_fread, f_keyhole)) { - log_fatal("%s: Error reading configuration file", filename); - } - - TlsFree(f_keyhole); - - fclose(f); - - return prop; -} -struct property *boot_property_load_cstring(const char *cstring) -{ - struct property *prop; - void *buffer; - int nbytes; - uint32_t s_keyhole; - - // see above - struct cstring_read_handle read_handle; - read_handle.buffer = cstring; - read_handle.buffer_len = strlen(cstring); - read_handle.offset = 0; - - s_keyhole = TlsAlloc(); - TlsSetValue(s_keyhole, &read_handle); - - nbytes = property_read_query_memsize( - boot_property_cstring_read, s_keyhole, 0, 0); - - if (nbytes < 0) { - log_fatal("Error querying configuration string"); - } - - buffer = xmalloc(nbytes); - prop = property_create( - PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | - PROPERTY_FLAG_APPEND, - buffer, - nbytes); - - read_handle.offset = 0; - if (!property_insert_read(prop, 0, boot_property_cstring_read, s_keyhole)) { - log_fatal("Error inserting configuration string"); - } - - TlsFree(s_keyhole); - - return prop; -} - -void boot_property_free(struct property *prop) -{ - void *buffer; - - buffer = property_desc_to_buffer(prop); - property_destroy(prop); - free(buffer); -} diff --git a/src/main/launcher/property.h b/src/main/launcher/property.h deleted file mode 100644 index c3f14d0..0000000 --- a/src/main/launcher/property.h +++ /dev/null @@ -1,10 +0,0 @@ -#ifndef LAUNCHER_PROPERTY_H -#define LAUNCHER_PROPERTY_H - -#include "imports/avs.h" - -struct property *boot_property_load(const char *filename); -struct property *boot_property_load_cstring(const char *cstring); -void boot_property_free(struct property *prop); - -#endif diff --git a/src/main/launcher/stubs.c b/src/main/launcher/stubs.c index a524273..4c0b253 100644 --- a/src/main/launcher/stubs.c +++ b/src/main/launcher/stubs.c @@ -1,3 +1,5 @@ +#define LOG_MODULE "stubs" + #include #include @@ -5,12 +7,13 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "launcher/stubs.h" #include "util/defs.h" -#include "util/log.h" struct ikey_status { uint32_t field_0; @@ -116,6 +119,8 @@ static void *STDCALL my_GetProcAddress(HMODULE dll, const char *name) void stubs_init(void) { + log_info("Init"); + hook_table_apply( NULL, "kernel32.dll", stub_hook_syms, lengthof(stub_hook_syms)); } From 2ebfd39beaa33da23f00c22e22fb0677b3316088 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 23 Feb 2024 18:53:51 +0100 Subject: [PATCH 016/118] refactor(dist): Config and .bat files Move everything to new launcher.xml configuration files. Adjust the bootstrapping of launcher in the .bat files. Features such as copying the default props/ files to nvram are now handled by launcher. Using the PATH variable, bemanitools binaries can live in their own dedicated bemanitools/ subfolder next to props/ and modules/ now. All original binaries are expected to be kept in a modules/ folder like on stock data. --- Module.mk | 90 ++++++++++++++++++++++++++++++++++-- dist/bst/gamestart1.bat | 34 ++++++++++++-- dist/bst/gamestart2.bat | 34 ++++++++++++-- dist/bst/launcher-01.xml | 75 ++++++++++++++++++++++++++++++ dist/bst/launcher-02.xml | 75 ++++++++++++++++++++++++++++++ dist/ddr/gamestart-12.bat | 41 ++++++++++++++-- dist/ddr/gamestart-13.bat | 41 ++++++++++++++-- dist/ddr/gamestart-14.bat | 46 ++++++++++++++---- dist/ddr/gamestart-15.bat | 46 ++++++++++++++---- dist/ddr/gamestart-16.bat | 47 +++++++++++++++---- dist/ddr/gamestart-17.bat | 47 +++++++++++++++---- dist/ddr/gamestart-18.bat | 47 +++++++++++++++---- dist/ddr/launcher-12.xml | 75 ++++++++++++++++++++++++++++++ dist/ddr/launcher-13.xml | 75 ++++++++++++++++++++++++++++++ dist/ddr/launcher-14.xml | 75 ++++++++++++++++++++++++++++++ dist/ddr/launcher-15.xml | 75 ++++++++++++++++++++++++++++++ dist/ddr/launcher-16.xml | 76 ++++++++++++++++++++++++++++++ dist/ddr/launcher-17.xml | 76 ++++++++++++++++++++++++++++++ dist/ddr/launcher-18.xml | 76 ++++++++++++++++++++++++++++++ dist/iidx/ea3-ident.xml | 10 ++++ dist/iidx/eamuse-server.xml | 6 +++ dist/iidx/gamestart-18.bat | 36 +++++++++++---- dist/iidx/gamestart-19.bat | 36 +++++++++++---- dist/iidx/gamestart-20.bat | 34 ++++++++++++-- dist/iidx/gamestart-21.bat | 34 ++++++++++++-- dist/iidx/gamestart-22.bat | 34 ++++++++++++-- dist/iidx/gamestart-23.bat | 34 ++++++++++++-- dist/iidx/gamestart-24.bat | 34 ++++++++++++-- dist/iidx/gamestart-25.bat | 40 +++++++++++----- dist/iidx/gamestart-26.bat | 40 +++++++++++----- dist/iidx/gamestart-27.bat | 40 +++++++++++----- dist/iidx/gamestart-28.bat | 40 +++++++++++----- dist/iidx/gamestart-29.bat | 40 +++++++++++----- dist/iidx/gamestart-30.bat | 40 +++++++++++----- dist/iidx/launcher-18.xml | 75 ++++++++++++++++++++++++++++++ dist/iidx/launcher-19.xml | 75 ++++++++++++++++++++++++++++++ dist/iidx/launcher-20.xml | 75 ++++++++++++++++++++++++++++++ dist/iidx/launcher-21.xml | 75 ++++++++++++++++++++++++++++++ dist/iidx/launcher-22.xml | 75 ++++++++++++++++++++++++++++++ dist/iidx/launcher-23.xml | 75 ++++++++++++++++++++++++++++++ dist/iidx/launcher-24.xml | 75 ++++++++++++++++++++++++++++++ dist/iidx/launcher-25.xml | 74 +++++++++++++++++++++++++++++ dist/iidx/launcher-26.xml | 74 +++++++++++++++++++++++++++++ dist/iidx/launcher-27.xml | 69 +++++++++++++++++++++++++++ dist/iidx/launcher-28.xml | 69 +++++++++++++++++++++++++++ dist/iidx/launcher-29.xml | 69 +++++++++++++++++++++++++++ dist/iidx/launcher-30.xml | 69 +++++++++++++++++++++++++++ dist/iidx/pcbid.xml | 7 +++ dist/jb/ea3-ident.xml | 10 ++++ dist/jb/eamuse-server.xml | 6 +++ dist/jb/gamestart-03.bat | 35 +++++++++++--- dist/jb/gamestart-04.bat | 35 +++++++++++--- dist/jb/launcher-03.xml | 75 ++++++++++++++++++++++++++++++ dist/jb/launcher-04.xml | 75 ++++++++++++++++++++++++++++++ dist/jb/pcbid.xml | 7 +++ dist/sdvx/ea3-ident.xml | 10 ++++ dist/sdvx/eamuse-server.xml | 6 +++ dist/sdvx/gamestart.bat | 35 ++++++++++++++ dist/sdvx/launcher.xml | 75 ++++++++++++++++++++++++++++++ dist/sdvx/pcbid.xml | 7 +++ dist/sdvx5/ea3-ident.xml | 10 ++++ dist/sdvx5/eamuse-server.xml | 6 +++ dist/sdvx5/gamestart-cn.bat | 41 +++++++++++----- dist/sdvx5/gamestart.bat | 40 +++++++++++----- dist/sdvx5/launcher-cn.xml | 74 +++++++++++++++++++++++++++++ dist/sdvx5/launcher.xml | 74 +++++++++++++++++++++++++++++ dist/sdvx5/pcbid.xml | 7 +++ dist/shared/ea3-ident.xml | 11 +++++ dist/shared/ea3-license.xml | 8 ++++ dist/shared/ea3-service.xml | 7 +++ 70 files changed, 3050 insertions(+), 209 deletions(-) create mode 100644 dist/bst/launcher-01.xml create mode 100644 dist/bst/launcher-02.xml create mode 100644 dist/ddr/launcher-12.xml create mode 100644 dist/ddr/launcher-13.xml create mode 100644 dist/ddr/launcher-14.xml create mode 100644 dist/ddr/launcher-15.xml create mode 100644 dist/ddr/launcher-16.xml create mode 100644 dist/ddr/launcher-17.xml create mode 100644 dist/ddr/launcher-18.xml create mode 100644 dist/iidx/ea3-ident.xml create mode 100644 dist/iidx/eamuse-server.xml create mode 100644 dist/iidx/launcher-18.xml create mode 100644 dist/iidx/launcher-19.xml create mode 100644 dist/iidx/launcher-20.xml create mode 100644 dist/iidx/launcher-21.xml create mode 100644 dist/iidx/launcher-22.xml create mode 100644 dist/iidx/launcher-23.xml create mode 100644 dist/iidx/launcher-24.xml create mode 100644 dist/iidx/launcher-25.xml create mode 100644 dist/iidx/launcher-26.xml create mode 100644 dist/iidx/launcher-27.xml create mode 100644 dist/iidx/launcher-28.xml create mode 100644 dist/iidx/launcher-29.xml create mode 100644 dist/iidx/launcher-30.xml create mode 100644 dist/iidx/pcbid.xml create mode 100644 dist/jb/ea3-ident.xml create mode 100644 dist/jb/eamuse-server.xml create mode 100644 dist/jb/launcher-03.xml create mode 100644 dist/jb/launcher-04.xml create mode 100644 dist/jb/pcbid.xml create mode 100644 dist/sdvx/ea3-ident.xml create mode 100644 dist/sdvx/eamuse-server.xml create mode 100644 dist/sdvx/launcher.xml create mode 100644 dist/sdvx/pcbid.xml create mode 100644 dist/sdvx5/ea3-ident.xml create mode 100644 dist/sdvx5/eamuse-server.xml create mode 100644 dist/sdvx5/launcher-cn.xml create mode 100644 dist/sdvx5/launcher.xml create mode 100644 dist/sdvx5/pcbid.xml create mode 100644 dist/shared/ea3-ident.xml create mode 100644 dist/shared/ea3-license.xml create mode 100644 dist/shared/ea3-service.xml diff --git a/Module.mk b/Module.mk index 36cda9e..0d6a8b8 100644 --- a/Module.mk +++ b/Module.mk @@ -325,6 +325,10 @@ $(zipdir)/iidx-18.zip: \ dist/iidx/config.bat \ dist/iidx/gamestart-18.bat \ dist/iidx/iidxhook-18.conf \ + dist/iidx/launcher-18.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -356,6 +360,10 @@ $(zipdir)/iidx-19.zip: \ dist/iidx/config.bat \ dist/iidx/gamestart-19.bat \ dist/iidx/iidxhook-19.conf \ + dist/iidx/launcher-19.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -372,6 +380,10 @@ $(zipdir)/iidx-20.zip: \ dist/iidx/config.bat \ dist/iidx/gamestart-20.bat \ dist/iidx/iidxhook-20.conf \ + dist/iidx/launcher-20.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -409,6 +421,13 @@ $(zipdir)/iidx-21-to-24.zip: \ dist/iidx/iidxhook-22.conf \ dist/iidx/iidxhook-23.conf \ dist/iidx/iidxhook-24.conf \ + dist/iidx/launcher-21.xml \ + dist/iidx/launcher-22.xml \ + dist/iidx/launcher-23.xml \ + dist/iidx/launcher-24.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -427,6 +446,11 @@ $(zipdir)/iidx-25-to-26.zip: \ dist/iidx/gamestart-26.bat \ dist/iidx/iidxhook-25.conf \ dist/iidx/iidxhook-26.conf \ + dist/iidx/launcher-25.xml \ + dist/iidx/launcher-26.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -449,6 +473,13 @@ $(zipdir)/iidx-27-to-30.zip: \ dist/iidx/iidxhook-28.conf \ dist/iidx/iidxhook-29.conf \ dist/iidx/iidxhook-30.conf \ + dist/iidx/launcher-27.xml \ + dist/iidx/launcher-28.xml \ + dist/iidx/launcher-29.xml \ + dist/iidx/launcher-30.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -517,6 +548,10 @@ $(zipdir)/jb-03.zip: \ build/bin/indep-32/jbio.dll \ dist/jb/config.bat \ dist/jb/gamestart-03.bat \ + dist/jb/launcher-03.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -530,6 +565,10 @@ $(zipdir)/jb-04.zip: \ build/bin/indep-32/jbio.dll \ dist/jb/config.bat \ dist/jb/gamestart-03.bat \ + dist/jb/launcher-03.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -543,6 +582,10 @@ $(zipdir)/jb-05-to-07.zip: \ build/bin/indep-32/jbio.dll \ dist/jb/config.bat \ dist/jb/gamestart-04.bat \ + dist/jb/launcher-04.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -556,6 +599,10 @@ $(zipdir)/jb-08.zip: \ build/bin/indep-32/jbio.dll \ dist/jb/config.bat \ dist/jb/gamestart-04.bat \ + dist/jb/launcher-04.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -580,6 +627,10 @@ $(zipdir)/sdvx-01-to-04.zip: \ build/bin/indep-32/sdvxio.dll \ dist/sdvx/config.bat \ dist/sdvx/gamestart.bat \ + dist/sdvx/launcher.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -594,6 +645,10 @@ $(zipdir)/sdvx-05-to-06.zip: \ dist/sdvx5/config.bat \ dist/sdvx5/gamestart.bat \ dist/sdvx5/sdvxhook2.conf \ + dist/sdvx5/launcher.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -608,6 +663,10 @@ $(zipdir)/sdvx-05-cn.zip: \ dist/sdvx5/config.bat \ dist/sdvx5/gamestart-cn.bat \ dist/sdvx5/sdvxhook2-cn.conf \ + dist/sdvx5/launcher-cn.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -682,6 +741,10 @@ $(zipdir)/ddr-12.zip: \ build/bin/indep-32/geninput.dll \ dist/ddr/config.bat \ dist/ddr/gamestart-12.bat \ + dist/ddr/launcher-12.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -698,6 +761,10 @@ $(zipdir)/ddr-13.zip: \ build/bin/indep-32/geninput.dll \ dist/ddr/config.bat \ dist/ddr/gamestart-13.bat \ + dist/ddr/launcher-13.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -711,13 +778,19 @@ $(zipdir)/ddr-14-to-18.zip: \ build/bin/indep-32/eamio.dll \ build/bin/indep-32/geninput.dll \ dist/ddr/config.bat \ - dist/ddr/gamestart-17.bat \ - dist/ddr/gamestart-18.bat \ dist/ddr/gamestart-14.bat \ dist/ddr/gamestart-15.bat \ dist/ddr/gamestart-16.bat \ dist/ddr/gamestart-17.bat \ dist/ddr/gamestart-18.bat \ + dist/ddr/launcher-14.xml \ + dist/ddr/launcher-15.xml \ + dist/ddr/launcher-16.xml \ + dist/ddr/launcher-17.xml \ + dist/ddr/launcher-18.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -731,11 +804,15 @@ $(zipdir)/ddr-16-to-18-x64.zip: \ build/bin/indep-64/eamio.dll \ build/bin/indep-64/geninput.dll \ dist/ddr/config.bat \ - dist/ddr/gamestart-17.bat \ - dist/ddr/gamestart-18.bat \ dist/ddr/gamestart-16.bat \ dist/ddr/gamestart-17.bat \ dist/ddr/gamestart-18.bat \ + dist/ddr/launcher-16.xml \ + dist/ddr/launcher-17.xml \ + dist/ddr/launcher-18.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -774,6 +851,11 @@ $(zipdir)/bst.zip: \ dist/bst/config.bat \ dist/bst/gamestart1.bat \ dist/bst/gamestart2.bat \ + dist/bst/launcher-01.xml \ + dist/bst/launcher-02.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ diff --git a/dist/bst/gamestart1.bat b/dist/bst/gamestart1.bat index 5a3a915..5bca8eb 100644 --- a/dist/bst/gamestart1.bat +++ b/dist/bst/gamestart1.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K bsthook.dll -E prop/ea3-config-1.xml beatstream1.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-01.xml %* \ No newline at end of file diff --git a/dist/bst/gamestart2.bat b/dist/bst/gamestart2.bat index 8b6f53f..55340c3 100644 --- a/dist/bst/gamestart2.bat +++ b/dist/bst/gamestart2.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K bsthook.dll -E prop/ea3-config-2.xml beatstream2.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-02.xml %* \ No newline at end of file diff --git a/dist/bst/launcher-01.xml b/dist/bst/launcher-01.xml new file mode 100644 index 0000000..b62630e --- /dev/null +++ b/dist/bst/launcher-01.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + ∂ + + info + + + /dev/nvram/ea3-config.xml + + + beatstream1.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-server.xml + + + + bsthook.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/bst/launcher-02.xml b/dist/bst/launcher-02.xml new file mode 100644 index 0000000..fdad81d --- /dev/null +++ b/dist/bst/launcher-02.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + beatstream2.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + bsthook.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/gamestart-12.bat b/dist/ddr/gamestart-12.bat index 7df3fa3..03daa9c 100644 --- a/dist/ddr/gamestart-12.bat +++ b/dist/ddr/gamestart-12.bat @@ -1,11 +1,42 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s k-clvsd.dll -regsvr32 /s xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll -.\launcher.exe -K .\ddrhook2.dll .\ddr.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-13.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-13.bat b/dist/ddr/gamestart-13.bat index 7df3fa3..03daa9c 100644 --- a/dist/ddr/gamestart-13.bat +++ b/dist/ddr/gamestart-13.bat @@ -1,11 +1,42 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s k-clvsd.dll -regsvr32 /s xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll -.\launcher.exe -K .\ddrhook2.dll .\ddr.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-13.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-14.bat b/dist/ddr/gamestart-14.bat index 2ad5212..2364f52 100644 --- a/dist/ddr/gamestart-14.bat +++ b/dist/ddr/gamestart-14.bat @@ -1,14 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\share-config.xml copy prop\share-config.xml conf\nvram\share-config.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s k-clvsd.dll -regsvr32 /s xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -K .\ddrhook2.dll .\mdxja_945.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-14.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-15.bat b/dist/ddr/gamestart-15.bat index 2ad5212..9730117 100644 --- a/dist/ddr/gamestart-15.bat +++ b/dist/ddr/gamestart-15.bat @@ -1,14 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\share-config.xml copy prop\share-config.xml conf\nvram\share-config.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s k-clvsd.dll -regsvr32 /s xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -K .\ddrhook2.dll .\mdxja_945.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-15.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-16.bat b/dist/ddr/gamestart-16.bat index d108118..b176cb3 100644 --- a/dist/ddr/gamestart-16.bat +++ b/dist/ddr/gamestart-16.bat @@ -1,15 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s com\k-clvsd.dll -regsvr32 /s com\xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -H 33554432 -K .\ddrhook2.dll .\arkmdxp3.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-17.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-17.bat b/dist/ddr/gamestart-17.bat index d108118..89c15da 100644 --- a/dist/ddr/gamestart-17.bat +++ b/dist/ddr/gamestart-17.bat @@ -1,15 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s com\k-clvsd.dll -regsvr32 /s com\xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -H 33554432 -K .\ddrhook2.dll .\arkmdxp3.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-17.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll diff --git a/dist/ddr/gamestart-18.bat b/dist/ddr/gamestart-18.bat index d108118..d73ddf3 100644 --- a/dist/ddr/gamestart-18.bat +++ b/dist/ddr/gamestart-18.bat @@ -1,15 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s com\k-clvsd.dll -regsvr32 /s com\xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -H 33554432 -K .\ddrhook2.dll .\arkmdxp3.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-18.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll diff --git a/dist/ddr/launcher-12.xml b/dist/ddr/launcher-12.xml new file mode 100644 index 0000000..54c0284 --- /dev/null +++ b/dist/ddr/launcher-12.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 31457280 + 31457280 + + + info + + + /dev/nvram/ea3-config.xml + + + ddr.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-13.xml b/dist/ddr/launcher-13.xml new file mode 100644 index 0000000..54c0284 --- /dev/null +++ b/dist/ddr/launcher-13.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 31457280 + 31457280 + + + info + + + /dev/nvram/ea3-config.xml + + + ddr.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-14.xml b/dist/ddr/launcher-14.xml new file mode 100644 index 0000000..9ae27ac --- /dev/null +++ b/dist/ddr/launcher-14.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 31457280 + 31457280 + + + info + + + /dev/nvram/ea3-config.xml + + + mdxja_945.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-15.xml b/dist/ddr/launcher-15.xml new file mode 100644 index 0000000..9ae27ac --- /dev/null +++ b/dist/ddr/launcher-15.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 31457280 + 31457280 + + + info + + + /dev/nvram/ea3-config.xml + + + mdxja_945.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-16.xml b/dist/ddr/launcher-16.xml new file mode 100644 index 0000000..cdf16d5 --- /dev/null +++ b/dist/ddr/launcher-16.xml @@ -0,0 +1,76 @@ + + + + bemanitools_local_fs + + + + + + + + + + + + prop/avs-config.xml + 33554432 + 1048576 + + + info + + + /dev/nvram/ea3-config.xml + + + arkmdxp3.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-17.xml b/dist/ddr/launcher-17.xml new file mode 100644 index 0000000..cdf16d5 --- /dev/null +++ b/dist/ddr/launcher-17.xml @@ -0,0 +1,76 @@ + + + + bemanitools_local_fs + + + + + + + + + + + + prop/avs-config.xml + 33554432 + 1048576 + + + info + + + /dev/nvram/ea3-config.xml + + + arkmdxp3.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-18.xml b/dist/ddr/launcher-18.xml new file mode 100644 index 0000000..cdf16d5 --- /dev/null +++ b/dist/ddr/launcher-18.xml @@ -0,0 +1,76 @@ + + + + bemanitools_local_fs + + + + + + + + + + + + prop/avs-config.xml + 33554432 + 1048576 + + + info + + + /dev/nvram/ea3-config.xml + + + arkmdxp3.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/ea3-ident.xml b/dist/iidx/ea3-ident.xml new file mode 100644 index 0000000..e24a9b9 --- /dev/null +++ b/dist/iidx/ea3-ident.xml @@ -0,0 +1,10 @@ + + + + LDJ + J + A + A + 2022082400 + + \ No newline at end of file diff --git a/dist/iidx/eamuse-server.xml b/dist/iidx/eamuse-server.xml new file mode 100644 index 0000000..bc70644 --- /dev/null +++ b/dist/iidx/eamuse-server.xml @@ -0,0 +1,6 @@ + + + + http://localhost + + \ No newline at end of file diff --git a/dist/iidx/gamestart-18.bat b/dist/iidx/gamestart-18.bat index cce99b0..4777dd9 100755 --- a/dist/iidx/gamestart-18.bat +++ b/dist/iidx/gamestart-18.bat @@ -1,14 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist d mkdir d -if not exist e mkdir e -if not exist f mkdir f +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% -launcher -K iidxhook4.dll bm2dx.dll --config iidxhook-18.conf %* +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-18.xml --config %BEMANITOOLS_DIR%\iidxhook-18.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-19.bat b/dist/iidx/gamestart-19.bat index 8bfd580..03c22b0 100755 --- a/dist/iidx/gamestart-19.bat +++ b/dist/iidx/gamestart-19.bat @@ -1,14 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist d mkdir d -if not exist e mkdir e -if not exist f mkdir f +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% -launcher -K iidxhook5.dll bm2dx.dll --config iidxhook-19.conf %* +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-19.xml --config %BEMANITOOLS_DIR%\iidxhook-19.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-20.bat b/dist/iidx/gamestart-20.bat index 2dac80e..f579f2e 100755 --- a/dist/iidx/gamestart-20.bat +++ b/dist/iidx/gamestart-20.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook6.dll bm2dx.dll --config iidxhook-20.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-20.xml --config %BEMANITOOLS_DIR%\iidxhook-20.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-21.bat b/dist/iidx/gamestart-21.bat index b79d641..9ec039d 100755 --- a/dist/iidx/gamestart-21.bat +++ b/dist/iidx/gamestart-21.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-21.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-21.xml --config %BEMANITOOLS_DIR%\iidxhook-21.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-22.bat b/dist/iidx/gamestart-22.bat index d10a945..d284786 100755 --- a/dist/iidx/gamestart-22.bat +++ b/dist/iidx/gamestart-22.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-22.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-22.xml --config %BEMANITOOLS_DIR%\iidxhook-22.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-23.bat b/dist/iidx/gamestart-23.bat index 656e1fe..33cceb1 100755 --- a/dist/iidx/gamestart-23.bat +++ b/dist/iidx/gamestart-23.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-23.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-23.xml --config %BEMANITOOLS_DIR%\iidxhook-23.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-24.bat b/dist/iidx/gamestart-24.bat index 283020c..94fa8b2 100755 --- a/dist/iidx/gamestart-24.bat +++ b/dist/iidx/gamestart-24.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-24.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-24.xml --config %BEMANITOOLS_DIR%\iidxhook-24.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-25.bat b/dist/iidx/gamestart-25.bat index edff294..2d6b6c7 100644 --- a/dist/iidx/gamestart-25.bat +++ b/dist/iidx/gamestart-25.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -K iidxhook8.dll bm2dx.dll --config iidxhook-25.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-25.xml --config %BEMANITOOLS_DIR%\iidxhook-25.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-26.bat b/dist/iidx/gamestart-26.bat index d41b72b..dc06460 100644 --- a/dist/iidx/gamestart-26.bat +++ b/dist/iidx/gamestart-26.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -K iidxhook8.dll bm2dx.dll --config iidxhook-26.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-26.xml --config %BEMANITOOLS_DIR%\iidxhook-26.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-27.bat b/dist/iidx/gamestart-27.bat index 04a3909..d034f84 100644 --- a/dist/iidx/gamestart-27.bat +++ b/dist/iidx/gamestart-27.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-27.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-27.xml --config %BEMANITOOLS_DIR%\iidxhook-27.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-28.bat b/dist/iidx/gamestart-28.bat index 1abb520..cfc18e4 100644 --- a/dist/iidx/gamestart-28.bat +++ b/dist/iidx/gamestart-28.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-28.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-28.xml --config %BEMANITOOLS_DIR%\iidxhook-28.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-29.bat b/dist/iidx/gamestart-29.bat index 1029b8c..64a02a5 100644 --- a/dist/iidx/gamestart-29.bat +++ b/dist/iidx/gamestart-29.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-29.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-29.xml --config %BEMANITOOLS_DIR%\iidxhook-29.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-30.bat b/dist/iidx/gamestart-30.bat index 776d7e8..61f7720 100644 --- a/dist/iidx/gamestart-30.bat +++ b/dist/iidx/gamestart-30.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -modules\launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-30.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-30.xml --config %BEMANITOOLS_DIR%\iidxhook-30.conf %* \ No newline at end of file diff --git a/dist/iidx/launcher-18.xml b/dist/iidx/launcher-18.xml new file mode 100644 index 0000000..74bf35e --- /dev/null +++ b/dist/iidx/launcher-18.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook4.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-19.xml b/dist/iidx/launcher-19.xml new file mode 100644 index 0000000..1749cfb --- /dev/null +++ b/dist/iidx/launcher-19.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook5.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-20.xml b/dist/iidx/launcher-20.xml new file mode 100644 index 0000000..7af7ce4 --- /dev/null +++ b/dist/iidx/launcher-20.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook6.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-21.xml b/dist/iidx/launcher-21.xml new file mode 100644 index 0000000..502407b --- /dev/null +++ b/dist/iidx/launcher-21.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook7.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-22.xml b/dist/iidx/launcher-22.xml new file mode 100644 index 0000000..502407b --- /dev/null +++ b/dist/iidx/launcher-22.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook7.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-23.xml b/dist/iidx/launcher-23.xml new file mode 100644 index 0000000..502407b --- /dev/null +++ b/dist/iidx/launcher-23.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook7.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-24.xml b/dist/iidx/launcher-24.xml new file mode 100644 index 0000000..502407b --- /dev/null +++ b/dist/iidx/launcher-24.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook7.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-25.xml b/dist/iidx/launcher-25.xml new file mode 100644 index 0000000..733a880 --- /dev/null +++ b/dist/iidx/launcher-25.xml @@ -0,0 +1,74 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook8.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-26.xml b/dist/iidx/launcher-26.xml new file mode 100644 index 0000000..733a880 --- /dev/null +++ b/dist/iidx/launcher-26.xml @@ -0,0 +1,74 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook8.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-27.xml b/dist/iidx/launcher-27.xml new file mode 100644 index 0000000..736ee63 --- /dev/null +++ b/dist/iidx/launcher-27.xml @@ -0,0 +1,69 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + boot + + + + + + + + + + bemanitools/ea3-service.xml + + + + + + iidxhook9.dll + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-28.xml b/dist/iidx/launcher-28.xml new file mode 100644 index 0000000..736ee63 --- /dev/null +++ b/dist/iidx/launcher-28.xml @@ -0,0 +1,69 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + boot + + + + + + + + + + bemanitools/ea3-service.xml + + + + + + iidxhook9.dll + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-29.xml b/dist/iidx/launcher-29.xml new file mode 100644 index 0000000..736ee63 --- /dev/null +++ b/dist/iidx/launcher-29.xml @@ -0,0 +1,69 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + boot + + + + + + + + + + bemanitools/ea3-service.xml + + + + + + iidxhook9.dll + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-30.xml b/dist/iidx/launcher-30.xml new file mode 100644 index 0000000..736ee63 --- /dev/null +++ b/dist/iidx/launcher-30.xml @@ -0,0 +1,69 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + boot + + + + + + + + + + bemanitools/ea3-service.xml + + + + + + iidxhook9.dll + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/pcbid.xml b/dist/iidx/pcbid.xml new file mode 100644 index 0000000..bc50cde --- /dev/null +++ b/dist/iidx/pcbid.xml @@ -0,0 +1,7 @@ + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/jb/ea3-ident.xml b/dist/jb/ea3-ident.xml new file mode 100644 index 0000000..e24a9b9 --- /dev/null +++ b/dist/jb/ea3-ident.xml @@ -0,0 +1,10 @@ + + + + LDJ + J + A + A + 2022082400 + + \ No newline at end of file diff --git a/dist/jb/eamuse-server.xml b/dist/jb/eamuse-server.xml new file mode 100644 index 0000000..bc70644 --- /dev/null +++ b/dist/jb/eamuse-server.xml @@ -0,0 +1,6 @@ + + + + http://localhost + + \ No newline at end of file diff --git a/dist/jb/gamestart-03.bat b/dist/jb/gamestart-03.bat index 76acc78..39e1b8f 100644 --- a/dist/jb/gamestart-03.bat +++ b/dist/jb/gamestart-03.bat @@ -1,11 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\ea3-config.xml copy prop\ea3-config.xml dev\nvram\ea3-config.xml -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -H 33554432 -K jbhook2.dll jubeat.dll -v +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-03.xml -v %* \ No newline at end of file diff --git a/dist/jb/gamestart-04.bat b/dist/jb/gamestart-04.bat index 245e314..14d95e7 100644 --- a/dist/jb/gamestart-04.bat +++ b/dist/jb/gamestart-04.bat @@ -1,11 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\ea3-config.xml copy prop\ea3-config.xml dev\nvram\ea3-config.xml -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -H 33554432 -K jbhook3.dll jubeat.dll +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-04.xml %* \ No newline at end of file diff --git a/dist/jb/launcher-03.xml b/dist/jb/launcher-03.xml new file mode 100644 index 0000000..095b2f6 --- /dev/null +++ b/dist/jb/launcher-03.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 33554432 + 33554432 + + + info + + + /dev/nvram/ea3-config.xml + + + jubeat.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + jbhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/jb/launcher-04.xml b/dist/jb/launcher-04.xml new file mode 100644 index 0000000..1c85a3c --- /dev/null +++ b/dist/jb/launcher-04.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 33554432 + 33554432 + + + info + + + /dev/nvram/ea3-config.xml + + + jubeat.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + jbhook3.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/jb/pcbid.xml b/dist/jb/pcbid.xml new file mode 100644 index 0000000..bc50cde --- /dev/null +++ b/dist/jb/pcbid.xml @@ -0,0 +1,7 @@ + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/sdvx/ea3-ident.xml b/dist/sdvx/ea3-ident.xml new file mode 100644 index 0000000..e24a9b9 --- /dev/null +++ b/dist/sdvx/ea3-ident.xml @@ -0,0 +1,10 @@ + + + + LDJ + J + A + A + 2022082400 + + \ No newline at end of file diff --git a/dist/sdvx/eamuse-server.xml b/dist/sdvx/eamuse-server.xml new file mode 100644 index 0000000..bc70644 --- /dev/null +++ b/dist/sdvx/eamuse-server.xml @@ -0,0 +1,6 @@ + + + + http://localhost + + \ No newline at end of file diff --git a/dist/sdvx/gamestart.bat b/dist/sdvx/gamestart.bat index a286325..4e97b92 100644 --- a/dist/sdvx/gamestart.bat +++ b/dist/sdvx/gamestart.bat @@ -8,3 +8,38 @@ if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin if not exist dev\raw mkdir dev\raw launcher -K sdvxhook.dll soundvoltex.dll %* + +@echo off + +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher.xml %* \ No newline at end of file diff --git a/dist/sdvx/launcher.xml b/dist/sdvx/launcher.xml new file mode 100644 index 0000000..4876ca7 --- /dev/null +++ b/dist/sdvx/launcher.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + soundvoltex.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + sdvxhook.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/sdvx/pcbid.xml b/dist/sdvx/pcbid.xml new file mode 100644 index 0000000..bc50cde --- /dev/null +++ b/dist/sdvx/pcbid.xml @@ -0,0 +1,7 @@ + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/sdvx5/ea3-ident.xml b/dist/sdvx5/ea3-ident.xml new file mode 100644 index 0000000..e24a9b9 --- /dev/null +++ b/dist/sdvx5/ea3-ident.xml @@ -0,0 +1,10 @@ + + + + LDJ + J + A + A + 2022082400 + + \ No newline at end of file diff --git a/dist/sdvx5/eamuse-server.xml b/dist/sdvx5/eamuse-server.xml new file mode 100644 index 0000000..bc70644 --- /dev/null +++ b/dist/sdvx5/eamuse-server.xml @@ -0,0 +1,6 @@ + + + + http://localhost + + \ No newline at end of file diff --git a/dist/sdvx5/gamestart-cn.bat b/dist/sdvx5/gamestart-cn.bat index 8435bd7..265fce1 100644 --- a/dist/sdvx5/gamestart-cn.bat +++ b/dist/sdvx5/gamestart-cn.bat @@ -1,17 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\c.dest echo $null >> dev\raw\c.dest -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 268435456 -K sdvxhook2-cn.dll soundvoltex.dll --config sdvxhook2-cn.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-cn.xml --config %BEMANITOOLS_DIR%\sdvxhook2-cn.conf %* \ No newline at end of file diff --git a/dist/sdvx5/gamestart.bat b/dist/sdvx5/gamestart.bat index c1b41dd..2db9289 100644 --- a/dist/sdvx5/gamestart.bat +++ b/dist/sdvx5/gamestart.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 268435456 -K sdvxhook2.dll soundvoltex.dll --config sdvxhook2.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher.xml --config %BEMANITOOLS_DIR%\sdvxhook2.conf %* \ No newline at end of file diff --git a/dist/sdvx5/launcher-cn.xml b/dist/sdvx5/launcher-cn.xml new file mode 100644 index 0000000..4ec2939 --- /dev/null +++ b/dist/sdvx5/launcher-cn.xml @@ -0,0 +1,74 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 268435456 + + + info + + + /dev/nvram/ea3-config.xml + + + soundvoltex.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + sdvxhook2-cn.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/sdvx5/launcher.xml b/dist/sdvx5/launcher.xml new file mode 100644 index 0000000..3ae97c1 --- /dev/null +++ b/dist/sdvx5/launcher.xml @@ -0,0 +1,74 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 268435456 + + + info + + + /dev/nvram/ea3-config.xml + + + soundvoltex.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + sdvxhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/sdvx5/pcbid.xml b/dist/sdvx5/pcbid.xml new file mode 100644 index 0000000..bc50cde --- /dev/null +++ b/dist/sdvx5/pcbid.xml @@ -0,0 +1,7 @@ + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/shared/ea3-ident.xml b/dist/shared/ea3-ident.xml new file mode 100644 index 0000000..ae4161e --- /dev/null +++ b/dist/shared/ea3-ident.xml @@ -0,0 +1,11 @@ + + + + + 000 + A + A + A + 1969032100 + + \ No newline at end of file diff --git a/dist/shared/ea3-license.xml b/dist/shared/ea3-license.xml new file mode 100644 index 0000000..fef3534 --- /dev/null +++ b/dist/shared/ea3-license.xml @@ -0,0 +1,8 @@ + + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/shared/ea3-service.xml b/dist/shared/ea3-service.xml new file mode 100644 index 0000000..ffaaa43 --- /dev/null +++ b/dist/shared/ea3-service.xml @@ -0,0 +1,7 @@ + + + + + http://localhost + + \ No newline at end of file From c78639f0946d706bf04143c1796478b41bc67d7d Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 23 Feb 2024 18:53:51 +0100 Subject: [PATCH 017/118] fix(mingw): Version upgrade caused this to error HRESULT not defined fixed by including windows header --- src/main/hook/com-proxy.h | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/main/hook/com-proxy.h b/src/main/hook/com-proxy.h index 94671b7..71d2953 100644 --- a/src/main/hook/com-proxy.h +++ b/src/main/hook/com-proxy.h @@ -1,5 +1,7 @@ #pragma once +#include + #include #include From 7a56fab96e5639de37700937b3107116b58dae8f Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 08:51:22 +0100 Subject: [PATCH 018/118] fix(dist): Incorrect versioning for ddr distribution packages Apparently forgotten to get updated to reflect the currently supported versions correctly. --- Module.mk | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/Module.mk b/Module.mk index 2a948a8..35e690d 100644 --- a/Module.mk +++ b/Module.mk @@ -710,6 +710,8 @@ $(zipdir)/ddr-14-to-18.zip: \ build/bin/indep-32/eamio.dll \ build/bin/indep-32/geninput.dll \ dist/ddr/config.bat \ + dist/ddr/gamestart-17.bat \ + dist/ddr/gamestart-18.bat \ dist/ddr/gamestart-14.bat \ dist/ddr/gamestart-15.bat \ dist/ddr/gamestart-16.bat \ @@ -728,6 +730,8 @@ $(zipdir)/ddr-16-to-18-x64.zip: \ build/bin/indep-64/eamio.dll \ build/bin/indep-64/geninput.dll \ dist/ddr/config.bat \ + dist/ddr/gamestart-17.bat \ + dist/ddr/gamestart-18.bat \ dist/ddr/gamestart-16.bat \ dist/ddr/gamestart-17.bat \ dist/ddr/gamestart-18.bat \ From 7ee9a2e2194eabd20e39b8e25f91c9b717cfb7a6 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 08:51:22 +0100 Subject: [PATCH 019/118] fix(dist): Incorrect versioning for ddr distribution packages Apparently forgotten to get updated to reflect the currently supported versions correctly. --- Module.mk | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/Module.mk b/Module.mk index 2a948a8..35e690d 100644 --- a/Module.mk +++ b/Module.mk @@ -710,6 +710,8 @@ $(zipdir)/ddr-14-to-18.zip: \ build/bin/indep-32/eamio.dll \ build/bin/indep-32/geninput.dll \ dist/ddr/config.bat \ + dist/ddr/gamestart-17.bat \ + dist/ddr/gamestart-18.bat \ dist/ddr/gamestart-14.bat \ dist/ddr/gamestart-15.bat \ dist/ddr/gamestart-16.bat \ @@ -728,6 +730,8 @@ $(zipdir)/ddr-16-to-18-x64.zip: \ build/bin/indep-64/eamio.dll \ build/bin/indep-64/geninput.dll \ dist/ddr/config.bat \ + dist/ddr/gamestart-17.bat \ + dist/ddr/gamestart-18.bat \ dist/ddr/gamestart-16.bat \ dist/ddr/gamestart-17.bat \ dist/ddr/gamestart-18.bat \ From 7a086ea60b19d1107b8131c16d2c204c6e1e4197 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:02:35 +0100 Subject: [PATCH 020/118] fix(hook): Add missing hook_table_revert impl Allow hooks to cleanup when they are shut down. --- src/main/hook/table.c | 82 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 82 insertions(+) diff --git a/src/main/hook/table.c b/src/main/hook/table.c index ed67b3b..067ea75 100644 --- a/src/main/hook/table.c +++ b/src/main/hook/table.c @@ -15,12 +15,21 @@ static const size_t apiset_prefix_len = sizeof(apiset_prefix) - 1; static void hook_table_apply_to_all( const char *depname, const struct hook_symbol *syms, size_t nsyms); +static void hook_table_revert_to_all( + const char *depname, const struct hook_symbol *syms, size_t nsyms); + static void hook_table_apply_to_iid( HMODULE target, const pe_iid_t *iid, const struct hook_symbol *syms, size_t nsyms); +static void hook_table_revert_to_iid( + HMODULE target, + const pe_iid_t *iid, + const struct hook_symbol *syms, + size_t nsyms); + static bool hook_table_match_module( HMODULE target, const char *iid_name, const char *depname); @@ -44,6 +53,23 @@ static void hook_table_apply_to_all( } } +static void hook_table_revert_to_all( + const char *depname, const struct hook_symbol *syms, size_t nsyms) +{ + const peb_dll_t *dll; + HMODULE pe; + + for (dll = peb_dll_get_first(); dll != NULL; dll = peb_dll_get_next(dll)) { + pe = peb_dll_get_base(dll); + + if (pe == NULL) { + continue; /* ?? Happens sometimes. */ + } + + hook_table_revert(pe, depname, syms, nsyms); + } +} + void hook_table_apply( HMODULE target, const char *depname, @@ -73,6 +99,35 @@ void hook_table_apply( } } +void hook_table_revert( + HMODULE target, + const char *depname, + const struct hook_symbol *syms, + size_t nsyms) +{ + const pe_iid_t *iid; + const char *iid_name; + + assert(depname != NULL); + assert(syms != NULL || nsyms == 0); + + if (target == NULL) { + /* Call out, which will then call us back repeatedly. Awkward, but + viewed from the outside it's good for usability. */ + + hook_table_revert_to_all(depname, syms, nsyms); + } else { + for (iid = pe_iid_get_first(target); iid != NULL; + iid = pe_iid_get_next(target, iid)) { + iid_name = pe_iid_get_name(target, iid); + + if (hook_table_match_module(target, iid_name, depname)) { + hook_table_revert_to_iid(target, iid, syms, nsyms); + } + } + } +} + static void hook_table_apply_to_iid( HMODULE target, const pe_iid_t *iid, @@ -101,6 +156,33 @@ static void hook_table_apply_to_iid( } } +static void hook_table_revert_to_iid( + HMODULE target, + const pe_iid_t *iid, + const struct hook_symbol *syms, + size_t nsyms) +{ + struct pe_iat_entry iate; + size_t i; + size_t j; + const struct hook_symbol *sym; + + i = 0; + + while (pe_iid_get_iat_entry(target, iid, i++, &iate) == S_OK) { + for (j = 0; j < nsyms; j++) { + sym = &syms[j]; + + if (hook_table_match_proc(&iate, sym)) { + // Only revert-able if the original pointer was stored previously + if (sym->link != NULL && *sym->link != NULL) { + pe_patch(iate.ppointer, sym->link, sizeof(*sym->link)); + } + } + } + } +} + static bool hook_table_match_module( HMODULE target, const char *iid_name, const char *depname) { From 8b377f256a5d8786bc21cc7891b46cf5dc362968 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:07:54 +0100 Subject: [PATCH 021/118] feat(dev): Add a separate docker dev cotainer Improve the development experience by providing an additional docker container that can be started and used as an interactive development environment. It provides all the tools and a stable environment for building (identical to the build container). --- Dockerfile => Dockerfile.build | 0 Dockerfile.dev | 21 +++++++++++++++++++ GNUmakefile | 38 ++++++++++++++++++++++++++-------- 3 files changed, 50 insertions(+), 9 deletions(-) rename Dockerfile => Dockerfile.build (100%) create mode 100644 Dockerfile.dev diff --git a/Dockerfile b/Dockerfile.build similarity index 100% rename from Dockerfile rename to Dockerfile.build diff --git a/Dockerfile.dev b/Dockerfile.dev new file mode 100644 index 0000000..00c5108 --- /dev/null +++ b/Dockerfile.dev @@ -0,0 +1,21 @@ +FROM --platform=amd64 debian:11.6-slim@sha256:f7d141c1ec6af549958a7a2543365a7829c2cdc4476308ec2e182f8a7c59b519 + +LABEL description="Development environment for bemanitools" + +# mingw-w64-gcc has 32-bit and 64-bit toolchains +RUN apt-get update && apt-get install -y --no-install-recommends \ + mingw-w64 \ + mingw-w64-common \ + make \ + zip \ + git \ + clang-format \ + python3-pip \ + && rm -rf /var/lib/apt/lists/* + +RUN pip3 install mdformat + +RUN mkdir /bemanitools +WORKDIR /bemanitools + +ENV SHELL /bin/bash \ No newline at end of file diff --git a/GNUmakefile b/GNUmakefile index 8328962..9aef0b1 100644 --- a/GNUmakefile +++ b/GNUmakefile @@ -13,8 +13,10 @@ BUILDDIR ?= build builddir_docker := $(BUILDDIR)/docker -docker_container_name := "bemanitools-build" -docker_image_name := "bemanitools-build:latest" +docker_build_container_name := "bemanitools-build" +docker_build_image_name := "bemanitools-build:latest" +docker_dev_container_name := "bemanitools-dev" +docker_dev_image_name := "bemanitools-dev:latest" depdir := $(BUILDDIR)/dep objdir := $(BUILDDIR)/obj @@ -41,6 +43,7 @@ FORCE: .PHONY: \ build-docker \ +dev-docker \ clean \ code-format \ doc-format \ @@ -89,21 +92,38 @@ version: $(V)echo "$(gitrev)" > version build-docker: - $(V)docker rm -f $(docker_container_name) 2> /dev/null || true + $(V)docker rm -f $(docker_build_container_name) 2> /dev/null || true $(V)docker \ build \ - -t $(docker_image_name) \ - -f Dockerfile \ + -t $(docker_build_image_name) \ + -f Dockerfile.build \ . $(V)docker \ run \ --volume $(shell pwd):/bemanitools \ - --name $(docker_container_name) \ - $(docker_image_name) + --name $(docker_build_container_name) \ + $(docker_build_image_name) + +dev-docker: + $(V)docker rm -f $(docker_dev_container_name) 2> /dev/null || true + $(V)docker \ + build \ + -t $(docker_dev_image_name) \ + -f Dockerfile.dev \ + . + $(V)docker \ + run \ + --interactive \ + --tty \ + --volume $(shell pwd):/bemanitools \ + --name $(docker_dev_container_name) \ + $(docker_dev_image_name) clean-docker: - $(V)docker rm -f $(docker_container_name) || true - $(V)docker image rm -f $(docker_image_name) || true + $(V)docker rm -f $(docker_dev_container_name) || true + $(V)docker image rm -f $(docker_dev_image_name) || true + $(V)docker rm -f $(docker_build_container_name) || true + $(V)docker image rm -f $(docker_build_image_name) || true $(V)rm -rf $(BUILDDIR) # From 33fee83aff2464a4d6b76e9f59872779771a2ee3 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:07:54 +0100 Subject: [PATCH 022/118] feat(avs): Add property get and clear error functions Use these to improve error handling by allowing one to provide additional error information on property related operations. --- src/imports/avs.h | 3 +++ src/imports/import_32_0_avs.def | 2 ++ src/imports/import_32_1002_avs.def | 2 ++ src/imports/import_32_1101_avs.def | 2 ++ src/imports/import_32_1304_avs.def | 2 ++ src/imports/import_32_1306_avs.def | 2 ++ src/imports/import_32_1403_avs.def | 2 ++ src/imports/import_32_1508_avs.def | 2 ++ src/imports/import_32_1601_avs.def | 2 ++ src/imports/import_32_1603_avs.def | 2 ++ src/imports/import_32_1700_avs.def | 2 ++ src/imports/import_32_803_avs.def | 2 ++ src/imports/import_64_1508_avs.def | 2 ++ src/imports/import_64_1509_avs.def | 2 ++ src/imports/import_64_1601_avs.def | 2 ++ src/imports/import_64_1603_avs.def | 4 +++- src/imports/import_64_1700_avs.def | 2 ++ 17 files changed, 36 insertions(+), 1 deletion(-) diff --git a/src/imports/avs.h b/src/imports/avs.h index a2d439e..9dce5be 100644 --- a/src/imports/avs.h +++ b/src/imports/avs.h @@ -220,6 +220,9 @@ void property_file_write(struct property *prop, const char *path); int property_set_flag(struct property *prop, int flags, int mask); void property_destroy(struct property *prop); +avs_error property_get_error(struct property *prop); +struct property *property_clear_error(struct property *prop); + int property_psmap_import( struct property *prop, struct property_node *root, diff --git a/src/imports/import_32_0_avs.def b/src/imports/import_32_0_avs.def index 273e5be..9632ecb 100644 --- a/src/imports/import_32_0_avs.def +++ b/src/imports/import_32_0_avs.def @@ -25,6 +25,8 @@ EXPORTS property_destroy property_file_write property_insert_read + property_clear_error + property_get_error property_mem_write property_read_query_memsize property_search diff --git a/src/imports/import_32_1002_avs.def b/src/imports/import_32_1002_avs.def index e2ff5ae..cc4ee29 100644 --- a/src/imports/import_32_1002_avs.def +++ b/src/imports/import_32_1002_avs.def @@ -28,6 +28,8 @@ EXPORTS property_destroy property_file_write property_insert_read + property_clear_error + property_get_error property_mem_write property_read_query_memsize property_search diff --git a/src/imports/import_32_1101_avs.def b/src/imports/import_32_1101_avs.def index 10c59e4..776dc71 100644 --- a/src/imports/import_32_1101_avs.def +++ b/src/imports/import_32_1101_avs.def @@ -26,6 +26,8 @@ EXPORTS property_desc_to_buffer @246 NONAME property_destroy @247 NONAME property_insert_read @255 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @266 NONAME property_node_datasize @267 NONAME property_node_name @274 NONAME diff --git a/src/imports/import_32_1304_avs.def b/src/imports/import_32_1304_avs.def index f83d5a5..18dad23 100644 --- a/src/imports/import_32_1304_avs.def +++ b/src/imports/import_32_1304_avs.def @@ -25,6 +25,8 @@ EXPORTS property_desc_to_buffer @201 NONAME property_destroy @264 NONAME property_insert_read @23 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @316 NONAME property_node_datasize @249 NONAME property_node_name @255 NONAME diff --git a/src/imports/import_32_1306_avs.def b/src/imports/import_32_1306_avs.def index f963ec8..f6deed7 100644 --- a/src/imports/import_32_1306_avs.def +++ b/src/imports/import_32_1306_avs.def @@ -25,6 +25,8 @@ EXPORTS property_desc_to_buffer @201 NONAME == XC058ba50000cd property_destroy @264 NONAME == XC058ba500010f property_insert_read @23 NONAME == XC058ba5000016 + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @316 NONAME == XC058ba5000143 property_node_datasize @249 NONAME == XC058ba5000100 property_node_name @255 NONAME == XC058ba5000106 diff --git a/src/imports/import_32_1403_avs.def b/src/imports/import_32_1403_avs.def index de171c1..716d081 100644 --- a/src/imports/import_32_1403_avs.def +++ b/src/imports/import_32_1403_avs.def @@ -24,6 +24,8 @@ EXPORTS property_desc_to_buffer @131 NONAME property_destroy @130 NONAME property_insert_read @133 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_name @573 NONAME == property_node_read @573 NONAME == property_node_remove @148 NONAME diff --git a/src/imports/import_32_1508_avs.def b/src/imports/import_32_1508_avs.def index d162512..504a303 100644 --- a/src/imports/import_32_1508_avs.def +++ b/src/imports/import_32_1508_avs.def @@ -26,6 +26,8 @@ EXPORTS property_desc_to_buffer @129 NONAME property_destroy @128 NONAME property_insert_read @131 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @145 NONAME property_node_name @150 NONAME property_node_read @154 NONAME == XCd229cc0000f3 diff --git a/src/imports/import_32_1601_avs.def b/src/imports/import_32_1601_avs.def index 74332d4..286806b 100644 --- a/src/imports/import_32_1601_avs.def +++ b/src/imports/import_32_1601_avs.def @@ -19,6 +19,8 @@ EXPORTS property_destroy @125 NONAME property_desc_to_buffer @126 NONAME property_insert_read @128 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_search @141 NONAME property_node_create @142 NONAME property_node_name @147 NONAME == XCnbrep7000092 diff --git a/src/imports/import_32_1603_avs.def b/src/imports/import_32_1603_avs.def index 21f55c1..93fd07d 100644 --- a/src/imports/import_32_1603_avs.def +++ b/src/imports/import_32_1603_avs.def @@ -19,6 +19,8 @@ EXPORTS property_destroy @146 NONAME property_desc_to_buffer @147 NONAME property_insert_read @149 NONAME + property_clear_error @158 NONAME == XCnbrep700009d + property_get_error @159 NONAME == XCnbrep700009e property_search @162 NONAME property_node_create @163 NONAME property_node_name @168 NONAME == XCnbrep70000a7 diff --git a/src/imports/import_32_1700_avs.def b/src/imports/import_32_1700_avs.def index 7dc4eaa..f01bc39 100644 --- a/src/imports/import_32_1700_avs.def +++ b/src/imports/import_32_1700_avs.def @@ -21,6 +21,8 @@ EXPORTS property_destroy @146 NONAME property_desc_to_buffer @147 NONAME property_insert_read @149 NONAME + property_clear_error @158 NONAME == XCgsqzn000009d + property_get_error @159 NONAME == XCgsqzn000009e property_search @162 NONAME property_node_create @163 NONAME property_node_name @168 NONAME == XCgsqzn00000a7 diff --git a/src/imports/import_32_803_avs.def b/src/imports/import_32_803_avs.def index 37f2b3e..9340dad 100644 --- a/src/imports/import_32_803_avs.def +++ b/src/imports/import_32_803_avs.def @@ -25,6 +25,8 @@ EXPORTS property_destroy property_file_write property_insert_read + property_clear_error + property_get_error property_mem_write property_read_query_memsize property_search diff --git a/src/imports/import_64_1508_avs.def b/src/imports/import_64_1508_avs.def index 6aeaba1..1a93e7e 100644 --- a/src/imports/import_64_1508_avs.def +++ b/src/imports/import_64_1508_avs.def @@ -26,6 +26,8 @@ EXPORTS property_desc_to_buffer @129 NONAME property_destroy @128 NONAME property_insert_read @131 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @145 NONAME property_node_name @150 NONAME property_node_read @154 NONAME == XCd229cc0000f3 diff --git a/src/imports/import_64_1509_avs.def b/src/imports/import_64_1509_avs.def index fde35d6..a596513 100644 --- a/src/imports/import_64_1509_avs.def +++ b/src/imports/import_64_1509_avs.def @@ -26,6 +26,8 @@ EXPORTS property_desc_to_buffer @129 NONAME property_destroy @128 NONAME property_insert_read @131 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @145 NONAME property_node_name @573 NONAME == property_node_read @573 NONAME == diff --git a/src/imports/import_64_1601_avs.def b/src/imports/import_64_1601_avs.def index 418395f..960fb94 100644 --- a/src/imports/import_64_1601_avs.def +++ b/src/imports/import_64_1601_avs.def @@ -19,6 +19,8 @@ EXPORTS property_destroy @125 NONAME property_desc_to_buffer @126 NONAME property_insert_read @128 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_search @141 NONAME property_node_create @142 NONAME property_node_name @147 NONAME == XCnbrep7000092 diff --git a/src/imports/import_64_1603_avs.def b/src/imports/import_64_1603_avs.def index b106ab1..14f42b7 100644 --- a/src/imports/import_64_1603_avs.def +++ b/src/imports/import_64_1603_avs.def @@ -19,12 +19,14 @@ EXPORTS property_destroy @146 NONAME property_desc_to_buffer @147 NONAME property_insert_read @149 NONAME + property_clear_error @158 NONAME == XCnbrep700009d + property_get_error @159 NONAME == XCnbrep700009e property_search @162 NONAME property_node_create @163 NONAME property_node_name @168 NONAME == XCnbrep70000a7 property_node_remove @164 NONAME property_node_type @169 NONAME == XCnbrep70000a8 - property_node_clone @165 NONAME + property_node_clone @165 NONAME == XCnbrep70000a4 property_node_traversal @167 NONAME property_node_refdata @166 NONAME == XCnbrep70000a5 property_node_datasize @171 NONAME == XCnbrep70000aa diff --git a/src/imports/import_64_1700_avs.def b/src/imports/import_64_1700_avs.def index 8cddba8..3e456b5 100644 --- a/src/imports/import_64_1700_avs.def +++ b/src/imports/import_64_1700_avs.def @@ -21,6 +21,8 @@ EXPORTS property_destroy @146 NONAME property_desc_to_buffer @147 NONAME property_insert_read @149 NONAME + property_clear_error @158 NONAME == XCgsqzn000009d + property_get_error @159 NONAME == XCgsqzn000009e property_search @162 NONAME property_node_create @163 NONAME property_node_name @168 NONAME == XCgsqzn00000a7 From 1d489643d13f68e2a629fe2f9bf4c1783ee2090d Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:07:54 +0100 Subject: [PATCH 023/118] feat(avs-util): Add helper to translate property errors --- src/main/avs-util/error.c | 10 ++++++++++ src/main/avs-util/error.h | 4 +++- 2 files changed, 13 insertions(+), 1 deletion(-) diff --git a/src/main/avs-util/error.c b/src/main/avs-util/error.c index ab09c01..d31b2e1 100644 --- a/src/main/avs-util/error.c +++ b/src/main/avs-util/error.c @@ -96,4 +96,14 @@ const char *avs_util_error_str(avs_error error) } return avs_util_error_unknown; +} + +const char *avs_util_property_error_get_and_clear(struct property *prop) +{ + avs_error error; + + error = property_get_error(prop); + property_clear_error(prop); + + return avs_util_error_str(error); } \ No newline at end of file diff --git a/src/main/avs-util/error.h b/src/main/avs-util/error.h index 3598851..88d68c5 100644 --- a/src/main/avs-util/error.h +++ b/src/main/avs-util/error.h @@ -5,4 +5,6 @@ const char *avs_util_error_str(avs_error error); -#endif \ No newline at end of file +const char *avs_util_property_error_get_and_clear(struct property *prop); + +#endif From 6940a9de4b2114eb27a864fb57e2f37d6d410c0a Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:07:54 +0100 Subject: [PATCH 024/118] feat: Add core module This module contains the "core" (API) of bemanitools which includes an abstraction layer for threads and logging at this time. The threads API is very close to what util/thread already was with some structural enhancements which make it easier to understand and work with the API, I hope. Some additional helpers (*-ext module) support in doing common tasks, e.g. setting up the thread API with other modules. The log(ging) part receives a major overhaul to address known limitations and issues with the util/log module: - Cleaner API layer - Separate sinks from actual logging engine - Sinks are composable - Improved and cleaner compatibility layer with AVS logging API Additional "extensions" (*-ext modules) add various helper functions for common tasks like setting up the logging engine with a file and stdout sink. The sinks also improved significantly with the file sink now supporting proper appending and log rotation. Logging to stdout/stderr supports coloring of log messages which works across logging engines. Overall, this refactored foundation is expected to support future developments and removes known limitations at the current scale of bemanitools such as: - Reducing boiler plate code across hooks - Interop of bemanitools and AVS (and setting the foundation for addressing currently missing interop, e.g. for dealing with property structures without AVS) - Addressing performance issues in the logging engine due to incorrect interop with AVS --- Module.mk | 1 + src/main/core/Module.mk | 20 ++++ src/main/core/log-bt-ext.c | 67 +++++++++++ src/main/core/log-bt-ext.h | 59 ++++++++++ src/main/core/log-bt.c | 129 +++++++++++++++++++++ src/main/core/log-bt.h | 87 +++++++++++++++ src/main/core/log-sink-async.c | 23 ++++ src/main/core/log-sink-async.h | 19 ++++ src/main/core/log-sink-debug.c | 23 ++++ src/main/core/log-sink-debug.h | 15 +++ src/main/core/log-sink-file.c | 92 +++++++++++++++ src/main/core/log-sink-file.h | 28 +++++ src/main/core/log-sink-list.c | 66 +++++++++++ src/main/core/log-sink-list.h | 24 ++++ src/main/core/log-sink-mutex.c | 53 +++++++++ src/main/core/log-sink-mutex.h | 21 ++++ src/main/core/log-sink-null.c | 21 ++++ src/main/core/log-sink-null.h | 17 +++ src/main/core/log-sink-std.c | 193 ++++++++++++++++++++++++++++++++ src/main/core/log-sink-std.h | 24 ++++ src/main/core/log-sink.h | 45 ++++++++ src/main/core/log.c | 74 +++++++++++++ src/main/core/log.h | 197 +++++++++++++++++++++++++++++++++ src/main/core/thread-crt-ext.c | 8 ++ src/main/core/thread-crt-ext.h | 9 ++ src/main/core/thread-crt.c | 62 +++++++++++ src/main/core/thread-crt.h | 15 +++ src/main/core/thread.c | 78 +++++++++++++ src/main/core/thread.h | 117 ++++++++++++++++++++ 29 files changed, 1587 insertions(+) create mode 100644 src/main/core/Module.mk create mode 100644 src/main/core/log-bt-ext.c create mode 100644 src/main/core/log-bt-ext.h create mode 100644 src/main/core/log-bt.c create mode 100644 src/main/core/log-bt.h create mode 100644 src/main/core/log-sink-async.c create mode 100644 src/main/core/log-sink-async.h create mode 100644 src/main/core/log-sink-debug.c create mode 100644 src/main/core/log-sink-debug.h create mode 100644 src/main/core/log-sink-file.c create mode 100644 src/main/core/log-sink-file.h create mode 100644 src/main/core/log-sink-list.c create mode 100644 src/main/core/log-sink-list.h create mode 100644 src/main/core/log-sink-mutex.c create mode 100644 src/main/core/log-sink-mutex.h create mode 100644 src/main/core/log-sink-null.c create mode 100644 src/main/core/log-sink-null.h create mode 100644 src/main/core/log-sink-std.c create mode 100644 src/main/core/log-sink-std.h create mode 100644 src/main/core/log-sink.h create mode 100644 src/main/core/log.c create mode 100644 src/main/core/log.h create mode 100644 src/main/core/thread-crt-ext.c create mode 100644 src/main/core/thread-crt-ext.h create mode 100644 src/main/core/thread-crt.c create mode 100644 src/main/core/thread-crt.h create mode 100644 src/main/core/thread.c create mode 100644 src/main/core/thread.h diff --git a/Module.mk b/Module.mk index 35e690d..41d179a 100644 --- a/Module.mk +++ b/Module.mk @@ -100,6 +100,7 @@ include src/main/bstio/Module.mk include src/main/camhook/Module.mk include src/main/cconfig/Module.mk include src/main/config/Module.mk +include src/main/core/Module.mk include src/main/d3d9-util/Module.mk include src/main/d3d9exhook/Module.mk include src/main/ddrhook-util/Module.mk diff --git a/src/main/core/Module.mk b/src/main/core/Module.mk new file mode 100644 index 0000000..bd35e6d --- /dev/null +++ b/src/main/core/Module.mk @@ -0,0 +1,20 @@ +libs += core + +libs_core := \ + util \ + +src_core := \ + log-bt-ext.c \ + log-bt.c \ + log-sink-async.c \ + log-sink-debug.c \ + log-sink-file.c \ + log-sink-list.c \ + log-sink-mutex.c \ + log-sink-null.c \ + log-sink-std.c \ + log.c \ + thread-crt-ext.c \ + thread-crt.c \ + thread.c \ + diff --git a/src/main/core/log-bt-ext.c b/src/main/core/log-bt-ext.c new file mode 100644 index 0000000..b1aa4f4 --- /dev/null +++ b/src/main/core/log-bt-ext.c @@ -0,0 +1,67 @@ +#include + +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log-sink-file.h" +#include "core/log-sink-list.h" +#include "core/log-sink-mutex.h" +#include "core/log-sink-std.h" +#include "core/log.h" + +void core_log_bt_ext_impl_set() +{ + core_log_impl_set( + core_log_bt_log_misc, + core_log_bt_log_info, + core_log_bt_log_warning, + core_log_bt_log_fatal); +} + +void core_log_bt_ext_init_with_stdout() +{ + struct core_log_sink sink; + + core_log_sink_std_out_open(true, &sink); + core_log_bt_init(&sink); +} + +void core_log_bt_ext_init_with_stderr() +{ + struct core_log_sink sink; + + core_log_sink_std_err_open(true, &sink); + core_log_bt_init(&sink); +} + +void core_log_bt_ext_init_with_debug() +{ + struct core_log_sink sink; + + core_log_sink_debug_open(&sink); + core_log_bt_init(&sink); +} + +void core_log_bt_ext_init_with_file( + const char *path, bool append, bool rotate, uint8_t max_rotations) +{ + struct core_log_sink sink; + + core_log_sink_file_open(path, append, rotate, max_rotations, &sink); + core_log_bt_init(&sink); +} + +void core_log_bt_ext_init_with_stdout_and_file( + const char *path, bool append, bool rotate, uint8_t max_rotations) +{ + struct core_log_sink sinks[2]; + struct core_log_sink sink_composed; + struct core_log_sink sink_mutex; + + core_log_sink_std_out_open(true, &sinks[0]); + core_log_sink_file_open(path, append, rotate, max_rotations, &sinks[1]); + core_log_sink_list_open(sinks, 2, &sink_composed); + + core_log_sink_mutex_open(&sink_composed, &sink_mutex); + + core_log_bt_init(&sink_mutex); +} \ No newline at end of file diff --git a/src/main/core/log-bt-ext.h b/src/main/core/log-bt-ext.h new file mode 100644 index 0000000..dcb9a9a --- /dev/null +++ b/src/main/core/log-bt-ext.h @@ -0,0 +1,59 @@ +#ifndef CORE_LOG_BT_EXT_H +#define CORE_LOG_BT_EXT_H + +#include +#include + +/** + * Set the current thread API implementation to use the bemanitools log + * implementation + */ +void core_log_bt_ext_impl_set(); + +/** + * Helper to setup the bemanitools log implementation with a stdout sink. + */ +void core_log_bt_ext_init_with_stdout(); + +/** + * Helper to setup the bemanitools log implementation with a stderr sink. + */ +void core_log_bt_ext_init_with_stderr(); + +/** + * Helper to setup the bemanitools log implementation with a OutputDebugStr + * sink. + */ +void core_log_bt_ext_init_with_debug(); + +/** + * Helper to setup the bemanitools log implementation with a file sink + * + * @param path Path to the log file to write the log output to + * @param append If true, then append to an existing file, false to overwrite + * any existing file + * @param rotate If true, rotates an existing log file and creates a new one + * for this session + * @param max_rotations Max number of rotations for the log files + */ +void core_log_bt_ext_init_with_file( + const char *path, bool append, bool rotate, uint8_t max_rotations); + +/** + * Helper to setup the bemanitools log implementation with a stdout and file + * sink + * + * Important: This combined sink is guarded by a mutex to avoid data races on + * logging to two different sinks. + * + * @param path Path to the log file to write the log output to + * @param append If true, then append to an existing file, false to overwrite + * any existing file + * @param rotate If true, rotates an existing log file and creates a new one + * for this session + * @param max_rotations Max number of rotations for the log files + */ +void core_log_bt_ext_init_with_stdout_and_file( + const char *path, bool append, bool rotate, uint8_t max_rotations); + +#endif \ No newline at end of file diff --git a/src/main/core/log-bt.c b/src/main/core/log-bt.c new file mode 100644 index 0000000..fd86897 --- /dev/null +++ b/src/main/core/log-bt.c @@ -0,0 +1,129 @@ +#include +#include +#include + +#include "core/log-bt.h" +#include "core/log-sink.h" +#include "core/log.h" + +#include "util/mem.h" +#include "util/str.h" + +static enum core_log_bt_log_level _core_log_bt_log_level; +static struct core_log_sink *_core_log_bt_sink; + +static void _core_log_bt_vformat_write( + enum core_log_bt_log_level level, + const char *module, + const char *fmt, + va_list ap) +{ + static const char chars[] = "FFWIM"; + + char timestamp[64]; + /* 64k so we can log data dumps of rs232 without crashing */ + char msg[65536]; + char line[65536]; + int result; + + time_t curtime; + struct tm *tm; + + curtime = 0; + tm = NULL; + + curtime = time(NULL); + tm = localtime(&curtime); + + strftime(timestamp, sizeof(timestamp), "[%Y/%m/%d %H:%M:%S]", tm); + + str_vformat(msg, sizeof(msg), fmt, ap); + + result = str_format( + line, + sizeof(line), + "%s %c:%s: %s\n", + timestamp, + chars[level], + module, + msg); + + _core_log_bt_sink->write(_core_log_bt_sink->ctx, line, result); +} + +void core_log_bt_init(const struct core_log_sink *sink) +{ + if (sink == NULL) { + abort(); + } + + _core_log_bt_sink = xmalloc(sizeof(struct core_log_sink)); + memcpy(_core_log_bt_sink, sink, sizeof(struct core_log_sink)); + + _core_log_bt_log_level = CORE_LOG_BT_LOG_LEVEL_OFF; +} + +void core_log_bt_level_set(enum core_log_bt_log_level level) +{ + _core_log_bt_log_level = level; +} + +void core_log_bt_fini() +{ + log_assert(_core_log_bt_sink); + + _core_log_bt_sink->close(_core_log_bt_sink->ctx); + + free(_core_log_bt_sink); +} + +void core_log_bt_log_fatal(const char *module, const char *fmt, ...) +{ + va_list ap; + + if (_core_log_bt_log_level >= CORE_LOG_BT_LOG_LEVEL_FATAL) { + va_start(ap, fmt); + _core_log_bt_vformat_write( + CORE_LOG_BT_LOG_LEVEL_FATAL, module, fmt, ap); + va_end(ap); + } +} + +void core_log_bt_log_warning(const char *module, const char *fmt, ...) +{ + va_list ap; + + if (_core_log_bt_log_level >= CORE_LOG_BT_LOG_LEVEL_WARNING) { + va_start(ap, fmt); + _core_log_bt_vformat_write( + CORE_LOG_BT_LOG_LEVEL_WARNING, module, fmt, ap); + va_end(ap); + } +} + +void core_log_bt_log_info(const char *module, const char *fmt, ...) +{ + va_list ap; + + if (_core_log_bt_log_level >= CORE_LOG_BT_LOG_LEVEL_INFO) { + va_start(ap, fmt); + _core_log_bt_vformat_write(CORE_LOG_BT_LOG_LEVEL_INFO, module, fmt, ap); + va_end(ap); + } +} + +void core_log_bt_log_misc(const char *module, const char *fmt, ...) +{ + va_list ap; + + if (_core_log_bt_log_level >= CORE_LOG_BT_LOG_LEVEL_MISC) { + va_start(ap, fmt); + _core_log_bt_vformat_write(CORE_LOG_BT_LOG_LEVEL_MISC, module, fmt, ap); + va_end(ap); + } +} + +void core_log_bt_direct_sink_write(const char *chars, size_t nchars) +{ + _core_log_bt_sink->write(_core_log_bt_sink->ctx, chars, nchars); +} \ No newline at end of file diff --git a/src/main/core/log-bt.h b/src/main/core/log-bt.h new file mode 100644 index 0000000..2a8052f --- /dev/null +++ b/src/main/core/log-bt.h @@ -0,0 +1,87 @@ +#ifndef CORE_LOG_BT_H +#define CORE_LOG_BT_H + +#include "core/log-sink.h" + +/** + * Log API implementation for games/applications without AVS + */ + +enum core_log_bt_log_level { + CORE_LOG_BT_LOG_LEVEL_OFF = 0, + CORE_LOG_BT_LOG_LEVEL_FATAL = 1, + CORE_LOG_BT_LOG_LEVEL_WARNING = 2, + CORE_LOG_BT_LOG_LEVEL_INFO = 3, + CORE_LOG_BT_LOG_LEVEL_MISC = 4, +}; + +/** + * Initialize the logging backend + * + * This must be called as early as possible in your application to setup + * a logging sink according to your needs. Until this is finished, no + * log output is available. + * + * By default, logging is turned off entirely and must be enabled by setting + * a desired logging level explicitly. + * + * @param sink Pointer to a log sink implementation. The caller owns the memory + * of this. + */ +void core_log_bt_init(const struct core_log_sink *sink); + +/** + * Set the current logging level. This can be changed at any given time, e.g. + * to increase/decrease verbosity. + * + * @param level The logging level to set. + */ +void core_log_bt_level_set(enum core_log_bt_log_level level); + +/** + * Cleanup the logging backend. + * + * Ensure to call this on application exit and cleanup. + */ +void core_log_bt_fini(); + +/** + * Implementation of the log API. + */ +void core_log_bt_log_fatal(const char *module, const char *fmt, ...); + +/** + * Implementation of the log API. + */ +void core_log_bt_log_warning(const char *module, const char *fmt, ...); + +/** + * Implementation of the log API. + */ +void core_log_bt_log_info(const char *module, const char *fmt, ...); + +/** + * Implementation of the log API. + */ +void core_log_bt_log_misc(const char *module, const char *fmt, ...); + +/** + * Allow AVS to by-pass the core log API/engine. + * + * This function must only be called by AVS in an appropriate log callback + * function that is passed to avs_boot. + * + * AVS has it's own logging engine and manages aspects such as async logging, + * log levels and decorating log messages. + * + * Thus, proper interoperability only requires the writer/sink part to be shared + * with AVS. + * + * @param chars Buffer with text data to write to the configured sinks. The + * buffer might contain several log messages separated by newline + * characters. + * @param nchars Number of chars to write to the sink. + */ +void core_log_bt_direct_sink_write(const char *chars, size_t nchars); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-async.c b/src/main/core/log-sink-async.c new file mode 100644 index 0000000..f327aad --- /dev/null +++ b/src/main/core/log-sink-async.c @@ -0,0 +1,23 @@ +#include + +#include "core/log-sink.h" + +static void +_core_log_sink_file_write(void *ctx, const char *chars, size_t nchars) +{ + // TODO +} + +static void _core_log_sink_file_close(void *ctx) +{ + // TODO +} + +void core_log_sink_async_open(struct core_log_sink *sink) +{ + // TODO + + sink->ctx = NULL; + sink->write = _core_log_sink_file_write; + sink->close = _core_log_sink_file_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-async.h b/src/main/core/log-sink-async.h new file mode 100644 index 0000000..47aa49e --- /dev/null +++ b/src/main/core/log-sink-async.h @@ -0,0 +1,19 @@ +#ifndef CORE_LOG_SINK_ASYNC_H +#define CORE_LOG_SINK_ASYNC_H + +#include +#include + +#include "core/log-sink.h" + +/** + * Open a async log sink + * + * The sink passes data to log to a separate thread which executes the actual + * logging of the data. + * + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_async_open(struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-debug.c b/src/main/core/log-sink-debug.c new file mode 100644 index 0000000..c1dd7a2 --- /dev/null +++ b/src/main/core/log-sink-debug.c @@ -0,0 +1,23 @@ +#include + +#include + +#include "core/log-sink.h" + +static void +_core_log_sink_debug_write(void *ctx, const char *chars, size_t nchars) +{ + OutputDebugStringA(chars); +} + +static void _core_log_sink_debug_close(void *ctx) +{ + // noop +} + +void core_log_sink_debug_open(struct core_log_sink *sink) +{ + sink->ctx = NULL; + sink->write = _core_log_sink_debug_write; + sink->close = _core_log_sink_debug_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-debug.h b/src/main/core/log-sink-debug.h new file mode 100644 index 0000000..4c21d50 --- /dev/null +++ b/src/main/core/log-sink-debug.h @@ -0,0 +1,15 @@ +#ifndef CORE_LOG_SINK_DEBUG_H +#define CORE_LOG_SINK_DEBUG_H + +#include + +#include "core/log-sink.h" + +/** + * Open a log sink that uses OutputDebugStr + * + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_debug_open(struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-file.c b/src/main/core/log-sink-file.c new file mode 100644 index 0000000..f2ca188 --- /dev/null +++ b/src/main/core/log-sink-file.c @@ -0,0 +1,92 @@ +#include + +#include +#include +#include +#include + +#include "core/log-sink.h" + +#include "util/fs.h" +#include "util/str.h" + +static void _core_log_sink_file_rotate(const char *path, uint8_t max_rotations) +{ + uint8_t i; + char rotate_file[MAX_PATH]; + char rotate_file_next[MAX_PATH]; + char version[8]; + char version_next[8]; + + for (i = max_rotations; i > 0; i++) { + str_cpy(rotate_file, sizeof(rotate_file), path); + str_cpy(rotate_file_next, sizeof(rotate_file_next), path); + + if (i - 1 != 0) { + sprintf(version, ".%d", i); + } else { + memset(version, 0, sizeof(version)); + } + + sprintf(version_next, ".%d", i); + + str_cat(rotate_file, sizeof(rotate_file), version); + str_cat(rotate_file_next, sizeof(rotate_file_next), version_next); + + if (path_exists(rotate_file)) { + CopyFile(rotate_file, rotate_file_next, FALSE); + } + } +} + +static void +_core_log_sink_file_write(void *ctx, const char *chars, size_t nchars) +{ + FILE *file; + + file = (FILE *) ctx; + + fwrite(chars, 1, nchars, file); +} + +static void _core_log_sink_file_close(void *ctx) +{ + FILE *file; + + file = (FILE *) ctx; + + fflush(file); + fclose(file); +} + +void core_log_sink_file_open( + const char *path, + bool append, + bool rotate, + uint8_t max_rotations, + struct core_log_sink *sink) +{ + FILE *file; + + if (rotate) { + _core_log_sink_file_rotate(path, max_rotations); + + // Appending doesn't matter when file is rotated anyway + file = fopen(path, "w+"); + } else { + if (append) { + file = fopen(path, "a+"); + } else { + file = fopen(path, "w+"); + } + } + + if (!file) { + printf("Cannot open log file: %s", path); + abort(); + } + + sink->ctx = (void *) file; + sink->write = _core_log_sink_file_write; + sink->close = _core_log_sink_file_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-file.h b/src/main/core/log-sink-file.h new file mode 100644 index 0000000..968a1fe --- /dev/null +++ b/src/main/core/log-sink-file.h @@ -0,0 +1,28 @@ +#ifndef CORE_LOG_SINK_FILE_H +#define CORE_LOG_SINK_FILE_H + +#include +#include +#include + +#include "core/log-sink.h" + +/** + * Open a log sink writing data to a file + * + * @param path Path to the log file to write the log output to + * @param append If true, then append to an existing file, false to overwrite + * any existing file + * @param rotate If true, rotates an existing log file and creates a new one + * for this session + * @param max_rotations Max number of rotations for the log files + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_file_open( + const char *path, + bool append, + bool rotate, + uint8_t max_rotations, + struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-list.c b/src/main/core/log-sink-list.c new file mode 100644 index 0000000..38e3211 --- /dev/null +++ b/src/main/core/log-sink-list.c @@ -0,0 +1,66 @@ +#include +#include + +#include "core/log-sink-list.h" +#include "core/log-sink.h" + +#include "util/mem.h" + +#define MAX_SINKS 8 + +struct core_log_sink_list { + struct core_log_sink entries[MAX_SINKS]; + uint8_t num; +}; + +static void +_core_log_sink_list_write(void *ctx, const char *chars, size_t nchars) +{ + struct core_log_sink_list *sink_list; + int i; + + sink_list = (struct core_log_sink_list *) ctx; + + for (i = 0; i < sink_list->num; i++) { + sink_list->entries[i].write(sink_list->entries[i].ctx, chars, nchars); + } +} + +static void _core_log_sink_list_close(void *ctx) +{ + struct core_log_sink_list *sink_list; + int i; + + sink_list = (struct core_log_sink_list *) ctx; + + for (i = 0; i < sink_list->num; i++) { + sink_list->entries[i].close(sink_list->entries[i].ctx); + } + + free(sink_list); +} + +void core_log_sink_list_open( + const struct core_log_sink *entry, uint8_t num, struct core_log_sink *sink) +{ + struct core_log_sink_list *sink_list; + int i; + + if (num > MAX_SINKS) { + abort(); + } + + sink_list = xmalloc(sizeof(struct core_log_sink_list)); + + for (i = 0; i < num; i++) { + sink_list->entries[i].ctx = entry[i].ctx; + sink_list->entries[i].write = entry[i].write; + sink_list->entries[i].close = entry[i].close; + } + + sink_list->num = num; + + sink->ctx = (void *) sink_list; + sink->write = _core_log_sink_list_write; + sink->close = _core_log_sink_list_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-list.h b/src/main/core/log-sink-list.h new file mode 100644 index 0000000..f1e99f3 --- /dev/null +++ b/src/main/core/log-sink-list.h @@ -0,0 +1,24 @@ +#ifndef CORE_LOG_SINK_LIST_H +#define CORE_LOG_SINK_LIST_H + +#include +#include + +#include "core/log-sink.h" + +/** + * Combine multiple log sinks into a list of sinks. + * + * Upon invoking a list sink, all sinks contained within the list are + * being invoked in the configured order. + * + * @param entry A pointer to allocated memory with a sequence of opened sinks + * that you want to add to the list. Ownership of these sinks + * is transferred, i.e. closing the list sink closes its children. + * @param num The number of elements in the sequence of opened sinks pointed to. + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_list_open( + const struct core_log_sink *entry, uint8_t num, struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-mutex.c b/src/main/core/log-sink-mutex.c new file mode 100644 index 0000000..13c8b20 --- /dev/null +++ b/src/main/core/log-sink-mutex.c @@ -0,0 +1,53 @@ +#include + +#include + +#include "core/log-sink.h" + +#include "util/mem.h" + +struct core_log_sink_mutex_ctx { + struct core_log_sink *child; + HANDLE mutex; +}; + +static void +_core_log_sink_mutex_write(void *ctx_, const char *chars, size_t nchars) +{ + struct core_log_sink_mutex_ctx *ctx; + + ctx = (struct core_log_sink_mutex_ctx *) ctx_; + + WaitForSingleObject(ctx->mutex, INFINITE); + + ctx->child->write(ctx->child->ctx, chars, nchars); + + ReleaseMutex(ctx->mutex); +} + +static void _core_log_sink_mutex_close(void *ctx_) +{ + struct core_log_sink_mutex_ctx *ctx; + + ctx = (struct core_log_sink_mutex_ctx *) ctx_; + + CloseHandle(ctx->mutex); + + ctx->child->close(ctx->child->ctx); + free(ctx); +} + +void core_log_sink_mutex_open( + const struct core_log_sink *child_sink, struct core_log_sink *sink) +{ + struct core_log_sink_mutex_ctx *ctx; + + ctx = xmalloc(sizeof(struct core_log_sink_mutex_ctx)); + + memcpy(ctx->child, child_sink, sizeof(struct core_log_sink)); + ctx->mutex = CreateMutex(NULL, FALSE, NULL); + + sink->ctx = ctx; + sink->write = _core_log_sink_mutex_write; + sink->close = _core_log_sink_mutex_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-mutex.h b/src/main/core/log-sink-mutex.h new file mode 100644 index 0000000..e30357e --- /dev/null +++ b/src/main/core/log-sink-mutex.h @@ -0,0 +1,21 @@ +#ifndef CORE_LOG_SINK_MUTEX_H +#define CORE_LOG_SINK_MUTEX_H + +#include + +#include "core/log-sink.h" + +/** + * Create a sink that surrounds another sink with a mutex. + * + * Use this to make other sink implementations thread-safe. + * + * @param child_sink Another opened sink to surround with the mutex. Ownership + * of the sink is transferred, i.e. closing the mutex sink + * also closes the wrapped child sink. + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_mutex_open( + const struct core_log_sink *child_sink, struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-null.c b/src/main/core/log-sink-null.c new file mode 100644 index 0000000..7655a20 --- /dev/null +++ b/src/main/core/log-sink-null.c @@ -0,0 +1,21 @@ +#include + +#include "core/log-sink.h" + +static void +_core_log_sink_null_write(void *ctx, const char *chars, size_t nchars) +{ + // noop +} + +static void _core_log_sink_null_close(void *ctx) +{ + // noop +} + +void core_log_sink_null_open(struct core_log_sink *sink) +{ + sink->ctx = NULL; + sink->write = _core_log_sink_null_write; + sink->close = _core_log_sink_null_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-null.h b/src/main/core/log-sink-null.h new file mode 100644 index 0000000..ebd2bab --- /dev/null +++ b/src/main/core/log-sink-null.h @@ -0,0 +1,17 @@ +#ifndef CORE_LOG_SINK_NULL_H +#define CORE_LOG_SINK_NULL_H + +#include + +#include "core/log-sink.h" + +/** + * Create a null/dummy sink. + * + * Use this to disable any logging entirely. + * + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_null_open(struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-std.c b/src/main/core/log-sink-std.c new file mode 100644 index 0000000..197fd12 --- /dev/null +++ b/src/main/core/log-sink-std.c @@ -0,0 +1,193 @@ +#include + +#include + +#include "core/log-sink.h" + +#include "util/mem.h" + +struct core_log_sink_std_ctx { + HANDLE handle; + bool color; +}; + +static char _core_log_sink_std_determine_color(const char *str) +{ + /* Add some color to make spotting warnings/errors easier. + Based on debug output level identifier. */ + + /* Avoids colored output on strings like "Windows" */ + if (str[1] != ':') { + return 15; + } + + switch (str[0]) { + /* green */ + case 'M': + return 10; + /* blue */ + case 'I': + return 9; + /* yellow */ + case 'W': + return 14; + /* red */ + case 'F': + return 12; + /* default console color */ + default: + return 15; + } +} + +static size_t _core_log_sink_std_msg_coloring_len(const char *str) +{ + // Expected format example: "I:boot: my log message" + + const char *ptr; + size_t len; + int colon_count; + + ptr = str; + len = 0; + colon_count = 0; + + while (true) { + // End of string = invalid log format + if (*ptr == '\0') { + return 0; + } + + if (*ptr == ':') { + colon_count++; + } + + if (colon_count == 2) { + // Skip current colon, next char is a space + return len + 1; + } + + len++; + ptr++; + } + + return 0; +} + +static void +_core_log_sink_std_write(void *ctx_, const char *chars, size_t nchars) +{ + static const size_t timestamp_len = strlen("[----/--/-- --:--:--]"); + + struct core_log_sink_std_ctx *ctx; + + char color; + size_t color_len; + size_t msg_len; + const char *msg_start; + const char *msg_end; + DWORD written; + DWORD write_pos; + + ctx = (struct core_log_sink_std_ctx *) ctx_; + + if (ctx->color) { + write_pos = 0; + + // Support multiple buffered log messages, e.g. from the AVS logging + // engine + while (write_pos < nchars) { + // Expects the AVS timestamp format + msg_start = chars + timestamp_len + 1; // +1 is the space + + color_len = _core_log_sink_std_msg_coloring_len(msg_start); + + // Check if we could detect which part to color, otherwise just + // write the whole log message without any coloring logic + if (color_len > 0) { + color = _core_log_sink_std_determine_color(msg_start); + + // Timestamp + WriteConsole( + ctx->handle, chars, timestamp_len + 1, &written, NULL); + write_pos += written; + chars += written; + + // Log level + module colored + SetConsoleTextAttribute(ctx->handle, color); + WriteConsole(ctx->handle, chars, color_len, &written, NULL); + write_pos += written; + chars += written; + SetConsoleTextAttribute(ctx->handle, 15); + + msg_end = strchr(chars, '\n'); + + if (msg_end != NULL) { + msg_len = msg_end - chars; + + // Write \n as well + msg_len++; + + // Write actual message non colored + WriteConsole(ctx->handle, chars, msg_len, &written, NULL); + write_pos += written; + chars += written; + } else { + WriteConsole( + ctx->handle, chars, nchars - write_pos, &written, NULL); + write_pos += written; + chars += written; + } + } else { + WriteConsole( + ctx->handle, + chars + write_pos, + nchars - write_pos, + &written, + NULL); + write_pos += written; + } + } + } else { + WriteConsole(ctx->handle, chars, nchars, &written, NULL); + } +} + +static void _core_log_sink_std_close(void *ctx_) +{ + struct core_log_sink_std_ctx *ctx; + + ctx = (struct core_log_sink_std_ctx *) ctx_; + + // Remark: Don't close the ctx->handle, see win API docs + + free(ctx); +} + +void core_log_sink_std_out_open(bool color, struct core_log_sink *sink) +{ + struct core_log_sink_std_ctx *ctx; + + ctx = xmalloc(sizeof(struct core_log_sink_std_ctx)); + + ctx->handle = GetStdHandle(STD_OUTPUT_HANDLE); + ctx->color = color; + + sink->ctx = (void *) ctx; + sink->write = _core_log_sink_std_write; + sink->close = _core_log_sink_std_close; +} + +void core_log_sink_std_err_open(bool color, struct core_log_sink *sink) +{ + struct core_log_sink_std_ctx *ctx; + + ctx = xmalloc(sizeof(struct core_log_sink_std_ctx)); + + ctx->handle = GetStdHandle(STD_ERROR_HANDLE); + ctx->color = color; + + sink->ctx = (void *) ctx; + sink->write = _core_log_sink_std_write; + sink->close = _core_log_sink_std_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-std.h b/src/main/core/log-sink-std.h new file mode 100644 index 0000000..e0e006b --- /dev/null +++ b/src/main/core/log-sink-std.h @@ -0,0 +1,24 @@ +#ifndef CORE_LOG_SINK_STD_H +#define CORE_LOG_SINK_STD_H + +#include + +#include "core/log-sink.h" + +/** + * Create a sink that writes to stdout. + * + * @param color If true, messages are colored by log level. + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_std_out_open(bool color, struct core_log_sink *sink); + +/** + * Create a sink that writes to stderr. + * + * @param color If true, messages are colored by log level. + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_std_err_open(bool color, struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink.h b/src/main/core/log-sink.h new file mode 100644 index 0000000..7fdd42f --- /dev/null +++ b/src/main/core/log-sink.h @@ -0,0 +1,45 @@ +#ifndef CORE_LOG_SINK_H +#define CORE_LOG_SINK_H + +#include + +/** + * Write function for a log sink implementation. + * + * Write the given data to your target output destination. + * + * @param ctx Context defined by the implementation when opening the sink. + * @param chars Buffer with text data to log. This can contain partial data of + * a single log line, a full log line terminated by a newline + * character or multiple log lines (each terminated by a newline + * character). + * @param nchars Number of characters to write. + */ +typedef void (*core_log_sink_write_t)( + void *ctx, const char *chars, size_t nchars); + +/** + * Close your log sink and cleanup resources + * + * Depending on your implementation, you might want to flush any + * outstanding/buffered data. + * + * @param ctx Context defined by the implementation when opening the sink. + */ +typedef void (*core_log_sink_close_t)(void *ctx); + +/** + * Log sink structure. + * + * This must be set-up and populated when opening your log sink implementation. + * The ctx field contains any arbitrary data that you need for your log sink + * to operate, e.g. a file handle, additional buffers etc. Make sure these + * resources are cleaned up upon closing the sink. + */ +struct core_log_sink { + void *ctx; + core_log_sink_write_t write; + core_log_sink_close_t close; +}; + +#endif \ No newline at end of file diff --git a/src/main/core/log.c b/src/main/core/log.c new file mode 100644 index 0000000..9d2d6d7 --- /dev/null +++ b/src/main/core/log.c @@ -0,0 +1,74 @@ +#include + +#include "core/log.h" + +core_log_message_t _core_log_misc_impl; +core_log_message_t _core_log_info_impl; +core_log_message_t _core_log_warning_impl; +core_log_message_t _core_log_fatal_impl; + +void core_log_impl_set( + core_log_message_t misc, + core_log_message_t info, + core_log_message_t warning, + core_log_message_t fatal) +{ + if (misc == NULL || info == NULL || warning == NULL || fatal == NULL) { + abort(); + } + + _core_log_misc_impl = misc; + _core_log_info_impl = info; + _core_log_warning_impl = warning; + _core_log_fatal_impl = fatal; +} + +void core_log_impl_assign(core_log_impl_set_t impl_set) +{ + if (_core_log_misc_impl == NULL || _core_log_info_impl == NULL || + _core_log_warning_impl == NULL || _core_log_fatal_impl == NULL) { + abort(); + } + + impl_set( + _core_log_misc_impl, + _core_log_info_impl, + _core_log_warning_impl, + _core_log_fatal_impl); +} + +core_log_message_t core_log_misc_impl_get() +{ + if (_core_log_misc_impl == NULL) { + abort(); + } + + return _core_log_misc_impl; +} + +core_log_message_t core_log_info_impl_get() +{ + if (_core_log_info_impl == NULL) { + abort(); + } + + return _core_log_info_impl; +} + +core_log_message_t core_log_warning_impl_get() +{ + if (_core_log_warning_impl == NULL) { + abort(); + } + + return _core_log_warning_impl; +} + +core_log_message_t core_log_fatal_impl_get() +{ + if (_core_log_fatal_impl == NULL) { + abort(); + } + + return _core_log_fatal_impl; +} \ No newline at end of file diff --git a/src/main/core/log.h b/src/main/core/log.h new file mode 100644 index 0000000..5b5cd9d --- /dev/null +++ b/src/main/core/log.h @@ -0,0 +1,197 @@ +#ifndef CORE_LOG_H +#define CORE_LOG_H + +#include +#include + +#include "util/defs.h" + +/** + * The core log API of bemanitools. + * + * To a large extent, this reflects the AVS logging API and allows for swapping + * out the backends with different implementations. Most games should have some + * version of the AVS API available while some (legacy) games do not. These + * can use a bemanitools private logging implementation by configuring it + * in the bootstrapping process. + */ + +/* BUILD_MODULE is passed in as a command-line #define by the makefile */ + +#ifndef LOG_MODULE +#define LOG_MODULE STRINGIFY(BUILD_MODULE) +#endif + +/** + * Log a message on misc level + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The macro is required to make things work with varargs. + * The log message is only printed if the log level is set to misc + * + * @param fmt printf format string + * @param ... Additional arguments according to the specified arguments in the + * printf format string + */ +#define log_misc(...) _core_log_misc_impl(LOG_MODULE, __VA_ARGS__) + +/** + * Log a message on info level + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The macro is required to make things work with varargs. + * The log message is only printed if the log level is set to info or lower + * + * @param fmt printf format string + * @param ... Additional arguments according to the specified arguments in the + * printf format string + */ +#define log_info(...) _core_log_info_impl(LOG_MODULE, __VA_ARGS__) + +/** + * Log a message on warning level + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The macro is required to make things work with varargs. + * The log message is only printed if the log level is set to warning or lower + * + * @param fmt printf format string + * @param ... Additional arguments according to the specified arguments in the + * printf format string + */ +#define log_warning(...) _core_log_warning_impl(LOG_MODULE, __VA_ARGS__) + +/** + * Log a message on fatal level + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The macro is required to make things work with varargs. + * The log message is only printed if the log level is set to fatal. + * + * This call will also terminate the application. + * + * @param fmt printf format string + * @param ... Additional arguments according to the specified arguments in the + * printf format string + */ +#define log_fatal(...) \ + do { \ + _core_log_fatal_impl(LOG_MODULE, __VA_ARGS__); \ + abort(); \ + } while (0) + +/** + * Log a message and terminate the application if given condition fails + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The macro is required to make things work with varargs. + * + * @param x Condition to evaluate. If false, the application terminates + */ +#define log_assert(x) \ + do { \ + if (!(x)) { \ + _core_log_fatal_impl( \ + "assert", \ + "%s:%d: function `%s'", \ + __FILE__, \ + __LINE__, \ + __FUNCTION__); \ + abort(); \ + } \ + } while (0) + +/** + * Log a message in an exception handler + * + * Only use this function in an exception handler, e.g. for stack traces. It + * logs the message on fatal level but does not terminate. + * + * @param fmt printf format string + * @param ... Additional arguments according to the specified arguments in the + * printf format string + */ +#define log_exception_handler(...) \ + _core_log_fatal_impl("exception", __VA_ARGS__) + +typedef void (*core_log_message_t)(const char *module, const char *fmt, ...); + +typedef void (*core_log_impl_set_t)( + core_log_message_t misc, + core_log_message_t info, + core_log_message_t warning, + core_log_message_t fatal); + +/** + * Configure the log API implementations + * + * Advised to do this as early in your application/library module as possible + * as calls to the getter functions below will return the currently configured + * implementations. + * + * @param misc Pointer to a function implementing logging on misc level + * @param info Pointer to a function implementing logging on info level + * @param warning Pointer to a function implementing logging on warning level + * @param fatal Pointer to a function implementing logging on fatal level + */ +void core_log_impl_set( + core_log_message_t misc, + core_log_message_t info, + core_log_message_t warning, + core_log_message_t fatal); + +/** + * Supporting function to inject/assign the currently set implementation + * with the given setter function. + * + * @param impl_set Setter function to call with the currently configured log + * function implementations + */ +void core_log_impl_assign(core_log_impl_set_t impl_set); + +/** + * Get the currently configured implementation of the misc level log function + * + * @return Pointer to the currently configured implementation of the function + */ +core_log_message_t core_log_misc_impl_get(); + +/** + * Get the currently configured implementation of the info level log function + * + * @return Pointer to the currently configured implementation of the function + */ +core_log_message_t core_log_info_impl_get(); + +/** + * Get the currently configured implementation of the warning level log function + * + * @return Pointer to the currently configured implementation of the function + */ +core_log_message_t core_log_warning_impl_get(); + +/** + * Get the currently configured implementation of the fatal level log function + * + * @return Pointer to the currently configured implementation of the function + */ +core_log_message_t core_log_fatal_impl_get(); + +// Do not use these directly. +// These are only here to allow usage in the macros above. +extern core_log_message_t _core_log_misc_impl; +extern core_log_message_t _core_log_info_impl; +extern core_log_message_t _core_log_warning_impl; +extern core_log_message_t _core_log_fatal_impl; + +#endif \ No newline at end of file diff --git a/src/main/core/thread-crt-ext.c b/src/main/core/thread-crt-ext.c new file mode 100644 index 0000000..eb403ad --- /dev/null +++ b/src/main/core/thread-crt-ext.c @@ -0,0 +1,8 @@ +#include "core/thread-crt.h" +#include "core/thread.h" + +void core_thread_crt_ext_impl_set() +{ + core_thread_impl_set( + core_thread_crt_create, core_thread_crt_join, core_thread_crt_destroy); +} \ No newline at end of file diff --git a/src/main/core/thread-crt-ext.h b/src/main/core/thread-crt-ext.h new file mode 100644 index 0000000..a17b29b --- /dev/null +++ b/src/main/core/thread-crt-ext.h @@ -0,0 +1,9 @@ +#ifndef CORE_THREAD_CRT_EXT_H +#define CORE_THREAD_CRT_EXT_H + +/** + * Set the current thread API implementation to use the C runtime thread API + */ +void core_thread_crt_ext_impl_set(); + +#endif \ No newline at end of file diff --git a/src/main/core/thread-crt.c b/src/main/core/thread-crt.c new file mode 100644 index 0000000..0251cf1 --- /dev/null +++ b/src/main/core/thread-crt.c @@ -0,0 +1,62 @@ +#include +#include + +#include +#include + +#include "core/thread-crt.h" +#include "core/thread.h" + +#include "util/defs.h" + +struct shim_ctx { + HANDLE barrier; + int (*proc)(void *); + void *ctx; +}; + +static unsigned int STDCALL crt_thread_shim(void *outer_ctx) +{ + struct shim_ctx *sctx = outer_ctx; + int (*proc)(void *); + void *inner_ctx; + + proc = sctx->proc; + inner_ctx = sctx->ctx; + + SetEvent(sctx->barrier); + + return proc(inner_ctx); +} + +int core_thread_crt_create( + int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority) +{ + struct shim_ctx sctx; + uintptr_t thread_id; + + sctx.barrier = CreateEvent(NULL, TRUE, FALSE, NULL); + sctx.proc = proc; + sctx.ctx = ctx; + + thread_id = _beginthreadex(NULL, stack_sz, crt_thread_shim, &sctx, 0, NULL); + + WaitForSingleObject(sctx.barrier, INFINITE); + CloseHandle(sctx.barrier); + + return (int) thread_id; +} + +void core_thread_crt_destroy(int thread_id) +{ + CloseHandle((HANDLE) (uintptr_t) thread_id); +} + +void core_thread_crt_join(int thread_id, int *result) +{ + WaitForSingleObject((HANDLE) (uintptr_t) thread_id, INFINITE); + + if (result) { + GetExitCodeThread((HANDLE) (uintptr_t) thread_id, (DWORD *) result); + } +} diff --git a/src/main/core/thread-crt.h b/src/main/core/thread-crt.h new file mode 100644 index 0000000..e9c1e8c --- /dev/null +++ b/src/main/core/thread-crt.h @@ -0,0 +1,15 @@ +#ifndef CORE_THREAD_CRT_H +#define CORE_THREAD_CRT_H + +#include + +/** + * Thread API implementation using the C runtime API + */ + +int core_thread_crt_create( + int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority); +void core_thread_crt_join(int thread_id, int *result); +void core_thread_crt_destroy(int thread_id); + +#endif diff --git a/src/main/core/thread.c b/src/main/core/thread.c new file mode 100644 index 0000000..f4e5bfe --- /dev/null +++ b/src/main/core/thread.c @@ -0,0 +1,78 @@ +#include + +#include "core/log.h" +#include "core/thread.h" + +core_thread_create_t core_thread_create_impl; +core_thread_join_t core_thread_join_impl; +core_thread_destroy_t core_thread_destroy_impl; + +int core_thread_create( + int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority) +{ + log_assert(core_thread_create_impl); + + return core_thread_create_impl(proc, ctx, stack_sz, priority); +} + +void core_thread_join(int thread_id, int *result) +{ + log_assert(core_thread_join_impl); + + core_thread_join_impl(thread_id, result); +} + +void core_thread_destroy(int thread_id) +{ + log_assert(core_thread_destroy_impl); + + core_thread_destroy_impl(thread_id); +} + +void core_thread_impl_set( + core_thread_create_t create, + core_thread_join_t join, + core_thread_destroy_t destroy) +{ + if (create == NULL || join == NULL || destroy == NULL) { + abort(); + } + + core_thread_create_impl = create; + core_thread_join_impl = join; + core_thread_destroy_impl = destroy; +} + +void core_thread_impl_assign(core_thread_impl_set_t impl_set) +{ + if (core_thread_create_impl == NULL || core_thread_join_impl == NULL || + core_thread_destroy_impl == NULL) { + abort(); + } + + impl_set( + core_thread_create_impl, + core_thread_join_impl, + core_thread_destroy_impl); +} + +core_thread_create_t core_thread_create_impl_get() +{ + log_assert(core_thread_create_impl); + + return core_thread_create_impl; +} + +core_thread_join_t core_thread_join_impl_get() +{ + log_assert(core_thread_join_impl); + + return core_thread_join_impl; +} + +core_thread_destroy_t core_thread_destroy_impl_get() +{ + log_assert(core_thread_destroy_impl); + + return core_thread_destroy_impl; +} diff --git a/src/main/core/thread.h b/src/main/core/thread.h new file mode 100644 index 0000000..8811566 --- /dev/null +++ b/src/main/core/thread.h @@ -0,0 +1,117 @@ +#ifndef CORE_THREAD_H +#define CORE_THREAD_H + +#include + +/** + * The core thread API of bemanitools. + * + * This essentially reflects the AVS threading API and allows for swapping out + * the backends with different implementations. Most games should have some + * version of the AVS API available while some (legacy) games do not. These + * can use a bemanitools private threading implementation by configuring it + * in the bootstrapping process. + */ + +/** + * Create a thread + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * @param proc The function to run in a separate thread + * @param ctx Additional data to pass to the function as a parameter + * @param stack_sz The stack size to allocate for the thread in bytes + * @param priority The thread's priority + * @return The ID of the thread once created and started + */ +int core_thread_create( + int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority); + +/** + * Wait for a thread to finish + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The caller of this function blocks until the thread has finished executing. + * + * @param thread_id ID of the thread to wait for + * @param result Pointer to a variable to write the return value of the function + * the thread executed to + */ +void core_thread_join(int thread_id, int *result); + +/** + * Destroy a thread + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The thread must have finished execution before calling this. It is advised + * to make threads terminate their execution flow, join them and destroy. + * + * @param thread_id The ID of the thread to destroy. + */ +void core_thread_destroy(int thread_id); + +typedef int (*core_thread_create_t)( + int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority); +typedef void (*core_thread_join_t)(int thread_id, int *result); +typedef void (*core_thread_destroy_t)(int thread_id); + +typedef void (*core_thread_impl_set_t)( + core_thread_create_t create, + core_thread_join_t join, + core_thread_destroy_t destroy); + +/** + * Configure the thread API implementations + * + * Advised to do this as early in your application/library module as possible + * as calls to the getter functions below will return the currently configured + * implementations. + * + * @param create Pointer to a function implementing thread creation + * @param join Pointer to a function implementing joining of a thread + * @param destroy Pointer to a function implementing destroying of a thread + */ +void core_thread_impl_set( + core_thread_create_t create, + core_thread_join_t join, + core_thread_destroy_t destroy); + +/** + * Supporting function to inject/assign the currently set implementation + * with the given setter function. + * + * @param impl_set Setter function to call with the currently configured thread + * function implementations + */ +void core_thread_impl_assign(core_thread_impl_set_t impl_set); + +/** + * Get the currently configured implementation for thread_create + * + * @return Pointer to the currently configured implementation of the + * thread_create function + */ +core_thread_create_t core_thread_create_impl_get(); + +/** + * Get the currently configured implementation for thread_join + * + * @return Pointer to the currently configured implementation of the thread_join + * function + */ +core_thread_join_t core_thread_join_impl_get(); + +/** + * Get the currently configured implementation for thread_destroy + * + * @return Pointer to the currently configured implementation of the + * thread_destroy function + */ +core_thread_destroy_t core_thread_destroy_impl_get(); + +#endif From 734c17a0a22843aaed9a97f2e32877ebf6aca444 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:07:54 +0100 Subject: [PATCH 025/118] feat: Add helper to set avs implementations Doesn't really reduce boiler plate but adds clarity with a more meaningful function name what the operation does. --- src/main/avs-util/Module.mk | 1 + src/main/avs-util/core-interop.c | 16 ++++++++++++++++ src/main/avs-util/core-interop.h | 7 +++++++ 3 files changed, 24 insertions(+) create mode 100644 src/main/avs-util/core-interop.c create mode 100644 src/main/avs-util/core-interop.h diff --git a/src/main/avs-util/Module.mk b/src/main/avs-util/Module.mk index 8db0691..2e59f57 100644 --- a/src/main/avs-util/Module.mk +++ b/src/main/avs-util/Module.mk @@ -3,4 +3,5 @@ libs += avs-util libs_avs-util := \ src_avs-util := \ + core-interop.c \ error.c \ diff --git a/src/main/avs-util/core-interop.c b/src/main/avs-util/core-interop.c new file mode 100644 index 0000000..555930f --- /dev/null +++ b/src/main/avs-util/core-interop.c @@ -0,0 +1,16 @@ +#include "core/log.h" +#include "core/thread.h" + +#include "imports/avs.h" + +void avs_util_core_interop_log_avs_impl_set() +{ + core_log_impl_set( + log_body_misc, log_body_info, log_body_warning, log_body_fatal); +} + +void avs_util_core_interop_thread_avs_impl_set() +{ + core_thread_impl_set( + avs_thread_create, avs_thread_join, avs_thread_destroy); +} \ No newline at end of file diff --git a/src/main/avs-util/core-interop.h b/src/main/avs-util/core-interop.h new file mode 100644 index 0000000..51b1e11 --- /dev/null +++ b/src/main/avs-util/core-interop.h @@ -0,0 +1,7 @@ +#ifndef AVS_UTIL_CORE_INTEROP_H +#define AVS_UTIL_CORE_INTEROP_H + +void avs_util_core_interop_log_avs_impl_set(); +void avs_util_core_interop_thread_avs_impl_set(); + +#endif \ No newline at end of file From 0afca1da49a9cdc4c2f23677218b57db140d6b9a Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:07:54 +0100 Subject: [PATCH 026/118] refactor(api): Thread and log API Split files and add name spacing. --- src/api/log.h | 31 +++++++++++++++++++++++++++++++ src/api/thread.h | 20 ++++++++++++++++++++ 2 files changed, 51 insertions(+) create mode 100644 src/api/log.h create mode 100644 src/api/thread.h diff --git a/src/api/log.h b/src/api/log.h new file mode 100644 index 0000000..638a269 --- /dev/null +++ b/src/api/log.h @@ -0,0 +1,31 @@ +#ifndef BEMANITOOLS_API_THREAD_H +#define BEMANITOOLS_API_THREAD_H + +#include + +#ifdef __GNUC__ +/* Bemanitools is compiled with GCC (MinGW, specifically) as of version 5 */ +#define LOG_CHECK_FMT __attribute__((format(printf, 2, 3))) +#else +/* Compile it out for MSVC plebs */ +#define LOG_CHECK_FMT +#endif + +/* An AVS-style logger function. Comes in four flavors: misc, info, warning, + and fatal, with increasing severity. Fatal loggers do not return, they + abort the running process after writing their message to the log. + + "module" is an arbitrary short string identifying the source of the log + message. The name of the calling DLL is a good default choice for this + string, although you might want to identify a module within your DLL here + instead. + + "fmt" is a printf-style format string. Depending on the context in which + your DLL is running you might end up calling a logger function exported + from libavs, which has its own printf implementation (including a number of + proprietary extensions), so don't use any overly exotic formats. */ + +typedef void (*btapi_log_formatter_t)(const char *module, const char *fmt, ...) + LOG_CHECK_FMT; + +#endif diff --git a/src/api/thread.h b/src/api/thread.h new file mode 100644 index 0000000..0459c9d --- /dev/null +++ b/src/api/thread.h @@ -0,0 +1,20 @@ +#ifndef BEMANITOOLS_API_THREAD_H +#define BEMANITOOLS_API_THREAD_H + +#include + +/* An API for spawning threads. This API is defined by libavs, although + Bemanitools itself may supply compatible implementations of these functions + to your DLL, depending on the context in which it runs. + + NOTE: You may only use the logging functions from a thread where Bemanitools + calls you, or a thread that you create using this API. Failure to observe + this restriction will cause the process to crash. This is a limitation of + libavs itself, not Bemanitools. */ + +typedef int (*btapi_thread_create_t)( + int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority); +typedef void (*btapi_thread_join_t)(int thread_id, int *result); +typedef void (*btapi_thread_destroy_t)(int thread_id); + +#endif From e8221631f99bd2c4006e7f0f4fd34ebf33c4f1f9 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:07:54 +0100 Subject: [PATCH 027/118] refactor: Entire code base, thread and log usage Boils down to: - Include headers - Reduce boiler plate with helpers - Swap out explicit usages with core API layer and ensure the right API is configured beforehand --- src/main/aciodrv-proc/Module.mk | 1 + src/main/aciodrv-proc/panb.c | 11 +++--- src/main/aciodrv/device.c | 3 +- src/main/aciodrv/h44b.c | 2 +- src/main/aciodrv/icca.c | 2 +- src/main/aciodrv/kfca.c | 2 +- src/main/aciodrv/panb.c | 3 +- src/main/aciodrv/port.c | 2 +- src/main/aciodrv/rvol.c | 2 +- src/main/acioemu/addr.c | 2 +- src/main/acioemu/emu.c | 3 +- src/main/acioemu/hdxs.c | 2 +- src/main/acioemu/pipe.h | 3 +- src/main/aciomgr/Module.mk | 1 + src/main/aciomgr/manager.c | 7 ++-- src/main/aciotest/Module.mk | 1 + src/main/aciotest/main.c | 14 ++++++- src/main/asio/asio-reghook.c | 7 ++-- src/main/asio/config-asio.c | 4 +- src/main/bio2drv/Module.mk | 5 ++- src/main/bio2drv/bi2a-iidx.c | 2 +- src/main/bio2drv/bi2a-sdvx.c | 2 +- src/main/bio2drv/config-bio2.c | 4 +- src/main/bio2drv/detect.c | 6 +-- src/main/bio2emu/emu.c | 3 +- src/main/bio2emu/setupapi.c | 3 +- src/main/bsthook/Module.mk | 2 + src/main/bsthook/acio.c | 3 +- src/main/bsthook/dllmain.c | 27 ++++++++----- src/main/bsthook/gfx.c | 3 +- src/main/bsthook/settings.c | 3 +- src/main/camhook/cam.c | 7 ++-- src/main/camhook/config-cam.c | 4 +- src/main/cconfig/cconfig-main.c | 7 ++-- src/main/cconfig/cconfig-util.c | 7 ++-- src/main/cconfig/cconfig-util.h | 4 +- src/main/cconfig/cconfig.c | 3 +- src/main/cconfig/cmd.c | 3 +- src/main/cconfig/conf.c | 3 +- src/main/config/Module.mk | 1 + src/main/config/analogs.c | 3 +- src/main/config/buttons.c | 3 +- src/main/config/eam.c | 3 +- src/main/config/gametype.c | 3 +- src/main/config/main.c | 40 +++++++++++++++----- src/main/config/snap.c | 3 +- src/main/config/usages.c | 3 +- src/main/d3d9exhook/config-gfx.c | 4 +- src/main/d3d9exhook/d3d9ex.c | 3 +- src/main/ddrhook-util/_com4.c | 3 +- src/main/ddrhook-util/dinput.c | 3 +- src/main/ddrhook-util/extio.c | 3 +- src/main/ddrhook-util/gfx.c | 3 +- src/main/ddrhook-util/misc.c | 3 +- src/main/ddrhook-util/monitor.c | 3 +- src/main/ddrhook-util/p3io.c | 4 +- src/main/ddrhook-util/spike.c | 3 +- src/main/ddrhook-util/usbmem.c | 3 +- src/main/ddrhook1/Module.mk | 2 + src/main/ddrhook1/avs-boot.c | 11 +++++- src/main/ddrhook1/config-ddrhook1.c | 4 +- src/main/ddrhook1/config-eamuse.c | 3 +- src/main/ddrhook1/config-gfx.c | 4 +- src/main/ddrhook1/config-security.c | 3 +- src/main/ddrhook1/dllmain.c | 42 +++++++++++++++++---- src/main/ddrhook1/filesystem.c | 3 +- src/main/ddrhook1/master.c | 3 +- src/main/ddrhook2/Module.mk | 2 + src/main/ddrhook2/dllmain.c | 28 +++++++++----- src/main/ddrhook2/master.c | 3 +- src/main/ddrio-async/Module.mk | 1 + src/main/ddrio-async/ddrio.c | 9 +++-- src/main/ddrio-mm/Module.mk | 1 + src/main/ddrio-mm/ddrio.c | 5 ++- src/main/ddrio-p3io/Module.mk | 1 + src/main/ddrio-p3io/config.c | 2 +- src/main/ddrio-p3io/ddrio.c | 8 ++-- src/main/ddrio-smx/Module.mk | 1 + src/main/ddrio-smx/ddrio.c | 5 ++- src/main/ddrio/ddrio.c | 2 +- src/main/ddriotest/Module.mk | 1 + src/main/ddriotest/main.c | 33 ++++++++++------ src/main/dinput/dinput.c | 3 +- src/main/eamio-icca/Module.mk | 1 + src/main/eamio-icca/config-icc.c | 2 - src/main/eamio-icca/eamio-icca.c | 6 +-- src/main/eamio/Module.mk | 2 +- src/main/eamio/eam-api.c | 9 +++-- src/main/eamio/eam-impl.c | 3 +- src/main/eamiotest/Module.mk | 1 + src/main/eamiotest/main.c | 21 ++++++++--- src/main/extiodrv/device.c | 2 +- src/main/extiodrv/extio.c | 2 +- src/main/extiotest/Module.mk | 1 + src/main/extiotest/main.c | 12 ++++-- src/main/ezusb-emu/device.c | 3 +- src/main/ezusb-emu/node-coin.c | 4 +- src/main/ezusb-emu/node-eeprom.c | 4 +- src/main/ezusb-emu/node-security-mem.c | 4 +- src/main/ezusb-emu/node-security-plug.c | 4 +- src/main/ezusb-emu/node-sram.c | 3 +- src/main/ezusb-emu/node-wdt.c | 4 +- src/main/ezusb-emu/util.c | 3 +- src/main/ezusb-iidx-16seg-emu/node-16seg.c | 4 +- src/main/ezusb-iidx-emu/Module.mk | 1 + src/main/ezusb-iidx-emu/card-mag.c | 3 +- src/main/ezusb-iidx-emu/msg.c | 3 +- src/main/ezusb-iidx-emu/node-fpga.c | 3 +- src/main/ezusb-iidx-emu/node-serial.c | 7 ++-- src/main/ezusb-iidx-fpga-flash/Module.mk | 1 + src/main/ezusb-iidx-fpga-flash/main.c | 8 +++- src/main/ezusb-iidx-sram-flash/Module.mk | 1 + src/main/ezusb-iidx-sram-flash/main.c | 8 +++- src/main/ezusb-iidx/ezusb-iidx.c | 3 +- src/main/ezusb-iidx/fpga.c | 2 +- src/main/ezusb-iidx/sram.c | 4 +- src/main/ezusb-tool/Module.mk | 1 + src/main/ezusb-tool/main.c | 9 +++-- src/main/ezusb/ezusb.c | 3 +- src/main/ezusb/util.c | 3 +- src/main/ezusb2-dbg-hook/Module.mk | 1 + src/main/ezusb2-dbg-hook/main.c | 11 ++++-- src/main/ezusb2-emu/device.c | 3 +- src/main/ezusb2-emu/util.c | 3 +- src/main/ezusb2-iidx-emu/msg.c | 3 +- src/main/ezusb2-popn-emu/msg.c | 3 +- src/main/ezusb2-popn-shim/Module.mk | 1 + src/main/ezusb2-popn-shim/dllmain.c | 4 +- src/main/ezusb2-popn-shim/proxy.c | 2 +- src/main/ezusb2-tool/Module.mk | 1 + src/main/ezusb2-tool/main.c | 9 +++-- src/main/ezusb2/ezusb2.c | 3 +- src/main/geninput/Module.mk | 1 + src/main/geninput/dev-list.c | 3 +- src/main/geninput/hid-generic.c | 3 +- src/main/geninput/hid-meta-in.c | 3 +- src/main/geninput/hid-meta-out.c | 3 +- src/main/geninput/hid-mgr.c | 3 +- src/main/geninput/hid-report-in.c | 3 +- src/main/geninput/hid-report-out.c | 3 +- src/main/geninput/hid.c | 3 +- src/main/geninput/hotplug.c | 4 +- src/main/geninput/input.c | 9 +++-- src/main/geninput/io-thread.c | 11 +++--- src/main/geninput/kbd.c | 3 +- src/main/geninput/mapper.c | 3 +- src/main/geninput/mouse.c | 3 +- src/main/geninput/msg-thread.c | 3 +- src/main/geninput/pacdrive.c | 3 +- src/main/geninput/ri.c | 3 +- src/main/hook/d3d9.c | 8 ++-- src/main/hook/table.c | 5 ++- src/main/hooklib/acp.c | 3 +- src/main/hooklib/adapter.c | 3 +- src/main/hooklib/app.c | 3 +- src/main/hooklib/config-adapter.c | 4 +- src/main/hooklib/memfile.c | 3 +- src/main/hooklib/rs232.c | 3 +- src/main/hooklib/setupapi.c | 3 +- src/main/iidx-bio2-exit-hook/Module.mk | 1 + src/main/iidx-bio2-exit-hook/main.c | 8 +++- src/main/iidx-ezusb-exit-hook/Module.mk | 1 + src/main/iidx-ezusb2-exit-hook/Module.mk | 1 + src/main/iidx-irbeat-patch/Module.mk | 1 + src/main/iidxhook-d3d9/bb-scale-hd.c | 4 +- src/main/iidxhook-d3d9/util.h | 4 +- src/main/iidxhook-util/Module.mk | 1 + src/main/iidxhook-util/acio.c | 3 +- src/main/iidxhook-util/chart-patch.c | 3 +- src/main/iidxhook-util/clock.c | 3 +- src/main/iidxhook-util/config-eamuse.c | 4 +- src/main/iidxhook-util/config-ezusb.c | 3 +- src/main/iidxhook-util/config-gfx.c | 4 +- src/main/iidxhook-util/config-io.c | 4 +- src/main/iidxhook-util/config-misc.c | 4 +- src/main/iidxhook-util/config-sec.c | 3 +- src/main/iidxhook-util/d3d9.c | 3 +- src/main/iidxhook-util/eamuse.c | 3 +- src/main/iidxhook-util/effector.c | 3 +- src/main/iidxhook-util/log-server.c | 7 ++-- src/main/iidxhook-util/settings.c | 3 +- src/main/iidxhook1/Module.mk | 1 + src/main/iidxhook1/config-iidxhook1.c | 4 +- src/main/iidxhook1/dllmain.c | 38 ++++++++++++++----- src/main/iidxhook1/ezusb-mon.c | 3 +- src/main/iidxhook1/log-ezusb.c | 3 +- src/main/iidxhook2/Module.mk | 1 + src/main/iidxhook2/config-iidxhook2.c | 4 +- src/main/iidxhook2/dllmain.c | 39 ++++++++++++++----- src/main/iidxhook3/Module.mk | 1 + src/main/iidxhook3/dllmain.c | 38 ++++++++++++++----- src/main/iidxhook4-cn/Module.mk | 2 + src/main/iidxhook4-cn/avs-boot.c | 12 ++++-- src/main/iidxhook4-cn/dllmain.c | 32 +++++++++++++--- src/main/iidxhook4-cn/path.c | 3 +- src/main/iidxhook4/Module.mk | 2 + src/main/iidxhook4/dllmain.c | 26 ++++++++----- src/main/iidxhook5-cn/Module.mk | 2 + src/main/iidxhook5-cn/avs-boot.c | 12 ++++-- src/main/iidxhook5-cn/dllmain.c | 31 ++++++++++++--- src/main/iidxhook5-cn/path.c | 3 +- src/main/iidxhook5/Module.mk | 2 + src/main/iidxhook5/dllmain.c | 26 ++++++++----- src/main/iidxhook5/ifs-snd-redir.c | 3 +- src/main/iidxhook6/Module.mk | 2 + src/main/iidxhook6/dllmain.c | 26 ++++++++----- src/main/iidxhook7/Module.mk | 2 + src/main/iidxhook7/dllmain.c | 26 ++++++++----- src/main/iidxhook8/Module.mk | 2 + src/main/iidxhook8/config-io.c | 4 +- src/main/iidxhook8/dllmain.c | 26 ++++++++----- src/main/iidxhook9/Module.mk | 2 + src/main/iidxhook9/config-io.c | 4 +- src/main/iidxhook9/dllmain.c | 32 ++++++++++------ src/main/iidxio-bio2/Module.mk | 1 + src/main/iidxio-ezusb/Module.mk | 1 + src/main/iidxio-ezusb2/Module.mk | 1 + src/main/iidxiotest/Module.mk | 1 + src/main/iidxiotest/main.c | 21 ++++++++--- src/main/jbhook-util-p3io/gfx.c | 3 +- src/main/jbhook-util-p3io/mixer.c | 3 +- src/main/jbhook-util-p3io/p3io.c | 4 +- src/main/jbhook-util/acio.c | 3 +- src/main/jbhook-util/eamuse.c | 3 +- src/main/jbhook-util/locale.c | 3 +- src/main/jbhook-util/p4io.c | 4 +- src/main/jbhook1/Module.mk | 1 + src/main/jbhook1/avs-boot.c | 12 ++++-- src/main/jbhook1/config-eamuse.c | 3 +- src/main/jbhook1/config-gfx.c | 4 +- src/main/jbhook1/config-security.c | 3 +- src/main/jbhook1/dllmain.c | 41 +++++++++++++++----- src/main/jbhook1/log-gftools.c | 4 +- src/main/jbhook2/Module.mk | 2 + src/main/jbhook2/dllmain.c | 30 +++++++++------ src/main/jbhook2/options.c | 2 +- src/main/jbhook3/Module.mk | 2 + src/main/jbhook3/dllmain.c | 30 +++++++++------ src/main/jbhook3/gfx.c | 4 +- src/main/jbhook3/options.c | 3 +- src/main/jbio-p4io/Module.mk | 1 + src/main/jbio-p4io/config-h44b.c | 4 +- src/main/jbio-p4io/h44b.c | 2 +- src/main/jbio-p4io/jbio.c | 8 ++-- src/main/jbiotest/Module.mk | 1 + src/main/jbiotest/main.c | 21 ++++++++--- src/main/mempatch-hook/Module.mk | 1 + src/main/mempatch-hook/main.c | 14 ++++--- src/main/mm/mm.c | 3 +- src/main/p3io-ddr-tool/Module.mk | 1 + src/main/p3io-ddr-tool/main.c | 21 ++++++----- src/main/p3io-ddr-tool/mode-test.c | 4 +- src/main/p3io/cmd.c | 4 +- src/main/p3io/frame.c | 3 +- src/main/p3iodrv/ddr.c | 2 +- src/main/p3iodrv/device.c | 3 +- src/main/p3ioemu/devmgr.c | 3 +- src/main/p3ioemu/emu.c | 3 +- src/main/p3ioemu/uart.c | 3 +- src/main/p4iodrv/device.c | 3 +- src/main/p4iodrv/usb.c | 3 +- src/main/p4ioemu/device.c | 3 +- src/main/pcbidgen/Module.mk | 1 + src/main/popnhook-util/acio.c | 3 +- src/main/popnhook-util/mixer.c | 3 +- src/main/popnhook1/Module.mk | 1 + src/main/popnhook1/avs-boot.c | 4 +- src/main/popnhook1/config-eamuse.c | 4 +- src/main/popnhook1/config-gfx.c | 4 +- src/main/popnhook1/config-sec.c | 3 +- src/main/popnhook1/d3d9.c | 3 +- src/main/popnhook1/dllmain.c | 38 ++++++++++++++----- src/main/popnhook1/filesystem.c | 3 +- src/main/sdvxhook/Module.mk | 2 + src/main/sdvxhook/acio.c | 3 +- src/main/sdvxhook/dllmain.c | 27 ++++++++----- src/main/sdvxhook/gfx.c | 3 +- src/main/sdvxhook/kfca.c | 3 +- src/main/sdvxhook/lcd.c | 3 +- src/main/sdvxhook2-cn/Module.mk | 2 + src/main/sdvxhook2-cn/acio.c | 3 +- src/main/sdvxhook2-cn/config-cn.c | 4 +- src/main/sdvxhook2-cn/dllmain.c | 19 ++++++---- src/main/sdvxhook2-cn/kfca.c | 3 +- src/main/sdvxhook2-cn/unis-version.c | 3 +- src/main/sdvxhook2/Module.mk | 2 + src/main/sdvxhook2/acio.c | 3 +- src/main/sdvxhook2/config-io.c | 4 +- src/main/sdvxhook2/dllmain.c | 26 ++++++++----- src/main/sdvxhook2/nvapi.c | 4 +- src/main/sdvxhook2/power.c | 4 +- src/main/sdvxio-bio2/Module.mk | 1 + src/main/sdvxio-kfca/Module.mk | 1 + src/main/sdvxio-kfca/config-kfca.c | 4 +- src/main/security/id.c | 3 +- src/main/security/mcode.c | 3 +- src/main/security/rp-blowfish.c | 4 +- src/main/security/rp.c | 3 +- src/main/security/rp2.c | 3 +- src/main/security/rp3.c | 3 +- src/main/unicorntail/Module.mk | 1 + src/main/unicorntail/dllmain.c | 5 ++- src/main/unicorntail/p3io.c | 3 +- src/main/unicorntail/usbmem.c | 3 +- src/main/util/array.c | 3 +- src/main/util/crc.c | 2 +- src/main/util/crypto.c | 9 +++-- src/main/util/fs.c | 3 +- src/main/util/hex.c | 3 +- src/main/util/iobuf.c | 5 ++- src/main/util/mem.c | 2 +- src/main/util/msg-thread.c | 11 +++--- src/main/util/net.c | 3 +- src/main/util/os.c | 3 +- src/main/util/proc.c | 2 +- src/main/util/signal.c | 3 +- src/main/util/time.c | 3 +- src/main/vigem-ddrio/Module.mk | 1 + src/main/vigem-ddrio/config-vigem-ddrio.c | 4 +- src/main/vigem-ddrio/main.c | 26 ++++++++++--- src/main/vigem-iidxio/Module.mk | 1 + src/main/vigem-iidxio/cab-16seg-sequencer.c | 3 +- src/main/vigem-iidxio/cab-light-sequencer.c | 3 +- src/main/vigem-iidxio/config.c | 4 +- src/main/vigem-iidxio/main.c | 22 ++++++++--- src/main/vigem-sdvxio/Module.mk | 1 + src/main/vigem-sdvxio/config-vigem-sdvxio.c | 4 +- src/main/vigem-sdvxio/main.c | 23 ++++++++--- src/main/vigemstub/helper.c | 3 +- src/test/cconfig/Module.mk | 3 ++ src/test/d3d9hook/Module.mk | 2 + src/test/d3d9hook/dllmain.c | 10 +++-- src/test/iidxhook-util/Module.mk | 4 ++ src/test/iidxhook/Module.mk | 2 + src/test/iidxhook8/Module.mk | 2 + src/test/security/Module.mk | 6 +++ src/test/test/test.h | 15 +++++--- src/test/util/Module.mk | 1 + 338 files changed, 1307 insertions(+), 640 deletions(-) diff --git a/src/main/aciodrv-proc/Module.mk b/src/main/aciodrv-proc/Module.mk index e347f77..9fa6b38 100644 --- a/src/main/aciodrv-proc/Module.mk +++ b/src/main/aciodrv-proc/Module.mk @@ -1,6 +1,7 @@ libs += aciodrv-proc libs_aciodrv-proc := \ + core \ src_aciodrv-proc := \ panb.c \ diff --git a/src/main/aciodrv-proc/panb.c b/src/main/aciodrv-proc/panb.c index c054e21..3f9d5a4 100644 --- a/src/main/aciodrv-proc/panb.c +++ b/src/main/aciodrv-proc/panb.c @@ -5,8 +5,9 @@ #include "aciodrv/device.h" #include "aciodrv/panb.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/thread.h" + +#include "core/log.h" static int auto_poll_proc(void *auto_poll_param); static int auto_poll_threadid; @@ -50,7 +51,7 @@ bool aciodrv_proc_panb_init(struct aciodrv_device_ctx *device) InitializeCriticalSection(&keypair_lock); InitializeCriticalSection(&auto_poll_stop_lock); auto_poll_threadid = - thread_create(auto_poll_proc, (void *) device, 0x4000, 0); + core_thread_create(auto_poll_proc, (void *) device, 0x4000, 0); return true; } @@ -80,8 +81,8 @@ void aciodrv_proc_panb_fini(struct aciodrv_device_ctx *device) auto_poll_stop = true; LeaveCriticalSection(&auto_poll_stop_lock); - thread_join(auto_poll_threadid, NULL); - thread_destroy(auto_poll_threadid); + core_thread_join(auto_poll_threadid, NULL); + core_thread_destroy(auto_poll_threadid); DeleteCriticalSection(&keypair_lock); DeleteCriticalSection(&auto_poll_stop_lock); diff --git a/src/main/aciodrv/device.c b/src/main/aciodrv/device.c index 39bf8af..7584968 100644 --- a/src/main/aciodrv/device.c +++ b/src/main/aciodrv/device.c @@ -7,8 +7,9 @@ #include "aciodrv/port.h" +#include "core/log.h" + #include "util/hex.h" -#include "util/log.h" #include "util/mem.h" /* Enable to dump all data to the logger */ diff --git a/src/main/aciodrv/h44b.c b/src/main/aciodrv/h44b.c index afbab42..19283f6 100644 --- a/src/main/aciodrv/h44b.c +++ b/src/main/aciodrv/h44b.c @@ -7,7 +7,7 @@ #include "aciodrv/device.h" -#include "util/log.h" +#include "core/log.h" bool aciodrv_h44b_init(struct aciodrv_device_ctx *device, uint8_t node_id) { diff --git a/src/main/aciodrv/icca.c b/src/main/aciodrv/icca.c index ac56d0e..7bec0c7 100644 --- a/src/main/aciodrv/icca.c +++ b/src/main/aciodrv/icca.c @@ -5,7 +5,7 @@ #include "aciodrv/device.h" #include "aciodrv/icca.h" -#include "util/log.h" +#include "core/log.h" static bool aciodrv_icca_queue_loop_start( struct aciodrv_device_ctx *device, uint8_t node_id) diff --git a/src/main/aciodrv/kfca.c b/src/main/aciodrv/kfca.c index e21a0b8..88093e4 100644 --- a/src/main/aciodrv/kfca.c +++ b/src/main/aciodrv/kfca.c @@ -5,7 +5,7 @@ #include "aciodrv/device.h" -#include "util/log.h" +#include "core/log.h" static bool aciodrv_kfca_watchdog_start(struct aciodrv_device_ctx *device, uint8_t node_id) diff --git a/src/main/aciodrv/panb.c b/src/main/aciodrv/panb.c index 1412e16..2dbc85e 100644 --- a/src/main/aciodrv/panb.c +++ b/src/main/aciodrv/panb.c @@ -5,8 +5,7 @@ #include "aciodrv/device.h" #include "aciodrv/panb.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/log.h" bool aciodrv_panb_start_auto_input( struct aciodrv_device_ctx *device, uint8_t node_id, uint8_t node_count) diff --git a/src/main/aciodrv/port.c b/src/main/aciodrv/port.c index b38ad2a..c3c9c71 100644 --- a/src/main/aciodrv/port.c +++ b/src/main/aciodrv/port.c @@ -6,7 +6,7 @@ #include -#include "util/log.h" +#include "core/log.h" HANDLE aciodrv_port_open(const char *port_path, int baud) { diff --git a/src/main/aciodrv/rvol.c b/src/main/aciodrv/rvol.c index a9e0c36..ed7c036 100644 --- a/src/main/aciodrv/rvol.c +++ b/src/main/aciodrv/rvol.c @@ -5,7 +5,7 @@ #include "aciodrv/device.h" -#include "util/log.h" +#include "core/log.h" static bool aciodrv_rvol_change_expand_mode( struct aciodrv_device_ctx *device, uint8_t node_id, uint8_t mode) diff --git a/src/main/acioemu/addr.c b/src/main/acioemu/addr.c index 8d85487..3f52fbb 100644 --- a/src/main/acioemu/addr.c +++ b/src/main/acioemu/addr.c @@ -5,7 +5,7 @@ #include "acioemu/addr.h" #include "acioemu/emu.h" -#include "util/log.h" +#include "core/log.h" void ac_io_emu_cmd_assign_addrs( struct ac_io_emu *emu, const struct ac_io_message *req, uint8_t node_count) diff --git a/src/main/acioemu/emu.c b/src/main/acioemu/emu.c index 11cf35a..57f74e0 100644 --- a/src/main/acioemu/emu.c +++ b/src/main/acioemu/emu.c @@ -14,9 +14,10 @@ #include "acioemu/emu.h" #include "acioemu/pipe.h" +#include "core/log.h" + #include "hook/iohook.h" -#include "util/log.h" #include "util/str.h" static HRESULT ac_io_emu_open(struct ac_io_emu *emu, struct irp *irp); diff --git a/src/main/acioemu/hdxs.c b/src/main/acioemu/hdxs.c index 9a38bee..01ec19d 100644 --- a/src/main/acioemu/hdxs.c +++ b/src/main/acioemu/hdxs.c @@ -6,7 +6,7 @@ #include "acioemu/emu.h" #include "acioemu/hdxs.h" -#include "util/log.h" +#include "core/log.h" static void ac_io_emu_hdxs_cmd_send_version( struct ac_io_emu_hdxs *hdxs, const struct ac_io_message *req); diff --git a/src/main/acioemu/pipe.h b/src/main/acioemu/pipe.h index ad442fc..859c3b6 100644 --- a/src/main/acioemu/pipe.h +++ b/src/main/acioemu/pipe.h @@ -7,9 +7,10 @@ #include "acio/acio.h" +#include "core/log.h" + #include "util/iobuf.h" #include "util/list.h" -#include "util/log.h" /* This uses the USB convention where OUT and IN are from the host's (game's) perspective. So an OUT transaction comes in to us and vice versa. diff --git a/src/main/aciomgr/Module.mk b/src/main/aciomgr/Module.mk index 0a17e8c..b87f81b 100644 --- a/src/main/aciomgr/Module.mk +++ b/src/main/aciomgr/Module.mk @@ -1,6 +1,7 @@ dlls += aciomgr libs_aciomgr := \ + core \ aciodrv \ util \ diff --git a/src/main/aciomgr/manager.c b/src/main/aciomgr/manager.c index e73b18e..d7f0378 100644 --- a/src/main/aciomgr/manager.c +++ b/src/main/aciomgr/manager.c @@ -5,14 +5,15 @@ #include #include "aciomgr/manager-init.h" - #include "aciomgr/manager.h" #include "acio/acio.h" #include "aciodrv/device.h" + +#include "core/log.h" + #include "util/array.h" -#include "util/log.h" #define MAX_PORT_PATH_LENGTH 256 @@ -90,7 +91,7 @@ void aciomgr_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, warning, info, fatal); } struct aciomgr_port_dispatcher *aciomgr_port_init(const char *path, int baud) diff --git a/src/main/aciotest/Module.mk b/src/main/aciotest/Module.mk index af04652..efeb038 100644 --- a/src/main/aciotest/Module.mk +++ b/src/main/aciotest/Module.mk @@ -1,6 +1,7 @@ exes += aciotest libs_aciotest := \ + core \ bio2drv \ aciodrv \ aciodrv-proc \ diff --git a/src/main/aciotest/main.c b/src/main/aciotest/main.c index 4a301c4..fdf6df4 100644 --- a/src/main/aciotest/main.c +++ b/src/main/aciotest/main.c @@ -15,7 +15,14 @@ #include "aciotest/panb.h" #include "aciotest/rvol.h" -#include "util/log.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + +#include "core/log.h" static uint8_t aciotest_cnt = 0; static uint8_t bi2a_mode = 255; @@ -112,7 +119,10 @@ int main(int argc, char **argv) } } - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); + + core_log_bt_ext_init_with_stdout(); struct aciodrv_device_ctx *device = aciodrv_device_open_path(argv[1], atoi(argv[2])); diff --git a/src/main/asio/asio-reghook.c b/src/main/asio/asio-reghook.c index 161b13b..7e05890 100644 --- a/src/main/asio/asio-reghook.c +++ b/src/main/asio/asio-reghook.c @@ -10,13 +10,14 @@ #include +#include "asio/asio-reghook.h" + +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" -#include "asio/asio-reghook.h" - #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/asio/config-asio.c b/src/main/asio/config-asio.c index b29f99c..2a8675d 100644 --- a/src/main/asio/config-asio.c +++ b/src/main/asio/config-asio.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "asio/config-asio.h" +#include "core/log.h" -#include "util/log.h" +#include "asio/config-asio.h" #define ASIOHOOK_CONFIG_IO_FORCE_ASIO_KEY "asio.force_asio" #define ASIOHOOK_CONFIG_IO_FORCE_WASAPI_KEY "asio.force_wasapi" diff --git a/src/main/bio2drv/Module.mk b/src/main/bio2drv/Module.mk index f5bdb56..9e5e92b 100644 --- a/src/main/bio2drv/Module.mk +++ b/src/main/bio2drv/Module.mk @@ -1,10 +1,11 @@ libs += bio2drv libs_bio2drv := \ - aciodrv + core \ + aciodrv \ src_bio2drv := \ detect.c \ config-bio2.c \ bi2a-iidx.c \ - bi2a-sdvx.c + bi2a-sdvx.c \ diff --git a/src/main/bio2drv/bi2a-iidx.c b/src/main/bio2drv/bi2a-iidx.c index 1119876..bce8c41 100644 --- a/src/main/bio2drv/bi2a-iidx.c +++ b/src/main/bio2drv/bi2a-iidx.c @@ -7,7 +7,7 @@ #include "aciodrv/device.h" -#include "util/log.h" +#include "core/log.h" // Must be provided on init command. Actual meaning unknown right now. // Not providing this will not initialize the IO correctly resulting diff --git a/src/main/bio2drv/bi2a-sdvx.c b/src/main/bio2drv/bi2a-sdvx.c index 93edf49..14e5239 100644 --- a/src/main/bio2drv/bi2a-sdvx.c +++ b/src/main/bio2drv/bi2a-sdvx.c @@ -7,7 +7,7 @@ #include "aciodrv/device.h" -#include "util/log.h" +#include "core/log.h" static const uint8_t _BIO2DR_BI2A_SDVX_INIT_DATA = 0x3B; diff --git a/src/main/bio2drv/config-bio2.c b/src/main/bio2drv/config-bio2.c index 492cdef..c016fa9 100644 --- a/src/main/bio2drv/config-bio2.c +++ b/src/main/bio2drv/config-bio2.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "bio2drv/config-bio2.h" +#include "core/log.h" -#include "util/log.h" +#include "bio2drv/config-bio2.h" #define BIO2DRV_CONFIG_BIO2_AUTO_KEY "bio2.autodetect" #define BIO2DRV_CONFIG_BIO2_PORT_KEY "bio2.port" diff --git a/src/main/bio2drv/detect.c b/src/main/bio2drv/detect.c index d559175..dfdf501 100644 --- a/src/main/bio2drv/detect.c +++ b/src/main/bio2drv/detect.c @@ -8,11 +8,11 @@ #include "bio2drv/detect.h" +#include "core/log.h" + #include #include -#include "util/log.h" - DEFINE_GUID( GUID_COM_BUS_ENUMERATOR, 0x4D36E978, @@ -142,7 +142,7 @@ void bio2drv_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, warning, info, fatal); } bool bio2drv_detect( diff --git a/src/main/bio2emu/emu.c b/src/main/bio2emu/emu.c index 9fbcb3d..ea9c7f0 100644 --- a/src/main/bio2emu/emu.c +++ b/src/main/bio2emu/emu.c @@ -14,6 +14,8 @@ #include "acioemu/addr.h" #include "acioemu/emu.h" +#include "core/log.h" + #include "hook/iohook.h" #include "hooklib/rs232.h" @@ -25,7 +27,6 @@ #include "util/array.h" #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct array bio2_active_ports; diff --git a/src/main/bio2emu/setupapi.c b/src/main/bio2emu/setupapi.c index 5dbfffc..bb2f32c 100644 --- a/src/main/bio2emu/setupapi.c +++ b/src/main/bio2emu/setupapi.c @@ -6,13 +6,14 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "bio2emu/emu.h" #include "bio2emu/setupapi.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/bsthook/Module.mk b/src/main/bsthook/Module.mk index ef61d28..92ab3b1 100644 --- a/src/main/bsthook/Module.mk +++ b/src/main/bsthook/Module.mk @@ -4,6 +4,8 @@ deplibs_bsthook := \ avs \ libs_bsthook := \ + avs-util \ + core \ acioemu \ bstio \ hook \ diff --git a/src/main/bsthook/acio.c b/src/main/bsthook/acio.c index fe5f8cc..500d4c5 100644 --- a/src/main/bsthook/acio.c +++ b/src/main/bsthook/acio.c @@ -19,13 +19,14 @@ #include "bsthook/acio.h" #include "bsthook/kfca.h" +#include "core/log.h" + #include "hook/iohook.h" #include "imports/avs.h" #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu ac_io_emu; diff --git a/src/main/bsthook/dllmain.c b/src/main/bsthook/dllmain.c index 57d38e0..e508057 100644 --- a/src/main/bsthook/dllmain.c +++ b/src/main/bsthook/dllmain.c @@ -2,9 +2,14 @@ #include +#include "avs-util/core-interop.h" + #include "bemanitools/bstio.h" #include "bemanitools/eamio.h" +#include "core/log.h" +#include "core/thread.h" + #include "hook/iohook.h" #include "hooklib/app.h" @@ -18,7 +23,6 @@ #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" static bool my_dll_entry_init(char *sidcode, struct property_node *config); static bool my_dll_entry_main(void); @@ -33,19 +37,23 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *config) log_info("Starting up BeatStream IO backend"); - bst_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(bst_io_set_loggers); - ok = bst_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + ok = bst_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { goto bst_io_fail; } - eam_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(eam_io_set_loggers); - ok = eam_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + ok = eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { goto eam_io_fail; @@ -91,8 +99,9 @@ BOOL WINAPI DllMain(HMODULE self, DWORD reason, void *ctx) return TRUE; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); args_recover(&argc, &argv); diff --git a/src/main/bsthook/gfx.c b/src/main/bsthook/gfx.c index 43d88a2..23d37e0 100644 --- a/src/main/bsthook/gfx.c +++ b/src/main/bsthook/gfx.c @@ -3,6 +3,8 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/pe.h" #include "hook/table.h" @@ -10,7 +12,6 @@ #include "sdvxhook/gfx.h" #include "util/defs.h" -#include "util/log.h" static HRESULT STDCALL my_CreateDevice( IDirect3D9 *self, diff --git a/src/main/bsthook/settings.c b/src/main/bsthook/settings.c index 8f48ea8..c9fb10a 100644 --- a/src/main/bsthook/settings.c +++ b/src/main/bsthook/settings.c @@ -7,10 +7,11 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* ------------------------------------------------------------------------- */ diff --git a/src/main/camhook/cam.c b/src/main/camhook/cam.c index 4ce9260..169fd02 100644 --- a/src/main/camhook/cam.c +++ b/src/main/camhook/cam.c @@ -15,13 +15,14 @@ #include +#include "camhook/cam.h" + +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" -#include "camhook/cam.h" - #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/camhook/config-cam.c b/src/main/camhook/config-cam.c index 6a55852..c6dd1af 100644 --- a/src/main/camhook/config-cam.c +++ b/src/main/camhook/config-cam.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "camhook/config-cam.h" +#include "core/log.h" -#include "util/log.h" +#include "camhook/config-cam.h" #define CAMHOOK_CONFIG_CAM_DISABLE_EMU_KEY "cam.disable_emu" #define CAMHOOK_CONFIG_CAM_DEFAULT_DISABLE_EMU_VALUE false diff --git a/src/main/cconfig/cconfig-main.c b/src/main/cconfig/cconfig-main.c index 342a912..342d8df 100644 --- a/src/main/cconfig/cconfig-main.c +++ b/src/main/cconfig/cconfig-main.c @@ -6,8 +6,9 @@ #include "cconfig/cconfig-main.h" +#include "core/log.h" + #include "util/cmdline.h" -#include "util/log.h" bool cconfig_main_config_init( struct cconfig *config, @@ -84,7 +85,7 @@ bool cconfig_main_config_init( } log_misc("Config state after file loading:"); - cconfig_util_log(config, log_impl_misc); + cconfig_util_log(config, core_log_misc_impl_get()); } log_misc("Parsing override config parameters from cmd"); @@ -96,7 +97,7 @@ bool cconfig_main_config_init( } log_misc("Config state after cmd parameter overrides:"); - cconfig_util_log(config, log_impl_misc); + cconfig_util_log(config, core_log_misc_impl_get()); goto success; diff --git a/src/main/cconfig/cconfig-util.c b/src/main/cconfig/cconfig-util.c index f4ce05f..3585357 100644 --- a/src/main/cconfig/cconfig-util.c +++ b/src/main/cconfig/cconfig-util.c @@ -5,8 +5,9 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "util/hex.h" -#include "util/log.h" #include "util/mem.h" bool cconfig_util_get_int( @@ -220,10 +221,10 @@ void cconfig_util_set_data( free(str); } -void cconfig_util_log(struct cconfig *config, log_formatter_t log_formatter) +void cconfig_util_log(struct cconfig *config, core_log_message_t log_message) { for (uint32_t i = 0; i < config->nentries; i++) { - log_formatter( + log_message( LOG_MODULE, "%s=%s", config->entries[i].key, diff --git a/src/main/cconfig/cconfig-util.h b/src/main/cconfig/cconfig-util.h index aa9b500..8f6a305 100644 --- a/src/main/cconfig/cconfig-util.h +++ b/src/main/cconfig/cconfig-util.h @@ -7,7 +7,7 @@ #include "cconfig/cconfig.h" -#include "util/log.h" +#include "core/log.h" bool cconfig_util_get_int( struct cconfig *config, @@ -57,6 +57,6 @@ void cconfig_util_set_data( size_t len, const char *desc); -void cconfig_util_log(struct cconfig *config, log_formatter_t log_formatter); +void cconfig_util_log(struct cconfig *config, core_log_message_t log_message); #endif \ No newline at end of file diff --git a/src/main/cconfig/cconfig.c b/src/main/cconfig/cconfig.c index 1cfcbed..6150f66 100644 --- a/src/main/cconfig/cconfig.c +++ b/src/main/cconfig/cconfig.c @@ -2,7 +2,8 @@ #include "cconfig/cconfig.h" -#include "util/log.h" +#include "core/log.h" + #include "util/mem.h" #include "util/str.h" diff --git a/src/main/cconfig/cmd.c b/src/main/cconfig/cmd.c index 3d4f32f..3bb1c24 100644 --- a/src/main/cconfig/cmd.c +++ b/src/main/cconfig/cmd.c @@ -7,8 +7,9 @@ #include "cconfig/cmd.h" +#include "core/log.h" + #include "util/hex.h" -#include "util/log.h" #include "util/str.h" static void diff --git a/src/main/cconfig/conf.c b/src/main/cconfig/conf.c index de21f8b..b23e9d4 100644 --- a/src/main/cconfig/conf.c +++ b/src/main/cconfig/conf.c @@ -6,8 +6,9 @@ #include "cconfig/conf.h" +#include "core/log.h" + #include "util/fs.h" -#include "util/log.h" #include "util/str.h" enum cconfig_conf_error cconfig_conf_load_from_file( diff --git a/src/main/config/Module.mk b/src/main/config/Module.mk index 2f7bac8..fc37a23 100644 --- a/src/main/config/Module.mk +++ b/src/main/config/Module.mk @@ -3,6 +3,7 @@ rc_config := config.rc cppflags_config := -DUNICODE libs_config := \ + core \ eamio \ geninput \ util \ diff --git a/src/main/config/analogs.c b/src/main/config/analogs.c index 5a7bcee..d693667 100644 --- a/src/main/config/analogs.c +++ b/src/main/config/analogs.c @@ -11,13 +11,14 @@ #include "config/schema.h" #include "config/usages.h" +#include "core/log.h" + #include "geninput/hid-mgr.h" #include "geninput/input-config.h" #include "geninput/mapper.h" #include "util/array.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/config/buttons.c b/src/main/config/buttons.c index f4a498b..e083bf3 100644 --- a/src/main/config/buttons.c +++ b/src/main/config/buttons.c @@ -15,11 +15,12 @@ #include "config/schema.h" #include "config/usages.h" +#include "core/log.h" + #include "geninput/input-config.h" #include "geninput/mapper.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/winres.h" diff --git a/src/main/config/eam.c b/src/main/config/eam.c index e9bb76c..1d66518 100644 --- a/src/main/config/eam.c +++ b/src/main/config/eam.c @@ -13,6 +13,8 @@ #include "config/resource.h" #include "config/schema.h" +#include "core/log.h" + #include "eamio/eam-config.h" #include "geninput/hid-mgr.h" @@ -21,7 +23,6 @@ #include "util/array.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/config/gametype.c b/src/main/config/gametype.c index e7e7353..2ec0ea4 100644 --- a/src/main/config/gametype.c +++ b/src/main/config/gametype.c @@ -6,8 +6,9 @@ #include "config/resource.h" #include "config/schema.h" +#include "core/log.h" + #include "util/defs.h" -#include "util/log.h" static INT_PTR CALLBACK game_type_dlg_proc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam); diff --git a/src/main/config/main.c b/src/main/config/main.c index ba51555..8be1370 100644 --- a/src/main/config/main.c +++ b/src/main/config/main.c @@ -14,14 +14,19 @@ #include "config/spinner.h" #include "config/usages.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "eamio/eam-config.h" #include "geninput/input-config.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #include "util/winres.h" HPROPSHEETPAGE @@ -61,11 +66,22 @@ int main(int argc, char **argv) wchar_t text[1024]; int max_light; size_t i; + struct core_log_sink sink; inst = GetModuleHandle(NULL); - log_to_writer(log_writer_debug, NULL); - log_to_external(log_impl_misc, log_impl_info, log_impl_warning, my_fatal); + core_thread_crt_ext_impl_set(); + + core_log_impl_set( + core_log_bt_log_misc, + core_log_bt_log_info, + core_log_bt_log_warning, + my_fatal); + + core_log_sink_debug_open(&sink); + + core_log_bt_init(&sink); + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); usages_init(inst); @@ -96,13 +112,17 @@ int main(int argc, char **argv) } } - input_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); - input_init(crt_thread_create, crt_thread_join, crt_thread_destroy); + core_log_impl_assign(input_set_loggers); + input_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); - eam_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy); + core_log_impl_assign(eam_io_set_loggers); + eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); eam_io_config_api = eam_io_get_config_api(); // calculate these and check against the loaded config diff --git a/src/main/config/snap.c b/src/main/config/snap.c index 8981c68..6d8547a 100644 --- a/src/main/config/snap.c +++ b/src/main/config/snap.c @@ -6,10 +6,11 @@ #include "config/snap.h" +#include "core/log.h" + #include "geninput/hid-mgr.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" enum snap_control_heuristic { CONTROL_CENTERING_AXIS, CONTROL_MULTISWITCH }; diff --git a/src/main/config/usages.c b/src/main/config/usages.c index 5e28ad9..771772c 100644 --- a/src/main/config/usages.c +++ b/src/main/config/usages.c @@ -9,8 +9,9 @@ #include "config/resource.h" +#include "core/log.h" + #include "util/array.h" -#include "util/log.h" #include "util/str.h" #include "util/winres.h" diff --git a/src/main/d3d9exhook/config-gfx.c b/src/main/d3d9exhook/config-gfx.c index 6cf57af..b4a5197 100644 --- a/src/main/d3d9exhook/config-gfx.c +++ b/src/main/d3d9exhook/config-gfx.c @@ -4,9 +4,9 @@ #include "cconfig/cconfig-util.h" -#include "d3d9exhook/config-gfx.h" +#include "core/log.h" -#include "util/log.h" +#include "d3d9exhook/config-gfx.h" #define D3D9EXHOOK_CONFIG_GFX_FRAMED_KEY "gfx.framed" #define D3D9EXHOOK_CONFIG_GFX_WINDOWED_KEY "gfx.windowed" diff --git a/src/main/d3d9exhook/d3d9ex.c b/src/main/d3d9exhook/d3d9ex.c index 88d95b0..80d958c 100644 --- a/src/main/d3d9exhook/d3d9ex.c +++ b/src/main/d3d9exhook/d3d9ex.c @@ -9,13 +9,14 @@ #include #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" #include "d3d9exhook/d3d9ex.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/ddrhook-util/_com4.c b/src/main/ddrhook-util/_com4.c index 44e0178..4ca08c3 100644 --- a/src/main/ddrhook-util/_com4.c +++ b/src/main/ddrhook-util/_com4.c @@ -19,6 +19,8 @@ #include "bemanitools/ddrio.h" +#include "core/log.h" + #include "ddrhook-util/_com4.h" #include "hook/iohook.h" @@ -27,7 +29,6 @@ #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" static struct ac_io_emu com4_ac_io_emu; static struct ac_io_emu_hdxs com4_hdxs; diff --git a/src/main/ddrhook-util/dinput.c b/src/main/ddrhook-util/dinput.c index b0fdc66..949fb1e 100644 --- a/src/main/ddrhook-util/dinput.c +++ b/src/main/ddrhook-util/dinput.c @@ -5,12 +5,13 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/pe.h" #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" static HRESULT STDCALL my_DirectInput8Create( HINSTANCE hinst, diff --git a/src/main/ddrhook-util/extio.c b/src/main/ddrhook-util/extio.c index cd2dc84..661b165 100644 --- a/src/main/ddrhook-util/extio.c +++ b/src/main/ddrhook-util/extio.c @@ -14,10 +14,11 @@ #include "bemanitools/ddrio.h" +#include "core/log.h" + #include "hook/iohook.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static HRESULT extio_open(struct irp *irp); diff --git a/src/main/ddrhook-util/gfx.c b/src/main/ddrhook-util/gfx.c index 3f5f773..0bfd0a5 100644 --- a/src/main/ddrhook-util/gfx.c +++ b/src/main/ddrhook-util/gfx.c @@ -11,13 +11,14 @@ #include #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" #include "ddrhook-util/gfx.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/ddrhook-util/misc.c b/src/main/ddrhook-util/misc.c index b74c8de..e04390d 100644 --- a/src/main/ddrhook-util/misc.c +++ b/src/main/ddrhook-util/misc.c @@ -2,13 +2,14 @@ #include +#include "core/log.h" + #include "ddrhook-util/gfx.h" #include "hook/pe.h" #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" static LRESULT(STDCALL *real_SendMessageW)( diff --git a/src/main/ddrhook-util/monitor.c b/src/main/ddrhook-util/monitor.c index 0dfce07..cba18cc 100644 --- a/src/main/ddrhook-util/monitor.c +++ b/src/main/ddrhook-util/monitor.c @@ -7,12 +7,13 @@ #include #include +#include "core/log.h" + #include "ddrhook-util/monitor.h" #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* Link pointers */ diff --git a/src/main/ddrhook-util/p3io.c b/src/main/ddrhook-util/p3io.c index 09b8c6f..af0f1a9 100644 --- a/src/main/ddrhook-util/p3io.c +++ b/src/main/ddrhook-util/p3io.c @@ -7,11 +7,11 @@ #include "ddrhook-util/p3io.h" +#include "core/log.h" + #include "p3ioemu/emu.h" #include "p3ioemu/uart.h" -#include "util/log.h" - extern bool _15khz; extern bool standard_def; diff --git a/src/main/ddrhook-util/spike.c b/src/main/ddrhook-util/spike.c index 0e383d2..37cf888 100644 --- a/src/main/ddrhook-util/spike.c +++ b/src/main/ddrhook-util/spike.c @@ -15,10 +15,11 @@ #include "acioemu/addr.h" #include "acioemu/emu.h" +#include "core/log.h" + #include "hook/iohook.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu spike_ac_io_emu; diff --git a/src/main/ddrhook-util/usbmem.c b/src/main/ddrhook-util/usbmem.c index f85363f..c4e12c4 100644 --- a/src/main/ddrhook-util/usbmem.c +++ b/src/main/ddrhook-util/usbmem.c @@ -12,12 +12,13 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" #include "util/crc.h" #include "util/fs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" #define USBMEM_DEVICE_COUNT 2 diff --git a/src/main/ddrhook1/Module.mk b/src/main/ddrhook1/Module.mk index 83782ae..1e9dc24 100644 --- a/src/main/ddrhook1/Module.mk +++ b/src/main/ddrhook1/Module.mk @@ -7,6 +7,8 @@ deplibs_ddrhook1 := \ avs \ libs_ddrhook1 := \ + avs-util \ + core \ acioemu \ cconfig \ ddrhook-util \ diff --git a/src/main/ddrhook1/avs-boot.c b/src/main/ddrhook1/avs-boot.c index 1b7ad41..db4445b 100644 --- a/src/main/ddrhook1/avs-boot.c +++ b/src/main/ddrhook1/avs-boot.c @@ -5,6 +5,9 @@ #include #include +#include "core/log-bt.h" +#include "core/log.h" + #include "hook/iohook.h" #include "hook/table.h" @@ -13,7 +16,6 @@ #include "ddrhook1/avs-boot.h" #include "ddrhook1/filesystem.h" -#include "util/log.h" #include "util/str.h" static void (*real_avs_boot)( @@ -50,6 +52,11 @@ static const struct hook_symbol ddrhook1_avs_ea3_hook_syms[] = { .link = (void **) &real_ea3_boot}, }; +static AVS_LOG_WRITER(_avs_boot_log_writer, chars, nchars, ctx) +{ + core_log_bt_direct_sink_write(chars, nchars); +} + static void avs_boot_replace_property_str( struct property_node *node, const char *name, const char *val) { @@ -115,7 +122,7 @@ static void my_avs_boot( sz_std_heap, avs_heap, sz_avs_heap, - log_writer_debug, + _avs_boot_log_writer, NULL); } diff --git a/src/main/ddrhook1/config-ddrhook1.c b/src/main/ddrhook1/config-ddrhook1.c index 154f3ae..a5872bf 100644 --- a/src/main/ddrhook1/config-ddrhook1.c +++ b/src/main/ddrhook1/config-ddrhook1.c @@ -2,9 +2,9 @@ #include "cconfig/cconfig-util.h" -#include "ddrhook1/config-ddrhook1.h" +#include "core/log.h" -#include "util/log.h" +#include "ddrhook1/config-ddrhook1.h" #define DDRHOOK1_CONFIG_DDRHOOK1_USE_COM4_EMU_KEY "ddrhook1.use_com4_emu" #define DDRHOOK1_CONFIG_DDRHOOK1_STANDARD_DEF_KEY "ddrhook1.standard_def" diff --git a/src/main/ddrhook1/config-eamuse.c b/src/main/ddrhook1/config-eamuse.c index 260791d..dbe44cd 100644 --- a/src/main/ddrhook1/config-eamuse.c +++ b/src/main/ddrhook1/config-eamuse.c @@ -2,9 +2,10 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "ddrhook1/config-eamuse.h" -#include "util/log.h" #include "util/net.h" #define DDRHOOK1_CONFIG_EAMUSE_SERVER_KEY "eamuse.server" diff --git a/src/main/ddrhook1/config-gfx.c b/src/main/ddrhook1/config-gfx.c index 09ccc0c..c71e74d 100644 --- a/src/main/ddrhook1/config-gfx.c +++ b/src/main/ddrhook1/config-gfx.c @@ -2,9 +2,9 @@ #include "cconfig/cconfig-util.h" -#include "ddrhook1/config-gfx.h" +#include "core/log.h" -#include "util/log.h" +#include "ddrhook1/config-gfx.h" #define DDRHOOK1_CONFIG_GFX_WINDOWED_KEY "gfx.windowed" diff --git a/src/main/ddrhook1/config-security.c b/src/main/ddrhook1/config-security.c index 9489b0a..b0b7d2b 100644 --- a/src/main/ddrhook1/config-security.c +++ b/src/main/ddrhook1/config-security.c @@ -2,11 +2,12 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "ddrhook1/config-security.h" #include "security/mcode.h" -#include "util/log.h" #include "util/net.h" #define DDRHOOK1_CONFIG_SECURITY_MCODE_KEY "security.mcode" diff --git a/src/main/ddrhook1/dllmain.c b/src/main/ddrhook1/dllmain.c index 3dcc6c9..3cccb3a 100644 --- a/src/main/ddrhook1/dllmain.c +++ b/src/main/ddrhook1/dllmain.c @@ -2,11 +2,20 @@ #include +#include "avs-util/core-interop.h" + #include "bemanitools/ddrio.h" #include "bemanitools/eamio.h" #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "ddrhook-util/_com4.h" #include "ddrhook-util/extio.h" #include "ddrhook-util/p3io.h" @@ -37,8 +46,6 @@ #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" -#include "util/thread.h" #define DDRHOOK1_INFO_HEADER \ "ddrhook1 for DDR X" \ @@ -68,6 +75,15 @@ static const struct hook_symbol init_hook_syms[] = { }, }; +static void _ddrhook1_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static DWORD STDCALL my_GetModuleFileNameA(HMODULE hModule, LPSTR lpFilename, DWORD nSize) { @@ -155,7 +171,12 @@ my_GetModuleFileNameA(HMODULE hModule, LPSTR lpFilename, DWORD nSize) log_info("Initializing DDR IO backend"); - ok = ddr_io_init(thread_create, thread_join, thread_destroy); + core_log_impl_assign(ddr_io_set_loggers); + + ok = ddr_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { log_fatal("Couldn't initialize DDR IO backend"); @@ -165,10 +186,12 @@ my_GetModuleFileNameA(HMODULE hModule, LPSTR lpFilename, DWORD nSize) if (config_ddrhook1.use_com4_emu) { log_info("Initializing card reader backend"); - eam_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(eam_io_set_loggers); - ok = eam_io_init(thread_create, thread_join, thread_destroy); + ok = eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { log_fatal("Couldn't initialize card reader backend"); @@ -185,7 +208,12 @@ skip: BOOL WINAPI DllMain(HMODULE self, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - log_to_writer(log_writer_debug, NULL); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + + // TODO init debug logging but with avs available? why not use avs + // logging? + _ddrhook1_log_init(); hook_table_apply( NULL, "kernel32.dll", init_hook_syms, lengthof(init_hook_syms)); diff --git a/src/main/ddrhook1/filesystem.c b/src/main/ddrhook1/filesystem.c index abec921..9912c4f 100644 --- a/src/main/ddrhook1/filesystem.c +++ b/src/main/ddrhook1/filesystem.c @@ -6,10 +6,11 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/ddrhook1/master.c b/src/main/ddrhook1/master.c index b30836a..480d56f 100644 --- a/src/main/ddrhook1/master.c +++ b/src/main/ddrhook1/master.c @@ -1,3 +1,5 @@ +#include "core/log.h" + #include "ddrhook1/master.h" #include "ddrhook-util/dinput.h" @@ -9,7 +11,6 @@ #include "p3ioemu/devmgr.h" #include "util/defs.h" -#include "util/log.h" static HMODULE(STDCALL *real_LoadLibraryA)(const char *name); static BOOL(STDCALL *real_IsDebuggerPresent)(); diff --git a/src/main/ddrhook2/Module.mk b/src/main/ddrhook2/Module.mk index 0c9fd36..e0416d6 100644 --- a/src/main/ddrhook2/Module.mk +++ b/src/main/ddrhook2/Module.mk @@ -4,6 +4,8 @@ deplibs_ddrhook2 := \ avs \ libs_ddrhook2 := \ + avs-util \ + core \ acioemu \ ddrhook-util \ p3ioemu \ diff --git a/src/main/ddrhook2/dllmain.c b/src/main/ddrhook2/dllmain.c index 9035551..cabbb94 100644 --- a/src/main/ddrhook2/dllmain.c +++ b/src/main/ddrhook2/dllmain.c @@ -2,9 +2,14 @@ #include +#include "avs-util/core-interop.h" + #include "bemanitools/ddrio.h" #include "bemanitools/eamio.h" +#include "core/log.h" +#include "core/thread.h" + #include "ddrhook-util/_com4.h" #include "ddrhook-util/extio.h" #include "ddrhook-util/gfx.h" @@ -25,7 +30,6 @@ #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" static bool my_dll_entry_init(char *sidcode, struct property_node *param); static bool my_dll_entry_main(void); @@ -119,10 +123,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) log_info("Initializing DDR IO backend"); - ddr_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(ddr_io_set_loggers); - ok = ddr_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + ok = ddr_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { return false; @@ -131,11 +137,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (com4) { log_info("Initializing card reader backend"); - eam_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(eam_io_set_loggers); - ok = - eam_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + ok = eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { return false; @@ -174,8 +181,9 @@ BOOL WINAPI DllMain(HMODULE self, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/ddrhook2/master.c b/src/main/ddrhook2/master.c index 89f874f..aba5451 100644 --- a/src/main/ddrhook2/master.c +++ b/src/main/ddrhook2/master.c @@ -1,3 +1,5 @@ +#include "core/log.h" + #include "ddrhook2/master.h" #include "ddrhook-util/dinput.h" @@ -10,7 +12,6 @@ #include "p3ioemu/devmgr.h" #include "util/defs.h" -#include "util/log.h" static HMODULE(STDCALL *real_LoadLibraryA)(const char *name); diff --git a/src/main/ddrio-async/Module.mk b/src/main/ddrio-async/Module.mk index 62006cf..2eb806d 100644 --- a/src/main/ddrio-async/Module.mk +++ b/src/main/ddrio-async/Module.mk @@ -3,6 +3,7 @@ dlls += ddrio-async ldflags_ddrio-async:= \ libs_ddrio-async := \ + core \ util \ src_ddrio-async := \ diff --git a/src/main/ddrio-async/ddrio.c b/src/main/ddrio-async/ddrio.c index fe81f68..998c59a 100644 --- a/src/main/ddrio-async/ddrio.c +++ b/src/main/ddrio-async/ddrio.c @@ -11,8 +11,9 @@ #include "bemanitools/ddrio.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/log.h" +#include "core/thread.h" + #include "util/time.h" typedef void (*ddr_io_set_loggers_t)( @@ -154,7 +155,7 @@ void ddr_io_set_loggers( _log_formatter_warning = warning; _log_formatter_fatal = fatal; - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } bool ddr_io_init( @@ -164,6 +165,8 @@ bool ddr_io_init( { log_info("Loading ddrio-async-child.dll as child ddrio library..."); + core_thread_impl_set(thread_create, thread_join, thread_destroy); + _child_ddr_io_module = LoadLibraryA("ddrio-async-child.dll"); if (_child_ddr_io_module == NULL) { diff --git a/src/main/ddrio-mm/Module.mk b/src/main/ddrio-mm/Module.mk index 9368a62..16e3ca8 100644 --- a/src/main/ddrio-mm/Module.mk +++ b/src/main/ddrio-mm/Module.mk @@ -5,6 +5,7 @@ ldflags_ddrio-mm:= \ -lsetupapi \ libs_ddrio-mm := \ + core \ mm \ util \ diff --git a/src/main/ddrio-mm/ddrio.c b/src/main/ddrio-mm/ddrio.c index 08bd1d2..44bdd35 100644 --- a/src/main/ddrio-mm/ddrio.c +++ b/src/main/ddrio-mm/ddrio.c @@ -7,11 +7,12 @@ #include "bemanitools/ddrio.h" +#include "core/log.h" + #include "mm/mm.h" #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" struct ddr_bittrans { @@ -117,7 +118,7 @@ void ddr_io_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } bool ddr_io_init( diff --git a/src/main/ddrio-p3io/Module.mk b/src/main/ddrio-p3io/Module.mk index 43e0fd0..2824bf0 100644 --- a/src/main/ddrio-p3io/Module.mk +++ b/src/main/ddrio-p3io/Module.mk @@ -4,6 +4,7 @@ ldflags_ddrio-p3io:= \ -lsetupapi \ libs_ddrio-p3io := \ + core \ cconfig \ extio \ extiodrv \ diff --git a/src/main/ddrio-p3io/config.c b/src/main/ddrio-p3io/config.c index c45254e..5459157 100644 --- a/src/main/ddrio-p3io/config.c +++ b/src/main/ddrio-p3io/config.c @@ -1,6 +1,6 @@ #include "cconfig/cconfig-util.h" -#include "util/log.h" +#include "core/log.h" #include "config.h" diff --git a/src/main/ddrio-p3io/ddrio.c b/src/main/ddrio-p3io/ddrio.c index a38ce09..6ed7e90 100644 --- a/src/main/ddrio-p3io/ddrio.c +++ b/src/main/ddrio-p3io/ddrio.c @@ -10,15 +10,15 @@ #include "cconfig/cconfig-main.h" +#include "core/log.h" +#include "core/thread.h" + #include "extiodrv/device.h" #include "extiodrv/extio.h" #include "p3iodrv/ddr.h" #include "p3iodrv/device.h" -#include "util/log.h" -#include "util/thread.h" - #include "config.h" static struct ddrio_p3io_config _ddr_io_p3io_config; @@ -255,7 +255,7 @@ void ddr_io_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } static void _ddr_io_config_init(struct ddrio_p3io_config *config_ddrio_p3io) diff --git a/src/main/ddrio-smx/Module.mk b/src/main/ddrio-smx/Module.mk index cc0563b..12fd74d 100644 --- a/src/main/ddrio-smx/Module.mk +++ b/src/main/ddrio-smx/Module.mk @@ -5,6 +5,7 @@ deplibs_ddrio-smx := \ SMX \ libs_ddrio-smx := \ + core \ geninput \ util \ diff --git a/src/main/ddrio-smx/ddrio.c b/src/main/ddrio-smx/ddrio.c index a7cda33..334ccac 100644 --- a/src/main/ddrio-smx/ddrio.c +++ b/src/main/ddrio-smx/ddrio.c @@ -6,11 +6,12 @@ #include "bemanitools/ddrio.h" #include "bemanitools/input.h" +#include "core/log.h" + #include "imports/SMX.h" #include "imports/avs.h" #include "util/defs.h" -#include "util/log.h" struct ddr_io_smx_pad_map { int pad_no; @@ -99,7 +100,7 @@ void ddr_io_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); input_set_loggers(misc, info, warning, fatal); /* We would need a log server thread to accept log messages from SMX, since diff --git a/src/main/ddrio/ddrio.c b/src/main/ddrio/ddrio.c index 167b7c6..5da9934 100644 --- a/src/main/ddrio/ddrio.c +++ b/src/main/ddrio/ddrio.c @@ -4,7 +4,7 @@ #include "bemanitools/input.h" -#include "util/log.h" +#include "core/log.h" void ddr_io_set_loggers( log_formatter_t misc, diff --git a/src/main/ddriotest/Module.mk b/src/main/ddriotest/Module.mk index 569d973..b6cba5c 100644 --- a/src/main/ddriotest/Module.mk +++ b/src/main/ddriotest/Module.mk @@ -1,6 +1,7 @@ exes += ddriotest \ libs_ddriotest := \ + core \ ddrio \ util \ diff --git a/src/main/ddriotest/main.c b/src/main/ddriotest/main.c index e03bc0c..40453ce 100644 --- a/src/main/ddriotest/main.c +++ b/src/main/ddriotest/main.c @@ -7,32 +7,41 @@ #include "bemanitools/ddrio.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" int main(int argc, char **argv) { - enum log_level log_level; + enum core_log_bt_log_level log_level; - log_level = LOG_LEVEL_FATAL; + log_level = CORE_LOG_BT_LOG_LEVEL_FATAL; for (int i = 0; i < argc; i++) { if (!strcmp(argv[i], "-v")) { - log_level = LOG_LEVEL_WARNING; + log_level = CORE_LOG_BT_LOG_LEVEL_WARNING; } else if (!strcmp(argv[i], "-vv")) { - log_level = LOG_LEVEL_INFO; + log_level = CORE_LOG_BT_LOG_LEVEL_INFO; } else if (!strcmp(argv[i], "-vvv")) { - log_level = LOG_LEVEL_MISC; + log_level = CORE_LOG_BT_LOG_LEVEL_MISC; } } - log_to_writer(log_writer_stderr, NULL); - log_set_level(log_level); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); - ddr_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_bt_ext_init_with_stderr(); + core_log_bt_level_set(log_level); - if (!ddr_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + core_log_impl_assign(ddr_io_set_loggers); + + if (!ddr_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { fprintf(stderr, "Initializing ddrio failed\n"); return -1; } diff --git a/src/main/dinput/dinput.c b/src/main/dinput/dinput.c index 248ead4..e65928f 100644 --- a/src/main/dinput/dinput.c +++ b/src/main/dinput/dinput.c @@ -8,12 +8,13 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/pe.h" #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" static HRESULT STDCALL my_DirectInput8Create( HINSTANCE hinst, diff --git a/src/main/eamio-icca/Module.mk b/src/main/eamio-icca/Module.mk index 28c388e..bcd4be8 100644 --- a/src/main/eamio-icca/Module.mk +++ b/src/main/eamio-icca/Module.mk @@ -2,6 +2,7 @@ dlls += \ eamio-icca \ libs_eamio-icca := \ + core \ aciodrv \ aciomgr \ cconfig \ diff --git a/src/main/eamio-icca/config-icc.c b/src/main/eamio-icca/config-icc.c index 660c0ee..963f688 100644 --- a/src/main/eamio-icca/config-icc.c +++ b/src/main/eamio-icca/config-icc.c @@ -2,8 +2,6 @@ #include "eamio-icca/config-icc.h" -#include "util/log.h" - #define EAMIO_ICCA_CONFIG_ICC_PORT_KEY "icc.port" #define EAMIO_ICCA_CONFIG_ICC_BAUD_KEY "icc.baud" diff --git a/src/main/eamio-icca/eamio-icca.c b/src/main/eamio-icca/eamio-icca.c index c681610..db0215a 100644 --- a/src/main/eamio-icca/eamio-icca.c +++ b/src/main/eamio-icca/eamio-icca.c @@ -14,11 +14,11 @@ #include "bemanitools/eamio.h" +#include "core/log.h" + #include "cconfig/cconfig-main.h" #include "eamio-icca/config-icc.h" -#include "util/log.h" - #define IDLE_RESPONSES_BETWEEN_FELICA_POLLS 5 #define NUMBER_OF_EMULATED_READERS 2 #define INVALID_NODE_ID -1 @@ -60,7 +60,7 @@ void eam_io_set_loggers( { aciomgr_set_loggers(misc, info, warning, fatal); - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } // all of these are referred to internally as ICCA diff --git a/src/main/eamio/Module.mk b/src/main/eamio/Module.mk index f7a7409..9cf82ed 100644 --- a/src/main/eamio/Module.mk +++ b/src/main/eamio/Module.mk @@ -1,5 +1,5 @@ dlls += eamio -libs_eamio := geninput util +libs_eamio := core geninput util src_eamio := \ eam-api.c \ eam-impl.c \ diff --git a/src/main/eamio/eam-api.c b/src/main/eamio/eam-api.c index 0320317..9d2857d 100644 --- a/src/main/eamio/eam-api.c +++ b/src/main/eamio/eam-api.c @@ -11,14 +11,15 @@ #include "bemanitools/eamio.h" #include "bemanitools/input.h" +#include "core/log.h" +#include "core/thread.h" + #include "eamio/eam-config.h" #include "eamio/eam-impl.h" #include "eamio/eam-s11n.h" #include "util/fs.h" -#include "util/log.h" #include "util/msg-thread.h" -#include "util/thread.h" static void eam_handle_hotplug_msg(WPARAM wparam, const DEV_BROADCAST_HDR *hdr); static FILE *eam_io_config_open(const char *mode); @@ -108,14 +109,14 @@ void eam_io_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } bool eam_io_init( thread_create_t create, thread_join_t join, thread_destroy_t destroy) { input_init(create, join, destroy); - thread_api_init(create, join, destroy); + core_thread_impl_set(create, join, destroy); eam_io_config_load(); msg_thread_init(eam_hinst); diff --git a/src/main/eamio/eam-impl.c b/src/main/eamio/eam-impl.c index 0c41709..6aca589 100644 --- a/src/main/eamio/eam-impl.c +++ b/src/main/eamio/eam-impl.c @@ -9,6 +9,8 @@ #include "bemanitools/eamio.h" +#include "core/log.h" + #include "eamio/eam-impl.h" #include "geninput/hid-mgr.h" @@ -16,7 +18,6 @@ #include "util/defs.h" #include "util/fs.h" #include "util/hex.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/eamiotest/Module.mk b/src/main/eamiotest/Module.mk index a54384b..0b9fd4b 100644 --- a/src/main/eamiotest/Module.mk +++ b/src/main/eamiotest/Module.mk @@ -1,6 +1,7 @@ exes += eamiotest libs_eamiotest := \ + core \ eamio \ util \ diff --git a/src/main/eamiotest/main.c b/src/main/eamiotest/main.c index 9880af4..a2f410f 100644 --- a/src/main/eamiotest/main.c +++ b/src/main/eamiotest/main.c @@ -7,20 +7,29 @@ #include "bemanitools/eamio.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" /** * Tool to test your implementations of eamio. */ int main(int argc, char **argv) { - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_bt_ext_init_with_stdout(); - if (!eam_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + core_log_impl_assign(eam_io_set_loggers); + + if (!eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { printf("Initializing eamio failed\n"); return -1; } diff --git a/src/main/extiodrv/device.c b/src/main/extiodrv/device.c index ba14fa7..e6bc788 100644 --- a/src/main/extiodrv/device.c +++ b/src/main/extiodrv/device.c @@ -2,7 +2,7 @@ #include "device.h" -#include "util/log.h" +#include "core/log.h" HRESULT extiodrv_device_open(const char *port, HANDLE *handle) { diff --git a/src/main/extiodrv/extio.c b/src/main/extiodrv/extio.c index 8c50de2..5b1ae6a 100644 --- a/src/main/extiodrv/extio.c +++ b/src/main/extiodrv/extio.c @@ -2,7 +2,7 @@ #include "extio.h" -#include "util/log.h" +#include "core/log.h" // static uint8_t _extiodrv_extio_sensor_read_mode_map[5] = { // 1, // all diff --git a/src/main/extiotest/Module.mk b/src/main/extiotest/Module.mk index 73ec1b0..3e05ba0 100644 --- a/src/main/extiotest/Module.mk +++ b/src/main/extiotest/Module.mk @@ -3,6 +3,7 @@ exes += extiotest \ libs_extiotest := \ extiodrv \ extio \ + core \ util \ src_extiotest := \ diff --git a/src/main/extiotest/main.c b/src/main/extiotest/main.c index 3be152b..c9e48ba 100644 --- a/src/main/extiotest/main.c +++ b/src/main/extiotest/main.c @@ -5,12 +5,15 @@ #include -#include "extiodrv/extio.h" +#include "core/log-bt.h" +#include "core/log-sink-std.h" +#include "core/log.h" -#include "util/log.h" +#include "extiodrv/extio.h" int main(int argc, char **argv) { + struct core_log_sink log_sink; HRESULT hr; const char *port; HANDLE handle; @@ -22,8 +25,9 @@ int main(int argc, char **argv) fprintf(stderr, " COM_PORT: For example COM1\n"); } - log_to_writer(log_writer_stderr, NULL); - log_set_level(LOG_LEVEL_MISC); + core_log_sink_std_err_open(true, &log_sink); + core_log_bt_init(&log_sink); + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); port = argv[1]; diff --git a/src/main/ezusb-emu/device.c b/src/main/ezusb-emu/device.c index 9f1eca8..9cf5c98 100644 --- a/src/main/ezusb-emu/device.c +++ b/src/main/ezusb-emu/device.c @@ -9,6 +9,8 @@ #include +#include "core/log.h" + #include "ezusb/ezusbsys2.h" #include "ezusb/util.h" @@ -25,7 +27,6 @@ #include "util/fs.h" #include "util/hex.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" // The max buffer size in iidx's ezusb client library is 4096 for the initial diff --git a/src/main/ezusb-emu/node-coin.c b/src/main/ezusb-emu/node-coin.c index 87e7503..6b4aed1 100644 --- a/src/main/ezusb-emu/node-coin.c +++ b/src/main/ezusb-emu/node-coin.c @@ -1,11 +1,11 @@ #define LOG_MODULE "ezusb-emu-node-coin" +#include "core/log.h" + #include "ezusb-emu/node-coin.h" #include "ezusb-iidx/coin-cmd.h" -#include "util/log.h" - static uint8_t ezusb_iidx_emu_node_coin_mode = 0; uint8_t ezusb_iidx_emu_node_coin_process_cmd( diff --git a/src/main/ezusb-emu/node-eeprom.c b/src/main/ezusb-emu/node-eeprom.c index ea6a3fe..f63d866 100644 --- a/src/main/ezusb-emu/node-eeprom.c +++ b/src/main/ezusb-emu/node-eeprom.c @@ -2,12 +2,12 @@ #include +#include "core/log.h" + #include "ezusb-emu/node-eeprom.h" #include "ezusb-iidx/eeprom-cmd.h" -#include "util/log.h" - /* not verified, but we got calls with 3 pages only so far */ #define EEPROM_NPAGES 3 diff --git a/src/main/ezusb-emu/node-security-mem.c b/src/main/ezusb-emu/node-security-mem.c index 92422c8..8d11c5f 100644 --- a/src/main/ezusb-emu/node-security-mem.c +++ b/src/main/ezusb-emu/node-security-mem.c @@ -2,11 +2,11 @@ #include +#include "core/log.h" + #include "ezusb-emu/node-security-mem.h" #include "ezusb-iidx/secmem-cmd.h" -#include "util/log.h" - #define SECURITY2_NPAGES 5 /* Starting GOLD with the new IO2 (C02 is not affected), the game does not diff --git a/src/main/ezusb-emu/node-security-plug.c b/src/main/ezusb-emu/node-security-plug.c index 2b05a03..ed57eed 100644 --- a/src/main/ezusb-emu/node-security-plug.c +++ b/src/main/ezusb-emu/node-security-plug.c @@ -2,6 +2,8 @@ #include +#include "core/log.h" + #include "ezusb-emu/node-eeprom.h" #include "ezusb-emu/node-security-mem.h" #include "ezusb-emu/node-security-plug.h" @@ -11,8 +13,6 @@ #include "security/rp2.h" #include "security/util.h" -#include "util/log.h" - static struct security_mcode ezusb_iidx_emu_node_security_plug_boot_version; static uint32_t ezusb_iidx_emu_node_security_plug_boot_seeds[3]; diff --git a/src/main/ezusb-emu/node-sram.c b/src/main/ezusb-emu/node-sram.c index 200f1ca..dc3846b 100644 --- a/src/main/ezusb-emu/node-sram.c +++ b/src/main/ezusb-emu/node-sram.c @@ -2,12 +2,13 @@ #include +#include "core/log.h" + #include "ezusb-emu/conf.h" #include "ezusb-emu/node-sram.h" #include "ezusb-iidx/sram-cmd.h" #include "util/fs.h" -#include "util/log.h" #define SRAM_NPAGES 12 diff --git a/src/main/ezusb-emu/node-wdt.c b/src/main/ezusb-emu/node-wdt.c index 9185bdd..8c5c541 100644 --- a/src/main/ezusb-emu/node-wdt.c +++ b/src/main/ezusb-emu/node-wdt.c @@ -1,10 +1,10 @@ #define LOG_MODULE "ezusb-emu-node-wdt" +#include "core/log.h" + #include "ezusb-emu/node-wdt.h" #include "ezusb-iidx/wdt-cmd.h" -#include "util/log.h" - uint8_t ezusb_iidx_emu_node_wdt_process_cmd( uint8_t cmd_id, uint8_t cmd_data, uint8_t cmd_data2) { diff --git a/src/main/ezusb-emu/util.c b/src/main/ezusb-emu/util.c index 6e2798a..30edd42 100644 --- a/src/main/ezusb-emu/util.c +++ b/src/main/ezusb-emu/util.c @@ -6,10 +6,11 @@ #include #include +#include "core/log.h" + #include "ezusb-emu/util.h" #include "util/hex.h" -#include "util/log.h" enum ezusb_pipe { /* This is just the NT driver API. Add 1 to get the actual EP number. */ diff --git a/src/main/ezusb-iidx-16seg-emu/node-16seg.c b/src/main/ezusb-iidx-16seg-emu/node-16seg.c index 89bc507..2121235 100644 --- a/src/main/ezusb-iidx-16seg-emu/node-16seg.c +++ b/src/main/ezusb-iidx-16seg-emu/node-16seg.c @@ -6,9 +6,9 @@ #include "bemanitools/iidxio.h" -#include "ezusb-iidx/seg16-cmd.h" +#include "core/log.h" -#include "util/log.h" +#include "ezusb-iidx/seg16-cmd.h" uint8_t ezusb_iidx_emu_node_16seg_process_cmd( uint8_t cmd_id, uint8_t cmd_data, uint8_t cmd_data2) diff --git a/src/main/ezusb-iidx-emu/Module.mk b/src/main/ezusb-iidx-emu/Module.mk index d625363..16f2c1d 100644 --- a/src/main/ezusb-iidx-emu/Module.mk +++ b/src/main/ezusb-iidx-emu/Module.mk @@ -1,6 +1,7 @@ libs += ezusb-iidx-emu libs_ezusb-iidx-emu := \ + core \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/ezusb-iidx-emu/card-mag.c b/src/main/ezusb-iidx-emu/card-mag.c index a210fd6..b65414e 100644 --- a/src/main/ezusb-iidx-emu/card-mag.c +++ b/src/main/ezusb-iidx-emu/card-mag.c @@ -2,10 +2,11 @@ #include +#include "core/log.h" + #include "security/mcode.h" #include "util/crc.h" -#include "util/log.h" static const uint16_t ezusb_iidx_emu_card_mag_checksum_table_payload[256] = { 0x0, 0x1189, 0x2312, 0x329B, 0x4624, 0x57AD, 0x6536, 0x74BF, diff --git a/src/main/ezusb-iidx-emu/msg.c b/src/main/ezusb-iidx-emu/msg.c index bcab656..76b9742 100644 --- a/src/main/ezusb-iidx-emu/msg.c +++ b/src/main/ezusb-iidx-emu/msg.c @@ -6,6 +6,8 @@ #include "bemanitools/iidxio.h" +#include "core/log.h" + #include "hook/iohook.h" #include "ezusb-emu/msg.h" @@ -21,7 +23,6 @@ #include "ezusb-iidx-16seg-emu/nodes.h" #include "util/hex.h" -#include "util/log.h" /* ------------------------------------------------------------------------ */ diff --git a/src/main/ezusb-iidx-emu/node-fpga.c b/src/main/ezusb-iidx-emu/node-fpga.c index d66c440..6615b43 100644 --- a/src/main/ezusb-iidx-emu/node-fpga.c +++ b/src/main/ezusb-iidx-emu/node-fpga.c @@ -2,12 +2,13 @@ #include +#include "core/log.h" + #include "ezusb-iidx-emu/conf.h" #include "ezusb-iidx-emu/node-fpga.h" #include "ezusb-iidx/fpga-cmd.h" #include "util/fs.h" -#include "util/log.h" static uint16_t ezusb_iidx_emu_node_fpga_write_ptr; static uint16_t ezusb_iidx_emu_node_fpga_prog_size; diff --git a/src/main/ezusb-iidx-emu/node-serial.c b/src/main/ezusb-iidx-emu/node-serial.c index 378ab02..7dc6519 100644 --- a/src/main/ezusb-iidx-emu/node-serial.c +++ b/src/main/ezusb-iidx-emu/node-serial.c @@ -4,6 +4,9 @@ #include "bemanitools/eamio.h" +#include "core/log.h" +#include "core/thread.h" + #include "ezusb-iidx-emu/card-mag.c" #include "ezusb-iidx-emu/node-serial.h" #include "ezusb-iidx/serial-cmd.h" @@ -11,9 +14,7 @@ #include "security/mcode.h" #include "util/hex.h" -#include "util/log.h" #include "util/mem.h" -#include "util/thread.h" #define CARD_ID_LEN 8 @@ -292,7 +293,7 @@ void ezusb_iidx_emu_node_serial_init(void) &ezusb_iidx_emu_node_serial_emulation_state[i].card_cs); } - ezusb_iidx_emu_node_serial_emu_thread = thread_create( + ezusb_iidx_emu_node_serial_emu_thread = core_thread_create( ezusb_iidx_emu_node_serial_emu_thread_proc, NULL, 0x4000, 0); } diff --git a/src/main/ezusb-iidx-fpga-flash/Module.mk b/src/main/ezusb-iidx-fpga-flash/Module.mk index c250b35..320d6f4 100644 --- a/src/main/ezusb-iidx-fpga-flash/Module.mk +++ b/src/main/ezusb-iidx-fpga-flash/Module.mk @@ -4,6 +4,7 @@ ldflags_ezusb-iidx-fpga-flash := \ -lsetupapi \ libs_ezusb-iidx-fpga-flash := \ + core \ ezusb \ ezusb-iidx \ util \ diff --git a/src/main/ezusb-iidx-fpga-flash/main.c b/src/main/ezusb-iidx-fpga-flash/main.c index a8fb681..f8dacdd 100644 --- a/src/main/ezusb-iidx-fpga-flash/main.c +++ b/src/main/ezusb-iidx-fpga-flash/main.c @@ -3,11 +3,14 @@ #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "ezusb-iidx/fpga.h" #include "ezusb/ezusb.h" #include "util/fs.h" -#include "util/log.h" int main(int argc, char **argv) { @@ -24,7 +27,8 @@ int main(int argc, char **argv) return -1; } - log_to_writer(log_writer_stderr, NULL); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stderr(); log_info("Opening ezusb '%s'...", EZUSB_DEVICE_PATH); diff --git a/src/main/ezusb-iidx-sram-flash/Module.mk b/src/main/ezusb-iidx-sram-flash/Module.mk index b6e6a73..a369b06 100644 --- a/src/main/ezusb-iidx-sram-flash/Module.mk +++ b/src/main/ezusb-iidx-sram-flash/Module.mk @@ -4,6 +4,7 @@ ldflags_ezusb-iidx-sram-flash := \ -lsetupapi \ libs_ezusb-iidx-sram-flash := \ + core \ ezusb \ ezusb-iidx \ util \ diff --git a/src/main/ezusb-iidx-sram-flash/main.c b/src/main/ezusb-iidx-sram-flash/main.c index d22464e..b4fa94d 100644 --- a/src/main/ezusb-iidx-sram-flash/main.c +++ b/src/main/ezusb-iidx-sram-flash/main.c @@ -3,11 +3,14 @@ #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "ezusb-iidx/sram.h" #include "ezusb/ezusb.h" #include "util/fs.h" -#include "util/log.h" int main(int argc, char **argv) { @@ -24,7 +27,8 @@ int main(int argc, char **argv) return -1; } - log_to_writer(log_writer_stdout, NULL); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stdout(); log_info("Opening ezusb '%s'...", argv[1]); diff --git a/src/main/ezusb-iidx/ezusb-iidx.c b/src/main/ezusb-iidx/ezusb-iidx.c index e82e214..ae035b7 100644 --- a/src/main/ezusb-iidx/ezusb-iidx.c +++ b/src/main/ezusb-iidx/ezusb-iidx.c @@ -1,11 +1,12 @@ #define LOG_MODULE "ezusb-iidx" +#include "core/log.h" + #include "ezusb-iidx/ezusb-iidx.h" #include "ezusb/ezusbsys2.h" #include "util/hex.h" -#include "util/log.h" #include "util/time.h" #include "msg.h" diff --git a/src/main/ezusb-iidx/fpga.c b/src/main/ezusb-iidx/fpga.c index 23d5fd0..b4d2550 100644 --- a/src/main/ezusb-iidx/fpga.c +++ b/src/main/ezusb-iidx/fpga.c @@ -4,7 +4,7 @@ #include -#include "util/log.h" +#include "core/log.h" #include "ezusb-iidx.h" #include "fpga-cmd.h" diff --git a/src/main/ezusb-iidx/sram.c b/src/main/ezusb-iidx/sram.c index f816b38..fcce384 100644 --- a/src/main/ezusb-iidx/sram.c +++ b/src/main/ezusb-iidx/sram.c @@ -1,8 +1,8 @@ #define LOG_MODULE "ezusb-iidx-sram" -#include "ezusb-iidx/sram.h" +#include "core/log.h" -#include "util/log.h" +#include "ezusb-iidx/sram.h" #include "ezusb-iidx.h" #include "sram-cmd.h" diff --git a/src/main/ezusb-tool/Module.mk b/src/main/ezusb-tool/Module.mk index 349bc08..b5e8158 100644 --- a/src/main/ezusb-tool/Module.mk +++ b/src/main/ezusb-tool/Module.mk @@ -4,6 +4,7 @@ ldflags_ezusb-tool := \ -lsetupapi \ libs_ezusb-tool := \ + core \ ezusb \ util \ diff --git a/src/main/ezusb-tool/main.c b/src/main/ezusb-tool/main.c index 115f79c..ca84781 100644 --- a/src/main/ezusb-tool/main.c +++ b/src/main/ezusb-tool/main.c @@ -3,11 +3,13 @@ #include #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "ezusb/ezusb.h" #include "ezusb/util.h" -#include "util/log.h" - static int info() { HANDLE handle; @@ -103,7 +105,8 @@ int main(int argc, char **argv) arg_pos = 1; - log_to_writer(log_writer_stderr, NULL); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stderr(); if (!strcmp(argv[arg_pos], "info")) { return info(); diff --git a/src/main/ezusb/ezusb.c b/src/main/ezusb/ezusb.c index ce1b828..7204589 100644 --- a/src/main/ezusb/ezusb.c +++ b/src/main/ezusb/ezusb.c @@ -4,10 +4,11 @@ #include // clang-format on +#include "core/log.h" + #include "ezusb/ezusb.h" #include "ezusb/ezusbsys2.h" -#include "util/log.h" #include "util/str.h" static bool ezusb_reset(HANDLE handle, bool hold) diff --git a/src/main/ezusb/util.c b/src/main/ezusb/util.c index efc2cd1..5bf18a4 100644 --- a/src/main/ezusb/util.c +++ b/src/main/ezusb/util.c @@ -1,11 +1,12 @@ #include #include +#include "core/log.h" + #include "ezusb/util.h" #include "util/crc.h" #include "util/fs.h" -#include "util/log.h" #include "util/mem.h" struct ezusb_firmware *ezusb_firmware_load(const char *file) diff --git a/src/main/ezusb2-dbg-hook/Module.mk b/src/main/ezusb2-dbg-hook/Module.mk index 4290f5c..579e9bf 100644 --- a/src/main/ezusb2-dbg-hook/Module.mk +++ b/src/main/ezusb2-dbg-hook/Module.mk @@ -1,6 +1,7 @@ dlls += ezusb2-dbg-hook libs_ezusb2-dbg-hook := \ + core \ hook \ util \ diff --git a/src/main/ezusb2-dbg-hook/main.c b/src/main/ezusb2-dbg-hook/main.c index e90d3fb..e1c1bdb 100644 --- a/src/main/ezusb2-dbg-hook/main.c +++ b/src/main/ezusb2-dbg-hook/main.c @@ -10,13 +10,17 @@ #include #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-file.h" +#include "core/log.h" + #include "ezusb2/cyioctl.h" #include "hook/table.h" #include "util/cmdline.h" #include "util/hex.h" -#include "util/log.h" #include "util/str.h" static HANDLE STDCALL my_CreateFileW( @@ -367,14 +371,13 @@ static void ezusb2_dbg_hook_terminate_process() BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - FILE *file; int argc; char **argv; wchar_t *buffer; uint32_t args_success; - file = fopen("ezusb2_dbg.log", "w+"); - log_to_writer(log_writer_file, file); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_file("ezusb2_dbg.log", false, false, 0); hook_table_apply( NULL, diff --git a/src/main/ezusb2-emu/device.c b/src/main/ezusb2-emu/device.c index f465279..ecba816 100644 --- a/src/main/ezusb2-emu/device.c +++ b/src/main/ezusb2-emu/device.c @@ -9,6 +9,8 @@ #include +#include "core/log.h" + #include "ezusb/util.h" #include "ezusb2/cyioctl.h" @@ -27,7 +29,6 @@ #include "util/fs.h" #include "util/hex.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" // The max buffer size in iidx's ezusb client library is 4096 for the initial diff --git a/src/main/ezusb2-emu/util.c b/src/main/ezusb2-emu/util.c index 2abd513..d5b12b9 100644 --- a/src/main/ezusb2-emu/util.c +++ b/src/main/ezusb2-emu/util.c @@ -6,13 +6,14 @@ #include #include +#include "core/log.h" + #include "ezusb2/cyioctl.h" #include "ezusb2/ezusb2.h" #include "ezusb-emu/util.h" #include "util/hex.h" -#include "util/log.h" void ezusb2_emu_util_log_usb_msg(const char *prefix, const struct irp *irp) { diff --git a/src/main/ezusb2-iidx-emu/msg.c b/src/main/ezusb2-iidx-emu/msg.c index 1279ea9..bfc3dce 100644 --- a/src/main/ezusb2-iidx-emu/msg.c +++ b/src/main/ezusb2-iidx-emu/msg.c @@ -6,6 +6,8 @@ #include "bemanitools/iidxio.h" +#include "core/log.h" + #include "hook/iohook.h" #include "ezusb-emu/msg.h" @@ -15,7 +17,6 @@ #include "ezusb2-iidx/msg.h" #include "util/hex.h" -#include "util/log.h" /* ------------------------------------------------------------------------ */ diff --git a/src/main/ezusb2-popn-emu/msg.c b/src/main/ezusb2-popn-emu/msg.c index 6e83f7a..d696ecc 100644 --- a/src/main/ezusb2-popn-emu/msg.c +++ b/src/main/ezusb2-popn-emu/msg.c @@ -6,6 +6,8 @@ #include "bemanitools/popnio.h" +#include "core/log.h" + #include "hook/iohook.h" #include "ezusb-emu/msg.h" @@ -19,7 +21,6 @@ #include "ezusb2-popn/msg.h" #include "util/hex.h" -#include "util/log.h" /* ------------------------------------------------------------------------ */ diff --git a/src/main/ezusb2-popn-shim/Module.mk b/src/main/ezusb2-popn-shim/Module.mk index aefc2d4..f4536c4 100644 --- a/src/main/ezusb2-popn-shim/Module.mk +++ b/src/main/ezusb2-popn-shim/Module.mk @@ -4,6 +4,7 @@ ldflags_ezusb2-popn-shim := \ -lsetupapi \ libs_ezusb2-popn-shim := \ + core \ ezusb2-emu \ hook \ hooklib \ diff --git a/src/main/ezusb2-popn-shim/dllmain.c b/src/main/ezusb2-popn-shim/dllmain.c index c8e16fc..ec7e18f 100644 --- a/src/main/ezusb2-popn-shim/dllmain.c +++ b/src/main/ezusb2-popn-shim/dllmain.c @@ -4,6 +4,8 @@ #include +#include "core/log.h" + #include "ezusb2-emu/desc.h" #include "ezusb2-emu/device.h" @@ -13,8 +15,6 @@ #include "ezusb2-popn-shim/proxy.h" -#include "util/log.h" - #define EZUSB_REAL_DLL_FILENAME "ezusb.dll" static DWORD(STDCALL *real_entrypoint)(HMODULE self, DWORD reason, void *ctx); diff --git a/src/main/ezusb2-popn-shim/proxy.c b/src/main/ezusb2-popn-shim/proxy.c index fdf4f9f..ec47002 100644 --- a/src/main/ezusb2-popn-shim/proxy.c +++ b/src/main/ezusb2-popn-shim/proxy.c @@ -2,7 +2,7 @@ #include #include -#include "util/log.h" +#include "core/log.h" struct CoinParam; struct EEP_HISTORY; diff --git a/src/main/ezusb2-tool/Module.mk b/src/main/ezusb2-tool/Module.mk index 0611565..87e6dff 100644 --- a/src/main/ezusb2-tool/Module.mk +++ b/src/main/ezusb2-tool/Module.mk @@ -4,6 +4,7 @@ ldflags_ezusb2-tool := \ -lsetupapi \ libs_ezusb2-tool := \ + core \ ezusb2 \ ezusb \ util \ diff --git a/src/main/ezusb2-tool/main.c b/src/main/ezusb2-tool/main.c index cdfd179..0579c07 100644 --- a/src/main/ezusb2-tool/main.c +++ b/src/main/ezusb2-tool/main.c @@ -3,11 +3,13 @@ #include #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "ezusb/util.h" #include "ezusb2/ezusb2.h" -#include "util/log.h" - static int scan() { char *path; @@ -122,7 +124,8 @@ int main(int argc, char **argv) arg_pos = 1; - log_to_writer(log_writer_stderr, NULL); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stderr(); if (!strcmp(argv[arg_pos], "scan")) { return scan(); diff --git a/src/main/ezusb2/ezusb2.c b/src/main/ezusb2/ezusb2.c index 61fabd7..2c1b7b9 100644 --- a/src/main/ezusb2/ezusb2.c +++ b/src/main/ezusb2/ezusb2.c @@ -4,6 +4,8 @@ #include // clang-format on +#include "core/log.h" + #include "ezusb/ezusb.h" #include "ezusb2/cyioctl.h" @@ -11,7 +13,6 @@ #include "util/crc.h" #include "util/fs.h" -#include "util/log.h" #include "util/str.h" #define REQ_TYPE_HOST_TO_DEV 0x40 diff --git a/src/main/geninput/Module.mk b/src/main/geninput/Module.mk index 1521d80..3115edf 100644 --- a/src/main/geninput/Module.mk +++ b/src/main/geninput/Module.mk @@ -5,6 +5,7 @@ ldflags_geninput := \ -lsetupapi \ libs_geninput := \ + core \ util \ src_geninput := \ diff --git a/src/main/geninput/dev-list.c b/src/main/geninput/dev-list.c index 2bfcb4e..ce6d93a 100644 --- a/src/main/geninput/dev-list.c +++ b/src/main/geninput/dev-list.c @@ -9,9 +9,10 @@ #include #include +#include "core/log.h" + #include "geninput/dev-list.h" -#include "util/log.h" #include "util/mem.h" void dev_list_init(struct dev_list *devs, const GUID *class_guid) diff --git a/src/main/geninput/hid-generic.c b/src/main/geninput/hid-generic.c index 41e7382..46c2924 100644 --- a/src/main/geninput/hid-generic.c +++ b/src/main/geninput/hid-generic.c @@ -12,6 +12,8 @@ #include // clang-format on +#include "core/log.h" + #include "geninput/hid-generic-strings.h" #include "geninput/hid-generic.h" #include "geninput/hid-meta-in.h" @@ -19,7 +21,6 @@ #include "geninput/hid.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/geninput/hid-meta-in.c b/src/main/geninput/hid-meta-in.c index bbaf44f..3a32494 100644 --- a/src/main/geninput/hid-meta-in.c +++ b/src/main/geninput/hid-meta-in.c @@ -11,10 +11,11 @@ #include #include +#include "core/log.h" + #include "geninput/hid-meta-in.h" #include "geninput/hid-report-in.h" -#include "util/log.h" #include "util/mem.h" static bool diff --git a/src/main/geninput/hid-meta-out.c b/src/main/geninput/hid-meta-out.c index 4f87602..1903785 100644 --- a/src/main/geninput/hid-meta-out.c +++ b/src/main/geninput/hid-meta-out.c @@ -12,10 +12,11 @@ #include #include +#include "core/log.h" + #include "geninput/hid-meta-out.h" #include "geninput/hid-report-out.h" -#include "util/log.h" #include "util/mem.h" static bool diff --git a/src/main/geninput/hid-mgr.c b/src/main/geninput/hid-mgr.c index f22d3a7..2f8a7c1 100644 --- a/src/main/geninput/hid-mgr.c +++ b/src/main/geninput/hid-mgr.c @@ -2,9 +2,10 @@ #include +#include "core/log.h" + #include "geninput/hid-mgr.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/geninput/hid-report-in.c b/src/main/geninput/hid-report-in.c index 721a721..aec213d 100644 --- a/src/main/geninput/hid-report-in.c +++ b/src/main/geninput/hid-report-in.c @@ -10,9 +10,10 @@ #include #include +#include "core/log.h" + #include "geninput/hid-report-in.h" -#include "util/log.h" #include "util/mem.h" void hid_report_in_init( diff --git a/src/main/geninput/hid-report-out.c b/src/main/geninput/hid-report-out.c index 5469e3a..892cd13 100644 --- a/src/main/geninput/hid-report-out.c +++ b/src/main/geninput/hid-report-out.c @@ -11,9 +11,10 @@ #include #include +#include "core/log.h" + #include "geninput/hid-report-out.h" -#include "util/log.h" #include "util/mem.h" bool hid_report_out_init( diff --git a/src/main/geninput/hid.c b/src/main/geninput/hid.c index 57685b0..889ee80 100644 --- a/src/main/geninput/hid.c +++ b/src/main/geninput/hid.c @@ -1,10 +1,11 @@ #include #include +#include "core/log.h" + #include "geninput/dev-list.h" #include "geninput/hid.h" -#include "util/log.h" #include "util/str.h" wchar_t *hid_ri_init_name(const GUID *class_guid, const char *dev_node) diff --git a/src/main/geninput/hotplug.c b/src/main/geninput/hotplug.c index 54dad42..d9954d3 100644 --- a/src/main/geninput/hotplug.c +++ b/src/main/geninput/hotplug.c @@ -6,13 +6,13 @@ #include +#include "core/log.h" + #include "geninput/hid.h" #include "geninput/hotplug.h" #include "geninput/io-thread.h" #include "geninput/ri.h" -#include "util/log.h" - static HDEVNOTIFY hotplug_handle; void hotplug_init(HWND wnd) diff --git a/src/main/geninput/input.c b/src/main/geninput/input.c index 60c94c2..e67df3d 100644 --- a/src/main/geninput/input.c +++ b/src/main/geninput/input.c @@ -7,6 +7,9 @@ #include "bemanitools/glue.h" #include "bemanitools/input.h" +#include "core/log.h" +#include "core/thread.h" + #include "geninput/hid-mgr.h" #include "geninput/hid.h" #include "geninput/io-thread.h" @@ -14,10 +17,8 @@ #include "geninput/mapper.h" #include "util/fs.h" -#include "util/log.h" #include "util/msg-thread.h" #include "util/str.h" -#include "util/thread.h" static HINSTANCE input_hinst; static volatile long input_init_count; @@ -47,7 +48,7 @@ void input_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } void input_init( @@ -63,7 +64,7 @@ void input_init( mapper_inst = mapper_impl_create(); - thread_api_init(create, join, destroy); + core_thread_impl_set(create, join, destroy); msg_thread_init(input_hinst); io_thread_init(); } diff --git a/src/main/geninput/io-thread.c b/src/main/geninput/io-thread.c index ca663ff..18f5ccc 100644 --- a/src/main/geninput/io-thread.c +++ b/src/main/geninput/io-thread.c @@ -2,6 +2,9 @@ #include +#include "core/log.h" +#include "core/thread.h" + #include "geninput/dev-list.h" #include "geninput/hid-generic.h" #include "geninput/hid-mgr.h" @@ -10,9 +13,7 @@ #include "geninput/pacdrive.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" -#include "util/thread.h" enum io_thread_cmd { IO_THREAD_CMD_STOP, @@ -172,7 +173,7 @@ void io_thread_init(void) barrier = CreateEvent(NULL, TRUE, FALSE, NULL); - io_thread_id = thread_create(io_thread_proc, barrier, 16384, 0); + io_thread_id = core_thread_create(io_thread_proc, barrier, 16384, 0); WaitForSingleObject(barrier, INFINITE); CloseHandle(barrier); @@ -200,6 +201,6 @@ void io_thread_fini(void) PostQueuedCompletionStatus(io_thread_cp, 0, (uintptr_t) &msg, NULL); - thread_join(io_thread_id, NULL); - thread_destroy(io_thread_id); + core_thread_join(io_thread_id, NULL); + core_thread_destroy(io_thread_id); } diff --git a/src/main/geninput/kbd.c b/src/main/geninput/kbd.c index 9ae8e5e..191890b 100644 --- a/src/main/geninput/kbd.c +++ b/src/main/geninput/kbd.c @@ -11,12 +11,13 @@ #include #include +#include "core/log.h" + #include "geninput/hid.h" #include "geninput/kbd-data.h" #include "geninput/kbd.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/geninput/mapper.c b/src/main/geninput/mapper.c index c3d0214..3c66c19 100644 --- a/src/main/geninput/mapper.c +++ b/src/main/geninput/mapper.c @@ -1,11 +1,12 @@ #include #include +#include "core/log.h" + #include "geninput/hid-mgr.h" #include "geninput/mapper.h" #include "util/array.h" -#include "util/log.h" #include "util/mem.h" struct action_iter { diff --git a/src/main/geninput/mouse.c b/src/main/geninput/mouse.c index 2b24d1c..f1c54bf 100644 --- a/src/main/geninput/mouse.c +++ b/src/main/geninput/mouse.c @@ -12,11 +12,12 @@ #include #include +#include "core/log.h" + #include "geninput/hid.h" #include "geninput/mouse.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/geninput/msg-thread.c b/src/main/geninput/msg-thread.c index cc21ae0..7ca47f3 100644 --- a/src/main/geninput/msg-thread.c +++ b/src/main/geninput/msg-thread.c @@ -6,10 +6,11 @@ #include +#include "core/log.h" + #include "geninput/hotplug.h" #include "geninput/ri.h" -#include "util/log.h" #include "util/msg-thread.h" void msg_window_setup(HWND hwnd) diff --git a/src/main/geninput/pacdrive.c b/src/main/geninput/pacdrive.c index 2a5ab36..b388036 100644 --- a/src/main/geninput/pacdrive.c +++ b/src/main/geninput/pacdrive.c @@ -11,12 +11,13 @@ #include #include +#include "core/log.h" + #include "geninput/hid.h" #include "geninput/io-thread.h" #include "geninput/pacdrive.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" /* The PacDrive appears to have a malformed descriptor for its OUT report. diff --git a/src/main/geninput/ri.c b/src/main/geninput/ri.c index b3befee..45b6d65 100644 --- a/src/main/geninput/ri.c +++ b/src/main/geninput/ri.c @@ -1,5 +1,7 @@ #include +#include "core/log.h" + #include "geninput/hid-mgr.h" #include "geninput/hid.h" #include "geninput/kbd.h" @@ -7,7 +9,6 @@ #include "geninput/ri.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" struct ri_handle { diff --git a/src/main/hook/d3d9.c b/src/main/hook/d3d9.c index 45e1fd1..0f09ec6 100644 --- a/src/main/hook/d3d9.c +++ b/src/main/hook/d3d9.c @@ -1,10 +1,10 @@ #define LOG_MODULE "hook-d3d9" -#include "hook/d3d9.h" -#include "hook/com-proxy.h" -#include "hook/table.h" +#include "core/log.h" -#include "util/log.h" +#include "hook/com-proxy.h" +#include "hook/d3d9.h" +#include "hook/table.h" /* ------------------------------------------------------------------------------------------------------------------ */ diff --git a/src/main/hook/table.c b/src/main/hook/table.c index 067ea75..285a43d 100644 --- a/src/main/hook/table.c +++ b/src/main/hook/table.c @@ -174,10 +174,11 @@ static void hook_table_revert_to_iid( sym = &syms[j]; if (hook_table_match_proc(&iate, sym)) { - // Only revert-able if the original pointer was stored previously + // Only revert-able if the original pointer was stored + // previously if (sym->link != NULL && *sym->link != NULL) { pe_patch(iate.ppointer, sym->link, sizeof(*sym->link)); - } + } } } } diff --git a/src/main/hooklib/acp.c b/src/main/hooklib/acp.c index 52675b2..81faa73 100644 --- a/src/main/hooklib/acp.c +++ b/src/main/hooklib/acp.c @@ -6,13 +6,14 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "hooklib/acp.h" #include "util/codepage.h" #include "util/defs.h" -#include "util/log.h" static NTSTATUS NTAPI my_RtlMultiByteToUnicodeN( wchar_t *dest, diff --git a/src/main/hooklib/adapter.c b/src/main/hooklib/adapter.c index 0b94c12..8b3b6d9 100644 --- a/src/main/hooklib/adapter.c +++ b/src/main/hooklib/adapter.c @@ -6,13 +6,14 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "hooklib/adapter.h" #include "util/codepage.h" #include "util/defs.h" -#include "util/log.h" static DWORD WINAPI my_GetAdaptersInfo(PIP_ADAPTER_INFO adapter_info, PULONG out_buf_len); diff --git a/src/main/hooklib/app.c b/src/main/hooklib/app.c index 7ccd441..11fb824 100644 --- a/src/main/hooklib/app.c +++ b/src/main/hooklib/app.c @@ -1,5 +1,7 @@ #include +#include "core/log.h" + #include "hook/table.h" #include "hooklib/app.h" @@ -7,7 +9,6 @@ #include "imports/avs.h" #include "imports/eapki.h" -#include "util/log.h" #include "util/str.h" static dll_entry_init_t hook_dll_entry_init; diff --git a/src/main/hooklib/config-adapter.c b/src/main/hooklib/config-adapter.c index 49c2450..0ddb680 100644 --- a/src/main/hooklib/config-adapter.c +++ b/src/main/hooklib/config-adapter.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "hooklib/config-adapter.h" +#include "core/log.h" -#include "util/log.h" +#include "hooklib/config-adapter.h" #define HOOKLIB_CONFIG_ADAPTER_OVERRIDE_IP_KEY "adapter.override_ip" diff --git a/src/main/hooklib/memfile.c b/src/main/hooklib/memfile.c index 08dbeba..09c0587 100644 --- a/src/main/hooklib/memfile.c +++ b/src/main/hooklib/memfile.c @@ -3,12 +3,13 @@ #include #include +#include "core/log.h" + #include "hook/hr.h" #include "hook/iohook.h" #include "hook/table.h" #include "util/array.h" -#include "util/log.h" #include "util/str.h" struct file_entry { diff --git a/src/main/hooklib/rs232.c b/src/main/hooklib/rs232.c index 8d6d371..591c98f 100644 --- a/src/main/hooklib/rs232.c +++ b/src/main/hooklib/rs232.c @@ -14,12 +14,13 @@ #include #include +#include "core/log.h" + #include "hook/hr.h" #include "hook/iohook.h" #include "hook/table.h" #include "util/array.h" -#include "util/log.h" /* RS232 API hooks */ diff --git a/src/main/hooklib/setupapi.c b/src/main/hooklib/setupapi.c index 07dc72c..5363c52 100644 --- a/src/main/hooklib/setupapi.c +++ b/src/main/hooklib/setupapi.c @@ -4,12 +4,13 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "hooklib/setupapi.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* my hooks */ diff --git a/src/main/iidx-bio2-exit-hook/Module.mk b/src/main/iidx-bio2-exit-hook/Module.mk index dcf7289..085af3a 100644 --- a/src/main/iidx-bio2-exit-hook/Module.mk +++ b/src/main/iidx-bio2-exit-hook/Module.mk @@ -4,6 +4,7 @@ ldflags_iidx-bio2-exit-hook := \ -lsetupapi \ libs_iidx-bio2-exit-hook := \ + core \ bio2drv \ hook \ util \ diff --git a/src/main/iidx-bio2-exit-hook/main.c b/src/main/iidx-bio2-exit-hook/main.c index 13ac825..2718717 100644 --- a/src/main/iidx-bio2-exit-hook/main.c +++ b/src/main/iidx-bio2-exit-hook/main.c @@ -11,10 +11,13 @@ #include "bio2/bi2a-iidx.h" #include "bio2drv/detect.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "hook/iobuf.h" #include "hook/iohook.h" -#include "util/log.h" #include "util/mem.h" #include "util/proc.h" #include "util/str.h" @@ -224,7 +227,8 @@ static HRESULT _iohook_handler(struct irp *irp) BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { - log_to_writer(log_writer_stdout, NULL); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stdout(); if (reason != DLL_PROCESS_ATTACH) { return TRUE; diff --git a/src/main/iidx-ezusb-exit-hook/Module.mk b/src/main/iidx-ezusb-exit-hook/Module.mk index 4050ebe..500bd15 100644 --- a/src/main/iidx-ezusb-exit-hook/Module.mk +++ b/src/main/iidx-ezusb-exit-hook/Module.mk @@ -1,6 +1,7 @@ dlls += iidx-ezusb-exit-hook libs_iidx-ezusb-exit-hook := \ + core \ ezusb-iidx \ hook \ util \ diff --git a/src/main/iidx-ezusb2-exit-hook/Module.mk b/src/main/iidx-ezusb2-exit-hook/Module.mk index 7828a97..f449f38 100644 --- a/src/main/iidx-ezusb2-exit-hook/Module.mk +++ b/src/main/iidx-ezusb2-exit-hook/Module.mk @@ -1,6 +1,7 @@ dlls += iidx-ezusb2-exit-hook libs_iidx-ezusb2-exit-hook := \ + core \ hook \ util \ diff --git a/src/main/iidx-irbeat-patch/Module.mk b/src/main/iidx-irbeat-patch/Module.mk index df42cd3..d01645f 100644 --- a/src/main/iidx-irbeat-patch/Module.mk +++ b/src/main/iidx-irbeat-patch/Module.mk @@ -2,6 +2,7 @@ exes += iidx-irbeat-patch libs_iidx-irbeat-patch := \ util \ + core \ src_iidx-irbeat-patch := \ main.c \ diff --git a/src/main/iidxhook-d3d9/bb-scale-hd.c b/src/main/iidxhook-d3d9/bb-scale-hd.c index 60dae6b..84afe7c 100644 --- a/src/main/iidxhook-d3d9/bb-scale-hd.c +++ b/src/main/iidxhook-d3d9/bb-scale-hd.c @@ -2,13 +2,13 @@ #include +#include "core/log.h" + #include "d3d9-util/vertex.h" #include "bb-scale-hd.h" #include "util.h" -#include "util/log.h" - static bool iidxhook_d3d9_bb_scale_initialized; static uint16_t iidxhook_d3d9_bb_scale_hd_width; static uint16_t iidxhook_d3d9_bb_scale_hd_height; diff --git a/src/main/iidxhook-d3d9/util.h b/src/main/iidxhook-d3d9/util.h index 3a77e99..96b489e 100644 --- a/src/main/iidxhook-d3d9/util.h +++ b/src/main/iidxhook-d3d9/util.h @@ -3,9 +3,9 @@ #include -#include "d3d9-util/dxerr9.h" +#include "core/log.h" -#include "util/log.h" +#include "d3d9-util/dxerr9.h" inline void iidxhook_d3d9_util_check_and_handle_failure(HRESULT hr, const char *msg) diff --git a/src/main/iidxhook-util/Module.mk b/src/main/iidxhook-util/Module.mk index 92fe44d..50dd18d 100644 --- a/src/main/iidxhook-util/Module.mk +++ b/src/main/iidxhook-util/Module.mk @@ -1,6 +1,7 @@ libs += iidxhook-util libs_iidxhook-util := \ + core \ util \ src_iidxhook-util := \ diff --git a/src/main/iidxhook-util/acio.c b/src/main/iidxhook-util/acio.c index 6291336..a52fa76 100644 --- a/src/main/iidxhook-util/acio.c +++ b/src/main/iidxhook-util/acio.c @@ -15,6 +15,8 @@ #include "acioemu/emu.h" #include "acioemu/icca.h" +#include "core/log.h" + #include "hook/iohook.h" #include "hooklib/rs232.h" @@ -24,7 +26,6 @@ #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu iidxhook_util_acio_emu; diff --git a/src/main/iidxhook-util/chart-patch.c b/src/main/iidxhook-util/chart-patch.c index 4b2970e..b6cc290 100644 --- a/src/main/iidxhook-util/chart-patch.c +++ b/src/main/iidxhook-util/chart-patch.c @@ -4,12 +4,13 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" #include "util/crc.h" #include "util/defs.h" #include "util/fs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/iidxhook-util/clock.c b/src/main/iidxhook-util/clock.c index 8c870ff..dc0e2f2 100644 --- a/src/main/iidxhook-util/clock.c +++ b/src/main/iidxhook-util/clock.c @@ -2,10 +2,11 @@ #include +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" static BOOL STDCALL my_SetLocalTime(const SYSTEMTIME *lpSystemTime); static BOOL(STDCALL *real_SetLocalTime)(const SYSTEMTIME *lpSystemTime); diff --git a/src/main/iidxhook-util/config-eamuse.c b/src/main/iidxhook-util/config-eamuse.c index f59b03e..c75bd1a 100644 --- a/src/main/iidxhook-util/config-eamuse.c +++ b/src/main/iidxhook-util/config-eamuse.c @@ -2,12 +2,12 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "iidxhook-util/config-eamuse.h" #include "security/mcode.h" -#include "util/log.h" - #define IIDXHOOK_CONFIG_EAMUSE_CARD_TYPE_KEY "eamuse.card_type" #define IIDXHOOK_CONFIG_EAMUSE_SERVER_KEY "eamuse.server" #define IIDXHOOK_CONFIG_EAMUSE_PCBID_KEY "eamuse.pcbid" diff --git a/src/main/iidxhook-util/config-ezusb.c b/src/main/iidxhook-util/config-ezusb.c index e860a1d..14d953d 100644 --- a/src/main/iidxhook-util/config-ezusb.c +++ b/src/main/iidxhook-util/config-ezusb.c @@ -3,9 +3,10 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "iidxhook-util/config-ezusb.h" -#include "util/log.h" #include "util/mem.h" #define IIDXHOOK_UTIL_CONFIG_EZUSB_API_CALL_MONITORING_KEY \ diff --git a/src/main/iidxhook-util/config-gfx.c b/src/main/iidxhook-util/config-gfx.c index e591f48..1be281f 100644 --- a/src/main/iidxhook-util/config-gfx.c +++ b/src/main/iidxhook-util/config-gfx.c @@ -2,9 +2,9 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook-util/config-gfx.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook-util/config-gfx.h" #define IIDXHOOK_CONFIG_GFX_BGVIDEO_UV_FIX_KEY "gfx.bgvideo_uv_fix" #define IIDXHOOK_CONFIG_GFX_FRAMED_KEY "gfx.framed" diff --git a/src/main/iidxhook-util/config-io.c b/src/main/iidxhook-util/config-io.c index 3055ac6..13c59f3 100644 --- a/src/main/iidxhook-util/config-io.c +++ b/src/main/iidxhook-util/config-io.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook-util/config-io.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook-util/config-io.h" #define IIDXHOOK_UTIL_CONFIG_IO_DISABLE_CARD_READER_EMU_KEY \ "io.disable_card_reader_emu" diff --git a/src/main/iidxhook-util/config-misc.c b/src/main/iidxhook-util/config-misc.c index 7a18499..fca5ea5 100644 --- a/src/main/iidxhook-util/config-misc.c +++ b/src/main/iidxhook-util/config-misc.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook-util/config-misc.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook-util/config-misc.h" #define IIDXHOOK_CONFIG_MISC_DISABLE_CLOCK_SET_KEY "misc.disable_clock_set" #define IIDXHOOK_CONFIG_MISC_RTEFFECT_STUB_KEY "misc.rteffect_stub" diff --git a/src/main/iidxhook-util/config-sec.c b/src/main/iidxhook-util/config-sec.c index 54cb0ee..a2e9a57 100644 --- a/src/main/iidxhook-util/config-sec.c +++ b/src/main/iidxhook-util/config-sec.c @@ -3,12 +3,13 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "iidxhook-util/config-sec.h" #include "security/mcode.h" #include "security/rp.h" -#include "util/log.h" #include "util/mem.h" #define IIDXHOOK_CONFIG_SEC_BOOT_VERSION_KEY "sec.boot_version" diff --git a/src/main/iidxhook-util/d3d9.c b/src/main/iidxhook-util/d3d9.c index 9c87719..eeb5081 100644 --- a/src/main/iidxhook-util/d3d9.c +++ b/src/main/iidxhook-util/d3d9.c @@ -9,6 +9,8 @@ #include #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" @@ -16,7 +18,6 @@ #include "iidxhook-util/vertex-shader.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/iidxhook-util/eamuse.c b/src/main/iidxhook-util/eamuse.c index 15d77da..6a127bd 100644 --- a/src/main/iidxhook-util/eamuse.c +++ b/src/main/iidxhook-util/eamuse.c @@ -8,12 +8,13 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "iidxhook-util/eamuse.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* ------------------------------------------------------------------------- */ diff --git a/src/main/iidxhook-util/effector.c b/src/main/iidxhook-util/effector.c index 4f30e27..f313c60 100644 --- a/src/main/iidxhook-util/effector.c +++ b/src/main/iidxhook-util/effector.c @@ -2,12 +2,13 @@ #include +#include "core/log.h" + #include "hook/table.h" #include "iidxhook-util/effector.h" #include "util/defs.h" -#include "util/log.h" static BOOL my_EnableEqualizer(int a1); static BOOL my_GetEqualizerStatus(LPVOID buffer); diff --git a/src/main/iidxhook-util/log-server.c b/src/main/iidxhook-util/log-server.c index 1a7f687..5a2fe3d 100644 --- a/src/main/iidxhook-util/log-server.c +++ b/src/main/iidxhook-util/log-server.c @@ -5,6 +5,9 @@ #include #include +#include "core/log.h" +#include "core/thread.h" + #include "hook/table.h" #include "iidxhook-util/log-server.h" @@ -12,9 +15,7 @@ #include "imports/avs.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" static int log_thread_proc(void *ctx); static void @@ -39,7 +40,7 @@ void log_server_init(void) log_rv_consumer = CreateSemaphore(NULL, 0, 1, NULL); ready = CreateEvent(NULL, TRUE, FALSE, NULL); - log_to_external( + core_log_impl_set( log_post_misc, log_post_info, log_post_warning, log_post_fatal); log_thread_id = avs_thread_create(log_thread_proc, ready, 16384, 0); diff --git a/src/main/iidxhook-util/settings.c b/src/main/iidxhook-util/settings.c index b4f2ce3..5402f69 100644 --- a/src/main/iidxhook-util/settings.c +++ b/src/main/iidxhook-util/settings.c @@ -7,12 +7,13 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" #include "hook/table.h" #include "util/defs.h" #include "util/fs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/iidxhook1/Module.mk b/src/main/iidxhook1/Module.mk index fcfad98..61bb5ff 100644 --- a/src/main/iidxhook1/Module.mk +++ b/src/main/iidxhook1/Module.mk @@ -5,6 +5,7 @@ ldflags_iidxhook1 := \ -liphlpapi \ libs_iidxhook1 := \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook1/config-iidxhook1.c b/src/main/iidxhook1/config-iidxhook1.c index 5a02c95..b88d471 100644 --- a/src/main/iidxhook1/config-iidxhook1.c +++ b/src/main/iidxhook1/config-iidxhook1.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook1/config-iidxhook1.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook1/config-iidxhook1.h" #define IIDXHOOK_CONFIG_MISC_HAPPY_SKY_MS_BG_FIX_KEY "misc.happy_sky_ms_bg_fix" diff --git a/src/main/iidxhook1/dllmain.c b/src/main/iidxhook1/dllmain.c index a3a4a35..60c61a7 100644 --- a/src/main/iidxhook1/dllmain.c +++ b/src/main/iidxhook1/dllmain.c @@ -9,6 +9,14 @@ #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "ezusb-emu/desc.h" #include "ezusb-emu/device.h" #include "ezusb-emu/node-security-plug.h" @@ -42,8 +50,6 @@ #include "iidxhook1/log-ezusb.h" #include "util/defs.h" -#include "util/log.h" -#include "util/thread.h" #define IIDXHOOK1_INFO_HEADER \ "iidxhook for 9th Style, 10th Style, RED and HAPPY SKY" \ @@ -68,6 +74,14 @@ static const struct hook_symbol init_hook_syms[] = { }, }; +static void _iidxhook1_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static void iidxhook1_setup_d3d9_hooks( const struct iidxhook_config_gfx *config_gfx, const struct iidxhook_config_iidxhook1 *config_iidxhook1) @@ -215,20 +229,24 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) /* Start up IIDXIO.DLL */ log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); - if (!iidx_io_init(thread_create, thread_join, thread_destroy)) { + if (!iidx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } /* Start up EAMIO.DLL */ log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - if (!eam_io_init(thread_create, thread_join, thread_destroy)) { + if (!eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } @@ -261,7 +279,9 @@ skip: BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - log_to_writer(log_writer_debug, NULL); + core_thread_crt_ext_impl_set(); + + _iidxhook1_log_init(); /* Bootstrap hook for further init tasks (see above) */ diff --git a/src/main/iidxhook1/ezusb-mon.c b/src/main/iidxhook1/ezusb-mon.c index b76418a..11f10f9 100644 --- a/src/main/iidxhook1/ezusb-mon.c +++ b/src/main/iidxhook1/ezusb-mon.c @@ -6,12 +6,13 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "iidxhook1/ezusb-mon.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* ------------------------------------------------------------------------- */ diff --git a/src/main/iidxhook1/log-ezusb.c b/src/main/iidxhook1/log-ezusb.c index ac71907..28a9c6a 100644 --- a/src/main/iidxhook1/log-ezusb.c +++ b/src/main/iidxhook1/log-ezusb.c @@ -6,12 +6,13 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "iidxhook1/log-ezusb.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* ------------------------------------------------------------------------- */ diff --git a/src/main/iidxhook2/Module.mk b/src/main/iidxhook2/Module.mk index c9fd438..4612442 100644 --- a/src/main/iidxhook2/Module.mk +++ b/src/main/iidxhook2/Module.mk @@ -5,6 +5,7 @@ ldflags_iidxhook2 := \ -liphlpapi \ libs_iidxhook2 := \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook2/config-iidxhook2.c b/src/main/iidxhook2/config-iidxhook2.c index 6e3ac6b..0db10f3 100644 --- a/src/main/iidxhook2/config-iidxhook2.c +++ b/src/main/iidxhook2/config-iidxhook2.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook2/config-iidxhook2.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook2/config-iidxhook2.h" #define IIDXHOOK_CONFIG_MISC_DISTORTED_MS_BG_FIX_KEY "misc.distorted_ms_bg_fix" diff --git a/src/main/iidxhook2/dllmain.c b/src/main/iidxhook2/dllmain.c index 25a76ed..de8a916 100644 --- a/src/main/iidxhook2/dllmain.c +++ b/src/main/iidxhook2/dllmain.c @@ -9,6 +9,14 @@ #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "ezusb-emu/desc.h" #include "ezusb-emu/device.h" #include "ezusb-emu/node-security-plug.h" @@ -41,9 +49,6 @@ #include "iidxhook2/config-iidxhook2.h" -#include "util/log.h" -#include "util/thread.h" - #define IIDXHOOK2_INFO_HEADER \ "iidxhook for DistorteD" \ ", build " __DATE__ " " __TIME__ ", gitrev " STRINGIFY(GITREV) @@ -65,6 +70,14 @@ static const struct hook_symbol init_hook_syms[] = { .link = (void **) &real_OpenProcess}, }; +static void _iidxhook2_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static void iidxhook2_setup_d3d9_hooks( const struct iidxhook_config_gfx *config_gfx, const struct iidxhook_config_iidxhook2 *config_iidxhook2) @@ -207,20 +220,24 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) /* Start up IIDXIO.DLL */ log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); - if (!iidx_io_init(thread_create, thread_join, thread_destroy)) { + if (!iidx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } /* Start up EAMIO.DLL */ log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - if (!eam_io_init(thread_create, thread_join, thread_destroy)) { + if (!eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } @@ -254,7 +271,9 @@ skip: BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - log_to_writer(log_writer_debug, NULL); + core_thread_crt_ext_impl_set(); + + _iidxhook2_log_init(); /* Bootstrap hook for further init tasks (see above) */ diff --git a/src/main/iidxhook3/Module.mk b/src/main/iidxhook3/Module.mk index e328bec..6ab9a30 100644 --- a/src/main/iidxhook3/Module.mk +++ b/src/main/iidxhook3/Module.mk @@ -5,6 +5,7 @@ ldflags_iidxhook3 := \ -liphlpapi \ libs_iidxhook3 := \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook3/dllmain.c b/src/main/iidxhook3/dllmain.c index b2e0e41..4927fc3 100644 --- a/src/main/iidxhook3/dllmain.c +++ b/src/main/iidxhook3/dllmain.c @@ -9,6 +9,14 @@ #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "ezusb-emu/node-security-plug.h" #include "ezusb-iidx-emu/node-serial.h" #include "ezusb-iidx-emu/nodes.h" @@ -40,9 +48,7 @@ #include "security/rp-sign-key.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define IIDXHOOK3_INFO_HEADER \ "iidxhook for Gold, DJTroopers, Empress and Sirius" \ @@ -64,6 +70,14 @@ static const struct hook_symbol init_hook_syms[] = { .link = (void **) &real_OpenProcess}, }; +static void _iidxhook3_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static void iidxhook3_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -200,20 +214,24 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) /* Start up IIDXIO.DLL */ log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); - if (!iidx_io_init(thread_create, thread_join, thread_destroy)) { + if (!iidx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } /* Start up EAMIO.DLL */ log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - if (!eam_io_init(thread_create, thread_join, thread_destroy)) { + if (!eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } @@ -246,7 +264,9 @@ skip: BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - log_to_writer(log_writer_debug, NULL); + core_thread_crt_ext_impl_set(); + + _iidxhook3_log_init(); /* Bootstrap hook for further init tasks (see above) */ diff --git a/src/main/iidxhook4-cn/Module.mk b/src/main/iidxhook4-cn/Module.mk index 0f7bcee..8cc34cb 100644 --- a/src/main/iidxhook4-cn/Module.mk +++ b/src/main/iidxhook4-cn/Module.mk @@ -8,6 +8,8 @@ deplibs_iidxhook4-cn := \ avs \ libs_iidxhook4-cn := \ + avs-util \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook4-cn/avs-boot.c b/src/main/iidxhook4-cn/avs-boot.c index 378d80c..4c498c9 100644 --- a/src/main/iidxhook4-cn/avs-boot.c +++ b/src/main/iidxhook4-cn/avs-boot.c @@ -3,14 +3,15 @@ #include #include +#include "core/log-bt.h" +#include "core/log.h" + #include "hook/table.h" #include "imports/avs.h" #include "iidxhook4-cn/avs-boot.h" -#include "util/log.h" - static void (*real_avs_boot)( struct property_node *config, void *std_heap, @@ -35,6 +36,11 @@ static const struct hook_symbol iidxhook4_cn_log_hook_syms[] = { .link = (void **) &real_avs_boot}, }; +static AVS_LOG_WRITER(_avs_boot_log_writer, chars, nchars, ctx) +{ + core_log_bt_direct_sink_write(chars, nchars); +} + static void avs_boot_replace_property_uint32( struct property_node *node, const char *name, uint32_t val) { @@ -87,7 +93,7 @@ static void my_avs_boot( sz_std_heap, avs_heap, sz_avs_heap, - log_writer_debug, + _avs_boot_log_writer, NULL); } diff --git a/src/main/iidxhook4-cn/dllmain.c b/src/main/iidxhook4-cn/dllmain.c index ea2f42a..9fa61ba 100644 --- a/src/main/iidxhook4-cn/dllmain.c +++ b/src/main/iidxhook4-cn/dllmain.c @@ -5,10 +5,19 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "ezusb-emu/node-security-plug.h" #include "ezusb2-emu/desc.h" @@ -37,8 +46,6 @@ #include "imports/avs.h" -#include "util/log.h" - #define IIDXHOOK4_CN_INFO_HEADER \ "iidxhook for Resort Anthem CN" \ ", build " __DATE__ " " __TIME__ ", gitrev " STRINGIFY(GITREV) @@ -61,6 +68,14 @@ static const struct hook_symbol init_hook_syms[] = { static struct iidxhook_config_io config_io; +static void _iidxhook4_cn_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static void iidxhook4_cn_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -183,11 +198,12 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) if (!config_io.disable_io_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } else { @@ -221,7 +237,11 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) return TRUE; } - log_to_writer(log_writer_debug, NULL); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + + // TODO init debug logging but with avs available? why not use avs logging? + _iidxhook4_cn_log_init(); hook_table_apply( NULL, "kernel32.dll", init_hook_syms, lengthof(init_hook_syms)); diff --git a/src/main/iidxhook4-cn/path.c b/src/main/iidxhook4-cn/path.c index 4ab6c5a..5d4ef1d 100644 --- a/src/main/iidxhook4-cn/path.c +++ b/src/main/iidxhook4-cn/path.c @@ -4,11 +4,12 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "iidxhook4-cn/path.h" -#include "util/log.h" #include "util/str.h" #define PATH_A "D:/JDZ-001/contents/" diff --git a/src/main/iidxhook4/Module.mk b/src/main/iidxhook4/Module.mk index 40f40b0..6546ac1 100644 --- a/src/main/iidxhook4/Module.mk +++ b/src/main/iidxhook4/Module.mk @@ -7,6 +7,8 @@ deplibs_iidxhook4 := \ avs \ libs_iidxhook4 := \ + avs-util \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook4/dllmain.c b/src/main/iidxhook4/dllmain.c index d7993dd..c52336f 100644 --- a/src/main/iidxhook4/dllmain.c +++ b/src/main/iidxhook4/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "ezusb-iidx-emu/nodes.h" #include "ezusb2-emu/desc.h" @@ -36,9 +41,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define IIDXHOOK4_INFO_HEADER \ "iidxhook for Resort Anthem" \ @@ -142,11 +145,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_io_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } else { @@ -156,11 +160,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } else { @@ -227,8 +232,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/iidxhook5-cn/Module.mk b/src/main/iidxhook5-cn/Module.mk index feea3d4..5addce9 100644 --- a/src/main/iidxhook5-cn/Module.mk +++ b/src/main/iidxhook5-cn/Module.mk @@ -8,6 +8,8 @@ deplibs_iidxhook5-cn := \ avs \ libs_iidxhook5-cn := \ + avs-util \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook5-cn/avs-boot.c b/src/main/iidxhook5-cn/avs-boot.c index 772832a..eaa1f45 100644 --- a/src/main/iidxhook5-cn/avs-boot.c +++ b/src/main/iidxhook5-cn/avs-boot.c @@ -3,14 +3,15 @@ #include #include +#include "core/log-bt.h" +#include "core/log.h" + #include "hook/table.h" #include "imports/avs.h" #include "iidxhook5-cn/avs-boot.h" -#include "util/log.h" - static void (*real_avs_boot)( struct property_node *config, void *std_heap, @@ -35,6 +36,11 @@ static const struct hook_symbol iidxhook5_cn_log_hook_syms[] = { .link = (void **) &real_avs_boot}, }; +static AVS_LOG_WRITER(_avs_boot_log_writer, chars, nchars, ctx) +{ + core_log_bt_direct_sink_write(chars, nchars); +} + static void avs_boot_replace_property_uint32( struct property_node *node, const char *name, uint32_t val) { @@ -87,7 +93,7 @@ static void my_avs_boot( sz_std_heap, avs_heap, sz_avs_heap, - log_writer_debug, + _avs_boot_log_writer, NULL); } diff --git a/src/main/iidxhook5-cn/dllmain.c b/src/main/iidxhook5-cn/dllmain.c index 711c906..1d327dc 100644 --- a/src/main/iidxhook5-cn/dllmain.c +++ b/src/main/iidxhook5-cn/dllmain.c @@ -5,10 +5,18 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread.h" + #include "ezusb-emu/node-security-plug.h" #include "ezusb2-emu/desc.h" @@ -37,8 +45,6 @@ #include "imports/avs.h" -#include "util/log.h" - #define IIDXHOOK5_CN_INFO_HEADER \ "iidxhook for tricoro CN" \ ", build " __DATE__ " " __TIME__ ", gitrev " STRINGIFY(GITREV) @@ -61,6 +67,14 @@ static const struct hook_symbol init_hook_user32_syms[] = { static struct iidxhook_config_io config_io; +static void _iidxhook5_cn_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static void iidxhook5_cn_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -163,11 +177,12 @@ static ATOM WINAPI my_RegisterClassA(const WNDCLASSA *lpWndClass) if (!config_io.disable_io_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } else { @@ -200,7 +215,11 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) return TRUE; } - log_to_writer(log_writer_debug, NULL); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + + // TODO init debug logging but with avs available? why not use avs logging? + _iidxhook5_cn_log_init(); hook_table_apply( NULL, diff --git a/src/main/iidxhook5-cn/path.c b/src/main/iidxhook5-cn/path.c index d45bf22..bb4f81d 100644 --- a/src/main/iidxhook5-cn/path.c +++ b/src/main/iidxhook5-cn/path.c @@ -4,11 +4,12 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "iidxhook5-cn/path.h" -#include "util/log.h" #include "util/str.h" #define PATH_A "D:/JDZ-001/contents/" diff --git a/src/main/iidxhook5/Module.mk b/src/main/iidxhook5/Module.mk index 78ea307..28cb7fe 100644 --- a/src/main/iidxhook5/Module.mk +++ b/src/main/iidxhook5/Module.mk @@ -7,6 +7,8 @@ deplibs_iidxhook5 := \ avs \ libs_iidxhook5 := \ + avs-util \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook5/dllmain.c b/src/main/iidxhook5/dllmain.c index 268bf39..0912c38 100644 --- a/src/main/iidxhook5/dllmain.c +++ b/src/main/iidxhook5/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "ezusb-iidx-emu/nodes.h" #include "ezusb2-emu/desc.h" @@ -36,9 +41,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #include "ifs-snd-redir.h" @@ -144,11 +147,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_io_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } else { @@ -158,11 +162,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } else { @@ -228,8 +233,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/iidxhook5/ifs-snd-redir.c b/src/main/iidxhook5/ifs-snd-redir.c index e73dd5c..639d16f 100644 --- a/src/main/iidxhook5/ifs-snd-redir.c +++ b/src/main/iidxhook5/ifs-snd-redir.c @@ -3,13 +3,14 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "imports/avs.h" #include "iidxhook5/ifs-snd-redir.h" -#include "util/log.h" #include "util/str.h" static void *(*real_avs_fs_open)(const char *path, int mode, int flags); diff --git a/src/main/iidxhook6/Module.mk b/src/main/iidxhook6/Module.mk index 7fda87b..fe7e955 100644 --- a/src/main/iidxhook6/Module.mk +++ b/src/main/iidxhook6/Module.mk @@ -7,6 +7,8 @@ deplibs_iidxhook6 := \ avs \ libs_iidxhook6 := \ + avs-util \ + core \ iidxhook-d3d9 \ iidxhook-util \ ezusb-emu \ diff --git a/src/main/iidxhook6/dllmain.c b/src/main/iidxhook6/dllmain.c index b4ca65a..4b614a4 100644 --- a/src/main/iidxhook6/dllmain.c +++ b/src/main/iidxhook6/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "ezusb-iidx-emu/nodes.h" #include "ezusb2-emu/desc.h" @@ -35,9 +40,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define IIDXHOOK6_INFO_HEADER \ "iidxhook for Tricoro" \ @@ -121,11 +124,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_io_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } else { @@ -135,11 +139,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } else { @@ -203,8 +208,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/iidxhook7/Module.mk b/src/main/iidxhook7/Module.mk index a40366a..b1b6d93 100644 --- a/src/main/iidxhook7/Module.mk +++ b/src/main/iidxhook7/Module.mk @@ -8,6 +8,8 @@ deplibs_iidxhook7 := \ avs \ libs_iidxhook7 := \ + avs-util \ + core \ iidxhook-d3d9 \ iidxhook-util \ cconfig \ diff --git a/src/main/iidxhook7/dllmain.c b/src/main/iidxhook7/dllmain.c index af948f6..0823e85 100644 --- a/src/main/iidxhook7/dllmain.c +++ b/src/main/iidxhook7/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "ezusb-iidx-emu/nodes.h" #include "ezusb2-emu/desc.h" @@ -35,9 +40,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define IIDXHOOK7_INFO_HEADER \ "iidxhook for SPADA, PENDUAL, copula and SINOBUZ" \ @@ -121,11 +124,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_io_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } else { @@ -135,11 +139,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } else { @@ -203,8 +208,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/iidxhook8/Module.mk b/src/main/iidxhook8/Module.mk index e71c8c2..faebbbb 100644 --- a/src/main/iidxhook8/Module.mk +++ b/src/main/iidxhook8/Module.mk @@ -12,6 +12,8 @@ deplibs_iidxhook8 := \ avs \ libs_iidxhook8 := \ + avs-util \ + core \ iidxhook-d3d9 \ iidxhook-util \ acioemu \ diff --git a/src/main/iidxhook8/config-io.c b/src/main/iidxhook8/config-io.c index 8cbb9b2..9f61e13 100644 --- a/src/main/iidxhook8/config-io.c +++ b/src/main/iidxhook8/config-io.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook8/config-io.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook8/config-io.h" #define IIDXHOOK8_CONFIG_IO_DISABLE_CARD_READER_EMU_KEY \ "io.disable_card_reader_emu" diff --git a/src/main/iidxhook8/dllmain.c b/src/main/iidxhook8/dllmain.c index 13509be..bf1f55d 100644 --- a/src/main/iidxhook8/dllmain.c +++ b/src/main/iidxhook8/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "hook/d3d9.h" #include "hooklib/acp.h" @@ -34,9 +39,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define IIDXHOOK8_INFO_HEADER \ "iidxhook for Cannon Ballers/Rootage" \ @@ -131,11 +134,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up IIDXIO.DLL */ if (!iidxhook8_config_io.disable_bio2_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } @@ -143,11 +147,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up EAMIO.DLL */ if (!iidxhook8_config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } @@ -217,8 +222,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/iidxhook9/Module.mk b/src/main/iidxhook9/Module.mk index 30384f1..2328fdc 100644 --- a/src/main/iidxhook9/Module.mk +++ b/src/main/iidxhook9/Module.mk @@ -12,6 +12,8 @@ deplibs_iidxhook9 := \ avs \ libs_iidxhook9 := \ + avs-util \ + core \ iidxhook-util \ acioemu \ asio \ diff --git a/src/main/iidxhook9/config-io.c b/src/main/iidxhook9/config-io.c index ba7ff45..34deebf 100644 --- a/src/main/iidxhook9/config-io.c +++ b/src/main/iidxhook9/config-io.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook9/config-io.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook9/config-io.h" #define IIDXHOOK9_CONFIG_IO_DISABLE_CARD_READER_EMU_KEY \ "io.disable_card_reader_emu" diff --git a/src/main/iidxhook9/dllmain.c b/src/main/iidxhook9/dllmain.c index b7ae85a..ad9572d 100644 --- a/src/main/iidxhook9/dllmain.c +++ b/src/main/iidxhook9/dllmain.c @@ -5,11 +5,18 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread.h" + #include "hooklib/acp.h" #include "hooklib/adapter.h" #include "hooklib/app.h" @@ -38,9 +45,7 @@ #include "imports/avs.h" #include "util/cmdline.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define IIDXHOOK9_INFO_HEADER \ "iidxhook for Heroic Verse" \ @@ -97,6 +102,9 @@ static bool load_configs() static bool my_dll_entry_init(char *sidcode, struct property_node *param) { + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + // log_server_init is required due to IO occuring in a non avs_thread log_server_init(); @@ -124,11 +132,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up IIDXIO.DLL */ if (!iidxhook9_config_io.disable_bio2_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } @@ -136,11 +145,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up EAMIO.DLL */ if (!iidxhook9_config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } @@ -271,8 +281,8 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) // if AVS is loaded, we're likely too late to be a prehook // so we warn the user // and switch the current logging context to AVS so it shows up in logs - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + avs_util_core_interop_log_avs_impl_set(); + log_warning("iidxhook9 is designed to be used as a prehook"); log_warning("please ensure that it is being loaded with -B"); log_fatal("cya l8r in the prehook :3"); @@ -280,7 +290,7 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) // we can't log to external in DllMain (AVS) as we're a prehook // later during my_dll_entry_init, log_server_init is called // which sets swaps the main log write to that instead - log_to_writer(log_writer_file, stdout); + core_log_bt_ext_impl_set(); } pre_hook(); diff --git a/src/main/iidxio-bio2/Module.mk b/src/main/iidxio-bio2/Module.mk index 09632c2..e91d76a 100644 --- a/src/main/iidxio-bio2/Module.mk +++ b/src/main/iidxio-bio2/Module.mk @@ -4,6 +4,7 @@ ldflags_iidxio-bio2 := \ -lsetupapi \ libs_iidxio-bio2 := \ + core \ aciodrv \ bio2drv \ cconfig \ diff --git a/src/main/iidxio-ezusb/Module.mk b/src/main/iidxio-ezusb/Module.mk index ce9982c..cc64914 100644 --- a/src/main/iidxio-ezusb/Module.mk +++ b/src/main/iidxio-ezusb/Module.mk @@ -5,6 +5,7 @@ ldflags_iidxio-ezusb := \ -lsetupapi \ libs_iidxio-ezusb := \ + core \ ezusb \ ezusb2 \ ezusb-iidx \ diff --git a/src/main/iidxio-ezusb2/Module.mk b/src/main/iidxio-ezusb2/Module.mk index f1f1963..3371a78 100644 --- a/src/main/iidxio-ezusb2/Module.mk +++ b/src/main/iidxio-ezusb2/Module.mk @@ -5,6 +5,7 @@ ldflags_iidxio-ezusb2 := \ -lsetupapi \ libs_iidxio-ezusb2 := \ + core \ ezusb2 \ ezusb \ ezusb2-iidx \ diff --git a/src/main/iidxiotest/Module.mk b/src/main/iidxiotest/Module.mk index ce0536c..94eca38 100644 --- a/src/main/iidxiotest/Module.mk +++ b/src/main/iidxiotest/Module.mk @@ -1,6 +1,7 @@ exes += iidxiotest \ libs_iidxiotest := \ + core \ iidxio \ util \ diff --git a/src/main/iidxiotest/main.c b/src/main/iidxiotest/main.c index ddd57cf..a9b7daa 100644 --- a/src/main/iidxiotest/main.c +++ b/src/main/iidxiotest/main.c @@ -7,8 +7,12 @@ #include "bemanitools/iidxio.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" static uint8_t _fix_top_lamps_order(uint8_t top_lamps) { @@ -55,12 +59,17 @@ static void _all_lights_off_shutdown() */ int main(int argc, char **argv) { - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_bt_ext_init_with_stdout(); - if (!iidx_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + core_log_impl_assign(iidx_io_set_loggers); + + if (!iidx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { printf("Initializing iidxio failed\n"); return -1; } diff --git a/src/main/jbhook-util-p3io/gfx.c b/src/main/jbhook-util-p3io/gfx.c index 63607fd..0574b1f 100644 --- a/src/main/jbhook-util-p3io/gfx.c +++ b/src/main/jbhook-util-p3io/gfx.c @@ -9,6 +9,8 @@ #include #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" @@ -17,7 +19,6 @@ #include "jbhook-util-p3io/gfx.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/jbhook-util-p3io/mixer.c b/src/main/jbhook-util-p3io/mixer.c index 30dcace..ba52a63 100644 --- a/src/main/jbhook-util-p3io/mixer.c +++ b/src/main/jbhook-util-p3io/mixer.c @@ -6,10 +6,11 @@ #include // clang-format on +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" MMRESULT STDCALL hook_mixerGetLineControlsA( HMIXEROBJ hmxobj, LPMIXERLINECONTROLSA pmxlc, DWORD fdwControls); diff --git a/src/main/jbhook-util-p3io/p3io.c b/src/main/jbhook-util-p3io/p3io.c index 25b3364..dd04607 100644 --- a/src/main/jbhook-util-p3io/p3io.c +++ b/src/main/jbhook-util-p3io/p3io.c @@ -5,6 +5,8 @@ #include "bemanitools/jbio.h" +#include "core/log.h" + #include "jbhook-util-p3io/p3io.h" #include "p3ioemu/emu.h" @@ -13,8 +15,6 @@ #include "security/rp-sign-key.h" #include "security/rp3.h" -#include "util/log.h" - static HRESULT jbhook_p3io_read_jamma(void *ctx, uint32_t *state); static HRESULT jbhook_p3io_get_roundplug( void *ctx, uint8_t plug_id, uint8_t *rom, uint8_t *eeprom); diff --git a/src/main/jbhook-util/acio.c b/src/main/jbhook-util/acio.c index a1f5492..8a1ed02 100644 --- a/src/main/jbhook-util/acio.c +++ b/src/main/jbhook-util/acio.c @@ -16,6 +16,8 @@ #include "acioemu/h44b.h" #include "acioemu/icca.h" +#include "core/log.h" + #include "hook/iohook.h" #include "jbhook-util/acio.h" @@ -25,7 +27,6 @@ #include "util/defs.h" #include "util/hex.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu ac_io_emu; diff --git a/src/main/jbhook-util/eamuse.c b/src/main/jbhook-util/eamuse.c index 0a79625..c9d1d90 100644 --- a/src/main/jbhook-util/eamuse.c +++ b/src/main/jbhook-util/eamuse.c @@ -9,10 +9,11 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/net.h" #include "util/str.h" diff --git a/src/main/jbhook-util/locale.c b/src/main/jbhook-util/locale.c index 272bbc6..a6b6d17 100644 --- a/src/main/jbhook-util/locale.c +++ b/src/main/jbhook-util/locale.c @@ -2,10 +2,11 @@ #include +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" // ANSI/OEM Japanese; Japanese (Shift-JIS) #define CODEPAGE_SHIFT_JIS 932 diff --git a/src/main/jbhook-util/p4io.c b/src/main/jbhook-util/p4io.c index ab77d5d..824ab80 100644 --- a/src/main/jbhook-util/p4io.c +++ b/src/main/jbhook-util/p4io.c @@ -4,14 +4,14 @@ #include "bemanitools/jbio.h" +#include "core/log.h" + #include "imports/avs.h" #include "jbhook-util/p4io.h" #include "p4io/cmd.h" -#include "util/log.h" - static void jbhook_io_jamma2_read(void *resp, uint32_t nbytes); static uint32_t jbhook_command_handle( uint8_t cmd, diff --git a/src/main/jbhook1/Module.mk b/src/main/jbhook1/Module.mk index b5e4777..c434f21 100644 --- a/src/main/jbhook1/Module.mk +++ b/src/main/jbhook1/Module.mk @@ -11,6 +11,7 @@ ldflags_jbhook1 := \ -lopengl32 \ libs_jbhook1 := \ + core \ acioemu \ cconfig \ eamio \ diff --git a/src/main/jbhook1/avs-boot.c b/src/main/jbhook1/avs-boot.c index dccba69..62d6773 100644 --- a/src/main/jbhook1/avs-boot.c +++ b/src/main/jbhook1/avs-boot.c @@ -5,14 +5,15 @@ #include #include +#include "core/log-bt.h" +#include "core/log.h" + #include "hook/table.h" #include "imports/avs.h" #include "jbhook1/avs-boot.h" -#include "util/log.h" - static void (*real_avs_boot)( struct property_node *config, void *std_heap, @@ -52,6 +53,11 @@ static const struct hook_symbol jbhook1_log_gftools_hook_syms2[] = { .link = (void **) &real_ea3_boot}, }; +static AVS_LOG_WRITER(_avs_boot_log_writer, chars, nchars, ctx) +{ + core_log_bt_direct_sink_write(chars, nchars); +} + static void avs_boot_create_property_str( struct property *config, const char *name, const char *val) { @@ -139,7 +145,7 @@ static void my_avs_boot( sz_std_heap, avs_heap, sz_avs_heap, - log_writer_debug, + _avs_boot_log_writer, NULL); } diff --git a/src/main/jbhook1/config-eamuse.c b/src/main/jbhook1/config-eamuse.c index dba512e..77170e2 100644 --- a/src/main/jbhook1/config-eamuse.c +++ b/src/main/jbhook1/config-eamuse.c @@ -2,9 +2,10 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "jbhook1/config-eamuse.h" -#include "util/log.h" #include "util/net.h" #define JBHOOK1_CONFIG_EAMUSE_SERVER_KEY "eamuse.server" diff --git a/src/main/jbhook1/config-gfx.c b/src/main/jbhook1/config-gfx.c index 5215659..10102fa 100644 --- a/src/main/jbhook1/config-gfx.c +++ b/src/main/jbhook1/config-gfx.c @@ -2,9 +2,9 @@ #include "cconfig/cconfig-util.h" -#include "jbhook1/config-gfx.h" +#include "core/log.h" -#include "util/log.h" +#include "jbhook1/config-gfx.h" #define JBHOOK1_CONFIG_GFX_WINDOWED_KEY "gfx.windowed" #define JBHOOK1_CONFIG_GFX_VERTICAL_KEY "gfx.vertical" diff --git a/src/main/jbhook1/config-security.c b/src/main/jbhook1/config-security.c index 565081e..d6c56b0 100644 --- a/src/main/jbhook1/config-security.c +++ b/src/main/jbhook1/config-security.c @@ -2,11 +2,12 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "jbhook1/config-security.h" #include "security/mcode.h" -#include "util/log.h" #include "util/net.h" #define JBHOOK1_CONFIG_SECURITY_MCODE_KEY "security.mcode" diff --git a/src/main/jbhook1/dllmain.c b/src/main/jbhook1/dllmain.c index 42f8dc9..f058d0f 100644 --- a/src/main/jbhook1/dllmain.c +++ b/src/main/jbhook1/dllmain.c @@ -10,6 +10,14 @@ #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "hook/table.h" #include "hooklib/acp.h" @@ -33,8 +41,6 @@ #include "p3ioemu/emu.h" #include "util/defs.h" -#include "util/log.h" -#include "util/thread.h" #define JBHOOK1_INFO_HEADER \ "jbhook1 for jubeat" \ @@ -89,6 +95,14 @@ static const struct hook_symbol kernel32_hook_syms[] = { // so our CreateProcessA hook can check static bool vertical; +static void _jbhook1_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + /** * This seems to be a good entry point to intercept before the game calls * anything important (very close to the start of WinMain). @@ -153,19 +167,23 @@ static HWND CDECL my_mwindow_create( log_info("Starting up jubeat IO backend"); - jb_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(jb_io_set_loggers); - if (!jb_io_init(thread_create, thread_join, thread_destroy)) { + if (!jb_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing jb IO backend failed"); } log_info("Starting up card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - if (!eam_io_init(thread_create, thread_join, thread_destroy)) { + if (!eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } @@ -201,7 +219,12 @@ static HWND CDECL my_mwindow_create( BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - log_to_writer(log_writer_debug, NULL); + // TODO why not use AVS threads? + core_thread_crt_ext_impl_set(); + + // TODO init debug logging but with avs available? why not use avs + // logging? + _jbhook1_log_init(); /* Bootstrap hook for further init tasks (see above) */ diff --git a/src/main/jbhook1/log-gftools.c b/src/main/jbhook1/log-gftools.c index 9772173..f0dbf85 100644 --- a/src/main/jbhook1/log-gftools.c +++ b/src/main/jbhook1/log-gftools.c @@ -5,9 +5,9 @@ #include #include -#include "hook/table.h" +#include "core/log.h" -#include "util/log.h" +#include "hook/table.h" static int CDECL my_GFReportPuts( int level, diff --git a/src/main/jbhook2/Module.mk b/src/main/jbhook2/Module.mk index 2573867..7ecebdb 100644 --- a/src/main/jbhook2/Module.mk +++ b/src/main/jbhook2/Module.mk @@ -10,6 +10,8 @@ ldflags_jbhook2 := \ -lopengl32 \ libs_jbhook2 := \ + avs-util \ + core \ acioemu \ eamio \ jbio \ diff --git a/src/main/jbhook2/dllmain.c b/src/main/jbhook2/dllmain.c index a8523ad..4c06e4d 100644 --- a/src/main/jbhook2/dllmain.c +++ b/src/main/jbhook2/dllmain.c @@ -5,9 +5,14 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/jbio.h" +#include "core/log.h" +#include "core/thread.h" + #include "hook/iohook.h" #include "hook/table.h" @@ -36,8 +41,6 @@ #include "security/mcode.h" #include "util/defs.h" -#include "util/log.h" -#include "util/thread.h" static struct options options; @@ -80,11 +83,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) log_info("Starting up jubeat IO backend"); - jb_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(jb_io_set_loggers); - jb_io_ok = - jb_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + jb_io_ok = jb_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!jb_io_ok) { goto fail; @@ -99,11 +103,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) log_info("Starting up card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - eam_io_ok = - eam_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + eam_io_ok = eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!eam_io_ok) { goto fail; @@ -224,8 +229,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) return TRUE; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); options_init_from_cmdline(&options); diff --git a/src/main/jbhook2/options.c b/src/main/jbhook2/options.c index 9e1987e..63ee6d4 100644 --- a/src/main/jbhook2/options.c +++ b/src/main/jbhook2/options.c @@ -9,7 +9,7 @@ #include "util/cmdline.h" #include "util/defs.h" #include "util/hex.h" -#include "util/log.h" + #include "util/str.h" void options_init_from_cmdline(struct options *options) diff --git a/src/main/jbhook3/Module.mk b/src/main/jbhook3/Module.mk index a82c4cc..ca36a43 100644 --- a/src/main/jbhook3/Module.mk +++ b/src/main/jbhook3/Module.mk @@ -8,6 +8,8 @@ ldflags_jbhook3 := \ -liphlpapi \ libs_jbhook3 := \ + avs-util \ + core \ acioemu \ eamio \ jbio \ diff --git a/src/main/jbhook3/dllmain.c b/src/main/jbhook3/dllmain.c index b4eada8..30a0eb3 100644 --- a/src/main/jbhook3/dllmain.c +++ b/src/main/jbhook3/dllmain.c @@ -5,9 +5,14 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/jbio.h" +#include "core/log.h" +#include "core/thread.h" + #include "hook/iohook.h" #include "hook/table.h" @@ -31,8 +36,6 @@ #include "security/id.h" #include "util/defs.h" -#include "util/log.h" -#include "util/thread.h" static struct options options; @@ -62,11 +65,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!options.disable_p4ioemu) { log_info("Starting up jubeat IO backend"); - jb_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(jb_io_set_loggers); - jb_io_ok = - jb_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + jb_io_ok = jb_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!jb_io_ok) { goto fail; @@ -79,11 +83,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!options.disable_cardemu) { log_info("Starting up card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - eam_io_ok = - eam_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + eam_io_ok = eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!eam_io_ok) { goto fail; @@ -143,8 +148,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) return TRUE; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); options_init_from_cmdline(&options); diff --git a/src/main/jbhook3/gfx.c b/src/main/jbhook3/gfx.c index ee3b5ff..827ac55 100644 --- a/src/main/jbhook3/gfx.c +++ b/src/main/jbhook3/gfx.c @@ -5,12 +5,12 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "jbhook3/options.h" -#include "util/log.h" - static bool jbhook3_gfx_windowed; static bool jbhook3_gfx_show_cursor; diff --git a/src/main/jbhook3/options.c b/src/main/jbhook3/options.c index 59ffc1e..8bb544b 100644 --- a/src/main/jbhook3/options.c +++ b/src/main/jbhook3/options.c @@ -6,10 +6,11 @@ #include #include +#include "core/log.h" + #include "util/cmdline.h" #include "util/defs.h" #include "util/hex.h" -#include "util/log.h" #include "util/str.h" void options_init_from_cmdline(struct options *options) diff --git a/src/main/jbio-p4io/Module.mk b/src/main/jbio-p4io/Module.mk index b31604d..ca9895e 100644 --- a/src/main/jbio-p4io/Module.mk +++ b/src/main/jbio-p4io/Module.mk @@ -9,6 +9,7 @@ src_jbio-p4io := \ jbio.c \ libs_jbio-p4io := \ + core \ aciodrv \ aciomgr \ cconfig \ diff --git a/src/main/jbio-p4io/config-h44b.c b/src/main/jbio-p4io/config-h44b.c index 91d37cb..98a5f4f 100644 --- a/src/main/jbio-p4io/config-h44b.c +++ b/src/main/jbio-p4io/config-h44b.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "jbio-p4io/config-h44b.h" +#include "core/log.h" -#include "util/log.h" +#include "jbio-p4io/config-h44b.h" #define JBIO_CONFIG_H44B_PORT_KEY "h44b.port" #define JBIO_CONFIG_H44B_BAUD_KEY "h44b.baud" diff --git a/src/main/jbio-p4io/h44b.c b/src/main/jbio-p4io/h44b.c index 1d9b77a..f26aa2a 100644 --- a/src/main/jbio-p4io/h44b.c +++ b/src/main/jbio-p4io/h44b.c @@ -10,7 +10,7 @@ #include "aciomgr/manager.h" -#include "util/log.h" +#include "core/log.h" static int16_t h44b_node_id; diff --git a/src/main/jbio-p4io/jbio.c b/src/main/jbio-p4io/jbio.c index 202187f..58f4db9 100644 --- a/src/main/jbio-p4io/jbio.c +++ b/src/main/jbio-p4io/jbio.c @@ -7,17 +7,17 @@ #include "aciomgr/manager.h" +#include "bemanitools/jbio.h" + #include "cconfig/cconfig-main.h" -#include "bemanitools/jbio.h" +#include "core/log.h" #include "jbio-p4io/config-h44b.h" #include "jbio-p4io/h44b.h" #include "p4iodrv/device.h" -#include "util/log.h" - static struct p4iodrv_ctx *p4io_ctx; static uint16_t jb_io_panels; static uint8_t jb_io_sys_buttons; @@ -36,7 +36,7 @@ void jb_io_set_loggers( { aciomgr_set_loggers(misc, info, warning, fatal); - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } bool jb_io_init( diff --git a/src/main/jbiotest/Module.mk b/src/main/jbiotest/Module.mk index f2cf618..eba9c0b 100644 --- a/src/main/jbiotest/Module.mk +++ b/src/main/jbiotest/Module.mk @@ -1,6 +1,7 @@ exes += jbiotest \ libs_jbiotest := \ + core \ jbio \ util \ diff --git a/src/main/jbiotest/main.c b/src/main/jbiotest/main.c index 416b325..0a6270b 100644 --- a/src/main/jbiotest/main.c +++ b/src/main/jbiotest/main.c @@ -7,8 +7,12 @@ #include "bemanitools/jbio.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" typedef struct { uint8_t r, g, b; @@ -23,12 +27,17 @@ enum jbio_light_mode { LIGHTS_OFF, LIGHTS_ON, LIGHTS_INPUT }; */ int main(int argc, char **argv) { - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); - jb_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_bt_ext_init_with_stdout(); - if (!jb_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + core_log_impl_assign(jb_io_set_loggers); + + if (!jb_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { printf("Initializing jbio failed\n"); return -1; } diff --git a/src/main/mempatch-hook/Module.mk b/src/main/mempatch-hook/Module.mk index 9785efa..1dedd43 100644 --- a/src/main/mempatch-hook/Module.mk +++ b/src/main/mempatch-hook/Module.mk @@ -2,6 +2,7 @@ dlls += mempatch-hook libs_mempatch-hook := \ util \ + core \ src_mempatch-hook := \ main.c \ diff --git a/src/main/mempatch-hook/main.c b/src/main/mempatch-hook/main.c index 43c1dcd..856b962 100644 --- a/src/main/mempatch-hook/main.c +++ b/src/main/mempatch-hook/main.c @@ -4,10 +4,13 @@ #include #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "util/cmdline.h" #include "util/fs.h" #include "util/hex.h" -#include "util/log.h" static bool patch_memory_check_data( uintptr_t base_address, @@ -283,12 +286,12 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) int argc; char **argv; char *filepath; - FILE *logfile; bool patched; patched = false; - logfile = fopen("mempatch.log", "w+"); - log_to_writer(log_writer_file, logfile); + + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_file("mempatch.log", false, false, 0); args_recover(&argc, &argv); @@ -319,8 +322,7 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) log_info("Patching done"); } - fflush(logfile); - fclose(logfile); + core_log_bt_fini(); } return TRUE; diff --git a/src/main/mm/mm.c b/src/main/mm/mm.c index db543a6..2c89957 100644 --- a/src/main/mm/mm.c +++ b/src/main/mm/mm.c @@ -9,11 +9,12 @@ #include #include +#include "core/log.h" + #include "mm/mm.h" #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" DEFINE_GUID( diff --git a/src/main/p3io-ddr-tool/Module.mk b/src/main/p3io-ddr-tool/Module.mk index 2c76b42..f6e3a16 100644 --- a/src/main/p3io-ddr-tool/Module.mk +++ b/src/main/p3io-ddr-tool/Module.mk @@ -4,6 +4,7 @@ ldflags_p3io-ddr-tool := \ -lsetupapi \ libs_p3io-ddr-tool := \ + core \ extiodrv \ extio \ p3iodrv \ diff --git a/src/main/p3io-ddr-tool/main.c b/src/main/p3io-ddr-tool/main.c index 939e1e7..4a9bac3 100644 --- a/src/main/p3io-ddr-tool/main.c +++ b/src/main/p3io-ddr-tool/main.c @@ -7,15 +7,17 @@ #include #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-std.h" +#include "core/log.h" + #include "extiodrv/extio.h" #include "p3io/ddr.h" #include "p3iodrv/ddr.h" #include "p3iodrv/device.h" -#include "util/log.h" -#include "util/thread.h" - #include "mode-test.h" enum mode { @@ -70,7 +72,7 @@ static mode_proc _mode_procs[MODE_TOTAL_COUNT] = { _mode_sensores, }; -static enum log_level _log_level = LOG_LEVEL_FATAL; +static enum core_log_bt_log_level _log_level = CORE_LOG_BT_LOG_LEVEL_FATAL; static bool _extio_enabled = true; static const char *_p3io_device_path = ""; static const char *_extio_com_port = "COM1"; @@ -196,11 +198,11 @@ static bool _process_cmd_args(int argc, char **argv) for (int i = 0; i < argc; i++) { if (!strcmp(argv[i], "-v")) { - _log_level = LOG_LEVEL_WARNING; + _log_level = CORE_LOG_BT_LOG_LEVEL_WARNING; } else if (!strcmp(argv[i], "-vv")) { - _log_level = LOG_LEVEL_INFO; + _log_level = CORE_LOG_BT_LOG_LEVEL_INFO; } else if (!strcmp(argv[i], "-vvv")) { - _log_level = LOG_LEVEL_MISC; + _log_level = CORE_LOG_BT_LOG_LEVEL_MISC; } else if (!strcmp(argv[i], "-noextio")) { _extio_enabled = false; } else if (!strcmp(argv[i], "-p3io")) { @@ -256,8 +258,9 @@ static bool _process_cmd_args(int argc, char **argv) static void _init_logging() { - log_to_writer(log_writer_stderr, NULL); - log_set_level(_log_level); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stderr(); + core_log_bt_level_set(_log_level); } static bool _mode_invalid(HANDLE handle) diff --git a/src/main/p3io-ddr-tool/mode-test.c b/src/main/p3io-ddr-tool/mode-test.c index 791e6d2..0c3f5a9 100644 --- a/src/main/p3io-ddr-tool/mode-test.c +++ b/src/main/p3io-ddr-tool/mode-test.c @@ -3,14 +3,14 @@ #include #include +#include "core/log.h" + #include "extiodrv/extio.h" #include "p3io/ddr.h" #include "p3iodrv/ddr.h" #include "p3iodrv/device.h" -#include "util/log.h" - #include "mode-test.h" struct mode_test_output_state { diff --git a/src/main/p3io/cmd.c b/src/main/p3io/cmd.c index 78c8b02..b62958f 100644 --- a/src/main/p3io/cmd.c +++ b/src/main/p3io/cmd.c @@ -1,8 +1,8 @@ #include -#include "p3io/cmd.h" +#include "core/log.h" -#include "util/log.h" +#include "p3io/cmd.h" uint8_t p3io_get_full_req_size(const union p3io_req_any *req) { diff --git a/src/main/p3io/frame.c b/src/main/p3io/frame.c index bc50dd4..1fc6d2c 100644 --- a/src/main/p3io/frame.c +++ b/src/main/p3io/frame.c @@ -3,10 +3,11 @@ #include #include +#include "core/log.h" + #include "p3io/frame.h" #include "util/iobuf.h" -#include "util/log.h" #define P3IO_FRAME_SOF 0xAA #define P3IO_FRAME_ESCAPE 0xFF diff --git a/src/main/p3iodrv/ddr.c b/src/main/p3iodrv/ddr.c index 2cc4526..57ebfab 100644 --- a/src/main/p3iodrv/ddr.c +++ b/src/main/p3iodrv/ddr.c @@ -2,7 +2,7 @@ #include "p3io/cmd.h" -#include "util/log.h" +#include "core/log.h" #include "ddr.h" #include "device.h" diff --git a/src/main/p3iodrv/device.c b/src/main/p3iodrv/device.c index dbbb04a..afa2c51 100644 --- a/src/main/p3iodrv/device.c +++ b/src/main/p3iodrv/device.c @@ -10,13 +10,14 @@ #include // clang-format on +#include "core/log.h" + #include "p3io/cmd.h" #include "p3io/guid.h" #include "p3io/ioctl.h" #include "p3iodrv/device.h" -#include "util/log.h" #include "util/str.h" #define P3IO_DEVICE_FILENMAME "\\p3io" diff --git a/src/main/p3ioemu/devmgr.c b/src/main/p3ioemu/devmgr.c index fc729b3..ac26233 100644 --- a/src/main/p3ioemu/devmgr.c +++ b/src/main/p3ioemu/devmgr.c @@ -7,6 +7,8 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "p3io/guid.h" @@ -14,7 +16,6 @@ #include "p3ioemu/devmgr.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* Link pointers */ diff --git a/src/main/p3ioemu/emu.c b/src/main/p3ioemu/emu.c index 6486d59..7fc2123 100644 --- a/src/main/p3ioemu/emu.c +++ b/src/main/p3ioemu/emu.c @@ -7,6 +7,8 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" #include "p3io/cmd.h" @@ -18,7 +20,6 @@ #include "p3ioemu/uart.h" #include "util/iobuf.h" -#include "util/log.h" static HANDLE p3io_emu_fd; static uint8_t p3io_emu_resp_bytes[256]; diff --git a/src/main/p3ioemu/uart.c b/src/main/p3ioemu/uart.c index a4a9f73..cbceb5a 100644 --- a/src/main/p3ioemu/uart.c +++ b/src/main/p3ioemu/uart.c @@ -10,6 +10,8 @@ #include +#include "core/log.h" + #include "hook/iohook.h" #include "p3io/cmd.h" @@ -17,7 +19,6 @@ #include "p3ioemu/uart.h" #include "util/iobuf.h" -#include "util/log.h" static HRESULT p3io_uart_open(const wchar_t *path, uint32_t baud_rate, HANDLE *fd); diff --git a/src/main/p4iodrv/device.c b/src/main/p4iodrv/device.c index 67dd56e..da65f7b 100644 --- a/src/main/p4iodrv/device.c +++ b/src/main/p4iodrv/device.c @@ -2,12 +2,13 @@ #include +#include "core/log.h" + #include "p4io/cmd.h" #include "p4iodrv/device.h" #include "p4iodrv/usb.h" -#include "util/log.h" #include "util/mem.h" struct p4iodrv_ctx { diff --git a/src/main/p4iodrv/usb.c b/src/main/p4iodrv/usb.c index 8c99fc4..243adae 100644 --- a/src/main/p4iodrv/usb.c +++ b/src/main/p4iodrv/usb.c @@ -10,13 +10,14 @@ #include // clang-format on +#include "core/log.h" + #include "p4io/cmd.h" #include "p4io/guid.h" #include "p4io/ioctl.h" #include "p4iodrv/usb.h" -#include "util/log.h" #include "util/str.h" HANDLE p4io_usb_open(void) diff --git a/src/main/p4ioemu/device.c b/src/main/p4ioemu/device.c index e18e891..4e7498f 100644 --- a/src/main/p4ioemu/device.c +++ b/src/main/p4ioemu/device.c @@ -6,11 +6,12 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" #include "p4io/cmd.h" #include "p4io/ioctl.h" #include "util/hex.h" -#include "util/log.h" #include "util/str.h" // #define P4IOEMU_DEBUG_DUMP diff --git a/src/main/pcbidgen/Module.mk b/src/main/pcbidgen/Module.mk index 852a4d0..612510f 100644 --- a/src/main/pcbidgen/Module.mk +++ b/src/main/pcbidgen/Module.mk @@ -3,6 +3,7 @@ exes += pcbidgen libs_pcbidgen := \ security \ util \ + core \ src_pcbidgen := \ main.c \ diff --git a/src/main/popnhook-util/acio.c b/src/main/popnhook-util/acio.c index 60d66b8..465bdcd 100644 --- a/src/main/popnhook-util/acio.c +++ b/src/main/popnhook-util/acio.c @@ -15,6 +15,8 @@ #include "acioemu/emu.h" #include "acioemu/icca.h" +#include "core/log.h" + #include "hook/iohook.h" #include "hooklib/rs232.h" @@ -24,7 +26,6 @@ #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu popnhook_acio_emu; diff --git a/src/main/popnhook-util/mixer.c b/src/main/popnhook-util/mixer.c index 91d3c75..904a008 100644 --- a/src/main/popnhook-util/mixer.c +++ b/src/main/popnhook-util/mixer.c @@ -6,10 +6,11 @@ #include // clang-format on +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" MMRESULT STDCALL hook_mixerGetLineControlsA( HMIXEROBJ hmxobj, LPMIXERLINECONTROLSA pmxlc, DWORD fdwControls); diff --git a/src/main/popnhook1/Module.mk b/src/main/popnhook1/Module.mk index c2c1510..f744773 100644 --- a/src/main/popnhook1/Module.mk +++ b/src/main/popnhook1/Module.mk @@ -8,6 +8,7 @@ ldflags_popnhook1 := \ -liphlpapi \ libs_popnhook1 := \ + core \ iidxhook-util \ ezusb-emu \ ezusb2-popn-emu \ diff --git a/src/main/popnhook1/avs-boot.c b/src/main/popnhook1/avs-boot.c index f9833a7..aae4616 100644 --- a/src/main/popnhook1/avs-boot.c +++ b/src/main/popnhook1/avs-boot.c @@ -5,14 +5,14 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "imports/avs.h" #include "popnhook1/avs-boot.h" -#include "util/log.h" - static int (*real_ea3_boot_avs)(struct property_node *config); static int (*real_ea3_boot)(struct property_node *config); diff --git a/src/main/popnhook1/config-eamuse.c b/src/main/popnhook1/config-eamuse.c index 98e406b..14864ba 100644 --- a/src/main/popnhook1/config-eamuse.c +++ b/src/main/popnhook1/config-eamuse.c @@ -2,12 +2,12 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "popnhook1/config-eamuse.h" #include "security/mcode.h" -#include "util/log.h" - #define POPNHOOK1_CONFIG_EAMUSE_SERVER_KEY "eamuse.server" #define POPNHOOK1_CONFIG_EAMUSE_PCBID_KEY "eamuse.pcbid" #define POPNHOOK1_CONFIG_EAMUSE_EAMID_KEY "eamuse.eamid" diff --git a/src/main/popnhook1/config-gfx.c b/src/main/popnhook1/config-gfx.c index 8e231d1..8bc6b10 100644 --- a/src/main/popnhook1/config-gfx.c +++ b/src/main/popnhook1/config-gfx.c @@ -2,9 +2,9 @@ #include "cconfig/cconfig-util.h" -#include "popnhook1/config-gfx.h" +#include "core/log.h" -#include "util/log.h" +#include "popnhook1/config-gfx.h" #define POPNHOOK1_CONFIG_GFX_WINDOWED_KEY "gfx.windowed" #define POPNHOOK1_CONFIG_GFX_FRAMED_KEY "gfx.framed" diff --git a/src/main/popnhook1/config-sec.c b/src/main/popnhook1/config-sec.c index f155520..99342b2 100644 --- a/src/main/popnhook1/config-sec.c +++ b/src/main/popnhook1/config-sec.c @@ -3,12 +3,13 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "popnhook1/config-sec.h" #include "security/mcode.h" #include "security/rp.h" -#include "util/log.h" #include "util/mem.h" #define POPNHOOK1_CONFIG_SEC_BLACK_PLUG_MCODE_KEY "sec.black_plug_mcode" diff --git a/src/main/popnhook1/d3d9.c b/src/main/popnhook1/d3d9.c index 1d67262..44f9e1c 100644 --- a/src/main/popnhook1/d3d9.c +++ b/src/main/popnhook1/d3d9.c @@ -5,6 +5,8 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/pe.h" #include "hook/table.h" @@ -12,7 +14,6 @@ #include "popnhook1/d3d9.h" #include "util/defs.h" -#include "util/log.h" #include "hook/d3d9.h" diff --git a/src/main/popnhook1/dllmain.c b/src/main/popnhook1/dllmain.c index 5995e22..36c232f 100644 --- a/src/main/popnhook1/dllmain.c +++ b/src/main/popnhook1/dllmain.c @@ -10,6 +10,14 @@ #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "ezusb-emu/node-security-plug.h" #include "hook/d3d9.h" @@ -29,8 +37,6 @@ #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" -#include "util/thread.h" #include "ezusb2-emu/desc.h" #include "ezusb2-emu/device.h" @@ -62,6 +68,14 @@ static const struct hook_symbol init_hook_syms[] = { }, }; +static void _popnhook1_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static void popnhook_setup_d3d9_hooks( const struct popnhook1_config_gfx *config_gfx, const bool texture_usage_fix) { @@ -145,20 +159,24 @@ static DWORD STDCALL my_GetStartupInfoA(LPSTARTUPINFOA lpStartupInfo) /* Start up POPNIO.DLL */ log_info("Starting pop'n IO backend"); - popn_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(popn_io_set_loggers); - if (!popn_io_init(thread_create, thread_join, thread_destroy)) { + if (!popn_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing pop'n IO backend failed"); } /* Start up EAMIO.DLL */ log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - if (!eam_io_init(thread_create, thread_join, thread_destroy)) { + if (!eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } @@ -190,7 +208,9 @@ BOOL WINAPI DllMain(HMODULE self, DWORD reason, void *ctx) return TRUE; } - log_to_writer(log_writer_debug, NULL); + core_thread_crt_ext_impl_set(); + + _popnhook1_log_init(); hook_table_apply( NULL, "kernel32.dll", init_hook_syms, lengthof(init_hook_syms)); diff --git a/src/main/popnhook1/filesystem.c b/src/main/popnhook1/filesystem.c index 3d7fd09..d558486 100644 --- a/src/main/popnhook1/filesystem.c +++ b/src/main/popnhook1/filesystem.c @@ -7,10 +7,11 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/sdvxhook/Module.mk b/src/main/sdvxhook/Module.mk index c1a8c5b..cc6d31c 100644 --- a/src/main/sdvxhook/Module.mk +++ b/src/main/sdvxhook/Module.mk @@ -4,6 +4,8 @@ deplibs_sdvxhook := \ avs \ libs_sdvxhook := \ + avs-util \ + core \ acioemu \ hook \ hooklib \ diff --git a/src/main/sdvxhook/acio.c b/src/main/sdvxhook/acio.c index 6596ee4..e8d7dfd 100644 --- a/src/main/sdvxhook/acio.c +++ b/src/main/sdvxhook/acio.c @@ -15,6 +15,8 @@ #include "acioemu/emu.h" #include "acioemu/icca.h" +#include "core/log.h" + #include "hook/iohook.h" #include "imports/avs.h" @@ -24,7 +26,6 @@ #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu ac_io_emu; diff --git a/src/main/sdvxhook/dllmain.c b/src/main/sdvxhook/dllmain.c index 391f4c9..50e2063 100644 --- a/src/main/sdvxhook/dllmain.c +++ b/src/main/sdvxhook/dllmain.c @@ -3,9 +3,14 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/sdvxio.h" +#include "core/log.h" +#include "core/thread.h" + #include "hook/iohook.h" #include "hooklib/app.h" @@ -17,7 +22,6 @@ #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" static bool my_dll_entry_init(char *sidcode, struct property_node *config); static bool my_dll_entry_main(void); @@ -32,10 +36,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *config) log_info("Starting up SDVX IO backend"); - sdvx_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(sdvx_io_set_loggers); - ok = sdvx_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + ok = sdvx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { goto sdvx_io_fail; @@ -43,10 +49,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *config) log_info("Starting up card reader backend"); - eam_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(eam_io_set_loggers); - ok = eam_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + ok = eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); /* Set up IO emulation hooks _after_ IO API setup to allow API implementations with real IO devices */ @@ -100,8 +108,9 @@ BOOL WINAPI DllMain(HMODULE self, DWORD reason, void *ctx) return TRUE; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); args_recover(&argc, &argv); diff --git a/src/main/sdvxhook/gfx.c b/src/main/sdvxhook/gfx.c index 16cf733..2d36759 100644 --- a/src/main/sdvxhook/gfx.c +++ b/src/main/sdvxhook/gfx.c @@ -3,6 +3,8 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/pe.h" #include "hook/table.h" @@ -10,7 +12,6 @@ #include "sdvxhook/gfx.h" #include "util/defs.h" -#include "util/log.h" static LRESULT CALLBACK my_WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam); diff --git a/src/main/sdvxhook/kfca.c b/src/main/sdvxhook/kfca.c index 5c89686..82ac111 100644 --- a/src/main/sdvxhook/kfca.c +++ b/src/main/sdvxhook/kfca.c @@ -9,8 +9,9 @@ #include "bemanitools/sdvxio.h" +#include "core/log.h" + #include "util/defs.h" -#include "util/log.h" #include "util/time.h" static void kfca_send_version(const struct ac_io_message *req); diff --git a/src/main/sdvxhook/lcd.c b/src/main/sdvxhook/lcd.c index 06ea1e6..6d942bb 100644 --- a/src/main/sdvxhook/lcd.c +++ b/src/main/sdvxhook/lcd.c @@ -12,13 +12,14 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" #include "sdvxhook/lcd.h" #include "util/hex.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static HRESULT lcd_open(struct irp *irp); diff --git a/src/main/sdvxhook2-cn/Module.mk b/src/main/sdvxhook2-cn/Module.mk index fd00fc6..2bb715e 100644 --- a/src/main/sdvxhook2-cn/Module.mk +++ b/src/main/sdvxhook2-cn/Module.mk @@ -12,6 +12,8 @@ deplibs_sdvxhook2-cn := \ avs \ libs_sdvxhook2-cn := \ + avs-util \ + core \ acioemu \ camhook \ d3d9exhook \ diff --git a/src/main/sdvxhook2-cn/acio.c b/src/main/sdvxhook2-cn/acio.c index f7116e2..4507333 100644 --- a/src/main/sdvxhook2-cn/acio.c +++ b/src/main/sdvxhook2-cn/acio.c @@ -14,6 +14,8 @@ #include "acioemu/addr.h" #include "acioemu/emu.h" +#include "core/log.h" + #include "hook/iohook.h" #include "hooklib/rs232.h" @@ -24,7 +26,6 @@ #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu ac_io_emu; diff --git a/src/main/sdvxhook2-cn/config-cn.c b/src/main/sdvxhook2-cn/config-cn.c index c492603..650b528 100644 --- a/src/main/sdvxhook2-cn/config-cn.c +++ b/src/main/sdvxhook2-cn/config-cn.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "sdvxhook2-cn/config-cn.h" +#include "core/log.h" -#include "util/log.h" +#include "sdvxhook2-cn/config-cn.h" #define SDVXHOOK2_CN_CONFIG_DISABLE_IO_EMU_KEY "io.disable_io_emu" #define SDVXHOOK2_CN_CONFIG_UNIS_PATH_KEY "cn.unis_path" diff --git a/src/main/sdvxhook2-cn/dllmain.c b/src/main/sdvxhook2-cn/dllmain.c index 3a20217..07d2de0 100644 --- a/src/main/sdvxhook2-cn/dllmain.c +++ b/src/main/sdvxhook2-cn/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/sdvxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "hooklib/acp.h" #include "hooklib/adapter.h" #include "hooklib/app.h" @@ -27,9 +32,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define SDVXHOOK2_CN_INFO_HEADER \ "sdvxhook for VW CN" \ @@ -75,11 +78,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up sdvxio.DLL */ if (!config_cn.disable_io_emu) { log_info("Starting sdvx IO backend"); - sdvx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(sdvx_io_set_loggers); if (!sdvx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing sdvx IO backend failed"); } } @@ -134,8 +138,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/sdvxhook2-cn/kfca.c b/src/main/sdvxhook2-cn/kfca.c index f4d8894..02c7297 100644 --- a/src/main/sdvxhook2-cn/kfca.c +++ b/src/main/sdvxhook2-cn/kfca.c @@ -9,8 +9,9 @@ #include "bemanitools/sdvxio.h" +#include "core/log.h" + #include "util/defs.h" -#include "util/log.h" #include "util/time.h" static void kfca_send_version(const struct ac_io_message *req); diff --git a/src/main/sdvxhook2-cn/unis-version.c b/src/main/sdvxhook2-cn/unis-version.c index d660999..3ed7e38 100644 --- a/src/main/sdvxhook2-cn/unis-version.c +++ b/src/main/sdvxhook2-cn/unis-version.c @@ -8,11 +8,12 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/sdvxhook2/Module.mk b/src/main/sdvxhook2/Module.mk index aa38c66..f813557 100644 --- a/src/main/sdvxhook2/Module.mk +++ b/src/main/sdvxhook2/Module.mk @@ -12,6 +12,8 @@ deplibs_sdvxhook2 := \ avs \ libs_sdvxhook2 := \ + avs-util \ + core \ acioemu \ bio2emu \ camhook \ diff --git a/src/main/sdvxhook2/acio.c b/src/main/sdvxhook2/acio.c index 6ac0cdc..8db25df 100644 --- a/src/main/sdvxhook2/acio.c +++ b/src/main/sdvxhook2/acio.c @@ -15,6 +15,8 @@ #include "acioemu/emu.h" #include "acioemu/icca.h" +#include "core/log.h" + #include "hook/iohook.h" #include "hooklib/rs232.h" @@ -24,7 +26,6 @@ #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu ac_io_emu; diff --git a/src/main/sdvxhook2/config-io.c b/src/main/sdvxhook2/config-io.c index 6d87bc0..421f3af 100644 --- a/src/main/sdvxhook2/config-io.c +++ b/src/main/sdvxhook2/config-io.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "sdvxhook2/config-io.h" +#include "core/log.h" -#include "util/log.h" +#include "sdvxhook2/config-io.h" #define SDVXHOOK2_CONFIG_IO_DISABLE_CARD_READER_EMU_KEY \ "io.disable_card_reader_emu" diff --git a/src/main/sdvxhook2/dllmain.c b/src/main/sdvxhook2/dllmain.c index e601e3a..3c74ab4 100644 --- a/src/main/sdvxhook2/dllmain.c +++ b/src/main/sdvxhook2/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/sdvxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "hooklib/acp.h" #include "hooklib/adapter.h" #include "hooklib/app.h" @@ -33,9 +38,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define SDVXHOOK2_INFO_HEADER \ "sdvxhook for VW" \ @@ -105,11 +108,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up sdvxio.DLL */ if (!config_io.disable_bio2_emu) { log_info("Starting sdvx IO backend"); - sdvx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(sdvx_io_set_loggers); if (!sdvx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing sdvx IO backend failed"); } } @@ -117,11 +121,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up EAMIO.DLL */ if (!config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } @@ -207,8 +212,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/sdvxhook2/nvapi.c b/src/main/sdvxhook2/nvapi.c index fbe14d8..e5f244a 100644 --- a/src/main/sdvxhook2/nvapi.c +++ b/src/main/sdvxhook2/nvapi.c @@ -10,13 +10,13 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" #include "sdvxhook2/nvapi.h" -#include "util/log.h" - static void *my_GetProcAddress(HMODULE dll, const char *name); static void *(*real_GetProcAddress)(HMODULE dll, const char *name); diff --git a/src/main/sdvxhook2/power.c b/src/main/sdvxhook2/power.c index f860c1b..e6d0d33 100644 --- a/src/main/sdvxhook2/power.c +++ b/src/main/sdvxhook2/power.c @@ -10,13 +10,13 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" #include "sdvxhook2/power.h" -#include "util/log.h" - static DWORD my_PowerSetActiveScheme(HKEY UserRootPowerKey, const GUID *SchemeGuid); static DWORD my_PowerWriteACValueIndex( diff --git a/src/main/sdvxio-bio2/Module.mk b/src/main/sdvxio-bio2/Module.mk index bf16a3b..04ea0fd 100644 --- a/src/main/sdvxio-bio2/Module.mk +++ b/src/main/sdvxio-bio2/Module.mk @@ -4,6 +4,7 @@ ldflags_sdvxio-bio2 := \ -lsetupapi \ libs_sdvxio-bio2 := \ + core \ aciodrv \ bio2drv \ cconfig \ diff --git a/src/main/sdvxio-kfca/Module.mk b/src/main/sdvxio-kfca/Module.mk index cb10b22..5127c16 100644 --- a/src/main/sdvxio-kfca/Module.mk +++ b/src/main/sdvxio-kfca/Module.mk @@ -1,6 +1,7 @@ dlls += sdvxio-kfca libs_sdvxio-kfca := \ + core \ geninput \ aciodrv \ aciomgr \ diff --git a/src/main/sdvxio-kfca/config-kfca.c b/src/main/sdvxio-kfca/config-kfca.c index 91814e6..6b95e24 100644 --- a/src/main/sdvxio-kfca/config-kfca.c +++ b/src/main/sdvxio-kfca/config-kfca.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "sdvxio-kfca/config-kfca.h" +#include "core/log.h" -#include "util/log.h" +#include "sdvxio-kfca/config-kfca.h" #define SDVXIO_KFCA_CONFIG_KFCA_PORT_KEY "kfca.port" #define SDVXIO_KFCA_CONFIG_KFCA_BAUD_KEY "kfca.baud" diff --git a/src/main/security/id.c b/src/main/security/id.c index b591fb2..93699aa 100644 --- a/src/main/security/id.c +++ b/src/main/security/id.c @@ -1,9 +1,10 @@ #include +#include "core/log.h" + #include "security/id.h" #include "util/hex.h" -#include "util/log.h" #include "util/mem.h" const struct security_id security_id_default = { diff --git a/src/main/security/mcode.c b/src/main/security/mcode.c index 5bc93fa..8817647 100644 --- a/src/main/security/mcode.c +++ b/src/main/security/mcode.c @@ -1,8 +1,9 @@ #include +#include "core/log.h" + #include "security/mcode.h" -#include "util/log.h" #include "util/mem.h" const struct security_mcode security_mcode_eamuse = { diff --git a/src/main/security/rp-blowfish.c b/src/main/security/rp-blowfish.c index 9aeb696..f45a0a9 100644 --- a/src/main/security/rp-blowfish.c +++ b/src/main/security/rp-blowfish.c @@ -1,10 +1,10 @@ #include +#include "core/log.h" + #include "security/rp-blowfish-table.h" #include "security/rp-blowfish.h" -#include "util/log.h" - static int security_rp_blowfish_enc_sub(int a1) { int result; // eax@1 diff --git a/src/main/security/rp.c b/src/main/security/rp.c index ba82864..5e80670 100644 --- a/src/main/security/rp.c +++ b/src/main/security/rp.c @@ -1,3 +1,5 @@ +#include "core/log.h" + #include "security/rp.h" #include "security/rp-blowfish.h" @@ -5,7 +7,6 @@ #include "security/util.h" #include "util/crypto.h" -#include "util/log.h" static uint32_t security_rp_get_len_mcode(const struct security_mcode *mcode) { diff --git a/src/main/security/rp2.c b/src/main/security/rp2.c index 51480a6..92b3acb 100644 --- a/src/main/security/rp2.c +++ b/src/main/security/rp2.c @@ -1,11 +1,12 @@ #include +#include "core/log.h" + #include "security/rp-util.h" #include "security/rp2.h" #include "security/util.h" #include "util/crypto.h" -#include "util/log.h" static uint8_t security_rp2_signature_scramble_table[16] = { 0x0C, diff --git a/src/main/security/rp3.c b/src/main/security/rp3.c index a6dd5bf..6e83f68 100644 --- a/src/main/security/rp3.c +++ b/src/main/security/rp3.c @@ -1,12 +1,13 @@ #include +#include "core/log.h" + #include "security/rp-util.h" #include "security/rp2.h" #include "security/rp3.h" #include "security/util.h" #include "util/crc.h" -#include "util/log.h" void security_rp3_generate_signed_eeprom_data( enum security_rp_util_rp_type type, diff --git a/src/main/unicorntail/Module.mk b/src/main/unicorntail/Module.mk index bd6d360..d2d96be 100644 --- a/src/main/unicorntail/Module.mk +++ b/src/main/unicorntail/Module.mk @@ -4,6 +4,7 @@ deplibs_unicorntail := \ avs \ libs_unicorntail := \ + core \ p3io \ p3ioemu \ hook \ diff --git a/src/main/unicorntail/dllmain.c b/src/main/unicorntail/dllmain.c index 59f862d..b195edf 100644 --- a/src/main/unicorntail/dllmain.c +++ b/src/main/unicorntail/dllmain.c @@ -2,6 +2,8 @@ #include +#include "core/log.h" + #include "hook/iohook.h" #include "hooklib/app.h" @@ -12,7 +14,6 @@ #include "unicorntail/usbmem.h" #include "util/defs.h" -#include "util/log.h" static bool my_dll_entry_init(char *sidcode, struct property_node *param); static bool my_dll_entry_main(void); @@ -50,7 +51,7 @@ BOOL WINAPI DllMain(HMODULE self, DWORD reason, void *ctx) goto end; } - log_to_external( + core_log_impl_set( log_body_misc, log_body_info, log_body_warning, log_body_fatal); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/unicorntail/p3io.c b/src/main/unicorntail/p3io.c index fd0a85c..b4a49b1 100644 --- a/src/main/unicorntail/p3io.c +++ b/src/main/unicorntail/p3io.c @@ -3,6 +3,8 @@ #include #include +#include "core/log.h" + #include "p3io/cmd.h" #include "p3io/frame.h" @@ -11,7 +13,6 @@ #include "unicorntail/p3io.h" #include "util/array.h" -#include "util/log.h" #include "util/str.h" static bool p3io_match_irp_locked(const struct irp *irp); diff --git a/src/main/unicorntail/usbmem.c b/src/main/unicorntail/usbmem.c index 50b496e..ef82069 100644 --- a/src/main/unicorntail/usbmem.c +++ b/src/main/unicorntail/usbmem.c @@ -3,9 +3,10 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" -#include "util/log.h" #include "util/str.h" static bool usbmem_match_irp(const struct irp *irp); diff --git a/src/main/util/array.c b/src/main/util/array.c index 900fba1..9421fff 100644 --- a/src/main/util/array.c +++ b/src/main/util/array.c @@ -2,8 +2,9 @@ #include #include +#include "core/log.h" + #include "util/array.h" -#include "util/log.h" #include "util/mem.h" void array_init(struct array *array) diff --git a/src/main/util/crc.c b/src/main/util/crc.c index c49af45..7ab06b8 100644 --- a/src/main/util/crc.c +++ b/src/main/util/crc.c @@ -1,7 +1,7 @@ #include #include -#include "util/log.h" +#include "core/log.h" uint8_t crc8(const void *ptr, size_t nbytes, uint8_t in) { diff --git a/src/main/util/crypto.c b/src/main/util/crypto.c index 110dd99..db1702e 100644 --- a/src/main/util/crypto.c +++ b/src/main/util/crypto.c @@ -1,12 +1,13 @@ #define LOG_MODULE "crypto" -#include "util/crypto.h" -#include "util/log.h" -#include "util/mem.h" - #include #include +#include "core/log.h" + +#include "util/crypto.h" +#include "util/mem.h" + static const char vista_prov[] = "Microsoft Enhanced RSA and AES Cryptographic Provider"; static const char winxp_prov[] = diff --git a/src/main/util/fs.c b/src/main/util/fs.c index 731fdf9..8c4c7c6 100644 --- a/src/main/util/fs.c +++ b/src/main/util/fs.c @@ -6,9 +6,10 @@ #include #include +#include "core/log.h" + #include "util/defs.h" #include "util/fs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/util/hex.c b/src/main/util/hex.c index 1ac6b4d..de08286 100644 --- a/src/main/util/hex.c +++ b/src/main/util/hex.c @@ -2,8 +2,9 @@ #include #include +#include "core/log.h" + #include "util/hex.h" -#include "util/log.h" static bool hex_decode_nibble(char c, uint8_t *nibble) { diff --git a/src/main/util/iobuf.c b/src/main/util/iobuf.c index 45884ea..7638cb5 100644 --- a/src/main/util/iobuf.c +++ b/src/main/util/iobuf.c @@ -1,8 +1,9 @@ #define LOG_MODULE "util-iobuf" -#include "util/iobuf.h" +#include "core/log.h" + #include "util/hex.h" -#include "util/log.h" +#include "util/iobuf.h" #include "util/mem.h" void iobuf_log(struct iobuf *buffer, const char *tag) diff --git a/src/main/util/mem.c b/src/main/util/mem.c index 53e84ff..f03ebaf 100644 --- a/src/main/util/mem.c +++ b/src/main/util/mem.c @@ -7,7 +7,7 @@ #include #include -#include "util/log.h" +#include "core/log.h" void *xcalloc(size_t nbytes) { diff --git a/src/main/util/msg-thread.c b/src/main/util/msg-thread.c index 6b5623d..04d498d 100644 --- a/src/main/util/msg-thread.c +++ b/src/main/util/msg-thread.c @@ -5,9 +5,10 @@ #include #include -#include "util/log.h" +#include "core/log.h" +#include "core/thread.h" + #include "util/msg-thread.h" -#include "util/thread.h" static bool msg_thread_step(HWND hwnd); @@ -102,7 +103,7 @@ void msg_thread_init(HINSTANCE inst) { msg_thread_ready = CreateEvent(NULL, TRUE, FALSE, NULL); msg_thread_stop = CreateEvent(NULL, TRUE, FALSE, NULL); - msg_thread_id = thread_create(msg_thread_proc, inst, 0x4000, 0); + msg_thread_id = core_thread_create(msg_thread_proc, inst, 0x4000, 0); WaitForSingleObject(msg_thread_ready, INFINITE); CloseHandle(msg_thread_ready); @@ -112,8 +113,8 @@ void msg_thread_fini(void) { SetEvent(msg_thread_stop); - thread_join(msg_thread_id, NULL); - thread_destroy(msg_thread_id); + core_thread_join(msg_thread_id, NULL); + core_thread_destroy(msg_thread_id); CloseHandle(msg_thread_stop); } diff --git a/src/main/util/net.c b/src/main/util/net.c index 492e3ef..d2c9d7d 100644 --- a/src/main/util/net.c +++ b/src/main/util/net.c @@ -6,7 +6,8 @@ #include #include -#include "util/log.h" +#include "core/log.h" + #include "util/mem.h" #include "util/net.h" #include "util/str.h" diff --git a/src/main/util/os.c b/src/main/util/os.c index c63de00..e6aad5d 100644 --- a/src/main/util/os.c +++ b/src/main/util/os.c @@ -6,7 +6,8 @@ #include -#include "util/log.h" +#include "core/log.h" + #include "util/os.h" #include "util/str.h" diff --git a/src/main/util/proc.c b/src/main/util/proc.c index 8473113..f1905d3 100644 --- a/src/main/util/proc.c +++ b/src/main/util/proc.c @@ -6,7 +6,7 @@ #include #include -#include "util/log.h" +#include "core/log.h" bool proc_is_running_as_admin_user() { diff --git a/src/main/util/signal.c b/src/main/util/signal.c index 4c15acd..9851c92 100644 --- a/src/main/util/signal.c +++ b/src/main/util/signal.c @@ -1,8 +1,9 @@ #include #include +#include "core/log.h" + #include "util/hex.h" -#include "util/log.h" #include "util/signal.h" static signal_shutdown_handler_t shutdown_handler; diff --git a/src/main/util/time.c b/src/main/util/time.c index 0412b29..feb2904 100644 --- a/src/main/util/time.c +++ b/src/main/util/time.c @@ -1,6 +1,7 @@ #include -#include "util/log.h" +#include "core/log.h" + #include "util/time.h" static uint64_t counter_freq_ns; diff --git a/src/main/vigem-ddrio/Module.mk b/src/main/vigem-ddrio/Module.mk index 8aae8a2..82e0f51 100644 --- a/src/main/vigem-ddrio/Module.mk +++ b/src/main/vigem-ddrio/Module.mk @@ -10,6 +10,7 @@ ldflags_vigem-ddrio := \ -lsetupapi \ libs_vigem-ddrio := \ + core \ cconfig \ ddrio \ util \ diff --git a/src/main/vigem-ddrio/config-vigem-ddrio.c b/src/main/vigem-ddrio/config-vigem-ddrio.c index 59e8251..0ff44f2 100644 --- a/src/main/vigem-ddrio/config-vigem-ddrio.c +++ b/src/main/vigem-ddrio/config-vigem-ddrio.c @@ -1,9 +1,9 @@ #include "cconfig/cconfig-main.h" #include "cconfig/cconfig-util.h" -#include "vigem-ddrio/config-vigem-ddrio.h" +#include "core/log.h" -#include "util/log.h" +#include "vigem-ddrio/config-vigem-ddrio.h" #define VIGEM_DDRIO_CONFIG_ENABLE_REACTIVE_LIGHT_KEY \ "ddrio.enable_reactive_light" diff --git a/src/main/vigem-ddrio/main.c b/src/main/vigem-ddrio/main.c index 62cc7b1..7d7fafa 100644 --- a/src/main/vigem-ddrio/main.c +++ b/src/main/vigem-ddrio/main.c @@ -8,9 +8,17 @@ #include "ViGEm/Client.h" #include "bemanitools/ddrio.h" -#include "util/log.h" + +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-std.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "util/math.h" -#include "util/thread.h" + #include "vigemstub/helper.h" #include "vigem-ddrio/config-vigem-ddrio.h" @@ -112,17 +120,23 @@ void set_reactive_lights(uint32_t input_state) int main(int argc, char **argv) { - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); + + core_log_bt_ext_init_with_stdout(); + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_INFO); struct vigem_ddrio_config config; if (!get_vigem_ddrio_config(&config)) { exit(EXIT_FAILURE); } - ddr_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(ddr_io_set_loggers); - if (!ddr_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + if (!ddr_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_warning("Initializing ddrio failed"); return -1; } diff --git a/src/main/vigem-iidxio/Module.mk b/src/main/vigem-iidxio/Module.mk index 887a70f..4fae200 100644 --- a/src/main/vigem-iidxio/Module.mk +++ b/src/main/vigem-iidxio/Module.mk @@ -10,6 +10,7 @@ ldflags_vigem-iidxio := \ -lsetupapi \ libs_vigem-iidxio := \ + core \ cconfig \ iidxio \ util \ diff --git a/src/main/vigem-iidxio/cab-16seg-sequencer.c b/src/main/vigem-iidxio/cab-16seg-sequencer.c index 01ea12b..f7e6e05 100644 --- a/src/main/vigem-iidxio/cab-16seg-sequencer.c +++ b/src/main/vigem-iidxio/cab-16seg-sequencer.c @@ -4,7 +4,8 @@ #include #include -#include "util/log.h" +#include "core/log.h" + #include "util/time.h" static const uint8_t _MAX_LEN_16SEG = 9; diff --git a/src/main/vigem-iidxio/cab-light-sequencer.c b/src/main/vigem-iidxio/cab-light-sequencer.c index 95214f9..6b345b7 100644 --- a/src/main/vigem-iidxio/cab-light-sequencer.c +++ b/src/main/vigem-iidxio/cab-light-sequencer.c @@ -4,9 +4,10 @@ #include #include +#include "core/log.h" + #include "vigem-iidxio/cab-light-sequencer.h" -#include "util/log.h" #include "util/math.h" #include "util/time.h" diff --git a/src/main/vigem-iidxio/config.c b/src/main/vigem-iidxio/config.c index 40eeae5..acf5235 100644 --- a/src/main/vigem-iidxio/config.c +++ b/src/main/vigem-iidxio/config.c @@ -1,9 +1,9 @@ #include "cconfig/cconfig-main.h" #include "cconfig/cconfig-util.h" -#include "vigem-iidxio/config.h" +#include "core/log.h" -#include "util/log.h" +#include "vigem-iidxio/config.h" #define VIGEM_IIDXIO_CONFIG_TT_ANALOG_RELATIVE_KEY \ "vigem.iidxio.tt.anlog.relative" diff --git a/src/main/vigem-iidxio/main.c b/src/main/vigem-iidxio/main.c index 3527545..51b0b14 100644 --- a/src/main/vigem-iidxio/main.c +++ b/src/main/vigem-iidxio/main.c @@ -9,9 +9,14 @@ #include "bemanitools/iidxio.h" -#include "util/log.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "util/math.h" -#include "util/thread.h" #include "util/time.h" #include "vigem-iidxio/cab-16seg-sequencer.h" @@ -259,7 +264,10 @@ static void _all_lights_off() int main(int argc, char **argv) { - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); + + core_log_bt_ext_init_with_stdout(); struct vigem_iidxio_config config; @@ -267,10 +275,12 @@ int main(int argc, char **argv) return -1; } - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); - if (!iidx_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + if (!iidx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_warning("Initializing iidxio failed"); return -1; } diff --git a/src/main/vigem-sdvxio/Module.mk b/src/main/vigem-sdvxio/Module.mk index 6907fbf..523dd69 100644 --- a/src/main/vigem-sdvxio/Module.mk +++ b/src/main/vigem-sdvxio/Module.mk @@ -10,6 +10,7 @@ ldflags_vigem-sdvxio := \ -lsetupapi \ libs_vigem-sdvxio := \ + core \ cconfig \ sdvxio \ util \ diff --git a/src/main/vigem-sdvxio/config-vigem-sdvxio.c b/src/main/vigem-sdvxio/config-vigem-sdvxio.c index 768a514..faae9e2 100644 --- a/src/main/vigem-sdvxio/config-vigem-sdvxio.c +++ b/src/main/vigem-sdvxio/config-vigem-sdvxio.c @@ -1,9 +1,9 @@ #include "cconfig/cconfig-main.h" #include "cconfig/cconfig-util.h" -#include "vigem-sdvxio/config-vigem-sdvxio.h" +#include "core/log.h" -#include "util/log.h" +#include "vigem-sdvxio/config-vigem-sdvxio.h" #define VIGEM_SDVXIO_CONFIG_ENABLE_KEYLIGHT_KEY "sdvxio.enable_keylight" #define VIGEM_SDVXIO_CONFIG_RELATIVE_ANALOG_KEY "sdvxio.use_relative_analog" diff --git a/src/main/vigem-sdvxio/main.c b/src/main/vigem-sdvxio/main.c index cf4b4e2..c87a436 100644 --- a/src/main/vigem-sdvxio/main.c +++ b/src/main/vigem-sdvxio/main.c @@ -8,9 +8,16 @@ #include "ViGEm/Client.h" #include "bemanitools/sdvxio.h" -#include "util/log.h" + +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "util/math.h" -#include "util/thread.h" + #include "vigemstub/helper.h" #include "vigem-sdvxio/config-vigem-sdvxio.h" @@ -129,17 +136,21 @@ void set_pwm_brightness(uint8_t wing_pwm, uint8_t controller_pwm) int main(int argc, char **argv) { - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stdout(); struct vigem_sdvxio_config config; if (!get_vigem_sdvxio_config(&config)) { exit(EXIT_FAILURE); } - sdvx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(sdvx_io_set_loggers); - if (!sdvx_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + if (!sdvx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_warning("Initializing sdvxio failed"); return -1; } diff --git a/src/main/vigemstub/helper.c b/src/main/vigemstub/helper.c index 4aeb519..a92510b 100644 --- a/src/main/vigemstub/helper.c +++ b/src/main/vigemstub/helper.c @@ -2,9 +2,10 @@ #include #include +#include "core/log.h" + #include "ViGEm/Client.h" -#include "util/log.h" #include "vigemstub/helper.h" PVIGEM_CLIENT vigem_helper_setup(void) diff --git a/src/test/cconfig/Module.mk b/src/test/cconfig/Module.mk index a61e8d9..8143389 100644 --- a/src/test/cconfig/Module.mk +++ b/src/test/cconfig/Module.mk @@ -3,6 +3,7 @@ testexes += cconfig-test srcdir_cconfig-test := src/test/cconfig libs_cconfig-test := \ + core \ cconfig \ test \ util \ @@ -17,6 +18,7 @@ testexes += cconfig-util-test srcdir_cconfig-util-test := src/test/cconfig libs_cconfig-util-test := \ + core \ cconfig \ test \ util \ @@ -31,6 +33,7 @@ testexes += cconfig-cmd-test srcdir_cconfig-cmd-test := src/test/cconfig libs_cconfig-cmd-test := \ + core \ cconfig \ test \ util \ diff --git a/src/test/d3d9hook/Module.mk b/src/test/d3d9hook/Module.mk index 585139c..3ab336b 100644 --- a/src/test/d3d9hook/Module.mk +++ b/src/test/d3d9hook/Module.mk @@ -5,6 +5,7 @@ srcdir_d3d9hook := src/test/d3d9hook ldflags_d3d9hook := \ libs_d3d9hook := \ + core \ hook \ test \ util \ @@ -25,6 +26,7 @@ libs_d3d9hook-test := \ hook \ test \ util \ + core \ src_d3d9hook-test := \ main.c \ diff --git a/src/test/d3d9hook/dllmain.c b/src/test/d3d9hook/dllmain.c index 88060bb..e7052df 100644 --- a/src/test/d3d9hook/dllmain.c +++ b/src/test/d3d9hook/dllmain.c @@ -2,12 +2,14 @@ #include #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "hook/d3d9.h" #include "test/check.h" -#include "util/log.h" - #define debug_print(...) fprintf(stderr, __VA_ARGS__) static HRESULT my_d3d9_handler(struct hook_d3d9_irp *irp); @@ -298,7 +300,9 @@ static HRESULT my_d3d9_handler(struct hook_d3d9_irp *irp) BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - log_to_writer(log_writer_stderr, NULL); + core_log_bt_ext_init_with_debug(); + core_log_bt_ext_init_with_stderr(); + debug_print("Initializing d3d9 hook module...\n"); hook_d3d9_init(d3d9_handlers, lengthof(d3d9_handlers)); diff --git a/src/test/iidxhook-util/Module.mk b/src/test/iidxhook-util/Module.mk index be4883e..49fdda9 100644 --- a/src/test/iidxhook-util/Module.mk +++ b/src/test/iidxhook-util/Module.mk @@ -6,6 +6,7 @@ ldflags_iidxhook-util-config-eamuse-test := \ -lws2_32 \ libs_iidxhook-util-config-eamuse-test := \ + core \ security \ iidxhook-util \ cconfig \ @@ -22,6 +23,7 @@ testexes += iidxhook-util-config-gfx-test srcdir_iidxhook-util-config-gfx-test := src/test/iidxhook-util libs_iidxhook-util-config-gfx-test := \ + core \ security \ iidxhook-util \ cconfig \ @@ -38,6 +40,7 @@ testexes += iidxhook-util-config-misc-test srcdir_iidxhook-util-config-misc-test := src/test/iidxhook-util libs_iidxhook-util-config-misc-test := \ + core \ security \ iidxhook-util \ cconfig \ @@ -54,6 +57,7 @@ testexes += iidxhook-util-config-sec-test srcdir_iidxhook-util-config-sec-test := src/test/iidxhook-util libs_iidxhook-util-config-sec-test := \ + core \ security \ iidxhook-util \ cconfig \ diff --git a/src/test/iidxhook/Module.mk b/src/test/iidxhook/Module.mk index 8c08642..9172fa5 100644 --- a/src/test/iidxhook/Module.mk +++ b/src/test/iidxhook/Module.mk @@ -3,6 +3,7 @@ testexes += iidxhook-config-iidxhook1-test srcdir_iidxhook-config-iidxhook1-test := src/test/iidxhook libs_iidxhook-config-iidxhook1-test := \ + core \ cconfig \ iidxhook1 \ test \ @@ -18,6 +19,7 @@ testexes += iidxhook-config-iidxhook2-test srcdir_iidxhook-config-iidxhook2-test := src/test/iidxhook libs_iidxhook-config-iidxhook2-test := \ + core \ iidxhook2 \ cconfig \ test \ diff --git a/src/test/iidxhook8/Module.mk b/src/test/iidxhook8/Module.mk index 57731d5..3cccd42 100644 --- a/src/test/iidxhook8/Module.mk +++ b/src/test/iidxhook8/Module.mk @@ -3,6 +3,7 @@ testexes += iidxhook8-config-cam-test srcdir_iidxhook8-config-cam-test := src/test/iidxhook8 libs_iidxhook8-config-cam-test := \ + core \ camhook \ cconfig \ test \ @@ -18,6 +19,7 @@ testexes += iidxhook8-config-io-test srcdir_iidxhook8-config-io-test := src/test/iidxhook8 libs_iidxhook8-config-io-test := \ + core \ cconfig \ test \ util \ diff --git a/src/test/security/Module.mk b/src/test/security/Module.mk index 3bdef67..7ac51d7 100644 --- a/src/test/security/Module.mk +++ b/src/test/security/Module.mk @@ -3,6 +3,7 @@ testexes += security-id-test srcdir_security-id-test := src/test/security libs_security-id-test := \ + core \ security \ test \ util \ @@ -17,6 +18,7 @@ testexes += security-mcode-test srcdir_security-mcode-test := src/test/security libs_security-mcode-test := \ + core \ security \ test \ util \ @@ -31,6 +33,7 @@ testexes += security-util-test srcdir_security-util-test := src/test/security libs_security-util-test := \ + core \ security \ test \ util \ @@ -45,6 +48,7 @@ testexes += security-rp-test srcdir_security-rp-test := src/test/security libs_security-rp-test := \ + core \ security \ test \ util \ @@ -59,6 +63,7 @@ testexes += security-rp2-test srcdir_security-rp2-test := src/test/security libs_security-rp2-test := \ + core \ security \ test \ util \ @@ -73,6 +78,7 @@ testexes += security-rp3-test srcdir_security-rp3-test := src/test/security libs_security-rp3-test := \ + core \ security \ test \ util \ diff --git a/src/test/test/test.h b/src/test/test/test.h index 91fb01b..7d0dda0 100644 --- a/src/test/test/test.h +++ b/src/test/test/test.h @@ -3,12 +3,15 @@ #include -#include "util/log.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" -#define TEST_MODULE_BEGIN(name) \ - int main(int argc, char **argv) \ - { \ - log_to_writer(log_writer_stderr, NULL); \ +#define TEST_MODULE_BEGIN(name) \ + int main(int argc, char **argv) \ + { \ + core_log_bt_ext_impl_set(); \ + core_log_bt_ext_init_with_stderr(); \ fprintf(stderr, "Executing test module '%s'...\n", #name); #define TEST_MODULE_TEST(func) \ @@ -19,6 +22,8 @@ #define TEST_MODULE_END() \ fprintf(stderr, "Finished execution of test module\n"); \ + core_log_bt_fini(); \ + \ return 0; \ } diff --git a/src/test/util/Module.mk b/src/test/util/Module.mk index ca13ecc..90f3424 100644 --- a/src/test/util/Module.mk +++ b/src/test/util/Module.mk @@ -7,6 +7,7 @@ ldflags_util-net-test := \ -liphlpapi \ libs_util-net-test := \ + core \ test \ util \ From f688eead443f3a27aba81807cc78fc063cc46da1 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:07:54 +0100 Subject: [PATCH 028/118] chore: Delete old log and thread modules in util The log API stopped scaling already a while ago and needs considerable refactoring to consider the various use-cases that emerged since it was first created on alpha versions of bemanitools. --- src/main/util/Module.mk | 2 - src/main/util/log.c | 134 ---------------------------------------- src/main/util/log.h | 90 --------------------------- src/main/util/thread.c | 92 --------------------------- src/main/util/thread.h | 20 ------ 5 files changed, 338 deletions(-) delete mode 100644 src/main/util/log.c delete mode 100644 src/main/util/log.h delete mode 100644 src/main/util/thread.c delete mode 100644 src/main/util/thread.h diff --git a/src/main/util/Module.mk b/src/main/util/Module.mk index ab8d495..e6dc7c4 100644 --- a/src/main/util/Module.mk +++ b/src/main/util/Module.mk @@ -9,7 +9,6 @@ src_util := \ hex.c \ iobuf.c \ list.c \ - log.c \ math.c \ mem.c \ msg-thread.c \ @@ -18,7 +17,6 @@ src_util := \ proc.c \ signal.c \ str.c \ - thread.c \ time.c \ winres.c \ diff --git a/src/main/util/log.c b/src/main/util/log.c deleted file mode 100644 index 7da1d63..0000000 --- a/src/main/util/log.c +++ /dev/null @@ -1,134 +0,0 @@ -#include "util/log.h" -#include "util/str.h" - -#include - -#include -#include -#include -#include - -static log_writer_t log_writer; -static void *log_writer_ctx; -static enum log_level log_level; - -static void log_builtin_fatal(const char *module, const char *fmt, ...); -static void log_builtin_info(const char *module, const char *fmt, ...); -static void log_builtin_misc(const char *module, const char *fmt, ...); -static void log_builtin_warning(const char *module, const char *fmt, ...); -static void log_builtin_format( - enum log_level msg_level, const char *module, const char *fmt, va_list ap); - -#define IMPLEMENT_SINK(name, msg_level) \ - static void name(const char *module, const char *fmt, ...) \ - { \ - va_list ap; \ - \ - va_start(ap, fmt); \ - log_builtin_format(msg_level, module, fmt, ap); \ - va_end(ap); \ - } - -IMPLEMENT_SINK(log_builtin_info, LOG_LEVEL_INFO) -IMPLEMENT_SINK(log_builtin_misc, LOG_LEVEL_MISC) -IMPLEMENT_SINK(log_builtin_warning, LOG_LEVEL_WARNING) - -static void log_builtin_fatal(const char *module, const char *fmt, ...) -{ - va_list ap; - - va_start(ap, fmt); - log_builtin_format(LOG_LEVEL_FATAL, module, fmt, ap); - va_end(ap); - - DebugBreak(); - ExitProcess(EXIT_FAILURE); -} - -static void log_builtin_format( - enum log_level msg_level, const char *module, const char *fmt, va_list ap) -{ - static const char chars[] = "FWIM"; - - /* 64k so we can log data dumps of rs232 without crashing */ - char line[65536]; - char msg[65536]; - int result; - - if (msg_level <= log_level) { - str_vformat(msg, sizeof(msg), fmt, ap); - result = str_format( - line, sizeof(line), "%c:%s: %s\n", chars[msg_level], module, msg); - - log_writer(log_writer_ctx, line, result); - } -} - -void log_assert_body(const char *file, int line, const char *function) -{ - log_impl_fatal("assert", "%s:%d: function `%s'", file, line, function); -} - -void log_to_external( - log_formatter_t misc, - log_formatter_t info, - log_formatter_t warning, - log_formatter_t fatal) -{ - log_impl_misc = misc; - log_impl_info = info; - log_impl_warning = warning; - log_impl_fatal = fatal; -} - -void log_to_writer(log_writer_t writer, void *ctx) -{ - log_impl_misc = log_builtin_misc; - log_impl_info = log_builtin_info; - log_impl_warning = log_builtin_warning; - log_impl_fatal = log_builtin_fatal; - - if (writer != NULL) { - log_writer = writer; - log_writer_ctx = ctx; - } else { - log_writer = log_writer_null; - } -} - -void log_set_level(enum log_level new_level) -{ - log_level = new_level; -} - -void log_writer_debug(void *ctx, const char *chars, size_t nchars) -{ - OutputDebugStringA(chars); -} - -void log_writer_stdout(void *ctx, const char *chars, size_t nchars) -{ - printf("%s", chars); -} - -void log_writer_stderr(void *ctx, const char *chars, size_t nchars) -{ - fprintf(stderr, "%s", chars); -} - -void log_writer_file(void *ctx, const char *chars, size_t nchars) -{ - fwrite(chars, 1, nchars, (FILE *) ctx); - fflush((FILE *) ctx); -} - -void log_writer_null(void *ctx, const char *chars, size_t nchars) -{ -} - -log_formatter_t log_impl_misc = log_builtin_misc; -log_formatter_t log_impl_info = log_builtin_info; -log_formatter_t log_impl_warning = log_builtin_warning; -log_formatter_t log_impl_fatal = log_builtin_fatal; -static log_writer_t log_writer = log_writer_null; -static enum log_level log_level = LOG_LEVEL_MISC; diff --git a/src/main/util/log.h b/src/main/util/log.h deleted file mode 100644 index 47603fa..0000000 --- a/src/main/util/log.h +++ /dev/null @@ -1,90 +0,0 @@ -#ifndef UTIL_LOG_H -#define UTIL_LOG_H - -#include -#include - -#include "bemanitools/glue.h" - -#include "util/defs.h" - -/* Dynamically retargetable logging system modeled on (and potentially - integrateable with) the one found in AVS2 */ - -/* BUILD_MODULE is passed in as a command-line #define by the makefile */ - -#ifndef LOG_MODULE -#define LOG_MODULE STRINGIFY(BUILD_MODULE) -#endif - -#ifndef LOG_SUPPRESS - -#define log_misc(...) log_impl_misc(LOG_MODULE, __VA_ARGS__) -#define log_info(...) log_impl_info(LOG_MODULE, __VA_ARGS__) -#define log_warning(...) log_impl_warning(LOG_MODULE, __VA_ARGS__) - -/* This doesn't really belong here, but it's what libavs does so w/e */ - -#define log_assert(x) \ - do { \ - if (!(x)) { \ - log_assert_body(__FILE__, __LINE__, __FUNCTION__); \ - } \ - } while (0) - -#else - -#define log_misc(...) -#define log_info(...) -#define log_warning(...) -#define log_assert(x) \ - do { \ - if (!(x)) { \ - abort(); \ - } \ - } while (0) - -#endif - -#define log_fatal(...) \ - do { \ - log_impl_fatal(LOG_MODULE, __VA_ARGS__); \ - abort(); \ - } while (0) - -typedef void (*log_writer_t)(void *ctx, const char *chars, size_t nchars); - -extern log_formatter_t log_impl_misc; -extern log_formatter_t log_impl_info; -extern log_formatter_t log_impl_warning; -extern log_formatter_t log_impl_fatal; - -enum log_level { - LOG_LEVEL_FATAL = 0, - LOG_LEVEL_WARNING = 1, - LOG_LEVEL_INFO = 2, - LOG_LEVEL_MISC = 3, -}; - -void log_assert_body(const char *file, int line, const char *function); -void log_to_external( - log_formatter_t misc, - log_formatter_t info, - log_formatter_t warning, - log_formatter_t fatal); -void log_to_writer(log_writer_t writer, void *ctx); - -void log_set_level(enum log_level new_level); - -/* I tried to make this API match the function signature of the AVS log writer - callback, but then the signature changed and the explicit line breaks - being passed to that callback went away. So we don't try to track that API - any more. Launcher defines its own custom writer anyway. */ - -void log_writer_debug(void *ctx, const char *chars, size_t nchars); -void log_writer_stdout(void *ctx, const char *chars, size_t nchars); -void log_writer_stderr(void *ctx, const char *chars, size_t nchars); -void log_writer_file(void *ctx, const char *chars, size_t nchars); -void log_writer_null(void *ctx, const char *chars, size_t nchars); - -#endif diff --git a/src/main/util/thread.c b/src/main/util/thread.c deleted file mode 100644 index daa8267..0000000 --- a/src/main/util/thread.c +++ /dev/null @@ -1,92 +0,0 @@ -#include -#include - -#include -#include - -#include "util/defs.h" -#include "util/thread.h" - -struct shim_ctx { - HANDLE barrier; - int (*proc)(void *); - void *ctx; -}; - -thread_create_t thread_impl_create = crt_thread_create; -thread_join_t thread_impl_join = crt_thread_join; -thread_destroy_t thread_impl_destroy = crt_thread_destroy; - -static unsigned int STDCALL crt_thread_shim(void *outer_ctx) -{ - struct shim_ctx *sctx = outer_ctx; - int (*proc)(void *); - void *inner_ctx; - - proc = sctx->proc; - inner_ctx = sctx->ctx; - - SetEvent(sctx->barrier); - - return proc(inner_ctx); -} - -int crt_thread_create( - int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority) -{ - struct shim_ctx sctx; - uintptr_t thread_id; - - sctx.barrier = CreateEvent(NULL, TRUE, FALSE, NULL); - sctx.proc = proc; - sctx.ctx = ctx; - - thread_id = _beginthreadex(NULL, stack_sz, crt_thread_shim, &sctx, 0, NULL); - - WaitForSingleObject(sctx.barrier, INFINITE); - CloseHandle(sctx.barrier); - - return (int) thread_id; -} - -void crt_thread_destroy(int thread_id) -{ - CloseHandle((HANDLE) (uintptr_t) thread_id); -} - -void crt_thread_join(int thread_id, int *result) -{ - WaitForSingleObject((HANDLE) (uintptr_t) thread_id, INFINITE); - - if (result) { - GetExitCodeThread((HANDLE) (uintptr_t) thread_id, (DWORD *) result); - } -} - -void thread_api_init( - thread_create_t create, thread_join_t join, thread_destroy_t destroy) -{ - if (create == NULL || join == NULL || destroy == NULL) { - abort(); - } - - thread_impl_create = create; - thread_impl_join = join; - thread_impl_destroy = destroy; -} - -int thread_create( - int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority) -{ - return thread_impl_create(proc, ctx, stack_sz, priority); -} - -void thread_join(int thread_id, int *result) -{ - thread_impl_join(thread_id, result); -} - -void thread_destroy(int thread_id) -{ - thread_impl_destroy(thread_id); -} diff --git a/src/main/util/thread.h b/src/main/util/thread.h deleted file mode 100644 index dca396b..0000000 --- a/src/main/util/thread.h +++ /dev/null @@ -1,20 +0,0 @@ -#ifndef UTIL_THREAD_H -#define UTIL_THREAD_H - -#include - -#include "bemanitools/glue.h" - -int crt_thread_create( - int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority); -void crt_thread_join(int thread_id, int *result); -void crt_thread_destroy(int thread_id); - -void thread_api_init( - thread_create_t create, thread_join_t join, thread_destroy_t destroy); -int thread_create( - int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority); -void thread_join(int thread_id, int *result); -void thread_destroy(int thread_id); - -#endif From 4ac139992301d55c2da5297f869f7f02382b91e1 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:07:54 +0100 Subject: [PATCH 029/118] refactor(inject): Use new core thread and log modules Keep this a separate commit because this also removes inject's own logging engine and replaces it with the streamlined core API. The core API provides all the features of inject's own logging engine which also performed horribly. The entire logging operation was locked which included expensive operations that formatted the log messages and required memory allocations and copying around data. The core API's implementation at least only synchronizes the actual IO operations (though this can be improved further with an actual async logging sink, TBD) --- src/main/inject/Module.mk | 2 +- src/main/inject/debugger.c | 12 +- src/main/inject/logger.c | 217 ------------------------------------- src/main/inject/logger.h | 28 ----- src/main/inject/main.c | 72 ++++++++++-- 5 files changed, 73 insertions(+), 258 deletions(-) delete mode 100644 src/main/inject/logger.c delete mode 100644 src/main/inject/logger.h diff --git a/src/main/inject/Module.mk b/src/main/inject/Module.mk index 549f179..fd868ef 100644 --- a/src/main/inject/Module.mk +++ b/src/main/inject/Module.mk @@ -5,12 +5,12 @@ ldflags_inject := \ -lpsapi \ libs_inject := \ + core \ util \ src_inject := \ main.c \ debugger.c \ - logger.c \ options.c \ version.c \ diff --git a/src/main/inject/debugger.c b/src/main/inject/debugger.c index 724ed9b..e8e7068 100644 --- a/src/main/inject/debugger.c +++ b/src/main/inject/debugger.c @@ -8,10 +8,11 @@ #include #include -#include "inject/debugger.h" -#include "inject/logger.h" +#include "core/log-bt.h" +#include "core/log.h" + +#include "inject/debugger.h" -#include "util/log.h" #include "util/mem.h" #include "util/proc.h" #include "util/signal.h" @@ -178,6 +179,7 @@ static bool log_debug_str(HANDLE process, const OUTPUT_DEBUG_STRING_INFO *odsi) log_assert(odsi); char *debug_str; + size_t debug_str_len; if (odsi->fUnicode) { debug_str = read_debug_wstr(process, odsi); @@ -186,7 +188,9 @@ static bool log_debug_str(HANDLE process, const OUTPUT_DEBUG_STRING_INFO *odsi) } if (debug_str) { - logger_log(debug_str); + debug_str_len = strlen(debug_str); + + core_log_bt_direct_sink_write(debug_str, debug_str_len); free(debug_str); return true; diff --git a/src/main/inject/logger.c b/src/main/inject/logger.c deleted file mode 100644 index 8f63aa9..0000000 --- a/src/main/inject/logger.c +++ /dev/null @@ -1,217 +0,0 @@ -#define LOG_MODULE "inject-logger" - -#include -#include -#include -#include -#include -#include - -#include "inject/logger.h" -#include "inject/version.h" - -#include "util/log.h" - -static FILE *log_file; -static HANDLE log_mutex; - -static const char *logger_get_formatted_timestamp(void) -{ - static char buffer[64]; - time_t cur = 0; - struct tm *tm = NULL; - - cur = time(NULL); - tm = localtime(&cur); - - strftime(buffer, sizeof(buffer), "[%Y/%m/%d %H:%M:%S] ", tm); - - return buffer; -} - -static char logger_console_determine_color(const char *str) -{ - log_assert(str); - - /* Add some color to make spotting warnings/errors easier. - Based on debug output level identifier. */ - - /* Avoids colored output on strings like "Windows" */ - if (str[1] != ':') { - return 15; - } - - switch (str[0]) { - /* green */ - case 'M': - return 10; - /* blue */ - case 'I': - return 9; - /* yellow */ - case 'W': - return 14; - /* red */ - case 'F': - return 12; - /* default console color */ - default: - return 15; - } -} - -static size_t logger_msg_coloring_len(const char *str) -{ - // Expected format example: "I:boot: my log message" - - const char *ptr; - size_t len; - int colon_count; - - ptr = str; - len = 0; - colon_count = 0; - - while (true) { - // End of string = invalid log format - if (*ptr == '\0') { - return 0; - } - - if (*ptr == ':') { - colon_count++; - } - - if (colon_count == 2) { - // Skip current colon, next char is a space - return len + 1; - } - - len++; - ptr++; - } - - return 0; -} - -static void logger_console( - void *ctx, const char *chars, size_t nchars, const char *timestamp_str) -{ - char color; - size_t color_len; - // See "util/log.c", has to align - char buffer[65536]; - char tmp; - - color_len = logger_msg_coloring_len(chars); - - // Check if we could detect which part to color, otherwise just write the - // whole log message without any coloring logic - if (color_len > 0) { - color = logger_console_determine_color(chars); - - strcpy(buffer, chars); - - // Mask start of log message for coloring - tmp = buffer[color_len]; - buffer[color_len] = '\0'; - - printf("%s", timestamp_str); - SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), color); - printf("%s", buffer); - SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 15); - - // Write actual message non colored - buffer[color_len] = tmp; - printf("%s", buffer + color_len); - } else { - printf("%s", chars); - } -} - -static void logger_file( - void *ctx, const char *chars, size_t nchars, const char *timestamp_str) -{ - if (ctx) { - fwrite(timestamp_str, 1, strlen(timestamp_str), (FILE *) ctx); - fwrite(chars, 1, nchars, (FILE *) ctx); - fflush((FILE *) ctx); - } -} - -static void logger_writer(void *ctx, const char *chars, size_t nchars) -{ - const char *timestamp_str; - - // Different threads logging the same destination, e.g. debugger thread, - // main thread - - WaitForSingleObject(log_mutex, INFINITE); - - timestamp_str = logger_get_formatted_timestamp(); - - logger_console(ctx, chars, nchars, timestamp_str); - logger_file(ctx, chars, nchars, timestamp_str); - - ReleaseMutex(log_mutex); -} - -static void logger_log_header() -{ - log_info( - "\n" - " _ _ _ \n" - " (_)_ __ (_) ___ ___| |_ \n" - " | | '_ \\ | |/ _ \\/ __| __|\n" - " | | | | || | __/ (__| |_ \n" - " |_|_| |_|/ |\\___|\\___|\\__|\n" - " |__/ "); - - log_info( - "Inject build date %s, gitrev %s", inject_build_date, inject_gitrev); -} - -bool logger_init(const char *log_file_path) -{ - if (log_file_path) { - log_file = fopen(log_file_path, "w+"); - } else { - log_file = NULL; - } - - log_to_writer(logger_writer, log_file); - - logger_log_header(); - - if (log_file_path) { - log_info("Log file: %s", log_file_path); - - if (!log_file) { - log_warning( - "ERROR: Opening log file %s failed: %s", - log_file_path, - strerror(errno)); - return false; - } - } - - log_mutex = CreateMutex(NULL, FALSE, NULL); - - return true; -} - -void logger_log(const char *str) -{ - logger_writer(log_file, str, strlen(str)); -} - -void logger_finit() -{ - log_misc("Logger finit"); - - if (log_file) { - fclose(log_file); - } - - CloseHandle(log_mutex); -} \ No newline at end of file diff --git a/src/main/inject/logger.h b/src/main/inject/logger.h deleted file mode 100644 index 45a8b77..0000000 --- a/src/main/inject/logger.h +++ /dev/null @@ -1,28 +0,0 @@ -#include - -/** - * Initialize inject's logger backend. - * - * This takes care of hooking and merging the different log - * streams, e.g. inject's local logging and inject's debugger - * receiving remote logging events. - * - * @param log_file_path Path to the file to log to or NULL to - * disable. - */ -bool logger_init(const char *log_file_path); - -/** - * Write a message to the logging backend. - * - * This is used by inject's debugger to redirect log messages - * recevied from the remote process. - * - * @param str String to log - */ -void logger_log(const char *str); - -/** - * Shutdown and cleanup the logging backend. - */ -void logger_finit(); \ No newline at end of file diff --git a/src/main/inject/main.c b/src/main/inject/main.c index bfb6c1b..07026dc 100644 --- a/src/main/inject/main.c +++ b/src/main/inject/main.c @@ -1,3 +1,5 @@ +#define LOG_MODULE "inject" + #include #include @@ -10,18 +12,67 @@ #include "cconfig/cconfig-util.h" #include "cconfig/cmd.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-file.h" +#include "core/log-sink-list.h" +#include "core/log-sink-mutex.h" +#include "core/log-sink-std.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "inject/debugger.h" -#include "inject/logger.h" #include "inject/options.h" #include "inject/version.h" #include "util/cmdline.h" -#include "util/log.h" #include "util/mem.h" #include "util/os.h" #include "util/signal.h" #include "util/str.h" +static void _inject_log_header() +{ + log_info( + "\n" + " _ _ _ \n" + " (_)_ __ (_) ___ ___| |_ \n" + " | | '_ \\ | |/ _ \\/ __| __|\n" + " | | | | || | __/ (__| |_ \n" + " |_|_| |_|/ |\\___|\\___|\\__|\n" + " |__/ "); + + log_info( + "inject build date %s, gitrev %s", inject_build_date, inject_gitrev); +} + +void _inject_log_init( + const char *log_file_path, enum core_log_bt_log_level level) +{ + struct core_log_sink sinks[2]; + struct core_log_sink sink_composed; + struct core_log_sink sink_mutex; + + core_log_bt_ext_impl_set(); + + if (log_file_path) { + core_log_sink_std_out_open(true, &sinks[0]); + core_log_sink_file_open(log_file_path, false, true, 10, &sinks[1]); + core_log_sink_list_open(sinks, 2, &sink_composed); + } else { + core_log_sink_std_out_open(true, &sink_composed); + } + + // Different threads logging the same destination, e.g. debugger thread, + // main thread + core_log_sink_mutex_open(&sink_composed, &sink_mutex); + + core_log_bt_init(&sink_mutex); + core_log_bt_level_set(level); +} + static bool init_options(int argc, char **argv, struct options *options) { options_init(options); @@ -145,7 +196,7 @@ static bool inject_hook_dlls(uint32_t hooks, char **argv) static void signal_shutdown_handler() { debugger_finit(true); - logger_finit(); + core_log_bt_fini(); } int main(int argc, char **argv) @@ -160,9 +211,14 @@ int main(int argc, char **argv) goto init_options_fail; } - if (!logger_init(strlen(options.log_file) > 0 ? options.log_file : NULL)) { - goto init_logger_fail; - } + core_thread_crt_ext_impl_set(); + // TODO expose log level + + _inject_log_init( + strlen(options.log_file) > 0 ? options.log_file : NULL, + CORE_LOG_BT_LOG_LEVEL_MISC); + + _inject_log_header(); os_version_log(); @@ -214,7 +270,7 @@ int main(int argc, char **argv) debugger_finit(false); - logger_finit(); + core_log_bt_fini(); return EXIT_SUCCESS; @@ -226,7 +282,7 @@ inject_hook_dlls_fail: debugger_init_fail: verify_2_fail: verify_fail: - logger_finit(); + core_log_bt_fini(); init_logger_fail: init_options_fail: From 215a4bdb1546c648e3f882f3c81cf48518109904 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:07:54 +0100 Subject: [PATCH 030/118] refactor(launcher): Major re-work of launcher Kudos to Shiz for providing the groundwork for this. Fundamentally re-think how launcher operates and bootstrapping the games is managed and configured. This brings it significantly closer to how the original bootstrap is doing the job: launcher now utilizes the data (structures) provided by the bootstrap.xml configuration file. This creates compatibility with vanilla data dumps and original stock images. Note that bemanitools does not include any code or means to run DRM'd data, only decrypted. But, this allows users to keep decrypted dumps as stock as possible which means: * No copying around of property files anymore * Keep the modules/ folder with the binaries * Have bemanitools binaries separate in the data * No need to edit/customize the original configuration files A list of key features of the "new" launcher: * Boostrap games by following the configuration provided by stock game's bootstrap.xml files * Custom launcher.xml configuration file that adds further launcher configurable features, composability of bootstrap.xml configuration(s) as well as configuration overriding/stacking of selected types of configurations, e.g. eamuse config, avs-config. The latter eliminates the need for modifying stock config files in the prop/ folder * Unified logging system: launcher and AVS logging uses the same logger, all output can now be in a single file * Original features such as various hook types still available Due to the significant architectural changes, this also breaks with any backwards compatibility to existing launcher setups. Thus, users need to migrate by re-applying the new configuration format and migrating their config parameters accordingly. Further migration instructions and updated documentation will be provided upon release. Co-authored-by: Shiz --- src/main/launcher/Module.mk | 18 +- src/main/launcher/avs-config.c | 773 +++++++++++++++++++++++ src/main/launcher/avs-config.h | 57 ++ src/main/launcher/avs-context.c | 72 --- src/main/launcher/avs-context.h | 20 - src/main/launcher/avs.c | 270 ++++++++ src/main/launcher/avs.h | 16 + src/main/launcher/bootstrap-config.c | 548 ++++++++++++++++ src/main/launcher/bootstrap-config.h | 139 +++++ src/main/launcher/bootstrap.c | 347 +++++++++++ src/main/launcher/bootstrap.h | 32 + src/main/launcher/debug.c | 33 + src/main/launcher/debug.h | 6 + src/main/launcher/ea3-config.c | 190 ------ src/main/launcher/ea3-config.h | 46 -- src/main/launcher/ea3-ident-config.c | 104 ++++ src/main/launcher/ea3-ident-config.h | 37 ++ src/main/launcher/eamuse-config.c | 125 ++++ src/main/launcher/eamuse-config.h | 23 + src/main/launcher/eamuse.c | 25 + src/main/launcher/eamuse.h | 9 + src/main/launcher/hook.c | 34 + src/main/launcher/hook.h | 6 + src/main/launcher/launcher-config.c | 371 +++++++++++ src/main/launcher/launcher-config.h | 56 ++ src/main/launcher/launcher.c | 587 ++++++++++++++++++ src/main/launcher/launcher.h | 8 + src/main/launcher/main.c | 323 +--------- src/main/launcher/module.c | 159 ++++- src/main/launcher/module.h | 18 +- src/main/launcher/options.c | 206 +++---- src/main/launcher/options.h | 60 +- src/main/launcher/property-util.c | 891 +++++++++++++++++++++++++++ src/main/launcher/property-util.h | 99 +++ src/main/launcher/property.c | 135 ---- src/main/launcher/property.h | 10 - src/main/launcher/stubs.c | 7 +- 37 files changed, 4917 insertions(+), 943 deletions(-) create mode 100644 src/main/launcher/avs-config.c create mode 100644 src/main/launcher/avs-config.h delete mode 100644 src/main/launcher/avs-context.c delete mode 100644 src/main/launcher/avs-context.h create mode 100644 src/main/launcher/avs.c create mode 100644 src/main/launcher/avs.h create mode 100644 src/main/launcher/bootstrap-config.c create mode 100644 src/main/launcher/bootstrap-config.h create mode 100644 src/main/launcher/bootstrap.c create mode 100644 src/main/launcher/bootstrap.h create mode 100644 src/main/launcher/debug.c create mode 100644 src/main/launcher/debug.h delete mode 100644 src/main/launcher/ea3-config.c delete mode 100644 src/main/launcher/ea3-config.h create mode 100644 src/main/launcher/ea3-ident-config.c create mode 100644 src/main/launcher/ea3-ident-config.h create mode 100644 src/main/launcher/eamuse-config.c create mode 100644 src/main/launcher/eamuse-config.h create mode 100644 src/main/launcher/eamuse.c create mode 100644 src/main/launcher/eamuse.h create mode 100644 src/main/launcher/hook.c create mode 100644 src/main/launcher/hook.h create mode 100644 src/main/launcher/launcher-config.c create mode 100644 src/main/launcher/launcher-config.h create mode 100644 src/main/launcher/launcher.c create mode 100644 src/main/launcher/launcher.h create mode 100644 src/main/launcher/property-util.c create mode 100644 src/main/launcher/property-util.h delete mode 100644 src/main/launcher/property.c delete mode 100644 src/main/launcher/property.h diff --git a/src/main/launcher/Module.mk b/src/main/launcher/Module.mk index c9dfd07..39daace 100644 --- a/src/main/launcher/Module.mk +++ b/src/main/launcher/Module.mk @@ -3,22 +3,34 @@ rc_launcher := launcher.rc ldflags_launcher := \ -mconsole \ + -ldbghelp \ deplibs_launcher := \ avs \ avs-ea3 \ libs_launcher := \ + avs-util \ + core \ hook \ util \ src_launcher := \ - avs-context.c \ - ea3-config.c \ + avs-config.c \ + avs.c \ + bootstrap-config.c \ + bootstrap.c \ + debug.c \ + ea3-ident-config.c \ + eamuse-config.c \ + eamuse.c \ + hook.c \ + launcher-config.c \ + launcher.c \ main.c \ module.c \ options.c \ - property.c \ + property-util.c \ stubs.c \ version.c \ diff --git a/src/main/launcher/avs-config.c b/src/main/launcher/avs-config.c new file mode 100644 index 0000000..8669f3d --- /dev/null +++ b/src/main/launcher/avs-config.c @@ -0,0 +1,773 @@ +#define LOG_MODULE "avs-config" + +#include + +#include "avs-util/error.h" + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/avs-config.h" +#include "launcher/property-util.h" + +#include "util/str.h" + +#define AVS_CONFIG_ROOT_NODE "/config" + +static const char *_avs_config_property_mounttable_path = + "/config/fs/mounttable"; + +static void _avs_config_node_vfs_copy( + struct property *parent_property, + struct property_node *parent, + struct property_node *source) +{ + // Use max path size to fit dst and src fs paths + char data[MAX_PATH]; + + // Remark: Using property_node_clone doesn't work here + // Cloning non-deep only clones the vfs node. Cloning deep doesn't seem + // to work with arbitrary attributes that don't follow the general + // design of a property structure. This seems to require clear typing for + // nodes in order to allow property_node_clone to work + + // Ignore errors and default to empty + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "name@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace( + parent_property, parent, "name@", data); + + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "fstype@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace( + parent_property, parent, "fstype@", data); + + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "src@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace(parent_property, parent, "src@", data); + + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "dst@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace(parent_property, parent, "dst@", data); + + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "opt@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace(parent_property, parent, "opt@", data); +} + +static bool _avs_config_mounttable_vfs_nodes_merge_strategy_do( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx, + property_util_node_merge_recursion_do_t node_merge_recursion_do) +{ + struct property_node *parent_child; + struct property_node *source_child; + + char parent_child_name[PROPERTY_NODE_NAME_SIZE_MAX]; + char name_parent[PROPERTY_NODE_ATTR_NAME_SIZE_MAX]; + char dst_parent[PROPERTY_NODE_ATTR_NAME_SIZE_MAX]; + + char source_child_name[PROPERTY_NODE_NAME_SIZE_MAX]; + char name_source[PROPERTY_NODE_ATTR_NAME_SIZE_MAX]; + char dst_source[PROPERTY_NODE_ATTR_NAME_SIZE_MAX]; + + bool node_consumed; + bool found_parent; + + source_child = property_node_traversal(source, TRAVERSE_FIRST_CHILD); + + node_consumed = false; + + while (source_child) { + property_node_name( + source_child, source_child_name, sizeof(source_child_name)); + + if (str_eq(source_child_name, "vfs")) { + node_consumed = true; + + parent_child = + property_node_traversal(parent, TRAVERSE_FIRST_CHILD); + + found_parent = false; + + while (parent_child) { + property_node_name( + parent_child, parent_child_name, sizeof(parent_child_name)); + + if (str_eq(parent_child_name, "vfs")) { + if (AVS_IS_ERROR(property_node_refer( + NULL, + source_child, + "name@", + PROPERTY_TYPE_ATTR, + name_source, + sizeof(name_source)))) { + log_fatal( + "Missing 'name' attribute on avs config mounttable " + "vfs source node"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + source_child, + "dst@", + PROPERTY_TYPE_ATTR, + dst_source, + sizeof(dst_source)))) { + log_fatal( + "Missing 'dst' attribute on avs config mounttable " + "vfs source node"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + parent_child, + "name@", + PROPERTY_TYPE_ATTR, + name_parent, + sizeof(name_parent)))) { + log_fatal( + "Missing 'name' attribute on avs config mounttable " + "vfs parent node"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + parent_child, + "dst@", + PROPERTY_TYPE_ATTR, + dst_parent, + sizeof(dst_parent)))) { + log_fatal( + "Missing 'dst' attribute on avs config mounttable " + "vfs parent node"); + } + + // Found existing matching node on parent, replace it + if (str_eq(name_source, name_parent) && + str_eq(dst_source, dst_parent)) { + _avs_config_node_vfs_copy( + parent_property, parent_child, source_child); + + found_parent = true; + break; + } + } + + parent_child = property_node_traversal( + parent_child, TRAVERSE_NEXT_SIBLING); + } + + // Not found an existing node that got replaced, insert/merge new + // data + if (!found_parent) { + parent_child = property_node_create( + parent_property, parent, PROPERTY_TYPE_VOID, "vfs"); + + _avs_config_node_vfs_copy( + parent_property, parent_child, source_child); + } + } + + source_child = + property_node_traversal(source_child, TRAVERSE_NEXT_SIBLING); + } + + return node_consumed; +} + +struct property *avs_config_load(const char *filepath) +{ + struct property *property; + + log_assert(filepath); + + log_info("Loading from file path: %s", filepath); + + property = property_util_load(filepath); + + // Check if root node exists, call already errors if not + avs_config_root_get(property); + + return property; +} + +struct property_node *avs_config_root_get(struct property *property) +{ + struct property_node *node; + + log_assert(property); + + node = property_search(property, 0, AVS_CONFIG_ROOT_NODE); + + if (node == NULL) { + log_fatal("Root node " AVS_CONFIG_ROOT_NODE " in AVS config missing"); + } + + return node; +} + +struct property * +avs_config_property_merge(struct property *parent, struct property *source) +{ + struct property_util_node_merge_strategies strategies; + + log_assert(parent); + log_assert(source); + + strategies.num = 2; + + strategies.entry[0].path = _avs_config_property_mounttable_path; + strategies.entry[0].merge_strategy_do = + _avs_config_mounttable_vfs_nodes_merge_strategy_do; + + strategies.entry[1].path = ""; + strategies.entry[1].merge_strategy_do = + property_util_node_merge_default_strategy_do; + + return property_util_merge_with_strategies(parent, source, &strategies); +} + +void avs_config_fs_root_device_get( + struct property_node *node, char *buffer, size_t size) +{ + struct property_node *device_node; + avs_error error; + + log_assert(node); + + device_node = property_search(NULL, node, "fs/root/device"); + + if (device_node == NULL) { + log_fatal("Could not find node fs/root/device AVS config"); + } + + error = property_node_read(device_node, PROPERTY_TYPE_STR, buffer, size); + + if (AVS_IS_ERROR(error)) { + log_fatal( + "fs/root/device, property read failed: %s", + avs_util_error_str(error)); + } +} + +void avs_config_mode_product_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "mode/product", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "mode/product", enable); +#endif +} + +void avs_config_net_raw_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "net/enable_raw", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "net/enable_raw", enable); +#endif +} + +void avs_config_net_eaudp_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "net/eaudp/enable", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "net/eaudp/enable", enable); +#endif +} + +void avs_config_sntp_ea_set(struct property_node *node, bool on) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "sntp/ea_on", on ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "sntp/ea_on", on); +#endif +} + +void avs_config_log_level_set(struct property_node *node, const char *level) +{ + log_assert(node); + log_assert(level); + +#if AVS_VERSION <= 1306 + uint32_t level_value; + + if (str_eq(level, "fatal")) { + level_value = 1; + } else if (str_eq(level, "warning")) { + level_value = 2; + } else if (str_eq(level, "info")) { + level_value = 3; + } else if (str_eq(level, "misc")) { + level_value = 4; + } else if (str_eq(level, "all")) { + level_value = 4; + } else if (str_eq(level, "disable")) { + level_value = 0; + } else if (str_eq(level, "default")) { + level_value = 4; + } else { + log_fatal("Unknown log level string %s", level); + } + + property_util_node_u32_replace(NULL, node, "log/level", level_value); +#else + property_util_node_str_replace(NULL, node, "log/level", level); +#endif +} + +void avs_config_log_name_set(struct property_node *node, const char *name) +{ + log_assert(node); + log_assert(name); + + property_util_node_str_replace(NULL, node, "log/name", name); +} + +void avs_config_log_file_set(struct property_node *node, const char *file) +{ + log_assert(node); + log_assert(file); + + property_util_node_str_replace(NULL, node, "log/file", file); +} + +void avs_config_log_buffer_size_set(struct property_node *node, uint32_t size) +{ + log_assert(node); + + property_util_node_u32_replace(NULL, node, "log/sz_buf", size); +} + +void avs_config_log_output_delay_set( + struct property_node *node, uint16_t delay_ms) +{ + log_assert(node); + + property_util_node_u16_replace(NULL, node, "log/output_delay", delay_ms); +} + +void avs_config_log_enable_console_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "log/enable_console", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/enable_console", enable); +#endif +} + +void avs_config_log_enable_sci_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "log/enable_netsci", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/enable_netsci", enable); +#endif +} + +void avs_config_log_enable_net_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "log/enable_netlog", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/enable_netlog", enable); +#endif +} + +void avs_config_log_enable_file_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "log/enable_file", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/enable_file", enable); +#endif +} + +void avs_config_log_rotate_set(struct property_node *node, bool rotate) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "log/rotate", rotate ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/rotate", rotate); +#endif +} + +void avs_config_log_append_set(struct property_node *node, bool append) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "log/append", append ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/append", append); +#endif +} + +void avs_config_log_count_set(struct property_node *node, uint16_t count) +{ + log_assert(node); + + property_util_node_u16_replace(NULL, node, "log/gen", count); +} + +void avs_config_set_log_level( + struct property_node *node, enum core_log_bt_log_level loglevel) +{ + const char *str; + + log_assert(node); + + switch (loglevel) { + case CORE_LOG_BT_LOG_LEVEL_OFF: + str = "disable"; + break; + + case CORE_LOG_BT_LOG_LEVEL_FATAL: + str = "fatal"; + break; + + case CORE_LOG_BT_LOG_LEVEL_WARNING: + str = "warn"; + break; + + case CORE_LOG_BT_LOG_LEVEL_INFO: + str = "info"; + break; + + case CORE_LOG_BT_LOG_LEVEL_MISC: + str = "misc"; + break; + + default: + log_fatal("Unsupported log level: %d", loglevel); + break; + } + + avs_config_log_level_set(node, str); +} + +void avs_config_local_fs_path_dev_nvram_and_raw_set( + struct property_node *node, const char *dev_nvram_raw_path) +{ + char path_dev_raw[MAX_PATH]; + char path_dev_nvram[MAX_PATH]; + + struct property_node *fs_node; + struct property_node *mounttable_node; + struct property_node *vfs_node; + + log_assert(node); + log_assert(dev_nvram_raw_path); + + str_cpy(path_dev_raw, sizeof(path_dev_raw), dev_nvram_raw_path); + str_cat(path_dev_raw, sizeof(path_dev_raw), "/dev/raw"); + + str_cpy(path_dev_nvram, sizeof(path_dev_nvram), dev_nvram_raw_path); + str_cat(path_dev_nvram, sizeof(path_dev_nvram), "/dev/nvram"); + + fs_node = property_search(NULL, node, "fs"); + + if (!fs_node) { + log_fatal("Cannot find 'fs' node in avs config"); + } + + // Check if "new" mounttable config is used for dev/nvram and dev/raw or + // legacy config + if (property_search(NULL, fs_node, "mounttable")) { + property_remove(NULL, fs_node, "mounttable"); + + mounttable_node = property_node_create( + NULL, fs_node, PROPERTY_TYPE_VOID, "mounttable"); + + vfs_node = property_node_create( + NULL, mounttable_node, PROPERTY_TYPE_VOID, "vfs"); + + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "name", "boot"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "fstype", "fs"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "src", path_dev_raw); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "dest", "/dev/raw"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "opt", "vf=1,posix=1"); + + vfs_node = property_node_create( + NULL, mounttable_node, PROPERTY_TYPE_VOID, "vfs"); + + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "name", "boot"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "fstype", "fs"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "src", path_dev_nvram); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "dest", "/dev/nvram"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "opt", "vf=1,posix=1"); + } else { + property_util_node_str_replace( + NULL, fs_node, "nvram/device", path_dev_raw); + property_util_node_str_replace(NULL, fs_node, "nvram/fstype", "fs"); + property_util_node_str_replace( + NULL, fs_node, "nvram/option", "vf=1,posix=1"); + + property_util_node_str_replace( + NULL, fs_node, "raw/device", path_dev_nvram); + property_util_node_str_replace(NULL, fs_node, "raw/fstype", "fs"); + property_util_node_str_replace( + NULL, fs_node, "raw/option", "vf=1,posix=1"); + } +} + +void avs_config_vfs_mounttable_get( + struct property_node *node, struct avs_config_vfs_mounttable *mounttable) +{ + struct property_node *fs_node; + struct property_node *mounttable_node; + struct property_node *cur; + char mounttable_selector[128]; + char name[128]; + uint8_t pos; + + log_assert(node); + log_assert(mounttable); + + fs_node = property_search(NULL, node, "fs"); + + if (!fs_node) { + log_fatal("Cannot find 'fs' node in avs config"); + } + + // Check if new mounttable config is used for dev/nvram and dev/raw or + // legacy config + mounttable_node = property_search(NULL, fs_node, "mounttable"); + + memset(mounttable, 0, sizeof(*mounttable)); + pos = 0; + + if (mounttable_node) { + cur = property_search(NULL, fs_node, "mounttable_selector"); + + if (!cur) { + log_fatal("Missing 'mounttable_selector' on mounttable"); + } + + if (AVS_IS_ERROR(property_node_read( + cur, + PROPERTY_TYPE_STR, + mounttable_selector, + sizeof(mounttable_selector)))) { + log_fatal("Reading 'mounttable_selector' failed"); + } + + log_misc("Mounttable selector: %s", mounttable_selector); + + cur = property_node_traversal(mounttable_node, TRAVERSE_FIRST_CHILD); + + while (cur) { + property_node_name(cur, name, sizeof(name)); + + if (str_eq(name, "vfs")) { + if (pos >= AVS_CONFIG_MOUNTTABLE_MAX_ENTRIES) { + log_warning( + "Exceeding max number of supported mounttable entries " + "(%d), ignoring remaining", + pos); + break; + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "name@", + PROPERTY_TYPE_ATTR, + name, + sizeof(name)))) { + log_fatal("Missing 'name' attribute on vfs node"); + } + + if (str_eq(name, mounttable_selector)) { + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "fstype@", + PROPERTY_TYPE_ATTR, + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype)))) { + // default + str_cpy( + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype), + "fs"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "src@", + PROPERTY_TYPE_ATTR, + mounttable->entry[pos].src, + sizeof(mounttable->entry[pos].src)))) { + log_fatal( + "Missing 'src' attribute on vfs node, name: %s", + name); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "dst@", + PROPERTY_TYPE_ATTR, + mounttable->entry[pos].dst, + sizeof(mounttable->entry[pos].dst)))) { + log_fatal( + "Missing 'dst' attribute on vfs node, name: %s", + name); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "opt@", + PROPERTY_TYPE_ATTR, + mounttable->entry[pos].opt, + sizeof(mounttable->entry[pos].opt)))) { + // optional + } + + pos++; + } + } + + cur = property_node_traversal(cur, TRAVERSE_NEXT_SIBLING); + } + } else { + cur = property_search(NULL, fs_node, "nvram"); + + if (cur) { + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "fstype", + PROPERTY_TYPE_STR, + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype)))) { + // default + str_cpy( + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype), + "fs"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "device", + PROPERTY_TYPE_STR, + mounttable->entry[pos].src, + sizeof(mounttable->entry[pos].src)))) { + log_fatal("Missing 'device' attribute on nvram node"); + } + + str_cpy( + mounttable->entry[pos].dst, + sizeof(mounttable->entry[pos].dst), + "/dev/nvram"); + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "opt", + PROPERTY_TYPE_STR, + mounttable->entry[pos].opt, + sizeof(mounttable->entry[pos].opt)))) { + // optional + } + + pos++; + } + + cur = property_search(NULL, fs_node, "raw"); + + if (cur) { + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "fstype", + PROPERTY_TYPE_STR, + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype)))) { + // default + str_cpy( + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype), + "fs"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "device", + PROPERTY_TYPE_STR, + mounttable->entry[pos].src, + sizeof(mounttable->entry[pos].src)))) { + log_fatal("Missing 'device' attribute on raw node"); + } + + str_cpy( + mounttable->entry[pos].dst, + sizeof(mounttable->entry[pos].dst), + "/dev/raw"); + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "opt", + PROPERTY_TYPE_STR, + mounttable->entry[pos].opt, + sizeof(mounttable->entry[pos].opt)))) { + // optional + } + + pos++; + } + } + + mounttable->num_entries = pos; +} \ No newline at end of file diff --git a/src/main/launcher/avs-config.h b/src/main/launcher/avs-config.h new file mode 100644 index 0000000..692643d --- /dev/null +++ b/src/main/launcher/avs-config.h @@ -0,0 +1,57 @@ +#ifndef LAUNCHER_AVS_CONFIG_H +#define LAUNCHER_AVS_CONFIG_H + +#include "core/log-bt.h" + +#include "imports/avs.h" + +#include "launcher/bootstrap-config.h" + +#define AVS_CONFIG_MOUNTTABLE_MAX_ENTRIES 16 + +struct avs_config_vfs_mounttable { + struct { + char fstype[64]; + char src[512]; + char dst[512]; + char opt[256]; + } entry[AVS_CONFIG_MOUNTTABLE_MAX_ENTRIES]; + + uint8_t num_entries; +}; + +struct property *avs_config_load(const char *filepath); +struct property_node *avs_config_root_get(struct property *property); +struct property * +avs_config_property_merge(struct property *parent, struct property *source); + +void avs_config_fs_root_device_get( + struct property_node *node, char *buffer, size_t size); + +void avs_config_mode_product_set(struct property_node *node, bool enable); +void avs_config_net_raw_set(struct property_node *node, bool enable); +void avs_config_net_eaudp_set(struct property_node *node, bool enable); +void avs_config_sntp_ea_set(struct property_node *node, bool on); +void avs_config_log_level_set(struct property_node *node, const char *level); +void avs_config_log_name_set(struct property_node *node, const char *name); +void avs_config_log_file_set(struct property_node *node, const char *file); +void avs_config_log_buffer_size_set(struct property_node *node, uint32_t size); +void avs_config_log_output_delay_set( + struct property_node *node, uint16_t delay_ms); +void avs_config_log_enable_console_set(struct property_node *node, bool enable); +void avs_config_log_enable_sci_set(struct property_node *node, bool enable); +void avs_config_log_enable_net_set(struct property_node *node, bool enable); +void avs_config_log_enable_file_set(struct property_node *node, bool enable); +void avs_config_log_rotate_set(struct property_node *node, bool rotate); +void avs_config_log_append_set(struct property_node *node, bool append); +void avs_config_log_count_set(struct property_node *node, uint16_t count); + +void avs_config_set_log_level( + struct property_node *node, enum core_log_bt_log_level loglevel); +void avs_config_local_fs_path_dev_nvram_and_raw_set( + struct property_node *node, const char *dev_nvram_raw_path); + +void avs_config_vfs_mounttable_get( + struct property_node *node, struct avs_config_vfs_mounttable *mounttable); + +#endif \ No newline at end of file diff --git a/src/main/launcher/avs-context.c b/src/main/launcher/avs-context.c deleted file mode 100644 index 1e391db..0000000 --- a/src/main/launcher/avs-context.c +++ /dev/null @@ -1,72 +0,0 @@ -#include - -#include -#include -#include - -#include "imports/avs.h" - -#include "launcher/avs-context.h" - -#include "util/log.h" - -static void *avs_heap; - -#ifdef AVS_HAS_STD_HEAP -static void *std_heap; -#endif - -void avs_context_init( - struct property_node *config, - uint32_t avs_heap_size, - uint32_t std_heap_size, - avs_log_writer_t log_writer, - void *log_writer_ctx) -{ - avs_heap = VirtualAlloc( - NULL, avs_heap_size, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); - - if (avs_heap == NULL) { - log_fatal( - "Failed to VirtualAlloc %d byte AVS heap: %08x", - avs_heap_size, - (unsigned int) GetLastError()); - } - -#ifdef AVS_HAS_STD_HEAP - std_heap = VirtualAlloc( - NULL, std_heap_size, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); - - if (std_heap == NULL) { - log_fatal( - "Failed to VirtualAlloc %d byte \"std\" heap: %08x", - std_heap_size, - (unsigned int) GetLastError()); - } -#endif - -#ifdef AVS_HAS_STD_HEAP - avs_boot( - config, - std_heap, - std_heap_size, - avs_heap, - avs_heap_size, - log_writer, - log_writer_ctx); -#else - /* AVS v2.16.xx and I suppose onward uses a unified heap */ - avs_boot(config, avs_heap, avs_heap_size, NULL, log_writer, log_writer_ctx); -#endif -} - -void avs_context_fini(void) -{ - avs_shutdown(); - -#ifdef AVS_HAS_STD_HEAP - VirtualFree(std_heap, 0, MEM_RELEASE); -#endif - - VirtualFree(avs_heap, 0, MEM_RELEASE); -} diff --git a/src/main/launcher/avs-context.h b/src/main/launcher/avs-context.h deleted file mode 100644 index d4532eb..0000000 --- a/src/main/launcher/avs-context.h +++ /dev/null @@ -1,20 +0,0 @@ -#ifndef LAUNCHER_AVS_CONTEXT_H -#define LAUNCHER_AVS_CONTEXT_H - -#include - -#include "imports/avs.h" - -#if AVS_VERSION < 1600 -#define AVS_HAS_STD_HEAP -#endif - -void avs_context_init( - struct property_node *config, - uint32_t avs_heap_size, - uint32_t std_heap_size, - avs_log_writer_t log_writer, - void *log_writer_ctx); -void avs_context_fini(void); - -#endif diff --git a/src/main/launcher/avs.c b/src/main/launcher/avs.c new file mode 100644 index 0000000..4ff0730 --- /dev/null +++ b/src/main/launcher/avs.c @@ -0,0 +1,270 @@ +#define LOG_MODULE "avs" + +#include + +#include +#include +#include + +#include "core/log-bt.h" +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/avs-config.h" +#include "launcher/avs.h" +#include "launcher/property-util.h" + +#include "util/codepage.h" +#include "util/fs.h" +#include "util/mem.h" +#include "util/str.h" + +#if AVS_VERSION < 1600 +#define AVS_HAS_STD_HEAP +#endif + +static void *avs_heap; + +#ifdef AVS_HAS_STD_HEAP +static void *std_heap; +#endif + +/* Gratuitous API changes orz */ +static AVS_LOG_WRITER(_avs_context_log_writer, chars, nchars, ctx) +{ + wchar_t *utf16; + char *utf8; + int utf16_len; + int utf8_len; + int result; + + /* Ignore existing NUL terminator */ + + nchars--; + + /* Transcode shit_jis to UTF-8 */ + + utf16_len = MultiByteToWideChar(CP_SHIFT_JIS, 0, chars, nchars, NULL, 0); + + if (utf16_len == 0) { + abort(); + } + + utf16 = xmalloc(sizeof(*utf16) * utf16_len); + result = + MultiByteToWideChar(CP_SHIFT_JIS, 0, chars, nchars, utf16, utf16_len); + + if (result == 0) { + abort(); + } + + utf8_len = + WideCharToMultiByte(CP_UTF8, 0, utf16, utf16_len, NULL, 0, NULL, NULL); + + if (utf8_len == 0) { + abort(); + } + + utf8 = xmalloc(utf8_len + 3); + result = WideCharToMultiByte( + CP_UTF8, 0, utf16, utf16_len, utf8, utf8_len, NULL, NULL); + + if (result == 0) { + abort(); + } + +#if AVS_VERSION >= 1500 + utf8[utf8_len + 0] = '\r'; + utf8[utf8_len + 1] = '\n'; + + utf8_len += 2; +#endif + + // Clean string terminate + utf8[utf8_len] = '\0'; + + // Write to launcher's dedicated logging backend + core_log_bt_direct_sink_write(utf8, utf8_len); + + /* Clean up */ + + free(utf8); + free(utf16); +} + +static void _avs_switch_log_engine() +{ + // Switch the logging backend now that AVS is booted to use a single logging + // engine which avoids concurrency issues as AVS runs it's own async logger + // thread + core_log_impl_set( + log_body_misc, log_body_info, log_body_warning, log_body_fatal); + + log_misc("Switched logging engine to AVS"); +} + +void avs_fs_assert_root_device_exists(struct property_node *node) +{ + char root_device_path[PATH_MAX]; + char cwd_path[PATH_MAX]; + + avs_config_fs_root_device_get( + node, root_device_path, sizeof(root_device_path)); + getcwd(cwd_path, sizeof(cwd_path)); + + if (!path_exists(root_device_path)) { + log_fatal( + "Root device path '%s' does not exist in current working dir '%s'", + root_device_path, + cwd_path); + } +} + +void avs_fs_mountpoints_fs_dirs_create(struct property_node *node) +{ + struct avs_config_vfs_mounttable mounttable; + uint8_t i; + + avs_config_vfs_mounttable_get(node, &mounttable); + + if (mounttable.num_entries == 0) { + log_warning("No mountpoints found in mounttable"); + } + + for (i = 0; i < mounttable.num_entries; i++) { + if (str_eq(mounttable.entry[i].fstype, "fs")) { + log_misc( + "Creating avs fs directory '%s' for destination/device '%s'...", + mounttable.entry[i].src, + mounttable.entry[i].dst); + + if (!path_exists(mounttable.entry[i].src)) { + if (!path_mkdir(mounttable.entry[i].src)) { + log_fatal( + "Creating fs directory %s failed", + mounttable.entry[i].src); + } + } + } + } +} + +void avs_init( + struct property_node *node, uint32_t avs_heap_size, uint32_t std_heap_size) +{ + log_assert(node); + log_assert(avs_heap_size > 0); + // Modern games don't have a separate std heap anymore + log_assert(std_heap_size >= 0); + + log_info("init"); + + log_misc("Allocating avs heap: %d", avs_heap_size); + + avs_heap = VirtualAlloc( + NULL, avs_heap_size, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); + + if (avs_heap == NULL) { + log_fatal( + "Failed to VirtualAlloc %d byte AVS heap: %08x", + avs_heap_size, + (unsigned int) GetLastError()); + } + +#ifdef AVS_HAS_STD_HEAP + log_misc("Allocating std heap: %d", std_heap_size); + + std_heap = VirtualAlloc( + NULL, std_heap_size, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); + + if (std_heap == NULL) { + log_fatal( + "Failed to VirtualAlloc %d byte \"std\" heap: %08x", + std_heap_size, + (unsigned int) GetLastError()); + } +#endif + + log_info("Calling avs_boot"); + +#ifdef AVS_HAS_STD_HEAP + avs_boot( + node, + std_heap, + std_heap_size, + avs_heap, + avs_heap_size, + _avs_context_log_writer, + NULL); +#else + /* AVS v2.16.xx and I suppose onward uses a unified heap */ + avs_boot( + node, avs_heap, avs_heap_size, NULL, _avs_context_log_writer, NULL); +#endif + + _avs_switch_log_engine(); + + log_misc("init done"); +} + +void avs_fs_file_copy(const char *src, const char *dst) +{ + struct avs_stat st; + + log_assert(src); + log_assert(dst); + + log_misc("Copying %s to %s...", src, dst); + + if (!avs_fs_lstat(src, &st)) { + log_fatal("File source %s does not exist or is not accessible", src); + } + + if (avs_fs_copy(src, dst) < 0) { + log_fatal("Failed copying file %s to %s", src, dst); + } +} + +void avs_fs_dir_log(const char *path) +{ + const char *name; + + log_assert(path); + + avs_desc dir = avs_fs_opendir(path); + + if (dir < 0) { + log_warning( + "Opening avs dir %s failed, skipping logging contents", path); + } + + log_misc("Contents of %s:", path); + + do { + name = avs_fs_readdir(dir); + + if (name == NULL) { + break; + } + + log_misc("%s", name); + } while (name != NULL); + + avs_fs_closedir(dir); +} + +void avs_fini(void) +{ + log_info("fini"); + + avs_shutdown(); + +#ifdef AVS_HAS_STD_HEAP + VirtualFree(std_heap, 0, MEM_RELEASE); +#endif + + VirtualFree(avs_heap, 0, MEM_RELEASE); + + log_misc("fini done"); +} diff --git a/src/main/launcher/avs.h b/src/main/launcher/avs.h new file mode 100644 index 0000000..ad2233a --- /dev/null +++ b/src/main/launcher/avs.h @@ -0,0 +1,16 @@ +#ifndef LAUNCHER_AVS_H +#define LAUNCHER_AVS_H + +#include + +#include "imports/avs.h" + +void avs_fs_assert_root_device_exists(struct property_node *node); +void avs_fs_mountpoints_fs_dirs_create(struct property_node *node); +void avs_init( + struct property_node *node, uint32_t avs_heap_size, uint32_t std_heap_size); +void avs_fs_file_copy(const char *src, const char *dst); +void avs_fs_dir_log(const char *path); +void avs_fini(void); + +#endif diff --git a/src/main/launcher/bootstrap-config.c b/src/main/launcher/bootstrap-config.c new file mode 100644 index 0000000..35915c6 --- /dev/null +++ b/src/main/launcher/bootstrap-config.c @@ -0,0 +1,548 @@ +#define LOG_MODULE "bootstrap-config" + +#include + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/avs-config.h" +#include "launcher/bootstrap-config.h" +#include "launcher/property-util.h" + +#include "util/defs.h" +#include "util/hex.h" +#include "util/str.h" + +// clang-format off +PSMAP_BEGIN(bootstrap_startup_boot_psmap) +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct bootstrap_boot_config, config_file, + "boot/file") +PSMAP_REQUIRED(PSMAP_TYPE_U32, struct bootstrap_boot_config, avs_heap_size, + "boot/heap_avs") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_boot_config, std_heap_size, + "boot/heap_std", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_boot_config, mount_table_selector, + "boot/mounttable_selector", "boot") +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_boot_config, watcher_enable, + "boot/watcher", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_boot_config, timemachine_enable, + "boot/timemachine", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_boot_config, launch_config_file, + "boot/launch_path", "/dev/raw/launch.xml") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_log_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_log_config, level, + "log/level", "all") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_log_config, name, + "log/name", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_log_config, file, + "log/file", "") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_log_config, bufsz, + "log/sz_buf", 4096) +PSMAP_OPTIONAL(PSMAP_TYPE_U16, struct bootstrap_log_config, output_delay_ms, + "log/output_delay", 10) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, enable_console, + "log/enable_console", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, enable_sci, + "log/enable_netsci", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, enable_net, + "log/enable_netlog", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, enable_file, + "log/enable_file", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, rotate, + "log/rotate", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, append, + "log/append", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_U16, struct bootstrap_log_config, count, + "log/gen", 10) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_minidump_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_U8, struct bootstrap_minidump_config, count, + "minidump/gen", 10) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_minidump_config, continue_, + "minidump/cont_debug", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_minidump_config, log, + "minidump/echo_log", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_U8, struct bootstrap_minidump_config, type, + "minidump/dump_type", 2) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_minidump_config, path, + "minidump/path", "/dev/raw/minidump") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_minidump_config, symbufsz, + "minidump/sz_symbuf", 32768) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_minidump_config, search_path, + "minidump/search", ".") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_module_psmap) +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct bootstrap_module_config, file, + "component/file") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_module_config, load_type, + "component/load_type", "MEMORY") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_dlm_psmap) +/* disabled until we implement PSMAP_TYPE_BIN + PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_startup_config, ntdll_digest, + "dlml/ntdll/hash", "") + */ +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_dlm_config, size, + "dlml/ntdll/size", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_dlm_config, ift_table, + "dlml/ntdll/ift_table", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_dlm_config, ift_insert, + "dlml/ntdll/insert_ift", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_dlm_config, ift_remove, + "dlml/ntdll/remove_ift", 0) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_shield_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_shield_config, enable, + "shield/enable", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_shield_config, verbose, + "shield/verbose", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_shield_config, use_loadlibrary, + "shield/use_loadlibrary", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_shield_config, logger, + "shield/logger", "") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, sleep_min, + "shield/sleepmin", 10) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, sleep_blur, + "shield/sleepblur", 90) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_shield_config, whitelist_file, + "shield/whitelist", "prop/whitelist.csv") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, tick_sleep, + "shield/ticksleep", 100) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, tick_error, + "shield/tickerror", 1000) +PSMAP_OPTIONAL(PSMAP_TYPE_U8, struct bootstrap_shield_config, overwork_threshold, + "shield/overwork_threshold", 50) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, overwork_delay, + "shield/overwork_delay", 100) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, pause_delay, + "shield/pause_delay", 1000) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_shield_config, unlimited_key, + "shield/unlimited_key", "") +PSMAP_OPTIONAL(PSMAP_TYPE_U16, struct bootstrap_shield_config, killer_port, + "shield_killer/port", 5001) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_dongle_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_dongle_config, license_cn, + "dongle/license", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_dongle_config, account_cn, + "dongle/account", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_dongle_config, driver_dll, + "dongle/pkcs11_driver", "eTPKCS11.dll") +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_dongle_config, disable_gc, + "dongle/disable_gc", 0) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_drm_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, dll, + "drm/dll", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, fstype, + "drm/fstype", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, device, + "drm/device", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, mount, + "drm/dst", "/") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, options, + "drm/option", "") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_lte_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_lte_config, enable, + "lte/enable", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_lte_config, config_file, + "lte/file", "/dev/nvram/lte-config.xml") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_lte_config, unlimited_key, + "lte/unlimited_key", "") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_ssl_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_ssl_config, options, + "ssl/option", "") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_esign_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_esign_config, enable, + "esign/enable", 0) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_eamuse_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_eamuse_config, enable, + "eamuse/enable", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_eamuse_config, sync, + "eamuse/sync", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_eamuse_config, enable_model, + "eamuse/enable_model", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_eamuse_config, config_file, + "eamuse/file", "/dev/nvram/ea3-config.xml") +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_eamuse_config, updatecert_enable, + "eamuse/updatecert_enable", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_eamuse_config, updatecert_interval, + "eamuse/updatecert_interval", 0) +PSMAP_END + +PSMAP_BEGIN(bootstrap_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_config, release_code, "/release_code", "") +PSMAP_END +// clang-format on + +#define ROOT_NODE "/config" +#define MODULE_PATH_PREFIX "modules/" + +#define NODE_MISSING_FATAL(subnode) \ + log_fatal("%s/%s: Node missing", ROOT_NODE, subnode); +#define NODE_STARTUP_MISSING_FATAL(profile) \ + log_fatal("%s/startup/%s: Node missing", ROOT_NODE, profile); +#define NODE_PROFILE_MISSING_FATAL(profile, subnode) \ + log_fatal("%s/%s/%s: Node missing", ROOT_NODE, profile, subnode); +#define NODE_PROFILE_LOADING_FATAL(profile, subnode) \ + log_fatal("%s/startup/%s/%s: Node loading", ROOT_NODE, profile, subnode); + +#define DEFAULT_HEAP_SIZE 16777216 + +const char *const inherited_nodes[] = { + "develop", + "default", + "log", + "minidump", + "boot", + "drm", + "ssl", + "eamuse", + "shield", + "esign", + "dongle", + "lte", +}; + +static void _bootstrap_config_profile_node_verify( + struct property_node *node, const char *profile) +{ + struct property_node *profile_node; + + log_assert(node); + log_assert(profile); + + profile_node = property_search(NULL, node, profile); + + if (!profile_node) { + NODE_STARTUP_MISSING_FATAL(profile); + } +} + +static struct property_node * +_bootstrap_config_root_node_get(struct property *property) +{ + struct property_node *root_node; + + log_assert(property); + + root_node = property_search(property, NULL, ROOT_NODE); + + if (!root_node) { + NODE_MISSING_FATAL(""); + } + + return root_node; +} + +static struct property_node * +_bootstrap_config_startup_node_get(struct property_node *node) +{ + struct property_node *startup_node; + + log_assert(node); + + startup_node = property_search(NULL, node, "startup"); + + if (!startup_node) { + NODE_MISSING_FATAL("startup"); + } + + return startup_node; +} + +static void _bootstrap_config_inheritance_resolve( + struct property_node *startup_node, const char *profile_name) +{ + struct property_node *startup_parent_node; + struct property_node *startup_profile_node; + struct property_node *tmp_node; + + char inherit_name[64]; + avs_error error; + struct property_node *result; + + startup_profile_node = property_search(NULL, startup_node, profile_name); + + if (!startup_profile_node) { + log_fatal(ROOT_NODE "/startup/%s: missing", profile_name); + } + + startup_parent_node = startup_profile_node; + + for (;;) { + error = property_node_refer( + NULL, + startup_parent_node, + "inherit@", + PROPERTY_TYPE_ATTR, + inherit_name, + sizeof(inherit_name)); + + if (AVS_IS_ERROR(error)) { + break; + } + + startup_parent_node = property_search(NULL, startup_node, inherit_name); + + if (!startup_parent_node) { + NODE_STARTUP_MISSING_FATAL(inherit_name); + } + + for (int i = 0; i < _countof(inherited_nodes); i++) { + if (property_search(NULL, startup_node, inherited_nodes[i])) { + continue; + } + + tmp_node = + property_search(NULL, startup_parent_node, inherited_nodes[i]); + + if (tmp_node) { + log_misc( + ROOT_NODE "/startup/%s: merging %s...", + inherit_name, + inherited_nodes[i]); + + result = property_node_clone( + NULL, startup_profile_node, tmp_node, true); + + if (!result) { + log_fatal( + "Merging '%s' into '%s' failed", + inherited_nodes[i], + inherit_name); + } + } + } + } +} + +static void _bootstrap_config_load_bootstrap_module_app_config( + struct property_node *profile_node, struct bootstrap_module_config *config) +{ + struct property_node *app_node; + + log_assert(profile_node); + log_assert(config); + + app_node = property_search(NULL, profile_node, "component/param"); + + config->app_config = property_util_node_extract(app_node); +} + +static void _bootstrap_config_load_bootstrap_default_files_config( + const char *profile_name, + struct property_node *profile_node, + struct bootstrap_default_file_config *config) +{ + int i; + int result; + struct property_node *child; + + log_assert(profile_node); + log_assert(config); + + child = property_search(NULL, profile_node, "default/file"); + i = 0; + + while (child) { + if (i >= DEFAULT_FILE_MAX) { + log_warning( + "Currently not supporting more than %d default files, skipping " + "remaining", + i); + break; + } + + result = property_node_refer( + NULL, + child, + "src@", + PROPERTY_TYPE_ATTR, + &config->file[i].src, + sizeof(config->file[i].src)); + + if (result < 0) { + log_fatal( + "Missing src attribute on default file node of profile %s", + profile_name); + } + + result = property_node_refer( + NULL, + child, + "dst@", + PROPERTY_TYPE_ATTR, + &config->file[i].dst, + sizeof(config->file[i].dst)); + + if (result < 0) { + log_fatal( + "Missing dst attribute on default file node of profile %s", + profile_name); + } + + child = property_node_traversal(child, TRAVERSE_NEXT_SEARCH_RESULT); + i++; + } +} + +static void _bootstrap_config_load_bootstrap( + struct property_node *startup_node, + const char *profile, + struct bootstrap_startup_config *config) +{ + struct property_node *profile_node; + + profile_node = property_search(NULL, startup_node, profile); + + if (!profile_node) { + NODE_PROFILE_LOADING_FATAL(profile, ""); + } + + _bootstrap_config_load_bootstrap_default_files_config( + profile, profile_node, &config->default_file); + + if (!property_psmap_import( + NULL, profile_node, &config->boot, bootstrap_startup_boot_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "boot"); + } + + if (!property_psmap_import( + NULL, profile_node, &config->log, bootstrap_startup_log_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "log"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->minidump, + bootstrap_startup_minidump_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "minidump"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->module, + bootstrap_startup_module_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "component"); + } + + _bootstrap_config_load_bootstrap_module_app_config( + profile_node, &config->module); + + if (!property_psmap_import( + NULL, + profile_node, + &config->dlm_ntdll, + bootstrap_startup_dlm_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "dlm/ntdll"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->shield, + bootstrap_startup_shield_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "shield"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->dongle, + bootstrap_startup_dongle_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "dongle"); + } + + if (!property_psmap_import( + NULL, profile_node, &config->drm, bootstrap_startup_drm_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "drm"); + } + + if (!property_psmap_import( + NULL, profile_node, &config->lte, bootstrap_startup_lte_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "lte"); + } + + if (!property_psmap_import( + NULL, profile_node, &config->ssl, bootstrap_startup_ssl_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "ssl"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->esign, + bootstrap_startup_esign_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "esign"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->eamuse, + bootstrap_startup_eamuse_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "eamuse"); + } +} + +void bootstrap_config_init(struct bootstrap_config *config) +{ + log_assert(config); + + memset(config, 0, sizeof(*config)); +} + +void bootstrap_config_load( + struct property *property, + const char *profile, + struct bootstrap_config *config) +{ + struct property_node *root_node; + struct property_node *startup_node; + + log_assert(property); + log_assert(profile); + log_assert(config); + + log_info(ROOT_NODE ": loading..."); + + root_node = _bootstrap_config_root_node_get(property); + + if (!property_psmap_import(NULL, root_node, config, bootstrap_psmap)) { + log_fatal(ROOT_NODE ": loading failed"); + } + + startup_node = _bootstrap_config_startup_node_get(root_node); + + _bootstrap_config_profile_node_verify(startup_node, profile); + + _bootstrap_config_inheritance_resolve(startup_node, profile); + + log_misc(ROOT_NODE "/startup/%s: loading merged result...", profile); + + property_util_node_log(startup_node); + + _bootstrap_config_load_bootstrap(startup_node, profile, &config->startup); + + log_misc("Loading finished"); +} \ No newline at end of file diff --git a/src/main/launcher/bootstrap-config.h b/src/main/launcher/bootstrap-config.h new file mode 100644 index 0000000..596bf93 --- /dev/null +++ b/src/main/launcher/bootstrap-config.h @@ -0,0 +1,139 @@ +#ifndef LAUNCHER_BOOTSTRAP_CONFIG_H +#define LAUNCHER_BOOTSTRAP_CONFIG_H + +#include +#include + +#include "imports/avs.h" + +// should be enough for a while +#define DEFAULT_FILE_MAX 16 + +struct bootstrap_startup_config { + struct bootstrap_default_file_config { + struct bootstrap_default_file { + char src[64]; + char dst[64]; + } file[DEFAULT_FILE_MAX]; + } default_file; + + struct bootstrap_boot_config { + char config_file[64]; + uint32_t avs_heap_size; + uint32_t std_heap_size; + char launch_config_file[64]; + char mount_table_selector[16]; + bool watcher_enable; + bool timemachine_enable; + } boot; + + struct bootstrap_log_config { + char level[8]; + char name[64]; + char file[64]; + uint32_t bufsz; + uint16_t output_delay_ms; + bool enable_console; + bool enable_sci; + bool enable_net; + bool enable_file; + bool rotate; + bool append; + uint16_t count; + } log; + + struct bootstrap_minidump_config { + uint8_t count; + bool continue_; + bool log; + uint8_t type; + char path[64]; + uint32_t symbufsz; + char search_path[64]; + } minidump; + + struct bootstrap_module_config { + char file[64]; + char load_type[64]; + struct property *app_config; + } module; + + struct bootstrap_dlm_config { + char digest[16]; + uint32_t size; + uint32_t ift_table; + uint32_t ift_insert; + uint32_t ift_remove; + }; + + struct bootstrap_dlm_config dlm_ntdll; + + struct bootstrap_shield_config { + bool enable; + bool verbose; + bool use_loadlibrary; + char logger[64]; + uint32_t sleep_min; + uint32_t sleep_blur; + uint32_t tick_sleep; + uint32_t tick_error; + uint8_t overwork_threshold; + uint32_t overwork_delay; + uint32_t pause_delay; + char whitelist_file[64]; + char unlimited_key[10]; + uint16_t killer_port; + } shield; + + struct bootstrap_dongle_config { + char license_cn[32]; + char account_cn[32]; + char driver_dll[16]; + bool disable_gc; + } dongle; + + struct bootstrap_drm_config { + char dll[64]; + char device[64]; + char mount[64]; + char fstype[64]; + char options[64]; + } drm; + + struct bootstrap_lte_config { + bool enable; + char config_file[64]; + char unlimited_key[10]; + } lte; + + struct bootstrap_ssl_config { + char options[64]; + } ssl; + + struct bootstrap_esign_config { + bool enable; + } esign; + + struct bootstrap_eamuse_config { + bool enable; + bool sync; + bool enable_model; + char config_file[64]; + bool updatecert_enable; + uint32_t updatecert_interval; + } eamuse; +}; + +struct bootstrap_config { + char release_code[16]; + struct bootstrap_startup_config startup; +}; + +void bootstrap_config_init(struct bootstrap_config *config); + +void bootstrap_config_load( + struct property *property, + const char *profile, + struct bootstrap_config *config); + +#endif /* LAUNCHER_BOOTSTRAP_CONFIG_H */ diff --git a/src/main/launcher/bootstrap.c b/src/main/launcher/bootstrap.c new file mode 100644 index 0000000..a9e52bb --- /dev/null +++ b/src/main/launcher/bootstrap.c @@ -0,0 +1,347 @@ +#define LOG_MODULE "bootstrap" + +#include "core/log-bt.h" +#include "core/log-sink-file.h" +#include "core/log-sink-list.h" +#include "core/log-sink-null.h" +#include "core/log-sink-std.h" +#include "core/log.h" + +#include "launcher/avs-config.h" +#include "launcher/avs.h" +#include "launcher/bootstrap-config.h" +#include "launcher/ea3-ident-config.h" +#include "launcher/eamuse-config.h" +#include "launcher/eamuse.h" +#include "launcher/launcher-config.h" +#include "launcher/module.h" +#include "launcher/property-util.h" + +#include "util/str.h" + +static bool _bootstrap_log_property_configs; +static struct module_context _bootstrap_module_context; + +static void _bootstrap_eamuse_ea3_ident_config_inject( + struct property_node *node, const struct ea3_ident_config *ea3_ident_config) +{ + eamuse_config_id_softid_set(node, ea3_ident_config->softid); + eamuse_config_id_hardid_set(node, ea3_ident_config->hardid); + eamuse_config_id_pcbid_set(node, ea3_ident_config->pcbid); + eamuse_config_soft_model_set(node, ea3_ident_config->model); + eamuse_config_soft_dest_set(node, ea3_ident_config->dest); + eamuse_config_soft_spec_set(node, ea3_ident_config->spec); + eamuse_config_soft_rev_set(node, ea3_ident_config->rev); + eamuse_config_soft_ext_set(node, ea3_ident_config->ext); +} + +static void +_bootstrap_avs_config_force_overrides_apply(struct property_node *node) +{ + log_assert(node); + + avs_config_mode_product_set(node, true); + avs_config_net_raw_set(node, true); + avs_config_net_eaudp_set(node, true); + avs_config_sntp_ea_set(node, true); +} + +static void _bootstrap_avs_config_log_overrides_apply( + struct property_node *node, const struct bootstrap_log_config *log_config) +{ + log_assert(node); + log_assert(log_config); + + avs_config_log_level_set(node, log_config->level); + avs_config_log_name_set(node, log_config->name); + avs_config_log_file_set(node, log_config->file); + avs_config_log_buffer_size_set(node, log_config->bufsz); + avs_config_log_output_delay_set(node, log_config->output_delay_ms); + avs_config_log_enable_console_set(node, log_config->enable_console); + avs_config_log_enable_sci_set(node, log_config->enable_sci); + avs_config_log_enable_net_set(node, log_config->enable_net); + avs_config_log_enable_file_set(node, log_config->enable_file); + avs_config_log_rotate_set(node, log_config->rotate); + avs_config_log_append_set(node, log_config->append); + avs_config_log_count_set(node, log_config->count); +} + +static enum core_log_bt_log_level _bootstrap_log_map_level(const char *level) +{ + if (str_eq(level, "fatal")) { + return CORE_LOG_BT_LOG_LEVEL_FATAL; + } else if (str_eq(level, "warning")) { + return CORE_LOG_BT_LOG_LEVEL_WARNING; + } else if (str_eq(level, "info")) { + return CORE_LOG_BT_LOG_LEVEL_INFO; + } else if (str_eq(level, "misc")) { + return CORE_LOG_BT_LOG_LEVEL_MISC; + } else if (str_eq(level, "all")) { + return CORE_LOG_BT_LOG_LEVEL_MISC; + } else if (str_eq(level, "disable")) { + return CORE_LOG_BT_LOG_LEVEL_OFF; + } else if (str_eq(level, "default")) { + return CORE_LOG_BT_LOG_LEVEL_WARNING; + } else { + log_fatal("Unknown log level string %s", level); + } +} + +void bootstrap_init(bool log_property_configs) +{ + log_info("init"); + + _bootstrap_log_property_configs = log_property_configs; + + log_misc("init done"); +} + +void bootstrap_log_init(const struct bootstrap_log_config *config) +{ + struct core_log_sink sinks[2]; + struct core_log_sink sink_composed; + enum core_log_bt_log_level level; + + log_assert(config); + + log_info("log init"); + + // Shutdown old setup + core_log_bt_fini(); + + if (config->enable_file && strlen(config->file) > 0 && + config->enable_console) { + core_log_sink_std_out_open(true, &sinks[0]); + core_log_sink_file_open( + config->file, + config->append, + config->rotate, + config->count, + &sinks[1]); + core_log_sink_list_open(sinks, 2, &sink_composed); + } else if (config->enable_file && strlen(config->file) > 0) { + core_log_sink_file_open( + config->file, + config->append, + config->rotate, + config->count, + &sink_composed); + } else if (config->enable_console) { + core_log_sink_std_out_open(true, &sink_composed); + } else { + core_log_sink_null_open(&sink_composed); + } + + core_log_bt_init(&sink_composed); + + level = _bootstrap_log_map_level(config->level); + core_log_bt_level_set(level); + + log_misc("log init done"); +} + +void bootstrap_default_files_create( + const struct bootstrap_default_file_config *config) +{ + log_assert(config); + + log_info("default files create"); + + for (int i = 0; i < DEFAULT_FILE_MAX; i++) { + if (strlen(config->file[i].src) > 0 && + strlen(config->file[i].dst) > 0) { + avs_fs_file_copy(config->file[i].src, config->file[i].dst); + } + } + + log_misc("default files create done"); +} + +void bootstrap_avs_init( + const struct bootstrap_boot_config *config, + const struct bootstrap_log_config *log_config, + struct property *override_property) +{ + struct property *file_property; + struct property *merged_property; + struct property_node *root_node; + + log_assert(config); + log_assert(log_config); + log_assert(override_property); + + log_info("avs init"); + + file_property = avs_config_load(config->config_file); + + if (_bootstrap_log_property_configs) { + log_misc("avs-config from file: %s", config->config_file); + property_util_log(file_property); + } + + merged_property = + avs_config_property_merge(file_property, override_property); + + property_util_free(file_property); + + if (_bootstrap_log_property_configs) { + log_misc("avs-config merged with overrides"); + property_util_log(merged_property); + } + + root_node = avs_config_root_get(merged_property); + + _bootstrap_avs_config_force_overrides_apply(root_node); + _bootstrap_avs_config_log_overrides_apply(root_node, log_config); + + if (_bootstrap_log_property_configs) { + log_misc("avs-config final"); + property_util_log(merged_property); + } + + avs_fs_assert_root_device_exists(root_node); + + log_misc("Creating AVS file system directories..."); + + avs_fs_mountpoints_fs_dirs_create(root_node); + + avs_init(root_node, config->avs_heap_size, config->std_heap_size); + + property_util_free(merged_property); + + log_misc("avs init done"); +} + +void bootstrap_eamuse_init( + const struct bootstrap_eamuse_config *config, + const struct ea3_ident_config *ea3_ident_config, + struct property *override_property) +{ + struct property *file_property; + struct property *merged_property; + struct property_node *root_node; + + log_assert(config); + log_assert(ea3_ident_config); + log_assert(override_property); + + log_info("eamuse init"); + + if (config->enable) { + file_property = eamuse_config_avs_load(config->config_file); + + if (_bootstrap_log_property_configs) { + log_misc("eamuse-config from file: %s", config->config_file); + property_util_log(file_property); + } + + merged_property = property_util_merge(file_property, override_property); + + property_util_free(file_property); + + if (_bootstrap_log_property_configs) { + log_misc("eamuse-config merged with overrides"); + property_util_log(merged_property); + } + + root_node = eamuse_config_root_get(merged_property); + + _bootstrap_eamuse_ea3_ident_config_inject(root_node, ea3_ident_config); + + if (_bootstrap_log_property_configs) { + log_misc("eamuse-config final"); + property_util_log(merged_property); + } + + eamuse_init(root_node); + + property_util_free(merged_property); + } else { + log_warning("Eamuse disabled"); + } + + log_misc("eamuse init done"); +} + +void bootstrap_module_init( + const struct bootstrap_module_config *module_config, + const struct array *iat_hook_dlls) +{ + log_assert(module_config); + log_assert(iat_hook_dlls); + + log_info("module init"); + + if (iat_hook_dlls->nitems > 0) { + log_info( + "Load game DLL with IAT hooks (%d): %s", + (uint32_t) iat_hook_dlls->nitems, + module_config->file); + + module_with_iat_hooks_init( + &_bootstrap_module_context, module_config->file, iat_hook_dlls); + } else { + log_info("Load game DLL: %s", module_config->file); + + module_init(&_bootstrap_module_context, module_config->file); + } + + log_misc("module init done"); +} + +void bootstrap_module_game_init( + const struct bootstrap_module_config *module_config, + struct ea3_ident_config *ea3_ident_config) +{ + struct property_node *node; + + log_assert(module_config); + log_assert(ea3_ident_config); + + log_info("module game init"); + + node = property_search(module_config->app_config, NULL, "/param"); + + if (!node) { + log_fatal("Missing param node on app-config"); + } + + if (_bootstrap_log_property_configs) { + log_misc("app-config"); + property_util_node_log(node); + } + + module_init_invoke(&_bootstrap_module_context, ea3_ident_config, node); + + log_misc("module game init done"); +} + +void bootstrap_module_game_run() +{ + log_info("module game run"); + + module_main_invoke(&_bootstrap_module_context); +} + +void bootstrap_module_game_fini() +{ + log_info("module game fini"); + + module_fini(&_bootstrap_module_context); +} + +void bootstrap_avs_fini() +{ + log_info("avs fini"); + + avs_fini(); +} + +void bootstrap_eamuse_fini(const struct bootstrap_eamuse_config *config) +{ + log_info("eamuse fini"); + + if (config->enable) { + eamuse_fini(); + } +} \ No newline at end of file diff --git a/src/main/launcher/bootstrap.h b/src/main/launcher/bootstrap.h new file mode 100644 index 0000000..4deab8f --- /dev/null +++ b/src/main/launcher/bootstrap.h @@ -0,0 +1,32 @@ +#ifndef LAUNCHER_BOOTSTRAP_H +#define LAUNCHER_BOOTSTRAP_H + +#include "launcher/bootstrap-config.h" +#include "launcher/ea3-ident-config.h" + +#include "util/array.h" + +void bootstrap_init(bool log_property_configs); +void bootstrap_log_init(const struct bootstrap_log_config *config); +void bootstrap_default_files_create( + const struct bootstrap_default_file_config *config); +void bootstrap_avs_init( + const struct bootstrap_boot_config *config, + const struct bootstrap_log_config *log_config, + struct property *override_property); +void bootstrap_eamuse_init( + const struct bootstrap_eamuse_config *config, + const struct ea3_ident_config *ea3_ident_config, + struct property *override_property); +void bootstrap_module_init( + const struct bootstrap_module_config *module_config, + const struct array *iat_hook_dlls); +void bootstrap_module_game_init( + const struct bootstrap_module_config *module_config, + struct ea3_ident_config *ea3_ident_config); +void bootstrap_module_game_run(); +void bootstrap_module_game_fini(); +void bootstrap_avs_fini(); +void bootstrap_eamuse_fini(const struct bootstrap_eamuse_config *config); + +#endif \ No newline at end of file diff --git a/src/main/launcher/debug.c b/src/main/launcher/debug.c new file mode 100644 index 0000000..2f40e33 --- /dev/null +++ b/src/main/launcher/debug.c @@ -0,0 +1,33 @@ + +#define LOG_MODULE "debug" + +#include +#include + +#include "core/log.h" + +#include "launcher/debug.h" + +void debug_remote_debugger_trap() +{ + BOOL res; + + log_info("Waiting until debugger attaches to remote process..."); + + while (true) { + res = FALSE; + + if (!CheckRemoteDebuggerPresent(GetCurrentProcess(), &res)) { + log_fatal( + "CheckRemoteDebuggerPresent failed: %08x", + (unsigned int) GetLastError()); + } + + if (res) { + log_info("Debugger attached, resuming"); + break; + } + + Sleep(1000); + } +} \ No newline at end of file diff --git a/src/main/launcher/debug.h b/src/main/launcher/debug.h new file mode 100644 index 0000000..f57ca8b --- /dev/null +++ b/src/main/launcher/debug.h @@ -0,0 +1,6 @@ +#ifndef LAUNCHER_DEBUG_H +#define LAUNCHER_DEBUG_H + +void debug_remote_debugger_trap(); + +#endif \ No newline at end of file diff --git a/src/main/launcher/ea3-config.c b/src/main/launcher/ea3-config.c deleted file mode 100644 index 684ba46..0000000 --- a/src/main/launcher/ea3-config.c +++ /dev/null @@ -1,190 +0,0 @@ -#include - -#include "imports/avs.h" - -#include "launcher/ea3-config.h" -#include "launcher/module.h" - -#include "util/defs.h" -#include "util/hex.h" -#include "util/log.h" -#include "util/str.h" - -PSMAP_BEGIN(ea3_ident_psmap) -PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct ea3_ident, softid, "/ea3/id/softid", "") -PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct ea3_ident, hardid, "/ea3/id/hardid", "") -PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct ea3_ident, pcbid, "/ea3/id/pcbid", "") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, model, "/ea3/soft/model") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, dest, "/ea3/soft/dest") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, spec, "/ea3/soft/spec") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, rev, "/ea3/soft/rev") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, ext, "/ea3/soft/ext") -PSMAP_END - -void ea3_ident_init(struct ea3_ident *ident) -{ - memset(ident, 0, sizeof(*ident)); -} - -bool ea3_ident_from_property( - struct ea3_ident *ident, struct property *ea3_config) -{ - return property_psmap_import(ea3_config, NULL, ident, ea3_ident_psmap); -} - -void ea3_ident_hardid_from_ethernet(struct ea3_ident *ident) -{ - struct avs_net_interface netif; - int result; - - result = avs_net_ctrl(1, &netif, sizeof(netif)); - - if (result < 0) { - log_fatal( - "avs_net_ctrl call to get MAC address returned error: %d", result); - } - - ident->hardid[0] = '0'; - ident->hardid[1] = '1'; - ident->hardid[2] = '0'; - ident->hardid[3] = '0'; - - hex_encode_uc( - netif.mac_addr, - sizeof(netif.mac_addr), - ident->hardid + 4, - sizeof(ident->hardid) - 4); -} - -bool ea3_ident_invoke_module_init( - struct ea3_ident *ident, - const struct module_context *module, - struct property_node *app_config) -{ - char sidcode_short[17]; - char sidcode_long[21]; - char security_code[9]; - bool ok; - - /* Set up security env vars */ - - str_format( - security_code, - lengthof(security_code), - "G*%s%s%s%s", - ident->model, - ident->dest, - ident->spec, - ident->rev); - - std_setenv("/env/boot/version", "0.0.0"); - std_setenv("/env/profile/security_code", security_code); - std_setenv("/env/profile/system_id", ident->pcbid); - std_setenv("/env/profile/account_id", ident->pcbid); - std_setenv("/env/profile/license_id", ident->softid); - std_setenv("/env/profile/software_id", ident->softid); - std_setenv("/env/profile/hardware_id", ident->hardid); - - /* Set up the short sidcode string, let dll_entry_init mangle it */ - - str_format( - sidcode_short, - lengthof(sidcode_short), - "%s%s%s%s%s", - ident->model, - ident->dest, - ident->spec, - ident->rev, - ident->ext); - - /* Set up long-form sidcode env var */ - - str_format( - sidcode_long, - lengthof(sidcode_long), - "%s:%s:%s:%s:%s", - ident->model, - ident->dest, - ident->spec, - ident->rev, - ident->ext); - - /* Set this up beforehand, as certain games require it in dll_entry_init */ - - std_setenv("/env/profile/soft_id_code", sidcode_long); - - ok = module_context_invoke_init(module, sidcode_short, app_config); - - if (!ok) { - return false; - } - - /* Back-propagate sidcode, as some games modify it during init */ - - memcpy(ident->model, sidcode_short + 0, sizeof(ident->model) - 1); - ident->dest[0] = sidcode_short[3]; - ident->spec[0] = sidcode_short[4]; - ident->rev[0] = sidcode_short[5]; - memcpy(ident->ext, sidcode_short + 6, sizeof(ident->ext)); - - /* Set up long-form sidcode env var again */ - - str_format( - sidcode_long, - lengthof(sidcode_long), - "%s:%s:%s:%s:%s", - ident->model, - ident->dest, - ident->spec, - ident->rev, - ident->ext); - - std_setenv("/env/profile/soft_id_code", sidcode_long); - - return true; -} - -void ea3_ident_to_property( - const struct ea3_ident *ident, struct property *ea3_config) -{ - struct property_node *node; - int i; - - for (i = 0; ea3_ident_psmap[i].type != 0xFF; i++) { - node = property_search(ea3_config, 0, ea3_ident_psmap[i].path); - - if (node != NULL) { - property_node_remove(node); - } - } - - property_psmap_export(ea3_config, NULL, ident, ea3_ident_psmap); -} - -void ea3_ident_replace_property_bool( - struct property_node *node, const char *name, uint8_t val) -{ - struct property_node *tmp; - - tmp = property_search(NULL, node, name); - - if (tmp) { - property_node_remove(tmp); - } - - property_node_create(NULL, node, PROPERTY_TYPE_BOOL, name, val); -} - -void ea3_ident_replace_property_str( - struct property_node *node, const char *name, const char *val) -{ - struct property_node *tmp; - - tmp = property_search(NULL, node, name); - - if (tmp) { - property_node_remove(tmp); - } - - tmp = property_node_create(NULL, node, PROPERTY_TYPE_STR, name, val); -} diff --git a/src/main/launcher/ea3-config.h b/src/main/launcher/ea3-config.h deleted file mode 100644 index ada4400..0000000 --- a/src/main/launcher/ea3-config.h +++ /dev/null @@ -1,46 +0,0 @@ -#ifndef LAUNCHER_EA3_CONFIG_H -#define LAUNCHER_EA3_CONFIG_H - -#include "imports/avs.h" - -#include "launcher/module.h" - -/* N.B. even though this might look like a Konami ABI, this is purely an - internal data structure. */ - -struct ea3_ident { - /* psmapped structure offset can't be zero for some stupid reason */ - - uint32_t dummy; - - /* Initialized from ea3-config.xml, then fed back from sidcode_short */ - - char model[4]; - char dest[4]; - char spec[4]; - char rev[4]; - char ext[11]; - - /* Initialized from ea3-config.xml (hardware_id defaults to MAC addr) */ - - char softid[24]; - char hardid[24]; - char pcbid[24]; -}; - -void ea3_ident_init(struct ea3_ident *ident); -bool ea3_ident_from_property( - struct ea3_ident *ident, struct property *ea3_config); -void ea3_ident_hardid_from_ethernet(struct ea3_ident *ident); -bool ea3_ident_invoke_module_init( - struct ea3_ident *ident, - const struct module_context *module, - struct property_node *app_config); -void ea3_ident_to_property( - const struct ea3_ident *ident, struct property *ea3_config); -void ea3_ident_replace_property_bool( - struct property_node *node, const char *name, uint8_t val); -void ea3_ident_replace_property_str( - struct property_node *node, const char *name, const char *val); - -#endif diff --git a/src/main/launcher/ea3-ident-config.c b/src/main/launcher/ea3-ident-config.c new file mode 100644 index 0000000..e8c5c4f --- /dev/null +++ b/src/main/launcher/ea3-ident-config.c @@ -0,0 +1,104 @@ +#define LOG_MODULE "ea3-ident-config" + +#include + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/ea3-ident-config.h" +#include "launcher/property-util.h" + +#include "util/defs.h" +#include "util/hex.h" +#include "util/str.h" + +#define ROOT_NODE "/ea3_conf" + +PSMAP_BEGIN(ea3_ident_config_psmap) +PSMAP_OPTIONAL( + PSMAP_TYPE_STR, struct ea3_ident_config, softid, "/id/softid", "") +PSMAP_OPTIONAL( + PSMAP_TYPE_STR, struct ea3_ident_config, hardid, "/id/hardid", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct ea3_ident_config, pcbid, "/id/pcbid", "") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, model, "/soft/model") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, dest, "/soft/dest") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, spec, "/soft/spec") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, rev, "/soft/rev") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, ext, "/soft/ext") +PSMAP_END + +void ea3_ident_config_init(struct ea3_ident_config *config) +{ + memset(config, 0, sizeof(*config)); +} + +void ea3_ident_config_from_file_load( + const char *path, struct ea3_ident_config *config) +{ + struct property *property; + + log_assert(path); + log_assert(config); + + log_info("Loading from file path: %s", path); + + property = property_util_load(path); + + ea3_ident_config_load(property, config); + + property_util_free(property); +} + +void ea3_ident_config_load( + struct property *property, struct ea3_ident_config *config) +{ + struct property_node *node; + + log_assert(property); + log_assert(config); + + node = property_search(property, NULL, ROOT_NODE); + + if (node == NULL) { + log_fatal("Root node '" ROOT_NODE "' missing"); + } + + if (!property_psmap_import( + property, node, config, ea3_ident_config_psmap)) { + log_fatal("Error reading config file"); + } +} + +bool ea3_ident_config_hardid_is_defined(struct ea3_ident_config *config) +{ + log_assert(config); + + return strlen(config->hardid) > 0; +} + +void ea3_ident_config_hardid_from_ethernet_set(struct ea3_ident_config *config) +{ + struct avs_net_interface netif; + int result; + + log_assert(config); + + result = avs_net_ctrl(1, &netif, sizeof(netif)); + + if (result < 0) { + log_fatal( + "avs_net_ctrl call to get MAC address returned error: %d", result); + } + + config->hardid[0] = '0'; + config->hardid[1] = '1'; + config->hardid[2] = '0'; + config->hardid[3] = '0'; + + hex_encode_uc( + netif.mac_addr, + sizeof(netif.mac_addr), + config->hardid + 4, + sizeof(config->hardid) - 4); +} \ No newline at end of file diff --git a/src/main/launcher/ea3-ident-config.h b/src/main/launcher/ea3-ident-config.h new file mode 100644 index 0000000..1a6dc7f --- /dev/null +++ b/src/main/launcher/ea3-ident-config.h @@ -0,0 +1,37 @@ +#ifndef LAUNCHER_EA3_IDENT_CONFIG_H +#define LAUNCHER_EA3_IDENT_CONFIG_H + +#include "imports/avs.h" + +/* N.B. even though this might look like a Konami ABI, this is purely an + internal data structure. */ + +struct ea3_ident_config { + /* psmapped structure offset can't be zero for some stupid reason */ + + uint32_t dummy; + + /* Initialized from ea3-config.xml, then fed back from sidcode_short */ + + char model[4]; + char dest[4]; + char spec[4]; + char rev[4]; + char ext[11]; + + /* Initialized from ea3-config.xml (hardware_id defaults to MAC addr) */ + + char softid[24]; + char hardid[24]; + char pcbid[24]; +}; + +void ea3_ident_config_init(struct ea3_ident_config *config); +void ea3_ident_config_from_file_load( + const char *path, struct ea3_ident_config *config); +void ea3_ident_config_load( + struct property *property, struct ea3_ident_config *config); +bool ea3_ident_config_hardid_is_defined(struct ea3_ident_config *config); +void ea3_ident_config_hardid_from_ethernet_set(struct ea3_ident_config *config); + +#endif diff --git a/src/main/launcher/eamuse-config.c b/src/main/launcher/eamuse-config.c new file mode 100644 index 0000000..020e17a --- /dev/null +++ b/src/main/launcher/eamuse-config.c @@ -0,0 +1,125 @@ +#define LOG_MODULE "eamuse-config" + +#include + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/ea3-ident-config.h" +#include "launcher/eamuse-config.h" +#include "launcher/property-util.h" + +#define EAMUSE_CONFIG_ROOT_NODE "/ea3" + +struct property *eamuse_config_avs_load(const char *path) +{ + struct property *property; + + log_assert(path); + + log_misc("Loading from avs path: %s", path); + + property = property_util_avs_fs_load(path); + + // Check if root node exists, call already errors if not + eamuse_config_root_get(property); + + return property; +} + +struct property_node *eamuse_config_root_get(struct property *property) +{ + struct property_node *node; + + log_assert(property); + + node = property_search(property, 0, EAMUSE_CONFIG_ROOT_NODE); + + if (node == NULL) { + log_fatal("Root node " EAMUSE_CONFIG_ROOT_NODE + " in eamuse config missing"); + } + + return node; +} + +void eamuse_config_id_softid_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "id/softid", value); +} + +void eamuse_config_id_hardid_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "id/hardid", value); +} + +void eamuse_config_id_pcbid_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "id/pcbid", value); +} + +void eamuse_config_soft_model_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/model", value); +} + +void eamuse_config_soft_dest_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/dest", value); +} + +void eamuse_config_soft_spec_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/spec", value); +} + +void eamuse_config_soft_rev_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/rev", value); +} + +void eamuse_config_soft_ext_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/ext", value); +} + +void eamuse_config_network_url_slash_set(struct property_node *node, bool value) +{ + log_assert(node); + + property_util_node_bool_replace(NULL, node, "network/url_slash", value); +} + +void eamuse_config_network_service_url_set( + struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "network/services", value); +} \ No newline at end of file diff --git a/src/main/launcher/eamuse-config.h b/src/main/launcher/eamuse-config.h new file mode 100644 index 0000000..2cba227 --- /dev/null +++ b/src/main/launcher/eamuse-config.h @@ -0,0 +1,23 @@ +#ifndef LAUNCHER_EAMUSE_CONFIG_H +#define LAUNCHER_EAMUSE_CONFIG_H + +#include "imports/avs.h" + +struct property *eamuse_config_avs_load(const char *path); +struct property_node *eamuse_config_root_get(struct property *property); + +void eamuse_config_id_softid_set(struct property_node *node, const char *value); +void eamuse_config_id_hardid_set(struct property_node *node, const char *value); +void eamuse_config_id_pcbid_set(struct property_node *node, const char *value); +void eamuse_config_soft_model_set( + struct property_node *node, const char *value); +void eamuse_config_soft_dest_set(struct property_node *node, const char *value); +void eamuse_config_soft_spec_set(struct property_node *node, const char *value); +void eamuse_config_soft_rev_set(struct property_node *node, const char *value); +void eamuse_config_soft_ext_set(struct property_node *node, const char *value); +void eamuse_config_network_url_slash_set( + struct property_node *node, bool value); +void eamuse_config_network_service_url_set( + struct property_node *node, const char *value); + +#endif \ No newline at end of file diff --git a/src/main/launcher/eamuse.c b/src/main/launcher/eamuse.c new file mode 100644 index 0000000..39e560d --- /dev/null +++ b/src/main/launcher/eamuse.c @@ -0,0 +1,25 @@ +#define LOG_MODULE "eamuse" + +#include "core/log.h" + +#include "imports/avs-ea3.h" + +void eamuse_init(struct property_node *node) +{ + log_assert(node); + + log_info("init"); + + ea3_boot(node); + + log_misc("init done"); +} + +void eamuse_fini() +{ + log_info("fini"); + + ea3_shutdown(); + + log_misc("fini done"); +} \ No newline at end of file diff --git a/src/main/launcher/eamuse.h b/src/main/launcher/eamuse.h new file mode 100644 index 0000000..1cd1f7e --- /dev/null +++ b/src/main/launcher/eamuse.h @@ -0,0 +1,9 @@ +#ifndef LAUNCHER_EAMUSE_H +#define LAUNCHER_EAMUSE_H + +#include "imports/avs.h" + +void eamuse_init(struct property_node *node); +void eamuse_fini(); + +#endif \ No newline at end of file diff --git a/src/main/launcher/hook.c b/src/main/launcher/hook.c new file mode 100644 index 0000000..d7be37a --- /dev/null +++ b/src/main/launcher/hook.c @@ -0,0 +1,34 @@ +#define LOG_MODULE "hook" + +#include + +#include "core/log.h" + +#include "launcher/hook.h" + +void hook_load_dll(const char *path) +{ + log_assert(path); + + log_info("Load hook dll: %s", path); + + if (LoadLibraryA(path) == NULL) { + LPSTR buffer; + + FormatMessageA( + FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | + FORMAT_MESSAGE_IGNORE_INSERTS, + NULL, + GetLastError(), + MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), + (LPSTR) &buffer, + 0, + NULL); + + log_fatal("%s: Failed to load hook DLL: %s", path, buffer); + + LocalFree(buffer); + } + + log_misc("Load hook dll done"); +} \ No newline at end of file diff --git a/src/main/launcher/hook.h b/src/main/launcher/hook.h new file mode 100644 index 0000000..9d0c5d4 --- /dev/null +++ b/src/main/launcher/hook.h @@ -0,0 +1,6 @@ +#ifndef LAUNCHER_HOOK_H +#define LAUNCHER_HOOK_H + +void hook_load_dll(const char *path); + +#endif \ No newline at end of file diff --git a/src/main/launcher/launcher-config.c b/src/main/launcher/launcher-config.c new file mode 100644 index 0000000..c71abe5 --- /dev/null +++ b/src/main/launcher/launcher-config.c @@ -0,0 +1,371 @@ +#define LOG_MODULE "launcher-config" + +#include + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/launcher-config.h" +#include "launcher/property-util.h" + +#include "util/mem.h" +#include "util/str.h" + +// clang-format off +PSMAP_BEGIN(launcher_debug_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct launcher_debug_config, remote_debugger, + "debug/remote_debugger", false) + PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct launcher_debug_config, log_property_configs, + "debug/log_property_configs", false) +PSMAP_END +// clang-format on + +#define ROOT_NODE "/launcher" +#define MAX_LAYER_CONFIG_NODES 8 + +#define NODE_MISSING_FATAL(subnode) \ + log_fatal("%s/%s: Node missing", ROOT_NODE, subnode); +#define NODE_LOADING_FATAL(subnode) \ + log_fatal("%s/%s: Node loading", ROOT_NODE, subnode); + +static struct property * +_launcher_config_layered_config_nodes_load(struct property_node *node) +{ + char kind[64]; + char file[MAX_PATH]; + int res; + int cnt; + + struct property_node *cur; + struct property *config_property[MAX_LAYER_CONFIG_NODES]; + struct property *merged_property; + + log_assert(node); + + cnt = 0; + cur = property_search(NULL, node, "config"); + + while (cur) { + if (cnt >= MAX_LAYER_CONFIG_NODES) { + log_fatal( + "Exceeding max supported config nodes for layering, max is %d", + MAX_LAYER_CONFIG_NODES); + } + + res = property_node_refer( + NULL, cur, "kind@", PROPERTY_TYPE_ATTR, kind, sizeof(kind)); + + if (res < 0) { + log_fatal("Failed reading 'kind' attribute value of config node"); + } + + if (!strcmp(kind, "file")) { + property_node_read(cur, PROPERTY_TYPE_STR, file, sizeof(file)); + + config_property[cnt] = property_util_load(file); + } else if (!strcmp(kind, "inline")) { + // The nested child is the actual root of the inline, not the outer + // node + cur = property_node_traversal(cur, TRAVERSE_FIRST_CHILD); + + config_property[cnt] = property_util_node_extract(cur); + } else { + log_fatal( + "Unsupported 'kind' attribute value '%s' of config node", kind); + } + + cnt++; + cur = property_node_traversal(cur, TRAVERSE_NEXT_SEARCH_RESULT); + } + + if (cnt == 0) { + return NULL; + } + + merged_property = property_util_many_merge(config_property, cnt); + + for (int i = 0; i < cnt; i++) { + property_util_free(config_property[i]); + } + + return merged_property; +} + +static void _launcher_config_hook_dlls_parse( + struct property_node *node, + const char *node_path, + char dlls[LAUNCHER_CONFIG_MAX_HOOK_DLL][MAX_PATH]) +{ + int cnt; + struct property_node *cur; + + cnt = 0; + cur = property_search(NULL, node, node_path); + + while (cur) { + if (cnt >= LAUNCHER_CONFIG_MAX_HOOK_DLL) { + log_warning( + "Currently not supporting more than %d dlls, skipping " + "remaining", + cnt); + break; + } + + property_node_read(cur, PROPERTY_TYPE_STR, dlls[cnt], MAX_PATH); + + cnt++; + cur = property_node_traversal(cur, TRAVERSE_NEXT_SEARCH_RESULT); + } +} + +static void _launcher_config_bootstrap_load( + struct property_node *node, struct launcher_bootstrap_config *config) +{ + int res; + + log_assert(node); + log_assert(config); + + res = property_node_refer( + NULL, + node, + "selector", + PROPERTY_TYPE_STR, + config->selector, + sizeof(config->selector)); + + if (res < 0) { + NODE_MISSING_FATAL("bootstrap/selector"); + } + + config->property = _launcher_config_layered_config_nodes_load(node); + + if (config->property == NULL) { + NODE_MISSING_FATAL("bootstrap/config"); + } +} + +static void _launcher_config_hook_load( + struct property_node *node, struct launcher_hook_config *config) +{ + log_assert(node); + log_assert(config); + + _launcher_config_hook_dlls_parse(node, "hook_dlls/dll", config->hook_dlls); + _launcher_config_hook_dlls_parse( + node, "before_hook_dlls/dll", config->before_hook_dlls); + _launcher_config_hook_dlls_parse( + node, "iat_hook_dlls/dll", config->iat_hook_dlls); +} + +static void _launcher_config_debug_load( + struct property_node *node, struct launcher_debug_config *config) +{ + log_assert(node); + log_assert(config); + + if (!property_psmap_import(NULL, node, config, launcher_debug_psmap)) { + NODE_LOADING_FATAL("debug"); + } +} + +void launcher_config_init(struct launcher_config *config) +{ + log_assert(config); + + memset(config->bootstrap.selector, 0, sizeof(config->bootstrap.selector)); + config->bootstrap.property = NULL; + + config->avs.property = NULL; + + config->ea3_ident.property = NULL; + + config->eamuse.property = NULL; + + memset(config->hook.hook_dlls, 0, sizeof(config->hook.hook_dlls)); + memset( + config->hook.before_hook_dlls, + 0, + sizeof(config->hook.before_hook_dlls)); + memset(config->hook.iat_hook_dlls, 0, sizeof(config->hook.iat_hook_dlls)); + + config->debug.remote_debugger = false; + config->debug.log_property_configs = false; +} + +void launcher_config_load( + struct property *property, struct launcher_config *config) +{ + struct property_node *root_node; + struct property_node *node; + avs_error error; + + log_assert(property); + log_assert(config); + + root_node = property_search(property, NULL, ROOT_NODE); + + if (root_node == NULL) { + NODE_MISSING_FATAL(""); + } + + error = property_node_refer( + NULL, + root_node, + "version@", + PROPERTY_TYPE_ATTR, + &config->version, + sizeof(uint32_t)); + + if (AVS_IS_ERROR(error)) { + log_fatal("Missing version attribute on root node"); + } + + // if (config->version != 1) { + // log_fatal("Unsupported version of launcher configuration: %d", + // config->version); + // } + + node = property_search(NULL, root_node, "bootstrap"); + + if (node == NULL) { + NODE_MISSING_FATAL("bootstrap"); + } + + _launcher_config_bootstrap_load(node, &config->bootstrap); + + node = property_search(NULL, root_node, "avs"); + + if (node) { + config->avs.property = _launcher_config_layered_config_nodes_load(node); + } + + node = property_search(NULL, root_node, "ea3_ident"); + + if (node) { + config->ea3_ident.property = + _launcher_config_layered_config_nodes_load(node); + } + + node = property_search(NULL, root_node, "eamuse"); + + if (node) { + config->eamuse.property = + _launcher_config_layered_config_nodes_load(node); + } + + node = property_search(NULL, root_node, "hook"); + + if (node) { + _launcher_config_hook_load(node, &config->hook); + } + + _launcher_config_debug_load(root_node, &config->debug); +} + +bool launcher_config_add_hook_dll( + struct launcher_config *config, const char *path) +{ + int i; + + log_assert(config); + log_assert(path); + + i = 0; + + while (i < LAUNCHER_CONFIG_MAX_HOOK_DLL) { + if (strlen(config->hook.hook_dlls[i]) == 0) { + break; + } + + i++; + } + + if (i >= LAUNCHER_CONFIG_MAX_HOOK_DLL) { + return false; + } + + str_cpy(config->hook.hook_dlls[i], sizeof(config->hook.hook_dlls[i]), path); + + return true; +} + +bool launcher_config_add_before_hook_dll( + struct launcher_config *config, const char *path) +{ + int i; + + log_assert(config); + log_assert(path); + + i = 0; + + while (i < LAUNCHER_CONFIG_MAX_HOOK_DLL) { + if (strlen(config->hook.before_hook_dlls[i]) == 0) { + break; + } + + i++; + } + + if (i >= LAUNCHER_CONFIG_MAX_HOOK_DLL) { + return false; + } + + str_cpy( + config->hook.before_hook_dlls[i], + sizeof(config->hook.before_hook_dlls[i]), + path); + + return true; +} + +bool launcher_config_add_iat_hook_dll( + struct launcher_config *config, const char *path) +{ + int i; + + log_assert(config); + log_assert(path); + + i = 0; + + while (i < LAUNCHER_CONFIG_MAX_HOOK_DLL) { + if (strlen(config->hook.iat_hook_dlls[i]) == 0) { + break; + } + + i++; + } + + if (i >= LAUNCHER_CONFIG_MAX_HOOK_DLL) { + return false; + } + + str_cpy( + config->hook.iat_hook_dlls[i], + sizeof(config->hook.iat_hook_dlls[i]), + path); + + return true; +} + +void launcher_config_fini(struct launcher_config *config) +{ + log_assert(config); + + property_util_free(config->bootstrap.property); + + if (config->avs.property) { + property_util_free(config->avs.property); + } + + if (config->ea3_ident.property) { + property_util_free(config->ea3_ident.property); + } + + if (config->eamuse.property) { + property_util_free(config->eamuse.property); + } +} \ No newline at end of file diff --git a/src/main/launcher/launcher-config.h b/src/main/launcher/launcher-config.h new file mode 100644 index 0000000..7d6b8a6 --- /dev/null +++ b/src/main/launcher/launcher-config.h @@ -0,0 +1,56 @@ +#ifndef LAUNCHER_CONFIG_H +#define LAUNCHER_CONFIG_H + +#include + +#include "util/array.h" + +#define LAUNCHER_CONFIG_MAX_HOOK_DLL 16 + +struct launcher_config { + uint32_t version; + + struct launcher_bootstrap_config { + char selector[128]; + struct property *property; + } bootstrap; + + struct launcher_avs_config { + struct property *property; + } avs; + + struct launcher_ea3_ident_config { + struct property *property; + } ea3_ident; + + struct launcher_eamuse_config { + struct property *property; + } eamuse; + + struct launcher_hook_config { + char hook_dlls[LAUNCHER_CONFIG_MAX_HOOK_DLL][MAX_PATH]; + char before_hook_dlls[LAUNCHER_CONFIG_MAX_HOOK_DLL][MAX_PATH]; + char iat_hook_dlls[LAUNCHER_CONFIG_MAX_HOOK_DLL][MAX_PATH]; + } hook; + + struct launcher_debug_config { + bool remote_debugger; + bool log_property_configs; + } debug; +}; + +void launcher_config_init(struct launcher_config *config); + +void launcher_config_load( + struct property *property, struct launcher_config *config); + +bool launcher_config_add_hook_dll( + struct launcher_config *config, const char *path); +bool launcher_config_add_before_hook_dll( + struct launcher_config *config, const char *path); +bool launcher_config_add_iat_hook_dll( + struct launcher_config *config, const char *path); + +void launcher_config_fini(struct launcher_config *config); + +#endif \ No newline at end of file diff --git a/src/main/launcher/launcher.c b/src/main/launcher/launcher.c new file mode 100644 index 0000000..60f32cf --- /dev/null +++ b/src/main/launcher/launcher.c @@ -0,0 +1,587 @@ +#define LOG_MODULE "launcher" + +#include + +#include +#include +#include +#include + +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-file.h" +#include "core/log-sink-list.h" +#include "core/log-sink-std.h" +#include "core/log.h" + +#include "imports/avs-ea3.h" +#include "imports/avs.h" + +#include "launcher/avs-config.h" +#include "launcher/avs.h" +#include "launcher/bootstrap-config.h" +#include "launcher/bootstrap.h" +#include "launcher/debug.h" +#include "launcher/ea3-ident-config.h" +#include "launcher/eamuse-config.h" +#include "launcher/eamuse.h" +#include "launcher/hook.h" +#include "launcher/launcher-config.h" +#include "launcher/module.h" +#include "launcher/options.h" +#include "launcher/property-util.h" +#include "launcher/stubs.h" +#include "launcher/version.h" + +#include "util/defs.h" +#include "util/fs.h" +#include "util/os.h" +#include "util/proc.h" +#include "util/signal.h" +#include "util/str.h" + +static void _launcher_log_header() +{ + log_info( + "\n" + " .__ .__ \n" + " | | _____ __ __ ____ ____ | |__ ___________ \n" + " | | \\__ \\ | | \\/ \\_/ ___\\| | \\_/ __ \\_ __ \\ \n" + " | |__/ __ \\| | / | \\ \\___| Y \\ ___/| | \\/ \n" + " |____(____ /____/|___| /\\___ >___| /\\___ >__| \n" + " \\/ \\/ \\/ \\/ \\/ "); + + log_info( + "launcher build date %s, gitrev %s", + launcher_build_date, + launcher_gitrev); +} + +void _launcher_log_init( + const char *log_file_path, enum core_log_bt_log_level level) +{ + struct core_log_sink sinks[2]; + struct core_log_sink sink_composed; + + core_log_bt_ext_impl_set(); + + if (log_file_path) { + core_log_sink_std_out_open(true, &sinks[0]); + core_log_sink_file_open(log_file_path, false, true, 10, &sinks[1]); + core_log_sink_list_open(sinks, 2, &sink_composed); + } else { + core_log_sink_std_out_open(true, &sink_composed); + } + + core_log_bt_init(&sink_composed); + core_log_bt_level_set(level); +} + +static void _launcher_signal_shutdown_handler() +{ + core_log_bt_fini(); + ExitProcess(EXIT_FAILURE); +} + +static void _launcher_env_game_dir_verify() +{ + char cwd[MAX_PATH]; + char modules_dir[MAX_PATH]; + char prop_dir[MAX_PATH]; + + getcwd(cwd, sizeof(cwd)); + + log_info("Current working directory: %s", cwd); + + str_cpy(modules_dir, sizeof(modules_dir), cwd); + str_cpy(prop_dir, sizeof(prop_dir), cwd); + + str_cat(modules_dir, sizeof(modules_dir), "/modules"); + str_cat(prop_dir, sizeof(prop_dir), "/prop"); + + if (!path_exists(modules_dir)) { + log_fatal( + "Cannot find 'modules' directory in current working directory: %s", + cwd); + } + + if (!path_exists(prop_dir)) { + log_fatal( + "Cannot find 'prop' directory in current working directory: %s", + cwd); + } +} + +static void _launcher_bootstrap_config_options_override( + struct launcher_bootstrap_config *config, + const struct options_bootstrap *options) +{ + log_assert(config); + log_assert(options); + + if (options->config_path) { + log_misc( + "Command line override bootstrap configuration from file: %s", + options->config_path); + + property_util_free(config->property); + config->property = property_util_load(options->config_path); + } + + if (options->selector) { + log_misc( + "Command line override bootstrap selector: %s", options->selector); + + str_cpy(config->selector, sizeof(config->selector), options->selector); + } +} + +static void _launcher_ea3_ident_config_options_override( + struct ea3_ident_config *config, const struct options_eamuse *options) +{ + log_assert(config); + log_assert(options); + + if (options->softid) { + str_cpy(config->softid, sizeof(config->softid), options->softid); + } + + if (options->pcbid) { + str_cpy(config->pcbid, sizeof(config->pcbid), options->pcbid); + } +} + +static void _launcher_hook_config_options_override( + struct launcher_config *config, const struct options_hook *options) +{ + size_t i; + const char *dll; + + log_assert(config); + log_assert(options); + + for (i = 0; i < options->hook_dlls.nitems; i++) { + dll = *array_item(const char *, &options->hook_dlls, i); + + if (!launcher_config_add_hook_dll(config, dll)) { + log_warning( + "Adding override hook dll '%s' failed (max supported limit " + "exceeded), ignored", + dll); + } + } + + for (i = 0; i < options->before_hook_dlls.nitems; i++) { + dll = *array_item(const char *, &options->before_hook_dlls, i); + + if (!launcher_config_add_before_hook_dll(config, dll)) { + log_warning( + "Adding override before hook dll '%s' failed (max supported " + "limit exceeded), ignored", + dll); + } + } + + for (i = 0; i < options->iat_hook_dlls.nitems; i++) { + dll = *array_item(const char *, &options->iat_hook_dlls, i); + + if (!launcher_config_add_iat_hook_dll(config, dll)) { + log_warning( + "Adding override iat hook dll '%s' failed (max supported limit " + "exceeded), ignored", + dll); + } + } +} + +static void _launcher_debug_config_options_override( + struct launcher_debug_config *config, const struct options_debug *options) +{ + log_assert(config); + log_assert(options); + + if (options->remote_debugger) { + log_misc("Command line override, enable remote debugger"); + + config->remote_debugger = true; + } + + if (options->log_property_configs) { + log_misc("Command line override, log property configs"); + + config->log_property_configs = true; + } +} + +static void _launcher_config_options_override( + struct launcher_config *config, const struct options *options) +{ + log_assert(config); + log_assert(options); + + // Apply command line overrides on all launcher owned configuration + // parameters + _launcher_bootstrap_config_options_override( + &config->bootstrap, &options->bootstrap); + _launcher_hook_config_options_override(config, &options->hook); + _launcher_debug_config_options_override(&config->debug, &options->debug); +} + +static void +_launcher_config_full_resolved_log(const struct launcher_config *config) +{ + if (config->debug.log_property_configs) { + log_misc("launcher-config resolved properties"); + log_misc("bootstrap-config"); + property_util_log(config->bootstrap.property); + + log_misc("avs-config"); + property_util_log(config->avs.property); + + log_misc("ea3-ident-config"); + property_util_log(config->ea3_ident.property); + + log_misc("eamuse-config"); + property_util_log(config->eamuse.property); + } +} + +static void +_launcher_remote_debugger_trap(const struct launcher_debug_config *config) +{ + log_assert(config); + + /* If enabled, wait for a remote debugger to attach as early as possible. + Spawning launcher with a debugger crashes it for some reason + (e.g. on jubeat08). However, starting the launcher separately and + attaching a remote debugger works */ + + if (config->remote_debugger) { + debug_remote_debugger_trap(); + } +} + +static void _launcher_bootstrap_config_load( + const struct launcher_bootstrap_config *launcher_bootstrap_config, + struct bootstrap_config *config) +{ + bootstrap_config_init(config); + + bootstrap_config_load( + launcher_bootstrap_config->property, + launcher_bootstrap_config->selector, + config); +} + +static void _launcher_bootstrap_log_config_options_override( + struct bootstrap_log_config *config, const struct options_log *options) +{ + log_assert(config); + log_assert(options); + + if (options->level) { + log_misc( + "Command line override bootstrap log level: %d", *(options->level)); + + switch (*(options->level)) { + case CORE_LOG_BT_LOG_LEVEL_OFF: + str_cpy(config->level, sizeof(config->level), "disable"); + break; + + case CORE_LOG_BT_LOG_LEVEL_FATAL: + str_cpy(config->level, sizeof(config->level), "fatal"); + break; + + case CORE_LOG_BT_LOG_LEVEL_WARNING: + str_cpy(config->level, sizeof(config->level), "warn"); + break; + + case CORE_LOG_BT_LOG_LEVEL_INFO: + str_cpy(config->level, sizeof(config->level), "info"); + break; + + case CORE_LOG_BT_LOG_LEVEL_MISC: + str_cpy(config->level, sizeof(config->level), "misc"); + break; + + default: + log_assert(false); + } + } + + if (options->file_path) { + log_misc( + "Command line override bootstrap log file: %s", options->file_path); + str_cpy(config->file, sizeof(config->file), options->file_path); + } +} + +static void _launcher_bootstrap_log_config_verify( + const struct launcher_config *launcher_config, + const struct bootstrap_config *bootstrap_config) +{ + log_assert(launcher_config); + log_assert(bootstrap_config); + + if (!str_eq(bootstrap_config->startup.log.level, "misc")) { + if (launcher_config->debug.log_property_configs) { + log_warning( + "Logging of property configs enabled, but requires misc log " + "level, current log level: %s", + bootstrap_config->startup.log.level); + } + } +} + +static void +_launcher_before_hook_dlls_load(const struct launcher_hook_config *config) +{ + int i; + + log_assert(config); + + log_misc("Loading before hook dlls..."); + + for (i = 0; i < LAUNCHER_CONFIG_MAX_HOOK_DLL; i++) { + if (strlen(config->before_hook_dlls[i]) > 0) { + hook_load_dll(config->before_hook_dlls[i]); + } + } +} + +static void _launcher_ea3_ident_config_load( + const struct launcher_ea3_ident_config *launcher_config, + struct ea3_ident_config *config, + bool log_property_configs) +{ + log_assert(launcher_config); + log_assert(config); + + ea3_ident_config_init(config); + ea3_ident_config_load(launcher_config->property, config); + + if (log_property_configs) { + log_misc("Property ea3-ident-config"); + + property_util_log(launcher_config->property); + } + + if (!ea3_ident_config_hardid_is_defined(config)) { + log_misc( + "No no hardid defined in ea3-ident-config, derive from ethernet"); + + ea3_ident_config_hardid_from_ethernet_set(config); + } +} + +static void _launcher_bootstrap_module_init( + const struct bootstrap_module_config *module_config, + const struct launcher_hook_config *hook_config) +{ + int i; + struct array iat_hook_dlls; + + log_assert(module_config); + log_assert(hook_config); + + array_init(&iat_hook_dlls); + + for (i = 0; i < LAUNCHER_CONFIG_MAX_HOOK_DLL; i++) { + if (strlen(hook_config->before_hook_dlls[i]) > 0) { + *array_append(const char *, &iat_hook_dlls) = + (const char *) &hook_config->before_hook_dlls[i]; + } + } + + bootstrap_module_init(module_config, &iat_hook_dlls); + + array_fini(&iat_hook_dlls); +} + +static void _launcher_hook_dlls_load(const struct launcher_hook_config *config) +{ + int i; + + log_assert(config); + + log_misc("Loading hook dlls..."); + + for (i = 0; i < LAUNCHER_CONFIG_MAX_HOOK_DLL; i++) { + if (strlen(config->hook_dlls[i]) > 0) { + hook_load_dll(config->hook_dlls[i]); + } + } +} + +static void _launcher_dongle_stubs_init() +{ + stubs_init(); +} + +static void _launcher_debugger_break() +{ + /* Opportunity for breakpoint setup etc */ + if (IsDebuggerPresent()) { + DebugBreak(); + } +} + +void _launcher_log_reinit() +{ + core_log_bt_ext_impl_set(); +} + +void _launcher_init( + const struct options *options, + struct launcher_config *launcher_config, + struct bootstrap_config *bootstrap_config, + struct ea3_ident_config *ea3_ident_config) +{ + struct property *launcher_property; + + log_assert(options); + log_assert(launcher_config); + log_assert(bootstrap_config); + log_assert(ea3_ident_config); + + // Early logging pre AVS setup depend entirely on command args + // We don't even have the bootstrap configuration loaded at this point + _launcher_log_init(options->log.file_path, *(options->log.level)); + _launcher_log_header(); + + signal_exception_handler_init(_launcher_signal_shutdown_handler); + signal_register_shutdown_handler(&_launcher_signal_shutdown_handler); + + os_version_log(); + _launcher_env_game_dir_verify(); + + if (proc_is_running_as_admin_user()) { + log_warning( + "Not running as admin user. Launcher and games require elevated " + "privileges to run correctly"); + } + + launcher_config_init(launcher_config); + + if (options->launcher.config_path) { + log_info( + "Loading launcher configuration from file: %s", + options->launcher.config_path); + + launcher_property = property_util_load(options->launcher.config_path); + launcher_config_load(launcher_property, launcher_config); + + _launcher_config_options_override(launcher_config, options); + + if (launcher_config->debug.log_property_configs) { + log_misc("launcher-config"); + property_util_log(launcher_property); + } + + property_util_free(launcher_property); + } else { + _launcher_config_options_override(launcher_config, options); + } + + // Not really fully resolved, but have an early debug dump because there are + // still several more steps that can fail before having the entire + // configuration resolved + _launcher_config_full_resolved_log(launcher_config); + + _launcher_remote_debugger_trap(&launcher_config->debug); + + _launcher_bootstrap_config_load( + &launcher_config->bootstrap, bootstrap_config); + _launcher_bootstrap_log_config_options_override( + &bootstrap_config->startup.log, &options->log); + _launcher_bootstrap_log_config_verify(launcher_config, bootstrap_config); + + bootstrap_init(launcher_config->debug.log_property_configs); + bootstrap_log_init(&bootstrap_config->startup.log); + + _launcher_before_hook_dlls_load(&launcher_config->hook); + + bootstrap_avs_init( + &bootstrap_config->startup.boot, + &bootstrap_config->startup.log, + launcher_config->avs.property); + bootstrap_default_files_create(&bootstrap_config->startup.default_file); + + _launcher_ea3_ident_config_load( + &launcher_config->ea3_ident, + ea3_ident_config, + launcher_config->debug.log_property_configs); + _launcher_ea3_ident_config_options_override( + ea3_ident_config, &options->eamuse); + + // Execute another one which is now actually final. No more configuration + // changes from this point on + _launcher_config_full_resolved_log(launcher_config); +} + +void _launcher_run( + const struct launcher_config *launcher_config, + const struct bootstrap_config *bootstrap_config, + struct ea3_ident_config *ea3_ident_config) +{ + log_assert(launcher_config); + log_assert(bootstrap_config); + log_assert(ea3_ident_config); + + _launcher_bootstrap_module_init( + &bootstrap_config->startup.module, &launcher_config->hook); + + _launcher_hook_dlls_load(&launcher_config->hook); + + _launcher_dongle_stubs_init(); + + _launcher_debugger_break(); + + bootstrap_module_game_init( + &bootstrap_config->startup.module, ea3_ident_config); + + bootstrap_eamuse_init( + &bootstrap_config->startup.eamuse, + ea3_ident_config, + launcher_config->eamuse.property); + + bootstrap_module_game_run(); +} + +void _launcher_fini( + struct launcher_config *launcher_config, + const struct bootstrap_config *bootstrap_config) +{ + log_assert(launcher_config); + log_assert(bootstrap_config); + + bootstrap_eamuse_fini(&bootstrap_config->startup.eamuse); + + bootstrap_avs_fini(); + + _launcher_log_reinit(); + + bootstrap_module_game_fini(); + + launcher_config_fini(launcher_config); + + log_info("Shutdown complete"); + + core_log_bt_fini(); +} + +void launcher_main(const struct options *options) +{ + struct launcher_config launcher_config; + struct bootstrap_config bootstrap_config; + struct ea3_ident_config ea3_ident_config; + + log_assert(options); + + _launcher_init( + options, &launcher_config, &bootstrap_config, &ea3_ident_config); + + _launcher_run(&launcher_config, &bootstrap_config, &ea3_ident_config); + + _launcher_fini(&launcher_config, &bootstrap_config); +} \ No newline at end of file diff --git a/src/main/launcher/launcher.h b/src/main/launcher/launcher.h new file mode 100644 index 0000000..da1995c --- /dev/null +++ b/src/main/launcher/launcher.h @@ -0,0 +1,8 @@ +#ifndef LAUNCHER_LAUNCHER_H +#define LAUNCHER_LAUNCHER_H + +#include "launcher/options.h" + +void launcher_main(const struct options *options); + +#endif \ No newline at end of file diff --git a/src/main/launcher/main.c b/src/main/launcher/main.c index 70c5184..4b1b68a 100644 --- a/src/main/launcher/main.c +++ b/src/main/launcher/main.c @@ -1,338 +1,23 @@ -#include - -#include -#include -#include #include -#include "imports/avs-ea3.h" -#include "imports/avs.h" - -#include "launcher/avs-context.h" -#include "launcher/ea3-config.h" -#include "launcher/module.h" +#include "launcher/launcher.h" #include "launcher/options.h" -#include "launcher/property.h" -#include "launcher/stubs.h" -#include "launcher/version.h" - -#include "util/codepage.h" -#include "util/defs.h" -#include "util/fs.h" -#include "util/log.h" -#include "util/mem.h" -#include "util/os.h" -#include "util/str.h" - -/* Gratuitous API changes orz */ -static AVS_LOG_WRITER(log_callback, chars, nchars, ctx) -{ - wchar_t *utf16; - char *utf8; - int utf16_len; - int utf8_len; - int result; - DWORD nwritten; - HANDLE console; - HANDLE file; - - /* Ignore existing NUL terminator */ - - nchars--; - - /* Transcode shit_jis to UTF-8 */ - - utf16_len = MultiByteToWideChar(CP_SHIFT_JIS, 0, chars, nchars, NULL, 0); - - if (utf16_len == 0) { - abort(); - } - - utf16 = xmalloc(sizeof(*utf16) * utf16_len); - result = - MultiByteToWideChar(CP_SHIFT_JIS, 0, chars, nchars, utf16, utf16_len); - - if (result == 0) { - abort(); - } - - utf8_len = - WideCharToMultiByte(CP_UTF8, 0, utf16, utf16_len, NULL, 0, NULL, NULL); - - if (utf8_len == 0) { - abort(); - } - - utf8 = xmalloc(utf8_len + 2); - result = WideCharToMultiByte( - CP_UTF8, 0, utf16, utf16_len, utf8, utf8_len, NULL, NULL); - - if (result == 0) { - abort(); - } - -#if AVS_VERSION >= 1500 - utf8[utf8_len + 0] = '\r'; - utf8[utf8_len + 1] = '\n'; - - utf8_len += 2; -#endif - - /* Write to console and log file */ - - file = (HANDLE) ctx; - console = GetStdHandle(STD_OUTPUT_HANDLE); - - if (ctx != INVALID_HANDLE_VALUE) { - WriteFile(file, utf8, utf8_len, &nwritten, NULL); - } - - WriteFile(console, utf8, utf8_len, &nwritten, NULL); - - /* Clean up */ - - free(utf8); - free(utf16); -} - -static void load_hook_dlls(struct array *hook_dlls) -{ - const char *hook_dll; - - for (size_t i = 0; i < hook_dlls->nitems; i++) { - hook_dll = *array_item(char *, hook_dlls, i); - - if (LoadLibraryA(hook_dll) == NULL) { - LPSTR buffer; - - FormatMessageA( - FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | - FORMAT_MESSAGE_IGNORE_INSERTS, - NULL, - GetLastError(), - MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), - (LPSTR) &buffer, - 0, - NULL); - - log_fatal("%s: Failed to load hook DLL: %s", hook_dll, buffer); - - LocalFree(buffer); - } - } -} int main(int argc, const char **argv) { - bool ok; - HANDLE logfile; - - struct ea3_ident ea3; - struct module_context module; struct options options; - struct property *app_config; - struct property *avs_config; - struct property *ea3_config; - - struct property_node *app_config_root; - struct property_node *avs_config_root; - struct property_node *ea3_config_root; - - log_to_writer(log_writer_file, stdout); - log_info( - "launcher build date %s, gitrev %s", - launcher_build_date, - launcher_gitrev); - - /* Read command line */ - options_init(&options); if (!options_read_cmdline(&options, argc, argv)) { options_print_usage(); - return EXIT_FAILURE; + exit(EXIT_FAILURE); } - /* If enabled, wait for a remote debugger to attach. Spawning launcher - with a debugger crashes it for some reason (e.g. on jubeat08). However, - starting the launcher separately and attaching a remote debugger works */ + launcher_main(&options); - if (options.remote_debugger) { - log_info("Waiting until debugger attaches to remote process..."); - - while (true) { - BOOL res = FALSE; - if (!CheckRemoteDebuggerPresent(GetCurrentProcess(), &res)) { - log_fatal( - "CheckRemoteDebuggerPresent failed: %08x", - (unsigned int) GetLastError()); - } - - if (res) { - log_info("Debugger attached, resuming"); - break; - } - - Sleep(1000); - } - } - - /* Start up AVS */ - - if (options.logfile != NULL) { - logfile = CreateFileA( - options.logfile, - GENERIC_WRITE, - FILE_SHARE_READ, - NULL, - CREATE_ALWAYS, - 0, - NULL); - } else { - logfile = INVALID_HANDLE_VALUE; - } - - avs_config = boot_property_load(options.avs_config_path); - avs_config_root = property_search(avs_config, 0, "/config"); - - if (avs_config_root == NULL) { - log_fatal("%s: /config missing", options.avs_config_path); - } - - load_hook_dlls(&options.before_hook_dlls); - - avs_context_init( - avs_config_root, - options.avs_heap_size, - options.std_heap_size, - log_callback, - logfile); - - boot_property_free(avs_config); - - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); - - os_version_log(); - - /* Load game DLL */ - - if (options.iat_hook_dlls.nitems > 0) { - module_context_init_with_iat_hooks( - &module, options.module, &options.iat_hook_dlls); - } else { - module_context_init(&module, options.module); - } - - /* Load hook DLLs */ - - load_hook_dlls(&options.hook_dlls); - - /* Inject GetModuleHandle hooks */ - - stubs_init(); - - /* Prepare ea3 config */ - - ea3_config = boot_property_load(options.ea3_config_path); - ea3_config_root = property_search(ea3_config, 0, "/ea3"); - - if (ea3_config_root == NULL) { - log_fatal("%s: /ea3 missing", options.ea3_config_path); - } - - ea3_ident_init(&ea3); - - if (!ea3_ident_from_property(&ea3, ea3_config)) { - log_fatal( - "%s: Error reading IDs from config file", options.ea3_config_path); - } - - if (options.softid != NULL) { - str_cpy(ea3.softid, lengthof(ea3.softid), options.softid); - } - - if (options.pcbid != NULL) { - str_cpy(ea3.pcbid, lengthof(ea3.pcbid), options.pcbid); - } - - if (!ea3.hardid[0]) { - ea3_ident_hardid_from_ethernet(&ea3); - } - - /* Invoke dll_entry_init */ - - if (path_exists(options.app_config_path)) { - app_config = boot_property_load(options.app_config_path); - } else { - log_warning( - "%s: app config file missing, using empty", - options.app_config_path); - app_config = boot_property_load_cstring("dummy"); - } - - app_config_root = property_search(app_config, 0, "/param"); - - if (app_config_root == NULL) { - log_fatal("%s: /param missing", options.app_config_path); - } - - if (IsDebuggerPresent()) { - /* Opportunity for breakpoint setup etc */ - DebugBreak(); - } - - ok = ea3_ident_invoke_module_init(&ea3, &module, app_config_root); - - if (!ok) { - log_fatal("%s: dll_module_init() returned failure", options.module); - } - - boot_property_free(app_config); - - ea3_ident_to_property(&ea3, ea3_config); - - if (options.override_urlslash_enabled) { - log_info( - "Overriding url_slash to: %d", options.override_urlslash_value); - - ea3_ident_replace_property_bool( - ea3_config_root, - "/network/url_slash", - options.override_urlslash_value); - } - - if (options.override_service != NULL) { - log_info("Overriding service url to: %s", options.override_service); - - ea3_ident_replace_property_str( - ea3_config_root, "/network/services", options.override_service); - } - - /* Start up e-Amusement client */ - - ea3_boot(ea3_config_root); - boot_property_free(ea3_config); - - /* Run application */ - - module_context_invoke_main(&module); - - /* Shut down */ - - ea3_shutdown(); - - log_to_writer(log_writer_file, stdout); - avs_context_fini(); - - if (logfile != INVALID_HANDLE_VALUE) { - CloseHandle(logfile); - } - - module_context_fini(&module); options_fini(&options); return EXIT_SUCCESS; -} +} \ No newline at end of file diff --git a/src/main/launcher/module.c b/src/main/launcher/module.c index b3beff2..c0b9ef4 100644 --- a/src/main/launcher/module.c +++ b/src/main/launcher/module.c @@ -1,22 +1,29 @@ +#define LOG_MODULE "module" + #include +#include "core/log.h" + #include "hook/pe.h" #include "imports/avs.h" #include "imports/eapki.h" #include "launcher/module.h" +#include "launcher/property-util.h" -#include "util/log.h" #include "util/str.h" #define MM_ALLOCATION_GRANULARITY 0x10000 -static bool module_replace_dll_iat(HMODULE hModule, struct array *iat_hook_dlls) +static bool +module_replace_dll_iat(HMODULE hModule, const struct array *iat_hook_dlls) { log_assert(hModule); log_assert(iat_hook_dlls); + log_misc("replace dll iat: %p", hModule); + if (iat_hook_dlls->nitems == 0) return true; @@ -127,11 +134,13 @@ inject_fail: return false; } -void module_context_init(struct module_context *module, const char *path) +void module_init(struct module_context *module, const char *path) { log_assert(module != NULL); log_assert(path != NULL); + log_info("init: %s", path); + module->dll = LoadLibrary(path); if (module->dll == NULL) { @@ -159,16 +168,20 @@ void module_context_init(struct module_context *module, const char *path) } module->path = str_dup(path); + + log_misc("init done"); } -void module_context_init_with_iat_hooks( +void module_with_iat_hooks_init( struct module_context *module, const char *path, - struct array *iat_hook_dlls) + const struct array *iat_hook_dlls) { log_assert(module != NULL); log_assert(path != NULL); + log_info("init iat hooks: %s", path); + module->dll = LoadLibraryExA(path, NULL, DONT_RESOLVE_DLL_REFERENCES); if (module->dll == NULL) { @@ -211,16 +224,71 @@ void module_context_init_with_iat_hooks( module->path = str_dup(path); } -bool module_context_invoke_init( +void module_init_invoke( const struct module_context *module, - char *sidcode, - struct property_node *app_config) + struct ea3_ident_config *ea3_ident_config, + struct property_node *app_params_node) { + char sidcode_short[17]; + char sidcode_long[21]; + char security_code[9]; dll_entry_init_t init; + bool ok; - log_assert(module != NULL); - log_assert(sidcode != NULL); - log_assert(app_config != NULL); + log_info("init invoke"); + + /* Set up security env vars */ + + str_format( + security_code, + lengthof(security_code), + "G*%s%s%s%s", + ea3_ident_config->model, + ea3_ident_config->dest, + ea3_ident_config->spec, + ea3_ident_config->rev); + + log_misc("security code: %s", security_code); + + std_setenv("/env/boot/version", "0.0.0"); + std_setenv("/env/profile/security_code", security_code); + std_setenv("/env/profile/system_id", ea3_ident_config->pcbid); + std_setenv("/env/profile/account_id", ea3_ident_config->pcbid); + std_setenv("/env/profile/license_id", ea3_ident_config->softid); + std_setenv("/env/profile/software_id", ea3_ident_config->softid); + std_setenv("/env/profile/hardware_id", ea3_ident_config->hardid); + + /* Set up the short sidcode string, let dll_entry_init mangle it */ + + str_format( + sidcode_short, + lengthof(sidcode_short), + "%s%s%s%s%s", + ea3_ident_config->model, + ea3_ident_config->dest, + ea3_ident_config->spec, + ea3_ident_config->rev, + ea3_ident_config->ext); + + log_misc("sidcode short: %s", sidcode_short); + + /* Set up long-form sidcode env var */ + + str_format( + sidcode_long, + lengthof(sidcode_long), + "%s:%s:%s:%s:%s", + ea3_ident_config->model, + ea3_ident_config->dest, + ea3_ident_config->spec, + ea3_ident_config->rev, + ea3_ident_config->ext); + + log_misc("sidecode long: %s", sidcode_long); + + /* Set this up beforehand, as certain games require it in dll_entry_init */ + + std_setenv("/env/profile/soft_id_code", sidcode_long); init = (void *) GetProcAddress(module->dll, "dll_entry_init"); @@ -229,16 +297,67 @@ bool module_context_invoke_init( "%s: dll_entry_init not found. Is this a game DLL?", module->path); } - return init(sidcode, app_config); + log_info("Invoking game init..."); + + struct property *prop = + property_util_cstring_load("p3io"); + + struct property_node *prop_node = property_search(prop, NULL, "/param"); + + property_util_log(prop); + property_util_node_log(prop_node); + + ok = init(sidcode_short, prop_node); + + if (!ok) { + log_fatal("%s: dll_module_init() returned failure", module->path); + } else { + log_info("Game init done"); + } + + /* Back-propagate sidcode, as some games modify it during init */ + + memcpy( + ea3_ident_config->model, + sidcode_short + 0, + sizeof(ea3_ident_config->model) - 1); + ea3_ident_config->dest[0] = sidcode_short[3]; + ea3_ident_config->spec[0] = sidcode_short[4]; + ea3_ident_config->rev[0] = sidcode_short[5]; + memcpy( + ea3_ident_config->ext, + sidcode_short + 6, + sizeof(ea3_ident_config->ext)); + + /* Set up long-form sidcode env var again */ + + str_format( + sidcode_long, + lengthof(sidcode_long), + "%s:%s:%s:%s:%s", + ea3_ident_config->model, + ea3_ident_config->dest, + ea3_ident_config->spec, + ea3_ident_config->rev, + ea3_ident_config->ext); + + std_setenv("/env/profile/soft_id_code", sidcode_long); + + log_misc("back-propagated sidcode long: %s", sidcode_long); + + log_misc("init invoke done"); } -bool module_context_invoke_main(const struct module_context *module) +bool module_main_invoke(const struct module_context *module) { /* GCC warns if you call a variable "main" */ dll_entry_main_t main_; + bool result; log_assert(module != NULL); + log_info("main invoke"); + main_ = (void *) GetProcAddress(module->dll, "dll_entry_main"); if (main_ == NULL) { @@ -246,11 +365,19 @@ bool module_context_invoke_main(const struct module_context *module) "%s: dll_entry_main not found. Is this a game DLL?", module->path); } - return main_(); + log_info("Invoking game's main function..."); + + result = main_(); + + log_info("Main terminated, result: %d", result); + + return result; } -void module_context_fini(struct module_context *module) +void module_fini(struct module_context *module) { + log_info("fini"); + if (module == NULL) { return; } @@ -260,4 +387,6 @@ void module_context_fini(struct module_context *module) if (module->dll != NULL) { FreeLibrary(module->dll); } + + log_misc("fini done"); } diff --git a/src/main/launcher/module.h b/src/main/launcher/module.h index f2a851e..ed9b732 100644 --- a/src/main/launcher/module.h +++ b/src/main/launcher/module.h @@ -5,6 +5,8 @@ #include "imports/avs.h" +#include "launcher/ea3-ident-config.h" + #include "util/array.h" struct module_context { @@ -12,16 +14,16 @@ struct module_context { char *path; }; -void module_context_init(struct module_context *module, const char *path); -void module_context_init_with_iat_hooks( +void module_init(struct module_context *module, const char *path); +void module_with_iat_hooks_init( struct module_context *module, const char *path, - struct array *iat_hook_dlls); -bool module_context_invoke_init( + const struct array *iat_hook_dlls); +void module_init_invoke( const struct module_context *module, - char *sidcode, - struct property_node *app_config); -bool module_context_invoke_main(const struct module_context *module); -void module_context_fini(struct module_context *module); + struct ea3_ident_config *ea3_ident_config, + struct property_node *app_params_node); +bool module_main_invoke(const struct module_context *module); +void module_fini(struct module_context *module); #endif diff --git a/src/main/launcher/options.c b/src/main/launcher/options.c index 757555e..e116849 100644 --- a/src/main/launcher/options.c +++ b/src/main/launcher/options.c @@ -1,3 +1,5 @@ +#define LOG_MODULE "options" + #include #include #include @@ -6,62 +8,42 @@ #include "launcher/options.h" -#include "util/array.h" -#include "util/log.h" +#include "util/mem.h" #include "util/str.h" -#define DEFAULT_HEAP_SIZE 16777216 - void options_init(struct options *options) { - options->std_heap_size = DEFAULT_HEAP_SIZE; - options->avs_heap_size = DEFAULT_HEAP_SIZE; - options->app_config_path = "prop/app-config.xml"; - options->avs_config_path = "prop/avs-config.xml"; - options->ea3_config_path = "prop/ea3-config.xml"; - options->softid = NULL; - options->pcbid = NULL; - options->module = NULL; - options->logfile = NULL; - options->remote_debugger = false; - array_init(&options->hook_dlls); - array_init(&options->before_hook_dlls); - array_init(&options->iat_hook_dlls); + memset(options, 0, sizeof(struct options)); - options->override_service = NULL; - options->override_urlslash_enabled = false; - options->override_urlslash_value = false; + array_init(&options->hook.hook_dlls); + array_init(&options->hook.before_hook_dlls); + array_init(&options->hook.iat_hook_dlls); } bool options_read_cmdline(struct options *options, int argc, const char **argv) { + bool got_launcher_config; + + got_launcher_config = false; + for (int i = 1; i < argc; i++) { if (argv[i][0] == '-') { switch (argv[i][1]) { - case 'A': + case 'T': if (i + 1 >= argc) { return false; } - options->app_config_path = argv[++i]; + options->bootstrap.config_path = argv[++i]; break; - case 'E': + case 'Z': if (i + 1 >= argc) { return false; } - options->ea3_config_path = argv[++i]; - - break; - - case 'V': - if (i + 1 >= argc) { - return false; - } - - options->avs_config_path = argv[++i]; + options->bootstrap.selector = argv[++i]; break; @@ -70,7 +52,7 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->pcbid = argv[++i]; + options->eamuse.pcbid = argv[++i]; break; @@ -79,7 +61,7 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->softid = argv[++i]; + options->eamuse.softid = argv[++i]; break; @@ -88,37 +70,7 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->avs_heap_size = - (size_t) strtol(argv[++i], NULL, 0); - - if (options->avs_heap_size == 0) { - return false; - } - - break; - -#ifdef AVS_HAS_STD_HEAP - case 'T': - if (i + 1 >= argc) { - return false; - } - - options->std_heap_size = - (size_t) strtol(argv[++i], NULL, 0); - - if (options->std_heap_size == 0) { - return false; - } - - break; -#endif - - case 'K': - if (i + 1 >= argc) { - return false; - } - - *array_append(const char *, &options->hook_dlls) = + *array_append(const char *, &options->hook.hook_dlls) = argv[++i]; break; @@ -128,7 +80,8 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - *array_append(const char *, &options->before_hook_dlls) = + *array_append( + const char *, &options->hook.before_hook_dlls) = argv[++i]; break; @@ -141,17 +94,41 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) const char *dll = argv[++i]; log_assert(strstr(dll, "=") != NULL); - *array_append(const char *, &options->iat_hook_dlls) = dll; + *array_append(const char *, &options->hook.iat_hook_dlls) = + dll; break; } + case 'L': + if (i + 1 >= argc) { + return false; + } + + long tmp = strtol(argv[++i], NULL, 0); + + if (tmp < CORE_LOG_BT_LOG_LEVEL_OFF || + tmp > CORE_LOG_BT_LOG_LEVEL_MISC) { + return false; + } + + options->log.level = + xmalloc(sizeof(enum core_log_bt_log_level)); + *(options->log.level) = (enum core_log_bt_log_level) tmp; + + break; + case 'Y': if (i + 1 >= argc) { return false; } - options->logfile = argv[++i]; + options->log.file_path = argv[++i]; + + break; + + case 'C': + options->debug.log_property_configs = true; break; @@ -160,7 +137,7 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->override_service = argv[++i]; + options->eamuse.service_url = argv[++i]; break; @@ -169,22 +146,23 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->override_urlslash_enabled = true; + options->eamuse.urlslash = xmalloc(sizeof(bool)); const char *urlslash_value = argv[++i]; - options->override_urlslash_value = false; + *(options->eamuse.urlslash) = false; + if (_stricmp(urlslash_value, "1") == 0) { - options->override_urlslash_value = true; + *(options->eamuse.urlslash) = true; } if (_stricmp(urlslash_value, "true") == 0) { - options->override_urlslash_value = true; + *(options->eamuse.urlslash) = true; } break; case 'D': - options->remote_debugger = true; + options->debug.remote_debugger = true; break; @@ -192,59 +170,71 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) break; } } else { - if (!options->module) { - options->module = argv[i]; + if (!got_launcher_config) { + options->launcher.config_path = argv[i]; + got_launcher_config = true; } } } - if (options->module) { - return true; - } else { - return false; - } + return got_launcher_config; } void options_print_usage(void) { fprintf( stderr, - "Usage: launcher.exe [launcher options...] [hooks " - "options...] \n" + "Usage:\n" + " launcher.exe [launcher options as overrides...] " + "[further options, e.g. for hook libraries to pick up...]\n" "\n" - " The following options can be specified before the app DLL " - "path:\n" + " The following options can be specified before the launcher.xml " + "configuration file:\n" "\n" - " -A [filename] App configuration file (default: " - "prop/app-config.xml)\n" - " -V [filename] AVS configuration file (default: " - "prop/avs-config.xml)\n" - " -E [filename] ea3 configuration file (default: " - "prop/ea3-config.xml)\n" - " -H [bytes] AVS heap size (default: 16777216)\n" -#ifdef AVS_HAS_STD_HEAP - " -T [bytes] 'std' heap size (default 16777216)\n" -#endif - " -P [pcbid] Specify PCBID (default: use ea3 config)\n" - " -R [pcbid] Specify Soft ID (default: use ea3 config)\n" - " -S [url] Specify service url (default: use ea3 config)\n" - " -U [0/1] Specify url_slash (default: use ea3 config)\n" - " -K [filename] Load hook DLL (can be specified multiple " + " Bootstrap\n" + " -T [filename] Bootstrap configuration file\n" + " -Z [selector] Bootstrap selector used in configuration\n" + "\n" + " Eamuse\n" + " -P [pcbid] Specify PCBID\n" + " -R [softid] Specify Soft ID\n" + " -S [url] Specify service url\n" + " -U [0/1] Specify url_slash enabled/disabled\n" + "\n" + " Hook\n" + " -H [filename] Load hook DLL (can be specified multiple " "times)\n" " -B [filename] Load pre-hook DLL loaded before avs boot " "(can be specified multiple times)\n" " -I [filename] Load pre-hook DLL that overrides IAT reference " - "before execution" - "(can be specified multiple times)\n" + "before execution (can be specified multiple times)\n" + "\n" + " Logging\n" + " -L [0/1/2/3] Log level for both console and file with " + "increasing verbosity (0 = fatal, 1 = warn, 2 = info, 3 = misc)\n" " -Y [filename] Log to a file in addition to the console\n" + "\n" + " Debug\n" " -D Halt the launcher before bootstrapping AVS " - "until a" - " remote debugger is attached\n"); + "until a remote debugger is attached\n" + " -C Log all loaded and final (property) " + "configuration that launcher uses for bootstrapping. IMPORTANT: DO NOT " + "ENABLE unless you know what you are doing. This prints sensitive data " + "and credentials to the console and logfile. BE CAUTIOUS not to share " + "this information before redaction."); } void options_fini(struct options *options) { - array_fini(&options->hook_dlls); - array_fini(&options->before_hook_dlls); - array_fini(&options->iat_hook_dlls); + array_fini(&options->hook.hook_dlls); + array_fini(&options->hook.before_hook_dlls); + array_fini(&options->hook.iat_hook_dlls); + + if (options->log.level) { + free(options->log.level); + } + + if (options->eamuse.urlslash) { + free(options->eamuse.urlslash); + } } diff --git a/src/main/launcher/options.h b/src/main/launcher/options.h index 13f1c0f..c0bdfaf 100644 --- a/src/main/launcher/options.h +++ b/src/main/launcher/options.h @@ -4,25 +4,53 @@ #include #include +#include "core/log-bt.h" +#include "core/log.h" + +#include "launcher/bootstrap-config.h" + #include "util/array.h" +// Launcher options (cmd params) are limited to: +// - Options to run a (vanilla) game without additional launcher features, e.g. +// hooking +// - Options that are handy to have for development/debugging purpose, e.g. +// quickly switching on/off +// logging levels +// +// Everything else is driven by a composable configuration file (launcher.xml) struct options { - size_t std_heap_size; - size_t avs_heap_size; - const char *app_config_path; - const char *avs_config_path; - const char *ea3_config_path; - const char *softid; - const char *pcbid; - const char *module; - const char *logfile; - struct array hook_dlls; - struct array before_hook_dlls; - struct array iat_hook_dlls; - bool remote_debugger; - const char *override_service; - bool override_urlslash_enabled; - bool override_urlslash_value; + struct options_launcher { + const char *config_path; + } launcher; + + struct options_bootstrap { + const char *config_path; + const char *selector; + } bootstrap; + + struct options_log { + enum core_log_bt_log_level *level; + const char *file_path; + } log; + + struct options_eamuse { + const char *softid; + const char *pcbid; + const char *service_url; + bool *urlslash; + } eamuse; + + struct options_hook { + struct array hook_dlls; + struct array before_hook_dlls; + struct array iat_hook_dlls; + } hook; + + struct options_debug { + bool remote_debugger; + bool log_property_configs; + } debug; }; void options_init(struct options *options); diff --git a/src/main/launcher/property-util.c b/src/main/launcher/property-util.c new file mode 100644 index 0000000..20a7f91 --- /dev/null +++ b/src/main/launcher/property-util.c @@ -0,0 +1,891 @@ +#define LOG_MODULE "property-util" + +#include + +#include +#include +#include +#include + +#include "avs-util/error.h" + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/property-util.h" + +#include "util/mem.h" +#include "util/str.h" + +#define PROPERTY_STRUCTURE_META_SIZE 576 + +typedef void (*rewinder)(uint32_t context); + +struct cstring_read_handle { + const char *buffer; + size_t buffer_len; + size_t offset; +}; + +struct property_util_node_merge_ctx { + const char *path; + const struct property_util_node_merge_strategies *strategies; +}; + +static struct property *property_util_do_load( + avs_reader_t reader, rewinder rewinder, uint32_t context, const char *name) +{ + struct property *prop; + void *buffer; + int nbytes; + + nbytes = property_read_query_memsize(reader, context, 0, 0); + + if (nbytes < 0) { + log_fatal("%s: Error querying configuration file", name); + } + + buffer = xmalloc(nbytes); + prop = property_create( + PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | + PROPERTY_FLAG_APPEND, + buffer, + nbytes); + + if (!prop) { + log_fatal( + "%s: Creating property failed: %s", + name, + avs_util_property_error_get_and_clear(prop)); + } + + rewinder(context); + + if (!property_insert_read(prop, 0, reader, context)) { + log_fatal( + "%s: Error reading configuration file: %s", + name, + avs_util_property_error_get_and_clear(prop)); + } + + return prop; +} + +static int property_util_fread(uint32_t context, void *bytes, size_t nbytes) +{ + FILE *f; + + f = TlsGetValue(context); + + return fread(bytes, 1, nbytes, f); +} + +static void property_util_frewind(uint32_t context) +{ + FILE *f = TlsGetValue(context); + rewind(f); +} + +static void property_util_log_node_tree_rec( + struct property_node *parent_node, const char *parent_path) +{ + char cur_path[PROPERTY_NODE_PATH_LEN_MAX]; + char cur_node_name[PROPERTY_NODE_NAME_SIZE_MAX]; + + struct property_node *child_node; + enum property_type property_type; + + int8_t value_s8; + int16_t value_s16; + int32_t value_s32; + int64_t value_s64; + uint8_t value_u8; + uint16_t value_u16; + uint32_t value_u32; + uint64_t value_u64; + char value_str[4096]; + bool value_bool; + + avs_error error; + + // Carry on the full root path down the node tree + property_node_name(parent_node, cur_node_name, sizeof(cur_node_name)); + + str_cpy(cur_path, sizeof(cur_path), parent_path); + str_cat(cur_path, sizeof(cur_path), "/"); + str_cat(cur_path, sizeof(cur_path), cur_node_name); + + child_node = property_node_traversal(parent_node, TRAVERSE_FIRST_CHILD); + + // parent node is a leaf node, print all data of it + if (child_node == NULL) { + property_type = property_node_type(parent_node); + + switch (property_type) { + case PROPERTY_TYPE_VOID: + log_misc("%s: ", cur_path); + break; + + case PROPERTY_TYPE_S8: + property_node_read( + parent_node, property_type, &value_s8, sizeof(value_s8)); + log_misc("%s: %" PRId8, cur_path, value_s8); + break; + + case PROPERTY_TYPE_S16: + property_node_read( + parent_node, property_type, &value_s16, sizeof(value_s16)); + log_misc("%s: %" PRId16, cur_path, value_s16); + break; + + case PROPERTY_TYPE_S32: + property_node_read( + parent_node, property_type, &value_s32, sizeof(value_s32)); + log_misc("%s: %" PRId32, cur_path, value_s32); + break; + + case PROPERTY_TYPE_S64: + property_node_read( + parent_node, property_type, &value_s64, sizeof(value_s64)); + log_misc("%s: %" PRId64, cur_path, value_s64); + break; + + case PROPERTY_TYPE_U8: + property_node_read( + parent_node, property_type, &value_u8, sizeof(value_u8)); + log_misc("%s: %" PRIu8, cur_path, value_u8); + break; + + case PROPERTY_TYPE_U16: + property_node_read( + parent_node, property_type, &value_u16, sizeof(value_u16)); + log_misc("%s: %" PRIu16, cur_path, value_u16); + break; + + case PROPERTY_TYPE_U32: + property_node_read( + parent_node, property_type, &value_u32, sizeof(value_u32)); + log_misc("%s: %" PRIu32, cur_path, value_u32); + break; + + case PROPERTY_TYPE_U64: + property_node_read( + parent_node, property_type, &value_u64, sizeof(value_u64)); + log_misc("%s: %" PRIu64, cur_path, value_u64); + break; + + case PROPERTY_TYPE_STR: + property_node_read( + parent_node, property_type, value_str, sizeof(value_str)); + log_misc("%s: %s", cur_path, value_str); + + break; + + case PROPERTY_TYPE_BOOL: + property_node_read( + parent_node, + property_type, + &value_bool, + sizeof(value_bool)); + log_misc("%s: %d", cur_path, value_bool); + + break; + + case PROPERTY_TYPE_BIN: + log_misc("%s: ", cur_path); + break; + + case PROPERTY_TYPE_ATTR: + error = property_node_read( + parent_node, property_type, value_str, sizeof(value_str)); + + if (AVS_IS_ERROR(error)) { + log_fatal( + "%s, property read failed: %s", + cur_path, + avs_util_error_str(error)); + } + + log_misc("%s@: %s", cur_path, value_str); + + break; + + case PROPERTY_TYPE_VOID_WITH_ATTRIBUTES: + log_misc("%s: ", cur_path); + + child_node = + property_node_traversal(parent_node, TRAVERSE_FIRST_ATTR); + + while (child_node) { + property_util_log_node_tree_rec(child_node, cur_path); + + child_node = property_node_traversal( + child_node, TRAVERSE_NEXT_SIBLING); + } + + break; + + case PROPERTY_TYPE_STR_WITH_ATTRIBUTES: + error = property_node_read( + parent_node, property_type, value_str, sizeof(value_str)); + + if (AVS_IS_ERROR(error)) { + log_fatal( + "%s, property read failed: %s", + cur_path, + avs_util_error_str(error)); + } + + log_misc("%s: %s", cur_path, value_str); + + child_node = + property_node_traversal(parent_node, TRAVERSE_FIRST_ATTR); + + while (child_node) { + property_util_log_node_tree_rec(child_node, cur_path); + + child_node = property_node_traversal( + child_node, TRAVERSE_NEXT_SIBLING); + } + + break; + + default: + log_misc("%s: (%d)", cur_path, property_type); + break; + } + } else { + while (child_node) { + property_util_log_node_tree_rec(child_node, cur_path); + + child_node = + property_node_traversal(child_node, TRAVERSE_NEXT_SIBLING); + } + } +} + +static int +property_util_cstring_read(uint32_t context, void *bytes, size_t nbytes) +{ + int result = 0; + struct cstring_read_handle *h = TlsGetValue(context); + + if (h->offset < h->buffer_len) { + result = min(nbytes, h->buffer_len - h->offset); + memcpy(bytes, (const void *) (h->buffer + h->offset), result); + h->offset += result; + } + return result; +} + +static void property_util_cstring_rewind(uint32_t context) +{ + struct cstring_read_handle *h = TlsGetValue(context); + h->offset = 0; +} + +static int property_util_avs_read(uint32_t context, void *bytes, size_t nbytes) +{ + avs_desc desc = (avs_desc) context; + return avs_fs_read(desc, bytes, nbytes); +} + +static void property_util_avs_rewind(uint32_t context) +{ + avs_desc desc = (avs_desc) context; + avs_fs_lseek(desc, 0, AVS_SEEK_SET); +} + +static void _property_util_node_merge_recursive( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx) +{ + uint8_t i; + bool consumed; + struct property_node *result; + + const struct property_util_node_merge_ctx *ctx_; + struct property_util_node_merge_ctx ctx_next; + + char parent_name[PROPERTY_NODE_NAME_SIZE_MAX]; + char parent_path[PROPERTY_NODE_PATH_LEN_MAX]; + + log_assert(source); + log_assert(ctx); + + ctx_ = (const struct property_util_node_merge_ctx *) ctx; + + log_assert(ctx_->path); + log_assert(ctx_->strategies); + log_assert(ctx_->strategies->num > 0); + + // Default to copying to an empty node + if (!parent) { + result = property_node_clone(parent_property, NULL, source, true); + + if (!result) { + log_fatal("Copying '%s' into empty parent failed", ctx_->path); + } + + return; + } + + property_node_name(parent, parent_name, sizeof(parent_name)); + + str_cpy(parent_path, sizeof(parent_path), ctx_->path); + str_cat(parent_path, sizeof(parent_path), "/"); + str_cat(parent_path, sizeof(parent_path), parent_name); + + ctx_next.path = parent_path; + ctx_next.strategies = ctx_->strategies; + + consumed = false; + + // Apply given strategies, one MUST consume + for (i = 0; i < ctx_->strategies->num; i++) { + log_assert(ctx_->strategies->entry[i].path); + + // path == "" matches everything + if (str_eq(ctx_->strategies->entry[i].path, "") || + str_eq(ctx_->strategies->entry[i].path, parent_path)) { + + consumed = ctx_->strategies->entry[i].merge_strategy_do( + parent_property, + parent, + source, + &ctx_next, + _property_util_node_merge_recursive); + + log_misc( + "Merge strategy for '%s' consumed: %d", + ctx_->strategies->entry[i].path, + consumed); + + if (consumed) { + break; + } + } + } + + log_assert(consumed); +} + +void property_util_log(struct property *property) +{ + property_util_log_node_tree_rec(property_search(property, NULL, "/"), ""); +} + +void property_util_node_log(struct property_node *node) +{ + property_util_log_node_tree_rec(node, ""); +} + +struct property *property_util_load(const char *filename) +{ + FILE *f; + uint32_t f_keyhole; + struct property *prop; + + log_assert(filename); + + /* AVS callbacks are only given a 32-bit context parameter, even in 64-bit + builds of AVS. We allocate a 32-bit TLS key and pass the context in this + manner instead. Inefficient, but it works. */ + + f = fopen(filename, "r"); + + f_keyhole = TlsAlloc(); + TlsSetValue(f_keyhole, f); + + if (f == NULL) { + log_fatal("%s: Error opening configuration file", filename); + } + + prop = property_util_do_load( + property_util_fread, property_util_frewind, f_keyhole, filename); + + TlsFree(f_keyhole); + + fclose(f); + + return prop; +} + +struct property *property_util_avs_fs_load(const char *filename) +{ + avs_desc desc; + struct property *prop; + + log_assert(filename); + + desc = avs_fs_open(filename, AVS_FILE_READ, AVS_FILE_FLAG_SHARE_READ); + + if (!desc) { + log_fatal("%s: Error opening configuration file", filename); + } + + prop = property_util_do_load( + property_util_avs_read, property_util_avs_rewind, desc, filename); + + avs_fs_close(desc); + + return prop; +} + +struct property *property_util_cstring_load(const char *cstring) +{ + uint32_t s_keyhole; + struct property *prop; + + log_assert(cstring); + + // see above + struct cstring_read_handle read_handle; + read_handle.buffer = cstring; + read_handle.buffer_len = strlen(cstring); + read_handle.offset = 0; + + s_keyhole = TlsAlloc(); + TlsSetValue(s_keyhole, &read_handle); + + prop = property_util_do_load( + property_util_cstring_read, + property_util_cstring_rewind, + s_keyhole, + ""); + + TlsFree(s_keyhole); + + return prop; +} + +struct property *property_util_clone(struct property *property) +{ + struct property *clone; + size_t size; + void *buffer; + + struct property_node *node_property; + struct property_node *node_clone; + + log_assert(property); + + size = property_util_property_query_real_size(property); + + buffer = xmalloc(size); + + clone = property_create( + PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | + PROPERTY_FLAG_APPEND, + buffer, + size); + + if (!clone) { + log_fatal("Creating property failed"); + } + + node_property = property_search(property, NULL, "/"); + node_clone = property_search(clone, NULL, "/"); + + if (!property_node_clone(clone, node_clone, node_property, true)) { + log_fatal( + "Cloning property data failed: %s", + avs_util_property_error_get_and_clear(clone)); + } + + return clone; +} + +void property_util_free(struct property *prop) +{ + void *buffer; + + buffer = property_desc_to_buffer(prop); + property_destroy(prop); + free(buffer); +} + +uint32_t property_util_property_query_real_size(struct property *property) +{ + avs_error size; + + log_assert(property); + + // Returns the size of the actual data in the property structure only + // Hence, using that size only, allocating another buffer for a copy + // of this might fail or copying the data will fail because the buffer + // is too small + size = property_query_size(property); + + if (AVS_IS_ERROR(size)) { + log_fatal( + "Querying property size failed: %s", avs_util_error_str(size)); + } + + // Hack: *2 to have enough space and not cut off data when cloning/copying + // property data because...reasons? I haven't figured this one out and + // there doesn't seem to be an actual API call for that to return the + // "true" size that allows the caller to figure out how much memory + // they have to allocate to create a copy of the property structure + // with property_create and + return (PROPERTY_STRUCTURE_META_SIZE + size) * 2; +} + +void property_util_node_u8_replace( + struct property *property, + struct property_node *node, + const char *name, + uint8_t val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_U8, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_u16_replace( + struct property *property, + struct property_node *node, + const char *name, + uint16_t val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_U16, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_u32_replace( + struct property *property, + struct property_node *node, + const char *name, + uint32_t val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_U32, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_str_replace( + struct property *property, + struct property_node *node, + const char *name, + const char *val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_STR, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_bool_replace( + struct property *property, + struct property_node *node, + const char *name, + bool val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_BOOL, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_attribute_replace( + struct property *property, + struct property_node *node, + const char *name, + const char *val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_ATTR, name, val); +} + +struct property * +property_util_many_merge(struct property **properties, size_t count) +{ + struct property *merged_property; + struct property *tmp; + int i; + + log_assert(properties); + log_assert(count > 0); + + merged_property = property_util_clone(properties[0]); + + if (count == 1) { + return merged_property; + } + + for (i = 1; i < count; i++) { + tmp = property_util_merge(merged_property, properties[i]); + + property_util_free(merged_property); + merged_property = tmp; + } + + return merged_property; +} + +struct property *property_util_node_extract(struct property_node *node) +{ + struct property *property; + struct property_node *root_node; + uint32_t size; + void *buffer; + struct property_node *result; + + if (!node) { + return NULL; + } + + // Hack: Is it even possible to get the size of a (sub-) node without + // the property? 256kb should be fine for now, even for larger + // configurations. Obviously, this scales horribly and wastes a lot of + // memory for most smaller sub-nodes + size = 1024 * 256; + + buffer = xmalloc(size); + property = property_create( + PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | + PROPERTY_FLAG_APPEND, + buffer, + size); + root_node = property_search(property, NULL, ""); + + result = property_node_clone(property, root_node, node, true); + + if (!result) { + log_fatal("Cloning node into empty property failed"); + } + + return property; +} + +struct property * +property_util_merge(struct property *parent, struct property *source) +{ + struct property_util_node_merge_strategies strategies; + + log_assert(parent); + log_assert(source); + + strategies.num = 1; + + strategies.entry[0].path = ""; + strategies.entry[0].merge_strategy_do = + property_util_node_merge_default_strategy_do; + + return property_util_merge_with_strategies(parent, source, &strategies); +} + +struct property *property_util_merge_with_strategies( + struct property *parent, + struct property *source, + const struct property_util_node_merge_strategies *strategies) +{ + struct property_util_node_merge_ctx ctx; + size_t total_size; + void *buffer; + struct property *merged; + struct property_node *parent_node; + struct property_node *source_node; + + log_assert(parent); + log_assert(source); + log_assert(strategies); + + // We can't estimate how these two are being merged as in how much new + // data is being inserted from source into parent. Therefore, worse-case + // estimate memory requirement for no overlap + total_size = 0; + total_size += property_util_property_query_real_size(parent); + total_size += property_util_property_query_real_size(source); + + buffer = xmalloc(total_size); + + merged = property_create( + PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | + PROPERTY_FLAG_APPEND, + buffer, + total_size); + + ctx.path = ""; + ctx.strategies = strategies; + + parent_node = property_search(parent, NULL, "/"); + + if (!property_node_clone(merged, NULL, parent_node, true)) { + log_fatal( + "Copying parent base failed: %s", + avs_util_property_error_get_and_clear(merged)); + } + + // Grab parent_node from merged property which is the target one to merge + // into + parent_node = property_search(merged, NULL, "/"); + source_node = property_search(source, NULL, "/"); + + _property_util_node_merge_recursive(merged, parent_node, source_node, &ctx); + + return merged; +} + +bool property_util_node_merge_default_strategy_do( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx, + property_util_node_merge_recursion_do_t node_merge_recursion_do) +{ + struct property_node *result; + + struct property_node *parent_child; + struct property_node *source_child; + struct property_node *source_child_child; + + char child_node_name[PROPERTY_NODE_NAME_SIZE_MAX]; + + log_assert(parent); + log_assert(source); + + source_child = property_node_traversal(source, TRAVERSE_FIRST_CHILD); + + while (source_child) { + property_node_name( + source_child, child_node_name, sizeof(child_node_name)); + + parent_child = property_search(NULL, parent, child_node_name); + + if (parent_child) { + source_child_child = + property_node_traversal(source_child, TRAVERSE_FIRST_CHILD); + + if (source_child_child) { + // Continue recursion if there are actually more children + node_merge_recursion_do( + parent_property, parent_child, source_child, ctx); + } else { + // Found identical leaf node, remove the matching parent's child + // and copy the source child over to the parent and terminate + // the recursion + property_node_remove(parent_child); + result = property_node_clone( + parent_property, parent, source_child, true); + + if (!result) { + log_fatal( + "Replacing leaf node '%s' failed", child_node_name); + } + } + } else { + // Could not find an identical child on parent, copy source + // recursively to parent + result = property_node_clone( + parent_property, parent, source_child, true); + + if (!result) { + log_fatal("Deep copying child '%s' failed", child_node_name); + } + } + + source_child = + property_node_traversal(source_child, TRAVERSE_NEXT_SIBLING); + } + + // Default strategy always consumes + return true; +} diff --git a/src/main/launcher/property-util.h b/src/main/launcher/property-util.h new file mode 100644 index 0000000..ba59479 --- /dev/null +++ b/src/main/launcher/property-util.h @@ -0,0 +1,99 @@ +#ifndef PROPERTY_UTIL_H +#define PROPERTY_UTIL_H + +#include + +#include "imports/avs.h" + +// Guestimate, should be long enough, I hope? +#define PROPERTY_NODE_PATH_LEN_MAX 4096 +// 256 found in AVS code as size used on property_node_name +#define PROPERTY_NODE_NAME_SIZE_MAX 256 +// Guestimate, should be enough, I hope? +#define PROPERTY_NODE_ATTR_NAME_SIZE_MAX 128 + +#define PROPERTY_UTIL_MAX_NODE_NAME_RESOLVERS 4 + +typedef void (*property_util_node_merge_recursion_do_t)( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx); + +typedef bool (*property_util_node_merge_strategy_do_t)( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx, + property_util_node_merge_recursion_do_t node_merge_recursion_do); + +struct property_util_node_merge_strategies { + struct { + const char *path; + property_util_node_merge_strategy_do_t merge_strategy_do; + } entry[PROPERTY_UTIL_MAX_NODE_NAME_RESOLVERS]; + uint8_t num; +}; + +void property_util_log(struct property *property); +void property_util_node_log(struct property_node *node); +struct property *property_util_load(const char *filename); +struct property *property_util_avs_fs_load(const char *filename); +struct property *property_util_cstring_load(const char *cstring); +struct property *property_util_clone(struct property *property); +void property_util_free(struct property *prop); +uint32_t property_util_property_query_real_size(struct property *property); +void property_util_node_u8_replace( + struct property *property, + struct property_node *node, + const char *name, + uint8_t val); +void property_util_node_u16_replace( + struct property *property, + struct property_node *node, + const char *name, + uint16_t val); +void property_util_node_u32_replace( + struct property *property, + struct property_node *node, + const char *name, + uint32_t val); +void property_util_node_str_replace( + struct property *property, + struct property_node *node, + const char *name, + const char *val); +void property_util_node_bool_replace( + struct property *property, + struct property_node *node, + const char *name, + bool val); +void property_util_node_attribute_replace( + struct property *property, + struct property_node *node, + const char *name, + const char *val); + +struct property * +property_util_many_merge(struct property **properties, size_t count); +struct property *property_util_node_extract(struct property_node *node); + +struct property * +property_util_merge(struct property *parent, struct property *source); + +// Strategies are applied in order and first consumer terminates +// applying further strategies Typically, you want to include the default +// strategy after your custom strategies for special cases +struct property *property_util_merge_with_strategies( + struct property *parent, + struct property *source, + const struct property_util_node_merge_strategies *strategies); + +bool property_util_node_merge_default_strategy_do( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx, + property_util_node_merge_recursion_do_t node_merge_recursion_do); + +#endif diff --git a/src/main/launcher/property.c b/src/main/launcher/property.c deleted file mode 100644 index 2f5ded9..0000000 --- a/src/main/launcher/property.c +++ /dev/null @@ -1,135 +0,0 @@ -#include - -#include -#include -#include - -#include "imports/avs.h" - -#include "launcher/property.h" - -#include "util/log.h" -#include "util/mem.h" - -static int boot_property_fread(uint32_t context, void *bytes, size_t nbytes) -{ - FILE *f; - - f = TlsGetValue(context); - - return fread(bytes, 1, nbytes, f); -} - -struct cstring_read_handle { - const char *buffer; - size_t buffer_len; - size_t offset; -}; - -static int -boot_property_cstring_read(uint32_t context, void *bytes, size_t nbytes) -{ - int result = 0; - struct cstring_read_handle *h = TlsGetValue(context); - - if (h->offset < h->buffer_len) { - result = min(nbytes, h->buffer_len - h->offset); - memcpy(bytes, (const void *) (h->buffer + h->offset), result); - h->offset += result; - } - return result; -} - -struct property *boot_property_load(const char *filename) -{ - struct property *prop; - void *buffer; - int nbytes; - FILE *f; - uint32_t f_keyhole; - - /* AVS callbacks are only given a 32-bit context parameter, even in 64-bit - builds of AVS. We allocate a 32-bit TLS key and pass the context in this - manner instead. Inefficient, but it works. */ - - f = fopen(filename, "r"); - - f_keyhole = TlsAlloc(); - TlsSetValue(f_keyhole, f); - - if (f == NULL) { - log_fatal("%s: Error opening configuration file", filename); - } - - nbytes = property_read_query_memsize(boot_property_fread, f_keyhole, 0, 0); - - if (nbytes < 0) { - log_fatal("%s: Error querying configuration file", filename); - } - - buffer = xmalloc(nbytes); - prop = property_create( - PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | - PROPERTY_FLAG_APPEND, - buffer, - nbytes); - rewind(f); - - if (!property_insert_read(prop, 0, boot_property_fread, f_keyhole)) { - log_fatal("%s: Error reading configuration file", filename); - } - - TlsFree(f_keyhole); - - fclose(f); - - return prop; -} -struct property *boot_property_load_cstring(const char *cstring) -{ - struct property *prop; - void *buffer; - int nbytes; - uint32_t s_keyhole; - - // see above - struct cstring_read_handle read_handle; - read_handle.buffer = cstring; - read_handle.buffer_len = strlen(cstring); - read_handle.offset = 0; - - s_keyhole = TlsAlloc(); - TlsSetValue(s_keyhole, &read_handle); - - nbytes = property_read_query_memsize( - boot_property_cstring_read, s_keyhole, 0, 0); - - if (nbytes < 0) { - log_fatal("Error querying configuration string"); - } - - buffer = xmalloc(nbytes); - prop = property_create( - PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | - PROPERTY_FLAG_APPEND, - buffer, - nbytes); - - read_handle.offset = 0; - if (!property_insert_read(prop, 0, boot_property_cstring_read, s_keyhole)) { - log_fatal("Error inserting configuration string"); - } - - TlsFree(s_keyhole); - - return prop; -} - -void boot_property_free(struct property *prop) -{ - void *buffer; - - buffer = property_desc_to_buffer(prop); - property_destroy(prop); - free(buffer); -} diff --git a/src/main/launcher/property.h b/src/main/launcher/property.h deleted file mode 100644 index c3f14d0..0000000 --- a/src/main/launcher/property.h +++ /dev/null @@ -1,10 +0,0 @@ -#ifndef LAUNCHER_PROPERTY_H -#define LAUNCHER_PROPERTY_H - -#include "imports/avs.h" - -struct property *boot_property_load(const char *filename); -struct property *boot_property_load_cstring(const char *cstring); -void boot_property_free(struct property *prop); - -#endif diff --git a/src/main/launcher/stubs.c b/src/main/launcher/stubs.c index a524273..4c0b253 100644 --- a/src/main/launcher/stubs.c +++ b/src/main/launcher/stubs.c @@ -1,3 +1,5 @@ +#define LOG_MODULE "stubs" + #include #include @@ -5,12 +7,13 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "launcher/stubs.h" #include "util/defs.h" -#include "util/log.h" struct ikey_status { uint32_t field_0; @@ -116,6 +119,8 @@ static void *STDCALL my_GetProcAddress(HMODULE dll, const char *name) void stubs_init(void) { + log_info("Init"); + hook_table_apply( NULL, "kernel32.dll", stub_hook_syms, lengthof(stub_hook_syms)); } From ab6c3fc8bc03542a4466154ed398fe74bf233d21 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:07:54 +0100 Subject: [PATCH 031/118] fix(hook): Add missing hook_table_revert impl Allow hooks to cleanup when they are shut down. --- src/main/hook/table.c | 82 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 82 insertions(+) diff --git a/src/main/hook/table.c b/src/main/hook/table.c index ed67b3b..067ea75 100644 --- a/src/main/hook/table.c +++ b/src/main/hook/table.c @@ -15,12 +15,21 @@ static const size_t apiset_prefix_len = sizeof(apiset_prefix) - 1; static void hook_table_apply_to_all( const char *depname, const struct hook_symbol *syms, size_t nsyms); +static void hook_table_revert_to_all( + const char *depname, const struct hook_symbol *syms, size_t nsyms); + static void hook_table_apply_to_iid( HMODULE target, const pe_iid_t *iid, const struct hook_symbol *syms, size_t nsyms); +static void hook_table_revert_to_iid( + HMODULE target, + const pe_iid_t *iid, + const struct hook_symbol *syms, + size_t nsyms); + static bool hook_table_match_module( HMODULE target, const char *iid_name, const char *depname); @@ -44,6 +53,23 @@ static void hook_table_apply_to_all( } } +static void hook_table_revert_to_all( + const char *depname, const struct hook_symbol *syms, size_t nsyms) +{ + const peb_dll_t *dll; + HMODULE pe; + + for (dll = peb_dll_get_first(); dll != NULL; dll = peb_dll_get_next(dll)) { + pe = peb_dll_get_base(dll); + + if (pe == NULL) { + continue; /* ?? Happens sometimes. */ + } + + hook_table_revert(pe, depname, syms, nsyms); + } +} + void hook_table_apply( HMODULE target, const char *depname, @@ -73,6 +99,35 @@ void hook_table_apply( } } +void hook_table_revert( + HMODULE target, + const char *depname, + const struct hook_symbol *syms, + size_t nsyms) +{ + const pe_iid_t *iid; + const char *iid_name; + + assert(depname != NULL); + assert(syms != NULL || nsyms == 0); + + if (target == NULL) { + /* Call out, which will then call us back repeatedly. Awkward, but + viewed from the outside it's good for usability. */ + + hook_table_revert_to_all(depname, syms, nsyms); + } else { + for (iid = pe_iid_get_first(target); iid != NULL; + iid = pe_iid_get_next(target, iid)) { + iid_name = pe_iid_get_name(target, iid); + + if (hook_table_match_module(target, iid_name, depname)) { + hook_table_revert_to_iid(target, iid, syms, nsyms); + } + } + } +} + static void hook_table_apply_to_iid( HMODULE target, const pe_iid_t *iid, @@ -101,6 +156,33 @@ static void hook_table_apply_to_iid( } } +static void hook_table_revert_to_iid( + HMODULE target, + const pe_iid_t *iid, + const struct hook_symbol *syms, + size_t nsyms) +{ + struct pe_iat_entry iate; + size_t i; + size_t j; + const struct hook_symbol *sym; + + i = 0; + + while (pe_iid_get_iat_entry(target, iid, i++, &iate) == S_OK) { + for (j = 0; j < nsyms; j++) { + sym = &syms[j]; + + if (hook_table_match_proc(&iate, sym)) { + // Only revert-able if the original pointer was stored previously + if (sym->link != NULL && *sym->link != NULL) { + pe_patch(iate.ppointer, sym->link, sizeof(*sym->link)); + } + } + } + } +} + static bool hook_table_match_module( HMODULE target, const char *iid_name, const char *depname) { From d8a5619a51f40f2822f82aa89518666e3b7f62cc Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:08:26 +0100 Subject: [PATCH 032/118] refactor(dist): Config and .bat files Move everything to new launcher.xml configuration files. Adjust the bootstrapping of launcher in the .bat files. Features such as copying the default props/ files to nvram are now handled by launcher. Using the PATH variable, bemanitools binaries can live in their own dedicated bemanitools/ subfolder next to props/ and modules/ now. All original binaries are expected to be kept in a modules/ folder like on stock data. --- Module.mk | 86 ++++++++++++++++++++++++++++++++++++ dist/bst/gamestart1.bat | 34 +++++++++++--- dist/bst/gamestart2.bat | 34 +++++++++++--- dist/bst/launcher-01.xml | 75 +++++++++++++++++++++++++++++++ dist/bst/launcher-02.xml | 75 +++++++++++++++++++++++++++++++ dist/ddr/gamestart-12.bat | 41 ++++++++++++++--- dist/ddr/gamestart-13.bat | 41 ++++++++++++++--- dist/ddr/gamestart-14.bat | 46 +++++++++++++++---- dist/ddr/gamestart-15.bat | 46 +++++++++++++++---- dist/ddr/gamestart-16.bat | 47 ++++++++++++++++---- dist/ddr/gamestart-17.bat | 47 ++++++++++++++++---- dist/ddr/gamestart-18.bat | 47 ++++++++++++++++---- dist/ddr/launcher-12.xml | 75 +++++++++++++++++++++++++++++++ dist/ddr/launcher-13.xml | 75 +++++++++++++++++++++++++++++++ dist/ddr/launcher-14.xml | 75 +++++++++++++++++++++++++++++++ dist/ddr/launcher-15.xml | 75 +++++++++++++++++++++++++++++++ dist/ddr/launcher-16.xml | 76 +++++++++++++++++++++++++++++++ dist/ddr/launcher-17.xml | 76 +++++++++++++++++++++++++++++++ dist/ddr/launcher-18.xml | 76 +++++++++++++++++++++++++++++++ dist/iidx/ea3-ident.xml | 10 +++++ dist/iidx/eamuse-server.xml | 6 +++ dist/iidx/gamestart-18.bat | 36 +++++++++++---- dist/iidx/gamestart-19.bat | 36 +++++++++++---- dist/iidx/gamestart-20.bat | 34 +++++++++++--- dist/iidx/gamestart-21.bat | 34 +++++++++++--- dist/iidx/gamestart-22.bat | 34 +++++++++++--- dist/iidx/gamestart-23.bat | 34 +++++++++++--- dist/iidx/gamestart-24.bat | 34 +++++++++++--- dist/iidx/gamestart-25.bat | 40 ++++++++++++----- dist/iidx/gamestart-26.bat | 40 ++++++++++++----- dist/iidx/gamestart-27.bat | 40 ++++++++++++----- dist/iidx/gamestart-28.bat | 40 ++++++++++++----- dist/iidx/gamestart-29.bat | 40 ++++++++++++----- dist/iidx/gamestart-30.bat | 40 ++++++++++++----- dist/iidx/launcher-18.xml | 75 +++++++++++++++++++++++++++++++ dist/iidx/launcher-19.xml | 75 +++++++++++++++++++++++++++++++ dist/iidx/launcher-20.xml | 75 +++++++++++++++++++++++++++++++ dist/iidx/launcher-21.xml | 75 +++++++++++++++++++++++++++++++ dist/iidx/launcher-22.xml | 75 +++++++++++++++++++++++++++++++ dist/iidx/launcher-23.xml | 75 +++++++++++++++++++++++++++++++ dist/iidx/launcher-24.xml | 75 +++++++++++++++++++++++++++++++ dist/iidx/launcher-25.xml | 74 +++++++++++++++++++++++++++++++ dist/iidx/launcher-26.xml | 74 +++++++++++++++++++++++++++++++ dist/iidx/launcher-27.xml | 69 +++++++++++++++++++++++++++++ dist/iidx/launcher-28.xml | 69 +++++++++++++++++++++++++++++ dist/iidx/launcher-29.xml | 69 +++++++++++++++++++++++++++++ dist/iidx/launcher-30.xml | 69 +++++++++++++++++++++++++++++ dist/iidx/pcbid.xml | 7 +++ dist/jb/ea3-ident.xml | 10 +++++ dist/jb/eamuse-server.xml | 6 +++ dist/jb/gamestart-03.bat | 35 ++++++++++++--- dist/jb/gamestart-04.bat | 35 ++++++++++++--- dist/jb/launcher-03.xml | 75 +++++++++++++++++++++++++++++++ dist/jb/launcher-04.xml | 75 +++++++++++++++++++++++++++++++ dist/jb/pcbid.xml | 7 +++ dist/sdvx/ea3-ident.xml | 10 +++++ dist/sdvx/eamuse-server.xml | 6 +++ dist/sdvx/gamestart.bat | 35 +++++++++++++++ dist/sdvx/launcher.xml | 75 +++++++++++++++++++++++++++++++ dist/sdvx/pcbid.xml | 7 +++ dist/sdvx5/ea3-ident.xml | 10 +++++ dist/sdvx5/eamuse-server.xml | 6 +++ dist/sdvx5/gamestart-cn.bat | 41 ++++++++++++----- dist/sdvx5/gamestart.bat | 40 ++++++++++++----- dist/sdvx5/launcher-cn.xml | 74 +++++++++++++++++++++++++++++++ dist/sdvx5/launcher.xml | 74 +++++++++++++++++++++++++++++++ dist/sdvx5/pcbid.xml | 7 +++ dist/shared/ea3-ident.xml | 11 +++++ dist/shared/ea3-license.xml | 8 ++++ dist/shared/ea3-service.xml | 7 +++ 70 files changed, 3050 insertions(+), 205 deletions(-) create mode 100644 dist/bst/launcher-01.xml create mode 100644 dist/bst/launcher-02.xml create mode 100644 dist/ddr/launcher-12.xml create mode 100644 dist/ddr/launcher-13.xml create mode 100644 dist/ddr/launcher-14.xml create mode 100644 dist/ddr/launcher-15.xml create mode 100644 dist/ddr/launcher-16.xml create mode 100644 dist/ddr/launcher-17.xml create mode 100644 dist/ddr/launcher-18.xml create mode 100644 dist/iidx/ea3-ident.xml create mode 100644 dist/iidx/eamuse-server.xml create mode 100644 dist/iidx/launcher-18.xml create mode 100644 dist/iidx/launcher-19.xml create mode 100644 dist/iidx/launcher-20.xml create mode 100644 dist/iidx/launcher-21.xml create mode 100644 dist/iidx/launcher-22.xml create mode 100644 dist/iidx/launcher-23.xml create mode 100644 dist/iidx/launcher-24.xml create mode 100644 dist/iidx/launcher-25.xml create mode 100644 dist/iidx/launcher-26.xml create mode 100644 dist/iidx/launcher-27.xml create mode 100644 dist/iidx/launcher-28.xml create mode 100644 dist/iidx/launcher-29.xml create mode 100644 dist/iidx/launcher-30.xml create mode 100644 dist/iidx/pcbid.xml create mode 100644 dist/jb/ea3-ident.xml create mode 100644 dist/jb/eamuse-server.xml create mode 100644 dist/jb/launcher-03.xml create mode 100644 dist/jb/launcher-04.xml create mode 100644 dist/jb/pcbid.xml create mode 100644 dist/sdvx/ea3-ident.xml create mode 100644 dist/sdvx/eamuse-server.xml create mode 100644 dist/sdvx/launcher.xml create mode 100644 dist/sdvx/pcbid.xml create mode 100644 dist/sdvx5/ea3-ident.xml create mode 100644 dist/sdvx5/eamuse-server.xml create mode 100644 dist/sdvx5/launcher-cn.xml create mode 100644 dist/sdvx5/launcher.xml create mode 100644 dist/sdvx5/pcbid.xml create mode 100644 dist/shared/ea3-ident.xml create mode 100644 dist/shared/ea3-license.xml create mode 100644 dist/shared/ea3-service.xml diff --git a/Module.mk b/Module.mk index 41d179a..beef698 100644 --- a/Module.mk +++ b/Module.mk @@ -325,6 +325,10 @@ $(zipdir)/iidx-18.zip: \ dist/iidx/config.bat \ dist/iidx/gamestart-18.bat \ dist/iidx/iidxhook-18.conf \ + dist/iidx/launcher-18.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -356,6 +360,10 @@ $(zipdir)/iidx-19.zip: \ dist/iidx/config.bat \ dist/iidx/gamestart-19.bat \ dist/iidx/iidxhook-19.conf \ + dist/iidx/launcher-19.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -372,6 +380,10 @@ $(zipdir)/iidx-20.zip: \ dist/iidx/config.bat \ dist/iidx/gamestart-20.bat \ dist/iidx/iidxhook-20.conf \ + dist/iidx/launcher-20.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -409,6 +421,13 @@ $(zipdir)/iidx-21-to-24.zip: \ dist/iidx/iidxhook-22.conf \ dist/iidx/iidxhook-23.conf \ dist/iidx/iidxhook-24.conf \ + dist/iidx/launcher-21.xml \ + dist/iidx/launcher-22.xml \ + dist/iidx/launcher-23.xml \ + dist/iidx/launcher-24.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -427,6 +446,11 @@ $(zipdir)/iidx-25-to-26.zip: \ dist/iidx/gamestart-26.bat \ dist/iidx/iidxhook-25.conf \ dist/iidx/iidxhook-26.conf \ + dist/iidx/launcher-25.xml \ + dist/iidx/launcher-26.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -449,6 +473,13 @@ $(zipdir)/iidx-27-to-30.zip: \ dist/iidx/iidxhook-28.conf \ dist/iidx/iidxhook-29.conf \ dist/iidx/iidxhook-30.conf \ + dist/iidx/launcher-27.xml \ + dist/iidx/launcher-28.xml \ + dist/iidx/launcher-29.xml \ + dist/iidx/launcher-30.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -517,6 +548,10 @@ $(zipdir)/jb-03.zip: \ build/bin/indep-32/jbio.dll \ dist/jb/config.bat \ dist/jb/gamestart-03.bat \ + dist/jb/launcher-03.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -530,6 +565,10 @@ $(zipdir)/jb-04.zip: \ build/bin/indep-32/jbio.dll \ dist/jb/config.bat \ dist/jb/gamestart-03.bat \ + dist/jb/launcher-03.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -543,6 +582,10 @@ $(zipdir)/jb-05-to-07.zip: \ build/bin/indep-32/jbio.dll \ dist/jb/config.bat \ dist/jb/gamestart-04.bat \ + dist/jb/launcher-04.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -556,6 +599,10 @@ $(zipdir)/jb-08.zip: \ build/bin/indep-32/jbio.dll \ dist/jb/config.bat \ dist/jb/gamestart-04.bat \ + dist/jb/launcher-04.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -580,6 +627,10 @@ $(zipdir)/sdvx-01-to-04.zip: \ build/bin/indep-32/sdvxio.dll \ dist/sdvx/config.bat \ dist/sdvx/gamestart.bat \ + dist/sdvx/launcher.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -594,6 +645,10 @@ $(zipdir)/sdvx-05-to-06.zip: \ dist/sdvx5/config.bat \ dist/sdvx5/gamestart.bat \ dist/sdvx5/sdvxhook2.conf \ + dist/sdvx5/launcher.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -608,6 +663,10 @@ $(zipdir)/sdvx-05-cn.zip: \ dist/sdvx5/config.bat \ dist/sdvx5/gamestart-cn.bat \ dist/sdvx5/sdvxhook2-cn.conf \ + dist/sdvx5/launcher-cn.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -682,6 +741,10 @@ $(zipdir)/ddr-12.zip: \ build/bin/indep-32/geninput.dll \ dist/ddr/config.bat \ dist/ddr/gamestart-12.bat \ + dist/ddr/launcher-12.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -698,6 +761,10 @@ $(zipdir)/ddr-13.zip: \ build/bin/indep-32/geninput.dll \ dist/ddr/config.bat \ dist/ddr/gamestart-13.bat \ + dist/ddr/launcher-13.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -718,6 +785,14 @@ $(zipdir)/ddr-14-to-18.zip: \ dist/ddr/gamestart-16.bat \ dist/ddr/gamestart-17.bat \ dist/ddr/gamestart-18.bat \ + dist/ddr/launcher-14.xml \ + dist/ddr/launcher-15.xml \ + dist/ddr/launcher-16.xml \ + dist/ddr/launcher-17.xml \ + dist/ddr/launcher-18.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -736,6 +811,12 @@ $(zipdir)/ddr-16-to-18-x64.zip: \ dist/ddr/gamestart-16.bat \ dist/ddr/gamestart-17.bat \ dist/ddr/gamestart-18.bat \ + dist/ddr/launcher-16.xml \ + dist/ddr/launcher-17.xml \ + dist/ddr/launcher-18.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -774,6 +855,11 @@ $(zipdir)/bst.zip: \ dist/bst/config.bat \ dist/bst/gamestart1.bat \ dist/bst/gamestart2.bat \ + dist/bst/launcher-01.xml \ + dist/bst/launcher-02.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ diff --git a/dist/bst/gamestart1.bat b/dist/bst/gamestart1.bat index 5a3a915..5bca8eb 100644 --- a/dist/bst/gamestart1.bat +++ b/dist/bst/gamestart1.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K bsthook.dll -E prop/ea3-config-1.xml beatstream1.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-01.xml %* \ No newline at end of file diff --git a/dist/bst/gamestart2.bat b/dist/bst/gamestart2.bat index 8b6f53f..55340c3 100644 --- a/dist/bst/gamestart2.bat +++ b/dist/bst/gamestart2.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K bsthook.dll -E prop/ea3-config-2.xml beatstream2.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-02.xml %* \ No newline at end of file diff --git a/dist/bst/launcher-01.xml b/dist/bst/launcher-01.xml new file mode 100644 index 0000000..b62630e --- /dev/null +++ b/dist/bst/launcher-01.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + ∂ + + info + + + /dev/nvram/ea3-config.xml + + + beatstream1.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-server.xml + + + + bsthook.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/bst/launcher-02.xml b/dist/bst/launcher-02.xml new file mode 100644 index 0000000..fdad81d --- /dev/null +++ b/dist/bst/launcher-02.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + beatstream2.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + bsthook.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/gamestart-12.bat b/dist/ddr/gamestart-12.bat index 7df3fa3..03daa9c 100644 --- a/dist/ddr/gamestart-12.bat +++ b/dist/ddr/gamestart-12.bat @@ -1,11 +1,42 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s k-clvsd.dll -regsvr32 /s xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll -.\launcher.exe -K .\ddrhook2.dll .\ddr.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-13.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-13.bat b/dist/ddr/gamestart-13.bat index 7df3fa3..03daa9c 100644 --- a/dist/ddr/gamestart-13.bat +++ b/dist/ddr/gamestart-13.bat @@ -1,11 +1,42 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s k-clvsd.dll -regsvr32 /s xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll -.\launcher.exe -K .\ddrhook2.dll .\ddr.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-13.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-14.bat b/dist/ddr/gamestart-14.bat index 2ad5212..2364f52 100644 --- a/dist/ddr/gamestart-14.bat +++ b/dist/ddr/gamestart-14.bat @@ -1,14 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\share-config.xml copy prop\share-config.xml conf\nvram\share-config.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s k-clvsd.dll -regsvr32 /s xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -K .\ddrhook2.dll .\mdxja_945.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-14.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-15.bat b/dist/ddr/gamestart-15.bat index 2ad5212..9730117 100644 --- a/dist/ddr/gamestart-15.bat +++ b/dist/ddr/gamestart-15.bat @@ -1,14 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\share-config.xml copy prop\share-config.xml conf\nvram\share-config.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s k-clvsd.dll -regsvr32 /s xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -K .\ddrhook2.dll .\mdxja_945.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-15.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-16.bat b/dist/ddr/gamestart-16.bat index d108118..b176cb3 100644 --- a/dist/ddr/gamestart-16.bat +++ b/dist/ddr/gamestart-16.bat @@ -1,15 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s com\k-clvsd.dll -regsvr32 /s com\xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -H 33554432 -K .\ddrhook2.dll .\arkmdxp3.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-17.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-17.bat b/dist/ddr/gamestart-17.bat index d108118..89c15da 100644 --- a/dist/ddr/gamestart-17.bat +++ b/dist/ddr/gamestart-17.bat @@ -1,15 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s com\k-clvsd.dll -regsvr32 /s com\xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -H 33554432 -K .\ddrhook2.dll .\arkmdxp3.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-17.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll diff --git a/dist/ddr/gamestart-18.bat b/dist/ddr/gamestart-18.bat index d108118..d73ddf3 100644 --- a/dist/ddr/gamestart-18.bat +++ b/dist/ddr/gamestart-18.bat @@ -1,15 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s com\k-clvsd.dll -regsvr32 /s com\xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -H 33554432 -K .\ddrhook2.dll .\arkmdxp3.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-18.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll diff --git a/dist/ddr/launcher-12.xml b/dist/ddr/launcher-12.xml new file mode 100644 index 0000000..54c0284 --- /dev/null +++ b/dist/ddr/launcher-12.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 31457280 + 31457280 + + + info + + + /dev/nvram/ea3-config.xml + + + ddr.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-13.xml b/dist/ddr/launcher-13.xml new file mode 100644 index 0000000..54c0284 --- /dev/null +++ b/dist/ddr/launcher-13.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 31457280 + 31457280 + + + info + + + /dev/nvram/ea3-config.xml + + + ddr.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-14.xml b/dist/ddr/launcher-14.xml new file mode 100644 index 0000000..9ae27ac --- /dev/null +++ b/dist/ddr/launcher-14.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 31457280 + 31457280 + + + info + + + /dev/nvram/ea3-config.xml + + + mdxja_945.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-15.xml b/dist/ddr/launcher-15.xml new file mode 100644 index 0000000..9ae27ac --- /dev/null +++ b/dist/ddr/launcher-15.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 31457280 + 31457280 + + + info + + + /dev/nvram/ea3-config.xml + + + mdxja_945.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-16.xml b/dist/ddr/launcher-16.xml new file mode 100644 index 0000000..cdf16d5 --- /dev/null +++ b/dist/ddr/launcher-16.xml @@ -0,0 +1,76 @@ + + + + bemanitools_local_fs + + + + + + + + + + + + prop/avs-config.xml + 33554432 + 1048576 + + + info + + + /dev/nvram/ea3-config.xml + + + arkmdxp3.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-17.xml b/dist/ddr/launcher-17.xml new file mode 100644 index 0000000..cdf16d5 --- /dev/null +++ b/dist/ddr/launcher-17.xml @@ -0,0 +1,76 @@ + + + + bemanitools_local_fs + + + + + + + + + + + + prop/avs-config.xml + 33554432 + 1048576 + + + info + + + /dev/nvram/ea3-config.xml + + + arkmdxp3.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-18.xml b/dist/ddr/launcher-18.xml new file mode 100644 index 0000000..cdf16d5 --- /dev/null +++ b/dist/ddr/launcher-18.xml @@ -0,0 +1,76 @@ + + + + bemanitools_local_fs + + + + + + + + + + + + prop/avs-config.xml + 33554432 + 1048576 + + + info + + + /dev/nvram/ea3-config.xml + + + arkmdxp3.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/ea3-ident.xml b/dist/iidx/ea3-ident.xml new file mode 100644 index 0000000..e24a9b9 --- /dev/null +++ b/dist/iidx/ea3-ident.xml @@ -0,0 +1,10 @@ + + + + LDJ + J + A + A + 2022082400 + + \ No newline at end of file diff --git a/dist/iidx/eamuse-server.xml b/dist/iidx/eamuse-server.xml new file mode 100644 index 0000000..bc70644 --- /dev/null +++ b/dist/iidx/eamuse-server.xml @@ -0,0 +1,6 @@ + + + + http://localhost + + \ No newline at end of file diff --git a/dist/iidx/gamestart-18.bat b/dist/iidx/gamestart-18.bat index cce99b0..4777dd9 100755 --- a/dist/iidx/gamestart-18.bat +++ b/dist/iidx/gamestart-18.bat @@ -1,14 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist d mkdir d -if not exist e mkdir e -if not exist f mkdir f +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% -launcher -K iidxhook4.dll bm2dx.dll --config iidxhook-18.conf %* +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-18.xml --config %BEMANITOOLS_DIR%\iidxhook-18.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-19.bat b/dist/iidx/gamestart-19.bat index 8bfd580..03c22b0 100755 --- a/dist/iidx/gamestart-19.bat +++ b/dist/iidx/gamestart-19.bat @@ -1,14 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist d mkdir d -if not exist e mkdir e -if not exist f mkdir f +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% -launcher -K iidxhook5.dll bm2dx.dll --config iidxhook-19.conf %* +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-19.xml --config %BEMANITOOLS_DIR%\iidxhook-19.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-20.bat b/dist/iidx/gamestart-20.bat index 2dac80e..f579f2e 100755 --- a/dist/iidx/gamestart-20.bat +++ b/dist/iidx/gamestart-20.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook6.dll bm2dx.dll --config iidxhook-20.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-20.xml --config %BEMANITOOLS_DIR%\iidxhook-20.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-21.bat b/dist/iidx/gamestart-21.bat index b79d641..9ec039d 100755 --- a/dist/iidx/gamestart-21.bat +++ b/dist/iidx/gamestart-21.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-21.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-21.xml --config %BEMANITOOLS_DIR%\iidxhook-21.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-22.bat b/dist/iidx/gamestart-22.bat index d10a945..d284786 100755 --- a/dist/iidx/gamestart-22.bat +++ b/dist/iidx/gamestart-22.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-22.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-22.xml --config %BEMANITOOLS_DIR%\iidxhook-22.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-23.bat b/dist/iidx/gamestart-23.bat index 656e1fe..33cceb1 100755 --- a/dist/iidx/gamestart-23.bat +++ b/dist/iidx/gamestart-23.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-23.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-23.xml --config %BEMANITOOLS_DIR%\iidxhook-23.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-24.bat b/dist/iidx/gamestart-24.bat index 283020c..94fa8b2 100755 --- a/dist/iidx/gamestart-24.bat +++ b/dist/iidx/gamestart-24.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-24.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-24.xml --config %BEMANITOOLS_DIR%\iidxhook-24.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-25.bat b/dist/iidx/gamestart-25.bat index edff294..2d6b6c7 100644 --- a/dist/iidx/gamestart-25.bat +++ b/dist/iidx/gamestart-25.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -K iidxhook8.dll bm2dx.dll --config iidxhook-25.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-25.xml --config %BEMANITOOLS_DIR%\iidxhook-25.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-26.bat b/dist/iidx/gamestart-26.bat index d41b72b..dc06460 100644 --- a/dist/iidx/gamestart-26.bat +++ b/dist/iidx/gamestart-26.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -K iidxhook8.dll bm2dx.dll --config iidxhook-26.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-26.xml --config %BEMANITOOLS_DIR%\iidxhook-26.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-27.bat b/dist/iidx/gamestart-27.bat index 04a3909..d034f84 100644 --- a/dist/iidx/gamestart-27.bat +++ b/dist/iidx/gamestart-27.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-27.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-27.xml --config %BEMANITOOLS_DIR%\iidxhook-27.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-28.bat b/dist/iidx/gamestart-28.bat index 1abb520..cfc18e4 100644 --- a/dist/iidx/gamestart-28.bat +++ b/dist/iidx/gamestart-28.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-28.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-28.xml --config %BEMANITOOLS_DIR%\iidxhook-28.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-29.bat b/dist/iidx/gamestart-29.bat index 1029b8c..64a02a5 100644 --- a/dist/iidx/gamestart-29.bat +++ b/dist/iidx/gamestart-29.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-29.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-29.xml --config %BEMANITOOLS_DIR%\iidxhook-29.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-30.bat b/dist/iidx/gamestart-30.bat index 776d7e8..61f7720 100644 --- a/dist/iidx/gamestart-30.bat +++ b/dist/iidx/gamestart-30.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -modules\launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-30.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-30.xml --config %BEMANITOOLS_DIR%\iidxhook-30.conf %* \ No newline at end of file diff --git a/dist/iidx/launcher-18.xml b/dist/iidx/launcher-18.xml new file mode 100644 index 0000000..74bf35e --- /dev/null +++ b/dist/iidx/launcher-18.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook4.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-19.xml b/dist/iidx/launcher-19.xml new file mode 100644 index 0000000..1749cfb --- /dev/null +++ b/dist/iidx/launcher-19.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook5.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-20.xml b/dist/iidx/launcher-20.xml new file mode 100644 index 0000000..7af7ce4 --- /dev/null +++ b/dist/iidx/launcher-20.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook6.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-21.xml b/dist/iidx/launcher-21.xml new file mode 100644 index 0000000..502407b --- /dev/null +++ b/dist/iidx/launcher-21.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook7.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-22.xml b/dist/iidx/launcher-22.xml new file mode 100644 index 0000000..502407b --- /dev/null +++ b/dist/iidx/launcher-22.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook7.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-23.xml b/dist/iidx/launcher-23.xml new file mode 100644 index 0000000..502407b --- /dev/null +++ b/dist/iidx/launcher-23.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook7.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-24.xml b/dist/iidx/launcher-24.xml new file mode 100644 index 0000000..502407b --- /dev/null +++ b/dist/iidx/launcher-24.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook7.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-25.xml b/dist/iidx/launcher-25.xml new file mode 100644 index 0000000..733a880 --- /dev/null +++ b/dist/iidx/launcher-25.xml @@ -0,0 +1,74 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook8.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-26.xml b/dist/iidx/launcher-26.xml new file mode 100644 index 0000000..733a880 --- /dev/null +++ b/dist/iidx/launcher-26.xml @@ -0,0 +1,74 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook8.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-27.xml b/dist/iidx/launcher-27.xml new file mode 100644 index 0000000..736ee63 --- /dev/null +++ b/dist/iidx/launcher-27.xml @@ -0,0 +1,69 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + boot + + + + + + + + + + bemanitools/ea3-service.xml + + + + + + iidxhook9.dll + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-28.xml b/dist/iidx/launcher-28.xml new file mode 100644 index 0000000..736ee63 --- /dev/null +++ b/dist/iidx/launcher-28.xml @@ -0,0 +1,69 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + boot + + + + + + + + + + bemanitools/ea3-service.xml + + + + + + iidxhook9.dll + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-29.xml b/dist/iidx/launcher-29.xml new file mode 100644 index 0000000..736ee63 --- /dev/null +++ b/dist/iidx/launcher-29.xml @@ -0,0 +1,69 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + boot + + + + + + + + + + bemanitools/ea3-service.xml + + + + + + iidxhook9.dll + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-30.xml b/dist/iidx/launcher-30.xml new file mode 100644 index 0000000..736ee63 --- /dev/null +++ b/dist/iidx/launcher-30.xml @@ -0,0 +1,69 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + boot + + + + + + + + + + bemanitools/ea3-service.xml + + + + + + iidxhook9.dll + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/pcbid.xml b/dist/iidx/pcbid.xml new file mode 100644 index 0000000..bc50cde --- /dev/null +++ b/dist/iidx/pcbid.xml @@ -0,0 +1,7 @@ + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/jb/ea3-ident.xml b/dist/jb/ea3-ident.xml new file mode 100644 index 0000000..e24a9b9 --- /dev/null +++ b/dist/jb/ea3-ident.xml @@ -0,0 +1,10 @@ + + + + LDJ + J + A + A + 2022082400 + + \ No newline at end of file diff --git a/dist/jb/eamuse-server.xml b/dist/jb/eamuse-server.xml new file mode 100644 index 0000000..bc70644 --- /dev/null +++ b/dist/jb/eamuse-server.xml @@ -0,0 +1,6 @@ + + + + http://localhost + + \ No newline at end of file diff --git a/dist/jb/gamestart-03.bat b/dist/jb/gamestart-03.bat index 76acc78..39e1b8f 100644 --- a/dist/jb/gamestart-03.bat +++ b/dist/jb/gamestart-03.bat @@ -1,11 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\ea3-config.xml copy prop\ea3-config.xml dev\nvram\ea3-config.xml -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -H 33554432 -K jbhook2.dll jubeat.dll -v +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-03.xml -v %* \ No newline at end of file diff --git a/dist/jb/gamestart-04.bat b/dist/jb/gamestart-04.bat index 245e314..14d95e7 100644 --- a/dist/jb/gamestart-04.bat +++ b/dist/jb/gamestart-04.bat @@ -1,11 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\ea3-config.xml copy prop\ea3-config.xml dev\nvram\ea3-config.xml -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -H 33554432 -K jbhook3.dll jubeat.dll +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-04.xml %* \ No newline at end of file diff --git a/dist/jb/launcher-03.xml b/dist/jb/launcher-03.xml new file mode 100644 index 0000000..095b2f6 --- /dev/null +++ b/dist/jb/launcher-03.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 33554432 + 33554432 + + + info + + + /dev/nvram/ea3-config.xml + + + jubeat.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + jbhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/jb/launcher-04.xml b/dist/jb/launcher-04.xml new file mode 100644 index 0000000..1c85a3c --- /dev/null +++ b/dist/jb/launcher-04.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 33554432 + 33554432 + + + info + + + /dev/nvram/ea3-config.xml + + + jubeat.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + jbhook3.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/jb/pcbid.xml b/dist/jb/pcbid.xml new file mode 100644 index 0000000..bc50cde --- /dev/null +++ b/dist/jb/pcbid.xml @@ -0,0 +1,7 @@ + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/sdvx/ea3-ident.xml b/dist/sdvx/ea3-ident.xml new file mode 100644 index 0000000..e24a9b9 --- /dev/null +++ b/dist/sdvx/ea3-ident.xml @@ -0,0 +1,10 @@ + + + + LDJ + J + A + A + 2022082400 + + \ No newline at end of file diff --git a/dist/sdvx/eamuse-server.xml b/dist/sdvx/eamuse-server.xml new file mode 100644 index 0000000..bc70644 --- /dev/null +++ b/dist/sdvx/eamuse-server.xml @@ -0,0 +1,6 @@ + + + + http://localhost + + \ No newline at end of file diff --git a/dist/sdvx/gamestart.bat b/dist/sdvx/gamestart.bat index a286325..4e97b92 100644 --- a/dist/sdvx/gamestart.bat +++ b/dist/sdvx/gamestart.bat @@ -8,3 +8,38 @@ if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin if not exist dev\raw mkdir dev\raw launcher -K sdvxhook.dll soundvoltex.dll %* + +@echo off + +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher.xml %* \ No newline at end of file diff --git a/dist/sdvx/launcher.xml b/dist/sdvx/launcher.xml new file mode 100644 index 0000000..4876ca7 --- /dev/null +++ b/dist/sdvx/launcher.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + soundvoltex.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + sdvxhook.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/sdvx/pcbid.xml b/dist/sdvx/pcbid.xml new file mode 100644 index 0000000..bc50cde --- /dev/null +++ b/dist/sdvx/pcbid.xml @@ -0,0 +1,7 @@ + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/sdvx5/ea3-ident.xml b/dist/sdvx5/ea3-ident.xml new file mode 100644 index 0000000..e24a9b9 --- /dev/null +++ b/dist/sdvx5/ea3-ident.xml @@ -0,0 +1,10 @@ + + + + LDJ + J + A + A + 2022082400 + + \ No newline at end of file diff --git a/dist/sdvx5/eamuse-server.xml b/dist/sdvx5/eamuse-server.xml new file mode 100644 index 0000000..bc70644 --- /dev/null +++ b/dist/sdvx5/eamuse-server.xml @@ -0,0 +1,6 @@ + + + + http://localhost + + \ No newline at end of file diff --git a/dist/sdvx5/gamestart-cn.bat b/dist/sdvx5/gamestart-cn.bat index 8435bd7..265fce1 100644 --- a/dist/sdvx5/gamestart-cn.bat +++ b/dist/sdvx5/gamestart-cn.bat @@ -1,17 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\c.dest echo $null >> dev\raw\c.dest -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 268435456 -K sdvxhook2-cn.dll soundvoltex.dll --config sdvxhook2-cn.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-cn.xml --config %BEMANITOOLS_DIR%\sdvxhook2-cn.conf %* \ No newline at end of file diff --git a/dist/sdvx5/gamestart.bat b/dist/sdvx5/gamestart.bat index c1b41dd..2db9289 100644 --- a/dist/sdvx5/gamestart.bat +++ b/dist/sdvx5/gamestart.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 268435456 -K sdvxhook2.dll soundvoltex.dll --config sdvxhook2.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher.xml --config %BEMANITOOLS_DIR%\sdvxhook2.conf %* \ No newline at end of file diff --git a/dist/sdvx5/launcher-cn.xml b/dist/sdvx5/launcher-cn.xml new file mode 100644 index 0000000..4ec2939 --- /dev/null +++ b/dist/sdvx5/launcher-cn.xml @@ -0,0 +1,74 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 268435456 + + + info + + + /dev/nvram/ea3-config.xml + + + soundvoltex.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + sdvxhook2-cn.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/sdvx5/launcher.xml b/dist/sdvx5/launcher.xml new file mode 100644 index 0000000..3ae97c1 --- /dev/null +++ b/dist/sdvx5/launcher.xml @@ -0,0 +1,74 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 268435456 + + + info + + + /dev/nvram/ea3-config.xml + + + soundvoltex.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + sdvxhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/sdvx5/pcbid.xml b/dist/sdvx5/pcbid.xml new file mode 100644 index 0000000..bc50cde --- /dev/null +++ b/dist/sdvx5/pcbid.xml @@ -0,0 +1,7 @@ + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/shared/ea3-ident.xml b/dist/shared/ea3-ident.xml new file mode 100644 index 0000000..ae4161e --- /dev/null +++ b/dist/shared/ea3-ident.xml @@ -0,0 +1,11 @@ + + + + + 000 + A + A + A + 1969032100 + + \ No newline at end of file diff --git a/dist/shared/ea3-license.xml b/dist/shared/ea3-license.xml new file mode 100644 index 0000000..fef3534 --- /dev/null +++ b/dist/shared/ea3-license.xml @@ -0,0 +1,8 @@ + + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/shared/ea3-service.xml b/dist/shared/ea3-service.xml new file mode 100644 index 0000000..ffaaa43 --- /dev/null +++ b/dist/shared/ea3-service.xml @@ -0,0 +1,7 @@ + + + + + http://localhost + + \ No newline at end of file From 6a320a38c0edad8843aa2c5dc7bd97951063b160 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:08:26 +0100 Subject: [PATCH 033/118] fix(mingw): Version upgrade caused this to error HRESULT not defined fixed by including windows header --- src/main/hook/com-proxy.h | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/main/hook/com-proxy.h b/src/main/hook/com-proxy.h index 94671b7..71d2953 100644 --- a/src/main/hook/com-proxy.h +++ b/src/main/hook/com-proxy.h @@ -1,5 +1,7 @@ #pragma once +#include + #include #include From 5833197b036d3821597f9d412a10aeccf60f43b3 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:07:54 +0100 Subject: [PATCH 034/118] fix(hook): Add missing hook_table_revert impl Allow hooks to cleanup when they are shut down. --- src/main/hook/table.c | 82 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 82 insertions(+) diff --git a/src/main/hook/table.c b/src/main/hook/table.c index ed67b3b..067ea75 100644 --- a/src/main/hook/table.c +++ b/src/main/hook/table.c @@ -15,12 +15,21 @@ static const size_t apiset_prefix_len = sizeof(apiset_prefix) - 1; static void hook_table_apply_to_all( const char *depname, const struct hook_symbol *syms, size_t nsyms); +static void hook_table_revert_to_all( + const char *depname, const struct hook_symbol *syms, size_t nsyms); + static void hook_table_apply_to_iid( HMODULE target, const pe_iid_t *iid, const struct hook_symbol *syms, size_t nsyms); +static void hook_table_revert_to_iid( + HMODULE target, + const pe_iid_t *iid, + const struct hook_symbol *syms, + size_t nsyms); + static bool hook_table_match_module( HMODULE target, const char *iid_name, const char *depname); @@ -44,6 +53,23 @@ static void hook_table_apply_to_all( } } +static void hook_table_revert_to_all( + const char *depname, const struct hook_symbol *syms, size_t nsyms) +{ + const peb_dll_t *dll; + HMODULE pe; + + for (dll = peb_dll_get_first(); dll != NULL; dll = peb_dll_get_next(dll)) { + pe = peb_dll_get_base(dll); + + if (pe == NULL) { + continue; /* ?? Happens sometimes. */ + } + + hook_table_revert(pe, depname, syms, nsyms); + } +} + void hook_table_apply( HMODULE target, const char *depname, @@ -73,6 +99,35 @@ void hook_table_apply( } } +void hook_table_revert( + HMODULE target, + const char *depname, + const struct hook_symbol *syms, + size_t nsyms) +{ + const pe_iid_t *iid; + const char *iid_name; + + assert(depname != NULL); + assert(syms != NULL || nsyms == 0); + + if (target == NULL) { + /* Call out, which will then call us back repeatedly. Awkward, but + viewed from the outside it's good for usability. */ + + hook_table_revert_to_all(depname, syms, nsyms); + } else { + for (iid = pe_iid_get_first(target); iid != NULL; + iid = pe_iid_get_next(target, iid)) { + iid_name = pe_iid_get_name(target, iid); + + if (hook_table_match_module(target, iid_name, depname)) { + hook_table_revert_to_iid(target, iid, syms, nsyms); + } + } + } +} + static void hook_table_apply_to_iid( HMODULE target, const pe_iid_t *iid, @@ -101,6 +156,33 @@ static void hook_table_apply_to_iid( } } +static void hook_table_revert_to_iid( + HMODULE target, + const pe_iid_t *iid, + const struct hook_symbol *syms, + size_t nsyms) +{ + struct pe_iat_entry iate; + size_t i; + size_t j; + const struct hook_symbol *sym; + + i = 0; + + while (pe_iid_get_iat_entry(target, iid, i++, &iate) == S_OK) { + for (j = 0; j < nsyms; j++) { + sym = &syms[j]; + + if (hook_table_match_proc(&iate, sym)) { + // Only revert-able if the original pointer was stored previously + if (sym->link != NULL && *sym->link != NULL) { + pe_patch(iate.ppointer, sym->link, sizeof(*sym->link)); + } + } + } + } +} + static bool hook_table_match_module( HMODULE target, const char *iid_name, const char *depname) { From f5b8af3f2acc820597ecccc69d52675119d79cde Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:14:42 +0100 Subject: [PATCH 035/118] feat(dev): Add a separate docker dev container Improve the development experience by providing an additional docker container that can be started and used as an interactive development environment. It provides all the tools and a stable environment for building (identical to the build container). --- Dockerfile => Dockerfile.build | 0 Dockerfile.dev | 21 +++++++++++++++++++ GNUmakefile | 38 ++++++++++++++++++++++++++-------- 3 files changed, 50 insertions(+), 9 deletions(-) rename Dockerfile => Dockerfile.build (100%) create mode 100644 Dockerfile.dev diff --git a/Dockerfile b/Dockerfile.build similarity index 100% rename from Dockerfile rename to Dockerfile.build diff --git a/Dockerfile.dev b/Dockerfile.dev new file mode 100644 index 0000000..00c5108 --- /dev/null +++ b/Dockerfile.dev @@ -0,0 +1,21 @@ +FROM --platform=amd64 debian:11.6-slim@sha256:f7d141c1ec6af549958a7a2543365a7829c2cdc4476308ec2e182f8a7c59b519 + +LABEL description="Development environment for bemanitools" + +# mingw-w64-gcc has 32-bit and 64-bit toolchains +RUN apt-get update && apt-get install -y --no-install-recommends \ + mingw-w64 \ + mingw-w64-common \ + make \ + zip \ + git \ + clang-format \ + python3-pip \ + && rm -rf /var/lib/apt/lists/* + +RUN pip3 install mdformat + +RUN mkdir /bemanitools +WORKDIR /bemanitools + +ENV SHELL /bin/bash \ No newline at end of file diff --git a/GNUmakefile b/GNUmakefile index 8328962..9aef0b1 100644 --- a/GNUmakefile +++ b/GNUmakefile @@ -13,8 +13,10 @@ BUILDDIR ?= build builddir_docker := $(BUILDDIR)/docker -docker_container_name := "bemanitools-build" -docker_image_name := "bemanitools-build:latest" +docker_build_container_name := "bemanitools-build" +docker_build_image_name := "bemanitools-build:latest" +docker_dev_container_name := "bemanitools-dev" +docker_dev_image_name := "bemanitools-dev:latest" depdir := $(BUILDDIR)/dep objdir := $(BUILDDIR)/obj @@ -41,6 +43,7 @@ FORCE: .PHONY: \ build-docker \ +dev-docker \ clean \ code-format \ doc-format \ @@ -89,21 +92,38 @@ version: $(V)echo "$(gitrev)" > version build-docker: - $(V)docker rm -f $(docker_container_name) 2> /dev/null || true + $(V)docker rm -f $(docker_build_container_name) 2> /dev/null || true $(V)docker \ build \ - -t $(docker_image_name) \ - -f Dockerfile \ + -t $(docker_build_image_name) \ + -f Dockerfile.build \ . $(V)docker \ run \ --volume $(shell pwd):/bemanitools \ - --name $(docker_container_name) \ - $(docker_image_name) + --name $(docker_build_container_name) \ + $(docker_build_image_name) + +dev-docker: + $(V)docker rm -f $(docker_dev_container_name) 2> /dev/null || true + $(V)docker \ + build \ + -t $(docker_dev_image_name) \ + -f Dockerfile.dev \ + . + $(V)docker \ + run \ + --interactive \ + --tty \ + --volume $(shell pwd):/bemanitools \ + --name $(docker_dev_container_name) \ + $(docker_dev_image_name) clean-docker: - $(V)docker rm -f $(docker_container_name) || true - $(V)docker image rm -f $(docker_image_name) || true + $(V)docker rm -f $(docker_dev_container_name) || true + $(V)docker image rm -f $(docker_dev_image_name) || true + $(V)docker rm -f $(docker_build_container_name) || true + $(V)docker image rm -f $(docker_build_image_name) || true $(V)rm -rf $(BUILDDIR) # From 8804e667b34e0ce3efc9ba73819d7c7a0ae5d100 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:14:42 +0100 Subject: [PATCH 036/118] feat(avs): Add property get and clear error functions Use these to improve error handling by allowing one to provide additional error information on property related operations. --- src/imports/avs.h | 3 +++ src/imports/import_32_0_avs.def | 2 ++ src/imports/import_32_1002_avs.def | 2 ++ src/imports/import_32_1101_avs.def | 2 ++ src/imports/import_32_1304_avs.def | 2 ++ src/imports/import_32_1306_avs.def | 2 ++ src/imports/import_32_1403_avs.def | 2 ++ src/imports/import_32_1508_avs.def | 2 ++ src/imports/import_32_1601_avs.def | 2 ++ src/imports/import_32_1603_avs.def | 2 ++ src/imports/import_32_1700_avs.def | 2 ++ src/imports/import_32_803_avs.def | 2 ++ src/imports/import_64_1508_avs.def | 2 ++ src/imports/import_64_1509_avs.def | 2 ++ src/imports/import_64_1601_avs.def | 2 ++ src/imports/import_64_1603_avs.def | 4 +++- src/imports/import_64_1700_avs.def | 2 ++ 17 files changed, 36 insertions(+), 1 deletion(-) diff --git a/src/imports/avs.h b/src/imports/avs.h index a2d439e..9dce5be 100644 --- a/src/imports/avs.h +++ b/src/imports/avs.h @@ -220,6 +220,9 @@ void property_file_write(struct property *prop, const char *path); int property_set_flag(struct property *prop, int flags, int mask); void property_destroy(struct property *prop); +avs_error property_get_error(struct property *prop); +struct property *property_clear_error(struct property *prop); + int property_psmap_import( struct property *prop, struct property_node *root, diff --git a/src/imports/import_32_0_avs.def b/src/imports/import_32_0_avs.def index 273e5be..9632ecb 100644 --- a/src/imports/import_32_0_avs.def +++ b/src/imports/import_32_0_avs.def @@ -25,6 +25,8 @@ EXPORTS property_destroy property_file_write property_insert_read + property_clear_error + property_get_error property_mem_write property_read_query_memsize property_search diff --git a/src/imports/import_32_1002_avs.def b/src/imports/import_32_1002_avs.def index e2ff5ae..cc4ee29 100644 --- a/src/imports/import_32_1002_avs.def +++ b/src/imports/import_32_1002_avs.def @@ -28,6 +28,8 @@ EXPORTS property_destroy property_file_write property_insert_read + property_clear_error + property_get_error property_mem_write property_read_query_memsize property_search diff --git a/src/imports/import_32_1101_avs.def b/src/imports/import_32_1101_avs.def index 10c59e4..776dc71 100644 --- a/src/imports/import_32_1101_avs.def +++ b/src/imports/import_32_1101_avs.def @@ -26,6 +26,8 @@ EXPORTS property_desc_to_buffer @246 NONAME property_destroy @247 NONAME property_insert_read @255 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @266 NONAME property_node_datasize @267 NONAME property_node_name @274 NONAME diff --git a/src/imports/import_32_1304_avs.def b/src/imports/import_32_1304_avs.def index f83d5a5..18dad23 100644 --- a/src/imports/import_32_1304_avs.def +++ b/src/imports/import_32_1304_avs.def @@ -25,6 +25,8 @@ EXPORTS property_desc_to_buffer @201 NONAME property_destroy @264 NONAME property_insert_read @23 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @316 NONAME property_node_datasize @249 NONAME property_node_name @255 NONAME diff --git a/src/imports/import_32_1306_avs.def b/src/imports/import_32_1306_avs.def index f963ec8..f6deed7 100644 --- a/src/imports/import_32_1306_avs.def +++ b/src/imports/import_32_1306_avs.def @@ -25,6 +25,8 @@ EXPORTS property_desc_to_buffer @201 NONAME == XC058ba50000cd property_destroy @264 NONAME == XC058ba500010f property_insert_read @23 NONAME == XC058ba5000016 + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @316 NONAME == XC058ba5000143 property_node_datasize @249 NONAME == XC058ba5000100 property_node_name @255 NONAME == XC058ba5000106 diff --git a/src/imports/import_32_1403_avs.def b/src/imports/import_32_1403_avs.def index de171c1..716d081 100644 --- a/src/imports/import_32_1403_avs.def +++ b/src/imports/import_32_1403_avs.def @@ -24,6 +24,8 @@ EXPORTS property_desc_to_buffer @131 NONAME property_destroy @130 NONAME property_insert_read @133 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_name @573 NONAME == property_node_read @573 NONAME == property_node_remove @148 NONAME diff --git a/src/imports/import_32_1508_avs.def b/src/imports/import_32_1508_avs.def index d162512..504a303 100644 --- a/src/imports/import_32_1508_avs.def +++ b/src/imports/import_32_1508_avs.def @@ -26,6 +26,8 @@ EXPORTS property_desc_to_buffer @129 NONAME property_destroy @128 NONAME property_insert_read @131 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @145 NONAME property_node_name @150 NONAME property_node_read @154 NONAME == XCd229cc0000f3 diff --git a/src/imports/import_32_1601_avs.def b/src/imports/import_32_1601_avs.def index 74332d4..286806b 100644 --- a/src/imports/import_32_1601_avs.def +++ b/src/imports/import_32_1601_avs.def @@ -19,6 +19,8 @@ EXPORTS property_destroy @125 NONAME property_desc_to_buffer @126 NONAME property_insert_read @128 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_search @141 NONAME property_node_create @142 NONAME property_node_name @147 NONAME == XCnbrep7000092 diff --git a/src/imports/import_32_1603_avs.def b/src/imports/import_32_1603_avs.def index 21f55c1..93fd07d 100644 --- a/src/imports/import_32_1603_avs.def +++ b/src/imports/import_32_1603_avs.def @@ -19,6 +19,8 @@ EXPORTS property_destroy @146 NONAME property_desc_to_buffer @147 NONAME property_insert_read @149 NONAME + property_clear_error @158 NONAME == XCnbrep700009d + property_get_error @159 NONAME == XCnbrep700009e property_search @162 NONAME property_node_create @163 NONAME property_node_name @168 NONAME == XCnbrep70000a7 diff --git a/src/imports/import_32_1700_avs.def b/src/imports/import_32_1700_avs.def index 7dc4eaa..f01bc39 100644 --- a/src/imports/import_32_1700_avs.def +++ b/src/imports/import_32_1700_avs.def @@ -21,6 +21,8 @@ EXPORTS property_destroy @146 NONAME property_desc_to_buffer @147 NONAME property_insert_read @149 NONAME + property_clear_error @158 NONAME == XCgsqzn000009d + property_get_error @159 NONAME == XCgsqzn000009e property_search @162 NONAME property_node_create @163 NONAME property_node_name @168 NONAME == XCgsqzn00000a7 diff --git a/src/imports/import_32_803_avs.def b/src/imports/import_32_803_avs.def index 37f2b3e..9340dad 100644 --- a/src/imports/import_32_803_avs.def +++ b/src/imports/import_32_803_avs.def @@ -25,6 +25,8 @@ EXPORTS property_destroy property_file_write property_insert_read + property_clear_error + property_get_error property_mem_write property_read_query_memsize property_search diff --git a/src/imports/import_64_1508_avs.def b/src/imports/import_64_1508_avs.def index 6aeaba1..1a93e7e 100644 --- a/src/imports/import_64_1508_avs.def +++ b/src/imports/import_64_1508_avs.def @@ -26,6 +26,8 @@ EXPORTS property_desc_to_buffer @129 NONAME property_destroy @128 NONAME property_insert_read @131 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @145 NONAME property_node_name @150 NONAME property_node_read @154 NONAME == XCd229cc0000f3 diff --git a/src/imports/import_64_1509_avs.def b/src/imports/import_64_1509_avs.def index fde35d6..a596513 100644 --- a/src/imports/import_64_1509_avs.def +++ b/src/imports/import_64_1509_avs.def @@ -26,6 +26,8 @@ EXPORTS property_desc_to_buffer @129 NONAME property_destroy @128 NONAME property_insert_read @131 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @145 NONAME property_node_name @573 NONAME == property_node_read @573 NONAME == diff --git a/src/imports/import_64_1601_avs.def b/src/imports/import_64_1601_avs.def index 418395f..960fb94 100644 --- a/src/imports/import_64_1601_avs.def +++ b/src/imports/import_64_1601_avs.def @@ -19,6 +19,8 @@ EXPORTS property_destroy @125 NONAME property_desc_to_buffer @126 NONAME property_insert_read @128 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_search @141 NONAME property_node_create @142 NONAME property_node_name @147 NONAME == XCnbrep7000092 diff --git a/src/imports/import_64_1603_avs.def b/src/imports/import_64_1603_avs.def index b106ab1..14f42b7 100644 --- a/src/imports/import_64_1603_avs.def +++ b/src/imports/import_64_1603_avs.def @@ -19,12 +19,14 @@ EXPORTS property_destroy @146 NONAME property_desc_to_buffer @147 NONAME property_insert_read @149 NONAME + property_clear_error @158 NONAME == XCnbrep700009d + property_get_error @159 NONAME == XCnbrep700009e property_search @162 NONAME property_node_create @163 NONAME property_node_name @168 NONAME == XCnbrep70000a7 property_node_remove @164 NONAME property_node_type @169 NONAME == XCnbrep70000a8 - property_node_clone @165 NONAME + property_node_clone @165 NONAME == XCnbrep70000a4 property_node_traversal @167 NONAME property_node_refdata @166 NONAME == XCnbrep70000a5 property_node_datasize @171 NONAME == XCnbrep70000aa diff --git a/src/imports/import_64_1700_avs.def b/src/imports/import_64_1700_avs.def index 8cddba8..3e456b5 100644 --- a/src/imports/import_64_1700_avs.def +++ b/src/imports/import_64_1700_avs.def @@ -21,6 +21,8 @@ EXPORTS property_destroy @146 NONAME property_desc_to_buffer @147 NONAME property_insert_read @149 NONAME + property_clear_error @158 NONAME == XCgsqzn000009d + property_get_error @159 NONAME == XCgsqzn000009e property_search @162 NONAME property_node_create @163 NONAME property_node_name @168 NONAME == XCgsqzn00000a7 From 6a98ce1f59e43352ad5d4c9acc75f60bb8e726df Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:14:42 +0100 Subject: [PATCH 037/118] feat(dev): Add a separate docker dev container Improve the development experience by providing an additional docker container that can be started and used as an interactive development environment. It provides all the tools and a stable environment for building (identical to the build container). --- Dockerfile => Dockerfile.build | 0 Dockerfile.dev | 21 +++++++++++++++++++ GNUmakefile | 38 ++++++++++++++++++++++++++-------- 3 files changed, 50 insertions(+), 9 deletions(-) rename Dockerfile => Dockerfile.build (100%) create mode 100644 Dockerfile.dev diff --git a/Dockerfile b/Dockerfile.build similarity index 100% rename from Dockerfile rename to Dockerfile.build diff --git a/Dockerfile.dev b/Dockerfile.dev new file mode 100644 index 0000000..00c5108 --- /dev/null +++ b/Dockerfile.dev @@ -0,0 +1,21 @@ +FROM --platform=amd64 debian:11.6-slim@sha256:f7d141c1ec6af549958a7a2543365a7829c2cdc4476308ec2e182f8a7c59b519 + +LABEL description="Development environment for bemanitools" + +# mingw-w64-gcc has 32-bit and 64-bit toolchains +RUN apt-get update && apt-get install -y --no-install-recommends \ + mingw-w64 \ + mingw-w64-common \ + make \ + zip \ + git \ + clang-format \ + python3-pip \ + && rm -rf /var/lib/apt/lists/* + +RUN pip3 install mdformat + +RUN mkdir /bemanitools +WORKDIR /bemanitools + +ENV SHELL /bin/bash \ No newline at end of file diff --git a/GNUmakefile b/GNUmakefile index 8328962..9aef0b1 100644 --- a/GNUmakefile +++ b/GNUmakefile @@ -13,8 +13,10 @@ BUILDDIR ?= build builddir_docker := $(BUILDDIR)/docker -docker_container_name := "bemanitools-build" -docker_image_name := "bemanitools-build:latest" +docker_build_container_name := "bemanitools-build" +docker_build_image_name := "bemanitools-build:latest" +docker_dev_container_name := "bemanitools-dev" +docker_dev_image_name := "bemanitools-dev:latest" depdir := $(BUILDDIR)/dep objdir := $(BUILDDIR)/obj @@ -41,6 +43,7 @@ FORCE: .PHONY: \ build-docker \ +dev-docker \ clean \ code-format \ doc-format \ @@ -89,21 +92,38 @@ version: $(V)echo "$(gitrev)" > version build-docker: - $(V)docker rm -f $(docker_container_name) 2> /dev/null || true + $(V)docker rm -f $(docker_build_container_name) 2> /dev/null || true $(V)docker \ build \ - -t $(docker_image_name) \ - -f Dockerfile \ + -t $(docker_build_image_name) \ + -f Dockerfile.build \ . $(V)docker \ run \ --volume $(shell pwd):/bemanitools \ - --name $(docker_container_name) \ - $(docker_image_name) + --name $(docker_build_container_name) \ + $(docker_build_image_name) + +dev-docker: + $(V)docker rm -f $(docker_dev_container_name) 2> /dev/null || true + $(V)docker \ + build \ + -t $(docker_dev_image_name) \ + -f Dockerfile.dev \ + . + $(V)docker \ + run \ + --interactive \ + --tty \ + --volume $(shell pwd):/bemanitools \ + --name $(docker_dev_container_name) \ + $(docker_dev_image_name) clean-docker: - $(V)docker rm -f $(docker_container_name) || true - $(V)docker image rm -f $(docker_image_name) || true + $(V)docker rm -f $(docker_dev_container_name) || true + $(V)docker image rm -f $(docker_dev_image_name) || true + $(V)docker rm -f $(docker_build_container_name) || true + $(V)docker image rm -f $(docker_build_image_name) || true $(V)rm -rf $(BUILDDIR) # From a4b3f9293550e4ea9d69e46714b6979ecac86bd9 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:14:42 +0100 Subject: [PATCH 038/118] feat(avs): Add property get and clear error functions Use these to improve error handling by allowing one to provide additional error information on property related operations. --- src/imports/avs.h | 3 +++ src/imports/import_32_0_avs.def | 2 ++ src/imports/import_32_1002_avs.def | 2 ++ src/imports/import_32_1101_avs.def | 2 ++ src/imports/import_32_1304_avs.def | 2 ++ src/imports/import_32_1306_avs.def | 2 ++ src/imports/import_32_1403_avs.def | 2 ++ src/imports/import_32_1508_avs.def | 2 ++ src/imports/import_32_1601_avs.def | 2 ++ src/imports/import_32_1603_avs.def | 2 ++ src/imports/import_32_1700_avs.def | 2 ++ src/imports/import_32_803_avs.def | 2 ++ src/imports/import_64_1508_avs.def | 2 ++ src/imports/import_64_1509_avs.def | 2 ++ src/imports/import_64_1601_avs.def | 2 ++ src/imports/import_64_1603_avs.def | 4 +++- src/imports/import_64_1700_avs.def | 2 ++ 17 files changed, 36 insertions(+), 1 deletion(-) diff --git a/src/imports/avs.h b/src/imports/avs.h index a2d439e..9dce5be 100644 --- a/src/imports/avs.h +++ b/src/imports/avs.h @@ -220,6 +220,9 @@ void property_file_write(struct property *prop, const char *path); int property_set_flag(struct property *prop, int flags, int mask); void property_destroy(struct property *prop); +avs_error property_get_error(struct property *prop); +struct property *property_clear_error(struct property *prop); + int property_psmap_import( struct property *prop, struct property_node *root, diff --git a/src/imports/import_32_0_avs.def b/src/imports/import_32_0_avs.def index 273e5be..9632ecb 100644 --- a/src/imports/import_32_0_avs.def +++ b/src/imports/import_32_0_avs.def @@ -25,6 +25,8 @@ EXPORTS property_destroy property_file_write property_insert_read + property_clear_error + property_get_error property_mem_write property_read_query_memsize property_search diff --git a/src/imports/import_32_1002_avs.def b/src/imports/import_32_1002_avs.def index e2ff5ae..cc4ee29 100644 --- a/src/imports/import_32_1002_avs.def +++ b/src/imports/import_32_1002_avs.def @@ -28,6 +28,8 @@ EXPORTS property_destroy property_file_write property_insert_read + property_clear_error + property_get_error property_mem_write property_read_query_memsize property_search diff --git a/src/imports/import_32_1101_avs.def b/src/imports/import_32_1101_avs.def index 10c59e4..776dc71 100644 --- a/src/imports/import_32_1101_avs.def +++ b/src/imports/import_32_1101_avs.def @@ -26,6 +26,8 @@ EXPORTS property_desc_to_buffer @246 NONAME property_destroy @247 NONAME property_insert_read @255 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @266 NONAME property_node_datasize @267 NONAME property_node_name @274 NONAME diff --git a/src/imports/import_32_1304_avs.def b/src/imports/import_32_1304_avs.def index f83d5a5..18dad23 100644 --- a/src/imports/import_32_1304_avs.def +++ b/src/imports/import_32_1304_avs.def @@ -25,6 +25,8 @@ EXPORTS property_desc_to_buffer @201 NONAME property_destroy @264 NONAME property_insert_read @23 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @316 NONAME property_node_datasize @249 NONAME property_node_name @255 NONAME diff --git a/src/imports/import_32_1306_avs.def b/src/imports/import_32_1306_avs.def index f963ec8..f6deed7 100644 --- a/src/imports/import_32_1306_avs.def +++ b/src/imports/import_32_1306_avs.def @@ -25,6 +25,8 @@ EXPORTS property_desc_to_buffer @201 NONAME == XC058ba50000cd property_destroy @264 NONAME == XC058ba500010f property_insert_read @23 NONAME == XC058ba5000016 + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @316 NONAME == XC058ba5000143 property_node_datasize @249 NONAME == XC058ba5000100 property_node_name @255 NONAME == XC058ba5000106 diff --git a/src/imports/import_32_1403_avs.def b/src/imports/import_32_1403_avs.def index de171c1..716d081 100644 --- a/src/imports/import_32_1403_avs.def +++ b/src/imports/import_32_1403_avs.def @@ -24,6 +24,8 @@ EXPORTS property_desc_to_buffer @131 NONAME property_destroy @130 NONAME property_insert_read @133 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_name @573 NONAME == property_node_read @573 NONAME == property_node_remove @148 NONAME diff --git a/src/imports/import_32_1508_avs.def b/src/imports/import_32_1508_avs.def index d162512..504a303 100644 --- a/src/imports/import_32_1508_avs.def +++ b/src/imports/import_32_1508_avs.def @@ -26,6 +26,8 @@ EXPORTS property_desc_to_buffer @129 NONAME property_destroy @128 NONAME property_insert_read @131 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @145 NONAME property_node_name @150 NONAME property_node_read @154 NONAME == XCd229cc0000f3 diff --git a/src/imports/import_32_1601_avs.def b/src/imports/import_32_1601_avs.def index 74332d4..286806b 100644 --- a/src/imports/import_32_1601_avs.def +++ b/src/imports/import_32_1601_avs.def @@ -19,6 +19,8 @@ EXPORTS property_destroy @125 NONAME property_desc_to_buffer @126 NONAME property_insert_read @128 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_search @141 NONAME property_node_create @142 NONAME property_node_name @147 NONAME == XCnbrep7000092 diff --git a/src/imports/import_32_1603_avs.def b/src/imports/import_32_1603_avs.def index 21f55c1..93fd07d 100644 --- a/src/imports/import_32_1603_avs.def +++ b/src/imports/import_32_1603_avs.def @@ -19,6 +19,8 @@ EXPORTS property_destroy @146 NONAME property_desc_to_buffer @147 NONAME property_insert_read @149 NONAME + property_clear_error @158 NONAME == XCnbrep700009d + property_get_error @159 NONAME == XCnbrep700009e property_search @162 NONAME property_node_create @163 NONAME property_node_name @168 NONAME == XCnbrep70000a7 diff --git a/src/imports/import_32_1700_avs.def b/src/imports/import_32_1700_avs.def index 7dc4eaa..f01bc39 100644 --- a/src/imports/import_32_1700_avs.def +++ b/src/imports/import_32_1700_avs.def @@ -21,6 +21,8 @@ EXPORTS property_destroy @146 NONAME property_desc_to_buffer @147 NONAME property_insert_read @149 NONAME + property_clear_error @158 NONAME == XCgsqzn000009d + property_get_error @159 NONAME == XCgsqzn000009e property_search @162 NONAME property_node_create @163 NONAME property_node_name @168 NONAME == XCgsqzn00000a7 diff --git a/src/imports/import_32_803_avs.def b/src/imports/import_32_803_avs.def index 37f2b3e..9340dad 100644 --- a/src/imports/import_32_803_avs.def +++ b/src/imports/import_32_803_avs.def @@ -25,6 +25,8 @@ EXPORTS property_destroy property_file_write property_insert_read + property_clear_error + property_get_error property_mem_write property_read_query_memsize property_search diff --git a/src/imports/import_64_1508_avs.def b/src/imports/import_64_1508_avs.def index 6aeaba1..1a93e7e 100644 --- a/src/imports/import_64_1508_avs.def +++ b/src/imports/import_64_1508_avs.def @@ -26,6 +26,8 @@ EXPORTS property_desc_to_buffer @129 NONAME property_destroy @128 NONAME property_insert_read @131 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @145 NONAME property_node_name @150 NONAME property_node_read @154 NONAME == XCd229cc0000f3 diff --git a/src/imports/import_64_1509_avs.def b/src/imports/import_64_1509_avs.def index fde35d6..a596513 100644 --- a/src/imports/import_64_1509_avs.def +++ b/src/imports/import_64_1509_avs.def @@ -26,6 +26,8 @@ EXPORTS property_desc_to_buffer @129 NONAME property_destroy @128 NONAME property_insert_read @131 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_node_create @145 NONAME property_node_name @573 NONAME == property_node_read @573 NONAME == diff --git a/src/imports/import_64_1601_avs.def b/src/imports/import_64_1601_avs.def index 418395f..960fb94 100644 --- a/src/imports/import_64_1601_avs.def +++ b/src/imports/import_64_1601_avs.def @@ -19,6 +19,8 @@ EXPORTS property_destroy @125 NONAME property_desc_to_buffer @126 NONAME property_insert_read @128 NONAME + property_clear_error @573 NONAME + property_get_error @573 NONAME property_search @141 NONAME property_node_create @142 NONAME property_node_name @147 NONAME == XCnbrep7000092 diff --git a/src/imports/import_64_1603_avs.def b/src/imports/import_64_1603_avs.def index b106ab1..14f42b7 100644 --- a/src/imports/import_64_1603_avs.def +++ b/src/imports/import_64_1603_avs.def @@ -19,12 +19,14 @@ EXPORTS property_destroy @146 NONAME property_desc_to_buffer @147 NONAME property_insert_read @149 NONAME + property_clear_error @158 NONAME == XCnbrep700009d + property_get_error @159 NONAME == XCnbrep700009e property_search @162 NONAME property_node_create @163 NONAME property_node_name @168 NONAME == XCnbrep70000a7 property_node_remove @164 NONAME property_node_type @169 NONAME == XCnbrep70000a8 - property_node_clone @165 NONAME + property_node_clone @165 NONAME == XCnbrep70000a4 property_node_traversal @167 NONAME property_node_refdata @166 NONAME == XCnbrep70000a5 property_node_datasize @171 NONAME == XCnbrep70000aa diff --git a/src/imports/import_64_1700_avs.def b/src/imports/import_64_1700_avs.def index 8cddba8..3e456b5 100644 --- a/src/imports/import_64_1700_avs.def +++ b/src/imports/import_64_1700_avs.def @@ -21,6 +21,8 @@ EXPORTS property_destroy @146 NONAME property_desc_to_buffer @147 NONAME property_insert_read @149 NONAME + property_clear_error @158 NONAME == XCgsqzn000009d + property_get_error @159 NONAME == XCgsqzn000009e property_search @162 NONAME property_node_create @163 NONAME property_node_name @168 NONAME == XCgsqzn00000a7 From e12cd63ba2ec72a3d6ee2cec431df9ff6800d7a7 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:30:47 +0100 Subject: [PATCH 039/118] Fix(avs): Incorrect function signature After getting doubts, I looked this one up again on the assembly. The decompiled output confused me and no actual value is being returned there. --- src/imports/avs.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/imports/avs.h b/src/imports/avs.h index 9dce5be..ae054e5 100644 --- a/src/imports/avs.h +++ b/src/imports/avs.h @@ -221,7 +221,7 @@ int property_set_flag(struct property *prop, int flags, int mask); void property_destroy(struct property *prop); avs_error property_get_error(struct property *prop); -struct property *property_clear_error(struct property *prop); +void property_clear_error(struct property *prop); int property_psmap_import( struct property *prop, From 2e45f095ba1c0892a76a45f8f7b50e4a526e31ed Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:30:53 +0100 Subject: [PATCH 040/118] feat(avs-util): Add helper to translate property errors --- src/main/avs-util/error.c | 10 ++++++++++ src/main/avs-util/error.h | 4 +++- 2 files changed, 13 insertions(+), 1 deletion(-) diff --git a/src/main/avs-util/error.c b/src/main/avs-util/error.c index ab09c01..d31b2e1 100644 --- a/src/main/avs-util/error.c +++ b/src/main/avs-util/error.c @@ -96,4 +96,14 @@ const char *avs_util_error_str(avs_error error) } return avs_util_error_unknown; +} + +const char *avs_util_property_error_get_and_clear(struct property *prop) +{ + avs_error error; + + error = property_get_error(prop); + property_clear_error(prop); + + return avs_util_error_str(error); } \ No newline at end of file diff --git a/src/main/avs-util/error.h b/src/main/avs-util/error.h index 3598851..88d68c5 100644 --- a/src/main/avs-util/error.h +++ b/src/main/avs-util/error.h @@ -5,4 +5,6 @@ const char *avs_util_error_str(avs_error error); -#endif \ No newline at end of file +const char *avs_util_property_error_get_and_clear(struct property *prop); + +#endif From 87b7e53973ed58b4be0a38b097a9090a57f8058f Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:30:53 +0100 Subject: [PATCH 041/118] feat: Add core module This module contains the "core" (API) of bemanitools which includes an abstraction layer for threads and logging at this time. The threads API is very close to what util/thread already was with some structural enhancements which make it easier to understand and work with the API, I hope. Some additional helpers (*-ext module) support in doing common tasks, e.g. setting up the thread API with other modules. The log(ging) part receives a major overhaul to address known limitations and issues with the util/log module: - Cleaner API layer - Separate sinks from actual logging engine - Sinks are composable - Improved and cleaner compatibility layer with AVS logging API Additional "extensions" (*-ext modules) add various helper functions for common tasks like setting up the logging engine with a file and stdout sink. The sinks also improved significantly with the file sink now supporting proper appending and log rotation. Logging to stdout/stderr supports coloring of log messages which works across logging engines. Overall, this refactored foundation is expected to support future developments and removes known limitations at the current scale of bemanitools such as: - Reducing boiler plate code across hooks - Interop of bemanitools and AVS (and setting the foundation for addressing currently missing interop, e.g. for dealing with property structures without AVS) - Addressing performance issues in the logging engine due to incorrect interop with AVS --- Module.mk | 1 + src/main/core/Module.mk | 20 ++++ src/main/core/log-bt-ext.c | 67 +++++++++++ src/main/core/log-bt-ext.h | 59 ++++++++++ src/main/core/log-bt.c | 129 +++++++++++++++++++++ src/main/core/log-bt.h | 87 +++++++++++++++ src/main/core/log-sink-async.c | 23 ++++ src/main/core/log-sink-async.h | 19 ++++ src/main/core/log-sink-debug.c | 23 ++++ src/main/core/log-sink-debug.h | 15 +++ src/main/core/log-sink-file.c | 92 +++++++++++++++ src/main/core/log-sink-file.h | 28 +++++ src/main/core/log-sink-list.c | 66 +++++++++++ src/main/core/log-sink-list.h | 24 ++++ src/main/core/log-sink-mutex.c | 53 +++++++++ src/main/core/log-sink-mutex.h | 21 ++++ src/main/core/log-sink-null.c | 21 ++++ src/main/core/log-sink-null.h | 17 +++ src/main/core/log-sink-std.c | 193 ++++++++++++++++++++++++++++++++ src/main/core/log-sink-std.h | 24 ++++ src/main/core/log-sink.h | 45 ++++++++ src/main/core/log.c | 74 +++++++++++++ src/main/core/log.h | 197 +++++++++++++++++++++++++++++++++ src/main/core/thread-crt-ext.c | 8 ++ src/main/core/thread-crt-ext.h | 9 ++ src/main/core/thread-crt.c | 62 +++++++++++ src/main/core/thread-crt.h | 15 +++ src/main/core/thread.c | 78 +++++++++++++ src/main/core/thread.h | 117 ++++++++++++++++++++ 29 files changed, 1587 insertions(+) create mode 100644 src/main/core/Module.mk create mode 100644 src/main/core/log-bt-ext.c create mode 100644 src/main/core/log-bt-ext.h create mode 100644 src/main/core/log-bt.c create mode 100644 src/main/core/log-bt.h create mode 100644 src/main/core/log-sink-async.c create mode 100644 src/main/core/log-sink-async.h create mode 100644 src/main/core/log-sink-debug.c create mode 100644 src/main/core/log-sink-debug.h create mode 100644 src/main/core/log-sink-file.c create mode 100644 src/main/core/log-sink-file.h create mode 100644 src/main/core/log-sink-list.c create mode 100644 src/main/core/log-sink-list.h create mode 100644 src/main/core/log-sink-mutex.c create mode 100644 src/main/core/log-sink-mutex.h create mode 100644 src/main/core/log-sink-null.c create mode 100644 src/main/core/log-sink-null.h create mode 100644 src/main/core/log-sink-std.c create mode 100644 src/main/core/log-sink-std.h create mode 100644 src/main/core/log-sink.h create mode 100644 src/main/core/log.c create mode 100644 src/main/core/log.h create mode 100644 src/main/core/thread-crt-ext.c create mode 100644 src/main/core/thread-crt-ext.h create mode 100644 src/main/core/thread-crt.c create mode 100644 src/main/core/thread-crt.h create mode 100644 src/main/core/thread.c create mode 100644 src/main/core/thread.h diff --git a/Module.mk b/Module.mk index 35e690d..41d179a 100644 --- a/Module.mk +++ b/Module.mk @@ -100,6 +100,7 @@ include src/main/bstio/Module.mk include src/main/camhook/Module.mk include src/main/cconfig/Module.mk include src/main/config/Module.mk +include src/main/core/Module.mk include src/main/d3d9-util/Module.mk include src/main/d3d9exhook/Module.mk include src/main/ddrhook-util/Module.mk diff --git a/src/main/core/Module.mk b/src/main/core/Module.mk new file mode 100644 index 0000000..bd35e6d --- /dev/null +++ b/src/main/core/Module.mk @@ -0,0 +1,20 @@ +libs += core + +libs_core := \ + util \ + +src_core := \ + log-bt-ext.c \ + log-bt.c \ + log-sink-async.c \ + log-sink-debug.c \ + log-sink-file.c \ + log-sink-list.c \ + log-sink-mutex.c \ + log-sink-null.c \ + log-sink-std.c \ + log.c \ + thread-crt-ext.c \ + thread-crt.c \ + thread.c \ + diff --git a/src/main/core/log-bt-ext.c b/src/main/core/log-bt-ext.c new file mode 100644 index 0000000..b1aa4f4 --- /dev/null +++ b/src/main/core/log-bt-ext.c @@ -0,0 +1,67 @@ +#include + +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log-sink-file.h" +#include "core/log-sink-list.h" +#include "core/log-sink-mutex.h" +#include "core/log-sink-std.h" +#include "core/log.h" + +void core_log_bt_ext_impl_set() +{ + core_log_impl_set( + core_log_bt_log_misc, + core_log_bt_log_info, + core_log_bt_log_warning, + core_log_bt_log_fatal); +} + +void core_log_bt_ext_init_with_stdout() +{ + struct core_log_sink sink; + + core_log_sink_std_out_open(true, &sink); + core_log_bt_init(&sink); +} + +void core_log_bt_ext_init_with_stderr() +{ + struct core_log_sink sink; + + core_log_sink_std_err_open(true, &sink); + core_log_bt_init(&sink); +} + +void core_log_bt_ext_init_with_debug() +{ + struct core_log_sink sink; + + core_log_sink_debug_open(&sink); + core_log_bt_init(&sink); +} + +void core_log_bt_ext_init_with_file( + const char *path, bool append, bool rotate, uint8_t max_rotations) +{ + struct core_log_sink sink; + + core_log_sink_file_open(path, append, rotate, max_rotations, &sink); + core_log_bt_init(&sink); +} + +void core_log_bt_ext_init_with_stdout_and_file( + const char *path, bool append, bool rotate, uint8_t max_rotations) +{ + struct core_log_sink sinks[2]; + struct core_log_sink sink_composed; + struct core_log_sink sink_mutex; + + core_log_sink_std_out_open(true, &sinks[0]); + core_log_sink_file_open(path, append, rotate, max_rotations, &sinks[1]); + core_log_sink_list_open(sinks, 2, &sink_composed); + + core_log_sink_mutex_open(&sink_composed, &sink_mutex); + + core_log_bt_init(&sink_mutex); +} \ No newline at end of file diff --git a/src/main/core/log-bt-ext.h b/src/main/core/log-bt-ext.h new file mode 100644 index 0000000..dcb9a9a --- /dev/null +++ b/src/main/core/log-bt-ext.h @@ -0,0 +1,59 @@ +#ifndef CORE_LOG_BT_EXT_H +#define CORE_LOG_BT_EXT_H + +#include +#include + +/** + * Set the current thread API implementation to use the bemanitools log + * implementation + */ +void core_log_bt_ext_impl_set(); + +/** + * Helper to setup the bemanitools log implementation with a stdout sink. + */ +void core_log_bt_ext_init_with_stdout(); + +/** + * Helper to setup the bemanitools log implementation with a stderr sink. + */ +void core_log_bt_ext_init_with_stderr(); + +/** + * Helper to setup the bemanitools log implementation with a OutputDebugStr + * sink. + */ +void core_log_bt_ext_init_with_debug(); + +/** + * Helper to setup the bemanitools log implementation with a file sink + * + * @param path Path to the log file to write the log output to + * @param append If true, then append to an existing file, false to overwrite + * any existing file + * @param rotate If true, rotates an existing log file and creates a new one + * for this session + * @param max_rotations Max number of rotations for the log files + */ +void core_log_bt_ext_init_with_file( + const char *path, bool append, bool rotate, uint8_t max_rotations); + +/** + * Helper to setup the bemanitools log implementation with a stdout and file + * sink + * + * Important: This combined sink is guarded by a mutex to avoid data races on + * logging to two different sinks. + * + * @param path Path to the log file to write the log output to + * @param append If true, then append to an existing file, false to overwrite + * any existing file + * @param rotate If true, rotates an existing log file and creates a new one + * for this session + * @param max_rotations Max number of rotations for the log files + */ +void core_log_bt_ext_init_with_stdout_and_file( + const char *path, bool append, bool rotate, uint8_t max_rotations); + +#endif \ No newline at end of file diff --git a/src/main/core/log-bt.c b/src/main/core/log-bt.c new file mode 100644 index 0000000..fd86897 --- /dev/null +++ b/src/main/core/log-bt.c @@ -0,0 +1,129 @@ +#include +#include +#include + +#include "core/log-bt.h" +#include "core/log-sink.h" +#include "core/log.h" + +#include "util/mem.h" +#include "util/str.h" + +static enum core_log_bt_log_level _core_log_bt_log_level; +static struct core_log_sink *_core_log_bt_sink; + +static void _core_log_bt_vformat_write( + enum core_log_bt_log_level level, + const char *module, + const char *fmt, + va_list ap) +{ + static const char chars[] = "FFWIM"; + + char timestamp[64]; + /* 64k so we can log data dumps of rs232 without crashing */ + char msg[65536]; + char line[65536]; + int result; + + time_t curtime; + struct tm *tm; + + curtime = 0; + tm = NULL; + + curtime = time(NULL); + tm = localtime(&curtime); + + strftime(timestamp, sizeof(timestamp), "[%Y/%m/%d %H:%M:%S]", tm); + + str_vformat(msg, sizeof(msg), fmt, ap); + + result = str_format( + line, + sizeof(line), + "%s %c:%s: %s\n", + timestamp, + chars[level], + module, + msg); + + _core_log_bt_sink->write(_core_log_bt_sink->ctx, line, result); +} + +void core_log_bt_init(const struct core_log_sink *sink) +{ + if (sink == NULL) { + abort(); + } + + _core_log_bt_sink = xmalloc(sizeof(struct core_log_sink)); + memcpy(_core_log_bt_sink, sink, sizeof(struct core_log_sink)); + + _core_log_bt_log_level = CORE_LOG_BT_LOG_LEVEL_OFF; +} + +void core_log_bt_level_set(enum core_log_bt_log_level level) +{ + _core_log_bt_log_level = level; +} + +void core_log_bt_fini() +{ + log_assert(_core_log_bt_sink); + + _core_log_bt_sink->close(_core_log_bt_sink->ctx); + + free(_core_log_bt_sink); +} + +void core_log_bt_log_fatal(const char *module, const char *fmt, ...) +{ + va_list ap; + + if (_core_log_bt_log_level >= CORE_LOG_BT_LOG_LEVEL_FATAL) { + va_start(ap, fmt); + _core_log_bt_vformat_write( + CORE_LOG_BT_LOG_LEVEL_FATAL, module, fmt, ap); + va_end(ap); + } +} + +void core_log_bt_log_warning(const char *module, const char *fmt, ...) +{ + va_list ap; + + if (_core_log_bt_log_level >= CORE_LOG_BT_LOG_LEVEL_WARNING) { + va_start(ap, fmt); + _core_log_bt_vformat_write( + CORE_LOG_BT_LOG_LEVEL_WARNING, module, fmt, ap); + va_end(ap); + } +} + +void core_log_bt_log_info(const char *module, const char *fmt, ...) +{ + va_list ap; + + if (_core_log_bt_log_level >= CORE_LOG_BT_LOG_LEVEL_INFO) { + va_start(ap, fmt); + _core_log_bt_vformat_write(CORE_LOG_BT_LOG_LEVEL_INFO, module, fmt, ap); + va_end(ap); + } +} + +void core_log_bt_log_misc(const char *module, const char *fmt, ...) +{ + va_list ap; + + if (_core_log_bt_log_level >= CORE_LOG_BT_LOG_LEVEL_MISC) { + va_start(ap, fmt); + _core_log_bt_vformat_write(CORE_LOG_BT_LOG_LEVEL_MISC, module, fmt, ap); + va_end(ap); + } +} + +void core_log_bt_direct_sink_write(const char *chars, size_t nchars) +{ + _core_log_bt_sink->write(_core_log_bt_sink->ctx, chars, nchars); +} \ No newline at end of file diff --git a/src/main/core/log-bt.h b/src/main/core/log-bt.h new file mode 100644 index 0000000..2a8052f --- /dev/null +++ b/src/main/core/log-bt.h @@ -0,0 +1,87 @@ +#ifndef CORE_LOG_BT_H +#define CORE_LOG_BT_H + +#include "core/log-sink.h" + +/** + * Log API implementation for games/applications without AVS + */ + +enum core_log_bt_log_level { + CORE_LOG_BT_LOG_LEVEL_OFF = 0, + CORE_LOG_BT_LOG_LEVEL_FATAL = 1, + CORE_LOG_BT_LOG_LEVEL_WARNING = 2, + CORE_LOG_BT_LOG_LEVEL_INFO = 3, + CORE_LOG_BT_LOG_LEVEL_MISC = 4, +}; + +/** + * Initialize the logging backend + * + * This must be called as early as possible in your application to setup + * a logging sink according to your needs. Until this is finished, no + * log output is available. + * + * By default, logging is turned off entirely and must be enabled by setting + * a desired logging level explicitly. + * + * @param sink Pointer to a log sink implementation. The caller owns the memory + * of this. + */ +void core_log_bt_init(const struct core_log_sink *sink); + +/** + * Set the current logging level. This can be changed at any given time, e.g. + * to increase/decrease verbosity. + * + * @param level The logging level to set. + */ +void core_log_bt_level_set(enum core_log_bt_log_level level); + +/** + * Cleanup the logging backend. + * + * Ensure to call this on application exit and cleanup. + */ +void core_log_bt_fini(); + +/** + * Implementation of the log API. + */ +void core_log_bt_log_fatal(const char *module, const char *fmt, ...); + +/** + * Implementation of the log API. + */ +void core_log_bt_log_warning(const char *module, const char *fmt, ...); + +/** + * Implementation of the log API. + */ +void core_log_bt_log_info(const char *module, const char *fmt, ...); + +/** + * Implementation of the log API. + */ +void core_log_bt_log_misc(const char *module, const char *fmt, ...); + +/** + * Allow AVS to by-pass the core log API/engine. + * + * This function must only be called by AVS in an appropriate log callback + * function that is passed to avs_boot. + * + * AVS has it's own logging engine and manages aspects such as async logging, + * log levels and decorating log messages. + * + * Thus, proper interoperability only requires the writer/sink part to be shared + * with AVS. + * + * @param chars Buffer with text data to write to the configured sinks. The + * buffer might contain several log messages separated by newline + * characters. + * @param nchars Number of chars to write to the sink. + */ +void core_log_bt_direct_sink_write(const char *chars, size_t nchars); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-async.c b/src/main/core/log-sink-async.c new file mode 100644 index 0000000..f327aad --- /dev/null +++ b/src/main/core/log-sink-async.c @@ -0,0 +1,23 @@ +#include + +#include "core/log-sink.h" + +static void +_core_log_sink_file_write(void *ctx, const char *chars, size_t nchars) +{ + // TODO +} + +static void _core_log_sink_file_close(void *ctx) +{ + // TODO +} + +void core_log_sink_async_open(struct core_log_sink *sink) +{ + // TODO + + sink->ctx = NULL; + sink->write = _core_log_sink_file_write; + sink->close = _core_log_sink_file_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-async.h b/src/main/core/log-sink-async.h new file mode 100644 index 0000000..47aa49e --- /dev/null +++ b/src/main/core/log-sink-async.h @@ -0,0 +1,19 @@ +#ifndef CORE_LOG_SINK_ASYNC_H +#define CORE_LOG_SINK_ASYNC_H + +#include +#include + +#include "core/log-sink.h" + +/** + * Open a async log sink + * + * The sink passes data to log to a separate thread which executes the actual + * logging of the data. + * + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_async_open(struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-debug.c b/src/main/core/log-sink-debug.c new file mode 100644 index 0000000..c1dd7a2 --- /dev/null +++ b/src/main/core/log-sink-debug.c @@ -0,0 +1,23 @@ +#include + +#include + +#include "core/log-sink.h" + +static void +_core_log_sink_debug_write(void *ctx, const char *chars, size_t nchars) +{ + OutputDebugStringA(chars); +} + +static void _core_log_sink_debug_close(void *ctx) +{ + // noop +} + +void core_log_sink_debug_open(struct core_log_sink *sink) +{ + sink->ctx = NULL; + sink->write = _core_log_sink_debug_write; + sink->close = _core_log_sink_debug_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-debug.h b/src/main/core/log-sink-debug.h new file mode 100644 index 0000000..4c21d50 --- /dev/null +++ b/src/main/core/log-sink-debug.h @@ -0,0 +1,15 @@ +#ifndef CORE_LOG_SINK_DEBUG_H +#define CORE_LOG_SINK_DEBUG_H + +#include + +#include "core/log-sink.h" + +/** + * Open a log sink that uses OutputDebugStr + * + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_debug_open(struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-file.c b/src/main/core/log-sink-file.c new file mode 100644 index 0000000..f2ca188 --- /dev/null +++ b/src/main/core/log-sink-file.c @@ -0,0 +1,92 @@ +#include + +#include +#include +#include +#include + +#include "core/log-sink.h" + +#include "util/fs.h" +#include "util/str.h" + +static void _core_log_sink_file_rotate(const char *path, uint8_t max_rotations) +{ + uint8_t i; + char rotate_file[MAX_PATH]; + char rotate_file_next[MAX_PATH]; + char version[8]; + char version_next[8]; + + for (i = max_rotations; i > 0; i++) { + str_cpy(rotate_file, sizeof(rotate_file), path); + str_cpy(rotate_file_next, sizeof(rotate_file_next), path); + + if (i - 1 != 0) { + sprintf(version, ".%d", i); + } else { + memset(version, 0, sizeof(version)); + } + + sprintf(version_next, ".%d", i); + + str_cat(rotate_file, sizeof(rotate_file), version); + str_cat(rotate_file_next, sizeof(rotate_file_next), version_next); + + if (path_exists(rotate_file)) { + CopyFile(rotate_file, rotate_file_next, FALSE); + } + } +} + +static void +_core_log_sink_file_write(void *ctx, const char *chars, size_t nchars) +{ + FILE *file; + + file = (FILE *) ctx; + + fwrite(chars, 1, nchars, file); +} + +static void _core_log_sink_file_close(void *ctx) +{ + FILE *file; + + file = (FILE *) ctx; + + fflush(file); + fclose(file); +} + +void core_log_sink_file_open( + const char *path, + bool append, + bool rotate, + uint8_t max_rotations, + struct core_log_sink *sink) +{ + FILE *file; + + if (rotate) { + _core_log_sink_file_rotate(path, max_rotations); + + // Appending doesn't matter when file is rotated anyway + file = fopen(path, "w+"); + } else { + if (append) { + file = fopen(path, "a+"); + } else { + file = fopen(path, "w+"); + } + } + + if (!file) { + printf("Cannot open log file: %s", path); + abort(); + } + + sink->ctx = (void *) file; + sink->write = _core_log_sink_file_write; + sink->close = _core_log_sink_file_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-file.h b/src/main/core/log-sink-file.h new file mode 100644 index 0000000..968a1fe --- /dev/null +++ b/src/main/core/log-sink-file.h @@ -0,0 +1,28 @@ +#ifndef CORE_LOG_SINK_FILE_H +#define CORE_LOG_SINK_FILE_H + +#include +#include +#include + +#include "core/log-sink.h" + +/** + * Open a log sink writing data to a file + * + * @param path Path to the log file to write the log output to + * @param append If true, then append to an existing file, false to overwrite + * any existing file + * @param rotate If true, rotates an existing log file and creates a new one + * for this session + * @param max_rotations Max number of rotations for the log files + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_file_open( + const char *path, + bool append, + bool rotate, + uint8_t max_rotations, + struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-list.c b/src/main/core/log-sink-list.c new file mode 100644 index 0000000..38e3211 --- /dev/null +++ b/src/main/core/log-sink-list.c @@ -0,0 +1,66 @@ +#include +#include + +#include "core/log-sink-list.h" +#include "core/log-sink.h" + +#include "util/mem.h" + +#define MAX_SINKS 8 + +struct core_log_sink_list { + struct core_log_sink entries[MAX_SINKS]; + uint8_t num; +}; + +static void +_core_log_sink_list_write(void *ctx, const char *chars, size_t nchars) +{ + struct core_log_sink_list *sink_list; + int i; + + sink_list = (struct core_log_sink_list *) ctx; + + for (i = 0; i < sink_list->num; i++) { + sink_list->entries[i].write(sink_list->entries[i].ctx, chars, nchars); + } +} + +static void _core_log_sink_list_close(void *ctx) +{ + struct core_log_sink_list *sink_list; + int i; + + sink_list = (struct core_log_sink_list *) ctx; + + for (i = 0; i < sink_list->num; i++) { + sink_list->entries[i].close(sink_list->entries[i].ctx); + } + + free(sink_list); +} + +void core_log_sink_list_open( + const struct core_log_sink *entry, uint8_t num, struct core_log_sink *sink) +{ + struct core_log_sink_list *sink_list; + int i; + + if (num > MAX_SINKS) { + abort(); + } + + sink_list = xmalloc(sizeof(struct core_log_sink_list)); + + for (i = 0; i < num; i++) { + sink_list->entries[i].ctx = entry[i].ctx; + sink_list->entries[i].write = entry[i].write; + sink_list->entries[i].close = entry[i].close; + } + + sink_list->num = num; + + sink->ctx = (void *) sink_list; + sink->write = _core_log_sink_list_write; + sink->close = _core_log_sink_list_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-list.h b/src/main/core/log-sink-list.h new file mode 100644 index 0000000..f1e99f3 --- /dev/null +++ b/src/main/core/log-sink-list.h @@ -0,0 +1,24 @@ +#ifndef CORE_LOG_SINK_LIST_H +#define CORE_LOG_SINK_LIST_H + +#include +#include + +#include "core/log-sink.h" + +/** + * Combine multiple log sinks into a list of sinks. + * + * Upon invoking a list sink, all sinks contained within the list are + * being invoked in the configured order. + * + * @param entry A pointer to allocated memory with a sequence of opened sinks + * that you want to add to the list. Ownership of these sinks + * is transferred, i.e. closing the list sink closes its children. + * @param num The number of elements in the sequence of opened sinks pointed to. + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_list_open( + const struct core_log_sink *entry, uint8_t num, struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-mutex.c b/src/main/core/log-sink-mutex.c new file mode 100644 index 0000000..13c8b20 --- /dev/null +++ b/src/main/core/log-sink-mutex.c @@ -0,0 +1,53 @@ +#include + +#include + +#include "core/log-sink.h" + +#include "util/mem.h" + +struct core_log_sink_mutex_ctx { + struct core_log_sink *child; + HANDLE mutex; +}; + +static void +_core_log_sink_mutex_write(void *ctx_, const char *chars, size_t nchars) +{ + struct core_log_sink_mutex_ctx *ctx; + + ctx = (struct core_log_sink_mutex_ctx *) ctx_; + + WaitForSingleObject(ctx->mutex, INFINITE); + + ctx->child->write(ctx->child->ctx, chars, nchars); + + ReleaseMutex(ctx->mutex); +} + +static void _core_log_sink_mutex_close(void *ctx_) +{ + struct core_log_sink_mutex_ctx *ctx; + + ctx = (struct core_log_sink_mutex_ctx *) ctx_; + + CloseHandle(ctx->mutex); + + ctx->child->close(ctx->child->ctx); + free(ctx); +} + +void core_log_sink_mutex_open( + const struct core_log_sink *child_sink, struct core_log_sink *sink) +{ + struct core_log_sink_mutex_ctx *ctx; + + ctx = xmalloc(sizeof(struct core_log_sink_mutex_ctx)); + + memcpy(ctx->child, child_sink, sizeof(struct core_log_sink)); + ctx->mutex = CreateMutex(NULL, FALSE, NULL); + + sink->ctx = ctx; + sink->write = _core_log_sink_mutex_write; + sink->close = _core_log_sink_mutex_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-mutex.h b/src/main/core/log-sink-mutex.h new file mode 100644 index 0000000..e30357e --- /dev/null +++ b/src/main/core/log-sink-mutex.h @@ -0,0 +1,21 @@ +#ifndef CORE_LOG_SINK_MUTEX_H +#define CORE_LOG_SINK_MUTEX_H + +#include + +#include "core/log-sink.h" + +/** + * Create a sink that surrounds another sink with a mutex. + * + * Use this to make other sink implementations thread-safe. + * + * @param child_sink Another opened sink to surround with the mutex. Ownership + * of the sink is transferred, i.e. closing the mutex sink + * also closes the wrapped child sink. + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_mutex_open( + const struct core_log_sink *child_sink, struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-null.c b/src/main/core/log-sink-null.c new file mode 100644 index 0000000..7655a20 --- /dev/null +++ b/src/main/core/log-sink-null.c @@ -0,0 +1,21 @@ +#include + +#include "core/log-sink.h" + +static void +_core_log_sink_null_write(void *ctx, const char *chars, size_t nchars) +{ + // noop +} + +static void _core_log_sink_null_close(void *ctx) +{ + // noop +} + +void core_log_sink_null_open(struct core_log_sink *sink) +{ + sink->ctx = NULL; + sink->write = _core_log_sink_null_write; + sink->close = _core_log_sink_null_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-null.h b/src/main/core/log-sink-null.h new file mode 100644 index 0000000..ebd2bab --- /dev/null +++ b/src/main/core/log-sink-null.h @@ -0,0 +1,17 @@ +#ifndef CORE_LOG_SINK_NULL_H +#define CORE_LOG_SINK_NULL_H + +#include + +#include "core/log-sink.h" + +/** + * Create a null/dummy sink. + * + * Use this to disable any logging entirely. + * + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_null_open(struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink-std.c b/src/main/core/log-sink-std.c new file mode 100644 index 0000000..197fd12 --- /dev/null +++ b/src/main/core/log-sink-std.c @@ -0,0 +1,193 @@ +#include + +#include + +#include "core/log-sink.h" + +#include "util/mem.h" + +struct core_log_sink_std_ctx { + HANDLE handle; + bool color; +}; + +static char _core_log_sink_std_determine_color(const char *str) +{ + /* Add some color to make spotting warnings/errors easier. + Based on debug output level identifier. */ + + /* Avoids colored output on strings like "Windows" */ + if (str[1] != ':') { + return 15; + } + + switch (str[0]) { + /* green */ + case 'M': + return 10; + /* blue */ + case 'I': + return 9; + /* yellow */ + case 'W': + return 14; + /* red */ + case 'F': + return 12; + /* default console color */ + default: + return 15; + } +} + +static size_t _core_log_sink_std_msg_coloring_len(const char *str) +{ + // Expected format example: "I:boot: my log message" + + const char *ptr; + size_t len; + int colon_count; + + ptr = str; + len = 0; + colon_count = 0; + + while (true) { + // End of string = invalid log format + if (*ptr == '\0') { + return 0; + } + + if (*ptr == ':') { + colon_count++; + } + + if (colon_count == 2) { + // Skip current colon, next char is a space + return len + 1; + } + + len++; + ptr++; + } + + return 0; +} + +static void +_core_log_sink_std_write(void *ctx_, const char *chars, size_t nchars) +{ + static const size_t timestamp_len = strlen("[----/--/-- --:--:--]"); + + struct core_log_sink_std_ctx *ctx; + + char color; + size_t color_len; + size_t msg_len; + const char *msg_start; + const char *msg_end; + DWORD written; + DWORD write_pos; + + ctx = (struct core_log_sink_std_ctx *) ctx_; + + if (ctx->color) { + write_pos = 0; + + // Support multiple buffered log messages, e.g. from the AVS logging + // engine + while (write_pos < nchars) { + // Expects the AVS timestamp format + msg_start = chars + timestamp_len + 1; // +1 is the space + + color_len = _core_log_sink_std_msg_coloring_len(msg_start); + + // Check if we could detect which part to color, otherwise just + // write the whole log message without any coloring logic + if (color_len > 0) { + color = _core_log_sink_std_determine_color(msg_start); + + // Timestamp + WriteConsole( + ctx->handle, chars, timestamp_len + 1, &written, NULL); + write_pos += written; + chars += written; + + // Log level + module colored + SetConsoleTextAttribute(ctx->handle, color); + WriteConsole(ctx->handle, chars, color_len, &written, NULL); + write_pos += written; + chars += written; + SetConsoleTextAttribute(ctx->handle, 15); + + msg_end = strchr(chars, '\n'); + + if (msg_end != NULL) { + msg_len = msg_end - chars; + + // Write \n as well + msg_len++; + + // Write actual message non colored + WriteConsole(ctx->handle, chars, msg_len, &written, NULL); + write_pos += written; + chars += written; + } else { + WriteConsole( + ctx->handle, chars, nchars - write_pos, &written, NULL); + write_pos += written; + chars += written; + } + } else { + WriteConsole( + ctx->handle, + chars + write_pos, + nchars - write_pos, + &written, + NULL); + write_pos += written; + } + } + } else { + WriteConsole(ctx->handle, chars, nchars, &written, NULL); + } +} + +static void _core_log_sink_std_close(void *ctx_) +{ + struct core_log_sink_std_ctx *ctx; + + ctx = (struct core_log_sink_std_ctx *) ctx_; + + // Remark: Don't close the ctx->handle, see win API docs + + free(ctx); +} + +void core_log_sink_std_out_open(bool color, struct core_log_sink *sink) +{ + struct core_log_sink_std_ctx *ctx; + + ctx = xmalloc(sizeof(struct core_log_sink_std_ctx)); + + ctx->handle = GetStdHandle(STD_OUTPUT_HANDLE); + ctx->color = color; + + sink->ctx = (void *) ctx; + sink->write = _core_log_sink_std_write; + sink->close = _core_log_sink_std_close; +} + +void core_log_sink_std_err_open(bool color, struct core_log_sink *sink) +{ + struct core_log_sink_std_ctx *ctx; + + ctx = xmalloc(sizeof(struct core_log_sink_std_ctx)); + + ctx->handle = GetStdHandle(STD_ERROR_HANDLE); + ctx->color = color; + + sink->ctx = (void *) ctx; + sink->write = _core_log_sink_std_write; + sink->close = _core_log_sink_std_close; +} \ No newline at end of file diff --git a/src/main/core/log-sink-std.h b/src/main/core/log-sink-std.h new file mode 100644 index 0000000..e0e006b --- /dev/null +++ b/src/main/core/log-sink-std.h @@ -0,0 +1,24 @@ +#ifndef CORE_LOG_SINK_STD_H +#define CORE_LOG_SINK_STD_H + +#include + +#include "core/log-sink.h" + +/** + * Create a sink that writes to stdout. + * + * @param color If true, messages are colored by log level. + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_std_out_open(bool color, struct core_log_sink *sink); + +/** + * Create a sink that writes to stderr. + * + * @param color If true, messages are colored by log level. + * @param sink Pointer to allocated memory that receives the opened sink + */ +void core_log_sink_std_err_open(bool color, struct core_log_sink *sink); + +#endif \ No newline at end of file diff --git a/src/main/core/log-sink.h b/src/main/core/log-sink.h new file mode 100644 index 0000000..7fdd42f --- /dev/null +++ b/src/main/core/log-sink.h @@ -0,0 +1,45 @@ +#ifndef CORE_LOG_SINK_H +#define CORE_LOG_SINK_H + +#include + +/** + * Write function for a log sink implementation. + * + * Write the given data to your target output destination. + * + * @param ctx Context defined by the implementation when opening the sink. + * @param chars Buffer with text data to log. This can contain partial data of + * a single log line, a full log line terminated by a newline + * character or multiple log lines (each terminated by a newline + * character). + * @param nchars Number of characters to write. + */ +typedef void (*core_log_sink_write_t)( + void *ctx, const char *chars, size_t nchars); + +/** + * Close your log sink and cleanup resources + * + * Depending on your implementation, you might want to flush any + * outstanding/buffered data. + * + * @param ctx Context defined by the implementation when opening the sink. + */ +typedef void (*core_log_sink_close_t)(void *ctx); + +/** + * Log sink structure. + * + * This must be set-up and populated when opening your log sink implementation. + * The ctx field contains any arbitrary data that you need for your log sink + * to operate, e.g. a file handle, additional buffers etc. Make sure these + * resources are cleaned up upon closing the sink. + */ +struct core_log_sink { + void *ctx; + core_log_sink_write_t write; + core_log_sink_close_t close; +}; + +#endif \ No newline at end of file diff --git a/src/main/core/log.c b/src/main/core/log.c new file mode 100644 index 0000000..9d2d6d7 --- /dev/null +++ b/src/main/core/log.c @@ -0,0 +1,74 @@ +#include + +#include "core/log.h" + +core_log_message_t _core_log_misc_impl; +core_log_message_t _core_log_info_impl; +core_log_message_t _core_log_warning_impl; +core_log_message_t _core_log_fatal_impl; + +void core_log_impl_set( + core_log_message_t misc, + core_log_message_t info, + core_log_message_t warning, + core_log_message_t fatal) +{ + if (misc == NULL || info == NULL || warning == NULL || fatal == NULL) { + abort(); + } + + _core_log_misc_impl = misc; + _core_log_info_impl = info; + _core_log_warning_impl = warning; + _core_log_fatal_impl = fatal; +} + +void core_log_impl_assign(core_log_impl_set_t impl_set) +{ + if (_core_log_misc_impl == NULL || _core_log_info_impl == NULL || + _core_log_warning_impl == NULL || _core_log_fatal_impl == NULL) { + abort(); + } + + impl_set( + _core_log_misc_impl, + _core_log_info_impl, + _core_log_warning_impl, + _core_log_fatal_impl); +} + +core_log_message_t core_log_misc_impl_get() +{ + if (_core_log_misc_impl == NULL) { + abort(); + } + + return _core_log_misc_impl; +} + +core_log_message_t core_log_info_impl_get() +{ + if (_core_log_info_impl == NULL) { + abort(); + } + + return _core_log_info_impl; +} + +core_log_message_t core_log_warning_impl_get() +{ + if (_core_log_warning_impl == NULL) { + abort(); + } + + return _core_log_warning_impl; +} + +core_log_message_t core_log_fatal_impl_get() +{ + if (_core_log_fatal_impl == NULL) { + abort(); + } + + return _core_log_fatal_impl; +} \ No newline at end of file diff --git a/src/main/core/log.h b/src/main/core/log.h new file mode 100644 index 0000000..5b5cd9d --- /dev/null +++ b/src/main/core/log.h @@ -0,0 +1,197 @@ +#ifndef CORE_LOG_H +#define CORE_LOG_H + +#include +#include + +#include "util/defs.h" + +/** + * The core log API of bemanitools. + * + * To a large extent, this reflects the AVS logging API and allows for swapping + * out the backends with different implementations. Most games should have some + * version of the AVS API available while some (legacy) games do not. These + * can use a bemanitools private logging implementation by configuring it + * in the bootstrapping process. + */ + +/* BUILD_MODULE is passed in as a command-line #define by the makefile */ + +#ifndef LOG_MODULE +#define LOG_MODULE STRINGIFY(BUILD_MODULE) +#endif + +/** + * Log a message on misc level + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The macro is required to make things work with varargs. + * The log message is only printed if the log level is set to misc + * + * @param fmt printf format string + * @param ... Additional arguments according to the specified arguments in the + * printf format string + */ +#define log_misc(...) _core_log_misc_impl(LOG_MODULE, __VA_ARGS__) + +/** + * Log a message on info level + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The macro is required to make things work with varargs. + * The log message is only printed if the log level is set to info or lower + * + * @param fmt printf format string + * @param ... Additional arguments according to the specified arguments in the + * printf format string + */ +#define log_info(...) _core_log_info_impl(LOG_MODULE, __VA_ARGS__) + +/** + * Log a message on warning level + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The macro is required to make things work with varargs. + * The log message is only printed if the log level is set to warning or lower + * + * @param fmt printf format string + * @param ... Additional arguments according to the specified arguments in the + * printf format string + */ +#define log_warning(...) _core_log_warning_impl(LOG_MODULE, __VA_ARGS__) + +/** + * Log a message on fatal level + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The macro is required to make things work with varargs. + * The log message is only printed if the log level is set to fatal. + * + * This call will also terminate the application. + * + * @param fmt printf format string + * @param ... Additional arguments according to the specified arguments in the + * printf format string + */ +#define log_fatal(...) \ + do { \ + _core_log_fatal_impl(LOG_MODULE, __VA_ARGS__); \ + abort(); \ + } while (0) + +/** + * Log a message and terminate the application if given condition fails + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The macro is required to make things work with varargs. + * + * @param x Condition to evaluate. If false, the application terminates + */ +#define log_assert(x) \ + do { \ + if (!(x)) { \ + _core_log_fatal_impl( \ + "assert", \ + "%s:%d: function `%s'", \ + __FILE__, \ + __LINE__, \ + __FUNCTION__); \ + abort(); \ + } \ + } while (0) + +/** + * Log a message in an exception handler + * + * Only use this function in an exception handler, e.g. for stack traces. It + * logs the message on fatal level but does not terminate. + * + * @param fmt printf format string + * @param ... Additional arguments according to the specified arguments in the + * printf format string + */ +#define log_exception_handler(...) \ + _core_log_fatal_impl("exception", __VA_ARGS__) + +typedef void (*core_log_message_t)(const char *module, const char *fmt, ...); + +typedef void (*core_log_impl_set_t)( + core_log_message_t misc, + core_log_message_t info, + core_log_message_t warning, + core_log_message_t fatal); + +/** + * Configure the log API implementations + * + * Advised to do this as early in your application/library module as possible + * as calls to the getter functions below will return the currently configured + * implementations. + * + * @param misc Pointer to a function implementing logging on misc level + * @param info Pointer to a function implementing logging on info level + * @param warning Pointer to a function implementing logging on warning level + * @param fatal Pointer to a function implementing logging on fatal level + */ +void core_log_impl_set( + core_log_message_t misc, + core_log_message_t info, + core_log_message_t warning, + core_log_message_t fatal); + +/** + * Supporting function to inject/assign the currently set implementation + * with the given setter function. + * + * @param impl_set Setter function to call with the currently configured log + * function implementations + */ +void core_log_impl_assign(core_log_impl_set_t impl_set); + +/** + * Get the currently configured implementation of the misc level log function + * + * @return Pointer to the currently configured implementation of the function + */ +core_log_message_t core_log_misc_impl_get(); + +/** + * Get the currently configured implementation of the info level log function + * + * @return Pointer to the currently configured implementation of the function + */ +core_log_message_t core_log_info_impl_get(); + +/** + * Get the currently configured implementation of the warning level log function + * + * @return Pointer to the currently configured implementation of the function + */ +core_log_message_t core_log_warning_impl_get(); + +/** + * Get the currently configured implementation of the fatal level log function + * + * @return Pointer to the currently configured implementation of the function + */ +core_log_message_t core_log_fatal_impl_get(); + +// Do not use these directly. +// These are only here to allow usage in the macros above. +extern core_log_message_t _core_log_misc_impl; +extern core_log_message_t _core_log_info_impl; +extern core_log_message_t _core_log_warning_impl; +extern core_log_message_t _core_log_fatal_impl; + +#endif \ No newline at end of file diff --git a/src/main/core/thread-crt-ext.c b/src/main/core/thread-crt-ext.c new file mode 100644 index 0000000..eb403ad --- /dev/null +++ b/src/main/core/thread-crt-ext.c @@ -0,0 +1,8 @@ +#include "core/thread-crt.h" +#include "core/thread.h" + +void core_thread_crt_ext_impl_set() +{ + core_thread_impl_set( + core_thread_crt_create, core_thread_crt_join, core_thread_crt_destroy); +} \ No newline at end of file diff --git a/src/main/core/thread-crt-ext.h b/src/main/core/thread-crt-ext.h new file mode 100644 index 0000000..a17b29b --- /dev/null +++ b/src/main/core/thread-crt-ext.h @@ -0,0 +1,9 @@ +#ifndef CORE_THREAD_CRT_EXT_H +#define CORE_THREAD_CRT_EXT_H + +/** + * Set the current thread API implementation to use the C runtime thread API + */ +void core_thread_crt_ext_impl_set(); + +#endif \ No newline at end of file diff --git a/src/main/core/thread-crt.c b/src/main/core/thread-crt.c new file mode 100644 index 0000000..0251cf1 --- /dev/null +++ b/src/main/core/thread-crt.c @@ -0,0 +1,62 @@ +#include +#include + +#include +#include + +#include "core/thread-crt.h" +#include "core/thread.h" + +#include "util/defs.h" + +struct shim_ctx { + HANDLE barrier; + int (*proc)(void *); + void *ctx; +}; + +static unsigned int STDCALL crt_thread_shim(void *outer_ctx) +{ + struct shim_ctx *sctx = outer_ctx; + int (*proc)(void *); + void *inner_ctx; + + proc = sctx->proc; + inner_ctx = sctx->ctx; + + SetEvent(sctx->barrier); + + return proc(inner_ctx); +} + +int core_thread_crt_create( + int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority) +{ + struct shim_ctx sctx; + uintptr_t thread_id; + + sctx.barrier = CreateEvent(NULL, TRUE, FALSE, NULL); + sctx.proc = proc; + sctx.ctx = ctx; + + thread_id = _beginthreadex(NULL, stack_sz, crt_thread_shim, &sctx, 0, NULL); + + WaitForSingleObject(sctx.barrier, INFINITE); + CloseHandle(sctx.barrier); + + return (int) thread_id; +} + +void core_thread_crt_destroy(int thread_id) +{ + CloseHandle((HANDLE) (uintptr_t) thread_id); +} + +void core_thread_crt_join(int thread_id, int *result) +{ + WaitForSingleObject((HANDLE) (uintptr_t) thread_id, INFINITE); + + if (result) { + GetExitCodeThread((HANDLE) (uintptr_t) thread_id, (DWORD *) result); + } +} diff --git a/src/main/core/thread-crt.h b/src/main/core/thread-crt.h new file mode 100644 index 0000000..e9c1e8c --- /dev/null +++ b/src/main/core/thread-crt.h @@ -0,0 +1,15 @@ +#ifndef CORE_THREAD_CRT_H +#define CORE_THREAD_CRT_H + +#include + +/** + * Thread API implementation using the C runtime API + */ + +int core_thread_crt_create( + int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority); +void core_thread_crt_join(int thread_id, int *result); +void core_thread_crt_destroy(int thread_id); + +#endif diff --git a/src/main/core/thread.c b/src/main/core/thread.c new file mode 100644 index 0000000..f4e5bfe --- /dev/null +++ b/src/main/core/thread.c @@ -0,0 +1,78 @@ +#include + +#include "core/log.h" +#include "core/thread.h" + +core_thread_create_t core_thread_create_impl; +core_thread_join_t core_thread_join_impl; +core_thread_destroy_t core_thread_destroy_impl; + +int core_thread_create( + int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority) +{ + log_assert(core_thread_create_impl); + + return core_thread_create_impl(proc, ctx, stack_sz, priority); +} + +void core_thread_join(int thread_id, int *result) +{ + log_assert(core_thread_join_impl); + + core_thread_join_impl(thread_id, result); +} + +void core_thread_destroy(int thread_id) +{ + log_assert(core_thread_destroy_impl); + + core_thread_destroy_impl(thread_id); +} + +void core_thread_impl_set( + core_thread_create_t create, + core_thread_join_t join, + core_thread_destroy_t destroy) +{ + if (create == NULL || join == NULL || destroy == NULL) { + abort(); + } + + core_thread_create_impl = create; + core_thread_join_impl = join; + core_thread_destroy_impl = destroy; +} + +void core_thread_impl_assign(core_thread_impl_set_t impl_set) +{ + if (core_thread_create_impl == NULL || core_thread_join_impl == NULL || + core_thread_destroy_impl == NULL) { + abort(); + } + + impl_set( + core_thread_create_impl, + core_thread_join_impl, + core_thread_destroy_impl); +} + +core_thread_create_t core_thread_create_impl_get() +{ + log_assert(core_thread_create_impl); + + return core_thread_create_impl; +} + +core_thread_join_t core_thread_join_impl_get() +{ + log_assert(core_thread_join_impl); + + return core_thread_join_impl; +} + +core_thread_destroy_t core_thread_destroy_impl_get() +{ + log_assert(core_thread_destroy_impl); + + return core_thread_destroy_impl; +} diff --git a/src/main/core/thread.h b/src/main/core/thread.h new file mode 100644 index 0000000..8811566 --- /dev/null +++ b/src/main/core/thread.h @@ -0,0 +1,117 @@ +#ifndef CORE_THREAD_H +#define CORE_THREAD_H + +#include + +/** + * The core thread API of bemanitools. + * + * This essentially reflects the AVS threading API and allows for swapping out + * the backends with different implementations. Most games should have some + * version of the AVS API available while some (legacy) games do not. These + * can use a bemanitools private threading implementation by configuring it + * in the bootstrapping process. + */ + +/** + * Create a thread + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * @param proc The function to run in a separate thread + * @param ctx Additional data to pass to the function as a parameter + * @param stack_sz The stack size to allocate for the thread in bytes + * @param priority The thread's priority + * @return The ID of the thread once created and started + */ +int core_thread_create( + int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority); + +/** + * Wait for a thread to finish + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The caller of this function blocks until the thread has finished executing. + * + * @param thread_id ID of the thread to wait for + * @param result Pointer to a variable to write the return value of the function + * the thread executed to + */ +void core_thread_join(int thread_id, int *result); + +/** + * Destroy a thread + * + * Always use this interface in your application which hides the currently + * configured implementation. + * + * The thread must have finished execution before calling this. It is advised + * to make threads terminate their execution flow, join them and destroy. + * + * @param thread_id The ID of the thread to destroy. + */ +void core_thread_destroy(int thread_id); + +typedef int (*core_thread_create_t)( + int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority); +typedef void (*core_thread_join_t)(int thread_id, int *result); +typedef void (*core_thread_destroy_t)(int thread_id); + +typedef void (*core_thread_impl_set_t)( + core_thread_create_t create, + core_thread_join_t join, + core_thread_destroy_t destroy); + +/** + * Configure the thread API implementations + * + * Advised to do this as early in your application/library module as possible + * as calls to the getter functions below will return the currently configured + * implementations. + * + * @param create Pointer to a function implementing thread creation + * @param join Pointer to a function implementing joining of a thread + * @param destroy Pointer to a function implementing destroying of a thread + */ +void core_thread_impl_set( + core_thread_create_t create, + core_thread_join_t join, + core_thread_destroy_t destroy); + +/** + * Supporting function to inject/assign the currently set implementation + * with the given setter function. + * + * @param impl_set Setter function to call with the currently configured thread + * function implementations + */ +void core_thread_impl_assign(core_thread_impl_set_t impl_set); + +/** + * Get the currently configured implementation for thread_create + * + * @return Pointer to the currently configured implementation of the + * thread_create function + */ +core_thread_create_t core_thread_create_impl_get(); + +/** + * Get the currently configured implementation for thread_join + * + * @return Pointer to the currently configured implementation of the thread_join + * function + */ +core_thread_join_t core_thread_join_impl_get(); + +/** + * Get the currently configured implementation for thread_destroy + * + * @return Pointer to the currently configured implementation of the + * thread_destroy function + */ +core_thread_destroy_t core_thread_destroy_impl_get(); + +#endif From fb1442b7342b3cef0f906eac3fef21c849213fab Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:30:53 +0100 Subject: [PATCH 042/118] feat: Add helper to set avs implementations Doesn't really reduce boiler plate but adds clarity with a more meaningful function name what the operation does. --- src/main/avs-util/Module.mk | 1 + src/main/avs-util/core-interop.c | 16 ++++++++++++++++ src/main/avs-util/core-interop.h | 7 +++++++ 3 files changed, 24 insertions(+) create mode 100644 src/main/avs-util/core-interop.c create mode 100644 src/main/avs-util/core-interop.h diff --git a/src/main/avs-util/Module.mk b/src/main/avs-util/Module.mk index 8db0691..2e59f57 100644 --- a/src/main/avs-util/Module.mk +++ b/src/main/avs-util/Module.mk @@ -3,4 +3,5 @@ libs += avs-util libs_avs-util := \ src_avs-util := \ + core-interop.c \ error.c \ diff --git a/src/main/avs-util/core-interop.c b/src/main/avs-util/core-interop.c new file mode 100644 index 0000000..555930f --- /dev/null +++ b/src/main/avs-util/core-interop.c @@ -0,0 +1,16 @@ +#include "core/log.h" +#include "core/thread.h" + +#include "imports/avs.h" + +void avs_util_core_interop_log_avs_impl_set() +{ + core_log_impl_set( + log_body_misc, log_body_info, log_body_warning, log_body_fatal); +} + +void avs_util_core_interop_thread_avs_impl_set() +{ + core_thread_impl_set( + avs_thread_create, avs_thread_join, avs_thread_destroy); +} \ No newline at end of file diff --git a/src/main/avs-util/core-interop.h b/src/main/avs-util/core-interop.h new file mode 100644 index 0000000..51b1e11 --- /dev/null +++ b/src/main/avs-util/core-interop.h @@ -0,0 +1,7 @@ +#ifndef AVS_UTIL_CORE_INTEROP_H +#define AVS_UTIL_CORE_INTEROP_H + +void avs_util_core_interop_log_avs_impl_set(); +void avs_util_core_interop_thread_avs_impl_set(); + +#endif \ No newline at end of file From ea835b32ee10a6ae6a007211a69251f39e8d605c Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:30:53 +0100 Subject: [PATCH 043/118] refactor(api): Thread and log API Split files and add name spacing. --- src/api/log.h | 31 +++++++++++++++++++++++++++++++ src/api/thread.h | 20 ++++++++++++++++++++ 2 files changed, 51 insertions(+) create mode 100644 src/api/log.h create mode 100644 src/api/thread.h diff --git a/src/api/log.h b/src/api/log.h new file mode 100644 index 0000000..638a269 --- /dev/null +++ b/src/api/log.h @@ -0,0 +1,31 @@ +#ifndef BEMANITOOLS_API_THREAD_H +#define BEMANITOOLS_API_THREAD_H + +#include + +#ifdef __GNUC__ +/* Bemanitools is compiled with GCC (MinGW, specifically) as of version 5 */ +#define LOG_CHECK_FMT __attribute__((format(printf, 2, 3))) +#else +/* Compile it out for MSVC plebs */ +#define LOG_CHECK_FMT +#endif + +/* An AVS-style logger function. Comes in four flavors: misc, info, warning, + and fatal, with increasing severity. Fatal loggers do not return, they + abort the running process after writing their message to the log. + + "module" is an arbitrary short string identifying the source of the log + message. The name of the calling DLL is a good default choice for this + string, although you might want to identify a module within your DLL here + instead. + + "fmt" is a printf-style format string. Depending on the context in which + your DLL is running you might end up calling a logger function exported + from libavs, which has its own printf implementation (including a number of + proprietary extensions), so don't use any overly exotic formats. */ + +typedef void (*btapi_log_formatter_t)(const char *module, const char *fmt, ...) + LOG_CHECK_FMT; + +#endif diff --git a/src/api/thread.h b/src/api/thread.h new file mode 100644 index 0000000..0459c9d --- /dev/null +++ b/src/api/thread.h @@ -0,0 +1,20 @@ +#ifndef BEMANITOOLS_API_THREAD_H +#define BEMANITOOLS_API_THREAD_H + +#include + +/* An API for spawning threads. This API is defined by libavs, although + Bemanitools itself may supply compatible implementations of these functions + to your DLL, depending on the context in which it runs. + + NOTE: You may only use the logging functions from a thread where Bemanitools + calls you, or a thread that you create using this API. Failure to observe + this restriction will cause the process to crash. This is a limitation of + libavs itself, not Bemanitools. */ + +typedef int (*btapi_thread_create_t)( + int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority); +typedef void (*btapi_thread_join_t)(int thread_id, int *result); +typedef void (*btapi_thread_destroy_t)(int thread_id); + +#endif From e4a221e15b5e6c779b93e974c45e54fcb0404c4f Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:30:53 +0100 Subject: [PATCH 044/118] refactor: Entire code base, thread and log usage Boils down to: - Include headers - Reduce boiler plate with helpers - Swap out explicit usages with core API layer and ensure the right API is configured beforehand --- src/main/aciodrv-proc/Module.mk | 1 + src/main/aciodrv-proc/panb.c | 11 +++--- src/main/aciodrv/device.c | 3 +- src/main/aciodrv/h44b.c | 2 +- src/main/aciodrv/icca.c | 2 +- src/main/aciodrv/kfca.c | 2 +- src/main/aciodrv/panb.c | 3 +- src/main/aciodrv/port.c | 2 +- src/main/aciodrv/rvol.c | 2 +- src/main/acioemu/addr.c | 2 +- src/main/acioemu/emu.c | 3 +- src/main/acioemu/hdxs.c | 2 +- src/main/acioemu/pipe.h | 3 +- src/main/aciomgr/Module.mk | 1 + src/main/aciomgr/manager.c | 7 ++-- src/main/aciotest/Module.mk | 1 + src/main/aciotest/main.c | 14 ++++++- src/main/asio/asio-reghook.c | 7 ++-- src/main/asio/config-asio.c | 4 +- src/main/bio2drv/Module.mk | 5 ++- src/main/bio2drv/bi2a-iidx.c | 2 +- src/main/bio2drv/bi2a-sdvx.c | 2 +- src/main/bio2drv/config-bio2.c | 4 +- src/main/bio2drv/detect.c | 6 +-- src/main/bio2emu/emu.c | 3 +- src/main/bio2emu/setupapi.c | 3 +- src/main/bsthook/Module.mk | 2 + src/main/bsthook/acio.c | 3 +- src/main/bsthook/dllmain.c | 27 ++++++++----- src/main/bsthook/gfx.c | 3 +- src/main/bsthook/settings.c | 3 +- src/main/camhook/cam.c | 7 ++-- src/main/camhook/config-cam.c | 4 +- src/main/cconfig/cconfig-main.c | 7 ++-- src/main/cconfig/cconfig-util.c | 7 ++-- src/main/cconfig/cconfig-util.h | 4 +- src/main/cconfig/cconfig.c | 3 +- src/main/cconfig/cmd.c | 3 +- src/main/cconfig/conf.c | 3 +- src/main/config/Module.mk | 1 + src/main/config/analogs.c | 3 +- src/main/config/buttons.c | 3 +- src/main/config/eam.c | 3 +- src/main/config/gametype.c | 3 +- src/main/config/main.c | 40 +++++++++++++++----- src/main/config/snap.c | 3 +- src/main/config/usages.c | 3 +- src/main/d3d9exhook/config-gfx.c | 4 +- src/main/d3d9exhook/d3d9ex.c | 3 +- src/main/ddrhook-util/_com4.c | 3 +- src/main/ddrhook-util/dinput.c | 3 +- src/main/ddrhook-util/extio.c | 3 +- src/main/ddrhook-util/gfx.c | 3 +- src/main/ddrhook-util/misc.c | 3 +- src/main/ddrhook-util/monitor.c | 3 +- src/main/ddrhook-util/p3io.c | 4 +- src/main/ddrhook-util/spike.c | 3 +- src/main/ddrhook-util/usbmem.c | 3 +- src/main/ddrhook1/Module.mk | 2 + src/main/ddrhook1/avs-boot.c | 11 +++++- src/main/ddrhook1/config-ddrhook1.c | 4 +- src/main/ddrhook1/config-eamuse.c | 3 +- src/main/ddrhook1/config-gfx.c | 4 +- src/main/ddrhook1/config-security.c | 3 +- src/main/ddrhook1/dllmain.c | 42 +++++++++++++++++---- src/main/ddrhook1/filesystem.c | 3 +- src/main/ddrhook1/master.c | 3 +- src/main/ddrhook2/Module.mk | 2 + src/main/ddrhook2/dllmain.c | 28 +++++++++----- src/main/ddrhook2/master.c | 3 +- src/main/ddrio-async/Module.mk | 1 + src/main/ddrio-async/ddrio.c | 9 +++-- src/main/ddrio-mm/Module.mk | 1 + src/main/ddrio-mm/ddrio.c | 5 ++- src/main/ddrio-p3io/Module.mk | 1 + src/main/ddrio-p3io/config.c | 2 +- src/main/ddrio-p3io/ddrio.c | 8 ++-- src/main/ddrio-smx/Module.mk | 1 + src/main/ddrio-smx/ddrio.c | 5 ++- src/main/ddrio/ddrio.c | 2 +- src/main/ddriotest/Module.mk | 1 + src/main/ddriotest/main.c | 33 ++++++++++------ src/main/dinput/dinput.c | 3 +- src/main/eamio-icca/Module.mk | 1 + src/main/eamio-icca/config-icc.c | 2 - src/main/eamio-icca/eamio-icca.c | 6 +-- src/main/eamio/Module.mk | 2 +- src/main/eamio/eam-api.c | 9 +++-- src/main/eamio/eam-impl.c | 3 +- src/main/eamiotest/Module.mk | 1 + src/main/eamiotest/main.c | 21 ++++++++--- src/main/extiodrv/device.c | 2 +- src/main/extiodrv/extio.c | 2 +- src/main/extiotest/Module.mk | 1 + src/main/extiotest/main.c | 12 ++++-- src/main/ezusb-emu/device.c | 3 +- src/main/ezusb-emu/node-coin.c | 4 +- src/main/ezusb-emu/node-eeprom.c | 4 +- src/main/ezusb-emu/node-security-mem.c | 4 +- src/main/ezusb-emu/node-security-plug.c | 4 +- src/main/ezusb-emu/node-sram.c | 3 +- src/main/ezusb-emu/node-wdt.c | 4 +- src/main/ezusb-emu/util.c | 3 +- src/main/ezusb-iidx-16seg-emu/node-16seg.c | 4 +- src/main/ezusb-iidx-emu/Module.mk | 1 + src/main/ezusb-iidx-emu/card-mag.c | 3 +- src/main/ezusb-iidx-emu/msg.c | 3 +- src/main/ezusb-iidx-emu/node-fpga.c | 3 +- src/main/ezusb-iidx-emu/node-serial.c | 7 ++-- src/main/ezusb-iidx-fpga-flash/Module.mk | 1 + src/main/ezusb-iidx-fpga-flash/main.c | 8 +++- src/main/ezusb-iidx-sram-flash/Module.mk | 1 + src/main/ezusb-iidx-sram-flash/main.c | 8 +++- src/main/ezusb-iidx/ezusb-iidx.c | 3 +- src/main/ezusb-iidx/fpga.c | 2 +- src/main/ezusb-iidx/sram.c | 4 +- src/main/ezusb-tool/Module.mk | 1 + src/main/ezusb-tool/main.c | 9 +++-- src/main/ezusb/ezusb.c | 3 +- src/main/ezusb/util.c | 3 +- src/main/ezusb2-dbg-hook/Module.mk | 1 + src/main/ezusb2-dbg-hook/main.c | 11 ++++-- src/main/ezusb2-emu/device.c | 3 +- src/main/ezusb2-emu/util.c | 3 +- src/main/ezusb2-iidx-emu/msg.c | 3 +- src/main/ezusb2-popn-emu/msg.c | 3 +- src/main/ezusb2-popn-shim/Module.mk | 1 + src/main/ezusb2-popn-shim/dllmain.c | 4 +- src/main/ezusb2-popn-shim/proxy.c | 2 +- src/main/ezusb2-tool/Module.mk | 1 + src/main/ezusb2-tool/main.c | 9 +++-- src/main/ezusb2/ezusb2.c | 3 +- src/main/geninput/Module.mk | 1 + src/main/geninput/dev-list.c | 3 +- src/main/geninput/hid-generic.c | 3 +- src/main/geninput/hid-meta-in.c | 3 +- src/main/geninput/hid-meta-out.c | 3 +- src/main/geninput/hid-mgr.c | 3 +- src/main/geninput/hid-report-in.c | 3 +- src/main/geninput/hid-report-out.c | 3 +- src/main/geninput/hid.c | 3 +- src/main/geninput/hotplug.c | 4 +- src/main/geninput/input.c | 9 +++-- src/main/geninput/io-thread.c | 11 +++--- src/main/geninput/kbd.c | 3 +- src/main/geninput/mapper.c | 3 +- src/main/geninput/mouse.c | 3 +- src/main/geninput/msg-thread.c | 3 +- src/main/geninput/pacdrive.c | 3 +- src/main/geninput/ri.c | 3 +- src/main/hook/d3d9.c | 8 ++-- src/main/hook/table.c | 5 ++- src/main/hooklib/acp.c | 3 +- src/main/hooklib/adapter.c | 3 +- src/main/hooklib/app.c | 3 +- src/main/hooklib/config-adapter.c | 4 +- src/main/hooklib/memfile.c | 3 +- src/main/hooklib/rs232.c | 3 +- src/main/hooklib/setupapi.c | 3 +- src/main/iidx-bio2-exit-hook/Module.mk | 1 + src/main/iidx-bio2-exit-hook/main.c | 8 +++- src/main/iidx-ezusb-exit-hook/Module.mk | 1 + src/main/iidx-ezusb2-exit-hook/Module.mk | 1 + src/main/iidx-irbeat-patch/Module.mk | 1 + src/main/iidxhook-d3d9/bb-scale-hd.c | 4 +- src/main/iidxhook-d3d9/util.h | 4 +- src/main/iidxhook-util/Module.mk | 1 + src/main/iidxhook-util/acio.c | 3 +- src/main/iidxhook-util/chart-patch.c | 3 +- src/main/iidxhook-util/clock.c | 3 +- src/main/iidxhook-util/config-eamuse.c | 4 +- src/main/iidxhook-util/config-ezusb.c | 3 +- src/main/iidxhook-util/config-gfx.c | 4 +- src/main/iidxhook-util/config-io.c | 4 +- src/main/iidxhook-util/config-misc.c | 4 +- src/main/iidxhook-util/config-sec.c | 3 +- src/main/iidxhook-util/d3d9.c | 3 +- src/main/iidxhook-util/eamuse.c | 3 +- src/main/iidxhook-util/effector.c | 3 +- src/main/iidxhook-util/log-server.c | 7 ++-- src/main/iidxhook-util/settings.c | 3 +- src/main/iidxhook1/Module.mk | 1 + src/main/iidxhook1/config-iidxhook1.c | 4 +- src/main/iidxhook1/dllmain.c | 38 ++++++++++++++----- src/main/iidxhook1/ezusb-mon.c | 3 +- src/main/iidxhook1/log-ezusb.c | 3 +- src/main/iidxhook2/Module.mk | 1 + src/main/iidxhook2/config-iidxhook2.c | 4 +- src/main/iidxhook2/dllmain.c | 39 ++++++++++++++----- src/main/iidxhook3/Module.mk | 1 + src/main/iidxhook3/dllmain.c | 38 ++++++++++++++----- src/main/iidxhook4-cn/Module.mk | 2 + src/main/iidxhook4-cn/avs-boot.c | 12 ++++-- src/main/iidxhook4-cn/dllmain.c | 32 +++++++++++++--- src/main/iidxhook4-cn/path.c | 3 +- src/main/iidxhook4/Module.mk | 2 + src/main/iidxhook4/dllmain.c | 26 ++++++++----- src/main/iidxhook5-cn/Module.mk | 2 + src/main/iidxhook5-cn/avs-boot.c | 12 ++++-- src/main/iidxhook5-cn/dllmain.c | 31 ++++++++++++--- src/main/iidxhook5-cn/path.c | 3 +- src/main/iidxhook5/Module.mk | 2 + src/main/iidxhook5/dllmain.c | 26 ++++++++----- src/main/iidxhook5/ifs-snd-redir.c | 3 +- src/main/iidxhook6/Module.mk | 2 + src/main/iidxhook6/dllmain.c | 26 ++++++++----- src/main/iidxhook7/Module.mk | 2 + src/main/iidxhook7/dllmain.c | 26 ++++++++----- src/main/iidxhook8/Module.mk | 2 + src/main/iidxhook8/config-io.c | 4 +- src/main/iidxhook8/dllmain.c | 26 ++++++++----- src/main/iidxhook9/Module.mk | 2 + src/main/iidxhook9/config-io.c | 4 +- src/main/iidxhook9/dllmain.c | 32 ++++++++++------ src/main/iidxio-bio2/Module.mk | 1 + src/main/iidxio-ezusb/Module.mk | 1 + src/main/iidxio-ezusb2/Module.mk | 1 + src/main/iidxiotest/Module.mk | 1 + src/main/iidxiotest/main.c | 21 ++++++++--- src/main/jbhook-util-p3io/gfx.c | 3 +- src/main/jbhook-util-p3io/mixer.c | 3 +- src/main/jbhook-util-p3io/p3io.c | 4 +- src/main/jbhook-util/acio.c | 3 +- src/main/jbhook-util/eamuse.c | 3 +- src/main/jbhook-util/locale.c | 3 +- src/main/jbhook-util/p4io.c | 4 +- src/main/jbhook1/Module.mk | 1 + src/main/jbhook1/avs-boot.c | 12 ++++-- src/main/jbhook1/config-eamuse.c | 3 +- src/main/jbhook1/config-gfx.c | 4 +- src/main/jbhook1/config-security.c | 3 +- src/main/jbhook1/dllmain.c | 41 +++++++++++++++----- src/main/jbhook1/log-gftools.c | 4 +- src/main/jbhook2/Module.mk | 2 + src/main/jbhook2/dllmain.c | 30 +++++++++------ src/main/jbhook2/options.c | 2 +- src/main/jbhook3/Module.mk | 2 + src/main/jbhook3/dllmain.c | 30 +++++++++------ src/main/jbhook3/gfx.c | 4 +- src/main/jbhook3/options.c | 3 +- src/main/jbio-p4io/Module.mk | 1 + src/main/jbio-p4io/config-h44b.c | 4 +- src/main/jbio-p4io/h44b.c | 2 +- src/main/jbio-p4io/jbio.c | 8 ++-- src/main/jbiotest/Module.mk | 1 + src/main/jbiotest/main.c | 21 ++++++++--- src/main/mempatch-hook/Module.mk | 1 + src/main/mempatch-hook/main.c | 14 ++++--- src/main/mm/mm.c | 3 +- src/main/p3io-ddr-tool/Module.mk | 1 + src/main/p3io-ddr-tool/main.c | 21 ++++++----- src/main/p3io-ddr-tool/mode-test.c | 4 +- src/main/p3io/cmd.c | 4 +- src/main/p3io/frame.c | 3 +- src/main/p3iodrv/ddr.c | 2 +- src/main/p3iodrv/device.c | 3 +- src/main/p3ioemu/devmgr.c | 3 +- src/main/p3ioemu/emu.c | 3 +- src/main/p3ioemu/uart.c | 3 +- src/main/p4iodrv/device.c | 3 +- src/main/p4iodrv/usb.c | 3 +- src/main/p4ioemu/device.c | 3 +- src/main/pcbidgen/Module.mk | 1 + src/main/popnhook-util/acio.c | 3 +- src/main/popnhook-util/mixer.c | 3 +- src/main/popnhook1/Module.mk | 1 + src/main/popnhook1/avs-boot.c | 4 +- src/main/popnhook1/config-eamuse.c | 4 +- src/main/popnhook1/config-gfx.c | 4 +- src/main/popnhook1/config-sec.c | 3 +- src/main/popnhook1/d3d9.c | 3 +- src/main/popnhook1/dllmain.c | 38 ++++++++++++++----- src/main/popnhook1/filesystem.c | 3 +- src/main/sdvxhook/Module.mk | 2 + src/main/sdvxhook/acio.c | 3 +- src/main/sdvxhook/dllmain.c | 27 ++++++++----- src/main/sdvxhook/gfx.c | 3 +- src/main/sdvxhook/kfca.c | 3 +- src/main/sdvxhook/lcd.c | 3 +- src/main/sdvxhook2-cn/Module.mk | 2 + src/main/sdvxhook2-cn/acio.c | 3 +- src/main/sdvxhook2-cn/config-cn.c | 4 +- src/main/sdvxhook2-cn/dllmain.c | 19 ++++++---- src/main/sdvxhook2-cn/kfca.c | 3 +- src/main/sdvxhook2-cn/unis-version.c | 3 +- src/main/sdvxhook2/Module.mk | 2 + src/main/sdvxhook2/acio.c | 3 +- src/main/sdvxhook2/config-io.c | 4 +- src/main/sdvxhook2/dllmain.c | 26 ++++++++----- src/main/sdvxhook2/nvapi.c | 4 +- src/main/sdvxhook2/power.c | 4 +- src/main/sdvxio-bio2/Module.mk | 1 + src/main/sdvxio-kfca/Module.mk | 1 + src/main/sdvxio-kfca/config-kfca.c | 4 +- src/main/security/id.c | 3 +- src/main/security/mcode.c | 3 +- src/main/security/rp-blowfish.c | 4 +- src/main/security/rp.c | 3 +- src/main/security/rp2.c | 3 +- src/main/security/rp3.c | 3 +- src/main/unicorntail/Module.mk | 1 + src/main/unicorntail/dllmain.c | 5 ++- src/main/unicorntail/p3io.c | 3 +- src/main/unicorntail/usbmem.c | 3 +- src/main/util/array.c | 3 +- src/main/util/crc.c | 2 +- src/main/util/crypto.c | 9 +++-- src/main/util/fs.c | 3 +- src/main/util/hex.c | 3 +- src/main/util/iobuf.c | 5 ++- src/main/util/mem.c | 2 +- src/main/util/msg-thread.c | 11 +++--- src/main/util/net.c | 3 +- src/main/util/os.c | 3 +- src/main/util/proc.c | 2 +- src/main/util/signal.c | 3 +- src/main/util/time.c | 3 +- src/main/vigem-ddrio/Module.mk | 1 + src/main/vigem-ddrio/config-vigem-ddrio.c | 4 +- src/main/vigem-ddrio/main.c | 26 ++++++++++--- src/main/vigem-iidxio/Module.mk | 1 + src/main/vigem-iidxio/cab-16seg-sequencer.c | 3 +- src/main/vigem-iidxio/cab-light-sequencer.c | 3 +- src/main/vigem-iidxio/config.c | 4 +- src/main/vigem-iidxio/main.c | 22 ++++++++--- src/main/vigem-sdvxio/Module.mk | 1 + src/main/vigem-sdvxio/config-vigem-sdvxio.c | 4 +- src/main/vigem-sdvxio/main.c | 23 ++++++++--- src/main/vigemstub/helper.c | 3 +- src/test/cconfig/Module.mk | 3 ++ src/test/d3d9hook/Module.mk | 2 + src/test/d3d9hook/dllmain.c | 10 +++-- src/test/iidxhook-util/Module.mk | 4 ++ src/test/iidxhook/Module.mk | 2 + src/test/iidxhook8/Module.mk | 2 + src/test/security/Module.mk | 6 +++ src/test/test/test.h | 15 +++++--- src/test/util/Module.mk | 1 + 338 files changed, 1307 insertions(+), 640 deletions(-) diff --git a/src/main/aciodrv-proc/Module.mk b/src/main/aciodrv-proc/Module.mk index e347f77..9fa6b38 100644 --- a/src/main/aciodrv-proc/Module.mk +++ b/src/main/aciodrv-proc/Module.mk @@ -1,6 +1,7 @@ libs += aciodrv-proc libs_aciodrv-proc := \ + core \ src_aciodrv-proc := \ panb.c \ diff --git a/src/main/aciodrv-proc/panb.c b/src/main/aciodrv-proc/panb.c index c054e21..3f9d5a4 100644 --- a/src/main/aciodrv-proc/panb.c +++ b/src/main/aciodrv-proc/panb.c @@ -5,8 +5,9 @@ #include "aciodrv/device.h" #include "aciodrv/panb.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/thread.h" + +#include "core/log.h" static int auto_poll_proc(void *auto_poll_param); static int auto_poll_threadid; @@ -50,7 +51,7 @@ bool aciodrv_proc_panb_init(struct aciodrv_device_ctx *device) InitializeCriticalSection(&keypair_lock); InitializeCriticalSection(&auto_poll_stop_lock); auto_poll_threadid = - thread_create(auto_poll_proc, (void *) device, 0x4000, 0); + core_thread_create(auto_poll_proc, (void *) device, 0x4000, 0); return true; } @@ -80,8 +81,8 @@ void aciodrv_proc_panb_fini(struct aciodrv_device_ctx *device) auto_poll_stop = true; LeaveCriticalSection(&auto_poll_stop_lock); - thread_join(auto_poll_threadid, NULL); - thread_destroy(auto_poll_threadid); + core_thread_join(auto_poll_threadid, NULL); + core_thread_destroy(auto_poll_threadid); DeleteCriticalSection(&keypair_lock); DeleteCriticalSection(&auto_poll_stop_lock); diff --git a/src/main/aciodrv/device.c b/src/main/aciodrv/device.c index 39bf8af..7584968 100644 --- a/src/main/aciodrv/device.c +++ b/src/main/aciodrv/device.c @@ -7,8 +7,9 @@ #include "aciodrv/port.h" +#include "core/log.h" + #include "util/hex.h" -#include "util/log.h" #include "util/mem.h" /* Enable to dump all data to the logger */ diff --git a/src/main/aciodrv/h44b.c b/src/main/aciodrv/h44b.c index afbab42..19283f6 100644 --- a/src/main/aciodrv/h44b.c +++ b/src/main/aciodrv/h44b.c @@ -7,7 +7,7 @@ #include "aciodrv/device.h" -#include "util/log.h" +#include "core/log.h" bool aciodrv_h44b_init(struct aciodrv_device_ctx *device, uint8_t node_id) { diff --git a/src/main/aciodrv/icca.c b/src/main/aciodrv/icca.c index ac56d0e..7bec0c7 100644 --- a/src/main/aciodrv/icca.c +++ b/src/main/aciodrv/icca.c @@ -5,7 +5,7 @@ #include "aciodrv/device.h" #include "aciodrv/icca.h" -#include "util/log.h" +#include "core/log.h" static bool aciodrv_icca_queue_loop_start( struct aciodrv_device_ctx *device, uint8_t node_id) diff --git a/src/main/aciodrv/kfca.c b/src/main/aciodrv/kfca.c index e21a0b8..88093e4 100644 --- a/src/main/aciodrv/kfca.c +++ b/src/main/aciodrv/kfca.c @@ -5,7 +5,7 @@ #include "aciodrv/device.h" -#include "util/log.h" +#include "core/log.h" static bool aciodrv_kfca_watchdog_start(struct aciodrv_device_ctx *device, uint8_t node_id) diff --git a/src/main/aciodrv/panb.c b/src/main/aciodrv/panb.c index 1412e16..2dbc85e 100644 --- a/src/main/aciodrv/panb.c +++ b/src/main/aciodrv/panb.c @@ -5,8 +5,7 @@ #include "aciodrv/device.h" #include "aciodrv/panb.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/log.h" bool aciodrv_panb_start_auto_input( struct aciodrv_device_ctx *device, uint8_t node_id, uint8_t node_count) diff --git a/src/main/aciodrv/port.c b/src/main/aciodrv/port.c index b38ad2a..c3c9c71 100644 --- a/src/main/aciodrv/port.c +++ b/src/main/aciodrv/port.c @@ -6,7 +6,7 @@ #include -#include "util/log.h" +#include "core/log.h" HANDLE aciodrv_port_open(const char *port_path, int baud) { diff --git a/src/main/aciodrv/rvol.c b/src/main/aciodrv/rvol.c index a9e0c36..ed7c036 100644 --- a/src/main/aciodrv/rvol.c +++ b/src/main/aciodrv/rvol.c @@ -5,7 +5,7 @@ #include "aciodrv/device.h" -#include "util/log.h" +#include "core/log.h" static bool aciodrv_rvol_change_expand_mode( struct aciodrv_device_ctx *device, uint8_t node_id, uint8_t mode) diff --git a/src/main/acioemu/addr.c b/src/main/acioemu/addr.c index 8d85487..3f52fbb 100644 --- a/src/main/acioemu/addr.c +++ b/src/main/acioemu/addr.c @@ -5,7 +5,7 @@ #include "acioemu/addr.h" #include "acioemu/emu.h" -#include "util/log.h" +#include "core/log.h" void ac_io_emu_cmd_assign_addrs( struct ac_io_emu *emu, const struct ac_io_message *req, uint8_t node_count) diff --git a/src/main/acioemu/emu.c b/src/main/acioemu/emu.c index 11cf35a..57f74e0 100644 --- a/src/main/acioemu/emu.c +++ b/src/main/acioemu/emu.c @@ -14,9 +14,10 @@ #include "acioemu/emu.h" #include "acioemu/pipe.h" +#include "core/log.h" + #include "hook/iohook.h" -#include "util/log.h" #include "util/str.h" static HRESULT ac_io_emu_open(struct ac_io_emu *emu, struct irp *irp); diff --git a/src/main/acioemu/hdxs.c b/src/main/acioemu/hdxs.c index 9a38bee..01ec19d 100644 --- a/src/main/acioemu/hdxs.c +++ b/src/main/acioemu/hdxs.c @@ -6,7 +6,7 @@ #include "acioemu/emu.h" #include "acioemu/hdxs.h" -#include "util/log.h" +#include "core/log.h" static void ac_io_emu_hdxs_cmd_send_version( struct ac_io_emu_hdxs *hdxs, const struct ac_io_message *req); diff --git a/src/main/acioemu/pipe.h b/src/main/acioemu/pipe.h index ad442fc..859c3b6 100644 --- a/src/main/acioemu/pipe.h +++ b/src/main/acioemu/pipe.h @@ -7,9 +7,10 @@ #include "acio/acio.h" +#include "core/log.h" + #include "util/iobuf.h" #include "util/list.h" -#include "util/log.h" /* This uses the USB convention where OUT and IN are from the host's (game's) perspective. So an OUT transaction comes in to us and vice versa. diff --git a/src/main/aciomgr/Module.mk b/src/main/aciomgr/Module.mk index 0a17e8c..b87f81b 100644 --- a/src/main/aciomgr/Module.mk +++ b/src/main/aciomgr/Module.mk @@ -1,6 +1,7 @@ dlls += aciomgr libs_aciomgr := \ + core \ aciodrv \ util \ diff --git a/src/main/aciomgr/manager.c b/src/main/aciomgr/manager.c index e73b18e..d7f0378 100644 --- a/src/main/aciomgr/manager.c +++ b/src/main/aciomgr/manager.c @@ -5,14 +5,15 @@ #include #include "aciomgr/manager-init.h" - #include "aciomgr/manager.h" #include "acio/acio.h" #include "aciodrv/device.h" + +#include "core/log.h" + #include "util/array.h" -#include "util/log.h" #define MAX_PORT_PATH_LENGTH 256 @@ -90,7 +91,7 @@ void aciomgr_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, warning, info, fatal); } struct aciomgr_port_dispatcher *aciomgr_port_init(const char *path, int baud) diff --git a/src/main/aciotest/Module.mk b/src/main/aciotest/Module.mk index af04652..efeb038 100644 --- a/src/main/aciotest/Module.mk +++ b/src/main/aciotest/Module.mk @@ -1,6 +1,7 @@ exes += aciotest libs_aciotest := \ + core \ bio2drv \ aciodrv \ aciodrv-proc \ diff --git a/src/main/aciotest/main.c b/src/main/aciotest/main.c index 4a301c4..fdf6df4 100644 --- a/src/main/aciotest/main.c +++ b/src/main/aciotest/main.c @@ -15,7 +15,14 @@ #include "aciotest/panb.h" #include "aciotest/rvol.h" -#include "util/log.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + +#include "core/log.h" static uint8_t aciotest_cnt = 0; static uint8_t bi2a_mode = 255; @@ -112,7 +119,10 @@ int main(int argc, char **argv) } } - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); + + core_log_bt_ext_init_with_stdout(); struct aciodrv_device_ctx *device = aciodrv_device_open_path(argv[1], atoi(argv[2])); diff --git a/src/main/asio/asio-reghook.c b/src/main/asio/asio-reghook.c index 161b13b..7e05890 100644 --- a/src/main/asio/asio-reghook.c +++ b/src/main/asio/asio-reghook.c @@ -10,13 +10,14 @@ #include +#include "asio/asio-reghook.h" + +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" -#include "asio/asio-reghook.h" - #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/asio/config-asio.c b/src/main/asio/config-asio.c index b29f99c..2a8675d 100644 --- a/src/main/asio/config-asio.c +++ b/src/main/asio/config-asio.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "asio/config-asio.h" +#include "core/log.h" -#include "util/log.h" +#include "asio/config-asio.h" #define ASIOHOOK_CONFIG_IO_FORCE_ASIO_KEY "asio.force_asio" #define ASIOHOOK_CONFIG_IO_FORCE_WASAPI_KEY "asio.force_wasapi" diff --git a/src/main/bio2drv/Module.mk b/src/main/bio2drv/Module.mk index f5bdb56..9e5e92b 100644 --- a/src/main/bio2drv/Module.mk +++ b/src/main/bio2drv/Module.mk @@ -1,10 +1,11 @@ libs += bio2drv libs_bio2drv := \ - aciodrv + core \ + aciodrv \ src_bio2drv := \ detect.c \ config-bio2.c \ bi2a-iidx.c \ - bi2a-sdvx.c + bi2a-sdvx.c \ diff --git a/src/main/bio2drv/bi2a-iidx.c b/src/main/bio2drv/bi2a-iidx.c index 1119876..bce8c41 100644 --- a/src/main/bio2drv/bi2a-iidx.c +++ b/src/main/bio2drv/bi2a-iidx.c @@ -7,7 +7,7 @@ #include "aciodrv/device.h" -#include "util/log.h" +#include "core/log.h" // Must be provided on init command. Actual meaning unknown right now. // Not providing this will not initialize the IO correctly resulting diff --git a/src/main/bio2drv/bi2a-sdvx.c b/src/main/bio2drv/bi2a-sdvx.c index 93edf49..14e5239 100644 --- a/src/main/bio2drv/bi2a-sdvx.c +++ b/src/main/bio2drv/bi2a-sdvx.c @@ -7,7 +7,7 @@ #include "aciodrv/device.h" -#include "util/log.h" +#include "core/log.h" static const uint8_t _BIO2DR_BI2A_SDVX_INIT_DATA = 0x3B; diff --git a/src/main/bio2drv/config-bio2.c b/src/main/bio2drv/config-bio2.c index 492cdef..c016fa9 100644 --- a/src/main/bio2drv/config-bio2.c +++ b/src/main/bio2drv/config-bio2.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "bio2drv/config-bio2.h" +#include "core/log.h" -#include "util/log.h" +#include "bio2drv/config-bio2.h" #define BIO2DRV_CONFIG_BIO2_AUTO_KEY "bio2.autodetect" #define BIO2DRV_CONFIG_BIO2_PORT_KEY "bio2.port" diff --git a/src/main/bio2drv/detect.c b/src/main/bio2drv/detect.c index d559175..dfdf501 100644 --- a/src/main/bio2drv/detect.c +++ b/src/main/bio2drv/detect.c @@ -8,11 +8,11 @@ #include "bio2drv/detect.h" +#include "core/log.h" + #include #include -#include "util/log.h" - DEFINE_GUID( GUID_COM_BUS_ENUMERATOR, 0x4D36E978, @@ -142,7 +142,7 @@ void bio2drv_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, warning, info, fatal); } bool bio2drv_detect( diff --git a/src/main/bio2emu/emu.c b/src/main/bio2emu/emu.c index 9fbcb3d..ea9c7f0 100644 --- a/src/main/bio2emu/emu.c +++ b/src/main/bio2emu/emu.c @@ -14,6 +14,8 @@ #include "acioemu/addr.h" #include "acioemu/emu.h" +#include "core/log.h" + #include "hook/iohook.h" #include "hooklib/rs232.h" @@ -25,7 +27,6 @@ #include "util/array.h" #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct array bio2_active_ports; diff --git a/src/main/bio2emu/setupapi.c b/src/main/bio2emu/setupapi.c index 5dbfffc..bb2f32c 100644 --- a/src/main/bio2emu/setupapi.c +++ b/src/main/bio2emu/setupapi.c @@ -6,13 +6,14 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "bio2emu/emu.h" #include "bio2emu/setupapi.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/bsthook/Module.mk b/src/main/bsthook/Module.mk index ef61d28..92ab3b1 100644 --- a/src/main/bsthook/Module.mk +++ b/src/main/bsthook/Module.mk @@ -4,6 +4,8 @@ deplibs_bsthook := \ avs \ libs_bsthook := \ + avs-util \ + core \ acioemu \ bstio \ hook \ diff --git a/src/main/bsthook/acio.c b/src/main/bsthook/acio.c index fe5f8cc..500d4c5 100644 --- a/src/main/bsthook/acio.c +++ b/src/main/bsthook/acio.c @@ -19,13 +19,14 @@ #include "bsthook/acio.h" #include "bsthook/kfca.h" +#include "core/log.h" + #include "hook/iohook.h" #include "imports/avs.h" #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu ac_io_emu; diff --git a/src/main/bsthook/dllmain.c b/src/main/bsthook/dllmain.c index 57d38e0..e508057 100644 --- a/src/main/bsthook/dllmain.c +++ b/src/main/bsthook/dllmain.c @@ -2,9 +2,14 @@ #include +#include "avs-util/core-interop.h" + #include "bemanitools/bstio.h" #include "bemanitools/eamio.h" +#include "core/log.h" +#include "core/thread.h" + #include "hook/iohook.h" #include "hooklib/app.h" @@ -18,7 +23,6 @@ #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" static bool my_dll_entry_init(char *sidcode, struct property_node *config); static bool my_dll_entry_main(void); @@ -33,19 +37,23 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *config) log_info("Starting up BeatStream IO backend"); - bst_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(bst_io_set_loggers); - ok = bst_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + ok = bst_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { goto bst_io_fail; } - eam_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(eam_io_set_loggers); - ok = eam_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + ok = eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { goto eam_io_fail; @@ -91,8 +99,9 @@ BOOL WINAPI DllMain(HMODULE self, DWORD reason, void *ctx) return TRUE; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); args_recover(&argc, &argv); diff --git a/src/main/bsthook/gfx.c b/src/main/bsthook/gfx.c index 43d88a2..23d37e0 100644 --- a/src/main/bsthook/gfx.c +++ b/src/main/bsthook/gfx.c @@ -3,6 +3,8 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/pe.h" #include "hook/table.h" @@ -10,7 +12,6 @@ #include "sdvxhook/gfx.h" #include "util/defs.h" -#include "util/log.h" static HRESULT STDCALL my_CreateDevice( IDirect3D9 *self, diff --git a/src/main/bsthook/settings.c b/src/main/bsthook/settings.c index 8f48ea8..c9fb10a 100644 --- a/src/main/bsthook/settings.c +++ b/src/main/bsthook/settings.c @@ -7,10 +7,11 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* ------------------------------------------------------------------------- */ diff --git a/src/main/camhook/cam.c b/src/main/camhook/cam.c index 4ce9260..169fd02 100644 --- a/src/main/camhook/cam.c +++ b/src/main/camhook/cam.c @@ -15,13 +15,14 @@ #include +#include "camhook/cam.h" + +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" -#include "camhook/cam.h" - #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/camhook/config-cam.c b/src/main/camhook/config-cam.c index 6a55852..c6dd1af 100644 --- a/src/main/camhook/config-cam.c +++ b/src/main/camhook/config-cam.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "camhook/config-cam.h" +#include "core/log.h" -#include "util/log.h" +#include "camhook/config-cam.h" #define CAMHOOK_CONFIG_CAM_DISABLE_EMU_KEY "cam.disable_emu" #define CAMHOOK_CONFIG_CAM_DEFAULT_DISABLE_EMU_VALUE false diff --git a/src/main/cconfig/cconfig-main.c b/src/main/cconfig/cconfig-main.c index 342a912..342d8df 100644 --- a/src/main/cconfig/cconfig-main.c +++ b/src/main/cconfig/cconfig-main.c @@ -6,8 +6,9 @@ #include "cconfig/cconfig-main.h" +#include "core/log.h" + #include "util/cmdline.h" -#include "util/log.h" bool cconfig_main_config_init( struct cconfig *config, @@ -84,7 +85,7 @@ bool cconfig_main_config_init( } log_misc("Config state after file loading:"); - cconfig_util_log(config, log_impl_misc); + cconfig_util_log(config, core_log_misc_impl_get()); } log_misc("Parsing override config parameters from cmd"); @@ -96,7 +97,7 @@ bool cconfig_main_config_init( } log_misc("Config state after cmd parameter overrides:"); - cconfig_util_log(config, log_impl_misc); + cconfig_util_log(config, core_log_misc_impl_get()); goto success; diff --git a/src/main/cconfig/cconfig-util.c b/src/main/cconfig/cconfig-util.c index f4ce05f..3585357 100644 --- a/src/main/cconfig/cconfig-util.c +++ b/src/main/cconfig/cconfig-util.c @@ -5,8 +5,9 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "util/hex.h" -#include "util/log.h" #include "util/mem.h" bool cconfig_util_get_int( @@ -220,10 +221,10 @@ void cconfig_util_set_data( free(str); } -void cconfig_util_log(struct cconfig *config, log_formatter_t log_formatter) +void cconfig_util_log(struct cconfig *config, core_log_message_t log_message) { for (uint32_t i = 0; i < config->nentries; i++) { - log_formatter( + log_message( LOG_MODULE, "%s=%s", config->entries[i].key, diff --git a/src/main/cconfig/cconfig-util.h b/src/main/cconfig/cconfig-util.h index aa9b500..8f6a305 100644 --- a/src/main/cconfig/cconfig-util.h +++ b/src/main/cconfig/cconfig-util.h @@ -7,7 +7,7 @@ #include "cconfig/cconfig.h" -#include "util/log.h" +#include "core/log.h" bool cconfig_util_get_int( struct cconfig *config, @@ -57,6 +57,6 @@ void cconfig_util_set_data( size_t len, const char *desc); -void cconfig_util_log(struct cconfig *config, log_formatter_t log_formatter); +void cconfig_util_log(struct cconfig *config, core_log_message_t log_message); #endif \ No newline at end of file diff --git a/src/main/cconfig/cconfig.c b/src/main/cconfig/cconfig.c index 1cfcbed..6150f66 100644 --- a/src/main/cconfig/cconfig.c +++ b/src/main/cconfig/cconfig.c @@ -2,7 +2,8 @@ #include "cconfig/cconfig.h" -#include "util/log.h" +#include "core/log.h" + #include "util/mem.h" #include "util/str.h" diff --git a/src/main/cconfig/cmd.c b/src/main/cconfig/cmd.c index 3d4f32f..3bb1c24 100644 --- a/src/main/cconfig/cmd.c +++ b/src/main/cconfig/cmd.c @@ -7,8 +7,9 @@ #include "cconfig/cmd.h" +#include "core/log.h" + #include "util/hex.h" -#include "util/log.h" #include "util/str.h" static void diff --git a/src/main/cconfig/conf.c b/src/main/cconfig/conf.c index de21f8b..b23e9d4 100644 --- a/src/main/cconfig/conf.c +++ b/src/main/cconfig/conf.c @@ -6,8 +6,9 @@ #include "cconfig/conf.h" +#include "core/log.h" + #include "util/fs.h" -#include "util/log.h" #include "util/str.h" enum cconfig_conf_error cconfig_conf_load_from_file( diff --git a/src/main/config/Module.mk b/src/main/config/Module.mk index 2f7bac8..fc37a23 100644 --- a/src/main/config/Module.mk +++ b/src/main/config/Module.mk @@ -3,6 +3,7 @@ rc_config := config.rc cppflags_config := -DUNICODE libs_config := \ + core \ eamio \ geninput \ util \ diff --git a/src/main/config/analogs.c b/src/main/config/analogs.c index 5a7bcee..d693667 100644 --- a/src/main/config/analogs.c +++ b/src/main/config/analogs.c @@ -11,13 +11,14 @@ #include "config/schema.h" #include "config/usages.h" +#include "core/log.h" + #include "geninput/hid-mgr.h" #include "geninput/input-config.h" #include "geninput/mapper.h" #include "util/array.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/config/buttons.c b/src/main/config/buttons.c index f4a498b..e083bf3 100644 --- a/src/main/config/buttons.c +++ b/src/main/config/buttons.c @@ -15,11 +15,12 @@ #include "config/schema.h" #include "config/usages.h" +#include "core/log.h" + #include "geninput/input-config.h" #include "geninput/mapper.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/winres.h" diff --git a/src/main/config/eam.c b/src/main/config/eam.c index e9bb76c..1d66518 100644 --- a/src/main/config/eam.c +++ b/src/main/config/eam.c @@ -13,6 +13,8 @@ #include "config/resource.h" #include "config/schema.h" +#include "core/log.h" + #include "eamio/eam-config.h" #include "geninput/hid-mgr.h" @@ -21,7 +23,6 @@ #include "util/array.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/config/gametype.c b/src/main/config/gametype.c index e7e7353..2ec0ea4 100644 --- a/src/main/config/gametype.c +++ b/src/main/config/gametype.c @@ -6,8 +6,9 @@ #include "config/resource.h" #include "config/schema.h" +#include "core/log.h" + #include "util/defs.h" -#include "util/log.h" static INT_PTR CALLBACK game_type_dlg_proc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam); diff --git a/src/main/config/main.c b/src/main/config/main.c index ba51555..8be1370 100644 --- a/src/main/config/main.c +++ b/src/main/config/main.c @@ -14,14 +14,19 @@ #include "config/spinner.h" #include "config/usages.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "eamio/eam-config.h" #include "geninput/input-config.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #include "util/winres.h" HPROPSHEETPAGE @@ -61,11 +66,22 @@ int main(int argc, char **argv) wchar_t text[1024]; int max_light; size_t i; + struct core_log_sink sink; inst = GetModuleHandle(NULL); - log_to_writer(log_writer_debug, NULL); - log_to_external(log_impl_misc, log_impl_info, log_impl_warning, my_fatal); + core_thread_crt_ext_impl_set(); + + core_log_impl_set( + core_log_bt_log_misc, + core_log_bt_log_info, + core_log_bt_log_warning, + my_fatal); + + core_log_sink_debug_open(&sink); + + core_log_bt_init(&sink); + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); usages_init(inst); @@ -96,13 +112,17 @@ int main(int argc, char **argv) } } - input_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); - input_init(crt_thread_create, crt_thread_join, crt_thread_destroy); + core_log_impl_assign(input_set_loggers); + input_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); - eam_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy); + core_log_impl_assign(eam_io_set_loggers); + eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); eam_io_config_api = eam_io_get_config_api(); // calculate these and check against the loaded config diff --git a/src/main/config/snap.c b/src/main/config/snap.c index 8981c68..6d8547a 100644 --- a/src/main/config/snap.c +++ b/src/main/config/snap.c @@ -6,10 +6,11 @@ #include "config/snap.h" +#include "core/log.h" + #include "geninput/hid-mgr.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" enum snap_control_heuristic { CONTROL_CENTERING_AXIS, CONTROL_MULTISWITCH }; diff --git a/src/main/config/usages.c b/src/main/config/usages.c index 5e28ad9..771772c 100644 --- a/src/main/config/usages.c +++ b/src/main/config/usages.c @@ -9,8 +9,9 @@ #include "config/resource.h" +#include "core/log.h" + #include "util/array.h" -#include "util/log.h" #include "util/str.h" #include "util/winres.h" diff --git a/src/main/d3d9exhook/config-gfx.c b/src/main/d3d9exhook/config-gfx.c index 6cf57af..b4a5197 100644 --- a/src/main/d3d9exhook/config-gfx.c +++ b/src/main/d3d9exhook/config-gfx.c @@ -4,9 +4,9 @@ #include "cconfig/cconfig-util.h" -#include "d3d9exhook/config-gfx.h" +#include "core/log.h" -#include "util/log.h" +#include "d3d9exhook/config-gfx.h" #define D3D9EXHOOK_CONFIG_GFX_FRAMED_KEY "gfx.framed" #define D3D9EXHOOK_CONFIG_GFX_WINDOWED_KEY "gfx.windowed" diff --git a/src/main/d3d9exhook/d3d9ex.c b/src/main/d3d9exhook/d3d9ex.c index 88d95b0..80d958c 100644 --- a/src/main/d3d9exhook/d3d9ex.c +++ b/src/main/d3d9exhook/d3d9ex.c @@ -9,13 +9,14 @@ #include #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" #include "d3d9exhook/d3d9ex.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/ddrhook-util/_com4.c b/src/main/ddrhook-util/_com4.c index 44e0178..4ca08c3 100644 --- a/src/main/ddrhook-util/_com4.c +++ b/src/main/ddrhook-util/_com4.c @@ -19,6 +19,8 @@ #include "bemanitools/ddrio.h" +#include "core/log.h" + #include "ddrhook-util/_com4.h" #include "hook/iohook.h" @@ -27,7 +29,6 @@ #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" static struct ac_io_emu com4_ac_io_emu; static struct ac_io_emu_hdxs com4_hdxs; diff --git a/src/main/ddrhook-util/dinput.c b/src/main/ddrhook-util/dinput.c index b0fdc66..949fb1e 100644 --- a/src/main/ddrhook-util/dinput.c +++ b/src/main/ddrhook-util/dinput.c @@ -5,12 +5,13 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/pe.h" #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" static HRESULT STDCALL my_DirectInput8Create( HINSTANCE hinst, diff --git a/src/main/ddrhook-util/extio.c b/src/main/ddrhook-util/extio.c index cd2dc84..661b165 100644 --- a/src/main/ddrhook-util/extio.c +++ b/src/main/ddrhook-util/extio.c @@ -14,10 +14,11 @@ #include "bemanitools/ddrio.h" +#include "core/log.h" + #include "hook/iohook.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static HRESULT extio_open(struct irp *irp); diff --git a/src/main/ddrhook-util/gfx.c b/src/main/ddrhook-util/gfx.c index 3f5f773..0bfd0a5 100644 --- a/src/main/ddrhook-util/gfx.c +++ b/src/main/ddrhook-util/gfx.c @@ -11,13 +11,14 @@ #include #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" #include "ddrhook-util/gfx.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/ddrhook-util/misc.c b/src/main/ddrhook-util/misc.c index b74c8de..e04390d 100644 --- a/src/main/ddrhook-util/misc.c +++ b/src/main/ddrhook-util/misc.c @@ -2,13 +2,14 @@ #include +#include "core/log.h" + #include "ddrhook-util/gfx.h" #include "hook/pe.h" #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" static LRESULT(STDCALL *real_SendMessageW)( diff --git a/src/main/ddrhook-util/monitor.c b/src/main/ddrhook-util/monitor.c index 0dfce07..cba18cc 100644 --- a/src/main/ddrhook-util/monitor.c +++ b/src/main/ddrhook-util/monitor.c @@ -7,12 +7,13 @@ #include #include +#include "core/log.h" + #include "ddrhook-util/monitor.h" #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* Link pointers */ diff --git a/src/main/ddrhook-util/p3io.c b/src/main/ddrhook-util/p3io.c index 09b8c6f..af0f1a9 100644 --- a/src/main/ddrhook-util/p3io.c +++ b/src/main/ddrhook-util/p3io.c @@ -7,11 +7,11 @@ #include "ddrhook-util/p3io.h" +#include "core/log.h" + #include "p3ioemu/emu.h" #include "p3ioemu/uart.h" -#include "util/log.h" - extern bool _15khz; extern bool standard_def; diff --git a/src/main/ddrhook-util/spike.c b/src/main/ddrhook-util/spike.c index 0e383d2..37cf888 100644 --- a/src/main/ddrhook-util/spike.c +++ b/src/main/ddrhook-util/spike.c @@ -15,10 +15,11 @@ #include "acioemu/addr.h" #include "acioemu/emu.h" +#include "core/log.h" + #include "hook/iohook.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu spike_ac_io_emu; diff --git a/src/main/ddrhook-util/usbmem.c b/src/main/ddrhook-util/usbmem.c index f85363f..c4e12c4 100644 --- a/src/main/ddrhook-util/usbmem.c +++ b/src/main/ddrhook-util/usbmem.c @@ -12,12 +12,13 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" #include "util/crc.h" #include "util/fs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" #define USBMEM_DEVICE_COUNT 2 diff --git a/src/main/ddrhook1/Module.mk b/src/main/ddrhook1/Module.mk index 83782ae..1e9dc24 100644 --- a/src/main/ddrhook1/Module.mk +++ b/src/main/ddrhook1/Module.mk @@ -7,6 +7,8 @@ deplibs_ddrhook1 := \ avs \ libs_ddrhook1 := \ + avs-util \ + core \ acioemu \ cconfig \ ddrhook-util \ diff --git a/src/main/ddrhook1/avs-boot.c b/src/main/ddrhook1/avs-boot.c index 1b7ad41..db4445b 100644 --- a/src/main/ddrhook1/avs-boot.c +++ b/src/main/ddrhook1/avs-boot.c @@ -5,6 +5,9 @@ #include #include +#include "core/log-bt.h" +#include "core/log.h" + #include "hook/iohook.h" #include "hook/table.h" @@ -13,7 +16,6 @@ #include "ddrhook1/avs-boot.h" #include "ddrhook1/filesystem.h" -#include "util/log.h" #include "util/str.h" static void (*real_avs_boot)( @@ -50,6 +52,11 @@ static const struct hook_symbol ddrhook1_avs_ea3_hook_syms[] = { .link = (void **) &real_ea3_boot}, }; +static AVS_LOG_WRITER(_avs_boot_log_writer, chars, nchars, ctx) +{ + core_log_bt_direct_sink_write(chars, nchars); +} + static void avs_boot_replace_property_str( struct property_node *node, const char *name, const char *val) { @@ -115,7 +122,7 @@ static void my_avs_boot( sz_std_heap, avs_heap, sz_avs_heap, - log_writer_debug, + _avs_boot_log_writer, NULL); } diff --git a/src/main/ddrhook1/config-ddrhook1.c b/src/main/ddrhook1/config-ddrhook1.c index 154f3ae..a5872bf 100644 --- a/src/main/ddrhook1/config-ddrhook1.c +++ b/src/main/ddrhook1/config-ddrhook1.c @@ -2,9 +2,9 @@ #include "cconfig/cconfig-util.h" -#include "ddrhook1/config-ddrhook1.h" +#include "core/log.h" -#include "util/log.h" +#include "ddrhook1/config-ddrhook1.h" #define DDRHOOK1_CONFIG_DDRHOOK1_USE_COM4_EMU_KEY "ddrhook1.use_com4_emu" #define DDRHOOK1_CONFIG_DDRHOOK1_STANDARD_DEF_KEY "ddrhook1.standard_def" diff --git a/src/main/ddrhook1/config-eamuse.c b/src/main/ddrhook1/config-eamuse.c index 260791d..dbe44cd 100644 --- a/src/main/ddrhook1/config-eamuse.c +++ b/src/main/ddrhook1/config-eamuse.c @@ -2,9 +2,10 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "ddrhook1/config-eamuse.h" -#include "util/log.h" #include "util/net.h" #define DDRHOOK1_CONFIG_EAMUSE_SERVER_KEY "eamuse.server" diff --git a/src/main/ddrhook1/config-gfx.c b/src/main/ddrhook1/config-gfx.c index 09ccc0c..c71e74d 100644 --- a/src/main/ddrhook1/config-gfx.c +++ b/src/main/ddrhook1/config-gfx.c @@ -2,9 +2,9 @@ #include "cconfig/cconfig-util.h" -#include "ddrhook1/config-gfx.h" +#include "core/log.h" -#include "util/log.h" +#include "ddrhook1/config-gfx.h" #define DDRHOOK1_CONFIG_GFX_WINDOWED_KEY "gfx.windowed" diff --git a/src/main/ddrhook1/config-security.c b/src/main/ddrhook1/config-security.c index 9489b0a..b0b7d2b 100644 --- a/src/main/ddrhook1/config-security.c +++ b/src/main/ddrhook1/config-security.c @@ -2,11 +2,12 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "ddrhook1/config-security.h" #include "security/mcode.h" -#include "util/log.h" #include "util/net.h" #define DDRHOOK1_CONFIG_SECURITY_MCODE_KEY "security.mcode" diff --git a/src/main/ddrhook1/dllmain.c b/src/main/ddrhook1/dllmain.c index 3dcc6c9..3cccb3a 100644 --- a/src/main/ddrhook1/dllmain.c +++ b/src/main/ddrhook1/dllmain.c @@ -2,11 +2,20 @@ #include +#include "avs-util/core-interop.h" + #include "bemanitools/ddrio.h" #include "bemanitools/eamio.h" #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "ddrhook-util/_com4.h" #include "ddrhook-util/extio.h" #include "ddrhook-util/p3io.h" @@ -37,8 +46,6 @@ #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" -#include "util/thread.h" #define DDRHOOK1_INFO_HEADER \ "ddrhook1 for DDR X" \ @@ -68,6 +75,15 @@ static const struct hook_symbol init_hook_syms[] = { }, }; +static void _ddrhook1_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static DWORD STDCALL my_GetModuleFileNameA(HMODULE hModule, LPSTR lpFilename, DWORD nSize) { @@ -155,7 +171,12 @@ my_GetModuleFileNameA(HMODULE hModule, LPSTR lpFilename, DWORD nSize) log_info("Initializing DDR IO backend"); - ok = ddr_io_init(thread_create, thread_join, thread_destroy); + core_log_impl_assign(ddr_io_set_loggers); + + ok = ddr_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { log_fatal("Couldn't initialize DDR IO backend"); @@ -165,10 +186,12 @@ my_GetModuleFileNameA(HMODULE hModule, LPSTR lpFilename, DWORD nSize) if (config_ddrhook1.use_com4_emu) { log_info("Initializing card reader backend"); - eam_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(eam_io_set_loggers); - ok = eam_io_init(thread_create, thread_join, thread_destroy); + ok = eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { log_fatal("Couldn't initialize card reader backend"); @@ -185,7 +208,12 @@ skip: BOOL WINAPI DllMain(HMODULE self, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - log_to_writer(log_writer_debug, NULL); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + + // TODO init debug logging but with avs available? why not use avs + // logging? + _ddrhook1_log_init(); hook_table_apply( NULL, "kernel32.dll", init_hook_syms, lengthof(init_hook_syms)); diff --git a/src/main/ddrhook1/filesystem.c b/src/main/ddrhook1/filesystem.c index abec921..9912c4f 100644 --- a/src/main/ddrhook1/filesystem.c +++ b/src/main/ddrhook1/filesystem.c @@ -6,10 +6,11 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/ddrhook1/master.c b/src/main/ddrhook1/master.c index b30836a..480d56f 100644 --- a/src/main/ddrhook1/master.c +++ b/src/main/ddrhook1/master.c @@ -1,3 +1,5 @@ +#include "core/log.h" + #include "ddrhook1/master.h" #include "ddrhook-util/dinput.h" @@ -9,7 +11,6 @@ #include "p3ioemu/devmgr.h" #include "util/defs.h" -#include "util/log.h" static HMODULE(STDCALL *real_LoadLibraryA)(const char *name); static BOOL(STDCALL *real_IsDebuggerPresent)(); diff --git a/src/main/ddrhook2/Module.mk b/src/main/ddrhook2/Module.mk index 0c9fd36..e0416d6 100644 --- a/src/main/ddrhook2/Module.mk +++ b/src/main/ddrhook2/Module.mk @@ -4,6 +4,8 @@ deplibs_ddrhook2 := \ avs \ libs_ddrhook2 := \ + avs-util \ + core \ acioemu \ ddrhook-util \ p3ioemu \ diff --git a/src/main/ddrhook2/dllmain.c b/src/main/ddrhook2/dllmain.c index 9035551..cabbb94 100644 --- a/src/main/ddrhook2/dllmain.c +++ b/src/main/ddrhook2/dllmain.c @@ -2,9 +2,14 @@ #include +#include "avs-util/core-interop.h" + #include "bemanitools/ddrio.h" #include "bemanitools/eamio.h" +#include "core/log.h" +#include "core/thread.h" + #include "ddrhook-util/_com4.h" #include "ddrhook-util/extio.h" #include "ddrhook-util/gfx.h" @@ -25,7 +30,6 @@ #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" static bool my_dll_entry_init(char *sidcode, struct property_node *param); static bool my_dll_entry_main(void); @@ -119,10 +123,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) log_info("Initializing DDR IO backend"); - ddr_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(ddr_io_set_loggers); - ok = ddr_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + ok = ddr_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { return false; @@ -131,11 +137,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (com4) { log_info("Initializing card reader backend"); - eam_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(eam_io_set_loggers); - ok = - eam_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + ok = eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { return false; @@ -174,8 +181,9 @@ BOOL WINAPI DllMain(HMODULE self, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/ddrhook2/master.c b/src/main/ddrhook2/master.c index 89f874f..aba5451 100644 --- a/src/main/ddrhook2/master.c +++ b/src/main/ddrhook2/master.c @@ -1,3 +1,5 @@ +#include "core/log.h" + #include "ddrhook2/master.h" #include "ddrhook-util/dinput.h" @@ -10,7 +12,6 @@ #include "p3ioemu/devmgr.h" #include "util/defs.h" -#include "util/log.h" static HMODULE(STDCALL *real_LoadLibraryA)(const char *name); diff --git a/src/main/ddrio-async/Module.mk b/src/main/ddrio-async/Module.mk index 62006cf..2eb806d 100644 --- a/src/main/ddrio-async/Module.mk +++ b/src/main/ddrio-async/Module.mk @@ -3,6 +3,7 @@ dlls += ddrio-async ldflags_ddrio-async:= \ libs_ddrio-async := \ + core \ util \ src_ddrio-async := \ diff --git a/src/main/ddrio-async/ddrio.c b/src/main/ddrio-async/ddrio.c index fe81f68..998c59a 100644 --- a/src/main/ddrio-async/ddrio.c +++ b/src/main/ddrio-async/ddrio.c @@ -11,8 +11,9 @@ #include "bemanitools/ddrio.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/log.h" +#include "core/thread.h" + #include "util/time.h" typedef void (*ddr_io_set_loggers_t)( @@ -154,7 +155,7 @@ void ddr_io_set_loggers( _log_formatter_warning = warning; _log_formatter_fatal = fatal; - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } bool ddr_io_init( @@ -164,6 +165,8 @@ bool ddr_io_init( { log_info("Loading ddrio-async-child.dll as child ddrio library..."); + core_thread_impl_set(thread_create, thread_join, thread_destroy); + _child_ddr_io_module = LoadLibraryA("ddrio-async-child.dll"); if (_child_ddr_io_module == NULL) { diff --git a/src/main/ddrio-mm/Module.mk b/src/main/ddrio-mm/Module.mk index 9368a62..16e3ca8 100644 --- a/src/main/ddrio-mm/Module.mk +++ b/src/main/ddrio-mm/Module.mk @@ -5,6 +5,7 @@ ldflags_ddrio-mm:= \ -lsetupapi \ libs_ddrio-mm := \ + core \ mm \ util \ diff --git a/src/main/ddrio-mm/ddrio.c b/src/main/ddrio-mm/ddrio.c index 08bd1d2..44bdd35 100644 --- a/src/main/ddrio-mm/ddrio.c +++ b/src/main/ddrio-mm/ddrio.c @@ -7,11 +7,12 @@ #include "bemanitools/ddrio.h" +#include "core/log.h" + #include "mm/mm.h" #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" struct ddr_bittrans { @@ -117,7 +118,7 @@ void ddr_io_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } bool ddr_io_init( diff --git a/src/main/ddrio-p3io/Module.mk b/src/main/ddrio-p3io/Module.mk index 43e0fd0..2824bf0 100644 --- a/src/main/ddrio-p3io/Module.mk +++ b/src/main/ddrio-p3io/Module.mk @@ -4,6 +4,7 @@ ldflags_ddrio-p3io:= \ -lsetupapi \ libs_ddrio-p3io := \ + core \ cconfig \ extio \ extiodrv \ diff --git a/src/main/ddrio-p3io/config.c b/src/main/ddrio-p3io/config.c index c45254e..5459157 100644 --- a/src/main/ddrio-p3io/config.c +++ b/src/main/ddrio-p3io/config.c @@ -1,6 +1,6 @@ #include "cconfig/cconfig-util.h" -#include "util/log.h" +#include "core/log.h" #include "config.h" diff --git a/src/main/ddrio-p3io/ddrio.c b/src/main/ddrio-p3io/ddrio.c index a38ce09..6ed7e90 100644 --- a/src/main/ddrio-p3io/ddrio.c +++ b/src/main/ddrio-p3io/ddrio.c @@ -10,15 +10,15 @@ #include "cconfig/cconfig-main.h" +#include "core/log.h" +#include "core/thread.h" + #include "extiodrv/device.h" #include "extiodrv/extio.h" #include "p3iodrv/ddr.h" #include "p3iodrv/device.h" -#include "util/log.h" -#include "util/thread.h" - #include "config.h" static struct ddrio_p3io_config _ddr_io_p3io_config; @@ -255,7 +255,7 @@ void ddr_io_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } static void _ddr_io_config_init(struct ddrio_p3io_config *config_ddrio_p3io) diff --git a/src/main/ddrio-smx/Module.mk b/src/main/ddrio-smx/Module.mk index cc0563b..12fd74d 100644 --- a/src/main/ddrio-smx/Module.mk +++ b/src/main/ddrio-smx/Module.mk @@ -5,6 +5,7 @@ deplibs_ddrio-smx := \ SMX \ libs_ddrio-smx := \ + core \ geninput \ util \ diff --git a/src/main/ddrio-smx/ddrio.c b/src/main/ddrio-smx/ddrio.c index a7cda33..334ccac 100644 --- a/src/main/ddrio-smx/ddrio.c +++ b/src/main/ddrio-smx/ddrio.c @@ -6,11 +6,12 @@ #include "bemanitools/ddrio.h" #include "bemanitools/input.h" +#include "core/log.h" + #include "imports/SMX.h" #include "imports/avs.h" #include "util/defs.h" -#include "util/log.h" struct ddr_io_smx_pad_map { int pad_no; @@ -99,7 +100,7 @@ void ddr_io_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); input_set_loggers(misc, info, warning, fatal); /* We would need a log server thread to accept log messages from SMX, since diff --git a/src/main/ddrio/ddrio.c b/src/main/ddrio/ddrio.c index 167b7c6..5da9934 100644 --- a/src/main/ddrio/ddrio.c +++ b/src/main/ddrio/ddrio.c @@ -4,7 +4,7 @@ #include "bemanitools/input.h" -#include "util/log.h" +#include "core/log.h" void ddr_io_set_loggers( log_formatter_t misc, diff --git a/src/main/ddriotest/Module.mk b/src/main/ddriotest/Module.mk index 569d973..b6cba5c 100644 --- a/src/main/ddriotest/Module.mk +++ b/src/main/ddriotest/Module.mk @@ -1,6 +1,7 @@ exes += ddriotest \ libs_ddriotest := \ + core \ ddrio \ util \ diff --git a/src/main/ddriotest/main.c b/src/main/ddriotest/main.c index e03bc0c..40453ce 100644 --- a/src/main/ddriotest/main.c +++ b/src/main/ddriotest/main.c @@ -7,32 +7,41 @@ #include "bemanitools/ddrio.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" int main(int argc, char **argv) { - enum log_level log_level; + enum core_log_bt_log_level log_level; - log_level = LOG_LEVEL_FATAL; + log_level = CORE_LOG_BT_LOG_LEVEL_FATAL; for (int i = 0; i < argc; i++) { if (!strcmp(argv[i], "-v")) { - log_level = LOG_LEVEL_WARNING; + log_level = CORE_LOG_BT_LOG_LEVEL_WARNING; } else if (!strcmp(argv[i], "-vv")) { - log_level = LOG_LEVEL_INFO; + log_level = CORE_LOG_BT_LOG_LEVEL_INFO; } else if (!strcmp(argv[i], "-vvv")) { - log_level = LOG_LEVEL_MISC; + log_level = CORE_LOG_BT_LOG_LEVEL_MISC; } } - log_to_writer(log_writer_stderr, NULL); - log_set_level(log_level); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); - ddr_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_bt_ext_init_with_stderr(); + core_log_bt_level_set(log_level); - if (!ddr_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + core_log_impl_assign(ddr_io_set_loggers); + + if (!ddr_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { fprintf(stderr, "Initializing ddrio failed\n"); return -1; } diff --git a/src/main/dinput/dinput.c b/src/main/dinput/dinput.c index 248ead4..e65928f 100644 --- a/src/main/dinput/dinput.c +++ b/src/main/dinput/dinput.c @@ -8,12 +8,13 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/pe.h" #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" static HRESULT STDCALL my_DirectInput8Create( HINSTANCE hinst, diff --git a/src/main/eamio-icca/Module.mk b/src/main/eamio-icca/Module.mk index 28c388e..bcd4be8 100644 --- a/src/main/eamio-icca/Module.mk +++ b/src/main/eamio-icca/Module.mk @@ -2,6 +2,7 @@ dlls += \ eamio-icca \ libs_eamio-icca := \ + core \ aciodrv \ aciomgr \ cconfig \ diff --git a/src/main/eamio-icca/config-icc.c b/src/main/eamio-icca/config-icc.c index 660c0ee..963f688 100644 --- a/src/main/eamio-icca/config-icc.c +++ b/src/main/eamio-icca/config-icc.c @@ -2,8 +2,6 @@ #include "eamio-icca/config-icc.h" -#include "util/log.h" - #define EAMIO_ICCA_CONFIG_ICC_PORT_KEY "icc.port" #define EAMIO_ICCA_CONFIG_ICC_BAUD_KEY "icc.baud" diff --git a/src/main/eamio-icca/eamio-icca.c b/src/main/eamio-icca/eamio-icca.c index c681610..db0215a 100644 --- a/src/main/eamio-icca/eamio-icca.c +++ b/src/main/eamio-icca/eamio-icca.c @@ -14,11 +14,11 @@ #include "bemanitools/eamio.h" +#include "core/log.h" + #include "cconfig/cconfig-main.h" #include "eamio-icca/config-icc.h" -#include "util/log.h" - #define IDLE_RESPONSES_BETWEEN_FELICA_POLLS 5 #define NUMBER_OF_EMULATED_READERS 2 #define INVALID_NODE_ID -1 @@ -60,7 +60,7 @@ void eam_io_set_loggers( { aciomgr_set_loggers(misc, info, warning, fatal); - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } // all of these are referred to internally as ICCA diff --git a/src/main/eamio/Module.mk b/src/main/eamio/Module.mk index f7a7409..9cf82ed 100644 --- a/src/main/eamio/Module.mk +++ b/src/main/eamio/Module.mk @@ -1,5 +1,5 @@ dlls += eamio -libs_eamio := geninput util +libs_eamio := core geninput util src_eamio := \ eam-api.c \ eam-impl.c \ diff --git a/src/main/eamio/eam-api.c b/src/main/eamio/eam-api.c index 0320317..9d2857d 100644 --- a/src/main/eamio/eam-api.c +++ b/src/main/eamio/eam-api.c @@ -11,14 +11,15 @@ #include "bemanitools/eamio.h" #include "bemanitools/input.h" +#include "core/log.h" +#include "core/thread.h" + #include "eamio/eam-config.h" #include "eamio/eam-impl.h" #include "eamio/eam-s11n.h" #include "util/fs.h" -#include "util/log.h" #include "util/msg-thread.h" -#include "util/thread.h" static void eam_handle_hotplug_msg(WPARAM wparam, const DEV_BROADCAST_HDR *hdr); static FILE *eam_io_config_open(const char *mode); @@ -108,14 +109,14 @@ void eam_io_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } bool eam_io_init( thread_create_t create, thread_join_t join, thread_destroy_t destroy) { input_init(create, join, destroy); - thread_api_init(create, join, destroy); + core_thread_impl_set(create, join, destroy); eam_io_config_load(); msg_thread_init(eam_hinst); diff --git a/src/main/eamio/eam-impl.c b/src/main/eamio/eam-impl.c index 0c41709..6aca589 100644 --- a/src/main/eamio/eam-impl.c +++ b/src/main/eamio/eam-impl.c @@ -9,6 +9,8 @@ #include "bemanitools/eamio.h" +#include "core/log.h" + #include "eamio/eam-impl.h" #include "geninput/hid-mgr.h" @@ -16,7 +18,6 @@ #include "util/defs.h" #include "util/fs.h" #include "util/hex.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/eamiotest/Module.mk b/src/main/eamiotest/Module.mk index a54384b..0b9fd4b 100644 --- a/src/main/eamiotest/Module.mk +++ b/src/main/eamiotest/Module.mk @@ -1,6 +1,7 @@ exes += eamiotest libs_eamiotest := \ + core \ eamio \ util \ diff --git a/src/main/eamiotest/main.c b/src/main/eamiotest/main.c index 9880af4..a2f410f 100644 --- a/src/main/eamiotest/main.c +++ b/src/main/eamiotest/main.c @@ -7,20 +7,29 @@ #include "bemanitools/eamio.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" /** * Tool to test your implementations of eamio. */ int main(int argc, char **argv) { - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_bt_ext_init_with_stdout(); - if (!eam_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + core_log_impl_assign(eam_io_set_loggers); + + if (!eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { printf("Initializing eamio failed\n"); return -1; } diff --git a/src/main/extiodrv/device.c b/src/main/extiodrv/device.c index ba14fa7..e6bc788 100644 --- a/src/main/extiodrv/device.c +++ b/src/main/extiodrv/device.c @@ -2,7 +2,7 @@ #include "device.h" -#include "util/log.h" +#include "core/log.h" HRESULT extiodrv_device_open(const char *port, HANDLE *handle) { diff --git a/src/main/extiodrv/extio.c b/src/main/extiodrv/extio.c index 8c50de2..5b1ae6a 100644 --- a/src/main/extiodrv/extio.c +++ b/src/main/extiodrv/extio.c @@ -2,7 +2,7 @@ #include "extio.h" -#include "util/log.h" +#include "core/log.h" // static uint8_t _extiodrv_extio_sensor_read_mode_map[5] = { // 1, // all diff --git a/src/main/extiotest/Module.mk b/src/main/extiotest/Module.mk index 73ec1b0..3e05ba0 100644 --- a/src/main/extiotest/Module.mk +++ b/src/main/extiotest/Module.mk @@ -3,6 +3,7 @@ exes += extiotest \ libs_extiotest := \ extiodrv \ extio \ + core \ util \ src_extiotest := \ diff --git a/src/main/extiotest/main.c b/src/main/extiotest/main.c index 3be152b..c9e48ba 100644 --- a/src/main/extiotest/main.c +++ b/src/main/extiotest/main.c @@ -5,12 +5,15 @@ #include -#include "extiodrv/extio.h" +#include "core/log-bt.h" +#include "core/log-sink-std.h" +#include "core/log.h" -#include "util/log.h" +#include "extiodrv/extio.h" int main(int argc, char **argv) { + struct core_log_sink log_sink; HRESULT hr; const char *port; HANDLE handle; @@ -22,8 +25,9 @@ int main(int argc, char **argv) fprintf(stderr, " COM_PORT: For example COM1\n"); } - log_to_writer(log_writer_stderr, NULL); - log_set_level(LOG_LEVEL_MISC); + core_log_sink_std_err_open(true, &log_sink); + core_log_bt_init(&log_sink); + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); port = argv[1]; diff --git a/src/main/ezusb-emu/device.c b/src/main/ezusb-emu/device.c index 9f1eca8..9cf5c98 100644 --- a/src/main/ezusb-emu/device.c +++ b/src/main/ezusb-emu/device.c @@ -9,6 +9,8 @@ #include +#include "core/log.h" + #include "ezusb/ezusbsys2.h" #include "ezusb/util.h" @@ -25,7 +27,6 @@ #include "util/fs.h" #include "util/hex.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" // The max buffer size in iidx's ezusb client library is 4096 for the initial diff --git a/src/main/ezusb-emu/node-coin.c b/src/main/ezusb-emu/node-coin.c index 87e7503..6b4aed1 100644 --- a/src/main/ezusb-emu/node-coin.c +++ b/src/main/ezusb-emu/node-coin.c @@ -1,11 +1,11 @@ #define LOG_MODULE "ezusb-emu-node-coin" +#include "core/log.h" + #include "ezusb-emu/node-coin.h" #include "ezusb-iidx/coin-cmd.h" -#include "util/log.h" - static uint8_t ezusb_iidx_emu_node_coin_mode = 0; uint8_t ezusb_iidx_emu_node_coin_process_cmd( diff --git a/src/main/ezusb-emu/node-eeprom.c b/src/main/ezusb-emu/node-eeprom.c index ea6a3fe..f63d866 100644 --- a/src/main/ezusb-emu/node-eeprom.c +++ b/src/main/ezusb-emu/node-eeprom.c @@ -2,12 +2,12 @@ #include +#include "core/log.h" + #include "ezusb-emu/node-eeprom.h" #include "ezusb-iidx/eeprom-cmd.h" -#include "util/log.h" - /* not verified, but we got calls with 3 pages only so far */ #define EEPROM_NPAGES 3 diff --git a/src/main/ezusb-emu/node-security-mem.c b/src/main/ezusb-emu/node-security-mem.c index 92422c8..8d11c5f 100644 --- a/src/main/ezusb-emu/node-security-mem.c +++ b/src/main/ezusb-emu/node-security-mem.c @@ -2,11 +2,11 @@ #include +#include "core/log.h" + #include "ezusb-emu/node-security-mem.h" #include "ezusb-iidx/secmem-cmd.h" -#include "util/log.h" - #define SECURITY2_NPAGES 5 /* Starting GOLD with the new IO2 (C02 is not affected), the game does not diff --git a/src/main/ezusb-emu/node-security-plug.c b/src/main/ezusb-emu/node-security-plug.c index 2b05a03..ed57eed 100644 --- a/src/main/ezusb-emu/node-security-plug.c +++ b/src/main/ezusb-emu/node-security-plug.c @@ -2,6 +2,8 @@ #include +#include "core/log.h" + #include "ezusb-emu/node-eeprom.h" #include "ezusb-emu/node-security-mem.h" #include "ezusb-emu/node-security-plug.h" @@ -11,8 +13,6 @@ #include "security/rp2.h" #include "security/util.h" -#include "util/log.h" - static struct security_mcode ezusb_iidx_emu_node_security_plug_boot_version; static uint32_t ezusb_iidx_emu_node_security_plug_boot_seeds[3]; diff --git a/src/main/ezusb-emu/node-sram.c b/src/main/ezusb-emu/node-sram.c index 200f1ca..dc3846b 100644 --- a/src/main/ezusb-emu/node-sram.c +++ b/src/main/ezusb-emu/node-sram.c @@ -2,12 +2,13 @@ #include +#include "core/log.h" + #include "ezusb-emu/conf.h" #include "ezusb-emu/node-sram.h" #include "ezusb-iidx/sram-cmd.h" #include "util/fs.h" -#include "util/log.h" #define SRAM_NPAGES 12 diff --git a/src/main/ezusb-emu/node-wdt.c b/src/main/ezusb-emu/node-wdt.c index 9185bdd..8c5c541 100644 --- a/src/main/ezusb-emu/node-wdt.c +++ b/src/main/ezusb-emu/node-wdt.c @@ -1,10 +1,10 @@ #define LOG_MODULE "ezusb-emu-node-wdt" +#include "core/log.h" + #include "ezusb-emu/node-wdt.h" #include "ezusb-iidx/wdt-cmd.h" -#include "util/log.h" - uint8_t ezusb_iidx_emu_node_wdt_process_cmd( uint8_t cmd_id, uint8_t cmd_data, uint8_t cmd_data2) { diff --git a/src/main/ezusb-emu/util.c b/src/main/ezusb-emu/util.c index 6e2798a..30edd42 100644 --- a/src/main/ezusb-emu/util.c +++ b/src/main/ezusb-emu/util.c @@ -6,10 +6,11 @@ #include #include +#include "core/log.h" + #include "ezusb-emu/util.h" #include "util/hex.h" -#include "util/log.h" enum ezusb_pipe { /* This is just the NT driver API. Add 1 to get the actual EP number. */ diff --git a/src/main/ezusb-iidx-16seg-emu/node-16seg.c b/src/main/ezusb-iidx-16seg-emu/node-16seg.c index 89bc507..2121235 100644 --- a/src/main/ezusb-iidx-16seg-emu/node-16seg.c +++ b/src/main/ezusb-iidx-16seg-emu/node-16seg.c @@ -6,9 +6,9 @@ #include "bemanitools/iidxio.h" -#include "ezusb-iidx/seg16-cmd.h" +#include "core/log.h" -#include "util/log.h" +#include "ezusb-iidx/seg16-cmd.h" uint8_t ezusb_iidx_emu_node_16seg_process_cmd( uint8_t cmd_id, uint8_t cmd_data, uint8_t cmd_data2) diff --git a/src/main/ezusb-iidx-emu/Module.mk b/src/main/ezusb-iidx-emu/Module.mk index d625363..16f2c1d 100644 --- a/src/main/ezusb-iidx-emu/Module.mk +++ b/src/main/ezusb-iidx-emu/Module.mk @@ -1,6 +1,7 @@ libs += ezusb-iidx-emu libs_ezusb-iidx-emu := \ + core \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/ezusb-iidx-emu/card-mag.c b/src/main/ezusb-iidx-emu/card-mag.c index a210fd6..b65414e 100644 --- a/src/main/ezusb-iidx-emu/card-mag.c +++ b/src/main/ezusb-iidx-emu/card-mag.c @@ -2,10 +2,11 @@ #include +#include "core/log.h" + #include "security/mcode.h" #include "util/crc.h" -#include "util/log.h" static const uint16_t ezusb_iidx_emu_card_mag_checksum_table_payload[256] = { 0x0, 0x1189, 0x2312, 0x329B, 0x4624, 0x57AD, 0x6536, 0x74BF, diff --git a/src/main/ezusb-iidx-emu/msg.c b/src/main/ezusb-iidx-emu/msg.c index bcab656..76b9742 100644 --- a/src/main/ezusb-iidx-emu/msg.c +++ b/src/main/ezusb-iidx-emu/msg.c @@ -6,6 +6,8 @@ #include "bemanitools/iidxio.h" +#include "core/log.h" + #include "hook/iohook.h" #include "ezusb-emu/msg.h" @@ -21,7 +23,6 @@ #include "ezusb-iidx-16seg-emu/nodes.h" #include "util/hex.h" -#include "util/log.h" /* ------------------------------------------------------------------------ */ diff --git a/src/main/ezusb-iidx-emu/node-fpga.c b/src/main/ezusb-iidx-emu/node-fpga.c index d66c440..6615b43 100644 --- a/src/main/ezusb-iidx-emu/node-fpga.c +++ b/src/main/ezusb-iidx-emu/node-fpga.c @@ -2,12 +2,13 @@ #include +#include "core/log.h" + #include "ezusb-iidx-emu/conf.h" #include "ezusb-iidx-emu/node-fpga.h" #include "ezusb-iidx/fpga-cmd.h" #include "util/fs.h" -#include "util/log.h" static uint16_t ezusb_iidx_emu_node_fpga_write_ptr; static uint16_t ezusb_iidx_emu_node_fpga_prog_size; diff --git a/src/main/ezusb-iidx-emu/node-serial.c b/src/main/ezusb-iidx-emu/node-serial.c index 378ab02..7dc6519 100644 --- a/src/main/ezusb-iidx-emu/node-serial.c +++ b/src/main/ezusb-iidx-emu/node-serial.c @@ -4,6 +4,9 @@ #include "bemanitools/eamio.h" +#include "core/log.h" +#include "core/thread.h" + #include "ezusb-iidx-emu/card-mag.c" #include "ezusb-iidx-emu/node-serial.h" #include "ezusb-iidx/serial-cmd.h" @@ -11,9 +14,7 @@ #include "security/mcode.h" #include "util/hex.h" -#include "util/log.h" #include "util/mem.h" -#include "util/thread.h" #define CARD_ID_LEN 8 @@ -292,7 +293,7 @@ void ezusb_iidx_emu_node_serial_init(void) &ezusb_iidx_emu_node_serial_emulation_state[i].card_cs); } - ezusb_iidx_emu_node_serial_emu_thread = thread_create( + ezusb_iidx_emu_node_serial_emu_thread = core_thread_create( ezusb_iidx_emu_node_serial_emu_thread_proc, NULL, 0x4000, 0); } diff --git a/src/main/ezusb-iidx-fpga-flash/Module.mk b/src/main/ezusb-iidx-fpga-flash/Module.mk index c250b35..320d6f4 100644 --- a/src/main/ezusb-iidx-fpga-flash/Module.mk +++ b/src/main/ezusb-iidx-fpga-flash/Module.mk @@ -4,6 +4,7 @@ ldflags_ezusb-iidx-fpga-flash := \ -lsetupapi \ libs_ezusb-iidx-fpga-flash := \ + core \ ezusb \ ezusb-iidx \ util \ diff --git a/src/main/ezusb-iidx-fpga-flash/main.c b/src/main/ezusb-iidx-fpga-flash/main.c index a8fb681..f8dacdd 100644 --- a/src/main/ezusb-iidx-fpga-flash/main.c +++ b/src/main/ezusb-iidx-fpga-flash/main.c @@ -3,11 +3,14 @@ #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "ezusb-iidx/fpga.h" #include "ezusb/ezusb.h" #include "util/fs.h" -#include "util/log.h" int main(int argc, char **argv) { @@ -24,7 +27,8 @@ int main(int argc, char **argv) return -1; } - log_to_writer(log_writer_stderr, NULL); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stderr(); log_info("Opening ezusb '%s'...", EZUSB_DEVICE_PATH); diff --git a/src/main/ezusb-iidx-sram-flash/Module.mk b/src/main/ezusb-iidx-sram-flash/Module.mk index b6e6a73..a369b06 100644 --- a/src/main/ezusb-iidx-sram-flash/Module.mk +++ b/src/main/ezusb-iidx-sram-flash/Module.mk @@ -4,6 +4,7 @@ ldflags_ezusb-iidx-sram-flash := \ -lsetupapi \ libs_ezusb-iidx-sram-flash := \ + core \ ezusb \ ezusb-iidx \ util \ diff --git a/src/main/ezusb-iidx-sram-flash/main.c b/src/main/ezusb-iidx-sram-flash/main.c index d22464e..b4fa94d 100644 --- a/src/main/ezusb-iidx-sram-flash/main.c +++ b/src/main/ezusb-iidx-sram-flash/main.c @@ -3,11 +3,14 @@ #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "ezusb-iidx/sram.h" #include "ezusb/ezusb.h" #include "util/fs.h" -#include "util/log.h" int main(int argc, char **argv) { @@ -24,7 +27,8 @@ int main(int argc, char **argv) return -1; } - log_to_writer(log_writer_stdout, NULL); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stdout(); log_info("Opening ezusb '%s'...", argv[1]); diff --git a/src/main/ezusb-iidx/ezusb-iidx.c b/src/main/ezusb-iidx/ezusb-iidx.c index e82e214..ae035b7 100644 --- a/src/main/ezusb-iidx/ezusb-iidx.c +++ b/src/main/ezusb-iidx/ezusb-iidx.c @@ -1,11 +1,12 @@ #define LOG_MODULE "ezusb-iidx" +#include "core/log.h" + #include "ezusb-iidx/ezusb-iidx.h" #include "ezusb/ezusbsys2.h" #include "util/hex.h" -#include "util/log.h" #include "util/time.h" #include "msg.h" diff --git a/src/main/ezusb-iidx/fpga.c b/src/main/ezusb-iidx/fpga.c index 23d5fd0..b4d2550 100644 --- a/src/main/ezusb-iidx/fpga.c +++ b/src/main/ezusb-iidx/fpga.c @@ -4,7 +4,7 @@ #include -#include "util/log.h" +#include "core/log.h" #include "ezusb-iidx.h" #include "fpga-cmd.h" diff --git a/src/main/ezusb-iidx/sram.c b/src/main/ezusb-iidx/sram.c index f816b38..fcce384 100644 --- a/src/main/ezusb-iidx/sram.c +++ b/src/main/ezusb-iidx/sram.c @@ -1,8 +1,8 @@ #define LOG_MODULE "ezusb-iidx-sram" -#include "ezusb-iidx/sram.h" +#include "core/log.h" -#include "util/log.h" +#include "ezusb-iidx/sram.h" #include "ezusb-iidx.h" #include "sram-cmd.h" diff --git a/src/main/ezusb-tool/Module.mk b/src/main/ezusb-tool/Module.mk index 349bc08..b5e8158 100644 --- a/src/main/ezusb-tool/Module.mk +++ b/src/main/ezusb-tool/Module.mk @@ -4,6 +4,7 @@ ldflags_ezusb-tool := \ -lsetupapi \ libs_ezusb-tool := \ + core \ ezusb \ util \ diff --git a/src/main/ezusb-tool/main.c b/src/main/ezusb-tool/main.c index 115f79c..ca84781 100644 --- a/src/main/ezusb-tool/main.c +++ b/src/main/ezusb-tool/main.c @@ -3,11 +3,13 @@ #include #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "ezusb/ezusb.h" #include "ezusb/util.h" -#include "util/log.h" - static int info() { HANDLE handle; @@ -103,7 +105,8 @@ int main(int argc, char **argv) arg_pos = 1; - log_to_writer(log_writer_stderr, NULL); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stderr(); if (!strcmp(argv[arg_pos], "info")) { return info(); diff --git a/src/main/ezusb/ezusb.c b/src/main/ezusb/ezusb.c index ce1b828..7204589 100644 --- a/src/main/ezusb/ezusb.c +++ b/src/main/ezusb/ezusb.c @@ -4,10 +4,11 @@ #include // clang-format on +#include "core/log.h" + #include "ezusb/ezusb.h" #include "ezusb/ezusbsys2.h" -#include "util/log.h" #include "util/str.h" static bool ezusb_reset(HANDLE handle, bool hold) diff --git a/src/main/ezusb/util.c b/src/main/ezusb/util.c index efc2cd1..5bf18a4 100644 --- a/src/main/ezusb/util.c +++ b/src/main/ezusb/util.c @@ -1,11 +1,12 @@ #include #include +#include "core/log.h" + #include "ezusb/util.h" #include "util/crc.h" #include "util/fs.h" -#include "util/log.h" #include "util/mem.h" struct ezusb_firmware *ezusb_firmware_load(const char *file) diff --git a/src/main/ezusb2-dbg-hook/Module.mk b/src/main/ezusb2-dbg-hook/Module.mk index 4290f5c..579e9bf 100644 --- a/src/main/ezusb2-dbg-hook/Module.mk +++ b/src/main/ezusb2-dbg-hook/Module.mk @@ -1,6 +1,7 @@ dlls += ezusb2-dbg-hook libs_ezusb2-dbg-hook := \ + core \ hook \ util \ diff --git a/src/main/ezusb2-dbg-hook/main.c b/src/main/ezusb2-dbg-hook/main.c index e90d3fb..e1c1bdb 100644 --- a/src/main/ezusb2-dbg-hook/main.c +++ b/src/main/ezusb2-dbg-hook/main.c @@ -10,13 +10,17 @@ #include #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-file.h" +#include "core/log.h" + #include "ezusb2/cyioctl.h" #include "hook/table.h" #include "util/cmdline.h" #include "util/hex.h" -#include "util/log.h" #include "util/str.h" static HANDLE STDCALL my_CreateFileW( @@ -367,14 +371,13 @@ static void ezusb2_dbg_hook_terminate_process() BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - FILE *file; int argc; char **argv; wchar_t *buffer; uint32_t args_success; - file = fopen("ezusb2_dbg.log", "w+"); - log_to_writer(log_writer_file, file); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_file("ezusb2_dbg.log", false, false, 0); hook_table_apply( NULL, diff --git a/src/main/ezusb2-emu/device.c b/src/main/ezusb2-emu/device.c index f465279..ecba816 100644 --- a/src/main/ezusb2-emu/device.c +++ b/src/main/ezusb2-emu/device.c @@ -9,6 +9,8 @@ #include +#include "core/log.h" + #include "ezusb/util.h" #include "ezusb2/cyioctl.h" @@ -27,7 +29,6 @@ #include "util/fs.h" #include "util/hex.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" // The max buffer size in iidx's ezusb client library is 4096 for the initial diff --git a/src/main/ezusb2-emu/util.c b/src/main/ezusb2-emu/util.c index 2abd513..d5b12b9 100644 --- a/src/main/ezusb2-emu/util.c +++ b/src/main/ezusb2-emu/util.c @@ -6,13 +6,14 @@ #include #include +#include "core/log.h" + #include "ezusb2/cyioctl.h" #include "ezusb2/ezusb2.h" #include "ezusb-emu/util.h" #include "util/hex.h" -#include "util/log.h" void ezusb2_emu_util_log_usb_msg(const char *prefix, const struct irp *irp) { diff --git a/src/main/ezusb2-iidx-emu/msg.c b/src/main/ezusb2-iidx-emu/msg.c index 1279ea9..bfc3dce 100644 --- a/src/main/ezusb2-iidx-emu/msg.c +++ b/src/main/ezusb2-iidx-emu/msg.c @@ -6,6 +6,8 @@ #include "bemanitools/iidxio.h" +#include "core/log.h" + #include "hook/iohook.h" #include "ezusb-emu/msg.h" @@ -15,7 +17,6 @@ #include "ezusb2-iidx/msg.h" #include "util/hex.h" -#include "util/log.h" /* ------------------------------------------------------------------------ */ diff --git a/src/main/ezusb2-popn-emu/msg.c b/src/main/ezusb2-popn-emu/msg.c index 6e83f7a..d696ecc 100644 --- a/src/main/ezusb2-popn-emu/msg.c +++ b/src/main/ezusb2-popn-emu/msg.c @@ -6,6 +6,8 @@ #include "bemanitools/popnio.h" +#include "core/log.h" + #include "hook/iohook.h" #include "ezusb-emu/msg.h" @@ -19,7 +21,6 @@ #include "ezusb2-popn/msg.h" #include "util/hex.h" -#include "util/log.h" /* ------------------------------------------------------------------------ */ diff --git a/src/main/ezusb2-popn-shim/Module.mk b/src/main/ezusb2-popn-shim/Module.mk index aefc2d4..f4536c4 100644 --- a/src/main/ezusb2-popn-shim/Module.mk +++ b/src/main/ezusb2-popn-shim/Module.mk @@ -4,6 +4,7 @@ ldflags_ezusb2-popn-shim := \ -lsetupapi \ libs_ezusb2-popn-shim := \ + core \ ezusb2-emu \ hook \ hooklib \ diff --git a/src/main/ezusb2-popn-shim/dllmain.c b/src/main/ezusb2-popn-shim/dllmain.c index c8e16fc..ec7e18f 100644 --- a/src/main/ezusb2-popn-shim/dllmain.c +++ b/src/main/ezusb2-popn-shim/dllmain.c @@ -4,6 +4,8 @@ #include +#include "core/log.h" + #include "ezusb2-emu/desc.h" #include "ezusb2-emu/device.h" @@ -13,8 +15,6 @@ #include "ezusb2-popn-shim/proxy.h" -#include "util/log.h" - #define EZUSB_REAL_DLL_FILENAME "ezusb.dll" static DWORD(STDCALL *real_entrypoint)(HMODULE self, DWORD reason, void *ctx); diff --git a/src/main/ezusb2-popn-shim/proxy.c b/src/main/ezusb2-popn-shim/proxy.c index fdf4f9f..ec47002 100644 --- a/src/main/ezusb2-popn-shim/proxy.c +++ b/src/main/ezusb2-popn-shim/proxy.c @@ -2,7 +2,7 @@ #include #include -#include "util/log.h" +#include "core/log.h" struct CoinParam; struct EEP_HISTORY; diff --git a/src/main/ezusb2-tool/Module.mk b/src/main/ezusb2-tool/Module.mk index 0611565..87e6dff 100644 --- a/src/main/ezusb2-tool/Module.mk +++ b/src/main/ezusb2-tool/Module.mk @@ -4,6 +4,7 @@ ldflags_ezusb2-tool := \ -lsetupapi \ libs_ezusb2-tool := \ + core \ ezusb2 \ ezusb \ util \ diff --git a/src/main/ezusb2-tool/main.c b/src/main/ezusb2-tool/main.c index cdfd179..0579c07 100644 --- a/src/main/ezusb2-tool/main.c +++ b/src/main/ezusb2-tool/main.c @@ -3,11 +3,13 @@ #include #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "ezusb/util.h" #include "ezusb2/ezusb2.h" -#include "util/log.h" - static int scan() { char *path; @@ -122,7 +124,8 @@ int main(int argc, char **argv) arg_pos = 1; - log_to_writer(log_writer_stderr, NULL); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stderr(); if (!strcmp(argv[arg_pos], "scan")) { return scan(); diff --git a/src/main/ezusb2/ezusb2.c b/src/main/ezusb2/ezusb2.c index 61fabd7..2c1b7b9 100644 --- a/src/main/ezusb2/ezusb2.c +++ b/src/main/ezusb2/ezusb2.c @@ -4,6 +4,8 @@ #include // clang-format on +#include "core/log.h" + #include "ezusb/ezusb.h" #include "ezusb2/cyioctl.h" @@ -11,7 +13,6 @@ #include "util/crc.h" #include "util/fs.h" -#include "util/log.h" #include "util/str.h" #define REQ_TYPE_HOST_TO_DEV 0x40 diff --git a/src/main/geninput/Module.mk b/src/main/geninput/Module.mk index 1521d80..3115edf 100644 --- a/src/main/geninput/Module.mk +++ b/src/main/geninput/Module.mk @@ -5,6 +5,7 @@ ldflags_geninput := \ -lsetupapi \ libs_geninput := \ + core \ util \ src_geninput := \ diff --git a/src/main/geninput/dev-list.c b/src/main/geninput/dev-list.c index 2bfcb4e..ce6d93a 100644 --- a/src/main/geninput/dev-list.c +++ b/src/main/geninput/dev-list.c @@ -9,9 +9,10 @@ #include #include +#include "core/log.h" + #include "geninput/dev-list.h" -#include "util/log.h" #include "util/mem.h" void dev_list_init(struct dev_list *devs, const GUID *class_guid) diff --git a/src/main/geninput/hid-generic.c b/src/main/geninput/hid-generic.c index 41e7382..46c2924 100644 --- a/src/main/geninput/hid-generic.c +++ b/src/main/geninput/hid-generic.c @@ -12,6 +12,8 @@ #include // clang-format on +#include "core/log.h" + #include "geninput/hid-generic-strings.h" #include "geninput/hid-generic.h" #include "geninput/hid-meta-in.h" @@ -19,7 +21,6 @@ #include "geninput/hid.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/geninput/hid-meta-in.c b/src/main/geninput/hid-meta-in.c index bbaf44f..3a32494 100644 --- a/src/main/geninput/hid-meta-in.c +++ b/src/main/geninput/hid-meta-in.c @@ -11,10 +11,11 @@ #include #include +#include "core/log.h" + #include "geninput/hid-meta-in.h" #include "geninput/hid-report-in.h" -#include "util/log.h" #include "util/mem.h" static bool diff --git a/src/main/geninput/hid-meta-out.c b/src/main/geninput/hid-meta-out.c index 4f87602..1903785 100644 --- a/src/main/geninput/hid-meta-out.c +++ b/src/main/geninput/hid-meta-out.c @@ -12,10 +12,11 @@ #include #include +#include "core/log.h" + #include "geninput/hid-meta-out.h" #include "geninput/hid-report-out.h" -#include "util/log.h" #include "util/mem.h" static bool diff --git a/src/main/geninput/hid-mgr.c b/src/main/geninput/hid-mgr.c index f22d3a7..2f8a7c1 100644 --- a/src/main/geninput/hid-mgr.c +++ b/src/main/geninput/hid-mgr.c @@ -2,9 +2,10 @@ #include +#include "core/log.h" + #include "geninput/hid-mgr.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/geninput/hid-report-in.c b/src/main/geninput/hid-report-in.c index 721a721..aec213d 100644 --- a/src/main/geninput/hid-report-in.c +++ b/src/main/geninput/hid-report-in.c @@ -10,9 +10,10 @@ #include #include +#include "core/log.h" + #include "geninput/hid-report-in.h" -#include "util/log.h" #include "util/mem.h" void hid_report_in_init( diff --git a/src/main/geninput/hid-report-out.c b/src/main/geninput/hid-report-out.c index 5469e3a..892cd13 100644 --- a/src/main/geninput/hid-report-out.c +++ b/src/main/geninput/hid-report-out.c @@ -11,9 +11,10 @@ #include #include +#include "core/log.h" + #include "geninput/hid-report-out.h" -#include "util/log.h" #include "util/mem.h" bool hid_report_out_init( diff --git a/src/main/geninput/hid.c b/src/main/geninput/hid.c index 57685b0..889ee80 100644 --- a/src/main/geninput/hid.c +++ b/src/main/geninput/hid.c @@ -1,10 +1,11 @@ #include #include +#include "core/log.h" + #include "geninput/dev-list.h" #include "geninput/hid.h" -#include "util/log.h" #include "util/str.h" wchar_t *hid_ri_init_name(const GUID *class_guid, const char *dev_node) diff --git a/src/main/geninput/hotplug.c b/src/main/geninput/hotplug.c index 54dad42..d9954d3 100644 --- a/src/main/geninput/hotplug.c +++ b/src/main/geninput/hotplug.c @@ -6,13 +6,13 @@ #include +#include "core/log.h" + #include "geninput/hid.h" #include "geninput/hotplug.h" #include "geninput/io-thread.h" #include "geninput/ri.h" -#include "util/log.h" - static HDEVNOTIFY hotplug_handle; void hotplug_init(HWND wnd) diff --git a/src/main/geninput/input.c b/src/main/geninput/input.c index 60c94c2..e67df3d 100644 --- a/src/main/geninput/input.c +++ b/src/main/geninput/input.c @@ -7,6 +7,9 @@ #include "bemanitools/glue.h" #include "bemanitools/input.h" +#include "core/log.h" +#include "core/thread.h" + #include "geninput/hid-mgr.h" #include "geninput/hid.h" #include "geninput/io-thread.h" @@ -14,10 +17,8 @@ #include "geninput/mapper.h" #include "util/fs.h" -#include "util/log.h" #include "util/msg-thread.h" #include "util/str.h" -#include "util/thread.h" static HINSTANCE input_hinst; static volatile long input_init_count; @@ -47,7 +48,7 @@ void input_set_loggers( log_formatter_t warning, log_formatter_t fatal) { - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } void input_init( @@ -63,7 +64,7 @@ void input_init( mapper_inst = mapper_impl_create(); - thread_api_init(create, join, destroy); + core_thread_impl_set(create, join, destroy); msg_thread_init(input_hinst); io_thread_init(); } diff --git a/src/main/geninput/io-thread.c b/src/main/geninput/io-thread.c index ca663ff..18f5ccc 100644 --- a/src/main/geninput/io-thread.c +++ b/src/main/geninput/io-thread.c @@ -2,6 +2,9 @@ #include +#include "core/log.h" +#include "core/thread.h" + #include "geninput/dev-list.h" #include "geninput/hid-generic.h" #include "geninput/hid-mgr.h" @@ -10,9 +13,7 @@ #include "geninput/pacdrive.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" -#include "util/thread.h" enum io_thread_cmd { IO_THREAD_CMD_STOP, @@ -172,7 +173,7 @@ void io_thread_init(void) barrier = CreateEvent(NULL, TRUE, FALSE, NULL); - io_thread_id = thread_create(io_thread_proc, barrier, 16384, 0); + io_thread_id = core_thread_create(io_thread_proc, barrier, 16384, 0); WaitForSingleObject(barrier, INFINITE); CloseHandle(barrier); @@ -200,6 +201,6 @@ void io_thread_fini(void) PostQueuedCompletionStatus(io_thread_cp, 0, (uintptr_t) &msg, NULL); - thread_join(io_thread_id, NULL); - thread_destroy(io_thread_id); + core_thread_join(io_thread_id, NULL); + core_thread_destroy(io_thread_id); } diff --git a/src/main/geninput/kbd.c b/src/main/geninput/kbd.c index 9ae8e5e..191890b 100644 --- a/src/main/geninput/kbd.c +++ b/src/main/geninput/kbd.c @@ -11,12 +11,13 @@ #include #include +#include "core/log.h" + #include "geninput/hid.h" #include "geninput/kbd-data.h" #include "geninput/kbd.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/geninput/mapper.c b/src/main/geninput/mapper.c index c3d0214..3c66c19 100644 --- a/src/main/geninput/mapper.c +++ b/src/main/geninput/mapper.c @@ -1,11 +1,12 @@ #include #include +#include "core/log.h" + #include "geninput/hid-mgr.h" #include "geninput/mapper.h" #include "util/array.h" -#include "util/log.h" #include "util/mem.h" struct action_iter { diff --git a/src/main/geninput/mouse.c b/src/main/geninput/mouse.c index 2b24d1c..f1c54bf 100644 --- a/src/main/geninput/mouse.c +++ b/src/main/geninput/mouse.c @@ -12,11 +12,12 @@ #include #include +#include "core/log.h" + #include "geninput/hid.h" #include "geninput/mouse.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/geninput/msg-thread.c b/src/main/geninput/msg-thread.c index cc21ae0..7ca47f3 100644 --- a/src/main/geninput/msg-thread.c +++ b/src/main/geninput/msg-thread.c @@ -6,10 +6,11 @@ #include +#include "core/log.h" + #include "geninput/hotplug.h" #include "geninput/ri.h" -#include "util/log.h" #include "util/msg-thread.h" void msg_window_setup(HWND hwnd) diff --git a/src/main/geninput/pacdrive.c b/src/main/geninput/pacdrive.c index 2a5ab36..b388036 100644 --- a/src/main/geninput/pacdrive.c +++ b/src/main/geninput/pacdrive.c @@ -11,12 +11,13 @@ #include #include +#include "core/log.h" + #include "geninput/hid.h" #include "geninput/io-thread.h" #include "geninput/pacdrive.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" /* The PacDrive appears to have a malformed descriptor for its OUT report. diff --git a/src/main/geninput/ri.c b/src/main/geninput/ri.c index b3befee..45b6d65 100644 --- a/src/main/geninput/ri.c +++ b/src/main/geninput/ri.c @@ -1,5 +1,7 @@ #include +#include "core/log.h" + #include "geninput/hid-mgr.h" #include "geninput/hid.h" #include "geninput/kbd.h" @@ -7,7 +9,6 @@ #include "geninput/ri.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" struct ri_handle { diff --git a/src/main/hook/d3d9.c b/src/main/hook/d3d9.c index 45e1fd1..0f09ec6 100644 --- a/src/main/hook/d3d9.c +++ b/src/main/hook/d3d9.c @@ -1,10 +1,10 @@ #define LOG_MODULE "hook-d3d9" -#include "hook/d3d9.h" -#include "hook/com-proxy.h" -#include "hook/table.h" +#include "core/log.h" -#include "util/log.h" +#include "hook/com-proxy.h" +#include "hook/d3d9.h" +#include "hook/table.h" /* ------------------------------------------------------------------------------------------------------------------ */ diff --git a/src/main/hook/table.c b/src/main/hook/table.c index 067ea75..285a43d 100644 --- a/src/main/hook/table.c +++ b/src/main/hook/table.c @@ -174,10 +174,11 @@ static void hook_table_revert_to_iid( sym = &syms[j]; if (hook_table_match_proc(&iate, sym)) { - // Only revert-able if the original pointer was stored previously + // Only revert-able if the original pointer was stored + // previously if (sym->link != NULL && *sym->link != NULL) { pe_patch(iate.ppointer, sym->link, sizeof(*sym->link)); - } + } } } } diff --git a/src/main/hooklib/acp.c b/src/main/hooklib/acp.c index 52675b2..81faa73 100644 --- a/src/main/hooklib/acp.c +++ b/src/main/hooklib/acp.c @@ -6,13 +6,14 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "hooklib/acp.h" #include "util/codepage.h" #include "util/defs.h" -#include "util/log.h" static NTSTATUS NTAPI my_RtlMultiByteToUnicodeN( wchar_t *dest, diff --git a/src/main/hooklib/adapter.c b/src/main/hooklib/adapter.c index 0b94c12..8b3b6d9 100644 --- a/src/main/hooklib/adapter.c +++ b/src/main/hooklib/adapter.c @@ -6,13 +6,14 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "hooklib/adapter.h" #include "util/codepage.h" #include "util/defs.h" -#include "util/log.h" static DWORD WINAPI my_GetAdaptersInfo(PIP_ADAPTER_INFO adapter_info, PULONG out_buf_len); diff --git a/src/main/hooklib/app.c b/src/main/hooklib/app.c index 7ccd441..11fb824 100644 --- a/src/main/hooklib/app.c +++ b/src/main/hooklib/app.c @@ -1,5 +1,7 @@ #include +#include "core/log.h" + #include "hook/table.h" #include "hooklib/app.h" @@ -7,7 +9,6 @@ #include "imports/avs.h" #include "imports/eapki.h" -#include "util/log.h" #include "util/str.h" static dll_entry_init_t hook_dll_entry_init; diff --git a/src/main/hooklib/config-adapter.c b/src/main/hooklib/config-adapter.c index 49c2450..0ddb680 100644 --- a/src/main/hooklib/config-adapter.c +++ b/src/main/hooklib/config-adapter.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "hooklib/config-adapter.h" +#include "core/log.h" -#include "util/log.h" +#include "hooklib/config-adapter.h" #define HOOKLIB_CONFIG_ADAPTER_OVERRIDE_IP_KEY "adapter.override_ip" diff --git a/src/main/hooklib/memfile.c b/src/main/hooklib/memfile.c index 08dbeba..09c0587 100644 --- a/src/main/hooklib/memfile.c +++ b/src/main/hooklib/memfile.c @@ -3,12 +3,13 @@ #include #include +#include "core/log.h" + #include "hook/hr.h" #include "hook/iohook.h" #include "hook/table.h" #include "util/array.h" -#include "util/log.h" #include "util/str.h" struct file_entry { diff --git a/src/main/hooklib/rs232.c b/src/main/hooklib/rs232.c index 8d6d371..591c98f 100644 --- a/src/main/hooklib/rs232.c +++ b/src/main/hooklib/rs232.c @@ -14,12 +14,13 @@ #include #include +#include "core/log.h" + #include "hook/hr.h" #include "hook/iohook.h" #include "hook/table.h" #include "util/array.h" -#include "util/log.h" /* RS232 API hooks */ diff --git a/src/main/hooklib/setupapi.c b/src/main/hooklib/setupapi.c index 07dc72c..5363c52 100644 --- a/src/main/hooklib/setupapi.c +++ b/src/main/hooklib/setupapi.c @@ -4,12 +4,13 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "hooklib/setupapi.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* my hooks */ diff --git a/src/main/iidx-bio2-exit-hook/Module.mk b/src/main/iidx-bio2-exit-hook/Module.mk index dcf7289..085af3a 100644 --- a/src/main/iidx-bio2-exit-hook/Module.mk +++ b/src/main/iidx-bio2-exit-hook/Module.mk @@ -4,6 +4,7 @@ ldflags_iidx-bio2-exit-hook := \ -lsetupapi \ libs_iidx-bio2-exit-hook := \ + core \ bio2drv \ hook \ util \ diff --git a/src/main/iidx-bio2-exit-hook/main.c b/src/main/iidx-bio2-exit-hook/main.c index 13ac825..2718717 100644 --- a/src/main/iidx-bio2-exit-hook/main.c +++ b/src/main/iidx-bio2-exit-hook/main.c @@ -11,10 +11,13 @@ #include "bio2/bi2a-iidx.h" #include "bio2drv/detect.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "hook/iobuf.h" #include "hook/iohook.h" -#include "util/log.h" #include "util/mem.h" #include "util/proc.h" #include "util/str.h" @@ -224,7 +227,8 @@ static HRESULT _iohook_handler(struct irp *irp) BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { - log_to_writer(log_writer_stdout, NULL); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stdout(); if (reason != DLL_PROCESS_ATTACH) { return TRUE; diff --git a/src/main/iidx-ezusb-exit-hook/Module.mk b/src/main/iidx-ezusb-exit-hook/Module.mk index 4050ebe..500bd15 100644 --- a/src/main/iidx-ezusb-exit-hook/Module.mk +++ b/src/main/iidx-ezusb-exit-hook/Module.mk @@ -1,6 +1,7 @@ dlls += iidx-ezusb-exit-hook libs_iidx-ezusb-exit-hook := \ + core \ ezusb-iidx \ hook \ util \ diff --git a/src/main/iidx-ezusb2-exit-hook/Module.mk b/src/main/iidx-ezusb2-exit-hook/Module.mk index 7828a97..f449f38 100644 --- a/src/main/iidx-ezusb2-exit-hook/Module.mk +++ b/src/main/iidx-ezusb2-exit-hook/Module.mk @@ -1,6 +1,7 @@ dlls += iidx-ezusb2-exit-hook libs_iidx-ezusb2-exit-hook := \ + core \ hook \ util \ diff --git a/src/main/iidx-irbeat-patch/Module.mk b/src/main/iidx-irbeat-patch/Module.mk index df42cd3..d01645f 100644 --- a/src/main/iidx-irbeat-patch/Module.mk +++ b/src/main/iidx-irbeat-patch/Module.mk @@ -2,6 +2,7 @@ exes += iidx-irbeat-patch libs_iidx-irbeat-patch := \ util \ + core \ src_iidx-irbeat-patch := \ main.c \ diff --git a/src/main/iidxhook-d3d9/bb-scale-hd.c b/src/main/iidxhook-d3d9/bb-scale-hd.c index 60dae6b..84afe7c 100644 --- a/src/main/iidxhook-d3d9/bb-scale-hd.c +++ b/src/main/iidxhook-d3d9/bb-scale-hd.c @@ -2,13 +2,13 @@ #include +#include "core/log.h" + #include "d3d9-util/vertex.h" #include "bb-scale-hd.h" #include "util.h" -#include "util/log.h" - static bool iidxhook_d3d9_bb_scale_initialized; static uint16_t iidxhook_d3d9_bb_scale_hd_width; static uint16_t iidxhook_d3d9_bb_scale_hd_height; diff --git a/src/main/iidxhook-d3d9/util.h b/src/main/iidxhook-d3d9/util.h index 3a77e99..96b489e 100644 --- a/src/main/iidxhook-d3d9/util.h +++ b/src/main/iidxhook-d3d9/util.h @@ -3,9 +3,9 @@ #include -#include "d3d9-util/dxerr9.h" +#include "core/log.h" -#include "util/log.h" +#include "d3d9-util/dxerr9.h" inline void iidxhook_d3d9_util_check_and_handle_failure(HRESULT hr, const char *msg) diff --git a/src/main/iidxhook-util/Module.mk b/src/main/iidxhook-util/Module.mk index 92fe44d..50dd18d 100644 --- a/src/main/iidxhook-util/Module.mk +++ b/src/main/iidxhook-util/Module.mk @@ -1,6 +1,7 @@ libs += iidxhook-util libs_iidxhook-util := \ + core \ util \ src_iidxhook-util := \ diff --git a/src/main/iidxhook-util/acio.c b/src/main/iidxhook-util/acio.c index 6291336..a52fa76 100644 --- a/src/main/iidxhook-util/acio.c +++ b/src/main/iidxhook-util/acio.c @@ -15,6 +15,8 @@ #include "acioemu/emu.h" #include "acioemu/icca.h" +#include "core/log.h" + #include "hook/iohook.h" #include "hooklib/rs232.h" @@ -24,7 +26,6 @@ #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu iidxhook_util_acio_emu; diff --git a/src/main/iidxhook-util/chart-patch.c b/src/main/iidxhook-util/chart-patch.c index 4b2970e..b6cc290 100644 --- a/src/main/iidxhook-util/chart-patch.c +++ b/src/main/iidxhook-util/chart-patch.c @@ -4,12 +4,13 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" #include "util/crc.h" #include "util/defs.h" #include "util/fs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/iidxhook-util/clock.c b/src/main/iidxhook-util/clock.c index 8c870ff..dc0e2f2 100644 --- a/src/main/iidxhook-util/clock.c +++ b/src/main/iidxhook-util/clock.c @@ -2,10 +2,11 @@ #include +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" static BOOL STDCALL my_SetLocalTime(const SYSTEMTIME *lpSystemTime); static BOOL(STDCALL *real_SetLocalTime)(const SYSTEMTIME *lpSystemTime); diff --git a/src/main/iidxhook-util/config-eamuse.c b/src/main/iidxhook-util/config-eamuse.c index f59b03e..c75bd1a 100644 --- a/src/main/iidxhook-util/config-eamuse.c +++ b/src/main/iidxhook-util/config-eamuse.c @@ -2,12 +2,12 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "iidxhook-util/config-eamuse.h" #include "security/mcode.h" -#include "util/log.h" - #define IIDXHOOK_CONFIG_EAMUSE_CARD_TYPE_KEY "eamuse.card_type" #define IIDXHOOK_CONFIG_EAMUSE_SERVER_KEY "eamuse.server" #define IIDXHOOK_CONFIG_EAMUSE_PCBID_KEY "eamuse.pcbid" diff --git a/src/main/iidxhook-util/config-ezusb.c b/src/main/iidxhook-util/config-ezusb.c index e860a1d..14d953d 100644 --- a/src/main/iidxhook-util/config-ezusb.c +++ b/src/main/iidxhook-util/config-ezusb.c @@ -3,9 +3,10 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "iidxhook-util/config-ezusb.h" -#include "util/log.h" #include "util/mem.h" #define IIDXHOOK_UTIL_CONFIG_EZUSB_API_CALL_MONITORING_KEY \ diff --git a/src/main/iidxhook-util/config-gfx.c b/src/main/iidxhook-util/config-gfx.c index e591f48..1be281f 100644 --- a/src/main/iidxhook-util/config-gfx.c +++ b/src/main/iidxhook-util/config-gfx.c @@ -2,9 +2,9 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook-util/config-gfx.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook-util/config-gfx.h" #define IIDXHOOK_CONFIG_GFX_BGVIDEO_UV_FIX_KEY "gfx.bgvideo_uv_fix" #define IIDXHOOK_CONFIG_GFX_FRAMED_KEY "gfx.framed" diff --git a/src/main/iidxhook-util/config-io.c b/src/main/iidxhook-util/config-io.c index 3055ac6..13c59f3 100644 --- a/src/main/iidxhook-util/config-io.c +++ b/src/main/iidxhook-util/config-io.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook-util/config-io.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook-util/config-io.h" #define IIDXHOOK_UTIL_CONFIG_IO_DISABLE_CARD_READER_EMU_KEY \ "io.disable_card_reader_emu" diff --git a/src/main/iidxhook-util/config-misc.c b/src/main/iidxhook-util/config-misc.c index 7a18499..fca5ea5 100644 --- a/src/main/iidxhook-util/config-misc.c +++ b/src/main/iidxhook-util/config-misc.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook-util/config-misc.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook-util/config-misc.h" #define IIDXHOOK_CONFIG_MISC_DISABLE_CLOCK_SET_KEY "misc.disable_clock_set" #define IIDXHOOK_CONFIG_MISC_RTEFFECT_STUB_KEY "misc.rteffect_stub" diff --git a/src/main/iidxhook-util/config-sec.c b/src/main/iidxhook-util/config-sec.c index 54cb0ee..a2e9a57 100644 --- a/src/main/iidxhook-util/config-sec.c +++ b/src/main/iidxhook-util/config-sec.c @@ -3,12 +3,13 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "iidxhook-util/config-sec.h" #include "security/mcode.h" #include "security/rp.h" -#include "util/log.h" #include "util/mem.h" #define IIDXHOOK_CONFIG_SEC_BOOT_VERSION_KEY "sec.boot_version" diff --git a/src/main/iidxhook-util/d3d9.c b/src/main/iidxhook-util/d3d9.c index 9c87719..eeb5081 100644 --- a/src/main/iidxhook-util/d3d9.c +++ b/src/main/iidxhook-util/d3d9.c @@ -9,6 +9,8 @@ #include #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" @@ -16,7 +18,6 @@ #include "iidxhook-util/vertex-shader.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/iidxhook-util/eamuse.c b/src/main/iidxhook-util/eamuse.c index 15d77da..6a127bd 100644 --- a/src/main/iidxhook-util/eamuse.c +++ b/src/main/iidxhook-util/eamuse.c @@ -8,12 +8,13 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "iidxhook-util/eamuse.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* ------------------------------------------------------------------------- */ diff --git a/src/main/iidxhook-util/effector.c b/src/main/iidxhook-util/effector.c index 4f30e27..f313c60 100644 --- a/src/main/iidxhook-util/effector.c +++ b/src/main/iidxhook-util/effector.c @@ -2,12 +2,13 @@ #include +#include "core/log.h" + #include "hook/table.h" #include "iidxhook-util/effector.h" #include "util/defs.h" -#include "util/log.h" static BOOL my_EnableEqualizer(int a1); static BOOL my_GetEqualizerStatus(LPVOID buffer); diff --git a/src/main/iidxhook-util/log-server.c b/src/main/iidxhook-util/log-server.c index 1a7f687..5a2fe3d 100644 --- a/src/main/iidxhook-util/log-server.c +++ b/src/main/iidxhook-util/log-server.c @@ -5,6 +5,9 @@ #include #include +#include "core/log.h" +#include "core/thread.h" + #include "hook/table.h" #include "iidxhook-util/log-server.h" @@ -12,9 +15,7 @@ #include "imports/avs.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" static int log_thread_proc(void *ctx); static void @@ -39,7 +40,7 @@ void log_server_init(void) log_rv_consumer = CreateSemaphore(NULL, 0, 1, NULL); ready = CreateEvent(NULL, TRUE, FALSE, NULL); - log_to_external( + core_log_impl_set( log_post_misc, log_post_info, log_post_warning, log_post_fatal); log_thread_id = avs_thread_create(log_thread_proc, ready, 16384, 0); diff --git a/src/main/iidxhook-util/settings.c b/src/main/iidxhook-util/settings.c index b4f2ce3..5402f69 100644 --- a/src/main/iidxhook-util/settings.c +++ b/src/main/iidxhook-util/settings.c @@ -7,12 +7,13 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" #include "hook/table.h" #include "util/defs.h" #include "util/fs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/iidxhook1/Module.mk b/src/main/iidxhook1/Module.mk index fcfad98..61bb5ff 100644 --- a/src/main/iidxhook1/Module.mk +++ b/src/main/iidxhook1/Module.mk @@ -5,6 +5,7 @@ ldflags_iidxhook1 := \ -liphlpapi \ libs_iidxhook1 := \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook1/config-iidxhook1.c b/src/main/iidxhook1/config-iidxhook1.c index 5a02c95..b88d471 100644 --- a/src/main/iidxhook1/config-iidxhook1.c +++ b/src/main/iidxhook1/config-iidxhook1.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook1/config-iidxhook1.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook1/config-iidxhook1.h" #define IIDXHOOK_CONFIG_MISC_HAPPY_SKY_MS_BG_FIX_KEY "misc.happy_sky_ms_bg_fix" diff --git a/src/main/iidxhook1/dllmain.c b/src/main/iidxhook1/dllmain.c index a3a4a35..60c61a7 100644 --- a/src/main/iidxhook1/dllmain.c +++ b/src/main/iidxhook1/dllmain.c @@ -9,6 +9,14 @@ #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "ezusb-emu/desc.h" #include "ezusb-emu/device.h" #include "ezusb-emu/node-security-plug.h" @@ -42,8 +50,6 @@ #include "iidxhook1/log-ezusb.h" #include "util/defs.h" -#include "util/log.h" -#include "util/thread.h" #define IIDXHOOK1_INFO_HEADER \ "iidxhook for 9th Style, 10th Style, RED and HAPPY SKY" \ @@ -68,6 +74,14 @@ static const struct hook_symbol init_hook_syms[] = { }, }; +static void _iidxhook1_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static void iidxhook1_setup_d3d9_hooks( const struct iidxhook_config_gfx *config_gfx, const struct iidxhook_config_iidxhook1 *config_iidxhook1) @@ -215,20 +229,24 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) /* Start up IIDXIO.DLL */ log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); - if (!iidx_io_init(thread_create, thread_join, thread_destroy)) { + if (!iidx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } /* Start up EAMIO.DLL */ log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - if (!eam_io_init(thread_create, thread_join, thread_destroy)) { + if (!eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } @@ -261,7 +279,9 @@ skip: BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - log_to_writer(log_writer_debug, NULL); + core_thread_crt_ext_impl_set(); + + _iidxhook1_log_init(); /* Bootstrap hook for further init tasks (see above) */ diff --git a/src/main/iidxhook1/ezusb-mon.c b/src/main/iidxhook1/ezusb-mon.c index b76418a..11f10f9 100644 --- a/src/main/iidxhook1/ezusb-mon.c +++ b/src/main/iidxhook1/ezusb-mon.c @@ -6,12 +6,13 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "iidxhook1/ezusb-mon.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* ------------------------------------------------------------------------- */ diff --git a/src/main/iidxhook1/log-ezusb.c b/src/main/iidxhook1/log-ezusb.c index ac71907..28a9c6a 100644 --- a/src/main/iidxhook1/log-ezusb.c +++ b/src/main/iidxhook1/log-ezusb.c @@ -6,12 +6,13 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "iidxhook1/log-ezusb.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* ------------------------------------------------------------------------- */ diff --git a/src/main/iidxhook2/Module.mk b/src/main/iidxhook2/Module.mk index c9fd438..4612442 100644 --- a/src/main/iidxhook2/Module.mk +++ b/src/main/iidxhook2/Module.mk @@ -5,6 +5,7 @@ ldflags_iidxhook2 := \ -liphlpapi \ libs_iidxhook2 := \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook2/config-iidxhook2.c b/src/main/iidxhook2/config-iidxhook2.c index 6e3ac6b..0db10f3 100644 --- a/src/main/iidxhook2/config-iidxhook2.c +++ b/src/main/iidxhook2/config-iidxhook2.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook2/config-iidxhook2.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook2/config-iidxhook2.h" #define IIDXHOOK_CONFIG_MISC_DISTORTED_MS_BG_FIX_KEY "misc.distorted_ms_bg_fix" diff --git a/src/main/iidxhook2/dllmain.c b/src/main/iidxhook2/dllmain.c index 25a76ed..de8a916 100644 --- a/src/main/iidxhook2/dllmain.c +++ b/src/main/iidxhook2/dllmain.c @@ -9,6 +9,14 @@ #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "ezusb-emu/desc.h" #include "ezusb-emu/device.h" #include "ezusb-emu/node-security-plug.h" @@ -41,9 +49,6 @@ #include "iidxhook2/config-iidxhook2.h" -#include "util/log.h" -#include "util/thread.h" - #define IIDXHOOK2_INFO_HEADER \ "iidxhook for DistorteD" \ ", build " __DATE__ " " __TIME__ ", gitrev " STRINGIFY(GITREV) @@ -65,6 +70,14 @@ static const struct hook_symbol init_hook_syms[] = { .link = (void **) &real_OpenProcess}, }; +static void _iidxhook2_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static void iidxhook2_setup_d3d9_hooks( const struct iidxhook_config_gfx *config_gfx, const struct iidxhook_config_iidxhook2 *config_iidxhook2) @@ -207,20 +220,24 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) /* Start up IIDXIO.DLL */ log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); - if (!iidx_io_init(thread_create, thread_join, thread_destroy)) { + if (!iidx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } /* Start up EAMIO.DLL */ log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - if (!eam_io_init(thread_create, thread_join, thread_destroy)) { + if (!eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } @@ -254,7 +271,9 @@ skip: BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - log_to_writer(log_writer_debug, NULL); + core_thread_crt_ext_impl_set(); + + _iidxhook2_log_init(); /* Bootstrap hook for further init tasks (see above) */ diff --git a/src/main/iidxhook3/Module.mk b/src/main/iidxhook3/Module.mk index e328bec..6ab9a30 100644 --- a/src/main/iidxhook3/Module.mk +++ b/src/main/iidxhook3/Module.mk @@ -5,6 +5,7 @@ ldflags_iidxhook3 := \ -liphlpapi \ libs_iidxhook3 := \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook3/dllmain.c b/src/main/iidxhook3/dllmain.c index b2e0e41..4927fc3 100644 --- a/src/main/iidxhook3/dllmain.c +++ b/src/main/iidxhook3/dllmain.c @@ -9,6 +9,14 @@ #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "ezusb-emu/node-security-plug.h" #include "ezusb-iidx-emu/node-serial.h" #include "ezusb-iidx-emu/nodes.h" @@ -40,9 +48,7 @@ #include "security/rp-sign-key.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define IIDXHOOK3_INFO_HEADER \ "iidxhook for Gold, DJTroopers, Empress and Sirius" \ @@ -64,6 +70,14 @@ static const struct hook_symbol init_hook_syms[] = { .link = (void **) &real_OpenProcess}, }; +static void _iidxhook3_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static void iidxhook3_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -200,20 +214,24 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) /* Start up IIDXIO.DLL */ log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); - if (!iidx_io_init(thread_create, thread_join, thread_destroy)) { + if (!iidx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } /* Start up EAMIO.DLL */ log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - if (!eam_io_init(thread_create, thread_join, thread_destroy)) { + if (!eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } @@ -246,7 +264,9 @@ skip: BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - log_to_writer(log_writer_debug, NULL); + core_thread_crt_ext_impl_set(); + + _iidxhook3_log_init(); /* Bootstrap hook for further init tasks (see above) */ diff --git a/src/main/iidxhook4-cn/Module.mk b/src/main/iidxhook4-cn/Module.mk index 0f7bcee..8cc34cb 100644 --- a/src/main/iidxhook4-cn/Module.mk +++ b/src/main/iidxhook4-cn/Module.mk @@ -8,6 +8,8 @@ deplibs_iidxhook4-cn := \ avs \ libs_iidxhook4-cn := \ + avs-util \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook4-cn/avs-boot.c b/src/main/iidxhook4-cn/avs-boot.c index 378d80c..4c498c9 100644 --- a/src/main/iidxhook4-cn/avs-boot.c +++ b/src/main/iidxhook4-cn/avs-boot.c @@ -3,14 +3,15 @@ #include #include +#include "core/log-bt.h" +#include "core/log.h" + #include "hook/table.h" #include "imports/avs.h" #include "iidxhook4-cn/avs-boot.h" -#include "util/log.h" - static void (*real_avs_boot)( struct property_node *config, void *std_heap, @@ -35,6 +36,11 @@ static const struct hook_symbol iidxhook4_cn_log_hook_syms[] = { .link = (void **) &real_avs_boot}, }; +static AVS_LOG_WRITER(_avs_boot_log_writer, chars, nchars, ctx) +{ + core_log_bt_direct_sink_write(chars, nchars); +} + static void avs_boot_replace_property_uint32( struct property_node *node, const char *name, uint32_t val) { @@ -87,7 +93,7 @@ static void my_avs_boot( sz_std_heap, avs_heap, sz_avs_heap, - log_writer_debug, + _avs_boot_log_writer, NULL); } diff --git a/src/main/iidxhook4-cn/dllmain.c b/src/main/iidxhook4-cn/dllmain.c index ea2f42a..9fa61ba 100644 --- a/src/main/iidxhook4-cn/dllmain.c +++ b/src/main/iidxhook4-cn/dllmain.c @@ -5,10 +5,19 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "ezusb-emu/node-security-plug.h" #include "ezusb2-emu/desc.h" @@ -37,8 +46,6 @@ #include "imports/avs.h" -#include "util/log.h" - #define IIDXHOOK4_CN_INFO_HEADER \ "iidxhook for Resort Anthem CN" \ ", build " __DATE__ " " __TIME__ ", gitrev " STRINGIFY(GITREV) @@ -61,6 +68,14 @@ static const struct hook_symbol init_hook_syms[] = { static struct iidxhook_config_io config_io; +static void _iidxhook4_cn_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static void iidxhook4_cn_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -183,11 +198,12 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) if (!config_io.disable_io_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } else { @@ -221,7 +237,11 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) return TRUE; } - log_to_writer(log_writer_debug, NULL); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + + // TODO init debug logging but with avs available? why not use avs logging? + _iidxhook4_cn_log_init(); hook_table_apply( NULL, "kernel32.dll", init_hook_syms, lengthof(init_hook_syms)); diff --git a/src/main/iidxhook4-cn/path.c b/src/main/iidxhook4-cn/path.c index 4ab6c5a..5d4ef1d 100644 --- a/src/main/iidxhook4-cn/path.c +++ b/src/main/iidxhook4-cn/path.c @@ -4,11 +4,12 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "iidxhook4-cn/path.h" -#include "util/log.h" #include "util/str.h" #define PATH_A "D:/JDZ-001/contents/" diff --git a/src/main/iidxhook4/Module.mk b/src/main/iidxhook4/Module.mk index 40f40b0..6546ac1 100644 --- a/src/main/iidxhook4/Module.mk +++ b/src/main/iidxhook4/Module.mk @@ -7,6 +7,8 @@ deplibs_iidxhook4 := \ avs \ libs_iidxhook4 := \ + avs-util \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook4/dllmain.c b/src/main/iidxhook4/dllmain.c index d7993dd..c52336f 100644 --- a/src/main/iidxhook4/dllmain.c +++ b/src/main/iidxhook4/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "ezusb-iidx-emu/nodes.h" #include "ezusb2-emu/desc.h" @@ -36,9 +41,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define IIDXHOOK4_INFO_HEADER \ "iidxhook for Resort Anthem" \ @@ -142,11 +145,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_io_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } else { @@ -156,11 +160,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } else { @@ -227,8 +232,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/iidxhook5-cn/Module.mk b/src/main/iidxhook5-cn/Module.mk index feea3d4..5addce9 100644 --- a/src/main/iidxhook5-cn/Module.mk +++ b/src/main/iidxhook5-cn/Module.mk @@ -8,6 +8,8 @@ deplibs_iidxhook5-cn := \ avs \ libs_iidxhook5-cn := \ + avs-util \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook5-cn/avs-boot.c b/src/main/iidxhook5-cn/avs-boot.c index 772832a..eaa1f45 100644 --- a/src/main/iidxhook5-cn/avs-boot.c +++ b/src/main/iidxhook5-cn/avs-boot.c @@ -3,14 +3,15 @@ #include #include +#include "core/log-bt.h" +#include "core/log.h" + #include "hook/table.h" #include "imports/avs.h" #include "iidxhook5-cn/avs-boot.h" -#include "util/log.h" - static void (*real_avs_boot)( struct property_node *config, void *std_heap, @@ -35,6 +36,11 @@ static const struct hook_symbol iidxhook5_cn_log_hook_syms[] = { .link = (void **) &real_avs_boot}, }; +static AVS_LOG_WRITER(_avs_boot_log_writer, chars, nchars, ctx) +{ + core_log_bt_direct_sink_write(chars, nchars); +} + static void avs_boot_replace_property_uint32( struct property_node *node, const char *name, uint32_t val) { @@ -87,7 +93,7 @@ static void my_avs_boot( sz_std_heap, avs_heap, sz_avs_heap, - log_writer_debug, + _avs_boot_log_writer, NULL); } diff --git a/src/main/iidxhook5-cn/dllmain.c b/src/main/iidxhook5-cn/dllmain.c index 711c906..1d327dc 100644 --- a/src/main/iidxhook5-cn/dllmain.c +++ b/src/main/iidxhook5-cn/dllmain.c @@ -5,10 +5,18 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread.h" + #include "ezusb-emu/node-security-plug.h" #include "ezusb2-emu/desc.h" @@ -37,8 +45,6 @@ #include "imports/avs.h" -#include "util/log.h" - #define IIDXHOOK5_CN_INFO_HEADER \ "iidxhook for tricoro CN" \ ", build " __DATE__ " " __TIME__ ", gitrev " STRINGIFY(GITREV) @@ -61,6 +67,14 @@ static const struct hook_symbol init_hook_user32_syms[] = { static struct iidxhook_config_io config_io; +static void _iidxhook5_cn_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static void iidxhook5_cn_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -163,11 +177,12 @@ static ATOM WINAPI my_RegisterClassA(const WNDCLASSA *lpWndClass) if (!config_io.disable_io_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } else { @@ -200,7 +215,11 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) return TRUE; } - log_to_writer(log_writer_debug, NULL); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + + // TODO init debug logging but with avs available? why not use avs logging? + _iidxhook5_cn_log_init(); hook_table_apply( NULL, diff --git a/src/main/iidxhook5-cn/path.c b/src/main/iidxhook5-cn/path.c index d45bf22..bb4f81d 100644 --- a/src/main/iidxhook5-cn/path.c +++ b/src/main/iidxhook5-cn/path.c @@ -4,11 +4,12 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "iidxhook5-cn/path.h" -#include "util/log.h" #include "util/str.h" #define PATH_A "D:/JDZ-001/contents/" diff --git a/src/main/iidxhook5/Module.mk b/src/main/iidxhook5/Module.mk index 78ea307..28cb7fe 100644 --- a/src/main/iidxhook5/Module.mk +++ b/src/main/iidxhook5/Module.mk @@ -7,6 +7,8 @@ deplibs_iidxhook5 := \ avs \ libs_iidxhook5 := \ + avs-util \ + core \ iidxhook-util \ ezusb-emu \ ezusb-iidx-16seg-emu \ diff --git a/src/main/iidxhook5/dllmain.c b/src/main/iidxhook5/dllmain.c index 268bf39..0912c38 100644 --- a/src/main/iidxhook5/dllmain.c +++ b/src/main/iidxhook5/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "ezusb-iidx-emu/nodes.h" #include "ezusb2-emu/desc.h" @@ -36,9 +41,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #include "ifs-snd-redir.h" @@ -144,11 +147,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_io_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } else { @@ -158,11 +162,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } else { @@ -228,8 +233,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/iidxhook5/ifs-snd-redir.c b/src/main/iidxhook5/ifs-snd-redir.c index e73dd5c..639d16f 100644 --- a/src/main/iidxhook5/ifs-snd-redir.c +++ b/src/main/iidxhook5/ifs-snd-redir.c @@ -3,13 +3,14 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "imports/avs.h" #include "iidxhook5/ifs-snd-redir.h" -#include "util/log.h" #include "util/str.h" static void *(*real_avs_fs_open)(const char *path, int mode, int flags); diff --git a/src/main/iidxhook6/Module.mk b/src/main/iidxhook6/Module.mk index 7fda87b..fe7e955 100644 --- a/src/main/iidxhook6/Module.mk +++ b/src/main/iidxhook6/Module.mk @@ -7,6 +7,8 @@ deplibs_iidxhook6 := \ avs \ libs_iidxhook6 := \ + avs-util \ + core \ iidxhook-d3d9 \ iidxhook-util \ ezusb-emu \ diff --git a/src/main/iidxhook6/dllmain.c b/src/main/iidxhook6/dllmain.c index b4ca65a..4b614a4 100644 --- a/src/main/iidxhook6/dllmain.c +++ b/src/main/iidxhook6/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "ezusb-iidx-emu/nodes.h" #include "ezusb2-emu/desc.h" @@ -35,9 +40,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define IIDXHOOK6_INFO_HEADER \ "iidxhook for Tricoro" \ @@ -121,11 +124,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_io_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } else { @@ -135,11 +139,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } else { @@ -203,8 +208,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/iidxhook7/Module.mk b/src/main/iidxhook7/Module.mk index a40366a..b1b6d93 100644 --- a/src/main/iidxhook7/Module.mk +++ b/src/main/iidxhook7/Module.mk @@ -8,6 +8,8 @@ deplibs_iidxhook7 := \ avs \ libs_iidxhook7 := \ + avs-util \ + core \ iidxhook-d3d9 \ iidxhook-util \ cconfig \ diff --git a/src/main/iidxhook7/dllmain.c b/src/main/iidxhook7/dllmain.c index af948f6..0823e85 100644 --- a/src/main/iidxhook7/dllmain.c +++ b/src/main/iidxhook7/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "ezusb-iidx-emu/nodes.h" #include "ezusb2-emu/desc.h" @@ -35,9 +40,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define IIDXHOOK7_INFO_HEADER \ "iidxhook for SPADA, PENDUAL, copula and SINOBUZ" \ @@ -121,11 +124,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_io_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } else { @@ -135,11 +139,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } else { @@ -203,8 +208,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/iidxhook8/Module.mk b/src/main/iidxhook8/Module.mk index e71c8c2..faebbbb 100644 --- a/src/main/iidxhook8/Module.mk +++ b/src/main/iidxhook8/Module.mk @@ -12,6 +12,8 @@ deplibs_iidxhook8 := \ avs \ libs_iidxhook8 := \ + avs-util \ + core \ iidxhook-d3d9 \ iidxhook-util \ acioemu \ diff --git a/src/main/iidxhook8/config-io.c b/src/main/iidxhook8/config-io.c index 8cbb9b2..9f61e13 100644 --- a/src/main/iidxhook8/config-io.c +++ b/src/main/iidxhook8/config-io.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook8/config-io.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook8/config-io.h" #define IIDXHOOK8_CONFIG_IO_DISABLE_CARD_READER_EMU_KEY \ "io.disable_card_reader_emu" diff --git a/src/main/iidxhook8/dllmain.c b/src/main/iidxhook8/dllmain.c index 13509be..bf1f55d 100644 --- a/src/main/iidxhook8/dllmain.c +++ b/src/main/iidxhook8/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "hook/d3d9.h" #include "hooklib/acp.h" @@ -34,9 +39,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define IIDXHOOK8_INFO_HEADER \ "iidxhook for Cannon Ballers/Rootage" \ @@ -131,11 +134,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up IIDXIO.DLL */ if (!iidxhook8_config_io.disable_bio2_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } @@ -143,11 +147,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up EAMIO.DLL */ if (!iidxhook8_config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } @@ -217,8 +222,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/iidxhook9/Module.mk b/src/main/iidxhook9/Module.mk index 30384f1..2328fdc 100644 --- a/src/main/iidxhook9/Module.mk +++ b/src/main/iidxhook9/Module.mk @@ -12,6 +12,8 @@ deplibs_iidxhook9 := \ avs \ libs_iidxhook9 := \ + avs-util \ + core \ iidxhook-util \ acioemu \ asio \ diff --git a/src/main/iidxhook9/config-io.c b/src/main/iidxhook9/config-io.c index ba7ff45..34deebf 100644 --- a/src/main/iidxhook9/config-io.c +++ b/src/main/iidxhook9/config-io.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "iidxhook9/config-io.h" +#include "core/log.h" -#include "util/log.h" +#include "iidxhook9/config-io.h" #define IIDXHOOK9_CONFIG_IO_DISABLE_CARD_READER_EMU_KEY \ "io.disable_card_reader_emu" diff --git a/src/main/iidxhook9/dllmain.c b/src/main/iidxhook9/dllmain.c index b7ae85a..ad9572d 100644 --- a/src/main/iidxhook9/dllmain.c +++ b/src/main/iidxhook9/dllmain.c @@ -5,11 +5,18 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/iidxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread.h" + #include "hooklib/acp.h" #include "hooklib/adapter.h" #include "hooklib/app.h" @@ -38,9 +45,7 @@ #include "imports/avs.h" #include "util/cmdline.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define IIDXHOOK9_INFO_HEADER \ "iidxhook for Heroic Verse" \ @@ -97,6 +102,9 @@ static bool load_configs() static bool my_dll_entry_init(char *sidcode, struct property_node *param) { + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + // log_server_init is required due to IO occuring in a non avs_thread log_server_init(); @@ -124,11 +132,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up IIDXIO.DLL */ if (!iidxhook9_config_io.disable_bio2_emu) { log_info("Starting IIDX IO backend"); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); if (!iidx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing IIDX IO backend failed"); } } @@ -136,11 +145,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up EAMIO.DLL */ if (!iidxhook9_config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } @@ -271,8 +281,8 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) // if AVS is loaded, we're likely too late to be a prehook // so we warn the user // and switch the current logging context to AVS so it shows up in logs - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + avs_util_core_interop_log_avs_impl_set(); + log_warning("iidxhook9 is designed to be used as a prehook"); log_warning("please ensure that it is being loaded with -B"); log_fatal("cya l8r in the prehook :3"); @@ -280,7 +290,7 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) // we can't log to external in DllMain (AVS) as we're a prehook // later during my_dll_entry_init, log_server_init is called // which sets swaps the main log write to that instead - log_to_writer(log_writer_file, stdout); + core_log_bt_ext_impl_set(); } pre_hook(); diff --git a/src/main/iidxio-bio2/Module.mk b/src/main/iidxio-bio2/Module.mk index 09632c2..e91d76a 100644 --- a/src/main/iidxio-bio2/Module.mk +++ b/src/main/iidxio-bio2/Module.mk @@ -4,6 +4,7 @@ ldflags_iidxio-bio2 := \ -lsetupapi \ libs_iidxio-bio2 := \ + core \ aciodrv \ bio2drv \ cconfig \ diff --git a/src/main/iidxio-ezusb/Module.mk b/src/main/iidxio-ezusb/Module.mk index ce9982c..cc64914 100644 --- a/src/main/iidxio-ezusb/Module.mk +++ b/src/main/iidxio-ezusb/Module.mk @@ -5,6 +5,7 @@ ldflags_iidxio-ezusb := \ -lsetupapi \ libs_iidxio-ezusb := \ + core \ ezusb \ ezusb2 \ ezusb-iidx \ diff --git a/src/main/iidxio-ezusb2/Module.mk b/src/main/iidxio-ezusb2/Module.mk index f1f1963..3371a78 100644 --- a/src/main/iidxio-ezusb2/Module.mk +++ b/src/main/iidxio-ezusb2/Module.mk @@ -5,6 +5,7 @@ ldflags_iidxio-ezusb2 := \ -lsetupapi \ libs_iidxio-ezusb2 := \ + core \ ezusb2 \ ezusb \ ezusb2-iidx \ diff --git a/src/main/iidxiotest/Module.mk b/src/main/iidxiotest/Module.mk index ce0536c..94eca38 100644 --- a/src/main/iidxiotest/Module.mk +++ b/src/main/iidxiotest/Module.mk @@ -1,6 +1,7 @@ exes += iidxiotest \ libs_iidxiotest := \ + core \ iidxio \ util \ diff --git a/src/main/iidxiotest/main.c b/src/main/iidxiotest/main.c index ddd57cf..a9b7daa 100644 --- a/src/main/iidxiotest/main.c +++ b/src/main/iidxiotest/main.c @@ -7,8 +7,12 @@ #include "bemanitools/iidxio.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" static uint8_t _fix_top_lamps_order(uint8_t top_lamps) { @@ -55,12 +59,17 @@ static void _all_lights_off_shutdown() */ int main(int argc, char **argv) { - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_bt_ext_init_with_stdout(); - if (!iidx_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + core_log_impl_assign(iidx_io_set_loggers); + + if (!iidx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { printf("Initializing iidxio failed\n"); return -1; } diff --git a/src/main/jbhook-util-p3io/gfx.c b/src/main/jbhook-util-p3io/gfx.c index 63607fd..0574b1f 100644 --- a/src/main/jbhook-util-p3io/gfx.c +++ b/src/main/jbhook-util-p3io/gfx.c @@ -9,6 +9,8 @@ #include #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" @@ -17,7 +19,6 @@ #include "jbhook-util-p3io/gfx.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/jbhook-util-p3io/mixer.c b/src/main/jbhook-util-p3io/mixer.c index 30dcace..ba52a63 100644 --- a/src/main/jbhook-util-p3io/mixer.c +++ b/src/main/jbhook-util-p3io/mixer.c @@ -6,10 +6,11 @@ #include // clang-format on +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" MMRESULT STDCALL hook_mixerGetLineControlsA( HMIXEROBJ hmxobj, LPMIXERLINECONTROLSA pmxlc, DWORD fdwControls); diff --git a/src/main/jbhook-util-p3io/p3io.c b/src/main/jbhook-util-p3io/p3io.c index 25b3364..dd04607 100644 --- a/src/main/jbhook-util-p3io/p3io.c +++ b/src/main/jbhook-util-p3io/p3io.c @@ -5,6 +5,8 @@ #include "bemanitools/jbio.h" +#include "core/log.h" + #include "jbhook-util-p3io/p3io.h" #include "p3ioemu/emu.h" @@ -13,8 +15,6 @@ #include "security/rp-sign-key.h" #include "security/rp3.h" -#include "util/log.h" - static HRESULT jbhook_p3io_read_jamma(void *ctx, uint32_t *state); static HRESULT jbhook_p3io_get_roundplug( void *ctx, uint8_t plug_id, uint8_t *rom, uint8_t *eeprom); diff --git a/src/main/jbhook-util/acio.c b/src/main/jbhook-util/acio.c index a1f5492..8a1ed02 100644 --- a/src/main/jbhook-util/acio.c +++ b/src/main/jbhook-util/acio.c @@ -16,6 +16,8 @@ #include "acioemu/h44b.h" #include "acioemu/icca.h" +#include "core/log.h" + #include "hook/iohook.h" #include "jbhook-util/acio.h" @@ -25,7 +27,6 @@ #include "util/defs.h" #include "util/hex.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu ac_io_emu; diff --git a/src/main/jbhook-util/eamuse.c b/src/main/jbhook-util/eamuse.c index 0a79625..c9d1d90 100644 --- a/src/main/jbhook-util/eamuse.c +++ b/src/main/jbhook-util/eamuse.c @@ -9,10 +9,11 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/net.h" #include "util/str.h" diff --git a/src/main/jbhook-util/locale.c b/src/main/jbhook-util/locale.c index 272bbc6..a6b6d17 100644 --- a/src/main/jbhook-util/locale.c +++ b/src/main/jbhook-util/locale.c @@ -2,10 +2,11 @@ #include +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" // ANSI/OEM Japanese; Japanese (Shift-JIS) #define CODEPAGE_SHIFT_JIS 932 diff --git a/src/main/jbhook-util/p4io.c b/src/main/jbhook-util/p4io.c index ab77d5d..824ab80 100644 --- a/src/main/jbhook-util/p4io.c +++ b/src/main/jbhook-util/p4io.c @@ -4,14 +4,14 @@ #include "bemanitools/jbio.h" +#include "core/log.h" + #include "imports/avs.h" #include "jbhook-util/p4io.h" #include "p4io/cmd.h" -#include "util/log.h" - static void jbhook_io_jamma2_read(void *resp, uint32_t nbytes); static uint32_t jbhook_command_handle( uint8_t cmd, diff --git a/src/main/jbhook1/Module.mk b/src/main/jbhook1/Module.mk index b5e4777..c434f21 100644 --- a/src/main/jbhook1/Module.mk +++ b/src/main/jbhook1/Module.mk @@ -11,6 +11,7 @@ ldflags_jbhook1 := \ -lopengl32 \ libs_jbhook1 := \ + core \ acioemu \ cconfig \ eamio \ diff --git a/src/main/jbhook1/avs-boot.c b/src/main/jbhook1/avs-boot.c index dccba69..62d6773 100644 --- a/src/main/jbhook1/avs-boot.c +++ b/src/main/jbhook1/avs-boot.c @@ -5,14 +5,15 @@ #include #include +#include "core/log-bt.h" +#include "core/log.h" + #include "hook/table.h" #include "imports/avs.h" #include "jbhook1/avs-boot.h" -#include "util/log.h" - static void (*real_avs_boot)( struct property_node *config, void *std_heap, @@ -52,6 +53,11 @@ static const struct hook_symbol jbhook1_log_gftools_hook_syms2[] = { .link = (void **) &real_ea3_boot}, }; +static AVS_LOG_WRITER(_avs_boot_log_writer, chars, nchars, ctx) +{ + core_log_bt_direct_sink_write(chars, nchars); +} + static void avs_boot_create_property_str( struct property *config, const char *name, const char *val) { @@ -139,7 +145,7 @@ static void my_avs_boot( sz_std_heap, avs_heap, sz_avs_heap, - log_writer_debug, + _avs_boot_log_writer, NULL); } diff --git a/src/main/jbhook1/config-eamuse.c b/src/main/jbhook1/config-eamuse.c index dba512e..77170e2 100644 --- a/src/main/jbhook1/config-eamuse.c +++ b/src/main/jbhook1/config-eamuse.c @@ -2,9 +2,10 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "jbhook1/config-eamuse.h" -#include "util/log.h" #include "util/net.h" #define JBHOOK1_CONFIG_EAMUSE_SERVER_KEY "eamuse.server" diff --git a/src/main/jbhook1/config-gfx.c b/src/main/jbhook1/config-gfx.c index 5215659..10102fa 100644 --- a/src/main/jbhook1/config-gfx.c +++ b/src/main/jbhook1/config-gfx.c @@ -2,9 +2,9 @@ #include "cconfig/cconfig-util.h" -#include "jbhook1/config-gfx.h" +#include "core/log.h" -#include "util/log.h" +#include "jbhook1/config-gfx.h" #define JBHOOK1_CONFIG_GFX_WINDOWED_KEY "gfx.windowed" #define JBHOOK1_CONFIG_GFX_VERTICAL_KEY "gfx.vertical" diff --git a/src/main/jbhook1/config-security.c b/src/main/jbhook1/config-security.c index 565081e..d6c56b0 100644 --- a/src/main/jbhook1/config-security.c +++ b/src/main/jbhook1/config-security.c @@ -2,11 +2,12 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "jbhook1/config-security.h" #include "security/mcode.h" -#include "util/log.h" #include "util/net.h" #define JBHOOK1_CONFIG_SECURITY_MCODE_KEY "security.mcode" diff --git a/src/main/jbhook1/dllmain.c b/src/main/jbhook1/dllmain.c index 42f8dc9..f058d0f 100644 --- a/src/main/jbhook1/dllmain.c +++ b/src/main/jbhook1/dllmain.c @@ -10,6 +10,14 @@ #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "hook/table.h" #include "hooklib/acp.h" @@ -33,8 +41,6 @@ #include "p3ioemu/emu.h" #include "util/defs.h" -#include "util/log.h" -#include "util/thread.h" #define JBHOOK1_INFO_HEADER \ "jbhook1 for jubeat" \ @@ -89,6 +95,14 @@ static const struct hook_symbol kernel32_hook_syms[] = { // so our CreateProcessA hook can check static bool vertical; +static void _jbhook1_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + /** * This seems to be a good entry point to intercept before the game calls * anything important (very close to the start of WinMain). @@ -153,19 +167,23 @@ static HWND CDECL my_mwindow_create( log_info("Starting up jubeat IO backend"); - jb_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(jb_io_set_loggers); - if (!jb_io_init(thread_create, thread_join, thread_destroy)) { + if (!jb_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing jb IO backend failed"); } log_info("Starting up card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - if (!eam_io_init(thread_create, thread_join, thread_destroy)) { + if (!eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } @@ -201,7 +219,12 @@ static HWND CDECL my_mwindow_create( BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - log_to_writer(log_writer_debug, NULL); + // TODO why not use AVS threads? + core_thread_crt_ext_impl_set(); + + // TODO init debug logging but with avs available? why not use avs + // logging? + _jbhook1_log_init(); /* Bootstrap hook for further init tasks (see above) */ diff --git a/src/main/jbhook1/log-gftools.c b/src/main/jbhook1/log-gftools.c index 9772173..f0dbf85 100644 --- a/src/main/jbhook1/log-gftools.c +++ b/src/main/jbhook1/log-gftools.c @@ -5,9 +5,9 @@ #include #include -#include "hook/table.h" +#include "core/log.h" -#include "util/log.h" +#include "hook/table.h" static int CDECL my_GFReportPuts( int level, diff --git a/src/main/jbhook2/Module.mk b/src/main/jbhook2/Module.mk index 2573867..7ecebdb 100644 --- a/src/main/jbhook2/Module.mk +++ b/src/main/jbhook2/Module.mk @@ -10,6 +10,8 @@ ldflags_jbhook2 := \ -lopengl32 \ libs_jbhook2 := \ + avs-util \ + core \ acioemu \ eamio \ jbio \ diff --git a/src/main/jbhook2/dllmain.c b/src/main/jbhook2/dllmain.c index a8523ad..4c06e4d 100644 --- a/src/main/jbhook2/dllmain.c +++ b/src/main/jbhook2/dllmain.c @@ -5,9 +5,14 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/jbio.h" +#include "core/log.h" +#include "core/thread.h" + #include "hook/iohook.h" #include "hook/table.h" @@ -36,8 +41,6 @@ #include "security/mcode.h" #include "util/defs.h" -#include "util/log.h" -#include "util/thread.h" static struct options options; @@ -80,11 +83,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) log_info("Starting up jubeat IO backend"); - jb_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(jb_io_set_loggers); - jb_io_ok = - jb_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + jb_io_ok = jb_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!jb_io_ok) { goto fail; @@ -99,11 +103,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) log_info("Starting up card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - eam_io_ok = - eam_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + eam_io_ok = eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!eam_io_ok) { goto fail; @@ -224,8 +229,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) return TRUE; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); options_init_from_cmdline(&options); diff --git a/src/main/jbhook2/options.c b/src/main/jbhook2/options.c index 9e1987e..63ee6d4 100644 --- a/src/main/jbhook2/options.c +++ b/src/main/jbhook2/options.c @@ -9,7 +9,7 @@ #include "util/cmdline.h" #include "util/defs.h" #include "util/hex.h" -#include "util/log.h" + #include "util/str.h" void options_init_from_cmdline(struct options *options) diff --git a/src/main/jbhook3/Module.mk b/src/main/jbhook3/Module.mk index a82c4cc..ca36a43 100644 --- a/src/main/jbhook3/Module.mk +++ b/src/main/jbhook3/Module.mk @@ -8,6 +8,8 @@ ldflags_jbhook3 := \ -liphlpapi \ libs_jbhook3 := \ + avs-util \ + core \ acioemu \ eamio \ jbio \ diff --git a/src/main/jbhook3/dllmain.c b/src/main/jbhook3/dllmain.c index b4eada8..30a0eb3 100644 --- a/src/main/jbhook3/dllmain.c +++ b/src/main/jbhook3/dllmain.c @@ -5,9 +5,14 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/jbio.h" +#include "core/log.h" +#include "core/thread.h" + #include "hook/iohook.h" #include "hook/table.h" @@ -31,8 +36,6 @@ #include "security/id.h" #include "util/defs.h" -#include "util/log.h" -#include "util/thread.h" static struct options options; @@ -62,11 +65,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!options.disable_p4ioemu) { log_info("Starting up jubeat IO backend"); - jb_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(jb_io_set_loggers); - jb_io_ok = - jb_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + jb_io_ok = jb_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!jb_io_ok) { goto fail; @@ -79,11 +83,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) if (!options.disable_cardemu) { log_info("Starting up card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - eam_io_ok = - eam_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + eam_io_ok = eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!eam_io_ok) { goto fail; @@ -143,8 +148,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) return TRUE; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); options_init_from_cmdline(&options); diff --git a/src/main/jbhook3/gfx.c b/src/main/jbhook3/gfx.c index ee3b5ff..827ac55 100644 --- a/src/main/jbhook3/gfx.c +++ b/src/main/jbhook3/gfx.c @@ -5,12 +5,12 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "jbhook3/options.h" -#include "util/log.h" - static bool jbhook3_gfx_windowed; static bool jbhook3_gfx_show_cursor; diff --git a/src/main/jbhook3/options.c b/src/main/jbhook3/options.c index 59ffc1e..8bb544b 100644 --- a/src/main/jbhook3/options.c +++ b/src/main/jbhook3/options.c @@ -6,10 +6,11 @@ #include #include +#include "core/log.h" + #include "util/cmdline.h" #include "util/defs.h" #include "util/hex.h" -#include "util/log.h" #include "util/str.h" void options_init_from_cmdline(struct options *options) diff --git a/src/main/jbio-p4io/Module.mk b/src/main/jbio-p4io/Module.mk index b31604d..ca9895e 100644 --- a/src/main/jbio-p4io/Module.mk +++ b/src/main/jbio-p4io/Module.mk @@ -9,6 +9,7 @@ src_jbio-p4io := \ jbio.c \ libs_jbio-p4io := \ + core \ aciodrv \ aciomgr \ cconfig \ diff --git a/src/main/jbio-p4io/config-h44b.c b/src/main/jbio-p4io/config-h44b.c index 91d37cb..98a5f4f 100644 --- a/src/main/jbio-p4io/config-h44b.c +++ b/src/main/jbio-p4io/config-h44b.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "jbio-p4io/config-h44b.h" +#include "core/log.h" -#include "util/log.h" +#include "jbio-p4io/config-h44b.h" #define JBIO_CONFIG_H44B_PORT_KEY "h44b.port" #define JBIO_CONFIG_H44B_BAUD_KEY "h44b.baud" diff --git a/src/main/jbio-p4io/h44b.c b/src/main/jbio-p4io/h44b.c index 1d9b77a..f26aa2a 100644 --- a/src/main/jbio-p4io/h44b.c +++ b/src/main/jbio-p4io/h44b.c @@ -10,7 +10,7 @@ #include "aciomgr/manager.h" -#include "util/log.h" +#include "core/log.h" static int16_t h44b_node_id; diff --git a/src/main/jbio-p4io/jbio.c b/src/main/jbio-p4io/jbio.c index 202187f..58f4db9 100644 --- a/src/main/jbio-p4io/jbio.c +++ b/src/main/jbio-p4io/jbio.c @@ -7,17 +7,17 @@ #include "aciomgr/manager.h" +#include "bemanitools/jbio.h" + #include "cconfig/cconfig-main.h" -#include "bemanitools/jbio.h" +#include "core/log.h" #include "jbio-p4io/config-h44b.h" #include "jbio-p4io/h44b.h" #include "p4iodrv/device.h" -#include "util/log.h" - static struct p4iodrv_ctx *p4io_ctx; static uint16_t jb_io_panels; static uint8_t jb_io_sys_buttons; @@ -36,7 +36,7 @@ void jb_io_set_loggers( { aciomgr_set_loggers(misc, info, warning, fatal); - log_to_external(misc, info, warning, fatal); + core_log_impl_set(misc, info, warning, fatal); } bool jb_io_init( diff --git a/src/main/jbiotest/Module.mk b/src/main/jbiotest/Module.mk index f2cf618..eba9c0b 100644 --- a/src/main/jbiotest/Module.mk +++ b/src/main/jbiotest/Module.mk @@ -1,6 +1,7 @@ exes += jbiotest \ libs_jbiotest := \ + core \ jbio \ util \ diff --git a/src/main/jbiotest/main.c b/src/main/jbiotest/main.c index 416b325..0a6270b 100644 --- a/src/main/jbiotest/main.c +++ b/src/main/jbiotest/main.c @@ -7,8 +7,12 @@ #include "bemanitools/jbio.h" -#include "util/log.h" -#include "util/thread.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" typedef struct { uint8_t r, g, b; @@ -23,12 +27,17 @@ enum jbio_light_mode { LIGHTS_OFF, LIGHTS_ON, LIGHTS_INPUT }; */ int main(int argc, char **argv) { - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); - jb_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_bt_ext_init_with_stdout(); - if (!jb_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + core_log_impl_assign(jb_io_set_loggers); + + if (!jb_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { printf("Initializing jbio failed\n"); return -1; } diff --git a/src/main/mempatch-hook/Module.mk b/src/main/mempatch-hook/Module.mk index 9785efa..1dedd43 100644 --- a/src/main/mempatch-hook/Module.mk +++ b/src/main/mempatch-hook/Module.mk @@ -2,6 +2,7 @@ dlls += mempatch-hook libs_mempatch-hook := \ util \ + core \ src_mempatch-hook := \ main.c \ diff --git a/src/main/mempatch-hook/main.c b/src/main/mempatch-hook/main.c index 43c1dcd..856b962 100644 --- a/src/main/mempatch-hook/main.c +++ b/src/main/mempatch-hook/main.c @@ -4,10 +4,13 @@ #include #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "util/cmdline.h" #include "util/fs.h" #include "util/hex.h" -#include "util/log.h" static bool patch_memory_check_data( uintptr_t base_address, @@ -283,12 +286,12 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) int argc; char **argv; char *filepath; - FILE *logfile; bool patched; patched = false; - logfile = fopen("mempatch.log", "w+"); - log_to_writer(log_writer_file, logfile); + + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_file("mempatch.log", false, false, 0); args_recover(&argc, &argv); @@ -319,8 +322,7 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) log_info("Patching done"); } - fflush(logfile); - fclose(logfile); + core_log_bt_fini(); } return TRUE; diff --git a/src/main/mm/mm.c b/src/main/mm/mm.c index db543a6..2c89957 100644 --- a/src/main/mm/mm.c +++ b/src/main/mm/mm.c @@ -9,11 +9,12 @@ #include #include +#include "core/log.h" + #include "mm/mm.h" #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" DEFINE_GUID( diff --git a/src/main/p3io-ddr-tool/Module.mk b/src/main/p3io-ddr-tool/Module.mk index 2c76b42..f6e3a16 100644 --- a/src/main/p3io-ddr-tool/Module.mk +++ b/src/main/p3io-ddr-tool/Module.mk @@ -4,6 +4,7 @@ ldflags_p3io-ddr-tool := \ -lsetupapi \ libs_p3io-ddr-tool := \ + core \ extiodrv \ extio \ p3iodrv \ diff --git a/src/main/p3io-ddr-tool/main.c b/src/main/p3io-ddr-tool/main.c index 939e1e7..4a9bac3 100644 --- a/src/main/p3io-ddr-tool/main.c +++ b/src/main/p3io-ddr-tool/main.c @@ -7,15 +7,17 @@ #include #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-std.h" +#include "core/log.h" + #include "extiodrv/extio.h" #include "p3io/ddr.h" #include "p3iodrv/ddr.h" #include "p3iodrv/device.h" -#include "util/log.h" -#include "util/thread.h" - #include "mode-test.h" enum mode { @@ -70,7 +72,7 @@ static mode_proc _mode_procs[MODE_TOTAL_COUNT] = { _mode_sensores, }; -static enum log_level _log_level = LOG_LEVEL_FATAL; +static enum core_log_bt_log_level _log_level = CORE_LOG_BT_LOG_LEVEL_FATAL; static bool _extio_enabled = true; static const char *_p3io_device_path = ""; static const char *_extio_com_port = "COM1"; @@ -196,11 +198,11 @@ static bool _process_cmd_args(int argc, char **argv) for (int i = 0; i < argc; i++) { if (!strcmp(argv[i], "-v")) { - _log_level = LOG_LEVEL_WARNING; + _log_level = CORE_LOG_BT_LOG_LEVEL_WARNING; } else if (!strcmp(argv[i], "-vv")) { - _log_level = LOG_LEVEL_INFO; + _log_level = CORE_LOG_BT_LOG_LEVEL_INFO; } else if (!strcmp(argv[i], "-vvv")) { - _log_level = LOG_LEVEL_MISC; + _log_level = CORE_LOG_BT_LOG_LEVEL_MISC; } else if (!strcmp(argv[i], "-noextio")) { _extio_enabled = false; } else if (!strcmp(argv[i], "-p3io")) { @@ -256,8 +258,9 @@ static bool _process_cmd_args(int argc, char **argv) static void _init_logging() { - log_to_writer(log_writer_stderr, NULL); - log_set_level(_log_level); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stderr(); + core_log_bt_level_set(_log_level); } static bool _mode_invalid(HANDLE handle) diff --git a/src/main/p3io-ddr-tool/mode-test.c b/src/main/p3io-ddr-tool/mode-test.c index 791e6d2..0c3f5a9 100644 --- a/src/main/p3io-ddr-tool/mode-test.c +++ b/src/main/p3io-ddr-tool/mode-test.c @@ -3,14 +3,14 @@ #include #include +#include "core/log.h" + #include "extiodrv/extio.h" #include "p3io/ddr.h" #include "p3iodrv/ddr.h" #include "p3iodrv/device.h" -#include "util/log.h" - #include "mode-test.h" struct mode_test_output_state { diff --git a/src/main/p3io/cmd.c b/src/main/p3io/cmd.c index 78c8b02..b62958f 100644 --- a/src/main/p3io/cmd.c +++ b/src/main/p3io/cmd.c @@ -1,8 +1,8 @@ #include -#include "p3io/cmd.h" +#include "core/log.h" -#include "util/log.h" +#include "p3io/cmd.h" uint8_t p3io_get_full_req_size(const union p3io_req_any *req) { diff --git a/src/main/p3io/frame.c b/src/main/p3io/frame.c index bc50dd4..1fc6d2c 100644 --- a/src/main/p3io/frame.c +++ b/src/main/p3io/frame.c @@ -3,10 +3,11 @@ #include #include +#include "core/log.h" + #include "p3io/frame.h" #include "util/iobuf.h" -#include "util/log.h" #define P3IO_FRAME_SOF 0xAA #define P3IO_FRAME_ESCAPE 0xFF diff --git a/src/main/p3iodrv/ddr.c b/src/main/p3iodrv/ddr.c index 2cc4526..57ebfab 100644 --- a/src/main/p3iodrv/ddr.c +++ b/src/main/p3iodrv/ddr.c @@ -2,7 +2,7 @@ #include "p3io/cmd.h" -#include "util/log.h" +#include "core/log.h" #include "ddr.h" #include "device.h" diff --git a/src/main/p3iodrv/device.c b/src/main/p3iodrv/device.c index dbbb04a..afa2c51 100644 --- a/src/main/p3iodrv/device.c +++ b/src/main/p3iodrv/device.c @@ -10,13 +10,14 @@ #include // clang-format on +#include "core/log.h" + #include "p3io/cmd.h" #include "p3io/guid.h" #include "p3io/ioctl.h" #include "p3iodrv/device.h" -#include "util/log.h" #include "util/str.h" #define P3IO_DEVICE_FILENMAME "\\p3io" diff --git a/src/main/p3ioemu/devmgr.c b/src/main/p3ioemu/devmgr.c index fc729b3..ac26233 100644 --- a/src/main/p3ioemu/devmgr.c +++ b/src/main/p3ioemu/devmgr.c @@ -7,6 +7,8 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "p3io/guid.h" @@ -14,7 +16,6 @@ #include "p3ioemu/devmgr.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" /* Link pointers */ diff --git a/src/main/p3ioemu/emu.c b/src/main/p3ioemu/emu.c index 6486d59..7fc2123 100644 --- a/src/main/p3ioemu/emu.c +++ b/src/main/p3ioemu/emu.c @@ -7,6 +7,8 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" #include "p3io/cmd.h" @@ -18,7 +20,6 @@ #include "p3ioemu/uart.h" #include "util/iobuf.h" -#include "util/log.h" static HANDLE p3io_emu_fd; static uint8_t p3io_emu_resp_bytes[256]; diff --git a/src/main/p3ioemu/uart.c b/src/main/p3ioemu/uart.c index a4a9f73..cbceb5a 100644 --- a/src/main/p3ioemu/uart.c +++ b/src/main/p3ioemu/uart.c @@ -10,6 +10,8 @@ #include +#include "core/log.h" + #include "hook/iohook.h" #include "p3io/cmd.h" @@ -17,7 +19,6 @@ #include "p3ioemu/uart.h" #include "util/iobuf.h" -#include "util/log.h" static HRESULT p3io_uart_open(const wchar_t *path, uint32_t baud_rate, HANDLE *fd); diff --git a/src/main/p4iodrv/device.c b/src/main/p4iodrv/device.c index 67dd56e..da65f7b 100644 --- a/src/main/p4iodrv/device.c +++ b/src/main/p4iodrv/device.c @@ -2,12 +2,13 @@ #include +#include "core/log.h" + #include "p4io/cmd.h" #include "p4iodrv/device.h" #include "p4iodrv/usb.h" -#include "util/log.h" #include "util/mem.h" struct p4iodrv_ctx { diff --git a/src/main/p4iodrv/usb.c b/src/main/p4iodrv/usb.c index 8c99fc4..243adae 100644 --- a/src/main/p4iodrv/usb.c +++ b/src/main/p4iodrv/usb.c @@ -10,13 +10,14 @@ #include // clang-format on +#include "core/log.h" + #include "p4io/cmd.h" #include "p4io/guid.h" #include "p4io/ioctl.h" #include "p4iodrv/usb.h" -#include "util/log.h" #include "util/str.h" HANDLE p4io_usb_open(void) diff --git a/src/main/p4ioemu/device.c b/src/main/p4ioemu/device.c index e18e891..4e7498f 100644 --- a/src/main/p4ioemu/device.c +++ b/src/main/p4ioemu/device.c @@ -6,11 +6,12 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" #include "p4io/cmd.h" #include "p4io/ioctl.h" #include "util/hex.h" -#include "util/log.h" #include "util/str.h" // #define P4IOEMU_DEBUG_DUMP diff --git a/src/main/pcbidgen/Module.mk b/src/main/pcbidgen/Module.mk index 852a4d0..612510f 100644 --- a/src/main/pcbidgen/Module.mk +++ b/src/main/pcbidgen/Module.mk @@ -3,6 +3,7 @@ exes += pcbidgen libs_pcbidgen := \ security \ util \ + core \ src_pcbidgen := \ main.c \ diff --git a/src/main/popnhook-util/acio.c b/src/main/popnhook-util/acio.c index 60d66b8..465bdcd 100644 --- a/src/main/popnhook-util/acio.c +++ b/src/main/popnhook-util/acio.c @@ -15,6 +15,8 @@ #include "acioemu/emu.h" #include "acioemu/icca.h" +#include "core/log.h" + #include "hook/iohook.h" #include "hooklib/rs232.h" @@ -24,7 +26,6 @@ #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu popnhook_acio_emu; diff --git a/src/main/popnhook-util/mixer.c b/src/main/popnhook-util/mixer.c index 91d3c75..904a008 100644 --- a/src/main/popnhook-util/mixer.c +++ b/src/main/popnhook-util/mixer.c @@ -6,10 +6,11 @@ #include // clang-format on +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" MMRESULT STDCALL hook_mixerGetLineControlsA( HMIXEROBJ hmxobj, LPMIXERLINECONTROLSA pmxlc, DWORD fdwControls); diff --git a/src/main/popnhook1/Module.mk b/src/main/popnhook1/Module.mk index c2c1510..f744773 100644 --- a/src/main/popnhook1/Module.mk +++ b/src/main/popnhook1/Module.mk @@ -8,6 +8,7 @@ ldflags_popnhook1 := \ -liphlpapi \ libs_popnhook1 := \ + core \ iidxhook-util \ ezusb-emu \ ezusb2-popn-emu \ diff --git a/src/main/popnhook1/avs-boot.c b/src/main/popnhook1/avs-boot.c index f9833a7..aae4616 100644 --- a/src/main/popnhook1/avs-boot.c +++ b/src/main/popnhook1/avs-boot.c @@ -5,14 +5,14 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "imports/avs.h" #include "popnhook1/avs-boot.h" -#include "util/log.h" - static int (*real_ea3_boot_avs)(struct property_node *config); static int (*real_ea3_boot)(struct property_node *config); diff --git a/src/main/popnhook1/config-eamuse.c b/src/main/popnhook1/config-eamuse.c index 98e406b..14864ba 100644 --- a/src/main/popnhook1/config-eamuse.c +++ b/src/main/popnhook1/config-eamuse.c @@ -2,12 +2,12 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "popnhook1/config-eamuse.h" #include "security/mcode.h" -#include "util/log.h" - #define POPNHOOK1_CONFIG_EAMUSE_SERVER_KEY "eamuse.server" #define POPNHOOK1_CONFIG_EAMUSE_PCBID_KEY "eamuse.pcbid" #define POPNHOOK1_CONFIG_EAMUSE_EAMID_KEY "eamuse.eamid" diff --git a/src/main/popnhook1/config-gfx.c b/src/main/popnhook1/config-gfx.c index 8e231d1..8bc6b10 100644 --- a/src/main/popnhook1/config-gfx.c +++ b/src/main/popnhook1/config-gfx.c @@ -2,9 +2,9 @@ #include "cconfig/cconfig-util.h" -#include "popnhook1/config-gfx.h" +#include "core/log.h" -#include "util/log.h" +#include "popnhook1/config-gfx.h" #define POPNHOOK1_CONFIG_GFX_WINDOWED_KEY "gfx.windowed" #define POPNHOOK1_CONFIG_GFX_FRAMED_KEY "gfx.framed" diff --git a/src/main/popnhook1/config-sec.c b/src/main/popnhook1/config-sec.c index f155520..99342b2 100644 --- a/src/main/popnhook1/config-sec.c +++ b/src/main/popnhook1/config-sec.c @@ -3,12 +3,13 @@ #include "cconfig/cconfig-util.h" +#include "core/log.h" + #include "popnhook1/config-sec.h" #include "security/mcode.h" #include "security/rp.h" -#include "util/log.h" #include "util/mem.h" #define POPNHOOK1_CONFIG_SEC_BLACK_PLUG_MCODE_KEY "sec.black_plug_mcode" diff --git a/src/main/popnhook1/d3d9.c b/src/main/popnhook1/d3d9.c index 1d67262..44f9e1c 100644 --- a/src/main/popnhook1/d3d9.c +++ b/src/main/popnhook1/d3d9.c @@ -5,6 +5,8 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/pe.h" #include "hook/table.h" @@ -12,7 +14,6 @@ #include "popnhook1/d3d9.h" #include "util/defs.h" -#include "util/log.h" #include "hook/d3d9.h" diff --git a/src/main/popnhook1/dllmain.c b/src/main/popnhook1/dllmain.c index 5995e22..36c232f 100644 --- a/src/main/popnhook1/dllmain.c +++ b/src/main/popnhook1/dllmain.c @@ -10,6 +10,14 @@ #include "cconfig/cconfig-hook.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-debug.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "ezusb-emu/node-security-plug.h" #include "hook/d3d9.h" @@ -29,8 +37,6 @@ #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" -#include "util/thread.h" #include "ezusb2-emu/desc.h" #include "ezusb2-emu/device.h" @@ -62,6 +68,14 @@ static const struct hook_symbol init_hook_syms[] = { }, }; +static void _popnhook1_log_init() +{ + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_debug(); + // TODO change log level support + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_MISC); +} + static void popnhook_setup_d3d9_hooks( const struct popnhook1_config_gfx *config_gfx, const bool texture_usage_fix) { @@ -145,20 +159,24 @@ static DWORD STDCALL my_GetStartupInfoA(LPSTARTUPINFOA lpStartupInfo) /* Start up POPNIO.DLL */ log_info("Starting pop'n IO backend"); - popn_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(popn_io_set_loggers); - if (!popn_io_init(thread_create, thread_join, thread_destroy)) { + if (!popn_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing pop'n IO backend failed"); } /* Start up EAMIO.DLL */ log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); - if (!eam_io_init(thread_create, thread_join, thread_destroy)) { + if (!eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } @@ -190,7 +208,9 @@ BOOL WINAPI DllMain(HMODULE self, DWORD reason, void *ctx) return TRUE; } - log_to_writer(log_writer_debug, NULL); + core_thread_crt_ext_impl_set(); + + _popnhook1_log_init(); hook_table_apply( NULL, "kernel32.dll", init_hook_syms, lengthof(init_hook_syms)); diff --git a/src/main/popnhook1/filesystem.c b/src/main/popnhook1/filesystem.c index 3d7fd09..d558486 100644 --- a/src/main/popnhook1/filesystem.c +++ b/src/main/popnhook1/filesystem.c @@ -7,10 +7,11 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/sdvxhook/Module.mk b/src/main/sdvxhook/Module.mk index c1a8c5b..cc6d31c 100644 --- a/src/main/sdvxhook/Module.mk +++ b/src/main/sdvxhook/Module.mk @@ -4,6 +4,8 @@ deplibs_sdvxhook := \ avs \ libs_sdvxhook := \ + avs-util \ + core \ acioemu \ hook \ hooklib \ diff --git a/src/main/sdvxhook/acio.c b/src/main/sdvxhook/acio.c index 6596ee4..e8d7dfd 100644 --- a/src/main/sdvxhook/acio.c +++ b/src/main/sdvxhook/acio.c @@ -15,6 +15,8 @@ #include "acioemu/emu.h" #include "acioemu/icca.h" +#include "core/log.h" + #include "hook/iohook.h" #include "imports/avs.h" @@ -24,7 +26,6 @@ #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu ac_io_emu; diff --git a/src/main/sdvxhook/dllmain.c b/src/main/sdvxhook/dllmain.c index 391f4c9..50e2063 100644 --- a/src/main/sdvxhook/dllmain.c +++ b/src/main/sdvxhook/dllmain.c @@ -3,9 +3,14 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/sdvxio.h" +#include "core/log.h" +#include "core/thread.h" + #include "hook/iohook.h" #include "hooklib/app.h" @@ -17,7 +22,6 @@ #include "util/cmdline.h" #include "util/defs.h" -#include "util/log.h" static bool my_dll_entry_init(char *sidcode, struct property_node *config); static bool my_dll_entry_main(void); @@ -32,10 +36,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *config) log_info("Starting up SDVX IO backend"); - sdvx_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(sdvx_io_set_loggers); - ok = sdvx_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + ok = sdvx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); if (!ok) { goto sdvx_io_fail; @@ -43,10 +49,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *config) log_info("Starting up card reader backend"); - eam_io_set_loggers( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + core_log_impl_assign(eam_io_set_loggers); - ok = eam_io_init(avs_thread_create, avs_thread_join, avs_thread_destroy); + ok = eam_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get()); /* Set up IO emulation hooks _after_ IO API setup to allow API implementations with real IO devices */ @@ -100,8 +108,9 @@ BOOL WINAPI DllMain(HMODULE self, DWORD reason, void *ctx) return TRUE; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); args_recover(&argc, &argv); diff --git a/src/main/sdvxhook/gfx.c b/src/main/sdvxhook/gfx.c index 16cf733..2d36759 100644 --- a/src/main/sdvxhook/gfx.c +++ b/src/main/sdvxhook/gfx.c @@ -3,6 +3,8 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/pe.h" #include "hook/table.h" @@ -10,7 +12,6 @@ #include "sdvxhook/gfx.h" #include "util/defs.h" -#include "util/log.h" static LRESULT CALLBACK my_WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam); diff --git a/src/main/sdvxhook/kfca.c b/src/main/sdvxhook/kfca.c index 5c89686..82ac111 100644 --- a/src/main/sdvxhook/kfca.c +++ b/src/main/sdvxhook/kfca.c @@ -9,8 +9,9 @@ #include "bemanitools/sdvxio.h" +#include "core/log.h" + #include "util/defs.h" -#include "util/log.h" #include "util/time.h" static void kfca_send_version(const struct ac_io_message *req); diff --git a/src/main/sdvxhook/lcd.c b/src/main/sdvxhook/lcd.c index 06ea1e6..6d942bb 100644 --- a/src/main/sdvxhook/lcd.c +++ b/src/main/sdvxhook/lcd.c @@ -12,13 +12,14 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" #include "sdvxhook/lcd.h" #include "util/hex.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static HRESULT lcd_open(struct irp *irp); diff --git a/src/main/sdvxhook2-cn/Module.mk b/src/main/sdvxhook2-cn/Module.mk index fd00fc6..2bb715e 100644 --- a/src/main/sdvxhook2-cn/Module.mk +++ b/src/main/sdvxhook2-cn/Module.mk @@ -12,6 +12,8 @@ deplibs_sdvxhook2-cn := \ avs \ libs_sdvxhook2-cn := \ + avs-util \ + core \ acioemu \ camhook \ d3d9exhook \ diff --git a/src/main/sdvxhook2-cn/acio.c b/src/main/sdvxhook2-cn/acio.c index f7116e2..4507333 100644 --- a/src/main/sdvxhook2-cn/acio.c +++ b/src/main/sdvxhook2-cn/acio.c @@ -14,6 +14,8 @@ #include "acioemu/addr.h" #include "acioemu/emu.h" +#include "core/log.h" + #include "hook/iohook.h" #include "hooklib/rs232.h" @@ -24,7 +26,6 @@ #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu ac_io_emu; diff --git a/src/main/sdvxhook2-cn/config-cn.c b/src/main/sdvxhook2-cn/config-cn.c index c492603..650b528 100644 --- a/src/main/sdvxhook2-cn/config-cn.c +++ b/src/main/sdvxhook2-cn/config-cn.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "sdvxhook2-cn/config-cn.h" +#include "core/log.h" -#include "util/log.h" +#include "sdvxhook2-cn/config-cn.h" #define SDVXHOOK2_CN_CONFIG_DISABLE_IO_EMU_KEY "io.disable_io_emu" #define SDVXHOOK2_CN_CONFIG_UNIS_PATH_KEY "cn.unis_path" diff --git a/src/main/sdvxhook2-cn/dllmain.c b/src/main/sdvxhook2-cn/dllmain.c index 3a20217..07d2de0 100644 --- a/src/main/sdvxhook2-cn/dllmain.c +++ b/src/main/sdvxhook2-cn/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/sdvxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "hooklib/acp.h" #include "hooklib/adapter.h" #include "hooklib/app.h" @@ -27,9 +32,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define SDVXHOOK2_CN_INFO_HEADER \ "sdvxhook for VW CN" \ @@ -75,11 +78,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up sdvxio.DLL */ if (!config_cn.disable_io_emu) { log_info("Starting sdvx IO backend"); - sdvx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(sdvx_io_set_loggers); if (!sdvx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing sdvx IO backend failed"); } } @@ -134,8 +138,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/sdvxhook2-cn/kfca.c b/src/main/sdvxhook2-cn/kfca.c index f4d8894..02c7297 100644 --- a/src/main/sdvxhook2-cn/kfca.c +++ b/src/main/sdvxhook2-cn/kfca.c @@ -9,8 +9,9 @@ #include "bemanitools/sdvxio.h" +#include "core/log.h" + #include "util/defs.h" -#include "util/log.h" #include "util/time.h" static void kfca_send_version(const struct ac_io_message *req); diff --git a/src/main/sdvxhook2-cn/unis-version.c b/src/main/sdvxhook2-cn/unis-version.c index d660999..3ed7e38 100644 --- a/src/main/sdvxhook2-cn/unis-version.c +++ b/src/main/sdvxhook2-cn/unis-version.c @@ -8,11 +8,12 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" #include "util/defs.h" -#include "util/log.h" #include "util/str.h" #include "util/time.h" diff --git a/src/main/sdvxhook2/Module.mk b/src/main/sdvxhook2/Module.mk index aa38c66..f813557 100644 --- a/src/main/sdvxhook2/Module.mk +++ b/src/main/sdvxhook2/Module.mk @@ -12,6 +12,8 @@ deplibs_sdvxhook2 := \ avs \ libs_sdvxhook2 := \ + avs-util \ + core \ acioemu \ bio2emu \ camhook \ diff --git a/src/main/sdvxhook2/acio.c b/src/main/sdvxhook2/acio.c index 6ac0cdc..8db25df 100644 --- a/src/main/sdvxhook2/acio.c +++ b/src/main/sdvxhook2/acio.c @@ -15,6 +15,8 @@ #include "acioemu/emu.h" #include "acioemu/icca.h" +#include "core/log.h" + #include "hook/iohook.h" #include "hooklib/rs232.h" @@ -24,7 +26,6 @@ #include "util/defs.h" #include "util/iobuf.h" -#include "util/log.h" #include "util/str.h" static struct ac_io_emu ac_io_emu; diff --git a/src/main/sdvxhook2/config-io.c b/src/main/sdvxhook2/config-io.c index 6d87bc0..421f3af 100644 --- a/src/main/sdvxhook2/config-io.c +++ b/src/main/sdvxhook2/config-io.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "sdvxhook2/config-io.h" +#include "core/log.h" -#include "util/log.h" +#include "sdvxhook2/config-io.h" #define SDVXHOOK2_CONFIG_IO_DISABLE_CARD_READER_EMU_KEY \ "io.disable_card_reader_emu" diff --git a/src/main/sdvxhook2/dllmain.c b/src/main/sdvxhook2/dllmain.c index e601e3a..3c74ab4 100644 --- a/src/main/sdvxhook2/dllmain.c +++ b/src/main/sdvxhook2/dllmain.c @@ -5,11 +5,16 @@ #include #include +#include "avs-util/core-interop.h" + #include "bemanitools/eamio.h" #include "bemanitools/sdvxio.h" #include "cconfig/cconfig-hook.h" +#include "core/log.h" +#include "core/thread.h" + #include "hooklib/acp.h" #include "hooklib/adapter.h" #include "hooklib/app.h" @@ -33,9 +38,7 @@ #include "imports/avs.h" -#include "util/log.h" #include "util/str.h" -#include "util/thread.h" #define SDVXHOOK2_INFO_HEADER \ "sdvxhook for VW" \ @@ -105,11 +108,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up sdvxio.DLL */ if (!config_io.disable_bio2_emu) { log_info("Starting sdvx IO backend"); - sdvx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(sdvx_io_set_loggers); if (!sdvx_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing sdvx IO backend failed"); } } @@ -117,11 +121,12 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) /* Start up EAMIO.DLL */ if (!config_io.disable_card_reader_emu) { log_misc("Initializing card reader backend"); - eam_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(eam_io_set_loggers); if (!eam_io_init( - avs_thread_create, avs_thread_join, avs_thread_destroy)) { + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_fatal("Initializing card reader backend failed"); } } @@ -207,8 +212,9 @@ BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) goto end; } - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); + // Use AVS APIs + avs_util_core_interop_thread_avs_impl_set(); + avs_util_core_interop_log_avs_impl_set(); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/sdvxhook2/nvapi.c b/src/main/sdvxhook2/nvapi.c index fbe14d8..e5f244a 100644 --- a/src/main/sdvxhook2/nvapi.c +++ b/src/main/sdvxhook2/nvapi.c @@ -10,13 +10,13 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" #include "sdvxhook2/nvapi.h" -#include "util/log.h" - static void *my_GetProcAddress(HMODULE dll, const char *name); static void *(*real_GetProcAddress)(HMODULE dll, const char *name); diff --git a/src/main/sdvxhook2/power.c b/src/main/sdvxhook2/power.c index f860c1b..e6d0d33 100644 --- a/src/main/sdvxhook2/power.c +++ b/src/main/sdvxhook2/power.c @@ -10,13 +10,13 @@ #include +#include "core/log.h" + #include "hook/com-proxy.h" #include "hook/table.h" #include "sdvxhook2/power.h" -#include "util/log.h" - static DWORD my_PowerSetActiveScheme(HKEY UserRootPowerKey, const GUID *SchemeGuid); static DWORD my_PowerWriteACValueIndex( diff --git a/src/main/sdvxio-bio2/Module.mk b/src/main/sdvxio-bio2/Module.mk index bf16a3b..04ea0fd 100644 --- a/src/main/sdvxio-bio2/Module.mk +++ b/src/main/sdvxio-bio2/Module.mk @@ -4,6 +4,7 @@ ldflags_sdvxio-bio2 := \ -lsetupapi \ libs_sdvxio-bio2 := \ + core \ aciodrv \ bio2drv \ cconfig \ diff --git a/src/main/sdvxio-kfca/Module.mk b/src/main/sdvxio-kfca/Module.mk index cb10b22..5127c16 100644 --- a/src/main/sdvxio-kfca/Module.mk +++ b/src/main/sdvxio-kfca/Module.mk @@ -1,6 +1,7 @@ dlls += sdvxio-kfca libs_sdvxio-kfca := \ + core \ geninput \ aciodrv \ aciomgr \ diff --git a/src/main/sdvxio-kfca/config-kfca.c b/src/main/sdvxio-kfca/config-kfca.c index 91814e6..6b95e24 100644 --- a/src/main/sdvxio-kfca/config-kfca.c +++ b/src/main/sdvxio-kfca/config-kfca.c @@ -1,8 +1,8 @@ #include "cconfig/cconfig-util.h" -#include "sdvxio-kfca/config-kfca.h" +#include "core/log.h" -#include "util/log.h" +#include "sdvxio-kfca/config-kfca.h" #define SDVXIO_KFCA_CONFIG_KFCA_PORT_KEY "kfca.port" #define SDVXIO_KFCA_CONFIG_KFCA_BAUD_KEY "kfca.baud" diff --git a/src/main/security/id.c b/src/main/security/id.c index b591fb2..93699aa 100644 --- a/src/main/security/id.c +++ b/src/main/security/id.c @@ -1,9 +1,10 @@ #include +#include "core/log.h" + #include "security/id.h" #include "util/hex.h" -#include "util/log.h" #include "util/mem.h" const struct security_id security_id_default = { diff --git a/src/main/security/mcode.c b/src/main/security/mcode.c index 5bc93fa..8817647 100644 --- a/src/main/security/mcode.c +++ b/src/main/security/mcode.c @@ -1,8 +1,9 @@ #include +#include "core/log.h" + #include "security/mcode.h" -#include "util/log.h" #include "util/mem.h" const struct security_mcode security_mcode_eamuse = { diff --git a/src/main/security/rp-blowfish.c b/src/main/security/rp-blowfish.c index 9aeb696..f45a0a9 100644 --- a/src/main/security/rp-blowfish.c +++ b/src/main/security/rp-blowfish.c @@ -1,10 +1,10 @@ #include +#include "core/log.h" + #include "security/rp-blowfish-table.h" #include "security/rp-blowfish.h" -#include "util/log.h" - static int security_rp_blowfish_enc_sub(int a1) { int result; // eax@1 diff --git a/src/main/security/rp.c b/src/main/security/rp.c index ba82864..5e80670 100644 --- a/src/main/security/rp.c +++ b/src/main/security/rp.c @@ -1,3 +1,5 @@ +#include "core/log.h" + #include "security/rp.h" #include "security/rp-blowfish.h" @@ -5,7 +7,6 @@ #include "security/util.h" #include "util/crypto.h" -#include "util/log.h" static uint32_t security_rp_get_len_mcode(const struct security_mcode *mcode) { diff --git a/src/main/security/rp2.c b/src/main/security/rp2.c index 51480a6..92b3acb 100644 --- a/src/main/security/rp2.c +++ b/src/main/security/rp2.c @@ -1,11 +1,12 @@ #include +#include "core/log.h" + #include "security/rp-util.h" #include "security/rp2.h" #include "security/util.h" #include "util/crypto.h" -#include "util/log.h" static uint8_t security_rp2_signature_scramble_table[16] = { 0x0C, diff --git a/src/main/security/rp3.c b/src/main/security/rp3.c index a6dd5bf..6e83f68 100644 --- a/src/main/security/rp3.c +++ b/src/main/security/rp3.c @@ -1,12 +1,13 @@ #include +#include "core/log.h" + #include "security/rp-util.h" #include "security/rp2.h" #include "security/rp3.h" #include "security/util.h" #include "util/crc.h" -#include "util/log.h" void security_rp3_generate_signed_eeprom_data( enum security_rp_util_rp_type type, diff --git a/src/main/unicorntail/Module.mk b/src/main/unicorntail/Module.mk index bd6d360..d2d96be 100644 --- a/src/main/unicorntail/Module.mk +++ b/src/main/unicorntail/Module.mk @@ -4,6 +4,7 @@ deplibs_unicorntail := \ avs \ libs_unicorntail := \ + core \ p3io \ p3ioemu \ hook \ diff --git a/src/main/unicorntail/dllmain.c b/src/main/unicorntail/dllmain.c index 59f862d..b195edf 100644 --- a/src/main/unicorntail/dllmain.c +++ b/src/main/unicorntail/dllmain.c @@ -2,6 +2,8 @@ #include +#include "core/log.h" + #include "hook/iohook.h" #include "hooklib/app.h" @@ -12,7 +14,6 @@ #include "unicorntail/usbmem.h" #include "util/defs.h" -#include "util/log.h" static bool my_dll_entry_init(char *sidcode, struct property_node *param); static bool my_dll_entry_main(void); @@ -50,7 +51,7 @@ BOOL WINAPI DllMain(HMODULE self, DWORD reason, void *ctx) goto end; } - log_to_external( + core_log_impl_set( log_body_misc, log_body_info, log_body_warning, log_body_fatal); app_hook_init(my_dll_entry_init, my_dll_entry_main); diff --git a/src/main/unicorntail/p3io.c b/src/main/unicorntail/p3io.c index fd0a85c..b4a49b1 100644 --- a/src/main/unicorntail/p3io.c +++ b/src/main/unicorntail/p3io.c @@ -3,6 +3,8 @@ #include #include +#include "core/log.h" + #include "p3io/cmd.h" #include "p3io/frame.h" @@ -11,7 +13,6 @@ #include "unicorntail/p3io.h" #include "util/array.h" -#include "util/log.h" #include "util/str.h" static bool p3io_match_irp_locked(const struct irp *irp); diff --git a/src/main/unicorntail/usbmem.c b/src/main/unicorntail/usbmem.c index 50b496e..ef82069 100644 --- a/src/main/unicorntail/usbmem.c +++ b/src/main/unicorntail/usbmem.c @@ -3,9 +3,10 @@ #include #include +#include "core/log.h" + #include "hook/iohook.h" -#include "util/log.h" #include "util/str.h" static bool usbmem_match_irp(const struct irp *irp); diff --git a/src/main/util/array.c b/src/main/util/array.c index 900fba1..9421fff 100644 --- a/src/main/util/array.c +++ b/src/main/util/array.c @@ -2,8 +2,9 @@ #include #include +#include "core/log.h" + #include "util/array.h" -#include "util/log.h" #include "util/mem.h" void array_init(struct array *array) diff --git a/src/main/util/crc.c b/src/main/util/crc.c index c49af45..7ab06b8 100644 --- a/src/main/util/crc.c +++ b/src/main/util/crc.c @@ -1,7 +1,7 @@ #include #include -#include "util/log.h" +#include "core/log.h" uint8_t crc8(const void *ptr, size_t nbytes, uint8_t in) { diff --git a/src/main/util/crypto.c b/src/main/util/crypto.c index 110dd99..db1702e 100644 --- a/src/main/util/crypto.c +++ b/src/main/util/crypto.c @@ -1,12 +1,13 @@ #define LOG_MODULE "crypto" -#include "util/crypto.h" -#include "util/log.h" -#include "util/mem.h" - #include #include +#include "core/log.h" + +#include "util/crypto.h" +#include "util/mem.h" + static const char vista_prov[] = "Microsoft Enhanced RSA and AES Cryptographic Provider"; static const char winxp_prov[] = diff --git a/src/main/util/fs.c b/src/main/util/fs.c index 731fdf9..8c4c7c6 100644 --- a/src/main/util/fs.c +++ b/src/main/util/fs.c @@ -6,9 +6,10 @@ #include #include +#include "core/log.h" + #include "util/defs.h" #include "util/fs.h" -#include "util/log.h" #include "util/mem.h" #include "util/str.h" diff --git a/src/main/util/hex.c b/src/main/util/hex.c index 1ac6b4d..de08286 100644 --- a/src/main/util/hex.c +++ b/src/main/util/hex.c @@ -2,8 +2,9 @@ #include #include +#include "core/log.h" + #include "util/hex.h" -#include "util/log.h" static bool hex_decode_nibble(char c, uint8_t *nibble) { diff --git a/src/main/util/iobuf.c b/src/main/util/iobuf.c index 45884ea..7638cb5 100644 --- a/src/main/util/iobuf.c +++ b/src/main/util/iobuf.c @@ -1,8 +1,9 @@ #define LOG_MODULE "util-iobuf" -#include "util/iobuf.h" +#include "core/log.h" + #include "util/hex.h" -#include "util/log.h" +#include "util/iobuf.h" #include "util/mem.h" void iobuf_log(struct iobuf *buffer, const char *tag) diff --git a/src/main/util/mem.c b/src/main/util/mem.c index 53e84ff..f03ebaf 100644 --- a/src/main/util/mem.c +++ b/src/main/util/mem.c @@ -7,7 +7,7 @@ #include #include -#include "util/log.h" +#include "core/log.h" void *xcalloc(size_t nbytes) { diff --git a/src/main/util/msg-thread.c b/src/main/util/msg-thread.c index 6b5623d..04d498d 100644 --- a/src/main/util/msg-thread.c +++ b/src/main/util/msg-thread.c @@ -5,9 +5,10 @@ #include #include -#include "util/log.h" +#include "core/log.h" +#include "core/thread.h" + #include "util/msg-thread.h" -#include "util/thread.h" static bool msg_thread_step(HWND hwnd); @@ -102,7 +103,7 @@ void msg_thread_init(HINSTANCE inst) { msg_thread_ready = CreateEvent(NULL, TRUE, FALSE, NULL); msg_thread_stop = CreateEvent(NULL, TRUE, FALSE, NULL); - msg_thread_id = thread_create(msg_thread_proc, inst, 0x4000, 0); + msg_thread_id = core_thread_create(msg_thread_proc, inst, 0x4000, 0); WaitForSingleObject(msg_thread_ready, INFINITE); CloseHandle(msg_thread_ready); @@ -112,8 +113,8 @@ void msg_thread_fini(void) { SetEvent(msg_thread_stop); - thread_join(msg_thread_id, NULL); - thread_destroy(msg_thread_id); + core_thread_join(msg_thread_id, NULL); + core_thread_destroy(msg_thread_id); CloseHandle(msg_thread_stop); } diff --git a/src/main/util/net.c b/src/main/util/net.c index 492e3ef..d2c9d7d 100644 --- a/src/main/util/net.c +++ b/src/main/util/net.c @@ -6,7 +6,8 @@ #include #include -#include "util/log.h" +#include "core/log.h" + #include "util/mem.h" #include "util/net.h" #include "util/str.h" diff --git a/src/main/util/os.c b/src/main/util/os.c index c63de00..e6aad5d 100644 --- a/src/main/util/os.c +++ b/src/main/util/os.c @@ -6,7 +6,8 @@ #include -#include "util/log.h" +#include "core/log.h" + #include "util/os.h" #include "util/str.h" diff --git a/src/main/util/proc.c b/src/main/util/proc.c index 8473113..f1905d3 100644 --- a/src/main/util/proc.c +++ b/src/main/util/proc.c @@ -6,7 +6,7 @@ #include #include -#include "util/log.h" +#include "core/log.h" bool proc_is_running_as_admin_user() { diff --git a/src/main/util/signal.c b/src/main/util/signal.c index 4c15acd..9851c92 100644 --- a/src/main/util/signal.c +++ b/src/main/util/signal.c @@ -1,8 +1,9 @@ #include #include +#include "core/log.h" + #include "util/hex.h" -#include "util/log.h" #include "util/signal.h" static signal_shutdown_handler_t shutdown_handler; diff --git a/src/main/util/time.c b/src/main/util/time.c index 0412b29..feb2904 100644 --- a/src/main/util/time.c +++ b/src/main/util/time.c @@ -1,6 +1,7 @@ #include -#include "util/log.h" +#include "core/log.h" + #include "util/time.h" static uint64_t counter_freq_ns; diff --git a/src/main/vigem-ddrio/Module.mk b/src/main/vigem-ddrio/Module.mk index 8aae8a2..82e0f51 100644 --- a/src/main/vigem-ddrio/Module.mk +++ b/src/main/vigem-ddrio/Module.mk @@ -10,6 +10,7 @@ ldflags_vigem-ddrio := \ -lsetupapi \ libs_vigem-ddrio := \ + core \ cconfig \ ddrio \ util \ diff --git a/src/main/vigem-ddrio/config-vigem-ddrio.c b/src/main/vigem-ddrio/config-vigem-ddrio.c index 59e8251..0ff44f2 100644 --- a/src/main/vigem-ddrio/config-vigem-ddrio.c +++ b/src/main/vigem-ddrio/config-vigem-ddrio.c @@ -1,9 +1,9 @@ #include "cconfig/cconfig-main.h" #include "cconfig/cconfig-util.h" -#include "vigem-ddrio/config-vigem-ddrio.h" +#include "core/log.h" -#include "util/log.h" +#include "vigem-ddrio/config-vigem-ddrio.h" #define VIGEM_DDRIO_CONFIG_ENABLE_REACTIVE_LIGHT_KEY \ "ddrio.enable_reactive_light" diff --git a/src/main/vigem-ddrio/main.c b/src/main/vigem-ddrio/main.c index 62cc7b1..7d7fafa 100644 --- a/src/main/vigem-ddrio/main.c +++ b/src/main/vigem-ddrio/main.c @@ -8,9 +8,17 @@ #include "ViGEm/Client.h" #include "bemanitools/ddrio.h" -#include "util/log.h" + +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-std.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "util/math.h" -#include "util/thread.h" + #include "vigemstub/helper.h" #include "vigem-ddrio/config-vigem-ddrio.h" @@ -112,17 +120,23 @@ void set_reactive_lights(uint32_t input_state) int main(int argc, char **argv) { - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); + + core_log_bt_ext_init_with_stdout(); + core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_INFO); struct vigem_ddrio_config config; if (!get_vigem_ddrio_config(&config)) { exit(EXIT_FAILURE); } - ddr_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(ddr_io_set_loggers); - if (!ddr_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + if (!ddr_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_warning("Initializing ddrio failed"); return -1; } diff --git a/src/main/vigem-iidxio/Module.mk b/src/main/vigem-iidxio/Module.mk index 887a70f..4fae200 100644 --- a/src/main/vigem-iidxio/Module.mk +++ b/src/main/vigem-iidxio/Module.mk @@ -10,6 +10,7 @@ ldflags_vigem-iidxio := \ -lsetupapi \ libs_vigem-iidxio := \ + core \ cconfig \ iidxio \ util \ diff --git a/src/main/vigem-iidxio/cab-16seg-sequencer.c b/src/main/vigem-iidxio/cab-16seg-sequencer.c index 01ea12b..f7e6e05 100644 --- a/src/main/vigem-iidxio/cab-16seg-sequencer.c +++ b/src/main/vigem-iidxio/cab-16seg-sequencer.c @@ -4,7 +4,8 @@ #include #include -#include "util/log.h" +#include "core/log.h" + #include "util/time.h" static const uint8_t _MAX_LEN_16SEG = 9; diff --git a/src/main/vigem-iidxio/cab-light-sequencer.c b/src/main/vigem-iidxio/cab-light-sequencer.c index 95214f9..6b345b7 100644 --- a/src/main/vigem-iidxio/cab-light-sequencer.c +++ b/src/main/vigem-iidxio/cab-light-sequencer.c @@ -4,9 +4,10 @@ #include #include +#include "core/log.h" + #include "vigem-iidxio/cab-light-sequencer.h" -#include "util/log.h" #include "util/math.h" #include "util/time.h" diff --git a/src/main/vigem-iidxio/config.c b/src/main/vigem-iidxio/config.c index 40eeae5..acf5235 100644 --- a/src/main/vigem-iidxio/config.c +++ b/src/main/vigem-iidxio/config.c @@ -1,9 +1,9 @@ #include "cconfig/cconfig-main.h" #include "cconfig/cconfig-util.h" -#include "vigem-iidxio/config.h" +#include "core/log.h" -#include "util/log.h" +#include "vigem-iidxio/config.h" #define VIGEM_IIDXIO_CONFIG_TT_ANALOG_RELATIVE_KEY \ "vigem.iidxio.tt.anlog.relative" diff --git a/src/main/vigem-iidxio/main.c b/src/main/vigem-iidxio/main.c index 3527545..51b0b14 100644 --- a/src/main/vigem-iidxio/main.c +++ b/src/main/vigem-iidxio/main.c @@ -9,9 +9,14 @@ #include "bemanitools/iidxio.h" -#include "util/log.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "util/math.h" -#include "util/thread.h" #include "util/time.h" #include "vigem-iidxio/cab-16seg-sequencer.h" @@ -259,7 +264,10 @@ static void _all_lights_off() int main(int argc, char **argv) { - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); + + core_log_bt_ext_init_with_stdout(); struct vigem_iidxio_config config; @@ -267,10 +275,12 @@ int main(int argc, char **argv) return -1; } - iidx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(iidx_io_set_loggers); - if (!iidx_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + if (!iidx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_warning("Initializing iidxio failed"); return -1; } diff --git a/src/main/vigem-sdvxio/Module.mk b/src/main/vigem-sdvxio/Module.mk index 6907fbf..523dd69 100644 --- a/src/main/vigem-sdvxio/Module.mk +++ b/src/main/vigem-sdvxio/Module.mk @@ -10,6 +10,7 @@ ldflags_vigem-sdvxio := \ -lsetupapi \ libs_vigem-sdvxio := \ + core \ cconfig \ sdvxio \ util \ diff --git a/src/main/vigem-sdvxio/config-vigem-sdvxio.c b/src/main/vigem-sdvxio/config-vigem-sdvxio.c index 768a514..faae9e2 100644 --- a/src/main/vigem-sdvxio/config-vigem-sdvxio.c +++ b/src/main/vigem-sdvxio/config-vigem-sdvxio.c @@ -1,9 +1,9 @@ #include "cconfig/cconfig-main.h" #include "cconfig/cconfig-util.h" -#include "vigem-sdvxio/config-vigem-sdvxio.h" +#include "core/log.h" -#include "util/log.h" +#include "vigem-sdvxio/config-vigem-sdvxio.h" #define VIGEM_SDVXIO_CONFIG_ENABLE_KEYLIGHT_KEY "sdvxio.enable_keylight" #define VIGEM_SDVXIO_CONFIG_RELATIVE_ANALOG_KEY "sdvxio.use_relative_analog" diff --git a/src/main/vigem-sdvxio/main.c b/src/main/vigem-sdvxio/main.c index cf4b4e2..c87a436 100644 --- a/src/main/vigem-sdvxio/main.c +++ b/src/main/vigem-sdvxio/main.c @@ -8,9 +8,16 @@ #include "ViGEm/Client.h" #include "bemanitools/sdvxio.h" -#include "util/log.h" + +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "util/math.h" -#include "util/thread.h" + #include "vigemstub/helper.h" #include "vigem-sdvxio/config-vigem-sdvxio.h" @@ -129,17 +136,21 @@ void set_pwm_brightness(uint8_t wing_pwm, uint8_t controller_pwm) int main(int argc, char **argv) { - log_to_writer(log_writer_stdout, NULL); + core_thread_crt_ext_impl_set(); + core_log_bt_ext_impl_set(); + core_log_bt_ext_init_with_stdout(); struct vigem_sdvxio_config config; if (!get_vigem_sdvxio_config(&config)) { exit(EXIT_FAILURE); } - sdvx_io_set_loggers( - log_impl_misc, log_impl_info, log_impl_warning, log_impl_fatal); + core_log_impl_assign(sdvx_io_set_loggers); - if (!sdvx_io_init(crt_thread_create, crt_thread_join, crt_thread_destroy)) { + if (!sdvx_io_init( + core_thread_create_impl_get(), + core_thread_join_impl_get(), + core_thread_destroy_impl_get())) { log_warning("Initializing sdvxio failed"); return -1; } diff --git a/src/main/vigemstub/helper.c b/src/main/vigemstub/helper.c index 4aeb519..a92510b 100644 --- a/src/main/vigemstub/helper.c +++ b/src/main/vigemstub/helper.c @@ -2,9 +2,10 @@ #include #include +#include "core/log.h" + #include "ViGEm/Client.h" -#include "util/log.h" #include "vigemstub/helper.h" PVIGEM_CLIENT vigem_helper_setup(void) diff --git a/src/test/cconfig/Module.mk b/src/test/cconfig/Module.mk index a61e8d9..8143389 100644 --- a/src/test/cconfig/Module.mk +++ b/src/test/cconfig/Module.mk @@ -3,6 +3,7 @@ testexes += cconfig-test srcdir_cconfig-test := src/test/cconfig libs_cconfig-test := \ + core \ cconfig \ test \ util \ @@ -17,6 +18,7 @@ testexes += cconfig-util-test srcdir_cconfig-util-test := src/test/cconfig libs_cconfig-util-test := \ + core \ cconfig \ test \ util \ @@ -31,6 +33,7 @@ testexes += cconfig-cmd-test srcdir_cconfig-cmd-test := src/test/cconfig libs_cconfig-cmd-test := \ + core \ cconfig \ test \ util \ diff --git a/src/test/d3d9hook/Module.mk b/src/test/d3d9hook/Module.mk index 585139c..3ab336b 100644 --- a/src/test/d3d9hook/Module.mk +++ b/src/test/d3d9hook/Module.mk @@ -5,6 +5,7 @@ srcdir_d3d9hook := src/test/d3d9hook ldflags_d3d9hook := \ libs_d3d9hook := \ + core \ hook \ test \ util \ @@ -25,6 +26,7 @@ libs_d3d9hook-test := \ hook \ test \ util \ + core \ src_d3d9hook-test := \ main.c \ diff --git a/src/test/d3d9hook/dllmain.c b/src/test/d3d9hook/dllmain.c index 88060bb..e7052df 100644 --- a/src/test/d3d9hook/dllmain.c +++ b/src/test/d3d9hook/dllmain.c @@ -2,12 +2,14 @@ #include #include +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" + #include "hook/d3d9.h" #include "test/check.h" -#include "util/log.h" - #define debug_print(...) fprintf(stderr, __VA_ARGS__) static HRESULT my_d3d9_handler(struct hook_d3d9_irp *irp); @@ -298,7 +300,9 @@ static HRESULT my_d3d9_handler(struct hook_d3d9_irp *irp) BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) { if (reason == DLL_PROCESS_ATTACH) { - log_to_writer(log_writer_stderr, NULL); + core_log_bt_ext_init_with_debug(); + core_log_bt_ext_init_with_stderr(); + debug_print("Initializing d3d9 hook module...\n"); hook_d3d9_init(d3d9_handlers, lengthof(d3d9_handlers)); diff --git a/src/test/iidxhook-util/Module.mk b/src/test/iidxhook-util/Module.mk index be4883e..49fdda9 100644 --- a/src/test/iidxhook-util/Module.mk +++ b/src/test/iidxhook-util/Module.mk @@ -6,6 +6,7 @@ ldflags_iidxhook-util-config-eamuse-test := \ -lws2_32 \ libs_iidxhook-util-config-eamuse-test := \ + core \ security \ iidxhook-util \ cconfig \ @@ -22,6 +23,7 @@ testexes += iidxhook-util-config-gfx-test srcdir_iidxhook-util-config-gfx-test := src/test/iidxhook-util libs_iidxhook-util-config-gfx-test := \ + core \ security \ iidxhook-util \ cconfig \ @@ -38,6 +40,7 @@ testexes += iidxhook-util-config-misc-test srcdir_iidxhook-util-config-misc-test := src/test/iidxhook-util libs_iidxhook-util-config-misc-test := \ + core \ security \ iidxhook-util \ cconfig \ @@ -54,6 +57,7 @@ testexes += iidxhook-util-config-sec-test srcdir_iidxhook-util-config-sec-test := src/test/iidxhook-util libs_iidxhook-util-config-sec-test := \ + core \ security \ iidxhook-util \ cconfig \ diff --git a/src/test/iidxhook/Module.mk b/src/test/iidxhook/Module.mk index 8c08642..9172fa5 100644 --- a/src/test/iidxhook/Module.mk +++ b/src/test/iidxhook/Module.mk @@ -3,6 +3,7 @@ testexes += iidxhook-config-iidxhook1-test srcdir_iidxhook-config-iidxhook1-test := src/test/iidxhook libs_iidxhook-config-iidxhook1-test := \ + core \ cconfig \ iidxhook1 \ test \ @@ -18,6 +19,7 @@ testexes += iidxhook-config-iidxhook2-test srcdir_iidxhook-config-iidxhook2-test := src/test/iidxhook libs_iidxhook-config-iidxhook2-test := \ + core \ iidxhook2 \ cconfig \ test \ diff --git a/src/test/iidxhook8/Module.mk b/src/test/iidxhook8/Module.mk index 57731d5..3cccd42 100644 --- a/src/test/iidxhook8/Module.mk +++ b/src/test/iidxhook8/Module.mk @@ -3,6 +3,7 @@ testexes += iidxhook8-config-cam-test srcdir_iidxhook8-config-cam-test := src/test/iidxhook8 libs_iidxhook8-config-cam-test := \ + core \ camhook \ cconfig \ test \ @@ -18,6 +19,7 @@ testexes += iidxhook8-config-io-test srcdir_iidxhook8-config-io-test := src/test/iidxhook8 libs_iidxhook8-config-io-test := \ + core \ cconfig \ test \ util \ diff --git a/src/test/security/Module.mk b/src/test/security/Module.mk index 3bdef67..7ac51d7 100644 --- a/src/test/security/Module.mk +++ b/src/test/security/Module.mk @@ -3,6 +3,7 @@ testexes += security-id-test srcdir_security-id-test := src/test/security libs_security-id-test := \ + core \ security \ test \ util \ @@ -17,6 +18,7 @@ testexes += security-mcode-test srcdir_security-mcode-test := src/test/security libs_security-mcode-test := \ + core \ security \ test \ util \ @@ -31,6 +33,7 @@ testexes += security-util-test srcdir_security-util-test := src/test/security libs_security-util-test := \ + core \ security \ test \ util \ @@ -45,6 +48,7 @@ testexes += security-rp-test srcdir_security-rp-test := src/test/security libs_security-rp-test := \ + core \ security \ test \ util \ @@ -59,6 +63,7 @@ testexes += security-rp2-test srcdir_security-rp2-test := src/test/security libs_security-rp2-test := \ + core \ security \ test \ util \ @@ -73,6 +78,7 @@ testexes += security-rp3-test srcdir_security-rp3-test := src/test/security libs_security-rp3-test := \ + core \ security \ test \ util \ diff --git a/src/test/test/test.h b/src/test/test/test.h index 91fb01b..7d0dda0 100644 --- a/src/test/test/test.h +++ b/src/test/test/test.h @@ -3,12 +3,15 @@ #include -#include "util/log.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log.h" -#define TEST_MODULE_BEGIN(name) \ - int main(int argc, char **argv) \ - { \ - log_to_writer(log_writer_stderr, NULL); \ +#define TEST_MODULE_BEGIN(name) \ + int main(int argc, char **argv) \ + { \ + core_log_bt_ext_impl_set(); \ + core_log_bt_ext_init_with_stderr(); \ fprintf(stderr, "Executing test module '%s'...\n", #name); #define TEST_MODULE_TEST(func) \ @@ -19,6 +22,8 @@ #define TEST_MODULE_END() \ fprintf(stderr, "Finished execution of test module\n"); \ + core_log_bt_fini(); \ + \ return 0; \ } diff --git a/src/test/util/Module.mk b/src/test/util/Module.mk index ca13ecc..90f3424 100644 --- a/src/test/util/Module.mk +++ b/src/test/util/Module.mk @@ -7,6 +7,7 @@ ldflags_util-net-test := \ -liphlpapi \ libs_util-net-test := \ + core \ test \ util \ From 5ac858e15d222e21de54115a84c829ea8ef34cab Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:30:53 +0100 Subject: [PATCH 045/118] chore: Delete old log and thread modules in util The log API stopped scaling already a while ago and needs considerable refactoring to consider the various use-cases that emerged since it was first created on alpha versions of bemanitools. --- src/main/util/Module.mk | 2 - src/main/util/log.c | 134 ---------------------------------------- src/main/util/log.h | 90 --------------------------- src/main/util/thread.c | 92 --------------------------- src/main/util/thread.h | 20 ------ 5 files changed, 338 deletions(-) delete mode 100644 src/main/util/log.c delete mode 100644 src/main/util/log.h delete mode 100644 src/main/util/thread.c delete mode 100644 src/main/util/thread.h diff --git a/src/main/util/Module.mk b/src/main/util/Module.mk index ab8d495..e6dc7c4 100644 --- a/src/main/util/Module.mk +++ b/src/main/util/Module.mk @@ -9,7 +9,6 @@ src_util := \ hex.c \ iobuf.c \ list.c \ - log.c \ math.c \ mem.c \ msg-thread.c \ @@ -18,7 +17,6 @@ src_util := \ proc.c \ signal.c \ str.c \ - thread.c \ time.c \ winres.c \ diff --git a/src/main/util/log.c b/src/main/util/log.c deleted file mode 100644 index 7da1d63..0000000 --- a/src/main/util/log.c +++ /dev/null @@ -1,134 +0,0 @@ -#include "util/log.h" -#include "util/str.h" - -#include - -#include -#include -#include -#include - -static log_writer_t log_writer; -static void *log_writer_ctx; -static enum log_level log_level; - -static void log_builtin_fatal(const char *module, const char *fmt, ...); -static void log_builtin_info(const char *module, const char *fmt, ...); -static void log_builtin_misc(const char *module, const char *fmt, ...); -static void log_builtin_warning(const char *module, const char *fmt, ...); -static void log_builtin_format( - enum log_level msg_level, const char *module, const char *fmt, va_list ap); - -#define IMPLEMENT_SINK(name, msg_level) \ - static void name(const char *module, const char *fmt, ...) \ - { \ - va_list ap; \ - \ - va_start(ap, fmt); \ - log_builtin_format(msg_level, module, fmt, ap); \ - va_end(ap); \ - } - -IMPLEMENT_SINK(log_builtin_info, LOG_LEVEL_INFO) -IMPLEMENT_SINK(log_builtin_misc, LOG_LEVEL_MISC) -IMPLEMENT_SINK(log_builtin_warning, LOG_LEVEL_WARNING) - -static void log_builtin_fatal(const char *module, const char *fmt, ...) -{ - va_list ap; - - va_start(ap, fmt); - log_builtin_format(LOG_LEVEL_FATAL, module, fmt, ap); - va_end(ap); - - DebugBreak(); - ExitProcess(EXIT_FAILURE); -} - -static void log_builtin_format( - enum log_level msg_level, const char *module, const char *fmt, va_list ap) -{ - static const char chars[] = "FWIM"; - - /* 64k so we can log data dumps of rs232 without crashing */ - char line[65536]; - char msg[65536]; - int result; - - if (msg_level <= log_level) { - str_vformat(msg, sizeof(msg), fmt, ap); - result = str_format( - line, sizeof(line), "%c:%s: %s\n", chars[msg_level], module, msg); - - log_writer(log_writer_ctx, line, result); - } -} - -void log_assert_body(const char *file, int line, const char *function) -{ - log_impl_fatal("assert", "%s:%d: function `%s'", file, line, function); -} - -void log_to_external( - log_formatter_t misc, - log_formatter_t info, - log_formatter_t warning, - log_formatter_t fatal) -{ - log_impl_misc = misc; - log_impl_info = info; - log_impl_warning = warning; - log_impl_fatal = fatal; -} - -void log_to_writer(log_writer_t writer, void *ctx) -{ - log_impl_misc = log_builtin_misc; - log_impl_info = log_builtin_info; - log_impl_warning = log_builtin_warning; - log_impl_fatal = log_builtin_fatal; - - if (writer != NULL) { - log_writer = writer; - log_writer_ctx = ctx; - } else { - log_writer = log_writer_null; - } -} - -void log_set_level(enum log_level new_level) -{ - log_level = new_level; -} - -void log_writer_debug(void *ctx, const char *chars, size_t nchars) -{ - OutputDebugStringA(chars); -} - -void log_writer_stdout(void *ctx, const char *chars, size_t nchars) -{ - printf("%s", chars); -} - -void log_writer_stderr(void *ctx, const char *chars, size_t nchars) -{ - fprintf(stderr, "%s", chars); -} - -void log_writer_file(void *ctx, const char *chars, size_t nchars) -{ - fwrite(chars, 1, nchars, (FILE *) ctx); - fflush((FILE *) ctx); -} - -void log_writer_null(void *ctx, const char *chars, size_t nchars) -{ -} - -log_formatter_t log_impl_misc = log_builtin_misc; -log_formatter_t log_impl_info = log_builtin_info; -log_formatter_t log_impl_warning = log_builtin_warning; -log_formatter_t log_impl_fatal = log_builtin_fatal; -static log_writer_t log_writer = log_writer_null; -static enum log_level log_level = LOG_LEVEL_MISC; diff --git a/src/main/util/log.h b/src/main/util/log.h deleted file mode 100644 index 47603fa..0000000 --- a/src/main/util/log.h +++ /dev/null @@ -1,90 +0,0 @@ -#ifndef UTIL_LOG_H -#define UTIL_LOG_H - -#include -#include - -#include "bemanitools/glue.h" - -#include "util/defs.h" - -/* Dynamically retargetable logging system modeled on (and potentially - integrateable with) the one found in AVS2 */ - -/* BUILD_MODULE is passed in as a command-line #define by the makefile */ - -#ifndef LOG_MODULE -#define LOG_MODULE STRINGIFY(BUILD_MODULE) -#endif - -#ifndef LOG_SUPPRESS - -#define log_misc(...) log_impl_misc(LOG_MODULE, __VA_ARGS__) -#define log_info(...) log_impl_info(LOG_MODULE, __VA_ARGS__) -#define log_warning(...) log_impl_warning(LOG_MODULE, __VA_ARGS__) - -/* This doesn't really belong here, but it's what libavs does so w/e */ - -#define log_assert(x) \ - do { \ - if (!(x)) { \ - log_assert_body(__FILE__, __LINE__, __FUNCTION__); \ - } \ - } while (0) - -#else - -#define log_misc(...) -#define log_info(...) -#define log_warning(...) -#define log_assert(x) \ - do { \ - if (!(x)) { \ - abort(); \ - } \ - } while (0) - -#endif - -#define log_fatal(...) \ - do { \ - log_impl_fatal(LOG_MODULE, __VA_ARGS__); \ - abort(); \ - } while (0) - -typedef void (*log_writer_t)(void *ctx, const char *chars, size_t nchars); - -extern log_formatter_t log_impl_misc; -extern log_formatter_t log_impl_info; -extern log_formatter_t log_impl_warning; -extern log_formatter_t log_impl_fatal; - -enum log_level { - LOG_LEVEL_FATAL = 0, - LOG_LEVEL_WARNING = 1, - LOG_LEVEL_INFO = 2, - LOG_LEVEL_MISC = 3, -}; - -void log_assert_body(const char *file, int line, const char *function); -void log_to_external( - log_formatter_t misc, - log_formatter_t info, - log_formatter_t warning, - log_formatter_t fatal); -void log_to_writer(log_writer_t writer, void *ctx); - -void log_set_level(enum log_level new_level); - -/* I tried to make this API match the function signature of the AVS log writer - callback, but then the signature changed and the explicit line breaks - being passed to that callback went away. So we don't try to track that API - any more. Launcher defines its own custom writer anyway. */ - -void log_writer_debug(void *ctx, const char *chars, size_t nchars); -void log_writer_stdout(void *ctx, const char *chars, size_t nchars); -void log_writer_stderr(void *ctx, const char *chars, size_t nchars); -void log_writer_file(void *ctx, const char *chars, size_t nchars); -void log_writer_null(void *ctx, const char *chars, size_t nchars); - -#endif diff --git a/src/main/util/thread.c b/src/main/util/thread.c deleted file mode 100644 index daa8267..0000000 --- a/src/main/util/thread.c +++ /dev/null @@ -1,92 +0,0 @@ -#include -#include - -#include -#include - -#include "util/defs.h" -#include "util/thread.h" - -struct shim_ctx { - HANDLE barrier; - int (*proc)(void *); - void *ctx; -}; - -thread_create_t thread_impl_create = crt_thread_create; -thread_join_t thread_impl_join = crt_thread_join; -thread_destroy_t thread_impl_destroy = crt_thread_destroy; - -static unsigned int STDCALL crt_thread_shim(void *outer_ctx) -{ - struct shim_ctx *sctx = outer_ctx; - int (*proc)(void *); - void *inner_ctx; - - proc = sctx->proc; - inner_ctx = sctx->ctx; - - SetEvent(sctx->barrier); - - return proc(inner_ctx); -} - -int crt_thread_create( - int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority) -{ - struct shim_ctx sctx; - uintptr_t thread_id; - - sctx.barrier = CreateEvent(NULL, TRUE, FALSE, NULL); - sctx.proc = proc; - sctx.ctx = ctx; - - thread_id = _beginthreadex(NULL, stack_sz, crt_thread_shim, &sctx, 0, NULL); - - WaitForSingleObject(sctx.barrier, INFINITE); - CloseHandle(sctx.barrier); - - return (int) thread_id; -} - -void crt_thread_destroy(int thread_id) -{ - CloseHandle((HANDLE) (uintptr_t) thread_id); -} - -void crt_thread_join(int thread_id, int *result) -{ - WaitForSingleObject((HANDLE) (uintptr_t) thread_id, INFINITE); - - if (result) { - GetExitCodeThread((HANDLE) (uintptr_t) thread_id, (DWORD *) result); - } -} - -void thread_api_init( - thread_create_t create, thread_join_t join, thread_destroy_t destroy) -{ - if (create == NULL || join == NULL || destroy == NULL) { - abort(); - } - - thread_impl_create = create; - thread_impl_join = join; - thread_impl_destroy = destroy; -} - -int thread_create( - int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority) -{ - return thread_impl_create(proc, ctx, stack_sz, priority); -} - -void thread_join(int thread_id, int *result) -{ - thread_impl_join(thread_id, result); -} - -void thread_destroy(int thread_id) -{ - thread_impl_destroy(thread_id); -} diff --git a/src/main/util/thread.h b/src/main/util/thread.h deleted file mode 100644 index dca396b..0000000 --- a/src/main/util/thread.h +++ /dev/null @@ -1,20 +0,0 @@ -#ifndef UTIL_THREAD_H -#define UTIL_THREAD_H - -#include - -#include "bemanitools/glue.h" - -int crt_thread_create( - int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority); -void crt_thread_join(int thread_id, int *result); -void crt_thread_destroy(int thread_id); - -void thread_api_init( - thread_create_t create, thread_join_t join, thread_destroy_t destroy); -int thread_create( - int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority); -void thread_join(int thread_id, int *result); -void thread_destroy(int thread_id); - -#endif From d72996c5d90573d50d7a6a97579495d4945f9c5c Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:30:53 +0100 Subject: [PATCH 046/118] refactor(inject): Use new core thread and log modules Keep this a separate commit because this also removes inject's own logging engine and replaces it with the streamlined core API. The core API provides all the features of inject's own logging engine which also performed horribly. The entire logging operation was locked which included expensive operations that formatted the log messages and required memory allocations and copying around data. The core API's implementation at least only synchronizes the actual IO operations (though this can be improved further with an actual async logging sink, TBD) --- src/main/inject/Module.mk | 2 +- src/main/inject/debugger.c | 12 +- src/main/inject/logger.c | 217 ------------------------------------- src/main/inject/logger.h | 28 ----- src/main/inject/main.c | 72 ++++++++++-- 5 files changed, 73 insertions(+), 258 deletions(-) delete mode 100644 src/main/inject/logger.c delete mode 100644 src/main/inject/logger.h diff --git a/src/main/inject/Module.mk b/src/main/inject/Module.mk index 549f179..fd868ef 100644 --- a/src/main/inject/Module.mk +++ b/src/main/inject/Module.mk @@ -5,12 +5,12 @@ ldflags_inject := \ -lpsapi \ libs_inject := \ + core \ util \ src_inject := \ main.c \ debugger.c \ - logger.c \ options.c \ version.c \ diff --git a/src/main/inject/debugger.c b/src/main/inject/debugger.c index 724ed9b..e8e7068 100644 --- a/src/main/inject/debugger.c +++ b/src/main/inject/debugger.c @@ -8,10 +8,11 @@ #include #include -#include "inject/debugger.h" -#include "inject/logger.h" +#include "core/log-bt.h" +#include "core/log.h" + +#include "inject/debugger.h" -#include "util/log.h" #include "util/mem.h" #include "util/proc.h" #include "util/signal.h" @@ -178,6 +179,7 @@ static bool log_debug_str(HANDLE process, const OUTPUT_DEBUG_STRING_INFO *odsi) log_assert(odsi); char *debug_str; + size_t debug_str_len; if (odsi->fUnicode) { debug_str = read_debug_wstr(process, odsi); @@ -186,7 +188,9 @@ static bool log_debug_str(HANDLE process, const OUTPUT_DEBUG_STRING_INFO *odsi) } if (debug_str) { - logger_log(debug_str); + debug_str_len = strlen(debug_str); + + core_log_bt_direct_sink_write(debug_str, debug_str_len); free(debug_str); return true; diff --git a/src/main/inject/logger.c b/src/main/inject/logger.c deleted file mode 100644 index 8f63aa9..0000000 --- a/src/main/inject/logger.c +++ /dev/null @@ -1,217 +0,0 @@ -#define LOG_MODULE "inject-logger" - -#include -#include -#include -#include -#include -#include - -#include "inject/logger.h" -#include "inject/version.h" - -#include "util/log.h" - -static FILE *log_file; -static HANDLE log_mutex; - -static const char *logger_get_formatted_timestamp(void) -{ - static char buffer[64]; - time_t cur = 0; - struct tm *tm = NULL; - - cur = time(NULL); - tm = localtime(&cur); - - strftime(buffer, sizeof(buffer), "[%Y/%m/%d %H:%M:%S] ", tm); - - return buffer; -} - -static char logger_console_determine_color(const char *str) -{ - log_assert(str); - - /* Add some color to make spotting warnings/errors easier. - Based on debug output level identifier. */ - - /* Avoids colored output on strings like "Windows" */ - if (str[1] != ':') { - return 15; - } - - switch (str[0]) { - /* green */ - case 'M': - return 10; - /* blue */ - case 'I': - return 9; - /* yellow */ - case 'W': - return 14; - /* red */ - case 'F': - return 12; - /* default console color */ - default: - return 15; - } -} - -static size_t logger_msg_coloring_len(const char *str) -{ - // Expected format example: "I:boot: my log message" - - const char *ptr; - size_t len; - int colon_count; - - ptr = str; - len = 0; - colon_count = 0; - - while (true) { - // End of string = invalid log format - if (*ptr == '\0') { - return 0; - } - - if (*ptr == ':') { - colon_count++; - } - - if (colon_count == 2) { - // Skip current colon, next char is a space - return len + 1; - } - - len++; - ptr++; - } - - return 0; -} - -static void logger_console( - void *ctx, const char *chars, size_t nchars, const char *timestamp_str) -{ - char color; - size_t color_len; - // See "util/log.c", has to align - char buffer[65536]; - char tmp; - - color_len = logger_msg_coloring_len(chars); - - // Check if we could detect which part to color, otherwise just write the - // whole log message without any coloring logic - if (color_len > 0) { - color = logger_console_determine_color(chars); - - strcpy(buffer, chars); - - // Mask start of log message for coloring - tmp = buffer[color_len]; - buffer[color_len] = '\0'; - - printf("%s", timestamp_str); - SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), color); - printf("%s", buffer); - SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 15); - - // Write actual message non colored - buffer[color_len] = tmp; - printf("%s", buffer + color_len); - } else { - printf("%s", chars); - } -} - -static void logger_file( - void *ctx, const char *chars, size_t nchars, const char *timestamp_str) -{ - if (ctx) { - fwrite(timestamp_str, 1, strlen(timestamp_str), (FILE *) ctx); - fwrite(chars, 1, nchars, (FILE *) ctx); - fflush((FILE *) ctx); - } -} - -static void logger_writer(void *ctx, const char *chars, size_t nchars) -{ - const char *timestamp_str; - - // Different threads logging the same destination, e.g. debugger thread, - // main thread - - WaitForSingleObject(log_mutex, INFINITE); - - timestamp_str = logger_get_formatted_timestamp(); - - logger_console(ctx, chars, nchars, timestamp_str); - logger_file(ctx, chars, nchars, timestamp_str); - - ReleaseMutex(log_mutex); -} - -static void logger_log_header() -{ - log_info( - "\n" - " _ _ _ \n" - " (_)_ __ (_) ___ ___| |_ \n" - " | | '_ \\ | |/ _ \\/ __| __|\n" - " | | | | || | __/ (__| |_ \n" - " |_|_| |_|/ |\\___|\\___|\\__|\n" - " |__/ "); - - log_info( - "Inject build date %s, gitrev %s", inject_build_date, inject_gitrev); -} - -bool logger_init(const char *log_file_path) -{ - if (log_file_path) { - log_file = fopen(log_file_path, "w+"); - } else { - log_file = NULL; - } - - log_to_writer(logger_writer, log_file); - - logger_log_header(); - - if (log_file_path) { - log_info("Log file: %s", log_file_path); - - if (!log_file) { - log_warning( - "ERROR: Opening log file %s failed: %s", - log_file_path, - strerror(errno)); - return false; - } - } - - log_mutex = CreateMutex(NULL, FALSE, NULL); - - return true; -} - -void logger_log(const char *str) -{ - logger_writer(log_file, str, strlen(str)); -} - -void logger_finit() -{ - log_misc("Logger finit"); - - if (log_file) { - fclose(log_file); - } - - CloseHandle(log_mutex); -} \ No newline at end of file diff --git a/src/main/inject/logger.h b/src/main/inject/logger.h deleted file mode 100644 index 45a8b77..0000000 --- a/src/main/inject/logger.h +++ /dev/null @@ -1,28 +0,0 @@ -#include - -/** - * Initialize inject's logger backend. - * - * This takes care of hooking and merging the different log - * streams, e.g. inject's local logging and inject's debugger - * receiving remote logging events. - * - * @param log_file_path Path to the file to log to or NULL to - * disable. - */ -bool logger_init(const char *log_file_path); - -/** - * Write a message to the logging backend. - * - * This is used by inject's debugger to redirect log messages - * recevied from the remote process. - * - * @param str String to log - */ -void logger_log(const char *str); - -/** - * Shutdown and cleanup the logging backend. - */ -void logger_finit(); \ No newline at end of file diff --git a/src/main/inject/main.c b/src/main/inject/main.c index bfb6c1b..07026dc 100644 --- a/src/main/inject/main.c +++ b/src/main/inject/main.c @@ -1,3 +1,5 @@ +#define LOG_MODULE "inject" + #include #include @@ -10,18 +12,67 @@ #include "cconfig/cconfig-util.h" #include "cconfig/cmd.h" +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-file.h" +#include "core/log-sink-list.h" +#include "core/log-sink-mutex.h" +#include "core/log-sink-std.h" +#include "core/log.h" +#include "core/thread-crt-ext.h" +#include "core/thread-crt.h" +#include "core/thread.h" + #include "inject/debugger.h" -#include "inject/logger.h" #include "inject/options.h" #include "inject/version.h" #include "util/cmdline.h" -#include "util/log.h" #include "util/mem.h" #include "util/os.h" #include "util/signal.h" #include "util/str.h" +static void _inject_log_header() +{ + log_info( + "\n" + " _ _ _ \n" + " (_)_ __ (_) ___ ___| |_ \n" + " | | '_ \\ | |/ _ \\/ __| __|\n" + " | | | | || | __/ (__| |_ \n" + " |_|_| |_|/ |\\___|\\___|\\__|\n" + " |__/ "); + + log_info( + "inject build date %s, gitrev %s", inject_build_date, inject_gitrev); +} + +void _inject_log_init( + const char *log_file_path, enum core_log_bt_log_level level) +{ + struct core_log_sink sinks[2]; + struct core_log_sink sink_composed; + struct core_log_sink sink_mutex; + + core_log_bt_ext_impl_set(); + + if (log_file_path) { + core_log_sink_std_out_open(true, &sinks[0]); + core_log_sink_file_open(log_file_path, false, true, 10, &sinks[1]); + core_log_sink_list_open(sinks, 2, &sink_composed); + } else { + core_log_sink_std_out_open(true, &sink_composed); + } + + // Different threads logging the same destination, e.g. debugger thread, + // main thread + core_log_sink_mutex_open(&sink_composed, &sink_mutex); + + core_log_bt_init(&sink_mutex); + core_log_bt_level_set(level); +} + static bool init_options(int argc, char **argv, struct options *options) { options_init(options); @@ -145,7 +196,7 @@ static bool inject_hook_dlls(uint32_t hooks, char **argv) static void signal_shutdown_handler() { debugger_finit(true); - logger_finit(); + core_log_bt_fini(); } int main(int argc, char **argv) @@ -160,9 +211,14 @@ int main(int argc, char **argv) goto init_options_fail; } - if (!logger_init(strlen(options.log_file) > 0 ? options.log_file : NULL)) { - goto init_logger_fail; - } + core_thread_crt_ext_impl_set(); + // TODO expose log level + + _inject_log_init( + strlen(options.log_file) > 0 ? options.log_file : NULL, + CORE_LOG_BT_LOG_LEVEL_MISC); + + _inject_log_header(); os_version_log(); @@ -214,7 +270,7 @@ int main(int argc, char **argv) debugger_finit(false); - logger_finit(); + core_log_bt_fini(); return EXIT_SUCCESS; @@ -226,7 +282,7 @@ inject_hook_dlls_fail: debugger_init_fail: verify_2_fail: verify_fail: - logger_finit(); + core_log_bt_fini(); init_logger_fail: init_options_fail: From 04310f49fd42adb6945bd68cb473bbaa68037a98 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:30:53 +0100 Subject: [PATCH 047/118] refactor(launcher): Major re-work of launcher Kudos to Shiz for providing the groundwork for this. Fundamentally re-think how launcher operates and bootstrapping the games is managed and configured. This brings it significantly closer to how the original bootstrap is doing the job: launcher now utilizes the data (structures) provided by the bootstrap.xml configuration file. This creates compatibility with vanilla data dumps and original stock images. Note that bemanitools does not include any code or means to run DRM'd data, only decrypted. But, this allows users to keep decrypted dumps as stock as possible which means: * No copying around of property files anymore * Keep the modules/ folder with the binaries * Have bemanitools binaries separate in the data * No need to edit/customize the original configuration files A list of key features of the "new" launcher: * Boostrap games by following the configuration provided by stock game's bootstrap.xml files * Custom launcher.xml configuration file that adds further launcher configurable features, composability of bootstrap.xml configuration(s) as well as configuration overriding/stacking of selected types of configurations, e.g. eamuse config, avs-config. The latter eliminates the need for modifying stock config files in the prop/ folder * Unified logging system: launcher and AVS logging uses the same logger, all output can now be in a single file * Original features such as various hook types still available Due to the significant architectural changes, this also breaks with any backwards compatibility to existing launcher setups. Thus, users need to migrate by re-applying the new configuration format and migrating their config parameters accordingly. Further migration instructions and updated documentation will be provided upon release. Co-authored-by: Shiz --- src/main/launcher/Module.mk | 18 +- src/main/launcher/avs-config.c | 773 +++++++++++++++++++++++ src/main/launcher/avs-config.h | 57 ++ src/main/launcher/avs-context.c | 72 --- src/main/launcher/avs-context.h | 20 - src/main/launcher/avs.c | 270 ++++++++ src/main/launcher/avs.h | 16 + src/main/launcher/bootstrap-config.c | 548 ++++++++++++++++ src/main/launcher/bootstrap-config.h | 139 +++++ src/main/launcher/bootstrap.c | 347 +++++++++++ src/main/launcher/bootstrap.h | 32 + src/main/launcher/debug.c | 33 + src/main/launcher/debug.h | 6 + src/main/launcher/ea3-config.c | 190 ------ src/main/launcher/ea3-config.h | 46 -- src/main/launcher/ea3-ident-config.c | 104 ++++ src/main/launcher/ea3-ident-config.h | 37 ++ src/main/launcher/eamuse-config.c | 125 ++++ src/main/launcher/eamuse-config.h | 23 + src/main/launcher/eamuse.c | 25 + src/main/launcher/eamuse.h | 9 + src/main/launcher/hook.c | 34 + src/main/launcher/hook.h | 6 + src/main/launcher/launcher-config.c | 371 +++++++++++ src/main/launcher/launcher-config.h | 56 ++ src/main/launcher/launcher.c | 587 ++++++++++++++++++ src/main/launcher/launcher.h | 8 + src/main/launcher/main.c | 323 +--------- src/main/launcher/module.c | 159 ++++- src/main/launcher/module.h | 18 +- src/main/launcher/options.c | 206 +++---- src/main/launcher/options.h | 60 +- src/main/launcher/property-util.c | 891 +++++++++++++++++++++++++++ src/main/launcher/property-util.h | 99 +++ src/main/launcher/property.c | 135 ---- src/main/launcher/property.h | 10 - src/main/launcher/stubs.c | 7 +- 37 files changed, 4917 insertions(+), 943 deletions(-) create mode 100644 src/main/launcher/avs-config.c create mode 100644 src/main/launcher/avs-config.h delete mode 100644 src/main/launcher/avs-context.c delete mode 100644 src/main/launcher/avs-context.h create mode 100644 src/main/launcher/avs.c create mode 100644 src/main/launcher/avs.h create mode 100644 src/main/launcher/bootstrap-config.c create mode 100644 src/main/launcher/bootstrap-config.h create mode 100644 src/main/launcher/bootstrap.c create mode 100644 src/main/launcher/bootstrap.h create mode 100644 src/main/launcher/debug.c create mode 100644 src/main/launcher/debug.h delete mode 100644 src/main/launcher/ea3-config.c delete mode 100644 src/main/launcher/ea3-config.h create mode 100644 src/main/launcher/ea3-ident-config.c create mode 100644 src/main/launcher/ea3-ident-config.h create mode 100644 src/main/launcher/eamuse-config.c create mode 100644 src/main/launcher/eamuse-config.h create mode 100644 src/main/launcher/eamuse.c create mode 100644 src/main/launcher/eamuse.h create mode 100644 src/main/launcher/hook.c create mode 100644 src/main/launcher/hook.h create mode 100644 src/main/launcher/launcher-config.c create mode 100644 src/main/launcher/launcher-config.h create mode 100644 src/main/launcher/launcher.c create mode 100644 src/main/launcher/launcher.h create mode 100644 src/main/launcher/property-util.c create mode 100644 src/main/launcher/property-util.h delete mode 100644 src/main/launcher/property.c delete mode 100644 src/main/launcher/property.h diff --git a/src/main/launcher/Module.mk b/src/main/launcher/Module.mk index c9dfd07..39daace 100644 --- a/src/main/launcher/Module.mk +++ b/src/main/launcher/Module.mk @@ -3,22 +3,34 @@ rc_launcher := launcher.rc ldflags_launcher := \ -mconsole \ + -ldbghelp \ deplibs_launcher := \ avs \ avs-ea3 \ libs_launcher := \ + avs-util \ + core \ hook \ util \ src_launcher := \ - avs-context.c \ - ea3-config.c \ + avs-config.c \ + avs.c \ + bootstrap-config.c \ + bootstrap.c \ + debug.c \ + ea3-ident-config.c \ + eamuse-config.c \ + eamuse.c \ + hook.c \ + launcher-config.c \ + launcher.c \ main.c \ module.c \ options.c \ - property.c \ + property-util.c \ stubs.c \ version.c \ diff --git a/src/main/launcher/avs-config.c b/src/main/launcher/avs-config.c new file mode 100644 index 0000000..8669f3d --- /dev/null +++ b/src/main/launcher/avs-config.c @@ -0,0 +1,773 @@ +#define LOG_MODULE "avs-config" + +#include + +#include "avs-util/error.h" + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/avs-config.h" +#include "launcher/property-util.h" + +#include "util/str.h" + +#define AVS_CONFIG_ROOT_NODE "/config" + +static const char *_avs_config_property_mounttable_path = + "/config/fs/mounttable"; + +static void _avs_config_node_vfs_copy( + struct property *parent_property, + struct property_node *parent, + struct property_node *source) +{ + // Use max path size to fit dst and src fs paths + char data[MAX_PATH]; + + // Remark: Using property_node_clone doesn't work here + // Cloning non-deep only clones the vfs node. Cloning deep doesn't seem + // to work with arbitrary attributes that don't follow the general + // design of a property structure. This seems to require clear typing for + // nodes in order to allow property_node_clone to work + + // Ignore errors and default to empty + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "name@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace( + parent_property, parent, "name@", data); + + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "fstype@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace( + parent_property, parent, "fstype@", data); + + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "src@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace(parent_property, parent, "src@", data); + + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "dst@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace(parent_property, parent, "dst@", data); + + memset(data, 0, sizeof(data)); + property_node_refer( + NULL, source, "opt@", PROPERTY_TYPE_ATTR, data, sizeof(data)); + property_util_node_attribute_replace(parent_property, parent, "opt@", data); +} + +static bool _avs_config_mounttable_vfs_nodes_merge_strategy_do( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx, + property_util_node_merge_recursion_do_t node_merge_recursion_do) +{ + struct property_node *parent_child; + struct property_node *source_child; + + char parent_child_name[PROPERTY_NODE_NAME_SIZE_MAX]; + char name_parent[PROPERTY_NODE_ATTR_NAME_SIZE_MAX]; + char dst_parent[PROPERTY_NODE_ATTR_NAME_SIZE_MAX]; + + char source_child_name[PROPERTY_NODE_NAME_SIZE_MAX]; + char name_source[PROPERTY_NODE_ATTR_NAME_SIZE_MAX]; + char dst_source[PROPERTY_NODE_ATTR_NAME_SIZE_MAX]; + + bool node_consumed; + bool found_parent; + + source_child = property_node_traversal(source, TRAVERSE_FIRST_CHILD); + + node_consumed = false; + + while (source_child) { + property_node_name( + source_child, source_child_name, sizeof(source_child_name)); + + if (str_eq(source_child_name, "vfs")) { + node_consumed = true; + + parent_child = + property_node_traversal(parent, TRAVERSE_FIRST_CHILD); + + found_parent = false; + + while (parent_child) { + property_node_name( + parent_child, parent_child_name, sizeof(parent_child_name)); + + if (str_eq(parent_child_name, "vfs")) { + if (AVS_IS_ERROR(property_node_refer( + NULL, + source_child, + "name@", + PROPERTY_TYPE_ATTR, + name_source, + sizeof(name_source)))) { + log_fatal( + "Missing 'name' attribute on avs config mounttable " + "vfs source node"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + source_child, + "dst@", + PROPERTY_TYPE_ATTR, + dst_source, + sizeof(dst_source)))) { + log_fatal( + "Missing 'dst' attribute on avs config mounttable " + "vfs source node"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + parent_child, + "name@", + PROPERTY_TYPE_ATTR, + name_parent, + sizeof(name_parent)))) { + log_fatal( + "Missing 'name' attribute on avs config mounttable " + "vfs parent node"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + parent_child, + "dst@", + PROPERTY_TYPE_ATTR, + dst_parent, + sizeof(dst_parent)))) { + log_fatal( + "Missing 'dst' attribute on avs config mounttable " + "vfs parent node"); + } + + // Found existing matching node on parent, replace it + if (str_eq(name_source, name_parent) && + str_eq(dst_source, dst_parent)) { + _avs_config_node_vfs_copy( + parent_property, parent_child, source_child); + + found_parent = true; + break; + } + } + + parent_child = property_node_traversal( + parent_child, TRAVERSE_NEXT_SIBLING); + } + + // Not found an existing node that got replaced, insert/merge new + // data + if (!found_parent) { + parent_child = property_node_create( + parent_property, parent, PROPERTY_TYPE_VOID, "vfs"); + + _avs_config_node_vfs_copy( + parent_property, parent_child, source_child); + } + } + + source_child = + property_node_traversal(source_child, TRAVERSE_NEXT_SIBLING); + } + + return node_consumed; +} + +struct property *avs_config_load(const char *filepath) +{ + struct property *property; + + log_assert(filepath); + + log_info("Loading from file path: %s", filepath); + + property = property_util_load(filepath); + + // Check if root node exists, call already errors if not + avs_config_root_get(property); + + return property; +} + +struct property_node *avs_config_root_get(struct property *property) +{ + struct property_node *node; + + log_assert(property); + + node = property_search(property, 0, AVS_CONFIG_ROOT_NODE); + + if (node == NULL) { + log_fatal("Root node " AVS_CONFIG_ROOT_NODE " in AVS config missing"); + } + + return node; +} + +struct property * +avs_config_property_merge(struct property *parent, struct property *source) +{ + struct property_util_node_merge_strategies strategies; + + log_assert(parent); + log_assert(source); + + strategies.num = 2; + + strategies.entry[0].path = _avs_config_property_mounttable_path; + strategies.entry[0].merge_strategy_do = + _avs_config_mounttable_vfs_nodes_merge_strategy_do; + + strategies.entry[1].path = ""; + strategies.entry[1].merge_strategy_do = + property_util_node_merge_default_strategy_do; + + return property_util_merge_with_strategies(parent, source, &strategies); +} + +void avs_config_fs_root_device_get( + struct property_node *node, char *buffer, size_t size) +{ + struct property_node *device_node; + avs_error error; + + log_assert(node); + + device_node = property_search(NULL, node, "fs/root/device"); + + if (device_node == NULL) { + log_fatal("Could not find node fs/root/device AVS config"); + } + + error = property_node_read(device_node, PROPERTY_TYPE_STR, buffer, size); + + if (AVS_IS_ERROR(error)) { + log_fatal( + "fs/root/device, property read failed: %s", + avs_util_error_str(error)); + } +} + +void avs_config_mode_product_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "mode/product", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "mode/product", enable); +#endif +} + +void avs_config_net_raw_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "net/enable_raw", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "net/enable_raw", enable); +#endif +} + +void avs_config_net_eaudp_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "net/eaudp/enable", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "net/eaudp/enable", enable); +#endif +} + +void avs_config_sntp_ea_set(struct property_node *node, bool on) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "sntp/ea_on", on ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "sntp/ea_on", on); +#endif +} + +void avs_config_log_level_set(struct property_node *node, const char *level) +{ + log_assert(node); + log_assert(level); + +#if AVS_VERSION <= 1306 + uint32_t level_value; + + if (str_eq(level, "fatal")) { + level_value = 1; + } else if (str_eq(level, "warning")) { + level_value = 2; + } else if (str_eq(level, "info")) { + level_value = 3; + } else if (str_eq(level, "misc")) { + level_value = 4; + } else if (str_eq(level, "all")) { + level_value = 4; + } else if (str_eq(level, "disable")) { + level_value = 0; + } else if (str_eq(level, "default")) { + level_value = 4; + } else { + log_fatal("Unknown log level string %s", level); + } + + property_util_node_u32_replace(NULL, node, "log/level", level_value); +#else + property_util_node_str_replace(NULL, node, "log/level", level); +#endif +} + +void avs_config_log_name_set(struct property_node *node, const char *name) +{ + log_assert(node); + log_assert(name); + + property_util_node_str_replace(NULL, node, "log/name", name); +} + +void avs_config_log_file_set(struct property_node *node, const char *file) +{ + log_assert(node); + log_assert(file); + + property_util_node_str_replace(NULL, node, "log/file", file); +} + +void avs_config_log_buffer_size_set(struct property_node *node, uint32_t size) +{ + log_assert(node); + + property_util_node_u32_replace(NULL, node, "log/sz_buf", size); +} + +void avs_config_log_output_delay_set( + struct property_node *node, uint16_t delay_ms) +{ + log_assert(node); + + property_util_node_u16_replace(NULL, node, "log/output_delay", delay_ms); +} + +void avs_config_log_enable_console_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "log/enable_console", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/enable_console", enable); +#endif +} + +void avs_config_log_enable_sci_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "log/enable_netsci", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/enable_netsci", enable); +#endif +} + +void avs_config_log_enable_net_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "log/enable_netlog", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/enable_netlog", enable); +#endif +} + +void avs_config_log_enable_file_set(struct property_node *node, bool enable) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace( + NULL, node, "log/enable_file", enable ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/enable_file", enable); +#endif +} + +void avs_config_log_rotate_set(struct property_node *node, bool rotate) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "log/rotate", rotate ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/rotate", rotate); +#endif +} + +void avs_config_log_append_set(struct property_node *node, bool append) +{ + log_assert(node); + +#if AVS_VERSION <= 1306 + property_util_node_u8_replace(NULL, node, "log/append", append ? 1 : 0); +#else + property_util_node_bool_replace(NULL, node, "log/append", append); +#endif +} + +void avs_config_log_count_set(struct property_node *node, uint16_t count) +{ + log_assert(node); + + property_util_node_u16_replace(NULL, node, "log/gen", count); +} + +void avs_config_set_log_level( + struct property_node *node, enum core_log_bt_log_level loglevel) +{ + const char *str; + + log_assert(node); + + switch (loglevel) { + case CORE_LOG_BT_LOG_LEVEL_OFF: + str = "disable"; + break; + + case CORE_LOG_BT_LOG_LEVEL_FATAL: + str = "fatal"; + break; + + case CORE_LOG_BT_LOG_LEVEL_WARNING: + str = "warn"; + break; + + case CORE_LOG_BT_LOG_LEVEL_INFO: + str = "info"; + break; + + case CORE_LOG_BT_LOG_LEVEL_MISC: + str = "misc"; + break; + + default: + log_fatal("Unsupported log level: %d", loglevel); + break; + } + + avs_config_log_level_set(node, str); +} + +void avs_config_local_fs_path_dev_nvram_and_raw_set( + struct property_node *node, const char *dev_nvram_raw_path) +{ + char path_dev_raw[MAX_PATH]; + char path_dev_nvram[MAX_PATH]; + + struct property_node *fs_node; + struct property_node *mounttable_node; + struct property_node *vfs_node; + + log_assert(node); + log_assert(dev_nvram_raw_path); + + str_cpy(path_dev_raw, sizeof(path_dev_raw), dev_nvram_raw_path); + str_cat(path_dev_raw, sizeof(path_dev_raw), "/dev/raw"); + + str_cpy(path_dev_nvram, sizeof(path_dev_nvram), dev_nvram_raw_path); + str_cat(path_dev_nvram, sizeof(path_dev_nvram), "/dev/nvram"); + + fs_node = property_search(NULL, node, "fs"); + + if (!fs_node) { + log_fatal("Cannot find 'fs' node in avs config"); + } + + // Check if "new" mounttable config is used for dev/nvram and dev/raw or + // legacy config + if (property_search(NULL, fs_node, "mounttable")) { + property_remove(NULL, fs_node, "mounttable"); + + mounttable_node = property_node_create( + NULL, fs_node, PROPERTY_TYPE_VOID, "mounttable"); + + vfs_node = property_node_create( + NULL, mounttable_node, PROPERTY_TYPE_VOID, "vfs"); + + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "name", "boot"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "fstype", "fs"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "src", path_dev_raw); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "dest", "/dev/raw"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "opt", "vf=1,posix=1"); + + vfs_node = property_node_create( + NULL, mounttable_node, PROPERTY_TYPE_VOID, "vfs"); + + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "name", "boot"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "fstype", "fs"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "src", path_dev_nvram); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "dest", "/dev/nvram"); + property_node_create( + NULL, vfs_node, PROPERTY_TYPE_ATTR, "opt", "vf=1,posix=1"); + } else { + property_util_node_str_replace( + NULL, fs_node, "nvram/device", path_dev_raw); + property_util_node_str_replace(NULL, fs_node, "nvram/fstype", "fs"); + property_util_node_str_replace( + NULL, fs_node, "nvram/option", "vf=1,posix=1"); + + property_util_node_str_replace( + NULL, fs_node, "raw/device", path_dev_nvram); + property_util_node_str_replace(NULL, fs_node, "raw/fstype", "fs"); + property_util_node_str_replace( + NULL, fs_node, "raw/option", "vf=1,posix=1"); + } +} + +void avs_config_vfs_mounttable_get( + struct property_node *node, struct avs_config_vfs_mounttable *mounttable) +{ + struct property_node *fs_node; + struct property_node *mounttable_node; + struct property_node *cur; + char mounttable_selector[128]; + char name[128]; + uint8_t pos; + + log_assert(node); + log_assert(mounttable); + + fs_node = property_search(NULL, node, "fs"); + + if (!fs_node) { + log_fatal("Cannot find 'fs' node in avs config"); + } + + // Check if new mounttable config is used for dev/nvram and dev/raw or + // legacy config + mounttable_node = property_search(NULL, fs_node, "mounttable"); + + memset(mounttable, 0, sizeof(*mounttable)); + pos = 0; + + if (mounttable_node) { + cur = property_search(NULL, fs_node, "mounttable_selector"); + + if (!cur) { + log_fatal("Missing 'mounttable_selector' on mounttable"); + } + + if (AVS_IS_ERROR(property_node_read( + cur, + PROPERTY_TYPE_STR, + mounttable_selector, + sizeof(mounttable_selector)))) { + log_fatal("Reading 'mounttable_selector' failed"); + } + + log_misc("Mounttable selector: %s", mounttable_selector); + + cur = property_node_traversal(mounttable_node, TRAVERSE_FIRST_CHILD); + + while (cur) { + property_node_name(cur, name, sizeof(name)); + + if (str_eq(name, "vfs")) { + if (pos >= AVS_CONFIG_MOUNTTABLE_MAX_ENTRIES) { + log_warning( + "Exceeding max number of supported mounttable entries " + "(%d), ignoring remaining", + pos); + break; + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "name@", + PROPERTY_TYPE_ATTR, + name, + sizeof(name)))) { + log_fatal("Missing 'name' attribute on vfs node"); + } + + if (str_eq(name, mounttable_selector)) { + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "fstype@", + PROPERTY_TYPE_ATTR, + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype)))) { + // default + str_cpy( + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype), + "fs"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "src@", + PROPERTY_TYPE_ATTR, + mounttable->entry[pos].src, + sizeof(mounttable->entry[pos].src)))) { + log_fatal( + "Missing 'src' attribute on vfs node, name: %s", + name); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "dst@", + PROPERTY_TYPE_ATTR, + mounttable->entry[pos].dst, + sizeof(mounttable->entry[pos].dst)))) { + log_fatal( + "Missing 'dst' attribute on vfs node, name: %s", + name); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "opt@", + PROPERTY_TYPE_ATTR, + mounttable->entry[pos].opt, + sizeof(mounttable->entry[pos].opt)))) { + // optional + } + + pos++; + } + } + + cur = property_node_traversal(cur, TRAVERSE_NEXT_SIBLING); + } + } else { + cur = property_search(NULL, fs_node, "nvram"); + + if (cur) { + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "fstype", + PROPERTY_TYPE_STR, + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype)))) { + // default + str_cpy( + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype), + "fs"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "device", + PROPERTY_TYPE_STR, + mounttable->entry[pos].src, + sizeof(mounttable->entry[pos].src)))) { + log_fatal("Missing 'device' attribute on nvram node"); + } + + str_cpy( + mounttable->entry[pos].dst, + sizeof(mounttable->entry[pos].dst), + "/dev/nvram"); + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "opt", + PROPERTY_TYPE_STR, + mounttable->entry[pos].opt, + sizeof(mounttable->entry[pos].opt)))) { + // optional + } + + pos++; + } + + cur = property_search(NULL, fs_node, "raw"); + + if (cur) { + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "fstype", + PROPERTY_TYPE_STR, + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype)))) { + // default + str_cpy( + mounttable->entry[pos].fstype, + sizeof(mounttable->entry[pos].fstype), + "fs"); + } + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "device", + PROPERTY_TYPE_STR, + mounttable->entry[pos].src, + sizeof(mounttable->entry[pos].src)))) { + log_fatal("Missing 'device' attribute on raw node"); + } + + str_cpy( + mounttable->entry[pos].dst, + sizeof(mounttable->entry[pos].dst), + "/dev/raw"); + + if (AVS_IS_ERROR(property_node_refer( + NULL, + cur, + "opt", + PROPERTY_TYPE_STR, + mounttable->entry[pos].opt, + sizeof(mounttable->entry[pos].opt)))) { + // optional + } + + pos++; + } + } + + mounttable->num_entries = pos; +} \ No newline at end of file diff --git a/src/main/launcher/avs-config.h b/src/main/launcher/avs-config.h new file mode 100644 index 0000000..692643d --- /dev/null +++ b/src/main/launcher/avs-config.h @@ -0,0 +1,57 @@ +#ifndef LAUNCHER_AVS_CONFIG_H +#define LAUNCHER_AVS_CONFIG_H + +#include "core/log-bt.h" + +#include "imports/avs.h" + +#include "launcher/bootstrap-config.h" + +#define AVS_CONFIG_MOUNTTABLE_MAX_ENTRIES 16 + +struct avs_config_vfs_mounttable { + struct { + char fstype[64]; + char src[512]; + char dst[512]; + char opt[256]; + } entry[AVS_CONFIG_MOUNTTABLE_MAX_ENTRIES]; + + uint8_t num_entries; +}; + +struct property *avs_config_load(const char *filepath); +struct property_node *avs_config_root_get(struct property *property); +struct property * +avs_config_property_merge(struct property *parent, struct property *source); + +void avs_config_fs_root_device_get( + struct property_node *node, char *buffer, size_t size); + +void avs_config_mode_product_set(struct property_node *node, bool enable); +void avs_config_net_raw_set(struct property_node *node, bool enable); +void avs_config_net_eaudp_set(struct property_node *node, bool enable); +void avs_config_sntp_ea_set(struct property_node *node, bool on); +void avs_config_log_level_set(struct property_node *node, const char *level); +void avs_config_log_name_set(struct property_node *node, const char *name); +void avs_config_log_file_set(struct property_node *node, const char *file); +void avs_config_log_buffer_size_set(struct property_node *node, uint32_t size); +void avs_config_log_output_delay_set( + struct property_node *node, uint16_t delay_ms); +void avs_config_log_enable_console_set(struct property_node *node, bool enable); +void avs_config_log_enable_sci_set(struct property_node *node, bool enable); +void avs_config_log_enable_net_set(struct property_node *node, bool enable); +void avs_config_log_enable_file_set(struct property_node *node, bool enable); +void avs_config_log_rotate_set(struct property_node *node, bool rotate); +void avs_config_log_append_set(struct property_node *node, bool append); +void avs_config_log_count_set(struct property_node *node, uint16_t count); + +void avs_config_set_log_level( + struct property_node *node, enum core_log_bt_log_level loglevel); +void avs_config_local_fs_path_dev_nvram_and_raw_set( + struct property_node *node, const char *dev_nvram_raw_path); + +void avs_config_vfs_mounttable_get( + struct property_node *node, struct avs_config_vfs_mounttable *mounttable); + +#endif \ No newline at end of file diff --git a/src/main/launcher/avs-context.c b/src/main/launcher/avs-context.c deleted file mode 100644 index 1e391db..0000000 --- a/src/main/launcher/avs-context.c +++ /dev/null @@ -1,72 +0,0 @@ -#include - -#include -#include -#include - -#include "imports/avs.h" - -#include "launcher/avs-context.h" - -#include "util/log.h" - -static void *avs_heap; - -#ifdef AVS_HAS_STD_HEAP -static void *std_heap; -#endif - -void avs_context_init( - struct property_node *config, - uint32_t avs_heap_size, - uint32_t std_heap_size, - avs_log_writer_t log_writer, - void *log_writer_ctx) -{ - avs_heap = VirtualAlloc( - NULL, avs_heap_size, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); - - if (avs_heap == NULL) { - log_fatal( - "Failed to VirtualAlloc %d byte AVS heap: %08x", - avs_heap_size, - (unsigned int) GetLastError()); - } - -#ifdef AVS_HAS_STD_HEAP - std_heap = VirtualAlloc( - NULL, std_heap_size, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); - - if (std_heap == NULL) { - log_fatal( - "Failed to VirtualAlloc %d byte \"std\" heap: %08x", - std_heap_size, - (unsigned int) GetLastError()); - } -#endif - -#ifdef AVS_HAS_STD_HEAP - avs_boot( - config, - std_heap, - std_heap_size, - avs_heap, - avs_heap_size, - log_writer, - log_writer_ctx); -#else - /* AVS v2.16.xx and I suppose onward uses a unified heap */ - avs_boot(config, avs_heap, avs_heap_size, NULL, log_writer, log_writer_ctx); -#endif -} - -void avs_context_fini(void) -{ - avs_shutdown(); - -#ifdef AVS_HAS_STD_HEAP - VirtualFree(std_heap, 0, MEM_RELEASE); -#endif - - VirtualFree(avs_heap, 0, MEM_RELEASE); -} diff --git a/src/main/launcher/avs-context.h b/src/main/launcher/avs-context.h deleted file mode 100644 index d4532eb..0000000 --- a/src/main/launcher/avs-context.h +++ /dev/null @@ -1,20 +0,0 @@ -#ifndef LAUNCHER_AVS_CONTEXT_H -#define LAUNCHER_AVS_CONTEXT_H - -#include - -#include "imports/avs.h" - -#if AVS_VERSION < 1600 -#define AVS_HAS_STD_HEAP -#endif - -void avs_context_init( - struct property_node *config, - uint32_t avs_heap_size, - uint32_t std_heap_size, - avs_log_writer_t log_writer, - void *log_writer_ctx); -void avs_context_fini(void); - -#endif diff --git a/src/main/launcher/avs.c b/src/main/launcher/avs.c new file mode 100644 index 0000000..4ff0730 --- /dev/null +++ b/src/main/launcher/avs.c @@ -0,0 +1,270 @@ +#define LOG_MODULE "avs" + +#include + +#include +#include +#include + +#include "core/log-bt.h" +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/avs-config.h" +#include "launcher/avs.h" +#include "launcher/property-util.h" + +#include "util/codepage.h" +#include "util/fs.h" +#include "util/mem.h" +#include "util/str.h" + +#if AVS_VERSION < 1600 +#define AVS_HAS_STD_HEAP +#endif + +static void *avs_heap; + +#ifdef AVS_HAS_STD_HEAP +static void *std_heap; +#endif + +/* Gratuitous API changes orz */ +static AVS_LOG_WRITER(_avs_context_log_writer, chars, nchars, ctx) +{ + wchar_t *utf16; + char *utf8; + int utf16_len; + int utf8_len; + int result; + + /* Ignore existing NUL terminator */ + + nchars--; + + /* Transcode shit_jis to UTF-8 */ + + utf16_len = MultiByteToWideChar(CP_SHIFT_JIS, 0, chars, nchars, NULL, 0); + + if (utf16_len == 0) { + abort(); + } + + utf16 = xmalloc(sizeof(*utf16) * utf16_len); + result = + MultiByteToWideChar(CP_SHIFT_JIS, 0, chars, nchars, utf16, utf16_len); + + if (result == 0) { + abort(); + } + + utf8_len = + WideCharToMultiByte(CP_UTF8, 0, utf16, utf16_len, NULL, 0, NULL, NULL); + + if (utf8_len == 0) { + abort(); + } + + utf8 = xmalloc(utf8_len + 3); + result = WideCharToMultiByte( + CP_UTF8, 0, utf16, utf16_len, utf8, utf8_len, NULL, NULL); + + if (result == 0) { + abort(); + } + +#if AVS_VERSION >= 1500 + utf8[utf8_len + 0] = '\r'; + utf8[utf8_len + 1] = '\n'; + + utf8_len += 2; +#endif + + // Clean string terminate + utf8[utf8_len] = '\0'; + + // Write to launcher's dedicated logging backend + core_log_bt_direct_sink_write(utf8, utf8_len); + + /* Clean up */ + + free(utf8); + free(utf16); +} + +static void _avs_switch_log_engine() +{ + // Switch the logging backend now that AVS is booted to use a single logging + // engine which avoids concurrency issues as AVS runs it's own async logger + // thread + core_log_impl_set( + log_body_misc, log_body_info, log_body_warning, log_body_fatal); + + log_misc("Switched logging engine to AVS"); +} + +void avs_fs_assert_root_device_exists(struct property_node *node) +{ + char root_device_path[PATH_MAX]; + char cwd_path[PATH_MAX]; + + avs_config_fs_root_device_get( + node, root_device_path, sizeof(root_device_path)); + getcwd(cwd_path, sizeof(cwd_path)); + + if (!path_exists(root_device_path)) { + log_fatal( + "Root device path '%s' does not exist in current working dir '%s'", + root_device_path, + cwd_path); + } +} + +void avs_fs_mountpoints_fs_dirs_create(struct property_node *node) +{ + struct avs_config_vfs_mounttable mounttable; + uint8_t i; + + avs_config_vfs_mounttable_get(node, &mounttable); + + if (mounttable.num_entries == 0) { + log_warning("No mountpoints found in mounttable"); + } + + for (i = 0; i < mounttable.num_entries; i++) { + if (str_eq(mounttable.entry[i].fstype, "fs")) { + log_misc( + "Creating avs fs directory '%s' for destination/device '%s'...", + mounttable.entry[i].src, + mounttable.entry[i].dst); + + if (!path_exists(mounttable.entry[i].src)) { + if (!path_mkdir(mounttable.entry[i].src)) { + log_fatal( + "Creating fs directory %s failed", + mounttable.entry[i].src); + } + } + } + } +} + +void avs_init( + struct property_node *node, uint32_t avs_heap_size, uint32_t std_heap_size) +{ + log_assert(node); + log_assert(avs_heap_size > 0); + // Modern games don't have a separate std heap anymore + log_assert(std_heap_size >= 0); + + log_info("init"); + + log_misc("Allocating avs heap: %d", avs_heap_size); + + avs_heap = VirtualAlloc( + NULL, avs_heap_size, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); + + if (avs_heap == NULL) { + log_fatal( + "Failed to VirtualAlloc %d byte AVS heap: %08x", + avs_heap_size, + (unsigned int) GetLastError()); + } + +#ifdef AVS_HAS_STD_HEAP + log_misc("Allocating std heap: %d", std_heap_size); + + std_heap = VirtualAlloc( + NULL, std_heap_size, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); + + if (std_heap == NULL) { + log_fatal( + "Failed to VirtualAlloc %d byte \"std\" heap: %08x", + std_heap_size, + (unsigned int) GetLastError()); + } +#endif + + log_info("Calling avs_boot"); + +#ifdef AVS_HAS_STD_HEAP + avs_boot( + node, + std_heap, + std_heap_size, + avs_heap, + avs_heap_size, + _avs_context_log_writer, + NULL); +#else + /* AVS v2.16.xx and I suppose onward uses a unified heap */ + avs_boot( + node, avs_heap, avs_heap_size, NULL, _avs_context_log_writer, NULL); +#endif + + _avs_switch_log_engine(); + + log_misc("init done"); +} + +void avs_fs_file_copy(const char *src, const char *dst) +{ + struct avs_stat st; + + log_assert(src); + log_assert(dst); + + log_misc("Copying %s to %s...", src, dst); + + if (!avs_fs_lstat(src, &st)) { + log_fatal("File source %s does not exist or is not accessible", src); + } + + if (avs_fs_copy(src, dst) < 0) { + log_fatal("Failed copying file %s to %s", src, dst); + } +} + +void avs_fs_dir_log(const char *path) +{ + const char *name; + + log_assert(path); + + avs_desc dir = avs_fs_opendir(path); + + if (dir < 0) { + log_warning( + "Opening avs dir %s failed, skipping logging contents", path); + } + + log_misc("Contents of %s:", path); + + do { + name = avs_fs_readdir(dir); + + if (name == NULL) { + break; + } + + log_misc("%s", name); + } while (name != NULL); + + avs_fs_closedir(dir); +} + +void avs_fini(void) +{ + log_info("fini"); + + avs_shutdown(); + +#ifdef AVS_HAS_STD_HEAP + VirtualFree(std_heap, 0, MEM_RELEASE); +#endif + + VirtualFree(avs_heap, 0, MEM_RELEASE); + + log_misc("fini done"); +} diff --git a/src/main/launcher/avs.h b/src/main/launcher/avs.h new file mode 100644 index 0000000..ad2233a --- /dev/null +++ b/src/main/launcher/avs.h @@ -0,0 +1,16 @@ +#ifndef LAUNCHER_AVS_H +#define LAUNCHER_AVS_H + +#include + +#include "imports/avs.h" + +void avs_fs_assert_root_device_exists(struct property_node *node); +void avs_fs_mountpoints_fs_dirs_create(struct property_node *node); +void avs_init( + struct property_node *node, uint32_t avs_heap_size, uint32_t std_heap_size); +void avs_fs_file_copy(const char *src, const char *dst); +void avs_fs_dir_log(const char *path); +void avs_fini(void); + +#endif diff --git a/src/main/launcher/bootstrap-config.c b/src/main/launcher/bootstrap-config.c new file mode 100644 index 0000000..35915c6 --- /dev/null +++ b/src/main/launcher/bootstrap-config.c @@ -0,0 +1,548 @@ +#define LOG_MODULE "bootstrap-config" + +#include + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/avs-config.h" +#include "launcher/bootstrap-config.h" +#include "launcher/property-util.h" + +#include "util/defs.h" +#include "util/hex.h" +#include "util/str.h" + +// clang-format off +PSMAP_BEGIN(bootstrap_startup_boot_psmap) +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct bootstrap_boot_config, config_file, + "boot/file") +PSMAP_REQUIRED(PSMAP_TYPE_U32, struct bootstrap_boot_config, avs_heap_size, + "boot/heap_avs") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_boot_config, std_heap_size, + "boot/heap_std", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_boot_config, mount_table_selector, + "boot/mounttable_selector", "boot") +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_boot_config, watcher_enable, + "boot/watcher", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_boot_config, timemachine_enable, + "boot/timemachine", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_boot_config, launch_config_file, + "boot/launch_path", "/dev/raw/launch.xml") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_log_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_log_config, level, + "log/level", "all") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_log_config, name, + "log/name", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_log_config, file, + "log/file", "") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_log_config, bufsz, + "log/sz_buf", 4096) +PSMAP_OPTIONAL(PSMAP_TYPE_U16, struct bootstrap_log_config, output_delay_ms, + "log/output_delay", 10) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, enable_console, + "log/enable_console", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, enable_sci, + "log/enable_netsci", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, enable_net, + "log/enable_netlog", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, enable_file, + "log/enable_file", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, rotate, + "log/rotate", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_log_config, append, + "log/append", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_U16, struct bootstrap_log_config, count, + "log/gen", 10) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_minidump_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_U8, struct bootstrap_minidump_config, count, + "minidump/gen", 10) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_minidump_config, continue_, + "minidump/cont_debug", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_minidump_config, log, + "minidump/echo_log", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_U8, struct bootstrap_minidump_config, type, + "minidump/dump_type", 2) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_minidump_config, path, + "minidump/path", "/dev/raw/minidump") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_minidump_config, symbufsz, + "minidump/sz_symbuf", 32768) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_minidump_config, search_path, + "minidump/search", ".") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_module_psmap) +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct bootstrap_module_config, file, + "component/file") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_module_config, load_type, + "component/load_type", "MEMORY") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_dlm_psmap) +/* disabled until we implement PSMAP_TYPE_BIN + PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_startup_config, ntdll_digest, + "dlml/ntdll/hash", "") + */ +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_dlm_config, size, + "dlml/ntdll/size", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_dlm_config, ift_table, + "dlml/ntdll/ift_table", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_dlm_config, ift_insert, + "dlml/ntdll/insert_ift", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_dlm_config, ift_remove, + "dlml/ntdll/remove_ift", 0) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_shield_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_shield_config, enable, + "shield/enable", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_shield_config, verbose, + "shield/verbose", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_shield_config, use_loadlibrary, + "shield/use_loadlibrary", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_shield_config, logger, + "shield/logger", "") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, sleep_min, + "shield/sleepmin", 10) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, sleep_blur, + "shield/sleepblur", 90) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_shield_config, whitelist_file, + "shield/whitelist", "prop/whitelist.csv") +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, tick_sleep, + "shield/ticksleep", 100) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, tick_error, + "shield/tickerror", 1000) +PSMAP_OPTIONAL(PSMAP_TYPE_U8, struct bootstrap_shield_config, overwork_threshold, + "shield/overwork_threshold", 50) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, overwork_delay, + "shield/overwork_delay", 100) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_shield_config, pause_delay, + "shield/pause_delay", 1000) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_shield_config, unlimited_key, + "shield/unlimited_key", "") +PSMAP_OPTIONAL(PSMAP_TYPE_U16, struct bootstrap_shield_config, killer_port, + "shield_killer/port", 5001) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_dongle_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_dongle_config, license_cn, + "dongle/license", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_dongle_config, account_cn, + "dongle/account", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_dongle_config, driver_dll, + "dongle/pkcs11_driver", "eTPKCS11.dll") +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_dongle_config, disable_gc, + "dongle/disable_gc", 0) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_drm_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, dll, + "drm/dll", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, fstype, + "drm/fstype", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, device, + "drm/device", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, mount, + "drm/dst", "/") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_drm_config, options, + "drm/option", "") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_lte_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_lte_config, enable, + "lte/enable", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_lte_config, config_file, + "lte/file", "/dev/nvram/lte-config.xml") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_lte_config, unlimited_key, + "lte/unlimited_key", "") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_ssl_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_ssl_config, options, + "ssl/option", "") +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_esign_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_esign_config, enable, + "esign/enable", 0) +PSMAP_END + +PSMAP_BEGIN(bootstrap_startup_eamuse_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_eamuse_config, enable, + "eamuse/enable", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_eamuse_config, sync, + "eamuse/sync", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_eamuse_config, enable_model, + "eamuse/enable_model", 0) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_eamuse_config, config_file, + "eamuse/file", "/dev/nvram/ea3-config.xml") +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct bootstrap_eamuse_config, updatecert_enable, + "eamuse/updatecert_enable", 1) +PSMAP_OPTIONAL(PSMAP_TYPE_U32, struct bootstrap_eamuse_config, updatecert_interval, + "eamuse/updatecert_interval", 0) +PSMAP_END + +PSMAP_BEGIN(bootstrap_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct bootstrap_config, release_code, "/release_code", "") +PSMAP_END +// clang-format on + +#define ROOT_NODE "/config" +#define MODULE_PATH_PREFIX "modules/" + +#define NODE_MISSING_FATAL(subnode) \ + log_fatal("%s/%s: Node missing", ROOT_NODE, subnode); +#define NODE_STARTUP_MISSING_FATAL(profile) \ + log_fatal("%s/startup/%s: Node missing", ROOT_NODE, profile); +#define NODE_PROFILE_MISSING_FATAL(profile, subnode) \ + log_fatal("%s/%s/%s: Node missing", ROOT_NODE, profile, subnode); +#define NODE_PROFILE_LOADING_FATAL(profile, subnode) \ + log_fatal("%s/startup/%s/%s: Node loading", ROOT_NODE, profile, subnode); + +#define DEFAULT_HEAP_SIZE 16777216 + +const char *const inherited_nodes[] = { + "develop", + "default", + "log", + "minidump", + "boot", + "drm", + "ssl", + "eamuse", + "shield", + "esign", + "dongle", + "lte", +}; + +static void _bootstrap_config_profile_node_verify( + struct property_node *node, const char *profile) +{ + struct property_node *profile_node; + + log_assert(node); + log_assert(profile); + + profile_node = property_search(NULL, node, profile); + + if (!profile_node) { + NODE_STARTUP_MISSING_FATAL(profile); + } +} + +static struct property_node * +_bootstrap_config_root_node_get(struct property *property) +{ + struct property_node *root_node; + + log_assert(property); + + root_node = property_search(property, NULL, ROOT_NODE); + + if (!root_node) { + NODE_MISSING_FATAL(""); + } + + return root_node; +} + +static struct property_node * +_bootstrap_config_startup_node_get(struct property_node *node) +{ + struct property_node *startup_node; + + log_assert(node); + + startup_node = property_search(NULL, node, "startup"); + + if (!startup_node) { + NODE_MISSING_FATAL("startup"); + } + + return startup_node; +} + +static void _bootstrap_config_inheritance_resolve( + struct property_node *startup_node, const char *profile_name) +{ + struct property_node *startup_parent_node; + struct property_node *startup_profile_node; + struct property_node *tmp_node; + + char inherit_name[64]; + avs_error error; + struct property_node *result; + + startup_profile_node = property_search(NULL, startup_node, profile_name); + + if (!startup_profile_node) { + log_fatal(ROOT_NODE "/startup/%s: missing", profile_name); + } + + startup_parent_node = startup_profile_node; + + for (;;) { + error = property_node_refer( + NULL, + startup_parent_node, + "inherit@", + PROPERTY_TYPE_ATTR, + inherit_name, + sizeof(inherit_name)); + + if (AVS_IS_ERROR(error)) { + break; + } + + startup_parent_node = property_search(NULL, startup_node, inherit_name); + + if (!startup_parent_node) { + NODE_STARTUP_MISSING_FATAL(inherit_name); + } + + for (int i = 0; i < _countof(inherited_nodes); i++) { + if (property_search(NULL, startup_node, inherited_nodes[i])) { + continue; + } + + tmp_node = + property_search(NULL, startup_parent_node, inherited_nodes[i]); + + if (tmp_node) { + log_misc( + ROOT_NODE "/startup/%s: merging %s...", + inherit_name, + inherited_nodes[i]); + + result = property_node_clone( + NULL, startup_profile_node, tmp_node, true); + + if (!result) { + log_fatal( + "Merging '%s' into '%s' failed", + inherited_nodes[i], + inherit_name); + } + } + } + } +} + +static void _bootstrap_config_load_bootstrap_module_app_config( + struct property_node *profile_node, struct bootstrap_module_config *config) +{ + struct property_node *app_node; + + log_assert(profile_node); + log_assert(config); + + app_node = property_search(NULL, profile_node, "component/param"); + + config->app_config = property_util_node_extract(app_node); +} + +static void _bootstrap_config_load_bootstrap_default_files_config( + const char *profile_name, + struct property_node *profile_node, + struct bootstrap_default_file_config *config) +{ + int i; + int result; + struct property_node *child; + + log_assert(profile_node); + log_assert(config); + + child = property_search(NULL, profile_node, "default/file"); + i = 0; + + while (child) { + if (i >= DEFAULT_FILE_MAX) { + log_warning( + "Currently not supporting more than %d default files, skipping " + "remaining", + i); + break; + } + + result = property_node_refer( + NULL, + child, + "src@", + PROPERTY_TYPE_ATTR, + &config->file[i].src, + sizeof(config->file[i].src)); + + if (result < 0) { + log_fatal( + "Missing src attribute on default file node of profile %s", + profile_name); + } + + result = property_node_refer( + NULL, + child, + "dst@", + PROPERTY_TYPE_ATTR, + &config->file[i].dst, + sizeof(config->file[i].dst)); + + if (result < 0) { + log_fatal( + "Missing dst attribute on default file node of profile %s", + profile_name); + } + + child = property_node_traversal(child, TRAVERSE_NEXT_SEARCH_RESULT); + i++; + } +} + +static void _bootstrap_config_load_bootstrap( + struct property_node *startup_node, + const char *profile, + struct bootstrap_startup_config *config) +{ + struct property_node *profile_node; + + profile_node = property_search(NULL, startup_node, profile); + + if (!profile_node) { + NODE_PROFILE_LOADING_FATAL(profile, ""); + } + + _bootstrap_config_load_bootstrap_default_files_config( + profile, profile_node, &config->default_file); + + if (!property_psmap_import( + NULL, profile_node, &config->boot, bootstrap_startup_boot_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "boot"); + } + + if (!property_psmap_import( + NULL, profile_node, &config->log, bootstrap_startup_log_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "log"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->minidump, + bootstrap_startup_minidump_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "minidump"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->module, + bootstrap_startup_module_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "component"); + } + + _bootstrap_config_load_bootstrap_module_app_config( + profile_node, &config->module); + + if (!property_psmap_import( + NULL, + profile_node, + &config->dlm_ntdll, + bootstrap_startup_dlm_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "dlm/ntdll"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->shield, + bootstrap_startup_shield_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "shield"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->dongle, + bootstrap_startup_dongle_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "dongle"); + } + + if (!property_psmap_import( + NULL, profile_node, &config->drm, bootstrap_startup_drm_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "drm"); + } + + if (!property_psmap_import( + NULL, profile_node, &config->lte, bootstrap_startup_lte_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "lte"); + } + + if (!property_psmap_import( + NULL, profile_node, &config->ssl, bootstrap_startup_ssl_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "ssl"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->esign, + bootstrap_startup_esign_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "esign"); + } + + if (!property_psmap_import( + NULL, + profile_node, + &config->eamuse, + bootstrap_startup_eamuse_psmap)) { + NODE_PROFILE_LOADING_FATAL(profile, "eamuse"); + } +} + +void bootstrap_config_init(struct bootstrap_config *config) +{ + log_assert(config); + + memset(config, 0, sizeof(*config)); +} + +void bootstrap_config_load( + struct property *property, + const char *profile, + struct bootstrap_config *config) +{ + struct property_node *root_node; + struct property_node *startup_node; + + log_assert(property); + log_assert(profile); + log_assert(config); + + log_info(ROOT_NODE ": loading..."); + + root_node = _bootstrap_config_root_node_get(property); + + if (!property_psmap_import(NULL, root_node, config, bootstrap_psmap)) { + log_fatal(ROOT_NODE ": loading failed"); + } + + startup_node = _bootstrap_config_startup_node_get(root_node); + + _bootstrap_config_profile_node_verify(startup_node, profile); + + _bootstrap_config_inheritance_resolve(startup_node, profile); + + log_misc(ROOT_NODE "/startup/%s: loading merged result...", profile); + + property_util_node_log(startup_node); + + _bootstrap_config_load_bootstrap(startup_node, profile, &config->startup); + + log_misc("Loading finished"); +} \ No newline at end of file diff --git a/src/main/launcher/bootstrap-config.h b/src/main/launcher/bootstrap-config.h new file mode 100644 index 0000000..596bf93 --- /dev/null +++ b/src/main/launcher/bootstrap-config.h @@ -0,0 +1,139 @@ +#ifndef LAUNCHER_BOOTSTRAP_CONFIG_H +#define LAUNCHER_BOOTSTRAP_CONFIG_H + +#include +#include + +#include "imports/avs.h" + +// should be enough for a while +#define DEFAULT_FILE_MAX 16 + +struct bootstrap_startup_config { + struct bootstrap_default_file_config { + struct bootstrap_default_file { + char src[64]; + char dst[64]; + } file[DEFAULT_FILE_MAX]; + } default_file; + + struct bootstrap_boot_config { + char config_file[64]; + uint32_t avs_heap_size; + uint32_t std_heap_size; + char launch_config_file[64]; + char mount_table_selector[16]; + bool watcher_enable; + bool timemachine_enable; + } boot; + + struct bootstrap_log_config { + char level[8]; + char name[64]; + char file[64]; + uint32_t bufsz; + uint16_t output_delay_ms; + bool enable_console; + bool enable_sci; + bool enable_net; + bool enable_file; + bool rotate; + bool append; + uint16_t count; + } log; + + struct bootstrap_minidump_config { + uint8_t count; + bool continue_; + bool log; + uint8_t type; + char path[64]; + uint32_t symbufsz; + char search_path[64]; + } minidump; + + struct bootstrap_module_config { + char file[64]; + char load_type[64]; + struct property *app_config; + } module; + + struct bootstrap_dlm_config { + char digest[16]; + uint32_t size; + uint32_t ift_table; + uint32_t ift_insert; + uint32_t ift_remove; + }; + + struct bootstrap_dlm_config dlm_ntdll; + + struct bootstrap_shield_config { + bool enable; + bool verbose; + bool use_loadlibrary; + char logger[64]; + uint32_t sleep_min; + uint32_t sleep_blur; + uint32_t tick_sleep; + uint32_t tick_error; + uint8_t overwork_threshold; + uint32_t overwork_delay; + uint32_t pause_delay; + char whitelist_file[64]; + char unlimited_key[10]; + uint16_t killer_port; + } shield; + + struct bootstrap_dongle_config { + char license_cn[32]; + char account_cn[32]; + char driver_dll[16]; + bool disable_gc; + } dongle; + + struct bootstrap_drm_config { + char dll[64]; + char device[64]; + char mount[64]; + char fstype[64]; + char options[64]; + } drm; + + struct bootstrap_lte_config { + bool enable; + char config_file[64]; + char unlimited_key[10]; + } lte; + + struct bootstrap_ssl_config { + char options[64]; + } ssl; + + struct bootstrap_esign_config { + bool enable; + } esign; + + struct bootstrap_eamuse_config { + bool enable; + bool sync; + bool enable_model; + char config_file[64]; + bool updatecert_enable; + uint32_t updatecert_interval; + } eamuse; +}; + +struct bootstrap_config { + char release_code[16]; + struct bootstrap_startup_config startup; +}; + +void bootstrap_config_init(struct bootstrap_config *config); + +void bootstrap_config_load( + struct property *property, + const char *profile, + struct bootstrap_config *config); + +#endif /* LAUNCHER_BOOTSTRAP_CONFIG_H */ diff --git a/src/main/launcher/bootstrap.c b/src/main/launcher/bootstrap.c new file mode 100644 index 0000000..a9e52bb --- /dev/null +++ b/src/main/launcher/bootstrap.c @@ -0,0 +1,347 @@ +#define LOG_MODULE "bootstrap" + +#include "core/log-bt.h" +#include "core/log-sink-file.h" +#include "core/log-sink-list.h" +#include "core/log-sink-null.h" +#include "core/log-sink-std.h" +#include "core/log.h" + +#include "launcher/avs-config.h" +#include "launcher/avs.h" +#include "launcher/bootstrap-config.h" +#include "launcher/ea3-ident-config.h" +#include "launcher/eamuse-config.h" +#include "launcher/eamuse.h" +#include "launcher/launcher-config.h" +#include "launcher/module.h" +#include "launcher/property-util.h" + +#include "util/str.h" + +static bool _bootstrap_log_property_configs; +static struct module_context _bootstrap_module_context; + +static void _bootstrap_eamuse_ea3_ident_config_inject( + struct property_node *node, const struct ea3_ident_config *ea3_ident_config) +{ + eamuse_config_id_softid_set(node, ea3_ident_config->softid); + eamuse_config_id_hardid_set(node, ea3_ident_config->hardid); + eamuse_config_id_pcbid_set(node, ea3_ident_config->pcbid); + eamuse_config_soft_model_set(node, ea3_ident_config->model); + eamuse_config_soft_dest_set(node, ea3_ident_config->dest); + eamuse_config_soft_spec_set(node, ea3_ident_config->spec); + eamuse_config_soft_rev_set(node, ea3_ident_config->rev); + eamuse_config_soft_ext_set(node, ea3_ident_config->ext); +} + +static void +_bootstrap_avs_config_force_overrides_apply(struct property_node *node) +{ + log_assert(node); + + avs_config_mode_product_set(node, true); + avs_config_net_raw_set(node, true); + avs_config_net_eaudp_set(node, true); + avs_config_sntp_ea_set(node, true); +} + +static void _bootstrap_avs_config_log_overrides_apply( + struct property_node *node, const struct bootstrap_log_config *log_config) +{ + log_assert(node); + log_assert(log_config); + + avs_config_log_level_set(node, log_config->level); + avs_config_log_name_set(node, log_config->name); + avs_config_log_file_set(node, log_config->file); + avs_config_log_buffer_size_set(node, log_config->bufsz); + avs_config_log_output_delay_set(node, log_config->output_delay_ms); + avs_config_log_enable_console_set(node, log_config->enable_console); + avs_config_log_enable_sci_set(node, log_config->enable_sci); + avs_config_log_enable_net_set(node, log_config->enable_net); + avs_config_log_enable_file_set(node, log_config->enable_file); + avs_config_log_rotate_set(node, log_config->rotate); + avs_config_log_append_set(node, log_config->append); + avs_config_log_count_set(node, log_config->count); +} + +static enum core_log_bt_log_level _bootstrap_log_map_level(const char *level) +{ + if (str_eq(level, "fatal")) { + return CORE_LOG_BT_LOG_LEVEL_FATAL; + } else if (str_eq(level, "warning")) { + return CORE_LOG_BT_LOG_LEVEL_WARNING; + } else if (str_eq(level, "info")) { + return CORE_LOG_BT_LOG_LEVEL_INFO; + } else if (str_eq(level, "misc")) { + return CORE_LOG_BT_LOG_LEVEL_MISC; + } else if (str_eq(level, "all")) { + return CORE_LOG_BT_LOG_LEVEL_MISC; + } else if (str_eq(level, "disable")) { + return CORE_LOG_BT_LOG_LEVEL_OFF; + } else if (str_eq(level, "default")) { + return CORE_LOG_BT_LOG_LEVEL_WARNING; + } else { + log_fatal("Unknown log level string %s", level); + } +} + +void bootstrap_init(bool log_property_configs) +{ + log_info("init"); + + _bootstrap_log_property_configs = log_property_configs; + + log_misc("init done"); +} + +void bootstrap_log_init(const struct bootstrap_log_config *config) +{ + struct core_log_sink sinks[2]; + struct core_log_sink sink_composed; + enum core_log_bt_log_level level; + + log_assert(config); + + log_info("log init"); + + // Shutdown old setup + core_log_bt_fini(); + + if (config->enable_file && strlen(config->file) > 0 && + config->enable_console) { + core_log_sink_std_out_open(true, &sinks[0]); + core_log_sink_file_open( + config->file, + config->append, + config->rotate, + config->count, + &sinks[1]); + core_log_sink_list_open(sinks, 2, &sink_composed); + } else if (config->enable_file && strlen(config->file) > 0) { + core_log_sink_file_open( + config->file, + config->append, + config->rotate, + config->count, + &sink_composed); + } else if (config->enable_console) { + core_log_sink_std_out_open(true, &sink_composed); + } else { + core_log_sink_null_open(&sink_composed); + } + + core_log_bt_init(&sink_composed); + + level = _bootstrap_log_map_level(config->level); + core_log_bt_level_set(level); + + log_misc("log init done"); +} + +void bootstrap_default_files_create( + const struct bootstrap_default_file_config *config) +{ + log_assert(config); + + log_info("default files create"); + + for (int i = 0; i < DEFAULT_FILE_MAX; i++) { + if (strlen(config->file[i].src) > 0 && + strlen(config->file[i].dst) > 0) { + avs_fs_file_copy(config->file[i].src, config->file[i].dst); + } + } + + log_misc("default files create done"); +} + +void bootstrap_avs_init( + const struct bootstrap_boot_config *config, + const struct bootstrap_log_config *log_config, + struct property *override_property) +{ + struct property *file_property; + struct property *merged_property; + struct property_node *root_node; + + log_assert(config); + log_assert(log_config); + log_assert(override_property); + + log_info("avs init"); + + file_property = avs_config_load(config->config_file); + + if (_bootstrap_log_property_configs) { + log_misc("avs-config from file: %s", config->config_file); + property_util_log(file_property); + } + + merged_property = + avs_config_property_merge(file_property, override_property); + + property_util_free(file_property); + + if (_bootstrap_log_property_configs) { + log_misc("avs-config merged with overrides"); + property_util_log(merged_property); + } + + root_node = avs_config_root_get(merged_property); + + _bootstrap_avs_config_force_overrides_apply(root_node); + _bootstrap_avs_config_log_overrides_apply(root_node, log_config); + + if (_bootstrap_log_property_configs) { + log_misc("avs-config final"); + property_util_log(merged_property); + } + + avs_fs_assert_root_device_exists(root_node); + + log_misc("Creating AVS file system directories..."); + + avs_fs_mountpoints_fs_dirs_create(root_node); + + avs_init(root_node, config->avs_heap_size, config->std_heap_size); + + property_util_free(merged_property); + + log_misc("avs init done"); +} + +void bootstrap_eamuse_init( + const struct bootstrap_eamuse_config *config, + const struct ea3_ident_config *ea3_ident_config, + struct property *override_property) +{ + struct property *file_property; + struct property *merged_property; + struct property_node *root_node; + + log_assert(config); + log_assert(ea3_ident_config); + log_assert(override_property); + + log_info("eamuse init"); + + if (config->enable) { + file_property = eamuse_config_avs_load(config->config_file); + + if (_bootstrap_log_property_configs) { + log_misc("eamuse-config from file: %s", config->config_file); + property_util_log(file_property); + } + + merged_property = property_util_merge(file_property, override_property); + + property_util_free(file_property); + + if (_bootstrap_log_property_configs) { + log_misc("eamuse-config merged with overrides"); + property_util_log(merged_property); + } + + root_node = eamuse_config_root_get(merged_property); + + _bootstrap_eamuse_ea3_ident_config_inject(root_node, ea3_ident_config); + + if (_bootstrap_log_property_configs) { + log_misc("eamuse-config final"); + property_util_log(merged_property); + } + + eamuse_init(root_node); + + property_util_free(merged_property); + } else { + log_warning("Eamuse disabled"); + } + + log_misc("eamuse init done"); +} + +void bootstrap_module_init( + const struct bootstrap_module_config *module_config, + const struct array *iat_hook_dlls) +{ + log_assert(module_config); + log_assert(iat_hook_dlls); + + log_info("module init"); + + if (iat_hook_dlls->nitems > 0) { + log_info( + "Load game DLL with IAT hooks (%d): %s", + (uint32_t) iat_hook_dlls->nitems, + module_config->file); + + module_with_iat_hooks_init( + &_bootstrap_module_context, module_config->file, iat_hook_dlls); + } else { + log_info("Load game DLL: %s", module_config->file); + + module_init(&_bootstrap_module_context, module_config->file); + } + + log_misc("module init done"); +} + +void bootstrap_module_game_init( + const struct bootstrap_module_config *module_config, + struct ea3_ident_config *ea3_ident_config) +{ + struct property_node *node; + + log_assert(module_config); + log_assert(ea3_ident_config); + + log_info("module game init"); + + node = property_search(module_config->app_config, NULL, "/param"); + + if (!node) { + log_fatal("Missing param node on app-config"); + } + + if (_bootstrap_log_property_configs) { + log_misc("app-config"); + property_util_node_log(node); + } + + module_init_invoke(&_bootstrap_module_context, ea3_ident_config, node); + + log_misc("module game init done"); +} + +void bootstrap_module_game_run() +{ + log_info("module game run"); + + module_main_invoke(&_bootstrap_module_context); +} + +void bootstrap_module_game_fini() +{ + log_info("module game fini"); + + module_fini(&_bootstrap_module_context); +} + +void bootstrap_avs_fini() +{ + log_info("avs fini"); + + avs_fini(); +} + +void bootstrap_eamuse_fini(const struct bootstrap_eamuse_config *config) +{ + log_info("eamuse fini"); + + if (config->enable) { + eamuse_fini(); + } +} \ No newline at end of file diff --git a/src/main/launcher/bootstrap.h b/src/main/launcher/bootstrap.h new file mode 100644 index 0000000..4deab8f --- /dev/null +++ b/src/main/launcher/bootstrap.h @@ -0,0 +1,32 @@ +#ifndef LAUNCHER_BOOTSTRAP_H +#define LAUNCHER_BOOTSTRAP_H + +#include "launcher/bootstrap-config.h" +#include "launcher/ea3-ident-config.h" + +#include "util/array.h" + +void bootstrap_init(bool log_property_configs); +void bootstrap_log_init(const struct bootstrap_log_config *config); +void bootstrap_default_files_create( + const struct bootstrap_default_file_config *config); +void bootstrap_avs_init( + const struct bootstrap_boot_config *config, + const struct bootstrap_log_config *log_config, + struct property *override_property); +void bootstrap_eamuse_init( + const struct bootstrap_eamuse_config *config, + const struct ea3_ident_config *ea3_ident_config, + struct property *override_property); +void bootstrap_module_init( + const struct bootstrap_module_config *module_config, + const struct array *iat_hook_dlls); +void bootstrap_module_game_init( + const struct bootstrap_module_config *module_config, + struct ea3_ident_config *ea3_ident_config); +void bootstrap_module_game_run(); +void bootstrap_module_game_fini(); +void bootstrap_avs_fini(); +void bootstrap_eamuse_fini(const struct bootstrap_eamuse_config *config); + +#endif \ No newline at end of file diff --git a/src/main/launcher/debug.c b/src/main/launcher/debug.c new file mode 100644 index 0000000..2f40e33 --- /dev/null +++ b/src/main/launcher/debug.c @@ -0,0 +1,33 @@ + +#define LOG_MODULE "debug" + +#include +#include + +#include "core/log.h" + +#include "launcher/debug.h" + +void debug_remote_debugger_trap() +{ + BOOL res; + + log_info("Waiting until debugger attaches to remote process..."); + + while (true) { + res = FALSE; + + if (!CheckRemoteDebuggerPresent(GetCurrentProcess(), &res)) { + log_fatal( + "CheckRemoteDebuggerPresent failed: %08x", + (unsigned int) GetLastError()); + } + + if (res) { + log_info("Debugger attached, resuming"); + break; + } + + Sleep(1000); + } +} \ No newline at end of file diff --git a/src/main/launcher/debug.h b/src/main/launcher/debug.h new file mode 100644 index 0000000..f57ca8b --- /dev/null +++ b/src/main/launcher/debug.h @@ -0,0 +1,6 @@ +#ifndef LAUNCHER_DEBUG_H +#define LAUNCHER_DEBUG_H + +void debug_remote_debugger_trap(); + +#endif \ No newline at end of file diff --git a/src/main/launcher/ea3-config.c b/src/main/launcher/ea3-config.c deleted file mode 100644 index 684ba46..0000000 --- a/src/main/launcher/ea3-config.c +++ /dev/null @@ -1,190 +0,0 @@ -#include - -#include "imports/avs.h" - -#include "launcher/ea3-config.h" -#include "launcher/module.h" - -#include "util/defs.h" -#include "util/hex.h" -#include "util/log.h" -#include "util/str.h" - -PSMAP_BEGIN(ea3_ident_psmap) -PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct ea3_ident, softid, "/ea3/id/softid", "") -PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct ea3_ident, hardid, "/ea3/id/hardid", "") -PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct ea3_ident, pcbid, "/ea3/id/pcbid", "") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, model, "/ea3/soft/model") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, dest, "/ea3/soft/dest") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, spec, "/ea3/soft/spec") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, rev, "/ea3/soft/rev") -PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident, ext, "/ea3/soft/ext") -PSMAP_END - -void ea3_ident_init(struct ea3_ident *ident) -{ - memset(ident, 0, sizeof(*ident)); -} - -bool ea3_ident_from_property( - struct ea3_ident *ident, struct property *ea3_config) -{ - return property_psmap_import(ea3_config, NULL, ident, ea3_ident_psmap); -} - -void ea3_ident_hardid_from_ethernet(struct ea3_ident *ident) -{ - struct avs_net_interface netif; - int result; - - result = avs_net_ctrl(1, &netif, sizeof(netif)); - - if (result < 0) { - log_fatal( - "avs_net_ctrl call to get MAC address returned error: %d", result); - } - - ident->hardid[0] = '0'; - ident->hardid[1] = '1'; - ident->hardid[2] = '0'; - ident->hardid[3] = '0'; - - hex_encode_uc( - netif.mac_addr, - sizeof(netif.mac_addr), - ident->hardid + 4, - sizeof(ident->hardid) - 4); -} - -bool ea3_ident_invoke_module_init( - struct ea3_ident *ident, - const struct module_context *module, - struct property_node *app_config) -{ - char sidcode_short[17]; - char sidcode_long[21]; - char security_code[9]; - bool ok; - - /* Set up security env vars */ - - str_format( - security_code, - lengthof(security_code), - "G*%s%s%s%s", - ident->model, - ident->dest, - ident->spec, - ident->rev); - - std_setenv("/env/boot/version", "0.0.0"); - std_setenv("/env/profile/security_code", security_code); - std_setenv("/env/profile/system_id", ident->pcbid); - std_setenv("/env/profile/account_id", ident->pcbid); - std_setenv("/env/profile/license_id", ident->softid); - std_setenv("/env/profile/software_id", ident->softid); - std_setenv("/env/profile/hardware_id", ident->hardid); - - /* Set up the short sidcode string, let dll_entry_init mangle it */ - - str_format( - sidcode_short, - lengthof(sidcode_short), - "%s%s%s%s%s", - ident->model, - ident->dest, - ident->spec, - ident->rev, - ident->ext); - - /* Set up long-form sidcode env var */ - - str_format( - sidcode_long, - lengthof(sidcode_long), - "%s:%s:%s:%s:%s", - ident->model, - ident->dest, - ident->spec, - ident->rev, - ident->ext); - - /* Set this up beforehand, as certain games require it in dll_entry_init */ - - std_setenv("/env/profile/soft_id_code", sidcode_long); - - ok = module_context_invoke_init(module, sidcode_short, app_config); - - if (!ok) { - return false; - } - - /* Back-propagate sidcode, as some games modify it during init */ - - memcpy(ident->model, sidcode_short + 0, sizeof(ident->model) - 1); - ident->dest[0] = sidcode_short[3]; - ident->spec[0] = sidcode_short[4]; - ident->rev[0] = sidcode_short[5]; - memcpy(ident->ext, sidcode_short + 6, sizeof(ident->ext)); - - /* Set up long-form sidcode env var again */ - - str_format( - sidcode_long, - lengthof(sidcode_long), - "%s:%s:%s:%s:%s", - ident->model, - ident->dest, - ident->spec, - ident->rev, - ident->ext); - - std_setenv("/env/profile/soft_id_code", sidcode_long); - - return true; -} - -void ea3_ident_to_property( - const struct ea3_ident *ident, struct property *ea3_config) -{ - struct property_node *node; - int i; - - for (i = 0; ea3_ident_psmap[i].type != 0xFF; i++) { - node = property_search(ea3_config, 0, ea3_ident_psmap[i].path); - - if (node != NULL) { - property_node_remove(node); - } - } - - property_psmap_export(ea3_config, NULL, ident, ea3_ident_psmap); -} - -void ea3_ident_replace_property_bool( - struct property_node *node, const char *name, uint8_t val) -{ - struct property_node *tmp; - - tmp = property_search(NULL, node, name); - - if (tmp) { - property_node_remove(tmp); - } - - property_node_create(NULL, node, PROPERTY_TYPE_BOOL, name, val); -} - -void ea3_ident_replace_property_str( - struct property_node *node, const char *name, const char *val) -{ - struct property_node *tmp; - - tmp = property_search(NULL, node, name); - - if (tmp) { - property_node_remove(tmp); - } - - tmp = property_node_create(NULL, node, PROPERTY_TYPE_STR, name, val); -} diff --git a/src/main/launcher/ea3-config.h b/src/main/launcher/ea3-config.h deleted file mode 100644 index ada4400..0000000 --- a/src/main/launcher/ea3-config.h +++ /dev/null @@ -1,46 +0,0 @@ -#ifndef LAUNCHER_EA3_CONFIG_H -#define LAUNCHER_EA3_CONFIG_H - -#include "imports/avs.h" - -#include "launcher/module.h" - -/* N.B. even though this might look like a Konami ABI, this is purely an - internal data structure. */ - -struct ea3_ident { - /* psmapped structure offset can't be zero for some stupid reason */ - - uint32_t dummy; - - /* Initialized from ea3-config.xml, then fed back from sidcode_short */ - - char model[4]; - char dest[4]; - char spec[4]; - char rev[4]; - char ext[11]; - - /* Initialized from ea3-config.xml (hardware_id defaults to MAC addr) */ - - char softid[24]; - char hardid[24]; - char pcbid[24]; -}; - -void ea3_ident_init(struct ea3_ident *ident); -bool ea3_ident_from_property( - struct ea3_ident *ident, struct property *ea3_config); -void ea3_ident_hardid_from_ethernet(struct ea3_ident *ident); -bool ea3_ident_invoke_module_init( - struct ea3_ident *ident, - const struct module_context *module, - struct property_node *app_config); -void ea3_ident_to_property( - const struct ea3_ident *ident, struct property *ea3_config); -void ea3_ident_replace_property_bool( - struct property_node *node, const char *name, uint8_t val); -void ea3_ident_replace_property_str( - struct property_node *node, const char *name, const char *val); - -#endif diff --git a/src/main/launcher/ea3-ident-config.c b/src/main/launcher/ea3-ident-config.c new file mode 100644 index 0000000..e8c5c4f --- /dev/null +++ b/src/main/launcher/ea3-ident-config.c @@ -0,0 +1,104 @@ +#define LOG_MODULE "ea3-ident-config" + +#include + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/ea3-ident-config.h" +#include "launcher/property-util.h" + +#include "util/defs.h" +#include "util/hex.h" +#include "util/str.h" + +#define ROOT_NODE "/ea3_conf" + +PSMAP_BEGIN(ea3_ident_config_psmap) +PSMAP_OPTIONAL( + PSMAP_TYPE_STR, struct ea3_ident_config, softid, "/id/softid", "") +PSMAP_OPTIONAL( + PSMAP_TYPE_STR, struct ea3_ident_config, hardid, "/id/hardid", "") +PSMAP_OPTIONAL(PSMAP_TYPE_STR, struct ea3_ident_config, pcbid, "/id/pcbid", "") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, model, "/soft/model") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, dest, "/soft/dest") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, spec, "/soft/spec") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, rev, "/soft/rev") +PSMAP_REQUIRED(PSMAP_TYPE_STR, struct ea3_ident_config, ext, "/soft/ext") +PSMAP_END + +void ea3_ident_config_init(struct ea3_ident_config *config) +{ + memset(config, 0, sizeof(*config)); +} + +void ea3_ident_config_from_file_load( + const char *path, struct ea3_ident_config *config) +{ + struct property *property; + + log_assert(path); + log_assert(config); + + log_info("Loading from file path: %s", path); + + property = property_util_load(path); + + ea3_ident_config_load(property, config); + + property_util_free(property); +} + +void ea3_ident_config_load( + struct property *property, struct ea3_ident_config *config) +{ + struct property_node *node; + + log_assert(property); + log_assert(config); + + node = property_search(property, NULL, ROOT_NODE); + + if (node == NULL) { + log_fatal("Root node '" ROOT_NODE "' missing"); + } + + if (!property_psmap_import( + property, node, config, ea3_ident_config_psmap)) { + log_fatal("Error reading config file"); + } +} + +bool ea3_ident_config_hardid_is_defined(struct ea3_ident_config *config) +{ + log_assert(config); + + return strlen(config->hardid) > 0; +} + +void ea3_ident_config_hardid_from_ethernet_set(struct ea3_ident_config *config) +{ + struct avs_net_interface netif; + int result; + + log_assert(config); + + result = avs_net_ctrl(1, &netif, sizeof(netif)); + + if (result < 0) { + log_fatal( + "avs_net_ctrl call to get MAC address returned error: %d", result); + } + + config->hardid[0] = '0'; + config->hardid[1] = '1'; + config->hardid[2] = '0'; + config->hardid[3] = '0'; + + hex_encode_uc( + netif.mac_addr, + sizeof(netif.mac_addr), + config->hardid + 4, + sizeof(config->hardid) - 4); +} \ No newline at end of file diff --git a/src/main/launcher/ea3-ident-config.h b/src/main/launcher/ea3-ident-config.h new file mode 100644 index 0000000..1a6dc7f --- /dev/null +++ b/src/main/launcher/ea3-ident-config.h @@ -0,0 +1,37 @@ +#ifndef LAUNCHER_EA3_IDENT_CONFIG_H +#define LAUNCHER_EA3_IDENT_CONFIG_H + +#include "imports/avs.h" + +/* N.B. even though this might look like a Konami ABI, this is purely an + internal data structure. */ + +struct ea3_ident_config { + /* psmapped structure offset can't be zero for some stupid reason */ + + uint32_t dummy; + + /* Initialized from ea3-config.xml, then fed back from sidcode_short */ + + char model[4]; + char dest[4]; + char spec[4]; + char rev[4]; + char ext[11]; + + /* Initialized from ea3-config.xml (hardware_id defaults to MAC addr) */ + + char softid[24]; + char hardid[24]; + char pcbid[24]; +}; + +void ea3_ident_config_init(struct ea3_ident_config *config); +void ea3_ident_config_from_file_load( + const char *path, struct ea3_ident_config *config); +void ea3_ident_config_load( + struct property *property, struct ea3_ident_config *config); +bool ea3_ident_config_hardid_is_defined(struct ea3_ident_config *config); +void ea3_ident_config_hardid_from_ethernet_set(struct ea3_ident_config *config); + +#endif diff --git a/src/main/launcher/eamuse-config.c b/src/main/launcher/eamuse-config.c new file mode 100644 index 0000000..020e17a --- /dev/null +++ b/src/main/launcher/eamuse-config.c @@ -0,0 +1,125 @@ +#define LOG_MODULE "eamuse-config" + +#include + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/ea3-ident-config.h" +#include "launcher/eamuse-config.h" +#include "launcher/property-util.h" + +#define EAMUSE_CONFIG_ROOT_NODE "/ea3" + +struct property *eamuse_config_avs_load(const char *path) +{ + struct property *property; + + log_assert(path); + + log_misc("Loading from avs path: %s", path); + + property = property_util_avs_fs_load(path); + + // Check if root node exists, call already errors if not + eamuse_config_root_get(property); + + return property; +} + +struct property_node *eamuse_config_root_get(struct property *property) +{ + struct property_node *node; + + log_assert(property); + + node = property_search(property, 0, EAMUSE_CONFIG_ROOT_NODE); + + if (node == NULL) { + log_fatal("Root node " EAMUSE_CONFIG_ROOT_NODE + " in eamuse config missing"); + } + + return node; +} + +void eamuse_config_id_softid_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "id/softid", value); +} + +void eamuse_config_id_hardid_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "id/hardid", value); +} + +void eamuse_config_id_pcbid_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "id/pcbid", value); +} + +void eamuse_config_soft_model_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/model", value); +} + +void eamuse_config_soft_dest_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/dest", value); +} + +void eamuse_config_soft_spec_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/spec", value); +} + +void eamuse_config_soft_rev_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/rev", value); +} + +void eamuse_config_soft_ext_set(struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "soft/ext", value); +} + +void eamuse_config_network_url_slash_set(struct property_node *node, bool value) +{ + log_assert(node); + + property_util_node_bool_replace(NULL, node, "network/url_slash", value); +} + +void eamuse_config_network_service_url_set( + struct property_node *node, const char *value) +{ + log_assert(node); + log_assert(value); + + property_util_node_str_replace(NULL, node, "network/services", value); +} \ No newline at end of file diff --git a/src/main/launcher/eamuse-config.h b/src/main/launcher/eamuse-config.h new file mode 100644 index 0000000..2cba227 --- /dev/null +++ b/src/main/launcher/eamuse-config.h @@ -0,0 +1,23 @@ +#ifndef LAUNCHER_EAMUSE_CONFIG_H +#define LAUNCHER_EAMUSE_CONFIG_H + +#include "imports/avs.h" + +struct property *eamuse_config_avs_load(const char *path); +struct property_node *eamuse_config_root_get(struct property *property); + +void eamuse_config_id_softid_set(struct property_node *node, const char *value); +void eamuse_config_id_hardid_set(struct property_node *node, const char *value); +void eamuse_config_id_pcbid_set(struct property_node *node, const char *value); +void eamuse_config_soft_model_set( + struct property_node *node, const char *value); +void eamuse_config_soft_dest_set(struct property_node *node, const char *value); +void eamuse_config_soft_spec_set(struct property_node *node, const char *value); +void eamuse_config_soft_rev_set(struct property_node *node, const char *value); +void eamuse_config_soft_ext_set(struct property_node *node, const char *value); +void eamuse_config_network_url_slash_set( + struct property_node *node, bool value); +void eamuse_config_network_service_url_set( + struct property_node *node, const char *value); + +#endif \ No newline at end of file diff --git a/src/main/launcher/eamuse.c b/src/main/launcher/eamuse.c new file mode 100644 index 0000000..39e560d --- /dev/null +++ b/src/main/launcher/eamuse.c @@ -0,0 +1,25 @@ +#define LOG_MODULE "eamuse" + +#include "core/log.h" + +#include "imports/avs-ea3.h" + +void eamuse_init(struct property_node *node) +{ + log_assert(node); + + log_info("init"); + + ea3_boot(node); + + log_misc("init done"); +} + +void eamuse_fini() +{ + log_info("fini"); + + ea3_shutdown(); + + log_misc("fini done"); +} \ No newline at end of file diff --git a/src/main/launcher/eamuse.h b/src/main/launcher/eamuse.h new file mode 100644 index 0000000..1cd1f7e --- /dev/null +++ b/src/main/launcher/eamuse.h @@ -0,0 +1,9 @@ +#ifndef LAUNCHER_EAMUSE_H +#define LAUNCHER_EAMUSE_H + +#include "imports/avs.h" + +void eamuse_init(struct property_node *node); +void eamuse_fini(); + +#endif \ No newline at end of file diff --git a/src/main/launcher/hook.c b/src/main/launcher/hook.c new file mode 100644 index 0000000..d7be37a --- /dev/null +++ b/src/main/launcher/hook.c @@ -0,0 +1,34 @@ +#define LOG_MODULE "hook" + +#include + +#include "core/log.h" + +#include "launcher/hook.h" + +void hook_load_dll(const char *path) +{ + log_assert(path); + + log_info("Load hook dll: %s", path); + + if (LoadLibraryA(path) == NULL) { + LPSTR buffer; + + FormatMessageA( + FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | + FORMAT_MESSAGE_IGNORE_INSERTS, + NULL, + GetLastError(), + MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), + (LPSTR) &buffer, + 0, + NULL); + + log_fatal("%s: Failed to load hook DLL: %s", path, buffer); + + LocalFree(buffer); + } + + log_misc("Load hook dll done"); +} \ No newline at end of file diff --git a/src/main/launcher/hook.h b/src/main/launcher/hook.h new file mode 100644 index 0000000..9d0c5d4 --- /dev/null +++ b/src/main/launcher/hook.h @@ -0,0 +1,6 @@ +#ifndef LAUNCHER_HOOK_H +#define LAUNCHER_HOOK_H + +void hook_load_dll(const char *path); + +#endif \ No newline at end of file diff --git a/src/main/launcher/launcher-config.c b/src/main/launcher/launcher-config.c new file mode 100644 index 0000000..c71abe5 --- /dev/null +++ b/src/main/launcher/launcher-config.c @@ -0,0 +1,371 @@ +#define LOG_MODULE "launcher-config" + +#include + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/launcher-config.h" +#include "launcher/property-util.h" + +#include "util/mem.h" +#include "util/str.h" + +// clang-format off +PSMAP_BEGIN(launcher_debug_psmap) +PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct launcher_debug_config, remote_debugger, + "debug/remote_debugger", false) + PSMAP_OPTIONAL(PSMAP_TYPE_BOOL, struct launcher_debug_config, log_property_configs, + "debug/log_property_configs", false) +PSMAP_END +// clang-format on + +#define ROOT_NODE "/launcher" +#define MAX_LAYER_CONFIG_NODES 8 + +#define NODE_MISSING_FATAL(subnode) \ + log_fatal("%s/%s: Node missing", ROOT_NODE, subnode); +#define NODE_LOADING_FATAL(subnode) \ + log_fatal("%s/%s: Node loading", ROOT_NODE, subnode); + +static struct property * +_launcher_config_layered_config_nodes_load(struct property_node *node) +{ + char kind[64]; + char file[MAX_PATH]; + int res; + int cnt; + + struct property_node *cur; + struct property *config_property[MAX_LAYER_CONFIG_NODES]; + struct property *merged_property; + + log_assert(node); + + cnt = 0; + cur = property_search(NULL, node, "config"); + + while (cur) { + if (cnt >= MAX_LAYER_CONFIG_NODES) { + log_fatal( + "Exceeding max supported config nodes for layering, max is %d", + MAX_LAYER_CONFIG_NODES); + } + + res = property_node_refer( + NULL, cur, "kind@", PROPERTY_TYPE_ATTR, kind, sizeof(kind)); + + if (res < 0) { + log_fatal("Failed reading 'kind' attribute value of config node"); + } + + if (!strcmp(kind, "file")) { + property_node_read(cur, PROPERTY_TYPE_STR, file, sizeof(file)); + + config_property[cnt] = property_util_load(file); + } else if (!strcmp(kind, "inline")) { + // The nested child is the actual root of the inline, not the outer + // node + cur = property_node_traversal(cur, TRAVERSE_FIRST_CHILD); + + config_property[cnt] = property_util_node_extract(cur); + } else { + log_fatal( + "Unsupported 'kind' attribute value '%s' of config node", kind); + } + + cnt++; + cur = property_node_traversal(cur, TRAVERSE_NEXT_SEARCH_RESULT); + } + + if (cnt == 0) { + return NULL; + } + + merged_property = property_util_many_merge(config_property, cnt); + + for (int i = 0; i < cnt; i++) { + property_util_free(config_property[i]); + } + + return merged_property; +} + +static void _launcher_config_hook_dlls_parse( + struct property_node *node, + const char *node_path, + char dlls[LAUNCHER_CONFIG_MAX_HOOK_DLL][MAX_PATH]) +{ + int cnt; + struct property_node *cur; + + cnt = 0; + cur = property_search(NULL, node, node_path); + + while (cur) { + if (cnt >= LAUNCHER_CONFIG_MAX_HOOK_DLL) { + log_warning( + "Currently not supporting more than %d dlls, skipping " + "remaining", + cnt); + break; + } + + property_node_read(cur, PROPERTY_TYPE_STR, dlls[cnt], MAX_PATH); + + cnt++; + cur = property_node_traversal(cur, TRAVERSE_NEXT_SEARCH_RESULT); + } +} + +static void _launcher_config_bootstrap_load( + struct property_node *node, struct launcher_bootstrap_config *config) +{ + int res; + + log_assert(node); + log_assert(config); + + res = property_node_refer( + NULL, + node, + "selector", + PROPERTY_TYPE_STR, + config->selector, + sizeof(config->selector)); + + if (res < 0) { + NODE_MISSING_FATAL("bootstrap/selector"); + } + + config->property = _launcher_config_layered_config_nodes_load(node); + + if (config->property == NULL) { + NODE_MISSING_FATAL("bootstrap/config"); + } +} + +static void _launcher_config_hook_load( + struct property_node *node, struct launcher_hook_config *config) +{ + log_assert(node); + log_assert(config); + + _launcher_config_hook_dlls_parse(node, "hook_dlls/dll", config->hook_dlls); + _launcher_config_hook_dlls_parse( + node, "before_hook_dlls/dll", config->before_hook_dlls); + _launcher_config_hook_dlls_parse( + node, "iat_hook_dlls/dll", config->iat_hook_dlls); +} + +static void _launcher_config_debug_load( + struct property_node *node, struct launcher_debug_config *config) +{ + log_assert(node); + log_assert(config); + + if (!property_psmap_import(NULL, node, config, launcher_debug_psmap)) { + NODE_LOADING_FATAL("debug"); + } +} + +void launcher_config_init(struct launcher_config *config) +{ + log_assert(config); + + memset(config->bootstrap.selector, 0, sizeof(config->bootstrap.selector)); + config->bootstrap.property = NULL; + + config->avs.property = NULL; + + config->ea3_ident.property = NULL; + + config->eamuse.property = NULL; + + memset(config->hook.hook_dlls, 0, sizeof(config->hook.hook_dlls)); + memset( + config->hook.before_hook_dlls, + 0, + sizeof(config->hook.before_hook_dlls)); + memset(config->hook.iat_hook_dlls, 0, sizeof(config->hook.iat_hook_dlls)); + + config->debug.remote_debugger = false; + config->debug.log_property_configs = false; +} + +void launcher_config_load( + struct property *property, struct launcher_config *config) +{ + struct property_node *root_node; + struct property_node *node; + avs_error error; + + log_assert(property); + log_assert(config); + + root_node = property_search(property, NULL, ROOT_NODE); + + if (root_node == NULL) { + NODE_MISSING_FATAL(""); + } + + error = property_node_refer( + NULL, + root_node, + "version@", + PROPERTY_TYPE_ATTR, + &config->version, + sizeof(uint32_t)); + + if (AVS_IS_ERROR(error)) { + log_fatal("Missing version attribute on root node"); + } + + // if (config->version != 1) { + // log_fatal("Unsupported version of launcher configuration: %d", + // config->version); + // } + + node = property_search(NULL, root_node, "bootstrap"); + + if (node == NULL) { + NODE_MISSING_FATAL("bootstrap"); + } + + _launcher_config_bootstrap_load(node, &config->bootstrap); + + node = property_search(NULL, root_node, "avs"); + + if (node) { + config->avs.property = _launcher_config_layered_config_nodes_load(node); + } + + node = property_search(NULL, root_node, "ea3_ident"); + + if (node) { + config->ea3_ident.property = + _launcher_config_layered_config_nodes_load(node); + } + + node = property_search(NULL, root_node, "eamuse"); + + if (node) { + config->eamuse.property = + _launcher_config_layered_config_nodes_load(node); + } + + node = property_search(NULL, root_node, "hook"); + + if (node) { + _launcher_config_hook_load(node, &config->hook); + } + + _launcher_config_debug_load(root_node, &config->debug); +} + +bool launcher_config_add_hook_dll( + struct launcher_config *config, const char *path) +{ + int i; + + log_assert(config); + log_assert(path); + + i = 0; + + while (i < LAUNCHER_CONFIG_MAX_HOOK_DLL) { + if (strlen(config->hook.hook_dlls[i]) == 0) { + break; + } + + i++; + } + + if (i >= LAUNCHER_CONFIG_MAX_HOOK_DLL) { + return false; + } + + str_cpy(config->hook.hook_dlls[i], sizeof(config->hook.hook_dlls[i]), path); + + return true; +} + +bool launcher_config_add_before_hook_dll( + struct launcher_config *config, const char *path) +{ + int i; + + log_assert(config); + log_assert(path); + + i = 0; + + while (i < LAUNCHER_CONFIG_MAX_HOOK_DLL) { + if (strlen(config->hook.before_hook_dlls[i]) == 0) { + break; + } + + i++; + } + + if (i >= LAUNCHER_CONFIG_MAX_HOOK_DLL) { + return false; + } + + str_cpy( + config->hook.before_hook_dlls[i], + sizeof(config->hook.before_hook_dlls[i]), + path); + + return true; +} + +bool launcher_config_add_iat_hook_dll( + struct launcher_config *config, const char *path) +{ + int i; + + log_assert(config); + log_assert(path); + + i = 0; + + while (i < LAUNCHER_CONFIG_MAX_HOOK_DLL) { + if (strlen(config->hook.iat_hook_dlls[i]) == 0) { + break; + } + + i++; + } + + if (i >= LAUNCHER_CONFIG_MAX_HOOK_DLL) { + return false; + } + + str_cpy( + config->hook.iat_hook_dlls[i], + sizeof(config->hook.iat_hook_dlls[i]), + path); + + return true; +} + +void launcher_config_fini(struct launcher_config *config) +{ + log_assert(config); + + property_util_free(config->bootstrap.property); + + if (config->avs.property) { + property_util_free(config->avs.property); + } + + if (config->ea3_ident.property) { + property_util_free(config->ea3_ident.property); + } + + if (config->eamuse.property) { + property_util_free(config->eamuse.property); + } +} \ No newline at end of file diff --git a/src/main/launcher/launcher-config.h b/src/main/launcher/launcher-config.h new file mode 100644 index 0000000..7d6b8a6 --- /dev/null +++ b/src/main/launcher/launcher-config.h @@ -0,0 +1,56 @@ +#ifndef LAUNCHER_CONFIG_H +#define LAUNCHER_CONFIG_H + +#include + +#include "util/array.h" + +#define LAUNCHER_CONFIG_MAX_HOOK_DLL 16 + +struct launcher_config { + uint32_t version; + + struct launcher_bootstrap_config { + char selector[128]; + struct property *property; + } bootstrap; + + struct launcher_avs_config { + struct property *property; + } avs; + + struct launcher_ea3_ident_config { + struct property *property; + } ea3_ident; + + struct launcher_eamuse_config { + struct property *property; + } eamuse; + + struct launcher_hook_config { + char hook_dlls[LAUNCHER_CONFIG_MAX_HOOK_DLL][MAX_PATH]; + char before_hook_dlls[LAUNCHER_CONFIG_MAX_HOOK_DLL][MAX_PATH]; + char iat_hook_dlls[LAUNCHER_CONFIG_MAX_HOOK_DLL][MAX_PATH]; + } hook; + + struct launcher_debug_config { + bool remote_debugger; + bool log_property_configs; + } debug; +}; + +void launcher_config_init(struct launcher_config *config); + +void launcher_config_load( + struct property *property, struct launcher_config *config); + +bool launcher_config_add_hook_dll( + struct launcher_config *config, const char *path); +bool launcher_config_add_before_hook_dll( + struct launcher_config *config, const char *path); +bool launcher_config_add_iat_hook_dll( + struct launcher_config *config, const char *path); + +void launcher_config_fini(struct launcher_config *config); + +#endif \ No newline at end of file diff --git a/src/main/launcher/launcher.c b/src/main/launcher/launcher.c new file mode 100644 index 0000000..60f32cf --- /dev/null +++ b/src/main/launcher/launcher.c @@ -0,0 +1,587 @@ +#define LOG_MODULE "launcher" + +#include + +#include +#include +#include +#include + +#include "core/log-bt-ext.h" +#include "core/log-bt.h" +#include "core/log-sink-file.h" +#include "core/log-sink-list.h" +#include "core/log-sink-std.h" +#include "core/log.h" + +#include "imports/avs-ea3.h" +#include "imports/avs.h" + +#include "launcher/avs-config.h" +#include "launcher/avs.h" +#include "launcher/bootstrap-config.h" +#include "launcher/bootstrap.h" +#include "launcher/debug.h" +#include "launcher/ea3-ident-config.h" +#include "launcher/eamuse-config.h" +#include "launcher/eamuse.h" +#include "launcher/hook.h" +#include "launcher/launcher-config.h" +#include "launcher/module.h" +#include "launcher/options.h" +#include "launcher/property-util.h" +#include "launcher/stubs.h" +#include "launcher/version.h" + +#include "util/defs.h" +#include "util/fs.h" +#include "util/os.h" +#include "util/proc.h" +#include "util/signal.h" +#include "util/str.h" + +static void _launcher_log_header() +{ + log_info( + "\n" + " .__ .__ \n" + " | | _____ __ __ ____ ____ | |__ ___________ \n" + " | | \\__ \\ | | \\/ \\_/ ___\\| | \\_/ __ \\_ __ \\ \n" + " | |__/ __ \\| | / | \\ \\___| Y \\ ___/| | \\/ \n" + " |____(____ /____/|___| /\\___ >___| /\\___ >__| \n" + " \\/ \\/ \\/ \\/ \\/ "); + + log_info( + "launcher build date %s, gitrev %s", + launcher_build_date, + launcher_gitrev); +} + +void _launcher_log_init( + const char *log_file_path, enum core_log_bt_log_level level) +{ + struct core_log_sink sinks[2]; + struct core_log_sink sink_composed; + + core_log_bt_ext_impl_set(); + + if (log_file_path) { + core_log_sink_std_out_open(true, &sinks[0]); + core_log_sink_file_open(log_file_path, false, true, 10, &sinks[1]); + core_log_sink_list_open(sinks, 2, &sink_composed); + } else { + core_log_sink_std_out_open(true, &sink_composed); + } + + core_log_bt_init(&sink_composed); + core_log_bt_level_set(level); +} + +static void _launcher_signal_shutdown_handler() +{ + core_log_bt_fini(); + ExitProcess(EXIT_FAILURE); +} + +static void _launcher_env_game_dir_verify() +{ + char cwd[MAX_PATH]; + char modules_dir[MAX_PATH]; + char prop_dir[MAX_PATH]; + + getcwd(cwd, sizeof(cwd)); + + log_info("Current working directory: %s", cwd); + + str_cpy(modules_dir, sizeof(modules_dir), cwd); + str_cpy(prop_dir, sizeof(prop_dir), cwd); + + str_cat(modules_dir, sizeof(modules_dir), "/modules"); + str_cat(prop_dir, sizeof(prop_dir), "/prop"); + + if (!path_exists(modules_dir)) { + log_fatal( + "Cannot find 'modules' directory in current working directory: %s", + cwd); + } + + if (!path_exists(prop_dir)) { + log_fatal( + "Cannot find 'prop' directory in current working directory: %s", + cwd); + } +} + +static void _launcher_bootstrap_config_options_override( + struct launcher_bootstrap_config *config, + const struct options_bootstrap *options) +{ + log_assert(config); + log_assert(options); + + if (options->config_path) { + log_misc( + "Command line override bootstrap configuration from file: %s", + options->config_path); + + property_util_free(config->property); + config->property = property_util_load(options->config_path); + } + + if (options->selector) { + log_misc( + "Command line override bootstrap selector: %s", options->selector); + + str_cpy(config->selector, sizeof(config->selector), options->selector); + } +} + +static void _launcher_ea3_ident_config_options_override( + struct ea3_ident_config *config, const struct options_eamuse *options) +{ + log_assert(config); + log_assert(options); + + if (options->softid) { + str_cpy(config->softid, sizeof(config->softid), options->softid); + } + + if (options->pcbid) { + str_cpy(config->pcbid, sizeof(config->pcbid), options->pcbid); + } +} + +static void _launcher_hook_config_options_override( + struct launcher_config *config, const struct options_hook *options) +{ + size_t i; + const char *dll; + + log_assert(config); + log_assert(options); + + for (i = 0; i < options->hook_dlls.nitems; i++) { + dll = *array_item(const char *, &options->hook_dlls, i); + + if (!launcher_config_add_hook_dll(config, dll)) { + log_warning( + "Adding override hook dll '%s' failed (max supported limit " + "exceeded), ignored", + dll); + } + } + + for (i = 0; i < options->before_hook_dlls.nitems; i++) { + dll = *array_item(const char *, &options->before_hook_dlls, i); + + if (!launcher_config_add_before_hook_dll(config, dll)) { + log_warning( + "Adding override before hook dll '%s' failed (max supported " + "limit exceeded), ignored", + dll); + } + } + + for (i = 0; i < options->iat_hook_dlls.nitems; i++) { + dll = *array_item(const char *, &options->iat_hook_dlls, i); + + if (!launcher_config_add_iat_hook_dll(config, dll)) { + log_warning( + "Adding override iat hook dll '%s' failed (max supported limit " + "exceeded), ignored", + dll); + } + } +} + +static void _launcher_debug_config_options_override( + struct launcher_debug_config *config, const struct options_debug *options) +{ + log_assert(config); + log_assert(options); + + if (options->remote_debugger) { + log_misc("Command line override, enable remote debugger"); + + config->remote_debugger = true; + } + + if (options->log_property_configs) { + log_misc("Command line override, log property configs"); + + config->log_property_configs = true; + } +} + +static void _launcher_config_options_override( + struct launcher_config *config, const struct options *options) +{ + log_assert(config); + log_assert(options); + + // Apply command line overrides on all launcher owned configuration + // parameters + _launcher_bootstrap_config_options_override( + &config->bootstrap, &options->bootstrap); + _launcher_hook_config_options_override(config, &options->hook); + _launcher_debug_config_options_override(&config->debug, &options->debug); +} + +static void +_launcher_config_full_resolved_log(const struct launcher_config *config) +{ + if (config->debug.log_property_configs) { + log_misc("launcher-config resolved properties"); + log_misc("bootstrap-config"); + property_util_log(config->bootstrap.property); + + log_misc("avs-config"); + property_util_log(config->avs.property); + + log_misc("ea3-ident-config"); + property_util_log(config->ea3_ident.property); + + log_misc("eamuse-config"); + property_util_log(config->eamuse.property); + } +} + +static void +_launcher_remote_debugger_trap(const struct launcher_debug_config *config) +{ + log_assert(config); + + /* If enabled, wait for a remote debugger to attach as early as possible. + Spawning launcher with a debugger crashes it for some reason + (e.g. on jubeat08). However, starting the launcher separately and + attaching a remote debugger works */ + + if (config->remote_debugger) { + debug_remote_debugger_trap(); + } +} + +static void _launcher_bootstrap_config_load( + const struct launcher_bootstrap_config *launcher_bootstrap_config, + struct bootstrap_config *config) +{ + bootstrap_config_init(config); + + bootstrap_config_load( + launcher_bootstrap_config->property, + launcher_bootstrap_config->selector, + config); +} + +static void _launcher_bootstrap_log_config_options_override( + struct bootstrap_log_config *config, const struct options_log *options) +{ + log_assert(config); + log_assert(options); + + if (options->level) { + log_misc( + "Command line override bootstrap log level: %d", *(options->level)); + + switch (*(options->level)) { + case CORE_LOG_BT_LOG_LEVEL_OFF: + str_cpy(config->level, sizeof(config->level), "disable"); + break; + + case CORE_LOG_BT_LOG_LEVEL_FATAL: + str_cpy(config->level, sizeof(config->level), "fatal"); + break; + + case CORE_LOG_BT_LOG_LEVEL_WARNING: + str_cpy(config->level, sizeof(config->level), "warn"); + break; + + case CORE_LOG_BT_LOG_LEVEL_INFO: + str_cpy(config->level, sizeof(config->level), "info"); + break; + + case CORE_LOG_BT_LOG_LEVEL_MISC: + str_cpy(config->level, sizeof(config->level), "misc"); + break; + + default: + log_assert(false); + } + } + + if (options->file_path) { + log_misc( + "Command line override bootstrap log file: %s", options->file_path); + str_cpy(config->file, sizeof(config->file), options->file_path); + } +} + +static void _launcher_bootstrap_log_config_verify( + const struct launcher_config *launcher_config, + const struct bootstrap_config *bootstrap_config) +{ + log_assert(launcher_config); + log_assert(bootstrap_config); + + if (!str_eq(bootstrap_config->startup.log.level, "misc")) { + if (launcher_config->debug.log_property_configs) { + log_warning( + "Logging of property configs enabled, but requires misc log " + "level, current log level: %s", + bootstrap_config->startup.log.level); + } + } +} + +static void +_launcher_before_hook_dlls_load(const struct launcher_hook_config *config) +{ + int i; + + log_assert(config); + + log_misc("Loading before hook dlls..."); + + for (i = 0; i < LAUNCHER_CONFIG_MAX_HOOK_DLL; i++) { + if (strlen(config->before_hook_dlls[i]) > 0) { + hook_load_dll(config->before_hook_dlls[i]); + } + } +} + +static void _launcher_ea3_ident_config_load( + const struct launcher_ea3_ident_config *launcher_config, + struct ea3_ident_config *config, + bool log_property_configs) +{ + log_assert(launcher_config); + log_assert(config); + + ea3_ident_config_init(config); + ea3_ident_config_load(launcher_config->property, config); + + if (log_property_configs) { + log_misc("Property ea3-ident-config"); + + property_util_log(launcher_config->property); + } + + if (!ea3_ident_config_hardid_is_defined(config)) { + log_misc( + "No no hardid defined in ea3-ident-config, derive from ethernet"); + + ea3_ident_config_hardid_from_ethernet_set(config); + } +} + +static void _launcher_bootstrap_module_init( + const struct bootstrap_module_config *module_config, + const struct launcher_hook_config *hook_config) +{ + int i; + struct array iat_hook_dlls; + + log_assert(module_config); + log_assert(hook_config); + + array_init(&iat_hook_dlls); + + for (i = 0; i < LAUNCHER_CONFIG_MAX_HOOK_DLL; i++) { + if (strlen(hook_config->before_hook_dlls[i]) > 0) { + *array_append(const char *, &iat_hook_dlls) = + (const char *) &hook_config->before_hook_dlls[i]; + } + } + + bootstrap_module_init(module_config, &iat_hook_dlls); + + array_fini(&iat_hook_dlls); +} + +static void _launcher_hook_dlls_load(const struct launcher_hook_config *config) +{ + int i; + + log_assert(config); + + log_misc("Loading hook dlls..."); + + for (i = 0; i < LAUNCHER_CONFIG_MAX_HOOK_DLL; i++) { + if (strlen(config->hook_dlls[i]) > 0) { + hook_load_dll(config->hook_dlls[i]); + } + } +} + +static void _launcher_dongle_stubs_init() +{ + stubs_init(); +} + +static void _launcher_debugger_break() +{ + /* Opportunity for breakpoint setup etc */ + if (IsDebuggerPresent()) { + DebugBreak(); + } +} + +void _launcher_log_reinit() +{ + core_log_bt_ext_impl_set(); +} + +void _launcher_init( + const struct options *options, + struct launcher_config *launcher_config, + struct bootstrap_config *bootstrap_config, + struct ea3_ident_config *ea3_ident_config) +{ + struct property *launcher_property; + + log_assert(options); + log_assert(launcher_config); + log_assert(bootstrap_config); + log_assert(ea3_ident_config); + + // Early logging pre AVS setup depend entirely on command args + // We don't even have the bootstrap configuration loaded at this point + _launcher_log_init(options->log.file_path, *(options->log.level)); + _launcher_log_header(); + + signal_exception_handler_init(_launcher_signal_shutdown_handler); + signal_register_shutdown_handler(&_launcher_signal_shutdown_handler); + + os_version_log(); + _launcher_env_game_dir_verify(); + + if (proc_is_running_as_admin_user()) { + log_warning( + "Not running as admin user. Launcher and games require elevated " + "privileges to run correctly"); + } + + launcher_config_init(launcher_config); + + if (options->launcher.config_path) { + log_info( + "Loading launcher configuration from file: %s", + options->launcher.config_path); + + launcher_property = property_util_load(options->launcher.config_path); + launcher_config_load(launcher_property, launcher_config); + + _launcher_config_options_override(launcher_config, options); + + if (launcher_config->debug.log_property_configs) { + log_misc("launcher-config"); + property_util_log(launcher_property); + } + + property_util_free(launcher_property); + } else { + _launcher_config_options_override(launcher_config, options); + } + + // Not really fully resolved, but have an early debug dump because there are + // still several more steps that can fail before having the entire + // configuration resolved + _launcher_config_full_resolved_log(launcher_config); + + _launcher_remote_debugger_trap(&launcher_config->debug); + + _launcher_bootstrap_config_load( + &launcher_config->bootstrap, bootstrap_config); + _launcher_bootstrap_log_config_options_override( + &bootstrap_config->startup.log, &options->log); + _launcher_bootstrap_log_config_verify(launcher_config, bootstrap_config); + + bootstrap_init(launcher_config->debug.log_property_configs); + bootstrap_log_init(&bootstrap_config->startup.log); + + _launcher_before_hook_dlls_load(&launcher_config->hook); + + bootstrap_avs_init( + &bootstrap_config->startup.boot, + &bootstrap_config->startup.log, + launcher_config->avs.property); + bootstrap_default_files_create(&bootstrap_config->startup.default_file); + + _launcher_ea3_ident_config_load( + &launcher_config->ea3_ident, + ea3_ident_config, + launcher_config->debug.log_property_configs); + _launcher_ea3_ident_config_options_override( + ea3_ident_config, &options->eamuse); + + // Execute another one which is now actually final. No more configuration + // changes from this point on + _launcher_config_full_resolved_log(launcher_config); +} + +void _launcher_run( + const struct launcher_config *launcher_config, + const struct bootstrap_config *bootstrap_config, + struct ea3_ident_config *ea3_ident_config) +{ + log_assert(launcher_config); + log_assert(bootstrap_config); + log_assert(ea3_ident_config); + + _launcher_bootstrap_module_init( + &bootstrap_config->startup.module, &launcher_config->hook); + + _launcher_hook_dlls_load(&launcher_config->hook); + + _launcher_dongle_stubs_init(); + + _launcher_debugger_break(); + + bootstrap_module_game_init( + &bootstrap_config->startup.module, ea3_ident_config); + + bootstrap_eamuse_init( + &bootstrap_config->startup.eamuse, + ea3_ident_config, + launcher_config->eamuse.property); + + bootstrap_module_game_run(); +} + +void _launcher_fini( + struct launcher_config *launcher_config, + const struct bootstrap_config *bootstrap_config) +{ + log_assert(launcher_config); + log_assert(bootstrap_config); + + bootstrap_eamuse_fini(&bootstrap_config->startup.eamuse); + + bootstrap_avs_fini(); + + _launcher_log_reinit(); + + bootstrap_module_game_fini(); + + launcher_config_fini(launcher_config); + + log_info("Shutdown complete"); + + core_log_bt_fini(); +} + +void launcher_main(const struct options *options) +{ + struct launcher_config launcher_config; + struct bootstrap_config bootstrap_config; + struct ea3_ident_config ea3_ident_config; + + log_assert(options); + + _launcher_init( + options, &launcher_config, &bootstrap_config, &ea3_ident_config); + + _launcher_run(&launcher_config, &bootstrap_config, &ea3_ident_config); + + _launcher_fini(&launcher_config, &bootstrap_config); +} \ No newline at end of file diff --git a/src/main/launcher/launcher.h b/src/main/launcher/launcher.h new file mode 100644 index 0000000..da1995c --- /dev/null +++ b/src/main/launcher/launcher.h @@ -0,0 +1,8 @@ +#ifndef LAUNCHER_LAUNCHER_H +#define LAUNCHER_LAUNCHER_H + +#include "launcher/options.h" + +void launcher_main(const struct options *options); + +#endif \ No newline at end of file diff --git a/src/main/launcher/main.c b/src/main/launcher/main.c index 70c5184..4b1b68a 100644 --- a/src/main/launcher/main.c +++ b/src/main/launcher/main.c @@ -1,338 +1,23 @@ -#include - -#include -#include -#include #include -#include "imports/avs-ea3.h" -#include "imports/avs.h" - -#include "launcher/avs-context.h" -#include "launcher/ea3-config.h" -#include "launcher/module.h" +#include "launcher/launcher.h" #include "launcher/options.h" -#include "launcher/property.h" -#include "launcher/stubs.h" -#include "launcher/version.h" - -#include "util/codepage.h" -#include "util/defs.h" -#include "util/fs.h" -#include "util/log.h" -#include "util/mem.h" -#include "util/os.h" -#include "util/str.h" - -/* Gratuitous API changes orz */ -static AVS_LOG_WRITER(log_callback, chars, nchars, ctx) -{ - wchar_t *utf16; - char *utf8; - int utf16_len; - int utf8_len; - int result; - DWORD nwritten; - HANDLE console; - HANDLE file; - - /* Ignore existing NUL terminator */ - - nchars--; - - /* Transcode shit_jis to UTF-8 */ - - utf16_len = MultiByteToWideChar(CP_SHIFT_JIS, 0, chars, nchars, NULL, 0); - - if (utf16_len == 0) { - abort(); - } - - utf16 = xmalloc(sizeof(*utf16) * utf16_len); - result = - MultiByteToWideChar(CP_SHIFT_JIS, 0, chars, nchars, utf16, utf16_len); - - if (result == 0) { - abort(); - } - - utf8_len = - WideCharToMultiByte(CP_UTF8, 0, utf16, utf16_len, NULL, 0, NULL, NULL); - - if (utf8_len == 0) { - abort(); - } - - utf8 = xmalloc(utf8_len + 2); - result = WideCharToMultiByte( - CP_UTF8, 0, utf16, utf16_len, utf8, utf8_len, NULL, NULL); - - if (result == 0) { - abort(); - } - -#if AVS_VERSION >= 1500 - utf8[utf8_len + 0] = '\r'; - utf8[utf8_len + 1] = '\n'; - - utf8_len += 2; -#endif - - /* Write to console and log file */ - - file = (HANDLE) ctx; - console = GetStdHandle(STD_OUTPUT_HANDLE); - - if (ctx != INVALID_HANDLE_VALUE) { - WriteFile(file, utf8, utf8_len, &nwritten, NULL); - } - - WriteFile(console, utf8, utf8_len, &nwritten, NULL); - - /* Clean up */ - - free(utf8); - free(utf16); -} - -static void load_hook_dlls(struct array *hook_dlls) -{ - const char *hook_dll; - - for (size_t i = 0; i < hook_dlls->nitems; i++) { - hook_dll = *array_item(char *, hook_dlls, i); - - if (LoadLibraryA(hook_dll) == NULL) { - LPSTR buffer; - - FormatMessageA( - FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | - FORMAT_MESSAGE_IGNORE_INSERTS, - NULL, - GetLastError(), - MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), - (LPSTR) &buffer, - 0, - NULL); - - log_fatal("%s: Failed to load hook DLL: %s", hook_dll, buffer); - - LocalFree(buffer); - } - } -} int main(int argc, const char **argv) { - bool ok; - HANDLE logfile; - - struct ea3_ident ea3; - struct module_context module; struct options options; - struct property *app_config; - struct property *avs_config; - struct property *ea3_config; - - struct property_node *app_config_root; - struct property_node *avs_config_root; - struct property_node *ea3_config_root; - - log_to_writer(log_writer_file, stdout); - log_info( - "launcher build date %s, gitrev %s", - launcher_build_date, - launcher_gitrev); - - /* Read command line */ - options_init(&options); if (!options_read_cmdline(&options, argc, argv)) { options_print_usage(); - return EXIT_FAILURE; + exit(EXIT_FAILURE); } - /* If enabled, wait for a remote debugger to attach. Spawning launcher - with a debugger crashes it for some reason (e.g. on jubeat08). However, - starting the launcher separately and attaching a remote debugger works */ + launcher_main(&options); - if (options.remote_debugger) { - log_info("Waiting until debugger attaches to remote process..."); - - while (true) { - BOOL res = FALSE; - if (!CheckRemoteDebuggerPresent(GetCurrentProcess(), &res)) { - log_fatal( - "CheckRemoteDebuggerPresent failed: %08x", - (unsigned int) GetLastError()); - } - - if (res) { - log_info("Debugger attached, resuming"); - break; - } - - Sleep(1000); - } - } - - /* Start up AVS */ - - if (options.logfile != NULL) { - logfile = CreateFileA( - options.logfile, - GENERIC_WRITE, - FILE_SHARE_READ, - NULL, - CREATE_ALWAYS, - 0, - NULL); - } else { - logfile = INVALID_HANDLE_VALUE; - } - - avs_config = boot_property_load(options.avs_config_path); - avs_config_root = property_search(avs_config, 0, "/config"); - - if (avs_config_root == NULL) { - log_fatal("%s: /config missing", options.avs_config_path); - } - - load_hook_dlls(&options.before_hook_dlls); - - avs_context_init( - avs_config_root, - options.avs_heap_size, - options.std_heap_size, - log_callback, - logfile); - - boot_property_free(avs_config); - - log_to_external( - log_body_misc, log_body_info, log_body_warning, log_body_fatal); - - os_version_log(); - - /* Load game DLL */ - - if (options.iat_hook_dlls.nitems > 0) { - module_context_init_with_iat_hooks( - &module, options.module, &options.iat_hook_dlls); - } else { - module_context_init(&module, options.module); - } - - /* Load hook DLLs */ - - load_hook_dlls(&options.hook_dlls); - - /* Inject GetModuleHandle hooks */ - - stubs_init(); - - /* Prepare ea3 config */ - - ea3_config = boot_property_load(options.ea3_config_path); - ea3_config_root = property_search(ea3_config, 0, "/ea3"); - - if (ea3_config_root == NULL) { - log_fatal("%s: /ea3 missing", options.ea3_config_path); - } - - ea3_ident_init(&ea3); - - if (!ea3_ident_from_property(&ea3, ea3_config)) { - log_fatal( - "%s: Error reading IDs from config file", options.ea3_config_path); - } - - if (options.softid != NULL) { - str_cpy(ea3.softid, lengthof(ea3.softid), options.softid); - } - - if (options.pcbid != NULL) { - str_cpy(ea3.pcbid, lengthof(ea3.pcbid), options.pcbid); - } - - if (!ea3.hardid[0]) { - ea3_ident_hardid_from_ethernet(&ea3); - } - - /* Invoke dll_entry_init */ - - if (path_exists(options.app_config_path)) { - app_config = boot_property_load(options.app_config_path); - } else { - log_warning( - "%s: app config file missing, using empty", - options.app_config_path); - app_config = boot_property_load_cstring("dummy"); - } - - app_config_root = property_search(app_config, 0, "/param"); - - if (app_config_root == NULL) { - log_fatal("%s: /param missing", options.app_config_path); - } - - if (IsDebuggerPresent()) { - /* Opportunity for breakpoint setup etc */ - DebugBreak(); - } - - ok = ea3_ident_invoke_module_init(&ea3, &module, app_config_root); - - if (!ok) { - log_fatal("%s: dll_module_init() returned failure", options.module); - } - - boot_property_free(app_config); - - ea3_ident_to_property(&ea3, ea3_config); - - if (options.override_urlslash_enabled) { - log_info( - "Overriding url_slash to: %d", options.override_urlslash_value); - - ea3_ident_replace_property_bool( - ea3_config_root, - "/network/url_slash", - options.override_urlslash_value); - } - - if (options.override_service != NULL) { - log_info("Overriding service url to: %s", options.override_service); - - ea3_ident_replace_property_str( - ea3_config_root, "/network/services", options.override_service); - } - - /* Start up e-Amusement client */ - - ea3_boot(ea3_config_root); - boot_property_free(ea3_config); - - /* Run application */ - - module_context_invoke_main(&module); - - /* Shut down */ - - ea3_shutdown(); - - log_to_writer(log_writer_file, stdout); - avs_context_fini(); - - if (logfile != INVALID_HANDLE_VALUE) { - CloseHandle(logfile); - } - - module_context_fini(&module); options_fini(&options); return EXIT_SUCCESS; -} +} \ No newline at end of file diff --git a/src/main/launcher/module.c b/src/main/launcher/module.c index b3beff2..c0b9ef4 100644 --- a/src/main/launcher/module.c +++ b/src/main/launcher/module.c @@ -1,22 +1,29 @@ +#define LOG_MODULE "module" + #include +#include "core/log.h" + #include "hook/pe.h" #include "imports/avs.h" #include "imports/eapki.h" #include "launcher/module.h" +#include "launcher/property-util.h" -#include "util/log.h" #include "util/str.h" #define MM_ALLOCATION_GRANULARITY 0x10000 -static bool module_replace_dll_iat(HMODULE hModule, struct array *iat_hook_dlls) +static bool +module_replace_dll_iat(HMODULE hModule, const struct array *iat_hook_dlls) { log_assert(hModule); log_assert(iat_hook_dlls); + log_misc("replace dll iat: %p", hModule); + if (iat_hook_dlls->nitems == 0) return true; @@ -127,11 +134,13 @@ inject_fail: return false; } -void module_context_init(struct module_context *module, const char *path) +void module_init(struct module_context *module, const char *path) { log_assert(module != NULL); log_assert(path != NULL); + log_info("init: %s", path); + module->dll = LoadLibrary(path); if (module->dll == NULL) { @@ -159,16 +168,20 @@ void module_context_init(struct module_context *module, const char *path) } module->path = str_dup(path); + + log_misc("init done"); } -void module_context_init_with_iat_hooks( +void module_with_iat_hooks_init( struct module_context *module, const char *path, - struct array *iat_hook_dlls) + const struct array *iat_hook_dlls) { log_assert(module != NULL); log_assert(path != NULL); + log_info("init iat hooks: %s", path); + module->dll = LoadLibraryExA(path, NULL, DONT_RESOLVE_DLL_REFERENCES); if (module->dll == NULL) { @@ -211,16 +224,71 @@ void module_context_init_with_iat_hooks( module->path = str_dup(path); } -bool module_context_invoke_init( +void module_init_invoke( const struct module_context *module, - char *sidcode, - struct property_node *app_config) + struct ea3_ident_config *ea3_ident_config, + struct property_node *app_params_node) { + char sidcode_short[17]; + char sidcode_long[21]; + char security_code[9]; dll_entry_init_t init; + bool ok; - log_assert(module != NULL); - log_assert(sidcode != NULL); - log_assert(app_config != NULL); + log_info("init invoke"); + + /* Set up security env vars */ + + str_format( + security_code, + lengthof(security_code), + "G*%s%s%s%s", + ea3_ident_config->model, + ea3_ident_config->dest, + ea3_ident_config->spec, + ea3_ident_config->rev); + + log_misc("security code: %s", security_code); + + std_setenv("/env/boot/version", "0.0.0"); + std_setenv("/env/profile/security_code", security_code); + std_setenv("/env/profile/system_id", ea3_ident_config->pcbid); + std_setenv("/env/profile/account_id", ea3_ident_config->pcbid); + std_setenv("/env/profile/license_id", ea3_ident_config->softid); + std_setenv("/env/profile/software_id", ea3_ident_config->softid); + std_setenv("/env/profile/hardware_id", ea3_ident_config->hardid); + + /* Set up the short sidcode string, let dll_entry_init mangle it */ + + str_format( + sidcode_short, + lengthof(sidcode_short), + "%s%s%s%s%s", + ea3_ident_config->model, + ea3_ident_config->dest, + ea3_ident_config->spec, + ea3_ident_config->rev, + ea3_ident_config->ext); + + log_misc("sidcode short: %s", sidcode_short); + + /* Set up long-form sidcode env var */ + + str_format( + sidcode_long, + lengthof(sidcode_long), + "%s:%s:%s:%s:%s", + ea3_ident_config->model, + ea3_ident_config->dest, + ea3_ident_config->spec, + ea3_ident_config->rev, + ea3_ident_config->ext); + + log_misc("sidecode long: %s", sidcode_long); + + /* Set this up beforehand, as certain games require it in dll_entry_init */ + + std_setenv("/env/profile/soft_id_code", sidcode_long); init = (void *) GetProcAddress(module->dll, "dll_entry_init"); @@ -229,16 +297,67 @@ bool module_context_invoke_init( "%s: dll_entry_init not found. Is this a game DLL?", module->path); } - return init(sidcode, app_config); + log_info("Invoking game init..."); + + struct property *prop = + property_util_cstring_load("p3io"); + + struct property_node *prop_node = property_search(prop, NULL, "/param"); + + property_util_log(prop); + property_util_node_log(prop_node); + + ok = init(sidcode_short, prop_node); + + if (!ok) { + log_fatal("%s: dll_module_init() returned failure", module->path); + } else { + log_info("Game init done"); + } + + /* Back-propagate sidcode, as some games modify it during init */ + + memcpy( + ea3_ident_config->model, + sidcode_short + 0, + sizeof(ea3_ident_config->model) - 1); + ea3_ident_config->dest[0] = sidcode_short[3]; + ea3_ident_config->spec[0] = sidcode_short[4]; + ea3_ident_config->rev[0] = sidcode_short[5]; + memcpy( + ea3_ident_config->ext, + sidcode_short + 6, + sizeof(ea3_ident_config->ext)); + + /* Set up long-form sidcode env var again */ + + str_format( + sidcode_long, + lengthof(sidcode_long), + "%s:%s:%s:%s:%s", + ea3_ident_config->model, + ea3_ident_config->dest, + ea3_ident_config->spec, + ea3_ident_config->rev, + ea3_ident_config->ext); + + std_setenv("/env/profile/soft_id_code", sidcode_long); + + log_misc("back-propagated sidcode long: %s", sidcode_long); + + log_misc("init invoke done"); } -bool module_context_invoke_main(const struct module_context *module) +bool module_main_invoke(const struct module_context *module) { /* GCC warns if you call a variable "main" */ dll_entry_main_t main_; + bool result; log_assert(module != NULL); + log_info("main invoke"); + main_ = (void *) GetProcAddress(module->dll, "dll_entry_main"); if (main_ == NULL) { @@ -246,11 +365,19 @@ bool module_context_invoke_main(const struct module_context *module) "%s: dll_entry_main not found. Is this a game DLL?", module->path); } - return main_(); + log_info("Invoking game's main function..."); + + result = main_(); + + log_info("Main terminated, result: %d", result); + + return result; } -void module_context_fini(struct module_context *module) +void module_fini(struct module_context *module) { + log_info("fini"); + if (module == NULL) { return; } @@ -260,4 +387,6 @@ void module_context_fini(struct module_context *module) if (module->dll != NULL) { FreeLibrary(module->dll); } + + log_misc("fini done"); } diff --git a/src/main/launcher/module.h b/src/main/launcher/module.h index f2a851e..ed9b732 100644 --- a/src/main/launcher/module.h +++ b/src/main/launcher/module.h @@ -5,6 +5,8 @@ #include "imports/avs.h" +#include "launcher/ea3-ident-config.h" + #include "util/array.h" struct module_context { @@ -12,16 +14,16 @@ struct module_context { char *path; }; -void module_context_init(struct module_context *module, const char *path); -void module_context_init_with_iat_hooks( +void module_init(struct module_context *module, const char *path); +void module_with_iat_hooks_init( struct module_context *module, const char *path, - struct array *iat_hook_dlls); -bool module_context_invoke_init( + const struct array *iat_hook_dlls); +void module_init_invoke( const struct module_context *module, - char *sidcode, - struct property_node *app_config); -bool module_context_invoke_main(const struct module_context *module); -void module_context_fini(struct module_context *module); + struct ea3_ident_config *ea3_ident_config, + struct property_node *app_params_node); +bool module_main_invoke(const struct module_context *module); +void module_fini(struct module_context *module); #endif diff --git a/src/main/launcher/options.c b/src/main/launcher/options.c index 757555e..e116849 100644 --- a/src/main/launcher/options.c +++ b/src/main/launcher/options.c @@ -1,3 +1,5 @@ +#define LOG_MODULE "options" + #include #include #include @@ -6,62 +8,42 @@ #include "launcher/options.h" -#include "util/array.h" -#include "util/log.h" +#include "util/mem.h" #include "util/str.h" -#define DEFAULT_HEAP_SIZE 16777216 - void options_init(struct options *options) { - options->std_heap_size = DEFAULT_HEAP_SIZE; - options->avs_heap_size = DEFAULT_HEAP_SIZE; - options->app_config_path = "prop/app-config.xml"; - options->avs_config_path = "prop/avs-config.xml"; - options->ea3_config_path = "prop/ea3-config.xml"; - options->softid = NULL; - options->pcbid = NULL; - options->module = NULL; - options->logfile = NULL; - options->remote_debugger = false; - array_init(&options->hook_dlls); - array_init(&options->before_hook_dlls); - array_init(&options->iat_hook_dlls); + memset(options, 0, sizeof(struct options)); - options->override_service = NULL; - options->override_urlslash_enabled = false; - options->override_urlslash_value = false; + array_init(&options->hook.hook_dlls); + array_init(&options->hook.before_hook_dlls); + array_init(&options->hook.iat_hook_dlls); } bool options_read_cmdline(struct options *options, int argc, const char **argv) { + bool got_launcher_config; + + got_launcher_config = false; + for (int i = 1; i < argc; i++) { if (argv[i][0] == '-') { switch (argv[i][1]) { - case 'A': + case 'T': if (i + 1 >= argc) { return false; } - options->app_config_path = argv[++i]; + options->bootstrap.config_path = argv[++i]; break; - case 'E': + case 'Z': if (i + 1 >= argc) { return false; } - options->ea3_config_path = argv[++i]; - - break; - - case 'V': - if (i + 1 >= argc) { - return false; - } - - options->avs_config_path = argv[++i]; + options->bootstrap.selector = argv[++i]; break; @@ -70,7 +52,7 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->pcbid = argv[++i]; + options->eamuse.pcbid = argv[++i]; break; @@ -79,7 +61,7 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->softid = argv[++i]; + options->eamuse.softid = argv[++i]; break; @@ -88,37 +70,7 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->avs_heap_size = - (size_t) strtol(argv[++i], NULL, 0); - - if (options->avs_heap_size == 0) { - return false; - } - - break; - -#ifdef AVS_HAS_STD_HEAP - case 'T': - if (i + 1 >= argc) { - return false; - } - - options->std_heap_size = - (size_t) strtol(argv[++i], NULL, 0); - - if (options->std_heap_size == 0) { - return false; - } - - break; -#endif - - case 'K': - if (i + 1 >= argc) { - return false; - } - - *array_append(const char *, &options->hook_dlls) = + *array_append(const char *, &options->hook.hook_dlls) = argv[++i]; break; @@ -128,7 +80,8 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - *array_append(const char *, &options->before_hook_dlls) = + *array_append( + const char *, &options->hook.before_hook_dlls) = argv[++i]; break; @@ -141,17 +94,41 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) const char *dll = argv[++i]; log_assert(strstr(dll, "=") != NULL); - *array_append(const char *, &options->iat_hook_dlls) = dll; + *array_append(const char *, &options->hook.iat_hook_dlls) = + dll; break; } + case 'L': + if (i + 1 >= argc) { + return false; + } + + long tmp = strtol(argv[++i], NULL, 0); + + if (tmp < CORE_LOG_BT_LOG_LEVEL_OFF || + tmp > CORE_LOG_BT_LOG_LEVEL_MISC) { + return false; + } + + options->log.level = + xmalloc(sizeof(enum core_log_bt_log_level)); + *(options->log.level) = (enum core_log_bt_log_level) tmp; + + break; + case 'Y': if (i + 1 >= argc) { return false; } - options->logfile = argv[++i]; + options->log.file_path = argv[++i]; + + break; + + case 'C': + options->debug.log_property_configs = true; break; @@ -160,7 +137,7 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->override_service = argv[++i]; + options->eamuse.service_url = argv[++i]; break; @@ -169,22 +146,23 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) return false; } - options->override_urlslash_enabled = true; + options->eamuse.urlslash = xmalloc(sizeof(bool)); const char *urlslash_value = argv[++i]; - options->override_urlslash_value = false; + *(options->eamuse.urlslash) = false; + if (_stricmp(urlslash_value, "1") == 0) { - options->override_urlslash_value = true; + *(options->eamuse.urlslash) = true; } if (_stricmp(urlslash_value, "true") == 0) { - options->override_urlslash_value = true; + *(options->eamuse.urlslash) = true; } break; case 'D': - options->remote_debugger = true; + options->debug.remote_debugger = true; break; @@ -192,59 +170,71 @@ bool options_read_cmdline(struct options *options, int argc, const char **argv) break; } } else { - if (!options->module) { - options->module = argv[i]; + if (!got_launcher_config) { + options->launcher.config_path = argv[i]; + got_launcher_config = true; } } } - if (options->module) { - return true; - } else { - return false; - } + return got_launcher_config; } void options_print_usage(void) { fprintf( stderr, - "Usage: launcher.exe [launcher options...] [hooks " - "options...] \n" + "Usage:\n" + " launcher.exe [launcher options as overrides...] " + "[further options, e.g. for hook libraries to pick up...]\n" "\n" - " The following options can be specified before the app DLL " - "path:\n" + " The following options can be specified before the launcher.xml " + "configuration file:\n" "\n" - " -A [filename] App configuration file (default: " - "prop/app-config.xml)\n" - " -V [filename] AVS configuration file (default: " - "prop/avs-config.xml)\n" - " -E [filename] ea3 configuration file (default: " - "prop/ea3-config.xml)\n" - " -H [bytes] AVS heap size (default: 16777216)\n" -#ifdef AVS_HAS_STD_HEAP - " -T [bytes] 'std' heap size (default 16777216)\n" -#endif - " -P [pcbid] Specify PCBID (default: use ea3 config)\n" - " -R [pcbid] Specify Soft ID (default: use ea3 config)\n" - " -S [url] Specify service url (default: use ea3 config)\n" - " -U [0/1] Specify url_slash (default: use ea3 config)\n" - " -K [filename] Load hook DLL (can be specified multiple " + " Bootstrap\n" + " -T [filename] Bootstrap configuration file\n" + " -Z [selector] Bootstrap selector used in configuration\n" + "\n" + " Eamuse\n" + " -P [pcbid] Specify PCBID\n" + " -R [softid] Specify Soft ID\n" + " -S [url] Specify service url\n" + " -U [0/1] Specify url_slash enabled/disabled\n" + "\n" + " Hook\n" + " -H [filename] Load hook DLL (can be specified multiple " "times)\n" " -B [filename] Load pre-hook DLL loaded before avs boot " "(can be specified multiple times)\n" " -I [filename] Load pre-hook DLL that overrides IAT reference " - "before execution" - "(can be specified multiple times)\n" + "before execution (can be specified multiple times)\n" + "\n" + " Logging\n" + " -L [0/1/2/3] Log level for both console and file with " + "increasing verbosity (0 = fatal, 1 = warn, 2 = info, 3 = misc)\n" " -Y [filename] Log to a file in addition to the console\n" + "\n" + " Debug\n" " -D Halt the launcher before bootstrapping AVS " - "until a" - " remote debugger is attached\n"); + "until a remote debugger is attached\n" + " -C Log all loaded and final (property) " + "configuration that launcher uses for bootstrapping. IMPORTANT: DO NOT " + "ENABLE unless you know what you are doing. This prints sensitive data " + "and credentials to the console and logfile. BE CAUTIOUS not to share " + "this information before redaction."); } void options_fini(struct options *options) { - array_fini(&options->hook_dlls); - array_fini(&options->before_hook_dlls); - array_fini(&options->iat_hook_dlls); + array_fini(&options->hook.hook_dlls); + array_fini(&options->hook.before_hook_dlls); + array_fini(&options->hook.iat_hook_dlls); + + if (options->log.level) { + free(options->log.level); + } + + if (options->eamuse.urlslash) { + free(options->eamuse.urlslash); + } } diff --git a/src/main/launcher/options.h b/src/main/launcher/options.h index 13f1c0f..c0bdfaf 100644 --- a/src/main/launcher/options.h +++ b/src/main/launcher/options.h @@ -4,25 +4,53 @@ #include #include +#include "core/log-bt.h" +#include "core/log.h" + +#include "launcher/bootstrap-config.h" + #include "util/array.h" +// Launcher options (cmd params) are limited to: +// - Options to run a (vanilla) game without additional launcher features, e.g. +// hooking +// - Options that are handy to have for development/debugging purpose, e.g. +// quickly switching on/off +// logging levels +// +// Everything else is driven by a composable configuration file (launcher.xml) struct options { - size_t std_heap_size; - size_t avs_heap_size; - const char *app_config_path; - const char *avs_config_path; - const char *ea3_config_path; - const char *softid; - const char *pcbid; - const char *module; - const char *logfile; - struct array hook_dlls; - struct array before_hook_dlls; - struct array iat_hook_dlls; - bool remote_debugger; - const char *override_service; - bool override_urlslash_enabled; - bool override_urlslash_value; + struct options_launcher { + const char *config_path; + } launcher; + + struct options_bootstrap { + const char *config_path; + const char *selector; + } bootstrap; + + struct options_log { + enum core_log_bt_log_level *level; + const char *file_path; + } log; + + struct options_eamuse { + const char *softid; + const char *pcbid; + const char *service_url; + bool *urlslash; + } eamuse; + + struct options_hook { + struct array hook_dlls; + struct array before_hook_dlls; + struct array iat_hook_dlls; + } hook; + + struct options_debug { + bool remote_debugger; + bool log_property_configs; + } debug; }; void options_init(struct options *options); diff --git a/src/main/launcher/property-util.c b/src/main/launcher/property-util.c new file mode 100644 index 0000000..20a7f91 --- /dev/null +++ b/src/main/launcher/property-util.c @@ -0,0 +1,891 @@ +#define LOG_MODULE "property-util" + +#include + +#include +#include +#include +#include + +#include "avs-util/error.h" + +#include "core/log.h" + +#include "imports/avs.h" + +#include "launcher/property-util.h" + +#include "util/mem.h" +#include "util/str.h" + +#define PROPERTY_STRUCTURE_META_SIZE 576 + +typedef void (*rewinder)(uint32_t context); + +struct cstring_read_handle { + const char *buffer; + size_t buffer_len; + size_t offset; +}; + +struct property_util_node_merge_ctx { + const char *path; + const struct property_util_node_merge_strategies *strategies; +}; + +static struct property *property_util_do_load( + avs_reader_t reader, rewinder rewinder, uint32_t context, const char *name) +{ + struct property *prop; + void *buffer; + int nbytes; + + nbytes = property_read_query_memsize(reader, context, 0, 0); + + if (nbytes < 0) { + log_fatal("%s: Error querying configuration file", name); + } + + buffer = xmalloc(nbytes); + prop = property_create( + PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | + PROPERTY_FLAG_APPEND, + buffer, + nbytes); + + if (!prop) { + log_fatal( + "%s: Creating property failed: %s", + name, + avs_util_property_error_get_and_clear(prop)); + } + + rewinder(context); + + if (!property_insert_read(prop, 0, reader, context)) { + log_fatal( + "%s: Error reading configuration file: %s", + name, + avs_util_property_error_get_and_clear(prop)); + } + + return prop; +} + +static int property_util_fread(uint32_t context, void *bytes, size_t nbytes) +{ + FILE *f; + + f = TlsGetValue(context); + + return fread(bytes, 1, nbytes, f); +} + +static void property_util_frewind(uint32_t context) +{ + FILE *f = TlsGetValue(context); + rewind(f); +} + +static void property_util_log_node_tree_rec( + struct property_node *parent_node, const char *parent_path) +{ + char cur_path[PROPERTY_NODE_PATH_LEN_MAX]; + char cur_node_name[PROPERTY_NODE_NAME_SIZE_MAX]; + + struct property_node *child_node; + enum property_type property_type; + + int8_t value_s8; + int16_t value_s16; + int32_t value_s32; + int64_t value_s64; + uint8_t value_u8; + uint16_t value_u16; + uint32_t value_u32; + uint64_t value_u64; + char value_str[4096]; + bool value_bool; + + avs_error error; + + // Carry on the full root path down the node tree + property_node_name(parent_node, cur_node_name, sizeof(cur_node_name)); + + str_cpy(cur_path, sizeof(cur_path), parent_path); + str_cat(cur_path, sizeof(cur_path), "/"); + str_cat(cur_path, sizeof(cur_path), cur_node_name); + + child_node = property_node_traversal(parent_node, TRAVERSE_FIRST_CHILD); + + // parent node is a leaf node, print all data of it + if (child_node == NULL) { + property_type = property_node_type(parent_node); + + switch (property_type) { + case PROPERTY_TYPE_VOID: + log_misc("%s: ", cur_path); + break; + + case PROPERTY_TYPE_S8: + property_node_read( + parent_node, property_type, &value_s8, sizeof(value_s8)); + log_misc("%s: %" PRId8, cur_path, value_s8); + break; + + case PROPERTY_TYPE_S16: + property_node_read( + parent_node, property_type, &value_s16, sizeof(value_s16)); + log_misc("%s: %" PRId16, cur_path, value_s16); + break; + + case PROPERTY_TYPE_S32: + property_node_read( + parent_node, property_type, &value_s32, sizeof(value_s32)); + log_misc("%s: %" PRId32, cur_path, value_s32); + break; + + case PROPERTY_TYPE_S64: + property_node_read( + parent_node, property_type, &value_s64, sizeof(value_s64)); + log_misc("%s: %" PRId64, cur_path, value_s64); + break; + + case PROPERTY_TYPE_U8: + property_node_read( + parent_node, property_type, &value_u8, sizeof(value_u8)); + log_misc("%s: %" PRIu8, cur_path, value_u8); + break; + + case PROPERTY_TYPE_U16: + property_node_read( + parent_node, property_type, &value_u16, sizeof(value_u16)); + log_misc("%s: %" PRIu16, cur_path, value_u16); + break; + + case PROPERTY_TYPE_U32: + property_node_read( + parent_node, property_type, &value_u32, sizeof(value_u32)); + log_misc("%s: %" PRIu32, cur_path, value_u32); + break; + + case PROPERTY_TYPE_U64: + property_node_read( + parent_node, property_type, &value_u64, sizeof(value_u64)); + log_misc("%s: %" PRIu64, cur_path, value_u64); + break; + + case PROPERTY_TYPE_STR: + property_node_read( + parent_node, property_type, value_str, sizeof(value_str)); + log_misc("%s: %s", cur_path, value_str); + + break; + + case PROPERTY_TYPE_BOOL: + property_node_read( + parent_node, + property_type, + &value_bool, + sizeof(value_bool)); + log_misc("%s: %d", cur_path, value_bool); + + break; + + case PROPERTY_TYPE_BIN: + log_misc("%s: ", cur_path); + break; + + case PROPERTY_TYPE_ATTR: + error = property_node_read( + parent_node, property_type, value_str, sizeof(value_str)); + + if (AVS_IS_ERROR(error)) { + log_fatal( + "%s, property read failed: %s", + cur_path, + avs_util_error_str(error)); + } + + log_misc("%s@: %s", cur_path, value_str); + + break; + + case PROPERTY_TYPE_VOID_WITH_ATTRIBUTES: + log_misc("%s: ", cur_path); + + child_node = + property_node_traversal(parent_node, TRAVERSE_FIRST_ATTR); + + while (child_node) { + property_util_log_node_tree_rec(child_node, cur_path); + + child_node = property_node_traversal( + child_node, TRAVERSE_NEXT_SIBLING); + } + + break; + + case PROPERTY_TYPE_STR_WITH_ATTRIBUTES: + error = property_node_read( + parent_node, property_type, value_str, sizeof(value_str)); + + if (AVS_IS_ERROR(error)) { + log_fatal( + "%s, property read failed: %s", + cur_path, + avs_util_error_str(error)); + } + + log_misc("%s: %s", cur_path, value_str); + + child_node = + property_node_traversal(parent_node, TRAVERSE_FIRST_ATTR); + + while (child_node) { + property_util_log_node_tree_rec(child_node, cur_path); + + child_node = property_node_traversal( + child_node, TRAVERSE_NEXT_SIBLING); + } + + break; + + default: + log_misc("%s: (%d)", cur_path, property_type); + break; + } + } else { + while (child_node) { + property_util_log_node_tree_rec(child_node, cur_path); + + child_node = + property_node_traversal(child_node, TRAVERSE_NEXT_SIBLING); + } + } +} + +static int +property_util_cstring_read(uint32_t context, void *bytes, size_t nbytes) +{ + int result = 0; + struct cstring_read_handle *h = TlsGetValue(context); + + if (h->offset < h->buffer_len) { + result = min(nbytes, h->buffer_len - h->offset); + memcpy(bytes, (const void *) (h->buffer + h->offset), result); + h->offset += result; + } + return result; +} + +static void property_util_cstring_rewind(uint32_t context) +{ + struct cstring_read_handle *h = TlsGetValue(context); + h->offset = 0; +} + +static int property_util_avs_read(uint32_t context, void *bytes, size_t nbytes) +{ + avs_desc desc = (avs_desc) context; + return avs_fs_read(desc, bytes, nbytes); +} + +static void property_util_avs_rewind(uint32_t context) +{ + avs_desc desc = (avs_desc) context; + avs_fs_lseek(desc, 0, AVS_SEEK_SET); +} + +static void _property_util_node_merge_recursive( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx) +{ + uint8_t i; + bool consumed; + struct property_node *result; + + const struct property_util_node_merge_ctx *ctx_; + struct property_util_node_merge_ctx ctx_next; + + char parent_name[PROPERTY_NODE_NAME_SIZE_MAX]; + char parent_path[PROPERTY_NODE_PATH_LEN_MAX]; + + log_assert(source); + log_assert(ctx); + + ctx_ = (const struct property_util_node_merge_ctx *) ctx; + + log_assert(ctx_->path); + log_assert(ctx_->strategies); + log_assert(ctx_->strategies->num > 0); + + // Default to copying to an empty node + if (!parent) { + result = property_node_clone(parent_property, NULL, source, true); + + if (!result) { + log_fatal("Copying '%s' into empty parent failed", ctx_->path); + } + + return; + } + + property_node_name(parent, parent_name, sizeof(parent_name)); + + str_cpy(parent_path, sizeof(parent_path), ctx_->path); + str_cat(parent_path, sizeof(parent_path), "/"); + str_cat(parent_path, sizeof(parent_path), parent_name); + + ctx_next.path = parent_path; + ctx_next.strategies = ctx_->strategies; + + consumed = false; + + // Apply given strategies, one MUST consume + for (i = 0; i < ctx_->strategies->num; i++) { + log_assert(ctx_->strategies->entry[i].path); + + // path == "" matches everything + if (str_eq(ctx_->strategies->entry[i].path, "") || + str_eq(ctx_->strategies->entry[i].path, parent_path)) { + + consumed = ctx_->strategies->entry[i].merge_strategy_do( + parent_property, + parent, + source, + &ctx_next, + _property_util_node_merge_recursive); + + log_misc( + "Merge strategy for '%s' consumed: %d", + ctx_->strategies->entry[i].path, + consumed); + + if (consumed) { + break; + } + } + } + + log_assert(consumed); +} + +void property_util_log(struct property *property) +{ + property_util_log_node_tree_rec(property_search(property, NULL, "/"), ""); +} + +void property_util_node_log(struct property_node *node) +{ + property_util_log_node_tree_rec(node, ""); +} + +struct property *property_util_load(const char *filename) +{ + FILE *f; + uint32_t f_keyhole; + struct property *prop; + + log_assert(filename); + + /* AVS callbacks are only given a 32-bit context parameter, even in 64-bit + builds of AVS. We allocate a 32-bit TLS key and pass the context in this + manner instead. Inefficient, but it works. */ + + f = fopen(filename, "r"); + + f_keyhole = TlsAlloc(); + TlsSetValue(f_keyhole, f); + + if (f == NULL) { + log_fatal("%s: Error opening configuration file", filename); + } + + prop = property_util_do_load( + property_util_fread, property_util_frewind, f_keyhole, filename); + + TlsFree(f_keyhole); + + fclose(f); + + return prop; +} + +struct property *property_util_avs_fs_load(const char *filename) +{ + avs_desc desc; + struct property *prop; + + log_assert(filename); + + desc = avs_fs_open(filename, AVS_FILE_READ, AVS_FILE_FLAG_SHARE_READ); + + if (!desc) { + log_fatal("%s: Error opening configuration file", filename); + } + + prop = property_util_do_load( + property_util_avs_read, property_util_avs_rewind, desc, filename); + + avs_fs_close(desc); + + return prop; +} + +struct property *property_util_cstring_load(const char *cstring) +{ + uint32_t s_keyhole; + struct property *prop; + + log_assert(cstring); + + // see above + struct cstring_read_handle read_handle; + read_handle.buffer = cstring; + read_handle.buffer_len = strlen(cstring); + read_handle.offset = 0; + + s_keyhole = TlsAlloc(); + TlsSetValue(s_keyhole, &read_handle); + + prop = property_util_do_load( + property_util_cstring_read, + property_util_cstring_rewind, + s_keyhole, + ""); + + TlsFree(s_keyhole); + + return prop; +} + +struct property *property_util_clone(struct property *property) +{ + struct property *clone; + size_t size; + void *buffer; + + struct property_node *node_property; + struct property_node *node_clone; + + log_assert(property); + + size = property_util_property_query_real_size(property); + + buffer = xmalloc(size); + + clone = property_create( + PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | + PROPERTY_FLAG_APPEND, + buffer, + size); + + if (!clone) { + log_fatal("Creating property failed"); + } + + node_property = property_search(property, NULL, "/"); + node_clone = property_search(clone, NULL, "/"); + + if (!property_node_clone(clone, node_clone, node_property, true)) { + log_fatal( + "Cloning property data failed: %s", + avs_util_property_error_get_and_clear(clone)); + } + + return clone; +} + +void property_util_free(struct property *prop) +{ + void *buffer; + + buffer = property_desc_to_buffer(prop); + property_destroy(prop); + free(buffer); +} + +uint32_t property_util_property_query_real_size(struct property *property) +{ + avs_error size; + + log_assert(property); + + // Returns the size of the actual data in the property structure only + // Hence, using that size only, allocating another buffer for a copy + // of this might fail or copying the data will fail because the buffer + // is too small + size = property_query_size(property); + + if (AVS_IS_ERROR(size)) { + log_fatal( + "Querying property size failed: %s", avs_util_error_str(size)); + } + + // Hack: *2 to have enough space and not cut off data when cloning/copying + // property data because...reasons? I haven't figured this one out and + // there doesn't seem to be an actual API call for that to return the + // "true" size that allows the caller to figure out how much memory + // they have to allocate to create a copy of the property structure + // with property_create and + return (PROPERTY_STRUCTURE_META_SIZE + size) * 2; +} + +void property_util_node_u8_replace( + struct property *property, + struct property_node *node, + const char *name, + uint8_t val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_U8, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_u16_replace( + struct property *property, + struct property_node *node, + const char *name, + uint16_t val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_U16, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_u32_replace( + struct property *property, + struct property_node *node, + const char *name, + uint32_t val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_U32, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_str_replace( + struct property *property, + struct property_node *node, + const char *name, + const char *val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_STR, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_bool_replace( + struct property *property, + struct property_node *node, + const char *name, + bool val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_BOOL, name, val); + + if (!tmp) { + log_fatal( + "Creating node '%s' failed: %s", + name, + property ? avs_util_property_error_get_and_clear(property) : + "unknown"); + } +} + +void property_util_node_attribute_replace( + struct property *property, + struct property_node *node, + const char *name, + const char *val) +{ + struct property_node *tmp; + + log_assert(node); + log_assert(name); + + tmp = property_search(property, node, name); + + if (tmp) { + property_node_remove(tmp); + } + + tmp = property_node_create(property, node, PROPERTY_TYPE_ATTR, name, val); +} + +struct property * +property_util_many_merge(struct property **properties, size_t count) +{ + struct property *merged_property; + struct property *tmp; + int i; + + log_assert(properties); + log_assert(count > 0); + + merged_property = property_util_clone(properties[0]); + + if (count == 1) { + return merged_property; + } + + for (i = 1; i < count; i++) { + tmp = property_util_merge(merged_property, properties[i]); + + property_util_free(merged_property); + merged_property = tmp; + } + + return merged_property; +} + +struct property *property_util_node_extract(struct property_node *node) +{ + struct property *property; + struct property_node *root_node; + uint32_t size; + void *buffer; + struct property_node *result; + + if (!node) { + return NULL; + } + + // Hack: Is it even possible to get the size of a (sub-) node without + // the property? 256kb should be fine for now, even for larger + // configurations. Obviously, this scales horribly and wastes a lot of + // memory for most smaller sub-nodes + size = 1024 * 256; + + buffer = xmalloc(size); + property = property_create( + PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | + PROPERTY_FLAG_APPEND, + buffer, + size); + root_node = property_search(property, NULL, ""); + + result = property_node_clone(property, root_node, node, true); + + if (!result) { + log_fatal("Cloning node into empty property failed"); + } + + return property; +} + +struct property * +property_util_merge(struct property *parent, struct property *source) +{ + struct property_util_node_merge_strategies strategies; + + log_assert(parent); + log_assert(source); + + strategies.num = 1; + + strategies.entry[0].path = ""; + strategies.entry[0].merge_strategy_do = + property_util_node_merge_default_strategy_do; + + return property_util_merge_with_strategies(parent, source, &strategies); +} + +struct property *property_util_merge_with_strategies( + struct property *parent, + struct property *source, + const struct property_util_node_merge_strategies *strategies) +{ + struct property_util_node_merge_ctx ctx; + size_t total_size; + void *buffer; + struct property *merged; + struct property_node *parent_node; + struct property_node *source_node; + + log_assert(parent); + log_assert(source); + log_assert(strategies); + + // We can't estimate how these two are being merged as in how much new + // data is being inserted from source into parent. Therefore, worse-case + // estimate memory requirement for no overlap + total_size = 0; + total_size += property_util_property_query_real_size(parent); + total_size += property_util_property_query_real_size(source); + + buffer = xmalloc(total_size); + + merged = property_create( + PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | + PROPERTY_FLAG_APPEND, + buffer, + total_size); + + ctx.path = ""; + ctx.strategies = strategies; + + parent_node = property_search(parent, NULL, "/"); + + if (!property_node_clone(merged, NULL, parent_node, true)) { + log_fatal( + "Copying parent base failed: %s", + avs_util_property_error_get_and_clear(merged)); + } + + // Grab parent_node from merged property which is the target one to merge + // into + parent_node = property_search(merged, NULL, "/"); + source_node = property_search(source, NULL, "/"); + + _property_util_node_merge_recursive(merged, parent_node, source_node, &ctx); + + return merged; +} + +bool property_util_node_merge_default_strategy_do( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx, + property_util_node_merge_recursion_do_t node_merge_recursion_do) +{ + struct property_node *result; + + struct property_node *parent_child; + struct property_node *source_child; + struct property_node *source_child_child; + + char child_node_name[PROPERTY_NODE_NAME_SIZE_MAX]; + + log_assert(parent); + log_assert(source); + + source_child = property_node_traversal(source, TRAVERSE_FIRST_CHILD); + + while (source_child) { + property_node_name( + source_child, child_node_name, sizeof(child_node_name)); + + parent_child = property_search(NULL, parent, child_node_name); + + if (parent_child) { + source_child_child = + property_node_traversal(source_child, TRAVERSE_FIRST_CHILD); + + if (source_child_child) { + // Continue recursion if there are actually more children + node_merge_recursion_do( + parent_property, parent_child, source_child, ctx); + } else { + // Found identical leaf node, remove the matching parent's child + // and copy the source child over to the parent and terminate + // the recursion + property_node_remove(parent_child); + result = property_node_clone( + parent_property, parent, source_child, true); + + if (!result) { + log_fatal( + "Replacing leaf node '%s' failed", child_node_name); + } + } + } else { + // Could not find an identical child on parent, copy source + // recursively to parent + result = property_node_clone( + parent_property, parent, source_child, true); + + if (!result) { + log_fatal("Deep copying child '%s' failed", child_node_name); + } + } + + source_child = + property_node_traversal(source_child, TRAVERSE_NEXT_SIBLING); + } + + // Default strategy always consumes + return true; +} diff --git a/src/main/launcher/property-util.h b/src/main/launcher/property-util.h new file mode 100644 index 0000000..ba59479 --- /dev/null +++ b/src/main/launcher/property-util.h @@ -0,0 +1,99 @@ +#ifndef PROPERTY_UTIL_H +#define PROPERTY_UTIL_H + +#include + +#include "imports/avs.h" + +// Guestimate, should be long enough, I hope? +#define PROPERTY_NODE_PATH_LEN_MAX 4096 +// 256 found in AVS code as size used on property_node_name +#define PROPERTY_NODE_NAME_SIZE_MAX 256 +// Guestimate, should be enough, I hope? +#define PROPERTY_NODE_ATTR_NAME_SIZE_MAX 128 + +#define PROPERTY_UTIL_MAX_NODE_NAME_RESOLVERS 4 + +typedef void (*property_util_node_merge_recursion_do_t)( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx); + +typedef bool (*property_util_node_merge_strategy_do_t)( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx, + property_util_node_merge_recursion_do_t node_merge_recursion_do); + +struct property_util_node_merge_strategies { + struct { + const char *path; + property_util_node_merge_strategy_do_t merge_strategy_do; + } entry[PROPERTY_UTIL_MAX_NODE_NAME_RESOLVERS]; + uint8_t num; +}; + +void property_util_log(struct property *property); +void property_util_node_log(struct property_node *node); +struct property *property_util_load(const char *filename); +struct property *property_util_avs_fs_load(const char *filename); +struct property *property_util_cstring_load(const char *cstring); +struct property *property_util_clone(struct property *property); +void property_util_free(struct property *prop); +uint32_t property_util_property_query_real_size(struct property *property); +void property_util_node_u8_replace( + struct property *property, + struct property_node *node, + const char *name, + uint8_t val); +void property_util_node_u16_replace( + struct property *property, + struct property_node *node, + const char *name, + uint16_t val); +void property_util_node_u32_replace( + struct property *property, + struct property_node *node, + const char *name, + uint32_t val); +void property_util_node_str_replace( + struct property *property, + struct property_node *node, + const char *name, + const char *val); +void property_util_node_bool_replace( + struct property *property, + struct property_node *node, + const char *name, + bool val); +void property_util_node_attribute_replace( + struct property *property, + struct property_node *node, + const char *name, + const char *val); + +struct property * +property_util_many_merge(struct property **properties, size_t count); +struct property *property_util_node_extract(struct property_node *node); + +struct property * +property_util_merge(struct property *parent, struct property *source); + +// Strategies are applied in order and first consumer terminates +// applying further strategies Typically, you want to include the default +// strategy after your custom strategies for special cases +struct property *property_util_merge_with_strategies( + struct property *parent, + struct property *source, + const struct property_util_node_merge_strategies *strategies); + +bool property_util_node_merge_default_strategy_do( + struct property *parent_property, + struct property_node *parent, + struct property_node *source, + void *ctx, + property_util_node_merge_recursion_do_t node_merge_recursion_do); + +#endif diff --git a/src/main/launcher/property.c b/src/main/launcher/property.c deleted file mode 100644 index 2f5ded9..0000000 --- a/src/main/launcher/property.c +++ /dev/null @@ -1,135 +0,0 @@ -#include - -#include -#include -#include - -#include "imports/avs.h" - -#include "launcher/property.h" - -#include "util/log.h" -#include "util/mem.h" - -static int boot_property_fread(uint32_t context, void *bytes, size_t nbytes) -{ - FILE *f; - - f = TlsGetValue(context); - - return fread(bytes, 1, nbytes, f); -} - -struct cstring_read_handle { - const char *buffer; - size_t buffer_len; - size_t offset; -}; - -static int -boot_property_cstring_read(uint32_t context, void *bytes, size_t nbytes) -{ - int result = 0; - struct cstring_read_handle *h = TlsGetValue(context); - - if (h->offset < h->buffer_len) { - result = min(nbytes, h->buffer_len - h->offset); - memcpy(bytes, (const void *) (h->buffer + h->offset), result); - h->offset += result; - } - return result; -} - -struct property *boot_property_load(const char *filename) -{ - struct property *prop; - void *buffer; - int nbytes; - FILE *f; - uint32_t f_keyhole; - - /* AVS callbacks are only given a 32-bit context parameter, even in 64-bit - builds of AVS. We allocate a 32-bit TLS key and pass the context in this - manner instead. Inefficient, but it works. */ - - f = fopen(filename, "r"); - - f_keyhole = TlsAlloc(); - TlsSetValue(f_keyhole, f); - - if (f == NULL) { - log_fatal("%s: Error opening configuration file", filename); - } - - nbytes = property_read_query_memsize(boot_property_fread, f_keyhole, 0, 0); - - if (nbytes < 0) { - log_fatal("%s: Error querying configuration file", filename); - } - - buffer = xmalloc(nbytes); - prop = property_create( - PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | - PROPERTY_FLAG_APPEND, - buffer, - nbytes); - rewind(f); - - if (!property_insert_read(prop, 0, boot_property_fread, f_keyhole)) { - log_fatal("%s: Error reading configuration file", filename); - } - - TlsFree(f_keyhole); - - fclose(f); - - return prop; -} -struct property *boot_property_load_cstring(const char *cstring) -{ - struct property *prop; - void *buffer; - int nbytes; - uint32_t s_keyhole; - - // see above - struct cstring_read_handle read_handle; - read_handle.buffer = cstring; - read_handle.buffer_len = strlen(cstring); - read_handle.offset = 0; - - s_keyhole = TlsAlloc(); - TlsSetValue(s_keyhole, &read_handle); - - nbytes = property_read_query_memsize( - boot_property_cstring_read, s_keyhole, 0, 0); - - if (nbytes < 0) { - log_fatal("Error querying configuration string"); - } - - buffer = xmalloc(nbytes); - prop = property_create( - PROPERTY_FLAG_READ | PROPERTY_FLAG_WRITE | PROPERTY_FLAG_CREATE | - PROPERTY_FLAG_APPEND, - buffer, - nbytes); - - read_handle.offset = 0; - if (!property_insert_read(prop, 0, boot_property_cstring_read, s_keyhole)) { - log_fatal("Error inserting configuration string"); - } - - TlsFree(s_keyhole); - - return prop; -} - -void boot_property_free(struct property *prop) -{ - void *buffer; - - buffer = property_desc_to_buffer(prop); - property_destroy(prop); - free(buffer); -} diff --git a/src/main/launcher/property.h b/src/main/launcher/property.h deleted file mode 100644 index c3f14d0..0000000 --- a/src/main/launcher/property.h +++ /dev/null @@ -1,10 +0,0 @@ -#ifndef LAUNCHER_PROPERTY_H -#define LAUNCHER_PROPERTY_H - -#include "imports/avs.h" - -struct property *boot_property_load(const char *filename); -struct property *boot_property_load_cstring(const char *cstring); -void boot_property_free(struct property *prop); - -#endif diff --git a/src/main/launcher/stubs.c b/src/main/launcher/stubs.c index a524273..4c0b253 100644 --- a/src/main/launcher/stubs.c +++ b/src/main/launcher/stubs.c @@ -1,3 +1,5 @@ +#define LOG_MODULE "stubs" + #include #include @@ -5,12 +7,13 @@ #include #include +#include "core/log.h" + #include "hook/table.h" #include "launcher/stubs.h" #include "util/defs.h" -#include "util/log.h" struct ikey_status { uint32_t field_0; @@ -116,6 +119,8 @@ static void *STDCALL my_GetProcAddress(HMODULE dll, const char *name) void stubs_init(void) { + log_info("Init"); + hook_table_apply( NULL, "kernel32.dll", stub_hook_syms, lengthof(stub_hook_syms)); } From 26d1da86608f5311bea997fca4fd50992f518ba6 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:30:53 +0100 Subject: [PATCH 048/118] refactor(dist): Config and .bat files Move everything to new launcher.xml configuration files. Adjust the bootstrapping of launcher in the .bat files. Features such as copying the default props/ files to nvram are now handled by launcher. Using the PATH variable, bemanitools binaries can live in their own dedicated bemanitools/ subfolder next to props/ and modules/ now. All original binaries are expected to be kept in a modules/ folder like on stock data. --- Module.mk | 86 ++++++++++++++++++++++++++++++++++++ dist/bst/gamestart1.bat | 34 +++++++++++--- dist/bst/gamestart2.bat | 34 +++++++++++--- dist/bst/launcher-01.xml | 75 +++++++++++++++++++++++++++++++ dist/bst/launcher-02.xml | 75 +++++++++++++++++++++++++++++++ dist/ddr/gamestart-12.bat | 41 ++++++++++++++--- dist/ddr/gamestart-13.bat | 41 ++++++++++++++--- dist/ddr/gamestart-14.bat | 46 +++++++++++++++---- dist/ddr/gamestart-15.bat | 46 +++++++++++++++---- dist/ddr/gamestart-16.bat | 47 ++++++++++++++++---- dist/ddr/gamestart-17.bat | 47 ++++++++++++++++---- dist/ddr/gamestart-18.bat | 47 ++++++++++++++++---- dist/ddr/launcher-12.xml | 75 +++++++++++++++++++++++++++++++ dist/ddr/launcher-13.xml | 75 +++++++++++++++++++++++++++++++ dist/ddr/launcher-14.xml | 75 +++++++++++++++++++++++++++++++ dist/ddr/launcher-15.xml | 75 +++++++++++++++++++++++++++++++ dist/ddr/launcher-16.xml | 76 +++++++++++++++++++++++++++++++ dist/ddr/launcher-17.xml | 76 +++++++++++++++++++++++++++++++ dist/ddr/launcher-18.xml | 76 +++++++++++++++++++++++++++++++ dist/iidx/ea3-ident.xml | 10 +++++ dist/iidx/eamuse-server.xml | 6 +++ dist/iidx/gamestart-18.bat | 36 +++++++++++---- dist/iidx/gamestart-19.bat | 36 +++++++++++---- dist/iidx/gamestart-20.bat | 34 +++++++++++--- dist/iidx/gamestart-21.bat | 34 +++++++++++--- dist/iidx/gamestart-22.bat | 34 +++++++++++--- dist/iidx/gamestart-23.bat | 34 +++++++++++--- dist/iidx/gamestart-24.bat | 34 +++++++++++--- dist/iidx/gamestart-25.bat | 40 ++++++++++++----- dist/iidx/gamestart-26.bat | 40 ++++++++++++----- dist/iidx/gamestart-27.bat | 40 ++++++++++++----- dist/iidx/gamestart-28.bat | 40 ++++++++++++----- dist/iidx/gamestart-29.bat | 40 ++++++++++++----- dist/iidx/gamestart-30.bat | 40 ++++++++++++----- dist/iidx/launcher-18.xml | 75 +++++++++++++++++++++++++++++++ dist/iidx/launcher-19.xml | 75 +++++++++++++++++++++++++++++++ dist/iidx/launcher-20.xml | 75 +++++++++++++++++++++++++++++++ dist/iidx/launcher-21.xml | 75 +++++++++++++++++++++++++++++++ dist/iidx/launcher-22.xml | 75 +++++++++++++++++++++++++++++++ dist/iidx/launcher-23.xml | 75 +++++++++++++++++++++++++++++++ dist/iidx/launcher-24.xml | 75 +++++++++++++++++++++++++++++++ dist/iidx/launcher-25.xml | 74 +++++++++++++++++++++++++++++++ dist/iidx/launcher-26.xml | 74 +++++++++++++++++++++++++++++++ dist/iidx/launcher-27.xml | 69 +++++++++++++++++++++++++++++ dist/iidx/launcher-28.xml | 69 +++++++++++++++++++++++++++++ dist/iidx/launcher-29.xml | 69 +++++++++++++++++++++++++++++ dist/iidx/launcher-30.xml | 69 +++++++++++++++++++++++++++++ dist/iidx/pcbid.xml | 7 +++ dist/jb/ea3-ident.xml | 10 +++++ dist/jb/eamuse-server.xml | 6 +++ dist/jb/gamestart-03.bat | 35 ++++++++++++--- dist/jb/gamestart-04.bat | 35 ++++++++++++--- dist/jb/launcher-03.xml | 75 +++++++++++++++++++++++++++++++ dist/jb/launcher-04.xml | 75 +++++++++++++++++++++++++++++++ dist/jb/pcbid.xml | 7 +++ dist/sdvx/ea3-ident.xml | 10 +++++ dist/sdvx/eamuse-server.xml | 6 +++ dist/sdvx/gamestart.bat | 35 +++++++++++++++ dist/sdvx/launcher.xml | 75 +++++++++++++++++++++++++++++++ dist/sdvx/pcbid.xml | 7 +++ dist/sdvx5/ea3-ident.xml | 10 +++++ dist/sdvx5/eamuse-server.xml | 6 +++ dist/sdvx5/gamestart-cn.bat | 41 ++++++++++++----- dist/sdvx5/gamestart.bat | 40 ++++++++++++----- dist/sdvx5/launcher-cn.xml | 74 +++++++++++++++++++++++++++++++ dist/sdvx5/launcher.xml | 74 +++++++++++++++++++++++++++++++ dist/sdvx5/pcbid.xml | 7 +++ dist/shared/ea3-ident.xml | 11 +++++ dist/shared/ea3-license.xml | 8 ++++ dist/shared/ea3-service.xml | 7 +++ 70 files changed, 3050 insertions(+), 205 deletions(-) create mode 100644 dist/bst/launcher-01.xml create mode 100644 dist/bst/launcher-02.xml create mode 100644 dist/ddr/launcher-12.xml create mode 100644 dist/ddr/launcher-13.xml create mode 100644 dist/ddr/launcher-14.xml create mode 100644 dist/ddr/launcher-15.xml create mode 100644 dist/ddr/launcher-16.xml create mode 100644 dist/ddr/launcher-17.xml create mode 100644 dist/ddr/launcher-18.xml create mode 100644 dist/iidx/ea3-ident.xml create mode 100644 dist/iidx/eamuse-server.xml create mode 100644 dist/iidx/launcher-18.xml create mode 100644 dist/iidx/launcher-19.xml create mode 100644 dist/iidx/launcher-20.xml create mode 100644 dist/iidx/launcher-21.xml create mode 100644 dist/iidx/launcher-22.xml create mode 100644 dist/iidx/launcher-23.xml create mode 100644 dist/iidx/launcher-24.xml create mode 100644 dist/iidx/launcher-25.xml create mode 100644 dist/iidx/launcher-26.xml create mode 100644 dist/iidx/launcher-27.xml create mode 100644 dist/iidx/launcher-28.xml create mode 100644 dist/iidx/launcher-29.xml create mode 100644 dist/iidx/launcher-30.xml create mode 100644 dist/iidx/pcbid.xml create mode 100644 dist/jb/ea3-ident.xml create mode 100644 dist/jb/eamuse-server.xml create mode 100644 dist/jb/launcher-03.xml create mode 100644 dist/jb/launcher-04.xml create mode 100644 dist/jb/pcbid.xml create mode 100644 dist/sdvx/ea3-ident.xml create mode 100644 dist/sdvx/eamuse-server.xml create mode 100644 dist/sdvx/launcher.xml create mode 100644 dist/sdvx/pcbid.xml create mode 100644 dist/sdvx5/ea3-ident.xml create mode 100644 dist/sdvx5/eamuse-server.xml create mode 100644 dist/sdvx5/launcher-cn.xml create mode 100644 dist/sdvx5/launcher.xml create mode 100644 dist/sdvx5/pcbid.xml create mode 100644 dist/shared/ea3-ident.xml create mode 100644 dist/shared/ea3-license.xml create mode 100644 dist/shared/ea3-service.xml diff --git a/Module.mk b/Module.mk index 41d179a..beef698 100644 --- a/Module.mk +++ b/Module.mk @@ -325,6 +325,10 @@ $(zipdir)/iidx-18.zip: \ dist/iidx/config.bat \ dist/iidx/gamestart-18.bat \ dist/iidx/iidxhook-18.conf \ + dist/iidx/launcher-18.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -356,6 +360,10 @@ $(zipdir)/iidx-19.zip: \ dist/iidx/config.bat \ dist/iidx/gamestart-19.bat \ dist/iidx/iidxhook-19.conf \ + dist/iidx/launcher-19.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -372,6 +380,10 @@ $(zipdir)/iidx-20.zip: \ dist/iidx/config.bat \ dist/iidx/gamestart-20.bat \ dist/iidx/iidxhook-20.conf \ + dist/iidx/launcher-20.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -409,6 +421,13 @@ $(zipdir)/iidx-21-to-24.zip: \ dist/iidx/iidxhook-22.conf \ dist/iidx/iidxhook-23.conf \ dist/iidx/iidxhook-24.conf \ + dist/iidx/launcher-21.xml \ + dist/iidx/launcher-22.xml \ + dist/iidx/launcher-23.xml \ + dist/iidx/launcher-24.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -427,6 +446,11 @@ $(zipdir)/iidx-25-to-26.zip: \ dist/iidx/gamestart-26.bat \ dist/iidx/iidxhook-25.conf \ dist/iidx/iidxhook-26.conf \ + dist/iidx/launcher-25.xml \ + dist/iidx/launcher-26.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -449,6 +473,13 @@ $(zipdir)/iidx-27-to-30.zip: \ dist/iidx/iidxhook-28.conf \ dist/iidx/iidxhook-29.conf \ dist/iidx/iidxhook-30.conf \ + dist/iidx/launcher-27.xml \ + dist/iidx/launcher-28.xml \ + dist/iidx/launcher-29.xml \ + dist/iidx/launcher-30.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -517,6 +548,10 @@ $(zipdir)/jb-03.zip: \ build/bin/indep-32/jbio.dll \ dist/jb/config.bat \ dist/jb/gamestart-03.bat \ + dist/jb/launcher-03.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -530,6 +565,10 @@ $(zipdir)/jb-04.zip: \ build/bin/indep-32/jbio.dll \ dist/jb/config.bat \ dist/jb/gamestart-03.bat \ + dist/jb/launcher-03.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -543,6 +582,10 @@ $(zipdir)/jb-05-to-07.zip: \ build/bin/indep-32/jbio.dll \ dist/jb/config.bat \ dist/jb/gamestart-04.bat \ + dist/jb/launcher-04.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -556,6 +599,10 @@ $(zipdir)/jb-08.zip: \ build/bin/indep-32/jbio.dll \ dist/jb/config.bat \ dist/jb/gamestart-04.bat \ + dist/jb/launcher-04.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -580,6 +627,10 @@ $(zipdir)/sdvx-01-to-04.zip: \ build/bin/indep-32/sdvxio.dll \ dist/sdvx/config.bat \ dist/sdvx/gamestart.bat \ + dist/sdvx/launcher.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -594,6 +645,10 @@ $(zipdir)/sdvx-05-to-06.zip: \ dist/sdvx5/config.bat \ dist/sdvx5/gamestart.bat \ dist/sdvx5/sdvxhook2.conf \ + dist/sdvx5/launcher.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -608,6 +663,10 @@ $(zipdir)/sdvx-05-cn.zip: \ dist/sdvx5/config.bat \ dist/sdvx5/gamestart-cn.bat \ dist/sdvx5/sdvxhook2-cn.conf \ + dist/sdvx5/launcher-cn.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -682,6 +741,10 @@ $(zipdir)/ddr-12.zip: \ build/bin/indep-32/geninput.dll \ dist/ddr/config.bat \ dist/ddr/gamestart-12.bat \ + dist/ddr/launcher-12.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -698,6 +761,10 @@ $(zipdir)/ddr-13.zip: \ build/bin/indep-32/geninput.dll \ dist/ddr/config.bat \ dist/ddr/gamestart-13.bat \ + dist/ddr/launcher-13.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -718,6 +785,14 @@ $(zipdir)/ddr-14-to-18.zip: \ dist/ddr/gamestart-16.bat \ dist/ddr/gamestart-17.bat \ dist/ddr/gamestart-18.bat \ + dist/ddr/launcher-14.xml \ + dist/ddr/launcher-15.xml \ + dist/ddr/launcher-16.xml \ + dist/ddr/launcher-17.xml \ + dist/ddr/launcher-18.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -736,6 +811,12 @@ $(zipdir)/ddr-16-to-18-x64.zip: \ dist/ddr/gamestart-16.bat \ dist/ddr/gamestart-17.bat \ dist/ddr/gamestart-18.bat \ + dist/ddr/launcher-16.xml \ + dist/ddr/launcher-17.xml \ + dist/ddr/launcher-18.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -774,6 +855,11 @@ $(zipdir)/bst.zip: \ dist/bst/config.bat \ dist/bst/gamestart1.bat \ dist/bst/gamestart2.bat \ + dist/bst/launcher-01.xml \ + dist/bst/launcher-02.xml \ + dist/shared/ea3-ident.xml \ + dist/shared/ea3-license.xml \ + dist/shared/ea3-service.xml \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ diff --git a/dist/bst/gamestart1.bat b/dist/bst/gamestart1.bat index 5a3a915..5bca8eb 100644 --- a/dist/bst/gamestart1.bat +++ b/dist/bst/gamestart1.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K bsthook.dll -E prop/ea3-config-1.xml beatstream1.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-01.xml %* \ No newline at end of file diff --git a/dist/bst/gamestart2.bat b/dist/bst/gamestart2.bat index 8b6f53f..55340c3 100644 --- a/dist/bst/gamestart2.bat +++ b/dist/bst/gamestart2.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K bsthook.dll -E prop/ea3-config-2.xml beatstream2.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-02.xml %* \ No newline at end of file diff --git a/dist/bst/launcher-01.xml b/dist/bst/launcher-01.xml new file mode 100644 index 0000000..b62630e --- /dev/null +++ b/dist/bst/launcher-01.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + ∂ + + info + + + /dev/nvram/ea3-config.xml + + + beatstream1.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-server.xml + + + + bsthook.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/bst/launcher-02.xml b/dist/bst/launcher-02.xml new file mode 100644 index 0000000..fdad81d --- /dev/null +++ b/dist/bst/launcher-02.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + beatstream2.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + bsthook.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/gamestart-12.bat b/dist/ddr/gamestart-12.bat index 7df3fa3..03daa9c 100644 --- a/dist/ddr/gamestart-12.bat +++ b/dist/ddr/gamestart-12.bat @@ -1,11 +1,42 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s k-clvsd.dll -regsvr32 /s xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll -.\launcher.exe -K .\ddrhook2.dll .\ddr.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-13.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-13.bat b/dist/ddr/gamestart-13.bat index 7df3fa3..03daa9c 100644 --- a/dist/ddr/gamestart-13.bat +++ b/dist/ddr/gamestart-13.bat @@ -1,11 +1,42 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s k-clvsd.dll -regsvr32 /s xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll -.\launcher.exe -K .\ddrhook2.dll .\ddr.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-13.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-14.bat b/dist/ddr/gamestart-14.bat index 2ad5212..2364f52 100644 --- a/dist/ddr/gamestart-14.bat +++ b/dist/ddr/gamestart-14.bat @@ -1,14 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\share-config.xml copy prop\share-config.xml conf\nvram\share-config.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s k-clvsd.dll -regsvr32 /s xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -K .\ddrhook2.dll .\mdxja_945.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-14.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-15.bat b/dist/ddr/gamestart-15.bat index 2ad5212..9730117 100644 --- a/dist/ddr/gamestart-15.bat +++ b/dist/ddr/gamestart-15.bat @@ -1,14 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\share-config.xml copy prop\share-config.xml conf\nvram\share-config.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s k-clvsd.dll -regsvr32 /s xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -K .\ddrhook2.dll .\mdxja_945.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-15.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-16.bat b/dist/ddr/gamestart-16.bat index d108118..b176cb3 100644 --- a/dist/ddr/gamestart-16.bat +++ b/dist/ddr/gamestart-16.bat @@ -1,15 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s com\k-clvsd.dll -regsvr32 /s com\xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -H 33554432 -K .\ddrhook2.dll .\arkmdxp3.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-17.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll \ No newline at end of file diff --git a/dist/ddr/gamestart-17.bat b/dist/ddr/gamestart-17.bat index d108118..89c15da 100644 --- a/dist/ddr/gamestart-17.bat +++ b/dist/ddr/gamestart-17.bat @@ -1,15 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s com\k-clvsd.dll -regsvr32 /s com\xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -H 33554432 -K .\ddrhook2.dll .\arkmdxp3.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-17.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll diff --git a/dist/ddr/gamestart-18.bat b/dist/ddr/gamestart-18.bat index d108118..d73ddf3 100644 --- a/dist/ddr/gamestart-18.bat +++ b/dist/ddr/gamestart-18.bat @@ -1,15 +1,44 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist conf\nvram mkdir conf\nvram -if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml -if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml -if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml -if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml -if not exist conf\raw mkdir conf\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set COM_DIR=%CONTENT_DIR%\com +set MODULES_DIR=%CONTENT_DIR%\modules -regsvr32 /s com\k-clvsd.dll -regsvr32 /s com\xactengine2_10.dll +:: Register video codecs, e.g. required for background videos +regsvr32 /s %COM_DIR%\k-clvsd.dll +regsvr32 /s %COM_DIR%\xactengine2_10.dll -.\launcher.exe -H 33554432 -K .\ddrhook2.dll .\arkmdxp3.dll %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-18.xml %* + +:: Unregister video codec to avoid conflicts with other/older video codecs crashing different +:: game versions, e.g. DDR X +regsvr32 /u /s %COM_DIR%\k-clvsd.dll +regsvr32 /u /s %COM_DIR%\xactengine2_10.dll diff --git a/dist/ddr/launcher-12.xml b/dist/ddr/launcher-12.xml new file mode 100644 index 0000000..54c0284 --- /dev/null +++ b/dist/ddr/launcher-12.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 31457280 + 31457280 + + + info + + + /dev/nvram/ea3-config.xml + + + ddr.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-13.xml b/dist/ddr/launcher-13.xml new file mode 100644 index 0000000..54c0284 --- /dev/null +++ b/dist/ddr/launcher-13.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 31457280 + 31457280 + + + info + + + /dev/nvram/ea3-config.xml + + + ddr.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-14.xml b/dist/ddr/launcher-14.xml new file mode 100644 index 0000000..9ae27ac --- /dev/null +++ b/dist/ddr/launcher-14.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 31457280 + 31457280 + + + info + + + /dev/nvram/ea3-config.xml + + + mdxja_945.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-15.xml b/dist/ddr/launcher-15.xml new file mode 100644 index 0000000..9ae27ac --- /dev/null +++ b/dist/ddr/launcher-15.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 31457280 + 31457280 + + + info + + + /dev/nvram/ea3-config.xml + + + mdxja_945.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-16.xml b/dist/ddr/launcher-16.xml new file mode 100644 index 0000000..cdf16d5 --- /dev/null +++ b/dist/ddr/launcher-16.xml @@ -0,0 +1,76 @@ + + + + bemanitools_local_fs + + + + + + + + + + + + prop/avs-config.xml + 33554432 + 1048576 + + + info + + + /dev/nvram/ea3-config.xml + + + arkmdxp3.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-17.xml b/dist/ddr/launcher-17.xml new file mode 100644 index 0000000..cdf16d5 --- /dev/null +++ b/dist/ddr/launcher-17.xml @@ -0,0 +1,76 @@ + + + + bemanitools_local_fs + + + + + + + + + + + + prop/avs-config.xml + 33554432 + 1048576 + + + info + + + /dev/nvram/ea3-config.xml + + + arkmdxp3.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/ddr/launcher-18.xml b/dist/ddr/launcher-18.xml new file mode 100644 index 0000000..cdf16d5 --- /dev/null +++ b/dist/ddr/launcher-18.xml @@ -0,0 +1,76 @@ + + + + bemanitools_local_fs + + + + + + + + + + + + prop/avs-config.xml + 33554432 + 1048576 + + + info + + + /dev/nvram/ea3-config.xml + + + arkmdxp3.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + ddrhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/ea3-ident.xml b/dist/iidx/ea3-ident.xml new file mode 100644 index 0000000..e24a9b9 --- /dev/null +++ b/dist/iidx/ea3-ident.xml @@ -0,0 +1,10 @@ + + + + LDJ + J + A + A + 2022082400 + + \ No newline at end of file diff --git a/dist/iidx/eamuse-server.xml b/dist/iidx/eamuse-server.xml new file mode 100644 index 0000000..bc70644 --- /dev/null +++ b/dist/iidx/eamuse-server.xml @@ -0,0 +1,6 @@ + + + + http://localhost + + \ No newline at end of file diff --git a/dist/iidx/gamestart-18.bat b/dist/iidx/gamestart-18.bat index cce99b0..4777dd9 100755 --- a/dist/iidx/gamestart-18.bat +++ b/dist/iidx/gamestart-18.bat @@ -1,14 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist d mkdir d -if not exist e mkdir e -if not exist f mkdir f +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% -launcher -K iidxhook4.dll bm2dx.dll --config iidxhook-18.conf %* +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-18.xml --config %BEMANITOOLS_DIR%\iidxhook-18.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-19.bat b/dist/iidx/gamestart-19.bat index 8bfd580..03c22b0 100755 --- a/dist/iidx/gamestart-19.bat +++ b/dist/iidx/gamestart-19.bat @@ -1,14 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist d mkdir d -if not exist e mkdir e -if not exist f mkdir f +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% -launcher -K iidxhook5.dll bm2dx.dll --config iidxhook-19.conf %* +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-19.xml --config %BEMANITOOLS_DIR%\iidxhook-19.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-20.bat b/dist/iidx/gamestart-20.bat index 2dac80e..f579f2e 100755 --- a/dist/iidx/gamestart-20.bat +++ b/dist/iidx/gamestart-20.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook6.dll bm2dx.dll --config iidxhook-20.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-20.xml --config %BEMANITOOLS_DIR%\iidxhook-20.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-21.bat b/dist/iidx/gamestart-21.bat index b79d641..9ec039d 100755 --- a/dist/iidx/gamestart-21.bat +++ b/dist/iidx/gamestart-21.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-21.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-21.xml --config %BEMANITOOLS_DIR%\iidxhook-21.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-22.bat b/dist/iidx/gamestart-22.bat index d10a945..d284786 100755 --- a/dist/iidx/gamestart-22.bat +++ b/dist/iidx/gamestart-22.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-22.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-22.xml --config %BEMANITOOLS_DIR%\iidxhook-22.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-23.bat b/dist/iidx/gamestart-23.bat index 656e1fe..33cceb1 100755 --- a/dist/iidx/gamestart-23.bat +++ b/dist/iidx/gamestart-23.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-23.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-23.xml --config %BEMANITOOLS_DIR%\iidxhook-23.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-24.bat b/dist/iidx/gamestart-24.bat index 283020c..94fa8b2 100755 --- a/dist/iidx/gamestart-24.bat +++ b/dist/iidx/gamestart-24.bat @@ -1,10 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-24.conf %* +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-24.xml --config %BEMANITOOLS_DIR%\iidxhook-24.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-25.bat b/dist/iidx/gamestart-25.bat index edff294..2d6b6c7 100644 --- a/dist/iidx/gamestart-25.bat +++ b/dist/iidx/gamestart-25.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -K iidxhook8.dll bm2dx.dll --config iidxhook-25.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-25.xml --config %BEMANITOOLS_DIR%\iidxhook-25.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-26.bat b/dist/iidx/gamestart-26.bat index d41b72b..dc06460 100644 --- a/dist/iidx/gamestart-26.bat +++ b/dist/iidx/gamestart-26.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -K iidxhook8.dll bm2dx.dll --config iidxhook-26.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-26.xml --config %BEMANITOOLS_DIR%\iidxhook-26.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-27.bat b/dist/iidx/gamestart-27.bat index 04a3909..d034f84 100644 --- a/dist/iidx/gamestart-27.bat +++ b/dist/iidx/gamestart-27.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-27.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-27.xml --config %BEMANITOOLS_DIR%\iidxhook-27.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-28.bat b/dist/iidx/gamestart-28.bat index 1abb520..cfc18e4 100644 --- a/dist/iidx/gamestart-28.bat +++ b/dist/iidx/gamestart-28.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-28.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-28.xml --config %BEMANITOOLS_DIR%\iidxhook-28.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-29.bat b/dist/iidx/gamestart-29.bat index 1029b8c..64a02a5 100644 --- a/dist/iidx/gamestart-29.bat +++ b/dist/iidx/gamestart-29.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-29.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-29.xml --config %BEMANITOOLS_DIR%\iidxhook-29.conf %* \ No newline at end of file diff --git a/dist/iidx/gamestart-30.bat b/dist/iidx/gamestart-30.bat index 776d7e8..61f7720 100644 --- a/dist/iidx/gamestart-30.bat +++ b/dist/iidx/gamestart-30.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -modules\launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-30.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-30.xml --config %BEMANITOOLS_DIR%\iidxhook-30.conf %* \ No newline at end of file diff --git a/dist/iidx/launcher-18.xml b/dist/iidx/launcher-18.xml new file mode 100644 index 0000000..74bf35e --- /dev/null +++ b/dist/iidx/launcher-18.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook4.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-19.xml b/dist/iidx/launcher-19.xml new file mode 100644 index 0000000..1749cfb --- /dev/null +++ b/dist/iidx/launcher-19.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook5.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-20.xml b/dist/iidx/launcher-20.xml new file mode 100644 index 0000000..7af7ce4 --- /dev/null +++ b/dist/iidx/launcher-20.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook6.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-21.xml b/dist/iidx/launcher-21.xml new file mode 100644 index 0000000..502407b --- /dev/null +++ b/dist/iidx/launcher-21.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook7.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-22.xml b/dist/iidx/launcher-22.xml new file mode 100644 index 0000000..502407b --- /dev/null +++ b/dist/iidx/launcher-22.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook7.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-23.xml b/dist/iidx/launcher-23.xml new file mode 100644 index 0000000..502407b --- /dev/null +++ b/dist/iidx/launcher-23.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook7.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-24.xml b/dist/iidx/launcher-24.xml new file mode 100644 index 0000000..502407b --- /dev/null +++ b/dist/iidx/launcher-24.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook7.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-25.xml b/dist/iidx/launcher-25.xml new file mode 100644 index 0000000..733a880 --- /dev/null +++ b/dist/iidx/launcher-25.xml @@ -0,0 +1,74 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook8.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-26.xml b/dist/iidx/launcher-26.xml new file mode 100644 index 0000000..733a880 --- /dev/null +++ b/dist/iidx/launcher-26.xml @@ -0,0 +1,74 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + iidxhook8.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-27.xml b/dist/iidx/launcher-27.xml new file mode 100644 index 0000000..736ee63 --- /dev/null +++ b/dist/iidx/launcher-27.xml @@ -0,0 +1,69 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + boot + + + + + + + + + + bemanitools/ea3-service.xml + + + + + + iidxhook9.dll + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-28.xml b/dist/iidx/launcher-28.xml new file mode 100644 index 0000000..736ee63 --- /dev/null +++ b/dist/iidx/launcher-28.xml @@ -0,0 +1,69 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + boot + + + + + + + + + + bemanitools/ea3-service.xml + + + + + + iidxhook9.dll + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-29.xml b/dist/iidx/launcher-29.xml new file mode 100644 index 0000000..736ee63 --- /dev/null +++ b/dist/iidx/launcher-29.xml @@ -0,0 +1,69 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + boot + + + + + + + + + + bemanitools/ea3-service.xml + + + + + + iidxhook9.dll + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/launcher-30.xml b/dist/iidx/launcher-30.xml new file mode 100644 index 0000000..736ee63 --- /dev/null +++ b/dist/iidx/launcher-30.xml @@ -0,0 +1,69 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 134217728 + + + info + + + /dev/nvram/ea3-config.xml + + + bm2dx.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + boot + + + + + + + + + + bemanitools/ea3-service.xml + + + + + + iidxhook9.dll + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/iidx/pcbid.xml b/dist/iidx/pcbid.xml new file mode 100644 index 0000000..bc50cde --- /dev/null +++ b/dist/iidx/pcbid.xml @@ -0,0 +1,7 @@ + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/jb/ea3-ident.xml b/dist/jb/ea3-ident.xml new file mode 100644 index 0000000..e24a9b9 --- /dev/null +++ b/dist/jb/ea3-ident.xml @@ -0,0 +1,10 @@ + + + + LDJ + J + A + A + 2022082400 + + \ No newline at end of file diff --git a/dist/jb/eamuse-server.xml b/dist/jb/eamuse-server.xml new file mode 100644 index 0000000..bc70644 --- /dev/null +++ b/dist/jb/eamuse-server.xml @@ -0,0 +1,6 @@ + + + + http://localhost + + \ No newline at end of file diff --git a/dist/jb/gamestart-03.bat b/dist/jb/gamestart-03.bat index 76acc78..39e1b8f 100644 --- a/dist/jb/gamestart-03.bat +++ b/dist/jb/gamestart-03.bat @@ -1,11 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\ea3-config.xml copy prop\ea3-config.xml dev\nvram\ea3-config.xml -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -H 33554432 -K jbhook2.dll jubeat.dll -v +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-03.xml -v %* \ No newline at end of file diff --git a/dist/jb/gamestart-04.bat b/dist/jb/gamestart-04.bat index 245e314..14d95e7 100644 --- a/dist/jb/gamestart-04.bat +++ b/dist/jb/gamestart-04.bat @@ -1,11 +1,34 @@ @echo off +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. cd /d %~dp0 -if not exist dev\nvram mkdir dev\nvram -if not exist dev\nvram\ea3-config.xml copy prop\ea3-config.xml dev\nvram\ea3-config.xml -if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml -if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml -if not exist dev\raw mkdir dev\raw +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules -launcher -H 33554432 -K jbhook3.dll jubeat.dll +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-04.xml %* \ No newline at end of file diff --git a/dist/jb/launcher-03.xml b/dist/jb/launcher-03.xml new file mode 100644 index 0000000..095b2f6 --- /dev/null +++ b/dist/jb/launcher-03.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 33554432 + 33554432 + + + info + + + /dev/nvram/ea3-config.xml + + + jubeat.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + jbhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/jb/launcher-04.xml b/dist/jb/launcher-04.xml new file mode 100644 index 0000000..1c85a3c --- /dev/null +++ b/dist/jb/launcher-04.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 33554432 + 33554432 + + + info + + + /dev/nvram/ea3-config.xml + + + jubeat.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + jbhook3.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/jb/pcbid.xml b/dist/jb/pcbid.xml new file mode 100644 index 0000000..bc50cde --- /dev/null +++ b/dist/jb/pcbid.xml @@ -0,0 +1,7 @@ + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/sdvx/ea3-ident.xml b/dist/sdvx/ea3-ident.xml new file mode 100644 index 0000000..e24a9b9 --- /dev/null +++ b/dist/sdvx/ea3-ident.xml @@ -0,0 +1,10 @@ + + + + LDJ + J + A + A + 2022082400 + + \ No newline at end of file diff --git a/dist/sdvx/eamuse-server.xml b/dist/sdvx/eamuse-server.xml new file mode 100644 index 0000000..bc70644 --- /dev/null +++ b/dist/sdvx/eamuse-server.xml @@ -0,0 +1,6 @@ + + + + http://localhost + + \ No newline at end of file diff --git a/dist/sdvx/gamestart.bat b/dist/sdvx/gamestart.bat index a286325..4e97b92 100644 --- a/dist/sdvx/gamestart.bat +++ b/dist/sdvx/gamestart.bat @@ -8,3 +8,38 @@ if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin if not exist dev\raw mkdir dev\raw launcher -K sdvxhook.dll soundvoltex.dll %* + +@echo off + +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session + +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 +) + +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher.xml %* \ No newline at end of file diff --git a/dist/sdvx/launcher.xml b/dist/sdvx/launcher.xml new file mode 100644 index 0000000..4876ca7 --- /dev/null +++ b/dist/sdvx/launcher.xml @@ -0,0 +1,75 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 16777216 + 16777216 + + + info + + + /dev/nvram/ea3-config.xml + + + soundvoltex.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + sdvxhook.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/sdvx/pcbid.xml b/dist/sdvx/pcbid.xml new file mode 100644 index 0000000..bc50cde --- /dev/null +++ b/dist/sdvx/pcbid.xml @@ -0,0 +1,7 @@ + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/sdvx5/ea3-ident.xml b/dist/sdvx5/ea3-ident.xml new file mode 100644 index 0000000..e24a9b9 --- /dev/null +++ b/dist/sdvx5/ea3-ident.xml @@ -0,0 +1,10 @@ + + + + LDJ + J + A + A + 2022082400 + + \ No newline at end of file diff --git a/dist/sdvx5/eamuse-server.xml b/dist/sdvx5/eamuse-server.xml new file mode 100644 index 0000000..bc70644 --- /dev/null +++ b/dist/sdvx5/eamuse-server.xml @@ -0,0 +1,6 @@ + + + + http://localhost + + \ No newline at end of file diff --git a/dist/sdvx5/gamestart-cn.bat b/dist/sdvx5/gamestart-cn.bat index 8435bd7..265fce1 100644 --- a/dist/sdvx5/gamestart-cn.bat +++ b/dist/sdvx5/gamestart-cn.bat @@ -1,17 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\c.dest echo $null >> dev\raw\c.dest -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 268435456 -K sdvxhook2-cn.dll soundvoltex.dll --config sdvxhook2-cn.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-cn.xml --config %BEMANITOOLS_DIR%\sdvxhook2-cn.conf %* \ No newline at end of file diff --git a/dist/sdvx5/gamestart.bat b/dist/sdvx5/gamestart.bat index c1b41dd..2db9289 100644 --- a/dist/sdvx5/gamestart.bat +++ b/dist/sdvx5/gamestart.bat @@ -1,16 +1,34 @@ @echo off -cd /d %~dp0 -if not exist dev mkdir dev -if not exist dev\e mkdir dev\e -if not exist dev\g mkdir dev\g -if not exist dev\nvram mkdir dev\nvram -if not exist dev\raw mkdir dev\raw -if not exist dev\raw\log mkdir dev\raw\log -if not exist dev\raw\fscache mkdir dev\raw\fscache +:: Game doesn't work properly when not run with administrator privileges +>nul 2>&1 net session -for /R prop\defaults %%D in (*.*) do ( - if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +if %errorlevel% neq 0 ( + echo This script requires administrative privileges. + echo Please run the script as an administrator. + pause + exit 1 ) -launcher -H 268435456 -K sdvxhook2.dll soundvoltex.dll --config sdvxhook2.conf %* +:: Script expects to be located in a subfolder "bemanitools" in the root folder +:: (contents/) next to the folders modules, data etc. +cd /d %~dp0 + +:: Script expects to be located in the root folder (contents/) next to the +:: folders modules, data etc. +set CONTENT_DIR=%CD%\.. +set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools +set MODULES_DIR=%CONTENT_DIR%\modules + +:: Keep that data vanilla, no need to copy these around anymore +:: Just add them to the env PATH so launcher can find the libs and game executable +:: Remark: This also requires admin privileges to propage correctly to launcher +set PATH=^ +%MODULES_DIR%;^ +%BEMANITOOLS_DIR%;^ +%PATH% + +:: Current working dir is the game's root folder +cd /d %CONTENT_DIR% + +%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher.xml --config %BEMANITOOLS_DIR%\sdvxhook2.conf %* \ No newline at end of file diff --git a/dist/sdvx5/launcher-cn.xml b/dist/sdvx5/launcher-cn.xml new file mode 100644 index 0000000..4ec2939 --- /dev/null +++ b/dist/sdvx5/launcher-cn.xml @@ -0,0 +1,74 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 268435456 + + + info + + + /dev/nvram/ea3-config.xml + + + soundvoltex.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + sdvxhook2-cn.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/sdvx5/launcher.xml b/dist/sdvx5/launcher.xml new file mode 100644 index 0000000..3ae97c1 --- /dev/null +++ b/dist/sdvx5/launcher.xml @@ -0,0 +1,74 @@ + + + + bemanitools_local_fs + + + + + + + + + + + prop/avs-config.xml + 268435456 + + + info + + + /dev/nvram/ea3-config.xml + + + soundvoltex.dll + + + + + + + + + bemanitools/ea3-ident.xml + bemanitools/ea3-license.xml + + + + + + + . + + + dev/nvram + fs + + + + dev/raw + fs + + + + + + + + bemanitools/ea3-service.xml + + + + sdvxhook2.dll + + + + + + + + 0 + 0 + + \ No newline at end of file diff --git a/dist/sdvx5/pcbid.xml b/dist/sdvx5/pcbid.xml new file mode 100644 index 0000000..bc50cde --- /dev/null +++ b/dist/sdvx5/pcbid.xml @@ -0,0 +1,7 @@ + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/shared/ea3-ident.xml b/dist/shared/ea3-ident.xml new file mode 100644 index 0000000..ae4161e --- /dev/null +++ b/dist/shared/ea3-ident.xml @@ -0,0 +1,11 @@ + + + + + 000 + A + A + A + 1969032100 + + \ No newline at end of file diff --git a/dist/shared/ea3-license.xml b/dist/shared/ea3-license.xml new file mode 100644 index 0000000..fef3534 --- /dev/null +++ b/dist/shared/ea3-license.xml @@ -0,0 +1,8 @@ + + + + + 0101020304050607083F + 0101020304050607083F + + \ No newline at end of file diff --git a/dist/shared/ea3-service.xml b/dist/shared/ea3-service.xml new file mode 100644 index 0000000..ffaaa43 --- /dev/null +++ b/dist/shared/ea3-service.xml @@ -0,0 +1,7 @@ + + + + + http://localhost + + \ No newline at end of file From c369412f70f42e7fece4a7a9c918a947044e15b9 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:30:53 +0100 Subject: [PATCH 049/118] fix(mingw): Version upgrade caused this to error HRESULT not defined fixed by including windows header --- src/main/hook/com-proxy.h | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/main/hook/com-proxy.h b/src/main/hook/com-proxy.h index 94671b7..71d2953 100644 --- a/src/main/hook/com-proxy.h +++ b/src/main/hook/com-proxy.h @@ -1,5 +1,7 @@ #pragma once +#include + #include #include From d3273bf1d8f4e9da6a7e8bd98e0d3c233d89ede8 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:33:42 +0100 Subject: [PATCH 050/118] fix(avs): Incorrect function signature After getting doubts, I looked this one up again on the assembly. The decompiled output confused me and no actual value is being returned there. --- src/imports/avs.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/imports/avs.h b/src/imports/avs.h index 9dce5be..ae054e5 100644 --- a/src/imports/avs.h +++ b/src/imports/avs.h @@ -221,7 +221,7 @@ int property_set_flag(struct property *prop, int flags, int mask); void property_destroy(struct property *prop); avs_error property_get_error(struct property *prop); -struct property *property_clear_error(struct property *prop); +void property_clear_error(struct property *prop); int property_psmap_import( struct property *prop, From 70e8e2a9658d97acc7ed0bdd48329c628e19af2c Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:34:37 +0100 Subject: [PATCH 051/118] fix(avs): Incorrect function signature After getting doubts, I looked this one up again on the assembly. The decompiled output confused me and no actual value is being returned there. --- src/imports/avs.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/imports/avs.h b/src/imports/avs.h index 9dce5be..ae054e5 100644 --- a/src/imports/avs.h +++ b/src/imports/avs.h @@ -221,7 +221,7 @@ int property_set_flag(struct property *prop, int flags, int mask); void property_destroy(struct property *prop); avs_error property_get_error(struct property *prop); -struct property *property_clear_error(struct property *prop); +void property_clear_error(struct property *prop); int property_psmap_import( struct property *prop, From 94aa0bdda34cd382c342458809ee16dd9bd0441b Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 25 Feb 2024 09:34:37 +0100 Subject: [PATCH 052/118] feat(avs-util): Add helper to translate property errors --- src/main/avs-util/error.c | 10 ++++++++++ src/main/avs-util/error.h | 4 +++- 2 files changed, 13 insertions(+), 1 deletion(-) diff --git a/src/main/avs-util/error.c b/src/main/avs-util/error.c index ab09c01..d31b2e1 100644 --- a/src/main/avs-util/error.c +++ b/src/main/avs-util/error.c @@ -96,4 +96,14 @@ const char *avs_util_error_str(avs_error error) } return avs_util_error_unknown; +} + +const char *avs_util_property_error_get_and_clear(struct property *prop) +{ + avs_error error; + + error = property_get_error(prop); + property_clear_error(prop); + + return avs_util_error_str(error); } \ No newline at end of file diff --git a/src/main/avs-util/error.h b/src/main/avs-util/error.h index 3598851..88d68c5 100644 --- a/src/main/avs-util/error.h +++ b/src/main/avs-util/error.h @@ -5,4 +5,6 @@ const char *avs_util_error_str(avs_error error); -#endif \ No newline at end of file +const char *avs_util_property_error_get_and_clear(struct property *prop); + +#endif From 218ffe72c1f3ea330053d5d64d7b67fa719a03a2 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 11:50:18 +0100 Subject: [PATCH 053/118] feat: Add iidxio-async implementation A shim library implementing the same concept as the already existing ddrio-async library. The iidxio implementation takes another iidxio library and runs it asynchronously which may improve performance for certain iidxio implementations, e.g. if the send and receive functions are driving actual IO calls synchrously and are expensive. This is not a replacement for a well engineered and proper implementation of a iidxio library for any specific use-case. It does not fix bad performance of existing implementations, i.e. if the poll rate is too low because actual IO is too slow. Use with caution and know why and when you need to use it. --- Module.mk | 3 + doc/iidxhook/README.md | 2 + doc/iidxhook/iidxio-async.md | 22 + .../examples/example_glfw_wgpu/web/index.html | 84 ++++ .../libs/glfw/lib-vc2010-32/glfw3.lib | Bin 0 -> 187376 bytes .../libs/glfw/lib-vc2010-64/glfw3.lib | Bin 0 -> 291120 bytes src/main/iidxio-async/Module.mk | 9 + src/main/iidxio-async/iidxio-async.def | 18 + src/main/iidxio-async/iidxio.c | 407 ++++++++++++++++++ 9 files changed, 545 insertions(+) create mode 100644 doc/iidxhook/iidxio-async.md create mode 100644 lib/cimgui/cimgui/imgui/examples/example_glfw_wgpu/web/index.html create mode 100644 lib/cimgui/cimgui/imgui/examples/libs/glfw/lib-vc2010-32/glfw3.lib create mode 100644 lib/cimgui/cimgui/imgui/examples/libs/glfw/lib-vc2010-64/glfw3.lib create mode 100644 src/main/iidxio-async/Module.mk create mode 100644 src/main/iidxio-async/iidxio-async.def create mode 100644 src/main/iidxio-async/iidxio.c diff --git a/Module.mk b/Module.mk index 2a948a8..6754895 100644 --- a/Module.mk +++ b/Module.mk @@ -154,6 +154,7 @@ include src/main/iidxhook6/Module.mk include src/main/iidxhook7/Module.mk include src/main/iidxhook8/Module.mk include src/main/iidxhook9/Module.mk +include src/main/iidxio-async/Module.mk include src/main/iidxio-bio2/Module.mk include src/main/iidxio-ezusb/Module.mk include src/main/iidxio-ezusb2/Module.mk @@ -456,6 +457,7 @@ $(zipdir)/iidx-27-to-30.zip: \ $(zipdir)/iidx-hwio-x86.zip: \ build/bin/indep-32/aciomgr.dll \ build/bin/indep-32/eamio-icca.dll \ + build/bin/indep-32/iidxio-async.dll \ build/bin/indep-32/iidxio-bio2.dll \ build/bin/indep-32/iidxio-ezusb.dll \ build/bin/indep-32/iidxio-ezusb2.dll \ @@ -469,6 +471,7 @@ $(zipdir)/iidx-hwio-x86.zip: \ $(zipdir)/iidx-hwio-x64.zip: \ build/bin/indep-64/aciomgr.dll \ build/bin/indep-64/eamio-icca.dll \ + build/bin/indep-64/iidxio-async.dll \ build/bin/indep-64/iidxio-bio2.dll \ build/bin/indep-64/iidxio-ezusb.dll \ build/bin/indep-64/iidxio-ezusb2.dll \ diff --git a/doc/iidxhook/README.md b/doc/iidxhook/README.md index cd1e68d..e39f56e 100644 --- a/doc/iidxhook/README.md +++ b/doc/iidxhook/README.md @@ -48,6 +48,8 @@ Available implementations that can be swapped out depending on which kind of IO use: - `iidxio`: Default implementation supporting keyboard, mouse and USB game controllers +- [iidxio-async](iidxhook/iidxio-async.md): Shim implementation that runs another iidxio implementation in a dedicated + thread - [iidxio-bio2](iidxhook/iidxio-bio2.md): Support BIO2 hardware - [iidxio-ezusb](iidxhook/iidxio-ezusb.md): Support C02 ezusb FX hardware - [iidxio-ezusb2](iidxhook/iidxio-ezusb2.md): Support IO2 ezusb FX2 hardware diff --git a/doc/iidxhook/iidxio-async.md b/doc/iidxhook/iidxio-async.md new file mode 100644 index 0000000..82f7c21 --- /dev/null +++ b/doc/iidxhook/iidxio-async.md @@ -0,0 +1,22 @@ +# IIDXIO async API implementation + +This implementation of the iidxio API is a shim library that takes another iidxio library and +runs the functions `iidx_io_ep1_send`, `iidx_io_ep2_recv` and `iidx_io_ep3_write_16seg` in a +dedicated thread. State synchronization to the getter and setter functions is also handled +transparently. + +Usage of this **may** improve performance of certain iidxio implementations or when using them +in certain integrations, e.g. the send and receive functions of a iidxio implementation for some +target IO hardware calls are synchronous and expensive. + +This is not a fix/solution to a badly implemented iidxio library with poor performance as it cannot +make it go faster and address potential latency issues, for example. + +Use with caution and know why and when you need to use it. + +## Setup + +* Add `iidxio-async.dll` in the same folder as your `iidxhookX.dll` +* Rename your `iidxio.dll` to `iidxio-async-child.dll` +* Rename `iidxio-async.dll` to `iidxio.dll` +* Run the game \ No newline at end of file diff --git a/lib/cimgui/cimgui/imgui/examples/example_glfw_wgpu/web/index.html b/lib/cimgui/cimgui/imgui/examples/example_glfw_wgpu/web/index.html new file mode 100644 index 0000000..a2a91c4 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/examples/example_glfw_wgpu/web/index.html @@ -0,0 +1,84 @@ + + + + + + Dear ImGui Emscripten+GLFW+WebGPU example + + + + + + + diff --git a/lib/cimgui/cimgui/imgui/examples/libs/glfw/lib-vc2010-32/glfw3.lib b/lib/cimgui/cimgui/imgui/examples/libs/glfw/lib-vc2010-32/glfw3.lib new file mode 100644 index 0000000000000000000000000000000000000000..348abecfa98d6cfad9db67127eab8d5c72473539 GIT binary patch literal 187376 zcmeFa3t(Jzl|OzblT6c+k^lh;6bMjW7E0PArJ>YJ<~@^nHE9wMN=Wl)Cgepj(+5(Z zJ1sB{K}CG6_^9l<_*x&hi0f)w%346sst9#?h%T;W+tn_zQk5nD&pF@k{oZ@$5zssQo^!tM^F80^J?F~q@t%Qq&bzF}dM&MQXk6ad(0F-+6<;e~mtJ1Kd>O;n z&(k#9gPL~7d;U7_-8Gu_|8A8Awx;iCdAEO)X4CKR)0%CzcVf9_`)j%%xKp#e9rurS zX}13#-6f|!p#9a|!CI~4Pkkru(n|gs?~jGGl0Vk{)fcsrzpT5dsmtx`s&%=X{y@YP zjRoV*jq8Wp<9*%9KKJNIvTsweX;E{tQ!@x-{^npP8jTU5r*EjQ2%+2Q^R+};y#5Fg z`umdc@zI{<-rn)Pi3zJnk24sI#^NrIhbY@Nc8>+&@%V=BA@5adtfXG2D-sI@qMo3$ z(;x0?Zgq7Hr-qV=iSFUCp*}0E&l!z-TH?VLFVjL+*92sD^&nc~qeHpGF~8pv3;3c+ 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literal 0 HcmV?d00001 diff --git a/src/main/iidxio-async/Module.mk b/src/main/iidxio-async/Module.mk new file mode 100644 index 0000000..d852e4e --- /dev/null +++ b/src/main/iidxio-async/Module.mk @@ -0,0 +1,9 @@ +dlls += iidxio-async + +ldflags_iidxio-async := \ + +libs_iidxio-async := \ + util \ + +src_iidxio-async := \ + iidxio.c \ diff --git a/src/main/iidxio-async/iidxio-async.def b/src/main/iidxio-async/iidxio-async.def new file mode 100644 index 0000000..403900d --- /dev/null +++ b/src/main/iidxio-async/iidxio-async.def @@ -0,0 +1,18 @@ +LIBRARY iidxio + +EXPORTS + iidx_io_ep1_send + iidx_io_ep1_set_deck_lights + iidx_io_ep1_set_panel_lights + iidx_io_ep1_set_top_lamps + iidx_io_ep1_set_top_neons + iidx_io_ep2_get_keys + iidx_io_ep2_get_panel + iidx_io_ep2_get_sys + iidx_io_ep2_get_slider + iidx_io_ep2_get_turntable + iidx_io_ep2_recv + iidx_io_ep3_write_16seg + iidx_io_fini + iidx_io_init + iidx_io_set_loggers diff --git a/src/main/iidxio-async/iidxio.c b/src/main/iidxio-async/iidxio.c new file mode 100644 index 0000000..b81ec6b --- /dev/null +++ b/src/main/iidxio-async/iidxio.c @@ -0,0 +1,407 @@ +#define LOG_MODULE "iidxio-async" + +#include + +#include +#include +#include +#include + +#include + +#include "bemanitools/iidxio.h" + +#include "util/log.h" +#include "util/thread.h" +#include "util/time.h" + +typedef void (*iidx_io_set_loggers_t)( + log_formatter_t misc, + log_formatter_t info, + log_formatter_t warning, + log_formatter_t fatal); +typedef bool (*iidx_io_init_t)( + thread_create_t thread_create, + thread_join_t thread_join, + thread_destroy_t thread_destroy); +typedef void (*iidx_io_fini_t)(void); +typedef void (*iidx_io_ep1_set_deck_lights_t)(uint16_t deck_lights); +typedef void (*iidx_io_ep1_set_panel_lights_t)(uint8_t panel_lights); +typedef void (*iidx_io_ep1_set_top_lamps_t)(uint8_t top_lamps); +typedef void (*iidx_io_ep1_set_top_neons_t)(bool top_neons); +typedef bool (*iidx_io_ep1_send_t)(void); +typedef bool (*iidx_io_ep2_recv_t)(void); +typedef uint8_t (*iidx_io_ep2_get_turntable_t)(uint8_t player_no); +typedef uint8_t (*iidx_io_ep2_get_slider_t)(uint8_t slider_no); +typedef uint8_t (*iidx_io_ep2_get_sys_t)(void); +typedef uint8_t (*iidx_io_ep2_get_panel_t)(void); +typedef uint16_t (*iidx_io_ep2_get_keys_t)(void); +typedef bool (*iidx_io_ep3_write_16seg_t)(const char *text); + +static HMODULE _child_iidx_io_module; + +static iidx_io_set_loggers_t _child_iidx_io_set_loggers; +static iidx_io_init_t _child_iidx_io_init; +static iidx_io_fini_t _child_iidx_io_fini; + +static iidx_io_ep1_set_deck_lights_t _child_iidx_io_ep1_set_deck_lights; +static iidx_io_ep1_set_panel_lights_t _child_iidx_io_ep1_set_panel_lights; +static iidx_io_ep1_set_top_lamps_t _child_iidx_io_ep1_set_top_lamps; +static iidx_io_ep1_set_top_neons_t _child_iidx_io_ep1_set_top_neons; +static iidx_io_ep1_send_t _child_iidx_io_ep1_send; +static iidx_io_ep2_recv_t _child_iidx_io_ep2_recv; +static iidx_io_ep2_get_turntable_t _child_iidx_io_ep2_get_turntable; +static iidx_io_ep2_get_slider_t _child_iidx_io_ep2_get_slider; +static iidx_io_ep2_get_sys_t _child_iidx_io_ep2_get_sys; +static iidx_io_ep2_get_panel_t _child_iidx_io_ep2_get_panel; +static iidx_io_ep2_get_keys_t _child_iidx_io_ep2_get_keys; +static iidx_io_ep3_write_16seg_t _child_iidx_io_ep3_write_16seg; + +static log_formatter_t _log_formatter_misc; +static log_formatter_t _log_formatter_info; +static log_formatter_t _log_formatter_warning; +static log_formatter_t _log_formatter_fatal; + +static _Atomic(bool) _io_thread_proc_loop; +static _Atomic(bool) _io_thread_proc_running; + +static _Atomic(uint16_t) _child_iidx_io_deck_lights; +static _Atomic(uint8_t) _child_iidx_io_panel_lights; +static _Atomic(uint8_t) _child_iidx_io_top_lamps; +static _Atomic(bool) _child_iidx_io_top_neons; + +static _Atomic(uint8_t) _child_iidx_io_turntable_p1; +static _Atomic(uint8_t) _child_iidx_io_turntable_p2; +static _Atomic(uint8_t) _child_iidx_io_slider_1; +static _Atomic(uint8_t) _child_iidx_io_slider_2; +static _Atomic(uint8_t) _child_iidx_io_slider_3; +static _Atomic(uint8_t) _child_iidx_io_slider_4; +static _Atomic(uint8_t) _child_iidx_io_slider_5; +static _Atomic(uint8_t) _child_iidx_io_sys; +static _Atomic(uint8_t) _child_iidx_io_panel; +static _Atomic(uint16_t) _child_iidx_io_keys; + +static HANDLE _child_iidx_io_16seg_mutex; +static char _child_iidx_16seg[9]; +static bool _child_iidx_io_16seg_dirty; + +static int _io_thread_proc(void *ctx) +{ + uint64_t time_start; + uint64_t time_end; + uint64_t loop_counter; + uint64_t total_time; + char text_16seg[9]; + + bool result; + + atomic_store_explicit(&_io_thread_proc_running, true, memory_order_seq_cst); + + log_info("IO thread running"); + + time_start = time_get_counter(); + loop_counter = 0; + + while (atomic_load_explicit(&_io_thread_proc_loop, memory_order_seq_cst)) { + result = _child_iidx_io_ep2_recv(); + + if (!result) { + log_warning("_child_iidx_io_ep2_recv returned false"); + atomic_store_explicit( + &_io_thread_proc_running, false, memory_order_seq_cst); + + log_info("IO thread shut down"); + + return 0; + } + + atomic_store_explicit(&_child_iidx_io_turntable_p1, _child_iidx_io_ep2_get_turntable(0), memory_order_relaxed); + atomic_store_explicit(&_child_iidx_io_turntable_p2, _child_iidx_io_ep2_get_turntable(1), memory_order_relaxed); + atomic_store_explicit(&_child_iidx_io_slider_1, _child_iidx_io_ep2_get_slider(0), memory_order_relaxed); + atomic_store_explicit(&_child_iidx_io_slider_2, _child_iidx_io_ep2_get_slider(1), memory_order_relaxed); + atomic_store_explicit(&_child_iidx_io_slider_3, _child_iidx_io_ep2_get_slider(2), memory_order_relaxed); + atomic_store_explicit(&_child_iidx_io_slider_4, _child_iidx_io_ep2_get_slider(3), memory_order_relaxed); + atomic_store_explicit(&_child_iidx_io_slider_5, _child_iidx_io_ep2_get_slider(4), memory_order_relaxed); + atomic_store_explicit(&_child_iidx_io_sys, _child_iidx_io_ep2_get_sys(), memory_order_relaxed); + atomic_store_explicit(&_child_iidx_io_panel, _child_iidx_io_ep2_get_panel(), memory_order_relaxed); + atomic_store_explicit(&_child_iidx_io_keys, _child_iidx_io_ep2_get_keys(), memory_order_relaxed); + + _child_iidx_io_ep1_set_deck_lights(atomic_load_explicit(&_child_iidx_io_deck_lights, memory_order_relaxed)); + _child_iidx_io_ep1_set_panel_lights(atomic_load_explicit(&_child_iidx_io_panel_lights, memory_order_relaxed)); + _child_iidx_io_ep1_set_top_lamps(atomic_load_explicit(&_child_iidx_io_top_lamps, memory_order_relaxed)); + _child_iidx_io_ep1_set_top_neons(atomic_load_explicit(&_child_iidx_io_top_neons, memory_order_relaxed)); + + result = _child_iidx_io_ep1_send(); + + if (!result) { + log_warning("_child_iidx_io_ep1_send returned false"); + atomic_store_explicit( + &_io_thread_proc_running, false, memory_order_seq_cst); + + log_info("IO thread shut down"); + + return 0; + } + + if (_child_iidx_io_16seg_dirty) { + WaitForSingleObject(_child_iidx_io_16seg_mutex, INFINITE); + memcpy(text_16seg, _child_iidx_16seg, sizeof(text_16seg)); + _child_iidx_io_16seg_dirty = false; + ReleaseMutex(_child_iidx_io_16seg_mutex); + + result = _child_iidx_io_ep3_write_16seg(text_16seg); + + if (!result) { + log_warning("_child_iidx_io_ep3_write_16seg returned false"); + atomic_store_explicit( + &_io_thread_proc_running, false, memory_order_seq_cst); + + log_info("IO thread shut down"); + + return 0; + } + } + + // Don't hog the CPU + SwitchToThread(); + + loop_counter++; + } + + time_end = time_get_counter(); + total_time = time_get_elapsed_us(time_end - time_start); + + log_info( + "IO thread performance: total iterations %lld, avg. loop cycle time %f " + "us", + loop_counter, + ((double) total_time) / loop_counter); + + atomic_store_explicit( + &_io_thread_proc_running, false, memory_order_seq_cst); + + log_info("IO thread shut down"); + + return 0; +} + +static void *_load_function(HMODULE module, const char *name) +{ + void *ptr; + + ptr = GetProcAddress(module, name); + + if (ptr == NULL) { + log_fatal("Could not find function %s in iidxio child library", name); + } + + return ptr; +} + +void iidx_io_set_loggers( + log_formatter_t misc, + log_formatter_t info, + log_formatter_t warning, + log_formatter_t fatal) +{ + _log_formatter_misc = misc; + _log_formatter_info = info; + _log_formatter_warning = warning; + _log_formatter_fatal = fatal; + + log_to_external(misc, info, warning, fatal); +} + +bool iidx_io_init( + thread_create_t thread_create, + thread_join_t thread_join, + thread_destroy_t thread_destroy) +{ + log_info("Loading iidxio-async-child.dll as child iidxio library..."); + + _child_iidx_io_module = LoadLibraryA("iidxio-async-child.dll"); + + if (_child_iidx_io_module == NULL) { + log_warning("Loading iidxio-async-child.dll failed"); + return false; + } + + _child_iidx_io_set_loggers = + _load_function(_child_iidx_io_module, "iidx_io_set_loggers"); + _child_iidx_io_init = _load_function(_child_iidx_io_module, "iidx_io_init"); + _child_iidx_io_fini = _load_function(_child_iidx_io_module, "iidx_io_fini"); + + _child_iidx_io_ep1_set_deck_lights = + _load_function(_child_iidx_io_module, "iidx_io_ep1_set_deck_lights"); + _child_iidx_io_ep1_set_panel_lights = + _load_function(_child_iidx_io_module, "iidx_io_ep1_set_panel_lights"); + _child_iidx_io_ep1_set_top_lamps = + _load_function(_child_iidx_io_module, "iidx_io_ep1_set_top_lamps"); + _child_iidx_io_ep1_set_top_neons = + _load_function(_child_iidx_io_module, "iidx_io_ep1_set_top_neons"); + _child_iidx_io_ep1_send = + _load_function(_child_iidx_io_module, "iidx_io_ep1_send"); + _child_iidx_io_ep2_recv = + _load_function(_child_iidx_io_module, "iidx_io_ep2_recv"); + _child_iidx_io_ep2_get_turntable = + _load_function(_child_iidx_io_module, "iidx_io_ep2_get_turntable"); + _child_iidx_io_ep2_get_slider = + _load_function(_child_iidx_io_module, "iidx_io_ep2_get_slider"); + _child_iidx_io_ep2_get_sys = + _load_function(_child_iidx_io_module, "iidx_io_ep2_get_sys"); + _child_iidx_io_ep2_get_panel = + _load_function(_child_iidx_io_module, "iidx_io_ep2_get_panel"); + _child_iidx_io_ep2_get_keys = + _load_function(_child_iidx_io_module, "iidx_io_ep2_get_keys"); + _child_iidx_io_ep3_write_16seg = + _load_function(_child_iidx_io_module, "iidx_io_ep3_write_16seg"); + + _child_iidx_io_set_loggers( + _log_formatter_misc, + _log_formatter_info, + _log_formatter_warning, + _log_formatter_fatal); + + _child_iidx_io_16seg_mutex = CreateMutex(NULL, FALSE, NULL); + + log_info("Calling child iidx_io_init..."); + + if (!_child_iidx_io_init(thread_create, thread_join, thread_destroy)) { + log_warning("Child iidx_io_init failed"); + FreeLibrary(_child_iidx_io_module); + CloseHandle(_child_iidx_io_16seg_mutex); + + return false; + } + + atomic_store_explicit(&_io_thread_proc_loop, true, memory_order_seq_cst); + + if (!thread_create(_io_thread_proc, NULL, 16384, 0)) { + log_warning("Creating IO thread failed"); + + _child_iidx_io_fini(); + FreeLibrary(_child_iidx_io_module); + CloseHandle(_child_iidx_io_16seg_mutex); + return false; + } + + return true; +} + +void iidx_io_fini(void) +{ + atomic_store_explicit(&_io_thread_proc_loop, false, memory_order_seq_cst); + + log_info("Shutting down IO thread and waiting for it to finish..."); + + while ( + atomic_load_explicit(&_io_thread_proc_running, memory_order_seq_cst)) { + Sleep(1); + } + + log_info("IO thread finished"); + + _child_iidx_io_fini(); + + FreeLibrary(_child_iidx_io_module); + CloseHandle(_child_iidx_io_16seg_mutex); +} + +void iidx_io_ep1_set_deck_lights(uint16_t deck_lights) +{ + atomic_store_explicit( + &_child_iidx_io_deck_lights, deck_lights, memory_order_relaxed); +} + +void iidx_io_ep1_set_panel_lights(uint8_t panel_lights) +{ + atomic_store_explicit( + &_child_iidx_io_panel_lights, panel_lights, memory_order_relaxed); +} + +void iidx_io_ep1_set_top_lamps(uint8_t top_lamps) +{ + atomic_store_explicit( + &_child_iidx_io_top_lamps, top_lamps, memory_order_relaxed); +} + +void iidx_io_ep1_set_top_neons(bool top_neons) +{ + atomic_store_explicit( + &_child_iidx_io_top_neons, top_neons, memory_order_relaxed); +} + +bool iidx_io_ep1_send(void) +{ + // Any sending and receiving is executed async in a separate thread + return true; +} + +bool iidx_io_ep2_recv(void) +{ + // Any sending and receiving is executed async in a separate thread + return true; +} + +uint8_t iidx_io_ep2_get_turntable(uint8_t player_no) +{ + switch (player_no) + { + case 0: + return atomic_load_explicit(&_child_iidx_io_turntable_p1, memory_order_relaxed); + case 1: + return atomic_load_explicit(&_child_iidx_io_turntable_p2, memory_order_relaxed); + default: + return 0; + } +} + +uint8_t iidx_io_ep2_get_slider(uint8_t slider_no) +{ + switch (slider_no) + { + case 0: + return atomic_load_explicit(&_child_iidx_io_slider_1, memory_order_relaxed); + case 1: + return atomic_load_explicit(&_child_iidx_io_slider_2, memory_order_relaxed); + case 2: + return atomic_load_explicit(&_child_iidx_io_slider_3, memory_order_relaxed); + case 3: + return atomic_load_explicit(&_child_iidx_io_slider_4, memory_order_relaxed); + case 4: + return atomic_load_explicit(&_child_iidx_io_slider_5, memory_order_relaxed); + default: + return 0; + } +} + +uint8_t iidx_io_ep2_get_sys(void) +{ + return atomic_load_explicit(&_child_iidx_io_sys, memory_order_relaxed); +} + +uint8_t iidx_io_ep2_get_panel(void) +{ + return atomic_load_explicit(&_child_iidx_io_panel, memory_order_relaxed); +} + +uint16_t iidx_io_ep2_get_keys(void) +{ + return atomic_load_explicit(&_child_iidx_io_keys, memory_order_relaxed); +} + +bool iidx_io_ep3_write_16seg(const char *text) +{ + // This section is only producer while the thread is the only consumer + // Utilize this to optimize the 16seg writing and only write if the text has actually changed + if (!strcmp(text, _child_iidx_16seg)) { + return true; + } + + WaitForSingleObject(_child_iidx_io_16seg_mutex, INFINITE); + memcpy(_child_iidx_16seg, text, sizeof(_child_iidx_16seg)); + _child_iidx_io_16seg_dirty = true; + ReleaseMutex(_child_iidx_io_16seg_mutex); + + return true; +} \ No newline at end of file From 61691f06a7806486bbaa9d5ef2a3e501c538f5cf Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 12:33:16 +0100 Subject: [PATCH 054/118] feat: nvgpu tool for tweaking nvidia gpu driver settings MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit An open source re-implementation of the “NvDisplayConfigLDJ" tool with additional enhancements. This can be used to tweak your nvidia GPU driver settings to create custom display timings to address IIDX’s requirement if expecting proper display timings. This can also be used for any legacy IIDX versions that even expect very specific display timings, e.g. 59.95 or 60.05 hz. Furthermore, creating application profiles allows further tweaks to important GPU settings such as the current performance mode setting. This is crucial to ensure the GPU is not going into any kind of power saving states which results in non-smooth scrolling during gameplay and micro stuttering that cannot be measured on application level. --- Module.mk | 4 + src/imports/nvapi/NvApiDriverSettings.c | 947 + src/imports/nvapi/NvApiDriverSettings.h | 1150 ++ src/imports/nvapi/nvHLSLExtns.h | 2315 +++ src/imports/nvapi/nvHLSLExtnsInternal.h | 758 + src/imports/nvapi/nvShaderExtnEnums.h | 142 + src/imports/nvapi/nvapi.h | 24002 ++++++++++++++++++++++ src/imports/nvapi/nvapi_interface.h | 529 + src/imports/nvapi/nvapi_lite_common.h | 659 + src/imports/nvapi/nvapi_lite_d3dext.h | 184 + src/imports/nvapi/nvapi_lite_salend.h | 809 + src/imports/nvapi/nvapi_lite_salstart.h | 812 + src/imports/nvapi/nvapi_lite_sli.h | 247 + src/imports/nvapi/nvapi_lite_stereo.h | 592 + src/imports/nvapi/nvapi_lite_surround.h | 95 + src/main/nv/Module.mk | 4 + src/main/nv/api.h | 63 + src/main/nv/module.c | 790 + src/main/nv/module.h | 13 + src/main/nvgpu/Module.mk | 8 + src/main/nvgpu/main.c | 1347 ++ 21 files changed, 35470 insertions(+) create mode 100644 src/imports/nvapi/NvApiDriverSettings.c create mode 100644 src/imports/nvapi/NvApiDriverSettings.h create mode 100644 src/imports/nvapi/nvHLSLExtns.h create mode 100644 src/imports/nvapi/nvHLSLExtnsInternal.h create mode 100644 src/imports/nvapi/nvShaderExtnEnums.h create mode 100644 src/imports/nvapi/nvapi.h create mode 100644 src/imports/nvapi/nvapi_interface.h create mode 100644 src/imports/nvapi/nvapi_lite_common.h create mode 100644 src/imports/nvapi/nvapi_lite_d3dext.h create mode 100644 src/imports/nvapi/nvapi_lite_salend.h create mode 100644 src/imports/nvapi/nvapi_lite_salstart.h create mode 100644 src/imports/nvapi/nvapi_lite_sli.h create mode 100644 src/imports/nvapi/nvapi_lite_stereo.h create mode 100644 src/imports/nvapi/nvapi_lite_surround.h create mode 100644 src/main/nv/Module.mk create mode 100644 src/main/nv/api.h create mode 100644 src/main/nv/module.c create mode 100644 src/main/nv/module.h create mode 100644 src/main/nvgpu/Module.mk create mode 100644 src/main/nvgpu/main.c diff --git a/Module.mk b/Module.mk index 2a948a8..4c42db6 100644 --- a/Module.mk +++ b/Module.mk @@ -172,6 +172,8 @@ include src/main/jbhook3/Module.mk include src/main/launcher/Module.mk include src/main/mempatch-hook/Module.mk include src/main/mm/Module.mk +include src/main/nv/Module.mk +include src/main/nvgpu/Module.mk include src/main/p3io/Module.mk include src/main/p3iodrv/Module.mk include src/main/p3ioemu/Module.mk @@ -232,6 +234,7 @@ $(zipdir)/tools.zip: \ build/bin/indep-32/ezusb2-dbg-hook.dll \ build/bin/indep-32/ezusb2-tool.exe \ build/bin/indep-32/ezusb-tool.exe \ + build/bin/indep-32/nvgpu.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -246,6 +249,7 @@ $(zipdir)/tools-x64.zip: \ build/bin/indep-64/iidx-ezusb2-exit-hook.dll \ build/bin/indep-64/jbiotest.exe \ build/bin/indep-64/mempatch-hook.dll \ + build/bin/indep-64/nvgpu.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ diff --git a/src/imports/nvapi/NvApiDriverSettings.c b/src/imports/nvapi/NvApiDriverSettings.c new file mode 100644 index 0000000..18e1ff6 --- /dev/null +++ b/src/imports/nvapi/NvApiDriverSettings.c @@ -0,0 +1,947 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + + +#include "NvApiDriverSettings.h" + +EValues_OGL_AA_LINE_GAMMA g_valuesOGL_AA_LINE_GAMMA[OGL_AA_LINE_GAMMA_NUM_VALUES] = +{ + OGL_AA_LINE_GAMMA_DISABLED, + OGL_AA_LINE_GAMMA_ENABLED, + OGL_AA_LINE_GAMMA_MIN, + OGL_AA_LINE_GAMMA_MAX, +}; + +EValues_OGL_CPL_GDI_COMPATIBILITY g_valuesOGL_CPL_GDI_COMPATIBILITY[OGL_CPL_GDI_COMPATIBILITY_NUM_VALUES] = +{ + OGL_CPL_GDI_COMPATIBILITY_PREFER_DISABLED, + OGL_CPL_GDI_COMPATIBILITY_PREFER_ENABLED, + OGL_CPL_GDI_COMPATIBILITY_AUTO, +}; + +EValues_OGL_CPL_PREFER_DXPRESENT g_valuesOGL_CPL_PREFER_DXPRESENT[OGL_CPL_PREFER_DXPRESENT_NUM_VALUES] = +{ + OGL_CPL_PREFER_DXPRESENT_PREFER_DISABLED, + OGL_CPL_PREFER_DXPRESENT_PREFER_ENABLED, + OGL_CPL_PREFER_DXPRESENT_AUTO, +}; + +EValues_OGL_DEEP_COLOR_SCANOUT g_valuesOGL_DEEP_COLOR_SCANOUT[OGL_DEEP_COLOR_SCANOUT_NUM_VALUES] = +{ + OGL_DEEP_COLOR_SCANOUT_DISABLE, + OGL_DEEP_COLOR_SCANOUT_ENABLE, +}; + +EValues_OGL_DEFAULT_SWAP_INTERVAL g_valuesOGL_DEFAULT_SWAP_INTERVAL[OGL_DEFAULT_SWAP_INTERVAL_NUM_VALUES] = +{ + OGL_DEFAULT_SWAP_INTERVAL_TEAR, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC, + OGL_DEFAULT_SWAP_INTERVAL_VALUE_MASK, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_MASK, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_OFF, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_ON, + OGL_DEFAULT_SWAP_INTERVAL_APP_CONTROLLED, + OGL_DEFAULT_SWAP_INTERVAL_DISABLE, +}; + +EValues_OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL g_valuesOGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL[OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_NUM_VALUES] = +{ + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ZERO_SCANLINES, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ONE_FULL_FRAME_OF_SCANLINES, +}; + +EValues_OGL_DEFAULT_SWAP_INTERVAL_SIGN g_valuesOGL_DEFAULT_SWAP_INTERVAL_SIGN[OGL_DEFAULT_SWAP_INTERVAL_SIGN_NUM_VALUES] = +{ + OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_NEGATIVE, +}; + +EValues_OGL_EVENT_LOG_SEVERITY_THRESHOLD g_valuesOGL_EVENT_LOG_SEVERITY_THRESHOLD[OGL_EVENT_LOG_SEVERITY_THRESHOLD_NUM_VALUES] = +{ + OGL_EVENT_LOG_SEVERITY_THRESHOLD_DISABLE, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_CRITICAL, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_WARNING, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_INFORMATION, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL, +}; + +EValues_OGL_FORCE_BLIT g_valuesOGL_FORCE_BLIT[OGL_FORCE_BLIT_NUM_VALUES] = +{ + OGL_FORCE_BLIT_ON, + OGL_FORCE_BLIT_OFF, +}; + +EValues_OGL_FORCE_STEREO g_valuesOGL_FORCE_STEREO[OGL_FORCE_STEREO_NUM_VALUES] = +{ + OGL_FORCE_STEREO_OFF, + OGL_FORCE_STEREO_ON, +}; + +const wchar_t * g_valuesOGL_IMPLICIT_GPU_AFFINITY[OGL_IMPLICIT_GPU_AFFINITY_NUM_VALUES] = +{ + OGL_IMPLICIT_GPU_AFFINITY_AUTOSELECT +}; + +EValues_OGL_OVERLAY_PIXEL_TYPE g_valuesOGL_OVERLAY_PIXEL_TYPE[OGL_OVERLAY_PIXEL_TYPE_NUM_VALUES] = +{ + OGL_OVERLAY_PIXEL_TYPE_NONE, + OGL_OVERLAY_PIXEL_TYPE_CI, + OGL_OVERLAY_PIXEL_TYPE_RGBA, + OGL_OVERLAY_PIXEL_TYPE_CI_AND_RGBA, +}; + +EValues_OGL_OVERLAY_SUPPORT g_valuesOGL_OVERLAY_SUPPORT[OGL_OVERLAY_SUPPORT_NUM_VALUES] = +{ + OGL_OVERLAY_SUPPORT_OFF, + OGL_OVERLAY_SUPPORT_ON, + OGL_OVERLAY_SUPPORT_FORCE_SW, +}; + +EValues_OGL_QUALITY_ENHANCEMENTS g_valuesOGL_QUALITY_ENHANCEMENTS[OGL_QUALITY_ENHANCEMENTS_NUM_VALUES] = +{ + OGL_QUALITY_ENHANCEMENTS_HQUAL, + OGL_QUALITY_ENHANCEMENTS_QUAL, + OGL_QUALITY_ENHANCEMENTS_PERF, + OGL_QUALITY_ENHANCEMENTS_HPERF, +}; + +EValues_OGL_SINGLE_BACKDEPTH_BUFFER g_valuesOGL_SINGLE_BACKDEPTH_BUFFER[OGL_SINGLE_BACKDEPTH_BUFFER_NUM_VALUES] = +{ + OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE, + OGL_SINGLE_BACKDEPTH_BUFFER_ENABLE, + OGL_SINGLE_BACKDEPTH_BUFFER_USE_HW_DEFAULT, +}; + +EValues_OGL_SLI_MULTICAST g_valuesOGL_SLI_MULTICAST[OGL_SLI_MULTICAST_NUM_VALUES] = +{ + OGL_SLI_MULTICAST_DISABLE, + OGL_SLI_MULTICAST_ENABLE, + OGL_SLI_MULTICAST_FORCE_DISABLE, + OGL_SLI_MULTICAST_ALLOW_MOSAIC, +}; + +EValues_OGL_THREAD_CONTROL g_valuesOGL_THREAD_CONTROL[OGL_THREAD_CONTROL_NUM_VALUES] = +{ + OGL_THREAD_CONTROL_ENABLE, + OGL_THREAD_CONTROL_DISABLE, +}; + +EValues_OGL_TMON_LEVEL g_valuesOGL_TMON_LEVEL[OGL_TMON_LEVEL_NUM_VALUES] = +{ + OGL_TMON_LEVEL_DISABLE, + OGL_TMON_LEVEL_CRITICAL, + OGL_TMON_LEVEL_WARNING, + OGL_TMON_LEVEL_INFORMATION, + OGL_TMON_LEVEL_MOST, + OGL_TMON_LEVEL_VERBOSE, +}; + +EValues_OGL_TRIPLE_BUFFER g_valuesOGL_TRIPLE_BUFFER[OGL_TRIPLE_BUFFER_NUM_VALUES] = +{ + OGL_TRIPLE_BUFFER_DISABLED, + OGL_TRIPLE_BUFFER_ENABLED, +}; + +EValues_AA_BEHAVIOR_FLAGS g_valuesAA_BEHAVIOR_FLAGS[AA_BEHAVIOR_FLAGS_NUM_VALUES] = +{ + AA_BEHAVIOR_FLAGS_NONE, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_APP_CONTROLLED, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_ENHANCE, + AA_BEHAVIOR_FLAGS_DISABLE_OVERRIDE, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_APP_CONTROLLED, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_OVERRIDE, + AA_BEHAVIOR_FLAGS_DISABLE_ENHANCE, + AA_BEHAVIOR_FLAGS_MAP_VCAA_TO_MULTISAMPLING, + AA_BEHAVIOR_FLAGS_SLI_DISABLE_TRANSPARENCY_SUPERSAMPLING, + AA_BEHAVIOR_FLAGS_DISABLE_CPLAA, + AA_BEHAVIOR_FLAGS_SKIP_RT_DIM_CHECK_FOR_ENHANCE, + AA_BEHAVIOR_FLAGS_DISABLE_SLIAA, + AA_BEHAVIOR_FLAGS_DEFAULT, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4_SHIFT, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4_SHIFT, + AA_BEHAVIOR_FLAGS_MASK, +}; + +EValues_AA_MODE_ALPHATOCOVERAGE g_valuesAA_MODE_ALPHATOCOVERAGE[AA_MODE_ALPHATOCOVERAGE_NUM_VALUES] = +{ + AA_MODE_ALPHATOCOVERAGE_MODE_MASK, + AA_MODE_ALPHATOCOVERAGE_MODE_OFF, + AA_MODE_ALPHATOCOVERAGE_MODE_ON, + AA_MODE_ALPHATOCOVERAGE_MODE_MAX, +}; + +EValues_AA_MODE_GAMMACORRECTION g_valuesAA_MODE_GAMMACORRECTION[AA_MODE_GAMMACORRECTION_NUM_VALUES] = +{ + AA_MODE_GAMMACORRECTION_MASK, + AA_MODE_GAMMACORRECTION_OFF, + AA_MODE_GAMMACORRECTION_ON_IF_FOS, + AA_MODE_GAMMACORRECTION_ON_ALWAYS, + AA_MODE_GAMMACORRECTION_MAX, + AA_MODE_GAMMACORRECTION_DEFAULT, + AA_MODE_GAMMACORRECTION_DEFAULT_TESLA, + AA_MODE_GAMMACORRECTION_DEFAULT_FERMI, +}; + +EValues_AA_MODE_METHOD g_valuesAA_MODE_METHOD[AA_MODE_METHOD_NUM_VALUES] = +{ + AA_MODE_METHOD_NONE, + AA_MODE_METHOD_SUPERSAMPLE_2X_H, + AA_MODE_METHOD_SUPERSAMPLE_2X_V, + AA_MODE_METHOD_SUPERSAMPLE_1_5X1_5, + AA_MODE_METHOD_FREE_0x03, + AA_MODE_METHOD_FREE_0x04, + AA_MODE_METHOD_SUPERSAMPLE_4X, + AA_MODE_METHOD_SUPERSAMPLE_4X_BIAS, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAUSSIAN, + AA_MODE_METHOD_FREE_0x08, + AA_MODE_METHOD_FREE_0x09, + AA_MODE_METHOD_SUPERSAMPLE_9X, + AA_MODE_METHOD_SUPERSAMPLE_9X_BIAS, + AA_MODE_METHOD_SUPERSAMPLE_16X, + AA_MODE_METHOD_SUPERSAMPLE_16X_BIAS, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL, + AA_MODE_METHOD_MULTISAMPLE_2X_QUINCUNX, + AA_MODE_METHOD_MULTISAMPLE_4X, + AA_MODE_METHOD_FREE_0x11, + AA_MODE_METHOD_MULTISAMPLE_4X_GAUSSIAN, + AA_MODE_METHOD_MIXEDSAMPLE_4X_SKEWED_4TAP, + AA_MODE_METHOD_FREE_0x14, + AA_MODE_METHOD_FREE_0x15, + AA_MODE_METHOD_MIXEDSAMPLE_6X, + AA_MODE_METHOD_MIXEDSAMPLE_6X_SKEWED_6TAP, + AA_MODE_METHOD_MIXEDSAMPLE_8X, + AA_MODE_METHOD_MIXEDSAMPLE_8X_SKEWED_8TAP, + AA_MODE_METHOD_MIXEDSAMPLE_16X, + AA_MODE_METHOD_MULTISAMPLE_4X_GAMMA, + AA_MODE_METHOD_MULTISAMPLE_16X, + AA_MODE_METHOD_VCAA_32X_8v24, + AA_MODE_METHOD_CORRUPTION_CHECK, + AA_MODE_METHOD_6X_CT, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_GAMMA, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAMMA, + AA_MODE_METHOD_MULTISAMPLE_4X_FOSGAMMA, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_FOSGAMMA, + AA_MODE_METHOD_SUPERSAMPLE_4X_FOSGAMMA, + AA_MODE_METHOD_MULTISAMPLE_8X, + AA_MODE_METHOD_VCAA_8X_4v4, + AA_MODE_METHOD_VCAA_16X_4v12, + AA_MODE_METHOD_VCAA_16X_8v8, + AA_MODE_METHOD_MIXEDSAMPLE_32X, + AA_MODE_METHOD_SUPERVCAA_64X_4v12, + AA_MODE_METHOD_SUPERVCAA_64X_8v8, + AA_MODE_METHOD_MIXEDSAMPLE_64X, + AA_MODE_METHOD_MIXEDSAMPLE_128X, + AA_MODE_METHOD_COUNT, + AA_MODE_METHOD_METHOD_MASK, + AA_MODE_METHOD_METHOD_MAX, +}; + +EValues_AA_MODE_REPLAY g_valuesAA_MODE_REPLAY[AA_MODE_REPLAY_NUM_VALUES] = +{ + AA_MODE_REPLAY_SAMPLES_MASK, + AA_MODE_REPLAY_SAMPLES_ONE, + AA_MODE_REPLAY_SAMPLES_TWO, + AA_MODE_REPLAY_SAMPLES_FOUR, + AA_MODE_REPLAY_SAMPLES_EIGHT, + AA_MODE_REPLAY_SAMPLES_MAX, + AA_MODE_REPLAY_MODE_MASK, + AA_MODE_REPLAY_MODE_OFF, + AA_MODE_REPLAY_MODE_ALPHA_TEST, + AA_MODE_REPLAY_MODE_PIXEL_KILL, + AA_MODE_REPLAY_MODE_DYN_BRANCH, + AA_MODE_REPLAY_MODE_OPTIMAL, + AA_MODE_REPLAY_MODE_ALL, + AA_MODE_REPLAY_MODE_MAX, + AA_MODE_REPLAY_TRANSPARENCY, + AA_MODE_REPLAY_DISALLOW_TRAA, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_TESLA, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_FERMI, + AA_MODE_REPLAY_MASK, +}; + +EValues_AA_MODE_SELECTOR g_valuesAA_MODE_SELECTOR[AA_MODE_SELECTOR_NUM_VALUES] = +{ + AA_MODE_SELECTOR_MASK, + AA_MODE_SELECTOR_APP_CONTROL, + AA_MODE_SELECTOR_OVERRIDE, + AA_MODE_SELECTOR_ENHANCE, + AA_MODE_SELECTOR_MAX, +}; + +EValues_AA_MODE_SELECTOR_SLIAA g_valuesAA_MODE_SELECTOR_SLIAA[AA_MODE_SELECTOR_SLIAA_NUM_VALUES] = +{ + AA_MODE_SELECTOR_SLIAA_DISABLED, + AA_MODE_SELECTOR_SLIAA_ENABLED, +}; + +EValues_ANISO_MODE_LEVEL g_valuesANISO_MODE_LEVEL[ANISO_MODE_LEVEL_NUM_VALUES] = +{ + ANISO_MODE_LEVEL_MASK, + ANISO_MODE_LEVEL_NONE_POINT, + ANISO_MODE_LEVEL_NONE_LINEAR, + ANISO_MODE_LEVEL_MAX, + ANISO_MODE_LEVEL_DEFAULT, +}; + +EValues_ANISO_MODE_SELECTOR g_valuesANISO_MODE_SELECTOR[ANISO_MODE_SELECTOR_NUM_VALUES] = +{ + ANISO_MODE_SELECTOR_MASK, + ANISO_MODE_SELECTOR_APP, + ANISO_MODE_SELECTOR_USER, + ANISO_MODE_SELECTOR_COND, + ANISO_MODE_SELECTOR_MAX, + ANISO_MODE_SELECTOR_DEFAULT, +}; + +EValues_ANSEL_ALLOW g_valuesANSEL_ALLOW[ANSEL_ALLOW_NUM_VALUES] = +{ + ANSEL_ALLOW_DISALLOWED, + ANSEL_ALLOW_ALLOWED, +}; + +EValues_ANSEL_ALLOWLISTED g_valuesANSEL_ALLOWLISTED[ANSEL_ALLOWLISTED_NUM_VALUES] = +{ + ANSEL_ALLOWLISTED_DISALLOWED, + ANSEL_ALLOWLISTED_ALLOWED, +}; + +EValues_ANSEL_ENABLE g_valuesANSEL_ENABLE[ANSEL_ENABLE_NUM_VALUES] = +{ + ANSEL_ENABLE_OFF, + ANSEL_ENABLE_ON, +}; + +EValues_APPLICATION_PROFILE_NOTIFICATION_TIMEOUT g_valuesAPPLICATION_PROFILE_NOTIFICATION_TIMEOUT[APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NUM_VALUES] = +{ + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NINE_SECONDS, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_FIFTEEN_SECONDS, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_THIRTY_SECONDS, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ONE_MINUTE, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_TWO_MINUTES, +}; + +EValues_BATTERY_BOOST_APP_FPS g_valuesBATTERY_BOOST_APP_FPS[BATTERY_BOOST_APP_FPS_NUM_VALUES] = +{ + BATTERY_BOOST_APP_FPS_MIN, + BATTERY_BOOST_APP_FPS_MAX, + BATTERY_BOOST_APP_FPS_NO_OVERRIDE, +}; + +EValues_CPL_HIDDEN_PROFILE g_valuesCPL_HIDDEN_PROFILE[CPL_HIDDEN_PROFILE_NUM_VALUES] = +{ + CPL_HIDDEN_PROFILE_DISABLED, + CPL_HIDDEN_PROFILE_ENABLED, +}; + +const wchar_t * g_valuesCUDA_EXCLUDED_GPUS[CUDA_EXCLUDED_GPUS_NUM_VALUES] = +{ + CUDA_EXCLUDED_GPUS_NONE +}; + +const wchar_t * g_valuesD3DOGL_GPU_MAX_POWER[D3DOGL_GPU_MAX_POWER_NUM_VALUES] = +{ + D3DOGL_GPU_MAX_POWER_DEFAULTPOWER +}; + +EValues_EXPORT_PERF_COUNTERS g_valuesEXPORT_PERF_COUNTERS[EXPORT_PERF_COUNTERS_NUM_VALUES] = +{ + EXPORT_PERF_COUNTERS_OFF, + EXPORT_PERF_COUNTERS_ON, +}; + +EValues_EXTERNAL_QUIET_MODE g_valuesEXTERNAL_QUIET_MODE[EXTERNAL_QUIET_MODE_NUM_VALUES] = +{ + EXTERNAL_QUIET_MODE_ON, + EXTERNAL_QUIET_MODE_OFF, +}; + +EValues_FRL_FPS g_valuesFRL_FPS[FRL_FPS_NUM_VALUES] = +{ + FRL_FPS_DISABLED, + FRL_FPS_MIN, + FRL_FPS_MAX, +}; + +EValues_FXAA_ALLOW g_valuesFXAA_ALLOW[FXAA_ALLOW_NUM_VALUES] = +{ + FXAA_ALLOW_DISALLOWED, + FXAA_ALLOW_ALLOWED, +}; + +EValues_FXAA_ENABLE g_valuesFXAA_ENABLE[FXAA_ENABLE_NUM_VALUES] = +{ + FXAA_ENABLE_OFF, + FXAA_ENABLE_ON, +}; + +EValues_FXAA_INDICATOR_ENABLE g_valuesFXAA_INDICATOR_ENABLE[FXAA_INDICATOR_ENABLE_NUM_VALUES] = +{ + FXAA_INDICATOR_ENABLE_OFF, + FXAA_INDICATOR_ENABLE_ON, +}; + +EValues_LATENCY_INDICATOR_AUTOALIGN g_valuesLATENCY_INDICATOR_AUTOALIGN[LATENCY_INDICATOR_AUTOALIGN_NUM_VALUES] = +{ + LATENCY_INDICATOR_AUTOALIGN_DISABLED, + LATENCY_INDICATOR_AUTOALIGN_ENABLED, +}; + +EValues_MCSFRSHOWSPLIT g_valuesMCSFRSHOWSPLIT[MCSFRSHOWSPLIT_NUM_VALUES] = +{ + MCSFRSHOWSPLIT_DISABLED, + MCSFRSHOWSPLIT_ENABLED, +}; + +EValues_NV_QUALITY_UPSCALING g_valuesNV_QUALITY_UPSCALING[NV_QUALITY_UPSCALING_NUM_VALUES] = +{ + NV_QUALITY_UPSCALING_OFF, + NV_QUALITY_UPSCALING_ON, +}; + +EValues_OPTIMUS_MAXAA g_valuesOPTIMUS_MAXAA[OPTIMUS_MAXAA_NUM_VALUES] = +{ + OPTIMUS_MAXAA_MIN, + OPTIMUS_MAXAA_MAX, +}; + +EValues_PHYSXINDICATOR g_valuesPHYSXINDICATOR[PHYSXINDICATOR_NUM_VALUES] = +{ + PHYSXINDICATOR_DISABLED, + PHYSXINDICATOR_ENABLED, +}; + +EValues_PREFERRED_PSTATE g_valuesPREFERRED_PSTATE[PREFERRED_PSTATE_NUM_VALUES] = +{ + PREFERRED_PSTATE_ADAPTIVE, + PREFERRED_PSTATE_PREFER_MAX, + PREFERRED_PSTATE_DRIVER_CONTROLLED, + PREFERRED_PSTATE_PREFER_CONSISTENT_PERFORMANCE, + PREFERRED_PSTATE_PREFER_MIN, + PREFERRED_PSTATE_OPTIMAL_POWER, + PREFERRED_PSTATE_MIN, + PREFERRED_PSTATE_MAX, +}; + +EValues_PREVENT_UI_AF_OVERRIDE g_valuesPREVENT_UI_AF_OVERRIDE[PREVENT_UI_AF_OVERRIDE_NUM_VALUES] = +{ + PREVENT_UI_AF_OVERRIDE_OFF, + PREVENT_UI_AF_OVERRIDE_ON, +}; + +EValues_SHIM_MCCOMPAT g_valuesSHIM_MCCOMPAT[SHIM_MCCOMPAT_NUM_VALUES] = +{ + SHIM_MCCOMPAT_INTEGRATED, + SHIM_MCCOMPAT_ENABLE, + SHIM_MCCOMPAT_USER_EDITABLE, + SHIM_MCCOMPAT_MASK, + SHIM_MCCOMPAT_VIDEO_MASK, + SHIM_MCCOMPAT_VARYING_BIT, + SHIM_MCCOMPAT_AUTO_SELECT, + SHIM_MCCOMPAT_OVERRIDE_BIT, +}; + +EValues_SHIM_RENDERING_MODE g_valuesSHIM_RENDERING_MODE[SHIM_RENDERING_MODE_NUM_VALUES] = +{ + SHIM_RENDERING_MODE_INTEGRATED, + SHIM_RENDERING_MODE_ENABLE, + SHIM_RENDERING_MODE_USER_EDITABLE, + SHIM_RENDERING_MODE_MASK, + SHIM_RENDERING_MODE_VIDEO_MASK, + SHIM_RENDERING_MODE_VARYING_BIT, + SHIM_RENDERING_MODE_AUTO_SELECT, + SHIM_RENDERING_MODE_OVERRIDE_BIT, +}; + +EValues_SHIM_RENDERING_OPTIONS g_valuesSHIM_RENDERING_OPTIONS[SHIM_RENDERING_OPTIONS_NUM_VALUES] = +{ + SHIM_RENDERING_OPTIONS_DEFAULT_RENDERING_MODE, + SHIM_RENDERING_OPTIONS_DISABLE_ASYNC_PRESENT, + SHIM_RENDERING_OPTIONS_EHSHELL_DETECT, + SHIM_RENDERING_OPTIONS_FLASHPLAYER_HOST_DETECT, + SHIM_RENDERING_OPTIONS_VIDEO_DRM_APP_DETECT, + SHIM_RENDERING_OPTIONS_IGNORE_OVERRIDES, + SHIM_RENDERING_OPTIONS_RESERVED1, + SHIM_RENDERING_OPTIONS_ENABLE_DWM_ASYNC_PRESENT, + SHIM_RENDERING_OPTIONS_RESERVED2, + SHIM_RENDERING_OPTIONS_ALLOW_INHERITANCE, + SHIM_RENDERING_OPTIONS_DISABLE_WRAPPERS, + SHIM_RENDERING_OPTIONS_DISABLE_DXGI_WRAPPERS, + SHIM_RENDERING_OPTIONS_PRUNE_UNSUPPORTED_FORMATS, + SHIM_RENDERING_OPTIONS_ENABLE_ALPHA_FORMAT, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING, + SHIM_RENDERING_OPTIONS_DISABLE_CUDA, + SHIM_RENDERING_OPTIONS_ALLOW_CP_CAPS_FOR_VIDEO, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING_FWD_OPTIMUS, + SHIM_RENDERING_OPTIONS_DISABLE_DURING_SECURE_BOOT, + SHIM_RENDERING_OPTIONS_INVERT_FOR_QUADRO, + SHIM_RENDERING_OPTIONS_INVERT_FOR_MSHYBRID, + SHIM_RENDERING_OPTIONS_REGISTER_PROCESS_ENABLE_GOLD, + SHIM_RENDERING_OPTIONS_HANDLE_WINDOWED_MODE_PERF_OPT, + SHIM_RENDERING_OPTIONS_HANDLE_WIN7_ASYNC_RUNTIME_BUG, + SHIM_RENDERING_OPTIONS_EXPLICIT_ADAPTER_OPTED_BY_APP, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH, + SHIM_RENDERING_OPTIONS_DISABLE_TURING_POWER_POLICY, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM, +}; + +EValues_SLI_GPU_COUNT g_valuesSLI_GPU_COUNT[SLI_GPU_COUNT_NUM_VALUES] = +{ + SLI_GPU_COUNT_AUTOSELECT, + SLI_GPU_COUNT_ONE, + SLI_GPU_COUNT_TWO, + SLI_GPU_COUNT_THREE, + SLI_GPU_COUNT_FOUR, +}; + +EValues_SLI_PREDEFINED_GPU_COUNT g_valuesSLI_PREDEFINED_GPU_COUNT[SLI_PREDEFINED_GPU_COUNT_NUM_VALUES] = +{ + SLI_PREDEFINED_GPU_COUNT_AUTOSELECT, + SLI_PREDEFINED_GPU_COUNT_ONE, + SLI_PREDEFINED_GPU_COUNT_TWO, + SLI_PREDEFINED_GPU_COUNT_THREE, + SLI_PREDEFINED_GPU_COUNT_FOUR, +}; + +EValues_SLI_PREDEFINED_GPU_COUNT_DX10 g_valuesSLI_PREDEFINED_GPU_COUNT_DX10[SLI_PREDEFINED_GPU_COUNT_DX10_NUM_VALUES] = +{ + SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT, + SLI_PREDEFINED_GPU_COUNT_DX10_ONE, + SLI_PREDEFINED_GPU_COUNT_DX10_TWO, + SLI_PREDEFINED_GPU_COUNT_DX10_THREE, + SLI_PREDEFINED_GPU_COUNT_DX10_FOUR, +}; + +EValues_SLI_PREDEFINED_MODE g_valuesSLI_PREDEFINED_MODE[SLI_PREDEFINED_MODE_NUM_VALUES] = +{ + SLI_PREDEFINED_MODE_AUTOSELECT, + SLI_PREDEFINED_MODE_FORCE_SINGLE, + SLI_PREDEFINED_MODE_FORCE_AFR, + SLI_PREDEFINED_MODE_FORCE_AFR2, + SLI_PREDEFINED_MODE_FORCE_SFR, + SLI_PREDEFINED_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR, +}; + +EValues_SLI_PREDEFINED_MODE_DX10 g_valuesSLI_PREDEFINED_MODE_DX10[SLI_PREDEFINED_MODE_DX10_NUM_VALUES] = +{ + SLI_PREDEFINED_MODE_DX10_AUTOSELECT, + SLI_PREDEFINED_MODE_DX10_FORCE_SINGLE, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR2, + SLI_PREDEFINED_MODE_DX10_FORCE_SFR, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR_OF_SFR__FALLBACK_3AFR, +}; + +EValues_SLI_RENDERING_MODE g_valuesSLI_RENDERING_MODE[SLI_RENDERING_MODE_NUM_VALUES] = +{ + SLI_RENDERING_MODE_AUTOSELECT, + SLI_RENDERING_MODE_FORCE_SINGLE, + SLI_RENDERING_MODE_FORCE_AFR, + SLI_RENDERING_MODE_FORCE_AFR2, + SLI_RENDERING_MODE_FORCE_SFR, + SLI_RENDERING_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR, +}; + +EValues_VRPRERENDERLIMIT g_valuesVRPRERENDERLIMIT[VRPRERENDERLIMIT_NUM_VALUES] = +{ + VRPRERENDERLIMIT_MIN, + VRPRERENDERLIMIT_MAX, + VRPRERENDERLIMIT_APP_CONTROLLED, + VRPRERENDERLIMIT_DEFAULT, +}; + +EValues_VRRFEATUREINDICATOR g_valuesVRRFEATUREINDICATOR[VRRFEATUREINDICATOR_NUM_VALUES] = +{ + VRRFEATUREINDICATOR_DISABLED, + VRRFEATUREINDICATOR_ENABLED, +}; + +EValues_VRROVERLAYINDICATOR g_valuesVRROVERLAYINDICATOR[VRROVERLAYINDICATOR_NUM_VALUES] = +{ + VRROVERLAYINDICATOR_DISABLED, + VRROVERLAYINDICATOR_ENABLED, +}; + +EValues_VRRREQUESTSTATE g_valuesVRRREQUESTSTATE[VRRREQUESTSTATE_NUM_VALUES] = +{ + VRRREQUESTSTATE_DISABLED, + VRRREQUESTSTATE_FULLSCREEN_ONLY, + VRRREQUESTSTATE_FULLSCREEN_AND_WINDOWED, +}; + +EValues_VRR_APP_OVERRIDE g_valuesVRR_APP_OVERRIDE[VRR_APP_OVERRIDE_NUM_VALUES] = +{ + VRR_APP_OVERRIDE_ALLOW, + VRR_APP_OVERRIDE_FORCE_OFF, + VRR_APP_OVERRIDE_DISALLOW, + VRR_APP_OVERRIDE_ULMB, + VRR_APP_OVERRIDE_FIXED_REFRESH, +}; + +EValues_VRR_APP_OVERRIDE_REQUEST_STATE g_valuesVRR_APP_OVERRIDE_REQUEST_STATE[VRR_APP_OVERRIDE_REQUEST_STATE_NUM_VALUES] = +{ + VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW, + VRR_APP_OVERRIDE_REQUEST_STATE_FORCE_OFF, + VRR_APP_OVERRIDE_REQUEST_STATE_DISALLOW, + VRR_APP_OVERRIDE_REQUEST_STATE_ULMB, + VRR_APP_OVERRIDE_REQUEST_STATE_FIXED_REFRESH, +}; + +EValues_VRR_MODE g_valuesVRR_MODE[VRR_MODE_NUM_VALUES] = +{ + VRR_MODE_DISABLED, + VRR_MODE_FULLSCREEN_ONLY, + VRR_MODE_FULLSCREEN_AND_WINDOWED, +}; + +EValues_VSYNCSMOOTHAFR g_valuesVSYNCSMOOTHAFR[VSYNCSMOOTHAFR_NUM_VALUES] = +{ + VSYNCSMOOTHAFR_OFF, + VSYNCSMOOTHAFR_ON, +}; + +EValues_VSYNCVRRCONTROL g_valuesVSYNCVRRCONTROL[VSYNCVRRCONTROL_NUM_VALUES] = +{ + VSYNCVRRCONTROL_DISABLE, + VSYNCVRRCONTROL_ENABLE, + VSYNCVRRCONTROL_NOTSUPPORTED, +}; + +EValues_VSYNC_BEHAVIOR_FLAGS g_valuesVSYNC_BEHAVIOR_FLAGS[VSYNC_BEHAVIOR_FLAGS_NUM_VALUES] = +{ + VSYNC_BEHAVIOR_FLAGS_NONE, + VSYNC_BEHAVIOR_FLAGS_DEFAULT, + VSYNC_BEHAVIOR_FLAGS_IGNORE_FLIPINTERVAL_MULTIPLE, +}; + +EValues_WKS_API_STEREO_EYES_EXCHANGE g_valuesWKS_API_STEREO_EYES_EXCHANGE[WKS_API_STEREO_EYES_EXCHANGE_NUM_VALUES] = +{ + WKS_API_STEREO_EYES_EXCHANGE_OFF, + WKS_API_STEREO_EYES_EXCHANGE_ON, +}; + +EValues_WKS_API_STEREO_MODE g_valuesWKS_API_STEREO_MODE[WKS_API_STEREO_MODE_NUM_VALUES] = +{ + WKS_API_STEREO_MODE_SHUTTER_GLASSES, + WKS_API_STEREO_MODE_VERTICAL_INTERLACED, + WKS_API_STEREO_MODE_TWINVIEW, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_AUTO, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC0, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC1, + WKS_API_STEREO_MODE_COLOR_LINE, + WKS_API_STEREO_MODE_COLOR_INTERLEAVED, + WKS_API_STEREO_MODE_ANAGLYPH, + WKS_API_STEREO_MODE_HORIZONTAL_INTERLACED, + WKS_API_STEREO_MODE_SIDE_FIELD, + WKS_API_STEREO_MODE_SUB_FIELD, + WKS_API_STEREO_MODE_CHECKERBOARD, + WKS_API_STEREO_MODE_INVERSE_CHECKERBOARD, + WKS_API_STEREO_MODE_TRIDELITY_SL, + WKS_API_STEREO_MODE_TRIDELITY_MV, + WKS_API_STEREO_MODE_SEEFRONT, + WKS_API_STEREO_MODE_STEREO_MIRROR, + WKS_API_STEREO_MODE_FRAME_SEQUENTIAL, + WKS_API_STEREO_MODE_AUTODETECT_PASSIVE_MODE, + WKS_API_STEREO_MODE_AEGIS_DT_FRAME_SEQUENTIAL, + WKS_API_STEREO_MODE_OEM_EMITTER_FRAME_SEQUENTIAL, + WKS_API_STEREO_MODE_DP_INBAND, + WKS_API_STEREO_MODE_USE_HW_DEFAULT, + WKS_API_STEREO_MODE_DEFAULT_GL, +}; + +EValues_WKS_STEREO_DONGLE_SUPPORT g_valuesWKS_STEREO_DONGLE_SUPPORT[WKS_STEREO_DONGLE_SUPPORT_NUM_VALUES] = +{ + WKS_STEREO_DONGLE_SUPPORT_OFF, + WKS_STEREO_DONGLE_SUPPORT_DAC, + WKS_STEREO_DONGLE_SUPPORT_DLP, +}; + +EValues_WKS_STEREO_SUPPORT g_valuesWKS_STEREO_SUPPORT[WKS_STEREO_SUPPORT_NUM_VALUES] = +{ + WKS_STEREO_SUPPORT_OFF, + WKS_STEREO_SUPPORT_ON, +}; + +EValues_WKS_STEREO_SWAP_MODE g_valuesWKS_STEREO_SWAP_MODE[WKS_STEREO_SWAP_MODE_NUM_VALUES] = +{ + WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL, + WKS_STEREO_SWAP_MODE_PER_EYE, + WKS_STEREO_SWAP_MODE_PER_EYE_PAIR, + WKS_STEREO_SWAP_MODE_LEGACY_BEHAVIOR, + WKS_STEREO_SWAP_MODE_PER_EYE_FOR_SWAP_GROUP, +}; + +EValues_AO_MODE g_valuesAO_MODE[AO_MODE_NUM_VALUES] = +{ + AO_MODE_OFF, + AO_MODE_LOW, + AO_MODE_MEDIUM, + AO_MODE_HIGH, +}; + +EValues_AO_MODE_ACTIVE g_valuesAO_MODE_ACTIVE[AO_MODE_ACTIVE_NUM_VALUES] = +{ + AO_MODE_ACTIVE_DISABLED, + AO_MODE_ACTIVE_ENABLED, +}; + +EValues_AUTO_LODBIASADJUST g_valuesAUTO_LODBIASADJUST[AUTO_LODBIASADJUST_NUM_VALUES] = +{ + AUTO_LODBIASADJUST_OFF, + AUTO_LODBIASADJUST_ON, +}; + +EValues_EXPORT_PERF_COUNTERS_DX9_ONLY g_valuesEXPORT_PERF_COUNTERS_DX9_ONLY[EXPORT_PERF_COUNTERS_DX9_ONLY_NUM_VALUES] = +{ + EXPORT_PERF_COUNTERS_DX9_ONLY_OFF, + EXPORT_PERF_COUNTERS_DX9_ONLY_ON, +}; + +EValues_LODBIASADJUST g_valuesLODBIASADJUST[LODBIASADJUST_NUM_VALUES] = +{ + LODBIASADJUST_MIN, + LODBIASADJUST_MAX, +}; + +EValues_MAXWELL_B_SAMPLE_INTERLEAVE g_valuesMAXWELL_B_SAMPLE_INTERLEAVE[MAXWELL_B_SAMPLE_INTERLEAVE_NUM_VALUES] = +{ + MAXWELL_B_SAMPLE_INTERLEAVE_OFF, + MAXWELL_B_SAMPLE_INTERLEAVE_ON, +}; + +EValues_PRERENDERLIMIT g_valuesPRERENDERLIMIT[PRERENDERLIMIT_NUM_VALUES] = +{ + PRERENDERLIMIT_MIN, + PRERENDERLIMIT_MAX, + PRERENDERLIMIT_APP_CONTROLLED, +}; + +EValues_PS_SHADERDISKCACHE g_valuesPS_SHADERDISKCACHE[PS_SHADERDISKCACHE_NUM_VALUES] = +{ + PS_SHADERDISKCACHE_OFF, + PS_SHADERDISKCACHE_ON, +}; + +EValues_PS_SHADERDISKCACHE_MAX_SIZE g_valuesPS_SHADERDISKCACHE_MAX_SIZE[PS_SHADERDISKCACHE_MAX_SIZE_NUM_VALUES] = +{ + PS_SHADERDISKCACHE_MAX_SIZE_MIN, + PS_SHADERDISKCACHE_MAX_SIZE_MAX, +}; + +EValues_PS_TEXFILTER_ANISO_OPTS2 g_valuesPS_TEXFILTER_ANISO_OPTS2[PS_TEXFILTER_ANISO_OPTS2_NUM_VALUES] = +{ + PS_TEXFILTER_ANISO_OPTS2_OFF, + PS_TEXFILTER_ANISO_OPTS2_ON, +}; + +EValues_PS_TEXFILTER_BILINEAR_IN_ANISO g_valuesPS_TEXFILTER_BILINEAR_IN_ANISO[PS_TEXFILTER_BILINEAR_IN_ANISO_NUM_VALUES] = +{ + PS_TEXFILTER_BILINEAR_IN_ANISO_OFF, + PS_TEXFILTER_BILINEAR_IN_ANISO_ON, +}; + +EValues_PS_TEXFILTER_DISABLE_TRILIN_SLOPE g_valuesPS_TEXFILTER_DISABLE_TRILIN_SLOPE[PS_TEXFILTER_DISABLE_TRILIN_SLOPE_NUM_VALUES] = +{ + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ON, +}; + +EValues_PS_TEXFILTER_NO_NEG_LODBIAS g_valuesPS_TEXFILTER_NO_NEG_LODBIAS[PS_TEXFILTER_NO_NEG_LODBIAS_NUM_VALUES] = +{ + PS_TEXFILTER_NO_NEG_LODBIAS_OFF, + PS_TEXFILTER_NO_NEG_LODBIAS_ON, +}; + +EValues_QUALITY_ENHANCEMENTS g_valuesQUALITY_ENHANCEMENTS[QUALITY_ENHANCEMENTS_NUM_VALUES] = +{ + QUALITY_ENHANCEMENTS_HIGHQUALITY, + QUALITY_ENHANCEMENTS_QUALITY, + QUALITY_ENHANCEMENTS_PERFORMANCE, + QUALITY_ENHANCEMENTS_HIGHPERFORMANCE, +}; + +EValues_QUALITY_ENHANCEMENT_SUBSTITUTION g_valuesQUALITY_ENHANCEMENT_SUBSTITUTION[QUALITY_ENHANCEMENT_SUBSTITUTION_NUM_VALUES] = +{ + QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION, + QUALITY_ENHANCEMENT_SUBSTITUTION_HIGHQUALITY_BECOMES_QUALITY, +}; + +EValues_REFRESH_RATE_OVERRIDE g_valuesREFRESH_RATE_OVERRIDE[REFRESH_RATE_OVERRIDE_NUM_VALUES] = +{ + REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED, + REFRESH_RATE_OVERRIDE_HIGHEST_AVAILABLE, + REFRESH_RATE_OVERRIDE_LOW_LATENCY_RR_MASK, +}; + +EValues_SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE g_valuesSET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE[SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_NUM_VALUES] = +{ + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ON, +}; + +EValues_SET_VAB_DATA g_valuesSET_VAB_DATA[SET_VAB_DATA_NUM_VALUES] = +{ + SET_VAB_DATA_ZERO, + SET_VAB_DATA_UINT_ONE, + SET_VAB_DATA_FLOAT_ONE, + SET_VAB_DATA_FLOAT_POS_INF, + SET_VAB_DATA_FLOAT_NAN, + SET_VAB_DATA_USE_API_DEFAULTS, +}; + +EValues_VSYNCMODE g_valuesVSYNCMODE[VSYNCMODE_NUM_VALUES] = +{ + VSYNCMODE_PASSIVE, + VSYNCMODE_FORCEOFF, + VSYNCMODE_FORCEON, + VSYNCMODE_FLIPINTERVAL2, + VSYNCMODE_FLIPINTERVAL3, + VSYNCMODE_FLIPINTERVAL4, + VSYNCMODE_VIRTUAL, +}; + +EValues_VSYNCTEARCONTROL g_valuesVSYNCTEARCONTROL[VSYNCTEARCONTROL_NUM_VALUES] = +{ + VSYNCTEARCONTROL_DISABLE, + VSYNCTEARCONTROL_ENABLE, +}; + + +SettingDWORDNameString mapSettingDWORD[TOTAL_DWORD_SETTING_NUM] = +{ + {OGL_AA_LINE_GAMMA_ID, OGL_AA_LINE_GAMMA_STRING, 4, (NvU32 *)g_valuesOGL_AA_LINE_GAMMA, OGL_AA_LINE_GAMMA_DISABLED}, + {OGL_CPL_GDI_COMPATIBILITY_ID, OGL_CPL_GDI_COMPATIBILITY_STRING, 3, (NvU32 *)g_valuesOGL_CPL_GDI_COMPATIBILITY, OGL_CPL_GDI_COMPATIBILITY_AUTO}, + {OGL_CPL_PREFER_DXPRESENT_ID, OGL_CPL_PREFER_DXPRESENT_STRING, 3, (NvU32 *)g_valuesOGL_CPL_PREFER_DXPRESENT, OGL_CPL_PREFER_DXPRESENT_AUTO}, + {OGL_DEEP_COLOR_SCANOUT_ID, OGL_DEEP_COLOR_SCANOUT_STRING, 2, (NvU32 *)g_valuesOGL_DEEP_COLOR_SCANOUT, OGL_DEEP_COLOR_SCANOUT_ENABLE}, + {OGL_DEFAULT_SWAP_INTERVAL_ID, OGL_DEFAULT_SWAP_INTERVAL_STRING, 9, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL, OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE}, + {OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ID, OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_STRING, 2, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL, 0x00000000}, + {OGL_DEFAULT_SWAP_INTERVAL_SIGN_ID, OGL_DEFAULT_SWAP_INTERVAL_SIGN_STRING, 2, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL_SIGN, OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE}, + {OGL_EVENT_LOG_SEVERITY_THRESHOLD_ID, OGL_EVENT_LOG_SEVERITY_THRESHOLD_STRING, 5, (NvU32 *)g_valuesOGL_EVENT_LOG_SEVERITY_THRESHOLD, OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL}, + {OGL_EXTENSION_STRING_VERSION_ID, OGL_EXTENSION_STRING_VERSION_STRING, 0, NULL, 0x00000000}, + {OGL_FORCE_BLIT_ID, OGL_FORCE_BLIT_STRING, 2, (NvU32 *)g_valuesOGL_FORCE_BLIT, OGL_FORCE_BLIT_OFF}, + {OGL_FORCE_STEREO_ID, OGL_FORCE_STEREO_STRING, 2, (NvU32 *)g_valuesOGL_FORCE_STEREO, OGL_FORCE_STEREO_OFF}, + {OGL_MAX_FRAMES_ALLOWED_ID, OGL_MAX_FRAMES_ALLOWED_STRING, 0, NULL, 0x00000002}, + {OGL_OVERLAY_PIXEL_TYPE_ID, OGL_OVERLAY_PIXEL_TYPE_STRING, 4, (NvU32 *)g_valuesOGL_OVERLAY_PIXEL_TYPE, OGL_OVERLAY_PIXEL_TYPE_CI}, + {OGL_OVERLAY_SUPPORT_ID, OGL_OVERLAY_SUPPORT_STRING, 3, (NvU32 *)g_valuesOGL_OVERLAY_SUPPORT, OGL_OVERLAY_SUPPORT_OFF}, + {OGL_QUALITY_ENHANCEMENTS_ID, OGL_QUALITY_ENHANCEMENTS_STRING, 4, (NvU32 *)g_valuesOGL_QUALITY_ENHANCEMENTS, OGL_QUALITY_ENHANCEMENTS_QUAL}, + {OGL_SINGLE_BACKDEPTH_BUFFER_ID, OGL_SINGLE_BACKDEPTH_BUFFER_STRING, 3, (NvU32 *)g_valuesOGL_SINGLE_BACKDEPTH_BUFFER, OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE}, + {OGL_SLI_MULTICAST_ID, OGL_SLI_MULTICAST_STRING, 4, (NvU32 *)g_valuesOGL_SLI_MULTICAST, OGL_SLI_MULTICAST_DISABLE}, + {OGL_THREAD_CONTROL_ID, OGL_THREAD_CONTROL_STRING, 2, (NvU32 *)g_valuesOGL_THREAD_CONTROL, 0x00000000}, + {OGL_TMON_LEVEL_ID, OGL_TMON_LEVEL_STRING, 6, (NvU32 *)g_valuesOGL_TMON_LEVEL, OGL_TMON_LEVEL_MOST}, + {OGL_TRIPLE_BUFFER_ID, OGL_TRIPLE_BUFFER_STRING, 2, (NvU32 *)g_valuesOGL_TRIPLE_BUFFER, OGL_TRIPLE_BUFFER_DISABLED}, + {AA_BEHAVIOR_FLAGS_ID, AA_BEHAVIOR_FLAGS_STRING, 18, (NvU32 *)g_valuesAA_BEHAVIOR_FLAGS, AA_BEHAVIOR_FLAGS_DEFAULT}, + {AA_MODE_ALPHATOCOVERAGE_ID, AA_MODE_ALPHATOCOVERAGE_STRING, 4, (NvU32 *)g_valuesAA_MODE_ALPHATOCOVERAGE, 0x00000000}, + {AA_MODE_GAMMACORRECTION_ID, AA_MODE_GAMMACORRECTION_STRING, 8, (NvU32 *)g_valuesAA_MODE_GAMMACORRECTION, 0x00000000}, + {AA_MODE_METHOD_ID, AA_MODE_METHOD_STRING, 50, (NvU32 *)g_valuesAA_MODE_METHOD, AA_MODE_METHOD_NONE}, + {AA_MODE_REPLAY_ID, AA_MODE_REPLAY_STRING, 20, (NvU32 *)g_valuesAA_MODE_REPLAY, 0x00000000}, + {AA_MODE_SELECTOR_ID, AA_MODE_SELECTOR_STRING, 5, (NvU32 *)g_valuesAA_MODE_SELECTOR, AA_MODE_SELECTOR_APP_CONTROL}, + {AA_MODE_SELECTOR_SLIAA_ID, AA_MODE_SELECTOR_SLIAA_STRING, 2, (NvU32 *)g_valuesAA_MODE_SELECTOR_SLIAA, AA_MODE_SELECTOR_SLIAA_DISABLED}, + {ANISO_MODE_LEVEL_ID, ANISO_MODE_LEVEL_STRING, 5, (NvU32 *)g_valuesANISO_MODE_LEVEL, ANISO_MODE_LEVEL_DEFAULT}, + {ANISO_MODE_SELECTOR_ID, ANISO_MODE_SELECTOR_STRING, 6, (NvU32 *)g_valuesANISO_MODE_SELECTOR, ANISO_MODE_SELECTOR_DEFAULT}, + {ANSEL_ALLOW_ID, ANSEL_ALLOW_STRING, 2, (NvU32 *)g_valuesANSEL_ALLOW, ANSEL_ALLOW_ALLOWED}, + {ANSEL_ALLOWLISTED_ID, ANSEL_ALLOWLISTED_STRING, 2, (NvU32 *)g_valuesANSEL_ALLOWLISTED, ANSEL_ALLOWLISTED_DISALLOWED}, + {ANSEL_ENABLE_ID, ANSEL_ENABLE_STRING, 2, (NvU32 *)g_valuesANSEL_ENABLE, ANSEL_ENABLE_ON}, + {APPIDLE_DYNAMIC_FRL_FPS_ID, APPIDLE_DYNAMIC_FRL_FPS_STRING, 0, NULL, 0x00000000}, + {APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_ID, APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_STRING, 0, NULL, 0x00000000}, + {APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ID, APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_STRING, 6, (NvU32 *)g_valuesAPPLICATION_PROFILE_NOTIFICATION_TIMEOUT, APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED}, + {APPLICATION_STEAM_ID_ID, APPLICATION_STEAM_ID_STRING, 0, NULL, 0x00000000}, + {BATTERY_BOOST_APP_FPS_ID, BATTERY_BOOST_APP_FPS_STRING, 3, (NvU32 *)g_valuesBATTERY_BOOST_APP_FPS, BATTERY_BOOST_APP_FPS_NO_OVERRIDE}, + {CPL_HIDDEN_PROFILE_ID, CPL_HIDDEN_PROFILE_STRING, 2, (NvU32 *)g_valuesCPL_HIDDEN_PROFILE, CPL_HIDDEN_PROFILE_DISABLED}, + {EXPORT_PERF_COUNTERS_ID, EXPORT_PERF_COUNTERS_STRING, 2, (NvU32 *)g_valuesEXPORT_PERF_COUNTERS, EXPORT_PERF_COUNTERS_OFF}, + {EXTERNAL_QUIET_MODE_ID, EXTERNAL_QUIET_MODE_STRING, 2, (NvU32 *)g_valuesEXTERNAL_QUIET_MODE, EXTERNAL_QUIET_MODE_OFF}, + {FRL_FPS_ID, FRL_FPS_STRING, 3, (NvU32 *)g_valuesFRL_FPS, FRL_FPS_DISABLED}, + {FXAA_ALLOW_ID, FXAA_ALLOW_STRING, 2, (NvU32 *)g_valuesFXAA_ALLOW, FXAA_ALLOW_ALLOWED}, + {FXAA_ENABLE_ID, FXAA_ENABLE_STRING, 2, (NvU32 *)g_valuesFXAA_ENABLE, FXAA_ENABLE_OFF}, + {FXAA_INDICATOR_ENABLE_ID, FXAA_INDICATOR_ENABLE_STRING, 2, (NvU32 *)g_valuesFXAA_INDICATOR_ENABLE, FXAA_INDICATOR_ENABLE_OFF}, + {LATENCY_INDICATOR_AUTOALIGN_ID, LATENCY_INDICATOR_AUTOALIGN_STRING, 2, (NvU32 *)g_valuesLATENCY_INDICATOR_AUTOALIGN, LATENCY_INDICATOR_AUTOALIGN_ENABLED}, + {MCSFRSHOWSPLIT_ID, MCSFRSHOWSPLIT_STRING, 2, (NvU32 *)g_valuesMCSFRSHOWSPLIT, MCSFRSHOWSPLIT_DISABLED}, + {NV_QUALITY_UPSCALING_ID, NV_QUALITY_UPSCALING_STRING, 2, (NvU32 *)g_valuesNV_QUALITY_UPSCALING, NV_QUALITY_UPSCALING_OFF}, + {OPTIMUS_MAXAA_ID, OPTIMUS_MAXAA_STRING, 2, (NvU32 *)g_valuesOPTIMUS_MAXAA, 0x00000000}, + {PHYSXINDICATOR_ID, PHYSXINDICATOR_STRING, 2, (NvU32 *)g_valuesPHYSXINDICATOR, PHYSXINDICATOR_DISABLED}, + {PREFERRED_PSTATE_ID, PREFERRED_PSTATE_STRING, 8, (NvU32 *)g_valuesPREFERRED_PSTATE, PREFERRED_PSTATE_OPTIMAL_POWER}, + {PREVENT_UI_AF_OVERRIDE_ID, PREVENT_UI_AF_OVERRIDE_STRING, 2, (NvU32 *)g_valuesPREVENT_UI_AF_OVERRIDE, PREVENT_UI_AF_OVERRIDE_OFF}, + {SHIM_MAXRES_ID, SHIM_MAXRES_STRING, 0, NULL, 0x00000000}, + {SHIM_MCCOMPAT_ID, SHIM_MCCOMPAT_STRING, 8, (NvU32 *)g_valuesSHIM_MCCOMPAT, SHIM_MCCOMPAT_AUTO_SELECT}, + {SHIM_RENDERING_MODE_ID, SHIM_RENDERING_MODE_STRING, 8, (NvU32 *)g_valuesSHIM_RENDERING_MODE, SHIM_RENDERING_MODE_AUTO_SELECT}, + {SHIM_RENDERING_OPTIONS_ID, SHIM_RENDERING_OPTIONS_STRING, 30, (NvU32 *)g_valuesSHIM_RENDERING_OPTIONS, 0x00000000}, + {SLI_GPU_COUNT_ID, SLI_GPU_COUNT_STRING, 5, (NvU32 *)g_valuesSLI_GPU_COUNT, SLI_GPU_COUNT_AUTOSELECT}, + {SLI_PREDEFINED_GPU_COUNT_ID, SLI_PREDEFINED_GPU_COUNT_STRING, 5, (NvU32 *)g_valuesSLI_PREDEFINED_GPU_COUNT, SLI_PREDEFINED_GPU_COUNT_AUTOSELECT}, + {SLI_PREDEFINED_GPU_COUNT_DX10_ID, SLI_PREDEFINED_GPU_COUNT_DX10_STRING, 5, (NvU32 *)g_valuesSLI_PREDEFINED_GPU_COUNT_DX10, SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT}, + {SLI_PREDEFINED_MODE_ID, SLI_PREDEFINED_MODE_STRING, 6, (NvU32 *)g_valuesSLI_PREDEFINED_MODE, SLI_PREDEFINED_MODE_AUTOSELECT}, + {SLI_PREDEFINED_MODE_DX10_ID, SLI_PREDEFINED_MODE_DX10_STRING, 6, (NvU32 *)g_valuesSLI_PREDEFINED_MODE_DX10, SLI_PREDEFINED_MODE_DX10_AUTOSELECT}, + {SLI_RENDERING_MODE_ID, SLI_RENDERING_MODE_STRING, 6, (NvU32 *)g_valuesSLI_RENDERING_MODE, SLI_RENDERING_MODE_AUTOSELECT}, + {VRPRERENDERLIMIT_ID, VRPRERENDERLIMIT_STRING, 4, (NvU32 *)g_valuesVRPRERENDERLIMIT, VRPRERENDERLIMIT_DEFAULT}, + {VRRFEATUREINDICATOR_ID, VRRFEATUREINDICATOR_STRING, 2, (NvU32 *)g_valuesVRRFEATUREINDICATOR, VRRFEATUREINDICATOR_ENABLED}, + {VRROVERLAYINDICATOR_ID, VRROVERLAYINDICATOR_STRING, 2, (NvU32 *)g_valuesVRROVERLAYINDICATOR, VRROVERLAYINDICATOR_ENABLED}, + {VRRREQUESTSTATE_ID, VRRREQUESTSTATE_STRING, 3, (NvU32 *)g_valuesVRRREQUESTSTATE, VRRREQUESTSTATE_FULLSCREEN_ONLY}, + {VRR_APP_OVERRIDE_ID, VRR_APP_OVERRIDE_STRING, 5, (NvU32 *)g_valuesVRR_APP_OVERRIDE, VRR_APP_OVERRIDE_ALLOW}, + {VRR_APP_OVERRIDE_REQUEST_STATE_ID, VRR_APP_OVERRIDE_REQUEST_STATE_STRING, 5, (NvU32 *)g_valuesVRR_APP_OVERRIDE_REQUEST_STATE, VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW}, + {VRR_MODE_ID, VRR_MODE_STRING, 3, (NvU32 *)g_valuesVRR_MODE, VRR_MODE_FULLSCREEN_ONLY}, + {VSYNCSMOOTHAFR_ID, VSYNCSMOOTHAFR_STRING, 2, (NvU32 *)g_valuesVSYNCSMOOTHAFR, VSYNCSMOOTHAFR_OFF}, + {VSYNCVRRCONTROL_ID, VSYNCVRRCONTROL_STRING, 3, (NvU32 *)g_valuesVSYNCVRRCONTROL, VSYNCVRRCONTROL_ENABLE}, + {VSYNC_BEHAVIOR_FLAGS_ID, VSYNC_BEHAVIOR_FLAGS_STRING, 3, (NvU32 *)g_valuesVSYNC_BEHAVIOR_FLAGS, VSYNC_BEHAVIOR_FLAGS_DEFAULT}, + {WKS_API_STEREO_EYES_EXCHANGE_ID, WKS_API_STEREO_EYES_EXCHANGE_STRING, 2, (NvU32 *)g_valuesWKS_API_STEREO_EYES_EXCHANGE, WKS_API_STEREO_EYES_EXCHANGE_OFF}, + {WKS_API_STEREO_MODE_ID, WKS_API_STEREO_MODE_STRING, 25, (NvU32 *)g_valuesWKS_API_STEREO_MODE, WKS_API_STEREO_MODE_SHUTTER_GLASSES}, + {WKS_STEREO_DONGLE_SUPPORT_ID, WKS_STEREO_DONGLE_SUPPORT_STRING, 3, (NvU32 *)g_valuesWKS_STEREO_DONGLE_SUPPORT, WKS_STEREO_DONGLE_SUPPORT_DAC}, + {WKS_STEREO_SUPPORT_ID, WKS_STEREO_SUPPORT_STRING, 2, (NvU32 *)g_valuesWKS_STEREO_SUPPORT, WKS_STEREO_SUPPORT_OFF}, + {WKS_STEREO_SWAP_MODE_ID, WKS_STEREO_SWAP_MODE_STRING, 5, (NvU32 *)g_valuesWKS_STEREO_SWAP_MODE, WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL}, + {AO_MODE_ID, AO_MODE_STRING, 4, (NvU32 *)g_valuesAO_MODE, AO_MODE_OFF}, + {AO_MODE_ACTIVE_ID, AO_MODE_ACTIVE_STRING, 2, (NvU32 *)g_valuesAO_MODE_ACTIVE, AO_MODE_ACTIVE_DISABLED}, + {AUTO_LODBIASADJUST_ID, AUTO_LODBIASADJUST_STRING, 2, (NvU32 *)g_valuesAUTO_LODBIASADJUST, AUTO_LODBIASADJUST_ON}, + {EXPORT_PERF_COUNTERS_DX9_ONLY_ID, EXPORT_PERF_COUNTERS_DX9_ONLY_STRING, 2, (NvU32 *)g_valuesEXPORT_PERF_COUNTERS_DX9_ONLY, EXPORT_PERF_COUNTERS_DX9_ONLY_OFF}, + {LODBIASADJUST_ID, LODBIASADJUST_STRING, 2, (NvU32 *)g_valuesLODBIASADJUST, 0x00000000}, + {MAXWELL_B_SAMPLE_INTERLEAVE_ID, MAXWELL_B_SAMPLE_INTERLEAVE_STRING, 2, (NvU32 *)g_valuesMAXWELL_B_SAMPLE_INTERLEAVE, MAXWELL_B_SAMPLE_INTERLEAVE_OFF}, + {PRERENDERLIMIT_ID, PRERENDERLIMIT_STRING, 3, (NvU32 *)g_valuesPRERENDERLIMIT, PRERENDERLIMIT_APP_CONTROLLED}, + {PS_SHADERDISKCACHE_ID, PS_SHADERDISKCACHE_STRING, 2, (NvU32 *)g_valuesPS_SHADERDISKCACHE, PS_SHADERDISKCACHE_ON}, + {PS_SHADERDISKCACHE_MAX_SIZE_ID, PS_SHADERDISKCACHE_MAX_SIZE_STRING, 2, (NvU32 *)g_valuesPS_SHADERDISKCACHE_MAX_SIZE, 0x00000000}, + {PS_TEXFILTER_ANISO_OPTS2_ID, PS_TEXFILTER_ANISO_OPTS2_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_ANISO_OPTS2, PS_TEXFILTER_ANISO_OPTS2_OFF}, + {PS_TEXFILTER_BILINEAR_IN_ANISO_ID, PS_TEXFILTER_BILINEAR_IN_ANISO_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_BILINEAR_IN_ANISO, PS_TEXFILTER_BILINEAR_IN_ANISO_OFF}, + {PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ID, PS_TEXFILTER_DISABLE_TRILIN_SLOPE_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_DISABLE_TRILIN_SLOPE, PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF}, + {PS_TEXFILTER_NO_NEG_LODBIAS_ID, PS_TEXFILTER_NO_NEG_LODBIAS_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_NO_NEG_LODBIAS, PS_TEXFILTER_NO_NEG_LODBIAS_OFF}, + {QUALITY_ENHANCEMENTS_ID, QUALITY_ENHANCEMENTS_STRING, 4, (NvU32 *)g_valuesQUALITY_ENHANCEMENTS, QUALITY_ENHANCEMENTS_QUALITY}, + {QUALITY_ENHANCEMENT_SUBSTITUTION_ID, QUALITY_ENHANCEMENT_SUBSTITUTION_STRING, 2, (NvU32 *)g_valuesQUALITY_ENHANCEMENT_SUBSTITUTION, QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION}, + {REFRESH_RATE_OVERRIDE_ID, REFRESH_RATE_OVERRIDE_STRING, 3, (NvU32 *)g_valuesREFRESH_RATE_OVERRIDE, REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED}, + {SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ID, SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_STRING, 2, (NvU32 *)g_valuesSET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE, SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF}, + {SET_VAB_DATA_ID, SET_VAB_DATA_STRING, 6, (NvU32 *)g_valuesSET_VAB_DATA, SET_VAB_DATA_USE_API_DEFAULTS}, + {VSYNCMODE_ID, VSYNCMODE_STRING, 7, (NvU32 *)g_valuesVSYNCMODE, VSYNCMODE_PASSIVE}, + {VSYNCTEARCONTROL_ID, VSYNCTEARCONTROL_STRING, 2, (NvU32 *)g_valuesVSYNCTEARCONTROL, VSYNCTEARCONTROL_DISABLE}, +}; + +SettingWSTRINGNameString mapSettingWSTRING[TOTAL_WSTRING_SETTING_NUM] = +{ + {OGL_IMPLICIT_GPU_AFFINITY_ID, OGL_IMPLICIT_GPU_AFFINITY_STRING, 1, (const wchar_t **)g_valuesOGL_IMPLICIT_GPU_AFFINITY, L"autoselect"}, + {CUDA_EXCLUDED_GPUS_ID, CUDA_EXCLUDED_GPUS_STRING, 1, (const wchar_t **)g_valuesCUDA_EXCLUDED_GPUS, L"none"}, + {D3DOGL_GPU_MAX_POWER_ID, D3DOGL_GPU_MAX_POWER_STRING, 1, (const wchar_t **)g_valuesD3DOGL_GPU_MAX_POWER, L"0"}, + {ICAFE_LOGO_CONFIG_ID, ICAFE_LOGO_CONFIG_STRING, 0, NULL, L""}, + {PS_SHADERDISKCACHE_DLL_PATH_WCHAR_ID, PS_SHADERDISKCACHE_DLL_PATH_WCHAR_STRING, 0, NULL, L""}, +}; + diff --git a/src/imports/nvapi/NvApiDriverSettings.h b/src/imports/nvapi/NvApiDriverSettings.h new file mode 100644 index 0000000..7e4d2b3 --- /dev/null +++ b/src/imports/nvapi/NvApiDriverSettings.h @@ -0,0 +1,1150 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#ifndef _NVAPI_DRIVER_SETTINGS_H_ +#define _NVAPI_DRIVER_SETTINGS_H_ + +#define OGL_AA_LINE_GAMMA_STRING L"Antialiasing - Line gamma" +#define OGL_CPL_GDI_COMPATIBILITY_STRING L"OpenGL GDI compatibility" +#define OGL_CPL_PREFER_DXPRESENT_STRING L"Vulkan/OpenGL present method" +#define OGL_DEEP_COLOR_SCANOUT_STRING L"Deep color for 3D applications" +#define OGL_DEFAULT_SWAP_INTERVAL_STRING L"OpenGL default swap interval" +#define OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_STRING L"OpenGL default swap interval fraction" +#define OGL_DEFAULT_SWAP_INTERVAL_SIGN_STRING L"OpenGL default swap interval sign" +#define OGL_EVENT_LOG_SEVERITY_THRESHOLD_STRING L"Event Log Severity Threshold" +#define OGL_EXTENSION_STRING_VERSION_STRING L"Extension String version" +#define OGL_FORCE_BLIT_STRING L"Buffer-flipping mode" +#define OGL_FORCE_STEREO_STRING L"Force Stereo shuttering" +#define OGL_IMPLICIT_GPU_AFFINITY_STRING L"Preferred OpenGL GPU" +#define OGL_MAX_FRAMES_ALLOWED_STRING L"Maximum frames allowed" +#define OGL_OVERLAY_PIXEL_TYPE_STRING L"Exported Overlay pixel types" +#define OGL_OVERLAY_SUPPORT_STRING L"Enable overlay" +#define OGL_QUALITY_ENHANCEMENTS_STRING L"High level control of the rendering quality on OpenGL" +#define OGL_SINGLE_BACKDEPTH_BUFFER_STRING L"Unified back/depth buffer" +#define OGL_SLI_MULTICAST_STRING L"Enable NV_gpu_multicast extension" +#define OGL_THREAD_CONTROL_STRING L"Threaded optimization" +#define OGL_TMON_LEVEL_STRING L"Event Log Tmon Severity Threshold" +#define OGL_TRIPLE_BUFFER_STRING L"Triple buffering" +#define AA_BEHAVIOR_FLAGS_STRING L"Antialiasing - Behavior Flags" +#define AA_MODE_ALPHATOCOVERAGE_STRING L"Antialiasing - Transparency Multisampling" +#define AA_MODE_GAMMACORRECTION_STRING L"Antialiasing - Gamma correction" +#define AA_MODE_METHOD_STRING L"Antialiasing - Setting" +#define AA_MODE_REPLAY_STRING L"Antialiasing - Transparency Supersampling" +#define AA_MODE_SELECTOR_STRING L"Antialiasing - Mode" +#define AA_MODE_SELECTOR_SLIAA_STRING L"Antialiasing - SLI AA" +#define ANISO_MODE_LEVEL_STRING L"Anisotropic filtering setting" +#define ANISO_MODE_SELECTOR_STRING L"Anisotropic filtering mode" +#define ANSEL_ALLOW_STRING L"NVIDIA Predefined Ansel Usage" +#define ANSEL_ALLOWLISTED_STRING L"Ansel flags for enabled applications" +#define ANSEL_ENABLE_STRING L"Enable Ansel" +#define APPIDLE_DYNAMIC_FRL_FPS_STRING L"Idle Application Max FPS Limit" +#define APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_STRING L"Idle Application Threshold Time out in seconds" +#define APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_STRING L"Application Profile Notification Popup Timeout" +#define APPLICATION_STEAM_ID_STRING L"Steam Application ID" +#define BATTERY_BOOST_APP_FPS_STRING L"Battery Boost Application FPS" +#define CPL_HIDDEN_PROFILE_STRING L"Do not display this profile in the Control Panel" +#define CUDA_EXCLUDED_GPUS_STRING L"List of Universal GPU ids" +#define D3DOGL_GPU_MAX_POWER_STRING L"Maximum GPU Power" +#define EXPORT_PERF_COUNTERS_STRING L"Export Performance Counters" +#define EXTERNAL_QUIET_MODE_STRING L"External Quiet Mode (XQM)" +#define FRL_FPS_STRING L"Frame Rate Limiter" +#define FXAA_ALLOW_STRING L"NVIDIA Predefined FXAA Usage" +#define FXAA_ENABLE_STRING L"Enable FXAA" +#define FXAA_INDICATOR_ENABLE_STRING L"Enable FXAA Indicator" +#define LATENCY_INDICATOR_AUTOALIGN_STRING L"Autoalign flash indicator" +#define MCSFRSHOWSPLIT_STRING L"SLI indicator" +#define NV_QUALITY_UPSCALING_STRING L"NVIDIA Quality upscaling" +#define OPTIMUS_MAXAA_STRING L"Maximum AA samples allowed for a given application" +#define PHYSXINDICATOR_STRING L"Display the PhysX indicator" +#define PREFERRED_PSTATE_STRING L"Power management mode" +#define PREVENT_UI_AF_OVERRIDE_STRING L"No override of Anisotropic filtering" +#define SHIM_MAXRES_STRING L"Maximum resolution allowed for a given application" +#define SHIM_MCCOMPAT_STRING L"Optimus flags for enabled applications" +#define SHIM_RENDERING_MODE_STRING L"Enable application for Optimus" +#define SHIM_RENDERING_OPTIONS_STRING L"Shim Rendering Mode Options per application for Optimus" +#define SLI_GPU_COUNT_STRING L"Number of GPUs to use on SLI rendering mode" +#define SLI_PREDEFINED_GPU_COUNT_STRING L"NVIDIA predefined number of GPUs to use on SLI rendering mode" +#define SLI_PREDEFINED_GPU_COUNT_DX10_STRING L"NVIDIA predefined number of GPUs to use on SLI rendering mode on DirectX 10" +#define SLI_PREDEFINED_MODE_STRING L"NVIDIA predefined SLI mode" +#define SLI_PREDEFINED_MODE_DX10_STRING L"NVIDIA predefined SLI mode on DirectX 10" +#define SLI_RENDERING_MODE_STRING L"SLI rendering mode" +#define VRPRERENDERLIMIT_STRING L"Virtual Reality pre-rendered frames" +#define VRRFEATUREINDICATOR_STRING L"Toggle the VRR global feature" +#define VRROVERLAYINDICATOR_STRING L"Display the VRR Overlay Indicator" +#define VRRREQUESTSTATE_STRING L"VRR requested state" +#define VRR_APP_OVERRIDE_STRING L"G-SYNC" +#define VRR_APP_OVERRIDE_REQUEST_STATE_STRING L"G-SYNC" +#define VRR_MODE_STRING L"Enable G-SYNC globally" +#define VSYNCSMOOTHAFR_STRING L"Flag to control smooth AFR behavior" +#define VSYNCVRRCONTROL_STRING L"Variable refresh Rate" +#define VSYNC_BEHAVIOR_FLAGS_STRING L"Vsync - Behavior Flags" +#define WKS_API_STEREO_EYES_EXCHANGE_STRING L"Stereo - Swap eyes" +#define WKS_API_STEREO_MODE_STRING L"Stereo - Display mode" +#define WKS_STEREO_DONGLE_SUPPORT_STRING L"Stereo - Dongle Support" +#define WKS_STEREO_SUPPORT_STRING L"Stereo - Enable" +#define WKS_STEREO_SWAP_MODE_STRING L"Stereo - swap mode" +#define AO_MODE_STRING L"Ambient Occlusion" +#define AO_MODE_ACTIVE_STRING L"NVIDIA Predefined Ambient Occlusion Usage" +#define AUTO_LODBIASADJUST_STRING L"Texture filtering - Driver Controlled LOD Bias" +#define EXPORT_PERF_COUNTERS_DX9_ONLY_STRING L"Export Performance Counters for DX9 only" +#define ICAFE_LOGO_CONFIG_STRING L"ICafe Settings" +#define LODBIASADJUST_STRING L"Texture filtering - LOD Bias" +#define MAXWELL_B_SAMPLE_INTERLEAVE_STRING L"Enable sample interleaving (MFAA)" +#define PRERENDERLIMIT_STRING L"Maximum pre-rendered frames" +#define PS_SHADERDISKCACHE_STRING L"Shader Cache" +#define PS_SHADERDISKCACHE_DLL_PATH_WCHAR_STRING L"shader cache path to dll" +#define PS_SHADERDISKCACHE_MAX_SIZE_STRING L"Shader disk cache maximum size" +#define PS_TEXFILTER_ANISO_OPTS2_STRING L"Texture filtering - Anisotropic sample optimization" +#define PS_TEXFILTER_BILINEAR_IN_ANISO_STRING L"Texture filtering - Anisotropic filter optimization" +#define PS_TEXFILTER_DISABLE_TRILIN_SLOPE_STRING L"Texture filtering - Trilinear optimization" +#define PS_TEXFILTER_NO_NEG_LODBIAS_STRING L"Texture filtering - Negative LOD bias" +#define QUALITY_ENHANCEMENTS_STRING L"Texture filtering - Quality" +#define QUALITY_ENHANCEMENT_SUBSTITUTION_STRING L"Texture filtering - Quality Substitution" +#define REFRESH_RATE_OVERRIDE_STRING L"Preferred refresh rate" +#define SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_STRING L"PowerThrottle" +#define SET_VAB_DATA_STRING L"VAB Default Data" +#define VSYNCMODE_STRING L"Vertical Sync" +#define VSYNCTEARCONTROL_STRING L"Vertical Sync Tear Control" + +enum ESetting { + OGL_AA_LINE_GAMMA_ID = 0x2089BF6C, + OGL_CPL_GDI_COMPATIBILITY_ID = 0x2072C5A3, + OGL_CPL_PREFER_DXPRESENT_ID = 0x20D690F8, + OGL_DEEP_COLOR_SCANOUT_ID = 0x2097C2F6, + OGL_DEFAULT_SWAP_INTERVAL_ID = 0x206A6582, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ID = 0x206C4581, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_ID = 0x20655CFA, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_ID = 0x209DF23E, + OGL_EXTENSION_STRING_VERSION_ID = 0x20FF7493, + OGL_FORCE_BLIT_ID = 0x201F619F, + OGL_FORCE_STEREO_ID = 0x204D9A0C, + OGL_IMPLICIT_GPU_AFFINITY_ID = 0x20D0F3E6, + OGL_MAX_FRAMES_ALLOWED_ID = 0x208E55E3, + OGL_OVERLAY_PIXEL_TYPE_ID = 0x209AE66F, + OGL_OVERLAY_SUPPORT_ID = 0x206C28C4, + OGL_QUALITY_ENHANCEMENTS_ID = 0x20797D6C, + OGL_SINGLE_BACKDEPTH_BUFFER_ID = 0x20A29055, + OGL_SLI_MULTICAST_ID = 0x2092D3BE, + OGL_THREAD_CONTROL_ID = 0x20C1221E, + OGL_TMON_LEVEL_ID = 0x202888C1, + OGL_TRIPLE_BUFFER_ID = 0x20FDD1F9, + AA_BEHAVIOR_FLAGS_ID = 0x10ECDB82, + AA_MODE_ALPHATOCOVERAGE_ID = 0x10FC2D9C, + AA_MODE_GAMMACORRECTION_ID = 0x107D639D, + AA_MODE_METHOD_ID = 0x10D773D2, + AA_MODE_REPLAY_ID = 0x10D48A85, + AA_MODE_SELECTOR_ID = 0x107EFC5B, + AA_MODE_SELECTOR_SLIAA_ID = 0x107AFC5B, + ANISO_MODE_LEVEL_ID = 0x101E61A9, + ANISO_MODE_SELECTOR_ID = 0x10D2BB16, + ANSEL_ALLOW_ID = 0x1035DB89, + ANSEL_ALLOWLISTED_ID = 0x1085DA8A, + ANSEL_ENABLE_ID = 0x1075D972, + APPIDLE_DYNAMIC_FRL_FPS_ID = 0x10835016, + APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_ID = 0x10835017, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ID = 0x104554B6, + APPLICATION_STEAM_ID_ID = 0x107CDDBC, + BATTERY_BOOST_APP_FPS_ID = 0x10115C8C, + CPL_HIDDEN_PROFILE_ID = 0x106D5CFF, + CUDA_EXCLUDED_GPUS_ID = 0x10354FF8, + D3DOGL_GPU_MAX_POWER_ID = 0x10D1EF29, + EXPORT_PERF_COUNTERS_ID = 0x108F0841, + EXTERNAL_QUIET_MODE_ID = 0x10115C8D, + FRL_FPS_ID = 0x10835002, + FXAA_ALLOW_ID = 0x1034CB89, + FXAA_ENABLE_ID = 0x1074C972, + FXAA_INDICATOR_ENABLE_ID = 0x1068FB9C, + LATENCY_INDICATOR_AUTOALIGN_ID = 0x1095F170, + MCSFRSHOWSPLIT_ID = 0x10287051, + NV_QUALITY_UPSCALING_ID = 0x10444444, + OPTIMUS_MAXAA_ID = 0x10F9DC83, + PHYSXINDICATOR_ID = 0x1094F16F, + PREFERRED_PSTATE_ID = 0x1057EB71, + PREVENT_UI_AF_OVERRIDE_ID = 0x103BCCB5, + SHIM_MAXRES_ID = 0x10F9DC82, + SHIM_MCCOMPAT_ID = 0x10F9DC80, + SHIM_RENDERING_MODE_ID = 0x10F9DC81, + SHIM_RENDERING_OPTIONS_ID = 0x10F9DC84, + SLI_GPU_COUNT_ID = 0x1033DCD1, + SLI_PREDEFINED_GPU_COUNT_ID = 0x1033DCD2, + SLI_PREDEFINED_GPU_COUNT_DX10_ID = 0x1033DCD3, + SLI_PREDEFINED_MODE_ID = 0x1033CEC1, + SLI_PREDEFINED_MODE_DX10_ID = 0x1033CEC2, + SLI_RENDERING_MODE_ID = 0x1033CED1, + VRPRERENDERLIMIT_ID = 0x10111133, + VRRFEATUREINDICATOR_ID = 0x1094F157, + VRROVERLAYINDICATOR_ID = 0x1095F16F, + VRRREQUESTSTATE_ID = 0x1094F1F7, + VRR_APP_OVERRIDE_ID = 0x10A879CF, + VRR_APP_OVERRIDE_REQUEST_STATE_ID = 0x10A879AC, + VRR_MODE_ID = 0x1194F158, + VSYNCSMOOTHAFR_ID = 0x101AE763, + VSYNCVRRCONTROL_ID = 0x10A879CE, + VSYNC_BEHAVIOR_FLAGS_ID = 0x10FDEC23, + WKS_API_STEREO_EYES_EXCHANGE_ID = 0x11AE435C, + WKS_API_STEREO_MODE_ID = 0x11E91A61, + WKS_STEREO_DONGLE_SUPPORT_ID = 0x112493BD, + WKS_STEREO_SUPPORT_ID = 0x11AA9E99, + WKS_STEREO_SWAP_MODE_ID = 0x11333333, + AO_MODE_ID = 0x00667329, + AO_MODE_ACTIVE_ID = 0x00664339, + AUTO_LODBIASADJUST_ID = 0x00638E8F, + EXPORT_PERF_COUNTERS_DX9_ONLY_ID = 0x00B65E72, + ICAFE_LOGO_CONFIG_ID = 0x00DB1337, + LODBIASADJUST_ID = 0x00738E8F, + MAXWELL_B_SAMPLE_INTERLEAVE_ID = 0x0098C1AC, + PRERENDERLIMIT_ID = 0x007BA09E, + PS_SHADERDISKCACHE_ID = 0x00198FFF, + PS_SHADERDISKCACHE_DLL_PATH_WCHAR_ID = 0x0019A002, + PS_SHADERDISKCACHE_MAX_SIZE_ID = 0x00AC8497, + PS_TEXFILTER_ANISO_OPTS2_ID = 0x00E73211, + PS_TEXFILTER_BILINEAR_IN_ANISO_ID = 0x0084CD70, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ID = 0x002ECAF2, + PS_TEXFILTER_NO_NEG_LODBIAS_ID = 0x0019BB68, + QUALITY_ENHANCEMENTS_ID = 0x00CE2691, + QUALITY_ENHANCEMENT_SUBSTITUTION_ID = 0x00CE2692, + REFRESH_RATE_OVERRIDE_ID = 0x0064B541, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ID = 0x00AE785C, + SET_VAB_DATA_ID = 0x00AB8687, + VSYNCMODE_ID = 0x00A879CF, + VSYNCTEARCONTROL_ID = 0x005A375C, + TOTAL_DWORD_SETTING_NUM = 96, + TOTAL_WSTRING_SETTING_NUM = 5, + TOTAL_SETTING_NUM = 101, + INVALID_SETTING_ID = 0xFFFFFFFF +}; + +enum EValues_OGL_AA_LINE_GAMMA { + OGL_AA_LINE_GAMMA_DISABLED = 0x10, + OGL_AA_LINE_GAMMA_ENABLED = 0x23, + OGL_AA_LINE_GAMMA_MIN = 1, + OGL_AA_LINE_GAMMA_MAX = 100, + OGL_AA_LINE_GAMMA_NUM_VALUES = 4, + OGL_AA_LINE_GAMMA_DEFAULT = OGL_AA_LINE_GAMMA_DISABLED +}; + +enum EValues_OGL_CPL_GDI_COMPATIBILITY { + OGL_CPL_GDI_COMPATIBILITY_PREFER_DISABLED = 0x00000000, + OGL_CPL_GDI_COMPATIBILITY_PREFER_ENABLED = 0x00000001, + OGL_CPL_GDI_COMPATIBILITY_AUTO = 0x00000002, + OGL_CPL_GDI_COMPATIBILITY_NUM_VALUES = 3, + OGL_CPL_GDI_COMPATIBILITY_DEFAULT = OGL_CPL_GDI_COMPATIBILITY_AUTO +}; + +enum EValues_OGL_CPL_PREFER_DXPRESENT { + OGL_CPL_PREFER_DXPRESENT_PREFER_DISABLED = 0x00000000, + OGL_CPL_PREFER_DXPRESENT_PREFER_ENABLED = 0x00000001, + OGL_CPL_PREFER_DXPRESENT_AUTO = 0x00000002, + OGL_CPL_PREFER_DXPRESENT_NUM_VALUES = 3, + OGL_CPL_PREFER_DXPRESENT_DEFAULT = OGL_CPL_PREFER_DXPRESENT_AUTO +}; + +enum EValues_OGL_DEEP_COLOR_SCANOUT { + OGL_DEEP_COLOR_SCANOUT_DISABLE = 0, + OGL_DEEP_COLOR_SCANOUT_ENABLE = 1, + OGL_DEEP_COLOR_SCANOUT_NUM_VALUES = 2, + OGL_DEEP_COLOR_SCANOUT_DEFAULT = OGL_DEEP_COLOR_SCANOUT_ENABLE +}; + +enum EValues_OGL_DEFAULT_SWAP_INTERVAL { + OGL_DEFAULT_SWAP_INTERVAL_TEAR = 0, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE = 1, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC = 1, + OGL_DEFAULT_SWAP_INTERVAL_VALUE_MASK = 0x0000FFFF, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_MASK = 0xF0000000, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_OFF = 0xF0000000, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_ON = 0x10000000, + OGL_DEFAULT_SWAP_INTERVAL_APP_CONTROLLED = 0x00000000, + OGL_DEFAULT_SWAP_INTERVAL_DISABLE = 0xffffffff, + OGL_DEFAULT_SWAP_INTERVAL_NUM_VALUES = 9, + OGL_DEFAULT_SWAP_INTERVAL_DEFAULT = OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE +}; + +enum EValues_OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL { + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ZERO_SCANLINES = 0, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ONE_FULL_FRAME_OF_SCANLINES = 100, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_NUM_VALUES = 2, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_DEFAULT = 0U +}; + +enum EValues_OGL_DEFAULT_SWAP_INTERVAL_SIGN { + OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE = 0, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_NEGATIVE = 1, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_NUM_VALUES = 2, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_DEFAULT = OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE +}; + +enum EValues_OGL_EVENT_LOG_SEVERITY_THRESHOLD { + OGL_EVENT_LOG_SEVERITY_THRESHOLD_DISABLE = 0, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_CRITICAL = 1, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_WARNING = 2, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_INFORMATION = 3, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL = 4, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_NUM_VALUES = 5, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_DEFAULT = OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL +}; + +enum EValues_OGL_FORCE_BLIT { + OGL_FORCE_BLIT_ON = 1, + OGL_FORCE_BLIT_OFF = 0, + OGL_FORCE_BLIT_NUM_VALUES = 2, + OGL_FORCE_BLIT_DEFAULT = OGL_FORCE_BLIT_OFF +}; + +enum EValues_OGL_FORCE_STEREO { + OGL_FORCE_STEREO_OFF = 0, + OGL_FORCE_STEREO_ON = 1, + OGL_FORCE_STEREO_NUM_VALUES = 2, + OGL_FORCE_STEREO_DEFAULT = OGL_FORCE_STEREO_OFF +}; + +#define OGL_IMPLICIT_GPU_AFFINITY_ENV_VAR L"OGL_DEFAULT_RENDERING_GPU" +#define OGL_IMPLICIT_GPU_AFFINITY_AUTOSELECT L"autoselect" +#define OGL_IMPLICIT_GPU_AFFINITY_NUM_VALUES 1 +#define OGL_IMPLICIT_GPU_AFFINITY_DEFAULT OGL_IMPLICIT_GPU_AFFINITY_AUTOSELECT + +enum EValues_OGL_OVERLAY_PIXEL_TYPE { + OGL_OVERLAY_PIXEL_TYPE_NONE = 0x0, + OGL_OVERLAY_PIXEL_TYPE_CI = 0x1, + OGL_OVERLAY_PIXEL_TYPE_RGBA = 0x2, + OGL_OVERLAY_PIXEL_TYPE_CI_AND_RGBA = 0x3, + OGL_OVERLAY_PIXEL_TYPE_NUM_VALUES = 4, + OGL_OVERLAY_PIXEL_TYPE_DEFAULT = OGL_OVERLAY_PIXEL_TYPE_CI +}; + +enum EValues_OGL_OVERLAY_SUPPORT { + OGL_OVERLAY_SUPPORT_OFF = 0, + OGL_OVERLAY_SUPPORT_ON = 1, + OGL_OVERLAY_SUPPORT_FORCE_SW = 2, + OGL_OVERLAY_SUPPORT_NUM_VALUES = 3, + OGL_OVERLAY_SUPPORT_DEFAULT = OGL_OVERLAY_SUPPORT_OFF +}; + +enum EValues_OGL_QUALITY_ENHANCEMENTS { + OGL_QUALITY_ENHANCEMENTS_HQUAL = 0xfffffff6, + OGL_QUALITY_ENHANCEMENTS_QUAL = 0, + OGL_QUALITY_ENHANCEMENTS_PERF = 10, + OGL_QUALITY_ENHANCEMENTS_HPERF = 20, + OGL_QUALITY_ENHANCEMENTS_NUM_VALUES = 4, + OGL_QUALITY_ENHANCEMENTS_DEFAULT = OGL_QUALITY_ENHANCEMENTS_QUAL +}; + +enum EValues_OGL_SINGLE_BACKDEPTH_BUFFER { + OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE = 0x0, + OGL_SINGLE_BACKDEPTH_BUFFER_ENABLE = 0x1, + OGL_SINGLE_BACKDEPTH_BUFFER_USE_HW_DEFAULT = 0xffffffff, + OGL_SINGLE_BACKDEPTH_BUFFER_NUM_VALUES = 3, + OGL_SINGLE_BACKDEPTH_BUFFER_DEFAULT = OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE +}; + +enum EValues_OGL_SLI_MULTICAST { + OGL_SLI_MULTICAST_DISABLE = 0x00, + OGL_SLI_MULTICAST_ENABLE = 0x01, + OGL_SLI_MULTICAST_FORCE_DISABLE = 0x02, + OGL_SLI_MULTICAST_ALLOW_MOSAIC = 0x04, + OGL_SLI_MULTICAST_NUM_VALUES = 4, + OGL_SLI_MULTICAST_DEFAULT = OGL_SLI_MULTICAST_DISABLE +}; + +enum EValues_OGL_THREAD_CONTROL { + OGL_THREAD_CONTROL_ENABLE = 0x00000001, + OGL_THREAD_CONTROL_DISABLE = 0x00000002, + OGL_THREAD_CONTROL_NUM_VALUES = 2, + OGL_THREAD_CONTROL_DEFAULT = 0U +}; + +enum EValues_OGL_TMON_LEVEL { + OGL_TMON_LEVEL_DISABLE = 0, + OGL_TMON_LEVEL_CRITICAL = 1, + OGL_TMON_LEVEL_WARNING = 2, + OGL_TMON_LEVEL_INFORMATION = 3, + OGL_TMON_LEVEL_MOST = 4, + OGL_TMON_LEVEL_VERBOSE = 5, + OGL_TMON_LEVEL_NUM_VALUES = 6, + OGL_TMON_LEVEL_DEFAULT = OGL_TMON_LEVEL_MOST +}; + +enum EValues_OGL_TRIPLE_BUFFER { + OGL_TRIPLE_BUFFER_DISABLED = 0x00000000, + OGL_TRIPLE_BUFFER_ENABLED = 0x00000001, + OGL_TRIPLE_BUFFER_NUM_VALUES = 2, + OGL_TRIPLE_BUFFER_DEFAULT = OGL_TRIPLE_BUFFER_DISABLED +}; + +enum EValues_AA_BEHAVIOR_FLAGS { + AA_BEHAVIOR_FLAGS_NONE = 0x00000000, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_APP_CONTROLLED = 0x00000001, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_ENHANCE = 0x00000002, + AA_BEHAVIOR_FLAGS_DISABLE_OVERRIDE = 0x00000003, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_APP_CONTROLLED = 0x00000004, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_OVERRIDE = 0x00000008, + AA_BEHAVIOR_FLAGS_DISABLE_ENHANCE = 0x0000000c, + AA_BEHAVIOR_FLAGS_MAP_VCAA_TO_MULTISAMPLING = 0x00010000, + AA_BEHAVIOR_FLAGS_SLI_DISABLE_TRANSPARENCY_SUPERSAMPLING = 0x00020000, + AA_BEHAVIOR_FLAGS_DISABLE_CPLAA = 0x00040000, + AA_BEHAVIOR_FLAGS_SKIP_RT_DIM_CHECK_FOR_ENHANCE = 0x00080000, + AA_BEHAVIOR_FLAGS_DISABLE_SLIAA = 0x00100000, + AA_BEHAVIOR_FLAGS_DEFAULT = 0x00000000, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4 = 0xf0000000, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4_SHIFT = 28, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4 = 0x0f000000, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4_SHIFT = 24, + AA_BEHAVIOR_FLAGS_MASK = 0xff1f000f, + AA_BEHAVIOR_FLAGS_NUM_VALUES = 18, +}; + +enum EValues_AA_MODE_ALPHATOCOVERAGE { + AA_MODE_ALPHATOCOVERAGE_MODE_MASK = 0x00000004, + AA_MODE_ALPHATOCOVERAGE_MODE_OFF = 0x00000000, + AA_MODE_ALPHATOCOVERAGE_MODE_ON = 0x00000004, + AA_MODE_ALPHATOCOVERAGE_MODE_MAX = 0x00000004, + AA_MODE_ALPHATOCOVERAGE_NUM_VALUES = 4, + AA_MODE_ALPHATOCOVERAGE_DEFAULT = 0x00000000 +}; + +enum EValues_AA_MODE_GAMMACORRECTION { + AA_MODE_GAMMACORRECTION_MASK = 0x00000003, + AA_MODE_GAMMACORRECTION_OFF = 0x00000000, + AA_MODE_GAMMACORRECTION_ON_IF_FOS = 0x00000001, + AA_MODE_GAMMACORRECTION_ON_ALWAYS = 0x00000002, + AA_MODE_GAMMACORRECTION_MAX = 0x00000002, + AA_MODE_GAMMACORRECTION_DEFAULT = 0x00000000, + AA_MODE_GAMMACORRECTION_DEFAULT_TESLA = 0x00000002, + AA_MODE_GAMMACORRECTION_DEFAULT_FERMI = 0x00000002, + AA_MODE_GAMMACORRECTION_NUM_VALUES = 8, +}; + +enum EValues_AA_MODE_METHOD { + AA_MODE_METHOD_NONE = 0x0, + AA_MODE_METHOD_SUPERSAMPLE_2X_H = 0x1, + AA_MODE_METHOD_SUPERSAMPLE_2X_V = 0x2, + AA_MODE_METHOD_SUPERSAMPLE_1_5X1_5 = 0x2, + AA_MODE_METHOD_FREE_0x03 = 0x3, + AA_MODE_METHOD_FREE_0x04 = 0x4, + AA_MODE_METHOD_SUPERSAMPLE_4X = 0x5, + AA_MODE_METHOD_SUPERSAMPLE_4X_BIAS = 0x6, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAUSSIAN = 0x7, + AA_MODE_METHOD_FREE_0x08 = 0x8, + AA_MODE_METHOD_FREE_0x09 = 0x9, + AA_MODE_METHOD_SUPERSAMPLE_9X = 0xA, + AA_MODE_METHOD_SUPERSAMPLE_9X_BIAS = 0xB, + AA_MODE_METHOD_SUPERSAMPLE_16X = 0xC, + AA_MODE_METHOD_SUPERSAMPLE_16X_BIAS = 0xD, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL = 0xE, + AA_MODE_METHOD_MULTISAMPLE_2X_QUINCUNX = 0xF, + AA_MODE_METHOD_MULTISAMPLE_4X = 0x10, + AA_MODE_METHOD_FREE_0x11 = 0x11, + AA_MODE_METHOD_MULTISAMPLE_4X_GAUSSIAN = 0x12, + AA_MODE_METHOD_MIXEDSAMPLE_4X_SKEWED_4TAP = 0x13, + AA_MODE_METHOD_FREE_0x14 = 0x14, + AA_MODE_METHOD_FREE_0x15 = 0x15, + AA_MODE_METHOD_MIXEDSAMPLE_6X = 0x16, + AA_MODE_METHOD_MIXEDSAMPLE_6X_SKEWED_6TAP = 0x17, + AA_MODE_METHOD_MIXEDSAMPLE_8X = 0x18, + AA_MODE_METHOD_MIXEDSAMPLE_8X_SKEWED_8TAP = 0x19, + AA_MODE_METHOD_MIXEDSAMPLE_16X = 0x1a, + AA_MODE_METHOD_MULTISAMPLE_4X_GAMMA = 0x1b, + AA_MODE_METHOD_MULTISAMPLE_16X = 0x1c, + AA_MODE_METHOD_VCAA_32X_8v24 = 0x1d, + AA_MODE_METHOD_CORRUPTION_CHECK = 0x1e, + AA_MODE_METHOD_6X_CT = 0x1f, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_GAMMA = 0x20, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAMMA = 0x21, + AA_MODE_METHOD_MULTISAMPLE_4X_FOSGAMMA = 0x22, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_FOSGAMMA = 0x23, + AA_MODE_METHOD_SUPERSAMPLE_4X_FOSGAMMA = 0x24, + AA_MODE_METHOD_MULTISAMPLE_8X = 0x25, + AA_MODE_METHOD_VCAA_8X_4v4 = 0x26, + AA_MODE_METHOD_VCAA_16X_4v12 = 0x27, + AA_MODE_METHOD_VCAA_16X_8v8 = 0x28, + AA_MODE_METHOD_MIXEDSAMPLE_32X = 0x29, + AA_MODE_METHOD_SUPERVCAA_64X_4v12 = 0x2a, + AA_MODE_METHOD_SUPERVCAA_64X_8v8 = 0x2b, + AA_MODE_METHOD_MIXEDSAMPLE_64X = 0x2c, + AA_MODE_METHOD_MIXEDSAMPLE_128X = 0x2d, + AA_MODE_METHOD_COUNT = 0x2e, + AA_MODE_METHOD_METHOD_MASK = 0x0000ffff, + AA_MODE_METHOD_METHOD_MAX = 0xf1c57815, + AA_MODE_METHOD_NUM_VALUES = 50, + AA_MODE_METHOD_DEFAULT = AA_MODE_METHOD_NONE +}; + +enum EValues_AA_MODE_REPLAY { + AA_MODE_REPLAY_SAMPLES_MASK = 0x00000070, + AA_MODE_REPLAY_SAMPLES_ONE = 0x00000000, + AA_MODE_REPLAY_SAMPLES_TWO = 0x00000010, + AA_MODE_REPLAY_SAMPLES_FOUR = 0x00000020, + AA_MODE_REPLAY_SAMPLES_EIGHT = 0x00000030, + AA_MODE_REPLAY_SAMPLES_MAX = 0x00000030, + AA_MODE_REPLAY_MODE_MASK = 0x0000000f, + AA_MODE_REPLAY_MODE_OFF = 0x00000000, + AA_MODE_REPLAY_MODE_ALPHA_TEST = 0x00000001, + AA_MODE_REPLAY_MODE_PIXEL_KILL = 0x00000002, + AA_MODE_REPLAY_MODE_DYN_BRANCH = 0x00000004, + AA_MODE_REPLAY_MODE_OPTIMAL = 0x00000004, + AA_MODE_REPLAY_MODE_ALL = 0x00000008, + AA_MODE_REPLAY_MODE_MAX = 0x0000000f, + AA_MODE_REPLAY_TRANSPARENCY = 0x00000023, + AA_MODE_REPLAY_DISALLOW_TRAA = 0x00000100, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT = 0x00000000, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_TESLA = 0x00000000, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_FERMI = 0x00000000, + AA_MODE_REPLAY_MASK = 0x0000017f, + AA_MODE_REPLAY_NUM_VALUES = 20, + AA_MODE_REPLAY_DEFAULT = 0x00000000 +}; + +enum EValues_AA_MODE_SELECTOR { + AA_MODE_SELECTOR_MASK = 0x00000003, + AA_MODE_SELECTOR_APP_CONTROL = 0x00000000, + AA_MODE_SELECTOR_OVERRIDE = 0x00000001, + AA_MODE_SELECTOR_ENHANCE = 0x00000002, + AA_MODE_SELECTOR_MAX = 0x00000002, + AA_MODE_SELECTOR_NUM_VALUES = 5, + AA_MODE_SELECTOR_DEFAULT = AA_MODE_SELECTOR_APP_CONTROL +}; + +enum EValues_AA_MODE_SELECTOR_SLIAA { + AA_MODE_SELECTOR_SLIAA_DISABLED = 0, + AA_MODE_SELECTOR_SLIAA_ENABLED = 1, + AA_MODE_SELECTOR_SLIAA_NUM_VALUES = 2, + AA_MODE_SELECTOR_SLIAA_DEFAULT = AA_MODE_SELECTOR_SLIAA_DISABLED +}; + +enum EValues_ANISO_MODE_LEVEL { + ANISO_MODE_LEVEL_MASK = 0x0000ffff, + ANISO_MODE_LEVEL_NONE_POINT = 0x00000000, + ANISO_MODE_LEVEL_NONE_LINEAR = 0x00000001, + ANISO_MODE_LEVEL_MAX = 0x00000010, + ANISO_MODE_LEVEL_DEFAULT = 0x00000001, + ANISO_MODE_LEVEL_NUM_VALUES = 5, +}; + +enum EValues_ANISO_MODE_SELECTOR { + ANISO_MODE_SELECTOR_MASK = 0x0000000f, + ANISO_MODE_SELECTOR_APP = 0x00000000, + ANISO_MODE_SELECTOR_USER = 0x00000001, + ANISO_MODE_SELECTOR_COND = 0x00000002, + ANISO_MODE_SELECTOR_MAX = 0x00000002, + ANISO_MODE_SELECTOR_DEFAULT = 0x00000000, + ANISO_MODE_SELECTOR_NUM_VALUES = 6, +}; + +enum EValues_ANSEL_ALLOW { + ANSEL_ALLOW_DISALLOWED = 0, + ANSEL_ALLOW_ALLOWED = 1, + ANSEL_ALLOW_NUM_VALUES = 2, + ANSEL_ALLOW_DEFAULT = ANSEL_ALLOW_ALLOWED +}; + +enum EValues_ANSEL_ALLOWLISTED { + ANSEL_ALLOWLISTED_DISALLOWED = 0, + ANSEL_ALLOWLISTED_ALLOWED = 1, + ANSEL_ALLOWLISTED_NUM_VALUES = 2, + ANSEL_ALLOWLISTED_DEFAULT = ANSEL_ALLOWLISTED_DISALLOWED +}; + +enum EValues_ANSEL_ENABLE { + ANSEL_ENABLE_OFF = 0, + ANSEL_ENABLE_ON = 1, + ANSEL_ENABLE_NUM_VALUES = 2, + ANSEL_ENABLE_DEFAULT = ANSEL_ENABLE_ON +}; + +enum EValues_APPLICATION_PROFILE_NOTIFICATION_TIMEOUT { + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED = 0, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NINE_SECONDS = 9, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_FIFTEEN_SECONDS = 15, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_THIRTY_SECONDS = 30, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ONE_MINUTE = 60, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_TWO_MINUTES = 120, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NUM_VALUES = 6, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DEFAULT = APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED +}; + +enum EValues_BATTERY_BOOST_APP_FPS { + BATTERY_BOOST_APP_FPS_MIN = 0x00000001, + BATTERY_BOOST_APP_FPS_MAX = 0x000003ff, + BATTERY_BOOST_APP_FPS_NO_OVERRIDE = 0x00000000, + BATTERY_BOOST_APP_FPS_NUM_VALUES = 3, + BATTERY_BOOST_APP_FPS_DEFAULT = BATTERY_BOOST_APP_FPS_NO_OVERRIDE +}; + +enum EValues_CPL_HIDDEN_PROFILE { + CPL_HIDDEN_PROFILE_DISABLED = 0, + CPL_HIDDEN_PROFILE_ENABLED = 1, + CPL_HIDDEN_PROFILE_NUM_VALUES = 2, + CPL_HIDDEN_PROFILE_DEFAULT = CPL_HIDDEN_PROFILE_DISABLED +}; + +#define CUDA_EXCLUDED_GPUS_NONE L"none" +#define CUDA_EXCLUDED_GPUS_NUM_VALUES 1 +#define CUDA_EXCLUDED_GPUS_DEFAULT CUDA_EXCLUDED_GPUS_NONE + +#define D3DOGL_GPU_MAX_POWER_DEFAULTPOWER L"0" +#define D3DOGL_GPU_MAX_POWER_NUM_VALUES 1 +#define D3DOGL_GPU_MAX_POWER_DEFAULT D3DOGL_GPU_MAX_POWER_DEFAULTPOWER + +enum EValues_EXPORT_PERF_COUNTERS { + EXPORT_PERF_COUNTERS_OFF = 0x00000000, + EXPORT_PERF_COUNTERS_ON = 0x00000001, + EXPORT_PERF_COUNTERS_NUM_VALUES = 2, + EXPORT_PERF_COUNTERS_DEFAULT = EXPORT_PERF_COUNTERS_OFF +}; + +enum EValues_EXTERNAL_QUIET_MODE { + EXTERNAL_QUIET_MODE_ON = 0x00000001, + EXTERNAL_QUIET_MODE_OFF = 0x00000000, + EXTERNAL_QUIET_MODE_NUM_VALUES = 2, + EXTERNAL_QUIET_MODE_DEFAULT = EXTERNAL_QUIET_MODE_OFF +}; + +enum EValues_FRL_FPS { + FRL_FPS_DISABLED = 0x00000000, + FRL_FPS_MIN = 0x00000000, + FRL_FPS_MAX = 0x000003ff, + FRL_FPS_NUM_VALUES = 3, + FRL_FPS_DEFAULT = FRL_FPS_DISABLED +}; + +enum EValues_FXAA_ALLOW { + FXAA_ALLOW_DISALLOWED = 0, + FXAA_ALLOW_ALLOWED = 1, + FXAA_ALLOW_NUM_VALUES = 2, + FXAA_ALLOW_DEFAULT = FXAA_ALLOW_ALLOWED +}; + +enum EValues_FXAA_ENABLE { + FXAA_ENABLE_OFF = 0, + FXAA_ENABLE_ON = 1, + FXAA_ENABLE_NUM_VALUES = 2, + FXAA_ENABLE_DEFAULT = FXAA_ENABLE_OFF +}; + +enum EValues_FXAA_INDICATOR_ENABLE { + FXAA_INDICATOR_ENABLE_OFF = 0, + FXAA_INDICATOR_ENABLE_ON = 1, + FXAA_INDICATOR_ENABLE_NUM_VALUES = 2, + FXAA_INDICATOR_ENABLE_DEFAULT = FXAA_INDICATOR_ENABLE_OFF +}; + +enum EValues_LATENCY_INDICATOR_AUTOALIGN { + LATENCY_INDICATOR_AUTOALIGN_DISABLED = 0x0, + LATENCY_INDICATOR_AUTOALIGN_ENABLED = 0x1, + LATENCY_INDICATOR_AUTOALIGN_NUM_VALUES = 2, + LATENCY_INDICATOR_AUTOALIGN_DEFAULT = LATENCY_INDICATOR_AUTOALIGN_ENABLED +}; + +enum EValues_MCSFRSHOWSPLIT { + MCSFRSHOWSPLIT_DISABLED = 0x34534064, + MCSFRSHOWSPLIT_ENABLED = 0x24545582, + MCSFRSHOWSPLIT_NUM_VALUES = 2, + MCSFRSHOWSPLIT_DEFAULT = MCSFRSHOWSPLIT_DISABLED +}; + +enum EValues_NV_QUALITY_UPSCALING { + NV_QUALITY_UPSCALING_OFF = 0, + NV_QUALITY_UPSCALING_ON = 1, + NV_QUALITY_UPSCALING_NUM_VALUES = 2, + NV_QUALITY_UPSCALING_DEFAULT = NV_QUALITY_UPSCALING_OFF +}; + +enum EValues_OPTIMUS_MAXAA { + OPTIMUS_MAXAA_MIN = 0, + OPTIMUS_MAXAA_MAX = 16, + OPTIMUS_MAXAA_NUM_VALUES = 2, + OPTIMUS_MAXAA_DEFAULT = 0 +}; + +enum EValues_PHYSXINDICATOR { + PHYSXINDICATOR_DISABLED = 0x34534064, + PHYSXINDICATOR_ENABLED = 0x24545582, + PHYSXINDICATOR_NUM_VALUES = 2, + PHYSXINDICATOR_DEFAULT = PHYSXINDICATOR_DISABLED +}; + +enum EValues_PREFERRED_PSTATE { + PREFERRED_PSTATE_ADAPTIVE = 0x00000000, + PREFERRED_PSTATE_PREFER_MAX = 0x00000001, + PREFERRED_PSTATE_DRIVER_CONTROLLED = 0x00000002, + PREFERRED_PSTATE_PREFER_CONSISTENT_PERFORMANCE = 0x00000003, + PREFERRED_PSTATE_PREFER_MIN = 0x00000004, + PREFERRED_PSTATE_OPTIMAL_POWER = 0x00000005, + PREFERRED_PSTATE_MIN = 0x00000000, + PREFERRED_PSTATE_MAX = 0x00000005, + PREFERRED_PSTATE_NUM_VALUES = 8, + PREFERRED_PSTATE_DEFAULT = PREFERRED_PSTATE_OPTIMAL_POWER +}; + +enum EValues_PREVENT_UI_AF_OVERRIDE { + PREVENT_UI_AF_OVERRIDE_OFF = 0, + PREVENT_UI_AF_OVERRIDE_ON = 1, + PREVENT_UI_AF_OVERRIDE_NUM_VALUES = 2, + PREVENT_UI_AF_OVERRIDE_DEFAULT = PREVENT_UI_AF_OVERRIDE_OFF +}; + +enum EValues_SHIM_MCCOMPAT { + SHIM_MCCOMPAT_INTEGRATED = 0x00000000U, + SHIM_MCCOMPAT_ENABLE = 0x00000001U, + SHIM_MCCOMPAT_USER_EDITABLE = 0x00000002U, + SHIM_MCCOMPAT_MASK = 0x00000003U, + SHIM_MCCOMPAT_VIDEO_MASK = 0x00000004U, + SHIM_MCCOMPAT_VARYING_BIT = 0x00000008U, + SHIM_MCCOMPAT_AUTO_SELECT = 0x00000010U, + SHIM_MCCOMPAT_OVERRIDE_BIT = 0x80000000U, + SHIM_MCCOMPAT_NUM_VALUES = 8, + SHIM_MCCOMPAT_DEFAULT = SHIM_MCCOMPAT_AUTO_SELECT +}; + +enum EValues_SHIM_RENDERING_MODE { + SHIM_RENDERING_MODE_INTEGRATED = 0x00000000U, + SHIM_RENDERING_MODE_ENABLE = 0x00000001U, + SHIM_RENDERING_MODE_USER_EDITABLE = 0x00000002U, + SHIM_RENDERING_MODE_MASK = 0x00000003U, + SHIM_RENDERING_MODE_VIDEO_MASK = 0x00000004U, + SHIM_RENDERING_MODE_VARYING_BIT = 0x00000008U, + SHIM_RENDERING_MODE_AUTO_SELECT = 0x00000010U, + SHIM_RENDERING_MODE_OVERRIDE_BIT = 0x80000000U, + SHIM_RENDERING_MODE_NUM_VALUES = 8, + SHIM_RENDERING_MODE_DEFAULT = SHIM_RENDERING_MODE_AUTO_SELECT +}; + +enum EValues_SHIM_RENDERING_OPTIONS { + SHIM_RENDERING_OPTIONS_DEFAULT_RENDERING_MODE = 0x00000000U, + SHIM_RENDERING_OPTIONS_DISABLE_ASYNC_PRESENT = 0x00000001U, + SHIM_RENDERING_OPTIONS_EHSHELL_DETECT = 0x00000002U, + SHIM_RENDERING_OPTIONS_FLASHPLAYER_HOST_DETECT = 0x00000004U, + SHIM_RENDERING_OPTIONS_VIDEO_DRM_APP_DETECT = 0x00000008U, + SHIM_RENDERING_OPTIONS_IGNORE_OVERRIDES = 0x00000010U, + SHIM_RENDERING_OPTIONS_RESERVED1 = 0x00000020U, + SHIM_RENDERING_OPTIONS_ENABLE_DWM_ASYNC_PRESENT = 0x00000040U, + SHIM_RENDERING_OPTIONS_RESERVED2 = 0x00000080U, + SHIM_RENDERING_OPTIONS_ALLOW_INHERITANCE = 0x00000100U, + SHIM_RENDERING_OPTIONS_DISABLE_WRAPPERS = 0x00000200U, + SHIM_RENDERING_OPTIONS_DISABLE_DXGI_WRAPPERS = 0x00000400U, + SHIM_RENDERING_OPTIONS_PRUNE_UNSUPPORTED_FORMATS = 0x00000800U, + SHIM_RENDERING_OPTIONS_ENABLE_ALPHA_FORMAT = 0x00001000U, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING = 0x00002000U, + SHIM_RENDERING_OPTIONS_DISABLE_CUDA = 0x00004000U, + SHIM_RENDERING_OPTIONS_ALLOW_CP_CAPS_FOR_VIDEO = 0x00008000U, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING_FWD_OPTIMUS = 0x00010000U, + SHIM_RENDERING_OPTIONS_DISABLE_DURING_SECURE_BOOT = 0x00020000U, + SHIM_RENDERING_OPTIONS_INVERT_FOR_QUADRO = 0x00040000U, + SHIM_RENDERING_OPTIONS_INVERT_FOR_MSHYBRID = 0x00080000U, + SHIM_RENDERING_OPTIONS_REGISTER_PROCESS_ENABLE_GOLD = 0x00100000U, + SHIM_RENDERING_OPTIONS_HANDLE_WINDOWED_MODE_PERF_OPT = 0x00200000U, + SHIM_RENDERING_OPTIONS_HANDLE_WIN7_ASYNC_RUNTIME_BUG = 0x00400000U, + SHIM_RENDERING_OPTIONS_EXPLICIT_ADAPTER_OPTED_BY_APP = 0x00800000U, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH = 0x01000000U, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH = 0x02000000U, + SHIM_RENDERING_OPTIONS_DISABLE_TURING_POWER_POLICY = 0x04000000U, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM = 0x08000000U, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM = 0x10000000U, + SHIM_RENDERING_OPTIONS_NUM_VALUES = 30, + SHIM_RENDERING_OPTIONS_DEFAULT = 0x00000000U +}; + +enum EValues_SLI_GPU_COUNT { + SLI_GPU_COUNT_AUTOSELECT = 0x00000000, + SLI_GPU_COUNT_ONE = 0x00000001, + SLI_GPU_COUNT_TWO = 0x00000002, + SLI_GPU_COUNT_THREE = 0x00000003, + SLI_GPU_COUNT_FOUR = 0x00000004, + SLI_GPU_COUNT_NUM_VALUES = 5, + SLI_GPU_COUNT_DEFAULT = SLI_GPU_COUNT_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_GPU_COUNT { + SLI_PREDEFINED_GPU_COUNT_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_GPU_COUNT_ONE = 0x00000001, + SLI_PREDEFINED_GPU_COUNT_TWO = 0x00000002, + SLI_PREDEFINED_GPU_COUNT_THREE = 0x00000003, + SLI_PREDEFINED_GPU_COUNT_FOUR = 0x00000004, + SLI_PREDEFINED_GPU_COUNT_NUM_VALUES = 5, + SLI_PREDEFINED_GPU_COUNT_DEFAULT = SLI_PREDEFINED_GPU_COUNT_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_GPU_COUNT_DX10 { + SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_GPU_COUNT_DX10_ONE = 0x00000001, + SLI_PREDEFINED_GPU_COUNT_DX10_TWO = 0x00000002, + SLI_PREDEFINED_GPU_COUNT_DX10_THREE = 0x00000003, + SLI_PREDEFINED_GPU_COUNT_DX10_FOUR = 0x00000004, + SLI_PREDEFINED_GPU_COUNT_DX10_NUM_VALUES = 5, + SLI_PREDEFINED_GPU_COUNT_DX10_DEFAULT = SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_MODE { + SLI_PREDEFINED_MODE_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_MODE_FORCE_SINGLE = 0x00000001, + SLI_PREDEFINED_MODE_FORCE_AFR = 0x00000002, + SLI_PREDEFINED_MODE_FORCE_AFR2 = 0x00000003, + SLI_PREDEFINED_MODE_FORCE_SFR = 0x00000004, + SLI_PREDEFINED_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR = 0x00000005, + SLI_PREDEFINED_MODE_NUM_VALUES = 6, + SLI_PREDEFINED_MODE_DEFAULT = SLI_PREDEFINED_MODE_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_MODE_DX10 { + SLI_PREDEFINED_MODE_DX10_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_MODE_DX10_FORCE_SINGLE = 0x00000001, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR = 0x00000002, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR2 = 0x00000003, + SLI_PREDEFINED_MODE_DX10_FORCE_SFR = 0x00000004, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR_OF_SFR__FALLBACK_3AFR = 0x00000005, + SLI_PREDEFINED_MODE_DX10_NUM_VALUES = 6, + SLI_PREDEFINED_MODE_DX10_DEFAULT = SLI_PREDEFINED_MODE_DX10_AUTOSELECT +}; + +enum EValues_SLI_RENDERING_MODE { + SLI_RENDERING_MODE_AUTOSELECT = 0x00000000, + SLI_RENDERING_MODE_FORCE_SINGLE = 0x00000001, + SLI_RENDERING_MODE_FORCE_AFR = 0x00000002, + SLI_RENDERING_MODE_FORCE_AFR2 = 0x00000003, + SLI_RENDERING_MODE_FORCE_SFR = 0x00000004, + SLI_RENDERING_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR = 0x00000005, + SLI_RENDERING_MODE_NUM_VALUES = 6, + SLI_RENDERING_MODE_DEFAULT = SLI_RENDERING_MODE_AUTOSELECT +}; + +enum EValues_VRPRERENDERLIMIT { + VRPRERENDERLIMIT_MIN = 0x00, + VRPRERENDERLIMIT_MAX = 0xff, + VRPRERENDERLIMIT_APP_CONTROLLED = 0x00, + VRPRERENDERLIMIT_DEFAULT = 0x01, + VRPRERENDERLIMIT_NUM_VALUES = 4, +}; + +enum EValues_VRRFEATUREINDICATOR { + VRRFEATUREINDICATOR_DISABLED = 0x0, + VRRFEATUREINDICATOR_ENABLED = 0x1, + VRRFEATUREINDICATOR_NUM_VALUES = 2, + VRRFEATUREINDICATOR_DEFAULT = VRRFEATUREINDICATOR_ENABLED +}; + +enum EValues_VRROVERLAYINDICATOR { + VRROVERLAYINDICATOR_DISABLED = 0x0, + VRROVERLAYINDICATOR_ENABLED = 0x1, + VRROVERLAYINDICATOR_NUM_VALUES = 2, + VRROVERLAYINDICATOR_DEFAULT = VRROVERLAYINDICATOR_ENABLED +}; + +enum EValues_VRRREQUESTSTATE { + VRRREQUESTSTATE_DISABLED = 0x0, + VRRREQUESTSTATE_FULLSCREEN_ONLY = 0x1, + VRRREQUESTSTATE_FULLSCREEN_AND_WINDOWED = 0x2, + VRRREQUESTSTATE_NUM_VALUES = 3, + VRRREQUESTSTATE_DEFAULT = VRRREQUESTSTATE_FULLSCREEN_ONLY +}; + +enum EValues_VRR_APP_OVERRIDE { + VRR_APP_OVERRIDE_ALLOW = 0, + VRR_APP_OVERRIDE_FORCE_OFF = 1, + VRR_APP_OVERRIDE_DISALLOW = 2, + VRR_APP_OVERRIDE_ULMB = 3, + VRR_APP_OVERRIDE_FIXED_REFRESH = 4, + VRR_APP_OVERRIDE_NUM_VALUES = 5, + VRR_APP_OVERRIDE_DEFAULT = VRR_APP_OVERRIDE_ALLOW +}; + +enum EValues_VRR_APP_OVERRIDE_REQUEST_STATE { + VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW = 0, + VRR_APP_OVERRIDE_REQUEST_STATE_FORCE_OFF = 1, + VRR_APP_OVERRIDE_REQUEST_STATE_DISALLOW = 2, + VRR_APP_OVERRIDE_REQUEST_STATE_ULMB = 3, + VRR_APP_OVERRIDE_REQUEST_STATE_FIXED_REFRESH = 4, + VRR_APP_OVERRIDE_REQUEST_STATE_NUM_VALUES = 5, + VRR_APP_OVERRIDE_REQUEST_STATE_DEFAULT = VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW +}; + +enum EValues_VRR_MODE { + VRR_MODE_DISABLED = 0x0, + VRR_MODE_FULLSCREEN_ONLY = 0x1, + VRR_MODE_FULLSCREEN_AND_WINDOWED = 0x2, + VRR_MODE_NUM_VALUES = 3, + VRR_MODE_DEFAULT = VRR_MODE_FULLSCREEN_ONLY +}; + +enum EValues_VSYNCSMOOTHAFR { + VSYNCSMOOTHAFR_OFF = 0x00000000, + VSYNCSMOOTHAFR_ON = 0x00000001, + VSYNCSMOOTHAFR_NUM_VALUES = 2, + VSYNCSMOOTHAFR_DEFAULT = VSYNCSMOOTHAFR_OFF +}; + +enum EValues_VSYNCVRRCONTROL { + VSYNCVRRCONTROL_DISABLE = 0x00000000, + VSYNCVRRCONTROL_ENABLE = 0x00000001, + VSYNCVRRCONTROL_NOTSUPPORTED = 0x9f95128e, + VSYNCVRRCONTROL_NUM_VALUES = 3, + VSYNCVRRCONTROL_DEFAULT = VSYNCVRRCONTROL_ENABLE +}; + +enum EValues_VSYNC_BEHAVIOR_FLAGS { + VSYNC_BEHAVIOR_FLAGS_NONE = 0x00000000, + VSYNC_BEHAVIOR_FLAGS_DEFAULT = 0x00000000, + VSYNC_BEHAVIOR_FLAGS_IGNORE_FLIPINTERVAL_MULTIPLE = 0x00000001, + VSYNC_BEHAVIOR_FLAGS_NUM_VALUES = 3, +}; + +enum EValues_WKS_API_STEREO_EYES_EXCHANGE { + WKS_API_STEREO_EYES_EXCHANGE_OFF = 0, + WKS_API_STEREO_EYES_EXCHANGE_ON = 1, + WKS_API_STEREO_EYES_EXCHANGE_NUM_VALUES = 2, + WKS_API_STEREO_EYES_EXCHANGE_DEFAULT = WKS_API_STEREO_EYES_EXCHANGE_OFF +}; + +enum EValues_WKS_API_STEREO_MODE { + WKS_API_STEREO_MODE_SHUTTER_GLASSES = 0, + WKS_API_STEREO_MODE_VERTICAL_INTERLACED = 1, + WKS_API_STEREO_MODE_TWINVIEW = 2, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_AUTO = 3, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC0 = 4, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC1 = 5, + WKS_API_STEREO_MODE_COLOR_LINE = 6, + WKS_API_STEREO_MODE_COLOR_INTERLEAVED = 7, + WKS_API_STEREO_MODE_ANAGLYPH = 8, + WKS_API_STEREO_MODE_HORIZONTAL_INTERLACED = 9, + WKS_API_STEREO_MODE_SIDE_FIELD = 10, + WKS_API_STEREO_MODE_SUB_FIELD = 11, + WKS_API_STEREO_MODE_CHECKERBOARD = 12, + WKS_API_STEREO_MODE_INVERSE_CHECKERBOARD = 13, + WKS_API_STEREO_MODE_TRIDELITY_SL = 14, + WKS_API_STEREO_MODE_TRIDELITY_MV = 15, + WKS_API_STEREO_MODE_SEEFRONT = 16, + WKS_API_STEREO_MODE_STEREO_MIRROR = 17, + WKS_API_STEREO_MODE_FRAME_SEQUENTIAL = 18, + WKS_API_STEREO_MODE_AUTODETECT_PASSIVE_MODE = 19, + WKS_API_STEREO_MODE_AEGIS_DT_FRAME_SEQUENTIAL = 20, + WKS_API_STEREO_MODE_OEM_EMITTER_FRAME_SEQUENTIAL = 21, + WKS_API_STEREO_MODE_DP_INBAND = 22, + WKS_API_STEREO_MODE_USE_HW_DEFAULT = 0xffffffff, + WKS_API_STEREO_MODE_DEFAULT_GL = 3, + WKS_API_STEREO_MODE_NUM_VALUES = 25, + WKS_API_STEREO_MODE_DEFAULT = WKS_API_STEREO_MODE_SHUTTER_GLASSES +}; + +enum EValues_WKS_STEREO_DONGLE_SUPPORT { + WKS_STEREO_DONGLE_SUPPORT_OFF = 0, + WKS_STEREO_DONGLE_SUPPORT_DAC = 1, + WKS_STEREO_DONGLE_SUPPORT_DLP = 2, + WKS_STEREO_DONGLE_SUPPORT_NUM_VALUES = 3, + WKS_STEREO_DONGLE_SUPPORT_DEFAULT = WKS_STEREO_DONGLE_SUPPORT_DAC +}; + +enum EValues_WKS_STEREO_SUPPORT { + WKS_STEREO_SUPPORT_OFF = 0, + WKS_STEREO_SUPPORT_ON = 1, + WKS_STEREO_SUPPORT_NUM_VALUES = 2, + WKS_STEREO_SUPPORT_DEFAULT = WKS_STEREO_SUPPORT_OFF +}; + +enum EValues_WKS_STEREO_SWAP_MODE { + WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL = 0x0, + WKS_STEREO_SWAP_MODE_PER_EYE = 0x1, + WKS_STEREO_SWAP_MODE_PER_EYE_PAIR = 0x2, + WKS_STEREO_SWAP_MODE_LEGACY_BEHAVIOR = 0x3, + WKS_STEREO_SWAP_MODE_PER_EYE_FOR_SWAP_GROUP = 0x4, + WKS_STEREO_SWAP_MODE_NUM_VALUES = 5, + WKS_STEREO_SWAP_MODE_DEFAULT = WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL +}; + +enum EValues_AO_MODE { + AO_MODE_OFF = 0, + AO_MODE_LOW = 1, + AO_MODE_MEDIUM = 2, + AO_MODE_HIGH = 3, + AO_MODE_NUM_VALUES = 4, + AO_MODE_DEFAULT = AO_MODE_OFF +}; + +enum EValues_AO_MODE_ACTIVE { + AO_MODE_ACTIVE_DISABLED = 0, + AO_MODE_ACTIVE_ENABLED = 1, + AO_MODE_ACTIVE_NUM_VALUES = 2, + AO_MODE_ACTIVE_DEFAULT = AO_MODE_ACTIVE_DISABLED +}; + +enum EValues_AUTO_LODBIASADJUST { + AUTO_LODBIASADJUST_OFF = 0x00000000, + AUTO_LODBIASADJUST_ON = 0x00000001, + AUTO_LODBIASADJUST_NUM_VALUES = 2, + AUTO_LODBIASADJUST_DEFAULT = AUTO_LODBIASADJUST_ON +}; + +enum EValues_EXPORT_PERF_COUNTERS_DX9_ONLY { + EXPORT_PERF_COUNTERS_DX9_ONLY_OFF = 0x00000000, + EXPORT_PERF_COUNTERS_DX9_ONLY_ON = 0x00000001, + EXPORT_PERF_COUNTERS_DX9_ONLY_NUM_VALUES = 2, + EXPORT_PERF_COUNTERS_DX9_ONLY_DEFAULT = EXPORT_PERF_COUNTERS_DX9_ONLY_OFF +}; + +enum EValues_LODBIASADJUST { + LODBIASADJUST_MIN = 0xffffff80, + LODBIASADJUST_MAX = 128, + LODBIASADJUST_NUM_VALUES = 2, + LODBIASADJUST_DEFAULT = 0 +}; + +enum EValues_MAXWELL_B_SAMPLE_INTERLEAVE { + MAXWELL_B_SAMPLE_INTERLEAVE_OFF = 0, + MAXWELL_B_SAMPLE_INTERLEAVE_ON = 1, + MAXWELL_B_SAMPLE_INTERLEAVE_NUM_VALUES = 2, + MAXWELL_B_SAMPLE_INTERLEAVE_DEFAULT = MAXWELL_B_SAMPLE_INTERLEAVE_OFF +}; + +enum EValues_PRERENDERLIMIT { + PRERENDERLIMIT_MIN = 0x00, + PRERENDERLIMIT_MAX = 0xff, + PRERENDERLIMIT_APP_CONTROLLED = 0x00, + PRERENDERLIMIT_NUM_VALUES = 3, + PRERENDERLIMIT_DEFAULT = PRERENDERLIMIT_APP_CONTROLLED +}; + +enum EValues_PS_SHADERDISKCACHE { + PS_SHADERDISKCACHE_OFF = 0x00000000, + PS_SHADERDISKCACHE_ON = 0x00000001, + PS_SHADERDISKCACHE_NUM_VALUES = 2, + PS_SHADERDISKCACHE_DEFAULT = PS_SHADERDISKCACHE_ON +}; + +enum EValues_PS_SHADERDISKCACHE_MAX_SIZE { + PS_SHADERDISKCACHE_MAX_SIZE_MIN = 0x0, + PS_SHADERDISKCACHE_MAX_SIZE_MAX = 0xffffffff, + PS_SHADERDISKCACHE_MAX_SIZE_NUM_VALUES = 2, + PS_SHADERDISKCACHE_MAX_SIZE_DEFAULT = 0x1000 +}; + +enum EValues_PS_TEXFILTER_ANISO_OPTS2 { + PS_TEXFILTER_ANISO_OPTS2_OFF = 0x00000000, + PS_TEXFILTER_ANISO_OPTS2_ON = 0x00000001, + PS_TEXFILTER_ANISO_OPTS2_NUM_VALUES = 2, + PS_TEXFILTER_ANISO_OPTS2_DEFAULT = PS_TEXFILTER_ANISO_OPTS2_OFF +}; + +enum EValues_PS_TEXFILTER_BILINEAR_IN_ANISO { + PS_TEXFILTER_BILINEAR_IN_ANISO_OFF = 0x00000000, + PS_TEXFILTER_BILINEAR_IN_ANISO_ON = 0x00000001, + PS_TEXFILTER_BILINEAR_IN_ANISO_NUM_VALUES = 2, + PS_TEXFILTER_BILINEAR_IN_ANISO_DEFAULT = PS_TEXFILTER_BILINEAR_IN_ANISO_OFF +}; + +enum EValues_PS_TEXFILTER_DISABLE_TRILIN_SLOPE { + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF = 0x00000000, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ON = 0x00000001, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_NUM_VALUES = 2, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_DEFAULT = PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF +}; + +enum EValues_PS_TEXFILTER_NO_NEG_LODBIAS { + PS_TEXFILTER_NO_NEG_LODBIAS_OFF = 0x00000000, + PS_TEXFILTER_NO_NEG_LODBIAS_ON = 0x00000001, + PS_TEXFILTER_NO_NEG_LODBIAS_NUM_VALUES = 2, + PS_TEXFILTER_NO_NEG_LODBIAS_DEFAULT = PS_TEXFILTER_NO_NEG_LODBIAS_OFF +}; + +enum EValues_QUALITY_ENHANCEMENTS { + QUALITY_ENHANCEMENTS_HIGHQUALITY = 0xfffffff6, + QUALITY_ENHANCEMENTS_QUALITY = 0x00000000, + QUALITY_ENHANCEMENTS_PERFORMANCE = 0x0000000a, + QUALITY_ENHANCEMENTS_HIGHPERFORMANCE = 0x00000014, + QUALITY_ENHANCEMENTS_NUM_VALUES = 4, + QUALITY_ENHANCEMENTS_DEFAULT = QUALITY_ENHANCEMENTS_QUALITY +}; + +enum EValues_QUALITY_ENHANCEMENT_SUBSTITUTION { + QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION = 0x00000000, + QUALITY_ENHANCEMENT_SUBSTITUTION_HIGHQUALITY_BECOMES_QUALITY = 0x00000001, + QUALITY_ENHANCEMENT_SUBSTITUTION_NUM_VALUES = 2, + QUALITY_ENHANCEMENT_SUBSTITUTION_DEFAULT = QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION +}; + +enum EValues_REFRESH_RATE_OVERRIDE { + REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED = 0x00000000, + REFRESH_RATE_OVERRIDE_HIGHEST_AVAILABLE = 0x00000001, + REFRESH_RATE_OVERRIDE_LOW_LATENCY_RR_MASK = 0x00000FF0, + REFRESH_RATE_OVERRIDE_NUM_VALUES = 3, + REFRESH_RATE_OVERRIDE_DEFAULT = REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED +}; + +enum EValues_SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE { + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF = 0x00000000, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ON = 0x00000001, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_NUM_VALUES = 2, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_DEFAULT = SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF +}; + +enum EValues_SET_VAB_DATA { + SET_VAB_DATA_ZERO = 0x00000000, + SET_VAB_DATA_UINT_ONE = 0x00000001, + SET_VAB_DATA_FLOAT_ONE = 0x3f800000, + SET_VAB_DATA_FLOAT_POS_INF = 0x7f800000, + SET_VAB_DATA_FLOAT_NAN = 0x7fc00000, + SET_VAB_DATA_USE_API_DEFAULTS = 0xffffffff, + SET_VAB_DATA_NUM_VALUES = 6, + SET_VAB_DATA_DEFAULT = SET_VAB_DATA_USE_API_DEFAULTS +}; + +enum EValues_VSYNCMODE { + VSYNCMODE_PASSIVE = 0x60925292, + VSYNCMODE_FORCEOFF = 0x08416747, + VSYNCMODE_FORCEON = 0x47814940, + VSYNCMODE_FLIPINTERVAL2 = 0x32610244, + VSYNCMODE_FLIPINTERVAL3 = 0x71271021, + VSYNCMODE_FLIPINTERVAL4 = 0x13245256, + VSYNCMODE_VIRTUAL = 0x18888888, + VSYNCMODE_NUM_VALUES = 7, + VSYNCMODE_DEFAULT = VSYNCMODE_PASSIVE +}; + +enum EValues_VSYNCTEARCONTROL { + VSYNCTEARCONTROL_DISABLE = 0x96861077, + VSYNCTEARCONTROL_ENABLE = 0x99941284, + VSYNCTEARCONTROL_NUM_VALUES = 2, + VSYNCTEARCONTROL_DEFAULT = VSYNCTEARCONTROL_DISABLE +}; + + + +typedef struct _SettingDWORDNameString { + NvU32 settingId; + const wchar_t * settingNameString; + NvU32 numSettingValues; + NvU32 *settingValues; + NvU32 defaultValue; +} SettingDWORDNameString; + +typedef struct _SettingWSTRINGNameString { + NvU32 settingId; + const wchar_t * settingNameString; + NvU32 numSettingValues; + const wchar_t **settingValues; + const wchar_t * defaultValue; +} SettingWSTRINGNameString; + + +#endif // _NVAPI_DRIVER_SETTINGS_H_ + diff --git a/src/imports/nvapi/nvHLSLExtns.h b/src/imports/nvapi/nvHLSLExtns.h new file mode 100644 index 0000000..786b722 --- /dev/null +++ b/src/imports/nvapi/nvHLSLExtns.h @@ -0,0 +1,2315 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +////////////////////////// NVIDIA SHADER EXTENSIONS ///////////////// + +// this file is to be #included in the app HLSL shader code to make +// use of nvidia shader extensions + + +#include "imports/nvapi/nvHLSLExtnsInternal.h" + +//----------------------------------------------------------------------------// +//------------------------- Warp Shuffle Functions ---------------------------// +//----------------------------------------------------------------------------// + +// all functions have variants with width parameter which permits sub-division +// of the warp into segments - for example to exchange data between 4 groups of +// 8 lanes in a SIMD manner. If width is less than warpSize then each subsection +// of the warp behaves as a separate entity with a starting logical lane ID of 0. +// A thread may only exchange data with others in its own subsection. Width must +// have a value which is a power of 2 so that the warp can be subdivided equally; +// results are undefined if width is not a power of 2, or is a number greater +// than warpSize. + +// +// simple variant of SHFL instruction +// returns val from the specified lane +// optional width parameter must be a power of two and width <= 32 +// +int NvShfl(int val, uint srcLane, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = srcLane; // source lane + g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width); + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL; + + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +int2 NvShfl(int2 val, uint srcLane, int width = NV_WARP_SIZE) +{ + int x = NvShfl(val.x, srcLane, width); + int y = NvShfl(val.y, srcLane, width); + return int2(x, y); +} + +int4 NvShfl(int4 val, uint srcLane, int width = NV_WARP_SIZE) +{ + int x = NvShfl(val.x, srcLane, width); + int y = NvShfl(val.y, srcLane, width); + int z = NvShfl(val.z, srcLane, width); + int w = NvShfl(val.w, srcLane, width); + return int4(x, y, z, w); +} + +// +// Copy from a lane with lower ID relative to caller +// +int NvShflUp(int val, uint delta, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = delta; // relative lane offset + g_NvidiaExt[index].src0u.z = (NV_WARP_SIZE - width) << 8; // minIndex = maxIndex for shfl_up (src2[4:0] is expected to be 0) + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_UP; + return g_NvidiaExt.IncrementCounter(); +} + +// +// Copy from a lane with higher ID relative to caller +// +int NvShflDown(int val, uint delta, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = delta; // relative lane offset + g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width); + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_DOWN; + return g_NvidiaExt.IncrementCounter(); +} + +// +// Copy from a lane based on bitwise XOR of own lane ID +// +int NvShflXor(int val, uint laneMask, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = laneMask; // laneMask to be XOR'ed with current laneId to get the source lane id + g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width); + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_XOR; + return g_NvidiaExt.IncrementCounter(); +} + + +//----------------------------------------------------------------------------// +//----------------------------- Warp Vote Functions---------------------------// +//----------------------------------------------------------------------------// + +// returns 0xFFFFFFFF if the predicate is true for any thread in the warp, returns 0 otherwise +uint NvAny(int predicate) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = predicate; + g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_ANY; + return g_NvidiaExt.IncrementCounter(); +} + +// returns 0xFFFFFFFF if the predicate is true for ALL threads in the warp, returns 0 otherwise +uint NvAll(int predicate) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = predicate; + g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_ALL; + return g_NvidiaExt.IncrementCounter(); +} + +// returns a mask of all threads in the warp with bits set for threads that have predicate true +uint NvBallot(int predicate) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = predicate; + g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_BALLOT; + return g_NvidiaExt.IncrementCounter(); +} + + +//----------------------------------------------------------------------------// +//----------------------------- Utility Functions ----------------------------// +//----------------------------------------------------------------------------// + +// returns the lane index of the current thread (thread index in warp) +int NvGetLaneId() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_GET_LANE_ID; + return g_NvidiaExt.IncrementCounter(); +} + +// returns value of special register - specify subopcode from any of NV_SPECIALOP_* specified in nvShaderExtnEnums.h - other opcodes undefined behavior +uint NvGetSpecial(uint subOpCode) +{ + return __NvGetSpecial(subOpCode); +} + +//----------------------------------------------------------------------------// +//----------------------------- FP16 Atmoic Functions-------------------------// +//----------------------------------------------------------------------------// + +// The functions below performs atomic operations on two consecutive fp16 +// values in the given raw UAV. +// The uint paramater 'fp16x2Val' is treated as two fp16 values byteAddress must be multiple of 4 +// The returned value are the two fp16 values packed into a single uint + +uint NvInterlockedAddFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_MAX); +} + + +// versions of the above functions taking two fp32 values (internally converted to fp16 values) +uint NvInterlockedAddFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + + +//----------------------------------------------------------------------------// + +// The functions below perform atomic operation on a R16G16_FLOAT UAV at the given address +// the uint paramater 'fp16x2Val' is treated as two fp16 values +// the returned value are the two fp16 values (.x and .y components) packed into a single uint +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16_FLOAT format (might result in app crash or TDR) + +uint NvInterlockedAddFp16x2(RWTexture1D uav, uint address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture1D uav, uint address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture1D uav, uint address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture2D uav, uint2 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture2D uav, uint2 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture2D uav, uint2 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture3D uav, uint3 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture3D uav, uint3 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture3D uav, uint3 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + + +// versions taking two fp32 values (internally converted to fp16) +uint NvInterlockedAddFp16x2(RWTexture1D uav, uint address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture1D uav, uint address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture1D uav, uint address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture2D uav, uint2 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture2D uav, uint2 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture2D uav, uint2 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture3D uav, uint3 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture3D uav, uint3 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture3D uav, uint3 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + + +//----------------------------------------------------------------------------// + +// The functions below perform Atomic operation on a R16G16B16A16_FLOAT UAV at the given address +// the uint2 paramater 'fp16x2Val' is treated as four fp16 values +// i.e, fp16x2Val.x = uav.xy and fp16x2Val.y = uav.yz +// The returned value are the four fp16 values (.xyzw components) packed into uint2 +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16B16A16_FLOAT format (might result in app crash or TDR) + +uint2 NvInterlockedAddFp16x4(RWTexture1D uav, uint address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture1D uav, uint address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture1D uav, uint address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture2D uav, uint2 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture2D uav, uint2 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture2D uav, uint2 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture3D uav, uint3 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture3D uav, uint3 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture3D uav, uint3 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +// versions taking four fp32 values (internally converted to fp16) +uint2 NvInterlockedAddFp16x4(RWTexture1D uav, uint address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture1D uav, uint address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture1D uav, uint address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture2D uav, uint2 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture2D uav, uint2 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture2D uav, uint2 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture3D uav, uint3 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture3D uav, uint3 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture3D uav, uint3 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX); +} + + +//----------------------------------------------------------------------------// +//----------------------------- FP32 Atmoic Functions-------------------------// +//----------------------------------------------------------------------------// + +// The functions below performs atomic add on the given UAV treating the value as float +// byteAddress must be multiple of 4 +// The returned value is the value present in memory location before the atomic add + +float NvInterlockedAddFp32(RWByteAddressBuffer uav, uint byteAddress, float val) +{ + return __NvAtomicAddFP32(uav, byteAddress, val); +} + +//----------------------------------------------------------------------------// + +// The functions below perform atomic add on a R32_FLOAT UAV at the given address +// the returned value is the value before performing the atomic add +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R32_FLOAT format (might result in app crash or TDR) + +float NvInterlockedAddFp32(RWTexture1D uav, uint address, float val) +{ + return __NvAtomicAddFP32(uav, address, val); +} + +float NvInterlockedAddFp32(RWTexture2D uav, uint2 address, float val) +{ + return __NvAtomicAddFP32(uav, address, val); +} + +float NvInterlockedAddFp32(RWTexture3D uav, uint3 address, float val) +{ + return __NvAtomicAddFP32(uav, address, val); +} + + +//----------------------------------------------------------------------------// +//--------------------------- UINT64 Atmoic Functions-------------------------// +//----------------------------------------------------------------------------// + +// The functions below performs atomic operation on the given UAV treating the value as uint64 +// byteAddress must be multiple of 8 +// The returned value is the value present in memory location before the atomic operation +// uint2 vector type is used to represent a single uint64 value with the x component containing the low 32 bits and y component the high 32 bits. + +uint2 NvInterlockedAddUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, byteAddress, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_SWAP); +} + +//----------------------------------------------------------------------------// + +// The functions below perform atomic operation on a R32G32_UINT UAV at the given address treating the value as uint64 +// the returned value is the value before performing the atomic operation +// uint2 vector type is used to represent a single uint64 value with the x component containing the low 32 bits and y component the high 32 bits. +// Warning: Behaviour of these set of functions is undefined if the UAV is not of R32G32_UINT format (might result in app crash or TDR) + +uint2 NvInterlockedAddUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWTexture1D uav, uint address, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, address, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_SWAP); +} + +uint2 NvInterlockedAddUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWTexture2D uav, uint2 address, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, address, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_SWAP); +} + +uint2 NvInterlockedAddUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWTexture3D uav, uint3 address, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, address, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_SWAP); +} + +//----------------------------------------------------------------------------// +//--------------------------- VPRS functions ---------------------------------// +//----------------------------------------------------------------------------// + +// Returns the shading rate and the number of per-pixel shading passes for current VPRS pixel +uint3 NvGetShadingRate() +{ + uint3 shadingRate = (uint3)0; + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_GET_SHADING_RATE; + g_NvidiaExt[index].numOutputsForIncCounter = 3; + shadingRate.x = g_NvidiaExt.IncrementCounter(); + shadingRate.y = g_NvidiaExt.IncrementCounter(); + shadingRate.z = g_NvidiaExt.IncrementCounter(); + return shadingRate; +} + +float NvEvaluateAttributeAtSampleForVPRS(float attrib, uint sampleIndex, int2 pixelOffset) +{ + float value = (float)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float2 NvEvaluateAttributeAtSampleForVPRS(float2 attrib, uint sampleIndex, int2 pixelOffset) +{ + float2 value = (float2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float3 NvEvaluateAttributeAtSampleForVPRS(float3 attrib, uint sampleIndex, int2 pixelOffset) +{ + float3 value = (float3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float4 NvEvaluateAttributeAtSampleForVPRS(float4 attrib, uint sampleIndex, int2 pixelOffset) +{ + float4 value = (float4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + value.w = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +int NvEvaluateAttributeAtSampleForVPRS(int attrib, uint sampleIndex, int2 pixelOffset) +{ + int value = (int)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int2 NvEvaluateAttributeAtSampleForVPRS(int2 attrib, uint sampleIndex, int2 pixelOffset) +{ + int2 value = (int2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int3 NvEvaluateAttributeAtSampleForVPRS(int3 attrib, uint sampleIndex, int2 pixelOffset) +{ + int3 value = (int3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int4 NvEvaluateAttributeAtSampleForVPRS(int4 attrib, uint sampleIndex, int2 pixelOffset) +{ + int4 value = (int4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + value.w = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint NvEvaluateAttributeAtSampleForVPRS(uint attrib, uint sampleIndex, int2 pixelOffset) +{ + uint value = (uint)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint2 NvEvaluateAttributeAtSampleForVPRS(uint2 attrib, uint sampleIndex, int2 pixelOffset) +{ + uint2 value = (uint2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint3 NvEvaluateAttributeAtSampleForVPRS(uint3 attrib, uint sampleIndex, int2 pixelOffset) +{ + uint3 value = (uint3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint4 NvEvaluateAttributeAtSampleForVPRS(uint4 attrib, uint sampleIndex, int2 pixelOffset) +{ + uint4 value = (uint4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + value.w = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + + +float NvEvaluateAttributeSnappedForVPRS(float attrib, uint2 offset) +{ + float value = (float)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float2 NvEvaluateAttributeSnappedForVPRS(float2 attrib, uint2 offset) +{ + float2 value = (float2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float3 NvEvaluateAttributeSnappedForVPRS(float3 attrib, uint2 offset) +{ + float3 value = (float3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float4 NvEvaluateAttributeSnappedForVPRS(float4 attrib, uint2 offset) +{ + float4 value = (float4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + value.w = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +int NvEvaluateAttributeSnappedForVPRS(int attrib, uint2 offset) +{ + int value = (int)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int2 NvEvaluateAttributeSnappedForVPRS(int2 attrib, uint2 offset) +{ + int2 value = (int2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int3 NvEvaluateAttributeSnappedForVPRS(int3 attrib, uint2 offset) +{ + int3 value = (int3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int4 NvEvaluateAttributeSnappedForVPRS(int4 attrib, uint2 offset) +{ + int4 value = (int4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + value.w = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint NvEvaluateAttributeSnappedForVPRS(uint attrib, uint2 offset) +{ + uint value = (uint)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint2 NvEvaluateAttributeSnappedForVPRS(uint2 attrib, uint2 offset) +{ + uint2 value = (uint2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint3 NvEvaluateAttributeSnappedForVPRS(uint3 attrib, uint2 offset) +{ + uint3 value = (uint3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint4 NvEvaluateAttributeSnappedForVPRS(uint4 attrib, uint2 offset) +{ + uint4 value = (uint4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + value.w = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +// MATCH instruction variants +uint NvWaveMatch(uint value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = value; + g_NvidiaExt[index].src1u.x = 1; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(uint2 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = value.xy; + g_NvidiaExt[index].src1u.x = 2; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(uint4 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u = value; + g_NvidiaExt[index].src1u.x = 4; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(float value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = asuint(value); + g_NvidiaExt[index].src1u.x = 1; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(float2 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = asuint(value); + g_NvidiaExt[index].src1u.x = 2; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(float4 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u = asuint(value); + g_NvidiaExt[index].src1u.x = 4; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + + +//----------------------------------------------------------------------------// +//------------------------------ Footprint functions -------------------------// +//----------------------------------------------------------------------------// +// texSpace and smpSpace must be immediates, texIndex and smpIndex can be variable +// offset must be immediate +// the required components of location and offset fields can be filled depending on the dimension/type of the texture +// texType should be one of 2D or 3D as defined in nvShaderExtnEnums.h and and should be an immediate literal +// if the above restrictions are not met, the behaviour of this instruction is undefined + +uint4 NvFootprintFine(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, offset); +} + +uint4 NvFootprintCoarse(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, offset); +} + + + +uint4 NvFootprintFineBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, bias, offset); +} + +uint4 NvFootprintCoarseBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, bias, offset); +} + + + +uint4 NvFootprintFineLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, lodLevel, offset); +} + +uint4 NvFootprintCoarseLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, lodLevel, offset); +} + + + +uint4 NvFootprintFineGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, ddx, ddy, offset); +} + +uint4 NvFootprintCoarseGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, ddx, ddy, offset); +} + +uint NvFootprintExtractLOD(uint4 blob) +{ + return ((blob.w & 0xF000) >> 12); +} + +uint NvFootprintExtractReturnGran(uint4 blob) +{ + return ((blob.z & 0xF000000) >> 24); +} + +uint2 NvFootprintExtractAnchorTileLoc2D(uint4 blob) +{ + uint2 loc; + loc.x = (blob.w & 0xFFF); + loc.y = (blob.z & 0xFFF); + return loc; +} + +uint3 NvFootprintExtractAnchorTileLoc3D(uint4 blob) +{ + uint3 loc; + loc.x = (blob.w & 0xFFF); + loc.y = ((blob.w & 0xFFF0000) >> 16); + loc.z = (blob.z & 0x1FFF); + return loc; +} + +uint2 NvFootprintExtractOffset2D(uint4 blob) +{ + uint2 loc; + loc.x = ((blob.z & 0x070000) >> 16); + loc.y = ((blob.z & 0x380000) >> 19); + return loc; +} + +uint3 NvFootprintExtractOffset3D(uint4 blob) +{ + uint3 loc; + loc.x = ((blob.z & 0x030000) >> 16); + loc.y = ((blob.z & 0x0C0000) >> 18); + loc.z = ((blob.z & 0x300000) >> 20); + return loc; +} + +uint2 NvFootprintExtractBitmask(uint4 blob) +{ + return blob.xy; +} + + +// Variant of Footprint extensions which returns isSingleLod (out parameter) +// isSingleLod = true -> This footprint request touched the texels from only single LOD. +uint4 NvFootprintFine(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarse(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + + +uint4 NvFootprintFineBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, bias, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarseBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, bias, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + + +uint4 NvFootprintFineLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, lodLevel, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarseLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, lodLevel, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + + +uint4 NvFootprintFineGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, ddx, ddy, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarseGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, ddx, ddy, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + +uint NvActiveThreads() +{ + return NvBallot(1); +} + + +//----------------------------------------------------------------------------// +//------------------------------ WaveMultiPrefix functions -------------------// +//----------------------------------------------------------------------------// + +// Following are the WaveMultiPrefix functions for different operations (Add, Bitand, BitOr, BitXOr) for different datatypes (uint, uint2, uint4) +// This is a set of functions which implement multi-prefix operations among the set of active lanes in the current wave (WARP). +// A multi-prefix operation comprises a set of prefix operations, executed in parallel within subsets of lanes identified with the provided bitmasks. +// These bitmasks represent partitioning of the set of active lanes in the current wave into N groups (where N is the number of unique masks across all lanes in the wave). +// N prefix operations are then performed each within its corresponding group. +// The groups are assumed to be non-intersecting (that is, a given lane can be a member of one and only one group), +// and bitmasks in all lanes belonging to the same group are required to be the same. +// There are 2 type of functions - Exclusive and Inclusive prefix operations. +// e.g. For NvWaveMultiPrefixInclusiveAdd(val, mask) operation - For each of the groups (for which mask input is same) following is the expected output : +// i^th thread in a group has value = sum(values of threads 0 to i) +// For Exclusive version of same opeartion - +// i^th thread in a group has value = sum(values of threads 0 to i-1) and 0th thread in a the Group has value 0 + +// Extensions for Add +uint NvWaveMultiPrefixInclusiveAdd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + // As remainingThreads only has threads in group with smaller thread ids than its own thread-id nextLane can never be 31 for any thread in the group except the smallest one + // For smallest thread in the group, remainingThreads is 0 --> nextLane is ~0 (i.e. considering last 5 bits its 31) + // So passing maskClampValue=30 to __NvShflGeneric, it will return laneValid=false for the smallest thread in the group. So update val and nextLane based on laneValid. + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val + temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveAdd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : 0; + return NvWaveMultiPrefixInclusiveAdd(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveAdd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val + temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveAdd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(0, 0); + return NvWaveMultiPrefixInclusiveAdd(val, mask); +} + +uint4 NvWaveMultiPrefixInclusiveAdd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val + temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveAdd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(0, 0, 0, 0); + return NvWaveMultiPrefixInclusiveAdd(val, mask); +} + +// MultiPrefix extensions for Bitand +uint NvWaveMultiPrefixInclusiveAnd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val & temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveAnd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : ~0; + return NvWaveMultiPrefixInclusiveAnd(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveAnd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val & temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveAnd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(~0, ~0); + return NvWaveMultiPrefixInclusiveAnd(val, mask); +} + + +uint4 NvWaveMultiPrefixInclusiveAnd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val & temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveAnd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(~0, ~0, ~0, ~0); + return NvWaveMultiPrefixInclusiveAnd(val, mask); +} + + +// MultiPrefix extensions for BitOr +uint NvWaveMultiPrefixInclusiveOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val | temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : 0; + return NvWaveMultiPrefixInclusiveOr(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val | temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(0, 0); + return NvWaveMultiPrefixInclusiveOr(val, mask); +} + + +uint4 NvWaveMultiPrefixInclusiveOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val | temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(0, 0, 0, 0); + return NvWaveMultiPrefixInclusiveOr(val, mask); +} + + +// MultiPrefix extensions for BitXOr +uint NvWaveMultiPrefixInclusiveXOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val ^ temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveXOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : 0; + return NvWaveMultiPrefixInclusiveXOr(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveXOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val ^ temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveXOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(0, 0); + return NvWaveMultiPrefixInclusiveXOr(val, mask); +} + + +uint4 NvWaveMultiPrefixInclusiveXOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val ^ temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveXOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(0, 0, 0, 0); + return NvWaveMultiPrefixInclusiveXOr(val, mask); +} + + +//----------------------------------------------------------------------------// +//------------------------- DXR Micro-map Extension --------------------------// +//----------------------------------------------------------------------------// + +float3x3 NvRtTriangleObjectPositions() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_TRIANGLE_OBJECT_POSITIONS; + + float3x3 ret; + ret[0][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][2] = asfloat(g_NvidiaExt.IncrementCounter()); + return ret; +} + +float3x3 NvRtMicroTriangleObjectPositions() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_TRIANGLE_OBJECT_POSITIONS; + + float3x3 ret; + ret[0][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][2] = asfloat(g_NvidiaExt.IncrementCounter()); + return ret; +} + +float3x2 NvRtMicroTriangleBarycentrics() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_TRIANGLE_BARYCENTRICS; + + float3x2 ret; + ret[0][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][1] = asfloat(g_NvidiaExt.IncrementCounter()); + return ret; +} + +bool NvRtIsMicroTriangleHit() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_IS_MICRO_TRIANGLE_HIT; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; +} + +bool NvRtIsBackFacing() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_IS_BACK_FACING; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; +} + +#if __SHADER_TARGET_MAJOR > 6 || (__SHADER_TARGET_MAJOR == 6 && __SHADER_TARGET_MINOR >= 5) + +float3 NvRtMicroVertexObjectPosition(RaytracingAccelerationStructure AccelerationStructure, uint InstanceIndex, uint GeometryIndex, uint PrimitiveIndex, uint2 UV) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_VERTEX_OBJECT_POSITION; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = UV.x; + g_NvidiaExt[index].src1u.x = UV.y; + uint handle = g_NvidiaExt.IncrementCounter(); + float3 ret; + ret.x = asfloat(g_NvidiaExt.IncrementCounter()); + ret.y = asfloat(g_NvidiaExt.IncrementCounter()); + ret.z = asfloat(g_NvidiaExt.IncrementCounter()); + + RayQuery<0> rq; + rq.TraceRayInline(AccelerationStructure, 0, handle, (RayDesc)0); + + return ret; +} + +float2 NvRtMicroVertexBarycentrics(RaytracingAccelerationStructure AccelerationStructure, uint InstanceIndex, uint GeometryIndex, uint PrimitiveIndex, uint2 UV) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_VERTEX_BARYCENTRICS; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = UV.x; + g_NvidiaExt[index].src1u.x = UV.y; + uint handle = g_NvidiaExt.IncrementCounter(); + float2 ret; + ret.x = asfloat(g_NvidiaExt.IncrementCounter()); + ret.y = asfloat(g_NvidiaExt.IncrementCounter()); + + RayQuery<0> rq; + rq.TraceRayInline(AccelerationStructure, 0, handle, (RayDesc)0); + + return ret; +} + +#endif + +//----------------------------------------------------------------------------// +//------------------------- DXR HitObject Extension --------------------------// +//----------------------------------------------------------------------------// + +// Support for templates in HLSL requires HLSL 2021+. When using dxc, +// use the -HV 2021 command line argument to enable these versions. +#if defined(__HLSL_VERSION) && (__HLSL_VERSION >= 2021) && !defined(NV_HITOBJECT_USE_MACRO_API) + +struct NvHitObject { + uint _handle; + + bool IsMiss() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_MISS; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsHit() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_HIT; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsNop() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_NOP; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + uint GetInstanceID() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_ID; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetInstanceIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetPrimitiveIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_PRIMITIVE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetGeometryIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_GEOMETRY_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetHitKind() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_HIT_KIND; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + RayDesc GetRayDesc() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_RAY_DESC; + g_NvidiaExt[index].src0u.x = _handle; + + uint tmin = g_NvidiaExt.IncrementCounter(); + uint tmax = g_NvidiaExt.IncrementCounter(); + uint rayOrgX = g_NvidiaExt.IncrementCounter(); + uint rayOrgY = g_NvidiaExt.IncrementCounter(); + uint rayOrgZ = g_NvidiaExt.IncrementCounter(); + uint rayDirX = g_NvidiaExt.IncrementCounter(); + uint rayDirY = g_NvidiaExt.IncrementCounter(); + uint rayDirZ = g_NvidiaExt.IncrementCounter(); + + RayDesc ray; + ray.TMin = asfloat(tmin); + ray.TMax = asfloat(tmax); + ray.Origin.x = asfloat(rayOrgX); + ray.Origin.y = asfloat(rayOrgY); + ray.Origin.z = asfloat(rayOrgZ); + ray.Direction.x = asfloat(rayDirX); + ray.Direction.y = asfloat(rayDirY); + ray.Direction.z = asfloat(rayDirZ); + + return ray; + } + + template + T GetAttributes() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_ATTRIBUTES; + g_NvidiaExt[index].src0u.x = _handle; + uint callHandle = g_NvidiaExt.IncrementCounter(); + + T attrs; + CallShader(callHandle, attrs); + return attrs; + } + + uint GetShaderTableIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_SHADER_TABLE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint LoadLocalRootTableConstant(uint RootConstantOffsetInBytes) + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_LOAD_LOCAL_ROOT_TABLE_CONSTANT; + g_NvidiaExt[index].src0u.x = _handle; + g_NvidiaExt[index].src0u.y = RootConstantOffsetInBytes; + return g_NvidiaExt.IncrementCounter(); + } +}; + +template +NvHitObject NvTraceRayHitObject( + RaytracingAccelerationStructure AccelerationStructure, + uint RayFlags, + uint InstanceInclusionMask, + uint RayContributionToHitGroupIndex, + uint MultiplierForGeometryContributionToHitGroupIndex, + uint MissShaderIndex, + RayDesc Ray, + inout T Payload) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_TRACE_RAY; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + g_NvidiaExt[index].src0u.x = MissShaderIndex; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + uint traceHandle = g_NvidiaExt.IncrementCounter(); + + TraceRay(AccelerationStructure, RayFlags, InstanceInclusionMask, RayContributionToHitGroupIndex, MultiplierForGeometryContributionToHitGroupIndex, traceHandle, Ray, Payload); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +template +NvHitObject NvMakeHit( + RaytracingAccelerationStructure AccelerationStructure, + uint InstanceIndex, + uint GeometryIndex, + uint PrimitiveIndex, + uint HitKind, + uint RayContributionToHitGroupIndex, + uint MultiplierForGeometryContributionToHitGroupIndex, + RayDesc Ray, + T Attributes) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = HitKind; + g_NvidiaExt[index].src1u.x = RayContributionToHitGroupIndex; + g_NvidiaExt[index].src1u.y = MultiplierForGeometryContributionToHitGroupIndex; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + uint traceHandle = g_NvidiaExt.IncrementCounter(); + + struct AttrWrapper { T Attrs; }; + AttrWrapper wrapper; + wrapper.Attrs = Attributes; + CallShader(traceHandle, wrapper); + + struct DummyPayload { int a; }; + DummyPayload payload; + TraceRay(AccelerationStructure, 0, 0, 0, 0, traceHandle, Ray, payload); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +template +NvHitObject NvMakeHitWithRecordIndex( + uint HitGroupRecordIndex, + RaytracingAccelerationStructure AccelerationStructure, + uint InstanceIndex, + uint GeometryIndex, + uint PrimitiveIndex, + uint HitKind, + RayDesc Ray, + T Attributes) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT_WITH_RECORD_INDEX; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = HitKind; + g_NvidiaExt[index].src1u.x = HitGroupRecordIndex; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + uint traceHandle = g_NvidiaExt.IncrementCounter(); + + struct AttrWrapper { T Attrs; }; + AttrWrapper wrapper; + wrapper.Attrs = Attributes; + CallShader(traceHandle, wrapper); + + struct DummyPayload { int a; }; + DummyPayload payload; + TraceRay(AccelerationStructure, 0, 0, 0, 0, traceHandle, Ray, payload); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +NvHitObject NvMakeMiss( + uint MissShaderIndex, + RayDesc Ray) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_MISS; + g_NvidiaExt[index].src0u.x = MissShaderIndex; + g_NvidiaExt[index].src0u.y = asuint(Ray.TMin); + g_NvidiaExt[index].src0u.z = asuint(Ray.TMax); + g_NvidiaExt[index].src1u.x = asuint(Ray.Origin.x); + g_NvidiaExt[index].src1u.y = asuint(Ray.Origin.y); + g_NvidiaExt[index].src1u.z = asuint(Ray.Origin.z); + g_NvidiaExt[index].src2u.x = asuint(Ray.Direction.x); + g_NvidiaExt[index].src2u.y = asuint(Ray.Direction.y); + g_NvidiaExt[index].src2u.z = asuint(Ray.Direction.z); + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +NvHitObject NvMakeNop() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_NOP; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +void NvReorderThread(uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 0; + g_NvidiaExt[index].src0u.y = 0; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj, uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 1; + g_NvidiaExt[index].src0u.y = HitObj._handle; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj) +{ + NvReorderThread(HitObj, 0, 0); +} + +template +void NvInvokeHitObject( + RaytracingAccelerationStructure AccelerationStructure, + NvHitObject HitObj, + inout T Payload) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_INVOKE; + g_NvidiaExt[index].src0u.x = HitObj._handle; + uint handle = g_NvidiaExt.IncrementCounter(); + + TraceRay(AccelerationStructure, 0, 0, 0, 0, handle, (RayDesc)0, Payload); +} + +// Macro-based version of the HitObject API. Use this when HLSL 2021 is not available. +// Enable by specifying #define NV_HITOBJECT_USE_MACRO_API before including this header. +#elif defined(NV_HITOBJECT_USE_MACRO_API) + +struct NvHitObject { + uint _handle; + + bool IsMiss() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_MISS; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsHit() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_HIT; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsNop() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_NOP; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + uint GetInstanceID() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_ID; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetInstanceIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetPrimitiveIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_PRIMITIVE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetGeometryIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_GEOMETRY_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetHitKind() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_HIT_KIND; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + RayDesc GetRayDesc() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_RAY_DESC; + g_NvidiaExt[index].src0u.x = _handle; + + uint tmin = g_NvidiaExt.IncrementCounter(); + uint tmax = g_NvidiaExt.IncrementCounter(); + uint rayOrgX = g_NvidiaExt.IncrementCounter(); + uint rayOrgY = g_NvidiaExt.IncrementCounter(); + uint rayOrgZ = g_NvidiaExt.IncrementCounter(); + uint rayDirX = g_NvidiaExt.IncrementCounter(); + uint rayDirY = g_NvidiaExt.IncrementCounter(); + uint rayDirZ = g_NvidiaExt.IncrementCounter(); + + RayDesc ray; + ray.TMin = asfloat(tmin); + ray.TMax = asfloat(tmax); + ray.Origin.x = asfloat(rayOrgX); + ray.Origin.y = asfloat(rayOrgY); + ray.Origin.z = asfloat(rayOrgZ); + ray.Direction.x = asfloat(rayDirX); + ray.Direction.y = asfloat(rayDirY); + ray.Direction.z = asfloat(rayDirZ); + + return ray; + } + + uint GetShaderTableIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_SHADER_TABLE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint LoadLocalRootTableConstant(uint RootConstantOffsetInBytes) + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_LOAD_LOCAL_ROOT_TABLE_CONSTANT; + g_NvidiaExt[index].src0u.x = _handle; + g_NvidiaExt[index].src0u.y = RootConstantOffsetInBytes; + return g_NvidiaExt.IncrementCounter(); + } +}; + +#define NvTraceRayHitObject(AccelerationStructure,RayFlags,InstanceInclusionMask,RayContributionToHitGroupIndex,MultiplierForGeometryContributionToHitGroupIndex,MissShaderIndex,Ray,Payload,ResultHitObj) \ +do { \ + uint _rayFlags = RayFlags; \ + uint _instanceInclusionMask = InstanceInclusionMask; \ + uint _rayContributionToHitGroupIndex = RayContributionToHitGroupIndex; \ + uint _multiplierForGeometryContributionToHitGroupIndex = MultiplierForGeometryContributionToHitGroupIndex; \ + uint _missShaderIndex = MissShaderIndex; \ + RayDesc _ray = Ray; \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_TRACE_RAY; \ + g_NvidiaExt[_index].numOutputsForIncCounter = 2; \ + g_NvidiaExt[_index].src0u.x = _missShaderIndex; \ + uint _hitHandle = g_NvidiaExt.IncrementCounter(); \ + uint _traceHandle = g_NvidiaExt.IncrementCounter(); \ + TraceRay(AccelerationStructure, _rayFlags, _instanceInclusionMask, _rayContributionToHitGroupIndex, _multiplierForGeometryContributionToHitGroupIndex, _traceHandle, _ray, Payload); \ + ResultHitObj._handle = _hitHandle; \ +} while(0) + +struct NvHitObjectMacroDummyPayloadType { int a; }; + +#define NvMakeHit(AccelerationStructure,InstanceIndex,GeometryIndex,PrimitiveIndex,HitKind,RayContributionToHitGroupIndex,MultiplierForGeometryContributionToHitGroupIndex,Ray,Attributes,ResultHitObj) \ +do { \ + uint _instanceIndex = InstanceIndex; \ + uint _geometryIndex = GeometryIndex; \ + uint _primitiveIndex = PrimitiveIndex; \ + uint _hitKind = HitKind; \ + uint _rayContributionToHitGroupIndex = RayContributionToHitGroupIndex; \ + uint _multiplierForGeometryContributionToHitGroupIndex = MultiplierForGeometryContributionToHitGroupIndex; \ + RayDesc _ray = Ray; \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT; \ + g_NvidiaExt[_index].numOutputsForIncCounter = 2; \ + g_NvidiaExt[_index].src0u.x = _instanceIndex; \ + g_NvidiaExt[_index].src0u.y = _geometryIndex; \ + g_NvidiaExt[_index].src0u.z = _primitiveIndex; \ + g_NvidiaExt[_index].src0u.w = _hitKind; \ + g_NvidiaExt[_index].src1u.x = _rayContributionToHitGroupIndex; \ + g_NvidiaExt[_index].src1u.y = _multiplierForGeometryContributionToHitGroupIndex; \ + uint _hitHandle = g_NvidiaExt.IncrementCounter(); \ + uint _traceHandle = g_NvidiaExt.IncrementCounter(); \ + CallShader(_traceHandle, Attributes); \ + NvHitObjectMacroDummyPayloadType _payload; \ + TraceRay(AccelerationStructure, 0, 0, 0, 0, _traceHandle, _ray, _payload); \ + ResultHitObj._handle = _hitHandle; \ +} while(0) + +#define NvMakeHitWithRecordIndex(HitGroupRecordIndex,AccelerationStructure,InstanceIndex,GeometryIndex,PrimitiveIndex,HitKind,Ray,Attributes,ResultHitObj) \ +do { \ + uint _hitGroupRecordIndex = HitGroupRecordIndex; \ + uint _instanceIndex = InstanceIndex; \ + uint _geometryIndex = GeometryIndex; \ + uint _primitiveIndex = PrimitiveIndex; \ + uint _hitKind = HitKind; \ + RayDesc _ray = Ray; \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT_WITH_RECORD_INDEX; \ + g_NvidiaExt[_index].numOutputsForIncCounter = 2; \ + g_NvidiaExt[_index].src0u.x = _instanceIndex; \ + g_NvidiaExt[_index].src0u.y = _geometryIndex; \ + g_NvidiaExt[_index].src0u.z = _primitiveIndex; \ + g_NvidiaExt[_index].src0u.w = _hitKind; \ + g_NvidiaExt[_index].src1u.x = _hitGroupRecordIndex; \ + uint _hitHandle = g_NvidiaExt.IncrementCounter(); \ + uint _traceHandle = g_NvidiaExt.IncrementCounter(); \ + CallShader(_traceHandle, Attributes); \ + NvHitObjectMacroDummyPayloadType _payload; \ + TraceRay(AccelerationStructure, 0, 0, 0, 0, _traceHandle, _ray, _payload); \ + ResultHitObj._handle = _hitHandle; \ +} while(0) + +NvHitObject NvMakeMiss( + uint MissShaderIndex, + RayDesc Ray) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_MISS; + g_NvidiaExt[index].src0u.x = MissShaderIndex; + g_NvidiaExt[index].src0u.y = asuint(Ray.TMin); + g_NvidiaExt[index].src0u.z = asuint(Ray.TMax); + g_NvidiaExt[index].src1u.x = asuint(Ray.Origin.x); + g_NvidiaExt[index].src1u.y = asuint(Ray.Origin.y); + g_NvidiaExt[index].src1u.z = asuint(Ray.Origin.z); + g_NvidiaExt[index].src2u.x = asuint(Ray.Direction.x); + g_NvidiaExt[index].src2u.y = asuint(Ray.Direction.y); + g_NvidiaExt[index].src2u.z = asuint(Ray.Direction.z); + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +NvHitObject NvMakeNop() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_NOP; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +#define NvGetAttributesFromHitObject(HitObj,ResultAttributes) \ +do { \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_ATTRIBUTES; \ + g_NvidiaExt[_index].src0u.x = HitObj._handle; \ + uint _callHandle = g_NvidiaExt.IncrementCounter(); \ + CallShader(_callHandle, ResultAttributes); \ +} while(0) + +void NvReorderThread(uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 0; + g_NvidiaExt[index].src0u.y = 0; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj, uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 1; + g_NvidiaExt[index].src0u.y = HitObj._handle; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj) +{ + NvReorderThread(HitObj, 0, 0); +} + +#define NvInvokeHitObject(AccelerationStructure,HitObj,Payload) \ +do { \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_INVOKE; \ + g_NvidiaExt[_index].src0u.x = HitObj._handle; \ + uint _handle = g_NvidiaExt.IncrementCounter(); \ + TraceRay(AccelerationStructure, 0, 0, 0, 0, _handle, (RayDesc)0, Payload); \ +} while(0) + +#endif diff --git a/src/imports/nvapi/nvHLSLExtnsInternal.h b/src/imports/nvapi/nvHLSLExtnsInternal.h new file mode 100644 index 0000000..d87240a --- /dev/null +++ b/src/imports/nvapi/nvHLSLExtnsInternal.h @@ -0,0 +1,758 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ +////////////////////////// NVIDIA SHADER EXTENSIONS ///////////////// +// internal functions +// Functions in this file are not expected to be called by apps directly + +#include "imports/nvapi/nvShaderExtnEnums.h" + +struct NvShaderExtnStruct +{ + uint opcode; // opcode + uint rid; // resource ID + uint sid; // sampler ID + + uint4 dst1u; // destination operand 1 (for instructions that need extra destination operands) + uint4 src3u; // source operand 3 + uint4 src4u; // source operand 4 + uint4 src5u; // source operand 5 + + uint4 src0u; // uint source operand 0 + uint4 src1u; // uint source operand 0 + uint4 src2u; // uint source operand 0 + uint4 dst0u; // uint destination operand + + uint markUavRef; // the next store to UAV is fake and is used only to identify the uav slot + uint numOutputsForIncCounter; // Used for output to IncrementCounter + float padding1[27]; // struct size: 256 bytes +}; + +// RW structured buffer for Nvidia shader extensions + +// Application needs to define NV_SHADER_EXTN_SLOT as a unused slot, which should be +// set using NvAPI_D3D11_SetNvShaderExtnSlot() call before creating the first shader that +// uses nvidia shader extensions. E.g before including this file in shader define it as: +// #define NV_SHADER_EXTN_SLOT u7 + +// For SM5.1, application needs to define NV_SHADER_EXTN_REGISTER_SPACE as register space +// E.g. before including this file in shader define it as: +// #define NV_SHADER_EXTN_REGISTER_SPACE space2 + +// Note that other operations to this UAV will be ignored so application +// should bind a null resource + +#ifdef NV_SHADER_EXTN_REGISTER_SPACE +RWStructuredBuffer g_NvidiaExt : register( NV_SHADER_EXTN_SLOT, NV_SHADER_EXTN_REGISTER_SPACE ); +#else +RWStructuredBuffer g_NvidiaExt : register( NV_SHADER_EXTN_SLOT ); +#endif + +//----------------------------------------------------------------------------// +// the exposed SHFL instructions accept a mask parameter in src2 +// To compute lane mask from width of segment: +// minLaneID : currentLaneId & src2[12:8] +// maxLaneID : minLaneId | (src2[4:0] & ~src2[12:8]) +// where [minLaneId, maxLaneId] defines the segment where currentLaneId belongs +// we always set src2[4:0] to 11111 (0x1F), and set src2[12:8] as (32 - width) +int __NvGetShflMaskFromWidth(uint width) +{ + return ((NV_WARP_SIZE - width) << 8) | 0x1F; +} + +//----------------------------------------------------------------------------// + +void __NvReferenceUAVForOp(RWByteAddressBuffer uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav.Store(index, 0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = float2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = float2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = float2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = float4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = float4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = float4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = 0.0f; +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = 0.0f; +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = 0.0f; +} + + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = uint2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = uint2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = uint2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = uint4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = uint4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = uint4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = 0; +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = 0; +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = 0; +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = int2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = int2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = int2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = int4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = int4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = int4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = 0; +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = 0; +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = 0; +} + +//----------------------------------------------------------------------------// +// ATOMIC op sub-opcodes +#define NV_EXTN_ATOM_AND 0 +#define NV_EXTN_ATOM_OR 1 +#define NV_EXTN_ATOM_XOR 2 + +#define NV_EXTN_ATOM_ADD 3 +#define NV_EXTN_ATOM_MAX 6 +#define NV_EXTN_ATOM_MIN 7 + +#define NV_EXTN_ATOM_SWAP 8 +#define NV_EXTN_ATOM_CAS 9 + +//----------------------------------------------------------------------------// + +// performs Atomic operation on two consecutive fp16 values in the given UAV +// the uint paramater 'fp16x2Val' is treated as two fp16 values +// the passed sub-opcode 'op' should be an immediate constant +// byteAddress must be multiple of 4 +// the returned value are the two fp16 values packed into a single uint +uint __NvAtomicOpFP16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +//----------------------------------------------------------------------------// + +// performs Atomic operation on a R16G16_FLOAT UAV at the given address +// the uint paramater 'fp16x2Val' is treated as two fp16 values +// the passed sub-opcode 'op' should be an immediate constant +// the returned value are the two fp16 values (.x and .y components) packed into a single uint +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16_FLOAT format (might result in app crash or TDR) + +uint __NvAtomicOpFP16x2(RWTexture1D uav, uint address, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +uint __NvAtomicOpFP16x2(RWTexture2D uav, uint2 address, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +uint __NvAtomicOpFP16x2(RWTexture3D uav, uint3 address, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +//----------------------------------------------------------------------------// + +// performs Atomic operation on a R16G16B16A16_FLOAT UAV at the given address +// the uint2 paramater 'fp16x2Val' is treated as four fp16 values +// i.e, fp16x2Val.x = uav.xy and fp16x2Val.y = uav.yz +// the passed sub-opcode 'op' should be an immediate constant +// the returned value are the four fp16 values (.xyzw components) packed into uint2 +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16B16A16_FLOAT format (might result in app crash or TDR) + +uint2 __NvAtomicOpFP16x2(RWTexture1D uav, uint address, uint2 fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + // break it down into two fp16x2 atomic ops + uint2 retVal; + + // first op has x-coordinate = x * 2 + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address * 2; + g_NvidiaExt[index].src1u.x = fp16x2Val.x; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.x = g_NvidiaExt[index].dst0u.x; + + // second op has x-coordinate = x * 2 + 1 + index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address * 2 + 1; + g_NvidiaExt[index].src1u.x = fp16x2Val.y; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.y = g_NvidiaExt[index].dst0u.x; + + return retVal; +} + +uint2 __NvAtomicOpFP16x2(RWTexture2D uav, uint2 address, uint2 fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + // break it down into two fp16x2 atomic ops + uint2 retVal; + + // first op has x-coordinate = x * 2 + uint2 addressTemp = uint2(address.x * 2, address.y); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.x; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.x = g_NvidiaExt[index].dst0u.x; + + // second op has x-coordinate = x * 2 + 1 + addressTemp.x++; + index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.y; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.y = g_NvidiaExt[index].dst0u.x; + + return retVal; +} + +uint2 __NvAtomicOpFP16x2(RWTexture3D uav, uint3 address, uint2 fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + // break it down into two fp16x2 atomic ops + uint2 retVal; + + // first op has x-coordinate = x * 2 + uint3 addressTemp = uint3(address.x * 2, address.y, address.z); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.x; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.x = g_NvidiaExt[index].dst0u.x; + + // second op has x-coordinate = x * 2 + 1 + addressTemp.x++; + index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.y; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.y = g_NvidiaExt[index].dst0u.x; + + return retVal; +} + +uint __fp32x2Tofp16x2(float2 val) +{ + return (f32tof16(val.y)<<16) | f32tof16(val.x) ; +} + +uint2 __fp32x4Tofp16x4(float4 val) +{ + return uint2( (f32tof16(val.y)<<16) | f32tof16(val.x), (f32tof16(val.w)<<16) | f32tof16(val.z) ) ; +} + +//----------------------------------------------------------------------------// + +// FP32 Atomic functions +// performs Atomic operation treating the uav as float (fp32) values +// the passed sub-opcode 'op' should be an immediate constant +// byteAddress must be multiple of 4 +float __NvAtomicAddFP32(RWByteAddressBuffer uav, uint byteAddress, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.x = asuint(val); // passing as uint to make it more convinient for the driver to translate + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +float __NvAtomicAddFP32(RWTexture1D uav, uint address, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.x = asuint(val); + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +float __NvAtomicAddFP32(RWTexture2D uav, uint2 address, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.x = asuint(val); + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +float __NvAtomicAddFP32(RWTexture3D uav, uint3 address, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.x = asuint(val); + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +//----------------------------------------------------------------------------// + +// UINT64 Atmoic Functions +// The functions below performs atomic operation on the given UAV treating the value as uint64 +// byteAddress must be multiple of 8 +// The returned value is the value present in memory location before the atomic operation +// uint2 vector type is used to represent a single uint64 value with the x component containing the low 32 bits and y component the high 32 bits. + +uint2 __NvAtomicCompareExchangeUINT64(RWByteAddressBuffer uav, uint byteAddress, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWByteAddressBuffer uav, uint byteAddress, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicCompareExchangeUINT64(RWTexture1D uav, uint address, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWTexture1D uav, uint address, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicCompareExchangeUINT64(RWTexture2D uav, uint2 address, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWTexture2D uav, uint2 address, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicCompareExchangeUINT64(RWTexture3D uav, uint3 address, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWTexture3D uav, uint3 address, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + + +uint4 __NvFootprint(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +uint4 __NvFootprintBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, float bias, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src2u.x = asuint(bias); + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT_BIAS; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +uint4 __NvFootprintLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, float lodLevel, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src2u.x = asuint(lodLevel); + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT_LEVEL; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +uint4 __NvFootprintGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, float3 ddx, float3 ddy, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src2u.xyz = asuint(ddx); + g_NvidiaExt[index].src5u.xyz = asuint(ddy); + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT_GRAD; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +// returns value of special register - specify subopcode from any of NV_SPECIALOP_* specified in nvShaderExtnEnums.h - other opcodes undefined behavior +uint __NvGetSpecial(uint subOpCode) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_GET_SPECIAL; + g_NvidiaExt[index].src0u.x = subOpCode; + return g_NvidiaExt.IncrementCounter(); +} + +// predicate is returned in laneValid indicating if srcLane is in range and val from specified lane is returned. +int __NvShflGeneric(int val, uint srcLane, uint maskClampVal, out uint laneValid) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = srcLane; // source lane + g_NvidiaExt[index].src0u.z = maskClampVal; + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_GENERIC; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + + laneValid = asuint(g_NvidiaExt.IncrementCounter()); + return g_NvidiaExt.IncrementCounter(); +} \ No newline at end of file diff --git a/src/imports/nvapi/nvShaderExtnEnums.h b/src/imports/nvapi/nvShaderExtnEnums.h new file mode 100644 index 0000000..282f7b9 --- /dev/null +++ b/src/imports/nvapi/nvShaderExtnEnums.h @@ -0,0 +1,142 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +//////////////////////////////////////////////////////////////////////////////// +////////////////////////// NVIDIA SHADER EXTENSIONS //////////////////////////// +//////////////////////////////////////////////////////////////////////////////// + +// This file can be included both from HLSL shader code as well as C++ code. +// The app should call NvAPI_D3D11_IsNvShaderExtnOpCodeSupported() / NvAPI_D3D12_IsNvShaderExtnOpCodeSupported() +// to check for support for every nv shader extension opcode it plans to use + + + +//----------------------------------------------------------------------------// +//---------------------------- NV Shader Extn Version -----------------------// +//----------------------------------------------------------------------------// +#define NV_SHADER_EXTN_VERSION 1 + +//----------------------------------------------------------------------------// +//---------------------------- Misc constants --------------------------------// +//----------------------------------------------------------------------------// +#define NV_WARP_SIZE 32 +#define NV_WARP_SIZE_LOG2 5 + +//----------------------------------------------------------------------------// +//---------------------------- opCode constants ------------------------------// +//----------------------------------------------------------------------------// + + +#define NV_EXTN_OP_SHFL 1 +#define NV_EXTN_OP_SHFL_UP 2 +#define NV_EXTN_OP_SHFL_DOWN 3 +#define NV_EXTN_OP_SHFL_XOR 4 + +#define NV_EXTN_OP_VOTE_ALL 5 +#define NV_EXTN_OP_VOTE_ANY 6 +#define NV_EXTN_OP_VOTE_BALLOT 7 + +#define NV_EXTN_OP_GET_LANE_ID 8 +#define NV_EXTN_OP_FP16_ATOMIC 12 +#define NV_EXTN_OP_FP32_ATOMIC 13 + +#define NV_EXTN_OP_GET_SPECIAL 19 + +#define NV_EXTN_OP_UINT64_ATOMIC 20 + +#define NV_EXTN_OP_MATCH_ANY 21 + +// FOOTPRINT - For Sample and SampleBias +#define NV_EXTN_OP_FOOTPRINT 28 +#define NV_EXTN_OP_FOOTPRINT_BIAS 29 + +#define NV_EXTN_OP_GET_SHADING_RATE 30 + +// FOOTPRINT - For SampleLevel and SampleGrad +#define NV_EXTN_OP_FOOTPRINT_LEVEL 31 +#define NV_EXTN_OP_FOOTPRINT_GRAD 32 + +// SHFL Generic +#define NV_EXTN_OP_SHFL_GENERIC 33 + +#define NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE 51 +#define NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED 52 + +// HitObject API +#define NV_EXTN_OP_HIT_OBJECT_TRACE_RAY 67 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_HIT 68 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_HIT_WITH_RECORD_INDEX 69 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_MISS 70 +#define NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD 71 +#define NV_EXTN_OP_HIT_OBJECT_INVOKE 72 +#define NV_EXTN_OP_HIT_OBJECT_IS_MISS 73 +#define NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_ID 74 +#define NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_INDEX 75 +#define NV_EXTN_OP_HIT_OBJECT_GET_PRIMITIVE_INDEX 76 +#define NV_EXTN_OP_HIT_OBJECT_GET_GEOMETRY_INDEX 77 +#define NV_EXTN_OP_HIT_OBJECT_GET_HIT_KIND 78 +#define NV_EXTN_OP_HIT_OBJECT_GET_RAY_DESC 79 +#define NV_EXTN_OP_HIT_OBJECT_GET_ATTRIBUTES 80 +#define NV_EXTN_OP_HIT_OBJECT_GET_SHADER_TABLE_INDEX 81 +#define NV_EXTN_OP_HIT_OBJECT_LOAD_LOCAL_ROOT_TABLE_CONSTANT 82 +#define NV_EXTN_OP_HIT_OBJECT_IS_HIT 83 +#define NV_EXTN_OP_HIT_OBJECT_IS_NOP 84 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_NOP 85 + +// Micro-map API +#define NV_EXTN_OP_RT_TRIANGLE_OBJECT_POSITIONS 86 +#define NV_EXTN_OP_RT_MICRO_TRIANGLE_OBJECT_POSITIONS 87 +#define NV_EXTN_OP_RT_MICRO_TRIANGLE_BARYCENTRICS 88 +#define NV_EXTN_OP_RT_IS_MICRO_TRIANGLE_HIT 89 +#define NV_EXTN_OP_RT_IS_BACK_FACING 90 +#define NV_EXTN_OP_RT_MICRO_VERTEX_OBJECT_POSITION 91 +#define NV_EXTN_OP_RT_MICRO_VERTEX_BARYCENTRICS 92 + +//----------------------------------------------------------------------------// +//-------------------- GET_SPECIAL subOpCode constants -----------------------// +//----------------------------------------------------------------------------// +#define NV_SPECIALOP_THREADLTMASK 4 +#define NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED 5 +#define NV_SPECIALOP_GLOBAL_TIMER_LO 9 +#define NV_SPECIALOP_GLOBAL_TIMER_HI 10 + +//----------------------------------------------------------------------------// +//----------------------------- Texture Types -------------------------------// +//----------------------------------------------------------------------------// +#define NV_EXTN_TEXTURE_1D 2 +#define NV_EXTN_TEXTURE_1D_ARRAY 3 +#define NV_EXTN_TEXTURE_2D 4 +#define NV_EXTN_TEXTURE_2D_ARRAY 5 +#define NV_EXTN_TEXTURE_3D 6 +#define NV_EXTN_TEXTURE_CUBE 7 +#define NV_EXTN_TEXTURE_CUBE_ARRAY 8 + + +//---------------------------------------------------------------------------// +//----------------FOOTPRINT Enums for NvFootprint* extns---------------------// +//---------------------------------------------------------------------------// +#define NV_EXTN_FOOTPRINT_MODE_FINE 0 +#define NV_EXTN_FOOTPRINT_MODE_COARSE 1 diff --git a/src/imports/nvapi/nvapi.h b/src/imports/nvapi/nvapi.h new file mode 100644 index 0000000..22119f9 --- /dev/null +++ b/src/imports/nvapi/nvapi.h @@ -0,0 +1,24002 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included` in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ +///////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// Date: Dec 17, 2024 +// File: nvapi.h +// +// NvAPI provides an interface to NVIDIA devices. This file contains the +// interface constants, structure definitions and function prototypes. +// +// Target Profile: Open-Source +// Target Platform: windows +// +/////////////////////////////////////////////////////////////////////////////// +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#include"imports/nvapi/nvapi_lite_sli.h" +#include"imports/nvapi/nvapi_lite_surround.h" +#include"imports/nvapi/nvapi_lite_stereo.h" +#include"imports/nvapi/nvapi_lite_d3dext.h" +#ifndef _NVAPI_H +#define _NVAPI_H + +// icex2: Edit for bemanitools to make this work with mingw, see +// https://forums.developer.nvidia.com/t/how-can-you-compile-nvapi-h-with-mingw/33050/5 +#include "imports/nvapi/nvapi_lite_salstart.h" + +#pragma pack(push,8) // Make sure we have consistent structure packings + +#ifdef __cplusplus +extern "C" { +#endif +// ==================================================== +// Universal NvAPI Definitions +// ==================================================== +#ifndef _WIN32 +#define __cdecl +#endif + + + +//! @} + + +//! \ingroup nvapistatus +#define NVAPI_API_NOT_INTIALIZED NVAPI_API_NOT_INITIALIZED //!< Fix typo in error code + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Initialize +// +//! This function initializes the NvAPI library (if not already initialized) but always increments the ref-counter. +//! This must be called before calling other NvAPI_ functions. +//! Note: It is now mandatory to call NvAPI_Initialize before calling any other NvAPI. +//! NvAPI_Unload should be called to unload the NVAPI Library. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_LIBRARY_NOT_FOUND Failed to load the NVAPI support library +//! \sa nvapistatus +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Initialize(); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Unload +// +//! DESCRIPTION: Decrements the ref-counter and when it reaches ZERO, unloads NVAPI library. +//! This must be called in pairs with NvAPI_Initialize. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! If the client wants unload functionality, it is recommended to always call NvAPI_Initialize and NvAPI_Unload in pairs. +//! +//! Unloading NvAPI library is not supported when the library is in a resource locked state. +//! Some functions in the NvAPI library initiates an operation or allocates certain resources +//! and there are corresponding functions available, to complete the operation or free the +//! allocated resources. All such function pairs are designed to prevent unloading NvAPI library. +//! +//! For example, if NvAPI_Unload is called after NvAPI_XXX which locks a resource, it fails with +//! NVAPI_ERROR. Developers need to call the corresponding NvAPI_YYY to unlock the resources, +//! before calling NvAPI_Unload again. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_API_IN_USE Atleast an API is still being called hence cannot unload requested driver. +//! +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Unload(); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetErrorMessage +// +//! This function converts an NvAPI error code into a null terminated string. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param nr The error code to convert +//! \param szDesc The string corresponding to the error code +//! +//! \return NULL terminated string (always, never NULL) +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetErrorMessage(NvAPI_Status nr,NvAPI_ShortString szDesc); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetInterfaceVersionString +// +//! This function returns a string describing the version of the NvAPI library. +//! The contents of the string are human readable. Do not assume a fixed +//! format. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param szDesc User readable string giving NvAPI version information +//! +//! \return See \ref nvapistatus for the list of possible return values. +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetInterfaceVersionString(NvAPI_ShortString szDesc); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetInterfaceVersionStringEx +// +//! This function returns a string describing the version of the NvAPI library. +//! The contents of the string are human readable. Do not assume a fixed format. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 450 +//! +//! \param szDesc User readable string giving NvAPI version information +//! +//! \return See \ref nvapistatus for the list of possible return values. +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetInterfaceVersionStringEx(NvAPI_ShortString szDesc); + + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// All display port related data types definition starts +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +// This category is intentionally added before the #ifdef. The #endif should also be in the same scope + +#ifndef DISPLAYPORT_STRUCTS_DEFINED +#define DISPLAYPORT_STRUCTS_DEFINED + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_LINK_RATE +{ + NV_DP_1_62GBPS = 6, + NV_DP_2_70GBPS = 0xA, + NV_DP_5_40GBPS = 0x14, + NV_DP_8_10GBPS = 0x1E, +// Recommended Intermidiate Link Transfer Rates + NV_EDP_2_16GBPS = 8, + NV_EDP_2_43GBPS = 9, + NV_EDP_3_24GBPS = 0xC, + NV_EDP_4_32GBPS = 0x10 +} NV_DP_LINK_RATE; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_LANE_COUNT +{ + NV_DP_1_LANE = 1, + NV_DP_2_LANE = 2, + NV_DP_4_LANE = 4, +} NV_DP_LANE_COUNT; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_COLOR_FORMAT +{ + NV_DP_COLOR_FORMAT_RGB = 0, + NV_DP_COLOR_FORMAT_YCbCr422, + NV_DP_COLOR_FORMAT_YCbCr444, +} NV_DP_COLOR_FORMAT; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_COLORIMETRY +{ + NV_DP_COLORIMETRY_RGB = 0, + NV_DP_COLORIMETRY_YCbCr_ITU601, + NV_DP_COLORIMETRY_YCbCr_ITU709, +} NV_DP_COLORIMETRY; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_DYNAMIC_RANGE +{ + NV_DP_DYNAMIC_RANGE_VESA = 0, + NV_DP_DYNAMIC_RANGE_CEA, +} NV_DP_DYNAMIC_RANGE; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_BPC +{ + NV_DP_BPC_DEFAULT = 0, + NV_DP_BPC_6, + NV_DP_BPC_8, + NV_DP_BPC_10, + NV_DP_BPC_12, + NV_DP_BPC_16, +} NV_DP_BPC; + + +#endif //#ifndef DISPLAYPORT_STRUCTS_DEFINED + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// All display port related data types definitions end +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetEDID +// +//! \fn NvAPI_GPU_GetEDID(NvPhysicalGpuHandle hPhysicalGpu, NvU32 displayOutputId, NV_EDID *pEDID) +//! This function returns the EDID data for the specified GPU handle and connection bit mask. +//! displayOutputId should have exactly 1 bit set to indicate a single display. See \ref handles. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_INVALID_ARGUMENT pEDID is NULL; displayOutputId has 0 or > 1 bits set +//! \retval NVAPI_OK *pEDID contains valid data. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \retval NVAPI_DATA_NOT_FOUND The requested display does not contain an EDID. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +//! @{ + +#define NV_EDID_V1_DATA_SIZE 256 + +#define NV_EDID_DATA_SIZE NV_EDID_V1_DATA_SIZE + +typedef struct +{ + NvU32 version; //structure version + NvU8 EDID_Data[NV_EDID_DATA_SIZE]; +} NV_EDID_V1; + +//! Used in NvAPI_GPU_GetEDID() +typedef struct +{ + NvU32 version; //!< Structure version + NvU8 EDID_Data[NV_EDID_DATA_SIZE]; + NvU32 sizeofEDID; +} NV_EDID_V2; + +//! Used in NvAPI_GPU_GetEDID() +typedef struct +{ + NvU32 version; //!< Structure version + NvU8 EDID_Data[NV_EDID_DATA_SIZE]; + NvU32 sizeofEDID; + NvU32 edidId; //!< ID which always returned in a monotonically increasing counter. + //!< Across a split-EDID read we need to verify that all calls returned the same edidId. + //!< This counter is incremented if we get the updated EDID. + NvU32 offset; //!< Which 256-byte page of the EDID we want to read. Start at 0. + //!< If the read succeeds with edidSize > NV_EDID_DATA_SIZE, + //!< call back again with offset+256 until we have read the entire buffer +} NV_EDID_V3; + +typedef NV_EDID_V3 NV_EDID; + +#define NV_EDID_VER1 MAKE_NVAPI_VERSION(NV_EDID_V1,1) +#define NV_EDID_VER2 MAKE_NVAPI_VERSION(NV_EDID_V2,2) +#define NV_EDID_VER3 MAKE_NVAPI_VERSION(NV_EDID_V3,3) +#define NV_EDID_VER NV_EDID_VER3 + +//! @} + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetEDID(NvPhysicalGpuHandle hPhysicalGpu, NvU32 displayOutputId, NV_EDID *pEDID); + +//! \ingroup gpu + +//! Used in NvAPI_DISP_GetEdidData + +#define NV_EDID_DATA_SIZE_MAX 1024 //!< This is the current size supported by Nvidia Display Driver and may change in future. + +typedef enum +{ + NV_EDID_FLAG_DEFAULT = 0, //!< the EDID which is actively used by the driver, it could be _RAW/_COOKED/_FORCED/_INF. + NV_EDID_FLAG_RAW = 1, //!< the EDID which is not modified by the driver. If there's no _FORCED edid engaged, it + //!< will be the unmodified monitor EDID from the I2C bus. Otherwise it is original _FORCED edid. + NV_EDID_FLAG_COOKED = 2, //!< the EDID has been modified by the driver for compatibility + NV_EDID_FLAG_FORCED = 3, //!< the EDID is forced by the end-user over s/w interface, + NV_EDID_FLAG_INF = 4, //!< the EDID is from monitor INF + NV_EDID_FLAG_HW = 5, //!< the EDID is from the monitor over I2C bus without any modification. +} NV_EDID_FLAG; + +//! \ingroup gpu +//! Used in NV_GPU_CONNECTOR_DATA +typedef enum _NV_GPU_CONNECTOR_TYPE +{ + NVAPI_GPU_CONNECTOR_VGA_15_PIN = 0x00000000, + NVAPI_GPU_CONNECTOR_TV_COMPOSITE = 0x00000010, + NVAPI_GPU_CONNECTOR_TV_SVIDEO = 0x00000011, + NVAPI_GPU_CONNECTOR_TV_HDTV_COMPONENT = 0x00000013, + NVAPI_GPU_CONNECTOR_TV_SCART = 0x00000014, + NVAPI_GPU_CONNECTOR_TV_COMPOSITE_SCART_ON_EIAJ4120 = 0x00000016, + NVAPI_GPU_CONNECTOR_TV_HDTV_EIAJ4120 = 0x00000017, + NVAPI_GPU_CONNECTOR_PC_POD_HDTV_YPRPB = 0x00000018, + NVAPI_GPU_CONNECTOR_PC_POD_SVIDEO = 0x00000019, + NVAPI_GPU_CONNECTOR_PC_POD_COMPOSITE = 0x0000001A, + NVAPI_GPU_CONNECTOR_DVI_I_TV_SVIDEO = 0x00000020, + NVAPI_GPU_CONNECTOR_DVI_I_TV_COMPOSITE = 0x00000021, + NVAPI_GPU_CONNECTOR_DVI_I = 0x00000030, + NVAPI_GPU_CONNECTOR_DVI_D = 0x00000031, + NVAPI_GPU_CONNECTOR_ADC = 0x00000032, + NVAPI_GPU_CONNECTOR_LFH_DVI_I_1 = 0x00000038, + NVAPI_GPU_CONNECTOR_LFH_DVI_I_2 = 0x00000039, + NVAPI_GPU_CONNECTOR_SPWG = 0x00000040, + NVAPI_GPU_CONNECTOR_OEM = 0x00000041, + NVAPI_GPU_CONNECTOR_DISPLAYPORT_EXTERNAL = 0x00000046, + NVAPI_GPU_CONNECTOR_DISPLAYPORT_INTERNAL = 0x00000047, + NVAPI_GPU_CONNECTOR_DISPLAYPORT_MINI_EXT = 0x00000048, + NVAPI_GPU_CONNECTOR_HDMI_A = 0x00000061, + NVAPI_GPU_CONNECTOR_HDMI_C_MINI = 0x00000063, + NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_1 = 0x00000064, + NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_2 = 0x00000065, + NVAPI_GPU_CONNECTOR_VIRTUAL_WFD = 0x00000070, //!< Deprecated. + NVAPI_GPU_CONNECTOR_USB_C = 0x00000071, + NVAPI_GPU_CONNECTOR_UNKNOWN = 0xFFFFFFFF, +} NV_GPU_CONNECTOR_TYPE; + +//////////////////////////////////////////////////////////////////////////////// +// +// NvAPI_TVOutput Information +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup tvapi +//! Used in NV_DISPLAY_TV_OUTPUT_INFO +typedef enum _NV_DISPLAY_TV_FORMAT +{ + NV_DISPLAY_TV_FORMAT_NONE = 0, + NV_DISPLAY_TV_FORMAT_SD_NTSCM = 0x00000001, + NV_DISPLAY_TV_FORMAT_SD_NTSCJ = 0x00000002, + NV_DISPLAY_TV_FORMAT_SD_PALM = 0x00000004, + NV_DISPLAY_TV_FORMAT_SD_PALBDGH = 0x00000008, + NV_DISPLAY_TV_FORMAT_SD_PALN = 0x00000010, + NV_DISPLAY_TV_FORMAT_SD_PALNC = 0x00000020, + NV_DISPLAY_TV_FORMAT_SD_576i = 0x00000100, + NV_DISPLAY_TV_FORMAT_SD_480i = 0x00000200, + NV_DISPLAY_TV_FORMAT_ED_480p = 0x00000400, + NV_DISPLAY_TV_FORMAT_ED_576p = 0x00000800, + NV_DISPLAY_TV_FORMAT_HD_720p = 0x00001000, + NV_DISPLAY_TV_FORMAT_HD_1080i = 0x00002000, + NV_DISPLAY_TV_FORMAT_HD_1080p = 0x00004000, + NV_DISPLAY_TV_FORMAT_HD_720p50 = 0x00008000, + NV_DISPLAY_TV_FORMAT_HD_1080p24 = 0x00010000, + NV_DISPLAY_TV_FORMAT_HD_1080i50 = 0x00020000, + NV_DISPLAY_TV_FORMAT_HD_1080p50 = 0x00040000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30 = 0x00080000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30_3840 = NV_DISPLAY_TV_FORMAT_UHD_4Kp30, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25 = 0x00100000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25_3840 = NV_DISPLAY_TV_FORMAT_UHD_4Kp25, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24 = 0x00200000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_3840 = NV_DISPLAY_TV_FORMAT_UHD_4Kp24, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_SMPTE = 0x00400000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp50_3840 = 0x00800000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp60_3840 = 0x00900000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30_4096 = 0x00A00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25_4096 = 0x00B00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_4096 = 0x00C00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp50_4096 = 0x00D00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp60_4096 = 0x00E00000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp24_7680 = 0x01000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp25_7680 = 0x02000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp30_7680 = 0x04000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp48_7680 = 0x08000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp50_7680 = 0x09000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp60_7680 = 0x0A000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp100_7680 = 0x0B000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp120_7680 = 0x0C000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp48_3840 = 0x0D000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp48_4096 = 0x0E000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp100_4096 = 0x0F000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp100_3840 = 0x10000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp120_4096 = 0x11000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp120_3840 = 0x12000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp100_5120 = 0x13000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp120_5120 = 0x14000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_5120 = 0x15000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25_5120 = 0x16000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30_5120 = 0x17000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp48_5120 = 0x18000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp50_5120 = 0x19000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp60_5120 = 0x20000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp24_10240 = 0x21000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp25_10240 = 0x22000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp30_10240 = 0x23000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp48_10240 = 0x24000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp50_10240 = 0x25000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp60_10240 = 0x26000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp100_10240 = 0x27000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp120_10240 = 0x28000000, + + + NV_DISPLAY_TV_FORMAT_SD_OTHER = 0x30000000, + NV_DISPLAY_TV_FORMAT_ED_OTHER = 0x40000000, + NV_DISPLAY_TV_FORMAT_HD_OTHER = 0x50000000, + + NV_DISPLAY_TV_FORMAT_ANY = 0x80000000, + +} NV_DISPLAY_TV_FORMAT; + + +//! \ingroup dispcontrol +//! @{ +#define NVAPI_MAX_VIEW_TARGET 2 +#define NVAPI_ADVANCED_MAX_VIEW_TARGET 4 + +#ifndef _NV_TARGET_VIEW_MODE_ +#define _NV_TARGET_VIEW_MODE_ + +//! Used in NvAPI_SetView(). +typedef enum _NV_TARGET_VIEW_MODE +{ + NV_VIEW_MODE_STANDARD = 0, + NV_VIEW_MODE_CLONE = 1, + NV_VIEW_MODE_HSPAN = 2, + NV_VIEW_MODE_VSPAN = 3, + NV_VIEW_MODE_DUALVIEW = 4, + NV_VIEW_MODE_MULTIVIEW = 5, +} NV_TARGET_VIEW_MODE; +#endif + +//! @} + +// Following definitions are used in NvAPI_SetViewEx. + +//! Scaling modes - used in NvAPI_SetViewEx(). +//! \ingroup dispcontrol +typedef enum _NV_SCALING +{ + NV_SCALING_DEFAULT = 0, //!< No change + + // New Scaling Declarations + NV_SCALING_GPU_SCALING_TO_CLOSEST = 1, //!< Balanced - Full Screen + NV_SCALING_GPU_SCALING_TO_NATIVE = 2, //!< Force GPU - Full Screen + NV_SCALING_GPU_SCANOUT_TO_NATIVE = 3, //!< Force GPU - Centered\No Scaling + NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE = 5, //!< Force GPU - Aspect Ratio + NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_CLOSEST = 6, //!< Balanced - Aspect Ratio + NV_SCALING_GPU_SCANOUT_TO_CLOSEST = 7, //!< Balanced - Centered\No Scaling + NV_SCALING_GPU_INTEGER_ASPECT_SCALING = 8, //!< Force GPU - Integer Scaling + + // Legacy Declarations + NV_SCALING_MONITOR_SCALING = NV_SCALING_GPU_SCALING_TO_CLOSEST, + NV_SCALING_ADAPTER_SCALING = NV_SCALING_GPU_SCALING_TO_NATIVE, + NV_SCALING_CENTERED = NV_SCALING_GPU_SCANOUT_TO_NATIVE, + NV_SCALING_ASPECT_SCALING = NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE, + + NV_SCALING_CUSTOMIZED = 255 //!< For future use +} NV_SCALING; + +//! Rotate modes- used in NvAPI_SetViewEx(). + +//! \ingroup dispcontrol +typedef enum _NV_ROTATE +{ + NV_ROTATE_0 = 0, + NV_ROTATE_90 = 1, + NV_ROTATE_180 = 2, + NV_ROTATE_270 = 3, + NV_ROTATE_IGNORED = 4, +} NV_ROTATE; + +//! Color formats- used in NvAPI_SetViewEx(). +//! \ingroup dispcontrol +#define NVFORMAT_MAKEFOURCC(ch0, ch1, ch2, ch3) \ + ((NvU32)(NvU8)(ch0) | ((NvU32)(NvU8)(ch1) << 8) | \ + ((NvU32)(NvU8)(ch2) << 16) | ((NvU32)(NvU8)(ch3) << 24 )) + + + +//! Color formats- used in NvAPI_SetViewEx(). +//! \ingroup dispcontrol +typedef enum _NV_FORMAT +{ + NV_FORMAT_UNKNOWN = 0, //!< unknown. Driver will choose one as following value. + NV_FORMAT_P8 = 41, //!< for 8bpp mode + NV_FORMAT_R5G6B5 = 23, //!< for 16bpp mode + NV_FORMAT_A8R8G8B8 = 21, //!< for 32bpp mode + NV_FORMAT_A16B16G16R16F = 113, //!< for 64bpp(floating point) mode. + +} NV_FORMAT; + +// TV standard + +typedef struct +{ + float x; //!< x-coordinate of the viewport top-left point + float y; //!< y-coordinate of the viewport top-left point + float w; //!< Width of the viewport + float h; //!< Height of the viewport +} NV_VIEWPORTF; + + + +//! \ingroup dispcontrol +//! The timing override is not supported yet; must be set to _AUTO. \n + + +typedef enum _NV_TIMING_OVERRIDE +{ + NV_TIMING_OVERRIDE_CURRENT = 0, //!< get the current timing + NV_TIMING_OVERRIDE_AUTO, //!< the timing the driver will use based the current policy + NV_TIMING_OVERRIDE_EDID, //!< EDID timing + NV_TIMING_OVERRIDE_DMT, //!< VESA DMT timing + NV_TIMING_OVERRIDE_DMT_RB, //!< VESA DMT timing with reduced blanking + NV_TIMING_OVERRIDE_CVT, //!< VESA CVT timing + NV_TIMING_OVERRIDE_CVT_RB, //!< VESA CVT timing with reduced blanking + NV_TIMING_OVERRIDE_GTF, //!< VESA GTF timing + NV_TIMING_OVERRIDE_EIA861, //!< EIA 861x pre-defined timing + NV_TIMING_OVERRIDE_ANALOG_TV, //!< analog SD/HDTV timing + NV_TIMING_OVERRIDE_CUST, //!< NV custom timings + NV_TIMING_OVERRIDE_NV_PREDEFINED, //!< NV pre-defined timing (basically the PsF timings) + NV_TIMING_OVERRIDE_NV_PSF = NV_TIMING_OVERRIDE_NV_PREDEFINED, + NV_TIMING_OVERRIDE_NV_ASPR, + NV_TIMING_OVERRIDE_SDI, //!< Override for SDI timing + + NV_TIMING_OVRRIDE_MAX, +}NV_TIMING_OVERRIDE; + + +#ifndef NV_TIMING_STRUCTS_DEFINED +#define NV_TIMING_STRUCTS_DEFINED + +//*********************** +// The Timing Structure +//*********************** +// +//! \ingroup dispcontrol +//! NVIDIA-specific timing extras \n +//! Used in NV_TIMING. +typedef struct tagNV_TIMINGEXT +{ + NvU32 flag; //!< Reserved for NVIDIA hardware-based enhancement, such as double-scan. + NvU16 rr; //!< Logical refresh rate to present + NvU32 rrx1k; //!< Physical vertical refresh rate in 0.001Hz + NvU32 aspect; //!< Display aspect ratio Hi(aspect):horizontal-aspect, Low(aspect):vertical-aspect + NvU16 rep; //!< Bit-wise pixel repetition factor: 0x1:no pixel repetition; 0x2:each pixel repeats twice horizontally,.. + NvU32 status; //!< Timing standard + NvU8 name[40]; //!< Timing name +}NV_TIMINGEXT; + + + +//! \ingroup dispcontrol +//!The very basic timing structure based on the VESA standard: +//! \code +//! |<----------------------------htotal--------------------------->| +//! ---------"active" video-------->|<-------blanking------>|<----- +//! |<-------hvisible-------->|<-hb->|<-hfp->|<-hsw->|<-hbp->|<-hb->| +//! --------- -+-------------------------+ | | | | | +//! A A | | | | | | | +//! : : | | | | | | | +//! : : | | | | | | | +//! :vertical| addressable video | | | | | | +//! : visible| | | | | | | +//! : : | | | | | | | +//! : : | | | | | | | +//! vertical V | | | | | | | +//! total --+-------------------------+ | | | | | +//! : vb border | | | | | +//! : -----------------------------------+ | | | | +//! : vfp front porch | | | | +//! : -------------------------------------------+ | | | +//! : vsw sync width | | | +//! : ---------------------------------------------------+ | | +//! : vbp back porch | | +//! : -----------------------------------------------------------+ | +//! V vb border | +//! ---------------------------------------------------------------------------+ +//! \endcode +typedef struct _NV_TIMING +{ + // VESA scan out timing parameters: + NvU16 HVisible; //!< horizontal visible + NvU16 HBorder; //!< horizontal border + NvU16 HFrontPorch; //!< horizontal front porch + NvU16 HSyncWidth; //!< horizontal sync width + NvU16 HTotal; //!< horizontal total + NvU8 HSyncPol; //!< horizontal sync polarity: 1-negative, 0-positive + + NvU16 VVisible; //!< vertical visible + NvU16 VBorder; //!< vertical border + NvU16 VFrontPorch; //!< vertical front porch + NvU16 VSyncWidth; //!< vertical sync width + NvU16 VTotal; //!< vertical total + NvU8 VSyncPol; //!< vertical sync polarity: 1-negative, 0-positive + + NvU16 interlaced; //!< 1-interlaced, 0-progressive + NvU32 pclk; //!< pixel clock in 10 kHz + + //other timing related extras + NV_TIMINGEXT etc; +}NV_TIMING; +#endif //NV_TIMING_STRUCTS_DEFINED + + +//! \addtogroup dispcontrol +//! Timing-related constants +//! @{ +#define NV_TIMING_H_SYNC_POSITIVE 0 +#define NV_TIMING_H_SYNC_NEGATIVE 1 +#define NV_TIMING_H_SYNC_DEFAULT NV_TIMING_H_SYNC_NEGATIVE +// +#define NV_TIMING_V_SYNC_POSITIVE 0 +#define NV_TIMING_V_SYNC_NEGATIVE 1 +#define NV_TIMING_V_SYNC_DEFAULT NV_TIMING_V_SYNC_POSITIVE +// +#define NV_TIMING_PROGRESSIVE 0 +#define NV_TIMING_INTERLACED 1 +#define NV_TIMING_INTERLACED_EXTRA_VBLANK_ON_FIELD2 1 +#define NV_TIMING_INTERLACED_NO_EXTRA_VBLANK_ON_FIELD2 2 +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetView +// +//! \fn NvAPI_SetView(NvDisplayHandle hNvDisplay, NV_VIEW_TARGET_INFO *pTargetInfo, NV_TARGET_VIEW_MODE targetView) +//! This function lets the caller modify the target display arrangement of the selected source display handle in any nView mode. +//! It can also modify or extend the source display in Dualview mode. +//! \note Maps the selected source to the associated target Ids. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs cannot be enabled with this API. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 90 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] pTargetInfo Pointer to array of NV_VIEW_TARGET_INFO, specifying device properties in this view. +//! The first device entry in the array is the physical primary. +//! The device entry with the lowest source id is the desktop primary. +//! \param [in] targetCount Count of target devices specified in pTargetInfo. +//! \param [in] targetView Target view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +//! Used in NvAPI_SetView() and NvAPI_GetView() +typedef struct +{ + NvU32 version; //!< (IN) structure version + NvU32 count; //!< (IN) target count + struct + { + NvU32 deviceMask; //!< (IN/OUT) Device mask + NvU32 sourceId; //!< (IN/OUT) Source ID - values will be based on the number of heads exposed per GPU. + NvU32 bPrimary:1; //!< (OUT) Indicates if this is the GPU's primary view target. This is not the desktop GDI primary. + //!< NvAPI_SetView automatically selects the first target in NV_VIEW_TARGET_INFO index 0 as the GPU's primary view. + NvU32 bInterlaced:1; //!< (IN/OUT) Indicates if the timing being used on this monitor is interlaced. + NvU32 bGDIPrimary:1; //!< (IN/OUT) Indicates if this is the desktop GDI primary. + NvU32 bForceModeSet:1;//!< (IN) Used only on Win7 and higher during a call to NvAPI_SetView(). Turns off optimization & forces OS to set supplied mode. + } target[NVAPI_MAX_VIEW_TARGET]; +} NV_VIEW_TARGET_INFO; + +//! \ingroup dispcontrol +#define NV_VIEW_TARGET_INFO_VER MAKE_NVAPI_VERSION(NV_VIEW_TARGET_INFO,2) + +//! \ingroup dispcontrol +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig.") +NVAPI_INTERFACE NvAPI_SetView(NvDisplayHandle hNvDisplay, NV_VIEW_TARGET_INFO *pTargetInfo, NV_TARGET_VIEW_MODE targetView); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetViewEx +// +//! \fn NvAPI_SetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NV_TARGET_VIEW_MODE displayView) +//! This function lets caller to modify the display arrangement for selected source display handle in any of the nview modes. +//! It also allows to modify or extend the source display in dualview mode. +//! \note Maps the selected source to the associated target Ids. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs cannot be enabled with this API. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] pPathInfo Pointer to array of NV_VIEW_PATH_INFO, specifying device properties in this view. +//! The first device entry in the array is the physical primary. +//! The device entry with the lowest source id is the desktop primary. +//! \param [in] pathCount Count of paths specified in pPathInfo. +//! \param [in] displayView Display view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +#define NVAPI_MAX_DISPLAY_PATH NVAPI_MAX_VIEW_TARGET + +//! \ingroup dispcontrol +#define NVAPI_ADVANCED_MAX_DISPLAY_PATH NVAPI_ADVANCED_MAX_VIEW_TARGET + + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PATH_INFO. +typedef struct +{ + NvU32 deviceMask; //!< (IN) Device mask + NvU32 sourceId; //!< (IN) Values will be based on the number of heads exposed per GPU(0, 1?) + NvU32 bPrimary:1; //!< (IN/OUT) Indicates if this is the GPU's primary view target. This is not the desktop GDI primary. + //!< NvAPI_SetViewEx() automatically selects the first target in NV_DISPLAY_PATH_INFO index 0 as the GPU's primary view. + NV_GPU_CONNECTOR_TYPE connector; //!< (IN) Specify connector type. For TV only. + + // source mode information + NvU32 width; //!< (IN) Width of the mode + NvU32 height; //!< (IN) Height of the mode + NvU32 depth; //!< (IN) Depth of the mode + NV_FORMAT colorFormat; //!< Color format if it needs to be specified. Not used now. + + //rotation setting of the mode + NV_ROTATE rotation; //!< (IN) Rotation setting. + + // the scaling mode + NV_SCALING scaling; //!< (IN) Scaling setting + + // Timing info + NvU32 refreshRate; //!< (IN) Refresh rate of the mode + NvU32 interlaced:1; //!< (IN) Interlaced mode flag + + NV_DISPLAY_TV_FORMAT tvFormat; //!< (IN) To choose the last TV format set this value to NV_DISPLAY_TV_FORMAT_NONE + + // Windows desktop position + NvU32 posx; //!< (IN/OUT) X-offset of this display on the Windows desktop + NvU32 posy; //!< (IN/OUT) Y-offset of this display on the Windows desktop + NvU32 bGDIPrimary:1; //!< (IN/OUT) Indicates if this is the desktop GDI primary. + + NvU32 bForceModeSet:1;//!< (IN) Used only on Win7 and higher during a call to NvAPI_SetViewEx(). Turns off optimization & forces OS to set supplied mode. + NvU32 bFocusDisplay:1;//!< (IN) If set, this display path should have the focus after the GPU topology change + NvU32 gpuId:24; //!< (IN) the physical display/target Gpu id which is the owner of the scan out (for SLI multimon, display from the slave Gpu) + +} NV_DISPLAY_PATH; + +//! \ingroup dispcontrol +//! Used in NvAPI_SetViewEx() and NvAPI_GetViewEx(). +typedef struct +{ + NvU32 version; //!< (IN) Structure version + NvU32 count; //!< (IN) Path count + NV_DISPLAY_PATH path[NVAPI_MAX_DISPLAY_PATH]; +} NV_DISPLAY_PATH_INFO_V3; + +//! \ingroup dispcontrol +//! Used in NvAPI_SetViewEx() and NvAPI_GetViewEx(). +typedef struct +{ + NvU32 version; //!< (IN) Structure version + NvU32 count; //!< (IN) Path count + NV_DISPLAY_PATH path[NVAPI_ADVANCED_MAX_DISPLAY_PATH]; +} NV_DISPLAY_PATH_INFO; + +//! \addtogroup dispcontrol +//! Macro for constructing the version fields of NV_DISPLAY_PATH_INFO +//! @{ +#define NV_DISPLAY_PATH_INFO_VER NV_DISPLAY_PATH_INFO_VER4 +#define NV_DISPLAY_PATH_INFO_VER4 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,4) +#define NV_DISPLAY_PATH_INFO_VER3 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,3) +#define NV_DISPLAY_PATH_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,2) +#define NV_DISPLAY_PATH_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,1) +//! @} +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetViewEx +// +//! \fn NvAPI_SetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NV_TARGET_VIEW_MODE displayView) +//! This function lets caller to modify the display arrangement for selected source display handle in any of the nview modes. +//! It also allows to modify or extend the source display in dualview mode. +//! \note Maps the selected source to the associated target Ids. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs cannot be enabled with this API. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] pPathInfo Pointer to array of NV_VIEW_PATH_INFO, specifying device properties in this view. +//! The first device entry in the array is the physical primary. +//! The device entry with the lowest source id is the desktop primary. +//! \param [in] pathCount Count of paths specified in pPathInfo. +//! \param [in] displayView Display view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig.") +NVAPI_INTERFACE NvAPI_SetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NV_TARGET_VIEW_MODE displayView); + + + +/////////////////////////////////////////////////////////////////////////////// +// SetDisplayConfig/GetDisplayConfig +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol + +typedef struct _NV_POSITION +{ + NvS32 x; + NvS32 y; +} NV_POSITION; + +//! \ingroup dispcontrol +typedef struct _NV_RESOLUTION +{ + NvU32 width; + NvU32 height; + NvU32 colorDepth; +} NV_RESOLUTION; + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1 +{ + NvU32 version; + + // Rotation and Scaling + NV_ROTATE rotation; //!< (IN) rotation setting. + NV_SCALING scaling; //!< (IN) scaling setting. + + // Refresh Rate + NvU32 refreshRate1K; //!< (IN) Non-interlaced Refresh Rate of the mode, multiplied by 1000, 0 = ignored + //!< This is the value which driver reports to the OS. + // Flags + NvU32 interlaced:1; //!< (IN) Interlaced mode flag, ignored if refreshRate == 0 + NvU32 primary:1; //!< (IN) Declares primary display in clone configuration. This is *NOT* GDI Primary. + //!< Only one target can be primary per source. If no primary is specified, the first + //!< target will automatically be primary. +#ifdef NV_PAN_AND_SCAN_DEFINED + NvU32 isPanAndScanTarget:1; //!< Whether on this target Pan and Scan is enabled or has to be enabled. Valid only + //!< when the target is part of clone topology. +#else + NvU32 reservedBit1:1; +#endif + NvU32 disableVirtualModeSupport:1; + NvU32 isPreferredUnscaledTarget:1; + NvU32 reserved:27; + // TV format information + NV_GPU_CONNECTOR_TYPE connector; //!< Specify connector type. For TV only, ignored if tvFormat == NV_DISPLAY_TV_FORMAT_NONE + NV_DISPLAY_TV_FORMAT tvFormat; //!< (IN) to choose the last TV format set this value to NV_DISPLAY_TV_FORMAT_NONE + //!< In case of NvAPI_DISP_GetDisplayConfig(), this field will indicate the currently applied TV format; + //!< if no TV format is applied, this field will have NV_DISPLAY_TV_FORMAT_NONE value. + //!< In case of NvAPI_DISP_SetDisplayConfig(), this field should only be set in case of TVs; + //!< for other displays this field will be ignored and resolution & refresh rate specified in input will be used to apply the TV format. + + // Backend (raster) timing standard + NV_TIMING_OVERRIDE timingOverride; //!< Ignored if timingOverride == NV_TIMING_OVERRIDE_CURRENT + NV_TIMING timing; //!< Scan out timing, valid only if timingOverride == NV_TIMING_OVERRIDE_CUST + //!< The value NV_TIMING::NV_TIMINGEXT::rrx1k is obtained from the EDID. The driver may + //!< tweak this value for HDTV, stereo, etc., before reporting it to the OS. +} NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1; + +//! \ingroup dispcontrol +typedef NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1 NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO; + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1,1) + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER1 + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_TARGET_INFO_V1 +{ + NvU32 displayId; //!< Display ID + NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO* details; //!< May be NULL if no advanced settings are required. NULL for Non-NVIDIA Display. +} NV_DISPLAYCONFIG_PATH_TARGET_INFO_V1; + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 +{ + NvU32 displayId; //!< Display ID + NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO* details; //!< May be NULL if no advanced settings are required + NvU32 targetId; //!< Windows CCD target ID. Must be present only for non-NVIDIA adapter, for NVIDIA adapter this parameter is ignored. +} NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2; + + +//! \ingroup dispcontrol +//! As version is not defined for this structure, we will be using version of NV_DISPLAYCONFIG_PATH_INFO +typedef NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 NV_DISPLAYCONFIG_PATH_TARGET_INFO; + + +//! \ingroup dispcontrol +typedef enum _NV_DISPLAYCONFIG_SPANNING_ORIENTATION +{ + NV_DISPLAYCONFIG_SPAN_NONE = 0, + NV_DISPLAYCONFIG_SPAN_HORIZONTAL = 1, + NV_DISPLAYCONFIG_SPAN_VERTICAL = 2, +} NV_DISPLAYCONFIG_SPANNING_ORIENTATION; + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 +{ + NV_RESOLUTION resolution; + NV_FORMAT colorFormat; //!< Ignored at present, must be NV_FORMAT_UNKNOWN (0) + NV_POSITION position; //!< Is all positions are 0 or invalid, displays will be automatically + //!< positioned from left to right with GDI Primary at 0,0, and all + //!< other displays in the order of the path array. + NV_DISPLAYCONFIG_SPANNING_ORIENTATION spanningOrientation; //!< Spanning is only supported on XP + NvU32 bGDIPrimary : 1; + NvU32 bSLIFocus : 1; + NvU32 reserved : 30; //!< Must be 0 +} NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1; + + + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_INFO_V1 +{ + NvU32 version; + NvU32 reserved_sourceId; //!< This field is reserved. There is ongoing debate if we need this field. + //!< Identifies sourceIds used by Windows. If all sourceIds are 0, + //!< these will be computed automatically. + NvU32 targetInfoCount; //!< Number of elements in targetInfo array + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V1* targetInfo; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1* sourceModeInfo; //!< May be NULL if mode info is not important +} NV_DISPLAYCONFIG_PATH_INFO_V1; + +//! \ingroup dispcontrol +//! This define is temporary and must be removed once DVS failure is fixed. +#define _NV_DISPLAYCONFIG_PATH_INFO_V2 _NV_DISPLAYCONFIG_PATH_INFO + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_INFO_V2 +{ + NvU32 version; + union { + NvU32 sourceId; //!< Identifies sourceId used by Windows CCD. This can be optionally set. + NvU32 reserved_sourceId; //!< Only for compatibility + }; + + NvU32 targetInfoCount; //!< Number of elements in targetInfo array + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2* targetInfo; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1* sourceModeInfo; //!< May be NULL if mode info is not important + NvU32 IsNonNVIDIAAdapter : 1; //!< True for non-NVIDIA adapter. + NvU32 reserved : 31; //!< Must be 0 + void *pOSAdapterID; //!< Used by Non-NVIDIA adapter for pointer to OS Adapter of LUID + //!< type, type casted to void *. +} NV_DISPLAYCONFIG_PATH_INFO_V2; + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAYCONFIG_PATH_INFO_V1,1) + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAYCONFIG_PATH_INFO_V2,2) + +#ifndef NV_DISPLAYCONFIG_PATH_INFO_VER + +typedef NV_DISPLAYCONFIG_PATH_INFO_V2 NV_DISPLAYCONFIG_PATH_INFO; + +#define NV_DISPLAYCONFIG_PATH_INFO_VER NV_DISPLAYCONFIG_PATH_INFO_VER2 + +typedef NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 NV_DISPLAYCONFIG_SOURCE_MODE_INFO; + +#endif + + +//! \ingroup dispcontrol +typedef enum _NV_DISPLAYCONFIG_FLAGS +{ + NV_DISPLAYCONFIG_VALIDATE_ONLY = 0x00000001, + NV_DISPLAYCONFIG_SAVE_TO_PERSISTENCE = 0x00000002, + NV_DISPLAYCONFIG_DRIVER_RELOAD_ALLOWED = 0x00000004, //!< Driver reload is permitted if necessary + NV_DISPLAYCONFIG_FORCE_MODE_ENUMERATION = 0x00000008, //!< Refresh OS mode list. + NV_FORCE_COMMIT_VIDPN = 0x00000010, //!< Tell OS to avoid optimizing CommitVidPn call during a modeset +} NV_DISPLAYCONFIG_FLAGS; + + +#define NVAPI_UNICODE_STRING_MAX 2048 +#define NVAPI_BINARY_DATA_MAX 4096 + +typedef NvU16 NvAPI_UnicodeString[NVAPI_UNICODE_STRING_MAX]; +typedef const NvU16 *NvAPI_LPCWSTR; + +// Common + + + +//! \ingroup gpuclock +//! @{ +#define NVAPI_MAX_GPU_CLOCKS 32 +#define NVAPI_MAX_GPU_PUBLIC_CLOCKS 32 +#define NVAPI_MAX_GPU_PERF_CLOCKS 32 +#define NVAPI_MAX_GPU_PERF_VOLTAGES 16 +#define NVAPI_MAX_GPU_PERF_PSTATES 16 +//! @} + +//! \ingroup gpuclock +typedef enum _NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID +{ + NVAPI_GPU_PERF_VOLTAGE_INFO_DOMAIN_CORE = 0, + NVAPI_GPU_PERF_VOLTAGE_INFO_DOMAIN_UNDEFINED = NVAPI_MAX_GPU_PERF_VOLTAGES, +} NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID; + +//! \ingroup gpuclock +typedef enum _NV_GPU_PUBLIC_CLOCK_ID +{ + NVAPI_GPU_PUBLIC_CLOCK_GRAPHICS = 0, + NVAPI_GPU_PUBLIC_CLOCK_MEMORY = 4, + NVAPI_GPU_PUBLIC_CLOCK_PROCESSOR = 7, + NVAPI_GPU_PUBLIC_CLOCK_VIDEO = 8, + NVAPI_GPU_PUBLIC_CLOCK_UNDEFINED = NVAPI_MAX_GPU_PUBLIC_CLOCKS, +} NV_GPU_PUBLIC_CLOCK_ID; + + +//! \addtogroup gpupstate +//! @{ + +typedef enum _NV_GPU_PERF_PSTATE_ID +{ + NVAPI_GPU_PERF_PSTATE_P0 = 0, + NVAPI_GPU_PERF_PSTATE_P1, + NVAPI_GPU_PERF_PSTATE_P2, + NVAPI_GPU_PERF_PSTATE_P3, + NVAPI_GPU_PERF_PSTATE_P4, + NVAPI_GPU_PERF_PSTATE_P5, + NVAPI_GPU_PERF_PSTATE_P6, + NVAPI_GPU_PERF_PSTATE_P7, + NVAPI_GPU_PERF_PSTATE_P8, + NVAPI_GPU_PERF_PSTATE_P9, + NVAPI_GPU_PERF_PSTATE_P10, + NVAPI_GPU_PERF_PSTATE_P11, + NVAPI_GPU_PERF_PSTATE_P12, + NVAPI_GPU_PERF_PSTATE_P13, + NVAPI_GPU_PERF_PSTATE_P14, + NVAPI_GPU_PERF_PSTATE_P15, + NVAPI_GPU_PERF_PSTATE_UNDEFINED = NVAPI_MAX_GPU_PERF_PSTATES, + NVAPI_GPU_PERF_PSTATE_ALL, + +} NV_GPU_PERF_PSTATE_ID; + +//! @} + + + +//! \addtogroup gpupstate +//! @{ + +#define NVAPI_MAX_GPU_PSTATE20_PSTATES 16 +#define NVAPI_MAX_GPU_PSTATE20_CLOCKS 8 +#define NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES 4 + +//! Used to identify clock type +typedef enum +{ + //! Clock domains that use single frequency value within given pstate + NVAPI_GPU_PERF_PSTATE20_CLOCK_TYPE_SINGLE = 0, + + //! Clock domains that allow range of frequency values within given pstate + NVAPI_GPU_PERF_PSTATE20_CLOCK_TYPE_RANGE, +} NV_GPU_PERF_PSTATE20_CLOCK_TYPE_ID; + +//! Used to describe both voltage and frequency deltas +typedef struct +{ + //! Value of parameter delta (in respective units [kHz, uV]) + NvS32 value; + + struct + { + //! Min value allowed for parameter delta (in respective units [kHz, uV]) + NvS32 min; + + //! Max value allowed for parameter delta (in respective units [kHz, uV]) + NvS32 max; + } valueRange; +} NV_GPU_PERF_PSTATES20_PARAM_DELTA; + +//! Used to describe single clock entry +typedef struct +{ + //! ID of the clock domain + NV_GPU_PUBLIC_CLOCK_ID domainId; + + //! Clock type ID + NV_GPU_PERF_PSTATE20_CLOCK_TYPE_ID typeId; + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Current frequency delta from nominal settings in (kHz) + NV_GPU_PERF_PSTATES20_PARAM_DELTA freqDelta_kHz; + + //! Clock domain type dependant information + union + { + struct + { + //! Clock frequency within given pstate in (kHz) + NvU32 freq_kHz; + } single; + + struct + { + //! Min clock frequency within given pstate in (kHz) + NvU32 minFreq_kHz; + + //! Max clock frequency within given pstate in (kHz) + NvU32 maxFreq_kHz; + + //! Voltage domain ID and value range in (uV) required for this clock + NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID domainId; + NvU32 minVoltage_uV; + NvU32 maxVoltage_uV; + } range; + } data; +} NV_GPU_PSTATE20_CLOCK_ENTRY_V1; + +//! Used to describe single base voltage entry +typedef struct +{ + //! ID of the voltage domain + NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID domainId; + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Current base voltage settings in [uV] + NvU32 volt_uV; + + NV_GPU_PERF_PSTATES20_PARAM_DELTA voltDelta_uV; // Current base voltage delta from nominal settings in [uV] +} NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1; + +//! Used in NvAPI_GPU_GetPstates20() interface call. + +typedef struct +{ + //! Version info of the structure (NV_GPU_PERF_PSTATES20_INFO_VER) + NvU32 version; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Number of populated pstates + NvU32 numPstates; + + //! Number of populated clocks (per pstate) + NvU32 numClocks; + + //! Number of populated base voltages (per pstate) + NvU32 numBaseVoltages; + + //! Performance state (P-State) settings + //! Valid index range is 0 to numPstates-1 + struct + { + //! ID of the P-State + NV_GPU_PERF_PSTATE_ID pstateId; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Array of clock entries + //! Valid index range is 0 to numClocks-1 + NV_GPU_PSTATE20_CLOCK_ENTRY_V1 clocks[NVAPI_MAX_GPU_PSTATE20_CLOCKS]; + + //! Array of baseVoltage entries + //! Valid index range is 0 to numBaseVoltages-1 + NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1 baseVoltages[NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES]; + } pstates[NVAPI_MAX_GPU_PSTATE20_PSTATES]; +} NV_GPU_PERF_PSTATES20_INFO_V1; + +//! Used in NvAPI_GPU_GetPstates20() interface call. + +typedef struct _NV_GPU_PERF_PSTATES20_INFO_V2 +{ + //! Version info of the structure (NV_GPU_PERF_PSTATES20_INFO_VER) + NvU32 version; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Number of populated pstates + NvU32 numPstates; + + //! Number of populated clocks (per pstate) + NvU32 numClocks; + + //! Number of populated base voltages (per pstate) + NvU32 numBaseVoltages; + + //! Performance state (P-State) settings + //! Valid index range is 0 to numPstates-1 + struct + { + //! ID of the P-State + NV_GPU_PERF_PSTATE_ID pstateId; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Array of clock entries + //! Valid index range is 0 to numClocks-1 + NV_GPU_PSTATE20_CLOCK_ENTRY_V1 clocks[NVAPI_MAX_GPU_PSTATE20_CLOCKS]; + + //! Array of baseVoltage entries + //! Valid index range is 0 to numBaseVoltages-1 + NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1 baseVoltages[NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES]; + } pstates[NVAPI_MAX_GPU_PSTATE20_PSTATES]; + + //! OV settings - Please refer to NVIDIA over-volting recommendation to understand impact of this functionality + //! Valid index range is 0 to numVoltages-1 + struct + { + //! Number of populated voltages + NvU32 numVoltages; + + //! Array of voltage entries + //! Valid index range is 0 to numVoltages-1 + NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1 voltages[NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES]; + } ov; +} NV_GPU_PERF_PSTATES20_INFO_V2; + +typedef NV_GPU_PERF_PSTATES20_INFO_V2 NV_GPU_PERF_PSTATES20_INFO; + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO_V1 +#define NV_GPU_PERF_PSTATES20_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES20_INFO_V1,1) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO_V2 +#define NV_GPU_PERF_PSTATES20_INFO_VER2 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES20_INFO_V2,2) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO_V2 +#define NV_GPU_PERF_PSTATES20_INFO_VER3 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES20_INFO_V2,3) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO +#define NV_GPU_PERF_PSTATES20_INFO_VER NV_GPU_PERF_PSTATES20_INFO_VER3 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetDisplayDriverVersion +//! \fn NvAPI_GetDisplayDriverVersion(NvDisplayHandle hNvDisplay, NV_DISPLAY_DRIVER_VERSION *pVersion) +//! This function returns a struct that describes aspects of the display driver +//! build. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_SYS_GetDriverAndBranchVersion. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param [in] hNvDisplay NVIDIA display handle. +//! \param [out] pVersion Pointer to NV_DISPLAY_DRIVER_VERSION struc +//! +//! \retval NVAPI_ERROR +//! \retval NVAPI_OK +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup driverapi +//! Used in NvAPI_GetDisplayDriverVersion() +typedef struct +{ + NvU32 version; // Structure version + NvU32 drvVersion; + NvU32 bldChangeListNum; + NvAPI_ShortString szBuildBranchString; + NvAPI_ShortString szAdapterString; +} NV_DISPLAY_DRIVER_VERSION; + +//! \ingroup driverapi +#define NV_DISPLAY_DRIVER_VERSION_VER MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_VERSION,1) + + +//! \ingroup driverapi +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_SYS_GetDriverAndBranchVersion.") +NVAPI_INTERFACE NvAPI_GetDisplayDriverVersion(NvDisplayHandle hNvDisplay, NV_DISPLAY_DRIVER_VERSION *pVersion); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_OGL_ExpertModeSet[Get] +// +//! \name NvAPI_OGL_ExpertModeSet[Get] Functions +//@{ +//! This function configures OpenGL Expert Mode, an API usage feedback and +//! advice reporting mechanism. The effects of this call are +//! applied only to the current context, and are reset to the +//! defaults when the context is destroyed. +//! +//! \note This feature is valid at runtime only when GLExpert +//! functionality has been built into the OpenGL driver +//! installed on the system. All Windows Vista OpenGL +//! drivers provided by NVIDIA have this instrumentation +//! included by default. Windows XP, however, requires a +//! special display driver available with the NVIDIA +//! PerfSDK found at developer.nvidia.com. +//! +//! \note These functions are valid only for the current OpenGL +//! context. Calling these functions prior to creating a +//! context and calling MakeCurrent with it will result +//! in errors and undefined behavior. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param expertDetailMask Mask made up of NVAPI_OGLEXPERT_DETAIL bits, +//! this parameter specifies the detail level in +//! the feedback stream. +//! +//! \param expertReportMask Mask made up of NVAPI_OGLEXPERT_REPORT bits, +//! this parameter specifies the areas of +//! functional interest. +//! +//! \param expertOutputMask Mask made up of NVAPI_OGLEXPERT_OUTPUT bits, +//! this parameter specifies the feedback output +//! location. +//! +//! \param expertCallback Used in conjunction with OUTPUT_TO_CALLBACK, +//! this is a simple callback function the user +//! may use to obtain the feedback stream. The +//! function will be called once per fully +//! qualified feedback stream extry. +//! +//! \retval NVAPI_API_NOT_INTIALIZED NVAPI not initialized +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU found +//! \retval NVAPI_OPENGL_CONTEXT_NOT_CURRENT No NVIDIA OpenGL context +//! which supports GLExpert +//! has been made current +//! \retval NVAPI_ERROR OpenGL driver failed to load properly +//! \retval NVAPI_OK Success +// +/////////////////////////////////////////////////////////////////////////////// + +//! \addtogroup oglapi +//! @{ +#define NVAPI_OGLEXPERT_DETAIL_NONE 0x00000000 +#define NVAPI_OGLEXPERT_DETAIL_ERROR 0x00000001 +#define NVAPI_OGLEXPERT_DETAIL_SWFALLBACK 0x00000002 +#define NVAPI_OGLEXPERT_DETAIL_BASIC_INFO 0x00000004 +#define NVAPI_OGLEXPERT_DETAIL_DETAILED_INFO 0x00000008 +#define NVAPI_OGLEXPERT_DETAIL_PERFORMANCE_WARNING 0x00000010 +#define NVAPI_OGLEXPERT_DETAIL_QUALITY_WARNING 0x00000020 +#define NVAPI_OGLEXPERT_DETAIL_USAGE_WARNING 0x00000040 +#define NVAPI_OGLEXPERT_DETAIL_ALL 0xFFFFFFFF + +#define NVAPI_OGLEXPERT_REPORT_NONE 0x00000000 +#define NVAPI_OGLEXPERT_REPORT_ERROR 0x00000001 +#define NVAPI_OGLEXPERT_REPORT_SWFALLBACK 0x00000002 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_VERTEX 0x00000004 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_GEOMETRY 0x00000008 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_XFB 0x00000010 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_RASTER 0x00000020 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_FRAGMENT 0x00000040 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_ROP 0x00000080 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_FRAMEBUFFER 0x00000100 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_PIXEL 0x00000200 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_TEXTURE 0x00000400 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_BUFFEROBJECT 0x00000800 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_TEXTURE 0x00001000 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_PROGRAM 0x00002000 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_FBO 0x00004000 +#define NVAPI_OGLEXPERT_REPORT_FEATURE_SLI 0x00008000 +#define NVAPI_OGLEXPERT_REPORT_ALL 0xFFFFFFFF + + +#define NVAPI_OGLEXPERT_OUTPUT_TO_NONE 0x00000000 +#define NVAPI_OGLEXPERT_OUTPUT_TO_CONSOLE 0x00000001 +#define NVAPI_OGLEXPERT_OUTPUT_TO_DEBUGGER 0x00000004 +#define NVAPI_OGLEXPERT_OUTPUT_TO_CALLBACK 0x00000008 +#define NVAPI_OGLEXPERT_OUTPUT_TO_ALL 0xFFFFFFFF + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION TYPE: NVAPI_OGLEXPERT_CALLBACK +// +//! DESCRIPTION: Used in conjunction with OUTPUT_TO_CALLBACK, this is a simple +//! callback function the user may use to obtain the feedback +//! stream. The function will be called once per fully qualified +//! feedback stream entry. +//! +//! \param categoryId Contains the bit from the NVAPI_OGLEXPERT_REPORT +//! mask that corresponds to the current message +//! \param messageId Unique ID for the current message +//! \param detailLevel Contains the bit from the NVAPI_OGLEXPERT_DETAIL +//! mask that corresponds to the current message +//! \param objectId Unique ID of the object that corresponds to the +//! current message +//! \param messageStr Text string from the current message +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +typedef void (* NVAPI_OGLEXPERT_CALLBACK) (unsigned int categoryId, unsigned int messageId, unsigned int detailLevel, int objectId, const char *messageStr); + + + +//! \ingroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeSet(NvU32 expertDetailLevel, + NvU32 expertReportMask, + NvU32 expertOutputMask, + NVAPI_OGLEXPERT_CALLBACK expertCallback); + +//! \addtogroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeGet(NvU32 *pExpertDetailLevel, + NvU32 *pExpertReportMask, + NvU32 *pExpertOutputMask, + NVAPI_OGLEXPERT_CALLBACK *pExpertCallback); + +//@} +/////////////////////////////////////////////////////////////////////////////// +// +//! \name NvAPI_OGL_ExpertModeDefaultsSet[Get] Functions +//! +//@{ +//! This function configures OpenGL Expert Mode global defaults. These settings +//! apply to any OpenGL application which starts up after these +//! values are applied (i.e. these settings *do not* apply to +//! currently running applications). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param expertDetailLevel Value which specifies the detail level in +//! the feedback stream. This is a mask made up +//! of NVAPI_OGLEXPERT_LEVEL bits. +//! +//! \param expertReportMask Mask made up of NVAPI_OGLEXPERT_REPORT bits, +//! this parameter specifies the areas of +//! functional interest. +//! +//! \param expertOutputMask Mask made up of NVAPI_OGLEXPERT_OUTPUT bits, +//! this parameter specifies the feedback output +//! location. Note that using OUTPUT_TO_CALLBACK +//! here is meaningless and has no effect, but +//! using it will not cause an error. +//! +//! \return ::NVAPI_ERROR or ::NVAPI_OK +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeDefaultsSet(NvU32 expertDetailLevel, + NvU32 expertReportMask, + NvU32 expertOutputMask); + +//! \addtogroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeDefaultsGet(NvU32 *pExpertDetailLevel, + NvU32 *pExpertReportMask, + NvU32 *pExpertOutputMask); +//@} + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumTCCPhysicalGPUs +// +//! This function returns an array of physical GPU handles that are in TCC Mode. +//! Each handle represents a physical GPU present in the system in TCC Mode. +//! That GPU may not be visible to the OS directly. +//! +//! The array nvGPUHandle will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! NOTE: Handles enumerated by this API are only valid for NvAPIs that are tagged as TCC_SUPPORTED +//! If handle is passed to any other API, it will fail with NVAPI_INVALID_HANDLE +//! +//! For WDDM GPU handles please use NvAPI_EnumPhysicalGPUs() +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! +//! \param [out] nvGPUHandle Physical GPU array that will contain all TCC Physical GPUs +//! \param [out] pGpuCount count represent the number of valid entries in nvGPUHandle +//! +//! +//! \retval NVAPI_INVALID_ARGUMENT nvGPUHandle or pGpuCount is NULL +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumTCCPhysicalGPUs( NvPhysicalGpuHandle nvGPUHandle[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumLogicalGPUs +// +//! This function returns an array of logical GPU handles. +//! +//! Each handle represents one or more GPUs acting in concert as a single graphics device. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array nvGPUHandle will be filled with logical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! \note All logical GPUs handles get invalidated on a GPU topology change, so the calling +//! application is required to renum the logical GPU handles to get latest physical handle +//! mapping after every GPU topology change activated by a call to NvAPI_SetGpuTopologies(). +//! +//! To detect if SLI rendering is enabled, use NvAPI_D3D_GetCurrentSLIState(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT nvGPUHandle or pGpuCount is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumLogicalGPUs(NvLogicalGpuHandle nvGPUHandle[NVAPI_MAX_LOGICAL_GPUS], NvU32 *pGpuCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUsFromDisplay +// +//! This function returns an array of physical GPU handles associated with the specified display. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array nvGPUHandle will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! If the display corresponds to more than one physical GPU, the first GPU returned +//! is the one with the attached active output. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvDisp is not valid; nvGPUHandle or pGpuCount is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND no NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUsFromDisplay(NvDisplayHandle hNvDisp, NvPhysicalGpuHandle nvGPUHandle[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUFromUnAttachedDisplay +// +//! This function returns a physical GPU handle associated with the specified unattached display. +//! The source GPU is a physical render GPU which renders the frame buffer but may or may not drive the scan out. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvUnAttachedDisp is not valid or pPhysicalGpu is NULL. +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUFromUnAttachedDisplay(NvUnAttachedDisplayHandle hNvUnAttachedDisp, NvPhysicalGpuHandle *pPhysicalGpu); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetLogicalGPUFromDisplay +// +//! This function returns the logical GPU handle associated with the specified display. +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! hNvDisp can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvDisp is not valid; pLogicalGPU is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetLogicalGPUFromDisplay(NvDisplayHandle hNvDisp, NvLogicalGpuHandle *pLogicalGPU); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetLogicalGPUFromPhysicalGPU +// +//! This function returns the logical GPU handle associated with specified physical GPU handle. +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGPU is not valid; pLogicalGPU is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetLogicalGPUFromPhysicalGPU(NvPhysicalGpuHandle hPhysicalGPU, NvLogicalGpuHandle *pLogicalGPU); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUsFromLogicalGPU +// +//! This function returns the physical GPU handles associated with the specified logical GPU handle. +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array hPhysicalGPU will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hLogicalGPU is not valid; hPhysicalGPU is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_LOGICAL_GPU_HANDLE hLogicalGPU was not a logical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUsFromLogicalGPU(NvLogicalGpuHandle hLogicalGPU,NvPhysicalGpuHandle hPhysicalGPU[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUFromGPUID +// +//! Do not use this function for new software development. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT gpuId is zero or pPhysicalGPU is NULL +//! \retval NVAPI_OK Handle was returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUFromGPUID(NvU32 gpuId, NvPhysicalGpuHandle *pPhysicalGPU); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetGPUIDfromPhysicalGPU +// +//! Do not use this function for new software development. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu is NULL or invalid. Re-enumerate the GPU handles. +//! \retval NVAPI_OK Handle was returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetGPUIDfromPhysicalGPU(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pGpuId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetShaderSubPipeCount +// +//! DESCRIPTION: This function retrieves the number of Shader SubPipes on the GPU +//! On newer architectures, this corresponds to the number of SM units +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 170 +//! +//! \retval NVAPI_INVALID_ARGUMENT: pCount is NULL +//! \retval NVAPI_OK: *pCount is set +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND: no NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetShaderSubPipeCount(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pCount); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetGpuCoreCount +// +//! DESCRIPTION: Retrieves the total number of cores defined for a GPU. +//! Returns 0 on architectures that don't define GPU cores. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \retval ::NVAPI_INVALID_ARGUMENT pCount is NULL +//! \retval ::NVAPI_OK *pCount is set +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND no NVIDIA GPU driving a display was found +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \retval ::NVAPI_NOT_SUPPORTED API call is not supported on current architecture +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetGpuCoreCount(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pCount); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAllOutputs +// +//! This function returns set of all GPU-output identifiers as a bitmask. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetAllDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL. +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetAllDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetAllOutputs(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pOutputsMask); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedOutputs +// +//! This function is the same as NvAPI_GPU_GetAllOutputs() but returns only the set of GPU output +//! identifiers that are connected to display devices. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL. +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedOutputs(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedSLIOutputs +// +//! DESCRIPTION: This function is the same as NvAPI_GPU_GetConnectedOutputs() but returns only the set of GPU-output +//! identifiers that can be selected in an SLI configuration. +//! NOTE: This function matches NvAPI_GPU_GetConnectedOutputs() +//! - On systems which are not SLI capable. +//! - If the queried GPU is not part of a valid SLI group. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 170 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedSLIOutputs(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + + + +//! \ingroup gpu +typedef enum +{ + NV_MONITOR_CONN_TYPE_UNINITIALIZED = 0, + NV_MONITOR_CONN_TYPE_VGA, + NV_MONITOR_CONN_TYPE_COMPONENT, + NV_MONITOR_CONN_TYPE_SVIDEO, + NV_MONITOR_CONN_TYPE_HDMI, + NV_MONITOR_CONN_TYPE_DVI, + NV_MONITOR_CONN_TYPE_LVDS, + NV_MONITOR_CONN_TYPE_DP, + NV_MONITOR_CONN_TYPE_COMPOSITE, + NV_MONITOR_CONN_TYPE_UNKNOWN = -1 +} NV_MONITOR_CONN_TYPE; + + +//! \addtogroup gpu +//! @{ +#define NV_GPU_CONNECTED_IDS_FLAG_UNCACHED NV_BIT(0) //!< Get uncached connected devices +#define NV_GPU_CONNECTED_IDS_FLAG_SLI NV_BIT(1) //!< Get devices such that those can be selected in an SLI configuration +#define NV_GPU_CONNECTED_IDS_FLAG_LIDSTATE NV_BIT(2) //!< Get devices such that to reflect the Lid State +#define NV_GPU_CONNECTED_IDS_FLAG_FAKE NV_BIT(3) //!< Get devices that includes the fake connected monitors +#define NV_GPU_CONNECTED_IDS_FLAG_EXCLUDE_MST NV_BIT(4) //!< Excludes devices that are part of the multi stream topology. + +//! @} + +//! \ingroup gpu +typedef struct _NV_GPU_DISPLAYIDS +{ + NvU32 version; + NV_MONITOR_CONN_TYPE connectorType; //!< out: vga, tv, dvi, hdmi and dp. This is reserved for future use and clients should not rely on this information. Instead get the + //!< GPU connector type from NvAPI_GPU_GetConnectorInfo/NvAPI_GPU_GetConnectorInfoEx + NvU32 displayId; //!< this is a unique identifier for each device + + NvU32 isDynamic : 1; //!< if bit is set then this display is part of MST topology and it's a dynamic + NvU32 isMultiStreamRootNode : 1; //!< if bit is set then this displayID belongs to a multi stream enabled connector(root node). Note that when multi stream is enabled and + //!< a single multi stream capable monitor is connected to it, the monitor will share the display id with the RootNode. + //!< When there is more than one monitor connected in a multi stream topology, then the root node will have a separate displayId. + NvU32 isActive : 1; //!< if bit is set then this display is being actively driven + NvU32 isCluster : 1; //!< if bit is set then this display is the representative display + NvU32 isOSVisible : 1; //!< if bit is set, then this display is reported to the OS + NvU32 isWFD : 1; //!< Deprecated. Will always return 0. + NvU32 isConnected : 1; //!< if bit is set, then this display is connected + + NvU32 reservedInternal : 10; //!< Do not use + NvU32 isPhysicallyConnected : 1; //!< if bit is set, then this display is a phycially connected display; Valid only when isConnected bit is set + NvU32 reserved : 14; //!< must be zero +} NV_GPU_DISPLAYIDS; + +//! \ingroup gpu +//! Macro for constructing the version field of ::_NV_GPU_DISPLAYIDS +#define NV_GPU_DISPLAYIDS_VER1 MAKE_NVAPI_VERSION(NV_GPU_DISPLAYIDS,1) +#define NV_GPU_DISPLAYIDS_VER2 MAKE_NVAPI_VERSION(NV_GPU_DISPLAYIDS,3) + +#define NV_GPU_DISPLAYIDS_VER NV_GPU_DISPLAYIDS_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedDisplayIds +// +//! +//! DESCRIPTION: Due to space limitation NvAPI_GPU_GetConnectedOutputs can return maximum 32 devices, but +//! this is no longer true for DPMST. NvAPI_GPU_GetConnectedDisplayIds will return all +//! the connected display devices in the form of displayIds for the associated hPhysicalGpu. +//! This function can accept set of flags to request cached, uncached, sli and lid to get the connected devices. +//! Default value for flags will be cached . +//! +//! HOW TO USE: 1) for each PhysicalGpu, make a call to get the number of connected displayId's +//! using NvAPI_GPU_GetConnectedDisplayIds by passing the pDisplayIds as NULL +//! On call success: +//! +//! 2) If pDisplayIdCount is greater than 0, allocate memory based on pDisplayIdCount. Then make a call NvAPI_GPU_GetConnectedDisplayIds to populate DisplayIds. +//! However, if pDisplayIdCount is 0, do not make this call. +//! SUPPORTED OS: Windows 10 and higher +//! +//! \param [in] hPhysicalGpu - GPU selection +//! \param [in] flags - One or more defines from NV_GPU_CONNECTED_IDS_FLAG_* as valid flags. +//! \param [in,out] pDisplayIds - Pointer to an NV_GPU_DISPLAYIDS struct, each entry represents a one displayID and its attributes +//! \param [in] pDisplayIdCount - Number of displayId's. +//! +//! \retval NVAPI_INVALID_ARGUMENT: hPhysicalGpu or pDisplayIds or pDisplayIdCount is NULL +//! \retval NVAPI_OK: *pDisplayIds contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND: no NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetConnectedDisplayIds(__in NvPhysicalGpuHandle hPhysicalGpu, __inout_ecount_part_opt(*pDisplayIdCount, *pDisplayIdCount) NV_GPU_DISPLAYIDS* pDisplayIds, __inout NvU32* pDisplayIdCount, __in NvU32 flags); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAllDisplayIds +// +//! DESCRIPTION: This API returns display IDs for all possible outputs on the GPU. +//! For DPMST connector, it will return display IDs for all the video sinks in the topology. \n +//! HOW TO USE: 1. The first call should be made to get the all display ID count. To get the display ID count, send in \n +//! a) hPhysicalGpu - a valid WDDM type GPU handle(enumerated using NvAPI_SYS_GetPhysicalGPUs()) as input, \n +//! b) pDisplayIds - NULL, as we just want to get the display ID count. \n +//! c) pDisplayIdCount - a valid pointer to NvU32, whose value is set to ZERO. \n +//! If all parameters are correct and this call is successful, this call will return the display ID's count. \n +//! 2. To get the display ID array, make the second call to NvAPI_GPU_GetAllDisplayIds() with \n +//! a) hPhysicalGpu - should be same value which was sent in first call, \n +//! b) pDisplayIds - pointer to the display ID array allocated by caller based on display ID count, \n +//! eg. malloc(sizeof(NV_GPU_DISPLAYIDS) * pDisplayIdCount). \n +//! c) pDisplayIdCount - a valid pointer to NvU32. This indicates for how many display IDs \n +//! the memory is allocated(pDisplayIds) by the caller. \n +//! If all parameters are correct and this call is successful, this call will return the display ID array and actual +//! display ID count (which was obtained in the first call to NvAPI_GPU_GetAllDisplayIds). If the input display ID count is +//! less than the actual display ID count, it will overwrite the input and give the pDisplayIdCount as actual count and the +//! API will return NVAPI_INSUFFICIENT_BUFFER. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGpu GPU selection. +//! \param [in,out] DisplayIds Pointer to an array of NV_GPU_DISPLAYIDS structures, each entry represents one displayID +//! and its attributes. +//! \param [in,out] pDisplayIdCount As input, this parameter indicates the number of display's id's for which caller has +//! allocated the memory. As output, it will return the actual number of display IDs. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INSUFFICIENT_BUFFER When the input buffer(pDisplayIds) is less than the actual number of display IDs, this API +//! will return NVAPI_INSUFFICIENT_BUFFER. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetAllDisplayIds(__in NvPhysicalGpuHandle hPhysicalGpu, __inout_ecount_part_opt(*pDisplayIdCount, *pDisplayIdCount) NV_GPU_DISPLAYIDS* pDisplayIds, __inout NvU32* pDisplayIdCount); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedOutputsWithLidState +// +//! This function is similar to NvAPI_GPU_GetConnectedOutputs(), and returns the connected display identifiers that are connected +//! as an output mask but unlike NvAPI_GPU_GetConnectedOutputs() this API "always" reflects the Lid State in the output mask. +//! Thus if you expect the LID close state to be available in the connection mask use this API. +//! - If LID is closed then this API will remove the LID panel from the connected display identifiers. +//! - If LID is open then this API will reflect the LID panel in the connected display identifiers. +//! +//! \note This API should be used on notebook systems and on systems where the LID state is required in the connection +//! output mask. On desktop systems the returned identifiers will match NvAPI_GPU_GetConnectedOutputs(). +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedOutputsWithLidState(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedSLIOutputsWithLidState +// +//! DESCRIPTION: This function is the same as NvAPI_GPU_GetConnectedOutputsWithLidState() but returns only the set +//! of GPU-output identifiers that can be selected in an SLI configuration. With SLI disabled, +//! this function matches NvAPI_GPU_GetConnectedOutputsWithLidState(). +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 170 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedSLIOutputsWithLidState(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetSystemType +// +//! \fn NvAPI_GPU_GetSystemType(NvPhysicalGpuHandle hPhysicalGpu, NV_SYSTEM_TYPE *pSystemType) +//! This function identifies whether the GPU is a notebook GPU or a desktop GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pSystemType contains the GPU system type +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetSystemType() +typedef enum +{ + NV_SYSTEM_TYPE_UNKNOWN = 0, + NV_SYSTEM_TYPE_LAPTOP = 1, + NV_SYSTEM_TYPE_DESKTOP = 2, + +} NV_SYSTEM_TYPE; + + + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetSystemType(NvPhysicalGpuHandle hPhysicalGpu, NV_SYSTEM_TYPE *pSystemType); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetActiveOutputs +// +//! This function is the same as NvAPI_GPU_GetAllOutputs but returns only the set of GPU output +//! identifiers that are actively driving display devices. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL. +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetActiveOutputs(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_SetEDID +// +//! Thus function sets the EDID data for the specified GPU handle and connection bit mask. +//! User can either send (Gpu handle & output id) or only display Id in variable displayOutputId parameter & hPhysicalGpu parameter can be default handle (0). +//! \note The EDID will be cached across the boot session and will be enumerated to the OS in this call. +//! To remove the EDID set sizeofEDID to zero. +//! OS and NVAPI connection status APIs will reflect the newly set or removed EDID dynamically. +//! +//! This feature will NOT be supported on the following boards: +//! - GeForce +//! - Quadro VX +//! - Tesla +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 100 +//! +//! \requires Administrator privileges +//! +//! \retval NVAPI_INVALID_ARGUMENT pEDID is NULL; displayOutputId has 0 or > 1 bits set +//! \retval NVAPI_OK *pEDID data was applied to the requested displayOutputId. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle. +//! \retval NVAPI_NOT_SUPPORTED For the above mentioned GPUs +//! \retval NVAPI_INVALID_USER_PRIVILEGE The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_SetEDID(NvPhysicalGpuHandle hPhysicalGpu, NvU32 displayOutputId, NV_EDID *pEDID); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetOutputType +// +//! \fn NvAPI_GPU_GetOutputType(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputId, NV_GPU_OUTPUT_TYPE *pOutputType) +//! This function returns the output type. User can either specify both 'physical GPU handle and outputId (exactly 1 bit set - see \ref handles)' or +//! a valid displayId in the outputId parameter. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \Version Earliest supported ForceWare version: 82.61 +//! +//! \retval NVAPI_INVALID_ARGUMENT outputId, pOutputType is NULL; or if outputId parameter is not displayId and either it has > 1 bit set or hPhysicalGpu is NULL. +//! \retval NVAPI_OK *pOutputType contains a NvGpuOutputType value +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +//! used in NvAPI_GPU_GetOutputType() +typedef enum _NV_GPU_OUTPUT_TYPE +{ + NVAPI_GPU_OUTPUT_UNKNOWN = 0, + NVAPI_GPU_OUTPUT_CRT = 1, //!< CRT display device + NVAPI_GPU_OUTPUT_DFP = 2, //!< Digital Flat Panel display device + NVAPI_GPU_OUTPUT_TV = 3, //!< TV display device +} NV_GPU_OUTPUT_TYPE; + + + + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetOutputType(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputId, NV_GPU_OUTPUT_TYPE *pOutputType); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_ValidateOutputCombination +// +//! This function determines if a set of GPU outputs can be active +//! simultaneously. While a GPU may have outputs, typically they cannot +//! all be active at the same time due to internal resource sharing. +//! +//! Given a physical GPU handle and a mask of candidate outputs, this call +//! will return NVAPI_OK if all of the specified outputs can be driven +//! simultaneously. It will return NVAPI_INVALID_COMBINATION if they cannot. +//! +//! Use NvAPI_GPU_GetAllOutputs() to determine which outputs are candidates. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_OK Combination of outputs in outputsMask are valid (can be active simultaneously). +//! \retval NVAPI_INVALID_COMBINATION Combination of outputs in outputsMask are NOT valid. +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or outputsMask does not have at least 2 bits set. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ValidateOutputCombination(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputsMask); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetFullName +// +//! This function retrieves the full GPU name as an ASCII string - for example, "Quadro FX 1400". +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetFullName(NvPhysicalGpuHandle hPhysicalGpu, NvAPI_ShortString szName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPCIIdentifiers +// +//! This function returns the PCI identifiers associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \param DeviceId The internal PCI device identifier for the GPU. +//! \param SubSystemId The internal PCI subsystem identifier for the GPU. +//! \param RevisionId The internal PCI device-specific revision identifier for the GPU. +//! \param ExtDeviceId The external PCI device identifier for the GPU. +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or an argument is NULL +//! \retval NVAPI_OK Arguments are populated with PCI identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPCIIdentifiers(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pDeviceId,NvU32 *pSubSystemId,NvU32 *pRevisionId,NvU32 *pExtDeviceId); + + + + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetGPUType(). +typedef enum _NV_GPU_TYPE +{ + NV_SYSTEM_TYPE_GPU_UNKNOWN = 0, + NV_SYSTEM_TYPE_IGPU = 1, //!< Integrated GPU + NV_SYSTEM_TYPE_DGPU = 2, //!< Discrete GPU +} NV_GPU_TYPE; + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetGPUType +// +//! DESCRIPTION: This function returns the GPU type (integrated or discrete). +//! See ::NV_GPU_TYPE. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 173 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu +//! \retval NVAPI_OK *pGpuType contains the GPU type +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetGPUType(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_TYPE *pGpuType); + + + + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetBusType() +typedef enum _NV_GPU_BUS_TYPE +{ + NVAPI_GPU_BUS_TYPE_UNDEFINED = 0, + NVAPI_GPU_BUS_TYPE_PCI = 1, + NVAPI_GPU_BUS_TYPE_AGP = 2, + NVAPI_GPU_BUS_TYPE_PCI_EXPRESS = 3, + NVAPI_GPU_BUS_TYPE_FPCI = 4, + NVAPI_GPU_BUS_TYPE_AXI = 5, +} NV_GPU_BUS_TYPE; +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBusType +// +//! This function returns the type of bus associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBusType is NULL. +//! \retval NVAPI_OK *pBusType contains bus identifier. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBusType(NvPhysicalGpuHandle hPhysicalGpu,NV_GPU_BUS_TYPE *pBusType); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBusId +// +//! DESCRIPTION: Returns the ID of the bus associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 167 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBusId is NULL. +//! \retval NVAPI_OK *pBusId contains the bus ID. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBusId(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pBusId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBusSlotId +// +//! DESCRIPTION: Returns the ID of the bus slot associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 167 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBusSlotId is NULL. +//! \retval NVAPI_OK *pBusSlotId contains the bus slot ID. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBusSlotId(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pBusSlotId); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetIRQ +// +//! This function returns the interrupt number associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pIRQ is NULL. +//! \retval NVAPI_OK *pIRQ contains interrupt number. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetIRQ(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pIRQ); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVbiosRevision +// +//! This function returns the revision of the video BIOS associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBiosRevision is NULL. +//! \retval NVAPI_OK *pBiosRevision contains revision number. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVbiosRevision(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pBiosRevision); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVbiosOEMRevision +// +//! This function returns the OEM revision of the video BIOS associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBiosRevision is NULL +//! \retval NVAPI_OK *pBiosRevision contains revision number +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVbiosOEMRevision(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pBiosRevision); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVbiosVersionString +// +//! This function returns the full video BIOS version string in the form of xx.xx.xx.xx.yy where +//! - xx numbers come from NvAPI_GPU_GetVbiosRevision() and +//! - yy comes from NvAPI_GPU_GetVbiosOEMRevision(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu is NULL. +//! \retval NVAPI_OK szBiosRevision contains version string. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVbiosVersionString(NvPhysicalGpuHandle hPhysicalGpu,NvAPI_ShortString szBiosRevision); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAGPAperture +// +//! This function returns the AGP aperture in megabytes. +//! +//! \deprecated Do not use this function - it is deprecated in release 455. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_NOT_SUPPORTED +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 455.") +NVAPI_INTERFACE NvAPI_GPU_GetAGPAperture(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pSize); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetCurrentAGPRate +// +//! This function returns the current AGP Rate (0 = AGP not present, 1 = 1x, 2 = 2x, etc.). +//! +//! \deprecated Do not use this function - it is deprecated in release 455. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_NOT_SUPPORTED +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 455.") +NVAPI_INTERFACE NvAPI_GPU_GetCurrentAGPRate(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pRate); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetCurrentPCIEDownstreamWidth +// +//! This function returns the number of PCIE lanes being used for the PCIE interface +//! downstream from the GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT pWidth is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetCurrentPCIEDownstreamWidth(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pWidth); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPhysicalFrameBufferSize +// +//! This function returns the physical size of framebuffer in KB. This does NOT include any +//! system RAM that may be dedicated for use by the GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT pSize is NULL +//! \retval NVAPI_OK Call successful +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPhysicalFrameBufferSize(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pSize); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVirtualFrameBufferSize +// +//! This function returns the virtual size of framebuffer in KB. This includes the physical RAM plus any +//! system RAM that has been dedicated for use by the GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT pSize is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVirtualFrameBufferSize(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pSize); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetQuadroStatus +// +//! This function retrieves the Quadro status for the GPU (1 if Quadro, 0 if GeForce) +//! +//! This API is deprecated and it is recommended to instead query +//! NV_GPU_WORKSTATION_FEATURE_TYPE_PROVIZ support from the API +//! NvAPI_GPU_QueryWorkstationFeatureSupport. +//! \deprecated Do not use this function - it is deprecated in release 460. +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 460.") +NVAPI_INTERFACE NvAPI_GPU_GetQuadroStatus(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pStatus); + + +//! \ingroup gpu +typedef struct _NV_BOARD_INFO +{ + NvU32 version; //!< structure version + NvU8 BoardNum[16]; //!< Board Serial Number + +}NV_BOARD_INFO_V1; + +#define NV_BOARD_INFO_VER1 MAKE_NVAPI_VERSION(NV_BOARD_INFO_V1,1) +#ifndef NV_BOARD_INFO_VER +//! \ingroup gpu +typedef NV_BOARD_INFO_V1 NV_BOARD_INFO; +//! \ingroup gpu +//! \ingroup gpu +#define NV_BOARD_INFO_VER NV_BOARD_INFO_VER1 +#endif + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBoardInfo +// +//! DESCRIPTION: This API Retrieves the Board information (a unique GPU Board Serial Number) stored in the InfoROM. +//! +//! \param [in] hPhysicalGpu Physical GPU Handle. +//! \param [in,out] NV_BOARD_INFO Board Information. +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_ERROR miscellaneous error occurred +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE handle passed is not a physical GPU handle +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized +//! \retval ::NVAPI_INVALID_POINTER pBoardInfo is NULL +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION the version of the INFO struct is not supported +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBoardInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_BOARD_INFO *pBoardInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetRamBusWidth +// +//! This function returns the width of the GPU's RAM memory bus. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 100 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetRamBusWidth(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pBusWidth); + + + +//! Used in NvAPI_GPU_GetArchInfo() +typedef struct +{ + NvU32 version; + + NvU32 architecture; + NvU32 implementation; + NvU32 revision; + +} NV_GPU_ARCH_INFO_V1; + +//! NV_GPU_ARCH_INFO() values to identify Architecture level for the GPU. +typedef enum _NV_GPU_ARCHITECTURE_ID +{ + + NV_GPU_ARCHITECTURE_T2X = 0xE0000020, + NV_GPU_ARCHITECTURE_T3X = 0xE0000030, + NV_GPU_ARCHITECTURE_T4X = 0xE0000040, + NV_GPU_ARCHITECTURE_T12X = 0xE0000040, + NV_GPU_ARCHITECTURE_NV40 = 0x00000040, + NV_GPU_ARCHITECTURE_NV50 = 0x00000050, + NV_GPU_ARCHITECTURE_G78 = 0x00000060, + NV_GPU_ARCHITECTURE_G80 = 0x00000080, + NV_GPU_ARCHITECTURE_G90 = 0x00000090, + NV_GPU_ARCHITECTURE_GT200 = 0x000000A0, + NV_GPU_ARCHITECTURE_GF100 = 0x000000C0, + NV_GPU_ARCHITECTURE_GF110 = 0x000000D0, + NV_GPU_ARCHITECTURE_GK100 = 0x000000E0, + NV_GPU_ARCHITECTURE_GK110 = 0x000000F0, + NV_GPU_ARCHITECTURE_GK200 = 0x00000100, + NV_GPU_ARCHITECTURE_GM000 = 0x00000110, + NV_GPU_ARCHITECTURE_GM200 = 0x00000120, + NV_GPU_ARCHITECTURE_GP100 = 0x00000130, + NV_GPU_ARCHITECTURE_GV100 = 0x00000140, + NV_GPU_ARCHITECTURE_GV110 = 0x00000150, + NV_GPU_ARCHITECTURE_TU100 = 0x00000160, + NV_GPU_ARCHITECTURE_GA100 = 0x00000170, + NV_GPU_ARCHITECTURE_AD100 = 0x00000190, + +}NV_GPU_ARCHITECTURE_ID; + +//! NV_GPU_ARCH_INFO() values to identify GPU Architecture Implementation. +typedef enum _NV_GPU_ARCH_IMPLEMENTATION_ID +{ + + NV_GPU_ARCH_IMPLEMENTATION_T20 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_T30 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_T35 = 0x00000005, + + NV_GPU_ARCH_IMPLEMENTATION_T40 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_T124 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_NV40 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_NV41 = 0x00000001, + NV_GPU_ARCH_IMPLEMENTATION_NV42 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_NV43 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_NV44 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_NV44A = 0x0000000A, + NV_GPU_ARCH_IMPLEMENTATION_NV46 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_NV47 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_NV49 = 0x00000009, + NV_GPU_ARCH_IMPLEMENTATION_NV4B = 0x0000000B, + NV_GPU_ARCH_IMPLEMENTATION_NV4C = 0x0000000C, + NV_GPU_ARCH_IMPLEMENTATION_NV4E = 0x0000000E, + + NV_GPU_ARCH_IMPLEMENTATION_NV50 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_NV63 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_NV67 = 0x00000007, + + NV_GPU_ARCH_IMPLEMENTATION_G84 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_G86 = 0x00000006, + + NV_GPU_ARCH_IMPLEMENTATION_G92 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_G94 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_G96 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_G98 = 0x00000008, + + NV_GPU_ARCH_IMPLEMENTATION_GT200 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GT212 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_GT214 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GT215 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_GT216 = 0x00000005, + NV_GPU_ARCH_IMPLEMENTATION_GT218 = 0x00000008, + NV_GPU_ARCH_IMPLEMENTATION_MCP77 = 0x0000000A, + NV_GPU_ARCH_IMPLEMENTATION_GT21C = 0x0000000B, + NV_GPU_ARCH_IMPLEMENTATION_MCP79 = 0x0000000C, + NV_GPU_ARCH_IMPLEMENTATION_GT21A = 0x0000000D, + NV_GPU_ARCH_IMPLEMENTATION_MCP89 = 0x0000000F, + + NV_GPU_ARCH_IMPLEMENTATION_GF100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GF104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GF106 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_GF108 = 0x00000001, + + NV_GPU_ARCH_IMPLEMENTATION_GF110 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GF116 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_GF117 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_GF118 = 0x00000008, + NV_GPU_ARCH_IMPLEMENTATION_GF119 = 0x00000009, + + NV_GPU_ARCH_IMPLEMENTATION_GK104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GK106 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_GK107 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_GK20A = 0x0000000A, + NV_GPU_ARCH_IMPLEMENTATION_GK110 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_GK208 = 0x00000008, + + NV_GPU_ARCH_IMPLEMENTATION_GM204 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GM206 = 0x00000006, + + NV_GPU_ARCH_IMPLEMENTATION_GP100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GP000 = 0x00000001, + NV_GPU_ARCH_IMPLEMENTATION_GP102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_GP104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GP106 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_GP107 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_GP108 = 0x00000008, + + NV_GPU_ARCH_IMPLEMENTATION_GV100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GV10B = 0x0000000B, + + NV_GPU_ARCH_IMPLEMENTATION_TU100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_TU102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_TU104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_TU106 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_TU116 = 0x00000008, + NV_GPU_ARCH_IMPLEMENTATION_TU117 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_TU000 = 0x00000001, + + NV_GPU_ARCH_IMPLEMENTATION_GA100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GA102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_GA104 = 0x00000004, + + NV_GPU_ARCH_IMPLEMENTATION_AD102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_AD103 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_AD104 = 0x00000004, + +}NV_GPU_ARCH_IMPLEMENTATION_ID; + +typedef enum _NV_GPU_CHIP_REVISION +{ + NV_GPU_CHIP_REV_EMULATION_QT = 0x00000000, //!< QT chip + NV_GPU_CHIP_REV_EMULATION_FPGA = 0x00000001, //!< FPGA implementation of the chipset + NV_GPU_CHIP_REV_A01 = 0x00000011, //!< First silicon chipset revision + NV_GPU_CHIP_REV_A02 = 0x00000012, //!< Second Silicon chipset revision + NV_GPU_CHIP_REV_A03 = 0x00000013, //!< Third Silicon chipset revision + NV_GPU_CHIP_REV_UNKNOWN = 0xffffffff, //!< Unknown chip revision +}NV_GPU_CHIP_REVISION; + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetArchInfo() +typedef struct +{ + NvU32 version; + + union + { + NvU32 architecture; //!< architecture and architecture_id are the same. The former is NvU32 while the latter is an enum made for readability. + NV_GPU_ARCHITECTURE_ID architecture_id; //!< specifies the architecture level for the GPU. + }; + union + { + NvU32 implementation; //!< implementation and implementation_id are the same. The former is NvU32 while the latter is an enum made for readability. + NV_GPU_ARCH_IMPLEMENTATION_ID implementation_id; //!< specifies the implementation of the architecture for the GPU. + }; + union + { + NvU32 revision; //!< revision and revision_id are the same. The former is NvU32 while the latter is an enum made for readability. + NV_GPU_CHIP_REVISION revision_id; //!< specifies the architecture revision of the GPU. + }; + +} NV_GPU_ARCH_INFO_V2; + +//! \ingroup gpu +typedef NV_GPU_ARCH_INFO_V2 NV_GPU_ARCH_INFO; + +//! \ingroup gpu +#define NV_GPU_ARCH_INFO_VER_1 MAKE_NVAPI_VERSION(NV_GPU_ARCH_INFO_V1,1) +#define NV_GPU_ARCH_INFO_VER_2 MAKE_NVAPI_VERSION(NV_GPU_ARCH_INFO_V2,2) +#define NV_GPU_ARCH_INFO_VER NV_GPU_ARCH_INFO_VER_2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetArchInfo +// +//! \fn NvAPI_GPU_GetArchInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_ARCH_INFO *pGpuArchInfo) +//! This function retrieves the architecture, implementation and chip revision for the specified GPU . +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! \since Release: 85 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetArchInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_ARCH_INFO *pGpuArchInfo); + + + +/////////////////////////////////////////////////////////////////////////////////// +// I2C API +// Provides ability to read or write data using I2C protocol. +// These APIs allow I2C access only to DDC monitors + + +//! \ingroup i2capi +//! @{ +#define NVAPI_MAX_SIZEOF_I2C_DATA_BUFFER 4096 +#define NVAPI_MAX_SIZEOF_I2C_REG_ADDRESS 4 +#define NVAPI_DISPLAY_DEVICE_MASK_MAX 24 +#define NVAPI_I2C_SPEED_DEPRECATED 0xFFFF + +typedef enum +{ + NVAPI_I2C_SPEED_DEFAULT, //!< Set i2cSpeedKhz to I2C_SPEED_DEFAULT if default I2C speed is to be chosen, ie.use the current frequency setting. + NVAPI_I2C_SPEED_3KHZ, + NVAPI_I2C_SPEED_10KHZ, + NVAPI_I2C_SPEED_33KHZ, + NVAPI_I2C_SPEED_100KHZ, + NVAPI_I2C_SPEED_200KHZ, + NVAPI_I2C_SPEED_400KHZ, +} NV_I2C_SPEED; + +//! Used in NvAPI_I2CRead() and NvAPI_I2CWrite() +typedef struct +{ + NvU32 version; //!< The structure version. + NvU32 displayMask; //!< The Display Mask of the concerned display. + NvU8 bIsDDCPort; //!< This flag indicates either the DDC port (TRUE) or the communication port + //!< (FALSE) of the concerned display. + NvU8 i2cDevAddress; //!< The address of the I2C slave. The address should be shifted left by one. For + //!< example, the I2C address 0x50, often used for reading EDIDs, would be stored + //!< here as 0xA0. This matches the position within the byte sent by the master, as + //!< the last bit is reserved to specify the read or write direction. + NvU8* pbI2cRegAddress; //!< The I2C target register address. May be NULL, which indicates no register + //!< address should be sent. + NvU32 regAddrSize; //!< The size in bytes of target register address. If pbI2cRegAddress is NULL, this + //!< field must be 0. + NvU8* pbData; //!< The buffer of data which is to be read or written (depending on the command). + NvU32 cbSize; //!< The size of the data buffer, pbData, to be read or written. + NvU32 i2cSpeed; //!< The target speed of the transaction (between 28Kbps to 40Kbps; not guaranteed). +} NV_I2C_INFO_V1; + +//! Used in NvAPI_I2CRead() and NvAPI_I2CWrite() +typedef struct +{ + NvU32 version; //!< The structure version. + NvU32 displayMask; //!< The Display Mask of the concerned display. + NvU8 bIsDDCPort; //!< This flag indicates either the DDC port (TRUE) or the communication port + //!< (FALSE) of the concerned display. + NvU8 i2cDevAddress; //!< The address of the I2C slave. The address should be shifted left by one. For + //!< example, the I2C address 0x50, often used for reading EDIDs, would be stored + //!< here as 0xA0. This matches the position within the byte sent by the master, as + //!< the last bit is reserved to specify the read or write direction. + NvU8* pbI2cRegAddress; //!< The I2C target register address. May be NULL, which indicates no register + //!< address should be sent. + NvU32 regAddrSize; //!< The size in bytes of target register address. If pbI2cRegAddress is NULL, this + //!< field must be 0. + NvU8* pbData; //!< The buffer of data which is to be read or written (depending on the command). + NvU32 cbSize; //!< The size of the data buffer, pbData, to be read or written. + NvU32 i2cSpeed; //!< Deprecated, Must be set to NVAPI_I2C_SPEED_DEPRECATED. + NV_I2C_SPEED i2cSpeedKhz; //!< The target speed of the transaction in (kHz) (Chosen from the enum NV_I2C_SPEED). +} NV_I2C_INFO_V2; + +//! Used in NvAPI_I2CRead() and NvAPI_I2CWrite() +typedef struct +{ + NvU32 version; //!< The structure version. + NvU32 displayMask; //!< The Display Mask of the concerned display. + NvU8 bIsDDCPort; //!< This flag indicates either the DDC port (TRUE) or the communication port + //!< (FALSE) of the concerned display. + NvU8 i2cDevAddress; //!< The address of the I2C slave. The address should be shifted left by one. For + //!< example, the I2C address 0x50, often used for reading EDIDs, would be stored + //!< here as 0xA0. This matches the position within the byte sent by the master, as + //!< the last bit is reserved to specify the read or write direction. + NvU8* pbI2cRegAddress; //!< The I2C target register address. May be NULL, which indicates no register + //!< address should be sent. + NvU32 regAddrSize; //!< The size in bytes of target register address. If pbI2cRegAddress is NULL, this + //!< field must be 0. + NvU8* pbData; //!< The buffer of data which is to be read or written (depending on the command). + NvU32 cbSize; //!< The size of the data buffer, pbData, to be read or written. + NvU32 i2cSpeed; //!< Deprecated, Must be set to NVAPI_I2C_SPEED_DEPRECATED. + NV_I2C_SPEED i2cSpeedKhz; //!< The target speed of the transaction in (kHz) (Chosen from the enum NV_I2C_SPEED). + NvU8 portId; //!< The portid on which device is connected (remember to set bIsPortIdSet if this value is set) + //!< Optional for pre-Kepler + NvU32 bIsPortIdSet; //!< set this flag on if and only if portid value is set +} NV_I2C_INFO_V3; + +typedef NV_I2C_INFO_V3 NV_I2C_INFO; + +#define NV_I2C_INFO_VER3 MAKE_NVAPI_VERSION(NV_I2C_INFO_V3,3) +#define NV_I2C_INFO_VER2 MAKE_NVAPI_VERSION(NV_I2C_INFO_V2,2) +#define NV_I2C_INFO_VER1 MAKE_NVAPI_VERSION(NV_I2C_INFO_V1,1) + +#define NV_I2C_INFO_VER NV_I2C_INFO_VER3 +//! @} + +/***********************************************************************************/ + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_I2CRead +// +//! This function reads the data buffer from the I2C port. +//! The I2C request must be for a DDC port: pI2cInfo->bIsDDCPort = 1. +//! +//! A data buffer size larger than 16 bytes may be rejected if a register address is specified. In such a case, +//! NVAPI_ARGUMENT_EXCEED_MAX_SIZE would be returned. +//! +//! If a register address is specified (i.e. regAddrSize is positive), then the transaction will be performed in +//! the combined format described in the I2C specification. The register address will be written, followed by +//! reading into the data buffer. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [out] NV_I2C_INFO *pI2cInfo The I2C data input structure +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION Structure version is not supported. +//! \retval NVAPI_INVALID_ARGUMENT - argument does not meet specified requirements +//! \retval NVAPI_ARGUMENT_EXCEED_MAX_SIZE - an argument exceeds the maximum +//! +//! \ingroup i2capi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_I2CRead(NvPhysicalGpuHandle hPhysicalGpu, NV_I2C_INFO *pI2cInfo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_I2CWrite +// +//! This function writes the data buffer to the I2C port. +//! +//! The I2C request must be for a DDC port: pI2cInfo->bIsDDCPort = 1. +//! +//! A data buffer size larger than 16 bytes may be rejected if a register address is specified. In such a case, +//! NVAPI_ARGUMENT_EXCEED_MAX_SIZE would be returned. +//! +//! If a register address is specified (i.e. regAddrSize is positive), then the register address will be written +//! and the data buffer will immediately follow without a restart. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [in] pI2cInfo The I2C data input structure +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION Structure version is not supported. +//! \retval NVAPI_INVALID_ARGUMENT Argument does not meet specified requirements +//! \retval NVAPI_ARGUMENT_EXCEED_MAX_SIZE Argument exceeds the maximum +//! +//! \ingroup i2capi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_I2CWrite(NvPhysicalGpuHandle hPhysicalGpu, NV_I2C_INFO *pI2cInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_WorkstationFeatureSetup +// +//! \fn NvAPI_GPU_WorkstationFeatureSetup(NvPhysicalGpuHandle hPhysicalGpu, NvU32 featureEnableMask, NvU32 featureDisableMask) +//! DESCRIPTION: This API configures the driver for a set of workstation features. +//! The driver can allocate the memory resources accordingly. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \param [in] hPhysicalGpu Physical GPU Handle of the display adapter to be configured. GPU handles may be retrieved +//! using NvAPI_EnumPhysicalGPUs. A value of NULL is permitted and applies the same operation +//! to all GPU handles enumerated by NvAPI_EnumPhysicalGPUs. +//! \param [in] featureEnableMask Mask of features the caller requests to enable for use +//! \param [in] featureDisableMask Mask of features the caller requests to disable +//! +//! As a general rule, features in the enable and disable masks are expected to be disjoint, although the disable +//! mask has precedence and a feature flagged in both masks will be disabled. +//! +//! \retval ::NVAPI_OK configuration request succeeded +//! \retval ::NVAPI_ERROR configuration request failed +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu is not a physical GPU handle. +//! \retval ::NVAPI_GPU_WORKSTATION_FEATURE_INCOMPLETE requested feature set does not have all resources allocated for completeness. +//! \retval ::NVAPI_NO_IMPLEMENTATION OS below Win7, implemented only for Win7 but returns NVAPI_OK on OS above Win7 to +//! keep compatibility with apps written against Win7. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef enum +{ + NVAPI_GPU_WORKSTATION_FEATURE_MASK_SWAPGROUP = 0x00000001, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_STEREO = 0x00000010, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_WARPING = 0x00000100, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_PIXINTENSITY = 0x00000200, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_GRAYSCALE = 0x00000400, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_BPC10 = 0x00001000 +} NVAPI_GPU_WORKSTATION_FEATURE_MASK; + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_WorkstationFeatureSetup(__in NvPhysicalGpuHandle hPhysicalGpu, __in NvU32 featureEnableMask, __in NvU32 featureDisableMask); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_WorkstationFeatureQuery +// +//! DESCRIPTION: This API queries the current set of workstation features. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \param [in] hPhysicalGpu Physical GPU Handle of the display adapter to be configured. GPU handles may be retrieved +//! using NvAPI_EnumPhysicalGPUs. +//! \param [out] pConfiguredFeatureMask Mask of features requested for use by client drivers +//! \param [out] pConsistentFeatureMask Mask of features that have all resources allocated for completeness. +//! +//! \retval ::NVAPI_OK configuration request succeeded +//! \retval ::NVAPI_ERROR configuration request failed +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu is not a physical GPU handle. +//! \retval ::NVAPI_NO_IMPLEMENTATION OS below Win7, implemented only for Win7 but returns NVAPI_OK on OS above Win7 to +//! keep compatibility with apps written against Win7. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_WorkstationFeatureQuery(__in NvPhysicalGpuHandle hPhysicalGpu, __out_opt NvU32 *pConfiguredFeatureMask, __out_opt NvU32 *pConsistentFeatureMask); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetHDCPSupportStatus +// +//! \fn NvAPI_GPU_GetHDCPSupportStatus(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_GET_HDCP_SUPPORT_STATUS *pGetHDCPSupportStatus) +//! DESCRIPTION: This function returns a GPU's HDCP support status. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 175 +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_INVALID_ARGUMENT +//! \retval ::NVAPI_HANDLE_INVALIDATED +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION +// +//////////////////////////////////////////////////////////////////////////////// + + +//! \addtogroup gpu +//! @{ + + +//! HDCP fuse states - used in NV_GPU_GET_HDCP_SUPPORT_STATUS +typedef enum _NV_GPU_HDCP_FUSE_STATE +{ + NV_GPU_HDCP_FUSE_STATE_UNKNOWN = 0, + NV_GPU_HDCP_FUSE_STATE_DISABLED = 1, + NV_GPU_HDCP_FUSE_STATE_ENABLED = 2, +} NV_GPU_HDCP_FUSE_STATE; + + +//! HDCP key sources - used in NV_GPU_GET_HDCP_SUPPORT_STATUS +typedef enum _NV_GPU_HDCP_KEY_SOURCE +{ + NV_GPU_HDCP_KEY_SOURCE_UNKNOWN = 0, + NV_GPU_HDCP_KEY_SOURCE_NONE = 1, + NV_GPU_HDCP_KEY_SOURCE_CRYPTO_ROM = 2, + NV_GPU_HDCP_KEY_SOURCE_SBIOS = 3, + NV_GPU_HDCP_KEY_SOURCE_I2C_ROM = 4, + NV_GPU_HDCP_KEY_SOURCE_FUSES = 5, +} NV_GPU_HDCP_KEY_SOURCE; + + +//! HDCP key source states - used in NV_GPU_GET_HDCP_SUPPORT_STATUS +typedef enum _NV_GPU_HDCP_KEY_SOURCE_STATE +{ + NV_GPU_HDCP_KEY_SOURCE_STATE_UNKNOWN = 0, + NV_GPU_HDCP_KEY_SOURCE_STATE_ABSENT = 1, + NV_GPU_HDCP_KEY_SOURCE_STATE_PRESENT = 2, +} NV_GPU_HDCP_KEY_SOURCE_STATE; + + +//! HDPC support status - used in NvAPI_GPU_GetHDCPSupportStatus() +typedef struct +{ + NvU32 version; //! Structure version constucted by macro #NV_GPU_GET_HDCP_SUPPORT_STATUS + NV_GPU_HDCP_FUSE_STATE hdcpFuseState; //! GPU's HDCP fuse state + NV_GPU_HDCP_KEY_SOURCE hdcpKeySource; //! GPU's HDCP key source + NV_GPU_HDCP_KEY_SOURCE_STATE hdcpKeySourceState; //! GPU's HDCP key source state +} NV_GPU_GET_HDCP_SUPPORT_STATUS; + + +//! Macro for constructing the version for structure NV_GPU_GET_HDCP_SUPPORT_STATUS +#define NV_GPU_GET_HDCP_SUPPORT_STATUS_VER MAKE_NVAPI_VERSION(NV_GPU_GET_HDCP_SUPPORT_STATUS,1) + + +//! @} + + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetHDCPSupportStatus(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_GET_HDCP_SUPPORT_STATUS *pGetHDCPSupportStatus); + + + + +//! \ingroup gpucuda +//! @{ + +//! defgroup nvcomp_gpu_top NVIDIA Compute GPU Topology Flags +//! @{ + +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_CAPABLE NV_BIT(0) //!< This is Read only GPU flag - Physics capable GPU. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_ENABLE NV_BIT(1) //!< This is Read/Write GPU flag - Indicates GPU is already enabled for physics. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_DEDICATED NV_BIT(2) //!< This is Read only GPU flag - Physics enabled GPU which is *dedicated* for physics indicates + //!< this compute capable GPU was automatically made usable for Physx on CUDA. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_RECOMMENDED NV_BIT(3) //!< This is Read only GPU flag - Physics GPU which is recommended by the driver. +#define NV_COMPUTE_GPU_TOPOLOGY_CUDA_AVAILABLE NV_BIT(4) //!< This is Read only GPU flag. +#define NV_COMPUTE_GPU_TOPOLOGY_CUDA_CAPABLE NV_BIT(16) //!< This is Read only GPU flag. +#define NV_COMPUTE_GPU_TOPOLOGY_CUDA_DISABLED NV_BIT(17) //!< This is Read only GPU flag. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_AVAILABLE NV_BIT(21) //!< This is Read only GPU flag - PhysX is able to use this GPU (PhysX is installed, etc) + +//! @} + +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 gpuCount; //!< Total number of compute-capable GPUs + + struct + { + NvPhysicalGpuHandle hPhysicalGpu; //!< Compute-capable physical GPU handle + NvU32 flags; //!< One or more flags from \ref nvcomp_gpu_top + + } computeGpus[NVAPI_MAX_GPU_PER_TOPOLOGY]; //!< Array of compute-capable physical GPUs. + +} NV_COMPUTE_GPU_TOPOLOGY_V1; + + +typedef struct _NV_COMPUTE_GPU +{ + NvPhysicalGpuHandle hPhysicalGpu; //!< Compute-capable physical GPU handle + NvU32 flags; //!< One or more flags from \ref nvcomp_gpu_top + +} NV_COMPUTE_GPU; + +typedef struct _NV_COMPUTE_GPU_TOPOLOGY_V2 +{ + NvU32 version; //!< Structure version + NvU32 gpuCount; //!< Size of array + NV_COMPUTE_GPU *computeGpus; //!< Array of compute-capable physical GPUs (allocate memory of size of Physical gpuCount of system). + +} NV_COMPUTE_GPU_TOPOLOGY_V2; + +//! Macro for constructing the version field of NV_COMPUTE_GPU_TOPOLOGY +#define NV_COMPUTE_GPU_TOPOLOGY_VER1 MAKE_NVAPI_VERSION(NV_COMPUTE_GPU_TOPOLOGY_V1,1) + +#define NV_COMPUTE_GPU_TOPOLOGY_VER MAKE_NVAPI_VERSION(NV_COMPUTE_GPU_TOPOLOGY_V2,2) +typedef NV_COMPUTE_GPU_TOPOLOGY_V2 NV_COMPUTE_GPU_TOPOLOGY; + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_CudaEnumComputeCapableGpus +// +//! DESCRIPTION: This API enumerates one or more compute-capable GPUs. +//! Note that this API is deprecated and should no longer be used for new software development. +//! \deprecated Do not use this function - it is deprecated in release 319. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in,out] pComputeTopo Pointer to the structure NV_COMPUTE_GPU_TOPOLOGY. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! The gpuCount indicates if one or more compute-capable GPUs are found. +//! gpuCount >= 1 means atleast one compute-capable GPU is found. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION Structure version is not supported, initialize to NV_COMPUTE_GPU_TOPOLOGY_VER. +//! \retval ::NVAPI_ERROR Enumeration of the GPUs failed. Make sure at least one NVIDIA GPU exists in the system. +//! +//! \ingroup gpucuda +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 319.") +NVAPI_INTERFACE NvAPI_GPU_CudaEnumComputeCapableGpus(__inout NV_COMPUTE_GPU_TOPOLOGY *pComputeTopo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetTachReading +// +//! DESCRIPTION: This API retrieves the fan speed tachometer reading for the specified physical GPU. +//! +//! HOW TO USE: +//! - NvU32 Value = 0; +//! - ret = NvAPI_GPU_GetTachReading(hPhysicalGpu, &Value); +//! - On call success: +//! - Value contains the tachometer reading +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu GPU selection. +//! \param [out] pValue Pointer to a variable to get the tachometer reading +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! \retval ::NVAPI_NOT_SUPPORTED - functionality not supported +//! \retval ::NVAPI_API_NOT_INTIALIZED - nvapi not initialized +//! \retval ::NVAPI_INVALID_ARGUMENT - invalid argument passed +//! \retval ::NVAPI_HANDLE_INVALIDATED - handle passed has been invalidated (see user guide) +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE - handle passed is not a physical GPU handle +//! +//! \ingroup gpucooler +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetTachReading(NvPhysicalGpuHandle hPhysicalGPU, NvU32 *pValue); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetECCStatusInfo +// +//! \fn NvAPI_GPU_GetECCStatusInfo(NvPhysicalGpuHandle hPhysicalGpu, +//! NV_GPU_ECC_STATUS_INFO *pECCStatusInfo); +//! DESCRIPTION: This function returns ECC memory status information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for which ECC +//! status information is to be retrieved. +//! \param [out] pECCStatusInfo A pointer to an ECC status structure. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! \retval ::NVAPI_ERROR An unknown error occurred. +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE The provided GPU handle is not a physical GPU handle. +//! \retval ::NVAPI_INVALID_HANDLE The provided GPU handle is invalid. +//! \retval ::NVAPI_HANDLE_INVALIDATED The provided GPU handle is no longer valid. +//! \retval ::NVAPI_INVALID_POINTER An invalid argument pointer was provided. +//! \retval ::NVAPI_NOT_SUPPORTED The request is not supported. +//! \retval ::NVAPI_API_NOT_INTIALIZED NvAPI was not yet initialized. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \addtogroup gpuecc +//! Used in NV_GPU_ECC_STATUS_INFO. +typedef enum _NV_ECC_CONFIGURATION +{ + NV_ECC_CONFIGURATION_NOT_SUPPORTED = 0, + NV_ECC_CONFIGURATION_DEFERRED, //!< Changes require a POST to take effect + NV_ECC_CONFIGURATION_IMMEDIATE, //!< Changes can optionally be made to take effect immediately +} NV_ECC_CONFIGURATION; + +//! \ingroup gpuecc +//! Used in NvAPI_GPU_GetECCStatusInfo(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 isSupported : 1; //!< ECC memory feature support + NV_ECC_CONFIGURATION configurationOptions; //!< Supported ECC memory feature configuration options + NvU32 isEnabled : 1; //!< Active ECC memory setting +} NV_GPU_ECC_STATUS_INFO; + +//! \ingroup gpuecc +//! Macro for constructing the version field of NV_GPU_ECC_STATUS_INFO +#define NV_GPU_ECC_STATUS_INFO_VER MAKE_NVAPI_VERSION(NV_GPU_ECC_STATUS_INFO,1) + +//! \ingroup gpuecc +NVAPI_INTERFACE NvAPI_GPU_GetECCStatusInfo(NvPhysicalGpuHandle hPhysicalGpu, + NV_GPU_ECC_STATUS_INFO *pECCStatusInfo); + +//! \ingroup gpuecc +//! Used in NvAPI_GPU_GetECCErrorInfo()/ +typedef struct +{ + NvU32 version; //!< Structure version + struct + { + NvU64 singleBitErrors; //!< Number of single-bit ECC errors detected since last boot + NvU64 doubleBitErrors; //!< Number of double-bit ECC errors detected since last boot + } current; + struct + { + NvU64 singleBitErrors; //!< Number of single-bit ECC errors detected since last counter reset + NvU64 doubleBitErrors; //!< Number of double-bit ECC errors detected since last counter reset + } aggregate; +} NV_GPU_ECC_ERROR_INFO; + +//! \ingroup gpuecc +//! Macro for constructing the version field of NV_GPU_ECC_ERROR_INFO +#define NV_GPU_ECC_ERROR_INFO_VER MAKE_NVAPI_VERSION(NV_GPU_ECC_ERROR_INFO,1) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetECCErrorInfo +// +//! \fn NvAPI_GPU_GetECCErrorInfo(NvPhysicalGpuHandle hPhysicalGpu, +//! NV_GPU_ECC_ERROR_INFO *pECCErrorInfo); +//! +//! DESCRIPTION: This function returns ECC memory error information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which ECC error information is to be +//! retrieved. +//! \param [out] pECCErrorInfo A pointer to an ECC error structure. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! \retval ::NVAPI_ERROR An unknown error occurred. +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE The provided GPU handle is not a physical GPU handle. +//! \retval ::NVAPI_INVALID_ARGUMENT incorrect param value +//! \retval ::NVAPI_INVALID_POINTER An invalid argument pointer was provided. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION structure version is not supported, initialize to NV_GPU_ECC_ERROR_INFO_VER. +//! \retval ::NVAPI_HANDLE_INVALIDATED The provided GPU handle is no longer valid. +//! \retval ::NVAPI_NOT_SUPPORTED The request is not supported. +//! \retval ::NVAPI_API_NOT_INTIALIZED NvAPI was not yet initialized. +// +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup gpuecc + +NVAPI_INTERFACE NvAPI_GPU_GetECCErrorInfo(NvPhysicalGpuHandle hPhysicalGpu, + NV_GPU_ECC_ERROR_INFO *pECCErrorInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_ResetECCErrorInfo +// +//! DESCRIPTION: This function resets ECC memory error counters. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \requires Administrator privileges since release 430.39 +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which ECC error information is to be +//! cleared. +//! \param [in] bResetCurrent Reset the current ECC error counters. +//! \param [in] bResetAggregate Reset the aggregate ECC error counters. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gpuecc +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ResetECCErrorInfo(NvPhysicalGpuHandle hPhysicalGpu, NvU8 bResetCurrent, + NvU8 bResetAggregate); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetECCConfigurationInfo +// +//! \fn NvAPI_GPU_GetECCConfigurationInfo(NvPhysicalGpuHandle hPhysicalGpu, +//! NV_GPU_ECC_CONFIGURATION_INFO *pECCConfigurationInfo); +//! DESCRIPTION: This function returns ECC memory configuration information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which ECC configuration information +//! is to be retrieved. +//! \param [out] pECCConfigurationInfo A pointer to an ECC +//! configuration structure. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! \retval ::NVAPI_ERROR An unknown error occurred. +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE The provided GPU handle is not a physical GPU handle. +//! \retval ::NVAPI_INVALID_HANDLE The provided GPU handle is invalid. +//! \retval ::NVAPI_HANDLE_INVALIDATED The provided GPU handle is no longer valid. +//! \retval ::NVAPI_INVALID_POINTER An invalid argument pointer was provided. +//! \retval ::NVAPI_NOT_SUPPORTED The request is not supported. +//! \retval ::NVAPI_API_NOT_INTIALIZED NvAPI was not yet initialized. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpuecc +//! Used in NvAPI_GPU_GetECCConfigurationInfo(). +typedef struct +{ + NvU32 version; //! Structure version + NvU32 isEnabled : 1; //! Current ECC configuration stored in non-volatile memory + NvU32 isEnabledByDefault : 1; //! Factory default ECC configuration (static) +} NV_GPU_ECC_CONFIGURATION_INFO; + +//! \ingroup gpuecc +//! Macro for consstructing the verion field of NV_GPU_ECC_CONFIGURATION_INFO +#define NV_GPU_ECC_CONFIGURATION_INFO_VER MAKE_NVAPI_VERSION(NV_GPU_ECC_CONFIGURATION_INFO,1) + +//! \ingroup gpuecc +NVAPI_INTERFACE NvAPI_GPU_GetECCConfigurationInfo(NvPhysicalGpuHandle hPhysicalGpu, + NV_GPU_ECC_CONFIGURATION_INFO *pECCConfigurationInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_SetECCConfiguration +// +//! DESCRIPTION: This function updates the ECC memory configuration setting. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \requires Administrator privileges since release 430.39 +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which to update the ECC configuration +//! setting. +//! \param [in] bEnable The new ECC configuration setting. +//! \param [in] bEnableImmediately Request that the new setting take effect immediately. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_CONFIGURATION - Possibly SLI is enabled. Disable SLI and retry. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gpuecc +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_SetECCConfiguration(NvPhysicalGpuHandle hPhysicalGpu, NvU8 bEnable, + NvU8 bEnableImmediately); + + + +// The following enum is providing definitions for events signaled by a Quadro Sync (QSYNC) device. +// QSYNC event broadcast is supported for Windows 10 and later OS. +typedef enum +{ + NV_QSYNC_EVENT_NONE = 0, + NV_QSYNC_EVENT_SYNC_LOSS = 1, // Frame Lock sync loss event + NV_QSYNC_EVENT_SYNC_GAIN = 2, // Frame Lock sync gain event + NV_QSYNC_EVENT_HOUSESYNC_GAIN = 3, // House cable gain(plug in) event + NV_QSYNC_EVENT_HOUSESYNC_LOSS = 4, // House cable loss(plug out) event + NV_QSYNC_EVENT_RJ45_GAIN = 5, // RJ45 cable gain(plug in) event + NV_QSYNC_EVENT_RJ45_LOSS = 6, // RJ45 cable loss(plug out) event +} NV_QSYNC_EVENT; + +typedef struct +{ + NV_QSYNC_EVENT qsyncEvent; // One of the value of the enum NV_QSYNC_EVENT + NvU32 reserved[7]; // Reserved for future use. Do not use this. +} NV_QSYNC_EVENT_DATA; + +//! Callback for QSYNC event +typedef void(__cdecl *NVAPI_CALLBACK_QSYNCEVENT)(NV_QSYNC_EVENT_DATA qyncEventData, void *callbackParam); + + +//! Enum for Event IDs +typedef enum +{ + NV_EVENT_TYPE_NONE = 0, + NV_EVENT_TYPE_QSYNC = 6, +} NV_EVENT_TYPE; + +//! Core NV_EVENT_REGISTER_CALLBACK structure declaration +typedef struct +{ + NvU32 version; //!< version field to ensure minimum version compatibility + NV_EVENT_TYPE eventId; //!< ID of the event being sent + void *callbackParam; //!< This value will be passed back to the callback function when an event occurs + union + { + NVAPI_CALLBACK_QSYNCEVENT nvQSYNCEventCallback; //!< Callback function pointer for QSYNC events + }nvCallBackFunc; + +} NV_EVENT_REGISTER_CALLBACK, *PNV_EVENT_REGISTER_CALLBACK; + +//! Macro for constructing the version field of ::NV_EVENT_REGISTER_CALLBACK +#define NV_EVENT_REGISTER_CALLBACK_VERSION MAKE_NVAPI_VERSION(NV_EVENT_REGISTER_CALLBACK,1) + + +//! \ingroup gpu +typedef enum _NV_GPU_WORKSTATION_FEATURE_TYPE +{ + NV_GPU_WORKSTATION_FEATURE_TYPE_NVIDIA_RTX_VR_READY = 1, //!< NVIDIA RTX VR Ready + NV_GPU_WORKSTATION_FEATURE_TYPE_QUADRO_VR_READY = NV_GPU_WORKSTATION_FEATURE_TYPE_NVIDIA_RTX_VR_READY, //!< DEPRECATED name - do not use + NV_GPU_WORKSTATION_FEATURE_TYPE_PROVIZ = 2, +} NV_GPU_WORKSTATION_FEATURE_TYPE; + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_QueryWorkstationFeatureSupport +// +//! \fn NvAPI_GPU_QueryWorkstationFeatureSupport(NvPhysicalGpuHandle physicalGpu, NV_GPU_WORKSTATION_FEATURE_TYPE gpuWorkstationFeature) +//! \code +//! DESCRIPTION: Indicates whether a queried workstation feature is supported by the requested GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 440 +//! +//! DESCRIPTION: This API, when called with a valid physical gpu handle as Input, lets caller know whether the given workstation feature is supported by this GPU. +//! +//! PARAMETERS: physicalGpu(IN) : The handle of the GPU for the which caller wants to get the support information. +//! gpuWorkstationFeature(IN ) : The feature for the GPU in question. One of the values from enum NV_GPU_WORKSTATION_FEATURE_TYPE. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status listed below +//! +//! \retval ::NVAPI_OK the queried workstation feature is supported on the given GPU. +//! \retval ::NVAPI_NO_IMPLEMENTATION the current driver doesn't support this interface. +//! \retval ::NVAPI_INVALID_HANDLE the incoming physicalGpu handle is invalid. +//! \retval ::NVAPI_NOT_SUPPORTED the requested gpuWorkstationFeature is not supported in the selected GPU. +//! \retval ::NVAPI_SETTING_NOT_FOUND the requested gpuWorkstationFeature is unknown to the current driver version. +//! +//! \endcode +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_QueryWorkstationFeatureSupport(NvPhysicalGpuHandle physicalGpu, NV_GPU_WORKSTATION_FEATURE_TYPE gpuWorkstationFeature); + + + +//! \ingroup gpu +typedef struct +{ + NvU32 version; //!< version of this structure + NvU32 width; //!< width of the input texture + NvU32 height; //!< height of the input texture + float* blendingTexture; //!< array of floating values building an intensity RGB texture +} NV_SCANOUT_INTENSITY_DATA_V1; + +//! \ingroup gpu +typedef struct +{ + NvU32 version; //!< version of this structure + NvU32 width; //!< width of the input texture + NvU32 height; //!< height of the input texture + float* blendingTexture; //!< array of floating values building an intensity RGB texture + float* offsetTexture; //!< array of floating values building an offset texture + NvU32 offsetTexChannels; //!< number of channels per pixel in the offset texture +} NV_SCANOUT_INTENSITY_DATA_V2; + +typedef NV_SCANOUT_INTENSITY_DATA_V2 NV_SCANOUT_INTENSITY_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_INTENSITY_DATA_VER1 MAKE_NVAPI_VERSION(NV_SCANOUT_INTENSITY_DATA_V1, 1) +#define NV_SCANOUT_INTENSITY_DATA_VER2 MAKE_NVAPI_VERSION(NV_SCANOUT_INTENSITY_DATA_V2, 2) +#define NV_SCANOUT_INTENSITY_DATA_VER NV_SCANOUT_INTENSITY_DATA_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_SetScanoutIntensity +// +//! DESCRIPTION: This API enables and sets up per-pixel intensity feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to apply the intensity control. +//! \param [in] scanoutIntensityData the intensity texture info. +//! \param [out] pbSticky(OUT) indicates whether the settings will be kept over a reboot. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input data. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_SCANOUT_INTENSITY_DATA structure version mismatch. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_SetScanoutIntensity(NvU32 displayId, NV_SCANOUT_INTENSITY_DATA* scanoutIntensityData, int *pbSticky); + + +//! \ingroup gpu +typedef struct _NV_SCANOUT_INTENSITY_STATE_DATA +{ + NvU32 version; //!< version of this structure + NvU32 bEnabled; //!< intensity is enabled or not +} NV_SCANOUT_INTENSITY_STATE_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_INTENSITY_STATE_VER MAKE_NVAPI_VERSION(NV_SCANOUT_INTENSITY_STATE_DATA, 1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutIntensityState +// +//! DESCRIPTION: This API queries current state of the intensity feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] scanoutIntensityStateData intensity state data. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutIntensityState(__in NvU32 displayId, __inout NV_SCANOUT_INTENSITY_STATE_DATA* scanoutIntensityStateData); + + +//! \ingroup gpu +typedef enum +{ + NV_GPU_WARPING_VERTICE_FORMAT_TRIANGLESTRIP_XYUVRQ = 0, + NV_GPU_WARPING_VERTICE_FORMAT_TRIANGLES_XYUVRQ = 1, +} NV_GPU_WARPING_VERTICE_FORMAT; + +//! \ingroup gpu +typedef struct +{ + NvU32 version; //!< version of this structure + float* vertices; //!< width of the input texture + NV_GPU_WARPING_VERTICE_FORMAT vertexFormat; //!< format of the input vertices + int numVertices; //!< number of the input vertices + NvSBox* textureRect; //!< rectangle in desktop coordinates describing the source area for the warping +} NV_SCANOUT_WARPING_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_WARPING_VER MAKE_NVAPI_VERSION(NV_SCANOUT_WARPING_DATA, 1) + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_SetScanoutWarping +// +//! DESCRIPTION: This API enables and sets up the warping feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Combined physical display and GPU identifier of the display to apply the intensity control +//! \param [in] scanoutWarpingData The warping data info +//! \param [out] pbSticky Indicates whether the settings will be kept over a reboot. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input data. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_SCANOUT_WARPING_DATA structure version mismatch. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_GPU_SetScanoutWarping(NvU32 displayId, NV_SCANOUT_WARPING_DATA* scanoutWarpingData, int* piMaxNumVertices, int* pbSticky); + + +//! \ingroup gpu +typedef struct _NV_SCANOUT_WARPING_STATE_DATA +{ + NvU32 version; //!< version of this structure + NvU32 bEnabled; //!< warping is enabled or not +} NV_SCANOUT_WARPING_STATE_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_WARPING_STATE_VER MAKE_NVAPI_VERSION(NV_SCANOUT_WARPING_STATE_DATA, 1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutWarpingState +// +//! DESCRIPTION: This API queries current state of the warping feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] scanoutWarpingStateData warping state data. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutWarpingState(__in NvU32 displayId, __inout NV_SCANOUT_WARPING_STATE_DATA* scanoutWarpingStateData); + +typedef enum +{ + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_WARPING_RESAMPLING_METHOD = 0 +} NV_GPU_SCANOUT_COMPOSITION_PARAMETER; + +//! This enum defines a collection of possible scanout composition values that can be used to configure +//! possible scanout composition settings. (Currently the only parameter defined is the WARPING_RESAMPLING_METHOD). +typedef enum +{ + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_SET_TO_DEFAULT = 0, // Set parameter to default value. + // WARPING_RESAMPLING_METHOD section: + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BILINEAR = 0x100, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_TRIANGULAR = 0x101, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_BELL_SHAPED = 0x102, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_BSPLINE = 0x103, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_TRIANGULAR = 0x104, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_BELL_SHAPED = 0x105, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_BSPLINE = 0x106 +} NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_SetScanoutCompositionParameter +// +//! DESCRIPTION: This API sets various parameters that configure the scanout composition feature on the specified display. +//! (currently there is only one configurable parameter defined: WARPING_RESAMPLING_METHOD, +//! but this function is designed to support the addition of parameters as needed.) +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Combined physical display and GPU identifier of the display to apply the intensity control +//! \param [in] parameter The scanout composition parameter to be set +//! \param [in] parameterValue The data to be set for the specified parameter +//! \param [in] pContainer Additional container for data associated with the specified parameter +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input data. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_GPU_SetScanoutCompositionParameter(NvU32 displayId, NV_GPU_SCANOUT_COMPOSITION_PARAMETER parameter, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE parameterValue, float *pContainer); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutCompositionParameter +// +//! DESCRIPTION: This API queries current state of one of the various scanout composition parameters on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in] parameter scanout composition parameter to by queried. +//! \param [out] parameterData scanout composition parameter data. +//! \param [out] pContainer Additional container for returning data associated with the specified parameter +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutCompositionParameter(__in NvU32 displayId, __in NV_GPU_SCANOUT_COMPOSITION_PARAMETER parameter, + __out NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE *parameterData, __out float *pContainer); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutConfiguration +// +//! DESCRIPTION: This API queries the desktop and scanout portion of the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] desktopRect desktop area of the display in desktop coordinates. +//! \param [in,out] scanoutRect scanout area of the display relative to desktopRect. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutConfiguration(NvU32 displayId, NvSBox* desktopRect, NvSBox* scanoutRect); + + + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetScanoutConfigurationEx(). +typedef struct _NV_SCANOUT_INFORMATION +{ + NvU32 version; //!< Structure version, needs to be initialized with NV_SCANOUT_INFORMATION_VER. + + NvSBox sourceDesktopRect; //!< Operating system display device rect in desktop coordinates displayId is scanning out from. + NvSBox sourceViewportRect; //!< Area inside the sourceDesktopRect which is scanned out to the display. + NvSBox targetViewportRect; //!< Area inside the rect described by targetDisplayWidth/Height sourceViewportRect is scanned out to. + NvU32 targetDisplayWidth; //!< Horizontal size of the active resolution scanned out to the display. + NvU32 targetDisplayHeight; //!< Vertical size of the active resolution scanned out to the display. + NvU32 cloneImportance; //!< If targets are cloned views of the sourceDesktopRect the cloned targets have an importance assigned (0:primary,1 secondary,...). + NV_ROTATE sourceToTargetRotation; //!< Rotation performed between the sourceViewportRect and the targetViewportRect. +} NV_SCANOUT_INFORMATION; + +#define NV_SCANOUT_INFORMATION_VER MAKE_NVAPI_VERSION(NV_SCANOUT_INFORMATION,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutConfigurationEx +// +//! DESCRIPTION: This API queries the desktop and scanout portion of the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 331 +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] pScanoutInformation desktop area to displayId mapping information. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutConfigurationEx(__in NvU32 displayId, __inout NV_SCANOUT_INFORMATION *pScanoutInformation); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAdapterIdFromPhysicalGpu +// +//! DESCRIPTION: This API returns the OS-AdapterID from physicalGpu Handle. OS-AdapterID +//! is the Adapter ID that is used by Win7 CCD APIs. +//! This API is deprecated. Please use NvAPI_GPU_GetLogicalGpuInfo to get the OS-AdapterID. +//! NvAPI_GetLogicalGPUFromPhysicalGPU can be used to get the logical GPU handle associated with specified physical GPU handle. +//! +//! \deprecated Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetLogicalGpuInfo. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGpu PhysicalGpu Handle +//! \param [out] pOSAdapterId Returns OS-AdapterId, it is typed as void * to +//! avoid dependency with windows.h. User must type cast it to LUID. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT pOSAdapterId is NULL; hPhysicalGpu is invalid +//! \retval ::NVAPI_OK *pOSAdapterId contains valid data. +//! \retval ::NVAPI_NOT_SUPPORTED This API is not supported on the system. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetLogicalGpuInfo.") +NVAPI_INTERFACE NvAPI_GPU_GetAdapterIdFromPhysicalGpu(NvPhysicalGpuHandle hPhysicalGpu, void *pOSAdapterId); + + + + +//! \ingroup gpu +typedef enum _NV_VIRTUALIZATION_MODE +{ + NV_VIRTUALIZATION_MODE_NONE = 0, //!< Represents Bare Metal GPU + NV_VIRTUALIZATION_MODE_NMOS = 1, //!< Represents GPU-Passthrough + NV_VIRTUALIZATION_MODE_VGX = 2, //!< Represents vGPU inside virtual machine + NV_VIRTUALIZATION_MODE_HOST_VGPU = 3 //!< Represents VGX hypervisor in vGPU mode +} NV_VIRTUALIZATION_MODE; + +//! \ingroup gpu +typedef struct _NV_GPU_VIRTUALIZATION_INFO +{ + NvU32 version; //!< Structure version + + NV_VIRTUALIZATION_MODE virtualizationMode; //!< one of NV_VIRTUALIZATION_MODE. + NvU32 reserved; //!< reserved for future use. Should be set to ZERO. +} NV_GPU_VIRTUALIZATION_INFO_V1; + +//! \ingroup gpu +typedef NV_GPU_VIRTUALIZATION_INFO_V1 NV_GPU_VIRTUALIZATION_INFO; + +//! \ingroup gpu +#define NV_GPU_VIRTUALIZATION_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_VIRTUALIZATION_INFO_V1,1) + +//! \ingroup gpu +#define NV_GPU_VIRTUALIZATION_INFO_VER NV_GPU_VIRTUALIZATION_INFO_VER1 + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_GetVirtualizationInfo +//! +//! DESCRIPTION: This API returns virtualization information of the GPU +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 367 +//! +//! \param [in,out] pVirtualizationInfo Pointer to NV_GPU_VIRTUALIZATION_INFO structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVirtualizationInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_VIRTUALIZATION_INFO *pVirtualizationInfo); + + +//! \ingroup gpu +typedef struct _NV_LOGICAL_GPU_DATA_V1 +{ + NvU32 version; //!< [in] Structure version. + void *pOSAdapterId; //!< [out] Returns OS-AdapterId. User must send memory buffer of size atleast equal to the size of LUID structure before calling the NVAPI. + NvU32 physicalGpuCount; //!< [out] Number of physical GPU handles associated with the specified logical GPU handle. + + NvPhysicalGpuHandle physicalGpuHandles[NVAPI_MAX_PHYSICAL_GPUS]; //!< [out] This array will be filled with physical GPU handles associated with the given logical GPU handle. + //!< The array index refers to the Physical Gpu Index (Idx). + //!< Idx value is the same as D3D11 MultiGPUDevice GPU index, D3D12 node index, OpenGL GL_NV_gpu_multicast GPU index. + //!< When converted to a bit mask (1 << Idx), it matches: + //!< 1. Vulkan deviceNodeMask in VkPhysicalDeviceIDProperties + //!< 2. CUDA deviceNodeMask returned by cuDeviceGetLuid + NvU32 reserved[8]; //!< Reserved for future use. Should be set to ZERO. +} NV_LOGICAL_GPU_DATA_V1; + +//! \ingroup gpu +typedef NV_LOGICAL_GPU_DATA_V1 NV_LOGICAL_GPU_DATA; +#define NV_LOGICAL_GPU_DATA_VER1 MAKE_NVAPI_VERSION(NV_LOGICAL_GPU_DATA_V1,1) +#define NV_LOGICAL_GPU_DATA_VER NV_LOGICAL_GPU_DATA_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetLogicalGpuInfo +// +//! This function is used to query Logical GPU information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 421 +//! +//! \param [in] hLogicalGpu logical GPU Handle. +//! \param [in,out] pLogicalGpuData Pointer to NV_LOGICAL_GPU_DATA structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetLogicalGpuInfo(__in NvLogicalGpuHandle hLogicalGpu, __inout NV_LOGICAL_GPU_DATA *pLogicalGpuData); + + +//! \ingroup gridlicense +//! @{ + +//! Maximum number of supported Feature License +#define NV_LICENSE_MAX_COUNT 3 + +//! Signature length for GRID License +#define NV_LICENSE_SIGNATURE_SIZE (128) + +//! Length for Grid License +#define NV_LICENSE_INFO_MAX_LENGTH (128) + +//! License string +typedef char NvAPI_LicenseString[NV_LICENSE_INFO_MAX_LENGTH]; + +//! Used in NV_LICENSE_FEATURE_DETAILS +typedef enum _NV_LICENSE_FEATURE_TYPE +{ + NV_LICENSE_FEATURE_UNKNOWN = 0, + NV_LICENSE_FEATURE_VGPU = 1, + NV_LICENSE_FEATURE_NVIDIA_RTX = 2, + NV_LICENSE_FEATURE_QUADRO = NV_LICENSE_FEATURE_NVIDIA_RTX, //!< DEPRECATED name - do not use + NV_LICENSE_FEATURE_GAMING = 3, + NV_LICENSE_FEATURE_COMPUTE = 4, +} NV_LICENSE_FEATURE_TYPE; + +//! Used in NV_LICENSE_FEATURE_DETAILS +//! +//!< The 'status' variable holds any one of the following license expiry status codes : +//!< 0 - Expiry information not available +//!< 1 - Invalid expiry or error fetching expiry +//!< 2 - Valid expiry +//!< 3 - Expiry not applicable +//!< 4 - Permanent expiry +typedef struct _NV_LICENSE_EXPIRY_DETAILS +{ + NvU32 year; //!< Year value of license expiry + NvU16 month; //!< Month value of license expiry + NvU16 day; //!< Day value of license expiry + NvU16 hour; //!< Hour value of license expiry + NvU16 min; //!< Minutes value of license expiry + NvU16 sec; //!< Seconds value of license expiry + + NvU8 status; //!< License expiry status +}NV_LICENSE_EXPIRY_DETAILS; + +//! Used in NV_LICENSABLE_FEATURES +typedef struct _NV_LICENSE_FEATURE_DETAILS_V1 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isEnabled : 1; //!< The current state of the licensed feature, true=enabled, false=disabled. + NvU32 reserved : 31; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated +}NV_LICENSE_FEATURE_DETAILS_V1; + +typedef struct _NV_LICENSE_FEATURE_DETAILS_V2 +{ + NvU32 version; //!< Unused. + NvU32 isEnabled : 1; //!< The current state of the licensed feature, true=enabled, false=disabled. + NvU32 reserved : 31; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated + NvAPI_LicenseString productName; //!< Nvidia Grid licensable product name. +}NV_LICENSE_FEATURE_DETAILS_V2; + +typedef struct _NV_LICENSE_FEATURE_DETAILS_V3 +{ + NvU32 version; //!< Unused. + NvU32 isEnabled : 1; //!< The current state of license, true=licensed, false=unlicensed. + NvU32 isFeatureEnabled : 1; //!< The current state of feature, true=enabled, false=disabled. + NvU32 reserved : 30; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated + NvAPI_LicenseString productName; //!< Nvidia Grid licensable product name. +}NV_LICENSE_FEATURE_DETAILS_V3; + +typedef struct _NV_LICENSE_FEATURE_DETAILS_V4 +{ + NvU32 version; //!< Unused. + NvU32 isEnabled : 1; //!< The current state of license, true=licensed, false=unlicensed. + NvU32 isFeatureEnabled : 1; //!< The current state of feature, true=enabled, false=disabled. + NvU32 reserved : 30; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated + NvAPI_LicenseString productName; //!< Nvidia Grid licensable product name. + NV_LICENSE_EXPIRY_DETAILS licenseExpiry; //!< License expiry information. +}NV_LICENSE_FEATURE_DETAILS_V4; + +typedef NV_LICENSE_FEATURE_DETAILS_V1 NV_LICENSE_FEATURE_DETAILS; + +#define NV_LICENSE_FEATURE_DETAILS_VER1 MAKE_NVAPI_VERSION(NV_LICENSE_FEATURE_DETAILS_V1, 1) +#define NV_LICENSE_FEATURE_DETAILS_VER NV_LICENSE_FEATURE_DETAILS_VER1 + +//! Licensable features +typedef struct _NV_LICENSABLE_FEATURES_V1 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V1 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V1; + +typedef struct _NV_LICENSABLE_FEATURES_V2 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V2 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V2; + +typedef struct _NV_LICENSABLE_FEATURES_V3 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V3 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V3; + +typedef struct _NV_LICENSABLE_FEATURES_V4 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V4 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V4; + +typedef NV_LICENSABLE_FEATURES_V4 NV_LICENSABLE_FEATURES; + +#define NV_LICENSABLE_FEATURES_VER1 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V1, 1) +#define NV_LICENSABLE_FEATURES_VER2 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V2, 2) +#define NV_LICENSABLE_FEATURES_VER3 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V3, 3) +#define NV_LICENSABLE_FEATURES_VER4 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V4, 4) +#define NV_LICENSABLE_FEATURES_VER NV_LICENSABLE_FEATURES_VER4 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetLicensableFeatures +// +//! DESCRIPTION: This function call identifies whether licenses are supported on this system and if +//! they are supported, returns the details of the features that can be licensed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu GPU selection +//! \param [in,out] pLicensableFeatures Licensable features information. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup gridlicense +///////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetLicensableFeatures(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_LICENSABLE_FEATURES *pLicensableFeatures); + + +#define NVAPI_NVLINK_COUNTER_MAX_TYPES 32 +#define NVAPI_NVLINK_MAX_LINKS 32 + +//! \ingroup nvlink +//! @{ +//! Used in NvAPI_GPU_NVLINK_GetCaps() + +/* caps format is byte_index:bit_mask */ +#define NVAPI_NVLINK_CAPS_SUPPORTED 0x00000001 //!< Set if NVLink is present and supported on this GPU.This field is used for *global* caps only and NOT for per-link caps +#define NVAPI_NVLINK_CAPS_P2P_SUPPORTED 0x00000002 //!< Set if P2P over NVLink is supported on this GPU. +#define NVAPI_NVLINK_CAPS_SYSMEM_ACCESS 0x00000004 //!< Set if sysmem can be accessed over NVLink on this GPU. +#define NVAPI_NVLINK_CAPS_P2P_ATOMICS 0x00000008 //!< Set if P2P atomics are supported over NVLink on this GPU. +#define NVAPI_NVLINK_CAPS_SYSMEM_ATOMICS 0x00000010 //!< Set if sysmem atomic transcations are supported over NVLink on this GPU. +#define NVAPI_NVLINK_CAPS_PEX_TUNNELING 0x00000020 //!< Set if PEX tunneling over NVLink is supported on this GPU. +#define NVAPI_NVLINK_CAPS_SLI_BRIDGE 0x00000040 //!< Set if SLI over NVLink is supported on this GPU. +#define NVAPI_NVLINK_CAPS_SLI_BRIDGE_SENSABLE 0x00000080 //!< This bit is set if capable of sensing SLI bridges. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L0 0x00000100 //!< This bit is set if L0 is a supported power state on this GPU. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L1 0x00000200 //!< This bit is set if L1 is a supported power state on this GPU. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L2 0x00000400 //!< This bit is set if L2 is a supported power state on this GPU. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L3 0x00000800 //!< This bit is set if L3 is a supported power state on this GPU. + +#define NVAPI_NVLINK_CAPS_VALID 0x00001000 //!< Set if this link is supported on this GPU.This field is used for *per-link* caps only and NOT for global caps. + +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_INVALID (0x00000000) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_2_2 (0x00000004U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_3_0 (0x00000005U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_3_1 (0x00000006U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_4_0 (0x00000007U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_5_0 (0x00000008U) + +#define NVAPI_NVLINK_CAPS_NCI_VERSION_INVALID (0x00000000) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_2_2 (0x00000004U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_3_0 (0x00000005U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_3_1 (0x00000006U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_4_0 (0x00000007U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_5_0 (0x00000008U) + +typedef struct +{ + NvU32 version; //!< Version of this structure. Must always be first element in this structure. + NvU32 capsTbl; //!< This is bit field for getting different global caps.The individual bitfields are specified by NVAPI_NVLINK_CAPS_* + NvU8 lowestNvlinkVersion; //!< This field specifies the lowest supported NVLink version for this GPU. + NvU8 highestNvlinkVersion; //!< This field specifies the highest supported NVLink version for this GPU. + NvU8 lowestNciVersion; //!< This field specifies the lowest supported NCI version for this GPU. + NvU8 highestNciVersion; //!< This field specifies the highest supported NCI version for this GPU. + NvU32 linkMask; //!< This field provides a bitfield mask of NVLink links enabled on this GPU. +}NVLINK_GET_CAPS_V1; + +typedef NVLINK_GET_CAPS_V1 NVLINK_GET_CAPS; +#define NVLINK_GET_CAPS_VER1 MAKE_NVAPI_VERSION(NVLINK_GET_CAPS_V1, 1) + +#define NVLINK_GET_CAPS_VER NVLINK_GET_CAPS_VER1 +//! @} +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_NVLINK_GetCaps +// +//! DESCRIPTION: This function returns the NVLink capabilities supported by the GPU. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 361 +//! +//! \param [in] hPhysicalGpu GPU selection +//! +//! \param [in,out] NVLINK_GET_CAPS This structure contains the output parameters. +//! Also need to specify the version. +//! +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The caller does not have administrative privileges +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup nvlink +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_NVLINK_GetCaps(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NVLINK_GET_CAPS *capsParams); + + +//! \ingroup nvlink +//! @{ +//! Used in NvAPI_GPU_NVLINK_GetStatus() + +#define NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_NONE (0x00000000) +#define NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_PCI (0x00000001) +#define NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_UUID (0x00000002) + +typedef enum _NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE +{ + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_EBRIDGE, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_NPU, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_GPU, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_SWITCH, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_TEGRA, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_NONE, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_UUID_INVALID, +} NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE; + +typedef struct +{ + NvU32 deviceIdFlags; //!< ID Flags, Bitmask that specifies which IDs are valid for the GPU. Refer NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_* for possible values. + //!< If NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_PCI is set, PCI information is valid. + //!< If NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_UUID is set, UUID is valid. + NvU16 domain; //!< domain, bus, device, function, pciDeviceId : PCI information for the GPU. + NvU16 bus; + NvU16 device; + NvU16 function; + NvU32 pciDeviceId; + NvU64 deviceType; //!< GPU Type. See NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_* for possible values. + NvU8 deviceUUID[16]; //!< GPU UUID +}NVLINK_DEVICE_INFO_V1; + +typedef enum _NVAPI_NVLINK_STATUS_LINK_STATE +{ + NVAPI_NVLINK_STATUS_LINK_STATE_UNKNOWN, + NVAPI_NVLINK_STATUS_LINK_STATE_INIT, + NVAPI_NVLINK_STATUS_LINK_STATE_HWCFG, + NVAPI_NVLINK_STATUS_LINK_STATE_SWCFG, + NVAPI_NVLINK_STATUS_LINK_STATE_ACTIVE, + NVAPI_NVLINK_STATUS_LINK_STATE_FAULT, + NVAPI_NVLINK_STATUS_LINK_STATE_RECOVERY, + NVAPI_NVLINK_STATUS_LINK_STATE_RECOVERY_AC, + NVAPI_NVLINK_STATUS_LINK_STATE_RECOVERY_AX, + NVAPI_NVLINK_STATUS_LINK_STATE_INVALID = 0xFFFFFFFF, +}NVAPI_NVLINK_STATUS_LINK_STATE; + +typedef enum _NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE +{ + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_UNKNOWN, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_HIGH_SPEED_1, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_LOW_POWER, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_TRAINING, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_SAFE_MODE, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_OFF, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_TEST, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_FAULT, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_INVALID = 0xFF, +}NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE; + +typedef enum _NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE +{ + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_UNKNOWN, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_HIGH_SPEED_1, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_LOW_POWER, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_TRAINING, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_SAFE_MODE, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_OFF, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_TEST, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_FAULT, + + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_INVALID= 0xFF, +} NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE; + + +#define NVAPI_NVLINK_STATUS_PHY_NVHS (0x00000001) +#define NVAPI_NVLINK_STATUS_PHY_GRS (0x00000002) +#define NVAPI_NVLINK_STATUS_PHY_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_NVLINK_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_NVLINK_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_STATUS_NVLINK_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_NCI_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_NCI_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_STATUS_NCI_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_NVHS_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_NVHS_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_GRS_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_GRS_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_CONNECTED_TRUE (0x00000001) +#define NVAPI_NVLINK_STATUS_CONNECTED_FALSE (0x00000000) + +#define NVAPI_NVLINK_STATUS_LOOP_PROPERTY_LOOPBACK (0x00000001) +#define NVAPI_NVLINK_STATUS_LOOP_PROPERTY_LOOPOUT (0x00000002) +#define NVAPI_NVLINK_STATUS_LOOP_PROPERTY_NONE (0x00000000) + +#define NVAPI_NVLINK_STATUS_REMOTE_LINK_NUMBER_INVALID (0x000000FF) + +#define NVAPI_NVLINK_REFCLK_TYPE_INVALID (0x00) +#define NVAPI_NVLINK_REFCLK_TYPE_NVHS (0x01) +#define NVAPI_NVLINK_REFCLK_TYPE_PEX (0x02) + + +typedef struct +{ + NvU32 capsTbl; //!< This is bit field for getting different global caps.The individual bitfields are specified by NVAPI_NVLINK_CAPS_*. + NvU8 phyType; //!< This field specifies the type of PHY (NVHS or GRS) being used for this link. + NvU8 subLinkWidth; //!< This field specifies the no. of lanes per sublink. + NvU32 linkState; //!< This field specifies the current state of the link.See NVAPI_NVLINK_GET_NVLINK_STATUS_LINK_STATE_* for possible values. + NvU8 rxSublinkStatus; //!< This field specifies the current state of RX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_RX_STATE_* for possible values. + NvU8 txSublinkStatus; //!< This field specifies the current state of TX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_TX_STATE_* for possible values. + NvU8 nvlinkVersion; //!< This field specifies the NVLink version supported by the link. + NvU8 nciVersion; //!< This field specifies the NCI version supported by the link. + NvU8 phyVersion; //!< This field specifies the version of PHY being used by the link. + NvU32 nvlinkCommonClockSpeedMhz; //!< This field gives the value of nvlink common clock in MHz. + NvU32 nvlinkRefClkSpeedMhz; //!< This field gives the value of nvlink refclk clock in MHz. + NvU8 nvlinkRefClkType; //!< This field specifies whether refclk is taken from NVHS reflck or PEX refclk for the current GPU.See NVAPI_NVLINK_REFCLK_TYPE_INVALID* for possible values. + NvU32 nvlinkLinkClockMhz; //!< This field gives the actual clock/speed at which links is running in MHz. + NvU32 connected:1 ; //!< This field specifies if any device is connected on the other end of the link. + NvU32 reserved:31; //!< Reserved for future use. + NvU8 loopProperty; //!< This field specifies if the link is a loopback/loopout link. See NVAPI_NVLINK_STATUS_LOOP_PROPERTY_* for possible values. + NvU8 remoteDeviceLinkNumber; //!< This field specifies the link number on the remote end of the link. + NVLINK_DEVICE_INFO_V1 remoteDeviceInfo; //!< This field stores the GPU information for the remote end of the link +}NVLINK_LINK_STATUS_INFO_V1; + +typedef struct +{ + NvU32 capsTbl; //!< This is bit field for getting different global caps.The individual bitfields are specified by NVAPI_NVLINK_CAPS_*. + NvU8 phyType; //!< This field specifies the type of PHY (NVHS or GRS) being used for this link. + NvU8 subLinkWidth; //!< This field specifies the no. of lanes per sublink. + NvU32 linkState; //!< This field specifies the current state of the link.See NVAPI_NVLINK_GET_NVLINK_STATUS_LINK_STATE_* for possible values. + NvU8 rxSublinkStatus; //!< This field specifies the current state of RX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_RX_STATE_* for possible values. + NvU8 txSublinkStatus; //!< This field specifies the current state of TX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_TX_STATE_* for possible values. + NvU8 nvlinkVersion; //!< This field specifies the NVLink version supported by the link. + NvU8 nciVersion; //!< This field specifies the NCI version supported by the link. + NvU8 phyVersion; //!< This field specifies the version of PHY being used by the link. + NvU32 nvlinkCommonClockSpeedMhz; //!< This field gives the value of nvlink common clock in MHz. + NvU32 nvlinkRefClkSpeedMhz; //!< This field gives the value of nvlink refclk clock in MHz. + NvU8 nvlinkRefClkType; //!< This field specifies whether refclk is taken from NVHS reflck or PEX refclk for the current GPU.See NVAPI_NVLINK_REFCLK_TYPE_INVALID* for possible values. + NvU32 nvlinkLinkClockMhz; //!< This field gives the actual clock/speed at which links is running in MHz. + NvU32 connected:1 ; //!< This field specifies if any device is connected on the other end of the link. + NvU32 reserved:31; //!< Reserved for future use. + NvU8 loopProperty; //!< This field specifies if the link is a loopback/loopout link. See NVAPI_NVLINK_STATUS_LOOP_PROPERTY_* for possible values. + NvU8 remoteDeviceLinkNumber; //!< This field specifies the link number on the remote end of the link. + NVLINK_DEVICE_INFO_V1 remoteDeviceInfo; //!< This field stores the device information for the remote end of the link + NvU8 localDeviceLinkNumber; //!< This field specifies the link number on the local end of the link. + NVLINK_DEVICE_INFO_V1 localDeviceInfo; //!< This field stores the device information for the local end of the link. + NvU32 nvlinkLineRateMbps; //!< Bit rate at which bits toggle on wires in megabits per second. + NvU32 reservedEx[8]; //!< Reserved for future use to avoid versioning. +}NVLINK_LINK_STATUS_INFO_V2; + +typedef struct +{ + NvU32 version; //!< Version of this structure. Must always be first element in this structure. + NvU32 linkMask; //!< This parameter specifies for which links we want the status. + NVLINK_LINK_STATUS_INFO_V1 linkInfo[NVAPI_NVLINK_MAX_LINKS]; //!< This structure stores the per-link status of different NVLink parameters. The link is identified by the index. +}NVLINK_GET_STATUS_V1; + +typedef struct +{ + NvU32 version; //!< Version of this structure. Must always be first element in this structure. + NvU32 linkMask; //!< This parameter specifies for which links we want the status. + NVLINK_LINK_STATUS_INFO_V2 linkInfo[NVAPI_NVLINK_MAX_LINKS]; //!< This structure stores the per-link status of different NVLink parameters. The link is identified by the index. +}NVLINK_GET_STATUS_V2; + + +typedef NVLINK_GET_STATUS_V2 NVLINK_GET_STATUS; +#define NVLINK_GET_STATUS_VER1 MAKE_NVAPI_VERSION(NVLINK_GET_STATUS_V1, 1) +#define NVLINK_GET_STATUS_VER2 MAKE_NVAPI_VERSION(NVLINK_GET_STATUS_V2, 2) + +#define NVLINK_GET_STATUS_VER NVLINK_GET_STATUS_VER2 +//! @} +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_NVLINK_GetStatus +// +//! DESCRIPTION: This function returns the NVLink status. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 361 +//! +//! \param [in] hPhysicalGpu GPU selection +//! +//! \param [in,out] NVLINK_GET_STATUS This structure contains the input and output parameters. +//! linkMask is the input param while others are output parameters. +//! Also need to specify the version. +//! +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The caller does not have administrative privileges +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup nvlink +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_NVLINK_GetStatus(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NVLINK_GET_STATUS* statusParams); + + +typedef struct _NV_GPU_INFO_V1 +{ + NvU32 version; //!< Structure Version. + NvU32 bIsExternalGpu:1; //!< This flag is set for external GPU. + NvU32 reserved:31; //!< Reserved for future use +} NV_GPU_INFO_V1; + +typedef struct _NV_GPU_INFO_V2 +{ + NvU32 version; //!< Structure Version. + NvU32 bIsExternalGpu:1; //!< This flag is set for external GPU. + NvU32 reserved0:31; //!< Reserved for future use + NvU64 reserved1; //!< Reserved for future use + NvU32 rayTracingCores; //!< Number of "Ray Tracing Cores" supported by the GPU. + NvU32 tensorCores; //!< Number of "Tensor Cores" supported by the GPU. + NvU32 reserved2[14]; //!< Reserved for future use. +} NV_GPU_INFO_V2; + +#define NV_GPU_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_INFO_V1, 1) +#define NV_GPU_INFO_VER2 MAKE_NVAPI_VERSION(NV_GPU_INFO_V2, 2) +#define NV_GPU_INFO_VER NV_GPU_INFO_VER2 +typedef NV_GPU_INFO_V2 NV_GPU_INFO; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetGPUInfo +// +//! DESCRIPTION: This API will return NVIDIA GPU related information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! +//! \param [in,out] pGpuInfo - This structure will be filled with required information. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetGPUInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_INFO *pGpuInfo); + + + +typedef struct _NV_GPU_VR_READY_V1 +{ + NvU32 version; //!< Structure Version. + NvU32 isVRReady : 1; //!< Is the requested GPU VR ready. + NvU32 reserved : 31; +} NV_GPU_VR_READY_V1; + +#define NV_GPU_VR_READY_VER1 MAKE_NVAPI_VERSION(NV_GPU_VR_READY_V1, 1) +#define NV_GPU_VR_READY_VER NV_GPU_VR_READY_VER1 +typedef NV_GPU_VR_READY_V1 NV_GPU_VR_READY; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVRReadyData +// +//! DESCRIPTION: This API will return NVIDIA GPU VR Ready state. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 465 +//! +//! \param [in,out] pGpuVrReadyData - This structure will be filled with required information. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVRReadyData(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_VR_READY *pGpuVrReadyData); + + +typedef enum _NV_ADAPTER_TYPE +{ + NV_ADAPTER_TYPE_UNKNOWN = 0x0, + NV_ADAPTER_TYPE_WDDM = NV_BIT(0), //BATT event + NV_GPU_PERF_DECREASE_REASON_API_TRIGGERED = 0x00000008, //!< API triggered slowdown + NV_GPU_PERF_DECREASE_REASON_INSUFFICIENT_POWER = 0x00000010, //!< Power connector missing + NV_GPU_PERF_DECREASE_REASON_UNKNOWN = 0x80000000, //!< Unknown reason +} NVAPI_GPU_PERF_DECREASE; + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPerfDecreaseInfo +// +//! DESCRIPTION: This function retrieves - in NvU32 variable - reasons for the current performance decrease. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \param [in] hPhysicalGPU (IN) - GPU for which performance decrease is to be evaluated. +//! \param [out] pPerfDecrInfo (OUT) - Pointer to a NvU32 variable containing performance decrease info +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup gpuPerf +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPerfDecreaseInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NvU32 *pPerfDecrInfo); + + +//! \ingroup gpupstate +//! Used in NvAPI_GPU_GetPstatesInfoEx() +typedef struct +{ + NvU32 version; + NvU32 flags; //!< - bit 0 indicates if perfmon is enabled or not + //!< - bit 1 indicates if dynamic Pstate is capable or not + //!< - bit 2 indicates if dynamic Pstate is enable or not + //!< - all other bits must be set to 0 + NvU32 numPstates; //!< The number of available p-states + NvU32 numClocks; //!< The number of clock domains supported by each P-State + struct + { + NV_GPU_PERF_PSTATE_ID pstateId; //!< ID of the p-state. + NvU32 flags; //!< - bit 0 indicates if the PCIE limit is GEN1 or GEN2 + //!< - bit 1 indicates if the Pstate is overclocked or not + //!< - bit 2 indicates if the Pstate is overclockable or not + //!< - all other bits must be set to 0 + struct + { + NV_GPU_PUBLIC_CLOCK_ID domainId; //!< ID of the clock domain + NvU32 flags; //!< Reserved. Must be set to 0 + NvU32 freq; //!< Clock frequency in kHz + + } clocks[NVAPI_MAX_GPU_PERF_CLOCKS]; + } pstates[NVAPI_MAX_GPU_PERF_PSTATES]; + +} NV_GPU_PERF_PSTATES_INFO_V1; + + +//! \ingroup gpupstate +typedef struct +{ + NvU32 version; + NvU32 flags; //!< - bit 0 indicates if perfmon is enabled or not + //!< - bit 1 indicates if dynamic Pstate is capable or not + //!< - bit 2 indicates if dynamic Pstate is enable or not + //!< - all other bits must be set to 0 + NvU32 numPstates; //!< The number of available p-states + NvU32 numClocks; //!< The number of clock domains supported by each P-State + NvU32 numVoltages; + struct + { + NV_GPU_PERF_PSTATE_ID pstateId; //!< ID of the p-state. + NvU32 flags; //!< - bit 0 indicates if the PCIE limit is GEN1 or GEN2 + //!< - bit 1 indicates if the Pstate is overclocked or not + //!< - bit 2 indicates if the Pstate is overclockable or not + //!< - all other bits must be set to 0 + struct + { + NV_GPU_PUBLIC_CLOCK_ID domainId; + NvU32 flags; //!< bit 0 indicates if this clock is overclockable + //!< all other bits must be set to 0 + NvU32 freq; + + } clocks[NVAPI_MAX_GPU_PERF_CLOCKS]; + struct + { + NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID domainId; //!< ID of the voltage domain, containing flags and mvolt info + NvU32 flags; //!< Reserved for future use. Must be set to 0 + NvU32 mvolt; //!< Voltage in mV + + } voltages[NVAPI_MAX_GPU_PERF_VOLTAGES]; + + } pstates[NVAPI_MAX_GPU_PERF_PSTATES]; //!< Valid index range is 0 to numVoltages-1 + +} NV_GPU_PERF_PSTATES_INFO_V2; + +//! \ingroup gpupstate +typedef NV_GPU_PERF_PSTATES_INFO_V2 NV_GPU_PERF_PSTATES_INFO; + + +//! \ingroup gpupstate +//! @{ + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO_V1 +#define NV_GPU_PERF_PSTATES_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES_INFO_V1,1) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO_V2 +#define NV_GPU_PERF_PSTATES_INFO_VER2 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES_INFO_V2,2) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO_V2 +#define NV_GPU_PERF_PSTATES_INFO_VER3 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES_INFO_V2,3) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO +#define NV_GPU_PERF_PSTATES_INFO_VER NV_GPU_PERF_PSTATES_INFO_VER3 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPstatesInfoEx +// +//! DESCRIPTION: This API retrieves all performance states (P-States) information. +//! +//! P-States are GPU active/executing performance capability and power consumption states. +//! +//! P-States ranges from P0 to P15, with P0 being the highest performance/power state, and +//! P15 being the lowest performance/power state. Each P-State, if available, maps to a +//! performance level. Not all P-States are available on a given system. The definitions +//! of each P-State are currently as follows: \n +//! - P0/P1 - Maximum 3D performance +//! - P2/P3 - Balanced 3D performance-power +//! - P8 - Basic HD video playback +//! - P10 - DVD playback +//! - P12 - Minimum idle power consumption +//! +//! \deprecated Do not use this function - it is deprecated in release 304. Instead, use NvAPI_GPU_GetPstates20. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [out] pPerfPstatesInfo P-States information retrieved, as detailed below: \n +//! - flags is reserved for future use. +//! - numPstates is the number of available P-States +//! - numClocks is the number of clock domains supported by each P-State +//! - pstates has valid index range from 0 to numPstates - 1 +//! - pstates[i].pstateId is the ID of the P-State, +//! containing the following info: +//! - pstates[i].flags containing the following info: +//! - bit 0 indicates if the PCIE limit is GEN1 or GEN2 +//! - bit 1 indicates if the Pstate is overclocked or not +//! - bit 2 indicates if the Pstate is overclockable or not +//! - pstates[i].clocks has valid index range from 0 to numClocks -1 +//! - pstates[i].clocks[j].domainId is the public ID of the clock domain, +//! containing the following info: +//! - pstates[i].clocks[j].flags containing the following info: +//! bit 0 indicates if the clock domain is overclockable or not +//! - pstates[i].clocks[j].freq is the clock frequency in kHz +//! - pstates[i].voltages has a valid index range from 0 to numVoltages - 1 +//! - pstates[i].voltages[j].domainId is the ID of the voltage domain, +//! containing the following info: +//! - pstates[i].voltages[j].flags is reserved for future use. +//! - pstates[i].voltages[j].mvolt is the voltage in mV +//! inputFlags(IN) - This can be used to select various options: +//! - if bit 0 is set, pPerfPstatesInfo would contain the default settings +//! instead of the current, possibily overclocked settings. +//! - if bit 1 is set, pPerfPstatesInfo would contain the maximum clock +//! frequencies instead of the nominal frequencies. +//! - if bit 2 is set, pPerfPstatesInfo would contain the minimum clock +//! frequencies instead of the nominal frequencies. +//! - all other bits must be set to 0. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! \retval ::NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide) +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the NV_GPU_PERF_PSTATES struct is not supported +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 304. Instead, use NvAPI_GPU_GetPstates20.") +NVAPI_INTERFACE NvAPI_GPU_GetPstatesInfoEx(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_PERF_PSTATES_INFO *pPerfPstatesInfo, NvU32 inputFlags); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPstates20 +// +//! DESCRIPTION: This API retrieves all performance states (P-States) 2.0 information. +//! +//! P-States are GPU active/executing performance capability states. +//! They range from P0 to P15, with P0 being the highest performance state, +//! and P15 being the lowest performance state. Each P-State, if available, +//! maps to a performance level. Not all P-States are available on a given system. +//! The definition of each P-States are currently as follow: +//! - P0/P1 - Maximum 3D performance +//! - P2/P3 - Balanced 3D performance-power +//! - P8 - Basic HD video playback +//! - P10 - DVD playback +//! - P12 - Minimum idle power consumption +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 295 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGPU GPU selection +//! \param [out] pPstatesInfo P-States information retrieved, as documented in declaration above +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPstates20(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_PERF_PSTATES20_INFO *pPstatesInfo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetCurrentPstate +// +//! DESCRIPTION: This function retrieves the current performance state (P-State). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGPU GPU selection +//! \param [out] pCurrentPstate The ID of the current P-State of the GPU - see \ref NV_GPU_PERF_PSTATES. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_NOT_SUPPORTED P-States is not supported on this setup. +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetCurrentPstate(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_PERF_PSTATE_ID *pCurrentPstate); + + + + +//! \ingroup gpupstate +#define NVAPI_MAX_GPU_UTILIZATIONS 8 + + + +//! \ingroup gpupstate +//! Used in NvAPI_GPU_GetDynamicPstatesInfoEx(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 flags; //!< bit 0 indicates if the dynamic Pstate is enabled or not + struct + { + NvU32 bIsPresent:1; //!< Set if this utilization domain is present on this GPU + NvU32 percentage; //!< Percentage of time where the domain is considered busy in the last 1 second interval + } utilization[NVAPI_MAX_GPU_UTILIZATIONS]; +} NV_GPU_DYNAMIC_PSTATES_INFO_EX; + +//! \ingroup gpupstate +//! Macro for constructing the version field of NV_GPU_DYNAMIC_PSTATES_INFO_EX +#define NV_GPU_DYNAMIC_PSTATES_INFO_EX_VER MAKE_NVAPI_VERSION(NV_GPU_DYNAMIC_PSTATES_INFO_EX,1) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetDynamicPstatesInfoEx +// +//! DESCRIPTION: This API retrieves the NV_GPU_DYNAMIC_PSTATES_INFO_EX structure for the specified physical GPU. +//! Each domain's info is indexed in the array. For example: +//! - pDynamicPstatesInfo->utilization[NVAPI_GPU_UTILIZATION_DOMAIN_GPU] holds the info for the GPU domain. \p +//! There are currently 4 domains for which GPU utilization and dynamic P-State thresholds can be retrieved: +//! graphic engine (GPU), frame buffer (FB), video engine (VID), and bus interface (BUS). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! \since Release: 185 +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_INVALID_ARGUMENT pDynamicPstatesInfo is NULL +//! \retval ::NVAPI_HANDLE_INVALIDATED +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the INFO struct is not supported +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetDynamicPstatesInfoEx(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_DYNAMIC_PSTATES_INFO_EX *pDynamicPstatesInfoEx); +/////////////////////////////////////////////////////////////////////////////////// +// Thermal API +// Provides ability to get temperature levels from the various thermal sensors associated with the GPU + +//! \ingroup gputhermal +#define NVAPI_MAX_THERMAL_SENSORS_PER_GPU 3 + +//! \ingroup gputhermal +//! Used in NV_GPU_THERMAL_SETTINGS +typedef enum +{ + NVAPI_THERMAL_TARGET_NONE = 0, + NVAPI_THERMAL_TARGET_GPU = 1, //!< GPU core temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_MEMORY = 2, //!< GPU memory temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_POWER_SUPPLY = 4, //!< GPU power supply temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_BOARD = 8, //!< GPU board ambient temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_VCD_BOARD = 9, //!< Visual Computing Device Board temperature requires NvVisualComputingDeviceHandle + NVAPI_THERMAL_TARGET_VCD_INLET = 10, //!< Visual Computing Device Inlet temperature requires NvVisualComputingDeviceHandle + NVAPI_THERMAL_TARGET_VCD_OUTLET = 11, //!< Visual Computing Device Outlet temperature requires NvVisualComputingDeviceHandle + + NVAPI_THERMAL_TARGET_ALL = 15, + NVAPI_THERMAL_TARGET_UNKNOWN = -1, +} NV_THERMAL_TARGET; + +//! \ingroup gputhermal +//! Used in NV_GPU_THERMAL_SETTINGS +typedef enum +{ + NVAPI_THERMAL_CONTROLLER_NONE = 0, + NVAPI_THERMAL_CONTROLLER_GPU_INTERNAL, + NVAPI_THERMAL_CONTROLLER_ADM1032, + NVAPI_THERMAL_CONTROLLER_MAX6649, + NVAPI_THERMAL_CONTROLLER_MAX1617, + NVAPI_THERMAL_CONTROLLER_LM99, + NVAPI_THERMAL_CONTROLLER_LM89, + NVAPI_THERMAL_CONTROLLER_LM64, + NVAPI_THERMAL_CONTROLLER_ADT7473, + NVAPI_THERMAL_CONTROLLER_SBMAX6649, + NVAPI_THERMAL_CONTROLLER_VBIOSEVT, + NVAPI_THERMAL_CONTROLLER_OS, + NVAPI_THERMAL_CONTROLLER_UNKNOWN = -1, +} NV_THERMAL_CONTROLLER; + +//! \ingroup gputhermal +//! Used in NvAPI_GPU_GetThermalSettings() +typedef struct +{ + NvU32 version; //!< structure version + NvU32 count; //!< number of associated thermal sensors + struct + { + NV_THERMAL_CONTROLLER controller; //!< internal, ADM1032, MAX6649... + NvU32 defaultMinTemp; //!< The min default temperature value of the thermal sensor in degree Celsius + NvU32 defaultMaxTemp; //!< The max default temperature value of the thermal sensor in degree Celsius + NvU32 currentTemp; //!< The current temperature value of the thermal sensor in degree Celsius + NV_THERMAL_TARGET target; //!< Thermal sensor targeted @ GPU, memory, chipset, powersupply, Visual Computing Device, etc. + } sensor[NVAPI_MAX_THERMAL_SENSORS_PER_GPU]; + +} NV_GPU_THERMAL_SETTINGS_V1; + +//! \ingroup gputhermal +typedef struct +{ + NvU32 version; //!< structure version + NvU32 count; //!< number of associated thermal sensors + struct + { + NV_THERMAL_CONTROLLER controller; //!< internal, ADM1032, MAX6649... + NvS32 defaultMinTemp; //!< Minimum default temperature value of the thermal sensor in degree Celsius + NvS32 defaultMaxTemp; //!< Maximum default temperature value of the thermal sensor in degree Celsius + NvS32 currentTemp; //!< Current temperature value of the thermal sensor in degree Celsius + NV_THERMAL_TARGET target; //!< Thermal sensor targeted - GPU, memory, chipset, powersupply, Visual Computing Device, etc + } sensor[NVAPI_MAX_THERMAL_SENSORS_PER_GPU]; + +} NV_GPU_THERMAL_SETTINGS_V2; + +//! \ingroup gputhermal +typedef NV_GPU_THERMAL_SETTINGS_V2 NV_GPU_THERMAL_SETTINGS; + +//! \ingroup gputhermal +//! @{ + +//! Macro for constructing the version field of NV_GPU_THERMAL_SETTINGS_V1 +#define NV_GPU_THERMAL_SETTINGS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_THERMAL_SETTINGS_V1,1) + +//! Macro for constructing the version field of NV_GPU_THERMAL_SETTINGS_V2 +#define NV_GPU_THERMAL_SETTINGS_VER_2 MAKE_NVAPI_VERSION(NV_GPU_THERMAL_SETTINGS_V2,2) + +//! Macro for constructing the version field of NV_GPU_THERMAL_SETTINGS +#define NV_GPU_THERMAL_SETTINGS_VER NV_GPU_THERMAL_SETTINGS_VER_2 +//! @} + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetThermalSettings +// +//! This function retrieves the thermal information of all thermal sensors or specific thermal sensor associated with the selected GPU. +//! Thermal sensors are indexed 0 to NVAPI_MAX_THERMAL_SENSORS_PER_GPU-1. +//! +//! - To retrieve specific thermal sensor info, set the sensorIndex to the required thermal sensor index. +//! - To retrieve info for all sensors, set sensorIndex to NVAPI_THERMAL_TARGET_ALL. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 85 +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [in] sensorIndex Explicit thermal sensor index selection. +//! \param [out] pThermalSettings Array of thermal settings. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_INVALID_ARGUMENT pThermalInfo is NULL. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the INFO struct is not supported. +//! \ingroup gputhermal +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetThermalSettings(NvPhysicalGpuHandle hPhysicalGpu, NvU32 sensorIndex, NV_GPU_THERMAL_SETTINGS *pThermalSettings); + + + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 reserved; //!< These bits are reserved for future use. + struct + { + NvU32 bIsPresent:1; //!< Set if this domain is present on this GPU + NvU32 reserved:31; //!< These bits are reserved for future use. + NvU32 frequency; //!< Clock frequency (kHz) + }domain[NVAPI_MAX_GPU_PUBLIC_CLOCKS]; +} NV_GPU_CLOCK_FREQUENCIES_V1; + +#ifndef NV_GPU_MAX_CLOCK_FREQUENCIES + #define NV_GPU_MAX_CLOCK_FREQUENCIES 3 +#endif + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef enum +{ + NV_GPU_CLOCK_FREQUENCIES_CURRENT_FREQ = 0, + NV_GPU_CLOCK_FREQUENCIES_BASE_CLOCK = 1, + NV_GPU_CLOCK_FREQUENCIES_BOOST_CLOCK = 2, + NV_GPU_CLOCK_FREQUENCIES_CLOCK_TYPE_NUM = NV_GPU_MAX_CLOCK_FREQUENCIES +} NV_GPU_CLOCK_FREQUENCIES_CLOCK_TYPE; + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 ClockType:4; //!< One of NV_GPU_CLOCK_FREQUENCIES_CLOCK_TYPE. Used to specify the type of clock to be returned. + NvU32 reserved:20; //!< These bits are reserved for future use. Must be set to 0. + NvU32 reserved1:8; //!< These bits are reserved. + struct + { + NvU32 bIsPresent:1; //!< Set if this domain is present on this GPU + NvU32 reserved:31; //!< These bits are reserved for future use. + NvU32 frequency; //!< Clock frequency (kHz) + }domain[NVAPI_MAX_GPU_PUBLIC_CLOCKS]; +} NV_GPU_CLOCK_FREQUENCIES_V2; + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef NV_GPU_CLOCK_FREQUENCIES_V2 NV_GPU_CLOCK_FREQUENCIES; + +//! \addtogroup gpuclock +//! @{ +#define NV_GPU_CLOCK_FREQUENCIES_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLOCK_FREQUENCIES_V1,1) +#define NV_GPU_CLOCK_FREQUENCIES_VER_2 MAKE_NVAPI_VERSION(NV_GPU_CLOCK_FREQUENCIES_V2,2) +#define NV_GPU_CLOCK_FREQUENCIES_VER_3 MAKE_NVAPI_VERSION(NV_GPU_CLOCK_FREQUENCIES_V2,3) +#define NV_GPU_CLOCK_FREQUENCIES_VER NV_GPU_CLOCK_FREQUENCIES_VER_3 +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAllClockFrequencies +// +//! This function retrieves the NV_GPU_CLOCK_FREQUENCIES structure for the specified physical GPU. +//! +//! For each clock domain: +//! - bIsPresent is set for each domain that is present on the GPU +//! - frequency is the domain's clock freq in kHz +//! +//! Each domain's info is indexed in the array. For example: +//! clkFreqs.domain[NVAPI_GPU_PUBLIC_CLOCK_MEMORY] holds the info for the MEMORY domain. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 295 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval NVAPI_INVALID_ARGUMENT pClkFreqs is NULL. +//! \ingroup gpuclock +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetAllClockFrequencies(__in NvPhysicalGpuHandle hPhysicalGPU, __inout NV_GPU_CLOCK_FREQUENCIES *pClkFreqs); + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_QueryIlluminationSupport +//! +//! \fn NvAPI_GPU_QueryIlluminationSupport(__inout NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM *pIlluminationSupportInfo) +//! DESCRIPTION: This function reports if the specified illumination attribute is supported. +//! +//! \note Only a single GPU can manage an given attribute on a given HW element, +//! regardless of how many are attatched. I.E. only one GPU will be used to control +//! the brightness of the LED on an SLI bridge, regardless of how many are physicaly attached. +//! You should enumerate thru the GPUs with this call to determine which GPU is managing the attribute. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 300.05 +//! +//! \param [in] hPhysicalGpu Physical GPU handle +//! \param Attribute An enumeration value specifying the Illumination attribute to be querried +//! \param [out] pSupported A boolean indicating if the attribute is supported. +//! +//! \return See \ref nvapistatus for the list of possible return values. +// +////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef enum _NV_GPU_ILLUMINATION_ATTRIB +{ + NV_GPU_IA_LOGO_BRIGHTNESS = 0, + NV_GPU_IA_SLI_BRIGHTNESS = 1, +} NV_GPU_ILLUMINATION_ATTRIB; + +//! \ingroup gpu +typedef struct _NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1 { + + // IN + NvU32 version; //!< Version of this structure + NvPhysicalGpuHandle hPhysicalGpu; //!< The handle of the GPU that you are checking for the specified attribute. + //!< note that this is the GPU that is managing the attribute. + //!< Only a single GPU can manage an given attribute on a given HW element, + //!< regardless of how many are attatched. + //!< I.E. only one GPU will be used to control the brightness of the LED on an SLI bridge, + //!< regardless of how many are physicaly attached. + //!< You enumerate thru the GPUs with this call to determine which GPU is managing the attribute. + NV_GPU_ILLUMINATION_ATTRIB Attribute; //!< An enumeration value specifying the Illumination attribute to be querried. + //!< refer to enum \ref NV_GPU_ILLUMINATION_ATTRIB. + + // OUT + NvU32 bSupported; //!< A boolean indicating if the attribute is supported. + +} NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1; + +//! \ingroup gpu +typedef NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1 NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM; +//! \ingroup gpu +#define NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_VER_1 MAKE_NVAPI_VERSION(NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1,1) +//! \ingroup gpu +#define NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_VER NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_VER_1 + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_QueryIlluminationSupport(__inout NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM *pIlluminationSupportInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_GetIllumination +//! +//! \fn NvAPI_GPU_GetIllumination(NV_GPU_GET_ILLUMINATION_PARM *pIlluminationInfo) +//! DESCRIPTION: This function reports value of the specified illumination attribute. +//! +//! \note Only a single GPU can manage an given attribute on a given HW element, +//! regardless of how many are attatched. I.E. only one GPU will be used to control +//! the brightness of the LED on an SLI bridge, regardless of how many are physicaly attached. +//! You should enumerate thru the GPUs with the \ref NvAPI_GPU_QueryIlluminationSupport call to +//! determine which GPU is managing the attribute. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 300.05 +//! +//! \param [in] hPhysicalGpu Physical GPU handle +//! \param Attribute An enumeration value specifying the Illumination attribute to be querried +//! \param [out] Value A DWORD containing the current value for the specified attribute. +//! This is specified as a percentage of the full range of the attribute +//! (0-100; 0 = off, 100 = full brightness) +//! +//! \return See \ref nvapistatus for the list of possible return values. Return values of special interest are: +//! NVAPI_INVALID_ARGUMENT The specified attibute is not known to the driver. +//! NVAPI_NOT_SUPPORTED: The specified attribute is not supported on the specified GPU +// +////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef struct _NV_GPU_GET_ILLUMINATION_PARM_V1 { + + // IN + NvU32 version; //!< Version of this structure + NvPhysicalGpuHandle hPhysicalGpu; //!< The handle of the GPU that you are checking for the specified attribute. + //!< Note that this is the GPU that is managing the attribute. + //!< Only a single GPU can manage an given attribute on a given HW element, + //!< regardless of how many are attatched. + //!< I.E. only one GPU will be used to control the brightness of the LED on an SLI bridge, + //!< regardless of how many are physicaly attached. + //!< You enumerate thru the GPUs with this call to determine which GPU is managing the attribute. + NV_GPU_ILLUMINATION_ATTRIB Attribute; //!< An enumeration value specifying the Illumination attribute to be querried. + //!< refer to enum \ref NV_GPU_ILLUMINATION_ATTRIB. + + // OUT + NvU32 Value; //!< A DWORD that will contain the current value of the specified attribute. + //! This is specified as a percentage of the full range of the attribute + //! (0-100; 0 = off, 100 = full brightness) + +} NV_GPU_GET_ILLUMINATION_PARM_V1; + +//! \ingroup gpu +typedef NV_GPU_GET_ILLUMINATION_PARM_V1 NV_GPU_GET_ILLUMINATION_PARM; +//! \ingroup gpu +#define NV_GPU_GET_ILLUMINATION_PARM_VER_1 MAKE_NVAPI_VERSION(NV_GPU_GET_ILLUMINATION_PARM_V1,1) +//! \ingroup gpu +#define NV_GPU_GET_ILLUMINATION_PARM_VER NV_GPU_GET_ILLUMINATION_PARM_VER_1 + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetIllumination(NV_GPU_GET_ILLUMINATION_PARM *pIlluminationInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_SetIllumination +//! +//! \fn NvAPI_GPU_SetIllumination(NV_GPU_SET_ILLUMINATION_PARM *pIlluminationInfo) +//! DESCRIPTION: This function sets the value of the specified illumination attribute. +//! +//! \note Only a single GPU can manage an given attribute on a given HW element, +//! regardless of how many are attatched. I.E. only one GPU will be used to control +//! the brightness of the LED on an SLI bridge, regardless of how many are physicaly attached. +//! You should enumerate thru the GPUs with the \ref NvAPI_GPU_QueryIlluminationSupport call to +//! determine which GPU is managing the attribute. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 300.05 +//! +//! \param [in] hPhysicalGpu Physical GPU handle +//! \param Attribute An enumeration value specifying the Illumination attribute to be set +//! \param Value The new value for the specified attribute. +//! This should be specified as a percentage of the full range of the attribute +//! (0-100; 0 = off, 100 = full brightness) +//! If a value is specified outside this range, NVAPI_INVALID_ARGUMENT will be returned. +//! +//! \return See \ref nvapistatus for the list of possible return values. Return values of special interest are: +//! NVAPI_INVALID_ARGUMENT The specified attibute is not known to the driver, or the specified value is out of range. +//! NVAPI_NOT_SUPPORTED The specified attribute is not supported on the specified GPU. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef struct _NV_GPU_SET_ILLUMINATION_PARM_V1 { + + // IN + NvU32 version; //!< Version of this structure + NvPhysicalGpuHandle hPhysicalGpu; //!< The handle of the GPU that you are checking for the specified attribute. + //!< Note that this is the GPU that is managing the attribute. + //!< Only a single GPU can manage an given attribute on a given HW element, + //!< regardless of how many are attatched. + //!< I.E. only one GPU will be used to control the brightness of the LED on an SLI bridge, + //!< regardless of how many are physicaly attached. + //!< You enumerate thru the GPUs with this call to determine which GPU is managing the attribute. + NV_GPU_ILLUMINATION_ATTRIB Attribute; //!< An enumeration value specifying the Illumination attribute to be querried. + //!< refer to enum \ref NV_GPU_ILLUMINATION_ATTRIB. + NvU32 Value; //!< A DWORD containing the new value for the specified attribute. + //!< This should be specified as a percentage of the full range of the attribute + //!< (0-100; 0 = off, 100 = full brightness) + //!< If a value is specified outside this range, NVAPI_INVALID_ARGUMENT will be returned. + + // OUT + +} NV_GPU_SET_ILLUMINATION_PARM_V1; + +//! \ingroup gpu +typedef NV_GPU_SET_ILLUMINATION_PARM_V1 NV_GPU_SET_ILLUMINATION_PARM; +//! \ingroup gpu +#define NV_GPU_SET_ILLUMINATION_PARM_VER_1 MAKE_NVAPI_VERSION(NV_GPU_SET_ILLUMINATION_PARM_V1,1) +//! \ingroup gpu +#define NV_GPU_SET_ILLUMINATION_PARM_VER NV_GPU_SET_ILLUMINATION_PARM_VER_1 + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_SetIllumination(NV_GPU_SET_ILLUMINATION_PARM *pIlluminationInfo); + + + +/*! + * Enumeration of control modes that can be applied to Illumination Zones. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB = 0, // deprecated + NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB, // deprecated + + NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL = 0, + NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR, + + // Strictly add new control modes above this. + NV_GPU_CLIENT_ILLUM_CTRL_MODE_INVALID = 0xFF, +} NV_GPU_CLIENT_ILLUM_CTRL_MODE; + +/*! + * Enumeration of locations where an Illumination Zone might be present. + * Encoding used - + * 1:0 - Number specifier (0) + * 4:2 - Location (TOP) + * 7:5 - Type (GPU/SLI) + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_GPU_TOP_0 = 0x00, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_GPU_FRONT_0 = 0x08, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_GPU_BACK_0 = 0x0C, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_SLI_TOP_0 = 0x20, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_INVALID = 0xFFFFFFFF, +} NV_GPU_CLIENT_ILLUM_ZONE_LOCATION; + +/*! + * Enumeration of ILLUM_DEVICEs. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_INVALID = 0, + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_MCUV10, + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_GPIO_PWM_RGBW_V10, + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_GPIO_PWM_SINGLE_COLOR_V10, +} NV_GPU_CLIENT_ILLUM_DEVICE_TYPE; + +/*! + * Enumeration of ILLUM_ZONEs. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_INVALID = 0, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGB, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_COLOR_FIXED, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGBW, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_SINGLE_COLOR, +} NV_GPU_CLIENT_ILLUM_ZONE_TYPE; + +/*! + * Number of color points for the piecewise linear control mode. + */ +#define NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS 2 + +/*! + * Enumeration of Cycle types for piecewise linear control mode. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_HALF_HALT = 0, + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_FULL_HALT, + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_FULL_REPEAT, + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_INVALID = 0xFF, +} NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_TYPE; + +#define NV_GPU_CLIENT_ILLUM_DEVICE_NUM_DEVICES_MAX 32 + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 + * Describes the static information of illumination device type MCUV10. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_MCUV10 +{ + /*! + * I2C Device Index: Pointing to the illumination device in I2C Devices Table. + */ + NvU8 i2cDevIdx; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_MCUV10; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 + * Describes the static information of illum device type GPIO_PWM_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_RGBW +{ + /*! + * Red drive GPIO pin. + */ + NvU8 gpioPinRed; + + /*! + * Green drive GPIO pin. + */ + NvU8 gpioPinGreen; + + /*! + * Blue drive GPIO pin. + */ + NvU8 gpioPinBlue; + + /*! + * White drive GPIO pin. + */ + NvU8 gpioPinWhite; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_RGBW; +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 + * Describes the static information of illum device type GPIO_PWM_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_SINGLE_COLOR +{ + /*! + * Single Color GPIO pin. + */ + NvU8 gpioPinSingleColor; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_SINGLE_COLOR; + +/*! + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 +{ + /*! + * Type of the illumination device. + */ + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE type; + + /*! + * Supported control modes for this illumination device. + */ + NvU32 ctrlModeMask; + + /*! + * Union of illumination device info data. Interpreted as per + * @ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1::type + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_MCUV10 mcuv10; + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_RGBW gpioPwmRgbwv10; + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_SINGLE_COLOR gpioPwmSingleColorv10; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1; + +/*! + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1 +{ + /*! + * Version of structure. Must always be first member. + */ + NvU32 version; + + /*! + * Number of illumination devices present. + */ + NvU32 numIllumDevices; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + + /*! + */ + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 devices[NV_GPU_CLIENT_ILLUM_DEVICE_NUM_DEVICES_MAX]; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_VER NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1 NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumDevicesGetInfo +//! +//! DESCRIPTION: This API returns static information about illumination devices on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumDevicesInfo Pointer to structure containing static +//! information about illumination devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumDevicesGetInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS *pIllumDevicesInfo); + + +/*! + * Structure representing the data required for synchronization. + */ +typedef struct +{ + /*! + * Boolean representing the need for synchronization. + */ + NvBool bSync; + + /*! + * Time stamp value required for synchronization. + */ + NvU64 timeStampms; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_DEVICE_SYNC_V1; + +/*! + * Structure representing the device control parameters of each ILLUM_DEVICE. + */ +typedef struct +{ + /*! + * Type of the illum device. + */ + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE type; + + /*! + * Structure containing the synchronization data for the illumination device. + */ + NV_GPU_CLIENT_ILLUM_DEVICE_SYNC_V1 syncData; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_V1; + +typedef NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_V1 NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL; + +/*! + * Structure representing the control parameters of ILLUM_DEVICE-s. + */ +typedef struct +{ + /*! + * Version of structure. Must always be first member. + */ + NvU32 version; + + /*! + * Number of illumination devices present. + */ + NvU32 numIllumDevices; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + + /*! + */ + NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_V1 devices[NV_GPU_CLIENT_ILLUM_DEVICE_NUM_DEVICES_MAX]; +} NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_VER NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_V1 NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumDevicesGetControl +//! +//! DESCRIPTION: This API gets control parameters about illumination devices on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [inout] pIllumDevicesControl Pointer to structure containing control +//! information about illum devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumDevicesGetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS *pClientIllumDevicesControl); + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumDevicesSetControl +//! +//! DESCRIPTION: This API sets control parameters about illumination devices on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [inout] pClientIllumDevicesControl Pointer to structure containing control +//! information about illum devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumDevicesSetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS *pClientIllumDevicesControl); + + +#define NV_GPU_CLIENT_ILLUM_ZONE_NUM_ZONES_MAX 32 + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGB +{ + NvU8 rsvd; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGB; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 + * Describes the static information of illum zone type RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGBW +{ + NvU8 rsvd; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGBW; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 + * Describes the static information of illum zone type SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_SINGLE_COLOR +{ + NvU8 rsvd; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_SINGLE_COLOR; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 +{ + NV_GPU_CLIENT_ILLUM_ZONE_TYPE type; + + /*! + * Index pointing to an Illumination Device that controls this zone. + */ + NvU8 illumDeviceIdx; + + /*! + * Provider index for representing logical to physical zone mapping. + */ + NvU8 provIdx; + + /*! + * Location of the zone on the board. + */ + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION zoneLocation; + + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGB rgb; + NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGBW rgbw; + NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_SINGLE_COLOR singleColor; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1 +{ + /*! + * Version of structure. Must always be first member. + */ + NvU32 version; + + /*! + * Number of illumination zones present. + */ + NvU32 numIllumZones; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 zones[NV_GPU_CLIENT_ILLUM_ZONE_NUM_ZONES_MAX]; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_VER NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1 NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumZonesGetInfo +//! +//! DESCRIPTION: This API returns static information about illumination zones on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumZonesInfo Pointer to structure containing static +//! information about illumination devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumZonesGetInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS *pIllumZonesInfo); + + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS +{ + /*! + * Red compenent of color applied to the zone. + */ + NvU8 colorR; + + /*! + * Green compenent of color applied to the zone. + */ + NvU8 colorG; + + /*! + * Blue compenent of color applied to the zone. + */ + NvU8 colorB; + + /*! + * Brightness perecentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS rgbParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR +{ + /*! + * Type of cycle effect to apply. + */ + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_TYPE cycleType; + + /*! + * Number of times to repeat function within group period. + */ + NvU8 grpCount; + + /*! + * Time in ms to transition from color A to color B. + */ + NvU16 riseTimems; + + /*! + * Time in ms to transition from color B to color A. + */ + NvU16 fallTimems; + + /*! + * Time in ms to remain at color A before color A to color B transition. + */ + NvU16 ATimems; + + /*! + * Time in ms to remain at color B before color B to color A transition. + */ + NvU16 BTimems; + + /*! + * Time in ms to remain idle before next group of repeated function cycles. + */ + NvU16 grpIdleTimems; + + /*! + * Time in ms to offset the cycle relative to other zones. + */ + NvU16 phaseOffsetms; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS rgbParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illumination zone of type + * \ref NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB +{ + /*! + * Union of illumination zone control data for zone of type NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGB. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB manualRGB; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB piecewiseLinearRGB; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS +{ + /*! + * Brightness percentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS colorFixedParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_COLOR_FIXED +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS colorFixedParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_COLOR_FIXED; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illum zone of type + * \ref NV_GPU_CLIENT_ILLUM_ZONE_TYPE_COLOR_FIXED. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED +{ + /*! + * Union of illum zone control data for zone of type NV_GPU_CLIENT_ILLUM_ZONE_TYPE_COLOR_FIXED. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED manualColorFixed; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_COLOR_FIXED piecewiseLinearColorFixed; + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS +{ + /*! + * Red component of color applied to the zone. + */ + NvU8 colorR; + + /*! + * Green component of color applied to the zone. + */ + NvU8 colorG; + + /*! + * Blue component of color applied to the zone. + */ + NvU8 colorB; + + /*! + * White component of color applied to the zone. + */ + NvU8 colorW; + + /*! + * Brightness percentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_RGBW + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_RGBW. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS rgbwParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_RGBW + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGBW +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGBW. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS rgbwParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGBW; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illum zone of type + * \ref NV_GPU_ILLUM_ZONE_TYPE_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGBW +{ + /*! + * Union of illum zone control data for zone of type NV_GPU_ILLUM_ZONE_TYPE_RGBW. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW manualRGBW; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGBW piecewiseLinearRGBW; + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGBW; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS +{ + /*! + * Brightness percentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_SINGLE_COLOR. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS singleColorParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_SINGLE_COLOR +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_SINGLE_COLOR. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS singleColorParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_SINGLE_COLOR; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illum zone of type + * \ref NV_GPU_ILLUM_ZONE_TYPE_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR +{ + /*! + * Union of illum zone control data for zone of type NV_GPU_ILLUM_ZONE_TYPE_SINGLE_COLOR. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR manualSingleColor; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_SINGLE_COLOR piecewiseLinearSingleColor; + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 +{ + NV_GPU_CLIENT_ILLUM_ZONE_TYPE type; + NV_GPU_CLIENT_ILLUM_CTRL_MODE ctrlMode; + union + { + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB rgb; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED colorFixed; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGBW rgbw; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR singleColor; + NvU8 rsvd[64]; + } data; + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1 +{ + NvU32 version; + + /*! + * Bit field specifying the set of values to retrieve or set + * - default (NV_TRUE) + * - currently active (NV_FALSE). + */ + NvU32 bDefault : 1; + NvU32 rsvdField : 31; + + /*! + * Number of illumination zones present. + */ + NvU32 numIllumZonesControl; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 zones[NV_GPU_CLIENT_ILLUM_ZONE_NUM_ZONES_MAX]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_VER NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1 NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumZonesGetControl +//! +//! DESCRIPTION: Accessor for control information about illumination zones on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumZonesControl Pointer to structure containing control +//! information about illumination zones. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumZonesGetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS *pIllumZonesControl); + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumZonesSetControl +//! +//! DESCRIPTION: Mutator for control information about illumination zones on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumZonesControl Pointer to structure containing control +//! information about illumination zones. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumZonesSetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS *pIllumZonesControl); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Event_RegisterCallback +// +//! DESCRIPTION: This API registers the process for events. This API should be called for each eventcallback. +//! The handle returned to the client will be common across all eventCallbacks. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] eventCallback Pointer to NV_EVENT_REGISTER_CALLBACK structure to call +//! on new events +//! \param [out] phClient Handle to client for use with +//! unregister function +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NvAPI not initialized +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid argument +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Event_RegisterCallback(PNV_EVENT_REGISTER_CALLBACK eventCallback, + NvEventHandle* phClient); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Event_UnregisterCallback +// +//! DESCRIPTION: This API unregister an event handle. +//! This API should be called only once per process(irrespective of the number of callbacks registered). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hClient Handle associated with this listeners +//! event queue. Same as returned from +//! NvAPI_Event_RegisterCallback(). +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NvAPI not initialized +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid argument +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Event_UnregisterCallback(NvEventHandle hClient); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumNvidiaDisplayHandle +// +//! This function returns the handle of the NVIDIA display specified by the enum +//! index (thisEnum). The client should keep enumerating until it +//! returns error. +//! +//! Note: Display handles can get invalidated on a modeset, so the calling applications need to +//! renum the handles after every modeset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param [in] thisEnum The index of the NVIDIA display. +//! \param [out] pNvDispHandle Pointer to the NVIDIA display handle. +//! +//! \retval NVAPI_INVALID_ARGUMENT Either the handle pointer is NULL or enum index too big +//! \retval NVAPI_OK Return a valid NvDisplayHandle based on the enum index +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device found in the system +//! \retval NVAPI_END_ENUMERATION No more display device to enumerate +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumNvidiaDisplayHandle(NvU32 thisEnum, NvDisplayHandle *pNvDispHandle); + + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumNvidiaUnAttachedDisplayHandle +// +//! This function returns the handle of the NVIDIA unattached display specified by the enum +//! index (thisEnum). The client should keep enumerating until it +//! returns error. +//! Note: Display handles can get invalidated on a modeset, so the calling applications need to +//! renum the handles after every modeset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param [in] thisEnum The index of the NVIDIA display. +//! \param [out] pNvUnAttachedDispHandle Pointer to the NVIDIA display handle of the unattached display. +//! +//! \retval NVAPI_INVALID_ARGUMENT Either the handle pointer is NULL or enum index too big +//! \retval NVAPI_OK Return a valid NvDisplayHandle based on the enum index +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device found in the system +//! \retval NVAPI_END_ENUMERATION No more display device to enumerate. +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumNvidiaUnAttachedDisplayHandle(NvU32 thisEnum, NvUnAttachedDisplayHandle *pNvUnAttachedDispHandle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_CreateDisplayFromUnAttachedDisplay +// +//! This function converts the unattached display handle to an active attached display handle. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvUnAttachedDisp is not valid or pNvDisplay is NULL. +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_CreateDisplayFromUnAttachedDisplay(NvUnAttachedDisplayHandle hNvUnAttachedDisp, NvDisplayHandle *pNvDisplay); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetAssociatedNVidiaDisplayHandle +// +//! This function returns the handle of the NVIDIA display that is associated +//! with the given display "name" (such as "\\.\DISPLAY1"). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT Either argument is NULL +//! \retval NVAPI_OK *pNvDispHandle is now valid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetAssociatedNvidiaDisplayHandle(const char *szDisplayName, NvDisplayHandle *pNvDispHandle); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetAssociatedUnAttachedNvidiaDisplayHandle +// +//! DESCRIPTION: This function returns the handle of an unattached NVIDIA display that is +//! associated with the given display name (such as "\\DISPLAY1"). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Either argument is NULL. +//! \retval ::NVAPI_OK *pNvUnAttachedDispHandle is now valid. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name. +//! +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetAssociatedUnAttachedNvidiaDisplayHandle(const char *szDisplayName, NvUnAttachedDisplayHandle *pNvUnAttachedDispHandle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetAssociatedNVidiaDisplayName +// +//! For a given NVIDIA display handle, this function returns a string (such as "\\.\DISPLAY1") to identify the display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT Either argument is NULL +//! \retval NVAPI_OK *pNvDispHandle is now valid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetAssociatedNvidiaDisplayName(NvDisplayHandle NvDispHandle, NvAPI_ShortString szDisplayName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetUnAttachedAssociatedDisplayName +// +//! This function returns the display name given, for example, "\\DISPLAY1", using the unattached NVIDIA display handle +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT Either argument is NULL +//! \retval NVAPI_OK *pNvDispHandle is now valid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetUnAttachedAssociatedDisplayName(NvUnAttachedDisplayHandle hNvUnAttachedDisp, NvAPI_ShortString szDisplayName); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnableHWCursor +// +//! This function enables hardware cursor support +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnableHWCursor(NvDisplayHandle hNvDisplay); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DisableHWCursor +// +//! This function disables hardware cursor support +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DisableHWCursor(NvDisplayHandle hNvDisplay); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetVBlankCounter +// +//! This function gets the V-blank counter +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetVBlankCounter(NvDisplayHandle hNvDisplay, NvU32 *pCounter); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SetRefreshRateOverride +// +//! This function overrides the refresh rate on the given display/outputsMask. +//! The new refresh rate can be applied right away in this API call or deferred to be applied with the +//! next OS modeset. The override is good for only one modeset (regardless whether it's deferred or immediate). +//! +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 80 +//! +//! \param [in] hNvDisplay The NVIDIA display handle. It can be NVAPI_DEFAULT_HANDLE or a handle +//! enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] outputsMask A set of bits that identify all target outputs which are associated with the NVIDIA +//! display handle to apply the refresh rate override. When SLI is enabled, the +//! outputsMask only applies to the GPU that is driving the display output. +//! \param [in] refreshRate The override value. "0.0" means cancel the override. +//! \param [in] bSetDeferred +//! - "0": Apply the refresh rate override immediately in this API call.\p +//! - "1": Apply refresh rate at the next OS modeset. +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvDisplay or outputsMask is invalid +//! \retval NVAPI_OK The refresh rate override is correct set +//! \retval NVAPI_ERROR The operation failed +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SetRefreshRateOverride(NvDisplayHandle hNvDisplay, NvU32 outputsMask, float refreshRate, NvU32 bSetDeferred); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetAssociatedDisplayOutputId +// +//! This function gets the active outputId associated with the display handle. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 90 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! \param [out] outputId The active display output ID associated with the selected display handle hNvDisplay. +//! The outputid will have only one bit set. In the case of Clone or Span mode, this will indicate the +//! display outputId of the primary display that the GPU is driving. See \ref handles. +//! +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_DISPLAY_HANDLE hNvDisplay is not a valid display handle. +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetAssociatedDisplayOutputId(NvDisplayHandle hNvDisplay, NvU32 *pOutputId); + + +//! \ingroup dispcontrol +//! Used in NvAPI_GetDisplayPortInfo(). +typedef struct _NV_DISPLAY_PORT_INFO_V1 +{ + NvU32 version; //!< Structure version + NvU32 dpcd_ver; //!< DPCD version of the monitor + NV_DP_LINK_RATE maxLinkRate; //!< Maximum supported link rate + NV_DP_LANE_COUNT maxLaneCount; //!< Maximum supported lane count + NV_DP_LINK_RATE curLinkRate; //!< Current link rate + NV_DP_LANE_COUNT curLaneCount; //!< Current lane count + NV_DP_COLOR_FORMAT colorFormat; //!< Current color format + NV_DP_DYNAMIC_RANGE dynamicRange; //!< Dynamic range + NV_DP_COLORIMETRY colorimetry; //!< Ignored in RGB space + NV_DP_BPC bpc; //!< Current bit-per-component + NvU32 isDp : 1; //!< If the monitor is driven by a DisplayPort + NvU32 isInternalDp : 1; //!< If the monitor is driven by an NV Dp transmitter + NvU32 isColorCtrlSupported : 1; //!< If the color format change is supported + NvU32 is6BPCSupported : 1; //!< If 6 bpc is supported + NvU32 is8BPCSupported : 1; //!< If 8 bpc is supported + NvU32 is10BPCSupported : 1; //!< If 10 bpc is supported + NvU32 is12BPCSupported : 1; //!< If 12 bpc is supported + NvU32 is16BPCSupported : 1; //!< If 16 bpc is supported + NvU32 isYCrCb420Supported : 1; //!< If YCrCb420 is supported + NvU32 isYCrCb422Supported : 1; //!< If YCrCb422 is supported + NvU32 isYCrCb444Supported : 1; //!< If YCrCb444 is supported + NvU32 isRgb444SupportedOnCurrentMode : 1; //!< If Rgb444 is supported on the current mode + NvU32 isYCbCr444SupportedOnCurrentMode : 1; //!< If YCbCr444 is supported on the current mode + NvU32 isYCbCr422SupportedOnCurrentMode : 1; //!< If YCbCr422 is supported on the current mode + NvU32 isYCbCr420SupportedOnCurrentMode : 1; //!< If YCbCr420 is supported on the current mode + NvU32 is6BPCSupportedOnCurrentMode : 1; // if 6 bpc is supported On Current Mode + NvU32 is8BPCSupportedOnCurrentMode : 1; // if 8 bpc is supported On Current Mode + NvU32 is10BPCSupportedOnCurrentMode : 1; // if 10 bpc is supported On Current Mode + NvU32 is12BPCSupportedOnCurrentMode : 1; // if 12 bpc is supported On Current Mode + NvU32 is16BPCSupportedOnCurrentMode : 1; // if 16 bpc is supported On Current Mode + NvU32 isMonxvYCC601Capable : 1; // if xvYCC 601 extended colorimetry is supported + NvU32 isMonxvYCC709Capable : 1; // if xvYCC 709 extended colorimetry is supported + NvU32 isMonsYCC601Capable : 1; // if sYCC601 extended colorimetry is supported + NvU32 isMonAdobeYCC601Capable : 1; // if AdobeYCC601 extended colorimetry is supported + NvU32 isMonAdobeRGBCapable : 1; // if AdobeRGB extended colorimetry is supported + NvU32 isMonBT2020RGBCapable : 1; // if BT2020 RGB extended colorimetry is supported + NvU32 isMonBT2020YCCCapable : 1; // if BT2020 Y'CbCr extended colorimetry is supported + NvU32 isMonBT2020cYCCCapable : 1; // if BT2020 cYCbCr (constant luminance) extended colorimetry is supported + + NvU32 reserved : 4; //!< reserved + } NV_DISPLAY_PORT_INFO_V1; + + typedef NV_DISPLAY_PORT_INFO_V1 NV_DISPLAY_PORT_INFO; + +//! Macro for constructing the version field of NV_DISPLAY_PORT_INFO. +#define NV_DISPLAY_PORT_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_INFO,1) +#define NV_DISPLAY_PORT_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_INFO,2) +#define NV_DISPLAY_PORT_INFO_VER NV_DISPLAY_PORT_INFO_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetDisplayPortInfo +// +//! \fn NvAPI_GetDisplayPortInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_DISPLAY_PORT_INFO *pInfo) +//! DESCRIPTION: This function returns the current DisplayPort-related information on the specified device (monitor). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! \param [in] hvDisplay NVIDIA Display selection. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! This parameter is ignored when the outputId is a NvAPI displayId. +//! \param [in] outputId This can either be the connection bit mask or the NvAPI displayId. When the legacy connection bit mask is passed, +//! it should have exactly 1 bit set to indicate a single display. If it's "0" then the default outputId from +//! NvAPI_GetAssociatedDisplayOutputId() will be used. See \ref handles. +//! \param [out] pInfo The DisplayPort information +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_GetDisplayPortInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_DISPLAY_PORT_INFO *pInfo); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SetDisplayPort +// +//! \fn NvAPI_SetDisplayPort(NvDisplayHandle hNvDisplay, NvU32 outputId, NV_DISPLAY_PORT_CONFIG *pCfg) +//! DESCRIPTION: This function sets up DisplayPort-related configurations. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! \param [in] hNvDisplay NVIDIA display handle. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] outputId This display output ID, when it's "0" it means the default outputId generated from the return of +//! NvAPI_GetAssociatedDisplayOutputId(). See \ref handles. +//! \param [in] pCfg The display port config structure. If pCfg is NULL, it means to use the driver's default value to setup. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter +/////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dispcontrol +//! DisplayPort configuration settings - used in NvAPI_SetDisplayPort(). +typedef struct +{ + NvU32 version; //!< Structure version - 2 is the latest + NV_DP_LINK_RATE linkRate; //!< Link rate + NV_DP_LANE_COUNT laneCount; //!< Lane count + NV_DP_COLOR_FORMAT colorFormat; //!< Color format to set + NV_DP_DYNAMIC_RANGE dynamicRange; //!< Dynamic range + NV_DP_COLORIMETRY colorimetry; //!< Ignored in RGB space + NV_DP_BPC bpc; //!< Bit-per-component + NvU32 isHPD : 1; //!< If the control panel is making this call due to HPD + NvU32 isSetDeferred : 1; //!< Requires an OS modeset to finalize the setup if set + NvU32 isChromaLpfOff : 1; //!< Force the chroma low_pass_filter to be off + NvU32 isDitherOff : 1; //!< Force to turn off dither + NvU32 testLinkTrain : 1; //!< If testing mode, skip validation + NvU32 testColorChange : 1; //!< If testing mode, skip validation + +} NV_DISPLAY_PORT_CONFIG; + +//! \addtogroup dispcontrol +//! @{ +//! Macro for constructing the version field of NV_DISPLAY_PORT_CONFIG +#define NV_DISPLAY_PORT_CONFIG_VER MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_CONFIG,2) +//! Macro for constructing the version field of NV_DISPLAY_PORT_CONFIG +#define NV_DISPLAY_PORT_CONFIG_VER_1 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_CONFIG,1) +//! Macro for constructing the version field of NV_DISPLAY_PORT_CONFIG +#define NV_DISPLAY_PORT_CONFIG_VER_2 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_CONFIG,2) +//! @} + + +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_SetDisplayPort(NvDisplayHandle hNvDisplay, NvU32 outputId, NV_DISPLAY_PORT_CONFIG *pCfg); + + + + +//! \ingroup dispcontrol +//! Used in NvAPI_GetHDMISupportInfo(). +typedef struct _NV_HDMI_SUPPORT_INFO_V1 +{ + NvU32 version; //!< Structure version + + NvU32 isGpuHDMICapable : 1; //!< If the GPU can handle HDMI + NvU32 isMonUnderscanCapable : 1; //!< If the monitor supports underscan + NvU32 isMonBasicAudioCapable : 1; //!< If the monitor supports basic audio + NvU32 isMonYCbCr444Capable : 1; //!< If YCbCr 4:4:4 is supported + NvU32 isMonYCbCr422Capable : 1; //!< If YCbCr 4:2:2 is supported + NvU32 isMonxvYCC601Capable : 1; //!< If xvYCC 601 is supported + NvU32 isMonxvYCC709Capable : 1; //!< If xvYCC 709 is supported + NvU32 isMonHDMI : 1; //!< If the monitor is HDMI (with IEEE's HDMI registry ID) + NvU32 reserved : 24; //!< Reserved. + + NvU32 EDID861ExtRev; //!< Revision number of the EDID 861 extension + } NV_HDMI_SUPPORT_INFO_V1; + +typedef struct _NV_HDMI_SUPPORT_INFO_V2 +{ + NvU32 version; //!< Structure version + + NvU32 isGpuHDMICapable : 1; //!< If the GPU can handle HDMI + NvU32 isMonUnderscanCapable : 1; //!< If the monitor supports underscan + NvU32 isMonBasicAudioCapable : 1; //!< If the monitor supports basic audio + NvU32 isMonYCbCr444Capable : 1; //!< If YCbCr 4:4:4 is supported + NvU32 isMonYCbCr422Capable : 1; //!< If YCbCr 4:2:2 is supported + NvU32 isMonxvYCC601Capable : 1; //!< If xvYCC extended colorimetry 601 is supported + NvU32 isMonxvYCC709Capable : 1; //!< If xvYCC extended colorimetry 709 is supported + NvU32 isMonHDMI : 1; //!< If the monitor is HDMI (with IEEE's HDMI registry ID) + NvU32 isMonsYCC601Capable : 1; //!< if sYCC601 extended colorimetry is supported + NvU32 isMonAdobeYCC601Capable : 1; //!< if AdobeYCC601 extended colorimetry is supported + NvU32 isMonAdobeRGBCapable : 1; //!< if AdobeRGB extended colorimetry is supported + NvU32 reserved : 21; //!< Reserved. + + NvU32 EDID861ExtRev; //!< Revision number of the EDID 861 extension + } NV_HDMI_SUPPORT_INFO_V2; + +#define NV_HDMI_SUPPORT_INFO_VER1 MAKE_NVAPI_VERSION(NV_HDMI_SUPPORT_INFO_V1, 1) +#define NV_HDMI_SUPPORT_INFO_VER2 MAKE_NVAPI_VERSION(NV_HDMI_SUPPORT_INFO_V2, 2) + + + +#ifndef NV_HDMI_SUPPORT_INFO_VER + +typedef NV_HDMI_SUPPORT_INFO_V2 NV_HDMI_SUPPORT_INFO; +#define NV_HDMI_SUPPORT_INFO_VER NV_HDMI_SUPPORT_INFO_VER2 + +#endif + + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetHDMISupportInfo +// +//! \fn NvAPI_GetHDMISupportInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_HDMI_SUPPORT_INFO *pInfo) +//! This API returns the current infoframe data on the specified device(monitor). +//! +//! \since Release: 95 +//! +//! \param [in] hvDisplay NVIDIA Display selection. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! This parameter is ignored when the outputId is a NvAPI displayId. +//! \param [in] outputId This can either be the connection bit mask or the NvAPI displayId. When the legacy connection bit mask is passed, +//! it should have exactly 1 bit set to indicate a single display. If it's "0" then the default outputId from +//! NvAPI_GetAssociatedDisplayOutputId() will be used. See \ref handles. +//! \param [out] pInfo The monitor and GPU's HDMI support info +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +/////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_GetHDMISupportInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_HDMI_SUPPORT_INFO *pInfo); + + +//! \ingroup dispcontrol + +typedef enum +{ + NV_INFOFRAME_CMD_GET_DEFAULT = 0, //!< Returns the fields in the infoframe with values set by the manufacturer - NVIDIA/OEM. + NV_INFOFRAME_CMD_RESET, //!< Sets the fields in the infoframe to auto, and infoframe to the default infoframe for use in a set. + NV_INFOFRAME_CMD_GET, //!< Get the current infoframe state. + NV_INFOFRAME_CMD_SET, //!< Set the current infoframe state (flushed to the monitor), the values are one time and do not persist. + NV_INFOFRAME_CMD_GET_OVERRIDE, //!< Get the override infoframe state, non-override fields will be set to value = AUTO, overridden fields will have the current override values. + NV_INFOFRAME_CMD_SET_OVERRIDE, //!< Set the override infoframe state, non-override fields will be set to value = AUTO, other values indicate override; persist across modeset/reboot + NV_INFOFRAME_CMD_GET_PROPERTY, //!< get properties associated with infoframe (each of the infoframe type will have properties) + NV_INFOFRAME_CMD_SET_PROPERTY, //!< set properties associated with infoframe +} NV_INFOFRAME_CMD; + + +typedef enum +{ + NV_INFOFRAME_PROPERTY_MODE_AUTO = 0, //!< Driver determines whether to send infoframes. + NV_INFOFRAME_PROPERTY_MODE_ENABLE, //!< Driver always sends infoframe. + NV_INFOFRAME_PROPERTY_MODE_DISABLE, //!< Driver never sends infoframe. + NV_INFOFRAME_PROPERTY_MODE_ALLOW_OVERRIDE, //!< Driver only sends infoframe when client requests it via infoframe escape call. +} NV_INFOFRAME_PROPERTY_MODE; + + +//! Returns whether the current monitor is in blacklist or force this monitor to be in blacklist. +typedef enum +{ + NV_INFOFRAME_PROPERTY_BLACKLIST_FALSE = 0, + NV_INFOFRAME_PROPERTY_BLACKLIST_TRUE, +} NV_INFOFRAME_PROPERTY_BLACKLIST; + +typedef struct +{ + NvU32 mode : 4; + NvU32 blackList : 2; + NvU32 reserved : 10; + NvU32 version : 8; + NvU32 length : 8; +} NV_INFOFRAME_PROPERTY; + +//! Byte1 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_NODATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_OVERSCAN, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_UNDERSCAN, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_FUTURE, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_NOT_PRESENT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_VERTICAL_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_HORIZONTAL_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_BOTH_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_AFI_ABSENT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_AFI_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_AFI_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AVI_ACTIVEFORMATINFO; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_RGB = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_YCbCr422, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_YCbCr444, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_FUTURE, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_F17_FALSE = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_F17_TRUE, + NV_INFOFRAME_FIELD_VALUE_AVI_F17_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AVI_F17; + +//! Byte2 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_NO_AFD = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE01, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE02, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE03, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_LETTERBOX_GT16x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE05, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE06, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE07, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_EQUAL_CODEDFRAME = 8, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_CENTER_4x3, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_CENTER_16x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_CENTER_14x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE12, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_4x3_ON_14x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_16x9_ON_14x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_16x9_ON_4x3, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_AUTO = 31, +} NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_4x3, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_16x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_FUTURE, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_SMPTE_170M, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_ITUR_BT709, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_USE_EXTENDED_COLORIMETRY, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY; + +//! Byte 3 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_HORIZONTAL, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_VERTICAL, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_BOTH, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_DEFAULT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_LIMITED_RANGE, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_FULL_RANGE, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_RESERVED, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_XVYCC601 = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_XVYCC709, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_SYCC601, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_ADOBEYCC601, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_ADOBERGB, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_RESERVED05, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_RESERVED06, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_RESERVED07, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_AUTO = 15 +} NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_ITC_VIDEO_CONTENT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_ITC_ITCONTENT, + NV_INFOFRAME_FIELD_VALUE_AVI_ITC_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AVI_ITC; + +//! Byte 4 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_NONE = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X02, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X03, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X04, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X05, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X06, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X07, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X08, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X09, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X10, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED10, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED11, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED12, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED13, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED14, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED15, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_AUTO = 31 +} NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_GRAPHICS = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_PHOTO, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_CINEMA, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_GAME, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_LIMITED_RANGE = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_FULL_RANGE, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_RESERVED02, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_RESERVED03, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION; + +//! Adding an Auto bit to each field +typedef struct +{ + NvU32 vic : 8; + NvU32 pixelRepeat : 5; + NvU32 colorSpace : 3; + NvU32 colorimetry : 3; + NvU32 extendedColorimetry : 4; + NvU32 rgbQuantizationRange : 3; + NvU32 yccQuantizationRange : 3; + NvU32 itContent : 2; + NvU32 contentTypes : 3; + NvU32 scanInfo : 3; + NvU32 activeFormatInfoPresent : 2; + NvU32 activeFormatAspectRatio : 5; + NvU32 picAspectRatio : 3; + NvU32 nonuniformScaling : 3; + NvU32 barInfo : 3; + NvU32 top_bar : 17; + NvU32 bottom_bar : 17; + NvU32 left_bar : 17; + NvU32 right_bar : 17; + NvU32 Future17 : 2; + NvU32 Future47 : 2; +} NV_INFOFRAME_VIDEO; + +//! Byte 1 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_2, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_4, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_5, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_6, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_7, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_8, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_AUTO = 15 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_PCM, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_AC3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MPEG1, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MP3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MPEG2, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_AACLC, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DTS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_ATRAC, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DSD, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_EAC3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DTSHD, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MLP, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DST, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_WMAPRO, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_USE_CODING_EXTENSION_TYPE, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_AUTO = 31 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE; + +//! Byte 2 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_16BITS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_20BITS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_24BITS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_32000HZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_44100HZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_48000HZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_88200KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_96000KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_176400KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_192000KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_AUTO = 15 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY; + + + +//! Byte 3 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_USE_CODING_TYPE = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_HEAAC, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_HEAACV2, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_MPEGSURROUND, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE04, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE05, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE06, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE07, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE08, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE09, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE10, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE11, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE12, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE13, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE14, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE15, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE16, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE17, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE18, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE19, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE20, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE21, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE22, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE23, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE24, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE25, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE26, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE27, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE28, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE29, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE30, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE31, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_AUTO = 63 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE; + + +//! Byte 4 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_X_X_FR_FL =0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_FCH_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_FCH_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_X_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_X_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_RC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_RC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FCH_RC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FCH_RC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_FCH_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_FCH_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_FC_LFE_FR_FL = 0X31, + // all other values should default to auto + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_AUTO = 0x1FF +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION; + +//! Byte 5 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_0DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_PLUS10DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_RESERVED03, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_0DB = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_1DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_2DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_3DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_4DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_5DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_6DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_7DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_8DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_9DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_10DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_11DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_12DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_13DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_14DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_15DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_AUTO = 31 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX_PERMITTED = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX_PROHIBITED, + NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX; + +typedef struct +{ + NvU32 codingType : 5; + NvU32 codingExtensionType : 6; + NvU32 sampleSize : 3; + NvU32 sampleRate : 4; + NvU32 channelCount : 4; + NvU32 speakerPlacement : 9; + NvU32 downmixInhibit : 2; + NvU32 lfePlaybackLevel : 3; + NvU32 levelShift : 5; + NvU32 Future12 : 2; + NvU32 Future2x : 4; + NvU32 Future3x : 4; + NvU32 Future52 : 2; + NvU32 Future6 : 9; + NvU32 Future7 : 9; + NvU32 Future8 : 9; + NvU32 Future9 : 9; + NvU32 Future10 : 9; +} NV_INFOFRAME_AUDIO; + +typedef struct +{ + NvU32 version; //!< version of this structure + NvU16 size; //!< size of this structure + NvU8 cmd; //!< The actions to perform from NV_INFOFRAME_CMD + NvU8 type; //!< type of infoframe + + union + { + NV_INFOFRAME_PROPERTY property; //!< This is NVIDIA-specific and corresponds to the property cmds and associated infoframe. + NV_INFOFRAME_AUDIO audio; + NV_INFOFRAME_VIDEO video; + } infoframe; +} NV_INFOFRAME_DATA; + +//! Macro for constructing the version field of ::NV_INFOFRAME_DATA +#define NV_INFOFRAME_DATA_VER MAKE_NVAPI_VERSION(NV_INFOFRAME_DATA,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_InfoFrameControl +// +//! DESCRIPTION: This API controls the InfoFrame values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pInfoframeData Contains data corresponding to InfoFrame +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_InfoFrameControl(__in NvU32 displayId, __inout NV_INFOFRAME_DATA *pInfoframeData); + + + + + + +//! \ingroup dispcontrol +//! @{ +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_ColorControl +// +//! \fn NvAPI_Disp_ColorControl(NvU32 displayId, NV_COLOR_DATA *pColorData) +//! DESCRIPTION: This API controls the Color values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pColorData Contains data corresponding to color information +//! +//! \return RETURN STATUS: +//! ::NVAPI_OK, +//! ::NVAPI_ERROR, +//! ::NVAPI_INVALID_ARGUMENT +// +/////////////////////////////////////////////////////////////////////////////// + +typedef enum +{ + NV_COLOR_CMD_GET = 1, + NV_COLOR_CMD_SET, + NV_COLOR_CMD_IS_SUPPORTED_COLOR, + NV_COLOR_CMD_GET_DEFAULT +} NV_COLOR_CMD; + +//! See Table 14 of CEA-861E. Not all of this is supported by the GPU. +typedef enum +{ + NV_COLOR_FORMAT_RGB = 0, + NV_COLOR_FORMAT_YUV422, + NV_COLOR_FORMAT_YUV444, + NV_COLOR_FORMAT_YUV420, + + NV_COLOR_FORMAT_DEFAULT = 0xFE, + NV_COLOR_FORMAT_AUTO = 0xFF +} NV_COLOR_FORMAT; + + + +typedef enum +{ + NV_COLOR_COLORIMETRY_RGB = 0, + NV_COLOR_COLORIMETRY_YCC601, + NV_COLOR_COLORIMETRY_YCC709, + NV_COLOR_COLORIMETRY_XVYCC601, + NV_COLOR_COLORIMETRY_XVYCC709, + NV_COLOR_COLORIMETRY_SYCC601, + NV_COLOR_COLORIMETRY_ADOBEYCC601, + NV_COLOR_COLORIMETRY_ADOBERGB, + NV_COLOR_COLORIMETRY_BT2020RGB, + NV_COLOR_COLORIMETRY_BT2020YCC, + NV_COLOR_COLORIMETRY_BT2020cYCC, + + NV_COLOR_COLORIMETRY_DEFAULT = 0xFE, + NV_COLOR_COLORIMETRY_AUTO = 0xFF +} NV_COLOR_COLORIMETRY; + +typedef enum _NV_DYNAMIC_RANGE +{ + NV_DYNAMIC_RANGE_VESA = 0x0, + NV_DYNAMIC_RANGE_CEA = 0x1, + + NV_DYNAMIC_RANGE_AUTO = 0xFF +} NV_DYNAMIC_RANGE; + +typedef enum _NV_BPC +{ + NV_BPC_DEFAULT = 0, + NV_BPC_6 = 1, + NV_BPC_8 = 2, + NV_BPC_10 = 3, + NV_BPC_12 = 4, + NV_BPC_16 = 5, +} NV_BPC; + +typedef enum _NV_COLOR_SELECTION_POLICY +{ + NV_COLOR_SELECTION_POLICY_USER = 0, //!< app/nvcpl make decision to select the desire color format + NV_COLOR_SELECTION_POLICY_BEST_QUALITY = 1, //!< driver/ OS make decision to select the best color format + NV_COLOR_SELECTION_POLICY_DEFAULT = NV_COLOR_SELECTION_POLICY_BEST_QUALITY, + NV_COLOR_SELECTION_POLICY_UNKNOWN = 0xFF, +} NV_COLOR_SELECTION_POLICY; + +typedef enum _NV_DESKTOP_COLOR_DEPTH +{ + NV_DESKTOP_COLOR_DEPTH_DEFAULT = 0x0, // set if the current setting should be kept + NV_DESKTOP_COLOR_DEPTH_8BPC = 0x1, //8 bit int per color component (8 bit int alpha) + NV_DESKTOP_COLOR_DEPTH_10BPC = 0x2, //10 bit int per color component (2 bit int alpha) + NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT = 0x3, //16 bit float per color component (16 bit float alpha) + NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT_WCG = 0x4, //16 bit float per color component (16 bit float alpha) wide color gamut + NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT_HDR = 0x5, //16 bit float per color component (16 bit float alpha) HDR + NV_DESKTOP_COLOR_DEPTH_MAX_VALUE = NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT_HDR, // must be set to highest enum value +} NV_DESKTOP_COLOR_DEPTH; + +typedef struct _NV_COLOR_DATA_V1 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + } data; +} NV_COLOR_DATA_V1; + +typedef struct _NV_COLOR_DATA_V2 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + } data; +} NV_COLOR_DATA_V2; + +typedef struct _NV_COLOR_DATA_V3 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + NV_BPC bpc; //!< One of NV_BPC enum values. + } data; +} NV_COLOR_DATA_V3; + +typedef struct _NV_COLOR_DATA_V4 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + NV_BPC bpc; //!< One of NV_BPC enum values. + NV_COLOR_SELECTION_POLICY colorSelectionPolicy; //!< One of the color selection policy + } data; +} NV_COLOR_DATA_V4; + +typedef struct _NV_COLOR_DATA_V5 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + NV_BPC bpc; //!< One of NV_BPC enum values. + NV_COLOR_SELECTION_POLICY colorSelectionPolicy; //!< One of the color selection policy + NV_DESKTOP_COLOR_DEPTH depth; //!< One of NV_DESKTOP_COLOR_DEPTH enum values. + } data; +} NV_COLOR_DATA_V5; + +typedef NV_COLOR_DATA_V5 NV_COLOR_DATA; + +#define NV_COLOR_DATA_VER1 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V1, 1) +#define NV_COLOR_DATA_VER2 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V2, 2) +#define NV_COLOR_DATA_VER3 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V3, 3) +#define NV_COLOR_DATA_VER4 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V4, 4) +#define NV_COLOR_DATA_VER5 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V5, 5) +#define NV_COLOR_DATA_VER NV_COLOR_DATA_VER5 + +NVAPI_INTERFACE NvAPI_Disp_ColorControl(NvU32 displayId, NV_COLOR_DATA *pColorData); + +//! @} + + +typedef enum +{ + NV_STATIC_METADATA_TYPE_1 = 0 //!< Tells the type of structure used to define the Static Metadata Descriptor block. +}NV_STATIC_METADATA_DESCRIPTOR_ID; + +typedef struct _NV_HDR_CAPABILITIES_V1 +{ + NvU32 version; //!< Version of this structure + + NvU32 isST2084EotfSupported :1; //!< HDMI2.0a UHDA HDR with ST2084 EOTF (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isTraditionalHdrGammaSupported :1; //!< HDMI2.0a traditional HDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isEdrSupported :1; //!< Extended Dynamic Range on SDR displays. Boolean: 0 = not supported, 1 = supported; + NvU32 driverExpandDefaultHdrParameters :1; //!< If set, driver will expand default (=zero) HDR capabilities parameters contained in display's EDID. + //!< Boolean: 0 = report actual HDR parameters, 1 = expand default HDR parameters; + NvU32 isTraditionalSdrGammaSupported :1; //!< HDMI2.0a traditional SDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 reserved :27; + + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 desired_content_max_luminance; //!< Maximum display luminance = desired max luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 desired_content_min_luminance; //!< Minimum display luminance = desired min luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + NvU16 desired_content_max_frame_average_luminance; //!< Desired maximum Frame-Average Light Level (MaxFALL) of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + }display_data; +} NV_HDR_CAPABILITIES_V1; + +typedef struct _NV_HDR_CAPABILITIES_V2 +{ + NvU32 version; //!< Version of this structure + + NvU32 isST2084EotfSupported :1; //!< HDMI2.0a UHDA HDR with ST2084 EOTF (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isTraditionalHdrGammaSupported :1; //!< HDMI2.0a traditional HDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isEdrSupported :1; //!< Extended Dynamic Range on SDR displays. Boolean: 0 = not supported, 1 = supported; + NvU32 driverExpandDefaultHdrParameters :1; //!< If set, driver will expand default (=zero) HDR capabilities parameters contained in display's EDID. + //!< Boolean: 0 = report actual HDR parameters, 1 = expand default HDR parameters; + NvU32 isTraditionalSdrGammaSupported :1; //!< HDMI2.0a traditional SDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isDolbyVisionSupported :1; //!< Dolby Vision Support. Boolean: 0 = not supported, 1 = supported; + NvU32 reserved :26; + + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 desired_content_max_luminance; //!< Maximum display luminance = desired max luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 desired_content_min_luminance; //!< Minimum display luminance = desired min luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + NvU16 desired_content_max_frame_average_luminance; //!< Desired maximum Frame-Average Light Level (MaxFALL) of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + }display_data; + + struct + { + NvU32 VSVDB_version : 3; //!< Version of Vendor Data block,Version 0: 25 bytes Version 1: 14 bytes + NvU32 dm_version : 8; //!< Upper Nibble represents major version of Display Management(DM) while lower represents minor version of DM + NvU32 supports_2160p60hz : 1; //!< If set sink is capable of 4kx2k @ 60hz + NvU32 supports_YUV422_12bit : 1; //!< If set, sink is capable of YUV422-12 bit + NvU32 supports_global_dimming : 1; //!< Indicates if sink supports global dimming + NvU32 colorimetry : 1; //!< If set indicates sink supports DCI P3 colorimetry, REc709 otherwise + NvU32 supports_backlight_control : 2; //!< This is set when sink is using lowlatency interface and can control its backlight. + NvU32 backlt_min_luma : 2; //!< It is the level for Backlt min luminance value. + NvU32 interface_supported_by_sink : 2; //!< Indicates the interface (standard or low latency) supported by the sink. + NvU32 supports_10b_12b_444 : 2; //!< It is set when interface supported is low latency, it tells whether it supports 10 bit or 12 bit RGB 4:4:4 or YCbCr 4:4:4 or both. + NvU32 reserved : 9; //!< Should be set to zero + //!< All values below are encoded use DolbyVisionHDMITransmissionSpecification document to decode + NvU16 target_min_luminance; //!< Represents min luminance level of Sink + NvU16 target_max_luminance; //!< Represents max luminance level of sink + NvU16 cc_red_x; //!< Red primary chromaticity coordinate x + NvU16 cc_red_y; //!< Red primary chromaticity coordinate y + NvU16 cc_green_x; //!< Green primary chromaticity coordinate x + NvU16 cc_green_y; //!< Green primary chromaticity coordinate Y + NvU16 cc_blue_x; //!< Blue primary chromaticity coordinate x + NvU16 cc_blue_y; //!< Blue primary chromaticity coordinate y + NvU16 cc_white_x; //!< White primary chromaticity coordinate x + NvU16 cc_white_y; //!< White primary chromaticity coordinate y + }dv_static_metadata; + +} NV_HDR_CAPABILITIES_V2; + +typedef struct _NV_HDR_CAPABILITIES_V3 +{ + NvU32 version; //!< Version of this structure + + NvU32 isST2084EotfSupported :1; //!< HDMI2.0a UHDA HDR with ST2084 EOTF (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isTraditionalHdrGammaSupported :1; //!< HDMI2.0a traditional HDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isEdrSupported :1; //!< Extended Dynamic Range on SDR displays. Boolean: 0 = not supported, 1 = supported; + NvU32 driverExpandDefaultHdrParameters :1; //!< If set, driver will expand default (=zero) HDR capabilities parameters contained in display's EDID. + //!< Boolean: 0 = report actual HDR parameters, 1 = expand default HDR parameters; + NvU32 isTraditionalSdrGammaSupported :1; //!< HDMI2.0a traditional SDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isDolbyVisionSupported :1; //!< Dolby Vision Support. Boolean: 0 = not supported, 1 = supported; + NvU32 isHdr10PlusSupported :1; //!< HDR10+ (Sink Side Tonemapping) is supported + NvU32 isHdr10PlusGamingSupported :1; //!< HDR10+ Gaming, a.k.a HDR10+ Source Side Tonemapping (SSTM), is supported + NvU32 reserved :24; + + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 desired_content_max_luminance; //!< Maximum display luminance = desired max luminance of HDR content ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + NvU16 desired_content_min_luminance; //!< Minimum display luminance = desired min luminance of HDR content ([0x0000-0xFFFF] = [0.0 - 6.55350] cd/m^2, in units of 0.0001 cd/m^2) + NvU16 desired_content_max_frame_average_luminance; //!< Desired maximum Frame-Average Light Level (MaxFALL) of HDR content ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + }display_data; + + struct + { + NvU32 VSVDB_version : 3; //!< Version of Vendor Data block,Version 0: 25 bytes Version 1: 14 bytes + NvU32 dm_version : 8; //!< Upper Nibble represents major version of Display Management(DM) while lower represents minor version of DM + NvU32 supports_2160p60hz : 1; //!< If set sink is capable of 4kx2k @ 60hz + NvU32 supports_YUV422_12bit : 1; //!< If set, sink is capable of YUV422-12 bit + NvU32 supports_global_dimming : 1; //!< Indicates if sink supports global dimming + NvU32 colorimetry : 1; //!< If set indicates sink supports DCI P3 colorimetry, REc709 otherwise + NvU32 supports_backlight_control : 2; //!< This is set when sink is using lowlatency interface and can control its backlight. + NvU32 backlt_min_luma : 2; //!< It is the level for Backlt min luminance value (reserved = 0x3 in latest DV spec). + NvU32 interface_supported_by_sink : 2; //!< Indicates the interface (standard or low latency) supported by the sink. + NvU32 supports_10b_12b_444 : 2; //!< It is set when interface supported is low latency, it tells whether it supports 10 bit or 12 bit RGB 4:4:4 or YCbCr 4:4:4 or both. + NvU32 parity : 1; //!< resolution and frame-rate relationships between Dolby Vision and other video processing + NvU32 reserved : 8; //!< Should be set to zero + + //!< All values below are encoded use DolbyVisionHDMITransmissionSpecification document to decode + NvU16 target_min_luminance; //!< Represents min luminance level of Sink + NvU16 target_max_luminance; //!< Represents max luminance level of sink + NvU16 cc_red_x; //!< Red primary chromaticity coordinate x + NvU16 cc_red_y; //!< Red primary chromaticity coordinate y + NvU16 cc_green_x; //!< Green primary chromaticity coordinate x + NvU16 cc_green_y; //!< Green primary chromaticity coordinate Y + NvU16 cc_blue_x; //!< Blue primary chromaticity coordinate x + NvU16 cc_blue_y; //!< Blue primary chromaticity coordinate y + NvU16 cc_white_x; //!< White primary chromaticity coordinate x + NvU16 cc_white_y; //!< White primary chromaticity coordinate y + }dv_static_metadata; + + struct + { + NvU16 application_version : 2; //!< Application version of HDR10+ Vendor Specific Video Data Block + NvU16 full_frame_peak_luminance_index : 2; //!< Full frame peak luminance index + NvU16 peak_luminance_index : 4; //!< Peak luminance index + NvU16 reserved : 8; + }hdr10plus_vsvdb; + +} NV_HDR_CAPABILITIES_V3; + +#define NV_HDR_CAPABILITIES_VER1 MAKE_NVAPI_VERSION(NV_HDR_CAPABILITIES_V1, 1) +#define NV_HDR_CAPABILITIES_VER2 MAKE_NVAPI_VERSION(NV_HDR_CAPABILITIES_V2, 2) +#define NV_HDR_CAPABILITIES_VER3 MAKE_NVAPI_VERSION(NV_HDR_CAPABILITIES_V3, 3) +#define NV_HDR_CAPABILITIES_VER NV_HDR_CAPABILITIES_VER3 +typedef NV_HDR_CAPABILITIES_V3 NV_HDR_CAPABILITIES; + +//! \ingroup dispcontrol +//! @{ +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetHdrCapabilities +// +//! \fn NvAPI_Disp_GetHdrCapabilities(NvU32 displayId, NV_HDR_CAPABILITIES *pHdrCapabilities) +//! DESCRIPTION: This API gets High Dynamic Range (HDR) capabilities of the display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pHdrCapabilities display's HDR capabilities +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetHdrCapabilities(__in NvU32 displayId, __inout NV_HDR_CAPABILITIES *pHdrCapabilities); + +//! @} + + +typedef enum +{ + NV_HDR_CMD_GET = 0, //!< Get current HDR output configuration + NV_HDR_CMD_SET = 1 //!< Set HDR output configuration +} NV_HDR_CMD; + +typedef enum +{ + // Official production-ready HDR modes + NV_HDR_MODE_OFF = 0, //!< Turn off HDR + NV_HDR_MODE_UHDA = 2, //!< Source: CCCS [a.k.a FP16 scRGB, linear, sRGB primaries, [-65504,0, 65504] range, RGB(1,1,1) = 80nits] Output : UHDA HDR [a.k.a HDR10, RGB/YCC 10/12bpc ST2084(PQ) EOTF RGB(1,1,1) = 10000 nits, Rec2020 color primaries, ST2086 static HDR metadata]. This is the only supported production HDR mode. + + // Experimental + NV_HDR_MODE_UHDA_PASSTHROUGH = 5, //!< Experimental mode only, not for production! Source: HDR10 RGB 10bpc Output: HDR10 RGB 10 bpc - signal UHDA HDR mode (PQ + Rec2020) to the sink but send source pixel values unmodified (no PQ or Rec2020 conversions) - assumes source is already in HDR10 format. + NV_HDR_MODE_DOLBY_VISION = 7, //!< Experimental mode only, not for production! Source: RGB8 Dolby Vision encoded (12 bpc YCbCr422 packed into RGB8) Output: Dolby Vision encoded : Application is to encoded frames in DV format and embed DV dynamic metadata as described in Dolby Vision specification. + + // Unsupported/obsolete HDR modes + NV_HDR_MODE_EDR = 3, //!< Do not use! Internal test mode only, to be removed. Source: CCCS (a.k.a FP16 scRGB) Output : EDR (Extended Dynamic Range) - HDR content is tonemapped and gamut mapped to output on regular SDR display set to max luminance ( ~300 nits ). + NV_HDR_MODE_SDR = 4, //!< Do not use! Internal test mode only, to be removed. Source: any Output: SDR (Standard Dynamic Range), we continuously send SDR EOTF InfoFrame signaling, HDMI compliance testing. + NV_HDR_MODE_UHDA_NB = 6, //!< Do not use! Internal test mode only, to be removed. Source: CCCS (a.k.a FP16 scRGB) Output : notebook HDR + NV_HDR_MODE_UHDBD = 2 //!< Do not use! Obsolete, to be removed. NV_HDR_MODE_UHDBD == NV_HDR_MODE_UHDA, reflects obsolete pre-UHDA naming convention. + +} NV_HDR_MODE; + +typedef struct _NV_HDR_COLOR_DATA_V1 +{ + NvU32 version; //!< Version of this structure + NV_HDR_CMD cmd; //!< Command get/set + NV_HDR_MODE hdrMode; //!< HDR mode + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 max_display_mastering_luminance; //!< Maximum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 min_display_mastering_luminance; //!< Minimum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + + NvU16 max_content_light_level; //!< Maximum Content Light level (MaxCLL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 max_frame_average_light_level; //!< Maximum Frame-Average Light Level (MaxFALL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + } mastering_display_data; +} NV_HDR_COLOR_DATA_V1; + +typedef struct _NV_HDR_COLOR_DATA_V2 +{ + NvU32 version; //!< Version of this structure + NV_HDR_CMD cmd; //!< Command get/set + NV_HDR_MODE hdrMode; //!< HDR mode + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 max_display_mastering_luminance; //!< Maximum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 min_display_mastering_luminance; //!< Minimum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + + NvU16 max_content_light_level; //!< Maximum Content Light level (MaxCLL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 max_frame_average_light_level; //!< Maximum Frame-Average Light Level (MaxFALL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + } mastering_display_data; + + NV_COLOR_FORMAT hdrColorFormat; //!< Optional, One of NV_COLOR_FORMAT enum values, if set it will apply requested color format for HDR session + NV_DYNAMIC_RANGE hdrDynamicRange; //!< Optional, One of NV_DYNAMIC_RANGE enum values, if set it will apply requested dynamic range for HDR session + NV_BPC hdrBpc; //!< Optional, One of NV_BPC enum values, if set it will apply requested color depth + //!< Dolby Vision mode: DV supports specific combinations of colorformat, dynamic range and bpc. Please refer Dolby Vision specification. + //!< If invalid or no combination is passed driver will force default combination of RGB format + full range + 8bpc. + //!< HDR mode: These fields are ignored in hdr mode +} NV_HDR_COLOR_DATA_V2; + +#define NV_HDR_COLOR_DATA_VER1 MAKE_NVAPI_VERSION(NV_HDR_COLOR_DATA_V1, 1) +#define NV_HDR_COLOR_DATA_VER2 MAKE_NVAPI_VERSION(NV_HDR_COLOR_DATA_V2, 2) + +#ifndef NV_HDR_COLOR_DATA_VER +#define NV_HDR_COLOR_DATA_VER NV_HDR_COLOR_DATA_VER2 +typedef NV_HDR_COLOR_DATA_V2 NV_HDR_COLOR_DATA; +#endif + +//! \ingroup dispcontrol +//! @{ + /////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_HdrColorControl +// +//! \fn NvAPI_Disp_HdrColorControl(NvU32 displayId, NV_HDR_COLOR_DATA *pHdrColorData) +//! DESCRIPTION: This API configures High Dynamic Range (HDR) and Extended Dynamic Range (EDR) output. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pHdrColorData HDR configuration data +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_HdrColorControl(__in NvU32 displayId, __inout NV_HDR_COLOR_DATA *pHdrColorData); + +typedef enum _NV_COLORSPACE_TYPE +{ + NV_COLORSPACE_sRGB = 0, //!< sRGB IEC 61966-2-1:1999 == DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 + NV_COLORSPACE_xRGB = 1, //!< FP16 linear with sRGB color primaries == DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709 + NV_COLORSPACE_REC2100 = 12, //!< ITU-R Rec BT.2100 (HDR10) == DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020 +} NV_COLORSPACE_TYPE; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetSourceColorSpace +// +//! \fn NvAPI_Disp_SetSourceColorSpace(__in NvU32 displayId, __in NV_SOURCE_COLORSPACE colorSpace) +//! DESCRIPTION: This API sets colorspace of the source identified by the process id of the caller +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [in] colorSpaceType Source colorspace type +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetSourceColorSpace(__in NvU32 displayId, __in NV_COLORSPACE_TYPE colorSpaceType); + +#define NV_SOURCE_PID_CURRENT 0 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetSourceColorSpace +// +//! \fn NvAPI_Disp_GetSourceColorSpace(__in NvU32 displayId, __inout NV_SOURCE_COLORSPACE* pColorSpace) +//! DESCRIPTION: This API gets colorspace of the source identified by the process id. +//! Set sourcePID = NV_SOURCE_PID_CURRENT to use the process id of the caller. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [out] pColorSpaceType Source colorspace type +//! \param [in] sourcePID Source process id (PID) +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetSourceColorSpace(__in NvU32 displayId, __inout NV_COLORSPACE_TYPE* pColorSpaceType, NvU64 sourcePID); + +typedef struct _NV_HDR_METADATA_V1 +{ + NvU32 version; //!< Version of this structure + + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 max_display_mastering_luminance; //!< Maximum display mastering luminance ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + NvU16 min_display_mastering_luminance; //!< Minimum display mastering luminance ([0x0000-0xFFFF] = [0.0 - 6.55350] cd/m^2, in units of 0.0001 cd/m^2) + + NvU16 max_content_light_level; //!< Maximum Content Light level (MaxCLL) ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + NvU16 max_frame_average_light_level; //!< Maximum Frame-Average Light Level (MaxFALL) ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) +} NV_HDR_METADATA_V1; + +#define NV_HDR_METADATA_VER1 MAKE_NVAPI_VERSION(NV_HDR_METADATA_V1, 1) +#define NV_HDR_METADATA_VER NV_HDR_METADATA_VER1 +typedef NV_HDR_METADATA_V1 NV_HDR_METADATA; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetSourceHdrMetadata +// +//! \fn NvAPI_Disp_SetSourceHdrMetadata(__in NvU32 displayId, __in NV_HDR_METADATA* pMetadata) +//! DESCRIPTION: This API sets HDR metadata of the source identified by the process id of the caller +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [in] pMetadata HDR metadata +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetSourceHdrMetadata(__in NvU32 displayId, __in NV_HDR_METADATA* pMetadata); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetSourceHdrMetadata +// +//! \fn NvAPI_NvAPI_Disp_GetSourceHdrMetadata(__in NvU32 displayId, __inout NV_HDR_METADATA* pMetadata) +//! DESCRIPTION: This API gets HDR metadata of the source identified by the process id of the caller +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [out] pMetadata HDR metadata +//! \param [in] sourcePID Source process id (PID) +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetSourceHdrMetadata(__in NvU32 displayId, __inout NV_HDR_METADATA* pMetadata, NvU64 sourcePID); + +typedef enum _NV_DISPLAY_OUTPUT_MODE +{ + NV_DISPLAY_OUTPUT_MODE_SDR = 0, + NV_DISPLAY_OUTPUT_MODE_HDR10 = 1, + NV_DISPLAY_OUTPUT_MODE_HDR10PLUS_GAMING = 2 +} NV_DISPLAY_OUTPUT_MODE; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetOutputMode +// +//! \fn NvAPI_Disp_SetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode) +//! DESCRIPTION: This API sets display output mode and returns the display output mode used by the OS before the API call. +//! Only one application at a time can override OS display output mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Display identifier +//! \param [in, out] pDisplayMode New/original display output mode +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_RESOURCE_IN_USE the output mode can't be changed as it is already overriden by another application. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetOutputMode +// +//! \fn NvAPI_Disp_GetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode) +//! DESCRIPTION: This API gets display output mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Display identifier +//! \param [out] pDisplayMode Current display output mode +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode); + +typedef enum _NV_HDR_TONEMAPPING_METHOD +{ + NV_HDR_TONEMAPPING_APP = 0, + NV_HDR_TONEMAPPING_GPU = 1 +} NV_HDR_TONEMAPPING_METHOD; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetHdrToneMapping +// +//! \fn NvAPI_Disp_SetHdrToneMapping(__in NvU32 displayId, __in NV_HDR_TONEMAPPING_METHOD hdrTonemapping) +//! DESCRIPTION: This API sets HDR tonemapping method for the display +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Display identifier +//! \param [in] hdrTonemapping HDR tonemapping method +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetHdrToneMapping(__in NvU32 displayId, __in NV_HDR_TONEMAPPING_METHOD hdrTonemapping); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetHdrToneMapping +// +//! \fn NvAPI_Disp_GetHdrToneMapping(__in NvU32 displayId, __inout NV_HDR_TONEMAPPING_METHOD* pHdrTonemapping) +//! DESCRIPTION: This API gets HDR tonemapping method for the display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId display identifier +//! \param [out] pHdrTonemapping HDR tonemapping method +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetHdrToneMapping(__in NvU32 displayId, __inout NV_HDR_TONEMAPPING_METHOD* pHdrTonemapping); +//! @} + +//! \ingroup dispcontrol +//! Used in NvAPI_DISP_GetTiming(). +typedef struct +{ + NvU32 isInterlaced : 4; //!< To retrieve interlaced/progressive timing + NvU32 reserved0 : 12; + union + { + NvU32 tvFormat : 8; //!< The actual analog HD/SDTV format. Used when the timing type is + //! NV_TIMING_OVERRIDE_ANALOG_TV and width==height==rr==0. + NvU32 ceaId : 8; //!< The EIA/CEA 861B/D predefined short timing descriptor ID. + //! Used when the timing type is NV_TIMING_OVERRIDE_EIA861 + //! and width==height==rr==0. + NvU32 nvPsfId : 8; //!< The NV predefined PsF format Id. + //! Used when the timing type is NV_TIMING_OVERRIDE_NV_PREDEFINED. + }; + NvU32 scaling : 8; //!< Define preferred scaling +}NV_TIMING_FLAG; + +//! \ingroup dispcontrol +//! Used in NvAPI_DISP_GetTiming(). +typedef struct _NV_TIMING_INPUT +{ + NvU32 version; //!< (IN) structure version + + NvU32 width; //!< Visible horizontal size + NvU32 height; //!< Visible vertical size + float rr; //!< Timing refresh rate + + NV_TIMING_FLAG flag; //!< Flag containing additional info for timing calculation. + + NV_TIMING_OVERRIDE type; //!< Timing type(formula) to use for calculating the timing +}NV_TIMING_INPUT; + +#define NV_TIMING_INPUT_VER MAKE_NVAPI_VERSION(NV_TIMING_INPUT,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetTiming +// +//! DESCRIPTION: This function calculates the timing from the visible width/height/refresh-rate and timing type info. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] displayId Display ID of the display. +//! \param [in] timingInput Inputs used for calculating the timing. +//! \param [out] pTiming Pointer to the NV_TIMING structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetTiming( __in NvU32 displayId,__in NV_TIMING_INPUT *timingInput, __out NV_TIMING *pTiming); + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetMonitorCapabilities +// +//! \fn NvAPI_DISP_GetMonitorCapabilities(NvU32 displayId, NV_MONITOR_CAPABILITIES *pMonitorCapabilities) +//! DESCRIPTION: This API returns the Monitor capabilities +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [out] pMonitorCapabilities The monitor support info +//! +//! \return ::NVAPI_OK, +//! ::NVAPI_ERROR, +//! ::NVAPI_INVALID_ARGUMENT +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +//! @{ + + +//! HDMI-related and extended CAPs +typedef enum +{ + // hdmi related caps + NV_MONITOR_CAPS_TYPE_HDMI_VSDB = 0x1000, + NV_MONITOR_CAPS_TYPE_HDMI_VCDB = 0x1001, + // backend caps + NV_MONITOR_CAPS_TYPE_GENERIC = 0x1002, +} NV_MONITOR_CAPS_TYPE; + + + +typedef struct _NV_MONITOR_CAPS_VCDB +{ + NvU8 quantizationRangeYcc : 1; + NvU8 quantizationRangeRgb : 1; + NvU8 scanInfoPreferredVideoFormat : 2; + NvU8 scanInfoITVideoFormats : 2; + NvU8 scanInfoCEVideoFormats : 2; +} NV_MONITOR_CAPS_VCDB; + + +//! See NvAPI_DISP_GetMonitorCapabilities(). +typedef struct _NV_MONITOR_CAPS_VSDB +{ + // byte 1 + NvU8 sourcePhysicalAddressB : 4; //!< Byte 1 + NvU8 sourcePhysicalAddressA : 4; //!< Byte 1 + // byte 2 + NvU8 sourcePhysicalAddressD : 4; //!< Byte 2 + NvU8 sourcePhysicalAddressC : 4; //!< Byte 2 + // byte 3 + NvU8 supportDualDviOperation : 1; //!< Byte 3 + NvU8 reserved6 : 2; //!< Byte 3 + NvU8 supportDeepColorYCbCr444 : 1; //!< Byte 3 + NvU8 supportDeepColor30bits : 1; //!< Byte 3 + NvU8 supportDeepColor36bits : 1; //!< Byte 3 + NvU8 supportDeepColor48bits : 1; //!< Byte 3 + NvU8 supportAI : 1; //!< Byte 3 + // byte 4 + NvU8 maxTmdsClock; //!< Bye 4 + // byte 5 + NvU8 cnc0SupportGraphicsTextContent : 1; //!< Byte 5 + NvU8 cnc1SupportPhotoContent : 1; //!< Byte 5 + NvU8 cnc2SupportCinemaContent : 1; //!< Byte 5 + NvU8 cnc3SupportGameContent : 1; //!< Byte 5 + NvU8 reserved8 : 1; //!< Byte 5 + NvU8 hasVicEntries : 1; //!< Byte 5 + NvU8 hasInterlacedLatencyField : 1; //!< Byte 5 + NvU8 hasLatencyField : 1; //!< Byte 5 + // byte 6 + NvU8 videoLatency; //!< Byte 6 + // byte 7 + NvU8 audioLatency; //!< Byte 7 + // byte 8 + NvU8 interlacedVideoLatency; //!< Byte 8 + // byte 9 + NvU8 interlacedAudioLatency; //!< Byte 9 + // byte 10 + NvU8 reserved13 : 7; //!< Byte 10 + NvU8 has3dEntries : 1; //!< Byte 10 + // byte 11 + NvU8 hdmi3dLength : 5; //!< Byte 11 + NvU8 hdmiVicLength : 3; //!< Byte 11 + // Remaining bytes + NvU8 hdmi_vic[7]; //!< Keeping maximum length for 3 bits + NvU8 hdmi_3d[31]; //!< Keeping maximum length for 5 bits +} NV_MONITOR_CAPS_VSDB; + +typedef struct _NV_MONITOR_CAPS_GENERIC +{ + NvU8 supportVRR : 1; //!< monitor supports variable refresh rate. Valid for NV_MONITOR_CAPS_TYPE_GENERIC only. + NvU8 supportULMB : 1; //!< monitor supports ULMB with variable refresh rate. Valid for NV_MONITOR_CAPS_TYPE_GENERIC only. + NvU8 isTrueGsync : 1; //!< whether the monitor is actually GSYNC or adaptive sync monitor : 0 for adaptive sync. + NvU8 isRLACapable : 1; //!< whether monitor supports RLA + NvU8 currentlyCapableOfVRR : 1; //!< monitor currently supports VRR on applied display settings. Valid for NV_MONITOR_CAPS_TYPE_GENERIC only. + NvU8 reserved : 3; +} NV_MONITOR_CAPS_GENERIC; + +//! See NvAPI_DISP_GetMonitorCapabilities(). +typedef struct _NV_MONITOR_CAPABILITIES_V1 +{ + NvU32 version; + NvU16 size; + NvU32 infoType; + NvU32 connectorType; //!< Out: VGA, TV, DVI, HDMI, DP + NvU8 bIsValidInfo : 1; //!< Boolean : Returns invalid if requested info is not present such as VCDB not present + union { + NV_MONITOR_CAPS_VSDB vsdb; + NV_MONITOR_CAPS_VCDB vcdb; + NV_MONITOR_CAPS_GENERIC caps; + } data; +} NV_MONITOR_CAPABILITIES_V1; + +typedef NV_MONITOR_CAPABILITIES_V1 NV_MONITOR_CAPABILITIES; + +//! Macro for constructing the version field of ::NV_MONITOR_CAPABILITIES_V1 +#define NV_MONITOR_CAPABILITIES_VER1 MAKE_NVAPI_VERSION(NV_MONITOR_CAPABILITIES_V1,1) +#define NV_MONITOR_CAPABILITIES_VER NV_MONITOR_CAPABILITIES_VER1 + +//! @} + +//! SUPPORTED OS: Windows 10 and higher +//! +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_GetMonitorCapabilities(__in NvU32 displayId, __inout NV_MONITOR_CAPABILITIES *pMonitorCapabilities); + +//! \ingroup dispcontrol +typedef struct _NV_MONITOR_COLOR_DATA +{ + NvU32 version; +// We are only supporting DP monitors for now. We need to extend this to HDMI panels as well + NV_DP_COLOR_FORMAT colorFormat; //!< One of the supported color formats + NV_DP_BPC backendBitDepths; //!< One of the supported bit depths +} NV_MONITOR_COLOR_CAPS_V1; + +typedef NV_MONITOR_COLOR_CAPS_V1 NV_MONITOR_COLOR_CAPS; + +//! \ingroup dispcontrol +#define NV_MONITOR_COLOR_CAPS_VER1 MAKE_NVAPI_VERSION(NV_MONITOR_COLOR_CAPS_V1,1) +#define NV_MONITOR_COLOR_CAPS_VER NV_MONITOR_COLOR_CAPS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetMonitorColorCapabilities +// +//! DESCRIPTION: This API returns all the color formats and bit depth values supported by a given DP monitor. +//! +//! USAGE: Sequence of calls which caller should make to get the information. +//! 1. First call NvAPI_DISP_GetMonitorColorCapabilities() with pMonitorColorCapabilities as NULL to get the count. +//! 2. Allocate memory for color caps(NV_MONITOR_COLOR_CAPS) array. +//! 3. Call NvAPI_DISP_GetMonitorColorCapabilities() again with the pointer to the memory allocated to get all the +//! color capabilities. +//! +//! Note : +//! 1. pColorCapsCount should never be NULL, else the API will fail with NVAPI_INVALID_ARGUMENT. +//! 2. *pColorCapsCount returned from the API will always be the actual count in any/every call. +//! 3. Memory size to be allocated should be (*pColorCapsCount * sizeof(NV_MONITOR_COLOR_CAPS)). +//! 4. If the memory allocated is less than what is required to return all the timings, this API will return the +//! amount of information which can fit in user provided buffer and API will return NVAPI_INSUFFICIENT_BUFFER. +//! 5. If the caller specifies a greater value for *pColorCapsCount in second call to NvAPI_DISP_GetMonitorColorCapabilities() +//! than what was returned from first call, the API will return only the actual number of elements in the color +//! capabilities array and the extra buffer will remain unused. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in, out] pMonitorColorCapabilities The monitor color capabilities information +//! \param [in, out] pColorCapsCount - During input, the number of elements allocated for the pMonitorColorCapabilities pointer +//! - During output, the actual number of color data elements the monitor supports +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INSUFFICIENT_BUFFER The input buffer size is not sufficient to hold the total contents. In this case +//! *pColorCapsCount will hold the required amount of elements. +//! \retval NVAPI_INVALID_DISPLAY_ID The input monitor is either not connected or is not a DP panel. +//! +//! \ingroup dispcontrol +//! +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetMonitorColorCapabilities(__in NvU32 displayId, __inout_ecount_part_opt(*pColorCapsCount, *pColorCapsCount) NV_MONITOR_COLOR_CAPS *pMonitorColorCapabilities, __inout NvU32 *pColorCapsCount); + +//! \ingroup dispcontrol +//! Used in NvAPI_DISP_EnumCustomDisplay() and NvAPI_DISP_TryCustomDisplay(). +typedef struct +{ + NvU32 version; + + // the source mode information + NvU32 width; //!< Source surface(source mode) width + NvU32 height; //!< Source surface(source mode) height + NvU32 depth; //!< Source surface color depth."0" means all 8/16/32bpp + NV_FORMAT colorFormat; //!< Color format (optional) + + NV_VIEWPORTF srcPartition; //!< For multimon support, should be set to (0,0,1.0,1.0) for now. + + float xRatio; //!< Horizontal scaling ratio + float yRatio; //!< Vertical scaling ratio + + NV_TIMING timing; //!< Timing used to program TMDS/DAC/LVDS/HDMI/TVEncoder, etc. + NvU32 hwModeSetOnly : 1; //!< If set, it means a hardware modeset without OS update + +}NV_CUSTOM_DISPLAY; + +//! \ingroup dispcontrol +//! Used in NV_CUSTOM_DISPLAY. +#define NV_CUSTOM_DISPLAY_VER MAKE_NVAPI_VERSION(NV_CUSTOM_DISPLAY,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_EnumCustomDisplay +// +//! DESCRIPTION: This API enumerates the custom timing specified by the enum index. +//! The client should keep enumerating until it returns NVAPI_END_ENUMERATION. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] displayId Dispaly ID of the display. +//! \param [in] index Enum index +//! \param [inout] pCustDisp Pointer to the NV_CUSTOM_DISPLAY structure +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_EnumCustomDisplay( __in NvU32 displayId, __in NvU32 index, __inout NV_CUSTOM_DISPLAY *pCustDisp); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_TryCustomDisplay +// +//! DESCRIPTION: This API is used to set up a custom display without saving the configuration on multiple displays. +//! +//! \note +//! All the members of srcPartition, present in NV_CUSTOM_DISPLAY structure, should have their range in (0.0,1.0). +//! In clone mode the timings can applied to both the target monitors but only one target at a time. \n +//! For the secondary target the applied timings works under the following conditions: +//! - If the secondary monitor EDID supports the selected timing, OR +//! - If the selected custom timings can be scaled by the secondary monitor for the selected source resolution on the primary, OR +//! - If the selected custom timings matches the existing source resolution on the primary. +//! Setting up a custom display on non-active but connected monitors is supported only for Win7 and above. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Array of the target display Dispaly IDs - See \ref handles. +//! \param [in] count Total number of the incoming Display IDs and corresponding NV_CUSTOM_DISPLAY structure. This is for the multi-head support. +//! \param [in] pCustDisp Pointer to the NV_CUSTOM_DISPLAY structure array. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_TryCustomDisplay( __in_ecount(count) NvU32 *pDisplayIds, __in NvU32 count, __in_ecount(count) NV_CUSTOM_DISPLAY *pCustDisp); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_DeleteCustomDisplay +// +//! DESCRIPTION: This function deletes the custom display configuration, specified from the registry for all the displays whose display IDs are passed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Array of Dispaly IDs on which custom display configuration is to be saved. +//! \param [in] count Total number of the incoming Dispaly IDs. This is for the multi-head support. +//! \param [in] pCustDisp Pointer to the NV_CUSTOM_DISPLAY structure +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_DeleteCustomDisplay( __in_ecount(count) NvU32 *pDisplayIds, __in NvU32 count, __in NV_CUSTOM_DISPLAY *pCustDisp); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_SaveCustomDisplay +// +//! DESCRIPTION: This function saves the current hardware display configuration on the specified Display IDs as a custom display configuration. +//! This function should be called right after NvAPI_DISP_TryCustomDisplay() to save the custom display from the current +//! hardware context. This function will not do anything if the custom display configuration is not tested on the hardware. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Array of Dispaly IDs on which custom display configuration is to be saved. +//! \param [in] count Total number of the incoming Dispaly IDs. This is for the multi-head support. +//! \param [in] isThisOutputIdOnly If set, the saved custom display will only be applied on the monitor with the same outputId (see \ref handles). +//! \param [in] isThisMonitorIdOnly If set, the saved custom display will only be applied on the monitor with the same EDID ID or +//! the same TV connector in case of analog TV. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SaveCustomDisplay( __in_ecount(count) NvU32 *pDisplayIds, __in NvU32 count, __in NvU32 isThisOutputIdOnly, __in NvU32 isThisMonitorIdOnly); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_RevertCustomDisplayTrial +// +//! DESCRIPTION: This API is used to restore the display configuration, that was changed by calling NvAPI_DISP_TryCustomDisplay(). This function +//! must be called only after a custom display configuration is tested on the hardware, using NvAPI_DISP_TryCustomDisplay(), +//! otherwise no action is taken. On Vista, NvAPI_DISP_RevertCustomDisplayTrial should be called with an active display that +//! was affected during the NvAPI_DISP_TryCustomDisplay() call, per GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Pointer to display Id, of an active display. +//! \param [in] count Total number of incoming Display IDs. For future use only. Currently it is expected to be passed as 1. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_RevertCustomDisplayTrial( __in_ecount(count) NvU32* pDisplayIds, __in NvU32 count); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetView +// +//! This API lets caller retrieve the target display arrangement for selected source display handle. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs will be returned as STANDARD VIEW. +//! Use NvAPI_SYS_GetDisplayTopologies() to query views across GPUs. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. It can be #NVAPI_DEFAULT_HANDLE or a handle enumerated from +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [out] pTargets User allocated storage to retrieve an array of NV_VIEW_TARGET_INFO. Can be NULL to retrieve +//! the targetCount. +//! \param [in,out] targetMaskCount Count of target device mask specified in pTargetMask. +//! \param [out] targetView Target view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig.") +NVAPI_INTERFACE NvAPI_GetView(NvDisplayHandle hNvDisplay, NV_VIEW_TARGET_INFO *pTargets, NvU32 *pTargetMaskCount, NV_TARGET_VIEW_MODE *pTargetView); + + + + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetViewEx +// +//! DESCRIPTION: This API lets caller retrieve the target display arrangement for selected source display handle. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs will be returned as STANDARD VIEW. +//! Use NvAPI_SYS_GetDisplayTopologies() to query views across GPUs. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in,out] pPathInfo Count field should be set to NVAPI_MAX_DISPLAY_PATH. Can be NULL to retrieve just the pathCount. +//! \param [in,out] pPathCount Number of elements in array pPathInfo->path. +//! \param [out] pTargetViewMode Display view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_API_NOT_INTIALIZED NVAPI not initialized +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \retval NVAPI_EXPECTED_DISPLAY_HANDLE hNvDisplay is not a valid display handle. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig.") +NVAPI_INTERFACE NvAPI_GetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NvU32 *pPathCount, NV_TARGET_VIEW_MODE *pTargetViewMode); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetSupportedViews +// +//! This API lets caller enumerate all the supported NVIDIA display views - nView and Dualview modes. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. It can be #NVAPI_DEFAULT_HANDLE or a handle enumerated from +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [out] pTargetViews Array of supported views. Can be NULL to retrieve the pViewCount first. +//! \param [in,out] pViewCount Count of supported views. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetSupportedViews(NvDisplayHandle hNvDisplay, NV_TARGET_VIEW_MODE *pTargetViews, NvU32 *pViewCount); + + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetDisplayIdByDisplayName +// +//! DESCRIPTION: This API retrieves the Display Id of a given display by +//! display name. The display must be active to retrieve the +//! displayId. In the case of clone mode or Surround gaming, +//! the primary or top-left display will be returned. +//! +//! \param [in] displayName Name of display (Eg: "\\DISPLAY1" to +//! retrieve the displayId for. +//! \param [out] displayId Display ID of the requested display. +//! +//! retval ::NVAPI_OK: Capabilties have been returned. +//! retval ::NVAPI_INVALID_ARGUMENT: One or more args passed in are invalid. +//! retval ::NVAPI_API_NOT_INTIALIZED: The NvAPI API needs to be initialized first +//! retval ::NVAPI_NO_IMPLEMENTATION: This entrypoint not available +//! retval ::NVAPI_ERROR: Miscellaneous error occurred +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetDisplayIdByDisplayName(const char *displayName, NvU32* displayId); + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetDisplayConfig +// +//! DESCRIPTION: This API lets caller retrieve the current global display +//! configuration. +//! USAGE: The caller might have to call this three times to fetch all the required configuration details as follows: +//! First Pass: Caller should Call NvAPI_DISP_GetDisplayConfig() with pathInfo set to NULL to fetch pathInfoCount. +//! Second Pass: Allocate memory for pathInfo with respect to the number of pathInfoCount(from First Pass) to fetch +//! targetInfoCount. If sourceModeInfo is needed allocate memory or it can be initialized to NULL. +//! Third Pass(Optional, only required if target information is required): Allocate memory for targetInfo with respect +//! to number of targetInfoCount(from Second Pass). +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in,out] pathInfoCount Number of elements in pathInfo array, returns number of valid topologies, this cannot be null. +//! \param [in,out] pathInfo Array of path information +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_ARGUMENT - Invalid input parameter. Following can be the reason for this return value: +//! -# pathInfoCount is NULL. +//! -# *pathInfoCount is 0 and pathInfo is not NULL. +//! -# *pathInfoCount is not 0 and pathInfo is NULL. +//! \retval NVAPI_DEVICE_BUSY - ModeSet has not yet completed. Please wait and call it again. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetDisplayConfig(__inout NvU32 *pathInfoCount, __out_ecount_full_opt(*pathInfoCount) NV_DISPLAYCONFIG_PATH_INFO *pathInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_SetDisplayConfig +// +// +//! DESCRIPTION: This API lets caller apply a global display configuration +//! across multiple GPUs. +//! +//! If all sourceIds are zero, then NvAPI will pick up sourceId's based on the following criteria : +//! - If user provides sourceModeInfo then we are trying to assign 0th sourceId always to GDIPrimary. +//! This is needed since active windows always moves along with 0th sourceId. +//! - For rest of the paths, we are incrementally assigning the sourceId per adapter basis. +//! - If user doesn't provide sourceModeInfo then NVAPI just picks up some default sourceId's in incremental order. +//! Note : NVAPI will not intelligently choose the sourceIDs for any configs that does not need a modeset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pathInfoCount Number of supplied elements in pathInfo +//! \param [in] pathInfo Array of path information +//! \param [in] flags A bitwise OR of supported flags from NV_DISPLAYCONFIG_FLAGS. +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid input parameter. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SetDisplayConfig(__in NvU32 pathInfoCount, __in_ecount(pathInfoCount) NV_DISPLAYCONFIG_PATH_INFO* pathInfo, __in NvU32 flags); + + + +//! \ingroup dispcontrol +//! @{ +typedef struct _NV_EDID_DATA_V1 +{ + NvU32 version; //!< Structure version. + NvU8 *pEDID; //!< Pointer to EDID data. + NvU32 sizeOfEDID; //!< Size of EDID data. +} NV_EDID_DATA_V1; + +typedef struct _NV_EDID_DATA_V2 +{ + NvU32 version; //!< Structure version. + NvU8 *pEDID; //!< Pointer to EDID data. + NvU32 sizeOfEDID; //!< Size of EDID data. + NvU32 reserved[8]; //!< Reserved for future use. +} NV_EDID_DATA_V2; + +typedef NV_EDID_DATA_V2 NV_EDID_DATA; +#define NV_EDID_DATA_VER1 MAKE_NVAPI_VERSION(NV_EDID_DATA_V1, 1) +#define NV_EDID_DATA_VER2 MAKE_NVAPI_VERSION(NV_EDID_DATA_V2, 2) + +#define NV_EDID_DATA_VER NV_EDID_DATA_VER2 +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetEdidData +// +//! \code +//! DESCRIPTION: This API returns the EDID data for the specified display Id. +//! (NvAPI_GPU_GetConnectedDisplayIds() can be used to get the DisplayIds). +//! +//! USAGE: The caller has to call this API two times to fetch the required details as follows: +//! First Pass : Caller should call NvAPI_DISP_GetEdidData() with pEdidParams->pEDID set to NULL, +//! to get the size of the EDID buffer in pEdidParams->sizeOfEDID. +//! Second Pass: Allocate memory for the EDID buffer of the size - pEdidParams->sizeOfEDID, +//! and call the API again to get the EDID buffer populated. +//! +//! +//! \param [in] displayId - NVIDIA Display ID +//! \param [inout] pEdidParams - Pointer to the structure that contains - pointer to EDID buffer and its size +//! \param [inout] pFlag - The type of EDID to be retrieved (IN). +//! To only retrieve the EDID type, the user should send pEdidParams->pEDID as NULL and +//! pEdidParams->sizeOfEDID as 0. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 400 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! NVAPI_INSUFFICIENT_BUFFER: Reallocate buffer with pEdidParams->sizeOfEDID and call again to get complete data. +//! In this case pEdidParams->pEDID contains undefined data. +//! This error occurs only when pEdidParams->pEDID is present. +//! \endcode +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetEdidData(__in NvU32 displayId, __inout NV_EDID_DATA *pEdidParams, __inout NV_EDID_FLAG *pFlag); +//! @} + +typedef struct _NV_GET_ADAPTIVE_SYNC_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 maxFrameInterval; //!< [out] maximum frame interval in micro seconds as set previously using NvAPI_DISP_SetAdaptiveSyncData function. + //!< If default values from EDID are used, this parameter returns 0. + NvU32 bDisableAdaptiveSync : 1; //!< [out] Indicates if adaptive sync is disabled on the display. + NvU32 bDisableFrameSplitting : 1; //!< [out] Indicates if frame splitting is disabled on the display. + NvU32 reserved : 30; //!< reserved for future use. + NvU32 lastFlipRefreshCount; //!< [out] Number of times the last flip was shown on the screen + NvU64 lastFlipTimeStamp; //!< [out] Timestamp for the lastest flip on the screen + NvU32 reservedEx[4]; //!< reserved for future use. +} NV_GET_ADAPTIVE_SYNC_DATA_V1; + +#define NV_GET_ADAPTIVE_SYNC_DATA_VER1 MAKE_NVAPI_VERSION(NV_GET_ADAPTIVE_SYNC_DATA_V1,1) +#define NV_GET_ADAPTIVE_SYNC_DATA_VER NV_GET_ADAPTIVE_SYNC_DATA_VER1 + +typedef NV_GET_ADAPTIVE_SYNC_DATA_V1 NV_GET_ADAPTIVE_SYNC_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_GetAdaptiveSyncData(__in NvU32 displayId, __inout NV_GET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData) +//! \code +//! DESCRIPTION: This function is used to get data for the Adaptive Sync Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 415 +//! +//! \param [in] displayId - display id of the display +//! \param [inout] pAdaptiveSyncData - A pointer to NV_GET_ADAPTIVE_SYNC_DATA, containing the information about the values of parameters that are to be retrieved on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_GetAdaptiveSyncData(__in NvU32 displayId, __inout NV_GET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData); + +typedef struct _NV_SET_ADAPTIVE_SYNC_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 maxFrameInterval; //!< [in] maximum frame interval in micro seconds. + //!< If maxFrameInterval is send as 0, default values from EDID will be used. + NvU32 bDisableAdaptiveSync : 1; //!< [in] Indicates if adaptive sync is disabled on the display. + NvU32 bDisableFrameSplitting : 1; //!< [in] Indicates if Frame Splitting should be disabled. + NvU32 reserved : 30; //!< reserved for future use. + NvU32 reservedEx[7]; //!< reserved for future use. +} NV_SET_ADAPTIVE_SYNC_DATA_V1; + +#define NV_SET_ADAPTIVE_SYNC_DATA_VER1 MAKE_NVAPI_VERSION(NV_SET_ADAPTIVE_SYNC_DATA_V1,1) +#define NV_SET_ADAPTIVE_SYNC_DATA_VER NV_SET_ADAPTIVE_SYNC_DATA_VER1 + +typedef NV_SET_ADAPTIVE_SYNC_DATA_V1 NV_SET_ADAPTIVE_SYNC_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_SetAdaptiveSyncData(__in NvU32 displayId, __in NV_SET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData) +//! \code +//! DESCRIPTION: This function is used to set data for Adaptive Sync Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 415 +//! +//! \param [in] displayId - display id of the display +//! \param [in] pAdaptiveSyncData - A pointer to NV_SET_ADAPTIVE_SYNC_DATA, containing the information about the values of parameters that are to be set on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_SetAdaptiveSyncData(__in NvU32 displayId, __in NV_SET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData); + + +typedef struct _NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 frameIntervalUs; //!< [out] frame interval in micro seconds if Virtual RR is currently applied + NvU32 reservedEx[8]; //!< reserved for future use. +} NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1; + +#define NV_GET_VIRTUAL_REFRESH_RATE_DATA_VER1 MAKE_NVAPI_VERSION(_NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1,1) +#define NV_GET_VIRTUAL_REFRESH_RATE_DATA_VER NV_GET_VIRTUAL_REFRESH_RATE_DATA_VER1 + +typedef NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1 NV_GET_VIRTUAL_REFRESH_RATE_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_GetVirtualRefreshRateData(__in NvU32 displayId, __inout NV_GET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData) +//! \code +//! DESCRIPTION: This function is used to get Virtual Refresh Rate data for a VRR Capable Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 510 +//! +//! \param [in] displayId - display id of the display +//! \param [inout] pVirtualRefreshRateData - A pointer to NV_GET_VIRTUAL_REFRESH_RATE_DATA, containing the information about the values of parameters that are to be retrieved on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_GetVirtualRefreshRateData(__in NvU32 displayId, __inout NV_GET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData); + +typedef struct _NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 frameIntervalUs; //!< [in] frame interval in micro seconds if Virtual RR is currently applied + NvU32 reservedEx[8]; //!< reserved for future use. +} NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1; + +#define NV_SET_VIRTUAL_REFRESH_RATE_DATA_VER1 MAKE_NVAPI_VERSION(_NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1,1) +#define NV_SET_VIRTUAL_REFRESH_RATE_DATA_VER NV_SET_VIRTUAL_REFRESH_RATE_DATA_VER1 + +typedef NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1 NV_SET_VIRTUAL_REFRESH_RATE_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_SetVirtualRefreshRateData(__in NvU32 displayId, __in NV_SET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData) +//! \code +//! DESCRIPTION: This function is used to set Virtual Refresh Rate data for a VRR Capable Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 510 +//! +//! \param [in] displayId - display id of the display +//! \param [inout] pVirtualRefreshRateData - A pointer to NV_SET_VIRTUAL_REFRESH_RATE_DATA, containing the information about the values of parameters that are to be retrieved on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_SetVirtualRefreshRateData(__in NvU32 displayId, __in NV_SET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData); + +//! \ingroup dispcontrol +typedef struct +{ + NvU32 version; //!< [in] Structure version + NvU32 displayId; //!< [in] Monitor Identifier to be set + NvU32 reserved; //!< Reserved for future use without adding versioning +} NV_SET_PREFERRED_STEREO_DISPLAY_V1; + +//! \ingroup dispcontrol +typedef NV_SET_PREFERRED_STEREO_DISPLAY_V1 NV_SET_PREFERRED_STEREO_DISPLAY; + +//! \ingroup dispcontrol +#define NV_SET_PREFERRED_STEREO_DISPLAY_VER1 MAKE_NVAPI_VERSION(NV_SET_PREFERRED_STEREO_DISPLAY_V1,1) + +//! \ingroup dispcontrol +#define NV_SET_PREFERRED_STEREO_DISPLAY_VER NV_SET_PREFERRED_STEREO_DISPLAY_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_SetPreferredStereoDisplay +// +//! DESCRIPTION: Specifies a display output that drives the 3pin DIN output signal +//! in a workstation stereo system environment. +//! If display output is specified as a displayId of 0, the preferred +//! stereo display target is reset to the driver default selection. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 470 +//! +//! \param [in] pPreferredStereoDisplay Pointer to a NV_SET_PREFERRED_STEREO_DISPLAY structure +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_ERROR miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SetPreferredStereoDisplay(__in NV_SET_PREFERRED_STEREO_DISPLAY *pPreferredStereoDisplay); + +//! \ingroup dispcontrol +typedef struct +{ + NvU32 version; //!< [in] Structure version + NvU32 displayId; //!< [out] The queried stereo display + NvU32 reserved; //!< Reserved for future use without adding versioning +} NV_GET_PREFERRED_STEREO_DISPLAY_V1; + +//! \ingroup dispcontrol +typedef NV_GET_PREFERRED_STEREO_DISPLAY_V1 NV_GET_PREFERRED_STEREO_DISPLAY; + +//! \ingroup dispcontrol +#define NV_GET_PREFERRED_STEREO_DISPLAY_VER1 MAKE_NVAPI_VERSION(NV_GET_PREFERRED_STEREO_DISPLAY_V1,1) + +//! \ingroup dispcontrol +#define NV_GET_PREFERRED_STEREO_DISPLAY_VER NV_GET_PREFERRED_STEREO_DISPLAY_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetPreferredStereoDisplay +// +//! DESCRIPTION: Queries the displayId of the display output driving the 3pin +//! DIN stereo signal, if any. +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 470 +//! +//! \param [inout] pPreferredStereoDisplay Pointer to a NV_GET_PREFERRED_STEREO_DISPLAY structure +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_ERROR miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument (probably NULL). +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetPreferredStereoDisplay(__inout NV_GET_PREFERRED_STEREO_DISPLAY *pPreferredStereoDisplay); + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) + +typedef struct _NV_MANAGED_DEDICATED_DISPLAY_INFO +{ + NvU32 version; //!< [in] Version of this structure. + NvU32 displayId; //!< [out] DisplayId. + NvU32 isAcquired : 1; //!< [out] If bit is set, this display has been acquired by another process through NvAPI_DISP_AcquireDedicatedDisplay(). + NvU32 isMosaic : 1; //!< [out] If bit is set, this display represents a Mosaic grid. + NvU32 reserved : 30; //!< [out] Reserved for future use without adding versioning. +} NV_MANAGED_DEDICATED_DISPLAY_INFO_V1; + +#define NV_MANAGED_DEDICATED_DISPLAY_INFO_VER1 MAKE_NVAPI_VERSION(NV_MANAGED_DEDICATED_DISPLAY_INFO_V1,1) +#define NV_MANAGED_DEDICATED_DISPLAY_INFO_VER NV_MANAGED_DEDICATED_DISPLAY_INFO_VER1 + +typedef NV_MANAGED_DEDICATED_DISPLAY_INFO_V1 NV_MANAGED_DEDICATED_DISPLAY_INFO; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetNvManagedDedicatedDisplays +// +//! DESCRIPTION: This API returns the count of dedicated displays managed by +//! the Nvidia driver, and specific driver info of each display. +//! This API does not return VR displays. +//! +//! HOW TO USE: 1) First make a call NvAPI_DISP_GetNvManagedDedicatedDisplays to get the number of dedicated displays managed by the Nvidia driver +//! by passing pDedicatedDisplays as NULL. +//! On call success: +//! 2) Allocate memory based on pDisplayCount, then call NvAPI_DISP_GetNvManagedDedicatedDisplays to populate pDedicatedDisplays. +//! +//! \since Release: 495 +//! +//! \param [in/out] pDedicatedDisplayCount The count of dedicated displays managed by the Nvidia driver. +//! \param [in/out] pDedicatedDisplays Pointer to an array of NV_MANAGED_DEDICATED_DISPLAY_INFO data structure. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API is not implemented in current driver. +//! \retval ::NVAPI_OUT_OF_MEMORY Could not allocate sufficient memory to complete the call. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not initialized. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of NV_MANAGED_DEDICATED_DISPLAY_INFO structure is invalid. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetNvManagedDedicatedDisplays(__inout NvU32* pDedicatedDisplayCount, __inout NV_MANAGED_DEDICATED_DISPLAY_INFO* pDedicatedDisplays); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_AcquireDedicatedDisplay +// +//! DESCRIPTION: This API requests exclusive access to the specified dedicated +//! display managed by the Nvidia driver. If the call succeeds, a handle +//! is returned which could be opened as a DisplaySource. +//! The call fails if the display is not managed by the Nvidia driver. +//! The call fails if the display has already been acquired by another process. +//! +//! \since Release: 495 +//! +//! \param [in] displayId Display ID of the dedicated display to be acquired. +//! \param [in/out] pDisplaySourceHandle Pointer to memory that receives the shared handle to a DisplaySource. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API not implemented. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_INVALID_DISPLAY_ID An invalid displayId was passed as an argument. +//! \retval ::NVAPI_UNREGISTERED_RESOURCE The display is not managed by the Nvidia driver. +//! \retval ::NVAPI_RESOURCE_IN_USE The display has already been acquired by another process. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_AcquireDedicatedDisplay(__in NvU32 displayId, __inout NvU64* pDisplaySourceHandle); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_ReleaseDedicatedDisplay +// +//! DESCRIPTION: This API releases the exclusive ownership of a specific dedicated +//! display previously acquired by the process. +//! +//! \since Release: 495 +//! +//! \param [in] displayId Display ID of the dedicated display to be released. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API not implemented. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_UNREGISTERED_RESOURCE The display is not managed by the Nvidia driver. +//! \retval ::NVAPI_DDISPLAY_NOT_ACQUIRED The display is not acquired by the process. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_ReleaseDedicatedDisplay(__in NvU32 displayId); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 11 and higher +//! +#if defined(__cplusplus) + +typedef struct _NV_MANAGED_DEDICATED_DISPLAY_METADATA +{ + NvU32 version; //!< [in] Version of this structure. + NvU32 displayId; //!< [in] DisplayId to identify the display connector the metadata operation is requested for. + NvU32 bSetPosition : 1; //!< [in] Set call: 1 in case the information in variables/fields "positionX" and "positionY" should be stored as metadata. 0 otherwise. + NvU32 bRemovePosition : 1; //!< [in] Set call: 1 in case the stored positionX and positionY metadata should be set to 'not defined', N/A. 0 otherwise. + NvU32 bPositionIsAvailable : 1; //!< [out] Query call: 1 in case the information in variables/fields "positionX" and "positionY" is valid (has been set before). 0 otherwise. + NvU32 bSetName : 1; //!< [in] Set call: 1 in case the information in variable/field "name" should be stored as metadata. 0 otherwise. + NvU32 bRemoveName : 1; //!< [in] Set call: 1 in case the stored name metadata should be set to 'not defined',N/A. 0 otherwise. + NvU32 bNameIsAvailable : 1; //!< [out] Query call: 1 in case the information in variable/field "name" is valid (has been set before). 0 otherwise. + NvU32 reserved : 26; //!< [in][out] Reserved for future use without adding versioning. + NvS32 positionX; //!< [in][out] Metadata for the virtual horizontal position for the display connector specified by displayId. + NvS32 positionY; //!< [in][out] Metadata for the virtual vertical position for the display connector specified by displayId. + NvAPI_ShortString name; //!< [in][out] Metadata for the virtual name of for the display connector specified by displayId. + //!< Valid characters are in the range of 32 ' ' (space) to 126 '~' (both included). +} NV_MANAGED_DEDICATED_DISPLAY_METADATA_V1; + +#define NV_MANAGED_DEDICATED_DISPLAY_METADATA_VER1 MAKE_NVAPI_VERSION(NV_MANAGED_DEDICATED_DISPLAY_METADATA_V1,1) +#define NV_MANAGED_DEDICATED_DISPLAY_METADATA_VER NV_MANAGED_DEDICATED_DISPLAY_METADATA_VER1 + +typedef NV_MANAGED_DEDICATED_DISPLAY_METADATA_V1 NV_MANAGED_DEDICATED_DISPLAY_METADATA; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetNvManagedDedicatedDisplayMetadata +// +//! DESCRIPTION: This API returns metadata which has been set for the display connector in question. +//! Main use case would be to query the data for an Nvidia managed dedicated display. +//! The function will work for any valid displayId though. +//! +//! \since Release: 550 +//! +//! \param [in/out] pDedicatedDisplayMetadata Data structure containing input and output data. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API is not implemented in current driver. +//! \retval ::NVAPI_NOT_SUPPORTED The API is not supported on the current operating system or gpu. +//! \retval ::NVAPI_OUT_OF_MEMORY There wasn't sufficient memory to complete the call. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not initialized. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the NV_MANAGED_DEDICATED_DISPLAY_METADATA structure is invalid. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetNvManagedDedicatedDisplayMetadata(__inout NV_MANAGED_DEDICATED_DISPLAY_METADATA* pDedicatedDisplayMetadata); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 11 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_SetNvManagedDedicatedDisplayMetadata +// +//! DESCRIPTION: This API allows to set metadata for the display connector in question. +//! Main use case would be to set the data for an Nvidia managed dedicated display. +//! The function will work for any valid displayId though. +//! +//! \since Release: 550 +//! +//! \param [in/out] pDedicatedDisplayMetadata Data structure containing input and output data. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API is not implemented in current driver. +//! \retval ::NVAPI_NOT_SUPPORTED The API is not supported on the current operating system or gpu. +//! \retval ::NVAPI_OUT_OF_MEMORY There wasn't sufficient memory to complete the call. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not initialized. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the NV_MANAGED_DEDICATED_DISPLAY_METADATA structure is invalid. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE The caller doesn't have the required administrator privileges to access this API. +//! \retval ::NVAPI_INVALID_ARGUMENT Characters in pDedicatedDisplayMetadata->name are out of the allowed range. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SetNvManagedDedicatedDisplayMetadata(__inout NV_MANAGED_DEDICATED_DISPLAY_METADATA* pDedicatedDisplayMetadata); +#endif // defined(__cplusplus) + + +#if defined (_WINNT_) + +//! \ingroup dispcontrol + +typedef struct _NV_DISPLAY_ID_INFO_DATA_V1 +{ + NvU32 version; //!< [in] Structure version + LUID adapterId; //!< [out] Locally unique ID (LUID) of the display adapter on which the given display is present. + NvU32 targetId; //!< [out] The target identifier of the given display. This is also called AdapterRelativeId. + NvU32 reserved[4]; //!< Reserved for future use. +} NV_DISPLAY_ID_INFO_DATA_V1; + +#define NV_DISPLAY_ID_INFO_DATA_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_ID_INFO_DATA_V1,1) +#define NV_DISPLAY_ID_INFO_DATA_VER NV_DISPLAY_ID_INFO_DATA_VER1 + +typedef NV_DISPLAY_ID_INFO_DATA_V1 NV_DISPLAY_ID_INFO_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Disp_GetDisplayIdInfo +// +//! DESCRIPTION: This API returns information related to the given displayId. +//! It returns adapterId and targetId (AdapterRelativeId) corresponding to the given displayId. +//! If the displayId is part of a display grid (Mosaic/Surround), then every displayId that is part of the same display grid +//! outputs the same (adapterId, targetId) pair, and no other displayId outputs this pair. +//! Otherwise, the (adapterId, targetId) pair is unique to this displayId. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 530 +//! +//! \param [in] displayId DisplayId of the display. +//! \param [inout] pDisplayIdInfoData Pointer to the NV_DISPLAY_ID_INFO_DATA structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetDisplayIdInfo(__in NvU32 displayId, __inout NV_DISPLAY_ID_INFO_DATA* pDisplayIdInfoData); + +#endif + + +//! \ingroup dispcontrol + +#if defined (_WINNT_) + +typedef struct _NV_TARGET_INFO_DATA_V1 +{ + NvU32 version; //!< [in] Structure version + LUID adapterId; //!< [in] Locally unique ID (LUID) of the display adapter on which the target is present. + NvU32 targetId; //!< [in] The target identifier. This is also called AdapterRelativeId. + NvU32 displayId[NVAPI_MAX_DISPLAYS]; //!< [out] An array of displayIds corresponding to the input adapterId and targetId. + //!< If the input (targetId, adapterId) pair is a display grid (Mosaic/Surround), + //!< then the output contains the displayId of every display that is part of the display grid. + //!< Otherwise, it contains exactly one displayId. + //!< These displayId values are unique to this (targetId, adapterId) pair. + NvU32 displayIdCount; //!< [out] The number of displays returned in displayId array. + NvU32 reserved[4]; //!< Reserved for future use. +} NV_TARGET_INFO_DATA_V1; + +#define NV_TARGET_INFO_DATA_VER1 MAKE_NVAPI_VERSION(NV_TARGET_INFO_DATA_V1,1) +#define NV_TARGET_INFO_DATA_VER NV_TARGET_INFO_DATA_VER1 + +typedef NV_TARGET_INFO_DATA_V1 NV_TARGET_INFO_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Disp_GetDisplayIdsFromTarget +// +//! DESCRIPTION: This API returns displayId(s) corresponding to the given target. +//! If the input (targetId, adapterId) pair is a display grid (Mosaic/Surround), then the output contains the displayId of every display +//! that is part of the display grid. Otherwise, it contains exactly one displayId. +//! These displayId values are unique to this (targetId, adapterId) pair. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 530 +//! +//! \param [inout] pTargetInfoData Pointer to the NV_TARGET_INFO_DATA structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetDisplayIdsFromTarget(__inout NV_TARGET_INFO_DATA* pTargetInfoData); + +#endif + + +//! \ingroup dispcontrol + +typedef struct _NV_GET_VRR_INFO_V1 +{ + NvU32 version; //!< [in] Structure version + NvU32 bIsVRREnabled : 1; //!< [out] Set if VRR Mode is currently active on given display. + NvU32 bIsVRRPossible : 1; //!< [out] Set to true if VRR Mode is possible on the given display. + NvU32 bIsVRRRequested : 1; //!< [out] Set to true if VRR Mode is requested for the given display. + NvU32 bIsVRRIndicatorEnabled : 1; //!< [out] Set to true if the VRR indicator is enabled. This can be done through the NVIDIA Control Panel. + NvU32 bIsDisplayInVRRMode : 1; //!< [out] Set to true if the display is in VRR Mode. + NvU32 reserved : 27; //!< Reserved for future use. + NvU32 reservedEx[4]; //!< Reserved for future use +} NV_GET_VRR_INFO_V1; + +#define NV_GET_VRR_INFO_VER1 MAKE_NVAPI_VERSION(NV_GET_VRR_INFO_V1,1) +#define NV_GET_VRR_INFO_VER NV_GET_VRR_INFO_VER1 + +typedef NV_GET_VRR_INFO_V1 NV_GET_VRR_INFO; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Disp_GetVRRInfo +// +//! DESCRIPTION: This API returns Variable Refresh Rate(VRR) information for the given display ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [inout] pVrrInfo Pointer to the NV_GET_VRR_INFO structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetVRRInfo(__in NvU32 displayId, __inout NV_GET_VRR_INFO *pVrrInfo); + + + +//////////////////////////////////////////////////////////////////////////////////////// +// +// MOSAIC allows a multi display target output scanout on a single source. +// +// SAMPLE of MOSAIC 1x4 topo with 8 pixel horizontal overlap +// +//+-------------------------++-------------------------++-------------------------++-------------------------+ +//| || || || | +//| || || || | +//| || || || | +//| DVI1 || DVI2 || DVI3 || DVI4 | +//| || || || | +//| || || || | +//| || || || | +//| || || || | +//+-------------------------++-------------------------++-------------------------++-------------------------+ + + +//! \addtogroup mosaicapi +//! @{ + +#define NVAPI_MAX_MOSAIC_DISPLAY_ROWS 8 +#define NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS 8 +// +// These bits are used to describe the validity of a topo. +// +#define NV_MOSAIC_TOPO_VALIDITY_VALID 0x00000000 //!< The topology is valid +#define NV_MOSAIC_TOPO_VALIDITY_MISSING_GPU 0x00000001 //!< Not enough SLI GPUs were found to fill the entire + //! topology. hPhysicalGPU will be 0 for these. +#define NV_MOSAIC_TOPO_VALIDITY_MISSING_DISPLAY 0x00000002 //!< Not enough displays were found to fill the entire + //! topology. displayOutputId will be 0 for these. +#define NV_MOSAIC_TOPO_VALIDITY_MIXED_DISPLAY_TYPES 0x00000004 //!< The topoogy is only possible with displays of the same + //! NV_GPU_OUTPUT_TYPE. Check displayOutputIds to make + //! sure they are all CRTs, or all DFPs. + + +// +//! This structure defines the topology details. +typedef struct +{ + NvU32 version; //!< Version of this structure + NvLogicalGpuHandle hLogicalGPU; //!< Logical GPU for this topology + NvU32 validityMask; //!< 0 means topology is valid with the current hardware. + //! If not 0, inspect bits against NV_MOSAIC_TOPO_VALIDITY_*. + NvU32 rowCount; //!< Number of displays in a row + NvU32 colCount; //!< Number of displays in a column + + struct + { + NvPhysicalGpuHandle hPhysicalGPU; //!< Physical GPU to be used in the topology (0 if GPU missing) + NvU32 displayOutputId; //!< Connected display target (0 if no display connected) + NvS32 overlapX; //!< Pixels of overlap on left of target: (+overlap, -gap) + NvS32 overlapY; //!< Pixels of overlap on top of target: (+overlap, -gap) + + } gpuLayout[NVAPI_MAX_MOSAIC_DISPLAY_ROWS][NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS]; + +} NV_MOSAIC_TOPO_DETAILS; + +//! Macro for constructing te vesion field of NV_MOSAIC_TOPO_DETAILS +#define NVAPI_MOSAIC_TOPO_DETAILS_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPO_DETAILS,1) + + +// +//! These values refer to the different types of Mosaic topologies that are possible. When +//! getting the supported Mosaic topologies, you can specify one of these types to narrow down +//! the returned list to only those that match the given type. +typedef enum +{ + NV_MOSAIC_TOPO_TYPE_ALL, //!< All mosaic topologies + NV_MOSAIC_TOPO_TYPE_BASIC, //!< Basic Mosaic topologies + NV_MOSAIC_TOPO_TYPE_PASSIVE_STEREO, //!< Passive Stereo topologies + NV_MOSAIC_TOPO_TYPE_SCALED_CLONE, //!< Not supported at this time + NV_MOSAIC_TOPO_TYPE_PASSIVE_STEREO_SCALED_CLONE, //!< Not supported at this time + NV_MOSAIC_TOPO_TYPE_MAX, //!< Always leave this at end of the enum +} NV_MOSAIC_TOPO_TYPE; + + +// +//! This is a complete list of supported Mosaic topologies. +//! +//! Using a "Basic" topology combines multiple monitors to create a single desktop. +//! +//! Using a "Passive" topology combines multiples monitors to create a passive stereo desktop. +//! In passive stereo, two identical topologies combine - one topology is used for the right eye and the other identical //! topology (targeting different displays) is used for the left eye. \n +//! NOTE: common\inc\nvEscDef.h shadows a couple PASSIVE_STEREO enums. If this +//! enum list changes and effects the value of NV_MOSAIC_TOPO_BEGIN_PASSIVE_STEREO +//! please update the corresponding value in nvEscDef.h +typedef enum +{ + NV_MOSAIC_TOPO_NONE, + + // 'BASIC' topos start here + // + // The result of using one of these Mosaic topos is that multiple monitors + // will combine to create a single desktop. + // + NV_MOSAIC_TOPO_BEGIN_BASIC, + NV_MOSAIC_TOPO_1x2_BASIC = NV_MOSAIC_TOPO_BEGIN_BASIC, + NV_MOSAIC_TOPO_2x1_BASIC, + NV_MOSAIC_TOPO_1x3_BASIC, + NV_MOSAIC_TOPO_3x1_BASIC, + NV_MOSAIC_TOPO_1x4_BASIC, + NV_MOSAIC_TOPO_4x1_BASIC, + NV_MOSAIC_TOPO_2x2_BASIC, + NV_MOSAIC_TOPO_2x3_BASIC, + NV_MOSAIC_TOPO_2x4_BASIC, + NV_MOSAIC_TOPO_3x2_BASIC, + NV_MOSAIC_TOPO_4x2_BASIC, + NV_MOSAIC_TOPO_1x5_BASIC, + NV_MOSAIC_TOPO_1x6_BASIC, + NV_MOSAIC_TOPO_7x1_BASIC, + + // Add padding for 10 more entries. 6 will be enough room to specify every + // possible topology with 8 or fewer displays, so this gives us a little + // extra should we need it. + NV_MOSAIC_TOPO_END_BASIC = NV_MOSAIC_TOPO_7x1_BASIC + 9, + + // 'PASSIVE_STEREO' topos start here + // + // The result of using one of these Mosaic topos is that multiple monitors + // will combine to create a single PASSIVE STEREO desktop. What this means is + // that there will be two topos that combine to create the overall desktop. + // One topo will be used for the left eye, and the other topo (of the + // same rows x cols), will be used for the right eye. The difference between + // the two topos is that different GPUs and displays will be used. + // + NV_MOSAIC_TOPO_BEGIN_PASSIVE_STEREO, // value shadowed in nvEscDef.h + NV_MOSAIC_TOPO_1x2_PASSIVE_STEREO = NV_MOSAIC_TOPO_BEGIN_PASSIVE_STEREO, + NV_MOSAIC_TOPO_2x1_PASSIVE_STEREO, + NV_MOSAIC_TOPO_1x3_PASSIVE_STEREO, + NV_MOSAIC_TOPO_3x1_PASSIVE_STEREO, + NV_MOSAIC_TOPO_1x4_PASSIVE_STEREO, + NV_MOSAIC_TOPO_4x1_PASSIVE_STEREO, + NV_MOSAIC_TOPO_2x2_PASSIVE_STEREO, + NV_MOSAIC_TOPO_END_PASSIVE_STEREO = NV_MOSAIC_TOPO_2x2_PASSIVE_STEREO + 4, + + + // + // Total number of topos. Always leave this at the end of the enumeration. + // + NV_MOSAIC_TOPO_MAX //! Total number of topologies. + +} NV_MOSAIC_TOPO; + + +// +//! This is a "topology brief" structure. It tells you what you need to know about +//! a topology at a high level. A list of these is returned when you query for the +//! supported Mosaic information. +//! +//! If you need more detailed information about the topology, call +//! NvAPI_Mosaic_GetTopoGroup() with the topology value from this structure. +typedef struct +{ + NvU32 version; //!< Version of this structure + NV_MOSAIC_TOPO topo; //!< The topology + NvU32 enabled; //!< 1 if topo is enabled, else 0 + NvU32 isPossible; //!< 1 if topo *can* be enabled, else 0 + +} NV_MOSAIC_TOPO_BRIEF; + +//! Macro for constructing the version field of NV_MOSAIC_TOPO_BRIEF +#define NVAPI_MOSAIC_TOPO_BRIEF_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPO_BRIEF,1) + + +// +//! Basic per-display settings that are used in setting/getting the Mosaic mode +typedef struct _NV_MOSAIC_DISPLAY_SETTING_V1 +{ + NvU32 version; //!< Version of this structure + NvU32 width; //!< Per-display width + NvU32 height; //!< Per-display height + NvU32 bpp; //!< Bits per pixel + NvU32 freq; //!< Display frequency +} NV_MOSAIC_DISPLAY_SETTING_V1; + +typedef struct NV_MOSAIC_DISPLAY_SETTING_V2 +{ + NvU32 version; //!< Version of this structure + NvU32 width; //!< Per-display width + NvU32 height; //!< Per-display height + NvU32 bpp; //!< Bits per pixel + NvU32 freq; //!< Display frequency + NvU32 rrx1k; //!< Display frequency in x1k +} NV_MOSAIC_DISPLAY_SETTING_V2; + +typedef NV_MOSAIC_DISPLAY_SETTING_V2 NV_MOSAIC_DISPLAY_SETTING; + +//! Macro for constructing the version field of NV_MOSAIC_DISPLAY_SETTING +#define NVAPI_MOSAIC_DISPLAY_SETTING_VER1 MAKE_NVAPI_VERSION(NV_MOSAIC_DISPLAY_SETTING_V1,1) +#define NVAPI_MOSAIC_DISPLAY_SETTING_VER2 MAKE_NVAPI_VERSION(NV_MOSAIC_DISPLAY_SETTING_V2,2) +#define NVAPI_MOSAIC_DISPLAY_SETTING_VER NVAPI_MOSAIC_DISPLAY_SETTING_VER2 + + +// +// Set a reasonable max number of display settings to support +// so arrays are bound. +// +#define NV_MOSAIC_DISPLAY_SETTINGS_MAX 40 //!< Set a reasonable maximum number of display settings to support + //! so arrays are bound. + + +// +//! This structure is used to contain a list of supported Mosaic topologies +//! along with the display settings that can be used. +typedef struct _NV_MOSAIC_SUPPORTED_TOPO_INFO_V1 +{ + NvU32 version; //!< Version of this structure + NvU32 topoBriefsCount; //!< Number of topologies in below array + NV_MOSAIC_TOPO_BRIEF topoBriefs[NV_MOSAIC_TOPO_MAX]; //!< List of supported topologies with only brief details + NvU32 displaySettingsCount; //!< Number of display settings in below array + NV_MOSAIC_DISPLAY_SETTING_V1 displaySettings[NV_MOSAIC_DISPLAY_SETTINGS_MAX]; //!< List of per display settings possible + +} NV_MOSAIC_SUPPORTED_TOPO_INFO_V1; + +typedef struct _NV_MOSAIC_SUPPORTED_TOPO_INFO_V2 +{ + NvU32 version; //!< Version of this structure + NvU32 topoBriefsCount; //!< Number of topologies in below array + NV_MOSAIC_TOPO_BRIEF topoBriefs[NV_MOSAIC_TOPO_MAX]; //!< List of supported topologies with only brief details + NvU32 displaySettingsCount; //!< Number of display settings in below array + NV_MOSAIC_DISPLAY_SETTING_V2 displaySettings[NV_MOSAIC_DISPLAY_SETTINGS_MAX]; //!< List of per display settings possible + +} NV_MOSAIC_SUPPORTED_TOPO_INFO_V2; + +typedef NV_MOSAIC_SUPPORTED_TOPO_INFO_V2 NV_MOSAIC_SUPPORTED_TOPO_INFO; + +//! Macro forconstructing the version field of NV_MOSAIC_SUPPORTED_TOPO_INFO +#define NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER1 MAKE_NVAPI_VERSION(NV_MOSAIC_SUPPORTED_TOPO_INFO_V1,1) +#define NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER2 MAKE_NVAPI_VERSION(NV_MOSAIC_SUPPORTED_TOPO_INFO_V2,2) +#define NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER2 + + +// +// Indices to use to access the topos array within the mosaic topology +#define NV_MOSAIC_TOPO_IDX_DEFAULT 0 + +#define NV_MOSAIC_TOPO_IDX_LEFT_EYE 0 +#define NV_MOSAIC_TOPO_IDX_RIGHT_EYE 1 +#define NV_MOSAIC_TOPO_NUM_EYES 2 + + +// +//! This defines the maximum number of topos that can be in a topo group. +//! At this time, it is set to 2 because our largest topo group (passive +//! stereo) only needs 2 topos (left eye and right eye). +//! +//! If a new topo group with more than 2 topos is added above, then this +//! number will also have to be incremented. +#define NV_MOSAIC_MAX_TOPO_PER_TOPO_GROUP 2 + + +// +//! This structure defines a group of topologies that work together to create one +//! overall layout. All of the supported topologies are represented with this +//! structure. +//! +//! For example, a 'Passive Stereo' topology would be represented with this +//! structure, and would have separate topology details for the left and right eyes. +//! The count would be 2. A 'Basic' topology is also represented by this structure, +//! with a count of 1. +//! +//! The structure is primarily used internally, but is exposed to applications in a +//! read-only fashion because there are some details in it that might be useful +//! (like the number of rows/cols, or connected display information). A user can +//! get the filled-in structure by calling NvAPI_Mosaic_GetTopoGroup(). +//! +//! You can then look at the detailed values within the structure. There are no +//! entrypoints which take this structure as input (effectively making it read-only). +typedef struct +{ + NvU32 version; //!< Version of this structure + NV_MOSAIC_TOPO_BRIEF brief; //!< The brief details of this topo + NvU32 count; //!< Number of topos in array below + NV_MOSAIC_TOPO_DETAILS topos[NV_MOSAIC_MAX_TOPO_PER_TOPO_GROUP]; + +} NV_MOSAIC_TOPO_GROUP; + +//! Macro for constructing the version field of NV_MOSAIC_TOPO_GROUP +#define NVAPI_MOSAIC_TOPO_GROUP_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPO_GROUP,1) + +//! @} + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetSupportedTopoInfo +// +//! DESCRIPTION: This API returns information on the topologies and display resolutions +//! supported by Mosaic mode. +//! +//! NOTE: Not all topologies returned can be set immediately. +//! See 'OUT' Notes below. +//! +//! Once you get the list of supported topologies, you can call +//! NvAPI_Mosaic_GetTopoGroup() with one of the Mosaic topologies if you need +//! more information about it. +//! +//! 'IN' Notes: pSupportedTopoInfo->version must be set before calling this function. +//! If the specified version is not supported by this implementation, +//! an error will be returned (NVAPI_INCOMPATIBLE_STRUCT_VERSION). +//! +//! 'OUT' Notes: Some of the topologies returned might not be valid for one reason or +//! another. It could be due to mismatched or missing displays. It +//! could also be because the required number of GPUs is not found. +//! At a high level, you can see if the topology is valid and can be enabled +//! by looking at the pSupportedTopoInfo->topoBriefs[xxx].isPossible flag. +//! If this is true, the topology can be enabled. If it +//! is false, you can find out why it cannot be enabled by getting the +//! details of the topology via NvAPI_Mosaic_GetTopoGroup(). From there, +//! look at the validityMask of the individual topologies. The bits can +//! be tested against the NV_MOSAIC_TOPO_VALIDITY_* bits. +//! +//! It is possible for this function to return NVAPI_OK with no topologies +//! listed in the return structure. If this is the case, it means that +//! the current hardware DOES support Mosaic, but with the given configuration +//! no valid topologies were found. This most likely means that SLI was not +//! enabled for the hardware. Once enabled, you should see valid topologies +//! returned from this function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! +//! \param [in,out] pSupportedTopoInfo Information about what topologies and display resolutions +//! are supported for Mosaic. +//! \param [in] type The type of topologies the caller is interested in +//! getting. See NV_MOSAIC_TOPO_TYPE for possible values. +//! +//! \retval ::NVAPI_OK No errors in returning supported topologies. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more arguments passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +// compatible with this entry point. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetSupportedTopoInfo(NV_MOSAIC_SUPPORTED_TOPO_INFO *pSupportedTopoInfo, NV_MOSAIC_TOPO_TYPE type); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetTopoGroup +// +//! DESCRIPTION: This API returns a structure filled with the details +//! of the specified Mosaic topology. +//! +//! If the pTopoBrief passed in matches the current topology, +//! then information in the brief and group structures +//! will reflect what is current. Thus the brief would have +//! the current 'enable' status, and the group would have the +//! current overlap values. If there is no match, then the +//! returned brief has an 'enable' status of FALSE (since it +//! is obviously not enabled), and the overlap values will be 0. +//! +//! 'IN' Notes: pTopoGroup->version must be set before calling this function. +//! If the specified version is not supported by this implementation, +//! an error will be returned (NVAPI_INCOMPATIBLE_STRUCT_VERSION). +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pTopoBrief The topology for getting the details +//! This must be one of the topology briefs +//! returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [in,out] pTopoGroup The topology details matching the brief +//! +//! \retval ::NVAPI_OK Details were retrieved successfully. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +// compatible with this entry point. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetTopoGroup(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_TOPO_GROUP *pTopoGroup); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetOverlapLimits +// +//! DESCRIPTION: This API returns the X and Y overlap limits required if +//! the given Mosaic topology and display settings are to be used. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pTopoBrief The topology for getting limits +//! This must be one of the topo briefs +//! returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [in] pDisplaySetting The display settings for getting the limits. +//! This must be one of the settings +//! returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [out] pMinOverlapX X overlap minimum +//! \param [out] pMaxOverlapX X overlap maximum +//! \param [out] pMinOverlapY Y overlap minimum +//! \param [out] pMaxOverlapY Y overlap maximum +//! +//! \retval ::NVAPI_OK Details were retrieved successfully. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +//! compatible with this entry point. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetOverlapLimits(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_DISPLAY_SETTING *pDisplaySetting, NvS32 *pMinOverlapX, NvS32 *pMaxOverlapX, NvS32 *pMinOverlapY, NvS32 *pMaxOverlapY); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_SetCurrentTopo +// +//! DESCRIPTION: This API sets the Mosaic topology and performs a mode switch +//! using the given display settings. +//! +//! If NVAPI_OK is returned, the current Mosaic topology was set +//! correctly. Any other status returned means the +//! topology was not set, and remains what it was before this +//! function was called. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pTopoBrief The topology to set. This must be one of the topologies returned from +//! NvAPI_Mosaic_GetSupportedTopoInfo(), and it must have an isPossible value of 1. +//! \param [in] pDisplaySetting The per display settings to be used in the Mosaic mode. This must be one of the +//! settings returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [in] overlapX The pixel overlap to use between horizontal displays (use positive a number for +//! overlap, or a negative number to create a gap.) If the overlap is out of bounds +//! for what is possible given the topo and display setting, the overlap will be clamped. +//! \param [in] overlapY The pixel overlap to use between vertical displays (use positive a number for +//! overlap, or a negative number to create a gap.) If the overlap is out of bounds for +//! what is possible given the topo and display setting, the overlap will be clamped. +//! \param [in] enable If 1, the topology being set will also be enabled, meaning that the mode set will +//! occur. \n +//! If 0, you don't want to be in Mosaic mode right now, but want to set the current +//! Mosaic topology so you can enable it later with NvAPI_Mosaic_EnableCurrentTopo(). +//! +//! \retval ::NVAPI_OK The Mosaic topology was set. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_TOPO_NOT_POSSIBLE The topology passed in is not currently possible. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +//! compatible with this entrypoint. +//! \retval ::NVAPI_MODE_CHANGE_FAILED There was an error changing the display mode. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_SetCurrentTopo(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_DISPLAY_SETTING *pDisplaySetting, NvS32 overlapX, NvS32 overlapY, NvU32 enable); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetCurrentTopo +// +//! DESCRIPTION: This API returns information for the current Mosaic topology. +//! This includes topology, display settings, and overlap values. +//! +//! You can call NvAPI_Mosaic_GetTopoGroup() with the topology +//! if you require more information. +//! +//! If there isn't a current topology, then pTopoBrief->topo will +//! be NV_MOSAIC_TOPO_NONE. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [out] pTopoBrief The current Mosaic topology +//! \param [out] pDisplaySetting The current per-display settings +//! \param [out] pOverlapX The pixel overlap between horizontal displays +//! \param [out] pOverlapY The pixel overlap between vertical displays +//! +//! \retval ::NVAPI_OK Success getting current info. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entry point not available. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetCurrentTopo(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_DISPLAY_SETTING *pDisplaySetting, NvS32 *pOverlapX, NvS32 *pOverlapY); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_EnableCurrentTopo +// +//! DESCRIPTION: This API enables or disables the current Mosaic topology +//! based on the setting of the incoming 'enable' parameter. +//! +//! An "enable" setting enables the current (previously set) Mosaic topology. +//! Note that when the current Mosaic topology is retrieved, it must have an isPossible value of 1 or +//! an error will occur. +//! +//! A "disable" setting disables the current Mosaic topology. +//! The topology information will persist, even across reboots. +//! To re-enable the Mosaic topology, call this function +//! again with the enable parameter set to 1. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] enable 1 to enable the current Mosaic topo, 0 to disable it. +//! +//! \retval ::NVAPI_OK The Mosaic topo was enabled/disabled. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more arguments passed in are invalid. +//! \retval ::NVAPI_TOPO_NOT_POSSIBLE The current topology is not currently possible. +//! \retval ::NVAPI_MODE_CHANGE_FAILED There was an error changing the display mode. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_EnableCurrentTopo(NvU32 enable); + +//! \ingroup mosaicapi +//! @{ +typedef struct _NV_MOSAIC_GRID_TOPO_DISPLAY_V1 +{ + NvU32 displayId; //!< DisplayID of the display + NvS32 overlapX; //!< (+overlap, -gap) + NvS32 overlapY; //!< (+overlap, -gap) + NV_ROTATE rotation; //!< Rotation of display + NvU32 cloneGroup; //!< Reserved, must be 0 +} NV_MOSAIC_GRID_TOPO_DISPLAY_V1; + +typedef enum _NV_PIXEL_SHIFT_TYPE +{ + NV_PIXEL_SHIFT_TYPE_NO_PIXEL_SHIFT = 0, //!< No pixel shift will be applied to this display. + NV_PIXEL_SHIFT_TYPE_2x2_TOP_LEFT_PIXELS = 1, //!< This display will be used to scanout top left pixels in 2x2 PixelShift configuration + NV_PIXEL_SHIFT_TYPE_2x2_BOTTOM_RIGHT_PIXELS = 2, //!< This display will be used to scanout bottom right pixels in 2x2 PixelShift configuration + NV_PIXEL_SHIFT_TYPE_2x2_TOP_RIGHT_PIXELS = 4, //!< This display will be used to scanout top right pixels in 2x2 PixelShift configuration + NV_PIXEL_SHIFT_TYPE_2x2_BOTTOM_LEFT_PIXELS = 8, //!< This display will be used to scanout bottom left pixels in 2x2 PixelShift configuration +} NV_PIXEL_SHIFT_TYPE; + +typedef struct _NV_MOSAIC_GRID_TOPO_DISPLAY_V2 +{ + NvU32 version; //!< Version of this structure + + NvU32 displayId; //!< DisplayID of the display + NvS32 overlapX; //!< (+overlap, -gap) + NvS32 overlapY; //!< (+overlap, -gap) + NV_ROTATE rotation; //!< Rotation of display + NvU32 cloneGroup; //!< Reserved, must be 0 + NV_PIXEL_SHIFT_TYPE pixelShiftType; //!< Type of the pixel shift enabled display +} NV_MOSAIC_GRID_TOPO_DISPLAY_V2; + +#ifndef NV_MOSAIC_GRID_TOPO_DISPLAY_VER + +typedef NV_MOSAIC_GRID_TOPO_DISPLAY_V1 NV_MOSAIC_GRID_TOPO_DISPLAY; + +#endif + +typedef struct _NV_MOSAIC_GRID_TOPO_V1 +{ + NvU32 version; //!< Version of this structure + NvU32 rows; //!< Number of rows + NvU32 columns; //!< Number of columns + NvU32 displayCount; //!< Number of display details + NvU32 applyWithBezelCorrect : 1; //!< When enabling and doing the modeset, do we switch to the bezel-corrected resolution + NvU32 immersiveGaming : 1; //!< Enable as immersive gaming instead of Mosaic SLI (for Quadro-boards only) + NvU32 baseMosaic : 1; //!< Enable as Base Mosaic (Panoramic) instead of Mosaic SLI (for NVS and Quadro-boards only) + NvU32 driverReloadAllowed : 1; //!< If necessary, reloading the driver is permitted (for Vista and above only). Will not be persisted. Value undefined on get. + NvU32 acceleratePrimaryDisplay : 1; //!< Enable SLI acceleration on the primary display while in single-wide mode (For Immersive Gaming only). Will not be persisted. Value undefined on get. + NvU32 reserved : 27; //!< Reserved, must be 0 + NV_MOSAIC_GRID_TOPO_DISPLAY_V1 displays[NV_MOSAIC_MAX_DISPLAYS]; //!< Displays are done as [(row * columns) + column] + NV_MOSAIC_DISPLAY_SETTING_V1 displaySettings; //!< Display settings +} NV_MOSAIC_GRID_TOPO_V1; + +typedef struct _NV_MOSAIC_GRID_TOPO_V2 +{ + NvU32 version; //!< Version of this structure + NvU32 rows; //!< Number of rows + NvU32 columns; //!< Number of columns + NvU32 displayCount; //!< Number of display details + NvU32 applyWithBezelCorrect : 1; //!< When enabling and doing the modeset, do we switch to the bezel-corrected resolution + NvU32 immersiveGaming : 1; //!< Enable as immersive gaming instead of Mosaic SLI (for Quadro-boards only) + NvU32 baseMosaic : 1; //!< Enable as Base Mosaic (Panoramic) instead of Mosaic SLI (for NVS and Quadro-boards only) + NvU32 driverReloadAllowed : 1; //!< If necessary, reloading the driver is permitted (for Vista and above only). Will not be persisted. Value undefined on get. + NvU32 acceleratePrimaryDisplay : 1; //!< Enable SLI acceleration on the primary display while in single-wide mode (For Immersive Gaming only). Will not be persisted. Value undefined on get. + NvU32 pixelShift : 1; //!< Enable Pixel shift + NvU32 reserved : 26; //!< Reserved, must be 0 + NV_MOSAIC_GRID_TOPO_DISPLAY_V2 displays[NV_MOSAIC_MAX_DISPLAYS]; //!< Displays are done as [(row * columns) + column] + NV_MOSAIC_DISPLAY_SETTING_V1 displaySettings; //!< Display settings +} NV_MOSAIC_GRID_TOPO_V2; + +//! Macro for constructing the version field of ::NV_MOSAIC_GRID_TOPO +#define NV_MOSAIC_GRID_TOPO_VER1 MAKE_NVAPI_VERSION(NV_MOSAIC_GRID_TOPO_V1,1) +#define NV_MOSAIC_GRID_TOPO_VER2 MAKE_NVAPI_VERSION(NV_MOSAIC_GRID_TOPO_V2,2) +#ifndef NV_MOSAIC_GRID_TOPO_VER + +typedef NV_MOSAIC_GRID_TOPO_V2 NV_MOSAIC_GRID_TOPO; + +//! Macro for constructing the version field of ::NV_MOSAIC_GRID_TOPO +#define NV_MOSAIC_GRID_TOPO_VER NV_MOSAIC_GRID_TOPO_VER2 + +#endif + +//! @} + +//! since Release R290 + +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_DISPLAY_ON_INVALID_GPU NV_BIT(0) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_DISPLAY_ON_WRONG_CONNECTOR NV_BIT(1) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_COMMON_TIMINGS NV_BIT(2) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_EDID_AVAILABLE NV_BIT(3) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_MISMATCHED_OUTPUT_TYPE NV_BIT(4) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_DISPLAY_CONNECTED NV_BIT(5) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_GPU_TOPOLOGY NV_BIT(6) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NOT_SUPPORTED NV_BIT(7) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_SLI_BRIDGE NV_BIT(8) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_ECC_ENABLED NV_BIT(9) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_GPU_TOPOLOGY_NOT_SUPPORTED NV_BIT(10) + + + + + + + +//! Do not change the current GPU topology. If the NO_DRIVER_RELOAD bit is not +//! specified, then it may still require a driver reload. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_CURRENT_GPU_TOPOLOGY NV_BIT(0) + +//! Do not allow a driver reload. That is, stick with the same master GPU as well as the +//! same SLI configuration. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_NO_DRIVER_RELOAD NV_BIT(1) + +//! When choosing a GPU topology, choose the topology with the best performance. +//! Without this flag, it will choose the topology that uses the smallest number +//! of GPU's. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_MAXIMIZE_PERFORMANCE NV_BIT(2) + +//! Do not return an error if no configuration will work with all of the grids. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_ALLOW_INVALID NV_BIT(3) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_SetDisplayGrids +// +//! DESCRIPTION: Sets a new display topology, replacing any existing topologies +//! that use the same displays. +//! +//! This function will look for an SLI configuration that will +//! allow the display topology to work. +//! +//! To revert to a single display, specify that display as a 1x1 +//! grid. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pGridTopologies The topology details to set. +//! \param [in] gridCount The number of elements in the pGridTopologies array. +//! \param [in] setTopoFlags Zero or more of the NVAPI_MOSAIC_SETDISPLAYTOPO_FLAG_* +//! flags. +//! +//! +//! \retval ::NVAPI_OK Capabilities have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_NO_ACTIVE_SLI_TOPOLOGY No matching GPU topologies could be found. +//! \retval ::NVAPI_TOPO_NOT_POSSIBLE One or more of the display grids are not valid. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_SetDisplayGrids(__in_ecount(gridCount) NV_MOSAIC_GRID_TOPO *pGridTopologies, __in NvU32 gridCount, __in NvU32 setTopoFlags); + + +//! \ingroup mosaicapi +//! Indicates that a display's position in the grid is sub-optimal. +#define NV_MOSAIC_DISPLAYTOPO_WARNING_DISPLAY_POSITION NV_BIT(0) + +//! \ingroup mosaicapi +//! Indicates that SetDisplaySettings would need to perform a driver reload. +#define NV_MOSAIC_DISPLAYTOPO_WARNING_DRIVER_RELOAD_REQUIRED NV_BIT(1) + +//! \ingroup mosaicapi +typedef struct +{ + NvU32 version; + NvU32 errorFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYTOPO_ERROR_* flags. + NvU32 warningFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYTOPO_WARNING_* flags. + + NvU32 displayCount; //!< (OUT) The number of valid entries in the displays array. + struct + { + NvU32 displayId; //!< (OUT) The DisplayID of this display. + NvU32 errorFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYCAPS_PROBLEM_* flags. + NvU32 warningFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYTOPO_WARNING_* flags. + + NvU32 supportsRotation : 1; //!< (OUT) This display can be rotated + NvU32 reserved : 31; //!< (OUT) reserved + } displays[NVAPI_MAX_DISPLAYS]; +} NV_MOSAIC_DISPLAY_TOPO_STATUS; + +//! \ingroup mosaicapi +#define NV_MOSAIC_DISPLAY_TOPO_STATUS_VER MAKE_NVAPI_VERSION(NV_MOSAIC_DISPLAY_TOPO_STATUS,1) + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_ValidateDisplayGrids +// +//! DESCRIPTION: Determines if a list of grid topologies is valid. It will choose an SLI +//! configuration in the same way that NvAPI_Mosaic_SetDisplayGrids() does. +//! +//! On return, each element in the pTopoStatus array will contain any errors or +//! warnings about each grid topology. If any error flags are set, then the topology +//! is not valid. If any warning flags are set, then the topology is valid, but +//! sub-optimal. +//! +//! If the ALLOW_INVALID flag is set, then it will continue to validate the grids +//! even if no SLI configuration will allow all of the grids. In this case, a grid +//! grid with no matching GPU topology will have the error +//! flags NO_GPU_TOPOLOGY or NOT_SUPPORTED set. +//! +//! If the ALLOW_INVALID flag is not set and no matching SLI configuration is +//! found, then it will skip the rest of the validation and return +//! NVAPI_NO_ACTIVE_SLI_TOPOLOGY. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] setTopoFlags Zero or more of the NVAPI_MOSAIC_SETDISPLAYTOPO_FLAG_* +//! flags. +//! \param [in] pGridTopologies The array of grid topologies to verify. +//! \param [in,out] pTopoStatus The array of problems and warnings with each grid topology. +//! \param [in] gridCount The number of elements in the pGridTopologies and +//! pTopoStatus arrays. +//! +//! +//! \retval ::NVAPI_OK: Capabilities have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT: One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED: The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION: This entrypoint not available +//! \retval ::NVAPI_NO_ACTIVE_SLI_TOPOLOGY: No matching GPU topologies could be found. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_ValidateDisplayGrids(__in NvU32 setTopoFlags, + __in_ecount(gridCount) NV_MOSAIC_GRID_TOPO *pGridTopologies, + __inout_ecount_full(gridCount) NV_MOSAIC_DISPLAY_TOPO_STATUS *pTopoStatus, + __in NvU32 gridCount); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_EnumDisplayModes +// +//! DESCRIPTION: Determines the set of available display modes for a given grid topology. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pGridTopology The grid topology to use. +//! \param [in,out] pDisplaySettings A pointer to an array of display settings to populate, +//! or NULL to find out the total number of available modes. +//! \param [in,out] pDisplayCount If pDisplaySettings is not NULL, then pDisplayCount +//! should point to the number of elements in the +//! pDisplaySettings array. On return, it will contain the +//! number of modes that were actually returned. If +//! pDisplaySettings is NULL, then pDisplayCount will receive +//! the total number of modes that are available. +//! +//! +//! \retval ::NVAPI_OK Capabilities have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! +//! \ingroup mosaciapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_EnumDisplayModes(__in NV_MOSAIC_GRID_TOPO *pGridTopology, + __inout_ecount_part_opt(*pDisplayCount, *pDisplayCount) NV_MOSAIC_DISPLAY_SETTING *pDisplaySettings, + __inout NvU32 *pDisplayCount); + + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_EnumDisplayGrids +// +//! DESCRIPTION: Enumerates the current active grid topologies. This includes Mosaic, IG, and +//! Panoramic topologies, as well as single displays. +//! +//! If pGridTopologies is NULL, then pGridCount will be set to the number of active +//! grid topologies. +//! +//! If pGridTopologies is not NULL, then pGridCount contains the maximum number of +//! grid topologies to return. On return, pGridCount will be set to the number of +//! grid topologies that were returned. +//! +//! \param [out] pGridTopologies The list of active grid topologies. +//! \param [in,out] pGridCount A pointer to the number of grid topologies returned. +//! +//! \retval ::NVAPI_OK Capabilties have been returned. +//! \retval ::NVAPI_END_ENUMERATION There are no more topologies to return. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_EnumDisplayGrids(__inout_ecount_part_opt(*pGridCount, *pGridCount) NV_MOSAIC_GRID_TOPO *pGridTopologies, + __inout NvU32 *pGridCount); + + +//////////////////////////////////////////////////////////////////////////////////////// +// +// ########################################################################### +// DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS +// +// Below is the Phase 1 Mosaic stuff, the Phase 2 stuff above is what will remain +// once Phase 2 is complete. For a small amount of time, the two will co-exist. As +// soon as apps (nvapichk, NvAPITestMosaic, and CPL) are updated to use the Phase 2 +// entrypoints, the code below will be deleted. +// +// DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS +// ########################################################################### +// +// Supported topos 1x4, 4x1 and 2x2 to start with. +// +// Selected scan out targets can be one per GPU or more than one on the same GPU. +// +// SAMPLE of MOSAIC 1x4 SCAN OUT TOPO with 8 pixel horizontal overlap +// +//+-------------------------++-------------------------++-------------------------++-------------------------+ +//| || || || | +//| || || || | +//| || || || | +//| DVI1 || DVI2 || DVI3 || DVI4 | +//| || || || | +//| || || || | +//| || || || | +//| || || || | +//+-------------------------++-------------------------++-------------------------++-------------------------+ + + +//! \addtogroup mosaicapi +//! @{ + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MAX_MOSAIC_DISPLAY_ROWS 8 + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS 8 + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MAX_MOSAIC_TOPOS 16 + +//! Used in NvAPI_GetCurrentMosaicTopology() and NvAPI_SetCurrentMosaicTopology(). +typedef struct +{ + NvU32 version; //!< Version number of the mosaic topology + NvU32 rowCount; //!< Horizontal display count + NvU32 colCount; //!< Vertical display count + + struct + { + NvPhysicalGpuHandle hPhysicalGPU; //!< Physical GPU to be used in the topology + NvU32 displayOutputId; //!< Connected display target + NvS32 overlapX; //!< Pixels of overlap on the left of target: (+overlap, -gap) + NvS32 overlapY; //!< Pixels of overlap on the top of target: (+overlap, -gap) + + } gpuLayout[NVAPI_MAX_MOSAIC_DISPLAY_ROWS][NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS]; + +} NV_MOSAIC_TOPOLOGY; + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MOSAIC_TOPOLOGY_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPOLOGY,1) + +//! Used in NvAPI_GetSupportedMosaicTopologies(). +typedef struct +{ + NvU32 version; + NvU32 totalCount; //!< Count of valid topologies + NV_MOSAIC_TOPOLOGY topos[NVAPI_MAX_MOSAIC_TOPOS]; //!< Maximum number of topologies + +} NV_MOSAIC_SUPPORTED_TOPOLOGIES; + +//! Used in NV_MOSAIC_SUPPORTED_TOPOLOGIES. +#define NVAPI_MOSAIC_SUPPORTED_TOPOLOGIES_VER MAKE_NVAPI_VERSION(NV_MOSAIC_SUPPORTED_TOPOLOGIES,1) + +//!@} + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetSupportedMosaicTopologies +// +//! DESCRIPTION: This API returns all valid Mosaic topologies. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [out] pMosaicTopos An array of valid Mosaic topologies. +//! +//! \retval NVAPI_OK Call succeeded; 1 or more topologies were returned +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_MIXED_TARGET_TYPES Mosaic topology is only possible with all targets of the same NV_GPU_OUTPUT_TYPE. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetSupportedMosaicTopologies(NV_MOSAIC_SUPPORTED_TOPOLOGIES *pMosaicTopos); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetCurrentMosaicTopology +// +//! DESCRIPTION: This API gets the current Mosaic topology. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [out] pMosaicTopo The current Mosaic topology +//! \param [out] pEnabled TRUE if returned topology is currently enabled, else FALSE +//! +//! \retval NVAPI_OK Call succeeded +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetCurrentMosaicTopology(NV_MOSAIC_TOPOLOGY *pMosaicTopo, NvU32 *pEnabled); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetCurrentMosaicTopology +// +//! DESCRIPTION: This API sets the Mosaic topology, and enables it so that the +//! Mosaic display settings are enumerated upon request. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [in] pMosaicTopo A valid Mosaic topology +//! +//! \retval NVAPI_OK Call succeeded +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SetCurrentMosaicTopology(NV_MOSAIC_TOPOLOGY *pMosaicTopo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnableCurrentMosaicTopology +// +//! DESCRIPTION: This API enables or disables the current Mosaic topology. +//! When enabling, the last Mosaic topology will be set. +//! +//! - If enabled, enumeration of display settings will include valid Mosaic resolutions. +//! - If disabled, enumeration of display settings will not include Mosaic resolutions. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [in] enable TRUE to enable the Mosaic Topology, FALSE to disable it. +//! +//! \retval NVAPI_OK Call succeeded +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnableCurrentMosaicTopology(NvU32 enable); + + +#define NVAPI_MAX_GSYNC_DEVICES 4 + + +// Sync Display APIs + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_EnumSyncDevices +// +//! DESCRIPTION: This API returns an array of Sync device handles. A Sync device handle represents a +//! single Sync device on the system. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [out] nvGSyncHandles- The caller provides an array of handles, which must contain at least +//! NVAPI_MAX_GSYNC_DEVICES elements. The API will zero out the entire array and then fill in one +//! or more handles. If an error occurs, the array is invalid. +//! \param [out] *gsyncCount- The caller provides the storage space. NvAPI_GSync_EnumSyncDevices +//! sets *gsyncCount to indicate how many of the elements in the nvGSyncHandles[] array are valid. +//! If an error occurs, *gsyncCount will be set to zero. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT nvGSyncHandles or gsyncCount is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_EnumSyncDevices(__out NvGSyncDeviceHandle nvGSyncHandles[NVAPI_MAX_GSYNC_DEVICES], __out NvU32 *gsyncCount); + + +// GSync boardId values +#define NVAPI_GSYNC_BOARD_ID_P358 856 //!< GSync board ID 0x358, see NV_GSYNC_CAPABILITIES +#define NVAPI_GSYNC_BOARD_ID_P2060 8288 //!< GSync board ID 0x2060, see NV_GSYNC_CAPABILITIES + +//! \since Release: 375 +#define NVAPI_GSYNC_BOARD_ID_P2061 8289 //!< GSync board ID 0x2061, see NV_GSYNC_CAPABILITIES + + +//! Used in NvAPI_GSync_QueryCapabilities(). +typedef struct _NV_GSYNC_CAPABILITIES_V1 +{ + NvU32 version; //!< Version of the structure + NvU32 boardId; //!< Board ID + NvU32 revision; //!< FPGA Revision + NvU32 capFlags; //!< Capabilities of the Sync board. Reserved for future use +} NV_GSYNC_CAPABILITIES_V1; + +typedef struct _NV_GSYNC_CAPABILITIES_V2 +{ + NvU32 version; //!< Version of the structure + NvU32 boardId; //!< Board ID + NvU32 revision; //!< FPGA major revision + NvU32 capFlags; //!< Capabilities of the Sync board. Reserved for future use + NvU32 extendedRevision; //!< FPGA minor revision +} NV_GSYNC_CAPABILITIES_V2; + +typedef struct _NV_GSYNC_CAPABILITIES_V3 +{ + NvU32 version; //!< Version of the structure + NvU32 boardId; //!< Board ID + NvU32 revision; //!< FPGA major revision + NvU32 capFlags; //!< Capabilities of the Sync board. Reserved for future use + NvU32 extendedRevision; //!< FPGA minor revision + NvU32 bIsMulDivSupported : 1; //!< Indicates if multiplication/division of the frequency of house sync signal is supported. + NvU32 reserved : 31; //!< Reserved for future use + NvU32 maxMulDivValue; //!< This parameter returns the maximum possible value that can be programmed + //!< for multiplying / dividing house sync. Only valid if bIsMulDivSupported is set to 1. +} NV_GSYNC_CAPABILITIES_V3; + +typedef NV_GSYNC_CAPABILITIES_V3 NV_GSYNC_CAPABILITIES; + + +//! \ingroup gsyncapi +//! Macro for constructing the version field of NV_GSYNC_CAPABILITIES. +#define NV_GSYNC_CAPABILITIES_VER1 MAKE_NVAPI_VERSION(NV_GSYNC_CAPABILITIES_V1,1) +#define NV_GSYNC_CAPABILITIES_VER2 MAKE_NVAPI_VERSION(NV_GSYNC_CAPABILITIES_V2,2) +#define NV_GSYNC_CAPABILITIES_VER3 MAKE_NVAPI_VERSION(NV_GSYNC_CAPABILITIES_V3,3) +#define NV_GSYNC_CAPABILITIES_VER NV_GSYNC_CAPABILITIES_VER3 + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_QueryCapabilities +// +//! DESCRIPTION: This API returns the capabilities of the Sync device. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The handle for a Sync device for which the capabilities will be queried. +//! \param [inout] *pNvGSyncCapabilities- The caller provides the storage space. NvAPI_GSync_QueryCapabilities() sets +//! *pNvGSyncCapabilities to the version and capabilities details of the Sync device +//! If an error occurs, *pNvGSyncCapabilities will be set to NULL. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_QueryCapabilities(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout NV_GSYNC_CAPABILITIES *pNvGSyncCapabilities); + + + +//! Connector values for a GPU. Used in NV_GSYNC_GPU. +typedef enum _NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR +{ + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_NONE = 0, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_PRIMARY = 1, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_SECONDARY = 2, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_TERTIARY = 3, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_QUARTERNARY = 4, +} NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR; + +//! Display sync states. Used in NV_GSYNC_DISPLAY. +typedef enum _NVAPI_GSYNC_DISPLAY_SYNC_STATE +{ + NVAPI_GSYNC_DISPLAY_SYNC_STATE_UNSYNCED = 0, + NVAPI_GSYNC_DISPLAY_SYNC_STATE_SLAVE = 1, + NVAPI_GSYNC_DISPLAY_SYNC_STATE_MASTER = 2, +} NVAPI_GSYNC_DISPLAY_SYNC_STATE; + +typedef struct _NV_GSYNC_GPU +{ + NvU32 version; //!< Version of the structure + NvPhysicalGpuHandle hPhysicalGpu; //!< GPU handle + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR connector; //!< Indicates which connector on the device the GPU is connected to. + NvPhysicalGpuHandle hProxyPhysicalGpu; //!< GPU through which hPhysicalGpu is connected to the Sync device (if not directly connected) + //!< - this is NULL otherwise + NvU32 isSynced : 1; //!< Whether this GPU is sync'd or not. + NvU32 reserved : 31; //!< Should be set to ZERO +} NV_GSYNC_GPU; + +typedef struct _NV_GSYNC_DISPLAY +{ + NvU32 version; //!< Version of the structure + NvU32 displayId; //!< display identifier for displays.The GPU to which it is connected, can be retireved from NvAPI_SYS_GetPhysicalGpuFromDisplayId + NvU32 isMasterable : 1; //!< Can this display be the master? (Read only) + NvU32 reserved : 31; //!< Should be set to ZERO + NVAPI_GSYNC_DISPLAY_SYNC_STATE syncState; //!< Is this display slave/master + //!< (Retrieved with topology or set by caller for enable/disable sync) +} NV_GSYNC_DISPLAY; + +#define NV_GSYNC_DISPLAY_VER MAKE_NVAPI_VERSION(NV_GSYNC_DISPLAY,1) +#define NV_GSYNC_GPU_VER MAKE_NVAPI_VERSION(NV_GSYNC_GPU,1) + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetTopology +// +//! DESCRIPTION: This API returns the topology for the specified Sync device. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle for a Sync device for which the topology will be queried. +//! \param [in, out] gsyncGpuCount- It returns number of GPUs connected to Sync device +//! \param [in, out] gsyncGPUs- It returns info about GPUs connected to Sync device +//! \param [in, out] gsyncDisplayCount- It returns number of active displays that belongs to Sync device +//! \param [in, out] gsyncDisplays- It returns info about all active displays that belongs to Sync device +//! +//! HOW TO USE: 1) make a call to get the number of GPUs connected OR displays synced through Sync device +//! by passing the gsyncGPUs OR gsyncDisplays as NULL respectively. Both gsyncGpuCount and gsyncDisplayCount can be retrieved in same call by passing +//! both gsyncGPUs and gsyncDisplays as NULL +//! On call success: +//! 2) Allocate memory based on gsyncGpuCount(for gsyncGPUs) and/or gsyncDisplayCount(for gsyncDisplays) then make a call to populate gsyncGPUs and/or gsyncDisplays respectively. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! \retval ::NVAPI_INSUFFICIENT_BUFFER When the actual number of GPUs/displays in the topology exceed the number of elements allocated for SyncGPUs/SyncDisplays respectively. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetTopology(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout_opt NvU32 *gsyncGpuCount, __inout_ecount_part_opt(*gsyncGpuCount, *gsyncGpuCount) NV_GSYNC_GPU *gsyncGPUs, + __inout_opt NvU32 *gsyncDisplayCount, __inout_ecount_part_opt(*gsyncDisplayCount, *gsyncDisplayCount) NV_GSYNC_DISPLAY *gsyncDisplays); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_SetSyncStateSettings +// +//! DESCRIPTION: Sets a new sync state for the displays in system. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] gsyncDisplayCount- The number of displays in gsyncDisplays. +//! \param [in] pGsyncDisplays- The caller provides the structure containing all displays that need to be synchronized in the system. +//! The displays that are not part of pGsyncDisplays, will be un-synchronized. +//! \param [in] flags- Reserved for future use. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT If the display topology or count not valid. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! \retval ::NVAPI_INVALID_SYNC_TOPOLOGY 1.If any mosaic grid is partial. +//! 2.If timing(HVisible/VVisible/refreshRate) applied of any display is different. +//! 3.If There is a across GPU mosaic grid in system and that is not a part of pGsyncDisplays. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_SetSyncStateSettings(__in NvU32 gsyncDisplayCount, __in_ecount(gsyncDisplayCount) NV_GSYNC_DISPLAY *pGsyncDisplays, __in NvU32 flags); + + +//! \ingroup gsyncapi + +//! Source signal edge to be used for output pulse. See NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_POLARITY +{ + NVAPI_GSYNC_POLARITY_RISING_EDGE = 0, + NVAPI_GSYNC_POLARITY_FALLING_EDGE = 1, + NVAPI_GSYNC_POLARITY_BOTH_EDGES = 2, +} NVAPI_GSYNC_POLARITY; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_VIDEO_MODE +{ + NVAPI_GSYNC_VIDEO_MODE_NONE = 0, + NVAPI_GSYNC_VIDEO_MODE_TTL = 1, + NVAPI_GSYNC_VIDEO_MODE_NTSCPALSECAM = 2, + NVAPI_GSYNC_VIDEO_MODE_HDTV = 3, + NVAPI_GSYNC_VIDEO_MODE_COMPOSITE = 4, +} NVAPI_GSYNC_VIDEO_MODE; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_SYNC_SOURCE +{ + NVAPI_GSYNC_SYNC_SOURCE_VSYNC = 0, + NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC = 1, +} NVAPI_GSYNC_SYNC_SOURCE; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef struct _NV_GSYNC_DELAY +{ + NvU32 version; //!< Version of the structure + NvU32 numLines; //!< delay to be induced in number of horizontal lines. + NvU32 numPixels; //!< delay to be induced in number of pixels. + NvU32 maxLines; //!< maximum number of lines supported at current display mode to induce delay. Updated by NvAPI_GSync_GetControlParameters(). Read only. + NvU32 minPixels; //!< minimum number of pixels required at current display mode to induce delay. Updated by NvAPI_GSync_GetControlParameters(). Read only. +} NV_GSYNC_DELAY; + +#define NV_GSYNC_DELAY_VER MAKE_NVAPI_VERSION(NV_GSYNC_DELAY,1) + +//! Used in NvAPI_GSync_GetControlParameters() and NvAPI_GSync_SetControlParameters(). +typedef struct _NV_GSYNC_CONTROL_PARAMS_V1 +{ + NvU32 version; //!< Version of the structure + NVAPI_GSYNC_POLARITY polarity; //!< Leading edge / Falling edge / both + NVAPI_GSYNC_VIDEO_MODE vmode; //!< None, TTL, NTSCPALSECAM, HDTV + NvU32 interval; //!< Number of pulses to wait between framelock signal generation + NVAPI_GSYNC_SYNC_SOURCE source; //!< VSync/House sync + NvU32 interlaceMode:1; //!< interlace mode for a Sync device + NvU32 syncSourceIsOutput:1; //!< Set this to make house sync as an output; valid only when NV_GSYNC_CONTROL_PARAMS::source is NVAPI_GSYNC_SYNC_SOURCE_VSYNC on P2061 boards. + //!< syncSourceIsOutput should always be NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC i.e. 0 on P2060 boards or when NV_GSYNC_CONTROL_PARAMS::source is set to NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC. + NvU32 reserved:30; //!< should be set zero + NV_GSYNC_DELAY syncSkew; //!< The time delay between the frame sync signal and the GPUs signal. + NV_GSYNC_DELAY startupDelay; //!< Sync start delay for master. +} NV_GSYNC_CONTROL_PARAMS_V1; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_MULTIPLY_DIVIDE_MODE +{ + NVAPI_GSYNC_UNDEFINED_MODE = 0, + NVAPI_GSYNC_MULTIPLY_MODE = 1, + NVAPI_GSYNC_DIVIDE_MODE = 2, +} NVAPI_GSYNC_MULTIPLY_DIVIDE_MODE; + +typedef struct _NV_GSYNC_CONTROL_PARAMS_V2 +{ + NvU32 version; //!< Version of the structure + NVAPI_GSYNC_POLARITY polarity; //!< Leading edge / Falling edge / both + NVAPI_GSYNC_VIDEO_MODE vmode; //!< None, TTL, NTSCPALSECAM, HDTV + NvU32 interval; //!< Number of pulses to wait between framelock signal generation + NVAPI_GSYNC_SYNC_SOURCE source; //!< VSync/House sync + NvU32 interlaceMode:1; //!< interlace mode for a Sync device + NvU32 syncSourceIsOutput:1; //!< Set this to make house sync as an output; valid only when NV_GSYNC_CONTROL_PARAMS::source is NVAPI_GSYNC_SYNC_SOURCE_VSYNC on P2061 boards. + //!< syncSourceIsOutput should always be NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC i.e. 0 on P2060 boards or when NV_GSYNC_CONTROL_PARAMS::source is set to NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC. + NvU32 reserved:30; //!< should be set zero + NV_GSYNC_DELAY syncSkew; //!< The time delay between the frame sync signal and the GPUs signal. + NV_GSYNC_DELAY startupDelay; //!< Sync start delay for master. + NVAPI_GSYNC_MULTIPLY_DIVIDE_MODE multiplyDivideMode; //!< Indicates multiplier/divider mode for the housesync signal. + //!< While setting multiplyDivideMode, source needs to be set as NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC. + NvU8 multiplyDivideValue; //!< Indicates the multiplier/divider value for the housesync signal. Only supported if bIsMulDivSupported field of the structure NV_GSYNC_CAPABILITIES is set to 1. + //!< The maximum supported value for this field can be obtained from maxMulDivValue field of the structure NV_GSYNC_CAPABILITIES. +} NV_GSYNC_CONTROL_PARAMS_V2; + +typedef NV_GSYNC_CONTROL_PARAMS_V2 NV_GSYNC_CONTROL_PARAMS; +#define NV_GSYNC_CONTROL_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GSYNC_CONTROL_PARAMS_V1,1) +#define NV_GSYNC_CONTROL_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_GSYNC_CONTROL_PARAMS_V2,2) +#define NV_GSYNC_CONTROL_PARAMS_VER NV_GSYNC_CONTROL_PARAMS_VER2 + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetControlParameters +// +//! DESCRIPTION: This API queries for sync control parameters as defined in NV_GSYNC_CONTROL_PARAMS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle of the Sync device for which to get parameters +//! \param [inout] *pGsyncControls- The caller provides the storage space. NvAPI_GSync_GetControlParameters() populates *pGsyncControls with values. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetControlParameters(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout NV_GSYNC_CONTROL_PARAMS *pGsyncControls); + + + +////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_SetControlParameters +// +//! DESCRIPTION: This API sets control parameters as defined in NV_SYNC_CONTROL_PARAMS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle of the Sync device for which to get parameters +//! \param [inout] *pGsyncControls- The caller provides NV_GSYNC_CONTROL_PARAMS. skew and startDelay will be updated to the applied values. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_SetControlParameters(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout NV_GSYNC_CONTROL_PARAMS *pGsyncControls); + + + + +//! Used in NvAPI_GSync_AdjustSyncDelay() +typedef enum _NVAPI_GSYNC_DELAY_TYPE +{ + NVAPI_GSYNC_DELAY_TYPE_UNKNOWN = 0, + NVAPI_GSYNC_DELAY_TYPE_SYNC_SKEW = 1, + NVAPI_GSYNC_DELAY_TYPE_STARTUP = 2 +} NVAPI_GSYNC_DELAY_TYPE; + +////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_AdjustSyncDelay +// +//! DESCRIPTION: This API adjusts the skew and startDelay to the closest possible values. Use this API before calling NvAPI_GSync_SetControlParameters for skew or startDelay. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 319 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle of the Sync device for which to get parameters +//! \param [in] delayType- Specifies whether the delay is syncSkew or startupDelay. +//! \param [inout] *pGsyncDelay- The caller provides NV_GSYNC_DELAY. skew and startDelay will be adjusted and updated to the closest values. +//! \param [out] *syncSteps- This parameter is optional. It returns the sync delay in unit steps. If 0, it means either the NV_GSYNC_DELAY::numPixels is less than NV_GSYNC_DELAY::minPixels or NV_GSYNC_DELAY::numOfLines exceeds the NV_GSYNC_DELAY::maxLines. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_AdjustSyncDelay(__in NvGSyncDeviceHandle hNvGSyncDevice, __in NVAPI_GSYNC_DELAY_TYPE delayType, __inout NV_GSYNC_DELAY *pGsyncDelay, __out_opt NvU32* syncSteps); + + + +//! Used in NvAPI_GSync_GetSyncStatus(). +typedef struct _NV_GSYNC_STATUS +{ + NvU32 version; //!< Version of the structure + NvU32 bIsSynced; //!< Is timing in sync? + NvU32 bIsStereoSynced; //!< Does the phase of the timing signal from the GPU = the phase of the master sync signal? + NvU32 bIsSyncSignalAvailable; //!< Is the sync signal available? +} NV_GSYNC_STATUS; + +//! Macro for constructing the version field for NV_GSYNC_STATUS. +#define NV_GSYNC_STATUS_VER MAKE_NVAPI_VERSION(NV_GSYNC_STATUS,1) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetSyncStatus +// +//! DESCRIPTION: This API queries the sync status of a GPU - timing, stereosync and sync signal availability. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- Handle of the Sync device +//! \param [in] hPhysicalGpu- GPU to be queried for sync status. +//! \param [out] *status- The caller provides the storage space. NvAPI_GSync_GetSyncStatus() populates *status with +//! values - timing, stereosync and signal availability. On error, *status is set to NULL. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL / SyncTarget is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any G-Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetSyncStatus(__in NvGSyncDeviceHandle hNvGSyncDevice, __in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GSYNC_STATUS *status); + + +//! \ingroup gsyncapi + +#define NVAPI_MAX_RJ45_PER_GSYNC 2 + +//! Used in NV_GSYNC_STATUS_PARAMS. +typedef enum _NVAPI_GSYNC_RJ45_IO +{ + NVAPI_GSYNC_RJ45_OUTPUT = 0, + NVAPI_GSYNC_RJ45_INPUT = 1, + NVAPI_GSYNC_RJ45_UNUSED = 2 //!< This field is used to notify that the framelock is not actually present. + +} NVAPI_GSYNC_RJ45_IO; + +//! \ingroup gsyncapi +//! Used in NvAPI_GSync_GetStatusParameters(). +typedef struct _NV_GSYNC_STATUS_PARAMS_V1 +{ + NvU32 version; + NvU32 refreshRate; //!< The refresh rate + NVAPI_GSYNC_RJ45_IO RJ45_IO[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Configured as input / output + NvU32 RJ45_Ethernet[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Connected to ethernet hub? [ERRONEOUSLY CONNECTED!] + NvU32 houseSyncIncoming; //!< Incoming house sync frequency in Hz + NvU32 bHouseSync; //!< Is house sync connected? +} NV_GSYNC_STATUS_PARAMS_V1; + +typedef struct _NV_GSYNC_STATUS_PARAMS_V2 +{ + NvU32 version; + NvU32 refreshRate; //!< The refresh rate + NVAPI_GSYNC_RJ45_IO RJ45_IO[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Configured as input / output + NvU32 RJ45_Ethernet[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Connected to ethernet hub? [ERRONEOUSLY CONNECTED!] + NvU32 houseSyncIncoming; //!< Incoming house sync frequency in Hz + NvU32 bHouseSync; //!< Is house sync connected? + NvU32 bInternalSlave : 1; //!< Valid only for P2061 board. + //!< If set to 1, it means that this P2061 board receives input from another P2061 board. + NvU32 reserved : 31; //!< Reserved for future use. +} NV_GSYNC_STATUS_PARAMS_V2; + + +typedef NV_GSYNC_STATUS_PARAMS_V2 NV_GSYNC_STATUS_PARAMS; + +//! \ingroup gsyncapi +//! Macro for constructing the version field of NV_GSYNC_STATUS_PARAMS +#define NV_GSYNC_STATUS_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GSYNC_STATUS_PARAMS_V1,1) +#define NV_GSYNC_STATUS_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_GSYNC_STATUS_PARAMS_V2,2) +#define NV_GSYNC_STATUS_PARAMS_VER NV_GSYNC_STATUS_PARAMS_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetStatusParameters +// +//! DESCRIPTION: This API queries for sync status parameters as defined in NV_GSYNC_STATUS_PARAMS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice The caller provides the handle of the GSync device for which to get parameters +//! \param [out] *pStatusParams The caller provides the storage space. NvAPI_GSync_GetStatusParameters populates *pStatusParams with +//! values. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL / pStatusParams is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any GSync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetStatusParameters(NvGSyncDeviceHandle hNvGSyncDevice, NV_GSYNC_STATUS_PARAMS *pStatusParams); + +//! @} + + + + + + + + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_RegisterResource +// +//! DESCRIPTION: This API binds a resource (surface/texture) so that it can be retrieved +//! internally by NVAPI. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \param [in] pResource surface/texture +//! +//! \return ::NVAPI_OK, ::NVAPI_ERROR +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_RegisterResource(IDirect3DResource9* pResource); +#endif //defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_UnregisterResource +// +//! DESCRIPTION: This API unbinds a resource (surface/texture) after use. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pResource surface/texture +//! +//! \return ::NVAPI_OK, ::NVAPI_ERROR +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_UnregisterResource(IDirect3DResource9* pResource); + +#endif //defined(_D3D9_H_) + + + + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_AliasSurfaceAsTexture +// +//! \fn NvAPI_D3D9_AliasSurfaceAsTexture(IDirect3DDevice9* pDev, +//! IDirect3DSurface9* pSurface, +//! IDirect3DTexture9 **ppTexture, +//! DWORD dwFlag); +//! DESCRIPTION: Create a texture that is an alias of a surface registered with NvAPI. The +//! new texture can be bound with IDirect3DDevice9::SetTexture(). Note that the texture must +//! be unbound before drawing to the surface again. +//! Unless the USE_SUPER flag is passed, MSAA surfaces will be resolved before +//! being used as a texture. MSAA depth buffers are resolved with a point filter, +//! and non-depth MSAA surfaces are resolved with a linear filter. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The D3D device that owns the objects +//! \param [in] pSurface Pointer to a surface that has been registered with NvAPI +//! to which a texture alias is to be provided +//! \param [out] ppTexture Fill with the texture created +//! \param [in] dwFlag NVAPI_ALIAS_SURFACE_FLAG to describe how to handle the texture +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as an argument +//! \retval ::NVAPI_INVALID_ARGUMENT One of the arguments was invalid, probably dwFlag. +//! \retval ::NVAPI_UNREGISTERED_RESOURCE pSurface has not been registered with NvAPI +//! \retval ::NVAPI_ERROR error occurred +// +/////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dx +//! See NvAPI_D3D9_AliasSurfaceAsTexture(). +typedef enum { + NVAPI_ALIAS_SURFACE_FLAG_NONE = 0x00000000, + NVAPI_ALIAS_SURFACE_FLAG_USE_SUPER = 0x00000001, //!< Use the surface's msaa buffer directly as a texture, rather than resolving. (This is much slower, but potentially has higher quality.) + NVAPI_ALIAS_SURFACE_FLAG_MASK = 0x00000001 +} NVAPI_ALIAS_SURFACE_FLAG; + + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D9_AliasSurfaceAsTexture(IDirect3DDevice9* pDev, + IDirect3DSurface9* pSurface, + IDirect3DTexture9 **ppTexture, + DWORD dwFlag); +#endif //defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_StretchRectEx +// +//! DESCRIPTION: This API copies the contents of the source resource to the destination +//! resource. This function can convert +//! between a wider range of surfaces than +//! IDirect3DDevice9::StretchRect. For example, it can copy +//! from a depth/stencil surface to a texture. +//! +//! The source and destination resources *must* be registered +//! with NvAPI before being used with NvAPI_D3D9_StretchRectEx(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The D3D device that owns the objects. +//! \param [in] pSourceResource Pointer to the source resource. +//! \param [in] pSrcRect Defines the rectangle on the source to copy from. If NULL, copy from the entire resource. +//! \param [in] pDestResource Pointer to the destination resource. +//! \param [in] pDstRect Defines the rectangle on the destination to copy to. If NULL, copy to the entire resource. +//! \param [in] Filter Choose a filtering method: D3DTEXF_NONE, D3DTEXF_POINT, D3DTEXF_LINEAR. +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument (probably NULL) +//! \retval ::NVAPI_INVALID_ARGUMENT One of the arguments was invalid +//! \retval ::NVAPI_UNREGISTERED_RESOURCE a resource was passed in without being registered +//! \retval ::NVAPI_ERROR error occurred +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_StretchRectEx(IDirect3DDevice9 * pDevice, + IDirect3DResource9 * pSourceResource, + CONST RECT * pSourceRect, + IDirect3DResource9 * pDestResource, + CONST RECT * pDestRect, + D3DTEXTUREFILTERTYPE Filter); + +#endif //defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_ClearRT +// +//! DESCRIPTION: This API Clears the currently bound render target(s) with the +//! given color +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The D3D device that owns the objects. +//! \param [in] dwNumRects The no of rectangles to clear. If 0, clear the entire surface (clipped to viewport) +//! \param [in] pRects Defines the rectangles to clear. Should be NULL if dwNumRects == 0 +//! \param [in] r red component of the clear color +//! \param [in] g green component of the clear color +//! \param [in] b blue component of the clear color +//! \param [in] a alpha component of the clear color +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_ClearRT(IDirect3DDevice9 * pDevice, + NvU32 dwNumRects, + CONST RECT * pRects, + float r, float g, float b, float a); +#endif //if defined(_D3D9_H_) + + + + + + + + + + +#if defined(_D3D9_H_) && defined(__cplusplus) +//! SUPPORTED OS: Windows 10 and higher +//! + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_GetSurfaceHandle +// +//! This function gets the handle of a given surface. This handle uniquely +//! identifies the surface through all NvAPI entries. +//! +//! +//! \since Release: 313 +//! +//! \param [in] pSurface Surface to be identified +//! \param [out] pHandle Will be filled by the return handle +//! +//! \return An int which could be an NvAPI status or DX HRESULT code +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_GetSurfaceHandle(IDirect3DSurface9 *pSurface, + NVDX_ObjectHandle *pHandle); + +#endif //defined(_D3D9_H_) && defined(__cplusplus) + +#if defined(_D3D9_H_) && defined(__cplusplus) +//! SUPPORTED OS: Windows 10 and higher +//! +//! \addtogroup dxvidcontrol +//! @{ + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION_NAME: NvAPI_D3D9_VideoSetStereoInfo +// +//! \fn NvAPI_D3D9_VideoSetStereoInfo(IDirect3DDevice9 *pDev, +//! NV_DX_VIDEO_STEREO_INFO *pStereoInfo); +//! \code +//! DESCRIPTION: This api specifies the stereo format of a surface, so that the +//! surface could be used for stereo video processing or compositing. +//! In particular, this api could be used to link the left and right +//! views of a decoded picture. +//! +//! \since Release: 313 +//! +//! INPUT: pDev - The device on which the stereo surface will be used +//! pStereoInfo - The stereo format of the surface +//! +//! RETURN STATUS: an int which could be an NvAPI status or DX HRESULT code +//! \endcode +/////////////////////////////////////////////////////////////////////////////// + +#ifndef NV_STEREO_VIDEO_FORMAT_DEFINE +#define NV_STEREO_VIDEO_FORMAT_DEFINE + + +typedef enum _NV_STEREO_VIDEO_FORMAT +{ + NV_STEREO_VIDEO_FORMAT_NOT_STEREO = 0, + + NV_STEREO_VIDEO_FORMAT_SIDE_BY_SIDE_LR = 1, + NV_STEREO_VIDEO_FORMAT_SIDE_BY_SIDE_RL = 2, + NV_STEREO_VIDEO_FORMAT_TOP_BOTTOM_LR = 3, + NV_STEREO_VIDEO_FORMAT_TOP_BOTTOM_RL = 4, + NV_STEREO_VIDEO_FORMAT_ROW_INTERLEAVE_LR = 5, + NV_STEREO_VIDEO_FORMAT_ROW_INTERLEAVE_RL = 6, + NV_STEREO_VIDEO_FORMAT_TWO_FRAMES_LR = 7, + NV_STEREO_VIDEO_FORMAT_MONO_PLUS_OFFSET = 8, + + NV_STEREO_VIDEO_FORMAT_LAST = 9, +} NV_STEREO_VIDEO_FORMAT; + +#endif // NV_STEREO_VIDEO_FORMAT_DEFINE + + +typedef struct _NV_DX_VIDEO_STEREO_INFO { + NvU32 dwVersion; //!< Must be NV_DX_VIDEO_STEREO_INFO_VER + NVDX_ObjectHandle hSurface; //!< The surface whose stereo format is to be set + NVDX_ObjectHandle hLinkedSurface; //!< The linked surface (must be valid when eFormat==NV_STEREO_VIDEO_FORMAT_TWO_FRAMES_LR) + NV_STEREO_VIDEO_FORMAT eFormat; //!< Stereo format of the surface + NvS32 sViewOffset; //!< Signed offset of each view (positive offset indicating left view is shifted left) + BOOL bStereoEnable; //!< Whether stereo rendering should be enabled (if FALSE, only left view will be used) +} NV_DX_VIDEO_STEREO_INFO; + +//! Macro for constructing the version field of ::NV_DX_VIDEO_STEREO_INFO +#define NV_DX_VIDEO_STEREO_INFO_VER MAKE_NVAPI_VERSION(NV_DX_VIDEO_STEREO_INFO,1) + +NVAPI_INTERFACE NvAPI_D3D9_VideoSetStereoInfo(IDirect3DDevice9 *pDev, + NV_DX_VIDEO_STEREO_INFO *pStereoInfo); + +//! @} +#endif //defined(_D3D9_H_) && defined(__cplusplus) + + +#if defined(__cplusplus) && defined(__d3d10_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D10_SetDepthBoundsTest +// +//! DESCRIPTION: This function enables/disables the depth bounds test. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device to set the depth bounds test +//! \param [in] bEnable Enable(non-zero)/disable(zero) the depth bounds test +//! \param [in] fMinDepth The minimum depth for the depth bounds test +//! \param [in] fMaxDepth The maximum depth for the depth bounds test \n +//! The valid values for fMinDepth and fMaxDepth +//! are such that 0 <= fMinDepth <= fMaxDepth <= 1 +//! +//! \return NVAPI_OK if the depth bounds test was correctly enabled or disabled +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D10_SetDepthBoundsTest(ID3D10Device *pDev, + NvU32 bEnable, + float fMinDepth, + float fMaxDepth); + +#endif //defined(__cplusplus) && defined(__d3d10_h__) + + + + + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_IsNvShaderExtnOpCodeSupported +// +//! DESCRIPTION: This function checks if a nv HLSL shader extension opcode is +//! supported on current hardware. List of opcodes is in nvShaderExtnEnums.h +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details on supported opcodes. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device on which to query for support, +//! should be a ID3D11Device+ device +//! \param [in] opCode the opcode to check +//! \param [out] pSupported true if supported, false otherwise +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK if the call succeeded +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_IsNvShaderExtnOpCodeSupported(__in IUnknown *pDev, + __in NvU32 opCode, + __out bool *pSupported); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetNvShaderExtnSlot +// +//! DESCRIPTION: This function sets the fake UAV slot that is used by Nvidia HLSL +//! shader extensions globally. All createShader calls made to the driver after +//! setting this slot would treat writes/reads to this UAV in a +//! different way. Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages. +//! To disable shader extensions the app need to set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D11Device+ device +//! \param [in] uavSlot the uav slot to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot was set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetNvShaderExtnSlot(__in IUnknown *pDev, + __in NvU32 uavSlot); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && defined (__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetNvShaderExtnSlotSpace +// +//! DESCRIPTION: This function is specifically created for ray tracing since we do not +//! currently support PSOs with DXR. +//! This function sets the device's fake UAV slot and space that is used by Nvidia HLSL +//! shader extensions globally. All state objects created by the driver after +//! setting this slot would treat writes/reads to this UAV in a +//! different way. Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages. +//! To disable shader extensions the app need to set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D12Device+ device +//! \param [in] uavSlot The uav slot to use +//! \param [in] uavSpace The uav space to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot and uavSpace were set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetNvShaderExtnSlotSpace(__in IUnknown *pDev, + __in NvU32 uavSlot, + __in NvU32 uavSpace); + + /////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetNvShaderExtnSlotSpaceLocalThread +// +//! DESCRIPTION: This function is specifically created for ray tracing shaders since we do not +//! currently support PSOs with DXR. +//! This function sets the device's fake UAV slot that is used by Nvidia HLSL +//! shader extensions on local thread. All state objects created by the driver +//! on the same thread that call this function after setting this slot would treat writes/reads +//! to this UAV in a different way. +//! Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages for the device. +//! To disable shader extensions the app may set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! +//! \since Release: 387 +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D12Device+ device +//! \param [in] uavSlot the uav slot to use +//! \param [in] uavSpace the uav space to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot and uavSpace were set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetNvShaderExtnSlotSpaceLocalThread(__in IUnknown *pDev, + __in NvU32 uavSlot, + __in NvU32 uavSpace); + +#endif //defined (__cplusplus) && defined (__d3d12_h__) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetNvShaderExtnSlotLocalThread +// +//! DESCRIPTION: This function sets the fake UAV slot that is used by Nvidia HLSL +//! shader extensions on local thread. All createShader calls on the same thread +//! that calls this function after setting this slot would treat writes/reads +//! to this UAV in a different way. +//! Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages. +//! To disable shader extensions the app may set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 387 +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D11Device+ device +//! \param [in] uavSlot the uav slot to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot was set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetNvShaderExtnSlotLocalThread(__in IUnknown *pDev, + __in NvU32 uavSlot); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_BeginUAVOverlapEx +// +//! DESCRIPTION: Causes the driver to skip synchronization that is normally needed when accessing UAVs. +//! Applications must use this with caution otherwise this might cause data hazards when +//! multiple draw calls/compute shader launches are accessing same memory locations +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDeviceOrContext pointer to D3D11 device, or D3D11 device context +//! \param [in] insertWFIFlags bit fields to indicate which WFI would be inserted (gfx / compute / both). +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +typedef enum _NVAPI_D3D11_INSERTWFI_FLAG +{ + NVAPI_D3D_BEGIN_UAV_OVERLAP_NO_WFI = 0x00000000, //!< no WFI + NVAPI_D3D_BEGIN_UAV_OVERLAP_GFX_WFI = 0x00000001, //!< (bit 0) force graphics WFI + NVAPI_D3D_BEGIN_UAV_OVERLAP_COMP_WFI = 0x00000002, //!< (bit 1) force compute WFI +} NVAPI_D3D11_INSERTWFI_FLAG; + +NVAPI_INTERFACE NvAPI_D3D11_BeginUAVOverlapEx(__in IUnknown *pDeviceOrContext, __in NvU32 insertWFIFlags); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_BeginUAVOverlap +// +//! DESCRIPTION: Causes the driver to skip synchronization that is normally needed when accessing UAVs. +//! Applications must use this with caution otherwise this might cause data hazards when +//! multiple draw calls/compute shader launches are accessing same memory locations +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDeviceOrContext pointer to D3D11 device, or D3D11 device context +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_BeginUAVOverlap(__in IUnknown *pDeviceOrContext); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_EndUAVOverlap +// +//! DESCRIPTION: Re-enables driver synchronization between calls that access same UAVs +//! See NvAPI_D3D_BeginUAVOverlap for more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDeviceOrContext pointer to D3D11 device, or D3D11 device context +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_EndUAVOverlap(__in IUnknown *pDeviceOrContext); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined(__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_GetResourceHandle +// +//! \code +//! DESCRIPTION: This function retrieves a driver handle to a DX10 resource +//! +//! INPUT: pDev The device on which the resource was created +//! pResource The resource for which we want to retrieve a +//! driver handle. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! OUTPUT: phObject Pointer to an NvAPI handle to be populated +//! on success +//! +//! RETURN STATUS: NVAPI_OK if and only if phObject was populated with a valid +//! driver handle +//! \endcode +//! \ingroup nsightapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_GetResourceHandle(ID3D11Device *pDev, + ID3D11Resource* pResource, + NVDX_ObjectHandle* phObject); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetFPSIndicatorState +// +//! DESCRIPTION: Display an overlay that tracks the number of times the app presents per second, or, +//! the number of frames-per-second (FPS) +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] bool Whether or not to enable the fps indicator. +//! +//! \return ::NVAPI_OK, +//! ::NVAPI_ERROR +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetFPSIndicatorState(IUnknown *pDev, NvU8 doEnable); + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_Present +// +//! DESCRIPTION: This API presents the contents of the next buffer in the sequence of back buffers +//! owned by a IDirect3DDevice9 device. +//! This Present operation supports using a SwapGroup and SwapBarrier on the SwapChain +//! that owns the back buffer to be presented. +//! +//! NOTE: NvAPI_D3D9_Present is a wrapper of the method IDirect3DDevice9::Present which +//! additionally notifies the D3D driver of the SwapChain used by the runtime for +//! presentation, thus allowing the D3D driver to apply SwapGroup and SwapBarrier +//! functionality to that SwapChain. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The IDirect3DDevice9 interface that is used to issue the Present, +//! using the following IDirect3DDevice9::Present input parameters +//! \param [in] pSwapChain Optional pointer to a IDirect3DSwapChain9 interface. If provided, the presentation is executed +//! using this interface (i.e. pSwapChain->Present()) for the given swapchain only. +//! If NULL, the presentation is executed on the device for all swapchains as in pDevice->Present() +//! \param [in] pSourceRect A pointer to a RECT structure containing the source rectangle. +//! If NULL, the entire source surface is presented. +//! \param [in] pDestRect A pointer to a RECT structure containing the destination rectangle, in window client coordinates. +//! If NULL, the entire client area is filled. +//! \param [in] hDestWindowOverride A pointer to a destination window whose client area is taken as the target for this presentation. +//! If this value is NULL, then the hWndDeviceWindow member of D3DPRESENT_PARAMTERS is taken. +//! \param [in] pDirtyRegion (IN) A pointer to a region to be presented. It must be NULL unless the swap chain was reated with +//! D3DSWAPEFFECT_COPY. If this value is non-NULL, the contained region is expressed in back buffer coordinates. +//! +//! \retval ::NVAPI_OK the Present operation was successfully executed +//! \retval ::NVAPI_D3D_DEVICE_LOST D3D device status is D3DERR_DEVICELOST or D3DERR_DEVICENOTRESET, the caller has to reset device +//! \retval ::NVAPI_DEVICE_BUSY the Present operation failed with an error other than D3DERR_DEVICELOST or D3DERR_DEVICENOTRESET +//! \retval ::NVAPI_ERROR the communication with the D3D driver failed, SwapGroup/SwapBarrier may not be possible. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//!\ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_Present(IDirect3DDevice9 *pDevice, + IDirect3DSwapChain9 *pSwapChain, + const RECT *pSourceRect, + const RECT *pDestRect, + HWND hDestWindowOverride, + const RGNDATA *pDirtyRegion); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_QueryFrameCount +// +//! DESCRIPTION: This API queries the universal framecounter of the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the DX9 device that has access to the Quadro-Sync device +//! \param [out] pFrameCount The caller provides the storage space where the framecount is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK *pFrameCount populated with framecount value. +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_QueryFrameCount(IDirect3DDevice9 *pDevice, + NvU32 *pFrameCount); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_ResetFrameCount +// +//! DESCRIPTION: This API resets the universal framecounter on the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the DX9 device that has access to the Quadro-Sync device +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK framecounter has been reset +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_ResetFrameCount(IDirect3DDevice9 *pDevice); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_QueryMaxSwapGroup +// +//! DESCRIPTION: This API queries the number of supported SwapGroups and SwapBarriers in the graphics system. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [out] pMaxGroups The caller provides the storage space where the number of available SwapGroups is stored. +//! \param [out] pMaxBarriers The caller provides the storage space where the number of available SwapBarriers is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the number of SwapGroups and SwapBarriers has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_QueryMaxSwapGroup(IDirect3DDevice9 *pDevice, + NvU32 *pMaxGroups, + NvU32 *pMaxBarriers); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_QuerySwapGroup +// +//! DESCRIPTION: This API queries the current SwapGroup and SwapBarrier that a SwapChain of a specific client device is bound to. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [in] pSwapChain The caller provides the IDirect3DSwapChain9 interface as a handle to the SwapChain +//! that belongs to the swapgroup client device +//! \param [out] pSwapGroup The caller provides the storage space where the current SwapGroup is stored. +//! \param [out] pSwapBarrier The caller provides the storage space where the current SwapBarrier is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the current SwapGroup and SwapBarrier has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_QuerySwapGroup(IDirect3DDevice9 *pDevice, + IDirect3DSwapChain9 *pSwapChain, + NvU32 *pSwapGroup, + NvU32 *pSwapBarrier); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_JoinSwapGroup +// +//! DESCRIPTION: This API causes the SwapChain of a SwapGroup client to join or leave the specified SwapGroup. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [in] pSwapChain The caller provides the IDirect3DSwapChain9 interface as a handle to the SwapChain +//! that belongs to the swapgroup client device +//! \param [in] group The caller specifies the SwapGroup which the SwapChain should join. +//! - If the value of group is zero, the SwapChain leaves the SwapGroup. +//! - The SwapChain joins a SwapGroup if the SwapGroup number is a positive integer less than or +//! equal to the maximum number of SwapGroups queried by NvAPI_SwapGroup_QueryMaxSwapGroup. +//! \param [in] blocking The caller specifies that a presentation of this SwapChain should return immediately or block +//! until all members of the SwapGroup are ready and the presentation was actually executed. +//! A boolean value of false means the Present operation returns immediately and a value of true +//! means the Present operation is blocking. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapChain joined/left the SwapGroup accordingly +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_JoinSwapGroup(IDirect3DDevice9 *pDevice, + IDirect3DSwapChain9 *pSwapChain, + NvU32 group, + BOOL blocking); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_BindSwapBarrier +// +//! DESCRIPTION: This API causes a SwapGroup to be bound to or released from the specified SwapBarrier. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [in] group The caller specifies the SwapGroup to be bound to the SwapBarrier. +//! \param [in] barrier The caller specifies the SwapBarrier that the SwapGroup should be bound to. +//! - If the value of barrier is zero, the SwapGroup will be released from the SwapBarrier. +//! - The SwapGroup will be bound to the SwapBarrier if the value of barrier is a positive +//! integer less than or equal to the maximum number of SwapBarriers queried by NvAPI_SwapGroup_QueryMaxSwapGroup. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapGroup is bound to or released from the specified SwapBarrier +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_BindSwapBarrier(IDirect3DDevice9 *pDevice, + NvU32 group, + NvU32 barrier); +#endif //if defined(_D3D9_H_) + +//! \ingroup dx +typedef enum +{ + NVAPI_VSYNC_DEFAULT, //!< Fall back to the default settings + NVAPI_VSYNC_OFF, //!< Force vertical sync off when performance is more important than image quality and for benchmarking" + NVAPI_VSYNC_ON, //!< Force vertical sync on when image quality is more important than performance + NVAPI_VSYNC_ADAPTIVE, //!< Select adaptive to turn vertical sync on or off based on the frame rate. + //! Vertical sync will only be on for frame rates above the monitor refresh rate. + NVAPI_VSYNC_ADAPTIVE_HALF_REFRESH_RATE //!< + +} NVAPI_VSYNC_MODE; + + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetVerticalSyncMode +// +//! DESCRIPTION: This API set the vertical sync mode for the given device context. +//! +//! \param [in] pDevice The caller provides the device and can be either IDirect3DDevice9 or ID3D10Device or ID3D10Device1 or ID3D11Device. +//! \param [in] vsyncMode The caller specifies the NVAPI_VSYNC_MODE to be set. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetVerticalSyncMode(__in IUnknown *pDevice, __in NVAPI_VSYNC_MODE vsyncMode); + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_Present +// +//! DESCRIPTION: Presents the contents of the next buffer in the sequence of back buffers +//! owned by a D3D device. +//! This Present operation supports using a SwapGroup and SwapBarrier on the SwapChain +//! that owns the back buffer to be presented. +//! +//! NOTE: NvAPI_D3D1x_Present is a wrapper of the method IDXGISwapChain::Present which +//! additionally notifies the D3D driver of the SwapChain used by the runtime for +//! presentation, thus allowing the D3D driver to apply SwapGroup and SwapBarrier +//! functionality to that SwapChain. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The D3D device interface that is used to issue the Present operation, +//! using the following IDirect3DDevice9::Present input parameters. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] pSwapChain The IDXGISwapChain interface that is intended to present +//! \param [in] SyncInterval An integer that specifies the how to synchronize presentation of a frame with the vertical blank. +//! Values are: +//! - 0: The presentation occurs immediately, there is no synchronization. +//! - 1,2,3,4 : Synchronize presentation after the n'th vertical blank. +//! \param [in] Flags An integer value that contains swap-chain presentation options as defined in DXGI_PRESENT. +//! +//! \retval ::NVAPI_OK the Present operation was successfully executed +//! \retval ::NVAPI_DEVICE_BUSY the Present operation failed with an error DXGI_ERROR_DEVICE_RESET or DXGI_ERROR_DEVICE_REMOVED, +// DXGI_STATUS_OCCLUDED, or D3DDDIERR_DEVICEREMOVED. +//! \retval ::NVAPI_ERROR the communication with the D3D driver failed, SwapGroup/SwapBarrier may not be possible. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_Present(IUnknown *pDevice, + IDXGISwapChain *pSwapChain, + UINT SyncInterval, + UINT Flags); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_QueryFrameCount +// +//! DESCRIPTION: This API queries the universal framecounter of the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the D3D device that has access to the Quadro-Sync device, +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [out] pFrameCount The caller provides the storage space where the framecount is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK *pFrameCount populated with framecount value. +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_QueryFrameCount(IUnknown *pDevice, + NvU32 *pFrameCount); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_ResetFrameCount +// +//! DESCRIPTION: This API resets the universal framecounter on the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the D3D device that has access to the Quadro-Sync device, +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK framecounter has been reset +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT pDevice arg passed in is invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_ResetFrameCount(IUnknown *pDevice); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_QueryMaxSwapGroup +// +//! DESCRIPTION: This API queries the number of supported SwapGroups and SwapBarriers in the graphics system. +//! +//! \param [in] pDevice The caller provides the D3D device that is intended to use SwapGroup functionality. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [out] pMaxGroups The caller provides the storage space where the number of available SwapGroups is stored. +//! \param [out] pMaxBarriers The caller provides the storage space where the number of available SwapBarriers is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the number of SwapGroups and SwapBarriers has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_QueryMaxSwapGroup(IUnknown *pDevice, + NvU32 *pMaxGroups, + NvU32 *pMaxBarriers); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_QuerySwapGroup +// +//! DESCRIPTION: This API queries the current SwapGroup and SwapBarrier that a SwapChain of a specific client device is bound to. +//! +//! \param [in] pDevice The caller provides the D3D device that owns the SwapChain used as a SwapGroup client. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] pSwapChain The IDXGISwapChain interface that is used as the SwapGroup client. +//! +//! \param [out] pSwapGroup The caller provides the storage space where the current SwapGroup is stored. +//! \param [out] pSwapBarrier The caller provides the storage space where the current SwapBarrier is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the current SwapGroup and SwapBarrier has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_QuerySwapGroup(IUnknown *pDevice, + IDXGISwapChain *pSwapChain, + NvU32 *pSwapGroup, + NvU32 *pSwapBarrier); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_JoinSwapGroup +// +//! DESCRIPTION: This API causes the SwapChain of a SwapGroup client to join or leave the specified SwapGroup. +//! +//! \param [in] pDevice The caller provides the D3D device that owns the SwapChain used as a SwapGroup client. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] pSwapChain The IDXGISwapChain interface that is used as the SwapGroup client. +//! \param [in] group The caller specifies the SwapGroup which the SwapChain should join. +//! - If the value of group is zero, the SwapChain leaves the SwapGroup. +//! - The SwapChain joins a SwapGroup if the SwapGroup number is a positive integer less than or +//! equal to the maximum number of SwapGroups queried by NvAPI_SwapGroup_QueryMaxSwapGroup. +//! \param [in] blocking The caller specifies that a presentation of this SwapChain should return immediately or block +//! until all members of the SwapGroup are ready and the presentation was actually executed. +//! A boolean value of false means the Present operation returns immediately and a value of true +//! means the Present operation is blocking. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapChain joined/left the SwapGroup accordingly +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_JoinSwapGroup(IUnknown *pDevice, + IDXGISwapChain *pSwapChain, + NvU32 group, + BOOL blocking); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_BindSwapBarrier +// +//! DESCRIPTION: This API causes a SwapGroup to be bound to or released from the specified SwapBarrier. +//! +//! \param [in] pDevice The caller provides the D3D device that owns the SwapChain used as a SwapGroup client. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] group The caller specifies the SwapGroup to be bound to the SwapBarrier. +//! \param [in] barrier The caller specifies the SwapBarrier that the SwapGroup should be bound to. +//! - If the value of barrier is zero, the SwapGroup releases the SwapBarrier. +//! - The SwapGroup will be bound to the SwapBarrier if the value of barrier is a positive +//! integer less than or equal to the maximum number of SwapBarriers queried by NvAPI_D3D1x_QueryMaxSwapGroup. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapGroup is bound to the specified SwapBarrier +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_BindSwapBarrier(IUnknown *pDevice, + NvU32 group, + NvU32 barrier); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QueryPresentBarrierSupport +// +//! DESCRIPTION: This API returns if presentBarrier feature is supported on the specified device. +//! +//! \since Release: 470 +//! +//! \param [in] pDevice The ID3D12Device device which owns the SwapChain as a PresentBarrier client. +//! \param [out] pSupported Pointer to a boolean returning true if supported, false otherwise. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_QueryPresentBarrierSupport(__in ID3D12Device *pDevice, __out bool *pSupported); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreatePresentBarrierClient +// +//! DESCRIPTION: This API returns an NvPresentBarrierClientHandle handle, which +//! owns the swapchain to be synchronized through PresentBarrier. +//! This handle is used in other PresentBarrier functions. +//! +//! \since Release: 470 +//! +//! \param [in] pDevice The ID3D12Device device which owns the SwapChain as a PresentBarrier client. +//! \param [in] pSwapChain The IDXGISwapChain interface that presentBarrier is operated on. +//! \param [OUT] pPresentBarrierClient Pointer to an NvPresentBarrierClientHandle handle created by the driver +//! on success. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreatePresentBarrierClient(__in ID3D12Device *pDevice, + __in IDXGISwapChain *pSwapChain, + __out NvPresentBarrierClientHandle *pPresentBarrierClient); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RegisterPresentBarrierResources +// +//! DESCRIPTION: This API registers scanout resources of a presentBarrier client +//! to the presentBarrier, and a fence object which is used for +//! presentBarrier synchronization. Once the registration has completed +//! successfully, it is not allowed to add additional resources, i.e. the +//! number of back buffers and fence object are not allowed to be +//! changed. However, application must call this function whenever the +//! back buffers are changed, e.g. ResizeBuffers() is called. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient The NvPresentBarrierClientHandle client handle that owns the resources. +//! \param [in] pFence An ID3D12Fence object created by the application and used for present +//! synchronization through presentBarrier. Application must wait on this +//! fence to ensure the scanout resources are ready for use in the next +//! rendering loop. The fence is only signaled by the driver and must not +//! be signaled through any other queue command. The fence value must be +//! monotonically increasing on every present call, and tracked by the +//! application. +//! \param [in] ppResources An array of ID3D12Resource to be synchronized through presentBarrier, and +//! the size is specified by numResources. +//! \param [in] numResources The number of ID3D12Resource elements in ppResources. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \return ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \return ::NVAPI_INVALID_ARGUMENT an invalid number of resources was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RegisterPresentBarrierResources(__in NvPresentBarrierClientHandle presentBarrierClient, + __in ID3D12Fence *pFence, + __in ID3D12Resource **ppResources, + __in NvU32 numResources); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DestroyPresentBarrierClient +// +//! DESCRIPTION: This API destroys a presentBarrier client, and must be called +//! after client leaves presentBarrier to avoid memory leak. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxx_CreatedPresentBarrierClient +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DestroyPresentBarrierClient(__in NvPresentBarrierClientHandle presentBarrierClient); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +typedef struct _NV_JOIN_PRESENT_BARRIER_PARAMS +{ + NvU32 dwVersion; //!< Must be NV_JOIN_PRESENT_BARRIER_PARAMS_VER1 +} NV_JOIN_PRESENT_BARRIER_PARAMS; + +//! Macro for constructing the version field of ::NV_JOIN_PRESENT_BARRIER_PARAMS +#define NV_JOIN_PRESENT_BARRIER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_JOIN_PRESENT_BARRIER_PARAMS, 1) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_JoinPresentBarrier +// +//! DESCRIPTION: This API adds a registered PresentBarrier client to the presentBarrier. +//! If the call suceeds, image present of the registered scanout resources +//! from this client is under the synchronization of presentBarrier. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxx_CreatedPresentBarrierClient +//! \param [in] pParams Parameters to joining presentBarrier. +//! +//! \retval ::NVAPI_OK the call succeeded +//! \retval ::NVAPI_ERROR the call failed +//! \retval ::NVAPI_NO_IMPLEMENTATION the interface is not implemented +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION the version of data structure is not correct +//! \retval ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \retval ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument (probably NULL) +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_JoinPresentBarrier(__in NvPresentBarrierClientHandle presentBarrierClient, __in NV_JOIN_PRESENT_BARRIER_PARAMS *pParams); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_LeavePresentBarrier +// +//! DESCRIPTION: This API removes a registered client from presentBarrier. If this +//! client does not join presentBarrier, this function does nothing. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxxx_CreatePresentBarrierClient. +//! +//! \retval ::NVAPI_OK the call succeeded +//! \retval ::NVAPI_ERROR the call failed +//! \retval ::NVAPI_NO_IMPLEMENTATION the interface is not implemented +//! \retval ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_LeavePresentBarrier(__in NvPresentBarrierClientHandle presentBarrierClient); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) + +#define NV_PRESENT_BARRIER_FRAME_STATICS_VER1 MAKE_NVAPI_VERSION(NV_PRESENT_BARRIER_FRAME_STATISTICS,1) + +typedef enum _NV_PRESENT_BARRIER_SYNC_MODE +{ + PRESENT_BARRIER_NOT_JOINED = 0x00000000, //!< The client hasn't joined presentBarrier + PRESENT_BARRIER_SYNC_CLIENT = 0x00000001, //!< The client joined the presentBarrier, but is not synchronized with + //! any other presentBarrier clients. This happens if the back buffers + //! of this client are composited instead of being flipped out to screen + PRESENT_BARRIER_SYNC_SYSTEM = 0x00000002, //!< The client joined the presentBarrier, and is synchronized with other + //! presentBarrier clients within the system + PRESENT_BARRIER_SYNC_CLUSTER = 0x00000003, //!< The client joined the presentBarrier, and is synchronized with other + //! clients within the system and across systems through QSync devices +} NV_PRESENT_BARRIER_SYNC_MODE; + +typedef struct _NV_PRESENT_BARRIER_FRAME_STATISTICS +{ + NvU32 dwVersion; //!< Must be NV_PRESENT_BARRIER_FRAME_STATICS_VER1 + NV_PRESENT_BARRIER_SYNC_MODE SyncMode; //!< The presentBarrier mode of this client from last present call + NvU32 PresentCount; //!< The total count of times that a frame has been presented from this + //! client after it joined presentBarrier successfully. + NvU32 PresentInSyncCount; //!< The total count of times that a frame has been presented from this + //! client and that has happened since the returned SyncMode is + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + //! If the returned SyncMode is any other mode, this value is 0. + //! This count is set back to 0 in case the SyncMode switches away from + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + NvU32 FlipInSyncCount; //!< The total count of flips from this client since the returned SyncMode + //! is PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + //! If the returned SyncMode is any other mode, this value is 0. + //! This count is set back to 0 in case the SyncMode switches away from + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + NvU32 RefreshCount; //!< The total count of v-blanks since the returned SyncMode of this client + //! is PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + //! If the returned SyncMode is any other mode, this value is 0. + //! This count is set back to 0 in case the SyncMode switches away from + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. +} NV_PRESENT_BARRIER_FRAME_STATISTICS; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_QueryPresentBarrierFrameStatistics +// +//! DESCRIPTION: This API returns the presentBarrier frame statistics of last +//! present call from this client. If the client did not join +//! presentBarrier, the SyncMode is returned as PRESENT_BARRIER_NOT_JOINED, +//! and all other fields are reset. Driver does not retain any +//! presentBarrier info of the client once it leaves presentBarrier. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxxx_CreatePresentBarrierClient. +//! \param [out] pFrameStats Pointer to NV_PRESENT_BARRIER_FRAME_STATISTICS structure about presentBarrier statistics. +//! +//! \retval ::NVAPI_OK the call succeeded +//! \retval ::NVAPI_ERROR the call failed +//! \retval ::NVAPI_NO_IMPLEMENTATION the interface is not implemented +//! \retval ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \retval ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument (probably NULL) +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION invalid version of frameStatistics params +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_QueryPresentBarrierFrameStatistics(__in NvPresentBarrierClientHandle presentBarrierClient, + __out NV_PRESENT_BARRIER_FRAME_STATISTICS *pFrameStats); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateDDisplayPresentBarrierClient +// +//! DESCRIPTION: This API returns an NvPresentBarrierClientHandle handle. +//! +//! \since Release: 510 +//! +//! \param [in] pDevice The ID3D12Device device which executes the rendering commands of this PresentBarrier +//! client. It must be created on the same adapter as DisplayDevice. +//! \param [in] sourceId The adapter-relative identifier for the DisplaySource obtained from DisplaySource.SourceId(). +//! \param [OUT] pPresentBarrierClient Pointer to an NvPresentBarrierClientHandle handle created by the driver on success. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \return ::NVAPI_INVALID_HANDLE the input displaySource handle is not owned by the process +//! \return ::NVAPI_NOT_SUPPORTED PresentBarrier featue is not supported on this configuration +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreateDDisplayPresentBarrierClient(__in ID3D12Device *pDevice, __in NvU32 sourceId, __out NvPresentBarrierClientHandle *pPresentBarrierClient); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__) || defined(__d3d12_h__)) + +enum NVAPI_QUAD_FILLMODE +{ + NVAPI_QUAD_FILLMODE_DISABLED = 0, + NVAPI_QUAD_FILLMODE_BBOX = 1, + NVAPI_QUAD_FILLMODE_FULL_VIEWPORT = 2, +}; + +#endif //defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +typedef struct NvAPI_D3D11_RASTERIZER_DESC_EX +{ + // D3D11_RASTERIZER_DESC member variables + D3D11_FILL_MODE FillMode; + D3D11_CULL_MODE CullMode; + BOOL FrontCounterClockwise; + INT DepthBias; + FLOAT DepthBiasClamp; + FLOAT SlopeScaledDepthBias; + BOOL DepthClipEnable; + BOOL ScissorEnable; + BOOL MultisampleEnable; + BOOL AntialiasedLineEnable; + + // NvAPI_D3D11_RASTERIZER_DESC_EX specific member variables + NvU32 ForcedSampleCount; //1 it needs to match N, in non-TIR it needs to match RT sample count. Ignored if ForcePerSampleInterlock is set + NvU8 SamplePositionsX[16]; // 1 && (pDesc->MiscFlags&D3D11_RESOURCE_MISC_TILED) +//! \param [in] pInitialData A pointer to an array of D3D11_SUBRESOURCE_DATA structures that describe subresources for the 2D texture resource. +//! \param [out] ppTexture2D A pointer to a buffer that receives a pointer to a ID3D11Texture2D interface for the created texture. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateTiledTexture2DArray(__in ID3D11Device *pDevice, + __in const D3D11_TEXTURE2D_DESC *pDesc, + __in const D3D11_SUBRESOURCE_DATA *pInitialData, + __out ID3D11Texture2D **ppTexture2D); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) + +typedef enum _NV_D3D11_FEATURE +{ + NV_D3D11_FEATURE_RASTERIZER, +} NV_D3D11_FEATURE; + +typedef struct _NV_D3D11_FEATURE_DATA_RASTERIZER_SUPPORT +{ + BOOL TargetIndependentRasterWithDepth; + BOOL ProgrammableSamplePositions; + BOOL InterleavedSampling; + BOOL ConservativeRaster; + BOOL PostZCoverage; + BOOL CoverageToColor; +} NV_D3D11_FEATURE_DATA_RASTERIZER_SUPPORT; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CheckFeatureSupport +// +//! DESCRIPTION: This function gets information about the features that are supported by the current graphics driver. +//! +//! +//! +//! \param [in] pDevice The device on which to query for support. +//! \param [in] Feature A member of the NvAPI_D3D11_FEATURE enumerated type that describes which feature to query for suppor. +//! \param [in] pFeatureSupportData Upon completion of the method, the passed structure is filled with data that describes the feature support. +//! \param [out] FeatureSupportDataSize The size of the structure passed to the pFeatureSupportData parameter. +//! +//! \since Release: 410 +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! \retval :: Returns NVAPI_OK if successful; returns NVAPI_INVALID_ARGUMENT if an unsupported data type is passed to the pFeatureSupportData parameter +//! or a size mismatch is detected for the FeatureSupportDataSize parameter; +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CheckFeatureSupport(__in ID3D11Device *pDevice, + __in NV_D3D11_FEATURE Feature, + __out void *pFeatureSupportData, + __in UINT FeatureSupportDataSize); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateImplicitMSAATexture2D +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_CreateImplicitMSAATexture2D is a simple wrapper of ID3D11Device::CreateTexture2D +//! which allows to create multisampled 2D texture that is exposed to DX runtime as non-multisampled texture. +//! +//! \param [in] pDevice Current d3d device +//! \param [in] pDesc A pointer to a D3D11_TEXTURE2D_DESC structure that describes a 2D texture resource. +//! To create a typeless resource that can be interpreted at runtime into different, +//! compatible formats, specify a typeless format in the texture description. +//! To generatemipmap levels automatically, set the number of mipmap levels to 0. +//! SampleDesc.SampleCount specifies actual resource sample count, while D3D runtime object +//! sees resource as non-multisampled. +//! +//! \param [out] ppTexture2D A pointer to a buffer that receives a pointer to a ID3D11Texture2D interface for the +//! created texture. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateImplicitMSAATexture2D(__in ID3D11Device *pDevice, + __in const D3D11_TEXTURE2D_DESC *pDesc, + __out ID3D11Texture2D **ppTexture2D); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateImplicitMSAATexture2D +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D12_CreateCommittedImplicitMSAATexture2D is a simple wrapper of ID3D12Device::CreateCommittedResource +//! which allows to create multisampled 2D texture that is exposed to DX runtime as non-multisampled texture. +//! +//! \param [in] pDevice Current d3d device +//! \param [in] pDesc A pointer to a D3D12_RESOURCE_DESC structure that describes a 2D texture resource. +//! To create a typeless resource that can be interpreted at runtime into different, +//! compatible formats, specify a typeless format in the texture description. +//! To generatemipmap levels automatically, set the number of mipmap levels to 0. +//! SampleDesc.SampleCount specifies actual resource sample count, while D3D runtime object +//! sees resource as non-multisampled. +//! \param [in] pHeapProperties, HeapFlags, InitialResourceState, pOptimizedClearValue, riidResource See D3D12 docs +//! +//! \param [out] ppResource Same ID3D12Device::CreateCommittedResource +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreateCommittedImplicitMSAATexture2D( + __in ID3D12Device* pDevice, + __in const D3D12_HEAP_PROPERTIES *pHeapProperties, + D3D12_HEAP_FLAGS HeapFlags, + __in const D3D12_RESOURCE_DESC *pDesc, + D3D12_RESOURCE_STATES InitialResourceState, + __in_opt const D3D12_CLEAR_VALUE *pOptimizedClearValue, + REFIID riidResource, + __out void **ppvResource); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +//! SUPPORTED OS: Windows 10 and higher +//! + +//! \ingroup dx +//! Valid modes for NvAPI_D3D11_ResolveSubresourceRegion() and NvAPI_D3D12_ResolveSubresourceRegion +typedef enum _NV_RESOLVE_MODE { + NV_RESOLVE_MODE_SAMPLE_0, +} NV_RESOLVE_MODE; + +#if defined (__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_ResolveSubresourceRegion +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_ResolveSubresourceRegion is D3D11 an analog of D3D12 ResolveSubresourceRegion. +//! +//! \param [in] pDstResource Destination resource. Must be a created with the D3D11_USAGE_DEFAULT flag and be single-sampled. +//! \param [in] DstSubresource A zero-based index, that identifies the destination subresource. Use D3D11CalcSubresource to calculate the index. +//! \param [in] DstX The X coordinate of the left-most edge of the destination region. +//! The width of the destination region is the same as the width of the source rect. +//! +//! \param [in] DstY The Y coordinate of the top-most edge of the destination region. +//! The height of the destination region is the same as the height of the source rect. +//! +//! \param [in] pSrcResource Source resource. Must be multisampled. +//! \param [in] SrcSubresource The source subresource of the source resource. +//! \param [in] pSrcRect Specifies the rectangular region of the source resource to be resolved. +//! Passing NULL for pSrcRect specifies that the entire subresource is to be resolved. +//! +//! \param [in] Format A DXGI_FORMAT that indicates how the multisampled resource will be resolved to a single-sampled resource. +//! \param [in] ResolveMode Specifies the operation used to resolve the source samples. NV_RESOLVE_MODE_SAMPLE_0 is the only supported mode. +//! NV_RESOLVE_MODE_SAMPLE_0 outputs sample 0 and discards all other samples. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_ResolveSubresourceRegion( + __in ID3D11Device *pDevice, + __in ID3D11Texture2D *pDstResource, + __in UINT DstSubresource, + __in UINT DstX, + __in UINT DstY, + __in ID3D11Texture2D *pSrcResource, + __in UINT SrcSubresource, + __in_opt const RECT *pSrcRect, + __in DXGI_FORMAT Format, + __in NV_RESOLVE_MODE ResolveMode); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_ResolveSubresourceRegion +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D12_ResolveSubresourceRegion is D3D11 an analog of D3D12 ResolveSubresourceRegion. +//! +//! \param [in] pDstResource Destination resource. Must be a created with the D3D11_USAGE_DEFAULT flag and be single-sampled. +//! \param [in] DstSubresource A zero-based index, that identifies the destination subresource. Use D3D11CalcSubresource to calculate the index. +//! \param [in] DstX The X coordinate of the left-most edge of the destination region. +//! The width of the destination region is the same as the width of the source rect. +//! +//! \param [in] DstY The Y coordinate of the top-most edge of the destination region. +//! The height of the destination region is the same as the height of the source rect. +//! +//! \param [in] pSrcResource Source resource. Must be multisampled. +//! \param [in] SrcSubresource The source subresource of the source resource. +//! \param [in] pSrcRect Specifies the rectangular region of the source resource to be resolved. +//! Passing NULL for pSrcRect specifies that the entire subresource is to be resolved. +//! +//! \param [in] Format A DXGI_FORMAT that indicates how the multisampled resource will be resolved to a single-sampled resource. +//! \param [in] ResolveMode Specifies the operation used to resolve the source samples. NV_RESOLVE_MODE_SAMPLE_0 is the only supported mode. +//! NV_RESOLVE_MODE_SAMPLE_0 outputs sample 0 and discards all other samples. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_ResolveSubresourceRegion( + __in ID3D12GraphicsCommandList1*pCommandList, + __in ID3D12Resource *pDstResource, + __in UINT DstSubresource, + __in UINT DstX, + __in UINT DstY, + __in ID3D12Resource *pSrcResource, + __in UINT SrcSubresource, + __in_opt RECT *pSrcRect, + __in DXGI_FORMAT Format, + __in NV_RESOLVE_MODE ResolveMode); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_TiledTexture2DArrayGetDesc +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_TiledTexture2DArrayGetDesc is an simple wrapper of ID3D11Texture2D::GetDesc +//! when pTiledTexture2DArray is created with NvAPI_D3D11_CreateTiledTexture2DArray. +//! Runtime doesn't know the created resource is actually a tiled resource. +//! So calling ID3D11Texture2D::GetDesc will get a desc without D3D11_RESOURCE_MISC_TILED in MiscFlags. +//! This wrapper API just adds D3D11_RESOURCE_MISC_TILED back. +//! +//! \param [in] pTiledTexture2DArray Pointer of tiled texture2D array to get resource desc from. +//! \param [out] pDesc Pointer to a resource description. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_TiledTexture2DArrayGetDesc(__in ID3D11Texture2D *pTiledTexture2DArray, + __out D3D11_TEXTURE2D_DESC *pDesc); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_UpdateTileMappings +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_UpdateTileMappings is an extension of ID3D11DeviceContext2::UpdateTileMappings. +//! It allows pTiledResource to be a resource created with NvAPI_D3D11_CreateTiledTexture2DArray, and should be used only in such case. +//! +//! \param [in] pDeviceContext Must be Immediate DeviceContext. +//! \param [in] pTiledResource A pointer to the tiled texture 2D array resource created by NvAPI_D3D11_CreateTiledTexture2DArray. +//! \param [in] NumTiledResourceRegions The number of tiled resource regions. +//! \param [in] pTiledResourceRegionStartCoordinates An array of D3D11_TILED_RESOURCE_COORDINATE structures that describe the starting coordinates of the tiled resource regions. Cannot be NULL. +//! \param [in] pTiledResourceRegionSizes An array of D3D11_TILE_REGION_SIZE structures that describe the sizes of the tiled resource regions. Cannot be NULL. +//! \param [in] pTilePool A pointer to the tile pool. This resource should be created by standard API. +//! \param [in] NumRanges The number of tile-pool ranges. +//! \param [in] pRangeFlags An array of D3D11_TILE_RANGE_FLAG values that describe each tile-pool range. +//! \param [in] pTilePoolStartOffsets An array of offsets into the tile pool. These are 0-based tile offsets, counting in tiles (not bytes). +//! \param [in] pRangeTileCounts An array of values that specify the number of tiles in each tile-pool range. +//! \param [in] Flags A combination of D3D11_TILE_MAPPING_FLAGS values that are combined by using a bitwise OR operation. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_UpdateTileMappings( + __in ID3D11DeviceContext2 *pDeviceContext, + __in ID3D11Resource *pTiledResource, + __in UINT NumTiledResourceRegions, + __in const D3D11_TILED_RESOURCE_COORDINATE *pTiledResourceRegionStartCoordinates, + __in const D3D11_TILE_REGION_SIZE *pTiledResourceRegionSizes, + __in ID3D11Buffer *pTilePool, + __in UINT NumRanges, + __in const UINT *pRangeFlags, + __in const UINT *pTilePoolStartOffsets, + __in const UINT *pRangeTileCounts, + __in UINT Flags); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CopyTileMappings +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_CopyTileMappings is an extension of ID3D11DeviceContext2::CopyTileMappings +//! It allows pDestTiledResource or pSourceTiledResource or both to be created with NvAPI_D3D11_CreateTiledTexture2DArray. +//! It should be used only in such case. +//! +//! \param [in] pDeviceContext Must be Immediate DeviceContext. +//! \param [in] pDestTiledResource Tiled resource created by NvAPI_D3D11_CreateTiledTexture2DArray to copy tile mappings into. +//! \param [in] pDestRegionStartCoordinate A pointer to a D3D11_TILED_RESOURCE_COORDINATE structure that describes the starting coordinates of the destination tiled resource. +//! \param [in] pSourceTiledResource Tiled resource created by NvAPI_D3D11_CreateTiledTexture2DArray to copy tile mappings from. +//! \param [in] pSourceRegionStartCoordinate A pointer to a D3D11_TILED_RESOURCE_COORDINATE structure that describes the starting coordinates of the source tiled resource. +//! \param [in] pTileRegionSize A pointer to a D3D11_TILE_REGION_SIZE structure that describes the size of the tiled region. +//! \param [in] Flags A combination of D3D11_TILE_MAPPING_FLAGS values that are combined by using a bitwise OR operation. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CopyTileMappings( + __in ID3D11DeviceContext *pDeviceContext, + __in ID3D11Resource *pDestTiledResource, + __in const D3D11_TILED_RESOURCE_COORDINATE *pDestRegionStartCoordinate, + __in ID3D11Resource *pSourceTiledResource, + __in const D3D11_TILED_RESOURCE_COORDINATE *pSourceRegionStartCoordinate, + __in const D3D11_TILE_REGION_SIZE *pTileRegionSize, + __in UINT Flags); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_TiledResourceBarrier +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_TiledResourceBarrier is an extension of ID3D11DeviceContext2::TiledResourceBarrier, but only works on ID3D11Resource(no support for ID3D11View). +//! If pTiledResourceAccessBeforeBarrier or pTiledResourceAccessAfterBarrier or both are created by NvAPI_D3D11_CreateTiledTexture2DArray, +//! NvAPI_D3D11_TiledResourceBarrier must be used instead of ID3D11DeviceContext2::TiledResourceBarrier. +//! +//! \param [in] pDeviceContext Must be Immediate DeviceContext. +//! \param [in] pTiledResourceAccessBeforeBarrier Access operations on this resource must complete before the access operations on the object that pTiledResourceAccessAfterBarrier specifies. +//! \param [in] pTiledResourceAccessAfterBarrier Access operations on this resource must begin after the access operations on the object that pTiledResourceAccessBeforeBarrier specifies. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_TiledResourceBarrier( + __in ID3D11DeviceContext *pDeviceContext, + __in ID3D11Resource *pTiledResourceAccessBeforeBarrier, + __in ID3D11Resource *pTiledResourceAccessAfterBarrier); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA +// +//! \code +//! DESCRIPTION: This function allows creating (aliasing) a non-MSAA Texture2D object using the same memory as the given multi-sampled +//! texture (pInputTex). The surface created would be bloated in width and height but it will have SampleCount = 1 +//! For 2X MSAA: OutTex.Width = InputTex.Width * 2, outTex.Height = InputTex.Height +//! For 4X MSAA: OutTex.Width = InputTex.Width * 2, outTex.Height = InputTex.Height * 2 +//! For 8X MSAA: OutTex.Width = InputTex.Width * 4, outTex.Height = InputTex.Height * 2 +//! Only textures SampleQuality = 0 can be aliased as Non MSAA +//! The app should ensure that original texture is released only after the aliased copy is released. +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \param [in] pDevice current d3d device +//! \param [in] pInputTex The MultiSampled Texture2D resource that is being aliased +//! \param [out] ppOutTex The aliased non AA copy MultiSampled Texture2D resource +//! +//! +//! \return :: NVAPI_OK if the call succeeds. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA(__in ID3D11Device *pDevice, + __in ID3D11Texture2D *pInputTex, + __out ID3D11Texture2D **ppOutTex); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) +typedef UINT NvAPI_D3D11_SWIZZLE_MODE; + +typedef enum _NV_SWIZZLE_MODE +{ + NV_SWIZZLE_POS_X = 0, + NV_SWIZZLE_NEG_X = 1, + NV_SWIZZLE_POS_Y = 2, + NV_SWIZZLE_NEG_Y = 3, + NV_SWIZZLE_POS_Z = 4, + NV_SWIZZLE_NEG_Z = 5, + NV_SWIZZLE_POS_W = 6, + NV_SWIZZLE_NEG_W = 7 +}NV_SWIZZLE_MODE; + +typedef enum _NV_SWIZZLE_OFFSET +{ + NV_SWIZZLE_OFFSET_X = 0, + NV_SWIZZLE_OFFSET_Y = 4, + NV_SWIZZLE_OFFSET_Z = 8, + NV_SWIZZLE_OFFSET_W = 12 +}NV_SWIZZLE_OFFSET; + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) +#define NV_CUSTOM_SEMANTIC_MAX_LIMIT 32 + +typedef enum NV_CUSTOM_SEMANTIC_TYPE +{ + NV_NONE_SEMANTIC = 0, + NV_X_RIGHT_SEMANTIC = 1, + NV_VIEWPORT_MASK_SEMANTIC = 2, + NV_XYZW_RIGHT_SEMANTIC = 3, + NV_VIEWPORT_MASK_2_SEMANTIC = 4, + + NV_POSITION_SEMANTIC = 5, + NV_CLIP_DISTANCE_0_SEMANTIC = 6, // MultiView can accept upto two vec4 values. So the application should not use + NV_CLIP_DISTANCE_1_SEMANTIC = 7, // more than 2 of the below Clip / Cull semantics in a single shader. + NV_CULL_DISTANCE_0_SEMANTIC = 8, + NV_CULL_DISTANCE_1_SEMANTIC = 9, + NV_GENERIC_ATTRIBUTE_SEMANTIC = 10, + + NV_PACKED_EYE_INDEX_SEMANTIC = 17, + NV_CUSTOM_SEMANTIC_MAX = NV_CUSTOM_SEMANTIC_MAX_LIMIT, +} NV_CUSTOM_SEMANTIC_TYPE; + +typedef struct _NV_CUSTOM_SEMANTIC +{ + UINT version; // NV_CUSTOM_SEMANTIC_VERSION + + NV_CUSTOM_SEMANTIC_TYPE NVCustomSemanticType; // type of custom semantic (NV_CUSTOM_SEMANTIC_TYPE) + NvAPI_LongString NVCustomSemanticNameString; // name of custom semantic e.g. "NV_X_RIGHT", "NV_VIEWPORT_MASK" + BOOL RegisterSpecified; // (optional) set to TRUE to explicitly provide register number and mask as below + NvU32 RegisterNum; // (optional) output register which has the custom semantic. + NvU32 RegisterMask; // (optional) output register component mask which has the custom semantic (X:1, Y:2, Z:4) + NvU32 Reserved; // reserved +} NV_CUSTOM_SEMANTIC; + +#define NV_CUSTOM_SEMANTIC_VERSION MAKE_NVAPI_VERSION(NV_CUSTOM_SEMANTIC, 1) + +#endif //defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +typedef struct NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5 +{ + UINT version; + + BOOL UseViewportMask; + BOOL OffsetRtIndexByVpIndex; + BOOL ForceFastGS; + BOOL DontUseViewportOrder; + BOOL UseAttributeSkipMask; + BOOL UseCoordinateSwizzle; + NvAPI_D3D11_SWIZZLE_MODE *pCoordinateSwizzling; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL ConvertToFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5; + +typedef NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5 NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX; +#define NVAPI_D3D11_CREATEGEOMETRYSHADEREX_2_VER_5 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5, 5) +#define NVAPI_D3D11_CREATEGEOMETRYSHADEREX_2_VERSION NVAPI_D3D11_CREATEGEOMETRYSHADEREX_2_VER_5 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateGeometryShaderEx +// +//! \fn NvAPI_D3D11_CreateGeometryShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of geometry shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateGeometryShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter is UseViewportMask which is to tell the driver to create a shader +//! that outputs a viewport mask instead when a viewport index is indicated. +//! Outputting a viewport mask allows a single primitive to land on many different viewports +//! as specified by the bits set in the mask, rather than to rely on a single number that tells it +//! which unique viewport it would be drawn on. +//! This can be used for example in conjunction with the setting of coordinates swizzling (see XXX_NVAPI function) +//! to generates multiple adjacent views of the same primitive in a more efficient fashion +//! (outputting the primitive only once). +//! +//! This function is free-threaded create compatible i.e. it can be called from a different +//! thread than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled geometry shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] UseViewportMask Set to FALSE for custom semantic shaders. Tell the driver to create a shader that outputs the viewport mask in lieu of the viewport index. See above description. +//! \param [in] OffsetRtIndexByVpIndex Set to FALSE for custom semantic shaders. The Rendertarget index is offset by the viewport index +//! \param [in] ForceFastGS If TRUE, GS must be written with maxvertexcount(1) and must pass-through input vertex 0 to the output without modification +//! \param [in] DontUseViewportOrder Default FALSE for Primitives batched per viewport to improve performance. Set TRUE for API order (slow). +//! \param [in] UseAttributeSkipMask reserved +//! \param [in] UseCoordinateSwizzle reserved +//! \param [in] pCoordinateSwizzling reserved +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] ConvertToFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppGeometryShader Address of a pointer to a ID3D11GeometryShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateGeometryShaderEx_2(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX *pCreateGeometryShaderExArgs, + __out ID3D11GeometryShader **ppGeometryShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC +} NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V1; + +typedef struct NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved +} NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2; + +typedef struct NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V3 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V3; + +typedef NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V3 NvAPI_D3D11_CREATE_VERTEX_SHADER_EX; +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V1, 1) +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2, 2) +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_3 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2, 3) +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VERSION NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_3 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateVertexShaderEx +// +//! \fn NvAPI_D3D11_CreateVertexShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of vertex shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateVertexShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled vertex shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] UseWithFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppVertexShader Address of a pointer to a ID3D11VertexShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateVertexShaderEx(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_VERTEX_SHADER_EX *pCreateVertexShaderExArgs, + __out ID3D11VertexShader **ppVertexShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved +} NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1; + +typedef struct NvAPI_D3D11_CREATE_HULL_SHADER_EX_V2 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_HULL_SHADER_EX_V2; + +typedef NvAPI_D3D11_CREATE_HULL_SHADER_EX_V2 NvAPI_D3D11_CREATE_HULL_SHADER_EX; +#define NVAPI_D3D11_CREATEHULLSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1, 1) +#define NVAPI_D3D11_CREATEHULLSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1, 2) +#define NVAPI_D3D11_CREATEHULLSHADEREX_VERSION NVAPI_D3D11_CREATEHULLSHADEREX_VER_2 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateHullShaderEx +// +//! \fn NvAPI_D3D11_CreateHullShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of hull shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateHullShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled hull shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] UseWithFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppHullShader Address of a pointer to a ID3D11HullShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateHullShaderEx(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_HULL_SHADER_EX *pCreateHullShaderExArgs, + __out ID3D11HullShader **ppHullShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC +} NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V1; + +typedef struct NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V2 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved +} NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V2; + +typedef struct NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3; + +typedef NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3 NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX; +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V1, 1) +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V2, 2) +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_3 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3, 3) +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VERSION NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_3 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateDomainShaderEx +// +//! \fn NvAPI_D3D11_CreateDomainShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of domain shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateDomainShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled domain shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] UseWithFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppDomainShader Address of a pointer to a ID3D11DomainShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateDomainShaderEx(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX *pCreateDomainShaderExArgs, + __out ID3D11DomainShader **ppDomainShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC +} NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V1; + +#define NVAPI_D3D11_CREATEPIXELSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V1, 1) + +typedef struct NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2 +{ + UINT version; // Always use NVAPI_D3D11_CREATEPIXELSHADEREX_VERSION + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + NvU32 bEnableSuperSamplingPredicationForVRS : 1; // This enables sampling within a pixel for SuperSampling mode of Variable Rate Shading for relevant attributes tagged with "sample" modifier + NvU32 bEnableSuperSamplingPredicationForVRSAllAttributes : 1; // This enables sampling within a pixel for SuperSampling mode of Variable Rate Shading for all relevant attributes + NvU32 reserved : 30; // Reserved for further use +} NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2; + +typedef NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2 NvAPI_D3D11_CREATE_PIXEL_SHADER_EX; +#define NVAPI_D3D11_CREATEPIXELSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2, 2) +#define NVAPI_D3D11_CREATEPIXELSHADEREX_VERSION NVAPI_D3D11_CREATEPIXELSHADEREX_VER_2 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreatePixelShaderEx_2 +// +//! \fn NvAPI_D3D11_CreatePixelShaderEx_2 +//! +//! DESCRIPTION: This function allows us to extend the creation of pixel shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreatePixelShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled domain shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [out] ppPixelShader Address of a pointer to a ID3D11PixelShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreatePixelShaderEx_2(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_PIXEL_SHADER_EX *pCreatePixelShaderExArgs, + __out ID3D11PixelShader **ppPixelShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +typedef enum _NV_FASTGS_FLAGS +{ + NV_FASTGS_USE_VIEWPORT_MASK = 0x01, // Causes SV_ViewportArrayIndex value to be interpreted as a bitmask of viewports to broadcast to. + NV_FASTGS_OFFSET_RT_INDEX_BY_VP_INDEX = 0x02, // Causes SV_RenderTargetArrayIndex value to be offset by the viewport index when broadcasting. + NV_FASTGS_STRICT_API_ORDER = 0x04, // Causes broadcast primitives to be rendered strictly in API order (slow). + // By default, primitives may be batched per viewport to improve performance. +} NV_FASTGS_FLAGS; + +#endif //defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +struct NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC_V1 +{ + NvU32 version; // ALWAYS == NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER + NvU32 flags; // A combination of flags from NV_FASTGS_FLAGS + NvAPI_D3D11_SWIZZLE_MODE *pCoordinateSwizzling; // [optional] Array of 16 coordinate swizzle modes, one per viewport. NULL if not used. + // The output x, y, z, and w coordinates of all vertices can be set to any of the coordinates or their + // negated versions i.e. {x, y, z, w, -x, -y, -z, -w}. Coordinates are swizzled before any viewport + // operation occurs i.e. before frustum clipping, scaling, and viewport clipping. And after + // last of vertex/tesselation/geometry shader stage, stream-out and viewport broadcast expansion (see NV_FASTGS_USE_VIEWPORT_MASK) + // pCoordinateSwizzling[i] sets the swizzle-mode of each component for viewport i. + // See NV_SWIZZLE_MODE for values of allowed swizzle modes. + // See NV_SWIZZLE_OFFSET for bit offset from where NV_SWIZZLE_MODE to be set for each component. + // For example : + // 1. To set swizzle for viewport 0 such that - w and z are unchanged and values of x and y are swapped : + // pCoordinateSwizzling[0] = (NV_SWIZZLE_POS_W << NV_SWIZZLE_OFFSET_W) | + // (NV_SWIZZLE_POS_Z << NV_SWIZZLE_OFFSET_Z) | + // (NV_SWIZZLE_POS_X << NV_SWIZZLE_OFFSET_Y) | + // (NV_SWIZZLE_POS_Y << NV_SWIZZLE_OFFSET_X); + // 2. To set swizzle for viewport 0 such that - w, z and y are unchanged and value of x is negated : + // pCoordinateSwizzling[0] = (NV_SWIZZLE_POS_W << NV_SWIZZLE_OFFSET_W) | + // (NV_SWIZZLE_POS_Z << NV_SWIZZLE_OFFSET_Z) | + // (NV_SWIZZLE_POS_Y << NV_SWIZZLE_OFFSET_Y) | + // (NV_SWIZZLE_NEG_X << NV_SWIZZLE_OFFSET_X); + // Need to set some valid combination of swizzle-modes for all viewports, irrespective of whether that viewport is set. + // Invalid swizzle-mode for any viewport (even if that viewport is not set) may result in removal of device. +}; + +#define NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC_V1, 1) +#define NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER1 + +typedef NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC_V1 NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC; + +//////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateFastGeometryShaderExplicit +// +//! \fn NvAPI_D3D11_CreateFastGeometryShaderExplicit +//! +//! DESCRIPTION: This function will create a fast geometry shader written using an "explicit" +//! coding style, rather than converting a standard GS. For the explicit coding +//! style, the GS must be written with maxvertexcount(1), and must pass-through +//! input vertex 0 to the output without modification. +//! +//! Additional per-primitive outputs may also be computed and written to the single +//! output vertex. If these outputs are read by the pixel shader, they must be +//! declared with the "nointerpolation" attribute in the PS input signature; +//! otherwise, visual corruption may occur. Also, unlike D3D API, there is no guarantee +//! that pixel shader will get the default value of an attribute if that attribute is not written +//! by the earlier shader stage in the pipeline. +//! +//! The first four parameters are identical to ID3D11Device::CreateGeometryShader(), +//! so please refer to its documentation for their usage. +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled geometry shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] pCreateFastGSArgs A pointer to a NvAPI_D3D11_CREATE_FASTGS_EXPLICIT struct. +//! \param [out] ppGeometryShader Address of a pointer to a ID3D11GeometryShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +//////////////////////////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateFastGeometryShaderExplicit(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC *pCreateFastGSArgs, + __out ID3D11GeometryShader **ppGeometryShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) +//////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateFastGeometryShader +// +//! \fn NvAPI_D3D11_CreateFastGeometryShader +//! +//! DESCRIPTION: This function will convert a regular geometry shader into a fast GS variant if possible. +//! It will not do any validation regarding the compatibility of the resulting fast GS with any +//! Pixel shader. The validation has to be done by the application manually. +//! +//! The parameters are identical to ID3D11Device::CreateGeometryShader() +//! so please refer to its documentation for their usage. +//! +//! If the shader is too complex or is not in adequate form to be converted to fast GS +//! this function will simply fail. You should then call ID3D11Device::CreateGeometryShader() +//! to create the regular geometry shader. +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled geometry shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [out] ppGeometryShader Address of a pointer to a ID3D11GeometryShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateFastGeometryShader(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __out ID3D11GeometryShader **ppGeometryShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_DecompressView +// +//! \code +//! DESCRIPTION: This function is used to decompress a surface using the currently bound programmable sample positions. +//! +//! This is needed: +//! - When writing to a surface in a region previously rendered by different sample positions and no clear was done. +//! - When reading a surface in a shader that was rendered using non-standard sample positions. +//! - When copying from a surface that was rendered using non-standard sample positions. +//! +//! \param [in] pDevice Current d3d11 device +//! \param [in] pDeviceContext Current d3d11 device context +//! \param [in] pView Current view to decompress +//! +//! +//! \return ::NVAPI_OK if the call succeeds. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_DecompressView(__in ID3D11Device* pDevice, __in ID3D11DeviceContext *pDeviceContext, __in ID3D11View* pView); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) + +//! Enum for CreatePSO extensions. +//! \ingroup dx +//! constant 5 is assigned to two members of this enum becuase the first member name contains a typo: EXTNENSION. Please use the correctly-spelled enumerator. +typedef enum _NV_PSO_EXTENSION +{ + NV_PSO_RASTER_EXTENSION = 0, + NV_PSO_REQUEST_FASTGS_EXTENSION = 1, + NV_PSO_GEOMETRY_SHADER_EXTENSION = 2, + NV_PSO_ENABLE_DEPTH_BOUND_TEST_EXTENSION = 3, + NV_PSO_EXPLICIT_FASTGS_EXTENSION = 4, + NV_PSO_SET_SHADER_EXTNENSION_SLOT_AND_SPACE = 5, + NV_PSO_SET_SHADER_EXTENSION_SLOT_AND_SPACE = 5, + NV_PSO_VERTEX_SHADER_EXTENSION = 6, + NV_PSO_DOMAIN_SHADER_EXTENSION = 7, + NV_PSO_HULL_SHADER_EXTENSION = 9, +}NV_PSO_EXTENSION; + +struct NVAPI_D3D12_PSO_EXTENSION_DESC_V1 +{ + NvU32 baseVersion; //1 it needs to match N, in non-TIR it needs to match RT sample count. Ignored if ForcePerSampleInterlock is set + NvU8 SamplePositionsX[16]; //= 201103L + +#define compile_time_assert(b) static_assert((b), "Compile time assertion failed: "#b) + +enum NV_META_COMMAND_TENSOR_DATA_TYPE : NvU64 +{ + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT32, + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT16, + NV_META_COMMAND_TENSOR_DATA_TYPE_UINT32, + + NV_META_COMMAND_TENSOR_DATA_TYPE_COUNT, +}; + + +enum NV_META_COMMAND_TENSOR_LAYOUT : NvU64 +{ + NV_META_COMMAND_TENSOR_LAYOUT_UNKNOWN, // opaque HW-native layout + NV_META_COMMAND_TENSOR_LAYOUT_STANDARD, // NCDHW - planar / row major layout (width is inner-most dimension, batch-size N is the outermost) + NV_META_COMMAND_TENSOR_LAYOUT_COUNT, +}; + +enum NV_META_COMMAND_TENSOR_FLAGS : NvU64 +{ + NV_META_COMMAND_TENSOR_FLAG_NONE = 0, + NV_META_COMMAND_TENSOR_FLAG_DATA_STATIC = 0x1, // data pointed by the tensor is static (i.e, won't be modified after command list recording) +}; + +enum NV_META_COMMAND_PRECISION : NvU64 +{ + NV_META_COMMAND_PRECISION_FLOAT32, + NV_META_COMMAND_PRECISION_FLOAT16, + NV_META_COMMAND_PRECISION_MUL_FLOAT16_ADD_FLOAT32, + + NV_META_COMMAND_PRECISION_COUNT, +}; + +struct NV_META_COMMAND_TENSOR_DESC +{ + NV_META_COMMAND_TENSOR_DATA_TYPE DataType; + NV_META_COMMAND_TENSOR_LAYOUT Layout; + NV_META_COMMAND_TENSOR_FLAGS Flags; + NvU64 DimensionCount; // 4 or 5 + NvU64 Size[NV_META_COMMAND_MAX_TENSOR_DIM]; + NvU64 Stride[NV_META_COMMAND_MAX_TENSOR_DIM]; // only used with NV_META_COMMAND_TENSOR_LAYOUT_STANDARD +}; + +enum NV_META_COMMAND_ACTIVATION_FUNCTION : NvU64 +{ + NV_META_COMMAND_ACTIVATION_FUNCTION_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARDMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARD_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_IDENTITY, + NV_META_COMMAND_ACTIVATION_FUNCTION_LEAKY_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_LINEAR, + NV_META_COMMAND_ACTIVATION_FUNCTION_LOG_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETERIZED_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETRIC_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTSIGN, + NV_META_COMMAND_ACTIVATION_FUNCTION_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_THRESHOLDED_RELU, + + NV_META_COMMAND_ACTIVATION_FUNCTION_COUNT, +}; + +struct NV_META_COMMAND_ACTIVATION_DESC +{ + NV_META_COMMAND_ACTIVATION_FUNCTION Function; + float Params[NV_META_COMMAND_ACTIVATION_MAX_PARAMS]; +}; + +#else + +#define compile_time_assert(b) typedef char compile_time_assertion_failed_in_line_##__LINE__[(b)?1:-1] + +enum NV_META_COMMAND_TENSOR_DATA_TYPE +{ + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT32, + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT16, + NV_META_COMMAND_TENSOR_DATA_TYPE_UINT32, + + NV_META_COMMAND_TENSOR_DATA_TYPE_COUNT, +}; + + +enum NV_META_COMMAND_TENSOR_LAYOUT +{ + NV_META_COMMAND_TENSOR_LAYOUT_UNKNOWN, // opaque HW-native layout + NV_META_COMMAND_TENSOR_LAYOUT_STANDARD, // NCDHW - planar / row major layout (width is inner-most dimension, batch-size N is the outermost) + NV_META_COMMAND_TENSOR_LAYOUT_COUNT, +}; + +enum NV_META_COMMAND_TENSOR_FLAGS +{ + NV_META_COMMAND_TENSOR_FLAG_NONE = 0, + NV_META_COMMAND_TENSOR_FLAG_DATA_STATIC = 0x1, // data pointed by the tensor is static (i.e, won't be modified after command list recording) +}; + +enum NV_META_COMMAND_PRECISION +{ + NV_META_COMMAND_PRECISION_FLOAT32, + NV_META_COMMAND_PRECISION_FLOAT16, + NV_META_COMMAND_PRECISION_MUL_FLOAT16_ADD_FLOAT32, + + NV_META_COMMAND_PRECISION_COUNT, +}; + +struct NV_META_COMMAND_TENSOR_DESC +{ + NvU64 DataType; // NV_META_COMMAND_TENSOR_DATA_TYPE + NvU64 Layout; // NV_META_COMMAND_TENSOR_LAYOUT + NvU64 Flags; // NV_META_COMMAND_TENSOR_FLAGS + NvU64 DimensionCount; // 4 or 5 + NvU64 Size[NV_META_COMMAND_MAX_TENSOR_DIM]; + NvU64 Stride[NV_META_COMMAND_MAX_TENSOR_DIM]; // only used with NV_META_COMMAND_TENSOR_LAYOUT_STANDARD +}; + +enum NV_META_COMMAND_ACTIVATION_FUNCTION +{ + NV_META_COMMAND_ACTIVATION_FUNCTION_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARDMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARD_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_IDENTITY, + NV_META_COMMAND_ACTIVATION_FUNCTION_LEAKY_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_LINEAR, + NV_META_COMMAND_ACTIVATION_FUNCTION_LOG_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETERIZED_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETRIC_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTSIGN, + NV_META_COMMAND_ACTIVATION_FUNCTION_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_THRESHOLDED_RELU, + + NV_META_COMMAND_ACTIVATION_FUNCTION_COUNT, +}; + +struct NV_META_COMMAND_ACTIVATION_DESC +{ + NvU64 Function; // NV_META_COMMAND_ACTIVATION_FUNCTION + float Params[NV_META_COMMAND_ACTIVATION_MAX_PARAMS]; +}; + +#endif + +struct NV_META_COMMAND_OPTIONAL_TENSOR_DESC : NV_META_COMMAND_TENSOR_DESC +{ + // true when the tensor isn't needed (e.g, bias is optional) + NV_META_COMMAND_BOOL IsNull; +}; + + +struct NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC : NV_META_COMMAND_ACTIVATION_DESC +{ + // true when activation isn't needed + NV_META_COMMAND_BOOL IsNull; +}; + + +enum NV_META_COMMAND_PADDING_MODE +{ + NV_META_COMMAND_PADDING_ZEROS, + NV_META_COMMAND_PADDING_MIRROR, + NV_META_COMMAND_PADDING_CLAMP, + NV_META_COMMAND_PADDING_CONSTANT, + + NV_META_COMMAND_PADDING_COUNT, +}; + +struct NV_META_COMMAND_PADDING_DESC +{ + NV_META_COMMAND_PADDING_MODE Mode; + + // used with NV_META_COMMAND_PADDING_CONSTANT + float ConstantPadVal; +}; + +// use this enum to query resource sizes using GetRequiredParameterResourceSize() call +enum NV_META_COMMAND_RESOURCE_TYPE +{ + NV_META_COMMAND_RESOURCE_TYPE_INPUT = 0, + NV_META_COMMAND_RESOURCE_TYPE_OUTPUT = 1, + + NV_META_COMMAND_RESOURCE_TYPE_FILTER = 2, + NV_META_COMMAND_RESOURCE_TYPE_WEIGHT = 2, + NV_META_COMMAND_RESOURCE_TYPE_BIAS = 3, + + NV_META_COMMAND_RESOURCE_TYPE_MATRIX_A = 0, + NV_META_COMMAND_RESOURCE_TYPE_MATRIX_B = 2, + NV_META_COMMAND_RESOURCE_TYPE_MATRIX_C = 3, + + NV_META_COMMAND_RESOURCE_TYPE_PERSISTENT = 4, + NV_META_COMMAND_RESOURCE_TYPE_TEMPORARY = 5, +}; + + +// Extended version of convolution operation that performs: +// +// y = act ( alpha1 * conv(x) + alpha2 * z + bias ) +// +// alpha1 and alpha2 are either scalars or if PerChannelScaling is TRUE, they are vectors of +// same dimension as the bias tensor (vector of size equal to number of output channels) +// +// z (SkipConnectionResource) has same dimension as output tensor y (OutputResource). + +static const GUID MetaCommand_ConvolutionEx = +{ 0xa7666f1e, 0x9c55, 0x47ee, { 0x9e, 0xb3, 0xe1, 0x62, 0x0, 0x92, 0xd1, 0xe9 } }; + +#define NV_META_COMMAND_NUM_SPATIAL_DIM 3 +// D, H, W when DimensionCount is 3 +// H, W when DimensionCount is 2 + + +#if __cplusplus >= 201103L +enum NV_META_COMMAND_CONVOLUTION_DIRECTION : NvU64 +{ + NV_META_COMMAND_CONVOLUTION_DIRECTION_FORWARD, // Corresponds to regular Convolution + NV_META_COMMAND_CONVOLUTION_DIRECTION_BACKWARD, // Corresponds to ConvolutionTranspose + + NV_META_COMMAND_CONVOLUTION_DIRECTION_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_MODE : NvU64 +{ + NV_META_COMMAND_CONVOLUTION_MODE_CONVOLUTION, + NV_META_COMMAND_CONVOLUTION_MODE_CROSS_CORRELATION, + + NV_META_COMMAND_CONVOLUTION_MODE_COUNT, +}; + +struct NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC +{ + // Descriptor of the input tensor + NV_META_COMMAND_TENSOR_DESC DescIn; + + // Descriptor of the tensor acting as the filter kernel + NV_META_COMMAND_TENSOR_DESC DescFilter; + + // Descriptor of the optional bias tensor + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescBias; + + // Descriptor of the output tensor + NV_META_COMMAND_TENSOR_DESC DescOut; + + // Convolution mode (CROSS_CORRELATION or CONVOLUTION) + NV_META_COMMAND_CONVOLUTION_MODE Mode; + + // Convolution direction (FORWARD or BACKWARD) + NV_META_COMMAND_CONVOLUTION_DIRECTION Direction; + + // Precision at which convolution is done + NV_META_COMMAND_PRECISION Precision; + + // Optional activation function + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; + + // Padding mode (only used when output tensor dimensions are different from input tensor dimensions) + NV_META_COMMAND_PADDING_DESC Padding; + + // enables per channel scaling i.e, use Alpha1Resource and Alpha2Resource + // instead of Alpha1 and Alpha2 below + NV_META_COMMAND_BOOL PerChannelScaling; + + // scaling factors used when PerChannelScaling is FALSE + // set Alpha1 = 1.0f, Alpha2 = 0.0f for simple convolutions + // that don't need scaling or skip connection + float Alpha1; + float Alpha2; + + // Strides for the filter kernel position + NvU64 Stride[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // The distance per dimension between elements that are multiplied + NvU64 Dilation[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the start of each dimension + NvU64 StartPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the end of each dimension + NvU64 EndPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Number of dimensions to which convolution occurs (2 or 3) + NvU64 DimensionCount; + + // Number of channel groups convolved independently + NvU64 GroupCount; +}; + +#else + +enum NV_META_COMMAND_CONVOLUTION_DIRECTION +{ + NV_META_COMMAND_CONVOLUTION_DIRECTION_FORWARD, // Corresponds to regular Convolution + NV_META_COMMAND_CONVOLUTION_DIRECTION_BACKWARD, // Corresponds to ConvolutionTranspose + + NV_META_COMMAND_CONVOLUTION_DIRECTION_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_MODE +{ + NV_META_COMMAND_CONVOLUTION_MODE_CONVOLUTION, + NV_META_COMMAND_CONVOLUTION_MODE_CROSS_CORRELATION, + + NV_META_COMMAND_CONVOLUTION_MODE_COUNT, +}; + +struct NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC +{ + // Descriptor of the input tensor + NV_META_COMMAND_TENSOR_DESC DescIn; + + // Descriptor of the tensor acting as the filter kernel + NV_META_COMMAND_TENSOR_DESC DescFilter; + + // Descriptor of the optional bias tensor + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescBias; + + // Descriptor of the output tensor + NV_META_COMMAND_TENSOR_DESC DescOut; + + // Convolution mode (CROSS_CORRELATION or CONVOLUTION) + NvU64 Mode; // NV_META_COMMAND_CONVOLUTION_MODE + + // Convolution direction (FORWARD or BACKWARD) + NvU64 Direction; // NV_META_COMMAND_CONVOLUTION_DIRECTION + + // Precision at which convolution is done + NvU64 Precision; // NV_META_COMMAND_PRECISION + + // Optional activation function + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; + + // Padding mode (only used when output tensor dimensions are different from input tensor dimensions) + NV_META_COMMAND_PADDING_DESC Padding; + + // enables per channel scaling i.e, use Alpha1Resource and Alpha2Resource + // instead of Alpha1 and Alpha2 below + NV_META_COMMAND_BOOL PerChannelScaling; + + // scaling factors used when PerChannelScaling is FALSE + // set Alpha1 = 1.0f, Alpha2 = 0.0f for simple convolutions + // that don't need scaling or skip connection + float Alpha1; + float Alpha2; + + // Strides for the filter kernel position + NvU64 Stride[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // The distance per dimension between elements that are multiplied + NvU64 Dilation[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the start of each dimension + NvU64 StartPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the end of each dimension + NvU64 EndPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Number of dimensions to which convolution occurs (2 or 3) + NvU64 DimensionCount; + + // Number of channel groups convolved independently + NvU64 GroupCount; +}; +#endif + + +// Fused Convolution variants + +// supported combinations right now are: +// - Convolution + Max Pooling (also optionally outputs pre-pool data) +// - 2x2 upsample + (optional) residual add + Convolution +// +// other combinations may be exposed in future + +static const GUID MetaCommand_ConvolutionExFused = +{ 0xe1b112eb, 0xdecd, 0x4ff6,{ 0x85, 0xbb, 0x1f, 0xe, 0x3a, 0xb0, 0x4, 0x14 } }; + + +enum NV_META_COMMAND_CONVOLUTION_POOL_MODE +{ + NV_META_COMMAND_CONVOLUTION_POOL_MODE_NONE, + NV_META_COMMAND_CONVOLUTION_POOL_MODE_REDUCTION_MAX, + NV_META_COMMAND_CONVOLUTION_POOL_MODE_REDUCTION_AVG, + NV_META_COMMAND_CONVOLUTION_POOL_MODE_REDUCTION_MIN, + + NV_META_COMMAND_CONVOLUTION_POOL_MODE_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE +{ + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_NONE, + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_REPLICATE, + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_BILINEAR, + + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_SKIP_MODE +{ + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_NONE, + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_ADD, + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_CONCAT, + + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_COUNT, +}; + +struct NV_META_COMMAND_CONVOLUTION_FUSE_DESC +{ + NV_META_COMMAND_CONVOLUTION_POOL_MODE PoolMode; + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE UpsampleMode; + NV_META_COMMAND_CONVOLUTION_SKIP_MODE SkipMode; + + NV_META_COMMAND_BOOL OutputPrepool; // used with NV_META_COMMAND_CONVOLUTION_POOL_MODE +}; + +// uses same structures for init and execute descriptors +// SkipConnectionResource is used to specify the resource for pre-pool data or residual add +struct NV_META_COMMAND_CREATE_CONVOLUTION_EX_FUSED_DESC : NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC +{ + NV_META_COMMAND_CONVOLUTION_FUSE_DESC FuseDesc; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_META_COMMAND_TENSOR_DESC) == 112); +compile_time_assert(sizeof(NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC) == 640); +compile_time_assert(sizeof(NV_META_COMMAND_CONVOLUTION_FUSE_DESC) == 20); +compile_time_assert(sizeof(NV_META_COMMAND_CREATE_CONVOLUTION_EX_FUSED_DESC) == 660); + + +// GEMM (General matrix multiply) +// +// Y = alpha * t(A) * t(B) + beta * C, +// +// where t is a matrix transform option +// +// If C is null, and beta is non-zero, the output +// matrix is used as C matrix. i.e, the operation performed is: +// Y = alpha * t(A) * t(B) + beta * Y +// +static const GUID MetaCommand_Gemm = + { 0x8f9ff059, 0xfe72, 0x488e, { 0xa0, 0x66, 0xb1, 0x4e, 0x79, 0x48, 0xec, 0x8 } }; + +#if __cplusplus >= 201103L + +enum NV_META_COMMAND_MATRIX_TRANSFORM : NvU64 +{ + NV_META_COMMAND_MATRIX_TRANSFORM_NONE, + NV_META_COMMAND_MATRIX_TRANSFORM_TRANSPOSE, + + NV_META_COMMAND_MATRIX_TRANSFORM_COUNT, +}; + +struct NV_META_COMMAND_CREATE_GEMM_DESC +{ + NV_META_COMMAND_TENSOR_DESC DescA; + NV_META_COMMAND_TENSOR_DESC DescB; + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescC; + NV_META_COMMAND_TENSOR_DESC DescOut; + NV_META_COMMAND_PRECISION Precision; + + NV_META_COMMAND_MATRIX_TRANSFORM TransA; + NV_META_COMMAND_MATRIX_TRANSFORM TransB; + float Alpha; + float Beta; + + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; +}; + +#else + +enum NV_META_COMMAND_MATRIX_TRANSFORM +{ + NV_META_COMMAND_MATRIX_TRANSFORM_NONE, + NV_META_COMMAND_MATRIX_TRANSFORM_TRANSPOSE, + + NV_META_COMMAND_MATRIX_TRANSFORM_COUNT, +}; + +struct NV_META_COMMAND_CREATE_GEMM_DESC +{ + NV_META_COMMAND_TENSOR_DESC DescA; + NV_META_COMMAND_TENSOR_DESC DescB; + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescC; + NV_META_COMMAND_TENSOR_DESC DescOut; + NvU64 Precision; // NV_META_COMMAND_PRECISION + + NvU64 TransA; // NV_META_COMMAND_MATRIX_TRANSFORM + NvU64 TransB; // NV_META_COMMAND_MATRIX_TRANSFORM + float Alpha; + float Beta; + + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; +}; + +#endif + + +#pragma pack(pop) + +#endif // #if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_EnumerateMetaCommands +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Enumerates MetaCommands supported on the system +//! +//! \param [in] pDevice A pointer to D3D11 device. +//! \param [in/out] pNumMetaCommands Should be non-null. When the value pointed by pNumMetaCommands is 0 (or when pDescs is NULL), the function returns number of metacommands supported. +//! When the value pointed is non-zero, the value indicates number of Metacommand descriptions to be populated in pDescs array. +//! \param [out] pDescs Pointer to array where Metacommand descriptions will be returned. Can be null to indicate that the app is querying the number of supported metacommands. +//! Otherwise should have enough space to hold *pNumMetaCommands descriptors +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_EnumerateMetaCommands(__in ID3D11Device *pDevice, + __inout NvU32 *pNumMetaCommands, + __out_ecount_opt(*pNumMetaCommands) NVAPI_META_COMMAND_DESC *pDescs); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Creates a MetaCommand object which can be used to execute optimized operations exposed by driver like convolutions. +//! +//! \param [in] pDevice A pointer to D3D11 device. +//! \param [in] CommandId GUID of the operations to perform +//! \param [in] pCreationParametersData structure containing all creation parameters for the requested Metacommand +//! \param [in] CreationParametersDataSize size of parameter data structure +//! \param [out] ppMetaCommand A pointer to memory that receives the pointer to the created MetaCommand object. +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! NVAPI_NOT_SUPPORTED - The requested Metacommand is not supported. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +#pragma pack(push, 4) +struct NV_D3D11_META_COMMAND_RESOURCE +{ + union + { + NVDX_ObjectHandle ResourceHandle; // NVAPI handle of a buffer resource (use NvAPI_D3D11_GetResourceHandle to get this handle) + NvU64 unused; // to get correct sturcutre size on 32 bit builds + }; + NvU64 Offset; // offset within the resource in bytes +}; + +struct NV_D3D11_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC +{ + // Persistent resource used as scratch space by driver + // it's written at time of init, and read at time of execute + // use GetRequiredParameterResourceSize to query its size + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; +}; + +struct NV_D3D11_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC +{ + NV_D3D11_META_COMMAND_RESOURCE InputResource; + NV_D3D11_META_COMMAND_RESOURCE FilterResource; + NV_D3D11_META_COMMAND_RESOURCE BiasResource; // optional + NV_D3D11_META_COMMAND_RESOURCE OutputResource; + + // Alpha1Resource and Alpha2Resource are used only when + // PerChannelScaling is set. Otherwise the scalars Alpha1/Alpha2 are used + // should have same dimension as bias + NV_D3D11_META_COMMAND_RESOURCE Alpha1Resource; + NV_D3D11_META_COMMAND_RESOURCE Alpha2Resource; + + // optional, same dimension/descriptor as output + NV_D3D11_META_COMMAND_RESOURCE SkipConnectionResource; + + + // should point to same memory that was specified at time of init + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; + + // temporary resource used as scratch space by driver + // used for both read and write at the time of execute + // use GetRequiredParameterResourceSize to query its size + NV_D3D11_META_COMMAND_RESOURCE TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC) == 16); +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC) == 144); + +struct NV_D3D11_META_COMMAND_INITIALIZE_GEMM_DESC +{ + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; +}; + +struct NV_D3D11_META_COMMAND_EXECUTE_GEMM_DESC +{ + NV_D3D11_META_COMMAND_RESOURCE AResource; + NV_D3D11_META_COMMAND_RESOURCE BResource; + NV_D3D11_META_COMMAND_RESOURCE CResource; + NV_D3D11_META_COMMAND_RESOURCE OutputResource; + + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; + NV_D3D11_META_COMMAND_RESOURCE TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_INITIALIZE_GEMM_DESC) == 16); +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_EXECUTE_GEMM_DESC) == 96); + + +#pragma pack(pop) + +DECLARE_INTERFACE_(__declspec(uuid("00BF193A-117B-42BC-BBCD-E964A0EA4F2B"))ID3D11NvMetaCommand_V1, IUnknown) +{ + BEGIN_INTERFACE + + // *** IUnknown methods *** + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppv) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // ** ID3D11NvMetaCommand methods *** + // Return size of parameter + STDMETHOD(GetRequiredParameterResourceSize)(THIS_ NV_META_COMMAND_RESOURCE_TYPE ResourceType, NvU64 *SizeInBytes) const PURE; + + END_INTERFACE +}; + +typedef ID3D11NvMetaCommand_V1 ID3D11NvMetaCommand; +#define ID3D11NvMetaCommand_VER1 MAKE_NVAPI_VERSION(IID3D11NvMetaCommand_V1, 1) +#define ID3D11NvMetaCommand_VER ID3D11NvMetaCommand_VER1 + +NVAPI_INTERFACE NvAPI_D3D11_CreateMetaCommand(__in ID3D11Device *pDevice, + __in REFGUID CommandId, + __in_bcount(CreationParametersDataSize) const void *pCreationParametersData, + __in NvU32 CreationParametersDataSize, + __out ID3D11NvMetaCommand **ppMetaCommand); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_InitializeMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Initializes the given MetaCommand with the parameters passed in +//! +//! \param [in] pDeviceContext A pointer to the d3d11 device context +//! \param [in] pMetaCommand the MetaCommand to initialize +//! \param [in] pInitializationParametersData Structure containing parameters +//! \param [in] InitializationParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_InitializeMetaCommand(__in ID3D11DeviceContext *pDeviceContext, + __in ID3D11NvMetaCommand *pMetaCommand, + __in_bcount(InitializationParametersDataSize) const void *pInitializationParametersData, + __in NvU32 InitializationParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_ExecuteMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Executes the given MetaCommand with the parameters passed in +//! +//! \param [in] pDeviceContext A pointer to the d3d11 device context +//! \param [in] pMetaCommand the MetaCommand to execute +//! \param [in] pExecutionParametersData Structure containing parameters +//! \param [in] ExecutionParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_ExecuteMetaCommand(__in ID3D11DeviceContext *pDeviceContext, + __in ID3D11NvMetaCommand *pMetaCommand, + __in_bcount(ExecutionParametersDataSize) const void *pExecutionParametersData, + __in NvU32 ExecutionParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EnumerateMetaCommands +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Enumerates MetaCommands supported on the system +//! +//! \param [in] pDevice A pointer to D3D12 device. +//! \param [in/out] pNumMetaCommands Should be non-null. When the value pointed by pNumMetaCommands is 0 or when pDescs is NULL, the function returns number of metacommands supported. +//! When the value pointed is non-zero, the value indicates number of Metacommand descriptions to be populated in pDescs array. +//! \param [out] pDescs Pointer to array where Metacommand descriptions will be returned. Can be null to indicate that the app is querying the number of supported metacommands. +//! Otherwise should have enough space to hold *pNumMetaCommands descriptors +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_EnumerateMetaCommands(__in ID3D12Device *pDevice, + __inout NvU32 *pNumMetaCommands, + __out_ecount_opt(*pNumMetaCommands) NVAPI_META_COMMAND_DESC *pDescs); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Creates a MetaCommand object which can be used to execute optimized operations exposed by driver like convolutions. +//! +//! \param [in] pDevice A pointer to D3D12 device. +//! \param [in] CommandId GUID of the operations to perform +//! \param [in] NodeMask GPU mask for which metacommand is to be created. Set it to 0 for single GPU systems +//! \param [in] pCreationParametersData structure containing all creation parameters for the requested Metacommand +//! \param [in] CreationParametersDataSize size of parameter data structure +//! \param [out] ppMetaCommand A pointer to memory that receives the pointer to the created MetaCommand object. +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! NVAPI_NOT_SUPPORTED - The requested Metacommand is not supported. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +#pragma pack(push, 4) +struct NV_D3D12_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC +{ + // Persistent resource used as scratch space by driver + // it's written at time of init, and read at time of execute + // use GetRequiredParameterResourceSize to query its size + D3D12_GPU_VIRTUAL_ADDRESS PersistentResource; +}; + +struct NV_D3D12_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS InputResource; + D3D12_GPU_VIRTUAL_ADDRESS FilterResource; + D3D12_GPU_VIRTUAL_ADDRESS BiasResource; // optional + D3D12_GPU_VIRTUAL_ADDRESS OutputResource; + + // Alpha1Resource and Alpha2Resource are used only when + // PerChannelScaling is set. Otherwise the scalars Alpha1/Alpha2 are used + // should have same dimension as bias + D3D12_GPU_VIRTUAL_ADDRESS Alpha1Resource; + D3D12_GPU_VIRTUAL_ADDRESS Alpha2Resource; + + // optional, same dimension/descriptor as output + D3D12_GPU_VIRTUAL_ADDRESS SkipConnectionResource; + + // should point to same memory that was specified at time of init + D3D12_GPU_VIRTUAL_ADDRESS PersistentResource; + + // temporary resource used as scratch space by driver + // both written and read at time of execute + // use GetRequiredParameterResourceSize to query its size + D3D12_GPU_VIRTUAL_ADDRESS TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC) == 8); +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC) == 72); + +struct NV_D3D12_META_COMMAND_INITIALIZE_GEMM_DESC +{ + NvU64 PersistentResource; +}; + +struct NV_D3D12_META_COMMAND_EXECUTE_GEMM_DESC +{ + NvU64 AResource; + NvU64 BResource; + NvU64 CResource; + NvU64 OutputResource; + + NvU64 PersistentResource; + NvU64 TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_INITIALIZE_GEMM_DESC) == 8); +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_EXECUTE_GEMM_DESC) == 48); + + +#pragma pack(pop) + +DECLARE_INTERFACE_(__declspec(uuid("00BF193A-117B-42BC-BBCD-E964A0EA4F2B"))ID3D12NvMetaCommand_V1, IUnknown) +{ + BEGIN_INTERFACE + + // *** IUnknown methods *** + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppv) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // ** ID3D12NvMetaCommand methods *** + // Return size of parameter + STDMETHOD(GetRequiredParameterResourceSize)(THIS_ NV_META_COMMAND_RESOURCE_TYPE ResourceType, NvU64 *SizeInBytes) const PURE; + + END_INTERFACE +}; + +typedef ID3D12NvMetaCommand_V1 ID3D12NvMetaCommand; +#define ID3D12NvMetaCommand_VER1 MAKE_NVAPI_VERSION(IID3D12NvMetaCommand_V1, 1) +#define ID3D12NvMetaCommand_VER ID3D12NvMetaCommand_VER1 + +NVAPI_INTERFACE NvAPI_D3D12_CreateMetaCommand(__in ID3D12Device *pDevice, + __in REFGUID CommandId, + __in NvU32 NodeMask, + __in_bcount(CreationParametersDataSize) const void *pCreationParametersData, + __in NvU32 CreationParametersDataSize, + __out ID3D12NvMetaCommand **ppMetaCommand); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_InitializeMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Initializes the given MetaCommand with the parameters passed in +//! +//! \param [in] pCommandList A pointer to D3D12 command list. +//! \param [in] pMetaCommand the MetaCommand to initialize +//! \param [in] pInitializationParametersData Structure containing parameters +//! \param [in] InitializationParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_InitializeMetaCommand(__in ID3D12GraphicsCommandList *pCommandlist, + __in ID3D12NvMetaCommand *pMetaCommand, + __in_bcount(InitializationParametersDataSize) const void *pInitializationParametersData, + __in NvU32 InitializationParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_ExecuteMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Executes the given MetaCommand with the parameters passed in +//! +//! \param [in] pCommandList A pointer to D3D12 command list. +//! \param [in] pMetaCommand the MetaCommand to execute +//! \param [in] pExecutionParametersData Structure containing parameters +//! \param [in] ExecutionParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_ExecuteMetaCommand(__in ID3D12GraphicsCommandList *pCommandlist, + __in ID3D12NvMetaCommand *pMetaCommand, + __in_bcount(ExecutionParametersDataSize) const void *pExecutionParametersData, + __in NvU32 ExecutionParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateCommittedResource +// +//! \since Release: 384 +// +//! \code +//! DESCRIPTION: Wrapper around ID3D12Device::CreateCommittedResource to allow creation of resources according to params provided. +//! HTEX resource is created when NV_D3D12_RESOURCE_FLAG_HTEX is set in the nvResourceFlags parameter. +//! NV_D3D12_RESOURCE_FLAG_CPUVISIBLE_VIDMEM gives driver hint to create the resource on cpu visible vidmem +//! only upload resources use this flag currently, others behave exactly as ID3D12Device::CreateCommittedResource +//! Otherwise the function behaves exactly same as regular ID3D12Device::CreateCommittedResource. +//! When NV_D3D12_RESOURCE_FLAG_HTEX is set, the texels are centered on integer coordinates and filtering +//! and LOD are calculated based on the size minus one, which then allows the edges to filter to the exact texels on the edge, +//! eliminating the border/edge filtering issue. Dimension of next mip level is CEIL(currentMipDimension/2), and size of smallest mip is 2x2. +//! Note that NV_D3D12_RESOURCE_FLAG_HTEX can't be used for shared resources. +//! Best practice: Query available space in cpu visible vidmem using NvAPI_D3D12_QueryCpuVisibleVidmem +//! before using NV_D3D12_RESOURCE_FLAG_CPUVISIBLE_VIDMEM +//! +//! \param [in] pDevice A pointer to D3D12 device. +//! \param [in] pHeapProperties A pointer to a D3D12_HEAP_PROPERTIES structure that provides properties for the resource's heap. +//! \param [in] HeapFlags Heap options, as a bitwise-OR'd combination of D3D12_HEAP_FLAGS enumeration constants. +//! \param [in] pDesc A pointer to a D3D12_RESOURCE_DESC structure that describes the resource. +//! \param [in] InitialState The initial state of the resource, as a bitwise-OR'd combination of D3D12_RESOURCE_STATES enumeration constants. +//! \param [in] pOptimizedClearValue Specifies a D3D12_CLEAR_VALUE that describes the default value for a clear color. +//! \param [in] pNVResourceParams A pointer to a structure containing additional NV specific resource creation information (see NV_D3D12_RESOURCE_FLAGS below for more info on flags) +//! \param [in] riid The globally unique identifier (GUID) for the resource interface. +//! \param [out] ppvResource A pointer to memory that receives the requested interface pointer to the created resource object. +//! ppvResource can be NULL, to enable capability testing. When ppvResource is NULL, no object will be created and pSupported +//! will be set to true when pResourceDesc is valid. +//! \param [out] pSupported optional, needed only for capability testing when ppvResource is NULL +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +typedef enum { + NV_D3D12_RESOURCE_FLAG_NONE = 0, + NV_D3D12_RESOURCE_FLAG_HTEX = 1, //!< Create HTEX texture + NV_D3D12_RESOURCE_FLAG_CPUVISIBLE_VIDMEM= 2, //!< Hint to create resource in cpuvisible vidmem +} NV_D3D12_RESOURCE_FLAGS; + +typedef struct _NV_RESOURCE_PARAMS_V1 +{ + NvU32 version; //!SetFence(dstGpu, hFence, Value); \ + pMultiGPUDevice->WaitForFence(1 << (srcGpu), hFence, Value); \ + Value++; + +#define FENCE_SYNCHRONIZATION_END(pMultiGPUDevice, hFence, Value, srcGpu, dstGpu) \ + pMultiGPUDevice->SetFence(srcGpu, hFence, Value); \ + pMultiGPUDevice->WaitForFence(1 << (dstGpu), hFence, Value); \ + Value++; + +//! PresentCompositingConfig method flags. +#define NVAPI_PRESENT_COMPOSITING_CONFIG_FLAG_USE_VIDEO_BRIDGE 0x01 +#define NVAPI_PRESENT_COMPOSITING_CONFIG_FLAG_CLEAR_OUTBANDS 0x02 +#define NVAPI_PRESENT_COMPOSITING_CONFIG_FLAG_GET_VIDEO_BRIDGE_STATUS 0x80000000 + +#define NVAPI_VIDEO_BRIDGE_STATUS_AVAILABLE 0 +#define NVAPI_VIDEO_BRIDGE_STATUS_NOT_AVAILABLE 1 +#define NVAPI_VIDEO_BRIDGE_STATUS_FAILED_ACCESS 2 +#define NVAPI_VIDEO_BRIDGE_STATUS_UNKNOWN 3 + +#define NVAPI_ALL_GPUS 0 +typedef ID3D11MultiGPUDevice_V1 ID3D11MultiGPUDevice; + +#define ID3D11MultiGPUDevice_VER1 MAKE_NVAPI_VERSION(ID3D11MultiGPUDevice_V1, 1) +#define ID3D11MultiGPUDevice_VER2 MAKE_NVAPI_VERSION(ID3D11MultiGPUDevice_V1, 2) +#define ID3D11MultiGPUDevice_VER3 MAKE_NVAPI_VERSION(ID3D11MultiGPUDevice_V1, 3) +#define ID3D11MultiGPUDevice_VER ID3D11MultiGPUDevice_VER3 + +#define ALL_GPUS 0 + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D11_CreateMultiGPUDevice(__in ID3D11Device *pDevice, __in ULONG version, __out ULONG *currentVersion, __out ID3D11MultiGPUDevice **ppD3D11MultiGPUDevice, __in UINT maxGpus=ALL_GPUS); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to query the support of Single Pass Stereo HW feature +//! \ingroup dx +typedef struct _NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1 +{ + NvU32 version; // parameter struct version + NvU32 bSinglePassStereoSupported; // Single Pass Stereo supported +} NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1; + +typedef struct _NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2 +{ + NvU32 version; // _IN_ parameter struct version + NvU32 bSinglePassStereoSupported : 1; // _OUT_ Single Pass Stereo supported + NvU32 bSinglePassStereoXYZWSupported : 1; // _OUT_ Single Pass Stereo XYZW supported + NvU32 reserved : 30; // _INOUT_ bits reserved for future use +} NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2; + +typedef NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2 NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS; +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2, 2) +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER2 + +#ifndef NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER +typedef NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1 NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS; +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER1 +#endif + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QuerySinglePassStereoSupport +// +//! DESCRIPTION: Queries the support of Single Pass Stereo feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The ID3D11Device to use. +//! \param [inout] pSinglePassStereoSupportedParams Stores value of whether Single Pass Stereo is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QuerySinglePassStereoSupport(__in IUnknown *pDevice, + __inout NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS *pQuerySinglePassStereoSupportedParams); + +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +#if defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetSinglePassStereoMode +// +//! DESCRIPTION: Set the Single Pass Stereo state +//! +//! \note Note that this is an asynchronous function and returns NVAPI_OK if all arguments are valid. +//! Returned value NVAPI_OK does not reflect that Single Pass Stereo is supported or is set in hardware. +//! One must call NvAPI_D3D_QuerySinglePassStereoSupport() to confirm that the current setup +//! supports Single Pass Stereo before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevOrContext The ID3D11Device or ID3D11DeviceContext to use. +//! \param [in] numViews Number of views to render. +//! \param [in] renderTargetIndexOffset Offset between render targets of the different views. +//! \param [in] independentViewportMaskEnable Is the independent viewport mask enabled. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetSinglePassStereoMode(__in IUnknown *pDevOrContext, __in NvU32 numViews, __in NvU32 renderTargetIndexOffset, __in NvU8 independentViewportMaskEnable); + +#endif //defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QuerySinglePassStereoSupport +// +//! DESCRIPTION: Queries the support of Single Pass Stereo feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pDevice The IDirect3DDevice12 to use. +//! \param [inout] pQuerySinglePassStereoSupportedParams Stores value of whether Single Pass Stereo is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_QuerySinglePassStereoSupport(__in ID3D12Device *pDevice, + __inout NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS *pQuerySinglePassStereoSupportedParams); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetSinglePassStereoMode +// +//! DESCRIPTION: Set the Single Pass Stereo state. +//! +//! \note Note that Single Pass Stereo state persists on a particular CommandList till it is closed. +//! The state is reset to default (disabled) for every newly created CommandList. +//! One must call NvAPI_D3D12_QuerySinglePassStereoSupport() to confirm that the current setup +//! supports Single Pass Stereo before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pCommandList The command list in which we will add push buffer commmands for enabling Single Pass Stereo feature +//! Note: Command list of type D3D12_COMMAND_LIST_TYPE_BUNDLE is not allowed for setting the state of this feature. +//! \param [in] numViews Number of views to render. +//! \param [in] RenderTargetIndexOffset Offset between render targets of the different views. +//! \param [in] IndependentViewportMaskEnable Is the independent viewport mask enabled. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_SetSinglePassStereoMode(__in ID3D12GraphicsCommandList* pCommandList, + __in NvU32 numViews, + __in NvU32 renderTargetIndexOffset, + __in NvU8 independentViewportMaskEnable); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to query the support of MultiView HW feature +//! \ingroup dx + +typedef struct _NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1 +{ + NvU32 version; // _IN_ parameter struct version + NvU32 bMultiViewSupported : 1; // _OUT_ MultiView supported (Render 4 views in a single pass) + NvU32 bSinglePassStereoSupported : 1; // _OUT_ StereoX supported (Render 2 views in a single pass) + NvU32 bSinglePassStereoXYZWSupported : 1; // _OUT_ StereoXYZW supported (Render 2 views in a single pass) + NvU32 reserved : 29; // _INOUT_ bits reserved for future use +} NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1 NV_QUERY_MULTIVIEW_SUPPORT_PARAMS; +#define NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_VER NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_VER1 +#define NV_MULTIVIEW_MAX_SUPPORTED_VIEWS 4 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QueryMultiViewSupport +// +//! DESCRIPTION: Queries the support of MultiView feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The ID3D11Device to use. +//! \param [inout] pMultiViewSupportedParams Stores value of whether MultiView is supported on current setup or not. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QueryMultiViewSupport(__in IUnknown *pDevice, + __inout NV_QUERY_MULTIVIEW_SUPPORT_PARAMS *pQueryMultiViewSupportedParams); + +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used for setting the Mode for MultiView HW Feature. +//! \ingroup dx +typedef struct _NV_MULTIVIEW_PARAMS_V1 +{ + NvU32 version; // _IN_ parameter struct version + NvU32 numViews; // _IN_ Number of views to render. + NvU32 renderTargetIndexOffset[NV_MULTIVIEW_MAX_SUPPORTED_VIEWS]; // _IN_ Offset between render targets for each of the per views. + NvU8 independentViewportMaskEnable; // _IN_ Is the independent viewport mask enabled. +} NV_MULTIVIEW_PARAMS_V1; + +typedef NV_MULTIVIEW_PARAMS_V1 NV_MULTIVIEW_PARAMS; +#define NV_MULTIVIEW_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_MULTIVIEW_PARAMS_V1, 1) +#define NV_MULTIVIEW_PARAMS_VER NV_MULTIVIEW_PARAMS_VER1 + +#if defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetMultiViewMode +// +//! DESCRIPTION: Set the MultiView state +//! +//! \note Note that this is an asynchronous function and returns NVAPI_OK if all arguments are valid. +//! Returned value NVAPI_OK does not reflect that MultiView is supported or is set in hardware. +//! One must call NvAPI_D3D_QueryMultiViewSupport() to confirm that the current setup +//! supports MultiView before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevOrContext The ID3D11Device or ID3D11DeviceContext to use. +//! \param [in] pMultiViewParams MultiView Params +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetMultiViewMode(__in IUnknown *pDevOrContext, __in NV_MULTIVIEW_PARAMS *pMultiViewParams); + +#endif //defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to query the support of Lens Matched Shading HW feature +//! \ingroup dx +typedef struct _NV_QUERY_MODIFIED_W_SUPPORT_PARAMS +{ + NvU32 version; // parameter struct version + NvU32 bModifiedWSupported; // Modified W supported +} NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_V1 NV_QUERY_MODIFIED_W_SUPPORT_PARAMS; +#define NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_VER NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QueryModifiedWSupport +// +//! DESCRIPTION: Queries the support of Modified W feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The ID3D11Device to use. +//! \param [inout] pQueryModifiedWSupportedParams Stores value of whether Modified W is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QueryModifiedWSupport(__in IUnknown *pDev, + __inout NV_QUERY_MODIFIED_W_SUPPORT_PARAMS *pQueryModifiedWSupportedParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#define NV_MODIFIED_W_MAX_VIEWPORTS 16 + +typedef struct _NV_MODIFIED_W_COEFFICIENTS +{ + float fA; // A coefficient in w' = w + Ax + By + float fB; // B coefficient in w' = w + Ax + By + float fAReserved; // reserved + float fBReserved; // reserved + + float fReserved[2]; // reserved +} NV_MODIFIED_W_COEFFICIENTS; + +typedef struct _NV_MODIFIED_W_PARAMS +{ + NvU32 version; // parameter struct version + NvU32 numEntries; // number of valid NV_MODIFIED_W_COEFFICIENTS structs in array + NV_MODIFIED_W_COEFFICIENTS modifiedWCoefficients[NV_MODIFIED_W_MAX_VIEWPORTS]; // coefficients + + NvU32 id; // reserved + NvU32 reserved[NV_MODIFIED_W_MAX_VIEWPORTS]; // reserved +} NV_MODIFIED_W_PARAMS_V1; + +typedef NV_MODIFIED_W_PARAMS_V1 NV_MODIFIED_W_PARAMS; +#define NV_MODIFIED_W_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_MODIFIED_W_PARAMS_V1, 1) +#define NV_MODIFIED_W_PARAMS_VER NV_MODIFIED_W_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetModifiedWMode +// +//! DESCRIPTION: Set the Modified W state and A,B coefficients for HW support +//! +//! \note Note that this is an asynchronous function and returns NVAPI_OK if all arguments are valid. +//! Returned value NVAPI_OK does not reflect that Modified-W is supported or is set in hardware. +//! One must call NvAPI_D3D_QueryModifiedWSupport() to confirm that the current setup +//! supports Modified-W before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevOrContext The ID3D11Device or ID3D11DeviceContext to use. +//! \param [in] psModifiedWParams Modified W parameters. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetModifiedWMode(__in IUnknown *pDevOrContext, __in NV_MODIFIED_W_PARAMS *psModifiedWParams); + +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QueryModifiedWSupport +// +//! DESCRIPTION: Queries the support of Modified-W feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pDevice The ID3D12Device Device created by application +//! \param [inout] pQueryModifiedWSupportedParams Stores value of whether Modified-W is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_QueryModifiedWSupport(__in ID3D12Device *pDevice, + __inout NV_QUERY_MODIFIED_W_SUPPORT_PARAMS *pQueryModifiedWSupportedParams); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetModifiedWMode +// +//! DESCRIPTION: Set the Modified-W state and A, B coefficients for HW support +//! +//! \note Note that Modified-W state persists on a particular CommandList till it is closed. +//! The state is reset to default (disabled) for every newly created CommandList. +//! One must call NvAPI_D3D12_QueryModifiedWSupport() to confirm that the current setup +//! supports Modified-W before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pCommandList The command list in which we will add push buffer commmands for enabling Modified-W feature +//! Note: Command list of type D3D12_COMMAND_LIST_TYPE_BUNDLE is not allowed for setting the state of this feature. +//! \param [in] pModifiedWParams Modified-W parameters. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_SetModifiedWMode(__in ID3D12GraphicsCommandList* pCommandList, + __in NV_MODIFIED_W_PARAMS *pModifiedWParams); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + + +#if defined(__cplusplus) && (defined(__d3d11_h__)) + +//! \ingroup dx +//! See NvAPI_D3D_CreateLateLatchObject +DECLARE_INTERFACE(ID3DLateLatchObject_V1) +{ + STDMETHOD_(UINT,Release) (THIS) PURE; //! Release the created LateLatch object and associated buffers. + STDMETHOD_(NvAPI_Status,Latch) (THIS_ __in IUnknown* pContext = NULL) PURE; //! Request to queue the latch operation to the GPU. + STDMETHOD_(ID3D11Buffer*,GetD3D11Buffer) (THIS_ __in UINT index = 0) PURE; //! Get ID3D11Buffer* available at the given 'index' + STDMETHOD_(UINT,GetBufferCount) (THIS) PURE; //! Returns the number of late latch buffers created for this LateLatchObject. + STDMETHOD_(NvAPI_Status,UpdateData) (THIS_ __in void **ppData) PURE; //! Fully update all LateLatch buffers with new data. + STDMETHOD_(NvAPI_Status,UpdateData) (THIS_ __in void *pData, __in size_t offset, + __in size_t size, __in UINT index = 0) PURE; //! Partially update one of the LateLatch buffers with new data. +}; + +//! \ingroup dx +//! See NvAPI_D3D_CreateLateLatchObject +typedef ID3DLateLatchObject_V1 ID3DLateLatchObject; +#define ID3DLateLatchObject_VER1 MAKE_NVAPI_VERSION(ID3DLateLatchObject_V1, 1) +#define ID3DLateLatchObject_VER ID3DLateLatchObject_VER1 + +typedef struct _NV_D3D_LATELATCH_OBJECT_DESC_V1 +{ + NvU32 version; + NvU32 numBuffers; // _IN_ Number of LateLatch buffers that the app wants to create. + D3D11_BUFFER_DESC **ppBufferDesc; // _IN_ Description of buffers + ID3DLateLatchObject **ppD3DLateLatchObject; // _Out_ Pointer to created interface +} NV_D3D_LATELATCH_OBJECT_DESC_V1; + +typedef NV_D3D_LATELATCH_OBJECT_DESC_V1 NV_D3D_LATELATCH_OBJECT_DESC; +#define NV_D3D_LATELATCH_OBJECT_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D_LATELATCH_OBJECT_DESC_V1, 1) +#define NV_D3D_LATELATCH_OBJECT_DESC_VER NV_D3D_LATELATCH_OBJECT_DESC_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_CreateLateLatchObject +// +//! DESCRIPTION: Creates a Late Latch Object interface +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 384 +//! +//! \param [in] pDevice Current ID3D11Device. +//! \param [inout] pLateLatchObjectDesc Pointer to in/out structure for late latch object creation +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D_CreateLateLatchObject(__in IUnknown *pDevice, __inout NV_D3D_LATELATCH_OBJECT_DESC* pLateLatchObjectDesc); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + + + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D_QueryLateLatchSupport +typedef struct _NV_QUERY_LATELATCH_SUPPORT_PARAMS +{ + NvU32 version; //!< (IN) Parameter structure version + NvU32 bLateLatchSupported; //!< (OUT) LateLatch supported +} NV_QUERY_LATELATCH_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_LATELATCH_SUPPORT_PARAMS_V1 NV_QUERY_LATELATCH_SUPPORT_PARAMS; +#define NV_QUERY_LATELATCH_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_LATELATCH_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_LATELATCH_SUPPORT_PARAMS_VER NV_QUERY_LATELATCH_SUPPORT_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QueryLateLatchSupport +// +//! DESCRIPTION: Queries the support of DX11 Late Latch feature on current setup. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 384 +//! +//! \param [in] pDevice Current ID3D11Device. +//! \param [inout] pQueryLateLatchSupportParams Stores value of whether Late Latch is supported on current setup or not. +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QueryLateLatchSupport(__in IUnknown *pDevice, + __inout NV_QUERY_LATELATCH_SUPPORT_PARAMS *pQueryLateLatchSupportParams); +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + + + +#if defined (__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_RegisterDevice +// +//! DESCRIPTION: Tells NvAPI about a D3D device. This must be called prior to using any DX1x +//! deferred-context calls. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The ID3D10Device or ID3D11Device to use. +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_RegisterDevice(__in IUnknown *pDev); + +#endif //if defined(__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + + + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_MultiDrawInstancedIndirect +// +//! DESCRIPTION: Extension of DrawInstancedIndirect that takes a draw count in. The effect of this function is to loop over +//! that draw count and perform the DrawInstancedIndirect operation each time, incrementing the buffer offset +//! by the supplied stride each time. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDevContext11 Pointer to D3D11 device context (IC or DC) +//! \param [in] drawCount Do DrawInstancedIndirect operation this many times +//! \param [in] *pBuffer ID3D11Buffer that contains the command parameters +//! \param [in] alignedByteOffsetForArgs Start in pBuffer of the command parameters +//! \param [in] alignedByteStrideForArgs Stride of the command parameters - must be >= 4 * sizeof(NvU32) +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_D3D_DEVICE_NOT_REGISTERED When MultiDraw is called on a deferred context, and the device has not yet +//! been registered (NvAPI_D3D_RegisterDevice), this error is returned. +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_MultiDrawInstancedIndirect(__in ID3D11DeviceContext *pDevContext11, + __in NvU32 drawCount, + __in ID3D11Buffer *pBuffer, + __in NvU32 alignedByteOffsetForArgs, + __in NvU32 alignedByteStrideForArgs); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_MultiDrawIndexedInstancedIndirect +// +//! DESCRIPTION: Extension of DrawIndexedInstancedIndirect that takes a draw count in. The effect of this function is to loop over +//! that draw count and perform the DrawIndexedInstancedIndirect operation each time, incrementing the buffer offset +//! by the supplied stride each time. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDevContext11 Pointer to D3D11 device context (IC or DC) +//! \param [in] drawCount Do DrawIndexedInstancedIndirect operation this many times +//! \param [in] *pBuffer ID3D11Buffer that contains the command parameters +//! \param [in] alignedByteOffsetForArgs Start in pBuffer of the command parameters +//! \param [in] alignedByteStrideForArgs Stride of the command parameters - must be >= 5 * sizeof(NvU32) +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_D3D_DEVICE_NOT_REGISTERED When MultiDraw is called on a deferred context, and the device has not yet +//! been registered (NvAPI_D3D_RegisterDevice), this error is returned. +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_MultiDrawIndexedInstancedIndirect(__in ID3D11DeviceContext *pDevContext11, + __in NvU32 drawCount, + __in ID3D11Buffer *pBuffer, + __in NvU32 alignedByteOffsetForArgs, + __in NvU32 alignedByteStrideForArgs); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && ( defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) ||defined(__d3d11_h__) ) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_ImplicitSLIControl +// +//! This function enables/disables the SLI rendering mode. It has to be called prior to D3D device creation. Once this function is called with DISABLE_IMPLICIT_SLI +//! parameter all subsequently created devices will be forced to run in a single gpu mode until the same function is called with ENABLE_IMPLICIT_SLI parameter. The enable +//! call will force all subsequently created devices to run in default implicit SLI mode being determined by an application profile or a global control panel SLI setting. +//! This NvAPI call is supported in all DX10+ versions of the driver. It is supported on all Windows versions. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Error occurred +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dx +typedef enum _IMPLICIT_SLI_CONTROL +{ + DISABLE_IMPLICIT_SLI = 0, + ENABLE_IMPLICIT_SLI = 1, +} IMPLICIT_SLI_CONTROL; + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D_ImplicitSLIControl(__in IMPLICIT_SLI_CONTROL implicitSLIControl); + +#endif //defined (__cplusplus) && ( defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) ||defined(__d3d11_h__) ) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetNeedsAppFPBlendClamping +// +//! \code +//! DESCRIPTION: This function returns whether the application needs to do FP blend clamping itself +//! +//! \param [in] pDevice Current d3d device +//! \param [out] pAppClampNeeded If true, app needs to clamp. If false, HW does the clamping +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \since Release: 375 +//! +//! SUPPORTED OS: Windows 10 +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_GetNeedsAppFPBlendClamping(__in ID3D12Device *pDevice, + __out bool *pAppClampNeeded); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 +//! + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_UseDriverHeapPriorities +// +//! \code +//! DESCRIPTION: Sets the driver to override Microsoft's heap allocation priority values with Nvidia driver priority values. Use this once per process before allocating resources. +//! +//! \param [in] pDevice The IDirect3DDevice12 to use. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \since Release: 381 +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_UseDriverHeapPriorities(__in ID3D12Device *pDevice); + +#endif // defined (__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && ( defined(__d3d12_h__)) + + +typedef struct _NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS +{ + __in NvU32 version; //!< Structure version + __in ID3D12Device *pDevice; //!< The ID3D12Device created by application. + __in ID3D12Resource *pSwapChainBuffer; //!< The ID3D12Resource part of the application swap chain that has companion allocations. + __in NvU32 companionBufferCount; //!< The number of ID3D12Resource pointers requested to be returned in the ppComanionResources array, which should match ID3D12Device::GetNodeCount for the complete set of companion allocations. + __inout ID3D12Resource **ppCompanionResources; //!< An array of ID3D12Resource pointers sized to match companionBufferCount, which will receive the companion allocations. +} NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_V1; + +typedef NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_V1 NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS; +#define NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_VER1 MAKE_NVAPI_VERSION(NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_V1, 1) +#define NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_VER NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_Mosaic_GetCompanionAllocations +// +//! DESCRIPTION: Queries the driver for internally created allocations that accompany a swap chain buffer for present-related operations. +//! Surfaces returned by this interface must be destroied at the same time that the original swap chain buffer is destroyed. +//! In general this occurs prior to a ResizeBuffers call, or when the swap chain is released. +//! Note that this function only works in Landscape orientation due to Windows behavior, and attempts to utilize it with any type of display +//! rotation will result in failure. +//! +//! \param [inout] companionBufferCount The parameters for this function. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! \retval NVAPI_INVALID_CALL System configuration does not support this interface (eg, display is rotated, mosaic not enabled, etc) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_Mosaic_GetCompanionAllocations(__inout NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS *params); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && ( defined(__d3d12_h__)) + +typedef struct _NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS +{ + __in NvU32 version; //!< Structure version + __in ID3D12Device *pDevice; //!< The ID3D12Device created by application. + __in ID3D12Resource *pSwapChainBuffer; //!< The ID3D12Resource part of the application swap chain. + __inout NvU32 *pPartitionCount; //!< A variable to receive the number of NV_MGPU_MOSAIC_DISPLAY_SURFACE_PARTITION elements returned or that holds the size of pPartitions when it is non-NULL. + __inout RECT *pViewport; //!< An optional array to hold the viewport information per partition. When this is valid pNodeMask must also be valid. + __inout NvU32 *pNodeMask; //!< An optional array to hold the GPU mask where this viewport must be valid per partition. When this is valid pViewport must also be valid. +} NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_V1; + +typedef NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_V1 NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS; +#define NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_VER1 MAKE_NVAPI_VERSION(NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_V1, 1) +#define NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_VER NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_Mosaic_GetViewportAndGpuPartitions +// +//! DESCRIPTION: Queries the driver for how a swap chain display surface is subdivided across devices in relation to display connectivity. +//! Call this interface with NULL pPartitions in order to know how many subdivisions exist and allocate the proper size to hold all data. +//! Call it a second time with a properly sized partitions array to receive all subdivisions along with GPU node masks of each rectangle. +//! Note that this function only works in Landscape orientation due to Windows behavior, and attempts to utilize it with any type of display +//! rotation will result in failure. +//! +//! \param [inout] params The parameters for this function. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! \retval NVAPI_INVALID_CALL System configuration does not support this interface (eg, display is rotated, mosaic not enabled, etc) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_Mosaic_GetViewportAndGpuPartitions(__inout NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS *params); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +//! \ingroup dx +//! See NvAPI_D3D1x_GetGraphicsCapabilities + +typedef struct _NV_D3D1x_GRAPHICS_CAPS_V1 +{ + NvU32 bExclusiveScissorRectsSupported : 1; //!< (OUT) Outputs whether Exclusive Scissor Rects are supported or not + NvU32 bVariablePixelRateShadingSupported : 1; //!< (OUT) Outputs whether Variable Pixel Shading Rates are supported or not + NvU32 reservedBits : 30; // Reserved bits for future expansion + NvU32 reserved[7]; // Reserved for future expansion +} NV_D3D1x_GRAPHICS_CAPS_V1; + +#define NV_D3D1x_GRAPHICS_CAPS_VER1 MAKE_NVAPI_VERSION(NV_D3D1x_GRAPHICS_CAPS_V1, 1) + +typedef struct _NV_D3D1x_GRAPHICS_CAPS_V2 +{ + NvU32 bExclusiveScissorRectsSupported : 1; //!< (OUT) Outputs whether Exclusive Scissor Rects are supported or not + NvU32 bVariablePixelRateShadingSupported : 1; //!< (OUT) Outputs whether Variable Pixel Shading Rates are supported or not + NvU32 bFastUAVClearSupported : 1; //!< (OUT) Outputs whether UAVClear is implemented using ZBC rather than compute shader + NvU32 reservedBits : 29; // Reserved bits for future expansion + NvU16 majorSMVersion; //!< (OUT) Major SM version of the device + NvU16 minorSMVersion; //!< (OUT) Minor SM version of the device + NvU32 reserved[14]; // Reserved for future expansion +} NV_D3D1x_GRAPHICS_CAPS_V2; + +typedef NV_D3D1x_GRAPHICS_CAPS_V2 NV_D3D1x_GRAPHICS_CAPS; +#define NV_D3D1x_GRAPHICS_CAPS_VER2 MAKE_NVAPI_VERSION(NV_D3D1x_GRAPHICS_CAPS_V2, 2) +#define NV_D3D1x_GRAPHICS_CAPS_VER NV_D3D1x_GRAPHICS_CAPS_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_GetGraphicsCapabilities +// +//! DESCRIPTION: Get the graphics capabilities for current hardware/software setup +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The ID3D11Device device to be used for getting the graphics capabilities. +//! \param [in] structVersion Version of the caps struct. Should be set to NV_D3D1x_GRAPHICS_CAPS_VER. +//! \param [inout] pGraphicsCaps Pointer to a NV_D3D1x_GRAPHICS_CAPS_CAPS struct created by app. +//! Graphics capabilities will be filled in this struct by the driver. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D1x_GetGraphicsCapabilities(__in IUnknown *pDevice, + __in NvU32 structVersion, + __inout NV_D3D1x_GRAPHICS_CAPS *pGraphicsCaps); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D12_GetGraphicsCapabilities + +typedef struct _NV_D3D12_GRAPHICS_CAPS_V1 +{ + NvU32 bExclusiveScissorRectsSupported : 1; //!< (OUT) Outputs whether Exclusive Scissor Rects are supported or not + NvU32 bVariablePixelRateShadingSupported : 1; //!< (OUT) Outputs whether Variable Pixel Shading Rates are supported or not + NvU32 bFastUAVClearSupported : 1; //!< (OUT) Outputs whether UAVClear is implemented using ZBC rather than compute shader + NvU32 reservedBits : 29; // Reserved bits for future expansion + NvU16 majorSMVersion; //!< (OUT) Major SM version of the device + NvU16 minorSMVersion; //!< (OUT) Minor SM version of the device + NvU32 reserved[6]; // Reserved for future expansion +} NV_D3D12_GRAPHICS_CAPS_V1; + +typedef NV_D3D12_GRAPHICS_CAPS_V1 NV_D3D12_GRAPHICS_CAPS; +#define NV_D3D12_GRAPHICS_CAPS_VER1 MAKE_NVAPI_VERSION(NV_D3D12_GRAPHICS_CAPS_V1, 1) +#define NV_D3D12_GRAPHICS_CAPS_VER NV_D3D12_GRAPHICS_CAPS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetGraphicsCapabilities +// +//! DESCRIPTION: Get the graphics capabilities for current hardware/software setup +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The ID3D12Device device to be used for getting the graphics capabilities. +//! \param [in] structVersion Version of the caps struct. Should be set to NV_D3D12_GRAPHICS_CAPS_VER. +//! \param [inout] pGraphicsCaps Pointer to a NV_D3D12_GRAPHICS_CAPS_CAPS struct created by app. +//! Graphics capabilities will be filled in this struct by the driver. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_GetGraphicsCapabilities(__in IUnknown *pDevice, + __in NvU32 structVersion, + __inout NV_D3D12_GRAPHICS_CAPS *pGraphicsCaps); + +#endif // defined(__cplusplus) && (defined(__d3d12_h__)) + + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +#define NV_MAX_NUM_EXCLUSIVE_SCISSOR_RECTS 16 +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +//! \ingroup dx +//! See NvAPI_D3D11_RSSetExclusiveScissorRects + +typedef struct _NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1 +{ + bool enableExclusiveScissorRect; //!< (IN) Control of enabling Exclusive ScissorRect per rect + D3D11_RECT scissorRect; //!< (IN) Single rect dimensions +} NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1; + +typedef struct _NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1 +{ + NvU32 version; //!< (IN) Parameter struct version + NvU32 numRects; //!< (IN) Number of Exclusive Scissor Rects to be set. + // \note Passing zero will globally disable Exclusive Scissor Rects + // \note Max value can be equal to NV_MAX_NUM_EXCLUSIVE_SCISSOR_RECTS + NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1 *pRects; //!< (IN) Array of NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC with number of elements equal to Exclusive Scissor Rects +} NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1; + +typedef NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1 NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC; +typedef NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1 NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC; +#define NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1, 1) +#define NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_VER NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetExclusiveScissorRects +// +//! DESCRIPTION: Sets Exclusive Scissor Rects. The content bounded within the Scissor Rects +//! will be excluded from rendering unlike regular Scissor Rects. These are +//! orthogonal with Regular Scissor Rects. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) to be used for setting the Exclusive Scissor Rects. +//! \param [in] pExclusiveScissorRectsDesc Description of the Exclusive Scissor Rects duly filled with their dimensions +//! and control over enablement of individual ScissorRect +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetExclusiveScissorRects(__in IUnknown *pContext, + __in NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC *pExclusiveScissorRectsDesc); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D11_RSSetViewportsPixelShadingRates + +#define NV_MAX_PIXEL_SHADING_RATES 16 // Currently only 12 Shading Rates are available +#define NV_MAX_NUM_VIEWPORTS 16 + +// Every element in Shading Rate Resource represents the shading rate for all pixels in the corresponding tile +// The Shading Rate Resource dimensions must be the bound render target size divided by the tile dimensions (width/height) + +#define NV_VARIABLE_PIXEL_SHADING_TILE_WIDTH 16 // Width of the tile, in pixels +#define NV_VARIABLE_PIXEL_SHADING_TILE_HEIGHT 16 // Height of the tile, in pixels + +typedef enum +{ + NV_PIXEL_X0_CULL_RASTER_PIXELS, // No shading, tiles are culled + NV_PIXEL_X16_PER_RASTER_PIXEL, // 16 shading passes per 1 raster pixel + NV_PIXEL_X8_PER_RASTER_PIXEL, // 8 shading passes per 1 raster pixel + NV_PIXEL_X4_PER_RASTER_PIXEL, // 4 shading passes per 1 raster pixel + NV_PIXEL_X2_PER_RASTER_PIXEL, // 2 shading passes per 1 raster pixel + NV_PIXEL_X1_PER_RASTER_PIXEL, // Per-pixel shading + NV_PIXEL_X1_PER_2X1_RASTER_PIXELS, // 1 shading pass per 2 raster pixels + NV_PIXEL_X1_PER_1X2_RASTER_PIXELS, // 1 shading pass per 2 raster pixels + NV_PIXEL_X1_PER_2X2_RASTER_PIXELS, // 1 shading pass per 4 raster pixels + NV_PIXEL_X1_PER_4X2_RASTER_PIXELS, // 1 shading pass per 8 raster pixels + NV_PIXEL_X1_PER_2X4_RASTER_PIXELS, // 1 shading pass per 8 raster pixels + NV_PIXEL_X1_PER_4X4_RASTER_PIXELS // 1 shading pass per 16 raster pixels +} NV_PIXEL_SHADING_RATE; +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +typedef struct _NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1 +{ + bool enableVariablePixelShadingRate; //!< (IN) Control of enabling Variable Pixel Shading Rate per viewport + NV_PIXEL_SHADING_RATE shadingRateTable[NV_MAX_PIXEL_SHADING_RATES]; //!< (IN) Lookup table of converting Shading Rate Index to NV_PIXEL_SHADING_RATE + // \note Shading Rate Resource View would be populated by application with indices of this table +} NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1; + +typedef struct _NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 numViewports; //!< (IN) Number of viewports with shading rate set. + // \note Passing zero will globally disable Variable Pixel Rate Shading for all viewports immaterial of values in pViewports + // \note Max value can be equal to NV_MAX_NUM_VIEWPORTS + NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1 *pViewports; //!< (IN) Array of NV_D3D11_VIEWPORT_SHADING_RATE_DESC with number of elements equal to NumViewports +} NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1; + +typedef NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1 NV_D3D11_VIEWPORTS_SHADING_RATE_DESC; +typedef NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1 NV_D3D11_VIEWPORT_SHADING_RATE_DESC; +#define NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1, 1) +#define NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_VER NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetViewportsPixelShadingRates +// +//! DESCRIPTION: Sets Pixel Shading Rates and Enables/Disables per-viewport Variable Pixel Shading Rate feature +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) to be used for setting the Viewports Shading Rates +//! \param [in] pShadingRateDesc Shading rate descriptor +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetViewportsPixelShadingRates(__in IUnknown *pContext, + __in NV_D3D11_VIEWPORTS_SHADING_RATE_DESC *pShadingRateDesc); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +typedef enum _NV_SRRV_DIMENSION +{ + NV_SRRV_DIMENSION_TEXTURE2D = 4, + NV_SRRV_DIMENSION_TEXTURE2DARRAY = 5, +} NV_SRRV_DIMENSION; + +typedef struct _NV_TEX2D_SRRV +{ + UINT MipSlice; +} NV_TEX2D_SRRV; + +typedef struct _NV_TEX2D_ARRAY_SRRV +{ + UINT MipSlice; + UINT FirstArraySlice; + UINT ArraySize; +} NV_TEX2D_ARRAY_SRRV; +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +typedef struct _NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1 +{ + NvU32 version; //!< (IN) Parameter struct version + DXGI_FORMAT Format; //!< (IN) Format of the resource used as Shading Rate Surface. Should be either DXGI_FORMAT_R8_UINT or DXGI_FORMAT_R8_TYPELESS + NV_SRRV_DIMENSION ViewDimension; //!< (IN) This declares whether the Shading Rate Surface is a simple 2D Texture or Array of 2D Textures + union + { + NV_TEX2D_SRRV Texture2D; + NV_TEX2D_ARRAY_SRRV Texture2DArray; + }; +} NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1; + +typedef NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1 NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC; +#define NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1, 1) +#define NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_VER NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_VER1 + +DECLARE_INTERFACE_(__declspec(uuid("E14BE7F6-8FF5-4F5E-B63A-AD016EB8FBE5"))ID3D11NvShadingRateResourceView_V1, ID3D11View) +{ + BEGIN_INTERFACE + + // *** IUnknown methods *** + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppv) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // **** ID3D11View method **/ + // Get Shading Rate Resource used while creating the Shading Rate Resource View + STDMETHOD_(void,GetResource)(THIS_ _Outptr_ ID3D11Resource **ppResource) PURE; + + // ** ID3D11NvShadingRateResourceView methods *** + // The descriptor used while creating the Shading Rate Resource View + STDMETHOD(GetDesc)(THIS_ NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC* pDesc) PURE; + + END_INTERFACE +}; + +typedef ID3D11NvShadingRateResourceView_V1 ID3D11NvShadingRateResourceView; +#define ID3D11NvShadingRateResourceView_VER1 MAKE_NVAPI_VERSION(ID3D11NvShadingRateResourceView_V1, 1) +#define ID3D11NvShadingRateResourceView_VER ID3D11NvShadingRateResourceView_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateShadingRateResourceView +// +//! DESCRIPTION: Creates Shading Rate Resource View by taking ID3D11Resource as an input Shading Rate Surface. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The device to be used for creating the Shading Rate Resource View +//! \param [in] pShadingRateResource Shading Rate Resource on which the view is to be created. +//! \note This should be of format DXGI_FORMAT_R8_UINT or DXGI_FORMAT_R8_TYPELESS +//! \note This should be confined to size calculated using render target dimensions, +//! NV_VARIABLE_PIXEL_SHADING_TILE_WIDTH and NV_VARIABLE_PIXEL_SHADING_TILE_HEIGHT +//! \param [in] pShadingRateDesc Shading Rate Resource View descriptor +//! \param [out] ppShadingRateResourceView Address of a pointer to ID3D11NvShadingRateResourceView for returning the newly created Shading Rate Resource View +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateShadingRateResourceView(__in ID3D11Device *pDevice, + __in ID3D11Resource *pShadingRateResource, + __in NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC *pShadingRateResourceViewDesc, + __out ID3D11NvShadingRateResourceView **ppShadingRateResourceView); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetShadingRateResourceView +// +//! DESCRIPTION: Sets Shading Rate Resource View +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) used for setting the Shading Rate Resource View +//! \param [out] pShadingRateResourceView Shading Rate Resource View to be set +//! \note See NvAPI_D3D11_CreateShadingRateResourceView +//! \note Passing this as null will reset Shading Rate Resource View to defaults +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetShadingRateResourceView(__in IUnknown *pContext, + __in ID3D11NvShadingRateResourceView *pShadingRateResourceView); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D11_RSGetPixelShadingRateSampleOrder +//! See NvAPI_D3D11_RSSetPixelShadingRateSampleOrder + +// X, Y = sample position. S = sample number. +// The inner-most dimension is the sample number, followed by X and Y. + +typedef struct _NV_PIXEL_SRSO_1x2 +{ + struct NV_PIXEL_SRSO_1x2_X1 { NvU8 Y[2]; } X1; + struct NV_PIXEL_SRSO_1x2_X2 { NvU8 YS[2][2]; } X2; + struct NV_PIXEL_SRSO_1x2_X4 { NvU8 YS[2][4]; } X4; + struct NV_PIXEL_SRSO_1x2_X8 { NvU8 YS[2][8]; } X8; +} NV_PIXEL_SRSO_1x2; + +typedef struct _NV_PIXEL_SRSO_2x1 +{ + struct NV_PIXEL_SRSO_2x1_X1 { NvU8 X[2]; } X1; + struct NV_PIXEL_SRSO_2x1_X2 { NvU8 XS[2][2]; } X2; + struct NV_PIXEL_SRSO_2x1_X4 { NvU8 XS[2][4]; } X4; +} NV_PIXEL_SRSO_2x1; + +typedef struct _NV_PIXEL_SRSO_2x2 +{ + struct NV_PIXEL_SRSO_2x2_X1 { NvU8 YX[2][2]; } X1; + struct NV_PIXEL_SRSO_2x2_X2 { NvU8 YXS[2][2][2]; } X2; + struct NV_PIXEL_SRSO_2x2_X4 { NvU8 YXS[2][2][4]; } X4; +} NV_PIXEL_SRSO_2x2; + +typedef struct _NV_PIXEL_SRSO_2x4 +{ + struct NV_PIXEL_SRSO_2x4_X1 { NvU8 YX[4][2]; } X1; + struct NV_PIXEL_SRSO_2x4_X2 { NvU8 YXS[4][2][2]; } X2; +} NV_PIXEL_SRSO_2x4; + +typedef struct _NV_PIXEL_SRSO_4x2 +{ + struct NV_PIXEL_SRSO_4x2_X1 { NvU8 YX[2][4]; } X1; +} NV_PIXEL_SRSO_4x2; + +typedef struct _NV_PIXEL_SRSO_4x4 +{ + struct NV_PIXEL_SRSO_4x4_X1 { NvU8 YX[4][4]; } X1; +} NV_PIXEL_SRSO_4x4; + +typedef struct _NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1 +{ + NvU32 version; + NV_PIXEL_SRSO_1x2 Pixel_1x2; + NV_PIXEL_SRSO_2x1 Pixel_2x1; + NV_PIXEL_SRSO_2x2 Pixel_2x2; + NV_PIXEL_SRSO_2x4 Pixel_2x4; + NV_PIXEL_SRSO_4x2 Pixel_4x2; + NV_PIXEL_SRSO_4x4 Pixel_4x4; +} NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1; + +typedef NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1 NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE; +#define NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_VER1 MAKE_NVAPI_VERSION(NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1, 1) +#define NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_VER NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_VER1 + +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSGetPixelShadingRateSampleOrder +// +//! DESCRIPTION: Get the Sample Order for Variable Shading Rate +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) used for getting the Shading Rate Sample Order +//! \param [out] pSampleOrderTable A pointer to NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE where the current Sample Order for Variable Pixel Rate Shading that is returned +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSGetPixelShadingRateSampleOrder(__in IUnknown *pContext, + __out NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE* pSampleOrderTable); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetPixelShadingRateSampleOrder +// +//! DESCRIPTION: Set the Sample Order for Variable Shading Rate +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) used for setting the Shading Rate Sample Order +//! \param [out] pSampleOrderTable Sample Order for Variable Shading Rate to be set +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetPixelShadingRateSampleOrder(__in IUnknown *pContext, + __in NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE* pSampleOrderTable); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +typedef struct _NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use +} NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1; + +typedef NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1 NV_VRS_HELPER_LATCH_GAZE_PARAMS; +#define NV_VRS_HELPER_LATCH_GAZE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1, 1) +#define NV_VRS_HELPER_LATCH_GAZE_PARAMS_VER NV_VRS_HELPER_LATCH_GAZE_PARAMS_VER1 + +typedef enum _NV_VRS_CONTENT_TYPE +{ + NV_VRS_CONTENT_TYPE_INVALID = 0x0, + NV_VRS_CONTENT_TYPE_FOVEATED_RENDERING = 0x1, + NV_VRS_CONTENT_TYPE_MAX = NV_VRS_CONTENT_TYPE_FOVEATED_RENDERING +} NV_VRS_CONTENT_TYPE; + +typedef enum _NV_FOVEATED_RENDERING_SHADING_RATE_PRESET +{ + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_INVALID = 0, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGHEST_PERFORMANCE = 1, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGH_PERFORMANCE = 2, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_BALANCED = 3, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGH_QUALITY = 4, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGHEST_QUALITY = 5, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_CUSTOM = 6, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_MAX = NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_CUSTOM +} NV_FOVEATED_RENDERING_SHADING_RATE_PRESET; + +typedef struct _NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1 +{ + NvU32 version; + + NV_PIXEL_SHADING_RATE InnerMostRegionShadingRate; //!< (IN) Shading Rate for the inner-most region of the foveated rendering pattern + NV_PIXEL_SHADING_RATE MiddleRegionShadingRate; //!< (IN) Shading Rate for the middle region of the foveated rendering pattern + NV_PIXEL_SHADING_RATE PeripheralRegionShadingRate; //!< (IN) Shading Rate for the peripheral region of the foveated rendering pattern +} NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1; + +typedef NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1 NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC; +#define NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1, 1) +#define NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_VER NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_VER1 + +typedef enum _NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET +{ + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_INVALID = 0, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_WIDE = 1, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_BALANCED = 2, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_NARROW = 3, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_CUSTOM = 4, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_MAX = NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_CUSTOM +} NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET; + +typedef struct _NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1 +{ + NvU32 version; + + float fInnermostRadii[2]; //!< (IN) Horizontal and vertical radius for the inner-most region of the foveated rendering pattern + float fMiddleRadii[2]; //!< (IN) Horizontal and vertical radius for the middle region of the foveated rendering pattern + float fPeripheralRadii[2]; //!< (IN) Horizontal and vertical radius for the peripheral region of the foveated rendering pattern +} NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1; + +typedef NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1 NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC; +#define NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1, 1) +#define NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_VER NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_VER1 + +typedef struct _NV_FOVEATED_RENDERING_DESC_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET ShadingRatePreset; //!< (IN) Preset of the shading rate + NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1 ShadingRateCustomPresetDesc; //!< (IN) To be provided only if ShadingRatePreset is NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_CUSTOM + + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET FoveationPatternPreset; //!< (IN) Preset of the foveation pattern + NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1 FoveationPatternCustomPresetDesc; //!< (IN) To be provided only if FoveationPatternPreset is NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_CUSTOM + + NvU32 GazeDataDeviceId; //!< (IN) ID of the gaze data provider. Needed only for supporting more than one device with eye tracking. + // Should be 0 if gaze data is provided only from a single device. Should be less than (MAX_NUMBER_OF_GAZE_DATA_PROVIDERS - 1) + +} NV_FOVEATED_RENDERING_DESC_V1; + +typedef NV_FOVEATED_RENDERING_DESC_V1 NV_FOVEATED_RENDERING_DESC; +#define NV_FOVEATED_RENDERING_DESC_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_DESC_V1, 1) +#define NV_FOVEATED_RENDERING_DESC_VER NV_FOVEATED_RENDERING_DESC_VER1 + +typedef enum _NV_VRS_RENDER_MODE +{ + NV_VRS_RENDER_MODE_INVALID = 0, + NV_VRS_RENDER_MODE_MONO = 1, // States mono rendering on the entire render target + NV_VRS_RENDER_MODE_LEFT_EYE = 2, // States Left eye rendering of a stereo pair on the entire render target + NV_VRS_RENDER_MODE_RIGHT_EYE = 3, // States Right eye rendering of a stereo pair on the entire render target + NV_VRS_RENDER_MODE_STEREO = 4, // States side-by-side stereo rendering on the render target + NV_VRS_RENDER_MODE_MAX = NV_VRS_RENDER_MODE_STEREO +} NV_VRS_RENDER_MODE; + +#define MAX_NUMBER_OF_GAZE_DATA_PROVIDERS 8 // Maximum number of gaze data providers / devices. + +typedef struct _NV_VRS_HELPER_ENABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + NV_VRS_RENDER_MODE RenderMode; //!< (IN) This defines whether subsequent render calls are for mono/stereo + NV_VRS_CONTENT_TYPE ContentType; //!< (IN) This defines the type of content with which the VRS pattern will be generated + + NV_FOVEATED_RENDERING_DESC_V1 sFoveatedRenderingDesc; //!< (IN) Provide this if ContentType has NV_VRS_CONTENT_TYPE_FOVEATED_RENDERING flag +} NV_VRS_HELPER_ENABLE_PARAMS_V1; + +typedef NV_VRS_HELPER_ENABLE_PARAMS_V1 NV_VRS_HELPER_ENABLE_PARAMS; +#define NV_VRS_HELPER_ENABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_ENABLE_PARAMS_V1, 1) +#define NV_VRS_HELPER_ENABLE_PARAMS_VER NV_VRS_HELPER_ENABLE_PARAMS_VER1 + +typedef struct _NV_VRS_HELPER_DISABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 reserved; //!< (IN) Reserved for future use +} NV_VRS_HELPER_DISABLE_PARAMS_V1; + +typedef NV_VRS_HELPER_DISABLE_PARAMS_V1 NV_VRS_HELPER_DISABLE_PARAMS; +#define NV_VRS_HELPER_DISABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_DISABLE_PARAMS_V1, 1) +#define NV_VRS_HELPER_DISABLE_PARAMS_VER NV_VRS_HELPER_DISABLE_PARAMS_VER1 + +typedef struct _NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + IUnknown **ppShadingRateResource; //!< (OUT) Pointer to 2D Texture resource with currently applied shading rate pattern + NV_PIXEL_SHADING_RATE shadingRateTable[NV_MAX_PIXEL_SHADING_RATES]; //!< (OUT) Shading Rate Table filled by the driver +} NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1; + +typedef NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1 NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS; +#define NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1, 1) +#define NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_VER NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_VER1 + +typedef struct _NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 reserved; //!< (IN) Reserved for future use +} NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1; + +typedef NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1 NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS; +#define NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1, 1) +#define NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_VER NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_VER1 + +DECLARE_INTERFACE(ID3DNvVRSHelper_V1) +{ + BEGIN_INTERFACE + + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // Latches the latest gaze which will be used for subsequent foveated rendering. Recommended to be called once per frame before scene drawing begins. + STDMETHOD_(NvAPI_Status,LatchGaze)(THIS_ IUnknown* pContext, NV_VRS_HELPER_LATCH_GAZE_PARAMS* pLatchGazeParams) PURE; + + // Enables VRS with sepcified content type and preset. This can be called per draw call. + STDMETHOD_(NvAPI_Status,Enable)(THIS_ IUnknown* pContext, NV_VRS_HELPER_ENABLE_PARAMS* pEnableParams) PURE; + + // Disables VRS till re-enabled. + STDMETHOD_(NvAPI_Status,Disable)(THIS_ IUnknown* pContext, NV_VRS_HELPER_DISABLE_PARAMS* pDisableParams) PURE; + + // Creates a 2D texture, copies the current shading rate pattern on it and returns the pointer to this texture. + // It also returns an array that conveys which value in the shading rate resource corresponds to which exact pixel shading rate. + STDMETHOD_(NvAPI_Status,GetShadingRateResource)(THIS_ IUnknown* pContext, NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS *pGetShadingRateResourceParams) PURE; + + // Destroys all internally created shading rate resources and views. + STDMETHOD_(NvAPI_Status,PurgeInternalShadingRateResources)(THIS_ IUnknown* pContext, NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS* pPurgeParams) PURE; + + END_INTERFACE +}; + +typedef ID3DNvVRSHelper_V1 ID3DNvVRSHelper; +#define ID3DNvVRSHelper_VER1 MAKE_NVAPI_VERSION(ID3DNvVRSHelper_V1, 1) +#define ID3DNvVRSHelper_VER ID3DNvVRSHelper_VER1 + +typedef struct _NV_VRS_HELPER_INIT_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + ID3DNvVRSHelper_V1 **ppVRSHelper; //!< (OUT) Interface for Shading Rate Pattern Tracker +} NV_VRS_HELPER_INIT_PARAMS_V1; + +typedef NV_VRS_HELPER_INIT_PARAMS_V1 NV_VRS_HELPER_INIT_PARAMS; +#define NV_VRS_HELPER_INIT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_INIT_PARAMS_V1, 1) +#define NV_VRS_HELPER_INIT_PARAMS_VER NV_VRS_HELPER_INIT_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_InitializeVRSHelper +// +//! DESCRIPTION: Creates an interface for updating, enabling and disabling internally tracked shading rate pattern for Variable Rate Shading +//! +//! SUPPORTED OS: Windows 7 and higher +//! +//! +//! \since Release: 430 +//! +//! \param [in] pDevice The device to be used for creating the VRS Handler interface +//! \note This should be same the device used for Gaze Handler. See also: NvAPI_D3D_InitializeNvGazeHandler. +//! \param [in] pInitializeVRSHelperParams Descriptor for VRS Helper initialization +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D_InitializeVRSHelper(__in IUnknown *pDevice, + __inout NV_VRS_HELPER_INIT_PARAMS *pInitializeVRSHelperParams); + +typedef enum _NV_GAZE_DATA_VALIDITY_FLAGS +{ + NV_GAZE_ORIGIN_VALID = 0x1, + NV_GAZE_DIRECTION_VALID = 0x2, + NV_GAZE_LOCATION_VALID = 0x4, + NV_GAZE_VELOCITY_VALID = 0x8, + NV_GAZE_PUPIL_DIAMETER_VALID = 0x10, + NV_GAZE_EYE_OPENNESS_VALID = 0x20, + NV_GAZE_EYE_SACCADE_DATA_VALID = 0x40 +} NV_GAZE_DATA_VALIDITY_FLAGS; + +typedef struct _NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE +{ + NvU32 version; //!< (IN) Version of the structure + + NvU32 GazeDataValidityFlags; //!< (IN) To be populated with OR'ing flags from NV_GAZE_DATA_VALIDITY_FLAGS + + float fGazeOrigin_mm[3]; //!< (IN) Use flag NV_GAZE_ORIGIN_VALID. Origin of the eye in millimeters. Used mainly to detect whether Left Eye or Right Eye. + float fGazeDirection[3]; //!< (IN) Use flag NV_GAZE_DIRECTION_VALID. Normalized direction of the gaze of the eye. Used for calculating the gaze location using the FOV. + float fGazeNormalizedLocation[2]; //!< (IN) Use flag NV_GAZE_LOCATION_VALID. Precalculated normalized gaze location in limits (-1 to +1) for X and Y. Center of the screen denotes (0, 0). If this is valid, this will be given higher priority than direction. + float fGazeVelocity[2]; //!< (IN) Use flag NV_GAZE_VELOCITY_VALID. Optional: Velocity of the eye on the normalized space in each direction. Central foveated region would be skewed in the direction of the velocity. + float fPupilDiameter_mm; //!< (IN) Use flag NV_GAZE_PUPIL_DIAMETER_VALID. Unused at the moment. + float fEyeOpenness; //!< (IN) Use flag NV_GAZE_EYE_OPENNESS_VALID. Unused at the moment. + BOOL bInSaccade; //!< (IN) Use flag NV_GAZE_EYE_SACCADE_DATA_VALID. Denotes whether eye is currently in saccade movement or not. +} NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1; + +typedef NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE; +#define NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1, 1) +#define NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_VER NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_VER1 + +typedef struct _NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + NvU64 Timestamp; //!< (IN) Timestamp at which the gaze data has been captured. Should be larger than timestamp provided at previous update. + union + { + NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 sMonoData; //!< (IN) Gaze data for Mono rendering mode + struct + { + NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 sLeftEye; //!< (IN) Gaze data for Left Eye of Stereo rendering mode + NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 sRightEye; //!< (IN) Gaze data for Right Eye of Stereo rendering mode + } sStereoData; + }; +} NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_V1; + +typedef NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_V1 NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS; +#define NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_V1, 1) +#define NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_VER NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_VER1 + + +DECLARE_INTERFACE(ID3DNvGazeHandler_V2) +{ + BEGIN_INTERFACE + + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // Updates the gaze data for foveated rendering + STDMETHOD_(NvAPI_Status,UpdateGazeData)(THIS_ IUnknown* pContext, NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS* pUpdateGazeDataParams) PURE; + + + END_INTERFACE +}; +typedef ID3DNvGazeHandler_V2 ID3DNvGazeHandler; +#define ID3DNvGazeHandler_VER2 MAKE_NVAPI_VERSION(ID3DNvGazeHandler_V2, 2) +#define ID3DNvGazeHandler_VER ID3DNvGazeHandler_VER2 + +DECLARE_INTERFACE(ID3DNvGazeHandler_V1) +{ + BEGIN_INTERFACE + + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // Updates the gaze data for foveated rendering + STDMETHOD_(NvAPI_Status,UpdateGazeData)(THIS_ IUnknown* pContext, NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS* pUpdateGazeDataParams) PURE; + + END_INTERFACE +}; +#define ID3DNvGazeHandler_VER1 MAKE_NVAPI_VERSION(ID3DNvGazeHandler_V1, 1) +#ifndef ID3DNvGazeHandler_VER +typedef ID3DNvGazeHandler_V1 ID3DNvGazeHandler; +#define ID3DNvGazeHandler_VER ID3DNvGazeHandler_VER1 +#endif + +typedef enum _NV_GAZE_DATA_TYPE +{ + NV_GAZE_DATA_INVALID = 0, + NV_GAZE_DATA_MONO = 1, + NV_GAZE_DATA_STEREO = 2, + NV_GAZE_DATA_MAX = NV_GAZE_DATA_STEREO +} NV_GAZE_DATA_TYPE; + +typedef struct _NV_GAZE_HANDLER_INIT_PARAMS_V2 +{ + NvU32 version; //!< (IN) Struct version + + NvU32 GazeDataDeviceId; //!< (IN) ID of the gaze data provider. Needed only for supporting more than one device with eye tracking. + // Should be 0 if gaze data is provided only from a single device. Should be less than (MAX_NUMBER_OF_GAZE_DATA_PROVIDERS - 1) + + NV_GAZE_DATA_TYPE GazeDataType; //!< (IN) Describes whether gaze is Mono or Stereo + NvU32 flags; //!< (IN) Reserved for future use + float fHorizontalFOV; //!< (IN) Horizontal Field of View + float fVericalFOV; //!< (IN) Vertical Field of View + + ID3DNvGazeHandler_V2 **ppNvGazeHandler; //!< (OUT) Interface for Gaze Data Handler +} NV_GAZE_HANDLER_INIT_PARAMS_V2; + +typedef NV_GAZE_HANDLER_INIT_PARAMS_V2 NV_GAZE_HANDLER_INIT_PARAMS; +#define NV_GAZE_HANDLER_INIT_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_GAZE_HANDLER_INIT_PARAMS_V2, 2) +#define NV_GAZE_HANDLER_INIT_PARAMS_VER NV_GAZE_HANDLER_INIT_PARAMS_VER2 + +typedef struct _NV_GAZE_HANDLER_INIT_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + + NvU32 GazeDataDeviceId; //!< (IN) ID of the gaze data provider. Needed only for supporting more than one device with eye tracking. + // Should be 0 if gaze data is provided only from a single device. Should be less than (MAX_NUMBER_OF_GAZE_DATA_PROVIDERS - 1) + + NV_GAZE_DATA_TYPE GazeDataType; //!< (IN) Describes whether gaze is Mono or Stereo + NvU32 flags; //!< (IN) Reserved for future use + float fHorizontalFOV; //!< (IN) Horizontal Field of View + float fVericalFOV; //!< (IN) Vertical Field of View + + ID3DNvGazeHandler_V1 **ppNvGazeHandler; //!< (OUT) Interface for Gaze Data Handler +} NV_GAZE_HANDLER_INIT_PARAMS_V1; + +#define NV_GAZE_HANDLER_INIT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GAZE_HANDLER_INIT_PARAMS_V1, 1) +#ifndef NV_GAZE_HANDLER_INIT_PARAMS_VER +typedef NV_GAZE_HANDLER_INIT_PARAMS_V1 NV_GAZE_HANDLER_INIT_PARAMS; +#define NV_GAZE_HANDLER_INIT_PARAMS_VER NV_GAZE_HANDLER_INIT_PARAMS_VER1 +#endif + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_InitializeNvGazeHandler +// +//! DESCRIPTION: Creates an interface for updating and managing gaze data +//! +//! SUPPORTED OS: Windows 7 and higher +//! +//! +//! \since Release: 430 +//! +//! \param [in] pDevice The device to be used for creating the Gaze Handler interface +//! \note This should be same as the device used with VRS Handler. See also: NvAPI_D3D_InitializeVRSHelper. +//! \param [in] pInitializeNvGazeHandlerParams Descriptor for Gaze Data Handler initialization +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D_InitializeNvGazeHandler(__in IUnknown *pDevice, + __inout NV_GAZE_HANDLER_INIT_PARAMS *pInitializeNvGazeHandlerParams); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && defined(__d3d11_h__) + +//! \ingroup dx + +typedef enum NV_SMP_ASSIST_TYPE +{ + NV_SMP_ASSIST_NONE = 0, + NV_SMP_ASSIST_MRS = 1, // SMP Assist required for Multi-Res Shading + NV_SMP_ASSIST_LMS = 2, // SMP Assist required for Lens Matched Shading + NV_SMP_ASSIST_NUM_TYPES +} NV_SMP_ASSIST_TYPE; + +typedef enum NV_SMP_ASSIST_LEVEL +{ + NV_SMP_ASSIST_LEVEL_FULL = 0, // Full assistance. App selects a pre-baked MRS/LMS config, driver handles correct setting of viewport, scissors and FastGS + NV_SMP_ASSIST_LEVEL_PARTIAL = 1, // Partial assistance. App provides a custom MRS/LMS config, driver handles correct setting of viewport, scissors and FastGS + NV_SMP_ASSIST_LEVEL_MINIMAL = 2, // Minimal assistance. App provides viewports and scissors. App sets FastGS as required. App sets LMS params as required (NvAPI_D3D_SetModifiedWMode). App provides SMPType as NONE. Driver handles correct setting of viewports and scissors. + NV_SMP_ASSIST_NUM_LEVELS +} NV_SMP_ASSIST_LEVEL; + +typedef enum NV_MRS_CONFIG +{ + NV_MRS_CONFIG_BALANCED = 0, + NV_MRS_CONFIG_AGGRESSIVE = 1, + NV_MRS_CONFIG_OCULUSRIFT_CV1_CONSERVATIVE = 2, + NV_MRS_CONFIG_OCULUSRIFT_CV1_BALANCED = 3, + NV_MRS_CONFIG_OCULUSRIFT_CV1_AGGRESSIVE = 4, + NV_MRS_CONFIG_HTC_VIVE_CONSERVATIVE = 5, + NV_MRS_CONFIG_HTC_VIVE_BALANCED = 6, + NV_MRS_CONFIG_HTC_VIVE_AGGRESSIVE = 7, + NV_MRS_NUM_CONFIGS +} NV_MRS_CONFIG; + +typedef enum NV_LMS_CONFIG +{ + NV_LMS_CONFIG_OCULUSRIFT_CV1_CONSERVATIVE = 0, + NV_LMS_CONFIG_OCULUSRIFT_CV1_BALANCED = 1, + NV_LMS_CONFIG_OCULUSRIFT_CV1_AGGRESSIVE = 2, + NV_LMS_CONFIG_HTC_VIVE_CONSERVATIVE = 3, + NV_LMS_CONFIG_HTC_VIVE_BALANCED = 4, + NV_LMS_CONFIG_HTC_VIVE_AGGRESSIVE = 5, + NV_LMS_NUM_CONFIGS +} NV_LMS_CONFIG; + +#define NV_SMP_ASSIST_FLAGS_DEFAULT 0x00000000 + +#define NV_SMP_ASSIST_MAX_VIEWPORTS 16 + +typedef struct _NV_MRS_CUSTOM_CONFIG_V1 +{ + float centerWidth; //!< (IN) Size of the central viewport, ranging (0,1], where 1 is full original viewport size + float centerHeight; + float centerX; //!< (IN) Location of the central viewport, ranging 0..1, where 0.5 is the center of the screen + float centerY; + float densityScaleX[3]; //!< (IN) Pixel density scale factors: how much the linear pixel density is scaled within each row and column (1.0 = full density) + float densityScaleY[3]; +} NV_MRS_CUSTOM_CONFIG_V1; + +typedef NV_MRS_CUSTOM_CONFIG_V1 NV_MRS_CUSTOM_CONFIG; + +typedef struct _NV_MRS_INSTANCED_STEREO_CONFIG_V1 +{ //!< (OUT) MRS Instanced stereo config returned by the SMP Assist GetConstants API + float centerWidth[2]; //!< (OUT) Size of the central viewport, ranging (0,1], where 1 is full original viewport size + float centerHeight; + float centerX[2]; //!< (OUT) Location of the central viewport, ranging 0..1, where 0.5 is the center of the screen + float centerY; + float densityScaleX[5]; //!< (OUT) Pixel density scale factors: how much the linear pixel density is scaled within each row and column (1.0 = full density) + float densityScaleY[3]; +} NV_MRS_INSTANCED_STEREO_CONFIG_V1; + +typedef NV_MRS_INSTANCED_STEREO_CONFIG_V1 NV_MRS_INSTANCED_STEREO_CONFIG; + +typedef struct _NV_LMS_CUSTOM_CONFIG_V1 +{ + float warpLeft; //!< (IN) LMS params to control warping of the 2 left quadrants + float warpRight; //!< (IN) LMS params to control warping of the 2 right quadrants + float warpUp; //!< (IN) LMS params to control warping of the 2 upper quadrants + float warpDown; //!< (IN) LMS params to control warping of the 2 lower quadrants + + float relativeSizeLeft; //!< (IN) LMS params to control the width of the 2 left quandrants relative to the bounding box width + float relativeSizeRight; //!< (IN) LMS params to control the width of the 2 right quandrants relative to the bounding box width + float relativeSizeUp; //!< (IN) LMS params to control the height of the 2 upper quandrants relative to the bounding box height + float relativeSizeDown; //!< (IN) LMS params to control the height of the 2 lower quandrants relative to the bounding box height +} NV_LMS_CUSTOM_CONFIG_V1; + +typedef NV_LMS_CUSTOM_CONFIG_V1 NV_LMS_CUSTOM_CONFIG; + +typedef struct _NV_LMS_INSTANCED_STEREO_CONFIG_V1 +{ //!< (OUT) LMS Instanced stereo config returned by the SMP Assist GetConstants API + NV_LMS_CUSTOM_CONFIG_V1 sLeftConfig; //!< (OUT) LMS config for the Left eye view + NV_LMS_CUSTOM_CONFIG_V1 sRightConfig; //!< (OUT) LMS config for the Right eye view +} NV_LMS_INSTANCED_STEREO_CONFIG_V1; + +typedef NV_LMS_INSTANCED_STEREO_CONFIG_V1 NV_LMS_INSTANCED_STEREO_CONFIG; + +typedef enum _NV_SMP_ASSIST_EYE_INDEX +{ + NV_SMP_ASSIST_EYE_INDEX_MONO = 0, // Non-stereo rendering + NV_SMP_ASSIST_EYE_INDEX_LEFT_EYE = 1, // Stereo - Rendering left eye + NV_SMP_ASSIST_EYE_INDEX_RIGHT_EYE = 2, // Stereo - Rendering right eye + NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO = 3, // Stereo - Rendering both eyes +} NV_SMP_ASSIST_EYE_INDEX; + +#define NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES 4 + +typedef struct _NV_CUSTOM_RECTS_V1 +{ + NvU32 numViewports[NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES]; + D3D11_VIEWPORT *pViewports[NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES]; //!< (IN) Viewports, for each eye index, that should be set when app calls Enable(eyeIndex) + D3D11_RECT *pScissors[NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES]; //!< (IN) Scissors, for each eye index, that should be set when app calls Enable(eyeIndex) +} NV_CUSTOM_RECTS_V1; + +typedef NV_CUSTOM_RECTS_V1 NV_CUSTOM_RECTS; + +typedef struct _NV_SMP_ASSIST_ENABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_EYE_INDEX eEyeIndex; //!< (IN) Rendering mode for upcoming draw calls (Mono/Stereo-Left/Stereo-Right/Instanced Stereo) +} NV_SMP_ASSIST_ENABLE_PARAMS_V1; + +typedef NV_SMP_ASSIST_ENABLE_PARAMS_V1 NV_SMP_ASSIST_ENABLE_PARAMS; +#define NV_SMP_ASSIST_ENABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_ENABLE_PARAMS_V1, 1) +#define NV_SMP_ASSIST_ENABLE_PARAMS_VER NV_SMP_ASSIST_ENABLE_PARAMS_VER1 + +typedef struct _NV_SMP_ASSIST_DISABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NvU32 Reserved; //!< (IN) Unused. +} NV_SMP_ASSIST_DISABLE_PARAMS_V1; + +typedef NV_SMP_ASSIST_DISABLE_PARAMS_V1 NV_SMP_ASSIST_DISABLE_PARAMS; +#define NV_SMP_ASSIST_DISABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_DISABLE_PARAMS_V1, 1) +#define NV_SMP_ASSIST_DISABLE_PARAMS_VER NV_SMP_ASSIST_DISABLE_PARAMS_VER1 + +// FastGS constant buffer data returned by the GetConstants API. +// Refer VRWorks SDK's multiprojection_dx app (struct FastGSCBData) +typedef struct _NV_SMP_ASSIST_FASTGSCBDATA_V1 +{ + float NDCSplitsX[2]; //!< (OUT) FastGS constant buffer data for Multi-Res Shading/ Lens Matched Shading + float NDCSplitsY[2]; +} NV_SMP_ASSIST_FASTGSCBDATA_V1; + +typedef NV_SMP_ASSIST_FASTGSCBDATA_V1 NV_SMP_ASSIST_FASTGSCBDATA; + +typedef struct _NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1 +{ + float NDCSplitsX[4]; //!< (OUT) FastGS constant buffer data for Multi-Res Shading (Instanced stereo). 2 splits for left eye followed by 2 splits for right eye + float NDCSplitsY[2]; +} NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1; + +typedef NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1 NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO; + +// Constant buffer data to supply the UV-remapping helper functions +// Refer VRWorks SDK's multiprojection_dx app (struct RemapCBData) +typedef struct _NV_SMP_ASSIST_REMAPCBDATA_V1 +{ + //!< (OUT) Constant buffer data to supply the UV-remapping helper functions + float ClipToWindowSplitsX[2]; + float ClipToWindowSplitsY[2]; + float ClipToWindowX[3][2]; // ClipToWindowX[i][0] is Scale and ClipToWindowX[i][1] is Bias + float ClipToWindowY[3][2]; // ClipToWindowY[i][0] is Scale and ClipToWindowY[i][1] is Bias + float ClipToWindowZ[2]; // ClipToWindowZ[0] is Scale and ClipToWindowZ[1] is Bias + + float WindowToClipSplitsX[2]; + float WindowToClipSplitsY[2]; + float WindowToClipX[3][2]; // WindowToClipX[i][0] is Scale and WindowToClipX[i][1] is Bias + float WindowToClipY[3][2]; // WindowToClipY[i][0] is Scale and WindowToClipY[i][1] is Bias + float WindowToClipZ[2]; // WindowToClipZ[0] is Scale and WindowToClipZ[1] is Bias + + float BoundingRectOriginX; + float BoundingRectOriginY; + float BoundingRectSizeWidth; + float BoundingRectSizeHeight; + float BoundingRectSizeInvWidth; + float BoundingRectSizeInvHeight; + + float Padding[2]; +}NV_SMP_ASSIST_REMAPCBDATA_V1; + +typedef NV_SMP_ASSIST_REMAPCBDATA_V1 NV_SMP_ASSIST_REMAPCBDATA; + +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NV_SMP_ASSIST_GET_CONSTANTS_V3 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_EYE_INDEX eEyeIndex; //!< (IN) Viewports/scissors/constant buffer data corresponding to the input eEyeIndex will be returned + NvU32 numViewports; //!< (OUT) Number of valid viewport entries + D3D11_VIEWPORT *pViewports; //!< (OUT) If not NULL, this will contain the viewports computed by driver based on init params + D3D11_RECT *pScissors; //!< (OUT) If not NULL, this will contain the scissors computed by the driver based on init params + + NV_SMP_ASSIST_TYPE eSMPAssistType; //!< (OUT) SMP type provided in Init call + NV_SMP_ASSIST_LEVEL eSMPAssistLevel; //!< (OUT) SMP Assist level provided in Init call + + union + { + NV_MRS_CUSTOM_CONFIG_V1 sMRSConfig; //!< (OUT) If eSMPAssistType is MRS, then MRS config will be populated + NV_LMS_CUSTOM_CONFIG_V1 sLMSConfig; //!< (OUT) If eSMPAssistType is LMS, then LMS config will be populated + }; + + float projectionSizeWidth; //!< (OUT) MRS/LMS projection size + float projectionSizeHeight; //!< (OUT) + + NV_SMP_ASSIST_FASTGSCBDATA_V1 *pFastGSCBData; //!< (OUT) If not NULL, this will contain constant buffer data to supply the FastGS for culling primitives per-viewport + NV_SMP_ASSIST_REMAPCBDATA_V1 *pRemapCBData; //!< (OUT) If not NULL, this will contain constant buffer data to supply the UV-remapping helper functions + + D3D11_VIEWPORT boundingViewport; //!< (OUT) If eSMPType is MRS or LMS then this will be a union of the individual viewports populated in pViewports + D3D11_RECT boundingScissor; //!< (OUT) If eSMPType is MRS or LMS then this will be a union of the individual scissor rects populated in pScissors + + union + { + NV_MRS_INSTANCED_STEREO_CONFIG_V1 sMRS_ISConfig; //!< (OUT) If eSMPAssistType is MRS and eEyeIndex is NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO then MRS Instanced stereo config will be populated + NV_LMS_INSTANCED_STEREO_CONFIG_V1 sLMS_ISConfig; //!< (OUT) If eSMPAssistType is LMS and eEyeIndex is NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO then LMS Instanced stereo config will be populated + }; + + NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1 *pFastGSCBDataMRS_IS; //!< (OUT) If non-NULL and eSMPAssistType is MRS and eEyeIndex is NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO then MRS Instanced stereo FastGS constant buffer data will be populated +} NV_SMP_ASSIST_GET_CONSTANTS_V3; + +#define NV_SMP_ASSIST_GET_CONSTANTS_VER3 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_GET_CONSTANTS_V3, 3) +typedef NV_SMP_ASSIST_GET_CONSTANTS_V3 NV_SMP_ASSIST_GET_CONSTANTS; +#define NV_SMP_ASSIST_GET_CONSTANTS_VER NV_SMP_ASSIST_GET_CONSTANTS_VER3 + +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NV_SMP_ASSIST_SETUP_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + union + { + NV_MRS_CONFIG eMRSConfig; //!< (IN) If eSMPAssistType is MRS and SMP Assist Level is Full then provide MRS config enum + NV_LMS_CONFIG eLMSConfig; //!< (IN) If eSMPAssistType is LMS and SMP Assist Level is Full then provide LMS config enum + NV_MRS_CUSTOM_CONFIG_V1 sMRSCustomConfig; //!< (IN) If eSMPAssistType is MRS and SMP Assist Level is Partial, then provide MRS config + NV_LMS_CUSTOM_CONFIG_V1 sLMSCustomConfig; //!< (IN) If eSMPAssistType is LMS and SMP Assist Level is Partial, then provide LMS config + NV_CUSTOM_RECTS_V1 sCustomRects; //!< (IN) If SMP Assist Level is Minimal, provide custom viewports and scissor rects for each eye index. + }; + + float resolutionScale; //!< (IN) A resolution multiplier in the range [0.1, 3.0] if app wants to render at higher resolution + D3D11_VIEWPORT boundingBox; //!< (IN) Rect on the rendertarget, to place the projection + float vpOffsets[2]; //!< (IN) Default set to 0. If non-zero, MRS/LMS viewports' TopLeftX and TopLeftY will be + //!< offset by vpOffsets[0] and vpOffsets[1] respectively. +} NV_SMP_ASSIST_SETUP_PARAMS_V1; + +typedef NV_SMP_ASSIST_SETUP_PARAMS_V1 NV_SMP_ASSIST_SETUP_PARAMS; +#define NV_SMP_ASSIST_SETUP_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_SETUP_PARAMS_V1, 1) +#define NV_SMP_ASSIST_SETUP_PARAMS_VER NV_SMP_ASSIST_SETUP_PARAMS_VER1 + +typedef struct _NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_TYPE eSMPAssistType; // Patch instanced stereo shaders (created with packed eye index) with this SMPAssistType (NV_SMP_ASSIST_LMS only) + float leftCoeffs[4]; // Left eye: outpos.x = dotproduct(outputpos, leftCoeffs) + leftConst + float leftConst; + float rightCoeffs[4]; // Right eye: outpos.x = dotproduct(outputpos, rightCoeffs) + rightConst + float rightConst; +} NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1; + +typedef NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1 NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS; +#define NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1, 1) +#define NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_VER NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! + +DECLARE_INTERFACE(ID3DNvSMPAssist_V1) +{ +////////////////////////////// VER1 methods ////////////////////////////////////////// + // Disable SMP Assist for further Draw calls + STDMETHOD_(NvAPI_Status,Disable)(THIS_ __in IUnknown *pDevContext, __in const NV_SMP_ASSIST_DISABLE_PARAMS *psSMPAssistDisableParams) PURE; + + // Enable SMP Assist for further Draw calls. App has to provide the type of rendering done in upcoming Draw calls - Mono/Left eye/Right eye/Instanced Stereo + STDMETHOD_(NvAPI_Status,Enable)(THIS_ __in IUnknown *pDevContext, __in const NV_SMP_ASSIST_ENABLE_PARAMS *psSMPAssistEnableParams) PURE; + + // Get the constants used by the drivers + STDMETHOD_(NvAPI_Status,GetConstants)(THIS_ __inout NV_SMP_ASSIST_GET_CONSTANTS *psSMPAssistGetConstants) PURE; + + // Setup the projections (rects, constant buffer data etc.) + STDMETHOD_(NvAPI_Status,SetupProjections)(THIS_ __in IUnknown *pDevice, __in const NV_SMP_ASSIST_SETUP_PARAMS *psSMPAssistSetupParams) PURE; + + // Update instanced stereo specific data + STDMETHOD_(NvAPI_Status,UpdateInstancedStereoData)(THIS_ __in IUnknown *pDevice, __in const NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS *psSMPAssistInstancedStereoParams) PURE; +////////////////////////////// end of VER1 methods ////////////////////////////////////////// +}; + +typedef ID3DNvSMPAssist_V1 ID3DNvSMPAssist; +#define ID3DNVSMPASSIST_VER1 MAKE_NVAPI_VERSION(ID3DNvSMPAssist_V1, 1) +#define ID3DNVSMPASSIST_VER ID3DNVSMPASSIST_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NV_SMP_ASSIST_INITIALIZE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_TYPE eSMPAssistType; //!< (IN) None/MRS/LMS + NV_SMP_ASSIST_LEVEL eSMPAssistLevel; //!< (IN) Full/Partial/Minimal + NvU32 flags; //!< (IN) Flags, if any + + ID3DNvSMPAssist **ppD3DNvSMPAssist; //!< (OUT) Interface pointer returned by the Init call. Use for future Enable/Disable etc. calls + +} NV_SMP_ASSIST_INITIALIZE_PARAMS_V1; + +#define NV_SMP_ASSIST_INITIALIZE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_INITIALIZE_PARAMS_V1, 1) +#ifndef NV_SMP_ASSIST_INITIALIZE_PARAMS_VER +typedef NV_SMP_ASSIST_INITIALIZE_PARAMS_V1 NV_SMP_ASSIST_INITIALIZE_PARAMS; +#define NV_SMP_ASSIST_INITIALIZE_PARAMS_VER NV_SMP_ASSIST_INITIALIZE_PARAMS_VER1 +#endif + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_InitializeSMPAssist +// +//! DESCRIPTION: Initialize SMP Assist extension. Take the SMPAssist(MRS/LMS) params from the application. +//! Provide the application with a interface pointer for future use. +//! +//! \since Release: 396 +//! \param [in] pDevice Pointer to IUnknown (Currently supports ID3D11Device) +//! \param [inout] pSMPAssistInitParams SMP Assist initialization params +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_OK Call succeeded. +//! \retval ::NVAPI_ERROR Call failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One of the required input arguments was NULL +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_InitializeSMPAssist(__in IUnknown *pDevice, __inout NV_SMP_ASSIST_INITIALIZE_PARAMS *pSMPAssistInitParams); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && defined(__d3d11_h__) +//! \ingroup dx +typedef struct _NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_TYPE eSMPAssistType; //!< (IN) None/MRS/LMS + NV_SMP_ASSIST_LEVEL eSMPAssistLevel; //!< (IN) Full/Partial/Minimal + NvBool bSMPAssistSupported; //!< (OUT) SMP Assist supported or not +} NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1 NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS; +#define NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_VER NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QuerySMPAssistSupport +// +//! DESCRIPTION: Query SMP assist extension support. +//! +//! \since Release: 396 +//! \param [in] pDev Pointer to IUnknown (Currently supports ID3D11Device) +//! \param [out] pQuerySMPAssistSupportParams Pointer to a structure returning requested SMP assist support +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_NOT_SUPPORTED Requested SMP assist is not supported. +//! \retval ::NVAPI_OK Call succeeded. Check value of pQuerySMPAssistSupportParams->bSMPAssistSupported +//! \retval ::NVAPI_INVALID_POINTER pDev or pQuerySMPAssistSupportParams was a NULL pointer +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QuerySMPAssistSupport(__in IUnknown *pDev, __inout NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS *pQuerySMPAssistSupportParams); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get sleep status +//! \ingroup dx +typedef struct _NV_GET_SLEEP_STATUS_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (OUT) Is low latency mode enabled? + NvBool bFsVrr; //!< (OUT) Is fullscreen VRR enabled? + NvBool bCplVsyncOn; //!< (OUT) Is Control Panel overriding VSYNC ON? + NvU32 sleepIntervalUs; //!< (OUT) Latest sleep interval in microseconds. + NvBool bUseGameSleep; //!< (OUT) Is NvAPI_D3D_Sleep() being called? + NvU8 rsvd[121]; //!< (IN) Reserved. Must be set to 0s. +} NV_GET_SLEEP_STATUS_PARAMS_V1; + +typedef NV_GET_SLEEP_STATUS_PARAMS_V1 NV_GET_SLEEP_STATUS_PARAMS; +#define NV_GET_SLEEP_STATUS_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GET_SLEEP_STATUS_PARAMS_V1, 1) +#define NV_GET_SLEEP_STATUS_PARAMS_VER NV_GET_SLEEP_STATUS_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetSleepStatus +// +//! DESCRIPTION: This function can be used to get the latest sleep status: +//! bLowLatencyMode indicates whether low latency mode is currently +//! enabled in the driver. +//! Note that it may not always reflect the previously requested sleep mode, +//! as the feature may not be available on the platform, or the setting has +//! been overridden by the control panel, for example. +//! bFsVrr indicates fullscreen GSYNC or GSYNC Compatible mode. It is valid +//! only when the application is in the foreground. +//! bCplVsyncOn indicates Control Panel VSYNC ON override. +//! +//! \since Release: 455 +//! \param [in] pDev The target device. +//! \param [in] pGetSleepStatusParams Sleep status params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetSleepStatus(__in IUnknown *pDev, __in NV_GET_SLEEP_STATUS_PARAMS *pGetSleepStatusParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to set sleep mode +//! \ingroup dx +typedef struct _NV_SET_SLEEP_MODE_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (IN) Low latency mode enable/disable. + NvBool bLowLatencyBoost; //!< (IN) Request maximum GPU clock frequency regardless of workload. + NvU32 minimumIntervalUs; //!< (IN) Minimum frame interval in microseconds. 0 = no frame rate limit. + NvBool bUseMarkersToOptimize; //!< (IN) Allow latency markers to be used for runtime optimizations. + NvU8 rsvd[31]; //!< (IN) Reserved. Must be set to 0s. +} NV_SET_SLEEP_MODE_PARAMS_V1; + +typedef NV_SET_SLEEP_MODE_PARAMS_V1 NV_SET_SLEEP_MODE_PARAMS; +#define NV_SET_SLEEP_MODE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SET_SLEEP_MODE_PARAMS_V1, 1) +#define NV_SET_SLEEP_MODE_PARAMS_VER NV_SET_SLEEP_MODE_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetSleepMode +// +//! DESCRIPTION: This function can be used to update sleep mode dynamically. +//! The settings are not dependent to each other, meaning low latency mode +//! can be enabled/disabled regardless of whether minimum interval is set or +//! not. The former is to intelligently lower latency without impacting frame +//! rate. The later is to limit frame rate (e.g. minimumIntervalUs = 10000 +//! limits frame rate to 100 FPS). They work well separately and/or together. +//! Note that minimumIntervalUs usage is not limited to lowering latency, so +//! feel free to use it to limit frame rate for menu, cut scenes, etc. +//! Note that low latency mode can be enabled, and/or minimum interval can +//! be set, even without using NvAPI_D3D_Sleep(). However, without it, the +//! sleep to achieve these features would happen at a less optimal point, +//! resulting in higher overall latency. +//! The bLowLatencyBoost will request the GPU run at max clocks even in +//! scenarios where it is idle most of the frame and would normally try +//! to save power. This can decrease latency in CPU-limited scenarios. +//! While this function can be called as often as needed, it is not +//! necessary nor recommended to call this too frequently (e.g. every frame), +//! as the settings persist for the target device. +//! +//! \since Release: 455 +//! \param [in] pDev The target device. +//! \param [in] pSetSleepModeParams Sleep mode params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetSleepMode(__in IUnknown *pDev, __in NV_SET_SLEEP_MODE_PARAMS *pSetSleepModeParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_Sleep +// +//! DESCRIPTION: It is recommended to call this function at the very start of +//! each frame (e.g. before input sampling). If there is a need to sleep, +//! due to frame rate limit and/or low latency features, for example, +//! this call provides an entry point for the driver to sleep at the most +//! optimal spot to achieve the lowest latency. +//! It is recommended to call this function even when low latency mode is +//! disabled and minimum interval is 0. Other features, such as Maximum Frame +//! Rate setting, could be enabled in the control panel to benefit from this. +//! It is OK to start (or stop) using this function at any time. However, +//! when using this function, it must be called exactly once on each frame. +//! If this function is not called, after several frames, the driver would +//! fallback to sleep at its less optimal spot. +//! +//! \since Release: 455 +//! \param [in] pDev The target device. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_Sleep(__in IUnknown *pDev); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to send Reflex Sync data to UMD +//! \ingroup dx +typedef struct _NV_SET_REFLEX_SYNC_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvU32 bEnable:1; //!< (IN) Enable Reflex Sync + NvU32 bDisable:1; //!< (IN) Disable Reflex Sync + NvU32 flagsRsvd:30; //!< (IN) Reserved flag bits. Must be set to 0s. + NvU32 vblankIntervalUs; //!< (IN) Interval between VBLANKs in microseconds. (0 means N/A) + NvS32 timeInQueueUs; //!< (IN) Amount of time in the completed frame queue. Can be negative. (0 means N/A) + NvU32 timeInQueueUsTarget; //!< (IN) Target amount of time in the completed frame queue. (0 means N/A) + NvU8 rsvd[28]; //!< (IN) Reserved. Must be set to 0s. +} NV_SET_REFLEX_SYNC_PARAMS_V1; + +typedef NV_SET_REFLEX_SYNC_PARAMS_V1 NV_SET_REFLEX_SYNC_PARAMS; +#define NV_SET_REFLEX_SYNC_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SET_REFLEX_SYNC_PARAMS_V1, 1) +#define NV_SET_REFLEX_SYNC_PARAMS_VER NV_SET_REFLEX_SYNC_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetReflexSync +// +//! DESCRIPTION: This function can be used to enable/disable Reflex Sync, +//! and to pass in essential data for the Reflex Sync operation. +//! +//! \since Release: 530 +//! \param [in] pDev The target device. +//! \param [in] pSetReflexSyncParams Reflex Sync params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetReflexSync(__in IUnknown *pDev, __in NV_SET_REFLEX_SYNC_PARAMS *pSetReflexSyncParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get latency report. +//! \ingroup dx + +typedef struct _NV_LATENCY_RESULT_PARAMS +{ + NvU32 version; //!< (IN) Structure version + struct FrameReport { + NvU64 frameID; + NvU64 inputSampleTime; + NvU64 simStartTime; + NvU64 simEndTime; + NvU64 renderSubmitStartTime; + NvU64 renderSubmitEndTime; + NvU64 presentStartTime; + NvU64 presentEndTime; + NvU64 driverStartTime; + NvU64 driverEndTime; + NvU64 osRenderQueueStartTime; + NvU64 osRenderQueueEndTime; + NvU64 gpuRenderStartTime; + NvU64 gpuRenderEndTime; + NvU32 gpuActiveRenderTimeUs; //!< (OUT) Difference between gpuRenderStartTime and gpuRenderEndTime, excluding the idles in between, in microseconds. + NvU32 gpuFrameTimeUs; //!< (OUT) Difference between previous and current frame's gpuRenderEndTime, in microseconds. + NvU8 rsvd[120]; + } frameReport[64]; + NvU8 rsvd[32]; +} NV_LATENCY_RESULT_PARAMS_V1; + +typedef NV_LATENCY_RESULT_PARAMS_V1 NV_LATENCY_RESULT_PARAMS; +#define NV_LATENCY_RESULT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_LATENCY_RESULT_PARAMS_V1, 1) +#define NV_LATENCY_RESULT_PARAMS_VER NV_LATENCY_RESULT_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetLatency +// +//! DESCRIPTION: Get a latency report including the timestamps of the +//! application latency markers set with NvAPI_D3D_SetLatencyMarker as well +//! as driver, OS queue and graphics hardware times. Requires calling +//! NvAPI_D3D_SetLatencyMarker with incrementing frameID for valid results. +//! Rendering for at least 90 frames is recommended to properly fill out the +//! structure. The newest completed frame is at the end (element 63) and +//! is preceeded by older frames. If not enough frames are valid then all +//! frames are returned with all zeroes. +//! +//! \since Release: 455 +//! \param [in] pDev The target device +//! \param [in] pGetLatencyParams The latency result structure. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetLatency(__in IUnknown *pDev, __out NV_LATENCY_RESULT_PARAMS *pGetLatencyParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used define latency marker type +//! \ingroup dx +typedef enum +{ + SIMULATION_START = 0, + SIMULATION_END = 1, + RENDERSUBMIT_START = 2, + RENDERSUBMIT_END = 3, + PRESENT_START = 4, + PRESENT_END = 5, + INPUT_SAMPLE = 6, + TRIGGER_FLASH = 7, + PC_LATENCY_PING = 8, + OUT_OF_BAND_RENDERSUBMIT_START = 9, + OUT_OF_BAND_RENDERSUBMIT_END = 10, + OUT_OF_BAND_PRESENT_START = 11, + OUT_OF_BAND_PRESENT_END = 12, +} NV_LATENCY_MARKER_TYPE; + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used set latency markers +//! \ingroup dx +typedef struct _NV_LATENCY_MARKER_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvU64 frameID; + NV_LATENCY_MARKER_TYPE markerType; + NvU64 rsvd0; + NvU8 rsvd[56]; +} NV_LATENCY_MARKER_PARAMS_V1; + +typedef NV_LATENCY_MARKER_PARAMS_V1 NV_LATENCY_MARKER_PARAMS; +#define NV_LATENCY_MARKER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_LATENCY_MARKER_PARAMS_V1, 1) +#define NV_LATENCY_MARKER_PARAMS_VER NV_LATENCY_MARKER_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetLatencyMarker +// +//! DESCRIPTION: Set a latency marker to be tracked by the +//! NvAPI_D3D_GetLatency function. SIMULATION_START must be the first marker +//! sent in a frame, after the previous frame's Sleep call (if used). +//! INPUT_SAMPLE may be sent to record the moment user input was sampled and +//! should come between SIMULATION_START and SIMULATION_END. +//! RENDERSUBMIT_START should come before any Direct3D calls are made for +//! the given frame and RENDERSUBMIT_END should come before calling Present. +//! PRESENT_START and END should wrap the Present call to inform the driver +//! of a present block done by the OS before the driver receives the Present. +//! TRIGGER_FLASH tells the driver to render its flash indicator for latency +//! testing, typically driven by a mouse click. +//! The frameID can start at an abitrary moment in the application lifetime +//! but must strictly increment from that point forward for consistent results. +//! +//! \since Release: 455 +//! \param [in] pDev Pointer to the target device +//! \param [in] pSetLatencyMarkerParams Pointer to the latency marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetLatencyMarker(__in IUnknown *pDev, __in NV_LATENCY_MARKER_PARAMS* pSetLatencyMarkerParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used in NvAPI_D3D12_SetAsyncFrameMarker and NvAPI_D3D11_SetAsyncFrameMarker +//! \ingroup dx +typedef struct _NV_ASYNC_FRAME_MARKER_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NvU64 frameID; + NV_LATENCY_MARKER_TYPE markerType; + NvU64 presentFrameID; + NvU8 rsvd[56]; +} NV_ASYNC_FRAME_MARKER_PARAMS_V1; + +typedef NV_ASYNC_FRAME_MARKER_PARAMS_V1 NV_ASYNC_FRAME_MARKER_PARAMS; +#define NV_ASYNC_FRAME_MARKER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_ASYNC_FRAME_MARKER_PARAMS_V1, 1) +#define NV_ASYNC_FRAME_MARKER_PARAMS_VER NV_ASYNC_FRAME_MARKER_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetAsyncFrameMarker +// +//! DESCRIPTION: Set an async frame marker for present and out-of-band render tracking. +//! +//! \since Release: 520 +//! \param [in] pCommandQueue Pointer to the D3D12CommandQueue +//! \param [in] pSetAsyncFrameMarkerParams Pointer to the async frame marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetAsyncFrameMarker(__in ID3D12CommandQueue *pCommandQueue, __in NV_ASYNC_FRAME_MARKER_PARAMS* pSetAsyncFrameMarkerParams); +#endif //defined(__cplusplus) && (defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetAsyncFrameMarker +// +//! DESCRIPTION: Set an async frame marker for present and out-of-band render tracking. +//! +//! \since Release: 565 +//! \param [in] pDevice Pointer to the target device +//! \param [in] pSetAsyncFrameMarkerParams Pointer to the async frame marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetAsyncFrameMarker(__in IUnknown *pDevice, __in NV_ASYNC_FRAME_MARKER_PARAMS* pSetAsyncFrameMarkerParams); +#endif //defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used in NvAPI_D3D12_NotifyOutOfBandCommandQueue +//! \ingroup dx +typedef enum +{ + OUT_OF_BAND_RENDER = 0, + OUT_OF_BAND_PRESENT = 1, + OUT_OF_BAND_IGNORE = 2, +} NV_OUT_OF_BAND_CQ_TYPE; + +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_NotifyOutOfBandCommandQueue +// +//! DESCRIPTION: Notifies the driver that this command queue runs out of band +//! from the application's frame cadence. +//! +//! \since Release: 520 +//! \param [in] pCommandQueue The D3D12CommandQueue +//! \param [in] cqType The type of out of band command queue +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_NotifyOutOfBandCommandQueue(__in ID3D12CommandQueue *pCommandQueue, __in NV_OUT_OF_BAND_CQ_TYPE cqType); +#endif //defined(__cplusplus) && defined(__d3d12_h__)) + + +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetCreateCommandQueueLowLatencyHint +// +//! DESCRIPTION: Reserved call. +//! +//! \since Release: 530 +//! \param [in] pDevice The creating device +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetCreateCommandQueueLowLatencyHint(__in ID3D12Device *pDevice); +#endif //defined(__cplusplus) && defined(__d3d12_h__)) + +#if defined (__cplusplus) && defined(__d3d12_h__) + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +typedef struct NVAPI_D3D12_CREATE_CUBIN_SHADER_PARAMS +{ + size_t structSizeIn; //!< [in] Caller's version of input params + size_t structSizeOut; //!< [out] Driver's version of input params + + ID3D12Device* pDevice; //!< [in] pointer to ID3D12Device object + const void* pCubin; //!< [in] pointer to blob containing the cubin + NvU32 size; //!< [in] size of pCubin blob in bytes + NvU32 blockX; //!< [in] size of CTA / thread block/group + NvU32 blockY; //!< [in] + NvU32 blockZ; //!< [in] + NvU32 dynSharedMemBytes; //!< [in] dynamic shared memory required by the shader in bytes + const char* pShaderName; //!< [in] pointer to shader name, acts as identifier for SLI special handling, doesn't need to be accurate + NvU32 flags; //!< [in] reserved, set to 0 + NVDX_ObjectHandle hShader; //!< [out] variable that receives the handle to the created shader. + +} NVAPI_D3D12_CREATE_CUBIN_SHADER_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShaderExV2(__inout NVAPI_D3D12_CREATE_CUBIN_SHADER_PARAMS* pParams); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShader(__in ID3D12Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShaderEx(__in ID3D12Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in NvU32 dynSharedMemBytes, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShaderWithName(__in ID3D12Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_LaunchCubinShader(__in ID3D12GraphicsCommandList* pCommandList, + __in NVDX_ObjectHandle hShader, + __in NvU32 gridX, + __in NvU32 gridY, + __in NvU32 gridZ, + __in const void* pParams, + __in NvU32 paramSize); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_DestroyCubinComputeShader(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hShader); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +#if defined(__d3d12_h__) +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct NVAPI_D3D12_GET_CUDA_MERGED_TEXTURE_SAMPLER_OBJECT_PARAMS +{ + size_t structSizeIn; //!< [in] Caller's version of input params + size_t structSizeOut; //!< [out] Driver's version of input params + + ID3D12Device* pDevice; //!< [in] pointer to ID3D12Device object + D3D12_CPU_DESCRIPTOR_HANDLE texDesc; //!< [in] CPU descriptor handle of the texture (SRV) + D3D12_CPU_DESCRIPTOR_HANDLE smpDesc; //!< [in] CPU descriptor handle of the sampler (set to 0 if sampler isn't required) + NvU64 textureHandle; //!< [out] A variable that receives the driver handle + +} NVAPI_D3D12_GET_CUDA_MERGED_TEXTURE_SAMPLER_OBJECT_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_GetCudaMergedTextureSamplerObject(__inout NVAPI_D3D12_GET_CUDA_MERGED_TEXTURE_SAMPLER_OBJECT_PARAMS* pParams); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +typedef enum _NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TYPE +{ + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_SURFACE = 0, + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TEXTURE = 1, + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_SAMPLER = 2, + +} NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TYPE; + +typedef struct NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_PARAMS +{ + size_t structSizeIn; //!< [in] Caller's version of input params + size_t structSizeOut; //!< [out] Driver's version of input params + + ID3D12Device* pDevice; //!< [in] Pointer to ID3D12Device object + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TYPE type; //!< [in] Type of the descriptor + D3D12_CPU_DESCRIPTOR_HANDLE desc; //!< [in] CPU descriptor handle of the UAV + NvU64 handle; //!< [out] A pointer to memory that receives the driver handle + +} NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_GetCudaIndependentDescriptorObject(__inout NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_PARAMS* pParams); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_GetCudaTextureObject(__in ID3D12Device* pDevice, + __in D3D12_CPU_DESCRIPTOR_HANDLE texDesc, + __in D3D12_CPU_DESCRIPTOR_HANDLE smpDesc, + __out NvU32* pTextureHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_GetCudaSurfaceObject(__in ID3D12Device* pDevice, + __in D3D12_CPU_DESCRIPTOR_HANDLE uavDesc, + __out NvU32* pSurfaceHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_IsFatbinPTXSupported(__in ID3D12Device *pDevice, + __out bool *pSupported); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCuModule(__in ID3D12Device* pDevice, + __in const void* pBlob, + __in NvU32 size, + __out NVDX_ObjectHandle* phModule); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_EnumFunctionsInModule(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hModule, + __inout NvU32* pArraySize, + __out const char** const pFunctionNames); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCuFunction(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hModule, + __in const char* pName, + __out NVDX_ObjectHandle* phFunction); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NVAPI_DIM3 +{ + NvU32 x; + NvU32 y; + NvU32 z; +} NVAPI_DIM3; + +typedef struct _NVAPI_CU_KERNEL_LAUNCH_PARAMS +{ + NVDX_ObjectHandle hFunction; + NVAPI_DIM3 gridDim; + NVAPI_DIM3 blockDim; + NvU32 dynSharedMemBytes; + void const * pParams; + NvU32 paramSize; +} NVAPI_CU_KERNEL_LAUNCH_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_LaunchCuKernelChain(__in ID3D12GraphicsCommandList* pCommandList, + __in const NVAPI_CU_KERNEL_LAUNCH_PARAMS* pKernels, + __in NvU32 numKernels); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NVAPI_CU_KERNEL_LAUNCH_PARAMS_EX +{ + NVDX_ObjectHandle hFunction; + NVAPI_DIM3 gridDim; + NVAPI_DIM3 blockDim; + NvU32 dynSharedMemBytes; + + // either pParams/paramsSize is used or kernelParams is used + void const * pParams; + NvU32 paramSize; + void **kernelParams; +} NVAPI_CU_KERNEL_LAUNCH_PARAMS_EX; + +NVAPI_INTERFACE NvAPI_D3D12_LaunchCuKernelChainEx(__in ID3D12GraphicsCommandList* pCommandList, + __in const NVAPI_CU_KERNEL_LAUNCH_PARAMS_EX* pKernels, + __in NvU32 numKernels); + + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_DestroyCuModule(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hModule); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_DestroyCuFunction(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hFunction); +#endif //if defined (__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d11_h__) + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateCubinComputeShader(__in ID3D11Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateCubinComputeShaderEx(__in ID3D11Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in NvU32 dynSharedMemBytes, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateCubinComputeShaderWithName(__in ID3D11Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_LaunchCubinShader(__in ID3D11DeviceContext *pDeviceContext, + __in NVDX_ObjectHandle hShader, + __in NvU32 gridX, + __in NvU32 gridY, + __in NvU32 gridZ, + __in const void* pParams, + __in NvU32 paramSize, + __in const NVDX_ObjectHandle* pReadResources, + __in NvU32 numReadResources, + __in const NVDX_ObjectHandle* pWriteResources, + __in NvU32 numWriteResources); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_DestroyCubinComputeShader(__in ID3D11Device* pDevice, + __in NVDX_ObjectHandle hShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_IsFatbinPTXSupported(__in ID3D11Device *pDevice, + __out bool *pSupported); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateUnorderedAccessView(__in ID3D11Device* pDevice, + __in ID3D11Resource* pResource, + __in const D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc, + __out ID3D11UnorderedAccessView** ppUAV, + __out NvU32* pDriverHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateShaderResourceView(__in ID3D11Device* pDevice, + __in ID3D11Resource* pResource, + __in const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc, + __out ID3D11ShaderResourceView** ppSRV, + __out NvU32* pDriverHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateSamplerState(__in ID3D11Device* pDevice, + __in const D3D11_SAMPLER_DESC* pSamplerDesc, + __out ID3D11SamplerState** ppSamplerState, + __out NvU32* pDriverHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_GetCudaTextureObject(__in ID3D11Device* pDevice, + __in NvU32 srvDriverHandle, + __in NvU32 samplerDriverHandle, + __out NvU32* pCudaTextureHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_GetResourceGPUVirtualAddress(__in ID3D11Device* pDevice, + __in const NVDX_ObjectHandle hResource, + __out NvU64* pGpuVA); +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined(__cplusplus) && defined(__d3d12_h__) +//! Flags specifying raytracing thread reordering hardware support. +//! Additional flags will be added as support becomes available. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS +{ + NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAP_NONE = 0x0, //!< Thread reordering acts as a no-op + NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAP_STANDARD = NV_BIT(0) //!< Standard thread reordering is supported +} NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS; + +//! Flags specifying raytracing Opacity Micromap support. +//! Additional flags will be added as support becomes available. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAPS +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAP_NONE = 0x0, //!< Opacity Micromap support is not available. + //!< The application must not attempt to use any OMM entrypoints or flags. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAP_STANDARD = NV_BIT(0) //!< Standard Opacity Micromap support is available +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAPS; + +//! Flags specifying raytracing Displacement Micromap support. +//! Additional flags will be added as support becomes available. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAPS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAP_NONE = 0x0, //!< Displacement Micromap support is not available. + //!< The application must not attempt to use any DMM entrypoints or flags. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAP_STANDARD = NV_BIT(0) //!< Standard Displacement Micromap support is available +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAPS; + +//! List of Raytracing CAPS types that can be queried. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_CAPS_TYPE +{ + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_THREAD_REORDERING = 0, + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_OPACITY_MICROMAP = 1, + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_DISPLACEMENT_MICROMAP = 2, + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_INVALID = -1 +} NVAPI_D3D12_RAYTRACING_CAPS_TYPE; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingCaps +// +//! DESCRIPTION: Query raytracing capabilities of a device. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Pointer to the device on which raytracing caps should be queried from. +//! \param [in] type Raytracing caps type requested. (ex: NVAPI_D3D12_RAYTRACING_CAPS_TYPE_THREAD_REORDERING) +//! \param [out] pData Pointer to memory that receives caps. (ex: NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS*) +//! \param [in] dataSize Size in bytes to return to pData. Must match the size of the caps data requested. (ex: sizeof(NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS)) +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as an argument +//! \retval ::NVAPI_INVALID_ARGUMENT At least one of the arguments are invalid +//! \retval ::NVAPI_ERROR Error occurred +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingCaps( + __in ID3D12Device* pDevice, + __in NVAPI_D3D12_RAYTRACING_CAPS_TYPE type, + __out void* pData, + __in size_t dataSize); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Flags specifying validation behaviour for raytracing operations. +//! \ingroup dx +//! See NvAPI_D3D12_EnableRaytracingValidation +typedef enum _NVAPI_D3D12_RAYTRACING_VALIDATION_FLAGS +{ + NVAPI_D3D12_RAYTRACING_VALIDATION_FLAG_NONE = 0x0, //!< No validation flags. +} NVAPI_D3D12_RAYTRACING_VALIDATION_FLAGS; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EnableRaytracingValidation +// +//! DESCRIPTION: Enable raytracing validation for a device. +//! This function must be called before any other raytracing-related function +//! is invoked on the device. Raytracing validation can only be enabled when +//! the NV_ALLOW_RAYTRACING_VALIDATION envvar is set to 1. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device on which raytracing validation should be enabled. +//! \param [in] flags Raytracing validation flags. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as device argument +//! \retval ::NVAPI_INVALID_ARGUMENT An unsupported flag was specified +//! \retval ::NVAPI_INVALID_CALL The call was made too late (other raytracing-related calls have already been made) +//! \retval ::NVAPI_ACCESS_DENIED Validation is not allowed by envvar +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_EnableRaytracingValidation( + __in ID3D12Device5* pDevice, + __in NVAPI_D3D12_RAYTRACING_VALIDATION_FLAGS flags); + + + +//! Severity classification of validation messages. +//! \ingroup dx +//! See NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_CALLBACK +typedef enum _NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY +{ + NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY_ERROR = 0x0, //!< Error message (indicates likely bug) + NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY_WARNING = 0x1 //!< Warning message (indicates inadvisable usage or possible bug) +} NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY; + +//! Callback for raytracing validation messages. +//! \param [in] pUserData User data pointer as provided to callback registration. +//! \param [in] severity Severity of message. +//! \param [in] messageCode Type of reported validation message. +//! \param [in] message Human-readable description of what the message code means. +//! \param [in] messageDetails Additional human-readable context for validation message. May contain newlines. +//! \ingroup dx +//! See NvAPI_D3D12_RegisterRaytracingValidationMessageCallback +typedef void(__stdcall *NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_CALLBACK)(void* pUserData, NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY severity, const char* messageCode, const char* message, const char* messageDetails); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RegisterRaytracingValidationMessageCallback +// +//! DESCRIPTION: Register a message callback for raytracing validation messages. +//! The provided callback may be invoked by the driver using any thread at any time until the callback is unregistered. +//! It is invalid to register/unregister callbacks from within the callback. +//! It is invalid to create or destroy objects for the device or record commands onto command lists from within the callback. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device from which to obtain raytracing validation messages. +//! \param [in] pfnMessageCallback Callback used to report validation messages. +//! \param [in] pUserData [optional] User data to pass as argument to message callback. +//! \param [out] pHandle Handle that may be used to unregister the callback. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as an argument +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RegisterRaytracingValidationMessageCallback( + __in ID3D12Device5* pDevice, + __in NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_CALLBACK pfnMessageCallback, + __in_opt void* pUserData, + __out void** pHandle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_UnregisterRaytracingValidationMessageCallback +// +//! DESCRIPTION: Unregister a previously registered message callback for raytracing validation messages. +//! The provided callback will not be invoked once the unregister call has returned. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device from which to stop obtaining raytracing validation messages. +//! \param [in] handle Handle to which callback should be unregistered, obtained at registration. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as device argument +//! \retval ::NVAPI_INVALID_ARGUMENT Callback handle not recognized +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_UnregisterRaytracingValidationMessageCallback( + __in ID3D12Device5* pDevice, + __in void* handle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_FlushRaytracingValidationMessages +// +//! DESCRIPTION: Flush any validation messages that have not yet been reported. +//! This guarantees that any validation messages for work which is known to be complete on the GPU +//! at the time of the call are reported to registered callbacks. +//! This operation is lightweight if the flushed device does not have raytracing validation enabled. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device on which raytracing validation messages should be flushed. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as device argument +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_FlushRaytracingValidationMessages( + __in ID3D12Device5* pDevice); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +// Types used by both device and command list functions. + +//! Flags specifying building instructions and hints when constructing a DMM Array. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAGS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_NONE = 0x0, //!< No options specified for the DMM Array build. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE = NV_BIT(0), //!< Allow the DMM Array build to take a little longer in order to optimize for traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD = NV_BIT(1) //!< Spend as little time as possible on the DMM Array build with some potential loss to traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAGS; + +//! Specifies the input Displacement Micromap formats. +//! The DC1 (Displacement Compression 1) format follows the space-filling curve in barycentric space over the uniformly tessellated micro-triangles. +//! +//! \note This is a 16-bit value when used in #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT_DC1_64_TRIS_64_BYTES = 0x1, //!< 64 micro-triangles packed into 64 bytes + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT_DC1_256_TRIS_128_BYTES = 0x2, //!< 256 micro-triangles packed into 128 bytes + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT_DC1_1024_TRIS_128_BYTES = 0x3, //!< 1024 micro-triangles packed into 128 bytes + +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT; + +//! Number of DMMs of a specific configuration in a DMM Array or BLAS build. +//! Used to compute conservative buffer size estimates for DMM Array and BLAS builds. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT +{ + NvU32 count; //!< For DMM Array builds: total number of DMMs in the DMM Array with the particular \p subdivisionLevel and \p format specified in this descriptor. + //!< For BLAS builds: total number of DMMs with the \p subdivisionLevel and \p format combination that is referenced from the BLAS. + NvU32 subdivisionLevel; //!< Number of subdivisions for the DMM; valid inputs are [0, 5] (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT format; //!< Displacement Micromap format. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT; + +//! Describes one Displacement Micromap. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC +{ + NvU32 byteOffset; //!< Byte offset from the \c inputBuffer, specified in the input structure #NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS, to where the input DMM data is located. + NvU16 subdivisionLevel; //!< Number of subdivisions for the DMM; valid inputs are [0, 5] (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NvU16 format; //!< Format of the DMM of type #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC; + +//! Input structure to DMM Array construction. +//! Individual DMMs are accessed via indices when used in bottom-level acceleration structure (BLAS) construction. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAGS flags; //!< Flags which apply to all DMMs in the array. + NvU32 numDMMUsageCounts; //!< Number of DMM usage count entries in the \p pDMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT* pDMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the DMM entries in the build. + D3D12_GPU_VIRTUAL_ADDRESS inputBuffer; //!< Address for raw DMM input data; it must be 256-byte aligned (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT) + //!< It is recommended to try to organize DMMs together in memory that are expected to be used close together spatially. + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE perDMMDescs; //!< GPU array with one #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC entry per DMM. +} NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS; + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Conservative memory requirements for building a DMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO +{ + NvU64 resultDataMaxSizeInBytes; //!< Size required to hold the result of a DMM Array build based on the specified inputs. + NvU64 scratchDataSizeInBytes; //!< Scratch storage on GPU required during DMM Array build based on the specified inputs. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO; + +//! Parameters given to NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS* pDesc; //!< [in] Description of the DMM Array build. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO* pInfo; //!< [out] Result of the query. +} NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1; +#define NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS; +#define NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo +// +//! DESCRIPTION: Query conservative memory requirements for building a DMM (Displacement Micromap) Array. +//! The returned size is conservative for DMM Array builds containing +//! a lower or equal number of entries for each resolution and format combination. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pDevice Device on which the DMM Array will be built. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo( + __in ID3D12Device5* pDevice, + __inout NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +// Types used by both device and command list functions. + +//! Flags specifying building instructions and hints when constructing an OMM Array. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAGS +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_NONE = 0x0, //!< No options specified for the OMM Array build. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE = NV_BIT(0), //!< Allow the OMM Array build to take a little longer in order to optimize for traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD = NV_BIT(1) //!< Spend as little time as possible on the OMM Array build with some potential loss to traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAGS; + +//! Specifies the input Opacity Micromap formats. +//! The OC1 (Opacity Compression 1) format follows the space-filling curve in barycentric space over the uniformly tessellated micro-triangles. +//! +//! \note This is a 16-bit value when used in #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT_OC1_2_STATE = 0x1, //!< 2-state (Transparent/Opaque) format. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT_OC1_4_STATE = 0x2 //!< 4-state (Transparent/Opaque, Known/Unknown) format. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT; + +//! Number of OMMs of a specific configuration in an OMM Array. +//! Used to compute conservative buffer size estimates for OMM Array builds. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT +{ + NvU32 count; //!< Total number of OMMs in the OMM Array with the particular \p subdivisionLevel and \p format specified in this descriptor. + NvU32 subdivisionLevel; //!< Number of subdivisions for the OMM; valid inputs are [0, 12] (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_OC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT format; //!< Opacity Micromap format. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT; + +//! Describes one Opacity Micromap. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC +{ + NvU32 byteOffset; //!< Byte offset from the \c inputBuffer, specified in the input structure #NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS, to where the input OMM data is located. + NvU16 subdivisionLevel; //!< Number of subdivisions for the OMM; valid inputs are [0, 12] (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_OC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NvU16 format; //!< Format of the OMM of type #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC; + +//! Input structure to OMM Array construction. +//! Individual OMMs are accessed via indices when used in bottom-level acceleration structure (BLAS) construction. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAGS flags; //!< Flags which apply to all OMMs in the array. + NvU32 numOMMUsageCounts; //!< Number of OMM usage count entries in the \p pOMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT* pOMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the OMM entries in the build. + D3D12_GPU_VIRTUAL_ADDRESS inputBuffer; //!< Address for raw OMM input data; it must be 256-byte aligned. + //!< It is recommended to try to organize OMMs together in memory that are expected to be used close together spatially. + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE perOMMDescs; //!< GPU array with one #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC entry per OMM. +} NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS; + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Conservative memory requirements for building an OMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO +{ + NvU64 resultDataMaxSizeInBytes; //!< Size required to hold the result of an OMM Array build based on the specified inputs. + NvU64 scratchDataSizeInBytes; //!< Scratch storage on GPU required during OMM Array build based on the specified inputs. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO; + +//! Parameters given to NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS* pDesc; //!< [in] Description of the OMM Array build. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO* pInfo; //!< [out] Result of the query. +} NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1; +#define NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS; +#define NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo +// +//! DESCRIPTION: Query conservative memory requirements for building an OMM (Opacity Micromap) Array. +//! The returned size is conservative for OMM Array builds containing +//! a lower or equal number of entries for each resolution and format combination. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the OMM Array will be built. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo( + __in ID3D12Device5* pDevice, + __inout NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Pipeline creation state flags. +//! Support should only be enabled for the specific features that are present, since they may incur a small penalty on traversal performance overall. +//! If the pipeline is not created with the correct primitive support, and that primitive type is encountered during traversal, behavior is undefined. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS +{ + NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS_NONE = 0, //!< [in] No pipeline flags. + NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS_ENABLE_OMM_SUPPORT = NV_BIT(0), //!< [in] Change whether raytracing pipelines are created with support for Opacity Micromaps. + NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS_ENABLE_DMM_SUPPORT = NV_BIT(1), //!< [in] Change whether raytracing pipelines are created with support for Displacement Micromaps. +} NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS; + +//! State used when creating new pipelines. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER. + NvU32 flags; //!< [in] A bitwise OR of one or more #NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS flags for raytracing pipeline creation. +} NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1; +#define NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1, 1) +typedef NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1 NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS; +#define NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetCreatePipelineStateOptions +// +//! DESCRIPTION: Globally change the state affecting pipeline creations. +//! This affects all pipelines created after this call, and until this function is called again. +//! +//! \note Only supported on GPUs capable of DXR. +//! Some of the flags and fields have further restrictions, in which case their description will include a note with more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the pipelines will be created. +//! \param [in] pState State to be applied to all future pipeline creations. + +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetCreatePipelineStateOptions( + __in ID3D12Device5* pDevice, + __in const NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS* pState); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Type of serialized data. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX +{ + // D3D12_SERIALIZED_DATA_TYPE flags + NVAPI_D3D12_SERIALIZED_DATA_RAYTRACING_ACCELERATION_STRUCTURE_EX = 0x0, //!< Serialized data contains a raytracing acceleration structure. + //!< Starting from offset 0, the first bytes of the serialized acceleration structure can be reinterpreted as \c D3D12_SERIALIZED_RAYTRACING_ACCELERATION_STRUCTURE_HEADER. + //!< That structure contains the identifier to be passed along to NvAPI_D3D12_CheckDriverMatchingIdentifierEx(). + + // NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX specific flags + NVAPI_D3D12_SERIALIZED_DATA_RAYTRACING_OPACITY_MICROMAP_ARRAY_EX = 0x1, //!< Data blob contains an OMM Array. + //!< Starting from offset 0, the first bytes of the OMM Array can be reinterpreted as \c D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER. + NVAPI_D3D12_SERIALIZED_DATA_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_EX = 0x2, //!< Data blob contains a DMM Array. + //!< Starting from offset 0, the first bytes of the DMM Array can be reinterpreted as \c D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER. + +} NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX; + +//! Parameters given to NvAPI_D3D12_CheckDriverMatchingIdentifierEx(). +//! +//! \ingroup dx +typedef struct _NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER. + NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX serializedDataType; //!< [in] Type of data to be deserialized; see #NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX. + const D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER* pIdentifierToCheck; //!< [in] Identifier from the header of the serialized data to check with the driver; see \c D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER. + //!< Information about how to retrieve that identifier can be found in the description of each #NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX enum. + D3D12_DRIVER_MATCHING_IDENTIFIER_STATUS checkStatus; //!< [out] Result of the check; see \c D3D12_DRIVER_MATCHING_IDENTIFIER_STATUS. +} NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1; +#define NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1, 1) +typedef NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1 NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS; +#define NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CheckDriverMatchingIdentifierEx +// +//! DESCRIPTION: This function is an extension of ID3D12Device5::CheckDriverMatchingIdentifier() with additional serialized data types. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the data will be deserialized. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CheckDriverMatchingIdentifierEx( + __in ID3D12Device5* pDevice, + __inout NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! This enum extends \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS with modified and additional values. +//! Only modified/new values are fully described; for more information on the other values, please check Microsoft's DirectX Raytracing Specification. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX +{ + // D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS flags + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_NONE_EX = 0x0, //!< No options specified for the acceleration structure build. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_UPDATE_EX = NV_BIT(0), //!< Allow the acceleration structure to later be updated (via the flag #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PERFORM_UPDATE_EX), rather than always requiring a full rebuild. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_COMPACTION_EX = NV_BIT(1), //!< Allow for the acceleration structure to later be compacted. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_TRACE_EX = NV_BIT(2), //!< Favorize higher raytracing performance at the cost of longer build times. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_BUILD_EX = NV_BIT(3), //!< Favorize faster build times at the cost of lower raytracing performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_MINIMIZE_MEMORY_EX = NV_BIT(4), //!< Minimize the memory footprint of the produced acceleration structure, potentially at the cost of longer build time or lower raytracing performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PERFORM_UPDATE_EX = NV_BIT(5), //!< Instead of rebuilding the acceleration structure from scratch, the existing acceleration structure will be updated. + //!< Added behaviour: If #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_UPDATE_EX is specified, OMM references may be changed along with positions when an update is performed. + + // NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX specific flags + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_UPDATE_EX = NV_BIT(6), //!< The acceleration structure (AS) supports updating OMM contents (base OMM Array and/or indices). + //!< Specifying this flag may result in larger AS size and may reduce traversal performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_DISABLE_OMMS_EX = NV_BIT(7), //!< Only applicable for BLAS builds. If enabled, any instances referencing this BLAS are allowed to disable the OMM test through the #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX flag. + //!< Specifying this build flag may result in some reductions in traversal performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_OPACITY_STATES_UPDATE_EX = NV_BIT(8), //!< The acceleration structure (AS) supports updating OMM data (encoded opacity values). + //!< Specifying this flag may reduce traversal performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_DATA_ACCESS_EX = NV_BIT(9), //!< Allows triangle and micro-triangle data to be accessed through the BLAS via shader intrinsics. + +} NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX; + +//! This enum extends \c D3D12_RAYTRACING_GEOMETRY_TYPE with additional values. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX +{ + // D3D12_RAYTRACING_GEOMETRY_TYPE flags + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_TRIANGLES_EX = 0x0, //!< This geometry is made of basic triangles. + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_PROCEDURAL_PRIMITIVE_AABBS_EX = 0x1, //!< This geometry is made of axis-aligned bounding boxes (AABBs). + + // NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX specific flags + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_OMM_TRIANGLES_EX = 0x2, //!< Shares most fields with the basic triangle geometry type, but allows an OMM Array to be attached to the geometry. + //!< The basic triangle type and this OMM-enabled type geometries may be mixed in the same BLAS build. + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_DMM_TRIANGLES_EX = 0x3, //!< Triangle geometry with attached DMM data. + //!< This geometry cannot be mixed with other geometry types in the same BLAS. + +} NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX; + +//! If a triangle has a uniform OMM state in a BLAS build, it is preferable to signal this explicitly rather than attaching a single state OMM. +//! This can be accomplished by supplying these special indices as entries in \c opacityMicromapIndexBuffer, in #NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_TRANSPARENT = -1, //!< Uniform transparent OMM state. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_OPAQUE = -2, //!< Uniform opaque OMM state. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_UNKNOWN_TRANSPARENT = -3, //!< Uniform unknown-transparent OMM state. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_UNKNOWN_OPAQUE = -4 //!< Uniform unknown-opaque OMM state. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX; + +//! Geometry descriptor attachment with Opacity Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_ATTACHMENT_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE opacityMicromapIndexBuffer; //!< Optional buffer specifying which OMM index to use for each triangle; if \c NULL, there is a 1:1 mapping between input triangles and OMM Array entries. + //!< Special values can be used to encode OMMs with uniform state for individual triangles (see #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX). + //!< For BLAS updates, this input buffer must match that of the original build if the #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_UPDATE_EX build flag is not set. + DXGI_FORMAT opacityMicromapIndexFormat; //!< Format of \c opacityMicromapIndexBuffer, either \c DXGI_FORMAT_R32_UINT or \c DXGI_FORMAT_R16_UINT. + NvU32 opacityMicromapBaseLocation; //!< Constant added to all non-negative OMM indices in \p opacityMicromapIndexBuffer. + D3D12_GPU_VIRTUAL_ADDRESS opacityMicromapArray; //!< Pointer to an OMM Array used by this geometry; it may be set to \c NULL if no non-uniform OMMs are used. + //!< Unlike vertex, index, and transform buffers, this resource is dereferenced during raytracing. + + NvU32 numOMMUsageCounts; //!< Number of OMM usage count entries in the \p pOMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT* pOMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the OMM entries referred-to by the OMM index buffer specified by this geometry. + +} NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_ATTACHMENT_DESC; + +//! The edge vA..vB is decimated: after subdivision the number of micro-triangles on that edge is halved. +//! (i.e. the neighboring primitive can have a lower subdivision level without introducing cracks) +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAGS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAG_DECIMATE_01 = NV_BIT(0), + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAG_DECIMATE_12 = NV_BIT(1), + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAG_DECIMATE_20 = NV_BIT(2), + +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAGS; + +//! Geometry descriptor attachment with Displacement Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_ATTACHMENT_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE triangleMicromapIndexBuffer; //!< Optional buffer specifying which DMM index to use for each triangle; if \c NULL, there is a 1:1 mapping between input triangles and DMM Array entries. + //!< For BLAS updates, this input buffer must match that of the original build. + DXGI_FORMAT triangleMicromapIndexFormat; //!< Format of \c displacementMicromapIndexBuffer, either \c DXGI_FORMAT_R32_UINT or \c DXGI_FORMAT_R16_UINT. + NvU32 triangleMicromapBaseLocation; //!< Constant added to all DMM indices in \p displacementMicromapIndexBuffer. + + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE trianglePrimitiveFlagsBuffer; //!< Optional, per-triangle UINT8 mode flags (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAGS) + + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE vertexBiasAndScaleBuffer; //!< Optional displacement base vertex bias and displacement vector scale buffer. If not supplied, bias defaults to 0 and scale to 1. + DXGI_FORMAT vertexBiasAndScaleFormat; //!< Format of \c displacementBiasAndScaleBuffer. Supported formats are \c DXGI_FORMAT_R16G16_FLOAT and \c DXGI_FORMAT_R32G32_FLOAT + + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE vertexDisplacementVectorBuffer; //!< Per-vertex displacement vector buffer. This buffer is indexed using the index buffer from the base triangle geometry. + DXGI_FORMAT vertexDisplacementVectorFormat; //!< Format of \c displacementVectorBuffer. Supported formats are \c DXGI_FORMAT_R32G32B32_FLOAT, \c DXGI_FORMAT_R32G32B32A32_FLOAT, and \c DXGI_FORMAT_R16G16B16A16_FLOAT (The Alpha channel is ignored, and stride can be set accordingly). + + D3D12_GPU_VIRTUAL_ADDRESS displacementMicromapArray; //!< Pointer to a DMM Array used by this geometry. + //!< Unlike vertex, index, and transform buffers, this resource is dereferenced during raytracing. + + NvU32 numDMMUsageCounts; //!< Number of DMM usage count entries in the \p pDMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT* pDMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the DMM entries referred-to by the DMM index buffer specified by this geometry. + +} NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_ATTACHMENT_DESC; + +//! Geometry triangle descriptor with attached augmented Displacement Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_TRIANGLES_DESC +{ + D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC triangles; //!< Triangle mesh descriptor. + NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_ATTACHMENT_DESC dmmAttachment; //!< Displacement Micromap attachment descriptor. +} NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_TRIANGLES_DESC; + +//! Geometry triangle descriptor with attached augmented Opacity Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC +{ + D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC triangles; //!< Triangle mesh descriptor. + NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_ATTACHMENT_DESC ommAttachment; //!< Opacity Micromap attachment descriptor. +} NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC; + + +//! This structure extends \c D3D12_RAYTRACING_GEOMETRY_DESC by supporting additional geometry types. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX +{ + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX type; //!< The type of geometry stored in the union of this structure. + D3D12_RAYTRACING_GEOMETRY_FLAGS flags; //!< Flags affecting how this geometry is processed by the raytracing pipeline. + union + { + D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC triangles; //!< Describes triangle geometry if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_TRIANGLES_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + D3D12_RAYTRACING_GEOMETRY_AABBS_DESC aabbs; //!< Describes AABB geometry if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_PROCEDURAL_PRIMITIVE_AABBS_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC ommTriangles; //!< Describes triangle geometry which may optionally use Opacity Micromaps, if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_OMM_TRIANGLES_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_TRIANGLES_DESC dmmTriangles; //!< Describes micro-triangle geometry, if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_DMM_TRIANGLES_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + }; +} NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX; + +//! This enum extends \c D3D12_RAYTRACING_INSTANCE_FLAGS with additional values. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX +{ + // D3D12_RAYTRACING_INSTANCE_FLAGS flags + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_NONE_EX = 0x0, //!< No options specified for this instance. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_TRIANGLE_CULL_DISABLE_EX = NV_BIT(0), //!< Disable triangle culling for this instance. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_TRIANGLE_FRONT_COUNTERCLOCKWISE_EX = NV_BIT(1), //!< Use counter-clockwise winding for defining front faces, instead of the default of clockwise winding. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_FORCE_OPAQUE_EX = NV_BIT(2), //!< Force all geometries in this instance to be opaque. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_FORCE_NON_OPAQUE_EX = NV_BIT(3), //!< All geometries in this instance will be processed as if they never had the \c D3D12_RAYTRACING_GEOMETRY_FLAG_OPAQUE flag applied to them. + + // NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX specific flags + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_FORCE_OMM_2_STATE_EX = NV_BIT(4), //!< Ignore the Unknown state and only consider the Transparent/Opaque bit for all 4-state OMMs encountered during traversal. + //!< This flag has no effect if #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX is set. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX = NV_BIT(5) //!< Disable OMMs for all triangles, and revert to using geometry opaque/non-opaque state instead (legacy behavior). + //!< This flag is only valid if the referenced BLAS was built with the #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_DISABLE_OMMS_EX flag; omitting that flag during BLAS build will result in undefined behavior. +} NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX; + +//! This structure extends \c D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS by supporting additional geometry types. +//! Only modified members are fully described below; for more information on the other members, please check Microsoft's DirectX Raytracing Specification. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX +{ + D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE type; //!< Whether a top-level acceleration structure (TLAS) or bottom-level acceleration structure (BLAS) will be built using this information. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX flags; //!< Options influencing how the acceleration structure is built and which of its features can be used. + NvU32 numDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TOP_LEVEL, it represents the number of descriptions stored in \c instanceDescs. + //!< Otherwise, it contains the number of geometry descriptions stored in \c pGeometryDescs or \c ppGeometryDescs. + D3D12_ELEMENTS_LAYOUT descsLayout; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BOTTOM_LEVEL, it specifies which of \c pGeometryDescs and \c ppGeometryDescs to use. + //!< Otherwise, this parameter is unused. + NvU32 geometryDescStrideInBytes; //!< Stride between consecutive geometry descriptors. Should typically be set to sizeof(NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX). + //!< Only used if \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL and \c descLayout is \c D3D12_ELEMENTS_LAYOUT_ARRAY. + //!< This field guarantees backwards compatibility, even if the geometry descriptor size increases in future NVAPI versions. + union + { + D3D12_GPU_VIRTUAL_ADDRESS instanceDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TOP_LEVEL, the referenced instance structures can used the extended set of flags #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX in place of the \c D3D12_RAYTRACING_INSTANCE_FLAGS mentioned in \c D3D12_RAYTRACING_INSTANCE_DESC. + //!< Otherwise, this parameter is unused (space repurposed in a union). + const NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX* pGeometryDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BOTTOM_LEVEL and \c descLayout is \c D3D12_ELEMENTS_LAYOUT_ARRAY, it contains the descriptions of all geometries to be built into a BLAS. + //!< Otherwise, this parameter is unused (space repurposed in a union). + const NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX*const* ppGeometryDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BOTTOM_LEVEL and \c descLayout is \c D3D12_ELEMENTS_LAYOUT_ARRAY_OF_POINTERS, it contains the addresses of descriptions for all geometries to be built into a BLAS. + //!< Otherwise, this parameter is unused (space repurposed in a union). + }; +} NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX; + +//! Parameters given to NvAPI_D3D12_GetRaytracingAccelerationStructurePrebuildInfoEx(). +//! +//! \ingroup dx +typedef struct _NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX* pDesc; //!< [in] Description of the acceleration-structure build. + D3D12_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO* pInfo; //!< [out] Result of the query. +} NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1; +#define NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1, 1) +typedef NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1 NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS; +#define NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingAccelerationStructurePrebuildInfoEx +// +//! DESCRIPTION: This function is an extension of ID3D12Device5::GetRaytracingAccelerationStructurePrebuildInfo() with additional input types. +//! +//! \note Only supported on GPUs capable of DXR. +//! Some of the flags and fields have further restrictions, in which case their description will include a note with more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the acceleration structure will be built. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingAccelerationStructurePrebuildInfoEx( + __in ID3D12Device5* pDevice, + __inout NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Description of the inputs and memory areas used during the building of OMM Arrays. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destOpacityMicromapArrayData; //!< Output location for the OMM Array build. + //!< NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo() reports the amount of memory required for the result given a set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT). + NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS inputs; //!< Description of the input data for the OMM Array build. + D3D12_GPU_VIRTUAL_ADDRESS scratchOpacityMicromapArrayData; //!< Location where the build will store temporary data. + //!< NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo() reports the amount of scratch memory the implementation will need for a given set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT). + //!< Contents of this memory going into a build on the GPU timeline are irrelevant and will not be preserved. + //!< After the build is complete on the GPU timeline, the memory is left with whatever undefined contents the build finished with. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. +} NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_DESC; + +//! Structure emitted by NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo(), and optionally NvAPI_D3D12_BuildRaytracingOpacityMicromapArray(), when \c type equals #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC +{ + NvU64 currentSizeInBytes; //!< Size of the OMM Array buffer. + //!< The queried size may be smaller than the size reported by NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo(). + //!< This allows the application to move and relocate the OMM Array to a smaller buffer to reclaim any unused memory after the OMM Array build is complete. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC; + +//! Type of postbuild info to emit after an OMM Array build. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE = 0x0 //!< Size of the current OMM Array. May be smaller than reported by the NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo() call. + //!< Unused memory can be reclaimed by copying the OMM Array into a new resource; see #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE; + +//! Description of the postbuild information to generate from an OMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destBuffer; //!< Result storage. + //!< Size required and the layout of the contents written by the system depend on \p infoType. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. + //!< The memory must be aligned to the natural alignment for the members of the particular output structure being generated (e.g. 8 bytes for a struct with the largest member being \c NvU64). + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE infoType; //!< Type of postbuild information to retrieve. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC; + +//! Parameters given to NvAPI_D3D12_BuildRaytracingOpacityMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_DESC* pDesc; //!< [in] Description of the OMM Array build. + NvU32 numPostbuildInfoDescs; //!< [in] Size of postbuild info desc array. Set to 0 if none are needed. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pPostbuildInfoDescs; //!< [in] Optional array of descriptions for postbuild info to generate describing properties of the acceleration structure that was built. + //!< [in] Any given postbuild info type, \c D3D12_RAYTRACING_ACCEELRATION_STRUCTURE_POSTBUILD_INFO_TYPE, can only be selected for output by at most one array entry. +} NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS; +#define NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_BuildRaytracingOpacityMicromapArray +// +//! DESCRIPTION: Construct OMM Array for a collection of OMMs on the GPU. +//! The CPU-side input buffers are not referenced after this call. +//! The GPU-side input resources are not referenced after the build has concluded after ExecuteCommandList(). +//! Additionally, the application may optionally output postbuild information immediately after the build. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_COMBINATION pParams->pPostbuildInfoDescs was set to \c NULL while pParams->numPostbuildInfoDescs is non zero. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_BuildRaytracingOpacityMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER. + D3D12_GPU_VIRTUAL_ADDRESS opacityMicromapArray; //!< [in] OMM Array current memory address; it must be 256-byte aligned (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT). +} NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS; +#define NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray +// +//! DESCRIPTION: Makes the OMM Array usable at its current location in memory. +//! An OMM Array that has been copied to a new location must be relocated using this function before it may be attached to any BLAS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Description of the inputs and memory areas used during the building of DMM Arrays. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destDisplacementMicromapArrayData; //!< Output location for the DMM Array build. + //!< NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo() reports the amount of memory required for the result given a set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT). + NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS inputs; //!< Description of the input data for the DMM Array build. + D3D12_GPU_VIRTUAL_ADDRESS scratchDisplacementMicromapArrayData; //!< Location where the build will store temporary data. + //!< NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo() reports the amount of scratch memory the implementation will need for a given set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT). + //!< Contents of this memory going into a build on the GPU timeline are irrelevant and will not be preserved. + //!< After the build is complete on the GPU timeline, the memory is left with whatever undefined contents the build finished with. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. +} NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_DESC; + +//! Structure emitted by NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo(), and optionally NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray(), when \c type equals #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC +{ + NvU64 currentSizeInBytes; //!< Size of the DMM Array buffer. + //!< The queried size may be smaller than the size reported by NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo(). + //!< This allows the application to move and relocate the DMM Array to a smaller buffer to reclaim any unused memory after the DMM Array build is complete. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC; + +//! Type of postbuild info to emit after a DMM Array build. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE = 0x0, //!< Size of the current DMM Array. May be smaller than reported by the NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo() call. + //!< Unused memory can be reclaimed by copying the DMM Array into a new resource; see #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE; + +//! Description of the postbuild information to generate from a DMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destBuffer; //!< Result storage. + //!< Size required and the layout of the contents written by the system depend on \p infoType. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. + //!< The memory must be aligned to the natural alignment for the members of the particular output structure being generated (e.g. 8 bytes for a struct with the largest member being \c NvU64). + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE infoType; //!< Type of postbuild information to retrieve. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC; + +//! Parameters given to NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_DESC* pDesc; //!< [in] Description of the DMM Array build. + NvU32 numPostbuildInfoDescs; //!< [in] Size of postbuild info desc array. Set to 0 if none are needed. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pPostbuildInfoDescs; //!< [in] Optional array of descriptions for postbuild info to generate describing properties of the acceleration structure that was built. + //!< [in] Any given postbuild info type, \c D3D12_RAYTRACING_ACCEELRATION_STRUCTURE_POSTBUILD_INFO_TYPE, can only be selected for output by at most one array entry. +} NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS; +#define NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray +// +//! DESCRIPTION: Construct DMM Array for a collection of DMMs on the GPU. +//! The CPU-side input buffers are not referenced after this call. +//! The GPU-side input resources are not referenced after the build has concluded after ExecuteCommandList(). +//! Additionally, the application may optionally output postbuild information immediately after the build. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_COMBINATION pParams->pPostbuildInfoDescs was set to \c NULL while pParams->numPostbuildInfoDescs is non zero. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_RelocateRaytracingDisplacementMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER. + D3D12_GPU_VIRTUAL_ADDRESS displacementMicromapArray; //!< [in] DMM Array current memory address; it must be 256-byte aligned (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT). +} NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS; +#define NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RelocateRaytracingDisplacementMicromapArray +// +//! DESCRIPTION: Makes the DMM Array usable at its current location in memory. +//! A DMM Array that has been copied to a new location must be relocated using this function before it may be attached to any BLAS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RelocateRaytracingDisplacementMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pDesc; //!< [in] Description of which postbuild info to emit. + NvU32 numSources; //!< [in] Number of DMM Arrays in \p pSources. + const D3D12_GPU_VIRTUAL_ADDRESS* pSources; //!< [in] List of DMM Arrays for which postbuild info should be emitted. +} NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1; +#define NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS; +#define NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo +// +//! DESCRIPTION: Emits information about one or more DMM Arrays, only available after the DMM Array constructions have finished. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pDesc; //!< [in] Description of which postbuild info to emit. + NvU32 numSources; //!< [in] Number of OMM Arrays in \p pSources. + const D3D12_GPU_VIRTUAL_ADDRESS* pSources; //!< [in] List of OMM Arrays for which postbuild info should be emitted. +} NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1; +#define NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS; +#define NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo +// +//! DESCRIPTION: Emits information about one or more OMM Arrays, only available after the OMM Array constructions have finished. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! This structure extends \c D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC by supporting additional geometry types as inputs. +//! For more information on the different members, please check Microsoft's DirectX Raytracing Specification. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC_EX +{ + D3D12_GPU_VIRTUAL_ADDRESS destAccelerationStructureData; //!< Memory where the resulting acceleration structure will be stored. + NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX inputs; //!< The inputs to the build process. + D3D12_GPU_VIRTUAL_ADDRESS sourceAccelerationStructureData; //!< The acceleration structure to be updated. + //!< Otherwise if the acceleration structure should be rebuilt entirely, this value must be \c NULL. + D3D12_GPU_VIRTUAL_ADDRESS scratchAccelerationStructureData; //!< Memory that will be temporarily used during the building process. +} NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC_EX; + +//! Parameters given to NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC_EX* pDesc; //!< [in] Description of the acceleration structure to build. + NvU32 numPostbuildInfoDescs; //!< [in] Size of postbuild info desc array. Set to 0 if none are needed. + const D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC* pPostbuildInfoDescs; //!< [in] Optional array of descriptions for postbuild info to generate describing properties of the acceleration structure that was built. + //!< Any given postbuild info type, \c D3D12_RAYTRACING_ACCEELRATION_STRUCTURE_POSTBUILD_INFO_TYPE, can only be selected for output by at most one array entry. +} NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1; +#define NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1, 1) +typedef NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1 NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS; +#define NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_BuildRaytracingAccelerationStructureEx +// +//! DESCRIPTION: Perform an acceleration structure build on the GPU. +//! Also optionally output postbuild information immediately after the build. +//! This function is an extension of ID3D12GraphicsCommandList4::BuildRaytracingAccelerationStructure() with additional serialized data types. +//! +//! \note Only supported on GPUs capable of DXR. +//! Some of the flags and fields have further restrictions, in which case their description will include a note with more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_COMBINATION pParams->pPostbuildInfoDescs was set to \c NULL while pParams->numPostbuildInfoDescs is non zero. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_BuildRaytracingAccelerationStructureEx( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +/////////////////////////////////////////////////////////////////////////////// +// +// Miscellaneous +// +/////////////////////////////////////////////////////////////////////////////// + +//! Opacity Micromap micro-triangle states. +//! Not part of any input, but listed here for convenience. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_TRANSPARENT = 0, //!< Transparent OMM state: hit is ignored. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_OPAQUE = 1, //!< Opaque OMM state: hit is committed. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_UNKNOWN_TRANSPARENT = 2, //!< Unknown-transparent OMM state. + //!< * If operating in 2-state mode, ignore hit. + //!< * If operating in 4-state mode, invoke any-hit shader. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_UNKNOWN_OPAQUE = 3 //!< Unknown-opaque OMM state. + //!< * If operating in 2-state mode, commit hit. + //!< * If operating in 4-state mode, invoke any-hit shader. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE; + +//! Mandatory alignment for the address of an OMM Array. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT 256 + +//! Highest subdivision-level allowed with OC1. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_OC1_MAX_SUBDIVISION_LEVEL 12 + +//! A list of flags that can be given to the \c TraceRay() function in HLSL. +//! +//! \ingroup dx +typedef enum _NVAPI_RAY_FLAGS_EX +{ + // RAY_FLAGS flags + NVAPI_RAY_FLAG_NONE_EX = 0x0, //!< No flag specified. + NVAPI_RAY_FLAG_FORCE_OPAQUE_EX = NV_BIT( 0), //!< Consider all intersected geometries to be opaque, regardless of the flags specified at the geometry and instance level. + NVAPI_RAY_FLAG_FORCE_NON_OPAQUE_EX = NV_BIT( 1), //!< Consider all intersected geometries to be non-opaque, regardless of the flags specified at the geometry and instance level. + NVAPI_RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH_EX = NV_BIT( 2), //!< End the traversal as soon as a geometry is hit, and that hit is not ignored by the any hit shader. + NVAPI_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER_EX = NV_BIT( 3), //!< Do not invoke the closest hit shader once the traversal ends. + NVAPI_RAY_FLAG_CULL_BACK_FACING_TRIANGLES_EX = NV_BIT( 4), //!< Never intersect triangle geometries that are back facing with regard to the ray. + NVAPI_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES_EX = NV_BIT( 5), //!< Never intersect triangle geometries that are front facing with regard to the ray. + NVAPI_RAY_FLAG_CULL_OPAQUE_EX = NV_BIT( 6), //!< Never intersect geometries that were flagged as opaque. + NVAPI_RAY_FLAG_CULL_NON_OPAQUE_EX = NV_BIT( 7), //!< Never intersect geometries that were not flagged as opaque. + NVAPI_RAY_FLAG_SKIP_TRIANGLES_EX = NV_BIT( 8), //!< Never intersect triangle geometries. + NVAPI_RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES_EX = NV_BIT( 9), //!< Never intersect AABB geometries. + + // NVAPI_RAY_FLAGS_EX specific flags + NVAPI_RAY_FLAG_FORCE_OMM_2_STATE_EX = NV_BIT(10), //!< Treat unknown-opaque and unknown-transparent as opaque and transparent, respectively, during traversal. + //!< If an instance is flagged with #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX, that takes precedence over this flag. +} NVAPI_RAY_FLAG_EX; + +//! Mandatory alignment for the address of a DMM Array. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT 256 + +//! Highest subdivision-level allowed with DC1. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DC1_MAX_SUBDIVISION_LEVEL 5 + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + + +//! \ingroup DX +typedef enum _NV_D3D12_WORKSTATION_FEATURE_TYPE +{ + NV_D3D12_WORKSTATION_FEATURE_TYPE_PRESENT_BARRIER = 1, // PresentBarrier feature + NV_D3D12_WORKSTATION_FEATURE_TYPE_RDMA_BAR1_SUPPORT = 2, // RDMA heap supported via Bar1 carveout +} NV_D3D12_WORKSTATION_FEATURE_TYPE; + +// parameter structure for NV_D3D12_WORKSTATION_FEATURE_TYPE_RDMA_BAR1_AVAILABLE related information +typedef struct _NV_D3D12_WORKSTATION_FEATURE_RDMA_PROPERTIES +{ + NvU64 rdmaHeapSize; // maximum available Bar1 heap size for RDMA allocations +} NV_D3D12_WORKSTATION_FEATURE_RDMA_PROPERTIES; + +// parameter structure for querying workstation feature information +typedef struct _NV_D3D12_WORKSTATION_FEATURE_PROPERTIES +{ + NvU32 version; //!< (IN) Structure version + NV_D3D12_WORKSTATION_FEATURE_TYPE workstationFeatureType; //!< (IN) the type of workstation feature to be queried + NvBool supported; //!< (OUT) boolean returning if feature is supported + union + { + NV_D3D12_WORKSTATION_FEATURE_RDMA_PROPERTIES rdmaInfo; //!< (OUT) RDMA feature related information, returned only if + //!< workstationFeatureType is NV_D3D12_WORKSTATION_FEATURE_TYPE_RDMA_BAR1_SUPPORT + }; +} NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_V1; + +#define NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_V1,1) +#define NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_VER NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_VER1 +#define NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_V1 + + +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QueryWorkstationFeatureProperties +// +//! DESCRIPTION: This API returns information about the properties of specific workstation features on the specified device. +//! +//! \since Release: 530 +//! +//! \param [in] pDevice The ID3D12Device device which is queried for feature properties +//! \param [inout] pWorkstationFeatureProperties Pointer to a structure containing workstation feature query information. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_QueryWorkstationFeatureProperties(__in ID3D12Device *pDevice, __inout NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS *pWorkstationFeatureProperties); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateCommittedRDMABuffer +// +//! \since Release: 530 +// +//! \code +//! DESCRIPTION: NvAPI_D3D12_CreateCommittedRDMABuffer is a wrapper of ID3D12Device::CreateCommittedResource +//! which allows to allocate linear memory which can be used for remote direct memory access (RDMA) from other devices. +//! It creates an implicit D3D12 heap of the requested size, allocates the resource and returns an RDMA address for remote direct memory access. +//! The created memory will reside on the specified device local memory and won't be cpu accessible. +//! +//! \param [in] pDevice A pointer to a D3D12 device. +//! \param [in] size Size in bytes of the linear buffer to be allocated for the resource. +//! \param [in] heapCreationNodeMask This mask indicates the node where the resource should be created. +//! \param [in] heapVisibleNodeMask This mask indicates on which nodes the resource is accessible. +//! \param [in] riidResource The globally unique identifier (GUID) for the resource interface. +//! \param [out] ppvResource A pointer to memory that receives the requested interface pointer to the created resource object. +//! \param [out] ppRDMAAddress A pointer to memory that receives the Bar1 memory region for remote direct memory access. + +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreateCommittedRDMABuffer( + __in ID3D12Device* pDevice, + __in NvU64 size, + __in NvU32 heapCreationNodeMask, + __in NvU32 heapVisibleNodeMask, + __in REFIID riidResource, + __out void **ppvResource, + __out void **ppRDMAAddress); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT TYPE NAME: INvAPI_DirectD3D12GraphicsCommandList +// +/////////////////////////////////////////////////////////////////////////////// +class INvAPI_DirectD3D12GraphicsCommandList +{ +public: + virtual bool IsValid() const = 0; + virtual ID3D12GraphicsCommandList* GetID3D12GraphicsCommandList() const = 0; + + void DispatchGraphics(NvU32 numDispatches); + void SetMarker(void* pMarkerData, NvU32 markerSize); +}; + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT FUNCTION NAME: NvAPI_DirectD3D12GraphicsCommandList_Create +// +//! DESCRIPTION: Create the NvAPI_DirectD3D12GraphicsCommandList handle. +//! This function must be called after ID3D12Device::CreateCommandList. +//! +//! \param [in] pDXD3D12GraphicsCommandList The ID3D12GraphicsCommandList +//! \param [out] ppReturnD3D12GraphicsCommandList The corresponding NvAPI_DirectD3D12GraphicsCommandList handle +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DirectD3D12GraphicsCommandList_Create(__in ID3D12GraphicsCommandList *pDXD3D12GraphicsCommandList, + __out INvAPI_DirectD3D12GraphicsCommandList **ppReturnD3D12GraphicsCommandList); + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT FUNCTION NAME: NvAPI_DirectD3D12GraphicsCommandList_Release +// +//! DESCRIPTION: release the NvAPI_DirectD3D12GraphicsCommandList handle. +//! +//! \param [in] pD3D12GraphicsCommandList The NvAPI_DirectD3D12GraphicsCommandList handle to release +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DirectD3D12GraphicsCommandList_Release(__in INvAPI_DirectD3D12GraphicsCommandList *pD3D12GraphicsCommandList); + + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT FUNCTION NAME: NvAPI_DirectD3D12GraphicsCommandList_Reset +// +//! DESCRIPTION: reset the NvAPI_DirectD3D12GraphicsCommandList handle. +//! This function must be called after ID3D12GraphicsCommandList::Reset() and before any other NvAPI_Direct +//! function calls such as dispatchGraphics() etc. +//! +//! \param [in] pD3D12GraphicsCommandList The NvAPI_DirectD3D12GraphicsCommandList handle to reset +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DirectD3D12GraphicsCommandList_Reset(__in INvAPI_DirectD3D12GraphicsCommandList *pD3D12GraphicsCommandList); +#endif + + + +///////////////////////////////////////////////////////////////////////// +// Video Input Output (VIO) API +///////////////////////////////////////////////////////////////////////// + + + +//! \ingroup vidio +//! Unique identifier for VIO owner (process identifier or NVVIOOWNERID_NONE) +typedef NvU32 NVVIOOWNERID; + + +//! \addtogroup vidio +//! @{ + + +#define NVVIOOWNERID_NONE 0 //!< Unregistered ownerId + + +//! Owner type for device +typedef enum _NVVIOOWNERTYPE +{ + NVVIOOWNERTYPE_NONE , //!< No owner for the device + NVVIOOWNERTYPE_APPLICATION , //!< Application owns the device + NVVIOOWNERTYPE_DESKTOP , //!< Desktop transparent mode owns the device (not applicable for video input) +}NVVIOOWNERTYPE; + +// Access rights for NvAPI_VIO_Open() + +//! Read access (not applicable for video output) +#define NVVIO_O_READ 0x00000000 + +//! Write exclusive access (not applicable for video input) +#define NVVIO_O_WRITE_EXCLUSIVE 0x00010001 + +//! +#define NVVIO_VALID_ACCESSRIGHTS (NVVIO_O_READ | \ + NVVIO_O_WRITE_EXCLUSIVE ) + + +//! VIO_DATA.ulOwnerID high-bit is set only if device has been initialized by VIOAPI +//! examined at NvAPI_GetCapabilities|NvAPI_VIO_Open to determine if settings need to be applied from registry or POR state read +#define NVVIO_OWNERID_INITIALIZED 0x80000000 + +//! VIO_DATA.ulOwnerID next-bit is set only if device is currently in exclusive write access mode from NvAPI_VIO_Open() +#define NVVIO_OWNERID_EXCLUSIVE 0x40000000 + +//! VIO_DATA.ulOwnerID lower bits are: +//! NVGVOOWNERTYPE_xxx enumerations indicating use context +#define NVVIO_OWNERID_TYPEMASK 0x0FFFFFFF //!< mask for NVVIOOWNERTYPE_xxx + + +//! @} + +//--------------------------------------------------------------------- +// Enumerations +//--------------------------------------------------------------------- + + +//! \addtogroup vidio +//! @{ + +//! Video signal format and resolution +typedef enum _NVVIOSIGNALFORMAT +{ + NVVIOSIGNALFORMAT_NONE, //!< Invalid signal format + NVVIOSIGNALFORMAT_487I_59_94_SMPTE259_NTSC, //!< 01 487i 59.94Hz (SMPTE259) NTSC + NVVIOSIGNALFORMAT_576I_50_00_SMPTE259_PAL, //!< 02 576i 50.00Hz (SMPTE259) PAL + NVVIOSIGNALFORMAT_1035I_60_00_SMPTE260, //!< 03 1035i 60.00Hz (SMPTE260) + NVVIOSIGNALFORMAT_1035I_59_94_SMPTE260, //!< 04 1035i 59.94Hz (SMPTE260) + NVVIOSIGNALFORMAT_1080I_50_00_SMPTE295, //!< 05 1080i 50.00Hz (SMPTE295) + NVVIOSIGNALFORMAT_1080I_60_00_SMPTE274, //!< 06 1080i 60.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080I_59_94_SMPTE274, //!< 07 1080i 59.94Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080I_50_00_SMPTE274, //!< 08 1080i 50.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_30_00_SMPTE274, //!< 09 1080p 30.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_29_97_SMPTE274, //!< 10 1080p 29.97Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_25_00_SMPTE274, //!< 11 1080p 25.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_24_00_SMPTE274, //!< 12 1080p 24.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_23_976_SMPTE274, //!< 13 1080p 23.976Hz (SMPTE274) + NVVIOSIGNALFORMAT_720P_60_00_SMPTE296, //!< 14 720p 60.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_59_94_SMPTE296, //!< 15 720p 59.94Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_50_00_SMPTE296, //!< 16 720p 50.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_1080I_48_00_SMPTE274, //!< 17 1080I 48.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080I_47_96_SMPTE274, //!< 18 1080I 47.96Hz (SMPTE274) + NVVIOSIGNALFORMAT_720P_30_00_SMPTE296, //!< 19 720p 30.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_29_97_SMPTE296, //!< 20 720p 29.97Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_25_00_SMPTE296, //!< 21 720p 25.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_24_00_SMPTE296, //!< 22 720p 24.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_23_98_SMPTE296, //!< 23 720p 23.98Hz (SMPTE296) + NVVIOSIGNALFORMAT_2048P_30_00_SMPTE372, //!< 24 2048p 30.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_29_97_SMPTE372, //!< 25 2048p 29.97Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_60_00_SMPTE372, //!< 26 2048i 60.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_59_94_SMPTE372, //!< 27 2048i 59.94Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_25_00_SMPTE372, //!< 28 2048p 25.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_50_00_SMPTE372, //!< 29 2048i 50.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_24_00_SMPTE372, //!< 30 2048p 24.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_23_98_SMPTE372, //!< 31 2048p 23.98Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_48_00_SMPTE372, //!< 32 2048i 48.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_47_96_SMPTE372, //!< 33 2048i 47.96Hz (SMPTE372) + + NVVIOSIGNALFORMAT_1080PSF_25_00_SMPTE274, //!< 34 1080PsF 25.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_29_97_SMPTE274, //!< 35 1080PsF 29.97Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_30_00_SMPTE274, //!< 36 1080PsF 30.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_24_00_SMPTE274, //!< 37 1080PsF 24.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_23_98_SMPTE274, //!< 38 1080PsF 23.98Hz (SMPTE274) + + NVVIOSIGNALFORMAT_1080P_50_00_SMPTE274_3G_LEVEL_A, //!< 39 1080P 50.00Hz (SMPTE274) 3G Level A + NVVIOSIGNALFORMAT_1080P_59_94_SMPTE274_3G_LEVEL_A, //!< 40 1080P 59.94Hz (SMPTE274) 3G Level A + NVVIOSIGNALFORMAT_1080P_60_00_SMPTE274_3G_LEVEL_A, //!< 41 1080P 60.00Hz (SMPTE274) 3G Level A + + NVVIOSIGNALFORMAT_1080P_60_00_SMPTE274_3G_LEVEL_B, //!< 42 1080p 60.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_1080I_60_00_SMPTE274_3G_LEVEL_B, //!< 43 1080i 60.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_60_00_SMPTE372_3G_LEVEL_B, //!< 44 2048i 60.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_50_00_SMPTE274_3G_LEVEL_B, //!< 45 1080p 50.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_1080I_50_00_SMPTE274_3G_LEVEL_B, //!< 46 1080i 50.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_50_00_SMPTE372_3G_LEVEL_B, //!< 47 2048i 50.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_30_00_SMPTE274_3G_LEVEL_B, //!< 48 1080p 30.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_30_00_SMPTE372_3G_LEVEL_B, //!< 49 2048p 30.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_25_00_SMPTE274_3G_LEVEL_B, //!< 50 1080p 25.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_25_00_SMPTE372_3G_LEVEL_B, //!< 51 2048p 25.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_24_00_SMPTE274_3G_LEVEL_B, //!< 52 1080p 24.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_24_00_SMPTE372_3G_LEVEL_B, //!< 53 2048p 24.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080I_48_00_SMPTE274_3G_LEVEL_B, //!< 54 1080i 48.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_48_00_SMPTE372_3G_LEVEL_B, //!< 55 2048i 48.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_59_94_SMPTE274_3G_LEVEL_B, //!< 56 1080p 59.94Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_1080I_59_94_SMPTE274_3G_LEVEL_B, //!< 57 1080i 59.94Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_59_94_SMPTE372_3G_LEVEL_B, //!< 58 2048i 59.94Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_29_97_SMPTE274_3G_LEVEL_B, //!< 59 1080p 29.97Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_29_97_SMPTE372_3G_LEVEL_B, //!< 60 2048p 29.97Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_23_98_SMPTE274_3G_LEVEL_B, //!< 61 1080p 29.98Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_23_98_SMPTE372_3G_LEVEL_B, //!< 62 2048p 29.98Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080I_47_96_SMPTE274_3G_LEVEL_B, //!< 63 1080i 47.96Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_47_96_SMPTE372_3G_LEVEL_B, //!< 64 2048i 47.96Hz (SMPTE372) 3G Level B + + NVVIOSIGNALFORMAT_END //!< 65 To indicate end of signal format list + +}NVVIOSIGNALFORMAT; + +//! SMPTE standards format +typedef enum _NVVIOVIDEOSTANDARD +{ + NVVIOVIDEOSTANDARD_SMPTE259 , //!< SMPTE259 + NVVIOVIDEOSTANDARD_SMPTE260 , //!< SMPTE260 + NVVIOVIDEOSTANDARD_SMPTE274 , //!< SMPTE274 + NVVIOVIDEOSTANDARD_SMPTE295 , //!< SMPTE295 + NVVIOVIDEOSTANDARD_SMPTE296 , //!< SMPTE296 + NVVIOVIDEOSTANDARD_SMPTE372 , //!< SMPTE372 +}NVVIOVIDEOSTANDARD; + +//! HD or SD video type +typedef enum _NVVIOVIDEOTYPE +{ + NVVIOVIDEOTYPE_SD , //!< Standard-definition (SD) + NVVIOVIDEOTYPE_HD , //!< High-definition (HD) +}NVVIOVIDEOTYPE; + +//! Interlace mode +typedef enum _NVVIOINTERLACEMODE +{ + NVVIOINTERLACEMODE_PROGRESSIVE , //!< Progressive (p) + NVVIOINTERLACEMODE_INTERLACE , //!< Interlace (i) + NVVIOINTERLACEMODE_PSF , //!< Progressive Segment Frame (psf) +}NVVIOINTERLACEMODE; + +//! Video data format +typedef enum _NVVIODATAFORMAT +{ + NVVIODATAFORMAT_UNKNOWN = -1 , //!< Invalid DataFormat + NVVIODATAFORMAT_R8G8B8_TO_YCRCB444 , //!< R8:G8:B8 => YCrCb (4:4:4) + NVVIODATAFORMAT_R8G8B8A8_TO_YCRCBA4444 , //!< R8:G8:B8:A8 => YCrCbA (4:4:4:4) + NVVIODATAFORMAT_R8G8B8Z10_TO_YCRCBZ4444 , //!< R8:G8:B8:Z10 => YCrCbZ (4:4:4:4) + NVVIODATAFORMAT_R8G8B8_TO_YCRCB422 , //!< R8:G8:B8 => YCrCb (4:2:2) + NVVIODATAFORMAT_R8G8B8A8_TO_YCRCBA4224 , //!< R8:G8:B8:A8 => YCrCbA (4:2:2:4) + NVVIODATAFORMAT_R8G8B8Z10_TO_YCRCBZ4224 , //!< R8:G8:B8:Z10 => YCrCbZ (4:2:2:4) + NVVIODATAFORMAT_X8X8X8_444_PASSTHRU , //!< R8:G8:B8 => RGB (4:4:4) + NVVIODATAFORMAT_X8X8X8A8_4444_PASSTHRU , //!< R8:G8:B8:A8 => RGBA (4:4:4:4) + NVVIODATAFORMAT_X8X8X8Z10_4444_PASSTHRU , //!< R8:G8:B8:Z10 => RGBZ (4:4:4:4) + NVVIODATAFORMAT_X10X10X10_444_PASSTHRU , //!< Y10:CR10:CB10 => YCrCb (4:4:4) + NVVIODATAFORMAT_X10X8X8_444_PASSTHRU , //!< Y10:CR8:CB8 => YCrCb (4:4:4) + NVVIODATAFORMAT_X10X8X8A10_4444_PASSTHRU , //!< Y10:CR8:CB8:A10 => YCrCbA (4:4:4:4) + NVVIODATAFORMAT_X10X8X8Z10_4444_PASSTHRU , //!< Y10:CR8:CB8:Z10 => YCrCbZ (4:4:4:4) + NVVIODATAFORMAT_DUAL_R8G8B8_TO_DUAL_YCRCB422 , //!< R8:G8:B8 + R8:G8:B8 => YCrCb (4:2:2 + 4:2:2) + NVVIODATAFORMAT_DUAL_X8X8X8_TO_DUAL_422_PASSTHRU , //!< Y8:CR8:CB8 + Y8:CR8:CB8 => YCrCb (4:2:2 + 4:2:2) + NVVIODATAFORMAT_R10G10B10_TO_YCRCB422 , //!< R10:G10:B10 => YCrCb (4:2:2) + NVVIODATAFORMAT_R10G10B10_TO_YCRCB444 , //!< R10:G10:B10 => YCrCb (4:4:4) + NVVIODATAFORMAT_X12X12X12_444_PASSTHRU , //!< X12:X12:X12 => XXX (4:4:4) + NVVIODATAFORMAT_X12X12X12_422_PASSTHRU , //!< X12:X12:X12 => XXX (4:2:2) + NVVIODATAFORMAT_Y10CR10CB10_TO_YCRCB422 , //!< Y10:CR10:CB10 => YCrCb (4:2:2) + NVVIODATAFORMAT_Y8CR8CB8_TO_YCRCB422 , //!< Y8:CR8:CB8 => YCrCb (4:2:2) + NVVIODATAFORMAT_Y10CR8CB8A10_TO_YCRCBA4224 , //!< Y10:CR8:CB8:A10 => YCrCbA (4:2:2:4) + NVVIODATAFORMAT_R10G10B10_TO_RGB444 , //!< R10:G10:B10 => RGB (4:4:4) + NVVIODATAFORMAT_R12G12B12_TO_YCRCB444 , //!< R12:G12:B12 => YCrCb (4:4:4) + NVVIODATAFORMAT_R12G12B12_TO_YCRCB422 , //!< R12:G12:B12 => YCrCb (4:2:2) +}NVVIODATAFORMAT; + +//! Video output area +typedef enum _NVVIOOUTPUTAREA +{ + NVVIOOUTPUTAREA_FULLSIZE , //!< Output to entire video resolution (full size) + NVVIOOUTPUTAREA_SAFEACTION , //!< Output to centered 90% of video resolution (safe action) + NVVIOOUTPUTAREA_SAFETITLE , //!< Output to centered 80% of video resolution (safe title) +}NVVIOOUTPUTAREA; + +//! Synchronization source +typedef enum _NVVIOSYNCSOURCE +{ + NVVIOSYNCSOURCE_SDISYNC , //!< SDI Sync (Digital input) + NVVIOSYNCSOURCE_COMPSYNC , //!< COMP Sync (Composite input) +}NVVIOSYNCSOURCE; + +//! Composite synchronization type +typedef enum _NVVIOCOMPSYNCTYPE +{ + NVVIOCOMPSYNCTYPE_AUTO , //!< Auto-detect + NVVIOCOMPSYNCTYPE_BILEVEL , //!< Bi-level signal + NVVIOCOMPSYNCTYPE_TRILEVEL , //!< Tri-level signal +}NVVIOCOMPSYNCTYPE; + +//! Video input output status +typedef enum _NVVIOINPUTOUTPUTSTATUS +{ + NVINPUTOUTPUTSTATUS_OFF , //!< Not in use + NVINPUTOUTPUTSTATUS_ERROR , //!< Error detected + NVINPUTOUTPUTSTATUS_SDI_SD , //!< SDI (standard-definition) + NVINPUTOUTPUTSTATUS_SDI_HD , //!< SDI (high-definition) +}NVVIOINPUTOUTPUTSTATUS; + +//! Synchronization input status +typedef enum _NVVIOSYNCSTATUS +{ + NVVIOSYNCSTATUS_OFF , //!< Sync not detected + NVVIOSYNCSTATUS_ERROR , //!< Error detected + NVVIOSYNCSTATUS_SYNCLOSS , //!< Genlock in use, format mismatch with output + NVVIOSYNCSTATUS_COMPOSITE , //!< Composite sync + NVVIOSYNCSTATUS_SDI_SD , //!< SDI sync (standard-definition) + NVVIOSYNCSTATUS_SDI_HD , //!< SDI sync (high-definition) +}NVVIOSYNCSTATUS; + +//! Video Capture Status +typedef enum _NVVIOCAPTURESTATUS +{ + NVVIOSTATUS_STOPPED , //!< Sync not detected + NVVIOSTATUS_RUNNING , //!< Error detected + NVVIOSTATUS_ERROR , //!< Genlock in use, format mismatch with output +}NVVIOCAPTURESTATUS; + +//! Video Capture Status +typedef enum _NVVIOSTATUSTYPE +{ + NVVIOSTATUSTYPE_IN , //!< Input Status + NVVIOSTATUSTYPE_OUT , //!< Output Status +}NVVIOSTATUSTYPE; + + +//! Assumption, maximum 4 SDI input and 4 SDI output cards supported on a system +#define NVAPI_MAX_VIO_DEVICES 8 + +//! 4 physical jacks supported on each SDI input card. +#define NVAPI_MAX_VIO_JACKS 4 + + +//! Each physical jack an on SDI input card can have +//! two "channels" in the case of "3G" VideoFormats, as specified +//! by SMPTE 425; for non-3G VideoFormats, only the first channel within +//! a physical jack is valid. +#define NVAPI_MAX_VIO_CHANNELS_PER_JACK 2 + +//! 4 Streams, 1 per physical jack +#define NVAPI_MAX_VIO_STREAMS 4 + +#define NVAPI_MIN_VIO_STREAMS 1 + +//! SDI input supports a max of 2 links per stream +#define NVAPI_MAX_VIO_LINKS_PER_STREAM 2 + + +#define NVAPI_MAX_FRAMELOCK_MAPPING_MODES 20 + +//! Min number of capture images +#define NVAPI_GVI_MIN_RAW_CAPTURE_IMAGES 1 + +//! Max number of capture images +#define NVAPI_GVI_MAX_RAW_CAPTURE_IMAGES 32 + +//! Default number of capture images +#define NVAPI_GVI_DEFAULT_RAW_CAPTURE_IMAGES 5 + + + +// Data Signal notification events. These need a event handler in RM. +// Register/Unregister and PopEvent NVAPI's are already available. + +//! Device configuration +typedef enum _NVVIOCONFIGTYPE +{ + NVVIOCONFIGTYPE_IN , //!< Input Status + NVVIOCONFIGTYPE_OUT , //!< Output Status +}NVVIOCONFIGTYPE; + +typedef enum _NVVIOCOLORSPACE +{ + NVVIOCOLORSPACE_UNKNOWN, + NVVIOCOLORSPACE_YCBCR, + NVVIOCOLORSPACE_YCBCRA, + NVVIOCOLORSPACE_YCBCRD, + NVVIOCOLORSPACE_GBR, + NVVIOCOLORSPACE_GBRA, + NVVIOCOLORSPACE_GBRD, +} NVVIOCOLORSPACE; + +//! Component sampling +typedef enum _NVVIOCOMPONENTSAMPLING +{ + NVVIOCOMPONENTSAMPLING_UNKNOWN, + NVVIOCOMPONENTSAMPLING_4444, + NVVIOCOMPONENTSAMPLING_4224, + NVVIOCOMPONENTSAMPLING_444, + NVVIOCOMPONENTSAMPLING_422 +} NVVIOCOMPONENTSAMPLING; + +typedef enum _NVVIOBITSPERCOMPONENT +{ + NVVIOBITSPERCOMPONENT_UNKNOWN, + NVVIOBITSPERCOMPONENT_8, + NVVIOBITSPERCOMPONENT_10, + NVVIOBITSPERCOMPONENT_12, +} NVVIOBITSPERCOMPONENT; + +typedef enum _NVVIOLINKID +{ + NVVIOLINKID_UNKNOWN, + NVVIOLINKID_A, + NVVIOLINKID_B, + NVVIOLINKID_C, + NVVIOLINKID_D +} NVVIOLINKID; + + +typedef enum _NVVIOANCPARITYCOMPUTATION +{ + NVVIOANCPARITYCOMPUTATION_AUTO, + NVVIOANCPARITYCOMPUTATION_ON, + NVVIOANCPARITYCOMPUTATION_OFF +} NVVIOANCPARITYCOMPUTATION; + + + +//! @} + + +//--------------------------------------------------------------------- +// Structures +//--------------------------------------------------------------------- + +//! \addtogroup vidio +//! @{ + + +//! Supports Serial Digital Interface (SDI) output +#define NVVIOCAPS_VIDOUT_SDI 0x00000001 + +//! Supports Internal timing source +#define NVVIOCAPS_SYNC_INTERNAL 0x00000100 + +//! Supports Genlock timing source +#define NVVIOCAPS_SYNC_GENLOCK 0x00000200 + +//! Supports Serial Digital Interface (SDI) synchronization input +#define NVVIOCAPS_SYNCSRC_SDI 0x00001000 + +//! Supports Composite synchronization input +#define NVVIOCAPS_SYNCSRC_COMP 0x00002000 + +//! Supports Desktop transparent mode +#define NVVIOCAPS_OUTPUTMODE_DESKTOP 0x00010000 + +//! Supports OpenGL application mode +#define NVVIOCAPS_OUTPUTMODE_OPENGL 0x00020000 + +//! Supports Serial Digital Interface (SDI) input +#define NVVIOCAPS_VIDIN_SDI 0x00100000 + +//! Supports Packed ANC +#define NVVIOCAPS_PACKED_ANC_SUPPORTED 0x00200000 + +//! Supports ANC audio blanking +#define NVVIOCAPS_AUDIO_BLANKING_SUPPORTED 0x00400000 + +//! SDI-class interface: SDI output with two genlock inputs +#define NVVIOCLASS_SDI 0x00000001 + +//! Device capabilities +typedef struct _NVVIOCAPS +{ + NvU32 version; //!< Structure version + NvAPI_String adapterName; //!< Graphics adapter name + NvU32 adapterClass; //!< Graphics adapter classes (NVVIOCLASS_SDI mask) + NvU32 adapterCaps; //!< Graphics adapter capabilities (NVVIOCAPS_* mask) + NvU32 dipSwitch; //!< On-board DIP switch settings bits + NvU32 dipSwitchReserved; //!< On-board DIP switch settings reserved bits + NvU32 boardID; //!< Board ID + //! Driver version + struct // + { + NvU32 majorVersion; //!< Major version. For GVI, majorVersion contains MajorVersion(HIWORD) And MinorVersion(LOWORD) + NvU32 minorVersion; //!< Minor version. For GVI, minorVersion contains Revison(HIWORD) And Build(LOWORD) + } driver; // + //! Firmware version + struct + { + NvU32 majorVersion; //!< Major version. In version 2, for both GVI and GVO, majorVersion contains MajorVersion(HIWORD) And MinorVersion(LOWORD) + NvU32 minorVersion; //!< Minor version. In version 2, for both GVI and GVO, minorVersion contains Revison(HIWORD) And Build(LOWORD) + } firmWare; // + NVVIOOWNERID ownerId; //!< Unique identifier for owner of video output (NVVIOOWNERID_INVALID if free running) + NVVIOOWNERTYPE ownerType; //!< Owner type (OpenGL application or Desktop mode) +} NVVIOCAPS; + +//! Macro for constructing the version field of NVVIOCAPS +#define NVVIOCAPS_VER1 MAKE_NVAPI_VERSION(NVVIOCAPS,1) +#define NVVIOCAPS_VER2 MAKE_NVAPI_VERSION(NVVIOCAPS,2) +#define NVVIOCAPS_VER NVVIOCAPS_VER2 + +//! Input channel status +typedef struct _NVVIOCHANNELSTATUS +{ + NvU32 smpte352; //!< 4-byte SMPTE 352 video payload identifier + NVVIOSIGNALFORMAT signalFormat; //!< Signal format + NVVIOBITSPERCOMPONENT bitsPerComponent; //!< Bits per component + NVVIOCOMPONENTSAMPLING samplingFormat; //!< Sampling format + NVVIOCOLORSPACE colorSpace; //!< Color space + NVVIOLINKID linkID; //!< Link ID +} NVVIOCHANNELSTATUS; + +//! Input device status +typedef struct _NVVIOINPUTSTATUS +{ + NVVIOCHANNELSTATUS vidIn[NVAPI_MAX_VIO_JACKS][NVAPI_MAX_VIO_CHANNELS_PER_JACK]; //!< Video input status per channel within a jack + NVVIOCAPTURESTATUS captureStatus; //!< status of video capture +} NVVIOINPUTSTATUS; + +//! Output device status +typedef struct _NVVIOOUTPUTSTATUS +{ + NVVIOINPUTOUTPUTSTATUS vid1Out; //!< Video 1 output status + NVVIOINPUTOUTPUTSTATUS vid2Out; //!< Video 2 output status + NVVIOSYNCSTATUS sdiSyncIn; //!< SDI sync input status + NVVIOSYNCSTATUS compSyncIn; //!< Composite sync input status + NvU32 syncEnable; //!< Sync enable (TRUE if using syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSIGNALFORMAT syncFormat; //!< Sync format + NvU32 frameLockEnable; //!< Framelock enable flag + NvU32 outputVideoLocked; //!< Output locked status + NvU32 dataIntegrityCheckErrorCount; //!< Data integrity check error count + NvU32 dataIntegrityCheckEnabled; //!< Data integrity check status enabled + NvU32 dataIntegrityCheckFailed; //!< Data integrity check status failed + NvU32 uSyncSourceLocked; //!< genlocked to framelocked to ref signal + NvU32 uPowerOn; //!< TRUE: indicates there is sufficient power +} NVVIOOUTPUTSTATUS; + +//! Video device status. +typedef struct _NVVIOSTATUS +{ + NvU32 version; //!< Structure version + NVVIOSTATUSTYPE nvvioStatusType; //!< Input or Output status + union + { + NVVIOINPUTSTATUS inStatus; //!< Input device status + NVVIOOUTPUTSTATUS outStatus; //!< Output device status + }vioStatus; +} NVVIOSTATUS; + +//! Macro for constructingthe version field of NVVIOSTATUS +#define NVVIOSTATUS_VER MAKE_NVAPI_VERSION(NVVIOSTATUS,1) + +//! Output region +typedef struct _NVVIOOUTPUTREGION +{ + NvU32 x; //!< Horizontal origin in pixels + NvU32 y; //!< Vertical origin in pixels + NvU32 width; //!< Width of region in pixels + NvU32 height; //!< Height of region in pixels +} NVVIOOUTPUTREGION; + +//! Gamma ramp (8-bit index) +typedef struct _NVVIOGAMMARAMP8 +{ + NvU16 uRed[256]; //!< Red channel gamma ramp (8-bit index, 16-bit values) + NvU16 uGreen[256]; //!< Green channel gamma ramp (8-bit index, 16-bit values) + NvU16 uBlue[256]; //!< Blue channel gamma ramp (8-bit index, 16-bit values) +} NVVIOGAMMARAMP8; + +//! Gamma ramp (10-bit index) +typedef struct _NVVIOGAMMARAMP10 +{ + NvU16 uRed[1024]; //!< Red channel gamma ramp (10-bit index, 16-bit values) + NvU16 uGreen[1024]; //!< Green channel gamma ramp (10-bit index, 16-bit values) + NvU16 uBlue[1024]; //!< Blue channel gamma ramp (10-bit index, 16-bit values) +} NVVIOGAMMARAMP10; + + +//! Sync delay +typedef struct _NVVIOSYNCDELAY +{ + NvU32 version; //!< Structure version + NvU32 horizontalDelay; //!< Horizontal delay in pixels + NvU32 verticalDelay; //!< Vertical delay in lines +} NVVIOSYNCDELAY; + +//! Macro for constructing the version field of NVVIOSYNCDELAY +#define NVVIOSYNCDELAY_VER MAKE_NVAPI_VERSION(NVVIOSYNCDELAY,1) + + +//! Video mode information +typedef struct _NVVIOVIDEOMODE +{ + NvU32 horizontalPixels; //!< Horizontal resolution (in pixels) + NvU32 verticalLines; //!< Vertical resolution for frame (in lines) + float fFrameRate; //!< Frame rate + NVVIOINTERLACEMODE interlaceMode; //!< Interlace mode + NVVIOVIDEOSTANDARD videoStandard; //!< SMPTE standards format + NVVIOVIDEOTYPE videoType; //!< HD or SD signal classification +} NVVIOVIDEOMODE; + +//! Signal format details +typedef struct _NVVIOSIGNALFORMATDETAIL +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format enumerated value + NVVIOVIDEOMODE videoMode; //!< Video mode for signal format +}NVVIOSIGNALFORMATDETAIL; + + +//! R8:G8:B8 +#define NVVIOBUFFERFORMAT_R8G8B8 0x00000001 + +//! R8:G8:B8:Z24 +#define NVVIOBUFFERFORMAT_R8G8B8Z24 0x00000002 + +//! R8:G8:B8:A8 +#define NVVIOBUFFERFORMAT_R8G8B8A8 0x00000004 + +//! R8:G8:B8:A8:Z24 +#define NVVIOBUFFERFORMAT_R8G8B8A8Z24 0x00000008 + +//! R16FP:G16FP:B16FP +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FP 0x00000010 + +//! R16FP:G16FP:B16FP:Z24 +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FPZ24 0x00000020 + +//! R16FP:G16FP:B16FP:A16FP +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FPA16FP 0x00000040 + +//! R16FP:G16FP:B16FP:A16FP:Z24 +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FPA16FPZ24 0x00000080 + + + +//! Data format details +typedef struct _NVVIODATAFORMATDETAIL +{ + NVVIODATAFORMAT dataFormat; //!< Data format enumerated value + NvU32 vioCaps; //!< Data format capabilities (NVVIOCAPS_* mask) +}NVVIODATAFORMATDETAIL; + +//! Colorspace conversion +typedef struct _NVVIOCOLORCONVERSION +{ + NvU32 version; //!< Structure version + float colorMatrix[3][3]; //!< Output[n] = + float colorOffset[3]; //!< Input[0] * colorMatrix[n][0] + + float colorScale[3]; //!< Input[1] * colorMatrix[n][1] + + //!< Input[2] * colorMatrix[n][2] + + //!< OutputRange * colorOffset[n] + //!< where OutputRange is the standard magnitude of + //!< Output[n][n] and colorMatrix and colorOffset + //!< values are within the range -1.0 to +1.0 + NvU32 compositeSafe; //!< compositeSafe constrains luminance range when using composite output +} NVVIOCOLORCONVERSION; + +//! macro for constructing the version field of _NVVIOCOLORCONVERSION. +#define NVVIOCOLORCONVERSION_VER MAKE_NVAPI_VERSION(NVVIOCOLORCONVERSION,1) + +//! Gamma correction +typedef struct _NVVIOGAMMACORRECTION +{ + NvU32 version; //!< Structure version + NvU32 vioGammaCorrectionType; //!< Gamma correction type (8-bit or 10-bit) + //! Gamma correction: + union + { + NVVIOGAMMARAMP8 gammaRamp8; //!< Gamma ramp (8-bit index, 16-bit values) + NVVIOGAMMARAMP10 gammaRamp10; //!< Gamma ramp (10-bit index, 16-bit values) + }gammaRamp; + float fGammaValueR; //!< Red Gamma value within gamma ranges. 0.5 - 6.0 + float fGammaValueG; //!< Green Gamma value within gamma ranges. 0.5 - 6.0 + float fGammaValueB; //!< Blue Gamma value within gamma ranges. 0.5 - 6.0 +} NVVIOGAMMACORRECTION; + +//! Macro for constructing thevesion field of _NVVIOGAMMACORRECTION +#define NVVIOGAMMACORRECTION_VER MAKE_NVAPI_VERSION(NVVIOGAMMACORRECTION,1) + +//! Maximum number of ranges per channel +#define MAX_NUM_COMPOSITE_RANGE 2 + + +typedef struct _NVVIOCOMPOSITERANGE +{ + NvU32 uRange; + NvU32 uEnabled; + NvU32 uMin; + NvU32 uMax; +} NVVIOCOMPOSITERANGE; + + + +// Device configuration (fields masks indicating NVVIOCONFIG fields to use for NvAPI_VIO_GetConfig/NvAPI_VIO_SetConfig() ) +// +#define NVVIOCONFIG_SIGNALFORMAT 0x00000001 //!< fields: signalFormat +#define NVVIOCONFIG_DATAFORMAT 0x00000002 //!< fields: dataFormat +#define NVVIOCONFIG_OUTPUTREGION 0x00000004 //!< fields: outputRegion +#define NVVIOCONFIG_OUTPUTAREA 0x00000008 //!< fields: outputArea +#define NVVIOCONFIG_COLORCONVERSION 0x00000010 //!< fields: colorConversion +#define NVVIOCONFIG_GAMMACORRECTION 0x00000020 //!< fields: gammaCorrection +#define NVVIOCONFIG_SYNCSOURCEENABLE 0x00000040 //!< fields: syncSource and syncEnable +#define NVVIOCONFIG_SYNCDELAY 0x00000080 //!< fields: syncDelay +#define NVVIOCONFIG_COMPOSITESYNCTYPE 0x00000100 //!< fields: compositeSyncType +#define NVVIOCONFIG_FRAMELOCKENABLE 0x00000200 //!< fields: EnableFramelock +#define NVVIOCONFIG_422FILTER 0x00000400 //!< fields: bEnable422Filter +#define NVVIOCONFIG_COMPOSITETERMINATE 0x00000800 //!< fields: bCompositeTerminate (Not supported on Quadro FX 4000 SDI) +#define NVVIOCONFIG_DATAINTEGRITYCHECK 0x00001000 //!< fields: bEnableDataIntegrityCheck (Not supported on Quadro FX 4000 SDI) +#define NVVIOCONFIG_CSCOVERRIDE 0x00002000 //!< fields: colorConversion override +#define NVVIOCONFIG_FLIPQUEUELENGTH 0x00004000 //!< fields: flipqueuelength control +#define NVVIOCONFIG_ANCTIMECODEGENERATION 0x00008000 //!< fields: bEnableANCTimeCodeGeneration +#define NVVIOCONFIG_COMPOSITE 0x00010000 //!< fields: bEnableComposite +#define NVVIOCONFIG_ALPHAKEYCOMPOSITE 0x00020000 //!< fields: bEnableAlphaKeyComposite +#define NVVIOCONFIG_COMPOSITE_Y 0x00040000 //!< fields: compRange +#define NVVIOCONFIG_COMPOSITE_CR 0x00080000 //!< fields: compRange +#define NVVIOCONFIG_COMPOSITE_CB 0x00100000 //!< fields: compRange +#define NVVIOCONFIG_FULL_COLOR_RANGE 0x00200000 //!< fields: bEnableFullColorRange +#define NVVIOCONFIG_RGB_DATA 0x00400000 //!< fields: bEnableRGBData +#define NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE 0x00800000 //!< fields: bEnableSDIOutput +#define NVVIOCONFIG_STREAMS 0x01000000 //!< fields: streams +#define NVVIOCONFIG_ANC_PARITY_COMPUTATION 0x02000000 //!< fields: ancParityComputation +#define NVVIOCONFIG_ANC_AUDIO_REPEAT 0x04000000 //!< fields: enableAudioBlanking + + +// Don't forget to update NVVIOCONFIG_VALIDFIELDS in nvapi.spec when NVVIOCONFIG_ALLFIELDS changes. +#define NVVIOCONFIG_ALLFIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_OUTPUTREGION | \ + NVVIOCONFIG_OUTPUTAREA | \ + NVVIOCONFIG_COLORCONVERSION | \ + NVVIOCONFIG_GAMMACORRECTION | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_SYNCDELAY | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_422FILTER | \ + NVVIOCONFIG_COMPOSITETERMINATE | \ + NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_CSCOVERRIDE | \ + NVVIOCONFIG_FLIPQUEUELENGTH | \ + NVVIOCONFIG_ANCTIMECODEGENERATION | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB | \ + NVVIOCONFIG_FULL_COLOR_RANGE | \ + NVVIOCONFIG_RGB_DATA | \ + NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE | \ + NVVIOCONFIG_STREAMS | \ + NVVIOCONFIG_ANC_PARITY_COMPUTATION | \ + NVVIOCONFIG_ANC_AUDIO_REPEAT ) + +#define NVVIOCONFIG_VALIDFIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_OUTPUTREGION | \ + NVVIOCONFIG_OUTPUTAREA | \ + NVVIOCONFIG_COLORCONVERSION | \ + NVVIOCONFIG_GAMMACORRECTION | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_SYNCDELAY | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE | \ + NVVIOCONFIG_422FILTER | \ + NVVIOCONFIG_COMPOSITETERMINATE | \ + NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_CSCOVERRIDE | \ + NVVIOCONFIG_FLIPQUEUELENGTH | \ + NVVIOCONFIG_ANCTIMECODEGENERATION | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB | \ + NVVIOCONFIG_FULL_COLOR_RANGE | \ + NVVIOCONFIG_RGB_DATA | \ + NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE | \ + NVVIOCONFIG_STREAMS | \ + NVVIOCONFIG_ANC_PARITY_COMPUTATION | \ + NVVIOCONFIG_ANC_AUDIO_REPEAT) + +#define NVVIOCONFIG_DRIVERFIELDS ( NVVIOCONFIG_OUTPUTREGION | \ + NVVIOCONFIG_OUTPUTAREA | \ + NVVIOCONFIG_COLORCONVERSION | \ + NVVIOCONFIG_FLIPQUEUELENGTH) + +#define NVVIOCONFIG_GAMMAFIELDS ( NVVIOCONFIG_GAMMACORRECTION ) + +#define NVVIOCONFIG_RMCTRLFIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_422FILTER | \ + NVVIOCONFIG_COMPOSITETERMINATE | \ + NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB) + +#define NVVIOCONFIG_RMSKEWFIELDS ( NVVIOCONFIG_SYNCDELAY ) + +#define NVVIOCONFIG_ALLOWSDIRUNNING_FIELDS ( NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_SYNCDELAY | \ + NVVIOCONFIG_CSCOVERRIDE | \ + NVVIOCONFIG_ANCTIMECODEGENERATION | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB | \ + NVVIOCONFIG_ANC_PARITY_COMPUTATION) + + + #define NVVIOCONFIG_RMMODESET_FIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_ANC_AUDIO_REPEAT) + + +//! Output device configuration +// No members can be deleted from below structure. Only add new members at the +// end of the structure. +typedef struct _NVVIOOUTPUTCONFIG_V1 +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format for video output + NVVIODATAFORMAT dataFormat; //!< Data format for video output + NVVIOOUTPUTREGION outputRegion; //!< Region for video output (Desktop mode) + NVVIOOUTPUTAREA outputArea; //!< Usable resolution for video output (safe area) + NVVIOCOLORCONVERSION colorConversion; //!< Color conversion. + NVVIOGAMMACORRECTION gammaCorrection; + NvU32 syncEnable; //!< Sync enable (TRUE to use syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSYNCDELAY syncDelay; //!< Sync delay + NVVIOCOMPSYNCTYPE compositeSyncType; //!< Composite sync type + NvU32 frameLockEnable; //!< Flag indicating whether framelock was on/off + NvU32 psfSignalFormat; //!< Indicates whether contained format is PSF Signal format + NvU32 enable422Filter; //!< Enables/Disables 4:2:2 filter + NvU32 compositeTerminate; //!< Composite termination + NvU32 enableDataIntegrityCheck; //!< Enable data integrity check: true - enable, false - disable + NvU32 cscOverride; //!< Use provided CSC color matrix to overwrite + NvU32 flipQueueLength; //!< Number of buffers used for the internal flipqueue + NvU32 enableANCTimeCodeGeneration; //!< Enable SDI ANC time code generation + NvU32 enableComposite; //!< Enable composite + NvU32 enableAlphaKeyComposite; //!< Enable Alpha key composite + NVVIOCOMPOSITERANGE compRange; //!< Composite ranges + NvU8 reservedData[256]; //!< Inicates last stored SDI output state TRUE-ON / FALSE-OFF + NvU32 enableFullColorRange; //!< Flag indicating Full Color Range + NvU32 enableRGBData; //!< Indicates data is in RGB format +} NVVIOOUTPUTCONFIG_V1; + +typedef struct _NVVIOOUTPUTCONFIG_V2 +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format for video output + NVVIODATAFORMAT dataFormat; //!< Data format for video output + NVVIOOUTPUTREGION outputRegion; //!< Region for video output (Desktop mode) + NVVIOOUTPUTAREA outputArea; //!< Usable resolution for video output (safe area) + NVVIOCOLORCONVERSION colorConversion; //!< Color conversion. + NVVIOGAMMACORRECTION gammaCorrection; + NvU32 syncEnable; //!< Sync enable (TRUE to use syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSYNCDELAY syncDelay; //!< Sync delay + NVVIOCOMPSYNCTYPE compositeSyncType; //!< Composite sync type + NvU32 frameLockEnable; //!< Flag indicating whether framelock was on/off + NvU32 psfSignalFormat; //!< Indicates whether contained format is PSF Signal format + NvU32 enable422Filter; //!< Enables/Disables 4:2:2 filter + NvU32 compositeTerminate; //!< Composite termination + NvU32 enableDataIntegrityCheck; //!< Enable data integrity check: true - enable, false - disable + NvU32 cscOverride; //!< Use provided CSC color matrix to overwrite + NvU32 flipQueueLength; //!< Number of buffers used for the internal flip queue + NvU32 enableANCTimeCodeGeneration; //!< Enable SDI ANC time code generation + NvU32 enableComposite; //!< Enable composite + NvU32 enableAlphaKeyComposite; //!< Enable Alpha key composite + NVVIOCOMPOSITERANGE compRange; //!< Composite ranges + NvU8 reservedData[256]; //!< Indicates last stored SDI output state TRUE-ON / FALSE-OFF + NvU32 enableFullColorRange; //!< Flag indicating Full Color Range + NvU32 enableRGBData; //!< Indicates data is in RGB format + NVVIOANCPARITYCOMPUTATION ancParityComputation; //!< Enable HW ANC parity bit computation (auto/on/off) +} NVVIOOUTPUTCONFIG_V2; + +typedef struct _NVVIOOUTPUTCONFIG_V3 +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format for video output + NVVIODATAFORMAT dataFormat; //!< Data format for video output + NVVIOOUTPUTREGION outputRegion; //!< Region for video output (Desktop mode) + NVVIOOUTPUTAREA outputArea; //!< Usable resolution for video output (safe area) + NVVIOCOLORCONVERSION colorConversion; //!< Color conversion. + NVVIOGAMMACORRECTION gammaCorrection; + NvU32 syncEnable; //!< Sync enable (TRUE to use syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSYNCDELAY syncDelay; //!< Sync delay + NVVIOCOMPSYNCTYPE compositeSyncType; //!< Composite sync type + NvU32 frameLockEnable; //!< Flag indicating whether framelock was on/off + NvU32 psfSignalFormat; //!< Indicates whether contained format is PSF Signal format + NvU32 enable422Filter; //!< Enables/Disables 4:2:2 filter + NvU32 compositeTerminate; //!< Composite termination + NvU32 enableDataIntegrityCheck; //!< Enable data integrity check: true - enable, false - disable + NvU32 cscOverride; //!< Use provided CSC color matrix to overwrite + NvU32 flipQueueLength; //!< Number of buffers used for the internal flip queue + NvU32 enableANCTimeCodeGeneration; //!< Enable SDI ANC time code generation + NvU32 enableComposite; //!< Enable composite + NvU32 enableAlphaKeyComposite; //!< Enable Alpha key composite + NVVIOCOMPOSITERANGE compRange; //!< Composite ranges + NvU8 reservedData[256]; //!< Indicates last stored SDI output state TRUE-ON / FALSE-OFF + NvU32 enableFullColorRange; //!< Flag indicating Full Color Range + NvU32 enableRGBData; //!< Indicates data is in RGB format + NVVIOANCPARITYCOMPUTATION ancParityComputation; //!< Enable HW ANC parity bit computation (auto/on/off) + NvU32 enableAudioBlanking; //!< Enable HANC audio blanking on repeat frames +} NVVIOOUTPUTCONFIG_V3; + +//! Stream configuration +typedef struct _NVVIOSTREAM +{ + NvU32 bitsPerComponent; //!< Bits per component + NVVIOCOMPONENTSAMPLING sampling; //!< Sampling + NvU32 expansionEnable; //!< Enable/disable 4:2:2->4:4:4 expansion + NvU32 numLinks; //!< Number of active links + struct + { + NvU32 jack; //!< This stream's link[i] will use the specified (0-based) channel within the + NvU32 channel; //!< specified (0-based) jack + } links[NVAPI_MAX_VIO_LINKS_PER_STREAM]; +} NVVIOSTREAM; + +//! Input device configuration +typedef struct _NVVIOINPUTCONFIG +{ + NvU32 numRawCaptureImages; //!< numRawCaptureImages is the number of frames to keep in the capture queue. + //!< must be between NVAPI_GVI_MIN_RAW_CAPTURE_IMAGES and NVAPI_GVI_MAX_RAW_CAPTURE_IMAGES, + NVVIOSIGNALFORMAT signalFormat; //!< Signal format. + //!< Please note that both numRawCaptureImages and signalFormat should be set together. + NvU32 numStreams; //!< Number of active streams. + NVVIOSTREAM streams[NVAPI_MAX_VIO_STREAMS]; //!< Stream configurations + NvU32 bTestMode; //!< This attribute controls the GVI test mode. + //!< Possible values 0/1. When testmode enabled, the + //!< GVI device will generate fake data as quickly as possible. +} NVVIOINPUTCONFIG; + +typedef struct _NVVIOCONFIG_V1 +{ + NvU32 version; //!< Structure version + NvU32 fields; //!< Caller sets to NVVIOCONFIG_* mask for fields to use + NVVIOCONFIGTYPE nvvioConfigType; //!< Input or Output configuration + union + { + NVVIOINPUTCONFIG inConfig; //!< Input device configuration + NVVIOOUTPUTCONFIG_V1 outConfig; //!< Output device configuration + }vioConfig; +} NVVIOCONFIG_V1; + + +typedef struct _NVVIOCONFIG_V2 +{ + NvU32 version; //!< Structure version + NvU32 fields; //!< Caller sets to NVVIOCONFIG_* mask for fields to use + NVVIOCONFIGTYPE nvvioConfigType; //!< Input or Output configuration + union + { + NVVIOINPUTCONFIG inConfig; //!< Input device configuration + NVVIOOUTPUTCONFIG_V2 outConfig; //!< Output device configuration + }vioConfig; +} NVVIOCONFIG_V2; + +typedef struct _NVVIOCONFIG_V3 +{ + NvU32 version; //!< Structure version + NvU32 fields; //!< Caller sets to NVVIOCONFIG_* mask for fields to use + NVVIOCONFIGTYPE nvvioConfigType; //!< Input or Output configuration + union + { + NVVIOINPUTCONFIG inConfig; //!< Input device configuration + NVVIOOUTPUTCONFIG_V3 outConfig; //!< Output device configuration + }vioConfig; +} NVVIOCONFIG_V3; +typedef NVVIOOUTPUTCONFIG_V3 NVVIOOUTPUTCONFIG; +typedef NVVIOCONFIG_V3 NVVIOCONFIG; + +#define NVVIOCONFIG_VER1 MAKE_NVAPI_VERSION(NVVIOCONFIG_V1,1) +#define NVVIOCONFIG_VER2 MAKE_NVAPI_VERSION(NVVIOCONFIG_V2,2) +#define NVVIOCONFIG_VER3 MAKE_NVAPI_VERSION(NVVIOCONFIG_V3,3) +#define NVVIOCONFIG_VER NVVIOCONFIG_VER3 + + +typedef struct +{ + NvPhysicalGpuHandle hPhysicalGpu; //!< Handle to Physical GPU (This could be NULL for GVI device if its not binded) + NvVioHandle hVioHandle; //!Create Stereo Handle->InitActivation->Reset Device +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 302 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! \param [in] bDelayed Use delayed activation +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// + +//! \addtogroup stereoapi +//! @{ + +//! InitActivation Flags +typedef enum _NVAPI_STEREO_INIT_ACTIVATION_FLAGS +{ + NVAPI_STEREO_INIT_ACTIVATION_IMMEDIATE = 0X00, + NVAPI_STEREO_INIT_ACTIVATION_DELAYED = 0x01, +} NVAPI_STEREO_INIT_ACTIVATION_FLAGS; + +NVAPI_INTERFACE NvAPI_Stereo_InitActivation(__in StereoHandle hStereoHandle, __in NVAPI_STEREO_INIT_ACTIVATION_FLAGS flags); + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Trigger_Activation +// +//! DESCRIPTION: This API allows an application to trigger creation of a stereo desktop, +//! in case the creation was stopped on application launch. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 302 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval ::NVAPI_STEREO_INIT_ACTIVATION_NOT_DONE - Stereo InitActivation not called. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Trigger_Activation(__in StereoHandle hStereoHandle); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_CapturePngImage +// +//! DESCRIPTION: This API captures the current stereo image in PNG stereo format. +//! Only the last capture call per flip will be effective. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! +//! \retval ::NVAPI_OK Image captured. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_CapturePngImage(StereoHandle stereoHandle); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_ReverseStereoBlitControl +// +//! DESCRIPTION: This API turns on/off reverse stereo blit. +//! +//! HOW TO USE: Use after the stereo handle for the device interface is created via successfull call to the appropriate +//! NvAPI_Stereo_CreateHandleFrom() function. +//! After reversed stereo blit control is turned on, blits from the stereo surface will +//! produce the right-eye image in the left side of the destination surface and the left-eye +//! image in the right side of the destination surface. +//! +//! In DirectX 9, the destination surface must be created as the render target, and StretchRect must be used. +//! Conditions: +//! - DstWidth == 2*SrcWidth +//! - DstHeight == SrcHeight +//! - Src surface is the stereo surface. +//! - SrcRect must be {0,0,SrcWidth,SrcHeight} +//! - DstRect must be {0,0,DstWidth,DstHeight} +//! +//! In DirectX 10, ResourceCopyRegion must be used. +//! Conditions: +//! - DstWidth == 2*SrcWidth +//! - DstHeight == SrcHeight +//! - dstX == 0, +//! - dstY == 0, +//! - dstZ == 0, +//! - SrcBox: left=top=front==0; right==SrcWidth; bottom==SrcHeight; back==1; +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! \param [in] TurnOn != 0 : Turns on \n +//! == 0 : Turns off +//! +//! +//! \retval ::NVAPI_OK Retrieval of frustum adjust mode was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_ReverseStereoBlitControl(StereoHandle hStereoHandle, NvU8 TurnOn); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetNotificationMessage +// +//! DESCRIPTION: This API is a Setup notification message that the stereo driver uses to notify the application +//! when the user changes the stereo driver state. +//! +//! When the user changes the stereo state (Activated or Deactivated, separation or conversion) +//! the stereo driver posts a defined message with the following parameters: +//! +//! lParam is the current conversion. (Actual conversion is *(float*)&lParam ) +//! +//! wParam == MAKEWPARAM(l, h) where +//! - l == 0 if stereo is deactivated +//! - l == 1 if stereo is deactivated +//! - h is the current separation. (Actual separation is float(h*100.f/0xFFFF) +//! +//! Call this API with NULL hWnd to prohibit notification. +//! +//! WHEN TO USE: Use after the stereo handle for device interface is created via successful call to appropriate +//! NvAPI_Stereo_CreateHandleFrom() function. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! \param [in] hWnd Window HWND that will be notified when the user changes the stereo driver state. +//! Actual HWND must be cast to an NvU64. +//! \param [in] messageID MessageID of the message that will be posted to hWnd +//! +//! \retval ::NVAPI_OK Notification set. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetNotificationMessage(StereoHandle hStereoHandle, NvU64 hWnd,NvU64 messageID); + + + + + + + + + + + + + + + +//! \ingroup stereoapi +#define NVAPI_STEREO_QUADBUFFERED_API_VERSION 0x2 + +//! \ingroup stereoapi + typedef enum _NV_StereoSwapChainMode + { + NVAPI_STEREO_SWAPCHAIN_DEFAULT = 0, + NVAPI_STEREO_SWAPCHAIN_STEREO = 1, + NVAPI_STEREO_SWAPCHAIN_MONO = 2, + } NV_STEREO_SWAPCHAIN_MODE; + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_CreateSwapChain +// +//! DESCRIPTION: This API allows the user to create a mono or a stereo swap chain. +//! +//! NOTE: NvAPI_D3D1x_CreateSwapChain is a wrapper of the method IDXGIFactory::CreateSwapChain which +//! additionally notifies the D3D driver of the mode in which stereo mode the swap chain is to be +//! created. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! A pointer to the device that will write 2D images to the swap chain. +//! \param [in] pDesc A pointer to the swap-chain description (DXGI_SWAP_CHAIN_DESC). This parameter cannot be NULL. +//! \param [out] ppSwapChain A pointer to the swap chain created. +//! \param [in] mode The stereo mode fot the swap chain. +//! NVAPI_STEREO_SWAPCHAIN_DEFAULT +//! NVAPI_STEREO_SWAPCHAIN_STEREO +//! NVAPI_STEREO_SWAPCHAIN_MONO +//! +//! \retval ::NVAPI_OK The swap chain was created successfully. +//! \retval ::NVAPI_ERROR The operation failed. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_CreateSwapChain(StereoHandle hStereoHandle, + DXGI_SWAP_CHAIN_DESC* pDesc, + IDXGISwapChain** ppSwapChain, + NV_STEREO_SWAPCHAIN_MODE mode); + +#endif //if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + + +#if defined(_D3D9_H_) //NvAPI_D3D9_CreateSwapChain +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_CreateSwapChain +// +//! DESCRIPTION: This API allows the user to create a mono or a stereo swap chain. +//! +//! NOTE: NvAPI_D3D9_CreateSwapChain is a wrapper of the method IDirect3DDevice9::CreateAdditionalSwapChain which +//! additionally notifies the D3D driver if the swap chain creation mode must be stereo or mono. +//! +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [in, out] pPresentationParameters A pointer to the swap-chain description (DXGI). This parameter cannot be NULL. +//! \param [out] ppSwapChain A pointer to the swap chain created. +//! \param [in] mode The stereo mode for the swap chain. +//! NVAPI_STEREO_SWAPCHAIN_DEFAULT +//! NVAPI_STEREO_SWAPCHAIN_STEREO +//! NVAPI_STEREO_SWAPCHAIN_MONO +//! +//! \retval ::NVAPI_OK The swap chain creation was successful +//! \retval ::NVAPI_ERROR The operation failed. +//! +//!\ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_CreateSwapChain(StereoHandle hStereoHandle, + D3DPRESENT_PARAMETERS *pPresentationParameters, + IDirect3DSwapChain9 **ppSwapChain, + NV_STEREO_SWAPCHAIN_MODE mode); +#endif //if defined(_D3D9_H_) //NvAPI_D3D9_CreateSwapChain + + + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_InitLowLatencyDevice +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function has to be used to initialize a Vulkan device +//! as a low latency device. The driver initializes a set of parameters to +//! be used in subsequent low latency API calls for this device. +//! The returned NV_VULKAN_LOW_LATENCY_DEVICE_PARAMS has to be passed into +//! any low latency API call as a parameter to ensure use of these parameters. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [out] signalDemaphoreHandle pointer to a VkSemaphore handle that is signalling in Sleep +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_InitLowLatencyDevice(__in HANDLE vkDevice, __out HANDLE *signalSemaphoreHandle); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_DestroyLowLatencyDevice +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function releases the set of low latency device +//! parameters. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_DestroyLowLatencyDevice(__in HANDLE vkDevice); +#endif // defined(__cplusplus) && defined(_WINNT_) + + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get sleep status +//! \ingroup oglapi +typedef struct _NV_VULKAN_GET_SLEEP_STATUS_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (OUT) Is low latency mode enabled? + NvU8 rsvd[128]; //!< (IN) Reserved. Must be set to 0s. +} NV_VULKAN_GET_SLEEP_STATUS_PARAMS_V1; + +typedef NV_VULKAN_GET_SLEEP_STATUS_PARAMS_V1 NV_VULKAN_GET_SLEEP_STATUS_PARAMS; +#define NV_VULKAN_GET_SLEEP_STATUS_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_GET_SLEEP_STATUS_PARAMS_V1, 1) +#define NV_VULKAN_GET_SLEEP_STATUS_PARAMS_VER NV_VULKAN_GET_SLEEP_STATUS_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_GetSleepStatus +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function can be used to get the latest sleep status. +//! bLowLatencyMode indicates whether low latency mode is currently +//! enabled in the driver. +//! Note that it may not always reflect the previously requested sleep mode, +//! as the feature may not be available on the platform, or the setting has +//! been overridden by the control panel, for example. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [inout] pGetSleepStatusParams Sleep status params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_GetSleepStatus(__in HANDLE vkDevice, __inout NV_VULKAN_GET_SLEEP_STATUS_PARAMS *pGetSleepStatusParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to set sleep mode +//! \ingroup oglapi +#if defined(__cplusplus) && defined(_WINNT_) +typedef struct _NV_VULKAN_SET_SLEEP_MODE_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (IN) Low latency mode enable/disable. + NvBool bLowLatencyBoost; //!< (IN) Request maximum GPU clock frequency regardless of workload. + NvU32 minimumIntervalUs; //!< (IN) Minimum frame interval in microseconds. 0 = no frame rate limit. + NvU8 rsvd[32]; //!< (IN) Reserved. Must be set to 0s. +} NV_VULKAN_SET_SLEEP_MODE_PARAMS_V1; + +typedef NV_VULKAN_SET_SLEEP_MODE_PARAMS_V1 NV_VULKAN_SET_SLEEP_MODE_PARAMS; +#define NV_VULKAN_SET_SLEEP_MODE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_SET_SLEEP_MODE_PARAMS_V1, 1) +#define NV_VULKAN_SET_SLEEP_MODE_PARAMS_VER NV_VULKAN_SET_SLEEP_MODE_PARAMS_VER1 +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_SetSleepMode +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function can be used to update sleep mode dynamically. +//! The settings are not dependent to each other, meaning low latency mode +//! can be enabled/disabled regardless of whether minimum interval is set or +//! not. The former is to intelligently lower latency without impacting frame +//! rate. The later is to limit frame rate (e.g. minimumIntervalUs = 10000 +//! limits frame rate to 100 FPS). They work well separately and/or together. +//! Note that minimumIntervalUs usage is not limited to lowering latency, so +//! feel free to use it to limit frame rate for menu, cut scenes, etc. +//! Note that low latency mode can be enabled, and/or minimum interval can +//! be set, even without using NvAPI_D3D_Sleep(). However, without it, the +//! sleep to achieve these features would happen at a less optimal point, +//! resulting in higher overall latency. +//! The bLowLatencyBoost will request the GPU run at max clocks even in +//! scenarios where it is idle most of the frame and would normally try +//! to save power. This can decrease latency in CPU-limited scenarios. +//! While this function can be called as often as needed, it is not +//! necessary nor recommended to call this too frequently (e.g. every frame), +//! as the settings persist for the target device. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] pSetSleepModeParams Sleep mode params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_SetSleepMode(__in HANDLE vkDevice, __in NV_VULKAN_SET_SLEEP_MODE_PARAMS *pSetSleepModeParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_Sleep +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: It is recommended to call this function at the very start of +//! each frame (e.g. before input sampling). If there is a need to sleep, +//! due to frame rate limit and/or low latency features, for example, +//! this call provides an entry point for the driver to sleep at the most +//! optimal spot to achieve the lowest latency. +//! It is recommended to call this function even when low latency mode is +//! disabled and minimum interval is 0. Other features, such as Maximum Frame +//! Rate setting, could be enabled in the control panel to benefit from this. +//! It is OK to start (or stop) using this function at any time. However, +//! when using this function, it must be called exactly once on each frame. +//! If this function is not called, after several frames, the driver would +//! fallback to sleep at its less optimal spot. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] signalValue Value that will be signalled in signalDemaphoreHandle semaphore at Sleep +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_Sleep(__in HANDLE vkDevice, __in NvU64 signalValue); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get latency report. +//! \ingroup oglapi +typedef struct _NV_VULKAN_LATENCY_RESULT_PARAMS +{ + NvU32 version; //!< (IN) Structure version + struct vkFrameReport { + NvU64 frameID; + NvU64 inputSampleTime; + NvU64 simStartTime; + NvU64 simEndTime; + NvU64 renderSubmitStartTime; + NvU64 renderSubmitEndTime; + NvU64 presentStartTime; + NvU64 presentEndTime; + NvU64 driverStartTime; + NvU64 driverEndTime; + NvU64 osRenderQueueStartTime; + NvU64 osRenderQueueEndTime; + NvU64 gpuRenderStartTime; + NvU64 gpuRenderEndTime; + NvU8 rsvd[128]; + } frameReport[64]; + NvU8 rsvd[32]; +} NV_VULKAN_LATENCY_RESULT_PARAMS_V1; + +typedef NV_VULKAN_LATENCY_RESULT_PARAMS_V1 NV_VULKAN_LATENCY_RESULT_PARAMS; +#define NV_VULKAN_LATENCY_RESULT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_LATENCY_RESULT_PARAMS_V1, 1) +#define NV_VULKAN_LATENCY_RESULT_PARAMS_VER NV_VULKAN_LATENCY_RESULT_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_GetLatency +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: Get a latency report including the timestamps of the +//! application latency markers set with NvAPI_Vulkan_SetLatencyMarker as well +//! as driver, OS queue and graphics hardware times. Requires calling +//! NvAPI_Vulkan_SetLatencyMarker with incrementing frameID for valid results. +//! Rendering for at least 90 frames is recommended to properly fill out the +//! structure. The newest completed frame is at the end (element 63) and +//! is preceeded by older frames. If not enough frames are valid then all +//! frames are returned with all zeroes. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [inout] pGetLatencyParams The latency result structure. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_GetLatency(__in HANDLE vkDevice, __inout NV_VULKAN_LATENCY_RESULT_PARAMS* pGetLatencyParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used define latency marker type +//! \ingroup oglapi +typedef enum +{ + VULKAN_SIMULATION_START = 0, + VULKAN_SIMULATION_END = 1, + VULKAN_RENDERSUBMIT_START = 2, + VULKAN_RENDERSUBMIT_END = 3, + VULKAN_PRESENT_START = 4, + VULKAN_PRESENT_END = 5, + VULKAN_INPUT_SAMPLE = 6, + VULKAN_TRIGGER_FLASH = 7, + VULKAN_PC_LATENCY_PING = 8, + VULKAN_OUT_OF_BAND_RENDERSUBMIT_START = 9, + VULKAN_OUT_OF_BAND_RENDERSUBMIT_END = 10, + VULKAN_OUT_OF_BAND_PRESENT_START = 11, + VULKAN_OUT_OF_BAND_PRESENT_END = 12, +} NV_VULKAN_LATENCY_MARKER_TYPE; + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used set latency markers +//! \ingroup oglapi +typedef struct _NV_VULKAN_LATENCY_MARKER_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvU64 frameID; + NV_VULKAN_LATENCY_MARKER_TYPE markerType; + NvU8 rsvd[64]; +} NV_VULKAN_LATENCY_MARKER_PARAMS_V1; + +typedef NV_VULKAN_LATENCY_MARKER_PARAMS_V1 NV_VULKAN_LATENCY_MARKER_PARAMS; +#define NV_VULKAN_LATENCY_MARKER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_LATENCY_MARKER_PARAMS_V1, 1) +#define NV_VULKAN_LATENCY_MARKER_PARAMS_VER NV_VULKAN_LATENCY_MARKER_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_SetLatencyMarker +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: Set a latency marker to be tracked by the +//! NvAPI_Vulkan_GetLatency function. SIMULATION_START must be the first marker +//! sent in a frame, after the previous frame's Sleep call (if used). +//! INPUT_SAMPLE may be sent to record the moment user input was sampled and +//! should come between SIMULATION_START and SIMULATION_END. +//! RENDERSUBMIT_START should come before any Vulkan API calls are made for +//! the given frame and RENDERSUBMIT_END should come before calling Present. +//! PRESENT_START and END should wrap the Present call to inform the driver +//! of a present block done by the OS before the driver receives the Present. +//! TRIGGER_FLASH tells the driver to render its flash indicator for latency +//! testing, typically driven by a mouse click. +//! The frameID can start at an abitrary moment in the application lifetime +//! but must strictly increment from that point forward for consistent results. + +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] pSetLatencyMarkerParams The latency marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_SetLatencyMarker(__in HANDLE vkDevice, __in NV_VULKAN_LATENCY_MARKER_PARAMS* pSetLatencyMarkerParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used in NvAPI_Vulkan_NotifyOutOfBandVkQueue +//! \ingroup oglapi +typedef enum +{ + VULKAN_OUT_OF_BAND_QUEUE_TYPE_RENDER = 0, + VULKAN_OUT_OF_BAND_QUEUE_TYPE_PRESENT = 1, +} NV_VULKAN_OUT_OF_BAND_QUEUE_TYPE; + +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_NotifyOutOfBandVkQueue +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: Notifies the driver that this command queue runs out of band +//! from the application's frame cadence. +//! +//! \since Release: 520 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] queueHandle The VkQueue +//! \param [in] queueType The type of out of band VkQueue +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_NotifyOutOfBandVkQueue(__in HANDLE vkDevice, __in HANDLE queueHandle, __in NV_VULKAN_OUT_OF_BAND_QUEUE_TYPE queueType); +#endif // defined(__cplusplus) && defined(_WINNT_) + + +//! \addtogroup drsapi +//! @{ + + +// GPU Profile APIs + +NV_DECLARE_HANDLE(NvDRSSessionHandle); +NV_DECLARE_HANDLE(NvDRSProfileHandle); + +#define NVAPI_DRS_GLOBAL_PROFILE ((NvDRSProfileHandle) -1) + +#define NVAPI_SETTING_MAX_VALUES 100 + +typedef enum _NVDRS_SETTING_TYPE +{ + NVDRS_DWORD_TYPE, + NVDRS_BINARY_TYPE, + NVDRS_STRING_TYPE, + NVDRS_WSTRING_TYPE +} NVDRS_SETTING_TYPE; + +typedef enum _NVDRS_SETTING_LOCATION +{ + NVDRS_CURRENT_PROFILE_LOCATION, + NVDRS_GLOBAL_PROFILE_LOCATION, + NVDRS_BASE_PROFILE_LOCATION, + NVDRS_DEFAULT_PROFILE_LOCATION +} NVDRS_SETTING_LOCATION; + + +typedef struct _NVDRS_GPU_SUPPORT +{ + NvU32 geforce : 1; + NvU32 quadro : 1; + NvU32 nvs : 1; + NvU32 reserved4 : 1; + NvU32 reserved5 : 1; + NvU32 reserved6 : 1; + NvU32 reserved7 : 1; + NvU32 reserved8 : 1; + NvU32 reserved9 : 1; + NvU32 reserved10 : 1; + NvU32 reserved11 : 1; + NvU32 reserved12 : 1; + NvU32 reserved13 : 1; + NvU32 reserved14 : 1; + NvU32 reserved15 : 1; + NvU32 reserved16 : 1; + NvU32 reserved17 : 1; + NvU32 reserved18 : 1; + NvU32 reserved19 : 1; + NvU32 reserved20 : 1; + NvU32 reserved21 : 1; + NvU32 reserved22 : 1; + NvU32 reserved23 : 1; + NvU32 reserved24 : 1; + NvU32 reserved25 : 1; + NvU32 reserved26 : 1; + NvU32 reserved27 : 1; + NvU32 reserved28 : 1; + NvU32 reserved29 : 1; + NvU32 reserved30 : 1; + NvU32 reserved31 : 1; + NvU32 reserved32 : 1; +} NVDRS_GPU_SUPPORT; + +//! Enum to decide on the datatype of setting value. +typedef struct _NVDRS_BINARY_SETTING +{ + NvU32 valueLength; //!< valueLength should always be in number of bytes. + NvU8 valueData[NVAPI_BINARY_DATA_MAX]; +} NVDRS_BINARY_SETTING; + +typedef struct _NVDRS_SETTING_VALUES +{ + NvU32 version; //!< Structure Version + NvU32 numSettingValues; //!< Total number of values available in a setting. + NVDRS_SETTING_TYPE settingType; //!< Type of setting value. + union //!< Setting can hold either DWORD or Binary value or string. Not mixed types. + { + NvU32 u32DefaultValue; //!< Accessing default DWORD value of this setting. + NVDRS_BINARY_SETTING binaryDefaultValue; //!< Accessing default Binary value of this setting. + //!< Must be allocated by caller with valueLength specifying buffer size, or only valueLength will be filled in. + NvAPI_UnicodeString wszDefaultValue; //!< Accessing default unicode string value of this setting. + }; + union //!< Setting values can be of either DWORD, Binary values or String type, + { //!< NOT mixed types. + NvU32 u32Value; //!< All possible DWORD values for a setting + NVDRS_BINARY_SETTING binaryValue; //!< All possible Binary values for a setting + NvAPI_UnicodeString wszValue; //!< Accessing current unicode string value of this setting. + }settingValues[NVAPI_SETTING_MAX_VALUES]; +} NVDRS_SETTING_VALUES; + +//! Macro for constructing the version field of ::_NVDRS_SETTING_VALUES +#define NVDRS_SETTING_VALUES_VER MAKE_NVAPI_VERSION(NVDRS_SETTING_VALUES,1) + +typedef struct _NVDRS_SETTING_V1 +{ + NvU32 version; //!< Structure Version + NvAPI_UnicodeString settingName; //!< String name of setting + NvU32 settingId; //!< 32 bit setting Id + NVDRS_SETTING_TYPE settingType; //!< Type of setting value. + NVDRS_SETTING_LOCATION settingLocation; //!< Describes where the value in CurrentValue comes from. + NvU32 isCurrentPredefined; //!< It is different than 0 if the currentValue is a predefined Value, + //!< 0 if the currentValue is a user value. + NvU32 isPredefinedValid; //!< It is different than 0 if the PredefinedValue union contains a valid value. + union //!< Setting can hold either DWORD or Binary value or string. Not mixed types. + { + NvU32 u32PredefinedValue; //!< Accessing default DWORD value of this setting. + NVDRS_BINARY_SETTING binaryPredefinedValue; //!< Accessing default Binary value of this setting. + //!< Must be allocated by caller with valueLength specifying buffer size, + //!< or only valueLength will be filled in. + NvAPI_UnicodeString wszPredefinedValue; //!< Accessing default unicode string value of this setting. + }; + union //!< Setting can hold either DWORD or Binary value or string. Not mixed types. + { + NvU32 u32CurrentValue; //!< Accessing current DWORD value of this setting. + NVDRS_BINARY_SETTING binaryCurrentValue; //!< Accessing current Binary value of this setting. + //!< Must be allocated by caller with valueLength specifying buffer size, + //!< or only valueLength will be filled in. + NvAPI_UnicodeString wszCurrentValue; //!< Accessing current unicode string value of this setting. + }; +} NVDRS_SETTING_V1; + +//! Macro for constructing the version field of ::_NVDRS_SETTING +#define NVDRS_SETTING_VER1 MAKE_NVAPI_VERSION(NVDRS_SETTING_V1, 1) + +typedef NVDRS_SETTING_V1 NVDRS_SETTING; +#define NVDRS_SETTING_VER NVDRS_SETTING_VER1 + +typedef struct _NVDRS_APPLICATION_V1 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the application +} NVDRS_APPLICATION_V1; + +typedef struct _NVDRS_APPLICATION_V2 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the Application + NvAPI_UnicodeString fileInFolder; //!< Select this application only if this file is found. + //!< When specifying multiple files, separate them using the ':' character. +} NVDRS_APPLICATION_V2; + +typedef struct _NVDRS_APPLICATION_V3 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the Application + NvAPI_UnicodeString fileInFolder; //!< Select this application only if this file is found. + //!< When specifying multiple files, separate them using the ':' character. + NvU32 isMetro:1; //!< Windows 8 style app + NvU32 isCommandLine:1; //!< Command line parsing for the application name + NvU32 reserved:30; //!< Reserved. Should be 0. +} NVDRS_APPLICATION_V3; + +typedef struct _NVDRS_APPLICATION_V4 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the Application + NvAPI_UnicodeString fileInFolder; //!< Select this application only if this file is found. + //!< When specifying multiple files, separate them using the ':' character. + NvU32 isMetro:1; //!< Windows 8 style app + NvU32 isCommandLine:1; //!< Command line parsing for the application name + NvU32 reserved:30; //!< Reserved. Should be 0. + NvAPI_UnicodeString commandLine; //!< If isCommandLine is set to 0 this must be an empty. If isCommandLine is set to 1 + //!< this contains application's command line as if it was returned by GetCommandLineW. +} NVDRS_APPLICATION_V4; + +#define NVDRS_APPLICATION_VER_V1 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V1,1) +#define NVDRS_APPLICATION_VER_V2 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V2,2) +#define NVDRS_APPLICATION_VER_V3 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V3,3) +#define NVDRS_APPLICATION_VER_V4 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V4,4) + +typedef NVDRS_APPLICATION_V4 NVDRS_APPLICATION; +#define NVDRS_APPLICATION_VER NVDRS_APPLICATION_VER_V4 + +typedef struct _NVDRS_PROFILE_V1 +{ + NvU32 version; //!< Structure Version + NvAPI_UnicodeString profileName; //!< String name of the Profile + NVDRS_GPU_SUPPORT gpuSupport; //!< This read-only flag indicates the profile support on either + //!< Quadro, or Geforce, or both. + NvU32 isPredefined; //!< Is the Profile user-defined, or predefined + NvU32 numOfApps; //!< Total number of applications that belong to this profile. Read-only + NvU32 numOfSettings; //!< Total number of settings applied for this Profile. Read-only +} NVDRS_PROFILE_V1; + +typedef NVDRS_PROFILE_V1 NVDRS_PROFILE; + +//! Macro for constructing the version field of ::NVDRS_PROFILE +#define NVDRS_PROFILE_VER1 MAKE_NVAPI_VERSION(NVDRS_PROFILE_V1,1) +#define NVDRS_PROFILE_VER NVDRS_PROFILE_VER1 + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_CreateSession +// +//! DESCRIPTION: This API allocates memory and initializes the session. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] *phSession Return pointer to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR: For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_CreateSession(NvDRSSessionHandle *phSession); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DestroySession +// +//! DESCRIPTION: This API frees the allocation: cleanup of NvDrsSession. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DestroySession(NvDRSSessionHandle hSession); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_LoadSettings +// +//! DESCRIPTION: This API loads and parses the settings data. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_LoadSettings(NvDRSSessionHandle hSession); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SaveSettings +// +//! DESCRIPTION: This API saves the settings data to the system. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SaveSettings(NvDRSSessionHandle hSession); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_LoadSettingsFromFile +// +//! DESCRIPTION: This API loads settings from the given file path. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle +//! \param [in] fileName Binary File Name/Path +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_LoadSettingsFromFile(NvDRSSessionHandle hSession, NvAPI_UnicodeString fileName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SaveSettingsToFile +// +//! DESCRIPTION: This API saves settings to the given file path. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] fileName Binary File Name/Path +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SaveSettingsToFile(NvDRSSessionHandle hSession, NvAPI_UnicodeString fileName); + +//! @} + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_CreateProfile +// +//! DESCRIPTION: This API creates an empty profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] *pProfileInfo Input pointer to NVDRS_PROFILE. +//! \param [in] *phProfile Returns pointer to profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_CreateProfile(NvDRSSessionHandle hSession, NVDRS_PROFILE *pProfileInfo, NvDRSProfileHandle *phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteProfile +// +//! DESCRIPTION: This API deletes a profile or sets it back to a predefined value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteProfile(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SetCurrentGlobalProfile +// +//! DESCRIPTION: This API sets the current global profile in the driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] wszGlobalProfileName Input current Global profile name. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SetCurrentGlobalProfile(NvDRSSessionHandle hSession, NvAPI_UnicodeString wszGlobalProfileName); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetCurrentGlobalProfile +// +//! DESCRIPTION: This API returns the handle to the current global profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [out] *phProfile Returns current Global profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetCurrentGlobalProfile(NvDRSSessionHandle hSession, NvDRSProfileHandle *phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetProfileInfo +// +//! DESCRIPTION: This API gets information about the given profile. User needs to specify the name of the Profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [out] *pProfileInfo Return the profile info. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetProfileInfo(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_PROFILE *pProfileInfo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SetProfileInfo +// +//! DESCRIPTION: Specifies flags for a given profile. Currently only the NVDRS_GPU_SUPPORT is +//! used to update the profile. Neither the name, number of settings or applications +//! or other profile information can be changed with this function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] *pProfileInfo Input the new profile info. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SetProfileInfo(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_PROFILE *pProfileInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_FindProfileByName +// +//! DESCRIPTION: This API finds a profile in the current session. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] profileName Input profileName. +//! \param [out] phProfile Input profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_PROFILE_NOT_FOUND if profile is not found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_FindProfileByName(NvDRSSessionHandle hSession, NvAPI_UnicodeString profileName, NvDRSProfileHandle* phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumProfiles +// +//! DESCRIPTION: This API enumerates through all the profiles in the session. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] index Input the index for enumeration. +//! \param [out] *phProfile Returns profile handle. +//! +//! RETURN STATUS: NVAPI_OK: SUCCESS if the profile is found +//! NVAPI_ERROR: For miscellaneous errors. +//! NVAPI_END_ENUMERATION: index exceeds the total number of available Profiles in DB. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumProfiles(NvDRSSessionHandle hSession, NvU32 index, NvDRSProfileHandle *phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetNumProfiles +// +//! DESCRIPTION: This API obtains the number of profiles in the current session object. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param out] *numProfiles Returns count of profiles in the current hSession. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_API_NOT_INTIALIZED Failed to initialize. +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid Arguments. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetNumProfiles(NvDRSSessionHandle hSession, NvU32 *numProfiles); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_CreateApplication +// +//! DESCRIPTION: This API adds an executable name to a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] *pApplication Input NVDRS_APPLICATION struct with the executable name to be added. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_CreateApplication(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_APPLICATION *pApplication); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteApplicationEx +// +//! DESCRIPTION: This API removes an executable from a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession - Input to the session handle. +//! \param [in] hProfile - Input profile handle. +//! \param [in] *pApp - Input all the information about the application to be removed. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS If the path provided could refer to two different executables, +//! this error will be returned. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteApplicationEx(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_APPLICATION *pApp); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteApplication +// +//! DESCRIPTION: This API removes an executable name from a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSessionPARAMETERS Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] appName Input the executable name to be removed. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS If the path provided could refer to two different executables, +//! this error will be returned +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteApplication(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvAPI_UnicodeString appName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetApplicationInfo +// +//! DESCRIPTION: This API gets information about the given application. The input application name +//! must match exactly what the Profile has stored for the application. +//! This function is better used to retrieve application information from a previous +//! enumeration. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] appName Input application name. +//! \param [out] *pApplication Returns NVDRS_APPLICATION struct with all the attributes. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS The application name could not +// single out only one executable. +//! \retval ::NVAPI_EXECUTABLE_NOT_FOUND No application with that name is found on the profile. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetApplicationInfo(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvAPI_UnicodeString appName, NVDRS_APPLICATION *pApplication); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumApplications +// +//! DESCRIPTION: This API enumerates all the applications in a given profile from the starting index to the maximum length. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] startIndex Indicates starting index for enumeration. +//! \param [in,out] *appCount Input maximum length of the passed in arrays. Returns the actual length. +//! \param [out] *pApplication Returns NVDRS_APPLICATION struct with all the attributes. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_END_ENUMERATION startIndex exceeds the total appCount. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumApplications(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 startIndex, NvU32 *appCount, NVDRS_APPLICATION *pApplication); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_FindApplicationByName +// +//! DESCRIPTION: This API searches the application and the associated profile for the given application name. +//! If a fully qualified path is provided, this function will always return the profile +//! the driver will apply upon running the application (on the path provided). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the hSession handle +//! \param [in] appName Input appName. For best results, provide a fully qualified path of the type +//! c:/Folder1/Folder2/App.exe +//! \param [out] *phProfile Returns profile handle. +//! \param [in,out] *pApplication Returns NVDRS_APPLICATION struct pointer. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below: +//! \retval ::NVAPI_APPLICATION_NOT_FOUND If App not found +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS If the input appName was not fully qualified, this error might return in the case of multiple matches +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_FindApplicationByName(__in NvDRSSessionHandle hSession, __in NvAPI_UnicodeString appName, __out NvDRSProfileHandle *phProfile, __inout NVDRS_APPLICATION *pApplication); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SetSetting +// +//! DESCRIPTION: This API adds/modifies a setting to a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] *pSetting Input NVDRS_SETTING struct pointer. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SetSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_SETTING *pSetting); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetSetting +// +//! DESCRIPTION: This API gets information about the given setting. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] settingId Input settingId. +//! \param [out] *pSetting Returns all the setting info +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 settingId, NVDRS_SETTING *pSetting); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumSettings +// +//! DESCRIPTION: This API enumerates all the settings of a given profile from startIndex to the maximum length. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] startIndex Indicates starting index for enumeration. +//! \param [in,out] *settingsCount Input max length of the passed in arrays, Returns the actual length. +//! \param [out] *pSetting Returns all the settings info. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_END_ENUMERATION startIndex exceeds the total appCount. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumSettings(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 startIndex, NvU32 *settingsCount, NVDRS_SETTING *pSetting); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumAvailableSettingIds +// +//! DESCRIPTION: This API enumerates all the Ids of all the settings recognized by NVAPI. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] pSettingIds User-provided array of length *pMaxCount that NVAPI will fill with IDs. +//! \param [in,out] pMaxCount Input max length of the passed in array, Returns the actual length. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! NVAPI_END_ENUMERATION: the provided pMaxCount is not enough to hold all settingIds. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumAvailableSettingIds(NvU32 *pSettingIds, NvU32 *pMaxCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumAvailableSettingValues +// +//! DESCRIPTION: This API enumerates all available setting values for a given setting. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] settingId Input settingId. +//! \param [in,out] pMaxNumValues Input max length of the passed in arrays, Returns the actual length. +//! \param [out] *pSettingValues Returns all available setting values and its count. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumAvailableSettingValues(NvU32 settingId, NvU32 *pMaxNumValues, NVDRS_SETTING_VALUES *pSettingValues); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetSettingIdFromName +// +//! DESCRIPTION: This API gets the binary ID of a setting given the setting name. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] settingName Input Unicode settingName. +//! \param [out] *pSettingId Returns corresponding settingId. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_PROFILE_NOT_FOUND if profile is not found +//! \retval ::NVAPI_SETTING_NOT_FOUND if setting is not found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetSettingIdFromName(NvAPI_UnicodeString settingName, NvU32 *pSettingId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetSettingNameFromId +// +//! DESCRIPTION: This API gets the setting name given the binary ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] settingId Input settingId. +//! \param [in] *pSettingName Returns corresponding Unicode settingName. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_PROFILE_NOT_FOUND if profile is not found +//! \retval ::NVAPI_SETTING_NOT_FOUND if setting is not found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetSettingNameFromId(NvU32 settingId, NvAPI_UnicodeString *pSettingName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteProfileSetting +// +//! DESCRIPTION: This API deletes a setting or sets it back to predefined value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] settingId Input settingId to be deleted. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteProfileSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 settingId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_RestoreAllDefaults +// +//! DESCRIPTION: This API restores the whole system to predefined(default) values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_RestoreAllDefaults(NvDRSSessionHandle hSession); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_RestoreProfileDefault +// +//! DESCRIPTION: This API restores the given profile to predefined(default) values. +//! Any and all user specified modifications will be removed. +//! If the whole profile was set by the user, the profile will be removed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_PROFILE_REMOVED SUCCESS, and the hProfile is no longer valid. +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_RestoreProfileDefault(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_RestoreProfileDefaultSetting +// +//! DESCRIPTION: This API restores the given profile setting to predefined(default) values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] settingId Input settingId. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_RestoreProfileDefaultSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 settingId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetBaseProfile +// +//! DESCRIPTION: Returns the handle to the current global profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] *phProfile Returns Base profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetBaseProfile(NvDRSSessionHandle hSession, NvDRSProfileHandle *phProfile); + + + + +//! \addtogroup sysgeneral +//! @{ + +typedef struct +{ + NvU32 version; //!< structure version + NvU32 vendorId; //!< Chipset vendor identification + NvU32 deviceId; //!< Chipset device identification + NvAPI_ShortString szVendorName; //!< Chipset vendor Name + NvAPI_ShortString szChipsetName; //!< Chipset device Name + NvU32 flags; //!< Chipset info flags - obsolete + NvU32 subSysVendorId; //!< Chipset subsystem vendor identification + NvU32 subSysDeviceId; //!< Chipset subsystem device identification + NvAPI_ShortString szSubSysVendorName; //!< subsystem vendor Name + NvU32 HBvendorId; //!< Host bridge vendor identification + NvU32 HBdeviceId; //!< Host bridge device identification + NvU32 HBsubSysVendorId; //!< Host bridge subsystem vendor identification + NvU32 HBsubSysDeviceId; //!< Host bridge subsystem device identification + +} NV_CHIPSET_INFO_v4; + +typedef struct +{ + NvU32 version; //!< structure version + NvU32 vendorId; //!< vendor ID + NvU32 deviceId; //!< device ID + NvAPI_ShortString szVendorName; //!< vendor Name + NvAPI_ShortString szChipsetName; //!< device Name + NvU32 flags; //!< Chipset info flags - obsolete + NvU32 subSysVendorId; //!< subsystem vendor ID + NvU32 subSysDeviceId; //!< subsystem device ID + NvAPI_ShortString szSubSysVendorName; //!< subsystem vendor Name +} NV_CHIPSET_INFO_v3; + +typedef enum +{ + NV_CHIPSET_INFO_HYBRID = 0x00000001, +} NV_CHIPSET_INFO_FLAGS; + +typedef struct +{ + NvU32 version; //!< structure version + NvU32 vendorId; //!< vendor ID + NvU32 deviceId; //!< device ID + NvAPI_ShortString szVendorName; //!< vendor Name + NvAPI_ShortString szChipsetName; //!< device Name + NvU32 flags; //!< Chipset info flags +} NV_CHIPSET_INFO_v2; + +typedef struct +{ + NvU32 version; //structure version + NvU32 vendorId; //vendor ID + NvU32 deviceId; //device ID + NvAPI_ShortString szVendorName; //vendor Name + NvAPI_ShortString szChipsetName; //device Name +} NV_CHIPSET_INFO_v1; + +#define NV_CHIPSET_INFO_VER_1 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v1,1) +#define NV_CHIPSET_INFO_VER_2 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v2,2) +#define NV_CHIPSET_INFO_VER_3 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v3,3) +#define NV_CHIPSET_INFO_VER_4 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v4,4) + +#define NV_CHIPSET_INFO NV_CHIPSET_INFO_v4 +#define NV_CHIPSET_INFO_VER NV_CHIPSET_INFO_VER_4 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SYS_GetChipSetInfo +// +//! This function returns information about the system's chipset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT pChipSetInfo is NULL. +//! \retval NVAPI_OK *pChipSetInfo is now set. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_CHIPSET_INFO version not compatible with driver. +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetChipSetInfo(NV_CHIPSET_INFO *pChipSetInfo); + + +//! \ingroup sysgeneral +//! Lid and dock information - used in NvAPI_GetLidDockInfo() +typedef struct +{ + NvU32 version; //! Structure version, constructed from the macro #NV_LID_DOCK_PARAMS_VER + NvU32 currentLidState; + NvU32 currentDockState; + NvU32 currentLidPolicy; + NvU32 currentDockPolicy; + NvU32 forcedLidMechanismPresent; + NvU32 forcedDockMechanismPresent; +}NV_LID_DOCK_PARAMS; + + +//! ingroup sysgeneral +#define NV_LID_DOCK_PARAMS_VER MAKE_NVAPI_VERSION(NV_LID_DOCK_PARAMS,1) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetLidDockInfo +// +//! DESCRIPTION: This function returns the current lid and dock information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 177 +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_NOT_SUPPORTED +//! \retval ::NVAPI_HANDLE_INVALIDATED +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetLidAndDockInfo(NV_LID_DOCK_PARAMS *pLidAndDock); + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SYS_GetDisplayIdFromGpuAndOutputId +// +//! DESCRIPTION: This API converts a Physical GPU handle and output ID to a +//! display ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGpu Handle to the physical GPU +//! \param [in] outputId Connected display output ID on the +//! target GPU - must only have one bit set +//! \param [out] displayId Pointer to an NvU32 which contains +//! the display ID +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid input parameter. +//! +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetDisplayIdFromGpuAndOutputId(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputId, NvU32* displayId); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SYS_GetGpuAndOutputIdFromDisplayId +// +//! DESCRIPTION: This API converts a display ID to a Physical GPU handle and output ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Display ID of display to retrieve +//! GPU and outputId for +//! \param [out] hPhysicalGpu Handle to the physical GPU +//! \param [out] outputId ) Connected display output ID on the +//! target GPU will only have one bit set. +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_ID_OUT_OF_RANGE The DisplayId corresponds to a +//! display which is not within the +//! normal outputId range. +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_INVALID_ARGUMENT +//! +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetGpuAndOutputIdFromDisplayId(NvU32 displayId, NvPhysicalGpuHandle *hPhysicalGpu, NvU32 *outputId); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SYS_GetPhysicalGpuFromDisplayId +// +//! \code +//! DESCRIPTION: This API retrieves the Physical GPU handle of the connected display +//! +//! \since Release: 313 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! PARAMETERS: displayId(IN) - Display ID of display to retrieve +//! GPU handle +//! hPhysicalGpu(OUT) - Handle to the physical GPU +//! +//! RETURN STATUS: +//! NVAPI_OK - completed request +//! NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! NVAPI_ERROR - miscellaneous error occurred +//! NVAPI_INVALID_ARGUMENT - Invalid input parameter. +//! \endcode +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetPhysicalGpuFromDisplayId(NvU32 displayId, NvPhysicalGpuHandle *hPhysicalGpu); + +typedef struct _NV_DISPLAY_DRIVER_INFO +{ + NvU32 version; //!< Structure Version. + NvU32 driverVersion; //!< Contains the driver version after successful return. + NvAPI_ShortString szBuildBranch; //!< Contains the driver-branch string after successful return. + NvU32 bIsDCHDriver : 1; //!< Contains the driver DCH status after successful return. + //!< Value of 1 means that this is DCH driver. + //!< Value of 0 means that this is not a DCH driver (NVAPI may be unable to query the DCH status of the driver due to some registry API errors, in that case the API will return with NVAPI_ERROR) + NvU32 bIsNVIDIAStudioPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Studio Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Studio Driver package. + NvU32 bIsNVIDIAGameReadyPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Game Ready Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Game Ready Driver package. + NvU32 bIsNVIDIARTXProductionBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX Enterprise Production Branch which offers ISV certifications, long life-cycle support, regular security updates, and access to the same functionality as corresponding NVIDIA Studio Driver Packages (i.e., of the same driver version number). + //!< Value of 1 means that this driver is from the NVIDIA RTX Enterprise Production Branch package. + NvU32 bIsNVIDIARTXNewFeatureBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX New Feature Branch. + //!< This driver typically gives access to new features, bug fixes, new operating system support, and other driver enhancements offered between NVIDIA RTX Enterprise Production Branch releases. Support duration for NVIDIA RTX New Feature Branches is shorter than that for NVIDIA RTX Enterprise Production Branches. + //!< Value of 1 means that this driver is from the NVIDIA RTX New Feature Branch package. + NvU32 reserved : 27; //!< Reserved for future use. +} NV_DISPLAY_DRIVER_INFO_V1; + +typedef struct _NV_DISPLAY_DRIVER_INFO_V2 +{ + NvU32 version; //!< Structure Version. + NvU32 driverVersion; //!< Contains the driver version after successful return. + NvAPI_ShortString szBuildBranch; //!< Contains the driver-branch string after successful return. + NvU32 bIsDCHDriver : 1; //!< Contains the driver DCH status after successful return. + //!< Value of 1 means that this is DCH driver. + //!< Value of 0 means that this is not a DCH driver (NVAPI may be unable to query the DCH status of the driver due to some registry API errors, in that case the API will return with NVAPI_ERROR) + NvU32 bIsNVIDIAStudioPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Studio Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Studio Driver package. + NvU32 bIsNVIDIAGameReadyPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Game Ready Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Game Ready Driver package. + NvU32 bIsNVIDIARTXProductionBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX Enterprise Production Branch which offers ISV certifications, long life-cycle support, regular security updates, and access to the same functionality as corresponding NVIDIA Studio Driver Packages (i.e., of the same driver version number). + //!< Value of 1 means that this driver is from the NVIDIA RTX Enterprise Production Branch package. + NvU32 bIsNVIDIARTXNewFeatureBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX New Feature Branch. + //!< This driver typically gives access to new features, bug fixes, new operating system support, and other driver enhancements offered between NVIDIA RTX Enterprise Production Branch releases. Support duration for NVIDIA RTX New Feature Branches is shorter than that for NVIDIA RTX Enterprise Production Branches. + //!< Value of 1 means that this driver is from the NVIDIA RTX New Feature Branch package. + NvU32 reserved : 27; //!< Reserved for future use. + NvAPI_ShortString szBuildBaseBranch; //!< (OUT) Contains the driver base branch string after successful return. + NvU32 reservedEx; //!< Reserved for future use +} NV_DISPLAY_DRIVER_INFO_V2; + +#define NV_DISPLAY_DRIVER_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_INFO_V1, 1) +#define NV_DISPLAY_DRIVER_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_INFO_V2, 2) +typedef NV_DISPLAY_DRIVER_INFO_V2 NV_DISPLAY_DRIVER_INFO; +#define NV_DISPLAY_DRIVER_INFO_VER NV_DISPLAY_DRIVER_INFO_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SYS_GetDisplayDriverInfo +// +//! DESCRIPTION: This API will return information related to the NVIDIA Display Driver. +//! Note that out of the driver types - Studio, Game Ready, RTX Production Branch, RTX New Feature Branch - only one driver type can be available in system. +//! If NVAPI is unable to get the information of particular driver type, we report all flags as 0 (Unknown). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 396 +//! +//! \param [inout] pDriverInfo - This structure will be filled with required information. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetDisplayDriverInfo(__inout NV_DISPLAY_DRIVER_INFO *pDriverInfo); + + +typedef struct _NV_PHYSICAL_GPU_HANDLE_DATA +{ + NvPhysicalGpuHandle hPhysicalGpu; // 1399) && !defined(NVAPI_INTERNAL) && !defined(NVAPI_DEPRECATED_OLD) +#ifndef __nvapi_deprecated_function +#define __nvapi_deprecated_function(message) __declspec(deprecated(message)) +#endif +#ifndef __nvapi_deprecated_datatype +#define __nvapi_deprecated_datatype(FirstRelease) __declspec(deprecated("Do not use this data type - it is deprecated in release " #FirstRelease ".")) +#endif +#else +#ifndef __nvapi_deprecated_function +#define __nvapi_deprecated_function(message) +#endif +#ifndef __nvapi_deprecated_datatype +#define __nvapi_deprecated_datatype(FirstRelease) +#endif +#endif + + +/* 64-bit types for compilers that support them, plus some obsolete variants */ +#if defined(__GNUC__) || defined(__arm) || defined(__IAR_SYSTEMS_ICC__) || defined(__ghs__) || defined(_WIN64) +typedef unsigned long long NvU64; /* 0 to 18446744073709551615 */ +typedef long long NvS64; /* -9223372036854775808 to 9223372036854775807 */ +#else +typedef unsigned __int64 NvU64; /* 0 to 18446744073709551615 */ +typedef __int64 NvS64; /* -9223372036854775808 to 9223372036854775807 */ +#endif + +#if NVAPI_USE_STDINT +typedef uint32_t NvV32; /* "void": enumerated or multiple fields */ +typedef uint32_t NvU32; /* 0 to 4294967295 */ +typedef int32_t NvS32; /* -2147483648 to 2147483647 */ + +#else +// mac os 32-bit still needs this +#if (defined(macintosh) || defined(__APPLE__)) && !defined(__LP64__) +typedef signed long NvS32; /* -2147483648 to 2147483647 */ +#else +typedef signed int NvS32; /* -2147483648 to 2147483647 */ +#endif + +#if !(NVOS_IS_UNIX || (defined(__unix))) +// mac os 32-bit still needs this +#if ( (defined(macintosh) && defined(__LP64__) && (__NVAPI_RESERVED0__)) || \ + (!defined(macintosh) && defined(__NVAPI_RESERVED0__)) ) +typedef unsigned int NvU32; /* 0 to 4294967295 */ +#else +typedef unsigned long NvU32; /* 0 to 4294967295 */ +#endif +#else +typedef unsigned int NvU32; /* 0 to 4294967295 */ +#endif +#endif + +typedef unsigned long temp_NvU32; /* 0 to 4294967295 */ +typedef signed short NvS16; +typedef unsigned short NvU16; +typedef unsigned char NvU8; +typedef signed char NvS8; +typedef float NvF32; +typedef double NvF64; + +/*! + * Macro to convert NvU32 to NvF32. + */ +#define NvU32TONvF32(_pData) *(NvF32 *)(_pData) +/*! + * Macro to convert NvF32 to NvU32. + */ +#define NvF32TONvU32(_pData) *(NvU32 *)(_pData) + +/* Boolean type */ +typedef NvU8 NvBool; +#define NV_TRUE ((NvBool)(0 == 0)) +#define NV_FALSE ((NvBool)(0 != 0)) + +typedef struct _NV_RECT +{ + NvU32 left; + NvU32 top; + NvU32 right; + NvU32 bottom; +} NV_RECT; + + +#define NV_DECLARE_HANDLE(name) struct name##__ { int unused; }; typedef struct name##__ *name + +//! \addtogroup nvapihandles +//! NVAPI Handles - These handles are retrieved from various calls and passed in to others in NvAPI +//! These are meant to be opaque types. Do not assume they correspond to indices, HDCs, +//! display indexes or anything else. +//! +//! Most handles remain valid until a display re-configuration (display mode set) or GPU +//! reconfiguration (going into or out of SLI modes) occurs. If NVAPI_HANDLE_INVALIDATED +//! is received by an app, it should discard all handles, and re-enumerate them. +//! @{ +NV_DECLARE_HANDLE(NvLogicalGpuHandle); //!< One or more physical GPUs acting in concert (SLI) +NV_DECLARE_HANDLE(NvPhysicalGpuHandle); //!< A single physical GPU +NV_DECLARE_HANDLE(NvDisplayHandle); //!< Display Device driven by NVIDIA GPU(s) (an attached display) +NV_DECLARE_HANDLE(NvMonitorHandle); //!< Monitor handle +NV_DECLARE_HANDLE(NvUnAttachedDisplayHandle); //!< Unattached Display Device driven by NVIDIA GPU(s) +NV_DECLARE_HANDLE(NvVisualComputingDeviceHandle); //!< A handle to a Visual Computing Device +NV_DECLARE_HANDLE(NvEventHandle); //!< A handle to an event registration instance + + +NV_DECLARE_HANDLE(NvHICHandle); //!< A handle to a Host Interface Card +NV_DECLARE_HANDLE(NvGSyncDeviceHandle); //!< A handle to a Sync device +NV_DECLARE_HANDLE(NvVioHandle); //!< A handle to an SDI device +NV_DECLARE_HANDLE(NvTransitionHandle); //!< A handle to address a single transition request +NV_DECLARE_HANDLE(NvAudioHandle); //!< NVIDIA HD Audio Device +NV_DECLARE_HANDLE(Nv3DVPContextHandle); //!< A handle for a 3D Vision Pro (3DVP) context +NV_DECLARE_HANDLE(Nv3DVPTransceiverHandle); //!< A handle for a 3DVP RF transceiver +NV_DECLARE_HANDLE(Nv3DVPGlassesHandle); //!< A handle for a pair of 3DVP RF shutter glasses +NV_DECLARE_HANDLE(NvPcfClientHandle); //!< A handle for NVPCF clients + +typedef void* StereoHandle; //!< A stereo handle, that corresponds to the device interface + +NV_DECLARE_HANDLE(NvSourceHandle); //!< Unique source handle on the system +NV_DECLARE_HANDLE(NvTargetHandle); //!< Unique target handle on the system +NV_DECLARE_HANDLE(NVDX_SwapChainHandle); //!< DirectX SwapChain objects +static const NVDX_SwapChainHandle NVDX_SWAPCHAIN_NONE = 0; +NV_DECLARE_HANDLE(NvPresentBarrierClientHandle); //!< PresentBarrier client object +//! @} + +//! \ingroup nvapihandles +//! @{ +#define NVAPI_DEFAULT_HANDLE 0 +#define NV_BIT(x) (1 << (x)) +//! @} + + + +//! \addtogroup nvapitypes +//! @{ +#define NVAPI_GENERIC_STRING_MAX 4096 +#define NVAPI_LONG_STRING_MAX 256 +#define NVAPI_SHORT_STRING_MAX 64 + +typedef struct +{ + NvS32 sX; + NvS32 sY; + NvS32 sWidth; + NvS32 sHeight; +} NvSBox; + +#ifndef NvGUID_Defined +#define NvGUID_Defined + +typedef struct +{ + NvU32 data1; + NvU16 data2; + NvU16 data3; + NvU8 data4[8]; +} NvGUID, NvLUID; + + +#endif //#ifndef NvGUID_Defined +#define NVAPI_MAX_PHYSICAL_GPUS 64 + + +#define NVAPI_MAX_PHYSICAL_BRIDGES 100 +#define NVAPI_PHYSICAL_GPUS 32 +#define NVAPI_MAX_LOGICAL_GPUS 64 +#define NVAPI_MAX_AVAILABLE_GPU_TOPOLOGIES 256 +#define NVAPI_MAX_AVAILABLE_SLI_GROUPS 256 +#define NVAPI_MAX_GPU_TOPOLOGIES NVAPI_MAX_PHYSICAL_GPUS +#define NVAPI_MAX_GPU_PER_TOPOLOGY 8 +#define NVAPI_MAX_DISPLAY_HEADS 2 +#define NVAPI_ADVANCED_DISPLAY_HEADS 4 +#define NVAPI_MAX_DISPLAYS NVAPI_PHYSICAL_GPUS * NVAPI_ADVANCED_DISPLAY_HEADS +#define NVAPI_MAX_ACPI_IDS 16 +#define NVAPI_MAX_VIEW_MODES 8 + + +#define NVAPI_SYSTEM_MAX_HWBCS 128 +#define NVAPI_SYSTEM_HWBC_INVALID_ID 0xffffffff + +#define NVAPI_SYSTEM_MAX_DISPLAYS NVAPI_MAX_PHYSICAL_GPUS * NV_MAX_HEADS +#define NV_MAX_HEADS 4 //!< Maximum heads, each with NVAPI_DESKTOP_RES resolution +#define NVAPI_MAX_HEADS_PER_GPU 32 +#define NV_MAX_VID_STREAMS 4 //!< Maximum number of input video streams, each with a #NVAPI_VIDEO_SRC_INFO +#define NV_MAX_VID_STREAMS_EX 20 //!< Increasing MAX no. of input video streams, each with a #NVAPI_VIDEO_SRC_INFO +#define NV_MAX_VID_PROFILES 4 //!< Maximum number of output video profiles supported + +#define NVAPI_MAX_AUDIO_DEVICES 16 + + +typedef char NvAPI_String[NVAPI_GENERIC_STRING_MAX]; +typedef char NvAPI_LongString[NVAPI_LONG_STRING_MAX]; +typedef char NvAPI_ShortString[NVAPI_SHORT_STRING_MAX]; +typedef NvU16 NvAPI_UnicodeShortString[NVAPI_SHORT_STRING_MAX]; +//! @} + + +// ========================================================================================= +//! NvAPI Version Definition \n +//! Maintain per structure specific version define using the MAKE_NVAPI_VERSION macro. \n +//! Usage: #define NV_GENLOCK_STATUS_VER MAKE_NVAPI_VERSION(NV_GENLOCK_STATUS, 1) +//! \ingroup nvapitypes +// ========================================================================================= +#define MAKE_NVAPI_VERSION(typeName,ver) (NvU32)(sizeof(typeName) | ((ver)<<16)) + +//! \ingroup nvapitypes +#define GET_NVAPI_VERSION(ver) (NvU32)((ver)>>16) + +//! \ingroup nvapitypes +#define GET_NVAPI_SIZE(ver) (NvU32)((ver) & 0xffff) + + +// ==================================================== +//! NvAPI Status Values +//! All NvAPI functions return one of these codes. +//! \ingroup nvapistatus +// ==================================================== + + +typedef enum _NvAPI_Status +{ + NVAPI_OK = 0, //!< Success. Request is completed. + NVAPI_ERROR = -1, //!< Generic error + NVAPI_LIBRARY_NOT_FOUND = -2, //!< NVAPI support library cannot be loaded. + NVAPI_NO_IMPLEMENTATION = -3, //!< not implemented in current driver installation + NVAPI_API_NOT_INITIALIZED = -4, //!< NvAPI_Initialize has not been called (successfully) + NVAPI_INVALID_ARGUMENT = -5, //!< The argument/parameter value is not valid or NULL. + NVAPI_NVIDIA_DEVICE_NOT_FOUND = -6, //!< No NVIDIA display driver, or NVIDIA GPU driving a display, was found. + NVAPI_END_ENUMERATION = -7, //!< No more items to enumerate + NVAPI_INVALID_HANDLE = -8, //!< Invalid handle + NVAPI_INCOMPATIBLE_STRUCT_VERSION = -9, //!< An argument's structure version is not supported + NVAPI_HANDLE_INVALIDATED = -10, //!< The handle is no longer valid (likely due to GPU or display re-configuration) + NVAPI_OPENGL_CONTEXT_NOT_CURRENT = -11, //!< No NVIDIA OpenGL context is current (but needs to be) + NVAPI_INVALID_POINTER = -14, //!< An invalid pointer, usually NULL, was passed as a parameter + NVAPI_NO_GL_EXPERT = -12, //!< OpenGL Expert is not supported by the current drivers + NVAPI_INSTRUMENTATION_DISABLED = -13, //!< OpenGL Expert is supported, but driver instrumentation is currently disabled + NVAPI_NO_GL_NSIGHT = -15, //!< OpenGL does not support Nsight + + NVAPI_EXPECTED_LOGICAL_GPU_HANDLE = -100, //!< Expected a logical GPU handle for one or more parameters + NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE = -101, //!< Expected a physical GPU handle for one or more parameters + NVAPI_EXPECTED_DISPLAY_HANDLE = -102, //!< Expected an NV display handle for one or more parameters + NVAPI_INVALID_COMBINATION = -103, //!< The combination of parameters is not valid. + NVAPI_NOT_SUPPORTED = -104, //!< Requested feature is not supported in the selected GPU + NVAPI_PORTID_NOT_FOUND = -105, //!< No port ID was found for the I2C transaction + NVAPI_EXPECTED_UNATTACHED_DISPLAY_HANDLE = -106, //!< Expected an unattached display handle as one of the input parameters. + NVAPI_INVALID_PERF_LEVEL = -107, //!< Invalid perf level + NVAPI_DEVICE_BUSY = -108, //!< Device is busy; request not fulfilled + NVAPI_NV_PERSIST_FILE_NOT_FOUND = -109, //!< NV persist file is not found + NVAPI_PERSIST_DATA_NOT_FOUND = -110, //!< NV persist data is not found + NVAPI_EXPECTED_TV_DISPLAY = -111, //!< Expected a TV output display + NVAPI_EXPECTED_TV_DISPLAY_ON_DCONNECTOR = -112, //!< Expected a TV output on the D Connector - HDTV_EIAJ4120. + NVAPI_NO_ACTIVE_SLI_TOPOLOGY = -113, //!< SLI is not active on this device. + NVAPI_SLI_RENDERING_MODE_NOTALLOWED = -114, //!< Setup of SLI rendering mode is not possible right now. + NVAPI_EXPECTED_DIGITAL_FLAT_PANEL = -115, //!< Expected a digital flat panel. + NVAPI_ARGUMENT_EXCEED_MAX_SIZE = -116, //!< Argument exceeds the expected size. + NVAPI_DEVICE_SWITCHING_NOT_ALLOWED = -117, //!< Inhibit is ON due to one of the flags in NV_GPU_DISPLAY_CHANGE_INHIBIT or SLI active. + NVAPI_TESTING_CLOCKS_NOT_SUPPORTED = -118, //!< Testing of clocks is not supported. + NVAPI_UNKNOWN_UNDERSCAN_CONFIG = -119, //!< The specified underscan config is from an unknown source (e.g. INF) + NVAPI_TIMEOUT_RECONFIGURING_GPU_TOPO = -120, //!< Timeout while reconfiguring GPUs + NVAPI_DATA_NOT_FOUND = -121, //!< Requested data was not found + NVAPI_EXPECTED_ANALOG_DISPLAY = -122, //!< Expected an analog display + NVAPI_NO_VIDLINK = -123, //!< No SLI video bridge is present + NVAPI_REQUIRES_REBOOT = -124, //!< NVAPI requires a reboot for the settings to take effect + NVAPI_INVALID_HYBRID_MODE = -125, //!< The function is not supported with the current Hybrid mode. + NVAPI_MIXED_TARGET_TYPES = -126, //!< The target types are not all the same + NVAPI_SYSWOW64_NOT_SUPPORTED = -127, //!< The function is not supported from 32-bit on a 64-bit system. + NVAPI_IMPLICIT_SET_GPU_TOPOLOGY_CHANGE_NOT_ALLOWED = -128, //!< There is no implicit GPU topology active. Use NVAPI_SetHybridMode to change topology. + NVAPI_REQUEST_USER_TO_CLOSE_NON_MIGRATABLE_APPS = -129, //!< Prompt the user to close all non-migratable applications. + NVAPI_OUT_OF_MEMORY = -130, //!< Could not allocate sufficient memory to complete the call. + NVAPI_WAS_STILL_DRAWING = -131, //!< The previous operation that is transferring information to or from this surface is incomplete. + NVAPI_FILE_NOT_FOUND = -132, //!< The file was not found. + NVAPI_TOO_MANY_UNIQUE_STATE_OBJECTS = -133, //!< There are too many unique instances of a particular type of state object. + NVAPI_INVALID_CALL = -134, //!< The method call is invalid. For example, a method's parameter may not be a valid pointer. + NVAPI_D3D10_1_LIBRARY_NOT_FOUND = -135, //!< d3d10_1.dll cannot be loaded. + NVAPI_FUNCTION_NOT_FOUND = -136, //!< Couldn't find the function in the loaded DLL. + NVAPI_INVALID_USER_PRIVILEGE = -137, //!< The application will require Administrator privileges to access this API. + //!< The application can be elevated to a higher permission level by selecting "Run as Administrator". + NVAPI_EXPECTED_NON_PRIMARY_DISPLAY_HANDLE = -138, //!< The handle corresponds to GDIPrimary. + NVAPI_EXPECTED_COMPUTE_GPU_HANDLE = -139, //!< Setting Physx GPU requires that the GPU is compute-capable. + NVAPI_STEREO_NOT_INITIALIZED = -140, //!< The Stereo part of NVAPI failed to initialize completely. Check if the stereo driver is installed. + NVAPI_STEREO_REGISTRY_ACCESS_FAILED = -141, //!< Access to stereo-related registry keys or values has failed. + NVAPI_STEREO_REGISTRY_PROFILE_TYPE_NOT_SUPPORTED = -142, //!< The given registry profile type is not supported. + NVAPI_STEREO_REGISTRY_VALUE_NOT_SUPPORTED = -143, //!< The given registry value is not supported. + NVAPI_STEREO_NOT_ENABLED = -144, //!< Stereo is not enabled and the function needed it to execute completely. + NVAPI_STEREO_NOT_TURNED_ON = -145, //!< Stereo is not turned on and the function needed it to execute completely. + NVAPI_STEREO_INVALID_DEVICE_INTERFACE = -146, //!< Invalid device interface. + NVAPI_STEREO_PARAMETER_OUT_OF_RANGE = -147, //!< Separation percentage or JPEG image capture quality is out of [0-100] range. + NVAPI_STEREO_FRUSTUM_ADJUST_MODE_NOT_SUPPORTED = -148, //!< The given frustum adjust mode is not supported. + NVAPI_TOPO_NOT_POSSIBLE = -149, //!< The mosaic topology is not possible given the current state of the hardware. + NVAPI_MODE_CHANGE_FAILED = -150, //!< An attempt to do a display resolution mode change has failed. + NVAPI_D3D11_LIBRARY_NOT_FOUND = -151, //!< d3d11.dll/d3d11_beta.dll cannot be loaded. + NVAPI_INVALID_ADDRESS = -152, //!< Address is outside of valid range. + NVAPI_STRING_TOO_SMALL = -153, //!< The pre-allocated string is too small to hold the result. + NVAPI_MATCHING_DEVICE_NOT_FOUND = -154, //!< The input does not match any of the available devices. + NVAPI_DRIVER_RUNNING = -155, //!< Driver is running. + NVAPI_DRIVER_NOTRUNNING = -156, //!< Driver is not running. + NVAPI_ERROR_DRIVER_RELOAD_REQUIRED = -157, //!< A driver reload is required to apply these settings. + NVAPI_SET_NOT_ALLOWED = -158, //!< Intended setting is not allowed. + NVAPI_ADVANCED_DISPLAY_TOPOLOGY_REQUIRED = -159, //!< Information can't be returned due to "advanced display topology". + NVAPI_SETTING_NOT_FOUND = -160, //!< Setting is not found. + NVAPI_SETTING_SIZE_TOO_LARGE = -161, //!< Setting size is too large. + NVAPI_TOO_MANY_SETTINGS_IN_PROFILE = -162, //!< There are too many settings for a profile. + NVAPI_PROFILE_NOT_FOUND = -163, //!< Profile is not found. + NVAPI_PROFILE_NAME_IN_USE = -164, //!< Profile name is duplicated. + NVAPI_PROFILE_NAME_EMPTY = -165, //!< Profile name is empty. + NVAPI_EXECUTABLE_NOT_FOUND = -166, //!< Application not found in the Profile. + NVAPI_EXECUTABLE_ALREADY_IN_USE = -167, //!< Application already exists in the other profile. + NVAPI_DATATYPE_MISMATCH = -168, //!< Data Type mismatch + NVAPI_PROFILE_REMOVED = -169, //!< The profile passed as parameter has been removed and is no longer valid. + NVAPI_UNREGISTERED_RESOURCE = -170, //!< An unregistered resource was passed as a parameter. + NVAPI_ID_OUT_OF_RANGE = -171, //!< The DisplayId corresponds to a display which is not within the normal outputId range. + NVAPI_DISPLAYCONFIG_VALIDATION_FAILED = -172, //!< Display topology is not valid so the driver cannot do a mode set on this configuration. + NVAPI_DPMST_CHANGED = -173, //!< Display Port Multi-Stream topology has been changed. + NVAPI_INSUFFICIENT_BUFFER = -174, //!< Input buffer is insufficient to hold the contents. + NVAPI_ACCESS_DENIED = -175, //!< No access to the caller. + NVAPI_MOSAIC_NOT_ACTIVE = -176, //!< The requested action cannot be performed without Mosaic being enabled. + NVAPI_SHARE_RESOURCE_RELOCATED = -177, //!< The surface is relocated away from video memory. + NVAPI_REQUEST_USER_TO_DISABLE_DWM = -178, //!< The user should disable DWM before calling NvAPI. + NVAPI_D3D_DEVICE_LOST = -179, //!< D3D device status is D3DERR_DEVICELOST or D3DERR_DEVICENOTRESET - the user has to reset the device. + NVAPI_INVALID_CONFIGURATION = -180, //!< The requested action cannot be performed in the current state. + NVAPI_STEREO_HANDSHAKE_NOT_DONE = -181, //!< Call failed as stereo handshake not completed. + NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS = -182, //!< The path provided was too short to determine the correct NVDRS_APPLICATION + NVAPI_DEFAULT_STEREO_PROFILE_IS_NOT_DEFINED = -183, //!< Default stereo profile is not currently defined + NVAPI_DEFAULT_STEREO_PROFILE_DOES_NOT_EXIST = -184, //!< Default stereo profile does not exist + NVAPI_CLUSTER_ALREADY_EXISTS = -185, //!< A cluster is already defined with the given configuration. + NVAPI_DPMST_DISPLAY_ID_EXPECTED = -186, //!< The input display id is not that of a multi stream enabled connector or a display device in a multi stream topology + NVAPI_INVALID_DISPLAY_ID = -187, //!< The input display id is not valid or the monitor associated to it does not support the current operation + NVAPI_STREAM_IS_OUT_OF_SYNC = -188, //!< While playing secure audio stream, stream goes out of sync + NVAPI_INCOMPATIBLE_AUDIO_DRIVER = -189, //!< Older audio driver version than required + NVAPI_VALUE_ALREADY_SET = -190, //!< Value already set, setting again not allowed. + NVAPI_TIMEOUT = -191, //!< Requested operation timed out + NVAPI_GPU_WORKSTATION_FEATURE_INCOMPLETE = -192, //!< The requested workstation feature set has incomplete driver internal allocation resources + NVAPI_STEREO_INIT_ACTIVATION_NOT_DONE = -193, //!< Call failed because InitActivation was not called. + NVAPI_SYNC_NOT_ACTIVE = -194, //!< The requested action cannot be performed without Sync being enabled. + NVAPI_SYNC_MASTER_NOT_FOUND = -195, //!< The requested action cannot be performed without Sync Master being enabled. + NVAPI_INVALID_SYNC_TOPOLOGY = -196, //!< Invalid displays passed in the NV_GSYNC_DISPLAY pointer. + NVAPI_ECID_SIGN_ALGO_UNSUPPORTED = -197, //!< The specified signing algorithm is not supported. Either an incorrect value was entered or the current installed driver/hardware does not support the input value. + NVAPI_ECID_KEY_VERIFICATION_FAILED = -198, //!< The encrypted public key verification has failed. + NVAPI_FIRMWARE_OUT_OF_DATE = -199, //!< The device's firmware is out of date. + NVAPI_FIRMWARE_REVISION_NOT_SUPPORTED = -200, //!< The device's firmware is not supported. + NVAPI_LICENSE_CALLER_AUTHENTICATION_FAILED = -201, //!< The caller is not authorized to modify the License. + NVAPI_D3D_DEVICE_NOT_REGISTERED = -202, //!< The user tried to use a deferred context without registering the device first + NVAPI_RESOURCE_NOT_ACQUIRED = -203, //!< Head or SourceId was not reserved for the VR Display before doing the Modeset or the dedicated display. + NVAPI_TIMING_NOT_SUPPORTED = -204, //!< Provided timing is not supported. + NVAPI_HDCP_ENCRYPTION_FAILED = -205, //!< HDCP Encryption Failed for the device. Would be applicable when the device is HDCP Capable. + NVAPI_PCLK_LIMITATION_FAILED = -206, //!< Provided mode is over sink device pclk limitation. + NVAPI_NO_CONNECTOR_FOUND = -207, //!< No connector on GPU found. + NVAPI_HDCP_DISABLED = -208, //!< When a non-HDCP capable HMD is connected, we would inform user by this code. + NVAPI_API_IN_USE = -209, //!< Atleast an API is still being called + NVAPI_NVIDIA_DISPLAY_NOT_FOUND = -210, //!< No display found on Nvidia GPU(s). + NVAPI_PRIV_SEC_VIOLATION = -211, //!< Priv security violation, improper access to a secured register. + NVAPI_INCORRECT_VENDOR = -212, //!< NVAPI cannot be called by this vendor + NVAPI_DISPLAY_IN_USE = -213, //!< DirectMode Display is already in use + NVAPI_UNSUPPORTED_CONFIG_NON_HDCP_HMD = -214, //!< The Config is having Non-NVidia GPU with Non-HDCP HMD connected + NVAPI_MAX_DISPLAY_LIMIT_REACHED = -215, //!< GPU's Max Display Limit has Reached + NVAPI_INVALID_DIRECT_MODE_DISPLAY = -216, //!< DirectMode not Enabled on the Display + NVAPI_GPU_IN_DEBUG_MODE = -217, //!< GPU is in debug mode, OC is NOT allowed. + NVAPI_D3D_CONTEXT_NOT_FOUND = -218, //!< No NvAPI context was found for this D3D object + NVAPI_STEREO_VERSION_MISMATCH = -219, //!< there is version mismatch between stereo driver and dx driver + NVAPI_GPU_NOT_POWERED = -220, //!< GPU is not powered and so the request cannot be completed. + NVAPI_ERROR_DRIVER_RELOAD_IN_PROGRESS = -221, //!< The display driver update in progress. + NVAPI_WAIT_FOR_HW_RESOURCE = -222, //!< Wait for HW resources allocation + NVAPI_REQUIRE_FURTHER_HDCP_ACTION = -223, //!< operation requires further HDCP action + NVAPI_DISPLAY_MUX_TRANSITION_FAILED = -224, //!< Dynamic Mux transition failure + NVAPI_INVALID_DSC_VERSION = -225, //!< Invalid DSC version + NVAPI_INVALID_DSC_SLICECOUNT = -226, //!< Invalid DSC slice count + NVAPI_INVALID_DSC_OUTPUT_BPP = -227, //!< Invalid DSC output BPP + NVAPI_FAILED_TO_LOAD_FROM_DRIVER_STORE = -228, //!< There was an error while loading nvapi.dll from the driver store. + NVAPI_NO_VULKAN = -229, //!< OpenGL does not export Vulkan fake extensions + NVAPI_REQUEST_PENDING = -230, //!< A request for NvTOPPs telemetry CData has already been made and is pending a response. + NVAPI_RESOURCE_IN_USE = -231, //!< Operation cannot be performed because the resource is in use. + NVAPI_INVALID_IMAGE = -232, //!< Device kernel image is invalid + NVAPI_INVALID_PTX = -233, //!< PTX JIT compilation failed + NVAPI_NVLINK_UNCORRECTABLE = -234, //!< Uncorrectable NVLink error was detected during the execution + NVAPI_JIT_COMPILER_NOT_FOUND = -235, //!< PTX JIT compiler library was not found. + NVAPI_INVALID_SOURCE = -236, //!< Device kernel source is invalid. + NVAPI_ILLEGAL_INSTRUCTION = -237, //!< While executing a kernel, the device encountered an illegal instruction. + NVAPI_INVALID_PC = -238, //!< While executing a kernel, the device program counter wrapped its address space + NVAPI_LAUNCH_FAILED = -239, //!< An exception occurred on the device while executing a kernel + NVAPI_NOT_PERMITTED = -240, //!< Attempted operation is not permitted. + NVAPI_CALLBACK_ALREADY_REGISTERED = -241, //!< The callback function has already been registered. + NVAPI_CALLBACK_NOT_FOUND = -242, //!< The callback function is not found or not registered. + NVAPI_INVALID_OUTPUT_WIRE_FORMAT = -243, //!< Invalid Wire Format for the VR HMD +} NvAPI_Status; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SYS_GetDriverAndBranchVersion +// +//! DESCRIPTION: This API returns display driver version and driver-branch string. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] pDriverVersion Contains the driver version after successful return. +//! \param [out] szBuildBranchString Contains the driver-branch string after successful return. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT: either pDriverVersion is NULL or enum index too big +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! +//! \ingroup driverapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetDriverAndBranchVersion(NvU32* pDriverVersion, NvAPI_ShortString szBuildBranchString); +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfo(). +typedef struct +{ + NvU32 version; //!< Version info + NvU32 dedicatedVideoMemory; //!< Size(in kb) of the physical framebuffer. + NvU32 availableDedicatedVideoMemory; //!< Size(in kb) of the available physical framebuffer for allocating video memory surfaces. + NvU32 systemVideoMemory; //!< Size(in kb) of system memory the driver allocates at load time. + NvU32 sharedSystemMemory; //!< Size(in kb) of shared system memory that driver is allowed to commit for surfaces across all allocations. + +} NV_DISPLAY_DRIVER_MEMORY_INFO_V1; + + +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfo(). +typedef struct +{ + NvU32 version; //!< Version info + NvU32 dedicatedVideoMemory; //!< Size(in kb) of the physical framebuffer. + NvU32 availableDedicatedVideoMemory; //!< Size(in kb) of the available physical framebuffer for allocating video memory surfaces. + NvU32 systemVideoMemory; //!< Size(in kb) of system memory the driver allocates at load time. + NvU32 sharedSystemMemory; //!< Size(in kb) of shared system memory that driver is allowed to commit for surfaces across all allocations. + NvU32 curAvailableDedicatedVideoMemory; //!< Size(in kb) of the current available physical framebuffer for allocating video memory surfaces. + +} NV_DISPLAY_DRIVER_MEMORY_INFO_V2; + +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfo(). +typedef struct +{ + NvU32 version; //!< Version info + NvU32 dedicatedVideoMemory; //!< Size(in kb) of the physical framebuffer. + NvU32 availableDedicatedVideoMemory; //!< Size(in kb) of the available physical framebuffer for allocating video memory surfaces. + NvU32 systemVideoMemory; //!< Size(in kb) of system memory the driver allocates at load time. + NvU32 sharedSystemMemory; //!< Size(in kb) of shared system memory that driver is allowed to commit for surfaces across all allocations. + NvU32 curAvailableDedicatedVideoMemory; //!< Size(in kb) of the current available physical framebuffer for allocating video memory surfaces. + NvU32 dedicatedVideoMemoryEvictionsSize; //!< Size(in kb) of the total size of memory released as a result of the evictions. + NvU32 dedicatedVideoMemoryEvictionCount; //!< Indicates the number of eviction events that caused an allocation to be removed from dedicated video memory to free GPU + //!< video memory to make room for other allocations. +} NV_DISPLAY_DRIVER_MEMORY_INFO_V3; + +//! \ingroup driverapi +typedef NV_DISPLAY_DRIVER_MEMORY_INFO_V3 NV_DISPLAY_DRIVER_MEMORY_INFO; + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_DISPLAY_DRIVER_MEMORY_INFO_V1 +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER_1 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_MEMORY_INFO_V1,1) + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_DISPLAY_DRIVER_MEMORY_INFO_V2 +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER_2 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_MEMORY_INFO_V2,2) + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_DISPLAY_DRIVER_MEMORY_INFO_V3 +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER_3 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_MEMORY_INFO_V3,3) + +//! \ingroup driverapi +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER NV_DISPLAY_DRIVER_MEMORY_INFO_VER_3 + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetMemoryInfo +// +//! DESCRIPTION: This function retrieves the available driver memory footprint for the specified GPU. +//! If the GPU is in TCC Mode, only dedicatedVideoMemory will be returned in pMemoryInfo (NV_DISPLAY_DRIVER_MEMORY_INFO). +//! +//! \deprecated Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetMemoryInfoEx. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! \since Release: 177 +//! +//! \param [in] hPhysicalGpu Handle of the physical GPU for which the memory information is to be extracted. +//! \param [out] pMemoryInfo The memory footprint available in the driver. See NV_DISPLAY_DRIVER_MEMORY_INFO. +//! +//! \retval NVAPI_INVALID_ARGUMENT pMemoryInfo is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_DISPLAY_DRIVER_MEMORY_INFO structure version mismatch. +//! +//! \ingroup driverapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetMemoryInfoEx.") +NVAPI_INTERFACE NvAPI_GPU_GetMemoryInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_DISPLAY_DRIVER_MEMORY_INFO *pMemoryInfo); + + +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfoEx(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU64 dedicatedVideoMemory; //!< Size(in bytes) of the physical framebuffer. Refers to the dedicated video memory on discrete GPUs. + //! It is more performant for GPU operations than the reserved systemVideoMemory. + NvU64 availableDedicatedVideoMemory; //!< Size(in bytes) of the available physical framebuffer for allocating video memory surfaces. + NvU64 systemVideoMemory; //!< Size(in bytes) of system memory the driver allocates at load time. It is a substitute for dedicated video memory. + //!< Typically used with integrated GPUs that do not have dedicated video memory. + NvU64 sharedSystemMemory; //!< Size(in bytes) of shared system memory that driver is allowed to commit for surfaces across all allocations. + //!< On discrete GPUs, it is used to utilize system memory for various operations. It does not need to be reserved during boot. + //!< It may be used by both GPU and CPU, and has an "on-demand" type of usage. + NvU64 curAvailableDedicatedVideoMemory; //!< Size(in bytes) of the current available physical framebuffer for allocating video memory surfaces. + NvU64 dedicatedVideoMemoryEvictionsSize; //!< Size(in bytes) of the total size of memory released as a result of the evictions. + NvU64 dedicatedVideoMemoryEvictionCount; //!< Indicates the number of eviction events that caused an allocation to be removed from dedicated video memory to free GPU + //!< video memory to make room for other allocations. + NvU64 dedicatedVideoMemoryPromotionsSize; //!< Size(in bytes) of the total size of memory allocated as a result of the promotions. + NvU64 dedicatedVideoMemoryPromotionCount; //!< Indicates the number of promotion events that caused an allocation to be promoted to dedicated video memory +} NV_GPU_MEMORY_INFO_EX_V1; + +//! \ingroup driverapi +typedef NV_GPU_MEMORY_INFO_EX_V1 NV_GPU_MEMORY_INFO_EX; + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_GPU_MEMORY_INFO_EX_V1 +#define NV_GPU_MEMORY_INFO_EX_VER_1 MAKE_NVAPI_VERSION(NV_GPU_MEMORY_INFO_EX_V1,1) + +//! \ingroup driverapi +#define NV_GPU_MEMORY_INFO_EX_VER NV_GPU_MEMORY_INFO_EX_VER_1 + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetMemoryInfoEx +// +//! DESCRIPTION: This function retrieves the available driver memory footprint for the specified GPU. +//! If the GPU is in TCC Mode, only dedicatedVideoMemory will be returned in pMemoryInfo (NV_GPU_MEMORY_INFO_EX). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 520 +//! +//! \param [in] hPhysicalGpu Handle of the physical GPU for which the memory information is to be extracted. +//! \param [out] pMemoryInfo The memory footprint available in the driver. See NV_GPU_MEMORY_INFO_EX. +//! +//! \retval NVAPI_INVALID_ARGUMENT pMemoryInfo is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_GPU_MEMORY_INFO_EX structure version mismatch. +//! +//! \ingroup driverapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetMemoryInfoEx(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_MEMORY_INFO_EX *pMemoryInfo); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumPhysicalGPUs +// +//! This function returns an array of physical GPU handles. +//! Each handle represents a physical GPU present in the system. +//! That GPU may be part of an SLI configuration, or may not be visible to the OS directly. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array nvGPUHandle will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! \note In drivers older than 105.00, all physical GPU handles get invalidated on a +//! modeset. So the calling applications need to renum the handles after every modeset.\n +//! With drivers 105.00 and up, all physical GPU handles are constant. +//! Physical GPU handles are constant as long as the GPUs are not physically moved and +//! the SBIOS VGA order is unchanged. +//! +//! For GPU handles in TCC MODE please use NvAPI_EnumTCCPhysicalGPUs() +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \par Introduced in +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT nvGPUHandle or pGpuCount is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumPhysicalGPUs(NvPhysicalGpuHandle nvGPUHandle[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +NV_DECLARE_HANDLE(NVDX_ObjectHandle); // DX Objects +static const NVDX_ObjectHandle NVDX_OBJECT_NONE = 0; + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetObjectHandleForResource +// +//! DESCRIPTION: This API gets a handle to a resource. +//! +//! \param [in] pDev The ID3D11Device, ID3D10Device or IDirect3DDevice9 or ID3D11DeviceContext to use +//! \param [in] pResource The ID3D11Resource, ID3D10Resource or IDirect3DResource9 from which +//! we want the NvAPI handle +//! \param [out] pHandle A handle to the resource +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \return ::NVAPI_OK if the handle was populated. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetObjectHandleForResource( + IUnknown *pDevice, + IUnknown *pResource, + NVDX_ObjectHandle *pHandle); + + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_d3dext.h b/src/imports/nvapi/nvapi_lite_d3dext.h new file mode 100644 index 0000000..deab4f9 --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_d3dext.h @@ -0,0 +1,184 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +#if defined(__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +//! \ingroup dx +//! D3D_FEATURE_LEVEL supported - used in NvAPI_D3D11_CreateDevice() and NvAPI_D3D11_CreateDeviceAndSwapChain() +typedef enum +{ + NVAPI_DEVICE_FEATURE_LEVEL_NULL = -1, + NVAPI_DEVICE_FEATURE_LEVEL_10_0 = 0, + NVAPI_DEVICE_FEATURE_LEVEL_10_0_PLUS = 1, + NVAPI_DEVICE_FEATURE_LEVEL_10_1 = 2, + NVAPI_DEVICE_FEATURE_LEVEL_11_0 = 3, +} NVAPI_DEVICE_FEATURE_LEVEL; + +#endif //defined(__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +#if defined(__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateDevice +// +//! DESCRIPTION: This function tries to create a DirectX 11 device. If the call fails (if we are running +//! on pre-DirectX 11 hardware), depending on the type of hardware it will try to create a DirectX 10.1 OR DirectX 10.0+ +//! OR DirectX 10.0 device. The function call is the same as D3D11CreateDevice(), but with an extra +//! argument (D3D_FEATURE_LEVEL supported by the device) that the function fills in. This argument +//! can contain -1 (NVAPI_DEVICE_FEATURE_LEVEL_NULL), if the requested featureLevel is less than DirecX 10.0. +//! +//! NOTE: When NvAPI_D3D11_CreateDevice is called with 10+ feature level we have an issue on few set of +//! tesla hardware (G80/G84/G86/G92/G94/G96) which does not support all feature level 10+ functionality +//! e.g. calling driver with mismatch between RenderTarget and Depth Buffer. App developers should +//! take into consideration such limitation when using NVAPI on such tesla hardwares. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pAdapter +//! \param [in] DriverType +//! \param [in] Software +//! \param [in] Flags +//! \param [in] *pFeatureLevels +//! \param [in] FeatureLevels +//! \param [in] SDKVersion +//! \param [in] **ppDevice +//! \param [in] *pFeatureLevel +//! \param [in] **ppImmediateContext +//! \param [in] *pSupportedLevel D3D_FEATURE_LEVEL supported +//! +//! \return NVAPI_OK if the createDevice call succeeded. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateDevice(IDXGIAdapter* pAdapter, + D3D_DRIVER_TYPE DriverType, + HMODULE Software, + UINT Flags, + CONST D3D_FEATURE_LEVEL *pFeatureLevels, + UINT FeatureLevels, + UINT SDKVersion, + ID3D11Device **ppDevice, + D3D_FEATURE_LEVEL *pFeatureLevel, + ID3D11DeviceContext **ppImmediateContext, + NVAPI_DEVICE_FEATURE_LEVEL *pSupportedLevel); + + +#endif //defined(__cplusplus) && defined(__d3d11_h__) +#if defined(__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateDeviceAndSwapChain +// +//! DESCRIPTION: This function tries to create a DirectX 11 device and swap chain. If the call fails (if we are +//! running on pre=DirectX 11 hardware), depending on the type of hardware it will try to create a DirectX 10.1 OR +//! DirectX 10.0+ OR DirectX 10.0 device. The function call is the same as D3D11CreateDeviceAndSwapChain, +//! but with an extra argument (D3D_FEATURE_LEVEL supported by the device) that the function fills +//! in. This argument can contain -1 (NVAPI_DEVICE_FEATURE_LEVEL_NULL), if the requested featureLevel +//! is less than DirectX 10.0. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pAdapter +//! \param [in] DriverType +//! \param [in] Software +//! \param [in] Flags +//! \param [in] *pFeatureLevels +//! \param [in] FeatureLevels +//! \param [in] SDKVersion +//! \param [in] *pSwapChainDesc +//! \param [in] **ppSwapChain +//! \param [in] **ppDevice +//! \param [in] *pFeatureLevel +//! \param [in] **ppImmediateContext +//! \param [in] *pSupportedLevel D3D_FEATURE_LEVEL supported +//! +//!return NVAPI_OK if the createDevice with swap chain call succeeded. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, + D3D_DRIVER_TYPE DriverType, + HMODULE Software, + UINT Flags, + CONST D3D_FEATURE_LEVEL *pFeatureLevels, + UINT FeatureLevels, + UINT SDKVersion, + CONST DXGI_SWAP_CHAIN_DESC *pSwapChainDesc, + IDXGISwapChain **ppSwapChain, + ID3D11Device **ppDevice, + D3D_FEATURE_LEVEL *pFeatureLevel, + ID3D11DeviceContext **ppImmediateContext, + NVAPI_DEVICE_FEATURE_LEVEL *pSupportedLevel); + + + +#endif //defined(__cplusplus) && defined(__d3d11_h__) +#if defined(__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetDepthBoundsTest +// +//! DESCRIPTION: This function enables/disables the depth bounds test +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDeviceOrContext The device or device context to set depth bounds test +//! \param [in] bEnable Enable(non-zero)/disable(zero) the depth bounds test +//! \param [in] fMinDepth The minimum depth for depth bounds test +//! \param [in] fMaxDepth The maximum depth for depth bounds test +//! The valid values for fMinDepth and fMaxDepth +//! are such that 0 <= fMinDepth <= fMaxDepth <= 1 +//! +//! \return ::NVAPI_OK if the depth bounds test was correcly enabled or disabled +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetDepthBoundsTest(IUnknown* pDeviceOrContext, + NvU32 bEnable, + float fMinDepth, + float fMaxDepth); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_salend.h b/src/imports/nvapi/nvapi_lite_salend.h new file mode 100644 index 0000000..77a999d --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_salend.h @@ -0,0 +1,809 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#ifndef __NVAPI_EMPTY_SAL +#ifdef __nvapi_undef__ecount + #undef __ecount + #undef __nvapi_undef__ecount +#endif +#ifdef __nvapi_undef__bcount + #undef __bcount + #undef __nvapi_undef__bcount +#endif +#ifdef __nvapi_undef__in + #undef __in + #undef __nvapi_undef__in +#endif +#ifdef __nvapi_undef__in_ecount + #undef __in_ecount + #undef __nvapi_undef__in_ecount +#endif +#ifdef __nvapi_undef__in_bcount + #undef __in_bcount + #undef __nvapi_undef__in_bcount +#endif +#ifdef __nvapi_undef__in_z + #undef __in_z + #undef __nvapi_undef__in_z +#endif +#ifdef __nvapi_undef__in_ecount_z + #undef __in_ecount_z + #undef __nvapi_undef__in_ecount_z +#endif +#ifdef __nvapi_undef__in_bcount_z + #undef __in_bcount_z + #undef __nvapi_undef__in_bcount_z +#endif +#ifdef __nvapi_undef__in_nz + #undef __in_nz + #undef __nvapi_undef__in_nz +#endif +#ifdef __nvapi_undef__in_ecount_nz + #undef __in_ecount_nz + #undef __nvapi_undef__in_ecount_nz +#endif +#ifdef __nvapi_undef__in_bcount_nz + #undef __in_bcount_nz + #undef __nvapi_undef__in_bcount_nz +#endif +#ifdef __nvapi_undef__out + #undef __out + #undef __nvapi_undef__out +#endif +#ifdef __nvapi_undef__out_ecount + #undef __out_ecount + #undef __nvapi_undef__out_ecount +#endif +#ifdef __nvapi_undef__out_bcount + #undef __out_bcount + #undef __nvapi_undef__out_bcount +#endif +#ifdef __nvapi_undef__out_ecount_part + #undef __out_ecount_part + #undef __nvapi_undef__out_ecount_part +#endif +#ifdef __nvapi_undef__out_bcount_part + #undef __out_bcount_part + #undef __nvapi_undef__out_bcount_part +#endif +#ifdef __nvapi_undef__out_ecount_full + #undef __out_ecount_full + #undef __nvapi_undef__out_ecount_full +#endif +#ifdef __nvapi_undef__out_bcount_full + #undef __out_bcount_full + #undef __nvapi_undef__out_bcount_full +#endif +#ifdef __nvapi_undef__out_z + #undef __out_z + #undef __nvapi_undef__out_z +#endif +#ifdef __nvapi_undef__out_z_opt + #undef __out_z_opt + #undef __nvapi_undef__out_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_z + #undef __out_ecount_z + #undef __nvapi_undef__out_ecount_z +#endif +#ifdef __nvapi_undef__out_bcount_z + #undef __out_bcount_z + #undef __nvapi_undef__out_bcount_z +#endif +#ifdef __nvapi_undef__out_ecount_part_z + #undef __out_ecount_part_z + #undef __nvapi_undef__out_ecount_part_z +#endif +#ifdef __nvapi_undef__out_bcount_part_z + #undef __out_bcount_part_z + #undef __nvapi_undef__out_bcount_part_z +#endif +#ifdef __nvapi_undef__out_ecount_full_z + #undef __out_ecount_full_z + #undef __nvapi_undef__out_ecount_full_z +#endif +#ifdef __nvapi_undef__out_bcount_full_z + #undef __out_bcount_full_z + #undef __nvapi_undef__out_bcount_full_z +#endif +#ifdef __nvapi_undef__out_nz + #undef __out_nz + #undef __nvapi_undef__out_nz +#endif +#ifdef __nvapi_undef__out_nz_opt + #undef __out_nz_opt + #undef __nvapi_undef__out_nz_opt +#endif +#ifdef __nvapi_undef__out_ecount_nz + #undef __out_ecount_nz + #undef __nvapi_undef__out_ecount_nz +#endif +#ifdef __nvapi_undef__out_bcount_nz + #undef __out_bcount_nz + #undef __nvapi_undef__out_bcount_nz +#endif +#ifdef __nvapi_undef__inout + #undef __inout + #undef __nvapi_undef__inout +#endif +#ifdef __nvapi_undef__inout_ecount + #undef __inout_ecount + #undef __nvapi_undef__inout_ecount +#endif +#ifdef __nvapi_undef__inout_bcount + #undef __inout_bcount + #undef __nvapi_undef__inout_bcount +#endif +#ifdef __nvapi_undef__inout_ecount_part + #undef __inout_ecount_part + #undef __nvapi_undef__inout_ecount_part +#endif +#ifdef __nvapi_undef__inout_bcount_part + #undef __inout_bcount_part + #undef __nvapi_undef__inout_bcount_part +#endif +#ifdef __nvapi_undef__inout_ecount_full + #undef __inout_ecount_full + #undef __nvapi_undef__inout_ecount_full +#endif +#ifdef __nvapi_undef__inout_bcount_full + #undef __inout_bcount_full + #undef __nvapi_undef__inout_bcount_full +#endif +#ifdef __nvapi_undef__inout_z + #undef __inout_z + #undef __nvapi_undef__inout_z +#endif +#ifdef __nvapi_undef__inout_ecount_z + #undef __inout_ecount_z + #undef __nvapi_undef__inout_ecount_z +#endif +#ifdef __nvapi_undef__inout_bcount_z + #undef __inout_bcount_z + #undef __nvapi_undef__inout_bcount_z +#endif +#ifdef __nvapi_undef__inout_nz + #undef __inout_nz + #undef __nvapi_undef__inout_nz +#endif +#ifdef __nvapi_undef__inout_ecount_nz + #undef __inout_ecount_nz + #undef __nvapi_undef__inout_ecount_nz +#endif +#ifdef __nvapi_undef__inout_bcount_nz + #undef __inout_bcount_nz + #undef __nvapi_undef__inout_bcount_nz +#endif +#ifdef __nvapi_undef__ecount_opt + #undef __ecount_opt + #undef __nvapi_undef__ecount_opt +#endif +#ifdef __nvapi_undef__bcount_opt + #undef __bcount_opt + #undef __nvapi_undef__bcount_opt +#endif +#ifdef __nvapi_undef__in_opt + #undef __in_opt + #undef __nvapi_undef__in_opt +#endif +#ifdef __nvapi_undef__in_ecount_opt + #undef __in_ecount_opt + #undef __nvapi_undef__in_ecount_opt +#endif +#ifdef __nvapi_undef__in_bcount_opt + #undef __in_bcount_opt + #undef __nvapi_undef__in_bcount_opt +#endif +#ifdef __nvapi_undef__in_z_opt + #undef __in_z_opt + #undef __nvapi_undef__in_z_opt +#endif +#ifdef __nvapi_undef__in_ecount_z_opt + #undef __in_ecount_z_opt + #undef __nvapi_undef__in_ecount_z_opt +#endif +#ifdef __nvapi_undef__in_bcount_z_opt + #undef __in_bcount_z_opt + #undef __nvapi_undef__in_bcount_z_opt +#endif +#ifdef __nvapi_undef__in_nz_opt + #undef __in_nz_opt + #undef __nvapi_undef__in_nz_opt +#endif +#ifdef __nvapi_undef__in_ecount_nz_opt + #undef __in_ecount_nz_opt + #undef __nvapi_undef__in_ecount_nz_opt +#endif +#ifdef __nvapi_undef__in_bcount_nz_opt + #undef __in_bcount_nz_opt + #undef __nvapi_undef__in_bcount_nz_opt +#endif +#ifdef __nvapi_undef__out_opt + #undef __out_opt + #undef __nvapi_undef__out_opt +#endif +#ifdef __nvapi_undef__out_ecount_opt + #undef __out_ecount_opt + #undef __nvapi_undef__out_ecount_opt +#endif +#ifdef __nvapi_undef__out_bcount_opt + #undef __out_bcount_opt + #undef __nvapi_undef__out_bcount_opt +#endif +#ifdef __nvapi_undef__out_ecount_part_opt + #undef __out_ecount_part_opt + #undef __nvapi_undef__out_ecount_part_opt +#endif +#ifdef __nvapi_undef__out_bcount_part_opt + #undef __out_bcount_part_opt + #undef __nvapi_undef__out_bcount_part_opt +#endif +#ifdef __nvapi_undef__out_ecount_full_opt + #undef __out_ecount_full_opt + #undef __nvapi_undef__out_ecount_full_opt +#endif +#ifdef __nvapi_undef__out_bcount_full_opt + #undef __out_bcount_full_opt + #undef __nvapi_undef__out_bcount_full_opt +#endif +#ifdef __nvapi_undef__out_ecount_z_opt + #undef __out_ecount_z_opt + #undef __nvapi_undef__out_ecount_z_opt +#endif +#ifdef __nvapi_undef__out_bcount_z_opt + #undef __out_bcount_z_opt + #undef __nvapi_undef__out_bcount_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_part_z_opt + #undef __out_ecount_part_z_opt + #undef __nvapi_undef__out_ecount_part_z_opt +#endif +#ifdef __nvapi_undef__out_bcount_part_z_opt + #undef __out_bcount_part_z_opt + #undef __nvapi_undef__out_bcount_part_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_full_z_opt + #undef __out_ecount_full_z_opt + #undef __nvapi_undef__out_ecount_full_z_opt +#endif +#ifdef __nvapi_undef__out_bcount_full_z_opt + #undef __out_bcount_full_z_opt + #undef __nvapi_undef__out_bcount_full_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_nz_opt + #undef __out_ecount_nz_opt + #undef __nvapi_undef__out_ecount_nz_opt +#endif +#ifdef __nvapi_undef__out_bcount_nz_opt + #undef __out_bcount_nz_opt + #undef __nvapi_undef__out_bcount_nz_opt +#endif +#ifdef __nvapi_undef__inout_opt + #undef __inout_opt + #undef __nvapi_undef__inout_opt +#endif +#ifdef __nvapi_undef__inout_ecount_opt + #undef __inout_ecount_opt + #undef __nvapi_undef__inout_ecount_opt +#endif +#ifdef __nvapi_undef__inout_bcount_opt + #undef __inout_bcount_opt + #undef __nvapi_undef__inout_bcount_opt +#endif +#ifdef __nvapi_undef__inout_ecount_part_opt + #undef __inout_ecount_part_opt + #undef __nvapi_undef__inout_ecount_part_opt +#endif +#ifdef __nvapi_undef__inout_bcount_part_opt + #undef __inout_bcount_part_opt + #undef __nvapi_undef__inout_bcount_part_opt +#endif +#ifdef __nvapi_undef__inout_ecount_full_opt + #undef __inout_ecount_full_opt + #undef __nvapi_undef__inout_ecount_full_opt +#endif +#ifdef __nvapi_undef__inout_bcount_full_opt + #undef __inout_bcount_full_opt + #undef __nvapi_undef__inout_bcount_full_opt +#endif +#ifdef __nvapi_undef__inout_z_opt + #undef __inout_z_opt + #undef __nvapi_undef__inout_z_opt +#endif +#ifdef __nvapi_undef__inout_ecount_z_opt + #undef __inout_ecount_z_opt + #undef __nvapi_undef__inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__inout_ecount_z_opt + #undef __inout_ecount_z_opt + #undef __nvapi_undef__inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__inout_bcount_z_opt + #undef __inout_bcount_z_opt + #undef __nvapi_undef__inout_bcount_z_opt +#endif +#ifdef __nvapi_undef__inout_nz_opt + #undef __inout_nz_opt + #undef __nvapi_undef__inout_nz_opt +#endif +#ifdef __nvapi_undef__inout_ecount_nz_opt + #undef __inout_ecount_nz_opt + #undef __nvapi_undef__inout_ecount_nz_opt +#endif +#ifdef __nvapi_undef__inout_bcount_nz_opt + #undef __inout_bcount_nz_opt + #undef __nvapi_undef__inout_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_ecount + #undef __deref_ecount + #undef __nvapi_undef__deref_ecount +#endif +#ifdef __nvapi_undef__deref_bcount + #undef __deref_bcount + #undef __nvapi_undef__deref_bcount +#endif +#ifdef __nvapi_undef__deref_out + #undef __deref_out + #undef __nvapi_undef__deref_out +#endif +#ifdef __nvapi_undef__deref_out_ecount + #undef __deref_out_ecount + #undef __nvapi_undef__deref_out_ecount +#endif +#ifdef __nvapi_undef__deref_out_bcount + #undef __deref_out_bcount + #undef __nvapi_undef__deref_out_bcount +#endif +#ifdef __nvapi_undef__deref_out_ecount_part + #undef __deref_out_ecount_part + #undef __nvapi_undef__deref_out_ecount_part +#endif +#ifdef __nvapi_undef__deref_out_bcount_part + #undef __deref_out_bcount_part + #undef __nvapi_undef__deref_out_bcount_part +#endif +#ifdef __nvapi_undef__deref_out_ecount_full + #undef __deref_out_ecount_full + #undef __nvapi_undef__deref_out_ecount_full +#endif +#ifdef __nvapi_undef__deref_out_bcount_full + #undef __deref_out_bcount_full + #undef __nvapi_undef__deref_out_bcount_full +#endif +#ifdef __nvapi_undef__deref_out_z + #undef __deref_out_z + #undef __nvapi_undef__deref_out_z +#endif +#ifdef __nvapi_undef__deref_out_ecount_z + #undef __deref_out_ecount_z + #undef __nvapi_undef__deref_out_ecount_z +#endif +#ifdef __nvapi_undef__deref_out_bcount_z + #undef __deref_out_bcount_z + #undef __nvapi_undef__deref_out_bcount_z +#endif +#ifdef __nvapi_undef__deref_out_nz + #undef __deref_out_nz + #undef __nvapi_undef__deref_out_nz +#endif +#ifdef __nvapi_undef__deref_out_ecount_nz + #undef __deref_out_ecount_nz + #undef __nvapi_undef__deref_out_ecount_nz +#endif +#ifdef __nvapi_undef__deref_out_bcount_nz + #undef __deref_out_bcount_nz + #undef __nvapi_undef__deref_out_bcount_nz +#endif +#ifdef __nvapi_undef__deref_inout + #undef __deref_inout + #undef __nvapi_undef__deref_inout +#endif +#ifdef __nvapi_undef__deref_inout_z + #undef __deref_inout_z + #undef __nvapi_undef__deref_inout_z +#endif +#ifdef __nvapi_undef__deref_inout_ecount + #undef __deref_inout_ecount + #undef __nvapi_undef__deref_inout_ecount +#endif +#ifdef __nvapi_undef__deref_inout_bcount + #undef __deref_inout_bcount + #undef __nvapi_undef__deref_inout_bcount +#endif +#ifdef __nvapi_undef__deref_inout_ecount_part + #undef __deref_inout_ecount_part + #undef __nvapi_undef__deref_inout_ecount_part +#endif +#ifdef __nvapi_undef__deref_inout_bcount_part + #undef __deref_inout_bcount_part + #undef __nvapi_undef__deref_inout_bcount_part +#endif +#ifdef __nvapi_undef__deref_inout_ecount_full + #undef __deref_inout_ecount_full + #undef __nvapi_undef__deref_inout_ecount_full +#endif +#ifdef __nvapi_undef__deref_inout_bcount_full + #undef __deref_inout_bcount_full + #undef __nvapi_undef__deref_inout_bcount_full +#endif +#ifdef __nvapi_undef__deref_inout_z + #undef __deref_inout_z + #undef __nvapi_undef__deref_inout_z +#endif +#ifdef __nvapi_undef__deref_inout_ecount_z + #undef __deref_inout_ecount_z + #undef __nvapi_undef__deref_inout_ecount_z +#endif +#ifdef __nvapi_undef__deref_inout_bcount_z + #undef __deref_inout_bcount_z + #undef __nvapi_undef__deref_inout_bcount_z +#endif +#ifdef __nvapi_undef__deref_inout_nz + #undef __deref_inout_nz + #undef __nvapi_undef__deref_inout_nz +#endif +#ifdef __nvapi_undef__deref_inout_ecount_nz + #undef __deref_inout_ecount_nz + #undef __nvapi_undef__deref_inout_ecount_nz +#endif +#ifdef __nvapi_undef__deref_inout_bcount_nz + #undef __deref_inout_bcount_nz + #undef __nvapi_undef__deref_inout_bcount_nz +#endif +#ifdef __nvapi_undef__deref_ecount_opt + #undef __deref_ecount_opt + #undef __nvapi_undef__deref_ecount_opt +#endif +#ifdef __nvapi_undef__deref_bcount_opt + #undef __deref_bcount_opt + #undef __nvapi_undef__deref_bcount_opt +#endif +#ifdef __nvapi_undef__deref_out_opt + #undef __deref_out_opt + #undef __nvapi_undef__deref_out_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_opt + #undef __deref_out_ecount_opt + #undef __nvapi_undef__deref_out_ecount_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_opt + #undef __deref_out_bcount_opt + #undef __nvapi_undef__deref_out_bcount_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_part_opt + #undef __deref_out_ecount_part_opt + #undef __nvapi_undef__deref_out_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_part_opt + #undef __deref_out_bcount_part_opt + #undef __nvapi_undef__deref_out_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_full_opt + #undef __deref_out_ecount_full_opt + #undef __nvapi_undef__deref_out_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_full_opt + #undef __deref_out_bcount_full_opt + #undef __nvapi_undef__deref_out_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_out_z_opt + #undef __deref_out_z_opt + #undef __nvapi_undef__deref_out_z_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_z_opt + #undef __deref_out_ecount_z_opt + #undef __nvapi_undef__deref_out_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_z_opt + #undef __deref_out_bcount_z_opt + #undef __nvapi_undef__deref_out_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_out_nz_opt + #undef __deref_out_nz_opt + #undef __nvapi_undef__deref_out_nz_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_nz_opt + #undef __deref_out_ecount_nz_opt + #undef __nvapi_undef__deref_out_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_nz_opt + #undef __deref_out_bcount_nz_opt + #undef __nvapi_undef__deref_out_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_inout_opt + #undef __deref_inout_opt + #undef __nvapi_undef__deref_inout_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_opt + #undef __deref_inout_ecount_opt + #undef __nvapi_undef__deref_inout_ecount_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_opt + #undef __deref_inout_bcount_opt + #undef __nvapi_undef__deref_inout_bcount_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_part_opt + #undef __deref_inout_ecount_part_opt + #undef __nvapi_undef__deref_inout_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_part_opt + #undef __deref_inout_bcount_part_opt + #undef __nvapi_undef__deref_inout_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_full_opt + #undef __deref_inout_ecount_full_opt + #undef __nvapi_undef__deref_inout_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_full_opt + #undef __deref_inout_bcount_full_opt + #undef __nvapi_undef__deref_inout_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_inout_z_opt + #undef __deref_inout_z_opt + #undef __nvapi_undef__deref_inout_z_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_z_opt + #undef __deref_inout_ecount_z_opt + #undef __nvapi_undef__deref_inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_z_opt + #undef __deref_inout_bcount_z_opt + #undef __nvapi_undef__deref_inout_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_inout_nz_opt + #undef __deref_inout_nz_opt + #undef __nvapi_undef__deref_inout_nz_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_nz_opt + #undef __deref_inout_ecount_nz_opt + #undef __nvapi_undef__deref_inout_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_nz_opt + #undef __deref_inout_bcount_nz_opt + #undef __nvapi_undef__deref_inout_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_ecount + #undef __deref_opt_ecount + #undef __nvapi_undef__deref_opt_ecount +#endif +#ifdef __nvapi_undef__deref_opt_bcount + #undef __deref_opt_bcount + #undef __nvapi_undef__deref_opt_bcount +#endif +#ifdef __nvapi_undef__deref_opt_out + #undef __deref_opt_out + #undef __nvapi_undef__deref_opt_out +#endif +#ifdef __nvapi_undef__deref_opt_out_z + #undef __deref_opt_out_z + #undef __nvapi_undef__deref_opt_out_z +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount + #undef __deref_opt_out_ecount + #undef __nvapi_undef__deref_opt_out_ecount +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount + #undef __deref_opt_out_bcount + #undef __nvapi_undef__deref_opt_out_bcount +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_part + #undef __deref_opt_out_ecount_part + #undef __nvapi_undef__deref_opt_out_ecount_part +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_part + #undef __deref_opt_out_bcount_part + #undef __nvapi_undef__deref_opt_out_bcount_part +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_full + #undef __deref_opt_out_ecount_full + #undef __nvapi_undef__deref_opt_out_ecount_full +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_full + #undef __deref_opt_out_bcount_full + #undef __nvapi_undef__deref_opt_out_bcount_full +#endif +#ifdef __nvapi_undef__deref_opt_inout + #undef __deref_opt_inout + #undef __nvapi_undef__deref_opt_inout +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount + #undef __deref_opt_inout_ecount + #undef __nvapi_undef__deref_opt_inout_ecount +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount + #undef __deref_opt_inout_bcount + #undef __nvapi_undef__deref_opt_inout_bcount +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_part + #undef __deref_opt_inout_ecount_part + #undef __nvapi_undef__deref_opt_inout_ecount_part +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_part + #undef __deref_opt_inout_bcount_part + #undef __nvapi_undef__deref_opt_inout_bcount_part +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_full + #undef __deref_opt_inout_ecount_full + #undef __nvapi_undef__deref_opt_inout_ecount_full +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_full + #undef __deref_opt_inout_bcount_full + #undef __nvapi_undef__deref_opt_inout_bcount_full +#endif +#ifdef __nvapi_undef__deref_opt_inout_z + #undef __deref_opt_inout_z + #undef __nvapi_undef__deref_opt_inout_z +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_z + #undef __deref_opt_inout_ecount_z + #undef __nvapi_undef__deref_opt_inout_ecount_z +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_z + #undef __deref_opt_inout_bcount_z + #undef __nvapi_undef__deref_opt_inout_bcount_z +#endif +#ifdef __nvapi_undef__deref_opt_inout_nz + #undef __deref_opt_inout_nz + #undef __nvapi_undef__deref_opt_inout_nz +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_nz + #undef __deref_opt_inout_ecount_nz + #undef __nvapi_undef__deref_opt_inout_ecount_nz +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_nz + #undef __deref_opt_inout_bcount_nz + #undef __nvapi_undef__deref_opt_inout_bcount_nz +#endif +#ifdef __nvapi_undef__deref_opt_ecount_opt + #undef __deref_opt_ecount_opt + #undef __nvapi_undef__deref_opt_ecount_opt +#endif +#ifdef __nvapi_undef__deref_opt_bcount_opt + #undef __deref_opt_bcount_opt + #undef __nvapi_undef__deref_opt_bcount_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_opt + #undef __deref_opt_out_opt + #undef __nvapi_undef__deref_opt_out_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_opt + #undef __deref_opt_out_ecount_opt + #undef __nvapi_undef__deref_opt_out_ecount_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_opt + #undef __deref_opt_out_bcount_opt + #undef __nvapi_undef__deref_opt_out_bcount_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_part_opt + #undef __deref_opt_out_ecount_part_opt + #undef __nvapi_undef__deref_opt_out_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_part_opt + #undef __deref_opt_out_bcount_part_opt + #undef __nvapi_undef__deref_opt_out_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_full_opt + #undef __deref_opt_out_ecount_full_opt + #undef __nvapi_undef__deref_opt_out_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_full_opt + #undef __deref_opt_out_bcount_full_opt + #undef __nvapi_undef__deref_opt_out_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_z_opt + #undef __deref_opt_out_z_opt + #undef __nvapi_undef__deref_opt_out_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_z_opt + #undef __deref_opt_out_ecount_z_opt + #undef __nvapi_undef__deref_opt_out_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_z_opt + #undef __deref_opt_out_bcount_z_opt + #undef __nvapi_undef__deref_opt_out_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_nz_opt + #undef __deref_opt_out_nz_opt + #undef __nvapi_undef__deref_opt_out_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_nz_opt + #undef __deref_opt_out_ecount_nz_opt + #undef __nvapi_undef__deref_opt_out_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_nz_opt + #undef __deref_opt_out_bcount_nz_opt + #undef __nvapi_undef__deref_opt_out_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_opt + #undef __deref_opt_inout_opt + #undef __nvapi_undef__deref_opt_inout_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_opt + #undef __deref_opt_inout_ecount_opt + #undef __nvapi_undef__deref_opt_inout_ecount_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_opt + #undef __deref_opt_inout_bcount_opt + #undef __nvapi_undef__deref_opt_inout_bcount_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_part_opt + #undef __deref_opt_inout_ecount_part_opt + #undef __nvapi_undef__deref_opt_inout_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_part_opt + #undef __deref_opt_inout_bcount_part_opt + #undef __nvapi_undef__deref_opt_inout_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_full_opt + #undef __deref_opt_inout_ecount_full_opt + #undef __nvapi_undef__deref_opt_inout_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_full_opt + #undef __deref_opt_inout_bcount_full_opt + #undef __nvapi_undef__deref_opt_inout_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_z_opt + #undef __deref_opt_inout_z_opt + #undef __nvapi_undef__deref_opt_inout_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_z_opt + #undef __deref_opt_inout_ecount_z_opt + #undef __nvapi_undef__deref_opt_inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_z_opt + #undef __deref_opt_inout_bcount_z_opt + #undef __nvapi_undef__deref_opt_inout_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_nz_opt + #undef __deref_opt_inout_nz_opt + #undef __nvapi_undef__deref_opt_inout_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_nz_opt + #undef __deref_opt_inout_ecount_nz_opt + #undef __nvapi_undef__deref_opt_inout_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_nz_opt + #undef __deref_opt_inout_bcount_nz_opt + #undef __nvapi_undef__deref_opt_inout_bcount_nz_opt +#endif +#ifdef __nvapi_success + #undef __success + #undef __nvapi_success +#endif +#ifdef __nvapi__Ret_notnull_ + #undef __nvapi__Ret_notnull_ + #undef _Ret_notnull_ +#endif +#ifdef __nvapi__Post_writable_byte_size_ + #undef __nvapi__Post_writable_byte_size_ + #undef _Post_writable_byte_size_ +#endif +#ifdef __nvapi_Outptr_ + #undef __nvapi_Outptr_ + #undef _Outptr_ +#endif + +#endif // __NVAPI_EMPTY_SAL diff --git a/src/imports/nvapi/nvapi_lite_salstart.h b/src/imports/nvapi/nvapi_lite_salstart.h new file mode 100644 index 0000000..453576f --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_salstart.h @@ -0,0 +1,812 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +// ==================================================== +// SAL related support +// ==================================================== + +#ifndef __ecount + #define __nvapi_undef__ecount + #define __ecount(size) +#endif +#ifndef __bcount + #define __nvapi_undef__bcount + #define __bcount(size) +#endif +#ifndef __in + #define __nvapi_undef__in + #define __in +#endif +#ifndef __in_ecount + #define __nvapi_undef__in_ecount + #define __in_ecount(size) +#endif +#ifndef __in_bcount + #define __nvapi_undef__in_bcount + #define __in_bcount(size) +#endif +#ifndef __in_z + #define __nvapi_undef__in_z + #define __in_z +#endif +#ifndef __in_ecount_z + #define __nvapi_undef__in_ecount_z + #define __in_ecount_z(size) +#endif +#ifndef __in_bcount_z + #define __nvapi_undef__in_bcount_z + #define __in_bcount_z(size) +#endif +#ifndef __in_nz + #define __nvapi_undef__in_nz + #define __in_nz +#endif +#ifndef __in_ecount_nz + #define __nvapi_undef__in_ecount_nz + #define __in_ecount_nz(size) +#endif +#ifndef __in_bcount_nz + #define __nvapi_undef__in_bcount_nz + #define __in_bcount_nz(size) +#endif +#ifndef __out + #define __nvapi_undef__out + #define __out +#endif +#ifndef __out_ecount + #define __nvapi_undef__out_ecount + #define __out_ecount(size) +#endif +#ifndef __out_bcount + #define __nvapi_undef__out_bcount + #define __out_bcount(size) +#endif +#ifndef __out_ecount_part + #define __nvapi_undef__out_ecount_part + #define __out_ecount_part(size,length) +#endif +#ifndef __out_bcount_part + #define __nvapi_undef__out_bcount_part + #define __out_bcount_part(size,length) +#endif +#ifndef __out_ecount_full + #define __nvapi_undef__out_ecount_full + #define __out_ecount_full(size) +#endif +#ifndef __out_bcount_full + #define __nvapi_undef__out_bcount_full + #define __out_bcount_full(size) +#endif +#ifndef __out_z + #define __nvapi_undef__out_z + #define __out_z +#endif +#ifndef __out_z_opt + #define __nvapi_undef__out_z_opt + #define __out_z_opt +#endif +#ifndef __out_ecount_z + #define __nvapi_undef__out_ecount_z + #define __out_ecount_z(size) +#endif +#ifndef __out_bcount_z + #define __nvapi_undef__out_bcount_z + #define __out_bcount_z(size) +#endif +#ifndef __out_ecount_part_z + #define __nvapi_undef__out_ecount_part_z + #define __out_ecount_part_z(size,length) +#endif +#ifndef __out_bcount_part_z + #define __nvapi_undef__out_bcount_part_z + #define __out_bcount_part_z(size,length) +#endif +#ifndef __out_ecount_full_z + #define __nvapi_undef__out_ecount_full_z + #define __out_ecount_full_z(size) +#endif +#ifndef __out_bcount_full_z + #define __nvapi_undef__out_bcount_full_z + #define __out_bcount_full_z(size) +#endif +#ifndef __out_nz + #define __nvapi_undef__out_nz + #define __out_nz +#endif +#ifndef __out_nz_opt + #define __nvapi_undef__out_nz_opt + #define __out_nz_opt +#endif +#ifndef __out_ecount_nz + #define __nvapi_undef__out_ecount_nz + #define __out_ecount_nz(size) +#endif +#ifndef __out_bcount_nz + #define __nvapi_undef__out_bcount_nz + #define __out_bcount_nz(size) +#endif +#ifndef __inout + #define __nvapi_undef__inout + #define __inout +#endif +#ifndef __inout_ecount + #define __nvapi_undef__inout_ecount + #define __inout_ecount(size) +#endif +#ifndef __inout_bcount + #define __nvapi_undef__inout_bcount + #define __inout_bcount(size) +#endif +#ifndef __inout_ecount_part + #define __nvapi_undef__inout_ecount_part + #define __inout_ecount_part(size,length) +#endif +#ifndef __inout_bcount_part + #define __nvapi_undef__inout_bcount_part + #define __inout_bcount_part(size,length) +#endif +#ifndef __inout_ecount_full + #define __nvapi_undef__inout_ecount_full + #define __inout_ecount_full(size) +#endif +#ifndef __inout_bcount_full + #define __nvapi_undef__inout_bcount_full + #define __inout_bcount_full(size) +#endif +#ifndef __inout_z + #define __nvapi_undef__inout_z + #define __inout_z +#endif +#ifndef __inout_ecount_z + #define __nvapi_undef__inout_ecount_z + #define __inout_ecount_z(size) +#endif +#ifndef __inout_bcount_z + #define __nvapi_undef__inout_bcount_z + #define __inout_bcount_z(size) +#endif +#ifndef __inout_nz + #define __nvapi_undef__inout_nz + #define __inout_nz +#endif +#ifndef __inout_ecount_nz + #define __nvapi_undef__inout_ecount_nz + #define __inout_ecount_nz(size) +#endif +#ifndef __inout_bcount_nz + #define __nvapi_undef__inout_bcount_nz + #define __inout_bcount_nz(size) +#endif +#ifndef __ecount_opt + #define __nvapi_undef__ecount_opt + #define __ecount_opt(size) +#endif +#ifndef __bcount_opt + #define __nvapi_undef__bcount_opt + #define __bcount_opt(size) +#endif +#ifndef __in_opt + #define __nvapi_undef__in_opt + #define __in_opt +#endif +#ifndef __in_ecount_opt + #define __nvapi_undef__in_ecount_opt + #define __in_ecount_opt(size) +#endif +#ifndef __in_bcount_opt + #define __nvapi_undef__in_bcount_opt + #define __in_bcount_opt(size) +#endif +#ifndef __in_z_opt + #define __nvapi_undef__in_z_opt + #define __in_z_opt +#endif +#ifndef __in_ecount_z_opt + #define __nvapi_undef__in_ecount_z_opt + #define __in_ecount_z_opt(size) +#endif +#ifndef __in_bcount_z_opt + #define __nvapi_undef__in_bcount_z_opt + #define __in_bcount_z_opt(size) +#endif +#ifndef __in_nz_opt + #define __nvapi_undef__in_nz_opt + #define __in_nz_opt +#endif +#ifndef __in_ecount_nz_opt + #define __nvapi_undef__in_ecount_nz_opt + #define __in_ecount_nz_opt(size) +#endif +#ifndef __in_bcount_nz_opt + #define __nvapi_undef__in_bcount_nz_opt + #define __in_bcount_nz_opt(size) +#endif +#ifndef __out_opt + #define __nvapi_undef__out_opt + #define __out_opt +#endif +#ifndef __out_ecount_opt + #define __nvapi_undef__out_ecount_opt + #define __out_ecount_opt(size) +#endif +#ifndef __out_bcount_opt + #define __nvapi_undef__out_bcount_opt + #define __out_bcount_opt(size) +#endif +#ifndef __out_ecount_part_opt + #define __nvapi_undef__out_ecount_part_opt + #define __out_ecount_part_opt(size,length) +#endif +#ifndef __out_bcount_part_opt + #define __nvapi_undef__out_bcount_part_opt + #define __out_bcount_part_opt(size,length) +#endif +#ifndef __out_ecount_full_opt + #define __nvapi_undef__out_ecount_full_opt + #define __out_ecount_full_opt(size) +#endif +#ifndef __out_bcount_full_opt + #define __nvapi_undef__out_bcount_full_opt + #define __out_bcount_full_opt(size) +#endif +#ifndef __out_ecount_z_opt + #define __nvapi_undef__out_ecount_z_opt + #define __out_ecount_z_opt(size) +#endif +#ifndef __out_bcount_z_opt + #define __nvapi_undef__out_bcount_z_opt + #define __out_bcount_z_opt(size) +#endif +#ifndef __out_ecount_part_z_opt + #define __nvapi_undef__out_ecount_part_z_opt + #define __out_ecount_part_z_opt(size,length) +#endif +#ifndef __out_bcount_part_z_opt + #define __nvapi_undef__out_bcount_part_z_opt + #define __out_bcount_part_z_opt(size,length) +#endif +#ifndef __out_ecount_full_z_opt + #define __nvapi_undef__out_ecount_full_z_opt + #define __out_ecount_full_z_opt(size) +#endif +#ifndef __out_bcount_full_z_opt + #define __nvapi_undef__out_bcount_full_z_opt + #define __out_bcount_full_z_opt(size) +#endif +#ifndef __out_ecount_nz_opt + #define __nvapi_undef__out_ecount_nz_opt + #define __out_ecount_nz_opt(size) +#endif +#ifndef __out_bcount_nz_opt + #define __nvapi_undef__out_bcount_nz_opt + #define __out_bcount_nz_opt(size) +#endif +#ifndef __inout_opt + #define __nvapi_undef__inout_opt + #define __inout_opt +#endif +#ifndef __inout_ecount_opt + #define __nvapi_undef__inout_ecount_opt + #define __inout_ecount_opt(size) +#endif +#ifndef __inout_bcount_opt + #define __nvapi_undef__inout_bcount_opt + #define __inout_bcount_opt(size) +#endif +#ifndef __inout_ecount_part_opt + #define __nvapi_undef__inout_ecount_part_opt + #define __inout_ecount_part_opt(size,length) +#endif +#ifndef __inout_bcount_part_opt + #define __nvapi_undef__inout_bcount_part_opt + #define __inout_bcount_part_opt(size,length) +#endif +#ifndef __inout_ecount_full_opt + #define __nvapi_undef__inout_ecount_full_opt + #define __inout_ecount_full_opt(size) +#endif +#ifndef __inout_bcount_full_opt + #define __nvapi_undef__inout_bcount_full_opt + #define __inout_bcount_full_opt(size) +#endif +#ifndef __inout_z_opt + #define __nvapi_undef__inout_z_opt + #define __inout_z_opt +#endif +#ifndef __inout_ecount_z_opt + #define __nvapi_undef__inout_ecount_z_opt + #define __inout_ecount_z_opt(size) +#endif +#ifndef __inout_ecount_z_opt + #define __nvapi_undef__inout_ecount_z_opt + #define __inout_ecount_z_opt(size) +#endif +#ifndef __inout_bcount_z_opt + #define __nvapi_undef__inout_bcount_z_opt + #define __inout_bcount_z_opt(size) +#endif +#ifndef __inout_nz_opt + #define __nvapi_undef__inout_nz_opt + #define __inout_nz_opt +#endif +#ifndef __inout_ecount_nz_opt + #define __nvapi_undef__inout_ecount_nz_opt + #define __inout_ecount_nz_opt(size) +#endif +#ifndef __inout_bcount_nz_opt + #define __nvapi_undef__inout_bcount_nz_opt + #define __inout_bcount_nz_opt(size) +#endif +#ifndef __deref_ecount + #define __nvapi_undef__deref_ecount + #define __deref_ecount(size) +#endif +#ifndef __deref_bcount + #define __nvapi_undef__deref_bcount + #define __deref_bcount(size) +#endif +#ifndef __deref_out + #define __nvapi_undef__deref_out + #define __deref_out +#endif +#ifndef __deref_out_ecount + #define __nvapi_undef__deref_out_ecount + #define __deref_out_ecount(size) +#endif +#ifndef __deref_out_bcount + #define __nvapi_undef__deref_out_bcount + #define __deref_out_bcount(size) +#endif +#ifndef __deref_out_ecount_part + #define __nvapi_undef__deref_out_ecount_part + #define __deref_out_ecount_part(size,length) +#endif +#ifndef __deref_out_bcount_part + #define __nvapi_undef__deref_out_bcount_part + #define __deref_out_bcount_part(size,length) +#endif +#ifndef __deref_out_ecount_full + #define __nvapi_undef__deref_out_ecount_full + #define __deref_out_ecount_full(size) +#endif +#ifndef __deref_out_bcount_full + #define __nvapi_undef__deref_out_bcount_full + #define __deref_out_bcount_full(size) +#endif +#ifndef __deref_out_z + #define __nvapi_undef__deref_out_z + #define __deref_out_z +#endif +#ifndef __deref_out_ecount_z + #define __nvapi_undef__deref_out_ecount_z + #define __deref_out_ecount_z(size) +#endif +#ifndef __deref_out_bcount_z + #define __nvapi_undef__deref_out_bcount_z + #define __deref_out_bcount_z(size) +#endif +#ifndef __deref_out_nz + #define __nvapi_undef__deref_out_nz + #define __deref_out_nz +#endif +#ifndef __deref_out_ecount_nz + #define __nvapi_undef__deref_out_ecount_nz + #define __deref_out_ecount_nz(size) +#endif +#ifndef __deref_out_bcount_nz + #define __nvapi_undef__deref_out_bcount_nz + #define __deref_out_bcount_nz(size) +#endif +#ifndef __deref_inout + #define __nvapi_undef__deref_inout + #define __deref_inout +#endif +#ifndef __deref_inout_z + #define __nvapi_undef__deref_inout_z + #define __deref_inout_z +#endif +#ifndef __deref_inout_ecount + #define __nvapi_undef__deref_inout_ecount + #define __deref_inout_ecount(size) +#endif +#ifndef __deref_inout_bcount + #define __nvapi_undef__deref_inout_bcount + #define __deref_inout_bcount(size) +#endif +#ifndef __deref_inout_ecount_part + #define __nvapi_undef__deref_inout_ecount_part + #define __deref_inout_ecount_part(size,length) +#endif +#ifndef __deref_inout_bcount_part + #define __nvapi_undef__deref_inout_bcount_part + #define __deref_inout_bcount_part(size,length) +#endif +#ifndef __deref_inout_ecount_full + #define __nvapi_undef__deref_inout_ecount_full + #define __deref_inout_ecount_full(size) +#endif +#ifndef __deref_inout_bcount_full + #define __nvapi_undef__deref_inout_bcount_full + #define __deref_inout_bcount_full(size) +#endif +#ifndef __deref_inout_z + #define __nvapi_undef__deref_inout_z + #define __deref_inout_z +#endif +#ifndef __deref_inout_ecount_z + #define __nvapi_undef__deref_inout_ecount_z + #define __deref_inout_ecount_z(size) +#endif +#ifndef __deref_inout_bcount_z + #define __nvapi_undef__deref_inout_bcount_z + #define __deref_inout_bcount_z(size) +#endif +#ifndef __deref_inout_nz + #define __nvapi_undef__deref_inout_nz + #define __deref_inout_nz +#endif +#ifndef __deref_inout_ecount_nz + #define __nvapi_undef__deref_inout_ecount_nz + #define __deref_inout_ecount_nz(size) +#endif +#ifndef __deref_inout_bcount_nz + #define __nvapi_undef__deref_inout_bcount_nz + #define __deref_inout_bcount_nz(size) +#endif +#ifndef __deref_ecount_opt + #define __nvapi_undef__deref_ecount_opt + #define __deref_ecount_opt(size) +#endif +#ifndef __deref_bcount_opt + #define __nvapi_undef__deref_bcount_opt + #define __deref_bcount_opt(size) +#endif +#ifndef __deref_out_opt + #define __nvapi_undef__deref_out_opt + #define __deref_out_opt +#endif +#ifndef __deref_out_ecount_opt + #define __nvapi_undef__deref_out_ecount_opt + #define __deref_out_ecount_opt(size) +#endif +#ifndef __deref_out_bcount_opt + #define __nvapi_undef__deref_out_bcount_opt + #define __deref_out_bcount_opt(size) +#endif +#ifndef __deref_out_ecount_part_opt + #define __nvapi_undef__deref_out_ecount_part_opt + #define __deref_out_ecount_part_opt(size,length) +#endif +#ifndef __deref_out_bcount_part_opt + #define __nvapi_undef__deref_out_bcount_part_opt + #define __deref_out_bcount_part_opt(size,length) +#endif +#ifndef __deref_out_ecount_full_opt + #define __nvapi_undef__deref_out_ecount_full_opt + #define __deref_out_ecount_full_opt(size) +#endif +#ifndef __deref_out_bcount_full_opt + #define __nvapi_undef__deref_out_bcount_full_opt + #define __deref_out_bcount_full_opt(size) +#endif +#ifndef __deref_out_z_opt + #define __nvapi_undef__deref_out_z_opt + #define __deref_out_z_opt +#endif +#ifndef __deref_out_ecount_z_opt + #define __nvapi_undef__deref_out_ecount_z_opt + #define __deref_out_ecount_z_opt(size) +#endif +#ifndef __deref_out_bcount_z_opt + #define __nvapi_undef__deref_out_bcount_z_opt + #define __deref_out_bcount_z_opt(size) +#endif +#ifndef __deref_out_nz_opt + #define __nvapi_undef__deref_out_nz_opt + #define __deref_out_nz_opt +#endif +#ifndef __deref_out_ecount_nz_opt + #define __nvapi_undef__deref_out_ecount_nz_opt + #define __deref_out_ecount_nz_opt(size) +#endif +#ifndef __deref_out_bcount_nz_opt + #define __nvapi_undef__deref_out_bcount_nz_opt + #define __deref_out_bcount_nz_opt(size) +#endif +#ifndef __deref_inout_opt + #define __nvapi_undef__deref_inout_opt + #define __deref_inout_opt +#endif +#ifndef __deref_inout_ecount_opt + #define __nvapi_undef__deref_inout_ecount_opt + #define __deref_inout_ecount_opt(size) +#endif +#ifndef __deref_inout_bcount_opt + #define __nvapi_undef__deref_inout_bcount_opt + #define __deref_inout_bcount_opt(size) +#endif +#ifndef __deref_inout_ecount_part_opt + #define __nvapi_undef__deref_inout_ecount_part_opt + #define __deref_inout_ecount_part_opt(size,length) +#endif +#ifndef __deref_inout_bcount_part_opt + #define __nvapi_undef__deref_inout_bcount_part_opt + #define __deref_inout_bcount_part_opt(size,length) +#endif +#ifndef __deref_inout_ecount_full_opt + #define __nvapi_undef__deref_inout_ecount_full_opt + #define __deref_inout_ecount_full_opt(size) +#endif +#ifndef __deref_inout_bcount_full_opt + #define __nvapi_undef__deref_inout_bcount_full_opt + #define __deref_inout_bcount_full_opt(size) +#endif +#ifndef __deref_inout_z_opt + #define __nvapi_undef__deref_inout_z_opt + #define __deref_inout_z_opt +#endif +#ifndef __deref_inout_ecount_z_opt + #define __nvapi_undef__deref_inout_ecount_z_opt + #define __deref_inout_ecount_z_opt(size) +#endif +#ifndef __deref_inout_bcount_z_opt + #define __nvapi_undef__deref_inout_bcount_z_opt + #define __deref_inout_bcount_z_opt(size) +#endif +#ifndef __deref_inout_nz_opt + #define __nvapi_undef__deref_inout_nz_opt + #define __deref_inout_nz_opt +#endif +#ifndef __deref_inout_ecount_nz_opt + #define __nvapi_undef__deref_inout_ecount_nz_opt + #define __deref_inout_ecount_nz_opt(size) +#endif +#ifndef __deref_inout_bcount_nz_opt + #define __nvapi_undef__deref_inout_bcount_nz_opt + #define __deref_inout_bcount_nz_opt(size) +#endif +#ifndef __deref_opt_ecount + #define __nvapi_undef__deref_opt_ecount + #define __deref_opt_ecount(size) +#endif +#ifndef __deref_opt_bcount + #define __nvapi_undef__deref_opt_bcount + #define __deref_opt_bcount(size) +#endif +#ifndef __deref_opt_out + #define __nvapi_undef__deref_opt_out + #define __deref_opt_out +#endif +#ifndef __deref_opt_out_z + #define __nvapi_undef__deref_opt_out_z + #define __deref_opt_out_z +#endif +#ifndef __deref_opt_out_ecount + #define __nvapi_undef__deref_opt_out_ecount + #define __deref_opt_out_ecount(size) +#endif +#ifndef __deref_opt_out_bcount + #define __nvapi_undef__deref_opt_out_bcount + #define __deref_opt_out_bcount(size) +#endif +#ifndef __deref_opt_out_ecount_part + #define __nvapi_undef__deref_opt_out_ecount_part + #define __deref_opt_out_ecount_part(size,length) +#endif +#ifndef __deref_opt_out_bcount_part + #define __nvapi_undef__deref_opt_out_bcount_part + #define __deref_opt_out_bcount_part(size,length) +#endif +#ifndef __deref_opt_out_ecount_full + #define __nvapi_undef__deref_opt_out_ecount_full + #define __deref_opt_out_ecount_full(size) +#endif +#ifndef __deref_opt_out_bcount_full + #define __nvapi_undef__deref_opt_out_bcount_full + #define __deref_opt_out_bcount_full(size) +#endif +#ifndef __deref_opt_inout + #define __nvapi_undef__deref_opt_inout + #define __deref_opt_inout +#endif +#ifndef __deref_opt_inout_ecount + #define __nvapi_undef__deref_opt_inout_ecount + #define __deref_opt_inout_ecount(size) +#endif +#ifndef __deref_opt_inout_bcount + #define __nvapi_undef__deref_opt_inout_bcount + #define __deref_opt_inout_bcount(size) +#endif +#ifndef __deref_opt_inout_ecount_part + #define __nvapi_undef__deref_opt_inout_ecount_part + #define __deref_opt_inout_ecount_part(size,length) +#endif +#ifndef __deref_opt_inout_bcount_part + #define __nvapi_undef__deref_opt_inout_bcount_part + #define __deref_opt_inout_bcount_part(size,length) +#endif +#ifndef __deref_opt_inout_ecount_full + #define __nvapi_undef__deref_opt_inout_ecount_full + #define __deref_opt_inout_ecount_full(size) +#endif +#ifndef __deref_opt_inout_bcount_full + #define __nvapi_undef__deref_opt_inout_bcount_full + #define __deref_opt_inout_bcount_full(size) +#endif +#ifndef __deref_opt_inout_z + #define __nvapi_undef__deref_opt_inout_z + #define __deref_opt_inout_z +#endif +#ifndef __deref_opt_inout_ecount_z + #define __nvapi_undef__deref_opt_inout_ecount_z + #define __deref_opt_inout_ecount_z(size) +#endif +#ifndef __deref_opt_inout_bcount_z + #define __nvapi_undef__deref_opt_inout_bcount_z + #define __deref_opt_inout_bcount_z(size) +#endif +#ifndef __deref_opt_inout_nz + #define __nvapi_undef__deref_opt_inout_nz + #define __deref_opt_inout_nz +#endif +#ifndef __deref_opt_inout_ecount_nz + #define __nvapi_undef__deref_opt_inout_ecount_nz + #define __deref_opt_inout_ecount_nz(size) +#endif +#ifndef __deref_opt_inout_bcount_nz + #define __nvapi_undef__deref_opt_inout_bcount_nz + #define __deref_opt_inout_bcount_nz(size) +#endif +#ifndef __deref_opt_ecount_opt + #define __nvapi_undef__deref_opt_ecount_opt + #define __deref_opt_ecount_opt(size) +#endif +#ifndef __deref_opt_bcount_opt + #define __nvapi_undef__deref_opt_bcount_opt + #define __deref_opt_bcount_opt(size) +#endif +#ifndef __deref_opt_out_opt + #define __nvapi_undef__deref_opt_out_opt + #define __deref_opt_out_opt +#endif +#ifndef __deref_opt_out_ecount_opt + #define __nvapi_undef__deref_opt_out_ecount_opt + #define __deref_opt_out_ecount_opt(size) +#endif +#ifndef __deref_opt_out_bcount_opt + #define __nvapi_undef__deref_opt_out_bcount_opt + #define __deref_opt_out_bcount_opt(size) +#endif +#ifndef __deref_opt_out_ecount_part_opt + #define __nvapi_undef__deref_opt_out_ecount_part_opt + #define __deref_opt_out_ecount_part_opt(size,length) +#endif +#ifndef __deref_opt_out_bcount_part_opt + #define __nvapi_undef__deref_opt_out_bcount_part_opt + #define __deref_opt_out_bcount_part_opt(size,length) +#endif +#ifndef __deref_opt_out_ecount_full_opt + #define __nvapi_undef__deref_opt_out_ecount_full_opt + #define __deref_opt_out_ecount_full_opt(size) +#endif +#ifndef __deref_opt_out_bcount_full_opt + #define __nvapi_undef__deref_opt_out_bcount_full_opt + #define __deref_opt_out_bcount_full_opt(size) +#endif +#ifndef __deref_opt_out_z_opt + #define __nvapi_undef__deref_opt_out_z_opt + #define __deref_opt_out_z_opt +#endif +#ifndef __deref_opt_out_ecount_z_opt + #define __nvapi_undef__deref_opt_out_ecount_z_opt + #define __deref_opt_out_ecount_z_opt(size) +#endif +#ifndef __deref_opt_out_bcount_z_opt + #define __nvapi_undef__deref_opt_out_bcount_z_opt + #define __deref_opt_out_bcount_z_opt(size) +#endif +#ifndef __deref_opt_out_nz_opt + #define __nvapi_undef__deref_opt_out_nz_opt + #define __deref_opt_out_nz_opt +#endif +#ifndef __deref_opt_out_ecount_nz_opt + #define __nvapi_undef__deref_opt_out_ecount_nz_opt + #define __deref_opt_out_ecount_nz_opt(size) +#endif +#ifndef __deref_opt_out_bcount_nz_opt + #define __nvapi_undef__deref_opt_out_bcount_nz_opt + #define __deref_opt_out_bcount_nz_opt(size) +#endif +#ifndef __deref_opt_inout_opt + #define __nvapi_undef__deref_opt_inout_opt + #define __deref_opt_inout_opt +#endif +#ifndef __deref_opt_inout_ecount_opt + #define __nvapi_undef__deref_opt_inout_ecount_opt + #define __deref_opt_inout_ecount_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_opt + #define __nvapi_undef__deref_opt_inout_bcount_opt + #define __deref_opt_inout_bcount_opt(size) +#endif +#ifndef __deref_opt_inout_ecount_part_opt + #define __nvapi_undef__deref_opt_inout_ecount_part_opt + #define __deref_opt_inout_ecount_part_opt(size,length) +#endif +#ifndef __deref_opt_inout_bcount_part_opt + #define __nvapi_undef__deref_opt_inout_bcount_part_opt + #define __deref_opt_inout_bcount_part_opt(size,length) +#endif +#ifndef __deref_opt_inout_ecount_full_opt + #define __nvapi_undef__deref_opt_inout_ecount_full_opt + #define __deref_opt_inout_ecount_full_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_full_opt + #define __nvapi_undef__deref_opt_inout_bcount_full_opt + #define __deref_opt_inout_bcount_full_opt(size) +#endif +#ifndef __deref_opt_inout_z_opt + #define __nvapi_undef__deref_opt_inout_z_opt + #define __deref_opt_inout_z_opt +#endif +#ifndef __deref_opt_inout_ecount_z_opt + #define __nvapi_undef__deref_opt_inout_ecount_z_opt + #define __deref_opt_inout_ecount_z_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_z_opt + #define __nvapi_undef__deref_opt_inout_bcount_z_opt + #define __deref_opt_inout_bcount_z_opt(size) +#endif +#ifndef __deref_opt_inout_nz_opt + #define __nvapi_undef__deref_opt_inout_nz_opt + #define __deref_opt_inout_nz_opt +#endif +#ifndef __deref_opt_inout_ecount_nz_opt + #define __nvapi_undef__deref_opt_inout_ecount_nz_opt + #define __deref_opt_inout_ecount_nz_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_nz_opt + #define __nvapi_undef__deref_opt_inout_bcount_nz_opt + #define __deref_opt_inout_bcount_nz_opt(size) +#endif +#ifndef __success + #define __nvapi_success + #define __success(epxr) +#endif +#ifndef _Ret_notnull_ + #define __nvapi__Ret_notnull_ + #define _Ret_notnull_ +#endif +#ifndef _Post_writable_byte_size_ + #define __nvapi__Post_writable_byte_size_ + #define _Post_writable_byte_size_(n) +#endif +#ifndef _Outptr_ + #define __nvapi_Outptr_ + #define _Outptr_ +#endif + +#define NVAPI_INTERFACE extern __success(return == NVAPI_OK) NvAPI_Status __cdecl diff --git a/src/imports/nvapi/nvapi_lite_sli.h b/src/imports/nvapi/nvapi_lite_sli.h new file mode 100644 index 0000000..0ceff5b --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_sli.h @@ -0,0 +1,247 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +//----------------------------------------------------------------------------- +// DirectX APIs +//----------------------------------------------------------------------------- + + +//! \ingroup dx +//! Used in NvAPI_D3D10_GetCurrentSLIState(), and NvAPI_D3D_GetCurrentSLIState(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 maxNumAFRGroups; //!< [OUT] The maximum possible value of numAFRGroups + NvU32 numAFRGroups; //!< [OUT] The number of AFR groups enabled in the system + NvU32 currentAFRIndex; //!< [OUT] The AFR group index for the frame currently being rendered + NvU32 nextFrameAFRIndex; //!< [OUT] What the AFR group index will be for the next frame (i.e. after calling Present) + NvU32 previousFrameAFRIndex; //!< [OUT] The AFR group index that was used for the previous frame (~0 if more than one frame has not been rendered yet) + NvU32 bIsCurAFRGroupNew; //!< [OUT] Boolean: Is this frame the first time running on the current AFR group + +} NV_GET_CURRENT_SLI_STATE_V1; + +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 maxNumAFRGroups; //!< [OUT] The maximum possible value of numAFRGroups + NvU32 numAFRGroups; //!< [OUT] The number of AFR groups enabled in the system + NvU32 currentAFRIndex; //!< [OUT] The AFR group index for the frame currently being rendered + NvU32 nextFrameAFRIndex; //!< [OUT] What the AFR group index will be for the next frame (i.e. after calling Present) + NvU32 previousFrameAFRIndex; //!< [OUT] The AFR group index that was used for the previous frame (~0 if more than one frame has not been rendered yet) + NvU32 bIsCurAFRGroupNew; //!< [OUT] Boolean: Is this frame the first time running on the current AFR group + NvU32 numVRSLIGpus; //!< [OUT] The number of GPUs used in VR-SLI. If it is 0 VR-SLI is not active + +} NV_GET_CURRENT_SLI_STATE_V2; + +//! \ingroup dx +#define NV_GET_CURRENT_SLI_STATE_VER1 MAKE_NVAPI_VERSION(NV_GET_CURRENT_SLI_STATE_V1,1) +#define NV_GET_CURRENT_SLI_STATE_VER2 MAKE_NVAPI_VERSION(NV_GET_CURRENT_SLI_STATE_V2,1) +#define NV_GET_CURRENT_SLI_STATE_VER NV_GET_CURRENT_SLI_STATE_VER2 +#define NV_GET_CURRENT_SLI_STATE NV_GET_CURRENT_SLI_STATE_V2 +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetCurrentSLIState +// +//! DESCRIPTION: This function returns the current SLI state for the specified device. The structure +//! contains the number of AFR groups, the current AFR group index, +//! and what the AFR group index will be for the next frame. \p +//! pDevice can be either a IDirect3DDevice9 or ID3D10Device pointer. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 173 +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Error occurred +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetCurrentSLIState(IUnknown *pDevice, NV_GET_CURRENT_SLI_STATE *pSliState); +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetResourceHint +// +//! \fn NvAPI_D3D_SetResourceHint(IUnknown *pDev, NVDX_ObjectHandle obj, +//! NVAPI_D3D_SETRESOURCEHINT_CATEGORY dwHintCategory, +//! NvU32 dwHintName, +//! NvU32 *pdwHintValue) +//! +//! DESCRIPTION: This is a general purpose function for passing down various resource +//! related hints to the driver. Hints are divided into categories +//! and types within each category. For DX11 devices this function is free-threaded. +//! An application is responsible to complete this call before making use of the resource +//! in a rendering context (therefore applying inter-thread synchronization as appropriate). +//! As a debug help to an application the driver enforces that a resource in this call was never bound. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pDev The ID3D10Device or IDirect3DDevice9 that is a using the resource +//! \param [in] obj Previously obtained HV resource handle +//! \param [in] dwHintCategory Category of the hints +//! \param [in] dwHintName A hint within this category +//! \param [in/out] *pdwHintValue Pointer to location containing hint value, function returns previous hint value in this slot +//! +//! \return an int which could be an NvAPI status or DX HRESULT code +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_INVALID_ARGUMENT +//! \retval ::NVAPI_INVALID_CALL It is illegal to change a hint dynamically when the resource is already bound. +// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dx +//! Valid categories for NvAPI_D3D_SetResourceHint() +typedef enum _NVAPI_D3D_SETRESOURCEHINT_CATEGORY +{ + NVAPI_D3D_SRH_CATEGORY_SLI = 1 +} NVAPI_D3D_SETRESOURCEHINT_CATEGORY; + + +// +// NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC: +// NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USING: +// NVAPI_D3D_SRH_SLI_RESPECT_DRIVER_INTERFRAME_CONTENT_SYNC: + + +//! \ingroup dx +//! Types of SLI hints; \n +//! NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC: Valid values : 0 or 1 \n +//! Default value: 0 \n +//! Explanation: If the value is 1, the driver will not track any rendering operations that would mark this resource as dirty, +//! avoiding any form of synchronization across frames rendered in parallel in multiple GPUs in AFR mode. +//! +//! NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USAGE: Valid values : 0 or 1 \n +//! Default value: 0 \n +//! Explanation: If the value is 1, the driver will try to perform operations which involved target resource in broadcast, +//! where it's possible. Hint is static and must be set before resource starts using. +//! +//! NVAPI_D3D_SRH_SLI_RESPECT_DRIVER_INTERFRAME_CONTENT_SYNC: Valid values : 0 or 1 \n +//! Default value: 0 \n +//! Explanation: If the value is 1, the driver will do dirty resource resolve regardless of discard flags in the application profile or +//! AFR-FriendlyD3DHints.exe name using. +//! +typedef enum _NVAPI_D3D_SETRESOURCEHINT_SLI +{ + NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC = 1, + NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USAGE = 2, + NVAPI_D3D_SRH_SLI_RESPECT_DRIVER_INTERFRAME_CONTENT_SYNC = 3 +} NVAPI_D3D_SETRESOURCEHINT_SLI; + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D_SetResourceHint(IUnknown *pDev, NVDX_ObjectHandle obj, + NVAPI_D3D_SETRESOURCEHINT_CATEGORY dwHintCategory, + NvU32 dwHintName, + NvU32 *pdwHintValue); +#endif //defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_BeginResourceRendering +// +//! \fn NvAPI_D3D_BeginResourceRendering(IUnknown *pDeviceOrContext, NVDX_ObjectHandle obj, NvU32 Flags) +//! DESCRIPTION: This function tells the driver that the resource will begin to receive updates. It must be used in combination with NvAPI_D3D_EndResourceRendering(). +//! The primary use of this function is allow the driver to initiate early inter-frame synchronization of resources while running in AFR SLI mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pDev IDirect3DDevice9, ID3D10Device, ID3D11Device or ID3D11DeviceContext that is using the resource +//! \param [in] obj Previously obtained HV resource handle +//! \param [in] Flags The flags for functionality applied to resource while being used. +//! +//! \retval ::NVAPI_OK Function succeeded, if used properly and driver can initiate proper sync'ing of the resources. +//! \retval ::NVAPI_INVALID_ARGUMENT Bad argument(s) or invalid flag values +//! \retval ::NVAPI_INVALID_CALL Mismatched begin/end calls +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dx +//! Used in NvAPI_D3D_BeginResourceRendering(). +typedef enum _NVAPI_D3D_RESOURCERENDERING_FLAG +{ + NVAPI_D3D_RR_FLAG_DEFAULTS = 0x00000000, //!< All bits set to 0 are defaults. + NVAPI_D3D_RR_FLAG_FORCE_DISCARD_CONTENT = 0x00000001, //!< (bit 0) The flag forces to discard previous content of the resource regardless of the NvApiHints_Sli_Disable_InterframeSync hint + NVAPI_D3D_RR_FLAG_FORCE_KEEP_CONTENT = 0x00000002, //!< (bit 1) The flag forces to respect previous content of the resource regardless of the NvApiHints_Sli_Disable_InterframeSync hint + NVAPI_D3D_RR_FLAG_MULTI_FRAME = 0x00000004 //!< (bit 2) The flag hints the driver that content will be used for many frames. If not specified then the driver assumes that content is used only on the next frame +} NVAPI_D3D_RESOURCERENDERING_FLAG; + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D_BeginResourceRendering(IUnknown *pDeviceOrContext, NVDX_ObjectHandle obj, NvU32 Flags); + +#endif //defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_EndResourceRendering +// +//! DESCRIPTION: This function tells the driver that the resource is done receiving updates. It must be used in combination with +//! NvAPI_D3D_BeginResourceRendering(). +//! The primary use of this function is allow the driver to initiate early inter-frame syncs of resources while running in AFR SLI mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pDev IDirect3DDevice9, ID3D10Device, ID3D11Device or ID3D11DeviceContext that is using the resource +//! \param [in] obj Previously obtained HV resource handle +//! \param [in] Flags Reserved, must be zero +// +//! \retval ::NVAPI_OK Function succeeded, if used properly and driver can initiate proper sync'ing of the resources. +//! \retval ::NVAPI_INVALID_ARGUMENT Bad argument(s) or invalid flag values +//! \retval ::NVAPI_INVALID_CALL Mismatched begin/end calls +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_EndResourceRendering(IUnknown *pDeviceOrContext, NVDX_ObjectHandle obj, NvU32 Flags); +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_stereo.h b/src/imports/nvapi/nvapi_lite_stereo.h new file mode 100644 index 0000000..cce50d6 --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_stereo.h @@ -0,0 +1,592 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Enable +// +//! DESCRIPTION: This APU enables stereo mode in the registry. +//! Calls to this function affect the entire system. +//! If stereo is not enabled, then calls to functions that require that stereo is enabled have no effect, +//! and will return the appropriate error code. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \retval ::NVAPI_OK Stereo is now enabled. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Enable(void); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Disable +// +//! DESCRIPTION: This API disables stereo mode in the registry. +//! Calls to this function affect the entire system. +//! If stereo is not enabled, then calls to functions that require that stereo is enabled have no effect, +//! and will return the appropriate error code. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \retval ::NVAPI_OK Stereo is now disabled. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Disable(void); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_IsEnabled +// +//! DESCRIPTION: This API checks if stereo mode is enabled in the registry. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [out] pIsStereoEnabled Address where the result of the inquiry will be placed. +//! +//! \retval ::NVAPI_OK Check was sucessfully completed and result reflects current state of stereo availability. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_IsEnabled(NvU8 *pIsStereoEnabled); +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__)|| defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_CreateHandleFromIUnknown +// +//! DESCRIPTION: This API creates a stereo handle that is used in subsequent calls related to a given device interface. +//! This must be called before any other NvAPI_Stereo_ function for that handle. +//! Multiple devices can be used at one time using multiple calls to this function (one per each device). +//! +//! HOW TO USE: After the Direct3D device is created, create the stereo handle. +//! On call success: +//! -# Use all other NvAPI_Stereo_ functions that have stereo handle as first parameter. +//! -# After the device interface that corresponds to the the stereo handle is destroyed, +//! the application should call NvAPI_DestroyStereoHandle() for that stereo handle. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] pDevice Pointer to IUnknown interface that is IDirect3DDevice9* in DX9, ID3D10Device*. +//! \param [out] pStereoHandle Pointer to the newly created stereo handle. +//! +//! \retval ::NVAPI_OK Stereo handle is created for given device interface. +//! \retval ::NVAPI_INVALID_ARGUMENT Provided device interface is invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_CreateHandleFromIUnknown(IUnknown *pDevice, StereoHandle *pStereoHandle); + +#endif // defined(_D3D9_H_) || defined(__d3d10_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_DestroyHandle +// +//! DESCRIPTION: This API destroys the stereo handle created with one of the NvAPI_Stereo_CreateHandleFrom() functions. +//! This should be called after the device corresponding to the handle has been destroyed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that is to be destroyed. +//! +//! \retval ::NVAPI_OK Stereo handle is destroyed. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_DestroyHandle(StereoHandle stereoHandle); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Activate +// +//! DESCRIPTION: This API activates stereo for the device interface corresponding to the given stereo handle. +//! Activating stereo is possible only if stereo was enabled previously in the registry. +//! If stereo is not activated, then calls to functions that require that stereo is activated have no effect, +//! and will return the appropriate error code. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! +//! \retval ::NVAPI_OK Stereo is turned on. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Activate(StereoHandle stereoHandle); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Deactivate +// +//! DESCRIPTION: This API deactivates stereo for the given device interface. +//! If stereo is not activated, then calls to functions that require that stereo is activated have no effect, +//! and will return the appropriate error code. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! +//! \retval ::NVAPI_OK Stereo is turned off. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Deactivate(StereoHandle stereoHandle); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_IsActivated +// +//! DESCRIPTION: This API checks if stereo is activated for the given device interface. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] pIsStereoOn Address where result of the inquiry will be placed. +//! +//! \retval ::NVAPI_OK - Check was sucessfully completed and result reflects current state of stereo (on/off). +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE - Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR - Something is wrong (generic error). +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_IsActivated(StereoHandle stereoHandle, NvU8 *pIsStereoOn); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetSeparation +// +//! DESCRIPTION: This API gets current separation value (in percents). +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pSeparationPercentage Address of @c float type variable to store current separation percentage in. +//! +//! \retval ::NVAPI_OK Retrieval of separation percentage was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetSeparation(StereoHandle stereoHandle, float *pSeparationPercentage); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetSeparation +// +//! DESCRIPTION: This API sets separation to given percentage. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] newSeparationPercentage New value for separation percentage. +//! +//! \retval ::NVAPI_OK Setting of separation percentage was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_STEREO_PARAMETER_OUT_OF_RANGE Given separation percentage is out of [0..100] range. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetSeparation(StereoHandle stereoHandle, float newSeparationPercentage); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetConvergence +// +//! DESCRIPTION: This API gets the current convergence value. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pConvergence Address of @c float type variable to store current convergence value in. +//! +//! \retval ::NVAPI_OK Retrieval of convergence value was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetConvergence(StereoHandle stereoHandle, float *pConvergence); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetConvergence +// +//! DESCRIPTION: This API sets convergence to the given value. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] newConvergence New value for convergence. +//! +//! \retval ::NVAPI_OK Setting of convergence value was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetConvergence(StereoHandle stereoHandle, float newConvergence); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetActiveEye +// +//! \fn NvAPI_Stereo_SetActiveEye(StereoHandle hStereoHandle, NV_STEREO_ACTIVE_EYE StereoEye); +//! DESCRIPTION: This API sets the back buffer to left or right in Direct stereo mode. +//! +//! HOW TO USE: After the stereo handle for device interface is created via successfull call to appropriate +//! NvAPI_Stereo_CreateHandleFrom function. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] StereoEye Defines active eye in Direct stereo mode +//! +//! \retval ::NVAPI_OK - Active eye is set. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE - Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_INVALID_ARGUMENT - StereoEye parameter has not allowed value. +//! \retval ::NVAPI_SET_NOT_ALLOWED - Current stereo mode is not Direct +//! \retval ::NVAPI_ERROR - Something is wrong (generic error). +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +typedef enum _NV_StereoActiveEye +{ + NVAPI_STEREO_EYE_RIGHT = 1, + NVAPI_STEREO_EYE_LEFT = 2, + NVAPI_STEREO_EYE_MONO = 3, +} NV_STEREO_ACTIVE_EYE; + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_SetActiveEye(StereoHandle hStereoHandle, NV_STEREO_ACTIVE_EYE StereoEye); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetDriverMode +// +//! \fn NvAPI_Stereo_SetDriverMode( NV_STEREO_DRIVER_MODE mode ); +//! DESCRIPTION: This API sets the 3D stereo driver mode: Direct or Automatic +//! +//! HOW TO USE: This API must be called before the device is created. +//! Applies to DirectX 9 and higher. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] mode Defines the 3D stereo driver mode: Direct or Automatic +//! +//! \retval ::NVAPI_OK Active eye is set. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_INVALID_ARGUMENT mode parameter has not allowed value. +//! \retval ::NVAPI_ERROR Something is wrong (generic error). +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +typedef enum _NV_StereoDriverMode +{ + NVAPI_STEREO_DRIVER_MODE_AUTOMATIC = 0, + NVAPI_STEREO_DRIVER_MODE_DIRECT = 2, +} NV_STEREO_DRIVER_MODE; + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_SetDriverMode( NV_STEREO_DRIVER_MODE mode ); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetEyeSeparation +// +//! DESCRIPTION: This API returns eye separation as a ratio of /. +//! +//! HOW TO USE: After the stereo handle for device interface is created via successfull call to appropriate API. Applies only to DirectX 9 and up. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pSeparation Eye separation. +//! +//! \retval ::NVAPI_OK Active eye is set. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR (generic error). +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetEyeSeparation(StereoHandle hStereoHandle, float *pSeparation ); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_IsWindowedModeSupported +// +//! DESCRIPTION: This API returns availability of windowed mode stereo +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] bSupported(OUT) != 0 - supported, \n +//! == 0 - is not supported +//! +//! +//! \retval ::NVAPI_OK Retrieval of frustum adjust mode was successfull. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR Something is wrong (generic error). +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_IsWindowedModeSupported(NvU8* bSupported); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetSurfaceCreationMode +// +//! \function NvAPI_Stereo_SetSurfaceCreationMode(StereoHandle hStereoHandle, NVAPI_STEREO_SURFACECREATEMODE creationMode) +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] creationMode New surface creation mode for this device interface. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API sets surface creation mode for this device interface. +//! +//! WHEN TO USE: After the stereo handle for device interface is created via successful call to appropriate NvAPI_Stereo_CreateHandleFrom function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! There are no return error codes with specific meaning for this API. +//! +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +typedef enum _NVAPI_STEREO_SURFACECREATEMODE +{ + NVAPI_STEREO_SURFACECREATEMODE_AUTO, //!< Use driver registry profile settings for surface creation mode. + NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO, //!< Always create stereo surfaces. + NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO //!< Always create mono surfaces. +} NVAPI_STEREO_SURFACECREATEMODE; + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_SetSurfaceCreationMode(__in StereoHandle hStereoHandle, __in NVAPI_STEREO_SURFACECREATEMODE creationMode); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetSurfaceCreationMode +// +//! \function NvAPI_Stereo_GetSurfaceCreationMode(StereoHandle hStereoHandle, NVAPI_STEREO_SURFACECREATEMODE* pCreationMode) +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pCreationMode The current creation mode for this device interface. +//! +//! \since Release: 295 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API gets surface creation mode for this device interface. +//! +//! WHEN TO USE: After the stereo handle for device interface is created via successful call to appropriate NvAPI_Stereo_CreateHandleFrom function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! There are no return error codes with specific meaning for this API. +//! +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_GetSurfaceCreationMode(__in StereoHandle hStereoHandle, __in NVAPI_STEREO_SURFACECREATEMODE* pCreationMode); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Debug_WasLastDrawStereoized +// +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pWasStereoized Address where result of the inquiry will be placed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API checks if the last draw call was stereoized. It is a very expensive to call and should be used for debugging purpose *only*. +//! +//! WHEN TO USE: After the stereo handle for device interface is created via successful call to appropriate NvAPI_Stereo_CreateHandleFrom function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! There are no return error codes with specific meaning for this API. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Debug_WasLastDrawStereoized(__in StereoHandle hStereoHandle, __out NvU8 *pWasStereoized); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetDefaultProfile +// +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API defines the stereo profile used by the driver in case the application has no associated profile. +//! +//! WHEN TO USE: To take effect, this API must be called before D3D device is created. Calling once a device has been created will not affect the current device. +//! +//! \param [in] szProfileName Default profile name. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! Error codes specific to this API are described below. +//! +//! \retval NVAPI_SUCCESS - Default stereo profile name has been copied into szProfileName. +//! \retval NVAPI_INVALID_ARGUMENT - szProfileName == NULL. +//! \retval NVAPI_DEFAULT_STEREO_PROFILE_DOES_NOT_EXIST - Default stereo profile does not exist +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetDefaultProfile(__in const char* szProfileName); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetDefaultProfile +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API retrieves the current default stereo profile. +//! +//! After call cbSizeOut contain 0 if default profile is not set required buffer size cbSizeOut. +//! To get needed buffer size this function can be called with szProfileName==0 and cbSizeIn == 0. +//! +//! WHEN TO USE: This API can be called at any time. +//! +//! +//! \param [in] cbSizeIn Size of buffer allocated for default stereo profile name. +//! \param [out] szProfileName Default stereo profile name. +//! \param [out] pcbSizeOut Required buffer size. +//! # ==0 - there is no default stereo profile name currently set +//! # !=0 - size of buffer required for currently set default stereo profile name including trailing '0'. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! Error codes specific to this API are described below. +//! +//! \retval NVAPI_SUCCESS - Default stereo profile name has been copied into szProfileName. +//! \retval NVAPI_DEFAULT_STEREO_PROFILE_IS_NOT_DEFINED - There is no default stereo profile set at this time. +//! \retval NVAPI_INVALID_ARGUMENT - pcbSizeOut == 0 or cbSizeIn >= *pcbSizeOut && szProfileName == 0 +//! \retval NVAPI_INSUFFICIENT_BUFFER - cbSizeIn < *pcbSizeOut +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetDefaultProfile( __in NvU32 cbSizeIn, __out_bcount_part_opt(cbSizeIn, *pcbSizeOut) char* szProfileName, __out NvU32 *pcbSizeOut); + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_surround.h b/src/imports/nvapi/nvapi_lite_surround.h new file mode 100644 index 0000000..7f861d8 --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_surround.h @@ -0,0 +1,95 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetGDIPrimaryDisplayId +// +//! DESCRIPTION: This API returns the Display ID of the GDI Primary. +//! +//! \param [out] displayId Display ID of the GDI Primary display. +//! +//! \retval ::NVAPI_OK: Capabilties have been returned. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND: GDI Primary not on an NVIDIA GPU. +//! \retval ::NVAPI_INVALID_ARGUMENT: One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED: The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION: This entrypoint not available +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetGDIPrimaryDisplayId(NvU32* displayId); +#define NV_MOSAIC_MAX_DISPLAYS (64) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetDisplayViewportsByResolution +// +//! DESCRIPTION: This API returns the viewports that would be applied on +//! the requested display. +//! +//! \param [in] displayId Display ID of a single display in the active +//! mosaic topology to query. +//! \param [in] srcWidth Width of full display topology. If both +//! width and height are 0, the current +//! resolution is used. +//! \param [in] srcHeight Height of full display topology. If both +//! width and height are 0, the current +//! resolution is used. +//! \param [out] viewports Array of NV_RECT viewports. +//! SUPPORTED OS: Windows 10 and higher +//! +//! If the requested resolution is a single-wide +//! resolution, only viewports[0] will +//! contain the viewport details, regardless +//! of which display is driving the display. +//! \param [out] bezelCorrected Returns 1 if the requested resolution is +//! bezel corrected. May be NULL. +//! +//! \retval ::NVAPI_OK Capabilties have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_MOSAIC_NOT_ACTIVE The display does not belong to an active Mosaic Topology +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetDisplayViewportsByResolution(NvU32 displayId, NvU32 srcWidth, NvU32 srcHeight, NV_RECT viewports[NV_MOSAIC_MAX_DISPLAYS], NvU8* bezelCorrected); + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/main/nv/Module.mk b/src/main/nv/Module.mk new file mode 100644 index 0000000..36c3a42 --- /dev/null +++ b/src/main/nv/Module.mk @@ -0,0 +1,4 @@ +libs += nv + +src_nv := \ + module.c \ diff --git a/src/main/nv/api.h b/src/main/nv/api.h new file mode 100644 index 0000000..91f3fd0 --- /dev/null +++ b/src/main/nv/api.h @@ -0,0 +1,63 @@ +#ifndef NVGPU_CONFIG_NVAPI_H +#define NVGPU_CONFIG_NVAPI_H + +#include + +// Remark: nvapi is not compatible with mingw and requires some changes, see +// https://forums.developer.nvidia.com/t/how-can-you-compile-nvapi-h-with-mingw/33050/5 +#include "imports/nvapi/nvapi.h" +#include "imports/nvapi/NvApiDriverSettings.h" + +typedef NvAPI_Status (*NvAPI_Initialize_t)(); +typedef NvAPI_Status (*NvAPI_Unload_t)(); +typedef NvAPI_Status (*NvAPI_GetInterfaceVersionStringEx_t)(NvAPI_ShortString); +typedef NvAPI_Status (*NvAPI_SYS_GetDriverAndBranchVersion_t)(NvU32 *, NvAPI_ShortString); +typedef NvAPI_Status (*NvAPI_GetErrorMessage_t)(NvAPI_Status, NvAPI_ShortString); +typedef NvAPI_Status (*NvAPI_DRS_CreateSession_t)(NvDRSSessionHandle *); +typedef NvAPI_Status (*NvAPI_DRS_LoadSettings_t)(NvDRSSessionHandle); +typedef NvAPI_Status (*NvAPI_DRS_FindProfileByName_t)(NvDRSSessionHandle, NvAPI_UnicodeString, NvDRSProfileHandle *); +typedef NvAPI_Status (*NvAPI_DRS_FindApplicationByName_t)(NvDRSSessionHandle, NvAPI_UnicodeString, NvDRSProfileHandle *, NVDRS_APPLICATION *); +typedef NvAPI_Status (*NvAPI_DRS_CreateProfile_t)(NvDRSSessionHandle, NVDRS_PROFILE *, NvDRSProfileHandle *); +typedef NvAPI_Status (*NvAPI_DRS_CreateApplication_t)(NvDRSSessionHandle, NvDRSProfileHandle, NVDRS_APPLICATION *); +typedef NvAPI_Status (*NvAPI_DRS_GetSetting_t)(NvDRSSessionHandle, NvDRSProfileHandle, NvU32, NVDRS_SETTING *); +typedef NvAPI_Status (*NvAPI_DRS_SetSetting_t)(NvDRSSessionHandle, NvDRSProfileHandle, NVDRS_SETTING *); +typedef NvAPI_Status (*NvAPI_DRS_SaveSettings_t)(NvDRSSessionHandle); +typedef NvAPI_Status (*NvAPI_DRS_DestroySession_t)(NvDRSSessionHandle); +typedef NvAPI_Status (*NvAPI_EnumPhysicalGPUs_t)(NvPhysicalGpuHandle *, NvU32 *); +typedef NvAPI_Status (*NvAPI_GPU_GetConnectedDisplayIds_t)(NvPhysicalGpuHandle, NV_GPU_DISPLAYIDS*, NvU32 *, NvU32); +typedef NvAPI_Status (*NvAPI_DISP_GetTiming_t)(NvU32, NV_TIMING_INPUT*, NV_TIMING*); +typedef NvAPI_Status (*NvAPI_DISP_TryCustomDisplay_t)(NvU32 *, NvU32, NV_CUSTOM_DISPLAY *); +typedef NvAPI_Status (*NvAPI_DISP_SaveCustomDisplay_t)(NvU32*, NvU32, NvU32, NvU32); +typedef NvAPI_Status (*NvAPI_DISP_RevertCustomDisplayTrial_t)(NvU32*, NvU32); +typedef NvAPI_Status (*NvAPI_DRS_DeleteProfile_t)(NvDRSSessionHandle, NvDRSProfileHandle); +typedef NvAPI_Status (*NvAPI_DISP_GetDisplayConfig_t)(NvU32*, NV_DISPLAYCONFIG_PATH_INFO*); +typedef NvAPI_Status (*NvAPI_DISP_SetDisplayConfig_t)(NvU32, NV_DISPLAYCONFIG_PATH_INFO*, NvU32); + +typedef struct nv_api { + NvAPI_Initialize_t NvAPI_Initialize; + NvAPI_Unload_t NvAPI_Unload; + NvAPI_GetInterfaceVersionStringEx_t NvAPI_GetInterfaceVersionStringEx; + NvAPI_SYS_GetDriverAndBranchVersion_t NvAPI_SYS_GetDriverAndBranchVersion; + NvAPI_GetErrorMessage_t NvAPI_GetErrorMessage; + NvAPI_DRS_CreateSession_t NvAPI_DRS_CreateSession; + NvAPI_DRS_LoadSettings_t NvAPI_DRS_LoadSettings; + NvAPI_DRS_FindProfileByName_t NvAPI_DRS_FindProfileByName; + NvAPI_DRS_FindApplicationByName_t NvAPI_DRS_FindApplicationByName; + NvAPI_DRS_CreateProfile_t NvAPI_DRS_CreateProfile; + NvAPI_DRS_CreateApplication_t NvAPI_DRS_CreateApplication; + NvAPI_DRS_GetSetting_t NvAPI_DRS_GetSetting; + NvAPI_DRS_SetSetting_t NvAPI_DRS_SetSetting; + NvAPI_DRS_SaveSettings_t NvAPI_DRS_SaveSettings; + NvAPI_DRS_DestroySession_t NvAPI_DRS_DestroySession; + NvAPI_EnumPhysicalGPUs_t NvAPI_EnumPhysicalGPUs; + NvAPI_GPU_GetConnectedDisplayIds_t NvAPI_GPU_GetConnectedDisplayIds; + NvAPI_DISP_GetTiming_t NvAPI_DISP_GetTiming; + NvAPI_DISP_TryCustomDisplay_t NvAPI_DISP_TryCustomDisplay; + NvAPI_DISP_SaveCustomDisplay_t NvAPI_DISP_SaveCustomDisplay; + NvAPI_DISP_RevertCustomDisplayTrial_t NvAPI_DISP_RevertCustomDisplayTrial; + NvAPI_DRS_DeleteProfile_t NvAPI_DRS_DeleteProfile; + NvAPI_DISP_GetDisplayConfig_t NvAPI_DISP_GetDisplayConfig; + NvAPI_DISP_SetDisplayConfig_t NvAPI_DISP_SetDisplayConfig; +} nv_api_t; + +#endif \ No newline at end of file diff --git a/src/main/nv/module.c b/src/main/nv/module.c new file mode 100644 index 0000000..977d407 --- /dev/null +++ b/src/main/nv/module.c @@ -0,0 +1,790 @@ +#define LOG_MODULE "nv-module" + +#include + +#include "nv/module.h" + +#include "util/log.h" +#include "util/mem.h" +#include "util/winerr.h" + +#if defined(_WIN64) +#define NV_MODULE_PATH "nvapi64.dll" +#else +#define NV_MODULE_PATH "nvapi.dll" +#endif + +// Source: https://github.com/falahati/NvAPIWrapper/blob/master/NvAPIWrapper/Native/Helpers/FunctionId.cs +// Last update on source: 2019-07-15 +// // ------------------------------------------------- +// // Public NvAPI Functions +// // ------------------------------------------------- + +// NvAPI_CreateDisplayFromUnAttachedDisplay = 0x63F9799E, +// NvAPI_D3D_BeginResourceRendering = 0x91123D6A, +// NvAPI_D3D_ConfigureAnsel = 0x341C6C7F, +// NvAPI_D3D_CreateLateLatchObject = 0x2DB27D09, +// NvAPI_D3D_EndResourceRendering = 0x37E7191C, +// NvAPI_D3D_GetCurrentSLIState = 0x4B708B54, +// NvAPI_D3D_GetObjectHandleForResource = 0xFCEAC864, +// NvAPI_D3D_ImplicitSLIControl = 0x2AEDE111, +// NvAPI_D3D_InitializeSMPAssist = 0x42763D0C, +// NvAPI_D3D_IsGSyncActive = 0xE942B0FF, +// NvAPI_D3D_IsGSyncCapable = 0x9C1EED78, +// NvAPI_D3D_QueryLateLatchSupport = 0x8CECA0EC, +// NvAPI_D3D_QueryModifiedWSupport = 0xCBF9F4F5, +// NvAPI_D3D_QueryMultiViewSupport = 0xB6E0A41C, +// NvAPI_D3D_QuerySinglePassStereoSupport = 0x6F5F0A6D, +// NvAPI_D3D_QuerySMPAssistSupport = 0xC57921DE, +// NvAPI_D3D_RegisterDevice = 0x8C02C4D0, +// NvAPI_D3D_SetFPSIndicatorState = 0xA776E8DB, +// NvAPI_D3D_SetModifiedWMode = 0x6EA4BF4, +// NvAPI_D3D_SetMultiViewMode = 0x8285C8DA, +// NvAPI_D3D_SetResourceHint = 0x6C0ED98C, +// NvAPI_D3D_SetSinglePassStereoMode = 0xA39E6E6E, +// NvAPI_D3D10_SetDepthBoundsTest = 0x4EADF5D2, +// NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA = 0xF1C54FC9, +// NvAPI_D3D11_BeginUAVOverlap = 0x65B93CA8, +// NvAPI_D3D11_BeginUAVOverlapEx = 0xBA08208A, +// NvAPI_D3D11_CopyTileMappings = 0xC09EE6BC, +// NvAPI_D3D11_CreateDevice = 0x6A16D3A0, +// NvAPI_D3D11_CreateDeviceAndSwapChain = 0xBB939EE5, +// NvAPI_D3D11_CreateDomainShaderEx = 0xA0D7180D, +// NvAPI_D3D11_CreateFastGeometryShader = 0x525D43BE, +// NvAPI_D3D11_CreateFastGeometryShaderExplicit = 0x71AB7C9C, +// NvAPI_D3D11_CreateGeometryShaderEx_2 = 0x99ED5C1C, +// NvAPI_D3D11_CreateHullShaderEx = 0xB53CAB00, +// NvAPI_D3D11_CreateMultiGPUDevice = 0xBDB20007, +// NvAPI_D3D11_CreatePixelShaderEx_2 = 0x4162822B, +// NvAPI_D3D11_CreateRasterizerState = 0xDB8D28AF, +// NvAPI_D3D11_CreateShadingRateResourceView = 0x99CA2DFF, +// NvAPI_D3D11_CreateTiledTexture2DArray = 0x7886981A, +// NvAPI_D3D11_CreateVertexShaderEx = 0xBEAA0B2, +// NvAPI_D3D11_EndUAVOverlap = 0x2216A357, +// NvAPI_D3D11_IsNvShaderExtnOpCodeSupported = 0x5F68DA40, +// NvAPI_D3D11_MultiDrawIndexedInstancedIndirect = 0x59E890F9, +// NvAPI_D3D11_MultiDrawInstancedIndirect = 0xD4E26BBF, +// NvAPI_D3D11_MultiGPU_GetCaps = 0xD2D25687, +// NvAPI_D3D11_MultiGPU_Init = 0x17BE49E, +// NvAPI_D3D11_RSGetPixelShadingRateSampleOrder = 0x92442A1, +// NvAPI_D3D11_RSSetExclusiveScissorRects = 0xAE4D73EF, +// NvAPI_D3D11_RSSetPixelShadingRateSampleOrder = 0xA942373A, +// NvAPI_D3D11_RSSetShadingRateResourceView = 0x1B0C2F83, +// NvAPI_D3D11_RSSetViewportsPixelShadingRates = 0x34F7938F, +// NvAPI_D3D11_SetDepthBoundsTest = 0x7AAF7A04, +// NvAPI_D3D11_SetNvShaderExtnSlot = 0x8E90BB9F, +// NvAPI_D3D11_SetNvShaderExtnSlotLocalThread = 0xE6482A0, +// NvAPI_D3D11_TiledResourceBarrier = 0xD6839099, +// NvAPI_D3D11_TiledTexture2DArrayGetDesc = 0xF1A2B9D5, +// NvAPI_D3D11_UpdateTileMappings = 0x9A06EA07, +// NvAPI_D3D12_CopyTileMappings = 0x47F78194, +// NvAPI_D3D12_CreateComputePipelineState = 0x2762DEAC, +// NvAPI_D3D12_CreateGraphicsPipelineState = 0x2FC28856, +// NvAPI_D3D12_CreateHeap = 0x5CB397CF, +// NvAPI_D3D12_CreateReservedResource = 0x2C85F101, +// NvAPI_D3D12_IsNvShaderExtnOpCodeSupported = 0x3DFACEC8, +// NvAPI_D3D12_Mosaic_GetCompanionAllocations = 0xA46022C7, +// NvAPI_D3D12_Mosaic_GetViewportAndGpuPartitions = 0xB092B818, +// NvAPI_D3D12_QueryModifiedWSupport = 0x51235248, +// NvAPI_D3D12_QuerySinglePassStereoSupport = 0x3B03791B, +// NvAPI_D3D12_ReservedResourceGetDesc = 0x9AA2AABB, +// NvAPI_D3D12_ResourceAliasingBarrier = 0xB942BAB7, +// NvAPI_D3D12_SetDepthBoundsTestValues = 0xB9333FE9, +// NvAPI_D3D12_SetModifiedWMode = 0xE1FDABA7, +// NvAPI_D3D12_SetSinglePassStereoMode = 0x83556D87, +// NvAPI_D3D12_UpdateTileMappings = 0xC6017A7D, +// NvAPI_D3D12_UseDriverHeapPriorities = 0xF0D978A8, +// NvAPI_D3D1x_CreateSwapChain = 0x1BC21B66, +// NvAPI_D3D1x_DisableShaderDiskCache = 0xD0CBCA7D, +// NvAPI_D3D1x_GetGraphicsCapabilities = 0x52B1499A, +// NvAPI_D3D9_AliasSurfaceAsTexture = 0xE5CEAE41, +// NvAPI_D3D9_ClearRT = 0x332D3942, +// NvAPI_D3D9_CreateSwapChain = 0x1A131E09, +// NvAPI_D3D9_GetSurfaceHandle = 0xF2DD3F2, +// NvAPI_D3D9_RegisterResource = 0xA064BDFC, +// NvAPI_D3D9_StretchRectEx = 0x22DE03AA, +// NvAPI_D3D9_UnregisterResource = 0xBB2B17AA, +// NvAPI_D3D9_VideoSetStereoInfo = 0xB852F4DB, +// NvAPI_DisableHWCursor = 0xAB163097, +// NvAPI_Disp_ColorControl = 0x92F9D80D, +// NvAPI_DISP_DeleteCustomDisplay = 0x552E5B9B, +// NvAPI_DISP_EnumCustomDisplay = 0xA2072D59, +// NvAPI_DISP_GetAssociatedUnAttachedNvidiaDisplayHandle = 0xA70503B2, +// NvAPI_DISP_GetDisplayConfig = 0x11ABCCF8, +// NvAPI_DISP_GetDisplayIdByDisplayName = 0xAE457190, +// NvAPI_DISP_GetGDIPrimaryDisplayId = 0x1E9D8A31, +// NvAPI_Disp_GetHdrCapabilities = 0x84F2A8DF, +// NvAPI_DISP_GetMonitorCapabilities = 0x3B05C7E1, +// NvAPI_DISP_GetMonitorColorCapabilities = 0x6AE4CFB5, +// NvAPI_DISP_GetTiming = 0x175167E9, +// NvAPI_Disp_HdrColorControl = 0x351DA224, +// NvAPI_Disp_InfoFrameControl = 0x6067AF3F, +// NvAPI_DISP_RevertCustomDisplayTrial = 0xCBBD40F0, +// NvAPI_DISP_SaveCustomDisplay = 0x49882876, +// NvAPI_DISP_SetDisplayConfig = 0x5D8CF8DE, +// NvAPI_DISP_TryCustomDisplay = 0x1F7DB630, +// NvAPI_DRS_CreateApplication = 0x4347A9DE, +// NvAPI_DRS_CreateProfile = 0xCC176068, +// NvAPI_DRS_CreateSession = 0x694D52E, +// NvAPI_DRS_DeleteApplication = 0x2C694BC6, +// NvAPI_DRS_DeleteApplicationEx = 0xC5EA85A1, +// NvAPI_DRS_DeleteProfile = 0x17093206, +// NvAPI_DRS_DeleteProfileSetting = 0xE4A26362, +// NvAPI_DRS_DestroySession = 0xDAD9CFF8, +// NvAPI_DRS_EnumApplications = 0x7FA2173A, +// NvAPI_DRS_EnumAvailableSettingIds = 0xF020614A, +// NvAPI_DRS_EnumAvailableSettingValues = 0x2EC39F90, +// NvAPI_DRS_EnumProfiles = 0xBC371EE0, +// NvAPI_DRS_EnumSettings = 0xAE3039DA, +// NvAPI_DRS_FindApplicationByName = 0xEEE566B2, +// NvAPI_DRS_FindProfileByName = 0x7E4A9A0B, +// NvAPI_DRS_GetApplicationInfo = 0xED1F8C69, +// NvAPI_DRS_GetBaseProfile = 0xDA8466A0, +// NvAPI_DRS_GetCurrentGlobalProfile = 0x617BFF9F, +// NvAPI_DRS_GetNumProfiles = 0x1DAE4FBC, +// NvAPI_DRS_GetProfileInfo = 0x61CD6FD6, +// NvAPI_DRS_GetSetting = 0x73BF8338, +// NvAPI_DRS_GetSettingIdFromName = 0xCB7309CD, +// NvAPI_DRS_GetSettingNameFromId = 0xD61CBE6E, +// NvAPI_DRS_LoadSettings = 0x375DBD6B, +// NvAPI_DRS_LoadSettingsFromFile = 0xD3EDE889, +// NvAPI_DRS_RestoreAllDefaults = 0x5927B094, +// NvAPI_DRS_RestoreProfileDefault = 0xFA5F6134, +// NvAPI_DRS_RestoreProfileDefaultSetting = 0x53F0381E, +// NvAPI_DRS_SaveSettings = 0xFCBC7E14, +// NvAPI_DRS_SaveSettingsToFile = 0x2BE25DF8, +// NvAPI_DRS_SetCurrentGlobalProfile = 0x1C89C5DF, +// NvAPI_DRS_SetProfileInfo = 0x16ABD3A9, +// NvAPI_DRS_SetSetting = 0x577DD202, +// NvAPI_EnableCurrentMosaicTopology = 0x74073CC9, +// NvAPI_EnableHWCursor = 0x2863148D, +// NvAPI_EnumLogicalGPUs = 0x48B3EA59, +// NvAPI_EnumNvidiaDisplayHandle = 0x9ABDD40D, +// NvAPI_EnumNvidiaUnAttachedDisplayHandle = 0x20DE9260, +// NvAPI_EnumPhysicalGPUs = 0xE5AC921F, +// NvAPI_EnumTCCPhysicalGPUs = 0xD9930B07, +// NvAPI_GetAssociatedDisplayOutputId = 0xD995937E, +// NvAPI_GetAssociatedNvidiaDisplayHandle = 0x35C29134, +// NvAPI_GetAssociatedNvidiaDisplayName = 0x22A78B05, +// NvAPI_GetCurrentMosaicTopology = 0xF60852BD, +// NvAPI_GetDisplayDriverVersion = 0xF951A4D1, +// NvAPI_GetDisplayPortInfo = 0xC64FF367, +// NvAPI_GetErrorMessage = 0x6C2D048C, +// NvAPI_GetHDMISupportInfo = 0x6AE16EC3, +// NvAPI_GetInterfaceVersionString = 0x1053FA5, +// NvAPI_GetLogicalGPUFromDisplay = 0xEE1370CF, +// NvAPI_GetLogicalGPUFromPhysicalGPU = 0xADD604D1, +// NvAPI_GetPhysicalGPUFromUnAttachedDisplay = 0x5018ED61, +// NvAPI_GetPhysicalGPUsFromDisplay = 0x34EF9506, +// NvAPI_GetPhysicalGPUsFromLogicalGPU = 0xAEA3FA32, +// NvAPI_GetSupportedMosaicTopologies = 0x410B5C25, +// NvAPI_GetSupportedViews = 0x66FB7FC0, +// NvAPI_GetUnAttachedAssociatedDisplayName = 0x4888D790, +// NvAPI_GetVBlankCounter = 0x67B5DB55, +// NvAPI_GetView = 0xD6B99D89, +// NvAPI_GetViewEx = 0xDBBC0AF4, +// NvAPI_GPU_ClientIllumDevicesGetControl = 0x73C01D58, +// NvAPI_GPU_ClientIllumDevicesGetInfo = 0xD4100E58, +// NvAPI_GPU_ClientIllumDevicesSetControl = 0x57024C62, +// NvAPI_GPU_ClientIllumZonesGetControl = 0x3DBF5764, +// NvAPI_GPU_ClientIllumZonesGetInfo = 0x4B81241B, +// NvAPI_GPU_ClientIllumZonesSetControl = 0x197D065E, +// NvAPI_GPU_GetActiveOutputs = 0xE3E89B6F, +// NvAPI_GPU_GetAGPAperture = 0x6E042794, +// NvAPI_GPU_GetAllClockFrequencies = 0xDCB616C3, +// NvAPI_GPU_GetAllDisplayIds = 0x785210A2, +// NvAPI_GPU_GetAllOutputs = 0x7D554F8E, +// NvAPI_GPU_GetBoardInfo = 0x22D54523, +// NvAPI_GPU_GetBusId = 0x1BE0B8E5, +// NvAPI_GPU_GetBusSlotId = 0x2A0A350F, +// NvAPI_GPU_GetBusType = 0x1BB18724, +// NvAPI_GPU_GetConnectedDisplayIds = 0x78DBA2, +// NvAPI_GPU_GetConnectedOutputs = 0x1730BFC9, +// NvAPI_GPU_GetConnectedOutputsWithLidState = 0xCF8CAF39, +// NvAPI_GPU_GetConnectedSLIOutputs = 0x680DE09, +// NvAPI_GPU_GetConnectedSLIOutputsWithLidState = 0x96043CC7, +// NvAPI_GPU_GetCurrentAGPRate = 0xC74925A0, +// NvAPI_GPU_GetCurrentPCIEDownstreamWidth = 0xD048C3B1, +// NvAPI_GPU_GetCurrentPstate = 0x927DA4F6, +// NvAPI_GPU_GetDynamicPstatesInfoEx = 0x60DED2ED, +// NvAPI_GPU_GetECCConfigurationInfo = 0x77A796F3, +// NvAPI_GPU_GetECCErrorInfo = 0xC71F85A6, +// NvAPI_GPU_GetECCStatusInfo = 0xCA1DDAF3, +// NvAPI_GPU_GetEDID = 0x37D32E69, +// NvAPI_GPU_GetFullName = 0xCEEE8E9F, +// NvAPI_GPU_GetGpuCoreCount = 0xC7026A87, +// NvAPI_GPU_GetGPUType = 0xC33BAEB1, +// NvAPI_GPU_GetHDCPSupportStatus = 0xF089EEF5, +// NvAPI_GPU_GetIllumination = 0x9A1B9365, +// NvAPI_GPU_GetIRQ = 0xE4715417, +// NvAPI_GPU_GetMemoryInfo = 0x7F9B368, +// NvAPI_GPU_GetOutputType = 0x40A505E4, +// NvAPI_GPU_GetPCIIdentifiers = 0x2DDFB66E, +// NvAPI_GPU_GetPerfDecreaseInfo = 0x7F7F4600, +// NvAPI_GPU_GetPhysicalFrameBufferSize = 0x46FBEB03, +// NvAPI_GPU_GetPstates20 = 0x6FF81213, +// NvAPI_GPU_GetPstatesInfoEx = 0x843C0256, +// NvAPI_GPU_GetQuadroStatus = 0xE332FA47, +// NvAPI_GPU_GetScanoutCompositionParameter = 0x58FE51E6, +// NvAPI_GPU_GetScanoutConfiguration = 0x6A9F5B63, +// NvAPI_GPU_GetScanoutConfigurationEx = 0xE2E1E6F0, +// NvAPI_GPU_GetScanoutIntensityState = 0xE81CE836, +// NvAPI_GPU_GetScanoutWarpingState = 0x6F5435AF, +// NvAPI_GPU_GetShaderSubPipeCount = 0xBE17923, +// NvAPI_GPU_GetSystemType = 0xBAAABFCC, +// NvAPI_GPU_GetTachReading = 0x5F608315, +// NvAPI_GPU_GetThermalSettings = 0xE3640A56, +// NvAPI_GPU_GetVbiosOEMRevision = 0x2D43FB31, +// NvAPI_GPU_GetVbiosRevision = 0xACC3DA0A, +// NvAPI_GPU_GetVbiosVersionString = 0xA561FD7D, +// NvAPI_GPU_GetVirtualFrameBufferSize = 0x5A04B644, +// NvAPI_GPU_QueryIlluminationSupport = 0xA629DA31, +// NvAPI_GPU_ResetECCErrorInfo = 0xC02EEC20, +// NvAPI_GPU_SetECCConfiguration = 0x1CF639D9, +// NvAPI_GPU_SetEDID = 0xE83D6456, +// NvAPI_GPU_SetIllumination = 0x254A187, +// NvAPI_GPU_SetScanoutCompositionParameter = 0xF898247D, +// NvAPI_GPU_SetScanoutIntensity = 0xA57457A4, +// NvAPI_GPU_SetScanoutWarping = 0xB34BAB4F, +// NvAPI_GPU_ValidateOutputCombination = 0x34C9C2D4, +// NvAPI_GPU_WorkstationFeatureQuery = 0x4537DF, +// NvAPI_GPU_WorkstationFeatureSetup = 0x6C1F3FE4, +// NvAPI_GSync_AdjustSyncDelay = 0x2D11FF51, +// NvAPI_GSync_EnumSyncDevices = 0xD9639601, +// NvAPI_GSync_GetControlParameters = 0x16DE1C6A, +// NvAPI_GSync_GetStatusParameters = 0x70D404EC, +// NvAPI_GSync_GetSyncStatus = 0xF1F5B434, +// NvAPI_GSync_GetTopology = 0x4562BC38, +// NvAPI_GSync_QueryCapabilities = 0x44A3F1D1, +// NvAPI_GSync_SetControlParameters = 0x8BBFF88B, +// NvAPI_GSync_SetSyncStateSettings = 0x60ACDFDD, +// NvAPI_I2CRead = 0x2FDE12C5, +// NvAPI_I2CWrite = 0xE812EB07, +// NvAPI_Mosaic_EnableCurrentTopo = 0x5F1AA66C, +// NvAPI_Mosaic_EnumDisplayGrids = 0xDF2887AF, +// NvAPI_Mosaic_EnumDisplayModes = 0x78DB97D7, +// NvAPI_Mosaic_GetCurrentTopo = 0xEC32944E, +// NvAPI_Mosaic_GetDisplayViewportsByResolution = 0xDC6DC8D3, +// NvAPI_Mosaic_GetOverlapLimits = 0x989685F0, +// NvAPI_Mosaic_GetSupportedTopoInfo = 0xFDB63C81, +// NvAPI_Mosaic_GetTopoGroup = 0xCB89381D, +// NvAPI_Mosaic_SetCurrentTopo = 0x9B542831, +// NvAPI_Mosaic_SetDisplayGrids = 0x4D959A89, +// NvAPI_Mosaic_ValidateDisplayGrids = 0xCF43903D, +// NvAPI_OGL_ExpertModeDefaultsGet = 0xAE921F12, +// NvAPI_OGL_ExpertModeDefaultsSet = 0xB47A657E, +// NvAPI_OGL_ExpertModeGet = 0x22ED9516, +// NvAPI_OGL_ExpertModeSet = 0x3805EF7A, +// NvAPI_SetCurrentMosaicTopology = 0xD54B8989, +// NvAPI_SetDisplayPort = 0xFA13E65A, +// NvAPI_SetRefreshRateOverride = 0x3092AC32, +// NvAPI_SetView = 0x957D7B6, +// NvAPI_SetViewEx = 0x6B89E68, +// NvAPI_Stereo_Activate = 0xF6A1AD68, +// NvAPI_Stereo_CaptureJpegImage = 0x932CB140, +// NvAPI_Stereo_CapturePngImage = 0x8B7E99B5, +// NvAPI_Stereo_CreateConfigurationProfileRegistryKey = 0xBE7692EC, +// NvAPI_Stereo_CreateHandleFromIUnknown = 0xAC7E37F4, +// NvAPI_Stereo_Deactivate = 0x2D68DE96, +// NvAPI_Stereo_Debug_WasLastDrawStereoized = 0xED4416C5, +// NvAPI_Stereo_DecreaseConvergence = 0x4C87E317, +// NvAPI_Stereo_DecreaseSeparation = 0xDA044458, +// NvAPI_Stereo_DeleteConfigurationProfileRegistryKey = 0xF117B834, +// NvAPI_Stereo_DeleteConfigurationProfileValue = 0x49BCEECF, +// NvAPI_Stereo_DestroyHandle = 0x3A153134, +// NvAPI_Stereo_Disable = 0x2EC50C2B, +// NvAPI_Stereo_Enable = 0x239C4545, +// NvAPI_Stereo_GetConvergence = 0x4AB00934, +// NvAPI_Stereo_GetDefaultProfile = 0x624E21C2, +// NvAPI_Stereo_GetEyeSeparation = 0xCE653127, +// NvAPI_Stereo_GetFrustumAdjustMode = 0xE6839B43, +// NvAPI_Stereo_GetSeparation = 0x451F2134, +// NvAPI_Stereo_GetStereoSupport = 0x296C434D, +// NvAPI_Stereo_GetSurfaceCreationMode = 0x36F1C736, +// NvAPI_Stereo_IncreaseConvergence = 0xA17DAABE, +// NvAPI_Stereo_IncreaseSeparation = 0xC9A8ECEC, +// NvAPI_Stereo_InitActivation = 0xC7177702, +// NvAPI_Stereo_IsActivated = 0x1FB0BC30, +// NvAPI_Stereo_IsEnabled = 0x348FF8E1, +// NvAPI_Stereo_IsWindowedModeSupported = 0x40C8ED5E, +// NvAPI_Stereo_ReverseStereoBlitControl = 0x3CD58F89, +// NvAPI_Stereo_SetActiveEye = 0x96EEA9F8, +// NvAPI_Stereo_SetConfigurationProfileValue = 0x24409F48, +// NvAPI_Stereo_SetConvergence = 0x3DD6B54B, +// NvAPI_Stereo_SetDefaultProfile = 0x44F0ECD1, +// NvAPI_Stereo_SetDriverMode = 0x5E8F0BEC, +// NvAPI_Stereo_SetFrustumAdjustMode = 0x7BE27FA2, +// NvAPI_Stereo_SetNotificationMessage = 0x6B9B409E, +// NvAPI_Stereo_SetSeparation = 0x5C069FA3, +// NvAPI_Stereo_SetSurfaceCreationMode = 0xF5DCFCBA, +// NvAPI_Stereo_Trigger_Activation = 0xD6C6CD2, +// NvAPI_SYS_GetChipSetInfo = 0x53DABBCA, +// NvAPI_SYS_GetDisplayIdFromGpuAndOutputId = 0x8F2BAB4, +// NvAPI_SYS_GetDriverAndBranchVersion = 0x2926AAAD, +// NvAPI_SYS_GetGpuAndOutputIdFromDisplayId = 0x112BA1A5, +// NvAPI_SYS_GetLidAndDockInfo = 0xCDA14D8A, +// NvAPI_SYS_GetPhysicalGpuFromDisplayId = 0x9EA74659, +// NvAPI_VIO_Close = 0xD01BD237, +// NvAPI_VIO_EnumDataFormats = 0x221FA8E8, +// NvAPI_VIO_EnumDevices = 0xFD7C5557, +// NvAPI_VIO_EnumSignalFormats = 0xEAD72FE4, +// NvAPI_VIO_GetCapabilities = 0x1DC91303, +// NvAPI_VIO_GetConfig = 0xD34A789B, +// NvAPI_VIO_GetCSC = 0x7B0D72A3, +// NvAPI_VIO_GetGamma = 0x51D53D06, +// NvAPI_VIO_GetPCIInfo = 0xB981D935, +// NvAPI_VIO_GetSyncDelay = 0x462214A9, +// NvAPI_VIO_IsFrameLockModeCompatible = 0x7BF0A94D, +// NvAPI_VIO_IsRunning = 0x96BD040E, +// NvAPI_VIO_Open = 0x44EE4841, +// NvAPI_VIO_QueryTopology = 0x869534E2, +// NvAPI_VIO_SetConfig = 0xE4EEC07, +// NvAPI_VIO_SetCSC = 0xA1EC8D74, +// NvAPI_VIO_SetGamma = 0x964BF452, +// NvAPI_VIO_SetSyncDelay = 0x2697A8D1, +// NvAPI_VIO_Start = 0xCDE8E1A3, +// NvAPI_VIO_Status = 0xE6CE4F1, +// NvAPI_VIO_Stop = 0x6BA2A5D6, +// NvAPI_VIO_SyncFormatDetect = 0x118D48A3, + +// // ------------------------------------------------- +// // Private Internal NvAPI Functions +// // ------------------------------------------------- + +// NvAPI_3D_GetProperty = 0x8061A4B1, +// NvAPI_3D_GetPropertyRange = 0x0B85DE27C, +// NvAPI_3D_SetProperty = 0x0C9175E8D, +// NvAPI_AccessDisplayDriverRegistry = 0xF5579360, +// NvAPI_Coproc_GetApplicationCoprocInfo = 0x79232685, +// NvAPI_Coproc_GetCoprocInfoFlagsEx = 0x69A9874D, +// NvAPI_Coproc_GetCoprocStatus = 0x1EFC3957, +// NvAPI_Coproc_NotifyCoprocPowerState = 0x0CADCB956, +// NvAPI_Coproc_SetCoprocInfoFlagsEx = 0x0F4C863AC, +// NvAPI_CreateUnAttachedDisplayFromDisplay = 0xA0C72EE4, +// NvAPI_D3D_CreateQuery = 0x5D19BCA4, +// NvAPI_D3D_DestroyQuery = 0x0C8FF7258, +// NvAPI_D3D_Query_Begin = 0x0E5A9AAE0, +// NvAPI_D3D_Query_End = 0x2AC084FA, +// NvAPI_D3D_Query_GetData = 0x0F8B53C69, +// NvAPI_D3D_Query_GetDataSize = 0x0F2A54796, +// NvAPI_D3D_Query_GetType = 0x4ACEEAF7, +// NvAPI_D3D_RegisterApp = 0x0D44D3C4E, +// NvAPI_D3D10_AliasPrimaryAsTexture = 0x8AAC133D, +// NvAPI_D3D10_BeginShareResource = 0x35233210, +// NvAPI_D3D10_BeginShareResourceEx = 0x0EF303A9D, +// NvAPI_D3D10_CreateDevice = 0x2DE11D61, +// NvAPI_D3D10_CreateDeviceAndSwapChain = 0x5B803DAF, +// NvAPI_D3D10_EndShareResource = 0x0E9C5853, +// NvAPI_D3D10_GetRenderedCursorAsBitmap = 0x0CAC3CE5D, +// NvAPI_D3D10_ProcessCallbacks = 0x0AE9C2019, +// NvAPI_D3D10_SetPrimaryFlipChainCallbacks = 0x73EB9329, +// NvAPI_D3D11_BeginShareResource = 0x121BDC6, +// NvAPI_D3D11_EndShareResource = 0x8FFB8E26, +// NvAPI_D3D1x_BindSwapBarrier = 0x9DE8C729, +// NvAPI_D3D1x_IFR_SetUpTargetBufferToSys = 0x473F7828, +// NvAPI_D3D1x_IFR_TransferRenderTarget = 0x9FBAE4EB, +// NvAPI_D3D1x_JoinSwapGroup = 0x14610CD7, +// NvAPI_D3D1x_Present = 0x3B845A1, +// NvAPI_D3D1x_QueryFrameCount = 0x9152E055, +// NvAPI_D3D1x_QueryMaxSwapGroup = 0x9BB9D68F, +// NvAPI_D3D1x_QuerySwapGroup = 0x407F67AA, +// NvAPI_D3D1x_ResetFrameCount = 0x0FBBB031A, +// NvAPI_D3D9_AliasPrimaryAsTexture = 0x13C7112E, +// NvAPI_D3D9_AliasPrimaryFromDevice = 0x7C20C5BE, +// NvAPI_D3D9_BindSwapBarrier = 0x9C39C246, +// NvAPI_D3D9_CreatePathContextNV = 0x0A342F682, +// NvAPI_D3D9_CreatePathNV = 0x71329DF3, +// NvAPI_D3D9_CreateRenderTarget = 0x0B3827C8, +// NvAPI_D3D9_CreateTexture = 0x0D5E13573, +// NvAPI_D3D9_CreateVideo = 0x89FFD9A3, +// NvAPI_D3D9_CreateVideoBegin = 0x84C9D553, +// NvAPI_D3D9_CreateVideoEnd = 0x0B476BF61, +// NvAPI_D3D9_DeletePathNV = 0x73E0019A, +// NvAPI_D3D9_DestroyPathContextNV = 0x667C2929, +// NvAPI_D3D9_DMA = 0x962B8AF6, +// NvAPI_D3D9_DrawPathNV = 0x13199B3D, +// NvAPI_D3D9_EnableStereo = 0x492A6954, +// NvAPI_D3D9_EnumVideoFeatures = 0x1DB7C52C, +// NvAPI_D3D9_FreeVideo = 0x3111BED1, +// NvAPI_D3D9_GetCurrentRenderTargetHandle = 0x22CAD61, +// NvAPI_D3D9_GetCurrentZBufferHandle = 0x0B380F218, +// NvAPI_D3D9_GetIndexBufferHandle = 0x0FC5A155B, +// NvAPI_D3D9_GetOverlaySurfaceHandles = 0x6800F5FC, +// NvAPI_D3D9_GetSLIInfo = 0x694BFF4D, +// NvAPI_D3D9_GetTextureHandle = 0x0C7985ED5, +// NvAPI_D3D9_GetVertexBufferHandle = 0x72B19155, +// NvAPI_D3D9_GetVideoCapabilities = 0x3D596B93, +// NvAPI_D3D9_GetVideoState = 0x0A4527BF8, +// NvAPI_D3D9_GPUBasedCPUSleep = 0x0D504DDA7, +// NvAPI_D3D9_GpuSyncAcquire = 0x0D00B8317, +// NvAPI_D3D9_GpuSyncEnd = 0x754033F0, +// NvAPI_D3D9_GpuSyncGetHandleSize = 0x80C9FD3B, +// NvAPI_D3D9_GpuSyncInit = 0x6D6FDAD4, +// NvAPI_D3D9_GpuSyncMapIndexBuffer = 0x12EE68F2, +// NvAPI_D3D9_GpuSyncMapSurfaceBuffer = 0x2AB714AB, +// NvAPI_D3D9_GpuSyncMapTexBuffer = 0x0CDE4A28A, +// NvAPI_D3D9_GpuSyncMapVertexBuffer = 0x0DBC803EC, +// NvAPI_D3D9_GpuSyncRelease = 0x3D7A86BB, +// NvAPI_D3D9_IFR_SetUpTargetBufferToNV12BLVideoSurface = 0x0CFC92C15, +// NvAPI_D3D9_IFR_SetUpTargetBufferToSys = 0x55255D05, +// NvAPI_D3D9_IFR_TransferRenderTarget = 0x0AB7C2DC, +// NvAPI_D3D9_IFR_TransferRenderTargetToNV12BLVideoSurface = 0x5FE72F64, +// NvAPI_D3D9_JoinSwapGroup = 0x7D44BB54, +// NvAPI_D3D9_Lock = 0x6317345C, +// NvAPI_D3D9_NVFBC_GetStatus = 0x0bd3eb475, +// NvAPI_D3D9_PathClearDepthNV = 0x157E45C4, +// NvAPI_D3D9_PathDepthNV = 0x0FCB16330, +// NvAPI_D3D9_PathEnableColorWriteNV = 0x3E2804A2, +// NvAPI_D3D9_PathEnableDepthTestNV = 0x0E99BA7F3, +// NvAPI_D3D9_PathMatrixNV = 0x0D2F6C499, +// NvAPI_D3D9_PathParameterfNV = 0x0F7FF00C1, +// NvAPI_D3D9_PathParameteriNV = 0x0FC31236C, +// NvAPI_D3D9_PathVerticesNV = 0x0C23DF926, +// NvAPI_D3D9_Present = 0x5650BEB, +// NvAPI_D3D9_PresentSurfaceToDesktop = 0x0F7029C5, +// NvAPI_D3D9_PresentVideo = 0x5CF7F862, +// NvAPI_D3D9_QueryAAOverrideMode = 0x0DDF5643C, +// NvAPI_D3D9_QueryFrameCount = 0x9083E53A, +// NvAPI_D3D9_QueryMaxSwapGroup = 0x5995410D, +// NvAPI_D3D9_QuerySwapGroup = 0x0EBA4D232, +// NvAPI_D3D9_QueryVideoInfo = 0x1E6634B3, +// NvAPI_D3D9_ResetFrameCount = 0x0FA6A0675, +// NvAPI_D3D9_SetGamutData = 0x2BBDA32E, +// NvAPI_D3D9_SetPitchSurfaceCreation = 0x18CDF365, +// NvAPI_D3D9_SetResourceHint = 0x905F5C27, +// NvAPI_D3D9_SetSLIMode = 0x0BFDC062C, +// NvAPI_D3D9_SetSurfaceCreationLayout = 0x5609B86A, +// NvAPI_D3D9_SetVideoState = 0x0BD4BC56F, +// NvAPI_D3D9_StretchRect = 0x0AEAECD41, +// NvAPI_D3D9_Unlock = 0x0C182027E, +// NvAPI_D3D9_VideoSurfaceEncryptionControl = 0x9D2509EF, +// NvAPI_DeleteCustomDisplay = 0x0E7CB998D, +// NvAPI_DeleteUnderscanConfig = 0x0F98854C8, +// NvAPI_Disp_DpAuxChannelControl = 0x8EB56969, +// NvAPI_DISP_EnumHDMIStereoModes = 0x0D2CCF5D6, +// NvAPI_DISP_GetDisplayBlankingState = 0x63E5D8DB, +// NvAPI_DISP_GetHCloneTopology = 0x47BAD137, +// NvAPI_DISP_GetVirtualModeData = 0x3230D69A, +// NvAPI_DISP_OverrideDisplayModeList = 0x291BFF2, +// NvAPI_DISP_SetDisplayBlankingState = 0x1E17E29B, +// NvAPI_DISP_SetHCloneTopology = 0x61041C24, +// NvAPI_DISP_ValidateHCloneTopology = 0x5F4C2664, +// NvAPI_EnumCustomDisplay = 0x42892957, +// NvAPI_EnumUnderscanConfig = 0x4144111A, +// NvAPI_Event_RegisterCallback = 0x0E6DBEA69, +// NvAPI_Event_UnregisterCallback = 0x0DE1F9B45, +// NvAPI_GetDisplayDriverBuildTitle = 0x7562E947, +// NvAPI_GetDisplayDriverCompileType = 0x988AEA78, +// NvAPI_GetDisplayDriverMemoryInfo = 0x774AA982, +// NvAPI_GetDisplayDriverRegistryPath = 0x0E24CEEE, +// NvAPI_GetDisplayDriverSecurityLevel = 0x9D772BBA, +// NvAPI_GetDisplayFeatureConfig = 0x8E985CCD, +// NvAPI_GetDisplayFeatureConfigDefaults = 0x0F5F4D01, +// NvAPI_GetDisplayPosition = 0x6BB1EE5D, +// NvAPI_GetDisplaySettings = 0x0DC27D5D4, +// NvAPI_GetDriverMemoryInfo = 0x2DC95125, +// NvAPI_GetDriverModel = 0x25EEB2C4, +// NvAPI_GetDVCInfo = 0x4085DE45, +// NvAPI_GetDVCInfoEx = 0x0E45002D, +// NvAPI_GetGPUIDfromPhysicalGPU = 0x6533EA3E, +// NvAPI_GetHDCPLinkParameters = 0x0B3BB0772, +// NvAPI_GetHUEInfo = 0x95B64341, +// NvAPI_GetHybridMode = 0x0E23B68C1, +// NvAPI_GetImageSharpeningInfo = 0x9FB063DF, +// NvAPI_GetInfoFrame = 0x9734F1D, +// NvAPI_GetInfoFrameState = 0x41511594, +// NvAPI_GetInfoFrameStatePvt = 0x7FC17574, +// NvAPI_GetInvalidGpuTopologies = 0x15658BE6, +// NvAPI_GetLoadedMicrocodePrograms = 0x919B3136, +// NvAPI_GetPhysicalGPUFromDisplay = 0x1890E8DA, +// NvAPI_GetPhysicalGPUFromGPUID = 0x5380AD1A, +// NvAPI_GetPVExtName = 0x2F5B08E0, +// NvAPI_GetPVExtProfile = 0x1B1B9A16, +// NvAPI_GetScalingCaps = 0x8E875CF9, +// NvAPI_GetTiming = 0x0AFC4833E, +// NvAPI_GetTopologyDisplayGPU = 0x813D89A8, +// NvAPI_GetTVEncoderControls = 0x5757474A, +// NvAPI_GetTVOutputBorderColor = 0x6DFD1C8C, +// NvAPI_GetTVOutputInfo = 0x30C805D5, +// NvAPI_GetUnAttachedDisplayDriverRegistryPath = 0x633252D8, +// NvAPI_GetValidGpuTopologies = 0x5DFAB48A, +// NvAPI_GetVideoState = 0x1C5659CD, +// NvAPI_GPS_GetPerfSensors = 0x271C1109, +// NvAPI_GPS_GetPowerSteeringStatus = 0x540EE82E, +// NvAPI_GPS_GetThermalLimit = 0x583113ED, +// NvAPI_GPS_GetVPStateCap = 0x71913023, +// NvAPI_GPS_SetPowerSteeringStatus = 0x9723D3A2, +// NvAPI_GPS_SetThermalLimit = 0x0C07E210F, +// NvAPI_GPS_SetVPStateCap = 0x68888EB4, +// NvAPI_GPU_ClearPCIELinkAERInfo = 0x521566BB, +// NvAPI_GPU_ClearPCIELinkErrorInfo = 0x8456FF3D, +// NvAPI_GPU_ClientPowerPoliciesGetInfo = 0x34206D86, +// NvAPI_GPU_ClientPowerPoliciesGetStatus = 0x70916171, +// NvAPI_GPU_ClientPowerPoliciesSetStatus = 0x0AD95F5ED, +// NvAPI_GPU_ClientPowerTopologyGetInfo = 0x0A4DFD3F2, +// NvAPI_GPU_ClientPowerTopologyGetStatus = 0x0EDCF624E, +// NvAPI_GPU_CudaEnumComputeCapableGpus = 0x5786CC6E, +// NvAPI_GPU_EnableDynamicPstates = 0x0FA579A0F, +// NvAPI_GPU_EnableOverclockedPstates = 0x0B23B70EE, +// NvAPI_GPU_Get_DisplayPort_DongleInfo = 0x76A70E8D, +// NvAPI_GPU_GetAllClocks = 0x1BD69F49, +// NvAPI_GPU_GetAllGpusOnSameBoard = 0x4DB019E6, +// NvAPI_GPU_GetArchInfo = 0xD8265D24, +// NvAPI_GPU_GetBarInfo = 0xE4B701E3, +// NvAPI_GPU_GetClockBoostLock = 0xe440b867, // unknown name, NVAPI_ID_CURVE_GET +// NvAPI_GPU_GetClockBoostMask = 0x507b4b59, +// NvAPI_GPU_GetClockBoostRanges = 0x64b43a6a, +// NvAPI_GPU_GetClockBoostTable = 0x23f1b133, +// NvAPI_GPU_GetColorSpaceConversion = 0x8159E87A, +// NvAPI_GPU_GetConnectorInfo = 0x4ECA2C10, +// NvAPI_GPU_GetCoolerPolicyTable = 0x518A32C, +// NvAPI_GPU_GetCoolerSettings = 0x0DA141340, +// NvAPI_GPU_GetCoreVoltageBoostPercent = 0x9df23ca1, +// NvAPI_GPU_GetCurrentFanSpeedLevel = 0x0BD71F0C9, +// NvAPI_GPU_GetCurrentThermalLevel = 0x0D2488B79, +// NvAPI_GPU_GetCurrentVoltage = 0x465f9bcf, +// NvAPI_GPU_GetDeepIdleState = 0x1AAD16B4, +// NvAPI_GPU_GetDeviceDisplayMode = 0x0D2277E3A, +// NvAPI_GPU_GetDisplayUnderflowStatus = 0xED9E8057, +// NvAPI_GPU_GetDitherControl = 0x932AC8FB, +// NvAPI_GPU_GetExtendedMinorRevision = 0x25F17421, +// NvAPI_GPU_GetFBWidthAndLocation = 0x11104158, +// NvAPI_GPU_GetFlatPanelInfo = 0x36CFF969, +// NvAPI_GPU_GetFoundry = 0x5D857A00, +// NvAPI_GPU_GetFrameBufferCalibrationLockFailures = 0x524B9773, +// NvAPI_GPU_GetHardwareQualType = 0xF91E777B, +// NvAPI_GPU_GetHybridControllerInfo = 0xD26B8A58, +// NvAPI_GPU_GetLogicalFBWidthAndLocation = 0x8efc0978, +// NvAPI_GPU_GetManufacturingInfo = 0xA4218928, +// NvAPI_GPU_GetMemPartitionMask = 0x329D77CD, +// NvAPI_GPU_GetMXMBlock = 0xB7AB19B9, +// NvAPI_GPU_GetPartitionCount = 0x86F05D7A, +// NvAPI_GPU_GetPCIEInfo = 0xE3795199, +// NvAPI_GPU_GetPerfClocks = 0x1EA54A3B, +// NvAPI_GPU_GetPerfHybridMode = 0x5D7CCAEB, +// NvAPI_GPU_GetPerGpuTopologyStatus = 0x0A81F8992, +// NvAPI_GPU_GetPixelClockRange = 0x66AF10B7, +// NvAPI_GPU_GetPowerMizerInfo = 0x76BFA16B, +// NvAPI_GPU_GetPSFloorSweepStatus = 0xDEE047AB, +// NvAPI_GPU_GetPstateClientLimits = 0x88C82104, +// NvAPI_GPU_GetPstatesInfo = 0x0BA94C56E, +// NvAPI_GPU_GetRamBankCount = 0x17073A3C, +// NvAPI_GPU_GetRamBusWidth = 0x7975C581, +// NvAPI_GPU_GetRamConfigStrap = 0x51CCDB2A, +// NvAPI_GPU_GetRamMaker = 0x42aea16a, +// NvAPI_GPU_GetRamType = 0x57F7CAAC, +// NvAPI_GPU_GetRawFuseData = 0xE0B1DCE9, +// NvAPI_GPU_GetROPCount = 0xfdc129fa, +// NvAPI_GPU_GetSampleType = 0x32E1D697, +// NvAPI_GPU_GetSerialNumber = 0x14B83A5F, +// NvAPI_GPU_GetShaderPipeCount = 0x63E2F56F, +// NvAPI_GPU_GetShortName = 0xD988F0F3, +// NvAPI_GPU_GetSMMask = 0x0EB7AF173, +// NvAPI_GPU_GetTargetID = 0x35B5FD2F, +// NvAPI_GPU_GetThermalPoliciesInfo = 0x00D258BB5, // NvAPI_GPU_ClientThermalPoliciesGetInfo +// NvAPI_GPU_GetThermalPoliciesStatus = 0x0E9C425A1, +// NvAPI_GPU_GetThermalTable = 0xC729203C, +// NvAPI_GPU_GetTotalSMCount = 0x0AE5FBCFE, +// NvAPI_GPU_GetTotalSPCount = 0x0B6D62591, +// NvAPI_GPU_GetTotalTPCCount = 0x4E2F76A8, +// NvAPI_GPU_GetTPCMask = 0x4A35DF54, +// NvAPI_GPU_GetUsages = 0x189a1fdf, +// NvAPI_GPU_GetVbiosImage = 0xFC13EE11, +// NvAPI_GPU_GetVbiosMxmVersion = 0xE1D5DABA, +// NvAPI_GPU_GetVFPCurve = 0x21537ad4, +// NvAPI_GPU_GetVoltageDomainsStatus = 0x0C16C7E2C, +// NvAPI_GPU_GetVoltages = 0x7D656244, +// NvAPI_GPU_GetVoltageStep = 0x28766157, // unsure of the name +// NvAPI_GPU_GetVPECount = 0xD8CBF37B, +// NvAPI_GPU_GetVSFloorSweepStatus = 0xD4F3944C, +// NvAPI_GPU_GPIOQueryLegalPins = 0x0FAB69565, +// NvAPI_GPU_GPIOReadFromPin = 0x0F5E10439, +// NvAPI_GPU_GPIOWriteToPin = 0x0F3B11E68, +// NvAPI_GPU_PerfPoliciesGetInfo = 0x409d9841, +// NvAPI_GPU_PerfPoliciesGetStatus = 0x3d358a0c, +// NvAPI_GPU_PhysxQueryRecommendedState = 0x7A4174F4, +// NvAPI_GPU_PhysxSetState = 0x4071B85E, +// NvAPI_GPU_QueryActiveApps = 0x65B1C5F5, +// NvAPI_GPU_RestoreCoolerPolicyTable = 0x0D8C4FE63, +// NvAPI_GPU_RestoreCoolerSettings = 0x8F6ED0FB, +// NvAPI_GPU_SetClockBoostLock = 0x39442cfb, // unknown name, NVAPI_ID_CURVE_SET +// NvAPI_GPU_SetClockBoostTable = 0x0733e009, +// NvAPI_GPU_SetClocks = 0x6F151055, +// NvAPI_GPU_SetColorSpaceConversion = 0x0FCABD23A, +// NvAPI_GPU_SetCoolerLevels = 0x891FA0AE, +// NvAPI_GPU_SetCoolerPolicyTable = 0x987947CD, +// NvAPI_GPU_SetCoreVoltageBoostPercent = 0xb9306d9b, +// NvAPI_GPU_SetCurrentPCIESpeed = 0x3BD32008, +// NvAPI_GPU_SetCurrentPCIEWidth = 0x3F28E1B9, +// NvAPI_GPU_SetDeepIdleState = 0x568A2292, +// NvAPI_GPU_SetDisplayUnderflowMode = 0x387B2E41, +// NvAPI_GPU_SetDitherControl = 0x0DF0DFCDD, +// NvAPI_GPU_SetPerfClocks = 0x7BCF4AC, +// NvAPI_GPU_SetPerfHybridMode = 0x7BC207F8, +// NvAPI_GPU_SetPixelClockRange = 0x5AC7F8E5, +// NvAPI_GPU_SetPowerMizerInfo = 0x50016C78, +// NvAPI_GPU_SetPstateClientLimits = 0x0FDFC7D49, +// NvAPI_GPU_SetPstates20 = 0x0F4DAE6B, +// NvAPI_GPU_SetPstatesInfo = 0x0CDF27911, +// NvAPI_GPU_SetThermalPoliciesStatus = 0x034C0B13D, +// NvAPI_Hybrid_IsAppMigrationStateChangeable = 0x584CB0B6, +// NvAPI_Hybrid_QueryBlockedMigratableApps = 0x0F4C2F8CC, +// NvAPI_Hybrid_QueryUnblockedNonMigratableApps = 0x5F35BCB5, +// NvAPI_Hybrid_SetAppMigrationState = 0x0FA0B9A59, +// NvAPI_I2CReadEx = 0x4D7B0709, +// NvAPI_I2CWriteEx = 0x283AC65A, +// NvAPI_LoadMicrocode = 0x3119F36E, +// NvAPI_Mosaic_ChooseGpuTopologies = 0x0B033B140, +// NvAPI_Mosaic_EnumGridTopologies = 0x0A3C55220, +// NvAPI_Mosaic_GetDisplayCapabilities = 0x0D58026B9, +// NvAPI_Mosaic_GetMosaicCapabilities = 0x0DA97071E, +// NvAPI_Mosaic_GetMosaicViewports = 0x7EBA036, +// NvAPI_Mosaic_SetGridTopology = 0x3F113C77, +// NvAPI_Mosaic_ValidateDisplayGridsWithSLI = 0x1ECFD263, +// NvAPI_QueryNonMigratableApps = 0x0BB9EF1C3, +// NvAPI_QueryUnderscanCap = 0x61D7B624, +// NvAPI_RestartDisplayDriver = 0xB4B26B65, +// NvAPI_RevertCustomDisplayTrial = 0x854BA405, +// NvAPI_SaveCustomDisplay = 0x0A9062C78, +// NvAPI_SetDisplayFeatureConfig = 0x0F36A668D, +// NvAPI_SetDisplayPosition = 0x57D9060F, +// NvAPI_SetDisplaySettings = 0x0E04F3D86, +// NvAPI_SetDVCLevel = 0x172409B4, +// NvAPI_SetDVCLevelEx = 0x4A82C2B1, +// NvAPI_SetFrameRateNotify = 0x18919887, +// NvAPI_SetGpuTopologies = 0x25201F3D, +// NvAPI_SetHUEAngle = 0x0F5A0F22C, +// NvAPI_SetHybridMode = 0x0FB22D656, +// NvAPI_SetImageSharpeningLevel = 0x3FC9A59C, +// NvAPI_SetInfoFrame = 0x69C6F365, +// NvAPI_SetInfoFrameState = 0x67EFD887, +// NvAPI_SetPVExtName = 0x4FEEB498, +// NvAPI_SetPVExtProfile = 0x8354A8F4, +// NvAPI_SetTopologyDisplayGPU = 0xF409D5E5, +// NvAPI_SetTopologyFocusDisplayAndView = 0x0A8064F9, +// NvAPI_SetTVEncoderControls = 0x0CA36A3AB, +// NvAPI_SetTVOutputBorderColor = 0x0AED02700, +// NvAPI_SetUnderscanConfig = 0x3EFADA1D, +// NvAPI_SetVideoState = 0x54FE75A, +// NvAPI_Stereo_AppHandShake = 0x8C610BDA, +// NvAPI_Stereo_ForceToScreenDepth = 0x2D495758, +// NvAPI_Stereo_GetCursorSeparation = 0x72162B35, +// NvAPI_Stereo_GetPixelShaderConstantB = 0x0C79333AE, +// NvAPI_Stereo_GetPixelShaderConstantF = 0x0D4974572, +// NvAPI_Stereo_GetPixelShaderConstantI = 0x0ECD8F8CF, +// NvAPI_Stereo_GetStereoCaps = 0x0DFC063B7, +// NvAPI_Stereo_GetVertexShaderConstantB = 0x712BAA5B, +// NvAPI_Stereo_GetVertexShaderConstantF = 0x622FDC87, +// NvAPI_Stereo_GetVertexShaderConstantI = 0x5A60613A, +// NvAPI_Stereo_HandShake_Message_Control = 0x315E0EF0, +// NvAPI_Stereo_HandShake_Trigger_Activation = 0x0B30CD1A7, +// NvAPI_Stereo_Is3DCursorSupported = 0x0D7C9EC09, +// NvAPI_Stereo_SetCursorSeparation = 0x0FBC08FC1, +// NvAPI_Stereo_SetPixelShaderConstantB = 0x0BA6109EE, +// NvAPI_Stereo_SetPixelShaderConstantF = 0x0A9657F32, +// NvAPI_Stereo_SetPixelShaderConstantI = 0x912AC28F, +// NvAPI_Stereo_SetVertexShaderConstantB = 0x5268716F, +// NvAPI_Stereo_SetVertexShaderConstantF = 0x416C07B3, +// NvAPI_Stereo_SetVertexShaderConstantI = 0x7923BA0E, +// NvAPI_SYS_GetChipSetTopologyStatus = 0x8A50F126, +// NvAPI_SYS_GetSliApprovalCookie = 0xB539A26E, +// NvAPI_SYS_SetPostOutput = 0xD3A092B1, +// NvAPI_SYS_VenturaGetCoolingBudget = 0x0C9D86E33, +// NvAPI_SYS_VenturaGetPowerReading = 0x63685979, +// NvAPI_SYS_VenturaGetState = 0x0CB7C208D, +// NvAPI_SYS_VenturaSetCoolingBudget = 0x85FF5A15, +// NvAPI_SYS_VenturaSetState = 0x0CE2E9D9, +// NvAPI_TryCustomDisplay = 0x0BF6C1762, +// NvAPI_VideoGetStereoInfo = 0x8E1F8CFE, +// NvAPI_VideoSetStereoInfo = 0x97063269, +// NvAPI_GPU_ClientFanCoolersGetInfo = 0xfb85b01e, +// NvAPI_GPU_ClientFanCoolersGetStatus = 0x35aed5e8, +// NvAPI_GPU_ClientFanCoolersGetControl = 0x814b209f, +// NvAPI_GPU_ClientFanCoolersSetControl = 0xa58971a5, +// Unknown_1629A173 = 0x1629a173, // `Unknown(*mut { version = 0x00030038, count, .. })` +// Unknown_36E39E6B = 0x36e39e6b, // `Unknown(*mut { version = 0x0002000c, count, ... })` might be handles? +// Unknown_B7BCF50D = 0xb7bcf50d, // `Unknown(hGpu, *mut { version = 0x00010008, value })` seen `value = 0x703` +// Unknown_F1D2777B = 0xf1d2777b, // `Unknown(hDisplayHandle, *mut hGpu)` maybe? + +// NvAPI_Unload = 0xD22BDD7E, +// NvAPI_Initialize = 0x150E828 + +typedef uintptr_t *(*NvAPI_QueryInterface_t)(unsigned int); + +typedef struct nv_module { + HMODULE handle; + nv_api_t api; +} nv_module_t; + +static void* _nv_module_function_get(HMODULE handle, const char *name) +{ + void *func = GetProcAddress(handle, name); + + if (func == NULL) { + log_fatal("Failed to get function pointer for %s: %s", name, util_winerr_format_error_code(GetLastError())); + } + + return func; +} + +void nv_module_load(nv_module_t **module) +{ + HMODULE handle; + NvAPI_QueryInterface_t nvapi_query_interface; + + log_assert(module); + + *module = (nv_module_t *) xmalloc(sizeof(nv_module_t)); + + handle = LoadLibraryA(NV_MODULE_PATH); + + if (handle == NULL) { + log_fatal("Failed to load nvapi module: %s", util_winerr_format_error_code(GetLastError())); + } + + (*module)->handle = handle; + + nvapi_query_interface = _nv_module_function_get((*module)->handle, "nvapi_QueryInterface"); + + (*module)->api.NvAPI_Initialize = (NvAPI_Initialize_t) nvapi_query_interface(0x0150E828); + (*module)->api.NvAPI_Unload = (NvAPI_Unload_t) nvapi_query_interface(0xD22BDD7E); + (*module)->api.NvAPI_GetInterfaceVersionStringEx = (NvAPI_GetInterfaceVersionStringEx_t) nvapi_query_interface(0x1053FA5); + (*module)->api.NvAPI_SYS_GetDriverAndBranchVersion = (NvAPI_SYS_GetDriverAndBranchVersion_t) nvapi_query_interface(0x2926AAAD); + (*module)->api.NvAPI_GetErrorMessage = (NvAPI_GetErrorMessage_t) nvapi_query_interface(0x6C2D048C); + (*module)->api.NvAPI_DRS_CreateSession = (NvAPI_DRS_CreateSession_t) nvapi_query_interface(0x0694D52E); + (*module)->api.NvAPI_DRS_LoadSettings = (NvAPI_DRS_LoadSettings_t) nvapi_query_interface(0x375DBD6B); + (*module)->api.NvAPI_DRS_FindProfileByName = (NvAPI_DRS_FindProfileByName_t) nvapi_query_interface(0x7E4A9A0B); + (*module)->api.NvAPI_DRS_FindApplicationByName = (NvAPI_DRS_FindApplicationByName_t) nvapi_query_interface(0x0EEE566B2); + (*module)->api.NvAPI_DRS_CreateProfile = (NvAPI_DRS_CreateProfile_t) nvapi_query_interface(0x0CC176068); + (*module)->api.NvAPI_DRS_CreateApplication = (NvAPI_DRS_CreateApplication_t) nvapi_query_interface(0x4347A9DE); + (*module)->api.NvAPI_DRS_GetSetting = (NvAPI_DRS_GetSetting_t) nvapi_query_interface(0x73BF8338); + (*module)->api.NvAPI_DRS_SetSetting = (NvAPI_DRS_SetSetting_t) nvapi_query_interface(0x577DD202); + (*module)->api.NvAPI_DRS_SaveSettings = (NvAPI_DRS_SaveSettings_t) nvapi_query_interface(0x0FCBC7E14); + (*module)->api.NvAPI_DRS_DestroySession = (NvAPI_DRS_DestroySession_t) nvapi_query_interface(0x0DAD9CFF8); + (*module)->api.NvAPI_EnumPhysicalGPUs = (NvAPI_EnumPhysicalGPUs_t) nvapi_query_interface(0x0E5AC921F); + (*module)->api.NvAPI_GPU_GetConnectedDisplayIds = (NvAPI_GPU_GetConnectedDisplayIds_t) nvapi_query_interface(0x78DBA2); + (*module)->api.NvAPI_DISP_GetTiming = (NvAPI_DISP_GetTiming_t) nvapi_query_interface(0x175167E9); + (*module)->api.NvAPI_DISP_TryCustomDisplay = (NvAPI_DISP_TryCustomDisplay_t) nvapi_query_interface(0x1F7DB630); + (*module)->api.NvAPI_DISP_SaveCustomDisplay = (NvAPI_DISP_SaveCustomDisplay_t) nvapi_query_interface(0x49882876); + (*module)->api.NvAPI_DISP_RevertCustomDisplayTrial = (NvAPI_DISP_RevertCustomDisplayTrial_t) nvapi_query_interface(0xCBBD40F0); + (*module)->api.NvAPI_DRS_DeleteProfile = (NvAPI_DRS_DeleteProfile_t) nvapi_query_interface(0x17093206); + (*module)->api.NvAPI_DISP_GetDisplayConfig = (NvAPI_DISP_GetDisplayConfig_t) nvapi_query_interface(0x11ABCCF8); + (*module)->api.NvAPI_DISP_SetDisplayConfig = (NvAPI_DISP_SetDisplayConfig_t) nvapi_query_interface(0x5D8CF8DE); +} + +void nv_module_free(nv_module_t **module) +{ + log_assert(module); + + FreeLibrary((*module)->handle); + + free(*module); +} + +void nv_module_api_get(const nv_module_t *module, nv_api_t *api) +{ + log_assert(module); + log_assert(api); + + *api = module->api; +} diff --git a/src/main/nv/module.h b/src/main/nv/module.h new file mode 100644 index 0000000..0db57f1 --- /dev/null +++ b/src/main/nv/module.h @@ -0,0 +1,13 @@ +#ifndef NVGPU_CONFIG_NVAPI_MODULE_H +#define NVGPU_CONFIG_NVAPI_MODULE_H + +#include "nv/api.h" + +typedef struct nv_module nv_module_t; + +void nv_module_load(nv_module_t **module); +void nv_module_free(nv_module_t **module); + +void nv_module_api_get(const nv_module_t *module, nv_api_t *api); + +#endif \ No newline at end of file diff --git a/src/main/nvgpu/Module.mk b/src/main/nvgpu/Module.mk new file mode 100644 index 0000000..963caf6 --- /dev/null +++ b/src/main/nvgpu/Module.mk @@ -0,0 +1,8 @@ +exes += nvgpu \ + +libs_nvgpu := \ + nv \ + util \ + +src_nvgpu := \ + main.c \ diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c new file mode 100644 index 0000000..983ca19 --- /dev/null +++ b/src/main/nvgpu/main.c @@ -0,0 +1,1347 @@ +#include + +#include +#include +#include +#include +#include +#include + +#include "nv/api.h" +#include "nv/module.h" + +#include "util/fs.h" +#include "util/log.h" +#include "util/mem.h" +#include "util/str.h" + +#define NV_DRS_SETTINGS_FOLDER "C:\\ProgramData\\NVIDIA Corporation\\Drs" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define PRINT_ERR_WITH_NVAPI_MESSAGE(status, fmt, ...) \ + NvAPI_ShortString error_str; \ + nv_api->NvAPI_GetErrorMessage(status, error_str); \ + fprintf(stderr, fmt ", reason: %s\n", ##__VA_ARGS__, error_str); + +static bool _session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_DestroySession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Destroying driver settings session"); + return false; + } + + return true; +} + +static bool _session_create_and_settings_load(const nv_api_t *nv_api, NvDRSSessionHandle *session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_CreateSession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver settings session"); + return false; + } + + status = nv_api->NvAPI_DRS_LoadSettings(*session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Loading driver settings"); + + return _session_destroy(nv_api, *session); + } + + return true; +} + +static bool _settings_save_and_session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + printfln_err("Saving ..."); + + status = nv_api->NvAPI_DRS_SaveSettings(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving driver settings"); + + return _session_destroy(nv_api, session); + } + + return _session_destroy(nv_api, session); +} + +static bool _profile_get( + const nv_api_t *nv_api, + const char *profile_name, + NvDRSSessionHandle session, + NvDRSProfileHandle *profile) +{ + NvAPI_UnicodeString nv_profile_name; + NvAPI_Status status; + wchar_t *profile_name_wstr; + + assert(nv_api); + assert(session); + assert(profile); + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(nv_profile_name, sizeof(nv_profile_name), profile_name_wstr); + + status = nv_api->NvAPI_DRS_FindProfileByName(session, nv_profile_name, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Finding driver profile %s", profile_name); + return false; + } + + return true; +} + +static bool _profile_setting_set( + const nv_api_t *nv_api, + NvDRSSessionHandle session, + NvDRSProfileHandle profile, + NVDRS_SETTING *setting) +{ + NvAPI_Status status; + + assert(nv_api); + assert(setting); + + status = nv_api->NvAPI_DRS_SetSetting(session, profile, setting); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "Error setting driver settings"); + return false; + } + + return true; +} + +static void _ensure_drs_settings_folder_exists() +{ + // Even on a fresh install, this might not exist which result + // in NVAPI_ACCESS_DENIED errors on many (or even all?) nvapi DRS functions + if (!path_exists(NV_DRS_SETTINGS_FOLDER)) { + printfln_err("NOTE: DRS settings folder to store profiles does not exist, creating..."); + path_mkdir(NV_DRS_SETTINGS_FOLDER); + } +} + +// ------------------------------------------------------------------------------------------------- + +static bool _nv_info(const nv_api_t *nv_api) +{ + NvAPI_ShortString interface_version; + NvAPI_ShortString driver_version; + NvU32 driver_version_number; + NvAPI_Status status; + + printfln_err("Getting interface version..."); + + status = nv_api->NvAPI_GetInterfaceVersionStringEx(interface_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting interface version string"); + return false; + } + + printfln_err("Getting driver and branch version..."); + + status = nv_api->NvAPI_SYS_GetDriverAndBranchVersion(&driver_version_number, driver_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting driver and branch version"); + return false; + } + + printfln_out("Interface version: %s", interface_version); + printfln_out("Driver version: %s", driver_version); + printfln_out("Driver version number: %lu", driver_version_number); + + return true; +} + +static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NVDRS_PROFILE profile; + wchar_t *profile_name_wstr; + NvAPI_Status status; + NvDRSProfileHandle profile_handle; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + profile.version = NVDRS_PROFILE_VER; + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(profile.profileName, sizeof(profile.profileName), profile_name_wstr); + free(profile_name_wstr); + + printfln_err("Creating profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver profile"); + + _session_destroy(nv_api, session); + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_delete(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + printfln_err("Deleting profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_DeleteProfile(session, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Deleting driver profile %s", profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_application_add(const nv_api_t *nv_api, const char *profile_name, const char *application_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + NVDRS_APPLICATION application; + wchar_t *application_name_wstr; + + assert(nv_api); + assert(profile_name); + assert(application_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + application.version = NVDRS_APPLICATION_VER; + + application_name_wstr = str_widen(application_name); + wstr_cpy(application.appName, sizeof(application.appName), application_name_wstr); + free(application_name_wstr); + + printfln_err("Adding application %s to profile %s...", application_name, profile_name); + + status = nv_api->NvAPI_DRS_CreateApplication(session, profile, &application); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Adding application %s to profile %s", application_name, profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gsync_disable(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = VRR_APP_OVERRIDE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + setting.u32CurrentValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + + printfln_err("Disabling G-SYNC for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gpu_power_state_max(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = PREFERRED_PSTATE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = PREFERRED_PSTATE_PREFER_MAX; + setting.u32CurrentValue = PREFERRED_PSTATE_PREFER_MAX; + + printfln_err("Setting GPU power state to maximum for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _displays_list(const nv_api_t *nv_api) +{ + NvAPI_Status status; + NvPhysicalGpuHandle gpu_handle[NVAPI_MAX_PHYSICAL_GPUS]; + NvU32 gpu_count; + NvU32 display_id_count; + NV_GPU_DISPLAYIDS *display_ids; + const char *connector_type; + + assert(nv_api); + + status = nv_api->NvAPI_EnumPhysicalGPUs(gpu_handle, &gpu_count); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Enumerating physical GPUs"); + return false; + } + + printfln_err("Display ID, Connector Type, Active, Connected, Physically Connected"); + + for (NvU32 i = 0; i < gpu_count; i++) { + // Get display count per GPU + display_id_count = 0; + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], NULL, &display_id_count, 0); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display count of GPU"); + return false; + } + + if (display_id_count > 0) { + display_ids = (NV_GPU_DISPLAYIDS*) xmalloc(sizeof(NV_GPU_DISPLAYIDS) * display_id_count); + + for (NvU32 j = 0; j < display_id_count; j++) { + display_ids[j].version = NV_GPU_DISPLAYIDS_VER; + } + + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], display_ids, &display_id_count, 0); + + if (status != NVAPI_OK) { + free(display_ids); + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display ids of GPU"); + return false; + } + + for (NvU32 j = 0; j < display_id_count; j++) { + switch (display_ids[j].connectorType) { + case NV_MONITOR_CONN_TYPE_VGA: + connector_type = "VGA"; + break; + case NV_MONITOR_CONN_TYPE_COMPONENT: + connector_type = "Component"; + break; + case NV_MONITOR_CONN_TYPE_SVIDEO: + connector_type = "S-Video"; + break; + case NV_MONITOR_CONN_TYPE_HDMI: + connector_type = "HDMI"; + break; + case NV_MONITOR_CONN_TYPE_DVI: + connector_type = "DVI"; + break; + case NV_MONITOR_CONN_TYPE_LVDS: + connector_type = "LVDS"; + break; + case NV_MONITOR_CONN_TYPE_DP: + connector_type = "DP"; + break; + case NV_MONITOR_CONN_TYPE_COMPOSITE: + connector_type = "Composite"; + break; + default: + connector_type = "unknown"; + break; + } + + printfln_out("0x%lX, %s, %s, %s, %s", + display_ids[j].displayId, + connector_type, + display_ids[j].isActive ? "active" : "inactive", + display_ids[j].isConnected ? "connected" : "disconnected", + display_ids[j].isPhysicallyConnected ? "connected" : "disconnected"); + } + + free(display_ids); + } + } + + return true; +} + +static bool _display_config_get(const nv_api_t *nv_api, NvU32 display_id) +{ + NvU32 target_info_count; + NV_DISPLAYCONFIG_PATH_INFO display_config; + NvAPI_Status status; + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 *target_info; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 *source_mode_info; + + assert(nv_api); + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&target_info_count, NULL); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config count"); + return false; + } + + memset(&display_config, 0, sizeof(NV_DISPLAYCONFIG_PATH_INFO)); + + display_config.version = NV_DISPLAYCONFIG_PATH_INFO_VER; + display_config.targetInfoCount = target_info_count; + display_config.targetInfo = (NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2*) xmalloc(sizeof(NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2) * target_info_count); + display_config.sourceModeInfo = (NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1*) xmalloc(sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1) * target_info_count); + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&target_info_count, &display_config); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config"); + + free(display_config.targetInfo); + free(display_config.sourceModeInfo); + + return false; + } + + if (display_id != 0) { + printfln_err("Applying display ID filter: %lX", display_id); + } + + printfln_err("Num total display configs: %ld", display_config.targetInfoCount); + + for (NvU32 i = 0; i < display_config.targetInfoCount; i++) { + target_info = &display_config.targetInfo[i]; + source_mode_info = &display_config.sourceModeInfo[i]; + + if (display_id != 0 && target_info->displayId != display_id) { + continue; + } + + printfln_out("--------------------------------"); + printfln_out("Display ID: %lX", target_info->displayId); + printfln_out("Resolution width: %ld", source_mode_info->resolution.width); + printfln_out("Resolution height: %ld", source_mode_info->resolution.height); + printfln_out("Color depth: %d", source_mode_info->colorFormat); + printfln_out("Position x: %d", source_mode_info->position.x); + printfln_out("Position y: %d", source_mode_info->position.y); + printfln_out("Spanning orientation: %d", source_mode_info->spanningOrientation); + printfln_out("GDI primary: %d", source_mode_info->bGDIPrimary); + printfln_out("SLI focus: %d", source_mode_info->bSLIFocus); + + if (target_info->details) { + switch (target_info->details->rotation) { + case NV_ROTATE_0: + printfln_out("Rotation: 0 degrees"); + break; + case NV_ROTATE_90: + printfln_out("Rotation: 90 degrees"); + break; + case NV_ROTATE_180: + printfln_out("Rotation: 180 degrees"); + break; + case NV_ROTATE_270: + printfln_out("Rotation: 270 degrees"); + break; + case NV_ROTATE_IGNORED: + printfln_out("Rotation: ignored"); + break; + default: + printfln_out("Rotation: unknown (%d)", target_info->details->rotation); + break; + } + + switch (target_info->details->scaling) { + case NV_SCALING_DEFAULT: + printfln_out("Scaling: default"); + break; + case NV_SCALING_GPU_SCALING_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to closest"); + break; + case NV_SCALING_GPU_SCALING_TO_NATIVE: + printfln_out("Scaling: GPU scaling to native"); + break; + case NV_SCALING_GPU_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scaling to aspect scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to aspect scanout to closest"); + break; + case NV_SCALING_GPU_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scanout to closest"); + break; + case NV_SCALING_GPU_INTEGER_ASPECT_SCALING: + printfln_out("Scaling: GPU integer aspect scaling"); + break; + default: + printfln_out("Scaling: unknown (%d)", target_info->details->scaling); + break; + } + + printfln_out("Refresh rate (non interlaced): %ld", target_info->details->refreshRate1K * 1000); + printfln_out("Interlaced: %d", target_info->details->interlaced); + printfln_out("Primary: %d", target_info->details->primary); + printfln_out("Disable virtual mode support: %d", target_info->details->disableVirtualModeSupport); + printfln_out("Is preferred unscaled target: %d", target_info->details->isPreferredUnscaledTarget); + + switch (target_info->details->connector) { + case NVAPI_GPU_CONNECTOR_VGA_15_PIN: + printfln_out("Connector: VGA 15 Pin"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE: + printfln_out("Connector: TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_TV_SVIDEO: + printfln_out("Connector: TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_COMPONENT: + printfln_out("Connector: TV HDTV Component"); + break; + case NVAPI_GPU_CONNECTOR_TV_SCART: + printfln_out("Connector: TV SCART"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE_SCART_ON_EIAJ4120: + printfln_out("Connector: TV Composite SCART on EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_EIAJ4120: + printfln_out("Connector: TV HDTV EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_HDTV_YPRPB: + printfln_out("Connector: PC POD HDTV YPRPB"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_SVIDEO: + printfln_out("Connector: PC POD S-Video"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_COMPOSITE: + printfln_out("Connector: PC POD Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_SVIDEO: + printfln_out("Connector: DVI-I TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_COMPOSITE: + printfln_out("Connector: DVI-I TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I: + printfln_out("Connector: DVI-I"); + break; + case NVAPI_GPU_CONNECTOR_DVI_D: + printfln_out("Connector: DVI-D"); + break; + case NVAPI_GPU_CONNECTOR_ADC: + printfln_out("Connector: ADC"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_1: + printfln_out("Connector: LFH DVI-I 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_2: + printfln_out("Connector: LFH DVI-I 2"); + break; + case NVAPI_GPU_CONNECTOR_SPWG: + printfln_out("Connector: SPWG"); + break; + case NVAPI_GPU_CONNECTOR_OEM: + printfln_out("Connector: OEM"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_EXTERNAL: + printfln_out("Connector: DisplayPort External"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_INTERNAL: + printfln_out("Connector: DisplayPort Internal"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_MINI_EXT: + printfln_out("Connector: DisplayPort Mini External"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_A: + printfln_out("Connector: HDMI A"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_C_MINI: + printfln_out("Connector: HDMI C Mini"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_1: + printfln_out("Connector: LFH DisplayPort 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_2: + printfln_out("Connector: LFH DisplayPort 2"); + break; + case NVAPI_GPU_CONNECTOR_VIRTUAL_WFD: + printfln_out("Connector: Virtual WFD"); + break; + case NVAPI_GPU_CONNECTOR_USB_C: + printfln_out("Connector: USB C"); + break; + default: + printfln_out("Connector: unknown (%d)", target_info->details->connector); + break; + } + + switch (target_info->details->tvFormat) { + case NV_DISPLAY_TV_FORMAT_NONE: + printfln_out("TV format: none"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCM: + printfln_out("TV format: SD NTSC-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCJ: + printfln_out("TV format: SD NTSC-J"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALM: + printfln_out("TV format: SD PAL-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALBDGH: + printfln_out("TV format: SD PAL-BDGH"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALN: + printfln_out("TV format: SD PAL-N"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALNC: + printfln_out("TV format: SD PAL-NC"); + break; + case NV_DISPLAY_TV_FORMAT_SD_576i: + printfln_out("TV format: SD 576i"); + break; + case NV_DISPLAY_TV_FORMAT_SD_480i: + printfln_out("TV format: SD 480i"); + break; + case NV_DISPLAY_TV_FORMAT_ED_480p: + printfln_out("TV format: ED 480p"); + break; + case NV_DISPLAY_TV_FORMAT_ED_576p: + printfln_out("TV format: ED 576p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p: + printfln_out("TV format: HD 720p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i: + printfln_out("TV format: HD 1080i"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p: + printfln_out("TV format: HD 1080p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p50: + printfln_out("TV format: HD 720p50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p24: + printfln_out("TV format: HD 1080p24"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i50: + printfln_out("TV format: HD 1080i50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p50: + printfln_out("TV format: HD 1080p50"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_3840: + printfln_out("TV format: UHD 4Kp30 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_3840: + printfln_out("TV format: UHD 4Kp25 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_3840: + printfln_out("TV format: UHD 4Kp24 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_SMPTE: + printfln_out("TV format: UHD 4Kp24 SMPTE"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_3840: + printfln_out("TV format: UHD 4Kp50 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_3840: + printfln_out("TV format: UHD 4Kp60 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_4096: + printfln_out("TV format: UHD 4Kp30 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_4096: + printfln_out("TV format: UHD 4Kp25 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_4096: + printfln_out("TV format: UHD 4Kp24 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_4096: + printfln_out("TV format: UHD 4Kp50 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_4096: + printfln_out("TV format: UHD 4Kp60 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp24_7680: + printfln_out("TV format: UHD 8Kp24 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp25_7680: + printfln_out("TV format: UHD 8Kp25 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp30_7680: + printfln_out("TV format: UHD 8Kp30 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp48_7680: + printfln_out("TV format: UHD 8Kp48 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp50_7680: + printfln_out("TV format: UHD 8Kp50 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp60_7680: + printfln_out("TV format: UHD 8Kp60 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp100_7680: + printfln_out("TV format: UHD 8Kp100 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp120_7680: + printfln_out("TV format: UHD 8Kp120 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_3840: + printfln_out("TV format: UHD 4Kp48 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_4096: + printfln_out("TV format: UHD 4Kp48 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_3840: + printfln_out("TV format: UHD 4Kp100 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_4096: + printfln_out("TV format: UHD 4Kp100 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_4096: + printfln_out("TV format: UHD 4Kp120 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_3840: + printfln_out("TV format: UHD 4Kp120 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_5120: + printfln_out("TV format: UHD 4Kp100 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_5120: + printfln_out("TV format: UHD 4Kp120 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_5120: + printfln_out("TV format: UHD 4Kp24 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_5120: + printfln_out("TV format: UHD 4Kp25 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_5120: + printfln_out("TV format: UHD 4Kp30 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_5120: + printfln_out("TV format: UHD 4Kp48 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_5120: + printfln_out("TV format: UHD 4Kp50 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_5120: + printfln_out("TV format: UHD 4Kp60 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp24_10240: + printfln_out("TV format: UHD 10Kp24 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp25_10240: + printfln_out("TV format: UHD 10Kp25 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp30_10240: + printfln_out("TV format: UHD 10Kp30 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp48_10240: + printfln_out("TV format: UHD 10Kp48 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp50_10240: + printfln_out("TV format: UHD 10Kp50 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp60_10240: + printfln_out("TV format: UHD 10Kp60 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp100_10240: + printfln_out("TV format: UHD 10Kp100 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp120_10240: + printfln_out("TV format: UHD 10Kp120 10240"); + break; + case NV_DISPLAY_TV_FORMAT_SD_OTHER: + printfln_out("TV format: SD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ED_OTHER: + printfln_out("TV format: ED Other"); + break; + case NV_DISPLAY_TV_FORMAT_HD_OTHER: + printfln_out("TV format: HD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ANY: + printfln_out("TV format: Any"); + break; + default: + printfln_out("TV format: unknown (%d)", target_info->details->tvFormat); + break; + } + + switch (target_info->details->timingOverride) { + case NV_TIMING_OVERRIDE_CURRENT: + printfln_out("Timing override: current"); + break; + case NV_TIMING_OVERRIDE_AUTO: + printfln_out("Timing override: auto"); + break; + case NV_TIMING_OVERRIDE_EDID: + printfln_out("Timing override: EDID"); + break; + case NV_TIMING_OVERRIDE_DMT: + printfln_out("Timing override: VESA DMT"); + break; + case NV_TIMING_OVERRIDE_DMT_RB: + printfln_out("Timing override: VESA DMT RB"); + break; + case NV_TIMING_OVERRIDE_CVT: + printfln_out("Timing override: VESA CVT"); + break; + case NV_TIMING_OVERRIDE_CVT_RB: + printfln_out("Timing override: VESA CVT RB"); + break; + case NV_TIMING_OVERRIDE_GTF: + printfln_out("Timing override: VESA GTF"); + break; + case NV_TIMING_OVERRIDE_EIA861: + printfln_out("Timing override: EIA 861x pre-defined timing"); + break; + case NV_TIMING_OVERRIDE_ANALOG_TV: + printfln_out("Timing override: analog SD/HDTV timing"); + break; + case NV_TIMING_OVERRIDE_CUST: + printfln_out("Timing override: NV custom timings"); + break; + case NV_TIMING_OVERRIDE_NV_PREDEFINED: + printfln_out("Timing override: NV pre-defined timing (basically the PsF timings)"); + break; + case NV_TIMING_OVERRIDE_NV_ASPR: + printfln_out("Timing override: NV ASPR"); + break; + case NV_TIMING_OVERRIDE_SDI: + printfln_out("Timing override: SDI"); + break; + case NV_TIMING_OVRRIDE_MAX: + printfln_out("Timing override: max"); + break; + default: + printfln_out("Timing override: unknown (%d)", target_info->details->timingOverride); + break; + } + + printfln_out("Override custom (backend raster) timing"); + + printfln_out("Horizontal visible: %d", target_info->details->timing.HVisible); + printfln_out("Horizontal border: %d", target_info->details->timing.HBorder); + printfln_out("Horizontal front porch: %d", target_info->details->timing.HFrontPorch); + printfln_out("Horizontal sync width: %d", target_info->details->timing.HSyncWidth); + printfln_out("Horizontal total: %d", target_info->details->timing.HTotal); + printfln_out("Horizontal sync polarity: %s", target_info->details->timing.HSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Vertical visible: %d", target_info->details->timing.VVisible); + printfln_out("Vertical border: %d", target_info->details->timing.VBorder); + printfln_out("Vertical front porch: %d", target_info->details->timing.VFrontPorch); + printfln_out("Vertical sync width: %d", target_info->details->timing.VSyncWidth); + printfln_out("Vertical total: %d", target_info->details->timing.VTotal); + printfln_out("Vertical sync polarity: %s", target_info->details->timing.VSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Interlaced: %s", target_info->details->timing.interlaced == 1 ? "interlaced" : "progressive"); + printfln_out("Pixel clock: %lu kHz", target_info->details->timing.pclk * 10); + + printfln_out("Flag: 0x%lX", target_info->details->timing.etc.flag); + printfln_out("Logical refresh rate to present: %d", target_info->details->timing.etc.rr); + printfln_out("Physical vertical refresh rate: %f Hz", target_info->details->timing.etc.rrx1k * 0.001); + printfln_out("Display aspect ratio: %lu:%lu", target_info->details->timing.etc.aspect >> 16, target_info->details->timing.etc.aspect & 0xFFFF); + printfln_out("Bit-wise pixel repetition factor (1 = no pixel repetition, 2 = each pixel repeats twice horizontally, etc.): %d", target_info->details->timing.etc.rep); + printfln_out("Timing status: 0x%lX", target_info->details->timing.etc.status); + printfln_out("Timing name: %s", target_info->details->timing.etc.name); + } + + printfln_out("--------------------------------"); + } + + free(display_config.targetInfo); + free(display_config.sourceModeInfo); + + return true; +} + +static bool _custom_resolution_set( + const nv_api_t *nv_api, + NvU32 display_id, + uint16_t screen_width, + uint16_t screen_height, + float screen_refresh_rate, + uint8_t test_only_timeout_sec) +{ + NV_CUSTOM_DISPLAY custom_display; + NV_TIMING_FLAG flag; + NV_TIMING_INPUT timing; + NvAPI_Status status; + + assert(nv_api); + + memset(&custom_display, 0, sizeof(NV_CUSTOM_DISPLAY)); + memset(&flag, 0, sizeof(NV_TIMING_FLAG)); + memset(&timing, 0, sizeof(NV_TIMING_INPUT)); + + custom_display.version = NV_CUSTOM_DISPLAY_VER; + custom_display.width = screen_width; + custom_display.height = screen_height; + custom_display.depth = 32; + custom_display.colorFormat = NV_FORMAT_A8R8G8B8; + custom_display.srcPartition.x = 0; + custom_display.srcPartition.y = 0; + custom_display.srcPartition.w = 1; + custom_display.srcPartition.h = 1; + custom_display.xRatio = 1; + custom_display.yRatio = 1; + + timing.version = NV_TIMING_INPUT_VER; + timing.height = screen_height; + timing.width = screen_width; + timing.rr = screen_refresh_rate; + timing.flag = flag; + timing.type = NV_TIMING_OVERRIDE_CVT_RB; + + printfln_err("Calculating custom display timing for display ID 0x%lX", display_id); + + status = nv_api->NvAPI_DISP_GetTiming(display_id, &timing, &custom_display.timing); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Calculating custom display timing"); + return false; + } + + status = nv_api->NvAPI_DISP_TryCustomDisplay(&display_id, 1, &custom_display); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Trying custom display configuration"); + return false; + } + + if (test_only_timeout_sec == 0) { + printfln_err("Persisting custom display configuration"); + + status = nv_api->NvAPI_DISP_SaveCustomDisplay(&display_id, 1, true, true); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving custom display configuration"); + return false; + } + + printfln_err("Custom display configuration persisted"); + } else { + printfln_err("Trying custom display configuration for %d seconds...", test_only_timeout_sec); + + Sleep(test_only_timeout_sec * 1000); + + printfln_err("Reverting custom display configuration, not persisting"); + + status = nv_api->NvAPI_DISP_RevertCustomDisplayTrial(&display_id, 1); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Reverting custom display configuration"); + return false; + } + } + + return true; +} + +// ------------------------------------------------------------------------------------------------- + +static void _print_synopsis() +{ + printfln_err("Usage: nvgpu "); + printfln_err("Commands:"); + printfln_err(" nv"); + printfln_err(" info Print information about the NVAPI module and driver"); + printfln_err(""); + printfln_err(" profile"); + printfln_err(" create Create a new driver profile with the given name"); + printfln_err(" delete Delete an existing driver profile"); + printfln_err(" application-add "); + printfln_err(" Add an application to the driver profile. This will apply the profile to the application when the driver detects a process being launched, e.g. MyApplication.exe"); + printfln_err(" gsync-disable Disable G-SYNC for the driver profile"); + printfln_err(" gpu-power-state-max Set GPU power state to maximum for the driver profile"); + printfln_err(""); + printfln_err(" display"); + printfln_err(" list List all connected displays and their display IDs"); + printfln_err(" config-get [display_id] Get the current display configurations. Optionally, specify a display ID to get the configuration of that display only"); + printfln_err(" custom-resolution-set "); + printfln_err(" Set a custom display mode with the given parameters for the given display ID. The settings are persisted immediately. Ensure you tested these before with the custom-display-test command."); + printfln_err(" custom-resolution-test "); + printfln_err(" Test a custom display mode for a limited amount of time. This will revert the display mode after the given amount of seconds and not persist the changes."); +} + +static bool _cmd_nv_info(const nv_api_t *nv_api) +{ + return _nv_info(nv_api); +} + +static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_create(nv_api, profile_name); +} + +static bool _cmd_profile_delete(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_delete(nv_api, profile_name); +} + +static bool _cmd_profile_application_add(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + const char *application_name; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + application_name = argv[1]; + + return _profile_application_add(nv_api, profile_name, application_name); +} + +static bool _cmd_profile_gsync_disable(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gsync_disable(nv_api, profile_name); +} + +static bool _cmd_profile_gpu_power_state_max(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gpu_power_state_max(nv_api, profile_name); +} + +static bool _cmd_display_list(const nv_api_t *nv_api) +{ + return _displays_list(nv_api); +} + +static bool _cmd_display_config_get(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + + if (argc > 0) { + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + } else { + display_id = 0; + } + + return _display_config_get(nv_api, display_id); +} + +static bool _cmd_custom_resolution_set(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + + if (argc < 4) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + printf_err("Setting custom resolution for display ID 0x%X: %dx%d@%f\n", display_id, screen_width, screen_height, screen_refresh_rate); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + 0); +} + +static bool _cmd_custom_resolution_test(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + uint8_t test_only_timeout_sec; + + if (argc < 5) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + test_only_timeout_sec = atoi(argv[4]); + + if (test_only_timeout_sec == 0) { + printfln_err("ERROR: Time out parameter must be greater than 0"); + return false; + } + + printf_err("Testing custom resolution for display ID %u: %dx%d@%f, timeout %d seconds\n", display_id, screen_width, screen_height, screen_refresh_rate, test_only_timeout_sec); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + test_only_timeout_sec); +} + +// ------------------------------------------------------------------------------------------------- + +int main(int argc, char **argv) +{ + const char *command; + const char *sub_command; + nv_module_t *nv_module; + nv_api_t nv_api; + NvAPI_Status status; + bool result; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + exit(1); + } + + command = argv[1]; + sub_command = argv[2]; + + log_to_writer(log_writer_stderr, NULL); + + printfln_err("Loading NVAPI module..."); + + nv_module_load(&nv_module); + nv_module_api_get(nv_module, &nv_api); + + printfln_err("Initializing NVAPI..."); + + status = nv_api.NvAPI_Initialize(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + fprintf(stderr, "ERROR: Initializing NVAPI, reason: %s\n", error_str); + + nv_module_free(&nv_module); + exit(1); + } + + printfln_err("Running command: %s %s", command, sub_command); + + if (!strcmp(command, "nv")) { + if (!strcmp(sub_command, "info")) { + result = _cmd_nv_info(&nv_api); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "profile")) { + _ensure_drs_settings_folder_exists(); + + if (!strcmp(sub_command, "create")) { + result = _cmd_profile_create(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "delete")) { + result = _cmd_profile_delete(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "application-add")) { + result = _cmd_profile_application_add(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gsync-disable")) { + result = _cmd_profile_gsync_disable(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gpu-power-state-max")) { + result = _cmd_profile_gpu_power_state_max(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "display")) { + if (!strcmp(sub_command, "list")) { + result = _cmd_display_list(&nv_api); + } else if (!strcmp(sub_command, "config-get")) { + result = _cmd_display_config_get(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-set")) { + result = _cmd_custom_resolution_set(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-test")) { + result = _cmd_custom_resolution_test(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else { + printfln_err("ERROR: Unknown command: %s", command); + _print_synopsis(); + result = false; + } + + status = nv_api.NvAPI_Unload(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + printfln_err("ERROR: Unloading NVAPI, reason: %s", error_str); + } + + nv_module_free(&nv_module); + + if (result) { + printfln_err("Command completed successfully"); + exit(0); + } else { + printfln_err("Command failed"); + exit(1); + } +} \ No newline at end of file From 5f9aaeddf93519573dea5f4374450c0879129298 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 12:33:16 +0100 Subject: [PATCH 055/118] feat: nvgpu tool for tweaking nvidia gpu driver settings MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit An open source re-implementation of the “NvDisplayConfigLDJ" tool with additional enhancements. This can be used to tweak your nvidia GPU driver settings to create custom display timings to address IIDX’s requirement if expecting proper display timings. This can also be used for any legacy IIDX versions that even expect very specific display timings, e.g. 59.95 or 60.05 hz. Furthermore, creating application profiles allows further tweaks to important GPU settings such as the current performance mode setting. This is crucial to ensure the GPU is not going into any kind of power saving states which results in non-smooth scrolling during gameplay and micro stuttering that cannot be measured on application level. Summary: Test Plan: --- Module.mk | 4 + README.md | 1 + doc/tools/nvgpu.md | 80 + src/imports/nvapi/NvApiDriverSettings.c | 947 + src/imports/nvapi/NvApiDriverSettings.h | 1150 ++ src/imports/nvapi/nvHLSLExtns.h | 2315 +++ src/imports/nvapi/nvHLSLExtnsInternal.h | 758 + src/imports/nvapi/nvShaderExtnEnums.h | 142 + src/imports/nvapi/nvapi.h | 24002 ++++++++++++++++++++++ src/imports/nvapi/nvapi_interface.h | 529 + src/imports/nvapi/nvapi_lite_common.h | 659 + src/imports/nvapi/nvapi_lite_d3dext.h | 184 + src/imports/nvapi/nvapi_lite_salend.h | 809 + src/imports/nvapi/nvapi_lite_salstart.h | 812 + src/imports/nvapi/nvapi_lite_sli.h | 247 + src/imports/nvapi/nvapi_lite_stereo.h | 592 + src/imports/nvapi/nvapi_lite_surround.h | 95 + src/main/nv/Module.mk | 4 + src/main/nv/api.h | 63 + src/main/nv/module.c | 790 + src/main/nv/module.h | 13 + src/main/nvgpu/Module.mk | 8 + src/main/nvgpu/main.c | 1347 ++ src/main/util/winerr.c | 38 + src/main/util/winerr.h | 8 + 25 files changed, 35597 insertions(+) create mode 100644 doc/tools/nvgpu.md create mode 100644 src/imports/nvapi/NvApiDriverSettings.c create mode 100644 src/imports/nvapi/NvApiDriverSettings.h create mode 100644 src/imports/nvapi/nvHLSLExtns.h create mode 100644 src/imports/nvapi/nvHLSLExtnsInternal.h create mode 100644 src/imports/nvapi/nvShaderExtnEnums.h create mode 100644 src/imports/nvapi/nvapi.h create mode 100644 src/imports/nvapi/nvapi_interface.h create mode 100644 src/imports/nvapi/nvapi_lite_common.h create mode 100644 src/imports/nvapi/nvapi_lite_d3dext.h create mode 100644 src/imports/nvapi/nvapi_lite_salend.h create mode 100644 src/imports/nvapi/nvapi_lite_salstart.h create mode 100644 src/imports/nvapi/nvapi_lite_sli.h create mode 100644 src/imports/nvapi/nvapi_lite_stereo.h create mode 100644 src/imports/nvapi/nvapi_lite_surround.h create mode 100644 src/main/nv/Module.mk create mode 100644 src/main/nv/api.h create mode 100644 src/main/nv/module.c create mode 100644 src/main/nv/module.h create mode 100644 src/main/nvgpu/Module.mk create mode 100644 src/main/nvgpu/main.c create mode 100644 src/main/util/winerr.c create mode 100644 src/main/util/winerr.h diff --git a/Module.mk b/Module.mk index 2a948a8..4c42db6 100644 --- a/Module.mk +++ b/Module.mk @@ -172,6 +172,8 @@ include src/main/jbhook3/Module.mk include src/main/launcher/Module.mk include src/main/mempatch-hook/Module.mk include src/main/mm/Module.mk +include src/main/nv/Module.mk +include src/main/nvgpu/Module.mk include src/main/p3io/Module.mk include src/main/p3iodrv/Module.mk include src/main/p3ioemu/Module.mk @@ -232,6 +234,7 @@ $(zipdir)/tools.zip: \ build/bin/indep-32/ezusb2-dbg-hook.dll \ build/bin/indep-32/ezusb2-tool.exe \ build/bin/indep-32/ezusb-tool.exe \ + build/bin/indep-32/nvgpu.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -246,6 +249,7 @@ $(zipdir)/tools-x64.zip: \ build/bin/indep-64/iidx-ezusb2-exit-hook.dll \ build/bin/indep-64/jbiotest.exe \ build/bin/indep-64/mempatch-hook.dll \ + build/bin/indep-64/nvgpu.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ diff --git a/README.md b/README.md index 6827f95..5700293 100644 --- a/README.md +++ b/README.md @@ -122,6 +122,7 @@ The following games are supported with their corresponding hook-libraries. - ir-beat-patch-9/10: Patch the IR beat phase on IIDX 9 and 10 - [mempatch-hook](doc/tools/mempatch-hook.md): Patch raw memory locations in the target process based on the provided configuration +- [nvgpu](doc/tools/nvgpu.md): Command line tool to configure and tweak the NVIDIA GPU driver - [pcbidgen](doc/tools/pcbidgen.md): Konami PCBID generator tool - [ViGEm clients](doc/vigem/README.md): Expose BT5 APIs as XBOX game controllers to play any games with real cabinet hardware. diff --git a/doc/tools/nvgpu.md b/doc/tools/nvgpu.md new file mode 100644 index 0000000..788b31c --- /dev/null +++ b/doc/tools/nvgpu.md @@ -0,0 +1,80 @@ +# nvgpu - Command line tool to configure and tweak the NVIDIA GPU driver + +An open source re-implementation of the “NvDisplayConfigLDJ" tool with additional enhancements. + +The tool is based on NVIDIA's [nvapi](https://github.com/NVIDIA/nvapi) which is an interface to +various driver settings that can also be tweaked from the NVIDIA Control Panel. The goal of this +tool is to provide a streamlined command line interface to configure various settings that can +improve gameplay experience significantly. + +This can be used to tweak your nvidia GPU driver settings to create custom display timings to address +IIDX’s requirement if expecting proper display timings. This can also be used for any legacy IIDX +versions that even expect very specific display timings, e.g. 59.95 or 60.05 hz. + +Furthermore, creating application profiles allows further tweaks to important GPU settings such as +the current performance mode setting. This is crucial to ensure the GPU is not going into any kind of +power saving states which results in non-smooth scrolling during gameplay and micro stuttering that +cannot be measured on application level. + +Simply run the tool without any arguments to get a full synopsis of available commands. + +## Example usage for modern IIDX + +### Custom GPU profile + +The following creates a custom profile to address potential performance concerns such as not 100% smooth scrolling and +micro stuttering. + +* Create a custom profile: `nvgpu profile create launcher` +* Add the launcher application to the profile: `nvgpu profile application-add launcher launcher.exe` + * This will apply to any (IIDX) game running with `launcher.exe` +* Disable G-SYNC for the profile: `nvgpu profile gsync-disable launcher` +* Set GPU power state to maximum for the profile: `nvgpu profile gpu-power-state-max launcher` + +### Custom timing + +* Run the game and observe the monitor check screen (requires IIDX 20+) +* Take note of the refresh rate of the monitor that is determined by the game +* Exit the game +* Run `nvgpu display list` to get the display ID of the monitor you want to change use that ID in the following commands +* Run `nvgpu display custom-resolution-test` with your display ID and monitor settings to test the custom configuration + first + * For example, for IIDX 31 which runs in native 1920x1080 with a monitor also having that as its native resolution, + having the monitor id `0x12345678` and the monitor check yielding a value of ~`59.9345`, run + `nvgpu display custom-resolution-test 1920 1080 59.9345 10` + * Observe if the test is successful and the display doesn't turn blank or displays a glitched image for ~10 seconds +* Run `nvgpu display custom-resolution-set` with the previously tested settings to apply the custom display mode + * For example, `nvgpu display custom-resolution-set 0x12345678 1920 1080 59.9345` + +## Example usage for legacy IIDX + +Legacy IIDX concerns any game prior to IIDX 20 that introduced the monitor check screen. The game engine was expecting +a the display/GPU/driver to perform at specific refresh rate timings in order to provide correct timing and audio +playback for the game. To this date (i.e. IIDX 31), the game engine never re-syncs audio playback during gameplay. +Therefore any flaky and incorrect timing will result in audio desynchronization either early on or throughout a song. + +### Custom GPU profile + +The following creates a custom profile to address potential performance concerns such as not 100% smooth scrolling and +micro stuttering. + +* Create a custom profile: `nvgpu profile create bm2dx` +* Add the launcher application to the profile: `nvgpu profile application-add bm2dx bm2dx.exe` + * This will apply to any (IIDX) game running with an executable named `bm2fx.exe` +* Disable G-SYNC for the profile: `nvgpu profile gsync-disable bm2dx` +* Set GPU power state to maximum for the profile: `nvgpu profile gpu-power-state-max bm2dx` + +### Custom timing + +* Use a modern game and it to observe the monitor check screen (requires IIDX 20+) +* Take note of the refresh rate of the monitor that is determined by the game +* Exit the game +* Run `nvgpu display list` to get the display ID of the monitor you want to change use that ID in the following commands +* Run `nvgpu display custom-resolution-test` with your display ID and monitor settings to test the custom configuration + first + * For example, for IIDX 31 which runs in native 1920x1080 with a monitor also having that as its native resolution, + having the monitor id `0x12345678` and the monitor check yielding a value of ~`59.9345`, run + `nvgpu display custom-resolution-test 1920 1080 59.9345 10` + * Observe if the test is successful and the display doesn't turn blank or displays a glitched image for ~10 seconds +* Run `nvgpu display custom-resolution-set` with the previously tested settings to apply the custom display mode + * For example, `nvgpu display custom-resolution-set 0x12345678 1920 1080 59.9345` \ No newline at end of file diff --git a/src/imports/nvapi/NvApiDriverSettings.c b/src/imports/nvapi/NvApiDriverSettings.c new file mode 100644 index 0000000..18e1ff6 --- /dev/null +++ b/src/imports/nvapi/NvApiDriverSettings.c @@ -0,0 +1,947 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + + +#include "NvApiDriverSettings.h" + +EValues_OGL_AA_LINE_GAMMA g_valuesOGL_AA_LINE_GAMMA[OGL_AA_LINE_GAMMA_NUM_VALUES] = +{ + OGL_AA_LINE_GAMMA_DISABLED, + OGL_AA_LINE_GAMMA_ENABLED, + OGL_AA_LINE_GAMMA_MIN, + OGL_AA_LINE_GAMMA_MAX, +}; + +EValues_OGL_CPL_GDI_COMPATIBILITY g_valuesOGL_CPL_GDI_COMPATIBILITY[OGL_CPL_GDI_COMPATIBILITY_NUM_VALUES] = +{ + OGL_CPL_GDI_COMPATIBILITY_PREFER_DISABLED, + OGL_CPL_GDI_COMPATIBILITY_PREFER_ENABLED, + OGL_CPL_GDI_COMPATIBILITY_AUTO, +}; + +EValues_OGL_CPL_PREFER_DXPRESENT g_valuesOGL_CPL_PREFER_DXPRESENT[OGL_CPL_PREFER_DXPRESENT_NUM_VALUES] = +{ + OGL_CPL_PREFER_DXPRESENT_PREFER_DISABLED, + OGL_CPL_PREFER_DXPRESENT_PREFER_ENABLED, + OGL_CPL_PREFER_DXPRESENT_AUTO, +}; + +EValues_OGL_DEEP_COLOR_SCANOUT g_valuesOGL_DEEP_COLOR_SCANOUT[OGL_DEEP_COLOR_SCANOUT_NUM_VALUES] = +{ + OGL_DEEP_COLOR_SCANOUT_DISABLE, + OGL_DEEP_COLOR_SCANOUT_ENABLE, +}; + +EValues_OGL_DEFAULT_SWAP_INTERVAL g_valuesOGL_DEFAULT_SWAP_INTERVAL[OGL_DEFAULT_SWAP_INTERVAL_NUM_VALUES] = +{ + OGL_DEFAULT_SWAP_INTERVAL_TEAR, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC, + OGL_DEFAULT_SWAP_INTERVAL_VALUE_MASK, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_MASK, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_OFF, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_ON, + OGL_DEFAULT_SWAP_INTERVAL_APP_CONTROLLED, + OGL_DEFAULT_SWAP_INTERVAL_DISABLE, +}; + +EValues_OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL g_valuesOGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL[OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_NUM_VALUES] = +{ + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ZERO_SCANLINES, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ONE_FULL_FRAME_OF_SCANLINES, +}; + +EValues_OGL_DEFAULT_SWAP_INTERVAL_SIGN g_valuesOGL_DEFAULT_SWAP_INTERVAL_SIGN[OGL_DEFAULT_SWAP_INTERVAL_SIGN_NUM_VALUES] = +{ + OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_NEGATIVE, +}; + +EValues_OGL_EVENT_LOG_SEVERITY_THRESHOLD g_valuesOGL_EVENT_LOG_SEVERITY_THRESHOLD[OGL_EVENT_LOG_SEVERITY_THRESHOLD_NUM_VALUES] = +{ + OGL_EVENT_LOG_SEVERITY_THRESHOLD_DISABLE, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_CRITICAL, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_WARNING, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_INFORMATION, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL, +}; + +EValues_OGL_FORCE_BLIT g_valuesOGL_FORCE_BLIT[OGL_FORCE_BLIT_NUM_VALUES] = +{ + OGL_FORCE_BLIT_ON, + OGL_FORCE_BLIT_OFF, +}; + +EValues_OGL_FORCE_STEREO g_valuesOGL_FORCE_STEREO[OGL_FORCE_STEREO_NUM_VALUES] = +{ + OGL_FORCE_STEREO_OFF, + OGL_FORCE_STEREO_ON, +}; + +const wchar_t * g_valuesOGL_IMPLICIT_GPU_AFFINITY[OGL_IMPLICIT_GPU_AFFINITY_NUM_VALUES] = +{ + OGL_IMPLICIT_GPU_AFFINITY_AUTOSELECT +}; + +EValues_OGL_OVERLAY_PIXEL_TYPE g_valuesOGL_OVERLAY_PIXEL_TYPE[OGL_OVERLAY_PIXEL_TYPE_NUM_VALUES] = +{ + OGL_OVERLAY_PIXEL_TYPE_NONE, + OGL_OVERLAY_PIXEL_TYPE_CI, + OGL_OVERLAY_PIXEL_TYPE_RGBA, + OGL_OVERLAY_PIXEL_TYPE_CI_AND_RGBA, +}; + +EValues_OGL_OVERLAY_SUPPORT g_valuesOGL_OVERLAY_SUPPORT[OGL_OVERLAY_SUPPORT_NUM_VALUES] = +{ + OGL_OVERLAY_SUPPORT_OFF, + OGL_OVERLAY_SUPPORT_ON, + OGL_OVERLAY_SUPPORT_FORCE_SW, +}; + +EValues_OGL_QUALITY_ENHANCEMENTS g_valuesOGL_QUALITY_ENHANCEMENTS[OGL_QUALITY_ENHANCEMENTS_NUM_VALUES] = +{ + OGL_QUALITY_ENHANCEMENTS_HQUAL, + OGL_QUALITY_ENHANCEMENTS_QUAL, + OGL_QUALITY_ENHANCEMENTS_PERF, + OGL_QUALITY_ENHANCEMENTS_HPERF, +}; + +EValues_OGL_SINGLE_BACKDEPTH_BUFFER g_valuesOGL_SINGLE_BACKDEPTH_BUFFER[OGL_SINGLE_BACKDEPTH_BUFFER_NUM_VALUES] = +{ + OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE, + OGL_SINGLE_BACKDEPTH_BUFFER_ENABLE, + OGL_SINGLE_BACKDEPTH_BUFFER_USE_HW_DEFAULT, +}; + +EValues_OGL_SLI_MULTICAST g_valuesOGL_SLI_MULTICAST[OGL_SLI_MULTICAST_NUM_VALUES] = +{ + OGL_SLI_MULTICAST_DISABLE, + OGL_SLI_MULTICAST_ENABLE, + OGL_SLI_MULTICAST_FORCE_DISABLE, + OGL_SLI_MULTICAST_ALLOW_MOSAIC, +}; + +EValues_OGL_THREAD_CONTROL g_valuesOGL_THREAD_CONTROL[OGL_THREAD_CONTROL_NUM_VALUES] = +{ + OGL_THREAD_CONTROL_ENABLE, + OGL_THREAD_CONTROL_DISABLE, +}; + +EValues_OGL_TMON_LEVEL g_valuesOGL_TMON_LEVEL[OGL_TMON_LEVEL_NUM_VALUES] = +{ + OGL_TMON_LEVEL_DISABLE, + OGL_TMON_LEVEL_CRITICAL, + OGL_TMON_LEVEL_WARNING, + OGL_TMON_LEVEL_INFORMATION, + OGL_TMON_LEVEL_MOST, + OGL_TMON_LEVEL_VERBOSE, +}; + +EValues_OGL_TRIPLE_BUFFER g_valuesOGL_TRIPLE_BUFFER[OGL_TRIPLE_BUFFER_NUM_VALUES] = +{ + OGL_TRIPLE_BUFFER_DISABLED, + OGL_TRIPLE_BUFFER_ENABLED, +}; + +EValues_AA_BEHAVIOR_FLAGS g_valuesAA_BEHAVIOR_FLAGS[AA_BEHAVIOR_FLAGS_NUM_VALUES] = +{ + AA_BEHAVIOR_FLAGS_NONE, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_APP_CONTROLLED, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_ENHANCE, + AA_BEHAVIOR_FLAGS_DISABLE_OVERRIDE, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_APP_CONTROLLED, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_OVERRIDE, + AA_BEHAVIOR_FLAGS_DISABLE_ENHANCE, + AA_BEHAVIOR_FLAGS_MAP_VCAA_TO_MULTISAMPLING, + AA_BEHAVIOR_FLAGS_SLI_DISABLE_TRANSPARENCY_SUPERSAMPLING, + AA_BEHAVIOR_FLAGS_DISABLE_CPLAA, + AA_BEHAVIOR_FLAGS_SKIP_RT_DIM_CHECK_FOR_ENHANCE, + AA_BEHAVIOR_FLAGS_DISABLE_SLIAA, + AA_BEHAVIOR_FLAGS_DEFAULT, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4_SHIFT, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4_SHIFT, + AA_BEHAVIOR_FLAGS_MASK, +}; + +EValues_AA_MODE_ALPHATOCOVERAGE g_valuesAA_MODE_ALPHATOCOVERAGE[AA_MODE_ALPHATOCOVERAGE_NUM_VALUES] = +{ + AA_MODE_ALPHATOCOVERAGE_MODE_MASK, + AA_MODE_ALPHATOCOVERAGE_MODE_OFF, + AA_MODE_ALPHATOCOVERAGE_MODE_ON, + AA_MODE_ALPHATOCOVERAGE_MODE_MAX, +}; + +EValues_AA_MODE_GAMMACORRECTION g_valuesAA_MODE_GAMMACORRECTION[AA_MODE_GAMMACORRECTION_NUM_VALUES] = +{ + AA_MODE_GAMMACORRECTION_MASK, + AA_MODE_GAMMACORRECTION_OFF, + AA_MODE_GAMMACORRECTION_ON_IF_FOS, + AA_MODE_GAMMACORRECTION_ON_ALWAYS, + AA_MODE_GAMMACORRECTION_MAX, + AA_MODE_GAMMACORRECTION_DEFAULT, + AA_MODE_GAMMACORRECTION_DEFAULT_TESLA, + AA_MODE_GAMMACORRECTION_DEFAULT_FERMI, +}; + +EValues_AA_MODE_METHOD g_valuesAA_MODE_METHOD[AA_MODE_METHOD_NUM_VALUES] = +{ + AA_MODE_METHOD_NONE, + AA_MODE_METHOD_SUPERSAMPLE_2X_H, + AA_MODE_METHOD_SUPERSAMPLE_2X_V, + AA_MODE_METHOD_SUPERSAMPLE_1_5X1_5, + AA_MODE_METHOD_FREE_0x03, + AA_MODE_METHOD_FREE_0x04, + AA_MODE_METHOD_SUPERSAMPLE_4X, + AA_MODE_METHOD_SUPERSAMPLE_4X_BIAS, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAUSSIAN, + AA_MODE_METHOD_FREE_0x08, + AA_MODE_METHOD_FREE_0x09, + AA_MODE_METHOD_SUPERSAMPLE_9X, + AA_MODE_METHOD_SUPERSAMPLE_9X_BIAS, + AA_MODE_METHOD_SUPERSAMPLE_16X, + AA_MODE_METHOD_SUPERSAMPLE_16X_BIAS, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL, + AA_MODE_METHOD_MULTISAMPLE_2X_QUINCUNX, + AA_MODE_METHOD_MULTISAMPLE_4X, + AA_MODE_METHOD_FREE_0x11, + AA_MODE_METHOD_MULTISAMPLE_4X_GAUSSIAN, + AA_MODE_METHOD_MIXEDSAMPLE_4X_SKEWED_4TAP, + AA_MODE_METHOD_FREE_0x14, + AA_MODE_METHOD_FREE_0x15, + AA_MODE_METHOD_MIXEDSAMPLE_6X, + AA_MODE_METHOD_MIXEDSAMPLE_6X_SKEWED_6TAP, + AA_MODE_METHOD_MIXEDSAMPLE_8X, + AA_MODE_METHOD_MIXEDSAMPLE_8X_SKEWED_8TAP, + AA_MODE_METHOD_MIXEDSAMPLE_16X, + AA_MODE_METHOD_MULTISAMPLE_4X_GAMMA, + AA_MODE_METHOD_MULTISAMPLE_16X, + AA_MODE_METHOD_VCAA_32X_8v24, + AA_MODE_METHOD_CORRUPTION_CHECK, + AA_MODE_METHOD_6X_CT, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_GAMMA, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAMMA, + AA_MODE_METHOD_MULTISAMPLE_4X_FOSGAMMA, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_FOSGAMMA, + AA_MODE_METHOD_SUPERSAMPLE_4X_FOSGAMMA, + AA_MODE_METHOD_MULTISAMPLE_8X, + AA_MODE_METHOD_VCAA_8X_4v4, + AA_MODE_METHOD_VCAA_16X_4v12, + AA_MODE_METHOD_VCAA_16X_8v8, + AA_MODE_METHOD_MIXEDSAMPLE_32X, + AA_MODE_METHOD_SUPERVCAA_64X_4v12, + AA_MODE_METHOD_SUPERVCAA_64X_8v8, + AA_MODE_METHOD_MIXEDSAMPLE_64X, + AA_MODE_METHOD_MIXEDSAMPLE_128X, + AA_MODE_METHOD_COUNT, + AA_MODE_METHOD_METHOD_MASK, + AA_MODE_METHOD_METHOD_MAX, +}; + +EValues_AA_MODE_REPLAY g_valuesAA_MODE_REPLAY[AA_MODE_REPLAY_NUM_VALUES] = +{ + AA_MODE_REPLAY_SAMPLES_MASK, + AA_MODE_REPLAY_SAMPLES_ONE, + AA_MODE_REPLAY_SAMPLES_TWO, + AA_MODE_REPLAY_SAMPLES_FOUR, + AA_MODE_REPLAY_SAMPLES_EIGHT, + AA_MODE_REPLAY_SAMPLES_MAX, + AA_MODE_REPLAY_MODE_MASK, + AA_MODE_REPLAY_MODE_OFF, + AA_MODE_REPLAY_MODE_ALPHA_TEST, + AA_MODE_REPLAY_MODE_PIXEL_KILL, + AA_MODE_REPLAY_MODE_DYN_BRANCH, + AA_MODE_REPLAY_MODE_OPTIMAL, + AA_MODE_REPLAY_MODE_ALL, + AA_MODE_REPLAY_MODE_MAX, + AA_MODE_REPLAY_TRANSPARENCY, + AA_MODE_REPLAY_DISALLOW_TRAA, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_TESLA, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_FERMI, + AA_MODE_REPLAY_MASK, +}; + +EValues_AA_MODE_SELECTOR g_valuesAA_MODE_SELECTOR[AA_MODE_SELECTOR_NUM_VALUES] = +{ + AA_MODE_SELECTOR_MASK, + AA_MODE_SELECTOR_APP_CONTROL, + AA_MODE_SELECTOR_OVERRIDE, + AA_MODE_SELECTOR_ENHANCE, + AA_MODE_SELECTOR_MAX, +}; + +EValues_AA_MODE_SELECTOR_SLIAA g_valuesAA_MODE_SELECTOR_SLIAA[AA_MODE_SELECTOR_SLIAA_NUM_VALUES] = +{ + AA_MODE_SELECTOR_SLIAA_DISABLED, + AA_MODE_SELECTOR_SLIAA_ENABLED, +}; + +EValues_ANISO_MODE_LEVEL g_valuesANISO_MODE_LEVEL[ANISO_MODE_LEVEL_NUM_VALUES] = +{ + ANISO_MODE_LEVEL_MASK, + ANISO_MODE_LEVEL_NONE_POINT, + ANISO_MODE_LEVEL_NONE_LINEAR, + ANISO_MODE_LEVEL_MAX, + ANISO_MODE_LEVEL_DEFAULT, +}; + +EValues_ANISO_MODE_SELECTOR g_valuesANISO_MODE_SELECTOR[ANISO_MODE_SELECTOR_NUM_VALUES] = +{ + ANISO_MODE_SELECTOR_MASK, + ANISO_MODE_SELECTOR_APP, + ANISO_MODE_SELECTOR_USER, + ANISO_MODE_SELECTOR_COND, + ANISO_MODE_SELECTOR_MAX, + ANISO_MODE_SELECTOR_DEFAULT, +}; + +EValues_ANSEL_ALLOW g_valuesANSEL_ALLOW[ANSEL_ALLOW_NUM_VALUES] = +{ + ANSEL_ALLOW_DISALLOWED, + ANSEL_ALLOW_ALLOWED, +}; + +EValues_ANSEL_ALLOWLISTED g_valuesANSEL_ALLOWLISTED[ANSEL_ALLOWLISTED_NUM_VALUES] = +{ + ANSEL_ALLOWLISTED_DISALLOWED, + ANSEL_ALLOWLISTED_ALLOWED, +}; + +EValues_ANSEL_ENABLE g_valuesANSEL_ENABLE[ANSEL_ENABLE_NUM_VALUES] = +{ + ANSEL_ENABLE_OFF, + ANSEL_ENABLE_ON, +}; + +EValues_APPLICATION_PROFILE_NOTIFICATION_TIMEOUT g_valuesAPPLICATION_PROFILE_NOTIFICATION_TIMEOUT[APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NUM_VALUES] = +{ + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NINE_SECONDS, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_FIFTEEN_SECONDS, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_THIRTY_SECONDS, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ONE_MINUTE, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_TWO_MINUTES, +}; + +EValues_BATTERY_BOOST_APP_FPS g_valuesBATTERY_BOOST_APP_FPS[BATTERY_BOOST_APP_FPS_NUM_VALUES] = +{ + BATTERY_BOOST_APP_FPS_MIN, + BATTERY_BOOST_APP_FPS_MAX, + BATTERY_BOOST_APP_FPS_NO_OVERRIDE, +}; + +EValues_CPL_HIDDEN_PROFILE g_valuesCPL_HIDDEN_PROFILE[CPL_HIDDEN_PROFILE_NUM_VALUES] = +{ + CPL_HIDDEN_PROFILE_DISABLED, + CPL_HIDDEN_PROFILE_ENABLED, +}; + +const wchar_t * g_valuesCUDA_EXCLUDED_GPUS[CUDA_EXCLUDED_GPUS_NUM_VALUES] = +{ + CUDA_EXCLUDED_GPUS_NONE +}; + +const wchar_t * g_valuesD3DOGL_GPU_MAX_POWER[D3DOGL_GPU_MAX_POWER_NUM_VALUES] = +{ + D3DOGL_GPU_MAX_POWER_DEFAULTPOWER +}; + +EValues_EXPORT_PERF_COUNTERS g_valuesEXPORT_PERF_COUNTERS[EXPORT_PERF_COUNTERS_NUM_VALUES] = +{ + EXPORT_PERF_COUNTERS_OFF, + EXPORT_PERF_COUNTERS_ON, +}; + +EValues_EXTERNAL_QUIET_MODE g_valuesEXTERNAL_QUIET_MODE[EXTERNAL_QUIET_MODE_NUM_VALUES] = +{ + EXTERNAL_QUIET_MODE_ON, + EXTERNAL_QUIET_MODE_OFF, +}; + +EValues_FRL_FPS g_valuesFRL_FPS[FRL_FPS_NUM_VALUES] = +{ + FRL_FPS_DISABLED, + FRL_FPS_MIN, + FRL_FPS_MAX, +}; + +EValues_FXAA_ALLOW g_valuesFXAA_ALLOW[FXAA_ALLOW_NUM_VALUES] = +{ + FXAA_ALLOW_DISALLOWED, + FXAA_ALLOW_ALLOWED, +}; + +EValues_FXAA_ENABLE g_valuesFXAA_ENABLE[FXAA_ENABLE_NUM_VALUES] = +{ + FXAA_ENABLE_OFF, + FXAA_ENABLE_ON, +}; + +EValues_FXAA_INDICATOR_ENABLE g_valuesFXAA_INDICATOR_ENABLE[FXAA_INDICATOR_ENABLE_NUM_VALUES] = +{ + FXAA_INDICATOR_ENABLE_OFF, + FXAA_INDICATOR_ENABLE_ON, +}; + +EValues_LATENCY_INDICATOR_AUTOALIGN g_valuesLATENCY_INDICATOR_AUTOALIGN[LATENCY_INDICATOR_AUTOALIGN_NUM_VALUES] = +{ + LATENCY_INDICATOR_AUTOALIGN_DISABLED, + LATENCY_INDICATOR_AUTOALIGN_ENABLED, +}; + +EValues_MCSFRSHOWSPLIT g_valuesMCSFRSHOWSPLIT[MCSFRSHOWSPLIT_NUM_VALUES] = +{ + MCSFRSHOWSPLIT_DISABLED, + MCSFRSHOWSPLIT_ENABLED, +}; + +EValues_NV_QUALITY_UPSCALING g_valuesNV_QUALITY_UPSCALING[NV_QUALITY_UPSCALING_NUM_VALUES] = +{ + NV_QUALITY_UPSCALING_OFF, + NV_QUALITY_UPSCALING_ON, +}; + +EValues_OPTIMUS_MAXAA g_valuesOPTIMUS_MAXAA[OPTIMUS_MAXAA_NUM_VALUES] = +{ + OPTIMUS_MAXAA_MIN, + OPTIMUS_MAXAA_MAX, +}; + +EValues_PHYSXINDICATOR g_valuesPHYSXINDICATOR[PHYSXINDICATOR_NUM_VALUES] = +{ + PHYSXINDICATOR_DISABLED, + PHYSXINDICATOR_ENABLED, +}; + +EValues_PREFERRED_PSTATE g_valuesPREFERRED_PSTATE[PREFERRED_PSTATE_NUM_VALUES] = +{ + PREFERRED_PSTATE_ADAPTIVE, + PREFERRED_PSTATE_PREFER_MAX, + PREFERRED_PSTATE_DRIVER_CONTROLLED, + PREFERRED_PSTATE_PREFER_CONSISTENT_PERFORMANCE, + PREFERRED_PSTATE_PREFER_MIN, + PREFERRED_PSTATE_OPTIMAL_POWER, + PREFERRED_PSTATE_MIN, + PREFERRED_PSTATE_MAX, +}; + +EValues_PREVENT_UI_AF_OVERRIDE g_valuesPREVENT_UI_AF_OVERRIDE[PREVENT_UI_AF_OVERRIDE_NUM_VALUES] = +{ + PREVENT_UI_AF_OVERRIDE_OFF, + PREVENT_UI_AF_OVERRIDE_ON, +}; + +EValues_SHIM_MCCOMPAT g_valuesSHIM_MCCOMPAT[SHIM_MCCOMPAT_NUM_VALUES] = +{ + SHIM_MCCOMPAT_INTEGRATED, + SHIM_MCCOMPAT_ENABLE, + SHIM_MCCOMPAT_USER_EDITABLE, + SHIM_MCCOMPAT_MASK, + SHIM_MCCOMPAT_VIDEO_MASK, + SHIM_MCCOMPAT_VARYING_BIT, + SHIM_MCCOMPAT_AUTO_SELECT, + SHIM_MCCOMPAT_OVERRIDE_BIT, +}; + +EValues_SHIM_RENDERING_MODE g_valuesSHIM_RENDERING_MODE[SHIM_RENDERING_MODE_NUM_VALUES] = +{ + SHIM_RENDERING_MODE_INTEGRATED, + SHIM_RENDERING_MODE_ENABLE, + SHIM_RENDERING_MODE_USER_EDITABLE, + SHIM_RENDERING_MODE_MASK, + SHIM_RENDERING_MODE_VIDEO_MASK, + SHIM_RENDERING_MODE_VARYING_BIT, + SHIM_RENDERING_MODE_AUTO_SELECT, + SHIM_RENDERING_MODE_OVERRIDE_BIT, +}; + +EValues_SHIM_RENDERING_OPTIONS g_valuesSHIM_RENDERING_OPTIONS[SHIM_RENDERING_OPTIONS_NUM_VALUES] = +{ + SHIM_RENDERING_OPTIONS_DEFAULT_RENDERING_MODE, + SHIM_RENDERING_OPTIONS_DISABLE_ASYNC_PRESENT, + SHIM_RENDERING_OPTIONS_EHSHELL_DETECT, + SHIM_RENDERING_OPTIONS_FLASHPLAYER_HOST_DETECT, + SHIM_RENDERING_OPTIONS_VIDEO_DRM_APP_DETECT, + SHIM_RENDERING_OPTIONS_IGNORE_OVERRIDES, + SHIM_RENDERING_OPTIONS_RESERVED1, + SHIM_RENDERING_OPTIONS_ENABLE_DWM_ASYNC_PRESENT, + SHIM_RENDERING_OPTIONS_RESERVED2, + SHIM_RENDERING_OPTIONS_ALLOW_INHERITANCE, + SHIM_RENDERING_OPTIONS_DISABLE_WRAPPERS, + SHIM_RENDERING_OPTIONS_DISABLE_DXGI_WRAPPERS, + SHIM_RENDERING_OPTIONS_PRUNE_UNSUPPORTED_FORMATS, + SHIM_RENDERING_OPTIONS_ENABLE_ALPHA_FORMAT, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING, + SHIM_RENDERING_OPTIONS_DISABLE_CUDA, + SHIM_RENDERING_OPTIONS_ALLOW_CP_CAPS_FOR_VIDEO, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING_FWD_OPTIMUS, + SHIM_RENDERING_OPTIONS_DISABLE_DURING_SECURE_BOOT, + SHIM_RENDERING_OPTIONS_INVERT_FOR_QUADRO, + SHIM_RENDERING_OPTIONS_INVERT_FOR_MSHYBRID, + SHIM_RENDERING_OPTIONS_REGISTER_PROCESS_ENABLE_GOLD, + SHIM_RENDERING_OPTIONS_HANDLE_WINDOWED_MODE_PERF_OPT, + SHIM_RENDERING_OPTIONS_HANDLE_WIN7_ASYNC_RUNTIME_BUG, + SHIM_RENDERING_OPTIONS_EXPLICIT_ADAPTER_OPTED_BY_APP, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH, + SHIM_RENDERING_OPTIONS_DISABLE_TURING_POWER_POLICY, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM, +}; + +EValues_SLI_GPU_COUNT g_valuesSLI_GPU_COUNT[SLI_GPU_COUNT_NUM_VALUES] = +{ + SLI_GPU_COUNT_AUTOSELECT, + SLI_GPU_COUNT_ONE, + SLI_GPU_COUNT_TWO, + SLI_GPU_COUNT_THREE, + SLI_GPU_COUNT_FOUR, +}; + +EValues_SLI_PREDEFINED_GPU_COUNT g_valuesSLI_PREDEFINED_GPU_COUNT[SLI_PREDEFINED_GPU_COUNT_NUM_VALUES] = +{ + SLI_PREDEFINED_GPU_COUNT_AUTOSELECT, + SLI_PREDEFINED_GPU_COUNT_ONE, + SLI_PREDEFINED_GPU_COUNT_TWO, + SLI_PREDEFINED_GPU_COUNT_THREE, + SLI_PREDEFINED_GPU_COUNT_FOUR, +}; + +EValues_SLI_PREDEFINED_GPU_COUNT_DX10 g_valuesSLI_PREDEFINED_GPU_COUNT_DX10[SLI_PREDEFINED_GPU_COUNT_DX10_NUM_VALUES] = +{ + SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT, + SLI_PREDEFINED_GPU_COUNT_DX10_ONE, + SLI_PREDEFINED_GPU_COUNT_DX10_TWO, + SLI_PREDEFINED_GPU_COUNT_DX10_THREE, + SLI_PREDEFINED_GPU_COUNT_DX10_FOUR, +}; + +EValues_SLI_PREDEFINED_MODE g_valuesSLI_PREDEFINED_MODE[SLI_PREDEFINED_MODE_NUM_VALUES] = +{ + SLI_PREDEFINED_MODE_AUTOSELECT, + SLI_PREDEFINED_MODE_FORCE_SINGLE, + SLI_PREDEFINED_MODE_FORCE_AFR, + SLI_PREDEFINED_MODE_FORCE_AFR2, + SLI_PREDEFINED_MODE_FORCE_SFR, + SLI_PREDEFINED_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR, +}; + +EValues_SLI_PREDEFINED_MODE_DX10 g_valuesSLI_PREDEFINED_MODE_DX10[SLI_PREDEFINED_MODE_DX10_NUM_VALUES] = +{ + SLI_PREDEFINED_MODE_DX10_AUTOSELECT, + SLI_PREDEFINED_MODE_DX10_FORCE_SINGLE, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR2, + SLI_PREDEFINED_MODE_DX10_FORCE_SFR, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR_OF_SFR__FALLBACK_3AFR, +}; + +EValues_SLI_RENDERING_MODE g_valuesSLI_RENDERING_MODE[SLI_RENDERING_MODE_NUM_VALUES] = +{ + SLI_RENDERING_MODE_AUTOSELECT, + SLI_RENDERING_MODE_FORCE_SINGLE, + SLI_RENDERING_MODE_FORCE_AFR, + SLI_RENDERING_MODE_FORCE_AFR2, + SLI_RENDERING_MODE_FORCE_SFR, + SLI_RENDERING_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR, +}; + +EValues_VRPRERENDERLIMIT g_valuesVRPRERENDERLIMIT[VRPRERENDERLIMIT_NUM_VALUES] = +{ + VRPRERENDERLIMIT_MIN, + VRPRERENDERLIMIT_MAX, + VRPRERENDERLIMIT_APP_CONTROLLED, + VRPRERENDERLIMIT_DEFAULT, +}; + +EValues_VRRFEATUREINDICATOR g_valuesVRRFEATUREINDICATOR[VRRFEATUREINDICATOR_NUM_VALUES] = +{ + VRRFEATUREINDICATOR_DISABLED, + VRRFEATUREINDICATOR_ENABLED, +}; + +EValues_VRROVERLAYINDICATOR g_valuesVRROVERLAYINDICATOR[VRROVERLAYINDICATOR_NUM_VALUES] = +{ + VRROVERLAYINDICATOR_DISABLED, + VRROVERLAYINDICATOR_ENABLED, +}; + +EValues_VRRREQUESTSTATE g_valuesVRRREQUESTSTATE[VRRREQUESTSTATE_NUM_VALUES] = +{ + VRRREQUESTSTATE_DISABLED, + VRRREQUESTSTATE_FULLSCREEN_ONLY, + VRRREQUESTSTATE_FULLSCREEN_AND_WINDOWED, +}; + +EValues_VRR_APP_OVERRIDE g_valuesVRR_APP_OVERRIDE[VRR_APP_OVERRIDE_NUM_VALUES] = +{ + VRR_APP_OVERRIDE_ALLOW, + VRR_APP_OVERRIDE_FORCE_OFF, + VRR_APP_OVERRIDE_DISALLOW, + VRR_APP_OVERRIDE_ULMB, + VRR_APP_OVERRIDE_FIXED_REFRESH, +}; + +EValues_VRR_APP_OVERRIDE_REQUEST_STATE g_valuesVRR_APP_OVERRIDE_REQUEST_STATE[VRR_APP_OVERRIDE_REQUEST_STATE_NUM_VALUES] = +{ + VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW, + VRR_APP_OVERRIDE_REQUEST_STATE_FORCE_OFF, + VRR_APP_OVERRIDE_REQUEST_STATE_DISALLOW, + VRR_APP_OVERRIDE_REQUEST_STATE_ULMB, + VRR_APP_OVERRIDE_REQUEST_STATE_FIXED_REFRESH, +}; + +EValues_VRR_MODE g_valuesVRR_MODE[VRR_MODE_NUM_VALUES] = +{ + VRR_MODE_DISABLED, + VRR_MODE_FULLSCREEN_ONLY, + VRR_MODE_FULLSCREEN_AND_WINDOWED, +}; + +EValues_VSYNCSMOOTHAFR g_valuesVSYNCSMOOTHAFR[VSYNCSMOOTHAFR_NUM_VALUES] = +{ + VSYNCSMOOTHAFR_OFF, + VSYNCSMOOTHAFR_ON, +}; + +EValues_VSYNCVRRCONTROL g_valuesVSYNCVRRCONTROL[VSYNCVRRCONTROL_NUM_VALUES] = +{ + VSYNCVRRCONTROL_DISABLE, + VSYNCVRRCONTROL_ENABLE, + VSYNCVRRCONTROL_NOTSUPPORTED, +}; + +EValues_VSYNC_BEHAVIOR_FLAGS g_valuesVSYNC_BEHAVIOR_FLAGS[VSYNC_BEHAVIOR_FLAGS_NUM_VALUES] = +{ + VSYNC_BEHAVIOR_FLAGS_NONE, + VSYNC_BEHAVIOR_FLAGS_DEFAULT, + VSYNC_BEHAVIOR_FLAGS_IGNORE_FLIPINTERVAL_MULTIPLE, +}; + +EValues_WKS_API_STEREO_EYES_EXCHANGE g_valuesWKS_API_STEREO_EYES_EXCHANGE[WKS_API_STEREO_EYES_EXCHANGE_NUM_VALUES] = +{ + WKS_API_STEREO_EYES_EXCHANGE_OFF, + WKS_API_STEREO_EYES_EXCHANGE_ON, +}; + +EValues_WKS_API_STEREO_MODE g_valuesWKS_API_STEREO_MODE[WKS_API_STEREO_MODE_NUM_VALUES] = +{ + WKS_API_STEREO_MODE_SHUTTER_GLASSES, + WKS_API_STEREO_MODE_VERTICAL_INTERLACED, + WKS_API_STEREO_MODE_TWINVIEW, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_AUTO, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC0, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC1, + WKS_API_STEREO_MODE_COLOR_LINE, + WKS_API_STEREO_MODE_COLOR_INTERLEAVED, + WKS_API_STEREO_MODE_ANAGLYPH, + WKS_API_STEREO_MODE_HORIZONTAL_INTERLACED, + WKS_API_STEREO_MODE_SIDE_FIELD, + WKS_API_STEREO_MODE_SUB_FIELD, + WKS_API_STEREO_MODE_CHECKERBOARD, + WKS_API_STEREO_MODE_INVERSE_CHECKERBOARD, + WKS_API_STEREO_MODE_TRIDELITY_SL, + WKS_API_STEREO_MODE_TRIDELITY_MV, + WKS_API_STEREO_MODE_SEEFRONT, + WKS_API_STEREO_MODE_STEREO_MIRROR, + WKS_API_STEREO_MODE_FRAME_SEQUENTIAL, + WKS_API_STEREO_MODE_AUTODETECT_PASSIVE_MODE, + WKS_API_STEREO_MODE_AEGIS_DT_FRAME_SEQUENTIAL, + WKS_API_STEREO_MODE_OEM_EMITTER_FRAME_SEQUENTIAL, + WKS_API_STEREO_MODE_DP_INBAND, + WKS_API_STEREO_MODE_USE_HW_DEFAULT, + WKS_API_STEREO_MODE_DEFAULT_GL, +}; + +EValues_WKS_STEREO_DONGLE_SUPPORT g_valuesWKS_STEREO_DONGLE_SUPPORT[WKS_STEREO_DONGLE_SUPPORT_NUM_VALUES] = +{ + WKS_STEREO_DONGLE_SUPPORT_OFF, + WKS_STEREO_DONGLE_SUPPORT_DAC, + WKS_STEREO_DONGLE_SUPPORT_DLP, +}; + +EValues_WKS_STEREO_SUPPORT g_valuesWKS_STEREO_SUPPORT[WKS_STEREO_SUPPORT_NUM_VALUES] = +{ + WKS_STEREO_SUPPORT_OFF, + WKS_STEREO_SUPPORT_ON, +}; + +EValues_WKS_STEREO_SWAP_MODE g_valuesWKS_STEREO_SWAP_MODE[WKS_STEREO_SWAP_MODE_NUM_VALUES] = +{ + WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL, + WKS_STEREO_SWAP_MODE_PER_EYE, + WKS_STEREO_SWAP_MODE_PER_EYE_PAIR, + WKS_STEREO_SWAP_MODE_LEGACY_BEHAVIOR, + WKS_STEREO_SWAP_MODE_PER_EYE_FOR_SWAP_GROUP, +}; + +EValues_AO_MODE g_valuesAO_MODE[AO_MODE_NUM_VALUES] = +{ + AO_MODE_OFF, + AO_MODE_LOW, + AO_MODE_MEDIUM, + AO_MODE_HIGH, +}; + +EValues_AO_MODE_ACTIVE g_valuesAO_MODE_ACTIVE[AO_MODE_ACTIVE_NUM_VALUES] = +{ + AO_MODE_ACTIVE_DISABLED, + AO_MODE_ACTIVE_ENABLED, +}; + +EValues_AUTO_LODBIASADJUST g_valuesAUTO_LODBIASADJUST[AUTO_LODBIASADJUST_NUM_VALUES] = +{ + AUTO_LODBIASADJUST_OFF, + AUTO_LODBIASADJUST_ON, +}; + +EValues_EXPORT_PERF_COUNTERS_DX9_ONLY g_valuesEXPORT_PERF_COUNTERS_DX9_ONLY[EXPORT_PERF_COUNTERS_DX9_ONLY_NUM_VALUES] = +{ + EXPORT_PERF_COUNTERS_DX9_ONLY_OFF, + EXPORT_PERF_COUNTERS_DX9_ONLY_ON, +}; + +EValues_LODBIASADJUST g_valuesLODBIASADJUST[LODBIASADJUST_NUM_VALUES] = +{ + LODBIASADJUST_MIN, + LODBIASADJUST_MAX, +}; + +EValues_MAXWELL_B_SAMPLE_INTERLEAVE g_valuesMAXWELL_B_SAMPLE_INTERLEAVE[MAXWELL_B_SAMPLE_INTERLEAVE_NUM_VALUES] = +{ + MAXWELL_B_SAMPLE_INTERLEAVE_OFF, + MAXWELL_B_SAMPLE_INTERLEAVE_ON, +}; + +EValues_PRERENDERLIMIT g_valuesPRERENDERLIMIT[PRERENDERLIMIT_NUM_VALUES] = +{ + PRERENDERLIMIT_MIN, + PRERENDERLIMIT_MAX, + PRERENDERLIMIT_APP_CONTROLLED, +}; + +EValues_PS_SHADERDISKCACHE g_valuesPS_SHADERDISKCACHE[PS_SHADERDISKCACHE_NUM_VALUES] = +{ + PS_SHADERDISKCACHE_OFF, + PS_SHADERDISKCACHE_ON, +}; + +EValues_PS_SHADERDISKCACHE_MAX_SIZE g_valuesPS_SHADERDISKCACHE_MAX_SIZE[PS_SHADERDISKCACHE_MAX_SIZE_NUM_VALUES] = +{ + PS_SHADERDISKCACHE_MAX_SIZE_MIN, + PS_SHADERDISKCACHE_MAX_SIZE_MAX, +}; + +EValues_PS_TEXFILTER_ANISO_OPTS2 g_valuesPS_TEXFILTER_ANISO_OPTS2[PS_TEXFILTER_ANISO_OPTS2_NUM_VALUES] = +{ + PS_TEXFILTER_ANISO_OPTS2_OFF, + PS_TEXFILTER_ANISO_OPTS2_ON, +}; + +EValues_PS_TEXFILTER_BILINEAR_IN_ANISO g_valuesPS_TEXFILTER_BILINEAR_IN_ANISO[PS_TEXFILTER_BILINEAR_IN_ANISO_NUM_VALUES] = +{ + PS_TEXFILTER_BILINEAR_IN_ANISO_OFF, + PS_TEXFILTER_BILINEAR_IN_ANISO_ON, +}; + +EValues_PS_TEXFILTER_DISABLE_TRILIN_SLOPE g_valuesPS_TEXFILTER_DISABLE_TRILIN_SLOPE[PS_TEXFILTER_DISABLE_TRILIN_SLOPE_NUM_VALUES] = +{ + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ON, +}; + +EValues_PS_TEXFILTER_NO_NEG_LODBIAS g_valuesPS_TEXFILTER_NO_NEG_LODBIAS[PS_TEXFILTER_NO_NEG_LODBIAS_NUM_VALUES] = +{ + PS_TEXFILTER_NO_NEG_LODBIAS_OFF, + PS_TEXFILTER_NO_NEG_LODBIAS_ON, +}; + +EValues_QUALITY_ENHANCEMENTS g_valuesQUALITY_ENHANCEMENTS[QUALITY_ENHANCEMENTS_NUM_VALUES] = +{ + QUALITY_ENHANCEMENTS_HIGHQUALITY, + QUALITY_ENHANCEMENTS_QUALITY, + QUALITY_ENHANCEMENTS_PERFORMANCE, + QUALITY_ENHANCEMENTS_HIGHPERFORMANCE, +}; + +EValues_QUALITY_ENHANCEMENT_SUBSTITUTION g_valuesQUALITY_ENHANCEMENT_SUBSTITUTION[QUALITY_ENHANCEMENT_SUBSTITUTION_NUM_VALUES] = +{ + QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION, + QUALITY_ENHANCEMENT_SUBSTITUTION_HIGHQUALITY_BECOMES_QUALITY, +}; + +EValues_REFRESH_RATE_OVERRIDE g_valuesREFRESH_RATE_OVERRIDE[REFRESH_RATE_OVERRIDE_NUM_VALUES] = +{ + REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED, + REFRESH_RATE_OVERRIDE_HIGHEST_AVAILABLE, + REFRESH_RATE_OVERRIDE_LOW_LATENCY_RR_MASK, +}; + +EValues_SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE g_valuesSET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE[SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_NUM_VALUES] = +{ + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ON, +}; + +EValues_SET_VAB_DATA g_valuesSET_VAB_DATA[SET_VAB_DATA_NUM_VALUES] = +{ + SET_VAB_DATA_ZERO, + SET_VAB_DATA_UINT_ONE, + SET_VAB_DATA_FLOAT_ONE, + SET_VAB_DATA_FLOAT_POS_INF, + SET_VAB_DATA_FLOAT_NAN, + SET_VAB_DATA_USE_API_DEFAULTS, +}; + +EValues_VSYNCMODE g_valuesVSYNCMODE[VSYNCMODE_NUM_VALUES] = +{ + VSYNCMODE_PASSIVE, + VSYNCMODE_FORCEOFF, + VSYNCMODE_FORCEON, + VSYNCMODE_FLIPINTERVAL2, + VSYNCMODE_FLIPINTERVAL3, + VSYNCMODE_FLIPINTERVAL4, + VSYNCMODE_VIRTUAL, +}; + +EValues_VSYNCTEARCONTROL g_valuesVSYNCTEARCONTROL[VSYNCTEARCONTROL_NUM_VALUES] = +{ + VSYNCTEARCONTROL_DISABLE, + VSYNCTEARCONTROL_ENABLE, +}; + + +SettingDWORDNameString mapSettingDWORD[TOTAL_DWORD_SETTING_NUM] = +{ + {OGL_AA_LINE_GAMMA_ID, OGL_AA_LINE_GAMMA_STRING, 4, (NvU32 *)g_valuesOGL_AA_LINE_GAMMA, OGL_AA_LINE_GAMMA_DISABLED}, + {OGL_CPL_GDI_COMPATIBILITY_ID, OGL_CPL_GDI_COMPATIBILITY_STRING, 3, (NvU32 *)g_valuesOGL_CPL_GDI_COMPATIBILITY, OGL_CPL_GDI_COMPATIBILITY_AUTO}, + {OGL_CPL_PREFER_DXPRESENT_ID, OGL_CPL_PREFER_DXPRESENT_STRING, 3, (NvU32 *)g_valuesOGL_CPL_PREFER_DXPRESENT, OGL_CPL_PREFER_DXPRESENT_AUTO}, + {OGL_DEEP_COLOR_SCANOUT_ID, OGL_DEEP_COLOR_SCANOUT_STRING, 2, (NvU32 *)g_valuesOGL_DEEP_COLOR_SCANOUT, OGL_DEEP_COLOR_SCANOUT_ENABLE}, + {OGL_DEFAULT_SWAP_INTERVAL_ID, OGL_DEFAULT_SWAP_INTERVAL_STRING, 9, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL, OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE}, + {OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ID, OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_STRING, 2, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL, 0x00000000}, + {OGL_DEFAULT_SWAP_INTERVAL_SIGN_ID, OGL_DEFAULT_SWAP_INTERVAL_SIGN_STRING, 2, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL_SIGN, OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE}, + {OGL_EVENT_LOG_SEVERITY_THRESHOLD_ID, OGL_EVENT_LOG_SEVERITY_THRESHOLD_STRING, 5, (NvU32 *)g_valuesOGL_EVENT_LOG_SEVERITY_THRESHOLD, OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL}, + {OGL_EXTENSION_STRING_VERSION_ID, OGL_EXTENSION_STRING_VERSION_STRING, 0, NULL, 0x00000000}, + {OGL_FORCE_BLIT_ID, OGL_FORCE_BLIT_STRING, 2, (NvU32 *)g_valuesOGL_FORCE_BLIT, OGL_FORCE_BLIT_OFF}, + {OGL_FORCE_STEREO_ID, OGL_FORCE_STEREO_STRING, 2, (NvU32 *)g_valuesOGL_FORCE_STEREO, OGL_FORCE_STEREO_OFF}, + {OGL_MAX_FRAMES_ALLOWED_ID, OGL_MAX_FRAMES_ALLOWED_STRING, 0, NULL, 0x00000002}, + {OGL_OVERLAY_PIXEL_TYPE_ID, OGL_OVERLAY_PIXEL_TYPE_STRING, 4, (NvU32 *)g_valuesOGL_OVERLAY_PIXEL_TYPE, OGL_OVERLAY_PIXEL_TYPE_CI}, + {OGL_OVERLAY_SUPPORT_ID, OGL_OVERLAY_SUPPORT_STRING, 3, (NvU32 *)g_valuesOGL_OVERLAY_SUPPORT, OGL_OVERLAY_SUPPORT_OFF}, + {OGL_QUALITY_ENHANCEMENTS_ID, OGL_QUALITY_ENHANCEMENTS_STRING, 4, (NvU32 *)g_valuesOGL_QUALITY_ENHANCEMENTS, OGL_QUALITY_ENHANCEMENTS_QUAL}, + {OGL_SINGLE_BACKDEPTH_BUFFER_ID, OGL_SINGLE_BACKDEPTH_BUFFER_STRING, 3, (NvU32 *)g_valuesOGL_SINGLE_BACKDEPTH_BUFFER, OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE}, + {OGL_SLI_MULTICAST_ID, OGL_SLI_MULTICAST_STRING, 4, (NvU32 *)g_valuesOGL_SLI_MULTICAST, OGL_SLI_MULTICAST_DISABLE}, + {OGL_THREAD_CONTROL_ID, OGL_THREAD_CONTROL_STRING, 2, (NvU32 *)g_valuesOGL_THREAD_CONTROL, 0x00000000}, + {OGL_TMON_LEVEL_ID, OGL_TMON_LEVEL_STRING, 6, (NvU32 *)g_valuesOGL_TMON_LEVEL, OGL_TMON_LEVEL_MOST}, + {OGL_TRIPLE_BUFFER_ID, OGL_TRIPLE_BUFFER_STRING, 2, (NvU32 *)g_valuesOGL_TRIPLE_BUFFER, OGL_TRIPLE_BUFFER_DISABLED}, + {AA_BEHAVIOR_FLAGS_ID, AA_BEHAVIOR_FLAGS_STRING, 18, (NvU32 *)g_valuesAA_BEHAVIOR_FLAGS, AA_BEHAVIOR_FLAGS_DEFAULT}, + {AA_MODE_ALPHATOCOVERAGE_ID, AA_MODE_ALPHATOCOVERAGE_STRING, 4, (NvU32 *)g_valuesAA_MODE_ALPHATOCOVERAGE, 0x00000000}, + {AA_MODE_GAMMACORRECTION_ID, AA_MODE_GAMMACORRECTION_STRING, 8, (NvU32 *)g_valuesAA_MODE_GAMMACORRECTION, 0x00000000}, + {AA_MODE_METHOD_ID, AA_MODE_METHOD_STRING, 50, (NvU32 *)g_valuesAA_MODE_METHOD, AA_MODE_METHOD_NONE}, + {AA_MODE_REPLAY_ID, AA_MODE_REPLAY_STRING, 20, (NvU32 *)g_valuesAA_MODE_REPLAY, 0x00000000}, + {AA_MODE_SELECTOR_ID, AA_MODE_SELECTOR_STRING, 5, (NvU32 *)g_valuesAA_MODE_SELECTOR, AA_MODE_SELECTOR_APP_CONTROL}, + {AA_MODE_SELECTOR_SLIAA_ID, AA_MODE_SELECTOR_SLIAA_STRING, 2, (NvU32 *)g_valuesAA_MODE_SELECTOR_SLIAA, AA_MODE_SELECTOR_SLIAA_DISABLED}, + {ANISO_MODE_LEVEL_ID, ANISO_MODE_LEVEL_STRING, 5, (NvU32 *)g_valuesANISO_MODE_LEVEL, ANISO_MODE_LEVEL_DEFAULT}, + {ANISO_MODE_SELECTOR_ID, ANISO_MODE_SELECTOR_STRING, 6, (NvU32 *)g_valuesANISO_MODE_SELECTOR, ANISO_MODE_SELECTOR_DEFAULT}, + {ANSEL_ALLOW_ID, ANSEL_ALLOW_STRING, 2, (NvU32 *)g_valuesANSEL_ALLOW, ANSEL_ALLOW_ALLOWED}, + {ANSEL_ALLOWLISTED_ID, ANSEL_ALLOWLISTED_STRING, 2, (NvU32 *)g_valuesANSEL_ALLOWLISTED, ANSEL_ALLOWLISTED_DISALLOWED}, + {ANSEL_ENABLE_ID, ANSEL_ENABLE_STRING, 2, (NvU32 *)g_valuesANSEL_ENABLE, ANSEL_ENABLE_ON}, + {APPIDLE_DYNAMIC_FRL_FPS_ID, APPIDLE_DYNAMIC_FRL_FPS_STRING, 0, NULL, 0x00000000}, + {APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_ID, APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_STRING, 0, NULL, 0x00000000}, + {APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ID, APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_STRING, 6, (NvU32 *)g_valuesAPPLICATION_PROFILE_NOTIFICATION_TIMEOUT, APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED}, + {APPLICATION_STEAM_ID_ID, APPLICATION_STEAM_ID_STRING, 0, NULL, 0x00000000}, + {BATTERY_BOOST_APP_FPS_ID, BATTERY_BOOST_APP_FPS_STRING, 3, (NvU32 *)g_valuesBATTERY_BOOST_APP_FPS, BATTERY_BOOST_APP_FPS_NO_OVERRIDE}, + {CPL_HIDDEN_PROFILE_ID, CPL_HIDDEN_PROFILE_STRING, 2, (NvU32 *)g_valuesCPL_HIDDEN_PROFILE, CPL_HIDDEN_PROFILE_DISABLED}, + {EXPORT_PERF_COUNTERS_ID, EXPORT_PERF_COUNTERS_STRING, 2, (NvU32 *)g_valuesEXPORT_PERF_COUNTERS, EXPORT_PERF_COUNTERS_OFF}, + {EXTERNAL_QUIET_MODE_ID, EXTERNAL_QUIET_MODE_STRING, 2, (NvU32 *)g_valuesEXTERNAL_QUIET_MODE, EXTERNAL_QUIET_MODE_OFF}, + {FRL_FPS_ID, FRL_FPS_STRING, 3, (NvU32 *)g_valuesFRL_FPS, FRL_FPS_DISABLED}, + {FXAA_ALLOW_ID, FXAA_ALLOW_STRING, 2, (NvU32 *)g_valuesFXAA_ALLOW, FXAA_ALLOW_ALLOWED}, + {FXAA_ENABLE_ID, FXAA_ENABLE_STRING, 2, (NvU32 *)g_valuesFXAA_ENABLE, FXAA_ENABLE_OFF}, + {FXAA_INDICATOR_ENABLE_ID, FXAA_INDICATOR_ENABLE_STRING, 2, (NvU32 *)g_valuesFXAA_INDICATOR_ENABLE, FXAA_INDICATOR_ENABLE_OFF}, + {LATENCY_INDICATOR_AUTOALIGN_ID, LATENCY_INDICATOR_AUTOALIGN_STRING, 2, (NvU32 *)g_valuesLATENCY_INDICATOR_AUTOALIGN, LATENCY_INDICATOR_AUTOALIGN_ENABLED}, + {MCSFRSHOWSPLIT_ID, MCSFRSHOWSPLIT_STRING, 2, (NvU32 *)g_valuesMCSFRSHOWSPLIT, MCSFRSHOWSPLIT_DISABLED}, + {NV_QUALITY_UPSCALING_ID, NV_QUALITY_UPSCALING_STRING, 2, (NvU32 *)g_valuesNV_QUALITY_UPSCALING, NV_QUALITY_UPSCALING_OFF}, + {OPTIMUS_MAXAA_ID, OPTIMUS_MAXAA_STRING, 2, (NvU32 *)g_valuesOPTIMUS_MAXAA, 0x00000000}, + {PHYSXINDICATOR_ID, PHYSXINDICATOR_STRING, 2, (NvU32 *)g_valuesPHYSXINDICATOR, PHYSXINDICATOR_DISABLED}, + {PREFERRED_PSTATE_ID, PREFERRED_PSTATE_STRING, 8, (NvU32 *)g_valuesPREFERRED_PSTATE, PREFERRED_PSTATE_OPTIMAL_POWER}, + {PREVENT_UI_AF_OVERRIDE_ID, PREVENT_UI_AF_OVERRIDE_STRING, 2, (NvU32 *)g_valuesPREVENT_UI_AF_OVERRIDE, PREVENT_UI_AF_OVERRIDE_OFF}, + {SHIM_MAXRES_ID, SHIM_MAXRES_STRING, 0, NULL, 0x00000000}, + {SHIM_MCCOMPAT_ID, SHIM_MCCOMPAT_STRING, 8, (NvU32 *)g_valuesSHIM_MCCOMPAT, SHIM_MCCOMPAT_AUTO_SELECT}, + {SHIM_RENDERING_MODE_ID, SHIM_RENDERING_MODE_STRING, 8, (NvU32 *)g_valuesSHIM_RENDERING_MODE, SHIM_RENDERING_MODE_AUTO_SELECT}, + {SHIM_RENDERING_OPTIONS_ID, SHIM_RENDERING_OPTIONS_STRING, 30, (NvU32 *)g_valuesSHIM_RENDERING_OPTIONS, 0x00000000}, + {SLI_GPU_COUNT_ID, SLI_GPU_COUNT_STRING, 5, (NvU32 *)g_valuesSLI_GPU_COUNT, SLI_GPU_COUNT_AUTOSELECT}, + {SLI_PREDEFINED_GPU_COUNT_ID, SLI_PREDEFINED_GPU_COUNT_STRING, 5, (NvU32 *)g_valuesSLI_PREDEFINED_GPU_COUNT, SLI_PREDEFINED_GPU_COUNT_AUTOSELECT}, + {SLI_PREDEFINED_GPU_COUNT_DX10_ID, SLI_PREDEFINED_GPU_COUNT_DX10_STRING, 5, (NvU32 *)g_valuesSLI_PREDEFINED_GPU_COUNT_DX10, SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT}, + {SLI_PREDEFINED_MODE_ID, SLI_PREDEFINED_MODE_STRING, 6, (NvU32 *)g_valuesSLI_PREDEFINED_MODE, SLI_PREDEFINED_MODE_AUTOSELECT}, + {SLI_PREDEFINED_MODE_DX10_ID, SLI_PREDEFINED_MODE_DX10_STRING, 6, (NvU32 *)g_valuesSLI_PREDEFINED_MODE_DX10, SLI_PREDEFINED_MODE_DX10_AUTOSELECT}, + {SLI_RENDERING_MODE_ID, SLI_RENDERING_MODE_STRING, 6, (NvU32 *)g_valuesSLI_RENDERING_MODE, SLI_RENDERING_MODE_AUTOSELECT}, + {VRPRERENDERLIMIT_ID, VRPRERENDERLIMIT_STRING, 4, (NvU32 *)g_valuesVRPRERENDERLIMIT, VRPRERENDERLIMIT_DEFAULT}, + {VRRFEATUREINDICATOR_ID, VRRFEATUREINDICATOR_STRING, 2, (NvU32 *)g_valuesVRRFEATUREINDICATOR, VRRFEATUREINDICATOR_ENABLED}, + {VRROVERLAYINDICATOR_ID, VRROVERLAYINDICATOR_STRING, 2, (NvU32 *)g_valuesVRROVERLAYINDICATOR, VRROVERLAYINDICATOR_ENABLED}, + {VRRREQUESTSTATE_ID, VRRREQUESTSTATE_STRING, 3, (NvU32 *)g_valuesVRRREQUESTSTATE, VRRREQUESTSTATE_FULLSCREEN_ONLY}, + {VRR_APP_OVERRIDE_ID, VRR_APP_OVERRIDE_STRING, 5, (NvU32 *)g_valuesVRR_APP_OVERRIDE, VRR_APP_OVERRIDE_ALLOW}, + {VRR_APP_OVERRIDE_REQUEST_STATE_ID, VRR_APP_OVERRIDE_REQUEST_STATE_STRING, 5, (NvU32 *)g_valuesVRR_APP_OVERRIDE_REQUEST_STATE, VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW}, + {VRR_MODE_ID, VRR_MODE_STRING, 3, (NvU32 *)g_valuesVRR_MODE, VRR_MODE_FULLSCREEN_ONLY}, + {VSYNCSMOOTHAFR_ID, VSYNCSMOOTHAFR_STRING, 2, (NvU32 *)g_valuesVSYNCSMOOTHAFR, VSYNCSMOOTHAFR_OFF}, + {VSYNCVRRCONTROL_ID, VSYNCVRRCONTROL_STRING, 3, (NvU32 *)g_valuesVSYNCVRRCONTROL, VSYNCVRRCONTROL_ENABLE}, + {VSYNC_BEHAVIOR_FLAGS_ID, VSYNC_BEHAVIOR_FLAGS_STRING, 3, (NvU32 *)g_valuesVSYNC_BEHAVIOR_FLAGS, VSYNC_BEHAVIOR_FLAGS_DEFAULT}, + {WKS_API_STEREO_EYES_EXCHANGE_ID, WKS_API_STEREO_EYES_EXCHANGE_STRING, 2, (NvU32 *)g_valuesWKS_API_STEREO_EYES_EXCHANGE, WKS_API_STEREO_EYES_EXCHANGE_OFF}, + {WKS_API_STEREO_MODE_ID, WKS_API_STEREO_MODE_STRING, 25, (NvU32 *)g_valuesWKS_API_STEREO_MODE, WKS_API_STEREO_MODE_SHUTTER_GLASSES}, + {WKS_STEREO_DONGLE_SUPPORT_ID, WKS_STEREO_DONGLE_SUPPORT_STRING, 3, (NvU32 *)g_valuesWKS_STEREO_DONGLE_SUPPORT, WKS_STEREO_DONGLE_SUPPORT_DAC}, + {WKS_STEREO_SUPPORT_ID, WKS_STEREO_SUPPORT_STRING, 2, (NvU32 *)g_valuesWKS_STEREO_SUPPORT, WKS_STEREO_SUPPORT_OFF}, + {WKS_STEREO_SWAP_MODE_ID, WKS_STEREO_SWAP_MODE_STRING, 5, (NvU32 *)g_valuesWKS_STEREO_SWAP_MODE, WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL}, + {AO_MODE_ID, AO_MODE_STRING, 4, (NvU32 *)g_valuesAO_MODE, AO_MODE_OFF}, + {AO_MODE_ACTIVE_ID, AO_MODE_ACTIVE_STRING, 2, (NvU32 *)g_valuesAO_MODE_ACTIVE, AO_MODE_ACTIVE_DISABLED}, + {AUTO_LODBIASADJUST_ID, AUTO_LODBIASADJUST_STRING, 2, (NvU32 *)g_valuesAUTO_LODBIASADJUST, AUTO_LODBIASADJUST_ON}, + {EXPORT_PERF_COUNTERS_DX9_ONLY_ID, EXPORT_PERF_COUNTERS_DX9_ONLY_STRING, 2, (NvU32 *)g_valuesEXPORT_PERF_COUNTERS_DX9_ONLY, EXPORT_PERF_COUNTERS_DX9_ONLY_OFF}, + {LODBIASADJUST_ID, LODBIASADJUST_STRING, 2, (NvU32 *)g_valuesLODBIASADJUST, 0x00000000}, + {MAXWELL_B_SAMPLE_INTERLEAVE_ID, MAXWELL_B_SAMPLE_INTERLEAVE_STRING, 2, (NvU32 *)g_valuesMAXWELL_B_SAMPLE_INTERLEAVE, MAXWELL_B_SAMPLE_INTERLEAVE_OFF}, + {PRERENDERLIMIT_ID, PRERENDERLIMIT_STRING, 3, (NvU32 *)g_valuesPRERENDERLIMIT, PRERENDERLIMIT_APP_CONTROLLED}, + {PS_SHADERDISKCACHE_ID, PS_SHADERDISKCACHE_STRING, 2, (NvU32 *)g_valuesPS_SHADERDISKCACHE, PS_SHADERDISKCACHE_ON}, + {PS_SHADERDISKCACHE_MAX_SIZE_ID, PS_SHADERDISKCACHE_MAX_SIZE_STRING, 2, (NvU32 *)g_valuesPS_SHADERDISKCACHE_MAX_SIZE, 0x00000000}, + {PS_TEXFILTER_ANISO_OPTS2_ID, PS_TEXFILTER_ANISO_OPTS2_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_ANISO_OPTS2, PS_TEXFILTER_ANISO_OPTS2_OFF}, + {PS_TEXFILTER_BILINEAR_IN_ANISO_ID, PS_TEXFILTER_BILINEAR_IN_ANISO_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_BILINEAR_IN_ANISO, PS_TEXFILTER_BILINEAR_IN_ANISO_OFF}, + {PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ID, PS_TEXFILTER_DISABLE_TRILIN_SLOPE_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_DISABLE_TRILIN_SLOPE, PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF}, + {PS_TEXFILTER_NO_NEG_LODBIAS_ID, PS_TEXFILTER_NO_NEG_LODBIAS_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_NO_NEG_LODBIAS, PS_TEXFILTER_NO_NEG_LODBIAS_OFF}, + {QUALITY_ENHANCEMENTS_ID, QUALITY_ENHANCEMENTS_STRING, 4, (NvU32 *)g_valuesQUALITY_ENHANCEMENTS, QUALITY_ENHANCEMENTS_QUALITY}, + {QUALITY_ENHANCEMENT_SUBSTITUTION_ID, QUALITY_ENHANCEMENT_SUBSTITUTION_STRING, 2, (NvU32 *)g_valuesQUALITY_ENHANCEMENT_SUBSTITUTION, QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION}, + {REFRESH_RATE_OVERRIDE_ID, REFRESH_RATE_OVERRIDE_STRING, 3, (NvU32 *)g_valuesREFRESH_RATE_OVERRIDE, REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED}, + {SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ID, SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_STRING, 2, (NvU32 *)g_valuesSET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE, SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF}, + {SET_VAB_DATA_ID, SET_VAB_DATA_STRING, 6, (NvU32 *)g_valuesSET_VAB_DATA, SET_VAB_DATA_USE_API_DEFAULTS}, + {VSYNCMODE_ID, VSYNCMODE_STRING, 7, (NvU32 *)g_valuesVSYNCMODE, VSYNCMODE_PASSIVE}, + {VSYNCTEARCONTROL_ID, VSYNCTEARCONTROL_STRING, 2, (NvU32 *)g_valuesVSYNCTEARCONTROL, VSYNCTEARCONTROL_DISABLE}, +}; + +SettingWSTRINGNameString mapSettingWSTRING[TOTAL_WSTRING_SETTING_NUM] = +{ + {OGL_IMPLICIT_GPU_AFFINITY_ID, OGL_IMPLICIT_GPU_AFFINITY_STRING, 1, (const wchar_t **)g_valuesOGL_IMPLICIT_GPU_AFFINITY, L"autoselect"}, + {CUDA_EXCLUDED_GPUS_ID, CUDA_EXCLUDED_GPUS_STRING, 1, (const wchar_t **)g_valuesCUDA_EXCLUDED_GPUS, L"none"}, + {D3DOGL_GPU_MAX_POWER_ID, D3DOGL_GPU_MAX_POWER_STRING, 1, (const wchar_t **)g_valuesD3DOGL_GPU_MAX_POWER, L"0"}, + {ICAFE_LOGO_CONFIG_ID, ICAFE_LOGO_CONFIG_STRING, 0, NULL, L""}, + {PS_SHADERDISKCACHE_DLL_PATH_WCHAR_ID, PS_SHADERDISKCACHE_DLL_PATH_WCHAR_STRING, 0, NULL, L""}, +}; + diff --git a/src/imports/nvapi/NvApiDriverSettings.h b/src/imports/nvapi/NvApiDriverSettings.h new file mode 100644 index 0000000..7e4d2b3 --- /dev/null +++ b/src/imports/nvapi/NvApiDriverSettings.h @@ -0,0 +1,1150 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#ifndef _NVAPI_DRIVER_SETTINGS_H_ +#define _NVAPI_DRIVER_SETTINGS_H_ + +#define OGL_AA_LINE_GAMMA_STRING L"Antialiasing - Line gamma" +#define OGL_CPL_GDI_COMPATIBILITY_STRING L"OpenGL GDI compatibility" +#define OGL_CPL_PREFER_DXPRESENT_STRING L"Vulkan/OpenGL present method" +#define OGL_DEEP_COLOR_SCANOUT_STRING L"Deep color for 3D applications" +#define OGL_DEFAULT_SWAP_INTERVAL_STRING L"OpenGL default swap interval" +#define OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_STRING L"OpenGL default swap interval fraction" +#define OGL_DEFAULT_SWAP_INTERVAL_SIGN_STRING L"OpenGL default swap interval sign" +#define OGL_EVENT_LOG_SEVERITY_THRESHOLD_STRING L"Event Log Severity Threshold" +#define OGL_EXTENSION_STRING_VERSION_STRING L"Extension String version" +#define OGL_FORCE_BLIT_STRING L"Buffer-flipping mode" +#define OGL_FORCE_STEREO_STRING L"Force Stereo shuttering" +#define OGL_IMPLICIT_GPU_AFFINITY_STRING L"Preferred OpenGL GPU" +#define OGL_MAX_FRAMES_ALLOWED_STRING L"Maximum frames allowed" +#define OGL_OVERLAY_PIXEL_TYPE_STRING L"Exported Overlay pixel types" +#define OGL_OVERLAY_SUPPORT_STRING L"Enable overlay" +#define OGL_QUALITY_ENHANCEMENTS_STRING L"High level control of the rendering quality on OpenGL" +#define OGL_SINGLE_BACKDEPTH_BUFFER_STRING L"Unified back/depth buffer" +#define OGL_SLI_MULTICAST_STRING L"Enable NV_gpu_multicast extension" +#define OGL_THREAD_CONTROL_STRING L"Threaded optimization" +#define OGL_TMON_LEVEL_STRING L"Event Log Tmon Severity Threshold" +#define OGL_TRIPLE_BUFFER_STRING L"Triple buffering" +#define AA_BEHAVIOR_FLAGS_STRING L"Antialiasing - Behavior Flags" +#define AA_MODE_ALPHATOCOVERAGE_STRING L"Antialiasing - Transparency Multisampling" +#define AA_MODE_GAMMACORRECTION_STRING L"Antialiasing - Gamma correction" +#define AA_MODE_METHOD_STRING L"Antialiasing - Setting" +#define AA_MODE_REPLAY_STRING L"Antialiasing - Transparency Supersampling" +#define AA_MODE_SELECTOR_STRING L"Antialiasing - Mode" +#define AA_MODE_SELECTOR_SLIAA_STRING L"Antialiasing - SLI AA" +#define ANISO_MODE_LEVEL_STRING L"Anisotropic filtering setting" +#define ANISO_MODE_SELECTOR_STRING L"Anisotropic filtering mode" +#define ANSEL_ALLOW_STRING L"NVIDIA Predefined Ansel Usage" +#define ANSEL_ALLOWLISTED_STRING L"Ansel flags for enabled applications" +#define ANSEL_ENABLE_STRING L"Enable Ansel" +#define APPIDLE_DYNAMIC_FRL_FPS_STRING L"Idle Application Max FPS Limit" +#define APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_STRING L"Idle Application Threshold Time out in seconds" +#define APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_STRING L"Application Profile Notification Popup Timeout" +#define APPLICATION_STEAM_ID_STRING L"Steam Application ID" +#define BATTERY_BOOST_APP_FPS_STRING L"Battery Boost Application FPS" +#define CPL_HIDDEN_PROFILE_STRING L"Do not display this profile in the Control Panel" +#define CUDA_EXCLUDED_GPUS_STRING L"List of Universal GPU ids" +#define D3DOGL_GPU_MAX_POWER_STRING L"Maximum GPU Power" +#define EXPORT_PERF_COUNTERS_STRING L"Export Performance Counters" +#define EXTERNAL_QUIET_MODE_STRING L"External Quiet Mode (XQM)" +#define FRL_FPS_STRING L"Frame Rate Limiter" +#define FXAA_ALLOW_STRING L"NVIDIA Predefined FXAA Usage" +#define FXAA_ENABLE_STRING L"Enable FXAA" +#define FXAA_INDICATOR_ENABLE_STRING L"Enable FXAA Indicator" +#define LATENCY_INDICATOR_AUTOALIGN_STRING L"Autoalign flash indicator" +#define MCSFRSHOWSPLIT_STRING L"SLI indicator" +#define NV_QUALITY_UPSCALING_STRING L"NVIDIA Quality upscaling" +#define OPTIMUS_MAXAA_STRING L"Maximum AA samples allowed for a given application" +#define PHYSXINDICATOR_STRING L"Display the PhysX indicator" +#define PREFERRED_PSTATE_STRING L"Power management mode" +#define PREVENT_UI_AF_OVERRIDE_STRING L"No override of Anisotropic filtering" +#define SHIM_MAXRES_STRING L"Maximum resolution allowed for a given application" +#define SHIM_MCCOMPAT_STRING L"Optimus flags for enabled applications" +#define SHIM_RENDERING_MODE_STRING L"Enable application for Optimus" +#define SHIM_RENDERING_OPTIONS_STRING L"Shim Rendering Mode Options per application for Optimus" +#define SLI_GPU_COUNT_STRING L"Number of GPUs to use on SLI rendering mode" +#define SLI_PREDEFINED_GPU_COUNT_STRING L"NVIDIA predefined number of GPUs to use on SLI rendering mode" +#define SLI_PREDEFINED_GPU_COUNT_DX10_STRING L"NVIDIA predefined number of GPUs to use on SLI rendering mode on DirectX 10" +#define SLI_PREDEFINED_MODE_STRING L"NVIDIA predefined SLI mode" +#define SLI_PREDEFINED_MODE_DX10_STRING L"NVIDIA predefined SLI mode on DirectX 10" +#define SLI_RENDERING_MODE_STRING L"SLI rendering mode" +#define VRPRERENDERLIMIT_STRING L"Virtual Reality pre-rendered frames" +#define VRRFEATUREINDICATOR_STRING L"Toggle the VRR global feature" +#define VRROVERLAYINDICATOR_STRING L"Display the VRR Overlay Indicator" +#define VRRREQUESTSTATE_STRING L"VRR requested state" +#define VRR_APP_OVERRIDE_STRING L"G-SYNC" +#define VRR_APP_OVERRIDE_REQUEST_STATE_STRING L"G-SYNC" +#define VRR_MODE_STRING L"Enable G-SYNC globally" +#define VSYNCSMOOTHAFR_STRING L"Flag to control smooth AFR behavior" +#define VSYNCVRRCONTROL_STRING L"Variable refresh Rate" +#define VSYNC_BEHAVIOR_FLAGS_STRING L"Vsync - Behavior Flags" +#define WKS_API_STEREO_EYES_EXCHANGE_STRING L"Stereo - Swap eyes" +#define WKS_API_STEREO_MODE_STRING L"Stereo - Display mode" +#define WKS_STEREO_DONGLE_SUPPORT_STRING L"Stereo - Dongle Support" +#define WKS_STEREO_SUPPORT_STRING L"Stereo - Enable" +#define WKS_STEREO_SWAP_MODE_STRING L"Stereo - swap mode" +#define AO_MODE_STRING L"Ambient Occlusion" +#define AO_MODE_ACTIVE_STRING L"NVIDIA Predefined Ambient Occlusion Usage" +#define AUTO_LODBIASADJUST_STRING L"Texture filtering - Driver Controlled LOD Bias" +#define EXPORT_PERF_COUNTERS_DX9_ONLY_STRING L"Export Performance Counters for DX9 only" +#define ICAFE_LOGO_CONFIG_STRING L"ICafe Settings" +#define LODBIASADJUST_STRING L"Texture filtering - LOD Bias" +#define MAXWELL_B_SAMPLE_INTERLEAVE_STRING L"Enable sample interleaving (MFAA)" +#define PRERENDERLIMIT_STRING L"Maximum pre-rendered frames" +#define PS_SHADERDISKCACHE_STRING L"Shader Cache" +#define PS_SHADERDISKCACHE_DLL_PATH_WCHAR_STRING L"shader cache path to dll" +#define PS_SHADERDISKCACHE_MAX_SIZE_STRING L"Shader disk cache maximum size" +#define PS_TEXFILTER_ANISO_OPTS2_STRING L"Texture filtering - Anisotropic sample optimization" +#define PS_TEXFILTER_BILINEAR_IN_ANISO_STRING L"Texture filtering - Anisotropic filter optimization" +#define PS_TEXFILTER_DISABLE_TRILIN_SLOPE_STRING L"Texture filtering - Trilinear optimization" +#define PS_TEXFILTER_NO_NEG_LODBIAS_STRING L"Texture filtering - Negative LOD bias" +#define QUALITY_ENHANCEMENTS_STRING L"Texture filtering - Quality" +#define QUALITY_ENHANCEMENT_SUBSTITUTION_STRING L"Texture filtering - Quality Substitution" +#define REFRESH_RATE_OVERRIDE_STRING L"Preferred refresh rate" +#define SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_STRING L"PowerThrottle" +#define SET_VAB_DATA_STRING L"VAB Default Data" +#define VSYNCMODE_STRING L"Vertical Sync" +#define VSYNCTEARCONTROL_STRING L"Vertical Sync Tear Control" + +enum ESetting { + OGL_AA_LINE_GAMMA_ID = 0x2089BF6C, + OGL_CPL_GDI_COMPATIBILITY_ID = 0x2072C5A3, + OGL_CPL_PREFER_DXPRESENT_ID = 0x20D690F8, + OGL_DEEP_COLOR_SCANOUT_ID = 0x2097C2F6, + OGL_DEFAULT_SWAP_INTERVAL_ID = 0x206A6582, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ID = 0x206C4581, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_ID = 0x20655CFA, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_ID = 0x209DF23E, + OGL_EXTENSION_STRING_VERSION_ID = 0x20FF7493, + OGL_FORCE_BLIT_ID = 0x201F619F, + OGL_FORCE_STEREO_ID = 0x204D9A0C, + OGL_IMPLICIT_GPU_AFFINITY_ID = 0x20D0F3E6, + OGL_MAX_FRAMES_ALLOWED_ID = 0x208E55E3, + OGL_OVERLAY_PIXEL_TYPE_ID = 0x209AE66F, + OGL_OVERLAY_SUPPORT_ID = 0x206C28C4, + OGL_QUALITY_ENHANCEMENTS_ID = 0x20797D6C, + OGL_SINGLE_BACKDEPTH_BUFFER_ID = 0x20A29055, + OGL_SLI_MULTICAST_ID = 0x2092D3BE, + OGL_THREAD_CONTROL_ID = 0x20C1221E, + OGL_TMON_LEVEL_ID = 0x202888C1, + OGL_TRIPLE_BUFFER_ID = 0x20FDD1F9, + AA_BEHAVIOR_FLAGS_ID = 0x10ECDB82, + AA_MODE_ALPHATOCOVERAGE_ID = 0x10FC2D9C, + AA_MODE_GAMMACORRECTION_ID = 0x107D639D, + AA_MODE_METHOD_ID = 0x10D773D2, + AA_MODE_REPLAY_ID = 0x10D48A85, + AA_MODE_SELECTOR_ID = 0x107EFC5B, + AA_MODE_SELECTOR_SLIAA_ID = 0x107AFC5B, + ANISO_MODE_LEVEL_ID = 0x101E61A9, + ANISO_MODE_SELECTOR_ID = 0x10D2BB16, + ANSEL_ALLOW_ID = 0x1035DB89, + ANSEL_ALLOWLISTED_ID = 0x1085DA8A, + ANSEL_ENABLE_ID = 0x1075D972, + APPIDLE_DYNAMIC_FRL_FPS_ID = 0x10835016, + APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_ID = 0x10835017, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ID = 0x104554B6, + APPLICATION_STEAM_ID_ID = 0x107CDDBC, + BATTERY_BOOST_APP_FPS_ID = 0x10115C8C, + CPL_HIDDEN_PROFILE_ID = 0x106D5CFF, + CUDA_EXCLUDED_GPUS_ID = 0x10354FF8, + D3DOGL_GPU_MAX_POWER_ID = 0x10D1EF29, + EXPORT_PERF_COUNTERS_ID = 0x108F0841, + EXTERNAL_QUIET_MODE_ID = 0x10115C8D, + FRL_FPS_ID = 0x10835002, + FXAA_ALLOW_ID = 0x1034CB89, + FXAA_ENABLE_ID = 0x1074C972, + FXAA_INDICATOR_ENABLE_ID = 0x1068FB9C, + LATENCY_INDICATOR_AUTOALIGN_ID = 0x1095F170, + MCSFRSHOWSPLIT_ID = 0x10287051, + NV_QUALITY_UPSCALING_ID = 0x10444444, + OPTIMUS_MAXAA_ID = 0x10F9DC83, + PHYSXINDICATOR_ID = 0x1094F16F, + PREFERRED_PSTATE_ID = 0x1057EB71, + PREVENT_UI_AF_OVERRIDE_ID = 0x103BCCB5, + SHIM_MAXRES_ID = 0x10F9DC82, + SHIM_MCCOMPAT_ID = 0x10F9DC80, + SHIM_RENDERING_MODE_ID = 0x10F9DC81, + SHIM_RENDERING_OPTIONS_ID = 0x10F9DC84, + SLI_GPU_COUNT_ID = 0x1033DCD1, + SLI_PREDEFINED_GPU_COUNT_ID = 0x1033DCD2, + SLI_PREDEFINED_GPU_COUNT_DX10_ID = 0x1033DCD3, + SLI_PREDEFINED_MODE_ID = 0x1033CEC1, + SLI_PREDEFINED_MODE_DX10_ID = 0x1033CEC2, + SLI_RENDERING_MODE_ID = 0x1033CED1, + VRPRERENDERLIMIT_ID = 0x10111133, + VRRFEATUREINDICATOR_ID = 0x1094F157, + VRROVERLAYINDICATOR_ID = 0x1095F16F, + VRRREQUESTSTATE_ID = 0x1094F1F7, + VRR_APP_OVERRIDE_ID = 0x10A879CF, + VRR_APP_OVERRIDE_REQUEST_STATE_ID = 0x10A879AC, + VRR_MODE_ID = 0x1194F158, + VSYNCSMOOTHAFR_ID = 0x101AE763, + VSYNCVRRCONTROL_ID = 0x10A879CE, + VSYNC_BEHAVIOR_FLAGS_ID = 0x10FDEC23, + WKS_API_STEREO_EYES_EXCHANGE_ID = 0x11AE435C, + WKS_API_STEREO_MODE_ID = 0x11E91A61, + WKS_STEREO_DONGLE_SUPPORT_ID = 0x112493BD, + WKS_STEREO_SUPPORT_ID = 0x11AA9E99, + WKS_STEREO_SWAP_MODE_ID = 0x11333333, + AO_MODE_ID = 0x00667329, + AO_MODE_ACTIVE_ID = 0x00664339, + AUTO_LODBIASADJUST_ID = 0x00638E8F, + EXPORT_PERF_COUNTERS_DX9_ONLY_ID = 0x00B65E72, + ICAFE_LOGO_CONFIG_ID = 0x00DB1337, + LODBIASADJUST_ID = 0x00738E8F, + MAXWELL_B_SAMPLE_INTERLEAVE_ID = 0x0098C1AC, + PRERENDERLIMIT_ID = 0x007BA09E, + PS_SHADERDISKCACHE_ID = 0x00198FFF, + PS_SHADERDISKCACHE_DLL_PATH_WCHAR_ID = 0x0019A002, + PS_SHADERDISKCACHE_MAX_SIZE_ID = 0x00AC8497, + PS_TEXFILTER_ANISO_OPTS2_ID = 0x00E73211, + PS_TEXFILTER_BILINEAR_IN_ANISO_ID = 0x0084CD70, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ID = 0x002ECAF2, + PS_TEXFILTER_NO_NEG_LODBIAS_ID = 0x0019BB68, + QUALITY_ENHANCEMENTS_ID = 0x00CE2691, + QUALITY_ENHANCEMENT_SUBSTITUTION_ID = 0x00CE2692, + REFRESH_RATE_OVERRIDE_ID = 0x0064B541, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ID = 0x00AE785C, + SET_VAB_DATA_ID = 0x00AB8687, + VSYNCMODE_ID = 0x00A879CF, + VSYNCTEARCONTROL_ID = 0x005A375C, + TOTAL_DWORD_SETTING_NUM = 96, + TOTAL_WSTRING_SETTING_NUM = 5, + TOTAL_SETTING_NUM = 101, + INVALID_SETTING_ID = 0xFFFFFFFF +}; + +enum EValues_OGL_AA_LINE_GAMMA { + OGL_AA_LINE_GAMMA_DISABLED = 0x10, + OGL_AA_LINE_GAMMA_ENABLED = 0x23, + OGL_AA_LINE_GAMMA_MIN = 1, + OGL_AA_LINE_GAMMA_MAX = 100, + OGL_AA_LINE_GAMMA_NUM_VALUES = 4, + OGL_AA_LINE_GAMMA_DEFAULT = OGL_AA_LINE_GAMMA_DISABLED +}; + +enum EValues_OGL_CPL_GDI_COMPATIBILITY { + OGL_CPL_GDI_COMPATIBILITY_PREFER_DISABLED = 0x00000000, + OGL_CPL_GDI_COMPATIBILITY_PREFER_ENABLED = 0x00000001, + OGL_CPL_GDI_COMPATIBILITY_AUTO = 0x00000002, + OGL_CPL_GDI_COMPATIBILITY_NUM_VALUES = 3, + OGL_CPL_GDI_COMPATIBILITY_DEFAULT = OGL_CPL_GDI_COMPATIBILITY_AUTO +}; + +enum EValues_OGL_CPL_PREFER_DXPRESENT { + OGL_CPL_PREFER_DXPRESENT_PREFER_DISABLED = 0x00000000, + OGL_CPL_PREFER_DXPRESENT_PREFER_ENABLED = 0x00000001, + OGL_CPL_PREFER_DXPRESENT_AUTO = 0x00000002, + OGL_CPL_PREFER_DXPRESENT_NUM_VALUES = 3, + OGL_CPL_PREFER_DXPRESENT_DEFAULT = OGL_CPL_PREFER_DXPRESENT_AUTO +}; + +enum EValues_OGL_DEEP_COLOR_SCANOUT { + OGL_DEEP_COLOR_SCANOUT_DISABLE = 0, + OGL_DEEP_COLOR_SCANOUT_ENABLE = 1, + OGL_DEEP_COLOR_SCANOUT_NUM_VALUES = 2, + OGL_DEEP_COLOR_SCANOUT_DEFAULT = OGL_DEEP_COLOR_SCANOUT_ENABLE +}; + +enum EValues_OGL_DEFAULT_SWAP_INTERVAL { + OGL_DEFAULT_SWAP_INTERVAL_TEAR = 0, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE = 1, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC = 1, + OGL_DEFAULT_SWAP_INTERVAL_VALUE_MASK = 0x0000FFFF, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_MASK = 0xF0000000, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_OFF = 0xF0000000, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_ON = 0x10000000, + OGL_DEFAULT_SWAP_INTERVAL_APP_CONTROLLED = 0x00000000, + OGL_DEFAULT_SWAP_INTERVAL_DISABLE = 0xffffffff, + OGL_DEFAULT_SWAP_INTERVAL_NUM_VALUES = 9, + OGL_DEFAULT_SWAP_INTERVAL_DEFAULT = OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE +}; + +enum EValues_OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL { + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ZERO_SCANLINES = 0, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ONE_FULL_FRAME_OF_SCANLINES = 100, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_NUM_VALUES = 2, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_DEFAULT = 0U +}; + +enum EValues_OGL_DEFAULT_SWAP_INTERVAL_SIGN { + OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE = 0, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_NEGATIVE = 1, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_NUM_VALUES = 2, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_DEFAULT = OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE +}; + +enum EValues_OGL_EVENT_LOG_SEVERITY_THRESHOLD { + OGL_EVENT_LOG_SEVERITY_THRESHOLD_DISABLE = 0, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_CRITICAL = 1, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_WARNING = 2, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_INFORMATION = 3, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL = 4, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_NUM_VALUES = 5, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_DEFAULT = OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL +}; + +enum EValues_OGL_FORCE_BLIT { + OGL_FORCE_BLIT_ON = 1, + OGL_FORCE_BLIT_OFF = 0, + OGL_FORCE_BLIT_NUM_VALUES = 2, + OGL_FORCE_BLIT_DEFAULT = OGL_FORCE_BLIT_OFF +}; + +enum EValues_OGL_FORCE_STEREO { + OGL_FORCE_STEREO_OFF = 0, + OGL_FORCE_STEREO_ON = 1, + OGL_FORCE_STEREO_NUM_VALUES = 2, + OGL_FORCE_STEREO_DEFAULT = OGL_FORCE_STEREO_OFF +}; + +#define OGL_IMPLICIT_GPU_AFFINITY_ENV_VAR L"OGL_DEFAULT_RENDERING_GPU" +#define OGL_IMPLICIT_GPU_AFFINITY_AUTOSELECT L"autoselect" +#define OGL_IMPLICIT_GPU_AFFINITY_NUM_VALUES 1 +#define OGL_IMPLICIT_GPU_AFFINITY_DEFAULT OGL_IMPLICIT_GPU_AFFINITY_AUTOSELECT + +enum EValues_OGL_OVERLAY_PIXEL_TYPE { + OGL_OVERLAY_PIXEL_TYPE_NONE = 0x0, + OGL_OVERLAY_PIXEL_TYPE_CI = 0x1, + OGL_OVERLAY_PIXEL_TYPE_RGBA = 0x2, + OGL_OVERLAY_PIXEL_TYPE_CI_AND_RGBA = 0x3, + OGL_OVERLAY_PIXEL_TYPE_NUM_VALUES = 4, + OGL_OVERLAY_PIXEL_TYPE_DEFAULT = OGL_OVERLAY_PIXEL_TYPE_CI +}; + +enum EValues_OGL_OVERLAY_SUPPORT { + OGL_OVERLAY_SUPPORT_OFF = 0, + OGL_OVERLAY_SUPPORT_ON = 1, + OGL_OVERLAY_SUPPORT_FORCE_SW = 2, + OGL_OVERLAY_SUPPORT_NUM_VALUES = 3, + OGL_OVERLAY_SUPPORT_DEFAULT = OGL_OVERLAY_SUPPORT_OFF +}; + +enum EValues_OGL_QUALITY_ENHANCEMENTS { + OGL_QUALITY_ENHANCEMENTS_HQUAL = 0xfffffff6, + OGL_QUALITY_ENHANCEMENTS_QUAL = 0, + OGL_QUALITY_ENHANCEMENTS_PERF = 10, + OGL_QUALITY_ENHANCEMENTS_HPERF = 20, + OGL_QUALITY_ENHANCEMENTS_NUM_VALUES = 4, + OGL_QUALITY_ENHANCEMENTS_DEFAULT = OGL_QUALITY_ENHANCEMENTS_QUAL +}; + +enum EValues_OGL_SINGLE_BACKDEPTH_BUFFER { + OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE = 0x0, + OGL_SINGLE_BACKDEPTH_BUFFER_ENABLE = 0x1, + OGL_SINGLE_BACKDEPTH_BUFFER_USE_HW_DEFAULT = 0xffffffff, + OGL_SINGLE_BACKDEPTH_BUFFER_NUM_VALUES = 3, + OGL_SINGLE_BACKDEPTH_BUFFER_DEFAULT = OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE +}; + +enum EValues_OGL_SLI_MULTICAST { + OGL_SLI_MULTICAST_DISABLE = 0x00, + OGL_SLI_MULTICAST_ENABLE = 0x01, + OGL_SLI_MULTICAST_FORCE_DISABLE = 0x02, + OGL_SLI_MULTICAST_ALLOW_MOSAIC = 0x04, + OGL_SLI_MULTICAST_NUM_VALUES = 4, + OGL_SLI_MULTICAST_DEFAULT = OGL_SLI_MULTICAST_DISABLE +}; + +enum EValues_OGL_THREAD_CONTROL { + OGL_THREAD_CONTROL_ENABLE = 0x00000001, + OGL_THREAD_CONTROL_DISABLE = 0x00000002, + OGL_THREAD_CONTROL_NUM_VALUES = 2, + OGL_THREAD_CONTROL_DEFAULT = 0U +}; + +enum EValues_OGL_TMON_LEVEL { + OGL_TMON_LEVEL_DISABLE = 0, + OGL_TMON_LEVEL_CRITICAL = 1, + OGL_TMON_LEVEL_WARNING = 2, + OGL_TMON_LEVEL_INFORMATION = 3, + OGL_TMON_LEVEL_MOST = 4, + OGL_TMON_LEVEL_VERBOSE = 5, + OGL_TMON_LEVEL_NUM_VALUES = 6, + OGL_TMON_LEVEL_DEFAULT = OGL_TMON_LEVEL_MOST +}; + +enum EValues_OGL_TRIPLE_BUFFER { + OGL_TRIPLE_BUFFER_DISABLED = 0x00000000, + OGL_TRIPLE_BUFFER_ENABLED = 0x00000001, + OGL_TRIPLE_BUFFER_NUM_VALUES = 2, + OGL_TRIPLE_BUFFER_DEFAULT = OGL_TRIPLE_BUFFER_DISABLED +}; + +enum EValues_AA_BEHAVIOR_FLAGS { + AA_BEHAVIOR_FLAGS_NONE = 0x00000000, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_APP_CONTROLLED = 0x00000001, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_ENHANCE = 0x00000002, + AA_BEHAVIOR_FLAGS_DISABLE_OVERRIDE = 0x00000003, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_APP_CONTROLLED = 0x00000004, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_OVERRIDE = 0x00000008, + AA_BEHAVIOR_FLAGS_DISABLE_ENHANCE = 0x0000000c, + AA_BEHAVIOR_FLAGS_MAP_VCAA_TO_MULTISAMPLING = 0x00010000, + AA_BEHAVIOR_FLAGS_SLI_DISABLE_TRANSPARENCY_SUPERSAMPLING = 0x00020000, + AA_BEHAVIOR_FLAGS_DISABLE_CPLAA = 0x00040000, + AA_BEHAVIOR_FLAGS_SKIP_RT_DIM_CHECK_FOR_ENHANCE = 0x00080000, + AA_BEHAVIOR_FLAGS_DISABLE_SLIAA = 0x00100000, + AA_BEHAVIOR_FLAGS_DEFAULT = 0x00000000, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4 = 0xf0000000, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4_SHIFT = 28, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4 = 0x0f000000, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4_SHIFT = 24, + AA_BEHAVIOR_FLAGS_MASK = 0xff1f000f, + AA_BEHAVIOR_FLAGS_NUM_VALUES = 18, +}; + +enum EValues_AA_MODE_ALPHATOCOVERAGE { + AA_MODE_ALPHATOCOVERAGE_MODE_MASK = 0x00000004, + AA_MODE_ALPHATOCOVERAGE_MODE_OFF = 0x00000000, + AA_MODE_ALPHATOCOVERAGE_MODE_ON = 0x00000004, + AA_MODE_ALPHATOCOVERAGE_MODE_MAX = 0x00000004, + AA_MODE_ALPHATOCOVERAGE_NUM_VALUES = 4, + AA_MODE_ALPHATOCOVERAGE_DEFAULT = 0x00000000 +}; + +enum EValues_AA_MODE_GAMMACORRECTION { + AA_MODE_GAMMACORRECTION_MASK = 0x00000003, + AA_MODE_GAMMACORRECTION_OFF = 0x00000000, + AA_MODE_GAMMACORRECTION_ON_IF_FOS = 0x00000001, + AA_MODE_GAMMACORRECTION_ON_ALWAYS = 0x00000002, + AA_MODE_GAMMACORRECTION_MAX = 0x00000002, + AA_MODE_GAMMACORRECTION_DEFAULT = 0x00000000, + AA_MODE_GAMMACORRECTION_DEFAULT_TESLA = 0x00000002, + AA_MODE_GAMMACORRECTION_DEFAULT_FERMI = 0x00000002, + AA_MODE_GAMMACORRECTION_NUM_VALUES = 8, +}; + +enum EValues_AA_MODE_METHOD { + AA_MODE_METHOD_NONE = 0x0, + AA_MODE_METHOD_SUPERSAMPLE_2X_H = 0x1, + AA_MODE_METHOD_SUPERSAMPLE_2X_V = 0x2, + AA_MODE_METHOD_SUPERSAMPLE_1_5X1_5 = 0x2, + AA_MODE_METHOD_FREE_0x03 = 0x3, + AA_MODE_METHOD_FREE_0x04 = 0x4, + AA_MODE_METHOD_SUPERSAMPLE_4X = 0x5, + AA_MODE_METHOD_SUPERSAMPLE_4X_BIAS = 0x6, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAUSSIAN = 0x7, + AA_MODE_METHOD_FREE_0x08 = 0x8, + AA_MODE_METHOD_FREE_0x09 = 0x9, + AA_MODE_METHOD_SUPERSAMPLE_9X = 0xA, + AA_MODE_METHOD_SUPERSAMPLE_9X_BIAS = 0xB, + AA_MODE_METHOD_SUPERSAMPLE_16X = 0xC, + AA_MODE_METHOD_SUPERSAMPLE_16X_BIAS = 0xD, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL = 0xE, + AA_MODE_METHOD_MULTISAMPLE_2X_QUINCUNX = 0xF, + AA_MODE_METHOD_MULTISAMPLE_4X = 0x10, + AA_MODE_METHOD_FREE_0x11 = 0x11, + AA_MODE_METHOD_MULTISAMPLE_4X_GAUSSIAN = 0x12, + AA_MODE_METHOD_MIXEDSAMPLE_4X_SKEWED_4TAP = 0x13, + AA_MODE_METHOD_FREE_0x14 = 0x14, + AA_MODE_METHOD_FREE_0x15 = 0x15, + AA_MODE_METHOD_MIXEDSAMPLE_6X = 0x16, + AA_MODE_METHOD_MIXEDSAMPLE_6X_SKEWED_6TAP = 0x17, + AA_MODE_METHOD_MIXEDSAMPLE_8X = 0x18, + AA_MODE_METHOD_MIXEDSAMPLE_8X_SKEWED_8TAP = 0x19, + AA_MODE_METHOD_MIXEDSAMPLE_16X = 0x1a, + AA_MODE_METHOD_MULTISAMPLE_4X_GAMMA = 0x1b, + AA_MODE_METHOD_MULTISAMPLE_16X = 0x1c, + AA_MODE_METHOD_VCAA_32X_8v24 = 0x1d, + AA_MODE_METHOD_CORRUPTION_CHECK = 0x1e, + AA_MODE_METHOD_6X_CT = 0x1f, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_GAMMA = 0x20, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAMMA = 0x21, + AA_MODE_METHOD_MULTISAMPLE_4X_FOSGAMMA = 0x22, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_FOSGAMMA = 0x23, + AA_MODE_METHOD_SUPERSAMPLE_4X_FOSGAMMA = 0x24, + AA_MODE_METHOD_MULTISAMPLE_8X = 0x25, + AA_MODE_METHOD_VCAA_8X_4v4 = 0x26, + AA_MODE_METHOD_VCAA_16X_4v12 = 0x27, + AA_MODE_METHOD_VCAA_16X_8v8 = 0x28, + AA_MODE_METHOD_MIXEDSAMPLE_32X = 0x29, + AA_MODE_METHOD_SUPERVCAA_64X_4v12 = 0x2a, + AA_MODE_METHOD_SUPERVCAA_64X_8v8 = 0x2b, + AA_MODE_METHOD_MIXEDSAMPLE_64X = 0x2c, + AA_MODE_METHOD_MIXEDSAMPLE_128X = 0x2d, + AA_MODE_METHOD_COUNT = 0x2e, + AA_MODE_METHOD_METHOD_MASK = 0x0000ffff, + AA_MODE_METHOD_METHOD_MAX = 0xf1c57815, + AA_MODE_METHOD_NUM_VALUES = 50, + AA_MODE_METHOD_DEFAULT = AA_MODE_METHOD_NONE +}; + +enum EValues_AA_MODE_REPLAY { + AA_MODE_REPLAY_SAMPLES_MASK = 0x00000070, + AA_MODE_REPLAY_SAMPLES_ONE = 0x00000000, + AA_MODE_REPLAY_SAMPLES_TWO = 0x00000010, + AA_MODE_REPLAY_SAMPLES_FOUR = 0x00000020, + AA_MODE_REPLAY_SAMPLES_EIGHT = 0x00000030, + AA_MODE_REPLAY_SAMPLES_MAX = 0x00000030, + AA_MODE_REPLAY_MODE_MASK = 0x0000000f, + AA_MODE_REPLAY_MODE_OFF = 0x00000000, + AA_MODE_REPLAY_MODE_ALPHA_TEST = 0x00000001, + AA_MODE_REPLAY_MODE_PIXEL_KILL = 0x00000002, + AA_MODE_REPLAY_MODE_DYN_BRANCH = 0x00000004, + AA_MODE_REPLAY_MODE_OPTIMAL = 0x00000004, + AA_MODE_REPLAY_MODE_ALL = 0x00000008, + AA_MODE_REPLAY_MODE_MAX = 0x0000000f, + AA_MODE_REPLAY_TRANSPARENCY = 0x00000023, + AA_MODE_REPLAY_DISALLOW_TRAA = 0x00000100, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT = 0x00000000, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_TESLA = 0x00000000, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_FERMI = 0x00000000, + AA_MODE_REPLAY_MASK = 0x0000017f, + AA_MODE_REPLAY_NUM_VALUES = 20, + AA_MODE_REPLAY_DEFAULT = 0x00000000 +}; + +enum EValues_AA_MODE_SELECTOR { + AA_MODE_SELECTOR_MASK = 0x00000003, + AA_MODE_SELECTOR_APP_CONTROL = 0x00000000, + AA_MODE_SELECTOR_OVERRIDE = 0x00000001, + AA_MODE_SELECTOR_ENHANCE = 0x00000002, + AA_MODE_SELECTOR_MAX = 0x00000002, + AA_MODE_SELECTOR_NUM_VALUES = 5, + AA_MODE_SELECTOR_DEFAULT = AA_MODE_SELECTOR_APP_CONTROL +}; + +enum EValues_AA_MODE_SELECTOR_SLIAA { + AA_MODE_SELECTOR_SLIAA_DISABLED = 0, + AA_MODE_SELECTOR_SLIAA_ENABLED = 1, + AA_MODE_SELECTOR_SLIAA_NUM_VALUES = 2, + AA_MODE_SELECTOR_SLIAA_DEFAULT = AA_MODE_SELECTOR_SLIAA_DISABLED +}; + +enum EValues_ANISO_MODE_LEVEL { + ANISO_MODE_LEVEL_MASK = 0x0000ffff, + ANISO_MODE_LEVEL_NONE_POINT = 0x00000000, + ANISO_MODE_LEVEL_NONE_LINEAR = 0x00000001, + ANISO_MODE_LEVEL_MAX = 0x00000010, + ANISO_MODE_LEVEL_DEFAULT = 0x00000001, + ANISO_MODE_LEVEL_NUM_VALUES = 5, +}; + +enum EValues_ANISO_MODE_SELECTOR { + ANISO_MODE_SELECTOR_MASK = 0x0000000f, + ANISO_MODE_SELECTOR_APP = 0x00000000, + ANISO_MODE_SELECTOR_USER = 0x00000001, + ANISO_MODE_SELECTOR_COND = 0x00000002, + ANISO_MODE_SELECTOR_MAX = 0x00000002, + ANISO_MODE_SELECTOR_DEFAULT = 0x00000000, + ANISO_MODE_SELECTOR_NUM_VALUES = 6, +}; + +enum EValues_ANSEL_ALLOW { + ANSEL_ALLOW_DISALLOWED = 0, + ANSEL_ALLOW_ALLOWED = 1, + ANSEL_ALLOW_NUM_VALUES = 2, + ANSEL_ALLOW_DEFAULT = ANSEL_ALLOW_ALLOWED +}; + +enum EValues_ANSEL_ALLOWLISTED { + ANSEL_ALLOWLISTED_DISALLOWED = 0, + ANSEL_ALLOWLISTED_ALLOWED = 1, + ANSEL_ALLOWLISTED_NUM_VALUES = 2, + ANSEL_ALLOWLISTED_DEFAULT = ANSEL_ALLOWLISTED_DISALLOWED +}; + +enum EValues_ANSEL_ENABLE { + ANSEL_ENABLE_OFF = 0, + ANSEL_ENABLE_ON = 1, + ANSEL_ENABLE_NUM_VALUES = 2, + ANSEL_ENABLE_DEFAULT = ANSEL_ENABLE_ON +}; + +enum EValues_APPLICATION_PROFILE_NOTIFICATION_TIMEOUT { + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED = 0, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NINE_SECONDS = 9, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_FIFTEEN_SECONDS = 15, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_THIRTY_SECONDS = 30, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ONE_MINUTE = 60, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_TWO_MINUTES = 120, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NUM_VALUES = 6, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DEFAULT = APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED +}; + +enum EValues_BATTERY_BOOST_APP_FPS { + BATTERY_BOOST_APP_FPS_MIN = 0x00000001, + BATTERY_BOOST_APP_FPS_MAX = 0x000003ff, + BATTERY_BOOST_APP_FPS_NO_OVERRIDE = 0x00000000, + BATTERY_BOOST_APP_FPS_NUM_VALUES = 3, + BATTERY_BOOST_APP_FPS_DEFAULT = BATTERY_BOOST_APP_FPS_NO_OVERRIDE +}; + +enum EValues_CPL_HIDDEN_PROFILE { + CPL_HIDDEN_PROFILE_DISABLED = 0, + CPL_HIDDEN_PROFILE_ENABLED = 1, + CPL_HIDDEN_PROFILE_NUM_VALUES = 2, + CPL_HIDDEN_PROFILE_DEFAULT = CPL_HIDDEN_PROFILE_DISABLED +}; + +#define CUDA_EXCLUDED_GPUS_NONE L"none" +#define CUDA_EXCLUDED_GPUS_NUM_VALUES 1 +#define CUDA_EXCLUDED_GPUS_DEFAULT CUDA_EXCLUDED_GPUS_NONE + +#define D3DOGL_GPU_MAX_POWER_DEFAULTPOWER L"0" +#define D3DOGL_GPU_MAX_POWER_NUM_VALUES 1 +#define D3DOGL_GPU_MAX_POWER_DEFAULT D3DOGL_GPU_MAX_POWER_DEFAULTPOWER + +enum EValues_EXPORT_PERF_COUNTERS { + EXPORT_PERF_COUNTERS_OFF = 0x00000000, + EXPORT_PERF_COUNTERS_ON = 0x00000001, + EXPORT_PERF_COUNTERS_NUM_VALUES = 2, + EXPORT_PERF_COUNTERS_DEFAULT = EXPORT_PERF_COUNTERS_OFF +}; + +enum EValues_EXTERNAL_QUIET_MODE { + EXTERNAL_QUIET_MODE_ON = 0x00000001, + EXTERNAL_QUIET_MODE_OFF = 0x00000000, + EXTERNAL_QUIET_MODE_NUM_VALUES = 2, + EXTERNAL_QUIET_MODE_DEFAULT = EXTERNAL_QUIET_MODE_OFF +}; + +enum EValues_FRL_FPS { + FRL_FPS_DISABLED = 0x00000000, + FRL_FPS_MIN = 0x00000000, + FRL_FPS_MAX = 0x000003ff, + FRL_FPS_NUM_VALUES = 3, + FRL_FPS_DEFAULT = FRL_FPS_DISABLED +}; + +enum EValues_FXAA_ALLOW { + FXAA_ALLOW_DISALLOWED = 0, + FXAA_ALLOW_ALLOWED = 1, + FXAA_ALLOW_NUM_VALUES = 2, + FXAA_ALLOW_DEFAULT = FXAA_ALLOW_ALLOWED +}; + +enum EValues_FXAA_ENABLE { + FXAA_ENABLE_OFF = 0, + FXAA_ENABLE_ON = 1, + FXAA_ENABLE_NUM_VALUES = 2, + FXAA_ENABLE_DEFAULT = FXAA_ENABLE_OFF +}; + +enum EValues_FXAA_INDICATOR_ENABLE { + FXAA_INDICATOR_ENABLE_OFF = 0, + FXAA_INDICATOR_ENABLE_ON = 1, + FXAA_INDICATOR_ENABLE_NUM_VALUES = 2, + FXAA_INDICATOR_ENABLE_DEFAULT = FXAA_INDICATOR_ENABLE_OFF +}; + +enum EValues_LATENCY_INDICATOR_AUTOALIGN { + LATENCY_INDICATOR_AUTOALIGN_DISABLED = 0x0, + LATENCY_INDICATOR_AUTOALIGN_ENABLED = 0x1, + LATENCY_INDICATOR_AUTOALIGN_NUM_VALUES = 2, + LATENCY_INDICATOR_AUTOALIGN_DEFAULT = LATENCY_INDICATOR_AUTOALIGN_ENABLED +}; + +enum EValues_MCSFRSHOWSPLIT { + MCSFRSHOWSPLIT_DISABLED = 0x34534064, + MCSFRSHOWSPLIT_ENABLED = 0x24545582, + MCSFRSHOWSPLIT_NUM_VALUES = 2, + MCSFRSHOWSPLIT_DEFAULT = MCSFRSHOWSPLIT_DISABLED +}; + +enum EValues_NV_QUALITY_UPSCALING { + NV_QUALITY_UPSCALING_OFF = 0, + NV_QUALITY_UPSCALING_ON = 1, + NV_QUALITY_UPSCALING_NUM_VALUES = 2, + NV_QUALITY_UPSCALING_DEFAULT = NV_QUALITY_UPSCALING_OFF +}; + +enum EValues_OPTIMUS_MAXAA { + OPTIMUS_MAXAA_MIN = 0, + OPTIMUS_MAXAA_MAX = 16, + OPTIMUS_MAXAA_NUM_VALUES = 2, + OPTIMUS_MAXAA_DEFAULT = 0 +}; + +enum EValues_PHYSXINDICATOR { + PHYSXINDICATOR_DISABLED = 0x34534064, + PHYSXINDICATOR_ENABLED = 0x24545582, + PHYSXINDICATOR_NUM_VALUES = 2, + PHYSXINDICATOR_DEFAULT = PHYSXINDICATOR_DISABLED +}; + +enum EValues_PREFERRED_PSTATE { + PREFERRED_PSTATE_ADAPTIVE = 0x00000000, + PREFERRED_PSTATE_PREFER_MAX = 0x00000001, + PREFERRED_PSTATE_DRIVER_CONTROLLED = 0x00000002, + PREFERRED_PSTATE_PREFER_CONSISTENT_PERFORMANCE = 0x00000003, + PREFERRED_PSTATE_PREFER_MIN = 0x00000004, + PREFERRED_PSTATE_OPTIMAL_POWER = 0x00000005, + PREFERRED_PSTATE_MIN = 0x00000000, + PREFERRED_PSTATE_MAX = 0x00000005, + PREFERRED_PSTATE_NUM_VALUES = 8, + PREFERRED_PSTATE_DEFAULT = PREFERRED_PSTATE_OPTIMAL_POWER +}; + +enum EValues_PREVENT_UI_AF_OVERRIDE { + PREVENT_UI_AF_OVERRIDE_OFF = 0, + PREVENT_UI_AF_OVERRIDE_ON = 1, + PREVENT_UI_AF_OVERRIDE_NUM_VALUES = 2, + PREVENT_UI_AF_OVERRIDE_DEFAULT = PREVENT_UI_AF_OVERRIDE_OFF +}; + +enum EValues_SHIM_MCCOMPAT { + SHIM_MCCOMPAT_INTEGRATED = 0x00000000U, + SHIM_MCCOMPAT_ENABLE = 0x00000001U, + SHIM_MCCOMPAT_USER_EDITABLE = 0x00000002U, + SHIM_MCCOMPAT_MASK = 0x00000003U, + SHIM_MCCOMPAT_VIDEO_MASK = 0x00000004U, + SHIM_MCCOMPAT_VARYING_BIT = 0x00000008U, + SHIM_MCCOMPAT_AUTO_SELECT = 0x00000010U, + SHIM_MCCOMPAT_OVERRIDE_BIT = 0x80000000U, + SHIM_MCCOMPAT_NUM_VALUES = 8, + SHIM_MCCOMPAT_DEFAULT = SHIM_MCCOMPAT_AUTO_SELECT +}; + +enum EValues_SHIM_RENDERING_MODE { + SHIM_RENDERING_MODE_INTEGRATED = 0x00000000U, + SHIM_RENDERING_MODE_ENABLE = 0x00000001U, + SHIM_RENDERING_MODE_USER_EDITABLE = 0x00000002U, + SHIM_RENDERING_MODE_MASK = 0x00000003U, + SHIM_RENDERING_MODE_VIDEO_MASK = 0x00000004U, + SHIM_RENDERING_MODE_VARYING_BIT = 0x00000008U, + SHIM_RENDERING_MODE_AUTO_SELECT = 0x00000010U, + SHIM_RENDERING_MODE_OVERRIDE_BIT = 0x80000000U, + SHIM_RENDERING_MODE_NUM_VALUES = 8, + SHIM_RENDERING_MODE_DEFAULT = SHIM_RENDERING_MODE_AUTO_SELECT +}; + +enum EValues_SHIM_RENDERING_OPTIONS { + SHIM_RENDERING_OPTIONS_DEFAULT_RENDERING_MODE = 0x00000000U, + SHIM_RENDERING_OPTIONS_DISABLE_ASYNC_PRESENT = 0x00000001U, + SHIM_RENDERING_OPTIONS_EHSHELL_DETECT = 0x00000002U, + SHIM_RENDERING_OPTIONS_FLASHPLAYER_HOST_DETECT = 0x00000004U, + SHIM_RENDERING_OPTIONS_VIDEO_DRM_APP_DETECT = 0x00000008U, + SHIM_RENDERING_OPTIONS_IGNORE_OVERRIDES = 0x00000010U, + SHIM_RENDERING_OPTIONS_RESERVED1 = 0x00000020U, + SHIM_RENDERING_OPTIONS_ENABLE_DWM_ASYNC_PRESENT = 0x00000040U, + SHIM_RENDERING_OPTIONS_RESERVED2 = 0x00000080U, + SHIM_RENDERING_OPTIONS_ALLOW_INHERITANCE = 0x00000100U, + SHIM_RENDERING_OPTIONS_DISABLE_WRAPPERS = 0x00000200U, + SHIM_RENDERING_OPTIONS_DISABLE_DXGI_WRAPPERS = 0x00000400U, + SHIM_RENDERING_OPTIONS_PRUNE_UNSUPPORTED_FORMATS = 0x00000800U, + SHIM_RENDERING_OPTIONS_ENABLE_ALPHA_FORMAT = 0x00001000U, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING = 0x00002000U, + SHIM_RENDERING_OPTIONS_DISABLE_CUDA = 0x00004000U, + SHIM_RENDERING_OPTIONS_ALLOW_CP_CAPS_FOR_VIDEO = 0x00008000U, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING_FWD_OPTIMUS = 0x00010000U, + SHIM_RENDERING_OPTIONS_DISABLE_DURING_SECURE_BOOT = 0x00020000U, + SHIM_RENDERING_OPTIONS_INVERT_FOR_QUADRO = 0x00040000U, + SHIM_RENDERING_OPTIONS_INVERT_FOR_MSHYBRID = 0x00080000U, + SHIM_RENDERING_OPTIONS_REGISTER_PROCESS_ENABLE_GOLD = 0x00100000U, + SHIM_RENDERING_OPTIONS_HANDLE_WINDOWED_MODE_PERF_OPT = 0x00200000U, + SHIM_RENDERING_OPTIONS_HANDLE_WIN7_ASYNC_RUNTIME_BUG = 0x00400000U, + SHIM_RENDERING_OPTIONS_EXPLICIT_ADAPTER_OPTED_BY_APP = 0x00800000U, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH = 0x01000000U, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH = 0x02000000U, + SHIM_RENDERING_OPTIONS_DISABLE_TURING_POWER_POLICY = 0x04000000U, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM = 0x08000000U, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM = 0x10000000U, + SHIM_RENDERING_OPTIONS_NUM_VALUES = 30, + SHIM_RENDERING_OPTIONS_DEFAULT = 0x00000000U +}; + +enum EValues_SLI_GPU_COUNT { + SLI_GPU_COUNT_AUTOSELECT = 0x00000000, + SLI_GPU_COUNT_ONE = 0x00000001, + SLI_GPU_COUNT_TWO = 0x00000002, + SLI_GPU_COUNT_THREE = 0x00000003, + SLI_GPU_COUNT_FOUR = 0x00000004, + SLI_GPU_COUNT_NUM_VALUES = 5, + SLI_GPU_COUNT_DEFAULT = SLI_GPU_COUNT_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_GPU_COUNT { + SLI_PREDEFINED_GPU_COUNT_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_GPU_COUNT_ONE = 0x00000001, + SLI_PREDEFINED_GPU_COUNT_TWO = 0x00000002, + SLI_PREDEFINED_GPU_COUNT_THREE = 0x00000003, + SLI_PREDEFINED_GPU_COUNT_FOUR = 0x00000004, + SLI_PREDEFINED_GPU_COUNT_NUM_VALUES = 5, + SLI_PREDEFINED_GPU_COUNT_DEFAULT = SLI_PREDEFINED_GPU_COUNT_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_GPU_COUNT_DX10 { + SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_GPU_COUNT_DX10_ONE = 0x00000001, + SLI_PREDEFINED_GPU_COUNT_DX10_TWO = 0x00000002, + SLI_PREDEFINED_GPU_COUNT_DX10_THREE = 0x00000003, + SLI_PREDEFINED_GPU_COUNT_DX10_FOUR = 0x00000004, + SLI_PREDEFINED_GPU_COUNT_DX10_NUM_VALUES = 5, + SLI_PREDEFINED_GPU_COUNT_DX10_DEFAULT = SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_MODE { + SLI_PREDEFINED_MODE_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_MODE_FORCE_SINGLE = 0x00000001, + SLI_PREDEFINED_MODE_FORCE_AFR = 0x00000002, + SLI_PREDEFINED_MODE_FORCE_AFR2 = 0x00000003, + SLI_PREDEFINED_MODE_FORCE_SFR = 0x00000004, + SLI_PREDEFINED_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR = 0x00000005, + SLI_PREDEFINED_MODE_NUM_VALUES = 6, + SLI_PREDEFINED_MODE_DEFAULT = SLI_PREDEFINED_MODE_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_MODE_DX10 { + SLI_PREDEFINED_MODE_DX10_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_MODE_DX10_FORCE_SINGLE = 0x00000001, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR = 0x00000002, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR2 = 0x00000003, + SLI_PREDEFINED_MODE_DX10_FORCE_SFR = 0x00000004, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR_OF_SFR__FALLBACK_3AFR = 0x00000005, + SLI_PREDEFINED_MODE_DX10_NUM_VALUES = 6, + SLI_PREDEFINED_MODE_DX10_DEFAULT = SLI_PREDEFINED_MODE_DX10_AUTOSELECT +}; + +enum EValues_SLI_RENDERING_MODE { + SLI_RENDERING_MODE_AUTOSELECT = 0x00000000, + SLI_RENDERING_MODE_FORCE_SINGLE = 0x00000001, + SLI_RENDERING_MODE_FORCE_AFR = 0x00000002, + SLI_RENDERING_MODE_FORCE_AFR2 = 0x00000003, + SLI_RENDERING_MODE_FORCE_SFR = 0x00000004, + SLI_RENDERING_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR = 0x00000005, + SLI_RENDERING_MODE_NUM_VALUES = 6, + SLI_RENDERING_MODE_DEFAULT = SLI_RENDERING_MODE_AUTOSELECT +}; + +enum EValues_VRPRERENDERLIMIT { + VRPRERENDERLIMIT_MIN = 0x00, + VRPRERENDERLIMIT_MAX = 0xff, + VRPRERENDERLIMIT_APP_CONTROLLED = 0x00, + VRPRERENDERLIMIT_DEFAULT = 0x01, + VRPRERENDERLIMIT_NUM_VALUES = 4, +}; + +enum EValues_VRRFEATUREINDICATOR { + VRRFEATUREINDICATOR_DISABLED = 0x0, + VRRFEATUREINDICATOR_ENABLED = 0x1, + VRRFEATUREINDICATOR_NUM_VALUES = 2, + VRRFEATUREINDICATOR_DEFAULT = VRRFEATUREINDICATOR_ENABLED +}; + +enum EValues_VRROVERLAYINDICATOR { + VRROVERLAYINDICATOR_DISABLED = 0x0, + VRROVERLAYINDICATOR_ENABLED = 0x1, + VRROVERLAYINDICATOR_NUM_VALUES = 2, + VRROVERLAYINDICATOR_DEFAULT = VRROVERLAYINDICATOR_ENABLED +}; + +enum EValues_VRRREQUESTSTATE { + VRRREQUESTSTATE_DISABLED = 0x0, + VRRREQUESTSTATE_FULLSCREEN_ONLY = 0x1, + VRRREQUESTSTATE_FULLSCREEN_AND_WINDOWED = 0x2, + VRRREQUESTSTATE_NUM_VALUES = 3, + VRRREQUESTSTATE_DEFAULT = VRRREQUESTSTATE_FULLSCREEN_ONLY +}; + +enum EValues_VRR_APP_OVERRIDE { + VRR_APP_OVERRIDE_ALLOW = 0, + VRR_APP_OVERRIDE_FORCE_OFF = 1, + VRR_APP_OVERRIDE_DISALLOW = 2, + VRR_APP_OVERRIDE_ULMB = 3, + VRR_APP_OVERRIDE_FIXED_REFRESH = 4, + VRR_APP_OVERRIDE_NUM_VALUES = 5, + VRR_APP_OVERRIDE_DEFAULT = VRR_APP_OVERRIDE_ALLOW +}; + +enum EValues_VRR_APP_OVERRIDE_REQUEST_STATE { + VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW = 0, + VRR_APP_OVERRIDE_REQUEST_STATE_FORCE_OFF = 1, + VRR_APP_OVERRIDE_REQUEST_STATE_DISALLOW = 2, + VRR_APP_OVERRIDE_REQUEST_STATE_ULMB = 3, + VRR_APP_OVERRIDE_REQUEST_STATE_FIXED_REFRESH = 4, + VRR_APP_OVERRIDE_REQUEST_STATE_NUM_VALUES = 5, + VRR_APP_OVERRIDE_REQUEST_STATE_DEFAULT = VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW +}; + +enum EValues_VRR_MODE { + VRR_MODE_DISABLED = 0x0, + VRR_MODE_FULLSCREEN_ONLY = 0x1, + VRR_MODE_FULLSCREEN_AND_WINDOWED = 0x2, + VRR_MODE_NUM_VALUES = 3, + VRR_MODE_DEFAULT = VRR_MODE_FULLSCREEN_ONLY +}; + +enum EValues_VSYNCSMOOTHAFR { + VSYNCSMOOTHAFR_OFF = 0x00000000, + VSYNCSMOOTHAFR_ON = 0x00000001, + VSYNCSMOOTHAFR_NUM_VALUES = 2, + VSYNCSMOOTHAFR_DEFAULT = VSYNCSMOOTHAFR_OFF +}; + +enum EValues_VSYNCVRRCONTROL { + VSYNCVRRCONTROL_DISABLE = 0x00000000, + VSYNCVRRCONTROL_ENABLE = 0x00000001, + VSYNCVRRCONTROL_NOTSUPPORTED = 0x9f95128e, + VSYNCVRRCONTROL_NUM_VALUES = 3, + VSYNCVRRCONTROL_DEFAULT = VSYNCVRRCONTROL_ENABLE +}; + +enum EValues_VSYNC_BEHAVIOR_FLAGS { + VSYNC_BEHAVIOR_FLAGS_NONE = 0x00000000, + VSYNC_BEHAVIOR_FLAGS_DEFAULT = 0x00000000, + VSYNC_BEHAVIOR_FLAGS_IGNORE_FLIPINTERVAL_MULTIPLE = 0x00000001, + VSYNC_BEHAVIOR_FLAGS_NUM_VALUES = 3, +}; + +enum EValues_WKS_API_STEREO_EYES_EXCHANGE { + WKS_API_STEREO_EYES_EXCHANGE_OFF = 0, + WKS_API_STEREO_EYES_EXCHANGE_ON = 1, + WKS_API_STEREO_EYES_EXCHANGE_NUM_VALUES = 2, + WKS_API_STEREO_EYES_EXCHANGE_DEFAULT = WKS_API_STEREO_EYES_EXCHANGE_OFF +}; + +enum EValues_WKS_API_STEREO_MODE { + WKS_API_STEREO_MODE_SHUTTER_GLASSES = 0, + WKS_API_STEREO_MODE_VERTICAL_INTERLACED = 1, + WKS_API_STEREO_MODE_TWINVIEW = 2, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_AUTO = 3, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC0 = 4, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC1 = 5, + WKS_API_STEREO_MODE_COLOR_LINE = 6, + WKS_API_STEREO_MODE_COLOR_INTERLEAVED = 7, + WKS_API_STEREO_MODE_ANAGLYPH = 8, + WKS_API_STEREO_MODE_HORIZONTAL_INTERLACED = 9, + WKS_API_STEREO_MODE_SIDE_FIELD = 10, + WKS_API_STEREO_MODE_SUB_FIELD = 11, + WKS_API_STEREO_MODE_CHECKERBOARD = 12, + WKS_API_STEREO_MODE_INVERSE_CHECKERBOARD = 13, + WKS_API_STEREO_MODE_TRIDELITY_SL = 14, + WKS_API_STEREO_MODE_TRIDELITY_MV = 15, + WKS_API_STEREO_MODE_SEEFRONT = 16, + WKS_API_STEREO_MODE_STEREO_MIRROR = 17, + WKS_API_STEREO_MODE_FRAME_SEQUENTIAL = 18, + WKS_API_STEREO_MODE_AUTODETECT_PASSIVE_MODE = 19, + WKS_API_STEREO_MODE_AEGIS_DT_FRAME_SEQUENTIAL = 20, + WKS_API_STEREO_MODE_OEM_EMITTER_FRAME_SEQUENTIAL = 21, + WKS_API_STEREO_MODE_DP_INBAND = 22, + WKS_API_STEREO_MODE_USE_HW_DEFAULT = 0xffffffff, + WKS_API_STEREO_MODE_DEFAULT_GL = 3, + WKS_API_STEREO_MODE_NUM_VALUES = 25, + WKS_API_STEREO_MODE_DEFAULT = WKS_API_STEREO_MODE_SHUTTER_GLASSES +}; + +enum EValues_WKS_STEREO_DONGLE_SUPPORT { + WKS_STEREO_DONGLE_SUPPORT_OFF = 0, + WKS_STEREO_DONGLE_SUPPORT_DAC = 1, + WKS_STEREO_DONGLE_SUPPORT_DLP = 2, + WKS_STEREO_DONGLE_SUPPORT_NUM_VALUES = 3, + WKS_STEREO_DONGLE_SUPPORT_DEFAULT = WKS_STEREO_DONGLE_SUPPORT_DAC +}; + +enum EValues_WKS_STEREO_SUPPORT { + WKS_STEREO_SUPPORT_OFF = 0, + WKS_STEREO_SUPPORT_ON = 1, + WKS_STEREO_SUPPORT_NUM_VALUES = 2, + WKS_STEREO_SUPPORT_DEFAULT = WKS_STEREO_SUPPORT_OFF +}; + +enum EValues_WKS_STEREO_SWAP_MODE { + WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL = 0x0, + WKS_STEREO_SWAP_MODE_PER_EYE = 0x1, + WKS_STEREO_SWAP_MODE_PER_EYE_PAIR = 0x2, + WKS_STEREO_SWAP_MODE_LEGACY_BEHAVIOR = 0x3, + WKS_STEREO_SWAP_MODE_PER_EYE_FOR_SWAP_GROUP = 0x4, + WKS_STEREO_SWAP_MODE_NUM_VALUES = 5, + WKS_STEREO_SWAP_MODE_DEFAULT = WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL +}; + +enum EValues_AO_MODE { + AO_MODE_OFF = 0, + AO_MODE_LOW = 1, + AO_MODE_MEDIUM = 2, + AO_MODE_HIGH = 3, + AO_MODE_NUM_VALUES = 4, + AO_MODE_DEFAULT = AO_MODE_OFF +}; + +enum EValues_AO_MODE_ACTIVE { + AO_MODE_ACTIVE_DISABLED = 0, + AO_MODE_ACTIVE_ENABLED = 1, + AO_MODE_ACTIVE_NUM_VALUES = 2, + AO_MODE_ACTIVE_DEFAULT = AO_MODE_ACTIVE_DISABLED +}; + +enum EValues_AUTO_LODBIASADJUST { + AUTO_LODBIASADJUST_OFF = 0x00000000, + AUTO_LODBIASADJUST_ON = 0x00000001, + AUTO_LODBIASADJUST_NUM_VALUES = 2, + AUTO_LODBIASADJUST_DEFAULT = AUTO_LODBIASADJUST_ON +}; + +enum EValues_EXPORT_PERF_COUNTERS_DX9_ONLY { + EXPORT_PERF_COUNTERS_DX9_ONLY_OFF = 0x00000000, + EXPORT_PERF_COUNTERS_DX9_ONLY_ON = 0x00000001, + EXPORT_PERF_COUNTERS_DX9_ONLY_NUM_VALUES = 2, + EXPORT_PERF_COUNTERS_DX9_ONLY_DEFAULT = EXPORT_PERF_COUNTERS_DX9_ONLY_OFF +}; + +enum EValues_LODBIASADJUST { + LODBIASADJUST_MIN = 0xffffff80, + LODBIASADJUST_MAX = 128, + LODBIASADJUST_NUM_VALUES = 2, + LODBIASADJUST_DEFAULT = 0 +}; + +enum EValues_MAXWELL_B_SAMPLE_INTERLEAVE { + MAXWELL_B_SAMPLE_INTERLEAVE_OFF = 0, + MAXWELL_B_SAMPLE_INTERLEAVE_ON = 1, + MAXWELL_B_SAMPLE_INTERLEAVE_NUM_VALUES = 2, + MAXWELL_B_SAMPLE_INTERLEAVE_DEFAULT = MAXWELL_B_SAMPLE_INTERLEAVE_OFF +}; + +enum EValues_PRERENDERLIMIT { + PRERENDERLIMIT_MIN = 0x00, + PRERENDERLIMIT_MAX = 0xff, + PRERENDERLIMIT_APP_CONTROLLED = 0x00, + PRERENDERLIMIT_NUM_VALUES = 3, + PRERENDERLIMIT_DEFAULT = PRERENDERLIMIT_APP_CONTROLLED +}; + +enum EValues_PS_SHADERDISKCACHE { + PS_SHADERDISKCACHE_OFF = 0x00000000, + PS_SHADERDISKCACHE_ON = 0x00000001, + PS_SHADERDISKCACHE_NUM_VALUES = 2, + PS_SHADERDISKCACHE_DEFAULT = PS_SHADERDISKCACHE_ON +}; + +enum EValues_PS_SHADERDISKCACHE_MAX_SIZE { + PS_SHADERDISKCACHE_MAX_SIZE_MIN = 0x0, + PS_SHADERDISKCACHE_MAX_SIZE_MAX = 0xffffffff, + PS_SHADERDISKCACHE_MAX_SIZE_NUM_VALUES = 2, + PS_SHADERDISKCACHE_MAX_SIZE_DEFAULT = 0x1000 +}; + +enum EValues_PS_TEXFILTER_ANISO_OPTS2 { + PS_TEXFILTER_ANISO_OPTS2_OFF = 0x00000000, + PS_TEXFILTER_ANISO_OPTS2_ON = 0x00000001, + PS_TEXFILTER_ANISO_OPTS2_NUM_VALUES = 2, + PS_TEXFILTER_ANISO_OPTS2_DEFAULT = PS_TEXFILTER_ANISO_OPTS2_OFF +}; + +enum EValues_PS_TEXFILTER_BILINEAR_IN_ANISO { + PS_TEXFILTER_BILINEAR_IN_ANISO_OFF = 0x00000000, + PS_TEXFILTER_BILINEAR_IN_ANISO_ON = 0x00000001, + PS_TEXFILTER_BILINEAR_IN_ANISO_NUM_VALUES = 2, + PS_TEXFILTER_BILINEAR_IN_ANISO_DEFAULT = PS_TEXFILTER_BILINEAR_IN_ANISO_OFF +}; + +enum EValues_PS_TEXFILTER_DISABLE_TRILIN_SLOPE { + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF = 0x00000000, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ON = 0x00000001, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_NUM_VALUES = 2, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_DEFAULT = PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF +}; + +enum EValues_PS_TEXFILTER_NO_NEG_LODBIAS { + PS_TEXFILTER_NO_NEG_LODBIAS_OFF = 0x00000000, + PS_TEXFILTER_NO_NEG_LODBIAS_ON = 0x00000001, + PS_TEXFILTER_NO_NEG_LODBIAS_NUM_VALUES = 2, + PS_TEXFILTER_NO_NEG_LODBIAS_DEFAULT = PS_TEXFILTER_NO_NEG_LODBIAS_OFF +}; + +enum EValues_QUALITY_ENHANCEMENTS { + QUALITY_ENHANCEMENTS_HIGHQUALITY = 0xfffffff6, + QUALITY_ENHANCEMENTS_QUALITY = 0x00000000, + QUALITY_ENHANCEMENTS_PERFORMANCE = 0x0000000a, + QUALITY_ENHANCEMENTS_HIGHPERFORMANCE = 0x00000014, + QUALITY_ENHANCEMENTS_NUM_VALUES = 4, + QUALITY_ENHANCEMENTS_DEFAULT = QUALITY_ENHANCEMENTS_QUALITY +}; + +enum EValues_QUALITY_ENHANCEMENT_SUBSTITUTION { + QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION = 0x00000000, + QUALITY_ENHANCEMENT_SUBSTITUTION_HIGHQUALITY_BECOMES_QUALITY = 0x00000001, + QUALITY_ENHANCEMENT_SUBSTITUTION_NUM_VALUES = 2, + QUALITY_ENHANCEMENT_SUBSTITUTION_DEFAULT = QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION +}; + +enum EValues_REFRESH_RATE_OVERRIDE { + REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED = 0x00000000, + REFRESH_RATE_OVERRIDE_HIGHEST_AVAILABLE = 0x00000001, + REFRESH_RATE_OVERRIDE_LOW_LATENCY_RR_MASK = 0x00000FF0, + REFRESH_RATE_OVERRIDE_NUM_VALUES = 3, + REFRESH_RATE_OVERRIDE_DEFAULT = REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED +}; + +enum EValues_SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE { + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF = 0x00000000, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ON = 0x00000001, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_NUM_VALUES = 2, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_DEFAULT = SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF +}; + +enum EValues_SET_VAB_DATA { + SET_VAB_DATA_ZERO = 0x00000000, + SET_VAB_DATA_UINT_ONE = 0x00000001, + SET_VAB_DATA_FLOAT_ONE = 0x3f800000, + SET_VAB_DATA_FLOAT_POS_INF = 0x7f800000, + SET_VAB_DATA_FLOAT_NAN = 0x7fc00000, + SET_VAB_DATA_USE_API_DEFAULTS = 0xffffffff, + SET_VAB_DATA_NUM_VALUES = 6, + SET_VAB_DATA_DEFAULT = SET_VAB_DATA_USE_API_DEFAULTS +}; + +enum EValues_VSYNCMODE { + VSYNCMODE_PASSIVE = 0x60925292, + VSYNCMODE_FORCEOFF = 0x08416747, + VSYNCMODE_FORCEON = 0x47814940, + VSYNCMODE_FLIPINTERVAL2 = 0x32610244, + VSYNCMODE_FLIPINTERVAL3 = 0x71271021, + VSYNCMODE_FLIPINTERVAL4 = 0x13245256, + VSYNCMODE_VIRTUAL = 0x18888888, + VSYNCMODE_NUM_VALUES = 7, + VSYNCMODE_DEFAULT = VSYNCMODE_PASSIVE +}; + +enum EValues_VSYNCTEARCONTROL { + VSYNCTEARCONTROL_DISABLE = 0x96861077, + VSYNCTEARCONTROL_ENABLE = 0x99941284, + VSYNCTEARCONTROL_NUM_VALUES = 2, + VSYNCTEARCONTROL_DEFAULT = VSYNCTEARCONTROL_DISABLE +}; + + + +typedef struct _SettingDWORDNameString { + NvU32 settingId; + const wchar_t * settingNameString; + NvU32 numSettingValues; + NvU32 *settingValues; + NvU32 defaultValue; +} SettingDWORDNameString; + +typedef struct _SettingWSTRINGNameString { + NvU32 settingId; + const wchar_t * settingNameString; + NvU32 numSettingValues; + const wchar_t **settingValues; + const wchar_t * defaultValue; +} SettingWSTRINGNameString; + + +#endif // _NVAPI_DRIVER_SETTINGS_H_ + diff --git a/src/imports/nvapi/nvHLSLExtns.h b/src/imports/nvapi/nvHLSLExtns.h new file mode 100644 index 0000000..786b722 --- /dev/null +++ b/src/imports/nvapi/nvHLSLExtns.h @@ -0,0 +1,2315 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +////////////////////////// NVIDIA SHADER EXTENSIONS ///////////////// + +// this file is to be #included in the app HLSL shader code to make +// use of nvidia shader extensions + + +#include "imports/nvapi/nvHLSLExtnsInternal.h" + +//----------------------------------------------------------------------------// +//------------------------- Warp Shuffle Functions ---------------------------// +//----------------------------------------------------------------------------// + +// all functions have variants with width parameter which permits sub-division +// of the warp into segments - for example to exchange data between 4 groups of +// 8 lanes in a SIMD manner. If width is less than warpSize then each subsection +// of the warp behaves as a separate entity with a starting logical lane ID of 0. +// A thread may only exchange data with others in its own subsection. Width must +// have a value which is a power of 2 so that the warp can be subdivided equally; +// results are undefined if width is not a power of 2, or is a number greater +// than warpSize. + +// +// simple variant of SHFL instruction +// returns val from the specified lane +// optional width parameter must be a power of two and width <= 32 +// +int NvShfl(int val, uint srcLane, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = srcLane; // source lane + g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width); + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL; + + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +int2 NvShfl(int2 val, uint srcLane, int width = NV_WARP_SIZE) +{ + int x = NvShfl(val.x, srcLane, width); + int y = NvShfl(val.y, srcLane, width); + return int2(x, y); +} + +int4 NvShfl(int4 val, uint srcLane, int width = NV_WARP_SIZE) +{ + int x = NvShfl(val.x, srcLane, width); + int y = NvShfl(val.y, srcLane, width); + int z = NvShfl(val.z, srcLane, width); + int w = NvShfl(val.w, srcLane, width); + return int4(x, y, z, w); +} + +// +// Copy from a lane with lower ID relative to caller +// +int NvShflUp(int val, uint delta, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = delta; // relative lane offset + g_NvidiaExt[index].src0u.z = (NV_WARP_SIZE - width) << 8; // minIndex = maxIndex for shfl_up (src2[4:0] is expected to be 0) + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_UP; + return g_NvidiaExt.IncrementCounter(); +} + +// +// Copy from a lane with higher ID relative to caller +// +int NvShflDown(int val, uint delta, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = delta; // relative lane offset + g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width); + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_DOWN; + return g_NvidiaExt.IncrementCounter(); +} + +// +// Copy from a lane based on bitwise XOR of own lane ID +// +int NvShflXor(int val, uint laneMask, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = laneMask; // laneMask to be XOR'ed with current laneId to get the source lane id + g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width); + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_XOR; + return g_NvidiaExt.IncrementCounter(); +} + + +//----------------------------------------------------------------------------// +//----------------------------- Warp Vote Functions---------------------------// +//----------------------------------------------------------------------------// + +// returns 0xFFFFFFFF if the predicate is true for any thread in the warp, returns 0 otherwise +uint NvAny(int predicate) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = predicate; + g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_ANY; + return g_NvidiaExt.IncrementCounter(); +} + +// returns 0xFFFFFFFF if the predicate is true for ALL threads in the warp, returns 0 otherwise +uint NvAll(int predicate) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = predicate; + g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_ALL; + return g_NvidiaExt.IncrementCounter(); +} + +// returns a mask of all threads in the warp with bits set for threads that have predicate true +uint NvBallot(int predicate) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = predicate; + g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_BALLOT; + return g_NvidiaExt.IncrementCounter(); +} + + +//----------------------------------------------------------------------------// +//----------------------------- Utility Functions ----------------------------// +//----------------------------------------------------------------------------// + +// returns the lane index of the current thread (thread index in warp) +int NvGetLaneId() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_GET_LANE_ID; + return g_NvidiaExt.IncrementCounter(); +} + +// returns value of special register - specify subopcode from any of NV_SPECIALOP_* specified in nvShaderExtnEnums.h - other opcodes undefined behavior +uint NvGetSpecial(uint subOpCode) +{ + return __NvGetSpecial(subOpCode); +} + +//----------------------------------------------------------------------------// +//----------------------------- FP16 Atmoic Functions-------------------------// +//----------------------------------------------------------------------------// + +// The functions below performs atomic operations on two consecutive fp16 +// values in the given raw UAV. +// The uint paramater 'fp16x2Val' is treated as two fp16 values byteAddress must be multiple of 4 +// The returned value are the two fp16 values packed into a single uint + +uint NvInterlockedAddFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_MAX); +} + + +// versions of the above functions taking two fp32 values (internally converted to fp16 values) +uint NvInterlockedAddFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + + +//----------------------------------------------------------------------------// + +// The functions below perform atomic operation on a R16G16_FLOAT UAV at the given address +// the uint paramater 'fp16x2Val' is treated as two fp16 values +// the returned value are the two fp16 values (.x and .y components) packed into a single uint +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16_FLOAT format (might result in app crash or TDR) + +uint NvInterlockedAddFp16x2(RWTexture1D uav, uint address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture1D uav, uint address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture1D uav, uint address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture2D uav, uint2 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture2D uav, uint2 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture2D uav, uint2 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture3D uav, uint3 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture3D uav, uint3 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture3D uav, uint3 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + + +// versions taking two fp32 values (internally converted to fp16) +uint NvInterlockedAddFp16x2(RWTexture1D uav, uint address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture1D uav, uint address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture1D uav, uint address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture2D uav, uint2 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture2D uav, uint2 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture2D uav, uint2 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture3D uav, uint3 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture3D uav, uint3 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture3D uav, uint3 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + + +//----------------------------------------------------------------------------// + +// The functions below perform Atomic operation on a R16G16B16A16_FLOAT UAV at the given address +// the uint2 paramater 'fp16x2Val' is treated as four fp16 values +// i.e, fp16x2Val.x = uav.xy and fp16x2Val.y = uav.yz +// The returned value are the four fp16 values (.xyzw components) packed into uint2 +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16B16A16_FLOAT format (might result in app crash or TDR) + +uint2 NvInterlockedAddFp16x4(RWTexture1D uav, uint address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture1D uav, uint address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture1D uav, uint address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture2D uav, uint2 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture2D uav, uint2 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture2D uav, uint2 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture3D uav, uint3 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture3D uav, uint3 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture3D uav, uint3 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +// versions taking four fp32 values (internally converted to fp16) +uint2 NvInterlockedAddFp16x4(RWTexture1D uav, uint address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture1D uav, uint address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture1D uav, uint address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture2D uav, uint2 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture2D uav, uint2 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture2D uav, uint2 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture3D uav, uint3 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture3D uav, uint3 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture3D uav, uint3 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX); +} + + +//----------------------------------------------------------------------------// +//----------------------------- FP32 Atmoic Functions-------------------------// +//----------------------------------------------------------------------------// + +// The functions below performs atomic add on the given UAV treating the value as float +// byteAddress must be multiple of 4 +// The returned value is the value present in memory location before the atomic add + +float NvInterlockedAddFp32(RWByteAddressBuffer uav, uint byteAddress, float val) +{ + return __NvAtomicAddFP32(uav, byteAddress, val); +} + +//----------------------------------------------------------------------------// + +// The functions below perform atomic add on a R32_FLOAT UAV at the given address +// the returned value is the value before performing the atomic add +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R32_FLOAT format (might result in app crash or TDR) + +float NvInterlockedAddFp32(RWTexture1D uav, uint address, float val) +{ + return __NvAtomicAddFP32(uav, address, val); +} + +float NvInterlockedAddFp32(RWTexture2D uav, uint2 address, float val) +{ + return __NvAtomicAddFP32(uav, address, val); +} + +float NvInterlockedAddFp32(RWTexture3D uav, uint3 address, float val) +{ + return __NvAtomicAddFP32(uav, address, val); +} + + +//----------------------------------------------------------------------------// +//--------------------------- UINT64 Atmoic Functions-------------------------// +//----------------------------------------------------------------------------// + +// The functions below performs atomic operation on the given UAV treating the value as uint64 +// byteAddress must be multiple of 8 +// The returned value is the value present in memory location before the atomic operation +// uint2 vector type is used to represent a single uint64 value with the x component containing the low 32 bits and y component the high 32 bits. + +uint2 NvInterlockedAddUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, byteAddress, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_SWAP); +} + +//----------------------------------------------------------------------------// + +// The functions below perform atomic operation on a R32G32_UINT UAV at the given address treating the value as uint64 +// the returned value is the value before performing the atomic operation +// uint2 vector type is used to represent a single uint64 value with the x component containing the low 32 bits and y component the high 32 bits. +// Warning: Behaviour of these set of functions is undefined if the UAV is not of R32G32_UINT format (might result in app crash or TDR) + +uint2 NvInterlockedAddUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWTexture1D uav, uint address, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, address, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_SWAP); +} + +uint2 NvInterlockedAddUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWTexture2D uav, uint2 address, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, address, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_SWAP); +} + +uint2 NvInterlockedAddUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWTexture3D uav, uint3 address, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, address, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_SWAP); +} + +//----------------------------------------------------------------------------// +//--------------------------- VPRS functions ---------------------------------// +//----------------------------------------------------------------------------// + +// Returns the shading rate and the number of per-pixel shading passes for current VPRS pixel +uint3 NvGetShadingRate() +{ + uint3 shadingRate = (uint3)0; + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_GET_SHADING_RATE; + g_NvidiaExt[index].numOutputsForIncCounter = 3; + shadingRate.x = g_NvidiaExt.IncrementCounter(); + shadingRate.y = g_NvidiaExt.IncrementCounter(); + shadingRate.z = g_NvidiaExt.IncrementCounter(); + return shadingRate; +} + +float NvEvaluateAttributeAtSampleForVPRS(float attrib, uint sampleIndex, int2 pixelOffset) +{ + float value = (float)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float2 NvEvaluateAttributeAtSampleForVPRS(float2 attrib, uint sampleIndex, int2 pixelOffset) +{ + float2 value = (float2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float3 NvEvaluateAttributeAtSampleForVPRS(float3 attrib, uint sampleIndex, int2 pixelOffset) +{ + float3 value = (float3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float4 NvEvaluateAttributeAtSampleForVPRS(float4 attrib, uint sampleIndex, int2 pixelOffset) +{ + float4 value = (float4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + value.w = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +int NvEvaluateAttributeAtSampleForVPRS(int attrib, uint sampleIndex, int2 pixelOffset) +{ + int value = (int)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int2 NvEvaluateAttributeAtSampleForVPRS(int2 attrib, uint sampleIndex, int2 pixelOffset) +{ + int2 value = (int2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int3 NvEvaluateAttributeAtSampleForVPRS(int3 attrib, uint sampleIndex, int2 pixelOffset) +{ + int3 value = (int3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int4 NvEvaluateAttributeAtSampleForVPRS(int4 attrib, uint sampleIndex, int2 pixelOffset) +{ + int4 value = (int4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + value.w = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint NvEvaluateAttributeAtSampleForVPRS(uint attrib, uint sampleIndex, int2 pixelOffset) +{ + uint value = (uint)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint2 NvEvaluateAttributeAtSampleForVPRS(uint2 attrib, uint sampleIndex, int2 pixelOffset) +{ + uint2 value = (uint2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint3 NvEvaluateAttributeAtSampleForVPRS(uint3 attrib, uint sampleIndex, int2 pixelOffset) +{ + uint3 value = (uint3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint4 NvEvaluateAttributeAtSampleForVPRS(uint4 attrib, uint sampleIndex, int2 pixelOffset) +{ + uint4 value = (uint4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + value.w = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + + +float NvEvaluateAttributeSnappedForVPRS(float attrib, uint2 offset) +{ + float value = (float)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float2 NvEvaluateAttributeSnappedForVPRS(float2 attrib, uint2 offset) +{ + float2 value = (float2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float3 NvEvaluateAttributeSnappedForVPRS(float3 attrib, uint2 offset) +{ + float3 value = (float3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float4 NvEvaluateAttributeSnappedForVPRS(float4 attrib, uint2 offset) +{ + float4 value = (float4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + value.w = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +int NvEvaluateAttributeSnappedForVPRS(int attrib, uint2 offset) +{ + int value = (int)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int2 NvEvaluateAttributeSnappedForVPRS(int2 attrib, uint2 offset) +{ + int2 value = (int2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int3 NvEvaluateAttributeSnappedForVPRS(int3 attrib, uint2 offset) +{ + int3 value = (int3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int4 NvEvaluateAttributeSnappedForVPRS(int4 attrib, uint2 offset) +{ + int4 value = (int4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + value.w = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint NvEvaluateAttributeSnappedForVPRS(uint attrib, uint2 offset) +{ + uint value = (uint)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint2 NvEvaluateAttributeSnappedForVPRS(uint2 attrib, uint2 offset) +{ + uint2 value = (uint2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint3 NvEvaluateAttributeSnappedForVPRS(uint3 attrib, uint2 offset) +{ + uint3 value = (uint3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint4 NvEvaluateAttributeSnappedForVPRS(uint4 attrib, uint2 offset) +{ + uint4 value = (uint4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + value.w = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +// MATCH instruction variants +uint NvWaveMatch(uint value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = value; + g_NvidiaExt[index].src1u.x = 1; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(uint2 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = value.xy; + g_NvidiaExt[index].src1u.x = 2; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(uint4 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u = value; + g_NvidiaExt[index].src1u.x = 4; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(float value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = asuint(value); + g_NvidiaExt[index].src1u.x = 1; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(float2 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = asuint(value); + g_NvidiaExt[index].src1u.x = 2; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(float4 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u = asuint(value); + g_NvidiaExt[index].src1u.x = 4; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + + +//----------------------------------------------------------------------------// +//------------------------------ Footprint functions -------------------------// +//----------------------------------------------------------------------------// +// texSpace and smpSpace must be immediates, texIndex and smpIndex can be variable +// offset must be immediate +// the required components of location and offset fields can be filled depending on the dimension/type of the texture +// texType should be one of 2D or 3D as defined in nvShaderExtnEnums.h and and should be an immediate literal +// if the above restrictions are not met, the behaviour of this instruction is undefined + +uint4 NvFootprintFine(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, offset); +} + +uint4 NvFootprintCoarse(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, offset); +} + + + +uint4 NvFootprintFineBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, bias, offset); +} + +uint4 NvFootprintCoarseBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, bias, offset); +} + + + +uint4 NvFootprintFineLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, lodLevel, offset); +} + +uint4 NvFootprintCoarseLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, lodLevel, offset); +} + + + +uint4 NvFootprintFineGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, ddx, ddy, offset); +} + +uint4 NvFootprintCoarseGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, ddx, ddy, offset); +} + +uint NvFootprintExtractLOD(uint4 blob) +{ + return ((blob.w & 0xF000) >> 12); +} + +uint NvFootprintExtractReturnGran(uint4 blob) +{ + return ((blob.z & 0xF000000) >> 24); +} + +uint2 NvFootprintExtractAnchorTileLoc2D(uint4 blob) +{ + uint2 loc; + loc.x = (blob.w & 0xFFF); + loc.y = (blob.z & 0xFFF); + return loc; +} + +uint3 NvFootprintExtractAnchorTileLoc3D(uint4 blob) +{ + uint3 loc; + loc.x = (blob.w & 0xFFF); + loc.y = ((blob.w & 0xFFF0000) >> 16); + loc.z = (blob.z & 0x1FFF); + return loc; +} + +uint2 NvFootprintExtractOffset2D(uint4 blob) +{ + uint2 loc; + loc.x = ((blob.z & 0x070000) >> 16); + loc.y = ((blob.z & 0x380000) >> 19); + return loc; +} + +uint3 NvFootprintExtractOffset3D(uint4 blob) +{ + uint3 loc; + loc.x = ((blob.z & 0x030000) >> 16); + loc.y = ((blob.z & 0x0C0000) >> 18); + loc.z = ((blob.z & 0x300000) >> 20); + return loc; +} + +uint2 NvFootprintExtractBitmask(uint4 blob) +{ + return blob.xy; +} + + +// Variant of Footprint extensions which returns isSingleLod (out parameter) +// isSingleLod = true -> This footprint request touched the texels from only single LOD. +uint4 NvFootprintFine(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarse(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + + +uint4 NvFootprintFineBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, bias, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarseBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, bias, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + + +uint4 NvFootprintFineLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, lodLevel, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarseLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, lodLevel, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + + +uint4 NvFootprintFineGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, ddx, ddy, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarseGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, ddx, ddy, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + +uint NvActiveThreads() +{ + return NvBallot(1); +} + + +//----------------------------------------------------------------------------// +//------------------------------ WaveMultiPrefix functions -------------------// +//----------------------------------------------------------------------------// + +// Following are the WaveMultiPrefix functions for different operations (Add, Bitand, BitOr, BitXOr) for different datatypes (uint, uint2, uint4) +// This is a set of functions which implement multi-prefix operations among the set of active lanes in the current wave (WARP). +// A multi-prefix operation comprises a set of prefix operations, executed in parallel within subsets of lanes identified with the provided bitmasks. +// These bitmasks represent partitioning of the set of active lanes in the current wave into N groups (where N is the number of unique masks across all lanes in the wave). +// N prefix operations are then performed each within its corresponding group. +// The groups are assumed to be non-intersecting (that is, a given lane can be a member of one and only one group), +// and bitmasks in all lanes belonging to the same group are required to be the same. +// There are 2 type of functions - Exclusive and Inclusive prefix operations. +// e.g. For NvWaveMultiPrefixInclusiveAdd(val, mask) operation - For each of the groups (for which mask input is same) following is the expected output : +// i^th thread in a group has value = sum(values of threads 0 to i) +// For Exclusive version of same opeartion - +// i^th thread in a group has value = sum(values of threads 0 to i-1) and 0th thread in a the Group has value 0 + +// Extensions for Add +uint NvWaveMultiPrefixInclusiveAdd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + // As remainingThreads only has threads in group with smaller thread ids than its own thread-id nextLane can never be 31 for any thread in the group except the smallest one + // For smallest thread in the group, remainingThreads is 0 --> nextLane is ~0 (i.e. considering last 5 bits its 31) + // So passing maskClampValue=30 to __NvShflGeneric, it will return laneValid=false for the smallest thread in the group. So update val and nextLane based on laneValid. + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val + temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveAdd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : 0; + return NvWaveMultiPrefixInclusiveAdd(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveAdd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val + temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveAdd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(0, 0); + return NvWaveMultiPrefixInclusiveAdd(val, mask); +} + +uint4 NvWaveMultiPrefixInclusiveAdd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val + temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveAdd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(0, 0, 0, 0); + return NvWaveMultiPrefixInclusiveAdd(val, mask); +} + +// MultiPrefix extensions for Bitand +uint NvWaveMultiPrefixInclusiveAnd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val & temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveAnd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : ~0; + return NvWaveMultiPrefixInclusiveAnd(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveAnd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val & temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveAnd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(~0, ~0); + return NvWaveMultiPrefixInclusiveAnd(val, mask); +} + + +uint4 NvWaveMultiPrefixInclusiveAnd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val & temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveAnd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(~0, ~0, ~0, ~0); + return NvWaveMultiPrefixInclusiveAnd(val, mask); +} + + +// MultiPrefix extensions for BitOr +uint NvWaveMultiPrefixInclusiveOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val | temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : 0; + return NvWaveMultiPrefixInclusiveOr(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val | temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(0, 0); + return NvWaveMultiPrefixInclusiveOr(val, mask); +} + + +uint4 NvWaveMultiPrefixInclusiveOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val | temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(0, 0, 0, 0); + return NvWaveMultiPrefixInclusiveOr(val, mask); +} + + +// MultiPrefix extensions for BitXOr +uint NvWaveMultiPrefixInclusiveXOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val ^ temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveXOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : 0; + return NvWaveMultiPrefixInclusiveXOr(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveXOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val ^ temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveXOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(0, 0); + return NvWaveMultiPrefixInclusiveXOr(val, mask); +} + + +uint4 NvWaveMultiPrefixInclusiveXOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val ^ temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveXOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(0, 0, 0, 0); + return NvWaveMultiPrefixInclusiveXOr(val, mask); +} + + +//----------------------------------------------------------------------------// +//------------------------- DXR Micro-map Extension --------------------------// +//----------------------------------------------------------------------------// + +float3x3 NvRtTriangleObjectPositions() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_TRIANGLE_OBJECT_POSITIONS; + + float3x3 ret; + ret[0][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][2] = asfloat(g_NvidiaExt.IncrementCounter()); + return ret; +} + +float3x3 NvRtMicroTriangleObjectPositions() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_TRIANGLE_OBJECT_POSITIONS; + + float3x3 ret; + ret[0][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][2] = asfloat(g_NvidiaExt.IncrementCounter()); + return ret; +} + +float3x2 NvRtMicroTriangleBarycentrics() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_TRIANGLE_BARYCENTRICS; + + float3x2 ret; + ret[0][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][1] = asfloat(g_NvidiaExt.IncrementCounter()); + return ret; +} + +bool NvRtIsMicroTriangleHit() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_IS_MICRO_TRIANGLE_HIT; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; +} + +bool NvRtIsBackFacing() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_IS_BACK_FACING; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; +} + +#if __SHADER_TARGET_MAJOR > 6 || (__SHADER_TARGET_MAJOR == 6 && __SHADER_TARGET_MINOR >= 5) + +float3 NvRtMicroVertexObjectPosition(RaytracingAccelerationStructure AccelerationStructure, uint InstanceIndex, uint GeometryIndex, uint PrimitiveIndex, uint2 UV) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_VERTEX_OBJECT_POSITION; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = UV.x; + g_NvidiaExt[index].src1u.x = UV.y; + uint handle = g_NvidiaExt.IncrementCounter(); + float3 ret; + ret.x = asfloat(g_NvidiaExt.IncrementCounter()); + ret.y = asfloat(g_NvidiaExt.IncrementCounter()); + ret.z = asfloat(g_NvidiaExt.IncrementCounter()); + + RayQuery<0> rq; + rq.TraceRayInline(AccelerationStructure, 0, handle, (RayDesc)0); + + return ret; +} + +float2 NvRtMicroVertexBarycentrics(RaytracingAccelerationStructure AccelerationStructure, uint InstanceIndex, uint GeometryIndex, uint PrimitiveIndex, uint2 UV) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_VERTEX_BARYCENTRICS; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = UV.x; + g_NvidiaExt[index].src1u.x = UV.y; + uint handle = g_NvidiaExt.IncrementCounter(); + float2 ret; + ret.x = asfloat(g_NvidiaExt.IncrementCounter()); + ret.y = asfloat(g_NvidiaExt.IncrementCounter()); + + RayQuery<0> rq; + rq.TraceRayInline(AccelerationStructure, 0, handle, (RayDesc)0); + + return ret; +} + +#endif + +//----------------------------------------------------------------------------// +//------------------------- DXR HitObject Extension --------------------------// +//----------------------------------------------------------------------------// + +// Support for templates in HLSL requires HLSL 2021+. When using dxc, +// use the -HV 2021 command line argument to enable these versions. +#if defined(__HLSL_VERSION) && (__HLSL_VERSION >= 2021) && !defined(NV_HITOBJECT_USE_MACRO_API) + +struct NvHitObject { + uint _handle; + + bool IsMiss() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_MISS; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsHit() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_HIT; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsNop() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_NOP; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + uint GetInstanceID() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_ID; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetInstanceIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetPrimitiveIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_PRIMITIVE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetGeometryIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_GEOMETRY_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetHitKind() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_HIT_KIND; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + RayDesc GetRayDesc() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_RAY_DESC; + g_NvidiaExt[index].src0u.x = _handle; + + uint tmin = g_NvidiaExt.IncrementCounter(); + uint tmax = g_NvidiaExt.IncrementCounter(); + uint rayOrgX = g_NvidiaExt.IncrementCounter(); + uint rayOrgY = g_NvidiaExt.IncrementCounter(); + uint rayOrgZ = g_NvidiaExt.IncrementCounter(); + uint rayDirX = g_NvidiaExt.IncrementCounter(); + uint rayDirY = g_NvidiaExt.IncrementCounter(); + uint rayDirZ = g_NvidiaExt.IncrementCounter(); + + RayDesc ray; + ray.TMin = asfloat(tmin); + ray.TMax = asfloat(tmax); + ray.Origin.x = asfloat(rayOrgX); + ray.Origin.y = asfloat(rayOrgY); + ray.Origin.z = asfloat(rayOrgZ); + ray.Direction.x = asfloat(rayDirX); + ray.Direction.y = asfloat(rayDirY); + ray.Direction.z = asfloat(rayDirZ); + + return ray; + } + + template + T GetAttributes() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_ATTRIBUTES; + g_NvidiaExt[index].src0u.x = _handle; + uint callHandle = g_NvidiaExt.IncrementCounter(); + + T attrs; + CallShader(callHandle, attrs); + return attrs; + } + + uint GetShaderTableIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_SHADER_TABLE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint LoadLocalRootTableConstant(uint RootConstantOffsetInBytes) + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_LOAD_LOCAL_ROOT_TABLE_CONSTANT; + g_NvidiaExt[index].src0u.x = _handle; + g_NvidiaExt[index].src0u.y = RootConstantOffsetInBytes; + return g_NvidiaExt.IncrementCounter(); + } +}; + +template +NvHitObject NvTraceRayHitObject( + RaytracingAccelerationStructure AccelerationStructure, + uint RayFlags, + uint InstanceInclusionMask, + uint RayContributionToHitGroupIndex, + uint MultiplierForGeometryContributionToHitGroupIndex, + uint MissShaderIndex, + RayDesc Ray, + inout T Payload) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_TRACE_RAY; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + g_NvidiaExt[index].src0u.x = MissShaderIndex; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + uint traceHandle = g_NvidiaExt.IncrementCounter(); + + TraceRay(AccelerationStructure, RayFlags, InstanceInclusionMask, RayContributionToHitGroupIndex, MultiplierForGeometryContributionToHitGroupIndex, traceHandle, Ray, Payload); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +template +NvHitObject NvMakeHit( + RaytracingAccelerationStructure AccelerationStructure, + uint InstanceIndex, + uint GeometryIndex, + uint PrimitiveIndex, + uint HitKind, + uint RayContributionToHitGroupIndex, + uint MultiplierForGeometryContributionToHitGroupIndex, + RayDesc Ray, + T Attributes) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = HitKind; + g_NvidiaExt[index].src1u.x = RayContributionToHitGroupIndex; + g_NvidiaExt[index].src1u.y = MultiplierForGeometryContributionToHitGroupIndex; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + uint traceHandle = g_NvidiaExt.IncrementCounter(); + + struct AttrWrapper { T Attrs; }; + AttrWrapper wrapper; + wrapper.Attrs = Attributes; + CallShader(traceHandle, wrapper); + + struct DummyPayload { int a; }; + DummyPayload payload; + TraceRay(AccelerationStructure, 0, 0, 0, 0, traceHandle, Ray, payload); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +template +NvHitObject NvMakeHitWithRecordIndex( + uint HitGroupRecordIndex, + RaytracingAccelerationStructure AccelerationStructure, + uint InstanceIndex, + uint GeometryIndex, + uint PrimitiveIndex, + uint HitKind, + RayDesc Ray, + T Attributes) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT_WITH_RECORD_INDEX; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = HitKind; + g_NvidiaExt[index].src1u.x = HitGroupRecordIndex; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + uint traceHandle = g_NvidiaExt.IncrementCounter(); + + struct AttrWrapper { T Attrs; }; + AttrWrapper wrapper; + wrapper.Attrs = Attributes; + CallShader(traceHandle, wrapper); + + struct DummyPayload { int a; }; + DummyPayload payload; + TraceRay(AccelerationStructure, 0, 0, 0, 0, traceHandle, Ray, payload); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +NvHitObject NvMakeMiss( + uint MissShaderIndex, + RayDesc Ray) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_MISS; + g_NvidiaExt[index].src0u.x = MissShaderIndex; + g_NvidiaExt[index].src0u.y = asuint(Ray.TMin); + g_NvidiaExt[index].src0u.z = asuint(Ray.TMax); + g_NvidiaExt[index].src1u.x = asuint(Ray.Origin.x); + g_NvidiaExt[index].src1u.y = asuint(Ray.Origin.y); + g_NvidiaExt[index].src1u.z = asuint(Ray.Origin.z); + g_NvidiaExt[index].src2u.x = asuint(Ray.Direction.x); + g_NvidiaExt[index].src2u.y = asuint(Ray.Direction.y); + g_NvidiaExt[index].src2u.z = asuint(Ray.Direction.z); + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +NvHitObject NvMakeNop() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_NOP; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +void NvReorderThread(uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 0; + g_NvidiaExt[index].src0u.y = 0; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj, uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 1; + g_NvidiaExt[index].src0u.y = HitObj._handle; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj) +{ + NvReorderThread(HitObj, 0, 0); +} + +template +void NvInvokeHitObject( + RaytracingAccelerationStructure AccelerationStructure, + NvHitObject HitObj, + inout T Payload) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_INVOKE; + g_NvidiaExt[index].src0u.x = HitObj._handle; + uint handle = g_NvidiaExt.IncrementCounter(); + + TraceRay(AccelerationStructure, 0, 0, 0, 0, handle, (RayDesc)0, Payload); +} + +// Macro-based version of the HitObject API. Use this when HLSL 2021 is not available. +// Enable by specifying #define NV_HITOBJECT_USE_MACRO_API before including this header. +#elif defined(NV_HITOBJECT_USE_MACRO_API) + +struct NvHitObject { + uint _handle; + + bool IsMiss() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_MISS; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsHit() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_HIT; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsNop() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_NOP; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + uint GetInstanceID() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_ID; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetInstanceIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetPrimitiveIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_PRIMITIVE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetGeometryIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_GEOMETRY_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetHitKind() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_HIT_KIND; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + RayDesc GetRayDesc() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_RAY_DESC; + g_NvidiaExt[index].src0u.x = _handle; + + uint tmin = g_NvidiaExt.IncrementCounter(); + uint tmax = g_NvidiaExt.IncrementCounter(); + uint rayOrgX = g_NvidiaExt.IncrementCounter(); + uint rayOrgY = g_NvidiaExt.IncrementCounter(); + uint rayOrgZ = g_NvidiaExt.IncrementCounter(); + uint rayDirX = g_NvidiaExt.IncrementCounter(); + uint rayDirY = g_NvidiaExt.IncrementCounter(); + uint rayDirZ = g_NvidiaExt.IncrementCounter(); + + RayDesc ray; + ray.TMin = asfloat(tmin); + ray.TMax = asfloat(tmax); + ray.Origin.x = asfloat(rayOrgX); + ray.Origin.y = asfloat(rayOrgY); + ray.Origin.z = asfloat(rayOrgZ); + ray.Direction.x = asfloat(rayDirX); + ray.Direction.y = asfloat(rayDirY); + ray.Direction.z = asfloat(rayDirZ); + + return ray; + } + + uint GetShaderTableIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_SHADER_TABLE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint LoadLocalRootTableConstant(uint RootConstantOffsetInBytes) + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_LOAD_LOCAL_ROOT_TABLE_CONSTANT; + g_NvidiaExt[index].src0u.x = _handle; + g_NvidiaExt[index].src0u.y = RootConstantOffsetInBytes; + return g_NvidiaExt.IncrementCounter(); + } +}; + +#define NvTraceRayHitObject(AccelerationStructure,RayFlags,InstanceInclusionMask,RayContributionToHitGroupIndex,MultiplierForGeometryContributionToHitGroupIndex,MissShaderIndex,Ray,Payload,ResultHitObj) \ +do { \ + uint _rayFlags = RayFlags; \ + uint _instanceInclusionMask = InstanceInclusionMask; \ + uint _rayContributionToHitGroupIndex = RayContributionToHitGroupIndex; \ + uint _multiplierForGeometryContributionToHitGroupIndex = MultiplierForGeometryContributionToHitGroupIndex; \ + uint _missShaderIndex = MissShaderIndex; \ + RayDesc _ray = Ray; \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_TRACE_RAY; \ + g_NvidiaExt[_index].numOutputsForIncCounter = 2; \ + g_NvidiaExt[_index].src0u.x = _missShaderIndex; \ + uint _hitHandle = g_NvidiaExt.IncrementCounter(); \ + uint _traceHandle = g_NvidiaExt.IncrementCounter(); \ + TraceRay(AccelerationStructure, _rayFlags, _instanceInclusionMask, _rayContributionToHitGroupIndex, _multiplierForGeometryContributionToHitGroupIndex, _traceHandle, _ray, Payload); \ + ResultHitObj._handle = _hitHandle; \ +} while(0) + +struct NvHitObjectMacroDummyPayloadType { int a; }; + +#define NvMakeHit(AccelerationStructure,InstanceIndex,GeometryIndex,PrimitiveIndex,HitKind,RayContributionToHitGroupIndex,MultiplierForGeometryContributionToHitGroupIndex,Ray,Attributes,ResultHitObj) \ +do { \ + uint _instanceIndex = InstanceIndex; \ + uint _geometryIndex = GeometryIndex; \ + uint _primitiveIndex = PrimitiveIndex; \ + uint _hitKind = HitKind; \ + uint _rayContributionToHitGroupIndex = RayContributionToHitGroupIndex; \ + uint _multiplierForGeometryContributionToHitGroupIndex = MultiplierForGeometryContributionToHitGroupIndex; \ + RayDesc _ray = Ray; \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT; \ + g_NvidiaExt[_index].numOutputsForIncCounter = 2; \ + g_NvidiaExt[_index].src0u.x = _instanceIndex; \ + g_NvidiaExt[_index].src0u.y = _geometryIndex; \ + g_NvidiaExt[_index].src0u.z = _primitiveIndex; \ + g_NvidiaExt[_index].src0u.w = _hitKind; \ + g_NvidiaExt[_index].src1u.x = _rayContributionToHitGroupIndex; \ + g_NvidiaExt[_index].src1u.y = _multiplierForGeometryContributionToHitGroupIndex; \ + uint _hitHandle = g_NvidiaExt.IncrementCounter(); \ + uint _traceHandle = g_NvidiaExt.IncrementCounter(); \ + CallShader(_traceHandle, Attributes); \ + NvHitObjectMacroDummyPayloadType _payload; \ + TraceRay(AccelerationStructure, 0, 0, 0, 0, _traceHandle, _ray, _payload); \ + ResultHitObj._handle = _hitHandle; \ +} while(0) + +#define NvMakeHitWithRecordIndex(HitGroupRecordIndex,AccelerationStructure,InstanceIndex,GeometryIndex,PrimitiveIndex,HitKind,Ray,Attributes,ResultHitObj) \ +do { \ + uint _hitGroupRecordIndex = HitGroupRecordIndex; \ + uint _instanceIndex = InstanceIndex; \ + uint _geometryIndex = GeometryIndex; \ + uint _primitiveIndex = PrimitiveIndex; \ + uint _hitKind = HitKind; \ + RayDesc _ray = Ray; \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT_WITH_RECORD_INDEX; \ + g_NvidiaExt[_index].numOutputsForIncCounter = 2; \ + g_NvidiaExt[_index].src0u.x = _instanceIndex; \ + g_NvidiaExt[_index].src0u.y = _geometryIndex; \ + g_NvidiaExt[_index].src0u.z = _primitiveIndex; \ + g_NvidiaExt[_index].src0u.w = _hitKind; \ + g_NvidiaExt[_index].src1u.x = _hitGroupRecordIndex; \ + uint _hitHandle = g_NvidiaExt.IncrementCounter(); \ + uint _traceHandle = g_NvidiaExt.IncrementCounter(); \ + CallShader(_traceHandle, Attributes); \ + NvHitObjectMacroDummyPayloadType _payload; \ + TraceRay(AccelerationStructure, 0, 0, 0, 0, _traceHandle, _ray, _payload); \ + ResultHitObj._handle = _hitHandle; \ +} while(0) + +NvHitObject NvMakeMiss( + uint MissShaderIndex, + RayDesc Ray) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_MISS; + g_NvidiaExt[index].src0u.x = MissShaderIndex; + g_NvidiaExt[index].src0u.y = asuint(Ray.TMin); + g_NvidiaExt[index].src0u.z = asuint(Ray.TMax); + g_NvidiaExt[index].src1u.x = asuint(Ray.Origin.x); + g_NvidiaExt[index].src1u.y = asuint(Ray.Origin.y); + g_NvidiaExt[index].src1u.z = asuint(Ray.Origin.z); + g_NvidiaExt[index].src2u.x = asuint(Ray.Direction.x); + g_NvidiaExt[index].src2u.y = asuint(Ray.Direction.y); + g_NvidiaExt[index].src2u.z = asuint(Ray.Direction.z); + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +NvHitObject NvMakeNop() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_NOP; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +#define NvGetAttributesFromHitObject(HitObj,ResultAttributes) \ +do { \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_ATTRIBUTES; \ + g_NvidiaExt[_index].src0u.x = HitObj._handle; \ + uint _callHandle = g_NvidiaExt.IncrementCounter(); \ + CallShader(_callHandle, ResultAttributes); \ +} while(0) + +void NvReorderThread(uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 0; + g_NvidiaExt[index].src0u.y = 0; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj, uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 1; + g_NvidiaExt[index].src0u.y = HitObj._handle; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj) +{ + NvReorderThread(HitObj, 0, 0); +} + +#define NvInvokeHitObject(AccelerationStructure,HitObj,Payload) \ +do { \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_INVOKE; \ + g_NvidiaExt[_index].src0u.x = HitObj._handle; \ + uint _handle = g_NvidiaExt.IncrementCounter(); \ + TraceRay(AccelerationStructure, 0, 0, 0, 0, _handle, (RayDesc)0, Payload); \ +} while(0) + +#endif diff --git a/src/imports/nvapi/nvHLSLExtnsInternal.h b/src/imports/nvapi/nvHLSLExtnsInternal.h new file mode 100644 index 0000000..d87240a --- /dev/null +++ b/src/imports/nvapi/nvHLSLExtnsInternal.h @@ -0,0 +1,758 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ +////////////////////////// NVIDIA SHADER EXTENSIONS ///////////////// +// internal functions +// Functions in this file are not expected to be called by apps directly + +#include "imports/nvapi/nvShaderExtnEnums.h" + +struct NvShaderExtnStruct +{ + uint opcode; // opcode + uint rid; // resource ID + uint sid; // sampler ID + + uint4 dst1u; // destination operand 1 (for instructions that need extra destination operands) + uint4 src3u; // source operand 3 + uint4 src4u; // source operand 4 + uint4 src5u; // source operand 5 + + uint4 src0u; // uint source operand 0 + uint4 src1u; // uint source operand 0 + uint4 src2u; // uint source operand 0 + uint4 dst0u; // uint destination operand + + uint markUavRef; // the next store to UAV is fake and is used only to identify the uav slot + uint numOutputsForIncCounter; // Used for output to IncrementCounter + float padding1[27]; // struct size: 256 bytes +}; + +// RW structured buffer for Nvidia shader extensions + +// Application needs to define NV_SHADER_EXTN_SLOT as a unused slot, which should be +// set using NvAPI_D3D11_SetNvShaderExtnSlot() call before creating the first shader that +// uses nvidia shader extensions. E.g before including this file in shader define it as: +// #define NV_SHADER_EXTN_SLOT u7 + +// For SM5.1, application needs to define NV_SHADER_EXTN_REGISTER_SPACE as register space +// E.g. before including this file in shader define it as: +// #define NV_SHADER_EXTN_REGISTER_SPACE space2 + +// Note that other operations to this UAV will be ignored so application +// should bind a null resource + +#ifdef NV_SHADER_EXTN_REGISTER_SPACE +RWStructuredBuffer g_NvidiaExt : register( NV_SHADER_EXTN_SLOT, NV_SHADER_EXTN_REGISTER_SPACE ); +#else +RWStructuredBuffer g_NvidiaExt : register( NV_SHADER_EXTN_SLOT ); +#endif + +//----------------------------------------------------------------------------// +// the exposed SHFL instructions accept a mask parameter in src2 +// To compute lane mask from width of segment: +// minLaneID : currentLaneId & src2[12:8] +// maxLaneID : minLaneId | (src2[4:0] & ~src2[12:8]) +// where [minLaneId, maxLaneId] defines the segment where currentLaneId belongs +// we always set src2[4:0] to 11111 (0x1F), and set src2[12:8] as (32 - width) +int __NvGetShflMaskFromWidth(uint width) +{ + return ((NV_WARP_SIZE - width) << 8) | 0x1F; +} + +//----------------------------------------------------------------------------// + +void __NvReferenceUAVForOp(RWByteAddressBuffer uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav.Store(index, 0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = float2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = float2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = float2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = float4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = float4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = float4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = 0.0f; +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = 0.0f; +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = 0.0f; +} + + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = uint2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = uint2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = uint2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = uint4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = uint4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = uint4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = 0; +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = 0; +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = 0; +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = int2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = int2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = int2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = int4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = int4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = int4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = 0; +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = 0; +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = 0; +} + +//----------------------------------------------------------------------------// +// ATOMIC op sub-opcodes +#define NV_EXTN_ATOM_AND 0 +#define NV_EXTN_ATOM_OR 1 +#define NV_EXTN_ATOM_XOR 2 + +#define NV_EXTN_ATOM_ADD 3 +#define NV_EXTN_ATOM_MAX 6 +#define NV_EXTN_ATOM_MIN 7 + +#define NV_EXTN_ATOM_SWAP 8 +#define NV_EXTN_ATOM_CAS 9 + +//----------------------------------------------------------------------------// + +// performs Atomic operation on two consecutive fp16 values in the given UAV +// the uint paramater 'fp16x2Val' is treated as two fp16 values +// the passed sub-opcode 'op' should be an immediate constant +// byteAddress must be multiple of 4 +// the returned value are the two fp16 values packed into a single uint +uint __NvAtomicOpFP16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +//----------------------------------------------------------------------------// + +// performs Atomic operation on a R16G16_FLOAT UAV at the given address +// the uint paramater 'fp16x2Val' is treated as two fp16 values +// the passed sub-opcode 'op' should be an immediate constant +// the returned value are the two fp16 values (.x and .y components) packed into a single uint +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16_FLOAT format (might result in app crash or TDR) + +uint __NvAtomicOpFP16x2(RWTexture1D uav, uint address, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +uint __NvAtomicOpFP16x2(RWTexture2D uav, uint2 address, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +uint __NvAtomicOpFP16x2(RWTexture3D uav, uint3 address, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +//----------------------------------------------------------------------------// + +// performs Atomic operation on a R16G16B16A16_FLOAT UAV at the given address +// the uint2 paramater 'fp16x2Val' is treated as four fp16 values +// i.e, fp16x2Val.x = uav.xy and fp16x2Val.y = uav.yz +// the passed sub-opcode 'op' should be an immediate constant +// the returned value are the four fp16 values (.xyzw components) packed into uint2 +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16B16A16_FLOAT format (might result in app crash or TDR) + +uint2 __NvAtomicOpFP16x2(RWTexture1D uav, uint address, uint2 fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + // break it down into two fp16x2 atomic ops + uint2 retVal; + + // first op has x-coordinate = x * 2 + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address * 2; + g_NvidiaExt[index].src1u.x = fp16x2Val.x; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.x = g_NvidiaExt[index].dst0u.x; + + // second op has x-coordinate = x * 2 + 1 + index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address * 2 + 1; + g_NvidiaExt[index].src1u.x = fp16x2Val.y; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.y = g_NvidiaExt[index].dst0u.x; + + return retVal; +} + +uint2 __NvAtomicOpFP16x2(RWTexture2D uav, uint2 address, uint2 fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + // break it down into two fp16x2 atomic ops + uint2 retVal; + + // first op has x-coordinate = x * 2 + uint2 addressTemp = uint2(address.x * 2, address.y); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.x; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.x = g_NvidiaExt[index].dst0u.x; + + // second op has x-coordinate = x * 2 + 1 + addressTemp.x++; + index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.y; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.y = g_NvidiaExt[index].dst0u.x; + + return retVal; +} + +uint2 __NvAtomicOpFP16x2(RWTexture3D uav, uint3 address, uint2 fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + // break it down into two fp16x2 atomic ops + uint2 retVal; + + // first op has x-coordinate = x * 2 + uint3 addressTemp = uint3(address.x * 2, address.y, address.z); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.x; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.x = g_NvidiaExt[index].dst0u.x; + + // second op has x-coordinate = x * 2 + 1 + addressTemp.x++; + index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.y; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.y = g_NvidiaExt[index].dst0u.x; + + return retVal; +} + +uint __fp32x2Tofp16x2(float2 val) +{ + return (f32tof16(val.y)<<16) | f32tof16(val.x) ; +} + +uint2 __fp32x4Tofp16x4(float4 val) +{ + return uint2( (f32tof16(val.y)<<16) | f32tof16(val.x), (f32tof16(val.w)<<16) | f32tof16(val.z) ) ; +} + +//----------------------------------------------------------------------------// + +// FP32 Atomic functions +// performs Atomic operation treating the uav as float (fp32) values +// the passed sub-opcode 'op' should be an immediate constant +// byteAddress must be multiple of 4 +float __NvAtomicAddFP32(RWByteAddressBuffer uav, uint byteAddress, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.x = asuint(val); // passing as uint to make it more convinient for the driver to translate + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +float __NvAtomicAddFP32(RWTexture1D uav, uint address, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.x = asuint(val); + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +float __NvAtomicAddFP32(RWTexture2D uav, uint2 address, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.x = asuint(val); + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +float __NvAtomicAddFP32(RWTexture3D uav, uint3 address, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.x = asuint(val); + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +//----------------------------------------------------------------------------// + +// UINT64 Atmoic Functions +// The functions below performs atomic operation on the given UAV treating the value as uint64 +// byteAddress must be multiple of 8 +// The returned value is the value present in memory location before the atomic operation +// uint2 vector type is used to represent a single uint64 value with the x component containing the low 32 bits and y component the high 32 bits. + +uint2 __NvAtomicCompareExchangeUINT64(RWByteAddressBuffer uav, uint byteAddress, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWByteAddressBuffer uav, uint byteAddress, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicCompareExchangeUINT64(RWTexture1D uav, uint address, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWTexture1D uav, uint address, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicCompareExchangeUINT64(RWTexture2D uav, uint2 address, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWTexture2D uav, uint2 address, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicCompareExchangeUINT64(RWTexture3D uav, uint3 address, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWTexture3D uav, uint3 address, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + + +uint4 __NvFootprint(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +uint4 __NvFootprintBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, float bias, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src2u.x = asuint(bias); + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT_BIAS; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +uint4 __NvFootprintLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, float lodLevel, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src2u.x = asuint(lodLevel); + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT_LEVEL; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +uint4 __NvFootprintGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, float3 ddx, float3 ddy, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src2u.xyz = asuint(ddx); + g_NvidiaExt[index].src5u.xyz = asuint(ddy); + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT_GRAD; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +// returns value of special register - specify subopcode from any of NV_SPECIALOP_* specified in nvShaderExtnEnums.h - other opcodes undefined behavior +uint __NvGetSpecial(uint subOpCode) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_GET_SPECIAL; + g_NvidiaExt[index].src0u.x = subOpCode; + return g_NvidiaExt.IncrementCounter(); +} + +// predicate is returned in laneValid indicating if srcLane is in range and val from specified lane is returned. +int __NvShflGeneric(int val, uint srcLane, uint maskClampVal, out uint laneValid) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = srcLane; // source lane + g_NvidiaExt[index].src0u.z = maskClampVal; + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_GENERIC; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + + laneValid = asuint(g_NvidiaExt.IncrementCounter()); + return g_NvidiaExt.IncrementCounter(); +} \ No newline at end of file diff --git a/src/imports/nvapi/nvShaderExtnEnums.h b/src/imports/nvapi/nvShaderExtnEnums.h new file mode 100644 index 0000000..282f7b9 --- /dev/null +++ b/src/imports/nvapi/nvShaderExtnEnums.h @@ -0,0 +1,142 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +//////////////////////////////////////////////////////////////////////////////// +////////////////////////// NVIDIA SHADER EXTENSIONS //////////////////////////// +//////////////////////////////////////////////////////////////////////////////// + +// This file can be included both from HLSL shader code as well as C++ code. +// The app should call NvAPI_D3D11_IsNvShaderExtnOpCodeSupported() / NvAPI_D3D12_IsNvShaderExtnOpCodeSupported() +// to check for support for every nv shader extension opcode it plans to use + + + +//----------------------------------------------------------------------------// +//---------------------------- NV Shader Extn Version -----------------------// +//----------------------------------------------------------------------------// +#define NV_SHADER_EXTN_VERSION 1 + +//----------------------------------------------------------------------------// +//---------------------------- Misc constants --------------------------------// +//----------------------------------------------------------------------------// +#define NV_WARP_SIZE 32 +#define NV_WARP_SIZE_LOG2 5 + +//----------------------------------------------------------------------------// +//---------------------------- opCode constants ------------------------------// +//----------------------------------------------------------------------------// + + +#define NV_EXTN_OP_SHFL 1 +#define NV_EXTN_OP_SHFL_UP 2 +#define NV_EXTN_OP_SHFL_DOWN 3 +#define NV_EXTN_OP_SHFL_XOR 4 + +#define NV_EXTN_OP_VOTE_ALL 5 +#define NV_EXTN_OP_VOTE_ANY 6 +#define NV_EXTN_OP_VOTE_BALLOT 7 + +#define NV_EXTN_OP_GET_LANE_ID 8 +#define NV_EXTN_OP_FP16_ATOMIC 12 +#define NV_EXTN_OP_FP32_ATOMIC 13 + +#define NV_EXTN_OP_GET_SPECIAL 19 + +#define NV_EXTN_OP_UINT64_ATOMIC 20 + +#define NV_EXTN_OP_MATCH_ANY 21 + +// FOOTPRINT - For Sample and SampleBias +#define NV_EXTN_OP_FOOTPRINT 28 +#define NV_EXTN_OP_FOOTPRINT_BIAS 29 + +#define NV_EXTN_OP_GET_SHADING_RATE 30 + +// FOOTPRINT - For SampleLevel and SampleGrad +#define NV_EXTN_OP_FOOTPRINT_LEVEL 31 +#define NV_EXTN_OP_FOOTPRINT_GRAD 32 + +// SHFL Generic +#define NV_EXTN_OP_SHFL_GENERIC 33 + +#define NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE 51 +#define NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED 52 + +// HitObject API +#define NV_EXTN_OP_HIT_OBJECT_TRACE_RAY 67 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_HIT 68 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_HIT_WITH_RECORD_INDEX 69 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_MISS 70 +#define NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD 71 +#define NV_EXTN_OP_HIT_OBJECT_INVOKE 72 +#define NV_EXTN_OP_HIT_OBJECT_IS_MISS 73 +#define NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_ID 74 +#define NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_INDEX 75 +#define NV_EXTN_OP_HIT_OBJECT_GET_PRIMITIVE_INDEX 76 +#define NV_EXTN_OP_HIT_OBJECT_GET_GEOMETRY_INDEX 77 +#define NV_EXTN_OP_HIT_OBJECT_GET_HIT_KIND 78 +#define NV_EXTN_OP_HIT_OBJECT_GET_RAY_DESC 79 +#define NV_EXTN_OP_HIT_OBJECT_GET_ATTRIBUTES 80 +#define NV_EXTN_OP_HIT_OBJECT_GET_SHADER_TABLE_INDEX 81 +#define NV_EXTN_OP_HIT_OBJECT_LOAD_LOCAL_ROOT_TABLE_CONSTANT 82 +#define NV_EXTN_OP_HIT_OBJECT_IS_HIT 83 +#define NV_EXTN_OP_HIT_OBJECT_IS_NOP 84 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_NOP 85 + +// Micro-map API +#define NV_EXTN_OP_RT_TRIANGLE_OBJECT_POSITIONS 86 +#define NV_EXTN_OP_RT_MICRO_TRIANGLE_OBJECT_POSITIONS 87 +#define NV_EXTN_OP_RT_MICRO_TRIANGLE_BARYCENTRICS 88 +#define NV_EXTN_OP_RT_IS_MICRO_TRIANGLE_HIT 89 +#define NV_EXTN_OP_RT_IS_BACK_FACING 90 +#define NV_EXTN_OP_RT_MICRO_VERTEX_OBJECT_POSITION 91 +#define NV_EXTN_OP_RT_MICRO_VERTEX_BARYCENTRICS 92 + +//----------------------------------------------------------------------------// +//-------------------- GET_SPECIAL subOpCode constants -----------------------// +//----------------------------------------------------------------------------// +#define NV_SPECIALOP_THREADLTMASK 4 +#define NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED 5 +#define NV_SPECIALOP_GLOBAL_TIMER_LO 9 +#define NV_SPECIALOP_GLOBAL_TIMER_HI 10 + +//----------------------------------------------------------------------------// +//----------------------------- Texture Types -------------------------------// +//----------------------------------------------------------------------------// +#define NV_EXTN_TEXTURE_1D 2 +#define NV_EXTN_TEXTURE_1D_ARRAY 3 +#define NV_EXTN_TEXTURE_2D 4 +#define NV_EXTN_TEXTURE_2D_ARRAY 5 +#define NV_EXTN_TEXTURE_3D 6 +#define NV_EXTN_TEXTURE_CUBE 7 +#define NV_EXTN_TEXTURE_CUBE_ARRAY 8 + + +//---------------------------------------------------------------------------// +//----------------FOOTPRINT Enums for NvFootprint* extns---------------------// +//---------------------------------------------------------------------------// +#define NV_EXTN_FOOTPRINT_MODE_FINE 0 +#define NV_EXTN_FOOTPRINT_MODE_COARSE 1 diff --git a/src/imports/nvapi/nvapi.h b/src/imports/nvapi/nvapi.h new file mode 100644 index 0000000..22119f9 --- /dev/null +++ b/src/imports/nvapi/nvapi.h @@ -0,0 +1,24002 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included` in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ +///////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// Date: Dec 17, 2024 +// File: nvapi.h +// +// NvAPI provides an interface to NVIDIA devices. This file contains the +// interface constants, structure definitions and function prototypes. +// +// Target Profile: Open-Source +// Target Platform: windows +// +/////////////////////////////////////////////////////////////////////////////// +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#include"imports/nvapi/nvapi_lite_sli.h" +#include"imports/nvapi/nvapi_lite_surround.h" +#include"imports/nvapi/nvapi_lite_stereo.h" +#include"imports/nvapi/nvapi_lite_d3dext.h" +#ifndef _NVAPI_H +#define _NVAPI_H + +// icex2: Edit for bemanitools to make this work with mingw, see +// https://forums.developer.nvidia.com/t/how-can-you-compile-nvapi-h-with-mingw/33050/5 +#include "imports/nvapi/nvapi_lite_salstart.h" + +#pragma pack(push,8) // Make sure we have consistent structure packings + +#ifdef __cplusplus +extern "C" { +#endif +// ==================================================== +// Universal NvAPI Definitions +// ==================================================== +#ifndef _WIN32 +#define __cdecl +#endif + + + +//! @} + + +//! \ingroup nvapistatus +#define NVAPI_API_NOT_INTIALIZED NVAPI_API_NOT_INITIALIZED //!< Fix typo in error code + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Initialize +// +//! This function initializes the NvAPI library (if not already initialized) but always increments the ref-counter. +//! This must be called before calling other NvAPI_ functions. +//! Note: It is now mandatory to call NvAPI_Initialize before calling any other NvAPI. +//! NvAPI_Unload should be called to unload the NVAPI Library. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_LIBRARY_NOT_FOUND Failed to load the NVAPI support library +//! \sa nvapistatus +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Initialize(); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Unload +// +//! DESCRIPTION: Decrements the ref-counter and when it reaches ZERO, unloads NVAPI library. +//! This must be called in pairs with NvAPI_Initialize. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! If the client wants unload functionality, it is recommended to always call NvAPI_Initialize and NvAPI_Unload in pairs. +//! +//! Unloading NvAPI library is not supported when the library is in a resource locked state. +//! Some functions in the NvAPI library initiates an operation or allocates certain resources +//! and there are corresponding functions available, to complete the operation or free the +//! allocated resources. All such function pairs are designed to prevent unloading NvAPI library. +//! +//! For example, if NvAPI_Unload is called after NvAPI_XXX which locks a resource, it fails with +//! NVAPI_ERROR. Developers need to call the corresponding NvAPI_YYY to unlock the resources, +//! before calling NvAPI_Unload again. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_API_IN_USE Atleast an API is still being called hence cannot unload requested driver. +//! +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Unload(); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetErrorMessage +// +//! This function converts an NvAPI error code into a null terminated string. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param nr The error code to convert +//! \param szDesc The string corresponding to the error code +//! +//! \return NULL terminated string (always, never NULL) +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetErrorMessage(NvAPI_Status nr,NvAPI_ShortString szDesc); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetInterfaceVersionString +// +//! This function returns a string describing the version of the NvAPI library. +//! The contents of the string are human readable. Do not assume a fixed +//! format. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param szDesc User readable string giving NvAPI version information +//! +//! \return See \ref nvapistatus for the list of possible return values. +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetInterfaceVersionString(NvAPI_ShortString szDesc); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetInterfaceVersionStringEx +// +//! This function returns a string describing the version of the NvAPI library. +//! The contents of the string are human readable. Do not assume a fixed format. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 450 +//! +//! \param szDesc User readable string giving NvAPI version information +//! +//! \return See \ref nvapistatus for the list of possible return values. +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetInterfaceVersionStringEx(NvAPI_ShortString szDesc); + + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// All display port related data types definition starts +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +// This category is intentionally added before the #ifdef. The #endif should also be in the same scope + +#ifndef DISPLAYPORT_STRUCTS_DEFINED +#define DISPLAYPORT_STRUCTS_DEFINED + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_LINK_RATE +{ + NV_DP_1_62GBPS = 6, + NV_DP_2_70GBPS = 0xA, + NV_DP_5_40GBPS = 0x14, + NV_DP_8_10GBPS = 0x1E, +// Recommended Intermidiate Link Transfer Rates + NV_EDP_2_16GBPS = 8, + NV_EDP_2_43GBPS = 9, + NV_EDP_3_24GBPS = 0xC, + NV_EDP_4_32GBPS = 0x10 +} NV_DP_LINK_RATE; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_LANE_COUNT +{ + NV_DP_1_LANE = 1, + NV_DP_2_LANE = 2, + NV_DP_4_LANE = 4, +} NV_DP_LANE_COUNT; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_COLOR_FORMAT +{ + NV_DP_COLOR_FORMAT_RGB = 0, + NV_DP_COLOR_FORMAT_YCbCr422, + NV_DP_COLOR_FORMAT_YCbCr444, +} NV_DP_COLOR_FORMAT; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_COLORIMETRY +{ + NV_DP_COLORIMETRY_RGB = 0, + NV_DP_COLORIMETRY_YCbCr_ITU601, + NV_DP_COLORIMETRY_YCbCr_ITU709, +} NV_DP_COLORIMETRY; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_DYNAMIC_RANGE +{ + NV_DP_DYNAMIC_RANGE_VESA = 0, + NV_DP_DYNAMIC_RANGE_CEA, +} NV_DP_DYNAMIC_RANGE; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_BPC +{ + NV_DP_BPC_DEFAULT = 0, + NV_DP_BPC_6, + NV_DP_BPC_8, + NV_DP_BPC_10, + NV_DP_BPC_12, + NV_DP_BPC_16, +} NV_DP_BPC; + + +#endif //#ifndef DISPLAYPORT_STRUCTS_DEFINED + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// All display port related data types definitions end +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetEDID +// +//! \fn NvAPI_GPU_GetEDID(NvPhysicalGpuHandle hPhysicalGpu, NvU32 displayOutputId, NV_EDID *pEDID) +//! This function returns the EDID data for the specified GPU handle and connection bit mask. +//! displayOutputId should have exactly 1 bit set to indicate a single display. See \ref handles. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_INVALID_ARGUMENT pEDID is NULL; displayOutputId has 0 or > 1 bits set +//! \retval NVAPI_OK *pEDID contains valid data. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \retval NVAPI_DATA_NOT_FOUND The requested display does not contain an EDID. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +//! @{ + +#define NV_EDID_V1_DATA_SIZE 256 + +#define NV_EDID_DATA_SIZE NV_EDID_V1_DATA_SIZE + +typedef struct +{ + NvU32 version; //structure version + NvU8 EDID_Data[NV_EDID_DATA_SIZE]; +} NV_EDID_V1; + +//! Used in NvAPI_GPU_GetEDID() +typedef struct +{ + NvU32 version; //!< Structure version + NvU8 EDID_Data[NV_EDID_DATA_SIZE]; + NvU32 sizeofEDID; +} NV_EDID_V2; + +//! Used in NvAPI_GPU_GetEDID() +typedef struct +{ + NvU32 version; //!< Structure version + NvU8 EDID_Data[NV_EDID_DATA_SIZE]; + NvU32 sizeofEDID; + NvU32 edidId; //!< ID which always returned in a monotonically increasing counter. + //!< Across a split-EDID read we need to verify that all calls returned the same edidId. + //!< This counter is incremented if we get the updated EDID. + NvU32 offset; //!< Which 256-byte page of the EDID we want to read. Start at 0. + //!< If the read succeeds with edidSize > NV_EDID_DATA_SIZE, + //!< call back again with offset+256 until we have read the entire buffer +} NV_EDID_V3; + +typedef NV_EDID_V3 NV_EDID; + +#define NV_EDID_VER1 MAKE_NVAPI_VERSION(NV_EDID_V1,1) +#define NV_EDID_VER2 MAKE_NVAPI_VERSION(NV_EDID_V2,2) +#define NV_EDID_VER3 MAKE_NVAPI_VERSION(NV_EDID_V3,3) +#define NV_EDID_VER NV_EDID_VER3 + +//! @} + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetEDID(NvPhysicalGpuHandle hPhysicalGpu, NvU32 displayOutputId, NV_EDID *pEDID); + +//! \ingroup gpu + +//! Used in NvAPI_DISP_GetEdidData + +#define NV_EDID_DATA_SIZE_MAX 1024 //!< This is the current size supported by Nvidia Display Driver and may change in future. + +typedef enum +{ + NV_EDID_FLAG_DEFAULT = 0, //!< the EDID which is actively used by the driver, it could be _RAW/_COOKED/_FORCED/_INF. + NV_EDID_FLAG_RAW = 1, //!< the EDID which is not modified by the driver. If there's no _FORCED edid engaged, it + //!< will be the unmodified monitor EDID from the I2C bus. Otherwise it is original _FORCED edid. + NV_EDID_FLAG_COOKED = 2, //!< the EDID has been modified by the driver for compatibility + NV_EDID_FLAG_FORCED = 3, //!< the EDID is forced by the end-user over s/w interface, + NV_EDID_FLAG_INF = 4, //!< the EDID is from monitor INF + NV_EDID_FLAG_HW = 5, //!< the EDID is from the monitor over I2C bus without any modification. +} NV_EDID_FLAG; + +//! \ingroup gpu +//! Used in NV_GPU_CONNECTOR_DATA +typedef enum _NV_GPU_CONNECTOR_TYPE +{ + NVAPI_GPU_CONNECTOR_VGA_15_PIN = 0x00000000, + NVAPI_GPU_CONNECTOR_TV_COMPOSITE = 0x00000010, + NVAPI_GPU_CONNECTOR_TV_SVIDEO = 0x00000011, + NVAPI_GPU_CONNECTOR_TV_HDTV_COMPONENT = 0x00000013, + NVAPI_GPU_CONNECTOR_TV_SCART = 0x00000014, + NVAPI_GPU_CONNECTOR_TV_COMPOSITE_SCART_ON_EIAJ4120 = 0x00000016, + NVAPI_GPU_CONNECTOR_TV_HDTV_EIAJ4120 = 0x00000017, + NVAPI_GPU_CONNECTOR_PC_POD_HDTV_YPRPB = 0x00000018, + NVAPI_GPU_CONNECTOR_PC_POD_SVIDEO = 0x00000019, + NVAPI_GPU_CONNECTOR_PC_POD_COMPOSITE = 0x0000001A, + NVAPI_GPU_CONNECTOR_DVI_I_TV_SVIDEO = 0x00000020, + NVAPI_GPU_CONNECTOR_DVI_I_TV_COMPOSITE = 0x00000021, + NVAPI_GPU_CONNECTOR_DVI_I = 0x00000030, + NVAPI_GPU_CONNECTOR_DVI_D = 0x00000031, + NVAPI_GPU_CONNECTOR_ADC = 0x00000032, + NVAPI_GPU_CONNECTOR_LFH_DVI_I_1 = 0x00000038, + NVAPI_GPU_CONNECTOR_LFH_DVI_I_2 = 0x00000039, + NVAPI_GPU_CONNECTOR_SPWG = 0x00000040, + NVAPI_GPU_CONNECTOR_OEM = 0x00000041, + NVAPI_GPU_CONNECTOR_DISPLAYPORT_EXTERNAL = 0x00000046, + NVAPI_GPU_CONNECTOR_DISPLAYPORT_INTERNAL = 0x00000047, + NVAPI_GPU_CONNECTOR_DISPLAYPORT_MINI_EXT = 0x00000048, + NVAPI_GPU_CONNECTOR_HDMI_A = 0x00000061, + NVAPI_GPU_CONNECTOR_HDMI_C_MINI = 0x00000063, + NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_1 = 0x00000064, + NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_2 = 0x00000065, + NVAPI_GPU_CONNECTOR_VIRTUAL_WFD = 0x00000070, //!< Deprecated. + NVAPI_GPU_CONNECTOR_USB_C = 0x00000071, + NVAPI_GPU_CONNECTOR_UNKNOWN = 0xFFFFFFFF, +} NV_GPU_CONNECTOR_TYPE; + +//////////////////////////////////////////////////////////////////////////////// +// +// NvAPI_TVOutput Information +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup tvapi +//! Used in NV_DISPLAY_TV_OUTPUT_INFO +typedef enum _NV_DISPLAY_TV_FORMAT +{ + NV_DISPLAY_TV_FORMAT_NONE = 0, + NV_DISPLAY_TV_FORMAT_SD_NTSCM = 0x00000001, + NV_DISPLAY_TV_FORMAT_SD_NTSCJ = 0x00000002, + NV_DISPLAY_TV_FORMAT_SD_PALM = 0x00000004, + NV_DISPLAY_TV_FORMAT_SD_PALBDGH = 0x00000008, + NV_DISPLAY_TV_FORMAT_SD_PALN = 0x00000010, + NV_DISPLAY_TV_FORMAT_SD_PALNC = 0x00000020, + NV_DISPLAY_TV_FORMAT_SD_576i = 0x00000100, + NV_DISPLAY_TV_FORMAT_SD_480i = 0x00000200, + NV_DISPLAY_TV_FORMAT_ED_480p = 0x00000400, + NV_DISPLAY_TV_FORMAT_ED_576p = 0x00000800, + NV_DISPLAY_TV_FORMAT_HD_720p = 0x00001000, + NV_DISPLAY_TV_FORMAT_HD_1080i = 0x00002000, + NV_DISPLAY_TV_FORMAT_HD_1080p = 0x00004000, + NV_DISPLAY_TV_FORMAT_HD_720p50 = 0x00008000, + NV_DISPLAY_TV_FORMAT_HD_1080p24 = 0x00010000, + NV_DISPLAY_TV_FORMAT_HD_1080i50 = 0x00020000, + NV_DISPLAY_TV_FORMAT_HD_1080p50 = 0x00040000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30 = 0x00080000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30_3840 = NV_DISPLAY_TV_FORMAT_UHD_4Kp30, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25 = 0x00100000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25_3840 = NV_DISPLAY_TV_FORMAT_UHD_4Kp25, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24 = 0x00200000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_3840 = NV_DISPLAY_TV_FORMAT_UHD_4Kp24, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_SMPTE = 0x00400000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp50_3840 = 0x00800000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp60_3840 = 0x00900000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30_4096 = 0x00A00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25_4096 = 0x00B00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_4096 = 0x00C00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp50_4096 = 0x00D00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp60_4096 = 0x00E00000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp24_7680 = 0x01000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp25_7680 = 0x02000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp30_7680 = 0x04000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp48_7680 = 0x08000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp50_7680 = 0x09000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp60_7680 = 0x0A000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp100_7680 = 0x0B000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp120_7680 = 0x0C000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp48_3840 = 0x0D000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp48_4096 = 0x0E000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp100_4096 = 0x0F000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp100_3840 = 0x10000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp120_4096 = 0x11000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp120_3840 = 0x12000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp100_5120 = 0x13000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp120_5120 = 0x14000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_5120 = 0x15000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25_5120 = 0x16000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30_5120 = 0x17000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp48_5120 = 0x18000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp50_5120 = 0x19000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp60_5120 = 0x20000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp24_10240 = 0x21000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp25_10240 = 0x22000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp30_10240 = 0x23000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp48_10240 = 0x24000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp50_10240 = 0x25000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp60_10240 = 0x26000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp100_10240 = 0x27000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp120_10240 = 0x28000000, + + + NV_DISPLAY_TV_FORMAT_SD_OTHER = 0x30000000, + NV_DISPLAY_TV_FORMAT_ED_OTHER = 0x40000000, + NV_DISPLAY_TV_FORMAT_HD_OTHER = 0x50000000, + + NV_DISPLAY_TV_FORMAT_ANY = 0x80000000, + +} NV_DISPLAY_TV_FORMAT; + + +//! \ingroup dispcontrol +//! @{ +#define NVAPI_MAX_VIEW_TARGET 2 +#define NVAPI_ADVANCED_MAX_VIEW_TARGET 4 + +#ifndef _NV_TARGET_VIEW_MODE_ +#define _NV_TARGET_VIEW_MODE_ + +//! Used in NvAPI_SetView(). +typedef enum _NV_TARGET_VIEW_MODE +{ + NV_VIEW_MODE_STANDARD = 0, + NV_VIEW_MODE_CLONE = 1, + NV_VIEW_MODE_HSPAN = 2, + NV_VIEW_MODE_VSPAN = 3, + NV_VIEW_MODE_DUALVIEW = 4, + NV_VIEW_MODE_MULTIVIEW = 5, +} NV_TARGET_VIEW_MODE; +#endif + +//! @} + +// Following definitions are used in NvAPI_SetViewEx. + +//! Scaling modes - used in NvAPI_SetViewEx(). +//! \ingroup dispcontrol +typedef enum _NV_SCALING +{ + NV_SCALING_DEFAULT = 0, //!< No change + + // New Scaling Declarations + NV_SCALING_GPU_SCALING_TO_CLOSEST = 1, //!< Balanced - Full Screen + NV_SCALING_GPU_SCALING_TO_NATIVE = 2, //!< Force GPU - Full Screen + NV_SCALING_GPU_SCANOUT_TO_NATIVE = 3, //!< Force GPU - Centered\No Scaling + NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE = 5, //!< Force GPU - Aspect Ratio + NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_CLOSEST = 6, //!< Balanced - Aspect Ratio + NV_SCALING_GPU_SCANOUT_TO_CLOSEST = 7, //!< Balanced - Centered\No Scaling + NV_SCALING_GPU_INTEGER_ASPECT_SCALING = 8, //!< Force GPU - Integer Scaling + + // Legacy Declarations + NV_SCALING_MONITOR_SCALING = NV_SCALING_GPU_SCALING_TO_CLOSEST, + NV_SCALING_ADAPTER_SCALING = NV_SCALING_GPU_SCALING_TO_NATIVE, + NV_SCALING_CENTERED = NV_SCALING_GPU_SCANOUT_TO_NATIVE, + NV_SCALING_ASPECT_SCALING = NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE, + + NV_SCALING_CUSTOMIZED = 255 //!< For future use +} NV_SCALING; + +//! Rotate modes- used in NvAPI_SetViewEx(). + +//! \ingroup dispcontrol +typedef enum _NV_ROTATE +{ + NV_ROTATE_0 = 0, + NV_ROTATE_90 = 1, + NV_ROTATE_180 = 2, + NV_ROTATE_270 = 3, + NV_ROTATE_IGNORED = 4, +} NV_ROTATE; + +//! Color formats- used in NvAPI_SetViewEx(). +//! \ingroup dispcontrol +#define NVFORMAT_MAKEFOURCC(ch0, ch1, ch2, ch3) \ + ((NvU32)(NvU8)(ch0) | ((NvU32)(NvU8)(ch1) << 8) | \ + ((NvU32)(NvU8)(ch2) << 16) | ((NvU32)(NvU8)(ch3) << 24 )) + + + +//! Color formats- used in NvAPI_SetViewEx(). +//! \ingroup dispcontrol +typedef enum _NV_FORMAT +{ + NV_FORMAT_UNKNOWN = 0, //!< unknown. Driver will choose one as following value. + NV_FORMAT_P8 = 41, //!< for 8bpp mode + NV_FORMAT_R5G6B5 = 23, //!< for 16bpp mode + NV_FORMAT_A8R8G8B8 = 21, //!< for 32bpp mode + NV_FORMAT_A16B16G16R16F = 113, //!< for 64bpp(floating point) mode. + +} NV_FORMAT; + +// TV standard + +typedef struct +{ + float x; //!< x-coordinate of the viewport top-left point + float y; //!< y-coordinate of the viewport top-left point + float w; //!< Width of the viewport + float h; //!< Height of the viewport +} NV_VIEWPORTF; + + + +//! \ingroup dispcontrol +//! The timing override is not supported yet; must be set to _AUTO. \n + + +typedef enum _NV_TIMING_OVERRIDE +{ + NV_TIMING_OVERRIDE_CURRENT = 0, //!< get the current timing + NV_TIMING_OVERRIDE_AUTO, //!< the timing the driver will use based the current policy + NV_TIMING_OVERRIDE_EDID, //!< EDID timing + NV_TIMING_OVERRIDE_DMT, //!< VESA DMT timing + NV_TIMING_OVERRIDE_DMT_RB, //!< VESA DMT timing with reduced blanking + NV_TIMING_OVERRIDE_CVT, //!< VESA CVT timing + NV_TIMING_OVERRIDE_CVT_RB, //!< VESA CVT timing with reduced blanking + NV_TIMING_OVERRIDE_GTF, //!< VESA GTF timing + NV_TIMING_OVERRIDE_EIA861, //!< EIA 861x pre-defined timing + NV_TIMING_OVERRIDE_ANALOG_TV, //!< analog SD/HDTV timing + NV_TIMING_OVERRIDE_CUST, //!< NV custom timings + NV_TIMING_OVERRIDE_NV_PREDEFINED, //!< NV pre-defined timing (basically the PsF timings) + NV_TIMING_OVERRIDE_NV_PSF = NV_TIMING_OVERRIDE_NV_PREDEFINED, + NV_TIMING_OVERRIDE_NV_ASPR, + NV_TIMING_OVERRIDE_SDI, //!< Override for SDI timing + + NV_TIMING_OVRRIDE_MAX, +}NV_TIMING_OVERRIDE; + + +#ifndef NV_TIMING_STRUCTS_DEFINED +#define NV_TIMING_STRUCTS_DEFINED + +//*********************** +// The Timing Structure +//*********************** +// +//! \ingroup dispcontrol +//! NVIDIA-specific timing extras \n +//! Used in NV_TIMING. +typedef struct tagNV_TIMINGEXT +{ + NvU32 flag; //!< Reserved for NVIDIA hardware-based enhancement, such as double-scan. + NvU16 rr; //!< Logical refresh rate to present + NvU32 rrx1k; //!< Physical vertical refresh rate in 0.001Hz + NvU32 aspect; //!< Display aspect ratio Hi(aspect):horizontal-aspect, Low(aspect):vertical-aspect + NvU16 rep; //!< Bit-wise pixel repetition factor: 0x1:no pixel repetition; 0x2:each pixel repeats twice horizontally,.. + NvU32 status; //!< Timing standard + NvU8 name[40]; //!< Timing name +}NV_TIMINGEXT; + + + +//! \ingroup dispcontrol +//!The very basic timing structure based on the VESA standard: +//! \code +//! |<----------------------------htotal--------------------------->| +//! ---------"active" video-------->|<-------blanking------>|<----- +//! |<-------hvisible-------->|<-hb->|<-hfp->|<-hsw->|<-hbp->|<-hb->| +//! --------- -+-------------------------+ | | | | | +//! A A | | | | | | | +//! : : | | | | | | | +//! : : | | | | | | | +//! :vertical| addressable video | | | | | | +//! : visible| | | | | | | +//! : : | | | | | | | +//! : : | | | | | | | +//! vertical V | | | | | | | +//! total --+-------------------------+ | | | | | +//! : vb border | | | | | +//! : -----------------------------------+ | | | | +//! : vfp front porch | | | | +//! : -------------------------------------------+ | | | +//! : vsw sync width | | | +//! : ---------------------------------------------------+ | | +//! : vbp back porch | | +//! : -----------------------------------------------------------+ | +//! V vb border | +//! ---------------------------------------------------------------------------+ +//! \endcode +typedef struct _NV_TIMING +{ + // VESA scan out timing parameters: + NvU16 HVisible; //!< horizontal visible + NvU16 HBorder; //!< horizontal border + NvU16 HFrontPorch; //!< horizontal front porch + NvU16 HSyncWidth; //!< horizontal sync width + NvU16 HTotal; //!< horizontal total + NvU8 HSyncPol; //!< horizontal sync polarity: 1-negative, 0-positive + + NvU16 VVisible; //!< vertical visible + NvU16 VBorder; //!< vertical border + NvU16 VFrontPorch; //!< vertical front porch + NvU16 VSyncWidth; //!< vertical sync width + NvU16 VTotal; //!< vertical total + NvU8 VSyncPol; //!< vertical sync polarity: 1-negative, 0-positive + + NvU16 interlaced; //!< 1-interlaced, 0-progressive + NvU32 pclk; //!< pixel clock in 10 kHz + + //other timing related extras + NV_TIMINGEXT etc; +}NV_TIMING; +#endif //NV_TIMING_STRUCTS_DEFINED + + +//! \addtogroup dispcontrol +//! Timing-related constants +//! @{ +#define NV_TIMING_H_SYNC_POSITIVE 0 +#define NV_TIMING_H_SYNC_NEGATIVE 1 +#define NV_TIMING_H_SYNC_DEFAULT NV_TIMING_H_SYNC_NEGATIVE +// +#define NV_TIMING_V_SYNC_POSITIVE 0 +#define NV_TIMING_V_SYNC_NEGATIVE 1 +#define NV_TIMING_V_SYNC_DEFAULT NV_TIMING_V_SYNC_POSITIVE +// +#define NV_TIMING_PROGRESSIVE 0 +#define NV_TIMING_INTERLACED 1 +#define NV_TIMING_INTERLACED_EXTRA_VBLANK_ON_FIELD2 1 +#define NV_TIMING_INTERLACED_NO_EXTRA_VBLANK_ON_FIELD2 2 +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetView +// +//! \fn NvAPI_SetView(NvDisplayHandle hNvDisplay, NV_VIEW_TARGET_INFO *pTargetInfo, NV_TARGET_VIEW_MODE targetView) +//! This function lets the caller modify the target display arrangement of the selected source display handle in any nView mode. +//! It can also modify or extend the source display in Dualview mode. +//! \note Maps the selected source to the associated target Ids. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs cannot be enabled with this API. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 90 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] pTargetInfo Pointer to array of NV_VIEW_TARGET_INFO, specifying device properties in this view. +//! The first device entry in the array is the physical primary. +//! The device entry with the lowest source id is the desktop primary. +//! \param [in] targetCount Count of target devices specified in pTargetInfo. +//! \param [in] targetView Target view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +//! Used in NvAPI_SetView() and NvAPI_GetView() +typedef struct +{ + NvU32 version; //!< (IN) structure version + NvU32 count; //!< (IN) target count + struct + { + NvU32 deviceMask; //!< (IN/OUT) Device mask + NvU32 sourceId; //!< (IN/OUT) Source ID - values will be based on the number of heads exposed per GPU. + NvU32 bPrimary:1; //!< (OUT) Indicates if this is the GPU's primary view target. This is not the desktop GDI primary. + //!< NvAPI_SetView automatically selects the first target in NV_VIEW_TARGET_INFO index 0 as the GPU's primary view. + NvU32 bInterlaced:1; //!< (IN/OUT) Indicates if the timing being used on this monitor is interlaced. + NvU32 bGDIPrimary:1; //!< (IN/OUT) Indicates if this is the desktop GDI primary. + NvU32 bForceModeSet:1;//!< (IN) Used only on Win7 and higher during a call to NvAPI_SetView(). Turns off optimization & forces OS to set supplied mode. + } target[NVAPI_MAX_VIEW_TARGET]; +} NV_VIEW_TARGET_INFO; + +//! \ingroup dispcontrol +#define NV_VIEW_TARGET_INFO_VER MAKE_NVAPI_VERSION(NV_VIEW_TARGET_INFO,2) + +//! \ingroup dispcontrol +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig.") +NVAPI_INTERFACE NvAPI_SetView(NvDisplayHandle hNvDisplay, NV_VIEW_TARGET_INFO *pTargetInfo, NV_TARGET_VIEW_MODE targetView); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetViewEx +// +//! \fn NvAPI_SetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NV_TARGET_VIEW_MODE displayView) +//! This function lets caller to modify the display arrangement for selected source display handle in any of the nview modes. +//! It also allows to modify or extend the source display in dualview mode. +//! \note Maps the selected source to the associated target Ids. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs cannot be enabled with this API. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] pPathInfo Pointer to array of NV_VIEW_PATH_INFO, specifying device properties in this view. +//! The first device entry in the array is the physical primary. +//! The device entry with the lowest source id is the desktop primary. +//! \param [in] pathCount Count of paths specified in pPathInfo. +//! \param [in] displayView Display view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +#define NVAPI_MAX_DISPLAY_PATH NVAPI_MAX_VIEW_TARGET + +//! \ingroup dispcontrol +#define NVAPI_ADVANCED_MAX_DISPLAY_PATH NVAPI_ADVANCED_MAX_VIEW_TARGET + + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PATH_INFO. +typedef struct +{ + NvU32 deviceMask; //!< (IN) Device mask + NvU32 sourceId; //!< (IN) Values will be based on the number of heads exposed per GPU(0, 1?) + NvU32 bPrimary:1; //!< (IN/OUT) Indicates if this is the GPU's primary view target. This is not the desktop GDI primary. + //!< NvAPI_SetViewEx() automatically selects the first target in NV_DISPLAY_PATH_INFO index 0 as the GPU's primary view. + NV_GPU_CONNECTOR_TYPE connector; //!< (IN) Specify connector type. For TV only. + + // source mode information + NvU32 width; //!< (IN) Width of the mode + NvU32 height; //!< (IN) Height of the mode + NvU32 depth; //!< (IN) Depth of the mode + NV_FORMAT colorFormat; //!< Color format if it needs to be specified. Not used now. + + //rotation setting of the mode + NV_ROTATE rotation; //!< (IN) Rotation setting. + + // the scaling mode + NV_SCALING scaling; //!< (IN) Scaling setting + + // Timing info + NvU32 refreshRate; //!< (IN) Refresh rate of the mode + NvU32 interlaced:1; //!< (IN) Interlaced mode flag + + NV_DISPLAY_TV_FORMAT tvFormat; //!< (IN) To choose the last TV format set this value to NV_DISPLAY_TV_FORMAT_NONE + + // Windows desktop position + NvU32 posx; //!< (IN/OUT) X-offset of this display on the Windows desktop + NvU32 posy; //!< (IN/OUT) Y-offset of this display on the Windows desktop + NvU32 bGDIPrimary:1; //!< (IN/OUT) Indicates if this is the desktop GDI primary. + + NvU32 bForceModeSet:1;//!< (IN) Used only on Win7 and higher during a call to NvAPI_SetViewEx(). Turns off optimization & forces OS to set supplied mode. + NvU32 bFocusDisplay:1;//!< (IN) If set, this display path should have the focus after the GPU topology change + NvU32 gpuId:24; //!< (IN) the physical display/target Gpu id which is the owner of the scan out (for SLI multimon, display from the slave Gpu) + +} NV_DISPLAY_PATH; + +//! \ingroup dispcontrol +//! Used in NvAPI_SetViewEx() and NvAPI_GetViewEx(). +typedef struct +{ + NvU32 version; //!< (IN) Structure version + NvU32 count; //!< (IN) Path count + NV_DISPLAY_PATH path[NVAPI_MAX_DISPLAY_PATH]; +} NV_DISPLAY_PATH_INFO_V3; + +//! \ingroup dispcontrol +//! Used in NvAPI_SetViewEx() and NvAPI_GetViewEx(). +typedef struct +{ + NvU32 version; //!< (IN) Structure version + NvU32 count; //!< (IN) Path count + NV_DISPLAY_PATH path[NVAPI_ADVANCED_MAX_DISPLAY_PATH]; +} NV_DISPLAY_PATH_INFO; + +//! \addtogroup dispcontrol +//! Macro for constructing the version fields of NV_DISPLAY_PATH_INFO +//! @{ +#define NV_DISPLAY_PATH_INFO_VER NV_DISPLAY_PATH_INFO_VER4 +#define NV_DISPLAY_PATH_INFO_VER4 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,4) +#define NV_DISPLAY_PATH_INFO_VER3 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,3) +#define NV_DISPLAY_PATH_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,2) +#define NV_DISPLAY_PATH_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,1) +//! @} +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetViewEx +// +//! \fn NvAPI_SetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NV_TARGET_VIEW_MODE displayView) +//! This function lets caller to modify the display arrangement for selected source display handle in any of the nview modes. +//! It also allows to modify or extend the source display in dualview mode. +//! \note Maps the selected source to the associated target Ids. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs cannot be enabled with this API. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] pPathInfo Pointer to array of NV_VIEW_PATH_INFO, specifying device properties in this view. +//! The first device entry in the array is the physical primary. +//! The device entry with the lowest source id is the desktop primary. +//! \param [in] pathCount Count of paths specified in pPathInfo. +//! \param [in] displayView Display view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig.") +NVAPI_INTERFACE NvAPI_SetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NV_TARGET_VIEW_MODE displayView); + + + +/////////////////////////////////////////////////////////////////////////////// +// SetDisplayConfig/GetDisplayConfig +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol + +typedef struct _NV_POSITION +{ + NvS32 x; + NvS32 y; +} NV_POSITION; + +//! \ingroup dispcontrol +typedef struct _NV_RESOLUTION +{ + NvU32 width; + NvU32 height; + NvU32 colorDepth; +} NV_RESOLUTION; + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1 +{ + NvU32 version; + + // Rotation and Scaling + NV_ROTATE rotation; //!< (IN) rotation setting. + NV_SCALING scaling; //!< (IN) scaling setting. + + // Refresh Rate + NvU32 refreshRate1K; //!< (IN) Non-interlaced Refresh Rate of the mode, multiplied by 1000, 0 = ignored + //!< This is the value which driver reports to the OS. + // Flags + NvU32 interlaced:1; //!< (IN) Interlaced mode flag, ignored if refreshRate == 0 + NvU32 primary:1; //!< (IN) Declares primary display in clone configuration. This is *NOT* GDI Primary. + //!< Only one target can be primary per source. If no primary is specified, the first + //!< target will automatically be primary. +#ifdef NV_PAN_AND_SCAN_DEFINED + NvU32 isPanAndScanTarget:1; //!< Whether on this target Pan and Scan is enabled or has to be enabled. Valid only + //!< when the target is part of clone topology. +#else + NvU32 reservedBit1:1; +#endif + NvU32 disableVirtualModeSupport:1; + NvU32 isPreferredUnscaledTarget:1; + NvU32 reserved:27; + // TV format information + NV_GPU_CONNECTOR_TYPE connector; //!< Specify connector type. For TV only, ignored if tvFormat == NV_DISPLAY_TV_FORMAT_NONE + NV_DISPLAY_TV_FORMAT tvFormat; //!< (IN) to choose the last TV format set this value to NV_DISPLAY_TV_FORMAT_NONE + //!< In case of NvAPI_DISP_GetDisplayConfig(), this field will indicate the currently applied TV format; + //!< if no TV format is applied, this field will have NV_DISPLAY_TV_FORMAT_NONE value. + //!< In case of NvAPI_DISP_SetDisplayConfig(), this field should only be set in case of TVs; + //!< for other displays this field will be ignored and resolution & refresh rate specified in input will be used to apply the TV format. + + // Backend (raster) timing standard + NV_TIMING_OVERRIDE timingOverride; //!< Ignored if timingOverride == NV_TIMING_OVERRIDE_CURRENT + NV_TIMING timing; //!< Scan out timing, valid only if timingOverride == NV_TIMING_OVERRIDE_CUST + //!< The value NV_TIMING::NV_TIMINGEXT::rrx1k is obtained from the EDID. The driver may + //!< tweak this value for HDTV, stereo, etc., before reporting it to the OS. +} NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1; + +//! \ingroup dispcontrol +typedef NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1 NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO; + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1,1) + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER1 + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_TARGET_INFO_V1 +{ + NvU32 displayId; //!< Display ID + NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO* details; //!< May be NULL if no advanced settings are required. NULL for Non-NVIDIA Display. +} NV_DISPLAYCONFIG_PATH_TARGET_INFO_V1; + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 +{ + NvU32 displayId; //!< Display ID + NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO* details; //!< May be NULL if no advanced settings are required + NvU32 targetId; //!< Windows CCD target ID. Must be present only for non-NVIDIA adapter, for NVIDIA adapter this parameter is ignored. +} NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2; + + +//! \ingroup dispcontrol +//! As version is not defined for this structure, we will be using version of NV_DISPLAYCONFIG_PATH_INFO +typedef NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 NV_DISPLAYCONFIG_PATH_TARGET_INFO; + + +//! \ingroup dispcontrol +typedef enum _NV_DISPLAYCONFIG_SPANNING_ORIENTATION +{ + NV_DISPLAYCONFIG_SPAN_NONE = 0, + NV_DISPLAYCONFIG_SPAN_HORIZONTAL = 1, + NV_DISPLAYCONFIG_SPAN_VERTICAL = 2, +} NV_DISPLAYCONFIG_SPANNING_ORIENTATION; + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 +{ + NV_RESOLUTION resolution; + NV_FORMAT colorFormat; //!< Ignored at present, must be NV_FORMAT_UNKNOWN (0) + NV_POSITION position; //!< Is all positions are 0 or invalid, displays will be automatically + //!< positioned from left to right with GDI Primary at 0,0, and all + //!< other displays in the order of the path array. + NV_DISPLAYCONFIG_SPANNING_ORIENTATION spanningOrientation; //!< Spanning is only supported on XP + NvU32 bGDIPrimary : 1; + NvU32 bSLIFocus : 1; + NvU32 reserved : 30; //!< Must be 0 +} NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1; + + + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_INFO_V1 +{ + NvU32 version; + NvU32 reserved_sourceId; //!< This field is reserved. There is ongoing debate if we need this field. + //!< Identifies sourceIds used by Windows. If all sourceIds are 0, + //!< these will be computed automatically. + NvU32 targetInfoCount; //!< Number of elements in targetInfo array + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V1* targetInfo; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1* sourceModeInfo; //!< May be NULL if mode info is not important +} NV_DISPLAYCONFIG_PATH_INFO_V1; + +//! \ingroup dispcontrol +//! This define is temporary and must be removed once DVS failure is fixed. +#define _NV_DISPLAYCONFIG_PATH_INFO_V2 _NV_DISPLAYCONFIG_PATH_INFO + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_INFO_V2 +{ + NvU32 version; + union { + NvU32 sourceId; //!< Identifies sourceId used by Windows CCD. This can be optionally set. + NvU32 reserved_sourceId; //!< Only for compatibility + }; + + NvU32 targetInfoCount; //!< Number of elements in targetInfo array + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2* targetInfo; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1* sourceModeInfo; //!< May be NULL if mode info is not important + NvU32 IsNonNVIDIAAdapter : 1; //!< True for non-NVIDIA adapter. + NvU32 reserved : 31; //!< Must be 0 + void *pOSAdapterID; //!< Used by Non-NVIDIA adapter for pointer to OS Adapter of LUID + //!< type, type casted to void *. +} NV_DISPLAYCONFIG_PATH_INFO_V2; + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAYCONFIG_PATH_INFO_V1,1) + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAYCONFIG_PATH_INFO_V2,2) + +#ifndef NV_DISPLAYCONFIG_PATH_INFO_VER + +typedef NV_DISPLAYCONFIG_PATH_INFO_V2 NV_DISPLAYCONFIG_PATH_INFO; + +#define NV_DISPLAYCONFIG_PATH_INFO_VER NV_DISPLAYCONFIG_PATH_INFO_VER2 + +typedef NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 NV_DISPLAYCONFIG_SOURCE_MODE_INFO; + +#endif + + +//! \ingroup dispcontrol +typedef enum _NV_DISPLAYCONFIG_FLAGS +{ + NV_DISPLAYCONFIG_VALIDATE_ONLY = 0x00000001, + NV_DISPLAYCONFIG_SAVE_TO_PERSISTENCE = 0x00000002, + NV_DISPLAYCONFIG_DRIVER_RELOAD_ALLOWED = 0x00000004, //!< Driver reload is permitted if necessary + NV_DISPLAYCONFIG_FORCE_MODE_ENUMERATION = 0x00000008, //!< Refresh OS mode list. + NV_FORCE_COMMIT_VIDPN = 0x00000010, //!< Tell OS to avoid optimizing CommitVidPn call during a modeset +} NV_DISPLAYCONFIG_FLAGS; + + +#define NVAPI_UNICODE_STRING_MAX 2048 +#define NVAPI_BINARY_DATA_MAX 4096 + +typedef NvU16 NvAPI_UnicodeString[NVAPI_UNICODE_STRING_MAX]; +typedef const NvU16 *NvAPI_LPCWSTR; + +// Common + + + +//! \ingroup gpuclock +//! @{ +#define NVAPI_MAX_GPU_CLOCKS 32 +#define NVAPI_MAX_GPU_PUBLIC_CLOCKS 32 +#define NVAPI_MAX_GPU_PERF_CLOCKS 32 +#define NVAPI_MAX_GPU_PERF_VOLTAGES 16 +#define NVAPI_MAX_GPU_PERF_PSTATES 16 +//! @} + +//! \ingroup gpuclock +typedef enum _NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID +{ + NVAPI_GPU_PERF_VOLTAGE_INFO_DOMAIN_CORE = 0, + NVAPI_GPU_PERF_VOLTAGE_INFO_DOMAIN_UNDEFINED = NVAPI_MAX_GPU_PERF_VOLTAGES, +} NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID; + +//! \ingroup gpuclock +typedef enum _NV_GPU_PUBLIC_CLOCK_ID +{ + NVAPI_GPU_PUBLIC_CLOCK_GRAPHICS = 0, + NVAPI_GPU_PUBLIC_CLOCK_MEMORY = 4, + NVAPI_GPU_PUBLIC_CLOCK_PROCESSOR = 7, + NVAPI_GPU_PUBLIC_CLOCK_VIDEO = 8, + NVAPI_GPU_PUBLIC_CLOCK_UNDEFINED = NVAPI_MAX_GPU_PUBLIC_CLOCKS, +} NV_GPU_PUBLIC_CLOCK_ID; + + +//! \addtogroup gpupstate +//! @{ + +typedef enum _NV_GPU_PERF_PSTATE_ID +{ + NVAPI_GPU_PERF_PSTATE_P0 = 0, + NVAPI_GPU_PERF_PSTATE_P1, + NVAPI_GPU_PERF_PSTATE_P2, + NVAPI_GPU_PERF_PSTATE_P3, + NVAPI_GPU_PERF_PSTATE_P4, + NVAPI_GPU_PERF_PSTATE_P5, + NVAPI_GPU_PERF_PSTATE_P6, + NVAPI_GPU_PERF_PSTATE_P7, + NVAPI_GPU_PERF_PSTATE_P8, + NVAPI_GPU_PERF_PSTATE_P9, + NVAPI_GPU_PERF_PSTATE_P10, + NVAPI_GPU_PERF_PSTATE_P11, + NVAPI_GPU_PERF_PSTATE_P12, + NVAPI_GPU_PERF_PSTATE_P13, + NVAPI_GPU_PERF_PSTATE_P14, + NVAPI_GPU_PERF_PSTATE_P15, + NVAPI_GPU_PERF_PSTATE_UNDEFINED = NVAPI_MAX_GPU_PERF_PSTATES, + NVAPI_GPU_PERF_PSTATE_ALL, + +} NV_GPU_PERF_PSTATE_ID; + +//! @} + + + +//! \addtogroup gpupstate +//! @{ + +#define NVAPI_MAX_GPU_PSTATE20_PSTATES 16 +#define NVAPI_MAX_GPU_PSTATE20_CLOCKS 8 +#define NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES 4 + +//! Used to identify clock type +typedef enum +{ + //! Clock domains that use single frequency value within given pstate + NVAPI_GPU_PERF_PSTATE20_CLOCK_TYPE_SINGLE = 0, + + //! Clock domains that allow range of frequency values within given pstate + NVAPI_GPU_PERF_PSTATE20_CLOCK_TYPE_RANGE, +} NV_GPU_PERF_PSTATE20_CLOCK_TYPE_ID; + +//! Used to describe both voltage and frequency deltas +typedef struct +{ + //! Value of parameter delta (in respective units [kHz, uV]) + NvS32 value; + + struct + { + //! Min value allowed for parameter delta (in respective units [kHz, uV]) + NvS32 min; + + //! Max value allowed for parameter delta (in respective units [kHz, uV]) + NvS32 max; + } valueRange; +} NV_GPU_PERF_PSTATES20_PARAM_DELTA; + +//! Used to describe single clock entry +typedef struct +{ + //! ID of the clock domain + NV_GPU_PUBLIC_CLOCK_ID domainId; + + //! Clock type ID + NV_GPU_PERF_PSTATE20_CLOCK_TYPE_ID typeId; + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Current frequency delta from nominal settings in (kHz) + NV_GPU_PERF_PSTATES20_PARAM_DELTA freqDelta_kHz; + + //! Clock domain type dependant information + union + { + struct + { + //! Clock frequency within given pstate in (kHz) + NvU32 freq_kHz; + } single; + + struct + { + //! Min clock frequency within given pstate in (kHz) + NvU32 minFreq_kHz; + + //! Max clock frequency within given pstate in (kHz) + NvU32 maxFreq_kHz; + + //! Voltage domain ID and value range in (uV) required for this clock + NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID domainId; + NvU32 minVoltage_uV; + NvU32 maxVoltage_uV; + } range; + } data; +} NV_GPU_PSTATE20_CLOCK_ENTRY_V1; + +//! Used to describe single base voltage entry +typedef struct +{ + //! ID of the voltage domain + NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID domainId; + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Current base voltage settings in [uV] + NvU32 volt_uV; + + NV_GPU_PERF_PSTATES20_PARAM_DELTA voltDelta_uV; // Current base voltage delta from nominal settings in [uV] +} NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1; + +//! Used in NvAPI_GPU_GetPstates20() interface call. + +typedef struct +{ + //! Version info of the structure (NV_GPU_PERF_PSTATES20_INFO_VER) + NvU32 version; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Number of populated pstates + NvU32 numPstates; + + //! Number of populated clocks (per pstate) + NvU32 numClocks; + + //! Number of populated base voltages (per pstate) + NvU32 numBaseVoltages; + + //! Performance state (P-State) settings + //! Valid index range is 0 to numPstates-1 + struct + { + //! ID of the P-State + NV_GPU_PERF_PSTATE_ID pstateId; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Array of clock entries + //! Valid index range is 0 to numClocks-1 + NV_GPU_PSTATE20_CLOCK_ENTRY_V1 clocks[NVAPI_MAX_GPU_PSTATE20_CLOCKS]; + + //! Array of baseVoltage entries + //! Valid index range is 0 to numBaseVoltages-1 + NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1 baseVoltages[NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES]; + } pstates[NVAPI_MAX_GPU_PSTATE20_PSTATES]; +} NV_GPU_PERF_PSTATES20_INFO_V1; + +//! Used in NvAPI_GPU_GetPstates20() interface call. + +typedef struct _NV_GPU_PERF_PSTATES20_INFO_V2 +{ + //! Version info of the structure (NV_GPU_PERF_PSTATES20_INFO_VER) + NvU32 version; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Number of populated pstates + NvU32 numPstates; + + //! Number of populated clocks (per pstate) + NvU32 numClocks; + + //! Number of populated base voltages (per pstate) + NvU32 numBaseVoltages; + + //! Performance state (P-State) settings + //! Valid index range is 0 to numPstates-1 + struct + { + //! ID of the P-State + NV_GPU_PERF_PSTATE_ID pstateId; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Array of clock entries + //! Valid index range is 0 to numClocks-1 + NV_GPU_PSTATE20_CLOCK_ENTRY_V1 clocks[NVAPI_MAX_GPU_PSTATE20_CLOCKS]; + + //! Array of baseVoltage entries + //! Valid index range is 0 to numBaseVoltages-1 + NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1 baseVoltages[NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES]; + } pstates[NVAPI_MAX_GPU_PSTATE20_PSTATES]; + + //! OV settings - Please refer to NVIDIA over-volting recommendation to understand impact of this functionality + //! Valid index range is 0 to numVoltages-1 + struct + { + //! Number of populated voltages + NvU32 numVoltages; + + //! Array of voltage entries + //! Valid index range is 0 to numVoltages-1 + NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1 voltages[NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES]; + } ov; +} NV_GPU_PERF_PSTATES20_INFO_V2; + +typedef NV_GPU_PERF_PSTATES20_INFO_V2 NV_GPU_PERF_PSTATES20_INFO; + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO_V1 +#define NV_GPU_PERF_PSTATES20_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES20_INFO_V1,1) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO_V2 +#define NV_GPU_PERF_PSTATES20_INFO_VER2 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES20_INFO_V2,2) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO_V2 +#define NV_GPU_PERF_PSTATES20_INFO_VER3 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES20_INFO_V2,3) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO +#define NV_GPU_PERF_PSTATES20_INFO_VER NV_GPU_PERF_PSTATES20_INFO_VER3 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetDisplayDriverVersion +//! \fn NvAPI_GetDisplayDriverVersion(NvDisplayHandle hNvDisplay, NV_DISPLAY_DRIVER_VERSION *pVersion) +//! This function returns a struct that describes aspects of the display driver +//! build. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_SYS_GetDriverAndBranchVersion. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param [in] hNvDisplay NVIDIA display handle. +//! \param [out] pVersion Pointer to NV_DISPLAY_DRIVER_VERSION struc +//! +//! \retval NVAPI_ERROR +//! \retval NVAPI_OK +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup driverapi +//! Used in NvAPI_GetDisplayDriverVersion() +typedef struct +{ + NvU32 version; // Structure version + NvU32 drvVersion; + NvU32 bldChangeListNum; + NvAPI_ShortString szBuildBranchString; + NvAPI_ShortString szAdapterString; +} NV_DISPLAY_DRIVER_VERSION; + +//! \ingroup driverapi +#define NV_DISPLAY_DRIVER_VERSION_VER MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_VERSION,1) + + +//! \ingroup driverapi +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_SYS_GetDriverAndBranchVersion.") +NVAPI_INTERFACE NvAPI_GetDisplayDriverVersion(NvDisplayHandle hNvDisplay, NV_DISPLAY_DRIVER_VERSION *pVersion); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_OGL_ExpertModeSet[Get] +// +//! \name NvAPI_OGL_ExpertModeSet[Get] Functions +//@{ +//! This function configures OpenGL Expert Mode, an API usage feedback and +//! advice reporting mechanism. The effects of this call are +//! applied only to the current context, and are reset to the +//! defaults when the context is destroyed. +//! +//! \note This feature is valid at runtime only when GLExpert +//! functionality has been built into the OpenGL driver +//! installed on the system. All Windows Vista OpenGL +//! drivers provided by NVIDIA have this instrumentation +//! included by default. Windows XP, however, requires a +//! special display driver available with the NVIDIA +//! PerfSDK found at developer.nvidia.com. +//! +//! \note These functions are valid only for the current OpenGL +//! context. Calling these functions prior to creating a +//! context and calling MakeCurrent with it will result +//! in errors and undefined behavior. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param expertDetailMask Mask made up of NVAPI_OGLEXPERT_DETAIL bits, +//! this parameter specifies the detail level in +//! the feedback stream. +//! +//! \param expertReportMask Mask made up of NVAPI_OGLEXPERT_REPORT bits, +//! this parameter specifies the areas of +//! functional interest. +//! +//! \param expertOutputMask Mask made up of NVAPI_OGLEXPERT_OUTPUT bits, +//! this parameter specifies the feedback output +//! location. +//! +//! \param expertCallback Used in conjunction with OUTPUT_TO_CALLBACK, +//! this is a simple callback function the user +//! may use to obtain the feedback stream. The +//! function will be called once per fully +//! qualified feedback stream extry. +//! +//! \retval NVAPI_API_NOT_INTIALIZED NVAPI not initialized +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU found +//! \retval NVAPI_OPENGL_CONTEXT_NOT_CURRENT No NVIDIA OpenGL context +//! which supports GLExpert +//! has been made current +//! \retval NVAPI_ERROR OpenGL driver failed to load properly +//! \retval NVAPI_OK Success +// +/////////////////////////////////////////////////////////////////////////////// + +//! \addtogroup oglapi +//! @{ +#define NVAPI_OGLEXPERT_DETAIL_NONE 0x00000000 +#define NVAPI_OGLEXPERT_DETAIL_ERROR 0x00000001 +#define NVAPI_OGLEXPERT_DETAIL_SWFALLBACK 0x00000002 +#define NVAPI_OGLEXPERT_DETAIL_BASIC_INFO 0x00000004 +#define NVAPI_OGLEXPERT_DETAIL_DETAILED_INFO 0x00000008 +#define NVAPI_OGLEXPERT_DETAIL_PERFORMANCE_WARNING 0x00000010 +#define NVAPI_OGLEXPERT_DETAIL_QUALITY_WARNING 0x00000020 +#define NVAPI_OGLEXPERT_DETAIL_USAGE_WARNING 0x00000040 +#define NVAPI_OGLEXPERT_DETAIL_ALL 0xFFFFFFFF + +#define NVAPI_OGLEXPERT_REPORT_NONE 0x00000000 +#define NVAPI_OGLEXPERT_REPORT_ERROR 0x00000001 +#define NVAPI_OGLEXPERT_REPORT_SWFALLBACK 0x00000002 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_VERTEX 0x00000004 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_GEOMETRY 0x00000008 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_XFB 0x00000010 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_RASTER 0x00000020 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_FRAGMENT 0x00000040 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_ROP 0x00000080 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_FRAMEBUFFER 0x00000100 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_PIXEL 0x00000200 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_TEXTURE 0x00000400 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_BUFFEROBJECT 0x00000800 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_TEXTURE 0x00001000 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_PROGRAM 0x00002000 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_FBO 0x00004000 +#define NVAPI_OGLEXPERT_REPORT_FEATURE_SLI 0x00008000 +#define NVAPI_OGLEXPERT_REPORT_ALL 0xFFFFFFFF + + +#define NVAPI_OGLEXPERT_OUTPUT_TO_NONE 0x00000000 +#define NVAPI_OGLEXPERT_OUTPUT_TO_CONSOLE 0x00000001 +#define NVAPI_OGLEXPERT_OUTPUT_TO_DEBUGGER 0x00000004 +#define NVAPI_OGLEXPERT_OUTPUT_TO_CALLBACK 0x00000008 +#define NVAPI_OGLEXPERT_OUTPUT_TO_ALL 0xFFFFFFFF + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION TYPE: NVAPI_OGLEXPERT_CALLBACK +// +//! DESCRIPTION: Used in conjunction with OUTPUT_TO_CALLBACK, this is a simple +//! callback function the user may use to obtain the feedback +//! stream. The function will be called once per fully qualified +//! feedback stream entry. +//! +//! \param categoryId Contains the bit from the NVAPI_OGLEXPERT_REPORT +//! mask that corresponds to the current message +//! \param messageId Unique ID for the current message +//! \param detailLevel Contains the bit from the NVAPI_OGLEXPERT_DETAIL +//! mask that corresponds to the current message +//! \param objectId Unique ID of the object that corresponds to the +//! current message +//! \param messageStr Text string from the current message +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +typedef void (* NVAPI_OGLEXPERT_CALLBACK) (unsigned int categoryId, unsigned int messageId, unsigned int detailLevel, int objectId, const char *messageStr); + + + +//! \ingroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeSet(NvU32 expertDetailLevel, + NvU32 expertReportMask, + NvU32 expertOutputMask, + NVAPI_OGLEXPERT_CALLBACK expertCallback); + +//! \addtogroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeGet(NvU32 *pExpertDetailLevel, + NvU32 *pExpertReportMask, + NvU32 *pExpertOutputMask, + NVAPI_OGLEXPERT_CALLBACK *pExpertCallback); + +//@} +/////////////////////////////////////////////////////////////////////////////// +// +//! \name NvAPI_OGL_ExpertModeDefaultsSet[Get] Functions +//! +//@{ +//! This function configures OpenGL Expert Mode global defaults. These settings +//! apply to any OpenGL application which starts up after these +//! values are applied (i.e. these settings *do not* apply to +//! currently running applications). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param expertDetailLevel Value which specifies the detail level in +//! the feedback stream. This is a mask made up +//! of NVAPI_OGLEXPERT_LEVEL bits. +//! +//! \param expertReportMask Mask made up of NVAPI_OGLEXPERT_REPORT bits, +//! this parameter specifies the areas of +//! functional interest. +//! +//! \param expertOutputMask Mask made up of NVAPI_OGLEXPERT_OUTPUT bits, +//! this parameter specifies the feedback output +//! location. Note that using OUTPUT_TO_CALLBACK +//! here is meaningless and has no effect, but +//! using it will not cause an error. +//! +//! \return ::NVAPI_ERROR or ::NVAPI_OK +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeDefaultsSet(NvU32 expertDetailLevel, + NvU32 expertReportMask, + NvU32 expertOutputMask); + +//! \addtogroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeDefaultsGet(NvU32 *pExpertDetailLevel, + NvU32 *pExpertReportMask, + NvU32 *pExpertOutputMask); +//@} + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumTCCPhysicalGPUs +// +//! This function returns an array of physical GPU handles that are in TCC Mode. +//! Each handle represents a physical GPU present in the system in TCC Mode. +//! That GPU may not be visible to the OS directly. +//! +//! The array nvGPUHandle will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! NOTE: Handles enumerated by this API are only valid for NvAPIs that are tagged as TCC_SUPPORTED +//! If handle is passed to any other API, it will fail with NVAPI_INVALID_HANDLE +//! +//! For WDDM GPU handles please use NvAPI_EnumPhysicalGPUs() +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! +//! \param [out] nvGPUHandle Physical GPU array that will contain all TCC Physical GPUs +//! \param [out] pGpuCount count represent the number of valid entries in nvGPUHandle +//! +//! +//! \retval NVAPI_INVALID_ARGUMENT nvGPUHandle or pGpuCount is NULL +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumTCCPhysicalGPUs( NvPhysicalGpuHandle nvGPUHandle[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumLogicalGPUs +// +//! This function returns an array of logical GPU handles. +//! +//! Each handle represents one or more GPUs acting in concert as a single graphics device. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array nvGPUHandle will be filled with logical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! \note All logical GPUs handles get invalidated on a GPU topology change, so the calling +//! application is required to renum the logical GPU handles to get latest physical handle +//! mapping after every GPU topology change activated by a call to NvAPI_SetGpuTopologies(). +//! +//! To detect if SLI rendering is enabled, use NvAPI_D3D_GetCurrentSLIState(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT nvGPUHandle or pGpuCount is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumLogicalGPUs(NvLogicalGpuHandle nvGPUHandle[NVAPI_MAX_LOGICAL_GPUS], NvU32 *pGpuCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUsFromDisplay +// +//! This function returns an array of physical GPU handles associated with the specified display. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array nvGPUHandle will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! If the display corresponds to more than one physical GPU, the first GPU returned +//! is the one with the attached active output. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvDisp is not valid; nvGPUHandle or pGpuCount is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND no NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUsFromDisplay(NvDisplayHandle hNvDisp, NvPhysicalGpuHandle nvGPUHandle[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUFromUnAttachedDisplay +// +//! This function returns a physical GPU handle associated with the specified unattached display. +//! The source GPU is a physical render GPU which renders the frame buffer but may or may not drive the scan out. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvUnAttachedDisp is not valid or pPhysicalGpu is NULL. +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUFromUnAttachedDisplay(NvUnAttachedDisplayHandle hNvUnAttachedDisp, NvPhysicalGpuHandle *pPhysicalGpu); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetLogicalGPUFromDisplay +// +//! This function returns the logical GPU handle associated with the specified display. +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! hNvDisp can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvDisp is not valid; pLogicalGPU is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetLogicalGPUFromDisplay(NvDisplayHandle hNvDisp, NvLogicalGpuHandle *pLogicalGPU); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetLogicalGPUFromPhysicalGPU +// +//! This function returns the logical GPU handle associated with specified physical GPU handle. +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGPU is not valid; pLogicalGPU is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetLogicalGPUFromPhysicalGPU(NvPhysicalGpuHandle hPhysicalGPU, NvLogicalGpuHandle *pLogicalGPU); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUsFromLogicalGPU +// +//! This function returns the physical GPU handles associated with the specified logical GPU handle. +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array hPhysicalGPU will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hLogicalGPU is not valid; hPhysicalGPU is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_LOGICAL_GPU_HANDLE hLogicalGPU was not a logical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUsFromLogicalGPU(NvLogicalGpuHandle hLogicalGPU,NvPhysicalGpuHandle hPhysicalGPU[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUFromGPUID +// +//! Do not use this function for new software development. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT gpuId is zero or pPhysicalGPU is NULL +//! \retval NVAPI_OK Handle was returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUFromGPUID(NvU32 gpuId, NvPhysicalGpuHandle *pPhysicalGPU); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetGPUIDfromPhysicalGPU +// +//! Do not use this function for new software development. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu is NULL or invalid. Re-enumerate the GPU handles. +//! \retval NVAPI_OK Handle was returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetGPUIDfromPhysicalGPU(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pGpuId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetShaderSubPipeCount +// +//! DESCRIPTION: This function retrieves the number of Shader SubPipes on the GPU +//! On newer architectures, this corresponds to the number of SM units +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 170 +//! +//! \retval NVAPI_INVALID_ARGUMENT: pCount is NULL +//! \retval NVAPI_OK: *pCount is set +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND: no NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetShaderSubPipeCount(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pCount); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetGpuCoreCount +// +//! DESCRIPTION: Retrieves the total number of cores defined for a GPU. +//! Returns 0 on architectures that don't define GPU cores. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \retval ::NVAPI_INVALID_ARGUMENT pCount is NULL +//! \retval ::NVAPI_OK *pCount is set +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND no NVIDIA GPU driving a display was found +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \retval ::NVAPI_NOT_SUPPORTED API call is not supported on current architecture +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetGpuCoreCount(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pCount); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAllOutputs +// +//! This function returns set of all GPU-output identifiers as a bitmask. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetAllDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL. +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetAllDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetAllOutputs(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pOutputsMask); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedOutputs +// +//! This function is the same as NvAPI_GPU_GetAllOutputs() but returns only the set of GPU output +//! identifiers that are connected to display devices. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL. +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedOutputs(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedSLIOutputs +// +//! DESCRIPTION: This function is the same as NvAPI_GPU_GetConnectedOutputs() but returns only the set of GPU-output +//! identifiers that can be selected in an SLI configuration. +//! NOTE: This function matches NvAPI_GPU_GetConnectedOutputs() +//! - On systems which are not SLI capable. +//! - If the queried GPU is not part of a valid SLI group. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 170 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedSLIOutputs(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + + + +//! \ingroup gpu +typedef enum +{ + NV_MONITOR_CONN_TYPE_UNINITIALIZED = 0, + NV_MONITOR_CONN_TYPE_VGA, + NV_MONITOR_CONN_TYPE_COMPONENT, + NV_MONITOR_CONN_TYPE_SVIDEO, + NV_MONITOR_CONN_TYPE_HDMI, + NV_MONITOR_CONN_TYPE_DVI, + NV_MONITOR_CONN_TYPE_LVDS, + NV_MONITOR_CONN_TYPE_DP, + NV_MONITOR_CONN_TYPE_COMPOSITE, + NV_MONITOR_CONN_TYPE_UNKNOWN = -1 +} NV_MONITOR_CONN_TYPE; + + +//! \addtogroup gpu +//! @{ +#define NV_GPU_CONNECTED_IDS_FLAG_UNCACHED NV_BIT(0) //!< Get uncached connected devices +#define NV_GPU_CONNECTED_IDS_FLAG_SLI NV_BIT(1) //!< Get devices such that those can be selected in an SLI configuration +#define NV_GPU_CONNECTED_IDS_FLAG_LIDSTATE NV_BIT(2) //!< Get devices such that to reflect the Lid State +#define NV_GPU_CONNECTED_IDS_FLAG_FAKE NV_BIT(3) //!< Get devices that includes the fake connected monitors +#define NV_GPU_CONNECTED_IDS_FLAG_EXCLUDE_MST NV_BIT(4) //!< Excludes devices that are part of the multi stream topology. + +//! @} + +//! \ingroup gpu +typedef struct _NV_GPU_DISPLAYIDS +{ + NvU32 version; + NV_MONITOR_CONN_TYPE connectorType; //!< out: vga, tv, dvi, hdmi and dp. This is reserved for future use and clients should not rely on this information. Instead get the + //!< GPU connector type from NvAPI_GPU_GetConnectorInfo/NvAPI_GPU_GetConnectorInfoEx + NvU32 displayId; //!< this is a unique identifier for each device + + NvU32 isDynamic : 1; //!< if bit is set then this display is part of MST topology and it's a dynamic + NvU32 isMultiStreamRootNode : 1; //!< if bit is set then this displayID belongs to a multi stream enabled connector(root node). Note that when multi stream is enabled and + //!< a single multi stream capable monitor is connected to it, the monitor will share the display id with the RootNode. + //!< When there is more than one monitor connected in a multi stream topology, then the root node will have a separate displayId. + NvU32 isActive : 1; //!< if bit is set then this display is being actively driven + NvU32 isCluster : 1; //!< if bit is set then this display is the representative display + NvU32 isOSVisible : 1; //!< if bit is set, then this display is reported to the OS + NvU32 isWFD : 1; //!< Deprecated. Will always return 0. + NvU32 isConnected : 1; //!< if bit is set, then this display is connected + + NvU32 reservedInternal : 10; //!< Do not use + NvU32 isPhysicallyConnected : 1; //!< if bit is set, then this display is a phycially connected display; Valid only when isConnected bit is set + NvU32 reserved : 14; //!< must be zero +} NV_GPU_DISPLAYIDS; + +//! \ingroup gpu +//! Macro for constructing the version field of ::_NV_GPU_DISPLAYIDS +#define NV_GPU_DISPLAYIDS_VER1 MAKE_NVAPI_VERSION(NV_GPU_DISPLAYIDS,1) +#define NV_GPU_DISPLAYIDS_VER2 MAKE_NVAPI_VERSION(NV_GPU_DISPLAYIDS,3) + +#define NV_GPU_DISPLAYIDS_VER NV_GPU_DISPLAYIDS_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedDisplayIds +// +//! +//! DESCRIPTION: Due to space limitation NvAPI_GPU_GetConnectedOutputs can return maximum 32 devices, but +//! this is no longer true for DPMST. NvAPI_GPU_GetConnectedDisplayIds will return all +//! the connected display devices in the form of displayIds for the associated hPhysicalGpu. +//! This function can accept set of flags to request cached, uncached, sli and lid to get the connected devices. +//! Default value for flags will be cached . +//! +//! HOW TO USE: 1) for each PhysicalGpu, make a call to get the number of connected displayId's +//! using NvAPI_GPU_GetConnectedDisplayIds by passing the pDisplayIds as NULL +//! On call success: +//! +//! 2) If pDisplayIdCount is greater than 0, allocate memory based on pDisplayIdCount. Then make a call NvAPI_GPU_GetConnectedDisplayIds to populate DisplayIds. +//! However, if pDisplayIdCount is 0, do not make this call. +//! SUPPORTED OS: Windows 10 and higher +//! +//! \param [in] hPhysicalGpu - GPU selection +//! \param [in] flags - One or more defines from NV_GPU_CONNECTED_IDS_FLAG_* as valid flags. +//! \param [in,out] pDisplayIds - Pointer to an NV_GPU_DISPLAYIDS struct, each entry represents a one displayID and its attributes +//! \param [in] pDisplayIdCount - Number of displayId's. +//! +//! \retval NVAPI_INVALID_ARGUMENT: hPhysicalGpu or pDisplayIds or pDisplayIdCount is NULL +//! \retval NVAPI_OK: *pDisplayIds contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND: no NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetConnectedDisplayIds(__in NvPhysicalGpuHandle hPhysicalGpu, __inout_ecount_part_opt(*pDisplayIdCount, *pDisplayIdCount) NV_GPU_DISPLAYIDS* pDisplayIds, __inout NvU32* pDisplayIdCount, __in NvU32 flags); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAllDisplayIds +// +//! DESCRIPTION: This API returns display IDs for all possible outputs on the GPU. +//! For DPMST connector, it will return display IDs for all the video sinks in the topology. \n +//! HOW TO USE: 1. The first call should be made to get the all display ID count. To get the display ID count, send in \n +//! a) hPhysicalGpu - a valid WDDM type GPU handle(enumerated using NvAPI_SYS_GetPhysicalGPUs()) as input, \n +//! b) pDisplayIds - NULL, as we just want to get the display ID count. \n +//! c) pDisplayIdCount - a valid pointer to NvU32, whose value is set to ZERO. \n +//! If all parameters are correct and this call is successful, this call will return the display ID's count. \n +//! 2. To get the display ID array, make the second call to NvAPI_GPU_GetAllDisplayIds() with \n +//! a) hPhysicalGpu - should be same value which was sent in first call, \n +//! b) pDisplayIds - pointer to the display ID array allocated by caller based on display ID count, \n +//! eg. malloc(sizeof(NV_GPU_DISPLAYIDS) * pDisplayIdCount). \n +//! c) pDisplayIdCount - a valid pointer to NvU32. This indicates for how many display IDs \n +//! the memory is allocated(pDisplayIds) by the caller. \n +//! If all parameters are correct and this call is successful, this call will return the display ID array and actual +//! display ID count (which was obtained in the first call to NvAPI_GPU_GetAllDisplayIds). If the input display ID count is +//! less than the actual display ID count, it will overwrite the input and give the pDisplayIdCount as actual count and the +//! API will return NVAPI_INSUFFICIENT_BUFFER. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGpu GPU selection. +//! \param [in,out] DisplayIds Pointer to an array of NV_GPU_DISPLAYIDS structures, each entry represents one displayID +//! and its attributes. +//! \param [in,out] pDisplayIdCount As input, this parameter indicates the number of display's id's for which caller has +//! allocated the memory. As output, it will return the actual number of display IDs. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INSUFFICIENT_BUFFER When the input buffer(pDisplayIds) is less than the actual number of display IDs, this API +//! will return NVAPI_INSUFFICIENT_BUFFER. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetAllDisplayIds(__in NvPhysicalGpuHandle hPhysicalGpu, __inout_ecount_part_opt(*pDisplayIdCount, *pDisplayIdCount) NV_GPU_DISPLAYIDS* pDisplayIds, __inout NvU32* pDisplayIdCount); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedOutputsWithLidState +// +//! This function is similar to NvAPI_GPU_GetConnectedOutputs(), and returns the connected display identifiers that are connected +//! as an output mask but unlike NvAPI_GPU_GetConnectedOutputs() this API "always" reflects the Lid State in the output mask. +//! Thus if you expect the LID close state to be available in the connection mask use this API. +//! - If LID is closed then this API will remove the LID panel from the connected display identifiers. +//! - If LID is open then this API will reflect the LID panel in the connected display identifiers. +//! +//! \note This API should be used on notebook systems and on systems where the LID state is required in the connection +//! output mask. On desktop systems the returned identifiers will match NvAPI_GPU_GetConnectedOutputs(). +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedOutputsWithLidState(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedSLIOutputsWithLidState +// +//! DESCRIPTION: This function is the same as NvAPI_GPU_GetConnectedOutputsWithLidState() but returns only the set +//! of GPU-output identifiers that can be selected in an SLI configuration. With SLI disabled, +//! this function matches NvAPI_GPU_GetConnectedOutputsWithLidState(). +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 170 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedSLIOutputsWithLidState(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetSystemType +// +//! \fn NvAPI_GPU_GetSystemType(NvPhysicalGpuHandle hPhysicalGpu, NV_SYSTEM_TYPE *pSystemType) +//! This function identifies whether the GPU is a notebook GPU or a desktop GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pSystemType contains the GPU system type +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetSystemType() +typedef enum +{ + NV_SYSTEM_TYPE_UNKNOWN = 0, + NV_SYSTEM_TYPE_LAPTOP = 1, + NV_SYSTEM_TYPE_DESKTOP = 2, + +} NV_SYSTEM_TYPE; + + + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetSystemType(NvPhysicalGpuHandle hPhysicalGpu, NV_SYSTEM_TYPE *pSystemType); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetActiveOutputs +// +//! This function is the same as NvAPI_GPU_GetAllOutputs but returns only the set of GPU output +//! identifiers that are actively driving display devices. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL. +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetActiveOutputs(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_SetEDID +// +//! Thus function sets the EDID data for the specified GPU handle and connection bit mask. +//! User can either send (Gpu handle & output id) or only display Id in variable displayOutputId parameter & hPhysicalGpu parameter can be default handle (0). +//! \note The EDID will be cached across the boot session and will be enumerated to the OS in this call. +//! To remove the EDID set sizeofEDID to zero. +//! OS and NVAPI connection status APIs will reflect the newly set or removed EDID dynamically. +//! +//! This feature will NOT be supported on the following boards: +//! - GeForce +//! - Quadro VX +//! - Tesla +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 100 +//! +//! \requires Administrator privileges +//! +//! \retval NVAPI_INVALID_ARGUMENT pEDID is NULL; displayOutputId has 0 or > 1 bits set +//! \retval NVAPI_OK *pEDID data was applied to the requested displayOutputId. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle. +//! \retval NVAPI_NOT_SUPPORTED For the above mentioned GPUs +//! \retval NVAPI_INVALID_USER_PRIVILEGE The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_SetEDID(NvPhysicalGpuHandle hPhysicalGpu, NvU32 displayOutputId, NV_EDID *pEDID); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetOutputType +// +//! \fn NvAPI_GPU_GetOutputType(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputId, NV_GPU_OUTPUT_TYPE *pOutputType) +//! This function returns the output type. User can either specify both 'physical GPU handle and outputId (exactly 1 bit set - see \ref handles)' or +//! a valid displayId in the outputId parameter. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \Version Earliest supported ForceWare version: 82.61 +//! +//! \retval NVAPI_INVALID_ARGUMENT outputId, pOutputType is NULL; or if outputId parameter is not displayId and either it has > 1 bit set or hPhysicalGpu is NULL. +//! \retval NVAPI_OK *pOutputType contains a NvGpuOutputType value +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +//! used in NvAPI_GPU_GetOutputType() +typedef enum _NV_GPU_OUTPUT_TYPE +{ + NVAPI_GPU_OUTPUT_UNKNOWN = 0, + NVAPI_GPU_OUTPUT_CRT = 1, //!< CRT display device + NVAPI_GPU_OUTPUT_DFP = 2, //!< Digital Flat Panel display device + NVAPI_GPU_OUTPUT_TV = 3, //!< TV display device +} NV_GPU_OUTPUT_TYPE; + + + + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetOutputType(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputId, NV_GPU_OUTPUT_TYPE *pOutputType); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_ValidateOutputCombination +// +//! This function determines if a set of GPU outputs can be active +//! simultaneously. While a GPU may have outputs, typically they cannot +//! all be active at the same time due to internal resource sharing. +//! +//! Given a physical GPU handle and a mask of candidate outputs, this call +//! will return NVAPI_OK if all of the specified outputs can be driven +//! simultaneously. It will return NVAPI_INVALID_COMBINATION if they cannot. +//! +//! Use NvAPI_GPU_GetAllOutputs() to determine which outputs are candidates. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_OK Combination of outputs in outputsMask are valid (can be active simultaneously). +//! \retval NVAPI_INVALID_COMBINATION Combination of outputs in outputsMask are NOT valid. +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or outputsMask does not have at least 2 bits set. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ValidateOutputCombination(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputsMask); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetFullName +// +//! This function retrieves the full GPU name as an ASCII string - for example, "Quadro FX 1400". +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetFullName(NvPhysicalGpuHandle hPhysicalGpu, NvAPI_ShortString szName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPCIIdentifiers +// +//! This function returns the PCI identifiers associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \param DeviceId The internal PCI device identifier for the GPU. +//! \param SubSystemId The internal PCI subsystem identifier for the GPU. +//! \param RevisionId The internal PCI device-specific revision identifier for the GPU. +//! \param ExtDeviceId The external PCI device identifier for the GPU. +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or an argument is NULL +//! \retval NVAPI_OK Arguments are populated with PCI identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPCIIdentifiers(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pDeviceId,NvU32 *pSubSystemId,NvU32 *pRevisionId,NvU32 *pExtDeviceId); + + + + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetGPUType(). +typedef enum _NV_GPU_TYPE +{ + NV_SYSTEM_TYPE_GPU_UNKNOWN = 0, + NV_SYSTEM_TYPE_IGPU = 1, //!< Integrated GPU + NV_SYSTEM_TYPE_DGPU = 2, //!< Discrete GPU +} NV_GPU_TYPE; + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetGPUType +// +//! DESCRIPTION: This function returns the GPU type (integrated or discrete). +//! See ::NV_GPU_TYPE. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 173 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu +//! \retval NVAPI_OK *pGpuType contains the GPU type +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetGPUType(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_TYPE *pGpuType); + + + + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetBusType() +typedef enum _NV_GPU_BUS_TYPE +{ + NVAPI_GPU_BUS_TYPE_UNDEFINED = 0, + NVAPI_GPU_BUS_TYPE_PCI = 1, + NVAPI_GPU_BUS_TYPE_AGP = 2, + NVAPI_GPU_BUS_TYPE_PCI_EXPRESS = 3, + NVAPI_GPU_BUS_TYPE_FPCI = 4, + NVAPI_GPU_BUS_TYPE_AXI = 5, +} NV_GPU_BUS_TYPE; +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBusType +// +//! This function returns the type of bus associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBusType is NULL. +//! \retval NVAPI_OK *pBusType contains bus identifier. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBusType(NvPhysicalGpuHandle hPhysicalGpu,NV_GPU_BUS_TYPE *pBusType); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBusId +// +//! DESCRIPTION: Returns the ID of the bus associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 167 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBusId is NULL. +//! \retval NVAPI_OK *pBusId contains the bus ID. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBusId(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pBusId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBusSlotId +// +//! DESCRIPTION: Returns the ID of the bus slot associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 167 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBusSlotId is NULL. +//! \retval NVAPI_OK *pBusSlotId contains the bus slot ID. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBusSlotId(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pBusSlotId); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetIRQ +// +//! This function returns the interrupt number associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pIRQ is NULL. +//! \retval NVAPI_OK *pIRQ contains interrupt number. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetIRQ(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pIRQ); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVbiosRevision +// +//! This function returns the revision of the video BIOS associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBiosRevision is NULL. +//! \retval NVAPI_OK *pBiosRevision contains revision number. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVbiosRevision(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pBiosRevision); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVbiosOEMRevision +// +//! This function returns the OEM revision of the video BIOS associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBiosRevision is NULL +//! \retval NVAPI_OK *pBiosRevision contains revision number +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVbiosOEMRevision(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pBiosRevision); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVbiosVersionString +// +//! This function returns the full video BIOS version string in the form of xx.xx.xx.xx.yy where +//! - xx numbers come from NvAPI_GPU_GetVbiosRevision() and +//! - yy comes from NvAPI_GPU_GetVbiosOEMRevision(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu is NULL. +//! \retval NVAPI_OK szBiosRevision contains version string. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVbiosVersionString(NvPhysicalGpuHandle hPhysicalGpu,NvAPI_ShortString szBiosRevision); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAGPAperture +// +//! This function returns the AGP aperture in megabytes. +//! +//! \deprecated Do not use this function - it is deprecated in release 455. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_NOT_SUPPORTED +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 455.") +NVAPI_INTERFACE NvAPI_GPU_GetAGPAperture(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pSize); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetCurrentAGPRate +// +//! This function returns the current AGP Rate (0 = AGP not present, 1 = 1x, 2 = 2x, etc.). +//! +//! \deprecated Do not use this function - it is deprecated in release 455. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_NOT_SUPPORTED +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 455.") +NVAPI_INTERFACE NvAPI_GPU_GetCurrentAGPRate(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pRate); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetCurrentPCIEDownstreamWidth +// +//! This function returns the number of PCIE lanes being used for the PCIE interface +//! downstream from the GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT pWidth is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetCurrentPCIEDownstreamWidth(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pWidth); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPhysicalFrameBufferSize +// +//! This function returns the physical size of framebuffer in KB. This does NOT include any +//! system RAM that may be dedicated for use by the GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT pSize is NULL +//! \retval NVAPI_OK Call successful +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPhysicalFrameBufferSize(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pSize); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVirtualFrameBufferSize +// +//! This function returns the virtual size of framebuffer in KB. This includes the physical RAM plus any +//! system RAM that has been dedicated for use by the GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT pSize is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVirtualFrameBufferSize(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pSize); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetQuadroStatus +// +//! This function retrieves the Quadro status for the GPU (1 if Quadro, 0 if GeForce) +//! +//! This API is deprecated and it is recommended to instead query +//! NV_GPU_WORKSTATION_FEATURE_TYPE_PROVIZ support from the API +//! NvAPI_GPU_QueryWorkstationFeatureSupport. +//! \deprecated Do not use this function - it is deprecated in release 460. +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 460.") +NVAPI_INTERFACE NvAPI_GPU_GetQuadroStatus(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pStatus); + + +//! \ingroup gpu +typedef struct _NV_BOARD_INFO +{ + NvU32 version; //!< structure version + NvU8 BoardNum[16]; //!< Board Serial Number + +}NV_BOARD_INFO_V1; + +#define NV_BOARD_INFO_VER1 MAKE_NVAPI_VERSION(NV_BOARD_INFO_V1,1) +#ifndef NV_BOARD_INFO_VER +//! \ingroup gpu +typedef NV_BOARD_INFO_V1 NV_BOARD_INFO; +//! \ingroup gpu +//! \ingroup gpu +#define NV_BOARD_INFO_VER NV_BOARD_INFO_VER1 +#endif + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBoardInfo +// +//! DESCRIPTION: This API Retrieves the Board information (a unique GPU Board Serial Number) stored in the InfoROM. +//! +//! \param [in] hPhysicalGpu Physical GPU Handle. +//! \param [in,out] NV_BOARD_INFO Board Information. +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_ERROR miscellaneous error occurred +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE handle passed is not a physical GPU handle +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized +//! \retval ::NVAPI_INVALID_POINTER pBoardInfo is NULL +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION the version of the INFO struct is not supported +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBoardInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_BOARD_INFO *pBoardInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetRamBusWidth +// +//! This function returns the width of the GPU's RAM memory bus. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 100 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetRamBusWidth(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pBusWidth); + + + +//! Used in NvAPI_GPU_GetArchInfo() +typedef struct +{ + NvU32 version; + + NvU32 architecture; + NvU32 implementation; + NvU32 revision; + +} NV_GPU_ARCH_INFO_V1; + +//! NV_GPU_ARCH_INFO() values to identify Architecture level for the GPU. +typedef enum _NV_GPU_ARCHITECTURE_ID +{ + + NV_GPU_ARCHITECTURE_T2X = 0xE0000020, + NV_GPU_ARCHITECTURE_T3X = 0xE0000030, + NV_GPU_ARCHITECTURE_T4X = 0xE0000040, + NV_GPU_ARCHITECTURE_T12X = 0xE0000040, + NV_GPU_ARCHITECTURE_NV40 = 0x00000040, + NV_GPU_ARCHITECTURE_NV50 = 0x00000050, + NV_GPU_ARCHITECTURE_G78 = 0x00000060, + NV_GPU_ARCHITECTURE_G80 = 0x00000080, + NV_GPU_ARCHITECTURE_G90 = 0x00000090, + NV_GPU_ARCHITECTURE_GT200 = 0x000000A0, + NV_GPU_ARCHITECTURE_GF100 = 0x000000C0, + NV_GPU_ARCHITECTURE_GF110 = 0x000000D0, + NV_GPU_ARCHITECTURE_GK100 = 0x000000E0, + NV_GPU_ARCHITECTURE_GK110 = 0x000000F0, + NV_GPU_ARCHITECTURE_GK200 = 0x00000100, + NV_GPU_ARCHITECTURE_GM000 = 0x00000110, + NV_GPU_ARCHITECTURE_GM200 = 0x00000120, + NV_GPU_ARCHITECTURE_GP100 = 0x00000130, + NV_GPU_ARCHITECTURE_GV100 = 0x00000140, + NV_GPU_ARCHITECTURE_GV110 = 0x00000150, + NV_GPU_ARCHITECTURE_TU100 = 0x00000160, + NV_GPU_ARCHITECTURE_GA100 = 0x00000170, + NV_GPU_ARCHITECTURE_AD100 = 0x00000190, + +}NV_GPU_ARCHITECTURE_ID; + +//! NV_GPU_ARCH_INFO() values to identify GPU Architecture Implementation. +typedef enum _NV_GPU_ARCH_IMPLEMENTATION_ID +{ + + NV_GPU_ARCH_IMPLEMENTATION_T20 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_T30 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_T35 = 0x00000005, + + NV_GPU_ARCH_IMPLEMENTATION_T40 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_T124 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_NV40 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_NV41 = 0x00000001, + NV_GPU_ARCH_IMPLEMENTATION_NV42 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_NV43 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_NV44 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_NV44A = 0x0000000A, + NV_GPU_ARCH_IMPLEMENTATION_NV46 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_NV47 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_NV49 = 0x00000009, + NV_GPU_ARCH_IMPLEMENTATION_NV4B = 0x0000000B, + NV_GPU_ARCH_IMPLEMENTATION_NV4C = 0x0000000C, + NV_GPU_ARCH_IMPLEMENTATION_NV4E = 0x0000000E, + + NV_GPU_ARCH_IMPLEMENTATION_NV50 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_NV63 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_NV67 = 0x00000007, + + NV_GPU_ARCH_IMPLEMENTATION_G84 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_G86 = 0x00000006, + + NV_GPU_ARCH_IMPLEMENTATION_G92 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_G94 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_G96 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_G98 = 0x00000008, + + NV_GPU_ARCH_IMPLEMENTATION_GT200 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GT212 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_GT214 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GT215 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_GT216 = 0x00000005, + NV_GPU_ARCH_IMPLEMENTATION_GT218 = 0x00000008, + NV_GPU_ARCH_IMPLEMENTATION_MCP77 = 0x0000000A, + NV_GPU_ARCH_IMPLEMENTATION_GT21C = 0x0000000B, + NV_GPU_ARCH_IMPLEMENTATION_MCP79 = 0x0000000C, + NV_GPU_ARCH_IMPLEMENTATION_GT21A = 0x0000000D, + NV_GPU_ARCH_IMPLEMENTATION_MCP89 = 0x0000000F, + + NV_GPU_ARCH_IMPLEMENTATION_GF100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GF104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GF106 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_GF108 = 0x00000001, + + NV_GPU_ARCH_IMPLEMENTATION_GF110 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GF116 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_GF117 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_GF118 = 0x00000008, + NV_GPU_ARCH_IMPLEMENTATION_GF119 = 0x00000009, + + NV_GPU_ARCH_IMPLEMENTATION_GK104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GK106 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_GK107 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_GK20A = 0x0000000A, + NV_GPU_ARCH_IMPLEMENTATION_GK110 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_GK208 = 0x00000008, + + NV_GPU_ARCH_IMPLEMENTATION_GM204 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GM206 = 0x00000006, + + NV_GPU_ARCH_IMPLEMENTATION_GP100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GP000 = 0x00000001, + NV_GPU_ARCH_IMPLEMENTATION_GP102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_GP104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GP106 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_GP107 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_GP108 = 0x00000008, + + NV_GPU_ARCH_IMPLEMENTATION_GV100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GV10B = 0x0000000B, + + NV_GPU_ARCH_IMPLEMENTATION_TU100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_TU102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_TU104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_TU106 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_TU116 = 0x00000008, + NV_GPU_ARCH_IMPLEMENTATION_TU117 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_TU000 = 0x00000001, + + NV_GPU_ARCH_IMPLEMENTATION_GA100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GA102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_GA104 = 0x00000004, + + NV_GPU_ARCH_IMPLEMENTATION_AD102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_AD103 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_AD104 = 0x00000004, + +}NV_GPU_ARCH_IMPLEMENTATION_ID; + +typedef enum _NV_GPU_CHIP_REVISION +{ + NV_GPU_CHIP_REV_EMULATION_QT = 0x00000000, //!< QT chip + NV_GPU_CHIP_REV_EMULATION_FPGA = 0x00000001, //!< FPGA implementation of the chipset + NV_GPU_CHIP_REV_A01 = 0x00000011, //!< First silicon chipset revision + NV_GPU_CHIP_REV_A02 = 0x00000012, //!< Second Silicon chipset revision + NV_GPU_CHIP_REV_A03 = 0x00000013, //!< Third Silicon chipset revision + NV_GPU_CHIP_REV_UNKNOWN = 0xffffffff, //!< Unknown chip revision +}NV_GPU_CHIP_REVISION; + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetArchInfo() +typedef struct +{ + NvU32 version; + + union + { + NvU32 architecture; //!< architecture and architecture_id are the same. The former is NvU32 while the latter is an enum made for readability. + NV_GPU_ARCHITECTURE_ID architecture_id; //!< specifies the architecture level for the GPU. + }; + union + { + NvU32 implementation; //!< implementation and implementation_id are the same. The former is NvU32 while the latter is an enum made for readability. + NV_GPU_ARCH_IMPLEMENTATION_ID implementation_id; //!< specifies the implementation of the architecture for the GPU. + }; + union + { + NvU32 revision; //!< revision and revision_id are the same. The former is NvU32 while the latter is an enum made for readability. + NV_GPU_CHIP_REVISION revision_id; //!< specifies the architecture revision of the GPU. + }; + +} NV_GPU_ARCH_INFO_V2; + +//! \ingroup gpu +typedef NV_GPU_ARCH_INFO_V2 NV_GPU_ARCH_INFO; + +//! \ingroup gpu +#define NV_GPU_ARCH_INFO_VER_1 MAKE_NVAPI_VERSION(NV_GPU_ARCH_INFO_V1,1) +#define NV_GPU_ARCH_INFO_VER_2 MAKE_NVAPI_VERSION(NV_GPU_ARCH_INFO_V2,2) +#define NV_GPU_ARCH_INFO_VER NV_GPU_ARCH_INFO_VER_2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetArchInfo +// +//! \fn NvAPI_GPU_GetArchInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_ARCH_INFO *pGpuArchInfo) +//! This function retrieves the architecture, implementation and chip revision for the specified GPU . +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! \since Release: 85 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetArchInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_ARCH_INFO *pGpuArchInfo); + + + +/////////////////////////////////////////////////////////////////////////////////// +// I2C API +// Provides ability to read or write data using I2C protocol. +// These APIs allow I2C access only to DDC monitors + + +//! \ingroup i2capi +//! @{ +#define NVAPI_MAX_SIZEOF_I2C_DATA_BUFFER 4096 +#define NVAPI_MAX_SIZEOF_I2C_REG_ADDRESS 4 +#define NVAPI_DISPLAY_DEVICE_MASK_MAX 24 +#define NVAPI_I2C_SPEED_DEPRECATED 0xFFFF + +typedef enum +{ + NVAPI_I2C_SPEED_DEFAULT, //!< Set i2cSpeedKhz to I2C_SPEED_DEFAULT if default I2C speed is to be chosen, ie.use the current frequency setting. + NVAPI_I2C_SPEED_3KHZ, + NVAPI_I2C_SPEED_10KHZ, + NVAPI_I2C_SPEED_33KHZ, + NVAPI_I2C_SPEED_100KHZ, + NVAPI_I2C_SPEED_200KHZ, + NVAPI_I2C_SPEED_400KHZ, +} NV_I2C_SPEED; + +//! Used in NvAPI_I2CRead() and NvAPI_I2CWrite() +typedef struct +{ + NvU32 version; //!< The structure version. + NvU32 displayMask; //!< The Display Mask of the concerned display. + NvU8 bIsDDCPort; //!< This flag indicates either the DDC port (TRUE) or the communication port + //!< (FALSE) of the concerned display. + NvU8 i2cDevAddress; //!< The address of the I2C slave. The address should be shifted left by one. For + //!< example, the I2C address 0x50, often used for reading EDIDs, would be stored + //!< here as 0xA0. This matches the position within the byte sent by the master, as + //!< the last bit is reserved to specify the read or write direction. + NvU8* pbI2cRegAddress; //!< The I2C target register address. May be NULL, which indicates no register + //!< address should be sent. + NvU32 regAddrSize; //!< The size in bytes of target register address. If pbI2cRegAddress is NULL, this + //!< field must be 0. + NvU8* pbData; //!< The buffer of data which is to be read or written (depending on the command). + NvU32 cbSize; //!< The size of the data buffer, pbData, to be read or written. + NvU32 i2cSpeed; //!< The target speed of the transaction (between 28Kbps to 40Kbps; not guaranteed). +} NV_I2C_INFO_V1; + +//! Used in NvAPI_I2CRead() and NvAPI_I2CWrite() +typedef struct +{ + NvU32 version; //!< The structure version. + NvU32 displayMask; //!< The Display Mask of the concerned display. + NvU8 bIsDDCPort; //!< This flag indicates either the DDC port (TRUE) or the communication port + //!< (FALSE) of the concerned display. + NvU8 i2cDevAddress; //!< The address of the I2C slave. The address should be shifted left by one. For + //!< example, the I2C address 0x50, often used for reading EDIDs, would be stored + //!< here as 0xA0. This matches the position within the byte sent by the master, as + //!< the last bit is reserved to specify the read or write direction. + NvU8* pbI2cRegAddress; //!< The I2C target register address. May be NULL, which indicates no register + //!< address should be sent. + NvU32 regAddrSize; //!< The size in bytes of target register address. If pbI2cRegAddress is NULL, this + //!< field must be 0. + NvU8* pbData; //!< The buffer of data which is to be read or written (depending on the command). + NvU32 cbSize; //!< The size of the data buffer, pbData, to be read or written. + NvU32 i2cSpeed; //!< Deprecated, Must be set to NVAPI_I2C_SPEED_DEPRECATED. + NV_I2C_SPEED i2cSpeedKhz; //!< The target speed of the transaction in (kHz) (Chosen from the enum NV_I2C_SPEED). +} NV_I2C_INFO_V2; + +//! Used in NvAPI_I2CRead() and NvAPI_I2CWrite() +typedef struct +{ + NvU32 version; //!< The structure version. + NvU32 displayMask; //!< The Display Mask of the concerned display. + NvU8 bIsDDCPort; //!< This flag indicates either the DDC port (TRUE) or the communication port + //!< (FALSE) of the concerned display. + NvU8 i2cDevAddress; //!< The address of the I2C slave. The address should be shifted left by one. For + //!< example, the I2C address 0x50, often used for reading EDIDs, would be stored + //!< here as 0xA0. This matches the position within the byte sent by the master, as + //!< the last bit is reserved to specify the read or write direction. + NvU8* pbI2cRegAddress; //!< The I2C target register address. May be NULL, which indicates no register + //!< address should be sent. + NvU32 regAddrSize; //!< The size in bytes of target register address. If pbI2cRegAddress is NULL, this + //!< field must be 0. + NvU8* pbData; //!< The buffer of data which is to be read or written (depending on the command). + NvU32 cbSize; //!< The size of the data buffer, pbData, to be read or written. + NvU32 i2cSpeed; //!< Deprecated, Must be set to NVAPI_I2C_SPEED_DEPRECATED. + NV_I2C_SPEED i2cSpeedKhz; //!< The target speed of the transaction in (kHz) (Chosen from the enum NV_I2C_SPEED). + NvU8 portId; //!< The portid on which device is connected (remember to set bIsPortIdSet if this value is set) + //!< Optional for pre-Kepler + NvU32 bIsPortIdSet; //!< set this flag on if and only if portid value is set +} NV_I2C_INFO_V3; + +typedef NV_I2C_INFO_V3 NV_I2C_INFO; + +#define NV_I2C_INFO_VER3 MAKE_NVAPI_VERSION(NV_I2C_INFO_V3,3) +#define NV_I2C_INFO_VER2 MAKE_NVAPI_VERSION(NV_I2C_INFO_V2,2) +#define NV_I2C_INFO_VER1 MAKE_NVAPI_VERSION(NV_I2C_INFO_V1,1) + +#define NV_I2C_INFO_VER NV_I2C_INFO_VER3 +//! @} + +/***********************************************************************************/ + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_I2CRead +// +//! This function reads the data buffer from the I2C port. +//! The I2C request must be for a DDC port: pI2cInfo->bIsDDCPort = 1. +//! +//! A data buffer size larger than 16 bytes may be rejected if a register address is specified. In such a case, +//! NVAPI_ARGUMENT_EXCEED_MAX_SIZE would be returned. +//! +//! If a register address is specified (i.e. regAddrSize is positive), then the transaction will be performed in +//! the combined format described in the I2C specification. The register address will be written, followed by +//! reading into the data buffer. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [out] NV_I2C_INFO *pI2cInfo The I2C data input structure +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION Structure version is not supported. +//! \retval NVAPI_INVALID_ARGUMENT - argument does not meet specified requirements +//! \retval NVAPI_ARGUMENT_EXCEED_MAX_SIZE - an argument exceeds the maximum +//! +//! \ingroup i2capi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_I2CRead(NvPhysicalGpuHandle hPhysicalGpu, NV_I2C_INFO *pI2cInfo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_I2CWrite +// +//! This function writes the data buffer to the I2C port. +//! +//! The I2C request must be for a DDC port: pI2cInfo->bIsDDCPort = 1. +//! +//! A data buffer size larger than 16 bytes may be rejected if a register address is specified. In such a case, +//! NVAPI_ARGUMENT_EXCEED_MAX_SIZE would be returned. +//! +//! If a register address is specified (i.e. regAddrSize is positive), then the register address will be written +//! and the data buffer will immediately follow without a restart. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [in] pI2cInfo The I2C data input structure +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION Structure version is not supported. +//! \retval NVAPI_INVALID_ARGUMENT Argument does not meet specified requirements +//! \retval NVAPI_ARGUMENT_EXCEED_MAX_SIZE Argument exceeds the maximum +//! +//! \ingroup i2capi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_I2CWrite(NvPhysicalGpuHandle hPhysicalGpu, NV_I2C_INFO *pI2cInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_WorkstationFeatureSetup +// +//! \fn NvAPI_GPU_WorkstationFeatureSetup(NvPhysicalGpuHandle hPhysicalGpu, NvU32 featureEnableMask, NvU32 featureDisableMask) +//! DESCRIPTION: This API configures the driver for a set of workstation features. +//! The driver can allocate the memory resources accordingly. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \param [in] hPhysicalGpu Physical GPU Handle of the display adapter to be configured. GPU handles may be retrieved +//! using NvAPI_EnumPhysicalGPUs. A value of NULL is permitted and applies the same operation +//! to all GPU handles enumerated by NvAPI_EnumPhysicalGPUs. +//! \param [in] featureEnableMask Mask of features the caller requests to enable for use +//! \param [in] featureDisableMask Mask of features the caller requests to disable +//! +//! As a general rule, features in the enable and disable masks are expected to be disjoint, although the disable +//! mask has precedence and a feature flagged in both masks will be disabled. +//! +//! \retval ::NVAPI_OK configuration request succeeded +//! \retval ::NVAPI_ERROR configuration request failed +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu is not a physical GPU handle. +//! \retval ::NVAPI_GPU_WORKSTATION_FEATURE_INCOMPLETE requested feature set does not have all resources allocated for completeness. +//! \retval ::NVAPI_NO_IMPLEMENTATION OS below Win7, implemented only for Win7 but returns NVAPI_OK on OS above Win7 to +//! keep compatibility with apps written against Win7. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef enum +{ + NVAPI_GPU_WORKSTATION_FEATURE_MASK_SWAPGROUP = 0x00000001, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_STEREO = 0x00000010, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_WARPING = 0x00000100, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_PIXINTENSITY = 0x00000200, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_GRAYSCALE = 0x00000400, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_BPC10 = 0x00001000 +} NVAPI_GPU_WORKSTATION_FEATURE_MASK; + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_WorkstationFeatureSetup(__in NvPhysicalGpuHandle hPhysicalGpu, __in NvU32 featureEnableMask, __in NvU32 featureDisableMask); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_WorkstationFeatureQuery +// +//! DESCRIPTION: This API queries the current set of workstation features. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \param [in] hPhysicalGpu Physical GPU Handle of the display adapter to be configured. GPU handles may be retrieved +//! using NvAPI_EnumPhysicalGPUs. +//! \param [out] pConfiguredFeatureMask Mask of features requested for use by client drivers +//! \param [out] pConsistentFeatureMask Mask of features that have all resources allocated for completeness. +//! +//! \retval ::NVAPI_OK configuration request succeeded +//! \retval ::NVAPI_ERROR configuration request failed +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu is not a physical GPU handle. +//! \retval ::NVAPI_NO_IMPLEMENTATION OS below Win7, implemented only for Win7 but returns NVAPI_OK on OS above Win7 to +//! keep compatibility with apps written against Win7. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_WorkstationFeatureQuery(__in NvPhysicalGpuHandle hPhysicalGpu, __out_opt NvU32 *pConfiguredFeatureMask, __out_opt NvU32 *pConsistentFeatureMask); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetHDCPSupportStatus +// +//! \fn NvAPI_GPU_GetHDCPSupportStatus(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_GET_HDCP_SUPPORT_STATUS *pGetHDCPSupportStatus) +//! DESCRIPTION: This function returns a GPU's HDCP support status. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 175 +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_INVALID_ARGUMENT +//! \retval ::NVAPI_HANDLE_INVALIDATED +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION +// +//////////////////////////////////////////////////////////////////////////////// + + +//! \addtogroup gpu +//! @{ + + +//! HDCP fuse states - used in NV_GPU_GET_HDCP_SUPPORT_STATUS +typedef enum _NV_GPU_HDCP_FUSE_STATE +{ + NV_GPU_HDCP_FUSE_STATE_UNKNOWN = 0, + NV_GPU_HDCP_FUSE_STATE_DISABLED = 1, + NV_GPU_HDCP_FUSE_STATE_ENABLED = 2, +} NV_GPU_HDCP_FUSE_STATE; + + +//! HDCP key sources - used in NV_GPU_GET_HDCP_SUPPORT_STATUS +typedef enum _NV_GPU_HDCP_KEY_SOURCE +{ + NV_GPU_HDCP_KEY_SOURCE_UNKNOWN = 0, + NV_GPU_HDCP_KEY_SOURCE_NONE = 1, + NV_GPU_HDCP_KEY_SOURCE_CRYPTO_ROM = 2, + NV_GPU_HDCP_KEY_SOURCE_SBIOS = 3, + NV_GPU_HDCP_KEY_SOURCE_I2C_ROM = 4, + NV_GPU_HDCP_KEY_SOURCE_FUSES = 5, +} NV_GPU_HDCP_KEY_SOURCE; + + +//! HDCP key source states - used in NV_GPU_GET_HDCP_SUPPORT_STATUS +typedef enum _NV_GPU_HDCP_KEY_SOURCE_STATE +{ + NV_GPU_HDCP_KEY_SOURCE_STATE_UNKNOWN = 0, + NV_GPU_HDCP_KEY_SOURCE_STATE_ABSENT = 1, + NV_GPU_HDCP_KEY_SOURCE_STATE_PRESENT = 2, +} NV_GPU_HDCP_KEY_SOURCE_STATE; + + +//! HDPC support status - used in NvAPI_GPU_GetHDCPSupportStatus() +typedef struct +{ + NvU32 version; //! Structure version constucted by macro #NV_GPU_GET_HDCP_SUPPORT_STATUS + NV_GPU_HDCP_FUSE_STATE hdcpFuseState; //! GPU's HDCP fuse state + NV_GPU_HDCP_KEY_SOURCE hdcpKeySource; //! GPU's HDCP key source + NV_GPU_HDCP_KEY_SOURCE_STATE hdcpKeySourceState; //! GPU's HDCP key source state +} NV_GPU_GET_HDCP_SUPPORT_STATUS; + + +//! Macro for constructing the version for structure NV_GPU_GET_HDCP_SUPPORT_STATUS +#define NV_GPU_GET_HDCP_SUPPORT_STATUS_VER MAKE_NVAPI_VERSION(NV_GPU_GET_HDCP_SUPPORT_STATUS,1) + + +//! @} + + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetHDCPSupportStatus(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_GET_HDCP_SUPPORT_STATUS *pGetHDCPSupportStatus); + + + + +//! \ingroup gpucuda +//! @{ + +//! defgroup nvcomp_gpu_top NVIDIA Compute GPU Topology Flags +//! @{ + +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_CAPABLE NV_BIT(0) //!< This is Read only GPU flag - Physics capable GPU. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_ENABLE NV_BIT(1) //!< This is Read/Write GPU flag - Indicates GPU is already enabled for physics. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_DEDICATED NV_BIT(2) //!< This is Read only GPU flag - Physics enabled GPU which is *dedicated* for physics indicates + //!< this compute capable GPU was automatically made usable for Physx on CUDA. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_RECOMMENDED NV_BIT(3) //!< This is Read only GPU flag - Physics GPU which is recommended by the driver. +#define NV_COMPUTE_GPU_TOPOLOGY_CUDA_AVAILABLE NV_BIT(4) //!< This is Read only GPU flag. +#define NV_COMPUTE_GPU_TOPOLOGY_CUDA_CAPABLE NV_BIT(16) //!< This is Read only GPU flag. +#define NV_COMPUTE_GPU_TOPOLOGY_CUDA_DISABLED NV_BIT(17) //!< This is Read only GPU flag. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_AVAILABLE NV_BIT(21) //!< This is Read only GPU flag - PhysX is able to use this GPU (PhysX is installed, etc) + +//! @} + +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 gpuCount; //!< Total number of compute-capable GPUs + + struct + { + NvPhysicalGpuHandle hPhysicalGpu; //!< Compute-capable physical GPU handle + NvU32 flags; //!< One or more flags from \ref nvcomp_gpu_top + + } computeGpus[NVAPI_MAX_GPU_PER_TOPOLOGY]; //!< Array of compute-capable physical GPUs. + +} NV_COMPUTE_GPU_TOPOLOGY_V1; + + +typedef struct _NV_COMPUTE_GPU +{ + NvPhysicalGpuHandle hPhysicalGpu; //!< Compute-capable physical GPU handle + NvU32 flags; //!< One or more flags from \ref nvcomp_gpu_top + +} NV_COMPUTE_GPU; + +typedef struct _NV_COMPUTE_GPU_TOPOLOGY_V2 +{ + NvU32 version; //!< Structure version + NvU32 gpuCount; //!< Size of array + NV_COMPUTE_GPU *computeGpus; //!< Array of compute-capable physical GPUs (allocate memory of size of Physical gpuCount of system). + +} NV_COMPUTE_GPU_TOPOLOGY_V2; + +//! Macro for constructing the version field of NV_COMPUTE_GPU_TOPOLOGY +#define NV_COMPUTE_GPU_TOPOLOGY_VER1 MAKE_NVAPI_VERSION(NV_COMPUTE_GPU_TOPOLOGY_V1,1) + +#define NV_COMPUTE_GPU_TOPOLOGY_VER MAKE_NVAPI_VERSION(NV_COMPUTE_GPU_TOPOLOGY_V2,2) +typedef NV_COMPUTE_GPU_TOPOLOGY_V2 NV_COMPUTE_GPU_TOPOLOGY; + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_CudaEnumComputeCapableGpus +// +//! DESCRIPTION: This API enumerates one or more compute-capable GPUs. +//! Note that this API is deprecated and should no longer be used for new software development. +//! \deprecated Do not use this function - it is deprecated in release 319. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in,out] pComputeTopo Pointer to the structure NV_COMPUTE_GPU_TOPOLOGY. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! The gpuCount indicates if one or more compute-capable GPUs are found. +//! gpuCount >= 1 means atleast one compute-capable GPU is found. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION Structure version is not supported, initialize to NV_COMPUTE_GPU_TOPOLOGY_VER. +//! \retval ::NVAPI_ERROR Enumeration of the GPUs failed. Make sure at least one NVIDIA GPU exists in the system. +//! +//! \ingroup gpucuda +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 319.") +NVAPI_INTERFACE NvAPI_GPU_CudaEnumComputeCapableGpus(__inout NV_COMPUTE_GPU_TOPOLOGY *pComputeTopo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetTachReading +// +//! DESCRIPTION: This API retrieves the fan speed tachometer reading for the specified physical GPU. +//! +//! HOW TO USE: +//! - NvU32 Value = 0; +//! - ret = NvAPI_GPU_GetTachReading(hPhysicalGpu, &Value); +//! - On call success: +//! - Value contains the tachometer reading +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu GPU selection. +//! \param [out] pValue Pointer to a variable to get the tachometer reading +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! \retval ::NVAPI_NOT_SUPPORTED - functionality not supported +//! \retval ::NVAPI_API_NOT_INTIALIZED - nvapi not initialized +//! \retval ::NVAPI_INVALID_ARGUMENT - invalid argument passed +//! \retval ::NVAPI_HANDLE_INVALIDATED - handle passed has been invalidated (see user guide) +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE - handle passed is not a physical GPU handle +//! +//! \ingroup gpucooler +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetTachReading(NvPhysicalGpuHandle hPhysicalGPU, NvU32 *pValue); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetECCStatusInfo +// +//! \fn NvAPI_GPU_GetECCStatusInfo(NvPhysicalGpuHandle hPhysicalGpu, +//! NV_GPU_ECC_STATUS_INFO *pECCStatusInfo); +//! DESCRIPTION: This function returns ECC memory status information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for which ECC +//! status information is to be retrieved. +//! \param [out] pECCStatusInfo A pointer to an ECC status structure. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! \retval ::NVAPI_ERROR An unknown error occurred. +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE The provided GPU handle is not a physical GPU handle. +//! \retval ::NVAPI_INVALID_HANDLE The provided GPU handle is invalid. +//! \retval ::NVAPI_HANDLE_INVALIDATED The provided GPU handle is no longer valid. +//! \retval ::NVAPI_INVALID_POINTER An invalid argument pointer was provided. +//! \retval ::NVAPI_NOT_SUPPORTED The request is not supported. +//! \retval ::NVAPI_API_NOT_INTIALIZED NvAPI was not yet initialized. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \addtogroup gpuecc +//! Used in NV_GPU_ECC_STATUS_INFO. +typedef enum _NV_ECC_CONFIGURATION +{ + NV_ECC_CONFIGURATION_NOT_SUPPORTED = 0, + NV_ECC_CONFIGURATION_DEFERRED, //!< Changes require a POST to take effect + NV_ECC_CONFIGURATION_IMMEDIATE, //!< Changes can optionally be made to take effect immediately +} NV_ECC_CONFIGURATION; + +//! \ingroup gpuecc +//! Used in NvAPI_GPU_GetECCStatusInfo(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 isSupported : 1; //!< ECC memory feature support + NV_ECC_CONFIGURATION configurationOptions; //!< Supported ECC memory feature configuration options + NvU32 isEnabled : 1; //!< Active ECC memory setting +} NV_GPU_ECC_STATUS_INFO; + +//! \ingroup gpuecc +//! Macro for constructing the version field of NV_GPU_ECC_STATUS_INFO +#define NV_GPU_ECC_STATUS_INFO_VER MAKE_NVAPI_VERSION(NV_GPU_ECC_STATUS_INFO,1) + +//! \ingroup gpuecc +NVAPI_INTERFACE NvAPI_GPU_GetECCStatusInfo(NvPhysicalGpuHandle hPhysicalGpu, + NV_GPU_ECC_STATUS_INFO *pECCStatusInfo); + +//! \ingroup gpuecc +//! Used in NvAPI_GPU_GetECCErrorInfo()/ +typedef struct +{ + NvU32 version; //!< Structure version + struct + { + NvU64 singleBitErrors; //!< Number of single-bit ECC errors detected since last boot + NvU64 doubleBitErrors; //!< Number of double-bit ECC errors detected since last boot + } current; + struct + { + NvU64 singleBitErrors; //!< Number of single-bit ECC errors detected since last counter reset + NvU64 doubleBitErrors; //!< Number of double-bit ECC errors detected since last counter reset + } aggregate; +} NV_GPU_ECC_ERROR_INFO; + +//! \ingroup gpuecc +//! Macro for constructing the version field of NV_GPU_ECC_ERROR_INFO +#define NV_GPU_ECC_ERROR_INFO_VER MAKE_NVAPI_VERSION(NV_GPU_ECC_ERROR_INFO,1) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetECCErrorInfo +// +//! \fn NvAPI_GPU_GetECCErrorInfo(NvPhysicalGpuHandle hPhysicalGpu, +//! NV_GPU_ECC_ERROR_INFO *pECCErrorInfo); +//! +//! DESCRIPTION: This function returns ECC memory error information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which ECC error information is to be +//! retrieved. +//! \param [out] pECCErrorInfo A pointer to an ECC error structure. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! \retval ::NVAPI_ERROR An unknown error occurred. +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE The provided GPU handle is not a physical GPU handle. +//! \retval ::NVAPI_INVALID_ARGUMENT incorrect param value +//! \retval ::NVAPI_INVALID_POINTER An invalid argument pointer was provided. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION structure version is not supported, initialize to NV_GPU_ECC_ERROR_INFO_VER. +//! \retval ::NVAPI_HANDLE_INVALIDATED The provided GPU handle is no longer valid. +//! \retval ::NVAPI_NOT_SUPPORTED The request is not supported. +//! \retval ::NVAPI_API_NOT_INTIALIZED NvAPI was not yet initialized. +// +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup gpuecc + +NVAPI_INTERFACE NvAPI_GPU_GetECCErrorInfo(NvPhysicalGpuHandle hPhysicalGpu, + NV_GPU_ECC_ERROR_INFO *pECCErrorInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_ResetECCErrorInfo +// +//! DESCRIPTION: This function resets ECC memory error counters. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \requires Administrator privileges since release 430.39 +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which ECC error information is to be +//! cleared. +//! \param [in] bResetCurrent Reset the current ECC error counters. +//! \param [in] bResetAggregate Reset the aggregate ECC error counters. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gpuecc +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ResetECCErrorInfo(NvPhysicalGpuHandle hPhysicalGpu, NvU8 bResetCurrent, + NvU8 bResetAggregate); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetECCConfigurationInfo +// +//! \fn NvAPI_GPU_GetECCConfigurationInfo(NvPhysicalGpuHandle hPhysicalGpu, +//! NV_GPU_ECC_CONFIGURATION_INFO *pECCConfigurationInfo); +//! DESCRIPTION: This function returns ECC memory configuration information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which ECC configuration information +//! is to be retrieved. +//! \param [out] pECCConfigurationInfo A pointer to an ECC +//! configuration structure. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! \retval ::NVAPI_ERROR An unknown error occurred. +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE The provided GPU handle is not a physical GPU handle. +//! \retval ::NVAPI_INVALID_HANDLE The provided GPU handle is invalid. +//! \retval ::NVAPI_HANDLE_INVALIDATED The provided GPU handle is no longer valid. +//! \retval ::NVAPI_INVALID_POINTER An invalid argument pointer was provided. +//! \retval ::NVAPI_NOT_SUPPORTED The request is not supported. +//! \retval ::NVAPI_API_NOT_INTIALIZED NvAPI was not yet initialized. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpuecc +//! Used in NvAPI_GPU_GetECCConfigurationInfo(). +typedef struct +{ + NvU32 version; //! Structure version + NvU32 isEnabled : 1; //! Current ECC configuration stored in non-volatile memory + NvU32 isEnabledByDefault : 1; //! Factory default ECC configuration (static) +} NV_GPU_ECC_CONFIGURATION_INFO; + +//! \ingroup gpuecc +//! Macro for consstructing the verion field of NV_GPU_ECC_CONFIGURATION_INFO +#define NV_GPU_ECC_CONFIGURATION_INFO_VER MAKE_NVAPI_VERSION(NV_GPU_ECC_CONFIGURATION_INFO,1) + +//! \ingroup gpuecc +NVAPI_INTERFACE NvAPI_GPU_GetECCConfigurationInfo(NvPhysicalGpuHandle hPhysicalGpu, + NV_GPU_ECC_CONFIGURATION_INFO *pECCConfigurationInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_SetECCConfiguration +// +//! DESCRIPTION: This function updates the ECC memory configuration setting. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \requires Administrator privileges since release 430.39 +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which to update the ECC configuration +//! setting. +//! \param [in] bEnable The new ECC configuration setting. +//! \param [in] bEnableImmediately Request that the new setting take effect immediately. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_CONFIGURATION - Possibly SLI is enabled. Disable SLI and retry. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gpuecc +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_SetECCConfiguration(NvPhysicalGpuHandle hPhysicalGpu, NvU8 bEnable, + NvU8 bEnableImmediately); + + + +// The following enum is providing definitions for events signaled by a Quadro Sync (QSYNC) device. +// QSYNC event broadcast is supported for Windows 10 and later OS. +typedef enum +{ + NV_QSYNC_EVENT_NONE = 0, + NV_QSYNC_EVENT_SYNC_LOSS = 1, // Frame Lock sync loss event + NV_QSYNC_EVENT_SYNC_GAIN = 2, // Frame Lock sync gain event + NV_QSYNC_EVENT_HOUSESYNC_GAIN = 3, // House cable gain(plug in) event + NV_QSYNC_EVENT_HOUSESYNC_LOSS = 4, // House cable loss(plug out) event + NV_QSYNC_EVENT_RJ45_GAIN = 5, // RJ45 cable gain(plug in) event + NV_QSYNC_EVENT_RJ45_LOSS = 6, // RJ45 cable loss(plug out) event +} NV_QSYNC_EVENT; + +typedef struct +{ + NV_QSYNC_EVENT qsyncEvent; // One of the value of the enum NV_QSYNC_EVENT + NvU32 reserved[7]; // Reserved for future use. Do not use this. +} NV_QSYNC_EVENT_DATA; + +//! Callback for QSYNC event +typedef void(__cdecl *NVAPI_CALLBACK_QSYNCEVENT)(NV_QSYNC_EVENT_DATA qyncEventData, void *callbackParam); + + +//! Enum for Event IDs +typedef enum +{ + NV_EVENT_TYPE_NONE = 0, + NV_EVENT_TYPE_QSYNC = 6, +} NV_EVENT_TYPE; + +//! Core NV_EVENT_REGISTER_CALLBACK structure declaration +typedef struct +{ + NvU32 version; //!< version field to ensure minimum version compatibility + NV_EVENT_TYPE eventId; //!< ID of the event being sent + void *callbackParam; //!< This value will be passed back to the callback function when an event occurs + union + { + NVAPI_CALLBACK_QSYNCEVENT nvQSYNCEventCallback; //!< Callback function pointer for QSYNC events + }nvCallBackFunc; + +} NV_EVENT_REGISTER_CALLBACK, *PNV_EVENT_REGISTER_CALLBACK; + +//! Macro for constructing the version field of ::NV_EVENT_REGISTER_CALLBACK +#define NV_EVENT_REGISTER_CALLBACK_VERSION MAKE_NVAPI_VERSION(NV_EVENT_REGISTER_CALLBACK,1) + + +//! \ingroup gpu +typedef enum _NV_GPU_WORKSTATION_FEATURE_TYPE +{ + NV_GPU_WORKSTATION_FEATURE_TYPE_NVIDIA_RTX_VR_READY = 1, //!< NVIDIA RTX VR Ready + NV_GPU_WORKSTATION_FEATURE_TYPE_QUADRO_VR_READY = NV_GPU_WORKSTATION_FEATURE_TYPE_NVIDIA_RTX_VR_READY, //!< DEPRECATED name - do not use + NV_GPU_WORKSTATION_FEATURE_TYPE_PROVIZ = 2, +} NV_GPU_WORKSTATION_FEATURE_TYPE; + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_QueryWorkstationFeatureSupport +// +//! \fn NvAPI_GPU_QueryWorkstationFeatureSupport(NvPhysicalGpuHandle physicalGpu, NV_GPU_WORKSTATION_FEATURE_TYPE gpuWorkstationFeature) +//! \code +//! DESCRIPTION: Indicates whether a queried workstation feature is supported by the requested GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 440 +//! +//! DESCRIPTION: This API, when called with a valid physical gpu handle as Input, lets caller know whether the given workstation feature is supported by this GPU. +//! +//! PARAMETERS: physicalGpu(IN) : The handle of the GPU for the which caller wants to get the support information. +//! gpuWorkstationFeature(IN ) : The feature for the GPU in question. One of the values from enum NV_GPU_WORKSTATION_FEATURE_TYPE. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status listed below +//! +//! \retval ::NVAPI_OK the queried workstation feature is supported on the given GPU. +//! \retval ::NVAPI_NO_IMPLEMENTATION the current driver doesn't support this interface. +//! \retval ::NVAPI_INVALID_HANDLE the incoming physicalGpu handle is invalid. +//! \retval ::NVAPI_NOT_SUPPORTED the requested gpuWorkstationFeature is not supported in the selected GPU. +//! \retval ::NVAPI_SETTING_NOT_FOUND the requested gpuWorkstationFeature is unknown to the current driver version. +//! +//! \endcode +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_QueryWorkstationFeatureSupport(NvPhysicalGpuHandle physicalGpu, NV_GPU_WORKSTATION_FEATURE_TYPE gpuWorkstationFeature); + + + +//! \ingroup gpu +typedef struct +{ + NvU32 version; //!< version of this structure + NvU32 width; //!< width of the input texture + NvU32 height; //!< height of the input texture + float* blendingTexture; //!< array of floating values building an intensity RGB texture +} NV_SCANOUT_INTENSITY_DATA_V1; + +//! \ingroup gpu +typedef struct +{ + NvU32 version; //!< version of this structure + NvU32 width; //!< width of the input texture + NvU32 height; //!< height of the input texture + float* blendingTexture; //!< array of floating values building an intensity RGB texture + float* offsetTexture; //!< array of floating values building an offset texture + NvU32 offsetTexChannels; //!< number of channels per pixel in the offset texture +} NV_SCANOUT_INTENSITY_DATA_V2; + +typedef NV_SCANOUT_INTENSITY_DATA_V2 NV_SCANOUT_INTENSITY_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_INTENSITY_DATA_VER1 MAKE_NVAPI_VERSION(NV_SCANOUT_INTENSITY_DATA_V1, 1) +#define NV_SCANOUT_INTENSITY_DATA_VER2 MAKE_NVAPI_VERSION(NV_SCANOUT_INTENSITY_DATA_V2, 2) +#define NV_SCANOUT_INTENSITY_DATA_VER NV_SCANOUT_INTENSITY_DATA_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_SetScanoutIntensity +// +//! DESCRIPTION: This API enables and sets up per-pixel intensity feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to apply the intensity control. +//! \param [in] scanoutIntensityData the intensity texture info. +//! \param [out] pbSticky(OUT) indicates whether the settings will be kept over a reboot. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input data. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_SCANOUT_INTENSITY_DATA structure version mismatch. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_SetScanoutIntensity(NvU32 displayId, NV_SCANOUT_INTENSITY_DATA* scanoutIntensityData, int *pbSticky); + + +//! \ingroup gpu +typedef struct _NV_SCANOUT_INTENSITY_STATE_DATA +{ + NvU32 version; //!< version of this structure + NvU32 bEnabled; //!< intensity is enabled or not +} NV_SCANOUT_INTENSITY_STATE_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_INTENSITY_STATE_VER MAKE_NVAPI_VERSION(NV_SCANOUT_INTENSITY_STATE_DATA, 1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutIntensityState +// +//! DESCRIPTION: This API queries current state of the intensity feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] scanoutIntensityStateData intensity state data. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutIntensityState(__in NvU32 displayId, __inout NV_SCANOUT_INTENSITY_STATE_DATA* scanoutIntensityStateData); + + +//! \ingroup gpu +typedef enum +{ + NV_GPU_WARPING_VERTICE_FORMAT_TRIANGLESTRIP_XYUVRQ = 0, + NV_GPU_WARPING_VERTICE_FORMAT_TRIANGLES_XYUVRQ = 1, +} NV_GPU_WARPING_VERTICE_FORMAT; + +//! \ingroup gpu +typedef struct +{ + NvU32 version; //!< version of this structure + float* vertices; //!< width of the input texture + NV_GPU_WARPING_VERTICE_FORMAT vertexFormat; //!< format of the input vertices + int numVertices; //!< number of the input vertices + NvSBox* textureRect; //!< rectangle in desktop coordinates describing the source area for the warping +} NV_SCANOUT_WARPING_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_WARPING_VER MAKE_NVAPI_VERSION(NV_SCANOUT_WARPING_DATA, 1) + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_SetScanoutWarping +// +//! DESCRIPTION: This API enables and sets up the warping feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Combined physical display and GPU identifier of the display to apply the intensity control +//! \param [in] scanoutWarpingData The warping data info +//! \param [out] pbSticky Indicates whether the settings will be kept over a reboot. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input data. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_SCANOUT_WARPING_DATA structure version mismatch. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_GPU_SetScanoutWarping(NvU32 displayId, NV_SCANOUT_WARPING_DATA* scanoutWarpingData, int* piMaxNumVertices, int* pbSticky); + + +//! \ingroup gpu +typedef struct _NV_SCANOUT_WARPING_STATE_DATA +{ + NvU32 version; //!< version of this structure + NvU32 bEnabled; //!< warping is enabled or not +} NV_SCANOUT_WARPING_STATE_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_WARPING_STATE_VER MAKE_NVAPI_VERSION(NV_SCANOUT_WARPING_STATE_DATA, 1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutWarpingState +// +//! DESCRIPTION: This API queries current state of the warping feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] scanoutWarpingStateData warping state data. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutWarpingState(__in NvU32 displayId, __inout NV_SCANOUT_WARPING_STATE_DATA* scanoutWarpingStateData); + +typedef enum +{ + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_WARPING_RESAMPLING_METHOD = 0 +} NV_GPU_SCANOUT_COMPOSITION_PARAMETER; + +//! This enum defines a collection of possible scanout composition values that can be used to configure +//! possible scanout composition settings. (Currently the only parameter defined is the WARPING_RESAMPLING_METHOD). +typedef enum +{ + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_SET_TO_DEFAULT = 0, // Set parameter to default value. + // WARPING_RESAMPLING_METHOD section: + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BILINEAR = 0x100, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_TRIANGULAR = 0x101, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_BELL_SHAPED = 0x102, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_BSPLINE = 0x103, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_TRIANGULAR = 0x104, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_BELL_SHAPED = 0x105, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_BSPLINE = 0x106 +} NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_SetScanoutCompositionParameter +// +//! DESCRIPTION: This API sets various parameters that configure the scanout composition feature on the specified display. +//! (currently there is only one configurable parameter defined: WARPING_RESAMPLING_METHOD, +//! but this function is designed to support the addition of parameters as needed.) +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Combined physical display and GPU identifier of the display to apply the intensity control +//! \param [in] parameter The scanout composition parameter to be set +//! \param [in] parameterValue The data to be set for the specified parameter +//! \param [in] pContainer Additional container for data associated with the specified parameter +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input data. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_GPU_SetScanoutCompositionParameter(NvU32 displayId, NV_GPU_SCANOUT_COMPOSITION_PARAMETER parameter, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE parameterValue, float *pContainer); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutCompositionParameter +// +//! DESCRIPTION: This API queries current state of one of the various scanout composition parameters on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in] parameter scanout composition parameter to by queried. +//! \param [out] parameterData scanout composition parameter data. +//! \param [out] pContainer Additional container for returning data associated with the specified parameter +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutCompositionParameter(__in NvU32 displayId, __in NV_GPU_SCANOUT_COMPOSITION_PARAMETER parameter, + __out NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE *parameterData, __out float *pContainer); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutConfiguration +// +//! DESCRIPTION: This API queries the desktop and scanout portion of the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] desktopRect desktop area of the display in desktop coordinates. +//! \param [in,out] scanoutRect scanout area of the display relative to desktopRect. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutConfiguration(NvU32 displayId, NvSBox* desktopRect, NvSBox* scanoutRect); + + + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetScanoutConfigurationEx(). +typedef struct _NV_SCANOUT_INFORMATION +{ + NvU32 version; //!< Structure version, needs to be initialized with NV_SCANOUT_INFORMATION_VER. + + NvSBox sourceDesktopRect; //!< Operating system display device rect in desktop coordinates displayId is scanning out from. + NvSBox sourceViewportRect; //!< Area inside the sourceDesktopRect which is scanned out to the display. + NvSBox targetViewportRect; //!< Area inside the rect described by targetDisplayWidth/Height sourceViewportRect is scanned out to. + NvU32 targetDisplayWidth; //!< Horizontal size of the active resolution scanned out to the display. + NvU32 targetDisplayHeight; //!< Vertical size of the active resolution scanned out to the display. + NvU32 cloneImportance; //!< If targets are cloned views of the sourceDesktopRect the cloned targets have an importance assigned (0:primary,1 secondary,...). + NV_ROTATE sourceToTargetRotation; //!< Rotation performed between the sourceViewportRect and the targetViewportRect. +} NV_SCANOUT_INFORMATION; + +#define NV_SCANOUT_INFORMATION_VER MAKE_NVAPI_VERSION(NV_SCANOUT_INFORMATION,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutConfigurationEx +// +//! DESCRIPTION: This API queries the desktop and scanout portion of the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 331 +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] pScanoutInformation desktop area to displayId mapping information. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutConfigurationEx(__in NvU32 displayId, __inout NV_SCANOUT_INFORMATION *pScanoutInformation); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAdapterIdFromPhysicalGpu +// +//! DESCRIPTION: This API returns the OS-AdapterID from physicalGpu Handle. OS-AdapterID +//! is the Adapter ID that is used by Win7 CCD APIs. +//! This API is deprecated. Please use NvAPI_GPU_GetLogicalGpuInfo to get the OS-AdapterID. +//! NvAPI_GetLogicalGPUFromPhysicalGPU can be used to get the logical GPU handle associated with specified physical GPU handle. +//! +//! \deprecated Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetLogicalGpuInfo. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGpu PhysicalGpu Handle +//! \param [out] pOSAdapterId Returns OS-AdapterId, it is typed as void * to +//! avoid dependency with windows.h. User must type cast it to LUID. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT pOSAdapterId is NULL; hPhysicalGpu is invalid +//! \retval ::NVAPI_OK *pOSAdapterId contains valid data. +//! \retval ::NVAPI_NOT_SUPPORTED This API is not supported on the system. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetLogicalGpuInfo.") +NVAPI_INTERFACE NvAPI_GPU_GetAdapterIdFromPhysicalGpu(NvPhysicalGpuHandle hPhysicalGpu, void *pOSAdapterId); + + + + +//! \ingroup gpu +typedef enum _NV_VIRTUALIZATION_MODE +{ + NV_VIRTUALIZATION_MODE_NONE = 0, //!< Represents Bare Metal GPU + NV_VIRTUALIZATION_MODE_NMOS = 1, //!< Represents GPU-Passthrough + NV_VIRTUALIZATION_MODE_VGX = 2, //!< Represents vGPU inside virtual machine + NV_VIRTUALIZATION_MODE_HOST_VGPU = 3 //!< Represents VGX hypervisor in vGPU mode +} NV_VIRTUALIZATION_MODE; + +//! \ingroup gpu +typedef struct _NV_GPU_VIRTUALIZATION_INFO +{ + NvU32 version; //!< Structure version + + NV_VIRTUALIZATION_MODE virtualizationMode; //!< one of NV_VIRTUALIZATION_MODE. + NvU32 reserved; //!< reserved for future use. Should be set to ZERO. +} NV_GPU_VIRTUALIZATION_INFO_V1; + +//! \ingroup gpu +typedef NV_GPU_VIRTUALIZATION_INFO_V1 NV_GPU_VIRTUALIZATION_INFO; + +//! \ingroup gpu +#define NV_GPU_VIRTUALIZATION_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_VIRTUALIZATION_INFO_V1,1) + +//! \ingroup gpu +#define NV_GPU_VIRTUALIZATION_INFO_VER NV_GPU_VIRTUALIZATION_INFO_VER1 + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_GetVirtualizationInfo +//! +//! DESCRIPTION: This API returns virtualization information of the GPU +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 367 +//! +//! \param [in,out] pVirtualizationInfo Pointer to NV_GPU_VIRTUALIZATION_INFO structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVirtualizationInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_VIRTUALIZATION_INFO *pVirtualizationInfo); + + +//! \ingroup gpu +typedef struct _NV_LOGICAL_GPU_DATA_V1 +{ + NvU32 version; //!< [in] Structure version. + void *pOSAdapterId; //!< [out] Returns OS-AdapterId. User must send memory buffer of size atleast equal to the size of LUID structure before calling the NVAPI. + NvU32 physicalGpuCount; //!< [out] Number of physical GPU handles associated with the specified logical GPU handle. + + NvPhysicalGpuHandle physicalGpuHandles[NVAPI_MAX_PHYSICAL_GPUS]; //!< [out] This array will be filled with physical GPU handles associated with the given logical GPU handle. + //!< The array index refers to the Physical Gpu Index (Idx). + //!< Idx value is the same as D3D11 MultiGPUDevice GPU index, D3D12 node index, OpenGL GL_NV_gpu_multicast GPU index. + //!< When converted to a bit mask (1 << Idx), it matches: + //!< 1. Vulkan deviceNodeMask in VkPhysicalDeviceIDProperties + //!< 2. CUDA deviceNodeMask returned by cuDeviceGetLuid + NvU32 reserved[8]; //!< Reserved for future use. Should be set to ZERO. +} NV_LOGICAL_GPU_DATA_V1; + +//! \ingroup gpu +typedef NV_LOGICAL_GPU_DATA_V1 NV_LOGICAL_GPU_DATA; +#define NV_LOGICAL_GPU_DATA_VER1 MAKE_NVAPI_VERSION(NV_LOGICAL_GPU_DATA_V1,1) +#define NV_LOGICAL_GPU_DATA_VER NV_LOGICAL_GPU_DATA_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetLogicalGpuInfo +// +//! This function is used to query Logical GPU information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 421 +//! +//! \param [in] hLogicalGpu logical GPU Handle. +//! \param [in,out] pLogicalGpuData Pointer to NV_LOGICAL_GPU_DATA structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetLogicalGpuInfo(__in NvLogicalGpuHandle hLogicalGpu, __inout NV_LOGICAL_GPU_DATA *pLogicalGpuData); + + +//! \ingroup gridlicense +//! @{ + +//! Maximum number of supported Feature License +#define NV_LICENSE_MAX_COUNT 3 + +//! Signature length for GRID License +#define NV_LICENSE_SIGNATURE_SIZE (128) + +//! Length for Grid License +#define NV_LICENSE_INFO_MAX_LENGTH (128) + +//! License string +typedef char NvAPI_LicenseString[NV_LICENSE_INFO_MAX_LENGTH]; + +//! Used in NV_LICENSE_FEATURE_DETAILS +typedef enum _NV_LICENSE_FEATURE_TYPE +{ + NV_LICENSE_FEATURE_UNKNOWN = 0, + NV_LICENSE_FEATURE_VGPU = 1, + NV_LICENSE_FEATURE_NVIDIA_RTX = 2, + NV_LICENSE_FEATURE_QUADRO = NV_LICENSE_FEATURE_NVIDIA_RTX, //!< DEPRECATED name - do not use + NV_LICENSE_FEATURE_GAMING = 3, + NV_LICENSE_FEATURE_COMPUTE = 4, +} NV_LICENSE_FEATURE_TYPE; + +//! Used in NV_LICENSE_FEATURE_DETAILS +//! +//!< The 'status' variable holds any one of the following license expiry status codes : +//!< 0 - Expiry information not available +//!< 1 - Invalid expiry or error fetching expiry +//!< 2 - Valid expiry +//!< 3 - Expiry not applicable +//!< 4 - Permanent expiry +typedef struct _NV_LICENSE_EXPIRY_DETAILS +{ + NvU32 year; //!< Year value of license expiry + NvU16 month; //!< Month value of license expiry + NvU16 day; //!< Day value of license expiry + NvU16 hour; //!< Hour value of license expiry + NvU16 min; //!< Minutes value of license expiry + NvU16 sec; //!< Seconds value of license expiry + + NvU8 status; //!< License expiry status +}NV_LICENSE_EXPIRY_DETAILS; + +//! Used in NV_LICENSABLE_FEATURES +typedef struct _NV_LICENSE_FEATURE_DETAILS_V1 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isEnabled : 1; //!< The current state of the licensed feature, true=enabled, false=disabled. + NvU32 reserved : 31; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated +}NV_LICENSE_FEATURE_DETAILS_V1; + +typedef struct _NV_LICENSE_FEATURE_DETAILS_V2 +{ + NvU32 version; //!< Unused. + NvU32 isEnabled : 1; //!< The current state of the licensed feature, true=enabled, false=disabled. + NvU32 reserved : 31; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated + NvAPI_LicenseString productName; //!< Nvidia Grid licensable product name. +}NV_LICENSE_FEATURE_DETAILS_V2; + +typedef struct _NV_LICENSE_FEATURE_DETAILS_V3 +{ + NvU32 version; //!< Unused. + NvU32 isEnabled : 1; //!< The current state of license, true=licensed, false=unlicensed. + NvU32 isFeatureEnabled : 1; //!< The current state of feature, true=enabled, false=disabled. + NvU32 reserved : 30; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated + NvAPI_LicenseString productName; //!< Nvidia Grid licensable product name. +}NV_LICENSE_FEATURE_DETAILS_V3; + +typedef struct _NV_LICENSE_FEATURE_DETAILS_V4 +{ + NvU32 version; //!< Unused. + NvU32 isEnabled : 1; //!< The current state of license, true=licensed, false=unlicensed. + NvU32 isFeatureEnabled : 1; //!< The current state of feature, true=enabled, false=disabled. + NvU32 reserved : 30; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated + NvAPI_LicenseString productName; //!< Nvidia Grid licensable product name. + NV_LICENSE_EXPIRY_DETAILS licenseExpiry; //!< License expiry information. +}NV_LICENSE_FEATURE_DETAILS_V4; + +typedef NV_LICENSE_FEATURE_DETAILS_V1 NV_LICENSE_FEATURE_DETAILS; + +#define NV_LICENSE_FEATURE_DETAILS_VER1 MAKE_NVAPI_VERSION(NV_LICENSE_FEATURE_DETAILS_V1, 1) +#define NV_LICENSE_FEATURE_DETAILS_VER NV_LICENSE_FEATURE_DETAILS_VER1 + +//! Licensable features +typedef struct _NV_LICENSABLE_FEATURES_V1 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V1 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V1; + +typedef struct _NV_LICENSABLE_FEATURES_V2 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V2 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V2; + +typedef struct _NV_LICENSABLE_FEATURES_V3 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V3 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V3; + +typedef struct _NV_LICENSABLE_FEATURES_V4 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V4 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V4; + +typedef NV_LICENSABLE_FEATURES_V4 NV_LICENSABLE_FEATURES; + +#define NV_LICENSABLE_FEATURES_VER1 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V1, 1) +#define NV_LICENSABLE_FEATURES_VER2 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V2, 2) +#define NV_LICENSABLE_FEATURES_VER3 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V3, 3) +#define NV_LICENSABLE_FEATURES_VER4 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V4, 4) +#define NV_LICENSABLE_FEATURES_VER NV_LICENSABLE_FEATURES_VER4 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetLicensableFeatures +// +//! DESCRIPTION: This function call identifies whether licenses are supported on this system and if +//! they are supported, returns the details of the features that can be licensed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu GPU selection +//! \param [in,out] pLicensableFeatures Licensable features information. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup gridlicense +///////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetLicensableFeatures(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_LICENSABLE_FEATURES *pLicensableFeatures); + + +#define NVAPI_NVLINK_COUNTER_MAX_TYPES 32 +#define NVAPI_NVLINK_MAX_LINKS 32 + +//! \ingroup nvlink +//! @{ +//! Used in NvAPI_GPU_NVLINK_GetCaps() + +/* caps format is byte_index:bit_mask */ +#define NVAPI_NVLINK_CAPS_SUPPORTED 0x00000001 //!< Set if NVLink is present and supported on this GPU.This field is used for *global* caps only and NOT for per-link caps +#define NVAPI_NVLINK_CAPS_P2P_SUPPORTED 0x00000002 //!< Set if P2P over NVLink is supported on this GPU. +#define NVAPI_NVLINK_CAPS_SYSMEM_ACCESS 0x00000004 //!< Set if sysmem can be accessed over NVLink on this GPU. +#define NVAPI_NVLINK_CAPS_P2P_ATOMICS 0x00000008 //!< Set if P2P atomics are supported over NVLink on this GPU. +#define NVAPI_NVLINK_CAPS_SYSMEM_ATOMICS 0x00000010 //!< Set if sysmem atomic transcations are supported over NVLink on this GPU. +#define NVAPI_NVLINK_CAPS_PEX_TUNNELING 0x00000020 //!< Set if PEX tunneling over NVLink is supported on this GPU. +#define NVAPI_NVLINK_CAPS_SLI_BRIDGE 0x00000040 //!< Set if SLI over NVLink is supported on this GPU. +#define NVAPI_NVLINK_CAPS_SLI_BRIDGE_SENSABLE 0x00000080 //!< This bit is set if capable of sensing SLI bridges. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L0 0x00000100 //!< This bit is set if L0 is a supported power state on this GPU. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L1 0x00000200 //!< This bit is set if L1 is a supported power state on this GPU. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L2 0x00000400 //!< This bit is set if L2 is a supported power state on this GPU. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L3 0x00000800 //!< This bit is set if L3 is a supported power state on this GPU. + +#define NVAPI_NVLINK_CAPS_VALID 0x00001000 //!< Set if this link is supported on this GPU.This field is used for *per-link* caps only and NOT for global caps. + +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_INVALID (0x00000000) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_2_2 (0x00000004U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_3_0 (0x00000005U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_3_1 (0x00000006U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_4_0 (0x00000007U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_5_0 (0x00000008U) + +#define NVAPI_NVLINK_CAPS_NCI_VERSION_INVALID (0x00000000) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_2_2 (0x00000004U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_3_0 (0x00000005U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_3_1 (0x00000006U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_4_0 (0x00000007U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_5_0 (0x00000008U) + +typedef struct +{ + NvU32 version; //!< Version of this structure. Must always be first element in this structure. + NvU32 capsTbl; //!< This is bit field for getting different global caps.The individual bitfields are specified by NVAPI_NVLINK_CAPS_* + NvU8 lowestNvlinkVersion; //!< This field specifies the lowest supported NVLink version for this GPU. + NvU8 highestNvlinkVersion; //!< This field specifies the highest supported NVLink version for this GPU. + NvU8 lowestNciVersion; //!< This field specifies the lowest supported NCI version for this GPU. + NvU8 highestNciVersion; //!< This field specifies the highest supported NCI version for this GPU. + NvU32 linkMask; //!< This field provides a bitfield mask of NVLink links enabled on this GPU. +}NVLINK_GET_CAPS_V1; + +typedef NVLINK_GET_CAPS_V1 NVLINK_GET_CAPS; +#define NVLINK_GET_CAPS_VER1 MAKE_NVAPI_VERSION(NVLINK_GET_CAPS_V1, 1) + +#define NVLINK_GET_CAPS_VER NVLINK_GET_CAPS_VER1 +//! @} +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_NVLINK_GetCaps +// +//! DESCRIPTION: This function returns the NVLink capabilities supported by the GPU. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 361 +//! +//! \param [in] hPhysicalGpu GPU selection +//! +//! \param [in,out] NVLINK_GET_CAPS This structure contains the output parameters. +//! Also need to specify the version. +//! +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The caller does not have administrative privileges +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup nvlink +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_NVLINK_GetCaps(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NVLINK_GET_CAPS *capsParams); + + +//! \ingroup nvlink +//! @{ +//! Used in NvAPI_GPU_NVLINK_GetStatus() + +#define NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_NONE (0x00000000) +#define NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_PCI (0x00000001) +#define NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_UUID (0x00000002) + +typedef enum _NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE +{ + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_EBRIDGE, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_NPU, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_GPU, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_SWITCH, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_TEGRA, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_NONE, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_UUID_INVALID, +} NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE; + +typedef struct +{ + NvU32 deviceIdFlags; //!< ID Flags, Bitmask that specifies which IDs are valid for the GPU. Refer NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_* for possible values. + //!< If NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_PCI is set, PCI information is valid. + //!< If NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_UUID is set, UUID is valid. + NvU16 domain; //!< domain, bus, device, function, pciDeviceId : PCI information for the GPU. + NvU16 bus; + NvU16 device; + NvU16 function; + NvU32 pciDeviceId; + NvU64 deviceType; //!< GPU Type. See NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_* for possible values. + NvU8 deviceUUID[16]; //!< GPU UUID +}NVLINK_DEVICE_INFO_V1; + +typedef enum _NVAPI_NVLINK_STATUS_LINK_STATE +{ + NVAPI_NVLINK_STATUS_LINK_STATE_UNKNOWN, + NVAPI_NVLINK_STATUS_LINK_STATE_INIT, + NVAPI_NVLINK_STATUS_LINK_STATE_HWCFG, + NVAPI_NVLINK_STATUS_LINK_STATE_SWCFG, + NVAPI_NVLINK_STATUS_LINK_STATE_ACTIVE, + NVAPI_NVLINK_STATUS_LINK_STATE_FAULT, + NVAPI_NVLINK_STATUS_LINK_STATE_RECOVERY, + NVAPI_NVLINK_STATUS_LINK_STATE_RECOVERY_AC, + NVAPI_NVLINK_STATUS_LINK_STATE_RECOVERY_AX, + NVAPI_NVLINK_STATUS_LINK_STATE_INVALID = 0xFFFFFFFF, +}NVAPI_NVLINK_STATUS_LINK_STATE; + +typedef enum _NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE +{ + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_UNKNOWN, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_HIGH_SPEED_1, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_LOW_POWER, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_TRAINING, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_SAFE_MODE, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_OFF, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_TEST, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_FAULT, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_INVALID = 0xFF, +}NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE; + +typedef enum _NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE +{ + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_UNKNOWN, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_HIGH_SPEED_1, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_LOW_POWER, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_TRAINING, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_SAFE_MODE, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_OFF, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_TEST, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_FAULT, + + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_INVALID= 0xFF, +} NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE; + + +#define NVAPI_NVLINK_STATUS_PHY_NVHS (0x00000001) +#define NVAPI_NVLINK_STATUS_PHY_GRS (0x00000002) +#define NVAPI_NVLINK_STATUS_PHY_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_NVLINK_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_NVLINK_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_STATUS_NVLINK_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_NCI_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_NCI_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_STATUS_NCI_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_NVHS_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_NVHS_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_GRS_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_GRS_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_CONNECTED_TRUE (0x00000001) +#define NVAPI_NVLINK_STATUS_CONNECTED_FALSE (0x00000000) + +#define NVAPI_NVLINK_STATUS_LOOP_PROPERTY_LOOPBACK (0x00000001) +#define NVAPI_NVLINK_STATUS_LOOP_PROPERTY_LOOPOUT (0x00000002) +#define NVAPI_NVLINK_STATUS_LOOP_PROPERTY_NONE (0x00000000) + +#define NVAPI_NVLINK_STATUS_REMOTE_LINK_NUMBER_INVALID (0x000000FF) + +#define NVAPI_NVLINK_REFCLK_TYPE_INVALID (0x00) +#define NVAPI_NVLINK_REFCLK_TYPE_NVHS (0x01) +#define NVAPI_NVLINK_REFCLK_TYPE_PEX (0x02) + + +typedef struct +{ + NvU32 capsTbl; //!< This is bit field for getting different global caps.The individual bitfields are specified by NVAPI_NVLINK_CAPS_*. + NvU8 phyType; //!< This field specifies the type of PHY (NVHS or GRS) being used for this link. + NvU8 subLinkWidth; //!< This field specifies the no. of lanes per sublink. + NvU32 linkState; //!< This field specifies the current state of the link.See NVAPI_NVLINK_GET_NVLINK_STATUS_LINK_STATE_* for possible values. + NvU8 rxSublinkStatus; //!< This field specifies the current state of RX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_RX_STATE_* for possible values. + NvU8 txSublinkStatus; //!< This field specifies the current state of TX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_TX_STATE_* for possible values. + NvU8 nvlinkVersion; //!< This field specifies the NVLink version supported by the link. + NvU8 nciVersion; //!< This field specifies the NCI version supported by the link. + NvU8 phyVersion; //!< This field specifies the version of PHY being used by the link. + NvU32 nvlinkCommonClockSpeedMhz; //!< This field gives the value of nvlink common clock in MHz. + NvU32 nvlinkRefClkSpeedMhz; //!< This field gives the value of nvlink refclk clock in MHz. + NvU8 nvlinkRefClkType; //!< This field specifies whether refclk is taken from NVHS reflck or PEX refclk for the current GPU.See NVAPI_NVLINK_REFCLK_TYPE_INVALID* for possible values. + NvU32 nvlinkLinkClockMhz; //!< This field gives the actual clock/speed at which links is running in MHz. + NvU32 connected:1 ; //!< This field specifies if any device is connected on the other end of the link. + NvU32 reserved:31; //!< Reserved for future use. + NvU8 loopProperty; //!< This field specifies if the link is a loopback/loopout link. See NVAPI_NVLINK_STATUS_LOOP_PROPERTY_* for possible values. + NvU8 remoteDeviceLinkNumber; //!< This field specifies the link number on the remote end of the link. + NVLINK_DEVICE_INFO_V1 remoteDeviceInfo; //!< This field stores the GPU information for the remote end of the link +}NVLINK_LINK_STATUS_INFO_V1; + +typedef struct +{ + NvU32 capsTbl; //!< This is bit field for getting different global caps.The individual bitfields are specified by NVAPI_NVLINK_CAPS_*. + NvU8 phyType; //!< This field specifies the type of PHY (NVHS or GRS) being used for this link. + NvU8 subLinkWidth; //!< This field specifies the no. of lanes per sublink. + NvU32 linkState; //!< This field specifies the current state of the link.See NVAPI_NVLINK_GET_NVLINK_STATUS_LINK_STATE_* for possible values. + NvU8 rxSublinkStatus; //!< This field specifies the current state of RX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_RX_STATE_* for possible values. + NvU8 txSublinkStatus; //!< This field specifies the current state of TX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_TX_STATE_* for possible values. + NvU8 nvlinkVersion; //!< This field specifies the NVLink version supported by the link. + NvU8 nciVersion; //!< This field specifies the NCI version supported by the link. + NvU8 phyVersion; //!< This field specifies the version of PHY being used by the link. + NvU32 nvlinkCommonClockSpeedMhz; //!< This field gives the value of nvlink common clock in MHz. + NvU32 nvlinkRefClkSpeedMhz; //!< This field gives the value of nvlink refclk clock in MHz. + NvU8 nvlinkRefClkType; //!< This field specifies whether refclk is taken from NVHS reflck or PEX refclk for the current GPU.See NVAPI_NVLINK_REFCLK_TYPE_INVALID* for possible values. + NvU32 nvlinkLinkClockMhz; //!< This field gives the actual clock/speed at which links is running in MHz. + NvU32 connected:1 ; //!< This field specifies if any device is connected on the other end of the link. + NvU32 reserved:31; //!< Reserved for future use. + NvU8 loopProperty; //!< This field specifies if the link is a loopback/loopout link. See NVAPI_NVLINK_STATUS_LOOP_PROPERTY_* for possible values. + NvU8 remoteDeviceLinkNumber; //!< This field specifies the link number on the remote end of the link. + NVLINK_DEVICE_INFO_V1 remoteDeviceInfo; //!< This field stores the device information for the remote end of the link + NvU8 localDeviceLinkNumber; //!< This field specifies the link number on the local end of the link. + NVLINK_DEVICE_INFO_V1 localDeviceInfo; //!< This field stores the device information for the local end of the link. + NvU32 nvlinkLineRateMbps; //!< Bit rate at which bits toggle on wires in megabits per second. + NvU32 reservedEx[8]; //!< Reserved for future use to avoid versioning. +}NVLINK_LINK_STATUS_INFO_V2; + +typedef struct +{ + NvU32 version; //!< Version of this structure. Must always be first element in this structure. + NvU32 linkMask; //!< This parameter specifies for which links we want the status. + NVLINK_LINK_STATUS_INFO_V1 linkInfo[NVAPI_NVLINK_MAX_LINKS]; //!< This structure stores the per-link status of different NVLink parameters. The link is identified by the index. +}NVLINK_GET_STATUS_V1; + +typedef struct +{ + NvU32 version; //!< Version of this structure. Must always be first element in this structure. + NvU32 linkMask; //!< This parameter specifies for which links we want the status. + NVLINK_LINK_STATUS_INFO_V2 linkInfo[NVAPI_NVLINK_MAX_LINKS]; //!< This structure stores the per-link status of different NVLink parameters. The link is identified by the index. +}NVLINK_GET_STATUS_V2; + + +typedef NVLINK_GET_STATUS_V2 NVLINK_GET_STATUS; +#define NVLINK_GET_STATUS_VER1 MAKE_NVAPI_VERSION(NVLINK_GET_STATUS_V1, 1) +#define NVLINK_GET_STATUS_VER2 MAKE_NVAPI_VERSION(NVLINK_GET_STATUS_V2, 2) + +#define NVLINK_GET_STATUS_VER NVLINK_GET_STATUS_VER2 +//! @} +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_NVLINK_GetStatus +// +//! DESCRIPTION: This function returns the NVLink status. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 361 +//! +//! \param [in] hPhysicalGpu GPU selection +//! +//! \param [in,out] NVLINK_GET_STATUS This structure contains the input and output parameters. +//! linkMask is the input param while others are output parameters. +//! Also need to specify the version. +//! +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The caller does not have administrative privileges +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup nvlink +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_NVLINK_GetStatus(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NVLINK_GET_STATUS* statusParams); + + +typedef struct _NV_GPU_INFO_V1 +{ + NvU32 version; //!< Structure Version. + NvU32 bIsExternalGpu:1; //!< This flag is set for external GPU. + NvU32 reserved:31; //!< Reserved for future use +} NV_GPU_INFO_V1; + +typedef struct _NV_GPU_INFO_V2 +{ + NvU32 version; //!< Structure Version. + NvU32 bIsExternalGpu:1; //!< This flag is set for external GPU. + NvU32 reserved0:31; //!< Reserved for future use + NvU64 reserved1; //!< Reserved for future use + NvU32 rayTracingCores; //!< Number of "Ray Tracing Cores" supported by the GPU. + NvU32 tensorCores; //!< Number of "Tensor Cores" supported by the GPU. + NvU32 reserved2[14]; //!< Reserved for future use. +} NV_GPU_INFO_V2; + +#define NV_GPU_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_INFO_V1, 1) +#define NV_GPU_INFO_VER2 MAKE_NVAPI_VERSION(NV_GPU_INFO_V2, 2) +#define NV_GPU_INFO_VER NV_GPU_INFO_VER2 +typedef NV_GPU_INFO_V2 NV_GPU_INFO; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetGPUInfo +// +//! DESCRIPTION: This API will return NVIDIA GPU related information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! +//! \param [in,out] pGpuInfo - This structure will be filled with required information. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetGPUInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_INFO *pGpuInfo); + + + +typedef struct _NV_GPU_VR_READY_V1 +{ + NvU32 version; //!< Structure Version. + NvU32 isVRReady : 1; //!< Is the requested GPU VR ready. + NvU32 reserved : 31; +} NV_GPU_VR_READY_V1; + +#define NV_GPU_VR_READY_VER1 MAKE_NVAPI_VERSION(NV_GPU_VR_READY_V1, 1) +#define NV_GPU_VR_READY_VER NV_GPU_VR_READY_VER1 +typedef NV_GPU_VR_READY_V1 NV_GPU_VR_READY; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVRReadyData +// +//! DESCRIPTION: This API will return NVIDIA GPU VR Ready state. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 465 +//! +//! \param [in,out] pGpuVrReadyData - This structure will be filled with required information. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVRReadyData(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_VR_READY *pGpuVrReadyData); + + +typedef enum _NV_ADAPTER_TYPE +{ + NV_ADAPTER_TYPE_UNKNOWN = 0x0, + NV_ADAPTER_TYPE_WDDM = NV_BIT(0), //BATT event + NV_GPU_PERF_DECREASE_REASON_API_TRIGGERED = 0x00000008, //!< API triggered slowdown + NV_GPU_PERF_DECREASE_REASON_INSUFFICIENT_POWER = 0x00000010, //!< Power connector missing + NV_GPU_PERF_DECREASE_REASON_UNKNOWN = 0x80000000, //!< Unknown reason +} NVAPI_GPU_PERF_DECREASE; + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPerfDecreaseInfo +// +//! DESCRIPTION: This function retrieves - in NvU32 variable - reasons for the current performance decrease. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \param [in] hPhysicalGPU (IN) - GPU for which performance decrease is to be evaluated. +//! \param [out] pPerfDecrInfo (OUT) - Pointer to a NvU32 variable containing performance decrease info +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup gpuPerf +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPerfDecreaseInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NvU32 *pPerfDecrInfo); + + +//! \ingroup gpupstate +//! Used in NvAPI_GPU_GetPstatesInfoEx() +typedef struct +{ + NvU32 version; + NvU32 flags; //!< - bit 0 indicates if perfmon is enabled or not + //!< - bit 1 indicates if dynamic Pstate is capable or not + //!< - bit 2 indicates if dynamic Pstate is enable or not + //!< - all other bits must be set to 0 + NvU32 numPstates; //!< The number of available p-states + NvU32 numClocks; //!< The number of clock domains supported by each P-State + struct + { + NV_GPU_PERF_PSTATE_ID pstateId; //!< ID of the p-state. + NvU32 flags; //!< - bit 0 indicates if the PCIE limit is GEN1 or GEN2 + //!< - bit 1 indicates if the Pstate is overclocked or not + //!< - bit 2 indicates if the Pstate is overclockable or not + //!< - all other bits must be set to 0 + struct + { + NV_GPU_PUBLIC_CLOCK_ID domainId; //!< ID of the clock domain + NvU32 flags; //!< Reserved. Must be set to 0 + NvU32 freq; //!< Clock frequency in kHz + + } clocks[NVAPI_MAX_GPU_PERF_CLOCKS]; + } pstates[NVAPI_MAX_GPU_PERF_PSTATES]; + +} NV_GPU_PERF_PSTATES_INFO_V1; + + +//! \ingroup gpupstate +typedef struct +{ + NvU32 version; + NvU32 flags; //!< - bit 0 indicates if perfmon is enabled or not + //!< - bit 1 indicates if dynamic Pstate is capable or not + //!< - bit 2 indicates if dynamic Pstate is enable or not + //!< - all other bits must be set to 0 + NvU32 numPstates; //!< The number of available p-states + NvU32 numClocks; //!< The number of clock domains supported by each P-State + NvU32 numVoltages; + struct + { + NV_GPU_PERF_PSTATE_ID pstateId; //!< ID of the p-state. + NvU32 flags; //!< - bit 0 indicates if the PCIE limit is GEN1 or GEN2 + //!< - bit 1 indicates if the Pstate is overclocked or not + //!< - bit 2 indicates if the Pstate is overclockable or not + //!< - all other bits must be set to 0 + struct + { + NV_GPU_PUBLIC_CLOCK_ID domainId; + NvU32 flags; //!< bit 0 indicates if this clock is overclockable + //!< all other bits must be set to 0 + NvU32 freq; + + } clocks[NVAPI_MAX_GPU_PERF_CLOCKS]; + struct + { + NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID domainId; //!< ID of the voltage domain, containing flags and mvolt info + NvU32 flags; //!< Reserved for future use. Must be set to 0 + NvU32 mvolt; //!< Voltage in mV + + } voltages[NVAPI_MAX_GPU_PERF_VOLTAGES]; + + } pstates[NVAPI_MAX_GPU_PERF_PSTATES]; //!< Valid index range is 0 to numVoltages-1 + +} NV_GPU_PERF_PSTATES_INFO_V2; + +//! \ingroup gpupstate +typedef NV_GPU_PERF_PSTATES_INFO_V2 NV_GPU_PERF_PSTATES_INFO; + + +//! \ingroup gpupstate +//! @{ + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO_V1 +#define NV_GPU_PERF_PSTATES_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES_INFO_V1,1) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO_V2 +#define NV_GPU_PERF_PSTATES_INFO_VER2 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES_INFO_V2,2) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO_V2 +#define NV_GPU_PERF_PSTATES_INFO_VER3 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES_INFO_V2,3) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO +#define NV_GPU_PERF_PSTATES_INFO_VER NV_GPU_PERF_PSTATES_INFO_VER3 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPstatesInfoEx +// +//! DESCRIPTION: This API retrieves all performance states (P-States) information. +//! +//! P-States are GPU active/executing performance capability and power consumption states. +//! +//! P-States ranges from P0 to P15, with P0 being the highest performance/power state, and +//! P15 being the lowest performance/power state. Each P-State, if available, maps to a +//! performance level. Not all P-States are available on a given system. The definitions +//! of each P-State are currently as follows: \n +//! - P0/P1 - Maximum 3D performance +//! - P2/P3 - Balanced 3D performance-power +//! - P8 - Basic HD video playback +//! - P10 - DVD playback +//! - P12 - Minimum idle power consumption +//! +//! \deprecated Do not use this function - it is deprecated in release 304. Instead, use NvAPI_GPU_GetPstates20. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [out] pPerfPstatesInfo P-States information retrieved, as detailed below: \n +//! - flags is reserved for future use. +//! - numPstates is the number of available P-States +//! - numClocks is the number of clock domains supported by each P-State +//! - pstates has valid index range from 0 to numPstates - 1 +//! - pstates[i].pstateId is the ID of the P-State, +//! containing the following info: +//! - pstates[i].flags containing the following info: +//! - bit 0 indicates if the PCIE limit is GEN1 or GEN2 +//! - bit 1 indicates if the Pstate is overclocked or not +//! - bit 2 indicates if the Pstate is overclockable or not +//! - pstates[i].clocks has valid index range from 0 to numClocks -1 +//! - pstates[i].clocks[j].domainId is the public ID of the clock domain, +//! containing the following info: +//! - pstates[i].clocks[j].flags containing the following info: +//! bit 0 indicates if the clock domain is overclockable or not +//! - pstates[i].clocks[j].freq is the clock frequency in kHz +//! - pstates[i].voltages has a valid index range from 0 to numVoltages - 1 +//! - pstates[i].voltages[j].domainId is the ID of the voltage domain, +//! containing the following info: +//! - pstates[i].voltages[j].flags is reserved for future use. +//! - pstates[i].voltages[j].mvolt is the voltage in mV +//! inputFlags(IN) - This can be used to select various options: +//! - if bit 0 is set, pPerfPstatesInfo would contain the default settings +//! instead of the current, possibily overclocked settings. +//! - if bit 1 is set, pPerfPstatesInfo would contain the maximum clock +//! frequencies instead of the nominal frequencies. +//! - if bit 2 is set, pPerfPstatesInfo would contain the minimum clock +//! frequencies instead of the nominal frequencies. +//! - all other bits must be set to 0. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! \retval ::NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide) +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the NV_GPU_PERF_PSTATES struct is not supported +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 304. Instead, use NvAPI_GPU_GetPstates20.") +NVAPI_INTERFACE NvAPI_GPU_GetPstatesInfoEx(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_PERF_PSTATES_INFO *pPerfPstatesInfo, NvU32 inputFlags); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPstates20 +// +//! DESCRIPTION: This API retrieves all performance states (P-States) 2.0 information. +//! +//! P-States are GPU active/executing performance capability states. +//! They range from P0 to P15, with P0 being the highest performance state, +//! and P15 being the lowest performance state. Each P-State, if available, +//! maps to a performance level. Not all P-States are available on a given system. +//! The definition of each P-States are currently as follow: +//! - P0/P1 - Maximum 3D performance +//! - P2/P3 - Balanced 3D performance-power +//! - P8 - Basic HD video playback +//! - P10 - DVD playback +//! - P12 - Minimum idle power consumption +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 295 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGPU GPU selection +//! \param [out] pPstatesInfo P-States information retrieved, as documented in declaration above +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPstates20(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_PERF_PSTATES20_INFO *pPstatesInfo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetCurrentPstate +// +//! DESCRIPTION: This function retrieves the current performance state (P-State). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGPU GPU selection +//! \param [out] pCurrentPstate The ID of the current P-State of the GPU - see \ref NV_GPU_PERF_PSTATES. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_NOT_SUPPORTED P-States is not supported on this setup. +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetCurrentPstate(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_PERF_PSTATE_ID *pCurrentPstate); + + + + +//! \ingroup gpupstate +#define NVAPI_MAX_GPU_UTILIZATIONS 8 + + + +//! \ingroup gpupstate +//! Used in NvAPI_GPU_GetDynamicPstatesInfoEx(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 flags; //!< bit 0 indicates if the dynamic Pstate is enabled or not + struct + { + NvU32 bIsPresent:1; //!< Set if this utilization domain is present on this GPU + NvU32 percentage; //!< Percentage of time where the domain is considered busy in the last 1 second interval + } utilization[NVAPI_MAX_GPU_UTILIZATIONS]; +} NV_GPU_DYNAMIC_PSTATES_INFO_EX; + +//! \ingroup gpupstate +//! Macro for constructing the version field of NV_GPU_DYNAMIC_PSTATES_INFO_EX +#define NV_GPU_DYNAMIC_PSTATES_INFO_EX_VER MAKE_NVAPI_VERSION(NV_GPU_DYNAMIC_PSTATES_INFO_EX,1) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetDynamicPstatesInfoEx +// +//! DESCRIPTION: This API retrieves the NV_GPU_DYNAMIC_PSTATES_INFO_EX structure for the specified physical GPU. +//! Each domain's info is indexed in the array. For example: +//! - pDynamicPstatesInfo->utilization[NVAPI_GPU_UTILIZATION_DOMAIN_GPU] holds the info for the GPU domain. \p +//! There are currently 4 domains for which GPU utilization and dynamic P-State thresholds can be retrieved: +//! graphic engine (GPU), frame buffer (FB), video engine (VID), and bus interface (BUS). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! \since Release: 185 +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_INVALID_ARGUMENT pDynamicPstatesInfo is NULL +//! \retval ::NVAPI_HANDLE_INVALIDATED +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the INFO struct is not supported +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetDynamicPstatesInfoEx(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_DYNAMIC_PSTATES_INFO_EX *pDynamicPstatesInfoEx); +/////////////////////////////////////////////////////////////////////////////////// +// Thermal API +// Provides ability to get temperature levels from the various thermal sensors associated with the GPU + +//! \ingroup gputhermal +#define NVAPI_MAX_THERMAL_SENSORS_PER_GPU 3 + +//! \ingroup gputhermal +//! Used in NV_GPU_THERMAL_SETTINGS +typedef enum +{ + NVAPI_THERMAL_TARGET_NONE = 0, + NVAPI_THERMAL_TARGET_GPU = 1, //!< GPU core temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_MEMORY = 2, //!< GPU memory temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_POWER_SUPPLY = 4, //!< GPU power supply temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_BOARD = 8, //!< GPU board ambient temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_VCD_BOARD = 9, //!< Visual Computing Device Board temperature requires NvVisualComputingDeviceHandle + NVAPI_THERMAL_TARGET_VCD_INLET = 10, //!< Visual Computing Device Inlet temperature requires NvVisualComputingDeviceHandle + NVAPI_THERMAL_TARGET_VCD_OUTLET = 11, //!< Visual Computing Device Outlet temperature requires NvVisualComputingDeviceHandle + + NVAPI_THERMAL_TARGET_ALL = 15, + NVAPI_THERMAL_TARGET_UNKNOWN = -1, +} NV_THERMAL_TARGET; + +//! \ingroup gputhermal +//! Used in NV_GPU_THERMAL_SETTINGS +typedef enum +{ + NVAPI_THERMAL_CONTROLLER_NONE = 0, + NVAPI_THERMAL_CONTROLLER_GPU_INTERNAL, + NVAPI_THERMAL_CONTROLLER_ADM1032, + NVAPI_THERMAL_CONTROLLER_MAX6649, + NVAPI_THERMAL_CONTROLLER_MAX1617, + NVAPI_THERMAL_CONTROLLER_LM99, + NVAPI_THERMAL_CONTROLLER_LM89, + NVAPI_THERMAL_CONTROLLER_LM64, + NVAPI_THERMAL_CONTROLLER_ADT7473, + NVAPI_THERMAL_CONTROLLER_SBMAX6649, + NVAPI_THERMAL_CONTROLLER_VBIOSEVT, + NVAPI_THERMAL_CONTROLLER_OS, + NVAPI_THERMAL_CONTROLLER_UNKNOWN = -1, +} NV_THERMAL_CONTROLLER; + +//! \ingroup gputhermal +//! Used in NvAPI_GPU_GetThermalSettings() +typedef struct +{ + NvU32 version; //!< structure version + NvU32 count; //!< number of associated thermal sensors + struct + { + NV_THERMAL_CONTROLLER controller; //!< internal, ADM1032, MAX6649... + NvU32 defaultMinTemp; //!< The min default temperature value of the thermal sensor in degree Celsius + NvU32 defaultMaxTemp; //!< The max default temperature value of the thermal sensor in degree Celsius + NvU32 currentTemp; //!< The current temperature value of the thermal sensor in degree Celsius + NV_THERMAL_TARGET target; //!< Thermal sensor targeted @ GPU, memory, chipset, powersupply, Visual Computing Device, etc. + } sensor[NVAPI_MAX_THERMAL_SENSORS_PER_GPU]; + +} NV_GPU_THERMAL_SETTINGS_V1; + +//! \ingroup gputhermal +typedef struct +{ + NvU32 version; //!< structure version + NvU32 count; //!< number of associated thermal sensors + struct + { + NV_THERMAL_CONTROLLER controller; //!< internal, ADM1032, MAX6649... + NvS32 defaultMinTemp; //!< Minimum default temperature value of the thermal sensor in degree Celsius + NvS32 defaultMaxTemp; //!< Maximum default temperature value of the thermal sensor in degree Celsius + NvS32 currentTemp; //!< Current temperature value of the thermal sensor in degree Celsius + NV_THERMAL_TARGET target; //!< Thermal sensor targeted - GPU, memory, chipset, powersupply, Visual Computing Device, etc + } sensor[NVAPI_MAX_THERMAL_SENSORS_PER_GPU]; + +} NV_GPU_THERMAL_SETTINGS_V2; + +//! \ingroup gputhermal +typedef NV_GPU_THERMAL_SETTINGS_V2 NV_GPU_THERMAL_SETTINGS; + +//! \ingroup gputhermal +//! @{ + +//! Macro for constructing the version field of NV_GPU_THERMAL_SETTINGS_V1 +#define NV_GPU_THERMAL_SETTINGS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_THERMAL_SETTINGS_V1,1) + +//! Macro for constructing the version field of NV_GPU_THERMAL_SETTINGS_V2 +#define NV_GPU_THERMAL_SETTINGS_VER_2 MAKE_NVAPI_VERSION(NV_GPU_THERMAL_SETTINGS_V2,2) + +//! Macro for constructing the version field of NV_GPU_THERMAL_SETTINGS +#define NV_GPU_THERMAL_SETTINGS_VER NV_GPU_THERMAL_SETTINGS_VER_2 +//! @} + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetThermalSettings +// +//! This function retrieves the thermal information of all thermal sensors or specific thermal sensor associated with the selected GPU. +//! Thermal sensors are indexed 0 to NVAPI_MAX_THERMAL_SENSORS_PER_GPU-1. +//! +//! - To retrieve specific thermal sensor info, set the sensorIndex to the required thermal sensor index. +//! - To retrieve info for all sensors, set sensorIndex to NVAPI_THERMAL_TARGET_ALL. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 85 +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [in] sensorIndex Explicit thermal sensor index selection. +//! \param [out] pThermalSettings Array of thermal settings. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_INVALID_ARGUMENT pThermalInfo is NULL. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the INFO struct is not supported. +//! \ingroup gputhermal +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetThermalSettings(NvPhysicalGpuHandle hPhysicalGpu, NvU32 sensorIndex, NV_GPU_THERMAL_SETTINGS *pThermalSettings); + + + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 reserved; //!< These bits are reserved for future use. + struct + { + NvU32 bIsPresent:1; //!< Set if this domain is present on this GPU + NvU32 reserved:31; //!< These bits are reserved for future use. + NvU32 frequency; //!< Clock frequency (kHz) + }domain[NVAPI_MAX_GPU_PUBLIC_CLOCKS]; +} NV_GPU_CLOCK_FREQUENCIES_V1; + +#ifndef NV_GPU_MAX_CLOCK_FREQUENCIES + #define NV_GPU_MAX_CLOCK_FREQUENCIES 3 +#endif + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef enum +{ + NV_GPU_CLOCK_FREQUENCIES_CURRENT_FREQ = 0, + NV_GPU_CLOCK_FREQUENCIES_BASE_CLOCK = 1, + NV_GPU_CLOCK_FREQUENCIES_BOOST_CLOCK = 2, + NV_GPU_CLOCK_FREQUENCIES_CLOCK_TYPE_NUM = NV_GPU_MAX_CLOCK_FREQUENCIES +} NV_GPU_CLOCK_FREQUENCIES_CLOCK_TYPE; + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 ClockType:4; //!< One of NV_GPU_CLOCK_FREQUENCIES_CLOCK_TYPE. Used to specify the type of clock to be returned. + NvU32 reserved:20; //!< These bits are reserved for future use. Must be set to 0. + NvU32 reserved1:8; //!< These bits are reserved. + struct + { + NvU32 bIsPresent:1; //!< Set if this domain is present on this GPU + NvU32 reserved:31; //!< These bits are reserved for future use. + NvU32 frequency; //!< Clock frequency (kHz) + }domain[NVAPI_MAX_GPU_PUBLIC_CLOCKS]; +} NV_GPU_CLOCK_FREQUENCIES_V2; + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef NV_GPU_CLOCK_FREQUENCIES_V2 NV_GPU_CLOCK_FREQUENCIES; + +//! \addtogroup gpuclock +//! @{ +#define NV_GPU_CLOCK_FREQUENCIES_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLOCK_FREQUENCIES_V1,1) +#define NV_GPU_CLOCK_FREQUENCIES_VER_2 MAKE_NVAPI_VERSION(NV_GPU_CLOCK_FREQUENCIES_V2,2) +#define NV_GPU_CLOCK_FREQUENCIES_VER_3 MAKE_NVAPI_VERSION(NV_GPU_CLOCK_FREQUENCIES_V2,3) +#define NV_GPU_CLOCK_FREQUENCIES_VER NV_GPU_CLOCK_FREQUENCIES_VER_3 +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAllClockFrequencies +// +//! This function retrieves the NV_GPU_CLOCK_FREQUENCIES structure for the specified physical GPU. +//! +//! For each clock domain: +//! - bIsPresent is set for each domain that is present on the GPU +//! - frequency is the domain's clock freq in kHz +//! +//! Each domain's info is indexed in the array. For example: +//! clkFreqs.domain[NVAPI_GPU_PUBLIC_CLOCK_MEMORY] holds the info for the MEMORY domain. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 295 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval NVAPI_INVALID_ARGUMENT pClkFreqs is NULL. +//! \ingroup gpuclock +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetAllClockFrequencies(__in NvPhysicalGpuHandle hPhysicalGPU, __inout NV_GPU_CLOCK_FREQUENCIES *pClkFreqs); + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_QueryIlluminationSupport +//! +//! \fn NvAPI_GPU_QueryIlluminationSupport(__inout NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM *pIlluminationSupportInfo) +//! DESCRIPTION: This function reports if the specified illumination attribute is supported. +//! +//! \note Only a single GPU can manage an given attribute on a given HW element, +//! regardless of how many are attatched. I.E. only one GPU will be used to control +//! the brightness of the LED on an SLI bridge, regardless of how many are physicaly attached. +//! You should enumerate thru the GPUs with this call to determine which GPU is managing the attribute. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 300.05 +//! +//! \param [in] hPhysicalGpu Physical GPU handle +//! \param Attribute An enumeration value specifying the Illumination attribute to be querried +//! \param [out] pSupported A boolean indicating if the attribute is supported. +//! +//! \return See \ref nvapistatus for the list of possible return values. +// +////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef enum _NV_GPU_ILLUMINATION_ATTRIB +{ + NV_GPU_IA_LOGO_BRIGHTNESS = 0, + NV_GPU_IA_SLI_BRIGHTNESS = 1, +} NV_GPU_ILLUMINATION_ATTRIB; + +//! \ingroup gpu +typedef struct _NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1 { + + // IN + NvU32 version; //!< Version of this structure + NvPhysicalGpuHandle hPhysicalGpu; //!< The handle of the GPU that you are checking for the specified attribute. + //!< note that this is the GPU that is managing the attribute. + //!< Only a single GPU can manage an given attribute on a given HW element, + //!< regardless of how many are attatched. + //!< I.E. only one GPU will be used to control the brightness of the LED on an SLI bridge, + //!< regardless of how many are physicaly attached. + //!< You enumerate thru the GPUs with this call to determine which GPU is managing the attribute. + NV_GPU_ILLUMINATION_ATTRIB Attribute; //!< An enumeration value specifying the Illumination attribute to be querried. + //!< refer to enum \ref NV_GPU_ILLUMINATION_ATTRIB. + + // OUT + NvU32 bSupported; //!< A boolean indicating if the attribute is supported. + +} NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1; + +//! \ingroup gpu +typedef NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1 NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM; +//! \ingroup gpu +#define NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_VER_1 MAKE_NVAPI_VERSION(NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1,1) +//! \ingroup gpu +#define NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_VER NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_VER_1 + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_QueryIlluminationSupport(__inout NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM *pIlluminationSupportInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_GetIllumination +//! +//! \fn NvAPI_GPU_GetIllumination(NV_GPU_GET_ILLUMINATION_PARM *pIlluminationInfo) +//! DESCRIPTION: This function reports value of the specified illumination attribute. +//! +//! \note Only a single GPU can manage an given attribute on a given HW element, +//! regardless of how many are attatched. I.E. only one GPU will be used to control +//! the brightness of the LED on an SLI bridge, regardless of how many are physicaly attached. +//! You should enumerate thru the GPUs with the \ref NvAPI_GPU_QueryIlluminationSupport call to +//! determine which GPU is managing the attribute. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 300.05 +//! +//! \param [in] hPhysicalGpu Physical GPU handle +//! \param Attribute An enumeration value specifying the Illumination attribute to be querried +//! \param [out] Value A DWORD containing the current value for the specified attribute. +//! This is specified as a percentage of the full range of the attribute +//! (0-100; 0 = off, 100 = full brightness) +//! +//! \return See \ref nvapistatus for the list of possible return values. Return values of special interest are: +//! NVAPI_INVALID_ARGUMENT The specified attibute is not known to the driver. +//! NVAPI_NOT_SUPPORTED: The specified attribute is not supported on the specified GPU +// +////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef struct _NV_GPU_GET_ILLUMINATION_PARM_V1 { + + // IN + NvU32 version; //!< Version of this structure + NvPhysicalGpuHandle hPhysicalGpu; //!< The handle of the GPU that you are checking for the specified attribute. + //!< Note that this is the GPU that is managing the attribute. + //!< Only a single GPU can manage an given attribute on a given HW element, + //!< regardless of how many are attatched. + //!< I.E. only one GPU will be used to control the brightness of the LED on an SLI bridge, + //!< regardless of how many are physicaly attached. + //!< You enumerate thru the GPUs with this call to determine which GPU is managing the attribute. + NV_GPU_ILLUMINATION_ATTRIB Attribute; //!< An enumeration value specifying the Illumination attribute to be querried. + //!< refer to enum \ref NV_GPU_ILLUMINATION_ATTRIB. + + // OUT + NvU32 Value; //!< A DWORD that will contain the current value of the specified attribute. + //! This is specified as a percentage of the full range of the attribute + //! (0-100; 0 = off, 100 = full brightness) + +} NV_GPU_GET_ILLUMINATION_PARM_V1; + +//! \ingroup gpu +typedef NV_GPU_GET_ILLUMINATION_PARM_V1 NV_GPU_GET_ILLUMINATION_PARM; +//! \ingroup gpu +#define NV_GPU_GET_ILLUMINATION_PARM_VER_1 MAKE_NVAPI_VERSION(NV_GPU_GET_ILLUMINATION_PARM_V1,1) +//! \ingroup gpu +#define NV_GPU_GET_ILLUMINATION_PARM_VER NV_GPU_GET_ILLUMINATION_PARM_VER_1 + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetIllumination(NV_GPU_GET_ILLUMINATION_PARM *pIlluminationInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_SetIllumination +//! +//! \fn NvAPI_GPU_SetIllumination(NV_GPU_SET_ILLUMINATION_PARM *pIlluminationInfo) +//! DESCRIPTION: This function sets the value of the specified illumination attribute. +//! +//! \note Only a single GPU can manage an given attribute on a given HW element, +//! regardless of how many are attatched. I.E. only one GPU will be used to control +//! the brightness of the LED on an SLI bridge, regardless of how many are physicaly attached. +//! You should enumerate thru the GPUs with the \ref NvAPI_GPU_QueryIlluminationSupport call to +//! determine which GPU is managing the attribute. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 300.05 +//! +//! \param [in] hPhysicalGpu Physical GPU handle +//! \param Attribute An enumeration value specifying the Illumination attribute to be set +//! \param Value The new value for the specified attribute. +//! This should be specified as a percentage of the full range of the attribute +//! (0-100; 0 = off, 100 = full brightness) +//! If a value is specified outside this range, NVAPI_INVALID_ARGUMENT will be returned. +//! +//! \return See \ref nvapistatus for the list of possible return values. Return values of special interest are: +//! NVAPI_INVALID_ARGUMENT The specified attibute is not known to the driver, or the specified value is out of range. +//! NVAPI_NOT_SUPPORTED The specified attribute is not supported on the specified GPU. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef struct _NV_GPU_SET_ILLUMINATION_PARM_V1 { + + // IN + NvU32 version; //!< Version of this structure + NvPhysicalGpuHandle hPhysicalGpu; //!< The handle of the GPU that you are checking for the specified attribute. + //!< Note that this is the GPU that is managing the attribute. + //!< Only a single GPU can manage an given attribute on a given HW element, + //!< regardless of how many are attatched. + //!< I.E. only one GPU will be used to control the brightness of the LED on an SLI bridge, + //!< regardless of how many are physicaly attached. + //!< You enumerate thru the GPUs with this call to determine which GPU is managing the attribute. + NV_GPU_ILLUMINATION_ATTRIB Attribute; //!< An enumeration value specifying the Illumination attribute to be querried. + //!< refer to enum \ref NV_GPU_ILLUMINATION_ATTRIB. + NvU32 Value; //!< A DWORD containing the new value for the specified attribute. + //!< This should be specified as a percentage of the full range of the attribute + //!< (0-100; 0 = off, 100 = full brightness) + //!< If a value is specified outside this range, NVAPI_INVALID_ARGUMENT will be returned. + + // OUT + +} NV_GPU_SET_ILLUMINATION_PARM_V1; + +//! \ingroup gpu +typedef NV_GPU_SET_ILLUMINATION_PARM_V1 NV_GPU_SET_ILLUMINATION_PARM; +//! \ingroup gpu +#define NV_GPU_SET_ILLUMINATION_PARM_VER_1 MAKE_NVAPI_VERSION(NV_GPU_SET_ILLUMINATION_PARM_V1,1) +//! \ingroup gpu +#define NV_GPU_SET_ILLUMINATION_PARM_VER NV_GPU_SET_ILLUMINATION_PARM_VER_1 + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_SetIllumination(NV_GPU_SET_ILLUMINATION_PARM *pIlluminationInfo); + + + +/*! + * Enumeration of control modes that can be applied to Illumination Zones. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB = 0, // deprecated + NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB, // deprecated + + NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL = 0, + NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR, + + // Strictly add new control modes above this. + NV_GPU_CLIENT_ILLUM_CTRL_MODE_INVALID = 0xFF, +} NV_GPU_CLIENT_ILLUM_CTRL_MODE; + +/*! + * Enumeration of locations where an Illumination Zone might be present. + * Encoding used - + * 1:0 - Number specifier (0) + * 4:2 - Location (TOP) + * 7:5 - Type (GPU/SLI) + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_GPU_TOP_0 = 0x00, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_GPU_FRONT_0 = 0x08, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_GPU_BACK_0 = 0x0C, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_SLI_TOP_0 = 0x20, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_INVALID = 0xFFFFFFFF, +} NV_GPU_CLIENT_ILLUM_ZONE_LOCATION; + +/*! + * Enumeration of ILLUM_DEVICEs. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_INVALID = 0, + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_MCUV10, + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_GPIO_PWM_RGBW_V10, + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_GPIO_PWM_SINGLE_COLOR_V10, +} NV_GPU_CLIENT_ILLUM_DEVICE_TYPE; + +/*! + * Enumeration of ILLUM_ZONEs. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_INVALID = 0, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGB, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_COLOR_FIXED, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGBW, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_SINGLE_COLOR, +} NV_GPU_CLIENT_ILLUM_ZONE_TYPE; + +/*! + * Number of color points for the piecewise linear control mode. + */ +#define NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS 2 + +/*! + * Enumeration of Cycle types for piecewise linear control mode. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_HALF_HALT = 0, + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_FULL_HALT, + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_FULL_REPEAT, + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_INVALID = 0xFF, +} NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_TYPE; + +#define NV_GPU_CLIENT_ILLUM_DEVICE_NUM_DEVICES_MAX 32 + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 + * Describes the static information of illumination device type MCUV10. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_MCUV10 +{ + /*! + * I2C Device Index: Pointing to the illumination device in I2C Devices Table. + */ + NvU8 i2cDevIdx; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_MCUV10; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 + * Describes the static information of illum device type GPIO_PWM_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_RGBW +{ + /*! + * Red drive GPIO pin. + */ + NvU8 gpioPinRed; + + /*! + * Green drive GPIO pin. + */ + NvU8 gpioPinGreen; + + /*! + * Blue drive GPIO pin. + */ + NvU8 gpioPinBlue; + + /*! + * White drive GPIO pin. + */ + NvU8 gpioPinWhite; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_RGBW; +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 + * Describes the static information of illum device type GPIO_PWM_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_SINGLE_COLOR +{ + /*! + * Single Color GPIO pin. + */ + NvU8 gpioPinSingleColor; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_SINGLE_COLOR; + +/*! + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 +{ + /*! + * Type of the illumination device. + */ + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE type; + + /*! + * Supported control modes for this illumination device. + */ + NvU32 ctrlModeMask; + + /*! + * Union of illumination device info data. Interpreted as per + * @ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1::type + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_MCUV10 mcuv10; + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_RGBW gpioPwmRgbwv10; + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_SINGLE_COLOR gpioPwmSingleColorv10; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1; + +/*! + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1 +{ + /*! + * Version of structure. Must always be first member. + */ + NvU32 version; + + /*! + * Number of illumination devices present. + */ + NvU32 numIllumDevices; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + + /*! + */ + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 devices[NV_GPU_CLIENT_ILLUM_DEVICE_NUM_DEVICES_MAX]; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_VER NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1 NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumDevicesGetInfo +//! +//! DESCRIPTION: This API returns static information about illumination devices on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumDevicesInfo Pointer to structure containing static +//! information about illumination devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumDevicesGetInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS *pIllumDevicesInfo); + + +/*! + * Structure representing the data required for synchronization. + */ +typedef struct +{ + /*! + * Boolean representing the need for synchronization. + */ + NvBool bSync; + + /*! + * Time stamp value required for synchronization. + */ + NvU64 timeStampms; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_DEVICE_SYNC_V1; + +/*! + * Structure representing the device control parameters of each ILLUM_DEVICE. + */ +typedef struct +{ + /*! + * Type of the illum device. + */ + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE type; + + /*! + * Structure containing the synchronization data for the illumination device. + */ + NV_GPU_CLIENT_ILLUM_DEVICE_SYNC_V1 syncData; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_V1; + +typedef NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_V1 NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL; + +/*! + * Structure representing the control parameters of ILLUM_DEVICE-s. + */ +typedef struct +{ + /*! + * Version of structure. Must always be first member. + */ + NvU32 version; + + /*! + * Number of illumination devices present. + */ + NvU32 numIllumDevices; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + + /*! + */ + NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_V1 devices[NV_GPU_CLIENT_ILLUM_DEVICE_NUM_DEVICES_MAX]; +} NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_VER NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_V1 NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumDevicesGetControl +//! +//! DESCRIPTION: This API gets control parameters about illumination devices on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [inout] pIllumDevicesControl Pointer to structure containing control +//! information about illum devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumDevicesGetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS *pClientIllumDevicesControl); + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumDevicesSetControl +//! +//! DESCRIPTION: This API sets control parameters about illumination devices on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [inout] pClientIllumDevicesControl Pointer to structure containing control +//! information about illum devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumDevicesSetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS *pClientIllumDevicesControl); + + +#define NV_GPU_CLIENT_ILLUM_ZONE_NUM_ZONES_MAX 32 + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGB +{ + NvU8 rsvd; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGB; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 + * Describes the static information of illum zone type RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGBW +{ + NvU8 rsvd; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGBW; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 + * Describes the static information of illum zone type SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_SINGLE_COLOR +{ + NvU8 rsvd; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_SINGLE_COLOR; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 +{ + NV_GPU_CLIENT_ILLUM_ZONE_TYPE type; + + /*! + * Index pointing to an Illumination Device that controls this zone. + */ + NvU8 illumDeviceIdx; + + /*! + * Provider index for representing logical to physical zone mapping. + */ + NvU8 provIdx; + + /*! + * Location of the zone on the board. + */ + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION zoneLocation; + + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGB rgb; + NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGBW rgbw; + NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_SINGLE_COLOR singleColor; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1 +{ + /*! + * Version of structure. Must always be first member. + */ + NvU32 version; + + /*! + * Number of illumination zones present. + */ + NvU32 numIllumZones; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 zones[NV_GPU_CLIENT_ILLUM_ZONE_NUM_ZONES_MAX]; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_VER NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1 NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumZonesGetInfo +//! +//! DESCRIPTION: This API returns static information about illumination zones on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumZonesInfo Pointer to structure containing static +//! information about illumination devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumZonesGetInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS *pIllumZonesInfo); + + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS +{ + /*! + * Red compenent of color applied to the zone. + */ + NvU8 colorR; + + /*! + * Green compenent of color applied to the zone. + */ + NvU8 colorG; + + /*! + * Blue compenent of color applied to the zone. + */ + NvU8 colorB; + + /*! + * Brightness perecentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS rgbParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR +{ + /*! + * Type of cycle effect to apply. + */ + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_TYPE cycleType; + + /*! + * Number of times to repeat function within group period. + */ + NvU8 grpCount; + + /*! + * Time in ms to transition from color A to color B. + */ + NvU16 riseTimems; + + /*! + * Time in ms to transition from color B to color A. + */ + NvU16 fallTimems; + + /*! + * Time in ms to remain at color A before color A to color B transition. + */ + NvU16 ATimems; + + /*! + * Time in ms to remain at color B before color B to color A transition. + */ + NvU16 BTimems; + + /*! + * Time in ms to remain idle before next group of repeated function cycles. + */ + NvU16 grpIdleTimems; + + /*! + * Time in ms to offset the cycle relative to other zones. + */ + NvU16 phaseOffsetms; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS rgbParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illumination zone of type + * \ref NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB +{ + /*! + * Union of illumination zone control data for zone of type NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGB. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB manualRGB; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB piecewiseLinearRGB; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS +{ + /*! + * Brightness percentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS colorFixedParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_COLOR_FIXED +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS colorFixedParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_COLOR_FIXED; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illum zone of type + * \ref NV_GPU_CLIENT_ILLUM_ZONE_TYPE_COLOR_FIXED. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED +{ + /*! + * Union of illum zone control data for zone of type NV_GPU_CLIENT_ILLUM_ZONE_TYPE_COLOR_FIXED. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED manualColorFixed; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_COLOR_FIXED piecewiseLinearColorFixed; + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS +{ + /*! + * Red component of color applied to the zone. + */ + NvU8 colorR; + + /*! + * Green component of color applied to the zone. + */ + NvU8 colorG; + + /*! + * Blue component of color applied to the zone. + */ + NvU8 colorB; + + /*! + * White component of color applied to the zone. + */ + NvU8 colorW; + + /*! + * Brightness percentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_RGBW + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_RGBW. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS rgbwParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_RGBW + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGBW +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGBW. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS rgbwParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGBW; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illum zone of type + * \ref NV_GPU_ILLUM_ZONE_TYPE_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGBW +{ + /*! + * Union of illum zone control data for zone of type NV_GPU_ILLUM_ZONE_TYPE_RGBW. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW manualRGBW; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGBW piecewiseLinearRGBW; + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGBW; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS +{ + /*! + * Brightness percentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_SINGLE_COLOR. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS singleColorParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_SINGLE_COLOR +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_SINGLE_COLOR. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS singleColorParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_SINGLE_COLOR; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illum zone of type + * \ref NV_GPU_ILLUM_ZONE_TYPE_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR +{ + /*! + * Union of illum zone control data for zone of type NV_GPU_ILLUM_ZONE_TYPE_SINGLE_COLOR. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR manualSingleColor; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_SINGLE_COLOR piecewiseLinearSingleColor; + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 +{ + NV_GPU_CLIENT_ILLUM_ZONE_TYPE type; + NV_GPU_CLIENT_ILLUM_CTRL_MODE ctrlMode; + union + { + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB rgb; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED colorFixed; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGBW rgbw; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR singleColor; + NvU8 rsvd[64]; + } data; + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1 +{ + NvU32 version; + + /*! + * Bit field specifying the set of values to retrieve or set + * - default (NV_TRUE) + * - currently active (NV_FALSE). + */ + NvU32 bDefault : 1; + NvU32 rsvdField : 31; + + /*! + * Number of illumination zones present. + */ + NvU32 numIllumZonesControl; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 zones[NV_GPU_CLIENT_ILLUM_ZONE_NUM_ZONES_MAX]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_VER NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1 NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumZonesGetControl +//! +//! DESCRIPTION: Accessor for control information about illumination zones on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumZonesControl Pointer to structure containing control +//! information about illumination zones. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumZonesGetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS *pIllumZonesControl); + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumZonesSetControl +//! +//! DESCRIPTION: Mutator for control information about illumination zones on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumZonesControl Pointer to structure containing control +//! information about illumination zones. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumZonesSetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS *pIllumZonesControl); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Event_RegisterCallback +// +//! DESCRIPTION: This API registers the process for events. This API should be called for each eventcallback. +//! The handle returned to the client will be common across all eventCallbacks. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] eventCallback Pointer to NV_EVENT_REGISTER_CALLBACK structure to call +//! on new events +//! \param [out] phClient Handle to client for use with +//! unregister function +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NvAPI not initialized +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid argument +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Event_RegisterCallback(PNV_EVENT_REGISTER_CALLBACK eventCallback, + NvEventHandle* phClient); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Event_UnregisterCallback +// +//! DESCRIPTION: This API unregister an event handle. +//! This API should be called only once per process(irrespective of the number of callbacks registered). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hClient Handle associated with this listeners +//! event queue. Same as returned from +//! NvAPI_Event_RegisterCallback(). +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NvAPI not initialized +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid argument +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Event_UnregisterCallback(NvEventHandle hClient); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumNvidiaDisplayHandle +// +//! This function returns the handle of the NVIDIA display specified by the enum +//! index (thisEnum). The client should keep enumerating until it +//! returns error. +//! +//! Note: Display handles can get invalidated on a modeset, so the calling applications need to +//! renum the handles after every modeset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param [in] thisEnum The index of the NVIDIA display. +//! \param [out] pNvDispHandle Pointer to the NVIDIA display handle. +//! +//! \retval NVAPI_INVALID_ARGUMENT Either the handle pointer is NULL or enum index too big +//! \retval NVAPI_OK Return a valid NvDisplayHandle based on the enum index +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device found in the system +//! \retval NVAPI_END_ENUMERATION No more display device to enumerate +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumNvidiaDisplayHandle(NvU32 thisEnum, NvDisplayHandle *pNvDispHandle); + + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumNvidiaUnAttachedDisplayHandle +// +//! This function returns the handle of the NVIDIA unattached display specified by the enum +//! index (thisEnum). The client should keep enumerating until it +//! returns error. +//! Note: Display handles can get invalidated on a modeset, so the calling applications need to +//! renum the handles after every modeset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param [in] thisEnum The index of the NVIDIA display. +//! \param [out] pNvUnAttachedDispHandle Pointer to the NVIDIA display handle of the unattached display. +//! +//! \retval NVAPI_INVALID_ARGUMENT Either the handle pointer is NULL or enum index too big +//! \retval NVAPI_OK Return a valid NvDisplayHandle based on the enum index +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device found in the system +//! \retval NVAPI_END_ENUMERATION No more display device to enumerate. +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumNvidiaUnAttachedDisplayHandle(NvU32 thisEnum, NvUnAttachedDisplayHandle *pNvUnAttachedDispHandle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_CreateDisplayFromUnAttachedDisplay +// +//! This function converts the unattached display handle to an active attached display handle. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvUnAttachedDisp is not valid or pNvDisplay is NULL. +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_CreateDisplayFromUnAttachedDisplay(NvUnAttachedDisplayHandle hNvUnAttachedDisp, NvDisplayHandle *pNvDisplay); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetAssociatedNVidiaDisplayHandle +// +//! This function returns the handle of the NVIDIA display that is associated +//! with the given display "name" (such as "\\.\DISPLAY1"). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT Either argument is NULL +//! \retval NVAPI_OK *pNvDispHandle is now valid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetAssociatedNvidiaDisplayHandle(const char *szDisplayName, NvDisplayHandle *pNvDispHandle); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetAssociatedUnAttachedNvidiaDisplayHandle +// +//! DESCRIPTION: This function returns the handle of an unattached NVIDIA display that is +//! associated with the given display name (such as "\\DISPLAY1"). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Either argument is NULL. +//! \retval ::NVAPI_OK *pNvUnAttachedDispHandle is now valid. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name. +//! +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetAssociatedUnAttachedNvidiaDisplayHandle(const char *szDisplayName, NvUnAttachedDisplayHandle *pNvUnAttachedDispHandle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetAssociatedNVidiaDisplayName +// +//! For a given NVIDIA display handle, this function returns a string (such as "\\.\DISPLAY1") to identify the display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT Either argument is NULL +//! \retval NVAPI_OK *pNvDispHandle is now valid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetAssociatedNvidiaDisplayName(NvDisplayHandle NvDispHandle, NvAPI_ShortString szDisplayName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetUnAttachedAssociatedDisplayName +// +//! This function returns the display name given, for example, "\\DISPLAY1", using the unattached NVIDIA display handle +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT Either argument is NULL +//! \retval NVAPI_OK *pNvDispHandle is now valid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetUnAttachedAssociatedDisplayName(NvUnAttachedDisplayHandle hNvUnAttachedDisp, NvAPI_ShortString szDisplayName); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnableHWCursor +// +//! This function enables hardware cursor support +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnableHWCursor(NvDisplayHandle hNvDisplay); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DisableHWCursor +// +//! This function disables hardware cursor support +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DisableHWCursor(NvDisplayHandle hNvDisplay); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetVBlankCounter +// +//! This function gets the V-blank counter +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetVBlankCounter(NvDisplayHandle hNvDisplay, NvU32 *pCounter); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SetRefreshRateOverride +// +//! This function overrides the refresh rate on the given display/outputsMask. +//! The new refresh rate can be applied right away in this API call or deferred to be applied with the +//! next OS modeset. The override is good for only one modeset (regardless whether it's deferred or immediate). +//! +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 80 +//! +//! \param [in] hNvDisplay The NVIDIA display handle. It can be NVAPI_DEFAULT_HANDLE or a handle +//! enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] outputsMask A set of bits that identify all target outputs which are associated with the NVIDIA +//! display handle to apply the refresh rate override. When SLI is enabled, the +//! outputsMask only applies to the GPU that is driving the display output. +//! \param [in] refreshRate The override value. "0.0" means cancel the override. +//! \param [in] bSetDeferred +//! - "0": Apply the refresh rate override immediately in this API call.\p +//! - "1": Apply refresh rate at the next OS modeset. +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvDisplay or outputsMask is invalid +//! \retval NVAPI_OK The refresh rate override is correct set +//! \retval NVAPI_ERROR The operation failed +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SetRefreshRateOverride(NvDisplayHandle hNvDisplay, NvU32 outputsMask, float refreshRate, NvU32 bSetDeferred); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetAssociatedDisplayOutputId +// +//! This function gets the active outputId associated with the display handle. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 90 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! \param [out] outputId The active display output ID associated with the selected display handle hNvDisplay. +//! The outputid will have only one bit set. In the case of Clone or Span mode, this will indicate the +//! display outputId of the primary display that the GPU is driving. See \ref handles. +//! +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_DISPLAY_HANDLE hNvDisplay is not a valid display handle. +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetAssociatedDisplayOutputId(NvDisplayHandle hNvDisplay, NvU32 *pOutputId); + + +//! \ingroup dispcontrol +//! Used in NvAPI_GetDisplayPortInfo(). +typedef struct _NV_DISPLAY_PORT_INFO_V1 +{ + NvU32 version; //!< Structure version + NvU32 dpcd_ver; //!< DPCD version of the monitor + NV_DP_LINK_RATE maxLinkRate; //!< Maximum supported link rate + NV_DP_LANE_COUNT maxLaneCount; //!< Maximum supported lane count + NV_DP_LINK_RATE curLinkRate; //!< Current link rate + NV_DP_LANE_COUNT curLaneCount; //!< Current lane count + NV_DP_COLOR_FORMAT colorFormat; //!< Current color format + NV_DP_DYNAMIC_RANGE dynamicRange; //!< Dynamic range + NV_DP_COLORIMETRY colorimetry; //!< Ignored in RGB space + NV_DP_BPC bpc; //!< Current bit-per-component + NvU32 isDp : 1; //!< If the monitor is driven by a DisplayPort + NvU32 isInternalDp : 1; //!< If the monitor is driven by an NV Dp transmitter + NvU32 isColorCtrlSupported : 1; //!< If the color format change is supported + NvU32 is6BPCSupported : 1; //!< If 6 bpc is supported + NvU32 is8BPCSupported : 1; //!< If 8 bpc is supported + NvU32 is10BPCSupported : 1; //!< If 10 bpc is supported + NvU32 is12BPCSupported : 1; //!< If 12 bpc is supported + NvU32 is16BPCSupported : 1; //!< If 16 bpc is supported + NvU32 isYCrCb420Supported : 1; //!< If YCrCb420 is supported + NvU32 isYCrCb422Supported : 1; //!< If YCrCb422 is supported + NvU32 isYCrCb444Supported : 1; //!< If YCrCb444 is supported + NvU32 isRgb444SupportedOnCurrentMode : 1; //!< If Rgb444 is supported on the current mode + NvU32 isYCbCr444SupportedOnCurrentMode : 1; //!< If YCbCr444 is supported on the current mode + NvU32 isYCbCr422SupportedOnCurrentMode : 1; //!< If YCbCr422 is supported on the current mode + NvU32 isYCbCr420SupportedOnCurrentMode : 1; //!< If YCbCr420 is supported on the current mode + NvU32 is6BPCSupportedOnCurrentMode : 1; // if 6 bpc is supported On Current Mode + NvU32 is8BPCSupportedOnCurrentMode : 1; // if 8 bpc is supported On Current Mode + NvU32 is10BPCSupportedOnCurrentMode : 1; // if 10 bpc is supported On Current Mode + NvU32 is12BPCSupportedOnCurrentMode : 1; // if 12 bpc is supported On Current Mode + NvU32 is16BPCSupportedOnCurrentMode : 1; // if 16 bpc is supported On Current Mode + NvU32 isMonxvYCC601Capable : 1; // if xvYCC 601 extended colorimetry is supported + NvU32 isMonxvYCC709Capable : 1; // if xvYCC 709 extended colorimetry is supported + NvU32 isMonsYCC601Capable : 1; // if sYCC601 extended colorimetry is supported + NvU32 isMonAdobeYCC601Capable : 1; // if AdobeYCC601 extended colorimetry is supported + NvU32 isMonAdobeRGBCapable : 1; // if AdobeRGB extended colorimetry is supported + NvU32 isMonBT2020RGBCapable : 1; // if BT2020 RGB extended colorimetry is supported + NvU32 isMonBT2020YCCCapable : 1; // if BT2020 Y'CbCr extended colorimetry is supported + NvU32 isMonBT2020cYCCCapable : 1; // if BT2020 cYCbCr (constant luminance) extended colorimetry is supported + + NvU32 reserved : 4; //!< reserved + } NV_DISPLAY_PORT_INFO_V1; + + typedef NV_DISPLAY_PORT_INFO_V1 NV_DISPLAY_PORT_INFO; + +//! Macro for constructing the version field of NV_DISPLAY_PORT_INFO. +#define NV_DISPLAY_PORT_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_INFO,1) +#define NV_DISPLAY_PORT_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_INFO,2) +#define NV_DISPLAY_PORT_INFO_VER NV_DISPLAY_PORT_INFO_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetDisplayPortInfo +// +//! \fn NvAPI_GetDisplayPortInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_DISPLAY_PORT_INFO *pInfo) +//! DESCRIPTION: This function returns the current DisplayPort-related information on the specified device (monitor). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! \param [in] hvDisplay NVIDIA Display selection. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! This parameter is ignored when the outputId is a NvAPI displayId. +//! \param [in] outputId This can either be the connection bit mask or the NvAPI displayId. When the legacy connection bit mask is passed, +//! it should have exactly 1 bit set to indicate a single display. If it's "0" then the default outputId from +//! NvAPI_GetAssociatedDisplayOutputId() will be used. See \ref handles. +//! \param [out] pInfo The DisplayPort information +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_GetDisplayPortInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_DISPLAY_PORT_INFO *pInfo); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SetDisplayPort +// +//! \fn NvAPI_SetDisplayPort(NvDisplayHandle hNvDisplay, NvU32 outputId, NV_DISPLAY_PORT_CONFIG *pCfg) +//! DESCRIPTION: This function sets up DisplayPort-related configurations. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! \param [in] hNvDisplay NVIDIA display handle. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] outputId This display output ID, when it's "0" it means the default outputId generated from the return of +//! NvAPI_GetAssociatedDisplayOutputId(). See \ref handles. +//! \param [in] pCfg The display port config structure. If pCfg is NULL, it means to use the driver's default value to setup. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter +/////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dispcontrol +//! DisplayPort configuration settings - used in NvAPI_SetDisplayPort(). +typedef struct +{ + NvU32 version; //!< Structure version - 2 is the latest + NV_DP_LINK_RATE linkRate; //!< Link rate + NV_DP_LANE_COUNT laneCount; //!< Lane count + NV_DP_COLOR_FORMAT colorFormat; //!< Color format to set + NV_DP_DYNAMIC_RANGE dynamicRange; //!< Dynamic range + NV_DP_COLORIMETRY colorimetry; //!< Ignored in RGB space + NV_DP_BPC bpc; //!< Bit-per-component + NvU32 isHPD : 1; //!< If the control panel is making this call due to HPD + NvU32 isSetDeferred : 1; //!< Requires an OS modeset to finalize the setup if set + NvU32 isChromaLpfOff : 1; //!< Force the chroma low_pass_filter to be off + NvU32 isDitherOff : 1; //!< Force to turn off dither + NvU32 testLinkTrain : 1; //!< If testing mode, skip validation + NvU32 testColorChange : 1; //!< If testing mode, skip validation + +} NV_DISPLAY_PORT_CONFIG; + +//! \addtogroup dispcontrol +//! @{ +//! Macro for constructing the version field of NV_DISPLAY_PORT_CONFIG +#define NV_DISPLAY_PORT_CONFIG_VER MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_CONFIG,2) +//! Macro for constructing the version field of NV_DISPLAY_PORT_CONFIG +#define NV_DISPLAY_PORT_CONFIG_VER_1 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_CONFIG,1) +//! Macro for constructing the version field of NV_DISPLAY_PORT_CONFIG +#define NV_DISPLAY_PORT_CONFIG_VER_2 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_CONFIG,2) +//! @} + + +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_SetDisplayPort(NvDisplayHandle hNvDisplay, NvU32 outputId, NV_DISPLAY_PORT_CONFIG *pCfg); + + + + +//! \ingroup dispcontrol +//! Used in NvAPI_GetHDMISupportInfo(). +typedef struct _NV_HDMI_SUPPORT_INFO_V1 +{ + NvU32 version; //!< Structure version + + NvU32 isGpuHDMICapable : 1; //!< If the GPU can handle HDMI + NvU32 isMonUnderscanCapable : 1; //!< If the monitor supports underscan + NvU32 isMonBasicAudioCapable : 1; //!< If the monitor supports basic audio + NvU32 isMonYCbCr444Capable : 1; //!< If YCbCr 4:4:4 is supported + NvU32 isMonYCbCr422Capable : 1; //!< If YCbCr 4:2:2 is supported + NvU32 isMonxvYCC601Capable : 1; //!< If xvYCC 601 is supported + NvU32 isMonxvYCC709Capable : 1; //!< If xvYCC 709 is supported + NvU32 isMonHDMI : 1; //!< If the monitor is HDMI (with IEEE's HDMI registry ID) + NvU32 reserved : 24; //!< Reserved. + + NvU32 EDID861ExtRev; //!< Revision number of the EDID 861 extension + } NV_HDMI_SUPPORT_INFO_V1; + +typedef struct _NV_HDMI_SUPPORT_INFO_V2 +{ + NvU32 version; //!< Structure version + + NvU32 isGpuHDMICapable : 1; //!< If the GPU can handle HDMI + NvU32 isMonUnderscanCapable : 1; //!< If the monitor supports underscan + NvU32 isMonBasicAudioCapable : 1; //!< If the monitor supports basic audio + NvU32 isMonYCbCr444Capable : 1; //!< If YCbCr 4:4:4 is supported + NvU32 isMonYCbCr422Capable : 1; //!< If YCbCr 4:2:2 is supported + NvU32 isMonxvYCC601Capable : 1; //!< If xvYCC extended colorimetry 601 is supported + NvU32 isMonxvYCC709Capable : 1; //!< If xvYCC extended colorimetry 709 is supported + NvU32 isMonHDMI : 1; //!< If the monitor is HDMI (with IEEE's HDMI registry ID) + NvU32 isMonsYCC601Capable : 1; //!< if sYCC601 extended colorimetry is supported + NvU32 isMonAdobeYCC601Capable : 1; //!< if AdobeYCC601 extended colorimetry is supported + NvU32 isMonAdobeRGBCapable : 1; //!< if AdobeRGB extended colorimetry is supported + NvU32 reserved : 21; //!< Reserved. + + NvU32 EDID861ExtRev; //!< Revision number of the EDID 861 extension + } NV_HDMI_SUPPORT_INFO_V2; + +#define NV_HDMI_SUPPORT_INFO_VER1 MAKE_NVAPI_VERSION(NV_HDMI_SUPPORT_INFO_V1, 1) +#define NV_HDMI_SUPPORT_INFO_VER2 MAKE_NVAPI_VERSION(NV_HDMI_SUPPORT_INFO_V2, 2) + + + +#ifndef NV_HDMI_SUPPORT_INFO_VER + +typedef NV_HDMI_SUPPORT_INFO_V2 NV_HDMI_SUPPORT_INFO; +#define NV_HDMI_SUPPORT_INFO_VER NV_HDMI_SUPPORT_INFO_VER2 + +#endif + + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetHDMISupportInfo +// +//! \fn NvAPI_GetHDMISupportInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_HDMI_SUPPORT_INFO *pInfo) +//! This API returns the current infoframe data on the specified device(monitor). +//! +//! \since Release: 95 +//! +//! \param [in] hvDisplay NVIDIA Display selection. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! This parameter is ignored when the outputId is a NvAPI displayId. +//! \param [in] outputId This can either be the connection bit mask or the NvAPI displayId. When the legacy connection bit mask is passed, +//! it should have exactly 1 bit set to indicate a single display. If it's "0" then the default outputId from +//! NvAPI_GetAssociatedDisplayOutputId() will be used. See \ref handles. +//! \param [out] pInfo The monitor and GPU's HDMI support info +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +/////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_GetHDMISupportInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_HDMI_SUPPORT_INFO *pInfo); + + +//! \ingroup dispcontrol + +typedef enum +{ + NV_INFOFRAME_CMD_GET_DEFAULT = 0, //!< Returns the fields in the infoframe with values set by the manufacturer - NVIDIA/OEM. + NV_INFOFRAME_CMD_RESET, //!< Sets the fields in the infoframe to auto, and infoframe to the default infoframe for use in a set. + NV_INFOFRAME_CMD_GET, //!< Get the current infoframe state. + NV_INFOFRAME_CMD_SET, //!< Set the current infoframe state (flushed to the monitor), the values are one time and do not persist. + NV_INFOFRAME_CMD_GET_OVERRIDE, //!< Get the override infoframe state, non-override fields will be set to value = AUTO, overridden fields will have the current override values. + NV_INFOFRAME_CMD_SET_OVERRIDE, //!< Set the override infoframe state, non-override fields will be set to value = AUTO, other values indicate override; persist across modeset/reboot + NV_INFOFRAME_CMD_GET_PROPERTY, //!< get properties associated with infoframe (each of the infoframe type will have properties) + NV_INFOFRAME_CMD_SET_PROPERTY, //!< set properties associated with infoframe +} NV_INFOFRAME_CMD; + + +typedef enum +{ + NV_INFOFRAME_PROPERTY_MODE_AUTO = 0, //!< Driver determines whether to send infoframes. + NV_INFOFRAME_PROPERTY_MODE_ENABLE, //!< Driver always sends infoframe. + NV_INFOFRAME_PROPERTY_MODE_DISABLE, //!< Driver never sends infoframe. + NV_INFOFRAME_PROPERTY_MODE_ALLOW_OVERRIDE, //!< Driver only sends infoframe when client requests it via infoframe escape call. +} NV_INFOFRAME_PROPERTY_MODE; + + +//! Returns whether the current monitor is in blacklist or force this monitor to be in blacklist. +typedef enum +{ + NV_INFOFRAME_PROPERTY_BLACKLIST_FALSE = 0, + NV_INFOFRAME_PROPERTY_BLACKLIST_TRUE, +} NV_INFOFRAME_PROPERTY_BLACKLIST; + +typedef struct +{ + NvU32 mode : 4; + NvU32 blackList : 2; + NvU32 reserved : 10; + NvU32 version : 8; + NvU32 length : 8; +} NV_INFOFRAME_PROPERTY; + +//! Byte1 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_NODATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_OVERSCAN, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_UNDERSCAN, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_FUTURE, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_NOT_PRESENT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_VERTICAL_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_HORIZONTAL_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_BOTH_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_AFI_ABSENT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_AFI_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_AFI_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AVI_ACTIVEFORMATINFO; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_RGB = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_YCbCr422, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_YCbCr444, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_FUTURE, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_F17_FALSE = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_F17_TRUE, + NV_INFOFRAME_FIELD_VALUE_AVI_F17_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AVI_F17; + +//! Byte2 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_NO_AFD = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE01, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE02, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE03, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_LETTERBOX_GT16x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE05, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE06, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE07, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_EQUAL_CODEDFRAME = 8, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_CENTER_4x3, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_CENTER_16x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_CENTER_14x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE12, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_4x3_ON_14x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_16x9_ON_14x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_16x9_ON_4x3, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_AUTO = 31, +} NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_4x3, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_16x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_FUTURE, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_SMPTE_170M, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_ITUR_BT709, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_USE_EXTENDED_COLORIMETRY, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY; + +//! Byte 3 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_HORIZONTAL, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_VERTICAL, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_BOTH, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_DEFAULT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_LIMITED_RANGE, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_FULL_RANGE, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_RESERVED, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_XVYCC601 = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_XVYCC709, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_SYCC601, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_ADOBEYCC601, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_ADOBERGB, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_RESERVED05, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_RESERVED06, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_RESERVED07, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_AUTO = 15 +} NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_ITC_VIDEO_CONTENT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_ITC_ITCONTENT, + NV_INFOFRAME_FIELD_VALUE_AVI_ITC_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AVI_ITC; + +//! Byte 4 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_NONE = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X02, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X03, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X04, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X05, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X06, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X07, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X08, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X09, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X10, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED10, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED11, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED12, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED13, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED14, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED15, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_AUTO = 31 +} NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_GRAPHICS = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_PHOTO, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_CINEMA, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_GAME, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_LIMITED_RANGE = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_FULL_RANGE, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_RESERVED02, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_RESERVED03, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION; + +//! Adding an Auto bit to each field +typedef struct +{ + NvU32 vic : 8; + NvU32 pixelRepeat : 5; + NvU32 colorSpace : 3; + NvU32 colorimetry : 3; + NvU32 extendedColorimetry : 4; + NvU32 rgbQuantizationRange : 3; + NvU32 yccQuantizationRange : 3; + NvU32 itContent : 2; + NvU32 contentTypes : 3; + NvU32 scanInfo : 3; + NvU32 activeFormatInfoPresent : 2; + NvU32 activeFormatAspectRatio : 5; + NvU32 picAspectRatio : 3; + NvU32 nonuniformScaling : 3; + NvU32 barInfo : 3; + NvU32 top_bar : 17; + NvU32 bottom_bar : 17; + NvU32 left_bar : 17; + NvU32 right_bar : 17; + NvU32 Future17 : 2; + NvU32 Future47 : 2; +} NV_INFOFRAME_VIDEO; + +//! Byte 1 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_2, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_4, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_5, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_6, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_7, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_8, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_AUTO = 15 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_PCM, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_AC3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MPEG1, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MP3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MPEG2, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_AACLC, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DTS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_ATRAC, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DSD, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_EAC3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DTSHD, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MLP, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DST, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_WMAPRO, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_USE_CODING_EXTENSION_TYPE, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_AUTO = 31 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE; + +//! Byte 2 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_16BITS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_20BITS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_24BITS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_32000HZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_44100HZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_48000HZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_88200KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_96000KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_176400KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_192000KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_AUTO = 15 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY; + + + +//! Byte 3 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_USE_CODING_TYPE = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_HEAAC, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_HEAACV2, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_MPEGSURROUND, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE04, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE05, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE06, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE07, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE08, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE09, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE10, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE11, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE12, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE13, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE14, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE15, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE16, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE17, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE18, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE19, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE20, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE21, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE22, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE23, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE24, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE25, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE26, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE27, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE28, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE29, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE30, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE31, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_AUTO = 63 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE; + + +//! Byte 4 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_X_X_FR_FL =0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_FCH_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_FCH_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_X_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_X_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_RC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_RC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FCH_RC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FCH_RC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_FCH_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_FCH_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_FC_LFE_FR_FL = 0X31, + // all other values should default to auto + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_AUTO = 0x1FF +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION; + +//! Byte 5 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_0DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_PLUS10DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_RESERVED03, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_0DB = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_1DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_2DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_3DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_4DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_5DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_6DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_7DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_8DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_9DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_10DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_11DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_12DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_13DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_14DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_15DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_AUTO = 31 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX_PERMITTED = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX_PROHIBITED, + NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX; + +typedef struct +{ + NvU32 codingType : 5; + NvU32 codingExtensionType : 6; + NvU32 sampleSize : 3; + NvU32 sampleRate : 4; + NvU32 channelCount : 4; + NvU32 speakerPlacement : 9; + NvU32 downmixInhibit : 2; + NvU32 lfePlaybackLevel : 3; + NvU32 levelShift : 5; + NvU32 Future12 : 2; + NvU32 Future2x : 4; + NvU32 Future3x : 4; + NvU32 Future52 : 2; + NvU32 Future6 : 9; + NvU32 Future7 : 9; + NvU32 Future8 : 9; + NvU32 Future9 : 9; + NvU32 Future10 : 9; +} NV_INFOFRAME_AUDIO; + +typedef struct +{ + NvU32 version; //!< version of this structure + NvU16 size; //!< size of this structure + NvU8 cmd; //!< The actions to perform from NV_INFOFRAME_CMD + NvU8 type; //!< type of infoframe + + union + { + NV_INFOFRAME_PROPERTY property; //!< This is NVIDIA-specific and corresponds to the property cmds and associated infoframe. + NV_INFOFRAME_AUDIO audio; + NV_INFOFRAME_VIDEO video; + } infoframe; +} NV_INFOFRAME_DATA; + +//! Macro for constructing the version field of ::NV_INFOFRAME_DATA +#define NV_INFOFRAME_DATA_VER MAKE_NVAPI_VERSION(NV_INFOFRAME_DATA,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_InfoFrameControl +// +//! DESCRIPTION: This API controls the InfoFrame values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pInfoframeData Contains data corresponding to InfoFrame +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_InfoFrameControl(__in NvU32 displayId, __inout NV_INFOFRAME_DATA *pInfoframeData); + + + + + + +//! \ingroup dispcontrol +//! @{ +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_ColorControl +// +//! \fn NvAPI_Disp_ColorControl(NvU32 displayId, NV_COLOR_DATA *pColorData) +//! DESCRIPTION: This API controls the Color values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pColorData Contains data corresponding to color information +//! +//! \return RETURN STATUS: +//! ::NVAPI_OK, +//! ::NVAPI_ERROR, +//! ::NVAPI_INVALID_ARGUMENT +// +/////////////////////////////////////////////////////////////////////////////// + +typedef enum +{ + NV_COLOR_CMD_GET = 1, + NV_COLOR_CMD_SET, + NV_COLOR_CMD_IS_SUPPORTED_COLOR, + NV_COLOR_CMD_GET_DEFAULT +} NV_COLOR_CMD; + +//! See Table 14 of CEA-861E. Not all of this is supported by the GPU. +typedef enum +{ + NV_COLOR_FORMAT_RGB = 0, + NV_COLOR_FORMAT_YUV422, + NV_COLOR_FORMAT_YUV444, + NV_COLOR_FORMAT_YUV420, + + NV_COLOR_FORMAT_DEFAULT = 0xFE, + NV_COLOR_FORMAT_AUTO = 0xFF +} NV_COLOR_FORMAT; + + + +typedef enum +{ + NV_COLOR_COLORIMETRY_RGB = 0, + NV_COLOR_COLORIMETRY_YCC601, + NV_COLOR_COLORIMETRY_YCC709, + NV_COLOR_COLORIMETRY_XVYCC601, + NV_COLOR_COLORIMETRY_XVYCC709, + NV_COLOR_COLORIMETRY_SYCC601, + NV_COLOR_COLORIMETRY_ADOBEYCC601, + NV_COLOR_COLORIMETRY_ADOBERGB, + NV_COLOR_COLORIMETRY_BT2020RGB, + NV_COLOR_COLORIMETRY_BT2020YCC, + NV_COLOR_COLORIMETRY_BT2020cYCC, + + NV_COLOR_COLORIMETRY_DEFAULT = 0xFE, + NV_COLOR_COLORIMETRY_AUTO = 0xFF +} NV_COLOR_COLORIMETRY; + +typedef enum _NV_DYNAMIC_RANGE +{ + NV_DYNAMIC_RANGE_VESA = 0x0, + NV_DYNAMIC_RANGE_CEA = 0x1, + + NV_DYNAMIC_RANGE_AUTO = 0xFF +} NV_DYNAMIC_RANGE; + +typedef enum _NV_BPC +{ + NV_BPC_DEFAULT = 0, + NV_BPC_6 = 1, + NV_BPC_8 = 2, + NV_BPC_10 = 3, + NV_BPC_12 = 4, + NV_BPC_16 = 5, +} NV_BPC; + +typedef enum _NV_COLOR_SELECTION_POLICY +{ + NV_COLOR_SELECTION_POLICY_USER = 0, //!< app/nvcpl make decision to select the desire color format + NV_COLOR_SELECTION_POLICY_BEST_QUALITY = 1, //!< driver/ OS make decision to select the best color format + NV_COLOR_SELECTION_POLICY_DEFAULT = NV_COLOR_SELECTION_POLICY_BEST_QUALITY, + NV_COLOR_SELECTION_POLICY_UNKNOWN = 0xFF, +} NV_COLOR_SELECTION_POLICY; + +typedef enum _NV_DESKTOP_COLOR_DEPTH +{ + NV_DESKTOP_COLOR_DEPTH_DEFAULT = 0x0, // set if the current setting should be kept + NV_DESKTOP_COLOR_DEPTH_8BPC = 0x1, //8 bit int per color component (8 bit int alpha) + NV_DESKTOP_COLOR_DEPTH_10BPC = 0x2, //10 bit int per color component (2 bit int alpha) + NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT = 0x3, //16 bit float per color component (16 bit float alpha) + NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT_WCG = 0x4, //16 bit float per color component (16 bit float alpha) wide color gamut + NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT_HDR = 0x5, //16 bit float per color component (16 bit float alpha) HDR + NV_DESKTOP_COLOR_DEPTH_MAX_VALUE = NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT_HDR, // must be set to highest enum value +} NV_DESKTOP_COLOR_DEPTH; + +typedef struct _NV_COLOR_DATA_V1 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + } data; +} NV_COLOR_DATA_V1; + +typedef struct _NV_COLOR_DATA_V2 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + } data; +} NV_COLOR_DATA_V2; + +typedef struct _NV_COLOR_DATA_V3 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + NV_BPC bpc; //!< One of NV_BPC enum values. + } data; +} NV_COLOR_DATA_V3; + +typedef struct _NV_COLOR_DATA_V4 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + NV_BPC bpc; //!< One of NV_BPC enum values. + NV_COLOR_SELECTION_POLICY colorSelectionPolicy; //!< One of the color selection policy + } data; +} NV_COLOR_DATA_V4; + +typedef struct _NV_COLOR_DATA_V5 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + NV_BPC bpc; //!< One of NV_BPC enum values. + NV_COLOR_SELECTION_POLICY colorSelectionPolicy; //!< One of the color selection policy + NV_DESKTOP_COLOR_DEPTH depth; //!< One of NV_DESKTOP_COLOR_DEPTH enum values. + } data; +} NV_COLOR_DATA_V5; + +typedef NV_COLOR_DATA_V5 NV_COLOR_DATA; + +#define NV_COLOR_DATA_VER1 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V1, 1) +#define NV_COLOR_DATA_VER2 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V2, 2) +#define NV_COLOR_DATA_VER3 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V3, 3) +#define NV_COLOR_DATA_VER4 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V4, 4) +#define NV_COLOR_DATA_VER5 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V5, 5) +#define NV_COLOR_DATA_VER NV_COLOR_DATA_VER5 + +NVAPI_INTERFACE NvAPI_Disp_ColorControl(NvU32 displayId, NV_COLOR_DATA *pColorData); + +//! @} + + +typedef enum +{ + NV_STATIC_METADATA_TYPE_1 = 0 //!< Tells the type of structure used to define the Static Metadata Descriptor block. +}NV_STATIC_METADATA_DESCRIPTOR_ID; + +typedef struct _NV_HDR_CAPABILITIES_V1 +{ + NvU32 version; //!< Version of this structure + + NvU32 isST2084EotfSupported :1; //!< HDMI2.0a UHDA HDR with ST2084 EOTF (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isTraditionalHdrGammaSupported :1; //!< HDMI2.0a traditional HDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isEdrSupported :1; //!< Extended Dynamic Range on SDR displays. Boolean: 0 = not supported, 1 = supported; + NvU32 driverExpandDefaultHdrParameters :1; //!< If set, driver will expand default (=zero) HDR capabilities parameters contained in display's EDID. + //!< Boolean: 0 = report actual HDR parameters, 1 = expand default HDR parameters; + NvU32 isTraditionalSdrGammaSupported :1; //!< HDMI2.0a traditional SDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 reserved :27; + + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 desired_content_max_luminance; //!< Maximum display luminance = desired max luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 desired_content_min_luminance; //!< Minimum display luminance = desired min luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + NvU16 desired_content_max_frame_average_luminance; //!< Desired maximum Frame-Average Light Level (MaxFALL) of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + }display_data; +} NV_HDR_CAPABILITIES_V1; + +typedef struct _NV_HDR_CAPABILITIES_V2 +{ + NvU32 version; //!< Version of this structure + + NvU32 isST2084EotfSupported :1; //!< HDMI2.0a UHDA HDR with ST2084 EOTF (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isTraditionalHdrGammaSupported :1; //!< HDMI2.0a traditional HDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isEdrSupported :1; //!< Extended Dynamic Range on SDR displays. Boolean: 0 = not supported, 1 = supported; + NvU32 driverExpandDefaultHdrParameters :1; //!< If set, driver will expand default (=zero) HDR capabilities parameters contained in display's EDID. + //!< Boolean: 0 = report actual HDR parameters, 1 = expand default HDR parameters; + NvU32 isTraditionalSdrGammaSupported :1; //!< HDMI2.0a traditional SDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isDolbyVisionSupported :1; //!< Dolby Vision Support. Boolean: 0 = not supported, 1 = supported; + NvU32 reserved :26; + + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 desired_content_max_luminance; //!< Maximum display luminance = desired max luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 desired_content_min_luminance; //!< Minimum display luminance = desired min luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + NvU16 desired_content_max_frame_average_luminance; //!< Desired maximum Frame-Average Light Level (MaxFALL) of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + }display_data; + + struct + { + NvU32 VSVDB_version : 3; //!< Version of Vendor Data block,Version 0: 25 bytes Version 1: 14 bytes + NvU32 dm_version : 8; //!< Upper Nibble represents major version of Display Management(DM) while lower represents minor version of DM + NvU32 supports_2160p60hz : 1; //!< If set sink is capable of 4kx2k @ 60hz + NvU32 supports_YUV422_12bit : 1; //!< If set, sink is capable of YUV422-12 bit + NvU32 supports_global_dimming : 1; //!< Indicates if sink supports global dimming + NvU32 colorimetry : 1; //!< If set indicates sink supports DCI P3 colorimetry, REc709 otherwise + NvU32 supports_backlight_control : 2; //!< This is set when sink is using lowlatency interface and can control its backlight. + NvU32 backlt_min_luma : 2; //!< It is the level for Backlt min luminance value. + NvU32 interface_supported_by_sink : 2; //!< Indicates the interface (standard or low latency) supported by the sink. + NvU32 supports_10b_12b_444 : 2; //!< It is set when interface supported is low latency, it tells whether it supports 10 bit or 12 bit RGB 4:4:4 or YCbCr 4:4:4 or both. + NvU32 reserved : 9; //!< Should be set to zero + //!< All values below are encoded use DolbyVisionHDMITransmissionSpecification document to decode + NvU16 target_min_luminance; //!< Represents min luminance level of Sink + NvU16 target_max_luminance; //!< Represents max luminance level of sink + NvU16 cc_red_x; //!< Red primary chromaticity coordinate x + NvU16 cc_red_y; //!< Red primary chromaticity coordinate y + NvU16 cc_green_x; //!< Green primary chromaticity coordinate x + NvU16 cc_green_y; //!< Green primary chromaticity coordinate Y + NvU16 cc_blue_x; //!< Blue primary chromaticity coordinate x + NvU16 cc_blue_y; //!< Blue primary chromaticity coordinate y + NvU16 cc_white_x; //!< White primary chromaticity coordinate x + NvU16 cc_white_y; //!< White primary chromaticity coordinate y + }dv_static_metadata; + +} NV_HDR_CAPABILITIES_V2; + +typedef struct _NV_HDR_CAPABILITIES_V3 +{ + NvU32 version; //!< Version of this structure + + NvU32 isST2084EotfSupported :1; //!< HDMI2.0a UHDA HDR with ST2084 EOTF (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isTraditionalHdrGammaSupported :1; //!< HDMI2.0a traditional HDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isEdrSupported :1; //!< Extended Dynamic Range on SDR displays. Boolean: 0 = not supported, 1 = supported; + NvU32 driverExpandDefaultHdrParameters :1; //!< If set, driver will expand default (=zero) HDR capabilities parameters contained in display's EDID. + //!< Boolean: 0 = report actual HDR parameters, 1 = expand default HDR parameters; + NvU32 isTraditionalSdrGammaSupported :1; //!< HDMI2.0a traditional SDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isDolbyVisionSupported :1; //!< Dolby Vision Support. Boolean: 0 = not supported, 1 = supported; + NvU32 isHdr10PlusSupported :1; //!< HDR10+ (Sink Side Tonemapping) is supported + NvU32 isHdr10PlusGamingSupported :1; //!< HDR10+ Gaming, a.k.a HDR10+ Source Side Tonemapping (SSTM), is supported + NvU32 reserved :24; + + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 desired_content_max_luminance; //!< Maximum display luminance = desired max luminance of HDR content ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + NvU16 desired_content_min_luminance; //!< Minimum display luminance = desired min luminance of HDR content ([0x0000-0xFFFF] = [0.0 - 6.55350] cd/m^2, in units of 0.0001 cd/m^2) + NvU16 desired_content_max_frame_average_luminance; //!< Desired maximum Frame-Average Light Level (MaxFALL) of HDR content ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + }display_data; + + struct + { + NvU32 VSVDB_version : 3; //!< Version of Vendor Data block,Version 0: 25 bytes Version 1: 14 bytes + NvU32 dm_version : 8; //!< Upper Nibble represents major version of Display Management(DM) while lower represents minor version of DM + NvU32 supports_2160p60hz : 1; //!< If set sink is capable of 4kx2k @ 60hz + NvU32 supports_YUV422_12bit : 1; //!< If set, sink is capable of YUV422-12 bit + NvU32 supports_global_dimming : 1; //!< Indicates if sink supports global dimming + NvU32 colorimetry : 1; //!< If set indicates sink supports DCI P3 colorimetry, REc709 otherwise + NvU32 supports_backlight_control : 2; //!< This is set when sink is using lowlatency interface and can control its backlight. + NvU32 backlt_min_luma : 2; //!< It is the level for Backlt min luminance value (reserved = 0x3 in latest DV spec). + NvU32 interface_supported_by_sink : 2; //!< Indicates the interface (standard or low latency) supported by the sink. + NvU32 supports_10b_12b_444 : 2; //!< It is set when interface supported is low latency, it tells whether it supports 10 bit or 12 bit RGB 4:4:4 or YCbCr 4:4:4 or both. + NvU32 parity : 1; //!< resolution and frame-rate relationships between Dolby Vision and other video processing + NvU32 reserved : 8; //!< Should be set to zero + + //!< All values below are encoded use DolbyVisionHDMITransmissionSpecification document to decode + NvU16 target_min_luminance; //!< Represents min luminance level of Sink + NvU16 target_max_luminance; //!< Represents max luminance level of sink + NvU16 cc_red_x; //!< Red primary chromaticity coordinate x + NvU16 cc_red_y; //!< Red primary chromaticity coordinate y + NvU16 cc_green_x; //!< Green primary chromaticity coordinate x + NvU16 cc_green_y; //!< Green primary chromaticity coordinate Y + NvU16 cc_blue_x; //!< Blue primary chromaticity coordinate x + NvU16 cc_blue_y; //!< Blue primary chromaticity coordinate y + NvU16 cc_white_x; //!< White primary chromaticity coordinate x + NvU16 cc_white_y; //!< White primary chromaticity coordinate y + }dv_static_metadata; + + struct + { + NvU16 application_version : 2; //!< Application version of HDR10+ Vendor Specific Video Data Block + NvU16 full_frame_peak_luminance_index : 2; //!< Full frame peak luminance index + NvU16 peak_luminance_index : 4; //!< Peak luminance index + NvU16 reserved : 8; + }hdr10plus_vsvdb; + +} NV_HDR_CAPABILITIES_V3; + +#define NV_HDR_CAPABILITIES_VER1 MAKE_NVAPI_VERSION(NV_HDR_CAPABILITIES_V1, 1) +#define NV_HDR_CAPABILITIES_VER2 MAKE_NVAPI_VERSION(NV_HDR_CAPABILITIES_V2, 2) +#define NV_HDR_CAPABILITIES_VER3 MAKE_NVAPI_VERSION(NV_HDR_CAPABILITIES_V3, 3) +#define NV_HDR_CAPABILITIES_VER NV_HDR_CAPABILITIES_VER3 +typedef NV_HDR_CAPABILITIES_V3 NV_HDR_CAPABILITIES; + +//! \ingroup dispcontrol +//! @{ +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetHdrCapabilities +// +//! \fn NvAPI_Disp_GetHdrCapabilities(NvU32 displayId, NV_HDR_CAPABILITIES *pHdrCapabilities) +//! DESCRIPTION: This API gets High Dynamic Range (HDR) capabilities of the display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pHdrCapabilities display's HDR capabilities +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetHdrCapabilities(__in NvU32 displayId, __inout NV_HDR_CAPABILITIES *pHdrCapabilities); + +//! @} + + +typedef enum +{ + NV_HDR_CMD_GET = 0, //!< Get current HDR output configuration + NV_HDR_CMD_SET = 1 //!< Set HDR output configuration +} NV_HDR_CMD; + +typedef enum +{ + // Official production-ready HDR modes + NV_HDR_MODE_OFF = 0, //!< Turn off HDR + NV_HDR_MODE_UHDA = 2, //!< Source: CCCS [a.k.a FP16 scRGB, linear, sRGB primaries, [-65504,0, 65504] range, RGB(1,1,1) = 80nits] Output : UHDA HDR [a.k.a HDR10, RGB/YCC 10/12bpc ST2084(PQ) EOTF RGB(1,1,1) = 10000 nits, Rec2020 color primaries, ST2086 static HDR metadata]. This is the only supported production HDR mode. + + // Experimental + NV_HDR_MODE_UHDA_PASSTHROUGH = 5, //!< Experimental mode only, not for production! Source: HDR10 RGB 10bpc Output: HDR10 RGB 10 bpc - signal UHDA HDR mode (PQ + Rec2020) to the sink but send source pixel values unmodified (no PQ or Rec2020 conversions) - assumes source is already in HDR10 format. + NV_HDR_MODE_DOLBY_VISION = 7, //!< Experimental mode only, not for production! Source: RGB8 Dolby Vision encoded (12 bpc YCbCr422 packed into RGB8) Output: Dolby Vision encoded : Application is to encoded frames in DV format and embed DV dynamic metadata as described in Dolby Vision specification. + + // Unsupported/obsolete HDR modes + NV_HDR_MODE_EDR = 3, //!< Do not use! Internal test mode only, to be removed. Source: CCCS (a.k.a FP16 scRGB) Output : EDR (Extended Dynamic Range) - HDR content is tonemapped and gamut mapped to output on regular SDR display set to max luminance ( ~300 nits ). + NV_HDR_MODE_SDR = 4, //!< Do not use! Internal test mode only, to be removed. Source: any Output: SDR (Standard Dynamic Range), we continuously send SDR EOTF InfoFrame signaling, HDMI compliance testing. + NV_HDR_MODE_UHDA_NB = 6, //!< Do not use! Internal test mode only, to be removed. Source: CCCS (a.k.a FP16 scRGB) Output : notebook HDR + NV_HDR_MODE_UHDBD = 2 //!< Do not use! Obsolete, to be removed. NV_HDR_MODE_UHDBD == NV_HDR_MODE_UHDA, reflects obsolete pre-UHDA naming convention. + +} NV_HDR_MODE; + +typedef struct _NV_HDR_COLOR_DATA_V1 +{ + NvU32 version; //!< Version of this structure + NV_HDR_CMD cmd; //!< Command get/set + NV_HDR_MODE hdrMode; //!< HDR mode + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 max_display_mastering_luminance; //!< Maximum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 min_display_mastering_luminance; //!< Minimum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + + NvU16 max_content_light_level; //!< Maximum Content Light level (MaxCLL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 max_frame_average_light_level; //!< Maximum Frame-Average Light Level (MaxFALL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + } mastering_display_data; +} NV_HDR_COLOR_DATA_V1; + +typedef struct _NV_HDR_COLOR_DATA_V2 +{ + NvU32 version; //!< Version of this structure + NV_HDR_CMD cmd; //!< Command get/set + NV_HDR_MODE hdrMode; //!< HDR mode + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 max_display_mastering_luminance; //!< Maximum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 min_display_mastering_luminance; //!< Minimum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + + NvU16 max_content_light_level; //!< Maximum Content Light level (MaxCLL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 max_frame_average_light_level; //!< Maximum Frame-Average Light Level (MaxFALL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + } mastering_display_data; + + NV_COLOR_FORMAT hdrColorFormat; //!< Optional, One of NV_COLOR_FORMAT enum values, if set it will apply requested color format for HDR session + NV_DYNAMIC_RANGE hdrDynamicRange; //!< Optional, One of NV_DYNAMIC_RANGE enum values, if set it will apply requested dynamic range for HDR session + NV_BPC hdrBpc; //!< Optional, One of NV_BPC enum values, if set it will apply requested color depth + //!< Dolby Vision mode: DV supports specific combinations of colorformat, dynamic range and bpc. Please refer Dolby Vision specification. + //!< If invalid or no combination is passed driver will force default combination of RGB format + full range + 8bpc. + //!< HDR mode: These fields are ignored in hdr mode +} NV_HDR_COLOR_DATA_V2; + +#define NV_HDR_COLOR_DATA_VER1 MAKE_NVAPI_VERSION(NV_HDR_COLOR_DATA_V1, 1) +#define NV_HDR_COLOR_DATA_VER2 MAKE_NVAPI_VERSION(NV_HDR_COLOR_DATA_V2, 2) + +#ifndef NV_HDR_COLOR_DATA_VER +#define NV_HDR_COLOR_DATA_VER NV_HDR_COLOR_DATA_VER2 +typedef NV_HDR_COLOR_DATA_V2 NV_HDR_COLOR_DATA; +#endif + +//! \ingroup dispcontrol +//! @{ + /////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_HdrColorControl +// +//! \fn NvAPI_Disp_HdrColorControl(NvU32 displayId, NV_HDR_COLOR_DATA *pHdrColorData) +//! DESCRIPTION: This API configures High Dynamic Range (HDR) and Extended Dynamic Range (EDR) output. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pHdrColorData HDR configuration data +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_HdrColorControl(__in NvU32 displayId, __inout NV_HDR_COLOR_DATA *pHdrColorData); + +typedef enum _NV_COLORSPACE_TYPE +{ + NV_COLORSPACE_sRGB = 0, //!< sRGB IEC 61966-2-1:1999 == DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 + NV_COLORSPACE_xRGB = 1, //!< FP16 linear with sRGB color primaries == DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709 + NV_COLORSPACE_REC2100 = 12, //!< ITU-R Rec BT.2100 (HDR10) == DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020 +} NV_COLORSPACE_TYPE; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetSourceColorSpace +// +//! \fn NvAPI_Disp_SetSourceColorSpace(__in NvU32 displayId, __in NV_SOURCE_COLORSPACE colorSpace) +//! DESCRIPTION: This API sets colorspace of the source identified by the process id of the caller +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [in] colorSpaceType Source colorspace type +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetSourceColorSpace(__in NvU32 displayId, __in NV_COLORSPACE_TYPE colorSpaceType); + +#define NV_SOURCE_PID_CURRENT 0 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetSourceColorSpace +// +//! \fn NvAPI_Disp_GetSourceColorSpace(__in NvU32 displayId, __inout NV_SOURCE_COLORSPACE* pColorSpace) +//! DESCRIPTION: This API gets colorspace of the source identified by the process id. +//! Set sourcePID = NV_SOURCE_PID_CURRENT to use the process id of the caller. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [out] pColorSpaceType Source colorspace type +//! \param [in] sourcePID Source process id (PID) +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetSourceColorSpace(__in NvU32 displayId, __inout NV_COLORSPACE_TYPE* pColorSpaceType, NvU64 sourcePID); + +typedef struct _NV_HDR_METADATA_V1 +{ + NvU32 version; //!< Version of this structure + + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 max_display_mastering_luminance; //!< Maximum display mastering luminance ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + NvU16 min_display_mastering_luminance; //!< Minimum display mastering luminance ([0x0000-0xFFFF] = [0.0 - 6.55350] cd/m^2, in units of 0.0001 cd/m^2) + + NvU16 max_content_light_level; //!< Maximum Content Light level (MaxCLL) ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + NvU16 max_frame_average_light_level; //!< Maximum Frame-Average Light Level (MaxFALL) ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) +} NV_HDR_METADATA_V1; + +#define NV_HDR_METADATA_VER1 MAKE_NVAPI_VERSION(NV_HDR_METADATA_V1, 1) +#define NV_HDR_METADATA_VER NV_HDR_METADATA_VER1 +typedef NV_HDR_METADATA_V1 NV_HDR_METADATA; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetSourceHdrMetadata +// +//! \fn NvAPI_Disp_SetSourceHdrMetadata(__in NvU32 displayId, __in NV_HDR_METADATA* pMetadata) +//! DESCRIPTION: This API sets HDR metadata of the source identified by the process id of the caller +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [in] pMetadata HDR metadata +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetSourceHdrMetadata(__in NvU32 displayId, __in NV_HDR_METADATA* pMetadata); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetSourceHdrMetadata +// +//! \fn NvAPI_NvAPI_Disp_GetSourceHdrMetadata(__in NvU32 displayId, __inout NV_HDR_METADATA* pMetadata) +//! DESCRIPTION: This API gets HDR metadata of the source identified by the process id of the caller +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [out] pMetadata HDR metadata +//! \param [in] sourcePID Source process id (PID) +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetSourceHdrMetadata(__in NvU32 displayId, __inout NV_HDR_METADATA* pMetadata, NvU64 sourcePID); + +typedef enum _NV_DISPLAY_OUTPUT_MODE +{ + NV_DISPLAY_OUTPUT_MODE_SDR = 0, + NV_DISPLAY_OUTPUT_MODE_HDR10 = 1, + NV_DISPLAY_OUTPUT_MODE_HDR10PLUS_GAMING = 2 +} NV_DISPLAY_OUTPUT_MODE; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetOutputMode +// +//! \fn NvAPI_Disp_SetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode) +//! DESCRIPTION: This API sets display output mode and returns the display output mode used by the OS before the API call. +//! Only one application at a time can override OS display output mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Display identifier +//! \param [in, out] pDisplayMode New/original display output mode +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_RESOURCE_IN_USE the output mode can't be changed as it is already overriden by another application. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetOutputMode +// +//! \fn NvAPI_Disp_GetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode) +//! DESCRIPTION: This API gets display output mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Display identifier +//! \param [out] pDisplayMode Current display output mode +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode); + +typedef enum _NV_HDR_TONEMAPPING_METHOD +{ + NV_HDR_TONEMAPPING_APP = 0, + NV_HDR_TONEMAPPING_GPU = 1 +} NV_HDR_TONEMAPPING_METHOD; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetHdrToneMapping +// +//! \fn NvAPI_Disp_SetHdrToneMapping(__in NvU32 displayId, __in NV_HDR_TONEMAPPING_METHOD hdrTonemapping) +//! DESCRIPTION: This API sets HDR tonemapping method for the display +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Display identifier +//! \param [in] hdrTonemapping HDR tonemapping method +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetHdrToneMapping(__in NvU32 displayId, __in NV_HDR_TONEMAPPING_METHOD hdrTonemapping); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetHdrToneMapping +// +//! \fn NvAPI_Disp_GetHdrToneMapping(__in NvU32 displayId, __inout NV_HDR_TONEMAPPING_METHOD* pHdrTonemapping) +//! DESCRIPTION: This API gets HDR tonemapping method for the display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId display identifier +//! \param [out] pHdrTonemapping HDR tonemapping method +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetHdrToneMapping(__in NvU32 displayId, __inout NV_HDR_TONEMAPPING_METHOD* pHdrTonemapping); +//! @} + +//! \ingroup dispcontrol +//! Used in NvAPI_DISP_GetTiming(). +typedef struct +{ + NvU32 isInterlaced : 4; //!< To retrieve interlaced/progressive timing + NvU32 reserved0 : 12; + union + { + NvU32 tvFormat : 8; //!< The actual analog HD/SDTV format. Used when the timing type is + //! NV_TIMING_OVERRIDE_ANALOG_TV and width==height==rr==0. + NvU32 ceaId : 8; //!< The EIA/CEA 861B/D predefined short timing descriptor ID. + //! Used when the timing type is NV_TIMING_OVERRIDE_EIA861 + //! and width==height==rr==0. + NvU32 nvPsfId : 8; //!< The NV predefined PsF format Id. + //! Used when the timing type is NV_TIMING_OVERRIDE_NV_PREDEFINED. + }; + NvU32 scaling : 8; //!< Define preferred scaling +}NV_TIMING_FLAG; + +//! \ingroup dispcontrol +//! Used in NvAPI_DISP_GetTiming(). +typedef struct _NV_TIMING_INPUT +{ + NvU32 version; //!< (IN) structure version + + NvU32 width; //!< Visible horizontal size + NvU32 height; //!< Visible vertical size + float rr; //!< Timing refresh rate + + NV_TIMING_FLAG flag; //!< Flag containing additional info for timing calculation. + + NV_TIMING_OVERRIDE type; //!< Timing type(formula) to use for calculating the timing +}NV_TIMING_INPUT; + +#define NV_TIMING_INPUT_VER MAKE_NVAPI_VERSION(NV_TIMING_INPUT,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetTiming +// +//! DESCRIPTION: This function calculates the timing from the visible width/height/refresh-rate and timing type info. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] displayId Display ID of the display. +//! \param [in] timingInput Inputs used for calculating the timing. +//! \param [out] pTiming Pointer to the NV_TIMING structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetTiming( __in NvU32 displayId,__in NV_TIMING_INPUT *timingInput, __out NV_TIMING *pTiming); + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetMonitorCapabilities +// +//! \fn NvAPI_DISP_GetMonitorCapabilities(NvU32 displayId, NV_MONITOR_CAPABILITIES *pMonitorCapabilities) +//! DESCRIPTION: This API returns the Monitor capabilities +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [out] pMonitorCapabilities The monitor support info +//! +//! \return ::NVAPI_OK, +//! ::NVAPI_ERROR, +//! ::NVAPI_INVALID_ARGUMENT +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +//! @{ + + +//! HDMI-related and extended CAPs +typedef enum +{ + // hdmi related caps + NV_MONITOR_CAPS_TYPE_HDMI_VSDB = 0x1000, + NV_MONITOR_CAPS_TYPE_HDMI_VCDB = 0x1001, + // backend caps + NV_MONITOR_CAPS_TYPE_GENERIC = 0x1002, +} NV_MONITOR_CAPS_TYPE; + + + +typedef struct _NV_MONITOR_CAPS_VCDB +{ + NvU8 quantizationRangeYcc : 1; + NvU8 quantizationRangeRgb : 1; + NvU8 scanInfoPreferredVideoFormat : 2; + NvU8 scanInfoITVideoFormats : 2; + NvU8 scanInfoCEVideoFormats : 2; +} NV_MONITOR_CAPS_VCDB; + + +//! See NvAPI_DISP_GetMonitorCapabilities(). +typedef struct _NV_MONITOR_CAPS_VSDB +{ + // byte 1 + NvU8 sourcePhysicalAddressB : 4; //!< Byte 1 + NvU8 sourcePhysicalAddressA : 4; //!< Byte 1 + // byte 2 + NvU8 sourcePhysicalAddressD : 4; //!< Byte 2 + NvU8 sourcePhysicalAddressC : 4; //!< Byte 2 + // byte 3 + NvU8 supportDualDviOperation : 1; //!< Byte 3 + NvU8 reserved6 : 2; //!< Byte 3 + NvU8 supportDeepColorYCbCr444 : 1; //!< Byte 3 + NvU8 supportDeepColor30bits : 1; //!< Byte 3 + NvU8 supportDeepColor36bits : 1; //!< Byte 3 + NvU8 supportDeepColor48bits : 1; //!< Byte 3 + NvU8 supportAI : 1; //!< Byte 3 + // byte 4 + NvU8 maxTmdsClock; //!< Bye 4 + // byte 5 + NvU8 cnc0SupportGraphicsTextContent : 1; //!< Byte 5 + NvU8 cnc1SupportPhotoContent : 1; //!< Byte 5 + NvU8 cnc2SupportCinemaContent : 1; //!< Byte 5 + NvU8 cnc3SupportGameContent : 1; //!< Byte 5 + NvU8 reserved8 : 1; //!< Byte 5 + NvU8 hasVicEntries : 1; //!< Byte 5 + NvU8 hasInterlacedLatencyField : 1; //!< Byte 5 + NvU8 hasLatencyField : 1; //!< Byte 5 + // byte 6 + NvU8 videoLatency; //!< Byte 6 + // byte 7 + NvU8 audioLatency; //!< Byte 7 + // byte 8 + NvU8 interlacedVideoLatency; //!< Byte 8 + // byte 9 + NvU8 interlacedAudioLatency; //!< Byte 9 + // byte 10 + NvU8 reserved13 : 7; //!< Byte 10 + NvU8 has3dEntries : 1; //!< Byte 10 + // byte 11 + NvU8 hdmi3dLength : 5; //!< Byte 11 + NvU8 hdmiVicLength : 3; //!< Byte 11 + // Remaining bytes + NvU8 hdmi_vic[7]; //!< Keeping maximum length for 3 bits + NvU8 hdmi_3d[31]; //!< Keeping maximum length for 5 bits +} NV_MONITOR_CAPS_VSDB; + +typedef struct _NV_MONITOR_CAPS_GENERIC +{ + NvU8 supportVRR : 1; //!< monitor supports variable refresh rate. Valid for NV_MONITOR_CAPS_TYPE_GENERIC only. + NvU8 supportULMB : 1; //!< monitor supports ULMB with variable refresh rate. Valid for NV_MONITOR_CAPS_TYPE_GENERIC only. + NvU8 isTrueGsync : 1; //!< whether the monitor is actually GSYNC or adaptive sync monitor : 0 for adaptive sync. + NvU8 isRLACapable : 1; //!< whether monitor supports RLA + NvU8 currentlyCapableOfVRR : 1; //!< monitor currently supports VRR on applied display settings. Valid for NV_MONITOR_CAPS_TYPE_GENERIC only. + NvU8 reserved : 3; +} NV_MONITOR_CAPS_GENERIC; + +//! See NvAPI_DISP_GetMonitorCapabilities(). +typedef struct _NV_MONITOR_CAPABILITIES_V1 +{ + NvU32 version; + NvU16 size; + NvU32 infoType; + NvU32 connectorType; //!< Out: VGA, TV, DVI, HDMI, DP + NvU8 bIsValidInfo : 1; //!< Boolean : Returns invalid if requested info is not present such as VCDB not present + union { + NV_MONITOR_CAPS_VSDB vsdb; + NV_MONITOR_CAPS_VCDB vcdb; + NV_MONITOR_CAPS_GENERIC caps; + } data; +} NV_MONITOR_CAPABILITIES_V1; + +typedef NV_MONITOR_CAPABILITIES_V1 NV_MONITOR_CAPABILITIES; + +//! Macro for constructing the version field of ::NV_MONITOR_CAPABILITIES_V1 +#define NV_MONITOR_CAPABILITIES_VER1 MAKE_NVAPI_VERSION(NV_MONITOR_CAPABILITIES_V1,1) +#define NV_MONITOR_CAPABILITIES_VER NV_MONITOR_CAPABILITIES_VER1 + +//! @} + +//! SUPPORTED OS: Windows 10 and higher +//! +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_GetMonitorCapabilities(__in NvU32 displayId, __inout NV_MONITOR_CAPABILITIES *pMonitorCapabilities); + +//! \ingroup dispcontrol +typedef struct _NV_MONITOR_COLOR_DATA +{ + NvU32 version; +// We are only supporting DP monitors for now. We need to extend this to HDMI panels as well + NV_DP_COLOR_FORMAT colorFormat; //!< One of the supported color formats + NV_DP_BPC backendBitDepths; //!< One of the supported bit depths +} NV_MONITOR_COLOR_CAPS_V1; + +typedef NV_MONITOR_COLOR_CAPS_V1 NV_MONITOR_COLOR_CAPS; + +//! \ingroup dispcontrol +#define NV_MONITOR_COLOR_CAPS_VER1 MAKE_NVAPI_VERSION(NV_MONITOR_COLOR_CAPS_V1,1) +#define NV_MONITOR_COLOR_CAPS_VER NV_MONITOR_COLOR_CAPS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetMonitorColorCapabilities +// +//! DESCRIPTION: This API returns all the color formats and bit depth values supported by a given DP monitor. +//! +//! USAGE: Sequence of calls which caller should make to get the information. +//! 1. First call NvAPI_DISP_GetMonitorColorCapabilities() with pMonitorColorCapabilities as NULL to get the count. +//! 2. Allocate memory for color caps(NV_MONITOR_COLOR_CAPS) array. +//! 3. Call NvAPI_DISP_GetMonitorColorCapabilities() again with the pointer to the memory allocated to get all the +//! color capabilities. +//! +//! Note : +//! 1. pColorCapsCount should never be NULL, else the API will fail with NVAPI_INVALID_ARGUMENT. +//! 2. *pColorCapsCount returned from the API will always be the actual count in any/every call. +//! 3. Memory size to be allocated should be (*pColorCapsCount * sizeof(NV_MONITOR_COLOR_CAPS)). +//! 4. If the memory allocated is less than what is required to return all the timings, this API will return the +//! amount of information which can fit in user provided buffer and API will return NVAPI_INSUFFICIENT_BUFFER. +//! 5. If the caller specifies a greater value for *pColorCapsCount in second call to NvAPI_DISP_GetMonitorColorCapabilities() +//! than what was returned from first call, the API will return only the actual number of elements in the color +//! capabilities array and the extra buffer will remain unused. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in, out] pMonitorColorCapabilities The monitor color capabilities information +//! \param [in, out] pColorCapsCount - During input, the number of elements allocated for the pMonitorColorCapabilities pointer +//! - During output, the actual number of color data elements the monitor supports +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INSUFFICIENT_BUFFER The input buffer size is not sufficient to hold the total contents. In this case +//! *pColorCapsCount will hold the required amount of elements. +//! \retval NVAPI_INVALID_DISPLAY_ID The input monitor is either not connected or is not a DP panel. +//! +//! \ingroup dispcontrol +//! +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetMonitorColorCapabilities(__in NvU32 displayId, __inout_ecount_part_opt(*pColorCapsCount, *pColorCapsCount) NV_MONITOR_COLOR_CAPS *pMonitorColorCapabilities, __inout NvU32 *pColorCapsCount); + +//! \ingroup dispcontrol +//! Used in NvAPI_DISP_EnumCustomDisplay() and NvAPI_DISP_TryCustomDisplay(). +typedef struct +{ + NvU32 version; + + // the source mode information + NvU32 width; //!< Source surface(source mode) width + NvU32 height; //!< Source surface(source mode) height + NvU32 depth; //!< Source surface color depth."0" means all 8/16/32bpp + NV_FORMAT colorFormat; //!< Color format (optional) + + NV_VIEWPORTF srcPartition; //!< For multimon support, should be set to (0,0,1.0,1.0) for now. + + float xRatio; //!< Horizontal scaling ratio + float yRatio; //!< Vertical scaling ratio + + NV_TIMING timing; //!< Timing used to program TMDS/DAC/LVDS/HDMI/TVEncoder, etc. + NvU32 hwModeSetOnly : 1; //!< If set, it means a hardware modeset without OS update + +}NV_CUSTOM_DISPLAY; + +//! \ingroup dispcontrol +//! Used in NV_CUSTOM_DISPLAY. +#define NV_CUSTOM_DISPLAY_VER MAKE_NVAPI_VERSION(NV_CUSTOM_DISPLAY,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_EnumCustomDisplay +// +//! DESCRIPTION: This API enumerates the custom timing specified by the enum index. +//! The client should keep enumerating until it returns NVAPI_END_ENUMERATION. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] displayId Dispaly ID of the display. +//! \param [in] index Enum index +//! \param [inout] pCustDisp Pointer to the NV_CUSTOM_DISPLAY structure +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_EnumCustomDisplay( __in NvU32 displayId, __in NvU32 index, __inout NV_CUSTOM_DISPLAY *pCustDisp); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_TryCustomDisplay +// +//! DESCRIPTION: This API is used to set up a custom display without saving the configuration on multiple displays. +//! +//! \note +//! All the members of srcPartition, present in NV_CUSTOM_DISPLAY structure, should have their range in (0.0,1.0). +//! In clone mode the timings can applied to both the target monitors but only one target at a time. \n +//! For the secondary target the applied timings works under the following conditions: +//! - If the secondary monitor EDID supports the selected timing, OR +//! - If the selected custom timings can be scaled by the secondary monitor for the selected source resolution on the primary, OR +//! - If the selected custom timings matches the existing source resolution on the primary. +//! Setting up a custom display on non-active but connected monitors is supported only for Win7 and above. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Array of the target display Dispaly IDs - See \ref handles. +//! \param [in] count Total number of the incoming Display IDs and corresponding NV_CUSTOM_DISPLAY structure. This is for the multi-head support. +//! \param [in] pCustDisp Pointer to the NV_CUSTOM_DISPLAY structure array. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_TryCustomDisplay( __in_ecount(count) NvU32 *pDisplayIds, __in NvU32 count, __in_ecount(count) NV_CUSTOM_DISPLAY *pCustDisp); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_DeleteCustomDisplay +// +//! DESCRIPTION: This function deletes the custom display configuration, specified from the registry for all the displays whose display IDs are passed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Array of Dispaly IDs on which custom display configuration is to be saved. +//! \param [in] count Total number of the incoming Dispaly IDs. This is for the multi-head support. +//! \param [in] pCustDisp Pointer to the NV_CUSTOM_DISPLAY structure +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_DeleteCustomDisplay( __in_ecount(count) NvU32 *pDisplayIds, __in NvU32 count, __in NV_CUSTOM_DISPLAY *pCustDisp); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_SaveCustomDisplay +// +//! DESCRIPTION: This function saves the current hardware display configuration on the specified Display IDs as a custom display configuration. +//! This function should be called right after NvAPI_DISP_TryCustomDisplay() to save the custom display from the current +//! hardware context. This function will not do anything if the custom display configuration is not tested on the hardware. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Array of Dispaly IDs on which custom display configuration is to be saved. +//! \param [in] count Total number of the incoming Dispaly IDs. This is for the multi-head support. +//! \param [in] isThisOutputIdOnly If set, the saved custom display will only be applied on the monitor with the same outputId (see \ref handles). +//! \param [in] isThisMonitorIdOnly If set, the saved custom display will only be applied on the monitor with the same EDID ID or +//! the same TV connector in case of analog TV. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SaveCustomDisplay( __in_ecount(count) NvU32 *pDisplayIds, __in NvU32 count, __in NvU32 isThisOutputIdOnly, __in NvU32 isThisMonitorIdOnly); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_RevertCustomDisplayTrial +// +//! DESCRIPTION: This API is used to restore the display configuration, that was changed by calling NvAPI_DISP_TryCustomDisplay(). This function +//! must be called only after a custom display configuration is tested on the hardware, using NvAPI_DISP_TryCustomDisplay(), +//! otherwise no action is taken. On Vista, NvAPI_DISP_RevertCustomDisplayTrial should be called with an active display that +//! was affected during the NvAPI_DISP_TryCustomDisplay() call, per GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Pointer to display Id, of an active display. +//! \param [in] count Total number of incoming Display IDs. For future use only. Currently it is expected to be passed as 1. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_RevertCustomDisplayTrial( __in_ecount(count) NvU32* pDisplayIds, __in NvU32 count); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetView +// +//! This API lets caller retrieve the target display arrangement for selected source display handle. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs will be returned as STANDARD VIEW. +//! Use NvAPI_SYS_GetDisplayTopologies() to query views across GPUs. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. It can be #NVAPI_DEFAULT_HANDLE or a handle enumerated from +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [out] pTargets User allocated storage to retrieve an array of NV_VIEW_TARGET_INFO. Can be NULL to retrieve +//! the targetCount. +//! \param [in,out] targetMaskCount Count of target device mask specified in pTargetMask. +//! \param [out] targetView Target view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig.") +NVAPI_INTERFACE NvAPI_GetView(NvDisplayHandle hNvDisplay, NV_VIEW_TARGET_INFO *pTargets, NvU32 *pTargetMaskCount, NV_TARGET_VIEW_MODE *pTargetView); + + + + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetViewEx +// +//! DESCRIPTION: This API lets caller retrieve the target display arrangement for selected source display handle. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs will be returned as STANDARD VIEW. +//! Use NvAPI_SYS_GetDisplayTopologies() to query views across GPUs. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in,out] pPathInfo Count field should be set to NVAPI_MAX_DISPLAY_PATH. Can be NULL to retrieve just the pathCount. +//! \param [in,out] pPathCount Number of elements in array pPathInfo->path. +//! \param [out] pTargetViewMode Display view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_API_NOT_INTIALIZED NVAPI not initialized +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \retval NVAPI_EXPECTED_DISPLAY_HANDLE hNvDisplay is not a valid display handle. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig.") +NVAPI_INTERFACE NvAPI_GetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NvU32 *pPathCount, NV_TARGET_VIEW_MODE *pTargetViewMode); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetSupportedViews +// +//! This API lets caller enumerate all the supported NVIDIA display views - nView and Dualview modes. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. It can be #NVAPI_DEFAULT_HANDLE or a handle enumerated from +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [out] pTargetViews Array of supported views. Can be NULL to retrieve the pViewCount first. +//! \param [in,out] pViewCount Count of supported views. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetSupportedViews(NvDisplayHandle hNvDisplay, NV_TARGET_VIEW_MODE *pTargetViews, NvU32 *pViewCount); + + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetDisplayIdByDisplayName +// +//! DESCRIPTION: This API retrieves the Display Id of a given display by +//! display name. The display must be active to retrieve the +//! displayId. In the case of clone mode or Surround gaming, +//! the primary or top-left display will be returned. +//! +//! \param [in] displayName Name of display (Eg: "\\DISPLAY1" to +//! retrieve the displayId for. +//! \param [out] displayId Display ID of the requested display. +//! +//! retval ::NVAPI_OK: Capabilties have been returned. +//! retval ::NVAPI_INVALID_ARGUMENT: One or more args passed in are invalid. +//! retval ::NVAPI_API_NOT_INTIALIZED: The NvAPI API needs to be initialized first +//! retval ::NVAPI_NO_IMPLEMENTATION: This entrypoint not available +//! retval ::NVAPI_ERROR: Miscellaneous error occurred +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetDisplayIdByDisplayName(const char *displayName, NvU32* displayId); + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetDisplayConfig +// +//! DESCRIPTION: This API lets caller retrieve the current global display +//! configuration. +//! USAGE: The caller might have to call this three times to fetch all the required configuration details as follows: +//! First Pass: Caller should Call NvAPI_DISP_GetDisplayConfig() with pathInfo set to NULL to fetch pathInfoCount. +//! Second Pass: Allocate memory for pathInfo with respect to the number of pathInfoCount(from First Pass) to fetch +//! targetInfoCount. If sourceModeInfo is needed allocate memory or it can be initialized to NULL. +//! Third Pass(Optional, only required if target information is required): Allocate memory for targetInfo with respect +//! to number of targetInfoCount(from Second Pass). +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in,out] pathInfoCount Number of elements in pathInfo array, returns number of valid topologies, this cannot be null. +//! \param [in,out] pathInfo Array of path information +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_ARGUMENT - Invalid input parameter. Following can be the reason for this return value: +//! -# pathInfoCount is NULL. +//! -# *pathInfoCount is 0 and pathInfo is not NULL. +//! -# *pathInfoCount is not 0 and pathInfo is NULL. +//! \retval NVAPI_DEVICE_BUSY - ModeSet has not yet completed. Please wait and call it again. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetDisplayConfig(__inout NvU32 *pathInfoCount, __out_ecount_full_opt(*pathInfoCount) NV_DISPLAYCONFIG_PATH_INFO *pathInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_SetDisplayConfig +// +// +//! DESCRIPTION: This API lets caller apply a global display configuration +//! across multiple GPUs. +//! +//! If all sourceIds are zero, then NvAPI will pick up sourceId's based on the following criteria : +//! - If user provides sourceModeInfo then we are trying to assign 0th sourceId always to GDIPrimary. +//! This is needed since active windows always moves along with 0th sourceId. +//! - For rest of the paths, we are incrementally assigning the sourceId per adapter basis. +//! - If user doesn't provide sourceModeInfo then NVAPI just picks up some default sourceId's in incremental order. +//! Note : NVAPI will not intelligently choose the sourceIDs for any configs that does not need a modeset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pathInfoCount Number of supplied elements in pathInfo +//! \param [in] pathInfo Array of path information +//! \param [in] flags A bitwise OR of supported flags from NV_DISPLAYCONFIG_FLAGS. +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid input parameter. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SetDisplayConfig(__in NvU32 pathInfoCount, __in_ecount(pathInfoCount) NV_DISPLAYCONFIG_PATH_INFO* pathInfo, __in NvU32 flags); + + + +//! \ingroup dispcontrol +//! @{ +typedef struct _NV_EDID_DATA_V1 +{ + NvU32 version; //!< Structure version. + NvU8 *pEDID; //!< Pointer to EDID data. + NvU32 sizeOfEDID; //!< Size of EDID data. +} NV_EDID_DATA_V1; + +typedef struct _NV_EDID_DATA_V2 +{ + NvU32 version; //!< Structure version. + NvU8 *pEDID; //!< Pointer to EDID data. + NvU32 sizeOfEDID; //!< Size of EDID data. + NvU32 reserved[8]; //!< Reserved for future use. +} NV_EDID_DATA_V2; + +typedef NV_EDID_DATA_V2 NV_EDID_DATA; +#define NV_EDID_DATA_VER1 MAKE_NVAPI_VERSION(NV_EDID_DATA_V1, 1) +#define NV_EDID_DATA_VER2 MAKE_NVAPI_VERSION(NV_EDID_DATA_V2, 2) + +#define NV_EDID_DATA_VER NV_EDID_DATA_VER2 +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetEdidData +// +//! \code +//! DESCRIPTION: This API returns the EDID data for the specified display Id. +//! (NvAPI_GPU_GetConnectedDisplayIds() can be used to get the DisplayIds). +//! +//! USAGE: The caller has to call this API two times to fetch the required details as follows: +//! First Pass : Caller should call NvAPI_DISP_GetEdidData() with pEdidParams->pEDID set to NULL, +//! to get the size of the EDID buffer in pEdidParams->sizeOfEDID. +//! Second Pass: Allocate memory for the EDID buffer of the size - pEdidParams->sizeOfEDID, +//! and call the API again to get the EDID buffer populated. +//! +//! +//! \param [in] displayId - NVIDIA Display ID +//! \param [inout] pEdidParams - Pointer to the structure that contains - pointer to EDID buffer and its size +//! \param [inout] pFlag - The type of EDID to be retrieved (IN). +//! To only retrieve the EDID type, the user should send pEdidParams->pEDID as NULL and +//! pEdidParams->sizeOfEDID as 0. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 400 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! NVAPI_INSUFFICIENT_BUFFER: Reallocate buffer with pEdidParams->sizeOfEDID and call again to get complete data. +//! In this case pEdidParams->pEDID contains undefined data. +//! This error occurs only when pEdidParams->pEDID is present. +//! \endcode +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetEdidData(__in NvU32 displayId, __inout NV_EDID_DATA *pEdidParams, __inout NV_EDID_FLAG *pFlag); +//! @} + +typedef struct _NV_GET_ADAPTIVE_SYNC_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 maxFrameInterval; //!< [out] maximum frame interval in micro seconds as set previously using NvAPI_DISP_SetAdaptiveSyncData function. + //!< If default values from EDID are used, this parameter returns 0. + NvU32 bDisableAdaptiveSync : 1; //!< [out] Indicates if adaptive sync is disabled on the display. + NvU32 bDisableFrameSplitting : 1; //!< [out] Indicates if frame splitting is disabled on the display. + NvU32 reserved : 30; //!< reserved for future use. + NvU32 lastFlipRefreshCount; //!< [out] Number of times the last flip was shown on the screen + NvU64 lastFlipTimeStamp; //!< [out] Timestamp for the lastest flip on the screen + NvU32 reservedEx[4]; //!< reserved for future use. +} NV_GET_ADAPTIVE_SYNC_DATA_V1; + +#define NV_GET_ADAPTIVE_SYNC_DATA_VER1 MAKE_NVAPI_VERSION(NV_GET_ADAPTIVE_SYNC_DATA_V1,1) +#define NV_GET_ADAPTIVE_SYNC_DATA_VER NV_GET_ADAPTIVE_SYNC_DATA_VER1 + +typedef NV_GET_ADAPTIVE_SYNC_DATA_V1 NV_GET_ADAPTIVE_SYNC_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_GetAdaptiveSyncData(__in NvU32 displayId, __inout NV_GET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData) +//! \code +//! DESCRIPTION: This function is used to get data for the Adaptive Sync Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 415 +//! +//! \param [in] displayId - display id of the display +//! \param [inout] pAdaptiveSyncData - A pointer to NV_GET_ADAPTIVE_SYNC_DATA, containing the information about the values of parameters that are to be retrieved on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_GetAdaptiveSyncData(__in NvU32 displayId, __inout NV_GET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData); + +typedef struct _NV_SET_ADAPTIVE_SYNC_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 maxFrameInterval; //!< [in] maximum frame interval in micro seconds. + //!< If maxFrameInterval is send as 0, default values from EDID will be used. + NvU32 bDisableAdaptiveSync : 1; //!< [in] Indicates if adaptive sync is disabled on the display. + NvU32 bDisableFrameSplitting : 1; //!< [in] Indicates if Frame Splitting should be disabled. + NvU32 reserved : 30; //!< reserved for future use. + NvU32 reservedEx[7]; //!< reserved for future use. +} NV_SET_ADAPTIVE_SYNC_DATA_V1; + +#define NV_SET_ADAPTIVE_SYNC_DATA_VER1 MAKE_NVAPI_VERSION(NV_SET_ADAPTIVE_SYNC_DATA_V1,1) +#define NV_SET_ADAPTIVE_SYNC_DATA_VER NV_SET_ADAPTIVE_SYNC_DATA_VER1 + +typedef NV_SET_ADAPTIVE_SYNC_DATA_V1 NV_SET_ADAPTIVE_SYNC_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_SetAdaptiveSyncData(__in NvU32 displayId, __in NV_SET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData) +//! \code +//! DESCRIPTION: This function is used to set data for Adaptive Sync Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 415 +//! +//! \param [in] displayId - display id of the display +//! \param [in] pAdaptiveSyncData - A pointer to NV_SET_ADAPTIVE_SYNC_DATA, containing the information about the values of parameters that are to be set on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_SetAdaptiveSyncData(__in NvU32 displayId, __in NV_SET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData); + + +typedef struct _NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 frameIntervalUs; //!< [out] frame interval in micro seconds if Virtual RR is currently applied + NvU32 reservedEx[8]; //!< reserved for future use. +} NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1; + +#define NV_GET_VIRTUAL_REFRESH_RATE_DATA_VER1 MAKE_NVAPI_VERSION(_NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1,1) +#define NV_GET_VIRTUAL_REFRESH_RATE_DATA_VER NV_GET_VIRTUAL_REFRESH_RATE_DATA_VER1 + +typedef NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1 NV_GET_VIRTUAL_REFRESH_RATE_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_GetVirtualRefreshRateData(__in NvU32 displayId, __inout NV_GET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData) +//! \code +//! DESCRIPTION: This function is used to get Virtual Refresh Rate data for a VRR Capable Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 510 +//! +//! \param [in] displayId - display id of the display +//! \param [inout] pVirtualRefreshRateData - A pointer to NV_GET_VIRTUAL_REFRESH_RATE_DATA, containing the information about the values of parameters that are to be retrieved on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_GetVirtualRefreshRateData(__in NvU32 displayId, __inout NV_GET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData); + +typedef struct _NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 frameIntervalUs; //!< [in] frame interval in micro seconds if Virtual RR is currently applied + NvU32 reservedEx[8]; //!< reserved for future use. +} NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1; + +#define NV_SET_VIRTUAL_REFRESH_RATE_DATA_VER1 MAKE_NVAPI_VERSION(_NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1,1) +#define NV_SET_VIRTUAL_REFRESH_RATE_DATA_VER NV_SET_VIRTUAL_REFRESH_RATE_DATA_VER1 + +typedef NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1 NV_SET_VIRTUAL_REFRESH_RATE_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_SetVirtualRefreshRateData(__in NvU32 displayId, __in NV_SET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData) +//! \code +//! DESCRIPTION: This function is used to set Virtual Refresh Rate data for a VRR Capable Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 510 +//! +//! \param [in] displayId - display id of the display +//! \param [inout] pVirtualRefreshRateData - A pointer to NV_SET_VIRTUAL_REFRESH_RATE_DATA, containing the information about the values of parameters that are to be retrieved on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_SetVirtualRefreshRateData(__in NvU32 displayId, __in NV_SET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData); + +//! \ingroup dispcontrol +typedef struct +{ + NvU32 version; //!< [in] Structure version + NvU32 displayId; //!< [in] Monitor Identifier to be set + NvU32 reserved; //!< Reserved for future use without adding versioning +} NV_SET_PREFERRED_STEREO_DISPLAY_V1; + +//! \ingroup dispcontrol +typedef NV_SET_PREFERRED_STEREO_DISPLAY_V1 NV_SET_PREFERRED_STEREO_DISPLAY; + +//! \ingroup dispcontrol +#define NV_SET_PREFERRED_STEREO_DISPLAY_VER1 MAKE_NVAPI_VERSION(NV_SET_PREFERRED_STEREO_DISPLAY_V1,1) + +//! \ingroup dispcontrol +#define NV_SET_PREFERRED_STEREO_DISPLAY_VER NV_SET_PREFERRED_STEREO_DISPLAY_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_SetPreferredStereoDisplay +// +//! DESCRIPTION: Specifies a display output that drives the 3pin DIN output signal +//! in a workstation stereo system environment. +//! If display output is specified as a displayId of 0, the preferred +//! stereo display target is reset to the driver default selection. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 470 +//! +//! \param [in] pPreferredStereoDisplay Pointer to a NV_SET_PREFERRED_STEREO_DISPLAY structure +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_ERROR miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SetPreferredStereoDisplay(__in NV_SET_PREFERRED_STEREO_DISPLAY *pPreferredStereoDisplay); + +//! \ingroup dispcontrol +typedef struct +{ + NvU32 version; //!< [in] Structure version + NvU32 displayId; //!< [out] The queried stereo display + NvU32 reserved; //!< Reserved for future use without adding versioning +} NV_GET_PREFERRED_STEREO_DISPLAY_V1; + +//! \ingroup dispcontrol +typedef NV_GET_PREFERRED_STEREO_DISPLAY_V1 NV_GET_PREFERRED_STEREO_DISPLAY; + +//! \ingroup dispcontrol +#define NV_GET_PREFERRED_STEREO_DISPLAY_VER1 MAKE_NVAPI_VERSION(NV_GET_PREFERRED_STEREO_DISPLAY_V1,1) + +//! \ingroup dispcontrol +#define NV_GET_PREFERRED_STEREO_DISPLAY_VER NV_GET_PREFERRED_STEREO_DISPLAY_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetPreferredStereoDisplay +// +//! DESCRIPTION: Queries the displayId of the display output driving the 3pin +//! DIN stereo signal, if any. +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 470 +//! +//! \param [inout] pPreferredStereoDisplay Pointer to a NV_GET_PREFERRED_STEREO_DISPLAY structure +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_ERROR miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument (probably NULL). +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetPreferredStereoDisplay(__inout NV_GET_PREFERRED_STEREO_DISPLAY *pPreferredStereoDisplay); + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) + +typedef struct _NV_MANAGED_DEDICATED_DISPLAY_INFO +{ + NvU32 version; //!< [in] Version of this structure. + NvU32 displayId; //!< [out] DisplayId. + NvU32 isAcquired : 1; //!< [out] If bit is set, this display has been acquired by another process through NvAPI_DISP_AcquireDedicatedDisplay(). + NvU32 isMosaic : 1; //!< [out] If bit is set, this display represents a Mosaic grid. + NvU32 reserved : 30; //!< [out] Reserved for future use without adding versioning. +} NV_MANAGED_DEDICATED_DISPLAY_INFO_V1; + +#define NV_MANAGED_DEDICATED_DISPLAY_INFO_VER1 MAKE_NVAPI_VERSION(NV_MANAGED_DEDICATED_DISPLAY_INFO_V1,1) +#define NV_MANAGED_DEDICATED_DISPLAY_INFO_VER NV_MANAGED_DEDICATED_DISPLAY_INFO_VER1 + +typedef NV_MANAGED_DEDICATED_DISPLAY_INFO_V1 NV_MANAGED_DEDICATED_DISPLAY_INFO; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetNvManagedDedicatedDisplays +// +//! DESCRIPTION: This API returns the count of dedicated displays managed by +//! the Nvidia driver, and specific driver info of each display. +//! This API does not return VR displays. +//! +//! HOW TO USE: 1) First make a call NvAPI_DISP_GetNvManagedDedicatedDisplays to get the number of dedicated displays managed by the Nvidia driver +//! by passing pDedicatedDisplays as NULL. +//! On call success: +//! 2) Allocate memory based on pDisplayCount, then call NvAPI_DISP_GetNvManagedDedicatedDisplays to populate pDedicatedDisplays. +//! +//! \since Release: 495 +//! +//! \param [in/out] pDedicatedDisplayCount The count of dedicated displays managed by the Nvidia driver. +//! \param [in/out] pDedicatedDisplays Pointer to an array of NV_MANAGED_DEDICATED_DISPLAY_INFO data structure. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API is not implemented in current driver. +//! \retval ::NVAPI_OUT_OF_MEMORY Could not allocate sufficient memory to complete the call. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not initialized. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of NV_MANAGED_DEDICATED_DISPLAY_INFO structure is invalid. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetNvManagedDedicatedDisplays(__inout NvU32* pDedicatedDisplayCount, __inout NV_MANAGED_DEDICATED_DISPLAY_INFO* pDedicatedDisplays); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_AcquireDedicatedDisplay +// +//! DESCRIPTION: This API requests exclusive access to the specified dedicated +//! display managed by the Nvidia driver. If the call succeeds, a handle +//! is returned which could be opened as a DisplaySource. +//! The call fails if the display is not managed by the Nvidia driver. +//! The call fails if the display has already been acquired by another process. +//! +//! \since Release: 495 +//! +//! \param [in] displayId Display ID of the dedicated display to be acquired. +//! \param [in/out] pDisplaySourceHandle Pointer to memory that receives the shared handle to a DisplaySource. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API not implemented. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_INVALID_DISPLAY_ID An invalid displayId was passed as an argument. +//! \retval ::NVAPI_UNREGISTERED_RESOURCE The display is not managed by the Nvidia driver. +//! \retval ::NVAPI_RESOURCE_IN_USE The display has already been acquired by another process. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_AcquireDedicatedDisplay(__in NvU32 displayId, __inout NvU64* pDisplaySourceHandle); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_ReleaseDedicatedDisplay +// +//! DESCRIPTION: This API releases the exclusive ownership of a specific dedicated +//! display previously acquired by the process. +//! +//! \since Release: 495 +//! +//! \param [in] displayId Display ID of the dedicated display to be released. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API not implemented. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_UNREGISTERED_RESOURCE The display is not managed by the Nvidia driver. +//! \retval ::NVAPI_DDISPLAY_NOT_ACQUIRED The display is not acquired by the process. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_ReleaseDedicatedDisplay(__in NvU32 displayId); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 11 and higher +//! +#if defined(__cplusplus) + +typedef struct _NV_MANAGED_DEDICATED_DISPLAY_METADATA +{ + NvU32 version; //!< [in] Version of this structure. + NvU32 displayId; //!< [in] DisplayId to identify the display connector the metadata operation is requested for. + NvU32 bSetPosition : 1; //!< [in] Set call: 1 in case the information in variables/fields "positionX" and "positionY" should be stored as metadata. 0 otherwise. + NvU32 bRemovePosition : 1; //!< [in] Set call: 1 in case the stored positionX and positionY metadata should be set to 'not defined', N/A. 0 otherwise. + NvU32 bPositionIsAvailable : 1; //!< [out] Query call: 1 in case the information in variables/fields "positionX" and "positionY" is valid (has been set before). 0 otherwise. + NvU32 bSetName : 1; //!< [in] Set call: 1 in case the information in variable/field "name" should be stored as metadata. 0 otherwise. + NvU32 bRemoveName : 1; //!< [in] Set call: 1 in case the stored name metadata should be set to 'not defined',N/A. 0 otherwise. + NvU32 bNameIsAvailable : 1; //!< [out] Query call: 1 in case the information in variable/field "name" is valid (has been set before). 0 otherwise. + NvU32 reserved : 26; //!< [in][out] Reserved for future use without adding versioning. + NvS32 positionX; //!< [in][out] Metadata for the virtual horizontal position for the display connector specified by displayId. + NvS32 positionY; //!< [in][out] Metadata for the virtual vertical position for the display connector specified by displayId. + NvAPI_ShortString name; //!< [in][out] Metadata for the virtual name of for the display connector specified by displayId. + //!< Valid characters are in the range of 32 ' ' (space) to 126 '~' (both included). +} NV_MANAGED_DEDICATED_DISPLAY_METADATA_V1; + +#define NV_MANAGED_DEDICATED_DISPLAY_METADATA_VER1 MAKE_NVAPI_VERSION(NV_MANAGED_DEDICATED_DISPLAY_METADATA_V1,1) +#define NV_MANAGED_DEDICATED_DISPLAY_METADATA_VER NV_MANAGED_DEDICATED_DISPLAY_METADATA_VER1 + +typedef NV_MANAGED_DEDICATED_DISPLAY_METADATA_V1 NV_MANAGED_DEDICATED_DISPLAY_METADATA; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetNvManagedDedicatedDisplayMetadata +// +//! DESCRIPTION: This API returns metadata which has been set for the display connector in question. +//! Main use case would be to query the data for an Nvidia managed dedicated display. +//! The function will work for any valid displayId though. +//! +//! \since Release: 550 +//! +//! \param [in/out] pDedicatedDisplayMetadata Data structure containing input and output data. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API is not implemented in current driver. +//! \retval ::NVAPI_NOT_SUPPORTED The API is not supported on the current operating system or gpu. +//! \retval ::NVAPI_OUT_OF_MEMORY There wasn't sufficient memory to complete the call. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not initialized. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the NV_MANAGED_DEDICATED_DISPLAY_METADATA structure is invalid. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetNvManagedDedicatedDisplayMetadata(__inout NV_MANAGED_DEDICATED_DISPLAY_METADATA* pDedicatedDisplayMetadata); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 11 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_SetNvManagedDedicatedDisplayMetadata +// +//! DESCRIPTION: This API allows to set metadata for the display connector in question. +//! Main use case would be to set the data for an Nvidia managed dedicated display. +//! The function will work for any valid displayId though. +//! +//! \since Release: 550 +//! +//! \param [in/out] pDedicatedDisplayMetadata Data structure containing input and output data. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API is not implemented in current driver. +//! \retval ::NVAPI_NOT_SUPPORTED The API is not supported on the current operating system or gpu. +//! \retval ::NVAPI_OUT_OF_MEMORY There wasn't sufficient memory to complete the call. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not initialized. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the NV_MANAGED_DEDICATED_DISPLAY_METADATA structure is invalid. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE The caller doesn't have the required administrator privileges to access this API. +//! \retval ::NVAPI_INVALID_ARGUMENT Characters in pDedicatedDisplayMetadata->name are out of the allowed range. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SetNvManagedDedicatedDisplayMetadata(__inout NV_MANAGED_DEDICATED_DISPLAY_METADATA* pDedicatedDisplayMetadata); +#endif // defined(__cplusplus) + + +#if defined (_WINNT_) + +//! \ingroup dispcontrol + +typedef struct _NV_DISPLAY_ID_INFO_DATA_V1 +{ + NvU32 version; //!< [in] Structure version + LUID adapterId; //!< [out] Locally unique ID (LUID) of the display adapter on which the given display is present. + NvU32 targetId; //!< [out] The target identifier of the given display. This is also called AdapterRelativeId. + NvU32 reserved[4]; //!< Reserved for future use. +} NV_DISPLAY_ID_INFO_DATA_V1; + +#define NV_DISPLAY_ID_INFO_DATA_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_ID_INFO_DATA_V1,1) +#define NV_DISPLAY_ID_INFO_DATA_VER NV_DISPLAY_ID_INFO_DATA_VER1 + +typedef NV_DISPLAY_ID_INFO_DATA_V1 NV_DISPLAY_ID_INFO_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Disp_GetDisplayIdInfo +// +//! DESCRIPTION: This API returns information related to the given displayId. +//! It returns adapterId and targetId (AdapterRelativeId) corresponding to the given displayId. +//! If the displayId is part of a display grid (Mosaic/Surround), then every displayId that is part of the same display grid +//! outputs the same (adapterId, targetId) pair, and no other displayId outputs this pair. +//! Otherwise, the (adapterId, targetId) pair is unique to this displayId. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 530 +//! +//! \param [in] displayId DisplayId of the display. +//! \param [inout] pDisplayIdInfoData Pointer to the NV_DISPLAY_ID_INFO_DATA structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetDisplayIdInfo(__in NvU32 displayId, __inout NV_DISPLAY_ID_INFO_DATA* pDisplayIdInfoData); + +#endif + + +//! \ingroup dispcontrol + +#if defined (_WINNT_) + +typedef struct _NV_TARGET_INFO_DATA_V1 +{ + NvU32 version; //!< [in] Structure version + LUID adapterId; //!< [in] Locally unique ID (LUID) of the display adapter on which the target is present. + NvU32 targetId; //!< [in] The target identifier. This is also called AdapterRelativeId. + NvU32 displayId[NVAPI_MAX_DISPLAYS]; //!< [out] An array of displayIds corresponding to the input adapterId and targetId. + //!< If the input (targetId, adapterId) pair is a display grid (Mosaic/Surround), + //!< then the output contains the displayId of every display that is part of the display grid. + //!< Otherwise, it contains exactly one displayId. + //!< These displayId values are unique to this (targetId, adapterId) pair. + NvU32 displayIdCount; //!< [out] The number of displays returned in displayId array. + NvU32 reserved[4]; //!< Reserved for future use. +} NV_TARGET_INFO_DATA_V1; + +#define NV_TARGET_INFO_DATA_VER1 MAKE_NVAPI_VERSION(NV_TARGET_INFO_DATA_V1,1) +#define NV_TARGET_INFO_DATA_VER NV_TARGET_INFO_DATA_VER1 + +typedef NV_TARGET_INFO_DATA_V1 NV_TARGET_INFO_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Disp_GetDisplayIdsFromTarget +// +//! DESCRIPTION: This API returns displayId(s) corresponding to the given target. +//! If the input (targetId, adapterId) pair is a display grid (Mosaic/Surround), then the output contains the displayId of every display +//! that is part of the display grid. Otherwise, it contains exactly one displayId. +//! These displayId values are unique to this (targetId, adapterId) pair. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 530 +//! +//! \param [inout] pTargetInfoData Pointer to the NV_TARGET_INFO_DATA structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetDisplayIdsFromTarget(__inout NV_TARGET_INFO_DATA* pTargetInfoData); + +#endif + + +//! \ingroup dispcontrol + +typedef struct _NV_GET_VRR_INFO_V1 +{ + NvU32 version; //!< [in] Structure version + NvU32 bIsVRREnabled : 1; //!< [out] Set if VRR Mode is currently active on given display. + NvU32 bIsVRRPossible : 1; //!< [out] Set to true if VRR Mode is possible on the given display. + NvU32 bIsVRRRequested : 1; //!< [out] Set to true if VRR Mode is requested for the given display. + NvU32 bIsVRRIndicatorEnabled : 1; //!< [out] Set to true if the VRR indicator is enabled. This can be done through the NVIDIA Control Panel. + NvU32 bIsDisplayInVRRMode : 1; //!< [out] Set to true if the display is in VRR Mode. + NvU32 reserved : 27; //!< Reserved for future use. + NvU32 reservedEx[4]; //!< Reserved for future use +} NV_GET_VRR_INFO_V1; + +#define NV_GET_VRR_INFO_VER1 MAKE_NVAPI_VERSION(NV_GET_VRR_INFO_V1,1) +#define NV_GET_VRR_INFO_VER NV_GET_VRR_INFO_VER1 + +typedef NV_GET_VRR_INFO_V1 NV_GET_VRR_INFO; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Disp_GetVRRInfo +// +//! DESCRIPTION: This API returns Variable Refresh Rate(VRR) information for the given display ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [inout] pVrrInfo Pointer to the NV_GET_VRR_INFO structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetVRRInfo(__in NvU32 displayId, __inout NV_GET_VRR_INFO *pVrrInfo); + + + +//////////////////////////////////////////////////////////////////////////////////////// +// +// MOSAIC allows a multi display target output scanout on a single source. +// +// SAMPLE of MOSAIC 1x4 topo with 8 pixel horizontal overlap +// +//+-------------------------++-------------------------++-------------------------++-------------------------+ +//| || || || | +//| || || || | +//| || || || | +//| DVI1 || DVI2 || DVI3 || DVI4 | +//| || || || | +//| || || || | +//| || || || | +//| || || || | +//+-------------------------++-------------------------++-------------------------++-------------------------+ + + +//! \addtogroup mosaicapi +//! @{ + +#define NVAPI_MAX_MOSAIC_DISPLAY_ROWS 8 +#define NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS 8 +// +// These bits are used to describe the validity of a topo. +// +#define NV_MOSAIC_TOPO_VALIDITY_VALID 0x00000000 //!< The topology is valid +#define NV_MOSAIC_TOPO_VALIDITY_MISSING_GPU 0x00000001 //!< Not enough SLI GPUs were found to fill the entire + //! topology. hPhysicalGPU will be 0 for these. +#define NV_MOSAIC_TOPO_VALIDITY_MISSING_DISPLAY 0x00000002 //!< Not enough displays were found to fill the entire + //! topology. displayOutputId will be 0 for these. +#define NV_MOSAIC_TOPO_VALIDITY_MIXED_DISPLAY_TYPES 0x00000004 //!< The topoogy is only possible with displays of the same + //! NV_GPU_OUTPUT_TYPE. Check displayOutputIds to make + //! sure they are all CRTs, or all DFPs. + + +// +//! This structure defines the topology details. +typedef struct +{ + NvU32 version; //!< Version of this structure + NvLogicalGpuHandle hLogicalGPU; //!< Logical GPU for this topology + NvU32 validityMask; //!< 0 means topology is valid with the current hardware. + //! If not 0, inspect bits against NV_MOSAIC_TOPO_VALIDITY_*. + NvU32 rowCount; //!< Number of displays in a row + NvU32 colCount; //!< Number of displays in a column + + struct + { + NvPhysicalGpuHandle hPhysicalGPU; //!< Physical GPU to be used in the topology (0 if GPU missing) + NvU32 displayOutputId; //!< Connected display target (0 if no display connected) + NvS32 overlapX; //!< Pixels of overlap on left of target: (+overlap, -gap) + NvS32 overlapY; //!< Pixels of overlap on top of target: (+overlap, -gap) + + } gpuLayout[NVAPI_MAX_MOSAIC_DISPLAY_ROWS][NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS]; + +} NV_MOSAIC_TOPO_DETAILS; + +//! Macro for constructing te vesion field of NV_MOSAIC_TOPO_DETAILS +#define NVAPI_MOSAIC_TOPO_DETAILS_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPO_DETAILS,1) + + +// +//! These values refer to the different types of Mosaic topologies that are possible. When +//! getting the supported Mosaic topologies, you can specify one of these types to narrow down +//! the returned list to only those that match the given type. +typedef enum +{ + NV_MOSAIC_TOPO_TYPE_ALL, //!< All mosaic topologies + NV_MOSAIC_TOPO_TYPE_BASIC, //!< Basic Mosaic topologies + NV_MOSAIC_TOPO_TYPE_PASSIVE_STEREO, //!< Passive Stereo topologies + NV_MOSAIC_TOPO_TYPE_SCALED_CLONE, //!< Not supported at this time + NV_MOSAIC_TOPO_TYPE_PASSIVE_STEREO_SCALED_CLONE, //!< Not supported at this time + NV_MOSAIC_TOPO_TYPE_MAX, //!< Always leave this at end of the enum +} NV_MOSAIC_TOPO_TYPE; + + +// +//! This is a complete list of supported Mosaic topologies. +//! +//! Using a "Basic" topology combines multiple monitors to create a single desktop. +//! +//! Using a "Passive" topology combines multiples monitors to create a passive stereo desktop. +//! In passive stereo, two identical topologies combine - one topology is used for the right eye and the other identical //! topology (targeting different displays) is used for the left eye. \n +//! NOTE: common\inc\nvEscDef.h shadows a couple PASSIVE_STEREO enums. If this +//! enum list changes and effects the value of NV_MOSAIC_TOPO_BEGIN_PASSIVE_STEREO +//! please update the corresponding value in nvEscDef.h +typedef enum +{ + NV_MOSAIC_TOPO_NONE, + + // 'BASIC' topos start here + // + // The result of using one of these Mosaic topos is that multiple monitors + // will combine to create a single desktop. + // + NV_MOSAIC_TOPO_BEGIN_BASIC, + NV_MOSAIC_TOPO_1x2_BASIC = NV_MOSAIC_TOPO_BEGIN_BASIC, + NV_MOSAIC_TOPO_2x1_BASIC, + NV_MOSAIC_TOPO_1x3_BASIC, + NV_MOSAIC_TOPO_3x1_BASIC, + NV_MOSAIC_TOPO_1x4_BASIC, + NV_MOSAIC_TOPO_4x1_BASIC, + NV_MOSAIC_TOPO_2x2_BASIC, + NV_MOSAIC_TOPO_2x3_BASIC, + NV_MOSAIC_TOPO_2x4_BASIC, + NV_MOSAIC_TOPO_3x2_BASIC, + NV_MOSAIC_TOPO_4x2_BASIC, + NV_MOSAIC_TOPO_1x5_BASIC, + NV_MOSAIC_TOPO_1x6_BASIC, + NV_MOSAIC_TOPO_7x1_BASIC, + + // Add padding for 10 more entries. 6 will be enough room to specify every + // possible topology with 8 or fewer displays, so this gives us a little + // extra should we need it. + NV_MOSAIC_TOPO_END_BASIC = NV_MOSAIC_TOPO_7x1_BASIC + 9, + + // 'PASSIVE_STEREO' topos start here + // + // The result of using one of these Mosaic topos is that multiple monitors + // will combine to create a single PASSIVE STEREO desktop. What this means is + // that there will be two topos that combine to create the overall desktop. + // One topo will be used for the left eye, and the other topo (of the + // same rows x cols), will be used for the right eye. The difference between + // the two topos is that different GPUs and displays will be used. + // + NV_MOSAIC_TOPO_BEGIN_PASSIVE_STEREO, // value shadowed in nvEscDef.h + NV_MOSAIC_TOPO_1x2_PASSIVE_STEREO = NV_MOSAIC_TOPO_BEGIN_PASSIVE_STEREO, + NV_MOSAIC_TOPO_2x1_PASSIVE_STEREO, + NV_MOSAIC_TOPO_1x3_PASSIVE_STEREO, + NV_MOSAIC_TOPO_3x1_PASSIVE_STEREO, + NV_MOSAIC_TOPO_1x4_PASSIVE_STEREO, + NV_MOSAIC_TOPO_4x1_PASSIVE_STEREO, + NV_MOSAIC_TOPO_2x2_PASSIVE_STEREO, + NV_MOSAIC_TOPO_END_PASSIVE_STEREO = NV_MOSAIC_TOPO_2x2_PASSIVE_STEREO + 4, + + + // + // Total number of topos. Always leave this at the end of the enumeration. + // + NV_MOSAIC_TOPO_MAX //! Total number of topologies. + +} NV_MOSAIC_TOPO; + + +// +//! This is a "topology brief" structure. It tells you what you need to know about +//! a topology at a high level. A list of these is returned when you query for the +//! supported Mosaic information. +//! +//! If you need more detailed information about the topology, call +//! NvAPI_Mosaic_GetTopoGroup() with the topology value from this structure. +typedef struct +{ + NvU32 version; //!< Version of this structure + NV_MOSAIC_TOPO topo; //!< The topology + NvU32 enabled; //!< 1 if topo is enabled, else 0 + NvU32 isPossible; //!< 1 if topo *can* be enabled, else 0 + +} NV_MOSAIC_TOPO_BRIEF; + +//! Macro for constructing the version field of NV_MOSAIC_TOPO_BRIEF +#define NVAPI_MOSAIC_TOPO_BRIEF_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPO_BRIEF,1) + + +// +//! Basic per-display settings that are used in setting/getting the Mosaic mode +typedef struct _NV_MOSAIC_DISPLAY_SETTING_V1 +{ + NvU32 version; //!< Version of this structure + NvU32 width; //!< Per-display width + NvU32 height; //!< Per-display height + NvU32 bpp; //!< Bits per pixel + NvU32 freq; //!< Display frequency +} NV_MOSAIC_DISPLAY_SETTING_V1; + +typedef struct NV_MOSAIC_DISPLAY_SETTING_V2 +{ + NvU32 version; //!< Version of this structure + NvU32 width; //!< Per-display width + NvU32 height; //!< Per-display height + NvU32 bpp; //!< Bits per pixel + NvU32 freq; //!< Display frequency + NvU32 rrx1k; //!< Display frequency in x1k +} NV_MOSAIC_DISPLAY_SETTING_V2; + +typedef NV_MOSAIC_DISPLAY_SETTING_V2 NV_MOSAIC_DISPLAY_SETTING; + +//! Macro for constructing the version field of NV_MOSAIC_DISPLAY_SETTING +#define NVAPI_MOSAIC_DISPLAY_SETTING_VER1 MAKE_NVAPI_VERSION(NV_MOSAIC_DISPLAY_SETTING_V1,1) +#define NVAPI_MOSAIC_DISPLAY_SETTING_VER2 MAKE_NVAPI_VERSION(NV_MOSAIC_DISPLAY_SETTING_V2,2) +#define NVAPI_MOSAIC_DISPLAY_SETTING_VER NVAPI_MOSAIC_DISPLAY_SETTING_VER2 + + +// +// Set a reasonable max number of display settings to support +// so arrays are bound. +// +#define NV_MOSAIC_DISPLAY_SETTINGS_MAX 40 //!< Set a reasonable maximum number of display settings to support + //! so arrays are bound. + + +// +//! This structure is used to contain a list of supported Mosaic topologies +//! along with the display settings that can be used. +typedef struct _NV_MOSAIC_SUPPORTED_TOPO_INFO_V1 +{ + NvU32 version; //!< Version of this structure + NvU32 topoBriefsCount; //!< Number of topologies in below array + NV_MOSAIC_TOPO_BRIEF topoBriefs[NV_MOSAIC_TOPO_MAX]; //!< List of supported topologies with only brief details + NvU32 displaySettingsCount; //!< Number of display settings in below array + NV_MOSAIC_DISPLAY_SETTING_V1 displaySettings[NV_MOSAIC_DISPLAY_SETTINGS_MAX]; //!< List of per display settings possible + +} NV_MOSAIC_SUPPORTED_TOPO_INFO_V1; + +typedef struct _NV_MOSAIC_SUPPORTED_TOPO_INFO_V2 +{ + NvU32 version; //!< Version of this structure + NvU32 topoBriefsCount; //!< Number of topologies in below array + NV_MOSAIC_TOPO_BRIEF topoBriefs[NV_MOSAIC_TOPO_MAX]; //!< List of supported topologies with only brief details + NvU32 displaySettingsCount; //!< Number of display settings in below array + NV_MOSAIC_DISPLAY_SETTING_V2 displaySettings[NV_MOSAIC_DISPLAY_SETTINGS_MAX]; //!< List of per display settings possible + +} NV_MOSAIC_SUPPORTED_TOPO_INFO_V2; + +typedef NV_MOSAIC_SUPPORTED_TOPO_INFO_V2 NV_MOSAIC_SUPPORTED_TOPO_INFO; + +//! Macro forconstructing the version field of NV_MOSAIC_SUPPORTED_TOPO_INFO +#define NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER1 MAKE_NVAPI_VERSION(NV_MOSAIC_SUPPORTED_TOPO_INFO_V1,1) +#define NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER2 MAKE_NVAPI_VERSION(NV_MOSAIC_SUPPORTED_TOPO_INFO_V2,2) +#define NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER2 + + +// +// Indices to use to access the topos array within the mosaic topology +#define NV_MOSAIC_TOPO_IDX_DEFAULT 0 + +#define NV_MOSAIC_TOPO_IDX_LEFT_EYE 0 +#define NV_MOSAIC_TOPO_IDX_RIGHT_EYE 1 +#define NV_MOSAIC_TOPO_NUM_EYES 2 + + +// +//! This defines the maximum number of topos that can be in a topo group. +//! At this time, it is set to 2 because our largest topo group (passive +//! stereo) only needs 2 topos (left eye and right eye). +//! +//! If a new topo group with more than 2 topos is added above, then this +//! number will also have to be incremented. +#define NV_MOSAIC_MAX_TOPO_PER_TOPO_GROUP 2 + + +// +//! This structure defines a group of topologies that work together to create one +//! overall layout. All of the supported topologies are represented with this +//! structure. +//! +//! For example, a 'Passive Stereo' topology would be represented with this +//! structure, and would have separate topology details for the left and right eyes. +//! The count would be 2. A 'Basic' topology is also represented by this structure, +//! with a count of 1. +//! +//! The structure is primarily used internally, but is exposed to applications in a +//! read-only fashion because there are some details in it that might be useful +//! (like the number of rows/cols, or connected display information). A user can +//! get the filled-in structure by calling NvAPI_Mosaic_GetTopoGroup(). +//! +//! You can then look at the detailed values within the structure. There are no +//! entrypoints which take this structure as input (effectively making it read-only). +typedef struct +{ + NvU32 version; //!< Version of this structure + NV_MOSAIC_TOPO_BRIEF brief; //!< The brief details of this topo + NvU32 count; //!< Number of topos in array below + NV_MOSAIC_TOPO_DETAILS topos[NV_MOSAIC_MAX_TOPO_PER_TOPO_GROUP]; + +} NV_MOSAIC_TOPO_GROUP; + +//! Macro for constructing the version field of NV_MOSAIC_TOPO_GROUP +#define NVAPI_MOSAIC_TOPO_GROUP_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPO_GROUP,1) + +//! @} + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetSupportedTopoInfo +// +//! DESCRIPTION: This API returns information on the topologies and display resolutions +//! supported by Mosaic mode. +//! +//! NOTE: Not all topologies returned can be set immediately. +//! See 'OUT' Notes below. +//! +//! Once you get the list of supported topologies, you can call +//! NvAPI_Mosaic_GetTopoGroup() with one of the Mosaic topologies if you need +//! more information about it. +//! +//! 'IN' Notes: pSupportedTopoInfo->version must be set before calling this function. +//! If the specified version is not supported by this implementation, +//! an error will be returned (NVAPI_INCOMPATIBLE_STRUCT_VERSION). +//! +//! 'OUT' Notes: Some of the topologies returned might not be valid for one reason or +//! another. It could be due to mismatched or missing displays. It +//! could also be because the required number of GPUs is not found. +//! At a high level, you can see if the topology is valid and can be enabled +//! by looking at the pSupportedTopoInfo->topoBriefs[xxx].isPossible flag. +//! If this is true, the topology can be enabled. If it +//! is false, you can find out why it cannot be enabled by getting the +//! details of the topology via NvAPI_Mosaic_GetTopoGroup(). From there, +//! look at the validityMask of the individual topologies. The bits can +//! be tested against the NV_MOSAIC_TOPO_VALIDITY_* bits. +//! +//! It is possible for this function to return NVAPI_OK with no topologies +//! listed in the return structure. If this is the case, it means that +//! the current hardware DOES support Mosaic, but with the given configuration +//! no valid topologies were found. This most likely means that SLI was not +//! enabled for the hardware. Once enabled, you should see valid topologies +//! returned from this function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! +//! \param [in,out] pSupportedTopoInfo Information about what topologies and display resolutions +//! are supported for Mosaic. +//! \param [in] type The type of topologies the caller is interested in +//! getting. See NV_MOSAIC_TOPO_TYPE for possible values. +//! +//! \retval ::NVAPI_OK No errors in returning supported topologies. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more arguments passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +// compatible with this entry point. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetSupportedTopoInfo(NV_MOSAIC_SUPPORTED_TOPO_INFO *pSupportedTopoInfo, NV_MOSAIC_TOPO_TYPE type); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetTopoGroup +// +//! DESCRIPTION: This API returns a structure filled with the details +//! of the specified Mosaic topology. +//! +//! If the pTopoBrief passed in matches the current topology, +//! then information in the brief and group structures +//! will reflect what is current. Thus the brief would have +//! the current 'enable' status, and the group would have the +//! current overlap values. If there is no match, then the +//! returned brief has an 'enable' status of FALSE (since it +//! is obviously not enabled), and the overlap values will be 0. +//! +//! 'IN' Notes: pTopoGroup->version must be set before calling this function. +//! If the specified version is not supported by this implementation, +//! an error will be returned (NVAPI_INCOMPATIBLE_STRUCT_VERSION). +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pTopoBrief The topology for getting the details +//! This must be one of the topology briefs +//! returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [in,out] pTopoGroup The topology details matching the brief +//! +//! \retval ::NVAPI_OK Details were retrieved successfully. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +// compatible with this entry point. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetTopoGroup(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_TOPO_GROUP *pTopoGroup); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetOverlapLimits +// +//! DESCRIPTION: This API returns the X and Y overlap limits required if +//! the given Mosaic topology and display settings are to be used. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pTopoBrief The topology for getting limits +//! This must be one of the topo briefs +//! returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [in] pDisplaySetting The display settings for getting the limits. +//! This must be one of the settings +//! returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [out] pMinOverlapX X overlap minimum +//! \param [out] pMaxOverlapX X overlap maximum +//! \param [out] pMinOverlapY Y overlap minimum +//! \param [out] pMaxOverlapY Y overlap maximum +//! +//! \retval ::NVAPI_OK Details were retrieved successfully. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +//! compatible with this entry point. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetOverlapLimits(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_DISPLAY_SETTING *pDisplaySetting, NvS32 *pMinOverlapX, NvS32 *pMaxOverlapX, NvS32 *pMinOverlapY, NvS32 *pMaxOverlapY); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_SetCurrentTopo +// +//! DESCRIPTION: This API sets the Mosaic topology and performs a mode switch +//! using the given display settings. +//! +//! If NVAPI_OK is returned, the current Mosaic topology was set +//! correctly. Any other status returned means the +//! topology was not set, and remains what it was before this +//! function was called. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pTopoBrief The topology to set. This must be one of the topologies returned from +//! NvAPI_Mosaic_GetSupportedTopoInfo(), and it must have an isPossible value of 1. +//! \param [in] pDisplaySetting The per display settings to be used in the Mosaic mode. This must be one of the +//! settings returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [in] overlapX The pixel overlap to use between horizontal displays (use positive a number for +//! overlap, or a negative number to create a gap.) If the overlap is out of bounds +//! for what is possible given the topo and display setting, the overlap will be clamped. +//! \param [in] overlapY The pixel overlap to use between vertical displays (use positive a number for +//! overlap, or a negative number to create a gap.) If the overlap is out of bounds for +//! what is possible given the topo and display setting, the overlap will be clamped. +//! \param [in] enable If 1, the topology being set will also be enabled, meaning that the mode set will +//! occur. \n +//! If 0, you don't want to be in Mosaic mode right now, but want to set the current +//! Mosaic topology so you can enable it later with NvAPI_Mosaic_EnableCurrentTopo(). +//! +//! \retval ::NVAPI_OK The Mosaic topology was set. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_TOPO_NOT_POSSIBLE The topology passed in is not currently possible. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +//! compatible with this entrypoint. +//! \retval ::NVAPI_MODE_CHANGE_FAILED There was an error changing the display mode. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_SetCurrentTopo(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_DISPLAY_SETTING *pDisplaySetting, NvS32 overlapX, NvS32 overlapY, NvU32 enable); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetCurrentTopo +// +//! DESCRIPTION: This API returns information for the current Mosaic topology. +//! This includes topology, display settings, and overlap values. +//! +//! You can call NvAPI_Mosaic_GetTopoGroup() with the topology +//! if you require more information. +//! +//! If there isn't a current topology, then pTopoBrief->topo will +//! be NV_MOSAIC_TOPO_NONE. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [out] pTopoBrief The current Mosaic topology +//! \param [out] pDisplaySetting The current per-display settings +//! \param [out] pOverlapX The pixel overlap between horizontal displays +//! \param [out] pOverlapY The pixel overlap between vertical displays +//! +//! \retval ::NVAPI_OK Success getting current info. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entry point not available. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetCurrentTopo(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_DISPLAY_SETTING *pDisplaySetting, NvS32 *pOverlapX, NvS32 *pOverlapY); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_EnableCurrentTopo +// +//! DESCRIPTION: This API enables or disables the current Mosaic topology +//! based on the setting of the incoming 'enable' parameter. +//! +//! An "enable" setting enables the current (previously set) Mosaic topology. +//! Note that when the current Mosaic topology is retrieved, it must have an isPossible value of 1 or +//! an error will occur. +//! +//! A "disable" setting disables the current Mosaic topology. +//! The topology information will persist, even across reboots. +//! To re-enable the Mosaic topology, call this function +//! again with the enable parameter set to 1. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] enable 1 to enable the current Mosaic topo, 0 to disable it. +//! +//! \retval ::NVAPI_OK The Mosaic topo was enabled/disabled. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more arguments passed in are invalid. +//! \retval ::NVAPI_TOPO_NOT_POSSIBLE The current topology is not currently possible. +//! \retval ::NVAPI_MODE_CHANGE_FAILED There was an error changing the display mode. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_EnableCurrentTopo(NvU32 enable); + +//! \ingroup mosaicapi +//! @{ +typedef struct _NV_MOSAIC_GRID_TOPO_DISPLAY_V1 +{ + NvU32 displayId; //!< DisplayID of the display + NvS32 overlapX; //!< (+overlap, -gap) + NvS32 overlapY; //!< (+overlap, -gap) + NV_ROTATE rotation; //!< Rotation of display + NvU32 cloneGroup; //!< Reserved, must be 0 +} NV_MOSAIC_GRID_TOPO_DISPLAY_V1; + +typedef enum _NV_PIXEL_SHIFT_TYPE +{ + NV_PIXEL_SHIFT_TYPE_NO_PIXEL_SHIFT = 0, //!< No pixel shift will be applied to this display. + NV_PIXEL_SHIFT_TYPE_2x2_TOP_LEFT_PIXELS = 1, //!< This display will be used to scanout top left pixels in 2x2 PixelShift configuration + NV_PIXEL_SHIFT_TYPE_2x2_BOTTOM_RIGHT_PIXELS = 2, //!< This display will be used to scanout bottom right pixels in 2x2 PixelShift configuration + NV_PIXEL_SHIFT_TYPE_2x2_TOP_RIGHT_PIXELS = 4, //!< This display will be used to scanout top right pixels in 2x2 PixelShift configuration + NV_PIXEL_SHIFT_TYPE_2x2_BOTTOM_LEFT_PIXELS = 8, //!< This display will be used to scanout bottom left pixels in 2x2 PixelShift configuration +} NV_PIXEL_SHIFT_TYPE; + +typedef struct _NV_MOSAIC_GRID_TOPO_DISPLAY_V2 +{ + NvU32 version; //!< Version of this structure + + NvU32 displayId; //!< DisplayID of the display + NvS32 overlapX; //!< (+overlap, -gap) + NvS32 overlapY; //!< (+overlap, -gap) + NV_ROTATE rotation; //!< Rotation of display + NvU32 cloneGroup; //!< Reserved, must be 0 + NV_PIXEL_SHIFT_TYPE pixelShiftType; //!< Type of the pixel shift enabled display +} NV_MOSAIC_GRID_TOPO_DISPLAY_V2; + +#ifndef NV_MOSAIC_GRID_TOPO_DISPLAY_VER + +typedef NV_MOSAIC_GRID_TOPO_DISPLAY_V1 NV_MOSAIC_GRID_TOPO_DISPLAY; + +#endif + +typedef struct _NV_MOSAIC_GRID_TOPO_V1 +{ + NvU32 version; //!< Version of this structure + NvU32 rows; //!< Number of rows + NvU32 columns; //!< Number of columns + NvU32 displayCount; //!< Number of display details + NvU32 applyWithBezelCorrect : 1; //!< When enabling and doing the modeset, do we switch to the bezel-corrected resolution + NvU32 immersiveGaming : 1; //!< Enable as immersive gaming instead of Mosaic SLI (for Quadro-boards only) + NvU32 baseMosaic : 1; //!< Enable as Base Mosaic (Panoramic) instead of Mosaic SLI (for NVS and Quadro-boards only) + NvU32 driverReloadAllowed : 1; //!< If necessary, reloading the driver is permitted (for Vista and above only). Will not be persisted. Value undefined on get. + NvU32 acceleratePrimaryDisplay : 1; //!< Enable SLI acceleration on the primary display while in single-wide mode (For Immersive Gaming only). Will not be persisted. Value undefined on get. + NvU32 reserved : 27; //!< Reserved, must be 0 + NV_MOSAIC_GRID_TOPO_DISPLAY_V1 displays[NV_MOSAIC_MAX_DISPLAYS]; //!< Displays are done as [(row * columns) + column] + NV_MOSAIC_DISPLAY_SETTING_V1 displaySettings; //!< Display settings +} NV_MOSAIC_GRID_TOPO_V1; + +typedef struct _NV_MOSAIC_GRID_TOPO_V2 +{ + NvU32 version; //!< Version of this structure + NvU32 rows; //!< Number of rows + NvU32 columns; //!< Number of columns + NvU32 displayCount; //!< Number of display details + NvU32 applyWithBezelCorrect : 1; //!< When enabling and doing the modeset, do we switch to the bezel-corrected resolution + NvU32 immersiveGaming : 1; //!< Enable as immersive gaming instead of Mosaic SLI (for Quadro-boards only) + NvU32 baseMosaic : 1; //!< Enable as Base Mosaic (Panoramic) instead of Mosaic SLI (for NVS and Quadro-boards only) + NvU32 driverReloadAllowed : 1; //!< If necessary, reloading the driver is permitted (for Vista and above only). Will not be persisted. Value undefined on get. + NvU32 acceleratePrimaryDisplay : 1; //!< Enable SLI acceleration on the primary display while in single-wide mode (For Immersive Gaming only). Will not be persisted. Value undefined on get. + NvU32 pixelShift : 1; //!< Enable Pixel shift + NvU32 reserved : 26; //!< Reserved, must be 0 + NV_MOSAIC_GRID_TOPO_DISPLAY_V2 displays[NV_MOSAIC_MAX_DISPLAYS]; //!< Displays are done as [(row * columns) + column] + NV_MOSAIC_DISPLAY_SETTING_V1 displaySettings; //!< Display settings +} NV_MOSAIC_GRID_TOPO_V2; + +//! Macro for constructing the version field of ::NV_MOSAIC_GRID_TOPO +#define NV_MOSAIC_GRID_TOPO_VER1 MAKE_NVAPI_VERSION(NV_MOSAIC_GRID_TOPO_V1,1) +#define NV_MOSAIC_GRID_TOPO_VER2 MAKE_NVAPI_VERSION(NV_MOSAIC_GRID_TOPO_V2,2) +#ifndef NV_MOSAIC_GRID_TOPO_VER + +typedef NV_MOSAIC_GRID_TOPO_V2 NV_MOSAIC_GRID_TOPO; + +//! Macro for constructing the version field of ::NV_MOSAIC_GRID_TOPO +#define NV_MOSAIC_GRID_TOPO_VER NV_MOSAIC_GRID_TOPO_VER2 + +#endif + +//! @} + +//! since Release R290 + +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_DISPLAY_ON_INVALID_GPU NV_BIT(0) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_DISPLAY_ON_WRONG_CONNECTOR NV_BIT(1) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_COMMON_TIMINGS NV_BIT(2) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_EDID_AVAILABLE NV_BIT(3) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_MISMATCHED_OUTPUT_TYPE NV_BIT(4) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_DISPLAY_CONNECTED NV_BIT(5) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_GPU_TOPOLOGY NV_BIT(6) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NOT_SUPPORTED NV_BIT(7) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_SLI_BRIDGE NV_BIT(8) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_ECC_ENABLED NV_BIT(9) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_GPU_TOPOLOGY_NOT_SUPPORTED NV_BIT(10) + + + + + + + +//! Do not change the current GPU topology. If the NO_DRIVER_RELOAD bit is not +//! specified, then it may still require a driver reload. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_CURRENT_GPU_TOPOLOGY NV_BIT(0) + +//! Do not allow a driver reload. That is, stick with the same master GPU as well as the +//! same SLI configuration. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_NO_DRIVER_RELOAD NV_BIT(1) + +//! When choosing a GPU topology, choose the topology with the best performance. +//! Without this flag, it will choose the topology that uses the smallest number +//! of GPU's. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_MAXIMIZE_PERFORMANCE NV_BIT(2) + +//! Do not return an error if no configuration will work with all of the grids. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_ALLOW_INVALID NV_BIT(3) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_SetDisplayGrids +// +//! DESCRIPTION: Sets a new display topology, replacing any existing topologies +//! that use the same displays. +//! +//! This function will look for an SLI configuration that will +//! allow the display topology to work. +//! +//! To revert to a single display, specify that display as a 1x1 +//! grid. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pGridTopologies The topology details to set. +//! \param [in] gridCount The number of elements in the pGridTopologies array. +//! \param [in] setTopoFlags Zero or more of the NVAPI_MOSAIC_SETDISPLAYTOPO_FLAG_* +//! flags. +//! +//! +//! \retval ::NVAPI_OK Capabilities have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_NO_ACTIVE_SLI_TOPOLOGY No matching GPU topologies could be found. +//! \retval ::NVAPI_TOPO_NOT_POSSIBLE One or more of the display grids are not valid. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_SetDisplayGrids(__in_ecount(gridCount) NV_MOSAIC_GRID_TOPO *pGridTopologies, __in NvU32 gridCount, __in NvU32 setTopoFlags); + + +//! \ingroup mosaicapi +//! Indicates that a display's position in the grid is sub-optimal. +#define NV_MOSAIC_DISPLAYTOPO_WARNING_DISPLAY_POSITION NV_BIT(0) + +//! \ingroup mosaicapi +//! Indicates that SetDisplaySettings would need to perform a driver reload. +#define NV_MOSAIC_DISPLAYTOPO_WARNING_DRIVER_RELOAD_REQUIRED NV_BIT(1) + +//! \ingroup mosaicapi +typedef struct +{ + NvU32 version; + NvU32 errorFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYTOPO_ERROR_* flags. + NvU32 warningFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYTOPO_WARNING_* flags. + + NvU32 displayCount; //!< (OUT) The number of valid entries in the displays array. + struct + { + NvU32 displayId; //!< (OUT) The DisplayID of this display. + NvU32 errorFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYCAPS_PROBLEM_* flags. + NvU32 warningFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYTOPO_WARNING_* flags. + + NvU32 supportsRotation : 1; //!< (OUT) This display can be rotated + NvU32 reserved : 31; //!< (OUT) reserved + } displays[NVAPI_MAX_DISPLAYS]; +} NV_MOSAIC_DISPLAY_TOPO_STATUS; + +//! \ingroup mosaicapi +#define NV_MOSAIC_DISPLAY_TOPO_STATUS_VER MAKE_NVAPI_VERSION(NV_MOSAIC_DISPLAY_TOPO_STATUS,1) + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_ValidateDisplayGrids +// +//! DESCRIPTION: Determines if a list of grid topologies is valid. It will choose an SLI +//! configuration in the same way that NvAPI_Mosaic_SetDisplayGrids() does. +//! +//! On return, each element in the pTopoStatus array will contain any errors or +//! warnings about each grid topology. If any error flags are set, then the topology +//! is not valid. If any warning flags are set, then the topology is valid, but +//! sub-optimal. +//! +//! If the ALLOW_INVALID flag is set, then it will continue to validate the grids +//! even if no SLI configuration will allow all of the grids. In this case, a grid +//! grid with no matching GPU topology will have the error +//! flags NO_GPU_TOPOLOGY or NOT_SUPPORTED set. +//! +//! If the ALLOW_INVALID flag is not set and no matching SLI configuration is +//! found, then it will skip the rest of the validation and return +//! NVAPI_NO_ACTIVE_SLI_TOPOLOGY. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] setTopoFlags Zero or more of the NVAPI_MOSAIC_SETDISPLAYTOPO_FLAG_* +//! flags. +//! \param [in] pGridTopologies The array of grid topologies to verify. +//! \param [in,out] pTopoStatus The array of problems and warnings with each grid topology. +//! \param [in] gridCount The number of elements in the pGridTopologies and +//! pTopoStatus arrays. +//! +//! +//! \retval ::NVAPI_OK: Capabilities have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT: One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED: The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION: This entrypoint not available +//! \retval ::NVAPI_NO_ACTIVE_SLI_TOPOLOGY: No matching GPU topologies could be found. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_ValidateDisplayGrids(__in NvU32 setTopoFlags, + __in_ecount(gridCount) NV_MOSAIC_GRID_TOPO *pGridTopologies, + __inout_ecount_full(gridCount) NV_MOSAIC_DISPLAY_TOPO_STATUS *pTopoStatus, + __in NvU32 gridCount); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_EnumDisplayModes +// +//! DESCRIPTION: Determines the set of available display modes for a given grid topology. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pGridTopology The grid topology to use. +//! \param [in,out] pDisplaySettings A pointer to an array of display settings to populate, +//! or NULL to find out the total number of available modes. +//! \param [in,out] pDisplayCount If pDisplaySettings is not NULL, then pDisplayCount +//! should point to the number of elements in the +//! pDisplaySettings array. On return, it will contain the +//! number of modes that were actually returned. If +//! pDisplaySettings is NULL, then pDisplayCount will receive +//! the total number of modes that are available. +//! +//! +//! \retval ::NVAPI_OK Capabilities have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! +//! \ingroup mosaciapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_EnumDisplayModes(__in NV_MOSAIC_GRID_TOPO *pGridTopology, + __inout_ecount_part_opt(*pDisplayCount, *pDisplayCount) NV_MOSAIC_DISPLAY_SETTING *pDisplaySettings, + __inout NvU32 *pDisplayCount); + + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_EnumDisplayGrids +// +//! DESCRIPTION: Enumerates the current active grid topologies. This includes Mosaic, IG, and +//! Panoramic topologies, as well as single displays. +//! +//! If pGridTopologies is NULL, then pGridCount will be set to the number of active +//! grid topologies. +//! +//! If pGridTopologies is not NULL, then pGridCount contains the maximum number of +//! grid topologies to return. On return, pGridCount will be set to the number of +//! grid topologies that were returned. +//! +//! \param [out] pGridTopologies The list of active grid topologies. +//! \param [in,out] pGridCount A pointer to the number of grid topologies returned. +//! +//! \retval ::NVAPI_OK Capabilties have been returned. +//! \retval ::NVAPI_END_ENUMERATION There are no more topologies to return. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_EnumDisplayGrids(__inout_ecount_part_opt(*pGridCount, *pGridCount) NV_MOSAIC_GRID_TOPO *pGridTopologies, + __inout NvU32 *pGridCount); + + +//////////////////////////////////////////////////////////////////////////////////////// +// +// ########################################################################### +// DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS +// +// Below is the Phase 1 Mosaic stuff, the Phase 2 stuff above is what will remain +// once Phase 2 is complete. For a small amount of time, the two will co-exist. As +// soon as apps (nvapichk, NvAPITestMosaic, and CPL) are updated to use the Phase 2 +// entrypoints, the code below will be deleted. +// +// DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS +// ########################################################################### +// +// Supported topos 1x4, 4x1 and 2x2 to start with. +// +// Selected scan out targets can be one per GPU or more than one on the same GPU. +// +// SAMPLE of MOSAIC 1x4 SCAN OUT TOPO with 8 pixel horizontal overlap +// +//+-------------------------++-------------------------++-------------------------++-------------------------+ +//| || || || | +//| || || || | +//| || || || | +//| DVI1 || DVI2 || DVI3 || DVI4 | +//| || || || | +//| || || || | +//| || || || | +//| || || || | +//+-------------------------++-------------------------++-------------------------++-------------------------+ + + +//! \addtogroup mosaicapi +//! @{ + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MAX_MOSAIC_DISPLAY_ROWS 8 + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS 8 + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MAX_MOSAIC_TOPOS 16 + +//! Used in NvAPI_GetCurrentMosaicTopology() and NvAPI_SetCurrentMosaicTopology(). +typedef struct +{ + NvU32 version; //!< Version number of the mosaic topology + NvU32 rowCount; //!< Horizontal display count + NvU32 colCount; //!< Vertical display count + + struct + { + NvPhysicalGpuHandle hPhysicalGPU; //!< Physical GPU to be used in the topology + NvU32 displayOutputId; //!< Connected display target + NvS32 overlapX; //!< Pixels of overlap on the left of target: (+overlap, -gap) + NvS32 overlapY; //!< Pixels of overlap on the top of target: (+overlap, -gap) + + } gpuLayout[NVAPI_MAX_MOSAIC_DISPLAY_ROWS][NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS]; + +} NV_MOSAIC_TOPOLOGY; + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MOSAIC_TOPOLOGY_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPOLOGY,1) + +//! Used in NvAPI_GetSupportedMosaicTopologies(). +typedef struct +{ + NvU32 version; + NvU32 totalCount; //!< Count of valid topologies + NV_MOSAIC_TOPOLOGY topos[NVAPI_MAX_MOSAIC_TOPOS]; //!< Maximum number of topologies + +} NV_MOSAIC_SUPPORTED_TOPOLOGIES; + +//! Used in NV_MOSAIC_SUPPORTED_TOPOLOGIES. +#define NVAPI_MOSAIC_SUPPORTED_TOPOLOGIES_VER MAKE_NVAPI_VERSION(NV_MOSAIC_SUPPORTED_TOPOLOGIES,1) + +//!@} + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetSupportedMosaicTopologies +// +//! DESCRIPTION: This API returns all valid Mosaic topologies. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [out] pMosaicTopos An array of valid Mosaic topologies. +//! +//! \retval NVAPI_OK Call succeeded; 1 or more topologies were returned +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_MIXED_TARGET_TYPES Mosaic topology is only possible with all targets of the same NV_GPU_OUTPUT_TYPE. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetSupportedMosaicTopologies(NV_MOSAIC_SUPPORTED_TOPOLOGIES *pMosaicTopos); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetCurrentMosaicTopology +// +//! DESCRIPTION: This API gets the current Mosaic topology. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [out] pMosaicTopo The current Mosaic topology +//! \param [out] pEnabled TRUE if returned topology is currently enabled, else FALSE +//! +//! \retval NVAPI_OK Call succeeded +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetCurrentMosaicTopology(NV_MOSAIC_TOPOLOGY *pMosaicTopo, NvU32 *pEnabled); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetCurrentMosaicTopology +// +//! DESCRIPTION: This API sets the Mosaic topology, and enables it so that the +//! Mosaic display settings are enumerated upon request. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [in] pMosaicTopo A valid Mosaic topology +//! +//! \retval NVAPI_OK Call succeeded +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SetCurrentMosaicTopology(NV_MOSAIC_TOPOLOGY *pMosaicTopo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnableCurrentMosaicTopology +// +//! DESCRIPTION: This API enables or disables the current Mosaic topology. +//! When enabling, the last Mosaic topology will be set. +//! +//! - If enabled, enumeration of display settings will include valid Mosaic resolutions. +//! - If disabled, enumeration of display settings will not include Mosaic resolutions. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [in] enable TRUE to enable the Mosaic Topology, FALSE to disable it. +//! +//! \retval NVAPI_OK Call succeeded +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnableCurrentMosaicTopology(NvU32 enable); + + +#define NVAPI_MAX_GSYNC_DEVICES 4 + + +// Sync Display APIs + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_EnumSyncDevices +// +//! DESCRIPTION: This API returns an array of Sync device handles. A Sync device handle represents a +//! single Sync device on the system. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [out] nvGSyncHandles- The caller provides an array of handles, which must contain at least +//! NVAPI_MAX_GSYNC_DEVICES elements. The API will zero out the entire array and then fill in one +//! or more handles. If an error occurs, the array is invalid. +//! \param [out] *gsyncCount- The caller provides the storage space. NvAPI_GSync_EnumSyncDevices +//! sets *gsyncCount to indicate how many of the elements in the nvGSyncHandles[] array are valid. +//! If an error occurs, *gsyncCount will be set to zero. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT nvGSyncHandles or gsyncCount is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_EnumSyncDevices(__out NvGSyncDeviceHandle nvGSyncHandles[NVAPI_MAX_GSYNC_DEVICES], __out NvU32 *gsyncCount); + + +// GSync boardId values +#define NVAPI_GSYNC_BOARD_ID_P358 856 //!< GSync board ID 0x358, see NV_GSYNC_CAPABILITIES +#define NVAPI_GSYNC_BOARD_ID_P2060 8288 //!< GSync board ID 0x2060, see NV_GSYNC_CAPABILITIES + +//! \since Release: 375 +#define NVAPI_GSYNC_BOARD_ID_P2061 8289 //!< GSync board ID 0x2061, see NV_GSYNC_CAPABILITIES + + +//! Used in NvAPI_GSync_QueryCapabilities(). +typedef struct _NV_GSYNC_CAPABILITIES_V1 +{ + NvU32 version; //!< Version of the structure + NvU32 boardId; //!< Board ID + NvU32 revision; //!< FPGA Revision + NvU32 capFlags; //!< Capabilities of the Sync board. Reserved for future use +} NV_GSYNC_CAPABILITIES_V1; + +typedef struct _NV_GSYNC_CAPABILITIES_V2 +{ + NvU32 version; //!< Version of the structure + NvU32 boardId; //!< Board ID + NvU32 revision; //!< FPGA major revision + NvU32 capFlags; //!< Capabilities of the Sync board. Reserved for future use + NvU32 extendedRevision; //!< FPGA minor revision +} NV_GSYNC_CAPABILITIES_V2; + +typedef struct _NV_GSYNC_CAPABILITIES_V3 +{ + NvU32 version; //!< Version of the structure + NvU32 boardId; //!< Board ID + NvU32 revision; //!< FPGA major revision + NvU32 capFlags; //!< Capabilities of the Sync board. Reserved for future use + NvU32 extendedRevision; //!< FPGA minor revision + NvU32 bIsMulDivSupported : 1; //!< Indicates if multiplication/division of the frequency of house sync signal is supported. + NvU32 reserved : 31; //!< Reserved for future use + NvU32 maxMulDivValue; //!< This parameter returns the maximum possible value that can be programmed + //!< for multiplying / dividing house sync. Only valid if bIsMulDivSupported is set to 1. +} NV_GSYNC_CAPABILITIES_V3; + +typedef NV_GSYNC_CAPABILITIES_V3 NV_GSYNC_CAPABILITIES; + + +//! \ingroup gsyncapi +//! Macro for constructing the version field of NV_GSYNC_CAPABILITIES. +#define NV_GSYNC_CAPABILITIES_VER1 MAKE_NVAPI_VERSION(NV_GSYNC_CAPABILITIES_V1,1) +#define NV_GSYNC_CAPABILITIES_VER2 MAKE_NVAPI_VERSION(NV_GSYNC_CAPABILITIES_V2,2) +#define NV_GSYNC_CAPABILITIES_VER3 MAKE_NVAPI_VERSION(NV_GSYNC_CAPABILITIES_V3,3) +#define NV_GSYNC_CAPABILITIES_VER NV_GSYNC_CAPABILITIES_VER3 + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_QueryCapabilities +// +//! DESCRIPTION: This API returns the capabilities of the Sync device. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The handle for a Sync device for which the capabilities will be queried. +//! \param [inout] *pNvGSyncCapabilities- The caller provides the storage space. NvAPI_GSync_QueryCapabilities() sets +//! *pNvGSyncCapabilities to the version and capabilities details of the Sync device +//! If an error occurs, *pNvGSyncCapabilities will be set to NULL. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_QueryCapabilities(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout NV_GSYNC_CAPABILITIES *pNvGSyncCapabilities); + + + +//! Connector values for a GPU. Used in NV_GSYNC_GPU. +typedef enum _NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR +{ + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_NONE = 0, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_PRIMARY = 1, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_SECONDARY = 2, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_TERTIARY = 3, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_QUARTERNARY = 4, +} NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR; + +//! Display sync states. Used in NV_GSYNC_DISPLAY. +typedef enum _NVAPI_GSYNC_DISPLAY_SYNC_STATE +{ + NVAPI_GSYNC_DISPLAY_SYNC_STATE_UNSYNCED = 0, + NVAPI_GSYNC_DISPLAY_SYNC_STATE_SLAVE = 1, + NVAPI_GSYNC_DISPLAY_SYNC_STATE_MASTER = 2, +} NVAPI_GSYNC_DISPLAY_SYNC_STATE; + +typedef struct _NV_GSYNC_GPU +{ + NvU32 version; //!< Version of the structure + NvPhysicalGpuHandle hPhysicalGpu; //!< GPU handle + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR connector; //!< Indicates which connector on the device the GPU is connected to. + NvPhysicalGpuHandle hProxyPhysicalGpu; //!< GPU through which hPhysicalGpu is connected to the Sync device (if not directly connected) + //!< - this is NULL otherwise + NvU32 isSynced : 1; //!< Whether this GPU is sync'd or not. + NvU32 reserved : 31; //!< Should be set to ZERO +} NV_GSYNC_GPU; + +typedef struct _NV_GSYNC_DISPLAY +{ + NvU32 version; //!< Version of the structure + NvU32 displayId; //!< display identifier for displays.The GPU to which it is connected, can be retireved from NvAPI_SYS_GetPhysicalGpuFromDisplayId + NvU32 isMasterable : 1; //!< Can this display be the master? (Read only) + NvU32 reserved : 31; //!< Should be set to ZERO + NVAPI_GSYNC_DISPLAY_SYNC_STATE syncState; //!< Is this display slave/master + //!< (Retrieved with topology or set by caller for enable/disable sync) +} NV_GSYNC_DISPLAY; + +#define NV_GSYNC_DISPLAY_VER MAKE_NVAPI_VERSION(NV_GSYNC_DISPLAY,1) +#define NV_GSYNC_GPU_VER MAKE_NVAPI_VERSION(NV_GSYNC_GPU,1) + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetTopology +// +//! DESCRIPTION: This API returns the topology for the specified Sync device. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle for a Sync device for which the topology will be queried. +//! \param [in, out] gsyncGpuCount- It returns number of GPUs connected to Sync device +//! \param [in, out] gsyncGPUs- It returns info about GPUs connected to Sync device +//! \param [in, out] gsyncDisplayCount- It returns number of active displays that belongs to Sync device +//! \param [in, out] gsyncDisplays- It returns info about all active displays that belongs to Sync device +//! +//! HOW TO USE: 1) make a call to get the number of GPUs connected OR displays synced through Sync device +//! by passing the gsyncGPUs OR gsyncDisplays as NULL respectively. Both gsyncGpuCount and gsyncDisplayCount can be retrieved in same call by passing +//! both gsyncGPUs and gsyncDisplays as NULL +//! On call success: +//! 2) Allocate memory based on gsyncGpuCount(for gsyncGPUs) and/or gsyncDisplayCount(for gsyncDisplays) then make a call to populate gsyncGPUs and/or gsyncDisplays respectively. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! \retval ::NVAPI_INSUFFICIENT_BUFFER When the actual number of GPUs/displays in the topology exceed the number of elements allocated for SyncGPUs/SyncDisplays respectively. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetTopology(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout_opt NvU32 *gsyncGpuCount, __inout_ecount_part_opt(*gsyncGpuCount, *gsyncGpuCount) NV_GSYNC_GPU *gsyncGPUs, + __inout_opt NvU32 *gsyncDisplayCount, __inout_ecount_part_opt(*gsyncDisplayCount, *gsyncDisplayCount) NV_GSYNC_DISPLAY *gsyncDisplays); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_SetSyncStateSettings +// +//! DESCRIPTION: Sets a new sync state for the displays in system. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] gsyncDisplayCount- The number of displays in gsyncDisplays. +//! \param [in] pGsyncDisplays- The caller provides the structure containing all displays that need to be synchronized in the system. +//! The displays that are not part of pGsyncDisplays, will be un-synchronized. +//! \param [in] flags- Reserved for future use. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT If the display topology or count not valid. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! \retval ::NVAPI_INVALID_SYNC_TOPOLOGY 1.If any mosaic grid is partial. +//! 2.If timing(HVisible/VVisible/refreshRate) applied of any display is different. +//! 3.If There is a across GPU mosaic grid in system and that is not a part of pGsyncDisplays. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_SetSyncStateSettings(__in NvU32 gsyncDisplayCount, __in_ecount(gsyncDisplayCount) NV_GSYNC_DISPLAY *pGsyncDisplays, __in NvU32 flags); + + +//! \ingroup gsyncapi + +//! Source signal edge to be used for output pulse. See NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_POLARITY +{ + NVAPI_GSYNC_POLARITY_RISING_EDGE = 0, + NVAPI_GSYNC_POLARITY_FALLING_EDGE = 1, + NVAPI_GSYNC_POLARITY_BOTH_EDGES = 2, +} NVAPI_GSYNC_POLARITY; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_VIDEO_MODE +{ + NVAPI_GSYNC_VIDEO_MODE_NONE = 0, + NVAPI_GSYNC_VIDEO_MODE_TTL = 1, + NVAPI_GSYNC_VIDEO_MODE_NTSCPALSECAM = 2, + NVAPI_GSYNC_VIDEO_MODE_HDTV = 3, + NVAPI_GSYNC_VIDEO_MODE_COMPOSITE = 4, +} NVAPI_GSYNC_VIDEO_MODE; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_SYNC_SOURCE +{ + NVAPI_GSYNC_SYNC_SOURCE_VSYNC = 0, + NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC = 1, +} NVAPI_GSYNC_SYNC_SOURCE; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef struct _NV_GSYNC_DELAY +{ + NvU32 version; //!< Version of the structure + NvU32 numLines; //!< delay to be induced in number of horizontal lines. + NvU32 numPixels; //!< delay to be induced in number of pixels. + NvU32 maxLines; //!< maximum number of lines supported at current display mode to induce delay. Updated by NvAPI_GSync_GetControlParameters(). Read only. + NvU32 minPixels; //!< minimum number of pixels required at current display mode to induce delay. Updated by NvAPI_GSync_GetControlParameters(). Read only. +} NV_GSYNC_DELAY; + +#define NV_GSYNC_DELAY_VER MAKE_NVAPI_VERSION(NV_GSYNC_DELAY,1) + +//! Used in NvAPI_GSync_GetControlParameters() and NvAPI_GSync_SetControlParameters(). +typedef struct _NV_GSYNC_CONTROL_PARAMS_V1 +{ + NvU32 version; //!< Version of the structure + NVAPI_GSYNC_POLARITY polarity; //!< Leading edge / Falling edge / both + NVAPI_GSYNC_VIDEO_MODE vmode; //!< None, TTL, NTSCPALSECAM, HDTV + NvU32 interval; //!< Number of pulses to wait between framelock signal generation + NVAPI_GSYNC_SYNC_SOURCE source; //!< VSync/House sync + NvU32 interlaceMode:1; //!< interlace mode for a Sync device + NvU32 syncSourceIsOutput:1; //!< Set this to make house sync as an output; valid only when NV_GSYNC_CONTROL_PARAMS::source is NVAPI_GSYNC_SYNC_SOURCE_VSYNC on P2061 boards. + //!< syncSourceIsOutput should always be NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC i.e. 0 on P2060 boards or when NV_GSYNC_CONTROL_PARAMS::source is set to NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC. + NvU32 reserved:30; //!< should be set zero + NV_GSYNC_DELAY syncSkew; //!< The time delay between the frame sync signal and the GPUs signal. + NV_GSYNC_DELAY startupDelay; //!< Sync start delay for master. +} NV_GSYNC_CONTROL_PARAMS_V1; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_MULTIPLY_DIVIDE_MODE +{ + NVAPI_GSYNC_UNDEFINED_MODE = 0, + NVAPI_GSYNC_MULTIPLY_MODE = 1, + NVAPI_GSYNC_DIVIDE_MODE = 2, +} NVAPI_GSYNC_MULTIPLY_DIVIDE_MODE; + +typedef struct _NV_GSYNC_CONTROL_PARAMS_V2 +{ + NvU32 version; //!< Version of the structure + NVAPI_GSYNC_POLARITY polarity; //!< Leading edge / Falling edge / both + NVAPI_GSYNC_VIDEO_MODE vmode; //!< None, TTL, NTSCPALSECAM, HDTV + NvU32 interval; //!< Number of pulses to wait between framelock signal generation + NVAPI_GSYNC_SYNC_SOURCE source; //!< VSync/House sync + NvU32 interlaceMode:1; //!< interlace mode for a Sync device + NvU32 syncSourceIsOutput:1; //!< Set this to make house sync as an output; valid only when NV_GSYNC_CONTROL_PARAMS::source is NVAPI_GSYNC_SYNC_SOURCE_VSYNC on P2061 boards. + //!< syncSourceIsOutput should always be NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC i.e. 0 on P2060 boards or when NV_GSYNC_CONTROL_PARAMS::source is set to NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC. + NvU32 reserved:30; //!< should be set zero + NV_GSYNC_DELAY syncSkew; //!< The time delay between the frame sync signal and the GPUs signal. + NV_GSYNC_DELAY startupDelay; //!< Sync start delay for master. + NVAPI_GSYNC_MULTIPLY_DIVIDE_MODE multiplyDivideMode; //!< Indicates multiplier/divider mode for the housesync signal. + //!< While setting multiplyDivideMode, source needs to be set as NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC. + NvU8 multiplyDivideValue; //!< Indicates the multiplier/divider value for the housesync signal. Only supported if bIsMulDivSupported field of the structure NV_GSYNC_CAPABILITIES is set to 1. + //!< The maximum supported value for this field can be obtained from maxMulDivValue field of the structure NV_GSYNC_CAPABILITIES. +} NV_GSYNC_CONTROL_PARAMS_V2; + +typedef NV_GSYNC_CONTROL_PARAMS_V2 NV_GSYNC_CONTROL_PARAMS; +#define NV_GSYNC_CONTROL_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GSYNC_CONTROL_PARAMS_V1,1) +#define NV_GSYNC_CONTROL_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_GSYNC_CONTROL_PARAMS_V2,2) +#define NV_GSYNC_CONTROL_PARAMS_VER NV_GSYNC_CONTROL_PARAMS_VER2 + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetControlParameters +// +//! DESCRIPTION: This API queries for sync control parameters as defined in NV_GSYNC_CONTROL_PARAMS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle of the Sync device for which to get parameters +//! \param [inout] *pGsyncControls- The caller provides the storage space. NvAPI_GSync_GetControlParameters() populates *pGsyncControls with values. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetControlParameters(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout NV_GSYNC_CONTROL_PARAMS *pGsyncControls); + + + +////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_SetControlParameters +// +//! DESCRIPTION: This API sets control parameters as defined in NV_SYNC_CONTROL_PARAMS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle of the Sync device for which to get parameters +//! \param [inout] *pGsyncControls- The caller provides NV_GSYNC_CONTROL_PARAMS. skew and startDelay will be updated to the applied values. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_SetControlParameters(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout NV_GSYNC_CONTROL_PARAMS *pGsyncControls); + + + + +//! Used in NvAPI_GSync_AdjustSyncDelay() +typedef enum _NVAPI_GSYNC_DELAY_TYPE +{ + NVAPI_GSYNC_DELAY_TYPE_UNKNOWN = 0, + NVAPI_GSYNC_DELAY_TYPE_SYNC_SKEW = 1, + NVAPI_GSYNC_DELAY_TYPE_STARTUP = 2 +} NVAPI_GSYNC_DELAY_TYPE; + +////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_AdjustSyncDelay +// +//! DESCRIPTION: This API adjusts the skew and startDelay to the closest possible values. Use this API before calling NvAPI_GSync_SetControlParameters for skew or startDelay. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 319 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle of the Sync device for which to get parameters +//! \param [in] delayType- Specifies whether the delay is syncSkew or startupDelay. +//! \param [inout] *pGsyncDelay- The caller provides NV_GSYNC_DELAY. skew and startDelay will be adjusted and updated to the closest values. +//! \param [out] *syncSteps- This parameter is optional. It returns the sync delay in unit steps. If 0, it means either the NV_GSYNC_DELAY::numPixels is less than NV_GSYNC_DELAY::minPixels or NV_GSYNC_DELAY::numOfLines exceeds the NV_GSYNC_DELAY::maxLines. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_AdjustSyncDelay(__in NvGSyncDeviceHandle hNvGSyncDevice, __in NVAPI_GSYNC_DELAY_TYPE delayType, __inout NV_GSYNC_DELAY *pGsyncDelay, __out_opt NvU32* syncSteps); + + + +//! Used in NvAPI_GSync_GetSyncStatus(). +typedef struct _NV_GSYNC_STATUS +{ + NvU32 version; //!< Version of the structure + NvU32 bIsSynced; //!< Is timing in sync? + NvU32 bIsStereoSynced; //!< Does the phase of the timing signal from the GPU = the phase of the master sync signal? + NvU32 bIsSyncSignalAvailable; //!< Is the sync signal available? +} NV_GSYNC_STATUS; + +//! Macro for constructing the version field for NV_GSYNC_STATUS. +#define NV_GSYNC_STATUS_VER MAKE_NVAPI_VERSION(NV_GSYNC_STATUS,1) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetSyncStatus +// +//! DESCRIPTION: This API queries the sync status of a GPU - timing, stereosync and sync signal availability. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- Handle of the Sync device +//! \param [in] hPhysicalGpu- GPU to be queried for sync status. +//! \param [out] *status- The caller provides the storage space. NvAPI_GSync_GetSyncStatus() populates *status with +//! values - timing, stereosync and signal availability. On error, *status is set to NULL. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL / SyncTarget is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any G-Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetSyncStatus(__in NvGSyncDeviceHandle hNvGSyncDevice, __in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GSYNC_STATUS *status); + + +//! \ingroup gsyncapi + +#define NVAPI_MAX_RJ45_PER_GSYNC 2 + +//! Used in NV_GSYNC_STATUS_PARAMS. +typedef enum _NVAPI_GSYNC_RJ45_IO +{ + NVAPI_GSYNC_RJ45_OUTPUT = 0, + NVAPI_GSYNC_RJ45_INPUT = 1, + NVAPI_GSYNC_RJ45_UNUSED = 2 //!< This field is used to notify that the framelock is not actually present. + +} NVAPI_GSYNC_RJ45_IO; + +//! \ingroup gsyncapi +//! Used in NvAPI_GSync_GetStatusParameters(). +typedef struct _NV_GSYNC_STATUS_PARAMS_V1 +{ + NvU32 version; + NvU32 refreshRate; //!< The refresh rate + NVAPI_GSYNC_RJ45_IO RJ45_IO[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Configured as input / output + NvU32 RJ45_Ethernet[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Connected to ethernet hub? [ERRONEOUSLY CONNECTED!] + NvU32 houseSyncIncoming; //!< Incoming house sync frequency in Hz + NvU32 bHouseSync; //!< Is house sync connected? +} NV_GSYNC_STATUS_PARAMS_V1; + +typedef struct _NV_GSYNC_STATUS_PARAMS_V2 +{ + NvU32 version; + NvU32 refreshRate; //!< The refresh rate + NVAPI_GSYNC_RJ45_IO RJ45_IO[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Configured as input / output + NvU32 RJ45_Ethernet[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Connected to ethernet hub? [ERRONEOUSLY CONNECTED!] + NvU32 houseSyncIncoming; //!< Incoming house sync frequency in Hz + NvU32 bHouseSync; //!< Is house sync connected? + NvU32 bInternalSlave : 1; //!< Valid only for P2061 board. + //!< If set to 1, it means that this P2061 board receives input from another P2061 board. + NvU32 reserved : 31; //!< Reserved for future use. +} NV_GSYNC_STATUS_PARAMS_V2; + + +typedef NV_GSYNC_STATUS_PARAMS_V2 NV_GSYNC_STATUS_PARAMS; + +//! \ingroup gsyncapi +//! Macro for constructing the version field of NV_GSYNC_STATUS_PARAMS +#define NV_GSYNC_STATUS_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GSYNC_STATUS_PARAMS_V1,1) +#define NV_GSYNC_STATUS_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_GSYNC_STATUS_PARAMS_V2,2) +#define NV_GSYNC_STATUS_PARAMS_VER NV_GSYNC_STATUS_PARAMS_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetStatusParameters +// +//! DESCRIPTION: This API queries for sync status parameters as defined in NV_GSYNC_STATUS_PARAMS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice The caller provides the handle of the GSync device for which to get parameters +//! \param [out] *pStatusParams The caller provides the storage space. NvAPI_GSync_GetStatusParameters populates *pStatusParams with +//! values. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL / pStatusParams is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any GSync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetStatusParameters(NvGSyncDeviceHandle hNvGSyncDevice, NV_GSYNC_STATUS_PARAMS *pStatusParams); + +//! @} + + + + + + + + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_RegisterResource +// +//! DESCRIPTION: This API binds a resource (surface/texture) so that it can be retrieved +//! internally by NVAPI. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \param [in] pResource surface/texture +//! +//! \return ::NVAPI_OK, ::NVAPI_ERROR +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_RegisterResource(IDirect3DResource9* pResource); +#endif //defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_UnregisterResource +// +//! DESCRIPTION: This API unbinds a resource (surface/texture) after use. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pResource surface/texture +//! +//! \return ::NVAPI_OK, ::NVAPI_ERROR +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_UnregisterResource(IDirect3DResource9* pResource); + +#endif //defined(_D3D9_H_) + + + + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_AliasSurfaceAsTexture +// +//! \fn NvAPI_D3D9_AliasSurfaceAsTexture(IDirect3DDevice9* pDev, +//! IDirect3DSurface9* pSurface, +//! IDirect3DTexture9 **ppTexture, +//! DWORD dwFlag); +//! DESCRIPTION: Create a texture that is an alias of a surface registered with NvAPI. The +//! new texture can be bound with IDirect3DDevice9::SetTexture(). Note that the texture must +//! be unbound before drawing to the surface again. +//! Unless the USE_SUPER flag is passed, MSAA surfaces will be resolved before +//! being used as a texture. MSAA depth buffers are resolved with a point filter, +//! and non-depth MSAA surfaces are resolved with a linear filter. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The D3D device that owns the objects +//! \param [in] pSurface Pointer to a surface that has been registered with NvAPI +//! to which a texture alias is to be provided +//! \param [out] ppTexture Fill with the texture created +//! \param [in] dwFlag NVAPI_ALIAS_SURFACE_FLAG to describe how to handle the texture +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as an argument +//! \retval ::NVAPI_INVALID_ARGUMENT One of the arguments was invalid, probably dwFlag. +//! \retval ::NVAPI_UNREGISTERED_RESOURCE pSurface has not been registered with NvAPI +//! \retval ::NVAPI_ERROR error occurred +// +/////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dx +//! See NvAPI_D3D9_AliasSurfaceAsTexture(). +typedef enum { + NVAPI_ALIAS_SURFACE_FLAG_NONE = 0x00000000, + NVAPI_ALIAS_SURFACE_FLAG_USE_SUPER = 0x00000001, //!< Use the surface's msaa buffer directly as a texture, rather than resolving. (This is much slower, but potentially has higher quality.) + NVAPI_ALIAS_SURFACE_FLAG_MASK = 0x00000001 +} NVAPI_ALIAS_SURFACE_FLAG; + + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D9_AliasSurfaceAsTexture(IDirect3DDevice9* pDev, + IDirect3DSurface9* pSurface, + IDirect3DTexture9 **ppTexture, + DWORD dwFlag); +#endif //defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_StretchRectEx +// +//! DESCRIPTION: This API copies the contents of the source resource to the destination +//! resource. This function can convert +//! between a wider range of surfaces than +//! IDirect3DDevice9::StretchRect. For example, it can copy +//! from a depth/stencil surface to a texture. +//! +//! The source and destination resources *must* be registered +//! with NvAPI before being used with NvAPI_D3D9_StretchRectEx(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The D3D device that owns the objects. +//! \param [in] pSourceResource Pointer to the source resource. +//! \param [in] pSrcRect Defines the rectangle on the source to copy from. If NULL, copy from the entire resource. +//! \param [in] pDestResource Pointer to the destination resource. +//! \param [in] pDstRect Defines the rectangle on the destination to copy to. If NULL, copy to the entire resource. +//! \param [in] Filter Choose a filtering method: D3DTEXF_NONE, D3DTEXF_POINT, D3DTEXF_LINEAR. +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument (probably NULL) +//! \retval ::NVAPI_INVALID_ARGUMENT One of the arguments was invalid +//! \retval ::NVAPI_UNREGISTERED_RESOURCE a resource was passed in without being registered +//! \retval ::NVAPI_ERROR error occurred +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_StretchRectEx(IDirect3DDevice9 * pDevice, + IDirect3DResource9 * pSourceResource, + CONST RECT * pSourceRect, + IDirect3DResource9 * pDestResource, + CONST RECT * pDestRect, + D3DTEXTUREFILTERTYPE Filter); + +#endif //defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_ClearRT +// +//! DESCRIPTION: This API Clears the currently bound render target(s) with the +//! given color +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The D3D device that owns the objects. +//! \param [in] dwNumRects The no of rectangles to clear. If 0, clear the entire surface (clipped to viewport) +//! \param [in] pRects Defines the rectangles to clear. Should be NULL if dwNumRects == 0 +//! \param [in] r red component of the clear color +//! \param [in] g green component of the clear color +//! \param [in] b blue component of the clear color +//! \param [in] a alpha component of the clear color +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_ClearRT(IDirect3DDevice9 * pDevice, + NvU32 dwNumRects, + CONST RECT * pRects, + float r, float g, float b, float a); +#endif //if defined(_D3D9_H_) + + + + + + + + + + +#if defined(_D3D9_H_) && defined(__cplusplus) +//! SUPPORTED OS: Windows 10 and higher +//! + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_GetSurfaceHandle +// +//! This function gets the handle of a given surface. This handle uniquely +//! identifies the surface through all NvAPI entries. +//! +//! +//! \since Release: 313 +//! +//! \param [in] pSurface Surface to be identified +//! \param [out] pHandle Will be filled by the return handle +//! +//! \return An int which could be an NvAPI status or DX HRESULT code +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_GetSurfaceHandle(IDirect3DSurface9 *pSurface, + NVDX_ObjectHandle *pHandle); + +#endif //defined(_D3D9_H_) && defined(__cplusplus) + +#if defined(_D3D9_H_) && defined(__cplusplus) +//! SUPPORTED OS: Windows 10 and higher +//! +//! \addtogroup dxvidcontrol +//! @{ + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION_NAME: NvAPI_D3D9_VideoSetStereoInfo +// +//! \fn NvAPI_D3D9_VideoSetStereoInfo(IDirect3DDevice9 *pDev, +//! NV_DX_VIDEO_STEREO_INFO *pStereoInfo); +//! \code +//! DESCRIPTION: This api specifies the stereo format of a surface, so that the +//! surface could be used for stereo video processing or compositing. +//! In particular, this api could be used to link the left and right +//! views of a decoded picture. +//! +//! \since Release: 313 +//! +//! INPUT: pDev - The device on which the stereo surface will be used +//! pStereoInfo - The stereo format of the surface +//! +//! RETURN STATUS: an int which could be an NvAPI status or DX HRESULT code +//! \endcode +/////////////////////////////////////////////////////////////////////////////// + +#ifndef NV_STEREO_VIDEO_FORMAT_DEFINE +#define NV_STEREO_VIDEO_FORMAT_DEFINE + + +typedef enum _NV_STEREO_VIDEO_FORMAT +{ + NV_STEREO_VIDEO_FORMAT_NOT_STEREO = 0, + + NV_STEREO_VIDEO_FORMAT_SIDE_BY_SIDE_LR = 1, + NV_STEREO_VIDEO_FORMAT_SIDE_BY_SIDE_RL = 2, + NV_STEREO_VIDEO_FORMAT_TOP_BOTTOM_LR = 3, + NV_STEREO_VIDEO_FORMAT_TOP_BOTTOM_RL = 4, + NV_STEREO_VIDEO_FORMAT_ROW_INTERLEAVE_LR = 5, + NV_STEREO_VIDEO_FORMAT_ROW_INTERLEAVE_RL = 6, + NV_STEREO_VIDEO_FORMAT_TWO_FRAMES_LR = 7, + NV_STEREO_VIDEO_FORMAT_MONO_PLUS_OFFSET = 8, + + NV_STEREO_VIDEO_FORMAT_LAST = 9, +} NV_STEREO_VIDEO_FORMAT; + +#endif // NV_STEREO_VIDEO_FORMAT_DEFINE + + +typedef struct _NV_DX_VIDEO_STEREO_INFO { + NvU32 dwVersion; //!< Must be NV_DX_VIDEO_STEREO_INFO_VER + NVDX_ObjectHandle hSurface; //!< The surface whose stereo format is to be set + NVDX_ObjectHandle hLinkedSurface; //!< The linked surface (must be valid when eFormat==NV_STEREO_VIDEO_FORMAT_TWO_FRAMES_LR) + NV_STEREO_VIDEO_FORMAT eFormat; //!< Stereo format of the surface + NvS32 sViewOffset; //!< Signed offset of each view (positive offset indicating left view is shifted left) + BOOL bStereoEnable; //!< Whether stereo rendering should be enabled (if FALSE, only left view will be used) +} NV_DX_VIDEO_STEREO_INFO; + +//! Macro for constructing the version field of ::NV_DX_VIDEO_STEREO_INFO +#define NV_DX_VIDEO_STEREO_INFO_VER MAKE_NVAPI_VERSION(NV_DX_VIDEO_STEREO_INFO,1) + +NVAPI_INTERFACE NvAPI_D3D9_VideoSetStereoInfo(IDirect3DDevice9 *pDev, + NV_DX_VIDEO_STEREO_INFO *pStereoInfo); + +//! @} +#endif //defined(_D3D9_H_) && defined(__cplusplus) + + +#if defined(__cplusplus) && defined(__d3d10_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D10_SetDepthBoundsTest +// +//! DESCRIPTION: This function enables/disables the depth bounds test. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device to set the depth bounds test +//! \param [in] bEnable Enable(non-zero)/disable(zero) the depth bounds test +//! \param [in] fMinDepth The minimum depth for the depth bounds test +//! \param [in] fMaxDepth The maximum depth for the depth bounds test \n +//! The valid values for fMinDepth and fMaxDepth +//! are such that 0 <= fMinDepth <= fMaxDepth <= 1 +//! +//! \return NVAPI_OK if the depth bounds test was correctly enabled or disabled +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D10_SetDepthBoundsTest(ID3D10Device *pDev, + NvU32 bEnable, + float fMinDepth, + float fMaxDepth); + +#endif //defined(__cplusplus) && defined(__d3d10_h__) + + + + + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_IsNvShaderExtnOpCodeSupported +// +//! DESCRIPTION: This function checks if a nv HLSL shader extension opcode is +//! supported on current hardware. List of opcodes is in nvShaderExtnEnums.h +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details on supported opcodes. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device on which to query for support, +//! should be a ID3D11Device+ device +//! \param [in] opCode the opcode to check +//! \param [out] pSupported true if supported, false otherwise +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK if the call succeeded +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_IsNvShaderExtnOpCodeSupported(__in IUnknown *pDev, + __in NvU32 opCode, + __out bool *pSupported); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetNvShaderExtnSlot +// +//! DESCRIPTION: This function sets the fake UAV slot that is used by Nvidia HLSL +//! shader extensions globally. All createShader calls made to the driver after +//! setting this slot would treat writes/reads to this UAV in a +//! different way. Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages. +//! To disable shader extensions the app need to set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D11Device+ device +//! \param [in] uavSlot the uav slot to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot was set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetNvShaderExtnSlot(__in IUnknown *pDev, + __in NvU32 uavSlot); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && defined (__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetNvShaderExtnSlotSpace +// +//! DESCRIPTION: This function is specifically created for ray tracing since we do not +//! currently support PSOs with DXR. +//! This function sets the device's fake UAV slot and space that is used by Nvidia HLSL +//! shader extensions globally. All state objects created by the driver after +//! setting this slot would treat writes/reads to this UAV in a +//! different way. Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages. +//! To disable shader extensions the app need to set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D12Device+ device +//! \param [in] uavSlot The uav slot to use +//! \param [in] uavSpace The uav space to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot and uavSpace were set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetNvShaderExtnSlotSpace(__in IUnknown *pDev, + __in NvU32 uavSlot, + __in NvU32 uavSpace); + + /////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetNvShaderExtnSlotSpaceLocalThread +// +//! DESCRIPTION: This function is specifically created for ray tracing shaders since we do not +//! currently support PSOs with DXR. +//! This function sets the device's fake UAV slot that is used by Nvidia HLSL +//! shader extensions on local thread. All state objects created by the driver +//! on the same thread that call this function after setting this slot would treat writes/reads +//! to this UAV in a different way. +//! Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages for the device. +//! To disable shader extensions the app may set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! +//! \since Release: 387 +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D12Device+ device +//! \param [in] uavSlot the uav slot to use +//! \param [in] uavSpace the uav space to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot and uavSpace were set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetNvShaderExtnSlotSpaceLocalThread(__in IUnknown *pDev, + __in NvU32 uavSlot, + __in NvU32 uavSpace); + +#endif //defined (__cplusplus) && defined (__d3d12_h__) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetNvShaderExtnSlotLocalThread +// +//! DESCRIPTION: This function sets the fake UAV slot that is used by Nvidia HLSL +//! shader extensions on local thread. All createShader calls on the same thread +//! that calls this function after setting this slot would treat writes/reads +//! to this UAV in a different way. +//! Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages. +//! To disable shader extensions the app may set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 387 +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D11Device+ device +//! \param [in] uavSlot the uav slot to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot was set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetNvShaderExtnSlotLocalThread(__in IUnknown *pDev, + __in NvU32 uavSlot); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_BeginUAVOverlapEx +// +//! DESCRIPTION: Causes the driver to skip synchronization that is normally needed when accessing UAVs. +//! Applications must use this with caution otherwise this might cause data hazards when +//! multiple draw calls/compute shader launches are accessing same memory locations +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDeviceOrContext pointer to D3D11 device, or D3D11 device context +//! \param [in] insertWFIFlags bit fields to indicate which WFI would be inserted (gfx / compute / both). +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +typedef enum _NVAPI_D3D11_INSERTWFI_FLAG +{ + NVAPI_D3D_BEGIN_UAV_OVERLAP_NO_WFI = 0x00000000, //!< no WFI + NVAPI_D3D_BEGIN_UAV_OVERLAP_GFX_WFI = 0x00000001, //!< (bit 0) force graphics WFI + NVAPI_D3D_BEGIN_UAV_OVERLAP_COMP_WFI = 0x00000002, //!< (bit 1) force compute WFI +} NVAPI_D3D11_INSERTWFI_FLAG; + +NVAPI_INTERFACE NvAPI_D3D11_BeginUAVOverlapEx(__in IUnknown *pDeviceOrContext, __in NvU32 insertWFIFlags); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_BeginUAVOverlap +// +//! DESCRIPTION: Causes the driver to skip synchronization that is normally needed when accessing UAVs. +//! Applications must use this with caution otherwise this might cause data hazards when +//! multiple draw calls/compute shader launches are accessing same memory locations +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDeviceOrContext pointer to D3D11 device, or D3D11 device context +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_BeginUAVOverlap(__in IUnknown *pDeviceOrContext); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_EndUAVOverlap +// +//! DESCRIPTION: Re-enables driver synchronization between calls that access same UAVs +//! See NvAPI_D3D_BeginUAVOverlap for more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDeviceOrContext pointer to D3D11 device, or D3D11 device context +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_EndUAVOverlap(__in IUnknown *pDeviceOrContext); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined(__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_GetResourceHandle +// +//! \code +//! DESCRIPTION: This function retrieves a driver handle to a DX10 resource +//! +//! INPUT: pDev The device on which the resource was created +//! pResource The resource for which we want to retrieve a +//! driver handle. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! OUTPUT: phObject Pointer to an NvAPI handle to be populated +//! on success +//! +//! RETURN STATUS: NVAPI_OK if and only if phObject was populated with a valid +//! driver handle +//! \endcode +//! \ingroup nsightapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_GetResourceHandle(ID3D11Device *pDev, + ID3D11Resource* pResource, + NVDX_ObjectHandle* phObject); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetFPSIndicatorState +// +//! DESCRIPTION: Display an overlay that tracks the number of times the app presents per second, or, +//! the number of frames-per-second (FPS) +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] bool Whether or not to enable the fps indicator. +//! +//! \return ::NVAPI_OK, +//! ::NVAPI_ERROR +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetFPSIndicatorState(IUnknown *pDev, NvU8 doEnable); + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_Present +// +//! DESCRIPTION: This API presents the contents of the next buffer in the sequence of back buffers +//! owned by a IDirect3DDevice9 device. +//! This Present operation supports using a SwapGroup and SwapBarrier on the SwapChain +//! that owns the back buffer to be presented. +//! +//! NOTE: NvAPI_D3D9_Present is a wrapper of the method IDirect3DDevice9::Present which +//! additionally notifies the D3D driver of the SwapChain used by the runtime for +//! presentation, thus allowing the D3D driver to apply SwapGroup and SwapBarrier +//! functionality to that SwapChain. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The IDirect3DDevice9 interface that is used to issue the Present, +//! using the following IDirect3DDevice9::Present input parameters +//! \param [in] pSwapChain Optional pointer to a IDirect3DSwapChain9 interface. If provided, the presentation is executed +//! using this interface (i.e. pSwapChain->Present()) for the given swapchain only. +//! If NULL, the presentation is executed on the device for all swapchains as in pDevice->Present() +//! \param [in] pSourceRect A pointer to a RECT structure containing the source rectangle. +//! If NULL, the entire source surface is presented. +//! \param [in] pDestRect A pointer to a RECT structure containing the destination rectangle, in window client coordinates. +//! If NULL, the entire client area is filled. +//! \param [in] hDestWindowOverride A pointer to a destination window whose client area is taken as the target for this presentation. +//! If this value is NULL, then the hWndDeviceWindow member of D3DPRESENT_PARAMTERS is taken. +//! \param [in] pDirtyRegion (IN) A pointer to a region to be presented. It must be NULL unless the swap chain was reated with +//! D3DSWAPEFFECT_COPY. If this value is non-NULL, the contained region is expressed in back buffer coordinates. +//! +//! \retval ::NVAPI_OK the Present operation was successfully executed +//! \retval ::NVAPI_D3D_DEVICE_LOST D3D device status is D3DERR_DEVICELOST or D3DERR_DEVICENOTRESET, the caller has to reset device +//! \retval ::NVAPI_DEVICE_BUSY the Present operation failed with an error other than D3DERR_DEVICELOST or D3DERR_DEVICENOTRESET +//! \retval ::NVAPI_ERROR the communication with the D3D driver failed, SwapGroup/SwapBarrier may not be possible. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//!\ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_Present(IDirect3DDevice9 *pDevice, + IDirect3DSwapChain9 *pSwapChain, + const RECT *pSourceRect, + const RECT *pDestRect, + HWND hDestWindowOverride, + const RGNDATA *pDirtyRegion); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_QueryFrameCount +// +//! DESCRIPTION: This API queries the universal framecounter of the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the DX9 device that has access to the Quadro-Sync device +//! \param [out] pFrameCount The caller provides the storage space where the framecount is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK *pFrameCount populated with framecount value. +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_QueryFrameCount(IDirect3DDevice9 *pDevice, + NvU32 *pFrameCount); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_ResetFrameCount +// +//! DESCRIPTION: This API resets the universal framecounter on the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the DX9 device that has access to the Quadro-Sync device +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK framecounter has been reset +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_ResetFrameCount(IDirect3DDevice9 *pDevice); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_QueryMaxSwapGroup +// +//! DESCRIPTION: This API queries the number of supported SwapGroups and SwapBarriers in the graphics system. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [out] pMaxGroups The caller provides the storage space where the number of available SwapGroups is stored. +//! \param [out] pMaxBarriers The caller provides the storage space where the number of available SwapBarriers is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the number of SwapGroups and SwapBarriers has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_QueryMaxSwapGroup(IDirect3DDevice9 *pDevice, + NvU32 *pMaxGroups, + NvU32 *pMaxBarriers); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_QuerySwapGroup +// +//! DESCRIPTION: This API queries the current SwapGroup and SwapBarrier that a SwapChain of a specific client device is bound to. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [in] pSwapChain The caller provides the IDirect3DSwapChain9 interface as a handle to the SwapChain +//! that belongs to the swapgroup client device +//! \param [out] pSwapGroup The caller provides the storage space where the current SwapGroup is stored. +//! \param [out] pSwapBarrier The caller provides the storage space where the current SwapBarrier is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the current SwapGroup and SwapBarrier has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_QuerySwapGroup(IDirect3DDevice9 *pDevice, + IDirect3DSwapChain9 *pSwapChain, + NvU32 *pSwapGroup, + NvU32 *pSwapBarrier); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_JoinSwapGroup +// +//! DESCRIPTION: This API causes the SwapChain of a SwapGroup client to join or leave the specified SwapGroup. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [in] pSwapChain The caller provides the IDirect3DSwapChain9 interface as a handle to the SwapChain +//! that belongs to the swapgroup client device +//! \param [in] group The caller specifies the SwapGroup which the SwapChain should join. +//! - If the value of group is zero, the SwapChain leaves the SwapGroup. +//! - The SwapChain joins a SwapGroup if the SwapGroup number is a positive integer less than or +//! equal to the maximum number of SwapGroups queried by NvAPI_SwapGroup_QueryMaxSwapGroup. +//! \param [in] blocking The caller specifies that a presentation of this SwapChain should return immediately or block +//! until all members of the SwapGroup are ready and the presentation was actually executed. +//! A boolean value of false means the Present operation returns immediately and a value of true +//! means the Present operation is blocking. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapChain joined/left the SwapGroup accordingly +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_JoinSwapGroup(IDirect3DDevice9 *pDevice, + IDirect3DSwapChain9 *pSwapChain, + NvU32 group, + BOOL blocking); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_BindSwapBarrier +// +//! DESCRIPTION: This API causes a SwapGroup to be bound to or released from the specified SwapBarrier. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [in] group The caller specifies the SwapGroup to be bound to the SwapBarrier. +//! \param [in] barrier The caller specifies the SwapBarrier that the SwapGroup should be bound to. +//! - If the value of barrier is zero, the SwapGroup will be released from the SwapBarrier. +//! - The SwapGroup will be bound to the SwapBarrier if the value of barrier is a positive +//! integer less than or equal to the maximum number of SwapBarriers queried by NvAPI_SwapGroup_QueryMaxSwapGroup. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapGroup is bound to or released from the specified SwapBarrier +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_BindSwapBarrier(IDirect3DDevice9 *pDevice, + NvU32 group, + NvU32 barrier); +#endif //if defined(_D3D9_H_) + +//! \ingroup dx +typedef enum +{ + NVAPI_VSYNC_DEFAULT, //!< Fall back to the default settings + NVAPI_VSYNC_OFF, //!< Force vertical sync off when performance is more important than image quality and for benchmarking" + NVAPI_VSYNC_ON, //!< Force vertical sync on when image quality is more important than performance + NVAPI_VSYNC_ADAPTIVE, //!< Select adaptive to turn vertical sync on or off based on the frame rate. + //! Vertical sync will only be on for frame rates above the monitor refresh rate. + NVAPI_VSYNC_ADAPTIVE_HALF_REFRESH_RATE //!< + +} NVAPI_VSYNC_MODE; + + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetVerticalSyncMode +// +//! DESCRIPTION: This API set the vertical sync mode for the given device context. +//! +//! \param [in] pDevice The caller provides the device and can be either IDirect3DDevice9 or ID3D10Device or ID3D10Device1 or ID3D11Device. +//! \param [in] vsyncMode The caller specifies the NVAPI_VSYNC_MODE to be set. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetVerticalSyncMode(__in IUnknown *pDevice, __in NVAPI_VSYNC_MODE vsyncMode); + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_Present +// +//! DESCRIPTION: Presents the contents of the next buffer in the sequence of back buffers +//! owned by a D3D device. +//! This Present operation supports using a SwapGroup and SwapBarrier on the SwapChain +//! that owns the back buffer to be presented. +//! +//! NOTE: NvAPI_D3D1x_Present is a wrapper of the method IDXGISwapChain::Present which +//! additionally notifies the D3D driver of the SwapChain used by the runtime for +//! presentation, thus allowing the D3D driver to apply SwapGroup and SwapBarrier +//! functionality to that SwapChain. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The D3D device interface that is used to issue the Present operation, +//! using the following IDirect3DDevice9::Present input parameters. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] pSwapChain The IDXGISwapChain interface that is intended to present +//! \param [in] SyncInterval An integer that specifies the how to synchronize presentation of a frame with the vertical blank. +//! Values are: +//! - 0: The presentation occurs immediately, there is no synchronization. +//! - 1,2,3,4 : Synchronize presentation after the n'th vertical blank. +//! \param [in] Flags An integer value that contains swap-chain presentation options as defined in DXGI_PRESENT. +//! +//! \retval ::NVAPI_OK the Present operation was successfully executed +//! \retval ::NVAPI_DEVICE_BUSY the Present operation failed with an error DXGI_ERROR_DEVICE_RESET or DXGI_ERROR_DEVICE_REMOVED, +// DXGI_STATUS_OCCLUDED, or D3DDDIERR_DEVICEREMOVED. +//! \retval ::NVAPI_ERROR the communication with the D3D driver failed, SwapGroup/SwapBarrier may not be possible. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_Present(IUnknown *pDevice, + IDXGISwapChain *pSwapChain, + UINT SyncInterval, + UINT Flags); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_QueryFrameCount +// +//! DESCRIPTION: This API queries the universal framecounter of the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the D3D device that has access to the Quadro-Sync device, +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [out] pFrameCount The caller provides the storage space where the framecount is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK *pFrameCount populated with framecount value. +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_QueryFrameCount(IUnknown *pDevice, + NvU32 *pFrameCount); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_ResetFrameCount +// +//! DESCRIPTION: This API resets the universal framecounter on the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the D3D device that has access to the Quadro-Sync device, +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK framecounter has been reset +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT pDevice arg passed in is invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_ResetFrameCount(IUnknown *pDevice); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_QueryMaxSwapGroup +// +//! DESCRIPTION: This API queries the number of supported SwapGroups and SwapBarriers in the graphics system. +//! +//! \param [in] pDevice The caller provides the D3D device that is intended to use SwapGroup functionality. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [out] pMaxGroups The caller provides the storage space where the number of available SwapGroups is stored. +//! \param [out] pMaxBarriers The caller provides the storage space where the number of available SwapBarriers is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the number of SwapGroups and SwapBarriers has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_QueryMaxSwapGroup(IUnknown *pDevice, + NvU32 *pMaxGroups, + NvU32 *pMaxBarriers); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_QuerySwapGroup +// +//! DESCRIPTION: This API queries the current SwapGroup and SwapBarrier that a SwapChain of a specific client device is bound to. +//! +//! \param [in] pDevice The caller provides the D3D device that owns the SwapChain used as a SwapGroup client. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] pSwapChain The IDXGISwapChain interface that is used as the SwapGroup client. +//! +//! \param [out] pSwapGroup The caller provides the storage space where the current SwapGroup is stored. +//! \param [out] pSwapBarrier The caller provides the storage space where the current SwapBarrier is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the current SwapGroup and SwapBarrier has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_QuerySwapGroup(IUnknown *pDevice, + IDXGISwapChain *pSwapChain, + NvU32 *pSwapGroup, + NvU32 *pSwapBarrier); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_JoinSwapGroup +// +//! DESCRIPTION: This API causes the SwapChain of a SwapGroup client to join or leave the specified SwapGroup. +//! +//! \param [in] pDevice The caller provides the D3D device that owns the SwapChain used as a SwapGroup client. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] pSwapChain The IDXGISwapChain interface that is used as the SwapGroup client. +//! \param [in] group The caller specifies the SwapGroup which the SwapChain should join. +//! - If the value of group is zero, the SwapChain leaves the SwapGroup. +//! - The SwapChain joins a SwapGroup if the SwapGroup number is a positive integer less than or +//! equal to the maximum number of SwapGroups queried by NvAPI_SwapGroup_QueryMaxSwapGroup. +//! \param [in] blocking The caller specifies that a presentation of this SwapChain should return immediately or block +//! until all members of the SwapGroup are ready and the presentation was actually executed. +//! A boolean value of false means the Present operation returns immediately and a value of true +//! means the Present operation is blocking. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapChain joined/left the SwapGroup accordingly +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_JoinSwapGroup(IUnknown *pDevice, + IDXGISwapChain *pSwapChain, + NvU32 group, + BOOL blocking); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_BindSwapBarrier +// +//! DESCRIPTION: This API causes a SwapGroup to be bound to or released from the specified SwapBarrier. +//! +//! \param [in] pDevice The caller provides the D3D device that owns the SwapChain used as a SwapGroup client. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] group The caller specifies the SwapGroup to be bound to the SwapBarrier. +//! \param [in] barrier The caller specifies the SwapBarrier that the SwapGroup should be bound to. +//! - If the value of barrier is zero, the SwapGroup releases the SwapBarrier. +//! - The SwapGroup will be bound to the SwapBarrier if the value of barrier is a positive +//! integer less than or equal to the maximum number of SwapBarriers queried by NvAPI_D3D1x_QueryMaxSwapGroup. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapGroup is bound to the specified SwapBarrier +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_BindSwapBarrier(IUnknown *pDevice, + NvU32 group, + NvU32 barrier); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QueryPresentBarrierSupport +// +//! DESCRIPTION: This API returns if presentBarrier feature is supported on the specified device. +//! +//! \since Release: 470 +//! +//! \param [in] pDevice The ID3D12Device device which owns the SwapChain as a PresentBarrier client. +//! \param [out] pSupported Pointer to a boolean returning true if supported, false otherwise. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_QueryPresentBarrierSupport(__in ID3D12Device *pDevice, __out bool *pSupported); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreatePresentBarrierClient +// +//! DESCRIPTION: This API returns an NvPresentBarrierClientHandle handle, which +//! owns the swapchain to be synchronized through PresentBarrier. +//! This handle is used in other PresentBarrier functions. +//! +//! \since Release: 470 +//! +//! \param [in] pDevice The ID3D12Device device which owns the SwapChain as a PresentBarrier client. +//! \param [in] pSwapChain The IDXGISwapChain interface that presentBarrier is operated on. +//! \param [OUT] pPresentBarrierClient Pointer to an NvPresentBarrierClientHandle handle created by the driver +//! on success. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreatePresentBarrierClient(__in ID3D12Device *pDevice, + __in IDXGISwapChain *pSwapChain, + __out NvPresentBarrierClientHandle *pPresentBarrierClient); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RegisterPresentBarrierResources +// +//! DESCRIPTION: This API registers scanout resources of a presentBarrier client +//! to the presentBarrier, and a fence object which is used for +//! presentBarrier synchronization. Once the registration has completed +//! successfully, it is not allowed to add additional resources, i.e. the +//! number of back buffers and fence object are not allowed to be +//! changed. However, application must call this function whenever the +//! back buffers are changed, e.g. ResizeBuffers() is called. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient The NvPresentBarrierClientHandle client handle that owns the resources. +//! \param [in] pFence An ID3D12Fence object created by the application and used for present +//! synchronization through presentBarrier. Application must wait on this +//! fence to ensure the scanout resources are ready for use in the next +//! rendering loop. The fence is only signaled by the driver and must not +//! be signaled through any other queue command. The fence value must be +//! monotonically increasing on every present call, and tracked by the +//! application. +//! \param [in] ppResources An array of ID3D12Resource to be synchronized through presentBarrier, and +//! the size is specified by numResources. +//! \param [in] numResources The number of ID3D12Resource elements in ppResources. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \return ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \return ::NVAPI_INVALID_ARGUMENT an invalid number of resources was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RegisterPresentBarrierResources(__in NvPresentBarrierClientHandle presentBarrierClient, + __in ID3D12Fence *pFence, + __in ID3D12Resource **ppResources, + __in NvU32 numResources); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DestroyPresentBarrierClient +// +//! DESCRIPTION: This API destroys a presentBarrier client, and must be called +//! after client leaves presentBarrier to avoid memory leak. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxx_CreatedPresentBarrierClient +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DestroyPresentBarrierClient(__in NvPresentBarrierClientHandle presentBarrierClient); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +typedef struct _NV_JOIN_PRESENT_BARRIER_PARAMS +{ + NvU32 dwVersion; //!< Must be NV_JOIN_PRESENT_BARRIER_PARAMS_VER1 +} NV_JOIN_PRESENT_BARRIER_PARAMS; + +//! Macro for constructing the version field of ::NV_JOIN_PRESENT_BARRIER_PARAMS +#define NV_JOIN_PRESENT_BARRIER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_JOIN_PRESENT_BARRIER_PARAMS, 1) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_JoinPresentBarrier +// +//! DESCRIPTION: This API adds a registered PresentBarrier client to the presentBarrier. +//! If the call suceeds, image present of the registered scanout resources +//! from this client is under the synchronization of presentBarrier. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxx_CreatedPresentBarrierClient +//! \param [in] pParams Parameters to joining presentBarrier. +//! +//! \retval ::NVAPI_OK the call succeeded +//! \retval ::NVAPI_ERROR the call failed +//! \retval ::NVAPI_NO_IMPLEMENTATION the interface is not implemented +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION the version of data structure is not correct +//! \retval ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \retval ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument (probably NULL) +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_JoinPresentBarrier(__in NvPresentBarrierClientHandle presentBarrierClient, __in NV_JOIN_PRESENT_BARRIER_PARAMS *pParams); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_LeavePresentBarrier +// +//! DESCRIPTION: This API removes a registered client from presentBarrier. If this +//! client does not join presentBarrier, this function does nothing. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxxx_CreatePresentBarrierClient. +//! +//! \retval ::NVAPI_OK the call succeeded +//! \retval ::NVAPI_ERROR the call failed +//! \retval ::NVAPI_NO_IMPLEMENTATION the interface is not implemented +//! \retval ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_LeavePresentBarrier(__in NvPresentBarrierClientHandle presentBarrierClient); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) + +#define NV_PRESENT_BARRIER_FRAME_STATICS_VER1 MAKE_NVAPI_VERSION(NV_PRESENT_BARRIER_FRAME_STATISTICS,1) + +typedef enum _NV_PRESENT_BARRIER_SYNC_MODE +{ + PRESENT_BARRIER_NOT_JOINED = 0x00000000, //!< The client hasn't joined presentBarrier + PRESENT_BARRIER_SYNC_CLIENT = 0x00000001, //!< The client joined the presentBarrier, but is not synchronized with + //! any other presentBarrier clients. This happens if the back buffers + //! of this client are composited instead of being flipped out to screen + PRESENT_BARRIER_SYNC_SYSTEM = 0x00000002, //!< The client joined the presentBarrier, and is synchronized with other + //! presentBarrier clients within the system + PRESENT_BARRIER_SYNC_CLUSTER = 0x00000003, //!< The client joined the presentBarrier, and is synchronized with other + //! clients within the system and across systems through QSync devices +} NV_PRESENT_BARRIER_SYNC_MODE; + +typedef struct _NV_PRESENT_BARRIER_FRAME_STATISTICS +{ + NvU32 dwVersion; //!< Must be NV_PRESENT_BARRIER_FRAME_STATICS_VER1 + NV_PRESENT_BARRIER_SYNC_MODE SyncMode; //!< The presentBarrier mode of this client from last present call + NvU32 PresentCount; //!< The total count of times that a frame has been presented from this + //! client after it joined presentBarrier successfully. + NvU32 PresentInSyncCount; //!< The total count of times that a frame has been presented from this + //! client and that has happened since the returned SyncMode is + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + //! If the returned SyncMode is any other mode, this value is 0. + //! This count is set back to 0 in case the SyncMode switches away from + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + NvU32 FlipInSyncCount; //!< The total count of flips from this client since the returned SyncMode + //! is PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + //! If the returned SyncMode is any other mode, this value is 0. + //! This count is set back to 0 in case the SyncMode switches away from + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + NvU32 RefreshCount; //!< The total count of v-blanks since the returned SyncMode of this client + //! is PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + //! If the returned SyncMode is any other mode, this value is 0. + //! This count is set back to 0 in case the SyncMode switches away from + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. +} NV_PRESENT_BARRIER_FRAME_STATISTICS; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_QueryPresentBarrierFrameStatistics +// +//! DESCRIPTION: This API returns the presentBarrier frame statistics of last +//! present call from this client. If the client did not join +//! presentBarrier, the SyncMode is returned as PRESENT_BARRIER_NOT_JOINED, +//! and all other fields are reset. Driver does not retain any +//! presentBarrier info of the client once it leaves presentBarrier. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxxx_CreatePresentBarrierClient. +//! \param [out] pFrameStats Pointer to NV_PRESENT_BARRIER_FRAME_STATISTICS structure about presentBarrier statistics. +//! +//! \retval ::NVAPI_OK the call succeeded +//! \retval ::NVAPI_ERROR the call failed +//! \retval ::NVAPI_NO_IMPLEMENTATION the interface is not implemented +//! \retval ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \retval ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument (probably NULL) +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION invalid version of frameStatistics params +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_QueryPresentBarrierFrameStatistics(__in NvPresentBarrierClientHandle presentBarrierClient, + __out NV_PRESENT_BARRIER_FRAME_STATISTICS *pFrameStats); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateDDisplayPresentBarrierClient +// +//! DESCRIPTION: This API returns an NvPresentBarrierClientHandle handle. +//! +//! \since Release: 510 +//! +//! \param [in] pDevice The ID3D12Device device which executes the rendering commands of this PresentBarrier +//! client. It must be created on the same adapter as DisplayDevice. +//! \param [in] sourceId The adapter-relative identifier for the DisplaySource obtained from DisplaySource.SourceId(). +//! \param [OUT] pPresentBarrierClient Pointer to an NvPresentBarrierClientHandle handle created by the driver on success. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \return ::NVAPI_INVALID_HANDLE the input displaySource handle is not owned by the process +//! \return ::NVAPI_NOT_SUPPORTED PresentBarrier featue is not supported on this configuration +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreateDDisplayPresentBarrierClient(__in ID3D12Device *pDevice, __in NvU32 sourceId, __out NvPresentBarrierClientHandle *pPresentBarrierClient); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__) || defined(__d3d12_h__)) + +enum NVAPI_QUAD_FILLMODE +{ + NVAPI_QUAD_FILLMODE_DISABLED = 0, + NVAPI_QUAD_FILLMODE_BBOX = 1, + NVAPI_QUAD_FILLMODE_FULL_VIEWPORT = 2, +}; + +#endif //defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +typedef struct NvAPI_D3D11_RASTERIZER_DESC_EX +{ + // D3D11_RASTERIZER_DESC member variables + D3D11_FILL_MODE FillMode; + D3D11_CULL_MODE CullMode; + BOOL FrontCounterClockwise; + INT DepthBias; + FLOAT DepthBiasClamp; + FLOAT SlopeScaledDepthBias; + BOOL DepthClipEnable; + BOOL ScissorEnable; + BOOL MultisampleEnable; + BOOL AntialiasedLineEnable; + + // NvAPI_D3D11_RASTERIZER_DESC_EX specific member variables + NvU32 ForcedSampleCount; //1 it needs to match N, in non-TIR it needs to match RT sample count. Ignored if ForcePerSampleInterlock is set + NvU8 SamplePositionsX[16]; // 1 && (pDesc->MiscFlags&D3D11_RESOURCE_MISC_TILED) +//! \param [in] pInitialData A pointer to an array of D3D11_SUBRESOURCE_DATA structures that describe subresources for the 2D texture resource. +//! \param [out] ppTexture2D A pointer to a buffer that receives a pointer to a ID3D11Texture2D interface for the created texture. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateTiledTexture2DArray(__in ID3D11Device *pDevice, + __in const D3D11_TEXTURE2D_DESC *pDesc, + __in const D3D11_SUBRESOURCE_DATA *pInitialData, + __out ID3D11Texture2D **ppTexture2D); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) + +typedef enum _NV_D3D11_FEATURE +{ + NV_D3D11_FEATURE_RASTERIZER, +} NV_D3D11_FEATURE; + +typedef struct _NV_D3D11_FEATURE_DATA_RASTERIZER_SUPPORT +{ + BOOL TargetIndependentRasterWithDepth; + BOOL ProgrammableSamplePositions; + BOOL InterleavedSampling; + BOOL ConservativeRaster; + BOOL PostZCoverage; + BOOL CoverageToColor; +} NV_D3D11_FEATURE_DATA_RASTERIZER_SUPPORT; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CheckFeatureSupport +// +//! DESCRIPTION: This function gets information about the features that are supported by the current graphics driver. +//! +//! +//! +//! \param [in] pDevice The device on which to query for support. +//! \param [in] Feature A member of the NvAPI_D3D11_FEATURE enumerated type that describes which feature to query for suppor. +//! \param [in] pFeatureSupportData Upon completion of the method, the passed structure is filled with data that describes the feature support. +//! \param [out] FeatureSupportDataSize The size of the structure passed to the pFeatureSupportData parameter. +//! +//! \since Release: 410 +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! \retval :: Returns NVAPI_OK if successful; returns NVAPI_INVALID_ARGUMENT if an unsupported data type is passed to the pFeatureSupportData parameter +//! or a size mismatch is detected for the FeatureSupportDataSize parameter; +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CheckFeatureSupport(__in ID3D11Device *pDevice, + __in NV_D3D11_FEATURE Feature, + __out void *pFeatureSupportData, + __in UINT FeatureSupportDataSize); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateImplicitMSAATexture2D +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_CreateImplicitMSAATexture2D is a simple wrapper of ID3D11Device::CreateTexture2D +//! which allows to create multisampled 2D texture that is exposed to DX runtime as non-multisampled texture. +//! +//! \param [in] pDevice Current d3d device +//! \param [in] pDesc A pointer to a D3D11_TEXTURE2D_DESC structure that describes a 2D texture resource. +//! To create a typeless resource that can be interpreted at runtime into different, +//! compatible formats, specify a typeless format in the texture description. +//! To generatemipmap levels automatically, set the number of mipmap levels to 0. +//! SampleDesc.SampleCount specifies actual resource sample count, while D3D runtime object +//! sees resource as non-multisampled. +//! +//! \param [out] ppTexture2D A pointer to a buffer that receives a pointer to a ID3D11Texture2D interface for the +//! created texture. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateImplicitMSAATexture2D(__in ID3D11Device *pDevice, + __in const D3D11_TEXTURE2D_DESC *pDesc, + __out ID3D11Texture2D **ppTexture2D); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateImplicitMSAATexture2D +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D12_CreateCommittedImplicitMSAATexture2D is a simple wrapper of ID3D12Device::CreateCommittedResource +//! which allows to create multisampled 2D texture that is exposed to DX runtime as non-multisampled texture. +//! +//! \param [in] pDevice Current d3d device +//! \param [in] pDesc A pointer to a D3D12_RESOURCE_DESC structure that describes a 2D texture resource. +//! To create a typeless resource that can be interpreted at runtime into different, +//! compatible formats, specify a typeless format in the texture description. +//! To generatemipmap levels automatically, set the number of mipmap levels to 0. +//! SampleDesc.SampleCount specifies actual resource sample count, while D3D runtime object +//! sees resource as non-multisampled. +//! \param [in] pHeapProperties, HeapFlags, InitialResourceState, pOptimizedClearValue, riidResource See D3D12 docs +//! +//! \param [out] ppResource Same ID3D12Device::CreateCommittedResource +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreateCommittedImplicitMSAATexture2D( + __in ID3D12Device* pDevice, + __in const D3D12_HEAP_PROPERTIES *pHeapProperties, + D3D12_HEAP_FLAGS HeapFlags, + __in const D3D12_RESOURCE_DESC *pDesc, + D3D12_RESOURCE_STATES InitialResourceState, + __in_opt const D3D12_CLEAR_VALUE *pOptimizedClearValue, + REFIID riidResource, + __out void **ppvResource); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +//! SUPPORTED OS: Windows 10 and higher +//! + +//! \ingroup dx +//! Valid modes for NvAPI_D3D11_ResolveSubresourceRegion() and NvAPI_D3D12_ResolveSubresourceRegion +typedef enum _NV_RESOLVE_MODE { + NV_RESOLVE_MODE_SAMPLE_0, +} NV_RESOLVE_MODE; + +#if defined (__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_ResolveSubresourceRegion +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_ResolveSubresourceRegion is D3D11 an analog of D3D12 ResolveSubresourceRegion. +//! +//! \param [in] pDstResource Destination resource. Must be a created with the D3D11_USAGE_DEFAULT flag and be single-sampled. +//! \param [in] DstSubresource A zero-based index, that identifies the destination subresource. Use D3D11CalcSubresource to calculate the index. +//! \param [in] DstX The X coordinate of the left-most edge of the destination region. +//! The width of the destination region is the same as the width of the source rect. +//! +//! \param [in] DstY The Y coordinate of the top-most edge of the destination region. +//! The height of the destination region is the same as the height of the source rect. +//! +//! \param [in] pSrcResource Source resource. Must be multisampled. +//! \param [in] SrcSubresource The source subresource of the source resource. +//! \param [in] pSrcRect Specifies the rectangular region of the source resource to be resolved. +//! Passing NULL for pSrcRect specifies that the entire subresource is to be resolved. +//! +//! \param [in] Format A DXGI_FORMAT that indicates how the multisampled resource will be resolved to a single-sampled resource. +//! \param [in] ResolveMode Specifies the operation used to resolve the source samples. NV_RESOLVE_MODE_SAMPLE_0 is the only supported mode. +//! NV_RESOLVE_MODE_SAMPLE_0 outputs sample 0 and discards all other samples. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_ResolveSubresourceRegion( + __in ID3D11Device *pDevice, + __in ID3D11Texture2D *pDstResource, + __in UINT DstSubresource, + __in UINT DstX, + __in UINT DstY, + __in ID3D11Texture2D *pSrcResource, + __in UINT SrcSubresource, + __in_opt const RECT *pSrcRect, + __in DXGI_FORMAT Format, + __in NV_RESOLVE_MODE ResolveMode); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_ResolveSubresourceRegion +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D12_ResolveSubresourceRegion is D3D11 an analog of D3D12 ResolveSubresourceRegion. +//! +//! \param [in] pDstResource Destination resource. Must be a created with the D3D11_USAGE_DEFAULT flag and be single-sampled. +//! \param [in] DstSubresource A zero-based index, that identifies the destination subresource. Use D3D11CalcSubresource to calculate the index. +//! \param [in] DstX The X coordinate of the left-most edge of the destination region. +//! The width of the destination region is the same as the width of the source rect. +//! +//! \param [in] DstY The Y coordinate of the top-most edge of the destination region. +//! The height of the destination region is the same as the height of the source rect. +//! +//! \param [in] pSrcResource Source resource. Must be multisampled. +//! \param [in] SrcSubresource The source subresource of the source resource. +//! \param [in] pSrcRect Specifies the rectangular region of the source resource to be resolved. +//! Passing NULL for pSrcRect specifies that the entire subresource is to be resolved. +//! +//! \param [in] Format A DXGI_FORMAT that indicates how the multisampled resource will be resolved to a single-sampled resource. +//! \param [in] ResolveMode Specifies the operation used to resolve the source samples. NV_RESOLVE_MODE_SAMPLE_0 is the only supported mode. +//! NV_RESOLVE_MODE_SAMPLE_0 outputs sample 0 and discards all other samples. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_ResolveSubresourceRegion( + __in ID3D12GraphicsCommandList1*pCommandList, + __in ID3D12Resource *pDstResource, + __in UINT DstSubresource, + __in UINT DstX, + __in UINT DstY, + __in ID3D12Resource *pSrcResource, + __in UINT SrcSubresource, + __in_opt RECT *pSrcRect, + __in DXGI_FORMAT Format, + __in NV_RESOLVE_MODE ResolveMode); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_TiledTexture2DArrayGetDesc +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_TiledTexture2DArrayGetDesc is an simple wrapper of ID3D11Texture2D::GetDesc +//! when pTiledTexture2DArray is created with NvAPI_D3D11_CreateTiledTexture2DArray. +//! Runtime doesn't know the created resource is actually a tiled resource. +//! So calling ID3D11Texture2D::GetDesc will get a desc without D3D11_RESOURCE_MISC_TILED in MiscFlags. +//! This wrapper API just adds D3D11_RESOURCE_MISC_TILED back. +//! +//! \param [in] pTiledTexture2DArray Pointer of tiled texture2D array to get resource desc from. +//! \param [out] pDesc Pointer to a resource description. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_TiledTexture2DArrayGetDesc(__in ID3D11Texture2D *pTiledTexture2DArray, + __out D3D11_TEXTURE2D_DESC *pDesc); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_UpdateTileMappings +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_UpdateTileMappings is an extension of ID3D11DeviceContext2::UpdateTileMappings. +//! It allows pTiledResource to be a resource created with NvAPI_D3D11_CreateTiledTexture2DArray, and should be used only in such case. +//! +//! \param [in] pDeviceContext Must be Immediate DeviceContext. +//! \param [in] pTiledResource A pointer to the tiled texture 2D array resource created by NvAPI_D3D11_CreateTiledTexture2DArray. +//! \param [in] NumTiledResourceRegions The number of tiled resource regions. +//! \param [in] pTiledResourceRegionStartCoordinates An array of D3D11_TILED_RESOURCE_COORDINATE structures that describe the starting coordinates of the tiled resource regions. Cannot be NULL. +//! \param [in] pTiledResourceRegionSizes An array of D3D11_TILE_REGION_SIZE structures that describe the sizes of the tiled resource regions. Cannot be NULL. +//! \param [in] pTilePool A pointer to the tile pool. This resource should be created by standard API. +//! \param [in] NumRanges The number of tile-pool ranges. +//! \param [in] pRangeFlags An array of D3D11_TILE_RANGE_FLAG values that describe each tile-pool range. +//! \param [in] pTilePoolStartOffsets An array of offsets into the tile pool. These are 0-based tile offsets, counting in tiles (not bytes). +//! \param [in] pRangeTileCounts An array of values that specify the number of tiles in each tile-pool range. +//! \param [in] Flags A combination of D3D11_TILE_MAPPING_FLAGS values that are combined by using a bitwise OR operation. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_UpdateTileMappings( + __in ID3D11DeviceContext2 *pDeviceContext, + __in ID3D11Resource *pTiledResource, + __in UINT NumTiledResourceRegions, + __in const D3D11_TILED_RESOURCE_COORDINATE *pTiledResourceRegionStartCoordinates, + __in const D3D11_TILE_REGION_SIZE *pTiledResourceRegionSizes, + __in ID3D11Buffer *pTilePool, + __in UINT NumRanges, + __in const UINT *pRangeFlags, + __in const UINT *pTilePoolStartOffsets, + __in const UINT *pRangeTileCounts, + __in UINT Flags); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CopyTileMappings +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_CopyTileMappings is an extension of ID3D11DeviceContext2::CopyTileMappings +//! It allows pDestTiledResource or pSourceTiledResource or both to be created with NvAPI_D3D11_CreateTiledTexture2DArray. +//! It should be used only in such case. +//! +//! \param [in] pDeviceContext Must be Immediate DeviceContext. +//! \param [in] pDestTiledResource Tiled resource created by NvAPI_D3D11_CreateTiledTexture2DArray to copy tile mappings into. +//! \param [in] pDestRegionStartCoordinate A pointer to a D3D11_TILED_RESOURCE_COORDINATE structure that describes the starting coordinates of the destination tiled resource. +//! \param [in] pSourceTiledResource Tiled resource created by NvAPI_D3D11_CreateTiledTexture2DArray to copy tile mappings from. +//! \param [in] pSourceRegionStartCoordinate A pointer to a D3D11_TILED_RESOURCE_COORDINATE structure that describes the starting coordinates of the source tiled resource. +//! \param [in] pTileRegionSize A pointer to a D3D11_TILE_REGION_SIZE structure that describes the size of the tiled region. +//! \param [in] Flags A combination of D3D11_TILE_MAPPING_FLAGS values that are combined by using a bitwise OR operation. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CopyTileMappings( + __in ID3D11DeviceContext *pDeviceContext, + __in ID3D11Resource *pDestTiledResource, + __in const D3D11_TILED_RESOURCE_COORDINATE *pDestRegionStartCoordinate, + __in ID3D11Resource *pSourceTiledResource, + __in const D3D11_TILED_RESOURCE_COORDINATE *pSourceRegionStartCoordinate, + __in const D3D11_TILE_REGION_SIZE *pTileRegionSize, + __in UINT Flags); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_TiledResourceBarrier +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_TiledResourceBarrier is an extension of ID3D11DeviceContext2::TiledResourceBarrier, but only works on ID3D11Resource(no support for ID3D11View). +//! If pTiledResourceAccessBeforeBarrier or pTiledResourceAccessAfterBarrier or both are created by NvAPI_D3D11_CreateTiledTexture2DArray, +//! NvAPI_D3D11_TiledResourceBarrier must be used instead of ID3D11DeviceContext2::TiledResourceBarrier. +//! +//! \param [in] pDeviceContext Must be Immediate DeviceContext. +//! \param [in] pTiledResourceAccessBeforeBarrier Access operations on this resource must complete before the access operations on the object that pTiledResourceAccessAfterBarrier specifies. +//! \param [in] pTiledResourceAccessAfterBarrier Access operations on this resource must begin after the access operations on the object that pTiledResourceAccessBeforeBarrier specifies. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_TiledResourceBarrier( + __in ID3D11DeviceContext *pDeviceContext, + __in ID3D11Resource *pTiledResourceAccessBeforeBarrier, + __in ID3D11Resource *pTiledResourceAccessAfterBarrier); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA +// +//! \code +//! DESCRIPTION: This function allows creating (aliasing) a non-MSAA Texture2D object using the same memory as the given multi-sampled +//! texture (pInputTex). The surface created would be bloated in width and height but it will have SampleCount = 1 +//! For 2X MSAA: OutTex.Width = InputTex.Width * 2, outTex.Height = InputTex.Height +//! For 4X MSAA: OutTex.Width = InputTex.Width * 2, outTex.Height = InputTex.Height * 2 +//! For 8X MSAA: OutTex.Width = InputTex.Width * 4, outTex.Height = InputTex.Height * 2 +//! Only textures SampleQuality = 0 can be aliased as Non MSAA +//! The app should ensure that original texture is released only after the aliased copy is released. +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \param [in] pDevice current d3d device +//! \param [in] pInputTex The MultiSampled Texture2D resource that is being aliased +//! \param [out] ppOutTex The aliased non AA copy MultiSampled Texture2D resource +//! +//! +//! \return :: NVAPI_OK if the call succeeds. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA(__in ID3D11Device *pDevice, + __in ID3D11Texture2D *pInputTex, + __out ID3D11Texture2D **ppOutTex); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) +typedef UINT NvAPI_D3D11_SWIZZLE_MODE; + +typedef enum _NV_SWIZZLE_MODE +{ + NV_SWIZZLE_POS_X = 0, + NV_SWIZZLE_NEG_X = 1, + NV_SWIZZLE_POS_Y = 2, + NV_SWIZZLE_NEG_Y = 3, + NV_SWIZZLE_POS_Z = 4, + NV_SWIZZLE_NEG_Z = 5, + NV_SWIZZLE_POS_W = 6, + NV_SWIZZLE_NEG_W = 7 +}NV_SWIZZLE_MODE; + +typedef enum _NV_SWIZZLE_OFFSET +{ + NV_SWIZZLE_OFFSET_X = 0, + NV_SWIZZLE_OFFSET_Y = 4, + NV_SWIZZLE_OFFSET_Z = 8, + NV_SWIZZLE_OFFSET_W = 12 +}NV_SWIZZLE_OFFSET; + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) +#define NV_CUSTOM_SEMANTIC_MAX_LIMIT 32 + +typedef enum NV_CUSTOM_SEMANTIC_TYPE +{ + NV_NONE_SEMANTIC = 0, + NV_X_RIGHT_SEMANTIC = 1, + NV_VIEWPORT_MASK_SEMANTIC = 2, + NV_XYZW_RIGHT_SEMANTIC = 3, + NV_VIEWPORT_MASK_2_SEMANTIC = 4, + + NV_POSITION_SEMANTIC = 5, + NV_CLIP_DISTANCE_0_SEMANTIC = 6, // MultiView can accept upto two vec4 values. So the application should not use + NV_CLIP_DISTANCE_1_SEMANTIC = 7, // more than 2 of the below Clip / Cull semantics in a single shader. + NV_CULL_DISTANCE_0_SEMANTIC = 8, + NV_CULL_DISTANCE_1_SEMANTIC = 9, + NV_GENERIC_ATTRIBUTE_SEMANTIC = 10, + + NV_PACKED_EYE_INDEX_SEMANTIC = 17, + NV_CUSTOM_SEMANTIC_MAX = NV_CUSTOM_SEMANTIC_MAX_LIMIT, +} NV_CUSTOM_SEMANTIC_TYPE; + +typedef struct _NV_CUSTOM_SEMANTIC +{ + UINT version; // NV_CUSTOM_SEMANTIC_VERSION + + NV_CUSTOM_SEMANTIC_TYPE NVCustomSemanticType; // type of custom semantic (NV_CUSTOM_SEMANTIC_TYPE) + NvAPI_LongString NVCustomSemanticNameString; // name of custom semantic e.g. "NV_X_RIGHT", "NV_VIEWPORT_MASK" + BOOL RegisterSpecified; // (optional) set to TRUE to explicitly provide register number and mask as below + NvU32 RegisterNum; // (optional) output register which has the custom semantic. + NvU32 RegisterMask; // (optional) output register component mask which has the custom semantic (X:1, Y:2, Z:4) + NvU32 Reserved; // reserved +} NV_CUSTOM_SEMANTIC; + +#define NV_CUSTOM_SEMANTIC_VERSION MAKE_NVAPI_VERSION(NV_CUSTOM_SEMANTIC, 1) + +#endif //defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +typedef struct NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5 +{ + UINT version; + + BOOL UseViewportMask; + BOOL OffsetRtIndexByVpIndex; + BOOL ForceFastGS; + BOOL DontUseViewportOrder; + BOOL UseAttributeSkipMask; + BOOL UseCoordinateSwizzle; + NvAPI_D3D11_SWIZZLE_MODE *pCoordinateSwizzling; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL ConvertToFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5; + +typedef NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5 NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX; +#define NVAPI_D3D11_CREATEGEOMETRYSHADEREX_2_VER_5 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5, 5) +#define NVAPI_D3D11_CREATEGEOMETRYSHADEREX_2_VERSION NVAPI_D3D11_CREATEGEOMETRYSHADEREX_2_VER_5 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateGeometryShaderEx +// +//! \fn NvAPI_D3D11_CreateGeometryShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of geometry shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateGeometryShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter is UseViewportMask which is to tell the driver to create a shader +//! that outputs a viewport mask instead when a viewport index is indicated. +//! Outputting a viewport mask allows a single primitive to land on many different viewports +//! as specified by the bits set in the mask, rather than to rely on a single number that tells it +//! which unique viewport it would be drawn on. +//! This can be used for example in conjunction with the setting of coordinates swizzling (see XXX_NVAPI function) +//! to generates multiple adjacent views of the same primitive in a more efficient fashion +//! (outputting the primitive only once). +//! +//! This function is free-threaded create compatible i.e. it can be called from a different +//! thread than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled geometry shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] UseViewportMask Set to FALSE for custom semantic shaders. Tell the driver to create a shader that outputs the viewport mask in lieu of the viewport index. See above description. +//! \param [in] OffsetRtIndexByVpIndex Set to FALSE for custom semantic shaders. The Rendertarget index is offset by the viewport index +//! \param [in] ForceFastGS If TRUE, GS must be written with maxvertexcount(1) and must pass-through input vertex 0 to the output without modification +//! \param [in] DontUseViewportOrder Default FALSE for Primitives batched per viewport to improve performance. Set TRUE for API order (slow). +//! \param [in] UseAttributeSkipMask reserved +//! \param [in] UseCoordinateSwizzle reserved +//! \param [in] pCoordinateSwizzling reserved +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] ConvertToFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppGeometryShader Address of a pointer to a ID3D11GeometryShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateGeometryShaderEx_2(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX *pCreateGeometryShaderExArgs, + __out ID3D11GeometryShader **ppGeometryShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC +} NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V1; + +typedef struct NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved +} NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2; + +typedef struct NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V3 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V3; + +typedef NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V3 NvAPI_D3D11_CREATE_VERTEX_SHADER_EX; +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V1, 1) +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2, 2) +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_3 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2, 3) +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VERSION NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_3 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateVertexShaderEx +// +//! \fn NvAPI_D3D11_CreateVertexShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of vertex shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateVertexShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled vertex shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] UseWithFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppVertexShader Address of a pointer to a ID3D11VertexShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateVertexShaderEx(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_VERTEX_SHADER_EX *pCreateVertexShaderExArgs, + __out ID3D11VertexShader **ppVertexShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved +} NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1; + +typedef struct NvAPI_D3D11_CREATE_HULL_SHADER_EX_V2 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_HULL_SHADER_EX_V2; + +typedef NvAPI_D3D11_CREATE_HULL_SHADER_EX_V2 NvAPI_D3D11_CREATE_HULL_SHADER_EX; +#define NVAPI_D3D11_CREATEHULLSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1, 1) +#define NVAPI_D3D11_CREATEHULLSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1, 2) +#define NVAPI_D3D11_CREATEHULLSHADEREX_VERSION NVAPI_D3D11_CREATEHULLSHADEREX_VER_2 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateHullShaderEx +// +//! \fn NvAPI_D3D11_CreateHullShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of hull shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateHullShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled hull shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] UseWithFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppHullShader Address of a pointer to a ID3D11HullShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateHullShaderEx(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_HULL_SHADER_EX *pCreateHullShaderExArgs, + __out ID3D11HullShader **ppHullShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC +} NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V1; + +typedef struct NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V2 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved +} NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V2; + +typedef struct NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3; + +typedef NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3 NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX; +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V1, 1) +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V2, 2) +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_3 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3, 3) +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VERSION NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_3 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateDomainShaderEx +// +//! \fn NvAPI_D3D11_CreateDomainShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of domain shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateDomainShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled domain shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] UseWithFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppDomainShader Address of a pointer to a ID3D11DomainShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateDomainShaderEx(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX *pCreateDomainShaderExArgs, + __out ID3D11DomainShader **ppDomainShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC +} NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V1; + +#define NVAPI_D3D11_CREATEPIXELSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V1, 1) + +typedef struct NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2 +{ + UINT version; // Always use NVAPI_D3D11_CREATEPIXELSHADEREX_VERSION + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + NvU32 bEnableSuperSamplingPredicationForVRS : 1; // This enables sampling within a pixel for SuperSampling mode of Variable Rate Shading for relevant attributes tagged with "sample" modifier + NvU32 bEnableSuperSamplingPredicationForVRSAllAttributes : 1; // This enables sampling within a pixel for SuperSampling mode of Variable Rate Shading for all relevant attributes + NvU32 reserved : 30; // Reserved for further use +} NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2; + +typedef NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2 NvAPI_D3D11_CREATE_PIXEL_SHADER_EX; +#define NVAPI_D3D11_CREATEPIXELSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2, 2) +#define NVAPI_D3D11_CREATEPIXELSHADEREX_VERSION NVAPI_D3D11_CREATEPIXELSHADEREX_VER_2 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreatePixelShaderEx_2 +// +//! \fn NvAPI_D3D11_CreatePixelShaderEx_2 +//! +//! DESCRIPTION: This function allows us to extend the creation of pixel shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreatePixelShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled domain shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [out] ppPixelShader Address of a pointer to a ID3D11PixelShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreatePixelShaderEx_2(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_PIXEL_SHADER_EX *pCreatePixelShaderExArgs, + __out ID3D11PixelShader **ppPixelShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +typedef enum _NV_FASTGS_FLAGS +{ + NV_FASTGS_USE_VIEWPORT_MASK = 0x01, // Causes SV_ViewportArrayIndex value to be interpreted as a bitmask of viewports to broadcast to. + NV_FASTGS_OFFSET_RT_INDEX_BY_VP_INDEX = 0x02, // Causes SV_RenderTargetArrayIndex value to be offset by the viewport index when broadcasting. + NV_FASTGS_STRICT_API_ORDER = 0x04, // Causes broadcast primitives to be rendered strictly in API order (slow). + // By default, primitives may be batched per viewport to improve performance. +} NV_FASTGS_FLAGS; + +#endif //defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +struct NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC_V1 +{ + NvU32 version; // ALWAYS == NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER + NvU32 flags; // A combination of flags from NV_FASTGS_FLAGS + NvAPI_D3D11_SWIZZLE_MODE *pCoordinateSwizzling; // [optional] Array of 16 coordinate swizzle modes, one per viewport. NULL if not used. + // The output x, y, z, and w coordinates of all vertices can be set to any of the coordinates or their + // negated versions i.e. {x, y, z, w, -x, -y, -z, -w}. Coordinates are swizzled before any viewport + // operation occurs i.e. before frustum clipping, scaling, and viewport clipping. And after + // last of vertex/tesselation/geometry shader stage, stream-out and viewport broadcast expansion (see NV_FASTGS_USE_VIEWPORT_MASK) + // pCoordinateSwizzling[i] sets the swizzle-mode of each component for viewport i. + // See NV_SWIZZLE_MODE for values of allowed swizzle modes. + // See NV_SWIZZLE_OFFSET for bit offset from where NV_SWIZZLE_MODE to be set for each component. + // For example : + // 1. To set swizzle for viewport 0 such that - w and z are unchanged and values of x and y are swapped : + // pCoordinateSwizzling[0] = (NV_SWIZZLE_POS_W << NV_SWIZZLE_OFFSET_W) | + // (NV_SWIZZLE_POS_Z << NV_SWIZZLE_OFFSET_Z) | + // (NV_SWIZZLE_POS_X << NV_SWIZZLE_OFFSET_Y) | + // (NV_SWIZZLE_POS_Y << NV_SWIZZLE_OFFSET_X); + // 2. To set swizzle for viewport 0 such that - w, z and y are unchanged and value of x is negated : + // pCoordinateSwizzling[0] = (NV_SWIZZLE_POS_W << NV_SWIZZLE_OFFSET_W) | + // (NV_SWIZZLE_POS_Z << NV_SWIZZLE_OFFSET_Z) | + // (NV_SWIZZLE_POS_Y << NV_SWIZZLE_OFFSET_Y) | + // (NV_SWIZZLE_NEG_X << NV_SWIZZLE_OFFSET_X); + // Need to set some valid combination of swizzle-modes for all viewports, irrespective of whether that viewport is set. + // Invalid swizzle-mode for any viewport (even if that viewport is not set) may result in removal of device. +}; + +#define NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC_V1, 1) +#define NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER1 + +typedef NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC_V1 NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC; + +//////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateFastGeometryShaderExplicit +// +//! \fn NvAPI_D3D11_CreateFastGeometryShaderExplicit +//! +//! DESCRIPTION: This function will create a fast geometry shader written using an "explicit" +//! coding style, rather than converting a standard GS. For the explicit coding +//! style, the GS must be written with maxvertexcount(1), and must pass-through +//! input vertex 0 to the output without modification. +//! +//! Additional per-primitive outputs may also be computed and written to the single +//! output vertex. If these outputs are read by the pixel shader, they must be +//! declared with the "nointerpolation" attribute in the PS input signature; +//! otherwise, visual corruption may occur. Also, unlike D3D API, there is no guarantee +//! that pixel shader will get the default value of an attribute if that attribute is not written +//! by the earlier shader stage in the pipeline. +//! +//! The first four parameters are identical to ID3D11Device::CreateGeometryShader(), +//! so please refer to its documentation for their usage. +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled geometry shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] pCreateFastGSArgs A pointer to a NvAPI_D3D11_CREATE_FASTGS_EXPLICIT struct. +//! \param [out] ppGeometryShader Address of a pointer to a ID3D11GeometryShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +//////////////////////////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateFastGeometryShaderExplicit(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC *pCreateFastGSArgs, + __out ID3D11GeometryShader **ppGeometryShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) +//////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateFastGeometryShader +// +//! \fn NvAPI_D3D11_CreateFastGeometryShader +//! +//! DESCRIPTION: This function will convert a regular geometry shader into a fast GS variant if possible. +//! It will not do any validation regarding the compatibility of the resulting fast GS with any +//! Pixel shader. The validation has to be done by the application manually. +//! +//! The parameters are identical to ID3D11Device::CreateGeometryShader() +//! so please refer to its documentation for their usage. +//! +//! If the shader is too complex or is not in adequate form to be converted to fast GS +//! this function will simply fail. You should then call ID3D11Device::CreateGeometryShader() +//! to create the regular geometry shader. +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled geometry shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [out] ppGeometryShader Address of a pointer to a ID3D11GeometryShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateFastGeometryShader(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __out ID3D11GeometryShader **ppGeometryShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_DecompressView +// +//! \code +//! DESCRIPTION: This function is used to decompress a surface using the currently bound programmable sample positions. +//! +//! This is needed: +//! - When writing to a surface in a region previously rendered by different sample positions and no clear was done. +//! - When reading a surface in a shader that was rendered using non-standard sample positions. +//! - When copying from a surface that was rendered using non-standard sample positions. +//! +//! \param [in] pDevice Current d3d11 device +//! \param [in] pDeviceContext Current d3d11 device context +//! \param [in] pView Current view to decompress +//! +//! +//! \return ::NVAPI_OK if the call succeeds. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_DecompressView(__in ID3D11Device* pDevice, __in ID3D11DeviceContext *pDeviceContext, __in ID3D11View* pView); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) + +//! Enum for CreatePSO extensions. +//! \ingroup dx +//! constant 5 is assigned to two members of this enum becuase the first member name contains a typo: EXTNENSION. Please use the correctly-spelled enumerator. +typedef enum _NV_PSO_EXTENSION +{ + NV_PSO_RASTER_EXTENSION = 0, + NV_PSO_REQUEST_FASTGS_EXTENSION = 1, + NV_PSO_GEOMETRY_SHADER_EXTENSION = 2, + NV_PSO_ENABLE_DEPTH_BOUND_TEST_EXTENSION = 3, + NV_PSO_EXPLICIT_FASTGS_EXTENSION = 4, + NV_PSO_SET_SHADER_EXTNENSION_SLOT_AND_SPACE = 5, + NV_PSO_SET_SHADER_EXTENSION_SLOT_AND_SPACE = 5, + NV_PSO_VERTEX_SHADER_EXTENSION = 6, + NV_PSO_DOMAIN_SHADER_EXTENSION = 7, + NV_PSO_HULL_SHADER_EXTENSION = 9, +}NV_PSO_EXTENSION; + +struct NVAPI_D3D12_PSO_EXTENSION_DESC_V1 +{ + NvU32 baseVersion; //1 it needs to match N, in non-TIR it needs to match RT sample count. Ignored if ForcePerSampleInterlock is set + NvU8 SamplePositionsX[16]; //= 201103L + +#define compile_time_assert(b) static_assert((b), "Compile time assertion failed: "#b) + +enum NV_META_COMMAND_TENSOR_DATA_TYPE : NvU64 +{ + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT32, + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT16, + NV_META_COMMAND_TENSOR_DATA_TYPE_UINT32, + + NV_META_COMMAND_TENSOR_DATA_TYPE_COUNT, +}; + + +enum NV_META_COMMAND_TENSOR_LAYOUT : NvU64 +{ + NV_META_COMMAND_TENSOR_LAYOUT_UNKNOWN, // opaque HW-native layout + NV_META_COMMAND_TENSOR_LAYOUT_STANDARD, // NCDHW - planar / row major layout (width is inner-most dimension, batch-size N is the outermost) + NV_META_COMMAND_TENSOR_LAYOUT_COUNT, +}; + +enum NV_META_COMMAND_TENSOR_FLAGS : NvU64 +{ + NV_META_COMMAND_TENSOR_FLAG_NONE = 0, + NV_META_COMMAND_TENSOR_FLAG_DATA_STATIC = 0x1, // data pointed by the tensor is static (i.e, won't be modified after command list recording) +}; + +enum NV_META_COMMAND_PRECISION : NvU64 +{ + NV_META_COMMAND_PRECISION_FLOAT32, + NV_META_COMMAND_PRECISION_FLOAT16, + NV_META_COMMAND_PRECISION_MUL_FLOAT16_ADD_FLOAT32, + + NV_META_COMMAND_PRECISION_COUNT, +}; + +struct NV_META_COMMAND_TENSOR_DESC +{ + NV_META_COMMAND_TENSOR_DATA_TYPE DataType; + NV_META_COMMAND_TENSOR_LAYOUT Layout; + NV_META_COMMAND_TENSOR_FLAGS Flags; + NvU64 DimensionCount; // 4 or 5 + NvU64 Size[NV_META_COMMAND_MAX_TENSOR_DIM]; + NvU64 Stride[NV_META_COMMAND_MAX_TENSOR_DIM]; // only used with NV_META_COMMAND_TENSOR_LAYOUT_STANDARD +}; + +enum NV_META_COMMAND_ACTIVATION_FUNCTION : NvU64 +{ + NV_META_COMMAND_ACTIVATION_FUNCTION_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARDMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARD_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_IDENTITY, + NV_META_COMMAND_ACTIVATION_FUNCTION_LEAKY_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_LINEAR, + NV_META_COMMAND_ACTIVATION_FUNCTION_LOG_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETERIZED_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETRIC_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTSIGN, + NV_META_COMMAND_ACTIVATION_FUNCTION_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_THRESHOLDED_RELU, + + NV_META_COMMAND_ACTIVATION_FUNCTION_COUNT, +}; + +struct NV_META_COMMAND_ACTIVATION_DESC +{ + NV_META_COMMAND_ACTIVATION_FUNCTION Function; + float Params[NV_META_COMMAND_ACTIVATION_MAX_PARAMS]; +}; + +#else + +#define compile_time_assert(b) typedef char compile_time_assertion_failed_in_line_##__LINE__[(b)?1:-1] + +enum NV_META_COMMAND_TENSOR_DATA_TYPE +{ + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT32, + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT16, + NV_META_COMMAND_TENSOR_DATA_TYPE_UINT32, + + NV_META_COMMAND_TENSOR_DATA_TYPE_COUNT, +}; + + +enum NV_META_COMMAND_TENSOR_LAYOUT +{ + NV_META_COMMAND_TENSOR_LAYOUT_UNKNOWN, // opaque HW-native layout + NV_META_COMMAND_TENSOR_LAYOUT_STANDARD, // NCDHW - planar / row major layout (width is inner-most dimension, batch-size N is the outermost) + NV_META_COMMAND_TENSOR_LAYOUT_COUNT, +}; + +enum NV_META_COMMAND_TENSOR_FLAGS +{ + NV_META_COMMAND_TENSOR_FLAG_NONE = 0, + NV_META_COMMAND_TENSOR_FLAG_DATA_STATIC = 0x1, // data pointed by the tensor is static (i.e, won't be modified after command list recording) +}; + +enum NV_META_COMMAND_PRECISION +{ + NV_META_COMMAND_PRECISION_FLOAT32, + NV_META_COMMAND_PRECISION_FLOAT16, + NV_META_COMMAND_PRECISION_MUL_FLOAT16_ADD_FLOAT32, + + NV_META_COMMAND_PRECISION_COUNT, +}; + +struct NV_META_COMMAND_TENSOR_DESC +{ + NvU64 DataType; // NV_META_COMMAND_TENSOR_DATA_TYPE + NvU64 Layout; // NV_META_COMMAND_TENSOR_LAYOUT + NvU64 Flags; // NV_META_COMMAND_TENSOR_FLAGS + NvU64 DimensionCount; // 4 or 5 + NvU64 Size[NV_META_COMMAND_MAX_TENSOR_DIM]; + NvU64 Stride[NV_META_COMMAND_MAX_TENSOR_DIM]; // only used with NV_META_COMMAND_TENSOR_LAYOUT_STANDARD +}; + +enum NV_META_COMMAND_ACTIVATION_FUNCTION +{ + NV_META_COMMAND_ACTIVATION_FUNCTION_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARDMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARD_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_IDENTITY, + NV_META_COMMAND_ACTIVATION_FUNCTION_LEAKY_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_LINEAR, + NV_META_COMMAND_ACTIVATION_FUNCTION_LOG_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETERIZED_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETRIC_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTSIGN, + NV_META_COMMAND_ACTIVATION_FUNCTION_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_THRESHOLDED_RELU, + + NV_META_COMMAND_ACTIVATION_FUNCTION_COUNT, +}; + +struct NV_META_COMMAND_ACTIVATION_DESC +{ + NvU64 Function; // NV_META_COMMAND_ACTIVATION_FUNCTION + float Params[NV_META_COMMAND_ACTIVATION_MAX_PARAMS]; +}; + +#endif + +struct NV_META_COMMAND_OPTIONAL_TENSOR_DESC : NV_META_COMMAND_TENSOR_DESC +{ + // true when the tensor isn't needed (e.g, bias is optional) + NV_META_COMMAND_BOOL IsNull; +}; + + +struct NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC : NV_META_COMMAND_ACTIVATION_DESC +{ + // true when activation isn't needed + NV_META_COMMAND_BOOL IsNull; +}; + + +enum NV_META_COMMAND_PADDING_MODE +{ + NV_META_COMMAND_PADDING_ZEROS, + NV_META_COMMAND_PADDING_MIRROR, + NV_META_COMMAND_PADDING_CLAMP, + NV_META_COMMAND_PADDING_CONSTANT, + + NV_META_COMMAND_PADDING_COUNT, +}; + +struct NV_META_COMMAND_PADDING_DESC +{ + NV_META_COMMAND_PADDING_MODE Mode; + + // used with NV_META_COMMAND_PADDING_CONSTANT + float ConstantPadVal; +}; + +// use this enum to query resource sizes using GetRequiredParameterResourceSize() call +enum NV_META_COMMAND_RESOURCE_TYPE +{ + NV_META_COMMAND_RESOURCE_TYPE_INPUT = 0, + NV_META_COMMAND_RESOURCE_TYPE_OUTPUT = 1, + + NV_META_COMMAND_RESOURCE_TYPE_FILTER = 2, + NV_META_COMMAND_RESOURCE_TYPE_WEIGHT = 2, + NV_META_COMMAND_RESOURCE_TYPE_BIAS = 3, + + NV_META_COMMAND_RESOURCE_TYPE_MATRIX_A = 0, + NV_META_COMMAND_RESOURCE_TYPE_MATRIX_B = 2, + NV_META_COMMAND_RESOURCE_TYPE_MATRIX_C = 3, + + NV_META_COMMAND_RESOURCE_TYPE_PERSISTENT = 4, + NV_META_COMMAND_RESOURCE_TYPE_TEMPORARY = 5, +}; + + +// Extended version of convolution operation that performs: +// +// y = act ( alpha1 * conv(x) + alpha2 * z + bias ) +// +// alpha1 and alpha2 are either scalars or if PerChannelScaling is TRUE, they are vectors of +// same dimension as the bias tensor (vector of size equal to number of output channels) +// +// z (SkipConnectionResource) has same dimension as output tensor y (OutputResource). + +static const GUID MetaCommand_ConvolutionEx = +{ 0xa7666f1e, 0x9c55, 0x47ee, { 0x9e, 0xb3, 0xe1, 0x62, 0x0, 0x92, 0xd1, 0xe9 } }; + +#define NV_META_COMMAND_NUM_SPATIAL_DIM 3 +// D, H, W when DimensionCount is 3 +// H, W when DimensionCount is 2 + + +#if __cplusplus >= 201103L +enum NV_META_COMMAND_CONVOLUTION_DIRECTION : NvU64 +{ + NV_META_COMMAND_CONVOLUTION_DIRECTION_FORWARD, // Corresponds to regular Convolution + NV_META_COMMAND_CONVOLUTION_DIRECTION_BACKWARD, // Corresponds to ConvolutionTranspose + + NV_META_COMMAND_CONVOLUTION_DIRECTION_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_MODE : NvU64 +{ + NV_META_COMMAND_CONVOLUTION_MODE_CONVOLUTION, + NV_META_COMMAND_CONVOLUTION_MODE_CROSS_CORRELATION, + + NV_META_COMMAND_CONVOLUTION_MODE_COUNT, +}; + +struct NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC +{ + // Descriptor of the input tensor + NV_META_COMMAND_TENSOR_DESC DescIn; + + // Descriptor of the tensor acting as the filter kernel + NV_META_COMMAND_TENSOR_DESC DescFilter; + + // Descriptor of the optional bias tensor + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescBias; + + // Descriptor of the output tensor + NV_META_COMMAND_TENSOR_DESC DescOut; + + // Convolution mode (CROSS_CORRELATION or CONVOLUTION) + NV_META_COMMAND_CONVOLUTION_MODE Mode; + + // Convolution direction (FORWARD or BACKWARD) + NV_META_COMMAND_CONVOLUTION_DIRECTION Direction; + + // Precision at which convolution is done + NV_META_COMMAND_PRECISION Precision; + + // Optional activation function + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; + + // Padding mode (only used when output tensor dimensions are different from input tensor dimensions) + NV_META_COMMAND_PADDING_DESC Padding; + + // enables per channel scaling i.e, use Alpha1Resource and Alpha2Resource + // instead of Alpha1 and Alpha2 below + NV_META_COMMAND_BOOL PerChannelScaling; + + // scaling factors used when PerChannelScaling is FALSE + // set Alpha1 = 1.0f, Alpha2 = 0.0f for simple convolutions + // that don't need scaling or skip connection + float Alpha1; + float Alpha2; + + // Strides for the filter kernel position + NvU64 Stride[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // The distance per dimension between elements that are multiplied + NvU64 Dilation[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the start of each dimension + NvU64 StartPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the end of each dimension + NvU64 EndPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Number of dimensions to which convolution occurs (2 or 3) + NvU64 DimensionCount; + + // Number of channel groups convolved independently + NvU64 GroupCount; +}; + +#else + +enum NV_META_COMMAND_CONVOLUTION_DIRECTION +{ + NV_META_COMMAND_CONVOLUTION_DIRECTION_FORWARD, // Corresponds to regular Convolution + NV_META_COMMAND_CONVOLUTION_DIRECTION_BACKWARD, // Corresponds to ConvolutionTranspose + + NV_META_COMMAND_CONVOLUTION_DIRECTION_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_MODE +{ + NV_META_COMMAND_CONVOLUTION_MODE_CONVOLUTION, + NV_META_COMMAND_CONVOLUTION_MODE_CROSS_CORRELATION, + + NV_META_COMMAND_CONVOLUTION_MODE_COUNT, +}; + +struct NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC +{ + // Descriptor of the input tensor + NV_META_COMMAND_TENSOR_DESC DescIn; + + // Descriptor of the tensor acting as the filter kernel + NV_META_COMMAND_TENSOR_DESC DescFilter; + + // Descriptor of the optional bias tensor + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescBias; + + // Descriptor of the output tensor + NV_META_COMMAND_TENSOR_DESC DescOut; + + // Convolution mode (CROSS_CORRELATION or CONVOLUTION) + NvU64 Mode; // NV_META_COMMAND_CONVOLUTION_MODE + + // Convolution direction (FORWARD or BACKWARD) + NvU64 Direction; // NV_META_COMMAND_CONVOLUTION_DIRECTION + + // Precision at which convolution is done + NvU64 Precision; // NV_META_COMMAND_PRECISION + + // Optional activation function + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; + + // Padding mode (only used when output tensor dimensions are different from input tensor dimensions) + NV_META_COMMAND_PADDING_DESC Padding; + + // enables per channel scaling i.e, use Alpha1Resource and Alpha2Resource + // instead of Alpha1 and Alpha2 below + NV_META_COMMAND_BOOL PerChannelScaling; + + // scaling factors used when PerChannelScaling is FALSE + // set Alpha1 = 1.0f, Alpha2 = 0.0f for simple convolutions + // that don't need scaling or skip connection + float Alpha1; + float Alpha2; + + // Strides for the filter kernel position + NvU64 Stride[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // The distance per dimension between elements that are multiplied + NvU64 Dilation[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the start of each dimension + NvU64 StartPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the end of each dimension + NvU64 EndPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Number of dimensions to which convolution occurs (2 or 3) + NvU64 DimensionCount; + + // Number of channel groups convolved independently + NvU64 GroupCount; +}; +#endif + + +// Fused Convolution variants + +// supported combinations right now are: +// - Convolution + Max Pooling (also optionally outputs pre-pool data) +// - 2x2 upsample + (optional) residual add + Convolution +// +// other combinations may be exposed in future + +static const GUID MetaCommand_ConvolutionExFused = +{ 0xe1b112eb, 0xdecd, 0x4ff6,{ 0x85, 0xbb, 0x1f, 0xe, 0x3a, 0xb0, 0x4, 0x14 } }; + + +enum NV_META_COMMAND_CONVOLUTION_POOL_MODE +{ + NV_META_COMMAND_CONVOLUTION_POOL_MODE_NONE, + NV_META_COMMAND_CONVOLUTION_POOL_MODE_REDUCTION_MAX, + NV_META_COMMAND_CONVOLUTION_POOL_MODE_REDUCTION_AVG, + NV_META_COMMAND_CONVOLUTION_POOL_MODE_REDUCTION_MIN, + + NV_META_COMMAND_CONVOLUTION_POOL_MODE_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE +{ + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_NONE, + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_REPLICATE, + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_BILINEAR, + + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_SKIP_MODE +{ + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_NONE, + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_ADD, + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_CONCAT, + + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_COUNT, +}; + +struct NV_META_COMMAND_CONVOLUTION_FUSE_DESC +{ + NV_META_COMMAND_CONVOLUTION_POOL_MODE PoolMode; + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE UpsampleMode; + NV_META_COMMAND_CONVOLUTION_SKIP_MODE SkipMode; + + NV_META_COMMAND_BOOL OutputPrepool; // used with NV_META_COMMAND_CONVOLUTION_POOL_MODE +}; + +// uses same structures for init and execute descriptors +// SkipConnectionResource is used to specify the resource for pre-pool data or residual add +struct NV_META_COMMAND_CREATE_CONVOLUTION_EX_FUSED_DESC : NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC +{ + NV_META_COMMAND_CONVOLUTION_FUSE_DESC FuseDesc; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_META_COMMAND_TENSOR_DESC) == 112); +compile_time_assert(sizeof(NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC) == 640); +compile_time_assert(sizeof(NV_META_COMMAND_CONVOLUTION_FUSE_DESC) == 20); +compile_time_assert(sizeof(NV_META_COMMAND_CREATE_CONVOLUTION_EX_FUSED_DESC) == 660); + + +// GEMM (General matrix multiply) +// +// Y = alpha * t(A) * t(B) + beta * C, +// +// where t is a matrix transform option +// +// If C is null, and beta is non-zero, the output +// matrix is used as C matrix. i.e, the operation performed is: +// Y = alpha * t(A) * t(B) + beta * Y +// +static const GUID MetaCommand_Gemm = + { 0x8f9ff059, 0xfe72, 0x488e, { 0xa0, 0x66, 0xb1, 0x4e, 0x79, 0x48, 0xec, 0x8 } }; + +#if __cplusplus >= 201103L + +enum NV_META_COMMAND_MATRIX_TRANSFORM : NvU64 +{ + NV_META_COMMAND_MATRIX_TRANSFORM_NONE, + NV_META_COMMAND_MATRIX_TRANSFORM_TRANSPOSE, + + NV_META_COMMAND_MATRIX_TRANSFORM_COUNT, +}; + +struct NV_META_COMMAND_CREATE_GEMM_DESC +{ + NV_META_COMMAND_TENSOR_DESC DescA; + NV_META_COMMAND_TENSOR_DESC DescB; + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescC; + NV_META_COMMAND_TENSOR_DESC DescOut; + NV_META_COMMAND_PRECISION Precision; + + NV_META_COMMAND_MATRIX_TRANSFORM TransA; + NV_META_COMMAND_MATRIX_TRANSFORM TransB; + float Alpha; + float Beta; + + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; +}; + +#else + +enum NV_META_COMMAND_MATRIX_TRANSFORM +{ + NV_META_COMMAND_MATRIX_TRANSFORM_NONE, + NV_META_COMMAND_MATRIX_TRANSFORM_TRANSPOSE, + + NV_META_COMMAND_MATRIX_TRANSFORM_COUNT, +}; + +struct NV_META_COMMAND_CREATE_GEMM_DESC +{ + NV_META_COMMAND_TENSOR_DESC DescA; + NV_META_COMMAND_TENSOR_DESC DescB; + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescC; + NV_META_COMMAND_TENSOR_DESC DescOut; + NvU64 Precision; // NV_META_COMMAND_PRECISION + + NvU64 TransA; // NV_META_COMMAND_MATRIX_TRANSFORM + NvU64 TransB; // NV_META_COMMAND_MATRIX_TRANSFORM + float Alpha; + float Beta; + + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; +}; + +#endif + + +#pragma pack(pop) + +#endif // #if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_EnumerateMetaCommands +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Enumerates MetaCommands supported on the system +//! +//! \param [in] pDevice A pointer to D3D11 device. +//! \param [in/out] pNumMetaCommands Should be non-null. When the value pointed by pNumMetaCommands is 0 (or when pDescs is NULL), the function returns number of metacommands supported. +//! When the value pointed is non-zero, the value indicates number of Metacommand descriptions to be populated in pDescs array. +//! \param [out] pDescs Pointer to array where Metacommand descriptions will be returned. Can be null to indicate that the app is querying the number of supported metacommands. +//! Otherwise should have enough space to hold *pNumMetaCommands descriptors +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_EnumerateMetaCommands(__in ID3D11Device *pDevice, + __inout NvU32 *pNumMetaCommands, + __out_ecount_opt(*pNumMetaCommands) NVAPI_META_COMMAND_DESC *pDescs); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Creates a MetaCommand object which can be used to execute optimized operations exposed by driver like convolutions. +//! +//! \param [in] pDevice A pointer to D3D11 device. +//! \param [in] CommandId GUID of the operations to perform +//! \param [in] pCreationParametersData structure containing all creation parameters for the requested Metacommand +//! \param [in] CreationParametersDataSize size of parameter data structure +//! \param [out] ppMetaCommand A pointer to memory that receives the pointer to the created MetaCommand object. +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! NVAPI_NOT_SUPPORTED - The requested Metacommand is not supported. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +#pragma pack(push, 4) +struct NV_D3D11_META_COMMAND_RESOURCE +{ + union + { + NVDX_ObjectHandle ResourceHandle; // NVAPI handle of a buffer resource (use NvAPI_D3D11_GetResourceHandle to get this handle) + NvU64 unused; // to get correct sturcutre size on 32 bit builds + }; + NvU64 Offset; // offset within the resource in bytes +}; + +struct NV_D3D11_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC +{ + // Persistent resource used as scratch space by driver + // it's written at time of init, and read at time of execute + // use GetRequiredParameterResourceSize to query its size + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; +}; + +struct NV_D3D11_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC +{ + NV_D3D11_META_COMMAND_RESOURCE InputResource; + NV_D3D11_META_COMMAND_RESOURCE FilterResource; + NV_D3D11_META_COMMAND_RESOURCE BiasResource; // optional + NV_D3D11_META_COMMAND_RESOURCE OutputResource; + + // Alpha1Resource and Alpha2Resource are used only when + // PerChannelScaling is set. Otherwise the scalars Alpha1/Alpha2 are used + // should have same dimension as bias + NV_D3D11_META_COMMAND_RESOURCE Alpha1Resource; + NV_D3D11_META_COMMAND_RESOURCE Alpha2Resource; + + // optional, same dimension/descriptor as output + NV_D3D11_META_COMMAND_RESOURCE SkipConnectionResource; + + + // should point to same memory that was specified at time of init + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; + + // temporary resource used as scratch space by driver + // used for both read and write at the time of execute + // use GetRequiredParameterResourceSize to query its size + NV_D3D11_META_COMMAND_RESOURCE TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC) == 16); +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC) == 144); + +struct NV_D3D11_META_COMMAND_INITIALIZE_GEMM_DESC +{ + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; +}; + +struct NV_D3D11_META_COMMAND_EXECUTE_GEMM_DESC +{ + NV_D3D11_META_COMMAND_RESOURCE AResource; + NV_D3D11_META_COMMAND_RESOURCE BResource; + NV_D3D11_META_COMMAND_RESOURCE CResource; + NV_D3D11_META_COMMAND_RESOURCE OutputResource; + + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; + NV_D3D11_META_COMMAND_RESOURCE TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_INITIALIZE_GEMM_DESC) == 16); +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_EXECUTE_GEMM_DESC) == 96); + + +#pragma pack(pop) + +DECLARE_INTERFACE_(__declspec(uuid("00BF193A-117B-42BC-BBCD-E964A0EA4F2B"))ID3D11NvMetaCommand_V1, IUnknown) +{ + BEGIN_INTERFACE + + // *** IUnknown methods *** + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppv) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // ** ID3D11NvMetaCommand methods *** + // Return size of parameter + STDMETHOD(GetRequiredParameterResourceSize)(THIS_ NV_META_COMMAND_RESOURCE_TYPE ResourceType, NvU64 *SizeInBytes) const PURE; + + END_INTERFACE +}; + +typedef ID3D11NvMetaCommand_V1 ID3D11NvMetaCommand; +#define ID3D11NvMetaCommand_VER1 MAKE_NVAPI_VERSION(IID3D11NvMetaCommand_V1, 1) +#define ID3D11NvMetaCommand_VER ID3D11NvMetaCommand_VER1 + +NVAPI_INTERFACE NvAPI_D3D11_CreateMetaCommand(__in ID3D11Device *pDevice, + __in REFGUID CommandId, + __in_bcount(CreationParametersDataSize) const void *pCreationParametersData, + __in NvU32 CreationParametersDataSize, + __out ID3D11NvMetaCommand **ppMetaCommand); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_InitializeMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Initializes the given MetaCommand with the parameters passed in +//! +//! \param [in] pDeviceContext A pointer to the d3d11 device context +//! \param [in] pMetaCommand the MetaCommand to initialize +//! \param [in] pInitializationParametersData Structure containing parameters +//! \param [in] InitializationParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_InitializeMetaCommand(__in ID3D11DeviceContext *pDeviceContext, + __in ID3D11NvMetaCommand *pMetaCommand, + __in_bcount(InitializationParametersDataSize) const void *pInitializationParametersData, + __in NvU32 InitializationParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_ExecuteMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Executes the given MetaCommand with the parameters passed in +//! +//! \param [in] pDeviceContext A pointer to the d3d11 device context +//! \param [in] pMetaCommand the MetaCommand to execute +//! \param [in] pExecutionParametersData Structure containing parameters +//! \param [in] ExecutionParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_ExecuteMetaCommand(__in ID3D11DeviceContext *pDeviceContext, + __in ID3D11NvMetaCommand *pMetaCommand, + __in_bcount(ExecutionParametersDataSize) const void *pExecutionParametersData, + __in NvU32 ExecutionParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EnumerateMetaCommands +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Enumerates MetaCommands supported on the system +//! +//! \param [in] pDevice A pointer to D3D12 device. +//! \param [in/out] pNumMetaCommands Should be non-null. When the value pointed by pNumMetaCommands is 0 or when pDescs is NULL, the function returns number of metacommands supported. +//! When the value pointed is non-zero, the value indicates number of Metacommand descriptions to be populated in pDescs array. +//! \param [out] pDescs Pointer to array where Metacommand descriptions will be returned. Can be null to indicate that the app is querying the number of supported metacommands. +//! Otherwise should have enough space to hold *pNumMetaCommands descriptors +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_EnumerateMetaCommands(__in ID3D12Device *pDevice, + __inout NvU32 *pNumMetaCommands, + __out_ecount_opt(*pNumMetaCommands) NVAPI_META_COMMAND_DESC *pDescs); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Creates a MetaCommand object which can be used to execute optimized operations exposed by driver like convolutions. +//! +//! \param [in] pDevice A pointer to D3D12 device. +//! \param [in] CommandId GUID of the operations to perform +//! \param [in] NodeMask GPU mask for which metacommand is to be created. Set it to 0 for single GPU systems +//! \param [in] pCreationParametersData structure containing all creation parameters for the requested Metacommand +//! \param [in] CreationParametersDataSize size of parameter data structure +//! \param [out] ppMetaCommand A pointer to memory that receives the pointer to the created MetaCommand object. +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! NVAPI_NOT_SUPPORTED - The requested Metacommand is not supported. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +#pragma pack(push, 4) +struct NV_D3D12_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC +{ + // Persistent resource used as scratch space by driver + // it's written at time of init, and read at time of execute + // use GetRequiredParameterResourceSize to query its size + D3D12_GPU_VIRTUAL_ADDRESS PersistentResource; +}; + +struct NV_D3D12_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS InputResource; + D3D12_GPU_VIRTUAL_ADDRESS FilterResource; + D3D12_GPU_VIRTUAL_ADDRESS BiasResource; // optional + D3D12_GPU_VIRTUAL_ADDRESS OutputResource; + + // Alpha1Resource and Alpha2Resource are used only when + // PerChannelScaling is set. Otherwise the scalars Alpha1/Alpha2 are used + // should have same dimension as bias + D3D12_GPU_VIRTUAL_ADDRESS Alpha1Resource; + D3D12_GPU_VIRTUAL_ADDRESS Alpha2Resource; + + // optional, same dimension/descriptor as output + D3D12_GPU_VIRTUAL_ADDRESS SkipConnectionResource; + + // should point to same memory that was specified at time of init + D3D12_GPU_VIRTUAL_ADDRESS PersistentResource; + + // temporary resource used as scratch space by driver + // both written and read at time of execute + // use GetRequiredParameterResourceSize to query its size + D3D12_GPU_VIRTUAL_ADDRESS TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC) == 8); +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC) == 72); + +struct NV_D3D12_META_COMMAND_INITIALIZE_GEMM_DESC +{ + NvU64 PersistentResource; +}; + +struct NV_D3D12_META_COMMAND_EXECUTE_GEMM_DESC +{ + NvU64 AResource; + NvU64 BResource; + NvU64 CResource; + NvU64 OutputResource; + + NvU64 PersistentResource; + NvU64 TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_INITIALIZE_GEMM_DESC) == 8); +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_EXECUTE_GEMM_DESC) == 48); + + +#pragma pack(pop) + +DECLARE_INTERFACE_(__declspec(uuid("00BF193A-117B-42BC-BBCD-E964A0EA4F2B"))ID3D12NvMetaCommand_V1, IUnknown) +{ + BEGIN_INTERFACE + + // *** IUnknown methods *** + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppv) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // ** ID3D12NvMetaCommand methods *** + // Return size of parameter + STDMETHOD(GetRequiredParameterResourceSize)(THIS_ NV_META_COMMAND_RESOURCE_TYPE ResourceType, NvU64 *SizeInBytes) const PURE; + + END_INTERFACE +}; + +typedef ID3D12NvMetaCommand_V1 ID3D12NvMetaCommand; +#define ID3D12NvMetaCommand_VER1 MAKE_NVAPI_VERSION(IID3D12NvMetaCommand_V1, 1) +#define ID3D12NvMetaCommand_VER ID3D12NvMetaCommand_VER1 + +NVAPI_INTERFACE NvAPI_D3D12_CreateMetaCommand(__in ID3D12Device *pDevice, + __in REFGUID CommandId, + __in NvU32 NodeMask, + __in_bcount(CreationParametersDataSize) const void *pCreationParametersData, + __in NvU32 CreationParametersDataSize, + __out ID3D12NvMetaCommand **ppMetaCommand); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_InitializeMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Initializes the given MetaCommand with the parameters passed in +//! +//! \param [in] pCommandList A pointer to D3D12 command list. +//! \param [in] pMetaCommand the MetaCommand to initialize +//! \param [in] pInitializationParametersData Structure containing parameters +//! \param [in] InitializationParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_InitializeMetaCommand(__in ID3D12GraphicsCommandList *pCommandlist, + __in ID3D12NvMetaCommand *pMetaCommand, + __in_bcount(InitializationParametersDataSize) const void *pInitializationParametersData, + __in NvU32 InitializationParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_ExecuteMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Executes the given MetaCommand with the parameters passed in +//! +//! \param [in] pCommandList A pointer to D3D12 command list. +//! \param [in] pMetaCommand the MetaCommand to execute +//! \param [in] pExecutionParametersData Structure containing parameters +//! \param [in] ExecutionParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_ExecuteMetaCommand(__in ID3D12GraphicsCommandList *pCommandlist, + __in ID3D12NvMetaCommand *pMetaCommand, + __in_bcount(ExecutionParametersDataSize) const void *pExecutionParametersData, + __in NvU32 ExecutionParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateCommittedResource +// +//! \since Release: 384 +// +//! \code +//! DESCRIPTION: Wrapper around ID3D12Device::CreateCommittedResource to allow creation of resources according to params provided. +//! HTEX resource is created when NV_D3D12_RESOURCE_FLAG_HTEX is set in the nvResourceFlags parameter. +//! NV_D3D12_RESOURCE_FLAG_CPUVISIBLE_VIDMEM gives driver hint to create the resource on cpu visible vidmem +//! only upload resources use this flag currently, others behave exactly as ID3D12Device::CreateCommittedResource +//! Otherwise the function behaves exactly same as regular ID3D12Device::CreateCommittedResource. +//! When NV_D3D12_RESOURCE_FLAG_HTEX is set, the texels are centered on integer coordinates and filtering +//! and LOD are calculated based on the size minus one, which then allows the edges to filter to the exact texels on the edge, +//! eliminating the border/edge filtering issue. Dimension of next mip level is CEIL(currentMipDimension/2), and size of smallest mip is 2x2. +//! Note that NV_D3D12_RESOURCE_FLAG_HTEX can't be used for shared resources. +//! Best practice: Query available space in cpu visible vidmem using NvAPI_D3D12_QueryCpuVisibleVidmem +//! before using NV_D3D12_RESOURCE_FLAG_CPUVISIBLE_VIDMEM +//! +//! \param [in] pDevice A pointer to D3D12 device. +//! \param [in] pHeapProperties A pointer to a D3D12_HEAP_PROPERTIES structure that provides properties for the resource's heap. +//! \param [in] HeapFlags Heap options, as a bitwise-OR'd combination of D3D12_HEAP_FLAGS enumeration constants. +//! \param [in] pDesc A pointer to a D3D12_RESOURCE_DESC structure that describes the resource. +//! \param [in] InitialState The initial state of the resource, as a bitwise-OR'd combination of D3D12_RESOURCE_STATES enumeration constants. +//! \param [in] pOptimizedClearValue Specifies a D3D12_CLEAR_VALUE that describes the default value for a clear color. +//! \param [in] pNVResourceParams A pointer to a structure containing additional NV specific resource creation information (see NV_D3D12_RESOURCE_FLAGS below for more info on flags) +//! \param [in] riid The globally unique identifier (GUID) for the resource interface. +//! \param [out] ppvResource A pointer to memory that receives the requested interface pointer to the created resource object. +//! ppvResource can be NULL, to enable capability testing. When ppvResource is NULL, no object will be created and pSupported +//! will be set to true when pResourceDesc is valid. +//! \param [out] pSupported optional, needed only for capability testing when ppvResource is NULL +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +typedef enum { + NV_D3D12_RESOURCE_FLAG_NONE = 0, + NV_D3D12_RESOURCE_FLAG_HTEX = 1, //!< Create HTEX texture + NV_D3D12_RESOURCE_FLAG_CPUVISIBLE_VIDMEM= 2, //!< Hint to create resource in cpuvisible vidmem +} NV_D3D12_RESOURCE_FLAGS; + +typedef struct _NV_RESOURCE_PARAMS_V1 +{ + NvU32 version; //!SetFence(dstGpu, hFence, Value); \ + pMultiGPUDevice->WaitForFence(1 << (srcGpu), hFence, Value); \ + Value++; + +#define FENCE_SYNCHRONIZATION_END(pMultiGPUDevice, hFence, Value, srcGpu, dstGpu) \ + pMultiGPUDevice->SetFence(srcGpu, hFence, Value); \ + pMultiGPUDevice->WaitForFence(1 << (dstGpu), hFence, Value); \ + Value++; + +//! PresentCompositingConfig method flags. +#define NVAPI_PRESENT_COMPOSITING_CONFIG_FLAG_USE_VIDEO_BRIDGE 0x01 +#define NVAPI_PRESENT_COMPOSITING_CONFIG_FLAG_CLEAR_OUTBANDS 0x02 +#define NVAPI_PRESENT_COMPOSITING_CONFIG_FLAG_GET_VIDEO_BRIDGE_STATUS 0x80000000 + +#define NVAPI_VIDEO_BRIDGE_STATUS_AVAILABLE 0 +#define NVAPI_VIDEO_BRIDGE_STATUS_NOT_AVAILABLE 1 +#define NVAPI_VIDEO_BRIDGE_STATUS_FAILED_ACCESS 2 +#define NVAPI_VIDEO_BRIDGE_STATUS_UNKNOWN 3 + +#define NVAPI_ALL_GPUS 0 +typedef ID3D11MultiGPUDevice_V1 ID3D11MultiGPUDevice; + +#define ID3D11MultiGPUDevice_VER1 MAKE_NVAPI_VERSION(ID3D11MultiGPUDevice_V1, 1) +#define ID3D11MultiGPUDevice_VER2 MAKE_NVAPI_VERSION(ID3D11MultiGPUDevice_V1, 2) +#define ID3D11MultiGPUDevice_VER3 MAKE_NVAPI_VERSION(ID3D11MultiGPUDevice_V1, 3) +#define ID3D11MultiGPUDevice_VER ID3D11MultiGPUDevice_VER3 + +#define ALL_GPUS 0 + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D11_CreateMultiGPUDevice(__in ID3D11Device *pDevice, __in ULONG version, __out ULONG *currentVersion, __out ID3D11MultiGPUDevice **ppD3D11MultiGPUDevice, __in UINT maxGpus=ALL_GPUS); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to query the support of Single Pass Stereo HW feature +//! \ingroup dx +typedef struct _NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1 +{ + NvU32 version; // parameter struct version + NvU32 bSinglePassStereoSupported; // Single Pass Stereo supported +} NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1; + +typedef struct _NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2 +{ + NvU32 version; // _IN_ parameter struct version + NvU32 bSinglePassStereoSupported : 1; // _OUT_ Single Pass Stereo supported + NvU32 bSinglePassStereoXYZWSupported : 1; // _OUT_ Single Pass Stereo XYZW supported + NvU32 reserved : 30; // _INOUT_ bits reserved for future use +} NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2; + +typedef NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2 NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS; +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2, 2) +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER2 + +#ifndef NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER +typedef NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1 NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS; +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER1 +#endif + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QuerySinglePassStereoSupport +// +//! DESCRIPTION: Queries the support of Single Pass Stereo feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The ID3D11Device to use. +//! \param [inout] pSinglePassStereoSupportedParams Stores value of whether Single Pass Stereo is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QuerySinglePassStereoSupport(__in IUnknown *pDevice, + __inout NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS *pQuerySinglePassStereoSupportedParams); + +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +#if defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetSinglePassStereoMode +// +//! DESCRIPTION: Set the Single Pass Stereo state +//! +//! \note Note that this is an asynchronous function and returns NVAPI_OK if all arguments are valid. +//! Returned value NVAPI_OK does not reflect that Single Pass Stereo is supported or is set in hardware. +//! One must call NvAPI_D3D_QuerySinglePassStereoSupport() to confirm that the current setup +//! supports Single Pass Stereo before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevOrContext The ID3D11Device or ID3D11DeviceContext to use. +//! \param [in] numViews Number of views to render. +//! \param [in] renderTargetIndexOffset Offset between render targets of the different views. +//! \param [in] independentViewportMaskEnable Is the independent viewport mask enabled. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetSinglePassStereoMode(__in IUnknown *pDevOrContext, __in NvU32 numViews, __in NvU32 renderTargetIndexOffset, __in NvU8 independentViewportMaskEnable); + +#endif //defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QuerySinglePassStereoSupport +// +//! DESCRIPTION: Queries the support of Single Pass Stereo feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pDevice The IDirect3DDevice12 to use. +//! \param [inout] pQuerySinglePassStereoSupportedParams Stores value of whether Single Pass Stereo is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_QuerySinglePassStereoSupport(__in ID3D12Device *pDevice, + __inout NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS *pQuerySinglePassStereoSupportedParams); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetSinglePassStereoMode +// +//! DESCRIPTION: Set the Single Pass Stereo state. +//! +//! \note Note that Single Pass Stereo state persists on a particular CommandList till it is closed. +//! The state is reset to default (disabled) for every newly created CommandList. +//! One must call NvAPI_D3D12_QuerySinglePassStereoSupport() to confirm that the current setup +//! supports Single Pass Stereo before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pCommandList The command list in which we will add push buffer commmands for enabling Single Pass Stereo feature +//! Note: Command list of type D3D12_COMMAND_LIST_TYPE_BUNDLE is not allowed for setting the state of this feature. +//! \param [in] numViews Number of views to render. +//! \param [in] RenderTargetIndexOffset Offset between render targets of the different views. +//! \param [in] IndependentViewportMaskEnable Is the independent viewport mask enabled. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_SetSinglePassStereoMode(__in ID3D12GraphicsCommandList* pCommandList, + __in NvU32 numViews, + __in NvU32 renderTargetIndexOffset, + __in NvU8 independentViewportMaskEnable); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to query the support of MultiView HW feature +//! \ingroup dx + +typedef struct _NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1 +{ + NvU32 version; // _IN_ parameter struct version + NvU32 bMultiViewSupported : 1; // _OUT_ MultiView supported (Render 4 views in a single pass) + NvU32 bSinglePassStereoSupported : 1; // _OUT_ StereoX supported (Render 2 views in a single pass) + NvU32 bSinglePassStereoXYZWSupported : 1; // _OUT_ StereoXYZW supported (Render 2 views in a single pass) + NvU32 reserved : 29; // _INOUT_ bits reserved for future use +} NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1 NV_QUERY_MULTIVIEW_SUPPORT_PARAMS; +#define NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_VER NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_VER1 +#define NV_MULTIVIEW_MAX_SUPPORTED_VIEWS 4 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QueryMultiViewSupport +// +//! DESCRIPTION: Queries the support of MultiView feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The ID3D11Device to use. +//! \param [inout] pMultiViewSupportedParams Stores value of whether MultiView is supported on current setup or not. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QueryMultiViewSupport(__in IUnknown *pDevice, + __inout NV_QUERY_MULTIVIEW_SUPPORT_PARAMS *pQueryMultiViewSupportedParams); + +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used for setting the Mode for MultiView HW Feature. +//! \ingroup dx +typedef struct _NV_MULTIVIEW_PARAMS_V1 +{ + NvU32 version; // _IN_ parameter struct version + NvU32 numViews; // _IN_ Number of views to render. + NvU32 renderTargetIndexOffset[NV_MULTIVIEW_MAX_SUPPORTED_VIEWS]; // _IN_ Offset between render targets for each of the per views. + NvU8 independentViewportMaskEnable; // _IN_ Is the independent viewport mask enabled. +} NV_MULTIVIEW_PARAMS_V1; + +typedef NV_MULTIVIEW_PARAMS_V1 NV_MULTIVIEW_PARAMS; +#define NV_MULTIVIEW_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_MULTIVIEW_PARAMS_V1, 1) +#define NV_MULTIVIEW_PARAMS_VER NV_MULTIVIEW_PARAMS_VER1 + +#if defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetMultiViewMode +// +//! DESCRIPTION: Set the MultiView state +//! +//! \note Note that this is an asynchronous function and returns NVAPI_OK if all arguments are valid. +//! Returned value NVAPI_OK does not reflect that MultiView is supported or is set in hardware. +//! One must call NvAPI_D3D_QueryMultiViewSupport() to confirm that the current setup +//! supports MultiView before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevOrContext The ID3D11Device or ID3D11DeviceContext to use. +//! \param [in] pMultiViewParams MultiView Params +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetMultiViewMode(__in IUnknown *pDevOrContext, __in NV_MULTIVIEW_PARAMS *pMultiViewParams); + +#endif //defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to query the support of Lens Matched Shading HW feature +//! \ingroup dx +typedef struct _NV_QUERY_MODIFIED_W_SUPPORT_PARAMS +{ + NvU32 version; // parameter struct version + NvU32 bModifiedWSupported; // Modified W supported +} NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_V1 NV_QUERY_MODIFIED_W_SUPPORT_PARAMS; +#define NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_VER NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QueryModifiedWSupport +// +//! DESCRIPTION: Queries the support of Modified W feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The ID3D11Device to use. +//! \param [inout] pQueryModifiedWSupportedParams Stores value of whether Modified W is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QueryModifiedWSupport(__in IUnknown *pDev, + __inout NV_QUERY_MODIFIED_W_SUPPORT_PARAMS *pQueryModifiedWSupportedParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#define NV_MODIFIED_W_MAX_VIEWPORTS 16 + +typedef struct _NV_MODIFIED_W_COEFFICIENTS +{ + float fA; // A coefficient in w' = w + Ax + By + float fB; // B coefficient in w' = w + Ax + By + float fAReserved; // reserved + float fBReserved; // reserved + + float fReserved[2]; // reserved +} NV_MODIFIED_W_COEFFICIENTS; + +typedef struct _NV_MODIFIED_W_PARAMS +{ + NvU32 version; // parameter struct version + NvU32 numEntries; // number of valid NV_MODIFIED_W_COEFFICIENTS structs in array + NV_MODIFIED_W_COEFFICIENTS modifiedWCoefficients[NV_MODIFIED_W_MAX_VIEWPORTS]; // coefficients + + NvU32 id; // reserved + NvU32 reserved[NV_MODIFIED_W_MAX_VIEWPORTS]; // reserved +} NV_MODIFIED_W_PARAMS_V1; + +typedef NV_MODIFIED_W_PARAMS_V1 NV_MODIFIED_W_PARAMS; +#define NV_MODIFIED_W_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_MODIFIED_W_PARAMS_V1, 1) +#define NV_MODIFIED_W_PARAMS_VER NV_MODIFIED_W_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetModifiedWMode +// +//! DESCRIPTION: Set the Modified W state and A,B coefficients for HW support +//! +//! \note Note that this is an asynchronous function and returns NVAPI_OK if all arguments are valid. +//! Returned value NVAPI_OK does not reflect that Modified-W is supported or is set in hardware. +//! One must call NvAPI_D3D_QueryModifiedWSupport() to confirm that the current setup +//! supports Modified-W before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevOrContext The ID3D11Device or ID3D11DeviceContext to use. +//! \param [in] psModifiedWParams Modified W parameters. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetModifiedWMode(__in IUnknown *pDevOrContext, __in NV_MODIFIED_W_PARAMS *psModifiedWParams); + +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QueryModifiedWSupport +// +//! DESCRIPTION: Queries the support of Modified-W feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pDevice The ID3D12Device Device created by application +//! \param [inout] pQueryModifiedWSupportedParams Stores value of whether Modified-W is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_QueryModifiedWSupport(__in ID3D12Device *pDevice, + __inout NV_QUERY_MODIFIED_W_SUPPORT_PARAMS *pQueryModifiedWSupportedParams); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetModifiedWMode +// +//! DESCRIPTION: Set the Modified-W state and A, B coefficients for HW support +//! +//! \note Note that Modified-W state persists on a particular CommandList till it is closed. +//! The state is reset to default (disabled) for every newly created CommandList. +//! One must call NvAPI_D3D12_QueryModifiedWSupport() to confirm that the current setup +//! supports Modified-W before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pCommandList The command list in which we will add push buffer commmands for enabling Modified-W feature +//! Note: Command list of type D3D12_COMMAND_LIST_TYPE_BUNDLE is not allowed for setting the state of this feature. +//! \param [in] pModifiedWParams Modified-W parameters. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_SetModifiedWMode(__in ID3D12GraphicsCommandList* pCommandList, + __in NV_MODIFIED_W_PARAMS *pModifiedWParams); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + + +#if defined(__cplusplus) && (defined(__d3d11_h__)) + +//! \ingroup dx +//! See NvAPI_D3D_CreateLateLatchObject +DECLARE_INTERFACE(ID3DLateLatchObject_V1) +{ + STDMETHOD_(UINT,Release) (THIS) PURE; //! Release the created LateLatch object and associated buffers. + STDMETHOD_(NvAPI_Status,Latch) (THIS_ __in IUnknown* pContext = NULL) PURE; //! Request to queue the latch operation to the GPU. + STDMETHOD_(ID3D11Buffer*,GetD3D11Buffer) (THIS_ __in UINT index = 0) PURE; //! Get ID3D11Buffer* available at the given 'index' + STDMETHOD_(UINT,GetBufferCount) (THIS) PURE; //! Returns the number of late latch buffers created for this LateLatchObject. + STDMETHOD_(NvAPI_Status,UpdateData) (THIS_ __in void **ppData) PURE; //! Fully update all LateLatch buffers with new data. + STDMETHOD_(NvAPI_Status,UpdateData) (THIS_ __in void *pData, __in size_t offset, + __in size_t size, __in UINT index = 0) PURE; //! Partially update one of the LateLatch buffers with new data. +}; + +//! \ingroup dx +//! See NvAPI_D3D_CreateLateLatchObject +typedef ID3DLateLatchObject_V1 ID3DLateLatchObject; +#define ID3DLateLatchObject_VER1 MAKE_NVAPI_VERSION(ID3DLateLatchObject_V1, 1) +#define ID3DLateLatchObject_VER ID3DLateLatchObject_VER1 + +typedef struct _NV_D3D_LATELATCH_OBJECT_DESC_V1 +{ + NvU32 version; + NvU32 numBuffers; // _IN_ Number of LateLatch buffers that the app wants to create. + D3D11_BUFFER_DESC **ppBufferDesc; // _IN_ Description of buffers + ID3DLateLatchObject **ppD3DLateLatchObject; // _Out_ Pointer to created interface +} NV_D3D_LATELATCH_OBJECT_DESC_V1; + +typedef NV_D3D_LATELATCH_OBJECT_DESC_V1 NV_D3D_LATELATCH_OBJECT_DESC; +#define NV_D3D_LATELATCH_OBJECT_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D_LATELATCH_OBJECT_DESC_V1, 1) +#define NV_D3D_LATELATCH_OBJECT_DESC_VER NV_D3D_LATELATCH_OBJECT_DESC_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_CreateLateLatchObject +// +//! DESCRIPTION: Creates a Late Latch Object interface +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 384 +//! +//! \param [in] pDevice Current ID3D11Device. +//! \param [inout] pLateLatchObjectDesc Pointer to in/out structure for late latch object creation +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D_CreateLateLatchObject(__in IUnknown *pDevice, __inout NV_D3D_LATELATCH_OBJECT_DESC* pLateLatchObjectDesc); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + + + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D_QueryLateLatchSupport +typedef struct _NV_QUERY_LATELATCH_SUPPORT_PARAMS +{ + NvU32 version; //!< (IN) Parameter structure version + NvU32 bLateLatchSupported; //!< (OUT) LateLatch supported +} NV_QUERY_LATELATCH_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_LATELATCH_SUPPORT_PARAMS_V1 NV_QUERY_LATELATCH_SUPPORT_PARAMS; +#define NV_QUERY_LATELATCH_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_LATELATCH_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_LATELATCH_SUPPORT_PARAMS_VER NV_QUERY_LATELATCH_SUPPORT_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QueryLateLatchSupport +// +//! DESCRIPTION: Queries the support of DX11 Late Latch feature on current setup. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 384 +//! +//! \param [in] pDevice Current ID3D11Device. +//! \param [inout] pQueryLateLatchSupportParams Stores value of whether Late Latch is supported on current setup or not. +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QueryLateLatchSupport(__in IUnknown *pDevice, + __inout NV_QUERY_LATELATCH_SUPPORT_PARAMS *pQueryLateLatchSupportParams); +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + + + +#if defined (__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_RegisterDevice +// +//! DESCRIPTION: Tells NvAPI about a D3D device. This must be called prior to using any DX1x +//! deferred-context calls. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The ID3D10Device or ID3D11Device to use. +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_RegisterDevice(__in IUnknown *pDev); + +#endif //if defined(__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + + + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_MultiDrawInstancedIndirect +// +//! DESCRIPTION: Extension of DrawInstancedIndirect that takes a draw count in. The effect of this function is to loop over +//! that draw count and perform the DrawInstancedIndirect operation each time, incrementing the buffer offset +//! by the supplied stride each time. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDevContext11 Pointer to D3D11 device context (IC or DC) +//! \param [in] drawCount Do DrawInstancedIndirect operation this many times +//! \param [in] *pBuffer ID3D11Buffer that contains the command parameters +//! \param [in] alignedByteOffsetForArgs Start in pBuffer of the command parameters +//! \param [in] alignedByteStrideForArgs Stride of the command parameters - must be >= 4 * sizeof(NvU32) +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_D3D_DEVICE_NOT_REGISTERED When MultiDraw is called on a deferred context, and the device has not yet +//! been registered (NvAPI_D3D_RegisterDevice), this error is returned. +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_MultiDrawInstancedIndirect(__in ID3D11DeviceContext *pDevContext11, + __in NvU32 drawCount, + __in ID3D11Buffer *pBuffer, + __in NvU32 alignedByteOffsetForArgs, + __in NvU32 alignedByteStrideForArgs); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_MultiDrawIndexedInstancedIndirect +// +//! DESCRIPTION: Extension of DrawIndexedInstancedIndirect that takes a draw count in. The effect of this function is to loop over +//! that draw count and perform the DrawIndexedInstancedIndirect operation each time, incrementing the buffer offset +//! by the supplied stride each time. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDevContext11 Pointer to D3D11 device context (IC or DC) +//! \param [in] drawCount Do DrawIndexedInstancedIndirect operation this many times +//! \param [in] *pBuffer ID3D11Buffer that contains the command parameters +//! \param [in] alignedByteOffsetForArgs Start in pBuffer of the command parameters +//! \param [in] alignedByteStrideForArgs Stride of the command parameters - must be >= 5 * sizeof(NvU32) +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_D3D_DEVICE_NOT_REGISTERED When MultiDraw is called on a deferred context, and the device has not yet +//! been registered (NvAPI_D3D_RegisterDevice), this error is returned. +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_MultiDrawIndexedInstancedIndirect(__in ID3D11DeviceContext *pDevContext11, + __in NvU32 drawCount, + __in ID3D11Buffer *pBuffer, + __in NvU32 alignedByteOffsetForArgs, + __in NvU32 alignedByteStrideForArgs); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && ( defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) ||defined(__d3d11_h__) ) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_ImplicitSLIControl +// +//! This function enables/disables the SLI rendering mode. It has to be called prior to D3D device creation. Once this function is called with DISABLE_IMPLICIT_SLI +//! parameter all subsequently created devices will be forced to run in a single gpu mode until the same function is called with ENABLE_IMPLICIT_SLI parameter. The enable +//! call will force all subsequently created devices to run in default implicit SLI mode being determined by an application profile or a global control panel SLI setting. +//! This NvAPI call is supported in all DX10+ versions of the driver. It is supported on all Windows versions. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Error occurred +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dx +typedef enum _IMPLICIT_SLI_CONTROL +{ + DISABLE_IMPLICIT_SLI = 0, + ENABLE_IMPLICIT_SLI = 1, +} IMPLICIT_SLI_CONTROL; + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D_ImplicitSLIControl(__in IMPLICIT_SLI_CONTROL implicitSLIControl); + +#endif //defined (__cplusplus) && ( defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) ||defined(__d3d11_h__) ) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetNeedsAppFPBlendClamping +// +//! \code +//! DESCRIPTION: This function returns whether the application needs to do FP blend clamping itself +//! +//! \param [in] pDevice Current d3d device +//! \param [out] pAppClampNeeded If true, app needs to clamp. If false, HW does the clamping +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \since Release: 375 +//! +//! SUPPORTED OS: Windows 10 +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_GetNeedsAppFPBlendClamping(__in ID3D12Device *pDevice, + __out bool *pAppClampNeeded); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 +//! + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_UseDriverHeapPriorities +// +//! \code +//! DESCRIPTION: Sets the driver to override Microsoft's heap allocation priority values with Nvidia driver priority values. Use this once per process before allocating resources. +//! +//! \param [in] pDevice The IDirect3DDevice12 to use. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \since Release: 381 +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_UseDriverHeapPriorities(__in ID3D12Device *pDevice); + +#endif // defined (__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && ( defined(__d3d12_h__)) + + +typedef struct _NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS +{ + __in NvU32 version; //!< Structure version + __in ID3D12Device *pDevice; //!< The ID3D12Device created by application. + __in ID3D12Resource *pSwapChainBuffer; //!< The ID3D12Resource part of the application swap chain that has companion allocations. + __in NvU32 companionBufferCount; //!< The number of ID3D12Resource pointers requested to be returned in the ppComanionResources array, which should match ID3D12Device::GetNodeCount for the complete set of companion allocations. + __inout ID3D12Resource **ppCompanionResources; //!< An array of ID3D12Resource pointers sized to match companionBufferCount, which will receive the companion allocations. +} NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_V1; + +typedef NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_V1 NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS; +#define NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_VER1 MAKE_NVAPI_VERSION(NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_V1, 1) +#define NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_VER NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_Mosaic_GetCompanionAllocations +// +//! DESCRIPTION: Queries the driver for internally created allocations that accompany a swap chain buffer for present-related operations. +//! Surfaces returned by this interface must be destroied at the same time that the original swap chain buffer is destroyed. +//! In general this occurs prior to a ResizeBuffers call, or when the swap chain is released. +//! Note that this function only works in Landscape orientation due to Windows behavior, and attempts to utilize it with any type of display +//! rotation will result in failure. +//! +//! \param [inout] companionBufferCount The parameters for this function. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! \retval NVAPI_INVALID_CALL System configuration does not support this interface (eg, display is rotated, mosaic not enabled, etc) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_Mosaic_GetCompanionAllocations(__inout NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS *params); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && ( defined(__d3d12_h__)) + +typedef struct _NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS +{ + __in NvU32 version; //!< Structure version + __in ID3D12Device *pDevice; //!< The ID3D12Device created by application. + __in ID3D12Resource *pSwapChainBuffer; //!< The ID3D12Resource part of the application swap chain. + __inout NvU32 *pPartitionCount; //!< A variable to receive the number of NV_MGPU_MOSAIC_DISPLAY_SURFACE_PARTITION elements returned or that holds the size of pPartitions when it is non-NULL. + __inout RECT *pViewport; //!< An optional array to hold the viewport information per partition. When this is valid pNodeMask must also be valid. + __inout NvU32 *pNodeMask; //!< An optional array to hold the GPU mask where this viewport must be valid per partition. When this is valid pViewport must also be valid. +} NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_V1; + +typedef NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_V1 NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS; +#define NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_VER1 MAKE_NVAPI_VERSION(NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_V1, 1) +#define NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_VER NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_Mosaic_GetViewportAndGpuPartitions +// +//! DESCRIPTION: Queries the driver for how a swap chain display surface is subdivided across devices in relation to display connectivity. +//! Call this interface with NULL pPartitions in order to know how many subdivisions exist and allocate the proper size to hold all data. +//! Call it a second time with a properly sized partitions array to receive all subdivisions along with GPU node masks of each rectangle. +//! Note that this function only works in Landscape orientation due to Windows behavior, and attempts to utilize it with any type of display +//! rotation will result in failure. +//! +//! \param [inout] params The parameters for this function. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! \retval NVAPI_INVALID_CALL System configuration does not support this interface (eg, display is rotated, mosaic not enabled, etc) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_Mosaic_GetViewportAndGpuPartitions(__inout NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS *params); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +//! \ingroup dx +//! See NvAPI_D3D1x_GetGraphicsCapabilities + +typedef struct _NV_D3D1x_GRAPHICS_CAPS_V1 +{ + NvU32 bExclusiveScissorRectsSupported : 1; //!< (OUT) Outputs whether Exclusive Scissor Rects are supported or not + NvU32 bVariablePixelRateShadingSupported : 1; //!< (OUT) Outputs whether Variable Pixel Shading Rates are supported or not + NvU32 reservedBits : 30; // Reserved bits for future expansion + NvU32 reserved[7]; // Reserved for future expansion +} NV_D3D1x_GRAPHICS_CAPS_V1; + +#define NV_D3D1x_GRAPHICS_CAPS_VER1 MAKE_NVAPI_VERSION(NV_D3D1x_GRAPHICS_CAPS_V1, 1) + +typedef struct _NV_D3D1x_GRAPHICS_CAPS_V2 +{ + NvU32 bExclusiveScissorRectsSupported : 1; //!< (OUT) Outputs whether Exclusive Scissor Rects are supported or not + NvU32 bVariablePixelRateShadingSupported : 1; //!< (OUT) Outputs whether Variable Pixel Shading Rates are supported or not + NvU32 bFastUAVClearSupported : 1; //!< (OUT) Outputs whether UAVClear is implemented using ZBC rather than compute shader + NvU32 reservedBits : 29; // Reserved bits for future expansion + NvU16 majorSMVersion; //!< (OUT) Major SM version of the device + NvU16 minorSMVersion; //!< (OUT) Minor SM version of the device + NvU32 reserved[14]; // Reserved for future expansion +} NV_D3D1x_GRAPHICS_CAPS_V2; + +typedef NV_D3D1x_GRAPHICS_CAPS_V2 NV_D3D1x_GRAPHICS_CAPS; +#define NV_D3D1x_GRAPHICS_CAPS_VER2 MAKE_NVAPI_VERSION(NV_D3D1x_GRAPHICS_CAPS_V2, 2) +#define NV_D3D1x_GRAPHICS_CAPS_VER NV_D3D1x_GRAPHICS_CAPS_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_GetGraphicsCapabilities +// +//! DESCRIPTION: Get the graphics capabilities for current hardware/software setup +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The ID3D11Device device to be used for getting the graphics capabilities. +//! \param [in] structVersion Version of the caps struct. Should be set to NV_D3D1x_GRAPHICS_CAPS_VER. +//! \param [inout] pGraphicsCaps Pointer to a NV_D3D1x_GRAPHICS_CAPS_CAPS struct created by app. +//! Graphics capabilities will be filled in this struct by the driver. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D1x_GetGraphicsCapabilities(__in IUnknown *pDevice, + __in NvU32 structVersion, + __inout NV_D3D1x_GRAPHICS_CAPS *pGraphicsCaps); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D12_GetGraphicsCapabilities + +typedef struct _NV_D3D12_GRAPHICS_CAPS_V1 +{ + NvU32 bExclusiveScissorRectsSupported : 1; //!< (OUT) Outputs whether Exclusive Scissor Rects are supported or not + NvU32 bVariablePixelRateShadingSupported : 1; //!< (OUT) Outputs whether Variable Pixel Shading Rates are supported or not + NvU32 bFastUAVClearSupported : 1; //!< (OUT) Outputs whether UAVClear is implemented using ZBC rather than compute shader + NvU32 reservedBits : 29; // Reserved bits for future expansion + NvU16 majorSMVersion; //!< (OUT) Major SM version of the device + NvU16 minorSMVersion; //!< (OUT) Minor SM version of the device + NvU32 reserved[6]; // Reserved for future expansion +} NV_D3D12_GRAPHICS_CAPS_V1; + +typedef NV_D3D12_GRAPHICS_CAPS_V1 NV_D3D12_GRAPHICS_CAPS; +#define NV_D3D12_GRAPHICS_CAPS_VER1 MAKE_NVAPI_VERSION(NV_D3D12_GRAPHICS_CAPS_V1, 1) +#define NV_D3D12_GRAPHICS_CAPS_VER NV_D3D12_GRAPHICS_CAPS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetGraphicsCapabilities +// +//! DESCRIPTION: Get the graphics capabilities for current hardware/software setup +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The ID3D12Device device to be used for getting the graphics capabilities. +//! \param [in] structVersion Version of the caps struct. Should be set to NV_D3D12_GRAPHICS_CAPS_VER. +//! \param [inout] pGraphicsCaps Pointer to a NV_D3D12_GRAPHICS_CAPS_CAPS struct created by app. +//! Graphics capabilities will be filled in this struct by the driver. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_GetGraphicsCapabilities(__in IUnknown *pDevice, + __in NvU32 structVersion, + __inout NV_D3D12_GRAPHICS_CAPS *pGraphicsCaps); + +#endif // defined(__cplusplus) && (defined(__d3d12_h__)) + + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +#define NV_MAX_NUM_EXCLUSIVE_SCISSOR_RECTS 16 +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +//! \ingroup dx +//! See NvAPI_D3D11_RSSetExclusiveScissorRects + +typedef struct _NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1 +{ + bool enableExclusiveScissorRect; //!< (IN) Control of enabling Exclusive ScissorRect per rect + D3D11_RECT scissorRect; //!< (IN) Single rect dimensions +} NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1; + +typedef struct _NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1 +{ + NvU32 version; //!< (IN) Parameter struct version + NvU32 numRects; //!< (IN) Number of Exclusive Scissor Rects to be set. + // \note Passing zero will globally disable Exclusive Scissor Rects + // \note Max value can be equal to NV_MAX_NUM_EXCLUSIVE_SCISSOR_RECTS + NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1 *pRects; //!< (IN) Array of NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC with number of elements equal to Exclusive Scissor Rects +} NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1; + +typedef NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1 NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC; +typedef NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1 NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC; +#define NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1, 1) +#define NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_VER NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetExclusiveScissorRects +// +//! DESCRIPTION: Sets Exclusive Scissor Rects. The content bounded within the Scissor Rects +//! will be excluded from rendering unlike regular Scissor Rects. These are +//! orthogonal with Regular Scissor Rects. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) to be used for setting the Exclusive Scissor Rects. +//! \param [in] pExclusiveScissorRectsDesc Description of the Exclusive Scissor Rects duly filled with their dimensions +//! and control over enablement of individual ScissorRect +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetExclusiveScissorRects(__in IUnknown *pContext, + __in NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC *pExclusiveScissorRectsDesc); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D11_RSSetViewportsPixelShadingRates + +#define NV_MAX_PIXEL_SHADING_RATES 16 // Currently only 12 Shading Rates are available +#define NV_MAX_NUM_VIEWPORTS 16 + +// Every element in Shading Rate Resource represents the shading rate for all pixels in the corresponding tile +// The Shading Rate Resource dimensions must be the bound render target size divided by the tile dimensions (width/height) + +#define NV_VARIABLE_PIXEL_SHADING_TILE_WIDTH 16 // Width of the tile, in pixels +#define NV_VARIABLE_PIXEL_SHADING_TILE_HEIGHT 16 // Height of the tile, in pixels + +typedef enum +{ + NV_PIXEL_X0_CULL_RASTER_PIXELS, // No shading, tiles are culled + NV_PIXEL_X16_PER_RASTER_PIXEL, // 16 shading passes per 1 raster pixel + NV_PIXEL_X8_PER_RASTER_PIXEL, // 8 shading passes per 1 raster pixel + NV_PIXEL_X4_PER_RASTER_PIXEL, // 4 shading passes per 1 raster pixel + NV_PIXEL_X2_PER_RASTER_PIXEL, // 2 shading passes per 1 raster pixel + NV_PIXEL_X1_PER_RASTER_PIXEL, // Per-pixel shading + NV_PIXEL_X1_PER_2X1_RASTER_PIXELS, // 1 shading pass per 2 raster pixels + NV_PIXEL_X1_PER_1X2_RASTER_PIXELS, // 1 shading pass per 2 raster pixels + NV_PIXEL_X1_PER_2X2_RASTER_PIXELS, // 1 shading pass per 4 raster pixels + NV_PIXEL_X1_PER_4X2_RASTER_PIXELS, // 1 shading pass per 8 raster pixels + NV_PIXEL_X1_PER_2X4_RASTER_PIXELS, // 1 shading pass per 8 raster pixels + NV_PIXEL_X1_PER_4X4_RASTER_PIXELS // 1 shading pass per 16 raster pixels +} NV_PIXEL_SHADING_RATE; +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +typedef struct _NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1 +{ + bool enableVariablePixelShadingRate; //!< (IN) Control of enabling Variable Pixel Shading Rate per viewport + NV_PIXEL_SHADING_RATE shadingRateTable[NV_MAX_PIXEL_SHADING_RATES]; //!< (IN) Lookup table of converting Shading Rate Index to NV_PIXEL_SHADING_RATE + // \note Shading Rate Resource View would be populated by application with indices of this table +} NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1; + +typedef struct _NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 numViewports; //!< (IN) Number of viewports with shading rate set. + // \note Passing zero will globally disable Variable Pixel Rate Shading for all viewports immaterial of values in pViewports + // \note Max value can be equal to NV_MAX_NUM_VIEWPORTS + NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1 *pViewports; //!< (IN) Array of NV_D3D11_VIEWPORT_SHADING_RATE_DESC with number of elements equal to NumViewports +} NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1; + +typedef NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1 NV_D3D11_VIEWPORTS_SHADING_RATE_DESC; +typedef NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1 NV_D3D11_VIEWPORT_SHADING_RATE_DESC; +#define NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1, 1) +#define NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_VER NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetViewportsPixelShadingRates +// +//! DESCRIPTION: Sets Pixel Shading Rates and Enables/Disables per-viewport Variable Pixel Shading Rate feature +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) to be used for setting the Viewports Shading Rates +//! \param [in] pShadingRateDesc Shading rate descriptor +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetViewportsPixelShadingRates(__in IUnknown *pContext, + __in NV_D3D11_VIEWPORTS_SHADING_RATE_DESC *pShadingRateDesc); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +typedef enum _NV_SRRV_DIMENSION +{ + NV_SRRV_DIMENSION_TEXTURE2D = 4, + NV_SRRV_DIMENSION_TEXTURE2DARRAY = 5, +} NV_SRRV_DIMENSION; + +typedef struct _NV_TEX2D_SRRV +{ + UINT MipSlice; +} NV_TEX2D_SRRV; + +typedef struct _NV_TEX2D_ARRAY_SRRV +{ + UINT MipSlice; + UINT FirstArraySlice; + UINT ArraySize; +} NV_TEX2D_ARRAY_SRRV; +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +typedef struct _NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1 +{ + NvU32 version; //!< (IN) Parameter struct version + DXGI_FORMAT Format; //!< (IN) Format of the resource used as Shading Rate Surface. Should be either DXGI_FORMAT_R8_UINT or DXGI_FORMAT_R8_TYPELESS + NV_SRRV_DIMENSION ViewDimension; //!< (IN) This declares whether the Shading Rate Surface is a simple 2D Texture or Array of 2D Textures + union + { + NV_TEX2D_SRRV Texture2D; + NV_TEX2D_ARRAY_SRRV Texture2DArray; + }; +} NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1; + +typedef NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1 NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC; +#define NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1, 1) +#define NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_VER NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_VER1 + +DECLARE_INTERFACE_(__declspec(uuid("E14BE7F6-8FF5-4F5E-B63A-AD016EB8FBE5"))ID3D11NvShadingRateResourceView_V1, ID3D11View) +{ + BEGIN_INTERFACE + + // *** IUnknown methods *** + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppv) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // **** ID3D11View method **/ + // Get Shading Rate Resource used while creating the Shading Rate Resource View + STDMETHOD_(void,GetResource)(THIS_ _Outptr_ ID3D11Resource **ppResource) PURE; + + // ** ID3D11NvShadingRateResourceView methods *** + // The descriptor used while creating the Shading Rate Resource View + STDMETHOD(GetDesc)(THIS_ NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC* pDesc) PURE; + + END_INTERFACE +}; + +typedef ID3D11NvShadingRateResourceView_V1 ID3D11NvShadingRateResourceView; +#define ID3D11NvShadingRateResourceView_VER1 MAKE_NVAPI_VERSION(ID3D11NvShadingRateResourceView_V1, 1) +#define ID3D11NvShadingRateResourceView_VER ID3D11NvShadingRateResourceView_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateShadingRateResourceView +// +//! DESCRIPTION: Creates Shading Rate Resource View by taking ID3D11Resource as an input Shading Rate Surface. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The device to be used for creating the Shading Rate Resource View +//! \param [in] pShadingRateResource Shading Rate Resource on which the view is to be created. +//! \note This should be of format DXGI_FORMAT_R8_UINT or DXGI_FORMAT_R8_TYPELESS +//! \note This should be confined to size calculated using render target dimensions, +//! NV_VARIABLE_PIXEL_SHADING_TILE_WIDTH and NV_VARIABLE_PIXEL_SHADING_TILE_HEIGHT +//! \param [in] pShadingRateDesc Shading Rate Resource View descriptor +//! \param [out] ppShadingRateResourceView Address of a pointer to ID3D11NvShadingRateResourceView for returning the newly created Shading Rate Resource View +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateShadingRateResourceView(__in ID3D11Device *pDevice, + __in ID3D11Resource *pShadingRateResource, + __in NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC *pShadingRateResourceViewDesc, + __out ID3D11NvShadingRateResourceView **ppShadingRateResourceView); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetShadingRateResourceView +// +//! DESCRIPTION: Sets Shading Rate Resource View +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) used for setting the Shading Rate Resource View +//! \param [out] pShadingRateResourceView Shading Rate Resource View to be set +//! \note See NvAPI_D3D11_CreateShadingRateResourceView +//! \note Passing this as null will reset Shading Rate Resource View to defaults +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetShadingRateResourceView(__in IUnknown *pContext, + __in ID3D11NvShadingRateResourceView *pShadingRateResourceView); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D11_RSGetPixelShadingRateSampleOrder +//! See NvAPI_D3D11_RSSetPixelShadingRateSampleOrder + +// X, Y = sample position. S = sample number. +// The inner-most dimension is the sample number, followed by X and Y. + +typedef struct _NV_PIXEL_SRSO_1x2 +{ + struct NV_PIXEL_SRSO_1x2_X1 { NvU8 Y[2]; } X1; + struct NV_PIXEL_SRSO_1x2_X2 { NvU8 YS[2][2]; } X2; + struct NV_PIXEL_SRSO_1x2_X4 { NvU8 YS[2][4]; } X4; + struct NV_PIXEL_SRSO_1x2_X8 { NvU8 YS[2][8]; } X8; +} NV_PIXEL_SRSO_1x2; + +typedef struct _NV_PIXEL_SRSO_2x1 +{ + struct NV_PIXEL_SRSO_2x1_X1 { NvU8 X[2]; } X1; + struct NV_PIXEL_SRSO_2x1_X2 { NvU8 XS[2][2]; } X2; + struct NV_PIXEL_SRSO_2x1_X4 { NvU8 XS[2][4]; } X4; +} NV_PIXEL_SRSO_2x1; + +typedef struct _NV_PIXEL_SRSO_2x2 +{ + struct NV_PIXEL_SRSO_2x2_X1 { NvU8 YX[2][2]; } X1; + struct NV_PIXEL_SRSO_2x2_X2 { NvU8 YXS[2][2][2]; } X2; + struct NV_PIXEL_SRSO_2x2_X4 { NvU8 YXS[2][2][4]; } X4; +} NV_PIXEL_SRSO_2x2; + +typedef struct _NV_PIXEL_SRSO_2x4 +{ + struct NV_PIXEL_SRSO_2x4_X1 { NvU8 YX[4][2]; } X1; + struct NV_PIXEL_SRSO_2x4_X2 { NvU8 YXS[4][2][2]; } X2; +} NV_PIXEL_SRSO_2x4; + +typedef struct _NV_PIXEL_SRSO_4x2 +{ + struct NV_PIXEL_SRSO_4x2_X1 { NvU8 YX[2][4]; } X1; +} NV_PIXEL_SRSO_4x2; + +typedef struct _NV_PIXEL_SRSO_4x4 +{ + struct NV_PIXEL_SRSO_4x4_X1 { NvU8 YX[4][4]; } X1; +} NV_PIXEL_SRSO_4x4; + +typedef struct _NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1 +{ + NvU32 version; + NV_PIXEL_SRSO_1x2 Pixel_1x2; + NV_PIXEL_SRSO_2x1 Pixel_2x1; + NV_PIXEL_SRSO_2x2 Pixel_2x2; + NV_PIXEL_SRSO_2x4 Pixel_2x4; + NV_PIXEL_SRSO_4x2 Pixel_4x2; + NV_PIXEL_SRSO_4x4 Pixel_4x4; +} NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1; + +typedef NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1 NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE; +#define NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_VER1 MAKE_NVAPI_VERSION(NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1, 1) +#define NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_VER NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_VER1 + +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSGetPixelShadingRateSampleOrder +// +//! DESCRIPTION: Get the Sample Order for Variable Shading Rate +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) used for getting the Shading Rate Sample Order +//! \param [out] pSampleOrderTable A pointer to NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE where the current Sample Order for Variable Pixel Rate Shading that is returned +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSGetPixelShadingRateSampleOrder(__in IUnknown *pContext, + __out NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE* pSampleOrderTable); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetPixelShadingRateSampleOrder +// +//! DESCRIPTION: Set the Sample Order for Variable Shading Rate +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) used for setting the Shading Rate Sample Order +//! \param [out] pSampleOrderTable Sample Order for Variable Shading Rate to be set +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetPixelShadingRateSampleOrder(__in IUnknown *pContext, + __in NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE* pSampleOrderTable); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +typedef struct _NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use +} NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1; + +typedef NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1 NV_VRS_HELPER_LATCH_GAZE_PARAMS; +#define NV_VRS_HELPER_LATCH_GAZE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1, 1) +#define NV_VRS_HELPER_LATCH_GAZE_PARAMS_VER NV_VRS_HELPER_LATCH_GAZE_PARAMS_VER1 + +typedef enum _NV_VRS_CONTENT_TYPE +{ + NV_VRS_CONTENT_TYPE_INVALID = 0x0, + NV_VRS_CONTENT_TYPE_FOVEATED_RENDERING = 0x1, + NV_VRS_CONTENT_TYPE_MAX = NV_VRS_CONTENT_TYPE_FOVEATED_RENDERING +} NV_VRS_CONTENT_TYPE; + +typedef enum _NV_FOVEATED_RENDERING_SHADING_RATE_PRESET +{ + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_INVALID = 0, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGHEST_PERFORMANCE = 1, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGH_PERFORMANCE = 2, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_BALANCED = 3, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGH_QUALITY = 4, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGHEST_QUALITY = 5, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_CUSTOM = 6, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_MAX = NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_CUSTOM +} NV_FOVEATED_RENDERING_SHADING_RATE_PRESET; + +typedef struct _NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1 +{ + NvU32 version; + + NV_PIXEL_SHADING_RATE InnerMostRegionShadingRate; //!< (IN) Shading Rate for the inner-most region of the foveated rendering pattern + NV_PIXEL_SHADING_RATE MiddleRegionShadingRate; //!< (IN) Shading Rate for the middle region of the foveated rendering pattern + NV_PIXEL_SHADING_RATE PeripheralRegionShadingRate; //!< (IN) Shading Rate for the peripheral region of the foveated rendering pattern +} NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1; + +typedef NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1 NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC; +#define NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1, 1) +#define NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_VER NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_VER1 + +typedef enum _NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET +{ + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_INVALID = 0, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_WIDE = 1, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_BALANCED = 2, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_NARROW = 3, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_CUSTOM = 4, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_MAX = NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_CUSTOM +} NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET; + +typedef struct _NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1 +{ + NvU32 version; + + float fInnermostRadii[2]; //!< (IN) Horizontal and vertical radius for the inner-most region of the foveated rendering pattern + float fMiddleRadii[2]; //!< (IN) Horizontal and vertical radius for the middle region of the foveated rendering pattern + float fPeripheralRadii[2]; //!< (IN) Horizontal and vertical radius for the peripheral region of the foveated rendering pattern +} NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1; + +typedef NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1 NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC; +#define NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1, 1) +#define NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_VER NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_VER1 + +typedef struct _NV_FOVEATED_RENDERING_DESC_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET ShadingRatePreset; //!< (IN) Preset of the shading rate + NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1 ShadingRateCustomPresetDesc; //!< (IN) To be provided only if ShadingRatePreset is NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_CUSTOM + + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET FoveationPatternPreset; //!< (IN) Preset of the foveation pattern + NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1 FoveationPatternCustomPresetDesc; //!< (IN) To be provided only if FoveationPatternPreset is NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_CUSTOM + + NvU32 GazeDataDeviceId; //!< (IN) ID of the gaze data provider. Needed only for supporting more than one device with eye tracking. + // Should be 0 if gaze data is provided only from a single device. Should be less than (MAX_NUMBER_OF_GAZE_DATA_PROVIDERS - 1) + +} NV_FOVEATED_RENDERING_DESC_V1; + +typedef NV_FOVEATED_RENDERING_DESC_V1 NV_FOVEATED_RENDERING_DESC; +#define NV_FOVEATED_RENDERING_DESC_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_DESC_V1, 1) +#define NV_FOVEATED_RENDERING_DESC_VER NV_FOVEATED_RENDERING_DESC_VER1 + +typedef enum _NV_VRS_RENDER_MODE +{ + NV_VRS_RENDER_MODE_INVALID = 0, + NV_VRS_RENDER_MODE_MONO = 1, // States mono rendering on the entire render target + NV_VRS_RENDER_MODE_LEFT_EYE = 2, // States Left eye rendering of a stereo pair on the entire render target + NV_VRS_RENDER_MODE_RIGHT_EYE = 3, // States Right eye rendering of a stereo pair on the entire render target + NV_VRS_RENDER_MODE_STEREO = 4, // States side-by-side stereo rendering on the render target + NV_VRS_RENDER_MODE_MAX = NV_VRS_RENDER_MODE_STEREO +} NV_VRS_RENDER_MODE; + +#define MAX_NUMBER_OF_GAZE_DATA_PROVIDERS 8 // Maximum number of gaze data providers / devices. + +typedef struct _NV_VRS_HELPER_ENABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + NV_VRS_RENDER_MODE RenderMode; //!< (IN) This defines whether subsequent render calls are for mono/stereo + NV_VRS_CONTENT_TYPE ContentType; //!< (IN) This defines the type of content with which the VRS pattern will be generated + + NV_FOVEATED_RENDERING_DESC_V1 sFoveatedRenderingDesc; //!< (IN) Provide this if ContentType has NV_VRS_CONTENT_TYPE_FOVEATED_RENDERING flag +} NV_VRS_HELPER_ENABLE_PARAMS_V1; + +typedef NV_VRS_HELPER_ENABLE_PARAMS_V1 NV_VRS_HELPER_ENABLE_PARAMS; +#define NV_VRS_HELPER_ENABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_ENABLE_PARAMS_V1, 1) +#define NV_VRS_HELPER_ENABLE_PARAMS_VER NV_VRS_HELPER_ENABLE_PARAMS_VER1 + +typedef struct _NV_VRS_HELPER_DISABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 reserved; //!< (IN) Reserved for future use +} NV_VRS_HELPER_DISABLE_PARAMS_V1; + +typedef NV_VRS_HELPER_DISABLE_PARAMS_V1 NV_VRS_HELPER_DISABLE_PARAMS; +#define NV_VRS_HELPER_DISABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_DISABLE_PARAMS_V1, 1) +#define NV_VRS_HELPER_DISABLE_PARAMS_VER NV_VRS_HELPER_DISABLE_PARAMS_VER1 + +typedef struct _NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + IUnknown **ppShadingRateResource; //!< (OUT) Pointer to 2D Texture resource with currently applied shading rate pattern + NV_PIXEL_SHADING_RATE shadingRateTable[NV_MAX_PIXEL_SHADING_RATES]; //!< (OUT) Shading Rate Table filled by the driver +} NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1; + +typedef NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1 NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS; +#define NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1, 1) +#define NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_VER NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_VER1 + +typedef struct _NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 reserved; //!< (IN) Reserved for future use +} NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1; + +typedef NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1 NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS; +#define NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1, 1) +#define NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_VER NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_VER1 + +DECLARE_INTERFACE(ID3DNvVRSHelper_V1) +{ + BEGIN_INTERFACE + + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // Latches the latest gaze which will be used for subsequent foveated rendering. Recommended to be called once per frame before scene drawing begins. + STDMETHOD_(NvAPI_Status,LatchGaze)(THIS_ IUnknown* pContext, NV_VRS_HELPER_LATCH_GAZE_PARAMS* pLatchGazeParams) PURE; + + // Enables VRS with sepcified content type and preset. This can be called per draw call. + STDMETHOD_(NvAPI_Status,Enable)(THIS_ IUnknown* pContext, NV_VRS_HELPER_ENABLE_PARAMS* pEnableParams) PURE; + + // Disables VRS till re-enabled. + STDMETHOD_(NvAPI_Status,Disable)(THIS_ IUnknown* pContext, NV_VRS_HELPER_DISABLE_PARAMS* pDisableParams) PURE; + + // Creates a 2D texture, copies the current shading rate pattern on it and returns the pointer to this texture. + // It also returns an array that conveys which value in the shading rate resource corresponds to which exact pixel shading rate. + STDMETHOD_(NvAPI_Status,GetShadingRateResource)(THIS_ IUnknown* pContext, NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS *pGetShadingRateResourceParams) PURE; + + // Destroys all internally created shading rate resources and views. + STDMETHOD_(NvAPI_Status,PurgeInternalShadingRateResources)(THIS_ IUnknown* pContext, NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS* pPurgeParams) PURE; + + END_INTERFACE +}; + +typedef ID3DNvVRSHelper_V1 ID3DNvVRSHelper; +#define ID3DNvVRSHelper_VER1 MAKE_NVAPI_VERSION(ID3DNvVRSHelper_V1, 1) +#define ID3DNvVRSHelper_VER ID3DNvVRSHelper_VER1 + +typedef struct _NV_VRS_HELPER_INIT_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + ID3DNvVRSHelper_V1 **ppVRSHelper; //!< (OUT) Interface for Shading Rate Pattern Tracker +} NV_VRS_HELPER_INIT_PARAMS_V1; + +typedef NV_VRS_HELPER_INIT_PARAMS_V1 NV_VRS_HELPER_INIT_PARAMS; +#define NV_VRS_HELPER_INIT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_INIT_PARAMS_V1, 1) +#define NV_VRS_HELPER_INIT_PARAMS_VER NV_VRS_HELPER_INIT_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_InitializeVRSHelper +// +//! DESCRIPTION: Creates an interface for updating, enabling and disabling internally tracked shading rate pattern for Variable Rate Shading +//! +//! SUPPORTED OS: Windows 7 and higher +//! +//! +//! \since Release: 430 +//! +//! \param [in] pDevice The device to be used for creating the VRS Handler interface +//! \note This should be same the device used for Gaze Handler. See also: NvAPI_D3D_InitializeNvGazeHandler. +//! \param [in] pInitializeVRSHelperParams Descriptor for VRS Helper initialization +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D_InitializeVRSHelper(__in IUnknown *pDevice, + __inout NV_VRS_HELPER_INIT_PARAMS *pInitializeVRSHelperParams); + +typedef enum _NV_GAZE_DATA_VALIDITY_FLAGS +{ + NV_GAZE_ORIGIN_VALID = 0x1, + NV_GAZE_DIRECTION_VALID = 0x2, + NV_GAZE_LOCATION_VALID = 0x4, + NV_GAZE_VELOCITY_VALID = 0x8, + NV_GAZE_PUPIL_DIAMETER_VALID = 0x10, + NV_GAZE_EYE_OPENNESS_VALID = 0x20, + NV_GAZE_EYE_SACCADE_DATA_VALID = 0x40 +} NV_GAZE_DATA_VALIDITY_FLAGS; + +typedef struct _NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE +{ + NvU32 version; //!< (IN) Version of the structure + + NvU32 GazeDataValidityFlags; //!< (IN) To be populated with OR'ing flags from NV_GAZE_DATA_VALIDITY_FLAGS + + float fGazeOrigin_mm[3]; //!< (IN) Use flag NV_GAZE_ORIGIN_VALID. Origin of the eye in millimeters. Used mainly to detect whether Left Eye or Right Eye. + float fGazeDirection[3]; //!< (IN) Use flag NV_GAZE_DIRECTION_VALID. Normalized direction of the gaze of the eye. Used for calculating the gaze location using the FOV. + float fGazeNormalizedLocation[2]; //!< (IN) Use flag NV_GAZE_LOCATION_VALID. Precalculated normalized gaze location in limits (-1 to +1) for X and Y. Center of the screen denotes (0, 0). If this is valid, this will be given higher priority than direction. + float fGazeVelocity[2]; //!< (IN) Use flag NV_GAZE_VELOCITY_VALID. Optional: Velocity of the eye on the normalized space in each direction. Central foveated region would be skewed in the direction of the velocity. + float fPupilDiameter_mm; //!< (IN) Use flag NV_GAZE_PUPIL_DIAMETER_VALID. Unused at the moment. + float fEyeOpenness; //!< (IN) Use flag NV_GAZE_EYE_OPENNESS_VALID. Unused at the moment. + BOOL bInSaccade; //!< (IN) Use flag NV_GAZE_EYE_SACCADE_DATA_VALID. Denotes whether eye is currently in saccade movement or not. +} NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1; + +typedef NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE; +#define NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1, 1) +#define NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_VER NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_VER1 + +typedef struct _NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + NvU64 Timestamp; //!< (IN) Timestamp at which the gaze data has been captured. Should be larger than timestamp provided at previous update. + union + { + NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 sMonoData; //!< (IN) Gaze data for Mono rendering mode + struct + { + NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 sLeftEye; //!< (IN) Gaze data for Left Eye of Stereo rendering mode + NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 sRightEye; //!< (IN) Gaze data for Right Eye of Stereo rendering mode + } sStereoData; + }; +} NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_V1; + +typedef NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_V1 NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS; +#define NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_V1, 1) +#define NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_VER NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_VER1 + + +DECLARE_INTERFACE(ID3DNvGazeHandler_V2) +{ + BEGIN_INTERFACE + + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // Updates the gaze data for foveated rendering + STDMETHOD_(NvAPI_Status,UpdateGazeData)(THIS_ IUnknown* pContext, NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS* pUpdateGazeDataParams) PURE; + + + END_INTERFACE +}; +typedef ID3DNvGazeHandler_V2 ID3DNvGazeHandler; +#define ID3DNvGazeHandler_VER2 MAKE_NVAPI_VERSION(ID3DNvGazeHandler_V2, 2) +#define ID3DNvGazeHandler_VER ID3DNvGazeHandler_VER2 + +DECLARE_INTERFACE(ID3DNvGazeHandler_V1) +{ + BEGIN_INTERFACE + + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // Updates the gaze data for foveated rendering + STDMETHOD_(NvAPI_Status,UpdateGazeData)(THIS_ IUnknown* pContext, NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS* pUpdateGazeDataParams) PURE; + + END_INTERFACE +}; +#define ID3DNvGazeHandler_VER1 MAKE_NVAPI_VERSION(ID3DNvGazeHandler_V1, 1) +#ifndef ID3DNvGazeHandler_VER +typedef ID3DNvGazeHandler_V1 ID3DNvGazeHandler; +#define ID3DNvGazeHandler_VER ID3DNvGazeHandler_VER1 +#endif + +typedef enum _NV_GAZE_DATA_TYPE +{ + NV_GAZE_DATA_INVALID = 0, + NV_GAZE_DATA_MONO = 1, + NV_GAZE_DATA_STEREO = 2, + NV_GAZE_DATA_MAX = NV_GAZE_DATA_STEREO +} NV_GAZE_DATA_TYPE; + +typedef struct _NV_GAZE_HANDLER_INIT_PARAMS_V2 +{ + NvU32 version; //!< (IN) Struct version + + NvU32 GazeDataDeviceId; //!< (IN) ID of the gaze data provider. Needed only for supporting more than one device with eye tracking. + // Should be 0 if gaze data is provided only from a single device. Should be less than (MAX_NUMBER_OF_GAZE_DATA_PROVIDERS - 1) + + NV_GAZE_DATA_TYPE GazeDataType; //!< (IN) Describes whether gaze is Mono or Stereo + NvU32 flags; //!< (IN) Reserved for future use + float fHorizontalFOV; //!< (IN) Horizontal Field of View + float fVericalFOV; //!< (IN) Vertical Field of View + + ID3DNvGazeHandler_V2 **ppNvGazeHandler; //!< (OUT) Interface for Gaze Data Handler +} NV_GAZE_HANDLER_INIT_PARAMS_V2; + +typedef NV_GAZE_HANDLER_INIT_PARAMS_V2 NV_GAZE_HANDLER_INIT_PARAMS; +#define NV_GAZE_HANDLER_INIT_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_GAZE_HANDLER_INIT_PARAMS_V2, 2) +#define NV_GAZE_HANDLER_INIT_PARAMS_VER NV_GAZE_HANDLER_INIT_PARAMS_VER2 + +typedef struct _NV_GAZE_HANDLER_INIT_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + + NvU32 GazeDataDeviceId; //!< (IN) ID of the gaze data provider. Needed only for supporting more than one device with eye tracking. + // Should be 0 if gaze data is provided only from a single device. Should be less than (MAX_NUMBER_OF_GAZE_DATA_PROVIDERS - 1) + + NV_GAZE_DATA_TYPE GazeDataType; //!< (IN) Describes whether gaze is Mono or Stereo + NvU32 flags; //!< (IN) Reserved for future use + float fHorizontalFOV; //!< (IN) Horizontal Field of View + float fVericalFOV; //!< (IN) Vertical Field of View + + ID3DNvGazeHandler_V1 **ppNvGazeHandler; //!< (OUT) Interface for Gaze Data Handler +} NV_GAZE_HANDLER_INIT_PARAMS_V1; + +#define NV_GAZE_HANDLER_INIT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GAZE_HANDLER_INIT_PARAMS_V1, 1) +#ifndef NV_GAZE_HANDLER_INIT_PARAMS_VER +typedef NV_GAZE_HANDLER_INIT_PARAMS_V1 NV_GAZE_HANDLER_INIT_PARAMS; +#define NV_GAZE_HANDLER_INIT_PARAMS_VER NV_GAZE_HANDLER_INIT_PARAMS_VER1 +#endif + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_InitializeNvGazeHandler +// +//! DESCRIPTION: Creates an interface for updating and managing gaze data +//! +//! SUPPORTED OS: Windows 7 and higher +//! +//! +//! \since Release: 430 +//! +//! \param [in] pDevice The device to be used for creating the Gaze Handler interface +//! \note This should be same as the device used with VRS Handler. See also: NvAPI_D3D_InitializeVRSHelper. +//! \param [in] pInitializeNvGazeHandlerParams Descriptor for Gaze Data Handler initialization +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D_InitializeNvGazeHandler(__in IUnknown *pDevice, + __inout NV_GAZE_HANDLER_INIT_PARAMS *pInitializeNvGazeHandlerParams); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && defined(__d3d11_h__) + +//! \ingroup dx + +typedef enum NV_SMP_ASSIST_TYPE +{ + NV_SMP_ASSIST_NONE = 0, + NV_SMP_ASSIST_MRS = 1, // SMP Assist required for Multi-Res Shading + NV_SMP_ASSIST_LMS = 2, // SMP Assist required for Lens Matched Shading + NV_SMP_ASSIST_NUM_TYPES +} NV_SMP_ASSIST_TYPE; + +typedef enum NV_SMP_ASSIST_LEVEL +{ + NV_SMP_ASSIST_LEVEL_FULL = 0, // Full assistance. App selects a pre-baked MRS/LMS config, driver handles correct setting of viewport, scissors and FastGS + NV_SMP_ASSIST_LEVEL_PARTIAL = 1, // Partial assistance. App provides a custom MRS/LMS config, driver handles correct setting of viewport, scissors and FastGS + NV_SMP_ASSIST_LEVEL_MINIMAL = 2, // Minimal assistance. App provides viewports and scissors. App sets FastGS as required. App sets LMS params as required (NvAPI_D3D_SetModifiedWMode). App provides SMPType as NONE. Driver handles correct setting of viewports and scissors. + NV_SMP_ASSIST_NUM_LEVELS +} NV_SMP_ASSIST_LEVEL; + +typedef enum NV_MRS_CONFIG +{ + NV_MRS_CONFIG_BALANCED = 0, + NV_MRS_CONFIG_AGGRESSIVE = 1, + NV_MRS_CONFIG_OCULUSRIFT_CV1_CONSERVATIVE = 2, + NV_MRS_CONFIG_OCULUSRIFT_CV1_BALANCED = 3, + NV_MRS_CONFIG_OCULUSRIFT_CV1_AGGRESSIVE = 4, + NV_MRS_CONFIG_HTC_VIVE_CONSERVATIVE = 5, + NV_MRS_CONFIG_HTC_VIVE_BALANCED = 6, + NV_MRS_CONFIG_HTC_VIVE_AGGRESSIVE = 7, + NV_MRS_NUM_CONFIGS +} NV_MRS_CONFIG; + +typedef enum NV_LMS_CONFIG +{ + NV_LMS_CONFIG_OCULUSRIFT_CV1_CONSERVATIVE = 0, + NV_LMS_CONFIG_OCULUSRIFT_CV1_BALANCED = 1, + NV_LMS_CONFIG_OCULUSRIFT_CV1_AGGRESSIVE = 2, + NV_LMS_CONFIG_HTC_VIVE_CONSERVATIVE = 3, + NV_LMS_CONFIG_HTC_VIVE_BALANCED = 4, + NV_LMS_CONFIG_HTC_VIVE_AGGRESSIVE = 5, + NV_LMS_NUM_CONFIGS +} NV_LMS_CONFIG; + +#define NV_SMP_ASSIST_FLAGS_DEFAULT 0x00000000 + +#define NV_SMP_ASSIST_MAX_VIEWPORTS 16 + +typedef struct _NV_MRS_CUSTOM_CONFIG_V1 +{ + float centerWidth; //!< (IN) Size of the central viewport, ranging (0,1], where 1 is full original viewport size + float centerHeight; + float centerX; //!< (IN) Location of the central viewport, ranging 0..1, where 0.5 is the center of the screen + float centerY; + float densityScaleX[3]; //!< (IN) Pixel density scale factors: how much the linear pixel density is scaled within each row and column (1.0 = full density) + float densityScaleY[3]; +} NV_MRS_CUSTOM_CONFIG_V1; + +typedef NV_MRS_CUSTOM_CONFIG_V1 NV_MRS_CUSTOM_CONFIG; + +typedef struct _NV_MRS_INSTANCED_STEREO_CONFIG_V1 +{ //!< (OUT) MRS Instanced stereo config returned by the SMP Assist GetConstants API + float centerWidth[2]; //!< (OUT) Size of the central viewport, ranging (0,1], where 1 is full original viewport size + float centerHeight; + float centerX[2]; //!< (OUT) Location of the central viewport, ranging 0..1, where 0.5 is the center of the screen + float centerY; + float densityScaleX[5]; //!< (OUT) Pixel density scale factors: how much the linear pixel density is scaled within each row and column (1.0 = full density) + float densityScaleY[3]; +} NV_MRS_INSTANCED_STEREO_CONFIG_V1; + +typedef NV_MRS_INSTANCED_STEREO_CONFIG_V1 NV_MRS_INSTANCED_STEREO_CONFIG; + +typedef struct _NV_LMS_CUSTOM_CONFIG_V1 +{ + float warpLeft; //!< (IN) LMS params to control warping of the 2 left quadrants + float warpRight; //!< (IN) LMS params to control warping of the 2 right quadrants + float warpUp; //!< (IN) LMS params to control warping of the 2 upper quadrants + float warpDown; //!< (IN) LMS params to control warping of the 2 lower quadrants + + float relativeSizeLeft; //!< (IN) LMS params to control the width of the 2 left quandrants relative to the bounding box width + float relativeSizeRight; //!< (IN) LMS params to control the width of the 2 right quandrants relative to the bounding box width + float relativeSizeUp; //!< (IN) LMS params to control the height of the 2 upper quandrants relative to the bounding box height + float relativeSizeDown; //!< (IN) LMS params to control the height of the 2 lower quandrants relative to the bounding box height +} NV_LMS_CUSTOM_CONFIG_V1; + +typedef NV_LMS_CUSTOM_CONFIG_V1 NV_LMS_CUSTOM_CONFIG; + +typedef struct _NV_LMS_INSTANCED_STEREO_CONFIG_V1 +{ //!< (OUT) LMS Instanced stereo config returned by the SMP Assist GetConstants API + NV_LMS_CUSTOM_CONFIG_V1 sLeftConfig; //!< (OUT) LMS config for the Left eye view + NV_LMS_CUSTOM_CONFIG_V1 sRightConfig; //!< (OUT) LMS config for the Right eye view +} NV_LMS_INSTANCED_STEREO_CONFIG_V1; + +typedef NV_LMS_INSTANCED_STEREO_CONFIG_V1 NV_LMS_INSTANCED_STEREO_CONFIG; + +typedef enum _NV_SMP_ASSIST_EYE_INDEX +{ + NV_SMP_ASSIST_EYE_INDEX_MONO = 0, // Non-stereo rendering + NV_SMP_ASSIST_EYE_INDEX_LEFT_EYE = 1, // Stereo - Rendering left eye + NV_SMP_ASSIST_EYE_INDEX_RIGHT_EYE = 2, // Stereo - Rendering right eye + NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO = 3, // Stereo - Rendering both eyes +} NV_SMP_ASSIST_EYE_INDEX; + +#define NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES 4 + +typedef struct _NV_CUSTOM_RECTS_V1 +{ + NvU32 numViewports[NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES]; + D3D11_VIEWPORT *pViewports[NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES]; //!< (IN) Viewports, for each eye index, that should be set when app calls Enable(eyeIndex) + D3D11_RECT *pScissors[NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES]; //!< (IN) Scissors, for each eye index, that should be set when app calls Enable(eyeIndex) +} NV_CUSTOM_RECTS_V1; + +typedef NV_CUSTOM_RECTS_V1 NV_CUSTOM_RECTS; + +typedef struct _NV_SMP_ASSIST_ENABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_EYE_INDEX eEyeIndex; //!< (IN) Rendering mode for upcoming draw calls (Mono/Stereo-Left/Stereo-Right/Instanced Stereo) +} NV_SMP_ASSIST_ENABLE_PARAMS_V1; + +typedef NV_SMP_ASSIST_ENABLE_PARAMS_V1 NV_SMP_ASSIST_ENABLE_PARAMS; +#define NV_SMP_ASSIST_ENABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_ENABLE_PARAMS_V1, 1) +#define NV_SMP_ASSIST_ENABLE_PARAMS_VER NV_SMP_ASSIST_ENABLE_PARAMS_VER1 + +typedef struct _NV_SMP_ASSIST_DISABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NvU32 Reserved; //!< (IN) Unused. +} NV_SMP_ASSIST_DISABLE_PARAMS_V1; + +typedef NV_SMP_ASSIST_DISABLE_PARAMS_V1 NV_SMP_ASSIST_DISABLE_PARAMS; +#define NV_SMP_ASSIST_DISABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_DISABLE_PARAMS_V1, 1) +#define NV_SMP_ASSIST_DISABLE_PARAMS_VER NV_SMP_ASSIST_DISABLE_PARAMS_VER1 + +// FastGS constant buffer data returned by the GetConstants API. +// Refer VRWorks SDK's multiprojection_dx app (struct FastGSCBData) +typedef struct _NV_SMP_ASSIST_FASTGSCBDATA_V1 +{ + float NDCSplitsX[2]; //!< (OUT) FastGS constant buffer data for Multi-Res Shading/ Lens Matched Shading + float NDCSplitsY[2]; +} NV_SMP_ASSIST_FASTGSCBDATA_V1; + +typedef NV_SMP_ASSIST_FASTGSCBDATA_V1 NV_SMP_ASSIST_FASTGSCBDATA; + +typedef struct _NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1 +{ + float NDCSplitsX[4]; //!< (OUT) FastGS constant buffer data for Multi-Res Shading (Instanced stereo). 2 splits for left eye followed by 2 splits for right eye + float NDCSplitsY[2]; +} NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1; + +typedef NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1 NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO; + +// Constant buffer data to supply the UV-remapping helper functions +// Refer VRWorks SDK's multiprojection_dx app (struct RemapCBData) +typedef struct _NV_SMP_ASSIST_REMAPCBDATA_V1 +{ + //!< (OUT) Constant buffer data to supply the UV-remapping helper functions + float ClipToWindowSplitsX[2]; + float ClipToWindowSplitsY[2]; + float ClipToWindowX[3][2]; // ClipToWindowX[i][0] is Scale and ClipToWindowX[i][1] is Bias + float ClipToWindowY[3][2]; // ClipToWindowY[i][0] is Scale and ClipToWindowY[i][1] is Bias + float ClipToWindowZ[2]; // ClipToWindowZ[0] is Scale and ClipToWindowZ[1] is Bias + + float WindowToClipSplitsX[2]; + float WindowToClipSplitsY[2]; + float WindowToClipX[3][2]; // WindowToClipX[i][0] is Scale and WindowToClipX[i][1] is Bias + float WindowToClipY[3][2]; // WindowToClipY[i][0] is Scale and WindowToClipY[i][1] is Bias + float WindowToClipZ[2]; // WindowToClipZ[0] is Scale and WindowToClipZ[1] is Bias + + float BoundingRectOriginX; + float BoundingRectOriginY; + float BoundingRectSizeWidth; + float BoundingRectSizeHeight; + float BoundingRectSizeInvWidth; + float BoundingRectSizeInvHeight; + + float Padding[2]; +}NV_SMP_ASSIST_REMAPCBDATA_V1; + +typedef NV_SMP_ASSIST_REMAPCBDATA_V1 NV_SMP_ASSIST_REMAPCBDATA; + +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NV_SMP_ASSIST_GET_CONSTANTS_V3 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_EYE_INDEX eEyeIndex; //!< (IN) Viewports/scissors/constant buffer data corresponding to the input eEyeIndex will be returned + NvU32 numViewports; //!< (OUT) Number of valid viewport entries + D3D11_VIEWPORT *pViewports; //!< (OUT) If not NULL, this will contain the viewports computed by driver based on init params + D3D11_RECT *pScissors; //!< (OUT) If not NULL, this will contain the scissors computed by the driver based on init params + + NV_SMP_ASSIST_TYPE eSMPAssistType; //!< (OUT) SMP type provided in Init call + NV_SMP_ASSIST_LEVEL eSMPAssistLevel; //!< (OUT) SMP Assist level provided in Init call + + union + { + NV_MRS_CUSTOM_CONFIG_V1 sMRSConfig; //!< (OUT) If eSMPAssistType is MRS, then MRS config will be populated + NV_LMS_CUSTOM_CONFIG_V1 sLMSConfig; //!< (OUT) If eSMPAssistType is LMS, then LMS config will be populated + }; + + float projectionSizeWidth; //!< (OUT) MRS/LMS projection size + float projectionSizeHeight; //!< (OUT) + + NV_SMP_ASSIST_FASTGSCBDATA_V1 *pFastGSCBData; //!< (OUT) If not NULL, this will contain constant buffer data to supply the FastGS for culling primitives per-viewport + NV_SMP_ASSIST_REMAPCBDATA_V1 *pRemapCBData; //!< (OUT) If not NULL, this will contain constant buffer data to supply the UV-remapping helper functions + + D3D11_VIEWPORT boundingViewport; //!< (OUT) If eSMPType is MRS or LMS then this will be a union of the individual viewports populated in pViewports + D3D11_RECT boundingScissor; //!< (OUT) If eSMPType is MRS or LMS then this will be a union of the individual scissor rects populated in pScissors + + union + { + NV_MRS_INSTANCED_STEREO_CONFIG_V1 sMRS_ISConfig; //!< (OUT) If eSMPAssistType is MRS and eEyeIndex is NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO then MRS Instanced stereo config will be populated + NV_LMS_INSTANCED_STEREO_CONFIG_V1 sLMS_ISConfig; //!< (OUT) If eSMPAssistType is LMS and eEyeIndex is NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO then LMS Instanced stereo config will be populated + }; + + NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1 *pFastGSCBDataMRS_IS; //!< (OUT) If non-NULL and eSMPAssistType is MRS and eEyeIndex is NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO then MRS Instanced stereo FastGS constant buffer data will be populated +} NV_SMP_ASSIST_GET_CONSTANTS_V3; + +#define NV_SMP_ASSIST_GET_CONSTANTS_VER3 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_GET_CONSTANTS_V3, 3) +typedef NV_SMP_ASSIST_GET_CONSTANTS_V3 NV_SMP_ASSIST_GET_CONSTANTS; +#define NV_SMP_ASSIST_GET_CONSTANTS_VER NV_SMP_ASSIST_GET_CONSTANTS_VER3 + +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NV_SMP_ASSIST_SETUP_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + union + { + NV_MRS_CONFIG eMRSConfig; //!< (IN) If eSMPAssistType is MRS and SMP Assist Level is Full then provide MRS config enum + NV_LMS_CONFIG eLMSConfig; //!< (IN) If eSMPAssistType is LMS and SMP Assist Level is Full then provide LMS config enum + NV_MRS_CUSTOM_CONFIG_V1 sMRSCustomConfig; //!< (IN) If eSMPAssistType is MRS and SMP Assist Level is Partial, then provide MRS config + NV_LMS_CUSTOM_CONFIG_V1 sLMSCustomConfig; //!< (IN) If eSMPAssistType is LMS and SMP Assist Level is Partial, then provide LMS config + NV_CUSTOM_RECTS_V1 sCustomRects; //!< (IN) If SMP Assist Level is Minimal, provide custom viewports and scissor rects for each eye index. + }; + + float resolutionScale; //!< (IN) A resolution multiplier in the range [0.1, 3.0] if app wants to render at higher resolution + D3D11_VIEWPORT boundingBox; //!< (IN) Rect on the rendertarget, to place the projection + float vpOffsets[2]; //!< (IN) Default set to 0. If non-zero, MRS/LMS viewports' TopLeftX and TopLeftY will be + //!< offset by vpOffsets[0] and vpOffsets[1] respectively. +} NV_SMP_ASSIST_SETUP_PARAMS_V1; + +typedef NV_SMP_ASSIST_SETUP_PARAMS_V1 NV_SMP_ASSIST_SETUP_PARAMS; +#define NV_SMP_ASSIST_SETUP_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_SETUP_PARAMS_V1, 1) +#define NV_SMP_ASSIST_SETUP_PARAMS_VER NV_SMP_ASSIST_SETUP_PARAMS_VER1 + +typedef struct _NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_TYPE eSMPAssistType; // Patch instanced stereo shaders (created with packed eye index) with this SMPAssistType (NV_SMP_ASSIST_LMS only) + float leftCoeffs[4]; // Left eye: outpos.x = dotproduct(outputpos, leftCoeffs) + leftConst + float leftConst; + float rightCoeffs[4]; // Right eye: outpos.x = dotproduct(outputpos, rightCoeffs) + rightConst + float rightConst; +} NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1; + +typedef NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1 NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS; +#define NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1, 1) +#define NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_VER NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! + +DECLARE_INTERFACE(ID3DNvSMPAssist_V1) +{ +////////////////////////////// VER1 methods ////////////////////////////////////////// + // Disable SMP Assist for further Draw calls + STDMETHOD_(NvAPI_Status,Disable)(THIS_ __in IUnknown *pDevContext, __in const NV_SMP_ASSIST_DISABLE_PARAMS *psSMPAssistDisableParams) PURE; + + // Enable SMP Assist for further Draw calls. App has to provide the type of rendering done in upcoming Draw calls - Mono/Left eye/Right eye/Instanced Stereo + STDMETHOD_(NvAPI_Status,Enable)(THIS_ __in IUnknown *pDevContext, __in const NV_SMP_ASSIST_ENABLE_PARAMS *psSMPAssistEnableParams) PURE; + + // Get the constants used by the drivers + STDMETHOD_(NvAPI_Status,GetConstants)(THIS_ __inout NV_SMP_ASSIST_GET_CONSTANTS *psSMPAssistGetConstants) PURE; + + // Setup the projections (rects, constant buffer data etc.) + STDMETHOD_(NvAPI_Status,SetupProjections)(THIS_ __in IUnknown *pDevice, __in const NV_SMP_ASSIST_SETUP_PARAMS *psSMPAssistSetupParams) PURE; + + // Update instanced stereo specific data + STDMETHOD_(NvAPI_Status,UpdateInstancedStereoData)(THIS_ __in IUnknown *pDevice, __in const NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS *psSMPAssistInstancedStereoParams) PURE; +////////////////////////////// end of VER1 methods ////////////////////////////////////////// +}; + +typedef ID3DNvSMPAssist_V1 ID3DNvSMPAssist; +#define ID3DNVSMPASSIST_VER1 MAKE_NVAPI_VERSION(ID3DNvSMPAssist_V1, 1) +#define ID3DNVSMPASSIST_VER ID3DNVSMPASSIST_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NV_SMP_ASSIST_INITIALIZE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_TYPE eSMPAssistType; //!< (IN) None/MRS/LMS + NV_SMP_ASSIST_LEVEL eSMPAssistLevel; //!< (IN) Full/Partial/Minimal + NvU32 flags; //!< (IN) Flags, if any + + ID3DNvSMPAssist **ppD3DNvSMPAssist; //!< (OUT) Interface pointer returned by the Init call. Use for future Enable/Disable etc. calls + +} NV_SMP_ASSIST_INITIALIZE_PARAMS_V1; + +#define NV_SMP_ASSIST_INITIALIZE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_INITIALIZE_PARAMS_V1, 1) +#ifndef NV_SMP_ASSIST_INITIALIZE_PARAMS_VER +typedef NV_SMP_ASSIST_INITIALIZE_PARAMS_V1 NV_SMP_ASSIST_INITIALIZE_PARAMS; +#define NV_SMP_ASSIST_INITIALIZE_PARAMS_VER NV_SMP_ASSIST_INITIALIZE_PARAMS_VER1 +#endif + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_InitializeSMPAssist +// +//! DESCRIPTION: Initialize SMP Assist extension. Take the SMPAssist(MRS/LMS) params from the application. +//! Provide the application with a interface pointer for future use. +//! +//! \since Release: 396 +//! \param [in] pDevice Pointer to IUnknown (Currently supports ID3D11Device) +//! \param [inout] pSMPAssistInitParams SMP Assist initialization params +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_OK Call succeeded. +//! \retval ::NVAPI_ERROR Call failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One of the required input arguments was NULL +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_InitializeSMPAssist(__in IUnknown *pDevice, __inout NV_SMP_ASSIST_INITIALIZE_PARAMS *pSMPAssistInitParams); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && defined(__d3d11_h__) +//! \ingroup dx +typedef struct _NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_TYPE eSMPAssistType; //!< (IN) None/MRS/LMS + NV_SMP_ASSIST_LEVEL eSMPAssistLevel; //!< (IN) Full/Partial/Minimal + NvBool bSMPAssistSupported; //!< (OUT) SMP Assist supported or not +} NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1 NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS; +#define NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_VER NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QuerySMPAssistSupport +// +//! DESCRIPTION: Query SMP assist extension support. +//! +//! \since Release: 396 +//! \param [in] pDev Pointer to IUnknown (Currently supports ID3D11Device) +//! \param [out] pQuerySMPAssistSupportParams Pointer to a structure returning requested SMP assist support +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_NOT_SUPPORTED Requested SMP assist is not supported. +//! \retval ::NVAPI_OK Call succeeded. Check value of pQuerySMPAssistSupportParams->bSMPAssistSupported +//! \retval ::NVAPI_INVALID_POINTER pDev or pQuerySMPAssistSupportParams was a NULL pointer +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QuerySMPAssistSupport(__in IUnknown *pDev, __inout NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS *pQuerySMPAssistSupportParams); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get sleep status +//! \ingroup dx +typedef struct _NV_GET_SLEEP_STATUS_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (OUT) Is low latency mode enabled? + NvBool bFsVrr; //!< (OUT) Is fullscreen VRR enabled? + NvBool bCplVsyncOn; //!< (OUT) Is Control Panel overriding VSYNC ON? + NvU32 sleepIntervalUs; //!< (OUT) Latest sleep interval in microseconds. + NvBool bUseGameSleep; //!< (OUT) Is NvAPI_D3D_Sleep() being called? + NvU8 rsvd[121]; //!< (IN) Reserved. Must be set to 0s. +} NV_GET_SLEEP_STATUS_PARAMS_V1; + +typedef NV_GET_SLEEP_STATUS_PARAMS_V1 NV_GET_SLEEP_STATUS_PARAMS; +#define NV_GET_SLEEP_STATUS_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GET_SLEEP_STATUS_PARAMS_V1, 1) +#define NV_GET_SLEEP_STATUS_PARAMS_VER NV_GET_SLEEP_STATUS_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetSleepStatus +// +//! DESCRIPTION: This function can be used to get the latest sleep status: +//! bLowLatencyMode indicates whether low latency mode is currently +//! enabled in the driver. +//! Note that it may not always reflect the previously requested sleep mode, +//! as the feature may not be available on the platform, or the setting has +//! been overridden by the control panel, for example. +//! bFsVrr indicates fullscreen GSYNC or GSYNC Compatible mode. It is valid +//! only when the application is in the foreground. +//! bCplVsyncOn indicates Control Panel VSYNC ON override. +//! +//! \since Release: 455 +//! \param [in] pDev The target device. +//! \param [in] pGetSleepStatusParams Sleep status params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetSleepStatus(__in IUnknown *pDev, __in NV_GET_SLEEP_STATUS_PARAMS *pGetSleepStatusParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to set sleep mode +//! \ingroup dx +typedef struct _NV_SET_SLEEP_MODE_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (IN) Low latency mode enable/disable. + NvBool bLowLatencyBoost; //!< (IN) Request maximum GPU clock frequency regardless of workload. + NvU32 minimumIntervalUs; //!< (IN) Minimum frame interval in microseconds. 0 = no frame rate limit. + NvBool bUseMarkersToOptimize; //!< (IN) Allow latency markers to be used for runtime optimizations. + NvU8 rsvd[31]; //!< (IN) Reserved. Must be set to 0s. +} NV_SET_SLEEP_MODE_PARAMS_V1; + +typedef NV_SET_SLEEP_MODE_PARAMS_V1 NV_SET_SLEEP_MODE_PARAMS; +#define NV_SET_SLEEP_MODE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SET_SLEEP_MODE_PARAMS_V1, 1) +#define NV_SET_SLEEP_MODE_PARAMS_VER NV_SET_SLEEP_MODE_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetSleepMode +// +//! DESCRIPTION: This function can be used to update sleep mode dynamically. +//! The settings are not dependent to each other, meaning low latency mode +//! can be enabled/disabled regardless of whether minimum interval is set or +//! not. The former is to intelligently lower latency without impacting frame +//! rate. The later is to limit frame rate (e.g. minimumIntervalUs = 10000 +//! limits frame rate to 100 FPS). They work well separately and/or together. +//! Note that minimumIntervalUs usage is not limited to lowering latency, so +//! feel free to use it to limit frame rate for menu, cut scenes, etc. +//! Note that low latency mode can be enabled, and/or minimum interval can +//! be set, even without using NvAPI_D3D_Sleep(). However, without it, the +//! sleep to achieve these features would happen at a less optimal point, +//! resulting in higher overall latency. +//! The bLowLatencyBoost will request the GPU run at max clocks even in +//! scenarios where it is idle most of the frame and would normally try +//! to save power. This can decrease latency in CPU-limited scenarios. +//! While this function can be called as often as needed, it is not +//! necessary nor recommended to call this too frequently (e.g. every frame), +//! as the settings persist for the target device. +//! +//! \since Release: 455 +//! \param [in] pDev The target device. +//! \param [in] pSetSleepModeParams Sleep mode params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetSleepMode(__in IUnknown *pDev, __in NV_SET_SLEEP_MODE_PARAMS *pSetSleepModeParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_Sleep +// +//! DESCRIPTION: It is recommended to call this function at the very start of +//! each frame (e.g. before input sampling). If there is a need to sleep, +//! due to frame rate limit and/or low latency features, for example, +//! this call provides an entry point for the driver to sleep at the most +//! optimal spot to achieve the lowest latency. +//! It is recommended to call this function even when low latency mode is +//! disabled and minimum interval is 0. Other features, such as Maximum Frame +//! Rate setting, could be enabled in the control panel to benefit from this. +//! It is OK to start (or stop) using this function at any time. However, +//! when using this function, it must be called exactly once on each frame. +//! If this function is not called, after several frames, the driver would +//! fallback to sleep at its less optimal spot. +//! +//! \since Release: 455 +//! \param [in] pDev The target device. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_Sleep(__in IUnknown *pDev); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to send Reflex Sync data to UMD +//! \ingroup dx +typedef struct _NV_SET_REFLEX_SYNC_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvU32 bEnable:1; //!< (IN) Enable Reflex Sync + NvU32 bDisable:1; //!< (IN) Disable Reflex Sync + NvU32 flagsRsvd:30; //!< (IN) Reserved flag bits. Must be set to 0s. + NvU32 vblankIntervalUs; //!< (IN) Interval between VBLANKs in microseconds. (0 means N/A) + NvS32 timeInQueueUs; //!< (IN) Amount of time in the completed frame queue. Can be negative. (0 means N/A) + NvU32 timeInQueueUsTarget; //!< (IN) Target amount of time in the completed frame queue. (0 means N/A) + NvU8 rsvd[28]; //!< (IN) Reserved. Must be set to 0s. +} NV_SET_REFLEX_SYNC_PARAMS_V1; + +typedef NV_SET_REFLEX_SYNC_PARAMS_V1 NV_SET_REFLEX_SYNC_PARAMS; +#define NV_SET_REFLEX_SYNC_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SET_REFLEX_SYNC_PARAMS_V1, 1) +#define NV_SET_REFLEX_SYNC_PARAMS_VER NV_SET_REFLEX_SYNC_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetReflexSync +// +//! DESCRIPTION: This function can be used to enable/disable Reflex Sync, +//! and to pass in essential data for the Reflex Sync operation. +//! +//! \since Release: 530 +//! \param [in] pDev The target device. +//! \param [in] pSetReflexSyncParams Reflex Sync params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetReflexSync(__in IUnknown *pDev, __in NV_SET_REFLEX_SYNC_PARAMS *pSetReflexSyncParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get latency report. +//! \ingroup dx + +typedef struct _NV_LATENCY_RESULT_PARAMS +{ + NvU32 version; //!< (IN) Structure version + struct FrameReport { + NvU64 frameID; + NvU64 inputSampleTime; + NvU64 simStartTime; + NvU64 simEndTime; + NvU64 renderSubmitStartTime; + NvU64 renderSubmitEndTime; + NvU64 presentStartTime; + NvU64 presentEndTime; + NvU64 driverStartTime; + NvU64 driverEndTime; + NvU64 osRenderQueueStartTime; + NvU64 osRenderQueueEndTime; + NvU64 gpuRenderStartTime; + NvU64 gpuRenderEndTime; + NvU32 gpuActiveRenderTimeUs; //!< (OUT) Difference between gpuRenderStartTime and gpuRenderEndTime, excluding the idles in between, in microseconds. + NvU32 gpuFrameTimeUs; //!< (OUT) Difference between previous and current frame's gpuRenderEndTime, in microseconds. + NvU8 rsvd[120]; + } frameReport[64]; + NvU8 rsvd[32]; +} NV_LATENCY_RESULT_PARAMS_V1; + +typedef NV_LATENCY_RESULT_PARAMS_V1 NV_LATENCY_RESULT_PARAMS; +#define NV_LATENCY_RESULT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_LATENCY_RESULT_PARAMS_V1, 1) +#define NV_LATENCY_RESULT_PARAMS_VER NV_LATENCY_RESULT_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetLatency +// +//! DESCRIPTION: Get a latency report including the timestamps of the +//! application latency markers set with NvAPI_D3D_SetLatencyMarker as well +//! as driver, OS queue and graphics hardware times. Requires calling +//! NvAPI_D3D_SetLatencyMarker with incrementing frameID for valid results. +//! Rendering for at least 90 frames is recommended to properly fill out the +//! structure. The newest completed frame is at the end (element 63) and +//! is preceeded by older frames. If not enough frames are valid then all +//! frames are returned with all zeroes. +//! +//! \since Release: 455 +//! \param [in] pDev The target device +//! \param [in] pGetLatencyParams The latency result structure. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetLatency(__in IUnknown *pDev, __out NV_LATENCY_RESULT_PARAMS *pGetLatencyParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used define latency marker type +//! \ingroup dx +typedef enum +{ + SIMULATION_START = 0, + SIMULATION_END = 1, + RENDERSUBMIT_START = 2, + RENDERSUBMIT_END = 3, + PRESENT_START = 4, + PRESENT_END = 5, + INPUT_SAMPLE = 6, + TRIGGER_FLASH = 7, + PC_LATENCY_PING = 8, + OUT_OF_BAND_RENDERSUBMIT_START = 9, + OUT_OF_BAND_RENDERSUBMIT_END = 10, + OUT_OF_BAND_PRESENT_START = 11, + OUT_OF_BAND_PRESENT_END = 12, +} NV_LATENCY_MARKER_TYPE; + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used set latency markers +//! \ingroup dx +typedef struct _NV_LATENCY_MARKER_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvU64 frameID; + NV_LATENCY_MARKER_TYPE markerType; + NvU64 rsvd0; + NvU8 rsvd[56]; +} NV_LATENCY_MARKER_PARAMS_V1; + +typedef NV_LATENCY_MARKER_PARAMS_V1 NV_LATENCY_MARKER_PARAMS; +#define NV_LATENCY_MARKER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_LATENCY_MARKER_PARAMS_V1, 1) +#define NV_LATENCY_MARKER_PARAMS_VER NV_LATENCY_MARKER_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetLatencyMarker +// +//! DESCRIPTION: Set a latency marker to be tracked by the +//! NvAPI_D3D_GetLatency function. SIMULATION_START must be the first marker +//! sent in a frame, after the previous frame's Sleep call (if used). +//! INPUT_SAMPLE may be sent to record the moment user input was sampled and +//! should come between SIMULATION_START and SIMULATION_END. +//! RENDERSUBMIT_START should come before any Direct3D calls are made for +//! the given frame and RENDERSUBMIT_END should come before calling Present. +//! PRESENT_START and END should wrap the Present call to inform the driver +//! of a present block done by the OS before the driver receives the Present. +//! TRIGGER_FLASH tells the driver to render its flash indicator for latency +//! testing, typically driven by a mouse click. +//! The frameID can start at an abitrary moment in the application lifetime +//! but must strictly increment from that point forward for consistent results. +//! +//! \since Release: 455 +//! \param [in] pDev Pointer to the target device +//! \param [in] pSetLatencyMarkerParams Pointer to the latency marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetLatencyMarker(__in IUnknown *pDev, __in NV_LATENCY_MARKER_PARAMS* pSetLatencyMarkerParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used in NvAPI_D3D12_SetAsyncFrameMarker and NvAPI_D3D11_SetAsyncFrameMarker +//! \ingroup dx +typedef struct _NV_ASYNC_FRAME_MARKER_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NvU64 frameID; + NV_LATENCY_MARKER_TYPE markerType; + NvU64 presentFrameID; + NvU8 rsvd[56]; +} NV_ASYNC_FRAME_MARKER_PARAMS_V1; + +typedef NV_ASYNC_FRAME_MARKER_PARAMS_V1 NV_ASYNC_FRAME_MARKER_PARAMS; +#define NV_ASYNC_FRAME_MARKER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_ASYNC_FRAME_MARKER_PARAMS_V1, 1) +#define NV_ASYNC_FRAME_MARKER_PARAMS_VER NV_ASYNC_FRAME_MARKER_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetAsyncFrameMarker +// +//! DESCRIPTION: Set an async frame marker for present and out-of-band render tracking. +//! +//! \since Release: 520 +//! \param [in] pCommandQueue Pointer to the D3D12CommandQueue +//! \param [in] pSetAsyncFrameMarkerParams Pointer to the async frame marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetAsyncFrameMarker(__in ID3D12CommandQueue *pCommandQueue, __in NV_ASYNC_FRAME_MARKER_PARAMS* pSetAsyncFrameMarkerParams); +#endif //defined(__cplusplus) && (defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetAsyncFrameMarker +// +//! DESCRIPTION: Set an async frame marker for present and out-of-band render tracking. +//! +//! \since Release: 565 +//! \param [in] pDevice Pointer to the target device +//! \param [in] pSetAsyncFrameMarkerParams Pointer to the async frame marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetAsyncFrameMarker(__in IUnknown *pDevice, __in NV_ASYNC_FRAME_MARKER_PARAMS* pSetAsyncFrameMarkerParams); +#endif //defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used in NvAPI_D3D12_NotifyOutOfBandCommandQueue +//! \ingroup dx +typedef enum +{ + OUT_OF_BAND_RENDER = 0, + OUT_OF_BAND_PRESENT = 1, + OUT_OF_BAND_IGNORE = 2, +} NV_OUT_OF_BAND_CQ_TYPE; + +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_NotifyOutOfBandCommandQueue +// +//! DESCRIPTION: Notifies the driver that this command queue runs out of band +//! from the application's frame cadence. +//! +//! \since Release: 520 +//! \param [in] pCommandQueue The D3D12CommandQueue +//! \param [in] cqType The type of out of band command queue +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_NotifyOutOfBandCommandQueue(__in ID3D12CommandQueue *pCommandQueue, __in NV_OUT_OF_BAND_CQ_TYPE cqType); +#endif //defined(__cplusplus) && defined(__d3d12_h__)) + + +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetCreateCommandQueueLowLatencyHint +// +//! DESCRIPTION: Reserved call. +//! +//! \since Release: 530 +//! \param [in] pDevice The creating device +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetCreateCommandQueueLowLatencyHint(__in ID3D12Device *pDevice); +#endif //defined(__cplusplus) && defined(__d3d12_h__)) + +#if defined (__cplusplus) && defined(__d3d12_h__) + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +typedef struct NVAPI_D3D12_CREATE_CUBIN_SHADER_PARAMS +{ + size_t structSizeIn; //!< [in] Caller's version of input params + size_t structSizeOut; //!< [out] Driver's version of input params + + ID3D12Device* pDevice; //!< [in] pointer to ID3D12Device object + const void* pCubin; //!< [in] pointer to blob containing the cubin + NvU32 size; //!< [in] size of pCubin blob in bytes + NvU32 blockX; //!< [in] size of CTA / thread block/group + NvU32 blockY; //!< [in] + NvU32 blockZ; //!< [in] + NvU32 dynSharedMemBytes; //!< [in] dynamic shared memory required by the shader in bytes + const char* pShaderName; //!< [in] pointer to shader name, acts as identifier for SLI special handling, doesn't need to be accurate + NvU32 flags; //!< [in] reserved, set to 0 + NVDX_ObjectHandle hShader; //!< [out] variable that receives the handle to the created shader. + +} NVAPI_D3D12_CREATE_CUBIN_SHADER_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShaderExV2(__inout NVAPI_D3D12_CREATE_CUBIN_SHADER_PARAMS* pParams); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShader(__in ID3D12Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShaderEx(__in ID3D12Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in NvU32 dynSharedMemBytes, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShaderWithName(__in ID3D12Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_LaunchCubinShader(__in ID3D12GraphicsCommandList* pCommandList, + __in NVDX_ObjectHandle hShader, + __in NvU32 gridX, + __in NvU32 gridY, + __in NvU32 gridZ, + __in const void* pParams, + __in NvU32 paramSize); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_DestroyCubinComputeShader(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hShader); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +#if defined(__d3d12_h__) +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct NVAPI_D3D12_GET_CUDA_MERGED_TEXTURE_SAMPLER_OBJECT_PARAMS +{ + size_t structSizeIn; //!< [in] Caller's version of input params + size_t structSizeOut; //!< [out] Driver's version of input params + + ID3D12Device* pDevice; //!< [in] pointer to ID3D12Device object + D3D12_CPU_DESCRIPTOR_HANDLE texDesc; //!< [in] CPU descriptor handle of the texture (SRV) + D3D12_CPU_DESCRIPTOR_HANDLE smpDesc; //!< [in] CPU descriptor handle of the sampler (set to 0 if sampler isn't required) + NvU64 textureHandle; //!< [out] A variable that receives the driver handle + +} NVAPI_D3D12_GET_CUDA_MERGED_TEXTURE_SAMPLER_OBJECT_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_GetCudaMergedTextureSamplerObject(__inout NVAPI_D3D12_GET_CUDA_MERGED_TEXTURE_SAMPLER_OBJECT_PARAMS* pParams); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +typedef enum _NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TYPE +{ + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_SURFACE = 0, + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TEXTURE = 1, + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_SAMPLER = 2, + +} NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TYPE; + +typedef struct NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_PARAMS +{ + size_t structSizeIn; //!< [in] Caller's version of input params + size_t structSizeOut; //!< [out] Driver's version of input params + + ID3D12Device* pDevice; //!< [in] Pointer to ID3D12Device object + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TYPE type; //!< [in] Type of the descriptor + D3D12_CPU_DESCRIPTOR_HANDLE desc; //!< [in] CPU descriptor handle of the UAV + NvU64 handle; //!< [out] A pointer to memory that receives the driver handle + +} NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_GetCudaIndependentDescriptorObject(__inout NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_PARAMS* pParams); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_GetCudaTextureObject(__in ID3D12Device* pDevice, + __in D3D12_CPU_DESCRIPTOR_HANDLE texDesc, + __in D3D12_CPU_DESCRIPTOR_HANDLE smpDesc, + __out NvU32* pTextureHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_GetCudaSurfaceObject(__in ID3D12Device* pDevice, + __in D3D12_CPU_DESCRIPTOR_HANDLE uavDesc, + __out NvU32* pSurfaceHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_IsFatbinPTXSupported(__in ID3D12Device *pDevice, + __out bool *pSupported); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCuModule(__in ID3D12Device* pDevice, + __in const void* pBlob, + __in NvU32 size, + __out NVDX_ObjectHandle* phModule); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_EnumFunctionsInModule(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hModule, + __inout NvU32* pArraySize, + __out const char** const pFunctionNames); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCuFunction(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hModule, + __in const char* pName, + __out NVDX_ObjectHandle* phFunction); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NVAPI_DIM3 +{ + NvU32 x; + NvU32 y; + NvU32 z; +} NVAPI_DIM3; + +typedef struct _NVAPI_CU_KERNEL_LAUNCH_PARAMS +{ + NVDX_ObjectHandle hFunction; + NVAPI_DIM3 gridDim; + NVAPI_DIM3 blockDim; + NvU32 dynSharedMemBytes; + void const * pParams; + NvU32 paramSize; +} NVAPI_CU_KERNEL_LAUNCH_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_LaunchCuKernelChain(__in ID3D12GraphicsCommandList* pCommandList, + __in const NVAPI_CU_KERNEL_LAUNCH_PARAMS* pKernels, + __in NvU32 numKernels); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NVAPI_CU_KERNEL_LAUNCH_PARAMS_EX +{ + NVDX_ObjectHandle hFunction; + NVAPI_DIM3 gridDim; + NVAPI_DIM3 blockDim; + NvU32 dynSharedMemBytes; + + // either pParams/paramsSize is used or kernelParams is used + void const * pParams; + NvU32 paramSize; + void **kernelParams; +} NVAPI_CU_KERNEL_LAUNCH_PARAMS_EX; + +NVAPI_INTERFACE NvAPI_D3D12_LaunchCuKernelChainEx(__in ID3D12GraphicsCommandList* pCommandList, + __in const NVAPI_CU_KERNEL_LAUNCH_PARAMS_EX* pKernels, + __in NvU32 numKernels); + + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_DestroyCuModule(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hModule); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_DestroyCuFunction(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hFunction); +#endif //if defined (__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d11_h__) + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateCubinComputeShader(__in ID3D11Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateCubinComputeShaderEx(__in ID3D11Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in NvU32 dynSharedMemBytes, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateCubinComputeShaderWithName(__in ID3D11Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_LaunchCubinShader(__in ID3D11DeviceContext *pDeviceContext, + __in NVDX_ObjectHandle hShader, + __in NvU32 gridX, + __in NvU32 gridY, + __in NvU32 gridZ, + __in const void* pParams, + __in NvU32 paramSize, + __in const NVDX_ObjectHandle* pReadResources, + __in NvU32 numReadResources, + __in const NVDX_ObjectHandle* pWriteResources, + __in NvU32 numWriteResources); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_DestroyCubinComputeShader(__in ID3D11Device* pDevice, + __in NVDX_ObjectHandle hShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_IsFatbinPTXSupported(__in ID3D11Device *pDevice, + __out bool *pSupported); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateUnorderedAccessView(__in ID3D11Device* pDevice, + __in ID3D11Resource* pResource, + __in const D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc, + __out ID3D11UnorderedAccessView** ppUAV, + __out NvU32* pDriverHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateShaderResourceView(__in ID3D11Device* pDevice, + __in ID3D11Resource* pResource, + __in const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc, + __out ID3D11ShaderResourceView** ppSRV, + __out NvU32* pDriverHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateSamplerState(__in ID3D11Device* pDevice, + __in const D3D11_SAMPLER_DESC* pSamplerDesc, + __out ID3D11SamplerState** ppSamplerState, + __out NvU32* pDriverHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_GetCudaTextureObject(__in ID3D11Device* pDevice, + __in NvU32 srvDriverHandle, + __in NvU32 samplerDriverHandle, + __out NvU32* pCudaTextureHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_GetResourceGPUVirtualAddress(__in ID3D11Device* pDevice, + __in const NVDX_ObjectHandle hResource, + __out NvU64* pGpuVA); +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined(__cplusplus) && defined(__d3d12_h__) +//! Flags specifying raytracing thread reordering hardware support. +//! Additional flags will be added as support becomes available. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS +{ + NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAP_NONE = 0x0, //!< Thread reordering acts as a no-op + NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAP_STANDARD = NV_BIT(0) //!< Standard thread reordering is supported +} NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS; + +//! Flags specifying raytracing Opacity Micromap support. +//! Additional flags will be added as support becomes available. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAPS +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAP_NONE = 0x0, //!< Opacity Micromap support is not available. + //!< The application must not attempt to use any OMM entrypoints or flags. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAP_STANDARD = NV_BIT(0) //!< Standard Opacity Micromap support is available +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAPS; + +//! Flags specifying raytracing Displacement Micromap support. +//! Additional flags will be added as support becomes available. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAPS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAP_NONE = 0x0, //!< Displacement Micromap support is not available. + //!< The application must not attempt to use any DMM entrypoints or flags. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAP_STANDARD = NV_BIT(0) //!< Standard Displacement Micromap support is available +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAPS; + +//! List of Raytracing CAPS types that can be queried. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_CAPS_TYPE +{ + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_THREAD_REORDERING = 0, + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_OPACITY_MICROMAP = 1, + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_DISPLACEMENT_MICROMAP = 2, + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_INVALID = -1 +} NVAPI_D3D12_RAYTRACING_CAPS_TYPE; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingCaps +// +//! DESCRIPTION: Query raytracing capabilities of a device. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Pointer to the device on which raytracing caps should be queried from. +//! \param [in] type Raytracing caps type requested. (ex: NVAPI_D3D12_RAYTRACING_CAPS_TYPE_THREAD_REORDERING) +//! \param [out] pData Pointer to memory that receives caps. (ex: NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS*) +//! \param [in] dataSize Size in bytes to return to pData. Must match the size of the caps data requested. (ex: sizeof(NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS)) +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as an argument +//! \retval ::NVAPI_INVALID_ARGUMENT At least one of the arguments are invalid +//! \retval ::NVAPI_ERROR Error occurred +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingCaps( + __in ID3D12Device* pDevice, + __in NVAPI_D3D12_RAYTRACING_CAPS_TYPE type, + __out void* pData, + __in size_t dataSize); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Flags specifying validation behaviour for raytracing operations. +//! \ingroup dx +//! See NvAPI_D3D12_EnableRaytracingValidation +typedef enum _NVAPI_D3D12_RAYTRACING_VALIDATION_FLAGS +{ + NVAPI_D3D12_RAYTRACING_VALIDATION_FLAG_NONE = 0x0, //!< No validation flags. +} NVAPI_D3D12_RAYTRACING_VALIDATION_FLAGS; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EnableRaytracingValidation +// +//! DESCRIPTION: Enable raytracing validation for a device. +//! This function must be called before any other raytracing-related function +//! is invoked on the device. Raytracing validation can only be enabled when +//! the NV_ALLOW_RAYTRACING_VALIDATION envvar is set to 1. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device on which raytracing validation should be enabled. +//! \param [in] flags Raytracing validation flags. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as device argument +//! \retval ::NVAPI_INVALID_ARGUMENT An unsupported flag was specified +//! \retval ::NVAPI_INVALID_CALL The call was made too late (other raytracing-related calls have already been made) +//! \retval ::NVAPI_ACCESS_DENIED Validation is not allowed by envvar +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_EnableRaytracingValidation( + __in ID3D12Device5* pDevice, + __in NVAPI_D3D12_RAYTRACING_VALIDATION_FLAGS flags); + + + +//! Severity classification of validation messages. +//! \ingroup dx +//! See NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_CALLBACK +typedef enum _NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY +{ + NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY_ERROR = 0x0, //!< Error message (indicates likely bug) + NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY_WARNING = 0x1 //!< Warning message (indicates inadvisable usage or possible bug) +} NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY; + +//! Callback for raytracing validation messages. +//! \param [in] pUserData User data pointer as provided to callback registration. +//! \param [in] severity Severity of message. +//! \param [in] messageCode Type of reported validation message. +//! \param [in] message Human-readable description of what the message code means. +//! \param [in] messageDetails Additional human-readable context for validation message. May contain newlines. +//! \ingroup dx +//! See NvAPI_D3D12_RegisterRaytracingValidationMessageCallback +typedef void(__stdcall *NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_CALLBACK)(void* pUserData, NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY severity, const char* messageCode, const char* message, const char* messageDetails); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RegisterRaytracingValidationMessageCallback +// +//! DESCRIPTION: Register a message callback for raytracing validation messages. +//! The provided callback may be invoked by the driver using any thread at any time until the callback is unregistered. +//! It is invalid to register/unregister callbacks from within the callback. +//! It is invalid to create or destroy objects for the device or record commands onto command lists from within the callback. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device from which to obtain raytracing validation messages. +//! \param [in] pfnMessageCallback Callback used to report validation messages. +//! \param [in] pUserData [optional] User data to pass as argument to message callback. +//! \param [out] pHandle Handle that may be used to unregister the callback. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as an argument +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RegisterRaytracingValidationMessageCallback( + __in ID3D12Device5* pDevice, + __in NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_CALLBACK pfnMessageCallback, + __in_opt void* pUserData, + __out void** pHandle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_UnregisterRaytracingValidationMessageCallback +// +//! DESCRIPTION: Unregister a previously registered message callback for raytracing validation messages. +//! The provided callback will not be invoked once the unregister call has returned. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device from which to stop obtaining raytracing validation messages. +//! \param [in] handle Handle to which callback should be unregistered, obtained at registration. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as device argument +//! \retval ::NVAPI_INVALID_ARGUMENT Callback handle not recognized +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_UnregisterRaytracingValidationMessageCallback( + __in ID3D12Device5* pDevice, + __in void* handle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_FlushRaytracingValidationMessages +// +//! DESCRIPTION: Flush any validation messages that have not yet been reported. +//! This guarantees that any validation messages for work which is known to be complete on the GPU +//! at the time of the call are reported to registered callbacks. +//! This operation is lightweight if the flushed device does not have raytracing validation enabled. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device on which raytracing validation messages should be flushed. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as device argument +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_FlushRaytracingValidationMessages( + __in ID3D12Device5* pDevice); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +// Types used by both device and command list functions. + +//! Flags specifying building instructions and hints when constructing a DMM Array. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAGS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_NONE = 0x0, //!< No options specified for the DMM Array build. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE = NV_BIT(0), //!< Allow the DMM Array build to take a little longer in order to optimize for traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD = NV_BIT(1) //!< Spend as little time as possible on the DMM Array build with some potential loss to traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAGS; + +//! Specifies the input Displacement Micromap formats. +//! The DC1 (Displacement Compression 1) format follows the space-filling curve in barycentric space over the uniformly tessellated micro-triangles. +//! +//! \note This is a 16-bit value when used in #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT_DC1_64_TRIS_64_BYTES = 0x1, //!< 64 micro-triangles packed into 64 bytes + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT_DC1_256_TRIS_128_BYTES = 0x2, //!< 256 micro-triangles packed into 128 bytes + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT_DC1_1024_TRIS_128_BYTES = 0x3, //!< 1024 micro-triangles packed into 128 bytes + +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT; + +//! Number of DMMs of a specific configuration in a DMM Array or BLAS build. +//! Used to compute conservative buffer size estimates for DMM Array and BLAS builds. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT +{ + NvU32 count; //!< For DMM Array builds: total number of DMMs in the DMM Array with the particular \p subdivisionLevel and \p format specified in this descriptor. + //!< For BLAS builds: total number of DMMs with the \p subdivisionLevel and \p format combination that is referenced from the BLAS. + NvU32 subdivisionLevel; //!< Number of subdivisions for the DMM; valid inputs are [0, 5] (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT format; //!< Displacement Micromap format. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT; + +//! Describes one Displacement Micromap. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC +{ + NvU32 byteOffset; //!< Byte offset from the \c inputBuffer, specified in the input structure #NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS, to where the input DMM data is located. + NvU16 subdivisionLevel; //!< Number of subdivisions for the DMM; valid inputs are [0, 5] (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NvU16 format; //!< Format of the DMM of type #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC; + +//! Input structure to DMM Array construction. +//! Individual DMMs are accessed via indices when used in bottom-level acceleration structure (BLAS) construction. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAGS flags; //!< Flags which apply to all DMMs in the array. + NvU32 numDMMUsageCounts; //!< Number of DMM usage count entries in the \p pDMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT* pDMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the DMM entries in the build. + D3D12_GPU_VIRTUAL_ADDRESS inputBuffer; //!< Address for raw DMM input data; it must be 256-byte aligned (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT) + //!< It is recommended to try to organize DMMs together in memory that are expected to be used close together spatially. + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE perDMMDescs; //!< GPU array with one #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC entry per DMM. +} NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS; + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Conservative memory requirements for building a DMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO +{ + NvU64 resultDataMaxSizeInBytes; //!< Size required to hold the result of a DMM Array build based on the specified inputs. + NvU64 scratchDataSizeInBytes; //!< Scratch storage on GPU required during DMM Array build based on the specified inputs. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO; + +//! Parameters given to NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS* pDesc; //!< [in] Description of the DMM Array build. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO* pInfo; //!< [out] Result of the query. +} NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1; +#define NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS; +#define NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo +// +//! DESCRIPTION: Query conservative memory requirements for building a DMM (Displacement Micromap) Array. +//! The returned size is conservative for DMM Array builds containing +//! a lower or equal number of entries for each resolution and format combination. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pDevice Device on which the DMM Array will be built. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo( + __in ID3D12Device5* pDevice, + __inout NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +// Types used by both device and command list functions. + +//! Flags specifying building instructions and hints when constructing an OMM Array. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAGS +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_NONE = 0x0, //!< No options specified for the OMM Array build. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE = NV_BIT(0), //!< Allow the OMM Array build to take a little longer in order to optimize for traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD = NV_BIT(1) //!< Spend as little time as possible on the OMM Array build with some potential loss to traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAGS; + +//! Specifies the input Opacity Micromap formats. +//! The OC1 (Opacity Compression 1) format follows the space-filling curve in barycentric space over the uniformly tessellated micro-triangles. +//! +//! \note This is a 16-bit value when used in #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT_OC1_2_STATE = 0x1, //!< 2-state (Transparent/Opaque) format. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT_OC1_4_STATE = 0x2 //!< 4-state (Transparent/Opaque, Known/Unknown) format. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT; + +//! Number of OMMs of a specific configuration in an OMM Array. +//! Used to compute conservative buffer size estimates for OMM Array builds. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT +{ + NvU32 count; //!< Total number of OMMs in the OMM Array with the particular \p subdivisionLevel and \p format specified in this descriptor. + NvU32 subdivisionLevel; //!< Number of subdivisions for the OMM; valid inputs are [0, 12] (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_OC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT format; //!< Opacity Micromap format. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT; + +//! Describes one Opacity Micromap. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC +{ + NvU32 byteOffset; //!< Byte offset from the \c inputBuffer, specified in the input structure #NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS, to where the input OMM data is located. + NvU16 subdivisionLevel; //!< Number of subdivisions for the OMM; valid inputs are [0, 12] (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_OC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NvU16 format; //!< Format of the OMM of type #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC; + +//! Input structure to OMM Array construction. +//! Individual OMMs are accessed via indices when used in bottom-level acceleration structure (BLAS) construction. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAGS flags; //!< Flags which apply to all OMMs in the array. + NvU32 numOMMUsageCounts; //!< Number of OMM usage count entries in the \p pOMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT* pOMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the OMM entries in the build. + D3D12_GPU_VIRTUAL_ADDRESS inputBuffer; //!< Address for raw OMM input data; it must be 256-byte aligned. + //!< It is recommended to try to organize OMMs together in memory that are expected to be used close together spatially. + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE perOMMDescs; //!< GPU array with one #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC entry per OMM. +} NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS; + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Conservative memory requirements for building an OMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO +{ + NvU64 resultDataMaxSizeInBytes; //!< Size required to hold the result of an OMM Array build based on the specified inputs. + NvU64 scratchDataSizeInBytes; //!< Scratch storage on GPU required during OMM Array build based on the specified inputs. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO; + +//! Parameters given to NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS* pDesc; //!< [in] Description of the OMM Array build. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO* pInfo; //!< [out] Result of the query. +} NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1; +#define NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS; +#define NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo +// +//! DESCRIPTION: Query conservative memory requirements for building an OMM (Opacity Micromap) Array. +//! The returned size is conservative for OMM Array builds containing +//! a lower or equal number of entries for each resolution and format combination. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the OMM Array will be built. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo( + __in ID3D12Device5* pDevice, + __inout NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Pipeline creation state flags. +//! Support should only be enabled for the specific features that are present, since they may incur a small penalty on traversal performance overall. +//! If the pipeline is not created with the correct primitive support, and that primitive type is encountered during traversal, behavior is undefined. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS +{ + NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS_NONE = 0, //!< [in] No pipeline flags. + NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS_ENABLE_OMM_SUPPORT = NV_BIT(0), //!< [in] Change whether raytracing pipelines are created with support for Opacity Micromaps. + NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS_ENABLE_DMM_SUPPORT = NV_BIT(1), //!< [in] Change whether raytracing pipelines are created with support for Displacement Micromaps. +} NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS; + +//! State used when creating new pipelines. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER. + NvU32 flags; //!< [in] A bitwise OR of one or more #NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS flags for raytracing pipeline creation. +} NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1; +#define NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1, 1) +typedef NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1 NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS; +#define NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetCreatePipelineStateOptions +// +//! DESCRIPTION: Globally change the state affecting pipeline creations. +//! This affects all pipelines created after this call, and until this function is called again. +//! +//! \note Only supported on GPUs capable of DXR. +//! Some of the flags and fields have further restrictions, in which case their description will include a note with more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the pipelines will be created. +//! \param [in] pState State to be applied to all future pipeline creations. + +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetCreatePipelineStateOptions( + __in ID3D12Device5* pDevice, + __in const NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS* pState); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Type of serialized data. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX +{ + // D3D12_SERIALIZED_DATA_TYPE flags + NVAPI_D3D12_SERIALIZED_DATA_RAYTRACING_ACCELERATION_STRUCTURE_EX = 0x0, //!< Serialized data contains a raytracing acceleration structure. + //!< Starting from offset 0, the first bytes of the serialized acceleration structure can be reinterpreted as \c D3D12_SERIALIZED_RAYTRACING_ACCELERATION_STRUCTURE_HEADER. + //!< That structure contains the identifier to be passed along to NvAPI_D3D12_CheckDriverMatchingIdentifierEx(). + + // NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX specific flags + NVAPI_D3D12_SERIALIZED_DATA_RAYTRACING_OPACITY_MICROMAP_ARRAY_EX = 0x1, //!< Data blob contains an OMM Array. + //!< Starting from offset 0, the first bytes of the OMM Array can be reinterpreted as \c D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER. + NVAPI_D3D12_SERIALIZED_DATA_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_EX = 0x2, //!< Data blob contains a DMM Array. + //!< Starting from offset 0, the first bytes of the DMM Array can be reinterpreted as \c D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER. + +} NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX; + +//! Parameters given to NvAPI_D3D12_CheckDriverMatchingIdentifierEx(). +//! +//! \ingroup dx +typedef struct _NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER. + NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX serializedDataType; //!< [in] Type of data to be deserialized; see #NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX. + const D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER* pIdentifierToCheck; //!< [in] Identifier from the header of the serialized data to check with the driver; see \c D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER. + //!< Information about how to retrieve that identifier can be found in the description of each #NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX enum. + D3D12_DRIVER_MATCHING_IDENTIFIER_STATUS checkStatus; //!< [out] Result of the check; see \c D3D12_DRIVER_MATCHING_IDENTIFIER_STATUS. +} NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1; +#define NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1, 1) +typedef NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1 NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS; +#define NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CheckDriverMatchingIdentifierEx +// +//! DESCRIPTION: This function is an extension of ID3D12Device5::CheckDriverMatchingIdentifier() with additional serialized data types. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the data will be deserialized. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CheckDriverMatchingIdentifierEx( + __in ID3D12Device5* pDevice, + __inout NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! This enum extends \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS with modified and additional values. +//! Only modified/new values are fully described; for more information on the other values, please check Microsoft's DirectX Raytracing Specification. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX +{ + // D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS flags + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_NONE_EX = 0x0, //!< No options specified for the acceleration structure build. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_UPDATE_EX = NV_BIT(0), //!< Allow the acceleration structure to later be updated (via the flag #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PERFORM_UPDATE_EX), rather than always requiring a full rebuild. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_COMPACTION_EX = NV_BIT(1), //!< Allow for the acceleration structure to later be compacted. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_TRACE_EX = NV_BIT(2), //!< Favorize higher raytracing performance at the cost of longer build times. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_BUILD_EX = NV_BIT(3), //!< Favorize faster build times at the cost of lower raytracing performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_MINIMIZE_MEMORY_EX = NV_BIT(4), //!< Minimize the memory footprint of the produced acceleration structure, potentially at the cost of longer build time or lower raytracing performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PERFORM_UPDATE_EX = NV_BIT(5), //!< Instead of rebuilding the acceleration structure from scratch, the existing acceleration structure will be updated. + //!< Added behaviour: If #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_UPDATE_EX is specified, OMM references may be changed along with positions when an update is performed. + + // NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX specific flags + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_UPDATE_EX = NV_BIT(6), //!< The acceleration structure (AS) supports updating OMM contents (base OMM Array and/or indices). + //!< Specifying this flag may result in larger AS size and may reduce traversal performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_DISABLE_OMMS_EX = NV_BIT(7), //!< Only applicable for BLAS builds. If enabled, any instances referencing this BLAS are allowed to disable the OMM test through the #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX flag. + //!< Specifying this build flag may result in some reductions in traversal performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_OPACITY_STATES_UPDATE_EX = NV_BIT(8), //!< The acceleration structure (AS) supports updating OMM data (encoded opacity values). + //!< Specifying this flag may reduce traversal performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_DATA_ACCESS_EX = NV_BIT(9), //!< Allows triangle and micro-triangle data to be accessed through the BLAS via shader intrinsics. + +} NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX; + +//! This enum extends \c D3D12_RAYTRACING_GEOMETRY_TYPE with additional values. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX +{ + // D3D12_RAYTRACING_GEOMETRY_TYPE flags + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_TRIANGLES_EX = 0x0, //!< This geometry is made of basic triangles. + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_PROCEDURAL_PRIMITIVE_AABBS_EX = 0x1, //!< This geometry is made of axis-aligned bounding boxes (AABBs). + + // NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX specific flags + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_OMM_TRIANGLES_EX = 0x2, //!< Shares most fields with the basic triangle geometry type, but allows an OMM Array to be attached to the geometry. + //!< The basic triangle type and this OMM-enabled type geometries may be mixed in the same BLAS build. + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_DMM_TRIANGLES_EX = 0x3, //!< Triangle geometry with attached DMM data. + //!< This geometry cannot be mixed with other geometry types in the same BLAS. + +} NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX; + +//! If a triangle has a uniform OMM state in a BLAS build, it is preferable to signal this explicitly rather than attaching a single state OMM. +//! This can be accomplished by supplying these special indices as entries in \c opacityMicromapIndexBuffer, in #NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_TRANSPARENT = -1, //!< Uniform transparent OMM state. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_OPAQUE = -2, //!< Uniform opaque OMM state. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_UNKNOWN_TRANSPARENT = -3, //!< Uniform unknown-transparent OMM state. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_UNKNOWN_OPAQUE = -4 //!< Uniform unknown-opaque OMM state. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX; + +//! Geometry descriptor attachment with Opacity Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_ATTACHMENT_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE opacityMicromapIndexBuffer; //!< Optional buffer specifying which OMM index to use for each triangle; if \c NULL, there is a 1:1 mapping between input triangles and OMM Array entries. + //!< Special values can be used to encode OMMs with uniform state for individual triangles (see #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX). + //!< For BLAS updates, this input buffer must match that of the original build if the #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_UPDATE_EX build flag is not set. + DXGI_FORMAT opacityMicromapIndexFormat; //!< Format of \c opacityMicromapIndexBuffer, either \c DXGI_FORMAT_R32_UINT or \c DXGI_FORMAT_R16_UINT. + NvU32 opacityMicromapBaseLocation; //!< Constant added to all non-negative OMM indices in \p opacityMicromapIndexBuffer. + D3D12_GPU_VIRTUAL_ADDRESS opacityMicromapArray; //!< Pointer to an OMM Array used by this geometry; it may be set to \c NULL if no non-uniform OMMs are used. + //!< Unlike vertex, index, and transform buffers, this resource is dereferenced during raytracing. + + NvU32 numOMMUsageCounts; //!< Number of OMM usage count entries in the \p pOMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT* pOMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the OMM entries referred-to by the OMM index buffer specified by this geometry. + +} NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_ATTACHMENT_DESC; + +//! The edge vA..vB is decimated: after subdivision the number of micro-triangles on that edge is halved. +//! (i.e. the neighboring primitive can have a lower subdivision level without introducing cracks) +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAGS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAG_DECIMATE_01 = NV_BIT(0), + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAG_DECIMATE_12 = NV_BIT(1), + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAG_DECIMATE_20 = NV_BIT(2), + +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAGS; + +//! Geometry descriptor attachment with Displacement Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_ATTACHMENT_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE triangleMicromapIndexBuffer; //!< Optional buffer specifying which DMM index to use for each triangle; if \c NULL, there is a 1:1 mapping between input triangles and DMM Array entries. + //!< For BLAS updates, this input buffer must match that of the original build. + DXGI_FORMAT triangleMicromapIndexFormat; //!< Format of \c displacementMicromapIndexBuffer, either \c DXGI_FORMAT_R32_UINT or \c DXGI_FORMAT_R16_UINT. + NvU32 triangleMicromapBaseLocation; //!< Constant added to all DMM indices in \p displacementMicromapIndexBuffer. + + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE trianglePrimitiveFlagsBuffer; //!< Optional, per-triangle UINT8 mode flags (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAGS) + + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE vertexBiasAndScaleBuffer; //!< Optional displacement base vertex bias and displacement vector scale buffer. If not supplied, bias defaults to 0 and scale to 1. + DXGI_FORMAT vertexBiasAndScaleFormat; //!< Format of \c displacementBiasAndScaleBuffer. Supported formats are \c DXGI_FORMAT_R16G16_FLOAT and \c DXGI_FORMAT_R32G32_FLOAT + + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE vertexDisplacementVectorBuffer; //!< Per-vertex displacement vector buffer. This buffer is indexed using the index buffer from the base triangle geometry. + DXGI_FORMAT vertexDisplacementVectorFormat; //!< Format of \c displacementVectorBuffer. Supported formats are \c DXGI_FORMAT_R32G32B32_FLOAT, \c DXGI_FORMAT_R32G32B32A32_FLOAT, and \c DXGI_FORMAT_R16G16B16A16_FLOAT (The Alpha channel is ignored, and stride can be set accordingly). + + D3D12_GPU_VIRTUAL_ADDRESS displacementMicromapArray; //!< Pointer to a DMM Array used by this geometry. + //!< Unlike vertex, index, and transform buffers, this resource is dereferenced during raytracing. + + NvU32 numDMMUsageCounts; //!< Number of DMM usage count entries in the \p pDMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT* pDMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the DMM entries referred-to by the DMM index buffer specified by this geometry. + +} NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_ATTACHMENT_DESC; + +//! Geometry triangle descriptor with attached augmented Displacement Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_TRIANGLES_DESC +{ + D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC triangles; //!< Triangle mesh descriptor. + NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_ATTACHMENT_DESC dmmAttachment; //!< Displacement Micromap attachment descriptor. +} NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_TRIANGLES_DESC; + +//! Geometry triangle descriptor with attached augmented Opacity Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC +{ + D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC triangles; //!< Triangle mesh descriptor. + NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_ATTACHMENT_DESC ommAttachment; //!< Opacity Micromap attachment descriptor. +} NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC; + + +//! This structure extends \c D3D12_RAYTRACING_GEOMETRY_DESC by supporting additional geometry types. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX +{ + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX type; //!< The type of geometry stored in the union of this structure. + D3D12_RAYTRACING_GEOMETRY_FLAGS flags; //!< Flags affecting how this geometry is processed by the raytracing pipeline. + union + { + D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC triangles; //!< Describes triangle geometry if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_TRIANGLES_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + D3D12_RAYTRACING_GEOMETRY_AABBS_DESC aabbs; //!< Describes AABB geometry if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_PROCEDURAL_PRIMITIVE_AABBS_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC ommTriangles; //!< Describes triangle geometry which may optionally use Opacity Micromaps, if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_OMM_TRIANGLES_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_TRIANGLES_DESC dmmTriangles; //!< Describes micro-triangle geometry, if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_DMM_TRIANGLES_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + }; +} NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX; + +//! This enum extends \c D3D12_RAYTRACING_INSTANCE_FLAGS with additional values. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX +{ + // D3D12_RAYTRACING_INSTANCE_FLAGS flags + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_NONE_EX = 0x0, //!< No options specified for this instance. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_TRIANGLE_CULL_DISABLE_EX = NV_BIT(0), //!< Disable triangle culling for this instance. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_TRIANGLE_FRONT_COUNTERCLOCKWISE_EX = NV_BIT(1), //!< Use counter-clockwise winding for defining front faces, instead of the default of clockwise winding. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_FORCE_OPAQUE_EX = NV_BIT(2), //!< Force all geometries in this instance to be opaque. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_FORCE_NON_OPAQUE_EX = NV_BIT(3), //!< All geometries in this instance will be processed as if they never had the \c D3D12_RAYTRACING_GEOMETRY_FLAG_OPAQUE flag applied to them. + + // NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX specific flags + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_FORCE_OMM_2_STATE_EX = NV_BIT(4), //!< Ignore the Unknown state and only consider the Transparent/Opaque bit for all 4-state OMMs encountered during traversal. + //!< This flag has no effect if #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX is set. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX = NV_BIT(5) //!< Disable OMMs for all triangles, and revert to using geometry opaque/non-opaque state instead (legacy behavior). + //!< This flag is only valid if the referenced BLAS was built with the #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_DISABLE_OMMS_EX flag; omitting that flag during BLAS build will result in undefined behavior. +} NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX; + +//! This structure extends \c D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS by supporting additional geometry types. +//! Only modified members are fully described below; for more information on the other members, please check Microsoft's DirectX Raytracing Specification. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX +{ + D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE type; //!< Whether a top-level acceleration structure (TLAS) or bottom-level acceleration structure (BLAS) will be built using this information. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX flags; //!< Options influencing how the acceleration structure is built and which of its features can be used. + NvU32 numDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TOP_LEVEL, it represents the number of descriptions stored in \c instanceDescs. + //!< Otherwise, it contains the number of geometry descriptions stored in \c pGeometryDescs or \c ppGeometryDescs. + D3D12_ELEMENTS_LAYOUT descsLayout; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BOTTOM_LEVEL, it specifies which of \c pGeometryDescs and \c ppGeometryDescs to use. + //!< Otherwise, this parameter is unused. + NvU32 geometryDescStrideInBytes; //!< Stride between consecutive geometry descriptors. Should typically be set to sizeof(NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX). + //!< Only used if \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL and \c descLayout is \c D3D12_ELEMENTS_LAYOUT_ARRAY. + //!< This field guarantees backwards compatibility, even if the geometry descriptor size increases in future NVAPI versions. + union + { + D3D12_GPU_VIRTUAL_ADDRESS instanceDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TOP_LEVEL, the referenced instance structures can used the extended set of flags #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX in place of the \c D3D12_RAYTRACING_INSTANCE_FLAGS mentioned in \c D3D12_RAYTRACING_INSTANCE_DESC. + //!< Otherwise, this parameter is unused (space repurposed in a union). + const NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX* pGeometryDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BOTTOM_LEVEL and \c descLayout is \c D3D12_ELEMENTS_LAYOUT_ARRAY, it contains the descriptions of all geometries to be built into a BLAS. + //!< Otherwise, this parameter is unused (space repurposed in a union). + const NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX*const* ppGeometryDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BOTTOM_LEVEL and \c descLayout is \c D3D12_ELEMENTS_LAYOUT_ARRAY_OF_POINTERS, it contains the addresses of descriptions for all geometries to be built into a BLAS. + //!< Otherwise, this parameter is unused (space repurposed in a union). + }; +} NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX; + +//! Parameters given to NvAPI_D3D12_GetRaytracingAccelerationStructurePrebuildInfoEx(). +//! +//! \ingroup dx +typedef struct _NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX* pDesc; //!< [in] Description of the acceleration-structure build. + D3D12_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO* pInfo; //!< [out] Result of the query. +} NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1; +#define NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1, 1) +typedef NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1 NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS; +#define NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingAccelerationStructurePrebuildInfoEx +// +//! DESCRIPTION: This function is an extension of ID3D12Device5::GetRaytracingAccelerationStructurePrebuildInfo() with additional input types. +//! +//! \note Only supported on GPUs capable of DXR. +//! Some of the flags and fields have further restrictions, in which case their description will include a note with more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the acceleration structure will be built. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingAccelerationStructurePrebuildInfoEx( + __in ID3D12Device5* pDevice, + __inout NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Description of the inputs and memory areas used during the building of OMM Arrays. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destOpacityMicromapArrayData; //!< Output location for the OMM Array build. + //!< NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo() reports the amount of memory required for the result given a set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT). + NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS inputs; //!< Description of the input data for the OMM Array build. + D3D12_GPU_VIRTUAL_ADDRESS scratchOpacityMicromapArrayData; //!< Location where the build will store temporary data. + //!< NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo() reports the amount of scratch memory the implementation will need for a given set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT). + //!< Contents of this memory going into a build on the GPU timeline are irrelevant and will not be preserved. + //!< After the build is complete on the GPU timeline, the memory is left with whatever undefined contents the build finished with. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. +} NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_DESC; + +//! Structure emitted by NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo(), and optionally NvAPI_D3D12_BuildRaytracingOpacityMicromapArray(), when \c type equals #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC +{ + NvU64 currentSizeInBytes; //!< Size of the OMM Array buffer. + //!< The queried size may be smaller than the size reported by NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo(). + //!< This allows the application to move and relocate the OMM Array to a smaller buffer to reclaim any unused memory after the OMM Array build is complete. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC; + +//! Type of postbuild info to emit after an OMM Array build. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE = 0x0 //!< Size of the current OMM Array. May be smaller than reported by the NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo() call. + //!< Unused memory can be reclaimed by copying the OMM Array into a new resource; see #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE; + +//! Description of the postbuild information to generate from an OMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destBuffer; //!< Result storage. + //!< Size required and the layout of the contents written by the system depend on \p infoType. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. + //!< The memory must be aligned to the natural alignment for the members of the particular output structure being generated (e.g. 8 bytes for a struct with the largest member being \c NvU64). + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE infoType; //!< Type of postbuild information to retrieve. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC; + +//! Parameters given to NvAPI_D3D12_BuildRaytracingOpacityMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_DESC* pDesc; //!< [in] Description of the OMM Array build. + NvU32 numPostbuildInfoDescs; //!< [in] Size of postbuild info desc array. Set to 0 if none are needed. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pPostbuildInfoDescs; //!< [in] Optional array of descriptions for postbuild info to generate describing properties of the acceleration structure that was built. + //!< [in] Any given postbuild info type, \c D3D12_RAYTRACING_ACCEELRATION_STRUCTURE_POSTBUILD_INFO_TYPE, can only be selected for output by at most one array entry. +} NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS; +#define NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_BuildRaytracingOpacityMicromapArray +// +//! DESCRIPTION: Construct OMM Array for a collection of OMMs on the GPU. +//! The CPU-side input buffers are not referenced after this call. +//! The GPU-side input resources are not referenced after the build has concluded after ExecuteCommandList(). +//! Additionally, the application may optionally output postbuild information immediately after the build. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_COMBINATION pParams->pPostbuildInfoDescs was set to \c NULL while pParams->numPostbuildInfoDescs is non zero. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_BuildRaytracingOpacityMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER. + D3D12_GPU_VIRTUAL_ADDRESS opacityMicromapArray; //!< [in] OMM Array current memory address; it must be 256-byte aligned (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT). +} NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS; +#define NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray +// +//! DESCRIPTION: Makes the OMM Array usable at its current location in memory. +//! An OMM Array that has been copied to a new location must be relocated using this function before it may be attached to any BLAS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Description of the inputs and memory areas used during the building of DMM Arrays. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destDisplacementMicromapArrayData; //!< Output location for the DMM Array build. + //!< NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo() reports the amount of memory required for the result given a set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT). + NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS inputs; //!< Description of the input data for the DMM Array build. + D3D12_GPU_VIRTUAL_ADDRESS scratchDisplacementMicromapArrayData; //!< Location where the build will store temporary data. + //!< NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo() reports the amount of scratch memory the implementation will need for a given set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT). + //!< Contents of this memory going into a build on the GPU timeline are irrelevant and will not be preserved. + //!< After the build is complete on the GPU timeline, the memory is left with whatever undefined contents the build finished with. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. +} NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_DESC; + +//! Structure emitted by NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo(), and optionally NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray(), when \c type equals #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC +{ + NvU64 currentSizeInBytes; //!< Size of the DMM Array buffer. + //!< The queried size may be smaller than the size reported by NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo(). + //!< This allows the application to move and relocate the DMM Array to a smaller buffer to reclaim any unused memory after the DMM Array build is complete. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC; + +//! Type of postbuild info to emit after a DMM Array build. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE = 0x0, //!< Size of the current DMM Array. May be smaller than reported by the NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo() call. + //!< Unused memory can be reclaimed by copying the DMM Array into a new resource; see #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE; + +//! Description of the postbuild information to generate from a DMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destBuffer; //!< Result storage. + //!< Size required and the layout of the contents written by the system depend on \p infoType. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. + //!< The memory must be aligned to the natural alignment for the members of the particular output structure being generated (e.g. 8 bytes for a struct with the largest member being \c NvU64). + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE infoType; //!< Type of postbuild information to retrieve. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC; + +//! Parameters given to NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_DESC* pDesc; //!< [in] Description of the DMM Array build. + NvU32 numPostbuildInfoDescs; //!< [in] Size of postbuild info desc array. Set to 0 if none are needed. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pPostbuildInfoDescs; //!< [in] Optional array of descriptions for postbuild info to generate describing properties of the acceleration structure that was built. + //!< [in] Any given postbuild info type, \c D3D12_RAYTRACING_ACCEELRATION_STRUCTURE_POSTBUILD_INFO_TYPE, can only be selected for output by at most one array entry. +} NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS; +#define NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray +// +//! DESCRIPTION: Construct DMM Array for a collection of DMMs on the GPU. +//! The CPU-side input buffers are not referenced after this call. +//! The GPU-side input resources are not referenced after the build has concluded after ExecuteCommandList(). +//! Additionally, the application may optionally output postbuild information immediately after the build. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_COMBINATION pParams->pPostbuildInfoDescs was set to \c NULL while pParams->numPostbuildInfoDescs is non zero. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_RelocateRaytracingDisplacementMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER. + D3D12_GPU_VIRTUAL_ADDRESS displacementMicromapArray; //!< [in] DMM Array current memory address; it must be 256-byte aligned (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT). +} NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS; +#define NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RelocateRaytracingDisplacementMicromapArray +// +//! DESCRIPTION: Makes the DMM Array usable at its current location in memory. +//! A DMM Array that has been copied to a new location must be relocated using this function before it may be attached to any BLAS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RelocateRaytracingDisplacementMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pDesc; //!< [in] Description of which postbuild info to emit. + NvU32 numSources; //!< [in] Number of DMM Arrays in \p pSources. + const D3D12_GPU_VIRTUAL_ADDRESS* pSources; //!< [in] List of DMM Arrays for which postbuild info should be emitted. +} NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1; +#define NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS; +#define NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo +// +//! DESCRIPTION: Emits information about one or more DMM Arrays, only available after the DMM Array constructions have finished. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pDesc; //!< [in] Description of which postbuild info to emit. + NvU32 numSources; //!< [in] Number of OMM Arrays in \p pSources. + const D3D12_GPU_VIRTUAL_ADDRESS* pSources; //!< [in] List of OMM Arrays for which postbuild info should be emitted. +} NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1; +#define NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS; +#define NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo +// +//! DESCRIPTION: Emits information about one or more OMM Arrays, only available after the OMM Array constructions have finished. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! This structure extends \c D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC by supporting additional geometry types as inputs. +//! For more information on the different members, please check Microsoft's DirectX Raytracing Specification. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC_EX +{ + D3D12_GPU_VIRTUAL_ADDRESS destAccelerationStructureData; //!< Memory where the resulting acceleration structure will be stored. + NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX inputs; //!< The inputs to the build process. + D3D12_GPU_VIRTUAL_ADDRESS sourceAccelerationStructureData; //!< The acceleration structure to be updated. + //!< Otherwise if the acceleration structure should be rebuilt entirely, this value must be \c NULL. + D3D12_GPU_VIRTUAL_ADDRESS scratchAccelerationStructureData; //!< Memory that will be temporarily used during the building process. +} NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC_EX; + +//! Parameters given to NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC_EX* pDesc; //!< [in] Description of the acceleration structure to build. + NvU32 numPostbuildInfoDescs; //!< [in] Size of postbuild info desc array. Set to 0 if none are needed. + const D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC* pPostbuildInfoDescs; //!< [in] Optional array of descriptions for postbuild info to generate describing properties of the acceleration structure that was built. + //!< Any given postbuild info type, \c D3D12_RAYTRACING_ACCEELRATION_STRUCTURE_POSTBUILD_INFO_TYPE, can only be selected for output by at most one array entry. +} NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1; +#define NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1, 1) +typedef NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1 NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS; +#define NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_BuildRaytracingAccelerationStructureEx +// +//! DESCRIPTION: Perform an acceleration structure build on the GPU. +//! Also optionally output postbuild information immediately after the build. +//! This function is an extension of ID3D12GraphicsCommandList4::BuildRaytracingAccelerationStructure() with additional serialized data types. +//! +//! \note Only supported on GPUs capable of DXR. +//! Some of the flags and fields have further restrictions, in which case their description will include a note with more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_COMBINATION pParams->pPostbuildInfoDescs was set to \c NULL while pParams->numPostbuildInfoDescs is non zero. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_BuildRaytracingAccelerationStructureEx( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +/////////////////////////////////////////////////////////////////////////////// +// +// Miscellaneous +// +/////////////////////////////////////////////////////////////////////////////// + +//! Opacity Micromap micro-triangle states. +//! Not part of any input, but listed here for convenience. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_TRANSPARENT = 0, //!< Transparent OMM state: hit is ignored. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_OPAQUE = 1, //!< Opaque OMM state: hit is committed. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_UNKNOWN_TRANSPARENT = 2, //!< Unknown-transparent OMM state. + //!< * If operating in 2-state mode, ignore hit. + //!< * If operating in 4-state mode, invoke any-hit shader. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_UNKNOWN_OPAQUE = 3 //!< Unknown-opaque OMM state. + //!< * If operating in 2-state mode, commit hit. + //!< * If operating in 4-state mode, invoke any-hit shader. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE; + +//! Mandatory alignment for the address of an OMM Array. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT 256 + +//! Highest subdivision-level allowed with OC1. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_OC1_MAX_SUBDIVISION_LEVEL 12 + +//! A list of flags that can be given to the \c TraceRay() function in HLSL. +//! +//! \ingroup dx +typedef enum _NVAPI_RAY_FLAGS_EX +{ + // RAY_FLAGS flags + NVAPI_RAY_FLAG_NONE_EX = 0x0, //!< No flag specified. + NVAPI_RAY_FLAG_FORCE_OPAQUE_EX = NV_BIT( 0), //!< Consider all intersected geometries to be opaque, regardless of the flags specified at the geometry and instance level. + NVAPI_RAY_FLAG_FORCE_NON_OPAQUE_EX = NV_BIT( 1), //!< Consider all intersected geometries to be non-opaque, regardless of the flags specified at the geometry and instance level. + NVAPI_RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH_EX = NV_BIT( 2), //!< End the traversal as soon as a geometry is hit, and that hit is not ignored by the any hit shader. + NVAPI_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER_EX = NV_BIT( 3), //!< Do not invoke the closest hit shader once the traversal ends. + NVAPI_RAY_FLAG_CULL_BACK_FACING_TRIANGLES_EX = NV_BIT( 4), //!< Never intersect triangle geometries that are back facing with regard to the ray. + NVAPI_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES_EX = NV_BIT( 5), //!< Never intersect triangle geometries that are front facing with regard to the ray. + NVAPI_RAY_FLAG_CULL_OPAQUE_EX = NV_BIT( 6), //!< Never intersect geometries that were flagged as opaque. + NVAPI_RAY_FLAG_CULL_NON_OPAQUE_EX = NV_BIT( 7), //!< Never intersect geometries that were not flagged as opaque. + NVAPI_RAY_FLAG_SKIP_TRIANGLES_EX = NV_BIT( 8), //!< Never intersect triangle geometries. + NVAPI_RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES_EX = NV_BIT( 9), //!< Never intersect AABB geometries. + + // NVAPI_RAY_FLAGS_EX specific flags + NVAPI_RAY_FLAG_FORCE_OMM_2_STATE_EX = NV_BIT(10), //!< Treat unknown-opaque and unknown-transparent as opaque and transparent, respectively, during traversal. + //!< If an instance is flagged with #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX, that takes precedence over this flag. +} NVAPI_RAY_FLAG_EX; + +//! Mandatory alignment for the address of a DMM Array. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT 256 + +//! Highest subdivision-level allowed with DC1. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DC1_MAX_SUBDIVISION_LEVEL 5 + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + + +//! \ingroup DX +typedef enum _NV_D3D12_WORKSTATION_FEATURE_TYPE +{ + NV_D3D12_WORKSTATION_FEATURE_TYPE_PRESENT_BARRIER = 1, // PresentBarrier feature + NV_D3D12_WORKSTATION_FEATURE_TYPE_RDMA_BAR1_SUPPORT = 2, // RDMA heap supported via Bar1 carveout +} NV_D3D12_WORKSTATION_FEATURE_TYPE; + +// parameter structure for NV_D3D12_WORKSTATION_FEATURE_TYPE_RDMA_BAR1_AVAILABLE related information +typedef struct _NV_D3D12_WORKSTATION_FEATURE_RDMA_PROPERTIES +{ + NvU64 rdmaHeapSize; // maximum available Bar1 heap size for RDMA allocations +} NV_D3D12_WORKSTATION_FEATURE_RDMA_PROPERTIES; + +// parameter structure for querying workstation feature information +typedef struct _NV_D3D12_WORKSTATION_FEATURE_PROPERTIES +{ + NvU32 version; //!< (IN) Structure version + NV_D3D12_WORKSTATION_FEATURE_TYPE workstationFeatureType; //!< (IN) the type of workstation feature to be queried + NvBool supported; //!< (OUT) boolean returning if feature is supported + union + { + NV_D3D12_WORKSTATION_FEATURE_RDMA_PROPERTIES rdmaInfo; //!< (OUT) RDMA feature related information, returned only if + //!< workstationFeatureType is NV_D3D12_WORKSTATION_FEATURE_TYPE_RDMA_BAR1_SUPPORT + }; +} NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_V1; + +#define NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_V1,1) +#define NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_VER NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_VER1 +#define NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_V1 + + +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QueryWorkstationFeatureProperties +// +//! DESCRIPTION: This API returns information about the properties of specific workstation features on the specified device. +//! +//! \since Release: 530 +//! +//! \param [in] pDevice The ID3D12Device device which is queried for feature properties +//! \param [inout] pWorkstationFeatureProperties Pointer to a structure containing workstation feature query information. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_QueryWorkstationFeatureProperties(__in ID3D12Device *pDevice, __inout NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS *pWorkstationFeatureProperties); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateCommittedRDMABuffer +// +//! \since Release: 530 +// +//! \code +//! DESCRIPTION: NvAPI_D3D12_CreateCommittedRDMABuffer is a wrapper of ID3D12Device::CreateCommittedResource +//! which allows to allocate linear memory which can be used for remote direct memory access (RDMA) from other devices. +//! It creates an implicit D3D12 heap of the requested size, allocates the resource and returns an RDMA address for remote direct memory access. +//! The created memory will reside on the specified device local memory and won't be cpu accessible. +//! +//! \param [in] pDevice A pointer to a D3D12 device. +//! \param [in] size Size in bytes of the linear buffer to be allocated for the resource. +//! \param [in] heapCreationNodeMask This mask indicates the node where the resource should be created. +//! \param [in] heapVisibleNodeMask This mask indicates on which nodes the resource is accessible. +//! \param [in] riidResource The globally unique identifier (GUID) for the resource interface. +//! \param [out] ppvResource A pointer to memory that receives the requested interface pointer to the created resource object. +//! \param [out] ppRDMAAddress A pointer to memory that receives the Bar1 memory region for remote direct memory access. + +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreateCommittedRDMABuffer( + __in ID3D12Device* pDevice, + __in NvU64 size, + __in NvU32 heapCreationNodeMask, + __in NvU32 heapVisibleNodeMask, + __in REFIID riidResource, + __out void **ppvResource, + __out void **ppRDMAAddress); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT TYPE NAME: INvAPI_DirectD3D12GraphicsCommandList +// +/////////////////////////////////////////////////////////////////////////////// +class INvAPI_DirectD3D12GraphicsCommandList +{ +public: + virtual bool IsValid() const = 0; + virtual ID3D12GraphicsCommandList* GetID3D12GraphicsCommandList() const = 0; + + void DispatchGraphics(NvU32 numDispatches); + void SetMarker(void* pMarkerData, NvU32 markerSize); +}; + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT FUNCTION NAME: NvAPI_DirectD3D12GraphicsCommandList_Create +// +//! DESCRIPTION: Create the NvAPI_DirectD3D12GraphicsCommandList handle. +//! This function must be called after ID3D12Device::CreateCommandList. +//! +//! \param [in] pDXD3D12GraphicsCommandList The ID3D12GraphicsCommandList +//! \param [out] ppReturnD3D12GraphicsCommandList The corresponding NvAPI_DirectD3D12GraphicsCommandList handle +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DirectD3D12GraphicsCommandList_Create(__in ID3D12GraphicsCommandList *pDXD3D12GraphicsCommandList, + __out INvAPI_DirectD3D12GraphicsCommandList **ppReturnD3D12GraphicsCommandList); + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT FUNCTION NAME: NvAPI_DirectD3D12GraphicsCommandList_Release +// +//! DESCRIPTION: release the NvAPI_DirectD3D12GraphicsCommandList handle. +//! +//! \param [in] pD3D12GraphicsCommandList The NvAPI_DirectD3D12GraphicsCommandList handle to release +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DirectD3D12GraphicsCommandList_Release(__in INvAPI_DirectD3D12GraphicsCommandList *pD3D12GraphicsCommandList); + + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT FUNCTION NAME: NvAPI_DirectD3D12GraphicsCommandList_Reset +// +//! DESCRIPTION: reset the NvAPI_DirectD3D12GraphicsCommandList handle. +//! This function must be called after ID3D12GraphicsCommandList::Reset() and before any other NvAPI_Direct +//! function calls such as dispatchGraphics() etc. +//! +//! \param [in] pD3D12GraphicsCommandList The NvAPI_DirectD3D12GraphicsCommandList handle to reset +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DirectD3D12GraphicsCommandList_Reset(__in INvAPI_DirectD3D12GraphicsCommandList *pD3D12GraphicsCommandList); +#endif + + + +///////////////////////////////////////////////////////////////////////// +// Video Input Output (VIO) API +///////////////////////////////////////////////////////////////////////// + + + +//! \ingroup vidio +//! Unique identifier for VIO owner (process identifier or NVVIOOWNERID_NONE) +typedef NvU32 NVVIOOWNERID; + + +//! \addtogroup vidio +//! @{ + + +#define NVVIOOWNERID_NONE 0 //!< Unregistered ownerId + + +//! Owner type for device +typedef enum _NVVIOOWNERTYPE +{ + NVVIOOWNERTYPE_NONE , //!< No owner for the device + NVVIOOWNERTYPE_APPLICATION , //!< Application owns the device + NVVIOOWNERTYPE_DESKTOP , //!< Desktop transparent mode owns the device (not applicable for video input) +}NVVIOOWNERTYPE; + +// Access rights for NvAPI_VIO_Open() + +//! Read access (not applicable for video output) +#define NVVIO_O_READ 0x00000000 + +//! Write exclusive access (not applicable for video input) +#define NVVIO_O_WRITE_EXCLUSIVE 0x00010001 + +//! +#define NVVIO_VALID_ACCESSRIGHTS (NVVIO_O_READ | \ + NVVIO_O_WRITE_EXCLUSIVE ) + + +//! VIO_DATA.ulOwnerID high-bit is set only if device has been initialized by VIOAPI +//! examined at NvAPI_GetCapabilities|NvAPI_VIO_Open to determine if settings need to be applied from registry or POR state read +#define NVVIO_OWNERID_INITIALIZED 0x80000000 + +//! VIO_DATA.ulOwnerID next-bit is set only if device is currently in exclusive write access mode from NvAPI_VIO_Open() +#define NVVIO_OWNERID_EXCLUSIVE 0x40000000 + +//! VIO_DATA.ulOwnerID lower bits are: +//! NVGVOOWNERTYPE_xxx enumerations indicating use context +#define NVVIO_OWNERID_TYPEMASK 0x0FFFFFFF //!< mask for NVVIOOWNERTYPE_xxx + + +//! @} + +//--------------------------------------------------------------------- +// Enumerations +//--------------------------------------------------------------------- + + +//! \addtogroup vidio +//! @{ + +//! Video signal format and resolution +typedef enum _NVVIOSIGNALFORMAT +{ + NVVIOSIGNALFORMAT_NONE, //!< Invalid signal format + NVVIOSIGNALFORMAT_487I_59_94_SMPTE259_NTSC, //!< 01 487i 59.94Hz (SMPTE259) NTSC + NVVIOSIGNALFORMAT_576I_50_00_SMPTE259_PAL, //!< 02 576i 50.00Hz (SMPTE259) PAL + NVVIOSIGNALFORMAT_1035I_60_00_SMPTE260, //!< 03 1035i 60.00Hz (SMPTE260) + NVVIOSIGNALFORMAT_1035I_59_94_SMPTE260, //!< 04 1035i 59.94Hz (SMPTE260) + NVVIOSIGNALFORMAT_1080I_50_00_SMPTE295, //!< 05 1080i 50.00Hz (SMPTE295) + NVVIOSIGNALFORMAT_1080I_60_00_SMPTE274, //!< 06 1080i 60.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080I_59_94_SMPTE274, //!< 07 1080i 59.94Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080I_50_00_SMPTE274, //!< 08 1080i 50.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_30_00_SMPTE274, //!< 09 1080p 30.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_29_97_SMPTE274, //!< 10 1080p 29.97Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_25_00_SMPTE274, //!< 11 1080p 25.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_24_00_SMPTE274, //!< 12 1080p 24.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_23_976_SMPTE274, //!< 13 1080p 23.976Hz (SMPTE274) + NVVIOSIGNALFORMAT_720P_60_00_SMPTE296, //!< 14 720p 60.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_59_94_SMPTE296, //!< 15 720p 59.94Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_50_00_SMPTE296, //!< 16 720p 50.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_1080I_48_00_SMPTE274, //!< 17 1080I 48.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080I_47_96_SMPTE274, //!< 18 1080I 47.96Hz (SMPTE274) + NVVIOSIGNALFORMAT_720P_30_00_SMPTE296, //!< 19 720p 30.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_29_97_SMPTE296, //!< 20 720p 29.97Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_25_00_SMPTE296, //!< 21 720p 25.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_24_00_SMPTE296, //!< 22 720p 24.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_23_98_SMPTE296, //!< 23 720p 23.98Hz (SMPTE296) + NVVIOSIGNALFORMAT_2048P_30_00_SMPTE372, //!< 24 2048p 30.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_29_97_SMPTE372, //!< 25 2048p 29.97Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_60_00_SMPTE372, //!< 26 2048i 60.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_59_94_SMPTE372, //!< 27 2048i 59.94Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_25_00_SMPTE372, //!< 28 2048p 25.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_50_00_SMPTE372, //!< 29 2048i 50.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_24_00_SMPTE372, //!< 30 2048p 24.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_23_98_SMPTE372, //!< 31 2048p 23.98Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_48_00_SMPTE372, //!< 32 2048i 48.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_47_96_SMPTE372, //!< 33 2048i 47.96Hz (SMPTE372) + + NVVIOSIGNALFORMAT_1080PSF_25_00_SMPTE274, //!< 34 1080PsF 25.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_29_97_SMPTE274, //!< 35 1080PsF 29.97Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_30_00_SMPTE274, //!< 36 1080PsF 30.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_24_00_SMPTE274, //!< 37 1080PsF 24.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_23_98_SMPTE274, //!< 38 1080PsF 23.98Hz (SMPTE274) + + NVVIOSIGNALFORMAT_1080P_50_00_SMPTE274_3G_LEVEL_A, //!< 39 1080P 50.00Hz (SMPTE274) 3G Level A + NVVIOSIGNALFORMAT_1080P_59_94_SMPTE274_3G_LEVEL_A, //!< 40 1080P 59.94Hz (SMPTE274) 3G Level A + NVVIOSIGNALFORMAT_1080P_60_00_SMPTE274_3G_LEVEL_A, //!< 41 1080P 60.00Hz (SMPTE274) 3G Level A + + NVVIOSIGNALFORMAT_1080P_60_00_SMPTE274_3G_LEVEL_B, //!< 42 1080p 60.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_1080I_60_00_SMPTE274_3G_LEVEL_B, //!< 43 1080i 60.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_60_00_SMPTE372_3G_LEVEL_B, //!< 44 2048i 60.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_50_00_SMPTE274_3G_LEVEL_B, //!< 45 1080p 50.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_1080I_50_00_SMPTE274_3G_LEVEL_B, //!< 46 1080i 50.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_50_00_SMPTE372_3G_LEVEL_B, //!< 47 2048i 50.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_30_00_SMPTE274_3G_LEVEL_B, //!< 48 1080p 30.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_30_00_SMPTE372_3G_LEVEL_B, //!< 49 2048p 30.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_25_00_SMPTE274_3G_LEVEL_B, //!< 50 1080p 25.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_25_00_SMPTE372_3G_LEVEL_B, //!< 51 2048p 25.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_24_00_SMPTE274_3G_LEVEL_B, //!< 52 1080p 24.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_24_00_SMPTE372_3G_LEVEL_B, //!< 53 2048p 24.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080I_48_00_SMPTE274_3G_LEVEL_B, //!< 54 1080i 48.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_48_00_SMPTE372_3G_LEVEL_B, //!< 55 2048i 48.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_59_94_SMPTE274_3G_LEVEL_B, //!< 56 1080p 59.94Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_1080I_59_94_SMPTE274_3G_LEVEL_B, //!< 57 1080i 59.94Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_59_94_SMPTE372_3G_LEVEL_B, //!< 58 2048i 59.94Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_29_97_SMPTE274_3G_LEVEL_B, //!< 59 1080p 29.97Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_29_97_SMPTE372_3G_LEVEL_B, //!< 60 2048p 29.97Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_23_98_SMPTE274_3G_LEVEL_B, //!< 61 1080p 29.98Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_23_98_SMPTE372_3G_LEVEL_B, //!< 62 2048p 29.98Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080I_47_96_SMPTE274_3G_LEVEL_B, //!< 63 1080i 47.96Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_47_96_SMPTE372_3G_LEVEL_B, //!< 64 2048i 47.96Hz (SMPTE372) 3G Level B + + NVVIOSIGNALFORMAT_END //!< 65 To indicate end of signal format list + +}NVVIOSIGNALFORMAT; + +//! SMPTE standards format +typedef enum _NVVIOVIDEOSTANDARD +{ + NVVIOVIDEOSTANDARD_SMPTE259 , //!< SMPTE259 + NVVIOVIDEOSTANDARD_SMPTE260 , //!< SMPTE260 + NVVIOVIDEOSTANDARD_SMPTE274 , //!< SMPTE274 + NVVIOVIDEOSTANDARD_SMPTE295 , //!< SMPTE295 + NVVIOVIDEOSTANDARD_SMPTE296 , //!< SMPTE296 + NVVIOVIDEOSTANDARD_SMPTE372 , //!< SMPTE372 +}NVVIOVIDEOSTANDARD; + +//! HD or SD video type +typedef enum _NVVIOVIDEOTYPE +{ + NVVIOVIDEOTYPE_SD , //!< Standard-definition (SD) + NVVIOVIDEOTYPE_HD , //!< High-definition (HD) +}NVVIOVIDEOTYPE; + +//! Interlace mode +typedef enum _NVVIOINTERLACEMODE +{ + NVVIOINTERLACEMODE_PROGRESSIVE , //!< Progressive (p) + NVVIOINTERLACEMODE_INTERLACE , //!< Interlace (i) + NVVIOINTERLACEMODE_PSF , //!< Progressive Segment Frame (psf) +}NVVIOINTERLACEMODE; + +//! Video data format +typedef enum _NVVIODATAFORMAT +{ + NVVIODATAFORMAT_UNKNOWN = -1 , //!< Invalid DataFormat + NVVIODATAFORMAT_R8G8B8_TO_YCRCB444 , //!< R8:G8:B8 => YCrCb (4:4:4) + NVVIODATAFORMAT_R8G8B8A8_TO_YCRCBA4444 , //!< R8:G8:B8:A8 => YCrCbA (4:4:4:4) + NVVIODATAFORMAT_R8G8B8Z10_TO_YCRCBZ4444 , //!< R8:G8:B8:Z10 => YCrCbZ (4:4:4:4) + NVVIODATAFORMAT_R8G8B8_TO_YCRCB422 , //!< R8:G8:B8 => YCrCb (4:2:2) + NVVIODATAFORMAT_R8G8B8A8_TO_YCRCBA4224 , //!< R8:G8:B8:A8 => YCrCbA (4:2:2:4) + NVVIODATAFORMAT_R8G8B8Z10_TO_YCRCBZ4224 , //!< R8:G8:B8:Z10 => YCrCbZ (4:2:2:4) + NVVIODATAFORMAT_X8X8X8_444_PASSTHRU , //!< R8:G8:B8 => RGB (4:4:4) + NVVIODATAFORMAT_X8X8X8A8_4444_PASSTHRU , //!< R8:G8:B8:A8 => RGBA (4:4:4:4) + NVVIODATAFORMAT_X8X8X8Z10_4444_PASSTHRU , //!< R8:G8:B8:Z10 => RGBZ (4:4:4:4) + NVVIODATAFORMAT_X10X10X10_444_PASSTHRU , //!< Y10:CR10:CB10 => YCrCb (4:4:4) + NVVIODATAFORMAT_X10X8X8_444_PASSTHRU , //!< Y10:CR8:CB8 => YCrCb (4:4:4) + NVVIODATAFORMAT_X10X8X8A10_4444_PASSTHRU , //!< Y10:CR8:CB8:A10 => YCrCbA (4:4:4:4) + NVVIODATAFORMAT_X10X8X8Z10_4444_PASSTHRU , //!< Y10:CR8:CB8:Z10 => YCrCbZ (4:4:4:4) + NVVIODATAFORMAT_DUAL_R8G8B8_TO_DUAL_YCRCB422 , //!< R8:G8:B8 + R8:G8:B8 => YCrCb (4:2:2 + 4:2:2) + NVVIODATAFORMAT_DUAL_X8X8X8_TO_DUAL_422_PASSTHRU , //!< Y8:CR8:CB8 + Y8:CR8:CB8 => YCrCb (4:2:2 + 4:2:2) + NVVIODATAFORMAT_R10G10B10_TO_YCRCB422 , //!< R10:G10:B10 => YCrCb (4:2:2) + NVVIODATAFORMAT_R10G10B10_TO_YCRCB444 , //!< R10:G10:B10 => YCrCb (4:4:4) + NVVIODATAFORMAT_X12X12X12_444_PASSTHRU , //!< X12:X12:X12 => XXX (4:4:4) + NVVIODATAFORMAT_X12X12X12_422_PASSTHRU , //!< X12:X12:X12 => XXX (4:2:2) + NVVIODATAFORMAT_Y10CR10CB10_TO_YCRCB422 , //!< Y10:CR10:CB10 => YCrCb (4:2:2) + NVVIODATAFORMAT_Y8CR8CB8_TO_YCRCB422 , //!< Y8:CR8:CB8 => YCrCb (4:2:2) + NVVIODATAFORMAT_Y10CR8CB8A10_TO_YCRCBA4224 , //!< Y10:CR8:CB8:A10 => YCrCbA (4:2:2:4) + NVVIODATAFORMAT_R10G10B10_TO_RGB444 , //!< R10:G10:B10 => RGB (4:4:4) + NVVIODATAFORMAT_R12G12B12_TO_YCRCB444 , //!< R12:G12:B12 => YCrCb (4:4:4) + NVVIODATAFORMAT_R12G12B12_TO_YCRCB422 , //!< R12:G12:B12 => YCrCb (4:2:2) +}NVVIODATAFORMAT; + +//! Video output area +typedef enum _NVVIOOUTPUTAREA +{ + NVVIOOUTPUTAREA_FULLSIZE , //!< Output to entire video resolution (full size) + NVVIOOUTPUTAREA_SAFEACTION , //!< Output to centered 90% of video resolution (safe action) + NVVIOOUTPUTAREA_SAFETITLE , //!< Output to centered 80% of video resolution (safe title) +}NVVIOOUTPUTAREA; + +//! Synchronization source +typedef enum _NVVIOSYNCSOURCE +{ + NVVIOSYNCSOURCE_SDISYNC , //!< SDI Sync (Digital input) + NVVIOSYNCSOURCE_COMPSYNC , //!< COMP Sync (Composite input) +}NVVIOSYNCSOURCE; + +//! Composite synchronization type +typedef enum _NVVIOCOMPSYNCTYPE +{ + NVVIOCOMPSYNCTYPE_AUTO , //!< Auto-detect + NVVIOCOMPSYNCTYPE_BILEVEL , //!< Bi-level signal + NVVIOCOMPSYNCTYPE_TRILEVEL , //!< Tri-level signal +}NVVIOCOMPSYNCTYPE; + +//! Video input output status +typedef enum _NVVIOINPUTOUTPUTSTATUS +{ + NVINPUTOUTPUTSTATUS_OFF , //!< Not in use + NVINPUTOUTPUTSTATUS_ERROR , //!< Error detected + NVINPUTOUTPUTSTATUS_SDI_SD , //!< SDI (standard-definition) + NVINPUTOUTPUTSTATUS_SDI_HD , //!< SDI (high-definition) +}NVVIOINPUTOUTPUTSTATUS; + +//! Synchronization input status +typedef enum _NVVIOSYNCSTATUS +{ + NVVIOSYNCSTATUS_OFF , //!< Sync not detected + NVVIOSYNCSTATUS_ERROR , //!< Error detected + NVVIOSYNCSTATUS_SYNCLOSS , //!< Genlock in use, format mismatch with output + NVVIOSYNCSTATUS_COMPOSITE , //!< Composite sync + NVVIOSYNCSTATUS_SDI_SD , //!< SDI sync (standard-definition) + NVVIOSYNCSTATUS_SDI_HD , //!< SDI sync (high-definition) +}NVVIOSYNCSTATUS; + +//! Video Capture Status +typedef enum _NVVIOCAPTURESTATUS +{ + NVVIOSTATUS_STOPPED , //!< Sync not detected + NVVIOSTATUS_RUNNING , //!< Error detected + NVVIOSTATUS_ERROR , //!< Genlock in use, format mismatch with output +}NVVIOCAPTURESTATUS; + +//! Video Capture Status +typedef enum _NVVIOSTATUSTYPE +{ + NVVIOSTATUSTYPE_IN , //!< Input Status + NVVIOSTATUSTYPE_OUT , //!< Output Status +}NVVIOSTATUSTYPE; + + +//! Assumption, maximum 4 SDI input and 4 SDI output cards supported on a system +#define NVAPI_MAX_VIO_DEVICES 8 + +//! 4 physical jacks supported on each SDI input card. +#define NVAPI_MAX_VIO_JACKS 4 + + +//! Each physical jack an on SDI input card can have +//! two "channels" in the case of "3G" VideoFormats, as specified +//! by SMPTE 425; for non-3G VideoFormats, only the first channel within +//! a physical jack is valid. +#define NVAPI_MAX_VIO_CHANNELS_PER_JACK 2 + +//! 4 Streams, 1 per physical jack +#define NVAPI_MAX_VIO_STREAMS 4 + +#define NVAPI_MIN_VIO_STREAMS 1 + +//! SDI input supports a max of 2 links per stream +#define NVAPI_MAX_VIO_LINKS_PER_STREAM 2 + + +#define NVAPI_MAX_FRAMELOCK_MAPPING_MODES 20 + +//! Min number of capture images +#define NVAPI_GVI_MIN_RAW_CAPTURE_IMAGES 1 + +//! Max number of capture images +#define NVAPI_GVI_MAX_RAW_CAPTURE_IMAGES 32 + +//! Default number of capture images +#define NVAPI_GVI_DEFAULT_RAW_CAPTURE_IMAGES 5 + + + +// Data Signal notification events. These need a event handler in RM. +// Register/Unregister and PopEvent NVAPI's are already available. + +//! Device configuration +typedef enum _NVVIOCONFIGTYPE +{ + NVVIOCONFIGTYPE_IN , //!< Input Status + NVVIOCONFIGTYPE_OUT , //!< Output Status +}NVVIOCONFIGTYPE; + +typedef enum _NVVIOCOLORSPACE +{ + NVVIOCOLORSPACE_UNKNOWN, + NVVIOCOLORSPACE_YCBCR, + NVVIOCOLORSPACE_YCBCRA, + NVVIOCOLORSPACE_YCBCRD, + NVVIOCOLORSPACE_GBR, + NVVIOCOLORSPACE_GBRA, + NVVIOCOLORSPACE_GBRD, +} NVVIOCOLORSPACE; + +//! Component sampling +typedef enum _NVVIOCOMPONENTSAMPLING +{ + NVVIOCOMPONENTSAMPLING_UNKNOWN, + NVVIOCOMPONENTSAMPLING_4444, + NVVIOCOMPONENTSAMPLING_4224, + NVVIOCOMPONENTSAMPLING_444, + NVVIOCOMPONENTSAMPLING_422 +} NVVIOCOMPONENTSAMPLING; + +typedef enum _NVVIOBITSPERCOMPONENT +{ + NVVIOBITSPERCOMPONENT_UNKNOWN, + NVVIOBITSPERCOMPONENT_8, + NVVIOBITSPERCOMPONENT_10, + NVVIOBITSPERCOMPONENT_12, +} NVVIOBITSPERCOMPONENT; + +typedef enum _NVVIOLINKID +{ + NVVIOLINKID_UNKNOWN, + NVVIOLINKID_A, + NVVIOLINKID_B, + NVVIOLINKID_C, + NVVIOLINKID_D +} NVVIOLINKID; + + +typedef enum _NVVIOANCPARITYCOMPUTATION +{ + NVVIOANCPARITYCOMPUTATION_AUTO, + NVVIOANCPARITYCOMPUTATION_ON, + NVVIOANCPARITYCOMPUTATION_OFF +} NVVIOANCPARITYCOMPUTATION; + + + +//! @} + + +//--------------------------------------------------------------------- +// Structures +//--------------------------------------------------------------------- + +//! \addtogroup vidio +//! @{ + + +//! Supports Serial Digital Interface (SDI) output +#define NVVIOCAPS_VIDOUT_SDI 0x00000001 + +//! Supports Internal timing source +#define NVVIOCAPS_SYNC_INTERNAL 0x00000100 + +//! Supports Genlock timing source +#define NVVIOCAPS_SYNC_GENLOCK 0x00000200 + +//! Supports Serial Digital Interface (SDI) synchronization input +#define NVVIOCAPS_SYNCSRC_SDI 0x00001000 + +//! Supports Composite synchronization input +#define NVVIOCAPS_SYNCSRC_COMP 0x00002000 + +//! Supports Desktop transparent mode +#define NVVIOCAPS_OUTPUTMODE_DESKTOP 0x00010000 + +//! Supports OpenGL application mode +#define NVVIOCAPS_OUTPUTMODE_OPENGL 0x00020000 + +//! Supports Serial Digital Interface (SDI) input +#define NVVIOCAPS_VIDIN_SDI 0x00100000 + +//! Supports Packed ANC +#define NVVIOCAPS_PACKED_ANC_SUPPORTED 0x00200000 + +//! Supports ANC audio blanking +#define NVVIOCAPS_AUDIO_BLANKING_SUPPORTED 0x00400000 + +//! SDI-class interface: SDI output with two genlock inputs +#define NVVIOCLASS_SDI 0x00000001 + +//! Device capabilities +typedef struct _NVVIOCAPS +{ + NvU32 version; //!< Structure version + NvAPI_String adapterName; //!< Graphics adapter name + NvU32 adapterClass; //!< Graphics adapter classes (NVVIOCLASS_SDI mask) + NvU32 adapterCaps; //!< Graphics adapter capabilities (NVVIOCAPS_* mask) + NvU32 dipSwitch; //!< On-board DIP switch settings bits + NvU32 dipSwitchReserved; //!< On-board DIP switch settings reserved bits + NvU32 boardID; //!< Board ID + //! Driver version + struct // + { + NvU32 majorVersion; //!< Major version. For GVI, majorVersion contains MajorVersion(HIWORD) And MinorVersion(LOWORD) + NvU32 minorVersion; //!< Minor version. For GVI, minorVersion contains Revison(HIWORD) And Build(LOWORD) + } driver; // + //! Firmware version + struct + { + NvU32 majorVersion; //!< Major version. In version 2, for both GVI and GVO, majorVersion contains MajorVersion(HIWORD) And MinorVersion(LOWORD) + NvU32 minorVersion; //!< Minor version. In version 2, for both GVI and GVO, minorVersion contains Revison(HIWORD) And Build(LOWORD) + } firmWare; // + NVVIOOWNERID ownerId; //!< Unique identifier for owner of video output (NVVIOOWNERID_INVALID if free running) + NVVIOOWNERTYPE ownerType; //!< Owner type (OpenGL application or Desktop mode) +} NVVIOCAPS; + +//! Macro for constructing the version field of NVVIOCAPS +#define NVVIOCAPS_VER1 MAKE_NVAPI_VERSION(NVVIOCAPS,1) +#define NVVIOCAPS_VER2 MAKE_NVAPI_VERSION(NVVIOCAPS,2) +#define NVVIOCAPS_VER NVVIOCAPS_VER2 + +//! Input channel status +typedef struct _NVVIOCHANNELSTATUS +{ + NvU32 smpte352; //!< 4-byte SMPTE 352 video payload identifier + NVVIOSIGNALFORMAT signalFormat; //!< Signal format + NVVIOBITSPERCOMPONENT bitsPerComponent; //!< Bits per component + NVVIOCOMPONENTSAMPLING samplingFormat; //!< Sampling format + NVVIOCOLORSPACE colorSpace; //!< Color space + NVVIOLINKID linkID; //!< Link ID +} NVVIOCHANNELSTATUS; + +//! Input device status +typedef struct _NVVIOINPUTSTATUS +{ + NVVIOCHANNELSTATUS vidIn[NVAPI_MAX_VIO_JACKS][NVAPI_MAX_VIO_CHANNELS_PER_JACK]; //!< Video input status per channel within a jack + NVVIOCAPTURESTATUS captureStatus; //!< status of video capture +} NVVIOINPUTSTATUS; + +//! Output device status +typedef struct _NVVIOOUTPUTSTATUS +{ + NVVIOINPUTOUTPUTSTATUS vid1Out; //!< Video 1 output status + NVVIOINPUTOUTPUTSTATUS vid2Out; //!< Video 2 output status + NVVIOSYNCSTATUS sdiSyncIn; //!< SDI sync input status + NVVIOSYNCSTATUS compSyncIn; //!< Composite sync input status + NvU32 syncEnable; //!< Sync enable (TRUE if using syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSIGNALFORMAT syncFormat; //!< Sync format + NvU32 frameLockEnable; //!< Framelock enable flag + NvU32 outputVideoLocked; //!< Output locked status + NvU32 dataIntegrityCheckErrorCount; //!< Data integrity check error count + NvU32 dataIntegrityCheckEnabled; //!< Data integrity check status enabled + NvU32 dataIntegrityCheckFailed; //!< Data integrity check status failed + NvU32 uSyncSourceLocked; //!< genlocked to framelocked to ref signal + NvU32 uPowerOn; //!< TRUE: indicates there is sufficient power +} NVVIOOUTPUTSTATUS; + +//! Video device status. +typedef struct _NVVIOSTATUS +{ + NvU32 version; //!< Structure version + NVVIOSTATUSTYPE nvvioStatusType; //!< Input or Output status + union + { + NVVIOINPUTSTATUS inStatus; //!< Input device status + NVVIOOUTPUTSTATUS outStatus; //!< Output device status + }vioStatus; +} NVVIOSTATUS; + +//! Macro for constructingthe version field of NVVIOSTATUS +#define NVVIOSTATUS_VER MAKE_NVAPI_VERSION(NVVIOSTATUS,1) + +//! Output region +typedef struct _NVVIOOUTPUTREGION +{ + NvU32 x; //!< Horizontal origin in pixels + NvU32 y; //!< Vertical origin in pixels + NvU32 width; //!< Width of region in pixels + NvU32 height; //!< Height of region in pixels +} NVVIOOUTPUTREGION; + +//! Gamma ramp (8-bit index) +typedef struct _NVVIOGAMMARAMP8 +{ + NvU16 uRed[256]; //!< Red channel gamma ramp (8-bit index, 16-bit values) + NvU16 uGreen[256]; //!< Green channel gamma ramp (8-bit index, 16-bit values) + NvU16 uBlue[256]; //!< Blue channel gamma ramp (8-bit index, 16-bit values) +} NVVIOGAMMARAMP8; + +//! Gamma ramp (10-bit index) +typedef struct _NVVIOGAMMARAMP10 +{ + NvU16 uRed[1024]; //!< Red channel gamma ramp (10-bit index, 16-bit values) + NvU16 uGreen[1024]; //!< Green channel gamma ramp (10-bit index, 16-bit values) + NvU16 uBlue[1024]; //!< Blue channel gamma ramp (10-bit index, 16-bit values) +} NVVIOGAMMARAMP10; + + +//! Sync delay +typedef struct _NVVIOSYNCDELAY +{ + NvU32 version; //!< Structure version + NvU32 horizontalDelay; //!< Horizontal delay in pixels + NvU32 verticalDelay; //!< Vertical delay in lines +} NVVIOSYNCDELAY; + +//! Macro for constructing the version field of NVVIOSYNCDELAY +#define NVVIOSYNCDELAY_VER MAKE_NVAPI_VERSION(NVVIOSYNCDELAY,1) + + +//! Video mode information +typedef struct _NVVIOVIDEOMODE +{ + NvU32 horizontalPixels; //!< Horizontal resolution (in pixels) + NvU32 verticalLines; //!< Vertical resolution for frame (in lines) + float fFrameRate; //!< Frame rate + NVVIOINTERLACEMODE interlaceMode; //!< Interlace mode + NVVIOVIDEOSTANDARD videoStandard; //!< SMPTE standards format + NVVIOVIDEOTYPE videoType; //!< HD or SD signal classification +} NVVIOVIDEOMODE; + +//! Signal format details +typedef struct _NVVIOSIGNALFORMATDETAIL +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format enumerated value + NVVIOVIDEOMODE videoMode; //!< Video mode for signal format +}NVVIOSIGNALFORMATDETAIL; + + +//! R8:G8:B8 +#define NVVIOBUFFERFORMAT_R8G8B8 0x00000001 + +//! R8:G8:B8:Z24 +#define NVVIOBUFFERFORMAT_R8G8B8Z24 0x00000002 + +//! R8:G8:B8:A8 +#define NVVIOBUFFERFORMAT_R8G8B8A8 0x00000004 + +//! R8:G8:B8:A8:Z24 +#define NVVIOBUFFERFORMAT_R8G8B8A8Z24 0x00000008 + +//! R16FP:G16FP:B16FP +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FP 0x00000010 + +//! R16FP:G16FP:B16FP:Z24 +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FPZ24 0x00000020 + +//! R16FP:G16FP:B16FP:A16FP +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FPA16FP 0x00000040 + +//! R16FP:G16FP:B16FP:A16FP:Z24 +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FPA16FPZ24 0x00000080 + + + +//! Data format details +typedef struct _NVVIODATAFORMATDETAIL +{ + NVVIODATAFORMAT dataFormat; //!< Data format enumerated value + NvU32 vioCaps; //!< Data format capabilities (NVVIOCAPS_* mask) +}NVVIODATAFORMATDETAIL; + +//! Colorspace conversion +typedef struct _NVVIOCOLORCONVERSION +{ + NvU32 version; //!< Structure version + float colorMatrix[3][3]; //!< Output[n] = + float colorOffset[3]; //!< Input[0] * colorMatrix[n][0] + + float colorScale[3]; //!< Input[1] * colorMatrix[n][1] + + //!< Input[2] * colorMatrix[n][2] + + //!< OutputRange * colorOffset[n] + //!< where OutputRange is the standard magnitude of + //!< Output[n][n] and colorMatrix and colorOffset + //!< values are within the range -1.0 to +1.0 + NvU32 compositeSafe; //!< compositeSafe constrains luminance range when using composite output +} NVVIOCOLORCONVERSION; + +//! macro for constructing the version field of _NVVIOCOLORCONVERSION. +#define NVVIOCOLORCONVERSION_VER MAKE_NVAPI_VERSION(NVVIOCOLORCONVERSION,1) + +//! Gamma correction +typedef struct _NVVIOGAMMACORRECTION +{ + NvU32 version; //!< Structure version + NvU32 vioGammaCorrectionType; //!< Gamma correction type (8-bit or 10-bit) + //! Gamma correction: + union + { + NVVIOGAMMARAMP8 gammaRamp8; //!< Gamma ramp (8-bit index, 16-bit values) + NVVIOGAMMARAMP10 gammaRamp10; //!< Gamma ramp (10-bit index, 16-bit values) + }gammaRamp; + float fGammaValueR; //!< Red Gamma value within gamma ranges. 0.5 - 6.0 + float fGammaValueG; //!< Green Gamma value within gamma ranges. 0.5 - 6.0 + float fGammaValueB; //!< Blue Gamma value within gamma ranges. 0.5 - 6.0 +} NVVIOGAMMACORRECTION; + +//! Macro for constructing thevesion field of _NVVIOGAMMACORRECTION +#define NVVIOGAMMACORRECTION_VER MAKE_NVAPI_VERSION(NVVIOGAMMACORRECTION,1) + +//! Maximum number of ranges per channel +#define MAX_NUM_COMPOSITE_RANGE 2 + + +typedef struct _NVVIOCOMPOSITERANGE +{ + NvU32 uRange; + NvU32 uEnabled; + NvU32 uMin; + NvU32 uMax; +} NVVIOCOMPOSITERANGE; + + + +// Device configuration (fields masks indicating NVVIOCONFIG fields to use for NvAPI_VIO_GetConfig/NvAPI_VIO_SetConfig() ) +// +#define NVVIOCONFIG_SIGNALFORMAT 0x00000001 //!< fields: signalFormat +#define NVVIOCONFIG_DATAFORMAT 0x00000002 //!< fields: dataFormat +#define NVVIOCONFIG_OUTPUTREGION 0x00000004 //!< fields: outputRegion +#define NVVIOCONFIG_OUTPUTAREA 0x00000008 //!< fields: outputArea +#define NVVIOCONFIG_COLORCONVERSION 0x00000010 //!< fields: colorConversion +#define NVVIOCONFIG_GAMMACORRECTION 0x00000020 //!< fields: gammaCorrection +#define NVVIOCONFIG_SYNCSOURCEENABLE 0x00000040 //!< fields: syncSource and syncEnable +#define NVVIOCONFIG_SYNCDELAY 0x00000080 //!< fields: syncDelay +#define NVVIOCONFIG_COMPOSITESYNCTYPE 0x00000100 //!< fields: compositeSyncType +#define NVVIOCONFIG_FRAMELOCKENABLE 0x00000200 //!< fields: EnableFramelock +#define NVVIOCONFIG_422FILTER 0x00000400 //!< fields: bEnable422Filter +#define NVVIOCONFIG_COMPOSITETERMINATE 0x00000800 //!< fields: bCompositeTerminate (Not supported on Quadro FX 4000 SDI) +#define NVVIOCONFIG_DATAINTEGRITYCHECK 0x00001000 //!< fields: bEnableDataIntegrityCheck (Not supported on Quadro FX 4000 SDI) +#define NVVIOCONFIG_CSCOVERRIDE 0x00002000 //!< fields: colorConversion override +#define NVVIOCONFIG_FLIPQUEUELENGTH 0x00004000 //!< fields: flipqueuelength control +#define NVVIOCONFIG_ANCTIMECODEGENERATION 0x00008000 //!< fields: bEnableANCTimeCodeGeneration +#define NVVIOCONFIG_COMPOSITE 0x00010000 //!< fields: bEnableComposite +#define NVVIOCONFIG_ALPHAKEYCOMPOSITE 0x00020000 //!< fields: bEnableAlphaKeyComposite +#define NVVIOCONFIG_COMPOSITE_Y 0x00040000 //!< fields: compRange +#define NVVIOCONFIG_COMPOSITE_CR 0x00080000 //!< fields: compRange +#define NVVIOCONFIG_COMPOSITE_CB 0x00100000 //!< fields: compRange +#define NVVIOCONFIG_FULL_COLOR_RANGE 0x00200000 //!< fields: bEnableFullColorRange +#define NVVIOCONFIG_RGB_DATA 0x00400000 //!< fields: bEnableRGBData +#define NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE 0x00800000 //!< fields: bEnableSDIOutput +#define NVVIOCONFIG_STREAMS 0x01000000 //!< fields: streams +#define NVVIOCONFIG_ANC_PARITY_COMPUTATION 0x02000000 //!< fields: ancParityComputation +#define NVVIOCONFIG_ANC_AUDIO_REPEAT 0x04000000 //!< fields: enableAudioBlanking + + +// Don't forget to update NVVIOCONFIG_VALIDFIELDS in nvapi.spec when NVVIOCONFIG_ALLFIELDS changes. +#define NVVIOCONFIG_ALLFIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_OUTPUTREGION | \ + NVVIOCONFIG_OUTPUTAREA | \ + NVVIOCONFIG_COLORCONVERSION | \ + NVVIOCONFIG_GAMMACORRECTION | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_SYNCDELAY | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_422FILTER | \ + NVVIOCONFIG_COMPOSITETERMINATE | \ + NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_CSCOVERRIDE | \ + NVVIOCONFIG_FLIPQUEUELENGTH | \ + NVVIOCONFIG_ANCTIMECODEGENERATION | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB | \ + NVVIOCONFIG_FULL_COLOR_RANGE | \ + NVVIOCONFIG_RGB_DATA | \ + NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE | \ + NVVIOCONFIG_STREAMS | \ + NVVIOCONFIG_ANC_PARITY_COMPUTATION | \ + NVVIOCONFIG_ANC_AUDIO_REPEAT ) + +#define NVVIOCONFIG_VALIDFIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_OUTPUTREGION | \ + NVVIOCONFIG_OUTPUTAREA | \ + NVVIOCONFIG_COLORCONVERSION | \ + NVVIOCONFIG_GAMMACORRECTION | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_SYNCDELAY | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE | \ + NVVIOCONFIG_422FILTER | \ + NVVIOCONFIG_COMPOSITETERMINATE | \ + NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_CSCOVERRIDE | \ + NVVIOCONFIG_FLIPQUEUELENGTH | \ + NVVIOCONFIG_ANCTIMECODEGENERATION | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB | \ + NVVIOCONFIG_FULL_COLOR_RANGE | \ + NVVIOCONFIG_RGB_DATA | \ + NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE | \ + NVVIOCONFIG_STREAMS | \ + NVVIOCONFIG_ANC_PARITY_COMPUTATION | \ + NVVIOCONFIG_ANC_AUDIO_REPEAT) + +#define NVVIOCONFIG_DRIVERFIELDS ( NVVIOCONFIG_OUTPUTREGION | \ + NVVIOCONFIG_OUTPUTAREA | \ + NVVIOCONFIG_COLORCONVERSION | \ + NVVIOCONFIG_FLIPQUEUELENGTH) + +#define NVVIOCONFIG_GAMMAFIELDS ( NVVIOCONFIG_GAMMACORRECTION ) + +#define NVVIOCONFIG_RMCTRLFIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_422FILTER | \ + NVVIOCONFIG_COMPOSITETERMINATE | \ + NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB) + +#define NVVIOCONFIG_RMSKEWFIELDS ( NVVIOCONFIG_SYNCDELAY ) + +#define NVVIOCONFIG_ALLOWSDIRUNNING_FIELDS ( NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_SYNCDELAY | \ + NVVIOCONFIG_CSCOVERRIDE | \ + NVVIOCONFIG_ANCTIMECODEGENERATION | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB | \ + NVVIOCONFIG_ANC_PARITY_COMPUTATION) + + + #define NVVIOCONFIG_RMMODESET_FIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_ANC_AUDIO_REPEAT) + + +//! Output device configuration +// No members can be deleted from below structure. Only add new members at the +// end of the structure. +typedef struct _NVVIOOUTPUTCONFIG_V1 +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format for video output + NVVIODATAFORMAT dataFormat; //!< Data format for video output + NVVIOOUTPUTREGION outputRegion; //!< Region for video output (Desktop mode) + NVVIOOUTPUTAREA outputArea; //!< Usable resolution for video output (safe area) + NVVIOCOLORCONVERSION colorConversion; //!< Color conversion. + NVVIOGAMMACORRECTION gammaCorrection; + NvU32 syncEnable; //!< Sync enable (TRUE to use syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSYNCDELAY syncDelay; //!< Sync delay + NVVIOCOMPSYNCTYPE compositeSyncType; //!< Composite sync type + NvU32 frameLockEnable; //!< Flag indicating whether framelock was on/off + NvU32 psfSignalFormat; //!< Indicates whether contained format is PSF Signal format + NvU32 enable422Filter; //!< Enables/Disables 4:2:2 filter + NvU32 compositeTerminate; //!< Composite termination + NvU32 enableDataIntegrityCheck; //!< Enable data integrity check: true - enable, false - disable + NvU32 cscOverride; //!< Use provided CSC color matrix to overwrite + NvU32 flipQueueLength; //!< Number of buffers used for the internal flipqueue + NvU32 enableANCTimeCodeGeneration; //!< Enable SDI ANC time code generation + NvU32 enableComposite; //!< Enable composite + NvU32 enableAlphaKeyComposite; //!< Enable Alpha key composite + NVVIOCOMPOSITERANGE compRange; //!< Composite ranges + NvU8 reservedData[256]; //!< Inicates last stored SDI output state TRUE-ON / FALSE-OFF + NvU32 enableFullColorRange; //!< Flag indicating Full Color Range + NvU32 enableRGBData; //!< Indicates data is in RGB format +} NVVIOOUTPUTCONFIG_V1; + +typedef struct _NVVIOOUTPUTCONFIG_V2 +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format for video output + NVVIODATAFORMAT dataFormat; //!< Data format for video output + NVVIOOUTPUTREGION outputRegion; //!< Region for video output (Desktop mode) + NVVIOOUTPUTAREA outputArea; //!< Usable resolution for video output (safe area) + NVVIOCOLORCONVERSION colorConversion; //!< Color conversion. + NVVIOGAMMACORRECTION gammaCorrection; + NvU32 syncEnable; //!< Sync enable (TRUE to use syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSYNCDELAY syncDelay; //!< Sync delay + NVVIOCOMPSYNCTYPE compositeSyncType; //!< Composite sync type + NvU32 frameLockEnable; //!< Flag indicating whether framelock was on/off + NvU32 psfSignalFormat; //!< Indicates whether contained format is PSF Signal format + NvU32 enable422Filter; //!< Enables/Disables 4:2:2 filter + NvU32 compositeTerminate; //!< Composite termination + NvU32 enableDataIntegrityCheck; //!< Enable data integrity check: true - enable, false - disable + NvU32 cscOverride; //!< Use provided CSC color matrix to overwrite + NvU32 flipQueueLength; //!< Number of buffers used for the internal flip queue + NvU32 enableANCTimeCodeGeneration; //!< Enable SDI ANC time code generation + NvU32 enableComposite; //!< Enable composite + NvU32 enableAlphaKeyComposite; //!< Enable Alpha key composite + NVVIOCOMPOSITERANGE compRange; //!< Composite ranges + NvU8 reservedData[256]; //!< Indicates last stored SDI output state TRUE-ON / FALSE-OFF + NvU32 enableFullColorRange; //!< Flag indicating Full Color Range + NvU32 enableRGBData; //!< Indicates data is in RGB format + NVVIOANCPARITYCOMPUTATION ancParityComputation; //!< Enable HW ANC parity bit computation (auto/on/off) +} NVVIOOUTPUTCONFIG_V2; + +typedef struct _NVVIOOUTPUTCONFIG_V3 +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format for video output + NVVIODATAFORMAT dataFormat; //!< Data format for video output + NVVIOOUTPUTREGION outputRegion; //!< Region for video output (Desktop mode) + NVVIOOUTPUTAREA outputArea; //!< Usable resolution for video output (safe area) + NVVIOCOLORCONVERSION colorConversion; //!< Color conversion. + NVVIOGAMMACORRECTION gammaCorrection; + NvU32 syncEnable; //!< Sync enable (TRUE to use syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSYNCDELAY syncDelay; //!< Sync delay + NVVIOCOMPSYNCTYPE compositeSyncType; //!< Composite sync type + NvU32 frameLockEnable; //!< Flag indicating whether framelock was on/off + NvU32 psfSignalFormat; //!< Indicates whether contained format is PSF Signal format + NvU32 enable422Filter; //!< Enables/Disables 4:2:2 filter + NvU32 compositeTerminate; //!< Composite termination + NvU32 enableDataIntegrityCheck; //!< Enable data integrity check: true - enable, false - disable + NvU32 cscOverride; //!< Use provided CSC color matrix to overwrite + NvU32 flipQueueLength; //!< Number of buffers used for the internal flip queue + NvU32 enableANCTimeCodeGeneration; //!< Enable SDI ANC time code generation + NvU32 enableComposite; //!< Enable composite + NvU32 enableAlphaKeyComposite; //!< Enable Alpha key composite + NVVIOCOMPOSITERANGE compRange; //!< Composite ranges + NvU8 reservedData[256]; //!< Indicates last stored SDI output state TRUE-ON / FALSE-OFF + NvU32 enableFullColorRange; //!< Flag indicating Full Color Range + NvU32 enableRGBData; //!< Indicates data is in RGB format + NVVIOANCPARITYCOMPUTATION ancParityComputation; //!< Enable HW ANC parity bit computation (auto/on/off) + NvU32 enableAudioBlanking; //!< Enable HANC audio blanking on repeat frames +} NVVIOOUTPUTCONFIG_V3; + +//! Stream configuration +typedef struct _NVVIOSTREAM +{ + NvU32 bitsPerComponent; //!< Bits per component + NVVIOCOMPONENTSAMPLING sampling; //!< Sampling + NvU32 expansionEnable; //!< Enable/disable 4:2:2->4:4:4 expansion + NvU32 numLinks; //!< Number of active links + struct + { + NvU32 jack; //!< This stream's link[i] will use the specified (0-based) channel within the + NvU32 channel; //!< specified (0-based) jack + } links[NVAPI_MAX_VIO_LINKS_PER_STREAM]; +} NVVIOSTREAM; + +//! Input device configuration +typedef struct _NVVIOINPUTCONFIG +{ + NvU32 numRawCaptureImages; //!< numRawCaptureImages is the number of frames to keep in the capture queue. + //!< must be between NVAPI_GVI_MIN_RAW_CAPTURE_IMAGES and NVAPI_GVI_MAX_RAW_CAPTURE_IMAGES, + NVVIOSIGNALFORMAT signalFormat; //!< Signal format. + //!< Please note that both numRawCaptureImages and signalFormat should be set together. + NvU32 numStreams; //!< Number of active streams. + NVVIOSTREAM streams[NVAPI_MAX_VIO_STREAMS]; //!< Stream configurations + NvU32 bTestMode; //!< This attribute controls the GVI test mode. + //!< Possible values 0/1. When testmode enabled, the + //!< GVI device will generate fake data as quickly as possible. +} NVVIOINPUTCONFIG; + +typedef struct _NVVIOCONFIG_V1 +{ + NvU32 version; //!< Structure version + NvU32 fields; //!< Caller sets to NVVIOCONFIG_* mask for fields to use + NVVIOCONFIGTYPE nvvioConfigType; //!< Input or Output configuration + union + { + NVVIOINPUTCONFIG inConfig; //!< Input device configuration + NVVIOOUTPUTCONFIG_V1 outConfig; //!< Output device configuration + }vioConfig; +} NVVIOCONFIG_V1; + + +typedef struct _NVVIOCONFIG_V2 +{ + NvU32 version; //!< Structure version + NvU32 fields; //!< Caller sets to NVVIOCONFIG_* mask for fields to use + NVVIOCONFIGTYPE nvvioConfigType; //!< Input or Output configuration + union + { + NVVIOINPUTCONFIG inConfig; //!< Input device configuration + NVVIOOUTPUTCONFIG_V2 outConfig; //!< Output device configuration + }vioConfig; +} NVVIOCONFIG_V2; + +typedef struct _NVVIOCONFIG_V3 +{ + NvU32 version; //!< Structure version + NvU32 fields; //!< Caller sets to NVVIOCONFIG_* mask for fields to use + NVVIOCONFIGTYPE nvvioConfigType; //!< Input or Output configuration + union + { + NVVIOINPUTCONFIG inConfig; //!< Input device configuration + NVVIOOUTPUTCONFIG_V3 outConfig; //!< Output device configuration + }vioConfig; +} NVVIOCONFIG_V3; +typedef NVVIOOUTPUTCONFIG_V3 NVVIOOUTPUTCONFIG; +typedef NVVIOCONFIG_V3 NVVIOCONFIG; + +#define NVVIOCONFIG_VER1 MAKE_NVAPI_VERSION(NVVIOCONFIG_V1,1) +#define NVVIOCONFIG_VER2 MAKE_NVAPI_VERSION(NVVIOCONFIG_V2,2) +#define NVVIOCONFIG_VER3 MAKE_NVAPI_VERSION(NVVIOCONFIG_V3,3) +#define NVVIOCONFIG_VER NVVIOCONFIG_VER3 + + +typedef struct +{ + NvPhysicalGpuHandle hPhysicalGpu; //!< Handle to Physical GPU (This could be NULL for GVI device if its not binded) + NvVioHandle hVioHandle; //!Create Stereo Handle->InitActivation->Reset Device +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 302 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! \param [in] bDelayed Use delayed activation +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// + +//! \addtogroup stereoapi +//! @{ + +//! InitActivation Flags +typedef enum _NVAPI_STEREO_INIT_ACTIVATION_FLAGS +{ + NVAPI_STEREO_INIT_ACTIVATION_IMMEDIATE = 0X00, + NVAPI_STEREO_INIT_ACTIVATION_DELAYED = 0x01, +} NVAPI_STEREO_INIT_ACTIVATION_FLAGS; + +NVAPI_INTERFACE NvAPI_Stereo_InitActivation(__in StereoHandle hStereoHandle, __in NVAPI_STEREO_INIT_ACTIVATION_FLAGS flags); + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Trigger_Activation +// +//! DESCRIPTION: This API allows an application to trigger creation of a stereo desktop, +//! in case the creation was stopped on application launch. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 302 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval ::NVAPI_STEREO_INIT_ACTIVATION_NOT_DONE - Stereo InitActivation not called. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Trigger_Activation(__in StereoHandle hStereoHandle); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_CapturePngImage +// +//! DESCRIPTION: This API captures the current stereo image in PNG stereo format. +//! Only the last capture call per flip will be effective. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! +//! \retval ::NVAPI_OK Image captured. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_CapturePngImage(StereoHandle stereoHandle); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_ReverseStereoBlitControl +// +//! DESCRIPTION: This API turns on/off reverse stereo blit. +//! +//! HOW TO USE: Use after the stereo handle for the device interface is created via successfull call to the appropriate +//! NvAPI_Stereo_CreateHandleFrom() function. +//! After reversed stereo blit control is turned on, blits from the stereo surface will +//! produce the right-eye image in the left side of the destination surface and the left-eye +//! image in the right side of the destination surface. +//! +//! In DirectX 9, the destination surface must be created as the render target, and StretchRect must be used. +//! Conditions: +//! - DstWidth == 2*SrcWidth +//! - DstHeight == SrcHeight +//! - Src surface is the stereo surface. +//! - SrcRect must be {0,0,SrcWidth,SrcHeight} +//! - DstRect must be {0,0,DstWidth,DstHeight} +//! +//! In DirectX 10, ResourceCopyRegion must be used. +//! Conditions: +//! - DstWidth == 2*SrcWidth +//! - DstHeight == SrcHeight +//! - dstX == 0, +//! - dstY == 0, +//! - dstZ == 0, +//! - SrcBox: left=top=front==0; right==SrcWidth; bottom==SrcHeight; back==1; +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! \param [in] TurnOn != 0 : Turns on \n +//! == 0 : Turns off +//! +//! +//! \retval ::NVAPI_OK Retrieval of frustum adjust mode was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_ReverseStereoBlitControl(StereoHandle hStereoHandle, NvU8 TurnOn); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetNotificationMessage +// +//! DESCRIPTION: This API is a Setup notification message that the stereo driver uses to notify the application +//! when the user changes the stereo driver state. +//! +//! When the user changes the stereo state (Activated or Deactivated, separation or conversion) +//! the stereo driver posts a defined message with the following parameters: +//! +//! lParam is the current conversion. (Actual conversion is *(float*)&lParam ) +//! +//! wParam == MAKEWPARAM(l, h) where +//! - l == 0 if stereo is deactivated +//! - l == 1 if stereo is deactivated +//! - h is the current separation. (Actual separation is float(h*100.f/0xFFFF) +//! +//! Call this API with NULL hWnd to prohibit notification. +//! +//! WHEN TO USE: Use after the stereo handle for device interface is created via successful call to appropriate +//! NvAPI_Stereo_CreateHandleFrom() function. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! \param [in] hWnd Window HWND that will be notified when the user changes the stereo driver state. +//! Actual HWND must be cast to an NvU64. +//! \param [in] messageID MessageID of the message that will be posted to hWnd +//! +//! \retval ::NVAPI_OK Notification set. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetNotificationMessage(StereoHandle hStereoHandle, NvU64 hWnd,NvU64 messageID); + + + + + + + + + + + + + + + +//! \ingroup stereoapi +#define NVAPI_STEREO_QUADBUFFERED_API_VERSION 0x2 + +//! \ingroup stereoapi + typedef enum _NV_StereoSwapChainMode + { + NVAPI_STEREO_SWAPCHAIN_DEFAULT = 0, + NVAPI_STEREO_SWAPCHAIN_STEREO = 1, + NVAPI_STEREO_SWAPCHAIN_MONO = 2, + } NV_STEREO_SWAPCHAIN_MODE; + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_CreateSwapChain +// +//! DESCRIPTION: This API allows the user to create a mono or a stereo swap chain. +//! +//! NOTE: NvAPI_D3D1x_CreateSwapChain is a wrapper of the method IDXGIFactory::CreateSwapChain which +//! additionally notifies the D3D driver of the mode in which stereo mode the swap chain is to be +//! created. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! A pointer to the device that will write 2D images to the swap chain. +//! \param [in] pDesc A pointer to the swap-chain description (DXGI_SWAP_CHAIN_DESC). This parameter cannot be NULL. +//! \param [out] ppSwapChain A pointer to the swap chain created. +//! \param [in] mode The stereo mode fot the swap chain. +//! NVAPI_STEREO_SWAPCHAIN_DEFAULT +//! NVAPI_STEREO_SWAPCHAIN_STEREO +//! NVAPI_STEREO_SWAPCHAIN_MONO +//! +//! \retval ::NVAPI_OK The swap chain was created successfully. +//! \retval ::NVAPI_ERROR The operation failed. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_CreateSwapChain(StereoHandle hStereoHandle, + DXGI_SWAP_CHAIN_DESC* pDesc, + IDXGISwapChain** ppSwapChain, + NV_STEREO_SWAPCHAIN_MODE mode); + +#endif //if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + + +#if defined(_D3D9_H_) //NvAPI_D3D9_CreateSwapChain +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_CreateSwapChain +// +//! DESCRIPTION: This API allows the user to create a mono or a stereo swap chain. +//! +//! NOTE: NvAPI_D3D9_CreateSwapChain is a wrapper of the method IDirect3DDevice9::CreateAdditionalSwapChain which +//! additionally notifies the D3D driver if the swap chain creation mode must be stereo or mono. +//! +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [in, out] pPresentationParameters A pointer to the swap-chain description (DXGI). This parameter cannot be NULL. +//! \param [out] ppSwapChain A pointer to the swap chain created. +//! \param [in] mode The stereo mode for the swap chain. +//! NVAPI_STEREO_SWAPCHAIN_DEFAULT +//! NVAPI_STEREO_SWAPCHAIN_STEREO +//! NVAPI_STEREO_SWAPCHAIN_MONO +//! +//! \retval ::NVAPI_OK The swap chain creation was successful +//! \retval ::NVAPI_ERROR The operation failed. +//! +//!\ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_CreateSwapChain(StereoHandle hStereoHandle, + D3DPRESENT_PARAMETERS *pPresentationParameters, + IDirect3DSwapChain9 **ppSwapChain, + NV_STEREO_SWAPCHAIN_MODE mode); +#endif //if defined(_D3D9_H_) //NvAPI_D3D9_CreateSwapChain + + + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_InitLowLatencyDevice +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function has to be used to initialize a Vulkan device +//! as a low latency device. The driver initializes a set of parameters to +//! be used in subsequent low latency API calls for this device. +//! The returned NV_VULKAN_LOW_LATENCY_DEVICE_PARAMS has to be passed into +//! any low latency API call as a parameter to ensure use of these parameters. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [out] signalDemaphoreHandle pointer to a VkSemaphore handle that is signalling in Sleep +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_InitLowLatencyDevice(__in HANDLE vkDevice, __out HANDLE *signalSemaphoreHandle); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_DestroyLowLatencyDevice +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function releases the set of low latency device +//! parameters. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_DestroyLowLatencyDevice(__in HANDLE vkDevice); +#endif // defined(__cplusplus) && defined(_WINNT_) + + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get sleep status +//! \ingroup oglapi +typedef struct _NV_VULKAN_GET_SLEEP_STATUS_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (OUT) Is low latency mode enabled? + NvU8 rsvd[128]; //!< (IN) Reserved. Must be set to 0s. +} NV_VULKAN_GET_SLEEP_STATUS_PARAMS_V1; + +typedef NV_VULKAN_GET_SLEEP_STATUS_PARAMS_V1 NV_VULKAN_GET_SLEEP_STATUS_PARAMS; +#define NV_VULKAN_GET_SLEEP_STATUS_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_GET_SLEEP_STATUS_PARAMS_V1, 1) +#define NV_VULKAN_GET_SLEEP_STATUS_PARAMS_VER NV_VULKAN_GET_SLEEP_STATUS_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_GetSleepStatus +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function can be used to get the latest sleep status. +//! bLowLatencyMode indicates whether low latency mode is currently +//! enabled in the driver. +//! Note that it may not always reflect the previously requested sleep mode, +//! as the feature may not be available on the platform, or the setting has +//! been overridden by the control panel, for example. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [inout] pGetSleepStatusParams Sleep status params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_GetSleepStatus(__in HANDLE vkDevice, __inout NV_VULKAN_GET_SLEEP_STATUS_PARAMS *pGetSleepStatusParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to set sleep mode +//! \ingroup oglapi +#if defined(__cplusplus) && defined(_WINNT_) +typedef struct _NV_VULKAN_SET_SLEEP_MODE_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (IN) Low latency mode enable/disable. + NvBool bLowLatencyBoost; //!< (IN) Request maximum GPU clock frequency regardless of workload. + NvU32 minimumIntervalUs; //!< (IN) Minimum frame interval in microseconds. 0 = no frame rate limit. + NvU8 rsvd[32]; //!< (IN) Reserved. Must be set to 0s. +} NV_VULKAN_SET_SLEEP_MODE_PARAMS_V1; + +typedef NV_VULKAN_SET_SLEEP_MODE_PARAMS_V1 NV_VULKAN_SET_SLEEP_MODE_PARAMS; +#define NV_VULKAN_SET_SLEEP_MODE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_SET_SLEEP_MODE_PARAMS_V1, 1) +#define NV_VULKAN_SET_SLEEP_MODE_PARAMS_VER NV_VULKAN_SET_SLEEP_MODE_PARAMS_VER1 +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_SetSleepMode +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function can be used to update sleep mode dynamically. +//! The settings are not dependent to each other, meaning low latency mode +//! can be enabled/disabled regardless of whether minimum interval is set or +//! not. The former is to intelligently lower latency without impacting frame +//! rate. The later is to limit frame rate (e.g. minimumIntervalUs = 10000 +//! limits frame rate to 100 FPS). They work well separately and/or together. +//! Note that minimumIntervalUs usage is not limited to lowering latency, so +//! feel free to use it to limit frame rate for menu, cut scenes, etc. +//! Note that low latency mode can be enabled, and/or minimum interval can +//! be set, even without using NvAPI_D3D_Sleep(). However, without it, the +//! sleep to achieve these features would happen at a less optimal point, +//! resulting in higher overall latency. +//! The bLowLatencyBoost will request the GPU run at max clocks even in +//! scenarios where it is idle most of the frame and would normally try +//! to save power. This can decrease latency in CPU-limited scenarios. +//! While this function can be called as often as needed, it is not +//! necessary nor recommended to call this too frequently (e.g. every frame), +//! as the settings persist for the target device. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] pSetSleepModeParams Sleep mode params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_SetSleepMode(__in HANDLE vkDevice, __in NV_VULKAN_SET_SLEEP_MODE_PARAMS *pSetSleepModeParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_Sleep +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: It is recommended to call this function at the very start of +//! each frame (e.g. before input sampling). If there is a need to sleep, +//! due to frame rate limit and/or low latency features, for example, +//! this call provides an entry point for the driver to sleep at the most +//! optimal spot to achieve the lowest latency. +//! It is recommended to call this function even when low latency mode is +//! disabled and minimum interval is 0. Other features, such as Maximum Frame +//! Rate setting, could be enabled in the control panel to benefit from this. +//! It is OK to start (or stop) using this function at any time. However, +//! when using this function, it must be called exactly once on each frame. +//! If this function is not called, after several frames, the driver would +//! fallback to sleep at its less optimal spot. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] signalValue Value that will be signalled in signalDemaphoreHandle semaphore at Sleep +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_Sleep(__in HANDLE vkDevice, __in NvU64 signalValue); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get latency report. +//! \ingroup oglapi +typedef struct _NV_VULKAN_LATENCY_RESULT_PARAMS +{ + NvU32 version; //!< (IN) Structure version + struct vkFrameReport { + NvU64 frameID; + NvU64 inputSampleTime; + NvU64 simStartTime; + NvU64 simEndTime; + NvU64 renderSubmitStartTime; + NvU64 renderSubmitEndTime; + NvU64 presentStartTime; + NvU64 presentEndTime; + NvU64 driverStartTime; + NvU64 driverEndTime; + NvU64 osRenderQueueStartTime; + NvU64 osRenderQueueEndTime; + NvU64 gpuRenderStartTime; + NvU64 gpuRenderEndTime; + NvU8 rsvd[128]; + } frameReport[64]; + NvU8 rsvd[32]; +} NV_VULKAN_LATENCY_RESULT_PARAMS_V1; + +typedef NV_VULKAN_LATENCY_RESULT_PARAMS_V1 NV_VULKAN_LATENCY_RESULT_PARAMS; +#define NV_VULKAN_LATENCY_RESULT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_LATENCY_RESULT_PARAMS_V1, 1) +#define NV_VULKAN_LATENCY_RESULT_PARAMS_VER NV_VULKAN_LATENCY_RESULT_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_GetLatency +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: Get a latency report including the timestamps of the +//! application latency markers set with NvAPI_Vulkan_SetLatencyMarker as well +//! as driver, OS queue and graphics hardware times. Requires calling +//! NvAPI_Vulkan_SetLatencyMarker with incrementing frameID for valid results. +//! Rendering for at least 90 frames is recommended to properly fill out the +//! structure. The newest completed frame is at the end (element 63) and +//! is preceeded by older frames. If not enough frames are valid then all +//! frames are returned with all zeroes. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [inout] pGetLatencyParams The latency result structure. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_GetLatency(__in HANDLE vkDevice, __inout NV_VULKAN_LATENCY_RESULT_PARAMS* pGetLatencyParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used define latency marker type +//! \ingroup oglapi +typedef enum +{ + VULKAN_SIMULATION_START = 0, + VULKAN_SIMULATION_END = 1, + VULKAN_RENDERSUBMIT_START = 2, + VULKAN_RENDERSUBMIT_END = 3, + VULKAN_PRESENT_START = 4, + VULKAN_PRESENT_END = 5, + VULKAN_INPUT_SAMPLE = 6, + VULKAN_TRIGGER_FLASH = 7, + VULKAN_PC_LATENCY_PING = 8, + VULKAN_OUT_OF_BAND_RENDERSUBMIT_START = 9, + VULKAN_OUT_OF_BAND_RENDERSUBMIT_END = 10, + VULKAN_OUT_OF_BAND_PRESENT_START = 11, + VULKAN_OUT_OF_BAND_PRESENT_END = 12, +} NV_VULKAN_LATENCY_MARKER_TYPE; + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used set latency markers +//! \ingroup oglapi +typedef struct _NV_VULKAN_LATENCY_MARKER_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvU64 frameID; + NV_VULKAN_LATENCY_MARKER_TYPE markerType; + NvU8 rsvd[64]; +} NV_VULKAN_LATENCY_MARKER_PARAMS_V1; + +typedef NV_VULKAN_LATENCY_MARKER_PARAMS_V1 NV_VULKAN_LATENCY_MARKER_PARAMS; +#define NV_VULKAN_LATENCY_MARKER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_LATENCY_MARKER_PARAMS_V1, 1) +#define NV_VULKAN_LATENCY_MARKER_PARAMS_VER NV_VULKAN_LATENCY_MARKER_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_SetLatencyMarker +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: Set a latency marker to be tracked by the +//! NvAPI_Vulkan_GetLatency function. SIMULATION_START must be the first marker +//! sent in a frame, after the previous frame's Sleep call (if used). +//! INPUT_SAMPLE may be sent to record the moment user input was sampled and +//! should come between SIMULATION_START and SIMULATION_END. +//! RENDERSUBMIT_START should come before any Vulkan API calls are made for +//! the given frame and RENDERSUBMIT_END should come before calling Present. +//! PRESENT_START and END should wrap the Present call to inform the driver +//! of a present block done by the OS before the driver receives the Present. +//! TRIGGER_FLASH tells the driver to render its flash indicator for latency +//! testing, typically driven by a mouse click. +//! The frameID can start at an abitrary moment in the application lifetime +//! but must strictly increment from that point forward for consistent results. + +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] pSetLatencyMarkerParams The latency marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_SetLatencyMarker(__in HANDLE vkDevice, __in NV_VULKAN_LATENCY_MARKER_PARAMS* pSetLatencyMarkerParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used in NvAPI_Vulkan_NotifyOutOfBandVkQueue +//! \ingroup oglapi +typedef enum +{ + VULKAN_OUT_OF_BAND_QUEUE_TYPE_RENDER = 0, + VULKAN_OUT_OF_BAND_QUEUE_TYPE_PRESENT = 1, +} NV_VULKAN_OUT_OF_BAND_QUEUE_TYPE; + +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_NotifyOutOfBandVkQueue +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: Notifies the driver that this command queue runs out of band +//! from the application's frame cadence. +//! +//! \since Release: 520 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] queueHandle The VkQueue +//! \param [in] queueType The type of out of band VkQueue +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_NotifyOutOfBandVkQueue(__in HANDLE vkDevice, __in HANDLE queueHandle, __in NV_VULKAN_OUT_OF_BAND_QUEUE_TYPE queueType); +#endif // defined(__cplusplus) && defined(_WINNT_) + + +//! \addtogroup drsapi +//! @{ + + +// GPU Profile APIs + +NV_DECLARE_HANDLE(NvDRSSessionHandle); +NV_DECLARE_HANDLE(NvDRSProfileHandle); + +#define NVAPI_DRS_GLOBAL_PROFILE ((NvDRSProfileHandle) -1) + +#define NVAPI_SETTING_MAX_VALUES 100 + +typedef enum _NVDRS_SETTING_TYPE +{ + NVDRS_DWORD_TYPE, + NVDRS_BINARY_TYPE, + NVDRS_STRING_TYPE, + NVDRS_WSTRING_TYPE +} NVDRS_SETTING_TYPE; + +typedef enum _NVDRS_SETTING_LOCATION +{ + NVDRS_CURRENT_PROFILE_LOCATION, + NVDRS_GLOBAL_PROFILE_LOCATION, + NVDRS_BASE_PROFILE_LOCATION, + NVDRS_DEFAULT_PROFILE_LOCATION +} NVDRS_SETTING_LOCATION; + + +typedef struct _NVDRS_GPU_SUPPORT +{ + NvU32 geforce : 1; + NvU32 quadro : 1; + NvU32 nvs : 1; + NvU32 reserved4 : 1; + NvU32 reserved5 : 1; + NvU32 reserved6 : 1; + NvU32 reserved7 : 1; + NvU32 reserved8 : 1; + NvU32 reserved9 : 1; + NvU32 reserved10 : 1; + NvU32 reserved11 : 1; + NvU32 reserved12 : 1; + NvU32 reserved13 : 1; + NvU32 reserved14 : 1; + NvU32 reserved15 : 1; + NvU32 reserved16 : 1; + NvU32 reserved17 : 1; + NvU32 reserved18 : 1; + NvU32 reserved19 : 1; + NvU32 reserved20 : 1; + NvU32 reserved21 : 1; + NvU32 reserved22 : 1; + NvU32 reserved23 : 1; + NvU32 reserved24 : 1; + NvU32 reserved25 : 1; + NvU32 reserved26 : 1; + NvU32 reserved27 : 1; + NvU32 reserved28 : 1; + NvU32 reserved29 : 1; + NvU32 reserved30 : 1; + NvU32 reserved31 : 1; + NvU32 reserved32 : 1; +} NVDRS_GPU_SUPPORT; + +//! Enum to decide on the datatype of setting value. +typedef struct _NVDRS_BINARY_SETTING +{ + NvU32 valueLength; //!< valueLength should always be in number of bytes. + NvU8 valueData[NVAPI_BINARY_DATA_MAX]; +} NVDRS_BINARY_SETTING; + +typedef struct _NVDRS_SETTING_VALUES +{ + NvU32 version; //!< Structure Version + NvU32 numSettingValues; //!< Total number of values available in a setting. + NVDRS_SETTING_TYPE settingType; //!< Type of setting value. + union //!< Setting can hold either DWORD or Binary value or string. Not mixed types. + { + NvU32 u32DefaultValue; //!< Accessing default DWORD value of this setting. + NVDRS_BINARY_SETTING binaryDefaultValue; //!< Accessing default Binary value of this setting. + //!< Must be allocated by caller with valueLength specifying buffer size, or only valueLength will be filled in. + NvAPI_UnicodeString wszDefaultValue; //!< Accessing default unicode string value of this setting. + }; + union //!< Setting values can be of either DWORD, Binary values or String type, + { //!< NOT mixed types. + NvU32 u32Value; //!< All possible DWORD values for a setting + NVDRS_BINARY_SETTING binaryValue; //!< All possible Binary values for a setting + NvAPI_UnicodeString wszValue; //!< Accessing current unicode string value of this setting. + }settingValues[NVAPI_SETTING_MAX_VALUES]; +} NVDRS_SETTING_VALUES; + +//! Macro for constructing the version field of ::_NVDRS_SETTING_VALUES +#define NVDRS_SETTING_VALUES_VER MAKE_NVAPI_VERSION(NVDRS_SETTING_VALUES,1) + +typedef struct _NVDRS_SETTING_V1 +{ + NvU32 version; //!< Structure Version + NvAPI_UnicodeString settingName; //!< String name of setting + NvU32 settingId; //!< 32 bit setting Id + NVDRS_SETTING_TYPE settingType; //!< Type of setting value. + NVDRS_SETTING_LOCATION settingLocation; //!< Describes where the value in CurrentValue comes from. + NvU32 isCurrentPredefined; //!< It is different than 0 if the currentValue is a predefined Value, + //!< 0 if the currentValue is a user value. + NvU32 isPredefinedValid; //!< It is different than 0 if the PredefinedValue union contains a valid value. + union //!< Setting can hold either DWORD or Binary value or string. Not mixed types. + { + NvU32 u32PredefinedValue; //!< Accessing default DWORD value of this setting. + NVDRS_BINARY_SETTING binaryPredefinedValue; //!< Accessing default Binary value of this setting. + //!< Must be allocated by caller with valueLength specifying buffer size, + //!< or only valueLength will be filled in. + NvAPI_UnicodeString wszPredefinedValue; //!< Accessing default unicode string value of this setting. + }; + union //!< Setting can hold either DWORD or Binary value or string. Not mixed types. + { + NvU32 u32CurrentValue; //!< Accessing current DWORD value of this setting. + NVDRS_BINARY_SETTING binaryCurrentValue; //!< Accessing current Binary value of this setting. + //!< Must be allocated by caller with valueLength specifying buffer size, + //!< or only valueLength will be filled in. + NvAPI_UnicodeString wszCurrentValue; //!< Accessing current unicode string value of this setting. + }; +} NVDRS_SETTING_V1; + +//! Macro for constructing the version field of ::_NVDRS_SETTING +#define NVDRS_SETTING_VER1 MAKE_NVAPI_VERSION(NVDRS_SETTING_V1, 1) + +typedef NVDRS_SETTING_V1 NVDRS_SETTING; +#define NVDRS_SETTING_VER NVDRS_SETTING_VER1 + +typedef struct _NVDRS_APPLICATION_V1 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the application +} NVDRS_APPLICATION_V1; + +typedef struct _NVDRS_APPLICATION_V2 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the Application + NvAPI_UnicodeString fileInFolder; //!< Select this application only if this file is found. + //!< When specifying multiple files, separate them using the ':' character. +} NVDRS_APPLICATION_V2; + +typedef struct _NVDRS_APPLICATION_V3 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the Application + NvAPI_UnicodeString fileInFolder; //!< Select this application only if this file is found. + //!< When specifying multiple files, separate them using the ':' character. + NvU32 isMetro:1; //!< Windows 8 style app + NvU32 isCommandLine:1; //!< Command line parsing for the application name + NvU32 reserved:30; //!< Reserved. Should be 0. +} NVDRS_APPLICATION_V3; + +typedef struct _NVDRS_APPLICATION_V4 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the Application + NvAPI_UnicodeString fileInFolder; //!< Select this application only if this file is found. + //!< When specifying multiple files, separate them using the ':' character. + NvU32 isMetro:1; //!< Windows 8 style app + NvU32 isCommandLine:1; //!< Command line parsing for the application name + NvU32 reserved:30; //!< Reserved. Should be 0. + NvAPI_UnicodeString commandLine; //!< If isCommandLine is set to 0 this must be an empty. If isCommandLine is set to 1 + //!< this contains application's command line as if it was returned by GetCommandLineW. +} NVDRS_APPLICATION_V4; + +#define NVDRS_APPLICATION_VER_V1 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V1,1) +#define NVDRS_APPLICATION_VER_V2 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V2,2) +#define NVDRS_APPLICATION_VER_V3 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V3,3) +#define NVDRS_APPLICATION_VER_V4 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V4,4) + +typedef NVDRS_APPLICATION_V4 NVDRS_APPLICATION; +#define NVDRS_APPLICATION_VER NVDRS_APPLICATION_VER_V4 + +typedef struct _NVDRS_PROFILE_V1 +{ + NvU32 version; //!< Structure Version + NvAPI_UnicodeString profileName; //!< String name of the Profile + NVDRS_GPU_SUPPORT gpuSupport; //!< This read-only flag indicates the profile support on either + //!< Quadro, or Geforce, or both. + NvU32 isPredefined; //!< Is the Profile user-defined, or predefined + NvU32 numOfApps; //!< Total number of applications that belong to this profile. Read-only + NvU32 numOfSettings; //!< Total number of settings applied for this Profile. Read-only +} NVDRS_PROFILE_V1; + +typedef NVDRS_PROFILE_V1 NVDRS_PROFILE; + +//! Macro for constructing the version field of ::NVDRS_PROFILE +#define NVDRS_PROFILE_VER1 MAKE_NVAPI_VERSION(NVDRS_PROFILE_V1,1) +#define NVDRS_PROFILE_VER NVDRS_PROFILE_VER1 + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_CreateSession +// +//! DESCRIPTION: This API allocates memory and initializes the session. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] *phSession Return pointer to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR: For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_CreateSession(NvDRSSessionHandle *phSession); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DestroySession +// +//! DESCRIPTION: This API frees the allocation: cleanup of NvDrsSession. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DestroySession(NvDRSSessionHandle hSession); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_LoadSettings +// +//! DESCRIPTION: This API loads and parses the settings data. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_LoadSettings(NvDRSSessionHandle hSession); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SaveSettings +// +//! DESCRIPTION: This API saves the settings data to the system. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SaveSettings(NvDRSSessionHandle hSession); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_LoadSettingsFromFile +// +//! DESCRIPTION: This API loads settings from the given file path. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle +//! \param [in] fileName Binary File Name/Path +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_LoadSettingsFromFile(NvDRSSessionHandle hSession, NvAPI_UnicodeString fileName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SaveSettingsToFile +// +//! DESCRIPTION: This API saves settings to the given file path. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] fileName Binary File Name/Path +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SaveSettingsToFile(NvDRSSessionHandle hSession, NvAPI_UnicodeString fileName); + +//! @} + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_CreateProfile +// +//! DESCRIPTION: This API creates an empty profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] *pProfileInfo Input pointer to NVDRS_PROFILE. +//! \param [in] *phProfile Returns pointer to profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_CreateProfile(NvDRSSessionHandle hSession, NVDRS_PROFILE *pProfileInfo, NvDRSProfileHandle *phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteProfile +// +//! DESCRIPTION: This API deletes a profile or sets it back to a predefined value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteProfile(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SetCurrentGlobalProfile +// +//! DESCRIPTION: This API sets the current global profile in the driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] wszGlobalProfileName Input current Global profile name. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SetCurrentGlobalProfile(NvDRSSessionHandle hSession, NvAPI_UnicodeString wszGlobalProfileName); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetCurrentGlobalProfile +// +//! DESCRIPTION: This API returns the handle to the current global profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [out] *phProfile Returns current Global profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetCurrentGlobalProfile(NvDRSSessionHandle hSession, NvDRSProfileHandle *phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetProfileInfo +// +//! DESCRIPTION: This API gets information about the given profile. User needs to specify the name of the Profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [out] *pProfileInfo Return the profile info. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetProfileInfo(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_PROFILE *pProfileInfo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SetProfileInfo +// +//! DESCRIPTION: Specifies flags for a given profile. Currently only the NVDRS_GPU_SUPPORT is +//! used to update the profile. Neither the name, number of settings or applications +//! or other profile information can be changed with this function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] *pProfileInfo Input the new profile info. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SetProfileInfo(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_PROFILE *pProfileInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_FindProfileByName +// +//! DESCRIPTION: This API finds a profile in the current session. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] profileName Input profileName. +//! \param [out] phProfile Input profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_PROFILE_NOT_FOUND if profile is not found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_FindProfileByName(NvDRSSessionHandle hSession, NvAPI_UnicodeString profileName, NvDRSProfileHandle* phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumProfiles +// +//! DESCRIPTION: This API enumerates through all the profiles in the session. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] index Input the index for enumeration. +//! \param [out] *phProfile Returns profile handle. +//! +//! RETURN STATUS: NVAPI_OK: SUCCESS if the profile is found +//! NVAPI_ERROR: For miscellaneous errors. +//! NVAPI_END_ENUMERATION: index exceeds the total number of available Profiles in DB. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumProfiles(NvDRSSessionHandle hSession, NvU32 index, NvDRSProfileHandle *phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetNumProfiles +// +//! DESCRIPTION: This API obtains the number of profiles in the current session object. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param out] *numProfiles Returns count of profiles in the current hSession. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_API_NOT_INTIALIZED Failed to initialize. +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid Arguments. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetNumProfiles(NvDRSSessionHandle hSession, NvU32 *numProfiles); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_CreateApplication +// +//! DESCRIPTION: This API adds an executable name to a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] *pApplication Input NVDRS_APPLICATION struct with the executable name to be added. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_CreateApplication(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_APPLICATION *pApplication); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteApplicationEx +// +//! DESCRIPTION: This API removes an executable from a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession - Input to the session handle. +//! \param [in] hProfile - Input profile handle. +//! \param [in] *pApp - Input all the information about the application to be removed. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS If the path provided could refer to two different executables, +//! this error will be returned. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteApplicationEx(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_APPLICATION *pApp); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteApplication +// +//! DESCRIPTION: This API removes an executable name from a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSessionPARAMETERS Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] appName Input the executable name to be removed. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS If the path provided could refer to two different executables, +//! this error will be returned +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteApplication(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvAPI_UnicodeString appName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetApplicationInfo +// +//! DESCRIPTION: This API gets information about the given application. The input application name +//! must match exactly what the Profile has stored for the application. +//! This function is better used to retrieve application information from a previous +//! enumeration. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] appName Input application name. +//! \param [out] *pApplication Returns NVDRS_APPLICATION struct with all the attributes. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS The application name could not +// single out only one executable. +//! \retval ::NVAPI_EXECUTABLE_NOT_FOUND No application with that name is found on the profile. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetApplicationInfo(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvAPI_UnicodeString appName, NVDRS_APPLICATION *pApplication); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumApplications +// +//! DESCRIPTION: This API enumerates all the applications in a given profile from the starting index to the maximum length. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] startIndex Indicates starting index for enumeration. +//! \param [in,out] *appCount Input maximum length of the passed in arrays. Returns the actual length. +//! \param [out] *pApplication Returns NVDRS_APPLICATION struct with all the attributes. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_END_ENUMERATION startIndex exceeds the total appCount. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumApplications(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 startIndex, NvU32 *appCount, NVDRS_APPLICATION *pApplication); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_FindApplicationByName +// +//! DESCRIPTION: This API searches the application and the associated profile for the given application name. +//! If a fully qualified path is provided, this function will always return the profile +//! the driver will apply upon running the application (on the path provided). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the hSession handle +//! \param [in] appName Input appName. For best results, provide a fully qualified path of the type +//! c:/Folder1/Folder2/App.exe +//! \param [out] *phProfile Returns profile handle. +//! \param [in,out] *pApplication Returns NVDRS_APPLICATION struct pointer. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below: +//! \retval ::NVAPI_APPLICATION_NOT_FOUND If App not found +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS If the input appName was not fully qualified, this error might return in the case of multiple matches +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_FindApplicationByName(__in NvDRSSessionHandle hSession, __in NvAPI_UnicodeString appName, __out NvDRSProfileHandle *phProfile, __inout NVDRS_APPLICATION *pApplication); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SetSetting +// +//! DESCRIPTION: This API adds/modifies a setting to a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] *pSetting Input NVDRS_SETTING struct pointer. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SetSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_SETTING *pSetting); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetSetting +// +//! DESCRIPTION: This API gets information about the given setting. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] settingId Input settingId. +//! \param [out] *pSetting Returns all the setting info +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 settingId, NVDRS_SETTING *pSetting); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumSettings +// +//! DESCRIPTION: This API enumerates all the settings of a given profile from startIndex to the maximum length. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] startIndex Indicates starting index for enumeration. +//! \param [in,out] *settingsCount Input max length of the passed in arrays, Returns the actual length. +//! \param [out] *pSetting Returns all the settings info. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_END_ENUMERATION startIndex exceeds the total appCount. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumSettings(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 startIndex, NvU32 *settingsCount, NVDRS_SETTING *pSetting); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumAvailableSettingIds +// +//! DESCRIPTION: This API enumerates all the Ids of all the settings recognized by NVAPI. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] pSettingIds User-provided array of length *pMaxCount that NVAPI will fill with IDs. +//! \param [in,out] pMaxCount Input max length of the passed in array, Returns the actual length. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! NVAPI_END_ENUMERATION: the provided pMaxCount is not enough to hold all settingIds. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumAvailableSettingIds(NvU32 *pSettingIds, NvU32 *pMaxCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumAvailableSettingValues +// +//! DESCRIPTION: This API enumerates all available setting values for a given setting. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] settingId Input settingId. +//! \param [in,out] pMaxNumValues Input max length of the passed in arrays, Returns the actual length. +//! \param [out] *pSettingValues Returns all available setting values and its count. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumAvailableSettingValues(NvU32 settingId, NvU32 *pMaxNumValues, NVDRS_SETTING_VALUES *pSettingValues); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetSettingIdFromName +// +//! DESCRIPTION: This API gets the binary ID of a setting given the setting name. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] settingName Input Unicode settingName. +//! \param [out] *pSettingId Returns corresponding settingId. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_PROFILE_NOT_FOUND if profile is not found +//! \retval ::NVAPI_SETTING_NOT_FOUND if setting is not found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetSettingIdFromName(NvAPI_UnicodeString settingName, NvU32 *pSettingId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetSettingNameFromId +// +//! DESCRIPTION: This API gets the setting name given the binary ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] settingId Input settingId. +//! \param [in] *pSettingName Returns corresponding Unicode settingName. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_PROFILE_NOT_FOUND if profile is not found +//! \retval ::NVAPI_SETTING_NOT_FOUND if setting is not found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetSettingNameFromId(NvU32 settingId, NvAPI_UnicodeString *pSettingName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteProfileSetting +// +//! DESCRIPTION: This API deletes a setting or sets it back to predefined value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] settingId Input settingId to be deleted. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteProfileSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 settingId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_RestoreAllDefaults +// +//! DESCRIPTION: This API restores the whole system to predefined(default) values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_RestoreAllDefaults(NvDRSSessionHandle hSession); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_RestoreProfileDefault +// +//! DESCRIPTION: This API restores the given profile to predefined(default) values. +//! Any and all user specified modifications will be removed. +//! If the whole profile was set by the user, the profile will be removed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_PROFILE_REMOVED SUCCESS, and the hProfile is no longer valid. +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_RestoreProfileDefault(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_RestoreProfileDefaultSetting +// +//! DESCRIPTION: This API restores the given profile setting to predefined(default) values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] settingId Input settingId. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_RestoreProfileDefaultSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 settingId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetBaseProfile +// +//! DESCRIPTION: Returns the handle to the current global profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] *phProfile Returns Base profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetBaseProfile(NvDRSSessionHandle hSession, NvDRSProfileHandle *phProfile); + + + + +//! \addtogroup sysgeneral +//! @{ + +typedef struct +{ + NvU32 version; //!< structure version + NvU32 vendorId; //!< Chipset vendor identification + NvU32 deviceId; //!< Chipset device identification + NvAPI_ShortString szVendorName; //!< Chipset vendor Name + NvAPI_ShortString szChipsetName; //!< Chipset device Name + NvU32 flags; //!< Chipset info flags - obsolete + NvU32 subSysVendorId; //!< Chipset subsystem vendor identification + NvU32 subSysDeviceId; //!< Chipset subsystem device identification + NvAPI_ShortString szSubSysVendorName; //!< subsystem vendor Name + NvU32 HBvendorId; //!< Host bridge vendor identification + NvU32 HBdeviceId; //!< Host bridge device identification + NvU32 HBsubSysVendorId; //!< Host bridge subsystem vendor identification + NvU32 HBsubSysDeviceId; //!< Host bridge subsystem device identification + +} NV_CHIPSET_INFO_v4; + +typedef struct +{ + NvU32 version; //!< structure version + NvU32 vendorId; //!< vendor ID + NvU32 deviceId; //!< device ID + NvAPI_ShortString szVendorName; //!< vendor Name + NvAPI_ShortString szChipsetName; //!< device Name + NvU32 flags; //!< Chipset info flags - obsolete + NvU32 subSysVendorId; //!< subsystem vendor ID + NvU32 subSysDeviceId; //!< subsystem device ID + NvAPI_ShortString szSubSysVendorName; //!< subsystem vendor Name +} NV_CHIPSET_INFO_v3; + +typedef enum +{ + NV_CHIPSET_INFO_HYBRID = 0x00000001, +} NV_CHIPSET_INFO_FLAGS; + +typedef struct +{ + NvU32 version; //!< structure version + NvU32 vendorId; //!< vendor ID + NvU32 deviceId; //!< device ID + NvAPI_ShortString szVendorName; //!< vendor Name + NvAPI_ShortString szChipsetName; //!< device Name + NvU32 flags; //!< Chipset info flags +} NV_CHIPSET_INFO_v2; + +typedef struct +{ + NvU32 version; //structure version + NvU32 vendorId; //vendor ID + NvU32 deviceId; //device ID + NvAPI_ShortString szVendorName; //vendor Name + NvAPI_ShortString szChipsetName; //device Name +} NV_CHIPSET_INFO_v1; + +#define NV_CHIPSET_INFO_VER_1 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v1,1) +#define NV_CHIPSET_INFO_VER_2 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v2,2) +#define NV_CHIPSET_INFO_VER_3 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v3,3) +#define NV_CHIPSET_INFO_VER_4 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v4,4) + +#define NV_CHIPSET_INFO NV_CHIPSET_INFO_v4 +#define NV_CHIPSET_INFO_VER NV_CHIPSET_INFO_VER_4 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SYS_GetChipSetInfo +// +//! This function returns information about the system's chipset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT pChipSetInfo is NULL. +//! \retval NVAPI_OK *pChipSetInfo is now set. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_CHIPSET_INFO version not compatible with driver. +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetChipSetInfo(NV_CHIPSET_INFO *pChipSetInfo); + + +//! \ingroup sysgeneral +//! Lid and dock information - used in NvAPI_GetLidDockInfo() +typedef struct +{ + NvU32 version; //! Structure version, constructed from the macro #NV_LID_DOCK_PARAMS_VER + NvU32 currentLidState; + NvU32 currentDockState; + NvU32 currentLidPolicy; + NvU32 currentDockPolicy; + NvU32 forcedLidMechanismPresent; + NvU32 forcedDockMechanismPresent; +}NV_LID_DOCK_PARAMS; + + +//! ingroup sysgeneral +#define NV_LID_DOCK_PARAMS_VER MAKE_NVAPI_VERSION(NV_LID_DOCK_PARAMS,1) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetLidDockInfo +// +//! DESCRIPTION: This function returns the current lid and dock information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 177 +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_NOT_SUPPORTED +//! \retval ::NVAPI_HANDLE_INVALIDATED +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetLidAndDockInfo(NV_LID_DOCK_PARAMS *pLidAndDock); + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SYS_GetDisplayIdFromGpuAndOutputId +// +//! DESCRIPTION: This API converts a Physical GPU handle and output ID to a +//! display ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGpu Handle to the physical GPU +//! \param [in] outputId Connected display output ID on the +//! target GPU - must only have one bit set +//! \param [out] displayId Pointer to an NvU32 which contains +//! the display ID +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid input parameter. +//! +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetDisplayIdFromGpuAndOutputId(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputId, NvU32* displayId); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SYS_GetGpuAndOutputIdFromDisplayId +// +//! DESCRIPTION: This API converts a display ID to a Physical GPU handle and output ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Display ID of display to retrieve +//! GPU and outputId for +//! \param [out] hPhysicalGpu Handle to the physical GPU +//! \param [out] outputId ) Connected display output ID on the +//! target GPU will only have one bit set. +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_ID_OUT_OF_RANGE The DisplayId corresponds to a +//! display which is not within the +//! normal outputId range. +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_INVALID_ARGUMENT +//! +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetGpuAndOutputIdFromDisplayId(NvU32 displayId, NvPhysicalGpuHandle *hPhysicalGpu, NvU32 *outputId); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SYS_GetPhysicalGpuFromDisplayId +// +//! \code +//! DESCRIPTION: This API retrieves the Physical GPU handle of the connected display +//! +//! \since Release: 313 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! PARAMETERS: displayId(IN) - Display ID of display to retrieve +//! GPU handle +//! hPhysicalGpu(OUT) - Handle to the physical GPU +//! +//! RETURN STATUS: +//! NVAPI_OK - completed request +//! NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! NVAPI_ERROR - miscellaneous error occurred +//! NVAPI_INVALID_ARGUMENT - Invalid input parameter. +//! \endcode +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetPhysicalGpuFromDisplayId(NvU32 displayId, NvPhysicalGpuHandle *hPhysicalGpu); + +typedef struct _NV_DISPLAY_DRIVER_INFO +{ + NvU32 version; //!< Structure Version. + NvU32 driverVersion; //!< Contains the driver version after successful return. + NvAPI_ShortString szBuildBranch; //!< Contains the driver-branch string after successful return. + NvU32 bIsDCHDriver : 1; //!< Contains the driver DCH status after successful return. + //!< Value of 1 means that this is DCH driver. + //!< Value of 0 means that this is not a DCH driver (NVAPI may be unable to query the DCH status of the driver due to some registry API errors, in that case the API will return with NVAPI_ERROR) + NvU32 bIsNVIDIAStudioPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Studio Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Studio Driver package. + NvU32 bIsNVIDIAGameReadyPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Game Ready Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Game Ready Driver package. + NvU32 bIsNVIDIARTXProductionBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX Enterprise Production Branch which offers ISV certifications, long life-cycle support, regular security updates, and access to the same functionality as corresponding NVIDIA Studio Driver Packages (i.e., of the same driver version number). + //!< Value of 1 means that this driver is from the NVIDIA RTX Enterprise Production Branch package. + NvU32 bIsNVIDIARTXNewFeatureBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX New Feature Branch. + //!< This driver typically gives access to new features, bug fixes, new operating system support, and other driver enhancements offered between NVIDIA RTX Enterprise Production Branch releases. Support duration for NVIDIA RTX New Feature Branches is shorter than that for NVIDIA RTX Enterprise Production Branches. + //!< Value of 1 means that this driver is from the NVIDIA RTX New Feature Branch package. + NvU32 reserved : 27; //!< Reserved for future use. +} NV_DISPLAY_DRIVER_INFO_V1; + +typedef struct _NV_DISPLAY_DRIVER_INFO_V2 +{ + NvU32 version; //!< Structure Version. + NvU32 driverVersion; //!< Contains the driver version after successful return. + NvAPI_ShortString szBuildBranch; //!< Contains the driver-branch string after successful return. + NvU32 bIsDCHDriver : 1; //!< Contains the driver DCH status after successful return. + //!< Value of 1 means that this is DCH driver. + //!< Value of 0 means that this is not a DCH driver (NVAPI may be unable to query the DCH status of the driver due to some registry API errors, in that case the API will return with NVAPI_ERROR) + NvU32 bIsNVIDIAStudioPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Studio Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Studio Driver package. + NvU32 bIsNVIDIAGameReadyPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Game Ready Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Game Ready Driver package. + NvU32 bIsNVIDIARTXProductionBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX Enterprise Production Branch which offers ISV certifications, long life-cycle support, regular security updates, and access to the same functionality as corresponding NVIDIA Studio Driver Packages (i.e., of the same driver version number). + //!< Value of 1 means that this driver is from the NVIDIA RTX Enterprise Production Branch package. + NvU32 bIsNVIDIARTXNewFeatureBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX New Feature Branch. + //!< This driver typically gives access to new features, bug fixes, new operating system support, and other driver enhancements offered between NVIDIA RTX Enterprise Production Branch releases. Support duration for NVIDIA RTX New Feature Branches is shorter than that for NVIDIA RTX Enterprise Production Branches. + //!< Value of 1 means that this driver is from the NVIDIA RTX New Feature Branch package. + NvU32 reserved : 27; //!< Reserved for future use. + NvAPI_ShortString szBuildBaseBranch; //!< (OUT) Contains the driver base branch string after successful return. + NvU32 reservedEx; //!< Reserved for future use +} NV_DISPLAY_DRIVER_INFO_V2; + +#define NV_DISPLAY_DRIVER_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_INFO_V1, 1) +#define NV_DISPLAY_DRIVER_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_INFO_V2, 2) +typedef NV_DISPLAY_DRIVER_INFO_V2 NV_DISPLAY_DRIVER_INFO; +#define NV_DISPLAY_DRIVER_INFO_VER NV_DISPLAY_DRIVER_INFO_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SYS_GetDisplayDriverInfo +// +//! DESCRIPTION: This API will return information related to the NVIDIA Display Driver. +//! Note that out of the driver types - Studio, Game Ready, RTX Production Branch, RTX New Feature Branch - only one driver type can be available in system. +//! If NVAPI is unable to get the information of particular driver type, we report all flags as 0 (Unknown). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 396 +//! +//! \param [inout] pDriverInfo - This structure will be filled with required information. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetDisplayDriverInfo(__inout NV_DISPLAY_DRIVER_INFO *pDriverInfo); + + +typedef struct _NV_PHYSICAL_GPU_HANDLE_DATA +{ + NvPhysicalGpuHandle hPhysicalGpu; // 1399) && !defined(NVAPI_INTERNAL) && !defined(NVAPI_DEPRECATED_OLD) +#ifndef __nvapi_deprecated_function +#define __nvapi_deprecated_function(message) __declspec(deprecated(message)) +#endif +#ifndef __nvapi_deprecated_datatype +#define __nvapi_deprecated_datatype(FirstRelease) __declspec(deprecated("Do not use this data type - it is deprecated in release " #FirstRelease ".")) +#endif +#else +#ifndef __nvapi_deprecated_function +#define __nvapi_deprecated_function(message) +#endif +#ifndef __nvapi_deprecated_datatype +#define __nvapi_deprecated_datatype(FirstRelease) +#endif +#endif + + +/* 64-bit types for compilers that support them, plus some obsolete variants */ +#if defined(__GNUC__) || defined(__arm) || defined(__IAR_SYSTEMS_ICC__) || defined(__ghs__) || defined(_WIN64) +typedef unsigned long long NvU64; /* 0 to 18446744073709551615 */ +typedef long long NvS64; /* -9223372036854775808 to 9223372036854775807 */ +#else +typedef unsigned __int64 NvU64; /* 0 to 18446744073709551615 */ +typedef __int64 NvS64; /* -9223372036854775808 to 9223372036854775807 */ +#endif + +#if NVAPI_USE_STDINT +typedef uint32_t NvV32; /* "void": enumerated or multiple fields */ +typedef uint32_t NvU32; /* 0 to 4294967295 */ +typedef int32_t NvS32; /* -2147483648 to 2147483647 */ + +#else +// mac os 32-bit still needs this +#if (defined(macintosh) || defined(__APPLE__)) && !defined(__LP64__) +typedef signed long NvS32; /* -2147483648 to 2147483647 */ +#else +typedef signed int NvS32; /* -2147483648 to 2147483647 */ +#endif + +#if !(NVOS_IS_UNIX || (defined(__unix))) +// mac os 32-bit still needs this +#if ( (defined(macintosh) && defined(__LP64__) && (__NVAPI_RESERVED0__)) || \ + (!defined(macintosh) && defined(__NVAPI_RESERVED0__)) ) +typedef unsigned int NvU32; /* 0 to 4294967295 */ +#else +typedef unsigned long NvU32; /* 0 to 4294967295 */ +#endif +#else +typedef unsigned int NvU32; /* 0 to 4294967295 */ +#endif +#endif + +typedef unsigned long temp_NvU32; /* 0 to 4294967295 */ +typedef signed short NvS16; +typedef unsigned short NvU16; +typedef unsigned char NvU8; +typedef signed char NvS8; +typedef float NvF32; +typedef double NvF64; + +/*! + * Macro to convert NvU32 to NvF32. + */ +#define NvU32TONvF32(_pData) *(NvF32 *)(_pData) +/*! + * Macro to convert NvF32 to NvU32. + */ +#define NvF32TONvU32(_pData) *(NvU32 *)(_pData) + +/* Boolean type */ +typedef NvU8 NvBool; +#define NV_TRUE ((NvBool)(0 == 0)) +#define NV_FALSE ((NvBool)(0 != 0)) + +typedef struct _NV_RECT +{ + NvU32 left; + NvU32 top; + NvU32 right; + NvU32 bottom; +} NV_RECT; + + +#define NV_DECLARE_HANDLE(name) struct name##__ { int unused; }; typedef struct name##__ *name + +//! \addtogroup nvapihandles +//! NVAPI Handles - These handles are retrieved from various calls and passed in to others in NvAPI +//! These are meant to be opaque types. Do not assume they correspond to indices, HDCs, +//! display indexes or anything else. +//! +//! Most handles remain valid until a display re-configuration (display mode set) or GPU +//! reconfiguration (going into or out of SLI modes) occurs. If NVAPI_HANDLE_INVALIDATED +//! is received by an app, it should discard all handles, and re-enumerate them. +//! @{ +NV_DECLARE_HANDLE(NvLogicalGpuHandle); //!< One or more physical GPUs acting in concert (SLI) +NV_DECLARE_HANDLE(NvPhysicalGpuHandle); //!< A single physical GPU +NV_DECLARE_HANDLE(NvDisplayHandle); //!< Display Device driven by NVIDIA GPU(s) (an attached display) +NV_DECLARE_HANDLE(NvMonitorHandle); //!< Monitor handle +NV_DECLARE_HANDLE(NvUnAttachedDisplayHandle); //!< Unattached Display Device driven by NVIDIA GPU(s) +NV_DECLARE_HANDLE(NvVisualComputingDeviceHandle); //!< A handle to a Visual Computing Device +NV_DECLARE_HANDLE(NvEventHandle); //!< A handle to an event registration instance + + +NV_DECLARE_HANDLE(NvHICHandle); //!< A handle to a Host Interface Card +NV_DECLARE_HANDLE(NvGSyncDeviceHandle); //!< A handle to a Sync device +NV_DECLARE_HANDLE(NvVioHandle); //!< A handle to an SDI device +NV_DECLARE_HANDLE(NvTransitionHandle); //!< A handle to address a single transition request +NV_DECLARE_HANDLE(NvAudioHandle); //!< NVIDIA HD Audio Device +NV_DECLARE_HANDLE(Nv3DVPContextHandle); //!< A handle for a 3D Vision Pro (3DVP) context +NV_DECLARE_HANDLE(Nv3DVPTransceiverHandle); //!< A handle for a 3DVP RF transceiver +NV_DECLARE_HANDLE(Nv3DVPGlassesHandle); //!< A handle for a pair of 3DVP RF shutter glasses +NV_DECLARE_HANDLE(NvPcfClientHandle); //!< A handle for NVPCF clients + +typedef void* StereoHandle; //!< A stereo handle, that corresponds to the device interface + +NV_DECLARE_HANDLE(NvSourceHandle); //!< Unique source handle on the system +NV_DECLARE_HANDLE(NvTargetHandle); //!< Unique target handle on the system +NV_DECLARE_HANDLE(NVDX_SwapChainHandle); //!< DirectX SwapChain objects +static const NVDX_SwapChainHandle NVDX_SWAPCHAIN_NONE = 0; +NV_DECLARE_HANDLE(NvPresentBarrierClientHandle); //!< PresentBarrier client object +//! @} + +//! \ingroup nvapihandles +//! @{ +#define NVAPI_DEFAULT_HANDLE 0 +#define NV_BIT(x) (1 << (x)) +//! @} + + + +//! \addtogroup nvapitypes +//! @{ +#define NVAPI_GENERIC_STRING_MAX 4096 +#define NVAPI_LONG_STRING_MAX 256 +#define NVAPI_SHORT_STRING_MAX 64 + +typedef struct +{ + NvS32 sX; + NvS32 sY; + NvS32 sWidth; + NvS32 sHeight; +} NvSBox; + +#ifndef NvGUID_Defined +#define NvGUID_Defined + +typedef struct +{ + NvU32 data1; + NvU16 data2; + NvU16 data3; + NvU8 data4[8]; +} NvGUID, NvLUID; + + +#endif //#ifndef NvGUID_Defined +#define NVAPI_MAX_PHYSICAL_GPUS 64 + + +#define NVAPI_MAX_PHYSICAL_BRIDGES 100 +#define NVAPI_PHYSICAL_GPUS 32 +#define NVAPI_MAX_LOGICAL_GPUS 64 +#define NVAPI_MAX_AVAILABLE_GPU_TOPOLOGIES 256 +#define NVAPI_MAX_AVAILABLE_SLI_GROUPS 256 +#define NVAPI_MAX_GPU_TOPOLOGIES NVAPI_MAX_PHYSICAL_GPUS +#define NVAPI_MAX_GPU_PER_TOPOLOGY 8 +#define NVAPI_MAX_DISPLAY_HEADS 2 +#define NVAPI_ADVANCED_DISPLAY_HEADS 4 +#define NVAPI_MAX_DISPLAYS NVAPI_PHYSICAL_GPUS * NVAPI_ADVANCED_DISPLAY_HEADS +#define NVAPI_MAX_ACPI_IDS 16 +#define NVAPI_MAX_VIEW_MODES 8 + + +#define NVAPI_SYSTEM_MAX_HWBCS 128 +#define NVAPI_SYSTEM_HWBC_INVALID_ID 0xffffffff + +#define NVAPI_SYSTEM_MAX_DISPLAYS NVAPI_MAX_PHYSICAL_GPUS * NV_MAX_HEADS +#define NV_MAX_HEADS 4 //!< Maximum heads, each with NVAPI_DESKTOP_RES resolution +#define NVAPI_MAX_HEADS_PER_GPU 32 +#define NV_MAX_VID_STREAMS 4 //!< Maximum number of input video streams, each with a #NVAPI_VIDEO_SRC_INFO +#define NV_MAX_VID_STREAMS_EX 20 //!< Increasing MAX no. of input video streams, each with a #NVAPI_VIDEO_SRC_INFO +#define NV_MAX_VID_PROFILES 4 //!< Maximum number of output video profiles supported + +#define NVAPI_MAX_AUDIO_DEVICES 16 + + +typedef char NvAPI_String[NVAPI_GENERIC_STRING_MAX]; +typedef char NvAPI_LongString[NVAPI_LONG_STRING_MAX]; +typedef char NvAPI_ShortString[NVAPI_SHORT_STRING_MAX]; +typedef NvU16 NvAPI_UnicodeShortString[NVAPI_SHORT_STRING_MAX]; +//! @} + + +// ========================================================================================= +//! NvAPI Version Definition \n +//! Maintain per structure specific version define using the MAKE_NVAPI_VERSION macro. \n +//! Usage: #define NV_GENLOCK_STATUS_VER MAKE_NVAPI_VERSION(NV_GENLOCK_STATUS, 1) +//! \ingroup nvapitypes +// ========================================================================================= +#define MAKE_NVAPI_VERSION(typeName,ver) (NvU32)(sizeof(typeName) | ((ver)<<16)) + +//! \ingroup nvapitypes +#define GET_NVAPI_VERSION(ver) (NvU32)((ver)>>16) + +//! \ingroup nvapitypes +#define GET_NVAPI_SIZE(ver) (NvU32)((ver) & 0xffff) + + +// ==================================================== +//! NvAPI Status Values +//! All NvAPI functions return one of these codes. +//! \ingroup nvapistatus +// ==================================================== + + +typedef enum _NvAPI_Status +{ + NVAPI_OK = 0, //!< Success. Request is completed. + NVAPI_ERROR = -1, //!< Generic error + NVAPI_LIBRARY_NOT_FOUND = -2, //!< NVAPI support library cannot be loaded. + NVAPI_NO_IMPLEMENTATION = -3, //!< not implemented in current driver installation + NVAPI_API_NOT_INITIALIZED = -4, //!< NvAPI_Initialize has not been called (successfully) + NVAPI_INVALID_ARGUMENT = -5, //!< The argument/parameter value is not valid or NULL. + NVAPI_NVIDIA_DEVICE_NOT_FOUND = -6, //!< No NVIDIA display driver, or NVIDIA GPU driving a display, was found. + NVAPI_END_ENUMERATION = -7, //!< No more items to enumerate + NVAPI_INVALID_HANDLE = -8, //!< Invalid handle + NVAPI_INCOMPATIBLE_STRUCT_VERSION = -9, //!< An argument's structure version is not supported + NVAPI_HANDLE_INVALIDATED = -10, //!< The handle is no longer valid (likely due to GPU or display re-configuration) + NVAPI_OPENGL_CONTEXT_NOT_CURRENT = -11, //!< No NVIDIA OpenGL context is current (but needs to be) + NVAPI_INVALID_POINTER = -14, //!< An invalid pointer, usually NULL, was passed as a parameter + NVAPI_NO_GL_EXPERT = -12, //!< OpenGL Expert is not supported by the current drivers + NVAPI_INSTRUMENTATION_DISABLED = -13, //!< OpenGL Expert is supported, but driver instrumentation is currently disabled + NVAPI_NO_GL_NSIGHT = -15, //!< OpenGL does not support Nsight + + NVAPI_EXPECTED_LOGICAL_GPU_HANDLE = -100, //!< Expected a logical GPU handle for one or more parameters + NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE = -101, //!< Expected a physical GPU handle for one or more parameters + NVAPI_EXPECTED_DISPLAY_HANDLE = -102, //!< Expected an NV display handle for one or more parameters + NVAPI_INVALID_COMBINATION = -103, //!< The combination of parameters is not valid. + NVAPI_NOT_SUPPORTED = -104, //!< Requested feature is not supported in the selected GPU + NVAPI_PORTID_NOT_FOUND = -105, //!< No port ID was found for the I2C transaction + NVAPI_EXPECTED_UNATTACHED_DISPLAY_HANDLE = -106, //!< Expected an unattached display handle as one of the input parameters. + NVAPI_INVALID_PERF_LEVEL = -107, //!< Invalid perf level + NVAPI_DEVICE_BUSY = -108, //!< Device is busy; request not fulfilled + NVAPI_NV_PERSIST_FILE_NOT_FOUND = -109, //!< NV persist file is not found + NVAPI_PERSIST_DATA_NOT_FOUND = -110, //!< NV persist data is not found + NVAPI_EXPECTED_TV_DISPLAY = -111, //!< Expected a TV output display + NVAPI_EXPECTED_TV_DISPLAY_ON_DCONNECTOR = -112, //!< Expected a TV output on the D Connector - HDTV_EIAJ4120. + NVAPI_NO_ACTIVE_SLI_TOPOLOGY = -113, //!< SLI is not active on this device. + NVAPI_SLI_RENDERING_MODE_NOTALLOWED = -114, //!< Setup of SLI rendering mode is not possible right now. + NVAPI_EXPECTED_DIGITAL_FLAT_PANEL = -115, //!< Expected a digital flat panel. + NVAPI_ARGUMENT_EXCEED_MAX_SIZE = -116, //!< Argument exceeds the expected size. + NVAPI_DEVICE_SWITCHING_NOT_ALLOWED = -117, //!< Inhibit is ON due to one of the flags in NV_GPU_DISPLAY_CHANGE_INHIBIT or SLI active. + NVAPI_TESTING_CLOCKS_NOT_SUPPORTED = -118, //!< Testing of clocks is not supported. + NVAPI_UNKNOWN_UNDERSCAN_CONFIG = -119, //!< The specified underscan config is from an unknown source (e.g. INF) + NVAPI_TIMEOUT_RECONFIGURING_GPU_TOPO = -120, //!< Timeout while reconfiguring GPUs + NVAPI_DATA_NOT_FOUND = -121, //!< Requested data was not found + NVAPI_EXPECTED_ANALOG_DISPLAY = -122, //!< Expected an analog display + NVAPI_NO_VIDLINK = -123, //!< No SLI video bridge is present + NVAPI_REQUIRES_REBOOT = -124, //!< NVAPI requires a reboot for the settings to take effect + NVAPI_INVALID_HYBRID_MODE = -125, //!< The function is not supported with the current Hybrid mode. + NVAPI_MIXED_TARGET_TYPES = -126, //!< The target types are not all the same + NVAPI_SYSWOW64_NOT_SUPPORTED = -127, //!< The function is not supported from 32-bit on a 64-bit system. + NVAPI_IMPLICIT_SET_GPU_TOPOLOGY_CHANGE_NOT_ALLOWED = -128, //!< There is no implicit GPU topology active. Use NVAPI_SetHybridMode to change topology. + NVAPI_REQUEST_USER_TO_CLOSE_NON_MIGRATABLE_APPS = -129, //!< Prompt the user to close all non-migratable applications. + NVAPI_OUT_OF_MEMORY = -130, //!< Could not allocate sufficient memory to complete the call. + NVAPI_WAS_STILL_DRAWING = -131, //!< The previous operation that is transferring information to or from this surface is incomplete. + NVAPI_FILE_NOT_FOUND = -132, //!< The file was not found. + NVAPI_TOO_MANY_UNIQUE_STATE_OBJECTS = -133, //!< There are too many unique instances of a particular type of state object. + NVAPI_INVALID_CALL = -134, //!< The method call is invalid. For example, a method's parameter may not be a valid pointer. + NVAPI_D3D10_1_LIBRARY_NOT_FOUND = -135, //!< d3d10_1.dll cannot be loaded. + NVAPI_FUNCTION_NOT_FOUND = -136, //!< Couldn't find the function in the loaded DLL. + NVAPI_INVALID_USER_PRIVILEGE = -137, //!< The application will require Administrator privileges to access this API. + //!< The application can be elevated to a higher permission level by selecting "Run as Administrator". + NVAPI_EXPECTED_NON_PRIMARY_DISPLAY_HANDLE = -138, //!< The handle corresponds to GDIPrimary. + NVAPI_EXPECTED_COMPUTE_GPU_HANDLE = -139, //!< Setting Physx GPU requires that the GPU is compute-capable. + NVAPI_STEREO_NOT_INITIALIZED = -140, //!< The Stereo part of NVAPI failed to initialize completely. Check if the stereo driver is installed. + NVAPI_STEREO_REGISTRY_ACCESS_FAILED = -141, //!< Access to stereo-related registry keys or values has failed. + NVAPI_STEREO_REGISTRY_PROFILE_TYPE_NOT_SUPPORTED = -142, //!< The given registry profile type is not supported. + NVAPI_STEREO_REGISTRY_VALUE_NOT_SUPPORTED = -143, //!< The given registry value is not supported. + NVAPI_STEREO_NOT_ENABLED = -144, //!< Stereo is not enabled and the function needed it to execute completely. + NVAPI_STEREO_NOT_TURNED_ON = -145, //!< Stereo is not turned on and the function needed it to execute completely. + NVAPI_STEREO_INVALID_DEVICE_INTERFACE = -146, //!< Invalid device interface. + NVAPI_STEREO_PARAMETER_OUT_OF_RANGE = -147, //!< Separation percentage or JPEG image capture quality is out of [0-100] range. + NVAPI_STEREO_FRUSTUM_ADJUST_MODE_NOT_SUPPORTED = -148, //!< The given frustum adjust mode is not supported. + NVAPI_TOPO_NOT_POSSIBLE = -149, //!< The mosaic topology is not possible given the current state of the hardware. + NVAPI_MODE_CHANGE_FAILED = -150, //!< An attempt to do a display resolution mode change has failed. + NVAPI_D3D11_LIBRARY_NOT_FOUND = -151, //!< d3d11.dll/d3d11_beta.dll cannot be loaded. + NVAPI_INVALID_ADDRESS = -152, //!< Address is outside of valid range. + NVAPI_STRING_TOO_SMALL = -153, //!< The pre-allocated string is too small to hold the result. + NVAPI_MATCHING_DEVICE_NOT_FOUND = -154, //!< The input does not match any of the available devices. + NVAPI_DRIVER_RUNNING = -155, //!< Driver is running. + NVAPI_DRIVER_NOTRUNNING = -156, //!< Driver is not running. + NVAPI_ERROR_DRIVER_RELOAD_REQUIRED = -157, //!< A driver reload is required to apply these settings. + NVAPI_SET_NOT_ALLOWED = -158, //!< Intended setting is not allowed. + NVAPI_ADVANCED_DISPLAY_TOPOLOGY_REQUIRED = -159, //!< Information can't be returned due to "advanced display topology". + NVAPI_SETTING_NOT_FOUND = -160, //!< Setting is not found. + NVAPI_SETTING_SIZE_TOO_LARGE = -161, //!< Setting size is too large. + NVAPI_TOO_MANY_SETTINGS_IN_PROFILE = -162, //!< There are too many settings for a profile. + NVAPI_PROFILE_NOT_FOUND = -163, //!< Profile is not found. + NVAPI_PROFILE_NAME_IN_USE = -164, //!< Profile name is duplicated. + NVAPI_PROFILE_NAME_EMPTY = -165, //!< Profile name is empty. + NVAPI_EXECUTABLE_NOT_FOUND = -166, //!< Application not found in the Profile. + NVAPI_EXECUTABLE_ALREADY_IN_USE = -167, //!< Application already exists in the other profile. + NVAPI_DATATYPE_MISMATCH = -168, //!< Data Type mismatch + NVAPI_PROFILE_REMOVED = -169, //!< The profile passed as parameter has been removed and is no longer valid. + NVAPI_UNREGISTERED_RESOURCE = -170, //!< An unregistered resource was passed as a parameter. + NVAPI_ID_OUT_OF_RANGE = -171, //!< The DisplayId corresponds to a display which is not within the normal outputId range. + NVAPI_DISPLAYCONFIG_VALIDATION_FAILED = -172, //!< Display topology is not valid so the driver cannot do a mode set on this configuration. + NVAPI_DPMST_CHANGED = -173, //!< Display Port Multi-Stream topology has been changed. + NVAPI_INSUFFICIENT_BUFFER = -174, //!< Input buffer is insufficient to hold the contents. + NVAPI_ACCESS_DENIED = -175, //!< No access to the caller. + NVAPI_MOSAIC_NOT_ACTIVE = -176, //!< The requested action cannot be performed without Mosaic being enabled. + NVAPI_SHARE_RESOURCE_RELOCATED = -177, //!< The surface is relocated away from video memory. + NVAPI_REQUEST_USER_TO_DISABLE_DWM = -178, //!< The user should disable DWM before calling NvAPI. + NVAPI_D3D_DEVICE_LOST = -179, //!< D3D device status is D3DERR_DEVICELOST or D3DERR_DEVICENOTRESET - the user has to reset the device. + NVAPI_INVALID_CONFIGURATION = -180, //!< The requested action cannot be performed in the current state. + NVAPI_STEREO_HANDSHAKE_NOT_DONE = -181, //!< Call failed as stereo handshake not completed. + NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS = -182, //!< The path provided was too short to determine the correct NVDRS_APPLICATION + NVAPI_DEFAULT_STEREO_PROFILE_IS_NOT_DEFINED = -183, //!< Default stereo profile is not currently defined + NVAPI_DEFAULT_STEREO_PROFILE_DOES_NOT_EXIST = -184, //!< Default stereo profile does not exist + NVAPI_CLUSTER_ALREADY_EXISTS = -185, //!< A cluster is already defined with the given configuration. + NVAPI_DPMST_DISPLAY_ID_EXPECTED = -186, //!< The input display id is not that of a multi stream enabled connector or a display device in a multi stream topology + NVAPI_INVALID_DISPLAY_ID = -187, //!< The input display id is not valid or the monitor associated to it does not support the current operation + NVAPI_STREAM_IS_OUT_OF_SYNC = -188, //!< While playing secure audio stream, stream goes out of sync + NVAPI_INCOMPATIBLE_AUDIO_DRIVER = -189, //!< Older audio driver version than required + NVAPI_VALUE_ALREADY_SET = -190, //!< Value already set, setting again not allowed. + NVAPI_TIMEOUT = -191, //!< Requested operation timed out + NVAPI_GPU_WORKSTATION_FEATURE_INCOMPLETE = -192, //!< The requested workstation feature set has incomplete driver internal allocation resources + NVAPI_STEREO_INIT_ACTIVATION_NOT_DONE = -193, //!< Call failed because InitActivation was not called. + NVAPI_SYNC_NOT_ACTIVE = -194, //!< The requested action cannot be performed without Sync being enabled. + NVAPI_SYNC_MASTER_NOT_FOUND = -195, //!< The requested action cannot be performed without Sync Master being enabled. + NVAPI_INVALID_SYNC_TOPOLOGY = -196, //!< Invalid displays passed in the NV_GSYNC_DISPLAY pointer. + NVAPI_ECID_SIGN_ALGO_UNSUPPORTED = -197, //!< The specified signing algorithm is not supported. Either an incorrect value was entered or the current installed driver/hardware does not support the input value. + NVAPI_ECID_KEY_VERIFICATION_FAILED = -198, //!< The encrypted public key verification has failed. + NVAPI_FIRMWARE_OUT_OF_DATE = -199, //!< The device's firmware is out of date. + NVAPI_FIRMWARE_REVISION_NOT_SUPPORTED = -200, //!< The device's firmware is not supported. + NVAPI_LICENSE_CALLER_AUTHENTICATION_FAILED = -201, //!< The caller is not authorized to modify the License. + NVAPI_D3D_DEVICE_NOT_REGISTERED = -202, //!< The user tried to use a deferred context without registering the device first + NVAPI_RESOURCE_NOT_ACQUIRED = -203, //!< Head or SourceId was not reserved for the VR Display before doing the Modeset or the dedicated display. + NVAPI_TIMING_NOT_SUPPORTED = -204, //!< Provided timing is not supported. + NVAPI_HDCP_ENCRYPTION_FAILED = -205, //!< HDCP Encryption Failed for the device. Would be applicable when the device is HDCP Capable. + NVAPI_PCLK_LIMITATION_FAILED = -206, //!< Provided mode is over sink device pclk limitation. + NVAPI_NO_CONNECTOR_FOUND = -207, //!< No connector on GPU found. + NVAPI_HDCP_DISABLED = -208, //!< When a non-HDCP capable HMD is connected, we would inform user by this code. + NVAPI_API_IN_USE = -209, //!< Atleast an API is still being called + NVAPI_NVIDIA_DISPLAY_NOT_FOUND = -210, //!< No display found on Nvidia GPU(s). + NVAPI_PRIV_SEC_VIOLATION = -211, //!< Priv security violation, improper access to a secured register. + NVAPI_INCORRECT_VENDOR = -212, //!< NVAPI cannot be called by this vendor + NVAPI_DISPLAY_IN_USE = -213, //!< DirectMode Display is already in use + NVAPI_UNSUPPORTED_CONFIG_NON_HDCP_HMD = -214, //!< The Config is having Non-NVidia GPU with Non-HDCP HMD connected + NVAPI_MAX_DISPLAY_LIMIT_REACHED = -215, //!< GPU's Max Display Limit has Reached + NVAPI_INVALID_DIRECT_MODE_DISPLAY = -216, //!< DirectMode not Enabled on the Display + NVAPI_GPU_IN_DEBUG_MODE = -217, //!< GPU is in debug mode, OC is NOT allowed. + NVAPI_D3D_CONTEXT_NOT_FOUND = -218, //!< No NvAPI context was found for this D3D object + NVAPI_STEREO_VERSION_MISMATCH = -219, //!< there is version mismatch between stereo driver and dx driver + NVAPI_GPU_NOT_POWERED = -220, //!< GPU is not powered and so the request cannot be completed. + NVAPI_ERROR_DRIVER_RELOAD_IN_PROGRESS = -221, //!< The display driver update in progress. + NVAPI_WAIT_FOR_HW_RESOURCE = -222, //!< Wait for HW resources allocation + NVAPI_REQUIRE_FURTHER_HDCP_ACTION = -223, //!< operation requires further HDCP action + NVAPI_DISPLAY_MUX_TRANSITION_FAILED = -224, //!< Dynamic Mux transition failure + NVAPI_INVALID_DSC_VERSION = -225, //!< Invalid DSC version + NVAPI_INVALID_DSC_SLICECOUNT = -226, //!< Invalid DSC slice count + NVAPI_INVALID_DSC_OUTPUT_BPP = -227, //!< Invalid DSC output BPP + NVAPI_FAILED_TO_LOAD_FROM_DRIVER_STORE = -228, //!< There was an error while loading nvapi.dll from the driver store. + NVAPI_NO_VULKAN = -229, //!< OpenGL does not export Vulkan fake extensions + NVAPI_REQUEST_PENDING = -230, //!< A request for NvTOPPs telemetry CData has already been made and is pending a response. + NVAPI_RESOURCE_IN_USE = -231, //!< Operation cannot be performed because the resource is in use. + NVAPI_INVALID_IMAGE = -232, //!< Device kernel image is invalid + NVAPI_INVALID_PTX = -233, //!< PTX JIT compilation failed + NVAPI_NVLINK_UNCORRECTABLE = -234, //!< Uncorrectable NVLink error was detected during the execution + NVAPI_JIT_COMPILER_NOT_FOUND = -235, //!< PTX JIT compiler library was not found. + NVAPI_INVALID_SOURCE = -236, //!< Device kernel source is invalid. + NVAPI_ILLEGAL_INSTRUCTION = -237, //!< While executing a kernel, the device encountered an illegal instruction. + NVAPI_INVALID_PC = -238, //!< While executing a kernel, the device program counter wrapped its address space + NVAPI_LAUNCH_FAILED = -239, //!< An exception occurred on the device while executing a kernel + NVAPI_NOT_PERMITTED = -240, //!< Attempted operation is not permitted. + NVAPI_CALLBACK_ALREADY_REGISTERED = -241, //!< The callback function has already been registered. + NVAPI_CALLBACK_NOT_FOUND = -242, //!< The callback function is not found or not registered. + NVAPI_INVALID_OUTPUT_WIRE_FORMAT = -243, //!< Invalid Wire Format for the VR HMD +} NvAPI_Status; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SYS_GetDriverAndBranchVersion +// +//! DESCRIPTION: This API returns display driver version and driver-branch string. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] pDriverVersion Contains the driver version after successful return. +//! \param [out] szBuildBranchString Contains the driver-branch string after successful return. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT: either pDriverVersion is NULL or enum index too big +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! +//! \ingroup driverapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetDriverAndBranchVersion(NvU32* pDriverVersion, NvAPI_ShortString szBuildBranchString); +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfo(). +typedef struct +{ + NvU32 version; //!< Version info + NvU32 dedicatedVideoMemory; //!< Size(in kb) of the physical framebuffer. + NvU32 availableDedicatedVideoMemory; //!< Size(in kb) of the available physical framebuffer for allocating video memory surfaces. + NvU32 systemVideoMemory; //!< Size(in kb) of system memory the driver allocates at load time. + NvU32 sharedSystemMemory; //!< Size(in kb) of shared system memory that driver is allowed to commit for surfaces across all allocations. + +} NV_DISPLAY_DRIVER_MEMORY_INFO_V1; + + +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfo(). +typedef struct +{ + NvU32 version; //!< Version info + NvU32 dedicatedVideoMemory; //!< Size(in kb) of the physical framebuffer. + NvU32 availableDedicatedVideoMemory; //!< Size(in kb) of the available physical framebuffer for allocating video memory surfaces. + NvU32 systemVideoMemory; //!< Size(in kb) of system memory the driver allocates at load time. + NvU32 sharedSystemMemory; //!< Size(in kb) of shared system memory that driver is allowed to commit for surfaces across all allocations. + NvU32 curAvailableDedicatedVideoMemory; //!< Size(in kb) of the current available physical framebuffer for allocating video memory surfaces. + +} NV_DISPLAY_DRIVER_MEMORY_INFO_V2; + +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfo(). +typedef struct +{ + NvU32 version; //!< Version info + NvU32 dedicatedVideoMemory; //!< Size(in kb) of the physical framebuffer. + NvU32 availableDedicatedVideoMemory; //!< Size(in kb) of the available physical framebuffer for allocating video memory surfaces. + NvU32 systemVideoMemory; //!< Size(in kb) of system memory the driver allocates at load time. + NvU32 sharedSystemMemory; //!< Size(in kb) of shared system memory that driver is allowed to commit for surfaces across all allocations. + NvU32 curAvailableDedicatedVideoMemory; //!< Size(in kb) of the current available physical framebuffer for allocating video memory surfaces. + NvU32 dedicatedVideoMemoryEvictionsSize; //!< Size(in kb) of the total size of memory released as a result of the evictions. + NvU32 dedicatedVideoMemoryEvictionCount; //!< Indicates the number of eviction events that caused an allocation to be removed from dedicated video memory to free GPU + //!< video memory to make room for other allocations. +} NV_DISPLAY_DRIVER_MEMORY_INFO_V3; + +//! \ingroup driverapi +typedef NV_DISPLAY_DRIVER_MEMORY_INFO_V3 NV_DISPLAY_DRIVER_MEMORY_INFO; + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_DISPLAY_DRIVER_MEMORY_INFO_V1 +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER_1 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_MEMORY_INFO_V1,1) + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_DISPLAY_DRIVER_MEMORY_INFO_V2 +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER_2 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_MEMORY_INFO_V2,2) + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_DISPLAY_DRIVER_MEMORY_INFO_V3 +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER_3 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_MEMORY_INFO_V3,3) + +//! \ingroup driverapi +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER NV_DISPLAY_DRIVER_MEMORY_INFO_VER_3 + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetMemoryInfo +// +//! DESCRIPTION: This function retrieves the available driver memory footprint for the specified GPU. +//! If the GPU is in TCC Mode, only dedicatedVideoMemory will be returned in pMemoryInfo (NV_DISPLAY_DRIVER_MEMORY_INFO). +//! +//! \deprecated Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetMemoryInfoEx. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! \since Release: 177 +//! +//! \param [in] hPhysicalGpu Handle of the physical GPU for which the memory information is to be extracted. +//! \param [out] pMemoryInfo The memory footprint available in the driver. See NV_DISPLAY_DRIVER_MEMORY_INFO. +//! +//! \retval NVAPI_INVALID_ARGUMENT pMemoryInfo is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_DISPLAY_DRIVER_MEMORY_INFO structure version mismatch. +//! +//! \ingroup driverapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetMemoryInfoEx.") +NVAPI_INTERFACE NvAPI_GPU_GetMemoryInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_DISPLAY_DRIVER_MEMORY_INFO *pMemoryInfo); + + +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfoEx(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU64 dedicatedVideoMemory; //!< Size(in bytes) of the physical framebuffer. Refers to the dedicated video memory on discrete GPUs. + //! It is more performant for GPU operations than the reserved systemVideoMemory. + NvU64 availableDedicatedVideoMemory; //!< Size(in bytes) of the available physical framebuffer for allocating video memory surfaces. + NvU64 systemVideoMemory; //!< Size(in bytes) of system memory the driver allocates at load time. It is a substitute for dedicated video memory. + //!< Typically used with integrated GPUs that do not have dedicated video memory. + NvU64 sharedSystemMemory; //!< Size(in bytes) of shared system memory that driver is allowed to commit for surfaces across all allocations. + //!< On discrete GPUs, it is used to utilize system memory for various operations. It does not need to be reserved during boot. + //!< It may be used by both GPU and CPU, and has an "on-demand" type of usage. + NvU64 curAvailableDedicatedVideoMemory; //!< Size(in bytes) of the current available physical framebuffer for allocating video memory surfaces. + NvU64 dedicatedVideoMemoryEvictionsSize; //!< Size(in bytes) of the total size of memory released as a result of the evictions. + NvU64 dedicatedVideoMemoryEvictionCount; //!< Indicates the number of eviction events that caused an allocation to be removed from dedicated video memory to free GPU + //!< video memory to make room for other allocations. + NvU64 dedicatedVideoMemoryPromotionsSize; //!< Size(in bytes) of the total size of memory allocated as a result of the promotions. + NvU64 dedicatedVideoMemoryPromotionCount; //!< Indicates the number of promotion events that caused an allocation to be promoted to dedicated video memory +} NV_GPU_MEMORY_INFO_EX_V1; + +//! \ingroup driverapi +typedef NV_GPU_MEMORY_INFO_EX_V1 NV_GPU_MEMORY_INFO_EX; + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_GPU_MEMORY_INFO_EX_V1 +#define NV_GPU_MEMORY_INFO_EX_VER_1 MAKE_NVAPI_VERSION(NV_GPU_MEMORY_INFO_EX_V1,1) + +//! \ingroup driverapi +#define NV_GPU_MEMORY_INFO_EX_VER NV_GPU_MEMORY_INFO_EX_VER_1 + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetMemoryInfoEx +// +//! DESCRIPTION: This function retrieves the available driver memory footprint for the specified GPU. +//! If the GPU is in TCC Mode, only dedicatedVideoMemory will be returned in pMemoryInfo (NV_GPU_MEMORY_INFO_EX). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 520 +//! +//! \param [in] hPhysicalGpu Handle of the physical GPU for which the memory information is to be extracted. +//! \param [out] pMemoryInfo The memory footprint available in the driver. See NV_GPU_MEMORY_INFO_EX. +//! +//! \retval NVAPI_INVALID_ARGUMENT pMemoryInfo is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_GPU_MEMORY_INFO_EX structure version mismatch. +//! +//! \ingroup driverapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetMemoryInfoEx(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_MEMORY_INFO_EX *pMemoryInfo); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumPhysicalGPUs +// +//! This function returns an array of physical GPU handles. +//! Each handle represents a physical GPU present in the system. +//! That GPU may be part of an SLI configuration, or may not be visible to the OS directly. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array nvGPUHandle will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! \note In drivers older than 105.00, all physical GPU handles get invalidated on a +//! modeset. So the calling applications need to renum the handles after every modeset.\n +//! With drivers 105.00 and up, all physical GPU handles are constant. +//! Physical GPU handles are constant as long as the GPUs are not physically moved and +//! the SBIOS VGA order is unchanged. +//! +//! For GPU handles in TCC MODE please use NvAPI_EnumTCCPhysicalGPUs() +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \par Introduced in +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT nvGPUHandle or pGpuCount is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumPhysicalGPUs(NvPhysicalGpuHandle nvGPUHandle[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +NV_DECLARE_HANDLE(NVDX_ObjectHandle); // DX Objects +static const NVDX_ObjectHandle NVDX_OBJECT_NONE = 0; + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetObjectHandleForResource +// +//! DESCRIPTION: This API gets a handle to a resource. +//! +//! \param [in] pDev The ID3D11Device, ID3D10Device or IDirect3DDevice9 or ID3D11DeviceContext to use +//! \param [in] pResource The ID3D11Resource, ID3D10Resource or IDirect3DResource9 from which +//! we want the NvAPI handle +//! \param [out] pHandle A handle to the resource +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \return ::NVAPI_OK if the handle was populated. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetObjectHandleForResource( + IUnknown *pDevice, + IUnknown *pResource, + NVDX_ObjectHandle *pHandle); + + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_d3dext.h b/src/imports/nvapi/nvapi_lite_d3dext.h new file mode 100644 index 0000000..deab4f9 --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_d3dext.h @@ -0,0 +1,184 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +#if defined(__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +//! \ingroup dx +//! D3D_FEATURE_LEVEL supported - used in NvAPI_D3D11_CreateDevice() and NvAPI_D3D11_CreateDeviceAndSwapChain() +typedef enum +{ + NVAPI_DEVICE_FEATURE_LEVEL_NULL = -1, + NVAPI_DEVICE_FEATURE_LEVEL_10_0 = 0, + NVAPI_DEVICE_FEATURE_LEVEL_10_0_PLUS = 1, + NVAPI_DEVICE_FEATURE_LEVEL_10_1 = 2, + NVAPI_DEVICE_FEATURE_LEVEL_11_0 = 3, +} NVAPI_DEVICE_FEATURE_LEVEL; + +#endif //defined(__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +#if defined(__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateDevice +// +//! DESCRIPTION: This function tries to create a DirectX 11 device. If the call fails (if we are running +//! on pre-DirectX 11 hardware), depending on the type of hardware it will try to create a DirectX 10.1 OR DirectX 10.0+ +//! OR DirectX 10.0 device. The function call is the same as D3D11CreateDevice(), but with an extra +//! argument (D3D_FEATURE_LEVEL supported by the device) that the function fills in. This argument +//! can contain -1 (NVAPI_DEVICE_FEATURE_LEVEL_NULL), if the requested featureLevel is less than DirecX 10.0. +//! +//! NOTE: When NvAPI_D3D11_CreateDevice is called with 10+ feature level we have an issue on few set of +//! tesla hardware (G80/G84/G86/G92/G94/G96) which does not support all feature level 10+ functionality +//! e.g. calling driver with mismatch between RenderTarget and Depth Buffer. App developers should +//! take into consideration such limitation when using NVAPI on such tesla hardwares. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pAdapter +//! \param [in] DriverType +//! \param [in] Software +//! \param [in] Flags +//! \param [in] *pFeatureLevels +//! \param [in] FeatureLevels +//! \param [in] SDKVersion +//! \param [in] **ppDevice +//! \param [in] *pFeatureLevel +//! \param [in] **ppImmediateContext +//! \param [in] *pSupportedLevel D3D_FEATURE_LEVEL supported +//! +//! \return NVAPI_OK if the createDevice call succeeded. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateDevice(IDXGIAdapter* pAdapter, + D3D_DRIVER_TYPE DriverType, + HMODULE Software, + UINT Flags, + CONST D3D_FEATURE_LEVEL *pFeatureLevels, + UINT FeatureLevels, + UINT SDKVersion, + ID3D11Device **ppDevice, + D3D_FEATURE_LEVEL *pFeatureLevel, + ID3D11DeviceContext **ppImmediateContext, + NVAPI_DEVICE_FEATURE_LEVEL *pSupportedLevel); + + +#endif //defined(__cplusplus) && defined(__d3d11_h__) +#if defined(__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateDeviceAndSwapChain +// +//! DESCRIPTION: This function tries to create a DirectX 11 device and swap chain. If the call fails (if we are +//! running on pre=DirectX 11 hardware), depending on the type of hardware it will try to create a DirectX 10.1 OR +//! DirectX 10.0+ OR DirectX 10.0 device. The function call is the same as D3D11CreateDeviceAndSwapChain, +//! but with an extra argument (D3D_FEATURE_LEVEL supported by the device) that the function fills +//! in. This argument can contain -1 (NVAPI_DEVICE_FEATURE_LEVEL_NULL), if the requested featureLevel +//! is less than DirectX 10.0. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pAdapter +//! \param [in] DriverType +//! \param [in] Software +//! \param [in] Flags +//! \param [in] *pFeatureLevels +//! \param [in] FeatureLevels +//! \param [in] SDKVersion +//! \param [in] *pSwapChainDesc +//! \param [in] **ppSwapChain +//! \param [in] **ppDevice +//! \param [in] *pFeatureLevel +//! \param [in] **ppImmediateContext +//! \param [in] *pSupportedLevel D3D_FEATURE_LEVEL supported +//! +//!return NVAPI_OK if the createDevice with swap chain call succeeded. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, + D3D_DRIVER_TYPE DriverType, + HMODULE Software, + UINT Flags, + CONST D3D_FEATURE_LEVEL *pFeatureLevels, + UINT FeatureLevels, + UINT SDKVersion, + CONST DXGI_SWAP_CHAIN_DESC *pSwapChainDesc, + IDXGISwapChain **ppSwapChain, + ID3D11Device **ppDevice, + D3D_FEATURE_LEVEL *pFeatureLevel, + ID3D11DeviceContext **ppImmediateContext, + NVAPI_DEVICE_FEATURE_LEVEL *pSupportedLevel); + + + +#endif //defined(__cplusplus) && defined(__d3d11_h__) +#if defined(__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetDepthBoundsTest +// +//! DESCRIPTION: This function enables/disables the depth bounds test +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDeviceOrContext The device or device context to set depth bounds test +//! \param [in] bEnable Enable(non-zero)/disable(zero) the depth bounds test +//! \param [in] fMinDepth The minimum depth for depth bounds test +//! \param [in] fMaxDepth The maximum depth for depth bounds test +//! The valid values for fMinDepth and fMaxDepth +//! are such that 0 <= fMinDepth <= fMaxDepth <= 1 +//! +//! \return ::NVAPI_OK if the depth bounds test was correcly enabled or disabled +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetDepthBoundsTest(IUnknown* pDeviceOrContext, + NvU32 bEnable, + float fMinDepth, + float fMaxDepth); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_salend.h b/src/imports/nvapi/nvapi_lite_salend.h new file mode 100644 index 0000000..77a999d --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_salend.h @@ -0,0 +1,809 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#ifndef __NVAPI_EMPTY_SAL +#ifdef __nvapi_undef__ecount + #undef __ecount + #undef __nvapi_undef__ecount +#endif +#ifdef __nvapi_undef__bcount + #undef __bcount + #undef __nvapi_undef__bcount +#endif +#ifdef __nvapi_undef__in + #undef __in + #undef __nvapi_undef__in +#endif +#ifdef __nvapi_undef__in_ecount + #undef __in_ecount + #undef __nvapi_undef__in_ecount +#endif +#ifdef __nvapi_undef__in_bcount + #undef __in_bcount + #undef __nvapi_undef__in_bcount +#endif +#ifdef __nvapi_undef__in_z + #undef __in_z + #undef __nvapi_undef__in_z +#endif +#ifdef __nvapi_undef__in_ecount_z + #undef __in_ecount_z + #undef __nvapi_undef__in_ecount_z +#endif +#ifdef __nvapi_undef__in_bcount_z + #undef __in_bcount_z + #undef __nvapi_undef__in_bcount_z +#endif +#ifdef __nvapi_undef__in_nz + #undef __in_nz + #undef __nvapi_undef__in_nz +#endif +#ifdef __nvapi_undef__in_ecount_nz + #undef __in_ecount_nz + #undef __nvapi_undef__in_ecount_nz +#endif +#ifdef __nvapi_undef__in_bcount_nz + #undef __in_bcount_nz + #undef __nvapi_undef__in_bcount_nz +#endif +#ifdef __nvapi_undef__out + #undef __out + #undef __nvapi_undef__out +#endif +#ifdef __nvapi_undef__out_ecount + #undef __out_ecount + #undef __nvapi_undef__out_ecount +#endif +#ifdef __nvapi_undef__out_bcount + #undef __out_bcount + #undef __nvapi_undef__out_bcount +#endif +#ifdef __nvapi_undef__out_ecount_part + #undef __out_ecount_part + #undef __nvapi_undef__out_ecount_part +#endif +#ifdef __nvapi_undef__out_bcount_part + #undef __out_bcount_part + #undef __nvapi_undef__out_bcount_part +#endif +#ifdef __nvapi_undef__out_ecount_full + #undef __out_ecount_full + #undef __nvapi_undef__out_ecount_full +#endif +#ifdef __nvapi_undef__out_bcount_full + #undef __out_bcount_full + #undef __nvapi_undef__out_bcount_full +#endif +#ifdef __nvapi_undef__out_z + #undef __out_z + #undef __nvapi_undef__out_z +#endif +#ifdef __nvapi_undef__out_z_opt + #undef __out_z_opt + #undef __nvapi_undef__out_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_z + #undef __out_ecount_z + #undef __nvapi_undef__out_ecount_z +#endif +#ifdef __nvapi_undef__out_bcount_z + #undef __out_bcount_z + #undef __nvapi_undef__out_bcount_z +#endif +#ifdef __nvapi_undef__out_ecount_part_z + #undef __out_ecount_part_z + #undef __nvapi_undef__out_ecount_part_z +#endif +#ifdef __nvapi_undef__out_bcount_part_z + #undef __out_bcount_part_z + #undef __nvapi_undef__out_bcount_part_z +#endif +#ifdef __nvapi_undef__out_ecount_full_z + #undef __out_ecount_full_z + #undef __nvapi_undef__out_ecount_full_z +#endif +#ifdef __nvapi_undef__out_bcount_full_z + #undef __out_bcount_full_z + #undef __nvapi_undef__out_bcount_full_z +#endif +#ifdef __nvapi_undef__out_nz + #undef __out_nz + #undef __nvapi_undef__out_nz +#endif +#ifdef __nvapi_undef__out_nz_opt + #undef __out_nz_opt + #undef __nvapi_undef__out_nz_opt +#endif +#ifdef __nvapi_undef__out_ecount_nz + #undef __out_ecount_nz + #undef __nvapi_undef__out_ecount_nz +#endif +#ifdef __nvapi_undef__out_bcount_nz + #undef __out_bcount_nz + #undef __nvapi_undef__out_bcount_nz +#endif +#ifdef __nvapi_undef__inout + #undef __inout + #undef __nvapi_undef__inout +#endif +#ifdef __nvapi_undef__inout_ecount + #undef __inout_ecount + #undef __nvapi_undef__inout_ecount +#endif +#ifdef __nvapi_undef__inout_bcount + #undef __inout_bcount + #undef __nvapi_undef__inout_bcount +#endif +#ifdef __nvapi_undef__inout_ecount_part + #undef __inout_ecount_part + #undef __nvapi_undef__inout_ecount_part +#endif +#ifdef __nvapi_undef__inout_bcount_part + #undef __inout_bcount_part + #undef __nvapi_undef__inout_bcount_part +#endif +#ifdef __nvapi_undef__inout_ecount_full + #undef __inout_ecount_full + #undef __nvapi_undef__inout_ecount_full +#endif +#ifdef __nvapi_undef__inout_bcount_full + #undef __inout_bcount_full + #undef __nvapi_undef__inout_bcount_full +#endif +#ifdef __nvapi_undef__inout_z + #undef __inout_z + #undef __nvapi_undef__inout_z +#endif +#ifdef __nvapi_undef__inout_ecount_z + #undef __inout_ecount_z + #undef __nvapi_undef__inout_ecount_z +#endif +#ifdef __nvapi_undef__inout_bcount_z + #undef __inout_bcount_z + #undef __nvapi_undef__inout_bcount_z +#endif +#ifdef __nvapi_undef__inout_nz + #undef __inout_nz + #undef __nvapi_undef__inout_nz +#endif +#ifdef __nvapi_undef__inout_ecount_nz + #undef __inout_ecount_nz + #undef __nvapi_undef__inout_ecount_nz +#endif +#ifdef __nvapi_undef__inout_bcount_nz + #undef __inout_bcount_nz + #undef __nvapi_undef__inout_bcount_nz +#endif +#ifdef __nvapi_undef__ecount_opt + #undef __ecount_opt + #undef __nvapi_undef__ecount_opt +#endif +#ifdef __nvapi_undef__bcount_opt + #undef __bcount_opt + #undef __nvapi_undef__bcount_opt +#endif +#ifdef __nvapi_undef__in_opt + #undef __in_opt + #undef __nvapi_undef__in_opt +#endif +#ifdef __nvapi_undef__in_ecount_opt + #undef __in_ecount_opt + #undef __nvapi_undef__in_ecount_opt +#endif +#ifdef __nvapi_undef__in_bcount_opt + #undef __in_bcount_opt + #undef __nvapi_undef__in_bcount_opt +#endif +#ifdef __nvapi_undef__in_z_opt + #undef __in_z_opt + #undef __nvapi_undef__in_z_opt +#endif +#ifdef __nvapi_undef__in_ecount_z_opt + #undef __in_ecount_z_opt + #undef __nvapi_undef__in_ecount_z_opt +#endif +#ifdef __nvapi_undef__in_bcount_z_opt + #undef __in_bcount_z_opt + #undef __nvapi_undef__in_bcount_z_opt +#endif +#ifdef __nvapi_undef__in_nz_opt + #undef __in_nz_opt + #undef __nvapi_undef__in_nz_opt +#endif +#ifdef __nvapi_undef__in_ecount_nz_opt + #undef __in_ecount_nz_opt + #undef __nvapi_undef__in_ecount_nz_opt +#endif +#ifdef __nvapi_undef__in_bcount_nz_opt + #undef __in_bcount_nz_opt + #undef __nvapi_undef__in_bcount_nz_opt +#endif +#ifdef __nvapi_undef__out_opt + #undef __out_opt + #undef __nvapi_undef__out_opt +#endif +#ifdef __nvapi_undef__out_ecount_opt + #undef __out_ecount_opt + #undef __nvapi_undef__out_ecount_opt +#endif +#ifdef __nvapi_undef__out_bcount_opt + #undef __out_bcount_opt + #undef __nvapi_undef__out_bcount_opt +#endif +#ifdef __nvapi_undef__out_ecount_part_opt + #undef __out_ecount_part_opt + #undef __nvapi_undef__out_ecount_part_opt +#endif +#ifdef __nvapi_undef__out_bcount_part_opt + #undef __out_bcount_part_opt + #undef __nvapi_undef__out_bcount_part_opt +#endif +#ifdef __nvapi_undef__out_ecount_full_opt + #undef __out_ecount_full_opt + #undef __nvapi_undef__out_ecount_full_opt +#endif +#ifdef __nvapi_undef__out_bcount_full_opt + #undef __out_bcount_full_opt + #undef __nvapi_undef__out_bcount_full_opt +#endif +#ifdef __nvapi_undef__out_ecount_z_opt + #undef __out_ecount_z_opt + #undef __nvapi_undef__out_ecount_z_opt +#endif +#ifdef __nvapi_undef__out_bcount_z_opt + #undef __out_bcount_z_opt + #undef __nvapi_undef__out_bcount_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_part_z_opt + #undef __out_ecount_part_z_opt + #undef __nvapi_undef__out_ecount_part_z_opt +#endif +#ifdef __nvapi_undef__out_bcount_part_z_opt + #undef __out_bcount_part_z_opt + #undef __nvapi_undef__out_bcount_part_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_full_z_opt + #undef __out_ecount_full_z_opt + #undef __nvapi_undef__out_ecount_full_z_opt +#endif +#ifdef __nvapi_undef__out_bcount_full_z_opt + #undef __out_bcount_full_z_opt + #undef __nvapi_undef__out_bcount_full_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_nz_opt + #undef __out_ecount_nz_opt + #undef __nvapi_undef__out_ecount_nz_opt +#endif +#ifdef __nvapi_undef__out_bcount_nz_opt + #undef __out_bcount_nz_opt + #undef __nvapi_undef__out_bcount_nz_opt +#endif +#ifdef __nvapi_undef__inout_opt + #undef __inout_opt + #undef __nvapi_undef__inout_opt +#endif +#ifdef __nvapi_undef__inout_ecount_opt + #undef __inout_ecount_opt + #undef __nvapi_undef__inout_ecount_opt +#endif +#ifdef __nvapi_undef__inout_bcount_opt + #undef __inout_bcount_opt + #undef __nvapi_undef__inout_bcount_opt +#endif +#ifdef __nvapi_undef__inout_ecount_part_opt + #undef __inout_ecount_part_opt + #undef __nvapi_undef__inout_ecount_part_opt +#endif +#ifdef __nvapi_undef__inout_bcount_part_opt + #undef __inout_bcount_part_opt + #undef __nvapi_undef__inout_bcount_part_opt +#endif +#ifdef __nvapi_undef__inout_ecount_full_opt + #undef __inout_ecount_full_opt + #undef __nvapi_undef__inout_ecount_full_opt +#endif +#ifdef __nvapi_undef__inout_bcount_full_opt + #undef __inout_bcount_full_opt + #undef __nvapi_undef__inout_bcount_full_opt +#endif +#ifdef __nvapi_undef__inout_z_opt + #undef __inout_z_opt + #undef __nvapi_undef__inout_z_opt +#endif +#ifdef __nvapi_undef__inout_ecount_z_opt + #undef __inout_ecount_z_opt + #undef __nvapi_undef__inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__inout_ecount_z_opt + #undef __inout_ecount_z_opt + #undef __nvapi_undef__inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__inout_bcount_z_opt + #undef __inout_bcount_z_opt + #undef __nvapi_undef__inout_bcount_z_opt +#endif +#ifdef __nvapi_undef__inout_nz_opt + #undef __inout_nz_opt + #undef __nvapi_undef__inout_nz_opt +#endif +#ifdef __nvapi_undef__inout_ecount_nz_opt + #undef __inout_ecount_nz_opt + #undef __nvapi_undef__inout_ecount_nz_opt +#endif +#ifdef __nvapi_undef__inout_bcount_nz_opt + #undef __inout_bcount_nz_opt + #undef __nvapi_undef__inout_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_ecount + #undef __deref_ecount + #undef __nvapi_undef__deref_ecount +#endif +#ifdef __nvapi_undef__deref_bcount + #undef __deref_bcount + #undef __nvapi_undef__deref_bcount +#endif +#ifdef __nvapi_undef__deref_out + #undef __deref_out + #undef __nvapi_undef__deref_out +#endif +#ifdef __nvapi_undef__deref_out_ecount + #undef __deref_out_ecount + #undef __nvapi_undef__deref_out_ecount +#endif +#ifdef __nvapi_undef__deref_out_bcount + #undef __deref_out_bcount + #undef __nvapi_undef__deref_out_bcount +#endif +#ifdef __nvapi_undef__deref_out_ecount_part + #undef __deref_out_ecount_part + #undef __nvapi_undef__deref_out_ecount_part +#endif +#ifdef __nvapi_undef__deref_out_bcount_part + #undef __deref_out_bcount_part + #undef __nvapi_undef__deref_out_bcount_part +#endif +#ifdef __nvapi_undef__deref_out_ecount_full + #undef __deref_out_ecount_full + #undef __nvapi_undef__deref_out_ecount_full +#endif +#ifdef __nvapi_undef__deref_out_bcount_full + #undef __deref_out_bcount_full + #undef __nvapi_undef__deref_out_bcount_full +#endif +#ifdef __nvapi_undef__deref_out_z + #undef __deref_out_z + #undef __nvapi_undef__deref_out_z +#endif +#ifdef __nvapi_undef__deref_out_ecount_z + #undef __deref_out_ecount_z + #undef __nvapi_undef__deref_out_ecount_z +#endif +#ifdef __nvapi_undef__deref_out_bcount_z + #undef __deref_out_bcount_z + #undef __nvapi_undef__deref_out_bcount_z +#endif +#ifdef __nvapi_undef__deref_out_nz + #undef __deref_out_nz + #undef __nvapi_undef__deref_out_nz +#endif +#ifdef __nvapi_undef__deref_out_ecount_nz + #undef __deref_out_ecount_nz + #undef __nvapi_undef__deref_out_ecount_nz +#endif +#ifdef __nvapi_undef__deref_out_bcount_nz + #undef __deref_out_bcount_nz + #undef __nvapi_undef__deref_out_bcount_nz +#endif +#ifdef __nvapi_undef__deref_inout + #undef __deref_inout + #undef __nvapi_undef__deref_inout +#endif +#ifdef __nvapi_undef__deref_inout_z + #undef __deref_inout_z + #undef __nvapi_undef__deref_inout_z +#endif +#ifdef __nvapi_undef__deref_inout_ecount + #undef __deref_inout_ecount + #undef __nvapi_undef__deref_inout_ecount +#endif +#ifdef __nvapi_undef__deref_inout_bcount + #undef __deref_inout_bcount + #undef __nvapi_undef__deref_inout_bcount +#endif +#ifdef __nvapi_undef__deref_inout_ecount_part + #undef __deref_inout_ecount_part + #undef __nvapi_undef__deref_inout_ecount_part +#endif +#ifdef __nvapi_undef__deref_inout_bcount_part + #undef __deref_inout_bcount_part + #undef __nvapi_undef__deref_inout_bcount_part +#endif +#ifdef __nvapi_undef__deref_inout_ecount_full + #undef __deref_inout_ecount_full + #undef __nvapi_undef__deref_inout_ecount_full +#endif +#ifdef __nvapi_undef__deref_inout_bcount_full + #undef __deref_inout_bcount_full + #undef __nvapi_undef__deref_inout_bcount_full +#endif +#ifdef __nvapi_undef__deref_inout_z + #undef __deref_inout_z + #undef __nvapi_undef__deref_inout_z +#endif +#ifdef __nvapi_undef__deref_inout_ecount_z + #undef __deref_inout_ecount_z + #undef __nvapi_undef__deref_inout_ecount_z +#endif +#ifdef __nvapi_undef__deref_inout_bcount_z + #undef __deref_inout_bcount_z + #undef __nvapi_undef__deref_inout_bcount_z +#endif +#ifdef __nvapi_undef__deref_inout_nz + #undef __deref_inout_nz + #undef __nvapi_undef__deref_inout_nz +#endif +#ifdef __nvapi_undef__deref_inout_ecount_nz + #undef __deref_inout_ecount_nz + #undef __nvapi_undef__deref_inout_ecount_nz +#endif +#ifdef __nvapi_undef__deref_inout_bcount_nz + #undef __deref_inout_bcount_nz + #undef __nvapi_undef__deref_inout_bcount_nz +#endif +#ifdef __nvapi_undef__deref_ecount_opt + #undef __deref_ecount_opt + #undef __nvapi_undef__deref_ecount_opt +#endif +#ifdef __nvapi_undef__deref_bcount_opt + #undef __deref_bcount_opt + #undef __nvapi_undef__deref_bcount_opt +#endif +#ifdef __nvapi_undef__deref_out_opt + #undef __deref_out_opt + #undef __nvapi_undef__deref_out_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_opt + #undef __deref_out_ecount_opt + #undef __nvapi_undef__deref_out_ecount_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_opt + #undef __deref_out_bcount_opt + #undef __nvapi_undef__deref_out_bcount_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_part_opt + #undef __deref_out_ecount_part_opt + #undef __nvapi_undef__deref_out_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_part_opt + #undef __deref_out_bcount_part_opt + #undef __nvapi_undef__deref_out_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_full_opt + #undef __deref_out_ecount_full_opt + #undef __nvapi_undef__deref_out_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_full_opt + #undef __deref_out_bcount_full_opt + #undef __nvapi_undef__deref_out_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_out_z_opt + #undef __deref_out_z_opt + #undef __nvapi_undef__deref_out_z_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_z_opt + #undef __deref_out_ecount_z_opt + #undef __nvapi_undef__deref_out_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_z_opt + #undef __deref_out_bcount_z_opt + #undef __nvapi_undef__deref_out_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_out_nz_opt + #undef __deref_out_nz_opt + #undef __nvapi_undef__deref_out_nz_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_nz_opt + #undef __deref_out_ecount_nz_opt + #undef __nvapi_undef__deref_out_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_nz_opt + #undef __deref_out_bcount_nz_opt + #undef __nvapi_undef__deref_out_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_inout_opt + #undef __deref_inout_opt + #undef __nvapi_undef__deref_inout_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_opt + #undef __deref_inout_ecount_opt + #undef __nvapi_undef__deref_inout_ecount_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_opt + #undef __deref_inout_bcount_opt + #undef __nvapi_undef__deref_inout_bcount_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_part_opt + #undef __deref_inout_ecount_part_opt + #undef __nvapi_undef__deref_inout_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_part_opt + #undef __deref_inout_bcount_part_opt + #undef __nvapi_undef__deref_inout_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_full_opt + #undef __deref_inout_ecount_full_opt + #undef __nvapi_undef__deref_inout_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_full_opt + #undef __deref_inout_bcount_full_opt + #undef __nvapi_undef__deref_inout_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_inout_z_opt + #undef __deref_inout_z_opt + #undef __nvapi_undef__deref_inout_z_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_z_opt + #undef __deref_inout_ecount_z_opt + #undef __nvapi_undef__deref_inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_z_opt + #undef __deref_inout_bcount_z_opt + #undef __nvapi_undef__deref_inout_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_inout_nz_opt + #undef __deref_inout_nz_opt + #undef __nvapi_undef__deref_inout_nz_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_nz_opt + #undef __deref_inout_ecount_nz_opt + #undef __nvapi_undef__deref_inout_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_nz_opt + #undef __deref_inout_bcount_nz_opt + #undef __nvapi_undef__deref_inout_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_ecount + #undef __deref_opt_ecount + #undef __nvapi_undef__deref_opt_ecount +#endif +#ifdef __nvapi_undef__deref_opt_bcount + #undef __deref_opt_bcount + #undef __nvapi_undef__deref_opt_bcount +#endif +#ifdef __nvapi_undef__deref_opt_out + #undef __deref_opt_out + #undef __nvapi_undef__deref_opt_out +#endif +#ifdef __nvapi_undef__deref_opt_out_z + #undef __deref_opt_out_z + #undef __nvapi_undef__deref_opt_out_z +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount + #undef __deref_opt_out_ecount + #undef __nvapi_undef__deref_opt_out_ecount +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount + #undef __deref_opt_out_bcount + #undef __nvapi_undef__deref_opt_out_bcount +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_part + #undef __deref_opt_out_ecount_part + #undef __nvapi_undef__deref_opt_out_ecount_part +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_part + #undef __deref_opt_out_bcount_part + #undef __nvapi_undef__deref_opt_out_bcount_part +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_full + #undef __deref_opt_out_ecount_full + #undef __nvapi_undef__deref_opt_out_ecount_full +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_full + #undef __deref_opt_out_bcount_full + #undef __nvapi_undef__deref_opt_out_bcount_full +#endif +#ifdef __nvapi_undef__deref_opt_inout + #undef __deref_opt_inout + #undef __nvapi_undef__deref_opt_inout +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount + #undef __deref_opt_inout_ecount + #undef __nvapi_undef__deref_opt_inout_ecount +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount + #undef __deref_opt_inout_bcount + #undef __nvapi_undef__deref_opt_inout_bcount +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_part + #undef __deref_opt_inout_ecount_part + #undef __nvapi_undef__deref_opt_inout_ecount_part +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_part + #undef __deref_opt_inout_bcount_part + #undef __nvapi_undef__deref_opt_inout_bcount_part +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_full + #undef __deref_opt_inout_ecount_full + #undef __nvapi_undef__deref_opt_inout_ecount_full +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_full + #undef __deref_opt_inout_bcount_full + #undef __nvapi_undef__deref_opt_inout_bcount_full +#endif +#ifdef __nvapi_undef__deref_opt_inout_z + #undef __deref_opt_inout_z + #undef __nvapi_undef__deref_opt_inout_z +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_z + #undef __deref_opt_inout_ecount_z + #undef __nvapi_undef__deref_opt_inout_ecount_z +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_z + #undef __deref_opt_inout_bcount_z + #undef __nvapi_undef__deref_opt_inout_bcount_z +#endif +#ifdef __nvapi_undef__deref_opt_inout_nz + #undef __deref_opt_inout_nz + #undef __nvapi_undef__deref_opt_inout_nz +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_nz + #undef __deref_opt_inout_ecount_nz + #undef __nvapi_undef__deref_opt_inout_ecount_nz +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_nz + #undef __deref_opt_inout_bcount_nz + #undef __nvapi_undef__deref_opt_inout_bcount_nz +#endif +#ifdef __nvapi_undef__deref_opt_ecount_opt + #undef __deref_opt_ecount_opt + #undef __nvapi_undef__deref_opt_ecount_opt +#endif +#ifdef __nvapi_undef__deref_opt_bcount_opt + #undef __deref_opt_bcount_opt + #undef __nvapi_undef__deref_opt_bcount_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_opt + #undef __deref_opt_out_opt + #undef __nvapi_undef__deref_opt_out_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_opt + #undef __deref_opt_out_ecount_opt + #undef __nvapi_undef__deref_opt_out_ecount_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_opt + #undef __deref_opt_out_bcount_opt + #undef __nvapi_undef__deref_opt_out_bcount_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_part_opt + #undef __deref_opt_out_ecount_part_opt + #undef __nvapi_undef__deref_opt_out_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_part_opt + #undef __deref_opt_out_bcount_part_opt + #undef __nvapi_undef__deref_opt_out_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_full_opt + #undef __deref_opt_out_ecount_full_opt + #undef __nvapi_undef__deref_opt_out_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_full_opt + #undef __deref_opt_out_bcount_full_opt + #undef __nvapi_undef__deref_opt_out_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_z_opt + #undef __deref_opt_out_z_opt + #undef __nvapi_undef__deref_opt_out_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_z_opt + #undef __deref_opt_out_ecount_z_opt + #undef __nvapi_undef__deref_opt_out_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_z_opt + #undef __deref_opt_out_bcount_z_opt + #undef __nvapi_undef__deref_opt_out_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_nz_opt + #undef __deref_opt_out_nz_opt + #undef __nvapi_undef__deref_opt_out_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_nz_opt + #undef __deref_opt_out_ecount_nz_opt + #undef __nvapi_undef__deref_opt_out_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_nz_opt + #undef __deref_opt_out_bcount_nz_opt + #undef __nvapi_undef__deref_opt_out_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_opt + #undef __deref_opt_inout_opt + #undef __nvapi_undef__deref_opt_inout_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_opt + #undef __deref_opt_inout_ecount_opt + #undef __nvapi_undef__deref_opt_inout_ecount_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_opt + #undef __deref_opt_inout_bcount_opt + #undef __nvapi_undef__deref_opt_inout_bcount_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_part_opt + #undef __deref_opt_inout_ecount_part_opt + #undef __nvapi_undef__deref_opt_inout_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_part_opt + #undef __deref_opt_inout_bcount_part_opt + #undef __nvapi_undef__deref_opt_inout_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_full_opt + #undef __deref_opt_inout_ecount_full_opt + #undef __nvapi_undef__deref_opt_inout_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_full_opt + #undef __deref_opt_inout_bcount_full_opt + #undef __nvapi_undef__deref_opt_inout_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_z_opt + #undef __deref_opt_inout_z_opt + #undef __nvapi_undef__deref_opt_inout_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_z_opt + #undef __deref_opt_inout_ecount_z_opt + #undef __nvapi_undef__deref_opt_inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_z_opt + #undef __deref_opt_inout_bcount_z_opt + #undef __nvapi_undef__deref_opt_inout_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_nz_opt + #undef __deref_opt_inout_nz_opt + #undef __nvapi_undef__deref_opt_inout_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_nz_opt + #undef __deref_opt_inout_ecount_nz_opt + #undef __nvapi_undef__deref_opt_inout_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_nz_opt + #undef __deref_opt_inout_bcount_nz_opt + #undef __nvapi_undef__deref_opt_inout_bcount_nz_opt +#endif +#ifdef __nvapi_success + #undef __success + #undef __nvapi_success +#endif +#ifdef __nvapi__Ret_notnull_ + #undef __nvapi__Ret_notnull_ + #undef _Ret_notnull_ +#endif +#ifdef __nvapi__Post_writable_byte_size_ + #undef __nvapi__Post_writable_byte_size_ + #undef _Post_writable_byte_size_ +#endif +#ifdef __nvapi_Outptr_ + #undef __nvapi_Outptr_ + #undef _Outptr_ +#endif + +#endif // __NVAPI_EMPTY_SAL diff --git a/src/imports/nvapi/nvapi_lite_salstart.h b/src/imports/nvapi/nvapi_lite_salstart.h new file mode 100644 index 0000000..453576f --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_salstart.h @@ -0,0 +1,812 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +// ==================================================== +// SAL related support +// ==================================================== + +#ifndef __ecount + #define __nvapi_undef__ecount + #define __ecount(size) +#endif +#ifndef __bcount + #define __nvapi_undef__bcount + #define __bcount(size) +#endif +#ifndef __in + #define __nvapi_undef__in + #define __in +#endif +#ifndef __in_ecount + #define __nvapi_undef__in_ecount + #define __in_ecount(size) +#endif +#ifndef __in_bcount + #define __nvapi_undef__in_bcount + #define __in_bcount(size) +#endif +#ifndef __in_z + #define __nvapi_undef__in_z + #define __in_z +#endif +#ifndef __in_ecount_z + #define __nvapi_undef__in_ecount_z + #define __in_ecount_z(size) +#endif +#ifndef __in_bcount_z + #define __nvapi_undef__in_bcount_z + #define __in_bcount_z(size) +#endif +#ifndef __in_nz + #define __nvapi_undef__in_nz + #define __in_nz +#endif +#ifndef __in_ecount_nz + #define __nvapi_undef__in_ecount_nz + #define __in_ecount_nz(size) +#endif +#ifndef __in_bcount_nz + #define __nvapi_undef__in_bcount_nz + #define __in_bcount_nz(size) +#endif +#ifndef __out + #define __nvapi_undef__out + #define __out +#endif +#ifndef __out_ecount + #define __nvapi_undef__out_ecount + #define __out_ecount(size) +#endif +#ifndef __out_bcount + #define __nvapi_undef__out_bcount + #define __out_bcount(size) +#endif +#ifndef __out_ecount_part + #define __nvapi_undef__out_ecount_part + #define __out_ecount_part(size,length) +#endif +#ifndef __out_bcount_part + #define __nvapi_undef__out_bcount_part + #define __out_bcount_part(size,length) +#endif +#ifndef __out_ecount_full + #define __nvapi_undef__out_ecount_full + #define __out_ecount_full(size) +#endif +#ifndef __out_bcount_full + #define __nvapi_undef__out_bcount_full + #define __out_bcount_full(size) +#endif +#ifndef __out_z + #define __nvapi_undef__out_z + #define __out_z +#endif +#ifndef __out_z_opt + #define __nvapi_undef__out_z_opt + #define __out_z_opt +#endif +#ifndef __out_ecount_z + #define __nvapi_undef__out_ecount_z + #define __out_ecount_z(size) +#endif +#ifndef __out_bcount_z + #define __nvapi_undef__out_bcount_z + #define __out_bcount_z(size) +#endif +#ifndef __out_ecount_part_z + #define __nvapi_undef__out_ecount_part_z + #define __out_ecount_part_z(size,length) +#endif +#ifndef __out_bcount_part_z + #define __nvapi_undef__out_bcount_part_z + #define __out_bcount_part_z(size,length) +#endif +#ifndef __out_ecount_full_z + #define __nvapi_undef__out_ecount_full_z + #define __out_ecount_full_z(size) +#endif +#ifndef __out_bcount_full_z + #define __nvapi_undef__out_bcount_full_z + #define __out_bcount_full_z(size) +#endif +#ifndef __out_nz + #define __nvapi_undef__out_nz + #define __out_nz +#endif +#ifndef __out_nz_opt + #define __nvapi_undef__out_nz_opt + #define __out_nz_opt +#endif +#ifndef __out_ecount_nz + #define __nvapi_undef__out_ecount_nz + #define __out_ecount_nz(size) +#endif +#ifndef __out_bcount_nz + #define __nvapi_undef__out_bcount_nz + #define __out_bcount_nz(size) +#endif +#ifndef __inout + #define __nvapi_undef__inout + #define __inout +#endif +#ifndef __inout_ecount + #define __nvapi_undef__inout_ecount + #define __inout_ecount(size) +#endif +#ifndef __inout_bcount + #define __nvapi_undef__inout_bcount + #define __inout_bcount(size) +#endif +#ifndef __inout_ecount_part + #define __nvapi_undef__inout_ecount_part + #define __inout_ecount_part(size,length) +#endif +#ifndef __inout_bcount_part + #define __nvapi_undef__inout_bcount_part + #define __inout_bcount_part(size,length) +#endif +#ifndef __inout_ecount_full + #define __nvapi_undef__inout_ecount_full + #define __inout_ecount_full(size) +#endif +#ifndef __inout_bcount_full + #define __nvapi_undef__inout_bcount_full + #define __inout_bcount_full(size) +#endif +#ifndef __inout_z + #define __nvapi_undef__inout_z + #define __inout_z +#endif +#ifndef __inout_ecount_z + #define __nvapi_undef__inout_ecount_z + #define __inout_ecount_z(size) +#endif +#ifndef __inout_bcount_z + #define __nvapi_undef__inout_bcount_z + #define __inout_bcount_z(size) +#endif +#ifndef __inout_nz + #define __nvapi_undef__inout_nz + #define __inout_nz +#endif +#ifndef __inout_ecount_nz + #define __nvapi_undef__inout_ecount_nz + #define __inout_ecount_nz(size) +#endif +#ifndef __inout_bcount_nz + #define __nvapi_undef__inout_bcount_nz + #define __inout_bcount_nz(size) +#endif +#ifndef __ecount_opt + #define __nvapi_undef__ecount_opt + #define __ecount_opt(size) +#endif +#ifndef __bcount_opt + #define __nvapi_undef__bcount_opt + #define __bcount_opt(size) +#endif +#ifndef __in_opt + #define __nvapi_undef__in_opt + #define __in_opt +#endif +#ifndef __in_ecount_opt + #define __nvapi_undef__in_ecount_opt + #define __in_ecount_opt(size) +#endif +#ifndef __in_bcount_opt + #define __nvapi_undef__in_bcount_opt + #define __in_bcount_opt(size) +#endif +#ifndef __in_z_opt + #define __nvapi_undef__in_z_opt + #define __in_z_opt +#endif +#ifndef __in_ecount_z_opt + #define __nvapi_undef__in_ecount_z_opt + #define __in_ecount_z_opt(size) +#endif +#ifndef __in_bcount_z_opt + #define __nvapi_undef__in_bcount_z_opt + #define __in_bcount_z_opt(size) +#endif +#ifndef __in_nz_opt + #define __nvapi_undef__in_nz_opt + #define __in_nz_opt +#endif +#ifndef __in_ecount_nz_opt + #define __nvapi_undef__in_ecount_nz_opt + #define __in_ecount_nz_opt(size) +#endif +#ifndef __in_bcount_nz_opt + #define __nvapi_undef__in_bcount_nz_opt + #define __in_bcount_nz_opt(size) +#endif +#ifndef __out_opt + #define __nvapi_undef__out_opt + #define __out_opt +#endif +#ifndef __out_ecount_opt + #define __nvapi_undef__out_ecount_opt + #define __out_ecount_opt(size) +#endif +#ifndef __out_bcount_opt + #define __nvapi_undef__out_bcount_opt + #define __out_bcount_opt(size) +#endif +#ifndef __out_ecount_part_opt + #define __nvapi_undef__out_ecount_part_opt + #define __out_ecount_part_opt(size,length) +#endif +#ifndef __out_bcount_part_opt + #define __nvapi_undef__out_bcount_part_opt + #define __out_bcount_part_opt(size,length) +#endif +#ifndef __out_ecount_full_opt + #define __nvapi_undef__out_ecount_full_opt + #define __out_ecount_full_opt(size) +#endif +#ifndef __out_bcount_full_opt + #define __nvapi_undef__out_bcount_full_opt + #define __out_bcount_full_opt(size) +#endif +#ifndef __out_ecount_z_opt + #define __nvapi_undef__out_ecount_z_opt + #define __out_ecount_z_opt(size) +#endif +#ifndef __out_bcount_z_opt + #define __nvapi_undef__out_bcount_z_opt + #define __out_bcount_z_opt(size) +#endif +#ifndef __out_ecount_part_z_opt + #define __nvapi_undef__out_ecount_part_z_opt + #define __out_ecount_part_z_opt(size,length) +#endif +#ifndef __out_bcount_part_z_opt + #define __nvapi_undef__out_bcount_part_z_opt + #define __out_bcount_part_z_opt(size,length) +#endif +#ifndef __out_ecount_full_z_opt + #define __nvapi_undef__out_ecount_full_z_opt + #define __out_ecount_full_z_opt(size) +#endif +#ifndef __out_bcount_full_z_opt + #define __nvapi_undef__out_bcount_full_z_opt + #define __out_bcount_full_z_opt(size) +#endif +#ifndef __out_ecount_nz_opt + #define __nvapi_undef__out_ecount_nz_opt + #define __out_ecount_nz_opt(size) +#endif +#ifndef __out_bcount_nz_opt + #define __nvapi_undef__out_bcount_nz_opt + #define __out_bcount_nz_opt(size) +#endif +#ifndef __inout_opt + #define __nvapi_undef__inout_opt + #define __inout_opt +#endif +#ifndef __inout_ecount_opt + #define __nvapi_undef__inout_ecount_opt + #define __inout_ecount_opt(size) +#endif +#ifndef __inout_bcount_opt + #define __nvapi_undef__inout_bcount_opt + #define __inout_bcount_opt(size) +#endif +#ifndef __inout_ecount_part_opt + #define __nvapi_undef__inout_ecount_part_opt + #define __inout_ecount_part_opt(size,length) +#endif +#ifndef __inout_bcount_part_opt + #define __nvapi_undef__inout_bcount_part_opt + #define __inout_bcount_part_opt(size,length) +#endif +#ifndef __inout_ecount_full_opt + #define __nvapi_undef__inout_ecount_full_opt + #define __inout_ecount_full_opt(size) +#endif +#ifndef __inout_bcount_full_opt + #define __nvapi_undef__inout_bcount_full_opt + #define __inout_bcount_full_opt(size) +#endif +#ifndef __inout_z_opt + #define __nvapi_undef__inout_z_opt + #define __inout_z_opt +#endif +#ifndef __inout_ecount_z_opt + #define __nvapi_undef__inout_ecount_z_opt + #define __inout_ecount_z_opt(size) +#endif +#ifndef __inout_ecount_z_opt + #define __nvapi_undef__inout_ecount_z_opt + #define __inout_ecount_z_opt(size) +#endif +#ifndef __inout_bcount_z_opt + #define __nvapi_undef__inout_bcount_z_opt + #define __inout_bcount_z_opt(size) +#endif +#ifndef __inout_nz_opt + #define __nvapi_undef__inout_nz_opt + #define __inout_nz_opt +#endif +#ifndef __inout_ecount_nz_opt + #define __nvapi_undef__inout_ecount_nz_opt + #define __inout_ecount_nz_opt(size) +#endif +#ifndef __inout_bcount_nz_opt + #define __nvapi_undef__inout_bcount_nz_opt + #define __inout_bcount_nz_opt(size) +#endif +#ifndef __deref_ecount + #define __nvapi_undef__deref_ecount + #define __deref_ecount(size) +#endif +#ifndef __deref_bcount + #define __nvapi_undef__deref_bcount + #define __deref_bcount(size) +#endif +#ifndef __deref_out + #define __nvapi_undef__deref_out + #define __deref_out +#endif +#ifndef __deref_out_ecount + #define __nvapi_undef__deref_out_ecount + #define __deref_out_ecount(size) +#endif +#ifndef __deref_out_bcount + #define __nvapi_undef__deref_out_bcount + #define __deref_out_bcount(size) +#endif +#ifndef __deref_out_ecount_part + #define __nvapi_undef__deref_out_ecount_part + #define __deref_out_ecount_part(size,length) +#endif +#ifndef __deref_out_bcount_part + #define __nvapi_undef__deref_out_bcount_part + #define __deref_out_bcount_part(size,length) +#endif +#ifndef __deref_out_ecount_full + #define __nvapi_undef__deref_out_ecount_full + #define __deref_out_ecount_full(size) +#endif +#ifndef __deref_out_bcount_full + #define __nvapi_undef__deref_out_bcount_full + #define __deref_out_bcount_full(size) +#endif +#ifndef __deref_out_z + #define __nvapi_undef__deref_out_z + #define __deref_out_z +#endif +#ifndef __deref_out_ecount_z + #define __nvapi_undef__deref_out_ecount_z + #define __deref_out_ecount_z(size) +#endif +#ifndef __deref_out_bcount_z + #define __nvapi_undef__deref_out_bcount_z + #define __deref_out_bcount_z(size) +#endif +#ifndef __deref_out_nz + #define __nvapi_undef__deref_out_nz + #define __deref_out_nz +#endif +#ifndef __deref_out_ecount_nz + #define __nvapi_undef__deref_out_ecount_nz + #define __deref_out_ecount_nz(size) +#endif +#ifndef __deref_out_bcount_nz + #define __nvapi_undef__deref_out_bcount_nz + #define __deref_out_bcount_nz(size) +#endif +#ifndef __deref_inout + #define __nvapi_undef__deref_inout + #define __deref_inout +#endif +#ifndef __deref_inout_z + #define __nvapi_undef__deref_inout_z + #define __deref_inout_z +#endif +#ifndef __deref_inout_ecount + #define __nvapi_undef__deref_inout_ecount + #define __deref_inout_ecount(size) +#endif +#ifndef __deref_inout_bcount + #define __nvapi_undef__deref_inout_bcount + #define __deref_inout_bcount(size) +#endif +#ifndef __deref_inout_ecount_part + #define __nvapi_undef__deref_inout_ecount_part + #define __deref_inout_ecount_part(size,length) +#endif +#ifndef __deref_inout_bcount_part + #define __nvapi_undef__deref_inout_bcount_part + #define __deref_inout_bcount_part(size,length) +#endif +#ifndef __deref_inout_ecount_full + #define __nvapi_undef__deref_inout_ecount_full + #define __deref_inout_ecount_full(size) +#endif +#ifndef __deref_inout_bcount_full + #define __nvapi_undef__deref_inout_bcount_full + #define __deref_inout_bcount_full(size) +#endif +#ifndef __deref_inout_z + #define __nvapi_undef__deref_inout_z + #define __deref_inout_z +#endif +#ifndef __deref_inout_ecount_z + #define __nvapi_undef__deref_inout_ecount_z + #define __deref_inout_ecount_z(size) +#endif +#ifndef __deref_inout_bcount_z + #define __nvapi_undef__deref_inout_bcount_z + #define __deref_inout_bcount_z(size) +#endif +#ifndef __deref_inout_nz + #define __nvapi_undef__deref_inout_nz + #define __deref_inout_nz +#endif +#ifndef __deref_inout_ecount_nz + #define __nvapi_undef__deref_inout_ecount_nz + #define __deref_inout_ecount_nz(size) +#endif +#ifndef __deref_inout_bcount_nz + #define __nvapi_undef__deref_inout_bcount_nz + #define __deref_inout_bcount_nz(size) +#endif +#ifndef __deref_ecount_opt + #define __nvapi_undef__deref_ecount_opt + #define __deref_ecount_opt(size) +#endif +#ifndef __deref_bcount_opt + #define __nvapi_undef__deref_bcount_opt + #define __deref_bcount_opt(size) +#endif +#ifndef __deref_out_opt + #define __nvapi_undef__deref_out_opt + #define __deref_out_opt +#endif +#ifndef __deref_out_ecount_opt + #define __nvapi_undef__deref_out_ecount_opt + #define __deref_out_ecount_opt(size) +#endif +#ifndef __deref_out_bcount_opt + #define __nvapi_undef__deref_out_bcount_opt + #define __deref_out_bcount_opt(size) +#endif +#ifndef __deref_out_ecount_part_opt + #define __nvapi_undef__deref_out_ecount_part_opt + #define __deref_out_ecount_part_opt(size,length) +#endif +#ifndef __deref_out_bcount_part_opt + #define __nvapi_undef__deref_out_bcount_part_opt + #define __deref_out_bcount_part_opt(size,length) +#endif +#ifndef __deref_out_ecount_full_opt + #define __nvapi_undef__deref_out_ecount_full_opt + #define __deref_out_ecount_full_opt(size) +#endif +#ifndef __deref_out_bcount_full_opt + #define __nvapi_undef__deref_out_bcount_full_opt + #define __deref_out_bcount_full_opt(size) +#endif +#ifndef __deref_out_z_opt + #define __nvapi_undef__deref_out_z_opt + #define __deref_out_z_opt +#endif +#ifndef __deref_out_ecount_z_opt + #define __nvapi_undef__deref_out_ecount_z_opt + #define __deref_out_ecount_z_opt(size) +#endif +#ifndef __deref_out_bcount_z_opt + #define __nvapi_undef__deref_out_bcount_z_opt + #define __deref_out_bcount_z_opt(size) +#endif +#ifndef __deref_out_nz_opt + #define __nvapi_undef__deref_out_nz_opt + #define __deref_out_nz_opt +#endif +#ifndef __deref_out_ecount_nz_opt + #define __nvapi_undef__deref_out_ecount_nz_opt + #define __deref_out_ecount_nz_opt(size) +#endif +#ifndef __deref_out_bcount_nz_opt + #define __nvapi_undef__deref_out_bcount_nz_opt + #define __deref_out_bcount_nz_opt(size) +#endif +#ifndef __deref_inout_opt + #define __nvapi_undef__deref_inout_opt + #define __deref_inout_opt +#endif +#ifndef __deref_inout_ecount_opt + #define __nvapi_undef__deref_inout_ecount_opt + #define __deref_inout_ecount_opt(size) +#endif +#ifndef __deref_inout_bcount_opt + #define __nvapi_undef__deref_inout_bcount_opt + #define __deref_inout_bcount_opt(size) +#endif +#ifndef __deref_inout_ecount_part_opt + #define __nvapi_undef__deref_inout_ecount_part_opt + #define __deref_inout_ecount_part_opt(size,length) +#endif +#ifndef __deref_inout_bcount_part_opt + #define __nvapi_undef__deref_inout_bcount_part_opt + #define __deref_inout_bcount_part_opt(size,length) +#endif +#ifndef __deref_inout_ecount_full_opt + #define __nvapi_undef__deref_inout_ecount_full_opt + #define __deref_inout_ecount_full_opt(size) +#endif +#ifndef __deref_inout_bcount_full_opt + #define __nvapi_undef__deref_inout_bcount_full_opt + #define __deref_inout_bcount_full_opt(size) +#endif +#ifndef __deref_inout_z_opt + #define __nvapi_undef__deref_inout_z_opt + #define __deref_inout_z_opt +#endif +#ifndef __deref_inout_ecount_z_opt + #define __nvapi_undef__deref_inout_ecount_z_opt + #define __deref_inout_ecount_z_opt(size) +#endif +#ifndef __deref_inout_bcount_z_opt + #define __nvapi_undef__deref_inout_bcount_z_opt + #define __deref_inout_bcount_z_opt(size) +#endif +#ifndef __deref_inout_nz_opt + #define __nvapi_undef__deref_inout_nz_opt + #define __deref_inout_nz_opt +#endif +#ifndef __deref_inout_ecount_nz_opt + #define __nvapi_undef__deref_inout_ecount_nz_opt + #define __deref_inout_ecount_nz_opt(size) +#endif +#ifndef __deref_inout_bcount_nz_opt + #define __nvapi_undef__deref_inout_bcount_nz_opt + #define __deref_inout_bcount_nz_opt(size) +#endif +#ifndef __deref_opt_ecount + #define __nvapi_undef__deref_opt_ecount + #define __deref_opt_ecount(size) +#endif +#ifndef __deref_opt_bcount + #define __nvapi_undef__deref_opt_bcount + #define __deref_opt_bcount(size) +#endif +#ifndef __deref_opt_out + #define __nvapi_undef__deref_opt_out + #define __deref_opt_out +#endif +#ifndef __deref_opt_out_z + #define __nvapi_undef__deref_opt_out_z + #define __deref_opt_out_z +#endif +#ifndef __deref_opt_out_ecount + #define __nvapi_undef__deref_opt_out_ecount + #define __deref_opt_out_ecount(size) +#endif +#ifndef __deref_opt_out_bcount + #define __nvapi_undef__deref_opt_out_bcount + #define __deref_opt_out_bcount(size) +#endif +#ifndef __deref_opt_out_ecount_part + #define __nvapi_undef__deref_opt_out_ecount_part + #define __deref_opt_out_ecount_part(size,length) +#endif +#ifndef __deref_opt_out_bcount_part + #define __nvapi_undef__deref_opt_out_bcount_part + #define __deref_opt_out_bcount_part(size,length) +#endif +#ifndef __deref_opt_out_ecount_full + #define __nvapi_undef__deref_opt_out_ecount_full + #define __deref_opt_out_ecount_full(size) +#endif +#ifndef __deref_opt_out_bcount_full + #define __nvapi_undef__deref_opt_out_bcount_full + #define __deref_opt_out_bcount_full(size) +#endif +#ifndef __deref_opt_inout + #define __nvapi_undef__deref_opt_inout + #define __deref_opt_inout +#endif +#ifndef __deref_opt_inout_ecount + #define __nvapi_undef__deref_opt_inout_ecount + #define __deref_opt_inout_ecount(size) +#endif +#ifndef __deref_opt_inout_bcount + #define __nvapi_undef__deref_opt_inout_bcount + #define __deref_opt_inout_bcount(size) +#endif +#ifndef __deref_opt_inout_ecount_part + #define __nvapi_undef__deref_opt_inout_ecount_part + #define __deref_opt_inout_ecount_part(size,length) +#endif +#ifndef __deref_opt_inout_bcount_part + #define __nvapi_undef__deref_opt_inout_bcount_part + #define __deref_opt_inout_bcount_part(size,length) +#endif +#ifndef __deref_opt_inout_ecount_full + #define __nvapi_undef__deref_opt_inout_ecount_full + #define __deref_opt_inout_ecount_full(size) +#endif +#ifndef __deref_opt_inout_bcount_full + #define __nvapi_undef__deref_opt_inout_bcount_full + #define __deref_opt_inout_bcount_full(size) +#endif +#ifndef __deref_opt_inout_z + #define __nvapi_undef__deref_opt_inout_z + #define __deref_opt_inout_z +#endif +#ifndef __deref_opt_inout_ecount_z + #define __nvapi_undef__deref_opt_inout_ecount_z + #define __deref_opt_inout_ecount_z(size) +#endif +#ifndef __deref_opt_inout_bcount_z + #define __nvapi_undef__deref_opt_inout_bcount_z + #define __deref_opt_inout_bcount_z(size) +#endif +#ifndef __deref_opt_inout_nz + #define __nvapi_undef__deref_opt_inout_nz + #define __deref_opt_inout_nz +#endif +#ifndef __deref_opt_inout_ecount_nz + #define __nvapi_undef__deref_opt_inout_ecount_nz + #define __deref_opt_inout_ecount_nz(size) +#endif +#ifndef __deref_opt_inout_bcount_nz + #define __nvapi_undef__deref_opt_inout_bcount_nz + #define __deref_opt_inout_bcount_nz(size) +#endif +#ifndef __deref_opt_ecount_opt + #define __nvapi_undef__deref_opt_ecount_opt + #define __deref_opt_ecount_opt(size) +#endif +#ifndef __deref_opt_bcount_opt + #define __nvapi_undef__deref_opt_bcount_opt + #define __deref_opt_bcount_opt(size) +#endif +#ifndef __deref_opt_out_opt + #define __nvapi_undef__deref_opt_out_opt + #define __deref_opt_out_opt +#endif +#ifndef __deref_opt_out_ecount_opt + #define __nvapi_undef__deref_opt_out_ecount_opt + #define __deref_opt_out_ecount_opt(size) +#endif +#ifndef __deref_opt_out_bcount_opt + #define __nvapi_undef__deref_opt_out_bcount_opt + #define __deref_opt_out_bcount_opt(size) +#endif +#ifndef __deref_opt_out_ecount_part_opt + #define __nvapi_undef__deref_opt_out_ecount_part_opt + #define __deref_opt_out_ecount_part_opt(size,length) +#endif +#ifndef __deref_opt_out_bcount_part_opt + #define __nvapi_undef__deref_opt_out_bcount_part_opt + #define __deref_opt_out_bcount_part_opt(size,length) +#endif +#ifndef __deref_opt_out_ecount_full_opt + #define __nvapi_undef__deref_opt_out_ecount_full_opt + #define __deref_opt_out_ecount_full_opt(size) +#endif +#ifndef __deref_opt_out_bcount_full_opt + #define __nvapi_undef__deref_opt_out_bcount_full_opt + #define __deref_opt_out_bcount_full_opt(size) +#endif +#ifndef __deref_opt_out_z_opt + #define __nvapi_undef__deref_opt_out_z_opt + #define __deref_opt_out_z_opt +#endif +#ifndef __deref_opt_out_ecount_z_opt + #define __nvapi_undef__deref_opt_out_ecount_z_opt + #define __deref_opt_out_ecount_z_opt(size) +#endif +#ifndef __deref_opt_out_bcount_z_opt + #define __nvapi_undef__deref_opt_out_bcount_z_opt + #define __deref_opt_out_bcount_z_opt(size) +#endif +#ifndef __deref_opt_out_nz_opt + #define __nvapi_undef__deref_opt_out_nz_opt + #define __deref_opt_out_nz_opt +#endif +#ifndef __deref_opt_out_ecount_nz_opt + #define __nvapi_undef__deref_opt_out_ecount_nz_opt + #define __deref_opt_out_ecount_nz_opt(size) +#endif +#ifndef __deref_opt_out_bcount_nz_opt + #define __nvapi_undef__deref_opt_out_bcount_nz_opt + #define __deref_opt_out_bcount_nz_opt(size) +#endif +#ifndef __deref_opt_inout_opt + #define __nvapi_undef__deref_opt_inout_opt + #define __deref_opt_inout_opt +#endif +#ifndef __deref_opt_inout_ecount_opt + #define __nvapi_undef__deref_opt_inout_ecount_opt + #define __deref_opt_inout_ecount_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_opt + #define __nvapi_undef__deref_opt_inout_bcount_opt + #define __deref_opt_inout_bcount_opt(size) +#endif +#ifndef __deref_opt_inout_ecount_part_opt + #define __nvapi_undef__deref_opt_inout_ecount_part_opt + #define __deref_opt_inout_ecount_part_opt(size,length) +#endif +#ifndef __deref_opt_inout_bcount_part_opt + #define __nvapi_undef__deref_opt_inout_bcount_part_opt + #define __deref_opt_inout_bcount_part_opt(size,length) +#endif +#ifndef __deref_opt_inout_ecount_full_opt + #define __nvapi_undef__deref_opt_inout_ecount_full_opt + #define __deref_opt_inout_ecount_full_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_full_opt + #define __nvapi_undef__deref_opt_inout_bcount_full_opt + #define __deref_opt_inout_bcount_full_opt(size) +#endif +#ifndef __deref_opt_inout_z_opt + #define __nvapi_undef__deref_opt_inout_z_opt + #define __deref_opt_inout_z_opt +#endif +#ifndef __deref_opt_inout_ecount_z_opt + #define __nvapi_undef__deref_opt_inout_ecount_z_opt + #define __deref_opt_inout_ecount_z_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_z_opt + #define __nvapi_undef__deref_opt_inout_bcount_z_opt + #define __deref_opt_inout_bcount_z_opt(size) +#endif +#ifndef __deref_opt_inout_nz_opt + #define __nvapi_undef__deref_opt_inout_nz_opt + #define __deref_opt_inout_nz_opt +#endif +#ifndef __deref_opt_inout_ecount_nz_opt + #define __nvapi_undef__deref_opt_inout_ecount_nz_opt + #define __deref_opt_inout_ecount_nz_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_nz_opt + #define __nvapi_undef__deref_opt_inout_bcount_nz_opt + #define __deref_opt_inout_bcount_nz_opt(size) +#endif +#ifndef __success + #define __nvapi_success + #define __success(epxr) +#endif +#ifndef _Ret_notnull_ + #define __nvapi__Ret_notnull_ + #define _Ret_notnull_ +#endif +#ifndef _Post_writable_byte_size_ + #define __nvapi__Post_writable_byte_size_ + #define _Post_writable_byte_size_(n) +#endif +#ifndef _Outptr_ + #define __nvapi_Outptr_ + #define _Outptr_ +#endif + +#define NVAPI_INTERFACE extern __success(return == NVAPI_OK) NvAPI_Status __cdecl diff --git a/src/imports/nvapi/nvapi_lite_sli.h b/src/imports/nvapi/nvapi_lite_sli.h new file mode 100644 index 0000000..0ceff5b --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_sli.h @@ -0,0 +1,247 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +//----------------------------------------------------------------------------- +// DirectX APIs +//----------------------------------------------------------------------------- + + +//! \ingroup dx +//! Used in NvAPI_D3D10_GetCurrentSLIState(), and NvAPI_D3D_GetCurrentSLIState(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 maxNumAFRGroups; //!< [OUT] The maximum possible value of numAFRGroups + NvU32 numAFRGroups; //!< [OUT] The number of AFR groups enabled in the system + NvU32 currentAFRIndex; //!< [OUT] The AFR group index for the frame currently being rendered + NvU32 nextFrameAFRIndex; //!< [OUT] What the AFR group index will be for the next frame (i.e. after calling Present) + NvU32 previousFrameAFRIndex; //!< [OUT] The AFR group index that was used for the previous frame (~0 if more than one frame has not been rendered yet) + NvU32 bIsCurAFRGroupNew; //!< [OUT] Boolean: Is this frame the first time running on the current AFR group + +} NV_GET_CURRENT_SLI_STATE_V1; + +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 maxNumAFRGroups; //!< [OUT] The maximum possible value of numAFRGroups + NvU32 numAFRGroups; //!< [OUT] The number of AFR groups enabled in the system + NvU32 currentAFRIndex; //!< [OUT] The AFR group index for the frame currently being rendered + NvU32 nextFrameAFRIndex; //!< [OUT] What the AFR group index will be for the next frame (i.e. after calling Present) + NvU32 previousFrameAFRIndex; //!< [OUT] The AFR group index that was used for the previous frame (~0 if more than one frame has not been rendered yet) + NvU32 bIsCurAFRGroupNew; //!< [OUT] Boolean: Is this frame the first time running on the current AFR group + NvU32 numVRSLIGpus; //!< [OUT] The number of GPUs used in VR-SLI. If it is 0 VR-SLI is not active + +} NV_GET_CURRENT_SLI_STATE_V2; + +//! \ingroup dx +#define NV_GET_CURRENT_SLI_STATE_VER1 MAKE_NVAPI_VERSION(NV_GET_CURRENT_SLI_STATE_V1,1) +#define NV_GET_CURRENT_SLI_STATE_VER2 MAKE_NVAPI_VERSION(NV_GET_CURRENT_SLI_STATE_V2,1) +#define NV_GET_CURRENT_SLI_STATE_VER NV_GET_CURRENT_SLI_STATE_VER2 +#define NV_GET_CURRENT_SLI_STATE NV_GET_CURRENT_SLI_STATE_V2 +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetCurrentSLIState +// +//! DESCRIPTION: This function returns the current SLI state for the specified device. The structure +//! contains the number of AFR groups, the current AFR group index, +//! and what the AFR group index will be for the next frame. \p +//! pDevice can be either a IDirect3DDevice9 or ID3D10Device pointer. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 173 +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Error occurred +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetCurrentSLIState(IUnknown *pDevice, NV_GET_CURRENT_SLI_STATE *pSliState); +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetResourceHint +// +//! \fn NvAPI_D3D_SetResourceHint(IUnknown *pDev, NVDX_ObjectHandle obj, +//! NVAPI_D3D_SETRESOURCEHINT_CATEGORY dwHintCategory, +//! NvU32 dwHintName, +//! NvU32 *pdwHintValue) +//! +//! DESCRIPTION: This is a general purpose function for passing down various resource +//! related hints to the driver. Hints are divided into categories +//! and types within each category. For DX11 devices this function is free-threaded. +//! An application is responsible to complete this call before making use of the resource +//! in a rendering context (therefore applying inter-thread synchronization as appropriate). +//! As a debug help to an application the driver enforces that a resource in this call was never bound. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pDev The ID3D10Device or IDirect3DDevice9 that is a using the resource +//! \param [in] obj Previously obtained HV resource handle +//! \param [in] dwHintCategory Category of the hints +//! \param [in] dwHintName A hint within this category +//! \param [in/out] *pdwHintValue Pointer to location containing hint value, function returns previous hint value in this slot +//! +//! \return an int which could be an NvAPI status or DX HRESULT code +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_INVALID_ARGUMENT +//! \retval ::NVAPI_INVALID_CALL It is illegal to change a hint dynamically when the resource is already bound. +// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dx +//! Valid categories for NvAPI_D3D_SetResourceHint() +typedef enum _NVAPI_D3D_SETRESOURCEHINT_CATEGORY +{ + NVAPI_D3D_SRH_CATEGORY_SLI = 1 +} NVAPI_D3D_SETRESOURCEHINT_CATEGORY; + + +// +// NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC: +// NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USING: +// NVAPI_D3D_SRH_SLI_RESPECT_DRIVER_INTERFRAME_CONTENT_SYNC: + + +//! \ingroup dx +//! Types of SLI hints; \n +//! NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC: Valid values : 0 or 1 \n +//! Default value: 0 \n +//! Explanation: If the value is 1, the driver will not track any rendering operations that would mark this resource as dirty, +//! avoiding any form of synchronization across frames rendered in parallel in multiple GPUs in AFR mode. +//! +//! NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USAGE: Valid values : 0 or 1 \n +//! Default value: 0 \n +//! Explanation: If the value is 1, the driver will try to perform operations which involved target resource in broadcast, +//! where it's possible. Hint is static and must be set before resource starts using. +//! +//! NVAPI_D3D_SRH_SLI_RESPECT_DRIVER_INTERFRAME_CONTENT_SYNC: Valid values : 0 or 1 \n +//! Default value: 0 \n +//! Explanation: If the value is 1, the driver will do dirty resource resolve regardless of discard flags in the application profile or +//! AFR-FriendlyD3DHints.exe name using. +//! +typedef enum _NVAPI_D3D_SETRESOURCEHINT_SLI +{ + NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC = 1, + NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USAGE = 2, + NVAPI_D3D_SRH_SLI_RESPECT_DRIVER_INTERFRAME_CONTENT_SYNC = 3 +} NVAPI_D3D_SETRESOURCEHINT_SLI; + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D_SetResourceHint(IUnknown *pDev, NVDX_ObjectHandle obj, + NVAPI_D3D_SETRESOURCEHINT_CATEGORY dwHintCategory, + NvU32 dwHintName, + NvU32 *pdwHintValue); +#endif //defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_BeginResourceRendering +// +//! \fn NvAPI_D3D_BeginResourceRendering(IUnknown *pDeviceOrContext, NVDX_ObjectHandle obj, NvU32 Flags) +//! DESCRIPTION: This function tells the driver that the resource will begin to receive updates. It must be used in combination with NvAPI_D3D_EndResourceRendering(). +//! The primary use of this function is allow the driver to initiate early inter-frame synchronization of resources while running in AFR SLI mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pDev IDirect3DDevice9, ID3D10Device, ID3D11Device or ID3D11DeviceContext that is using the resource +//! \param [in] obj Previously obtained HV resource handle +//! \param [in] Flags The flags for functionality applied to resource while being used. +//! +//! \retval ::NVAPI_OK Function succeeded, if used properly and driver can initiate proper sync'ing of the resources. +//! \retval ::NVAPI_INVALID_ARGUMENT Bad argument(s) or invalid flag values +//! \retval ::NVAPI_INVALID_CALL Mismatched begin/end calls +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dx +//! Used in NvAPI_D3D_BeginResourceRendering(). +typedef enum _NVAPI_D3D_RESOURCERENDERING_FLAG +{ + NVAPI_D3D_RR_FLAG_DEFAULTS = 0x00000000, //!< All bits set to 0 are defaults. + NVAPI_D3D_RR_FLAG_FORCE_DISCARD_CONTENT = 0x00000001, //!< (bit 0) The flag forces to discard previous content of the resource regardless of the NvApiHints_Sli_Disable_InterframeSync hint + NVAPI_D3D_RR_FLAG_FORCE_KEEP_CONTENT = 0x00000002, //!< (bit 1) The flag forces to respect previous content of the resource regardless of the NvApiHints_Sli_Disable_InterframeSync hint + NVAPI_D3D_RR_FLAG_MULTI_FRAME = 0x00000004 //!< (bit 2) The flag hints the driver that content will be used for many frames. If not specified then the driver assumes that content is used only on the next frame +} NVAPI_D3D_RESOURCERENDERING_FLAG; + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D_BeginResourceRendering(IUnknown *pDeviceOrContext, NVDX_ObjectHandle obj, NvU32 Flags); + +#endif //defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_EndResourceRendering +// +//! DESCRIPTION: This function tells the driver that the resource is done receiving updates. It must be used in combination with +//! NvAPI_D3D_BeginResourceRendering(). +//! The primary use of this function is allow the driver to initiate early inter-frame syncs of resources while running in AFR SLI mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pDev IDirect3DDevice9, ID3D10Device, ID3D11Device or ID3D11DeviceContext that is using the resource +//! \param [in] obj Previously obtained HV resource handle +//! \param [in] Flags Reserved, must be zero +// +//! \retval ::NVAPI_OK Function succeeded, if used properly and driver can initiate proper sync'ing of the resources. +//! \retval ::NVAPI_INVALID_ARGUMENT Bad argument(s) or invalid flag values +//! \retval ::NVAPI_INVALID_CALL Mismatched begin/end calls +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_EndResourceRendering(IUnknown *pDeviceOrContext, NVDX_ObjectHandle obj, NvU32 Flags); +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_stereo.h b/src/imports/nvapi/nvapi_lite_stereo.h new file mode 100644 index 0000000..cce50d6 --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_stereo.h @@ -0,0 +1,592 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Enable +// +//! DESCRIPTION: This APU enables stereo mode in the registry. +//! Calls to this function affect the entire system. +//! If stereo is not enabled, then calls to functions that require that stereo is enabled have no effect, +//! and will return the appropriate error code. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \retval ::NVAPI_OK Stereo is now enabled. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Enable(void); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Disable +// +//! DESCRIPTION: This API disables stereo mode in the registry. +//! Calls to this function affect the entire system. +//! If stereo is not enabled, then calls to functions that require that stereo is enabled have no effect, +//! and will return the appropriate error code. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \retval ::NVAPI_OK Stereo is now disabled. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Disable(void); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_IsEnabled +// +//! DESCRIPTION: This API checks if stereo mode is enabled in the registry. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [out] pIsStereoEnabled Address where the result of the inquiry will be placed. +//! +//! \retval ::NVAPI_OK Check was sucessfully completed and result reflects current state of stereo availability. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_IsEnabled(NvU8 *pIsStereoEnabled); +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__)|| defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_CreateHandleFromIUnknown +// +//! DESCRIPTION: This API creates a stereo handle that is used in subsequent calls related to a given device interface. +//! This must be called before any other NvAPI_Stereo_ function for that handle. +//! Multiple devices can be used at one time using multiple calls to this function (one per each device). +//! +//! HOW TO USE: After the Direct3D device is created, create the stereo handle. +//! On call success: +//! -# Use all other NvAPI_Stereo_ functions that have stereo handle as first parameter. +//! -# After the device interface that corresponds to the the stereo handle is destroyed, +//! the application should call NvAPI_DestroyStereoHandle() for that stereo handle. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] pDevice Pointer to IUnknown interface that is IDirect3DDevice9* in DX9, ID3D10Device*. +//! \param [out] pStereoHandle Pointer to the newly created stereo handle. +//! +//! \retval ::NVAPI_OK Stereo handle is created for given device interface. +//! \retval ::NVAPI_INVALID_ARGUMENT Provided device interface is invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_CreateHandleFromIUnknown(IUnknown *pDevice, StereoHandle *pStereoHandle); + +#endif // defined(_D3D9_H_) || defined(__d3d10_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_DestroyHandle +// +//! DESCRIPTION: This API destroys the stereo handle created with one of the NvAPI_Stereo_CreateHandleFrom() functions. +//! This should be called after the device corresponding to the handle has been destroyed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that is to be destroyed. +//! +//! \retval ::NVAPI_OK Stereo handle is destroyed. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_DestroyHandle(StereoHandle stereoHandle); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Activate +// +//! DESCRIPTION: This API activates stereo for the device interface corresponding to the given stereo handle. +//! Activating stereo is possible only if stereo was enabled previously in the registry. +//! If stereo is not activated, then calls to functions that require that stereo is activated have no effect, +//! and will return the appropriate error code. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! +//! \retval ::NVAPI_OK Stereo is turned on. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Activate(StereoHandle stereoHandle); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Deactivate +// +//! DESCRIPTION: This API deactivates stereo for the given device interface. +//! If stereo is not activated, then calls to functions that require that stereo is activated have no effect, +//! and will return the appropriate error code. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! +//! \retval ::NVAPI_OK Stereo is turned off. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Deactivate(StereoHandle stereoHandle); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_IsActivated +// +//! DESCRIPTION: This API checks if stereo is activated for the given device interface. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] pIsStereoOn Address where result of the inquiry will be placed. +//! +//! \retval ::NVAPI_OK - Check was sucessfully completed and result reflects current state of stereo (on/off). +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE - Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR - Something is wrong (generic error). +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_IsActivated(StereoHandle stereoHandle, NvU8 *pIsStereoOn); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetSeparation +// +//! DESCRIPTION: This API gets current separation value (in percents). +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pSeparationPercentage Address of @c float type variable to store current separation percentage in. +//! +//! \retval ::NVAPI_OK Retrieval of separation percentage was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetSeparation(StereoHandle stereoHandle, float *pSeparationPercentage); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetSeparation +// +//! DESCRIPTION: This API sets separation to given percentage. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] newSeparationPercentage New value for separation percentage. +//! +//! \retval ::NVAPI_OK Setting of separation percentage was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_STEREO_PARAMETER_OUT_OF_RANGE Given separation percentage is out of [0..100] range. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetSeparation(StereoHandle stereoHandle, float newSeparationPercentage); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetConvergence +// +//! DESCRIPTION: This API gets the current convergence value. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pConvergence Address of @c float type variable to store current convergence value in. +//! +//! \retval ::NVAPI_OK Retrieval of convergence value was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetConvergence(StereoHandle stereoHandle, float *pConvergence); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetConvergence +// +//! DESCRIPTION: This API sets convergence to the given value. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] newConvergence New value for convergence. +//! +//! \retval ::NVAPI_OK Setting of convergence value was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetConvergence(StereoHandle stereoHandle, float newConvergence); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetActiveEye +// +//! \fn NvAPI_Stereo_SetActiveEye(StereoHandle hStereoHandle, NV_STEREO_ACTIVE_EYE StereoEye); +//! DESCRIPTION: This API sets the back buffer to left or right in Direct stereo mode. +//! +//! HOW TO USE: After the stereo handle for device interface is created via successfull call to appropriate +//! NvAPI_Stereo_CreateHandleFrom function. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] StereoEye Defines active eye in Direct stereo mode +//! +//! \retval ::NVAPI_OK - Active eye is set. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE - Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_INVALID_ARGUMENT - StereoEye parameter has not allowed value. +//! \retval ::NVAPI_SET_NOT_ALLOWED - Current stereo mode is not Direct +//! \retval ::NVAPI_ERROR - Something is wrong (generic error). +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +typedef enum _NV_StereoActiveEye +{ + NVAPI_STEREO_EYE_RIGHT = 1, + NVAPI_STEREO_EYE_LEFT = 2, + NVAPI_STEREO_EYE_MONO = 3, +} NV_STEREO_ACTIVE_EYE; + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_SetActiveEye(StereoHandle hStereoHandle, NV_STEREO_ACTIVE_EYE StereoEye); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetDriverMode +// +//! \fn NvAPI_Stereo_SetDriverMode( NV_STEREO_DRIVER_MODE mode ); +//! DESCRIPTION: This API sets the 3D stereo driver mode: Direct or Automatic +//! +//! HOW TO USE: This API must be called before the device is created. +//! Applies to DirectX 9 and higher. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] mode Defines the 3D stereo driver mode: Direct or Automatic +//! +//! \retval ::NVAPI_OK Active eye is set. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_INVALID_ARGUMENT mode parameter has not allowed value. +//! \retval ::NVAPI_ERROR Something is wrong (generic error). +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +typedef enum _NV_StereoDriverMode +{ + NVAPI_STEREO_DRIVER_MODE_AUTOMATIC = 0, + NVAPI_STEREO_DRIVER_MODE_DIRECT = 2, +} NV_STEREO_DRIVER_MODE; + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_SetDriverMode( NV_STEREO_DRIVER_MODE mode ); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetEyeSeparation +// +//! DESCRIPTION: This API returns eye separation as a ratio of /. +//! +//! HOW TO USE: After the stereo handle for device interface is created via successfull call to appropriate API. Applies only to DirectX 9 and up. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pSeparation Eye separation. +//! +//! \retval ::NVAPI_OK Active eye is set. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR (generic error). +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetEyeSeparation(StereoHandle hStereoHandle, float *pSeparation ); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_IsWindowedModeSupported +// +//! DESCRIPTION: This API returns availability of windowed mode stereo +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] bSupported(OUT) != 0 - supported, \n +//! == 0 - is not supported +//! +//! +//! \retval ::NVAPI_OK Retrieval of frustum adjust mode was successfull. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR Something is wrong (generic error). +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_IsWindowedModeSupported(NvU8* bSupported); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetSurfaceCreationMode +// +//! \function NvAPI_Stereo_SetSurfaceCreationMode(StereoHandle hStereoHandle, NVAPI_STEREO_SURFACECREATEMODE creationMode) +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] creationMode New surface creation mode for this device interface. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API sets surface creation mode for this device interface. +//! +//! WHEN TO USE: After the stereo handle for device interface is created via successful call to appropriate NvAPI_Stereo_CreateHandleFrom function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! There are no return error codes with specific meaning for this API. +//! +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +typedef enum _NVAPI_STEREO_SURFACECREATEMODE +{ + NVAPI_STEREO_SURFACECREATEMODE_AUTO, //!< Use driver registry profile settings for surface creation mode. + NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO, //!< Always create stereo surfaces. + NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO //!< Always create mono surfaces. +} NVAPI_STEREO_SURFACECREATEMODE; + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_SetSurfaceCreationMode(__in StereoHandle hStereoHandle, __in NVAPI_STEREO_SURFACECREATEMODE creationMode); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetSurfaceCreationMode +// +//! \function NvAPI_Stereo_GetSurfaceCreationMode(StereoHandle hStereoHandle, NVAPI_STEREO_SURFACECREATEMODE* pCreationMode) +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pCreationMode The current creation mode for this device interface. +//! +//! \since Release: 295 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API gets surface creation mode for this device interface. +//! +//! WHEN TO USE: After the stereo handle for device interface is created via successful call to appropriate NvAPI_Stereo_CreateHandleFrom function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! There are no return error codes with specific meaning for this API. +//! +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_GetSurfaceCreationMode(__in StereoHandle hStereoHandle, __in NVAPI_STEREO_SURFACECREATEMODE* pCreationMode); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Debug_WasLastDrawStereoized +// +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pWasStereoized Address where result of the inquiry will be placed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API checks if the last draw call was stereoized. It is a very expensive to call and should be used for debugging purpose *only*. +//! +//! WHEN TO USE: After the stereo handle for device interface is created via successful call to appropriate NvAPI_Stereo_CreateHandleFrom function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! There are no return error codes with specific meaning for this API. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Debug_WasLastDrawStereoized(__in StereoHandle hStereoHandle, __out NvU8 *pWasStereoized); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetDefaultProfile +// +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API defines the stereo profile used by the driver in case the application has no associated profile. +//! +//! WHEN TO USE: To take effect, this API must be called before D3D device is created. Calling once a device has been created will not affect the current device. +//! +//! \param [in] szProfileName Default profile name. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! Error codes specific to this API are described below. +//! +//! \retval NVAPI_SUCCESS - Default stereo profile name has been copied into szProfileName. +//! \retval NVAPI_INVALID_ARGUMENT - szProfileName == NULL. +//! \retval NVAPI_DEFAULT_STEREO_PROFILE_DOES_NOT_EXIST - Default stereo profile does not exist +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetDefaultProfile(__in const char* szProfileName); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetDefaultProfile +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API retrieves the current default stereo profile. +//! +//! After call cbSizeOut contain 0 if default profile is not set required buffer size cbSizeOut. +//! To get needed buffer size this function can be called with szProfileName==0 and cbSizeIn == 0. +//! +//! WHEN TO USE: This API can be called at any time. +//! +//! +//! \param [in] cbSizeIn Size of buffer allocated for default stereo profile name. +//! \param [out] szProfileName Default stereo profile name. +//! \param [out] pcbSizeOut Required buffer size. +//! # ==0 - there is no default stereo profile name currently set +//! # !=0 - size of buffer required for currently set default stereo profile name including trailing '0'. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! Error codes specific to this API are described below. +//! +//! \retval NVAPI_SUCCESS - Default stereo profile name has been copied into szProfileName. +//! \retval NVAPI_DEFAULT_STEREO_PROFILE_IS_NOT_DEFINED - There is no default stereo profile set at this time. +//! \retval NVAPI_INVALID_ARGUMENT - pcbSizeOut == 0 or cbSizeIn >= *pcbSizeOut && szProfileName == 0 +//! \retval NVAPI_INSUFFICIENT_BUFFER - cbSizeIn < *pcbSizeOut +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetDefaultProfile( __in NvU32 cbSizeIn, __out_bcount_part_opt(cbSizeIn, *pcbSizeOut) char* szProfileName, __out NvU32 *pcbSizeOut); + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_surround.h b/src/imports/nvapi/nvapi_lite_surround.h new file mode 100644 index 0000000..7f861d8 --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_surround.h @@ -0,0 +1,95 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetGDIPrimaryDisplayId +// +//! DESCRIPTION: This API returns the Display ID of the GDI Primary. +//! +//! \param [out] displayId Display ID of the GDI Primary display. +//! +//! \retval ::NVAPI_OK: Capabilties have been returned. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND: GDI Primary not on an NVIDIA GPU. +//! \retval ::NVAPI_INVALID_ARGUMENT: One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED: The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION: This entrypoint not available +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetGDIPrimaryDisplayId(NvU32* displayId); +#define NV_MOSAIC_MAX_DISPLAYS (64) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetDisplayViewportsByResolution +// +//! DESCRIPTION: This API returns the viewports that would be applied on +//! the requested display. +//! +//! \param [in] displayId Display ID of a single display in the active +//! mosaic topology to query. +//! \param [in] srcWidth Width of full display topology. If both +//! width and height are 0, the current +//! resolution is used. +//! \param [in] srcHeight Height of full display topology. If both +//! width and height are 0, the current +//! resolution is used. +//! \param [out] viewports Array of NV_RECT viewports. +//! SUPPORTED OS: Windows 10 and higher +//! +//! If the requested resolution is a single-wide +//! resolution, only viewports[0] will +//! contain the viewport details, regardless +//! of which display is driving the display. +//! \param [out] bezelCorrected Returns 1 if the requested resolution is +//! bezel corrected. May be NULL. +//! +//! \retval ::NVAPI_OK Capabilties have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_MOSAIC_NOT_ACTIVE The display does not belong to an active Mosaic Topology +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetDisplayViewportsByResolution(NvU32 displayId, NvU32 srcWidth, NvU32 srcHeight, NV_RECT viewports[NV_MOSAIC_MAX_DISPLAYS], NvU8* bezelCorrected); + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/main/nv/Module.mk b/src/main/nv/Module.mk new file mode 100644 index 0000000..36c3a42 --- /dev/null +++ b/src/main/nv/Module.mk @@ -0,0 +1,4 @@ +libs += nv + +src_nv := \ + module.c \ diff --git a/src/main/nv/api.h b/src/main/nv/api.h new file mode 100644 index 0000000..91f3fd0 --- /dev/null +++ b/src/main/nv/api.h @@ -0,0 +1,63 @@ +#ifndef NVGPU_CONFIG_NVAPI_H +#define NVGPU_CONFIG_NVAPI_H + +#include + +// Remark: nvapi is not compatible with mingw and requires some changes, see +// https://forums.developer.nvidia.com/t/how-can-you-compile-nvapi-h-with-mingw/33050/5 +#include "imports/nvapi/nvapi.h" +#include "imports/nvapi/NvApiDriverSettings.h" + +typedef NvAPI_Status (*NvAPI_Initialize_t)(); +typedef NvAPI_Status (*NvAPI_Unload_t)(); +typedef NvAPI_Status (*NvAPI_GetInterfaceVersionStringEx_t)(NvAPI_ShortString); +typedef NvAPI_Status (*NvAPI_SYS_GetDriverAndBranchVersion_t)(NvU32 *, NvAPI_ShortString); +typedef NvAPI_Status (*NvAPI_GetErrorMessage_t)(NvAPI_Status, NvAPI_ShortString); +typedef NvAPI_Status (*NvAPI_DRS_CreateSession_t)(NvDRSSessionHandle *); +typedef NvAPI_Status (*NvAPI_DRS_LoadSettings_t)(NvDRSSessionHandle); +typedef NvAPI_Status (*NvAPI_DRS_FindProfileByName_t)(NvDRSSessionHandle, NvAPI_UnicodeString, NvDRSProfileHandle *); +typedef NvAPI_Status (*NvAPI_DRS_FindApplicationByName_t)(NvDRSSessionHandle, NvAPI_UnicodeString, NvDRSProfileHandle *, NVDRS_APPLICATION *); +typedef NvAPI_Status (*NvAPI_DRS_CreateProfile_t)(NvDRSSessionHandle, NVDRS_PROFILE *, NvDRSProfileHandle *); +typedef NvAPI_Status (*NvAPI_DRS_CreateApplication_t)(NvDRSSessionHandle, NvDRSProfileHandle, NVDRS_APPLICATION *); +typedef NvAPI_Status (*NvAPI_DRS_GetSetting_t)(NvDRSSessionHandle, NvDRSProfileHandle, NvU32, NVDRS_SETTING *); +typedef NvAPI_Status (*NvAPI_DRS_SetSetting_t)(NvDRSSessionHandle, NvDRSProfileHandle, NVDRS_SETTING *); +typedef NvAPI_Status (*NvAPI_DRS_SaveSettings_t)(NvDRSSessionHandle); +typedef NvAPI_Status (*NvAPI_DRS_DestroySession_t)(NvDRSSessionHandle); +typedef NvAPI_Status (*NvAPI_EnumPhysicalGPUs_t)(NvPhysicalGpuHandle *, NvU32 *); +typedef NvAPI_Status (*NvAPI_GPU_GetConnectedDisplayIds_t)(NvPhysicalGpuHandle, NV_GPU_DISPLAYIDS*, NvU32 *, NvU32); +typedef NvAPI_Status (*NvAPI_DISP_GetTiming_t)(NvU32, NV_TIMING_INPUT*, NV_TIMING*); +typedef NvAPI_Status (*NvAPI_DISP_TryCustomDisplay_t)(NvU32 *, NvU32, NV_CUSTOM_DISPLAY *); +typedef NvAPI_Status (*NvAPI_DISP_SaveCustomDisplay_t)(NvU32*, NvU32, NvU32, NvU32); +typedef NvAPI_Status (*NvAPI_DISP_RevertCustomDisplayTrial_t)(NvU32*, NvU32); +typedef NvAPI_Status (*NvAPI_DRS_DeleteProfile_t)(NvDRSSessionHandle, NvDRSProfileHandle); +typedef NvAPI_Status (*NvAPI_DISP_GetDisplayConfig_t)(NvU32*, NV_DISPLAYCONFIG_PATH_INFO*); +typedef NvAPI_Status (*NvAPI_DISP_SetDisplayConfig_t)(NvU32, NV_DISPLAYCONFIG_PATH_INFO*, NvU32); + +typedef struct nv_api { + NvAPI_Initialize_t NvAPI_Initialize; + NvAPI_Unload_t NvAPI_Unload; + NvAPI_GetInterfaceVersionStringEx_t NvAPI_GetInterfaceVersionStringEx; + NvAPI_SYS_GetDriverAndBranchVersion_t NvAPI_SYS_GetDriverAndBranchVersion; + NvAPI_GetErrorMessage_t NvAPI_GetErrorMessage; + NvAPI_DRS_CreateSession_t NvAPI_DRS_CreateSession; + NvAPI_DRS_LoadSettings_t NvAPI_DRS_LoadSettings; + NvAPI_DRS_FindProfileByName_t NvAPI_DRS_FindProfileByName; + NvAPI_DRS_FindApplicationByName_t NvAPI_DRS_FindApplicationByName; + NvAPI_DRS_CreateProfile_t NvAPI_DRS_CreateProfile; + NvAPI_DRS_CreateApplication_t NvAPI_DRS_CreateApplication; + NvAPI_DRS_GetSetting_t NvAPI_DRS_GetSetting; + NvAPI_DRS_SetSetting_t NvAPI_DRS_SetSetting; + NvAPI_DRS_SaveSettings_t NvAPI_DRS_SaveSettings; + NvAPI_DRS_DestroySession_t NvAPI_DRS_DestroySession; + NvAPI_EnumPhysicalGPUs_t NvAPI_EnumPhysicalGPUs; + NvAPI_GPU_GetConnectedDisplayIds_t NvAPI_GPU_GetConnectedDisplayIds; + NvAPI_DISP_GetTiming_t NvAPI_DISP_GetTiming; + NvAPI_DISP_TryCustomDisplay_t NvAPI_DISP_TryCustomDisplay; + NvAPI_DISP_SaveCustomDisplay_t NvAPI_DISP_SaveCustomDisplay; + NvAPI_DISP_RevertCustomDisplayTrial_t NvAPI_DISP_RevertCustomDisplayTrial; + NvAPI_DRS_DeleteProfile_t NvAPI_DRS_DeleteProfile; + NvAPI_DISP_GetDisplayConfig_t NvAPI_DISP_GetDisplayConfig; + NvAPI_DISP_SetDisplayConfig_t NvAPI_DISP_SetDisplayConfig; +} nv_api_t; + +#endif \ No newline at end of file diff --git a/src/main/nv/module.c b/src/main/nv/module.c new file mode 100644 index 0000000..977d407 --- /dev/null +++ b/src/main/nv/module.c @@ -0,0 +1,790 @@ +#define LOG_MODULE "nv-module" + +#include + +#include "nv/module.h" + +#include "util/log.h" +#include "util/mem.h" +#include "util/winerr.h" + +#if defined(_WIN64) +#define NV_MODULE_PATH "nvapi64.dll" +#else +#define NV_MODULE_PATH "nvapi.dll" +#endif + +// Source: https://github.com/falahati/NvAPIWrapper/blob/master/NvAPIWrapper/Native/Helpers/FunctionId.cs +// Last update on source: 2019-07-15 +// // ------------------------------------------------- +// // Public NvAPI Functions +// // ------------------------------------------------- + +// NvAPI_CreateDisplayFromUnAttachedDisplay = 0x63F9799E, +// NvAPI_D3D_BeginResourceRendering = 0x91123D6A, +// NvAPI_D3D_ConfigureAnsel = 0x341C6C7F, +// NvAPI_D3D_CreateLateLatchObject = 0x2DB27D09, +// NvAPI_D3D_EndResourceRendering = 0x37E7191C, +// NvAPI_D3D_GetCurrentSLIState = 0x4B708B54, +// NvAPI_D3D_GetObjectHandleForResource = 0xFCEAC864, +// NvAPI_D3D_ImplicitSLIControl = 0x2AEDE111, +// NvAPI_D3D_InitializeSMPAssist = 0x42763D0C, +// NvAPI_D3D_IsGSyncActive = 0xE942B0FF, +// NvAPI_D3D_IsGSyncCapable = 0x9C1EED78, +// NvAPI_D3D_QueryLateLatchSupport = 0x8CECA0EC, +// NvAPI_D3D_QueryModifiedWSupport = 0xCBF9F4F5, +// NvAPI_D3D_QueryMultiViewSupport = 0xB6E0A41C, +// NvAPI_D3D_QuerySinglePassStereoSupport = 0x6F5F0A6D, +// NvAPI_D3D_QuerySMPAssistSupport = 0xC57921DE, +// NvAPI_D3D_RegisterDevice = 0x8C02C4D0, +// NvAPI_D3D_SetFPSIndicatorState = 0xA776E8DB, +// NvAPI_D3D_SetModifiedWMode = 0x6EA4BF4, +// NvAPI_D3D_SetMultiViewMode = 0x8285C8DA, +// NvAPI_D3D_SetResourceHint = 0x6C0ED98C, +// NvAPI_D3D_SetSinglePassStereoMode = 0xA39E6E6E, +// NvAPI_D3D10_SetDepthBoundsTest = 0x4EADF5D2, +// NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA = 0xF1C54FC9, +// NvAPI_D3D11_BeginUAVOverlap = 0x65B93CA8, +// NvAPI_D3D11_BeginUAVOverlapEx = 0xBA08208A, +// NvAPI_D3D11_CopyTileMappings = 0xC09EE6BC, +// NvAPI_D3D11_CreateDevice = 0x6A16D3A0, +// NvAPI_D3D11_CreateDeviceAndSwapChain = 0xBB939EE5, +// NvAPI_D3D11_CreateDomainShaderEx = 0xA0D7180D, +// NvAPI_D3D11_CreateFastGeometryShader = 0x525D43BE, +// NvAPI_D3D11_CreateFastGeometryShaderExplicit = 0x71AB7C9C, +// NvAPI_D3D11_CreateGeometryShaderEx_2 = 0x99ED5C1C, +// NvAPI_D3D11_CreateHullShaderEx = 0xB53CAB00, +// NvAPI_D3D11_CreateMultiGPUDevice = 0xBDB20007, +// NvAPI_D3D11_CreatePixelShaderEx_2 = 0x4162822B, +// NvAPI_D3D11_CreateRasterizerState = 0xDB8D28AF, +// NvAPI_D3D11_CreateShadingRateResourceView = 0x99CA2DFF, +// NvAPI_D3D11_CreateTiledTexture2DArray = 0x7886981A, +// NvAPI_D3D11_CreateVertexShaderEx = 0xBEAA0B2, +// NvAPI_D3D11_EndUAVOverlap = 0x2216A357, +// NvAPI_D3D11_IsNvShaderExtnOpCodeSupported = 0x5F68DA40, +// NvAPI_D3D11_MultiDrawIndexedInstancedIndirect = 0x59E890F9, +// NvAPI_D3D11_MultiDrawInstancedIndirect = 0xD4E26BBF, +// NvAPI_D3D11_MultiGPU_GetCaps = 0xD2D25687, +// NvAPI_D3D11_MultiGPU_Init = 0x17BE49E, +// NvAPI_D3D11_RSGetPixelShadingRateSampleOrder = 0x92442A1, +// NvAPI_D3D11_RSSetExclusiveScissorRects = 0xAE4D73EF, +// NvAPI_D3D11_RSSetPixelShadingRateSampleOrder = 0xA942373A, +// NvAPI_D3D11_RSSetShadingRateResourceView = 0x1B0C2F83, +// NvAPI_D3D11_RSSetViewportsPixelShadingRates = 0x34F7938F, +// NvAPI_D3D11_SetDepthBoundsTest = 0x7AAF7A04, +// NvAPI_D3D11_SetNvShaderExtnSlot = 0x8E90BB9F, +// NvAPI_D3D11_SetNvShaderExtnSlotLocalThread = 0xE6482A0, +// NvAPI_D3D11_TiledResourceBarrier = 0xD6839099, +// NvAPI_D3D11_TiledTexture2DArrayGetDesc = 0xF1A2B9D5, +// NvAPI_D3D11_UpdateTileMappings = 0x9A06EA07, +// NvAPI_D3D12_CopyTileMappings = 0x47F78194, +// NvAPI_D3D12_CreateComputePipelineState = 0x2762DEAC, +// NvAPI_D3D12_CreateGraphicsPipelineState = 0x2FC28856, +// NvAPI_D3D12_CreateHeap = 0x5CB397CF, +// NvAPI_D3D12_CreateReservedResource = 0x2C85F101, +// NvAPI_D3D12_IsNvShaderExtnOpCodeSupported = 0x3DFACEC8, +// NvAPI_D3D12_Mosaic_GetCompanionAllocations = 0xA46022C7, +// NvAPI_D3D12_Mosaic_GetViewportAndGpuPartitions = 0xB092B818, +// NvAPI_D3D12_QueryModifiedWSupport = 0x51235248, +// NvAPI_D3D12_QuerySinglePassStereoSupport = 0x3B03791B, +// NvAPI_D3D12_ReservedResourceGetDesc = 0x9AA2AABB, +// NvAPI_D3D12_ResourceAliasingBarrier = 0xB942BAB7, +// NvAPI_D3D12_SetDepthBoundsTestValues = 0xB9333FE9, +// NvAPI_D3D12_SetModifiedWMode = 0xE1FDABA7, +// NvAPI_D3D12_SetSinglePassStereoMode = 0x83556D87, +// NvAPI_D3D12_UpdateTileMappings = 0xC6017A7D, +// NvAPI_D3D12_UseDriverHeapPriorities = 0xF0D978A8, +// NvAPI_D3D1x_CreateSwapChain = 0x1BC21B66, +// NvAPI_D3D1x_DisableShaderDiskCache = 0xD0CBCA7D, +// NvAPI_D3D1x_GetGraphicsCapabilities = 0x52B1499A, +// NvAPI_D3D9_AliasSurfaceAsTexture = 0xE5CEAE41, +// NvAPI_D3D9_ClearRT = 0x332D3942, +// NvAPI_D3D9_CreateSwapChain = 0x1A131E09, +// NvAPI_D3D9_GetSurfaceHandle = 0xF2DD3F2, +// NvAPI_D3D9_RegisterResource = 0xA064BDFC, +// NvAPI_D3D9_StretchRectEx = 0x22DE03AA, +// NvAPI_D3D9_UnregisterResource = 0xBB2B17AA, +// NvAPI_D3D9_VideoSetStereoInfo = 0xB852F4DB, +// NvAPI_DisableHWCursor = 0xAB163097, +// NvAPI_Disp_ColorControl = 0x92F9D80D, +// NvAPI_DISP_DeleteCustomDisplay = 0x552E5B9B, +// NvAPI_DISP_EnumCustomDisplay = 0xA2072D59, +// NvAPI_DISP_GetAssociatedUnAttachedNvidiaDisplayHandle = 0xA70503B2, +// NvAPI_DISP_GetDisplayConfig = 0x11ABCCF8, +// NvAPI_DISP_GetDisplayIdByDisplayName = 0xAE457190, +// NvAPI_DISP_GetGDIPrimaryDisplayId = 0x1E9D8A31, +// NvAPI_Disp_GetHdrCapabilities = 0x84F2A8DF, +// NvAPI_DISP_GetMonitorCapabilities = 0x3B05C7E1, +// NvAPI_DISP_GetMonitorColorCapabilities = 0x6AE4CFB5, +// NvAPI_DISP_GetTiming = 0x175167E9, +// NvAPI_Disp_HdrColorControl = 0x351DA224, +// NvAPI_Disp_InfoFrameControl = 0x6067AF3F, +// NvAPI_DISP_RevertCustomDisplayTrial = 0xCBBD40F0, +// NvAPI_DISP_SaveCustomDisplay = 0x49882876, +// NvAPI_DISP_SetDisplayConfig = 0x5D8CF8DE, +// NvAPI_DISP_TryCustomDisplay = 0x1F7DB630, +// NvAPI_DRS_CreateApplication = 0x4347A9DE, +// NvAPI_DRS_CreateProfile = 0xCC176068, +// NvAPI_DRS_CreateSession = 0x694D52E, +// NvAPI_DRS_DeleteApplication = 0x2C694BC6, +// NvAPI_DRS_DeleteApplicationEx = 0xC5EA85A1, +// NvAPI_DRS_DeleteProfile = 0x17093206, +// NvAPI_DRS_DeleteProfileSetting = 0xE4A26362, +// NvAPI_DRS_DestroySession = 0xDAD9CFF8, +// NvAPI_DRS_EnumApplications = 0x7FA2173A, +// NvAPI_DRS_EnumAvailableSettingIds = 0xF020614A, +// NvAPI_DRS_EnumAvailableSettingValues = 0x2EC39F90, +// NvAPI_DRS_EnumProfiles = 0xBC371EE0, +// NvAPI_DRS_EnumSettings = 0xAE3039DA, +// NvAPI_DRS_FindApplicationByName = 0xEEE566B2, +// NvAPI_DRS_FindProfileByName = 0x7E4A9A0B, +// NvAPI_DRS_GetApplicationInfo = 0xED1F8C69, +// NvAPI_DRS_GetBaseProfile = 0xDA8466A0, +// NvAPI_DRS_GetCurrentGlobalProfile = 0x617BFF9F, +// NvAPI_DRS_GetNumProfiles = 0x1DAE4FBC, +// NvAPI_DRS_GetProfileInfo = 0x61CD6FD6, +// NvAPI_DRS_GetSetting = 0x73BF8338, +// NvAPI_DRS_GetSettingIdFromName = 0xCB7309CD, +// NvAPI_DRS_GetSettingNameFromId = 0xD61CBE6E, +// NvAPI_DRS_LoadSettings = 0x375DBD6B, +// NvAPI_DRS_LoadSettingsFromFile = 0xD3EDE889, +// NvAPI_DRS_RestoreAllDefaults = 0x5927B094, +// NvAPI_DRS_RestoreProfileDefault = 0xFA5F6134, +// NvAPI_DRS_RestoreProfileDefaultSetting = 0x53F0381E, +// NvAPI_DRS_SaveSettings = 0xFCBC7E14, +// NvAPI_DRS_SaveSettingsToFile = 0x2BE25DF8, +// NvAPI_DRS_SetCurrentGlobalProfile = 0x1C89C5DF, +// NvAPI_DRS_SetProfileInfo = 0x16ABD3A9, +// NvAPI_DRS_SetSetting = 0x577DD202, +// NvAPI_EnableCurrentMosaicTopology = 0x74073CC9, +// NvAPI_EnableHWCursor = 0x2863148D, +// NvAPI_EnumLogicalGPUs = 0x48B3EA59, +// NvAPI_EnumNvidiaDisplayHandle = 0x9ABDD40D, +// NvAPI_EnumNvidiaUnAttachedDisplayHandle = 0x20DE9260, +// NvAPI_EnumPhysicalGPUs = 0xE5AC921F, +// NvAPI_EnumTCCPhysicalGPUs = 0xD9930B07, +// NvAPI_GetAssociatedDisplayOutputId = 0xD995937E, +// NvAPI_GetAssociatedNvidiaDisplayHandle = 0x35C29134, +// NvAPI_GetAssociatedNvidiaDisplayName = 0x22A78B05, +// NvAPI_GetCurrentMosaicTopology = 0xF60852BD, +// NvAPI_GetDisplayDriverVersion = 0xF951A4D1, +// NvAPI_GetDisplayPortInfo = 0xC64FF367, +// NvAPI_GetErrorMessage = 0x6C2D048C, +// NvAPI_GetHDMISupportInfo = 0x6AE16EC3, +// NvAPI_GetInterfaceVersionString = 0x1053FA5, +// NvAPI_GetLogicalGPUFromDisplay = 0xEE1370CF, +// NvAPI_GetLogicalGPUFromPhysicalGPU = 0xADD604D1, +// NvAPI_GetPhysicalGPUFromUnAttachedDisplay = 0x5018ED61, +// NvAPI_GetPhysicalGPUsFromDisplay = 0x34EF9506, +// NvAPI_GetPhysicalGPUsFromLogicalGPU = 0xAEA3FA32, +// NvAPI_GetSupportedMosaicTopologies = 0x410B5C25, +// NvAPI_GetSupportedViews = 0x66FB7FC0, +// NvAPI_GetUnAttachedAssociatedDisplayName = 0x4888D790, +// NvAPI_GetVBlankCounter = 0x67B5DB55, +// NvAPI_GetView = 0xD6B99D89, +// NvAPI_GetViewEx = 0xDBBC0AF4, +// NvAPI_GPU_ClientIllumDevicesGetControl = 0x73C01D58, +// NvAPI_GPU_ClientIllumDevicesGetInfo = 0xD4100E58, +// NvAPI_GPU_ClientIllumDevicesSetControl = 0x57024C62, +// NvAPI_GPU_ClientIllumZonesGetControl = 0x3DBF5764, +// NvAPI_GPU_ClientIllumZonesGetInfo = 0x4B81241B, +// NvAPI_GPU_ClientIllumZonesSetControl = 0x197D065E, +// NvAPI_GPU_GetActiveOutputs = 0xE3E89B6F, +// NvAPI_GPU_GetAGPAperture = 0x6E042794, +// NvAPI_GPU_GetAllClockFrequencies = 0xDCB616C3, +// NvAPI_GPU_GetAllDisplayIds = 0x785210A2, +// NvAPI_GPU_GetAllOutputs = 0x7D554F8E, +// NvAPI_GPU_GetBoardInfo = 0x22D54523, +// NvAPI_GPU_GetBusId = 0x1BE0B8E5, +// NvAPI_GPU_GetBusSlotId = 0x2A0A350F, +// NvAPI_GPU_GetBusType = 0x1BB18724, +// NvAPI_GPU_GetConnectedDisplayIds = 0x78DBA2, +// NvAPI_GPU_GetConnectedOutputs = 0x1730BFC9, +// NvAPI_GPU_GetConnectedOutputsWithLidState = 0xCF8CAF39, +// NvAPI_GPU_GetConnectedSLIOutputs = 0x680DE09, +// NvAPI_GPU_GetConnectedSLIOutputsWithLidState = 0x96043CC7, +// NvAPI_GPU_GetCurrentAGPRate = 0xC74925A0, +// NvAPI_GPU_GetCurrentPCIEDownstreamWidth = 0xD048C3B1, +// NvAPI_GPU_GetCurrentPstate = 0x927DA4F6, +// NvAPI_GPU_GetDynamicPstatesInfoEx = 0x60DED2ED, +// NvAPI_GPU_GetECCConfigurationInfo = 0x77A796F3, +// NvAPI_GPU_GetECCErrorInfo = 0xC71F85A6, +// NvAPI_GPU_GetECCStatusInfo = 0xCA1DDAF3, +// NvAPI_GPU_GetEDID = 0x37D32E69, +// NvAPI_GPU_GetFullName = 0xCEEE8E9F, +// NvAPI_GPU_GetGpuCoreCount = 0xC7026A87, +// NvAPI_GPU_GetGPUType = 0xC33BAEB1, +// NvAPI_GPU_GetHDCPSupportStatus = 0xF089EEF5, +// NvAPI_GPU_GetIllumination = 0x9A1B9365, +// NvAPI_GPU_GetIRQ = 0xE4715417, +// NvAPI_GPU_GetMemoryInfo = 0x7F9B368, +// NvAPI_GPU_GetOutputType = 0x40A505E4, +// NvAPI_GPU_GetPCIIdentifiers = 0x2DDFB66E, +// NvAPI_GPU_GetPerfDecreaseInfo = 0x7F7F4600, +// NvAPI_GPU_GetPhysicalFrameBufferSize = 0x46FBEB03, +// NvAPI_GPU_GetPstates20 = 0x6FF81213, +// NvAPI_GPU_GetPstatesInfoEx = 0x843C0256, +// NvAPI_GPU_GetQuadroStatus = 0xE332FA47, +// NvAPI_GPU_GetScanoutCompositionParameter = 0x58FE51E6, +// NvAPI_GPU_GetScanoutConfiguration = 0x6A9F5B63, +// NvAPI_GPU_GetScanoutConfigurationEx = 0xE2E1E6F0, +// NvAPI_GPU_GetScanoutIntensityState = 0xE81CE836, +// NvAPI_GPU_GetScanoutWarpingState = 0x6F5435AF, +// NvAPI_GPU_GetShaderSubPipeCount = 0xBE17923, +// NvAPI_GPU_GetSystemType = 0xBAAABFCC, +// NvAPI_GPU_GetTachReading = 0x5F608315, +// NvAPI_GPU_GetThermalSettings = 0xE3640A56, +// NvAPI_GPU_GetVbiosOEMRevision = 0x2D43FB31, +// NvAPI_GPU_GetVbiosRevision = 0xACC3DA0A, +// NvAPI_GPU_GetVbiosVersionString = 0xA561FD7D, +// NvAPI_GPU_GetVirtualFrameBufferSize = 0x5A04B644, +// NvAPI_GPU_QueryIlluminationSupport = 0xA629DA31, +// NvAPI_GPU_ResetECCErrorInfo = 0xC02EEC20, +// NvAPI_GPU_SetECCConfiguration = 0x1CF639D9, +// NvAPI_GPU_SetEDID = 0xE83D6456, +// NvAPI_GPU_SetIllumination = 0x254A187, +// NvAPI_GPU_SetScanoutCompositionParameter = 0xF898247D, +// NvAPI_GPU_SetScanoutIntensity = 0xA57457A4, +// NvAPI_GPU_SetScanoutWarping = 0xB34BAB4F, +// NvAPI_GPU_ValidateOutputCombination = 0x34C9C2D4, +// NvAPI_GPU_WorkstationFeatureQuery = 0x4537DF, +// NvAPI_GPU_WorkstationFeatureSetup = 0x6C1F3FE4, +// NvAPI_GSync_AdjustSyncDelay = 0x2D11FF51, +// NvAPI_GSync_EnumSyncDevices = 0xD9639601, +// NvAPI_GSync_GetControlParameters = 0x16DE1C6A, +// NvAPI_GSync_GetStatusParameters = 0x70D404EC, +// NvAPI_GSync_GetSyncStatus = 0xF1F5B434, +// NvAPI_GSync_GetTopology = 0x4562BC38, +// NvAPI_GSync_QueryCapabilities = 0x44A3F1D1, +// NvAPI_GSync_SetControlParameters = 0x8BBFF88B, +// NvAPI_GSync_SetSyncStateSettings = 0x60ACDFDD, +// NvAPI_I2CRead = 0x2FDE12C5, +// NvAPI_I2CWrite = 0xE812EB07, +// NvAPI_Mosaic_EnableCurrentTopo = 0x5F1AA66C, +// NvAPI_Mosaic_EnumDisplayGrids = 0xDF2887AF, +// NvAPI_Mosaic_EnumDisplayModes = 0x78DB97D7, +// NvAPI_Mosaic_GetCurrentTopo = 0xEC32944E, +// NvAPI_Mosaic_GetDisplayViewportsByResolution = 0xDC6DC8D3, +// NvAPI_Mosaic_GetOverlapLimits = 0x989685F0, +// NvAPI_Mosaic_GetSupportedTopoInfo = 0xFDB63C81, +// NvAPI_Mosaic_GetTopoGroup = 0xCB89381D, +// NvAPI_Mosaic_SetCurrentTopo = 0x9B542831, +// NvAPI_Mosaic_SetDisplayGrids = 0x4D959A89, +// NvAPI_Mosaic_ValidateDisplayGrids = 0xCF43903D, +// NvAPI_OGL_ExpertModeDefaultsGet = 0xAE921F12, +// NvAPI_OGL_ExpertModeDefaultsSet = 0xB47A657E, +// NvAPI_OGL_ExpertModeGet = 0x22ED9516, +// NvAPI_OGL_ExpertModeSet = 0x3805EF7A, +// NvAPI_SetCurrentMosaicTopology = 0xD54B8989, +// NvAPI_SetDisplayPort = 0xFA13E65A, +// NvAPI_SetRefreshRateOverride = 0x3092AC32, +// NvAPI_SetView = 0x957D7B6, +// NvAPI_SetViewEx = 0x6B89E68, +// NvAPI_Stereo_Activate = 0xF6A1AD68, +// NvAPI_Stereo_CaptureJpegImage = 0x932CB140, +// NvAPI_Stereo_CapturePngImage = 0x8B7E99B5, +// NvAPI_Stereo_CreateConfigurationProfileRegistryKey = 0xBE7692EC, +// NvAPI_Stereo_CreateHandleFromIUnknown = 0xAC7E37F4, +// NvAPI_Stereo_Deactivate = 0x2D68DE96, +// NvAPI_Stereo_Debug_WasLastDrawStereoized = 0xED4416C5, +// NvAPI_Stereo_DecreaseConvergence = 0x4C87E317, +// NvAPI_Stereo_DecreaseSeparation = 0xDA044458, +// NvAPI_Stereo_DeleteConfigurationProfileRegistryKey = 0xF117B834, +// NvAPI_Stereo_DeleteConfigurationProfileValue = 0x49BCEECF, +// NvAPI_Stereo_DestroyHandle = 0x3A153134, +// NvAPI_Stereo_Disable = 0x2EC50C2B, +// NvAPI_Stereo_Enable = 0x239C4545, +// NvAPI_Stereo_GetConvergence = 0x4AB00934, +// NvAPI_Stereo_GetDefaultProfile = 0x624E21C2, +// NvAPI_Stereo_GetEyeSeparation = 0xCE653127, +// NvAPI_Stereo_GetFrustumAdjustMode = 0xE6839B43, +// NvAPI_Stereo_GetSeparation = 0x451F2134, +// NvAPI_Stereo_GetStereoSupport = 0x296C434D, +// NvAPI_Stereo_GetSurfaceCreationMode = 0x36F1C736, +// NvAPI_Stereo_IncreaseConvergence = 0xA17DAABE, +// NvAPI_Stereo_IncreaseSeparation = 0xC9A8ECEC, +// NvAPI_Stereo_InitActivation = 0xC7177702, +// NvAPI_Stereo_IsActivated = 0x1FB0BC30, +// NvAPI_Stereo_IsEnabled = 0x348FF8E1, +// NvAPI_Stereo_IsWindowedModeSupported = 0x40C8ED5E, +// NvAPI_Stereo_ReverseStereoBlitControl = 0x3CD58F89, +// NvAPI_Stereo_SetActiveEye = 0x96EEA9F8, +// NvAPI_Stereo_SetConfigurationProfileValue = 0x24409F48, +// NvAPI_Stereo_SetConvergence = 0x3DD6B54B, +// NvAPI_Stereo_SetDefaultProfile = 0x44F0ECD1, +// NvAPI_Stereo_SetDriverMode = 0x5E8F0BEC, +// NvAPI_Stereo_SetFrustumAdjustMode = 0x7BE27FA2, +// NvAPI_Stereo_SetNotificationMessage = 0x6B9B409E, +// NvAPI_Stereo_SetSeparation = 0x5C069FA3, +// NvAPI_Stereo_SetSurfaceCreationMode = 0xF5DCFCBA, +// NvAPI_Stereo_Trigger_Activation = 0xD6C6CD2, +// NvAPI_SYS_GetChipSetInfo = 0x53DABBCA, +// NvAPI_SYS_GetDisplayIdFromGpuAndOutputId = 0x8F2BAB4, +// NvAPI_SYS_GetDriverAndBranchVersion = 0x2926AAAD, +// NvAPI_SYS_GetGpuAndOutputIdFromDisplayId = 0x112BA1A5, +// NvAPI_SYS_GetLidAndDockInfo = 0xCDA14D8A, +// NvAPI_SYS_GetPhysicalGpuFromDisplayId = 0x9EA74659, +// NvAPI_VIO_Close = 0xD01BD237, +// NvAPI_VIO_EnumDataFormats = 0x221FA8E8, +// NvAPI_VIO_EnumDevices = 0xFD7C5557, +// NvAPI_VIO_EnumSignalFormats = 0xEAD72FE4, +// NvAPI_VIO_GetCapabilities = 0x1DC91303, +// NvAPI_VIO_GetConfig = 0xD34A789B, +// NvAPI_VIO_GetCSC = 0x7B0D72A3, +// NvAPI_VIO_GetGamma = 0x51D53D06, +// NvAPI_VIO_GetPCIInfo = 0xB981D935, +// NvAPI_VIO_GetSyncDelay = 0x462214A9, +// NvAPI_VIO_IsFrameLockModeCompatible = 0x7BF0A94D, +// NvAPI_VIO_IsRunning = 0x96BD040E, +// NvAPI_VIO_Open = 0x44EE4841, +// NvAPI_VIO_QueryTopology = 0x869534E2, +// NvAPI_VIO_SetConfig = 0xE4EEC07, +// NvAPI_VIO_SetCSC = 0xA1EC8D74, +// NvAPI_VIO_SetGamma = 0x964BF452, +// NvAPI_VIO_SetSyncDelay = 0x2697A8D1, +// NvAPI_VIO_Start = 0xCDE8E1A3, +// NvAPI_VIO_Status = 0xE6CE4F1, +// NvAPI_VIO_Stop = 0x6BA2A5D6, +// NvAPI_VIO_SyncFormatDetect = 0x118D48A3, + +// // ------------------------------------------------- +// // Private Internal NvAPI Functions +// // ------------------------------------------------- + +// NvAPI_3D_GetProperty = 0x8061A4B1, +// NvAPI_3D_GetPropertyRange = 0x0B85DE27C, +// NvAPI_3D_SetProperty = 0x0C9175E8D, +// NvAPI_AccessDisplayDriverRegistry = 0xF5579360, +// NvAPI_Coproc_GetApplicationCoprocInfo = 0x79232685, +// NvAPI_Coproc_GetCoprocInfoFlagsEx = 0x69A9874D, +// NvAPI_Coproc_GetCoprocStatus = 0x1EFC3957, +// NvAPI_Coproc_NotifyCoprocPowerState = 0x0CADCB956, +// NvAPI_Coproc_SetCoprocInfoFlagsEx = 0x0F4C863AC, +// NvAPI_CreateUnAttachedDisplayFromDisplay = 0xA0C72EE4, +// NvAPI_D3D_CreateQuery = 0x5D19BCA4, +// NvAPI_D3D_DestroyQuery = 0x0C8FF7258, +// NvAPI_D3D_Query_Begin = 0x0E5A9AAE0, +// NvAPI_D3D_Query_End = 0x2AC084FA, +// NvAPI_D3D_Query_GetData = 0x0F8B53C69, +// NvAPI_D3D_Query_GetDataSize = 0x0F2A54796, +// NvAPI_D3D_Query_GetType = 0x4ACEEAF7, +// NvAPI_D3D_RegisterApp = 0x0D44D3C4E, +// NvAPI_D3D10_AliasPrimaryAsTexture = 0x8AAC133D, +// NvAPI_D3D10_BeginShareResource = 0x35233210, +// NvAPI_D3D10_BeginShareResourceEx = 0x0EF303A9D, +// NvAPI_D3D10_CreateDevice = 0x2DE11D61, +// NvAPI_D3D10_CreateDeviceAndSwapChain = 0x5B803DAF, +// NvAPI_D3D10_EndShareResource = 0x0E9C5853, +// NvAPI_D3D10_GetRenderedCursorAsBitmap = 0x0CAC3CE5D, +// NvAPI_D3D10_ProcessCallbacks = 0x0AE9C2019, +// NvAPI_D3D10_SetPrimaryFlipChainCallbacks = 0x73EB9329, +// NvAPI_D3D11_BeginShareResource = 0x121BDC6, +// NvAPI_D3D11_EndShareResource = 0x8FFB8E26, +// NvAPI_D3D1x_BindSwapBarrier = 0x9DE8C729, +// NvAPI_D3D1x_IFR_SetUpTargetBufferToSys = 0x473F7828, +// NvAPI_D3D1x_IFR_TransferRenderTarget = 0x9FBAE4EB, +// NvAPI_D3D1x_JoinSwapGroup = 0x14610CD7, +// NvAPI_D3D1x_Present = 0x3B845A1, +// NvAPI_D3D1x_QueryFrameCount = 0x9152E055, +// NvAPI_D3D1x_QueryMaxSwapGroup = 0x9BB9D68F, +// NvAPI_D3D1x_QuerySwapGroup = 0x407F67AA, +// NvAPI_D3D1x_ResetFrameCount = 0x0FBBB031A, +// NvAPI_D3D9_AliasPrimaryAsTexture = 0x13C7112E, +// NvAPI_D3D9_AliasPrimaryFromDevice = 0x7C20C5BE, +// NvAPI_D3D9_BindSwapBarrier = 0x9C39C246, +// NvAPI_D3D9_CreatePathContextNV = 0x0A342F682, +// NvAPI_D3D9_CreatePathNV = 0x71329DF3, +// NvAPI_D3D9_CreateRenderTarget = 0x0B3827C8, +// NvAPI_D3D9_CreateTexture = 0x0D5E13573, +// NvAPI_D3D9_CreateVideo = 0x89FFD9A3, +// NvAPI_D3D9_CreateVideoBegin = 0x84C9D553, +// NvAPI_D3D9_CreateVideoEnd = 0x0B476BF61, +// NvAPI_D3D9_DeletePathNV = 0x73E0019A, +// NvAPI_D3D9_DestroyPathContextNV = 0x667C2929, +// NvAPI_D3D9_DMA = 0x962B8AF6, +// NvAPI_D3D9_DrawPathNV = 0x13199B3D, +// NvAPI_D3D9_EnableStereo = 0x492A6954, +// NvAPI_D3D9_EnumVideoFeatures = 0x1DB7C52C, +// NvAPI_D3D9_FreeVideo = 0x3111BED1, +// NvAPI_D3D9_GetCurrentRenderTargetHandle = 0x22CAD61, +// NvAPI_D3D9_GetCurrentZBufferHandle = 0x0B380F218, +// NvAPI_D3D9_GetIndexBufferHandle = 0x0FC5A155B, +// NvAPI_D3D9_GetOverlaySurfaceHandles = 0x6800F5FC, +// NvAPI_D3D9_GetSLIInfo = 0x694BFF4D, +// NvAPI_D3D9_GetTextureHandle = 0x0C7985ED5, +// NvAPI_D3D9_GetVertexBufferHandle = 0x72B19155, +// NvAPI_D3D9_GetVideoCapabilities = 0x3D596B93, +// NvAPI_D3D9_GetVideoState = 0x0A4527BF8, +// NvAPI_D3D9_GPUBasedCPUSleep = 0x0D504DDA7, +// NvAPI_D3D9_GpuSyncAcquire = 0x0D00B8317, +// NvAPI_D3D9_GpuSyncEnd = 0x754033F0, +// NvAPI_D3D9_GpuSyncGetHandleSize = 0x80C9FD3B, +// NvAPI_D3D9_GpuSyncInit = 0x6D6FDAD4, +// NvAPI_D3D9_GpuSyncMapIndexBuffer = 0x12EE68F2, +// NvAPI_D3D9_GpuSyncMapSurfaceBuffer = 0x2AB714AB, +// NvAPI_D3D9_GpuSyncMapTexBuffer = 0x0CDE4A28A, +// NvAPI_D3D9_GpuSyncMapVertexBuffer = 0x0DBC803EC, +// NvAPI_D3D9_GpuSyncRelease = 0x3D7A86BB, +// NvAPI_D3D9_IFR_SetUpTargetBufferToNV12BLVideoSurface = 0x0CFC92C15, +// NvAPI_D3D9_IFR_SetUpTargetBufferToSys = 0x55255D05, +// NvAPI_D3D9_IFR_TransferRenderTarget = 0x0AB7C2DC, +// NvAPI_D3D9_IFR_TransferRenderTargetToNV12BLVideoSurface = 0x5FE72F64, +// NvAPI_D3D9_JoinSwapGroup = 0x7D44BB54, +// NvAPI_D3D9_Lock = 0x6317345C, +// NvAPI_D3D9_NVFBC_GetStatus = 0x0bd3eb475, +// NvAPI_D3D9_PathClearDepthNV = 0x157E45C4, +// NvAPI_D3D9_PathDepthNV = 0x0FCB16330, +// NvAPI_D3D9_PathEnableColorWriteNV = 0x3E2804A2, +// NvAPI_D3D9_PathEnableDepthTestNV = 0x0E99BA7F3, +// NvAPI_D3D9_PathMatrixNV = 0x0D2F6C499, +// NvAPI_D3D9_PathParameterfNV = 0x0F7FF00C1, +// NvAPI_D3D9_PathParameteriNV = 0x0FC31236C, +// NvAPI_D3D9_PathVerticesNV = 0x0C23DF926, +// NvAPI_D3D9_Present = 0x5650BEB, +// NvAPI_D3D9_PresentSurfaceToDesktop = 0x0F7029C5, +// NvAPI_D3D9_PresentVideo = 0x5CF7F862, +// NvAPI_D3D9_QueryAAOverrideMode = 0x0DDF5643C, +// NvAPI_D3D9_QueryFrameCount = 0x9083E53A, +// NvAPI_D3D9_QueryMaxSwapGroup = 0x5995410D, +// NvAPI_D3D9_QuerySwapGroup = 0x0EBA4D232, +// NvAPI_D3D9_QueryVideoInfo = 0x1E6634B3, +// NvAPI_D3D9_ResetFrameCount = 0x0FA6A0675, +// NvAPI_D3D9_SetGamutData = 0x2BBDA32E, +// NvAPI_D3D9_SetPitchSurfaceCreation = 0x18CDF365, +// NvAPI_D3D9_SetResourceHint = 0x905F5C27, +// NvAPI_D3D9_SetSLIMode = 0x0BFDC062C, +// NvAPI_D3D9_SetSurfaceCreationLayout = 0x5609B86A, +// NvAPI_D3D9_SetVideoState = 0x0BD4BC56F, +// NvAPI_D3D9_StretchRect = 0x0AEAECD41, +// NvAPI_D3D9_Unlock = 0x0C182027E, +// NvAPI_D3D9_VideoSurfaceEncryptionControl = 0x9D2509EF, +// NvAPI_DeleteCustomDisplay = 0x0E7CB998D, +// NvAPI_DeleteUnderscanConfig = 0x0F98854C8, +// NvAPI_Disp_DpAuxChannelControl = 0x8EB56969, +// NvAPI_DISP_EnumHDMIStereoModes = 0x0D2CCF5D6, +// NvAPI_DISP_GetDisplayBlankingState = 0x63E5D8DB, +// NvAPI_DISP_GetHCloneTopology = 0x47BAD137, +// NvAPI_DISP_GetVirtualModeData = 0x3230D69A, +// NvAPI_DISP_OverrideDisplayModeList = 0x291BFF2, +// NvAPI_DISP_SetDisplayBlankingState = 0x1E17E29B, +// NvAPI_DISP_SetHCloneTopology = 0x61041C24, +// NvAPI_DISP_ValidateHCloneTopology = 0x5F4C2664, +// NvAPI_EnumCustomDisplay = 0x42892957, +// NvAPI_EnumUnderscanConfig = 0x4144111A, +// NvAPI_Event_RegisterCallback = 0x0E6DBEA69, +// NvAPI_Event_UnregisterCallback = 0x0DE1F9B45, +// NvAPI_GetDisplayDriverBuildTitle = 0x7562E947, +// NvAPI_GetDisplayDriverCompileType = 0x988AEA78, +// NvAPI_GetDisplayDriverMemoryInfo = 0x774AA982, +// NvAPI_GetDisplayDriverRegistryPath = 0x0E24CEEE, +// NvAPI_GetDisplayDriverSecurityLevel = 0x9D772BBA, +// NvAPI_GetDisplayFeatureConfig = 0x8E985CCD, +// NvAPI_GetDisplayFeatureConfigDefaults = 0x0F5F4D01, +// NvAPI_GetDisplayPosition = 0x6BB1EE5D, +// NvAPI_GetDisplaySettings = 0x0DC27D5D4, +// NvAPI_GetDriverMemoryInfo = 0x2DC95125, +// NvAPI_GetDriverModel = 0x25EEB2C4, +// NvAPI_GetDVCInfo = 0x4085DE45, +// NvAPI_GetDVCInfoEx = 0x0E45002D, +// NvAPI_GetGPUIDfromPhysicalGPU = 0x6533EA3E, +// NvAPI_GetHDCPLinkParameters = 0x0B3BB0772, +// NvAPI_GetHUEInfo = 0x95B64341, +// NvAPI_GetHybridMode = 0x0E23B68C1, +// NvAPI_GetImageSharpeningInfo = 0x9FB063DF, +// NvAPI_GetInfoFrame = 0x9734F1D, +// NvAPI_GetInfoFrameState = 0x41511594, +// NvAPI_GetInfoFrameStatePvt = 0x7FC17574, +// NvAPI_GetInvalidGpuTopologies = 0x15658BE6, +// NvAPI_GetLoadedMicrocodePrograms = 0x919B3136, +// NvAPI_GetPhysicalGPUFromDisplay = 0x1890E8DA, +// NvAPI_GetPhysicalGPUFromGPUID = 0x5380AD1A, +// NvAPI_GetPVExtName = 0x2F5B08E0, +// NvAPI_GetPVExtProfile = 0x1B1B9A16, +// NvAPI_GetScalingCaps = 0x8E875CF9, +// NvAPI_GetTiming = 0x0AFC4833E, +// NvAPI_GetTopologyDisplayGPU = 0x813D89A8, +// NvAPI_GetTVEncoderControls = 0x5757474A, +// NvAPI_GetTVOutputBorderColor = 0x6DFD1C8C, +// NvAPI_GetTVOutputInfo = 0x30C805D5, +// NvAPI_GetUnAttachedDisplayDriverRegistryPath = 0x633252D8, +// NvAPI_GetValidGpuTopologies = 0x5DFAB48A, +// NvAPI_GetVideoState = 0x1C5659CD, +// NvAPI_GPS_GetPerfSensors = 0x271C1109, +// NvAPI_GPS_GetPowerSteeringStatus = 0x540EE82E, +// NvAPI_GPS_GetThermalLimit = 0x583113ED, +// NvAPI_GPS_GetVPStateCap = 0x71913023, +// NvAPI_GPS_SetPowerSteeringStatus = 0x9723D3A2, +// NvAPI_GPS_SetThermalLimit = 0x0C07E210F, +// NvAPI_GPS_SetVPStateCap = 0x68888EB4, +// NvAPI_GPU_ClearPCIELinkAERInfo = 0x521566BB, +// NvAPI_GPU_ClearPCIELinkErrorInfo = 0x8456FF3D, +// NvAPI_GPU_ClientPowerPoliciesGetInfo = 0x34206D86, +// NvAPI_GPU_ClientPowerPoliciesGetStatus = 0x70916171, +// NvAPI_GPU_ClientPowerPoliciesSetStatus = 0x0AD95F5ED, +// NvAPI_GPU_ClientPowerTopologyGetInfo = 0x0A4DFD3F2, +// NvAPI_GPU_ClientPowerTopologyGetStatus = 0x0EDCF624E, +// NvAPI_GPU_CudaEnumComputeCapableGpus = 0x5786CC6E, +// NvAPI_GPU_EnableDynamicPstates = 0x0FA579A0F, +// NvAPI_GPU_EnableOverclockedPstates = 0x0B23B70EE, +// NvAPI_GPU_Get_DisplayPort_DongleInfo = 0x76A70E8D, +// NvAPI_GPU_GetAllClocks = 0x1BD69F49, +// NvAPI_GPU_GetAllGpusOnSameBoard = 0x4DB019E6, +// NvAPI_GPU_GetArchInfo = 0xD8265D24, +// NvAPI_GPU_GetBarInfo = 0xE4B701E3, +// NvAPI_GPU_GetClockBoostLock = 0xe440b867, // unknown name, NVAPI_ID_CURVE_GET +// NvAPI_GPU_GetClockBoostMask = 0x507b4b59, +// NvAPI_GPU_GetClockBoostRanges = 0x64b43a6a, +// NvAPI_GPU_GetClockBoostTable = 0x23f1b133, +// NvAPI_GPU_GetColorSpaceConversion = 0x8159E87A, +// NvAPI_GPU_GetConnectorInfo = 0x4ECA2C10, +// NvAPI_GPU_GetCoolerPolicyTable = 0x518A32C, +// NvAPI_GPU_GetCoolerSettings = 0x0DA141340, +// NvAPI_GPU_GetCoreVoltageBoostPercent = 0x9df23ca1, +// NvAPI_GPU_GetCurrentFanSpeedLevel = 0x0BD71F0C9, +// NvAPI_GPU_GetCurrentThermalLevel = 0x0D2488B79, +// NvAPI_GPU_GetCurrentVoltage = 0x465f9bcf, +// NvAPI_GPU_GetDeepIdleState = 0x1AAD16B4, +// NvAPI_GPU_GetDeviceDisplayMode = 0x0D2277E3A, +// NvAPI_GPU_GetDisplayUnderflowStatus = 0xED9E8057, +// NvAPI_GPU_GetDitherControl = 0x932AC8FB, +// NvAPI_GPU_GetExtendedMinorRevision = 0x25F17421, +// NvAPI_GPU_GetFBWidthAndLocation = 0x11104158, +// NvAPI_GPU_GetFlatPanelInfo = 0x36CFF969, +// NvAPI_GPU_GetFoundry = 0x5D857A00, +// NvAPI_GPU_GetFrameBufferCalibrationLockFailures = 0x524B9773, +// NvAPI_GPU_GetHardwareQualType = 0xF91E777B, +// NvAPI_GPU_GetHybridControllerInfo = 0xD26B8A58, +// NvAPI_GPU_GetLogicalFBWidthAndLocation = 0x8efc0978, +// NvAPI_GPU_GetManufacturingInfo = 0xA4218928, +// NvAPI_GPU_GetMemPartitionMask = 0x329D77CD, +// NvAPI_GPU_GetMXMBlock = 0xB7AB19B9, +// NvAPI_GPU_GetPartitionCount = 0x86F05D7A, +// NvAPI_GPU_GetPCIEInfo = 0xE3795199, +// NvAPI_GPU_GetPerfClocks = 0x1EA54A3B, +// NvAPI_GPU_GetPerfHybridMode = 0x5D7CCAEB, +// NvAPI_GPU_GetPerGpuTopologyStatus = 0x0A81F8992, +// NvAPI_GPU_GetPixelClockRange = 0x66AF10B7, +// NvAPI_GPU_GetPowerMizerInfo = 0x76BFA16B, +// NvAPI_GPU_GetPSFloorSweepStatus = 0xDEE047AB, +// NvAPI_GPU_GetPstateClientLimits = 0x88C82104, +// NvAPI_GPU_GetPstatesInfo = 0x0BA94C56E, +// NvAPI_GPU_GetRamBankCount = 0x17073A3C, +// NvAPI_GPU_GetRamBusWidth = 0x7975C581, +// NvAPI_GPU_GetRamConfigStrap = 0x51CCDB2A, +// NvAPI_GPU_GetRamMaker = 0x42aea16a, +// NvAPI_GPU_GetRamType = 0x57F7CAAC, +// NvAPI_GPU_GetRawFuseData = 0xE0B1DCE9, +// NvAPI_GPU_GetROPCount = 0xfdc129fa, +// NvAPI_GPU_GetSampleType = 0x32E1D697, +// NvAPI_GPU_GetSerialNumber = 0x14B83A5F, +// NvAPI_GPU_GetShaderPipeCount = 0x63E2F56F, +// NvAPI_GPU_GetShortName = 0xD988F0F3, +// NvAPI_GPU_GetSMMask = 0x0EB7AF173, +// NvAPI_GPU_GetTargetID = 0x35B5FD2F, +// NvAPI_GPU_GetThermalPoliciesInfo = 0x00D258BB5, // NvAPI_GPU_ClientThermalPoliciesGetInfo +// NvAPI_GPU_GetThermalPoliciesStatus = 0x0E9C425A1, +// NvAPI_GPU_GetThermalTable = 0xC729203C, +// NvAPI_GPU_GetTotalSMCount = 0x0AE5FBCFE, +// NvAPI_GPU_GetTotalSPCount = 0x0B6D62591, +// NvAPI_GPU_GetTotalTPCCount = 0x4E2F76A8, +// NvAPI_GPU_GetTPCMask = 0x4A35DF54, +// NvAPI_GPU_GetUsages = 0x189a1fdf, +// NvAPI_GPU_GetVbiosImage = 0xFC13EE11, +// NvAPI_GPU_GetVbiosMxmVersion = 0xE1D5DABA, +// NvAPI_GPU_GetVFPCurve = 0x21537ad4, +// NvAPI_GPU_GetVoltageDomainsStatus = 0x0C16C7E2C, +// NvAPI_GPU_GetVoltages = 0x7D656244, +// NvAPI_GPU_GetVoltageStep = 0x28766157, // unsure of the name +// NvAPI_GPU_GetVPECount = 0xD8CBF37B, +// NvAPI_GPU_GetVSFloorSweepStatus = 0xD4F3944C, +// NvAPI_GPU_GPIOQueryLegalPins = 0x0FAB69565, +// NvAPI_GPU_GPIOReadFromPin = 0x0F5E10439, +// NvAPI_GPU_GPIOWriteToPin = 0x0F3B11E68, +// NvAPI_GPU_PerfPoliciesGetInfo = 0x409d9841, +// NvAPI_GPU_PerfPoliciesGetStatus = 0x3d358a0c, +// NvAPI_GPU_PhysxQueryRecommendedState = 0x7A4174F4, +// NvAPI_GPU_PhysxSetState = 0x4071B85E, +// NvAPI_GPU_QueryActiveApps = 0x65B1C5F5, +// NvAPI_GPU_RestoreCoolerPolicyTable = 0x0D8C4FE63, +// NvAPI_GPU_RestoreCoolerSettings = 0x8F6ED0FB, +// NvAPI_GPU_SetClockBoostLock = 0x39442cfb, // unknown name, NVAPI_ID_CURVE_SET +// NvAPI_GPU_SetClockBoostTable = 0x0733e009, +// NvAPI_GPU_SetClocks = 0x6F151055, +// NvAPI_GPU_SetColorSpaceConversion = 0x0FCABD23A, +// NvAPI_GPU_SetCoolerLevels = 0x891FA0AE, +// NvAPI_GPU_SetCoolerPolicyTable = 0x987947CD, +// NvAPI_GPU_SetCoreVoltageBoostPercent = 0xb9306d9b, +// NvAPI_GPU_SetCurrentPCIESpeed = 0x3BD32008, +// NvAPI_GPU_SetCurrentPCIEWidth = 0x3F28E1B9, +// NvAPI_GPU_SetDeepIdleState = 0x568A2292, +// NvAPI_GPU_SetDisplayUnderflowMode = 0x387B2E41, +// NvAPI_GPU_SetDitherControl = 0x0DF0DFCDD, +// NvAPI_GPU_SetPerfClocks = 0x7BCF4AC, +// NvAPI_GPU_SetPerfHybridMode = 0x7BC207F8, +// NvAPI_GPU_SetPixelClockRange = 0x5AC7F8E5, +// NvAPI_GPU_SetPowerMizerInfo = 0x50016C78, +// NvAPI_GPU_SetPstateClientLimits = 0x0FDFC7D49, +// NvAPI_GPU_SetPstates20 = 0x0F4DAE6B, +// NvAPI_GPU_SetPstatesInfo = 0x0CDF27911, +// NvAPI_GPU_SetThermalPoliciesStatus = 0x034C0B13D, +// NvAPI_Hybrid_IsAppMigrationStateChangeable = 0x584CB0B6, +// NvAPI_Hybrid_QueryBlockedMigratableApps = 0x0F4C2F8CC, +// NvAPI_Hybrid_QueryUnblockedNonMigratableApps = 0x5F35BCB5, +// NvAPI_Hybrid_SetAppMigrationState = 0x0FA0B9A59, +// NvAPI_I2CReadEx = 0x4D7B0709, +// NvAPI_I2CWriteEx = 0x283AC65A, +// NvAPI_LoadMicrocode = 0x3119F36E, +// NvAPI_Mosaic_ChooseGpuTopologies = 0x0B033B140, +// NvAPI_Mosaic_EnumGridTopologies = 0x0A3C55220, +// NvAPI_Mosaic_GetDisplayCapabilities = 0x0D58026B9, +// NvAPI_Mosaic_GetMosaicCapabilities = 0x0DA97071E, +// NvAPI_Mosaic_GetMosaicViewports = 0x7EBA036, +// NvAPI_Mosaic_SetGridTopology = 0x3F113C77, +// NvAPI_Mosaic_ValidateDisplayGridsWithSLI = 0x1ECFD263, +// NvAPI_QueryNonMigratableApps = 0x0BB9EF1C3, +// NvAPI_QueryUnderscanCap = 0x61D7B624, +// NvAPI_RestartDisplayDriver = 0xB4B26B65, +// NvAPI_RevertCustomDisplayTrial = 0x854BA405, +// NvAPI_SaveCustomDisplay = 0x0A9062C78, +// NvAPI_SetDisplayFeatureConfig = 0x0F36A668D, +// NvAPI_SetDisplayPosition = 0x57D9060F, +// NvAPI_SetDisplaySettings = 0x0E04F3D86, +// NvAPI_SetDVCLevel = 0x172409B4, +// NvAPI_SetDVCLevelEx = 0x4A82C2B1, +// NvAPI_SetFrameRateNotify = 0x18919887, +// NvAPI_SetGpuTopologies = 0x25201F3D, +// NvAPI_SetHUEAngle = 0x0F5A0F22C, +// NvAPI_SetHybridMode = 0x0FB22D656, +// NvAPI_SetImageSharpeningLevel = 0x3FC9A59C, +// NvAPI_SetInfoFrame = 0x69C6F365, +// NvAPI_SetInfoFrameState = 0x67EFD887, +// NvAPI_SetPVExtName = 0x4FEEB498, +// NvAPI_SetPVExtProfile = 0x8354A8F4, +// NvAPI_SetTopologyDisplayGPU = 0xF409D5E5, +// NvAPI_SetTopologyFocusDisplayAndView = 0x0A8064F9, +// NvAPI_SetTVEncoderControls = 0x0CA36A3AB, +// NvAPI_SetTVOutputBorderColor = 0x0AED02700, +// NvAPI_SetUnderscanConfig = 0x3EFADA1D, +// NvAPI_SetVideoState = 0x54FE75A, +// NvAPI_Stereo_AppHandShake = 0x8C610BDA, +// NvAPI_Stereo_ForceToScreenDepth = 0x2D495758, +// NvAPI_Stereo_GetCursorSeparation = 0x72162B35, +// NvAPI_Stereo_GetPixelShaderConstantB = 0x0C79333AE, +// NvAPI_Stereo_GetPixelShaderConstantF = 0x0D4974572, +// NvAPI_Stereo_GetPixelShaderConstantI = 0x0ECD8F8CF, +// NvAPI_Stereo_GetStereoCaps = 0x0DFC063B7, +// NvAPI_Stereo_GetVertexShaderConstantB = 0x712BAA5B, +// NvAPI_Stereo_GetVertexShaderConstantF = 0x622FDC87, +// NvAPI_Stereo_GetVertexShaderConstantI = 0x5A60613A, +// NvAPI_Stereo_HandShake_Message_Control = 0x315E0EF0, +// NvAPI_Stereo_HandShake_Trigger_Activation = 0x0B30CD1A7, +// NvAPI_Stereo_Is3DCursorSupported = 0x0D7C9EC09, +// NvAPI_Stereo_SetCursorSeparation = 0x0FBC08FC1, +// NvAPI_Stereo_SetPixelShaderConstantB = 0x0BA6109EE, +// NvAPI_Stereo_SetPixelShaderConstantF = 0x0A9657F32, +// NvAPI_Stereo_SetPixelShaderConstantI = 0x912AC28F, +// NvAPI_Stereo_SetVertexShaderConstantB = 0x5268716F, +// NvAPI_Stereo_SetVertexShaderConstantF = 0x416C07B3, +// NvAPI_Stereo_SetVertexShaderConstantI = 0x7923BA0E, +// NvAPI_SYS_GetChipSetTopologyStatus = 0x8A50F126, +// NvAPI_SYS_GetSliApprovalCookie = 0xB539A26E, +// NvAPI_SYS_SetPostOutput = 0xD3A092B1, +// NvAPI_SYS_VenturaGetCoolingBudget = 0x0C9D86E33, +// NvAPI_SYS_VenturaGetPowerReading = 0x63685979, +// NvAPI_SYS_VenturaGetState = 0x0CB7C208D, +// NvAPI_SYS_VenturaSetCoolingBudget = 0x85FF5A15, +// NvAPI_SYS_VenturaSetState = 0x0CE2E9D9, +// NvAPI_TryCustomDisplay = 0x0BF6C1762, +// NvAPI_VideoGetStereoInfo = 0x8E1F8CFE, +// NvAPI_VideoSetStereoInfo = 0x97063269, +// NvAPI_GPU_ClientFanCoolersGetInfo = 0xfb85b01e, +// NvAPI_GPU_ClientFanCoolersGetStatus = 0x35aed5e8, +// NvAPI_GPU_ClientFanCoolersGetControl = 0x814b209f, +// NvAPI_GPU_ClientFanCoolersSetControl = 0xa58971a5, +// Unknown_1629A173 = 0x1629a173, // `Unknown(*mut { version = 0x00030038, count, .. })` +// Unknown_36E39E6B = 0x36e39e6b, // `Unknown(*mut { version = 0x0002000c, count, ... })` might be handles? +// Unknown_B7BCF50D = 0xb7bcf50d, // `Unknown(hGpu, *mut { version = 0x00010008, value })` seen `value = 0x703` +// Unknown_F1D2777B = 0xf1d2777b, // `Unknown(hDisplayHandle, *mut hGpu)` maybe? + +// NvAPI_Unload = 0xD22BDD7E, +// NvAPI_Initialize = 0x150E828 + +typedef uintptr_t *(*NvAPI_QueryInterface_t)(unsigned int); + +typedef struct nv_module { + HMODULE handle; + nv_api_t api; +} nv_module_t; + +static void* _nv_module_function_get(HMODULE handle, const char *name) +{ + void *func = GetProcAddress(handle, name); + + if (func == NULL) { + log_fatal("Failed to get function pointer for %s: %s", name, util_winerr_format_error_code(GetLastError())); + } + + return func; +} + +void nv_module_load(nv_module_t **module) +{ + HMODULE handle; + NvAPI_QueryInterface_t nvapi_query_interface; + + log_assert(module); + + *module = (nv_module_t *) xmalloc(sizeof(nv_module_t)); + + handle = LoadLibraryA(NV_MODULE_PATH); + + if (handle == NULL) { + log_fatal("Failed to load nvapi module: %s", util_winerr_format_error_code(GetLastError())); + } + + (*module)->handle = handle; + + nvapi_query_interface = _nv_module_function_get((*module)->handle, "nvapi_QueryInterface"); + + (*module)->api.NvAPI_Initialize = (NvAPI_Initialize_t) nvapi_query_interface(0x0150E828); + (*module)->api.NvAPI_Unload = (NvAPI_Unload_t) nvapi_query_interface(0xD22BDD7E); + (*module)->api.NvAPI_GetInterfaceVersionStringEx = (NvAPI_GetInterfaceVersionStringEx_t) nvapi_query_interface(0x1053FA5); + (*module)->api.NvAPI_SYS_GetDriverAndBranchVersion = (NvAPI_SYS_GetDriverAndBranchVersion_t) nvapi_query_interface(0x2926AAAD); + (*module)->api.NvAPI_GetErrorMessage = (NvAPI_GetErrorMessage_t) nvapi_query_interface(0x6C2D048C); + (*module)->api.NvAPI_DRS_CreateSession = (NvAPI_DRS_CreateSession_t) nvapi_query_interface(0x0694D52E); + (*module)->api.NvAPI_DRS_LoadSettings = (NvAPI_DRS_LoadSettings_t) nvapi_query_interface(0x375DBD6B); + (*module)->api.NvAPI_DRS_FindProfileByName = (NvAPI_DRS_FindProfileByName_t) nvapi_query_interface(0x7E4A9A0B); + (*module)->api.NvAPI_DRS_FindApplicationByName = (NvAPI_DRS_FindApplicationByName_t) nvapi_query_interface(0x0EEE566B2); + (*module)->api.NvAPI_DRS_CreateProfile = (NvAPI_DRS_CreateProfile_t) nvapi_query_interface(0x0CC176068); + (*module)->api.NvAPI_DRS_CreateApplication = (NvAPI_DRS_CreateApplication_t) nvapi_query_interface(0x4347A9DE); + (*module)->api.NvAPI_DRS_GetSetting = (NvAPI_DRS_GetSetting_t) nvapi_query_interface(0x73BF8338); + (*module)->api.NvAPI_DRS_SetSetting = (NvAPI_DRS_SetSetting_t) nvapi_query_interface(0x577DD202); + (*module)->api.NvAPI_DRS_SaveSettings = (NvAPI_DRS_SaveSettings_t) nvapi_query_interface(0x0FCBC7E14); + (*module)->api.NvAPI_DRS_DestroySession = (NvAPI_DRS_DestroySession_t) nvapi_query_interface(0x0DAD9CFF8); + (*module)->api.NvAPI_EnumPhysicalGPUs = (NvAPI_EnumPhysicalGPUs_t) nvapi_query_interface(0x0E5AC921F); + (*module)->api.NvAPI_GPU_GetConnectedDisplayIds = (NvAPI_GPU_GetConnectedDisplayIds_t) nvapi_query_interface(0x78DBA2); + (*module)->api.NvAPI_DISP_GetTiming = (NvAPI_DISP_GetTiming_t) nvapi_query_interface(0x175167E9); + (*module)->api.NvAPI_DISP_TryCustomDisplay = (NvAPI_DISP_TryCustomDisplay_t) nvapi_query_interface(0x1F7DB630); + (*module)->api.NvAPI_DISP_SaveCustomDisplay = (NvAPI_DISP_SaveCustomDisplay_t) nvapi_query_interface(0x49882876); + (*module)->api.NvAPI_DISP_RevertCustomDisplayTrial = (NvAPI_DISP_RevertCustomDisplayTrial_t) nvapi_query_interface(0xCBBD40F0); + (*module)->api.NvAPI_DRS_DeleteProfile = (NvAPI_DRS_DeleteProfile_t) nvapi_query_interface(0x17093206); + (*module)->api.NvAPI_DISP_GetDisplayConfig = (NvAPI_DISP_GetDisplayConfig_t) nvapi_query_interface(0x11ABCCF8); + (*module)->api.NvAPI_DISP_SetDisplayConfig = (NvAPI_DISP_SetDisplayConfig_t) nvapi_query_interface(0x5D8CF8DE); +} + +void nv_module_free(nv_module_t **module) +{ + log_assert(module); + + FreeLibrary((*module)->handle); + + free(*module); +} + +void nv_module_api_get(const nv_module_t *module, nv_api_t *api) +{ + log_assert(module); + log_assert(api); + + *api = module->api; +} diff --git a/src/main/nv/module.h b/src/main/nv/module.h new file mode 100644 index 0000000..0db57f1 --- /dev/null +++ b/src/main/nv/module.h @@ -0,0 +1,13 @@ +#ifndef NVGPU_CONFIG_NVAPI_MODULE_H +#define NVGPU_CONFIG_NVAPI_MODULE_H + +#include "nv/api.h" + +typedef struct nv_module nv_module_t; + +void nv_module_load(nv_module_t **module); +void nv_module_free(nv_module_t **module); + +void nv_module_api_get(const nv_module_t *module, nv_api_t *api); + +#endif \ No newline at end of file diff --git a/src/main/nvgpu/Module.mk b/src/main/nvgpu/Module.mk new file mode 100644 index 0000000..963caf6 --- /dev/null +++ b/src/main/nvgpu/Module.mk @@ -0,0 +1,8 @@ +exes += nvgpu \ + +libs_nvgpu := \ + nv \ + util \ + +src_nvgpu := \ + main.c \ diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c new file mode 100644 index 0000000..983ca19 --- /dev/null +++ b/src/main/nvgpu/main.c @@ -0,0 +1,1347 @@ +#include + +#include +#include +#include +#include +#include +#include + +#include "nv/api.h" +#include "nv/module.h" + +#include "util/fs.h" +#include "util/log.h" +#include "util/mem.h" +#include "util/str.h" + +#define NV_DRS_SETTINGS_FOLDER "C:\\ProgramData\\NVIDIA Corporation\\Drs" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define PRINT_ERR_WITH_NVAPI_MESSAGE(status, fmt, ...) \ + NvAPI_ShortString error_str; \ + nv_api->NvAPI_GetErrorMessage(status, error_str); \ + fprintf(stderr, fmt ", reason: %s\n", ##__VA_ARGS__, error_str); + +static bool _session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_DestroySession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Destroying driver settings session"); + return false; + } + + return true; +} + +static bool _session_create_and_settings_load(const nv_api_t *nv_api, NvDRSSessionHandle *session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_CreateSession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver settings session"); + return false; + } + + status = nv_api->NvAPI_DRS_LoadSettings(*session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Loading driver settings"); + + return _session_destroy(nv_api, *session); + } + + return true; +} + +static bool _settings_save_and_session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + printfln_err("Saving ..."); + + status = nv_api->NvAPI_DRS_SaveSettings(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving driver settings"); + + return _session_destroy(nv_api, session); + } + + return _session_destroy(nv_api, session); +} + +static bool _profile_get( + const nv_api_t *nv_api, + const char *profile_name, + NvDRSSessionHandle session, + NvDRSProfileHandle *profile) +{ + NvAPI_UnicodeString nv_profile_name; + NvAPI_Status status; + wchar_t *profile_name_wstr; + + assert(nv_api); + assert(session); + assert(profile); + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(nv_profile_name, sizeof(nv_profile_name), profile_name_wstr); + + status = nv_api->NvAPI_DRS_FindProfileByName(session, nv_profile_name, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Finding driver profile %s", profile_name); + return false; + } + + return true; +} + +static bool _profile_setting_set( + const nv_api_t *nv_api, + NvDRSSessionHandle session, + NvDRSProfileHandle profile, + NVDRS_SETTING *setting) +{ + NvAPI_Status status; + + assert(nv_api); + assert(setting); + + status = nv_api->NvAPI_DRS_SetSetting(session, profile, setting); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "Error setting driver settings"); + return false; + } + + return true; +} + +static void _ensure_drs_settings_folder_exists() +{ + // Even on a fresh install, this might not exist which result + // in NVAPI_ACCESS_DENIED errors on many (or even all?) nvapi DRS functions + if (!path_exists(NV_DRS_SETTINGS_FOLDER)) { + printfln_err("NOTE: DRS settings folder to store profiles does not exist, creating..."); + path_mkdir(NV_DRS_SETTINGS_FOLDER); + } +} + +// ------------------------------------------------------------------------------------------------- + +static bool _nv_info(const nv_api_t *nv_api) +{ + NvAPI_ShortString interface_version; + NvAPI_ShortString driver_version; + NvU32 driver_version_number; + NvAPI_Status status; + + printfln_err("Getting interface version..."); + + status = nv_api->NvAPI_GetInterfaceVersionStringEx(interface_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting interface version string"); + return false; + } + + printfln_err("Getting driver and branch version..."); + + status = nv_api->NvAPI_SYS_GetDriverAndBranchVersion(&driver_version_number, driver_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting driver and branch version"); + return false; + } + + printfln_out("Interface version: %s", interface_version); + printfln_out("Driver version: %s", driver_version); + printfln_out("Driver version number: %lu", driver_version_number); + + return true; +} + +static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NVDRS_PROFILE profile; + wchar_t *profile_name_wstr; + NvAPI_Status status; + NvDRSProfileHandle profile_handle; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + profile.version = NVDRS_PROFILE_VER; + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(profile.profileName, sizeof(profile.profileName), profile_name_wstr); + free(profile_name_wstr); + + printfln_err("Creating profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver profile"); + + _session_destroy(nv_api, session); + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_delete(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + printfln_err("Deleting profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_DeleteProfile(session, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Deleting driver profile %s", profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_application_add(const nv_api_t *nv_api, const char *profile_name, const char *application_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + NVDRS_APPLICATION application; + wchar_t *application_name_wstr; + + assert(nv_api); + assert(profile_name); + assert(application_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + application.version = NVDRS_APPLICATION_VER; + + application_name_wstr = str_widen(application_name); + wstr_cpy(application.appName, sizeof(application.appName), application_name_wstr); + free(application_name_wstr); + + printfln_err("Adding application %s to profile %s...", application_name, profile_name); + + status = nv_api->NvAPI_DRS_CreateApplication(session, profile, &application); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Adding application %s to profile %s", application_name, profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gsync_disable(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = VRR_APP_OVERRIDE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + setting.u32CurrentValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + + printfln_err("Disabling G-SYNC for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gpu_power_state_max(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = PREFERRED_PSTATE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = PREFERRED_PSTATE_PREFER_MAX; + setting.u32CurrentValue = PREFERRED_PSTATE_PREFER_MAX; + + printfln_err("Setting GPU power state to maximum for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _displays_list(const nv_api_t *nv_api) +{ + NvAPI_Status status; + NvPhysicalGpuHandle gpu_handle[NVAPI_MAX_PHYSICAL_GPUS]; + NvU32 gpu_count; + NvU32 display_id_count; + NV_GPU_DISPLAYIDS *display_ids; + const char *connector_type; + + assert(nv_api); + + status = nv_api->NvAPI_EnumPhysicalGPUs(gpu_handle, &gpu_count); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Enumerating physical GPUs"); + return false; + } + + printfln_err("Display ID, Connector Type, Active, Connected, Physically Connected"); + + for (NvU32 i = 0; i < gpu_count; i++) { + // Get display count per GPU + display_id_count = 0; + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], NULL, &display_id_count, 0); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display count of GPU"); + return false; + } + + if (display_id_count > 0) { + display_ids = (NV_GPU_DISPLAYIDS*) xmalloc(sizeof(NV_GPU_DISPLAYIDS) * display_id_count); + + for (NvU32 j = 0; j < display_id_count; j++) { + display_ids[j].version = NV_GPU_DISPLAYIDS_VER; + } + + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], display_ids, &display_id_count, 0); + + if (status != NVAPI_OK) { + free(display_ids); + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display ids of GPU"); + return false; + } + + for (NvU32 j = 0; j < display_id_count; j++) { + switch (display_ids[j].connectorType) { + case NV_MONITOR_CONN_TYPE_VGA: + connector_type = "VGA"; + break; + case NV_MONITOR_CONN_TYPE_COMPONENT: + connector_type = "Component"; + break; + case NV_MONITOR_CONN_TYPE_SVIDEO: + connector_type = "S-Video"; + break; + case NV_MONITOR_CONN_TYPE_HDMI: + connector_type = "HDMI"; + break; + case NV_MONITOR_CONN_TYPE_DVI: + connector_type = "DVI"; + break; + case NV_MONITOR_CONN_TYPE_LVDS: + connector_type = "LVDS"; + break; + case NV_MONITOR_CONN_TYPE_DP: + connector_type = "DP"; + break; + case NV_MONITOR_CONN_TYPE_COMPOSITE: + connector_type = "Composite"; + break; + default: + connector_type = "unknown"; + break; + } + + printfln_out("0x%lX, %s, %s, %s, %s", + display_ids[j].displayId, + connector_type, + display_ids[j].isActive ? "active" : "inactive", + display_ids[j].isConnected ? "connected" : "disconnected", + display_ids[j].isPhysicallyConnected ? "connected" : "disconnected"); + } + + free(display_ids); + } + } + + return true; +} + +static bool _display_config_get(const nv_api_t *nv_api, NvU32 display_id) +{ + NvU32 target_info_count; + NV_DISPLAYCONFIG_PATH_INFO display_config; + NvAPI_Status status; + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 *target_info; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 *source_mode_info; + + assert(nv_api); + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&target_info_count, NULL); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config count"); + return false; + } + + memset(&display_config, 0, sizeof(NV_DISPLAYCONFIG_PATH_INFO)); + + display_config.version = NV_DISPLAYCONFIG_PATH_INFO_VER; + display_config.targetInfoCount = target_info_count; + display_config.targetInfo = (NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2*) xmalloc(sizeof(NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2) * target_info_count); + display_config.sourceModeInfo = (NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1*) xmalloc(sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1) * target_info_count); + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&target_info_count, &display_config); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config"); + + free(display_config.targetInfo); + free(display_config.sourceModeInfo); + + return false; + } + + if (display_id != 0) { + printfln_err("Applying display ID filter: %lX", display_id); + } + + printfln_err("Num total display configs: %ld", display_config.targetInfoCount); + + for (NvU32 i = 0; i < display_config.targetInfoCount; i++) { + target_info = &display_config.targetInfo[i]; + source_mode_info = &display_config.sourceModeInfo[i]; + + if (display_id != 0 && target_info->displayId != display_id) { + continue; + } + + printfln_out("--------------------------------"); + printfln_out("Display ID: %lX", target_info->displayId); + printfln_out("Resolution width: %ld", source_mode_info->resolution.width); + printfln_out("Resolution height: %ld", source_mode_info->resolution.height); + printfln_out("Color depth: %d", source_mode_info->colorFormat); + printfln_out("Position x: %d", source_mode_info->position.x); + printfln_out("Position y: %d", source_mode_info->position.y); + printfln_out("Spanning orientation: %d", source_mode_info->spanningOrientation); + printfln_out("GDI primary: %d", source_mode_info->bGDIPrimary); + printfln_out("SLI focus: %d", source_mode_info->bSLIFocus); + + if (target_info->details) { + switch (target_info->details->rotation) { + case NV_ROTATE_0: + printfln_out("Rotation: 0 degrees"); + break; + case NV_ROTATE_90: + printfln_out("Rotation: 90 degrees"); + break; + case NV_ROTATE_180: + printfln_out("Rotation: 180 degrees"); + break; + case NV_ROTATE_270: + printfln_out("Rotation: 270 degrees"); + break; + case NV_ROTATE_IGNORED: + printfln_out("Rotation: ignored"); + break; + default: + printfln_out("Rotation: unknown (%d)", target_info->details->rotation); + break; + } + + switch (target_info->details->scaling) { + case NV_SCALING_DEFAULT: + printfln_out("Scaling: default"); + break; + case NV_SCALING_GPU_SCALING_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to closest"); + break; + case NV_SCALING_GPU_SCALING_TO_NATIVE: + printfln_out("Scaling: GPU scaling to native"); + break; + case NV_SCALING_GPU_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scaling to aspect scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to aspect scanout to closest"); + break; + case NV_SCALING_GPU_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scanout to closest"); + break; + case NV_SCALING_GPU_INTEGER_ASPECT_SCALING: + printfln_out("Scaling: GPU integer aspect scaling"); + break; + default: + printfln_out("Scaling: unknown (%d)", target_info->details->scaling); + break; + } + + printfln_out("Refresh rate (non interlaced): %ld", target_info->details->refreshRate1K * 1000); + printfln_out("Interlaced: %d", target_info->details->interlaced); + printfln_out("Primary: %d", target_info->details->primary); + printfln_out("Disable virtual mode support: %d", target_info->details->disableVirtualModeSupport); + printfln_out("Is preferred unscaled target: %d", target_info->details->isPreferredUnscaledTarget); + + switch (target_info->details->connector) { + case NVAPI_GPU_CONNECTOR_VGA_15_PIN: + printfln_out("Connector: VGA 15 Pin"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE: + printfln_out("Connector: TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_TV_SVIDEO: + printfln_out("Connector: TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_COMPONENT: + printfln_out("Connector: TV HDTV Component"); + break; + case NVAPI_GPU_CONNECTOR_TV_SCART: + printfln_out("Connector: TV SCART"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE_SCART_ON_EIAJ4120: + printfln_out("Connector: TV Composite SCART on EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_EIAJ4120: + printfln_out("Connector: TV HDTV EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_HDTV_YPRPB: + printfln_out("Connector: PC POD HDTV YPRPB"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_SVIDEO: + printfln_out("Connector: PC POD S-Video"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_COMPOSITE: + printfln_out("Connector: PC POD Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_SVIDEO: + printfln_out("Connector: DVI-I TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_COMPOSITE: + printfln_out("Connector: DVI-I TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I: + printfln_out("Connector: DVI-I"); + break; + case NVAPI_GPU_CONNECTOR_DVI_D: + printfln_out("Connector: DVI-D"); + break; + case NVAPI_GPU_CONNECTOR_ADC: + printfln_out("Connector: ADC"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_1: + printfln_out("Connector: LFH DVI-I 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_2: + printfln_out("Connector: LFH DVI-I 2"); + break; + case NVAPI_GPU_CONNECTOR_SPWG: + printfln_out("Connector: SPWG"); + break; + case NVAPI_GPU_CONNECTOR_OEM: + printfln_out("Connector: OEM"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_EXTERNAL: + printfln_out("Connector: DisplayPort External"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_INTERNAL: + printfln_out("Connector: DisplayPort Internal"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_MINI_EXT: + printfln_out("Connector: DisplayPort Mini External"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_A: + printfln_out("Connector: HDMI A"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_C_MINI: + printfln_out("Connector: HDMI C Mini"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_1: + printfln_out("Connector: LFH DisplayPort 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_2: + printfln_out("Connector: LFH DisplayPort 2"); + break; + case NVAPI_GPU_CONNECTOR_VIRTUAL_WFD: + printfln_out("Connector: Virtual WFD"); + break; + case NVAPI_GPU_CONNECTOR_USB_C: + printfln_out("Connector: USB C"); + break; + default: + printfln_out("Connector: unknown (%d)", target_info->details->connector); + break; + } + + switch (target_info->details->tvFormat) { + case NV_DISPLAY_TV_FORMAT_NONE: + printfln_out("TV format: none"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCM: + printfln_out("TV format: SD NTSC-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCJ: + printfln_out("TV format: SD NTSC-J"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALM: + printfln_out("TV format: SD PAL-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALBDGH: + printfln_out("TV format: SD PAL-BDGH"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALN: + printfln_out("TV format: SD PAL-N"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALNC: + printfln_out("TV format: SD PAL-NC"); + break; + case NV_DISPLAY_TV_FORMAT_SD_576i: + printfln_out("TV format: SD 576i"); + break; + case NV_DISPLAY_TV_FORMAT_SD_480i: + printfln_out("TV format: SD 480i"); + break; + case NV_DISPLAY_TV_FORMAT_ED_480p: + printfln_out("TV format: ED 480p"); + break; + case NV_DISPLAY_TV_FORMAT_ED_576p: + printfln_out("TV format: ED 576p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p: + printfln_out("TV format: HD 720p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i: + printfln_out("TV format: HD 1080i"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p: + printfln_out("TV format: HD 1080p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p50: + printfln_out("TV format: HD 720p50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p24: + printfln_out("TV format: HD 1080p24"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i50: + printfln_out("TV format: HD 1080i50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p50: + printfln_out("TV format: HD 1080p50"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_3840: + printfln_out("TV format: UHD 4Kp30 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_3840: + printfln_out("TV format: UHD 4Kp25 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_3840: + printfln_out("TV format: UHD 4Kp24 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_SMPTE: + printfln_out("TV format: UHD 4Kp24 SMPTE"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_3840: + printfln_out("TV format: UHD 4Kp50 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_3840: + printfln_out("TV format: UHD 4Kp60 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_4096: + printfln_out("TV format: UHD 4Kp30 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_4096: + printfln_out("TV format: UHD 4Kp25 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_4096: + printfln_out("TV format: UHD 4Kp24 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_4096: + printfln_out("TV format: UHD 4Kp50 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_4096: + printfln_out("TV format: UHD 4Kp60 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp24_7680: + printfln_out("TV format: UHD 8Kp24 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp25_7680: + printfln_out("TV format: UHD 8Kp25 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp30_7680: + printfln_out("TV format: UHD 8Kp30 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp48_7680: + printfln_out("TV format: UHD 8Kp48 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp50_7680: + printfln_out("TV format: UHD 8Kp50 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp60_7680: + printfln_out("TV format: UHD 8Kp60 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp100_7680: + printfln_out("TV format: UHD 8Kp100 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp120_7680: + printfln_out("TV format: UHD 8Kp120 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_3840: + printfln_out("TV format: UHD 4Kp48 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_4096: + printfln_out("TV format: UHD 4Kp48 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_3840: + printfln_out("TV format: UHD 4Kp100 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_4096: + printfln_out("TV format: UHD 4Kp100 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_4096: + printfln_out("TV format: UHD 4Kp120 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_3840: + printfln_out("TV format: UHD 4Kp120 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_5120: + printfln_out("TV format: UHD 4Kp100 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_5120: + printfln_out("TV format: UHD 4Kp120 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_5120: + printfln_out("TV format: UHD 4Kp24 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_5120: + printfln_out("TV format: UHD 4Kp25 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_5120: + printfln_out("TV format: UHD 4Kp30 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_5120: + printfln_out("TV format: UHD 4Kp48 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_5120: + printfln_out("TV format: UHD 4Kp50 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_5120: + printfln_out("TV format: UHD 4Kp60 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp24_10240: + printfln_out("TV format: UHD 10Kp24 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp25_10240: + printfln_out("TV format: UHD 10Kp25 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp30_10240: + printfln_out("TV format: UHD 10Kp30 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp48_10240: + printfln_out("TV format: UHD 10Kp48 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp50_10240: + printfln_out("TV format: UHD 10Kp50 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp60_10240: + printfln_out("TV format: UHD 10Kp60 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp100_10240: + printfln_out("TV format: UHD 10Kp100 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp120_10240: + printfln_out("TV format: UHD 10Kp120 10240"); + break; + case NV_DISPLAY_TV_FORMAT_SD_OTHER: + printfln_out("TV format: SD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ED_OTHER: + printfln_out("TV format: ED Other"); + break; + case NV_DISPLAY_TV_FORMAT_HD_OTHER: + printfln_out("TV format: HD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ANY: + printfln_out("TV format: Any"); + break; + default: + printfln_out("TV format: unknown (%d)", target_info->details->tvFormat); + break; + } + + switch (target_info->details->timingOverride) { + case NV_TIMING_OVERRIDE_CURRENT: + printfln_out("Timing override: current"); + break; + case NV_TIMING_OVERRIDE_AUTO: + printfln_out("Timing override: auto"); + break; + case NV_TIMING_OVERRIDE_EDID: + printfln_out("Timing override: EDID"); + break; + case NV_TIMING_OVERRIDE_DMT: + printfln_out("Timing override: VESA DMT"); + break; + case NV_TIMING_OVERRIDE_DMT_RB: + printfln_out("Timing override: VESA DMT RB"); + break; + case NV_TIMING_OVERRIDE_CVT: + printfln_out("Timing override: VESA CVT"); + break; + case NV_TIMING_OVERRIDE_CVT_RB: + printfln_out("Timing override: VESA CVT RB"); + break; + case NV_TIMING_OVERRIDE_GTF: + printfln_out("Timing override: VESA GTF"); + break; + case NV_TIMING_OVERRIDE_EIA861: + printfln_out("Timing override: EIA 861x pre-defined timing"); + break; + case NV_TIMING_OVERRIDE_ANALOG_TV: + printfln_out("Timing override: analog SD/HDTV timing"); + break; + case NV_TIMING_OVERRIDE_CUST: + printfln_out("Timing override: NV custom timings"); + break; + case NV_TIMING_OVERRIDE_NV_PREDEFINED: + printfln_out("Timing override: NV pre-defined timing (basically the PsF timings)"); + break; + case NV_TIMING_OVERRIDE_NV_ASPR: + printfln_out("Timing override: NV ASPR"); + break; + case NV_TIMING_OVERRIDE_SDI: + printfln_out("Timing override: SDI"); + break; + case NV_TIMING_OVRRIDE_MAX: + printfln_out("Timing override: max"); + break; + default: + printfln_out("Timing override: unknown (%d)", target_info->details->timingOverride); + break; + } + + printfln_out("Override custom (backend raster) timing"); + + printfln_out("Horizontal visible: %d", target_info->details->timing.HVisible); + printfln_out("Horizontal border: %d", target_info->details->timing.HBorder); + printfln_out("Horizontal front porch: %d", target_info->details->timing.HFrontPorch); + printfln_out("Horizontal sync width: %d", target_info->details->timing.HSyncWidth); + printfln_out("Horizontal total: %d", target_info->details->timing.HTotal); + printfln_out("Horizontal sync polarity: %s", target_info->details->timing.HSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Vertical visible: %d", target_info->details->timing.VVisible); + printfln_out("Vertical border: %d", target_info->details->timing.VBorder); + printfln_out("Vertical front porch: %d", target_info->details->timing.VFrontPorch); + printfln_out("Vertical sync width: %d", target_info->details->timing.VSyncWidth); + printfln_out("Vertical total: %d", target_info->details->timing.VTotal); + printfln_out("Vertical sync polarity: %s", target_info->details->timing.VSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Interlaced: %s", target_info->details->timing.interlaced == 1 ? "interlaced" : "progressive"); + printfln_out("Pixel clock: %lu kHz", target_info->details->timing.pclk * 10); + + printfln_out("Flag: 0x%lX", target_info->details->timing.etc.flag); + printfln_out("Logical refresh rate to present: %d", target_info->details->timing.etc.rr); + printfln_out("Physical vertical refresh rate: %f Hz", target_info->details->timing.etc.rrx1k * 0.001); + printfln_out("Display aspect ratio: %lu:%lu", target_info->details->timing.etc.aspect >> 16, target_info->details->timing.etc.aspect & 0xFFFF); + printfln_out("Bit-wise pixel repetition factor (1 = no pixel repetition, 2 = each pixel repeats twice horizontally, etc.): %d", target_info->details->timing.etc.rep); + printfln_out("Timing status: 0x%lX", target_info->details->timing.etc.status); + printfln_out("Timing name: %s", target_info->details->timing.etc.name); + } + + printfln_out("--------------------------------"); + } + + free(display_config.targetInfo); + free(display_config.sourceModeInfo); + + return true; +} + +static bool _custom_resolution_set( + const nv_api_t *nv_api, + NvU32 display_id, + uint16_t screen_width, + uint16_t screen_height, + float screen_refresh_rate, + uint8_t test_only_timeout_sec) +{ + NV_CUSTOM_DISPLAY custom_display; + NV_TIMING_FLAG flag; + NV_TIMING_INPUT timing; + NvAPI_Status status; + + assert(nv_api); + + memset(&custom_display, 0, sizeof(NV_CUSTOM_DISPLAY)); + memset(&flag, 0, sizeof(NV_TIMING_FLAG)); + memset(&timing, 0, sizeof(NV_TIMING_INPUT)); + + custom_display.version = NV_CUSTOM_DISPLAY_VER; + custom_display.width = screen_width; + custom_display.height = screen_height; + custom_display.depth = 32; + custom_display.colorFormat = NV_FORMAT_A8R8G8B8; + custom_display.srcPartition.x = 0; + custom_display.srcPartition.y = 0; + custom_display.srcPartition.w = 1; + custom_display.srcPartition.h = 1; + custom_display.xRatio = 1; + custom_display.yRatio = 1; + + timing.version = NV_TIMING_INPUT_VER; + timing.height = screen_height; + timing.width = screen_width; + timing.rr = screen_refresh_rate; + timing.flag = flag; + timing.type = NV_TIMING_OVERRIDE_CVT_RB; + + printfln_err("Calculating custom display timing for display ID 0x%lX", display_id); + + status = nv_api->NvAPI_DISP_GetTiming(display_id, &timing, &custom_display.timing); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Calculating custom display timing"); + return false; + } + + status = nv_api->NvAPI_DISP_TryCustomDisplay(&display_id, 1, &custom_display); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Trying custom display configuration"); + return false; + } + + if (test_only_timeout_sec == 0) { + printfln_err("Persisting custom display configuration"); + + status = nv_api->NvAPI_DISP_SaveCustomDisplay(&display_id, 1, true, true); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving custom display configuration"); + return false; + } + + printfln_err("Custom display configuration persisted"); + } else { + printfln_err("Trying custom display configuration for %d seconds...", test_only_timeout_sec); + + Sleep(test_only_timeout_sec * 1000); + + printfln_err("Reverting custom display configuration, not persisting"); + + status = nv_api->NvAPI_DISP_RevertCustomDisplayTrial(&display_id, 1); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Reverting custom display configuration"); + return false; + } + } + + return true; +} + +// ------------------------------------------------------------------------------------------------- + +static void _print_synopsis() +{ + printfln_err("Usage: nvgpu "); + printfln_err("Commands:"); + printfln_err(" nv"); + printfln_err(" info Print information about the NVAPI module and driver"); + printfln_err(""); + printfln_err(" profile"); + printfln_err(" create Create a new driver profile with the given name"); + printfln_err(" delete Delete an existing driver profile"); + printfln_err(" application-add "); + printfln_err(" Add an application to the driver profile. This will apply the profile to the application when the driver detects a process being launched, e.g. MyApplication.exe"); + printfln_err(" gsync-disable Disable G-SYNC for the driver profile"); + printfln_err(" gpu-power-state-max Set GPU power state to maximum for the driver profile"); + printfln_err(""); + printfln_err(" display"); + printfln_err(" list List all connected displays and their display IDs"); + printfln_err(" config-get [display_id] Get the current display configurations. Optionally, specify a display ID to get the configuration of that display only"); + printfln_err(" custom-resolution-set "); + printfln_err(" Set a custom display mode with the given parameters for the given display ID. The settings are persisted immediately. Ensure you tested these before with the custom-display-test command."); + printfln_err(" custom-resolution-test "); + printfln_err(" Test a custom display mode for a limited amount of time. This will revert the display mode after the given amount of seconds and not persist the changes."); +} + +static bool _cmd_nv_info(const nv_api_t *nv_api) +{ + return _nv_info(nv_api); +} + +static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_create(nv_api, profile_name); +} + +static bool _cmd_profile_delete(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_delete(nv_api, profile_name); +} + +static bool _cmd_profile_application_add(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + const char *application_name; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + application_name = argv[1]; + + return _profile_application_add(nv_api, profile_name, application_name); +} + +static bool _cmd_profile_gsync_disable(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gsync_disable(nv_api, profile_name); +} + +static bool _cmd_profile_gpu_power_state_max(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gpu_power_state_max(nv_api, profile_name); +} + +static bool _cmd_display_list(const nv_api_t *nv_api) +{ + return _displays_list(nv_api); +} + +static bool _cmd_display_config_get(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + + if (argc > 0) { + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + } else { + display_id = 0; + } + + return _display_config_get(nv_api, display_id); +} + +static bool _cmd_custom_resolution_set(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + + if (argc < 4) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + printf_err("Setting custom resolution for display ID 0x%X: %dx%d@%f\n", display_id, screen_width, screen_height, screen_refresh_rate); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + 0); +} + +static bool _cmd_custom_resolution_test(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + uint8_t test_only_timeout_sec; + + if (argc < 5) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + test_only_timeout_sec = atoi(argv[4]); + + if (test_only_timeout_sec == 0) { + printfln_err("ERROR: Time out parameter must be greater than 0"); + return false; + } + + printf_err("Testing custom resolution for display ID %u: %dx%d@%f, timeout %d seconds\n", display_id, screen_width, screen_height, screen_refresh_rate, test_only_timeout_sec); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + test_only_timeout_sec); +} + +// ------------------------------------------------------------------------------------------------- + +int main(int argc, char **argv) +{ + const char *command; + const char *sub_command; + nv_module_t *nv_module; + nv_api_t nv_api; + NvAPI_Status status; + bool result; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + exit(1); + } + + command = argv[1]; + sub_command = argv[2]; + + log_to_writer(log_writer_stderr, NULL); + + printfln_err("Loading NVAPI module..."); + + nv_module_load(&nv_module); + nv_module_api_get(nv_module, &nv_api); + + printfln_err("Initializing NVAPI..."); + + status = nv_api.NvAPI_Initialize(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + fprintf(stderr, "ERROR: Initializing NVAPI, reason: %s\n", error_str); + + nv_module_free(&nv_module); + exit(1); + } + + printfln_err("Running command: %s %s", command, sub_command); + + if (!strcmp(command, "nv")) { + if (!strcmp(sub_command, "info")) { + result = _cmd_nv_info(&nv_api); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "profile")) { + _ensure_drs_settings_folder_exists(); + + if (!strcmp(sub_command, "create")) { + result = _cmd_profile_create(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "delete")) { + result = _cmd_profile_delete(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "application-add")) { + result = _cmd_profile_application_add(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gsync-disable")) { + result = _cmd_profile_gsync_disable(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gpu-power-state-max")) { + result = _cmd_profile_gpu_power_state_max(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "display")) { + if (!strcmp(sub_command, "list")) { + result = _cmd_display_list(&nv_api); + } else if (!strcmp(sub_command, "config-get")) { + result = _cmd_display_config_get(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-set")) { + result = _cmd_custom_resolution_set(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-test")) { + result = _cmd_custom_resolution_test(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else { + printfln_err("ERROR: Unknown command: %s", command); + _print_synopsis(); + result = false; + } + + status = nv_api.NvAPI_Unload(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + printfln_err("ERROR: Unloading NVAPI, reason: %s", error_str); + } + + nv_module_free(&nv_module); + + if (result) { + printfln_err("Command completed successfully"); + exit(0); + } else { + printfln_err("Command failed"); + exit(1); + } +} \ No newline at end of file diff --git a/src/main/util/winerr.c b/src/main/util/winerr.c new file mode 100644 index 0000000..98fe35b --- /dev/null +++ b/src/main/util/winerr.c @@ -0,0 +1,38 @@ +#include + +#include "util/mem.h" +#include "util/str.h" +#include "util/winerr.h" + +char* util_winerr_format_last_error_code() +{ + return util_winerr_format_error_code(GetLastError()); +} + +char* util_winerr_format_error_code(int err_code) +{ + // Max size according to docs + char buffer[64 * 1024]; + char *buffer_dyn; + DWORD format_flags; + DWORD language_id; + size_t len; + + format_flags = FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS; + language_id = MAKELANGID(LANG_ENGLISH, SUBLANG_ENGLISH_US); + + len = FormatMessageA(format_flags, NULL, err_code, language_id, buffer, sizeof(buffer), NULL); + + if (len > 0) { + // Have this on the heap by don't use the dynamic allocation provided by + // the function because it's on a different heap and can't be free'd + // with free() + buffer_dyn = xmalloc(len); + + str_cpy(buffer_dyn, len, buffer); + + return buffer_dyn; + } else { + return NULL; + } +} \ No newline at end of file diff --git a/src/main/util/winerr.h b/src/main/util/winerr.h new file mode 100644 index 0000000..edbe1bd --- /dev/null +++ b/src/main/util/winerr.h @@ -0,0 +1,8 @@ +#ifndef UTIL_WINERR_H +#define UTIL_WINERR_H + +char* util_winerr_format_last_error_code(); + +char* util_winerr_format_error_code(int err_code); + +#endif \ No newline at end of file From 15a176283727cc5f86d88ef8ac1ab6231ca15c0c Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 12:33:16 +0100 Subject: [PATCH 056/118] feat: nvgpu tool for tweaking nvidia gpu driver settings MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit An open source re-implementation of the “NvDisplayConfigLDJ" tool with additional enhancements. This can be used to tweak your nvidia GPU driver settings to create custom display timings to address IIDX’s requirement if expecting proper display timings. This can also be used for any legacy IIDX versions that even expect very specific display timings, e.g. 59.95 or 60.05 hz. Furthermore, creating application profiles allows further tweaks to important GPU settings such as the current performance mode setting. This is crucial to ensure the GPU is not going into any kind of power saving states which results in non-smooth scrolling during gameplay and micro stuttering that cannot be measured on application level. --- Module.mk | 4 + README.md | 1 + doc/tools/nvgpu.md | 80 + src/imports/nvapi/NvApiDriverSettings.c | 947 + src/imports/nvapi/NvApiDriverSettings.h | 1150 ++ src/imports/nvapi/nvHLSLExtns.h | 2315 +++ src/imports/nvapi/nvHLSLExtnsInternal.h | 758 + src/imports/nvapi/nvShaderExtnEnums.h | 142 + src/imports/nvapi/nvapi.h | 24002 ++++++++++++++++++++++ src/imports/nvapi/nvapi_interface.h | 529 + src/imports/nvapi/nvapi_lite_common.h | 659 + src/imports/nvapi/nvapi_lite_d3dext.h | 184 + src/imports/nvapi/nvapi_lite_salend.h | 809 + src/imports/nvapi/nvapi_lite_salstart.h | 812 + src/imports/nvapi/nvapi_lite_sli.h | 247 + src/imports/nvapi/nvapi_lite_stereo.h | 592 + src/imports/nvapi/nvapi_lite_surround.h | 95 + src/main/nv/Module.mk | 4 + src/main/nv/api.h | 63 + src/main/nv/module.c | 790 + src/main/nv/module.h | 13 + src/main/nvgpu/Module.mk | 8 + src/main/nvgpu/main.c | 1347 ++ src/main/util/winerr.c | 38 + src/main/util/winerr.h | 8 + 25 files changed, 35597 insertions(+) create mode 100644 doc/tools/nvgpu.md create mode 100644 src/imports/nvapi/NvApiDriverSettings.c create mode 100644 src/imports/nvapi/NvApiDriverSettings.h create mode 100644 src/imports/nvapi/nvHLSLExtns.h create mode 100644 src/imports/nvapi/nvHLSLExtnsInternal.h create mode 100644 src/imports/nvapi/nvShaderExtnEnums.h create mode 100644 src/imports/nvapi/nvapi.h create mode 100644 src/imports/nvapi/nvapi_interface.h create mode 100644 src/imports/nvapi/nvapi_lite_common.h create mode 100644 src/imports/nvapi/nvapi_lite_d3dext.h create mode 100644 src/imports/nvapi/nvapi_lite_salend.h create mode 100644 src/imports/nvapi/nvapi_lite_salstart.h create mode 100644 src/imports/nvapi/nvapi_lite_sli.h create mode 100644 src/imports/nvapi/nvapi_lite_stereo.h create mode 100644 src/imports/nvapi/nvapi_lite_surround.h create mode 100644 src/main/nv/Module.mk create mode 100644 src/main/nv/api.h create mode 100644 src/main/nv/module.c create mode 100644 src/main/nv/module.h create mode 100644 src/main/nvgpu/Module.mk create mode 100644 src/main/nvgpu/main.c create mode 100644 src/main/util/winerr.c create mode 100644 src/main/util/winerr.h diff --git a/Module.mk b/Module.mk index 2a948a8..4c42db6 100644 --- a/Module.mk +++ b/Module.mk @@ -172,6 +172,8 @@ include src/main/jbhook3/Module.mk include src/main/launcher/Module.mk include src/main/mempatch-hook/Module.mk include src/main/mm/Module.mk +include src/main/nv/Module.mk +include src/main/nvgpu/Module.mk include src/main/p3io/Module.mk include src/main/p3iodrv/Module.mk include src/main/p3ioemu/Module.mk @@ -232,6 +234,7 @@ $(zipdir)/tools.zip: \ build/bin/indep-32/ezusb2-dbg-hook.dll \ build/bin/indep-32/ezusb2-tool.exe \ build/bin/indep-32/ezusb-tool.exe \ + build/bin/indep-32/nvgpu.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -246,6 +249,7 @@ $(zipdir)/tools-x64.zip: \ build/bin/indep-64/iidx-ezusb2-exit-hook.dll \ build/bin/indep-64/jbiotest.exe \ build/bin/indep-64/mempatch-hook.dll \ + build/bin/indep-64/nvgpu.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ diff --git a/README.md b/README.md index 6827f95..5700293 100644 --- a/README.md +++ b/README.md @@ -122,6 +122,7 @@ The following games are supported with their corresponding hook-libraries. - ir-beat-patch-9/10: Patch the IR beat phase on IIDX 9 and 10 - [mempatch-hook](doc/tools/mempatch-hook.md): Patch raw memory locations in the target process based on the provided configuration +- [nvgpu](doc/tools/nvgpu.md): Command line tool to configure and tweak the NVIDIA GPU driver - [pcbidgen](doc/tools/pcbidgen.md): Konami PCBID generator tool - [ViGEm clients](doc/vigem/README.md): Expose BT5 APIs as XBOX game controllers to play any games with real cabinet hardware. diff --git a/doc/tools/nvgpu.md b/doc/tools/nvgpu.md new file mode 100644 index 0000000..788b31c --- /dev/null +++ b/doc/tools/nvgpu.md @@ -0,0 +1,80 @@ +# nvgpu - Command line tool to configure and tweak the NVIDIA GPU driver + +An open source re-implementation of the “NvDisplayConfigLDJ" tool with additional enhancements. + +The tool is based on NVIDIA's [nvapi](https://github.com/NVIDIA/nvapi) which is an interface to +various driver settings that can also be tweaked from the NVIDIA Control Panel. The goal of this +tool is to provide a streamlined command line interface to configure various settings that can +improve gameplay experience significantly. + +This can be used to tweak your nvidia GPU driver settings to create custom display timings to address +IIDX’s requirement if expecting proper display timings. This can also be used for any legacy IIDX +versions that even expect very specific display timings, e.g. 59.95 or 60.05 hz. + +Furthermore, creating application profiles allows further tweaks to important GPU settings such as +the current performance mode setting. This is crucial to ensure the GPU is not going into any kind of +power saving states which results in non-smooth scrolling during gameplay and micro stuttering that +cannot be measured on application level. + +Simply run the tool without any arguments to get a full synopsis of available commands. + +## Example usage for modern IIDX + +### Custom GPU profile + +The following creates a custom profile to address potential performance concerns such as not 100% smooth scrolling and +micro stuttering. + +* Create a custom profile: `nvgpu profile create launcher` +* Add the launcher application to the profile: `nvgpu profile application-add launcher launcher.exe` + * This will apply to any (IIDX) game running with `launcher.exe` +* Disable G-SYNC for the profile: `nvgpu profile gsync-disable launcher` +* Set GPU power state to maximum for the profile: `nvgpu profile gpu-power-state-max launcher` + +### Custom timing + +* Run the game and observe the monitor check screen (requires IIDX 20+) +* Take note of the refresh rate of the monitor that is determined by the game +* Exit the game +* Run `nvgpu display list` to get the display ID of the monitor you want to change use that ID in the following commands +* Run `nvgpu display custom-resolution-test` with your display ID and monitor settings to test the custom configuration + first + * For example, for IIDX 31 which runs in native 1920x1080 with a monitor also having that as its native resolution, + having the monitor id `0x12345678` and the monitor check yielding a value of ~`59.9345`, run + `nvgpu display custom-resolution-test 1920 1080 59.9345 10` + * Observe if the test is successful and the display doesn't turn blank or displays a glitched image for ~10 seconds +* Run `nvgpu display custom-resolution-set` with the previously tested settings to apply the custom display mode + * For example, `nvgpu display custom-resolution-set 0x12345678 1920 1080 59.9345` + +## Example usage for legacy IIDX + +Legacy IIDX concerns any game prior to IIDX 20 that introduced the monitor check screen. The game engine was expecting +a the display/GPU/driver to perform at specific refresh rate timings in order to provide correct timing and audio +playback for the game. To this date (i.e. IIDX 31), the game engine never re-syncs audio playback during gameplay. +Therefore any flaky and incorrect timing will result in audio desynchronization either early on or throughout a song. + +### Custom GPU profile + +The following creates a custom profile to address potential performance concerns such as not 100% smooth scrolling and +micro stuttering. + +* Create a custom profile: `nvgpu profile create bm2dx` +* Add the launcher application to the profile: `nvgpu profile application-add bm2dx bm2dx.exe` + * This will apply to any (IIDX) game running with an executable named `bm2fx.exe` +* Disable G-SYNC for the profile: `nvgpu profile gsync-disable bm2dx` +* Set GPU power state to maximum for the profile: `nvgpu profile gpu-power-state-max bm2dx` + +### Custom timing + +* Use a modern game and it to observe the monitor check screen (requires IIDX 20+) +* Take note of the refresh rate of the monitor that is determined by the game +* Exit the game +* Run `nvgpu display list` to get the display ID of the monitor you want to change use that ID in the following commands +* Run `nvgpu display custom-resolution-test` with your display ID and monitor settings to test the custom configuration + first + * For example, for IIDX 31 which runs in native 1920x1080 with a monitor also having that as its native resolution, + having the monitor id `0x12345678` and the monitor check yielding a value of ~`59.9345`, run + `nvgpu display custom-resolution-test 1920 1080 59.9345 10` + * Observe if the test is successful and the display doesn't turn blank or displays a glitched image for ~10 seconds +* Run `nvgpu display custom-resolution-set` with the previously tested settings to apply the custom display mode + * For example, `nvgpu display custom-resolution-set 0x12345678 1920 1080 59.9345` \ No newline at end of file diff --git a/src/imports/nvapi/NvApiDriverSettings.c b/src/imports/nvapi/NvApiDriverSettings.c new file mode 100644 index 0000000..18e1ff6 --- /dev/null +++ b/src/imports/nvapi/NvApiDriverSettings.c @@ -0,0 +1,947 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + + +#include "NvApiDriverSettings.h" + +EValues_OGL_AA_LINE_GAMMA g_valuesOGL_AA_LINE_GAMMA[OGL_AA_LINE_GAMMA_NUM_VALUES] = +{ + OGL_AA_LINE_GAMMA_DISABLED, + OGL_AA_LINE_GAMMA_ENABLED, + OGL_AA_LINE_GAMMA_MIN, + OGL_AA_LINE_GAMMA_MAX, +}; + +EValues_OGL_CPL_GDI_COMPATIBILITY g_valuesOGL_CPL_GDI_COMPATIBILITY[OGL_CPL_GDI_COMPATIBILITY_NUM_VALUES] = +{ + OGL_CPL_GDI_COMPATIBILITY_PREFER_DISABLED, + OGL_CPL_GDI_COMPATIBILITY_PREFER_ENABLED, + OGL_CPL_GDI_COMPATIBILITY_AUTO, +}; + +EValues_OGL_CPL_PREFER_DXPRESENT g_valuesOGL_CPL_PREFER_DXPRESENT[OGL_CPL_PREFER_DXPRESENT_NUM_VALUES] = +{ + OGL_CPL_PREFER_DXPRESENT_PREFER_DISABLED, + OGL_CPL_PREFER_DXPRESENT_PREFER_ENABLED, + OGL_CPL_PREFER_DXPRESENT_AUTO, +}; + +EValues_OGL_DEEP_COLOR_SCANOUT g_valuesOGL_DEEP_COLOR_SCANOUT[OGL_DEEP_COLOR_SCANOUT_NUM_VALUES] = +{ + OGL_DEEP_COLOR_SCANOUT_DISABLE, + OGL_DEEP_COLOR_SCANOUT_ENABLE, +}; + +EValues_OGL_DEFAULT_SWAP_INTERVAL g_valuesOGL_DEFAULT_SWAP_INTERVAL[OGL_DEFAULT_SWAP_INTERVAL_NUM_VALUES] = +{ + OGL_DEFAULT_SWAP_INTERVAL_TEAR, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC, + OGL_DEFAULT_SWAP_INTERVAL_VALUE_MASK, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_MASK, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_OFF, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_ON, + OGL_DEFAULT_SWAP_INTERVAL_APP_CONTROLLED, + OGL_DEFAULT_SWAP_INTERVAL_DISABLE, +}; + +EValues_OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL g_valuesOGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL[OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_NUM_VALUES] = +{ + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ZERO_SCANLINES, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ONE_FULL_FRAME_OF_SCANLINES, +}; + +EValues_OGL_DEFAULT_SWAP_INTERVAL_SIGN g_valuesOGL_DEFAULT_SWAP_INTERVAL_SIGN[OGL_DEFAULT_SWAP_INTERVAL_SIGN_NUM_VALUES] = +{ + OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_NEGATIVE, +}; + +EValues_OGL_EVENT_LOG_SEVERITY_THRESHOLD g_valuesOGL_EVENT_LOG_SEVERITY_THRESHOLD[OGL_EVENT_LOG_SEVERITY_THRESHOLD_NUM_VALUES] = +{ + OGL_EVENT_LOG_SEVERITY_THRESHOLD_DISABLE, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_CRITICAL, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_WARNING, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_INFORMATION, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL, +}; + +EValues_OGL_FORCE_BLIT g_valuesOGL_FORCE_BLIT[OGL_FORCE_BLIT_NUM_VALUES] = +{ + OGL_FORCE_BLIT_ON, + OGL_FORCE_BLIT_OFF, +}; + +EValues_OGL_FORCE_STEREO g_valuesOGL_FORCE_STEREO[OGL_FORCE_STEREO_NUM_VALUES] = +{ + OGL_FORCE_STEREO_OFF, + OGL_FORCE_STEREO_ON, +}; + +const wchar_t * g_valuesOGL_IMPLICIT_GPU_AFFINITY[OGL_IMPLICIT_GPU_AFFINITY_NUM_VALUES] = +{ + OGL_IMPLICIT_GPU_AFFINITY_AUTOSELECT +}; + +EValues_OGL_OVERLAY_PIXEL_TYPE g_valuesOGL_OVERLAY_PIXEL_TYPE[OGL_OVERLAY_PIXEL_TYPE_NUM_VALUES] = +{ + OGL_OVERLAY_PIXEL_TYPE_NONE, + OGL_OVERLAY_PIXEL_TYPE_CI, + OGL_OVERLAY_PIXEL_TYPE_RGBA, + OGL_OVERLAY_PIXEL_TYPE_CI_AND_RGBA, +}; + +EValues_OGL_OVERLAY_SUPPORT g_valuesOGL_OVERLAY_SUPPORT[OGL_OVERLAY_SUPPORT_NUM_VALUES] = +{ + OGL_OVERLAY_SUPPORT_OFF, + OGL_OVERLAY_SUPPORT_ON, + OGL_OVERLAY_SUPPORT_FORCE_SW, +}; + +EValues_OGL_QUALITY_ENHANCEMENTS g_valuesOGL_QUALITY_ENHANCEMENTS[OGL_QUALITY_ENHANCEMENTS_NUM_VALUES] = +{ + OGL_QUALITY_ENHANCEMENTS_HQUAL, + OGL_QUALITY_ENHANCEMENTS_QUAL, + OGL_QUALITY_ENHANCEMENTS_PERF, + OGL_QUALITY_ENHANCEMENTS_HPERF, +}; + +EValues_OGL_SINGLE_BACKDEPTH_BUFFER g_valuesOGL_SINGLE_BACKDEPTH_BUFFER[OGL_SINGLE_BACKDEPTH_BUFFER_NUM_VALUES] = +{ + OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE, + OGL_SINGLE_BACKDEPTH_BUFFER_ENABLE, + OGL_SINGLE_BACKDEPTH_BUFFER_USE_HW_DEFAULT, +}; + +EValues_OGL_SLI_MULTICAST g_valuesOGL_SLI_MULTICAST[OGL_SLI_MULTICAST_NUM_VALUES] = +{ + OGL_SLI_MULTICAST_DISABLE, + OGL_SLI_MULTICAST_ENABLE, + OGL_SLI_MULTICAST_FORCE_DISABLE, + OGL_SLI_MULTICAST_ALLOW_MOSAIC, +}; + +EValues_OGL_THREAD_CONTROL g_valuesOGL_THREAD_CONTROL[OGL_THREAD_CONTROL_NUM_VALUES] = +{ + OGL_THREAD_CONTROL_ENABLE, + OGL_THREAD_CONTROL_DISABLE, +}; + +EValues_OGL_TMON_LEVEL g_valuesOGL_TMON_LEVEL[OGL_TMON_LEVEL_NUM_VALUES] = +{ + OGL_TMON_LEVEL_DISABLE, + OGL_TMON_LEVEL_CRITICAL, + OGL_TMON_LEVEL_WARNING, + OGL_TMON_LEVEL_INFORMATION, + OGL_TMON_LEVEL_MOST, + OGL_TMON_LEVEL_VERBOSE, +}; + +EValues_OGL_TRIPLE_BUFFER g_valuesOGL_TRIPLE_BUFFER[OGL_TRIPLE_BUFFER_NUM_VALUES] = +{ + OGL_TRIPLE_BUFFER_DISABLED, + OGL_TRIPLE_BUFFER_ENABLED, +}; + +EValues_AA_BEHAVIOR_FLAGS g_valuesAA_BEHAVIOR_FLAGS[AA_BEHAVIOR_FLAGS_NUM_VALUES] = +{ + AA_BEHAVIOR_FLAGS_NONE, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_APP_CONTROLLED, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_ENHANCE, + AA_BEHAVIOR_FLAGS_DISABLE_OVERRIDE, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_APP_CONTROLLED, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_OVERRIDE, + AA_BEHAVIOR_FLAGS_DISABLE_ENHANCE, + AA_BEHAVIOR_FLAGS_MAP_VCAA_TO_MULTISAMPLING, + AA_BEHAVIOR_FLAGS_SLI_DISABLE_TRANSPARENCY_SUPERSAMPLING, + AA_BEHAVIOR_FLAGS_DISABLE_CPLAA, + AA_BEHAVIOR_FLAGS_SKIP_RT_DIM_CHECK_FOR_ENHANCE, + AA_BEHAVIOR_FLAGS_DISABLE_SLIAA, + AA_BEHAVIOR_FLAGS_DEFAULT, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4_SHIFT, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4_SHIFT, + AA_BEHAVIOR_FLAGS_MASK, +}; + +EValues_AA_MODE_ALPHATOCOVERAGE g_valuesAA_MODE_ALPHATOCOVERAGE[AA_MODE_ALPHATOCOVERAGE_NUM_VALUES] = +{ + AA_MODE_ALPHATOCOVERAGE_MODE_MASK, + AA_MODE_ALPHATOCOVERAGE_MODE_OFF, + AA_MODE_ALPHATOCOVERAGE_MODE_ON, + AA_MODE_ALPHATOCOVERAGE_MODE_MAX, +}; + +EValues_AA_MODE_GAMMACORRECTION g_valuesAA_MODE_GAMMACORRECTION[AA_MODE_GAMMACORRECTION_NUM_VALUES] = +{ + AA_MODE_GAMMACORRECTION_MASK, + AA_MODE_GAMMACORRECTION_OFF, + AA_MODE_GAMMACORRECTION_ON_IF_FOS, + AA_MODE_GAMMACORRECTION_ON_ALWAYS, + AA_MODE_GAMMACORRECTION_MAX, + AA_MODE_GAMMACORRECTION_DEFAULT, + AA_MODE_GAMMACORRECTION_DEFAULT_TESLA, + AA_MODE_GAMMACORRECTION_DEFAULT_FERMI, +}; + +EValues_AA_MODE_METHOD g_valuesAA_MODE_METHOD[AA_MODE_METHOD_NUM_VALUES] = +{ + AA_MODE_METHOD_NONE, + AA_MODE_METHOD_SUPERSAMPLE_2X_H, + AA_MODE_METHOD_SUPERSAMPLE_2X_V, + AA_MODE_METHOD_SUPERSAMPLE_1_5X1_5, + AA_MODE_METHOD_FREE_0x03, + AA_MODE_METHOD_FREE_0x04, + AA_MODE_METHOD_SUPERSAMPLE_4X, + AA_MODE_METHOD_SUPERSAMPLE_4X_BIAS, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAUSSIAN, + AA_MODE_METHOD_FREE_0x08, + AA_MODE_METHOD_FREE_0x09, + AA_MODE_METHOD_SUPERSAMPLE_9X, + AA_MODE_METHOD_SUPERSAMPLE_9X_BIAS, + AA_MODE_METHOD_SUPERSAMPLE_16X, + AA_MODE_METHOD_SUPERSAMPLE_16X_BIAS, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL, + AA_MODE_METHOD_MULTISAMPLE_2X_QUINCUNX, + AA_MODE_METHOD_MULTISAMPLE_4X, + AA_MODE_METHOD_FREE_0x11, + AA_MODE_METHOD_MULTISAMPLE_4X_GAUSSIAN, + AA_MODE_METHOD_MIXEDSAMPLE_4X_SKEWED_4TAP, + AA_MODE_METHOD_FREE_0x14, + AA_MODE_METHOD_FREE_0x15, + AA_MODE_METHOD_MIXEDSAMPLE_6X, + AA_MODE_METHOD_MIXEDSAMPLE_6X_SKEWED_6TAP, + AA_MODE_METHOD_MIXEDSAMPLE_8X, + AA_MODE_METHOD_MIXEDSAMPLE_8X_SKEWED_8TAP, + AA_MODE_METHOD_MIXEDSAMPLE_16X, + AA_MODE_METHOD_MULTISAMPLE_4X_GAMMA, + AA_MODE_METHOD_MULTISAMPLE_16X, + AA_MODE_METHOD_VCAA_32X_8v24, + AA_MODE_METHOD_CORRUPTION_CHECK, + AA_MODE_METHOD_6X_CT, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_GAMMA, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAMMA, + AA_MODE_METHOD_MULTISAMPLE_4X_FOSGAMMA, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_FOSGAMMA, + AA_MODE_METHOD_SUPERSAMPLE_4X_FOSGAMMA, + AA_MODE_METHOD_MULTISAMPLE_8X, + AA_MODE_METHOD_VCAA_8X_4v4, + AA_MODE_METHOD_VCAA_16X_4v12, + AA_MODE_METHOD_VCAA_16X_8v8, + AA_MODE_METHOD_MIXEDSAMPLE_32X, + AA_MODE_METHOD_SUPERVCAA_64X_4v12, + AA_MODE_METHOD_SUPERVCAA_64X_8v8, + AA_MODE_METHOD_MIXEDSAMPLE_64X, + AA_MODE_METHOD_MIXEDSAMPLE_128X, + AA_MODE_METHOD_COUNT, + AA_MODE_METHOD_METHOD_MASK, + AA_MODE_METHOD_METHOD_MAX, +}; + +EValues_AA_MODE_REPLAY g_valuesAA_MODE_REPLAY[AA_MODE_REPLAY_NUM_VALUES] = +{ + AA_MODE_REPLAY_SAMPLES_MASK, + AA_MODE_REPLAY_SAMPLES_ONE, + AA_MODE_REPLAY_SAMPLES_TWO, + AA_MODE_REPLAY_SAMPLES_FOUR, + AA_MODE_REPLAY_SAMPLES_EIGHT, + AA_MODE_REPLAY_SAMPLES_MAX, + AA_MODE_REPLAY_MODE_MASK, + AA_MODE_REPLAY_MODE_OFF, + AA_MODE_REPLAY_MODE_ALPHA_TEST, + AA_MODE_REPLAY_MODE_PIXEL_KILL, + AA_MODE_REPLAY_MODE_DYN_BRANCH, + AA_MODE_REPLAY_MODE_OPTIMAL, + AA_MODE_REPLAY_MODE_ALL, + AA_MODE_REPLAY_MODE_MAX, + AA_MODE_REPLAY_TRANSPARENCY, + AA_MODE_REPLAY_DISALLOW_TRAA, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_TESLA, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_FERMI, + AA_MODE_REPLAY_MASK, +}; + +EValues_AA_MODE_SELECTOR g_valuesAA_MODE_SELECTOR[AA_MODE_SELECTOR_NUM_VALUES] = +{ + AA_MODE_SELECTOR_MASK, + AA_MODE_SELECTOR_APP_CONTROL, + AA_MODE_SELECTOR_OVERRIDE, + AA_MODE_SELECTOR_ENHANCE, + AA_MODE_SELECTOR_MAX, +}; + +EValues_AA_MODE_SELECTOR_SLIAA g_valuesAA_MODE_SELECTOR_SLIAA[AA_MODE_SELECTOR_SLIAA_NUM_VALUES] = +{ + AA_MODE_SELECTOR_SLIAA_DISABLED, + AA_MODE_SELECTOR_SLIAA_ENABLED, +}; + +EValues_ANISO_MODE_LEVEL g_valuesANISO_MODE_LEVEL[ANISO_MODE_LEVEL_NUM_VALUES] = +{ + ANISO_MODE_LEVEL_MASK, + ANISO_MODE_LEVEL_NONE_POINT, + ANISO_MODE_LEVEL_NONE_LINEAR, + ANISO_MODE_LEVEL_MAX, + ANISO_MODE_LEVEL_DEFAULT, +}; + +EValues_ANISO_MODE_SELECTOR g_valuesANISO_MODE_SELECTOR[ANISO_MODE_SELECTOR_NUM_VALUES] = +{ + ANISO_MODE_SELECTOR_MASK, + ANISO_MODE_SELECTOR_APP, + ANISO_MODE_SELECTOR_USER, + ANISO_MODE_SELECTOR_COND, + ANISO_MODE_SELECTOR_MAX, + ANISO_MODE_SELECTOR_DEFAULT, +}; + +EValues_ANSEL_ALLOW g_valuesANSEL_ALLOW[ANSEL_ALLOW_NUM_VALUES] = +{ + ANSEL_ALLOW_DISALLOWED, + ANSEL_ALLOW_ALLOWED, +}; + +EValues_ANSEL_ALLOWLISTED g_valuesANSEL_ALLOWLISTED[ANSEL_ALLOWLISTED_NUM_VALUES] = +{ + ANSEL_ALLOWLISTED_DISALLOWED, + ANSEL_ALLOWLISTED_ALLOWED, +}; + +EValues_ANSEL_ENABLE g_valuesANSEL_ENABLE[ANSEL_ENABLE_NUM_VALUES] = +{ + ANSEL_ENABLE_OFF, + ANSEL_ENABLE_ON, +}; + +EValues_APPLICATION_PROFILE_NOTIFICATION_TIMEOUT g_valuesAPPLICATION_PROFILE_NOTIFICATION_TIMEOUT[APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NUM_VALUES] = +{ + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NINE_SECONDS, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_FIFTEEN_SECONDS, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_THIRTY_SECONDS, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ONE_MINUTE, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_TWO_MINUTES, +}; + +EValues_BATTERY_BOOST_APP_FPS g_valuesBATTERY_BOOST_APP_FPS[BATTERY_BOOST_APP_FPS_NUM_VALUES] = +{ + BATTERY_BOOST_APP_FPS_MIN, + BATTERY_BOOST_APP_FPS_MAX, + BATTERY_BOOST_APP_FPS_NO_OVERRIDE, +}; + +EValues_CPL_HIDDEN_PROFILE g_valuesCPL_HIDDEN_PROFILE[CPL_HIDDEN_PROFILE_NUM_VALUES] = +{ + CPL_HIDDEN_PROFILE_DISABLED, + CPL_HIDDEN_PROFILE_ENABLED, +}; + +const wchar_t * g_valuesCUDA_EXCLUDED_GPUS[CUDA_EXCLUDED_GPUS_NUM_VALUES] = +{ + CUDA_EXCLUDED_GPUS_NONE +}; + +const wchar_t * g_valuesD3DOGL_GPU_MAX_POWER[D3DOGL_GPU_MAX_POWER_NUM_VALUES] = +{ + D3DOGL_GPU_MAX_POWER_DEFAULTPOWER +}; + +EValues_EXPORT_PERF_COUNTERS g_valuesEXPORT_PERF_COUNTERS[EXPORT_PERF_COUNTERS_NUM_VALUES] = +{ + EXPORT_PERF_COUNTERS_OFF, + EXPORT_PERF_COUNTERS_ON, +}; + +EValues_EXTERNAL_QUIET_MODE g_valuesEXTERNAL_QUIET_MODE[EXTERNAL_QUIET_MODE_NUM_VALUES] = +{ + EXTERNAL_QUIET_MODE_ON, + EXTERNAL_QUIET_MODE_OFF, +}; + +EValues_FRL_FPS g_valuesFRL_FPS[FRL_FPS_NUM_VALUES] = +{ + FRL_FPS_DISABLED, + FRL_FPS_MIN, + FRL_FPS_MAX, +}; + +EValues_FXAA_ALLOW g_valuesFXAA_ALLOW[FXAA_ALLOW_NUM_VALUES] = +{ + FXAA_ALLOW_DISALLOWED, + FXAA_ALLOW_ALLOWED, +}; + +EValues_FXAA_ENABLE g_valuesFXAA_ENABLE[FXAA_ENABLE_NUM_VALUES] = +{ + FXAA_ENABLE_OFF, + FXAA_ENABLE_ON, +}; + +EValues_FXAA_INDICATOR_ENABLE g_valuesFXAA_INDICATOR_ENABLE[FXAA_INDICATOR_ENABLE_NUM_VALUES] = +{ + FXAA_INDICATOR_ENABLE_OFF, + FXAA_INDICATOR_ENABLE_ON, +}; + +EValues_LATENCY_INDICATOR_AUTOALIGN g_valuesLATENCY_INDICATOR_AUTOALIGN[LATENCY_INDICATOR_AUTOALIGN_NUM_VALUES] = +{ + LATENCY_INDICATOR_AUTOALIGN_DISABLED, + LATENCY_INDICATOR_AUTOALIGN_ENABLED, +}; + +EValues_MCSFRSHOWSPLIT g_valuesMCSFRSHOWSPLIT[MCSFRSHOWSPLIT_NUM_VALUES] = +{ + MCSFRSHOWSPLIT_DISABLED, + MCSFRSHOWSPLIT_ENABLED, +}; + +EValues_NV_QUALITY_UPSCALING g_valuesNV_QUALITY_UPSCALING[NV_QUALITY_UPSCALING_NUM_VALUES] = +{ + NV_QUALITY_UPSCALING_OFF, + NV_QUALITY_UPSCALING_ON, +}; + +EValues_OPTIMUS_MAXAA g_valuesOPTIMUS_MAXAA[OPTIMUS_MAXAA_NUM_VALUES] = +{ + OPTIMUS_MAXAA_MIN, + OPTIMUS_MAXAA_MAX, +}; + +EValues_PHYSXINDICATOR g_valuesPHYSXINDICATOR[PHYSXINDICATOR_NUM_VALUES] = +{ + PHYSXINDICATOR_DISABLED, + PHYSXINDICATOR_ENABLED, +}; + +EValues_PREFERRED_PSTATE g_valuesPREFERRED_PSTATE[PREFERRED_PSTATE_NUM_VALUES] = +{ + PREFERRED_PSTATE_ADAPTIVE, + PREFERRED_PSTATE_PREFER_MAX, + PREFERRED_PSTATE_DRIVER_CONTROLLED, + PREFERRED_PSTATE_PREFER_CONSISTENT_PERFORMANCE, + PREFERRED_PSTATE_PREFER_MIN, + PREFERRED_PSTATE_OPTIMAL_POWER, + PREFERRED_PSTATE_MIN, + PREFERRED_PSTATE_MAX, +}; + +EValues_PREVENT_UI_AF_OVERRIDE g_valuesPREVENT_UI_AF_OVERRIDE[PREVENT_UI_AF_OVERRIDE_NUM_VALUES] = +{ + PREVENT_UI_AF_OVERRIDE_OFF, + PREVENT_UI_AF_OVERRIDE_ON, +}; + +EValues_SHIM_MCCOMPAT g_valuesSHIM_MCCOMPAT[SHIM_MCCOMPAT_NUM_VALUES] = +{ + SHIM_MCCOMPAT_INTEGRATED, + SHIM_MCCOMPAT_ENABLE, + SHIM_MCCOMPAT_USER_EDITABLE, + SHIM_MCCOMPAT_MASK, + SHIM_MCCOMPAT_VIDEO_MASK, + SHIM_MCCOMPAT_VARYING_BIT, + SHIM_MCCOMPAT_AUTO_SELECT, + SHIM_MCCOMPAT_OVERRIDE_BIT, +}; + +EValues_SHIM_RENDERING_MODE g_valuesSHIM_RENDERING_MODE[SHIM_RENDERING_MODE_NUM_VALUES] = +{ + SHIM_RENDERING_MODE_INTEGRATED, + SHIM_RENDERING_MODE_ENABLE, + SHIM_RENDERING_MODE_USER_EDITABLE, + SHIM_RENDERING_MODE_MASK, + SHIM_RENDERING_MODE_VIDEO_MASK, + SHIM_RENDERING_MODE_VARYING_BIT, + SHIM_RENDERING_MODE_AUTO_SELECT, + SHIM_RENDERING_MODE_OVERRIDE_BIT, +}; + +EValues_SHIM_RENDERING_OPTIONS g_valuesSHIM_RENDERING_OPTIONS[SHIM_RENDERING_OPTIONS_NUM_VALUES] = +{ + SHIM_RENDERING_OPTIONS_DEFAULT_RENDERING_MODE, + SHIM_RENDERING_OPTIONS_DISABLE_ASYNC_PRESENT, + SHIM_RENDERING_OPTIONS_EHSHELL_DETECT, + SHIM_RENDERING_OPTIONS_FLASHPLAYER_HOST_DETECT, + SHIM_RENDERING_OPTIONS_VIDEO_DRM_APP_DETECT, + SHIM_RENDERING_OPTIONS_IGNORE_OVERRIDES, + SHIM_RENDERING_OPTIONS_RESERVED1, + SHIM_RENDERING_OPTIONS_ENABLE_DWM_ASYNC_PRESENT, + SHIM_RENDERING_OPTIONS_RESERVED2, + SHIM_RENDERING_OPTIONS_ALLOW_INHERITANCE, + SHIM_RENDERING_OPTIONS_DISABLE_WRAPPERS, + SHIM_RENDERING_OPTIONS_DISABLE_DXGI_WRAPPERS, + SHIM_RENDERING_OPTIONS_PRUNE_UNSUPPORTED_FORMATS, + SHIM_RENDERING_OPTIONS_ENABLE_ALPHA_FORMAT, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING, + SHIM_RENDERING_OPTIONS_DISABLE_CUDA, + SHIM_RENDERING_OPTIONS_ALLOW_CP_CAPS_FOR_VIDEO, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING_FWD_OPTIMUS, + SHIM_RENDERING_OPTIONS_DISABLE_DURING_SECURE_BOOT, + SHIM_RENDERING_OPTIONS_INVERT_FOR_QUADRO, + SHIM_RENDERING_OPTIONS_INVERT_FOR_MSHYBRID, + SHIM_RENDERING_OPTIONS_REGISTER_PROCESS_ENABLE_GOLD, + SHIM_RENDERING_OPTIONS_HANDLE_WINDOWED_MODE_PERF_OPT, + SHIM_RENDERING_OPTIONS_HANDLE_WIN7_ASYNC_RUNTIME_BUG, + SHIM_RENDERING_OPTIONS_EXPLICIT_ADAPTER_OPTED_BY_APP, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH, + SHIM_RENDERING_OPTIONS_DISABLE_TURING_POWER_POLICY, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM, +}; + +EValues_SLI_GPU_COUNT g_valuesSLI_GPU_COUNT[SLI_GPU_COUNT_NUM_VALUES] = +{ + SLI_GPU_COUNT_AUTOSELECT, + SLI_GPU_COUNT_ONE, + SLI_GPU_COUNT_TWO, + SLI_GPU_COUNT_THREE, + SLI_GPU_COUNT_FOUR, +}; + +EValues_SLI_PREDEFINED_GPU_COUNT g_valuesSLI_PREDEFINED_GPU_COUNT[SLI_PREDEFINED_GPU_COUNT_NUM_VALUES] = +{ + SLI_PREDEFINED_GPU_COUNT_AUTOSELECT, + SLI_PREDEFINED_GPU_COUNT_ONE, + SLI_PREDEFINED_GPU_COUNT_TWO, + SLI_PREDEFINED_GPU_COUNT_THREE, + SLI_PREDEFINED_GPU_COUNT_FOUR, +}; + +EValues_SLI_PREDEFINED_GPU_COUNT_DX10 g_valuesSLI_PREDEFINED_GPU_COUNT_DX10[SLI_PREDEFINED_GPU_COUNT_DX10_NUM_VALUES] = +{ + SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT, + SLI_PREDEFINED_GPU_COUNT_DX10_ONE, + SLI_PREDEFINED_GPU_COUNT_DX10_TWO, + SLI_PREDEFINED_GPU_COUNT_DX10_THREE, + SLI_PREDEFINED_GPU_COUNT_DX10_FOUR, +}; + +EValues_SLI_PREDEFINED_MODE g_valuesSLI_PREDEFINED_MODE[SLI_PREDEFINED_MODE_NUM_VALUES] = +{ + SLI_PREDEFINED_MODE_AUTOSELECT, + SLI_PREDEFINED_MODE_FORCE_SINGLE, + SLI_PREDEFINED_MODE_FORCE_AFR, + SLI_PREDEFINED_MODE_FORCE_AFR2, + SLI_PREDEFINED_MODE_FORCE_SFR, + SLI_PREDEFINED_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR, +}; + +EValues_SLI_PREDEFINED_MODE_DX10 g_valuesSLI_PREDEFINED_MODE_DX10[SLI_PREDEFINED_MODE_DX10_NUM_VALUES] = +{ + SLI_PREDEFINED_MODE_DX10_AUTOSELECT, + SLI_PREDEFINED_MODE_DX10_FORCE_SINGLE, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR2, + SLI_PREDEFINED_MODE_DX10_FORCE_SFR, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR_OF_SFR__FALLBACK_3AFR, +}; + +EValues_SLI_RENDERING_MODE g_valuesSLI_RENDERING_MODE[SLI_RENDERING_MODE_NUM_VALUES] = +{ + SLI_RENDERING_MODE_AUTOSELECT, + SLI_RENDERING_MODE_FORCE_SINGLE, + SLI_RENDERING_MODE_FORCE_AFR, + SLI_RENDERING_MODE_FORCE_AFR2, + SLI_RENDERING_MODE_FORCE_SFR, + SLI_RENDERING_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR, +}; + +EValues_VRPRERENDERLIMIT g_valuesVRPRERENDERLIMIT[VRPRERENDERLIMIT_NUM_VALUES] = +{ + VRPRERENDERLIMIT_MIN, + VRPRERENDERLIMIT_MAX, + VRPRERENDERLIMIT_APP_CONTROLLED, + VRPRERENDERLIMIT_DEFAULT, +}; + +EValues_VRRFEATUREINDICATOR g_valuesVRRFEATUREINDICATOR[VRRFEATUREINDICATOR_NUM_VALUES] = +{ + VRRFEATUREINDICATOR_DISABLED, + VRRFEATUREINDICATOR_ENABLED, +}; + +EValues_VRROVERLAYINDICATOR g_valuesVRROVERLAYINDICATOR[VRROVERLAYINDICATOR_NUM_VALUES] = +{ + VRROVERLAYINDICATOR_DISABLED, + VRROVERLAYINDICATOR_ENABLED, +}; + +EValues_VRRREQUESTSTATE g_valuesVRRREQUESTSTATE[VRRREQUESTSTATE_NUM_VALUES] = +{ + VRRREQUESTSTATE_DISABLED, + VRRREQUESTSTATE_FULLSCREEN_ONLY, + VRRREQUESTSTATE_FULLSCREEN_AND_WINDOWED, +}; + +EValues_VRR_APP_OVERRIDE g_valuesVRR_APP_OVERRIDE[VRR_APP_OVERRIDE_NUM_VALUES] = +{ + VRR_APP_OVERRIDE_ALLOW, + VRR_APP_OVERRIDE_FORCE_OFF, + VRR_APP_OVERRIDE_DISALLOW, + VRR_APP_OVERRIDE_ULMB, + VRR_APP_OVERRIDE_FIXED_REFRESH, +}; + +EValues_VRR_APP_OVERRIDE_REQUEST_STATE g_valuesVRR_APP_OVERRIDE_REQUEST_STATE[VRR_APP_OVERRIDE_REQUEST_STATE_NUM_VALUES] = +{ + VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW, + VRR_APP_OVERRIDE_REQUEST_STATE_FORCE_OFF, + VRR_APP_OVERRIDE_REQUEST_STATE_DISALLOW, + VRR_APP_OVERRIDE_REQUEST_STATE_ULMB, + VRR_APP_OVERRIDE_REQUEST_STATE_FIXED_REFRESH, +}; + +EValues_VRR_MODE g_valuesVRR_MODE[VRR_MODE_NUM_VALUES] = +{ + VRR_MODE_DISABLED, + VRR_MODE_FULLSCREEN_ONLY, + VRR_MODE_FULLSCREEN_AND_WINDOWED, +}; + +EValues_VSYNCSMOOTHAFR g_valuesVSYNCSMOOTHAFR[VSYNCSMOOTHAFR_NUM_VALUES] = +{ + VSYNCSMOOTHAFR_OFF, + VSYNCSMOOTHAFR_ON, +}; + +EValues_VSYNCVRRCONTROL g_valuesVSYNCVRRCONTROL[VSYNCVRRCONTROL_NUM_VALUES] = +{ + VSYNCVRRCONTROL_DISABLE, + VSYNCVRRCONTROL_ENABLE, + VSYNCVRRCONTROL_NOTSUPPORTED, +}; + +EValues_VSYNC_BEHAVIOR_FLAGS g_valuesVSYNC_BEHAVIOR_FLAGS[VSYNC_BEHAVIOR_FLAGS_NUM_VALUES] = +{ + VSYNC_BEHAVIOR_FLAGS_NONE, + VSYNC_BEHAVIOR_FLAGS_DEFAULT, + VSYNC_BEHAVIOR_FLAGS_IGNORE_FLIPINTERVAL_MULTIPLE, +}; + +EValues_WKS_API_STEREO_EYES_EXCHANGE g_valuesWKS_API_STEREO_EYES_EXCHANGE[WKS_API_STEREO_EYES_EXCHANGE_NUM_VALUES] = +{ + WKS_API_STEREO_EYES_EXCHANGE_OFF, + WKS_API_STEREO_EYES_EXCHANGE_ON, +}; + +EValues_WKS_API_STEREO_MODE g_valuesWKS_API_STEREO_MODE[WKS_API_STEREO_MODE_NUM_VALUES] = +{ + WKS_API_STEREO_MODE_SHUTTER_GLASSES, + WKS_API_STEREO_MODE_VERTICAL_INTERLACED, + WKS_API_STEREO_MODE_TWINVIEW, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_AUTO, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC0, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC1, + WKS_API_STEREO_MODE_COLOR_LINE, + WKS_API_STEREO_MODE_COLOR_INTERLEAVED, + WKS_API_STEREO_MODE_ANAGLYPH, + WKS_API_STEREO_MODE_HORIZONTAL_INTERLACED, + WKS_API_STEREO_MODE_SIDE_FIELD, + WKS_API_STEREO_MODE_SUB_FIELD, + WKS_API_STEREO_MODE_CHECKERBOARD, + WKS_API_STEREO_MODE_INVERSE_CHECKERBOARD, + WKS_API_STEREO_MODE_TRIDELITY_SL, + WKS_API_STEREO_MODE_TRIDELITY_MV, + WKS_API_STEREO_MODE_SEEFRONT, + WKS_API_STEREO_MODE_STEREO_MIRROR, + WKS_API_STEREO_MODE_FRAME_SEQUENTIAL, + WKS_API_STEREO_MODE_AUTODETECT_PASSIVE_MODE, + WKS_API_STEREO_MODE_AEGIS_DT_FRAME_SEQUENTIAL, + WKS_API_STEREO_MODE_OEM_EMITTER_FRAME_SEQUENTIAL, + WKS_API_STEREO_MODE_DP_INBAND, + WKS_API_STEREO_MODE_USE_HW_DEFAULT, + WKS_API_STEREO_MODE_DEFAULT_GL, +}; + +EValues_WKS_STEREO_DONGLE_SUPPORT g_valuesWKS_STEREO_DONGLE_SUPPORT[WKS_STEREO_DONGLE_SUPPORT_NUM_VALUES] = +{ + WKS_STEREO_DONGLE_SUPPORT_OFF, + WKS_STEREO_DONGLE_SUPPORT_DAC, + WKS_STEREO_DONGLE_SUPPORT_DLP, +}; + +EValues_WKS_STEREO_SUPPORT g_valuesWKS_STEREO_SUPPORT[WKS_STEREO_SUPPORT_NUM_VALUES] = +{ + WKS_STEREO_SUPPORT_OFF, + WKS_STEREO_SUPPORT_ON, +}; + +EValues_WKS_STEREO_SWAP_MODE g_valuesWKS_STEREO_SWAP_MODE[WKS_STEREO_SWAP_MODE_NUM_VALUES] = +{ + WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL, + WKS_STEREO_SWAP_MODE_PER_EYE, + WKS_STEREO_SWAP_MODE_PER_EYE_PAIR, + WKS_STEREO_SWAP_MODE_LEGACY_BEHAVIOR, + WKS_STEREO_SWAP_MODE_PER_EYE_FOR_SWAP_GROUP, +}; + +EValues_AO_MODE g_valuesAO_MODE[AO_MODE_NUM_VALUES] = +{ + AO_MODE_OFF, + AO_MODE_LOW, + AO_MODE_MEDIUM, + AO_MODE_HIGH, +}; + +EValues_AO_MODE_ACTIVE g_valuesAO_MODE_ACTIVE[AO_MODE_ACTIVE_NUM_VALUES] = +{ + AO_MODE_ACTIVE_DISABLED, + AO_MODE_ACTIVE_ENABLED, +}; + +EValues_AUTO_LODBIASADJUST g_valuesAUTO_LODBIASADJUST[AUTO_LODBIASADJUST_NUM_VALUES] = +{ + AUTO_LODBIASADJUST_OFF, + AUTO_LODBIASADJUST_ON, +}; + +EValues_EXPORT_PERF_COUNTERS_DX9_ONLY g_valuesEXPORT_PERF_COUNTERS_DX9_ONLY[EXPORT_PERF_COUNTERS_DX9_ONLY_NUM_VALUES] = +{ + EXPORT_PERF_COUNTERS_DX9_ONLY_OFF, + EXPORT_PERF_COUNTERS_DX9_ONLY_ON, +}; + +EValues_LODBIASADJUST g_valuesLODBIASADJUST[LODBIASADJUST_NUM_VALUES] = +{ + LODBIASADJUST_MIN, + LODBIASADJUST_MAX, +}; + +EValues_MAXWELL_B_SAMPLE_INTERLEAVE g_valuesMAXWELL_B_SAMPLE_INTERLEAVE[MAXWELL_B_SAMPLE_INTERLEAVE_NUM_VALUES] = +{ + MAXWELL_B_SAMPLE_INTERLEAVE_OFF, + MAXWELL_B_SAMPLE_INTERLEAVE_ON, +}; + +EValues_PRERENDERLIMIT g_valuesPRERENDERLIMIT[PRERENDERLIMIT_NUM_VALUES] = +{ + PRERENDERLIMIT_MIN, + PRERENDERLIMIT_MAX, + PRERENDERLIMIT_APP_CONTROLLED, +}; + +EValues_PS_SHADERDISKCACHE g_valuesPS_SHADERDISKCACHE[PS_SHADERDISKCACHE_NUM_VALUES] = +{ + PS_SHADERDISKCACHE_OFF, + PS_SHADERDISKCACHE_ON, +}; + +EValues_PS_SHADERDISKCACHE_MAX_SIZE g_valuesPS_SHADERDISKCACHE_MAX_SIZE[PS_SHADERDISKCACHE_MAX_SIZE_NUM_VALUES] = +{ + PS_SHADERDISKCACHE_MAX_SIZE_MIN, + PS_SHADERDISKCACHE_MAX_SIZE_MAX, +}; + +EValues_PS_TEXFILTER_ANISO_OPTS2 g_valuesPS_TEXFILTER_ANISO_OPTS2[PS_TEXFILTER_ANISO_OPTS2_NUM_VALUES] = +{ + PS_TEXFILTER_ANISO_OPTS2_OFF, + PS_TEXFILTER_ANISO_OPTS2_ON, +}; + +EValues_PS_TEXFILTER_BILINEAR_IN_ANISO g_valuesPS_TEXFILTER_BILINEAR_IN_ANISO[PS_TEXFILTER_BILINEAR_IN_ANISO_NUM_VALUES] = +{ + PS_TEXFILTER_BILINEAR_IN_ANISO_OFF, + PS_TEXFILTER_BILINEAR_IN_ANISO_ON, +}; + +EValues_PS_TEXFILTER_DISABLE_TRILIN_SLOPE g_valuesPS_TEXFILTER_DISABLE_TRILIN_SLOPE[PS_TEXFILTER_DISABLE_TRILIN_SLOPE_NUM_VALUES] = +{ + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ON, +}; + +EValues_PS_TEXFILTER_NO_NEG_LODBIAS g_valuesPS_TEXFILTER_NO_NEG_LODBIAS[PS_TEXFILTER_NO_NEG_LODBIAS_NUM_VALUES] = +{ + PS_TEXFILTER_NO_NEG_LODBIAS_OFF, + PS_TEXFILTER_NO_NEG_LODBIAS_ON, +}; + +EValues_QUALITY_ENHANCEMENTS g_valuesQUALITY_ENHANCEMENTS[QUALITY_ENHANCEMENTS_NUM_VALUES] = +{ + QUALITY_ENHANCEMENTS_HIGHQUALITY, + QUALITY_ENHANCEMENTS_QUALITY, + QUALITY_ENHANCEMENTS_PERFORMANCE, + QUALITY_ENHANCEMENTS_HIGHPERFORMANCE, +}; + +EValues_QUALITY_ENHANCEMENT_SUBSTITUTION g_valuesQUALITY_ENHANCEMENT_SUBSTITUTION[QUALITY_ENHANCEMENT_SUBSTITUTION_NUM_VALUES] = +{ + QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION, + QUALITY_ENHANCEMENT_SUBSTITUTION_HIGHQUALITY_BECOMES_QUALITY, +}; + +EValues_REFRESH_RATE_OVERRIDE g_valuesREFRESH_RATE_OVERRIDE[REFRESH_RATE_OVERRIDE_NUM_VALUES] = +{ + REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED, + REFRESH_RATE_OVERRIDE_HIGHEST_AVAILABLE, + REFRESH_RATE_OVERRIDE_LOW_LATENCY_RR_MASK, +}; + +EValues_SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE g_valuesSET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE[SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_NUM_VALUES] = +{ + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ON, +}; + +EValues_SET_VAB_DATA g_valuesSET_VAB_DATA[SET_VAB_DATA_NUM_VALUES] = +{ + SET_VAB_DATA_ZERO, + SET_VAB_DATA_UINT_ONE, + SET_VAB_DATA_FLOAT_ONE, + SET_VAB_DATA_FLOAT_POS_INF, + SET_VAB_DATA_FLOAT_NAN, + SET_VAB_DATA_USE_API_DEFAULTS, +}; + +EValues_VSYNCMODE g_valuesVSYNCMODE[VSYNCMODE_NUM_VALUES] = +{ + VSYNCMODE_PASSIVE, + VSYNCMODE_FORCEOFF, + VSYNCMODE_FORCEON, + VSYNCMODE_FLIPINTERVAL2, + VSYNCMODE_FLIPINTERVAL3, + VSYNCMODE_FLIPINTERVAL4, + VSYNCMODE_VIRTUAL, +}; + +EValues_VSYNCTEARCONTROL g_valuesVSYNCTEARCONTROL[VSYNCTEARCONTROL_NUM_VALUES] = +{ + VSYNCTEARCONTROL_DISABLE, + VSYNCTEARCONTROL_ENABLE, +}; + + +SettingDWORDNameString mapSettingDWORD[TOTAL_DWORD_SETTING_NUM] = +{ + {OGL_AA_LINE_GAMMA_ID, OGL_AA_LINE_GAMMA_STRING, 4, (NvU32 *)g_valuesOGL_AA_LINE_GAMMA, OGL_AA_LINE_GAMMA_DISABLED}, + {OGL_CPL_GDI_COMPATIBILITY_ID, OGL_CPL_GDI_COMPATIBILITY_STRING, 3, (NvU32 *)g_valuesOGL_CPL_GDI_COMPATIBILITY, OGL_CPL_GDI_COMPATIBILITY_AUTO}, + {OGL_CPL_PREFER_DXPRESENT_ID, OGL_CPL_PREFER_DXPRESENT_STRING, 3, (NvU32 *)g_valuesOGL_CPL_PREFER_DXPRESENT, OGL_CPL_PREFER_DXPRESENT_AUTO}, + {OGL_DEEP_COLOR_SCANOUT_ID, OGL_DEEP_COLOR_SCANOUT_STRING, 2, (NvU32 *)g_valuesOGL_DEEP_COLOR_SCANOUT, OGL_DEEP_COLOR_SCANOUT_ENABLE}, + {OGL_DEFAULT_SWAP_INTERVAL_ID, OGL_DEFAULT_SWAP_INTERVAL_STRING, 9, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL, OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE}, + {OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ID, OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_STRING, 2, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL, 0x00000000}, + {OGL_DEFAULT_SWAP_INTERVAL_SIGN_ID, OGL_DEFAULT_SWAP_INTERVAL_SIGN_STRING, 2, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL_SIGN, OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE}, + {OGL_EVENT_LOG_SEVERITY_THRESHOLD_ID, OGL_EVENT_LOG_SEVERITY_THRESHOLD_STRING, 5, (NvU32 *)g_valuesOGL_EVENT_LOG_SEVERITY_THRESHOLD, OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL}, + {OGL_EXTENSION_STRING_VERSION_ID, OGL_EXTENSION_STRING_VERSION_STRING, 0, NULL, 0x00000000}, + {OGL_FORCE_BLIT_ID, OGL_FORCE_BLIT_STRING, 2, (NvU32 *)g_valuesOGL_FORCE_BLIT, OGL_FORCE_BLIT_OFF}, + {OGL_FORCE_STEREO_ID, OGL_FORCE_STEREO_STRING, 2, (NvU32 *)g_valuesOGL_FORCE_STEREO, OGL_FORCE_STEREO_OFF}, + {OGL_MAX_FRAMES_ALLOWED_ID, OGL_MAX_FRAMES_ALLOWED_STRING, 0, NULL, 0x00000002}, + {OGL_OVERLAY_PIXEL_TYPE_ID, OGL_OVERLAY_PIXEL_TYPE_STRING, 4, (NvU32 *)g_valuesOGL_OVERLAY_PIXEL_TYPE, OGL_OVERLAY_PIXEL_TYPE_CI}, + {OGL_OVERLAY_SUPPORT_ID, OGL_OVERLAY_SUPPORT_STRING, 3, (NvU32 *)g_valuesOGL_OVERLAY_SUPPORT, OGL_OVERLAY_SUPPORT_OFF}, + {OGL_QUALITY_ENHANCEMENTS_ID, OGL_QUALITY_ENHANCEMENTS_STRING, 4, (NvU32 *)g_valuesOGL_QUALITY_ENHANCEMENTS, OGL_QUALITY_ENHANCEMENTS_QUAL}, + {OGL_SINGLE_BACKDEPTH_BUFFER_ID, OGL_SINGLE_BACKDEPTH_BUFFER_STRING, 3, (NvU32 *)g_valuesOGL_SINGLE_BACKDEPTH_BUFFER, OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE}, + {OGL_SLI_MULTICAST_ID, OGL_SLI_MULTICAST_STRING, 4, (NvU32 *)g_valuesOGL_SLI_MULTICAST, OGL_SLI_MULTICAST_DISABLE}, + {OGL_THREAD_CONTROL_ID, OGL_THREAD_CONTROL_STRING, 2, (NvU32 *)g_valuesOGL_THREAD_CONTROL, 0x00000000}, + {OGL_TMON_LEVEL_ID, OGL_TMON_LEVEL_STRING, 6, (NvU32 *)g_valuesOGL_TMON_LEVEL, OGL_TMON_LEVEL_MOST}, + {OGL_TRIPLE_BUFFER_ID, OGL_TRIPLE_BUFFER_STRING, 2, (NvU32 *)g_valuesOGL_TRIPLE_BUFFER, OGL_TRIPLE_BUFFER_DISABLED}, + {AA_BEHAVIOR_FLAGS_ID, AA_BEHAVIOR_FLAGS_STRING, 18, (NvU32 *)g_valuesAA_BEHAVIOR_FLAGS, AA_BEHAVIOR_FLAGS_DEFAULT}, + {AA_MODE_ALPHATOCOVERAGE_ID, AA_MODE_ALPHATOCOVERAGE_STRING, 4, (NvU32 *)g_valuesAA_MODE_ALPHATOCOVERAGE, 0x00000000}, + {AA_MODE_GAMMACORRECTION_ID, AA_MODE_GAMMACORRECTION_STRING, 8, (NvU32 *)g_valuesAA_MODE_GAMMACORRECTION, 0x00000000}, + {AA_MODE_METHOD_ID, AA_MODE_METHOD_STRING, 50, (NvU32 *)g_valuesAA_MODE_METHOD, AA_MODE_METHOD_NONE}, + {AA_MODE_REPLAY_ID, AA_MODE_REPLAY_STRING, 20, (NvU32 *)g_valuesAA_MODE_REPLAY, 0x00000000}, + {AA_MODE_SELECTOR_ID, AA_MODE_SELECTOR_STRING, 5, (NvU32 *)g_valuesAA_MODE_SELECTOR, AA_MODE_SELECTOR_APP_CONTROL}, + {AA_MODE_SELECTOR_SLIAA_ID, AA_MODE_SELECTOR_SLIAA_STRING, 2, (NvU32 *)g_valuesAA_MODE_SELECTOR_SLIAA, AA_MODE_SELECTOR_SLIAA_DISABLED}, + {ANISO_MODE_LEVEL_ID, ANISO_MODE_LEVEL_STRING, 5, (NvU32 *)g_valuesANISO_MODE_LEVEL, ANISO_MODE_LEVEL_DEFAULT}, + {ANISO_MODE_SELECTOR_ID, ANISO_MODE_SELECTOR_STRING, 6, (NvU32 *)g_valuesANISO_MODE_SELECTOR, ANISO_MODE_SELECTOR_DEFAULT}, + {ANSEL_ALLOW_ID, ANSEL_ALLOW_STRING, 2, (NvU32 *)g_valuesANSEL_ALLOW, ANSEL_ALLOW_ALLOWED}, + {ANSEL_ALLOWLISTED_ID, ANSEL_ALLOWLISTED_STRING, 2, (NvU32 *)g_valuesANSEL_ALLOWLISTED, ANSEL_ALLOWLISTED_DISALLOWED}, + {ANSEL_ENABLE_ID, ANSEL_ENABLE_STRING, 2, (NvU32 *)g_valuesANSEL_ENABLE, ANSEL_ENABLE_ON}, + {APPIDLE_DYNAMIC_FRL_FPS_ID, APPIDLE_DYNAMIC_FRL_FPS_STRING, 0, NULL, 0x00000000}, + {APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_ID, APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_STRING, 0, NULL, 0x00000000}, + {APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ID, APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_STRING, 6, (NvU32 *)g_valuesAPPLICATION_PROFILE_NOTIFICATION_TIMEOUT, APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED}, + {APPLICATION_STEAM_ID_ID, APPLICATION_STEAM_ID_STRING, 0, NULL, 0x00000000}, + {BATTERY_BOOST_APP_FPS_ID, BATTERY_BOOST_APP_FPS_STRING, 3, (NvU32 *)g_valuesBATTERY_BOOST_APP_FPS, BATTERY_BOOST_APP_FPS_NO_OVERRIDE}, + {CPL_HIDDEN_PROFILE_ID, CPL_HIDDEN_PROFILE_STRING, 2, (NvU32 *)g_valuesCPL_HIDDEN_PROFILE, CPL_HIDDEN_PROFILE_DISABLED}, + {EXPORT_PERF_COUNTERS_ID, EXPORT_PERF_COUNTERS_STRING, 2, (NvU32 *)g_valuesEXPORT_PERF_COUNTERS, EXPORT_PERF_COUNTERS_OFF}, + {EXTERNAL_QUIET_MODE_ID, EXTERNAL_QUIET_MODE_STRING, 2, (NvU32 *)g_valuesEXTERNAL_QUIET_MODE, EXTERNAL_QUIET_MODE_OFF}, + {FRL_FPS_ID, FRL_FPS_STRING, 3, (NvU32 *)g_valuesFRL_FPS, FRL_FPS_DISABLED}, + {FXAA_ALLOW_ID, FXAA_ALLOW_STRING, 2, (NvU32 *)g_valuesFXAA_ALLOW, FXAA_ALLOW_ALLOWED}, + {FXAA_ENABLE_ID, FXAA_ENABLE_STRING, 2, (NvU32 *)g_valuesFXAA_ENABLE, FXAA_ENABLE_OFF}, + {FXAA_INDICATOR_ENABLE_ID, FXAA_INDICATOR_ENABLE_STRING, 2, (NvU32 *)g_valuesFXAA_INDICATOR_ENABLE, FXAA_INDICATOR_ENABLE_OFF}, + {LATENCY_INDICATOR_AUTOALIGN_ID, LATENCY_INDICATOR_AUTOALIGN_STRING, 2, (NvU32 *)g_valuesLATENCY_INDICATOR_AUTOALIGN, LATENCY_INDICATOR_AUTOALIGN_ENABLED}, + {MCSFRSHOWSPLIT_ID, MCSFRSHOWSPLIT_STRING, 2, (NvU32 *)g_valuesMCSFRSHOWSPLIT, MCSFRSHOWSPLIT_DISABLED}, + {NV_QUALITY_UPSCALING_ID, NV_QUALITY_UPSCALING_STRING, 2, (NvU32 *)g_valuesNV_QUALITY_UPSCALING, NV_QUALITY_UPSCALING_OFF}, + {OPTIMUS_MAXAA_ID, OPTIMUS_MAXAA_STRING, 2, (NvU32 *)g_valuesOPTIMUS_MAXAA, 0x00000000}, + {PHYSXINDICATOR_ID, PHYSXINDICATOR_STRING, 2, (NvU32 *)g_valuesPHYSXINDICATOR, PHYSXINDICATOR_DISABLED}, + {PREFERRED_PSTATE_ID, PREFERRED_PSTATE_STRING, 8, (NvU32 *)g_valuesPREFERRED_PSTATE, PREFERRED_PSTATE_OPTIMAL_POWER}, + {PREVENT_UI_AF_OVERRIDE_ID, PREVENT_UI_AF_OVERRIDE_STRING, 2, (NvU32 *)g_valuesPREVENT_UI_AF_OVERRIDE, PREVENT_UI_AF_OVERRIDE_OFF}, + {SHIM_MAXRES_ID, SHIM_MAXRES_STRING, 0, NULL, 0x00000000}, + {SHIM_MCCOMPAT_ID, SHIM_MCCOMPAT_STRING, 8, (NvU32 *)g_valuesSHIM_MCCOMPAT, SHIM_MCCOMPAT_AUTO_SELECT}, + {SHIM_RENDERING_MODE_ID, SHIM_RENDERING_MODE_STRING, 8, (NvU32 *)g_valuesSHIM_RENDERING_MODE, SHIM_RENDERING_MODE_AUTO_SELECT}, + {SHIM_RENDERING_OPTIONS_ID, SHIM_RENDERING_OPTIONS_STRING, 30, (NvU32 *)g_valuesSHIM_RENDERING_OPTIONS, 0x00000000}, + {SLI_GPU_COUNT_ID, SLI_GPU_COUNT_STRING, 5, (NvU32 *)g_valuesSLI_GPU_COUNT, SLI_GPU_COUNT_AUTOSELECT}, + {SLI_PREDEFINED_GPU_COUNT_ID, SLI_PREDEFINED_GPU_COUNT_STRING, 5, (NvU32 *)g_valuesSLI_PREDEFINED_GPU_COUNT, SLI_PREDEFINED_GPU_COUNT_AUTOSELECT}, + {SLI_PREDEFINED_GPU_COUNT_DX10_ID, SLI_PREDEFINED_GPU_COUNT_DX10_STRING, 5, (NvU32 *)g_valuesSLI_PREDEFINED_GPU_COUNT_DX10, SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT}, + {SLI_PREDEFINED_MODE_ID, SLI_PREDEFINED_MODE_STRING, 6, (NvU32 *)g_valuesSLI_PREDEFINED_MODE, SLI_PREDEFINED_MODE_AUTOSELECT}, + {SLI_PREDEFINED_MODE_DX10_ID, SLI_PREDEFINED_MODE_DX10_STRING, 6, (NvU32 *)g_valuesSLI_PREDEFINED_MODE_DX10, SLI_PREDEFINED_MODE_DX10_AUTOSELECT}, + {SLI_RENDERING_MODE_ID, SLI_RENDERING_MODE_STRING, 6, (NvU32 *)g_valuesSLI_RENDERING_MODE, SLI_RENDERING_MODE_AUTOSELECT}, + {VRPRERENDERLIMIT_ID, VRPRERENDERLIMIT_STRING, 4, (NvU32 *)g_valuesVRPRERENDERLIMIT, VRPRERENDERLIMIT_DEFAULT}, + {VRRFEATUREINDICATOR_ID, VRRFEATUREINDICATOR_STRING, 2, (NvU32 *)g_valuesVRRFEATUREINDICATOR, VRRFEATUREINDICATOR_ENABLED}, + {VRROVERLAYINDICATOR_ID, VRROVERLAYINDICATOR_STRING, 2, (NvU32 *)g_valuesVRROVERLAYINDICATOR, VRROVERLAYINDICATOR_ENABLED}, + {VRRREQUESTSTATE_ID, VRRREQUESTSTATE_STRING, 3, (NvU32 *)g_valuesVRRREQUESTSTATE, VRRREQUESTSTATE_FULLSCREEN_ONLY}, + {VRR_APP_OVERRIDE_ID, VRR_APP_OVERRIDE_STRING, 5, (NvU32 *)g_valuesVRR_APP_OVERRIDE, VRR_APP_OVERRIDE_ALLOW}, + {VRR_APP_OVERRIDE_REQUEST_STATE_ID, VRR_APP_OVERRIDE_REQUEST_STATE_STRING, 5, (NvU32 *)g_valuesVRR_APP_OVERRIDE_REQUEST_STATE, VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW}, + {VRR_MODE_ID, VRR_MODE_STRING, 3, (NvU32 *)g_valuesVRR_MODE, VRR_MODE_FULLSCREEN_ONLY}, + {VSYNCSMOOTHAFR_ID, VSYNCSMOOTHAFR_STRING, 2, (NvU32 *)g_valuesVSYNCSMOOTHAFR, VSYNCSMOOTHAFR_OFF}, + {VSYNCVRRCONTROL_ID, VSYNCVRRCONTROL_STRING, 3, (NvU32 *)g_valuesVSYNCVRRCONTROL, VSYNCVRRCONTROL_ENABLE}, + {VSYNC_BEHAVIOR_FLAGS_ID, VSYNC_BEHAVIOR_FLAGS_STRING, 3, (NvU32 *)g_valuesVSYNC_BEHAVIOR_FLAGS, VSYNC_BEHAVIOR_FLAGS_DEFAULT}, + {WKS_API_STEREO_EYES_EXCHANGE_ID, WKS_API_STEREO_EYES_EXCHANGE_STRING, 2, (NvU32 *)g_valuesWKS_API_STEREO_EYES_EXCHANGE, WKS_API_STEREO_EYES_EXCHANGE_OFF}, + {WKS_API_STEREO_MODE_ID, WKS_API_STEREO_MODE_STRING, 25, (NvU32 *)g_valuesWKS_API_STEREO_MODE, WKS_API_STEREO_MODE_SHUTTER_GLASSES}, + {WKS_STEREO_DONGLE_SUPPORT_ID, WKS_STEREO_DONGLE_SUPPORT_STRING, 3, (NvU32 *)g_valuesWKS_STEREO_DONGLE_SUPPORT, WKS_STEREO_DONGLE_SUPPORT_DAC}, + {WKS_STEREO_SUPPORT_ID, WKS_STEREO_SUPPORT_STRING, 2, (NvU32 *)g_valuesWKS_STEREO_SUPPORT, WKS_STEREO_SUPPORT_OFF}, + {WKS_STEREO_SWAP_MODE_ID, WKS_STEREO_SWAP_MODE_STRING, 5, (NvU32 *)g_valuesWKS_STEREO_SWAP_MODE, WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL}, + {AO_MODE_ID, AO_MODE_STRING, 4, (NvU32 *)g_valuesAO_MODE, AO_MODE_OFF}, + {AO_MODE_ACTIVE_ID, AO_MODE_ACTIVE_STRING, 2, (NvU32 *)g_valuesAO_MODE_ACTIVE, AO_MODE_ACTIVE_DISABLED}, + {AUTO_LODBIASADJUST_ID, AUTO_LODBIASADJUST_STRING, 2, (NvU32 *)g_valuesAUTO_LODBIASADJUST, AUTO_LODBIASADJUST_ON}, + {EXPORT_PERF_COUNTERS_DX9_ONLY_ID, EXPORT_PERF_COUNTERS_DX9_ONLY_STRING, 2, (NvU32 *)g_valuesEXPORT_PERF_COUNTERS_DX9_ONLY, EXPORT_PERF_COUNTERS_DX9_ONLY_OFF}, + {LODBIASADJUST_ID, LODBIASADJUST_STRING, 2, (NvU32 *)g_valuesLODBIASADJUST, 0x00000000}, + {MAXWELL_B_SAMPLE_INTERLEAVE_ID, MAXWELL_B_SAMPLE_INTERLEAVE_STRING, 2, (NvU32 *)g_valuesMAXWELL_B_SAMPLE_INTERLEAVE, MAXWELL_B_SAMPLE_INTERLEAVE_OFF}, + {PRERENDERLIMIT_ID, PRERENDERLIMIT_STRING, 3, (NvU32 *)g_valuesPRERENDERLIMIT, PRERENDERLIMIT_APP_CONTROLLED}, + {PS_SHADERDISKCACHE_ID, PS_SHADERDISKCACHE_STRING, 2, (NvU32 *)g_valuesPS_SHADERDISKCACHE, PS_SHADERDISKCACHE_ON}, + {PS_SHADERDISKCACHE_MAX_SIZE_ID, PS_SHADERDISKCACHE_MAX_SIZE_STRING, 2, (NvU32 *)g_valuesPS_SHADERDISKCACHE_MAX_SIZE, 0x00000000}, + {PS_TEXFILTER_ANISO_OPTS2_ID, PS_TEXFILTER_ANISO_OPTS2_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_ANISO_OPTS2, PS_TEXFILTER_ANISO_OPTS2_OFF}, + {PS_TEXFILTER_BILINEAR_IN_ANISO_ID, PS_TEXFILTER_BILINEAR_IN_ANISO_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_BILINEAR_IN_ANISO, PS_TEXFILTER_BILINEAR_IN_ANISO_OFF}, + {PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ID, PS_TEXFILTER_DISABLE_TRILIN_SLOPE_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_DISABLE_TRILIN_SLOPE, PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF}, + {PS_TEXFILTER_NO_NEG_LODBIAS_ID, PS_TEXFILTER_NO_NEG_LODBIAS_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_NO_NEG_LODBIAS, PS_TEXFILTER_NO_NEG_LODBIAS_OFF}, + {QUALITY_ENHANCEMENTS_ID, QUALITY_ENHANCEMENTS_STRING, 4, (NvU32 *)g_valuesQUALITY_ENHANCEMENTS, QUALITY_ENHANCEMENTS_QUALITY}, + {QUALITY_ENHANCEMENT_SUBSTITUTION_ID, QUALITY_ENHANCEMENT_SUBSTITUTION_STRING, 2, (NvU32 *)g_valuesQUALITY_ENHANCEMENT_SUBSTITUTION, QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION}, + {REFRESH_RATE_OVERRIDE_ID, REFRESH_RATE_OVERRIDE_STRING, 3, (NvU32 *)g_valuesREFRESH_RATE_OVERRIDE, REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED}, + {SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ID, SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_STRING, 2, (NvU32 *)g_valuesSET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE, SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF}, + {SET_VAB_DATA_ID, SET_VAB_DATA_STRING, 6, (NvU32 *)g_valuesSET_VAB_DATA, SET_VAB_DATA_USE_API_DEFAULTS}, + {VSYNCMODE_ID, VSYNCMODE_STRING, 7, (NvU32 *)g_valuesVSYNCMODE, VSYNCMODE_PASSIVE}, + {VSYNCTEARCONTROL_ID, VSYNCTEARCONTROL_STRING, 2, (NvU32 *)g_valuesVSYNCTEARCONTROL, VSYNCTEARCONTROL_DISABLE}, +}; + +SettingWSTRINGNameString mapSettingWSTRING[TOTAL_WSTRING_SETTING_NUM] = +{ + {OGL_IMPLICIT_GPU_AFFINITY_ID, OGL_IMPLICIT_GPU_AFFINITY_STRING, 1, (const wchar_t **)g_valuesOGL_IMPLICIT_GPU_AFFINITY, L"autoselect"}, + {CUDA_EXCLUDED_GPUS_ID, CUDA_EXCLUDED_GPUS_STRING, 1, (const wchar_t **)g_valuesCUDA_EXCLUDED_GPUS, L"none"}, + {D3DOGL_GPU_MAX_POWER_ID, D3DOGL_GPU_MAX_POWER_STRING, 1, (const wchar_t **)g_valuesD3DOGL_GPU_MAX_POWER, L"0"}, + {ICAFE_LOGO_CONFIG_ID, ICAFE_LOGO_CONFIG_STRING, 0, NULL, L""}, + {PS_SHADERDISKCACHE_DLL_PATH_WCHAR_ID, PS_SHADERDISKCACHE_DLL_PATH_WCHAR_STRING, 0, NULL, L""}, +}; + diff --git a/src/imports/nvapi/NvApiDriverSettings.h b/src/imports/nvapi/NvApiDriverSettings.h new file mode 100644 index 0000000..7e4d2b3 --- /dev/null +++ b/src/imports/nvapi/NvApiDriverSettings.h @@ -0,0 +1,1150 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#ifndef _NVAPI_DRIVER_SETTINGS_H_ +#define _NVAPI_DRIVER_SETTINGS_H_ + +#define OGL_AA_LINE_GAMMA_STRING L"Antialiasing - Line gamma" +#define OGL_CPL_GDI_COMPATIBILITY_STRING L"OpenGL GDI compatibility" +#define OGL_CPL_PREFER_DXPRESENT_STRING L"Vulkan/OpenGL present method" +#define OGL_DEEP_COLOR_SCANOUT_STRING L"Deep color for 3D applications" +#define OGL_DEFAULT_SWAP_INTERVAL_STRING L"OpenGL default swap interval" +#define OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_STRING L"OpenGL default swap interval fraction" +#define OGL_DEFAULT_SWAP_INTERVAL_SIGN_STRING L"OpenGL default swap interval sign" +#define OGL_EVENT_LOG_SEVERITY_THRESHOLD_STRING L"Event Log Severity Threshold" +#define OGL_EXTENSION_STRING_VERSION_STRING L"Extension String version" +#define OGL_FORCE_BLIT_STRING L"Buffer-flipping mode" +#define OGL_FORCE_STEREO_STRING L"Force Stereo shuttering" +#define OGL_IMPLICIT_GPU_AFFINITY_STRING L"Preferred OpenGL GPU" +#define OGL_MAX_FRAMES_ALLOWED_STRING L"Maximum frames allowed" +#define OGL_OVERLAY_PIXEL_TYPE_STRING L"Exported Overlay pixel types" +#define OGL_OVERLAY_SUPPORT_STRING L"Enable overlay" +#define OGL_QUALITY_ENHANCEMENTS_STRING L"High level control of the rendering quality on OpenGL" +#define OGL_SINGLE_BACKDEPTH_BUFFER_STRING L"Unified back/depth buffer" +#define OGL_SLI_MULTICAST_STRING L"Enable NV_gpu_multicast extension" +#define OGL_THREAD_CONTROL_STRING L"Threaded optimization" +#define OGL_TMON_LEVEL_STRING L"Event Log Tmon Severity Threshold" +#define OGL_TRIPLE_BUFFER_STRING L"Triple buffering" +#define AA_BEHAVIOR_FLAGS_STRING L"Antialiasing - Behavior Flags" +#define AA_MODE_ALPHATOCOVERAGE_STRING L"Antialiasing - Transparency Multisampling" +#define AA_MODE_GAMMACORRECTION_STRING L"Antialiasing - Gamma correction" +#define AA_MODE_METHOD_STRING L"Antialiasing - Setting" +#define AA_MODE_REPLAY_STRING L"Antialiasing - Transparency Supersampling" +#define AA_MODE_SELECTOR_STRING L"Antialiasing - Mode" +#define AA_MODE_SELECTOR_SLIAA_STRING L"Antialiasing - SLI AA" +#define ANISO_MODE_LEVEL_STRING L"Anisotropic filtering setting" +#define ANISO_MODE_SELECTOR_STRING L"Anisotropic filtering mode" +#define ANSEL_ALLOW_STRING L"NVIDIA Predefined Ansel Usage" +#define ANSEL_ALLOWLISTED_STRING L"Ansel flags for enabled applications" +#define ANSEL_ENABLE_STRING L"Enable Ansel" +#define APPIDLE_DYNAMIC_FRL_FPS_STRING L"Idle Application Max FPS Limit" +#define APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_STRING L"Idle Application Threshold Time out in seconds" +#define APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_STRING L"Application Profile Notification Popup Timeout" +#define APPLICATION_STEAM_ID_STRING L"Steam Application ID" +#define BATTERY_BOOST_APP_FPS_STRING L"Battery Boost Application FPS" +#define CPL_HIDDEN_PROFILE_STRING L"Do not display this profile in the Control Panel" +#define CUDA_EXCLUDED_GPUS_STRING L"List of Universal GPU ids" +#define D3DOGL_GPU_MAX_POWER_STRING L"Maximum GPU Power" +#define EXPORT_PERF_COUNTERS_STRING L"Export Performance Counters" +#define EXTERNAL_QUIET_MODE_STRING L"External Quiet Mode (XQM)" +#define FRL_FPS_STRING L"Frame Rate Limiter" +#define FXAA_ALLOW_STRING L"NVIDIA Predefined FXAA Usage" +#define FXAA_ENABLE_STRING L"Enable FXAA" +#define FXAA_INDICATOR_ENABLE_STRING L"Enable FXAA Indicator" +#define LATENCY_INDICATOR_AUTOALIGN_STRING L"Autoalign flash indicator" +#define MCSFRSHOWSPLIT_STRING L"SLI indicator" +#define NV_QUALITY_UPSCALING_STRING L"NVIDIA Quality upscaling" +#define OPTIMUS_MAXAA_STRING L"Maximum AA samples allowed for a given application" +#define PHYSXINDICATOR_STRING L"Display the PhysX indicator" +#define PREFERRED_PSTATE_STRING L"Power management mode" +#define PREVENT_UI_AF_OVERRIDE_STRING L"No override of Anisotropic filtering" +#define SHIM_MAXRES_STRING L"Maximum resolution allowed for a given application" +#define SHIM_MCCOMPAT_STRING L"Optimus flags for enabled applications" +#define SHIM_RENDERING_MODE_STRING L"Enable application for Optimus" +#define SHIM_RENDERING_OPTIONS_STRING L"Shim Rendering Mode Options per application for Optimus" +#define SLI_GPU_COUNT_STRING L"Number of GPUs to use on SLI rendering mode" +#define SLI_PREDEFINED_GPU_COUNT_STRING L"NVIDIA predefined number of GPUs to use on SLI rendering mode" +#define SLI_PREDEFINED_GPU_COUNT_DX10_STRING L"NVIDIA predefined number of GPUs to use on SLI rendering mode on DirectX 10" +#define SLI_PREDEFINED_MODE_STRING L"NVIDIA predefined SLI mode" +#define SLI_PREDEFINED_MODE_DX10_STRING L"NVIDIA predefined SLI mode on DirectX 10" +#define SLI_RENDERING_MODE_STRING L"SLI rendering mode" +#define VRPRERENDERLIMIT_STRING L"Virtual Reality pre-rendered frames" +#define VRRFEATUREINDICATOR_STRING L"Toggle the VRR global feature" +#define VRROVERLAYINDICATOR_STRING L"Display the VRR Overlay Indicator" +#define VRRREQUESTSTATE_STRING L"VRR requested state" +#define VRR_APP_OVERRIDE_STRING L"G-SYNC" +#define VRR_APP_OVERRIDE_REQUEST_STATE_STRING L"G-SYNC" +#define VRR_MODE_STRING L"Enable G-SYNC globally" +#define VSYNCSMOOTHAFR_STRING L"Flag to control smooth AFR behavior" +#define VSYNCVRRCONTROL_STRING L"Variable refresh Rate" +#define VSYNC_BEHAVIOR_FLAGS_STRING L"Vsync - Behavior Flags" +#define WKS_API_STEREO_EYES_EXCHANGE_STRING L"Stereo - Swap eyes" +#define WKS_API_STEREO_MODE_STRING L"Stereo - Display mode" +#define WKS_STEREO_DONGLE_SUPPORT_STRING L"Stereo - Dongle Support" +#define WKS_STEREO_SUPPORT_STRING L"Stereo - Enable" +#define WKS_STEREO_SWAP_MODE_STRING L"Stereo - swap mode" +#define AO_MODE_STRING L"Ambient Occlusion" +#define AO_MODE_ACTIVE_STRING L"NVIDIA Predefined Ambient Occlusion Usage" +#define AUTO_LODBIASADJUST_STRING L"Texture filtering - Driver Controlled LOD Bias" +#define EXPORT_PERF_COUNTERS_DX9_ONLY_STRING L"Export Performance Counters for DX9 only" +#define ICAFE_LOGO_CONFIG_STRING L"ICafe Settings" +#define LODBIASADJUST_STRING L"Texture filtering - LOD Bias" +#define MAXWELL_B_SAMPLE_INTERLEAVE_STRING L"Enable sample interleaving (MFAA)" +#define PRERENDERLIMIT_STRING L"Maximum pre-rendered frames" +#define PS_SHADERDISKCACHE_STRING L"Shader Cache" +#define PS_SHADERDISKCACHE_DLL_PATH_WCHAR_STRING L"shader cache path to dll" +#define PS_SHADERDISKCACHE_MAX_SIZE_STRING L"Shader disk cache maximum size" +#define PS_TEXFILTER_ANISO_OPTS2_STRING L"Texture filtering - Anisotropic sample optimization" +#define PS_TEXFILTER_BILINEAR_IN_ANISO_STRING L"Texture filtering - Anisotropic filter optimization" +#define PS_TEXFILTER_DISABLE_TRILIN_SLOPE_STRING L"Texture filtering - Trilinear optimization" +#define PS_TEXFILTER_NO_NEG_LODBIAS_STRING L"Texture filtering - Negative LOD bias" +#define QUALITY_ENHANCEMENTS_STRING L"Texture filtering - Quality" +#define QUALITY_ENHANCEMENT_SUBSTITUTION_STRING L"Texture filtering - Quality Substitution" +#define REFRESH_RATE_OVERRIDE_STRING L"Preferred refresh rate" +#define SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_STRING L"PowerThrottle" +#define SET_VAB_DATA_STRING L"VAB Default Data" +#define VSYNCMODE_STRING L"Vertical Sync" +#define VSYNCTEARCONTROL_STRING L"Vertical Sync Tear Control" + +enum ESetting { + OGL_AA_LINE_GAMMA_ID = 0x2089BF6C, + OGL_CPL_GDI_COMPATIBILITY_ID = 0x2072C5A3, + OGL_CPL_PREFER_DXPRESENT_ID = 0x20D690F8, + OGL_DEEP_COLOR_SCANOUT_ID = 0x2097C2F6, + OGL_DEFAULT_SWAP_INTERVAL_ID = 0x206A6582, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ID = 0x206C4581, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_ID = 0x20655CFA, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_ID = 0x209DF23E, + OGL_EXTENSION_STRING_VERSION_ID = 0x20FF7493, + OGL_FORCE_BLIT_ID = 0x201F619F, + OGL_FORCE_STEREO_ID = 0x204D9A0C, + OGL_IMPLICIT_GPU_AFFINITY_ID = 0x20D0F3E6, + OGL_MAX_FRAMES_ALLOWED_ID = 0x208E55E3, + OGL_OVERLAY_PIXEL_TYPE_ID = 0x209AE66F, + OGL_OVERLAY_SUPPORT_ID = 0x206C28C4, + OGL_QUALITY_ENHANCEMENTS_ID = 0x20797D6C, + OGL_SINGLE_BACKDEPTH_BUFFER_ID = 0x20A29055, + OGL_SLI_MULTICAST_ID = 0x2092D3BE, + OGL_THREAD_CONTROL_ID = 0x20C1221E, + OGL_TMON_LEVEL_ID = 0x202888C1, + OGL_TRIPLE_BUFFER_ID = 0x20FDD1F9, + AA_BEHAVIOR_FLAGS_ID = 0x10ECDB82, + AA_MODE_ALPHATOCOVERAGE_ID = 0x10FC2D9C, + AA_MODE_GAMMACORRECTION_ID = 0x107D639D, + AA_MODE_METHOD_ID = 0x10D773D2, + AA_MODE_REPLAY_ID = 0x10D48A85, + AA_MODE_SELECTOR_ID = 0x107EFC5B, + AA_MODE_SELECTOR_SLIAA_ID = 0x107AFC5B, + ANISO_MODE_LEVEL_ID = 0x101E61A9, + ANISO_MODE_SELECTOR_ID = 0x10D2BB16, + ANSEL_ALLOW_ID = 0x1035DB89, + ANSEL_ALLOWLISTED_ID = 0x1085DA8A, + ANSEL_ENABLE_ID = 0x1075D972, + APPIDLE_DYNAMIC_FRL_FPS_ID = 0x10835016, + APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_ID = 0x10835017, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ID = 0x104554B6, + APPLICATION_STEAM_ID_ID = 0x107CDDBC, + BATTERY_BOOST_APP_FPS_ID = 0x10115C8C, + CPL_HIDDEN_PROFILE_ID = 0x106D5CFF, + CUDA_EXCLUDED_GPUS_ID = 0x10354FF8, + D3DOGL_GPU_MAX_POWER_ID = 0x10D1EF29, + EXPORT_PERF_COUNTERS_ID = 0x108F0841, + EXTERNAL_QUIET_MODE_ID = 0x10115C8D, + FRL_FPS_ID = 0x10835002, + FXAA_ALLOW_ID = 0x1034CB89, + FXAA_ENABLE_ID = 0x1074C972, + FXAA_INDICATOR_ENABLE_ID = 0x1068FB9C, + LATENCY_INDICATOR_AUTOALIGN_ID = 0x1095F170, + MCSFRSHOWSPLIT_ID = 0x10287051, + NV_QUALITY_UPSCALING_ID = 0x10444444, + OPTIMUS_MAXAA_ID = 0x10F9DC83, + PHYSXINDICATOR_ID = 0x1094F16F, + PREFERRED_PSTATE_ID = 0x1057EB71, + PREVENT_UI_AF_OVERRIDE_ID = 0x103BCCB5, + SHIM_MAXRES_ID = 0x10F9DC82, + SHIM_MCCOMPAT_ID = 0x10F9DC80, + SHIM_RENDERING_MODE_ID = 0x10F9DC81, + SHIM_RENDERING_OPTIONS_ID = 0x10F9DC84, + SLI_GPU_COUNT_ID = 0x1033DCD1, + SLI_PREDEFINED_GPU_COUNT_ID = 0x1033DCD2, + SLI_PREDEFINED_GPU_COUNT_DX10_ID = 0x1033DCD3, + SLI_PREDEFINED_MODE_ID = 0x1033CEC1, + SLI_PREDEFINED_MODE_DX10_ID = 0x1033CEC2, + SLI_RENDERING_MODE_ID = 0x1033CED1, + VRPRERENDERLIMIT_ID = 0x10111133, + VRRFEATUREINDICATOR_ID = 0x1094F157, + VRROVERLAYINDICATOR_ID = 0x1095F16F, + VRRREQUESTSTATE_ID = 0x1094F1F7, + VRR_APP_OVERRIDE_ID = 0x10A879CF, + VRR_APP_OVERRIDE_REQUEST_STATE_ID = 0x10A879AC, + VRR_MODE_ID = 0x1194F158, + VSYNCSMOOTHAFR_ID = 0x101AE763, + VSYNCVRRCONTROL_ID = 0x10A879CE, + VSYNC_BEHAVIOR_FLAGS_ID = 0x10FDEC23, + WKS_API_STEREO_EYES_EXCHANGE_ID = 0x11AE435C, + WKS_API_STEREO_MODE_ID = 0x11E91A61, + WKS_STEREO_DONGLE_SUPPORT_ID = 0x112493BD, + WKS_STEREO_SUPPORT_ID = 0x11AA9E99, + WKS_STEREO_SWAP_MODE_ID = 0x11333333, + AO_MODE_ID = 0x00667329, + AO_MODE_ACTIVE_ID = 0x00664339, + AUTO_LODBIASADJUST_ID = 0x00638E8F, + EXPORT_PERF_COUNTERS_DX9_ONLY_ID = 0x00B65E72, + ICAFE_LOGO_CONFIG_ID = 0x00DB1337, + LODBIASADJUST_ID = 0x00738E8F, + MAXWELL_B_SAMPLE_INTERLEAVE_ID = 0x0098C1AC, + PRERENDERLIMIT_ID = 0x007BA09E, + PS_SHADERDISKCACHE_ID = 0x00198FFF, + PS_SHADERDISKCACHE_DLL_PATH_WCHAR_ID = 0x0019A002, + PS_SHADERDISKCACHE_MAX_SIZE_ID = 0x00AC8497, + PS_TEXFILTER_ANISO_OPTS2_ID = 0x00E73211, + PS_TEXFILTER_BILINEAR_IN_ANISO_ID = 0x0084CD70, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ID = 0x002ECAF2, + PS_TEXFILTER_NO_NEG_LODBIAS_ID = 0x0019BB68, + QUALITY_ENHANCEMENTS_ID = 0x00CE2691, + QUALITY_ENHANCEMENT_SUBSTITUTION_ID = 0x00CE2692, + REFRESH_RATE_OVERRIDE_ID = 0x0064B541, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ID = 0x00AE785C, + SET_VAB_DATA_ID = 0x00AB8687, + VSYNCMODE_ID = 0x00A879CF, + VSYNCTEARCONTROL_ID = 0x005A375C, + TOTAL_DWORD_SETTING_NUM = 96, + TOTAL_WSTRING_SETTING_NUM = 5, + TOTAL_SETTING_NUM = 101, + INVALID_SETTING_ID = 0xFFFFFFFF +}; + +enum EValues_OGL_AA_LINE_GAMMA { + OGL_AA_LINE_GAMMA_DISABLED = 0x10, + OGL_AA_LINE_GAMMA_ENABLED = 0x23, + OGL_AA_LINE_GAMMA_MIN = 1, + OGL_AA_LINE_GAMMA_MAX = 100, + OGL_AA_LINE_GAMMA_NUM_VALUES = 4, + OGL_AA_LINE_GAMMA_DEFAULT = OGL_AA_LINE_GAMMA_DISABLED +}; + +enum EValues_OGL_CPL_GDI_COMPATIBILITY { + OGL_CPL_GDI_COMPATIBILITY_PREFER_DISABLED = 0x00000000, + OGL_CPL_GDI_COMPATIBILITY_PREFER_ENABLED = 0x00000001, + OGL_CPL_GDI_COMPATIBILITY_AUTO = 0x00000002, + OGL_CPL_GDI_COMPATIBILITY_NUM_VALUES = 3, + OGL_CPL_GDI_COMPATIBILITY_DEFAULT = OGL_CPL_GDI_COMPATIBILITY_AUTO +}; + +enum EValues_OGL_CPL_PREFER_DXPRESENT { + OGL_CPL_PREFER_DXPRESENT_PREFER_DISABLED = 0x00000000, + OGL_CPL_PREFER_DXPRESENT_PREFER_ENABLED = 0x00000001, + OGL_CPL_PREFER_DXPRESENT_AUTO = 0x00000002, + OGL_CPL_PREFER_DXPRESENT_NUM_VALUES = 3, + OGL_CPL_PREFER_DXPRESENT_DEFAULT = OGL_CPL_PREFER_DXPRESENT_AUTO +}; + +enum EValues_OGL_DEEP_COLOR_SCANOUT { + OGL_DEEP_COLOR_SCANOUT_DISABLE = 0, + OGL_DEEP_COLOR_SCANOUT_ENABLE = 1, + OGL_DEEP_COLOR_SCANOUT_NUM_VALUES = 2, + OGL_DEEP_COLOR_SCANOUT_DEFAULT = OGL_DEEP_COLOR_SCANOUT_ENABLE +}; + +enum EValues_OGL_DEFAULT_SWAP_INTERVAL { + OGL_DEFAULT_SWAP_INTERVAL_TEAR = 0, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE = 1, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC = 1, + OGL_DEFAULT_SWAP_INTERVAL_VALUE_MASK = 0x0000FFFF, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_MASK = 0xF0000000, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_OFF = 0xF0000000, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_ON = 0x10000000, + OGL_DEFAULT_SWAP_INTERVAL_APP_CONTROLLED = 0x00000000, + OGL_DEFAULT_SWAP_INTERVAL_DISABLE = 0xffffffff, + OGL_DEFAULT_SWAP_INTERVAL_NUM_VALUES = 9, + OGL_DEFAULT_SWAP_INTERVAL_DEFAULT = OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE +}; + +enum EValues_OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL { + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ZERO_SCANLINES = 0, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ONE_FULL_FRAME_OF_SCANLINES = 100, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_NUM_VALUES = 2, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_DEFAULT = 0U +}; + +enum EValues_OGL_DEFAULT_SWAP_INTERVAL_SIGN { + OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE = 0, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_NEGATIVE = 1, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_NUM_VALUES = 2, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_DEFAULT = OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE +}; + +enum EValues_OGL_EVENT_LOG_SEVERITY_THRESHOLD { + OGL_EVENT_LOG_SEVERITY_THRESHOLD_DISABLE = 0, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_CRITICAL = 1, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_WARNING = 2, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_INFORMATION = 3, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL = 4, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_NUM_VALUES = 5, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_DEFAULT = OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL +}; + +enum EValues_OGL_FORCE_BLIT { + OGL_FORCE_BLIT_ON = 1, + OGL_FORCE_BLIT_OFF = 0, + OGL_FORCE_BLIT_NUM_VALUES = 2, + OGL_FORCE_BLIT_DEFAULT = OGL_FORCE_BLIT_OFF +}; + +enum EValues_OGL_FORCE_STEREO { + OGL_FORCE_STEREO_OFF = 0, + OGL_FORCE_STEREO_ON = 1, + OGL_FORCE_STEREO_NUM_VALUES = 2, + OGL_FORCE_STEREO_DEFAULT = OGL_FORCE_STEREO_OFF +}; + +#define OGL_IMPLICIT_GPU_AFFINITY_ENV_VAR L"OGL_DEFAULT_RENDERING_GPU" +#define OGL_IMPLICIT_GPU_AFFINITY_AUTOSELECT L"autoselect" +#define OGL_IMPLICIT_GPU_AFFINITY_NUM_VALUES 1 +#define OGL_IMPLICIT_GPU_AFFINITY_DEFAULT OGL_IMPLICIT_GPU_AFFINITY_AUTOSELECT + +enum EValues_OGL_OVERLAY_PIXEL_TYPE { + OGL_OVERLAY_PIXEL_TYPE_NONE = 0x0, + OGL_OVERLAY_PIXEL_TYPE_CI = 0x1, + OGL_OVERLAY_PIXEL_TYPE_RGBA = 0x2, + OGL_OVERLAY_PIXEL_TYPE_CI_AND_RGBA = 0x3, + OGL_OVERLAY_PIXEL_TYPE_NUM_VALUES = 4, + OGL_OVERLAY_PIXEL_TYPE_DEFAULT = OGL_OVERLAY_PIXEL_TYPE_CI +}; + +enum EValues_OGL_OVERLAY_SUPPORT { + OGL_OVERLAY_SUPPORT_OFF = 0, + OGL_OVERLAY_SUPPORT_ON = 1, + OGL_OVERLAY_SUPPORT_FORCE_SW = 2, + OGL_OVERLAY_SUPPORT_NUM_VALUES = 3, + OGL_OVERLAY_SUPPORT_DEFAULT = OGL_OVERLAY_SUPPORT_OFF +}; + +enum EValues_OGL_QUALITY_ENHANCEMENTS { + OGL_QUALITY_ENHANCEMENTS_HQUAL = 0xfffffff6, + OGL_QUALITY_ENHANCEMENTS_QUAL = 0, + OGL_QUALITY_ENHANCEMENTS_PERF = 10, + OGL_QUALITY_ENHANCEMENTS_HPERF = 20, + OGL_QUALITY_ENHANCEMENTS_NUM_VALUES = 4, + OGL_QUALITY_ENHANCEMENTS_DEFAULT = OGL_QUALITY_ENHANCEMENTS_QUAL +}; + +enum EValues_OGL_SINGLE_BACKDEPTH_BUFFER { + OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE = 0x0, + OGL_SINGLE_BACKDEPTH_BUFFER_ENABLE = 0x1, + OGL_SINGLE_BACKDEPTH_BUFFER_USE_HW_DEFAULT = 0xffffffff, + OGL_SINGLE_BACKDEPTH_BUFFER_NUM_VALUES = 3, + OGL_SINGLE_BACKDEPTH_BUFFER_DEFAULT = OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE +}; + +enum EValues_OGL_SLI_MULTICAST { + OGL_SLI_MULTICAST_DISABLE = 0x00, + OGL_SLI_MULTICAST_ENABLE = 0x01, + OGL_SLI_MULTICAST_FORCE_DISABLE = 0x02, + OGL_SLI_MULTICAST_ALLOW_MOSAIC = 0x04, + OGL_SLI_MULTICAST_NUM_VALUES = 4, + OGL_SLI_MULTICAST_DEFAULT = OGL_SLI_MULTICAST_DISABLE +}; + +enum EValues_OGL_THREAD_CONTROL { + OGL_THREAD_CONTROL_ENABLE = 0x00000001, + OGL_THREAD_CONTROL_DISABLE = 0x00000002, + OGL_THREAD_CONTROL_NUM_VALUES = 2, + OGL_THREAD_CONTROL_DEFAULT = 0U +}; + +enum EValues_OGL_TMON_LEVEL { + OGL_TMON_LEVEL_DISABLE = 0, + OGL_TMON_LEVEL_CRITICAL = 1, + OGL_TMON_LEVEL_WARNING = 2, + OGL_TMON_LEVEL_INFORMATION = 3, + OGL_TMON_LEVEL_MOST = 4, + OGL_TMON_LEVEL_VERBOSE = 5, + OGL_TMON_LEVEL_NUM_VALUES = 6, + OGL_TMON_LEVEL_DEFAULT = OGL_TMON_LEVEL_MOST +}; + +enum EValues_OGL_TRIPLE_BUFFER { + OGL_TRIPLE_BUFFER_DISABLED = 0x00000000, + OGL_TRIPLE_BUFFER_ENABLED = 0x00000001, + OGL_TRIPLE_BUFFER_NUM_VALUES = 2, + OGL_TRIPLE_BUFFER_DEFAULT = OGL_TRIPLE_BUFFER_DISABLED +}; + +enum EValues_AA_BEHAVIOR_FLAGS { + AA_BEHAVIOR_FLAGS_NONE = 0x00000000, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_APP_CONTROLLED = 0x00000001, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_ENHANCE = 0x00000002, + AA_BEHAVIOR_FLAGS_DISABLE_OVERRIDE = 0x00000003, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_APP_CONTROLLED = 0x00000004, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_OVERRIDE = 0x00000008, + AA_BEHAVIOR_FLAGS_DISABLE_ENHANCE = 0x0000000c, + AA_BEHAVIOR_FLAGS_MAP_VCAA_TO_MULTISAMPLING = 0x00010000, + AA_BEHAVIOR_FLAGS_SLI_DISABLE_TRANSPARENCY_SUPERSAMPLING = 0x00020000, + AA_BEHAVIOR_FLAGS_DISABLE_CPLAA = 0x00040000, + AA_BEHAVIOR_FLAGS_SKIP_RT_DIM_CHECK_FOR_ENHANCE = 0x00080000, + AA_BEHAVIOR_FLAGS_DISABLE_SLIAA = 0x00100000, + AA_BEHAVIOR_FLAGS_DEFAULT = 0x00000000, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4 = 0xf0000000, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4_SHIFT = 28, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4 = 0x0f000000, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4_SHIFT = 24, + AA_BEHAVIOR_FLAGS_MASK = 0xff1f000f, + AA_BEHAVIOR_FLAGS_NUM_VALUES = 18, +}; + +enum EValues_AA_MODE_ALPHATOCOVERAGE { + AA_MODE_ALPHATOCOVERAGE_MODE_MASK = 0x00000004, + AA_MODE_ALPHATOCOVERAGE_MODE_OFF = 0x00000000, + AA_MODE_ALPHATOCOVERAGE_MODE_ON = 0x00000004, + AA_MODE_ALPHATOCOVERAGE_MODE_MAX = 0x00000004, + AA_MODE_ALPHATOCOVERAGE_NUM_VALUES = 4, + AA_MODE_ALPHATOCOVERAGE_DEFAULT = 0x00000000 +}; + +enum EValues_AA_MODE_GAMMACORRECTION { + AA_MODE_GAMMACORRECTION_MASK = 0x00000003, + AA_MODE_GAMMACORRECTION_OFF = 0x00000000, + AA_MODE_GAMMACORRECTION_ON_IF_FOS = 0x00000001, + AA_MODE_GAMMACORRECTION_ON_ALWAYS = 0x00000002, + AA_MODE_GAMMACORRECTION_MAX = 0x00000002, + AA_MODE_GAMMACORRECTION_DEFAULT = 0x00000000, + AA_MODE_GAMMACORRECTION_DEFAULT_TESLA = 0x00000002, + AA_MODE_GAMMACORRECTION_DEFAULT_FERMI = 0x00000002, + AA_MODE_GAMMACORRECTION_NUM_VALUES = 8, +}; + +enum EValues_AA_MODE_METHOD { + AA_MODE_METHOD_NONE = 0x0, + AA_MODE_METHOD_SUPERSAMPLE_2X_H = 0x1, + AA_MODE_METHOD_SUPERSAMPLE_2X_V = 0x2, + AA_MODE_METHOD_SUPERSAMPLE_1_5X1_5 = 0x2, + AA_MODE_METHOD_FREE_0x03 = 0x3, + AA_MODE_METHOD_FREE_0x04 = 0x4, + AA_MODE_METHOD_SUPERSAMPLE_4X = 0x5, + AA_MODE_METHOD_SUPERSAMPLE_4X_BIAS = 0x6, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAUSSIAN = 0x7, + AA_MODE_METHOD_FREE_0x08 = 0x8, + AA_MODE_METHOD_FREE_0x09 = 0x9, + AA_MODE_METHOD_SUPERSAMPLE_9X = 0xA, + AA_MODE_METHOD_SUPERSAMPLE_9X_BIAS = 0xB, + AA_MODE_METHOD_SUPERSAMPLE_16X = 0xC, + AA_MODE_METHOD_SUPERSAMPLE_16X_BIAS = 0xD, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL = 0xE, + AA_MODE_METHOD_MULTISAMPLE_2X_QUINCUNX = 0xF, + AA_MODE_METHOD_MULTISAMPLE_4X = 0x10, + AA_MODE_METHOD_FREE_0x11 = 0x11, + AA_MODE_METHOD_MULTISAMPLE_4X_GAUSSIAN = 0x12, + AA_MODE_METHOD_MIXEDSAMPLE_4X_SKEWED_4TAP = 0x13, + AA_MODE_METHOD_FREE_0x14 = 0x14, + AA_MODE_METHOD_FREE_0x15 = 0x15, + AA_MODE_METHOD_MIXEDSAMPLE_6X = 0x16, + AA_MODE_METHOD_MIXEDSAMPLE_6X_SKEWED_6TAP = 0x17, + AA_MODE_METHOD_MIXEDSAMPLE_8X = 0x18, + AA_MODE_METHOD_MIXEDSAMPLE_8X_SKEWED_8TAP = 0x19, + AA_MODE_METHOD_MIXEDSAMPLE_16X = 0x1a, + AA_MODE_METHOD_MULTISAMPLE_4X_GAMMA = 0x1b, + AA_MODE_METHOD_MULTISAMPLE_16X = 0x1c, + AA_MODE_METHOD_VCAA_32X_8v24 = 0x1d, + AA_MODE_METHOD_CORRUPTION_CHECK = 0x1e, + AA_MODE_METHOD_6X_CT = 0x1f, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_GAMMA = 0x20, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAMMA = 0x21, + AA_MODE_METHOD_MULTISAMPLE_4X_FOSGAMMA = 0x22, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_FOSGAMMA = 0x23, + AA_MODE_METHOD_SUPERSAMPLE_4X_FOSGAMMA = 0x24, + AA_MODE_METHOD_MULTISAMPLE_8X = 0x25, + AA_MODE_METHOD_VCAA_8X_4v4 = 0x26, + AA_MODE_METHOD_VCAA_16X_4v12 = 0x27, + AA_MODE_METHOD_VCAA_16X_8v8 = 0x28, + AA_MODE_METHOD_MIXEDSAMPLE_32X = 0x29, + AA_MODE_METHOD_SUPERVCAA_64X_4v12 = 0x2a, + AA_MODE_METHOD_SUPERVCAA_64X_8v8 = 0x2b, + AA_MODE_METHOD_MIXEDSAMPLE_64X = 0x2c, + AA_MODE_METHOD_MIXEDSAMPLE_128X = 0x2d, + AA_MODE_METHOD_COUNT = 0x2e, + AA_MODE_METHOD_METHOD_MASK = 0x0000ffff, + AA_MODE_METHOD_METHOD_MAX = 0xf1c57815, + AA_MODE_METHOD_NUM_VALUES = 50, + AA_MODE_METHOD_DEFAULT = AA_MODE_METHOD_NONE +}; + +enum EValues_AA_MODE_REPLAY { + AA_MODE_REPLAY_SAMPLES_MASK = 0x00000070, + AA_MODE_REPLAY_SAMPLES_ONE = 0x00000000, + AA_MODE_REPLAY_SAMPLES_TWO = 0x00000010, + AA_MODE_REPLAY_SAMPLES_FOUR = 0x00000020, + AA_MODE_REPLAY_SAMPLES_EIGHT = 0x00000030, + AA_MODE_REPLAY_SAMPLES_MAX = 0x00000030, + AA_MODE_REPLAY_MODE_MASK = 0x0000000f, + AA_MODE_REPLAY_MODE_OFF = 0x00000000, + AA_MODE_REPLAY_MODE_ALPHA_TEST = 0x00000001, + AA_MODE_REPLAY_MODE_PIXEL_KILL = 0x00000002, + AA_MODE_REPLAY_MODE_DYN_BRANCH = 0x00000004, + AA_MODE_REPLAY_MODE_OPTIMAL = 0x00000004, + AA_MODE_REPLAY_MODE_ALL = 0x00000008, + AA_MODE_REPLAY_MODE_MAX = 0x0000000f, + AA_MODE_REPLAY_TRANSPARENCY = 0x00000023, + AA_MODE_REPLAY_DISALLOW_TRAA = 0x00000100, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT = 0x00000000, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_TESLA = 0x00000000, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_FERMI = 0x00000000, + AA_MODE_REPLAY_MASK = 0x0000017f, + AA_MODE_REPLAY_NUM_VALUES = 20, + AA_MODE_REPLAY_DEFAULT = 0x00000000 +}; + +enum EValues_AA_MODE_SELECTOR { + AA_MODE_SELECTOR_MASK = 0x00000003, + AA_MODE_SELECTOR_APP_CONTROL = 0x00000000, + AA_MODE_SELECTOR_OVERRIDE = 0x00000001, + AA_MODE_SELECTOR_ENHANCE = 0x00000002, + AA_MODE_SELECTOR_MAX = 0x00000002, + AA_MODE_SELECTOR_NUM_VALUES = 5, + AA_MODE_SELECTOR_DEFAULT = AA_MODE_SELECTOR_APP_CONTROL +}; + +enum EValues_AA_MODE_SELECTOR_SLIAA { + AA_MODE_SELECTOR_SLIAA_DISABLED = 0, + AA_MODE_SELECTOR_SLIAA_ENABLED = 1, + AA_MODE_SELECTOR_SLIAA_NUM_VALUES = 2, + AA_MODE_SELECTOR_SLIAA_DEFAULT = AA_MODE_SELECTOR_SLIAA_DISABLED +}; + +enum EValues_ANISO_MODE_LEVEL { + ANISO_MODE_LEVEL_MASK = 0x0000ffff, + ANISO_MODE_LEVEL_NONE_POINT = 0x00000000, + ANISO_MODE_LEVEL_NONE_LINEAR = 0x00000001, + ANISO_MODE_LEVEL_MAX = 0x00000010, + ANISO_MODE_LEVEL_DEFAULT = 0x00000001, + ANISO_MODE_LEVEL_NUM_VALUES = 5, +}; + +enum EValues_ANISO_MODE_SELECTOR { + ANISO_MODE_SELECTOR_MASK = 0x0000000f, + ANISO_MODE_SELECTOR_APP = 0x00000000, + ANISO_MODE_SELECTOR_USER = 0x00000001, + ANISO_MODE_SELECTOR_COND = 0x00000002, + ANISO_MODE_SELECTOR_MAX = 0x00000002, + ANISO_MODE_SELECTOR_DEFAULT = 0x00000000, + ANISO_MODE_SELECTOR_NUM_VALUES = 6, +}; + +enum EValues_ANSEL_ALLOW { + ANSEL_ALLOW_DISALLOWED = 0, + ANSEL_ALLOW_ALLOWED = 1, + ANSEL_ALLOW_NUM_VALUES = 2, + ANSEL_ALLOW_DEFAULT = ANSEL_ALLOW_ALLOWED +}; + +enum EValues_ANSEL_ALLOWLISTED { + ANSEL_ALLOWLISTED_DISALLOWED = 0, + ANSEL_ALLOWLISTED_ALLOWED = 1, + ANSEL_ALLOWLISTED_NUM_VALUES = 2, + ANSEL_ALLOWLISTED_DEFAULT = ANSEL_ALLOWLISTED_DISALLOWED +}; + +enum EValues_ANSEL_ENABLE { + ANSEL_ENABLE_OFF = 0, + ANSEL_ENABLE_ON = 1, + ANSEL_ENABLE_NUM_VALUES = 2, + ANSEL_ENABLE_DEFAULT = ANSEL_ENABLE_ON +}; + +enum EValues_APPLICATION_PROFILE_NOTIFICATION_TIMEOUT { + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED = 0, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NINE_SECONDS = 9, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_FIFTEEN_SECONDS = 15, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_THIRTY_SECONDS = 30, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ONE_MINUTE = 60, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_TWO_MINUTES = 120, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NUM_VALUES = 6, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DEFAULT = APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED +}; + +enum EValues_BATTERY_BOOST_APP_FPS { + BATTERY_BOOST_APP_FPS_MIN = 0x00000001, + BATTERY_BOOST_APP_FPS_MAX = 0x000003ff, + BATTERY_BOOST_APP_FPS_NO_OVERRIDE = 0x00000000, + BATTERY_BOOST_APP_FPS_NUM_VALUES = 3, + BATTERY_BOOST_APP_FPS_DEFAULT = BATTERY_BOOST_APP_FPS_NO_OVERRIDE +}; + +enum EValues_CPL_HIDDEN_PROFILE { + CPL_HIDDEN_PROFILE_DISABLED = 0, + CPL_HIDDEN_PROFILE_ENABLED = 1, + CPL_HIDDEN_PROFILE_NUM_VALUES = 2, + CPL_HIDDEN_PROFILE_DEFAULT = CPL_HIDDEN_PROFILE_DISABLED +}; + +#define CUDA_EXCLUDED_GPUS_NONE L"none" +#define CUDA_EXCLUDED_GPUS_NUM_VALUES 1 +#define CUDA_EXCLUDED_GPUS_DEFAULT CUDA_EXCLUDED_GPUS_NONE + +#define D3DOGL_GPU_MAX_POWER_DEFAULTPOWER L"0" +#define D3DOGL_GPU_MAX_POWER_NUM_VALUES 1 +#define D3DOGL_GPU_MAX_POWER_DEFAULT D3DOGL_GPU_MAX_POWER_DEFAULTPOWER + +enum EValues_EXPORT_PERF_COUNTERS { + EXPORT_PERF_COUNTERS_OFF = 0x00000000, + EXPORT_PERF_COUNTERS_ON = 0x00000001, + EXPORT_PERF_COUNTERS_NUM_VALUES = 2, + EXPORT_PERF_COUNTERS_DEFAULT = EXPORT_PERF_COUNTERS_OFF +}; + +enum EValues_EXTERNAL_QUIET_MODE { + EXTERNAL_QUIET_MODE_ON = 0x00000001, + EXTERNAL_QUIET_MODE_OFF = 0x00000000, + EXTERNAL_QUIET_MODE_NUM_VALUES = 2, + EXTERNAL_QUIET_MODE_DEFAULT = EXTERNAL_QUIET_MODE_OFF +}; + +enum EValues_FRL_FPS { + FRL_FPS_DISABLED = 0x00000000, + FRL_FPS_MIN = 0x00000000, + FRL_FPS_MAX = 0x000003ff, + FRL_FPS_NUM_VALUES = 3, + FRL_FPS_DEFAULT = FRL_FPS_DISABLED +}; + +enum EValues_FXAA_ALLOW { + FXAA_ALLOW_DISALLOWED = 0, + FXAA_ALLOW_ALLOWED = 1, + FXAA_ALLOW_NUM_VALUES = 2, + FXAA_ALLOW_DEFAULT = FXAA_ALLOW_ALLOWED +}; + +enum EValues_FXAA_ENABLE { + FXAA_ENABLE_OFF = 0, + FXAA_ENABLE_ON = 1, + FXAA_ENABLE_NUM_VALUES = 2, + FXAA_ENABLE_DEFAULT = FXAA_ENABLE_OFF +}; + +enum EValues_FXAA_INDICATOR_ENABLE { + FXAA_INDICATOR_ENABLE_OFF = 0, + FXAA_INDICATOR_ENABLE_ON = 1, + FXAA_INDICATOR_ENABLE_NUM_VALUES = 2, + FXAA_INDICATOR_ENABLE_DEFAULT = FXAA_INDICATOR_ENABLE_OFF +}; + +enum EValues_LATENCY_INDICATOR_AUTOALIGN { + LATENCY_INDICATOR_AUTOALIGN_DISABLED = 0x0, + LATENCY_INDICATOR_AUTOALIGN_ENABLED = 0x1, + LATENCY_INDICATOR_AUTOALIGN_NUM_VALUES = 2, + LATENCY_INDICATOR_AUTOALIGN_DEFAULT = LATENCY_INDICATOR_AUTOALIGN_ENABLED +}; + +enum EValues_MCSFRSHOWSPLIT { + MCSFRSHOWSPLIT_DISABLED = 0x34534064, + MCSFRSHOWSPLIT_ENABLED = 0x24545582, + MCSFRSHOWSPLIT_NUM_VALUES = 2, + MCSFRSHOWSPLIT_DEFAULT = MCSFRSHOWSPLIT_DISABLED +}; + +enum EValues_NV_QUALITY_UPSCALING { + NV_QUALITY_UPSCALING_OFF = 0, + NV_QUALITY_UPSCALING_ON = 1, + NV_QUALITY_UPSCALING_NUM_VALUES = 2, + NV_QUALITY_UPSCALING_DEFAULT = NV_QUALITY_UPSCALING_OFF +}; + +enum EValues_OPTIMUS_MAXAA { + OPTIMUS_MAXAA_MIN = 0, + OPTIMUS_MAXAA_MAX = 16, + OPTIMUS_MAXAA_NUM_VALUES = 2, + OPTIMUS_MAXAA_DEFAULT = 0 +}; + +enum EValues_PHYSXINDICATOR { + PHYSXINDICATOR_DISABLED = 0x34534064, + PHYSXINDICATOR_ENABLED = 0x24545582, + PHYSXINDICATOR_NUM_VALUES = 2, + PHYSXINDICATOR_DEFAULT = PHYSXINDICATOR_DISABLED +}; + +enum EValues_PREFERRED_PSTATE { + PREFERRED_PSTATE_ADAPTIVE = 0x00000000, + PREFERRED_PSTATE_PREFER_MAX = 0x00000001, + PREFERRED_PSTATE_DRIVER_CONTROLLED = 0x00000002, + PREFERRED_PSTATE_PREFER_CONSISTENT_PERFORMANCE = 0x00000003, + PREFERRED_PSTATE_PREFER_MIN = 0x00000004, + PREFERRED_PSTATE_OPTIMAL_POWER = 0x00000005, + PREFERRED_PSTATE_MIN = 0x00000000, + PREFERRED_PSTATE_MAX = 0x00000005, + PREFERRED_PSTATE_NUM_VALUES = 8, + PREFERRED_PSTATE_DEFAULT = PREFERRED_PSTATE_OPTIMAL_POWER +}; + +enum EValues_PREVENT_UI_AF_OVERRIDE { + PREVENT_UI_AF_OVERRIDE_OFF = 0, + PREVENT_UI_AF_OVERRIDE_ON = 1, + PREVENT_UI_AF_OVERRIDE_NUM_VALUES = 2, + PREVENT_UI_AF_OVERRIDE_DEFAULT = PREVENT_UI_AF_OVERRIDE_OFF +}; + +enum EValues_SHIM_MCCOMPAT { + SHIM_MCCOMPAT_INTEGRATED = 0x00000000U, + SHIM_MCCOMPAT_ENABLE = 0x00000001U, + SHIM_MCCOMPAT_USER_EDITABLE = 0x00000002U, + SHIM_MCCOMPAT_MASK = 0x00000003U, + SHIM_MCCOMPAT_VIDEO_MASK = 0x00000004U, + SHIM_MCCOMPAT_VARYING_BIT = 0x00000008U, + SHIM_MCCOMPAT_AUTO_SELECT = 0x00000010U, + SHIM_MCCOMPAT_OVERRIDE_BIT = 0x80000000U, + SHIM_MCCOMPAT_NUM_VALUES = 8, + SHIM_MCCOMPAT_DEFAULT = SHIM_MCCOMPAT_AUTO_SELECT +}; + +enum EValues_SHIM_RENDERING_MODE { + SHIM_RENDERING_MODE_INTEGRATED = 0x00000000U, + SHIM_RENDERING_MODE_ENABLE = 0x00000001U, + SHIM_RENDERING_MODE_USER_EDITABLE = 0x00000002U, + SHIM_RENDERING_MODE_MASK = 0x00000003U, + SHIM_RENDERING_MODE_VIDEO_MASK = 0x00000004U, + SHIM_RENDERING_MODE_VARYING_BIT = 0x00000008U, + SHIM_RENDERING_MODE_AUTO_SELECT = 0x00000010U, + SHIM_RENDERING_MODE_OVERRIDE_BIT = 0x80000000U, + SHIM_RENDERING_MODE_NUM_VALUES = 8, + SHIM_RENDERING_MODE_DEFAULT = SHIM_RENDERING_MODE_AUTO_SELECT +}; + +enum EValues_SHIM_RENDERING_OPTIONS { + SHIM_RENDERING_OPTIONS_DEFAULT_RENDERING_MODE = 0x00000000U, + SHIM_RENDERING_OPTIONS_DISABLE_ASYNC_PRESENT = 0x00000001U, + SHIM_RENDERING_OPTIONS_EHSHELL_DETECT = 0x00000002U, + SHIM_RENDERING_OPTIONS_FLASHPLAYER_HOST_DETECT = 0x00000004U, + SHIM_RENDERING_OPTIONS_VIDEO_DRM_APP_DETECT = 0x00000008U, + SHIM_RENDERING_OPTIONS_IGNORE_OVERRIDES = 0x00000010U, + SHIM_RENDERING_OPTIONS_RESERVED1 = 0x00000020U, + SHIM_RENDERING_OPTIONS_ENABLE_DWM_ASYNC_PRESENT = 0x00000040U, + SHIM_RENDERING_OPTIONS_RESERVED2 = 0x00000080U, + SHIM_RENDERING_OPTIONS_ALLOW_INHERITANCE = 0x00000100U, + SHIM_RENDERING_OPTIONS_DISABLE_WRAPPERS = 0x00000200U, + SHIM_RENDERING_OPTIONS_DISABLE_DXGI_WRAPPERS = 0x00000400U, + SHIM_RENDERING_OPTIONS_PRUNE_UNSUPPORTED_FORMATS = 0x00000800U, + SHIM_RENDERING_OPTIONS_ENABLE_ALPHA_FORMAT = 0x00001000U, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING = 0x00002000U, + SHIM_RENDERING_OPTIONS_DISABLE_CUDA = 0x00004000U, + SHIM_RENDERING_OPTIONS_ALLOW_CP_CAPS_FOR_VIDEO = 0x00008000U, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING_FWD_OPTIMUS = 0x00010000U, + SHIM_RENDERING_OPTIONS_DISABLE_DURING_SECURE_BOOT = 0x00020000U, + SHIM_RENDERING_OPTIONS_INVERT_FOR_QUADRO = 0x00040000U, + SHIM_RENDERING_OPTIONS_INVERT_FOR_MSHYBRID = 0x00080000U, + SHIM_RENDERING_OPTIONS_REGISTER_PROCESS_ENABLE_GOLD = 0x00100000U, + SHIM_RENDERING_OPTIONS_HANDLE_WINDOWED_MODE_PERF_OPT = 0x00200000U, + SHIM_RENDERING_OPTIONS_HANDLE_WIN7_ASYNC_RUNTIME_BUG = 0x00400000U, + SHIM_RENDERING_OPTIONS_EXPLICIT_ADAPTER_OPTED_BY_APP = 0x00800000U, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH = 0x01000000U, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH = 0x02000000U, + SHIM_RENDERING_OPTIONS_DISABLE_TURING_POWER_POLICY = 0x04000000U, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM = 0x08000000U, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM = 0x10000000U, + SHIM_RENDERING_OPTIONS_NUM_VALUES = 30, + SHIM_RENDERING_OPTIONS_DEFAULT = 0x00000000U +}; + +enum EValues_SLI_GPU_COUNT { + SLI_GPU_COUNT_AUTOSELECT = 0x00000000, + SLI_GPU_COUNT_ONE = 0x00000001, + SLI_GPU_COUNT_TWO = 0x00000002, + SLI_GPU_COUNT_THREE = 0x00000003, + SLI_GPU_COUNT_FOUR = 0x00000004, + SLI_GPU_COUNT_NUM_VALUES = 5, + SLI_GPU_COUNT_DEFAULT = SLI_GPU_COUNT_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_GPU_COUNT { + SLI_PREDEFINED_GPU_COUNT_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_GPU_COUNT_ONE = 0x00000001, + SLI_PREDEFINED_GPU_COUNT_TWO = 0x00000002, + SLI_PREDEFINED_GPU_COUNT_THREE = 0x00000003, + SLI_PREDEFINED_GPU_COUNT_FOUR = 0x00000004, + SLI_PREDEFINED_GPU_COUNT_NUM_VALUES = 5, + SLI_PREDEFINED_GPU_COUNT_DEFAULT = SLI_PREDEFINED_GPU_COUNT_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_GPU_COUNT_DX10 { + SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_GPU_COUNT_DX10_ONE = 0x00000001, + SLI_PREDEFINED_GPU_COUNT_DX10_TWO = 0x00000002, + SLI_PREDEFINED_GPU_COUNT_DX10_THREE = 0x00000003, + SLI_PREDEFINED_GPU_COUNT_DX10_FOUR = 0x00000004, + SLI_PREDEFINED_GPU_COUNT_DX10_NUM_VALUES = 5, + SLI_PREDEFINED_GPU_COUNT_DX10_DEFAULT = SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_MODE { + SLI_PREDEFINED_MODE_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_MODE_FORCE_SINGLE = 0x00000001, + SLI_PREDEFINED_MODE_FORCE_AFR = 0x00000002, + SLI_PREDEFINED_MODE_FORCE_AFR2 = 0x00000003, + SLI_PREDEFINED_MODE_FORCE_SFR = 0x00000004, + SLI_PREDEFINED_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR = 0x00000005, + SLI_PREDEFINED_MODE_NUM_VALUES = 6, + SLI_PREDEFINED_MODE_DEFAULT = SLI_PREDEFINED_MODE_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_MODE_DX10 { + SLI_PREDEFINED_MODE_DX10_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_MODE_DX10_FORCE_SINGLE = 0x00000001, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR = 0x00000002, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR2 = 0x00000003, + SLI_PREDEFINED_MODE_DX10_FORCE_SFR = 0x00000004, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR_OF_SFR__FALLBACK_3AFR = 0x00000005, + SLI_PREDEFINED_MODE_DX10_NUM_VALUES = 6, + SLI_PREDEFINED_MODE_DX10_DEFAULT = SLI_PREDEFINED_MODE_DX10_AUTOSELECT +}; + +enum EValues_SLI_RENDERING_MODE { + SLI_RENDERING_MODE_AUTOSELECT = 0x00000000, + SLI_RENDERING_MODE_FORCE_SINGLE = 0x00000001, + SLI_RENDERING_MODE_FORCE_AFR = 0x00000002, + SLI_RENDERING_MODE_FORCE_AFR2 = 0x00000003, + SLI_RENDERING_MODE_FORCE_SFR = 0x00000004, + SLI_RENDERING_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR = 0x00000005, + SLI_RENDERING_MODE_NUM_VALUES = 6, + SLI_RENDERING_MODE_DEFAULT = SLI_RENDERING_MODE_AUTOSELECT +}; + +enum EValues_VRPRERENDERLIMIT { + VRPRERENDERLIMIT_MIN = 0x00, + VRPRERENDERLIMIT_MAX = 0xff, + VRPRERENDERLIMIT_APP_CONTROLLED = 0x00, + VRPRERENDERLIMIT_DEFAULT = 0x01, + VRPRERENDERLIMIT_NUM_VALUES = 4, +}; + +enum EValues_VRRFEATUREINDICATOR { + VRRFEATUREINDICATOR_DISABLED = 0x0, + VRRFEATUREINDICATOR_ENABLED = 0x1, + VRRFEATUREINDICATOR_NUM_VALUES = 2, + VRRFEATUREINDICATOR_DEFAULT = VRRFEATUREINDICATOR_ENABLED +}; + +enum EValues_VRROVERLAYINDICATOR { + VRROVERLAYINDICATOR_DISABLED = 0x0, + VRROVERLAYINDICATOR_ENABLED = 0x1, + VRROVERLAYINDICATOR_NUM_VALUES = 2, + VRROVERLAYINDICATOR_DEFAULT = VRROVERLAYINDICATOR_ENABLED +}; + +enum EValues_VRRREQUESTSTATE { + VRRREQUESTSTATE_DISABLED = 0x0, + VRRREQUESTSTATE_FULLSCREEN_ONLY = 0x1, + VRRREQUESTSTATE_FULLSCREEN_AND_WINDOWED = 0x2, + VRRREQUESTSTATE_NUM_VALUES = 3, + VRRREQUESTSTATE_DEFAULT = VRRREQUESTSTATE_FULLSCREEN_ONLY +}; + +enum EValues_VRR_APP_OVERRIDE { + VRR_APP_OVERRIDE_ALLOW = 0, + VRR_APP_OVERRIDE_FORCE_OFF = 1, + VRR_APP_OVERRIDE_DISALLOW = 2, + VRR_APP_OVERRIDE_ULMB = 3, + VRR_APP_OVERRIDE_FIXED_REFRESH = 4, + VRR_APP_OVERRIDE_NUM_VALUES = 5, + VRR_APP_OVERRIDE_DEFAULT = VRR_APP_OVERRIDE_ALLOW +}; + +enum EValues_VRR_APP_OVERRIDE_REQUEST_STATE { + VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW = 0, + VRR_APP_OVERRIDE_REQUEST_STATE_FORCE_OFF = 1, + VRR_APP_OVERRIDE_REQUEST_STATE_DISALLOW = 2, + VRR_APP_OVERRIDE_REQUEST_STATE_ULMB = 3, + VRR_APP_OVERRIDE_REQUEST_STATE_FIXED_REFRESH = 4, + VRR_APP_OVERRIDE_REQUEST_STATE_NUM_VALUES = 5, + VRR_APP_OVERRIDE_REQUEST_STATE_DEFAULT = VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW +}; + +enum EValues_VRR_MODE { + VRR_MODE_DISABLED = 0x0, + VRR_MODE_FULLSCREEN_ONLY = 0x1, + VRR_MODE_FULLSCREEN_AND_WINDOWED = 0x2, + VRR_MODE_NUM_VALUES = 3, + VRR_MODE_DEFAULT = VRR_MODE_FULLSCREEN_ONLY +}; + +enum EValues_VSYNCSMOOTHAFR { + VSYNCSMOOTHAFR_OFF = 0x00000000, + VSYNCSMOOTHAFR_ON = 0x00000001, + VSYNCSMOOTHAFR_NUM_VALUES = 2, + VSYNCSMOOTHAFR_DEFAULT = VSYNCSMOOTHAFR_OFF +}; + +enum EValues_VSYNCVRRCONTROL { + VSYNCVRRCONTROL_DISABLE = 0x00000000, + VSYNCVRRCONTROL_ENABLE = 0x00000001, + VSYNCVRRCONTROL_NOTSUPPORTED = 0x9f95128e, + VSYNCVRRCONTROL_NUM_VALUES = 3, + VSYNCVRRCONTROL_DEFAULT = VSYNCVRRCONTROL_ENABLE +}; + +enum EValues_VSYNC_BEHAVIOR_FLAGS { + VSYNC_BEHAVIOR_FLAGS_NONE = 0x00000000, + VSYNC_BEHAVIOR_FLAGS_DEFAULT = 0x00000000, + VSYNC_BEHAVIOR_FLAGS_IGNORE_FLIPINTERVAL_MULTIPLE = 0x00000001, + VSYNC_BEHAVIOR_FLAGS_NUM_VALUES = 3, +}; + +enum EValues_WKS_API_STEREO_EYES_EXCHANGE { + WKS_API_STEREO_EYES_EXCHANGE_OFF = 0, + WKS_API_STEREO_EYES_EXCHANGE_ON = 1, + WKS_API_STEREO_EYES_EXCHANGE_NUM_VALUES = 2, + WKS_API_STEREO_EYES_EXCHANGE_DEFAULT = WKS_API_STEREO_EYES_EXCHANGE_OFF +}; + +enum EValues_WKS_API_STEREO_MODE { + WKS_API_STEREO_MODE_SHUTTER_GLASSES = 0, + WKS_API_STEREO_MODE_VERTICAL_INTERLACED = 1, + WKS_API_STEREO_MODE_TWINVIEW = 2, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_AUTO = 3, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC0 = 4, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC1 = 5, + WKS_API_STEREO_MODE_COLOR_LINE = 6, + WKS_API_STEREO_MODE_COLOR_INTERLEAVED = 7, + WKS_API_STEREO_MODE_ANAGLYPH = 8, + WKS_API_STEREO_MODE_HORIZONTAL_INTERLACED = 9, + WKS_API_STEREO_MODE_SIDE_FIELD = 10, + WKS_API_STEREO_MODE_SUB_FIELD = 11, + WKS_API_STEREO_MODE_CHECKERBOARD = 12, + WKS_API_STEREO_MODE_INVERSE_CHECKERBOARD = 13, + WKS_API_STEREO_MODE_TRIDELITY_SL = 14, + WKS_API_STEREO_MODE_TRIDELITY_MV = 15, + WKS_API_STEREO_MODE_SEEFRONT = 16, + WKS_API_STEREO_MODE_STEREO_MIRROR = 17, + WKS_API_STEREO_MODE_FRAME_SEQUENTIAL = 18, + WKS_API_STEREO_MODE_AUTODETECT_PASSIVE_MODE = 19, + WKS_API_STEREO_MODE_AEGIS_DT_FRAME_SEQUENTIAL = 20, + WKS_API_STEREO_MODE_OEM_EMITTER_FRAME_SEQUENTIAL = 21, + WKS_API_STEREO_MODE_DP_INBAND = 22, + WKS_API_STEREO_MODE_USE_HW_DEFAULT = 0xffffffff, + WKS_API_STEREO_MODE_DEFAULT_GL = 3, + WKS_API_STEREO_MODE_NUM_VALUES = 25, + WKS_API_STEREO_MODE_DEFAULT = WKS_API_STEREO_MODE_SHUTTER_GLASSES +}; + +enum EValues_WKS_STEREO_DONGLE_SUPPORT { + WKS_STEREO_DONGLE_SUPPORT_OFF = 0, + WKS_STEREO_DONGLE_SUPPORT_DAC = 1, + WKS_STEREO_DONGLE_SUPPORT_DLP = 2, + WKS_STEREO_DONGLE_SUPPORT_NUM_VALUES = 3, + WKS_STEREO_DONGLE_SUPPORT_DEFAULT = WKS_STEREO_DONGLE_SUPPORT_DAC +}; + +enum EValues_WKS_STEREO_SUPPORT { + WKS_STEREO_SUPPORT_OFF = 0, + WKS_STEREO_SUPPORT_ON = 1, + WKS_STEREO_SUPPORT_NUM_VALUES = 2, + WKS_STEREO_SUPPORT_DEFAULT = WKS_STEREO_SUPPORT_OFF +}; + +enum EValues_WKS_STEREO_SWAP_MODE { + WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL = 0x0, + WKS_STEREO_SWAP_MODE_PER_EYE = 0x1, + WKS_STEREO_SWAP_MODE_PER_EYE_PAIR = 0x2, + WKS_STEREO_SWAP_MODE_LEGACY_BEHAVIOR = 0x3, + WKS_STEREO_SWAP_MODE_PER_EYE_FOR_SWAP_GROUP = 0x4, + WKS_STEREO_SWAP_MODE_NUM_VALUES = 5, + WKS_STEREO_SWAP_MODE_DEFAULT = WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL +}; + +enum EValues_AO_MODE { + AO_MODE_OFF = 0, + AO_MODE_LOW = 1, + AO_MODE_MEDIUM = 2, + AO_MODE_HIGH = 3, + AO_MODE_NUM_VALUES = 4, + AO_MODE_DEFAULT = AO_MODE_OFF +}; + +enum EValues_AO_MODE_ACTIVE { + AO_MODE_ACTIVE_DISABLED = 0, + AO_MODE_ACTIVE_ENABLED = 1, + AO_MODE_ACTIVE_NUM_VALUES = 2, + AO_MODE_ACTIVE_DEFAULT = AO_MODE_ACTIVE_DISABLED +}; + +enum EValues_AUTO_LODBIASADJUST { + AUTO_LODBIASADJUST_OFF = 0x00000000, + AUTO_LODBIASADJUST_ON = 0x00000001, + AUTO_LODBIASADJUST_NUM_VALUES = 2, + AUTO_LODBIASADJUST_DEFAULT = AUTO_LODBIASADJUST_ON +}; + +enum EValues_EXPORT_PERF_COUNTERS_DX9_ONLY { + EXPORT_PERF_COUNTERS_DX9_ONLY_OFF = 0x00000000, + EXPORT_PERF_COUNTERS_DX9_ONLY_ON = 0x00000001, + EXPORT_PERF_COUNTERS_DX9_ONLY_NUM_VALUES = 2, + EXPORT_PERF_COUNTERS_DX9_ONLY_DEFAULT = EXPORT_PERF_COUNTERS_DX9_ONLY_OFF +}; + +enum EValues_LODBIASADJUST { + LODBIASADJUST_MIN = 0xffffff80, + LODBIASADJUST_MAX = 128, + LODBIASADJUST_NUM_VALUES = 2, + LODBIASADJUST_DEFAULT = 0 +}; + +enum EValues_MAXWELL_B_SAMPLE_INTERLEAVE { + MAXWELL_B_SAMPLE_INTERLEAVE_OFF = 0, + MAXWELL_B_SAMPLE_INTERLEAVE_ON = 1, + MAXWELL_B_SAMPLE_INTERLEAVE_NUM_VALUES = 2, + MAXWELL_B_SAMPLE_INTERLEAVE_DEFAULT = MAXWELL_B_SAMPLE_INTERLEAVE_OFF +}; + +enum EValues_PRERENDERLIMIT { + PRERENDERLIMIT_MIN = 0x00, + PRERENDERLIMIT_MAX = 0xff, + PRERENDERLIMIT_APP_CONTROLLED = 0x00, + PRERENDERLIMIT_NUM_VALUES = 3, + PRERENDERLIMIT_DEFAULT = PRERENDERLIMIT_APP_CONTROLLED +}; + +enum EValues_PS_SHADERDISKCACHE { + PS_SHADERDISKCACHE_OFF = 0x00000000, + PS_SHADERDISKCACHE_ON = 0x00000001, + PS_SHADERDISKCACHE_NUM_VALUES = 2, + PS_SHADERDISKCACHE_DEFAULT = PS_SHADERDISKCACHE_ON +}; + +enum EValues_PS_SHADERDISKCACHE_MAX_SIZE { + PS_SHADERDISKCACHE_MAX_SIZE_MIN = 0x0, + PS_SHADERDISKCACHE_MAX_SIZE_MAX = 0xffffffff, + PS_SHADERDISKCACHE_MAX_SIZE_NUM_VALUES = 2, + PS_SHADERDISKCACHE_MAX_SIZE_DEFAULT = 0x1000 +}; + +enum EValues_PS_TEXFILTER_ANISO_OPTS2 { + PS_TEXFILTER_ANISO_OPTS2_OFF = 0x00000000, + PS_TEXFILTER_ANISO_OPTS2_ON = 0x00000001, + PS_TEXFILTER_ANISO_OPTS2_NUM_VALUES = 2, + PS_TEXFILTER_ANISO_OPTS2_DEFAULT = PS_TEXFILTER_ANISO_OPTS2_OFF +}; + +enum EValues_PS_TEXFILTER_BILINEAR_IN_ANISO { + PS_TEXFILTER_BILINEAR_IN_ANISO_OFF = 0x00000000, + PS_TEXFILTER_BILINEAR_IN_ANISO_ON = 0x00000001, + PS_TEXFILTER_BILINEAR_IN_ANISO_NUM_VALUES = 2, + PS_TEXFILTER_BILINEAR_IN_ANISO_DEFAULT = PS_TEXFILTER_BILINEAR_IN_ANISO_OFF +}; + +enum EValues_PS_TEXFILTER_DISABLE_TRILIN_SLOPE { + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF = 0x00000000, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ON = 0x00000001, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_NUM_VALUES = 2, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_DEFAULT = PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF +}; + +enum EValues_PS_TEXFILTER_NO_NEG_LODBIAS { + PS_TEXFILTER_NO_NEG_LODBIAS_OFF = 0x00000000, + PS_TEXFILTER_NO_NEG_LODBIAS_ON = 0x00000001, + PS_TEXFILTER_NO_NEG_LODBIAS_NUM_VALUES = 2, + PS_TEXFILTER_NO_NEG_LODBIAS_DEFAULT = PS_TEXFILTER_NO_NEG_LODBIAS_OFF +}; + +enum EValues_QUALITY_ENHANCEMENTS { + QUALITY_ENHANCEMENTS_HIGHQUALITY = 0xfffffff6, + QUALITY_ENHANCEMENTS_QUALITY = 0x00000000, + QUALITY_ENHANCEMENTS_PERFORMANCE = 0x0000000a, + QUALITY_ENHANCEMENTS_HIGHPERFORMANCE = 0x00000014, + QUALITY_ENHANCEMENTS_NUM_VALUES = 4, + QUALITY_ENHANCEMENTS_DEFAULT = QUALITY_ENHANCEMENTS_QUALITY +}; + +enum EValues_QUALITY_ENHANCEMENT_SUBSTITUTION { + QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION = 0x00000000, + QUALITY_ENHANCEMENT_SUBSTITUTION_HIGHQUALITY_BECOMES_QUALITY = 0x00000001, + QUALITY_ENHANCEMENT_SUBSTITUTION_NUM_VALUES = 2, + QUALITY_ENHANCEMENT_SUBSTITUTION_DEFAULT = QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION +}; + +enum EValues_REFRESH_RATE_OVERRIDE { + REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED = 0x00000000, + REFRESH_RATE_OVERRIDE_HIGHEST_AVAILABLE = 0x00000001, + REFRESH_RATE_OVERRIDE_LOW_LATENCY_RR_MASK = 0x00000FF0, + REFRESH_RATE_OVERRIDE_NUM_VALUES = 3, + REFRESH_RATE_OVERRIDE_DEFAULT = REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED +}; + +enum EValues_SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE { + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF = 0x00000000, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ON = 0x00000001, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_NUM_VALUES = 2, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_DEFAULT = SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF +}; + +enum EValues_SET_VAB_DATA { + SET_VAB_DATA_ZERO = 0x00000000, + SET_VAB_DATA_UINT_ONE = 0x00000001, + SET_VAB_DATA_FLOAT_ONE = 0x3f800000, + SET_VAB_DATA_FLOAT_POS_INF = 0x7f800000, + SET_VAB_DATA_FLOAT_NAN = 0x7fc00000, + SET_VAB_DATA_USE_API_DEFAULTS = 0xffffffff, + SET_VAB_DATA_NUM_VALUES = 6, + SET_VAB_DATA_DEFAULT = SET_VAB_DATA_USE_API_DEFAULTS +}; + +enum EValues_VSYNCMODE { + VSYNCMODE_PASSIVE = 0x60925292, + VSYNCMODE_FORCEOFF = 0x08416747, + VSYNCMODE_FORCEON = 0x47814940, + VSYNCMODE_FLIPINTERVAL2 = 0x32610244, + VSYNCMODE_FLIPINTERVAL3 = 0x71271021, + VSYNCMODE_FLIPINTERVAL4 = 0x13245256, + VSYNCMODE_VIRTUAL = 0x18888888, + VSYNCMODE_NUM_VALUES = 7, + VSYNCMODE_DEFAULT = VSYNCMODE_PASSIVE +}; + +enum EValues_VSYNCTEARCONTROL { + VSYNCTEARCONTROL_DISABLE = 0x96861077, + VSYNCTEARCONTROL_ENABLE = 0x99941284, + VSYNCTEARCONTROL_NUM_VALUES = 2, + VSYNCTEARCONTROL_DEFAULT = VSYNCTEARCONTROL_DISABLE +}; + + + +typedef struct _SettingDWORDNameString { + NvU32 settingId; + const wchar_t * settingNameString; + NvU32 numSettingValues; + NvU32 *settingValues; + NvU32 defaultValue; +} SettingDWORDNameString; + +typedef struct _SettingWSTRINGNameString { + NvU32 settingId; + const wchar_t * settingNameString; + NvU32 numSettingValues; + const wchar_t **settingValues; + const wchar_t * defaultValue; +} SettingWSTRINGNameString; + + +#endif // _NVAPI_DRIVER_SETTINGS_H_ + diff --git a/src/imports/nvapi/nvHLSLExtns.h b/src/imports/nvapi/nvHLSLExtns.h new file mode 100644 index 0000000..786b722 --- /dev/null +++ b/src/imports/nvapi/nvHLSLExtns.h @@ -0,0 +1,2315 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +////////////////////////// NVIDIA SHADER EXTENSIONS ///////////////// + +// this file is to be #included in the app HLSL shader code to make +// use of nvidia shader extensions + + +#include "imports/nvapi/nvHLSLExtnsInternal.h" + +//----------------------------------------------------------------------------// +//------------------------- Warp Shuffle Functions ---------------------------// +//----------------------------------------------------------------------------// + +// all functions have variants with width parameter which permits sub-division +// of the warp into segments - for example to exchange data between 4 groups of +// 8 lanes in a SIMD manner. If width is less than warpSize then each subsection +// of the warp behaves as a separate entity with a starting logical lane ID of 0. +// A thread may only exchange data with others in its own subsection. Width must +// have a value which is a power of 2 so that the warp can be subdivided equally; +// results are undefined if width is not a power of 2, or is a number greater +// than warpSize. + +// +// simple variant of SHFL instruction +// returns val from the specified lane +// optional width parameter must be a power of two and width <= 32 +// +int NvShfl(int val, uint srcLane, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = srcLane; // source lane + g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width); + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL; + + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +int2 NvShfl(int2 val, uint srcLane, int width = NV_WARP_SIZE) +{ + int x = NvShfl(val.x, srcLane, width); + int y = NvShfl(val.y, srcLane, width); + return int2(x, y); +} + +int4 NvShfl(int4 val, uint srcLane, int width = NV_WARP_SIZE) +{ + int x = NvShfl(val.x, srcLane, width); + int y = NvShfl(val.y, srcLane, width); + int z = NvShfl(val.z, srcLane, width); + int w = NvShfl(val.w, srcLane, width); + return int4(x, y, z, w); +} + +// +// Copy from a lane with lower ID relative to caller +// +int NvShflUp(int val, uint delta, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = delta; // relative lane offset + g_NvidiaExt[index].src0u.z = (NV_WARP_SIZE - width) << 8; // minIndex = maxIndex for shfl_up (src2[4:0] is expected to be 0) + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_UP; + return g_NvidiaExt.IncrementCounter(); +} + +// +// Copy from a lane with higher ID relative to caller +// +int NvShflDown(int val, uint delta, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = delta; // relative lane offset + g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width); + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_DOWN; + return g_NvidiaExt.IncrementCounter(); +} + +// +// Copy from a lane based on bitwise XOR of own lane ID +// +int NvShflXor(int val, uint laneMask, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = laneMask; // laneMask to be XOR'ed with current laneId to get the source lane id + g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width); + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_XOR; + return g_NvidiaExt.IncrementCounter(); +} + + +//----------------------------------------------------------------------------// +//----------------------------- Warp Vote Functions---------------------------// +//----------------------------------------------------------------------------// + +// returns 0xFFFFFFFF if the predicate is true for any thread in the warp, returns 0 otherwise +uint NvAny(int predicate) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = predicate; + g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_ANY; + return g_NvidiaExt.IncrementCounter(); +} + +// returns 0xFFFFFFFF if the predicate is true for ALL threads in the warp, returns 0 otherwise +uint NvAll(int predicate) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = predicate; + g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_ALL; + return g_NvidiaExt.IncrementCounter(); +} + +// returns a mask of all threads in the warp with bits set for threads that have predicate true +uint NvBallot(int predicate) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = predicate; + g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_BALLOT; + return g_NvidiaExt.IncrementCounter(); +} + + +//----------------------------------------------------------------------------// +//----------------------------- Utility Functions ----------------------------// +//----------------------------------------------------------------------------// + +// returns the lane index of the current thread (thread index in warp) +int NvGetLaneId() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_GET_LANE_ID; + return g_NvidiaExt.IncrementCounter(); +} + +// returns value of special register - specify subopcode from any of NV_SPECIALOP_* specified in nvShaderExtnEnums.h - other opcodes undefined behavior +uint NvGetSpecial(uint subOpCode) +{ + return __NvGetSpecial(subOpCode); +} + +//----------------------------------------------------------------------------// +//----------------------------- FP16 Atmoic Functions-------------------------// +//----------------------------------------------------------------------------// + +// The functions below performs atomic operations on two consecutive fp16 +// values in the given raw UAV. +// The uint paramater 'fp16x2Val' is treated as two fp16 values byteAddress must be multiple of 4 +// The returned value are the two fp16 values packed into a single uint + +uint NvInterlockedAddFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_MAX); +} + + +// versions of the above functions taking two fp32 values (internally converted to fp16 values) +uint NvInterlockedAddFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + + +//----------------------------------------------------------------------------// + +// The functions below perform atomic operation on a R16G16_FLOAT UAV at the given address +// the uint paramater 'fp16x2Val' is treated as two fp16 values +// the returned value are the two fp16 values (.x and .y components) packed into a single uint +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16_FLOAT format (might result in app crash or TDR) + +uint NvInterlockedAddFp16x2(RWTexture1D uav, uint address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture1D uav, uint address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture1D uav, uint address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture2D uav, uint2 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture2D uav, uint2 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture2D uav, uint2 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture3D uav, uint3 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture3D uav, uint3 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture3D uav, uint3 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + + +// versions taking two fp32 values (internally converted to fp16) +uint NvInterlockedAddFp16x2(RWTexture1D uav, uint address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture1D uav, uint address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture1D uav, uint address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture2D uav, uint2 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture2D uav, uint2 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture2D uav, uint2 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture3D uav, uint3 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture3D uav, uint3 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture3D uav, uint3 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + + +//----------------------------------------------------------------------------// + +// The functions below perform Atomic operation on a R16G16B16A16_FLOAT UAV at the given address +// the uint2 paramater 'fp16x2Val' is treated as four fp16 values +// i.e, fp16x2Val.x = uav.xy and fp16x2Val.y = uav.yz +// The returned value are the four fp16 values (.xyzw components) packed into uint2 +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16B16A16_FLOAT format (might result in app crash or TDR) + +uint2 NvInterlockedAddFp16x4(RWTexture1D uav, uint address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture1D uav, uint address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture1D uav, uint address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture2D uav, uint2 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture2D uav, uint2 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture2D uav, uint2 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture3D uav, uint3 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture3D uav, uint3 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture3D uav, uint3 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +// versions taking four fp32 values (internally converted to fp16) +uint2 NvInterlockedAddFp16x4(RWTexture1D uav, uint address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture1D uav, uint address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture1D uav, uint address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture2D uav, uint2 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture2D uav, uint2 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture2D uav, uint2 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture3D uav, uint3 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture3D uav, uint3 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture3D uav, uint3 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX); +} + + +//----------------------------------------------------------------------------// +//----------------------------- FP32 Atmoic Functions-------------------------// +//----------------------------------------------------------------------------// + +// The functions below performs atomic add on the given UAV treating the value as float +// byteAddress must be multiple of 4 +// The returned value is the value present in memory location before the atomic add + +float NvInterlockedAddFp32(RWByteAddressBuffer uav, uint byteAddress, float val) +{ + return __NvAtomicAddFP32(uav, byteAddress, val); +} + +//----------------------------------------------------------------------------// + +// The functions below perform atomic add on a R32_FLOAT UAV at the given address +// the returned value is the value before performing the atomic add +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R32_FLOAT format (might result in app crash or TDR) + +float NvInterlockedAddFp32(RWTexture1D uav, uint address, float val) +{ + return __NvAtomicAddFP32(uav, address, val); +} + +float NvInterlockedAddFp32(RWTexture2D uav, uint2 address, float val) +{ + return __NvAtomicAddFP32(uav, address, val); +} + +float NvInterlockedAddFp32(RWTexture3D uav, uint3 address, float val) +{ + return __NvAtomicAddFP32(uav, address, val); +} + + +//----------------------------------------------------------------------------// +//--------------------------- UINT64 Atmoic Functions-------------------------// +//----------------------------------------------------------------------------// + +// The functions below performs atomic operation on the given UAV treating the value as uint64 +// byteAddress must be multiple of 8 +// The returned value is the value present in memory location before the atomic operation +// uint2 vector type is used to represent a single uint64 value with the x component containing the low 32 bits and y component the high 32 bits. + +uint2 NvInterlockedAddUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, byteAddress, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_SWAP); +} + +//----------------------------------------------------------------------------// + +// The functions below perform atomic operation on a R32G32_UINT UAV at the given address treating the value as uint64 +// the returned value is the value before performing the atomic operation +// uint2 vector type is used to represent a single uint64 value with the x component containing the low 32 bits and y component the high 32 bits. +// Warning: Behaviour of these set of functions is undefined if the UAV is not of R32G32_UINT format (might result in app crash or TDR) + +uint2 NvInterlockedAddUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWTexture1D uav, uint address, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, address, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_SWAP); +} + +uint2 NvInterlockedAddUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWTexture2D uav, uint2 address, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, address, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_SWAP); +} + +uint2 NvInterlockedAddUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWTexture3D uav, uint3 address, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, address, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_SWAP); +} + +//----------------------------------------------------------------------------// +//--------------------------- VPRS functions ---------------------------------// +//----------------------------------------------------------------------------// + +// Returns the shading rate and the number of per-pixel shading passes for current VPRS pixel +uint3 NvGetShadingRate() +{ + uint3 shadingRate = (uint3)0; + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_GET_SHADING_RATE; + g_NvidiaExt[index].numOutputsForIncCounter = 3; + shadingRate.x = g_NvidiaExt.IncrementCounter(); + shadingRate.y = g_NvidiaExt.IncrementCounter(); + shadingRate.z = g_NvidiaExt.IncrementCounter(); + return shadingRate; +} + +float NvEvaluateAttributeAtSampleForVPRS(float attrib, uint sampleIndex, int2 pixelOffset) +{ + float value = (float)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float2 NvEvaluateAttributeAtSampleForVPRS(float2 attrib, uint sampleIndex, int2 pixelOffset) +{ + float2 value = (float2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float3 NvEvaluateAttributeAtSampleForVPRS(float3 attrib, uint sampleIndex, int2 pixelOffset) +{ + float3 value = (float3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float4 NvEvaluateAttributeAtSampleForVPRS(float4 attrib, uint sampleIndex, int2 pixelOffset) +{ + float4 value = (float4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + value.w = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +int NvEvaluateAttributeAtSampleForVPRS(int attrib, uint sampleIndex, int2 pixelOffset) +{ + int value = (int)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int2 NvEvaluateAttributeAtSampleForVPRS(int2 attrib, uint sampleIndex, int2 pixelOffset) +{ + int2 value = (int2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int3 NvEvaluateAttributeAtSampleForVPRS(int3 attrib, uint sampleIndex, int2 pixelOffset) +{ + int3 value = (int3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int4 NvEvaluateAttributeAtSampleForVPRS(int4 attrib, uint sampleIndex, int2 pixelOffset) +{ + int4 value = (int4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + value.w = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint NvEvaluateAttributeAtSampleForVPRS(uint attrib, uint sampleIndex, int2 pixelOffset) +{ + uint value = (uint)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint2 NvEvaluateAttributeAtSampleForVPRS(uint2 attrib, uint sampleIndex, int2 pixelOffset) +{ + uint2 value = (uint2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint3 NvEvaluateAttributeAtSampleForVPRS(uint3 attrib, uint sampleIndex, int2 pixelOffset) +{ + uint3 value = (uint3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint4 NvEvaluateAttributeAtSampleForVPRS(uint4 attrib, uint sampleIndex, int2 pixelOffset) +{ + uint4 value = (uint4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + value.w = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + + +float NvEvaluateAttributeSnappedForVPRS(float attrib, uint2 offset) +{ + float value = (float)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float2 NvEvaluateAttributeSnappedForVPRS(float2 attrib, uint2 offset) +{ + float2 value = (float2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float3 NvEvaluateAttributeSnappedForVPRS(float3 attrib, uint2 offset) +{ + float3 value = (float3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float4 NvEvaluateAttributeSnappedForVPRS(float4 attrib, uint2 offset) +{ + float4 value = (float4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + value.w = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +int NvEvaluateAttributeSnappedForVPRS(int attrib, uint2 offset) +{ + int value = (int)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int2 NvEvaluateAttributeSnappedForVPRS(int2 attrib, uint2 offset) +{ + int2 value = (int2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int3 NvEvaluateAttributeSnappedForVPRS(int3 attrib, uint2 offset) +{ + int3 value = (int3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int4 NvEvaluateAttributeSnappedForVPRS(int4 attrib, uint2 offset) +{ + int4 value = (int4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + value.w = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint NvEvaluateAttributeSnappedForVPRS(uint attrib, uint2 offset) +{ + uint value = (uint)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint2 NvEvaluateAttributeSnappedForVPRS(uint2 attrib, uint2 offset) +{ + uint2 value = (uint2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint3 NvEvaluateAttributeSnappedForVPRS(uint3 attrib, uint2 offset) +{ + uint3 value = (uint3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint4 NvEvaluateAttributeSnappedForVPRS(uint4 attrib, uint2 offset) +{ + uint4 value = (uint4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + value.w = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +// MATCH instruction variants +uint NvWaveMatch(uint value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = value; + g_NvidiaExt[index].src1u.x = 1; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(uint2 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = value.xy; + g_NvidiaExt[index].src1u.x = 2; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(uint4 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u = value; + g_NvidiaExt[index].src1u.x = 4; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(float value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = asuint(value); + g_NvidiaExt[index].src1u.x = 1; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(float2 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = asuint(value); + g_NvidiaExt[index].src1u.x = 2; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(float4 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u = asuint(value); + g_NvidiaExt[index].src1u.x = 4; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + + +//----------------------------------------------------------------------------// +//------------------------------ Footprint functions -------------------------// +//----------------------------------------------------------------------------// +// texSpace and smpSpace must be immediates, texIndex and smpIndex can be variable +// offset must be immediate +// the required components of location and offset fields can be filled depending on the dimension/type of the texture +// texType should be one of 2D or 3D as defined in nvShaderExtnEnums.h and and should be an immediate literal +// if the above restrictions are not met, the behaviour of this instruction is undefined + +uint4 NvFootprintFine(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, offset); +} + +uint4 NvFootprintCoarse(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, offset); +} + + + +uint4 NvFootprintFineBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, bias, offset); +} + +uint4 NvFootprintCoarseBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, bias, offset); +} + + + +uint4 NvFootprintFineLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, lodLevel, offset); +} + +uint4 NvFootprintCoarseLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, lodLevel, offset); +} + + + +uint4 NvFootprintFineGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, ddx, ddy, offset); +} + +uint4 NvFootprintCoarseGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, ddx, ddy, offset); +} + +uint NvFootprintExtractLOD(uint4 blob) +{ + return ((blob.w & 0xF000) >> 12); +} + +uint NvFootprintExtractReturnGran(uint4 blob) +{ + return ((blob.z & 0xF000000) >> 24); +} + +uint2 NvFootprintExtractAnchorTileLoc2D(uint4 blob) +{ + uint2 loc; + loc.x = (blob.w & 0xFFF); + loc.y = (blob.z & 0xFFF); + return loc; +} + +uint3 NvFootprintExtractAnchorTileLoc3D(uint4 blob) +{ + uint3 loc; + loc.x = (blob.w & 0xFFF); + loc.y = ((blob.w & 0xFFF0000) >> 16); + loc.z = (blob.z & 0x1FFF); + return loc; +} + +uint2 NvFootprintExtractOffset2D(uint4 blob) +{ + uint2 loc; + loc.x = ((blob.z & 0x070000) >> 16); + loc.y = ((blob.z & 0x380000) >> 19); + return loc; +} + +uint3 NvFootprintExtractOffset3D(uint4 blob) +{ + uint3 loc; + loc.x = ((blob.z & 0x030000) >> 16); + loc.y = ((blob.z & 0x0C0000) >> 18); + loc.z = ((blob.z & 0x300000) >> 20); + return loc; +} + +uint2 NvFootprintExtractBitmask(uint4 blob) +{ + return blob.xy; +} + + +// Variant of Footprint extensions which returns isSingleLod (out parameter) +// isSingleLod = true -> This footprint request touched the texels from only single LOD. +uint4 NvFootprintFine(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarse(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + + +uint4 NvFootprintFineBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, bias, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarseBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, bias, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + + +uint4 NvFootprintFineLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, lodLevel, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarseLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, lodLevel, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + + +uint4 NvFootprintFineGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, ddx, ddy, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarseGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, ddx, ddy, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + +uint NvActiveThreads() +{ + return NvBallot(1); +} + + +//----------------------------------------------------------------------------// +//------------------------------ WaveMultiPrefix functions -------------------// +//----------------------------------------------------------------------------// + +// Following are the WaveMultiPrefix functions for different operations (Add, Bitand, BitOr, BitXOr) for different datatypes (uint, uint2, uint4) +// This is a set of functions which implement multi-prefix operations among the set of active lanes in the current wave (WARP). +// A multi-prefix operation comprises a set of prefix operations, executed in parallel within subsets of lanes identified with the provided bitmasks. +// These bitmasks represent partitioning of the set of active lanes in the current wave into N groups (where N is the number of unique masks across all lanes in the wave). +// N prefix operations are then performed each within its corresponding group. +// The groups are assumed to be non-intersecting (that is, a given lane can be a member of one and only one group), +// and bitmasks in all lanes belonging to the same group are required to be the same. +// There are 2 type of functions - Exclusive and Inclusive prefix operations. +// e.g. For NvWaveMultiPrefixInclusiveAdd(val, mask) operation - For each of the groups (for which mask input is same) following is the expected output : +// i^th thread in a group has value = sum(values of threads 0 to i) +// For Exclusive version of same opeartion - +// i^th thread in a group has value = sum(values of threads 0 to i-1) and 0th thread in a the Group has value 0 + +// Extensions for Add +uint NvWaveMultiPrefixInclusiveAdd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + // As remainingThreads only has threads in group with smaller thread ids than its own thread-id nextLane can never be 31 for any thread in the group except the smallest one + // For smallest thread in the group, remainingThreads is 0 --> nextLane is ~0 (i.e. considering last 5 bits its 31) + // So passing maskClampValue=30 to __NvShflGeneric, it will return laneValid=false for the smallest thread in the group. So update val and nextLane based on laneValid. + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val + temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveAdd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : 0; + return NvWaveMultiPrefixInclusiveAdd(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveAdd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val + temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveAdd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(0, 0); + return NvWaveMultiPrefixInclusiveAdd(val, mask); +} + +uint4 NvWaveMultiPrefixInclusiveAdd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val + temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveAdd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(0, 0, 0, 0); + return NvWaveMultiPrefixInclusiveAdd(val, mask); +} + +// MultiPrefix extensions for Bitand +uint NvWaveMultiPrefixInclusiveAnd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val & temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveAnd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : ~0; + return NvWaveMultiPrefixInclusiveAnd(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveAnd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val & temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveAnd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(~0, ~0); + return NvWaveMultiPrefixInclusiveAnd(val, mask); +} + + +uint4 NvWaveMultiPrefixInclusiveAnd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val & temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveAnd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(~0, ~0, ~0, ~0); + return NvWaveMultiPrefixInclusiveAnd(val, mask); +} + + +// MultiPrefix extensions for BitOr +uint NvWaveMultiPrefixInclusiveOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val | temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : 0; + return NvWaveMultiPrefixInclusiveOr(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val | temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(0, 0); + return NvWaveMultiPrefixInclusiveOr(val, mask); +} + + +uint4 NvWaveMultiPrefixInclusiveOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val | temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(0, 0, 0, 0); + return NvWaveMultiPrefixInclusiveOr(val, mask); +} + + +// MultiPrefix extensions for BitXOr +uint NvWaveMultiPrefixInclusiveXOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val ^ temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveXOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : 0; + return NvWaveMultiPrefixInclusiveXOr(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveXOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val ^ temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveXOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(0, 0); + return NvWaveMultiPrefixInclusiveXOr(val, mask); +} + + +uint4 NvWaveMultiPrefixInclusiveXOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val ^ temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveXOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(0, 0, 0, 0); + return NvWaveMultiPrefixInclusiveXOr(val, mask); +} + + +//----------------------------------------------------------------------------// +//------------------------- DXR Micro-map Extension --------------------------// +//----------------------------------------------------------------------------// + +float3x3 NvRtTriangleObjectPositions() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_TRIANGLE_OBJECT_POSITIONS; + + float3x3 ret; + ret[0][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][2] = asfloat(g_NvidiaExt.IncrementCounter()); + return ret; +} + +float3x3 NvRtMicroTriangleObjectPositions() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_TRIANGLE_OBJECT_POSITIONS; + + float3x3 ret; + ret[0][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][2] = asfloat(g_NvidiaExt.IncrementCounter()); + return ret; +} + +float3x2 NvRtMicroTriangleBarycentrics() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_TRIANGLE_BARYCENTRICS; + + float3x2 ret; + ret[0][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][1] = asfloat(g_NvidiaExt.IncrementCounter()); + return ret; +} + +bool NvRtIsMicroTriangleHit() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_IS_MICRO_TRIANGLE_HIT; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; +} + +bool NvRtIsBackFacing() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_IS_BACK_FACING; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; +} + +#if __SHADER_TARGET_MAJOR > 6 || (__SHADER_TARGET_MAJOR == 6 && __SHADER_TARGET_MINOR >= 5) + +float3 NvRtMicroVertexObjectPosition(RaytracingAccelerationStructure AccelerationStructure, uint InstanceIndex, uint GeometryIndex, uint PrimitiveIndex, uint2 UV) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_VERTEX_OBJECT_POSITION; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = UV.x; + g_NvidiaExt[index].src1u.x = UV.y; + uint handle = g_NvidiaExt.IncrementCounter(); + float3 ret; + ret.x = asfloat(g_NvidiaExt.IncrementCounter()); + ret.y = asfloat(g_NvidiaExt.IncrementCounter()); + ret.z = asfloat(g_NvidiaExt.IncrementCounter()); + + RayQuery<0> rq; + rq.TraceRayInline(AccelerationStructure, 0, handle, (RayDesc)0); + + return ret; +} + +float2 NvRtMicroVertexBarycentrics(RaytracingAccelerationStructure AccelerationStructure, uint InstanceIndex, uint GeometryIndex, uint PrimitiveIndex, uint2 UV) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_VERTEX_BARYCENTRICS; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = UV.x; + g_NvidiaExt[index].src1u.x = UV.y; + uint handle = g_NvidiaExt.IncrementCounter(); + float2 ret; + ret.x = asfloat(g_NvidiaExt.IncrementCounter()); + ret.y = asfloat(g_NvidiaExt.IncrementCounter()); + + RayQuery<0> rq; + rq.TraceRayInline(AccelerationStructure, 0, handle, (RayDesc)0); + + return ret; +} + +#endif + +//----------------------------------------------------------------------------// +//------------------------- DXR HitObject Extension --------------------------// +//----------------------------------------------------------------------------// + +// Support for templates in HLSL requires HLSL 2021+. When using dxc, +// use the -HV 2021 command line argument to enable these versions. +#if defined(__HLSL_VERSION) && (__HLSL_VERSION >= 2021) && !defined(NV_HITOBJECT_USE_MACRO_API) + +struct NvHitObject { + uint _handle; + + bool IsMiss() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_MISS; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsHit() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_HIT; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsNop() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_NOP; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + uint GetInstanceID() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_ID; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetInstanceIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetPrimitiveIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_PRIMITIVE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetGeometryIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_GEOMETRY_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetHitKind() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_HIT_KIND; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + RayDesc GetRayDesc() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_RAY_DESC; + g_NvidiaExt[index].src0u.x = _handle; + + uint tmin = g_NvidiaExt.IncrementCounter(); + uint tmax = g_NvidiaExt.IncrementCounter(); + uint rayOrgX = g_NvidiaExt.IncrementCounter(); + uint rayOrgY = g_NvidiaExt.IncrementCounter(); + uint rayOrgZ = g_NvidiaExt.IncrementCounter(); + uint rayDirX = g_NvidiaExt.IncrementCounter(); + uint rayDirY = g_NvidiaExt.IncrementCounter(); + uint rayDirZ = g_NvidiaExt.IncrementCounter(); + + RayDesc ray; + ray.TMin = asfloat(tmin); + ray.TMax = asfloat(tmax); + ray.Origin.x = asfloat(rayOrgX); + ray.Origin.y = asfloat(rayOrgY); + ray.Origin.z = asfloat(rayOrgZ); + ray.Direction.x = asfloat(rayDirX); + ray.Direction.y = asfloat(rayDirY); + ray.Direction.z = asfloat(rayDirZ); + + return ray; + } + + template + T GetAttributes() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_ATTRIBUTES; + g_NvidiaExt[index].src0u.x = _handle; + uint callHandle = g_NvidiaExt.IncrementCounter(); + + T attrs; + CallShader(callHandle, attrs); + return attrs; + } + + uint GetShaderTableIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_SHADER_TABLE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint LoadLocalRootTableConstant(uint RootConstantOffsetInBytes) + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_LOAD_LOCAL_ROOT_TABLE_CONSTANT; + g_NvidiaExt[index].src0u.x = _handle; + g_NvidiaExt[index].src0u.y = RootConstantOffsetInBytes; + return g_NvidiaExt.IncrementCounter(); + } +}; + +template +NvHitObject NvTraceRayHitObject( + RaytracingAccelerationStructure AccelerationStructure, + uint RayFlags, + uint InstanceInclusionMask, + uint RayContributionToHitGroupIndex, + uint MultiplierForGeometryContributionToHitGroupIndex, + uint MissShaderIndex, + RayDesc Ray, + inout T Payload) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_TRACE_RAY; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + g_NvidiaExt[index].src0u.x = MissShaderIndex; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + uint traceHandle = g_NvidiaExt.IncrementCounter(); + + TraceRay(AccelerationStructure, RayFlags, InstanceInclusionMask, RayContributionToHitGroupIndex, MultiplierForGeometryContributionToHitGroupIndex, traceHandle, Ray, Payload); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +template +NvHitObject NvMakeHit( + RaytracingAccelerationStructure AccelerationStructure, + uint InstanceIndex, + uint GeometryIndex, + uint PrimitiveIndex, + uint HitKind, + uint RayContributionToHitGroupIndex, + uint MultiplierForGeometryContributionToHitGroupIndex, + RayDesc Ray, + T Attributes) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = HitKind; + g_NvidiaExt[index].src1u.x = RayContributionToHitGroupIndex; + g_NvidiaExt[index].src1u.y = MultiplierForGeometryContributionToHitGroupIndex; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + uint traceHandle = g_NvidiaExt.IncrementCounter(); + + struct AttrWrapper { T Attrs; }; + AttrWrapper wrapper; + wrapper.Attrs = Attributes; + CallShader(traceHandle, wrapper); + + struct DummyPayload { int a; }; + DummyPayload payload; + TraceRay(AccelerationStructure, 0, 0, 0, 0, traceHandle, Ray, payload); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +template +NvHitObject NvMakeHitWithRecordIndex( + uint HitGroupRecordIndex, + RaytracingAccelerationStructure AccelerationStructure, + uint InstanceIndex, + uint GeometryIndex, + uint PrimitiveIndex, + uint HitKind, + RayDesc Ray, + T Attributes) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT_WITH_RECORD_INDEX; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = HitKind; + g_NvidiaExt[index].src1u.x = HitGroupRecordIndex; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + uint traceHandle = g_NvidiaExt.IncrementCounter(); + + struct AttrWrapper { T Attrs; }; + AttrWrapper wrapper; + wrapper.Attrs = Attributes; + CallShader(traceHandle, wrapper); + + struct DummyPayload { int a; }; + DummyPayload payload; + TraceRay(AccelerationStructure, 0, 0, 0, 0, traceHandle, Ray, payload); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +NvHitObject NvMakeMiss( + uint MissShaderIndex, + RayDesc Ray) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_MISS; + g_NvidiaExt[index].src0u.x = MissShaderIndex; + g_NvidiaExt[index].src0u.y = asuint(Ray.TMin); + g_NvidiaExt[index].src0u.z = asuint(Ray.TMax); + g_NvidiaExt[index].src1u.x = asuint(Ray.Origin.x); + g_NvidiaExt[index].src1u.y = asuint(Ray.Origin.y); + g_NvidiaExt[index].src1u.z = asuint(Ray.Origin.z); + g_NvidiaExt[index].src2u.x = asuint(Ray.Direction.x); + g_NvidiaExt[index].src2u.y = asuint(Ray.Direction.y); + g_NvidiaExt[index].src2u.z = asuint(Ray.Direction.z); + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +NvHitObject NvMakeNop() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_NOP; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +void NvReorderThread(uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 0; + g_NvidiaExt[index].src0u.y = 0; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj, uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 1; + g_NvidiaExt[index].src0u.y = HitObj._handle; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj) +{ + NvReorderThread(HitObj, 0, 0); +} + +template +void NvInvokeHitObject( + RaytracingAccelerationStructure AccelerationStructure, + NvHitObject HitObj, + inout T Payload) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_INVOKE; + g_NvidiaExt[index].src0u.x = HitObj._handle; + uint handle = g_NvidiaExt.IncrementCounter(); + + TraceRay(AccelerationStructure, 0, 0, 0, 0, handle, (RayDesc)0, Payload); +} + +// Macro-based version of the HitObject API. Use this when HLSL 2021 is not available. +// Enable by specifying #define NV_HITOBJECT_USE_MACRO_API before including this header. +#elif defined(NV_HITOBJECT_USE_MACRO_API) + +struct NvHitObject { + uint _handle; + + bool IsMiss() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_MISS; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsHit() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_HIT; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsNop() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_NOP; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + uint GetInstanceID() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_ID; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetInstanceIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetPrimitiveIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_PRIMITIVE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetGeometryIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_GEOMETRY_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetHitKind() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_HIT_KIND; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + RayDesc GetRayDesc() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_RAY_DESC; + g_NvidiaExt[index].src0u.x = _handle; + + uint tmin = g_NvidiaExt.IncrementCounter(); + uint tmax = g_NvidiaExt.IncrementCounter(); + uint rayOrgX = g_NvidiaExt.IncrementCounter(); + uint rayOrgY = g_NvidiaExt.IncrementCounter(); + uint rayOrgZ = g_NvidiaExt.IncrementCounter(); + uint rayDirX = g_NvidiaExt.IncrementCounter(); + uint rayDirY = g_NvidiaExt.IncrementCounter(); + uint rayDirZ = g_NvidiaExt.IncrementCounter(); + + RayDesc ray; + ray.TMin = asfloat(tmin); + ray.TMax = asfloat(tmax); + ray.Origin.x = asfloat(rayOrgX); + ray.Origin.y = asfloat(rayOrgY); + ray.Origin.z = asfloat(rayOrgZ); + ray.Direction.x = asfloat(rayDirX); + ray.Direction.y = asfloat(rayDirY); + ray.Direction.z = asfloat(rayDirZ); + + return ray; + } + + uint GetShaderTableIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_SHADER_TABLE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint LoadLocalRootTableConstant(uint RootConstantOffsetInBytes) + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_LOAD_LOCAL_ROOT_TABLE_CONSTANT; + g_NvidiaExt[index].src0u.x = _handle; + g_NvidiaExt[index].src0u.y = RootConstantOffsetInBytes; + return g_NvidiaExt.IncrementCounter(); + } +}; + +#define NvTraceRayHitObject(AccelerationStructure,RayFlags,InstanceInclusionMask,RayContributionToHitGroupIndex,MultiplierForGeometryContributionToHitGroupIndex,MissShaderIndex,Ray,Payload,ResultHitObj) \ +do { \ + uint _rayFlags = RayFlags; \ + uint _instanceInclusionMask = InstanceInclusionMask; \ + uint _rayContributionToHitGroupIndex = RayContributionToHitGroupIndex; \ + uint _multiplierForGeometryContributionToHitGroupIndex = MultiplierForGeometryContributionToHitGroupIndex; \ + uint _missShaderIndex = MissShaderIndex; \ + RayDesc _ray = Ray; \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_TRACE_RAY; \ + g_NvidiaExt[_index].numOutputsForIncCounter = 2; \ + g_NvidiaExt[_index].src0u.x = _missShaderIndex; \ + uint _hitHandle = g_NvidiaExt.IncrementCounter(); \ + uint _traceHandle = g_NvidiaExt.IncrementCounter(); \ + TraceRay(AccelerationStructure, _rayFlags, _instanceInclusionMask, _rayContributionToHitGroupIndex, _multiplierForGeometryContributionToHitGroupIndex, _traceHandle, _ray, Payload); \ + ResultHitObj._handle = _hitHandle; \ +} while(0) + +struct NvHitObjectMacroDummyPayloadType { int a; }; + +#define NvMakeHit(AccelerationStructure,InstanceIndex,GeometryIndex,PrimitiveIndex,HitKind,RayContributionToHitGroupIndex,MultiplierForGeometryContributionToHitGroupIndex,Ray,Attributes,ResultHitObj) \ +do { \ + uint _instanceIndex = InstanceIndex; \ + uint _geometryIndex = GeometryIndex; \ + uint _primitiveIndex = PrimitiveIndex; \ + uint _hitKind = HitKind; \ + uint _rayContributionToHitGroupIndex = RayContributionToHitGroupIndex; \ + uint _multiplierForGeometryContributionToHitGroupIndex = MultiplierForGeometryContributionToHitGroupIndex; \ + RayDesc _ray = Ray; \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT; \ + g_NvidiaExt[_index].numOutputsForIncCounter = 2; \ + g_NvidiaExt[_index].src0u.x = _instanceIndex; \ + g_NvidiaExt[_index].src0u.y = _geometryIndex; \ + g_NvidiaExt[_index].src0u.z = _primitiveIndex; \ + g_NvidiaExt[_index].src0u.w = _hitKind; \ + g_NvidiaExt[_index].src1u.x = _rayContributionToHitGroupIndex; \ + g_NvidiaExt[_index].src1u.y = _multiplierForGeometryContributionToHitGroupIndex; \ + uint _hitHandle = g_NvidiaExt.IncrementCounter(); \ + uint _traceHandle = g_NvidiaExt.IncrementCounter(); \ + CallShader(_traceHandle, Attributes); \ + NvHitObjectMacroDummyPayloadType _payload; \ + TraceRay(AccelerationStructure, 0, 0, 0, 0, _traceHandle, _ray, _payload); \ + ResultHitObj._handle = _hitHandle; \ +} while(0) + +#define NvMakeHitWithRecordIndex(HitGroupRecordIndex,AccelerationStructure,InstanceIndex,GeometryIndex,PrimitiveIndex,HitKind,Ray,Attributes,ResultHitObj) \ +do { \ + uint _hitGroupRecordIndex = HitGroupRecordIndex; \ + uint _instanceIndex = InstanceIndex; \ + uint _geometryIndex = GeometryIndex; \ + uint _primitiveIndex = PrimitiveIndex; \ + uint _hitKind = HitKind; \ + RayDesc _ray = Ray; \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT_WITH_RECORD_INDEX; \ + g_NvidiaExt[_index].numOutputsForIncCounter = 2; \ + g_NvidiaExt[_index].src0u.x = _instanceIndex; \ + g_NvidiaExt[_index].src0u.y = _geometryIndex; \ + g_NvidiaExt[_index].src0u.z = _primitiveIndex; \ + g_NvidiaExt[_index].src0u.w = _hitKind; \ + g_NvidiaExt[_index].src1u.x = _hitGroupRecordIndex; \ + uint _hitHandle = g_NvidiaExt.IncrementCounter(); \ + uint _traceHandle = g_NvidiaExt.IncrementCounter(); \ + CallShader(_traceHandle, Attributes); \ + NvHitObjectMacroDummyPayloadType _payload; \ + TraceRay(AccelerationStructure, 0, 0, 0, 0, _traceHandle, _ray, _payload); \ + ResultHitObj._handle = _hitHandle; \ +} while(0) + +NvHitObject NvMakeMiss( + uint MissShaderIndex, + RayDesc Ray) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_MISS; + g_NvidiaExt[index].src0u.x = MissShaderIndex; + g_NvidiaExt[index].src0u.y = asuint(Ray.TMin); + g_NvidiaExt[index].src0u.z = asuint(Ray.TMax); + g_NvidiaExt[index].src1u.x = asuint(Ray.Origin.x); + g_NvidiaExt[index].src1u.y = asuint(Ray.Origin.y); + g_NvidiaExt[index].src1u.z = asuint(Ray.Origin.z); + g_NvidiaExt[index].src2u.x = asuint(Ray.Direction.x); + g_NvidiaExt[index].src2u.y = asuint(Ray.Direction.y); + g_NvidiaExt[index].src2u.z = asuint(Ray.Direction.z); + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +NvHitObject NvMakeNop() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_NOP; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +#define NvGetAttributesFromHitObject(HitObj,ResultAttributes) \ +do { \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_ATTRIBUTES; \ + g_NvidiaExt[_index].src0u.x = HitObj._handle; \ + uint _callHandle = g_NvidiaExt.IncrementCounter(); \ + CallShader(_callHandle, ResultAttributes); \ +} while(0) + +void NvReorderThread(uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 0; + g_NvidiaExt[index].src0u.y = 0; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj, uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 1; + g_NvidiaExt[index].src0u.y = HitObj._handle; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj) +{ + NvReorderThread(HitObj, 0, 0); +} + +#define NvInvokeHitObject(AccelerationStructure,HitObj,Payload) \ +do { \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_INVOKE; \ + g_NvidiaExt[_index].src0u.x = HitObj._handle; \ + uint _handle = g_NvidiaExt.IncrementCounter(); \ + TraceRay(AccelerationStructure, 0, 0, 0, 0, _handle, (RayDesc)0, Payload); \ +} while(0) + +#endif diff --git a/src/imports/nvapi/nvHLSLExtnsInternal.h b/src/imports/nvapi/nvHLSLExtnsInternal.h new file mode 100644 index 0000000..d87240a --- /dev/null +++ b/src/imports/nvapi/nvHLSLExtnsInternal.h @@ -0,0 +1,758 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ +////////////////////////// NVIDIA SHADER EXTENSIONS ///////////////// +// internal functions +// Functions in this file are not expected to be called by apps directly + +#include "imports/nvapi/nvShaderExtnEnums.h" + +struct NvShaderExtnStruct +{ + uint opcode; // opcode + uint rid; // resource ID + uint sid; // sampler ID + + uint4 dst1u; // destination operand 1 (for instructions that need extra destination operands) + uint4 src3u; // source operand 3 + uint4 src4u; // source operand 4 + uint4 src5u; // source operand 5 + + uint4 src0u; // uint source operand 0 + uint4 src1u; // uint source operand 0 + uint4 src2u; // uint source operand 0 + uint4 dst0u; // uint destination operand + + uint markUavRef; // the next store to UAV is fake and is used only to identify the uav slot + uint numOutputsForIncCounter; // Used for output to IncrementCounter + float padding1[27]; // struct size: 256 bytes +}; + +// RW structured buffer for Nvidia shader extensions + +// Application needs to define NV_SHADER_EXTN_SLOT as a unused slot, which should be +// set using NvAPI_D3D11_SetNvShaderExtnSlot() call before creating the first shader that +// uses nvidia shader extensions. E.g before including this file in shader define it as: +// #define NV_SHADER_EXTN_SLOT u7 + +// For SM5.1, application needs to define NV_SHADER_EXTN_REGISTER_SPACE as register space +// E.g. before including this file in shader define it as: +// #define NV_SHADER_EXTN_REGISTER_SPACE space2 + +// Note that other operations to this UAV will be ignored so application +// should bind a null resource + +#ifdef NV_SHADER_EXTN_REGISTER_SPACE +RWStructuredBuffer g_NvidiaExt : register( NV_SHADER_EXTN_SLOT, NV_SHADER_EXTN_REGISTER_SPACE ); +#else +RWStructuredBuffer g_NvidiaExt : register( NV_SHADER_EXTN_SLOT ); +#endif + +//----------------------------------------------------------------------------// +// the exposed SHFL instructions accept a mask parameter in src2 +// To compute lane mask from width of segment: +// minLaneID : currentLaneId & src2[12:8] +// maxLaneID : minLaneId | (src2[4:0] & ~src2[12:8]) +// where [minLaneId, maxLaneId] defines the segment where currentLaneId belongs +// we always set src2[4:0] to 11111 (0x1F), and set src2[12:8] as (32 - width) +int __NvGetShflMaskFromWidth(uint width) +{ + return ((NV_WARP_SIZE - width) << 8) | 0x1F; +} + +//----------------------------------------------------------------------------// + +void __NvReferenceUAVForOp(RWByteAddressBuffer uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav.Store(index, 0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = float2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = float2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = float2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = float4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = float4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = float4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = 0.0f; +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = 0.0f; +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = 0.0f; +} + + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = uint2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = uint2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = uint2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = uint4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = uint4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = uint4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = 0; +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = 0; +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = 0; +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = int2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = int2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = int2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = int4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = int4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = int4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = 0; +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = 0; +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = 0; +} + +//----------------------------------------------------------------------------// +// ATOMIC op sub-opcodes +#define NV_EXTN_ATOM_AND 0 +#define NV_EXTN_ATOM_OR 1 +#define NV_EXTN_ATOM_XOR 2 + +#define NV_EXTN_ATOM_ADD 3 +#define NV_EXTN_ATOM_MAX 6 +#define NV_EXTN_ATOM_MIN 7 + +#define NV_EXTN_ATOM_SWAP 8 +#define NV_EXTN_ATOM_CAS 9 + +//----------------------------------------------------------------------------// + +// performs Atomic operation on two consecutive fp16 values in the given UAV +// the uint paramater 'fp16x2Val' is treated as two fp16 values +// the passed sub-opcode 'op' should be an immediate constant +// byteAddress must be multiple of 4 +// the returned value are the two fp16 values packed into a single uint +uint __NvAtomicOpFP16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +//----------------------------------------------------------------------------// + +// performs Atomic operation on a R16G16_FLOAT UAV at the given address +// the uint paramater 'fp16x2Val' is treated as two fp16 values +// the passed sub-opcode 'op' should be an immediate constant +// the returned value are the two fp16 values (.x and .y components) packed into a single uint +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16_FLOAT format (might result in app crash or TDR) + +uint __NvAtomicOpFP16x2(RWTexture1D uav, uint address, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +uint __NvAtomicOpFP16x2(RWTexture2D uav, uint2 address, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +uint __NvAtomicOpFP16x2(RWTexture3D uav, uint3 address, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +//----------------------------------------------------------------------------// + +// performs Atomic operation on a R16G16B16A16_FLOAT UAV at the given address +// the uint2 paramater 'fp16x2Val' is treated as four fp16 values +// i.e, fp16x2Val.x = uav.xy and fp16x2Val.y = uav.yz +// the passed sub-opcode 'op' should be an immediate constant +// the returned value are the four fp16 values (.xyzw components) packed into uint2 +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16B16A16_FLOAT format (might result in app crash or TDR) + +uint2 __NvAtomicOpFP16x2(RWTexture1D uav, uint address, uint2 fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + // break it down into two fp16x2 atomic ops + uint2 retVal; + + // first op has x-coordinate = x * 2 + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address * 2; + g_NvidiaExt[index].src1u.x = fp16x2Val.x; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.x = g_NvidiaExt[index].dst0u.x; + + // second op has x-coordinate = x * 2 + 1 + index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address * 2 + 1; + g_NvidiaExt[index].src1u.x = fp16x2Val.y; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.y = g_NvidiaExt[index].dst0u.x; + + return retVal; +} + +uint2 __NvAtomicOpFP16x2(RWTexture2D uav, uint2 address, uint2 fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + // break it down into two fp16x2 atomic ops + uint2 retVal; + + // first op has x-coordinate = x * 2 + uint2 addressTemp = uint2(address.x * 2, address.y); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.x; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.x = g_NvidiaExt[index].dst0u.x; + + // second op has x-coordinate = x * 2 + 1 + addressTemp.x++; + index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.y; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.y = g_NvidiaExt[index].dst0u.x; + + return retVal; +} + +uint2 __NvAtomicOpFP16x2(RWTexture3D uav, uint3 address, uint2 fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + // break it down into two fp16x2 atomic ops + uint2 retVal; + + // first op has x-coordinate = x * 2 + uint3 addressTemp = uint3(address.x * 2, address.y, address.z); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.x; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.x = g_NvidiaExt[index].dst0u.x; + + // second op has x-coordinate = x * 2 + 1 + addressTemp.x++; + index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.y; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.y = g_NvidiaExt[index].dst0u.x; + + return retVal; +} + +uint __fp32x2Tofp16x2(float2 val) +{ + return (f32tof16(val.y)<<16) | f32tof16(val.x) ; +} + +uint2 __fp32x4Tofp16x4(float4 val) +{ + return uint2( (f32tof16(val.y)<<16) | f32tof16(val.x), (f32tof16(val.w)<<16) | f32tof16(val.z) ) ; +} + +//----------------------------------------------------------------------------// + +// FP32 Atomic functions +// performs Atomic operation treating the uav as float (fp32) values +// the passed sub-opcode 'op' should be an immediate constant +// byteAddress must be multiple of 4 +float __NvAtomicAddFP32(RWByteAddressBuffer uav, uint byteAddress, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.x = asuint(val); // passing as uint to make it more convinient for the driver to translate + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +float __NvAtomicAddFP32(RWTexture1D uav, uint address, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.x = asuint(val); + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +float __NvAtomicAddFP32(RWTexture2D uav, uint2 address, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.x = asuint(val); + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +float __NvAtomicAddFP32(RWTexture3D uav, uint3 address, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.x = asuint(val); + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +//----------------------------------------------------------------------------// + +// UINT64 Atmoic Functions +// The functions below performs atomic operation on the given UAV treating the value as uint64 +// byteAddress must be multiple of 8 +// The returned value is the value present in memory location before the atomic operation +// uint2 vector type is used to represent a single uint64 value with the x component containing the low 32 bits and y component the high 32 bits. + +uint2 __NvAtomicCompareExchangeUINT64(RWByteAddressBuffer uav, uint byteAddress, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWByteAddressBuffer uav, uint byteAddress, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicCompareExchangeUINT64(RWTexture1D uav, uint address, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWTexture1D uav, uint address, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicCompareExchangeUINT64(RWTexture2D uav, uint2 address, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWTexture2D uav, uint2 address, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicCompareExchangeUINT64(RWTexture3D uav, uint3 address, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWTexture3D uav, uint3 address, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + + +uint4 __NvFootprint(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +uint4 __NvFootprintBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, float bias, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src2u.x = asuint(bias); + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT_BIAS; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +uint4 __NvFootprintLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, float lodLevel, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src2u.x = asuint(lodLevel); + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT_LEVEL; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +uint4 __NvFootprintGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, float3 ddx, float3 ddy, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src2u.xyz = asuint(ddx); + g_NvidiaExt[index].src5u.xyz = asuint(ddy); + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT_GRAD; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +// returns value of special register - specify subopcode from any of NV_SPECIALOP_* specified in nvShaderExtnEnums.h - other opcodes undefined behavior +uint __NvGetSpecial(uint subOpCode) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_GET_SPECIAL; + g_NvidiaExt[index].src0u.x = subOpCode; + return g_NvidiaExt.IncrementCounter(); +} + +// predicate is returned in laneValid indicating if srcLane is in range and val from specified lane is returned. +int __NvShflGeneric(int val, uint srcLane, uint maskClampVal, out uint laneValid) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = srcLane; // source lane + g_NvidiaExt[index].src0u.z = maskClampVal; + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_GENERIC; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + + laneValid = asuint(g_NvidiaExt.IncrementCounter()); + return g_NvidiaExt.IncrementCounter(); +} \ No newline at end of file diff --git a/src/imports/nvapi/nvShaderExtnEnums.h b/src/imports/nvapi/nvShaderExtnEnums.h new file mode 100644 index 0000000..282f7b9 --- /dev/null +++ b/src/imports/nvapi/nvShaderExtnEnums.h @@ -0,0 +1,142 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +//////////////////////////////////////////////////////////////////////////////// +////////////////////////// NVIDIA SHADER EXTENSIONS //////////////////////////// +//////////////////////////////////////////////////////////////////////////////// + +// This file can be included both from HLSL shader code as well as C++ code. +// The app should call NvAPI_D3D11_IsNvShaderExtnOpCodeSupported() / NvAPI_D3D12_IsNvShaderExtnOpCodeSupported() +// to check for support for every nv shader extension opcode it plans to use + + + +//----------------------------------------------------------------------------// +//---------------------------- NV Shader Extn Version -----------------------// +//----------------------------------------------------------------------------// +#define NV_SHADER_EXTN_VERSION 1 + +//----------------------------------------------------------------------------// +//---------------------------- Misc constants --------------------------------// +//----------------------------------------------------------------------------// +#define NV_WARP_SIZE 32 +#define NV_WARP_SIZE_LOG2 5 + +//----------------------------------------------------------------------------// +//---------------------------- opCode constants ------------------------------// +//----------------------------------------------------------------------------// + + +#define NV_EXTN_OP_SHFL 1 +#define NV_EXTN_OP_SHFL_UP 2 +#define NV_EXTN_OP_SHFL_DOWN 3 +#define NV_EXTN_OP_SHFL_XOR 4 + +#define NV_EXTN_OP_VOTE_ALL 5 +#define NV_EXTN_OP_VOTE_ANY 6 +#define NV_EXTN_OP_VOTE_BALLOT 7 + +#define NV_EXTN_OP_GET_LANE_ID 8 +#define NV_EXTN_OP_FP16_ATOMIC 12 +#define NV_EXTN_OP_FP32_ATOMIC 13 + +#define NV_EXTN_OP_GET_SPECIAL 19 + +#define NV_EXTN_OP_UINT64_ATOMIC 20 + +#define NV_EXTN_OP_MATCH_ANY 21 + +// FOOTPRINT - For Sample and SampleBias +#define NV_EXTN_OP_FOOTPRINT 28 +#define NV_EXTN_OP_FOOTPRINT_BIAS 29 + +#define NV_EXTN_OP_GET_SHADING_RATE 30 + +// FOOTPRINT - For SampleLevel and SampleGrad +#define NV_EXTN_OP_FOOTPRINT_LEVEL 31 +#define NV_EXTN_OP_FOOTPRINT_GRAD 32 + +// SHFL Generic +#define NV_EXTN_OP_SHFL_GENERIC 33 + +#define NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE 51 +#define NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED 52 + +// HitObject API +#define NV_EXTN_OP_HIT_OBJECT_TRACE_RAY 67 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_HIT 68 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_HIT_WITH_RECORD_INDEX 69 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_MISS 70 +#define NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD 71 +#define NV_EXTN_OP_HIT_OBJECT_INVOKE 72 +#define NV_EXTN_OP_HIT_OBJECT_IS_MISS 73 +#define NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_ID 74 +#define NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_INDEX 75 +#define NV_EXTN_OP_HIT_OBJECT_GET_PRIMITIVE_INDEX 76 +#define NV_EXTN_OP_HIT_OBJECT_GET_GEOMETRY_INDEX 77 +#define NV_EXTN_OP_HIT_OBJECT_GET_HIT_KIND 78 +#define NV_EXTN_OP_HIT_OBJECT_GET_RAY_DESC 79 +#define NV_EXTN_OP_HIT_OBJECT_GET_ATTRIBUTES 80 +#define NV_EXTN_OP_HIT_OBJECT_GET_SHADER_TABLE_INDEX 81 +#define NV_EXTN_OP_HIT_OBJECT_LOAD_LOCAL_ROOT_TABLE_CONSTANT 82 +#define NV_EXTN_OP_HIT_OBJECT_IS_HIT 83 +#define NV_EXTN_OP_HIT_OBJECT_IS_NOP 84 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_NOP 85 + +// Micro-map API +#define NV_EXTN_OP_RT_TRIANGLE_OBJECT_POSITIONS 86 +#define NV_EXTN_OP_RT_MICRO_TRIANGLE_OBJECT_POSITIONS 87 +#define NV_EXTN_OP_RT_MICRO_TRIANGLE_BARYCENTRICS 88 +#define NV_EXTN_OP_RT_IS_MICRO_TRIANGLE_HIT 89 +#define NV_EXTN_OP_RT_IS_BACK_FACING 90 +#define NV_EXTN_OP_RT_MICRO_VERTEX_OBJECT_POSITION 91 +#define NV_EXTN_OP_RT_MICRO_VERTEX_BARYCENTRICS 92 + +//----------------------------------------------------------------------------// +//-------------------- GET_SPECIAL subOpCode constants -----------------------// +//----------------------------------------------------------------------------// +#define NV_SPECIALOP_THREADLTMASK 4 +#define NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED 5 +#define NV_SPECIALOP_GLOBAL_TIMER_LO 9 +#define NV_SPECIALOP_GLOBAL_TIMER_HI 10 + +//----------------------------------------------------------------------------// +//----------------------------- Texture Types -------------------------------// +//----------------------------------------------------------------------------// +#define NV_EXTN_TEXTURE_1D 2 +#define NV_EXTN_TEXTURE_1D_ARRAY 3 +#define NV_EXTN_TEXTURE_2D 4 +#define NV_EXTN_TEXTURE_2D_ARRAY 5 +#define NV_EXTN_TEXTURE_3D 6 +#define NV_EXTN_TEXTURE_CUBE 7 +#define NV_EXTN_TEXTURE_CUBE_ARRAY 8 + + +//---------------------------------------------------------------------------// +//----------------FOOTPRINT Enums for NvFootprint* extns---------------------// +//---------------------------------------------------------------------------// +#define NV_EXTN_FOOTPRINT_MODE_FINE 0 +#define NV_EXTN_FOOTPRINT_MODE_COARSE 1 diff --git a/src/imports/nvapi/nvapi.h b/src/imports/nvapi/nvapi.h new file mode 100644 index 0000000..22119f9 --- /dev/null +++ b/src/imports/nvapi/nvapi.h @@ -0,0 +1,24002 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included` in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ +///////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// Date: Dec 17, 2024 +// File: nvapi.h +// +// NvAPI provides an interface to NVIDIA devices. This file contains the +// interface constants, structure definitions and function prototypes. +// +// Target Profile: Open-Source +// Target Platform: windows +// +/////////////////////////////////////////////////////////////////////////////// +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#include"imports/nvapi/nvapi_lite_sli.h" +#include"imports/nvapi/nvapi_lite_surround.h" +#include"imports/nvapi/nvapi_lite_stereo.h" +#include"imports/nvapi/nvapi_lite_d3dext.h" +#ifndef _NVAPI_H +#define _NVAPI_H + +// icex2: Edit for bemanitools to make this work with mingw, see +// https://forums.developer.nvidia.com/t/how-can-you-compile-nvapi-h-with-mingw/33050/5 +#include "imports/nvapi/nvapi_lite_salstart.h" + +#pragma pack(push,8) // Make sure we have consistent structure packings + +#ifdef __cplusplus +extern "C" { +#endif +// ==================================================== +// Universal NvAPI Definitions +// ==================================================== +#ifndef _WIN32 +#define __cdecl +#endif + + + +//! @} + + +//! \ingroup nvapistatus +#define NVAPI_API_NOT_INTIALIZED NVAPI_API_NOT_INITIALIZED //!< Fix typo in error code + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Initialize +// +//! This function initializes the NvAPI library (if not already initialized) but always increments the ref-counter. +//! This must be called before calling other NvAPI_ functions. +//! Note: It is now mandatory to call NvAPI_Initialize before calling any other NvAPI. +//! NvAPI_Unload should be called to unload the NVAPI Library. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_LIBRARY_NOT_FOUND Failed to load the NVAPI support library +//! \sa nvapistatus +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Initialize(); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Unload +// +//! DESCRIPTION: Decrements the ref-counter and when it reaches ZERO, unloads NVAPI library. +//! This must be called in pairs with NvAPI_Initialize. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! If the client wants unload functionality, it is recommended to always call NvAPI_Initialize and NvAPI_Unload in pairs. +//! +//! Unloading NvAPI library is not supported when the library is in a resource locked state. +//! Some functions in the NvAPI library initiates an operation or allocates certain resources +//! and there are corresponding functions available, to complete the operation or free the +//! allocated resources. All such function pairs are designed to prevent unloading NvAPI library. +//! +//! For example, if NvAPI_Unload is called after NvAPI_XXX which locks a resource, it fails with +//! NVAPI_ERROR. Developers need to call the corresponding NvAPI_YYY to unlock the resources, +//! before calling NvAPI_Unload again. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_API_IN_USE Atleast an API is still being called hence cannot unload requested driver. +//! +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Unload(); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetErrorMessage +// +//! This function converts an NvAPI error code into a null terminated string. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param nr The error code to convert +//! \param szDesc The string corresponding to the error code +//! +//! \return NULL terminated string (always, never NULL) +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetErrorMessage(NvAPI_Status nr,NvAPI_ShortString szDesc); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetInterfaceVersionString +// +//! This function returns a string describing the version of the NvAPI library. +//! The contents of the string are human readable. Do not assume a fixed +//! format. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param szDesc User readable string giving NvAPI version information +//! +//! \return See \ref nvapistatus for the list of possible return values. +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetInterfaceVersionString(NvAPI_ShortString szDesc); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetInterfaceVersionStringEx +// +//! This function returns a string describing the version of the NvAPI library. +//! The contents of the string are human readable. Do not assume a fixed format. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 450 +//! +//! \param szDesc User readable string giving NvAPI version information +//! +//! \return See \ref nvapistatus for the list of possible return values. +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetInterfaceVersionStringEx(NvAPI_ShortString szDesc); + + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// All display port related data types definition starts +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +// This category is intentionally added before the #ifdef. The #endif should also be in the same scope + +#ifndef DISPLAYPORT_STRUCTS_DEFINED +#define DISPLAYPORT_STRUCTS_DEFINED + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_LINK_RATE +{ + NV_DP_1_62GBPS = 6, + NV_DP_2_70GBPS = 0xA, + NV_DP_5_40GBPS = 0x14, + NV_DP_8_10GBPS = 0x1E, +// Recommended Intermidiate Link Transfer Rates + NV_EDP_2_16GBPS = 8, + NV_EDP_2_43GBPS = 9, + NV_EDP_3_24GBPS = 0xC, + NV_EDP_4_32GBPS = 0x10 +} NV_DP_LINK_RATE; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_LANE_COUNT +{ + NV_DP_1_LANE = 1, + NV_DP_2_LANE = 2, + NV_DP_4_LANE = 4, +} NV_DP_LANE_COUNT; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_COLOR_FORMAT +{ + NV_DP_COLOR_FORMAT_RGB = 0, + NV_DP_COLOR_FORMAT_YCbCr422, + NV_DP_COLOR_FORMAT_YCbCr444, +} NV_DP_COLOR_FORMAT; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_COLORIMETRY +{ + NV_DP_COLORIMETRY_RGB = 0, + NV_DP_COLORIMETRY_YCbCr_ITU601, + NV_DP_COLORIMETRY_YCbCr_ITU709, +} NV_DP_COLORIMETRY; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_DYNAMIC_RANGE +{ + NV_DP_DYNAMIC_RANGE_VESA = 0, + NV_DP_DYNAMIC_RANGE_CEA, +} NV_DP_DYNAMIC_RANGE; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_BPC +{ + NV_DP_BPC_DEFAULT = 0, + NV_DP_BPC_6, + NV_DP_BPC_8, + NV_DP_BPC_10, + NV_DP_BPC_12, + NV_DP_BPC_16, +} NV_DP_BPC; + + +#endif //#ifndef DISPLAYPORT_STRUCTS_DEFINED + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// All display port related data types definitions end +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetEDID +// +//! \fn NvAPI_GPU_GetEDID(NvPhysicalGpuHandle hPhysicalGpu, NvU32 displayOutputId, NV_EDID *pEDID) +//! This function returns the EDID data for the specified GPU handle and connection bit mask. +//! displayOutputId should have exactly 1 bit set to indicate a single display. See \ref handles. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_INVALID_ARGUMENT pEDID is NULL; displayOutputId has 0 or > 1 bits set +//! \retval NVAPI_OK *pEDID contains valid data. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \retval NVAPI_DATA_NOT_FOUND The requested display does not contain an EDID. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +//! @{ + +#define NV_EDID_V1_DATA_SIZE 256 + +#define NV_EDID_DATA_SIZE NV_EDID_V1_DATA_SIZE + +typedef struct +{ + NvU32 version; //structure version + NvU8 EDID_Data[NV_EDID_DATA_SIZE]; +} NV_EDID_V1; + +//! Used in NvAPI_GPU_GetEDID() +typedef struct +{ + NvU32 version; //!< Structure version + NvU8 EDID_Data[NV_EDID_DATA_SIZE]; + NvU32 sizeofEDID; +} NV_EDID_V2; + +//! Used in NvAPI_GPU_GetEDID() +typedef struct +{ + NvU32 version; //!< Structure version + NvU8 EDID_Data[NV_EDID_DATA_SIZE]; + NvU32 sizeofEDID; + NvU32 edidId; //!< ID which always returned in a monotonically increasing counter. + //!< Across a split-EDID read we need to verify that all calls returned the same edidId. + //!< This counter is incremented if we get the updated EDID. + NvU32 offset; //!< Which 256-byte page of the EDID we want to read. Start at 0. + //!< If the read succeeds with edidSize > NV_EDID_DATA_SIZE, + //!< call back again with offset+256 until we have read the entire buffer +} NV_EDID_V3; + +typedef NV_EDID_V3 NV_EDID; + +#define NV_EDID_VER1 MAKE_NVAPI_VERSION(NV_EDID_V1,1) +#define NV_EDID_VER2 MAKE_NVAPI_VERSION(NV_EDID_V2,2) +#define NV_EDID_VER3 MAKE_NVAPI_VERSION(NV_EDID_V3,3) +#define NV_EDID_VER NV_EDID_VER3 + +//! @} + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetEDID(NvPhysicalGpuHandle hPhysicalGpu, NvU32 displayOutputId, NV_EDID *pEDID); + +//! \ingroup gpu + +//! Used in NvAPI_DISP_GetEdidData + +#define NV_EDID_DATA_SIZE_MAX 1024 //!< This is the current size supported by Nvidia Display Driver and may change in future. + +typedef enum +{ + NV_EDID_FLAG_DEFAULT = 0, //!< the EDID which is actively used by the driver, it could be _RAW/_COOKED/_FORCED/_INF. + NV_EDID_FLAG_RAW = 1, //!< the EDID which is not modified by the driver. If there's no _FORCED edid engaged, it + //!< will be the unmodified monitor EDID from the I2C bus. Otherwise it is original _FORCED edid. + NV_EDID_FLAG_COOKED = 2, //!< the EDID has been modified by the driver for compatibility + NV_EDID_FLAG_FORCED = 3, //!< the EDID is forced by the end-user over s/w interface, + NV_EDID_FLAG_INF = 4, //!< the EDID is from monitor INF + NV_EDID_FLAG_HW = 5, //!< the EDID is from the monitor over I2C bus without any modification. +} NV_EDID_FLAG; + +//! \ingroup gpu +//! Used in NV_GPU_CONNECTOR_DATA +typedef enum _NV_GPU_CONNECTOR_TYPE +{ + NVAPI_GPU_CONNECTOR_VGA_15_PIN = 0x00000000, + NVAPI_GPU_CONNECTOR_TV_COMPOSITE = 0x00000010, + NVAPI_GPU_CONNECTOR_TV_SVIDEO = 0x00000011, + NVAPI_GPU_CONNECTOR_TV_HDTV_COMPONENT = 0x00000013, + NVAPI_GPU_CONNECTOR_TV_SCART = 0x00000014, + NVAPI_GPU_CONNECTOR_TV_COMPOSITE_SCART_ON_EIAJ4120 = 0x00000016, + NVAPI_GPU_CONNECTOR_TV_HDTV_EIAJ4120 = 0x00000017, + NVAPI_GPU_CONNECTOR_PC_POD_HDTV_YPRPB = 0x00000018, + NVAPI_GPU_CONNECTOR_PC_POD_SVIDEO = 0x00000019, + NVAPI_GPU_CONNECTOR_PC_POD_COMPOSITE = 0x0000001A, + NVAPI_GPU_CONNECTOR_DVI_I_TV_SVIDEO = 0x00000020, + NVAPI_GPU_CONNECTOR_DVI_I_TV_COMPOSITE = 0x00000021, + NVAPI_GPU_CONNECTOR_DVI_I = 0x00000030, + NVAPI_GPU_CONNECTOR_DVI_D = 0x00000031, + NVAPI_GPU_CONNECTOR_ADC = 0x00000032, + NVAPI_GPU_CONNECTOR_LFH_DVI_I_1 = 0x00000038, + NVAPI_GPU_CONNECTOR_LFH_DVI_I_2 = 0x00000039, + NVAPI_GPU_CONNECTOR_SPWG = 0x00000040, + NVAPI_GPU_CONNECTOR_OEM = 0x00000041, + NVAPI_GPU_CONNECTOR_DISPLAYPORT_EXTERNAL = 0x00000046, + NVAPI_GPU_CONNECTOR_DISPLAYPORT_INTERNAL = 0x00000047, + NVAPI_GPU_CONNECTOR_DISPLAYPORT_MINI_EXT = 0x00000048, + NVAPI_GPU_CONNECTOR_HDMI_A = 0x00000061, + NVAPI_GPU_CONNECTOR_HDMI_C_MINI = 0x00000063, + NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_1 = 0x00000064, + NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_2 = 0x00000065, + NVAPI_GPU_CONNECTOR_VIRTUAL_WFD = 0x00000070, //!< Deprecated. + NVAPI_GPU_CONNECTOR_USB_C = 0x00000071, + NVAPI_GPU_CONNECTOR_UNKNOWN = 0xFFFFFFFF, +} NV_GPU_CONNECTOR_TYPE; + +//////////////////////////////////////////////////////////////////////////////// +// +// NvAPI_TVOutput Information +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup tvapi +//! Used in NV_DISPLAY_TV_OUTPUT_INFO +typedef enum _NV_DISPLAY_TV_FORMAT +{ + NV_DISPLAY_TV_FORMAT_NONE = 0, + NV_DISPLAY_TV_FORMAT_SD_NTSCM = 0x00000001, + NV_DISPLAY_TV_FORMAT_SD_NTSCJ = 0x00000002, + NV_DISPLAY_TV_FORMAT_SD_PALM = 0x00000004, + NV_DISPLAY_TV_FORMAT_SD_PALBDGH = 0x00000008, + NV_DISPLAY_TV_FORMAT_SD_PALN = 0x00000010, + NV_DISPLAY_TV_FORMAT_SD_PALNC = 0x00000020, + NV_DISPLAY_TV_FORMAT_SD_576i = 0x00000100, + NV_DISPLAY_TV_FORMAT_SD_480i = 0x00000200, + NV_DISPLAY_TV_FORMAT_ED_480p = 0x00000400, + NV_DISPLAY_TV_FORMAT_ED_576p = 0x00000800, + NV_DISPLAY_TV_FORMAT_HD_720p = 0x00001000, + NV_DISPLAY_TV_FORMAT_HD_1080i = 0x00002000, + NV_DISPLAY_TV_FORMAT_HD_1080p = 0x00004000, + NV_DISPLAY_TV_FORMAT_HD_720p50 = 0x00008000, + NV_DISPLAY_TV_FORMAT_HD_1080p24 = 0x00010000, + NV_DISPLAY_TV_FORMAT_HD_1080i50 = 0x00020000, + NV_DISPLAY_TV_FORMAT_HD_1080p50 = 0x00040000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30 = 0x00080000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30_3840 = NV_DISPLAY_TV_FORMAT_UHD_4Kp30, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25 = 0x00100000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25_3840 = NV_DISPLAY_TV_FORMAT_UHD_4Kp25, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24 = 0x00200000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_3840 = NV_DISPLAY_TV_FORMAT_UHD_4Kp24, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_SMPTE = 0x00400000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp50_3840 = 0x00800000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp60_3840 = 0x00900000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30_4096 = 0x00A00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25_4096 = 0x00B00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_4096 = 0x00C00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp50_4096 = 0x00D00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp60_4096 = 0x00E00000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp24_7680 = 0x01000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp25_7680 = 0x02000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp30_7680 = 0x04000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp48_7680 = 0x08000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp50_7680 = 0x09000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp60_7680 = 0x0A000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp100_7680 = 0x0B000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp120_7680 = 0x0C000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp48_3840 = 0x0D000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp48_4096 = 0x0E000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp100_4096 = 0x0F000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp100_3840 = 0x10000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp120_4096 = 0x11000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp120_3840 = 0x12000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp100_5120 = 0x13000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp120_5120 = 0x14000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_5120 = 0x15000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25_5120 = 0x16000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30_5120 = 0x17000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp48_5120 = 0x18000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp50_5120 = 0x19000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp60_5120 = 0x20000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp24_10240 = 0x21000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp25_10240 = 0x22000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp30_10240 = 0x23000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp48_10240 = 0x24000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp50_10240 = 0x25000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp60_10240 = 0x26000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp100_10240 = 0x27000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp120_10240 = 0x28000000, + + + NV_DISPLAY_TV_FORMAT_SD_OTHER = 0x30000000, + NV_DISPLAY_TV_FORMAT_ED_OTHER = 0x40000000, + NV_DISPLAY_TV_FORMAT_HD_OTHER = 0x50000000, + + NV_DISPLAY_TV_FORMAT_ANY = 0x80000000, + +} NV_DISPLAY_TV_FORMAT; + + +//! \ingroup dispcontrol +//! @{ +#define NVAPI_MAX_VIEW_TARGET 2 +#define NVAPI_ADVANCED_MAX_VIEW_TARGET 4 + +#ifndef _NV_TARGET_VIEW_MODE_ +#define _NV_TARGET_VIEW_MODE_ + +//! Used in NvAPI_SetView(). +typedef enum _NV_TARGET_VIEW_MODE +{ + NV_VIEW_MODE_STANDARD = 0, + NV_VIEW_MODE_CLONE = 1, + NV_VIEW_MODE_HSPAN = 2, + NV_VIEW_MODE_VSPAN = 3, + NV_VIEW_MODE_DUALVIEW = 4, + NV_VIEW_MODE_MULTIVIEW = 5, +} NV_TARGET_VIEW_MODE; +#endif + +//! @} + +// Following definitions are used in NvAPI_SetViewEx. + +//! Scaling modes - used in NvAPI_SetViewEx(). +//! \ingroup dispcontrol +typedef enum _NV_SCALING +{ + NV_SCALING_DEFAULT = 0, //!< No change + + // New Scaling Declarations + NV_SCALING_GPU_SCALING_TO_CLOSEST = 1, //!< Balanced - Full Screen + NV_SCALING_GPU_SCALING_TO_NATIVE = 2, //!< Force GPU - Full Screen + NV_SCALING_GPU_SCANOUT_TO_NATIVE = 3, //!< Force GPU - Centered\No Scaling + NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE = 5, //!< Force GPU - Aspect Ratio + NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_CLOSEST = 6, //!< Balanced - Aspect Ratio + NV_SCALING_GPU_SCANOUT_TO_CLOSEST = 7, //!< Balanced - Centered\No Scaling + NV_SCALING_GPU_INTEGER_ASPECT_SCALING = 8, //!< Force GPU - Integer Scaling + + // Legacy Declarations + NV_SCALING_MONITOR_SCALING = NV_SCALING_GPU_SCALING_TO_CLOSEST, + NV_SCALING_ADAPTER_SCALING = NV_SCALING_GPU_SCALING_TO_NATIVE, + NV_SCALING_CENTERED = NV_SCALING_GPU_SCANOUT_TO_NATIVE, + NV_SCALING_ASPECT_SCALING = NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE, + + NV_SCALING_CUSTOMIZED = 255 //!< For future use +} NV_SCALING; + +//! Rotate modes- used in NvAPI_SetViewEx(). + +//! \ingroup dispcontrol +typedef enum _NV_ROTATE +{ + NV_ROTATE_0 = 0, + NV_ROTATE_90 = 1, + NV_ROTATE_180 = 2, + NV_ROTATE_270 = 3, + NV_ROTATE_IGNORED = 4, +} NV_ROTATE; + +//! Color formats- used in NvAPI_SetViewEx(). +//! \ingroup dispcontrol +#define NVFORMAT_MAKEFOURCC(ch0, ch1, ch2, ch3) \ + ((NvU32)(NvU8)(ch0) | ((NvU32)(NvU8)(ch1) << 8) | \ + ((NvU32)(NvU8)(ch2) << 16) | ((NvU32)(NvU8)(ch3) << 24 )) + + + +//! Color formats- used in NvAPI_SetViewEx(). +//! \ingroup dispcontrol +typedef enum _NV_FORMAT +{ + NV_FORMAT_UNKNOWN = 0, //!< unknown. Driver will choose one as following value. + NV_FORMAT_P8 = 41, //!< for 8bpp mode + NV_FORMAT_R5G6B5 = 23, //!< for 16bpp mode + NV_FORMAT_A8R8G8B8 = 21, //!< for 32bpp mode + NV_FORMAT_A16B16G16R16F = 113, //!< for 64bpp(floating point) mode. + +} NV_FORMAT; + +// TV standard + +typedef struct +{ + float x; //!< x-coordinate of the viewport top-left point + float y; //!< y-coordinate of the viewport top-left point + float w; //!< Width of the viewport + float h; //!< Height of the viewport +} NV_VIEWPORTF; + + + +//! \ingroup dispcontrol +//! The timing override is not supported yet; must be set to _AUTO. \n + + +typedef enum _NV_TIMING_OVERRIDE +{ + NV_TIMING_OVERRIDE_CURRENT = 0, //!< get the current timing + NV_TIMING_OVERRIDE_AUTO, //!< the timing the driver will use based the current policy + NV_TIMING_OVERRIDE_EDID, //!< EDID timing + NV_TIMING_OVERRIDE_DMT, //!< VESA DMT timing + NV_TIMING_OVERRIDE_DMT_RB, //!< VESA DMT timing with reduced blanking + NV_TIMING_OVERRIDE_CVT, //!< VESA CVT timing + NV_TIMING_OVERRIDE_CVT_RB, //!< VESA CVT timing with reduced blanking + NV_TIMING_OVERRIDE_GTF, //!< VESA GTF timing + NV_TIMING_OVERRIDE_EIA861, //!< EIA 861x pre-defined timing + NV_TIMING_OVERRIDE_ANALOG_TV, //!< analog SD/HDTV timing + NV_TIMING_OVERRIDE_CUST, //!< NV custom timings + NV_TIMING_OVERRIDE_NV_PREDEFINED, //!< NV pre-defined timing (basically the PsF timings) + NV_TIMING_OVERRIDE_NV_PSF = NV_TIMING_OVERRIDE_NV_PREDEFINED, + NV_TIMING_OVERRIDE_NV_ASPR, + NV_TIMING_OVERRIDE_SDI, //!< Override for SDI timing + + NV_TIMING_OVRRIDE_MAX, +}NV_TIMING_OVERRIDE; + + +#ifndef NV_TIMING_STRUCTS_DEFINED +#define NV_TIMING_STRUCTS_DEFINED + +//*********************** +// The Timing Structure +//*********************** +// +//! \ingroup dispcontrol +//! NVIDIA-specific timing extras \n +//! Used in NV_TIMING. +typedef struct tagNV_TIMINGEXT +{ + NvU32 flag; //!< Reserved for NVIDIA hardware-based enhancement, such as double-scan. + NvU16 rr; //!< Logical refresh rate to present + NvU32 rrx1k; //!< Physical vertical refresh rate in 0.001Hz + NvU32 aspect; //!< Display aspect ratio Hi(aspect):horizontal-aspect, Low(aspect):vertical-aspect + NvU16 rep; //!< Bit-wise pixel repetition factor: 0x1:no pixel repetition; 0x2:each pixel repeats twice horizontally,.. + NvU32 status; //!< Timing standard + NvU8 name[40]; //!< Timing name +}NV_TIMINGEXT; + + + +//! \ingroup dispcontrol +//!The very basic timing structure based on the VESA standard: +//! \code +//! |<----------------------------htotal--------------------------->| +//! ---------"active" video-------->|<-------blanking------>|<----- +//! |<-------hvisible-------->|<-hb->|<-hfp->|<-hsw->|<-hbp->|<-hb->| +//! --------- -+-------------------------+ | | | | | +//! A A | | | | | | | +//! : : | | | | | | | +//! : : | | | | | | | +//! :vertical| addressable video | | | | | | +//! : visible| | | | | | | +//! : : | | | | | | | +//! : : | | | | | | | +//! vertical V | | | | | | | +//! total --+-------------------------+ | | | | | +//! : vb border | | | | | +//! : -----------------------------------+ | | | | +//! : vfp front porch | | | | +//! : -------------------------------------------+ | | | +//! : vsw sync width | | | +//! : ---------------------------------------------------+ | | +//! : vbp back porch | | +//! : -----------------------------------------------------------+ | +//! V vb border | +//! ---------------------------------------------------------------------------+ +//! \endcode +typedef struct _NV_TIMING +{ + // VESA scan out timing parameters: + NvU16 HVisible; //!< horizontal visible + NvU16 HBorder; //!< horizontal border + NvU16 HFrontPorch; //!< horizontal front porch + NvU16 HSyncWidth; //!< horizontal sync width + NvU16 HTotal; //!< horizontal total + NvU8 HSyncPol; //!< horizontal sync polarity: 1-negative, 0-positive + + NvU16 VVisible; //!< vertical visible + NvU16 VBorder; //!< vertical border + NvU16 VFrontPorch; //!< vertical front porch + NvU16 VSyncWidth; //!< vertical sync width + NvU16 VTotal; //!< vertical total + NvU8 VSyncPol; //!< vertical sync polarity: 1-negative, 0-positive + + NvU16 interlaced; //!< 1-interlaced, 0-progressive + NvU32 pclk; //!< pixel clock in 10 kHz + + //other timing related extras + NV_TIMINGEXT etc; +}NV_TIMING; +#endif //NV_TIMING_STRUCTS_DEFINED + + +//! \addtogroup dispcontrol +//! Timing-related constants +//! @{ +#define NV_TIMING_H_SYNC_POSITIVE 0 +#define NV_TIMING_H_SYNC_NEGATIVE 1 +#define NV_TIMING_H_SYNC_DEFAULT NV_TIMING_H_SYNC_NEGATIVE +// +#define NV_TIMING_V_SYNC_POSITIVE 0 +#define NV_TIMING_V_SYNC_NEGATIVE 1 +#define NV_TIMING_V_SYNC_DEFAULT NV_TIMING_V_SYNC_POSITIVE +// +#define NV_TIMING_PROGRESSIVE 0 +#define NV_TIMING_INTERLACED 1 +#define NV_TIMING_INTERLACED_EXTRA_VBLANK_ON_FIELD2 1 +#define NV_TIMING_INTERLACED_NO_EXTRA_VBLANK_ON_FIELD2 2 +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetView +// +//! \fn NvAPI_SetView(NvDisplayHandle hNvDisplay, NV_VIEW_TARGET_INFO *pTargetInfo, NV_TARGET_VIEW_MODE targetView) +//! This function lets the caller modify the target display arrangement of the selected source display handle in any nView mode. +//! It can also modify or extend the source display in Dualview mode. +//! \note Maps the selected source to the associated target Ids. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs cannot be enabled with this API. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 90 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] pTargetInfo Pointer to array of NV_VIEW_TARGET_INFO, specifying device properties in this view. +//! The first device entry in the array is the physical primary. +//! The device entry with the lowest source id is the desktop primary. +//! \param [in] targetCount Count of target devices specified in pTargetInfo. +//! \param [in] targetView Target view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +//! Used in NvAPI_SetView() and NvAPI_GetView() +typedef struct +{ + NvU32 version; //!< (IN) structure version + NvU32 count; //!< (IN) target count + struct + { + NvU32 deviceMask; //!< (IN/OUT) Device mask + NvU32 sourceId; //!< (IN/OUT) Source ID - values will be based on the number of heads exposed per GPU. + NvU32 bPrimary:1; //!< (OUT) Indicates if this is the GPU's primary view target. This is not the desktop GDI primary. + //!< NvAPI_SetView automatically selects the first target in NV_VIEW_TARGET_INFO index 0 as the GPU's primary view. + NvU32 bInterlaced:1; //!< (IN/OUT) Indicates if the timing being used on this monitor is interlaced. + NvU32 bGDIPrimary:1; //!< (IN/OUT) Indicates if this is the desktop GDI primary. + NvU32 bForceModeSet:1;//!< (IN) Used only on Win7 and higher during a call to NvAPI_SetView(). Turns off optimization & forces OS to set supplied mode. + } target[NVAPI_MAX_VIEW_TARGET]; +} NV_VIEW_TARGET_INFO; + +//! \ingroup dispcontrol +#define NV_VIEW_TARGET_INFO_VER MAKE_NVAPI_VERSION(NV_VIEW_TARGET_INFO,2) + +//! \ingroup dispcontrol +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig.") +NVAPI_INTERFACE NvAPI_SetView(NvDisplayHandle hNvDisplay, NV_VIEW_TARGET_INFO *pTargetInfo, NV_TARGET_VIEW_MODE targetView); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetViewEx +// +//! \fn NvAPI_SetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NV_TARGET_VIEW_MODE displayView) +//! This function lets caller to modify the display arrangement for selected source display handle in any of the nview modes. +//! It also allows to modify or extend the source display in dualview mode. +//! \note Maps the selected source to the associated target Ids. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs cannot be enabled with this API. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] pPathInfo Pointer to array of NV_VIEW_PATH_INFO, specifying device properties in this view. +//! The first device entry in the array is the physical primary. +//! The device entry with the lowest source id is the desktop primary. +//! \param [in] pathCount Count of paths specified in pPathInfo. +//! \param [in] displayView Display view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +#define NVAPI_MAX_DISPLAY_PATH NVAPI_MAX_VIEW_TARGET + +//! \ingroup dispcontrol +#define NVAPI_ADVANCED_MAX_DISPLAY_PATH NVAPI_ADVANCED_MAX_VIEW_TARGET + + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PATH_INFO. +typedef struct +{ + NvU32 deviceMask; //!< (IN) Device mask + NvU32 sourceId; //!< (IN) Values will be based on the number of heads exposed per GPU(0, 1?) + NvU32 bPrimary:1; //!< (IN/OUT) Indicates if this is the GPU's primary view target. This is not the desktop GDI primary. + //!< NvAPI_SetViewEx() automatically selects the first target in NV_DISPLAY_PATH_INFO index 0 as the GPU's primary view. + NV_GPU_CONNECTOR_TYPE connector; //!< (IN) Specify connector type. For TV only. + + // source mode information + NvU32 width; //!< (IN) Width of the mode + NvU32 height; //!< (IN) Height of the mode + NvU32 depth; //!< (IN) Depth of the mode + NV_FORMAT colorFormat; //!< Color format if it needs to be specified. Not used now. + + //rotation setting of the mode + NV_ROTATE rotation; //!< (IN) Rotation setting. + + // the scaling mode + NV_SCALING scaling; //!< (IN) Scaling setting + + // Timing info + NvU32 refreshRate; //!< (IN) Refresh rate of the mode + NvU32 interlaced:1; //!< (IN) Interlaced mode flag + + NV_DISPLAY_TV_FORMAT tvFormat; //!< (IN) To choose the last TV format set this value to NV_DISPLAY_TV_FORMAT_NONE + + // Windows desktop position + NvU32 posx; //!< (IN/OUT) X-offset of this display on the Windows desktop + NvU32 posy; //!< (IN/OUT) Y-offset of this display on the Windows desktop + NvU32 bGDIPrimary:1; //!< (IN/OUT) Indicates if this is the desktop GDI primary. + + NvU32 bForceModeSet:1;//!< (IN) Used only on Win7 and higher during a call to NvAPI_SetViewEx(). Turns off optimization & forces OS to set supplied mode. + NvU32 bFocusDisplay:1;//!< (IN) If set, this display path should have the focus after the GPU topology change + NvU32 gpuId:24; //!< (IN) the physical display/target Gpu id which is the owner of the scan out (for SLI multimon, display from the slave Gpu) + +} NV_DISPLAY_PATH; + +//! \ingroup dispcontrol +//! Used in NvAPI_SetViewEx() and NvAPI_GetViewEx(). +typedef struct +{ + NvU32 version; //!< (IN) Structure version + NvU32 count; //!< (IN) Path count + NV_DISPLAY_PATH path[NVAPI_MAX_DISPLAY_PATH]; +} NV_DISPLAY_PATH_INFO_V3; + +//! \ingroup dispcontrol +//! Used in NvAPI_SetViewEx() and NvAPI_GetViewEx(). +typedef struct +{ + NvU32 version; //!< (IN) Structure version + NvU32 count; //!< (IN) Path count + NV_DISPLAY_PATH path[NVAPI_ADVANCED_MAX_DISPLAY_PATH]; +} NV_DISPLAY_PATH_INFO; + +//! \addtogroup dispcontrol +//! Macro for constructing the version fields of NV_DISPLAY_PATH_INFO +//! @{ +#define NV_DISPLAY_PATH_INFO_VER NV_DISPLAY_PATH_INFO_VER4 +#define NV_DISPLAY_PATH_INFO_VER4 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,4) +#define NV_DISPLAY_PATH_INFO_VER3 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,3) +#define NV_DISPLAY_PATH_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,2) +#define NV_DISPLAY_PATH_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,1) +//! @} +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetViewEx +// +//! \fn NvAPI_SetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NV_TARGET_VIEW_MODE displayView) +//! This function lets caller to modify the display arrangement for selected source display handle in any of the nview modes. +//! It also allows to modify or extend the source display in dualview mode. +//! \note Maps the selected source to the associated target Ids. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs cannot be enabled with this API. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] pPathInfo Pointer to array of NV_VIEW_PATH_INFO, specifying device properties in this view. +//! The first device entry in the array is the physical primary. +//! The device entry with the lowest source id is the desktop primary. +//! \param [in] pathCount Count of paths specified in pPathInfo. +//! \param [in] displayView Display view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig.") +NVAPI_INTERFACE NvAPI_SetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NV_TARGET_VIEW_MODE displayView); + + + +/////////////////////////////////////////////////////////////////////////////// +// SetDisplayConfig/GetDisplayConfig +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol + +typedef struct _NV_POSITION +{ + NvS32 x; + NvS32 y; +} NV_POSITION; + +//! \ingroup dispcontrol +typedef struct _NV_RESOLUTION +{ + NvU32 width; + NvU32 height; + NvU32 colorDepth; +} NV_RESOLUTION; + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1 +{ + NvU32 version; + + // Rotation and Scaling + NV_ROTATE rotation; //!< (IN) rotation setting. + NV_SCALING scaling; //!< (IN) scaling setting. + + // Refresh Rate + NvU32 refreshRate1K; //!< (IN) Non-interlaced Refresh Rate of the mode, multiplied by 1000, 0 = ignored + //!< This is the value which driver reports to the OS. + // Flags + NvU32 interlaced:1; //!< (IN) Interlaced mode flag, ignored if refreshRate == 0 + NvU32 primary:1; //!< (IN) Declares primary display in clone configuration. This is *NOT* GDI Primary. + //!< Only one target can be primary per source. If no primary is specified, the first + //!< target will automatically be primary. +#ifdef NV_PAN_AND_SCAN_DEFINED + NvU32 isPanAndScanTarget:1; //!< Whether on this target Pan and Scan is enabled or has to be enabled. Valid only + //!< when the target is part of clone topology. +#else + NvU32 reservedBit1:1; +#endif + NvU32 disableVirtualModeSupport:1; + NvU32 isPreferredUnscaledTarget:1; + NvU32 reserved:27; + // TV format information + NV_GPU_CONNECTOR_TYPE connector; //!< Specify connector type. For TV only, ignored if tvFormat == NV_DISPLAY_TV_FORMAT_NONE + NV_DISPLAY_TV_FORMAT tvFormat; //!< (IN) to choose the last TV format set this value to NV_DISPLAY_TV_FORMAT_NONE + //!< In case of NvAPI_DISP_GetDisplayConfig(), this field will indicate the currently applied TV format; + //!< if no TV format is applied, this field will have NV_DISPLAY_TV_FORMAT_NONE value. + //!< In case of NvAPI_DISP_SetDisplayConfig(), this field should only be set in case of TVs; + //!< for other displays this field will be ignored and resolution & refresh rate specified in input will be used to apply the TV format. + + // Backend (raster) timing standard + NV_TIMING_OVERRIDE timingOverride; //!< Ignored if timingOverride == NV_TIMING_OVERRIDE_CURRENT + NV_TIMING timing; //!< Scan out timing, valid only if timingOverride == NV_TIMING_OVERRIDE_CUST + //!< The value NV_TIMING::NV_TIMINGEXT::rrx1k is obtained from the EDID. The driver may + //!< tweak this value for HDTV, stereo, etc., before reporting it to the OS. +} NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1; + +//! \ingroup dispcontrol +typedef NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1 NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO; + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1,1) + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER1 + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_TARGET_INFO_V1 +{ + NvU32 displayId; //!< Display ID + NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO* details; //!< May be NULL if no advanced settings are required. NULL for Non-NVIDIA Display. +} NV_DISPLAYCONFIG_PATH_TARGET_INFO_V1; + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 +{ + NvU32 displayId; //!< Display ID + NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO* details; //!< May be NULL if no advanced settings are required + NvU32 targetId; //!< Windows CCD target ID. Must be present only for non-NVIDIA adapter, for NVIDIA adapter this parameter is ignored. +} NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2; + + +//! \ingroup dispcontrol +//! As version is not defined for this structure, we will be using version of NV_DISPLAYCONFIG_PATH_INFO +typedef NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 NV_DISPLAYCONFIG_PATH_TARGET_INFO; + + +//! \ingroup dispcontrol +typedef enum _NV_DISPLAYCONFIG_SPANNING_ORIENTATION +{ + NV_DISPLAYCONFIG_SPAN_NONE = 0, + NV_DISPLAYCONFIG_SPAN_HORIZONTAL = 1, + NV_DISPLAYCONFIG_SPAN_VERTICAL = 2, +} NV_DISPLAYCONFIG_SPANNING_ORIENTATION; + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 +{ + NV_RESOLUTION resolution; + NV_FORMAT colorFormat; //!< Ignored at present, must be NV_FORMAT_UNKNOWN (0) + NV_POSITION position; //!< Is all positions are 0 or invalid, displays will be automatically + //!< positioned from left to right with GDI Primary at 0,0, and all + //!< other displays in the order of the path array. + NV_DISPLAYCONFIG_SPANNING_ORIENTATION spanningOrientation; //!< Spanning is only supported on XP + NvU32 bGDIPrimary : 1; + NvU32 bSLIFocus : 1; + NvU32 reserved : 30; //!< Must be 0 +} NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1; + + + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_INFO_V1 +{ + NvU32 version; + NvU32 reserved_sourceId; //!< This field is reserved. There is ongoing debate if we need this field. + //!< Identifies sourceIds used by Windows. If all sourceIds are 0, + //!< these will be computed automatically. + NvU32 targetInfoCount; //!< Number of elements in targetInfo array + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V1* targetInfo; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1* sourceModeInfo; //!< May be NULL if mode info is not important +} NV_DISPLAYCONFIG_PATH_INFO_V1; + +//! \ingroup dispcontrol +//! This define is temporary and must be removed once DVS failure is fixed. +#define _NV_DISPLAYCONFIG_PATH_INFO_V2 _NV_DISPLAYCONFIG_PATH_INFO + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_INFO_V2 +{ + NvU32 version; + union { + NvU32 sourceId; //!< Identifies sourceId used by Windows CCD. This can be optionally set. + NvU32 reserved_sourceId; //!< Only for compatibility + }; + + NvU32 targetInfoCount; //!< Number of elements in targetInfo array + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2* targetInfo; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1* sourceModeInfo; //!< May be NULL if mode info is not important + NvU32 IsNonNVIDIAAdapter : 1; //!< True for non-NVIDIA adapter. + NvU32 reserved : 31; //!< Must be 0 + void *pOSAdapterID; //!< Used by Non-NVIDIA adapter for pointer to OS Adapter of LUID + //!< type, type casted to void *. +} NV_DISPLAYCONFIG_PATH_INFO_V2; + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAYCONFIG_PATH_INFO_V1,1) + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAYCONFIG_PATH_INFO_V2,2) + +#ifndef NV_DISPLAYCONFIG_PATH_INFO_VER + +typedef NV_DISPLAYCONFIG_PATH_INFO_V2 NV_DISPLAYCONFIG_PATH_INFO; + +#define NV_DISPLAYCONFIG_PATH_INFO_VER NV_DISPLAYCONFIG_PATH_INFO_VER2 + +typedef NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 NV_DISPLAYCONFIG_SOURCE_MODE_INFO; + +#endif + + +//! \ingroup dispcontrol +typedef enum _NV_DISPLAYCONFIG_FLAGS +{ + NV_DISPLAYCONFIG_VALIDATE_ONLY = 0x00000001, + NV_DISPLAYCONFIG_SAVE_TO_PERSISTENCE = 0x00000002, + NV_DISPLAYCONFIG_DRIVER_RELOAD_ALLOWED = 0x00000004, //!< Driver reload is permitted if necessary + NV_DISPLAYCONFIG_FORCE_MODE_ENUMERATION = 0x00000008, //!< Refresh OS mode list. + NV_FORCE_COMMIT_VIDPN = 0x00000010, //!< Tell OS to avoid optimizing CommitVidPn call during a modeset +} NV_DISPLAYCONFIG_FLAGS; + + +#define NVAPI_UNICODE_STRING_MAX 2048 +#define NVAPI_BINARY_DATA_MAX 4096 + +typedef NvU16 NvAPI_UnicodeString[NVAPI_UNICODE_STRING_MAX]; +typedef const NvU16 *NvAPI_LPCWSTR; + +// Common + + + +//! \ingroup gpuclock +//! @{ +#define NVAPI_MAX_GPU_CLOCKS 32 +#define NVAPI_MAX_GPU_PUBLIC_CLOCKS 32 +#define NVAPI_MAX_GPU_PERF_CLOCKS 32 +#define NVAPI_MAX_GPU_PERF_VOLTAGES 16 +#define NVAPI_MAX_GPU_PERF_PSTATES 16 +//! @} + +//! \ingroup gpuclock +typedef enum _NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID +{ + NVAPI_GPU_PERF_VOLTAGE_INFO_DOMAIN_CORE = 0, + NVAPI_GPU_PERF_VOLTAGE_INFO_DOMAIN_UNDEFINED = NVAPI_MAX_GPU_PERF_VOLTAGES, +} NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID; + +//! \ingroup gpuclock +typedef enum _NV_GPU_PUBLIC_CLOCK_ID +{ + NVAPI_GPU_PUBLIC_CLOCK_GRAPHICS = 0, + NVAPI_GPU_PUBLIC_CLOCK_MEMORY = 4, + NVAPI_GPU_PUBLIC_CLOCK_PROCESSOR = 7, + NVAPI_GPU_PUBLIC_CLOCK_VIDEO = 8, + NVAPI_GPU_PUBLIC_CLOCK_UNDEFINED = NVAPI_MAX_GPU_PUBLIC_CLOCKS, +} NV_GPU_PUBLIC_CLOCK_ID; + + +//! \addtogroup gpupstate +//! @{ + +typedef enum _NV_GPU_PERF_PSTATE_ID +{ + NVAPI_GPU_PERF_PSTATE_P0 = 0, + NVAPI_GPU_PERF_PSTATE_P1, + NVAPI_GPU_PERF_PSTATE_P2, + NVAPI_GPU_PERF_PSTATE_P3, + NVAPI_GPU_PERF_PSTATE_P4, + NVAPI_GPU_PERF_PSTATE_P5, + NVAPI_GPU_PERF_PSTATE_P6, + NVAPI_GPU_PERF_PSTATE_P7, + NVAPI_GPU_PERF_PSTATE_P8, + NVAPI_GPU_PERF_PSTATE_P9, + NVAPI_GPU_PERF_PSTATE_P10, + NVAPI_GPU_PERF_PSTATE_P11, + NVAPI_GPU_PERF_PSTATE_P12, + NVAPI_GPU_PERF_PSTATE_P13, + NVAPI_GPU_PERF_PSTATE_P14, + NVAPI_GPU_PERF_PSTATE_P15, + NVAPI_GPU_PERF_PSTATE_UNDEFINED = NVAPI_MAX_GPU_PERF_PSTATES, + NVAPI_GPU_PERF_PSTATE_ALL, + +} NV_GPU_PERF_PSTATE_ID; + +//! @} + + + +//! \addtogroup gpupstate +//! @{ + +#define NVAPI_MAX_GPU_PSTATE20_PSTATES 16 +#define NVAPI_MAX_GPU_PSTATE20_CLOCKS 8 +#define NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES 4 + +//! Used to identify clock type +typedef enum +{ + //! Clock domains that use single frequency value within given pstate + NVAPI_GPU_PERF_PSTATE20_CLOCK_TYPE_SINGLE = 0, + + //! Clock domains that allow range of frequency values within given pstate + NVAPI_GPU_PERF_PSTATE20_CLOCK_TYPE_RANGE, +} NV_GPU_PERF_PSTATE20_CLOCK_TYPE_ID; + +//! Used to describe both voltage and frequency deltas +typedef struct +{ + //! Value of parameter delta (in respective units [kHz, uV]) + NvS32 value; + + struct + { + //! Min value allowed for parameter delta (in respective units [kHz, uV]) + NvS32 min; + + //! Max value allowed for parameter delta (in respective units [kHz, uV]) + NvS32 max; + } valueRange; +} NV_GPU_PERF_PSTATES20_PARAM_DELTA; + +//! Used to describe single clock entry +typedef struct +{ + //! ID of the clock domain + NV_GPU_PUBLIC_CLOCK_ID domainId; + + //! Clock type ID + NV_GPU_PERF_PSTATE20_CLOCK_TYPE_ID typeId; + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Current frequency delta from nominal settings in (kHz) + NV_GPU_PERF_PSTATES20_PARAM_DELTA freqDelta_kHz; + + //! Clock domain type dependant information + union + { + struct + { + //! Clock frequency within given pstate in (kHz) + NvU32 freq_kHz; + } single; + + struct + { + //! Min clock frequency within given pstate in (kHz) + NvU32 minFreq_kHz; + + //! Max clock frequency within given pstate in (kHz) + NvU32 maxFreq_kHz; + + //! Voltage domain ID and value range in (uV) required for this clock + NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID domainId; + NvU32 minVoltage_uV; + NvU32 maxVoltage_uV; + } range; + } data; +} NV_GPU_PSTATE20_CLOCK_ENTRY_V1; + +//! Used to describe single base voltage entry +typedef struct +{ + //! ID of the voltage domain + NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID domainId; + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Current base voltage settings in [uV] + NvU32 volt_uV; + + NV_GPU_PERF_PSTATES20_PARAM_DELTA voltDelta_uV; // Current base voltage delta from nominal settings in [uV] +} NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1; + +//! Used in NvAPI_GPU_GetPstates20() interface call. + +typedef struct +{ + //! Version info of the structure (NV_GPU_PERF_PSTATES20_INFO_VER) + NvU32 version; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Number of populated pstates + NvU32 numPstates; + + //! Number of populated clocks (per pstate) + NvU32 numClocks; + + //! Number of populated base voltages (per pstate) + NvU32 numBaseVoltages; + + //! Performance state (P-State) settings + //! Valid index range is 0 to numPstates-1 + struct + { + //! ID of the P-State + NV_GPU_PERF_PSTATE_ID pstateId; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Array of clock entries + //! Valid index range is 0 to numClocks-1 + NV_GPU_PSTATE20_CLOCK_ENTRY_V1 clocks[NVAPI_MAX_GPU_PSTATE20_CLOCKS]; + + //! Array of baseVoltage entries + //! Valid index range is 0 to numBaseVoltages-1 + NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1 baseVoltages[NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES]; + } pstates[NVAPI_MAX_GPU_PSTATE20_PSTATES]; +} NV_GPU_PERF_PSTATES20_INFO_V1; + +//! Used in NvAPI_GPU_GetPstates20() interface call. + +typedef struct _NV_GPU_PERF_PSTATES20_INFO_V2 +{ + //! Version info of the structure (NV_GPU_PERF_PSTATES20_INFO_VER) + NvU32 version; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Number of populated pstates + NvU32 numPstates; + + //! Number of populated clocks (per pstate) + NvU32 numClocks; + + //! Number of populated base voltages (per pstate) + NvU32 numBaseVoltages; + + //! Performance state (P-State) settings + //! Valid index range is 0 to numPstates-1 + struct + { + //! ID of the P-State + NV_GPU_PERF_PSTATE_ID pstateId; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Array of clock entries + //! Valid index range is 0 to numClocks-1 + NV_GPU_PSTATE20_CLOCK_ENTRY_V1 clocks[NVAPI_MAX_GPU_PSTATE20_CLOCKS]; + + //! Array of baseVoltage entries + //! Valid index range is 0 to numBaseVoltages-1 + NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1 baseVoltages[NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES]; + } pstates[NVAPI_MAX_GPU_PSTATE20_PSTATES]; + + //! OV settings - Please refer to NVIDIA over-volting recommendation to understand impact of this functionality + //! Valid index range is 0 to numVoltages-1 + struct + { + //! Number of populated voltages + NvU32 numVoltages; + + //! Array of voltage entries + //! Valid index range is 0 to numVoltages-1 + NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1 voltages[NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES]; + } ov; +} NV_GPU_PERF_PSTATES20_INFO_V2; + +typedef NV_GPU_PERF_PSTATES20_INFO_V2 NV_GPU_PERF_PSTATES20_INFO; + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO_V1 +#define NV_GPU_PERF_PSTATES20_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES20_INFO_V1,1) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO_V2 +#define NV_GPU_PERF_PSTATES20_INFO_VER2 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES20_INFO_V2,2) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO_V2 +#define NV_GPU_PERF_PSTATES20_INFO_VER3 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES20_INFO_V2,3) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO +#define NV_GPU_PERF_PSTATES20_INFO_VER NV_GPU_PERF_PSTATES20_INFO_VER3 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetDisplayDriverVersion +//! \fn NvAPI_GetDisplayDriverVersion(NvDisplayHandle hNvDisplay, NV_DISPLAY_DRIVER_VERSION *pVersion) +//! This function returns a struct that describes aspects of the display driver +//! build. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_SYS_GetDriverAndBranchVersion. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param [in] hNvDisplay NVIDIA display handle. +//! \param [out] pVersion Pointer to NV_DISPLAY_DRIVER_VERSION struc +//! +//! \retval NVAPI_ERROR +//! \retval NVAPI_OK +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup driverapi +//! Used in NvAPI_GetDisplayDriverVersion() +typedef struct +{ + NvU32 version; // Structure version + NvU32 drvVersion; + NvU32 bldChangeListNum; + NvAPI_ShortString szBuildBranchString; + NvAPI_ShortString szAdapterString; +} NV_DISPLAY_DRIVER_VERSION; + +//! \ingroup driverapi +#define NV_DISPLAY_DRIVER_VERSION_VER MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_VERSION,1) + + +//! \ingroup driverapi +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_SYS_GetDriverAndBranchVersion.") +NVAPI_INTERFACE NvAPI_GetDisplayDriverVersion(NvDisplayHandle hNvDisplay, NV_DISPLAY_DRIVER_VERSION *pVersion); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_OGL_ExpertModeSet[Get] +// +//! \name NvAPI_OGL_ExpertModeSet[Get] Functions +//@{ +//! This function configures OpenGL Expert Mode, an API usage feedback and +//! advice reporting mechanism. The effects of this call are +//! applied only to the current context, and are reset to the +//! defaults when the context is destroyed. +//! +//! \note This feature is valid at runtime only when GLExpert +//! functionality has been built into the OpenGL driver +//! installed on the system. All Windows Vista OpenGL +//! drivers provided by NVIDIA have this instrumentation +//! included by default. Windows XP, however, requires a +//! special display driver available with the NVIDIA +//! PerfSDK found at developer.nvidia.com. +//! +//! \note These functions are valid only for the current OpenGL +//! context. Calling these functions prior to creating a +//! context and calling MakeCurrent with it will result +//! in errors and undefined behavior. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param expertDetailMask Mask made up of NVAPI_OGLEXPERT_DETAIL bits, +//! this parameter specifies the detail level in +//! the feedback stream. +//! +//! \param expertReportMask Mask made up of NVAPI_OGLEXPERT_REPORT bits, +//! this parameter specifies the areas of +//! functional interest. +//! +//! \param expertOutputMask Mask made up of NVAPI_OGLEXPERT_OUTPUT bits, +//! this parameter specifies the feedback output +//! location. +//! +//! \param expertCallback Used in conjunction with OUTPUT_TO_CALLBACK, +//! this is a simple callback function the user +//! may use to obtain the feedback stream. The +//! function will be called once per fully +//! qualified feedback stream extry. +//! +//! \retval NVAPI_API_NOT_INTIALIZED NVAPI not initialized +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU found +//! \retval NVAPI_OPENGL_CONTEXT_NOT_CURRENT No NVIDIA OpenGL context +//! which supports GLExpert +//! has been made current +//! \retval NVAPI_ERROR OpenGL driver failed to load properly +//! \retval NVAPI_OK Success +// +/////////////////////////////////////////////////////////////////////////////// + +//! \addtogroup oglapi +//! @{ +#define NVAPI_OGLEXPERT_DETAIL_NONE 0x00000000 +#define NVAPI_OGLEXPERT_DETAIL_ERROR 0x00000001 +#define NVAPI_OGLEXPERT_DETAIL_SWFALLBACK 0x00000002 +#define NVAPI_OGLEXPERT_DETAIL_BASIC_INFO 0x00000004 +#define NVAPI_OGLEXPERT_DETAIL_DETAILED_INFO 0x00000008 +#define NVAPI_OGLEXPERT_DETAIL_PERFORMANCE_WARNING 0x00000010 +#define NVAPI_OGLEXPERT_DETAIL_QUALITY_WARNING 0x00000020 +#define NVAPI_OGLEXPERT_DETAIL_USAGE_WARNING 0x00000040 +#define NVAPI_OGLEXPERT_DETAIL_ALL 0xFFFFFFFF + +#define NVAPI_OGLEXPERT_REPORT_NONE 0x00000000 +#define NVAPI_OGLEXPERT_REPORT_ERROR 0x00000001 +#define NVAPI_OGLEXPERT_REPORT_SWFALLBACK 0x00000002 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_VERTEX 0x00000004 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_GEOMETRY 0x00000008 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_XFB 0x00000010 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_RASTER 0x00000020 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_FRAGMENT 0x00000040 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_ROP 0x00000080 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_FRAMEBUFFER 0x00000100 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_PIXEL 0x00000200 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_TEXTURE 0x00000400 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_BUFFEROBJECT 0x00000800 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_TEXTURE 0x00001000 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_PROGRAM 0x00002000 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_FBO 0x00004000 +#define NVAPI_OGLEXPERT_REPORT_FEATURE_SLI 0x00008000 +#define NVAPI_OGLEXPERT_REPORT_ALL 0xFFFFFFFF + + +#define NVAPI_OGLEXPERT_OUTPUT_TO_NONE 0x00000000 +#define NVAPI_OGLEXPERT_OUTPUT_TO_CONSOLE 0x00000001 +#define NVAPI_OGLEXPERT_OUTPUT_TO_DEBUGGER 0x00000004 +#define NVAPI_OGLEXPERT_OUTPUT_TO_CALLBACK 0x00000008 +#define NVAPI_OGLEXPERT_OUTPUT_TO_ALL 0xFFFFFFFF + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION TYPE: NVAPI_OGLEXPERT_CALLBACK +// +//! DESCRIPTION: Used in conjunction with OUTPUT_TO_CALLBACK, this is a simple +//! callback function the user may use to obtain the feedback +//! stream. The function will be called once per fully qualified +//! feedback stream entry. +//! +//! \param categoryId Contains the bit from the NVAPI_OGLEXPERT_REPORT +//! mask that corresponds to the current message +//! \param messageId Unique ID for the current message +//! \param detailLevel Contains the bit from the NVAPI_OGLEXPERT_DETAIL +//! mask that corresponds to the current message +//! \param objectId Unique ID of the object that corresponds to the +//! current message +//! \param messageStr Text string from the current message +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +typedef void (* NVAPI_OGLEXPERT_CALLBACK) (unsigned int categoryId, unsigned int messageId, unsigned int detailLevel, int objectId, const char *messageStr); + + + +//! \ingroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeSet(NvU32 expertDetailLevel, + NvU32 expertReportMask, + NvU32 expertOutputMask, + NVAPI_OGLEXPERT_CALLBACK expertCallback); + +//! \addtogroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeGet(NvU32 *pExpertDetailLevel, + NvU32 *pExpertReportMask, + NvU32 *pExpertOutputMask, + NVAPI_OGLEXPERT_CALLBACK *pExpertCallback); + +//@} +/////////////////////////////////////////////////////////////////////////////// +// +//! \name NvAPI_OGL_ExpertModeDefaultsSet[Get] Functions +//! +//@{ +//! This function configures OpenGL Expert Mode global defaults. These settings +//! apply to any OpenGL application which starts up after these +//! values are applied (i.e. these settings *do not* apply to +//! currently running applications). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param expertDetailLevel Value which specifies the detail level in +//! the feedback stream. This is a mask made up +//! of NVAPI_OGLEXPERT_LEVEL bits. +//! +//! \param expertReportMask Mask made up of NVAPI_OGLEXPERT_REPORT bits, +//! this parameter specifies the areas of +//! functional interest. +//! +//! \param expertOutputMask Mask made up of NVAPI_OGLEXPERT_OUTPUT bits, +//! this parameter specifies the feedback output +//! location. Note that using OUTPUT_TO_CALLBACK +//! here is meaningless and has no effect, but +//! using it will not cause an error. +//! +//! \return ::NVAPI_ERROR or ::NVAPI_OK +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeDefaultsSet(NvU32 expertDetailLevel, + NvU32 expertReportMask, + NvU32 expertOutputMask); + +//! \addtogroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeDefaultsGet(NvU32 *pExpertDetailLevel, + NvU32 *pExpertReportMask, + NvU32 *pExpertOutputMask); +//@} + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumTCCPhysicalGPUs +// +//! This function returns an array of physical GPU handles that are in TCC Mode. +//! Each handle represents a physical GPU present in the system in TCC Mode. +//! That GPU may not be visible to the OS directly. +//! +//! The array nvGPUHandle will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! NOTE: Handles enumerated by this API are only valid for NvAPIs that are tagged as TCC_SUPPORTED +//! If handle is passed to any other API, it will fail with NVAPI_INVALID_HANDLE +//! +//! For WDDM GPU handles please use NvAPI_EnumPhysicalGPUs() +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! +//! \param [out] nvGPUHandle Physical GPU array that will contain all TCC Physical GPUs +//! \param [out] pGpuCount count represent the number of valid entries in nvGPUHandle +//! +//! +//! \retval NVAPI_INVALID_ARGUMENT nvGPUHandle or pGpuCount is NULL +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumTCCPhysicalGPUs( NvPhysicalGpuHandle nvGPUHandle[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumLogicalGPUs +// +//! This function returns an array of logical GPU handles. +//! +//! Each handle represents one or more GPUs acting in concert as a single graphics device. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array nvGPUHandle will be filled with logical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! \note All logical GPUs handles get invalidated on a GPU topology change, so the calling +//! application is required to renum the logical GPU handles to get latest physical handle +//! mapping after every GPU topology change activated by a call to NvAPI_SetGpuTopologies(). +//! +//! To detect if SLI rendering is enabled, use NvAPI_D3D_GetCurrentSLIState(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT nvGPUHandle or pGpuCount is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumLogicalGPUs(NvLogicalGpuHandle nvGPUHandle[NVAPI_MAX_LOGICAL_GPUS], NvU32 *pGpuCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUsFromDisplay +// +//! This function returns an array of physical GPU handles associated with the specified display. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array nvGPUHandle will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! If the display corresponds to more than one physical GPU, the first GPU returned +//! is the one with the attached active output. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvDisp is not valid; nvGPUHandle or pGpuCount is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND no NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUsFromDisplay(NvDisplayHandle hNvDisp, NvPhysicalGpuHandle nvGPUHandle[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUFromUnAttachedDisplay +// +//! This function returns a physical GPU handle associated with the specified unattached display. +//! The source GPU is a physical render GPU which renders the frame buffer but may or may not drive the scan out. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvUnAttachedDisp is not valid or pPhysicalGpu is NULL. +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUFromUnAttachedDisplay(NvUnAttachedDisplayHandle hNvUnAttachedDisp, NvPhysicalGpuHandle *pPhysicalGpu); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetLogicalGPUFromDisplay +// +//! This function returns the logical GPU handle associated with the specified display. +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! hNvDisp can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvDisp is not valid; pLogicalGPU is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetLogicalGPUFromDisplay(NvDisplayHandle hNvDisp, NvLogicalGpuHandle *pLogicalGPU); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetLogicalGPUFromPhysicalGPU +// +//! This function returns the logical GPU handle associated with specified physical GPU handle. +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGPU is not valid; pLogicalGPU is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetLogicalGPUFromPhysicalGPU(NvPhysicalGpuHandle hPhysicalGPU, NvLogicalGpuHandle *pLogicalGPU); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUsFromLogicalGPU +// +//! This function returns the physical GPU handles associated with the specified logical GPU handle. +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array hPhysicalGPU will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hLogicalGPU is not valid; hPhysicalGPU is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_LOGICAL_GPU_HANDLE hLogicalGPU was not a logical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUsFromLogicalGPU(NvLogicalGpuHandle hLogicalGPU,NvPhysicalGpuHandle hPhysicalGPU[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUFromGPUID +// +//! Do not use this function for new software development. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT gpuId is zero or pPhysicalGPU is NULL +//! \retval NVAPI_OK Handle was returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUFromGPUID(NvU32 gpuId, NvPhysicalGpuHandle *pPhysicalGPU); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetGPUIDfromPhysicalGPU +// +//! Do not use this function for new software development. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu is NULL or invalid. Re-enumerate the GPU handles. +//! \retval NVAPI_OK Handle was returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetGPUIDfromPhysicalGPU(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pGpuId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetShaderSubPipeCount +// +//! DESCRIPTION: This function retrieves the number of Shader SubPipes on the GPU +//! On newer architectures, this corresponds to the number of SM units +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 170 +//! +//! \retval NVAPI_INVALID_ARGUMENT: pCount is NULL +//! \retval NVAPI_OK: *pCount is set +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND: no NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetShaderSubPipeCount(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pCount); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetGpuCoreCount +// +//! DESCRIPTION: Retrieves the total number of cores defined for a GPU. +//! Returns 0 on architectures that don't define GPU cores. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \retval ::NVAPI_INVALID_ARGUMENT pCount is NULL +//! \retval ::NVAPI_OK *pCount is set +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND no NVIDIA GPU driving a display was found +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \retval ::NVAPI_NOT_SUPPORTED API call is not supported on current architecture +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetGpuCoreCount(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pCount); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAllOutputs +// +//! This function returns set of all GPU-output identifiers as a bitmask. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetAllDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL. +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetAllDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetAllOutputs(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pOutputsMask); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedOutputs +// +//! This function is the same as NvAPI_GPU_GetAllOutputs() but returns only the set of GPU output +//! identifiers that are connected to display devices. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL. +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedOutputs(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedSLIOutputs +// +//! DESCRIPTION: This function is the same as NvAPI_GPU_GetConnectedOutputs() but returns only the set of GPU-output +//! identifiers that can be selected in an SLI configuration. +//! NOTE: This function matches NvAPI_GPU_GetConnectedOutputs() +//! - On systems which are not SLI capable. +//! - If the queried GPU is not part of a valid SLI group. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 170 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedSLIOutputs(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + + + +//! \ingroup gpu +typedef enum +{ + NV_MONITOR_CONN_TYPE_UNINITIALIZED = 0, + NV_MONITOR_CONN_TYPE_VGA, + NV_MONITOR_CONN_TYPE_COMPONENT, + NV_MONITOR_CONN_TYPE_SVIDEO, + NV_MONITOR_CONN_TYPE_HDMI, + NV_MONITOR_CONN_TYPE_DVI, + NV_MONITOR_CONN_TYPE_LVDS, + NV_MONITOR_CONN_TYPE_DP, + NV_MONITOR_CONN_TYPE_COMPOSITE, + NV_MONITOR_CONN_TYPE_UNKNOWN = -1 +} NV_MONITOR_CONN_TYPE; + + +//! \addtogroup gpu +//! @{ +#define NV_GPU_CONNECTED_IDS_FLAG_UNCACHED NV_BIT(0) //!< Get uncached connected devices +#define NV_GPU_CONNECTED_IDS_FLAG_SLI NV_BIT(1) //!< Get devices such that those can be selected in an SLI configuration +#define NV_GPU_CONNECTED_IDS_FLAG_LIDSTATE NV_BIT(2) //!< Get devices such that to reflect the Lid State +#define NV_GPU_CONNECTED_IDS_FLAG_FAKE NV_BIT(3) //!< Get devices that includes the fake connected monitors +#define NV_GPU_CONNECTED_IDS_FLAG_EXCLUDE_MST NV_BIT(4) //!< Excludes devices that are part of the multi stream topology. + +//! @} + +//! \ingroup gpu +typedef struct _NV_GPU_DISPLAYIDS +{ + NvU32 version; + NV_MONITOR_CONN_TYPE connectorType; //!< out: vga, tv, dvi, hdmi and dp. This is reserved for future use and clients should not rely on this information. Instead get the + //!< GPU connector type from NvAPI_GPU_GetConnectorInfo/NvAPI_GPU_GetConnectorInfoEx + NvU32 displayId; //!< this is a unique identifier for each device + + NvU32 isDynamic : 1; //!< if bit is set then this display is part of MST topology and it's a dynamic + NvU32 isMultiStreamRootNode : 1; //!< if bit is set then this displayID belongs to a multi stream enabled connector(root node). Note that when multi stream is enabled and + //!< a single multi stream capable monitor is connected to it, the monitor will share the display id with the RootNode. + //!< When there is more than one monitor connected in a multi stream topology, then the root node will have a separate displayId. + NvU32 isActive : 1; //!< if bit is set then this display is being actively driven + NvU32 isCluster : 1; //!< if bit is set then this display is the representative display + NvU32 isOSVisible : 1; //!< if bit is set, then this display is reported to the OS + NvU32 isWFD : 1; //!< Deprecated. Will always return 0. + NvU32 isConnected : 1; //!< if bit is set, then this display is connected + + NvU32 reservedInternal : 10; //!< Do not use + NvU32 isPhysicallyConnected : 1; //!< if bit is set, then this display is a phycially connected display; Valid only when isConnected bit is set + NvU32 reserved : 14; //!< must be zero +} NV_GPU_DISPLAYIDS; + +//! \ingroup gpu +//! Macro for constructing the version field of ::_NV_GPU_DISPLAYIDS +#define NV_GPU_DISPLAYIDS_VER1 MAKE_NVAPI_VERSION(NV_GPU_DISPLAYIDS,1) +#define NV_GPU_DISPLAYIDS_VER2 MAKE_NVAPI_VERSION(NV_GPU_DISPLAYIDS,3) + +#define NV_GPU_DISPLAYIDS_VER NV_GPU_DISPLAYIDS_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedDisplayIds +// +//! +//! DESCRIPTION: Due to space limitation NvAPI_GPU_GetConnectedOutputs can return maximum 32 devices, but +//! this is no longer true for DPMST. NvAPI_GPU_GetConnectedDisplayIds will return all +//! the connected display devices in the form of displayIds for the associated hPhysicalGpu. +//! This function can accept set of flags to request cached, uncached, sli and lid to get the connected devices. +//! Default value for flags will be cached . +//! +//! HOW TO USE: 1) for each PhysicalGpu, make a call to get the number of connected displayId's +//! using NvAPI_GPU_GetConnectedDisplayIds by passing the pDisplayIds as NULL +//! On call success: +//! +//! 2) If pDisplayIdCount is greater than 0, allocate memory based on pDisplayIdCount. Then make a call NvAPI_GPU_GetConnectedDisplayIds to populate DisplayIds. +//! However, if pDisplayIdCount is 0, do not make this call. +//! SUPPORTED OS: Windows 10 and higher +//! +//! \param [in] hPhysicalGpu - GPU selection +//! \param [in] flags - One or more defines from NV_GPU_CONNECTED_IDS_FLAG_* as valid flags. +//! \param [in,out] pDisplayIds - Pointer to an NV_GPU_DISPLAYIDS struct, each entry represents a one displayID and its attributes +//! \param [in] pDisplayIdCount - Number of displayId's. +//! +//! \retval NVAPI_INVALID_ARGUMENT: hPhysicalGpu or pDisplayIds or pDisplayIdCount is NULL +//! \retval NVAPI_OK: *pDisplayIds contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND: no NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetConnectedDisplayIds(__in NvPhysicalGpuHandle hPhysicalGpu, __inout_ecount_part_opt(*pDisplayIdCount, *pDisplayIdCount) NV_GPU_DISPLAYIDS* pDisplayIds, __inout NvU32* pDisplayIdCount, __in NvU32 flags); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAllDisplayIds +// +//! DESCRIPTION: This API returns display IDs for all possible outputs on the GPU. +//! For DPMST connector, it will return display IDs for all the video sinks in the topology. \n +//! HOW TO USE: 1. The first call should be made to get the all display ID count. To get the display ID count, send in \n +//! a) hPhysicalGpu - a valid WDDM type GPU handle(enumerated using NvAPI_SYS_GetPhysicalGPUs()) as input, \n +//! b) pDisplayIds - NULL, as we just want to get the display ID count. \n +//! c) pDisplayIdCount - a valid pointer to NvU32, whose value is set to ZERO. \n +//! If all parameters are correct and this call is successful, this call will return the display ID's count. \n +//! 2. To get the display ID array, make the second call to NvAPI_GPU_GetAllDisplayIds() with \n +//! a) hPhysicalGpu - should be same value which was sent in first call, \n +//! b) pDisplayIds - pointer to the display ID array allocated by caller based on display ID count, \n +//! eg. malloc(sizeof(NV_GPU_DISPLAYIDS) * pDisplayIdCount). \n +//! c) pDisplayIdCount - a valid pointer to NvU32. This indicates for how many display IDs \n +//! the memory is allocated(pDisplayIds) by the caller. \n +//! If all parameters are correct and this call is successful, this call will return the display ID array and actual +//! display ID count (which was obtained in the first call to NvAPI_GPU_GetAllDisplayIds). If the input display ID count is +//! less than the actual display ID count, it will overwrite the input and give the pDisplayIdCount as actual count and the +//! API will return NVAPI_INSUFFICIENT_BUFFER. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGpu GPU selection. +//! \param [in,out] DisplayIds Pointer to an array of NV_GPU_DISPLAYIDS structures, each entry represents one displayID +//! and its attributes. +//! \param [in,out] pDisplayIdCount As input, this parameter indicates the number of display's id's for which caller has +//! allocated the memory. As output, it will return the actual number of display IDs. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INSUFFICIENT_BUFFER When the input buffer(pDisplayIds) is less than the actual number of display IDs, this API +//! will return NVAPI_INSUFFICIENT_BUFFER. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetAllDisplayIds(__in NvPhysicalGpuHandle hPhysicalGpu, __inout_ecount_part_opt(*pDisplayIdCount, *pDisplayIdCount) NV_GPU_DISPLAYIDS* pDisplayIds, __inout NvU32* pDisplayIdCount); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedOutputsWithLidState +// +//! This function is similar to NvAPI_GPU_GetConnectedOutputs(), and returns the connected display identifiers that are connected +//! as an output mask but unlike NvAPI_GPU_GetConnectedOutputs() this API "always" reflects the Lid State in the output mask. +//! Thus if you expect the LID close state to be available in the connection mask use this API. +//! - If LID is closed then this API will remove the LID panel from the connected display identifiers. +//! - If LID is open then this API will reflect the LID panel in the connected display identifiers. +//! +//! \note This API should be used on notebook systems and on systems where the LID state is required in the connection +//! output mask. On desktop systems the returned identifiers will match NvAPI_GPU_GetConnectedOutputs(). +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedOutputsWithLidState(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedSLIOutputsWithLidState +// +//! DESCRIPTION: This function is the same as NvAPI_GPU_GetConnectedOutputsWithLidState() but returns only the set +//! of GPU-output identifiers that can be selected in an SLI configuration. With SLI disabled, +//! this function matches NvAPI_GPU_GetConnectedOutputsWithLidState(). +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 170 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedSLIOutputsWithLidState(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetSystemType +// +//! \fn NvAPI_GPU_GetSystemType(NvPhysicalGpuHandle hPhysicalGpu, NV_SYSTEM_TYPE *pSystemType) +//! This function identifies whether the GPU is a notebook GPU or a desktop GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pSystemType contains the GPU system type +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetSystemType() +typedef enum +{ + NV_SYSTEM_TYPE_UNKNOWN = 0, + NV_SYSTEM_TYPE_LAPTOP = 1, + NV_SYSTEM_TYPE_DESKTOP = 2, + +} NV_SYSTEM_TYPE; + + + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetSystemType(NvPhysicalGpuHandle hPhysicalGpu, NV_SYSTEM_TYPE *pSystemType); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetActiveOutputs +// +//! This function is the same as NvAPI_GPU_GetAllOutputs but returns only the set of GPU output +//! identifiers that are actively driving display devices. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL. +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetActiveOutputs(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_SetEDID +// +//! Thus function sets the EDID data for the specified GPU handle and connection bit mask. +//! User can either send (Gpu handle & output id) or only display Id in variable displayOutputId parameter & hPhysicalGpu parameter can be default handle (0). +//! \note The EDID will be cached across the boot session and will be enumerated to the OS in this call. +//! To remove the EDID set sizeofEDID to zero. +//! OS and NVAPI connection status APIs will reflect the newly set or removed EDID dynamically. +//! +//! This feature will NOT be supported on the following boards: +//! - GeForce +//! - Quadro VX +//! - Tesla +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 100 +//! +//! \requires Administrator privileges +//! +//! \retval NVAPI_INVALID_ARGUMENT pEDID is NULL; displayOutputId has 0 or > 1 bits set +//! \retval NVAPI_OK *pEDID data was applied to the requested displayOutputId. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle. +//! \retval NVAPI_NOT_SUPPORTED For the above mentioned GPUs +//! \retval NVAPI_INVALID_USER_PRIVILEGE The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_SetEDID(NvPhysicalGpuHandle hPhysicalGpu, NvU32 displayOutputId, NV_EDID *pEDID); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetOutputType +// +//! \fn NvAPI_GPU_GetOutputType(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputId, NV_GPU_OUTPUT_TYPE *pOutputType) +//! This function returns the output type. User can either specify both 'physical GPU handle and outputId (exactly 1 bit set - see \ref handles)' or +//! a valid displayId in the outputId parameter. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \Version Earliest supported ForceWare version: 82.61 +//! +//! \retval NVAPI_INVALID_ARGUMENT outputId, pOutputType is NULL; or if outputId parameter is not displayId and either it has > 1 bit set or hPhysicalGpu is NULL. +//! \retval NVAPI_OK *pOutputType contains a NvGpuOutputType value +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +//! used in NvAPI_GPU_GetOutputType() +typedef enum _NV_GPU_OUTPUT_TYPE +{ + NVAPI_GPU_OUTPUT_UNKNOWN = 0, + NVAPI_GPU_OUTPUT_CRT = 1, //!< CRT display device + NVAPI_GPU_OUTPUT_DFP = 2, //!< Digital Flat Panel display device + NVAPI_GPU_OUTPUT_TV = 3, //!< TV display device +} NV_GPU_OUTPUT_TYPE; + + + + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetOutputType(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputId, NV_GPU_OUTPUT_TYPE *pOutputType); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_ValidateOutputCombination +// +//! This function determines if a set of GPU outputs can be active +//! simultaneously. While a GPU may have outputs, typically they cannot +//! all be active at the same time due to internal resource sharing. +//! +//! Given a physical GPU handle and a mask of candidate outputs, this call +//! will return NVAPI_OK if all of the specified outputs can be driven +//! simultaneously. It will return NVAPI_INVALID_COMBINATION if they cannot. +//! +//! Use NvAPI_GPU_GetAllOutputs() to determine which outputs are candidates. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_OK Combination of outputs in outputsMask are valid (can be active simultaneously). +//! \retval NVAPI_INVALID_COMBINATION Combination of outputs in outputsMask are NOT valid. +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or outputsMask does not have at least 2 bits set. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ValidateOutputCombination(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputsMask); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetFullName +// +//! This function retrieves the full GPU name as an ASCII string - for example, "Quadro FX 1400". +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetFullName(NvPhysicalGpuHandle hPhysicalGpu, NvAPI_ShortString szName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPCIIdentifiers +// +//! This function returns the PCI identifiers associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \param DeviceId The internal PCI device identifier for the GPU. +//! \param SubSystemId The internal PCI subsystem identifier for the GPU. +//! \param RevisionId The internal PCI device-specific revision identifier for the GPU. +//! \param ExtDeviceId The external PCI device identifier for the GPU. +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or an argument is NULL +//! \retval NVAPI_OK Arguments are populated with PCI identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPCIIdentifiers(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pDeviceId,NvU32 *pSubSystemId,NvU32 *pRevisionId,NvU32 *pExtDeviceId); + + + + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetGPUType(). +typedef enum _NV_GPU_TYPE +{ + NV_SYSTEM_TYPE_GPU_UNKNOWN = 0, + NV_SYSTEM_TYPE_IGPU = 1, //!< Integrated GPU + NV_SYSTEM_TYPE_DGPU = 2, //!< Discrete GPU +} NV_GPU_TYPE; + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetGPUType +// +//! DESCRIPTION: This function returns the GPU type (integrated or discrete). +//! See ::NV_GPU_TYPE. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 173 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu +//! \retval NVAPI_OK *pGpuType contains the GPU type +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetGPUType(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_TYPE *pGpuType); + + + + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetBusType() +typedef enum _NV_GPU_BUS_TYPE +{ + NVAPI_GPU_BUS_TYPE_UNDEFINED = 0, + NVAPI_GPU_BUS_TYPE_PCI = 1, + NVAPI_GPU_BUS_TYPE_AGP = 2, + NVAPI_GPU_BUS_TYPE_PCI_EXPRESS = 3, + NVAPI_GPU_BUS_TYPE_FPCI = 4, + NVAPI_GPU_BUS_TYPE_AXI = 5, +} NV_GPU_BUS_TYPE; +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBusType +// +//! This function returns the type of bus associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBusType is NULL. +//! \retval NVAPI_OK *pBusType contains bus identifier. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBusType(NvPhysicalGpuHandle hPhysicalGpu,NV_GPU_BUS_TYPE *pBusType); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBusId +// +//! DESCRIPTION: Returns the ID of the bus associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 167 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBusId is NULL. +//! \retval NVAPI_OK *pBusId contains the bus ID. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBusId(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pBusId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBusSlotId +// +//! DESCRIPTION: Returns the ID of the bus slot associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 167 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBusSlotId is NULL. +//! \retval NVAPI_OK *pBusSlotId contains the bus slot ID. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBusSlotId(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pBusSlotId); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetIRQ +// +//! This function returns the interrupt number associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pIRQ is NULL. +//! \retval NVAPI_OK *pIRQ contains interrupt number. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetIRQ(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pIRQ); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVbiosRevision +// +//! This function returns the revision of the video BIOS associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBiosRevision is NULL. +//! \retval NVAPI_OK *pBiosRevision contains revision number. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVbiosRevision(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pBiosRevision); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVbiosOEMRevision +// +//! This function returns the OEM revision of the video BIOS associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBiosRevision is NULL +//! \retval NVAPI_OK *pBiosRevision contains revision number +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVbiosOEMRevision(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pBiosRevision); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVbiosVersionString +// +//! This function returns the full video BIOS version string in the form of xx.xx.xx.xx.yy where +//! - xx numbers come from NvAPI_GPU_GetVbiosRevision() and +//! - yy comes from NvAPI_GPU_GetVbiosOEMRevision(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu is NULL. +//! \retval NVAPI_OK szBiosRevision contains version string. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVbiosVersionString(NvPhysicalGpuHandle hPhysicalGpu,NvAPI_ShortString szBiosRevision); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAGPAperture +// +//! This function returns the AGP aperture in megabytes. +//! +//! \deprecated Do not use this function - it is deprecated in release 455. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_NOT_SUPPORTED +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 455.") +NVAPI_INTERFACE NvAPI_GPU_GetAGPAperture(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pSize); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetCurrentAGPRate +// +//! This function returns the current AGP Rate (0 = AGP not present, 1 = 1x, 2 = 2x, etc.). +//! +//! \deprecated Do not use this function - it is deprecated in release 455. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_NOT_SUPPORTED +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 455.") +NVAPI_INTERFACE NvAPI_GPU_GetCurrentAGPRate(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pRate); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetCurrentPCIEDownstreamWidth +// +//! This function returns the number of PCIE lanes being used for the PCIE interface +//! downstream from the GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT pWidth is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetCurrentPCIEDownstreamWidth(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pWidth); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPhysicalFrameBufferSize +// +//! This function returns the physical size of framebuffer in KB. This does NOT include any +//! system RAM that may be dedicated for use by the GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT pSize is NULL +//! \retval NVAPI_OK Call successful +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPhysicalFrameBufferSize(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pSize); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVirtualFrameBufferSize +// +//! This function returns the virtual size of framebuffer in KB. This includes the physical RAM plus any +//! system RAM that has been dedicated for use by the GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT pSize is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVirtualFrameBufferSize(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pSize); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetQuadroStatus +// +//! This function retrieves the Quadro status for the GPU (1 if Quadro, 0 if GeForce) +//! +//! This API is deprecated and it is recommended to instead query +//! NV_GPU_WORKSTATION_FEATURE_TYPE_PROVIZ support from the API +//! NvAPI_GPU_QueryWorkstationFeatureSupport. +//! \deprecated Do not use this function - it is deprecated in release 460. +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 460.") +NVAPI_INTERFACE NvAPI_GPU_GetQuadroStatus(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pStatus); + + +//! \ingroup gpu +typedef struct _NV_BOARD_INFO +{ + NvU32 version; //!< structure version + NvU8 BoardNum[16]; //!< Board Serial Number + +}NV_BOARD_INFO_V1; + +#define NV_BOARD_INFO_VER1 MAKE_NVAPI_VERSION(NV_BOARD_INFO_V1,1) +#ifndef NV_BOARD_INFO_VER +//! \ingroup gpu +typedef NV_BOARD_INFO_V1 NV_BOARD_INFO; +//! \ingroup gpu +//! \ingroup gpu +#define NV_BOARD_INFO_VER NV_BOARD_INFO_VER1 +#endif + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBoardInfo +// +//! DESCRIPTION: This API Retrieves the Board information (a unique GPU Board Serial Number) stored in the InfoROM. +//! +//! \param [in] hPhysicalGpu Physical GPU Handle. +//! \param [in,out] NV_BOARD_INFO Board Information. +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_ERROR miscellaneous error occurred +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE handle passed is not a physical GPU handle +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized +//! \retval ::NVAPI_INVALID_POINTER pBoardInfo is NULL +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION the version of the INFO struct is not supported +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBoardInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_BOARD_INFO *pBoardInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetRamBusWidth +// +//! This function returns the width of the GPU's RAM memory bus. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 100 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetRamBusWidth(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pBusWidth); + + + +//! Used in NvAPI_GPU_GetArchInfo() +typedef struct +{ + NvU32 version; + + NvU32 architecture; + NvU32 implementation; + NvU32 revision; + +} NV_GPU_ARCH_INFO_V1; + +//! NV_GPU_ARCH_INFO() values to identify Architecture level for the GPU. +typedef enum _NV_GPU_ARCHITECTURE_ID +{ + + NV_GPU_ARCHITECTURE_T2X = 0xE0000020, + NV_GPU_ARCHITECTURE_T3X = 0xE0000030, + NV_GPU_ARCHITECTURE_T4X = 0xE0000040, + NV_GPU_ARCHITECTURE_T12X = 0xE0000040, + NV_GPU_ARCHITECTURE_NV40 = 0x00000040, + NV_GPU_ARCHITECTURE_NV50 = 0x00000050, + NV_GPU_ARCHITECTURE_G78 = 0x00000060, + NV_GPU_ARCHITECTURE_G80 = 0x00000080, + NV_GPU_ARCHITECTURE_G90 = 0x00000090, + NV_GPU_ARCHITECTURE_GT200 = 0x000000A0, + NV_GPU_ARCHITECTURE_GF100 = 0x000000C0, + NV_GPU_ARCHITECTURE_GF110 = 0x000000D0, + NV_GPU_ARCHITECTURE_GK100 = 0x000000E0, + NV_GPU_ARCHITECTURE_GK110 = 0x000000F0, + NV_GPU_ARCHITECTURE_GK200 = 0x00000100, + NV_GPU_ARCHITECTURE_GM000 = 0x00000110, + NV_GPU_ARCHITECTURE_GM200 = 0x00000120, + NV_GPU_ARCHITECTURE_GP100 = 0x00000130, + NV_GPU_ARCHITECTURE_GV100 = 0x00000140, + NV_GPU_ARCHITECTURE_GV110 = 0x00000150, + NV_GPU_ARCHITECTURE_TU100 = 0x00000160, + NV_GPU_ARCHITECTURE_GA100 = 0x00000170, + NV_GPU_ARCHITECTURE_AD100 = 0x00000190, + +}NV_GPU_ARCHITECTURE_ID; + +//! NV_GPU_ARCH_INFO() values to identify GPU Architecture Implementation. +typedef enum _NV_GPU_ARCH_IMPLEMENTATION_ID +{ + + NV_GPU_ARCH_IMPLEMENTATION_T20 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_T30 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_T35 = 0x00000005, + + NV_GPU_ARCH_IMPLEMENTATION_T40 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_T124 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_NV40 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_NV41 = 0x00000001, + NV_GPU_ARCH_IMPLEMENTATION_NV42 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_NV43 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_NV44 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_NV44A = 0x0000000A, + NV_GPU_ARCH_IMPLEMENTATION_NV46 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_NV47 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_NV49 = 0x00000009, + NV_GPU_ARCH_IMPLEMENTATION_NV4B = 0x0000000B, + NV_GPU_ARCH_IMPLEMENTATION_NV4C = 0x0000000C, + NV_GPU_ARCH_IMPLEMENTATION_NV4E = 0x0000000E, + + NV_GPU_ARCH_IMPLEMENTATION_NV50 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_NV63 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_NV67 = 0x00000007, + + NV_GPU_ARCH_IMPLEMENTATION_G84 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_G86 = 0x00000006, + + NV_GPU_ARCH_IMPLEMENTATION_G92 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_G94 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_G96 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_G98 = 0x00000008, + + NV_GPU_ARCH_IMPLEMENTATION_GT200 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GT212 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_GT214 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GT215 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_GT216 = 0x00000005, + NV_GPU_ARCH_IMPLEMENTATION_GT218 = 0x00000008, + NV_GPU_ARCH_IMPLEMENTATION_MCP77 = 0x0000000A, + NV_GPU_ARCH_IMPLEMENTATION_GT21C = 0x0000000B, + NV_GPU_ARCH_IMPLEMENTATION_MCP79 = 0x0000000C, + NV_GPU_ARCH_IMPLEMENTATION_GT21A = 0x0000000D, + NV_GPU_ARCH_IMPLEMENTATION_MCP89 = 0x0000000F, + + NV_GPU_ARCH_IMPLEMENTATION_GF100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GF104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GF106 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_GF108 = 0x00000001, + + NV_GPU_ARCH_IMPLEMENTATION_GF110 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GF116 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_GF117 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_GF118 = 0x00000008, + NV_GPU_ARCH_IMPLEMENTATION_GF119 = 0x00000009, + + NV_GPU_ARCH_IMPLEMENTATION_GK104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GK106 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_GK107 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_GK20A = 0x0000000A, + NV_GPU_ARCH_IMPLEMENTATION_GK110 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_GK208 = 0x00000008, + + NV_GPU_ARCH_IMPLEMENTATION_GM204 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GM206 = 0x00000006, + + NV_GPU_ARCH_IMPLEMENTATION_GP100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GP000 = 0x00000001, + NV_GPU_ARCH_IMPLEMENTATION_GP102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_GP104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GP106 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_GP107 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_GP108 = 0x00000008, + + NV_GPU_ARCH_IMPLEMENTATION_GV100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GV10B = 0x0000000B, + + NV_GPU_ARCH_IMPLEMENTATION_TU100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_TU102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_TU104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_TU106 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_TU116 = 0x00000008, + NV_GPU_ARCH_IMPLEMENTATION_TU117 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_TU000 = 0x00000001, + + NV_GPU_ARCH_IMPLEMENTATION_GA100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GA102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_GA104 = 0x00000004, + + NV_GPU_ARCH_IMPLEMENTATION_AD102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_AD103 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_AD104 = 0x00000004, + +}NV_GPU_ARCH_IMPLEMENTATION_ID; + +typedef enum _NV_GPU_CHIP_REVISION +{ + NV_GPU_CHIP_REV_EMULATION_QT = 0x00000000, //!< QT chip + NV_GPU_CHIP_REV_EMULATION_FPGA = 0x00000001, //!< FPGA implementation of the chipset + NV_GPU_CHIP_REV_A01 = 0x00000011, //!< First silicon chipset revision + NV_GPU_CHIP_REV_A02 = 0x00000012, //!< Second Silicon chipset revision + NV_GPU_CHIP_REV_A03 = 0x00000013, //!< Third Silicon chipset revision + NV_GPU_CHIP_REV_UNKNOWN = 0xffffffff, //!< Unknown chip revision +}NV_GPU_CHIP_REVISION; + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetArchInfo() +typedef struct +{ + NvU32 version; + + union + { + NvU32 architecture; //!< architecture and architecture_id are the same. The former is NvU32 while the latter is an enum made for readability. + NV_GPU_ARCHITECTURE_ID architecture_id; //!< specifies the architecture level for the GPU. + }; + union + { + NvU32 implementation; //!< implementation and implementation_id are the same. The former is NvU32 while the latter is an enum made for readability. + NV_GPU_ARCH_IMPLEMENTATION_ID implementation_id; //!< specifies the implementation of the architecture for the GPU. + }; + union + { + NvU32 revision; //!< revision and revision_id are the same. The former is NvU32 while the latter is an enum made for readability. + NV_GPU_CHIP_REVISION revision_id; //!< specifies the architecture revision of the GPU. + }; + +} NV_GPU_ARCH_INFO_V2; + +//! \ingroup gpu +typedef NV_GPU_ARCH_INFO_V2 NV_GPU_ARCH_INFO; + +//! \ingroup gpu +#define NV_GPU_ARCH_INFO_VER_1 MAKE_NVAPI_VERSION(NV_GPU_ARCH_INFO_V1,1) +#define NV_GPU_ARCH_INFO_VER_2 MAKE_NVAPI_VERSION(NV_GPU_ARCH_INFO_V2,2) +#define NV_GPU_ARCH_INFO_VER NV_GPU_ARCH_INFO_VER_2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetArchInfo +// +//! \fn NvAPI_GPU_GetArchInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_ARCH_INFO *pGpuArchInfo) +//! This function retrieves the architecture, implementation and chip revision for the specified GPU . +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! \since Release: 85 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetArchInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_ARCH_INFO *pGpuArchInfo); + + + +/////////////////////////////////////////////////////////////////////////////////// +// I2C API +// Provides ability to read or write data using I2C protocol. +// These APIs allow I2C access only to DDC monitors + + +//! \ingroup i2capi +//! @{ +#define NVAPI_MAX_SIZEOF_I2C_DATA_BUFFER 4096 +#define NVAPI_MAX_SIZEOF_I2C_REG_ADDRESS 4 +#define NVAPI_DISPLAY_DEVICE_MASK_MAX 24 +#define NVAPI_I2C_SPEED_DEPRECATED 0xFFFF + +typedef enum +{ + NVAPI_I2C_SPEED_DEFAULT, //!< Set i2cSpeedKhz to I2C_SPEED_DEFAULT if default I2C speed is to be chosen, ie.use the current frequency setting. + NVAPI_I2C_SPEED_3KHZ, + NVAPI_I2C_SPEED_10KHZ, + NVAPI_I2C_SPEED_33KHZ, + NVAPI_I2C_SPEED_100KHZ, + NVAPI_I2C_SPEED_200KHZ, + NVAPI_I2C_SPEED_400KHZ, +} NV_I2C_SPEED; + +//! Used in NvAPI_I2CRead() and NvAPI_I2CWrite() +typedef struct +{ + NvU32 version; //!< The structure version. + NvU32 displayMask; //!< The Display Mask of the concerned display. + NvU8 bIsDDCPort; //!< This flag indicates either the DDC port (TRUE) or the communication port + //!< (FALSE) of the concerned display. + NvU8 i2cDevAddress; //!< The address of the I2C slave. The address should be shifted left by one. For + //!< example, the I2C address 0x50, often used for reading EDIDs, would be stored + //!< here as 0xA0. This matches the position within the byte sent by the master, as + //!< the last bit is reserved to specify the read or write direction. + NvU8* pbI2cRegAddress; //!< The I2C target register address. May be NULL, which indicates no register + //!< address should be sent. + NvU32 regAddrSize; //!< The size in bytes of target register address. If pbI2cRegAddress is NULL, this + //!< field must be 0. + NvU8* pbData; //!< The buffer of data which is to be read or written (depending on the command). + NvU32 cbSize; //!< The size of the data buffer, pbData, to be read or written. + NvU32 i2cSpeed; //!< The target speed of the transaction (between 28Kbps to 40Kbps; not guaranteed). +} NV_I2C_INFO_V1; + +//! Used in NvAPI_I2CRead() and NvAPI_I2CWrite() +typedef struct +{ + NvU32 version; //!< The structure version. + NvU32 displayMask; //!< The Display Mask of the concerned display. + NvU8 bIsDDCPort; //!< This flag indicates either the DDC port (TRUE) or the communication port + //!< (FALSE) of the concerned display. + NvU8 i2cDevAddress; //!< The address of the I2C slave. The address should be shifted left by one. For + //!< example, the I2C address 0x50, often used for reading EDIDs, would be stored + //!< here as 0xA0. This matches the position within the byte sent by the master, as + //!< the last bit is reserved to specify the read or write direction. + NvU8* pbI2cRegAddress; //!< The I2C target register address. May be NULL, which indicates no register + //!< address should be sent. + NvU32 regAddrSize; //!< The size in bytes of target register address. If pbI2cRegAddress is NULL, this + //!< field must be 0. + NvU8* pbData; //!< The buffer of data which is to be read or written (depending on the command). + NvU32 cbSize; //!< The size of the data buffer, pbData, to be read or written. + NvU32 i2cSpeed; //!< Deprecated, Must be set to NVAPI_I2C_SPEED_DEPRECATED. + NV_I2C_SPEED i2cSpeedKhz; //!< The target speed of the transaction in (kHz) (Chosen from the enum NV_I2C_SPEED). +} NV_I2C_INFO_V2; + +//! Used in NvAPI_I2CRead() and NvAPI_I2CWrite() +typedef struct +{ + NvU32 version; //!< The structure version. + NvU32 displayMask; //!< The Display Mask of the concerned display. + NvU8 bIsDDCPort; //!< This flag indicates either the DDC port (TRUE) or the communication port + //!< (FALSE) of the concerned display. + NvU8 i2cDevAddress; //!< The address of the I2C slave. The address should be shifted left by one. For + //!< example, the I2C address 0x50, often used for reading EDIDs, would be stored + //!< here as 0xA0. This matches the position within the byte sent by the master, as + //!< the last bit is reserved to specify the read or write direction. + NvU8* pbI2cRegAddress; //!< The I2C target register address. May be NULL, which indicates no register + //!< address should be sent. + NvU32 regAddrSize; //!< The size in bytes of target register address. If pbI2cRegAddress is NULL, this + //!< field must be 0. + NvU8* pbData; //!< The buffer of data which is to be read or written (depending on the command). + NvU32 cbSize; //!< The size of the data buffer, pbData, to be read or written. + NvU32 i2cSpeed; //!< Deprecated, Must be set to NVAPI_I2C_SPEED_DEPRECATED. + NV_I2C_SPEED i2cSpeedKhz; //!< The target speed of the transaction in (kHz) (Chosen from the enum NV_I2C_SPEED). + NvU8 portId; //!< The portid on which device is connected (remember to set bIsPortIdSet if this value is set) + //!< Optional for pre-Kepler + NvU32 bIsPortIdSet; //!< set this flag on if and only if portid value is set +} NV_I2C_INFO_V3; + +typedef NV_I2C_INFO_V3 NV_I2C_INFO; + +#define NV_I2C_INFO_VER3 MAKE_NVAPI_VERSION(NV_I2C_INFO_V3,3) +#define NV_I2C_INFO_VER2 MAKE_NVAPI_VERSION(NV_I2C_INFO_V2,2) +#define NV_I2C_INFO_VER1 MAKE_NVAPI_VERSION(NV_I2C_INFO_V1,1) + +#define NV_I2C_INFO_VER NV_I2C_INFO_VER3 +//! @} + +/***********************************************************************************/ + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_I2CRead +// +//! This function reads the data buffer from the I2C port. +//! The I2C request must be for a DDC port: pI2cInfo->bIsDDCPort = 1. +//! +//! A data buffer size larger than 16 bytes may be rejected if a register address is specified. In such a case, +//! NVAPI_ARGUMENT_EXCEED_MAX_SIZE would be returned. +//! +//! If a register address is specified (i.e. regAddrSize is positive), then the transaction will be performed in +//! the combined format described in the I2C specification. The register address will be written, followed by +//! reading into the data buffer. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [out] NV_I2C_INFO *pI2cInfo The I2C data input structure +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION Structure version is not supported. +//! \retval NVAPI_INVALID_ARGUMENT - argument does not meet specified requirements +//! \retval NVAPI_ARGUMENT_EXCEED_MAX_SIZE - an argument exceeds the maximum +//! +//! \ingroup i2capi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_I2CRead(NvPhysicalGpuHandle hPhysicalGpu, NV_I2C_INFO *pI2cInfo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_I2CWrite +// +//! This function writes the data buffer to the I2C port. +//! +//! The I2C request must be for a DDC port: pI2cInfo->bIsDDCPort = 1. +//! +//! A data buffer size larger than 16 bytes may be rejected if a register address is specified. In such a case, +//! NVAPI_ARGUMENT_EXCEED_MAX_SIZE would be returned. +//! +//! If a register address is specified (i.e. regAddrSize is positive), then the register address will be written +//! and the data buffer will immediately follow without a restart. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [in] pI2cInfo The I2C data input structure +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION Structure version is not supported. +//! \retval NVAPI_INVALID_ARGUMENT Argument does not meet specified requirements +//! \retval NVAPI_ARGUMENT_EXCEED_MAX_SIZE Argument exceeds the maximum +//! +//! \ingroup i2capi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_I2CWrite(NvPhysicalGpuHandle hPhysicalGpu, NV_I2C_INFO *pI2cInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_WorkstationFeatureSetup +// +//! \fn NvAPI_GPU_WorkstationFeatureSetup(NvPhysicalGpuHandle hPhysicalGpu, NvU32 featureEnableMask, NvU32 featureDisableMask) +//! DESCRIPTION: This API configures the driver for a set of workstation features. +//! The driver can allocate the memory resources accordingly. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \param [in] hPhysicalGpu Physical GPU Handle of the display adapter to be configured. GPU handles may be retrieved +//! using NvAPI_EnumPhysicalGPUs. A value of NULL is permitted and applies the same operation +//! to all GPU handles enumerated by NvAPI_EnumPhysicalGPUs. +//! \param [in] featureEnableMask Mask of features the caller requests to enable for use +//! \param [in] featureDisableMask Mask of features the caller requests to disable +//! +//! As a general rule, features in the enable and disable masks are expected to be disjoint, although the disable +//! mask has precedence and a feature flagged in both masks will be disabled. +//! +//! \retval ::NVAPI_OK configuration request succeeded +//! \retval ::NVAPI_ERROR configuration request failed +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu is not a physical GPU handle. +//! \retval ::NVAPI_GPU_WORKSTATION_FEATURE_INCOMPLETE requested feature set does not have all resources allocated for completeness. +//! \retval ::NVAPI_NO_IMPLEMENTATION OS below Win7, implemented only for Win7 but returns NVAPI_OK on OS above Win7 to +//! keep compatibility with apps written against Win7. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef enum +{ + NVAPI_GPU_WORKSTATION_FEATURE_MASK_SWAPGROUP = 0x00000001, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_STEREO = 0x00000010, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_WARPING = 0x00000100, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_PIXINTENSITY = 0x00000200, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_GRAYSCALE = 0x00000400, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_BPC10 = 0x00001000 +} NVAPI_GPU_WORKSTATION_FEATURE_MASK; + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_WorkstationFeatureSetup(__in NvPhysicalGpuHandle hPhysicalGpu, __in NvU32 featureEnableMask, __in NvU32 featureDisableMask); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_WorkstationFeatureQuery +// +//! DESCRIPTION: This API queries the current set of workstation features. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \param [in] hPhysicalGpu Physical GPU Handle of the display adapter to be configured. GPU handles may be retrieved +//! using NvAPI_EnumPhysicalGPUs. +//! \param [out] pConfiguredFeatureMask Mask of features requested for use by client drivers +//! \param [out] pConsistentFeatureMask Mask of features that have all resources allocated for completeness. +//! +//! \retval ::NVAPI_OK configuration request succeeded +//! \retval ::NVAPI_ERROR configuration request failed +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu is not a physical GPU handle. +//! \retval ::NVAPI_NO_IMPLEMENTATION OS below Win7, implemented only for Win7 but returns NVAPI_OK on OS above Win7 to +//! keep compatibility with apps written against Win7. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_WorkstationFeatureQuery(__in NvPhysicalGpuHandle hPhysicalGpu, __out_opt NvU32 *pConfiguredFeatureMask, __out_opt NvU32 *pConsistentFeatureMask); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetHDCPSupportStatus +// +//! \fn NvAPI_GPU_GetHDCPSupportStatus(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_GET_HDCP_SUPPORT_STATUS *pGetHDCPSupportStatus) +//! DESCRIPTION: This function returns a GPU's HDCP support status. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 175 +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_INVALID_ARGUMENT +//! \retval ::NVAPI_HANDLE_INVALIDATED +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION +// +//////////////////////////////////////////////////////////////////////////////// + + +//! \addtogroup gpu +//! @{ + + +//! HDCP fuse states - used in NV_GPU_GET_HDCP_SUPPORT_STATUS +typedef enum _NV_GPU_HDCP_FUSE_STATE +{ + NV_GPU_HDCP_FUSE_STATE_UNKNOWN = 0, + NV_GPU_HDCP_FUSE_STATE_DISABLED = 1, + NV_GPU_HDCP_FUSE_STATE_ENABLED = 2, +} NV_GPU_HDCP_FUSE_STATE; + + +//! HDCP key sources - used in NV_GPU_GET_HDCP_SUPPORT_STATUS +typedef enum _NV_GPU_HDCP_KEY_SOURCE +{ + NV_GPU_HDCP_KEY_SOURCE_UNKNOWN = 0, + NV_GPU_HDCP_KEY_SOURCE_NONE = 1, + NV_GPU_HDCP_KEY_SOURCE_CRYPTO_ROM = 2, + NV_GPU_HDCP_KEY_SOURCE_SBIOS = 3, + NV_GPU_HDCP_KEY_SOURCE_I2C_ROM = 4, + NV_GPU_HDCP_KEY_SOURCE_FUSES = 5, +} NV_GPU_HDCP_KEY_SOURCE; + + +//! HDCP key source states - used in NV_GPU_GET_HDCP_SUPPORT_STATUS +typedef enum _NV_GPU_HDCP_KEY_SOURCE_STATE +{ + NV_GPU_HDCP_KEY_SOURCE_STATE_UNKNOWN = 0, + NV_GPU_HDCP_KEY_SOURCE_STATE_ABSENT = 1, + NV_GPU_HDCP_KEY_SOURCE_STATE_PRESENT = 2, +} NV_GPU_HDCP_KEY_SOURCE_STATE; + + +//! HDPC support status - used in NvAPI_GPU_GetHDCPSupportStatus() +typedef struct +{ + NvU32 version; //! Structure version constucted by macro #NV_GPU_GET_HDCP_SUPPORT_STATUS + NV_GPU_HDCP_FUSE_STATE hdcpFuseState; //! GPU's HDCP fuse state + NV_GPU_HDCP_KEY_SOURCE hdcpKeySource; //! GPU's HDCP key source + NV_GPU_HDCP_KEY_SOURCE_STATE hdcpKeySourceState; //! GPU's HDCP key source state +} NV_GPU_GET_HDCP_SUPPORT_STATUS; + + +//! Macro for constructing the version for structure NV_GPU_GET_HDCP_SUPPORT_STATUS +#define NV_GPU_GET_HDCP_SUPPORT_STATUS_VER MAKE_NVAPI_VERSION(NV_GPU_GET_HDCP_SUPPORT_STATUS,1) + + +//! @} + + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetHDCPSupportStatus(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_GET_HDCP_SUPPORT_STATUS *pGetHDCPSupportStatus); + + + + +//! \ingroup gpucuda +//! @{ + +//! defgroup nvcomp_gpu_top NVIDIA Compute GPU Topology Flags +//! @{ + +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_CAPABLE NV_BIT(0) //!< This is Read only GPU flag - Physics capable GPU. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_ENABLE NV_BIT(1) //!< This is Read/Write GPU flag - Indicates GPU is already enabled for physics. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_DEDICATED NV_BIT(2) //!< This is Read only GPU flag - Physics enabled GPU which is *dedicated* for physics indicates + //!< this compute capable GPU was automatically made usable for Physx on CUDA. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_RECOMMENDED NV_BIT(3) //!< This is Read only GPU flag - Physics GPU which is recommended by the driver. +#define NV_COMPUTE_GPU_TOPOLOGY_CUDA_AVAILABLE NV_BIT(4) //!< This is Read only GPU flag. +#define NV_COMPUTE_GPU_TOPOLOGY_CUDA_CAPABLE NV_BIT(16) //!< This is Read only GPU flag. +#define NV_COMPUTE_GPU_TOPOLOGY_CUDA_DISABLED NV_BIT(17) //!< This is Read only GPU flag. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_AVAILABLE NV_BIT(21) //!< This is Read only GPU flag - PhysX is able to use this GPU (PhysX is installed, etc) + +//! @} + +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 gpuCount; //!< Total number of compute-capable GPUs + + struct + { + NvPhysicalGpuHandle hPhysicalGpu; //!< Compute-capable physical GPU handle + NvU32 flags; //!< One or more flags from \ref nvcomp_gpu_top + + } computeGpus[NVAPI_MAX_GPU_PER_TOPOLOGY]; //!< Array of compute-capable physical GPUs. + +} NV_COMPUTE_GPU_TOPOLOGY_V1; + + +typedef struct _NV_COMPUTE_GPU +{ + NvPhysicalGpuHandle hPhysicalGpu; //!< Compute-capable physical GPU handle + NvU32 flags; //!< One or more flags from \ref nvcomp_gpu_top + +} NV_COMPUTE_GPU; + +typedef struct _NV_COMPUTE_GPU_TOPOLOGY_V2 +{ + NvU32 version; //!< Structure version + NvU32 gpuCount; //!< Size of array + NV_COMPUTE_GPU *computeGpus; //!< Array of compute-capable physical GPUs (allocate memory of size of Physical gpuCount of system). + +} NV_COMPUTE_GPU_TOPOLOGY_V2; + +//! Macro for constructing the version field of NV_COMPUTE_GPU_TOPOLOGY +#define NV_COMPUTE_GPU_TOPOLOGY_VER1 MAKE_NVAPI_VERSION(NV_COMPUTE_GPU_TOPOLOGY_V1,1) + +#define NV_COMPUTE_GPU_TOPOLOGY_VER MAKE_NVAPI_VERSION(NV_COMPUTE_GPU_TOPOLOGY_V2,2) +typedef NV_COMPUTE_GPU_TOPOLOGY_V2 NV_COMPUTE_GPU_TOPOLOGY; + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_CudaEnumComputeCapableGpus +// +//! DESCRIPTION: This API enumerates one or more compute-capable GPUs. +//! Note that this API is deprecated and should no longer be used for new software development. +//! \deprecated Do not use this function - it is deprecated in release 319. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in,out] pComputeTopo Pointer to the structure NV_COMPUTE_GPU_TOPOLOGY. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! The gpuCount indicates if one or more compute-capable GPUs are found. +//! gpuCount >= 1 means atleast one compute-capable GPU is found. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION Structure version is not supported, initialize to NV_COMPUTE_GPU_TOPOLOGY_VER. +//! \retval ::NVAPI_ERROR Enumeration of the GPUs failed. Make sure at least one NVIDIA GPU exists in the system. +//! +//! \ingroup gpucuda +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 319.") +NVAPI_INTERFACE NvAPI_GPU_CudaEnumComputeCapableGpus(__inout NV_COMPUTE_GPU_TOPOLOGY *pComputeTopo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetTachReading +// +//! DESCRIPTION: This API retrieves the fan speed tachometer reading for the specified physical GPU. +//! +//! HOW TO USE: +//! - NvU32 Value = 0; +//! - ret = NvAPI_GPU_GetTachReading(hPhysicalGpu, &Value); +//! - On call success: +//! - Value contains the tachometer reading +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu GPU selection. +//! \param [out] pValue Pointer to a variable to get the tachometer reading +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! \retval ::NVAPI_NOT_SUPPORTED - functionality not supported +//! \retval ::NVAPI_API_NOT_INTIALIZED - nvapi not initialized +//! \retval ::NVAPI_INVALID_ARGUMENT - invalid argument passed +//! \retval ::NVAPI_HANDLE_INVALIDATED - handle passed has been invalidated (see user guide) +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE - handle passed is not a physical GPU handle +//! +//! \ingroup gpucooler +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetTachReading(NvPhysicalGpuHandle hPhysicalGPU, NvU32 *pValue); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetECCStatusInfo +// +//! \fn NvAPI_GPU_GetECCStatusInfo(NvPhysicalGpuHandle hPhysicalGpu, +//! NV_GPU_ECC_STATUS_INFO *pECCStatusInfo); +//! DESCRIPTION: This function returns ECC memory status information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for which ECC +//! status information is to be retrieved. +//! \param [out] pECCStatusInfo A pointer to an ECC status structure. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! \retval ::NVAPI_ERROR An unknown error occurred. +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE The provided GPU handle is not a physical GPU handle. +//! \retval ::NVAPI_INVALID_HANDLE The provided GPU handle is invalid. +//! \retval ::NVAPI_HANDLE_INVALIDATED The provided GPU handle is no longer valid. +//! \retval ::NVAPI_INVALID_POINTER An invalid argument pointer was provided. +//! \retval ::NVAPI_NOT_SUPPORTED The request is not supported. +//! \retval ::NVAPI_API_NOT_INTIALIZED NvAPI was not yet initialized. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \addtogroup gpuecc +//! Used in NV_GPU_ECC_STATUS_INFO. +typedef enum _NV_ECC_CONFIGURATION +{ + NV_ECC_CONFIGURATION_NOT_SUPPORTED = 0, + NV_ECC_CONFIGURATION_DEFERRED, //!< Changes require a POST to take effect + NV_ECC_CONFIGURATION_IMMEDIATE, //!< Changes can optionally be made to take effect immediately +} NV_ECC_CONFIGURATION; + +//! \ingroup gpuecc +//! Used in NvAPI_GPU_GetECCStatusInfo(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 isSupported : 1; //!< ECC memory feature support + NV_ECC_CONFIGURATION configurationOptions; //!< Supported ECC memory feature configuration options + NvU32 isEnabled : 1; //!< Active ECC memory setting +} NV_GPU_ECC_STATUS_INFO; + +//! \ingroup gpuecc +//! Macro for constructing the version field of NV_GPU_ECC_STATUS_INFO +#define NV_GPU_ECC_STATUS_INFO_VER MAKE_NVAPI_VERSION(NV_GPU_ECC_STATUS_INFO,1) + +//! \ingroup gpuecc +NVAPI_INTERFACE NvAPI_GPU_GetECCStatusInfo(NvPhysicalGpuHandle hPhysicalGpu, + NV_GPU_ECC_STATUS_INFO *pECCStatusInfo); + +//! \ingroup gpuecc +//! Used in NvAPI_GPU_GetECCErrorInfo()/ +typedef struct +{ + NvU32 version; //!< Structure version + struct + { + NvU64 singleBitErrors; //!< Number of single-bit ECC errors detected since last boot + NvU64 doubleBitErrors; //!< Number of double-bit ECC errors detected since last boot + } current; + struct + { + NvU64 singleBitErrors; //!< Number of single-bit ECC errors detected since last counter reset + NvU64 doubleBitErrors; //!< Number of double-bit ECC errors detected since last counter reset + } aggregate; +} NV_GPU_ECC_ERROR_INFO; + +//! \ingroup gpuecc +//! Macro for constructing the version field of NV_GPU_ECC_ERROR_INFO +#define NV_GPU_ECC_ERROR_INFO_VER MAKE_NVAPI_VERSION(NV_GPU_ECC_ERROR_INFO,1) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetECCErrorInfo +// +//! \fn NvAPI_GPU_GetECCErrorInfo(NvPhysicalGpuHandle hPhysicalGpu, +//! NV_GPU_ECC_ERROR_INFO *pECCErrorInfo); +//! +//! DESCRIPTION: This function returns ECC memory error information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which ECC error information is to be +//! retrieved. +//! \param [out] pECCErrorInfo A pointer to an ECC error structure. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! \retval ::NVAPI_ERROR An unknown error occurred. +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE The provided GPU handle is not a physical GPU handle. +//! \retval ::NVAPI_INVALID_ARGUMENT incorrect param value +//! \retval ::NVAPI_INVALID_POINTER An invalid argument pointer was provided. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION structure version is not supported, initialize to NV_GPU_ECC_ERROR_INFO_VER. +//! \retval ::NVAPI_HANDLE_INVALIDATED The provided GPU handle is no longer valid. +//! \retval ::NVAPI_NOT_SUPPORTED The request is not supported. +//! \retval ::NVAPI_API_NOT_INTIALIZED NvAPI was not yet initialized. +// +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup gpuecc + +NVAPI_INTERFACE NvAPI_GPU_GetECCErrorInfo(NvPhysicalGpuHandle hPhysicalGpu, + NV_GPU_ECC_ERROR_INFO *pECCErrorInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_ResetECCErrorInfo +// +//! DESCRIPTION: This function resets ECC memory error counters. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \requires Administrator privileges since release 430.39 +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which ECC error information is to be +//! cleared. +//! \param [in] bResetCurrent Reset the current ECC error counters. +//! \param [in] bResetAggregate Reset the aggregate ECC error counters. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gpuecc +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ResetECCErrorInfo(NvPhysicalGpuHandle hPhysicalGpu, NvU8 bResetCurrent, + NvU8 bResetAggregate); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetECCConfigurationInfo +// +//! \fn NvAPI_GPU_GetECCConfigurationInfo(NvPhysicalGpuHandle hPhysicalGpu, +//! NV_GPU_ECC_CONFIGURATION_INFO *pECCConfigurationInfo); +//! DESCRIPTION: This function returns ECC memory configuration information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which ECC configuration information +//! is to be retrieved. +//! \param [out] pECCConfigurationInfo A pointer to an ECC +//! configuration structure. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! \retval ::NVAPI_ERROR An unknown error occurred. +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE The provided GPU handle is not a physical GPU handle. +//! \retval ::NVAPI_INVALID_HANDLE The provided GPU handle is invalid. +//! \retval ::NVAPI_HANDLE_INVALIDATED The provided GPU handle is no longer valid. +//! \retval ::NVAPI_INVALID_POINTER An invalid argument pointer was provided. +//! \retval ::NVAPI_NOT_SUPPORTED The request is not supported. +//! \retval ::NVAPI_API_NOT_INTIALIZED NvAPI was not yet initialized. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpuecc +//! Used in NvAPI_GPU_GetECCConfigurationInfo(). +typedef struct +{ + NvU32 version; //! Structure version + NvU32 isEnabled : 1; //! Current ECC configuration stored in non-volatile memory + NvU32 isEnabledByDefault : 1; //! Factory default ECC configuration (static) +} NV_GPU_ECC_CONFIGURATION_INFO; + +//! \ingroup gpuecc +//! Macro for consstructing the verion field of NV_GPU_ECC_CONFIGURATION_INFO +#define NV_GPU_ECC_CONFIGURATION_INFO_VER MAKE_NVAPI_VERSION(NV_GPU_ECC_CONFIGURATION_INFO,1) + +//! \ingroup gpuecc +NVAPI_INTERFACE NvAPI_GPU_GetECCConfigurationInfo(NvPhysicalGpuHandle hPhysicalGpu, + NV_GPU_ECC_CONFIGURATION_INFO *pECCConfigurationInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_SetECCConfiguration +// +//! DESCRIPTION: This function updates the ECC memory configuration setting. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \requires Administrator privileges since release 430.39 +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which to update the ECC configuration +//! setting. +//! \param [in] bEnable The new ECC configuration setting. +//! \param [in] bEnableImmediately Request that the new setting take effect immediately. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_CONFIGURATION - Possibly SLI is enabled. Disable SLI and retry. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gpuecc +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_SetECCConfiguration(NvPhysicalGpuHandle hPhysicalGpu, NvU8 bEnable, + NvU8 bEnableImmediately); + + + +// The following enum is providing definitions for events signaled by a Quadro Sync (QSYNC) device. +// QSYNC event broadcast is supported for Windows 10 and later OS. +typedef enum +{ + NV_QSYNC_EVENT_NONE = 0, + NV_QSYNC_EVENT_SYNC_LOSS = 1, // Frame Lock sync loss event + NV_QSYNC_EVENT_SYNC_GAIN = 2, // Frame Lock sync gain event + NV_QSYNC_EVENT_HOUSESYNC_GAIN = 3, // House cable gain(plug in) event + NV_QSYNC_EVENT_HOUSESYNC_LOSS = 4, // House cable loss(plug out) event + NV_QSYNC_EVENT_RJ45_GAIN = 5, // RJ45 cable gain(plug in) event + NV_QSYNC_EVENT_RJ45_LOSS = 6, // RJ45 cable loss(plug out) event +} NV_QSYNC_EVENT; + +typedef struct +{ + NV_QSYNC_EVENT qsyncEvent; // One of the value of the enum NV_QSYNC_EVENT + NvU32 reserved[7]; // Reserved for future use. Do not use this. +} NV_QSYNC_EVENT_DATA; + +//! Callback for QSYNC event +typedef void(__cdecl *NVAPI_CALLBACK_QSYNCEVENT)(NV_QSYNC_EVENT_DATA qyncEventData, void *callbackParam); + + +//! Enum for Event IDs +typedef enum +{ + NV_EVENT_TYPE_NONE = 0, + NV_EVENT_TYPE_QSYNC = 6, +} NV_EVENT_TYPE; + +//! Core NV_EVENT_REGISTER_CALLBACK structure declaration +typedef struct +{ + NvU32 version; //!< version field to ensure minimum version compatibility + NV_EVENT_TYPE eventId; //!< ID of the event being sent + void *callbackParam; //!< This value will be passed back to the callback function when an event occurs + union + { + NVAPI_CALLBACK_QSYNCEVENT nvQSYNCEventCallback; //!< Callback function pointer for QSYNC events + }nvCallBackFunc; + +} NV_EVENT_REGISTER_CALLBACK, *PNV_EVENT_REGISTER_CALLBACK; + +//! Macro for constructing the version field of ::NV_EVENT_REGISTER_CALLBACK +#define NV_EVENT_REGISTER_CALLBACK_VERSION MAKE_NVAPI_VERSION(NV_EVENT_REGISTER_CALLBACK,1) + + +//! \ingroup gpu +typedef enum _NV_GPU_WORKSTATION_FEATURE_TYPE +{ + NV_GPU_WORKSTATION_FEATURE_TYPE_NVIDIA_RTX_VR_READY = 1, //!< NVIDIA RTX VR Ready + NV_GPU_WORKSTATION_FEATURE_TYPE_QUADRO_VR_READY = NV_GPU_WORKSTATION_FEATURE_TYPE_NVIDIA_RTX_VR_READY, //!< DEPRECATED name - do not use + NV_GPU_WORKSTATION_FEATURE_TYPE_PROVIZ = 2, +} NV_GPU_WORKSTATION_FEATURE_TYPE; + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_QueryWorkstationFeatureSupport +// +//! \fn NvAPI_GPU_QueryWorkstationFeatureSupport(NvPhysicalGpuHandle physicalGpu, NV_GPU_WORKSTATION_FEATURE_TYPE gpuWorkstationFeature) +//! \code +//! DESCRIPTION: Indicates whether a queried workstation feature is supported by the requested GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 440 +//! +//! DESCRIPTION: This API, when called with a valid physical gpu handle as Input, lets caller know whether the given workstation feature is supported by this GPU. +//! +//! PARAMETERS: physicalGpu(IN) : The handle of the GPU for the which caller wants to get the support information. +//! gpuWorkstationFeature(IN ) : The feature for the GPU in question. One of the values from enum NV_GPU_WORKSTATION_FEATURE_TYPE. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status listed below +//! +//! \retval ::NVAPI_OK the queried workstation feature is supported on the given GPU. +//! \retval ::NVAPI_NO_IMPLEMENTATION the current driver doesn't support this interface. +//! \retval ::NVAPI_INVALID_HANDLE the incoming physicalGpu handle is invalid. +//! \retval ::NVAPI_NOT_SUPPORTED the requested gpuWorkstationFeature is not supported in the selected GPU. +//! \retval ::NVAPI_SETTING_NOT_FOUND the requested gpuWorkstationFeature is unknown to the current driver version. +//! +//! \endcode +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_QueryWorkstationFeatureSupport(NvPhysicalGpuHandle physicalGpu, NV_GPU_WORKSTATION_FEATURE_TYPE gpuWorkstationFeature); + + + +//! \ingroup gpu +typedef struct +{ + NvU32 version; //!< version of this structure + NvU32 width; //!< width of the input texture + NvU32 height; //!< height of the input texture + float* blendingTexture; //!< array of floating values building an intensity RGB texture +} NV_SCANOUT_INTENSITY_DATA_V1; + +//! \ingroup gpu +typedef struct +{ + NvU32 version; //!< version of this structure + NvU32 width; //!< width of the input texture + NvU32 height; //!< height of the input texture + float* blendingTexture; //!< array of floating values building an intensity RGB texture + float* offsetTexture; //!< array of floating values building an offset texture + NvU32 offsetTexChannels; //!< number of channels per pixel in the offset texture +} NV_SCANOUT_INTENSITY_DATA_V2; + +typedef NV_SCANOUT_INTENSITY_DATA_V2 NV_SCANOUT_INTENSITY_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_INTENSITY_DATA_VER1 MAKE_NVAPI_VERSION(NV_SCANOUT_INTENSITY_DATA_V1, 1) +#define NV_SCANOUT_INTENSITY_DATA_VER2 MAKE_NVAPI_VERSION(NV_SCANOUT_INTENSITY_DATA_V2, 2) +#define NV_SCANOUT_INTENSITY_DATA_VER NV_SCANOUT_INTENSITY_DATA_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_SetScanoutIntensity +// +//! DESCRIPTION: This API enables and sets up per-pixel intensity feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to apply the intensity control. +//! \param [in] scanoutIntensityData the intensity texture info. +//! \param [out] pbSticky(OUT) indicates whether the settings will be kept over a reboot. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input data. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_SCANOUT_INTENSITY_DATA structure version mismatch. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_SetScanoutIntensity(NvU32 displayId, NV_SCANOUT_INTENSITY_DATA* scanoutIntensityData, int *pbSticky); + + +//! \ingroup gpu +typedef struct _NV_SCANOUT_INTENSITY_STATE_DATA +{ + NvU32 version; //!< version of this structure + NvU32 bEnabled; //!< intensity is enabled or not +} NV_SCANOUT_INTENSITY_STATE_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_INTENSITY_STATE_VER MAKE_NVAPI_VERSION(NV_SCANOUT_INTENSITY_STATE_DATA, 1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutIntensityState +// +//! DESCRIPTION: This API queries current state of the intensity feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] scanoutIntensityStateData intensity state data. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutIntensityState(__in NvU32 displayId, __inout NV_SCANOUT_INTENSITY_STATE_DATA* scanoutIntensityStateData); + + +//! \ingroup gpu +typedef enum +{ + NV_GPU_WARPING_VERTICE_FORMAT_TRIANGLESTRIP_XYUVRQ = 0, + NV_GPU_WARPING_VERTICE_FORMAT_TRIANGLES_XYUVRQ = 1, +} NV_GPU_WARPING_VERTICE_FORMAT; + +//! \ingroup gpu +typedef struct +{ + NvU32 version; //!< version of this structure + float* vertices; //!< width of the input texture + NV_GPU_WARPING_VERTICE_FORMAT vertexFormat; //!< format of the input vertices + int numVertices; //!< number of the input vertices + NvSBox* textureRect; //!< rectangle in desktop coordinates describing the source area for the warping +} NV_SCANOUT_WARPING_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_WARPING_VER MAKE_NVAPI_VERSION(NV_SCANOUT_WARPING_DATA, 1) + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_SetScanoutWarping +// +//! DESCRIPTION: This API enables and sets up the warping feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Combined physical display and GPU identifier of the display to apply the intensity control +//! \param [in] scanoutWarpingData The warping data info +//! \param [out] pbSticky Indicates whether the settings will be kept over a reboot. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input data. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_SCANOUT_WARPING_DATA structure version mismatch. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_GPU_SetScanoutWarping(NvU32 displayId, NV_SCANOUT_WARPING_DATA* scanoutWarpingData, int* piMaxNumVertices, int* pbSticky); + + +//! \ingroup gpu +typedef struct _NV_SCANOUT_WARPING_STATE_DATA +{ + NvU32 version; //!< version of this structure + NvU32 bEnabled; //!< warping is enabled or not +} NV_SCANOUT_WARPING_STATE_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_WARPING_STATE_VER MAKE_NVAPI_VERSION(NV_SCANOUT_WARPING_STATE_DATA, 1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutWarpingState +// +//! DESCRIPTION: This API queries current state of the warping feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] scanoutWarpingStateData warping state data. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutWarpingState(__in NvU32 displayId, __inout NV_SCANOUT_WARPING_STATE_DATA* scanoutWarpingStateData); + +typedef enum +{ + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_WARPING_RESAMPLING_METHOD = 0 +} NV_GPU_SCANOUT_COMPOSITION_PARAMETER; + +//! This enum defines a collection of possible scanout composition values that can be used to configure +//! possible scanout composition settings. (Currently the only parameter defined is the WARPING_RESAMPLING_METHOD). +typedef enum +{ + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_SET_TO_DEFAULT = 0, // Set parameter to default value. + // WARPING_RESAMPLING_METHOD section: + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BILINEAR = 0x100, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_TRIANGULAR = 0x101, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_BELL_SHAPED = 0x102, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_BSPLINE = 0x103, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_TRIANGULAR = 0x104, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_BELL_SHAPED = 0x105, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_BSPLINE = 0x106 +} NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_SetScanoutCompositionParameter +// +//! DESCRIPTION: This API sets various parameters that configure the scanout composition feature on the specified display. +//! (currently there is only one configurable parameter defined: WARPING_RESAMPLING_METHOD, +//! but this function is designed to support the addition of parameters as needed.) +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Combined physical display and GPU identifier of the display to apply the intensity control +//! \param [in] parameter The scanout composition parameter to be set +//! \param [in] parameterValue The data to be set for the specified parameter +//! \param [in] pContainer Additional container for data associated with the specified parameter +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input data. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_GPU_SetScanoutCompositionParameter(NvU32 displayId, NV_GPU_SCANOUT_COMPOSITION_PARAMETER parameter, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE parameterValue, float *pContainer); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutCompositionParameter +// +//! DESCRIPTION: This API queries current state of one of the various scanout composition parameters on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in] parameter scanout composition parameter to by queried. +//! \param [out] parameterData scanout composition parameter data. +//! \param [out] pContainer Additional container for returning data associated with the specified parameter +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutCompositionParameter(__in NvU32 displayId, __in NV_GPU_SCANOUT_COMPOSITION_PARAMETER parameter, + __out NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE *parameterData, __out float *pContainer); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutConfiguration +// +//! DESCRIPTION: This API queries the desktop and scanout portion of the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] desktopRect desktop area of the display in desktop coordinates. +//! \param [in,out] scanoutRect scanout area of the display relative to desktopRect. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutConfiguration(NvU32 displayId, NvSBox* desktopRect, NvSBox* scanoutRect); + + + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetScanoutConfigurationEx(). +typedef struct _NV_SCANOUT_INFORMATION +{ + NvU32 version; //!< Structure version, needs to be initialized with NV_SCANOUT_INFORMATION_VER. + + NvSBox sourceDesktopRect; //!< Operating system display device rect in desktop coordinates displayId is scanning out from. + NvSBox sourceViewportRect; //!< Area inside the sourceDesktopRect which is scanned out to the display. + NvSBox targetViewportRect; //!< Area inside the rect described by targetDisplayWidth/Height sourceViewportRect is scanned out to. + NvU32 targetDisplayWidth; //!< Horizontal size of the active resolution scanned out to the display. + NvU32 targetDisplayHeight; //!< Vertical size of the active resolution scanned out to the display. + NvU32 cloneImportance; //!< If targets are cloned views of the sourceDesktopRect the cloned targets have an importance assigned (0:primary,1 secondary,...). + NV_ROTATE sourceToTargetRotation; //!< Rotation performed between the sourceViewportRect and the targetViewportRect. +} NV_SCANOUT_INFORMATION; + +#define NV_SCANOUT_INFORMATION_VER MAKE_NVAPI_VERSION(NV_SCANOUT_INFORMATION,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutConfigurationEx +// +//! DESCRIPTION: This API queries the desktop and scanout portion of the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 331 +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] pScanoutInformation desktop area to displayId mapping information. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutConfigurationEx(__in NvU32 displayId, __inout NV_SCANOUT_INFORMATION *pScanoutInformation); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAdapterIdFromPhysicalGpu +// +//! DESCRIPTION: This API returns the OS-AdapterID from physicalGpu Handle. OS-AdapterID +//! is the Adapter ID that is used by Win7 CCD APIs. +//! This API is deprecated. Please use NvAPI_GPU_GetLogicalGpuInfo to get the OS-AdapterID. +//! NvAPI_GetLogicalGPUFromPhysicalGPU can be used to get the logical GPU handle associated with specified physical GPU handle. +//! +//! \deprecated Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetLogicalGpuInfo. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGpu PhysicalGpu Handle +//! \param [out] pOSAdapterId Returns OS-AdapterId, it is typed as void * to +//! avoid dependency with windows.h. User must type cast it to LUID. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT pOSAdapterId is NULL; hPhysicalGpu is invalid +//! \retval ::NVAPI_OK *pOSAdapterId contains valid data. +//! \retval ::NVAPI_NOT_SUPPORTED This API is not supported on the system. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetLogicalGpuInfo.") +NVAPI_INTERFACE NvAPI_GPU_GetAdapterIdFromPhysicalGpu(NvPhysicalGpuHandle hPhysicalGpu, void *pOSAdapterId); + + + + +//! \ingroup gpu +typedef enum _NV_VIRTUALIZATION_MODE +{ + NV_VIRTUALIZATION_MODE_NONE = 0, //!< Represents Bare Metal GPU + NV_VIRTUALIZATION_MODE_NMOS = 1, //!< Represents GPU-Passthrough + NV_VIRTUALIZATION_MODE_VGX = 2, //!< Represents vGPU inside virtual machine + NV_VIRTUALIZATION_MODE_HOST_VGPU = 3 //!< Represents VGX hypervisor in vGPU mode +} NV_VIRTUALIZATION_MODE; + +//! \ingroup gpu +typedef struct _NV_GPU_VIRTUALIZATION_INFO +{ + NvU32 version; //!< Structure version + + NV_VIRTUALIZATION_MODE virtualizationMode; //!< one of NV_VIRTUALIZATION_MODE. + NvU32 reserved; //!< reserved for future use. Should be set to ZERO. +} NV_GPU_VIRTUALIZATION_INFO_V1; + +//! \ingroup gpu +typedef NV_GPU_VIRTUALIZATION_INFO_V1 NV_GPU_VIRTUALIZATION_INFO; + +//! \ingroup gpu +#define NV_GPU_VIRTUALIZATION_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_VIRTUALIZATION_INFO_V1,1) + +//! \ingroup gpu +#define NV_GPU_VIRTUALIZATION_INFO_VER NV_GPU_VIRTUALIZATION_INFO_VER1 + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_GetVirtualizationInfo +//! +//! DESCRIPTION: This API returns virtualization information of the GPU +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 367 +//! +//! \param [in,out] pVirtualizationInfo Pointer to NV_GPU_VIRTUALIZATION_INFO structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVirtualizationInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_VIRTUALIZATION_INFO *pVirtualizationInfo); + + +//! \ingroup gpu +typedef struct _NV_LOGICAL_GPU_DATA_V1 +{ + NvU32 version; //!< [in] Structure version. + void *pOSAdapterId; //!< [out] Returns OS-AdapterId. User must send memory buffer of size atleast equal to the size of LUID structure before calling the NVAPI. + NvU32 physicalGpuCount; //!< [out] Number of physical GPU handles associated with the specified logical GPU handle. + + NvPhysicalGpuHandle physicalGpuHandles[NVAPI_MAX_PHYSICAL_GPUS]; //!< [out] This array will be filled with physical GPU handles associated with the given logical GPU handle. + //!< The array index refers to the Physical Gpu Index (Idx). + //!< Idx value is the same as D3D11 MultiGPUDevice GPU index, D3D12 node index, OpenGL GL_NV_gpu_multicast GPU index. + //!< When converted to a bit mask (1 << Idx), it matches: + //!< 1. Vulkan deviceNodeMask in VkPhysicalDeviceIDProperties + //!< 2. CUDA deviceNodeMask returned by cuDeviceGetLuid + NvU32 reserved[8]; //!< Reserved for future use. Should be set to ZERO. +} NV_LOGICAL_GPU_DATA_V1; + +//! \ingroup gpu +typedef NV_LOGICAL_GPU_DATA_V1 NV_LOGICAL_GPU_DATA; +#define NV_LOGICAL_GPU_DATA_VER1 MAKE_NVAPI_VERSION(NV_LOGICAL_GPU_DATA_V1,1) +#define NV_LOGICAL_GPU_DATA_VER NV_LOGICAL_GPU_DATA_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetLogicalGpuInfo +// +//! This function is used to query Logical GPU information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 421 +//! +//! \param [in] hLogicalGpu logical GPU Handle. +//! \param [in,out] pLogicalGpuData Pointer to NV_LOGICAL_GPU_DATA structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetLogicalGpuInfo(__in NvLogicalGpuHandle hLogicalGpu, __inout NV_LOGICAL_GPU_DATA *pLogicalGpuData); + + +//! \ingroup gridlicense +//! @{ + +//! Maximum number of supported Feature License +#define NV_LICENSE_MAX_COUNT 3 + +//! Signature length for GRID License +#define NV_LICENSE_SIGNATURE_SIZE (128) + +//! Length for Grid License +#define NV_LICENSE_INFO_MAX_LENGTH (128) + +//! License string +typedef char NvAPI_LicenseString[NV_LICENSE_INFO_MAX_LENGTH]; + +//! Used in NV_LICENSE_FEATURE_DETAILS +typedef enum _NV_LICENSE_FEATURE_TYPE +{ + NV_LICENSE_FEATURE_UNKNOWN = 0, + NV_LICENSE_FEATURE_VGPU = 1, + NV_LICENSE_FEATURE_NVIDIA_RTX = 2, + NV_LICENSE_FEATURE_QUADRO = NV_LICENSE_FEATURE_NVIDIA_RTX, //!< DEPRECATED name - do not use + NV_LICENSE_FEATURE_GAMING = 3, + NV_LICENSE_FEATURE_COMPUTE = 4, +} NV_LICENSE_FEATURE_TYPE; + +//! Used in NV_LICENSE_FEATURE_DETAILS +//! +//!< The 'status' variable holds any one of the following license expiry status codes : +//!< 0 - Expiry information not available +//!< 1 - Invalid expiry or error fetching expiry +//!< 2 - Valid expiry +//!< 3 - Expiry not applicable +//!< 4 - Permanent expiry +typedef struct _NV_LICENSE_EXPIRY_DETAILS +{ + NvU32 year; //!< Year value of license expiry + NvU16 month; //!< Month value of license expiry + NvU16 day; //!< Day value of license expiry + NvU16 hour; //!< Hour value of license expiry + NvU16 min; //!< Minutes value of license expiry + NvU16 sec; //!< Seconds value of license expiry + + NvU8 status; //!< License expiry status +}NV_LICENSE_EXPIRY_DETAILS; + +//! Used in NV_LICENSABLE_FEATURES +typedef struct _NV_LICENSE_FEATURE_DETAILS_V1 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isEnabled : 1; //!< The current state of the licensed feature, true=enabled, false=disabled. + NvU32 reserved : 31; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated +}NV_LICENSE_FEATURE_DETAILS_V1; + +typedef struct _NV_LICENSE_FEATURE_DETAILS_V2 +{ + NvU32 version; //!< Unused. + NvU32 isEnabled : 1; //!< The current state of the licensed feature, true=enabled, false=disabled. + NvU32 reserved : 31; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated + NvAPI_LicenseString productName; //!< Nvidia Grid licensable product name. +}NV_LICENSE_FEATURE_DETAILS_V2; + +typedef struct _NV_LICENSE_FEATURE_DETAILS_V3 +{ + NvU32 version; //!< Unused. + NvU32 isEnabled : 1; //!< The current state of license, true=licensed, false=unlicensed. + NvU32 isFeatureEnabled : 1; //!< The current state of feature, true=enabled, false=disabled. + NvU32 reserved : 30; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated + NvAPI_LicenseString productName; //!< Nvidia Grid licensable product name. +}NV_LICENSE_FEATURE_DETAILS_V3; + +typedef struct _NV_LICENSE_FEATURE_DETAILS_V4 +{ + NvU32 version; //!< Unused. + NvU32 isEnabled : 1; //!< The current state of license, true=licensed, false=unlicensed. + NvU32 isFeatureEnabled : 1; //!< The current state of feature, true=enabled, false=disabled. + NvU32 reserved : 30; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated + NvAPI_LicenseString productName; //!< Nvidia Grid licensable product name. + NV_LICENSE_EXPIRY_DETAILS licenseExpiry; //!< License expiry information. +}NV_LICENSE_FEATURE_DETAILS_V4; + +typedef NV_LICENSE_FEATURE_DETAILS_V1 NV_LICENSE_FEATURE_DETAILS; + +#define NV_LICENSE_FEATURE_DETAILS_VER1 MAKE_NVAPI_VERSION(NV_LICENSE_FEATURE_DETAILS_V1, 1) +#define NV_LICENSE_FEATURE_DETAILS_VER NV_LICENSE_FEATURE_DETAILS_VER1 + +//! Licensable features +typedef struct _NV_LICENSABLE_FEATURES_V1 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V1 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V1; + +typedef struct _NV_LICENSABLE_FEATURES_V2 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V2 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V2; + +typedef struct _NV_LICENSABLE_FEATURES_V3 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V3 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V3; + +typedef struct _NV_LICENSABLE_FEATURES_V4 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V4 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V4; + +typedef NV_LICENSABLE_FEATURES_V4 NV_LICENSABLE_FEATURES; + +#define NV_LICENSABLE_FEATURES_VER1 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V1, 1) +#define NV_LICENSABLE_FEATURES_VER2 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V2, 2) +#define NV_LICENSABLE_FEATURES_VER3 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V3, 3) +#define NV_LICENSABLE_FEATURES_VER4 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V4, 4) +#define NV_LICENSABLE_FEATURES_VER NV_LICENSABLE_FEATURES_VER4 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetLicensableFeatures +// +//! DESCRIPTION: This function call identifies whether licenses are supported on this system and if +//! they are supported, returns the details of the features that can be licensed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu GPU selection +//! \param [in,out] pLicensableFeatures Licensable features information. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup gridlicense +///////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetLicensableFeatures(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_LICENSABLE_FEATURES *pLicensableFeatures); + + +#define NVAPI_NVLINK_COUNTER_MAX_TYPES 32 +#define NVAPI_NVLINK_MAX_LINKS 32 + +//! \ingroup nvlink +//! @{ +//! Used in NvAPI_GPU_NVLINK_GetCaps() + +/* caps format is byte_index:bit_mask */ +#define NVAPI_NVLINK_CAPS_SUPPORTED 0x00000001 //!< Set if NVLink is present and supported on this GPU.This field is used for *global* caps only and NOT for per-link caps +#define NVAPI_NVLINK_CAPS_P2P_SUPPORTED 0x00000002 //!< Set if P2P over NVLink is supported on this GPU. +#define NVAPI_NVLINK_CAPS_SYSMEM_ACCESS 0x00000004 //!< Set if sysmem can be accessed over NVLink on this GPU. +#define NVAPI_NVLINK_CAPS_P2P_ATOMICS 0x00000008 //!< Set if P2P atomics are supported over NVLink on this GPU. +#define NVAPI_NVLINK_CAPS_SYSMEM_ATOMICS 0x00000010 //!< Set if sysmem atomic transcations are supported over NVLink on this GPU. +#define NVAPI_NVLINK_CAPS_PEX_TUNNELING 0x00000020 //!< Set if PEX tunneling over NVLink is supported on this GPU. +#define NVAPI_NVLINK_CAPS_SLI_BRIDGE 0x00000040 //!< Set if SLI over NVLink is supported on this GPU. +#define NVAPI_NVLINK_CAPS_SLI_BRIDGE_SENSABLE 0x00000080 //!< This bit is set if capable of sensing SLI bridges. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L0 0x00000100 //!< This bit is set if L0 is a supported power state on this GPU. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L1 0x00000200 //!< This bit is set if L1 is a supported power state on this GPU. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L2 0x00000400 //!< This bit is set if L2 is a supported power state on this GPU. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L3 0x00000800 //!< This bit is set if L3 is a supported power state on this GPU. + +#define NVAPI_NVLINK_CAPS_VALID 0x00001000 //!< Set if this link is supported on this GPU.This field is used for *per-link* caps only and NOT for global caps. + +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_INVALID (0x00000000) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_2_2 (0x00000004U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_3_0 (0x00000005U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_3_1 (0x00000006U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_4_0 (0x00000007U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_5_0 (0x00000008U) + +#define NVAPI_NVLINK_CAPS_NCI_VERSION_INVALID (0x00000000) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_2_2 (0x00000004U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_3_0 (0x00000005U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_3_1 (0x00000006U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_4_0 (0x00000007U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_5_0 (0x00000008U) + +typedef struct +{ + NvU32 version; //!< Version of this structure. Must always be first element in this structure. + NvU32 capsTbl; //!< This is bit field for getting different global caps.The individual bitfields are specified by NVAPI_NVLINK_CAPS_* + NvU8 lowestNvlinkVersion; //!< This field specifies the lowest supported NVLink version for this GPU. + NvU8 highestNvlinkVersion; //!< This field specifies the highest supported NVLink version for this GPU. + NvU8 lowestNciVersion; //!< This field specifies the lowest supported NCI version for this GPU. + NvU8 highestNciVersion; //!< This field specifies the highest supported NCI version for this GPU. + NvU32 linkMask; //!< This field provides a bitfield mask of NVLink links enabled on this GPU. +}NVLINK_GET_CAPS_V1; + +typedef NVLINK_GET_CAPS_V1 NVLINK_GET_CAPS; +#define NVLINK_GET_CAPS_VER1 MAKE_NVAPI_VERSION(NVLINK_GET_CAPS_V1, 1) + +#define NVLINK_GET_CAPS_VER NVLINK_GET_CAPS_VER1 +//! @} +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_NVLINK_GetCaps +// +//! DESCRIPTION: This function returns the NVLink capabilities supported by the GPU. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 361 +//! +//! \param [in] hPhysicalGpu GPU selection +//! +//! \param [in,out] NVLINK_GET_CAPS This structure contains the output parameters. +//! Also need to specify the version. +//! +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The caller does not have administrative privileges +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup nvlink +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_NVLINK_GetCaps(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NVLINK_GET_CAPS *capsParams); + + +//! \ingroup nvlink +//! @{ +//! Used in NvAPI_GPU_NVLINK_GetStatus() + +#define NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_NONE (0x00000000) +#define NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_PCI (0x00000001) +#define NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_UUID (0x00000002) + +typedef enum _NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE +{ + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_EBRIDGE, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_NPU, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_GPU, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_SWITCH, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_TEGRA, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_NONE, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_UUID_INVALID, +} NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE; + +typedef struct +{ + NvU32 deviceIdFlags; //!< ID Flags, Bitmask that specifies which IDs are valid for the GPU. Refer NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_* for possible values. + //!< If NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_PCI is set, PCI information is valid. + //!< If NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_UUID is set, UUID is valid. + NvU16 domain; //!< domain, bus, device, function, pciDeviceId : PCI information for the GPU. + NvU16 bus; + NvU16 device; + NvU16 function; + NvU32 pciDeviceId; + NvU64 deviceType; //!< GPU Type. See NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_* for possible values. + NvU8 deviceUUID[16]; //!< GPU UUID +}NVLINK_DEVICE_INFO_V1; + +typedef enum _NVAPI_NVLINK_STATUS_LINK_STATE +{ + NVAPI_NVLINK_STATUS_LINK_STATE_UNKNOWN, + NVAPI_NVLINK_STATUS_LINK_STATE_INIT, + NVAPI_NVLINK_STATUS_LINK_STATE_HWCFG, + NVAPI_NVLINK_STATUS_LINK_STATE_SWCFG, + NVAPI_NVLINK_STATUS_LINK_STATE_ACTIVE, + NVAPI_NVLINK_STATUS_LINK_STATE_FAULT, + NVAPI_NVLINK_STATUS_LINK_STATE_RECOVERY, + NVAPI_NVLINK_STATUS_LINK_STATE_RECOVERY_AC, + NVAPI_NVLINK_STATUS_LINK_STATE_RECOVERY_AX, + NVAPI_NVLINK_STATUS_LINK_STATE_INVALID = 0xFFFFFFFF, +}NVAPI_NVLINK_STATUS_LINK_STATE; + +typedef enum _NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE +{ + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_UNKNOWN, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_HIGH_SPEED_1, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_LOW_POWER, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_TRAINING, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_SAFE_MODE, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_OFF, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_TEST, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_FAULT, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_INVALID = 0xFF, +}NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE; + +typedef enum _NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE +{ + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_UNKNOWN, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_HIGH_SPEED_1, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_LOW_POWER, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_TRAINING, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_SAFE_MODE, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_OFF, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_TEST, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_FAULT, + + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_INVALID= 0xFF, +} NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE; + + +#define NVAPI_NVLINK_STATUS_PHY_NVHS (0x00000001) +#define NVAPI_NVLINK_STATUS_PHY_GRS (0x00000002) +#define NVAPI_NVLINK_STATUS_PHY_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_NVLINK_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_NVLINK_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_STATUS_NVLINK_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_NCI_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_NCI_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_STATUS_NCI_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_NVHS_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_NVHS_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_GRS_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_GRS_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_CONNECTED_TRUE (0x00000001) +#define NVAPI_NVLINK_STATUS_CONNECTED_FALSE (0x00000000) + +#define NVAPI_NVLINK_STATUS_LOOP_PROPERTY_LOOPBACK (0x00000001) +#define NVAPI_NVLINK_STATUS_LOOP_PROPERTY_LOOPOUT (0x00000002) +#define NVAPI_NVLINK_STATUS_LOOP_PROPERTY_NONE (0x00000000) + +#define NVAPI_NVLINK_STATUS_REMOTE_LINK_NUMBER_INVALID (0x000000FF) + +#define NVAPI_NVLINK_REFCLK_TYPE_INVALID (0x00) +#define NVAPI_NVLINK_REFCLK_TYPE_NVHS (0x01) +#define NVAPI_NVLINK_REFCLK_TYPE_PEX (0x02) + + +typedef struct +{ + NvU32 capsTbl; //!< This is bit field for getting different global caps.The individual bitfields are specified by NVAPI_NVLINK_CAPS_*. + NvU8 phyType; //!< This field specifies the type of PHY (NVHS or GRS) being used for this link. + NvU8 subLinkWidth; //!< This field specifies the no. of lanes per sublink. + NvU32 linkState; //!< This field specifies the current state of the link.See NVAPI_NVLINK_GET_NVLINK_STATUS_LINK_STATE_* for possible values. + NvU8 rxSublinkStatus; //!< This field specifies the current state of RX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_RX_STATE_* for possible values. + NvU8 txSublinkStatus; //!< This field specifies the current state of TX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_TX_STATE_* for possible values. + NvU8 nvlinkVersion; //!< This field specifies the NVLink version supported by the link. + NvU8 nciVersion; //!< This field specifies the NCI version supported by the link. + NvU8 phyVersion; //!< This field specifies the version of PHY being used by the link. + NvU32 nvlinkCommonClockSpeedMhz; //!< This field gives the value of nvlink common clock in MHz. + NvU32 nvlinkRefClkSpeedMhz; //!< This field gives the value of nvlink refclk clock in MHz. + NvU8 nvlinkRefClkType; //!< This field specifies whether refclk is taken from NVHS reflck or PEX refclk for the current GPU.See NVAPI_NVLINK_REFCLK_TYPE_INVALID* for possible values. + NvU32 nvlinkLinkClockMhz; //!< This field gives the actual clock/speed at which links is running in MHz. + NvU32 connected:1 ; //!< This field specifies if any device is connected on the other end of the link. + NvU32 reserved:31; //!< Reserved for future use. + NvU8 loopProperty; //!< This field specifies if the link is a loopback/loopout link. See NVAPI_NVLINK_STATUS_LOOP_PROPERTY_* for possible values. + NvU8 remoteDeviceLinkNumber; //!< This field specifies the link number on the remote end of the link. + NVLINK_DEVICE_INFO_V1 remoteDeviceInfo; //!< This field stores the GPU information for the remote end of the link +}NVLINK_LINK_STATUS_INFO_V1; + +typedef struct +{ + NvU32 capsTbl; //!< This is bit field for getting different global caps.The individual bitfields are specified by NVAPI_NVLINK_CAPS_*. + NvU8 phyType; //!< This field specifies the type of PHY (NVHS or GRS) being used for this link. + NvU8 subLinkWidth; //!< This field specifies the no. of lanes per sublink. + NvU32 linkState; //!< This field specifies the current state of the link.See NVAPI_NVLINK_GET_NVLINK_STATUS_LINK_STATE_* for possible values. + NvU8 rxSublinkStatus; //!< This field specifies the current state of RX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_RX_STATE_* for possible values. + NvU8 txSublinkStatus; //!< This field specifies the current state of TX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_TX_STATE_* for possible values. + NvU8 nvlinkVersion; //!< This field specifies the NVLink version supported by the link. + NvU8 nciVersion; //!< This field specifies the NCI version supported by the link. + NvU8 phyVersion; //!< This field specifies the version of PHY being used by the link. + NvU32 nvlinkCommonClockSpeedMhz; //!< This field gives the value of nvlink common clock in MHz. + NvU32 nvlinkRefClkSpeedMhz; //!< This field gives the value of nvlink refclk clock in MHz. + NvU8 nvlinkRefClkType; //!< This field specifies whether refclk is taken from NVHS reflck or PEX refclk for the current GPU.See NVAPI_NVLINK_REFCLK_TYPE_INVALID* for possible values. + NvU32 nvlinkLinkClockMhz; //!< This field gives the actual clock/speed at which links is running in MHz. + NvU32 connected:1 ; //!< This field specifies if any device is connected on the other end of the link. + NvU32 reserved:31; //!< Reserved for future use. + NvU8 loopProperty; //!< This field specifies if the link is a loopback/loopout link. See NVAPI_NVLINK_STATUS_LOOP_PROPERTY_* for possible values. + NvU8 remoteDeviceLinkNumber; //!< This field specifies the link number on the remote end of the link. + NVLINK_DEVICE_INFO_V1 remoteDeviceInfo; //!< This field stores the device information for the remote end of the link + NvU8 localDeviceLinkNumber; //!< This field specifies the link number on the local end of the link. + NVLINK_DEVICE_INFO_V1 localDeviceInfo; //!< This field stores the device information for the local end of the link. + NvU32 nvlinkLineRateMbps; //!< Bit rate at which bits toggle on wires in megabits per second. + NvU32 reservedEx[8]; //!< Reserved for future use to avoid versioning. +}NVLINK_LINK_STATUS_INFO_V2; + +typedef struct +{ + NvU32 version; //!< Version of this structure. Must always be first element in this structure. + NvU32 linkMask; //!< This parameter specifies for which links we want the status. + NVLINK_LINK_STATUS_INFO_V1 linkInfo[NVAPI_NVLINK_MAX_LINKS]; //!< This structure stores the per-link status of different NVLink parameters. The link is identified by the index. +}NVLINK_GET_STATUS_V1; + +typedef struct +{ + NvU32 version; //!< Version of this structure. Must always be first element in this structure. + NvU32 linkMask; //!< This parameter specifies for which links we want the status. + NVLINK_LINK_STATUS_INFO_V2 linkInfo[NVAPI_NVLINK_MAX_LINKS]; //!< This structure stores the per-link status of different NVLink parameters. The link is identified by the index. +}NVLINK_GET_STATUS_V2; + + +typedef NVLINK_GET_STATUS_V2 NVLINK_GET_STATUS; +#define NVLINK_GET_STATUS_VER1 MAKE_NVAPI_VERSION(NVLINK_GET_STATUS_V1, 1) +#define NVLINK_GET_STATUS_VER2 MAKE_NVAPI_VERSION(NVLINK_GET_STATUS_V2, 2) + +#define NVLINK_GET_STATUS_VER NVLINK_GET_STATUS_VER2 +//! @} +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_NVLINK_GetStatus +// +//! DESCRIPTION: This function returns the NVLink status. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 361 +//! +//! \param [in] hPhysicalGpu GPU selection +//! +//! \param [in,out] NVLINK_GET_STATUS This structure contains the input and output parameters. +//! linkMask is the input param while others are output parameters. +//! Also need to specify the version. +//! +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The caller does not have administrative privileges +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup nvlink +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_NVLINK_GetStatus(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NVLINK_GET_STATUS* statusParams); + + +typedef struct _NV_GPU_INFO_V1 +{ + NvU32 version; //!< Structure Version. + NvU32 bIsExternalGpu:1; //!< This flag is set for external GPU. + NvU32 reserved:31; //!< Reserved for future use +} NV_GPU_INFO_V1; + +typedef struct _NV_GPU_INFO_V2 +{ + NvU32 version; //!< Structure Version. + NvU32 bIsExternalGpu:1; //!< This flag is set for external GPU. + NvU32 reserved0:31; //!< Reserved for future use + NvU64 reserved1; //!< Reserved for future use + NvU32 rayTracingCores; //!< Number of "Ray Tracing Cores" supported by the GPU. + NvU32 tensorCores; //!< Number of "Tensor Cores" supported by the GPU. + NvU32 reserved2[14]; //!< Reserved for future use. +} NV_GPU_INFO_V2; + +#define NV_GPU_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_INFO_V1, 1) +#define NV_GPU_INFO_VER2 MAKE_NVAPI_VERSION(NV_GPU_INFO_V2, 2) +#define NV_GPU_INFO_VER NV_GPU_INFO_VER2 +typedef NV_GPU_INFO_V2 NV_GPU_INFO; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetGPUInfo +// +//! DESCRIPTION: This API will return NVIDIA GPU related information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! +//! \param [in,out] pGpuInfo - This structure will be filled with required information. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetGPUInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_INFO *pGpuInfo); + + + +typedef struct _NV_GPU_VR_READY_V1 +{ + NvU32 version; //!< Structure Version. + NvU32 isVRReady : 1; //!< Is the requested GPU VR ready. + NvU32 reserved : 31; +} NV_GPU_VR_READY_V1; + +#define NV_GPU_VR_READY_VER1 MAKE_NVAPI_VERSION(NV_GPU_VR_READY_V1, 1) +#define NV_GPU_VR_READY_VER NV_GPU_VR_READY_VER1 +typedef NV_GPU_VR_READY_V1 NV_GPU_VR_READY; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVRReadyData +// +//! DESCRIPTION: This API will return NVIDIA GPU VR Ready state. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 465 +//! +//! \param [in,out] pGpuVrReadyData - This structure will be filled with required information. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVRReadyData(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_VR_READY *pGpuVrReadyData); + + +typedef enum _NV_ADAPTER_TYPE +{ + NV_ADAPTER_TYPE_UNKNOWN = 0x0, + NV_ADAPTER_TYPE_WDDM = NV_BIT(0), //BATT event + NV_GPU_PERF_DECREASE_REASON_API_TRIGGERED = 0x00000008, //!< API triggered slowdown + NV_GPU_PERF_DECREASE_REASON_INSUFFICIENT_POWER = 0x00000010, //!< Power connector missing + NV_GPU_PERF_DECREASE_REASON_UNKNOWN = 0x80000000, //!< Unknown reason +} NVAPI_GPU_PERF_DECREASE; + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPerfDecreaseInfo +// +//! DESCRIPTION: This function retrieves - in NvU32 variable - reasons for the current performance decrease. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \param [in] hPhysicalGPU (IN) - GPU for which performance decrease is to be evaluated. +//! \param [out] pPerfDecrInfo (OUT) - Pointer to a NvU32 variable containing performance decrease info +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup gpuPerf +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPerfDecreaseInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NvU32 *pPerfDecrInfo); + + +//! \ingroup gpupstate +//! Used in NvAPI_GPU_GetPstatesInfoEx() +typedef struct +{ + NvU32 version; + NvU32 flags; //!< - bit 0 indicates if perfmon is enabled or not + //!< - bit 1 indicates if dynamic Pstate is capable or not + //!< - bit 2 indicates if dynamic Pstate is enable or not + //!< - all other bits must be set to 0 + NvU32 numPstates; //!< The number of available p-states + NvU32 numClocks; //!< The number of clock domains supported by each P-State + struct + { + NV_GPU_PERF_PSTATE_ID pstateId; //!< ID of the p-state. + NvU32 flags; //!< - bit 0 indicates if the PCIE limit is GEN1 or GEN2 + //!< - bit 1 indicates if the Pstate is overclocked or not + //!< - bit 2 indicates if the Pstate is overclockable or not + //!< - all other bits must be set to 0 + struct + { + NV_GPU_PUBLIC_CLOCK_ID domainId; //!< ID of the clock domain + NvU32 flags; //!< Reserved. Must be set to 0 + NvU32 freq; //!< Clock frequency in kHz + + } clocks[NVAPI_MAX_GPU_PERF_CLOCKS]; + } pstates[NVAPI_MAX_GPU_PERF_PSTATES]; + +} NV_GPU_PERF_PSTATES_INFO_V1; + + +//! \ingroup gpupstate +typedef struct +{ + NvU32 version; + NvU32 flags; //!< - bit 0 indicates if perfmon is enabled or not + //!< - bit 1 indicates if dynamic Pstate is capable or not + //!< - bit 2 indicates if dynamic Pstate is enable or not + //!< - all other bits must be set to 0 + NvU32 numPstates; //!< The number of available p-states + NvU32 numClocks; //!< The number of clock domains supported by each P-State + NvU32 numVoltages; + struct + { + NV_GPU_PERF_PSTATE_ID pstateId; //!< ID of the p-state. + NvU32 flags; //!< - bit 0 indicates if the PCIE limit is GEN1 or GEN2 + //!< - bit 1 indicates if the Pstate is overclocked or not + //!< - bit 2 indicates if the Pstate is overclockable or not + //!< - all other bits must be set to 0 + struct + { + NV_GPU_PUBLIC_CLOCK_ID domainId; + NvU32 flags; //!< bit 0 indicates if this clock is overclockable + //!< all other bits must be set to 0 + NvU32 freq; + + } clocks[NVAPI_MAX_GPU_PERF_CLOCKS]; + struct + { + NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID domainId; //!< ID of the voltage domain, containing flags and mvolt info + NvU32 flags; //!< Reserved for future use. Must be set to 0 + NvU32 mvolt; //!< Voltage in mV + + } voltages[NVAPI_MAX_GPU_PERF_VOLTAGES]; + + } pstates[NVAPI_MAX_GPU_PERF_PSTATES]; //!< Valid index range is 0 to numVoltages-1 + +} NV_GPU_PERF_PSTATES_INFO_V2; + +//! \ingroup gpupstate +typedef NV_GPU_PERF_PSTATES_INFO_V2 NV_GPU_PERF_PSTATES_INFO; + + +//! \ingroup gpupstate +//! @{ + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO_V1 +#define NV_GPU_PERF_PSTATES_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES_INFO_V1,1) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO_V2 +#define NV_GPU_PERF_PSTATES_INFO_VER2 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES_INFO_V2,2) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO_V2 +#define NV_GPU_PERF_PSTATES_INFO_VER3 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES_INFO_V2,3) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO +#define NV_GPU_PERF_PSTATES_INFO_VER NV_GPU_PERF_PSTATES_INFO_VER3 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPstatesInfoEx +// +//! DESCRIPTION: This API retrieves all performance states (P-States) information. +//! +//! P-States are GPU active/executing performance capability and power consumption states. +//! +//! P-States ranges from P0 to P15, with P0 being the highest performance/power state, and +//! P15 being the lowest performance/power state. Each P-State, if available, maps to a +//! performance level. Not all P-States are available on a given system. The definitions +//! of each P-State are currently as follows: \n +//! - P0/P1 - Maximum 3D performance +//! - P2/P3 - Balanced 3D performance-power +//! - P8 - Basic HD video playback +//! - P10 - DVD playback +//! - P12 - Minimum idle power consumption +//! +//! \deprecated Do not use this function - it is deprecated in release 304. Instead, use NvAPI_GPU_GetPstates20. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [out] pPerfPstatesInfo P-States information retrieved, as detailed below: \n +//! - flags is reserved for future use. +//! - numPstates is the number of available P-States +//! - numClocks is the number of clock domains supported by each P-State +//! - pstates has valid index range from 0 to numPstates - 1 +//! - pstates[i].pstateId is the ID of the P-State, +//! containing the following info: +//! - pstates[i].flags containing the following info: +//! - bit 0 indicates if the PCIE limit is GEN1 or GEN2 +//! - bit 1 indicates if the Pstate is overclocked or not +//! - bit 2 indicates if the Pstate is overclockable or not +//! - pstates[i].clocks has valid index range from 0 to numClocks -1 +//! - pstates[i].clocks[j].domainId is the public ID of the clock domain, +//! containing the following info: +//! - pstates[i].clocks[j].flags containing the following info: +//! bit 0 indicates if the clock domain is overclockable or not +//! - pstates[i].clocks[j].freq is the clock frequency in kHz +//! - pstates[i].voltages has a valid index range from 0 to numVoltages - 1 +//! - pstates[i].voltages[j].domainId is the ID of the voltage domain, +//! containing the following info: +//! - pstates[i].voltages[j].flags is reserved for future use. +//! - pstates[i].voltages[j].mvolt is the voltage in mV +//! inputFlags(IN) - This can be used to select various options: +//! - if bit 0 is set, pPerfPstatesInfo would contain the default settings +//! instead of the current, possibily overclocked settings. +//! - if bit 1 is set, pPerfPstatesInfo would contain the maximum clock +//! frequencies instead of the nominal frequencies. +//! - if bit 2 is set, pPerfPstatesInfo would contain the minimum clock +//! frequencies instead of the nominal frequencies. +//! - all other bits must be set to 0. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! \retval ::NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide) +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the NV_GPU_PERF_PSTATES struct is not supported +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 304. Instead, use NvAPI_GPU_GetPstates20.") +NVAPI_INTERFACE NvAPI_GPU_GetPstatesInfoEx(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_PERF_PSTATES_INFO *pPerfPstatesInfo, NvU32 inputFlags); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPstates20 +// +//! DESCRIPTION: This API retrieves all performance states (P-States) 2.0 information. +//! +//! P-States are GPU active/executing performance capability states. +//! They range from P0 to P15, with P0 being the highest performance state, +//! and P15 being the lowest performance state. Each P-State, if available, +//! maps to a performance level. Not all P-States are available on a given system. +//! The definition of each P-States are currently as follow: +//! - P0/P1 - Maximum 3D performance +//! - P2/P3 - Balanced 3D performance-power +//! - P8 - Basic HD video playback +//! - P10 - DVD playback +//! - P12 - Minimum idle power consumption +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 295 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGPU GPU selection +//! \param [out] pPstatesInfo P-States information retrieved, as documented in declaration above +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPstates20(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_PERF_PSTATES20_INFO *pPstatesInfo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetCurrentPstate +// +//! DESCRIPTION: This function retrieves the current performance state (P-State). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGPU GPU selection +//! \param [out] pCurrentPstate The ID of the current P-State of the GPU - see \ref NV_GPU_PERF_PSTATES. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_NOT_SUPPORTED P-States is not supported on this setup. +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetCurrentPstate(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_PERF_PSTATE_ID *pCurrentPstate); + + + + +//! \ingroup gpupstate +#define NVAPI_MAX_GPU_UTILIZATIONS 8 + + + +//! \ingroup gpupstate +//! Used in NvAPI_GPU_GetDynamicPstatesInfoEx(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 flags; //!< bit 0 indicates if the dynamic Pstate is enabled or not + struct + { + NvU32 bIsPresent:1; //!< Set if this utilization domain is present on this GPU + NvU32 percentage; //!< Percentage of time where the domain is considered busy in the last 1 second interval + } utilization[NVAPI_MAX_GPU_UTILIZATIONS]; +} NV_GPU_DYNAMIC_PSTATES_INFO_EX; + +//! \ingroup gpupstate +//! Macro for constructing the version field of NV_GPU_DYNAMIC_PSTATES_INFO_EX +#define NV_GPU_DYNAMIC_PSTATES_INFO_EX_VER MAKE_NVAPI_VERSION(NV_GPU_DYNAMIC_PSTATES_INFO_EX,1) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetDynamicPstatesInfoEx +// +//! DESCRIPTION: This API retrieves the NV_GPU_DYNAMIC_PSTATES_INFO_EX structure for the specified physical GPU. +//! Each domain's info is indexed in the array. For example: +//! - pDynamicPstatesInfo->utilization[NVAPI_GPU_UTILIZATION_DOMAIN_GPU] holds the info for the GPU domain. \p +//! There are currently 4 domains for which GPU utilization and dynamic P-State thresholds can be retrieved: +//! graphic engine (GPU), frame buffer (FB), video engine (VID), and bus interface (BUS). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! \since Release: 185 +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_INVALID_ARGUMENT pDynamicPstatesInfo is NULL +//! \retval ::NVAPI_HANDLE_INVALIDATED +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the INFO struct is not supported +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetDynamicPstatesInfoEx(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_DYNAMIC_PSTATES_INFO_EX *pDynamicPstatesInfoEx); +/////////////////////////////////////////////////////////////////////////////////// +// Thermal API +// Provides ability to get temperature levels from the various thermal sensors associated with the GPU + +//! \ingroup gputhermal +#define NVAPI_MAX_THERMAL_SENSORS_PER_GPU 3 + +//! \ingroup gputhermal +//! Used in NV_GPU_THERMAL_SETTINGS +typedef enum +{ + NVAPI_THERMAL_TARGET_NONE = 0, + NVAPI_THERMAL_TARGET_GPU = 1, //!< GPU core temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_MEMORY = 2, //!< GPU memory temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_POWER_SUPPLY = 4, //!< GPU power supply temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_BOARD = 8, //!< GPU board ambient temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_VCD_BOARD = 9, //!< Visual Computing Device Board temperature requires NvVisualComputingDeviceHandle + NVAPI_THERMAL_TARGET_VCD_INLET = 10, //!< Visual Computing Device Inlet temperature requires NvVisualComputingDeviceHandle + NVAPI_THERMAL_TARGET_VCD_OUTLET = 11, //!< Visual Computing Device Outlet temperature requires NvVisualComputingDeviceHandle + + NVAPI_THERMAL_TARGET_ALL = 15, + NVAPI_THERMAL_TARGET_UNKNOWN = -1, +} NV_THERMAL_TARGET; + +//! \ingroup gputhermal +//! Used in NV_GPU_THERMAL_SETTINGS +typedef enum +{ + NVAPI_THERMAL_CONTROLLER_NONE = 0, + NVAPI_THERMAL_CONTROLLER_GPU_INTERNAL, + NVAPI_THERMAL_CONTROLLER_ADM1032, + NVAPI_THERMAL_CONTROLLER_MAX6649, + NVAPI_THERMAL_CONTROLLER_MAX1617, + NVAPI_THERMAL_CONTROLLER_LM99, + NVAPI_THERMAL_CONTROLLER_LM89, + NVAPI_THERMAL_CONTROLLER_LM64, + NVAPI_THERMAL_CONTROLLER_ADT7473, + NVAPI_THERMAL_CONTROLLER_SBMAX6649, + NVAPI_THERMAL_CONTROLLER_VBIOSEVT, + NVAPI_THERMAL_CONTROLLER_OS, + NVAPI_THERMAL_CONTROLLER_UNKNOWN = -1, +} NV_THERMAL_CONTROLLER; + +//! \ingroup gputhermal +//! Used in NvAPI_GPU_GetThermalSettings() +typedef struct +{ + NvU32 version; //!< structure version + NvU32 count; //!< number of associated thermal sensors + struct + { + NV_THERMAL_CONTROLLER controller; //!< internal, ADM1032, MAX6649... + NvU32 defaultMinTemp; //!< The min default temperature value of the thermal sensor in degree Celsius + NvU32 defaultMaxTemp; //!< The max default temperature value of the thermal sensor in degree Celsius + NvU32 currentTemp; //!< The current temperature value of the thermal sensor in degree Celsius + NV_THERMAL_TARGET target; //!< Thermal sensor targeted @ GPU, memory, chipset, powersupply, Visual Computing Device, etc. + } sensor[NVAPI_MAX_THERMAL_SENSORS_PER_GPU]; + +} NV_GPU_THERMAL_SETTINGS_V1; + +//! \ingroup gputhermal +typedef struct +{ + NvU32 version; //!< structure version + NvU32 count; //!< number of associated thermal sensors + struct + { + NV_THERMAL_CONTROLLER controller; //!< internal, ADM1032, MAX6649... + NvS32 defaultMinTemp; //!< Minimum default temperature value of the thermal sensor in degree Celsius + NvS32 defaultMaxTemp; //!< Maximum default temperature value of the thermal sensor in degree Celsius + NvS32 currentTemp; //!< Current temperature value of the thermal sensor in degree Celsius + NV_THERMAL_TARGET target; //!< Thermal sensor targeted - GPU, memory, chipset, powersupply, Visual Computing Device, etc + } sensor[NVAPI_MAX_THERMAL_SENSORS_PER_GPU]; + +} NV_GPU_THERMAL_SETTINGS_V2; + +//! \ingroup gputhermal +typedef NV_GPU_THERMAL_SETTINGS_V2 NV_GPU_THERMAL_SETTINGS; + +//! \ingroup gputhermal +//! @{ + +//! Macro for constructing the version field of NV_GPU_THERMAL_SETTINGS_V1 +#define NV_GPU_THERMAL_SETTINGS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_THERMAL_SETTINGS_V1,1) + +//! Macro for constructing the version field of NV_GPU_THERMAL_SETTINGS_V2 +#define NV_GPU_THERMAL_SETTINGS_VER_2 MAKE_NVAPI_VERSION(NV_GPU_THERMAL_SETTINGS_V2,2) + +//! Macro for constructing the version field of NV_GPU_THERMAL_SETTINGS +#define NV_GPU_THERMAL_SETTINGS_VER NV_GPU_THERMAL_SETTINGS_VER_2 +//! @} + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetThermalSettings +// +//! This function retrieves the thermal information of all thermal sensors or specific thermal sensor associated with the selected GPU. +//! Thermal sensors are indexed 0 to NVAPI_MAX_THERMAL_SENSORS_PER_GPU-1. +//! +//! - To retrieve specific thermal sensor info, set the sensorIndex to the required thermal sensor index. +//! - To retrieve info for all sensors, set sensorIndex to NVAPI_THERMAL_TARGET_ALL. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 85 +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [in] sensorIndex Explicit thermal sensor index selection. +//! \param [out] pThermalSettings Array of thermal settings. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_INVALID_ARGUMENT pThermalInfo is NULL. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the INFO struct is not supported. +//! \ingroup gputhermal +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetThermalSettings(NvPhysicalGpuHandle hPhysicalGpu, NvU32 sensorIndex, NV_GPU_THERMAL_SETTINGS *pThermalSettings); + + + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 reserved; //!< These bits are reserved for future use. + struct + { + NvU32 bIsPresent:1; //!< Set if this domain is present on this GPU + NvU32 reserved:31; //!< These bits are reserved for future use. + NvU32 frequency; //!< Clock frequency (kHz) + }domain[NVAPI_MAX_GPU_PUBLIC_CLOCKS]; +} NV_GPU_CLOCK_FREQUENCIES_V1; + +#ifndef NV_GPU_MAX_CLOCK_FREQUENCIES + #define NV_GPU_MAX_CLOCK_FREQUENCIES 3 +#endif + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef enum +{ + NV_GPU_CLOCK_FREQUENCIES_CURRENT_FREQ = 0, + NV_GPU_CLOCK_FREQUENCIES_BASE_CLOCK = 1, + NV_GPU_CLOCK_FREQUENCIES_BOOST_CLOCK = 2, + NV_GPU_CLOCK_FREQUENCIES_CLOCK_TYPE_NUM = NV_GPU_MAX_CLOCK_FREQUENCIES +} NV_GPU_CLOCK_FREQUENCIES_CLOCK_TYPE; + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 ClockType:4; //!< One of NV_GPU_CLOCK_FREQUENCIES_CLOCK_TYPE. Used to specify the type of clock to be returned. + NvU32 reserved:20; //!< These bits are reserved for future use. Must be set to 0. + NvU32 reserved1:8; //!< These bits are reserved. + struct + { + NvU32 bIsPresent:1; //!< Set if this domain is present on this GPU + NvU32 reserved:31; //!< These bits are reserved for future use. + NvU32 frequency; //!< Clock frequency (kHz) + }domain[NVAPI_MAX_GPU_PUBLIC_CLOCKS]; +} NV_GPU_CLOCK_FREQUENCIES_V2; + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef NV_GPU_CLOCK_FREQUENCIES_V2 NV_GPU_CLOCK_FREQUENCIES; + +//! \addtogroup gpuclock +//! @{ +#define NV_GPU_CLOCK_FREQUENCIES_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLOCK_FREQUENCIES_V1,1) +#define NV_GPU_CLOCK_FREQUENCIES_VER_2 MAKE_NVAPI_VERSION(NV_GPU_CLOCK_FREQUENCIES_V2,2) +#define NV_GPU_CLOCK_FREQUENCIES_VER_3 MAKE_NVAPI_VERSION(NV_GPU_CLOCK_FREQUENCIES_V2,3) +#define NV_GPU_CLOCK_FREQUENCIES_VER NV_GPU_CLOCK_FREQUENCIES_VER_3 +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAllClockFrequencies +// +//! This function retrieves the NV_GPU_CLOCK_FREQUENCIES structure for the specified physical GPU. +//! +//! For each clock domain: +//! - bIsPresent is set for each domain that is present on the GPU +//! - frequency is the domain's clock freq in kHz +//! +//! Each domain's info is indexed in the array. For example: +//! clkFreqs.domain[NVAPI_GPU_PUBLIC_CLOCK_MEMORY] holds the info for the MEMORY domain. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 295 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval NVAPI_INVALID_ARGUMENT pClkFreqs is NULL. +//! \ingroup gpuclock +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetAllClockFrequencies(__in NvPhysicalGpuHandle hPhysicalGPU, __inout NV_GPU_CLOCK_FREQUENCIES *pClkFreqs); + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_QueryIlluminationSupport +//! +//! \fn NvAPI_GPU_QueryIlluminationSupport(__inout NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM *pIlluminationSupportInfo) +//! DESCRIPTION: This function reports if the specified illumination attribute is supported. +//! +//! \note Only a single GPU can manage an given attribute on a given HW element, +//! regardless of how many are attatched. I.E. only one GPU will be used to control +//! the brightness of the LED on an SLI bridge, regardless of how many are physicaly attached. +//! You should enumerate thru the GPUs with this call to determine which GPU is managing the attribute. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 300.05 +//! +//! \param [in] hPhysicalGpu Physical GPU handle +//! \param Attribute An enumeration value specifying the Illumination attribute to be querried +//! \param [out] pSupported A boolean indicating if the attribute is supported. +//! +//! \return See \ref nvapistatus for the list of possible return values. +// +////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef enum _NV_GPU_ILLUMINATION_ATTRIB +{ + NV_GPU_IA_LOGO_BRIGHTNESS = 0, + NV_GPU_IA_SLI_BRIGHTNESS = 1, +} NV_GPU_ILLUMINATION_ATTRIB; + +//! \ingroup gpu +typedef struct _NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1 { + + // IN + NvU32 version; //!< Version of this structure + NvPhysicalGpuHandle hPhysicalGpu; //!< The handle of the GPU that you are checking for the specified attribute. + //!< note that this is the GPU that is managing the attribute. + //!< Only a single GPU can manage an given attribute on a given HW element, + //!< regardless of how many are attatched. + //!< I.E. only one GPU will be used to control the brightness of the LED on an SLI bridge, + //!< regardless of how many are physicaly attached. + //!< You enumerate thru the GPUs with this call to determine which GPU is managing the attribute. + NV_GPU_ILLUMINATION_ATTRIB Attribute; //!< An enumeration value specifying the Illumination attribute to be querried. + //!< refer to enum \ref NV_GPU_ILLUMINATION_ATTRIB. + + // OUT + NvU32 bSupported; //!< A boolean indicating if the attribute is supported. + +} NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1; + +//! \ingroup gpu +typedef NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1 NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM; +//! \ingroup gpu +#define NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_VER_1 MAKE_NVAPI_VERSION(NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1,1) +//! \ingroup gpu +#define NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_VER NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_VER_1 + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_QueryIlluminationSupport(__inout NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM *pIlluminationSupportInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_GetIllumination +//! +//! \fn NvAPI_GPU_GetIllumination(NV_GPU_GET_ILLUMINATION_PARM *pIlluminationInfo) +//! DESCRIPTION: This function reports value of the specified illumination attribute. +//! +//! \note Only a single GPU can manage an given attribute on a given HW element, +//! regardless of how many are attatched. I.E. only one GPU will be used to control +//! the brightness of the LED on an SLI bridge, regardless of how many are physicaly attached. +//! You should enumerate thru the GPUs with the \ref NvAPI_GPU_QueryIlluminationSupport call to +//! determine which GPU is managing the attribute. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 300.05 +//! +//! \param [in] hPhysicalGpu Physical GPU handle +//! \param Attribute An enumeration value specifying the Illumination attribute to be querried +//! \param [out] Value A DWORD containing the current value for the specified attribute. +//! This is specified as a percentage of the full range of the attribute +//! (0-100; 0 = off, 100 = full brightness) +//! +//! \return See \ref nvapistatus for the list of possible return values. Return values of special interest are: +//! NVAPI_INVALID_ARGUMENT The specified attibute is not known to the driver. +//! NVAPI_NOT_SUPPORTED: The specified attribute is not supported on the specified GPU +// +////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef struct _NV_GPU_GET_ILLUMINATION_PARM_V1 { + + // IN + NvU32 version; //!< Version of this structure + NvPhysicalGpuHandle hPhysicalGpu; //!< The handle of the GPU that you are checking for the specified attribute. + //!< Note that this is the GPU that is managing the attribute. + //!< Only a single GPU can manage an given attribute on a given HW element, + //!< regardless of how many are attatched. + //!< I.E. only one GPU will be used to control the brightness of the LED on an SLI bridge, + //!< regardless of how many are physicaly attached. + //!< You enumerate thru the GPUs with this call to determine which GPU is managing the attribute. + NV_GPU_ILLUMINATION_ATTRIB Attribute; //!< An enumeration value specifying the Illumination attribute to be querried. + //!< refer to enum \ref NV_GPU_ILLUMINATION_ATTRIB. + + // OUT + NvU32 Value; //!< A DWORD that will contain the current value of the specified attribute. + //! This is specified as a percentage of the full range of the attribute + //! (0-100; 0 = off, 100 = full brightness) + +} NV_GPU_GET_ILLUMINATION_PARM_V1; + +//! \ingroup gpu +typedef NV_GPU_GET_ILLUMINATION_PARM_V1 NV_GPU_GET_ILLUMINATION_PARM; +//! \ingroup gpu +#define NV_GPU_GET_ILLUMINATION_PARM_VER_1 MAKE_NVAPI_VERSION(NV_GPU_GET_ILLUMINATION_PARM_V1,1) +//! \ingroup gpu +#define NV_GPU_GET_ILLUMINATION_PARM_VER NV_GPU_GET_ILLUMINATION_PARM_VER_1 + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetIllumination(NV_GPU_GET_ILLUMINATION_PARM *pIlluminationInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_SetIllumination +//! +//! \fn NvAPI_GPU_SetIllumination(NV_GPU_SET_ILLUMINATION_PARM *pIlluminationInfo) +//! DESCRIPTION: This function sets the value of the specified illumination attribute. +//! +//! \note Only a single GPU can manage an given attribute on a given HW element, +//! regardless of how many are attatched. I.E. only one GPU will be used to control +//! the brightness of the LED on an SLI bridge, regardless of how many are physicaly attached. +//! You should enumerate thru the GPUs with the \ref NvAPI_GPU_QueryIlluminationSupport call to +//! determine which GPU is managing the attribute. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 300.05 +//! +//! \param [in] hPhysicalGpu Physical GPU handle +//! \param Attribute An enumeration value specifying the Illumination attribute to be set +//! \param Value The new value for the specified attribute. +//! This should be specified as a percentage of the full range of the attribute +//! (0-100; 0 = off, 100 = full brightness) +//! If a value is specified outside this range, NVAPI_INVALID_ARGUMENT will be returned. +//! +//! \return See \ref nvapistatus for the list of possible return values. Return values of special interest are: +//! NVAPI_INVALID_ARGUMENT The specified attibute is not known to the driver, or the specified value is out of range. +//! NVAPI_NOT_SUPPORTED The specified attribute is not supported on the specified GPU. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef struct _NV_GPU_SET_ILLUMINATION_PARM_V1 { + + // IN + NvU32 version; //!< Version of this structure + NvPhysicalGpuHandle hPhysicalGpu; //!< The handle of the GPU that you are checking for the specified attribute. + //!< Note that this is the GPU that is managing the attribute. + //!< Only a single GPU can manage an given attribute on a given HW element, + //!< regardless of how many are attatched. + //!< I.E. only one GPU will be used to control the brightness of the LED on an SLI bridge, + //!< regardless of how many are physicaly attached. + //!< You enumerate thru the GPUs with this call to determine which GPU is managing the attribute. + NV_GPU_ILLUMINATION_ATTRIB Attribute; //!< An enumeration value specifying the Illumination attribute to be querried. + //!< refer to enum \ref NV_GPU_ILLUMINATION_ATTRIB. + NvU32 Value; //!< A DWORD containing the new value for the specified attribute. + //!< This should be specified as a percentage of the full range of the attribute + //!< (0-100; 0 = off, 100 = full brightness) + //!< If a value is specified outside this range, NVAPI_INVALID_ARGUMENT will be returned. + + // OUT + +} NV_GPU_SET_ILLUMINATION_PARM_V1; + +//! \ingroup gpu +typedef NV_GPU_SET_ILLUMINATION_PARM_V1 NV_GPU_SET_ILLUMINATION_PARM; +//! \ingroup gpu +#define NV_GPU_SET_ILLUMINATION_PARM_VER_1 MAKE_NVAPI_VERSION(NV_GPU_SET_ILLUMINATION_PARM_V1,1) +//! \ingroup gpu +#define NV_GPU_SET_ILLUMINATION_PARM_VER NV_GPU_SET_ILLUMINATION_PARM_VER_1 + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_SetIllumination(NV_GPU_SET_ILLUMINATION_PARM *pIlluminationInfo); + + + +/*! + * Enumeration of control modes that can be applied to Illumination Zones. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB = 0, // deprecated + NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB, // deprecated + + NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL = 0, + NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR, + + // Strictly add new control modes above this. + NV_GPU_CLIENT_ILLUM_CTRL_MODE_INVALID = 0xFF, +} NV_GPU_CLIENT_ILLUM_CTRL_MODE; + +/*! + * Enumeration of locations where an Illumination Zone might be present. + * Encoding used - + * 1:0 - Number specifier (0) + * 4:2 - Location (TOP) + * 7:5 - Type (GPU/SLI) + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_GPU_TOP_0 = 0x00, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_GPU_FRONT_0 = 0x08, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_GPU_BACK_0 = 0x0C, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_SLI_TOP_0 = 0x20, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_INVALID = 0xFFFFFFFF, +} NV_GPU_CLIENT_ILLUM_ZONE_LOCATION; + +/*! + * Enumeration of ILLUM_DEVICEs. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_INVALID = 0, + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_MCUV10, + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_GPIO_PWM_RGBW_V10, + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_GPIO_PWM_SINGLE_COLOR_V10, +} NV_GPU_CLIENT_ILLUM_DEVICE_TYPE; + +/*! + * Enumeration of ILLUM_ZONEs. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_INVALID = 0, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGB, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_COLOR_FIXED, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGBW, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_SINGLE_COLOR, +} NV_GPU_CLIENT_ILLUM_ZONE_TYPE; + +/*! + * Number of color points for the piecewise linear control mode. + */ +#define NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS 2 + +/*! + * Enumeration of Cycle types for piecewise linear control mode. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_HALF_HALT = 0, + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_FULL_HALT, + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_FULL_REPEAT, + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_INVALID = 0xFF, +} NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_TYPE; + +#define NV_GPU_CLIENT_ILLUM_DEVICE_NUM_DEVICES_MAX 32 + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 + * Describes the static information of illumination device type MCUV10. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_MCUV10 +{ + /*! + * I2C Device Index: Pointing to the illumination device in I2C Devices Table. + */ + NvU8 i2cDevIdx; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_MCUV10; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 + * Describes the static information of illum device type GPIO_PWM_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_RGBW +{ + /*! + * Red drive GPIO pin. + */ + NvU8 gpioPinRed; + + /*! + * Green drive GPIO pin. + */ + NvU8 gpioPinGreen; + + /*! + * Blue drive GPIO pin. + */ + NvU8 gpioPinBlue; + + /*! + * White drive GPIO pin. + */ + NvU8 gpioPinWhite; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_RGBW; +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 + * Describes the static information of illum device type GPIO_PWM_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_SINGLE_COLOR +{ + /*! + * Single Color GPIO pin. + */ + NvU8 gpioPinSingleColor; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_SINGLE_COLOR; + +/*! + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 +{ + /*! + * Type of the illumination device. + */ + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE type; + + /*! + * Supported control modes for this illumination device. + */ + NvU32 ctrlModeMask; + + /*! + * Union of illumination device info data. Interpreted as per + * @ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1::type + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_MCUV10 mcuv10; + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_RGBW gpioPwmRgbwv10; + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_SINGLE_COLOR gpioPwmSingleColorv10; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1; + +/*! + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1 +{ + /*! + * Version of structure. Must always be first member. + */ + NvU32 version; + + /*! + * Number of illumination devices present. + */ + NvU32 numIllumDevices; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + + /*! + */ + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 devices[NV_GPU_CLIENT_ILLUM_DEVICE_NUM_DEVICES_MAX]; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_VER NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1 NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumDevicesGetInfo +//! +//! DESCRIPTION: This API returns static information about illumination devices on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumDevicesInfo Pointer to structure containing static +//! information about illumination devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumDevicesGetInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS *pIllumDevicesInfo); + + +/*! + * Structure representing the data required for synchronization. + */ +typedef struct +{ + /*! + * Boolean representing the need for synchronization. + */ + NvBool bSync; + + /*! + * Time stamp value required for synchronization. + */ + NvU64 timeStampms; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_DEVICE_SYNC_V1; + +/*! + * Structure representing the device control parameters of each ILLUM_DEVICE. + */ +typedef struct +{ + /*! + * Type of the illum device. + */ + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE type; + + /*! + * Structure containing the synchronization data for the illumination device. + */ + NV_GPU_CLIENT_ILLUM_DEVICE_SYNC_V1 syncData; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_V1; + +typedef NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_V1 NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL; + +/*! + * Structure representing the control parameters of ILLUM_DEVICE-s. + */ +typedef struct +{ + /*! + * Version of structure. Must always be first member. + */ + NvU32 version; + + /*! + * Number of illumination devices present. + */ + NvU32 numIllumDevices; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + + /*! + */ + NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_V1 devices[NV_GPU_CLIENT_ILLUM_DEVICE_NUM_DEVICES_MAX]; +} NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_VER NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_V1 NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumDevicesGetControl +//! +//! DESCRIPTION: This API gets control parameters about illumination devices on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [inout] pIllumDevicesControl Pointer to structure containing control +//! information about illum devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumDevicesGetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS *pClientIllumDevicesControl); + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumDevicesSetControl +//! +//! DESCRIPTION: This API sets control parameters about illumination devices on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [inout] pClientIllumDevicesControl Pointer to structure containing control +//! information about illum devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumDevicesSetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS *pClientIllumDevicesControl); + + +#define NV_GPU_CLIENT_ILLUM_ZONE_NUM_ZONES_MAX 32 + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGB +{ + NvU8 rsvd; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGB; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 + * Describes the static information of illum zone type RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGBW +{ + NvU8 rsvd; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGBW; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 + * Describes the static information of illum zone type SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_SINGLE_COLOR +{ + NvU8 rsvd; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_SINGLE_COLOR; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 +{ + NV_GPU_CLIENT_ILLUM_ZONE_TYPE type; + + /*! + * Index pointing to an Illumination Device that controls this zone. + */ + NvU8 illumDeviceIdx; + + /*! + * Provider index for representing logical to physical zone mapping. + */ + NvU8 provIdx; + + /*! + * Location of the zone on the board. + */ + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION zoneLocation; + + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGB rgb; + NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGBW rgbw; + NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_SINGLE_COLOR singleColor; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1 +{ + /*! + * Version of structure. Must always be first member. + */ + NvU32 version; + + /*! + * Number of illumination zones present. + */ + NvU32 numIllumZones; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 zones[NV_GPU_CLIENT_ILLUM_ZONE_NUM_ZONES_MAX]; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_VER NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1 NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumZonesGetInfo +//! +//! DESCRIPTION: This API returns static information about illumination zones on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumZonesInfo Pointer to structure containing static +//! information about illumination devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumZonesGetInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS *pIllumZonesInfo); + + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS +{ + /*! + * Red compenent of color applied to the zone. + */ + NvU8 colorR; + + /*! + * Green compenent of color applied to the zone. + */ + NvU8 colorG; + + /*! + * Blue compenent of color applied to the zone. + */ + NvU8 colorB; + + /*! + * Brightness perecentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS rgbParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR +{ + /*! + * Type of cycle effect to apply. + */ + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_TYPE cycleType; + + /*! + * Number of times to repeat function within group period. + */ + NvU8 grpCount; + + /*! + * Time in ms to transition from color A to color B. + */ + NvU16 riseTimems; + + /*! + * Time in ms to transition from color B to color A. + */ + NvU16 fallTimems; + + /*! + * Time in ms to remain at color A before color A to color B transition. + */ + NvU16 ATimems; + + /*! + * Time in ms to remain at color B before color B to color A transition. + */ + NvU16 BTimems; + + /*! + * Time in ms to remain idle before next group of repeated function cycles. + */ + NvU16 grpIdleTimems; + + /*! + * Time in ms to offset the cycle relative to other zones. + */ + NvU16 phaseOffsetms; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS rgbParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illumination zone of type + * \ref NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB +{ + /*! + * Union of illumination zone control data for zone of type NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGB. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB manualRGB; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB piecewiseLinearRGB; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS +{ + /*! + * Brightness percentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS colorFixedParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_COLOR_FIXED +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS colorFixedParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_COLOR_FIXED; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illum zone of type + * \ref NV_GPU_CLIENT_ILLUM_ZONE_TYPE_COLOR_FIXED. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED +{ + /*! + * Union of illum zone control data for zone of type NV_GPU_CLIENT_ILLUM_ZONE_TYPE_COLOR_FIXED. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED manualColorFixed; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_COLOR_FIXED piecewiseLinearColorFixed; + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS +{ + /*! + * Red component of color applied to the zone. + */ + NvU8 colorR; + + /*! + * Green component of color applied to the zone. + */ + NvU8 colorG; + + /*! + * Blue component of color applied to the zone. + */ + NvU8 colorB; + + /*! + * White component of color applied to the zone. + */ + NvU8 colorW; + + /*! + * Brightness percentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_RGBW + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_RGBW. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS rgbwParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_RGBW + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGBW +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGBW. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS rgbwParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGBW; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illum zone of type + * \ref NV_GPU_ILLUM_ZONE_TYPE_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGBW +{ + /*! + * Union of illum zone control data for zone of type NV_GPU_ILLUM_ZONE_TYPE_RGBW. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW manualRGBW; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGBW piecewiseLinearRGBW; + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGBW; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS +{ + /*! + * Brightness percentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_SINGLE_COLOR. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS singleColorParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_SINGLE_COLOR +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_SINGLE_COLOR. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS singleColorParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_SINGLE_COLOR; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illum zone of type + * \ref NV_GPU_ILLUM_ZONE_TYPE_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR +{ + /*! + * Union of illum zone control data for zone of type NV_GPU_ILLUM_ZONE_TYPE_SINGLE_COLOR. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR manualSingleColor; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_SINGLE_COLOR piecewiseLinearSingleColor; + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 +{ + NV_GPU_CLIENT_ILLUM_ZONE_TYPE type; + NV_GPU_CLIENT_ILLUM_CTRL_MODE ctrlMode; + union + { + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB rgb; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED colorFixed; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGBW rgbw; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR singleColor; + NvU8 rsvd[64]; + } data; + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1 +{ + NvU32 version; + + /*! + * Bit field specifying the set of values to retrieve or set + * - default (NV_TRUE) + * - currently active (NV_FALSE). + */ + NvU32 bDefault : 1; + NvU32 rsvdField : 31; + + /*! + * Number of illumination zones present. + */ + NvU32 numIllumZonesControl; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 zones[NV_GPU_CLIENT_ILLUM_ZONE_NUM_ZONES_MAX]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_VER NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1 NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumZonesGetControl +//! +//! DESCRIPTION: Accessor for control information about illumination zones on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumZonesControl Pointer to structure containing control +//! information about illumination zones. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumZonesGetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS *pIllumZonesControl); + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumZonesSetControl +//! +//! DESCRIPTION: Mutator for control information about illumination zones on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumZonesControl Pointer to structure containing control +//! information about illumination zones. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumZonesSetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS *pIllumZonesControl); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Event_RegisterCallback +// +//! DESCRIPTION: This API registers the process for events. This API should be called for each eventcallback. +//! The handle returned to the client will be common across all eventCallbacks. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] eventCallback Pointer to NV_EVENT_REGISTER_CALLBACK structure to call +//! on new events +//! \param [out] phClient Handle to client for use with +//! unregister function +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NvAPI not initialized +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid argument +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Event_RegisterCallback(PNV_EVENT_REGISTER_CALLBACK eventCallback, + NvEventHandle* phClient); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Event_UnregisterCallback +// +//! DESCRIPTION: This API unregister an event handle. +//! This API should be called only once per process(irrespective of the number of callbacks registered). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hClient Handle associated with this listeners +//! event queue. Same as returned from +//! NvAPI_Event_RegisterCallback(). +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NvAPI not initialized +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid argument +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Event_UnregisterCallback(NvEventHandle hClient); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumNvidiaDisplayHandle +// +//! This function returns the handle of the NVIDIA display specified by the enum +//! index (thisEnum). The client should keep enumerating until it +//! returns error. +//! +//! Note: Display handles can get invalidated on a modeset, so the calling applications need to +//! renum the handles after every modeset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param [in] thisEnum The index of the NVIDIA display. +//! \param [out] pNvDispHandle Pointer to the NVIDIA display handle. +//! +//! \retval NVAPI_INVALID_ARGUMENT Either the handle pointer is NULL or enum index too big +//! \retval NVAPI_OK Return a valid NvDisplayHandle based on the enum index +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device found in the system +//! \retval NVAPI_END_ENUMERATION No more display device to enumerate +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumNvidiaDisplayHandle(NvU32 thisEnum, NvDisplayHandle *pNvDispHandle); + + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumNvidiaUnAttachedDisplayHandle +// +//! This function returns the handle of the NVIDIA unattached display specified by the enum +//! index (thisEnum). The client should keep enumerating until it +//! returns error. +//! Note: Display handles can get invalidated on a modeset, so the calling applications need to +//! renum the handles after every modeset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param [in] thisEnum The index of the NVIDIA display. +//! \param [out] pNvUnAttachedDispHandle Pointer to the NVIDIA display handle of the unattached display. +//! +//! \retval NVAPI_INVALID_ARGUMENT Either the handle pointer is NULL or enum index too big +//! \retval NVAPI_OK Return a valid NvDisplayHandle based on the enum index +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device found in the system +//! \retval NVAPI_END_ENUMERATION No more display device to enumerate. +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumNvidiaUnAttachedDisplayHandle(NvU32 thisEnum, NvUnAttachedDisplayHandle *pNvUnAttachedDispHandle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_CreateDisplayFromUnAttachedDisplay +// +//! This function converts the unattached display handle to an active attached display handle. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvUnAttachedDisp is not valid or pNvDisplay is NULL. +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_CreateDisplayFromUnAttachedDisplay(NvUnAttachedDisplayHandle hNvUnAttachedDisp, NvDisplayHandle *pNvDisplay); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetAssociatedNVidiaDisplayHandle +// +//! This function returns the handle of the NVIDIA display that is associated +//! with the given display "name" (such as "\\.\DISPLAY1"). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT Either argument is NULL +//! \retval NVAPI_OK *pNvDispHandle is now valid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetAssociatedNvidiaDisplayHandle(const char *szDisplayName, NvDisplayHandle *pNvDispHandle); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetAssociatedUnAttachedNvidiaDisplayHandle +// +//! DESCRIPTION: This function returns the handle of an unattached NVIDIA display that is +//! associated with the given display name (such as "\\DISPLAY1"). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Either argument is NULL. +//! \retval ::NVAPI_OK *pNvUnAttachedDispHandle is now valid. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name. +//! +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetAssociatedUnAttachedNvidiaDisplayHandle(const char *szDisplayName, NvUnAttachedDisplayHandle *pNvUnAttachedDispHandle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetAssociatedNVidiaDisplayName +// +//! For a given NVIDIA display handle, this function returns a string (such as "\\.\DISPLAY1") to identify the display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT Either argument is NULL +//! \retval NVAPI_OK *pNvDispHandle is now valid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetAssociatedNvidiaDisplayName(NvDisplayHandle NvDispHandle, NvAPI_ShortString szDisplayName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetUnAttachedAssociatedDisplayName +// +//! This function returns the display name given, for example, "\\DISPLAY1", using the unattached NVIDIA display handle +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT Either argument is NULL +//! \retval NVAPI_OK *pNvDispHandle is now valid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetUnAttachedAssociatedDisplayName(NvUnAttachedDisplayHandle hNvUnAttachedDisp, NvAPI_ShortString szDisplayName); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnableHWCursor +// +//! This function enables hardware cursor support +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnableHWCursor(NvDisplayHandle hNvDisplay); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DisableHWCursor +// +//! This function disables hardware cursor support +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DisableHWCursor(NvDisplayHandle hNvDisplay); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetVBlankCounter +// +//! This function gets the V-blank counter +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetVBlankCounter(NvDisplayHandle hNvDisplay, NvU32 *pCounter); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SetRefreshRateOverride +// +//! This function overrides the refresh rate on the given display/outputsMask. +//! The new refresh rate can be applied right away in this API call or deferred to be applied with the +//! next OS modeset. The override is good for only one modeset (regardless whether it's deferred or immediate). +//! +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 80 +//! +//! \param [in] hNvDisplay The NVIDIA display handle. It can be NVAPI_DEFAULT_HANDLE or a handle +//! enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] outputsMask A set of bits that identify all target outputs which are associated with the NVIDIA +//! display handle to apply the refresh rate override. When SLI is enabled, the +//! outputsMask only applies to the GPU that is driving the display output. +//! \param [in] refreshRate The override value. "0.0" means cancel the override. +//! \param [in] bSetDeferred +//! - "0": Apply the refresh rate override immediately in this API call.\p +//! - "1": Apply refresh rate at the next OS modeset. +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvDisplay or outputsMask is invalid +//! \retval NVAPI_OK The refresh rate override is correct set +//! \retval NVAPI_ERROR The operation failed +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SetRefreshRateOverride(NvDisplayHandle hNvDisplay, NvU32 outputsMask, float refreshRate, NvU32 bSetDeferred); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetAssociatedDisplayOutputId +// +//! This function gets the active outputId associated with the display handle. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 90 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! \param [out] outputId The active display output ID associated with the selected display handle hNvDisplay. +//! The outputid will have only one bit set. In the case of Clone or Span mode, this will indicate the +//! display outputId of the primary display that the GPU is driving. See \ref handles. +//! +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_DISPLAY_HANDLE hNvDisplay is not a valid display handle. +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetAssociatedDisplayOutputId(NvDisplayHandle hNvDisplay, NvU32 *pOutputId); + + +//! \ingroup dispcontrol +//! Used in NvAPI_GetDisplayPortInfo(). +typedef struct _NV_DISPLAY_PORT_INFO_V1 +{ + NvU32 version; //!< Structure version + NvU32 dpcd_ver; //!< DPCD version of the monitor + NV_DP_LINK_RATE maxLinkRate; //!< Maximum supported link rate + NV_DP_LANE_COUNT maxLaneCount; //!< Maximum supported lane count + NV_DP_LINK_RATE curLinkRate; //!< Current link rate + NV_DP_LANE_COUNT curLaneCount; //!< Current lane count + NV_DP_COLOR_FORMAT colorFormat; //!< Current color format + NV_DP_DYNAMIC_RANGE dynamicRange; //!< Dynamic range + NV_DP_COLORIMETRY colorimetry; //!< Ignored in RGB space + NV_DP_BPC bpc; //!< Current bit-per-component + NvU32 isDp : 1; //!< If the monitor is driven by a DisplayPort + NvU32 isInternalDp : 1; //!< If the monitor is driven by an NV Dp transmitter + NvU32 isColorCtrlSupported : 1; //!< If the color format change is supported + NvU32 is6BPCSupported : 1; //!< If 6 bpc is supported + NvU32 is8BPCSupported : 1; //!< If 8 bpc is supported + NvU32 is10BPCSupported : 1; //!< If 10 bpc is supported + NvU32 is12BPCSupported : 1; //!< If 12 bpc is supported + NvU32 is16BPCSupported : 1; //!< If 16 bpc is supported + NvU32 isYCrCb420Supported : 1; //!< If YCrCb420 is supported + NvU32 isYCrCb422Supported : 1; //!< If YCrCb422 is supported + NvU32 isYCrCb444Supported : 1; //!< If YCrCb444 is supported + NvU32 isRgb444SupportedOnCurrentMode : 1; //!< If Rgb444 is supported on the current mode + NvU32 isYCbCr444SupportedOnCurrentMode : 1; //!< If YCbCr444 is supported on the current mode + NvU32 isYCbCr422SupportedOnCurrentMode : 1; //!< If YCbCr422 is supported on the current mode + NvU32 isYCbCr420SupportedOnCurrentMode : 1; //!< If YCbCr420 is supported on the current mode + NvU32 is6BPCSupportedOnCurrentMode : 1; // if 6 bpc is supported On Current Mode + NvU32 is8BPCSupportedOnCurrentMode : 1; // if 8 bpc is supported On Current Mode + NvU32 is10BPCSupportedOnCurrentMode : 1; // if 10 bpc is supported On Current Mode + NvU32 is12BPCSupportedOnCurrentMode : 1; // if 12 bpc is supported On Current Mode + NvU32 is16BPCSupportedOnCurrentMode : 1; // if 16 bpc is supported On Current Mode + NvU32 isMonxvYCC601Capable : 1; // if xvYCC 601 extended colorimetry is supported + NvU32 isMonxvYCC709Capable : 1; // if xvYCC 709 extended colorimetry is supported + NvU32 isMonsYCC601Capable : 1; // if sYCC601 extended colorimetry is supported + NvU32 isMonAdobeYCC601Capable : 1; // if AdobeYCC601 extended colorimetry is supported + NvU32 isMonAdobeRGBCapable : 1; // if AdobeRGB extended colorimetry is supported + NvU32 isMonBT2020RGBCapable : 1; // if BT2020 RGB extended colorimetry is supported + NvU32 isMonBT2020YCCCapable : 1; // if BT2020 Y'CbCr extended colorimetry is supported + NvU32 isMonBT2020cYCCCapable : 1; // if BT2020 cYCbCr (constant luminance) extended colorimetry is supported + + NvU32 reserved : 4; //!< reserved + } NV_DISPLAY_PORT_INFO_V1; + + typedef NV_DISPLAY_PORT_INFO_V1 NV_DISPLAY_PORT_INFO; + +//! Macro for constructing the version field of NV_DISPLAY_PORT_INFO. +#define NV_DISPLAY_PORT_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_INFO,1) +#define NV_DISPLAY_PORT_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_INFO,2) +#define NV_DISPLAY_PORT_INFO_VER NV_DISPLAY_PORT_INFO_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetDisplayPortInfo +// +//! \fn NvAPI_GetDisplayPortInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_DISPLAY_PORT_INFO *pInfo) +//! DESCRIPTION: This function returns the current DisplayPort-related information on the specified device (monitor). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! \param [in] hvDisplay NVIDIA Display selection. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! This parameter is ignored when the outputId is a NvAPI displayId. +//! \param [in] outputId This can either be the connection bit mask or the NvAPI displayId. When the legacy connection bit mask is passed, +//! it should have exactly 1 bit set to indicate a single display. If it's "0" then the default outputId from +//! NvAPI_GetAssociatedDisplayOutputId() will be used. See \ref handles. +//! \param [out] pInfo The DisplayPort information +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_GetDisplayPortInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_DISPLAY_PORT_INFO *pInfo); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SetDisplayPort +// +//! \fn NvAPI_SetDisplayPort(NvDisplayHandle hNvDisplay, NvU32 outputId, NV_DISPLAY_PORT_CONFIG *pCfg) +//! DESCRIPTION: This function sets up DisplayPort-related configurations. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! \param [in] hNvDisplay NVIDIA display handle. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] outputId This display output ID, when it's "0" it means the default outputId generated from the return of +//! NvAPI_GetAssociatedDisplayOutputId(). See \ref handles. +//! \param [in] pCfg The display port config structure. If pCfg is NULL, it means to use the driver's default value to setup. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter +/////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dispcontrol +//! DisplayPort configuration settings - used in NvAPI_SetDisplayPort(). +typedef struct +{ + NvU32 version; //!< Structure version - 2 is the latest + NV_DP_LINK_RATE linkRate; //!< Link rate + NV_DP_LANE_COUNT laneCount; //!< Lane count + NV_DP_COLOR_FORMAT colorFormat; //!< Color format to set + NV_DP_DYNAMIC_RANGE dynamicRange; //!< Dynamic range + NV_DP_COLORIMETRY colorimetry; //!< Ignored in RGB space + NV_DP_BPC bpc; //!< Bit-per-component + NvU32 isHPD : 1; //!< If the control panel is making this call due to HPD + NvU32 isSetDeferred : 1; //!< Requires an OS modeset to finalize the setup if set + NvU32 isChromaLpfOff : 1; //!< Force the chroma low_pass_filter to be off + NvU32 isDitherOff : 1; //!< Force to turn off dither + NvU32 testLinkTrain : 1; //!< If testing mode, skip validation + NvU32 testColorChange : 1; //!< If testing mode, skip validation + +} NV_DISPLAY_PORT_CONFIG; + +//! \addtogroup dispcontrol +//! @{ +//! Macro for constructing the version field of NV_DISPLAY_PORT_CONFIG +#define NV_DISPLAY_PORT_CONFIG_VER MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_CONFIG,2) +//! Macro for constructing the version field of NV_DISPLAY_PORT_CONFIG +#define NV_DISPLAY_PORT_CONFIG_VER_1 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_CONFIG,1) +//! Macro for constructing the version field of NV_DISPLAY_PORT_CONFIG +#define NV_DISPLAY_PORT_CONFIG_VER_2 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_CONFIG,2) +//! @} + + +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_SetDisplayPort(NvDisplayHandle hNvDisplay, NvU32 outputId, NV_DISPLAY_PORT_CONFIG *pCfg); + + + + +//! \ingroup dispcontrol +//! Used in NvAPI_GetHDMISupportInfo(). +typedef struct _NV_HDMI_SUPPORT_INFO_V1 +{ + NvU32 version; //!< Structure version + + NvU32 isGpuHDMICapable : 1; //!< If the GPU can handle HDMI + NvU32 isMonUnderscanCapable : 1; //!< If the monitor supports underscan + NvU32 isMonBasicAudioCapable : 1; //!< If the monitor supports basic audio + NvU32 isMonYCbCr444Capable : 1; //!< If YCbCr 4:4:4 is supported + NvU32 isMonYCbCr422Capable : 1; //!< If YCbCr 4:2:2 is supported + NvU32 isMonxvYCC601Capable : 1; //!< If xvYCC 601 is supported + NvU32 isMonxvYCC709Capable : 1; //!< If xvYCC 709 is supported + NvU32 isMonHDMI : 1; //!< If the monitor is HDMI (with IEEE's HDMI registry ID) + NvU32 reserved : 24; //!< Reserved. + + NvU32 EDID861ExtRev; //!< Revision number of the EDID 861 extension + } NV_HDMI_SUPPORT_INFO_V1; + +typedef struct _NV_HDMI_SUPPORT_INFO_V2 +{ + NvU32 version; //!< Structure version + + NvU32 isGpuHDMICapable : 1; //!< If the GPU can handle HDMI + NvU32 isMonUnderscanCapable : 1; //!< If the monitor supports underscan + NvU32 isMonBasicAudioCapable : 1; //!< If the monitor supports basic audio + NvU32 isMonYCbCr444Capable : 1; //!< If YCbCr 4:4:4 is supported + NvU32 isMonYCbCr422Capable : 1; //!< If YCbCr 4:2:2 is supported + NvU32 isMonxvYCC601Capable : 1; //!< If xvYCC extended colorimetry 601 is supported + NvU32 isMonxvYCC709Capable : 1; //!< If xvYCC extended colorimetry 709 is supported + NvU32 isMonHDMI : 1; //!< If the monitor is HDMI (with IEEE's HDMI registry ID) + NvU32 isMonsYCC601Capable : 1; //!< if sYCC601 extended colorimetry is supported + NvU32 isMonAdobeYCC601Capable : 1; //!< if AdobeYCC601 extended colorimetry is supported + NvU32 isMonAdobeRGBCapable : 1; //!< if AdobeRGB extended colorimetry is supported + NvU32 reserved : 21; //!< Reserved. + + NvU32 EDID861ExtRev; //!< Revision number of the EDID 861 extension + } NV_HDMI_SUPPORT_INFO_V2; + +#define NV_HDMI_SUPPORT_INFO_VER1 MAKE_NVAPI_VERSION(NV_HDMI_SUPPORT_INFO_V1, 1) +#define NV_HDMI_SUPPORT_INFO_VER2 MAKE_NVAPI_VERSION(NV_HDMI_SUPPORT_INFO_V2, 2) + + + +#ifndef NV_HDMI_SUPPORT_INFO_VER + +typedef NV_HDMI_SUPPORT_INFO_V2 NV_HDMI_SUPPORT_INFO; +#define NV_HDMI_SUPPORT_INFO_VER NV_HDMI_SUPPORT_INFO_VER2 + +#endif + + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetHDMISupportInfo +// +//! \fn NvAPI_GetHDMISupportInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_HDMI_SUPPORT_INFO *pInfo) +//! This API returns the current infoframe data on the specified device(monitor). +//! +//! \since Release: 95 +//! +//! \param [in] hvDisplay NVIDIA Display selection. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! This parameter is ignored when the outputId is a NvAPI displayId. +//! \param [in] outputId This can either be the connection bit mask or the NvAPI displayId. When the legacy connection bit mask is passed, +//! it should have exactly 1 bit set to indicate a single display. If it's "0" then the default outputId from +//! NvAPI_GetAssociatedDisplayOutputId() will be used. See \ref handles. +//! \param [out] pInfo The monitor and GPU's HDMI support info +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +/////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_GetHDMISupportInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_HDMI_SUPPORT_INFO *pInfo); + + +//! \ingroup dispcontrol + +typedef enum +{ + NV_INFOFRAME_CMD_GET_DEFAULT = 0, //!< Returns the fields in the infoframe with values set by the manufacturer - NVIDIA/OEM. + NV_INFOFRAME_CMD_RESET, //!< Sets the fields in the infoframe to auto, and infoframe to the default infoframe for use in a set. + NV_INFOFRAME_CMD_GET, //!< Get the current infoframe state. + NV_INFOFRAME_CMD_SET, //!< Set the current infoframe state (flushed to the monitor), the values are one time and do not persist. + NV_INFOFRAME_CMD_GET_OVERRIDE, //!< Get the override infoframe state, non-override fields will be set to value = AUTO, overridden fields will have the current override values. + NV_INFOFRAME_CMD_SET_OVERRIDE, //!< Set the override infoframe state, non-override fields will be set to value = AUTO, other values indicate override; persist across modeset/reboot + NV_INFOFRAME_CMD_GET_PROPERTY, //!< get properties associated with infoframe (each of the infoframe type will have properties) + NV_INFOFRAME_CMD_SET_PROPERTY, //!< set properties associated with infoframe +} NV_INFOFRAME_CMD; + + +typedef enum +{ + NV_INFOFRAME_PROPERTY_MODE_AUTO = 0, //!< Driver determines whether to send infoframes. + NV_INFOFRAME_PROPERTY_MODE_ENABLE, //!< Driver always sends infoframe. + NV_INFOFRAME_PROPERTY_MODE_DISABLE, //!< Driver never sends infoframe. + NV_INFOFRAME_PROPERTY_MODE_ALLOW_OVERRIDE, //!< Driver only sends infoframe when client requests it via infoframe escape call. +} NV_INFOFRAME_PROPERTY_MODE; + + +//! Returns whether the current monitor is in blacklist or force this monitor to be in blacklist. +typedef enum +{ + NV_INFOFRAME_PROPERTY_BLACKLIST_FALSE = 0, + NV_INFOFRAME_PROPERTY_BLACKLIST_TRUE, +} NV_INFOFRAME_PROPERTY_BLACKLIST; + +typedef struct +{ + NvU32 mode : 4; + NvU32 blackList : 2; + NvU32 reserved : 10; + NvU32 version : 8; + NvU32 length : 8; +} NV_INFOFRAME_PROPERTY; + +//! Byte1 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_NODATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_OVERSCAN, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_UNDERSCAN, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_FUTURE, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_NOT_PRESENT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_VERTICAL_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_HORIZONTAL_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_BOTH_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_AFI_ABSENT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_AFI_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_AFI_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AVI_ACTIVEFORMATINFO; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_RGB = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_YCbCr422, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_YCbCr444, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_FUTURE, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_F17_FALSE = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_F17_TRUE, + NV_INFOFRAME_FIELD_VALUE_AVI_F17_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AVI_F17; + +//! Byte2 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_NO_AFD = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE01, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE02, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE03, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_LETTERBOX_GT16x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE05, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE06, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE07, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_EQUAL_CODEDFRAME = 8, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_CENTER_4x3, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_CENTER_16x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_CENTER_14x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE12, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_4x3_ON_14x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_16x9_ON_14x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_16x9_ON_4x3, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_AUTO = 31, +} NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_4x3, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_16x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_FUTURE, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_SMPTE_170M, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_ITUR_BT709, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_USE_EXTENDED_COLORIMETRY, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY; + +//! Byte 3 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_HORIZONTAL, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_VERTICAL, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_BOTH, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_DEFAULT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_LIMITED_RANGE, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_FULL_RANGE, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_RESERVED, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_XVYCC601 = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_XVYCC709, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_SYCC601, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_ADOBEYCC601, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_ADOBERGB, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_RESERVED05, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_RESERVED06, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_RESERVED07, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_AUTO = 15 +} NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_ITC_VIDEO_CONTENT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_ITC_ITCONTENT, + NV_INFOFRAME_FIELD_VALUE_AVI_ITC_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AVI_ITC; + +//! Byte 4 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_NONE = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X02, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X03, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X04, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X05, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X06, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X07, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X08, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X09, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X10, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED10, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED11, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED12, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED13, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED14, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED15, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_AUTO = 31 +} NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_GRAPHICS = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_PHOTO, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_CINEMA, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_GAME, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_LIMITED_RANGE = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_FULL_RANGE, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_RESERVED02, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_RESERVED03, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION; + +//! Adding an Auto bit to each field +typedef struct +{ + NvU32 vic : 8; + NvU32 pixelRepeat : 5; + NvU32 colorSpace : 3; + NvU32 colorimetry : 3; + NvU32 extendedColorimetry : 4; + NvU32 rgbQuantizationRange : 3; + NvU32 yccQuantizationRange : 3; + NvU32 itContent : 2; + NvU32 contentTypes : 3; + NvU32 scanInfo : 3; + NvU32 activeFormatInfoPresent : 2; + NvU32 activeFormatAspectRatio : 5; + NvU32 picAspectRatio : 3; + NvU32 nonuniformScaling : 3; + NvU32 barInfo : 3; + NvU32 top_bar : 17; + NvU32 bottom_bar : 17; + NvU32 left_bar : 17; + NvU32 right_bar : 17; + NvU32 Future17 : 2; + NvU32 Future47 : 2; +} NV_INFOFRAME_VIDEO; + +//! Byte 1 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_2, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_4, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_5, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_6, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_7, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_8, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_AUTO = 15 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_PCM, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_AC3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MPEG1, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MP3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MPEG2, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_AACLC, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DTS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_ATRAC, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DSD, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_EAC3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DTSHD, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MLP, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DST, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_WMAPRO, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_USE_CODING_EXTENSION_TYPE, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_AUTO = 31 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE; + +//! Byte 2 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_16BITS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_20BITS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_24BITS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_32000HZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_44100HZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_48000HZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_88200KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_96000KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_176400KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_192000KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_AUTO = 15 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY; + + + +//! Byte 3 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_USE_CODING_TYPE = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_HEAAC, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_HEAACV2, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_MPEGSURROUND, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE04, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE05, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE06, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE07, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE08, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE09, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE10, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE11, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE12, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE13, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE14, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE15, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE16, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE17, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE18, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE19, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE20, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE21, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE22, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE23, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE24, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE25, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE26, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE27, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE28, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE29, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE30, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE31, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_AUTO = 63 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE; + + +//! Byte 4 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_X_X_FR_FL =0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_FCH_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_FCH_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_X_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_X_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_RC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_RC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FCH_RC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FCH_RC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_FCH_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_FCH_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_FC_LFE_FR_FL = 0X31, + // all other values should default to auto + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_AUTO = 0x1FF +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION; + +//! Byte 5 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_0DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_PLUS10DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_RESERVED03, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_0DB = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_1DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_2DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_3DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_4DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_5DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_6DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_7DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_8DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_9DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_10DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_11DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_12DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_13DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_14DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_15DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_AUTO = 31 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX_PERMITTED = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX_PROHIBITED, + NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX; + +typedef struct +{ + NvU32 codingType : 5; + NvU32 codingExtensionType : 6; + NvU32 sampleSize : 3; + NvU32 sampleRate : 4; + NvU32 channelCount : 4; + NvU32 speakerPlacement : 9; + NvU32 downmixInhibit : 2; + NvU32 lfePlaybackLevel : 3; + NvU32 levelShift : 5; + NvU32 Future12 : 2; + NvU32 Future2x : 4; + NvU32 Future3x : 4; + NvU32 Future52 : 2; + NvU32 Future6 : 9; + NvU32 Future7 : 9; + NvU32 Future8 : 9; + NvU32 Future9 : 9; + NvU32 Future10 : 9; +} NV_INFOFRAME_AUDIO; + +typedef struct +{ + NvU32 version; //!< version of this structure + NvU16 size; //!< size of this structure + NvU8 cmd; //!< The actions to perform from NV_INFOFRAME_CMD + NvU8 type; //!< type of infoframe + + union + { + NV_INFOFRAME_PROPERTY property; //!< This is NVIDIA-specific and corresponds to the property cmds and associated infoframe. + NV_INFOFRAME_AUDIO audio; + NV_INFOFRAME_VIDEO video; + } infoframe; +} NV_INFOFRAME_DATA; + +//! Macro for constructing the version field of ::NV_INFOFRAME_DATA +#define NV_INFOFRAME_DATA_VER MAKE_NVAPI_VERSION(NV_INFOFRAME_DATA,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_InfoFrameControl +// +//! DESCRIPTION: This API controls the InfoFrame values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pInfoframeData Contains data corresponding to InfoFrame +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_InfoFrameControl(__in NvU32 displayId, __inout NV_INFOFRAME_DATA *pInfoframeData); + + + + + + +//! \ingroup dispcontrol +//! @{ +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_ColorControl +// +//! \fn NvAPI_Disp_ColorControl(NvU32 displayId, NV_COLOR_DATA *pColorData) +//! DESCRIPTION: This API controls the Color values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pColorData Contains data corresponding to color information +//! +//! \return RETURN STATUS: +//! ::NVAPI_OK, +//! ::NVAPI_ERROR, +//! ::NVAPI_INVALID_ARGUMENT +// +/////////////////////////////////////////////////////////////////////////////// + +typedef enum +{ + NV_COLOR_CMD_GET = 1, + NV_COLOR_CMD_SET, + NV_COLOR_CMD_IS_SUPPORTED_COLOR, + NV_COLOR_CMD_GET_DEFAULT +} NV_COLOR_CMD; + +//! See Table 14 of CEA-861E. Not all of this is supported by the GPU. +typedef enum +{ + NV_COLOR_FORMAT_RGB = 0, + NV_COLOR_FORMAT_YUV422, + NV_COLOR_FORMAT_YUV444, + NV_COLOR_FORMAT_YUV420, + + NV_COLOR_FORMAT_DEFAULT = 0xFE, + NV_COLOR_FORMAT_AUTO = 0xFF +} NV_COLOR_FORMAT; + + + +typedef enum +{ + NV_COLOR_COLORIMETRY_RGB = 0, + NV_COLOR_COLORIMETRY_YCC601, + NV_COLOR_COLORIMETRY_YCC709, + NV_COLOR_COLORIMETRY_XVYCC601, + NV_COLOR_COLORIMETRY_XVYCC709, + NV_COLOR_COLORIMETRY_SYCC601, + NV_COLOR_COLORIMETRY_ADOBEYCC601, + NV_COLOR_COLORIMETRY_ADOBERGB, + NV_COLOR_COLORIMETRY_BT2020RGB, + NV_COLOR_COLORIMETRY_BT2020YCC, + NV_COLOR_COLORIMETRY_BT2020cYCC, + + NV_COLOR_COLORIMETRY_DEFAULT = 0xFE, + NV_COLOR_COLORIMETRY_AUTO = 0xFF +} NV_COLOR_COLORIMETRY; + +typedef enum _NV_DYNAMIC_RANGE +{ + NV_DYNAMIC_RANGE_VESA = 0x0, + NV_DYNAMIC_RANGE_CEA = 0x1, + + NV_DYNAMIC_RANGE_AUTO = 0xFF +} NV_DYNAMIC_RANGE; + +typedef enum _NV_BPC +{ + NV_BPC_DEFAULT = 0, + NV_BPC_6 = 1, + NV_BPC_8 = 2, + NV_BPC_10 = 3, + NV_BPC_12 = 4, + NV_BPC_16 = 5, +} NV_BPC; + +typedef enum _NV_COLOR_SELECTION_POLICY +{ + NV_COLOR_SELECTION_POLICY_USER = 0, //!< app/nvcpl make decision to select the desire color format + NV_COLOR_SELECTION_POLICY_BEST_QUALITY = 1, //!< driver/ OS make decision to select the best color format + NV_COLOR_SELECTION_POLICY_DEFAULT = NV_COLOR_SELECTION_POLICY_BEST_QUALITY, + NV_COLOR_SELECTION_POLICY_UNKNOWN = 0xFF, +} NV_COLOR_SELECTION_POLICY; + +typedef enum _NV_DESKTOP_COLOR_DEPTH +{ + NV_DESKTOP_COLOR_DEPTH_DEFAULT = 0x0, // set if the current setting should be kept + NV_DESKTOP_COLOR_DEPTH_8BPC = 0x1, //8 bit int per color component (8 bit int alpha) + NV_DESKTOP_COLOR_DEPTH_10BPC = 0x2, //10 bit int per color component (2 bit int alpha) + NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT = 0x3, //16 bit float per color component (16 bit float alpha) + NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT_WCG = 0x4, //16 bit float per color component (16 bit float alpha) wide color gamut + NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT_HDR = 0x5, //16 bit float per color component (16 bit float alpha) HDR + NV_DESKTOP_COLOR_DEPTH_MAX_VALUE = NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT_HDR, // must be set to highest enum value +} NV_DESKTOP_COLOR_DEPTH; + +typedef struct _NV_COLOR_DATA_V1 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + } data; +} NV_COLOR_DATA_V1; + +typedef struct _NV_COLOR_DATA_V2 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + } data; +} NV_COLOR_DATA_V2; + +typedef struct _NV_COLOR_DATA_V3 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + NV_BPC bpc; //!< One of NV_BPC enum values. + } data; +} NV_COLOR_DATA_V3; + +typedef struct _NV_COLOR_DATA_V4 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + NV_BPC bpc; //!< One of NV_BPC enum values. + NV_COLOR_SELECTION_POLICY colorSelectionPolicy; //!< One of the color selection policy + } data; +} NV_COLOR_DATA_V4; + +typedef struct _NV_COLOR_DATA_V5 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + NV_BPC bpc; //!< One of NV_BPC enum values. + NV_COLOR_SELECTION_POLICY colorSelectionPolicy; //!< One of the color selection policy + NV_DESKTOP_COLOR_DEPTH depth; //!< One of NV_DESKTOP_COLOR_DEPTH enum values. + } data; +} NV_COLOR_DATA_V5; + +typedef NV_COLOR_DATA_V5 NV_COLOR_DATA; + +#define NV_COLOR_DATA_VER1 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V1, 1) +#define NV_COLOR_DATA_VER2 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V2, 2) +#define NV_COLOR_DATA_VER3 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V3, 3) +#define NV_COLOR_DATA_VER4 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V4, 4) +#define NV_COLOR_DATA_VER5 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V5, 5) +#define NV_COLOR_DATA_VER NV_COLOR_DATA_VER5 + +NVAPI_INTERFACE NvAPI_Disp_ColorControl(NvU32 displayId, NV_COLOR_DATA *pColorData); + +//! @} + + +typedef enum +{ + NV_STATIC_METADATA_TYPE_1 = 0 //!< Tells the type of structure used to define the Static Metadata Descriptor block. +}NV_STATIC_METADATA_DESCRIPTOR_ID; + +typedef struct _NV_HDR_CAPABILITIES_V1 +{ + NvU32 version; //!< Version of this structure + + NvU32 isST2084EotfSupported :1; //!< HDMI2.0a UHDA HDR with ST2084 EOTF (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isTraditionalHdrGammaSupported :1; //!< HDMI2.0a traditional HDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isEdrSupported :1; //!< Extended Dynamic Range on SDR displays. Boolean: 0 = not supported, 1 = supported; + NvU32 driverExpandDefaultHdrParameters :1; //!< If set, driver will expand default (=zero) HDR capabilities parameters contained in display's EDID. + //!< Boolean: 0 = report actual HDR parameters, 1 = expand default HDR parameters; + NvU32 isTraditionalSdrGammaSupported :1; //!< HDMI2.0a traditional SDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 reserved :27; + + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 desired_content_max_luminance; //!< Maximum display luminance = desired max luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 desired_content_min_luminance; //!< Minimum display luminance = desired min luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + NvU16 desired_content_max_frame_average_luminance; //!< Desired maximum Frame-Average Light Level (MaxFALL) of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + }display_data; +} NV_HDR_CAPABILITIES_V1; + +typedef struct _NV_HDR_CAPABILITIES_V2 +{ + NvU32 version; //!< Version of this structure + + NvU32 isST2084EotfSupported :1; //!< HDMI2.0a UHDA HDR with ST2084 EOTF (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isTraditionalHdrGammaSupported :1; //!< HDMI2.0a traditional HDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isEdrSupported :1; //!< Extended Dynamic Range on SDR displays. Boolean: 0 = not supported, 1 = supported; + NvU32 driverExpandDefaultHdrParameters :1; //!< If set, driver will expand default (=zero) HDR capabilities parameters contained in display's EDID. + //!< Boolean: 0 = report actual HDR parameters, 1 = expand default HDR parameters; + NvU32 isTraditionalSdrGammaSupported :1; //!< HDMI2.0a traditional SDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isDolbyVisionSupported :1; //!< Dolby Vision Support. Boolean: 0 = not supported, 1 = supported; + NvU32 reserved :26; + + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 desired_content_max_luminance; //!< Maximum display luminance = desired max luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 desired_content_min_luminance; //!< Minimum display luminance = desired min luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + NvU16 desired_content_max_frame_average_luminance; //!< Desired maximum Frame-Average Light Level (MaxFALL) of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + }display_data; + + struct + { + NvU32 VSVDB_version : 3; //!< Version of Vendor Data block,Version 0: 25 bytes Version 1: 14 bytes + NvU32 dm_version : 8; //!< Upper Nibble represents major version of Display Management(DM) while lower represents minor version of DM + NvU32 supports_2160p60hz : 1; //!< If set sink is capable of 4kx2k @ 60hz + NvU32 supports_YUV422_12bit : 1; //!< If set, sink is capable of YUV422-12 bit + NvU32 supports_global_dimming : 1; //!< Indicates if sink supports global dimming + NvU32 colorimetry : 1; //!< If set indicates sink supports DCI P3 colorimetry, REc709 otherwise + NvU32 supports_backlight_control : 2; //!< This is set when sink is using lowlatency interface and can control its backlight. + NvU32 backlt_min_luma : 2; //!< It is the level for Backlt min luminance value. + NvU32 interface_supported_by_sink : 2; //!< Indicates the interface (standard or low latency) supported by the sink. + NvU32 supports_10b_12b_444 : 2; //!< It is set when interface supported is low latency, it tells whether it supports 10 bit or 12 bit RGB 4:4:4 or YCbCr 4:4:4 or both. + NvU32 reserved : 9; //!< Should be set to zero + //!< All values below are encoded use DolbyVisionHDMITransmissionSpecification document to decode + NvU16 target_min_luminance; //!< Represents min luminance level of Sink + NvU16 target_max_luminance; //!< Represents max luminance level of sink + NvU16 cc_red_x; //!< Red primary chromaticity coordinate x + NvU16 cc_red_y; //!< Red primary chromaticity coordinate y + NvU16 cc_green_x; //!< Green primary chromaticity coordinate x + NvU16 cc_green_y; //!< Green primary chromaticity coordinate Y + NvU16 cc_blue_x; //!< Blue primary chromaticity coordinate x + NvU16 cc_blue_y; //!< Blue primary chromaticity coordinate y + NvU16 cc_white_x; //!< White primary chromaticity coordinate x + NvU16 cc_white_y; //!< White primary chromaticity coordinate y + }dv_static_metadata; + +} NV_HDR_CAPABILITIES_V2; + +typedef struct _NV_HDR_CAPABILITIES_V3 +{ + NvU32 version; //!< Version of this structure + + NvU32 isST2084EotfSupported :1; //!< HDMI2.0a UHDA HDR with ST2084 EOTF (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isTraditionalHdrGammaSupported :1; //!< HDMI2.0a traditional HDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isEdrSupported :1; //!< Extended Dynamic Range on SDR displays. Boolean: 0 = not supported, 1 = supported; + NvU32 driverExpandDefaultHdrParameters :1; //!< If set, driver will expand default (=zero) HDR capabilities parameters contained in display's EDID. + //!< Boolean: 0 = report actual HDR parameters, 1 = expand default HDR parameters; + NvU32 isTraditionalSdrGammaSupported :1; //!< HDMI2.0a traditional SDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isDolbyVisionSupported :1; //!< Dolby Vision Support. Boolean: 0 = not supported, 1 = supported; + NvU32 isHdr10PlusSupported :1; //!< HDR10+ (Sink Side Tonemapping) is supported + NvU32 isHdr10PlusGamingSupported :1; //!< HDR10+ Gaming, a.k.a HDR10+ Source Side Tonemapping (SSTM), is supported + NvU32 reserved :24; + + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 desired_content_max_luminance; //!< Maximum display luminance = desired max luminance of HDR content ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + NvU16 desired_content_min_luminance; //!< Minimum display luminance = desired min luminance of HDR content ([0x0000-0xFFFF] = [0.0 - 6.55350] cd/m^2, in units of 0.0001 cd/m^2) + NvU16 desired_content_max_frame_average_luminance; //!< Desired maximum Frame-Average Light Level (MaxFALL) of HDR content ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + }display_data; + + struct + { + NvU32 VSVDB_version : 3; //!< Version of Vendor Data block,Version 0: 25 bytes Version 1: 14 bytes + NvU32 dm_version : 8; //!< Upper Nibble represents major version of Display Management(DM) while lower represents minor version of DM + NvU32 supports_2160p60hz : 1; //!< If set sink is capable of 4kx2k @ 60hz + NvU32 supports_YUV422_12bit : 1; //!< If set, sink is capable of YUV422-12 bit + NvU32 supports_global_dimming : 1; //!< Indicates if sink supports global dimming + NvU32 colorimetry : 1; //!< If set indicates sink supports DCI P3 colorimetry, REc709 otherwise + NvU32 supports_backlight_control : 2; //!< This is set when sink is using lowlatency interface and can control its backlight. + NvU32 backlt_min_luma : 2; //!< It is the level for Backlt min luminance value (reserved = 0x3 in latest DV spec). + NvU32 interface_supported_by_sink : 2; //!< Indicates the interface (standard or low latency) supported by the sink. + NvU32 supports_10b_12b_444 : 2; //!< It is set when interface supported is low latency, it tells whether it supports 10 bit or 12 bit RGB 4:4:4 or YCbCr 4:4:4 or both. + NvU32 parity : 1; //!< resolution and frame-rate relationships between Dolby Vision and other video processing + NvU32 reserved : 8; //!< Should be set to zero + + //!< All values below are encoded use DolbyVisionHDMITransmissionSpecification document to decode + NvU16 target_min_luminance; //!< Represents min luminance level of Sink + NvU16 target_max_luminance; //!< Represents max luminance level of sink + NvU16 cc_red_x; //!< Red primary chromaticity coordinate x + NvU16 cc_red_y; //!< Red primary chromaticity coordinate y + NvU16 cc_green_x; //!< Green primary chromaticity coordinate x + NvU16 cc_green_y; //!< Green primary chromaticity coordinate Y + NvU16 cc_blue_x; //!< Blue primary chromaticity coordinate x + NvU16 cc_blue_y; //!< Blue primary chromaticity coordinate y + NvU16 cc_white_x; //!< White primary chromaticity coordinate x + NvU16 cc_white_y; //!< White primary chromaticity coordinate y + }dv_static_metadata; + + struct + { + NvU16 application_version : 2; //!< Application version of HDR10+ Vendor Specific Video Data Block + NvU16 full_frame_peak_luminance_index : 2; //!< Full frame peak luminance index + NvU16 peak_luminance_index : 4; //!< Peak luminance index + NvU16 reserved : 8; + }hdr10plus_vsvdb; + +} NV_HDR_CAPABILITIES_V3; + +#define NV_HDR_CAPABILITIES_VER1 MAKE_NVAPI_VERSION(NV_HDR_CAPABILITIES_V1, 1) +#define NV_HDR_CAPABILITIES_VER2 MAKE_NVAPI_VERSION(NV_HDR_CAPABILITIES_V2, 2) +#define NV_HDR_CAPABILITIES_VER3 MAKE_NVAPI_VERSION(NV_HDR_CAPABILITIES_V3, 3) +#define NV_HDR_CAPABILITIES_VER NV_HDR_CAPABILITIES_VER3 +typedef NV_HDR_CAPABILITIES_V3 NV_HDR_CAPABILITIES; + +//! \ingroup dispcontrol +//! @{ +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetHdrCapabilities +// +//! \fn NvAPI_Disp_GetHdrCapabilities(NvU32 displayId, NV_HDR_CAPABILITIES *pHdrCapabilities) +//! DESCRIPTION: This API gets High Dynamic Range (HDR) capabilities of the display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pHdrCapabilities display's HDR capabilities +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetHdrCapabilities(__in NvU32 displayId, __inout NV_HDR_CAPABILITIES *pHdrCapabilities); + +//! @} + + +typedef enum +{ + NV_HDR_CMD_GET = 0, //!< Get current HDR output configuration + NV_HDR_CMD_SET = 1 //!< Set HDR output configuration +} NV_HDR_CMD; + +typedef enum +{ + // Official production-ready HDR modes + NV_HDR_MODE_OFF = 0, //!< Turn off HDR + NV_HDR_MODE_UHDA = 2, //!< Source: CCCS [a.k.a FP16 scRGB, linear, sRGB primaries, [-65504,0, 65504] range, RGB(1,1,1) = 80nits] Output : UHDA HDR [a.k.a HDR10, RGB/YCC 10/12bpc ST2084(PQ) EOTF RGB(1,1,1) = 10000 nits, Rec2020 color primaries, ST2086 static HDR metadata]. This is the only supported production HDR mode. + + // Experimental + NV_HDR_MODE_UHDA_PASSTHROUGH = 5, //!< Experimental mode only, not for production! Source: HDR10 RGB 10bpc Output: HDR10 RGB 10 bpc - signal UHDA HDR mode (PQ + Rec2020) to the sink but send source pixel values unmodified (no PQ or Rec2020 conversions) - assumes source is already in HDR10 format. + NV_HDR_MODE_DOLBY_VISION = 7, //!< Experimental mode only, not for production! Source: RGB8 Dolby Vision encoded (12 bpc YCbCr422 packed into RGB8) Output: Dolby Vision encoded : Application is to encoded frames in DV format and embed DV dynamic metadata as described in Dolby Vision specification. + + // Unsupported/obsolete HDR modes + NV_HDR_MODE_EDR = 3, //!< Do not use! Internal test mode only, to be removed. Source: CCCS (a.k.a FP16 scRGB) Output : EDR (Extended Dynamic Range) - HDR content is tonemapped and gamut mapped to output on regular SDR display set to max luminance ( ~300 nits ). + NV_HDR_MODE_SDR = 4, //!< Do not use! Internal test mode only, to be removed. Source: any Output: SDR (Standard Dynamic Range), we continuously send SDR EOTF InfoFrame signaling, HDMI compliance testing. + NV_HDR_MODE_UHDA_NB = 6, //!< Do not use! Internal test mode only, to be removed. Source: CCCS (a.k.a FP16 scRGB) Output : notebook HDR + NV_HDR_MODE_UHDBD = 2 //!< Do not use! Obsolete, to be removed. NV_HDR_MODE_UHDBD == NV_HDR_MODE_UHDA, reflects obsolete pre-UHDA naming convention. + +} NV_HDR_MODE; + +typedef struct _NV_HDR_COLOR_DATA_V1 +{ + NvU32 version; //!< Version of this structure + NV_HDR_CMD cmd; //!< Command get/set + NV_HDR_MODE hdrMode; //!< HDR mode + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 max_display_mastering_luminance; //!< Maximum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 min_display_mastering_luminance; //!< Minimum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + + NvU16 max_content_light_level; //!< Maximum Content Light level (MaxCLL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 max_frame_average_light_level; //!< Maximum Frame-Average Light Level (MaxFALL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + } mastering_display_data; +} NV_HDR_COLOR_DATA_V1; + +typedef struct _NV_HDR_COLOR_DATA_V2 +{ + NvU32 version; //!< Version of this structure + NV_HDR_CMD cmd; //!< Command get/set + NV_HDR_MODE hdrMode; //!< HDR mode + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 max_display_mastering_luminance; //!< Maximum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 min_display_mastering_luminance; //!< Minimum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + + NvU16 max_content_light_level; //!< Maximum Content Light level (MaxCLL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 max_frame_average_light_level; //!< Maximum Frame-Average Light Level (MaxFALL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + } mastering_display_data; + + NV_COLOR_FORMAT hdrColorFormat; //!< Optional, One of NV_COLOR_FORMAT enum values, if set it will apply requested color format for HDR session + NV_DYNAMIC_RANGE hdrDynamicRange; //!< Optional, One of NV_DYNAMIC_RANGE enum values, if set it will apply requested dynamic range for HDR session + NV_BPC hdrBpc; //!< Optional, One of NV_BPC enum values, if set it will apply requested color depth + //!< Dolby Vision mode: DV supports specific combinations of colorformat, dynamic range and bpc. Please refer Dolby Vision specification. + //!< If invalid or no combination is passed driver will force default combination of RGB format + full range + 8bpc. + //!< HDR mode: These fields are ignored in hdr mode +} NV_HDR_COLOR_DATA_V2; + +#define NV_HDR_COLOR_DATA_VER1 MAKE_NVAPI_VERSION(NV_HDR_COLOR_DATA_V1, 1) +#define NV_HDR_COLOR_DATA_VER2 MAKE_NVAPI_VERSION(NV_HDR_COLOR_DATA_V2, 2) + +#ifndef NV_HDR_COLOR_DATA_VER +#define NV_HDR_COLOR_DATA_VER NV_HDR_COLOR_DATA_VER2 +typedef NV_HDR_COLOR_DATA_V2 NV_HDR_COLOR_DATA; +#endif + +//! \ingroup dispcontrol +//! @{ + /////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_HdrColorControl +// +//! \fn NvAPI_Disp_HdrColorControl(NvU32 displayId, NV_HDR_COLOR_DATA *pHdrColorData) +//! DESCRIPTION: This API configures High Dynamic Range (HDR) and Extended Dynamic Range (EDR) output. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pHdrColorData HDR configuration data +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_HdrColorControl(__in NvU32 displayId, __inout NV_HDR_COLOR_DATA *pHdrColorData); + +typedef enum _NV_COLORSPACE_TYPE +{ + NV_COLORSPACE_sRGB = 0, //!< sRGB IEC 61966-2-1:1999 == DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 + NV_COLORSPACE_xRGB = 1, //!< FP16 linear with sRGB color primaries == DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709 + NV_COLORSPACE_REC2100 = 12, //!< ITU-R Rec BT.2100 (HDR10) == DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020 +} NV_COLORSPACE_TYPE; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetSourceColorSpace +// +//! \fn NvAPI_Disp_SetSourceColorSpace(__in NvU32 displayId, __in NV_SOURCE_COLORSPACE colorSpace) +//! DESCRIPTION: This API sets colorspace of the source identified by the process id of the caller +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [in] colorSpaceType Source colorspace type +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetSourceColorSpace(__in NvU32 displayId, __in NV_COLORSPACE_TYPE colorSpaceType); + +#define NV_SOURCE_PID_CURRENT 0 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetSourceColorSpace +// +//! \fn NvAPI_Disp_GetSourceColorSpace(__in NvU32 displayId, __inout NV_SOURCE_COLORSPACE* pColorSpace) +//! DESCRIPTION: This API gets colorspace of the source identified by the process id. +//! Set sourcePID = NV_SOURCE_PID_CURRENT to use the process id of the caller. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [out] pColorSpaceType Source colorspace type +//! \param [in] sourcePID Source process id (PID) +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetSourceColorSpace(__in NvU32 displayId, __inout NV_COLORSPACE_TYPE* pColorSpaceType, NvU64 sourcePID); + +typedef struct _NV_HDR_METADATA_V1 +{ + NvU32 version; //!< Version of this structure + + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 max_display_mastering_luminance; //!< Maximum display mastering luminance ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + NvU16 min_display_mastering_luminance; //!< Minimum display mastering luminance ([0x0000-0xFFFF] = [0.0 - 6.55350] cd/m^2, in units of 0.0001 cd/m^2) + + NvU16 max_content_light_level; //!< Maximum Content Light level (MaxCLL) ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + NvU16 max_frame_average_light_level; //!< Maximum Frame-Average Light Level (MaxFALL) ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) +} NV_HDR_METADATA_V1; + +#define NV_HDR_METADATA_VER1 MAKE_NVAPI_VERSION(NV_HDR_METADATA_V1, 1) +#define NV_HDR_METADATA_VER NV_HDR_METADATA_VER1 +typedef NV_HDR_METADATA_V1 NV_HDR_METADATA; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetSourceHdrMetadata +// +//! \fn NvAPI_Disp_SetSourceHdrMetadata(__in NvU32 displayId, __in NV_HDR_METADATA* pMetadata) +//! DESCRIPTION: This API sets HDR metadata of the source identified by the process id of the caller +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [in] pMetadata HDR metadata +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetSourceHdrMetadata(__in NvU32 displayId, __in NV_HDR_METADATA* pMetadata); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetSourceHdrMetadata +// +//! \fn NvAPI_NvAPI_Disp_GetSourceHdrMetadata(__in NvU32 displayId, __inout NV_HDR_METADATA* pMetadata) +//! DESCRIPTION: This API gets HDR metadata of the source identified by the process id of the caller +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [out] pMetadata HDR metadata +//! \param [in] sourcePID Source process id (PID) +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetSourceHdrMetadata(__in NvU32 displayId, __inout NV_HDR_METADATA* pMetadata, NvU64 sourcePID); + +typedef enum _NV_DISPLAY_OUTPUT_MODE +{ + NV_DISPLAY_OUTPUT_MODE_SDR = 0, + NV_DISPLAY_OUTPUT_MODE_HDR10 = 1, + NV_DISPLAY_OUTPUT_MODE_HDR10PLUS_GAMING = 2 +} NV_DISPLAY_OUTPUT_MODE; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetOutputMode +// +//! \fn NvAPI_Disp_SetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode) +//! DESCRIPTION: This API sets display output mode and returns the display output mode used by the OS before the API call. +//! Only one application at a time can override OS display output mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Display identifier +//! \param [in, out] pDisplayMode New/original display output mode +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_RESOURCE_IN_USE the output mode can't be changed as it is already overriden by another application. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetOutputMode +// +//! \fn NvAPI_Disp_GetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode) +//! DESCRIPTION: This API gets display output mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Display identifier +//! \param [out] pDisplayMode Current display output mode +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode); + +typedef enum _NV_HDR_TONEMAPPING_METHOD +{ + NV_HDR_TONEMAPPING_APP = 0, + NV_HDR_TONEMAPPING_GPU = 1 +} NV_HDR_TONEMAPPING_METHOD; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetHdrToneMapping +// +//! \fn NvAPI_Disp_SetHdrToneMapping(__in NvU32 displayId, __in NV_HDR_TONEMAPPING_METHOD hdrTonemapping) +//! DESCRIPTION: This API sets HDR tonemapping method for the display +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Display identifier +//! \param [in] hdrTonemapping HDR tonemapping method +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetHdrToneMapping(__in NvU32 displayId, __in NV_HDR_TONEMAPPING_METHOD hdrTonemapping); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetHdrToneMapping +// +//! \fn NvAPI_Disp_GetHdrToneMapping(__in NvU32 displayId, __inout NV_HDR_TONEMAPPING_METHOD* pHdrTonemapping) +//! DESCRIPTION: This API gets HDR tonemapping method for the display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId display identifier +//! \param [out] pHdrTonemapping HDR tonemapping method +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetHdrToneMapping(__in NvU32 displayId, __inout NV_HDR_TONEMAPPING_METHOD* pHdrTonemapping); +//! @} + +//! \ingroup dispcontrol +//! Used in NvAPI_DISP_GetTiming(). +typedef struct +{ + NvU32 isInterlaced : 4; //!< To retrieve interlaced/progressive timing + NvU32 reserved0 : 12; + union + { + NvU32 tvFormat : 8; //!< The actual analog HD/SDTV format. Used when the timing type is + //! NV_TIMING_OVERRIDE_ANALOG_TV and width==height==rr==0. + NvU32 ceaId : 8; //!< The EIA/CEA 861B/D predefined short timing descriptor ID. + //! Used when the timing type is NV_TIMING_OVERRIDE_EIA861 + //! and width==height==rr==0. + NvU32 nvPsfId : 8; //!< The NV predefined PsF format Id. + //! Used when the timing type is NV_TIMING_OVERRIDE_NV_PREDEFINED. + }; + NvU32 scaling : 8; //!< Define preferred scaling +}NV_TIMING_FLAG; + +//! \ingroup dispcontrol +//! Used in NvAPI_DISP_GetTiming(). +typedef struct _NV_TIMING_INPUT +{ + NvU32 version; //!< (IN) structure version + + NvU32 width; //!< Visible horizontal size + NvU32 height; //!< Visible vertical size + float rr; //!< Timing refresh rate + + NV_TIMING_FLAG flag; //!< Flag containing additional info for timing calculation. + + NV_TIMING_OVERRIDE type; //!< Timing type(formula) to use for calculating the timing +}NV_TIMING_INPUT; + +#define NV_TIMING_INPUT_VER MAKE_NVAPI_VERSION(NV_TIMING_INPUT,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetTiming +// +//! DESCRIPTION: This function calculates the timing from the visible width/height/refresh-rate and timing type info. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] displayId Display ID of the display. +//! \param [in] timingInput Inputs used for calculating the timing. +//! \param [out] pTiming Pointer to the NV_TIMING structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetTiming( __in NvU32 displayId,__in NV_TIMING_INPUT *timingInput, __out NV_TIMING *pTiming); + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetMonitorCapabilities +// +//! \fn NvAPI_DISP_GetMonitorCapabilities(NvU32 displayId, NV_MONITOR_CAPABILITIES *pMonitorCapabilities) +//! DESCRIPTION: This API returns the Monitor capabilities +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [out] pMonitorCapabilities The monitor support info +//! +//! \return ::NVAPI_OK, +//! ::NVAPI_ERROR, +//! ::NVAPI_INVALID_ARGUMENT +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +//! @{ + + +//! HDMI-related and extended CAPs +typedef enum +{ + // hdmi related caps + NV_MONITOR_CAPS_TYPE_HDMI_VSDB = 0x1000, + NV_MONITOR_CAPS_TYPE_HDMI_VCDB = 0x1001, + // backend caps + NV_MONITOR_CAPS_TYPE_GENERIC = 0x1002, +} NV_MONITOR_CAPS_TYPE; + + + +typedef struct _NV_MONITOR_CAPS_VCDB +{ + NvU8 quantizationRangeYcc : 1; + NvU8 quantizationRangeRgb : 1; + NvU8 scanInfoPreferredVideoFormat : 2; + NvU8 scanInfoITVideoFormats : 2; + NvU8 scanInfoCEVideoFormats : 2; +} NV_MONITOR_CAPS_VCDB; + + +//! See NvAPI_DISP_GetMonitorCapabilities(). +typedef struct _NV_MONITOR_CAPS_VSDB +{ + // byte 1 + NvU8 sourcePhysicalAddressB : 4; //!< Byte 1 + NvU8 sourcePhysicalAddressA : 4; //!< Byte 1 + // byte 2 + NvU8 sourcePhysicalAddressD : 4; //!< Byte 2 + NvU8 sourcePhysicalAddressC : 4; //!< Byte 2 + // byte 3 + NvU8 supportDualDviOperation : 1; //!< Byte 3 + NvU8 reserved6 : 2; //!< Byte 3 + NvU8 supportDeepColorYCbCr444 : 1; //!< Byte 3 + NvU8 supportDeepColor30bits : 1; //!< Byte 3 + NvU8 supportDeepColor36bits : 1; //!< Byte 3 + NvU8 supportDeepColor48bits : 1; //!< Byte 3 + NvU8 supportAI : 1; //!< Byte 3 + // byte 4 + NvU8 maxTmdsClock; //!< Bye 4 + // byte 5 + NvU8 cnc0SupportGraphicsTextContent : 1; //!< Byte 5 + NvU8 cnc1SupportPhotoContent : 1; //!< Byte 5 + NvU8 cnc2SupportCinemaContent : 1; //!< Byte 5 + NvU8 cnc3SupportGameContent : 1; //!< Byte 5 + NvU8 reserved8 : 1; //!< Byte 5 + NvU8 hasVicEntries : 1; //!< Byte 5 + NvU8 hasInterlacedLatencyField : 1; //!< Byte 5 + NvU8 hasLatencyField : 1; //!< Byte 5 + // byte 6 + NvU8 videoLatency; //!< Byte 6 + // byte 7 + NvU8 audioLatency; //!< Byte 7 + // byte 8 + NvU8 interlacedVideoLatency; //!< Byte 8 + // byte 9 + NvU8 interlacedAudioLatency; //!< Byte 9 + // byte 10 + NvU8 reserved13 : 7; //!< Byte 10 + NvU8 has3dEntries : 1; //!< Byte 10 + // byte 11 + NvU8 hdmi3dLength : 5; //!< Byte 11 + NvU8 hdmiVicLength : 3; //!< Byte 11 + // Remaining bytes + NvU8 hdmi_vic[7]; //!< Keeping maximum length for 3 bits + NvU8 hdmi_3d[31]; //!< Keeping maximum length for 5 bits +} NV_MONITOR_CAPS_VSDB; + +typedef struct _NV_MONITOR_CAPS_GENERIC +{ + NvU8 supportVRR : 1; //!< monitor supports variable refresh rate. Valid for NV_MONITOR_CAPS_TYPE_GENERIC only. + NvU8 supportULMB : 1; //!< monitor supports ULMB with variable refresh rate. Valid for NV_MONITOR_CAPS_TYPE_GENERIC only. + NvU8 isTrueGsync : 1; //!< whether the monitor is actually GSYNC or adaptive sync monitor : 0 for adaptive sync. + NvU8 isRLACapable : 1; //!< whether monitor supports RLA + NvU8 currentlyCapableOfVRR : 1; //!< monitor currently supports VRR on applied display settings. Valid for NV_MONITOR_CAPS_TYPE_GENERIC only. + NvU8 reserved : 3; +} NV_MONITOR_CAPS_GENERIC; + +//! See NvAPI_DISP_GetMonitorCapabilities(). +typedef struct _NV_MONITOR_CAPABILITIES_V1 +{ + NvU32 version; + NvU16 size; + NvU32 infoType; + NvU32 connectorType; //!< Out: VGA, TV, DVI, HDMI, DP + NvU8 bIsValidInfo : 1; //!< Boolean : Returns invalid if requested info is not present such as VCDB not present + union { + NV_MONITOR_CAPS_VSDB vsdb; + NV_MONITOR_CAPS_VCDB vcdb; + NV_MONITOR_CAPS_GENERIC caps; + } data; +} NV_MONITOR_CAPABILITIES_V1; + +typedef NV_MONITOR_CAPABILITIES_V1 NV_MONITOR_CAPABILITIES; + +//! Macro for constructing the version field of ::NV_MONITOR_CAPABILITIES_V1 +#define NV_MONITOR_CAPABILITIES_VER1 MAKE_NVAPI_VERSION(NV_MONITOR_CAPABILITIES_V1,1) +#define NV_MONITOR_CAPABILITIES_VER NV_MONITOR_CAPABILITIES_VER1 + +//! @} + +//! SUPPORTED OS: Windows 10 and higher +//! +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_GetMonitorCapabilities(__in NvU32 displayId, __inout NV_MONITOR_CAPABILITIES *pMonitorCapabilities); + +//! \ingroup dispcontrol +typedef struct _NV_MONITOR_COLOR_DATA +{ + NvU32 version; +// We are only supporting DP monitors for now. We need to extend this to HDMI panels as well + NV_DP_COLOR_FORMAT colorFormat; //!< One of the supported color formats + NV_DP_BPC backendBitDepths; //!< One of the supported bit depths +} NV_MONITOR_COLOR_CAPS_V1; + +typedef NV_MONITOR_COLOR_CAPS_V1 NV_MONITOR_COLOR_CAPS; + +//! \ingroup dispcontrol +#define NV_MONITOR_COLOR_CAPS_VER1 MAKE_NVAPI_VERSION(NV_MONITOR_COLOR_CAPS_V1,1) +#define NV_MONITOR_COLOR_CAPS_VER NV_MONITOR_COLOR_CAPS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetMonitorColorCapabilities +// +//! DESCRIPTION: This API returns all the color formats and bit depth values supported by a given DP monitor. +//! +//! USAGE: Sequence of calls which caller should make to get the information. +//! 1. First call NvAPI_DISP_GetMonitorColorCapabilities() with pMonitorColorCapabilities as NULL to get the count. +//! 2. Allocate memory for color caps(NV_MONITOR_COLOR_CAPS) array. +//! 3. Call NvAPI_DISP_GetMonitorColorCapabilities() again with the pointer to the memory allocated to get all the +//! color capabilities. +//! +//! Note : +//! 1. pColorCapsCount should never be NULL, else the API will fail with NVAPI_INVALID_ARGUMENT. +//! 2. *pColorCapsCount returned from the API will always be the actual count in any/every call. +//! 3. Memory size to be allocated should be (*pColorCapsCount * sizeof(NV_MONITOR_COLOR_CAPS)). +//! 4. If the memory allocated is less than what is required to return all the timings, this API will return the +//! amount of information which can fit in user provided buffer and API will return NVAPI_INSUFFICIENT_BUFFER. +//! 5. If the caller specifies a greater value for *pColorCapsCount in second call to NvAPI_DISP_GetMonitorColorCapabilities() +//! than what was returned from first call, the API will return only the actual number of elements in the color +//! capabilities array and the extra buffer will remain unused. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in, out] pMonitorColorCapabilities The monitor color capabilities information +//! \param [in, out] pColorCapsCount - During input, the number of elements allocated for the pMonitorColorCapabilities pointer +//! - During output, the actual number of color data elements the monitor supports +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INSUFFICIENT_BUFFER The input buffer size is not sufficient to hold the total contents. In this case +//! *pColorCapsCount will hold the required amount of elements. +//! \retval NVAPI_INVALID_DISPLAY_ID The input monitor is either not connected or is not a DP panel. +//! +//! \ingroup dispcontrol +//! +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetMonitorColorCapabilities(__in NvU32 displayId, __inout_ecount_part_opt(*pColorCapsCount, *pColorCapsCount) NV_MONITOR_COLOR_CAPS *pMonitorColorCapabilities, __inout NvU32 *pColorCapsCount); + +//! \ingroup dispcontrol +//! Used in NvAPI_DISP_EnumCustomDisplay() and NvAPI_DISP_TryCustomDisplay(). +typedef struct +{ + NvU32 version; + + // the source mode information + NvU32 width; //!< Source surface(source mode) width + NvU32 height; //!< Source surface(source mode) height + NvU32 depth; //!< Source surface color depth."0" means all 8/16/32bpp + NV_FORMAT colorFormat; //!< Color format (optional) + + NV_VIEWPORTF srcPartition; //!< For multimon support, should be set to (0,0,1.0,1.0) for now. + + float xRatio; //!< Horizontal scaling ratio + float yRatio; //!< Vertical scaling ratio + + NV_TIMING timing; //!< Timing used to program TMDS/DAC/LVDS/HDMI/TVEncoder, etc. + NvU32 hwModeSetOnly : 1; //!< If set, it means a hardware modeset without OS update + +}NV_CUSTOM_DISPLAY; + +//! \ingroup dispcontrol +//! Used in NV_CUSTOM_DISPLAY. +#define NV_CUSTOM_DISPLAY_VER MAKE_NVAPI_VERSION(NV_CUSTOM_DISPLAY,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_EnumCustomDisplay +// +//! DESCRIPTION: This API enumerates the custom timing specified by the enum index. +//! The client should keep enumerating until it returns NVAPI_END_ENUMERATION. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] displayId Dispaly ID of the display. +//! \param [in] index Enum index +//! \param [inout] pCustDisp Pointer to the NV_CUSTOM_DISPLAY structure +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_EnumCustomDisplay( __in NvU32 displayId, __in NvU32 index, __inout NV_CUSTOM_DISPLAY *pCustDisp); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_TryCustomDisplay +// +//! DESCRIPTION: This API is used to set up a custom display without saving the configuration on multiple displays. +//! +//! \note +//! All the members of srcPartition, present in NV_CUSTOM_DISPLAY structure, should have their range in (0.0,1.0). +//! In clone mode the timings can applied to both the target monitors but only one target at a time. \n +//! For the secondary target the applied timings works under the following conditions: +//! - If the secondary monitor EDID supports the selected timing, OR +//! - If the selected custom timings can be scaled by the secondary monitor for the selected source resolution on the primary, OR +//! - If the selected custom timings matches the existing source resolution on the primary. +//! Setting up a custom display on non-active but connected monitors is supported only for Win7 and above. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Array of the target display Dispaly IDs - See \ref handles. +//! \param [in] count Total number of the incoming Display IDs and corresponding NV_CUSTOM_DISPLAY structure. This is for the multi-head support. +//! \param [in] pCustDisp Pointer to the NV_CUSTOM_DISPLAY structure array. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_TryCustomDisplay( __in_ecount(count) NvU32 *pDisplayIds, __in NvU32 count, __in_ecount(count) NV_CUSTOM_DISPLAY *pCustDisp); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_DeleteCustomDisplay +// +//! DESCRIPTION: This function deletes the custom display configuration, specified from the registry for all the displays whose display IDs are passed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Array of Dispaly IDs on which custom display configuration is to be saved. +//! \param [in] count Total number of the incoming Dispaly IDs. This is for the multi-head support. +//! \param [in] pCustDisp Pointer to the NV_CUSTOM_DISPLAY structure +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_DeleteCustomDisplay( __in_ecount(count) NvU32 *pDisplayIds, __in NvU32 count, __in NV_CUSTOM_DISPLAY *pCustDisp); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_SaveCustomDisplay +// +//! DESCRIPTION: This function saves the current hardware display configuration on the specified Display IDs as a custom display configuration. +//! This function should be called right after NvAPI_DISP_TryCustomDisplay() to save the custom display from the current +//! hardware context. This function will not do anything if the custom display configuration is not tested on the hardware. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Array of Dispaly IDs on which custom display configuration is to be saved. +//! \param [in] count Total number of the incoming Dispaly IDs. This is for the multi-head support. +//! \param [in] isThisOutputIdOnly If set, the saved custom display will only be applied on the monitor with the same outputId (see \ref handles). +//! \param [in] isThisMonitorIdOnly If set, the saved custom display will only be applied on the monitor with the same EDID ID or +//! the same TV connector in case of analog TV. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SaveCustomDisplay( __in_ecount(count) NvU32 *pDisplayIds, __in NvU32 count, __in NvU32 isThisOutputIdOnly, __in NvU32 isThisMonitorIdOnly); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_RevertCustomDisplayTrial +// +//! DESCRIPTION: This API is used to restore the display configuration, that was changed by calling NvAPI_DISP_TryCustomDisplay(). This function +//! must be called only after a custom display configuration is tested on the hardware, using NvAPI_DISP_TryCustomDisplay(), +//! otherwise no action is taken. On Vista, NvAPI_DISP_RevertCustomDisplayTrial should be called with an active display that +//! was affected during the NvAPI_DISP_TryCustomDisplay() call, per GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Pointer to display Id, of an active display. +//! \param [in] count Total number of incoming Display IDs. For future use only. Currently it is expected to be passed as 1. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_RevertCustomDisplayTrial( __in_ecount(count) NvU32* pDisplayIds, __in NvU32 count); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetView +// +//! This API lets caller retrieve the target display arrangement for selected source display handle. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs will be returned as STANDARD VIEW. +//! Use NvAPI_SYS_GetDisplayTopologies() to query views across GPUs. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. It can be #NVAPI_DEFAULT_HANDLE or a handle enumerated from +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [out] pTargets User allocated storage to retrieve an array of NV_VIEW_TARGET_INFO. Can be NULL to retrieve +//! the targetCount. +//! \param [in,out] targetMaskCount Count of target device mask specified in pTargetMask. +//! \param [out] targetView Target view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig.") +NVAPI_INTERFACE NvAPI_GetView(NvDisplayHandle hNvDisplay, NV_VIEW_TARGET_INFO *pTargets, NvU32 *pTargetMaskCount, NV_TARGET_VIEW_MODE *pTargetView); + + + + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetViewEx +// +//! DESCRIPTION: This API lets caller retrieve the target display arrangement for selected source display handle. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs will be returned as STANDARD VIEW. +//! Use NvAPI_SYS_GetDisplayTopologies() to query views across GPUs. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in,out] pPathInfo Count field should be set to NVAPI_MAX_DISPLAY_PATH. Can be NULL to retrieve just the pathCount. +//! \param [in,out] pPathCount Number of elements in array pPathInfo->path. +//! \param [out] pTargetViewMode Display view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_API_NOT_INTIALIZED NVAPI not initialized +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \retval NVAPI_EXPECTED_DISPLAY_HANDLE hNvDisplay is not a valid display handle. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig.") +NVAPI_INTERFACE NvAPI_GetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NvU32 *pPathCount, NV_TARGET_VIEW_MODE *pTargetViewMode); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetSupportedViews +// +//! This API lets caller enumerate all the supported NVIDIA display views - nView and Dualview modes. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. It can be #NVAPI_DEFAULT_HANDLE or a handle enumerated from +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [out] pTargetViews Array of supported views. Can be NULL to retrieve the pViewCount first. +//! \param [in,out] pViewCount Count of supported views. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetSupportedViews(NvDisplayHandle hNvDisplay, NV_TARGET_VIEW_MODE *pTargetViews, NvU32 *pViewCount); + + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetDisplayIdByDisplayName +// +//! DESCRIPTION: This API retrieves the Display Id of a given display by +//! display name. The display must be active to retrieve the +//! displayId. In the case of clone mode or Surround gaming, +//! the primary or top-left display will be returned. +//! +//! \param [in] displayName Name of display (Eg: "\\DISPLAY1" to +//! retrieve the displayId for. +//! \param [out] displayId Display ID of the requested display. +//! +//! retval ::NVAPI_OK: Capabilties have been returned. +//! retval ::NVAPI_INVALID_ARGUMENT: One or more args passed in are invalid. +//! retval ::NVAPI_API_NOT_INTIALIZED: The NvAPI API needs to be initialized first +//! retval ::NVAPI_NO_IMPLEMENTATION: This entrypoint not available +//! retval ::NVAPI_ERROR: Miscellaneous error occurred +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetDisplayIdByDisplayName(const char *displayName, NvU32* displayId); + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetDisplayConfig +// +//! DESCRIPTION: This API lets caller retrieve the current global display +//! configuration. +//! USAGE: The caller might have to call this three times to fetch all the required configuration details as follows: +//! First Pass: Caller should Call NvAPI_DISP_GetDisplayConfig() with pathInfo set to NULL to fetch pathInfoCount. +//! Second Pass: Allocate memory for pathInfo with respect to the number of pathInfoCount(from First Pass) to fetch +//! targetInfoCount. If sourceModeInfo is needed allocate memory or it can be initialized to NULL. +//! Third Pass(Optional, only required if target information is required): Allocate memory for targetInfo with respect +//! to number of targetInfoCount(from Second Pass). +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in,out] pathInfoCount Number of elements in pathInfo array, returns number of valid topologies, this cannot be null. +//! \param [in,out] pathInfo Array of path information +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_ARGUMENT - Invalid input parameter. Following can be the reason for this return value: +//! -# pathInfoCount is NULL. +//! -# *pathInfoCount is 0 and pathInfo is not NULL. +//! -# *pathInfoCount is not 0 and pathInfo is NULL. +//! \retval NVAPI_DEVICE_BUSY - ModeSet has not yet completed. Please wait and call it again. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetDisplayConfig(__inout NvU32 *pathInfoCount, __out_ecount_full_opt(*pathInfoCount) NV_DISPLAYCONFIG_PATH_INFO *pathInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_SetDisplayConfig +// +// +//! DESCRIPTION: This API lets caller apply a global display configuration +//! across multiple GPUs. +//! +//! If all sourceIds are zero, then NvAPI will pick up sourceId's based on the following criteria : +//! - If user provides sourceModeInfo then we are trying to assign 0th sourceId always to GDIPrimary. +//! This is needed since active windows always moves along with 0th sourceId. +//! - For rest of the paths, we are incrementally assigning the sourceId per adapter basis. +//! - If user doesn't provide sourceModeInfo then NVAPI just picks up some default sourceId's in incremental order. +//! Note : NVAPI will not intelligently choose the sourceIDs for any configs that does not need a modeset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pathInfoCount Number of supplied elements in pathInfo +//! \param [in] pathInfo Array of path information +//! \param [in] flags A bitwise OR of supported flags from NV_DISPLAYCONFIG_FLAGS. +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid input parameter. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SetDisplayConfig(__in NvU32 pathInfoCount, __in_ecount(pathInfoCount) NV_DISPLAYCONFIG_PATH_INFO* pathInfo, __in NvU32 flags); + + + +//! \ingroup dispcontrol +//! @{ +typedef struct _NV_EDID_DATA_V1 +{ + NvU32 version; //!< Structure version. + NvU8 *pEDID; //!< Pointer to EDID data. + NvU32 sizeOfEDID; //!< Size of EDID data. +} NV_EDID_DATA_V1; + +typedef struct _NV_EDID_DATA_V2 +{ + NvU32 version; //!< Structure version. + NvU8 *pEDID; //!< Pointer to EDID data. + NvU32 sizeOfEDID; //!< Size of EDID data. + NvU32 reserved[8]; //!< Reserved for future use. +} NV_EDID_DATA_V2; + +typedef NV_EDID_DATA_V2 NV_EDID_DATA; +#define NV_EDID_DATA_VER1 MAKE_NVAPI_VERSION(NV_EDID_DATA_V1, 1) +#define NV_EDID_DATA_VER2 MAKE_NVAPI_VERSION(NV_EDID_DATA_V2, 2) + +#define NV_EDID_DATA_VER NV_EDID_DATA_VER2 +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetEdidData +// +//! \code +//! DESCRIPTION: This API returns the EDID data for the specified display Id. +//! (NvAPI_GPU_GetConnectedDisplayIds() can be used to get the DisplayIds). +//! +//! USAGE: The caller has to call this API two times to fetch the required details as follows: +//! First Pass : Caller should call NvAPI_DISP_GetEdidData() with pEdidParams->pEDID set to NULL, +//! to get the size of the EDID buffer in pEdidParams->sizeOfEDID. +//! Second Pass: Allocate memory for the EDID buffer of the size - pEdidParams->sizeOfEDID, +//! and call the API again to get the EDID buffer populated. +//! +//! +//! \param [in] displayId - NVIDIA Display ID +//! \param [inout] pEdidParams - Pointer to the structure that contains - pointer to EDID buffer and its size +//! \param [inout] pFlag - The type of EDID to be retrieved (IN). +//! To only retrieve the EDID type, the user should send pEdidParams->pEDID as NULL and +//! pEdidParams->sizeOfEDID as 0. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 400 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! NVAPI_INSUFFICIENT_BUFFER: Reallocate buffer with pEdidParams->sizeOfEDID and call again to get complete data. +//! In this case pEdidParams->pEDID contains undefined data. +//! This error occurs only when pEdidParams->pEDID is present. +//! \endcode +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetEdidData(__in NvU32 displayId, __inout NV_EDID_DATA *pEdidParams, __inout NV_EDID_FLAG *pFlag); +//! @} + +typedef struct _NV_GET_ADAPTIVE_SYNC_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 maxFrameInterval; //!< [out] maximum frame interval in micro seconds as set previously using NvAPI_DISP_SetAdaptiveSyncData function. + //!< If default values from EDID are used, this parameter returns 0. + NvU32 bDisableAdaptiveSync : 1; //!< [out] Indicates if adaptive sync is disabled on the display. + NvU32 bDisableFrameSplitting : 1; //!< [out] Indicates if frame splitting is disabled on the display. + NvU32 reserved : 30; //!< reserved for future use. + NvU32 lastFlipRefreshCount; //!< [out] Number of times the last flip was shown on the screen + NvU64 lastFlipTimeStamp; //!< [out] Timestamp for the lastest flip on the screen + NvU32 reservedEx[4]; //!< reserved for future use. +} NV_GET_ADAPTIVE_SYNC_DATA_V1; + +#define NV_GET_ADAPTIVE_SYNC_DATA_VER1 MAKE_NVAPI_VERSION(NV_GET_ADAPTIVE_SYNC_DATA_V1,1) +#define NV_GET_ADAPTIVE_SYNC_DATA_VER NV_GET_ADAPTIVE_SYNC_DATA_VER1 + +typedef NV_GET_ADAPTIVE_SYNC_DATA_V1 NV_GET_ADAPTIVE_SYNC_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_GetAdaptiveSyncData(__in NvU32 displayId, __inout NV_GET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData) +//! \code +//! DESCRIPTION: This function is used to get data for the Adaptive Sync Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 415 +//! +//! \param [in] displayId - display id of the display +//! \param [inout] pAdaptiveSyncData - A pointer to NV_GET_ADAPTIVE_SYNC_DATA, containing the information about the values of parameters that are to be retrieved on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_GetAdaptiveSyncData(__in NvU32 displayId, __inout NV_GET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData); + +typedef struct _NV_SET_ADAPTIVE_SYNC_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 maxFrameInterval; //!< [in] maximum frame interval in micro seconds. + //!< If maxFrameInterval is send as 0, default values from EDID will be used. + NvU32 bDisableAdaptiveSync : 1; //!< [in] Indicates if adaptive sync is disabled on the display. + NvU32 bDisableFrameSplitting : 1; //!< [in] Indicates if Frame Splitting should be disabled. + NvU32 reserved : 30; //!< reserved for future use. + NvU32 reservedEx[7]; //!< reserved for future use. +} NV_SET_ADAPTIVE_SYNC_DATA_V1; + +#define NV_SET_ADAPTIVE_SYNC_DATA_VER1 MAKE_NVAPI_VERSION(NV_SET_ADAPTIVE_SYNC_DATA_V1,1) +#define NV_SET_ADAPTIVE_SYNC_DATA_VER NV_SET_ADAPTIVE_SYNC_DATA_VER1 + +typedef NV_SET_ADAPTIVE_SYNC_DATA_V1 NV_SET_ADAPTIVE_SYNC_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_SetAdaptiveSyncData(__in NvU32 displayId, __in NV_SET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData) +//! \code +//! DESCRIPTION: This function is used to set data for Adaptive Sync Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 415 +//! +//! \param [in] displayId - display id of the display +//! \param [in] pAdaptiveSyncData - A pointer to NV_SET_ADAPTIVE_SYNC_DATA, containing the information about the values of parameters that are to be set on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_SetAdaptiveSyncData(__in NvU32 displayId, __in NV_SET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData); + + +typedef struct _NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 frameIntervalUs; //!< [out] frame interval in micro seconds if Virtual RR is currently applied + NvU32 reservedEx[8]; //!< reserved for future use. +} NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1; + +#define NV_GET_VIRTUAL_REFRESH_RATE_DATA_VER1 MAKE_NVAPI_VERSION(_NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1,1) +#define NV_GET_VIRTUAL_REFRESH_RATE_DATA_VER NV_GET_VIRTUAL_REFRESH_RATE_DATA_VER1 + +typedef NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1 NV_GET_VIRTUAL_REFRESH_RATE_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_GetVirtualRefreshRateData(__in NvU32 displayId, __inout NV_GET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData) +//! \code +//! DESCRIPTION: This function is used to get Virtual Refresh Rate data for a VRR Capable Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 510 +//! +//! \param [in] displayId - display id of the display +//! \param [inout] pVirtualRefreshRateData - A pointer to NV_GET_VIRTUAL_REFRESH_RATE_DATA, containing the information about the values of parameters that are to be retrieved on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_GetVirtualRefreshRateData(__in NvU32 displayId, __inout NV_GET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData); + +typedef struct _NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 frameIntervalUs; //!< [in] frame interval in micro seconds if Virtual RR is currently applied + NvU32 reservedEx[8]; //!< reserved for future use. +} NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1; + +#define NV_SET_VIRTUAL_REFRESH_RATE_DATA_VER1 MAKE_NVAPI_VERSION(_NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1,1) +#define NV_SET_VIRTUAL_REFRESH_RATE_DATA_VER NV_SET_VIRTUAL_REFRESH_RATE_DATA_VER1 + +typedef NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1 NV_SET_VIRTUAL_REFRESH_RATE_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_SetVirtualRefreshRateData(__in NvU32 displayId, __in NV_SET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData) +//! \code +//! DESCRIPTION: This function is used to set Virtual Refresh Rate data for a VRR Capable Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 510 +//! +//! \param [in] displayId - display id of the display +//! \param [inout] pVirtualRefreshRateData - A pointer to NV_SET_VIRTUAL_REFRESH_RATE_DATA, containing the information about the values of parameters that are to be retrieved on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_SetVirtualRefreshRateData(__in NvU32 displayId, __in NV_SET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData); + +//! \ingroup dispcontrol +typedef struct +{ + NvU32 version; //!< [in] Structure version + NvU32 displayId; //!< [in] Monitor Identifier to be set + NvU32 reserved; //!< Reserved for future use without adding versioning +} NV_SET_PREFERRED_STEREO_DISPLAY_V1; + +//! \ingroup dispcontrol +typedef NV_SET_PREFERRED_STEREO_DISPLAY_V1 NV_SET_PREFERRED_STEREO_DISPLAY; + +//! \ingroup dispcontrol +#define NV_SET_PREFERRED_STEREO_DISPLAY_VER1 MAKE_NVAPI_VERSION(NV_SET_PREFERRED_STEREO_DISPLAY_V1,1) + +//! \ingroup dispcontrol +#define NV_SET_PREFERRED_STEREO_DISPLAY_VER NV_SET_PREFERRED_STEREO_DISPLAY_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_SetPreferredStereoDisplay +// +//! DESCRIPTION: Specifies a display output that drives the 3pin DIN output signal +//! in a workstation stereo system environment. +//! If display output is specified as a displayId of 0, the preferred +//! stereo display target is reset to the driver default selection. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 470 +//! +//! \param [in] pPreferredStereoDisplay Pointer to a NV_SET_PREFERRED_STEREO_DISPLAY structure +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_ERROR miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SetPreferredStereoDisplay(__in NV_SET_PREFERRED_STEREO_DISPLAY *pPreferredStereoDisplay); + +//! \ingroup dispcontrol +typedef struct +{ + NvU32 version; //!< [in] Structure version + NvU32 displayId; //!< [out] The queried stereo display + NvU32 reserved; //!< Reserved for future use without adding versioning +} NV_GET_PREFERRED_STEREO_DISPLAY_V1; + +//! \ingroup dispcontrol +typedef NV_GET_PREFERRED_STEREO_DISPLAY_V1 NV_GET_PREFERRED_STEREO_DISPLAY; + +//! \ingroup dispcontrol +#define NV_GET_PREFERRED_STEREO_DISPLAY_VER1 MAKE_NVAPI_VERSION(NV_GET_PREFERRED_STEREO_DISPLAY_V1,1) + +//! \ingroup dispcontrol +#define NV_GET_PREFERRED_STEREO_DISPLAY_VER NV_GET_PREFERRED_STEREO_DISPLAY_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetPreferredStereoDisplay +// +//! DESCRIPTION: Queries the displayId of the display output driving the 3pin +//! DIN stereo signal, if any. +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 470 +//! +//! \param [inout] pPreferredStereoDisplay Pointer to a NV_GET_PREFERRED_STEREO_DISPLAY structure +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_ERROR miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument (probably NULL). +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetPreferredStereoDisplay(__inout NV_GET_PREFERRED_STEREO_DISPLAY *pPreferredStereoDisplay); + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) + +typedef struct _NV_MANAGED_DEDICATED_DISPLAY_INFO +{ + NvU32 version; //!< [in] Version of this structure. + NvU32 displayId; //!< [out] DisplayId. + NvU32 isAcquired : 1; //!< [out] If bit is set, this display has been acquired by another process through NvAPI_DISP_AcquireDedicatedDisplay(). + NvU32 isMosaic : 1; //!< [out] If bit is set, this display represents a Mosaic grid. + NvU32 reserved : 30; //!< [out] Reserved for future use without adding versioning. +} NV_MANAGED_DEDICATED_DISPLAY_INFO_V1; + +#define NV_MANAGED_DEDICATED_DISPLAY_INFO_VER1 MAKE_NVAPI_VERSION(NV_MANAGED_DEDICATED_DISPLAY_INFO_V1,1) +#define NV_MANAGED_DEDICATED_DISPLAY_INFO_VER NV_MANAGED_DEDICATED_DISPLAY_INFO_VER1 + +typedef NV_MANAGED_DEDICATED_DISPLAY_INFO_V1 NV_MANAGED_DEDICATED_DISPLAY_INFO; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetNvManagedDedicatedDisplays +// +//! DESCRIPTION: This API returns the count of dedicated displays managed by +//! the Nvidia driver, and specific driver info of each display. +//! This API does not return VR displays. +//! +//! HOW TO USE: 1) First make a call NvAPI_DISP_GetNvManagedDedicatedDisplays to get the number of dedicated displays managed by the Nvidia driver +//! by passing pDedicatedDisplays as NULL. +//! On call success: +//! 2) Allocate memory based on pDisplayCount, then call NvAPI_DISP_GetNvManagedDedicatedDisplays to populate pDedicatedDisplays. +//! +//! \since Release: 495 +//! +//! \param [in/out] pDedicatedDisplayCount The count of dedicated displays managed by the Nvidia driver. +//! \param [in/out] pDedicatedDisplays Pointer to an array of NV_MANAGED_DEDICATED_DISPLAY_INFO data structure. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API is not implemented in current driver. +//! \retval ::NVAPI_OUT_OF_MEMORY Could not allocate sufficient memory to complete the call. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not initialized. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of NV_MANAGED_DEDICATED_DISPLAY_INFO structure is invalid. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetNvManagedDedicatedDisplays(__inout NvU32* pDedicatedDisplayCount, __inout NV_MANAGED_DEDICATED_DISPLAY_INFO* pDedicatedDisplays); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_AcquireDedicatedDisplay +// +//! DESCRIPTION: This API requests exclusive access to the specified dedicated +//! display managed by the Nvidia driver. If the call succeeds, a handle +//! is returned which could be opened as a DisplaySource. +//! The call fails if the display is not managed by the Nvidia driver. +//! The call fails if the display has already been acquired by another process. +//! +//! \since Release: 495 +//! +//! \param [in] displayId Display ID of the dedicated display to be acquired. +//! \param [in/out] pDisplaySourceHandle Pointer to memory that receives the shared handle to a DisplaySource. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API not implemented. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_INVALID_DISPLAY_ID An invalid displayId was passed as an argument. +//! \retval ::NVAPI_UNREGISTERED_RESOURCE The display is not managed by the Nvidia driver. +//! \retval ::NVAPI_RESOURCE_IN_USE The display has already been acquired by another process. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_AcquireDedicatedDisplay(__in NvU32 displayId, __inout NvU64* pDisplaySourceHandle); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_ReleaseDedicatedDisplay +// +//! DESCRIPTION: This API releases the exclusive ownership of a specific dedicated +//! display previously acquired by the process. +//! +//! \since Release: 495 +//! +//! \param [in] displayId Display ID of the dedicated display to be released. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API not implemented. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_UNREGISTERED_RESOURCE The display is not managed by the Nvidia driver. +//! \retval ::NVAPI_DDISPLAY_NOT_ACQUIRED The display is not acquired by the process. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_ReleaseDedicatedDisplay(__in NvU32 displayId); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 11 and higher +//! +#if defined(__cplusplus) + +typedef struct _NV_MANAGED_DEDICATED_DISPLAY_METADATA +{ + NvU32 version; //!< [in] Version of this structure. + NvU32 displayId; //!< [in] DisplayId to identify the display connector the metadata operation is requested for. + NvU32 bSetPosition : 1; //!< [in] Set call: 1 in case the information in variables/fields "positionX" and "positionY" should be stored as metadata. 0 otherwise. + NvU32 bRemovePosition : 1; //!< [in] Set call: 1 in case the stored positionX and positionY metadata should be set to 'not defined', N/A. 0 otherwise. + NvU32 bPositionIsAvailable : 1; //!< [out] Query call: 1 in case the information in variables/fields "positionX" and "positionY" is valid (has been set before). 0 otherwise. + NvU32 bSetName : 1; //!< [in] Set call: 1 in case the information in variable/field "name" should be stored as metadata. 0 otherwise. + NvU32 bRemoveName : 1; //!< [in] Set call: 1 in case the stored name metadata should be set to 'not defined',N/A. 0 otherwise. + NvU32 bNameIsAvailable : 1; //!< [out] Query call: 1 in case the information in variable/field "name" is valid (has been set before). 0 otherwise. + NvU32 reserved : 26; //!< [in][out] Reserved for future use without adding versioning. + NvS32 positionX; //!< [in][out] Metadata for the virtual horizontal position for the display connector specified by displayId. + NvS32 positionY; //!< [in][out] Metadata for the virtual vertical position for the display connector specified by displayId. + NvAPI_ShortString name; //!< [in][out] Metadata for the virtual name of for the display connector specified by displayId. + //!< Valid characters are in the range of 32 ' ' (space) to 126 '~' (both included). +} NV_MANAGED_DEDICATED_DISPLAY_METADATA_V1; + +#define NV_MANAGED_DEDICATED_DISPLAY_METADATA_VER1 MAKE_NVAPI_VERSION(NV_MANAGED_DEDICATED_DISPLAY_METADATA_V1,1) +#define NV_MANAGED_DEDICATED_DISPLAY_METADATA_VER NV_MANAGED_DEDICATED_DISPLAY_METADATA_VER1 + +typedef NV_MANAGED_DEDICATED_DISPLAY_METADATA_V1 NV_MANAGED_DEDICATED_DISPLAY_METADATA; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetNvManagedDedicatedDisplayMetadata +// +//! DESCRIPTION: This API returns metadata which has been set for the display connector in question. +//! Main use case would be to query the data for an Nvidia managed dedicated display. +//! The function will work for any valid displayId though. +//! +//! \since Release: 550 +//! +//! \param [in/out] pDedicatedDisplayMetadata Data structure containing input and output data. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API is not implemented in current driver. +//! \retval ::NVAPI_NOT_SUPPORTED The API is not supported on the current operating system or gpu. +//! \retval ::NVAPI_OUT_OF_MEMORY There wasn't sufficient memory to complete the call. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not initialized. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the NV_MANAGED_DEDICATED_DISPLAY_METADATA structure is invalid. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetNvManagedDedicatedDisplayMetadata(__inout NV_MANAGED_DEDICATED_DISPLAY_METADATA* pDedicatedDisplayMetadata); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 11 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_SetNvManagedDedicatedDisplayMetadata +// +//! DESCRIPTION: This API allows to set metadata for the display connector in question. +//! Main use case would be to set the data for an Nvidia managed dedicated display. +//! The function will work for any valid displayId though. +//! +//! \since Release: 550 +//! +//! \param [in/out] pDedicatedDisplayMetadata Data structure containing input and output data. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API is not implemented in current driver. +//! \retval ::NVAPI_NOT_SUPPORTED The API is not supported on the current operating system or gpu. +//! \retval ::NVAPI_OUT_OF_MEMORY There wasn't sufficient memory to complete the call. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not initialized. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the NV_MANAGED_DEDICATED_DISPLAY_METADATA structure is invalid. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE The caller doesn't have the required administrator privileges to access this API. +//! \retval ::NVAPI_INVALID_ARGUMENT Characters in pDedicatedDisplayMetadata->name are out of the allowed range. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SetNvManagedDedicatedDisplayMetadata(__inout NV_MANAGED_DEDICATED_DISPLAY_METADATA* pDedicatedDisplayMetadata); +#endif // defined(__cplusplus) + + +#if defined (_WINNT_) + +//! \ingroup dispcontrol + +typedef struct _NV_DISPLAY_ID_INFO_DATA_V1 +{ + NvU32 version; //!< [in] Structure version + LUID adapterId; //!< [out] Locally unique ID (LUID) of the display adapter on which the given display is present. + NvU32 targetId; //!< [out] The target identifier of the given display. This is also called AdapterRelativeId. + NvU32 reserved[4]; //!< Reserved for future use. +} NV_DISPLAY_ID_INFO_DATA_V1; + +#define NV_DISPLAY_ID_INFO_DATA_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_ID_INFO_DATA_V1,1) +#define NV_DISPLAY_ID_INFO_DATA_VER NV_DISPLAY_ID_INFO_DATA_VER1 + +typedef NV_DISPLAY_ID_INFO_DATA_V1 NV_DISPLAY_ID_INFO_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Disp_GetDisplayIdInfo +// +//! DESCRIPTION: This API returns information related to the given displayId. +//! It returns adapterId and targetId (AdapterRelativeId) corresponding to the given displayId. +//! If the displayId is part of a display grid (Mosaic/Surround), then every displayId that is part of the same display grid +//! outputs the same (adapterId, targetId) pair, and no other displayId outputs this pair. +//! Otherwise, the (adapterId, targetId) pair is unique to this displayId. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 530 +//! +//! \param [in] displayId DisplayId of the display. +//! \param [inout] pDisplayIdInfoData Pointer to the NV_DISPLAY_ID_INFO_DATA structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetDisplayIdInfo(__in NvU32 displayId, __inout NV_DISPLAY_ID_INFO_DATA* pDisplayIdInfoData); + +#endif + + +//! \ingroup dispcontrol + +#if defined (_WINNT_) + +typedef struct _NV_TARGET_INFO_DATA_V1 +{ + NvU32 version; //!< [in] Structure version + LUID adapterId; //!< [in] Locally unique ID (LUID) of the display adapter on which the target is present. + NvU32 targetId; //!< [in] The target identifier. This is also called AdapterRelativeId. + NvU32 displayId[NVAPI_MAX_DISPLAYS]; //!< [out] An array of displayIds corresponding to the input adapterId and targetId. + //!< If the input (targetId, adapterId) pair is a display grid (Mosaic/Surround), + //!< then the output contains the displayId of every display that is part of the display grid. + //!< Otherwise, it contains exactly one displayId. + //!< These displayId values are unique to this (targetId, adapterId) pair. + NvU32 displayIdCount; //!< [out] The number of displays returned in displayId array. + NvU32 reserved[4]; //!< Reserved for future use. +} NV_TARGET_INFO_DATA_V1; + +#define NV_TARGET_INFO_DATA_VER1 MAKE_NVAPI_VERSION(NV_TARGET_INFO_DATA_V1,1) +#define NV_TARGET_INFO_DATA_VER NV_TARGET_INFO_DATA_VER1 + +typedef NV_TARGET_INFO_DATA_V1 NV_TARGET_INFO_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Disp_GetDisplayIdsFromTarget +// +//! DESCRIPTION: This API returns displayId(s) corresponding to the given target. +//! If the input (targetId, adapterId) pair is a display grid (Mosaic/Surround), then the output contains the displayId of every display +//! that is part of the display grid. Otherwise, it contains exactly one displayId. +//! These displayId values are unique to this (targetId, adapterId) pair. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 530 +//! +//! \param [inout] pTargetInfoData Pointer to the NV_TARGET_INFO_DATA structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetDisplayIdsFromTarget(__inout NV_TARGET_INFO_DATA* pTargetInfoData); + +#endif + + +//! \ingroup dispcontrol + +typedef struct _NV_GET_VRR_INFO_V1 +{ + NvU32 version; //!< [in] Structure version + NvU32 bIsVRREnabled : 1; //!< [out] Set if VRR Mode is currently active on given display. + NvU32 bIsVRRPossible : 1; //!< [out] Set to true if VRR Mode is possible on the given display. + NvU32 bIsVRRRequested : 1; //!< [out] Set to true if VRR Mode is requested for the given display. + NvU32 bIsVRRIndicatorEnabled : 1; //!< [out] Set to true if the VRR indicator is enabled. This can be done through the NVIDIA Control Panel. + NvU32 bIsDisplayInVRRMode : 1; //!< [out] Set to true if the display is in VRR Mode. + NvU32 reserved : 27; //!< Reserved for future use. + NvU32 reservedEx[4]; //!< Reserved for future use +} NV_GET_VRR_INFO_V1; + +#define NV_GET_VRR_INFO_VER1 MAKE_NVAPI_VERSION(NV_GET_VRR_INFO_V1,1) +#define NV_GET_VRR_INFO_VER NV_GET_VRR_INFO_VER1 + +typedef NV_GET_VRR_INFO_V1 NV_GET_VRR_INFO; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Disp_GetVRRInfo +// +//! DESCRIPTION: This API returns Variable Refresh Rate(VRR) information for the given display ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [inout] pVrrInfo Pointer to the NV_GET_VRR_INFO structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetVRRInfo(__in NvU32 displayId, __inout NV_GET_VRR_INFO *pVrrInfo); + + + +//////////////////////////////////////////////////////////////////////////////////////// +// +// MOSAIC allows a multi display target output scanout on a single source. +// +// SAMPLE of MOSAIC 1x4 topo with 8 pixel horizontal overlap +// +//+-------------------------++-------------------------++-------------------------++-------------------------+ +//| || || || | +//| || || || | +//| || || || | +//| DVI1 || DVI2 || DVI3 || DVI4 | +//| || || || | +//| || || || | +//| || || || | +//| || || || | +//+-------------------------++-------------------------++-------------------------++-------------------------+ + + +//! \addtogroup mosaicapi +//! @{ + +#define NVAPI_MAX_MOSAIC_DISPLAY_ROWS 8 +#define NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS 8 +// +// These bits are used to describe the validity of a topo. +// +#define NV_MOSAIC_TOPO_VALIDITY_VALID 0x00000000 //!< The topology is valid +#define NV_MOSAIC_TOPO_VALIDITY_MISSING_GPU 0x00000001 //!< Not enough SLI GPUs were found to fill the entire + //! topology. hPhysicalGPU will be 0 for these. +#define NV_MOSAIC_TOPO_VALIDITY_MISSING_DISPLAY 0x00000002 //!< Not enough displays were found to fill the entire + //! topology. displayOutputId will be 0 for these. +#define NV_MOSAIC_TOPO_VALIDITY_MIXED_DISPLAY_TYPES 0x00000004 //!< The topoogy is only possible with displays of the same + //! NV_GPU_OUTPUT_TYPE. Check displayOutputIds to make + //! sure they are all CRTs, or all DFPs. + + +// +//! This structure defines the topology details. +typedef struct +{ + NvU32 version; //!< Version of this structure + NvLogicalGpuHandle hLogicalGPU; //!< Logical GPU for this topology + NvU32 validityMask; //!< 0 means topology is valid with the current hardware. + //! If not 0, inspect bits against NV_MOSAIC_TOPO_VALIDITY_*. + NvU32 rowCount; //!< Number of displays in a row + NvU32 colCount; //!< Number of displays in a column + + struct + { + NvPhysicalGpuHandle hPhysicalGPU; //!< Physical GPU to be used in the topology (0 if GPU missing) + NvU32 displayOutputId; //!< Connected display target (0 if no display connected) + NvS32 overlapX; //!< Pixels of overlap on left of target: (+overlap, -gap) + NvS32 overlapY; //!< Pixels of overlap on top of target: (+overlap, -gap) + + } gpuLayout[NVAPI_MAX_MOSAIC_DISPLAY_ROWS][NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS]; + +} NV_MOSAIC_TOPO_DETAILS; + +//! Macro for constructing te vesion field of NV_MOSAIC_TOPO_DETAILS +#define NVAPI_MOSAIC_TOPO_DETAILS_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPO_DETAILS,1) + + +// +//! These values refer to the different types of Mosaic topologies that are possible. When +//! getting the supported Mosaic topologies, you can specify one of these types to narrow down +//! the returned list to only those that match the given type. +typedef enum +{ + NV_MOSAIC_TOPO_TYPE_ALL, //!< All mosaic topologies + NV_MOSAIC_TOPO_TYPE_BASIC, //!< Basic Mosaic topologies + NV_MOSAIC_TOPO_TYPE_PASSIVE_STEREO, //!< Passive Stereo topologies + NV_MOSAIC_TOPO_TYPE_SCALED_CLONE, //!< Not supported at this time + NV_MOSAIC_TOPO_TYPE_PASSIVE_STEREO_SCALED_CLONE, //!< Not supported at this time + NV_MOSAIC_TOPO_TYPE_MAX, //!< Always leave this at end of the enum +} NV_MOSAIC_TOPO_TYPE; + + +// +//! This is a complete list of supported Mosaic topologies. +//! +//! Using a "Basic" topology combines multiple monitors to create a single desktop. +//! +//! Using a "Passive" topology combines multiples monitors to create a passive stereo desktop. +//! In passive stereo, two identical topologies combine - one topology is used for the right eye and the other identical //! topology (targeting different displays) is used for the left eye. \n +//! NOTE: common\inc\nvEscDef.h shadows a couple PASSIVE_STEREO enums. If this +//! enum list changes and effects the value of NV_MOSAIC_TOPO_BEGIN_PASSIVE_STEREO +//! please update the corresponding value in nvEscDef.h +typedef enum +{ + NV_MOSAIC_TOPO_NONE, + + // 'BASIC' topos start here + // + // The result of using one of these Mosaic topos is that multiple monitors + // will combine to create a single desktop. + // + NV_MOSAIC_TOPO_BEGIN_BASIC, + NV_MOSAIC_TOPO_1x2_BASIC = NV_MOSAIC_TOPO_BEGIN_BASIC, + NV_MOSAIC_TOPO_2x1_BASIC, + NV_MOSAIC_TOPO_1x3_BASIC, + NV_MOSAIC_TOPO_3x1_BASIC, + NV_MOSAIC_TOPO_1x4_BASIC, + NV_MOSAIC_TOPO_4x1_BASIC, + NV_MOSAIC_TOPO_2x2_BASIC, + NV_MOSAIC_TOPO_2x3_BASIC, + NV_MOSAIC_TOPO_2x4_BASIC, + NV_MOSAIC_TOPO_3x2_BASIC, + NV_MOSAIC_TOPO_4x2_BASIC, + NV_MOSAIC_TOPO_1x5_BASIC, + NV_MOSAIC_TOPO_1x6_BASIC, + NV_MOSAIC_TOPO_7x1_BASIC, + + // Add padding for 10 more entries. 6 will be enough room to specify every + // possible topology with 8 or fewer displays, so this gives us a little + // extra should we need it. + NV_MOSAIC_TOPO_END_BASIC = NV_MOSAIC_TOPO_7x1_BASIC + 9, + + // 'PASSIVE_STEREO' topos start here + // + // The result of using one of these Mosaic topos is that multiple monitors + // will combine to create a single PASSIVE STEREO desktop. What this means is + // that there will be two topos that combine to create the overall desktop. + // One topo will be used for the left eye, and the other topo (of the + // same rows x cols), will be used for the right eye. The difference between + // the two topos is that different GPUs and displays will be used. + // + NV_MOSAIC_TOPO_BEGIN_PASSIVE_STEREO, // value shadowed in nvEscDef.h + NV_MOSAIC_TOPO_1x2_PASSIVE_STEREO = NV_MOSAIC_TOPO_BEGIN_PASSIVE_STEREO, + NV_MOSAIC_TOPO_2x1_PASSIVE_STEREO, + NV_MOSAIC_TOPO_1x3_PASSIVE_STEREO, + NV_MOSAIC_TOPO_3x1_PASSIVE_STEREO, + NV_MOSAIC_TOPO_1x4_PASSIVE_STEREO, + NV_MOSAIC_TOPO_4x1_PASSIVE_STEREO, + NV_MOSAIC_TOPO_2x2_PASSIVE_STEREO, + NV_MOSAIC_TOPO_END_PASSIVE_STEREO = NV_MOSAIC_TOPO_2x2_PASSIVE_STEREO + 4, + + + // + // Total number of topos. Always leave this at the end of the enumeration. + // + NV_MOSAIC_TOPO_MAX //! Total number of topologies. + +} NV_MOSAIC_TOPO; + + +// +//! This is a "topology brief" structure. It tells you what you need to know about +//! a topology at a high level. A list of these is returned when you query for the +//! supported Mosaic information. +//! +//! If you need more detailed information about the topology, call +//! NvAPI_Mosaic_GetTopoGroup() with the topology value from this structure. +typedef struct +{ + NvU32 version; //!< Version of this structure + NV_MOSAIC_TOPO topo; //!< The topology + NvU32 enabled; //!< 1 if topo is enabled, else 0 + NvU32 isPossible; //!< 1 if topo *can* be enabled, else 0 + +} NV_MOSAIC_TOPO_BRIEF; + +//! Macro for constructing the version field of NV_MOSAIC_TOPO_BRIEF +#define NVAPI_MOSAIC_TOPO_BRIEF_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPO_BRIEF,1) + + +// +//! Basic per-display settings that are used in setting/getting the Mosaic mode +typedef struct _NV_MOSAIC_DISPLAY_SETTING_V1 +{ + NvU32 version; //!< Version of this structure + NvU32 width; //!< Per-display width + NvU32 height; //!< Per-display height + NvU32 bpp; //!< Bits per pixel + NvU32 freq; //!< Display frequency +} NV_MOSAIC_DISPLAY_SETTING_V1; + +typedef struct NV_MOSAIC_DISPLAY_SETTING_V2 +{ + NvU32 version; //!< Version of this structure + NvU32 width; //!< Per-display width + NvU32 height; //!< Per-display height + NvU32 bpp; //!< Bits per pixel + NvU32 freq; //!< Display frequency + NvU32 rrx1k; //!< Display frequency in x1k +} NV_MOSAIC_DISPLAY_SETTING_V2; + +typedef NV_MOSAIC_DISPLAY_SETTING_V2 NV_MOSAIC_DISPLAY_SETTING; + +//! Macro for constructing the version field of NV_MOSAIC_DISPLAY_SETTING +#define NVAPI_MOSAIC_DISPLAY_SETTING_VER1 MAKE_NVAPI_VERSION(NV_MOSAIC_DISPLAY_SETTING_V1,1) +#define NVAPI_MOSAIC_DISPLAY_SETTING_VER2 MAKE_NVAPI_VERSION(NV_MOSAIC_DISPLAY_SETTING_V2,2) +#define NVAPI_MOSAIC_DISPLAY_SETTING_VER NVAPI_MOSAIC_DISPLAY_SETTING_VER2 + + +// +// Set a reasonable max number of display settings to support +// so arrays are bound. +// +#define NV_MOSAIC_DISPLAY_SETTINGS_MAX 40 //!< Set a reasonable maximum number of display settings to support + //! so arrays are bound. + + +// +//! This structure is used to contain a list of supported Mosaic topologies +//! along with the display settings that can be used. +typedef struct _NV_MOSAIC_SUPPORTED_TOPO_INFO_V1 +{ + NvU32 version; //!< Version of this structure + NvU32 topoBriefsCount; //!< Number of topologies in below array + NV_MOSAIC_TOPO_BRIEF topoBriefs[NV_MOSAIC_TOPO_MAX]; //!< List of supported topologies with only brief details + NvU32 displaySettingsCount; //!< Number of display settings in below array + NV_MOSAIC_DISPLAY_SETTING_V1 displaySettings[NV_MOSAIC_DISPLAY_SETTINGS_MAX]; //!< List of per display settings possible + +} NV_MOSAIC_SUPPORTED_TOPO_INFO_V1; + +typedef struct _NV_MOSAIC_SUPPORTED_TOPO_INFO_V2 +{ + NvU32 version; //!< Version of this structure + NvU32 topoBriefsCount; //!< Number of topologies in below array + NV_MOSAIC_TOPO_BRIEF topoBriefs[NV_MOSAIC_TOPO_MAX]; //!< List of supported topologies with only brief details + NvU32 displaySettingsCount; //!< Number of display settings in below array + NV_MOSAIC_DISPLAY_SETTING_V2 displaySettings[NV_MOSAIC_DISPLAY_SETTINGS_MAX]; //!< List of per display settings possible + +} NV_MOSAIC_SUPPORTED_TOPO_INFO_V2; + +typedef NV_MOSAIC_SUPPORTED_TOPO_INFO_V2 NV_MOSAIC_SUPPORTED_TOPO_INFO; + +//! Macro forconstructing the version field of NV_MOSAIC_SUPPORTED_TOPO_INFO +#define NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER1 MAKE_NVAPI_VERSION(NV_MOSAIC_SUPPORTED_TOPO_INFO_V1,1) +#define NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER2 MAKE_NVAPI_VERSION(NV_MOSAIC_SUPPORTED_TOPO_INFO_V2,2) +#define NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER2 + + +// +// Indices to use to access the topos array within the mosaic topology +#define NV_MOSAIC_TOPO_IDX_DEFAULT 0 + +#define NV_MOSAIC_TOPO_IDX_LEFT_EYE 0 +#define NV_MOSAIC_TOPO_IDX_RIGHT_EYE 1 +#define NV_MOSAIC_TOPO_NUM_EYES 2 + + +// +//! This defines the maximum number of topos that can be in a topo group. +//! At this time, it is set to 2 because our largest topo group (passive +//! stereo) only needs 2 topos (left eye and right eye). +//! +//! If a new topo group with more than 2 topos is added above, then this +//! number will also have to be incremented. +#define NV_MOSAIC_MAX_TOPO_PER_TOPO_GROUP 2 + + +// +//! This structure defines a group of topologies that work together to create one +//! overall layout. All of the supported topologies are represented with this +//! structure. +//! +//! For example, a 'Passive Stereo' topology would be represented with this +//! structure, and would have separate topology details for the left and right eyes. +//! The count would be 2. A 'Basic' topology is also represented by this structure, +//! with a count of 1. +//! +//! The structure is primarily used internally, but is exposed to applications in a +//! read-only fashion because there are some details in it that might be useful +//! (like the number of rows/cols, or connected display information). A user can +//! get the filled-in structure by calling NvAPI_Mosaic_GetTopoGroup(). +//! +//! You can then look at the detailed values within the structure. There are no +//! entrypoints which take this structure as input (effectively making it read-only). +typedef struct +{ + NvU32 version; //!< Version of this structure + NV_MOSAIC_TOPO_BRIEF brief; //!< The brief details of this topo + NvU32 count; //!< Number of topos in array below + NV_MOSAIC_TOPO_DETAILS topos[NV_MOSAIC_MAX_TOPO_PER_TOPO_GROUP]; + +} NV_MOSAIC_TOPO_GROUP; + +//! Macro for constructing the version field of NV_MOSAIC_TOPO_GROUP +#define NVAPI_MOSAIC_TOPO_GROUP_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPO_GROUP,1) + +//! @} + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetSupportedTopoInfo +// +//! DESCRIPTION: This API returns information on the topologies and display resolutions +//! supported by Mosaic mode. +//! +//! NOTE: Not all topologies returned can be set immediately. +//! See 'OUT' Notes below. +//! +//! Once you get the list of supported topologies, you can call +//! NvAPI_Mosaic_GetTopoGroup() with one of the Mosaic topologies if you need +//! more information about it. +//! +//! 'IN' Notes: pSupportedTopoInfo->version must be set before calling this function. +//! If the specified version is not supported by this implementation, +//! an error will be returned (NVAPI_INCOMPATIBLE_STRUCT_VERSION). +//! +//! 'OUT' Notes: Some of the topologies returned might not be valid for one reason or +//! another. It could be due to mismatched or missing displays. It +//! could also be because the required number of GPUs is not found. +//! At a high level, you can see if the topology is valid and can be enabled +//! by looking at the pSupportedTopoInfo->topoBriefs[xxx].isPossible flag. +//! If this is true, the topology can be enabled. If it +//! is false, you can find out why it cannot be enabled by getting the +//! details of the topology via NvAPI_Mosaic_GetTopoGroup(). From there, +//! look at the validityMask of the individual topologies. The bits can +//! be tested against the NV_MOSAIC_TOPO_VALIDITY_* bits. +//! +//! It is possible for this function to return NVAPI_OK with no topologies +//! listed in the return structure. If this is the case, it means that +//! the current hardware DOES support Mosaic, but with the given configuration +//! no valid topologies were found. This most likely means that SLI was not +//! enabled for the hardware. Once enabled, you should see valid topologies +//! returned from this function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! +//! \param [in,out] pSupportedTopoInfo Information about what topologies and display resolutions +//! are supported for Mosaic. +//! \param [in] type The type of topologies the caller is interested in +//! getting. See NV_MOSAIC_TOPO_TYPE for possible values. +//! +//! \retval ::NVAPI_OK No errors in returning supported topologies. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more arguments passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +// compatible with this entry point. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetSupportedTopoInfo(NV_MOSAIC_SUPPORTED_TOPO_INFO *pSupportedTopoInfo, NV_MOSAIC_TOPO_TYPE type); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetTopoGroup +// +//! DESCRIPTION: This API returns a structure filled with the details +//! of the specified Mosaic topology. +//! +//! If the pTopoBrief passed in matches the current topology, +//! then information in the brief and group structures +//! will reflect what is current. Thus the brief would have +//! the current 'enable' status, and the group would have the +//! current overlap values. If there is no match, then the +//! returned brief has an 'enable' status of FALSE (since it +//! is obviously not enabled), and the overlap values will be 0. +//! +//! 'IN' Notes: pTopoGroup->version must be set before calling this function. +//! If the specified version is not supported by this implementation, +//! an error will be returned (NVAPI_INCOMPATIBLE_STRUCT_VERSION). +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pTopoBrief The topology for getting the details +//! This must be one of the topology briefs +//! returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [in,out] pTopoGroup The topology details matching the brief +//! +//! \retval ::NVAPI_OK Details were retrieved successfully. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +// compatible with this entry point. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetTopoGroup(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_TOPO_GROUP *pTopoGroup); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetOverlapLimits +// +//! DESCRIPTION: This API returns the X and Y overlap limits required if +//! the given Mosaic topology and display settings are to be used. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pTopoBrief The topology for getting limits +//! This must be one of the topo briefs +//! returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [in] pDisplaySetting The display settings for getting the limits. +//! This must be one of the settings +//! returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [out] pMinOverlapX X overlap minimum +//! \param [out] pMaxOverlapX X overlap maximum +//! \param [out] pMinOverlapY Y overlap minimum +//! \param [out] pMaxOverlapY Y overlap maximum +//! +//! \retval ::NVAPI_OK Details were retrieved successfully. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +//! compatible with this entry point. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetOverlapLimits(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_DISPLAY_SETTING *pDisplaySetting, NvS32 *pMinOverlapX, NvS32 *pMaxOverlapX, NvS32 *pMinOverlapY, NvS32 *pMaxOverlapY); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_SetCurrentTopo +// +//! DESCRIPTION: This API sets the Mosaic topology and performs a mode switch +//! using the given display settings. +//! +//! If NVAPI_OK is returned, the current Mosaic topology was set +//! correctly. Any other status returned means the +//! topology was not set, and remains what it was before this +//! function was called. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pTopoBrief The topology to set. This must be one of the topologies returned from +//! NvAPI_Mosaic_GetSupportedTopoInfo(), and it must have an isPossible value of 1. +//! \param [in] pDisplaySetting The per display settings to be used in the Mosaic mode. This must be one of the +//! settings returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [in] overlapX The pixel overlap to use between horizontal displays (use positive a number for +//! overlap, or a negative number to create a gap.) If the overlap is out of bounds +//! for what is possible given the topo and display setting, the overlap will be clamped. +//! \param [in] overlapY The pixel overlap to use between vertical displays (use positive a number for +//! overlap, or a negative number to create a gap.) If the overlap is out of bounds for +//! what is possible given the topo and display setting, the overlap will be clamped. +//! \param [in] enable If 1, the topology being set will also be enabled, meaning that the mode set will +//! occur. \n +//! If 0, you don't want to be in Mosaic mode right now, but want to set the current +//! Mosaic topology so you can enable it later with NvAPI_Mosaic_EnableCurrentTopo(). +//! +//! \retval ::NVAPI_OK The Mosaic topology was set. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_TOPO_NOT_POSSIBLE The topology passed in is not currently possible. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +//! compatible with this entrypoint. +//! \retval ::NVAPI_MODE_CHANGE_FAILED There was an error changing the display mode. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_SetCurrentTopo(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_DISPLAY_SETTING *pDisplaySetting, NvS32 overlapX, NvS32 overlapY, NvU32 enable); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetCurrentTopo +// +//! DESCRIPTION: This API returns information for the current Mosaic topology. +//! This includes topology, display settings, and overlap values. +//! +//! You can call NvAPI_Mosaic_GetTopoGroup() with the topology +//! if you require more information. +//! +//! If there isn't a current topology, then pTopoBrief->topo will +//! be NV_MOSAIC_TOPO_NONE. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [out] pTopoBrief The current Mosaic topology +//! \param [out] pDisplaySetting The current per-display settings +//! \param [out] pOverlapX The pixel overlap between horizontal displays +//! \param [out] pOverlapY The pixel overlap between vertical displays +//! +//! \retval ::NVAPI_OK Success getting current info. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entry point not available. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetCurrentTopo(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_DISPLAY_SETTING *pDisplaySetting, NvS32 *pOverlapX, NvS32 *pOverlapY); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_EnableCurrentTopo +// +//! DESCRIPTION: This API enables or disables the current Mosaic topology +//! based on the setting of the incoming 'enable' parameter. +//! +//! An "enable" setting enables the current (previously set) Mosaic topology. +//! Note that when the current Mosaic topology is retrieved, it must have an isPossible value of 1 or +//! an error will occur. +//! +//! A "disable" setting disables the current Mosaic topology. +//! The topology information will persist, even across reboots. +//! To re-enable the Mosaic topology, call this function +//! again with the enable parameter set to 1. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] enable 1 to enable the current Mosaic topo, 0 to disable it. +//! +//! \retval ::NVAPI_OK The Mosaic topo was enabled/disabled. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more arguments passed in are invalid. +//! \retval ::NVAPI_TOPO_NOT_POSSIBLE The current topology is not currently possible. +//! \retval ::NVAPI_MODE_CHANGE_FAILED There was an error changing the display mode. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_EnableCurrentTopo(NvU32 enable); + +//! \ingroup mosaicapi +//! @{ +typedef struct _NV_MOSAIC_GRID_TOPO_DISPLAY_V1 +{ + NvU32 displayId; //!< DisplayID of the display + NvS32 overlapX; //!< (+overlap, -gap) + NvS32 overlapY; //!< (+overlap, -gap) + NV_ROTATE rotation; //!< Rotation of display + NvU32 cloneGroup; //!< Reserved, must be 0 +} NV_MOSAIC_GRID_TOPO_DISPLAY_V1; + +typedef enum _NV_PIXEL_SHIFT_TYPE +{ + NV_PIXEL_SHIFT_TYPE_NO_PIXEL_SHIFT = 0, //!< No pixel shift will be applied to this display. + NV_PIXEL_SHIFT_TYPE_2x2_TOP_LEFT_PIXELS = 1, //!< This display will be used to scanout top left pixels in 2x2 PixelShift configuration + NV_PIXEL_SHIFT_TYPE_2x2_BOTTOM_RIGHT_PIXELS = 2, //!< This display will be used to scanout bottom right pixels in 2x2 PixelShift configuration + NV_PIXEL_SHIFT_TYPE_2x2_TOP_RIGHT_PIXELS = 4, //!< This display will be used to scanout top right pixels in 2x2 PixelShift configuration + NV_PIXEL_SHIFT_TYPE_2x2_BOTTOM_LEFT_PIXELS = 8, //!< This display will be used to scanout bottom left pixels in 2x2 PixelShift configuration +} NV_PIXEL_SHIFT_TYPE; + +typedef struct _NV_MOSAIC_GRID_TOPO_DISPLAY_V2 +{ + NvU32 version; //!< Version of this structure + + NvU32 displayId; //!< DisplayID of the display + NvS32 overlapX; //!< (+overlap, -gap) + NvS32 overlapY; //!< (+overlap, -gap) + NV_ROTATE rotation; //!< Rotation of display + NvU32 cloneGroup; //!< Reserved, must be 0 + NV_PIXEL_SHIFT_TYPE pixelShiftType; //!< Type of the pixel shift enabled display +} NV_MOSAIC_GRID_TOPO_DISPLAY_V2; + +#ifndef NV_MOSAIC_GRID_TOPO_DISPLAY_VER + +typedef NV_MOSAIC_GRID_TOPO_DISPLAY_V1 NV_MOSAIC_GRID_TOPO_DISPLAY; + +#endif + +typedef struct _NV_MOSAIC_GRID_TOPO_V1 +{ + NvU32 version; //!< Version of this structure + NvU32 rows; //!< Number of rows + NvU32 columns; //!< Number of columns + NvU32 displayCount; //!< Number of display details + NvU32 applyWithBezelCorrect : 1; //!< When enabling and doing the modeset, do we switch to the bezel-corrected resolution + NvU32 immersiveGaming : 1; //!< Enable as immersive gaming instead of Mosaic SLI (for Quadro-boards only) + NvU32 baseMosaic : 1; //!< Enable as Base Mosaic (Panoramic) instead of Mosaic SLI (for NVS and Quadro-boards only) + NvU32 driverReloadAllowed : 1; //!< If necessary, reloading the driver is permitted (for Vista and above only). Will not be persisted. Value undefined on get. + NvU32 acceleratePrimaryDisplay : 1; //!< Enable SLI acceleration on the primary display while in single-wide mode (For Immersive Gaming only). Will not be persisted. Value undefined on get. + NvU32 reserved : 27; //!< Reserved, must be 0 + NV_MOSAIC_GRID_TOPO_DISPLAY_V1 displays[NV_MOSAIC_MAX_DISPLAYS]; //!< Displays are done as [(row * columns) + column] + NV_MOSAIC_DISPLAY_SETTING_V1 displaySettings; //!< Display settings +} NV_MOSAIC_GRID_TOPO_V1; + +typedef struct _NV_MOSAIC_GRID_TOPO_V2 +{ + NvU32 version; //!< Version of this structure + NvU32 rows; //!< Number of rows + NvU32 columns; //!< Number of columns + NvU32 displayCount; //!< Number of display details + NvU32 applyWithBezelCorrect : 1; //!< When enabling and doing the modeset, do we switch to the bezel-corrected resolution + NvU32 immersiveGaming : 1; //!< Enable as immersive gaming instead of Mosaic SLI (for Quadro-boards only) + NvU32 baseMosaic : 1; //!< Enable as Base Mosaic (Panoramic) instead of Mosaic SLI (for NVS and Quadro-boards only) + NvU32 driverReloadAllowed : 1; //!< If necessary, reloading the driver is permitted (for Vista and above only). Will not be persisted. Value undefined on get. + NvU32 acceleratePrimaryDisplay : 1; //!< Enable SLI acceleration on the primary display while in single-wide mode (For Immersive Gaming only). Will not be persisted. Value undefined on get. + NvU32 pixelShift : 1; //!< Enable Pixel shift + NvU32 reserved : 26; //!< Reserved, must be 0 + NV_MOSAIC_GRID_TOPO_DISPLAY_V2 displays[NV_MOSAIC_MAX_DISPLAYS]; //!< Displays are done as [(row * columns) + column] + NV_MOSAIC_DISPLAY_SETTING_V1 displaySettings; //!< Display settings +} NV_MOSAIC_GRID_TOPO_V2; + +//! Macro for constructing the version field of ::NV_MOSAIC_GRID_TOPO +#define NV_MOSAIC_GRID_TOPO_VER1 MAKE_NVAPI_VERSION(NV_MOSAIC_GRID_TOPO_V1,1) +#define NV_MOSAIC_GRID_TOPO_VER2 MAKE_NVAPI_VERSION(NV_MOSAIC_GRID_TOPO_V2,2) +#ifndef NV_MOSAIC_GRID_TOPO_VER + +typedef NV_MOSAIC_GRID_TOPO_V2 NV_MOSAIC_GRID_TOPO; + +//! Macro for constructing the version field of ::NV_MOSAIC_GRID_TOPO +#define NV_MOSAIC_GRID_TOPO_VER NV_MOSAIC_GRID_TOPO_VER2 + +#endif + +//! @} + +//! since Release R290 + +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_DISPLAY_ON_INVALID_GPU NV_BIT(0) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_DISPLAY_ON_WRONG_CONNECTOR NV_BIT(1) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_COMMON_TIMINGS NV_BIT(2) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_EDID_AVAILABLE NV_BIT(3) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_MISMATCHED_OUTPUT_TYPE NV_BIT(4) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_DISPLAY_CONNECTED NV_BIT(5) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_GPU_TOPOLOGY NV_BIT(6) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NOT_SUPPORTED NV_BIT(7) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_SLI_BRIDGE NV_BIT(8) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_ECC_ENABLED NV_BIT(9) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_GPU_TOPOLOGY_NOT_SUPPORTED NV_BIT(10) + + + + + + + +//! Do not change the current GPU topology. If the NO_DRIVER_RELOAD bit is not +//! specified, then it may still require a driver reload. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_CURRENT_GPU_TOPOLOGY NV_BIT(0) + +//! Do not allow a driver reload. That is, stick with the same master GPU as well as the +//! same SLI configuration. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_NO_DRIVER_RELOAD NV_BIT(1) + +//! When choosing a GPU topology, choose the topology with the best performance. +//! Without this flag, it will choose the topology that uses the smallest number +//! of GPU's. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_MAXIMIZE_PERFORMANCE NV_BIT(2) + +//! Do not return an error if no configuration will work with all of the grids. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_ALLOW_INVALID NV_BIT(3) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_SetDisplayGrids +// +//! DESCRIPTION: Sets a new display topology, replacing any existing topologies +//! that use the same displays. +//! +//! This function will look for an SLI configuration that will +//! allow the display topology to work. +//! +//! To revert to a single display, specify that display as a 1x1 +//! grid. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pGridTopologies The topology details to set. +//! \param [in] gridCount The number of elements in the pGridTopologies array. +//! \param [in] setTopoFlags Zero or more of the NVAPI_MOSAIC_SETDISPLAYTOPO_FLAG_* +//! flags. +//! +//! +//! \retval ::NVAPI_OK Capabilities have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_NO_ACTIVE_SLI_TOPOLOGY No matching GPU topologies could be found. +//! \retval ::NVAPI_TOPO_NOT_POSSIBLE One or more of the display grids are not valid. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_SetDisplayGrids(__in_ecount(gridCount) NV_MOSAIC_GRID_TOPO *pGridTopologies, __in NvU32 gridCount, __in NvU32 setTopoFlags); + + +//! \ingroup mosaicapi +//! Indicates that a display's position in the grid is sub-optimal. +#define NV_MOSAIC_DISPLAYTOPO_WARNING_DISPLAY_POSITION NV_BIT(0) + +//! \ingroup mosaicapi +//! Indicates that SetDisplaySettings would need to perform a driver reload. +#define NV_MOSAIC_DISPLAYTOPO_WARNING_DRIVER_RELOAD_REQUIRED NV_BIT(1) + +//! \ingroup mosaicapi +typedef struct +{ + NvU32 version; + NvU32 errorFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYTOPO_ERROR_* flags. + NvU32 warningFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYTOPO_WARNING_* flags. + + NvU32 displayCount; //!< (OUT) The number of valid entries in the displays array. + struct + { + NvU32 displayId; //!< (OUT) The DisplayID of this display. + NvU32 errorFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYCAPS_PROBLEM_* flags. + NvU32 warningFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYTOPO_WARNING_* flags. + + NvU32 supportsRotation : 1; //!< (OUT) This display can be rotated + NvU32 reserved : 31; //!< (OUT) reserved + } displays[NVAPI_MAX_DISPLAYS]; +} NV_MOSAIC_DISPLAY_TOPO_STATUS; + +//! \ingroup mosaicapi +#define NV_MOSAIC_DISPLAY_TOPO_STATUS_VER MAKE_NVAPI_VERSION(NV_MOSAIC_DISPLAY_TOPO_STATUS,1) + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_ValidateDisplayGrids +// +//! DESCRIPTION: Determines if a list of grid topologies is valid. It will choose an SLI +//! configuration in the same way that NvAPI_Mosaic_SetDisplayGrids() does. +//! +//! On return, each element in the pTopoStatus array will contain any errors or +//! warnings about each grid topology. If any error flags are set, then the topology +//! is not valid. If any warning flags are set, then the topology is valid, but +//! sub-optimal. +//! +//! If the ALLOW_INVALID flag is set, then it will continue to validate the grids +//! even if no SLI configuration will allow all of the grids. In this case, a grid +//! grid with no matching GPU topology will have the error +//! flags NO_GPU_TOPOLOGY or NOT_SUPPORTED set. +//! +//! If the ALLOW_INVALID flag is not set and no matching SLI configuration is +//! found, then it will skip the rest of the validation and return +//! NVAPI_NO_ACTIVE_SLI_TOPOLOGY. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] setTopoFlags Zero or more of the NVAPI_MOSAIC_SETDISPLAYTOPO_FLAG_* +//! flags. +//! \param [in] pGridTopologies The array of grid topologies to verify. +//! \param [in,out] pTopoStatus The array of problems and warnings with each grid topology. +//! \param [in] gridCount The number of elements in the pGridTopologies and +//! pTopoStatus arrays. +//! +//! +//! \retval ::NVAPI_OK: Capabilities have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT: One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED: The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION: This entrypoint not available +//! \retval ::NVAPI_NO_ACTIVE_SLI_TOPOLOGY: No matching GPU topologies could be found. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_ValidateDisplayGrids(__in NvU32 setTopoFlags, + __in_ecount(gridCount) NV_MOSAIC_GRID_TOPO *pGridTopologies, + __inout_ecount_full(gridCount) NV_MOSAIC_DISPLAY_TOPO_STATUS *pTopoStatus, + __in NvU32 gridCount); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_EnumDisplayModes +// +//! DESCRIPTION: Determines the set of available display modes for a given grid topology. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pGridTopology The grid topology to use. +//! \param [in,out] pDisplaySettings A pointer to an array of display settings to populate, +//! or NULL to find out the total number of available modes. +//! \param [in,out] pDisplayCount If pDisplaySettings is not NULL, then pDisplayCount +//! should point to the number of elements in the +//! pDisplaySettings array. On return, it will contain the +//! number of modes that were actually returned. If +//! pDisplaySettings is NULL, then pDisplayCount will receive +//! the total number of modes that are available. +//! +//! +//! \retval ::NVAPI_OK Capabilities have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! +//! \ingroup mosaciapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_EnumDisplayModes(__in NV_MOSAIC_GRID_TOPO *pGridTopology, + __inout_ecount_part_opt(*pDisplayCount, *pDisplayCount) NV_MOSAIC_DISPLAY_SETTING *pDisplaySettings, + __inout NvU32 *pDisplayCount); + + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_EnumDisplayGrids +// +//! DESCRIPTION: Enumerates the current active grid topologies. This includes Mosaic, IG, and +//! Panoramic topologies, as well as single displays. +//! +//! If pGridTopologies is NULL, then pGridCount will be set to the number of active +//! grid topologies. +//! +//! If pGridTopologies is not NULL, then pGridCount contains the maximum number of +//! grid topologies to return. On return, pGridCount will be set to the number of +//! grid topologies that were returned. +//! +//! \param [out] pGridTopologies The list of active grid topologies. +//! \param [in,out] pGridCount A pointer to the number of grid topologies returned. +//! +//! \retval ::NVAPI_OK Capabilties have been returned. +//! \retval ::NVAPI_END_ENUMERATION There are no more topologies to return. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_EnumDisplayGrids(__inout_ecount_part_opt(*pGridCount, *pGridCount) NV_MOSAIC_GRID_TOPO *pGridTopologies, + __inout NvU32 *pGridCount); + + +//////////////////////////////////////////////////////////////////////////////////////// +// +// ########################################################################### +// DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS +// +// Below is the Phase 1 Mosaic stuff, the Phase 2 stuff above is what will remain +// once Phase 2 is complete. For a small amount of time, the two will co-exist. As +// soon as apps (nvapichk, NvAPITestMosaic, and CPL) are updated to use the Phase 2 +// entrypoints, the code below will be deleted. +// +// DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS +// ########################################################################### +// +// Supported topos 1x4, 4x1 and 2x2 to start with. +// +// Selected scan out targets can be one per GPU or more than one on the same GPU. +// +// SAMPLE of MOSAIC 1x4 SCAN OUT TOPO with 8 pixel horizontal overlap +// +//+-------------------------++-------------------------++-------------------------++-------------------------+ +//| || || || | +//| || || || | +//| || || || | +//| DVI1 || DVI2 || DVI3 || DVI4 | +//| || || || | +//| || || || | +//| || || || | +//| || || || | +//+-------------------------++-------------------------++-------------------------++-------------------------+ + + +//! \addtogroup mosaicapi +//! @{ + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MAX_MOSAIC_DISPLAY_ROWS 8 + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS 8 + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MAX_MOSAIC_TOPOS 16 + +//! Used in NvAPI_GetCurrentMosaicTopology() and NvAPI_SetCurrentMosaicTopology(). +typedef struct +{ + NvU32 version; //!< Version number of the mosaic topology + NvU32 rowCount; //!< Horizontal display count + NvU32 colCount; //!< Vertical display count + + struct + { + NvPhysicalGpuHandle hPhysicalGPU; //!< Physical GPU to be used in the topology + NvU32 displayOutputId; //!< Connected display target + NvS32 overlapX; //!< Pixels of overlap on the left of target: (+overlap, -gap) + NvS32 overlapY; //!< Pixels of overlap on the top of target: (+overlap, -gap) + + } gpuLayout[NVAPI_MAX_MOSAIC_DISPLAY_ROWS][NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS]; + +} NV_MOSAIC_TOPOLOGY; + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MOSAIC_TOPOLOGY_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPOLOGY,1) + +//! Used in NvAPI_GetSupportedMosaicTopologies(). +typedef struct +{ + NvU32 version; + NvU32 totalCount; //!< Count of valid topologies + NV_MOSAIC_TOPOLOGY topos[NVAPI_MAX_MOSAIC_TOPOS]; //!< Maximum number of topologies + +} NV_MOSAIC_SUPPORTED_TOPOLOGIES; + +//! Used in NV_MOSAIC_SUPPORTED_TOPOLOGIES. +#define NVAPI_MOSAIC_SUPPORTED_TOPOLOGIES_VER MAKE_NVAPI_VERSION(NV_MOSAIC_SUPPORTED_TOPOLOGIES,1) + +//!@} + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetSupportedMosaicTopologies +// +//! DESCRIPTION: This API returns all valid Mosaic topologies. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [out] pMosaicTopos An array of valid Mosaic topologies. +//! +//! \retval NVAPI_OK Call succeeded; 1 or more topologies were returned +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_MIXED_TARGET_TYPES Mosaic topology is only possible with all targets of the same NV_GPU_OUTPUT_TYPE. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetSupportedMosaicTopologies(NV_MOSAIC_SUPPORTED_TOPOLOGIES *pMosaicTopos); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetCurrentMosaicTopology +// +//! DESCRIPTION: This API gets the current Mosaic topology. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [out] pMosaicTopo The current Mosaic topology +//! \param [out] pEnabled TRUE if returned topology is currently enabled, else FALSE +//! +//! \retval NVAPI_OK Call succeeded +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetCurrentMosaicTopology(NV_MOSAIC_TOPOLOGY *pMosaicTopo, NvU32 *pEnabled); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetCurrentMosaicTopology +// +//! DESCRIPTION: This API sets the Mosaic topology, and enables it so that the +//! Mosaic display settings are enumerated upon request. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [in] pMosaicTopo A valid Mosaic topology +//! +//! \retval NVAPI_OK Call succeeded +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SetCurrentMosaicTopology(NV_MOSAIC_TOPOLOGY *pMosaicTopo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnableCurrentMosaicTopology +// +//! DESCRIPTION: This API enables or disables the current Mosaic topology. +//! When enabling, the last Mosaic topology will be set. +//! +//! - If enabled, enumeration of display settings will include valid Mosaic resolutions. +//! - If disabled, enumeration of display settings will not include Mosaic resolutions. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [in] enable TRUE to enable the Mosaic Topology, FALSE to disable it. +//! +//! \retval NVAPI_OK Call succeeded +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnableCurrentMosaicTopology(NvU32 enable); + + +#define NVAPI_MAX_GSYNC_DEVICES 4 + + +// Sync Display APIs + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_EnumSyncDevices +// +//! DESCRIPTION: This API returns an array of Sync device handles. A Sync device handle represents a +//! single Sync device on the system. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [out] nvGSyncHandles- The caller provides an array of handles, which must contain at least +//! NVAPI_MAX_GSYNC_DEVICES elements. The API will zero out the entire array and then fill in one +//! or more handles. If an error occurs, the array is invalid. +//! \param [out] *gsyncCount- The caller provides the storage space. NvAPI_GSync_EnumSyncDevices +//! sets *gsyncCount to indicate how many of the elements in the nvGSyncHandles[] array are valid. +//! If an error occurs, *gsyncCount will be set to zero. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT nvGSyncHandles or gsyncCount is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_EnumSyncDevices(__out NvGSyncDeviceHandle nvGSyncHandles[NVAPI_MAX_GSYNC_DEVICES], __out NvU32 *gsyncCount); + + +// GSync boardId values +#define NVAPI_GSYNC_BOARD_ID_P358 856 //!< GSync board ID 0x358, see NV_GSYNC_CAPABILITIES +#define NVAPI_GSYNC_BOARD_ID_P2060 8288 //!< GSync board ID 0x2060, see NV_GSYNC_CAPABILITIES + +//! \since Release: 375 +#define NVAPI_GSYNC_BOARD_ID_P2061 8289 //!< GSync board ID 0x2061, see NV_GSYNC_CAPABILITIES + + +//! Used in NvAPI_GSync_QueryCapabilities(). +typedef struct _NV_GSYNC_CAPABILITIES_V1 +{ + NvU32 version; //!< Version of the structure + NvU32 boardId; //!< Board ID + NvU32 revision; //!< FPGA Revision + NvU32 capFlags; //!< Capabilities of the Sync board. Reserved for future use +} NV_GSYNC_CAPABILITIES_V1; + +typedef struct _NV_GSYNC_CAPABILITIES_V2 +{ + NvU32 version; //!< Version of the structure + NvU32 boardId; //!< Board ID + NvU32 revision; //!< FPGA major revision + NvU32 capFlags; //!< Capabilities of the Sync board. Reserved for future use + NvU32 extendedRevision; //!< FPGA minor revision +} NV_GSYNC_CAPABILITIES_V2; + +typedef struct _NV_GSYNC_CAPABILITIES_V3 +{ + NvU32 version; //!< Version of the structure + NvU32 boardId; //!< Board ID + NvU32 revision; //!< FPGA major revision + NvU32 capFlags; //!< Capabilities of the Sync board. Reserved for future use + NvU32 extendedRevision; //!< FPGA minor revision + NvU32 bIsMulDivSupported : 1; //!< Indicates if multiplication/division of the frequency of house sync signal is supported. + NvU32 reserved : 31; //!< Reserved for future use + NvU32 maxMulDivValue; //!< This parameter returns the maximum possible value that can be programmed + //!< for multiplying / dividing house sync. Only valid if bIsMulDivSupported is set to 1. +} NV_GSYNC_CAPABILITIES_V3; + +typedef NV_GSYNC_CAPABILITIES_V3 NV_GSYNC_CAPABILITIES; + + +//! \ingroup gsyncapi +//! Macro for constructing the version field of NV_GSYNC_CAPABILITIES. +#define NV_GSYNC_CAPABILITIES_VER1 MAKE_NVAPI_VERSION(NV_GSYNC_CAPABILITIES_V1,1) +#define NV_GSYNC_CAPABILITIES_VER2 MAKE_NVAPI_VERSION(NV_GSYNC_CAPABILITIES_V2,2) +#define NV_GSYNC_CAPABILITIES_VER3 MAKE_NVAPI_VERSION(NV_GSYNC_CAPABILITIES_V3,3) +#define NV_GSYNC_CAPABILITIES_VER NV_GSYNC_CAPABILITIES_VER3 + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_QueryCapabilities +// +//! DESCRIPTION: This API returns the capabilities of the Sync device. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The handle for a Sync device for which the capabilities will be queried. +//! \param [inout] *pNvGSyncCapabilities- The caller provides the storage space. NvAPI_GSync_QueryCapabilities() sets +//! *pNvGSyncCapabilities to the version and capabilities details of the Sync device +//! If an error occurs, *pNvGSyncCapabilities will be set to NULL. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_QueryCapabilities(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout NV_GSYNC_CAPABILITIES *pNvGSyncCapabilities); + + + +//! Connector values for a GPU. Used in NV_GSYNC_GPU. +typedef enum _NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR +{ + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_NONE = 0, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_PRIMARY = 1, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_SECONDARY = 2, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_TERTIARY = 3, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_QUARTERNARY = 4, +} NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR; + +//! Display sync states. Used in NV_GSYNC_DISPLAY. +typedef enum _NVAPI_GSYNC_DISPLAY_SYNC_STATE +{ + NVAPI_GSYNC_DISPLAY_SYNC_STATE_UNSYNCED = 0, + NVAPI_GSYNC_DISPLAY_SYNC_STATE_SLAVE = 1, + NVAPI_GSYNC_DISPLAY_SYNC_STATE_MASTER = 2, +} NVAPI_GSYNC_DISPLAY_SYNC_STATE; + +typedef struct _NV_GSYNC_GPU +{ + NvU32 version; //!< Version of the structure + NvPhysicalGpuHandle hPhysicalGpu; //!< GPU handle + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR connector; //!< Indicates which connector on the device the GPU is connected to. + NvPhysicalGpuHandle hProxyPhysicalGpu; //!< GPU through which hPhysicalGpu is connected to the Sync device (if not directly connected) + //!< - this is NULL otherwise + NvU32 isSynced : 1; //!< Whether this GPU is sync'd or not. + NvU32 reserved : 31; //!< Should be set to ZERO +} NV_GSYNC_GPU; + +typedef struct _NV_GSYNC_DISPLAY +{ + NvU32 version; //!< Version of the structure + NvU32 displayId; //!< display identifier for displays.The GPU to which it is connected, can be retireved from NvAPI_SYS_GetPhysicalGpuFromDisplayId + NvU32 isMasterable : 1; //!< Can this display be the master? (Read only) + NvU32 reserved : 31; //!< Should be set to ZERO + NVAPI_GSYNC_DISPLAY_SYNC_STATE syncState; //!< Is this display slave/master + //!< (Retrieved with topology or set by caller for enable/disable sync) +} NV_GSYNC_DISPLAY; + +#define NV_GSYNC_DISPLAY_VER MAKE_NVAPI_VERSION(NV_GSYNC_DISPLAY,1) +#define NV_GSYNC_GPU_VER MAKE_NVAPI_VERSION(NV_GSYNC_GPU,1) + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetTopology +// +//! DESCRIPTION: This API returns the topology for the specified Sync device. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle for a Sync device for which the topology will be queried. +//! \param [in, out] gsyncGpuCount- It returns number of GPUs connected to Sync device +//! \param [in, out] gsyncGPUs- It returns info about GPUs connected to Sync device +//! \param [in, out] gsyncDisplayCount- It returns number of active displays that belongs to Sync device +//! \param [in, out] gsyncDisplays- It returns info about all active displays that belongs to Sync device +//! +//! HOW TO USE: 1) make a call to get the number of GPUs connected OR displays synced through Sync device +//! by passing the gsyncGPUs OR gsyncDisplays as NULL respectively. Both gsyncGpuCount and gsyncDisplayCount can be retrieved in same call by passing +//! both gsyncGPUs and gsyncDisplays as NULL +//! On call success: +//! 2) Allocate memory based on gsyncGpuCount(for gsyncGPUs) and/or gsyncDisplayCount(for gsyncDisplays) then make a call to populate gsyncGPUs and/or gsyncDisplays respectively. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! \retval ::NVAPI_INSUFFICIENT_BUFFER When the actual number of GPUs/displays in the topology exceed the number of elements allocated for SyncGPUs/SyncDisplays respectively. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetTopology(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout_opt NvU32 *gsyncGpuCount, __inout_ecount_part_opt(*gsyncGpuCount, *gsyncGpuCount) NV_GSYNC_GPU *gsyncGPUs, + __inout_opt NvU32 *gsyncDisplayCount, __inout_ecount_part_opt(*gsyncDisplayCount, *gsyncDisplayCount) NV_GSYNC_DISPLAY *gsyncDisplays); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_SetSyncStateSettings +// +//! DESCRIPTION: Sets a new sync state for the displays in system. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] gsyncDisplayCount- The number of displays in gsyncDisplays. +//! \param [in] pGsyncDisplays- The caller provides the structure containing all displays that need to be synchronized in the system. +//! The displays that are not part of pGsyncDisplays, will be un-synchronized. +//! \param [in] flags- Reserved for future use. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT If the display topology or count not valid. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! \retval ::NVAPI_INVALID_SYNC_TOPOLOGY 1.If any mosaic grid is partial. +//! 2.If timing(HVisible/VVisible/refreshRate) applied of any display is different. +//! 3.If There is a across GPU mosaic grid in system and that is not a part of pGsyncDisplays. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_SetSyncStateSettings(__in NvU32 gsyncDisplayCount, __in_ecount(gsyncDisplayCount) NV_GSYNC_DISPLAY *pGsyncDisplays, __in NvU32 flags); + + +//! \ingroup gsyncapi + +//! Source signal edge to be used for output pulse. See NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_POLARITY +{ + NVAPI_GSYNC_POLARITY_RISING_EDGE = 0, + NVAPI_GSYNC_POLARITY_FALLING_EDGE = 1, + NVAPI_GSYNC_POLARITY_BOTH_EDGES = 2, +} NVAPI_GSYNC_POLARITY; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_VIDEO_MODE +{ + NVAPI_GSYNC_VIDEO_MODE_NONE = 0, + NVAPI_GSYNC_VIDEO_MODE_TTL = 1, + NVAPI_GSYNC_VIDEO_MODE_NTSCPALSECAM = 2, + NVAPI_GSYNC_VIDEO_MODE_HDTV = 3, + NVAPI_GSYNC_VIDEO_MODE_COMPOSITE = 4, +} NVAPI_GSYNC_VIDEO_MODE; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_SYNC_SOURCE +{ + NVAPI_GSYNC_SYNC_SOURCE_VSYNC = 0, + NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC = 1, +} NVAPI_GSYNC_SYNC_SOURCE; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef struct _NV_GSYNC_DELAY +{ + NvU32 version; //!< Version of the structure + NvU32 numLines; //!< delay to be induced in number of horizontal lines. + NvU32 numPixels; //!< delay to be induced in number of pixels. + NvU32 maxLines; //!< maximum number of lines supported at current display mode to induce delay. Updated by NvAPI_GSync_GetControlParameters(). Read only. + NvU32 minPixels; //!< minimum number of pixels required at current display mode to induce delay. Updated by NvAPI_GSync_GetControlParameters(). Read only. +} NV_GSYNC_DELAY; + +#define NV_GSYNC_DELAY_VER MAKE_NVAPI_VERSION(NV_GSYNC_DELAY,1) + +//! Used in NvAPI_GSync_GetControlParameters() and NvAPI_GSync_SetControlParameters(). +typedef struct _NV_GSYNC_CONTROL_PARAMS_V1 +{ + NvU32 version; //!< Version of the structure + NVAPI_GSYNC_POLARITY polarity; //!< Leading edge / Falling edge / both + NVAPI_GSYNC_VIDEO_MODE vmode; //!< None, TTL, NTSCPALSECAM, HDTV + NvU32 interval; //!< Number of pulses to wait between framelock signal generation + NVAPI_GSYNC_SYNC_SOURCE source; //!< VSync/House sync + NvU32 interlaceMode:1; //!< interlace mode for a Sync device + NvU32 syncSourceIsOutput:1; //!< Set this to make house sync as an output; valid only when NV_GSYNC_CONTROL_PARAMS::source is NVAPI_GSYNC_SYNC_SOURCE_VSYNC on P2061 boards. + //!< syncSourceIsOutput should always be NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC i.e. 0 on P2060 boards or when NV_GSYNC_CONTROL_PARAMS::source is set to NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC. + NvU32 reserved:30; //!< should be set zero + NV_GSYNC_DELAY syncSkew; //!< The time delay between the frame sync signal and the GPUs signal. + NV_GSYNC_DELAY startupDelay; //!< Sync start delay for master. +} NV_GSYNC_CONTROL_PARAMS_V1; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_MULTIPLY_DIVIDE_MODE +{ + NVAPI_GSYNC_UNDEFINED_MODE = 0, + NVAPI_GSYNC_MULTIPLY_MODE = 1, + NVAPI_GSYNC_DIVIDE_MODE = 2, +} NVAPI_GSYNC_MULTIPLY_DIVIDE_MODE; + +typedef struct _NV_GSYNC_CONTROL_PARAMS_V2 +{ + NvU32 version; //!< Version of the structure + NVAPI_GSYNC_POLARITY polarity; //!< Leading edge / Falling edge / both + NVAPI_GSYNC_VIDEO_MODE vmode; //!< None, TTL, NTSCPALSECAM, HDTV + NvU32 interval; //!< Number of pulses to wait between framelock signal generation + NVAPI_GSYNC_SYNC_SOURCE source; //!< VSync/House sync + NvU32 interlaceMode:1; //!< interlace mode for a Sync device + NvU32 syncSourceIsOutput:1; //!< Set this to make house sync as an output; valid only when NV_GSYNC_CONTROL_PARAMS::source is NVAPI_GSYNC_SYNC_SOURCE_VSYNC on P2061 boards. + //!< syncSourceIsOutput should always be NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC i.e. 0 on P2060 boards or when NV_GSYNC_CONTROL_PARAMS::source is set to NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC. + NvU32 reserved:30; //!< should be set zero + NV_GSYNC_DELAY syncSkew; //!< The time delay between the frame sync signal and the GPUs signal. + NV_GSYNC_DELAY startupDelay; //!< Sync start delay for master. + NVAPI_GSYNC_MULTIPLY_DIVIDE_MODE multiplyDivideMode; //!< Indicates multiplier/divider mode for the housesync signal. + //!< While setting multiplyDivideMode, source needs to be set as NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC. + NvU8 multiplyDivideValue; //!< Indicates the multiplier/divider value for the housesync signal. Only supported if bIsMulDivSupported field of the structure NV_GSYNC_CAPABILITIES is set to 1. + //!< The maximum supported value for this field can be obtained from maxMulDivValue field of the structure NV_GSYNC_CAPABILITIES. +} NV_GSYNC_CONTROL_PARAMS_V2; + +typedef NV_GSYNC_CONTROL_PARAMS_V2 NV_GSYNC_CONTROL_PARAMS; +#define NV_GSYNC_CONTROL_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GSYNC_CONTROL_PARAMS_V1,1) +#define NV_GSYNC_CONTROL_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_GSYNC_CONTROL_PARAMS_V2,2) +#define NV_GSYNC_CONTROL_PARAMS_VER NV_GSYNC_CONTROL_PARAMS_VER2 + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetControlParameters +// +//! DESCRIPTION: This API queries for sync control parameters as defined in NV_GSYNC_CONTROL_PARAMS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle of the Sync device for which to get parameters +//! \param [inout] *pGsyncControls- The caller provides the storage space. NvAPI_GSync_GetControlParameters() populates *pGsyncControls with values. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetControlParameters(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout NV_GSYNC_CONTROL_PARAMS *pGsyncControls); + + + +////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_SetControlParameters +// +//! DESCRIPTION: This API sets control parameters as defined in NV_SYNC_CONTROL_PARAMS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle of the Sync device for which to get parameters +//! \param [inout] *pGsyncControls- The caller provides NV_GSYNC_CONTROL_PARAMS. skew and startDelay will be updated to the applied values. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_SetControlParameters(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout NV_GSYNC_CONTROL_PARAMS *pGsyncControls); + + + + +//! Used in NvAPI_GSync_AdjustSyncDelay() +typedef enum _NVAPI_GSYNC_DELAY_TYPE +{ + NVAPI_GSYNC_DELAY_TYPE_UNKNOWN = 0, + NVAPI_GSYNC_DELAY_TYPE_SYNC_SKEW = 1, + NVAPI_GSYNC_DELAY_TYPE_STARTUP = 2 +} NVAPI_GSYNC_DELAY_TYPE; + +////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_AdjustSyncDelay +// +//! DESCRIPTION: This API adjusts the skew and startDelay to the closest possible values. Use this API before calling NvAPI_GSync_SetControlParameters for skew or startDelay. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 319 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle of the Sync device for which to get parameters +//! \param [in] delayType- Specifies whether the delay is syncSkew or startupDelay. +//! \param [inout] *pGsyncDelay- The caller provides NV_GSYNC_DELAY. skew and startDelay will be adjusted and updated to the closest values. +//! \param [out] *syncSteps- This parameter is optional. It returns the sync delay in unit steps. If 0, it means either the NV_GSYNC_DELAY::numPixels is less than NV_GSYNC_DELAY::minPixels or NV_GSYNC_DELAY::numOfLines exceeds the NV_GSYNC_DELAY::maxLines. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_AdjustSyncDelay(__in NvGSyncDeviceHandle hNvGSyncDevice, __in NVAPI_GSYNC_DELAY_TYPE delayType, __inout NV_GSYNC_DELAY *pGsyncDelay, __out_opt NvU32* syncSteps); + + + +//! Used in NvAPI_GSync_GetSyncStatus(). +typedef struct _NV_GSYNC_STATUS +{ + NvU32 version; //!< Version of the structure + NvU32 bIsSynced; //!< Is timing in sync? + NvU32 bIsStereoSynced; //!< Does the phase of the timing signal from the GPU = the phase of the master sync signal? + NvU32 bIsSyncSignalAvailable; //!< Is the sync signal available? +} NV_GSYNC_STATUS; + +//! Macro for constructing the version field for NV_GSYNC_STATUS. +#define NV_GSYNC_STATUS_VER MAKE_NVAPI_VERSION(NV_GSYNC_STATUS,1) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetSyncStatus +// +//! DESCRIPTION: This API queries the sync status of a GPU - timing, stereosync and sync signal availability. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- Handle of the Sync device +//! \param [in] hPhysicalGpu- GPU to be queried for sync status. +//! \param [out] *status- The caller provides the storage space. NvAPI_GSync_GetSyncStatus() populates *status with +//! values - timing, stereosync and signal availability. On error, *status is set to NULL. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL / SyncTarget is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any G-Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetSyncStatus(__in NvGSyncDeviceHandle hNvGSyncDevice, __in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GSYNC_STATUS *status); + + +//! \ingroup gsyncapi + +#define NVAPI_MAX_RJ45_PER_GSYNC 2 + +//! Used in NV_GSYNC_STATUS_PARAMS. +typedef enum _NVAPI_GSYNC_RJ45_IO +{ + NVAPI_GSYNC_RJ45_OUTPUT = 0, + NVAPI_GSYNC_RJ45_INPUT = 1, + NVAPI_GSYNC_RJ45_UNUSED = 2 //!< This field is used to notify that the framelock is not actually present. + +} NVAPI_GSYNC_RJ45_IO; + +//! \ingroup gsyncapi +//! Used in NvAPI_GSync_GetStatusParameters(). +typedef struct _NV_GSYNC_STATUS_PARAMS_V1 +{ + NvU32 version; + NvU32 refreshRate; //!< The refresh rate + NVAPI_GSYNC_RJ45_IO RJ45_IO[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Configured as input / output + NvU32 RJ45_Ethernet[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Connected to ethernet hub? [ERRONEOUSLY CONNECTED!] + NvU32 houseSyncIncoming; //!< Incoming house sync frequency in Hz + NvU32 bHouseSync; //!< Is house sync connected? +} NV_GSYNC_STATUS_PARAMS_V1; + +typedef struct _NV_GSYNC_STATUS_PARAMS_V2 +{ + NvU32 version; + NvU32 refreshRate; //!< The refresh rate + NVAPI_GSYNC_RJ45_IO RJ45_IO[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Configured as input / output + NvU32 RJ45_Ethernet[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Connected to ethernet hub? [ERRONEOUSLY CONNECTED!] + NvU32 houseSyncIncoming; //!< Incoming house sync frequency in Hz + NvU32 bHouseSync; //!< Is house sync connected? + NvU32 bInternalSlave : 1; //!< Valid only for P2061 board. + //!< If set to 1, it means that this P2061 board receives input from another P2061 board. + NvU32 reserved : 31; //!< Reserved for future use. +} NV_GSYNC_STATUS_PARAMS_V2; + + +typedef NV_GSYNC_STATUS_PARAMS_V2 NV_GSYNC_STATUS_PARAMS; + +//! \ingroup gsyncapi +//! Macro for constructing the version field of NV_GSYNC_STATUS_PARAMS +#define NV_GSYNC_STATUS_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GSYNC_STATUS_PARAMS_V1,1) +#define NV_GSYNC_STATUS_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_GSYNC_STATUS_PARAMS_V2,2) +#define NV_GSYNC_STATUS_PARAMS_VER NV_GSYNC_STATUS_PARAMS_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetStatusParameters +// +//! DESCRIPTION: This API queries for sync status parameters as defined in NV_GSYNC_STATUS_PARAMS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice The caller provides the handle of the GSync device for which to get parameters +//! \param [out] *pStatusParams The caller provides the storage space. NvAPI_GSync_GetStatusParameters populates *pStatusParams with +//! values. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL / pStatusParams is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any GSync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetStatusParameters(NvGSyncDeviceHandle hNvGSyncDevice, NV_GSYNC_STATUS_PARAMS *pStatusParams); + +//! @} + + + + + + + + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_RegisterResource +// +//! DESCRIPTION: This API binds a resource (surface/texture) so that it can be retrieved +//! internally by NVAPI. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \param [in] pResource surface/texture +//! +//! \return ::NVAPI_OK, ::NVAPI_ERROR +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_RegisterResource(IDirect3DResource9* pResource); +#endif //defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_UnregisterResource +// +//! DESCRIPTION: This API unbinds a resource (surface/texture) after use. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pResource surface/texture +//! +//! \return ::NVAPI_OK, ::NVAPI_ERROR +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_UnregisterResource(IDirect3DResource9* pResource); + +#endif //defined(_D3D9_H_) + + + + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_AliasSurfaceAsTexture +// +//! \fn NvAPI_D3D9_AliasSurfaceAsTexture(IDirect3DDevice9* pDev, +//! IDirect3DSurface9* pSurface, +//! IDirect3DTexture9 **ppTexture, +//! DWORD dwFlag); +//! DESCRIPTION: Create a texture that is an alias of a surface registered with NvAPI. The +//! new texture can be bound with IDirect3DDevice9::SetTexture(). Note that the texture must +//! be unbound before drawing to the surface again. +//! Unless the USE_SUPER flag is passed, MSAA surfaces will be resolved before +//! being used as a texture. MSAA depth buffers are resolved with a point filter, +//! and non-depth MSAA surfaces are resolved with a linear filter. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The D3D device that owns the objects +//! \param [in] pSurface Pointer to a surface that has been registered with NvAPI +//! to which a texture alias is to be provided +//! \param [out] ppTexture Fill with the texture created +//! \param [in] dwFlag NVAPI_ALIAS_SURFACE_FLAG to describe how to handle the texture +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as an argument +//! \retval ::NVAPI_INVALID_ARGUMENT One of the arguments was invalid, probably dwFlag. +//! \retval ::NVAPI_UNREGISTERED_RESOURCE pSurface has not been registered with NvAPI +//! \retval ::NVAPI_ERROR error occurred +// +/////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dx +//! See NvAPI_D3D9_AliasSurfaceAsTexture(). +typedef enum { + NVAPI_ALIAS_SURFACE_FLAG_NONE = 0x00000000, + NVAPI_ALIAS_SURFACE_FLAG_USE_SUPER = 0x00000001, //!< Use the surface's msaa buffer directly as a texture, rather than resolving. (This is much slower, but potentially has higher quality.) + NVAPI_ALIAS_SURFACE_FLAG_MASK = 0x00000001 +} NVAPI_ALIAS_SURFACE_FLAG; + + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D9_AliasSurfaceAsTexture(IDirect3DDevice9* pDev, + IDirect3DSurface9* pSurface, + IDirect3DTexture9 **ppTexture, + DWORD dwFlag); +#endif //defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_StretchRectEx +// +//! DESCRIPTION: This API copies the contents of the source resource to the destination +//! resource. This function can convert +//! between a wider range of surfaces than +//! IDirect3DDevice9::StretchRect. For example, it can copy +//! from a depth/stencil surface to a texture. +//! +//! The source and destination resources *must* be registered +//! with NvAPI before being used with NvAPI_D3D9_StretchRectEx(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The D3D device that owns the objects. +//! \param [in] pSourceResource Pointer to the source resource. +//! \param [in] pSrcRect Defines the rectangle on the source to copy from. If NULL, copy from the entire resource. +//! \param [in] pDestResource Pointer to the destination resource. +//! \param [in] pDstRect Defines the rectangle on the destination to copy to. If NULL, copy to the entire resource. +//! \param [in] Filter Choose a filtering method: D3DTEXF_NONE, D3DTEXF_POINT, D3DTEXF_LINEAR. +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument (probably NULL) +//! \retval ::NVAPI_INVALID_ARGUMENT One of the arguments was invalid +//! \retval ::NVAPI_UNREGISTERED_RESOURCE a resource was passed in without being registered +//! \retval ::NVAPI_ERROR error occurred +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_StretchRectEx(IDirect3DDevice9 * pDevice, + IDirect3DResource9 * pSourceResource, + CONST RECT * pSourceRect, + IDirect3DResource9 * pDestResource, + CONST RECT * pDestRect, + D3DTEXTUREFILTERTYPE Filter); + +#endif //defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_ClearRT +// +//! DESCRIPTION: This API Clears the currently bound render target(s) with the +//! given color +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The D3D device that owns the objects. +//! \param [in] dwNumRects The no of rectangles to clear. If 0, clear the entire surface (clipped to viewport) +//! \param [in] pRects Defines the rectangles to clear. Should be NULL if dwNumRects == 0 +//! \param [in] r red component of the clear color +//! \param [in] g green component of the clear color +//! \param [in] b blue component of the clear color +//! \param [in] a alpha component of the clear color +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_ClearRT(IDirect3DDevice9 * pDevice, + NvU32 dwNumRects, + CONST RECT * pRects, + float r, float g, float b, float a); +#endif //if defined(_D3D9_H_) + + + + + + + + + + +#if defined(_D3D9_H_) && defined(__cplusplus) +//! SUPPORTED OS: Windows 10 and higher +//! + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_GetSurfaceHandle +// +//! This function gets the handle of a given surface. This handle uniquely +//! identifies the surface through all NvAPI entries. +//! +//! +//! \since Release: 313 +//! +//! \param [in] pSurface Surface to be identified +//! \param [out] pHandle Will be filled by the return handle +//! +//! \return An int which could be an NvAPI status or DX HRESULT code +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_GetSurfaceHandle(IDirect3DSurface9 *pSurface, + NVDX_ObjectHandle *pHandle); + +#endif //defined(_D3D9_H_) && defined(__cplusplus) + +#if defined(_D3D9_H_) && defined(__cplusplus) +//! SUPPORTED OS: Windows 10 and higher +//! +//! \addtogroup dxvidcontrol +//! @{ + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION_NAME: NvAPI_D3D9_VideoSetStereoInfo +// +//! \fn NvAPI_D3D9_VideoSetStereoInfo(IDirect3DDevice9 *pDev, +//! NV_DX_VIDEO_STEREO_INFO *pStereoInfo); +//! \code +//! DESCRIPTION: This api specifies the stereo format of a surface, so that the +//! surface could be used for stereo video processing or compositing. +//! In particular, this api could be used to link the left and right +//! views of a decoded picture. +//! +//! \since Release: 313 +//! +//! INPUT: pDev - The device on which the stereo surface will be used +//! pStereoInfo - The stereo format of the surface +//! +//! RETURN STATUS: an int which could be an NvAPI status or DX HRESULT code +//! \endcode +/////////////////////////////////////////////////////////////////////////////// + +#ifndef NV_STEREO_VIDEO_FORMAT_DEFINE +#define NV_STEREO_VIDEO_FORMAT_DEFINE + + +typedef enum _NV_STEREO_VIDEO_FORMAT +{ + NV_STEREO_VIDEO_FORMAT_NOT_STEREO = 0, + + NV_STEREO_VIDEO_FORMAT_SIDE_BY_SIDE_LR = 1, + NV_STEREO_VIDEO_FORMAT_SIDE_BY_SIDE_RL = 2, + NV_STEREO_VIDEO_FORMAT_TOP_BOTTOM_LR = 3, + NV_STEREO_VIDEO_FORMAT_TOP_BOTTOM_RL = 4, + NV_STEREO_VIDEO_FORMAT_ROW_INTERLEAVE_LR = 5, + NV_STEREO_VIDEO_FORMAT_ROW_INTERLEAVE_RL = 6, + NV_STEREO_VIDEO_FORMAT_TWO_FRAMES_LR = 7, + NV_STEREO_VIDEO_FORMAT_MONO_PLUS_OFFSET = 8, + + NV_STEREO_VIDEO_FORMAT_LAST = 9, +} NV_STEREO_VIDEO_FORMAT; + +#endif // NV_STEREO_VIDEO_FORMAT_DEFINE + + +typedef struct _NV_DX_VIDEO_STEREO_INFO { + NvU32 dwVersion; //!< Must be NV_DX_VIDEO_STEREO_INFO_VER + NVDX_ObjectHandle hSurface; //!< The surface whose stereo format is to be set + NVDX_ObjectHandle hLinkedSurface; //!< The linked surface (must be valid when eFormat==NV_STEREO_VIDEO_FORMAT_TWO_FRAMES_LR) + NV_STEREO_VIDEO_FORMAT eFormat; //!< Stereo format of the surface + NvS32 sViewOffset; //!< Signed offset of each view (positive offset indicating left view is shifted left) + BOOL bStereoEnable; //!< Whether stereo rendering should be enabled (if FALSE, only left view will be used) +} NV_DX_VIDEO_STEREO_INFO; + +//! Macro for constructing the version field of ::NV_DX_VIDEO_STEREO_INFO +#define NV_DX_VIDEO_STEREO_INFO_VER MAKE_NVAPI_VERSION(NV_DX_VIDEO_STEREO_INFO,1) + +NVAPI_INTERFACE NvAPI_D3D9_VideoSetStereoInfo(IDirect3DDevice9 *pDev, + NV_DX_VIDEO_STEREO_INFO *pStereoInfo); + +//! @} +#endif //defined(_D3D9_H_) && defined(__cplusplus) + + +#if defined(__cplusplus) && defined(__d3d10_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D10_SetDepthBoundsTest +// +//! DESCRIPTION: This function enables/disables the depth bounds test. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device to set the depth bounds test +//! \param [in] bEnable Enable(non-zero)/disable(zero) the depth bounds test +//! \param [in] fMinDepth The minimum depth for the depth bounds test +//! \param [in] fMaxDepth The maximum depth for the depth bounds test \n +//! The valid values for fMinDepth and fMaxDepth +//! are such that 0 <= fMinDepth <= fMaxDepth <= 1 +//! +//! \return NVAPI_OK if the depth bounds test was correctly enabled or disabled +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D10_SetDepthBoundsTest(ID3D10Device *pDev, + NvU32 bEnable, + float fMinDepth, + float fMaxDepth); + +#endif //defined(__cplusplus) && defined(__d3d10_h__) + + + + + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_IsNvShaderExtnOpCodeSupported +// +//! DESCRIPTION: This function checks if a nv HLSL shader extension opcode is +//! supported on current hardware. List of opcodes is in nvShaderExtnEnums.h +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details on supported opcodes. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device on which to query for support, +//! should be a ID3D11Device+ device +//! \param [in] opCode the opcode to check +//! \param [out] pSupported true if supported, false otherwise +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK if the call succeeded +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_IsNvShaderExtnOpCodeSupported(__in IUnknown *pDev, + __in NvU32 opCode, + __out bool *pSupported); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetNvShaderExtnSlot +// +//! DESCRIPTION: This function sets the fake UAV slot that is used by Nvidia HLSL +//! shader extensions globally. All createShader calls made to the driver after +//! setting this slot would treat writes/reads to this UAV in a +//! different way. Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages. +//! To disable shader extensions the app need to set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D11Device+ device +//! \param [in] uavSlot the uav slot to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot was set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetNvShaderExtnSlot(__in IUnknown *pDev, + __in NvU32 uavSlot); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && defined (__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetNvShaderExtnSlotSpace +// +//! DESCRIPTION: This function is specifically created for ray tracing since we do not +//! currently support PSOs with DXR. +//! This function sets the device's fake UAV slot and space that is used by Nvidia HLSL +//! shader extensions globally. All state objects created by the driver after +//! setting this slot would treat writes/reads to this UAV in a +//! different way. Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages. +//! To disable shader extensions the app need to set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D12Device+ device +//! \param [in] uavSlot The uav slot to use +//! \param [in] uavSpace The uav space to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot and uavSpace were set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetNvShaderExtnSlotSpace(__in IUnknown *pDev, + __in NvU32 uavSlot, + __in NvU32 uavSpace); + + /////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetNvShaderExtnSlotSpaceLocalThread +// +//! DESCRIPTION: This function is specifically created for ray tracing shaders since we do not +//! currently support PSOs with DXR. +//! This function sets the device's fake UAV slot that is used by Nvidia HLSL +//! shader extensions on local thread. All state objects created by the driver +//! on the same thread that call this function after setting this slot would treat writes/reads +//! to this UAV in a different way. +//! Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages for the device. +//! To disable shader extensions the app may set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! +//! \since Release: 387 +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D12Device+ device +//! \param [in] uavSlot the uav slot to use +//! \param [in] uavSpace the uav space to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot and uavSpace were set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetNvShaderExtnSlotSpaceLocalThread(__in IUnknown *pDev, + __in NvU32 uavSlot, + __in NvU32 uavSpace); + +#endif //defined (__cplusplus) && defined (__d3d12_h__) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetNvShaderExtnSlotLocalThread +// +//! DESCRIPTION: This function sets the fake UAV slot that is used by Nvidia HLSL +//! shader extensions on local thread. All createShader calls on the same thread +//! that calls this function after setting this slot would treat writes/reads +//! to this UAV in a different way. +//! Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages. +//! To disable shader extensions the app may set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 387 +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D11Device+ device +//! \param [in] uavSlot the uav slot to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot was set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetNvShaderExtnSlotLocalThread(__in IUnknown *pDev, + __in NvU32 uavSlot); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_BeginUAVOverlapEx +// +//! DESCRIPTION: Causes the driver to skip synchronization that is normally needed when accessing UAVs. +//! Applications must use this with caution otherwise this might cause data hazards when +//! multiple draw calls/compute shader launches are accessing same memory locations +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDeviceOrContext pointer to D3D11 device, or D3D11 device context +//! \param [in] insertWFIFlags bit fields to indicate which WFI would be inserted (gfx / compute / both). +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +typedef enum _NVAPI_D3D11_INSERTWFI_FLAG +{ + NVAPI_D3D_BEGIN_UAV_OVERLAP_NO_WFI = 0x00000000, //!< no WFI + NVAPI_D3D_BEGIN_UAV_OVERLAP_GFX_WFI = 0x00000001, //!< (bit 0) force graphics WFI + NVAPI_D3D_BEGIN_UAV_OVERLAP_COMP_WFI = 0x00000002, //!< (bit 1) force compute WFI +} NVAPI_D3D11_INSERTWFI_FLAG; + +NVAPI_INTERFACE NvAPI_D3D11_BeginUAVOverlapEx(__in IUnknown *pDeviceOrContext, __in NvU32 insertWFIFlags); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_BeginUAVOverlap +// +//! DESCRIPTION: Causes the driver to skip synchronization that is normally needed when accessing UAVs. +//! Applications must use this with caution otherwise this might cause data hazards when +//! multiple draw calls/compute shader launches are accessing same memory locations +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDeviceOrContext pointer to D3D11 device, or D3D11 device context +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_BeginUAVOverlap(__in IUnknown *pDeviceOrContext); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_EndUAVOverlap +// +//! DESCRIPTION: Re-enables driver synchronization between calls that access same UAVs +//! See NvAPI_D3D_BeginUAVOverlap for more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDeviceOrContext pointer to D3D11 device, or D3D11 device context +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_EndUAVOverlap(__in IUnknown *pDeviceOrContext); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined(__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_GetResourceHandle +// +//! \code +//! DESCRIPTION: This function retrieves a driver handle to a DX10 resource +//! +//! INPUT: pDev The device on which the resource was created +//! pResource The resource for which we want to retrieve a +//! driver handle. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! OUTPUT: phObject Pointer to an NvAPI handle to be populated +//! on success +//! +//! RETURN STATUS: NVAPI_OK if and only if phObject was populated with a valid +//! driver handle +//! \endcode +//! \ingroup nsightapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_GetResourceHandle(ID3D11Device *pDev, + ID3D11Resource* pResource, + NVDX_ObjectHandle* phObject); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetFPSIndicatorState +// +//! DESCRIPTION: Display an overlay that tracks the number of times the app presents per second, or, +//! the number of frames-per-second (FPS) +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] bool Whether or not to enable the fps indicator. +//! +//! \return ::NVAPI_OK, +//! ::NVAPI_ERROR +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetFPSIndicatorState(IUnknown *pDev, NvU8 doEnable); + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_Present +// +//! DESCRIPTION: This API presents the contents of the next buffer in the sequence of back buffers +//! owned by a IDirect3DDevice9 device. +//! This Present operation supports using a SwapGroup and SwapBarrier on the SwapChain +//! that owns the back buffer to be presented. +//! +//! NOTE: NvAPI_D3D9_Present is a wrapper of the method IDirect3DDevice9::Present which +//! additionally notifies the D3D driver of the SwapChain used by the runtime for +//! presentation, thus allowing the D3D driver to apply SwapGroup and SwapBarrier +//! functionality to that SwapChain. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The IDirect3DDevice9 interface that is used to issue the Present, +//! using the following IDirect3DDevice9::Present input parameters +//! \param [in] pSwapChain Optional pointer to a IDirect3DSwapChain9 interface. If provided, the presentation is executed +//! using this interface (i.e. pSwapChain->Present()) for the given swapchain only. +//! If NULL, the presentation is executed on the device for all swapchains as in pDevice->Present() +//! \param [in] pSourceRect A pointer to a RECT structure containing the source rectangle. +//! If NULL, the entire source surface is presented. +//! \param [in] pDestRect A pointer to a RECT structure containing the destination rectangle, in window client coordinates. +//! If NULL, the entire client area is filled. +//! \param [in] hDestWindowOverride A pointer to a destination window whose client area is taken as the target for this presentation. +//! If this value is NULL, then the hWndDeviceWindow member of D3DPRESENT_PARAMTERS is taken. +//! \param [in] pDirtyRegion (IN) A pointer to a region to be presented. It must be NULL unless the swap chain was reated with +//! D3DSWAPEFFECT_COPY. If this value is non-NULL, the contained region is expressed in back buffer coordinates. +//! +//! \retval ::NVAPI_OK the Present operation was successfully executed +//! \retval ::NVAPI_D3D_DEVICE_LOST D3D device status is D3DERR_DEVICELOST or D3DERR_DEVICENOTRESET, the caller has to reset device +//! \retval ::NVAPI_DEVICE_BUSY the Present operation failed with an error other than D3DERR_DEVICELOST or D3DERR_DEVICENOTRESET +//! \retval ::NVAPI_ERROR the communication with the D3D driver failed, SwapGroup/SwapBarrier may not be possible. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//!\ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_Present(IDirect3DDevice9 *pDevice, + IDirect3DSwapChain9 *pSwapChain, + const RECT *pSourceRect, + const RECT *pDestRect, + HWND hDestWindowOverride, + const RGNDATA *pDirtyRegion); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_QueryFrameCount +// +//! DESCRIPTION: This API queries the universal framecounter of the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the DX9 device that has access to the Quadro-Sync device +//! \param [out] pFrameCount The caller provides the storage space where the framecount is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK *pFrameCount populated with framecount value. +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_QueryFrameCount(IDirect3DDevice9 *pDevice, + NvU32 *pFrameCount); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_ResetFrameCount +// +//! DESCRIPTION: This API resets the universal framecounter on the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the DX9 device that has access to the Quadro-Sync device +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK framecounter has been reset +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_ResetFrameCount(IDirect3DDevice9 *pDevice); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_QueryMaxSwapGroup +// +//! DESCRIPTION: This API queries the number of supported SwapGroups and SwapBarriers in the graphics system. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [out] pMaxGroups The caller provides the storage space where the number of available SwapGroups is stored. +//! \param [out] pMaxBarriers The caller provides the storage space where the number of available SwapBarriers is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the number of SwapGroups and SwapBarriers has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_QueryMaxSwapGroup(IDirect3DDevice9 *pDevice, + NvU32 *pMaxGroups, + NvU32 *pMaxBarriers); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_QuerySwapGroup +// +//! DESCRIPTION: This API queries the current SwapGroup and SwapBarrier that a SwapChain of a specific client device is bound to. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [in] pSwapChain The caller provides the IDirect3DSwapChain9 interface as a handle to the SwapChain +//! that belongs to the swapgroup client device +//! \param [out] pSwapGroup The caller provides the storage space where the current SwapGroup is stored. +//! \param [out] pSwapBarrier The caller provides the storage space where the current SwapBarrier is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the current SwapGroup and SwapBarrier has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_QuerySwapGroup(IDirect3DDevice9 *pDevice, + IDirect3DSwapChain9 *pSwapChain, + NvU32 *pSwapGroup, + NvU32 *pSwapBarrier); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_JoinSwapGroup +// +//! DESCRIPTION: This API causes the SwapChain of a SwapGroup client to join or leave the specified SwapGroup. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [in] pSwapChain The caller provides the IDirect3DSwapChain9 interface as a handle to the SwapChain +//! that belongs to the swapgroup client device +//! \param [in] group The caller specifies the SwapGroup which the SwapChain should join. +//! - If the value of group is zero, the SwapChain leaves the SwapGroup. +//! - The SwapChain joins a SwapGroup if the SwapGroup number is a positive integer less than or +//! equal to the maximum number of SwapGroups queried by NvAPI_SwapGroup_QueryMaxSwapGroup. +//! \param [in] blocking The caller specifies that a presentation of this SwapChain should return immediately or block +//! until all members of the SwapGroup are ready and the presentation was actually executed. +//! A boolean value of false means the Present operation returns immediately and a value of true +//! means the Present operation is blocking. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapChain joined/left the SwapGroup accordingly +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_JoinSwapGroup(IDirect3DDevice9 *pDevice, + IDirect3DSwapChain9 *pSwapChain, + NvU32 group, + BOOL blocking); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_BindSwapBarrier +// +//! DESCRIPTION: This API causes a SwapGroup to be bound to or released from the specified SwapBarrier. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [in] group The caller specifies the SwapGroup to be bound to the SwapBarrier. +//! \param [in] barrier The caller specifies the SwapBarrier that the SwapGroup should be bound to. +//! - If the value of barrier is zero, the SwapGroup will be released from the SwapBarrier. +//! - The SwapGroup will be bound to the SwapBarrier if the value of barrier is a positive +//! integer less than or equal to the maximum number of SwapBarriers queried by NvAPI_SwapGroup_QueryMaxSwapGroup. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapGroup is bound to or released from the specified SwapBarrier +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_BindSwapBarrier(IDirect3DDevice9 *pDevice, + NvU32 group, + NvU32 barrier); +#endif //if defined(_D3D9_H_) + +//! \ingroup dx +typedef enum +{ + NVAPI_VSYNC_DEFAULT, //!< Fall back to the default settings + NVAPI_VSYNC_OFF, //!< Force vertical sync off when performance is more important than image quality and for benchmarking" + NVAPI_VSYNC_ON, //!< Force vertical sync on when image quality is more important than performance + NVAPI_VSYNC_ADAPTIVE, //!< Select adaptive to turn vertical sync on or off based on the frame rate. + //! Vertical sync will only be on for frame rates above the monitor refresh rate. + NVAPI_VSYNC_ADAPTIVE_HALF_REFRESH_RATE //!< + +} NVAPI_VSYNC_MODE; + + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetVerticalSyncMode +// +//! DESCRIPTION: This API set the vertical sync mode for the given device context. +//! +//! \param [in] pDevice The caller provides the device and can be either IDirect3DDevice9 or ID3D10Device or ID3D10Device1 or ID3D11Device. +//! \param [in] vsyncMode The caller specifies the NVAPI_VSYNC_MODE to be set. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetVerticalSyncMode(__in IUnknown *pDevice, __in NVAPI_VSYNC_MODE vsyncMode); + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_Present +// +//! DESCRIPTION: Presents the contents of the next buffer in the sequence of back buffers +//! owned by a D3D device. +//! This Present operation supports using a SwapGroup and SwapBarrier on the SwapChain +//! that owns the back buffer to be presented. +//! +//! NOTE: NvAPI_D3D1x_Present is a wrapper of the method IDXGISwapChain::Present which +//! additionally notifies the D3D driver of the SwapChain used by the runtime for +//! presentation, thus allowing the D3D driver to apply SwapGroup and SwapBarrier +//! functionality to that SwapChain. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The D3D device interface that is used to issue the Present operation, +//! using the following IDirect3DDevice9::Present input parameters. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] pSwapChain The IDXGISwapChain interface that is intended to present +//! \param [in] SyncInterval An integer that specifies the how to synchronize presentation of a frame with the vertical blank. +//! Values are: +//! - 0: The presentation occurs immediately, there is no synchronization. +//! - 1,2,3,4 : Synchronize presentation after the n'th vertical blank. +//! \param [in] Flags An integer value that contains swap-chain presentation options as defined in DXGI_PRESENT. +//! +//! \retval ::NVAPI_OK the Present operation was successfully executed +//! \retval ::NVAPI_DEVICE_BUSY the Present operation failed with an error DXGI_ERROR_DEVICE_RESET or DXGI_ERROR_DEVICE_REMOVED, +// DXGI_STATUS_OCCLUDED, or D3DDDIERR_DEVICEREMOVED. +//! \retval ::NVAPI_ERROR the communication with the D3D driver failed, SwapGroup/SwapBarrier may not be possible. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_Present(IUnknown *pDevice, + IDXGISwapChain *pSwapChain, + UINT SyncInterval, + UINT Flags); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_QueryFrameCount +// +//! DESCRIPTION: This API queries the universal framecounter of the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the D3D device that has access to the Quadro-Sync device, +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [out] pFrameCount The caller provides the storage space where the framecount is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK *pFrameCount populated with framecount value. +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_QueryFrameCount(IUnknown *pDevice, + NvU32 *pFrameCount); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_ResetFrameCount +// +//! DESCRIPTION: This API resets the universal framecounter on the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the D3D device that has access to the Quadro-Sync device, +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK framecounter has been reset +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT pDevice arg passed in is invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_ResetFrameCount(IUnknown *pDevice); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_QueryMaxSwapGroup +// +//! DESCRIPTION: This API queries the number of supported SwapGroups and SwapBarriers in the graphics system. +//! +//! \param [in] pDevice The caller provides the D3D device that is intended to use SwapGroup functionality. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [out] pMaxGroups The caller provides the storage space where the number of available SwapGroups is stored. +//! \param [out] pMaxBarriers The caller provides the storage space where the number of available SwapBarriers is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the number of SwapGroups and SwapBarriers has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_QueryMaxSwapGroup(IUnknown *pDevice, + NvU32 *pMaxGroups, + NvU32 *pMaxBarriers); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_QuerySwapGroup +// +//! DESCRIPTION: This API queries the current SwapGroup and SwapBarrier that a SwapChain of a specific client device is bound to. +//! +//! \param [in] pDevice The caller provides the D3D device that owns the SwapChain used as a SwapGroup client. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] pSwapChain The IDXGISwapChain interface that is used as the SwapGroup client. +//! +//! \param [out] pSwapGroup The caller provides the storage space where the current SwapGroup is stored. +//! \param [out] pSwapBarrier The caller provides the storage space where the current SwapBarrier is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the current SwapGroup and SwapBarrier has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_QuerySwapGroup(IUnknown *pDevice, + IDXGISwapChain *pSwapChain, + NvU32 *pSwapGroup, + NvU32 *pSwapBarrier); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_JoinSwapGroup +// +//! DESCRIPTION: This API causes the SwapChain of a SwapGroup client to join or leave the specified SwapGroup. +//! +//! \param [in] pDevice The caller provides the D3D device that owns the SwapChain used as a SwapGroup client. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] pSwapChain The IDXGISwapChain interface that is used as the SwapGroup client. +//! \param [in] group The caller specifies the SwapGroup which the SwapChain should join. +//! - If the value of group is zero, the SwapChain leaves the SwapGroup. +//! - The SwapChain joins a SwapGroup if the SwapGroup number is a positive integer less than or +//! equal to the maximum number of SwapGroups queried by NvAPI_SwapGroup_QueryMaxSwapGroup. +//! \param [in] blocking The caller specifies that a presentation of this SwapChain should return immediately or block +//! until all members of the SwapGroup are ready and the presentation was actually executed. +//! A boolean value of false means the Present operation returns immediately and a value of true +//! means the Present operation is blocking. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapChain joined/left the SwapGroup accordingly +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_JoinSwapGroup(IUnknown *pDevice, + IDXGISwapChain *pSwapChain, + NvU32 group, + BOOL blocking); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_BindSwapBarrier +// +//! DESCRIPTION: This API causes a SwapGroup to be bound to or released from the specified SwapBarrier. +//! +//! \param [in] pDevice The caller provides the D3D device that owns the SwapChain used as a SwapGroup client. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] group The caller specifies the SwapGroup to be bound to the SwapBarrier. +//! \param [in] barrier The caller specifies the SwapBarrier that the SwapGroup should be bound to. +//! - If the value of barrier is zero, the SwapGroup releases the SwapBarrier. +//! - The SwapGroup will be bound to the SwapBarrier if the value of barrier is a positive +//! integer less than or equal to the maximum number of SwapBarriers queried by NvAPI_D3D1x_QueryMaxSwapGroup. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapGroup is bound to the specified SwapBarrier +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_BindSwapBarrier(IUnknown *pDevice, + NvU32 group, + NvU32 barrier); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QueryPresentBarrierSupport +// +//! DESCRIPTION: This API returns if presentBarrier feature is supported on the specified device. +//! +//! \since Release: 470 +//! +//! \param [in] pDevice The ID3D12Device device which owns the SwapChain as a PresentBarrier client. +//! \param [out] pSupported Pointer to a boolean returning true if supported, false otherwise. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_QueryPresentBarrierSupport(__in ID3D12Device *pDevice, __out bool *pSupported); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreatePresentBarrierClient +// +//! DESCRIPTION: This API returns an NvPresentBarrierClientHandle handle, which +//! owns the swapchain to be synchronized through PresentBarrier. +//! This handle is used in other PresentBarrier functions. +//! +//! \since Release: 470 +//! +//! \param [in] pDevice The ID3D12Device device which owns the SwapChain as a PresentBarrier client. +//! \param [in] pSwapChain The IDXGISwapChain interface that presentBarrier is operated on. +//! \param [OUT] pPresentBarrierClient Pointer to an NvPresentBarrierClientHandle handle created by the driver +//! on success. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreatePresentBarrierClient(__in ID3D12Device *pDevice, + __in IDXGISwapChain *pSwapChain, + __out NvPresentBarrierClientHandle *pPresentBarrierClient); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RegisterPresentBarrierResources +// +//! DESCRIPTION: This API registers scanout resources of a presentBarrier client +//! to the presentBarrier, and a fence object which is used for +//! presentBarrier synchronization. Once the registration has completed +//! successfully, it is not allowed to add additional resources, i.e. the +//! number of back buffers and fence object are not allowed to be +//! changed. However, application must call this function whenever the +//! back buffers are changed, e.g. ResizeBuffers() is called. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient The NvPresentBarrierClientHandle client handle that owns the resources. +//! \param [in] pFence An ID3D12Fence object created by the application and used for present +//! synchronization through presentBarrier. Application must wait on this +//! fence to ensure the scanout resources are ready for use in the next +//! rendering loop. The fence is only signaled by the driver and must not +//! be signaled through any other queue command. The fence value must be +//! monotonically increasing on every present call, and tracked by the +//! application. +//! \param [in] ppResources An array of ID3D12Resource to be synchronized through presentBarrier, and +//! the size is specified by numResources. +//! \param [in] numResources The number of ID3D12Resource elements in ppResources. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \return ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \return ::NVAPI_INVALID_ARGUMENT an invalid number of resources was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RegisterPresentBarrierResources(__in NvPresentBarrierClientHandle presentBarrierClient, + __in ID3D12Fence *pFence, + __in ID3D12Resource **ppResources, + __in NvU32 numResources); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DestroyPresentBarrierClient +// +//! DESCRIPTION: This API destroys a presentBarrier client, and must be called +//! after client leaves presentBarrier to avoid memory leak. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxx_CreatedPresentBarrierClient +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DestroyPresentBarrierClient(__in NvPresentBarrierClientHandle presentBarrierClient); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +typedef struct _NV_JOIN_PRESENT_BARRIER_PARAMS +{ + NvU32 dwVersion; //!< Must be NV_JOIN_PRESENT_BARRIER_PARAMS_VER1 +} NV_JOIN_PRESENT_BARRIER_PARAMS; + +//! Macro for constructing the version field of ::NV_JOIN_PRESENT_BARRIER_PARAMS +#define NV_JOIN_PRESENT_BARRIER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_JOIN_PRESENT_BARRIER_PARAMS, 1) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_JoinPresentBarrier +// +//! DESCRIPTION: This API adds a registered PresentBarrier client to the presentBarrier. +//! If the call suceeds, image present of the registered scanout resources +//! from this client is under the synchronization of presentBarrier. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxx_CreatedPresentBarrierClient +//! \param [in] pParams Parameters to joining presentBarrier. +//! +//! \retval ::NVAPI_OK the call succeeded +//! \retval ::NVAPI_ERROR the call failed +//! \retval ::NVAPI_NO_IMPLEMENTATION the interface is not implemented +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION the version of data structure is not correct +//! \retval ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \retval ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument (probably NULL) +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_JoinPresentBarrier(__in NvPresentBarrierClientHandle presentBarrierClient, __in NV_JOIN_PRESENT_BARRIER_PARAMS *pParams); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_LeavePresentBarrier +// +//! DESCRIPTION: This API removes a registered client from presentBarrier. If this +//! client does not join presentBarrier, this function does nothing. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxxx_CreatePresentBarrierClient. +//! +//! \retval ::NVAPI_OK the call succeeded +//! \retval ::NVAPI_ERROR the call failed +//! \retval ::NVAPI_NO_IMPLEMENTATION the interface is not implemented +//! \retval ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_LeavePresentBarrier(__in NvPresentBarrierClientHandle presentBarrierClient); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) + +#define NV_PRESENT_BARRIER_FRAME_STATICS_VER1 MAKE_NVAPI_VERSION(NV_PRESENT_BARRIER_FRAME_STATISTICS,1) + +typedef enum _NV_PRESENT_BARRIER_SYNC_MODE +{ + PRESENT_BARRIER_NOT_JOINED = 0x00000000, //!< The client hasn't joined presentBarrier + PRESENT_BARRIER_SYNC_CLIENT = 0x00000001, //!< The client joined the presentBarrier, but is not synchronized with + //! any other presentBarrier clients. This happens if the back buffers + //! of this client are composited instead of being flipped out to screen + PRESENT_BARRIER_SYNC_SYSTEM = 0x00000002, //!< The client joined the presentBarrier, and is synchronized with other + //! presentBarrier clients within the system + PRESENT_BARRIER_SYNC_CLUSTER = 0x00000003, //!< The client joined the presentBarrier, and is synchronized with other + //! clients within the system and across systems through QSync devices +} NV_PRESENT_BARRIER_SYNC_MODE; + +typedef struct _NV_PRESENT_BARRIER_FRAME_STATISTICS +{ + NvU32 dwVersion; //!< Must be NV_PRESENT_BARRIER_FRAME_STATICS_VER1 + NV_PRESENT_BARRIER_SYNC_MODE SyncMode; //!< The presentBarrier mode of this client from last present call + NvU32 PresentCount; //!< The total count of times that a frame has been presented from this + //! client after it joined presentBarrier successfully. + NvU32 PresentInSyncCount; //!< The total count of times that a frame has been presented from this + //! client and that has happened since the returned SyncMode is + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + //! If the returned SyncMode is any other mode, this value is 0. + //! This count is set back to 0 in case the SyncMode switches away from + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + NvU32 FlipInSyncCount; //!< The total count of flips from this client since the returned SyncMode + //! is PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + //! If the returned SyncMode is any other mode, this value is 0. + //! This count is set back to 0 in case the SyncMode switches away from + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + NvU32 RefreshCount; //!< The total count of v-blanks since the returned SyncMode of this client + //! is PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + //! If the returned SyncMode is any other mode, this value is 0. + //! This count is set back to 0 in case the SyncMode switches away from + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. +} NV_PRESENT_BARRIER_FRAME_STATISTICS; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_QueryPresentBarrierFrameStatistics +// +//! DESCRIPTION: This API returns the presentBarrier frame statistics of last +//! present call from this client. If the client did not join +//! presentBarrier, the SyncMode is returned as PRESENT_BARRIER_NOT_JOINED, +//! and all other fields are reset. Driver does not retain any +//! presentBarrier info of the client once it leaves presentBarrier. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxxx_CreatePresentBarrierClient. +//! \param [out] pFrameStats Pointer to NV_PRESENT_BARRIER_FRAME_STATISTICS structure about presentBarrier statistics. +//! +//! \retval ::NVAPI_OK the call succeeded +//! \retval ::NVAPI_ERROR the call failed +//! \retval ::NVAPI_NO_IMPLEMENTATION the interface is not implemented +//! \retval ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \retval ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument (probably NULL) +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION invalid version of frameStatistics params +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_QueryPresentBarrierFrameStatistics(__in NvPresentBarrierClientHandle presentBarrierClient, + __out NV_PRESENT_BARRIER_FRAME_STATISTICS *pFrameStats); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateDDisplayPresentBarrierClient +// +//! DESCRIPTION: This API returns an NvPresentBarrierClientHandle handle. +//! +//! \since Release: 510 +//! +//! \param [in] pDevice The ID3D12Device device which executes the rendering commands of this PresentBarrier +//! client. It must be created on the same adapter as DisplayDevice. +//! \param [in] sourceId The adapter-relative identifier for the DisplaySource obtained from DisplaySource.SourceId(). +//! \param [OUT] pPresentBarrierClient Pointer to an NvPresentBarrierClientHandle handle created by the driver on success. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \return ::NVAPI_INVALID_HANDLE the input displaySource handle is not owned by the process +//! \return ::NVAPI_NOT_SUPPORTED PresentBarrier featue is not supported on this configuration +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreateDDisplayPresentBarrierClient(__in ID3D12Device *pDevice, __in NvU32 sourceId, __out NvPresentBarrierClientHandle *pPresentBarrierClient); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__) || defined(__d3d12_h__)) + +enum NVAPI_QUAD_FILLMODE +{ + NVAPI_QUAD_FILLMODE_DISABLED = 0, + NVAPI_QUAD_FILLMODE_BBOX = 1, + NVAPI_QUAD_FILLMODE_FULL_VIEWPORT = 2, +}; + +#endif //defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +typedef struct NvAPI_D3D11_RASTERIZER_DESC_EX +{ + // D3D11_RASTERIZER_DESC member variables + D3D11_FILL_MODE FillMode; + D3D11_CULL_MODE CullMode; + BOOL FrontCounterClockwise; + INT DepthBias; + FLOAT DepthBiasClamp; + FLOAT SlopeScaledDepthBias; + BOOL DepthClipEnable; + BOOL ScissorEnable; + BOOL MultisampleEnable; + BOOL AntialiasedLineEnable; + + // NvAPI_D3D11_RASTERIZER_DESC_EX specific member variables + NvU32 ForcedSampleCount; //1 it needs to match N, in non-TIR it needs to match RT sample count. Ignored if ForcePerSampleInterlock is set + NvU8 SamplePositionsX[16]; // 1 && (pDesc->MiscFlags&D3D11_RESOURCE_MISC_TILED) +//! \param [in] pInitialData A pointer to an array of D3D11_SUBRESOURCE_DATA structures that describe subresources for the 2D texture resource. +//! \param [out] ppTexture2D A pointer to a buffer that receives a pointer to a ID3D11Texture2D interface for the created texture. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateTiledTexture2DArray(__in ID3D11Device *pDevice, + __in const D3D11_TEXTURE2D_DESC *pDesc, + __in const D3D11_SUBRESOURCE_DATA *pInitialData, + __out ID3D11Texture2D **ppTexture2D); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) + +typedef enum _NV_D3D11_FEATURE +{ + NV_D3D11_FEATURE_RASTERIZER, +} NV_D3D11_FEATURE; + +typedef struct _NV_D3D11_FEATURE_DATA_RASTERIZER_SUPPORT +{ + BOOL TargetIndependentRasterWithDepth; + BOOL ProgrammableSamplePositions; + BOOL InterleavedSampling; + BOOL ConservativeRaster; + BOOL PostZCoverage; + BOOL CoverageToColor; +} NV_D3D11_FEATURE_DATA_RASTERIZER_SUPPORT; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CheckFeatureSupport +// +//! DESCRIPTION: This function gets information about the features that are supported by the current graphics driver. +//! +//! +//! +//! \param [in] pDevice The device on which to query for support. +//! \param [in] Feature A member of the NvAPI_D3D11_FEATURE enumerated type that describes which feature to query for suppor. +//! \param [in] pFeatureSupportData Upon completion of the method, the passed structure is filled with data that describes the feature support. +//! \param [out] FeatureSupportDataSize The size of the structure passed to the pFeatureSupportData parameter. +//! +//! \since Release: 410 +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! \retval :: Returns NVAPI_OK if successful; returns NVAPI_INVALID_ARGUMENT if an unsupported data type is passed to the pFeatureSupportData parameter +//! or a size mismatch is detected for the FeatureSupportDataSize parameter; +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CheckFeatureSupport(__in ID3D11Device *pDevice, + __in NV_D3D11_FEATURE Feature, + __out void *pFeatureSupportData, + __in UINT FeatureSupportDataSize); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateImplicitMSAATexture2D +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_CreateImplicitMSAATexture2D is a simple wrapper of ID3D11Device::CreateTexture2D +//! which allows to create multisampled 2D texture that is exposed to DX runtime as non-multisampled texture. +//! +//! \param [in] pDevice Current d3d device +//! \param [in] pDesc A pointer to a D3D11_TEXTURE2D_DESC structure that describes a 2D texture resource. +//! To create a typeless resource that can be interpreted at runtime into different, +//! compatible formats, specify a typeless format in the texture description. +//! To generatemipmap levels automatically, set the number of mipmap levels to 0. +//! SampleDesc.SampleCount specifies actual resource sample count, while D3D runtime object +//! sees resource as non-multisampled. +//! +//! \param [out] ppTexture2D A pointer to a buffer that receives a pointer to a ID3D11Texture2D interface for the +//! created texture. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateImplicitMSAATexture2D(__in ID3D11Device *pDevice, + __in const D3D11_TEXTURE2D_DESC *pDesc, + __out ID3D11Texture2D **ppTexture2D); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateImplicitMSAATexture2D +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D12_CreateCommittedImplicitMSAATexture2D is a simple wrapper of ID3D12Device::CreateCommittedResource +//! which allows to create multisampled 2D texture that is exposed to DX runtime as non-multisampled texture. +//! +//! \param [in] pDevice Current d3d device +//! \param [in] pDesc A pointer to a D3D12_RESOURCE_DESC structure that describes a 2D texture resource. +//! To create a typeless resource that can be interpreted at runtime into different, +//! compatible formats, specify a typeless format in the texture description. +//! To generatemipmap levels automatically, set the number of mipmap levels to 0. +//! SampleDesc.SampleCount specifies actual resource sample count, while D3D runtime object +//! sees resource as non-multisampled. +//! \param [in] pHeapProperties, HeapFlags, InitialResourceState, pOptimizedClearValue, riidResource See D3D12 docs +//! +//! \param [out] ppResource Same ID3D12Device::CreateCommittedResource +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreateCommittedImplicitMSAATexture2D( + __in ID3D12Device* pDevice, + __in const D3D12_HEAP_PROPERTIES *pHeapProperties, + D3D12_HEAP_FLAGS HeapFlags, + __in const D3D12_RESOURCE_DESC *pDesc, + D3D12_RESOURCE_STATES InitialResourceState, + __in_opt const D3D12_CLEAR_VALUE *pOptimizedClearValue, + REFIID riidResource, + __out void **ppvResource); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +//! SUPPORTED OS: Windows 10 and higher +//! + +//! \ingroup dx +//! Valid modes for NvAPI_D3D11_ResolveSubresourceRegion() and NvAPI_D3D12_ResolveSubresourceRegion +typedef enum _NV_RESOLVE_MODE { + NV_RESOLVE_MODE_SAMPLE_0, +} NV_RESOLVE_MODE; + +#if defined (__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_ResolveSubresourceRegion +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_ResolveSubresourceRegion is D3D11 an analog of D3D12 ResolveSubresourceRegion. +//! +//! \param [in] pDstResource Destination resource. Must be a created with the D3D11_USAGE_DEFAULT flag and be single-sampled. +//! \param [in] DstSubresource A zero-based index, that identifies the destination subresource. Use D3D11CalcSubresource to calculate the index. +//! \param [in] DstX The X coordinate of the left-most edge of the destination region. +//! The width of the destination region is the same as the width of the source rect. +//! +//! \param [in] DstY The Y coordinate of the top-most edge of the destination region. +//! The height of the destination region is the same as the height of the source rect. +//! +//! \param [in] pSrcResource Source resource. Must be multisampled. +//! \param [in] SrcSubresource The source subresource of the source resource. +//! \param [in] pSrcRect Specifies the rectangular region of the source resource to be resolved. +//! Passing NULL for pSrcRect specifies that the entire subresource is to be resolved. +//! +//! \param [in] Format A DXGI_FORMAT that indicates how the multisampled resource will be resolved to a single-sampled resource. +//! \param [in] ResolveMode Specifies the operation used to resolve the source samples. NV_RESOLVE_MODE_SAMPLE_0 is the only supported mode. +//! NV_RESOLVE_MODE_SAMPLE_0 outputs sample 0 and discards all other samples. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_ResolveSubresourceRegion( + __in ID3D11Device *pDevice, + __in ID3D11Texture2D *pDstResource, + __in UINT DstSubresource, + __in UINT DstX, + __in UINT DstY, + __in ID3D11Texture2D *pSrcResource, + __in UINT SrcSubresource, + __in_opt const RECT *pSrcRect, + __in DXGI_FORMAT Format, + __in NV_RESOLVE_MODE ResolveMode); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_ResolveSubresourceRegion +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D12_ResolveSubresourceRegion is D3D11 an analog of D3D12 ResolveSubresourceRegion. +//! +//! \param [in] pDstResource Destination resource. Must be a created with the D3D11_USAGE_DEFAULT flag and be single-sampled. +//! \param [in] DstSubresource A zero-based index, that identifies the destination subresource. Use D3D11CalcSubresource to calculate the index. +//! \param [in] DstX The X coordinate of the left-most edge of the destination region. +//! The width of the destination region is the same as the width of the source rect. +//! +//! \param [in] DstY The Y coordinate of the top-most edge of the destination region. +//! The height of the destination region is the same as the height of the source rect. +//! +//! \param [in] pSrcResource Source resource. Must be multisampled. +//! \param [in] SrcSubresource The source subresource of the source resource. +//! \param [in] pSrcRect Specifies the rectangular region of the source resource to be resolved. +//! Passing NULL for pSrcRect specifies that the entire subresource is to be resolved. +//! +//! \param [in] Format A DXGI_FORMAT that indicates how the multisampled resource will be resolved to a single-sampled resource. +//! \param [in] ResolveMode Specifies the operation used to resolve the source samples. NV_RESOLVE_MODE_SAMPLE_0 is the only supported mode. +//! NV_RESOLVE_MODE_SAMPLE_0 outputs sample 0 and discards all other samples. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_ResolveSubresourceRegion( + __in ID3D12GraphicsCommandList1*pCommandList, + __in ID3D12Resource *pDstResource, + __in UINT DstSubresource, + __in UINT DstX, + __in UINT DstY, + __in ID3D12Resource *pSrcResource, + __in UINT SrcSubresource, + __in_opt RECT *pSrcRect, + __in DXGI_FORMAT Format, + __in NV_RESOLVE_MODE ResolveMode); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_TiledTexture2DArrayGetDesc +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_TiledTexture2DArrayGetDesc is an simple wrapper of ID3D11Texture2D::GetDesc +//! when pTiledTexture2DArray is created with NvAPI_D3D11_CreateTiledTexture2DArray. +//! Runtime doesn't know the created resource is actually a tiled resource. +//! So calling ID3D11Texture2D::GetDesc will get a desc without D3D11_RESOURCE_MISC_TILED in MiscFlags. +//! This wrapper API just adds D3D11_RESOURCE_MISC_TILED back. +//! +//! \param [in] pTiledTexture2DArray Pointer of tiled texture2D array to get resource desc from. +//! \param [out] pDesc Pointer to a resource description. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_TiledTexture2DArrayGetDesc(__in ID3D11Texture2D *pTiledTexture2DArray, + __out D3D11_TEXTURE2D_DESC *pDesc); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_UpdateTileMappings +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_UpdateTileMappings is an extension of ID3D11DeviceContext2::UpdateTileMappings. +//! It allows pTiledResource to be a resource created with NvAPI_D3D11_CreateTiledTexture2DArray, and should be used only in such case. +//! +//! \param [in] pDeviceContext Must be Immediate DeviceContext. +//! \param [in] pTiledResource A pointer to the tiled texture 2D array resource created by NvAPI_D3D11_CreateTiledTexture2DArray. +//! \param [in] NumTiledResourceRegions The number of tiled resource regions. +//! \param [in] pTiledResourceRegionStartCoordinates An array of D3D11_TILED_RESOURCE_COORDINATE structures that describe the starting coordinates of the tiled resource regions. Cannot be NULL. +//! \param [in] pTiledResourceRegionSizes An array of D3D11_TILE_REGION_SIZE structures that describe the sizes of the tiled resource regions. Cannot be NULL. +//! \param [in] pTilePool A pointer to the tile pool. This resource should be created by standard API. +//! \param [in] NumRanges The number of tile-pool ranges. +//! \param [in] pRangeFlags An array of D3D11_TILE_RANGE_FLAG values that describe each tile-pool range. +//! \param [in] pTilePoolStartOffsets An array of offsets into the tile pool. These are 0-based tile offsets, counting in tiles (not bytes). +//! \param [in] pRangeTileCounts An array of values that specify the number of tiles in each tile-pool range. +//! \param [in] Flags A combination of D3D11_TILE_MAPPING_FLAGS values that are combined by using a bitwise OR operation. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_UpdateTileMappings( + __in ID3D11DeviceContext2 *pDeviceContext, + __in ID3D11Resource *pTiledResource, + __in UINT NumTiledResourceRegions, + __in const D3D11_TILED_RESOURCE_COORDINATE *pTiledResourceRegionStartCoordinates, + __in const D3D11_TILE_REGION_SIZE *pTiledResourceRegionSizes, + __in ID3D11Buffer *pTilePool, + __in UINT NumRanges, + __in const UINT *pRangeFlags, + __in const UINT *pTilePoolStartOffsets, + __in const UINT *pRangeTileCounts, + __in UINT Flags); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CopyTileMappings +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_CopyTileMappings is an extension of ID3D11DeviceContext2::CopyTileMappings +//! It allows pDestTiledResource or pSourceTiledResource or both to be created with NvAPI_D3D11_CreateTiledTexture2DArray. +//! It should be used only in such case. +//! +//! \param [in] pDeviceContext Must be Immediate DeviceContext. +//! \param [in] pDestTiledResource Tiled resource created by NvAPI_D3D11_CreateTiledTexture2DArray to copy tile mappings into. +//! \param [in] pDestRegionStartCoordinate A pointer to a D3D11_TILED_RESOURCE_COORDINATE structure that describes the starting coordinates of the destination tiled resource. +//! \param [in] pSourceTiledResource Tiled resource created by NvAPI_D3D11_CreateTiledTexture2DArray to copy tile mappings from. +//! \param [in] pSourceRegionStartCoordinate A pointer to a D3D11_TILED_RESOURCE_COORDINATE structure that describes the starting coordinates of the source tiled resource. +//! \param [in] pTileRegionSize A pointer to a D3D11_TILE_REGION_SIZE structure that describes the size of the tiled region. +//! \param [in] Flags A combination of D3D11_TILE_MAPPING_FLAGS values that are combined by using a bitwise OR operation. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CopyTileMappings( + __in ID3D11DeviceContext *pDeviceContext, + __in ID3D11Resource *pDestTiledResource, + __in const D3D11_TILED_RESOURCE_COORDINATE *pDestRegionStartCoordinate, + __in ID3D11Resource *pSourceTiledResource, + __in const D3D11_TILED_RESOURCE_COORDINATE *pSourceRegionStartCoordinate, + __in const D3D11_TILE_REGION_SIZE *pTileRegionSize, + __in UINT Flags); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_TiledResourceBarrier +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_TiledResourceBarrier is an extension of ID3D11DeviceContext2::TiledResourceBarrier, but only works on ID3D11Resource(no support for ID3D11View). +//! If pTiledResourceAccessBeforeBarrier or pTiledResourceAccessAfterBarrier or both are created by NvAPI_D3D11_CreateTiledTexture2DArray, +//! NvAPI_D3D11_TiledResourceBarrier must be used instead of ID3D11DeviceContext2::TiledResourceBarrier. +//! +//! \param [in] pDeviceContext Must be Immediate DeviceContext. +//! \param [in] pTiledResourceAccessBeforeBarrier Access operations on this resource must complete before the access operations on the object that pTiledResourceAccessAfterBarrier specifies. +//! \param [in] pTiledResourceAccessAfterBarrier Access operations on this resource must begin after the access operations on the object that pTiledResourceAccessBeforeBarrier specifies. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_TiledResourceBarrier( + __in ID3D11DeviceContext *pDeviceContext, + __in ID3D11Resource *pTiledResourceAccessBeforeBarrier, + __in ID3D11Resource *pTiledResourceAccessAfterBarrier); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA +// +//! \code +//! DESCRIPTION: This function allows creating (aliasing) a non-MSAA Texture2D object using the same memory as the given multi-sampled +//! texture (pInputTex). The surface created would be bloated in width and height but it will have SampleCount = 1 +//! For 2X MSAA: OutTex.Width = InputTex.Width * 2, outTex.Height = InputTex.Height +//! For 4X MSAA: OutTex.Width = InputTex.Width * 2, outTex.Height = InputTex.Height * 2 +//! For 8X MSAA: OutTex.Width = InputTex.Width * 4, outTex.Height = InputTex.Height * 2 +//! Only textures SampleQuality = 0 can be aliased as Non MSAA +//! The app should ensure that original texture is released only after the aliased copy is released. +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \param [in] pDevice current d3d device +//! \param [in] pInputTex The MultiSampled Texture2D resource that is being aliased +//! \param [out] ppOutTex The aliased non AA copy MultiSampled Texture2D resource +//! +//! +//! \return :: NVAPI_OK if the call succeeds. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA(__in ID3D11Device *pDevice, + __in ID3D11Texture2D *pInputTex, + __out ID3D11Texture2D **ppOutTex); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) +typedef UINT NvAPI_D3D11_SWIZZLE_MODE; + +typedef enum _NV_SWIZZLE_MODE +{ + NV_SWIZZLE_POS_X = 0, + NV_SWIZZLE_NEG_X = 1, + NV_SWIZZLE_POS_Y = 2, + NV_SWIZZLE_NEG_Y = 3, + NV_SWIZZLE_POS_Z = 4, + NV_SWIZZLE_NEG_Z = 5, + NV_SWIZZLE_POS_W = 6, + NV_SWIZZLE_NEG_W = 7 +}NV_SWIZZLE_MODE; + +typedef enum _NV_SWIZZLE_OFFSET +{ + NV_SWIZZLE_OFFSET_X = 0, + NV_SWIZZLE_OFFSET_Y = 4, + NV_SWIZZLE_OFFSET_Z = 8, + NV_SWIZZLE_OFFSET_W = 12 +}NV_SWIZZLE_OFFSET; + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) +#define NV_CUSTOM_SEMANTIC_MAX_LIMIT 32 + +typedef enum NV_CUSTOM_SEMANTIC_TYPE +{ + NV_NONE_SEMANTIC = 0, + NV_X_RIGHT_SEMANTIC = 1, + NV_VIEWPORT_MASK_SEMANTIC = 2, + NV_XYZW_RIGHT_SEMANTIC = 3, + NV_VIEWPORT_MASK_2_SEMANTIC = 4, + + NV_POSITION_SEMANTIC = 5, + NV_CLIP_DISTANCE_0_SEMANTIC = 6, // MultiView can accept upto two vec4 values. So the application should not use + NV_CLIP_DISTANCE_1_SEMANTIC = 7, // more than 2 of the below Clip / Cull semantics in a single shader. + NV_CULL_DISTANCE_0_SEMANTIC = 8, + NV_CULL_DISTANCE_1_SEMANTIC = 9, + NV_GENERIC_ATTRIBUTE_SEMANTIC = 10, + + NV_PACKED_EYE_INDEX_SEMANTIC = 17, + NV_CUSTOM_SEMANTIC_MAX = NV_CUSTOM_SEMANTIC_MAX_LIMIT, +} NV_CUSTOM_SEMANTIC_TYPE; + +typedef struct _NV_CUSTOM_SEMANTIC +{ + UINT version; // NV_CUSTOM_SEMANTIC_VERSION + + NV_CUSTOM_SEMANTIC_TYPE NVCustomSemanticType; // type of custom semantic (NV_CUSTOM_SEMANTIC_TYPE) + NvAPI_LongString NVCustomSemanticNameString; // name of custom semantic e.g. "NV_X_RIGHT", "NV_VIEWPORT_MASK" + BOOL RegisterSpecified; // (optional) set to TRUE to explicitly provide register number and mask as below + NvU32 RegisterNum; // (optional) output register which has the custom semantic. + NvU32 RegisterMask; // (optional) output register component mask which has the custom semantic (X:1, Y:2, Z:4) + NvU32 Reserved; // reserved +} NV_CUSTOM_SEMANTIC; + +#define NV_CUSTOM_SEMANTIC_VERSION MAKE_NVAPI_VERSION(NV_CUSTOM_SEMANTIC, 1) + +#endif //defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +typedef struct NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5 +{ + UINT version; + + BOOL UseViewportMask; + BOOL OffsetRtIndexByVpIndex; + BOOL ForceFastGS; + BOOL DontUseViewportOrder; + BOOL UseAttributeSkipMask; + BOOL UseCoordinateSwizzle; + NvAPI_D3D11_SWIZZLE_MODE *pCoordinateSwizzling; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL ConvertToFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5; + +typedef NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5 NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX; +#define NVAPI_D3D11_CREATEGEOMETRYSHADEREX_2_VER_5 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5, 5) +#define NVAPI_D3D11_CREATEGEOMETRYSHADEREX_2_VERSION NVAPI_D3D11_CREATEGEOMETRYSHADEREX_2_VER_5 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateGeometryShaderEx +// +//! \fn NvAPI_D3D11_CreateGeometryShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of geometry shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateGeometryShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter is UseViewportMask which is to tell the driver to create a shader +//! that outputs a viewport mask instead when a viewport index is indicated. +//! Outputting a viewport mask allows a single primitive to land on many different viewports +//! as specified by the bits set in the mask, rather than to rely on a single number that tells it +//! which unique viewport it would be drawn on. +//! This can be used for example in conjunction with the setting of coordinates swizzling (see XXX_NVAPI function) +//! to generates multiple adjacent views of the same primitive in a more efficient fashion +//! (outputting the primitive only once). +//! +//! This function is free-threaded create compatible i.e. it can be called from a different +//! thread than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled geometry shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] UseViewportMask Set to FALSE for custom semantic shaders. Tell the driver to create a shader that outputs the viewport mask in lieu of the viewport index. See above description. +//! \param [in] OffsetRtIndexByVpIndex Set to FALSE for custom semantic shaders. The Rendertarget index is offset by the viewport index +//! \param [in] ForceFastGS If TRUE, GS must be written with maxvertexcount(1) and must pass-through input vertex 0 to the output without modification +//! \param [in] DontUseViewportOrder Default FALSE for Primitives batched per viewport to improve performance. Set TRUE for API order (slow). +//! \param [in] UseAttributeSkipMask reserved +//! \param [in] UseCoordinateSwizzle reserved +//! \param [in] pCoordinateSwizzling reserved +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] ConvertToFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppGeometryShader Address of a pointer to a ID3D11GeometryShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateGeometryShaderEx_2(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX *pCreateGeometryShaderExArgs, + __out ID3D11GeometryShader **ppGeometryShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC +} NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V1; + +typedef struct NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved +} NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2; + +typedef struct NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V3 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V3; + +typedef NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V3 NvAPI_D3D11_CREATE_VERTEX_SHADER_EX; +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V1, 1) +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2, 2) +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_3 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2, 3) +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VERSION NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_3 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateVertexShaderEx +// +//! \fn NvAPI_D3D11_CreateVertexShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of vertex shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateVertexShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled vertex shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] UseWithFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppVertexShader Address of a pointer to a ID3D11VertexShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateVertexShaderEx(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_VERTEX_SHADER_EX *pCreateVertexShaderExArgs, + __out ID3D11VertexShader **ppVertexShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved +} NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1; + +typedef struct NvAPI_D3D11_CREATE_HULL_SHADER_EX_V2 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_HULL_SHADER_EX_V2; + +typedef NvAPI_D3D11_CREATE_HULL_SHADER_EX_V2 NvAPI_D3D11_CREATE_HULL_SHADER_EX; +#define NVAPI_D3D11_CREATEHULLSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1, 1) +#define NVAPI_D3D11_CREATEHULLSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1, 2) +#define NVAPI_D3D11_CREATEHULLSHADEREX_VERSION NVAPI_D3D11_CREATEHULLSHADEREX_VER_2 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateHullShaderEx +// +//! \fn NvAPI_D3D11_CreateHullShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of hull shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateHullShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled hull shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] UseWithFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppHullShader Address of a pointer to a ID3D11HullShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateHullShaderEx(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_HULL_SHADER_EX *pCreateHullShaderExArgs, + __out ID3D11HullShader **ppHullShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC +} NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V1; + +typedef struct NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V2 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved +} NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V2; + +typedef struct NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3; + +typedef NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3 NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX; +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V1, 1) +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V2, 2) +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_3 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3, 3) +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VERSION NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_3 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateDomainShaderEx +// +//! \fn NvAPI_D3D11_CreateDomainShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of domain shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateDomainShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled domain shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] UseWithFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppDomainShader Address of a pointer to a ID3D11DomainShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateDomainShaderEx(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX *pCreateDomainShaderExArgs, + __out ID3D11DomainShader **ppDomainShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC +} NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V1; + +#define NVAPI_D3D11_CREATEPIXELSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V1, 1) + +typedef struct NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2 +{ + UINT version; // Always use NVAPI_D3D11_CREATEPIXELSHADEREX_VERSION + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + NvU32 bEnableSuperSamplingPredicationForVRS : 1; // This enables sampling within a pixel for SuperSampling mode of Variable Rate Shading for relevant attributes tagged with "sample" modifier + NvU32 bEnableSuperSamplingPredicationForVRSAllAttributes : 1; // This enables sampling within a pixel for SuperSampling mode of Variable Rate Shading for all relevant attributes + NvU32 reserved : 30; // Reserved for further use +} NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2; + +typedef NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2 NvAPI_D3D11_CREATE_PIXEL_SHADER_EX; +#define NVAPI_D3D11_CREATEPIXELSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2, 2) +#define NVAPI_D3D11_CREATEPIXELSHADEREX_VERSION NVAPI_D3D11_CREATEPIXELSHADEREX_VER_2 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreatePixelShaderEx_2 +// +//! \fn NvAPI_D3D11_CreatePixelShaderEx_2 +//! +//! DESCRIPTION: This function allows us to extend the creation of pixel shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreatePixelShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled domain shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [out] ppPixelShader Address of a pointer to a ID3D11PixelShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreatePixelShaderEx_2(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_PIXEL_SHADER_EX *pCreatePixelShaderExArgs, + __out ID3D11PixelShader **ppPixelShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +typedef enum _NV_FASTGS_FLAGS +{ + NV_FASTGS_USE_VIEWPORT_MASK = 0x01, // Causes SV_ViewportArrayIndex value to be interpreted as a bitmask of viewports to broadcast to. + NV_FASTGS_OFFSET_RT_INDEX_BY_VP_INDEX = 0x02, // Causes SV_RenderTargetArrayIndex value to be offset by the viewport index when broadcasting. + NV_FASTGS_STRICT_API_ORDER = 0x04, // Causes broadcast primitives to be rendered strictly in API order (slow). + // By default, primitives may be batched per viewport to improve performance. +} NV_FASTGS_FLAGS; + +#endif //defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +struct NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC_V1 +{ + NvU32 version; // ALWAYS == NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER + NvU32 flags; // A combination of flags from NV_FASTGS_FLAGS + NvAPI_D3D11_SWIZZLE_MODE *pCoordinateSwizzling; // [optional] Array of 16 coordinate swizzle modes, one per viewport. NULL if not used. + // The output x, y, z, and w coordinates of all vertices can be set to any of the coordinates or their + // negated versions i.e. {x, y, z, w, -x, -y, -z, -w}. Coordinates are swizzled before any viewport + // operation occurs i.e. before frustum clipping, scaling, and viewport clipping. And after + // last of vertex/tesselation/geometry shader stage, stream-out and viewport broadcast expansion (see NV_FASTGS_USE_VIEWPORT_MASK) + // pCoordinateSwizzling[i] sets the swizzle-mode of each component for viewport i. + // See NV_SWIZZLE_MODE for values of allowed swizzle modes. + // See NV_SWIZZLE_OFFSET for bit offset from where NV_SWIZZLE_MODE to be set for each component. + // For example : + // 1. To set swizzle for viewport 0 such that - w and z are unchanged and values of x and y are swapped : + // pCoordinateSwizzling[0] = (NV_SWIZZLE_POS_W << NV_SWIZZLE_OFFSET_W) | + // (NV_SWIZZLE_POS_Z << NV_SWIZZLE_OFFSET_Z) | + // (NV_SWIZZLE_POS_X << NV_SWIZZLE_OFFSET_Y) | + // (NV_SWIZZLE_POS_Y << NV_SWIZZLE_OFFSET_X); + // 2. To set swizzle for viewport 0 such that - w, z and y are unchanged and value of x is negated : + // pCoordinateSwizzling[0] = (NV_SWIZZLE_POS_W << NV_SWIZZLE_OFFSET_W) | + // (NV_SWIZZLE_POS_Z << NV_SWIZZLE_OFFSET_Z) | + // (NV_SWIZZLE_POS_Y << NV_SWIZZLE_OFFSET_Y) | + // (NV_SWIZZLE_NEG_X << NV_SWIZZLE_OFFSET_X); + // Need to set some valid combination of swizzle-modes for all viewports, irrespective of whether that viewport is set. + // Invalid swizzle-mode for any viewport (even if that viewport is not set) may result in removal of device. +}; + +#define NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC_V1, 1) +#define NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER1 + +typedef NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC_V1 NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC; + +//////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateFastGeometryShaderExplicit +// +//! \fn NvAPI_D3D11_CreateFastGeometryShaderExplicit +//! +//! DESCRIPTION: This function will create a fast geometry shader written using an "explicit" +//! coding style, rather than converting a standard GS. For the explicit coding +//! style, the GS must be written with maxvertexcount(1), and must pass-through +//! input vertex 0 to the output without modification. +//! +//! Additional per-primitive outputs may also be computed and written to the single +//! output vertex. If these outputs are read by the pixel shader, they must be +//! declared with the "nointerpolation" attribute in the PS input signature; +//! otherwise, visual corruption may occur. Also, unlike D3D API, there is no guarantee +//! that pixel shader will get the default value of an attribute if that attribute is not written +//! by the earlier shader stage in the pipeline. +//! +//! The first four parameters are identical to ID3D11Device::CreateGeometryShader(), +//! so please refer to its documentation for their usage. +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled geometry shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] pCreateFastGSArgs A pointer to a NvAPI_D3D11_CREATE_FASTGS_EXPLICIT struct. +//! \param [out] ppGeometryShader Address of a pointer to a ID3D11GeometryShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +//////////////////////////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateFastGeometryShaderExplicit(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC *pCreateFastGSArgs, + __out ID3D11GeometryShader **ppGeometryShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) +//////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateFastGeometryShader +// +//! \fn NvAPI_D3D11_CreateFastGeometryShader +//! +//! DESCRIPTION: This function will convert a regular geometry shader into a fast GS variant if possible. +//! It will not do any validation regarding the compatibility of the resulting fast GS with any +//! Pixel shader. The validation has to be done by the application manually. +//! +//! The parameters are identical to ID3D11Device::CreateGeometryShader() +//! so please refer to its documentation for their usage. +//! +//! If the shader is too complex or is not in adequate form to be converted to fast GS +//! this function will simply fail. You should then call ID3D11Device::CreateGeometryShader() +//! to create the regular geometry shader. +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled geometry shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [out] ppGeometryShader Address of a pointer to a ID3D11GeometryShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateFastGeometryShader(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __out ID3D11GeometryShader **ppGeometryShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_DecompressView +// +//! \code +//! DESCRIPTION: This function is used to decompress a surface using the currently bound programmable sample positions. +//! +//! This is needed: +//! - When writing to a surface in a region previously rendered by different sample positions and no clear was done. +//! - When reading a surface in a shader that was rendered using non-standard sample positions. +//! - When copying from a surface that was rendered using non-standard sample positions. +//! +//! \param [in] pDevice Current d3d11 device +//! \param [in] pDeviceContext Current d3d11 device context +//! \param [in] pView Current view to decompress +//! +//! +//! \return ::NVAPI_OK if the call succeeds. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_DecompressView(__in ID3D11Device* pDevice, __in ID3D11DeviceContext *pDeviceContext, __in ID3D11View* pView); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) + +//! Enum for CreatePSO extensions. +//! \ingroup dx +//! constant 5 is assigned to two members of this enum becuase the first member name contains a typo: EXTNENSION. Please use the correctly-spelled enumerator. +typedef enum _NV_PSO_EXTENSION +{ + NV_PSO_RASTER_EXTENSION = 0, + NV_PSO_REQUEST_FASTGS_EXTENSION = 1, + NV_PSO_GEOMETRY_SHADER_EXTENSION = 2, + NV_PSO_ENABLE_DEPTH_BOUND_TEST_EXTENSION = 3, + NV_PSO_EXPLICIT_FASTGS_EXTENSION = 4, + NV_PSO_SET_SHADER_EXTNENSION_SLOT_AND_SPACE = 5, + NV_PSO_SET_SHADER_EXTENSION_SLOT_AND_SPACE = 5, + NV_PSO_VERTEX_SHADER_EXTENSION = 6, + NV_PSO_DOMAIN_SHADER_EXTENSION = 7, + NV_PSO_HULL_SHADER_EXTENSION = 9, +}NV_PSO_EXTENSION; + +struct NVAPI_D3D12_PSO_EXTENSION_DESC_V1 +{ + NvU32 baseVersion; //1 it needs to match N, in non-TIR it needs to match RT sample count. Ignored if ForcePerSampleInterlock is set + NvU8 SamplePositionsX[16]; //= 201103L + +#define compile_time_assert(b) static_assert((b), "Compile time assertion failed: "#b) + +enum NV_META_COMMAND_TENSOR_DATA_TYPE : NvU64 +{ + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT32, + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT16, + NV_META_COMMAND_TENSOR_DATA_TYPE_UINT32, + + NV_META_COMMAND_TENSOR_DATA_TYPE_COUNT, +}; + + +enum NV_META_COMMAND_TENSOR_LAYOUT : NvU64 +{ + NV_META_COMMAND_TENSOR_LAYOUT_UNKNOWN, // opaque HW-native layout + NV_META_COMMAND_TENSOR_LAYOUT_STANDARD, // NCDHW - planar / row major layout (width is inner-most dimension, batch-size N is the outermost) + NV_META_COMMAND_TENSOR_LAYOUT_COUNT, +}; + +enum NV_META_COMMAND_TENSOR_FLAGS : NvU64 +{ + NV_META_COMMAND_TENSOR_FLAG_NONE = 0, + NV_META_COMMAND_TENSOR_FLAG_DATA_STATIC = 0x1, // data pointed by the tensor is static (i.e, won't be modified after command list recording) +}; + +enum NV_META_COMMAND_PRECISION : NvU64 +{ + NV_META_COMMAND_PRECISION_FLOAT32, + NV_META_COMMAND_PRECISION_FLOAT16, + NV_META_COMMAND_PRECISION_MUL_FLOAT16_ADD_FLOAT32, + + NV_META_COMMAND_PRECISION_COUNT, +}; + +struct NV_META_COMMAND_TENSOR_DESC +{ + NV_META_COMMAND_TENSOR_DATA_TYPE DataType; + NV_META_COMMAND_TENSOR_LAYOUT Layout; + NV_META_COMMAND_TENSOR_FLAGS Flags; + NvU64 DimensionCount; // 4 or 5 + NvU64 Size[NV_META_COMMAND_MAX_TENSOR_DIM]; + NvU64 Stride[NV_META_COMMAND_MAX_TENSOR_DIM]; // only used with NV_META_COMMAND_TENSOR_LAYOUT_STANDARD +}; + +enum NV_META_COMMAND_ACTIVATION_FUNCTION : NvU64 +{ + NV_META_COMMAND_ACTIVATION_FUNCTION_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARDMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARD_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_IDENTITY, + NV_META_COMMAND_ACTIVATION_FUNCTION_LEAKY_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_LINEAR, + NV_META_COMMAND_ACTIVATION_FUNCTION_LOG_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETERIZED_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETRIC_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTSIGN, + NV_META_COMMAND_ACTIVATION_FUNCTION_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_THRESHOLDED_RELU, + + NV_META_COMMAND_ACTIVATION_FUNCTION_COUNT, +}; + +struct NV_META_COMMAND_ACTIVATION_DESC +{ + NV_META_COMMAND_ACTIVATION_FUNCTION Function; + float Params[NV_META_COMMAND_ACTIVATION_MAX_PARAMS]; +}; + +#else + +#define compile_time_assert(b) typedef char compile_time_assertion_failed_in_line_##__LINE__[(b)?1:-1] + +enum NV_META_COMMAND_TENSOR_DATA_TYPE +{ + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT32, + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT16, + NV_META_COMMAND_TENSOR_DATA_TYPE_UINT32, + + NV_META_COMMAND_TENSOR_DATA_TYPE_COUNT, +}; + + +enum NV_META_COMMAND_TENSOR_LAYOUT +{ + NV_META_COMMAND_TENSOR_LAYOUT_UNKNOWN, // opaque HW-native layout + NV_META_COMMAND_TENSOR_LAYOUT_STANDARD, // NCDHW - planar / row major layout (width is inner-most dimension, batch-size N is the outermost) + NV_META_COMMAND_TENSOR_LAYOUT_COUNT, +}; + +enum NV_META_COMMAND_TENSOR_FLAGS +{ + NV_META_COMMAND_TENSOR_FLAG_NONE = 0, + NV_META_COMMAND_TENSOR_FLAG_DATA_STATIC = 0x1, // data pointed by the tensor is static (i.e, won't be modified after command list recording) +}; + +enum NV_META_COMMAND_PRECISION +{ + NV_META_COMMAND_PRECISION_FLOAT32, + NV_META_COMMAND_PRECISION_FLOAT16, + NV_META_COMMAND_PRECISION_MUL_FLOAT16_ADD_FLOAT32, + + NV_META_COMMAND_PRECISION_COUNT, +}; + +struct NV_META_COMMAND_TENSOR_DESC +{ + NvU64 DataType; // NV_META_COMMAND_TENSOR_DATA_TYPE + NvU64 Layout; // NV_META_COMMAND_TENSOR_LAYOUT + NvU64 Flags; // NV_META_COMMAND_TENSOR_FLAGS + NvU64 DimensionCount; // 4 or 5 + NvU64 Size[NV_META_COMMAND_MAX_TENSOR_DIM]; + NvU64 Stride[NV_META_COMMAND_MAX_TENSOR_DIM]; // only used with NV_META_COMMAND_TENSOR_LAYOUT_STANDARD +}; + +enum NV_META_COMMAND_ACTIVATION_FUNCTION +{ + NV_META_COMMAND_ACTIVATION_FUNCTION_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARDMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARD_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_IDENTITY, + NV_META_COMMAND_ACTIVATION_FUNCTION_LEAKY_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_LINEAR, + NV_META_COMMAND_ACTIVATION_FUNCTION_LOG_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETERIZED_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETRIC_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTSIGN, + NV_META_COMMAND_ACTIVATION_FUNCTION_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_THRESHOLDED_RELU, + + NV_META_COMMAND_ACTIVATION_FUNCTION_COUNT, +}; + +struct NV_META_COMMAND_ACTIVATION_DESC +{ + NvU64 Function; // NV_META_COMMAND_ACTIVATION_FUNCTION + float Params[NV_META_COMMAND_ACTIVATION_MAX_PARAMS]; +}; + +#endif + +struct NV_META_COMMAND_OPTIONAL_TENSOR_DESC : NV_META_COMMAND_TENSOR_DESC +{ + // true when the tensor isn't needed (e.g, bias is optional) + NV_META_COMMAND_BOOL IsNull; +}; + + +struct NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC : NV_META_COMMAND_ACTIVATION_DESC +{ + // true when activation isn't needed + NV_META_COMMAND_BOOL IsNull; +}; + + +enum NV_META_COMMAND_PADDING_MODE +{ + NV_META_COMMAND_PADDING_ZEROS, + NV_META_COMMAND_PADDING_MIRROR, + NV_META_COMMAND_PADDING_CLAMP, + NV_META_COMMAND_PADDING_CONSTANT, + + NV_META_COMMAND_PADDING_COUNT, +}; + +struct NV_META_COMMAND_PADDING_DESC +{ + NV_META_COMMAND_PADDING_MODE Mode; + + // used with NV_META_COMMAND_PADDING_CONSTANT + float ConstantPadVal; +}; + +// use this enum to query resource sizes using GetRequiredParameterResourceSize() call +enum NV_META_COMMAND_RESOURCE_TYPE +{ + NV_META_COMMAND_RESOURCE_TYPE_INPUT = 0, + NV_META_COMMAND_RESOURCE_TYPE_OUTPUT = 1, + + NV_META_COMMAND_RESOURCE_TYPE_FILTER = 2, + NV_META_COMMAND_RESOURCE_TYPE_WEIGHT = 2, + NV_META_COMMAND_RESOURCE_TYPE_BIAS = 3, + + NV_META_COMMAND_RESOURCE_TYPE_MATRIX_A = 0, + NV_META_COMMAND_RESOURCE_TYPE_MATRIX_B = 2, + NV_META_COMMAND_RESOURCE_TYPE_MATRIX_C = 3, + + NV_META_COMMAND_RESOURCE_TYPE_PERSISTENT = 4, + NV_META_COMMAND_RESOURCE_TYPE_TEMPORARY = 5, +}; + + +// Extended version of convolution operation that performs: +// +// y = act ( alpha1 * conv(x) + alpha2 * z + bias ) +// +// alpha1 and alpha2 are either scalars or if PerChannelScaling is TRUE, they are vectors of +// same dimension as the bias tensor (vector of size equal to number of output channels) +// +// z (SkipConnectionResource) has same dimension as output tensor y (OutputResource). + +static const GUID MetaCommand_ConvolutionEx = +{ 0xa7666f1e, 0x9c55, 0x47ee, { 0x9e, 0xb3, 0xe1, 0x62, 0x0, 0x92, 0xd1, 0xe9 } }; + +#define NV_META_COMMAND_NUM_SPATIAL_DIM 3 +// D, H, W when DimensionCount is 3 +// H, W when DimensionCount is 2 + + +#if __cplusplus >= 201103L +enum NV_META_COMMAND_CONVOLUTION_DIRECTION : NvU64 +{ + NV_META_COMMAND_CONVOLUTION_DIRECTION_FORWARD, // Corresponds to regular Convolution + NV_META_COMMAND_CONVOLUTION_DIRECTION_BACKWARD, // Corresponds to ConvolutionTranspose + + NV_META_COMMAND_CONVOLUTION_DIRECTION_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_MODE : NvU64 +{ + NV_META_COMMAND_CONVOLUTION_MODE_CONVOLUTION, + NV_META_COMMAND_CONVOLUTION_MODE_CROSS_CORRELATION, + + NV_META_COMMAND_CONVOLUTION_MODE_COUNT, +}; + +struct NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC +{ + // Descriptor of the input tensor + NV_META_COMMAND_TENSOR_DESC DescIn; + + // Descriptor of the tensor acting as the filter kernel + NV_META_COMMAND_TENSOR_DESC DescFilter; + + // Descriptor of the optional bias tensor + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescBias; + + // Descriptor of the output tensor + NV_META_COMMAND_TENSOR_DESC DescOut; + + // Convolution mode (CROSS_CORRELATION or CONVOLUTION) + NV_META_COMMAND_CONVOLUTION_MODE Mode; + + // Convolution direction (FORWARD or BACKWARD) + NV_META_COMMAND_CONVOLUTION_DIRECTION Direction; + + // Precision at which convolution is done + NV_META_COMMAND_PRECISION Precision; + + // Optional activation function + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; + + // Padding mode (only used when output tensor dimensions are different from input tensor dimensions) + NV_META_COMMAND_PADDING_DESC Padding; + + // enables per channel scaling i.e, use Alpha1Resource and Alpha2Resource + // instead of Alpha1 and Alpha2 below + NV_META_COMMAND_BOOL PerChannelScaling; + + // scaling factors used when PerChannelScaling is FALSE + // set Alpha1 = 1.0f, Alpha2 = 0.0f for simple convolutions + // that don't need scaling or skip connection + float Alpha1; + float Alpha2; + + // Strides for the filter kernel position + NvU64 Stride[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // The distance per dimension between elements that are multiplied + NvU64 Dilation[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the start of each dimension + NvU64 StartPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the end of each dimension + NvU64 EndPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Number of dimensions to which convolution occurs (2 or 3) + NvU64 DimensionCount; + + // Number of channel groups convolved independently + NvU64 GroupCount; +}; + +#else + +enum NV_META_COMMAND_CONVOLUTION_DIRECTION +{ + NV_META_COMMAND_CONVOLUTION_DIRECTION_FORWARD, // Corresponds to regular Convolution + NV_META_COMMAND_CONVOLUTION_DIRECTION_BACKWARD, // Corresponds to ConvolutionTranspose + + NV_META_COMMAND_CONVOLUTION_DIRECTION_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_MODE +{ + NV_META_COMMAND_CONVOLUTION_MODE_CONVOLUTION, + NV_META_COMMAND_CONVOLUTION_MODE_CROSS_CORRELATION, + + NV_META_COMMAND_CONVOLUTION_MODE_COUNT, +}; + +struct NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC +{ + // Descriptor of the input tensor + NV_META_COMMAND_TENSOR_DESC DescIn; + + // Descriptor of the tensor acting as the filter kernel + NV_META_COMMAND_TENSOR_DESC DescFilter; + + // Descriptor of the optional bias tensor + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescBias; + + // Descriptor of the output tensor + NV_META_COMMAND_TENSOR_DESC DescOut; + + // Convolution mode (CROSS_CORRELATION or CONVOLUTION) + NvU64 Mode; // NV_META_COMMAND_CONVOLUTION_MODE + + // Convolution direction (FORWARD or BACKWARD) + NvU64 Direction; // NV_META_COMMAND_CONVOLUTION_DIRECTION + + // Precision at which convolution is done + NvU64 Precision; // NV_META_COMMAND_PRECISION + + // Optional activation function + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; + + // Padding mode (only used when output tensor dimensions are different from input tensor dimensions) + NV_META_COMMAND_PADDING_DESC Padding; + + // enables per channel scaling i.e, use Alpha1Resource and Alpha2Resource + // instead of Alpha1 and Alpha2 below + NV_META_COMMAND_BOOL PerChannelScaling; + + // scaling factors used when PerChannelScaling is FALSE + // set Alpha1 = 1.0f, Alpha2 = 0.0f for simple convolutions + // that don't need scaling or skip connection + float Alpha1; + float Alpha2; + + // Strides for the filter kernel position + NvU64 Stride[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // The distance per dimension between elements that are multiplied + NvU64 Dilation[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the start of each dimension + NvU64 StartPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the end of each dimension + NvU64 EndPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Number of dimensions to which convolution occurs (2 or 3) + NvU64 DimensionCount; + + // Number of channel groups convolved independently + NvU64 GroupCount; +}; +#endif + + +// Fused Convolution variants + +// supported combinations right now are: +// - Convolution + Max Pooling (also optionally outputs pre-pool data) +// - 2x2 upsample + (optional) residual add + Convolution +// +// other combinations may be exposed in future + +static const GUID MetaCommand_ConvolutionExFused = +{ 0xe1b112eb, 0xdecd, 0x4ff6,{ 0x85, 0xbb, 0x1f, 0xe, 0x3a, 0xb0, 0x4, 0x14 } }; + + +enum NV_META_COMMAND_CONVOLUTION_POOL_MODE +{ + NV_META_COMMAND_CONVOLUTION_POOL_MODE_NONE, + NV_META_COMMAND_CONVOLUTION_POOL_MODE_REDUCTION_MAX, + NV_META_COMMAND_CONVOLUTION_POOL_MODE_REDUCTION_AVG, + NV_META_COMMAND_CONVOLUTION_POOL_MODE_REDUCTION_MIN, + + NV_META_COMMAND_CONVOLUTION_POOL_MODE_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE +{ + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_NONE, + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_REPLICATE, + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_BILINEAR, + + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_SKIP_MODE +{ + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_NONE, + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_ADD, + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_CONCAT, + + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_COUNT, +}; + +struct NV_META_COMMAND_CONVOLUTION_FUSE_DESC +{ + NV_META_COMMAND_CONVOLUTION_POOL_MODE PoolMode; + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE UpsampleMode; + NV_META_COMMAND_CONVOLUTION_SKIP_MODE SkipMode; + + NV_META_COMMAND_BOOL OutputPrepool; // used with NV_META_COMMAND_CONVOLUTION_POOL_MODE +}; + +// uses same structures for init and execute descriptors +// SkipConnectionResource is used to specify the resource for pre-pool data or residual add +struct NV_META_COMMAND_CREATE_CONVOLUTION_EX_FUSED_DESC : NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC +{ + NV_META_COMMAND_CONVOLUTION_FUSE_DESC FuseDesc; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_META_COMMAND_TENSOR_DESC) == 112); +compile_time_assert(sizeof(NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC) == 640); +compile_time_assert(sizeof(NV_META_COMMAND_CONVOLUTION_FUSE_DESC) == 20); +compile_time_assert(sizeof(NV_META_COMMAND_CREATE_CONVOLUTION_EX_FUSED_DESC) == 660); + + +// GEMM (General matrix multiply) +// +// Y = alpha * t(A) * t(B) + beta * C, +// +// where t is a matrix transform option +// +// If C is null, and beta is non-zero, the output +// matrix is used as C matrix. i.e, the operation performed is: +// Y = alpha * t(A) * t(B) + beta * Y +// +static const GUID MetaCommand_Gemm = + { 0x8f9ff059, 0xfe72, 0x488e, { 0xa0, 0x66, 0xb1, 0x4e, 0x79, 0x48, 0xec, 0x8 } }; + +#if __cplusplus >= 201103L + +enum NV_META_COMMAND_MATRIX_TRANSFORM : NvU64 +{ + NV_META_COMMAND_MATRIX_TRANSFORM_NONE, + NV_META_COMMAND_MATRIX_TRANSFORM_TRANSPOSE, + + NV_META_COMMAND_MATRIX_TRANSFORM_COUNT, +}; + +struct NV_META_COMMAND_CREATE_GEMM_DESC +{ + NV_META_COMMAND_TENSOR_DESC DescA; + NV_META_COMMAND_TENSOR_DESC DescB; + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescC; + NV_META_COMMAND_TENSOR_DESC DescOut; + NV_META_COMMAND_PRECISION Precision; + + NV_META_COMMAND_MATRIX_TRANSFORM TransA; + NV_META_COMMAND_MATRIX_TRANSFORM TransB; + float Alpha; + float Beta; + + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; +}; + +#else + +enum NV_META_COMMAND_MATRIX_TRANSFORM +{ + NV_META_COMMAND_MATRIX_TRANSFORM_NONE, + NV_META_COMMAND_MATRIX_TRANSFORM_TRANSPOSE, + + NV_META_COMMAND_MATRIX_TRANSFORM_COUNT, +}; + +struct NV_META_COMMAND_CREATE_GEMM_DESC +{ + NV_META_COMMAND_TENSOR_DESC DescA; + NV_META_COMMAND_TENSOR_DESC DescB; + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescC; + NV_META_COMMAND_TENSOR_DESC DescOut; + NvU64 Precision; // NV_META_COMMAND_PRECISION + + NvU64 TransA; // NV_META_COMMAND_MATRIX_TRANSFORM + NvU64 TransB; // NV_META_COMMAND_MATRIX_TRANSFORM + float Alpha; + float Beta; + + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; +}; + +#endif + + +#pragma pack(pop) + +#endif // #if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_EnumerateMetaCommands +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Enumerates MetaCommands supported on the system +//! +//! \param [in] pDevice A pointer to D3D11 device. +//! \param [in/out] pNumMetaCommands Should be non-null. When the value pointed by pNumMetaCommands is 0 (or when pDescs is NULL), the function returns number of metacommands supported. +//! When the value pointed is non-zero, the value indicates number of Metacommand descriptions to be populated in pDescs array. +//! \param [out] pDescs Pointer to array where Metacommand descriptions will be returned. Can be null to indicate that the app is querying the number of supported metacommands. +//! Otherwise should have enough space to hold *pNumMetaCommands descriptors +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_EnumerateMetaCommands(__in ID3D11Device *pDevice, + __inout NvU32 *pNumMetaCommands, + __out_ecount_opt(*pNumMetaCommands) NVAPI_META_COMMAND_DESC *pDescs); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Creates a MetaCommand object which can be used to execute optimized operations exposed by driver like convolutions. +//! +//! \param [in] pDevice A pointer to D3D11 device. +//! \param [in] CommandId GUID of the operations to perform +//! \param [in] pCreationParametersData structure containing all creation parameters for the requested Metacommand +//! \param [in] CreationParametersDataSize size of parameter data structure +//! \param [out] ppMetaCommand A pointer to memory that receives the pointer to the created MetaCommand object. +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! NVAPI_NOT_SUPPORTED - The requested Metacommand is not supported. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +#pragma pack(push, 4) +struct NV_D3D11_META_COMMAND_RESOURCE +{ + union + { + NVDX_ObjectHandle ResourceHandle; // NVAPI handle of a buffer resource (use NvAPI_D3D11_GetResourceHandle to get this handle) + NvU64 unused; // to get correct sturcutre size on 32 bit builds + }; + NvU64 Offset; // offset within the resource in bytes +}; + +struct NV_D3D11_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC +{ + // Persistent resource used as scratch space by driver + // it's written at time of init, and read at time of execute + // use GetRequiredParameterResourceSize to query its size + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; +}; + +struct NV_D3D11_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC +{ + NV_D3D11_META_COMMAND_RESOURCE InputResource; + NV_D3D11_META_COMMAND_RESOURCE FilterResource; + NV_D3D11_META_COMMAND_RESOURCE BiasResource; // optional + NV_D3D11_META_COMMAND_RESOURCE OutputResource; + + // Alpha1Resource and Alpha2Resource are used only when + // PerChannelScaling is set. Otherwise the scalars Alpha1/Alpha2 are used + // should have same dimension as bias + NV_D3D11_META_COMMAND_RESOURCE Alpha1Resource; + NV_D3D11_META_COMMAND_RESOURCE Alpha2Resource; + + // optional, same dimension/descriptor as output + NV_D3D11_META_COMMAND_RESOURCE SkipConnectionResource; + + + // should point to same memory that was specified at time of init + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; + + // temporary resource used as scratch space by driver + // used for both read and write at the time of execute + // use GetRequiredParameterResourceSize to query its size + NV_D3D11_META_COMMAND_RESOURCE TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC) == 16); +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC) == 144); + +struct NV_D3D11_META_COMMAND_INITIALIZE_GEMM_DESC +{ + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; +}; + +struct NV_D3D11_META_COMMAND_EXECUTE_GEMM_DESC +{ + NV_D3D11_META_COMMAND_RESOURCE AResource; + NV_D3D11_META_COMMAND_RESOURCE BResource; + NV_D3D11_META_COMMAND_RESOURCE CResource; + NV_D3D11_META_COMMAND_RESOURCE OutputResource; + + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; + NV_D3D11_META_COMMAND_RESOURCE TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_INITIALIZE_GEMM_DESC) == 16); +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_EXECUTE_GEMM_DESC) == 96); + + +#pragma pack(pop) + +DECLARE_INTERFACE_(__declspec(uuid("00BF193A-117B-42BC-BBCD-E964A0EA4F2B"))ID3D11NvMetaCommand_V1, IUnknown) +{ + BEGIN_INTERFACE + + // *** IUnknown methods *** + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppv) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // ** ID3D11NvMetaCommand methods *** + // Return size of parameter + STDMETHOD(GetRequiredParameterResourceSize)(THIS_ NV_META_COMMAND_RESOURCE_TYPE ResourceType, NvU64 *SizeInBytes) const PURE; + + END_INTERFACE +}; + +typedef ID3D11NvMetaCommand_V1 ID3D11NvMetaCommand; +#define ID3D11NvMetaCommand_VER1 MAKE_NVAPI_VERSION(IID3D11NvMetaCommand_V1, 1) +#define ID3D11NvMetaCommand_VER ID3D11NvMetaCommand_VER1 + +NVAPI_INTERFACE NvAPI_D3D11_CreateMetaCommand(__in ID3D11Device *pDevice, + __in REFGUID CommandId, + __in_bcount(CreationParametersDataSize) const void *pCreationParametersData, + __in NvU32 CreationParametersDataSize, + __out ID3D11NvMetaCommand **ppMetaCommand); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_InitializeMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Initializes the given MetaCommand with the parameters passed in +//! +//! \param [in] pDeviceContext A pointer to the d3d11 device context +//! \param [in] pMetaCommand the MetaCommand to initialize +//! \param [in] pInitializationParametersData Structure containing parameters +//! \param [in] InitializationParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_InitializeMetaCommand(__in ID3D11DeviceContext *pDeviceContext, + __in ID3D11NvMetaCommand *pMetaCommand, + __in_bcount(InitializationParametersDataSize) const void *pInitializationParametersData, + __in NvU32 InitializationParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_ExecuteMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Executes the given MetaCommand with the parameters passed in +//! +//! \param [in] pDeviceContext A pointer to the d3d11 device context +//! \param [in] pMetaCommand the MetaCommand to execute +//! \param [in] pExecutionParametersData Structure containing parameters +//! \param [in] ExecutionParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_ExecuteMetaCommand(__in ID3D11DeviceContext *pDeviceContext, + __in ID3D11NvMetaCommand *pMetaCommand, + __in_bcount(ExecutionParametersDataSize) const void *pExecutionParametersData, + __in NvU32 ExecutionParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EnumerateMetaCommands +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Enumerates MetaCommands supported on the system +//! +//! \param [in] pDevice A pointer to D3D12 device. +//! \param [in/out] pNumMetaCommands Should be non-null. When the value pointed by pNumMetaCommands is 0 or when pDescs is NULL, the function returns number of metacommands supported. +//! When the value pointed is non-zero, the value indicates number of Metacommand descriptions to be populated in pDescs array. +//! \param [out] pDescs Pointer to array where Metacommand descriptions will be returned. Can be null to indicate that the app is querying the number of supported metacommands. +//! Otherwise should have enough space to hold *pNumMetaCommands descriptors +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_EnumerateMetaCommands(__in ID3D12Device *pDevice, + __inout NvU32 *pNumMetaCommands, + __out_ecount_opt(*pNumMetaCommands) NVAPI_META_COMMAND_DESC *pDescs); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Creates a MetaCommand object which can be used to execute optimized operations exposed by driver like convolutions. +//! +//! \param [in] pDevice A pointer to D3D12 device. +//! \param [in] CommandId GUID of the operations to perform +//! \param [in] NodeMask GPU mask for which metacommand is to be created. Set it to 0 for single GPU systems +//! \param [in] pCreationParametersData structure containing all creation parameters for the requested Metacommand +//! \param [in] CreationParametersDataSize size of parameter data structure +//! \param [out] ppMetaCommand A pointer to memory that receives the pointer to the created MetaCommand object. +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! NVAPI_NOT_SUPPORTED - The requested Metacommand is not supported. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +#pragma pack(push, 4) +struct NV_D3D12_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC +{ + // Persistent resource used as scratch space by driver + // it's written at time of init, and read at time of execute + // use GetRequiredParameterResourceSize to query its size + D3D12_GPU_VIRTUAL_ADDRESS PersistentResource; +}; + +struct NV_D3D12_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS InputResource; + D3D12_GPU_VIRTUAL_ADDRESS FilterResource; + D3D12_GPU_VIRTUAL_ADDRESS BiasResource; // optional + D3D12_GPU_VIRTUAL_ADDRESS OutputResource; + + // Alpha1Resource and Alpha2Resource are used only when + // PerChannelScaling is set. Otherwise the scalars Alpha1/Alpha2 are used + // should have same dimension as bias + D3D12_GPU_VIRTUAL_ADDRESS Alpha1Resource; + D3D12_GPU_VIRTUAL_ADDRESS Alpha2Resource; + + // optional, same dimension/descriptor as output + D3D12_GPU_VIRTUAL_ADDRESS SkipConnectionResource; + + // should point to same memory that was specified at time of init + D3D12_GPU_VIRTUAL_ADDRESS PersistentResource; + + // temporary resource used as scratch space by driver + // both written and read at time of execute + // use GetRequiredParameterResourceSize to query its size + D3D12_GPU_VIRTUAL_ADDRESS TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC) == 8); +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC) == 72); + +struct NV_D3D12_META_COMMAND_INITIALIZE_GEMM_DESC +{ + NvU64 PersistentResource; +}; + +struct NV_D3D12_META_COMMAND_EXECUTE_GEMM_DESC +{ + NvU64 AResource; + NvU64 BResource; + NvU64 CResource; + NvU64 OutputResource; + + NvU64 PersistentResource; + NvU64 TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_INITIALIZE_GEMM_DESC) == 8); +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_EXECUTE_GEMM_DESC) == 48); + + +#pragma pack(pop) + +DECLARE_INTERFACE_(__declspec(uuid("00BF193A-117B-42BC-BBCD-E964A0EA4F2B"))ID3D12NvMetaCommand_V1, IUnknown) +{ + BEGIN_INTERFACE + + // *** IUnknown methods *** + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppv) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // ** ID3D12NvMetaCommand methods *** + // Return size of parameter + STDMETHOD(GetRequiredParameterResourceSize)(THIS_ NV_META_COMMAND_RESOURCE_TYPE ResourceType, NvU64 *SizeInBytes) const PURE; + + END_INTERFACE +}; + +typedef ID3D12NvMetaCommand_V1 ID3D12NvMetaCommand; +#define ID3D12NvMetaCommand_VER1 MAKE_NVAPI_VERSION(IID3D12NvMetaCommand_V1, 1) +#define ID3D12NvMetaCommand_VER ID3D12NvMetaCommand_VER1 + +NVAPI_INTERFACE NvAPI_D3D12_CreateMetaCommand(__in ID3D12Device *pDevice, + __in REFGUID CommandId, + __in NvU32 NodeMask, + __in_bcount(CreationParametersDataSize) const void *pCreationParametersData, + __in NvU32 CreationParametersDataSize, + __out ID3D12NvMetaCommand **ppMetaCommand); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_InitializeMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Initializes the given MetaCommand with the parameters passed in +//! +//! \param [in] pCommandList A pointer to D3D12 command list. +//! \param [in] pMetaCommand the MetaCommand to initialize +//! \param [in] pInitializationParametersData Structure containing parameters +//! \param [in] InitializationParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_InitializeMetaCommand(__in ID3D12GraphicsCommandList *pCommandlist, + __in ID3D12NvMetaCommand *pMetaCommand, + __in_bcount(InitializationParametersDataSize) const void *pInitializationParametersData, + __in NvU32 InitializationParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_ExecuteMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Executes the given MetaCommand with the parameters passed in +//! +//! \param [in] pCommandList A pointer to D3D12 command list. +//! \param [in] pMetaCommand the MetaCommand to execute +//! \param [in] pExecutionParametersData Structure containing parameters +//! \param [in] ExecutionParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_ExecuteMetaCommand(__in ID3D12GraphicsCommandList *pCommandlist, + __in ID3D12NvMetaCommand *pMetaCommand, + __in_bcount(ExecutionParametersDataSize) const void *pExecutionParametersData, + __in NvU32 ExecutionParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateCommittedResource +// +//! \since Release: 384 +// +//! \code +//! DESCRIPTION: Wrapper around ID3D12Device::CreateCommittedResource to allow creation of resources according to params provided. +//! HTEX resource is created when NV_D3D12_RESOURCE_FLAG_HTEX is set in the nvResourceFlags parameter. +//! NV_D3D12_RESOURCE_FLAG_CPUVISIBLE_VIDMEM gives driver hint to create the resource on cpu visible vidmem +//! only upload resources use this flag currently, others behave exactly as ID3D12Device::CreateCommittedResource +//! Otherwise the function behaves exactly same as regular ID3D12Device::CreateCommittedResource. +//! When NV_D3D12_RESOURCE_FLAG_HTEX is set, the texels are centered on integer coordinates and filtering +//! and LOD are calculated based on the size minus one, which then allows the edges to filter to the exact texels on the edge, +//! eliminating the border/edge filtering issue. Dimension of next mip level is CEIL(currentMipDimension/2), and size of smallest mip is 2x2. +//! Note that NV_D3D12_RESOURCE_FLAG_HTEX can't be used for shared resources. +//! Best practice: Query available space in cpu visible vidmem using NvAPI_D3D12_QueryCpuVisibleVidmem +//! before using NV_D3D12_RESOURCE_FLAG_CPUVISIBLE_VIDMEM +//! +//! \param [in] pDevice A pointer to D3D12 device. +//! \param [in] pHeapProperties A pointer to a D3D12_HEAP_PROPERTIES structure that provides properties for the resource's heap. +//! \param [in] HeapFlags Heap options, as a bitwise-OR'd combination of D3D12_HEAP_FLAGS enumeration constants. +//! \param [in] pDesc A pointer to a D3D12_RESOURCE_DESC structure that describes the resource. +//! \param [in] InitialState The initial state of the resource, as a bitwise-OR'd combination of D3D12_RESOURCE_STATES enumeration constants. +//! \param [in] pOptimizedClearValue Specifies a D3D12_CLEAR_VALUE that describes the default value for a clear color. +//! \param [in] pNVResourceParams A pointer to a structure containing additional NV specific resource creation information (see NV_D3D12_RESOURCE_FLAGS below for more info on flags) +//! \param [in] riid The globally unique identifier (GUID) for the resource interface. +//! \param [out] ppvResource A pointer to memory that receives the requested interface pointer to the created resource object. +//! ppvResource can be NULL, to enable capability testing. When ppvResource is NULL, no object will be created and pSupported +//! will be set to true when pResourceDesc is valid. +//! \param [out] pSupported optional, needed only for capability testing when ppvResource is NULL +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +typedef enum { + NV_D3D12_RESOURCE_FLAG_NONE = 0, + NV_D3D12_RESOURCE_FLAG_HTEX = 1, //!< Create HTEX texture + NV_D3D12_RESOURCE_FLAG_CPUVISIBLE_VIDMEM= 2, //!< Hint to create resource in cpuvisible vidmem +} NV_D3D12_RESOURCE_FLAGS; + +typedef struct _NV_RESOURCE_PARAMS_V1 +{ + NvU32 version; //!SetFence(dstGpu, hFence, Value); \ + pMultiGPUDevice->WaitForFence(1 << (srcGpu), hFence, Value); \ + Value++; + +#define FENCE_SYNCHRONIZATION_END(pMultiGPUDevice, hFence, Value, srcGpu, dstGpu) \ + pMultiGPUDevice->SetFence(srcGpu, hFence, Value); \ + pMultiGPUDevice->WaitForFence(1 << (dstGpu), hFence, Value); \ + Value++; + +//! PresentCompositingConfig method flags. +#define NVAPI_PRESENT_COMPOSITING_CONFIG_FLAG_USE_VIDEO_BRIDGE 0x01 +#define NVAPI_PRESENT_COMPOSITING_CONFIG_FLAG_CLEAR_OUTBANDS 0x02 +#define NVAPI_PRESENT_COMPOSITING_CONFIG_FLAG_GET_VIDEO_BRIDGE_STATUS 0x80000000 + +#define NVAPI_VIDEO_BRIDGE_STATUS_AVAILABLE 0 +#define NVAPI_VIDEO_BRIDGE_STATUS_NOT_AVAILABLE 1 +#define NVAPI_VIDEO_BRIDGE_STATUS_FAILED_ACCESS 2 +#define NVAPI_VIDEO_BRIDGE_STATUS_UNKNOWN 3 + +#define NVAPI_ALL_GPUS 0 +typedef ID3D11MultiGPUDevice_V1 ID3D11MultiGPUDevice; + +#define ID3D11MultiGPUDevice_VER1 MAKE_NVAPI_VERSION(ID3D11MultiGPUDevice_V1, 1) +#define ID3D11MultiGPUDevice_VER2 MAKE_NVAPI_VERSION(ID3D11MultiGPUDevice_V1, 2) +#define ID3D11MultiGPUDevice_VER3 MAKE_NVAPI_VERSION(ID3D11MultiGPUDevice_V1, 3) +#define ID3D11MultiGPUDevice_VER ID3D11MultiGPUDevice_VER3 + +#define ALL_GPUS 0 + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D11_CreateMultiGPUDevice(__in ID3D11Device *pDevice, __in ULONG version, __out ULONG *currentVersion, __out ID3D11MultiGPUDevice **ppD3D11MultiGPUDevice, __in UINT maxGpus=ALL_GPUS); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to query the support of Single Pass Stereo HW feature +//! \ingroup dx +typedef struct _NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1 +{ + NvU32 version; // parameter struct version + NvU32 bSinglePassStereoSupported; // Single Pass Stereo supported +} NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1; + +typedef struct _NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2 +{ + NvU32 version; // _IN_ parameter struct version + NvU32 bSinglePassStereoSupported : 1; // _OUT_ Single Pass Stereo supported + NvU32 bSinglePassStereoXYZWSupported : 1; // _OUT_ Single Pass Stereo XYZW supported + NvU32 reserved : 30; // _INOUT_ bits reserved for future use +} NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2; + +typedef NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2 NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS; +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2, 2) +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER2 + +#ifndef NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER +typedef NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1 NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS; +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER1 +#endif + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QuerySinglePassStereoSupport +// +//! DESCRIPTION: Queries the support of Single Pass Stereo feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The ID3D11Device to use. +//! \param [inout] pSinglePassStereoSupportedParams Stores value of whether Single Pass Stereo is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QuerySinglePassStereoSupport(__in IUnknown *pDevice, + __inout NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS *pQuerySinglePassStereoSupportedParams); + +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +#if defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetSinglePassStereoMode +// +//! DESCRIPTION: Set the Single Pass Stereo state +//! +//! \note Note that this is an asynchronous function and returns NVAPI_OK if all arguments are valid. +//! Returned value NVAPI_OK does not reflect that Single Pass Stereo is supported or is set in hardware. +//! One must call NvAPI_D3D_QuerySinglePassStereoSupport() to confirm that the current setup +//! supports Single Pass Stereo before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevOrContext The ID3D11Device or ID3D11DeviceContext to use. +//! \param [in] numViews Number of views to render. +//! \param [in] renderTargetIndexOffset Offset between render targets of the different views. +//! \param [in] independentViewportMaskEnable Is the independent viewport mask enabled. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetSinglePassStereoMode(__in IUnknown *pDevOrContext, __in NvU32 numViews, __in NvU32 renderTargetIndexOffset, __in NvU8 independentViewportMaskEnable); + +#endif //defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QuerySinglePassStereoSupport +// +//! DESCRIPTION: Queries the support of Single Pass Stereo feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pDevice The IDirect3DDevice12 to use. +//! \param [inout] pQuerySinglePassStereoSupportedParams Stores value of whether Single Pass Stereo is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_QuerySinglePassStereoSupport(__in ID3D12Device *pDevice, + __inout NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS *pQuerySinglePassStereoSupportedParams); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetSinglePassStereoMode +// +//! DESCRIPTION: Set the Single Pass Stereo state. +//! +//! \note Note that Single Pass Stereo state persists on a particular CommandList till it is closed. +//! The state is reset to default (disabled) for every newly created CommandList. +//! One must call NvAPI_D3D12_QuerySinglePassStereoSupport() to confirm that the current setup +//! supports Single Pass Stereo before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pCommandList The command list in which we will add push buffer commmands for enabling Single Pass Stereo feature +//! Note: Command list of type D3D12_COMMAND_LIST_TYPE_BUNDLE is not allowed for setting the state of this feature. +//! \param [in] numViews Number of views to render. +//! \param [in] RenderTargetIndexOffset Offset between render targets of the different views. +//! \param [in] IndependentViewportMaskEnable Is the independent viewport mask enabled. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_SetSinglePassStereoMode(__in ID3D12GraphicsCommandList* pCommandList, + __in NvU32 numViews, + __in NvU32 renderTargetIndexOffset, + __in NvU8 independentViewportMaskEnable); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to query the support of MultiView HW feature +//! \ingroup dx + +typedef struct _NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1 +{ + NvU32 version; // _IN_ parameter struct version + NvU32 bMultiViewSupported : 1; // _OUT_ MultiView supported (Render 4 views in a single pass) + NvU32 bSinglePassStereoSupported : 1; // _OUT_ StereoX supported (Render 2 views in a single pass) + NvU32 bSinglePassStereoXYZWSupported : 1; // _OUT_ StereoXYZW supported (Render 2 views in a single pass) + NvU32 reserved : 29; // _INOUT_ bits reserved for future use +} NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1 NV_QUERY_MULTIVIEW_SUPPORT_PARAMS; +#define NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_VER NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_VER1 +#define NV_MULTIVIEW_MAX_SUPPORTED_VIEWS 4 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QueryMultiViewSupport +// +//! DESCRIPTION: Queries the support of MultiView feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The ID3D11Device to use. +//! \param [inout] pMultiViewSupportedParams Stores value of whether MultiView is supported on current setup or not. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QueryMultiViewSupport(__in IUnknown *pDevice, + __inout NV_QUERY_MULTIVIEW_SUPPORT_PARAMS *pQueryMultiViewSupportedParams); + +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used for setting the Mode for MultiView HW Feature. +//! \ingroup dx +typedef struct _NV_MULTIVIEW_PARAMS_V1 +{ + NvU32 version; // _IN_ parameter struct version + NvU32 numViews; // _IN_ Number of views to render. + NvU32 renderTargetIndexOffset[NV_MULTIVIEW_MAX_SUPPORTED_VIEWS]; // _IN_ Offset between render targets for each of the per views. + NvU8 independentViewportMaskEnable; // _IN_ Is the independent viewport mask enabled. +} NV_MULTIVIEW_PARAMS_V1; + +typedef NV_MULTIVIEW_PARAMS_V1 NV_MULTIVIEW_PARAMS; +#define NV_MULTIVIEW_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_MULTIVIEW_PARAMS_V1, 1) +#define NV_MULTIVIEW_PARAMS_VER NV_MULTIVIEW_PARAMS_VER1 + +#if defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetMultiViewMode +// +//! DESCRIPTION: Set the MultiView state +//! +//! \note Note that this is an asynchronous function and returns NVAPI_OK if all arguments are valid. +//! Returned value NVAPI_OK does not reflect that MultiView is supported or is set in hardware. +//! One must call NvAPI_D3D_QueryMultiViewSupport() to confirm that the current setup +//! supports MultiView before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevOrContext The ID3D11Device or ID3D11DeviceContext to use. +//! \param [in] pMultiViewParams MultiView Params +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetMultiViewMode(__in IUnknown *pDevOrContext, __in NV_MULTIVIEW_PARAMS *pMultiViewParams); + +#endif //defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to query the support of Lens Matched Shading HW feature +//! \ingroup dx +typedef struct _NV_QUERY_MODIFIED_W_SUPPORT_PARAMS +{ + NvU32 version; // parameter struct version + NvU32 bModifiedWSupported; // Modified W supported +} NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_V1 NV_QUERY_MODIFIED_W_SUPPORT_PARAMS; +#define NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_VER NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QueryModifiedWSupport +// +//! DESCRIPTION: Queries the support of Modified W feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The ID3D11Device to use. +//! \param [inout] pQueryModifiedWSupportedParams Stores value of whether Modified W is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QueryModifiedWSupport(__in IUnknown *pDev, + __inout NV_QUERY_MODIFIED_W_SUPPORT_PARAMS *pQueryModifiedWSupportedParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#define NV_MODIFIED_W_MAX_VIEWPORTS 16 + +typedef struct _NV_MODIFIED_W_COEFFICIENTS +{ + float fA; // A coefficient in w' = w + Ax + By + float fB; // B coefficient in w' = w + Ax + By + float fAReserved; // reserved + float fBReserved; // reserved + + float fReserved[2]; // reserved +} NV_MODIFIED_W_COEFFICIENTS; + +typedef struct _NV_MODIFIED_W_PARAMS +{ + NvU32 version; // parameter struct version + NvU32 numEntries; // number of valid NV_MODIFIED_W_COEFFICIENTS structs in array + NV_MODIFIED_W_COEFFICIENTS modifiedWCoefficients[NV_MODIFIED_W_MAX_VIEWPORTS]; // coefficients + + NvU32 id; // reserved + NvU32 reserved[NV_MODIFIED_W_MAX_VIEWPORTS]; // reserved +} NV_MODIFIED_W_PARAMS_V1; + +typedef NV_MODIFIED_W_PARAMS_V1 NV_MODIFIED_W_PARAMS; +#define NV_MODIFIED_W_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_MODIFIED_W_PARAMS_V1, 1) +#define NV_MODIFIED_W_PARAMS_VER NV_MODIFIED_W_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetModifiedWMode +// +//! DESCRIPTION: Set the Modified W state and A,B coefficients for HW support +//! +//! \note Note that this is an asynchronous function and returns NVAPI_OK if all arguments are valid. +//! Returned value NVAPI_OK does not reflect that Modified-W is supported or is set in hardware. +//! One must call NvAPI_D3D_QueryModifiedWSupport() to confirm that the current setup +//! supports Modified-W before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevOrContext The ID3D11Device or ID3D11DeviceContext to use. +//! \param [in] psModifiedWParams Modified W parameters. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetModifiedWMode(__in IUnknown *pDevOrContext, __in NV_MODIFIED_W_PARAMS *psModifiedWParams); + +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QueryModifiedWSupport +// +//! DESCRIPTION: Queries the support of Modified-W feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pDevice The ID3D12Device Device created by application +//! \param [inout] pQueryModifiedWSupportedParams Stores value of whether Modified-W is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_QueryModifiedWSupport(__in ID3D12Device *pDevice, + __inout NV_QUERY_MODIFIED_W_SUPPORT_PARAMS *pQueryModifiedWSupportedParams); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetModifiedWMode +// +//! DESCRIPTION: Set the Modified-W state and A, B coefficients for HW support +//! +//! \note Note that Modified-W state persists on a particular CommandList till it is closed. +//! The state is reset to default (disabled) for every newly created CommandList. +//! One must call NvAPI_D3D12_QueryModifiedWSupport() to confirm that the current setup +//! supports Modified-W before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pCommandList The command list in which we will add push buffer commmands for enabling Modified-W feature +//! Note: Command list of type D3D12_COMMAND_LIST_TYPE_BUNDLE is not allowed for setting the state of this feature. +//! \param [in] pModifiedWParams Modified-W parameters. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_SetModifiedWMode(__in ID3D12GraphicsCommandList* pCommandList, + __in NV_MODIFIED_W_PARAMS *pModifiedWParams); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + + +#if defined(__cplusplus) && (defined(__d3d11_h__)) + +//! \ingroup dx +//! See NvAPI_D3D_CreateLateLatchObject +DECLARE_INTERFACE(ID3DLateLatchObject_V1) +{ + STDMETHOD_(UINT,Release) (THIS) PURE; //! Release the created LateLatch object and associated buffers. + STDMETHOD_(NvAPI_Status,Latch) (THIS_ __in IUnknown* pContext = NULL) PURE; //! Request to queue the latch operation to the GPU. + STDMETHOD_(ID3D11Buffer*,GetD3D11Buffer) (THIS_ __in UINT index = 0) PURE; //! Get ID3D11Buffer* available at the given 'index' + STDMETHOD_(UINT,GetBufferCount) (THIS) PURE; //! Returns the number of late latch buffers created for this LateLatchObject. + STDMETHOD_(NvAPI_Status,UpdateData) (THIS_ __in void **ppData) PURE; //! Fully update all LateLatch buffers with new data. + STDMETHOD_(NvAPI_Status,UpdateData) (THIS_ __in void *pData, __in size_t offset, + __in size_t size, __in UINT index = 0) PURE; //! Partially update one of the LateLatch buffers with new data. +}; + +//! \ingroup dx +//! See NvAPI_D3D_CreateLateLatchObject +typedef ID3DLateLatchObject_V1 ID3DLateLatchObject; +#define ID3DLateLatchObject_VER1 MAKE_NVAPI_VERSION(ID3DLateLatchObject_V1, 1) +#define ID3DLateLatchObject_VER ID3DLateLatchObject_VER1 + +typedef struct _NV_D3D_LATELATCH_OBJECT_DESC_V1 +{ + NvU32 version; + NvU32 numBuffers; // _IN_ Number of LateLatch buffers that the app wants to create. + D3D11_BUFFER_DESC **ppBufferDesc; // _IN_ Description of buffers + ID3DLateLatchObject **ppD3DLateLatchObject; // _Out_ Pointer to created interface +} NV_D3D_LATELATCH_OBJECT_DESC_V1; + +typedef NV_D3D_LATELATCH_OBJECT_DESC_V1 NV_D3D_LATELATCH_OBJECT_DESC; +#define NV_D3D_LATELATCH_OBJECT_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D_LATELATCH_OBJECT_DESC_V1, 1) +#define NV_D3D_LATELATCH_OBJECT_DESC_VER NV_D3D_LATELATCH_OBJECT_DESC_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_CreateLateLatchObject +// +//! DESCRIPTION: Creates a Late Latch Object interface +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 384 +//! +//! \param [in] pDevice Current ID3D11Device. +//! \param [inout] pLateLatchObjectDesc Pointer to in/out structure for late latch object creation +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D_CreateLateLatchObject(__in IUnknown *pDevice, __inout NV_D3D_LATELATCH_OBJECT_DESC* pLateLatchObjectDesc); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + + + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D_QueryLateLatchSupport +typedef struct _NV_QUERY_LATELATCH_SUPPORT_PARAMS +{ + NvU32 version; //!< (IN) Parameter structure version + NvU32 bLateLatchSupported; //!< (OUT) LateLatch supported +} NV_QUERY_LATELATCH_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_LATELATCH_SUPPORT_PARAMS_V1 NV_QUERY_LATELATCH_SUPPORT_PARAMS; +#define NV_QUERY_LATELATCH_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_LATELATCH_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_LATELATCH_SUPPORT_PARAMS_VER NV_QUERY_LATELATCH_SUPPORT_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QueryLateLatchSupport +// +//! DESCRIPTION: Queries the support of DX11 Late Latch feature on current setup. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 384 +//! +//! \param [in] pDevice Current ID3D11Device. +//! \param [inout] pQueryLateLatchSupportParams Stores value of whether Late Latch is supported on current setup or not. +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QueryLateLatchSupport(__in IUnknown *pDevice, + __inout NV_QUERY_LATELATCH_SUPPORT_PARAMS *pQueryLateLatchSupportParams); +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + + + +#if defined (__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_RegisterDevice +// +//! DESCRIPTION: Tells NvAPI about a D3D device. This must be called prior to using any DX1x +//! deferred-context calls. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The ID3D10Device or ID3D11Device to use. +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_RegisterDevice(__in IUnknown *pDev); + +#endif //if defined(__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + + + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_MultiDrawInstancedIndirect +// +//! DESCRIPTION: Extension of DrawInstancedIndirect that takes a draw count in. The effect of this function is to loop over +//! that draw count and perform the DrawInstancedIndirect operation each time, incrementing the buffer offset +//! by the supplied stride each time. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDevContext11 Pointer to D3D11 device context (IC or DC) +//! \param [in] drawCount Do DrawInstancedIndirect operation this many times +//! \param [in] *pBuffer ID3D11Buffer that contains the command parameters +//! \param [in] alignedByteOffsetForArgs Start in pBuffer of the command parameters +//! \param [in] alignedByteStrideForArgs Stride of the command parameters - must be >= 4 * sizeof(NvU32) +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_D3D_DEVICE_NOT_REGISTERED When MultiDraw is called on a deferred context, and the device has not yet +//! been registered (NvAPI_D3D_RegisterDevice), this error is returned. +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_MultiDrawInstancedIndirect(__in ID3D11DeviceContext *pDevContext11, + __in NvU32 drawCount, + __in ID3D11Buffer *pBuffer, + __in NvU32 alignedByteOffsetForArgs, + __in NvU32 alignedByteStrideForArgs); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_MultiDrawIndexedInstancedIndirect +// +//! DESCRIPTION: Extension of DrawIndexedInstancedIndirect that takes a draw count in. The effect of this function is to loop over +//! that draw count and perform the DrawIndexedInstancedIndirect operation each time, incrementing the buffer offset +//! by the supplied stride each time. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDevContext11 Pointer to D3D11 device context (IC or DC) +//! \param [in] drawCount Do DrawIndexedInstancedIndirect operation this many times +//! \param [in] *pBuffer ID3D11Buffer that contains the command parameters +//! \param [in] alignedByteOffsetForArgs Start in pBuffer of the command parameters +//! \param [in] alignedByteStrideForArgs Stride of the command parameters - must be >= 5 * sizeof(NvU32) +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_D3D_DEVICE_NOT_REGISTERED When MultiDraw is called on a deferred context, and the device has not yet +//! been registered (NvAPI_D3D_RegisterDevice), this error is returned. +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_MultiDrawIndexedInstancedIndirect(__in ID3D11DeviceContext *pDevContext11, + __in NvU32 drawCount, + __in ID3D11Buffer *pBuffer, + __in NvU32 alignedByteOffsetForArgs, + __in NvU32 alignedByteStrideForArgs); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && ( defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) ||defined(__d3d11_h__) ) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_ImplicitSLIControl +// +//! This function enables/disables the SLI rendering mode. It has to be called prior to D3D device creation. Once this function is called with DISABLE_IMPLICIT_SLI +//! parameter all subsequently created devices will be forced to run in a single gpu mode until the same function is called with ENABLE_IMPLICIT_SLI parameter. The enable +//! call will force all subsequently created devices to run in default implicit SLI mode being determined by an application profile or a global control panel SLI setting. +//! This NvAPI call is supported in all DX10+ versions of the driver. It is supported on all Windows versions. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Error occurred +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dx +typedef enum _IMPLICIT_SLI_CONTROL +{ + DISABLE_IMPLICIT_SLI = 0, + ENABLE_IMPLICIT_SLI = 1, +} IMPLICIT_SLI_CONTROL; + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D_ImplicitSLIControl(__in IMPLICIT_SLI_CONTROL implicitSLIControl); + +#endif //defined (__cplusplus) && ( defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) ||defined(__d3d11_h__) ) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetNeedsAppFPBlendClamping +// +//! \code +//! DESCRIPTION: This function returns whether the application needs to do FP blend clamping itself +//! +//! \param [in] pDevice Current d3d device +//! \param [out] pAppClampNeeded If true, app needs to clamp. If false, HW does the clamping +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \since Release: 375 +//! +//! SUPPORTED OS: Windows 10 +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_GetNeedsAppFPBlendClamping(__in ID3D12Device *pDevice, + __out bool *pAppClampNeeded); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 +//! + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_UseDriverHeapPriorities +// +//! \code +//! DESCRIPTION: Sets the driver to override Microsoft's heap allocation priority values with Nvidia driver priority values. Use this once per process before allocating resources. +//! +//! \param [in] pDevice The IDirect3DDevice12 to use. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \since Release: 381 +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_UseDriverHeapPriorities(__in ID3D12Device *pDevice); + +#endif // defined (__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && ( defined(__d3d12_h__)) + + +typedef struct _NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS +{ + __in NvU32 version; //!< Structure version + __in ID3D12Device *pDevice; //!< The ID3D12Device created by application. + __in ID3D12Resource *pSwapChainBuffer; //!< The ID3D12Resource part of the application swap chain that has companion allocations. + __in NvU32 companionBufferCount; //!< The number of ID3D12Resource pointers requested to be returned in the ppComanionResources array, which should match ID3D12Device::GetNodeCount for the complete set of companion allocations. + __inout ID3D12Resource **ppCompanionResources; //!< An array of ID3D12Resource pointers sized to match companionBufferCount, which will receive the companion allocations. +} NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_V1; + +typedef NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_V1 NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS; +#define NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_VER1 MAKE_NVAPI_VERSION(NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_V1, 1) +#define NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_VER NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_Mosaic_GetCompanionAllocations +// +//! DESCRIPTION: Queries the driver for internally created allocations that accompany a swap chain buffer for present-related operations. +//! Surfaces returned by this interface must be destroied at the same time that the original swap chain buffer is destroyed. +//! In general this occurs prior to a ResizeBuffers call, or when the swap chain is released. +//! Note that this function only works in Landscape orientation due to Windows behavior, and attempts to utilize it with any type of display +//! rotation will result in failure. +//! +//! \param [inout] companionBufferCount The parameters for this function. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! \retval NVAPI_INVALID_CALL System configuration does not support this interface (eg, display is rotated, mosaic not enabled, etc) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_Mosaic_GetCompanionAllocations(__inout NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS *params); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && ( defined(__d3d12_h__)) + +typedef struct _NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS +{ + __in NvU32 version; //!< Structure version + __in ID3D12Device *pDevice; //!< The ID3D12Device created by application. + __in ID3D12Resource *pSwapChainBuffer; //!< The ID3D12Resource part of the application swap chain. + __inout NvU32 *pPartitionCount; //!< A variable to receive the number of NV_MGPU_MOSAIC_DISPLAY_SURFACE_PARTITION elements returned or that holds the size of pPartitions when it is non-NULL. + __inout RECT *pViewport; //!< An optional array to hold the viewport information per partition. When this is valid pNodeMask must also be valid. + __inout NvU32 *pNodeMask; //!< An optional array to hold the GPU mask where this viewport must be valid per partition. When this is valid pViewport must also be valid. +} NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_V1; + +typedef NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_V1 NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS; +#define NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_VER1 MAKE_NVAPI_VERSION(NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_V1, 1) +#define NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_VER NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_Mosaic_GetViewportAndGpuPartitions +// +//! DESCRIPTION: Queries the driver for how a swap chain display surface is subdivided across devices in relation to display connectivity. +//! Call this interface with NULL pPartitions in order to know how many subdivisions exist and allocate the proper size to hold all data. +//! Call it a second time with a properly sized partitions array to receive all subdivisions along with GPU node masks of each rectangle. +//! Note that this function only works in Landscape orientation due to Windows behavior, and attempts to utilize it with any type of display +//! rotation will result in failure. +//! +//! \param [inout] params The parameters for this function. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! \retval NVAPI_INVALID_CALL System configuration does not support this interface (eg, display is rotated, mosaic not enabled, etc) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_Mosaic_GetViewportAndGpuPartitions(__inout NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS *params); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +//! \ingroup dx +//! See NvAPI_D3D1x_GetGraphicsCapabilities + +typedef struct _NV_D3D1x_GRAPHICS_CAPS_V1 +{ + NvU32 bExclusiveScissorRectsSupported : 1; //!< (OUT) Outputs whether Exclusive Scissor Rects are supported or not + NvU32 bVariablePixelRateShadingSupported : 1; //!< (OUT) Outputs whether Variable Pixel Shading Rates are supported or not + NvU32 reservedBits : 30; // Reserved bits for future expansion + NvU32 reserved[7]; // Reserved for future expansion +} NV_D3D1x_GRAPHICS_CAPS_V1; + +#define NV_D3D1x_GRAPHICS_CAPS_VER1 MAKE_NVAPI_VERSION(NV_D3D1x_GRAPHICS_CAPS_V1, 1) + +typedef struct _NV_D3D1x_GRAPHICS_CAPS_V2 +{ + NvU32 bExclusiveScissorRectsSupported : 1; //!< (OUT) Outputs whether Exclusive Scissor Rects are supported or not + NvU32 bVariablePixelRateShadingSupported : 1; //!< (OUT) Outputs whether Variable Pixel Shading Rates are supported or not + NvU32 bFastUAVClearSupported : 1; //!< (OUT) Outputs whether UAVClear is implemented using ZBC rather than compute shader + NvU32 reservedBits : 29; // Reserved bits for future expansion + NvU16 majorSMVersion; //!< (OUT) Major SM version of the device + NvU16 minorSMVersion; //!< (OUT) Minor SM version of the device + NvU32 reserved[14]; // Reserved for future expansion +} NV_D3D1x_GRAPHICS_CAPS_V2; + +typedef NV_D3D1x_GRAPHICS_CAPS_V2 NV_D3D1x_GRAPHICS_CAPS; +#define NV_D3D1x_GRAPHICS_CAPS_VER2 MAKE_NVAPI_VERSION(NV_D3D1x_GRAPHICS_CAPS_V2, 2) +#define NV_D3D1x_GRAPHICS_CAPS_VER NV_D3D1x_GRAPHICS_CAPS_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_GetGraphicsCapabilities +// +//! DESCRIPTION: Get the graphics capabilities for current hardware/software setup +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The ID3D11Device device to be used for getting the graphics capabilities. +//! \param [in] structVersion Version of the caps struct. Should be set to NV_D3D1x_GRAPHICS_CAPS_VER. +//! \param [inout] pGraphicsCaps Pointer to a NV_D3D1x_GRAPHICS_CAPS_CAPS struct created by app. +//! Graphics capabilities will be filled in this struct by the driver. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D1x_GetGraphicsCapabilities(__in IUnknown *pDevice, + __in NvU32 structVersion, + __inout NV_D3D1x_GRAPHICS_CAPS *pGraphicsCaps); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D12_GetGraphicsCapabilities + +typedef struct _NV_D3D12_GRAPHICS_CAPS_V1 +{ + NvU32 bExclusiveScissorRectsSupported : 1; //!< (OUT) Outputs whether Exclusive Scissor Rects are supported or not + NvU32 bVariablePixelRateShadingSupported : 1; //!< (OUT) Outputs whether Variable Pixel Shading Rates are supported or not + NvU32 bFastUAVClearSupported : 1; //!< (OUT) Outputs whether UAVClear is implemented using ZBC rather than compute shader + NvU32 reservedBits : 29; // Reserved bits for future expansion + NvU16 majorSMVersion; //!< (OUT) Major SM version of the device + NvU16 minorSMVersion; //!< (OUT) Minor SM version of the device + NvU32 reserved[6]; // Reserved for future expansion +} NV_D3D12_GRAPHICS_CAPS_V1; + +typedef NV_D3D12_GRAPHICS_CAPS_V1 NV_D3D12_GRAPHICS_CAPS; +#define NV_D3D12_GRAPHICS_CAPS_VER1 MAKE_NVAPI_VERSION(NV_D3D12_GRAPHICS_CAPS_V1, 1) +#define NV_D3D12_GRAPHICS_CAPS_VER NV_D3D12_GRAPHICS_CAPS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetGraphicsCapabilities +// +//! DESCRIPTION: Get the graphics capabilities for current hardware/software setup +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The ID3D12Device device to be used for getting the graphics capabilities. +//! \param [in] structVersion Version of the caps struct. Should be set to NV_D3D12_GRAPHICS_CAPS_VER. +//! \param [inout] pGraphicsCaps Pointer to a NV_D3D12_GRAPHICS_CAPS_CAPS struct created by app. +//! Graphics capabilities will be filled in this struct by the driver. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_GetGraphicsCapabilities(__in IUnknown *pDevice, + __in NvU32 structVersion, + __inout NV_D3D12_GRAPHICS_CAPS *pGraphicsCaps); + +#endif // defined(__cplusplus) && (defined(__d3d12_h__)) + + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +#define NV_MAX_NUM_EXCLUSIVE_SCISSOR_RECTS 16 +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +//! \ingroup dx +//! See NvAPI_D3D11_RSSetExclusiveScissorRects + +typedef struct _NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1 +{ + bool enableExclusiveScissorRect; //!< (IN) Control of enabling Exclusive ScissorRect per rect + D3D11_RECT scissorRect; //!< (IN) Single rect dimensions +} NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1; + +typedef struct _NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1 +{ + NvU32 version; //!< (IN) Parameter struct version + NvU32 numRects; //!< (IN) Number of Exclusive Scissor Rects to be set. + // \note Passing zero will globally disable Exclusive Scissor Rects + // \note Max value can be equal to NV_MAX_NUM_EXCLUSIVE_SCISSOR_RECTS + NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1 *pRects; //!< (IN) Array of NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC with number of elements equal to Exclusive Scissor Rects +} NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1; + +typedef NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1 NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC; +typedef NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1 NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC; +#define NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1, 1) +#define NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_VER NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetExclusiveScissorRects +// +//! DESCRIPTION: Sets Exclusive Scissor Rects. The content bounded within the Scissor Rects +//! will be excluded from rendering unlike regular Scissor Rects. These are +//! orthogonal with Regular Scissor Rects. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) to be used for setting the Exclusive Scissor Rects. +//! \param [in] pExclusiveScissorRectsDesc Description of the Exclusive Scissor Rects duly filled with their dimensions +//! and control over enablement of individual ScissorRect +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetExclusiveScissorRects(__in IUnknown *pContext, + __in NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC *pExclusiveScissorRectsDesc); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D11_RSSetViewportsPixelShadingRates + +#define NV_MAX_PIXEL_SHADING_RATES 16 // Currently only 12 Shading Rates are available +#define NV_MAX_NUM_VIEWPORTS 16 + +// Every element in Shading Rate Resource represents the shading rate for all pixels in the corresponding tile +// The Shading Rate Resource dimensions must be the bound render target size divided by the tile dimensions (width/height) + +#define NV_VARIABLE_PIXEL_SHADING_TILE_WIDTH 16 // Width of the tile, in pixels +#define NV_VARIABLE_PIXEL_SHADING_TILE_HEIGHT 16 // Height of the tile, in pixels + +typedef enum +{ + NV_PIXEL_X0_CULL_RASTER_PIXELS, // No shading, tiles are culled + NV_PIXEL_X16_PER_RASTER_PIXEL, // 16 shading passes per 1 raster pixel + NV_PIXEL_X8_PER_RASTER_PIXEL, // 8 shading passes per 1 raster pixel + NV_PIXEL_X4_PER_RASTER_PIXEL, // 4 shading passes per 1 raster pixel + NV_PIXEL_X2_PER_RASTER_PIXEL, // 2 shading passes per 1 raster pixel + NV_PIXEL_X1_PER_RASTER_PIXEL, // Per-pixel shading + NV_PIXEL_X1_PER_2X1_RASTER_PIXELS, // 1 shading pass per 2 raster pixels + NV_PIXEL_X1_PER_1X2_RASTER_PIXELS, // 1 shading pass per 2 raster pixels + NV_PIXEL_X1_PER_2X2_RASTER_PIXELS, // 1 shading pass per 4 raster pixels + NV_PIXEL_X1_PER_4X2_RASTER_PIXELS, // 1 shading pass per 8 raster pixels + NV_PIXEL_X1_PER_2X4_RASTER_PIXELS, // 1 shading pass per 8 raster pixels + NV_PIXEL_X1_PER_4X4_RASTER_PIXELS // 1 shading pass per 16 raster pixels +} NV_PIXEL_SHADING_RATE; +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +typedef struct _NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1 +{ + bool enableVariablePixelShadingRate; //!< (IN) Control of enabling Variable Pixel Shading Rate per viewport + NV_PIXEL_SHADING_RATE shadingRateTable[NV_MAX_PIXEL_SHADING_RATES]; //!< (IN) Lookup table of converting Shading Rate Index to NV_PIXEL_SHADING_RATE + // \note Shading Rate Resource View would be populated by application with indices of this table +} NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1; + +typedef struct _NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 numViewports; //!< (IN) Number of viewports with shading rate set. + // \note Passing zero will globally disable Variable Pixel Rate Shading for all viewports immaterial of values in pViewports + // \note Max value can be equal to NV_MAX_NUM_VIEWPORTS + NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1 *pViewports; //!< (IN) Array of NV_D3D11_VIEWPORT_SHADING_RATE_DESC with number of elements equal to NumViewports +} NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1; + +typedef NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1 NV_D3D11_VIEWPORTS_SHADING_RATE_DESC; +typedef NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1 NV_D3D11_VIEWPORT_SHADING_RATE_DESC; +#define NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1, 1) +#define NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_VER NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetViewportsPixelShadingRates +// +//! DESCRIPTION: Sets Pixel Shading Rates and Enables/Disables per-viewport Variable Pixel Shading Rate feature +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) to be used for setting the Viewports Shading Rates +//! \param [in] pShadingRateDesc Shading rate descriptor +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetViewportsPixelShadingRates(__in IUnknown *pContext, + __in NV_D3D11_VIEWPORTS_SHADING_RATE_DESC *pShadingRateDesc); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +typedef enum _NV_SRRV_DIMENSION +{ + NV_SRRV_DIMENSION_TEXTURE2D = 4, + NV_SRRV_DIMENSION_TEXTURE2DARRAY = 5, +} NV_SRRV_DIMENSION; + +typedef struct _NV_TEX2D_SRRV +{ + UINT MipSlice; +} NV_TEX2D_SRRV; + +typedef struct _NV_TEX2D_ARRAY_SRRV +{ + UINT MipSlice; + UINT FirstArraySlice; + UINT ArraySize; +} NV_TEX2D_ARRAY_SRRV; +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +typedef struct _NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1 +{ + NvU32 version; //!< (IN) Parameter struct version + DXGI_FORMAT Format; //!< (IN) Format of the resource used as Shading Rate Surface. Should be either DXGI_FORMAT_R8_UINT or DXGI_FORMAT_R8_TYPELESS + NV_SRRV_DIMENSION ViewDimension; //!< (IN) This declares whether the Shading Rate Surface is a simple 2D Texture or Array of 2D Textures + union + { + NV_TEX2D_SRRV Texture2D; + NV_TEX2D_ARRAY_SRRV Texture2DArray; + }; +} NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1; + +typedef NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1 NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC; +#define NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1, 1) +#define NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_VER NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_VER1 + +DECLARE_INTERFACE_(__declspec(uuid("E14BE7F6-8FF5-4F5E-B63A-AD016EB8FBE5"))ID3D11NvShadingRateResourceView_V1, ID3D11View) +{ + BEGIN_INTERFACE + + // *** IUnknown methods *** + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppv) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // **** ID3D11View method **/ + // Get Shading Rate Resource used while creating the Shading Rate Resource View + STDMETHOD_(void,GetResource)(THIS_ _Outptr_ ID3D11Resource **ppResource) PURE; + + // ** ID3D11NvShadingRateResourceView methods *** + // The descriptor used while creating the Shading Rate Resource View + STDMETHOD(GetDesc)(THIS_ NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC* pDesc) PURE; + + END_INTERFACE +}; + +typedef ID3D11NvShadingRateResourceView_V1 ID3D11NvShadingRateResourceView; +#define ID3D11NvShadingRateResourceView_VER1 MAKE_NVAPI_VERSION(ID3D11NvShadingRateResourceView_V1, 1) +#define ID3D11NvShadingRateResourceView_VER ID3D11NvShadingRateResourceView_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateShadingRateResourceView +// +//! DESCRIPTION: Creates Shading Rate Resource View by taking ID3D11Resource as an input Shading Rate Surface. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The device to be used for creating the Shading Rate Resource View +//! \param [in] pShadingRateResource Shading Rate Resource on which the view is to be created. +//! \note This should be of format DXGI_FORMAT_R8_UINT or DXGI_FORMAT_R8_TYPELESS +//! \note This should be confined to size calculated using render target dimensions, +//! NV_VARIABLE_PIXEL_SHADING_TILE_WIDTH and NV_VARIABLE_PIXEL_SHADING_TILE_HEIGHT +//! \param [in] pShadingRateDesc Shading Rate Resource View descriptor +//! \param [out] ppShadingRateResourceView Address of a pointer to ID3D11NvShadingRateResourceView for returning the newly created Shading Rate Resource View +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateShadingRateResourceView(__in ID3D11Device *pDevice, + __in ID3D11Resource *pShadingRateResource, + __in NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC *pShadingRateResourceViewDesc, + __out ID3D11NvShadingRateResourceView **ppShadingRateResourceView); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetShadingRateResourceView +// +//! DESCRIPTION: Sets Shading Rate Resource View +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) used for setting the Shading Rate Resource View +//! \param [out] pShadingRateResourceView Shading Rate Resource View to be set +//! \note See NvAPI_D3D11_CreateShadingRateResourceView +//! \note Passing this as null will reset Shading Rate Resource View to defaults +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetShadingRateResourceView(__in IUnknown *pContext, + __in ID3D11NvShadingRateResourceView *pShadingRateResourceView); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D11_RSGetPixelShadingRateSampleOrder +//! See NvAPI_D3D11_RSSetPixelShadingRateSampleOrder + +// X, Y = sample position. S = sample number. +// The inner-most dimension is the sample number, followed by X and Y. + +typedef struct _NV_PIXEL_SRSO_1x2 +{ + struct NV_PIXEL_SRSO_1x2_X1 { NvU8 Y[2]; } X1; + struct NV_PIXEL_SRSO_1x2_X2 { NvU8 YS[2][2]; } X2; + struct NV_PIXEL_SRSO_1x2_X4 { NvU8 YS[2][4]; } X4; + struct NV_PIXEL_SRSO_1x2_X8 { NvU8 YS[2][8]; } X8; +} NV_PIXEL_SRSO_1x2; + +typedef struct _NV_PIXEL_SRSO_2x1 +{ + struct NV_PIXEL_SRSO_2x1_X1 { NvU8 X[2]; } X1; + struct NV_PIXEL_SRSO_2x1_X2 { NvU8 XS[2][2]; } X2; + struct NV_PIXEL_SRSO_2x1_X4 { NvU8 XS[2][4]; } X4; +} NV_PIXEL_SRSO_2x1; + +typedef struct _NV_PIXEL_SRSO_2x2 +{ + struct NV_PIXEL_SRSO_2x2_X1 { NvU8 YX[2][2]; } X1; + struct NV_PIXEL_SRSO_2x2_X2 { NvU8 YXS[2][2][2]; } X2; + struct NV_PIXEL_SRSO_2x2_X4 { NvU8 YXS[2][2][4]; } X4; +} NV_PIXEL_SRSO_2x2; + +typedef struct _NV_PIXEL_SRSO_2x4 +{ + struct NV_PIXEL_SRSO_2x4_X1 { NvU8 YX[4][2]; } X1; + struct NV_PIXEL_SRSO_2x4_X2 { NvU8 YXS[4][2][2]; } X2; +} NV_PIXEL_SRSO_2x4; + +typedef struct _NV_PIXEL_SRSO_4x2 +{ + struct NV_PIXEL_SRSO_4x2_X1 { NvU8 YX[2][4]; } X1; +} NV_PIXEL_SRSO_4x2; + +typedef struct _NV_PIXEL_SRSO_4x4 +{ + struct NV_PIXEL_SRSO_4x4_X1 { NvU8 YX[4][4]; } X1; +} NV_PIXEL_SRSO_4x4; + +typedef struct _NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1 +{ + NvU32 version; + NV_PIXEL_SRSO_1x2 Pixel_1x2; + NV_PIXEL_SRSO_2x1 Pixel_2x1; + NV_PIXEL_SRSO_2x2 Pixel_2x2; + NV_PIXEL_SRSO_2x4 Pixel_2x4; + NV_PIXEL_SRSO_4x2 Pixel_4x2; + NV_PIXEL_SRSO_4x4 Pixel_4x4; +} NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1; + +typedef NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1 NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE; +#define NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_VER1 MAKE_NVAPI_VERSION(NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1, 1) +#define NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_VER NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_VER1 + +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSGetPixelShadingRateSampleOrder +// +//! DESCRIPTION: Get the Sample Order for Variable Shading Rate +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) used for getting the Shading Rate Sample Order +//! \param [out] pSampleOrderTable A pointer to NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE where the current Sample Order for Variable Pixel Rate Shading that is returned +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSGetPixelShadingRateSampleOrder(__in IUnknown *pContext, + __out NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE* pSampleOrderTable); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetPixelShadingRateSampleOrder +// +//! DESCRIPTION: Set the Sample Order for Variable Shading Rate +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) used for setting the Shading Rate Sample Order +//! \param [out] pSampleOrderTable Sample Order for Variable Shading Rate to be set +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetPixelShadingRateSampleOrder(__in IUnknown *pContext, + __in NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE* pSampleOrderTable); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +typedef struct _NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use +} NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1; + +typedef NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1 NV_VRS_HELPER_LATCH_GAZE_PARAMS; +#define NV_VRS_HELPER_LATCH_GAZE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1, 1) +#define NV_VRS_HELPER_LATCH_GAZE_PARAMS_VER NV_VRS_HELPER_LATCH_GAZE_PARAMS_VER1 + +typedef enum _NV_VRS_CONTENT_TYPE +{ + NV_VRS_CONTENT_TYPE_INVALID = 0x0, + NV_VRS_CONTENT_TYPE_FOVEATED_RENDERING = 0x1, + NV_VRS_CONTENT_TYPE_MAX = NV_VRS_CONTENT_TYPE_FOVEATED_RENDERING +} NV_VRS_CONTENT_TYPE; + +typedef enum _NV_FOVEATED_RENDERING_SHADING_RATE_PRESET +{ + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_INVALID = 0, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGHEST_PERFORMANCE = 1, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGH_PERFORMANCE = 2, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_BALANCED = 3, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGH_QUALITY = 4, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGHEST_QUALITY = 5, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_CUSTOM = 6, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_MAX = NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_CUSTOM +} NV_FOVEATED_RENDERING_SHADING_RATE_PRESET; + +typedef struct _NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1 +{ + NvU32 version; + + NV_PIXEL_SHADING_RATE InnerMostRegionShadingRate; //!< (IN) Shading Rate for the inner-most region of the foveated rendering pattern + NV_PIXEL_SHADING_RATE MiddleRegionShadingRate; //!< (IN) Shading Rate for the middle region of the foveated rendering pattern + NV_PIXEL_SHADING_RATE PeripheralRegionShadingRate; //!< (IN) Shading Rate for the peripheral region of the foveated rendering pattern +} NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1; + +typedef NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1 NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC; +#define NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1, 1) +#define NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_VER NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_VER1 + +typedef enum _NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET +{ + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_INVALID = 0, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_WIDE = 1, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_BALANCED = 2, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_NARROW = 3, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_CUSTOM = 4, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_MAX = NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_CUSTOM +} NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET; + +typedef struct _NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1 +{ + NvU32 version; + + float fInnermostRadii[2]; //!< (IN) Horizontal and vertical radius for the inner-most region of the foveated rendering pattern + float fMiddleRadii[2]; //!< (IN) Horizontal and vertical radius for the middle region of the foveated rendering pattern + float fPeripheralRadii[2]; //!< (IN) Horizontal and vertical radius for the peripheral region of the foveated rendering pattern +} NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1; + +typedef NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1 NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC; +#define NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1, 1) +#define NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_VER NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_VER1 + +typedef struct _NV_FOVEATED_RENDERING_DESC_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET ShadingRatePreset; //!< (IN) Preset of the shading rate + NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1 ShadingRateCustomPresetDesc; //!< (IN) To be provided only if ShadingRatePreset is NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_CUSTOM + + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET FoveationPatternPreset; //!< (IN) Preset of the foveation pattern + NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1 FoveationPatternCustomPresetDesc; //!< (IN) To be provided only if FoveationPatternPreset is NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_CUSTOM + + NvU32 GazeDataDeviceId; //!< (IN) ID of the gaze data provider. Needed only for supporting more than one device with eye tracking. + // Should be 0 if gaze data is provided only from a single device. Should be less than (MAX_NUMBER_OF_GAZE_DATA_PROVIDERS - 1) + +} NV_FOVEATED_RENDERING_DESC_V1; + +typedef NV_FOVEATED_RENDERING_DESC_V1 NV_FOVEATED_RENDERING_DESC; +#define NV_FOVEATED_RENDERING_DESC_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_DESC_V1, 1) +#define NV_FOVEATED_RENDERING_DESC_VER NV_FOVEATED_RENDERING_DESC_VER1 + +typedef enum _NV_VRS_RENDER_MODE +{ + NV_VRS_RENDER_MODE_INVALID = 0, + NV_VRS_RENDER_MODE_MONO = 1, // States mono rendering on the entire render target + NV_VRS_RENDER_MODE_LEFT_EYE = 2, // States Left eye rendering of a stereo pair on the entire render target + NV_VRS_RENDER_MODE_RIGHT_EYE = 3, // States Right eye rendering of a stereo pair on the entire render target + NV_VRS_RENDER_MODE_STEREO = 4, // States side-by-side stereo rendering on the render target + NV_VRS_RENDER_MODE_MAX = NV_VRS_RENDER_MODE_STEREO +} NV_VRS_RENDER_MODE; + +#define MAX_NUMBER_OF_GAZE_DATA_PROVIDERS 8 // Maximum number of gaze data providers / devices. + +typedef struct _NV_VRS_HELPER_ENABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + NV_VRS_RENDER_MODE RenderMode; //!< (IN) This defines whether subsequent render calls are for mono/stereo + NV_VRS_CONTENT_TYPE ContentType; //!< (IN) This defines the type of content with which the VRS pattern will be generated + + NV_FOVEATED_RENDERING_DESC_V1 sFoveatedRenderingDesc; //!< (IN) Provide this if ContentType has NV_VRS_CONTENT_TYPE_FOVEATED_RENDERING flag +} NV_VRS_HELPER_ENABLE_PARAMS_V1; + +typedef NV_VRS_HELPER_ENABLE_PARAMS_V1 NV_VRS_HELPER_ENABLE_PARAMS; +#define NV_VRS_HELPER_ENABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_ENABLE_PARAMS_V1, 1) +#define NV_VRS_HELPER_ENABLE_PARAMS_VER NV_VRS_HELPER_ENABLE_PARAMS_VER1 + +typedef struct _NV_VRS_HELPER_DISABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 reserved; //!< (IN) Reserved for future use +} NV_VRS_HELPER_DISABLE_PARAMS_V1; + +typedef NV_VRS_HELPER_DISABLE_PARAMS_V1 NV_VRS_HELPER_DISABLE_PARAMS; +#define NV_VRS_HELPER_DISABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_DISABLE_PARAMS_V1, 1) +#define NV_VRS_HELPER_DISABLE_PARAMS_VER NV_VRS_HELPER_DISABLE_PARAMS_VER1 + +typedef struct _NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + IUnknown **ppShadingRateResource; //!< (OUT) Pointer to 2D Texture resource with currently applied shading rate pattern + NV_PIXEL_SHADING_RATE shadingRateTable[NV_MAX_PIXEL_SHADING_RATES]; //!< (OUT) Shading Rate Table filled by the driver +} NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1; + +typedef NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1 NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS; +#define NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1, 1) +#define NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_VER NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_VER1 + +typedef struct _NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 reserved; //!< (IN) Reserved for future use +} NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1; + +typedef NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1 NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS; +#define NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1, 1) +#define NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_VER NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_VER1 + +DECLARE_INTERFACE(ID3DNvVRSHelper_V1) +{ + BEGIN_INTERFACE + + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // Latches the latest gaze which will be used for subsequent foveated rendering. Recommended to be called once per frame before scene drawing begins. + STDMETHOD_(NvAPI_Status,LatchGaze)(THIS_ IUnknown* pContext, NV_VRS_HELPER_LATCH_GAZE_PARAMS* pLatchGazeParams) PURE; + + // Enables VRS with sepcified content type and preset. This can be called per draw call. + STDMETHOD_(NvAPI_Status,Enable)(THIS_ IUnknown* pContext, NV_VRS_HELPER_ENABLE_PARAMS* pEnableParams) PURE; + + // Disables VRS till re-enabled. + STDMETHOD_(NvAPI_Status,Disable)(THIS_ IUnknown* pContext, NV_VRS_HELPER_DISABLE_PARAMS* pDisableParams) PURE; + + // Creates a 2D texture, copies the current shading rate pattern on it and returns the pointer to this texture. + // It also returns an array that conveys which value in the shading rate resource corresponds to which exact pixel shading rate. + STDMETHOD_(NvAPI_Status,GetShadingRateResource)(THIS_ IUnknown* pContext, NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS *pGetShadingRateResourceParams) PURE; + + // Destroys all internally created shading rate resources and views. + STDMETHOD_(NvAPI_Status,PurgeInternalShadingRateResources)(THIS_ IUnknown* pContext, NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS* pPurgeParams) PURE; + + END_INTERFACE +}; + +typedef ID3DNvVRSHelper_V1 ID3DNvVRSHelper; +#define ID3DNvVRSHelper_VER1 MAKE_NVAPI_VERSION(ID3DNvVRSHelper_V1, 1) +#define ID3DNvVRSHelper_VER ID3DNvVRSHelper_VER1 + +typedef struct _NV_VRS_HELPER_INIT_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + ID3DNvVRSHelper_V1 **ppVRSHelper; //!< (OUT) Interface for Shading Rate Pattern Tracker +} NV_VRS_HELPER_INIT_PARAMS_V1; + +typedef NV_VRS_HELPER_INIT_PARAMS_V1 NV_VRS_HELPER_INIT_PARAMS; +#define NV_VRS_HELPER_INIT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_INIT_PARAMS_V1, 1) +#define NV_VRS_HELPER_INIT_PARAMS_VER NV_VRS_HELPER_INIT_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_InitializeVRSHelper +// +//! DESCRIPTION: Creates an interface for updating, enabling and disabling internally tracked shading rate pattern for Variable Rate Shading +//! +//! SUPPORTED OS: Windows 7 and higher +//! +//! +//! \since Release: 430 +//! +//! \param [in] pDevice The device to be used for creating the VRS Handler interface +//! \note This should be same the device used for Gaze Handler. See also: NvAPI_D3D_InitializeNvGazeHandler. +//! \param [in] pInitializeVRSHelperParams Descriptor for VRS Helper initialization +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D_InitializeVRSHelper(__in IUnknown *pDevice, + __inout NV_VRS_HELPER_INIT_PARAMS *pInitializeVRSHelperParams); + +typedef enum _NV_GAZE_DATA_VALIDITY_FLAGS +{ + NV_GAZE_ORIGIN_VALID = 0x1, + NV_GAZE_DIRECTION_VALID = 0x2, + NV_GAZE_LOCATION_VALID = 0x4, + NV_GAZE_VELOCITY_VALID = 0x8, + NV_GAZE_PUPIL_DIAMETER_VALID = 0x10, + NV_GAZE_EYE_OPENNESS_VALID = 0x20, + NV_GAZE_EYE_SACCADE_DATA_VALID = 0x40 +} NV_GAZE_DATA_VALIDITY_FLAGS; + +typedef struct _NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE +{ + NvU32 version; //!< (IN) Version of the structure + + NvU32 GazeDataValidityFlags; //!< (IN) To be populated with OR'ing flags from NV_GAZE_DATA_VALIDITY_FLAGS + + float fGazeOrigin_mm[3]; //!< (IN) Use flag NV_GAZE_ORIGIN_VALID. Origin of the eye in millimeters. Used mainly to detect whether Left Eye or Right Eye. + float fGazeDirection[3]; //!< (IN) Use flag NV_GAZE_DIRECTION_VALID. Normalized direction of the gaze of the eye. Used for calculating the gaze location using the FOV. + float fGazeNormalizedLocation[2]; //!< (IN) Use flag NV_GAZE_LOCATION_VALID. Precalculated normalized gaze location in limits (-1 to +1) for X and Y. Center of the screen denotes (0, 0). If this is valid, this will be given higher priority than direction. + float fGazeVelocity[2]; //!< (IN) Use flag NV_GAZE_VELOCITY_VALID. Optional: Velocity of the eye on the normalized space in each direction. Central foveated region would be skewed in the direction of the velocity. + float fPupilDiameter_mm; //!< (IN) Use flag NV_GAZE_PUPIL_DIAMETER_VALID. Unused at the moment. + float fEyeOpenness; //!< (IN) Use flag NV_GAZE_EYE_OPENNESS_VALID. Unused at the moment. + BOOL bInSaccade; //!< (IN) Use flag NV_GAZE_EYE_SACCADE_DATA_VALID. Denotes whether eye is currently in saccade movement or not. +} NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1; + +typedef NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE; +#define NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1, 1) +#define NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_VER NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_VER1 + +typedef struct _NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + NvU64 Timestamp; //!< (IN) Timestamp at which the gaze data has been captured. Should be larger than timestamp provided at previous update. + union + { + NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 sMonoData; //!< (IN) Gaze data for Mono rendering mode + struct + { + NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 sLeftEye; //!< (IN) Gaze data for Left Eye of Stereo rendering mode + NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 sRightEye; //!< (IN) Gaze data for Right Eye of Stereo rendering mode + } sStereoData; + }; +} NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_V1; + +typedef NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_V1 NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS; +#define NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_V1, 1) +#define NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_VER NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_VER1 + + +DECLARE_INTERFACE(ID3DNvGazeHandler_V2) +{ + BEGIN_INTERFACE + + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // Updates the gaze data for foveated rendering + STDMETHOD_(NvAPI_Status,UpdateGazeData)(THIS_ IUnknown* pContext, NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS* pUpdateGazeDataParams) PURE; + + + END_INTERFACE +}; +typedef ID3DNvGazeHandler_V2 ID3DNvGazeHandler; +#define ID3DNvGazeHandler_VER2 MAKE_NVAPI_VERSION(ID3DNvGazeHandler_V2, 2) +#define ID3DNvGazeHandler_VER ID3DNvGazeHandler_VER2 + +DECLARE_INTERFACE(ID3DNvGazeHandler_V1) +{ + BEGIN_INTERFACE + + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // Updates the gaze data for foveated rendering + STDMETHOD_(NvAPI_Status,UpdateGazeData)(THIS_ IUnknown* pContext, NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS* pUpdateGazeDataParams) PURE; + + END_INTERFACE +}; +#define ID3DNvGazeHandler_VER1 MAKE_NVAPI_VERSION(ID3DNvGazeHandler_V1, 1) +#ifndef ID3DNvGazeHandler_VER +typedef ID3DNvGazeHandler_V1 ID3DNvGazeHandler; +#define ID3DNvGazeHandler_VER ID3DNvGazeHandler_VER1 +#endif + +typedef enum _NV_GAZE_DATA_TYPE +{ + NV_GAZE_DATA_INVALID = 0, + NV_GAZE_DATA_MONO = 1, + NV_GAZE_DATA_STEREO = 2, + NV_GAZE_DATA_MAX = NV_GAZE_DATA_STEREO +} NV_GAZE_DATA_TYPE; + +typedef struct _NV_GAZE_HANDLER_INIT_PARAMS_V2 +{ + NvU32 version; //!< (IN) Struct version + + NvU32 GazeDataDeviceId; //!< (IN) ID of the gaze data provider. Needed only for supporting more than one device with eye tracking. + // Should be 0 if gaze data is provided only from a single device. Should be less than (MAX_NUMBER_OF_GAZE_DATA_PROVIDERS - 1) + + NV_GAZE_DATA_TYPE GazeDataType; //!< (IN) Describes whether gaze is Mono or Stereo + NvU32 flags; //!< (IN) Reserved for future use + float fHorizontalFOV; //!< (IN) Horizontal Field of View + float fVericalFOV; //!< (IN) Vertical Field of View + + ID3DNvGazeHandler_V2 **ppNvGazeHandler; //!< (OUT) Interface for Gaze Data Handler +} NV_GAZE_HANDLER_INIT_PARAMS_V2; + +typedef NV_GAZE_HANDLER_INIT_PARAMS_V2 NV_GAZE_HANDLER_INIT_PARAMS; +#define NV_GAZE_HANDLER_INIT_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_GAZE_HANDLER_INIT_PARAMS_V2, 2) +#define NV_GAZE_HANDLER_INIT_PARAMS_VER NV_GAZE_HANDLER_INIT_PARAMS_VER2 + +typedef struct _NV_GAZE_HANDLER_INIT_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + + NvU32 GazeDataDeviceId; //!< (IN) ID of the gaze data provider. Needed only for supporting more than one device with eye tracking. + // Should be 0 if gaze data is provided only from a single device. Should be less than (MAX_NUMBER_OF_GAZE_DATA_PROVIDERS - 1) + + NV_GAZE_DATA_TYPE GazeDataType; //!< (IN) Describes whether gaze is Mono or Stereo + NvU32 flags; //!< (IN) Reserved for future use + float fHorizontalFOV; //!< (IN) Horizontal Field of View + float fVericalFOV; //!< (IN) Vertical Field of View + + ID3DNvGazeHandler_V1 **ppNvGazeHandler; //!< (OUT) Interface for Gaze Data Handler +} NV_GAZE_HANDLER_INIT_PARAMS_V1; + +#define NV_GAZE_HANDLER_INIT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GAZE_HANDLER_INIT_PARAMS_V1, 1) +#ifndef NV_GAZE_HANDLER_INIT_PARAMS_VER +typedef NV_GAZE_HANDLER_INIT_PARAMS_V1 NV_GAZE_HANDLER_INIT_PARAMS; +#define NV_GAZE_HANDLER_INIT_PARAMS_VER NV_GAZE_HANDLER_INIT_PARAMS_VER1 +#endif + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_InitializeNvGazeHandler +// +//! DESCRIPTION: Creates an interface for updating and managing gaze data +//! +//! SUPPORTED OS: Windows 7 and higher +//! +//! +//! \since Release: 430 +//! +//! \param [in] pDevice The device to be used for creating the Gaze Handler interface +//! \note This should be same as the device used with VRS Handler. See also: NvAPI_D3D_InitializeVRSHelper. +//! \param [in] pInitializeNvGazeHandlerParams Descriptor for Gaze Data Handler initialization +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D_InitializeNvGazeHandler(__in IUnknown *pDevice, + __inout NV_GAZE_HANDLER_INIT_PARAMS *pInitializeNvGazeHandlerParams); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && defined(__d3d11_h__) + +//! \ingroup dx + +typedef enum NV_SMP_ASSIST_TYPE +{ + NV_SMP_ASSIST_NONE = 0, + NV_SMP_ASSIST_MRS = 1, // SMP Assist required for Multi-Res Shading + NV_SMP_ASSIST_LMS = 2, // SMP Assist required for Lens Matched Shading + NV_SMP_ASSIST_NUM_TYPES +} NV_SMP_ASSIST_TYPE; + +typedef enum NV_SMP_ASSIST_LEVEL +{ + NV_SMP_ASSIST_LEVEL_FULL = 0, // Full assistance. App selects a pre-baked MRS/LMS config, driver handles correct setting of viewport, scissors and FastGS + NV_SMP_ASSIST_LEVEL_PARTIAL = 1, // Partial assistance. App provides a custom MRS/LMS config, driver handles correct setting of viewport, scissors and FastGS + NV_SMP_ASSIST_LEVEL_MINIMAL = 2, // Minimal assistance. App provides viewports and scissors. App sets FastGS as required. App sets LMS params as required (NvAPI_D3D_SetModifiedWMode). App provides SMPType as NONE. Driver handles correct setting of viewports and scissors. + NV_SMP_ASSIST_NUM_LEVELS +} NV_SMP_ASSIST_LEVEL; + +typedef enum NV_MRS_CONFIG +{ + NV_MRS_CONFIG_BALANCED = 0, + NV_MRS_CONFIG_AGGRESSIVE = 1, + NV_MRS_CONFIG_OCULUSRIFT_CV1_CONSERVATIVE = 2, + NV_MRS_CONFIG_OCULUSRIFT_CV1_BALANCED = 3, + NV_MRS_CONFIG_OCULUSRIFT_CV1_AGGRESSIVE = 4, + NV_MRS_CONFIG_HTC_VIVE_CONSERVATIVE = 5, + NV_MRS_CONFIG_HTC_VIVE_BALANCED = 6, + NV_MRS_CONFIG_HTC_VIVE_AGGRESSIVE = 7, + NV_MRS_NUM_CONFIGS +} NV_MRS_CONFIG; + +typedef enum NV_LMS_CONFIG +{ + NV_LMS_CONFIG_OCULUSRIFT_CV1_CONSERVATIVE = 0, + NV_LMS_CONFIG_OCULUSRIFT_CV1_BALANCED = 1, + NV_LMS_CONFIG_OCULUSRIFT_CV1_AGGRESSIVE = 2, + NV_LMS_CONFIG_HTC_VIVE_CONSERVATIVE = 3, + NV_LMS_CONFIG_HTC_VIVE_BALANCED = 4, + NV_LMS_CONFIG_HTC_VIVE_AGGRESSIVE = 5, + NV_LMS_NUM_CONFIGS +} NV_LMS_CONFIG; + +#define NV_SMP_ASSIST_FLAGS_DEFAULT 0x00000000 + +#define NV_SMP_ASSIST_MAX_VIEWPORTS 16 + +typedef struct _NV_MRS_CUSTOM_CONFIG_V1 +{ + float centerWidth; //!< (IN) Size of the central viewport, ranging (0,1], where 1 is full original viewport size + float centerHeight; + float centerX; //!< (IN) Location of the central viewport, ranging 0..1, where 0.5 is the center of the screen + float centerY; + float densityScaleX[3]; //!< (IN) Pixel density scale factors: how much the linear pixel density is scaled within each row and column (1.0 = full density) + float densityScaleY[3]; +} NV_MRS_CUSTOM_CONFIG_V1; + +typedef NV_MRS_CUSTOM_CONFIG_V1 NV_MRS_CUSTOM_CONFIG; + +typedef struct _NV_MRS_INSTANCED_STEREO_CONFIG_V1 +{ //!< (OUT) MRS Instanced stereo config returned by the SMP Assist GetConstants API + float centerWidth[2]; //!< (OUT) Size of the central viewport, ranging (0,1], where 1 is full original viewport size + float centerHeight; + float centerX[2]; //!< (OUT) Location of the central viewport, ranging 0..1, where 0.5 is the center of the screen + float centerY; + float densityScaleX[5]; //!< (OUT) Pixel density scale factors: how much the linear pixel density is scaled within each row and column (1.0 = full density) + float densityScaleY[3]; +} NV_MRS_INSTANCED_STEREO_CONFIG_V1; + +typedef NV_MRS_INSTANCED_STEREO_CONFIG_V1 NV_MRS_INSTANCED_STEREO_CONFIG; + +typedef struct _NV_LMS_CUSTOM_CONFIG_V1 +{ + float warpLeft; //!< (IN) LMS params to control warping of the 2 left quadrants + float warpRight; //!< (IN) LMS params to control warping of the 2 right quadrants + float warpUp; //!< (IN) LMS params to control warping of the 2 upper quadrants + float warpDown; //!< (IN) LMS params to control warping of the 2 lower quadrants + + float relativeSizeLeft; //!< (IN) LMS params to control the width of the 2 left quandrants relative to the bounding box width + float relativeSizeRight; //!< (IN) LMS params to control the width of the 2 right quandrants relative to the bounding box width + float relativeSizeUp; //!< (IN) LMS params to control the height of the 2 upper quandrants relative to the bounding box height + float relativeSizeDown; //!< (IN) LMS params to control the height of the 2 lower quandrants relative to the bounding box height +} NV_LMS_CUSTOM_CONFIG_V1; + +typedef NV_LMS_CUSTOM_CONFIG_V1 NV_LMS_CUSTOM_CONFIG; + +typedef struct _NV_LMS_INSTANCED_STEREO_CONFIG_V1 +{ //!< (OUT) LMS Instanced stereo config returned by the SMP Assist GetConstants API + NV_LMS_CUSTOM_CONFIG_V1 sLeftConfig; //!< (OUT) LMS config for the Left eye view + NV_LMS_CUSTOM_CONFIG_V1 sRightConfig; //!< (OUT) LMS config for the Right eye view +} NV_LMS_INSTANCED_STEREO_CONFIG_V1; + +typedef NV_LMS_INSTANCED_STEREO_CONFIG_V1 NV_LMS_INSTANCED_STEREO_CONFIG; + +typedef enum _NV_SMP_ASSIST_EYE_INDEX +{ + NV_SMP_ASSIST_EYE_INDEX_MONO = 0, // Non-stereo rendering + NV_SMP_ASSIST_EYE_INDEX_LEFT_EYE = 1, // Stereo - Rendering left eye + NV_SMP_ASSIST_EYE_INDEX_RIGHT_EYE = 2, // Stereo - Rendering right eye + NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO = 3, // Stereo - Rendering both eyes +} NV_SMP_ASSIST_EYE_INDEX; + +#define NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES 4 + +typedef struct _NV_CUSTOM_RECTS_V1 +{ + NvU32 numViewports[NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES]; + D3D11_VIEWPORT *pViewports[NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES]; //!< (IN) Viewports, for each eye index, that should be set when app calls Enable(eyeIndex) + D3D11_RECT *pScissors[NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES]; //!< (IN) Scissors, for each eye index, that should be set when app calls Enable(eyeIndex) +} NV_CUSTOM_RECTS_V1; + +typedef NV_CUSTOM_RECTS_V1 NV_CUSTOM_RECTS; + +typedef struct _NV_SMP_ASSIST_ENABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_EYE_INDEX eEyeIndex; //!< (IN) Rendering mode for upcoming draw calls (Mono/Stereo-Left/Stereo-Right/Instanced Stereo) +} NV_SMP_ASSIST_ENABLE_PARAMS_V1; + +typedef NV_SMP_ASSIST_ENABLE_PARAMS_V1 NV_SMP_ASSIST_ENABLE_PARAMS; +#define NV_SMP_ASSIST_ENABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_ENABLE_PARAMS_V1, 1) +#define NV_SMP_ASSIST_ENABLE_PARAMS_VER NV_SMP_ASSIST_ENABLE_PARAMS_VER1 + +typedef struct _NV_SMP_ASSIST_DISABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NvU32 Reserved; //!< (IN) Unused. +} NV_SMP_ASSIST_DISABLE_PARAMS_V1; + +typedef NV_SMP_ASSIST_DISABLE_PARAMS_V1 NV_SMP_ASSIST_DISABLE_PARAMS; +#define NV_SMP_ASSIST_DISABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_DISABLE_PARAMS_V1, 1) +#define NV_SMP_ASSIST_DISABLE_PARAMS_VER NV_SMP_ASSIST_DISABLE_PARAMS_VER1 + +// FastGS constant buffer data returned by the GetConstants API. +// Refer VRWorks SDK's multiprojection_dx app (struct FastGSCBData) +typedef struct _NV_SMP_ASSIST_FASTGSCBDATA_V1 +{ + float NDCSplitsX[2]; //!< (OUT) FastGS constant buffer data for Multi-Res Shading/ Lens Matched Shading + float NDCSplitsY[2]; +} NV_SMP_ASSIST_FASTGSCBDATA_V1; + +typedef NV_SMP_ASSIST_FASTGSCBDATA_V1 NV_SMP_ASSIST_FASTGSCBDATA; + +typedef struct _NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1 +{ + float NDCSplitsX[4]; //!< (OUT) FastGS constant buffer data for Multi-Res Shading (Instanced stereo). 2 splits for left eye followed by 2 splits for right eye + float NDCSplitsY[2]; +} NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1; + +typedef NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1 NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO; + +// Constant buffer data to supply the UV-remapping helper functions +// Refer VRWorks SDK's multiprojection_dx app (struct RemapCBData) +typedef struct _NV_SMP_ASSIST_REMAPCBDATA_V1 +{ + //!< (OUT) Constant buffer data to supply the UV-remapping helper functions + float ClipToWindowSplitsX[2]; + float ClipToWindowSplitsY[2]; + float ClipToWindowX[3][2]; // ClipToWindowX[i][0] is Scale and ClipToWindowX[i][1] is Bias + float ClipToWindowY[3][2]; // ClipToWindowY[i][0] is Scale and ClipToWindowY[i][1] is Bias + float ClipToWindowZ[2]; // ClipToWindowZ[0] is Scale and ClipToWindowZ[1] is Bias + + float WindowToClipSplitsX[2]; + float WindowToClipSplitsY[2]; + float WindowToClipX[3][2]; // WindowToClipX[i][0] is Scale and WindowToClipX[i][1] is Bias + float WindowToClipY[3][2]; // WindowToClipY[i][0] is Scale and WindowToClipY[i][1] is Bias + float WindowToClipZ[2]; // WindowToClipZ[0] is Scale and WindowToClipZ[1] is Bias + + float BoundingRectOriginX; + float BoundingRectOriginY; + float BoundingRectSizeWidth; + float BoundingRectSizeHeight; + float BoundingRectSizeInvWidth; + float BoundingRectSizeInvHeight; + + float Padding[2]; +}NV_SMP_ASSIST_REMAPCBDATA_V1; + +typedef NV_SMP_ASSIST_REMAPCBDATA_V1 NV_SMP_ASSIST_REMAPCBDATA; + +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NV_SMP_ASSIST_GET_CONSTANTS_V3 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_EYE_INDEX eEyeIndex; //!< (IN) Viewports/scissors/constant buffer data corresponding to the input eEyeIndex will be returned + NvU32 numViewports; //!< (OUT) Number of valid viewport entries + D3D11_VIEWPORT *pViewports; //!< (OUT) If not NULL, this will contain the viewports computed by driver based on init params + D3D11_RECT *pScissors; //!< (OUT) If not NULL, this will contain the scissors computed by the driver based on init params + + NV_SMP_ASSIST_TYPE eSMPAssistType; //!< (OUT) SMP type provided in Init call + NV_SMP_ASSIST_LEVEL eSMPAssistLevel; //!< (OUT) SMP Assist level provided in Init call + + union + { + NV_MRS_CUSTOM_CONFIG_V1 sMRSConfig; //!< (OUT) If eSMPAssistType is MRS, then MRS config will be populated + NV_LMS_CUSTOM_CONFIG_V1 sLMSConfig; //!< (OUT) If eSMPAssistType is LMS, then LMS config will be populated + }; + + float projectionSizeWidth; //!< (OUT) MRS/LMS projection size + float projectionSizeHeight; //!< (OUT) + + NV_SMP_ASSIST_FASTGSCBDATA_V1 *pFastGSCBData; //!< (OUT) If not NULL, this will contain constant buffer data to supply the FastGS for culling primitives per-viewport + NV_SMP_ASSIST_REMAPCBDATA_V1 *pRemapCBData; //!< (OUT) If not NULL, this will contain constant buffer data to supply the UV-remapping helper functions + + D3D11_VIEWPORT boundingViewport; //!< (OUT) If eSMPType is MRS or LMS then this will be a union of the individual viewports populated in pViewports + D3D11_RECT boundingScissor; //!< (OUT) If eSMPType is MRS or LMS then this will be a union of the individual scissor rects populated in pScissors + + union + { + NV_MRS_INSTANCED_STEREO_CONFIG_V1 sMRS_ISConfig; //!< (OUT) If eSMPAssistType is MRS and eEyeIndex is NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO then MRS Instanced stereo config will be populated + NV_LMS_INSTANCED_STEREO_CONFIG_V1 sLMS_ISConfig; //!< (OUT) If eSMPAssistType is LMS and eEyeIndex is NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO then LMS Instanced stereo config will be populated + }; + + NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1 *pFastGSCBDataMRS_IS; //!< (OUT) If non-NULL and eSMPAssistType is MRS and eEyeIndex is NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO then MRS Instanced stereo FastGS constant buffer data will be populated +} NV_SMP_ASSIST_GET_CONSTANTS_V3; + +#define NV_SMP_ASSIST_GET_CONSTANTS_VER3 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_GET_CONSTANTS_V3, 3) +typedef NV_SMP_ASSIST_GET_CONSTANTS_V3 NV_SMP_ASSIST_GET_CONSTANTS; +#define NV_SMP_ASSIST_GET_CONSTANTS_VER NV_SMP_ASSIST_GET_CONSTANTS_VER3 + +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NV_SMP_ASSIST_SETUP_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + union + { + NV_MRS_CONFIG eMRSConfig; //!< (IN) If eSMPAssistType is MRS and SMP Assist Level is Full then provide MRS config enum + NV_LMS_CONFIG eLMSConfig; //!< (IN) If eSMPAssistType is LMS and SMP Assist Level is Full then provide LMS config enum + NV_MRS_CUSTOM_CONFIG_V1 sMRSCustomConfig; //!< (IN) If eSMPAssistType is MRS and SMP Assist Level is Partial, then provide MRS config + NV_LMS_CUSTOM_CONFIG_V1 sLMSCustomConfig; //!< (IN) If eSMPAssistType is LMS and SMP Assist Level is Partial, then provide LMS config + NV_CUSTOM_RECTS_V1 sCustomRects; //!< (IN) If SMP Assist Level is Minimal, provide custom viewports and scissor rects for each eye index. + }; + + float resolutionScale; //!< (IN) A resolution multiplier in the range [0.1, 3.0] if app wants to render at higher resolution + D3D11_VIEWPORT boundingBox; //!< (IN) Rect on the rendertarget, to place the projection + float vpOffsets[2]; //!< (IN) Default set to 0. If non-zero, MRS/LMS viewports' TopLeftX and TopLeftY will be + //!< offset by vpOffsets[0] and vpOffsets[1] respectively. +} NV_SMP_ASSIST_SETUP_PARAMS_V1; + +typedef NV_SMP_ASSIST_SETUP_PARAMS_V1 NV_SMP_ASSIST_SETUP_PARAMS; +#define NV_SMP_ASSIST_SETUP_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_SETUP_PARAMS_V1, 1) +#define NV_SMP_ASSIST_SETUP_PARAMS_VER NV_SMP_ASSIST_SETUP_PARAMS_VER1 + +typedef struct _NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_TYPE eSMPAssistType; // Patch instanced stereo shaders (created with packed eye index) with this SMPAssistType (NV_SMP_ASSIST_LMS only) + float leftCoeffs[4]; // Left eye: outpos.x = dotproduct(outputpos, leftCoeffs) + leftConst + float leftConst; + float rightCoeffs[4]; // Right eye: outpos.x = dotproduct(outputpos, rightCoeffs) + rightConst + float rightConst; +} NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1; + +typedef NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1 NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS; +#define NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1, 1) +#define NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_VER NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! + +DECLARE_INTERFACE(ID3DNvSMPAssist_V1) +{ +////////////////////////////// VER1 methods ////////////////////////////////////////// + // Disable SMP Assist for further Draw calls + STDMETHOD_(NvAPI_Status,Disable)(THIS_ __in IUnknown *pDevContext, __in const NV_SMP_ASSIST_DISABLE_PARAMS *psSMPAssistDisableParams) PURE; + + // Enable SMP Assist for further Draw calls. App has to provide the type of rendering done in upcoming Draw calls - Mono/Left eye/Right eye/Instanced Stereo + STDMETHOD_(NvAPI_Status,Enable)(THIS_ __in IUnknown *pDevContext, __in const NV_SMP_ASSIST_ENABLE_PARAMS *psSMPAssistEnableParams) PURE; + + // Get the constants used by the drivers + STDMETHOD_(NvAPI_Status,GetConstants)(THIS_ __inout NV_SMP_ASSIST_GET_CONSTANTS *psSMPAssistGetConstants) PURE; + + // Setup the projections (rects, constant buffer data etc.) + STDMETHOD_(NvAPI_Status,SetupProjections)(THIS_ __in IUnknown *pDevice, __in const NV_SMP_ASSIST_SETUP_PARAMS *psSMPAssistSetupParams) PURE; + + // Update instanced stereo specific data + STDMETHOD_(NvAPI_Status,UpdateInstancedStereoData)(THIS_ __in IUnknown *pDevice, __in const NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS *psSMPAssistInstancedStereoParams) PURE; +////////////////////////////// end of VER1 methods ////////////////////////////////////////// +}; + +typedef ID3DNvSMPAssist_V1 ID3DNvSMPAssist; +#define ID3DNVSMPASSIST_VER1 MAKE_NVAPI_VERSION(ID3DNvSMPAssist_V1, 1) +#define ID3DNVSMPASSIST_VER ID3DNVSMPASSIST_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NV_SMP_ASSIST_INITIALIZE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_TYPE eSMPAssistType; //!< (IN) None/MRS/LMS + NV_SMP_ASSIST_LEVEL eSMPAssistLevel; //!< (IN) Full/Partial/Minimal + NvU32 flags; //!< (IN) Flags, if any + + ID3DNvSMPAssist **ppD3DNvSMPAssist; //!< (OUT) Interface pointer returned by the Init call. Use for future Enable/Disable etc. calls + +} NV_SMP_ASSIST_INITIALIZE_PARAMS_V1; + +#define NV_SMP_ASSIST_INITIALIZE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_INITIALIZE_PARAMS_V1, 1) +#ifndef NV_SMP_ASSIST_INITIALIZE_PARAMS_VER +typedef NV_SMP_ASSIST_INITIALIZE_PARAMS_V1 NV_SMP_ASSIST_INITIALIZE_PARAMS; +#define NV_SMP_ASSIST_INITIALIZE_PARAMS_VER NV_SMP_ASSIST_INITIALIZE_PARAMS_VER1 +#endif + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_InitializeSMPAssist +// +//! DESCRIPTION: Initialize SMP Assist extension. Take the SMPAssist(MRS/LMS) params from the application. +//! Provide the application with a interface pointer for future use. +//! +//! \since Release: 396 +//! \param [in] pDevice Pointer to IUnknown (Currently supports ID3D11Device) +//! \param [inout] pSMPAssistInitParams SMP Assist initialization params +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_OK Call succeeded. +//! \retval ::NVAPI_ERROR Call failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One of the required input arguments was NULL +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_InitializeSMPAssist(__in IUnknown *pDevice, __inout NV_SMP_ASSIST_INITIALIZE_PARAMS *pSMPAssistInitParams); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && defined(__d3d11_h__) +//! \ingroup dx +typedef struct _NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_TYPE eSMPAssistType; //!< (IN) None/MRS/LMS + NV_SMP_ASSIST_LEVEL eSMPAssistLevel; //!< (IN) Full/Partial/Minimal + NvBool bSMPAssistSupported; //!< (OUT) SMP Assist supported or not +} NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1 NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS; +#define NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_VER NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QuerySMPAssistSupport +// +//! DESCRIPTION: Query SMP assist extension support. +//! +//! \since Release: 396 +//! \param [in] pDev Pointer to IUnknown (Currently supports ID3D11Device) +//! \param [out] pQuerySMPAssistSupportParams Pointer to a structure returning requested SMP assist support +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_NOT_SUPPORTED Requested SMP assist is not supported. +//! \retval ::NVAPI_OK Call succeeded. Check value of pQuerySMPAssistSupportParams->bSMPAssistSupported +//! \retval ::NVAPI_INVALID_POINTER pDev or pQuerySMPAssistSupportParams was a NULL pointer +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QuerySMPAssistSupport(__in IUnknown *pDev, __inout NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS *pQuerySMPAssistSupportParams); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get sleep status +//! \ingroup dx +typedef struct _NV_GET_SLEEP_STATUS_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (OUT) Is low latency mode enabled? + NvBool bFsVrr; //!< (OUT) Is fullscreen VRR enabled? + NvBool bCplVsyncOn; //!< (OUT) Is Control Panel overriding VSYNC ON? + NvU32 sleepIntervalUs; //!< (OUT) Latest sleep interval in microseconds. + NvBool bUseGameSleep; //!< (OUT) Is NvAPI_D3D_Sleep() being called? + NvU8 rsvd[121]; //!< (IN) Reserved. Must be set to 0s. +} NV_GET_SLEEP_STATUS_PARAMS_V1; + +typedef NV_GET_SLEEP_STATUS_PARAMS_V1 NV_GET_SLEEP_STATUS_PARAMS; +#define NV_GET_SLEEP_STATUS_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GET_SLEEP_STATUS_PARAMS_V1, 1) +#define NV_GET_SLEEP_STATUS_PARAMS_VER NV_GET_SLEEP_STATUS_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetSleepStatus +// +//! DESCRIPTION: This function can be used to get the latest sleep status: +//! bLowLatencyMode indicates whether low latency mode is currently +//! enabled in the driver. +//! Note that it may not always reflect the previously requested sleep mode, +//! as the feature may not be available on the platform, or the setting has +//! been overridden by the control panel, for example. +//! bFsVrr indicates fullscreen GSYNC or GSYNC Compatible mode. It is valid +//! only when the application is in the foreground. +//! bCplVsyncOn indicates Control Panel VSYNC ON override. +//! +//! \since Release: 455 +//! \param [in] pDev The target device. +//! \param [in] pGetSleepStatusParams Sleep status params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetSleepStatus(__in IUnknown *pDev, __in NV_GET_SLEEP_STATUS_PARAMS *pGetSleepStatusParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to set sleep mode +//! \ingroup dx +typedef struct _NV_SET_SLEEP_MODE_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (IN) Low latency mode enable/disable. + NvBool bLowLatencyBoost; //!< (IN) Request maximum GPU clock frequency regardless of workload. + NvU32 minimumIntervalUs; //!< (IN) Minimum frame interval in microseconds. 0 = no frame rate limit. + NvBool bUseMarkersToOptimize; //!< (IN) Allow latency markers to be used for runtime optimizations. + NvU8 rsvd[31]; //!< (IN) Reserved. Must be set to 0s. +} NV_SET_SLEEP_MODE_PARAMS_V1; + +typedef NV_SET_SLEEP_MODE_PARAMS_V1 NV_SET_SLEEP_MODE_PARAMS; +#define NV_SET_SLEEP_MODE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SET_SLEEP_MODE_PARAMS_V1, 1) +#define NV_SET_SLEEP_MODE_PARAMS_VER NV_SET_SLEEP_MODE_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetSleepMode +// +//! DESCRIPTION: This function can be used to update sleep mode dynamically. +//! The settings are not dependent to each other, meaning low latency mode +//! can be enabled/disabled regardless of whether minimum interval is set or +//! not. The former is to intelligently lower latency without impacting frame +//! rate. The later is to limit frame rate (e.g. minimumIntervalUs = 10000 +//! limits frame rate to 100 FPS). They work well separately and/or together. +//! Note that minimumIntervalUs usage is not limited to lowering latency, so +//! feel free to use it to limit frame rate for menu, cut scenes, etc. +//! Note that low latency mode can be enabled, and/or minimum interval can +//! be set, even without using NvAPI_D3D_Sleep(). However, without it, the +//! sleep to achieve these features would happen at a less optimal point, +//! resulting in higher overall latency. +//! The bLowLatencyBoost will request the GPU run at max clocks even in +//! scenarios where it is idle most of the frame and would normally try +//! to save power. This can decrease latency in CPU-limited scenarios. +//! While this function can be called as often as needed, it is not +//! necessary nor recommended to call this too frequently (e.g. every frame), +//! as the settings persist for the target device. +//! +//! \since Release: 455 +//! \param [in] pDev The target device. +//! \param [in] pSetSleepModeParams Sleep mode params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetSleepMode(__in IUnknown *pDev, __in NV_SET_SLEEP_MODE_PARAMS *pSetSleepModeParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_Sleep +// +//! DESCRIPTION: It is recommended to call this function at the very start of +//! each frame (e.g. before input sampling). If there is a need to sleep, +//! due to frame rate limit and/or low latency features, for example, +//! this call provides an entry point for the driver to sleep at the most +//! optimal spot to achieve the lowest latency. +//! It is recommended to call this function even when low latency mode is +//! disabled and minimum interval is 0. Other features, such as Maximum Frame +//! Rate setting, could be enabled in the control panel to benefit from this. +//! It is OK to start (or stop) using this function at any time. However, +//! when using this function, it must be called exactly once on each frame. +//! If this function is not called, after several frames, the driver would +//! fallback to sleep at its less optimal spot. +//! +//! \since Release: 455 +//! \param [in] pDev The target device. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_Sleep(__in IUnknown *pDev); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to send Reflex Sync data to UMD +//! \ingroup dx +typedef struct _NV_SET_REFLEX_SYNC_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvU32 bEnable:1; //!< (IN) Enable Reflex Sync + NvU32 bDisable:1; //!< (IN) Disable Reflex Sync + NvU32 flagsRsvd:30; //!< (IN) Reserved flag bits. Must be set to 0s. + NvU32 vblankIntervalUs; //!< (IN) Interval between VBLANKs in microseconds. (0 means N/A) + NvS32 timeInQueueUs; //!< (IN) Amount of time in the completed frame queue. Can be negative. (0 means N/A) + NvU32 timeInQueueUsTarget; //!< (IN) Target amount of time in the completed frame queue. (0 means N/A) + NvU8 rsvd[28]; //!< (IN) Reserved. Must be set to 0s. +} NV_SET_REFLEX_SYNC_PARAMS_V1; + +typedef NV_SET_REFLEX_SYNC_PARAMS_V1 NV_SET_REFLEX_SYNC_PARAMS; +#define NV_SET_REFLEX_SYNC_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SET_REFLEX_SYNC_PARAMS_V1, 1) +#define NV_SET_REFLEX_SYNC_PARAMS_VER NV_SET_REFLEX_SYNC_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetReflexSync +// +//! DESCRIPTION: This function can be used to enable/disable Reflex Sync, +//! and to pass in essential data for the Reflex Sync operation. +//! +//! \since Release: 530 +//! \param [in] pDev The target device. +//! \param [in] pSetReflexSyncParams Reflex Sync params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetReflexSync(__in IUnknown *pDev, __in NV_SET_REFLEX_SYNC_PARAMS *pSetReflexSyncParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get latency report. +//! \ingroup dx + +typedef struct _NV_LATENCY_RESULT_PARAMS +{ + NvU32 version; //!< (IN) Structure version + struct FrameReport { + NvU64 frameID; + NvU64 inputSampleTime; + NvU64 simStartTime; + NvU64 simEndTime; + NvU64 renderSubmitStartTime; + NvU64 renderSubmitEndTime; + NvU64 presentStartTime; + NvU64 presentEndTime; + NvU64 driverStartTime; + NvU64 driverEndTime; + NvU64 osRenderQueueStartTime; + NvU64 osRenderQueueEndTime; + NvU64 gpuRenderStartTime; + NvU64 gpuRenderEndTime; + NvU32 gpuActiveRenderTimeUs; //!< (OUT) Difference between gpuRenderStartTime and gpuRenderEndTime, excluding the idles in between, in microseconds. + NvU32 gpuFrameTimeUs; //!< (OUT) Difference between previous and current frame's gpuRenderEndTime, in microseconds. + NvU8 rsvd[120]; + } frameReport[64]; + NvU8 rsvd[32]; +} NV_LATENCY_RESULT_PARAMS_V1; + +typedef NV_LATENCY_RESULT_PARAMS_V1 NV_LATENCY_RESULT_PARAMS; +#define NV_LATENCY_RESULT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_LATENCY_RESULT_PARAMS_V1, 1) +#define NV_LATENCY_RESULT_PARAMS_VER NV_LATENCY_RESULT_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetLatency +// +//! DESCRIPTION: Get a latency report including the timestamps of the +//! application latency markers set with NvAPI_D3D_SetLatencyMarker as well +//! as driver, OS queue and graphics hardware times. Requires calling +//! NvAPI_D3D_SetLatencyMarker with incrementing frameID for valid results. +//! Rendering for at least 90 frames is recommended to properly fill out the +//! structure. The newest completed frame is at the end (element 63) and +//! is preceeded by older frames. If not enough frames are valid then all +//! frames are returned with all zeroes. +//! +//! \since Release: 455 +//! \param [in] pDev The target device +//! \param [in] pGetLatencyParams The latency result structure. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetLatency(__in IUnknown *pDev, __out NV_LATENCY_RESULT_PARAMS *pGetLatencyParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used define latency marker type +//! \ingroup dx +typedef enum +{ + SIMULATION_START = 0, + SIMULATION_END = 1, + RENDERSUBMIT_START = 2, + RENDERSUBMIT_END = 3, + PRESENT_START = 4, + PRESENT_END = 5, + INPUT_SAMPLE = 6, + TRIGGER_FLASH = 7, + PC_LATENCY_PING = 8, + OUT_OF_BAND_RENDERSUBMIT_START = 9, + OUT_OF_BAND_RENDERSUBMIT_END = 10, + OUT_OF_BAND_PRESENT_START = 11, + OUT_OF_BAND_PRESENT_END = 12, +} NV_LATENCY_MARKER_TYPE; + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used set latency markers +//! \ingroup dx +typedef struct _NV_LATENCY_MARKER_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvU64 frameID; + NV_LATENCY_MARKER_TYPE markerType; + NvU64 rsvd0; + NvU8 rsvd[56]; +} NV_LATENCY_MARKER_PARAMS_V1; + +typedef NV_LATENCY_MARKER_PARAMS_V1 NV_LATENCY_MARKER_PARAMS; +#define NV_LATENCY_MARKER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_LATENCY_MARKER_PARAMS_V1, 1) +#define NV_LATENCY_MARKER_PARAMS_VER NV_LATENCY_MARKER_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetLatencyMarker +// +//! DESCRIPTION: Set a latency marker to be tracked by the +//! NvAPI_D3D_GetLatency function. SIMULATION_START must be the first marker +//! sent in a frame, after the previous frame's Sleep call (if used). +//! INPUT_SAMPLE may be sent to record the moment user input was sampled and +//! should come between SIMULATION_START and SIMULATION_END. +//! RENDERSUBMIT_START should come before any Direct3D calls are made for +//! the given frame and RENDERSUBMIT_END should come before calling Present. +//! PRESENT_START and END should wrap the Present call to inform the driver +//! of a present block done by the OS before the driver receives the Present. +//! TRIGGER_FLASH tells the driver to render its flash indicator for latency +//! testing, typically driven by a mouse click. +//! The frameID can start at an abitrary moment in the application lifetime +//! but must strictly increment from that point forward for consistent results. +//! +//! \since Release: 455 +//! \param [in] pDev Pointer to the target device +//! \param [in] pSetLatencyMarkerParams Pointer to the latency marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetLatencyMarker(__in IUnknown *pDev, __in NV_LATENCY_MARKER_PARAMS* pSetLatencyMarkerParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used in NvAPI_D3D12_SetAsyncFrameMarker and NvAPI_D3D11_SetAsyncFrameMarker +//! \ingroup dx +typedef struct _NV_ASYNC_FRAME_MARKER_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NvU64 frameID; + NV_LATENCY_MARKER_TYPE markerType; + NvU64 presentFrameID; + NvU8 rsvd[56]; +} NV_ASYNC_FRAME_MARKER_PARAMS_V1; + +typedef NV_ASYNC_FRAME_MARKER_PARAMS_V1 NV_ASYNC_FRAME_MARKER_PARAMS; +#define NV_ASYNC_FRAME_MARKER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_ASYNC_FRAME_MARKER_PARAMS_V1, 1) +#define NV_ASYNC_FRAME_MARKER_PARAMS_VER NV_ASYNC_FRAME_MARKER_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetAsyncFrameMarker +// +//! DESCRIPTION: Set an async frame marker for present and out-of-band render tracking. +//! +//! \since Release: 520 +//! \param [in] pCommandQueue Pointer to the D3D12CommandQueue +//! \param [in] pSetAsyncFrameMarkerParams Pointer to the async frame marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetAsyncFrameMarker(__in ID3D12CommandQueue *pCommandQueue, __in NV_ASYNC_FRAME_MARKER_PARAMS* pSetAsyncFrameMarkerParams); +#endif //defined(__cplusplus) && (defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetAsyncFrameMarker +// +//! DESCRIPTION: Set an async frame marker for present and out-of-band render tracking. +//! +//! \since Release: 565 +//! \param [in] pDevice Pointer to the target device +//! \param [in] pSetAsyncFrameMarkerParams Pointer to the async frame marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetAsyncFrameMarker(__in IUnknown *pDevice, __in NV_ASYNC_FRAME_MARKER_PARAMS* pSetAsyncFrameMarkerParams); +#endif //defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used in NvAPI_D3D12_NotifyOutOfBandCommandQueue +//! \ingroup dx +typedef enum +{ + OUT_OF_BAND_RENDER = 0, + OUT_OF_BAND_PRESENT = 1, + OUT_OF_BAND_IGNORE = 2, +} NV_OUT_OF_BAND_CQ_TYPE; + +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_NotifyOutOfBandCommandQueue +// +//! DESCRIPTION: Notifies the driver that this command queue runs out of band +//! from the application's frame cadence. +//! +//! \since Release: 520 +//! \param [in] pCommandQueue The D3D12CommandQueue +//! \param [in] cqType The type of out of band command queue +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_NotifyOutOfBandCommandQueue(__in ID3D12CommandQueue *pCommandQueue, __in NV_OUT_OF_BAND_CQ_TYPE cqType); +#endif //defined(__cplusplus) && defined(__d3d12_h__)) + + +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetCreateCommandQueueLowLatencyHint +// +//! DESCRIPTION: Reserved call. +//! +//! \since Release: 530 +//! \param [in] pDevice The creating device +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetCreateCommandQueueLowLatencyHint(__in ID3D12Device *pDevice); +#endif //defined(__cplusplus) && defined(__d3d12_h__)) + +#if defined (__cplusplus) && defined(__d3d12_h__) + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +typedef struct NVAPI_D3D12_CREATE_CUBIN_SHADER_PARAMS +{ + size_t structSizeIn; //!< [in] Caller's version of input params + size_t structSizeOut; //!< [out] Driver's version of input params + + ID3D12Device* pDevice; //!< [in] pointer to ID3D12Device object + const void* pCubin; //!< [in] pointer to blob containing the cubin + NvU32 size; //!< [in] size of pCubin blob in bytes + NvU32 blockX; //!< [in] size of CTA / thread block/group + NvU32 blockY; //!< [in] + NvU32 blockZ; //!< [in] + NvU32 dynSharedMemBytes; //!< [in] dynamic shared memory required by the shader in bytes + const char* pShaderName; //!< [in] pointer to shader name, acts as identifier for SLI special handling, doesn't need to be accurate + NvU32 flags; //!< [in] reserved, set to 0 + NVDX_ObjectHandle hShader; //!< [out] variable that receives the handle to the created shader. + +} NVAPI_D3D12_CREATE_CUBIN_SHADER_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShaderExV2(__inout NVAPI_D3D12_CREATE_CUBIN_SHADER_PARAMS* pParams); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShader(__in ID3D12Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShaderEx(__in ID3D12Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in NvU32 dynSharedMemBytes, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShaderWithName(__in ID3D12Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_LaunchCubinShader(__in ID3D12GraphicsCommandList* pCommandList, + __in NVDX_ObjectHandle hShader, + __in NvU32 gridX, + __in NvU32 gridY, + __in NvU32 gridZ, + __in const void* pParams, + __in NvU32 paramSize); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_DestroyCubinComputeShader(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hShader); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +#if defined(__d3d12_h__) +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct NVAPI_D3D12_GET_CUDA_MERGED_TEXTURE_SAMPLER_OBJECT_PARAMS +{ + size_t structSizeIn; //!< [in] Caller's version of input params + size_t structSizeOut; //!< [out] Driver's version of input params + + ID3D12Device* pDevice; //!< [in] pointer to ID3D12Device object + D3D12_CPU_DESCRIPTOR_HANDLE texDesc; //!< [in] CPU descriptor handle of the texture (SRV) + D3D12_CPU_DESCRIPTOR_HANDLE smpDesc; //!< [in] CPU descriptor handle of the sampler (set to 0 if sampler isn't required) + NvU64 textureHandle; //!< [out] A variable that receives the driver handle + +} NVAPI_D3D12_GET_CUDA_MERGED_TEXTURE_SAMPLER_OBJECT_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_GetCudaMergedTextureSamplerObject(__inout NVAPI_D3D12_GET_CUDA_MERGED_TEXTURE_SAMPLER_OBJECT_PARAMS* pParams); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +typedef enum _NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TYPE +{ + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_SURFACE = 0, + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TEXTURE = 1, + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_SAMPLER = 2, + +} NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TYPE; + +typedef struct NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_PARAMS +{ + size_t structSizeIn; //!< [in] Caller's version of input params + size_t structSizeOut; //!< [out] Driver's version of input params + + ID3D12Device* pDevice; //!< [in] Pointer to ID3D12Device object + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TYPE type; //!< [in] Type of the descriptor + D3D12_CPU_DESCRIPTOR_HANDLE desc; //!< [in] CPU descriptor handle of the UAV + NvU64 handle; //!< [out] A pointer to memory that receives the driver handle + +} NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_GetCudaIndependentDescriptorObject(__inout NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_PARAMS* pParams); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_GetCudaTextureObject(__in ID3D12Device* pDevice, + __in D3D12_CPU_DESCRIPTOR_HANDLE texDesc, + __in D3D12_CPU_DESCRIPTOR_HANDLE smpDesc, + __out NvU32* pTextureHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_GetCudaSurfaceObject(__in ID3D12Device* pDevice, + __in D3D12_CPU_DESCRIPTOR_HANDLE uavDesc, + __out NvU32* pSurfaceHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_IsFatbinPTXSupported(__in ID3D12Device *pDevice, + __out bool *pSupported); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCuModule(__in ID3D12Device* pDevice, + __in const void* pBlob, + __in NvU32 size, + __out NVDX_ObjectHandle* phModule); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_EnumFunctionsInModule(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hModule, + __inout NvU32* pArraySize, + __out const char** const pFunctionNames); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCuFunction(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hModule, + __in const char* pName, + __out NVDX_ObjectHandle* phFunction); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NVAPI_DIM3 +{ + NvU32 x; + NvU32 y; + NvU32 z; +} NVAPI_DIM3; + +typedef struct _NVAPI_CU_KERNEL_LAUNCH_PARAMS +{ + NVDX_ObjectHandle hFunction; + NVAPI_DIM3 gridDim; + NVAPI_DIM3 blockDim; + NvU32 dynSharedMemBytes; + void const * pParams; + NvU32 paramSize; +} NVAPI_CU_KERNEL_LAUNCH_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_LaunchCuKernelChain(__in ID3D12GraphicsCommandList* pCommandList, + __in const NVAPI_CU_KERNEL_LAUNCH_PARAMS* pKernels, + __in NvU32 numKernels); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NVAPI_CU_KERNEL_LAUNCH_PARAMS_EX +{ + NVDX_ObjectHandle hFunction; + NVAPI_DIM3 gridDim; + NVAPI_DIM3 blockDim; + NvU32 dynSharedMemBytes; + + // either pParams/paramsSize is used or kernelParams is used + void const * pParams; + NvU32 paramSize; + void **kernelParams; +} NVAPI_CU_KERNEL_LAUNCH_PARAMS_EX; + +NVAPI_INTERFACE NvAPI_D3D12_LaunchCuKernelChainEx(__in ID3D12GraphicsCommandList* pCommandList, + __in const NVAPI_CU_KERNEL_LAUNCH_PARAMS_EX* pKernels, + __in NvU32 numKernels); + + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_DestroyCuModule(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hModule); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_DestroyCuFunction(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hFunction); +#endif //if defined (__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d11_h__) + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateCubinComputeShader(__in ID3D11Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateCubinComputeShaderEx(__in ID3D11Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in NvU32 dynSharedMemBytes, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateCubinComputeShaderWithName(__in ID3D11Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_LaunchCubinShader(__in ID3D11DeviceContext *pDeviceContext, + __in NVDX_ObjectHandle hShader, + __in NvU32 gridX, + __in NvU32 gridY, + __in NvU32 gridZ, + __in const void* pParams, + __in NvU32 paramSize, + __in const NVDX_ObjectHandle* pReadResources, + __in NvU32 numReadResources, + __in const NVDX_ObjectHandle* pWriteResources, + __in NvU32 numWriteResources); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_DestroyCubinComputeShader(__in ID3D11Device* pDevice, + __in NVDX_ObjectHandle hShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_IsFatbinPTXSupported(__in ID3D11Device *pDevice, + __out bool *pSupported); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateUnorderedAccessView(__in ID3D11Device* pDevice, + __in ID3D11Resource* pResource, + __in const D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc, + __out ID3D11UnorderedAccessView** ppUAV, + __out NvU32* pDriverHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateShaderResourceView(__in ID3D11Device* pDevice, + __in ID3D11Resource* pResource, + __in const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc, + __out ID3D11ShaderResourceView** ppSRV, + __out NvU32* pDriverHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateSamplerState(__in ID3D11Device* pDevice, + __in const D3D11_SAMPLER_DESC* pSamplerDesc, + __out ID3D11SamplerState** ppSamplerState, + __out NvU32* pDriverHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_GetCudaTextureObject(__in ID3D11Device* pDevice, + __in NvU32 srvDriverHandle, + __in NvU32 samplerDriverHandle, + __out NvU32* pCudaTextureHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_GetResourceGPUVirtualAddress(__in ID3D11Device* pDevice, + __in const NVDX_ObjectHandle hResource, + __out NvU64* pGpuVA); +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined(__cplusplus) && defined(__d3d12_h__) +//! Flags specifying raytracing thread reordering hardware support. +//! Additional flags will be added as support becomes available. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS +{ + NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAP_NONE = 0x0, //!< Thread reordering acts as a no-op + NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAP_STANDARD = NV_BIT(0) //!< Standard thread reordering is supported +} NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS; + +//! Flags specifying raytracing Opacity Micromap support. +//! Additional flags will be added as support becomes available. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAPS +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAP_NONE = 0x0, //!< Opacity Micromap support is not available. + //!< The application must not attempt to use any OMM entrypoints or flags. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAP_STANDARD = NV_BIT(0) //!< Standard Opacity Micromap support is available +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAPS; + +//! Flags specifying raytracing Displacement Micromap support. +//! Additional flags will be added as support becomes available. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAPS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAP_NONE = 0x0, //!< Displacement Micromap support is not available. + //!< The application must not attempt to use any DMM entrypoints or flags. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAP_STANDARD = NV_BIT(0) //!< Standard Displacement Micromap support is available +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAPS; + +//! List of Raytracing CAPS types that can be queried. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_CAPS_TYPE +{ + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_THREAD_REORDERING = 0, + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_OPACITY_MICROMAP = 1, + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_DISPLACEMENT_MICROMAP = 2, + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_INVALID = -1 +} NVAPI_D3D12_RAYTRACING_CAPS_TYPE; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingCaps +// +//! DESCRIPTION: Query raytracing capabilities of a device. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Pointer to the device on which raytracing caps should be queried from. +//! \param [in] type Raytracing caps type requested. (ex: NVAPI_D3D12_RAYTRACING_CAPS_TYPE_THREAD_REORDERING) +//! \param [out] pData Pointer to memory that receives caps. (ex: NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS*) +//! \param [in] dataSize Size in bytes to return to pData. Must match the size of the caps data requested. (ex: sizeof(NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS)) +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as an argument +//! \retval ::NVAPI_INVALID_ARGUMENT At least one of the arguments are invalid +//! \retval ::NVAPI_ERROR Error occurred +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingCaps( + __in ID3D12Device* pDevice, + __in NVAPI_D3D12_RAYTRACING_CAPS_TYPE type, + __out void* pData, + __in size_t dataSize); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Flags specifying validation behaviour for raytracing operations. +//! \ingroup dx +//! See NvAPI_D3D12_EnableRaytracingValidation +typedef enum _NVAPI_D3D12_RAYTRACING_VALIDATION_FLAGS +{ + NVAPI_D3D12_RAYTRACING_VALIDATION_FLAG_NONE = 0x0, //!< No validation flags. +} NVAPI_D3D12_RAYTRACING_VALIDATION_FLAGS; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EnableRaytracingValidation +// +//! DESCRIPTION: Enable raytracing validation for a device. +//! This function must be called before any other raytracing-related function +//! is invoked on the device. Raytracing validation can only be enabled when +//! the NV_ALLOW_RAYTRACING_VALIDATION envvar is set to 1. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device on which raytracing validation should be enabled. +//! \param [in] flags Raytracing validation flags. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as device argument +//! \retval ::NVAPI_INVALID_ARGUMENT An unsupported flag was specified +//! \retval ::NVAPI_INVALID_CALL The call was made too late (other raytracing-related calls have already been made) +//! \retval ::NVAPI_ACCESS_DENIED Validation is not allowed by envvar +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_EnableRaytracingValidation( + __in ID3D12Device5* pDevice, + __in NVAPI_D3D12_RAYTRACING_VALIDATION_FLAGS flags); + + + +//! Severity classification of validation messages. +//! \ingroup dx +//! See NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_CALLBACK +typedef enum _NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY +{ + NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY_ERROR = 0x0, //!< Error message (indicates likely bug) + NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY_WARNING = 0x1 //!< Warning message (indicates inadvisable usage or possible bug) +} NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY; + +//! Callback for raytracing validation messages. +//! \param [in] pUserData User data pointer as provided to callback registration. +//! \param [in] severity Severity of message. +//! \param [in] messageCode Type of reported validation message. +//! \param [in] message Human-readable description of what the message code means. +//! \param [in] messageDetails Additional human-readable context for validation message. May contain newlines. +//! \ingroup dx +//! See NvAPI_D3D12_RegisterRaytracingValidationMessageCallback +typedef void(__stdcall *NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_CALLBACK)(void* pUserData, NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY severity, const char* messageCode, const char* message, const char* messageDetails); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RegisterRaytracingValidationMessageCallback +// +//! DESCRIPTION: Register a message callback for raytracing validation messages. +//! The provided callback may be invoked by the driver using any thread at any time until the callback is unregistered. +//! It is invalid to register/unregister callbacks from within the callback. +//! It is invalid to create or destroy objects for the device or record commands onto command lists from within the callback. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device from which to obtain raytracing validation messages. +//! \param [in] pfnMessageCallback Callback used to report validation messages. +//! \param [in] pUserData [optional] User data to pass as argument to message callback. +//! \param [out] pHandle Handle that may be used to unregister the callback. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as an argument +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RegisterRaytracingValidationMessageCallback( + __in ID3D12Device5* pDevice, + __in NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_CALLBACK pfnMessageCallback, + __in_opt void* pUserData, + __out void** pHandle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_UnregisterRaytracingValidationMessageCallback +// +//! DESCRIPTION: Unregister a previously registered message callback for raytracing validation messages. +//! The provided callback will not be invoked once the unregister call has returned. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device from which to stop obtaining raytracing validation messages. +//! \param [in] handle Handle to which callback should be unregistered, obtained at registration. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as device argument +//! \retval ::NVAPI_INVALID_ARGUMENT Callback handle not recognized +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_UnregisterRaytracingValidationMessageCallback( + __in ID3D12Device5* pDevice, + __in void* handle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_FlushRaytracingValidationMessages +// +//! DESCRIPTION: Flush any validation messages that have not yet been reported. +//! This guarantees that any validation messages for work which is known to be complete on the GPU +//! at the time of the call are reported to registered callbacks. +//! This operation is lightweight if the flushed device does not have raytracing validation enabled. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device on which raytracing validation messages should be flushed. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as device argument +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_FlushRaytracingValidationMessages( + __in ID3D12Device5* pDevice); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +// Types used by both device and command list functions. + +//! Flags specifying building instructions and hints when constructing a DMM Array. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAGS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_NONE = 0x0, //!< No options specified for the DMM Array build. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE = NV_BIT(0), //!< Allow the DMM Array build to take a little longer in order to optimize for traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD = NV_BIT(1) //!< Spend as little time as possible on the DMM Array build with some potential loss to traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAGS; + +//! Specifies the input Displacement Micromap formats. +//! The DC1 (Displacement Compression 1) format follows the space-filling curve in barycentric space over the uniformly tessellated micro-triangles. +//! +//! \note This is a 16-bit value when used in #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT_DC1_64_TRIS_64_BYTES = 0x1, //!< 64 micro-triangles packed into 64 bytes + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT_DC1_256_TRIS_128_BYTES = 0x2, //!< 256 micro-triangles packed into 128 bytes + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT_DC1_1024_TRIS_128_BYTES = 0x3, //!< 1024 micro-triangles packed into 128 bytes + +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT; + +//! Number of DMMs of a specific configuration in a DMM Array or BLAS build. +//! Used to compute conservative buffer size estimates for DMM Array and BLAS builds. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT +{ + NvU32 count; //!< For DMM Array builds: total number of DMMs in the DMM Array with the particular \p subdivisionLevel and \p format specified in this descriptor. + //!< For BLAS builds: total number of DMMs with the \p subdivisionLevel and \p format combination that is referenced from the BLAS. + NvU32 subdivisionLevel; //!< Number of subdivisions for the DMM; valid inputs are [0, 5] (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT format; //!< Displacement Micromap format. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT; + +//! Describes one Displacement Micromap. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC +{ + NvU32 byteOffset; //!< Byte offset from the \c inputBuffer, specified in the input structure #NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS, to where the input DMM data is located. + NvU16 subdivisionLevel; //!< Number of subdivisions for the DMM; valid inputs are [0, 5] (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NvU16 format; //!< Format of the DMM of type #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC; + +//! Input structure to DMM Array construction. +//! Individual DMMs are accessed via indices when used in bottom-level acceleration structure (BLAS) construction. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAGS flags; //!< Flags which apply to all DMMs in the array. + NvU32 numDMMUsageCounts; //!< Number of DMM usage count entries in the \p pDMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT* pDMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the DMM entries in the build. + D3D12_GPU_VIRTUAL_ADDRESS inputBuffer; //!< Address for raw DMM input data; it must be 256-byte aligned (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT) + //!< It is recommended to try to organize DMMs together in memory that are expected to be used close together spatially. + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE perDMMDescs; //!< GPU array with one #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC entry per DMM. +} NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS; + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Conservative memory requirements for building a DMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO +{ + NvU64 resultDataMaxSizeInBytes; //!< Size required to hold the result of a DMM Array build based on the specified inputs. + NvU64 scratchDataSizeInBytes; //!< Scratch storage on GPU required during DMM Array build based on the specified inputs. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO; + +//! Parameters given to NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS* pDesc; //!< [in] Description of the DMM Array build. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO* pInfo; //!< [out] Result of the query. +} NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1; +#define NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS; +#define NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo +// +//! DESCRIPTION: Query conservative memory requirements for building a DMM (Displacement Micromap) Array. +//! The returned size is conservative for DMM Array builds containing +//! a lower or equal number of entries for each resolution and format combination. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pDevice Device on which the DMM Array will be built. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo( + __in ID3D12Device5* pDevice, + __inout NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +// Types used by both device and command list functions. + +//! Flags specifying building instructions and hints when constructing an OMM Array. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAGS +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_NONE = 0x0, //!< No options specified for the OMM Array build. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE = NV_BIT(0), //!< Allow the OMM Array build to take a little longer in order to optimize for traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD = NV_BIT(1) //!< Spend as little time as possible on the OMM Array build with some potential loss to traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAGS; + +//! Specifies the input Opacity Micromap formats. +//! The OC1 (Opacity Compression 1) format follows the space-filling curve in barycentric space over the uniformly tessellated micro-triangles. +//! +//! \note This is a 16-bit value when used in #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT_OC1_2_STATE = 0x1, //!< 2-state (Transparent/Opaque) format. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT_OC1_4_STATE = 0x2 //!< 4-state (Transparent/Opaque, Known/Unknown) format. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT; + +//! Number of OMMs of a specific configuration in an OMM Array. +//! Used to compute conservative buffer size estimates for OMM Array builds. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT +{ + NvU32 count; //!< Total number of OMMs in the OMM Array with the particular \p subdivisionLevel and \p format specified in this descriptor. + NvU32 subdivisionLevel; //!< Number of subdivisions for the OMM; valid inputs are [0, 12] (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_OC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT format; //!< Opacity Micromap format. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT; + +//! Describes one Opacity Micromap. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC +{ + NvU32 byteOffset; //!< Byte offset from the \c inputBuffer, specified in the input structure #NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS, to where the input OMM data is located. + NvU16 subdivisionLevel; //!< Number of subdivisions for the OMM; valid inputs are [0, 12] (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_OC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NvU16 format; //!< Format of the OMM of type #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC; + +//! Input structure to OMM Array construction. +//! Individual OMMs are accessed via indices when used in bottom-level acceleration structure (BLAS) construction. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAGS flags; //!< Flags which apply to all OMMs in the array. + NvU32 numOMMUsageCounts; //!< Number of OMM usage count entries in the \p pOMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT* pOMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the OMM entries in the build. + D3D12_GPU_VIRTUAL_ADDRESS inputBuffer; //!< Address for raw OMM input data; it must be 256-byte aligned. + //!< It is recommended to try to organize OMMs together in memory that are expected to be used close together spatially. + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE perOMMDescs; //!< GPU array with one #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC entry per OMM. +} NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS; + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Conservative memory requirements for building an OMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO +{ + NvU64 resultDataMaxSizeInBytes; //!< Size required to hold the result of an OMM Array build based on the specified inputs. + NvU64 scratchDataSizeInBytes; //!< Scratch storage on GPU required during OMM Array build based on the specified inputs. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO; + +//! Parameters given to NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS* pDesc; //!< [in] Description of the OMM Array build. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO* pInfo; //!< [out] Result of the query. +} NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1; +#define NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS; +#define NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo +// +//! DESCRIPTION: Query conservative memory requirements for building an OMM (Opacity Micromap) Array. +//! The returned size is conservative for OMM Array builds containing +//! a lower or equal number of entries for each resolution and format combination. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the OMM Array will be built. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo( + __in ID3D12Device5* pDevice, + __inout NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Pipeline creation state flags. +//! Support should only be enabled for the specific features that are present, since they may incur a small penalty on traversal performance overall. +//! If the pipeline is not created with the correct primitive support, and that primitive type is encountered during traversal, behavior is undefined. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS +{ + NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS_NONE = 0, //!< [in] No pipeline flags. + NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS_ENABLE_OMM_SUPPORT = NV_BIT(0), //!< [in] Change whether raytracing pipelines are created with support for Opacity Micromaps. + NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS_ENABLE_DMM_SUPPORT = NV_BIT(1), //!< [in] Change whether raytracing pipelines are created with support for Displacement Micromaps. +} NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS; + +//! State used when creating new pipelines. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER. + NvU32 flags; //!< [in] A bitwise OR of one or more #NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS flags for raytracing pipeline creation. +} NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1; +#define NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1, 1) +typedef NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1 NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS; +#define NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetCreatePipelineStateOptions +// +//! DESCRIPTION: Globally change the state affecting pipeline creations. +//! This affects all pipelines created after this call, and until this function is called again. +//! +//! \note Only supported on GPUs capable of DXR. +//! Some of the flags and fields have further restrictions, in which case their description will include a note with more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the pipelines will be created. +//! \param [in] pState State to be applied to all future pipeline creations. + +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetCreatePipelineStateOptions( + __in ID3D12Device5* pDevice, + __in const NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS* pState); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Type of serialized data. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX +{ + // D3D12_SERIALIZED_DATA_TYPE flags + NVAPI_D3D12_SERIALIZED_DATA_RAYTRACING_ACCELERATION_STRUCTURE_EX = 0x0, //!< Serialized data contains a raytracing acceleration structure. + //!< Starting from offset 0, the first bytes of the serialized acceleration structure can be reinterpreted as \c D3D12_SERIALIZED_RAYTRACING_ACCELERATION_STRUCTURE_HEADER. + //!< That structure contains the identifier to be passed along to NvAPI_D3D12_CheckDriverMatchingIdentifierEx(). + + // NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX specific flags + NVAPI_D3D12_SERIALIZED_DATA_RAYTRACING_OPACITY_MICROMAP_ARRAY_EX = 0x1, //!< Data blob contains an OMM Array. + //!< Starting from offset 0, the first bytes of the OMM Array can be reinterpreted as \c D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER. + NVAPI_D3D12_SERIALIZED_DATA_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_EX = 0x2, //!< Data blob contains a DMM Array. + //!< Starting from offset 0, the first bytes of the DMM Array can be reinterpreted as \c D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER. + +} NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX; + +//! Parameters given to NvAPI_D3D12_CheckDriverMatchingIdentifierEx(). +//! +//! \ingroup dx +typedef struct _NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER. + NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX serializedDataType; //!< [in] Type of data to be deserialized; see #NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX. + const D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER* pIdentifierToCheck; //!< [in] Identifier from the header of the serialized data to check with the driver; see \c D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER. + //!< Information about how to retrieve that identifier can be found in the description of each #NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX enum. + D3D12_DRIVER_MATCHING_IDENTIFIER_STATUS checkStatus; //!< [out] Result of the check; see \c D3D12_DRIVER_MATCHING_IDENTIFIER_STATUS. +} NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1; +#define NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1, 1) +typedef NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1 NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS; +#define NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CheckDriverMatchingIdentifierEx +// +//! DESCRIPTION: This function is an extension of ID3D12Device5::CheckDriverMatchingIdentifier() with additional serialized data types. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the data will be deserialized. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CheckDriverMatchingIdentifierEx( + __in ID3D12Device5* pDevice, + __inout NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! This enum extends \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS with modified and additional values. +//! Only modified/new values are fully described; for more information on the other values, please check Microsoft's DirectX Raytracing Specification. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX +{ + // D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS flags + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_NONE_EX = 0x0, //!< No options specified for the acceleration structure build. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_UPDATE_EX = NV_BIT(0), //!< Allow the acceleration structure to later be updated (via the flag #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PERFORM_UPDATE_EX), rather than always requiring a full rebuild. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_COMPACTION_EX = NV_BIT(1), //!< Allow for the acceleration structure to later be compacted. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_TRACE_EX = NV_BIT(2), //!< Favorize higher raytracing performance at the cost of longer build times. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_BUILD_EX = NV_BIT(3), //!< Favorize faster build times at the cost of lower raytracing performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_MINIMIZE_MEMORY_EX = NV_BIT(4), //!< Minimize the memory footprint of the produced acceleration structure, potentially at the cost of longer build time or lower raytracing performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PERFORM_UPDATE_EX = NV_BIT(5), //!< Instead of rebuilding the acceleration structure from scratch, the existing acceleration structure will be updated. + //!< Added behaviour: If #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_UPDATE_EX is specified, OMM references may be changed along with positions when an update is performed. + + // NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX specific flags + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_UPDATE_EX = NV_BIT(6), //!< The acceleration structure (AS) supports updating OMM contents (base OMM Array and/or indices). + //!< Specifying this flag may result in larger AS size and may reduce traversal performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_DISABLE_OMMS_EX = NV_BIT(7), //!< Only applicable for BLAS builds. If enabled, any instances referencing this BLAS are allowed to disable the OMM test through the #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX flag. + //!< Specifying this build flag may result in some reductions in traversal performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_OPACITY_STATES_UPDATE_EX = NV_BIT(8), //!< The acceleration structure (AS) supports updating OMM data (encoded opacity values). + //!< Specifying this flag may reduce traversal performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_DATA_ACCESS_EX = NV_BIT(9), //!< Allows triangle and micro-triangle data to be accessed through the BLAS via shader intrinsics. + +} NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX; + +//! This enum extends \c D3D12_RAYTRACING_GEOMETRY_TYPE with additional values. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX +{ + // D3D12_RAYTRACING_GEOMETRY_TYPE flags + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_TRIANGLES_EX = 0x0, //!< This geometry is made of basic triangles. + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_PROCEDURAL_PRIMITIVE_AABBS_EX = 0x1, //!< This geometry is made of axis-aligned bounding boxes (AABBs). + + // NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX specific flags + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_OMM_TRIANGLES_EX = 0x2, //!< Shares most fields with the basic triangle geometry type, but allows an OMM Array to be attached to the geometry. + //!< The basic triangle type and this OMM-enabled type geometries may be mixed in the same BLAS build. + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_DMM_TRIANGLES_EX = 0x3, //!< Triangle geometry with attached DMM data. + //!< This geometry cannot be mixed with other geometry types in the same BLAS. + +} NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX; + +//! If a triangle has a uniform OMM state in a BLAS build, it is preferable to signal this explicitly rather than attaching a single state OMM. +//! This can be accomplished by supplying these special indices as entries in \c opacityMicromapIndexBuffer, in #NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_TRANSPARENT = -1, //!< Uniform transparent OMM state. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_OPAQUE = -2, //!< Uniform opaque OMM state. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_UNKNOWN_TRANSPARENT = -3, //!< Uniform unknown-transparent OMM state. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_UNKNOWN_OPAQUE = -4 //!< Uniform unknown-opaque OMM state. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX; + +//! Geometry descriptor attachment with Opacity Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_ATTACHMENT_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE opacityMicromapIndexBuffer; //!< Optional buffer specifying which OMM index to use for each triangle; if \c NULL, there is a 1:1 mapping between input triangles and OMM Array entries. + //!< Special values can be used to encode OMMs with uniform state for individual triangles (see #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX). + //!< For BLAS updates, this input buffer must match that of the original build if the #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_UPDATE_EX build flag is not set. + DXGI_FORMAT opacityMicromapIndexFormat; //!< Format of \c opacityMicromapIndexBuffer, either \c DXGI_FORMAT_R32_UINT or \c DXGI_FORMAT_R16_UINT. + NvU32 opacityMicromapBaseLocation; //!< Constant added to all non-negative OMM indices in \p opacityMicromapIndexBuffer. + D3D12_GPU_VIRTUAL_ADDRESS opacityMicromapArray; //!< Pointer to an OMM Array used by this geometry; it may be set to \c NULL if no non-uniform OMMs are used. + //!< Unlike vertex, index, and transform buffers, this resource is dereferenced during raytracing. + + NvU32 numOMMUsageCounts; //!< Number of OMM usage count entries in the \p pOMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT* pOMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the OMM entries referred-to by the OMM index buffer specified by this geometry. + +} NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_ATTACHMENT_DESC; + +//! The edge vA..vB is decimated: after subdivision the number of micro-triangles on that edge is halved. +//! (i.e. the neighboring primitive can have a lower subdivision level without introducing cracks) +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAGS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAG_DECIMATE_01 = NV_BIT(0), + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAG_DECIMATE_12 = NV_BIT(1), + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAG_DECIMATE_20 = NV_BIT(2), + +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAGS; + +//! Geometry descriptor attachment with Displacement Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_ATTACHMENT_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE triangleMicromapIndexBuffer; //!< Optional buffer specifying which DMM index to use for each triangle; if \c NULL, there is a 1:1 mapping between input triangles and DMM Array entries. + //!< For BLAS updates, this input buffer must match that of the original build. + DXGI_FORMAT triangleMicromapIndexFormat; //!< Format of \c displacementMicromapIndexBuffer, either \c DXGI_FORMAT_R32_UINT or \c DXGI_FORMAT_R16_UINT. + NvU32 triangleMicromapBaseLocation; //!< Constant added to all DMM indices in \p displacementMicromapIndexBuffer. + + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE trianglePrimitiveFlagsBuffer; //!< Optional, per-triangle UINT8 mode flags (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAGS) + + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE vertexBiasAndScaleBuffer; //!< Optional displacement base vertex bias and displacement vector scale buffer. If not supplied, bias defaults to 0 and scale to 1. + DXGI_FORMAT vertexBiasAndScaleFormat; //!< Format of \c displacementBiasAndScaleBuffer. Supported formats are \c DXGI_FORMAT_R16G16_FLOAT and \c DXGI_FORMAT_R32G32_FLOAT + + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE vertexDisplacementVectorBuffer; //!< Per-vertex displacement vector buffer. This buffer is indexed using the index buffer from the base triangle geometry. + DXGI_FORMAT vertexDisplacementVectorFormat; //!< Format of \c displacementVectorBuffer. Supported formats are \c DXGI_FORMAT_R32G32B32_FLOAT, \c DXGI_FORMAT_R32G32B32A32_FLOAT, and \c DXGI_FORMAT_R16G16B16A16_FLOAT (The Alpha channel is ignored, and stride can be set accordingly). + + D3D12_GPU_VIRTUAL_ADDRESS displacementMicromapArray; //!< Pointer to a DMM Array used by this geometry. + //!< Unlike vertex, index, and transform buffers, this resource is dereferenced during raytracing. + + NvU32 numDMMUsageCounts; //!< Number of DMM usage count entries in the \p pDMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT* pDMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the DMM entries referred-to by the DMM index buffer specified by this geometry. + +} NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_ATTACHMENT_DESC; + +//! Geometry triangle descriptor with attached augmented Displacement Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_TRIANGLES_DESC +{ + D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC triangles; //!< Triangle mesh descriptor. + NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_ATTACHMENT_DESC dmmAttachment; //!< Displacement Micromap attachment descriptor. +} NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_TRIANGLES_DESC; + +//! Geometry triangle descriptor with attached augmented Opacity Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC +{ + D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC triangles; //!< Triangle mesh descriptor. + NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_ATTACHMENT_DESC ommAttachment; //!< Opacity Micromap attachment descriptor. +} NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC; + + +//! This structure extends \c D3D12_RAYTRACING_GEOMETRY_DESC by supporting additional geometry types. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX +{ + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX type; //!< The type of geometry stored in the union of this structure. + D3D12_RAYTRACING_GEOMETRY_FLAGS flags; //!< Flags affecting how this geometry is processed by the raytracing pipeline. + union + { + D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC triangles; //!< Describes triangle geometry if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_TRIANGLES_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + D3D12_RAYTRACING_GEOMETRY_AABBS_DESC aabbs; //!< Describes AABB geometry if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_PROCEDURAL_PRIMITIVE_AABBS_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC ommTriangles; //!< Describes triangle geometry which may optionally use Opacity Micromaps, if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_OMM_TRIANGLES_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_TRIANGLES_DESC dmmTriangles; //!< Describes micro-triangle geometry, if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_DMM_TRIANGLES_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + }; +} NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX; + +//! This enum extends \c D3D12_RAYTRACING_INSTANCE_FLAGS with additional values. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX +{ + // D3D12_RAYTRACING_INSTANCE_FLAGS flags + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_NONE_EX = 0x0, //!< No options specified for this instance. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_TRIANGLE_CULL_DISABLE_EX = NV_BIT(0), //!< Disable triangle culling for this instance. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_TRIANGLE_FRONT_COUNTERCLOCKWISE_EX = NV_BIT(1), //!< Use counter-clockwise winding for defining front faces, instead of the default of clockwise winding. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_FORCE_OPAQUE_EX = NV_BIT(2), //!< Force all geometries in this instance to be opaque. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_FORCE_NON_OPAQUE_EX = NV_BIT(3), //!< All geometries in this instance will be processed as if they never had the \c D3D12_RAYTRACING_GEOMETRY_FLAG_OPAQUE flag applied to them. + + // NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX specific flags + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_FORCE_OMM_2_STATE_EX = NV_BIT(4), //!< Ignore the Unknown state and only consider the Transparent/Opaque bit for all 4-state OMMs encountered during traversal. + //!< This flag has no effect if #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX is set. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX = NV_BIT(5) //!< Disable OMMs for all triangles, and revert to using geometry opaque/non-opaque state instead (legacy behavior). + //!< This flag is only valid if the referenced BLAS was built with the #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_DISABLE_OMMS_EX flag; omitting that flag during BLAS build will result in undefined behavior. +} NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX; + +//! This structure extends \c D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS by supporting additional geometry types. +//! Only modified members are fully described below; for more information on the other members, please check Microsoft's DirectX Raytracing Specification. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX +{ + D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE type; //!< Whether a top-level acceleration structure (TLAS) or bottom-level acceleration structure (BLAS) will be built using this information. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX flags; //!< Options influencing how the acceleration structure is built and which of its features can be used. + NvU32 numDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TOP_LEVEL, it represents the number of descriptions stored in \c instanceDescs. + //!< Otherwise, it contains the number of geometry descriptions stored in \c pGeometryDescs or \c ppGeometryDescs. + D3D12_ELEMENTS_LAYOUT descsLayout; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BOTTOM_LEVEL, it specifies which of \c pGeometryDescs and \c ppGeometryDescs to use. + //!< Otherwise, this parameter is unused. + NvU32 geometryDescStrideInBytes; //!< Stride between consecutive geometry descriptors. Should typically be set to sizeof(NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX). + //!< Only used if \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL and \c descLayout is \c D3D12_ELEMENTS_LAYOUT_ARRAY. + //!< This field guarantees backwards compatibility, even if the geometry descriptor size increases in future NVAPI versions. + union + { + D3D12_GPU_VIRTUAL_ADDRESS instanceDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TOP_LEVEL, the referenced instance structures can used the extended set of flags #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX in place of the \c D3D12_RAYTRACING_INSTANCE_FLAGS mentioned in \c D3D12_RAYTRACING_INSTANCE_DESC. + //!< Otherwise, this parameter is unused (space repurposed in a union). + const NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX* pGeometryDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BOTTOM_LEVEL and \c descLayout is \c D3D12_ELEMENTS_LAYOUT_ARRAY, it contains the descriptions of all geometries to be built into a BLAS. + //!< Otherwise, this parameter is unused (space repurposed in a union). + const NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX*const* ppGeometryDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BOTTOM_LEVEL and \c descLayout is \c D3D12_ELEMENTS_LAYOUT_ARRAY_OF_POINTERS, it contains the addresses of descriptions for all geometries to be built into a BLAS. + //!< Otherwise, this parameter is unused (space repurposed in a union). + }; +} NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX; + +//! Parameters given to NvAPI_D3D12_GetRaytracingAccelerationStructurePrebuildInfoEx(). +//! +//! \ingroup dx +typedef struct _NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX* pDesc; //!< [in] Description of the acceleration-structure build. + D3D12_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO* pInfo; //!< [out] Result of the query. +} NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1; +#define NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1, 1) +typedef NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1 NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS; +#define NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingAccelerationStructurePrebuildInfoEx +// +//! DESCRIPTION: This function is an extension of ID3D12Device5::GetRaytracingAccelerationStructurePrebuildInfo() with additional input types. +//! +//! \note Only supported on GPUs capable of DXR. +//! Some of the flags and fields have further restrictions, in which case their description will include a note with more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the acceleration structure will be built. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingAccelerationStructurePrebuildInfoEx( + __in ID3D12Device5* pDevice, + __inout NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Description of the inputs and memory areas used during the building of OMM Arrays. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destOpacityMicromapArrayData; //!< Output location for the OMM Array build. + //!< NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo() reports the amount of memory required for the result given a set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT). + NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS inputs; //!< Description of the input data for the OMM Array build. + D3D12_GPU_VIRTUAL_ADDRESS scratchOpacityMicromapArrayData; //!< Location where the build will store temporary data. + //!< NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo() reports the amount of scratch memory the implementation will need for a given set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT). + //!< Contents of this memory going into a build on the GPU timeline are irrelevant and will not be preserved. + //!< After the build is complete on the GPU timeline, the memory is left with whatever undefined contents the build finished with. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. +} NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_DESC; + +//! Structure emitted by NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo(), and optionally NvAPI_D3D12_BuildRaytracingOpacityMicromapArray(), when \c type equals #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC +{ + NvU64 currentSizeInBytes; //!< Size of the OMM Array buffer. + //!< The queried size may be smaller than the size reported by NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo(). + //!< This allows the application to move and relocate the OMM Array to a smaller buffer to reclaim any unused memory after the OMM Array build is complete. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC; + +//! Type of postbuild info to emit after an OMM Array build. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE = 0x0 //!< Size of the current OMM Array. May be smaller than reported by the NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo() call. + //!< Unused memory can be reclaimed by copying the OMM Array into a new resource; see #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE; + +//! Description of the postbuild information to generate from an OMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destBuffer; //!< Result storage. + //!< Size required and the layout of the contents written by the system depend on \p infoType. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. + //!< The memory must be aligned to the natural alignment for the members of the particular output structure being generated (e.g. 8 bytes for a struct with the largest member being \c NvU64). + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE infoType; //!< Type of postbuild information to retrieve. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC; + +//! Parameters given to NvAPI_D3D12_BuildRaytracingOpacityMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_DESC* pDesc; //!< [in] Description of the OMM Array build. + NvU32 numPostbuildInfoDescs; //!< [in] Size of postbuild info desc array. Set to 0 if none are needed. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pPostbuildInfoDescs; //!< [in] Optional array of descriptions for postbuild info to generate describing properties of the acceleration structure that was built. + //!< [in] Any given postbuild info type, \c D3D12_RAYTRACING_ACCEELRATION_STRUCTURE_POSTBUILD_INFO_TYPE, can only be selected for output by at most one array entry. +} NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS; +#define NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_BuildRaytracingOpacityMicromapArray +// +//! DESCRIPTION: Construct OMM Array for a collection of OMMs on the GPU. +//! The CPU-side input buffers are not referenced after this call. +//! The GPU-side input resources are not referenced after the build has concluded after ExecuteCommandList(). +//! Additionally, the application may optionally output postbuild information immediately after the build. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_COMBINATION pParams->pPostbuildInfoDescs was set to \c NULL while pParams->numPostbuildInfoDescs is non zero. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_BuildRaytracingOpacityMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER. + D3D12_GPU_VIRTUAL_ADDRESS opacityMicromapArray; //!< [in] OMM Array current memory address; it must be 256-byte aligned (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT). +} NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS; +#define NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray +// +//! DESCRIPTION: Makes the OMM Array usable at its current location in memory. +//! An OMM Array that has been copied to a new location must be relocated using this function before it may be attached to any BLAS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Description of the inputs and memory areas used during the building of DMM Arrays. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destDisplacementMicromapArrayData; //!< Output location for the DMM Array build. + //!< NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo() reports the amount of memory required for the result given a set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT). + NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS inputs; //!< Description of the input data for the DMM Array build. + D3D12_GPU_VIRTUAL_ADDRESS scratchDisplacementMicromapArrayData; //!< Location where the build will store temporary data. + //!< NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo() reports the amount of scratch memory the implementation will need for a given set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT). + //!< Contents of this memory going into a build on the GPU timeline are irrelevant and will not be preserved. + //!< After the build is complete on the GPU timeline, the memory is left with whatever undefined contents the build finished with. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. +} NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_DESC; + +//! Structure emitted by NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo(), and optionally NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray(), when \c type equals #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC +{ + NvU64 currentSizeInBytes; //!< Size of the DMM Array buffer. + //!< The queried size may be smaller than the size reported by NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo(). + //!< This allows the application to move and relocate the DMM Array to a smaller buffer to reclaim any unused memory after the DMM Array build is complete. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC; + +//! Type of postbuild info to emit after a DMM Array build. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE = 0x0, //!< Size of the current DMM Array. May be smaller than reported by the NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo() call. + //!< Unused memory can be reclaimed by copying the DMM Array into a new resource; see #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE; + +//! Description of the postbuild information to generate from a DMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destBuffer; //!< Result storage. + //!< Size required and the layout of the contents written by the system depend on \p infoType. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. + //!< The memory must be aligned to the natural alignment for the members of the particular output structure being generated (e.g. 8 bytes for a struct with the largest member being \c NvU64). + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE infoType; //!< Type of postbuild information to retrieve. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC; + +//! Parameters given to NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_DESC* pDesc; //!< [in] Description of the DMM Array build. + NvU32 numPostbuildInfoDescs; //!< [in] Size of postbuild info desc array. Set to 0 if none are needed. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pPostbuildInfoDescs; //!< [in] Optional array of descriptions for postbuild info to generate describing properties of the acceleration structure that was built. + //!< [in] Any given postbuild info type, \c D3D12_RAYTRACING_ACCEELRATION_STRUCTURE_POSTBUILD_INFO_TYPE, can only be selected for output by at most one array entry. +} NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS; +#define NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray +// +//! DESCRIPTION: Construct DMM Array for a collection of DMMs on the GPU. +//! The CPU-side input buffers are not referenced after this call. +//! The GPU-side input resources are not referenced after the build has concluded after ExecuteCommandList(). +//! Additionally, the application may optionally output postbuild information immediately after the build. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_COMBINATION pParams->pPostbuildInfoDescs was set to \c NULL while pParams->numPostbuildInfoDescs is non zero. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_RelocateRaytracingDisplacementMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER. + D3D12_GPU_VIRTUAL_ADDRESS displacementMicromapArray; //!< [in] DMM Array current memory address; it must be 256-byte aligned (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT). +} NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS; +#define NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RelocateRaytracingDisplacementMicromapArray +// +//! DESCRIPTION: Makes the DMM Array usable at its current location in memory. +//! A DMM Array that has been copied to a new location must be relocated using this function before it may be attached to any BLAS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RelocateRaytracingDisplacementMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pDesc; //!< [in] Description of which postbuild info to emit. + NvU32 numSources; //!< [in] Number of DMM Arrays in \p pSources. + const D3D12_GPU_VIRTUAL_ADDRESS* pSources; //!< [in] List of DMM Arrays for which postbuild info should be emitted. +} NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1; +#define NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS; +#define NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo +// +//! DESCRIPTION: Emits information about one or more DMM Arrays, only available after the DMM Array constructions have finished. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pDesc; //!< [in] Description of which postbuild info to emit. + NvU32 numSources; //!< [in] Number of OMM Arrays in \p pSources. + const D3D12_GPU_VIRTUAL_ADDRESS* pSources; //!< [in] List of OMM Arrays for which postbuild info should be emitted. +} NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1; +#define NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS; +#define NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo +// +//! DESCRIPTION: Emits information about one or more OMM Arrays, only available after the OMM Array constructions have finished. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! This structure extends \c D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC by supporting additional geometry types as inputs. +//! For more information on the different members, please check Microsoft's DirectX Raytracing Specification. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC_EX +{ + D3D12_GPU_VIRTUAL_ADDRESS destAccelerationStructureData; //!< Memory where the resulting acceleration structure will be stored. + NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX inputs; //!< The inputs to the build process. + D3D12_GPU_VIRTUAL_ADDRESS sourceAccelerationStructureData; //!< The acceleration structure to be updated. + //!< Otherwise if the acceleration structure should be rebuilt entirely, this value must be \c NULL. + D3D12_GPU_VIRTUAL_ADDRESS scratchAccelerationStructureData; //!< Memory that will be temporarily used during the building process. +} NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC_EX; + +//! Parameters given to NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC_EX* pDesc; //!< [in] Description of the acceleration structure to build. + NvU32 numPostbuildInfoDescs; //!< [in] Size of postbuild info desc array. Set to 0 if none are needed. + const D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC* pPostbuildInfoDescs; //!< [in] Optional array of descriptions for postbuild info to generate describing properties of the acceleration structure that was built. + //!< Any given postbuild info type, \c D3D12_RAYTRACING_ACCEELRATION_STRUCTURE_POSTBUILD_INFO_TYPE, can only be selected for output by at most one array entry. +} NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1; +#define NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1, 1) +typedef NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1 NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS; +#define NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_BuildRaytracingAccelerationStructureEx +// +//! DESCRIPTION: Perform an acceleration structure build on the GPU. +//! Also optionally output postbuild information immediately after the build. +//! This function is an extension of ID3D12GraphicsCommandList4::BuildRaytracingAccelerationStructure() with additional serialized data types. +//! +//! \note Only supported on GPUs capable of DXR. +//! Some of the flags and fields have further restrictions, in which case their description will include a note with more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_COMBINATION pParams->pPostbuildInfoDescs was set to \c NULL while pParams->numPostbuildInfoDescs is non zero. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_BuildRaytracingAccelerationStructureEx( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +/////////////////////////////////////////////////////////////////////////////// +// +// Miscellaneous +// +/////////////////////////////////////////////////////////////////////////////// + +//! Opacity Micromap micro-triangle states. +//! Not part of any input, but listed here for convenience. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_TRANSPARENT = 0, //!< Transparent OMM state: hit is ignored. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_OPAQUE = 1, //!< Opaque OMM state: hit is committed. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_UNKNOWN_TRANSPARENT = 2, //!< Unknown-transparent OMM state. + //!< * If operating in 2-state mode, ignore hit. + //!< * If operating in 4-state mode, invoke any-hit shader. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_UNKNOWN_OPAQUE = 3 //!< Unknown-opaque OMM state. + //!< * If operating in 2-state mode, commit hit. + //!< * If operating in 4-state mode, invoke any-hit shader. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE; + +//! Mandatory alignment for the address of an OMM Array. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT 256 + +//! Highest subdivision-level allowed with OC1. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_OC1_MAX_SUBDIVISION_LEVEL 12 + +//! A list of flags that can be given to the \c TraceRay() function in HLSL. +//! +//! \ingroup dx +typedef enum _NVAPI_RAY_FLAGS_EX +{ + // RAY_FLAGS flags + NVAPI_RAY_FLAG_NONE_EX = 0x0, //!< No flag specified. + NVAPI_RAY_FLAG_FORCE_OPAQUE_EX = NV_BIT( 0), //!< Consider all intersected geometries to be opaque, regardless of the flags specified at the geometry and instance level. + NVAPI_RAY_FLAG_FORCE_NON_OPAQUE_EX = NV_BIT( 1), //!< Consider all intersected geometries to be non-opaque, regardless of the flags specified at the geometry and instance level. + NVAPI_RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH_EX = NV_BIT( 2), //!< End the traversal as soon as a geometry is hit, and that hit is not ignored by the any hit shader. + NVAPI_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER_EX = NV_BIT( 3), //!< Do not invoke the closest hit shader once the traversal ends. + NVAPI_RAY_FLAG_CULL_BACK_FACING_TRIANGLES_EX = NV_BIT( 4), //!< Never intersect triangle geometries that are back facing with regard to the ray. + NVAPI_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES_EX = NV_BIT( 5), //!< Never intersect triangle geometries that are front facing with regard to the ray. + NVAPI_RAY_FLAG_CULL_OPAQUE_EX = NV_BIT( 6), //!< Never intersect geometries that were flagged as opaque. + NVAPI_RAY_FLAG_CULL_NON_OPAQUE_EX = NV_BIT( 7), //!< Never intersect geometries that were not flagged as opaque. + NVAPI_RAY_FLAG_SKIP_TRIANGLES_EX = NV_BIT( 8), //!< Never intersect triangle geometries. + NVAPI_RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES_EX = NV_BIT( 9), //!< Never intersect AABB geometries. + + // NVAPI_RAY_FLAGS_EX specific flags + NVAPI_RAY_FLAG_FORCE_OMM_2_STATE_EX = NV_BIT(10), //!< Treat unknown-opaque and unknown-transparent as opaque and transparent, respectively, during traversal. + //!< If an instance is flagged with #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX, that takes precedence over this flag. +} NVAPI_RAY_FLAG_EX; + +//! Mandatory alignment for the address of a DMM Array. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT 256 + +//! Highest subdivision-level allowed with DC1. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DC1_MAX_SUBDIVISION_LEVEL 5 + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + + +//! \ingroup DX +typedef enum _NV_D3D12_WORKSTATION_FEATURE_TYPE +{ + NV_D3D12_WORKSTATION_FEATURE_TYPE_PRESENT_BARRIER = 1, // PresentBarrier feature + NV_D3D12_WORKSTATION_FEATURE_TYPE_RDMA_BAR1_SUPPORT = 2, // RDMA heap supported via Bar1 carveout +} NV_D3D12_WORKSTATION_FEATURE_TYPE; + +// parameter structure for NV_D3D12_WORKSTATION_FEATURE_TYPE_RDMA_BAR1_AVAILABLE related information +typedef struct _NV_D3D12_WORKSTATION_FEATURE_RDMA_PROPERTIES +{ + NvU64 rdmaHeapSize; // maximum available Bar1 heap size for RDMA allocations +} NV_D3D12_WORKSTATION_FEATURE_RDMA_PROPERTIES; + +// parameter structure for querying workstation feature information +typedef struct _NV_D3D12_WORKSTATION_FEATURE_PROPERTIES +{ + NvU32 version; //!< (IN) Structure version + NV_D3D12_WORKSTATION_FEATURE_TYPE workstationFeatureType; //!< (IN) the type of workstation feature to be queried + NvBool supported; //!< (OUT) boolean returning if feature is supported + union + { + NV_D3D12_WORKSTATION_FEATURE_RDMA_PROPERTIES rdmaInfo; //!< (OUT) RDMA feature related information, returned only if + //!< workstationFeatureType is NV_D3D12_WORKSTATION_FEATURE_TYPE_RDMA_BAR1_SUPPORT + }; +} NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_V1; + +#define NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_V1,1) +#define NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_VER NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_VER1 +#define NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_V1 + + +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QueryWorkstationFeatureProperties +// +//! DESCRIPTION: This API returns information about the properties of specific workstation features on the specified device. +//! +//! \since Release: 530 +//! +//! \param [in] pDevice The ID3D12Device device which is queried for feature properties +//! \param [inout] pWorkstationFeatureProperties Pointer to a structure containing workstation feature query information. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_QueryWorkstationFeatureProperties(__in ID3D12Device *pDevice, __inout NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS *pWorkstationFeatureProperties); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateCommittedRDMABuffer +// +//! \since Release: 530 +// +//! \code +//! DESCRIPTION: NvAPI_D3D12_CreateCommittedRDMABuffer is a wrapper of ID3D12Device::CreateCommittedResource +//! which allows to allocate linear memory which can be used for remote direct memory access (RDMA) from other devices. +//! It creates an implicit D3D12 heap of the requested size, allocates the resource and returns an RDMA address for remote direct memory access. +//! The created memory will reside on the specified device local memory and won't be cpu accessible. +//! +//! \param [in] pDevice A pointer to a D3D12 device. +//! \param [in] size Size in bytes of the linear buffer to be allocated for the resource. +//! \param [in] heapCreationNodeMask This mask indicates the node where the resource should be created. +//! \param [in] heapVisibleNodeMask This mask indicates on which nodes the resource is accessible. +//! \param [in] riidResource The globally unique identifier (GUID) for the resource interface. +//! \param [out] ppvResource A pointer to memory that receives the requested interface pointer to the created resource object. +//! \param [out] ppRDMAAddress A pointer to memory that receives the Bar1 memory region for remote direct memory access. + +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreateCommittedRDMABuffer( + __in ID3D12Device* pDevice, + __in NvU64 size, + __in NvU32 heapCreationNodeMask, + __in NvU32 heapVisibleNodeMask, + __in REFIID riidResource, + __out void **ppvResource, + __out void **ppRDMAAddress); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT TYPE NAME: INvAPI_DirectD3D12GraphicsCommandList +// +/////////////////////////////////////////////////////////////////////////////// +class INvAPI_DirectD3D12GraphicsCommandList +{ +public: + virtual bool IsValid() const = 0; + virtual ID3D12GraphicsCommandList* GetID3D12GraphicsCommandList() const = 0; + + void DispatchGraphics(NvU32 numDispatches); + void SetMarker(void* pMarkerData, NvU32 markerSize); +}; + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT FUNCTION NAME: NvAPI_DirectD3D12GraphicsCommandList_Create +// +//! DESCRIPTION: Create the NvAPI_DirectD3D12GraphicsCommandList handle. +//! This function must be called after ID3D12Device::CreateCommandList. +//! +//! \param [in] pDXD3D12GraphicsCommandList The ID3D12GraphicsCommandList +//! \param [out] ppReturnD3D12GraphicsCommandList The corresponding NvAPI_DirectD3D12GraphicsCommandList handle +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DirectD3D12GraphicsCommandList_Create(__in ID3D12GraphicsCommandList *pDXD3D12GraphicsCommandList, + __out INvAPI_DirectD3D12GraphicsCommandList **ppReturnD3D12GraphicsCommandList); + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT FUNCTION NAME: NvAPI_DirectD3D12GraphicsCommandList_Release +// +//! DESCRIPTION: release the NvAPI_DirectD3D12GraphicsCommandList handle. +//! +//! \param [in] pD3D12GraphicsCommandList The NvAPI_DirectD3D12GraphicsCommandList handle to release +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DirectD3D12GraphicsCommandList_Release(__in INvAPI_DirectD3D12GraphicsCommandList *pD3D12GraphicsCommandList); + + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT FUNCTION NAME: NvAPI_DirectD3D12GraphicsCommandList_Reset +// +//! DESCRIPTION: reset the NvAPI_DirectD3D12GraphicsCommandList handle. +//! This function must be called after ID3D12GraphicsCommandList::Reset() and before any other NvAPI_Direct +//! function calls such as dispatchGraphics() etc. +//! +//! \param [in] pD3D12GraphicsCommandList The NvAPI_DirectD3D12GraphicsCommandList handle to reset +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DirectD3D12GraphicsCommandList_Reset(__in INvAPI_DirectD3D12GraphicsCommandList *pD3D12GraphicsCommandList); +#endif + + + +///////////////////////////////////////////////////////////////////////// +// Video Input Output (VIO) API +///////////////////////////////////////////////////////////////////////// + + + +//! \ingroup vidio +//! Unique identifier for VIO owner (process identifier or NVVIOOWNERID_NONE) +typedef NvU32 NVVIOOWNERID; + + +//! \addtogroup vidio +//! @{ + + +#define NVVIOOWNERID_NONE 0 //!< Unregistered ownerId + + +//! Owner type for device +typedef enum _NVVIOOWNERTYPE +{ + NVVIOOWNERTYPE_NONE , //!< No owner for the device + NVVIOOWNERTYPE_APPLICATION , //!< Application owns the device + NVVIOOWNERTYPE_DESKTOP , //!< Desktop transparent mode owns the device (not applicable for video input) +}NVVIOOWNERTYPE; + +// Access rights for NvAPI_VIO_Open() + +//! Read access (not applicable for video output) +#define NVVIO_O_READ 0x00000000 + +//! Write exclusive access (not applicable for video input) +#define NVVIO_O_WRITE_EXCLUSIVE 0x00010001 + +//! +#define NVVIO_VALID_ACCESSRIGHTS (NVVIO_O_READ | \ + NVVIO_O_WRITE_EXCLUSIVE ) + + +//! VIO_DATA.ulOwnerID high-bit is set only if device has been initialized by VIOAPI +//! examined at NvAPI_GetCapabilities|NvAPI_VIO_Open to determine if settings need to be applied from registry or POR state read +#define NVVIO_OWNERID_INITIALIZED 0x80000000 + +//! VIO_DATA.ulOwnerID next-bit is set only if device is currently in exclusive write access mode from NvAPI_VIO_Open() +#define NVVIO_OWNERID_EXCLUSIVE 0x40000000 + +//! VIO_DATA.ulOwnerID lower bits are: +//! NVGVOOWNERTYPE_xxx enumerations indicating use context +#define NVVIO_OWNERID_TYPEMASK 0x0FFFFFFF //!< mask for NVVIOOWNERTYPE_xxx + + +//! @} + +//--------------------------------------------------------------------- +// Enumerations +//--------------------------------------------------------------------- + + +//! \addtogroup vidio +//! @{ + +//! Video signal format and resolution +typedef enum _NVVIOSIGNALFORMAT +{ + NVVIOSIGNALFORMAT_NONE, //!< Invalid signal format + NVVIOSIGNALFORMAT_487I_59_94_SMPTE259_NTSC, //!< 01 487i 59.94Hz (SMPTE259) NTSC + NVVIOSIGNALFORMAT_576I_50_00_SMPTE259_PAL, //!< 02 576i 50.00Hz (SMPTE259) PAL + NVVIOSIGNALFORMAT_1035I_60_00_SMPTE260, //!< 03 1035i 60.00Hz (SMPTE260) + NVVIOSIGNALFORMAT_1035I_59_94_SMPTE260, //!< 04 1035i 59.94Hz (SMPTE260) + NVVIOSIGNALFORMAT_1080I_50_00_SMPTE295, //!< 05 1080i 50.00Hz (SMPTE295) + NVVIOSIGNALFORMAT_1080I_60_00_SMPTE274, //!< 06 1080i 60.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080I_59_94_SMPTE274, //!< 07 1080i 59.94Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080I_50_00_SMPTE274, //!< 08 1080i 50.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_30_00_SMPTE274, //!< 09 1080p 30.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_29_97_SMPTE274, //!< 10 1080p 29.97Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_25_00_SMPTE274, //!< 11 1080p 25.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_24_00_SMPTE274, //!< 12 1080p 24.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_23_976_SMPTE274, //!< 13 1080p 23.976Hz (SMPTE274) + NVVIOSIGNALFORMAT_720P_60_00_SMPTE296, //!< 14 720p 60.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_59_94_SMPTE296, //!< 15 720p 59.94Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_50_00_SMPTE296, //!< 16 720p 50.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_1080I_48_00_SMPTE274, //!< 17 1080I 48.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080I_47_96_SMPTE274, //!< 18 1080I 47.96Hz (SMPTE274) + NVVIOSIGNALFORMAT_720P_30_00_SMPTE296, //!< 19 720p 30.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_29_97_SMPTE296, //!< 20 720p 29.97Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_25_00_SMPTE296, //!< 21 720p 25.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_24_00_SMPTE296, //!< 22 720p 24.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_23_98_SMPTE296, //!< 23 720p 23.98Hz (SMPTE296) + NVVIOSIGNALFORMAT_2048P_30_00_SMPTE372, //!< 24 2048p 30.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_29_97_SMPTE372, //!< 25 2048p 29.97Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_60_00_SMPTE372, //!< 26 2048i 60.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_59_94_SMPTE372, //!< 27 2048i 59.94Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_25_00_SMPTE372, //!< 28 2048p 25.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_50_00_SMPTE372, //!< 29 2048i 50.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_24_00_SMPTE372, //!< 30 2048p 24.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_23_98_SMPTE372, //!< 31 2048p 23.98Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_48_00_SMPTE372, //!< 32 2048i 48.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_47_96_SMPTE372, //!< 33 2048i 47.96Hz (SMPTE372) + + NVVIOSIGNALFORMAT_1080PSF_25_00_SMPTE274, //!< 34 1080PsF 25.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_29_97_SMPTE274, //!< 35 1080PsF 29.97Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_30_00_SMPTE274, //!< 36 1080PsF 30.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_24_00_SMPTE274, //!< 37 1080PsF 24.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_23_98_SMPTE274, //!< 38 1080PsF 23.98Hz (SMPTE274) + + NVVIOSIGNALFORMAT_1080P_50_00_SMPTE274_3G_LEVEL_A, //!< 39 1080P 50.00Hz (SMPTE274) 3G Level A + NVVIOSIGNALFORMAT_1080P_59_94_SMPTE274_3G_LEVEL_A, //!< 40 1080P 59.94Hz (SMPTE274) 3G Level A + NVVIOSIGNALFORMAT_1080P_60_00_SMPTE274_3G_LEVEL_A, //!< 41 1080P 60.00Hz (SMPTE274) 3G Level A + + NVVIOSIGNALFORMAT_1080P_60_00_SMPTE274_3G_LEVEL_B, //!< 42 1080p 60.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_1080I_60_00_SMPTE274_3G_LEVEL_B, //!< 43 1080i 60.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_60_00_SMPTE372_3G_LEVEL_B, //!< 44 2048i 60.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_50_00_SMPTE274_3G_LEVEL_B, //!< 45 1080p 50.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_1080I_50_00_SMPTE274_3G_LEVEL_B, //!< 46 1080i 50.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_50_00_SMPTE372_3G_LEVEL_B, //!< 47 2048i 50.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_30_00_SMPTE274_3G_LEVEL_B, //!< 48 1080p 30.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_30_00_SMPTE372_3G_LEVEL_B, //!< 49 2048p 30.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_25_00_SMPTE274_3G_LEVEL_B, //!< 50 1080p 25.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_25_00_SMPTE372_3G_LEVEL_B, //!< 51 2048p 25.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_24_00_SMPTE274_3G_LEVEL_B, //!< 52 1080p 24.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_24_00_SMPTE372_3G_LEVEL_B, //!< 53 2048p 24.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080I_48_00_SMPTE274_3G_LEVEL_B, //!< 54 1080i 48.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_48_00_SMPTE372_3G_LEVEL_B, //!< 55 2048i 48.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_59_94_SMPTE274_3G_LEVEL_B, //!< 56 1080p 59.94Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_1080I_59_94_SMPTE274_3G_LEVEL_B, //!< 57 1080i 59.94Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_59_94_SMPTE372_3G_LEVEL_B, //!< 58 2048i 59.94Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_29_97_SMPTE274_3G_LEVEL_B, //!< 59 1080p 29.97Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_29_97_SMPTE372_3G_LEVEL_B, //!< 60 2048p 29.97Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_23_98_SMPTE274_3G_LEVEL_B, //!< 61 1080p 29.98Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_23_98_SMPTE372_3G_LEVEL_B, //!< 62 2048p 29.98Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080I_47_96_SMPTE274_3G_LEVEL_B, //!< 63 1080i 47.96Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_47_96_SMPTE372_3G_LEVEL_B, //!< 64 2048i 47.96Hz (SMPTE372) 3G Level B + + NVVIOSIGNALFORMAT_END //!< 65 To indicate end of signal format list + +}NVVIOSIGNALFORMAT; + +//! SMPTE standards format +typedef enum _NVVIOVIDEOSTANDARD +{ + NVVIOVIDEOSTANDARD_SMPTE259 , //!< SMPTE259 + NVVIOVIDEOSTANDARD_SMPTE260 , //!< SMPTE260 + NVVIOVIDEOSTANDARD_SMPTE274 , //!< SMPTE274 + NVVIOVIDEOSTANDARD_SMPTE295 , //!< SMPTE295 + NVVIOVIDEOSTANDARD_SMPTE296 , //!< SMPTE296 + NVVIOVIDEOSTANDARD_SMPTE372 , //!< SMPTE372 +}NVVIOVIDEOSTANDARD; + +//! HD or SD video type +typedef enum _NVVIOVIDEOTYPE +{ + NVVIOVIDEOTYPE_SD , //!< Standard-definition (SD) + NVVIOVIDEOTYPE_HD , //!< High-definition (HD) +}NVVIOVIDEOTYPE; + +//! Interlace mode +typedef enum _NVVIOINTERLACEMODE +{ + NVVIOINTERLACEMODE_PROGRESSIVE , //!< Progressive (p) + NVVIOINTERLACEMODE_INTERLACE , //!< Interlace (i) + NVVIOINTERLACEMODE_PSF , //!< Progressive Segment Frame (psf) +}NVVIOINTERLACEMODE; + +//! Video data format +typedef enum _NVVIODATAFORMAT +{ + NVVIODATAFORMAT_UNKNOWN = -1 , //!< Invalid DataFormat + NVVIODATAFORMAT_R8G8B8_TO_YCRCB444 , //!< R8:G8:B8 => YCrCb (4:4:4) + NVVIODATAFORMAT_R8G8B8A8_TO_YCRCBA4444 , //!< R8:G8:B8:A8 => YCrCbA (4:4:4:4) + NVVIODATAFORMAT_R8G8B8Z10_TO_YCRCBZ4444 , //!< R8:G8:B8:Z10 => YCrCbZ (4:4:4:4) + NVVIODATAFORMAT_R8G8B8_TO_YCRCB422 , //!< R8:G8:B8 => YCrCb (4:2:2) + NVVIODATAFORMAT_R8G8B8A8_TO_YCRCBA4224 , //!< R8:G8:B8:A8 => YCrCbA (4:2:2:4) + NVVIODATAFORMAT_R8G8B8Z10_TO_YCRCBZ4224 , //!< R8:G8:B8:Z10 => YCrCbZ (4:2:2:4) + NVVIODATAFORMAT_X8X8X8_444_PASSTHRU , //!< R8:G8:B8 => RGB (4:4:4) + NVVIODATAFORMAT_X8X8X8A8_4444_PASSTHRU , //!< R8:G8:B8:A8 => RGBA (4:4:4:4) + NVVIODATAFORMAT_X8X8X8Z10_4444_PASSTHRU , //!< R8:G8:B8:Z10 => RGBZ (4:4:4:4) + NVVIODATAFORMAT_X10X10X10_444_PASSTHRU , //!< Y10:CR10:CB10 => YCrCb (4:4:4) + NVVIODATAFORMAT_X10X8X8_444_PASSTHRU , //!< Y10:CR8:CB8 => YCrCb (4:4:4) + NVVIODATAFORMAT_X10X8X8A10_4444_PASSTHRU , //!< Y10:CR8:CB8:A10 => YCrCbA (4:4:4:4) + NVVIODATAFORMAT_X10X8X8Z10_4444_PASSTHRU , //!< Y10:CR8:CB8:Z10 => YCrCbZ (4:4:4:4) + NVVIODATAFORMAT_DUAL_R8G8B8_TO_DUAL_YCRCB422 , //!< R8:G8:B8 + R8:G8:B8 => YCrCb (4:2:2 + 4:2:2) + NVVIODATAFORMAT_DUAL_X8X8X8_TO_DUAL_422_PASSTHRU , //!< Y8:CR8:CB8 + Y8:CR8:CB8 => YCrCb (4:2:2 + 4:2:2) + NVVIODATAFORMAT_R10G10B10_TO_YCRCB422 , //!< R10:G10:B10 => YCrCb (4:2:2) + NVVIODATAFORMAT_R10G10B10_TO_YCRCB444 , //!< R10:G10:B10 => YCrCb (4:4:4) + NVVIODATAFORMAT_X12X12X12_444_PASSTHRU , //!< X12:X12:X12 => XXX (4:4:4) + NVVIODATAFORMAT_X12X12X12_422_PASSTHRU , //!< X12:X12:X12 => XXX (4:2:2) + NVVIODATAFORMAT_Y10CR10CB10_TO_YCRCB422 , //!< Y10:CR10:CB10 => YCrCb (4:2:2) + NVVIODATAFORMAT_Y8CR8CB8_TO_YCRCB422 , //!< Y8:CR8:CB8 => YCrCb (4:2:2) + NVVIODATAFORMAT_Y10CR8CB8A10_TO_YCRCBA4224 , //!< Y10:CR8:CB8:A10 => YCrCbA (4:2:2:4) + NVVIODATAFORMAT_R10G10B10_TO_RGB444 , //!< R10:G10:B10 => RGB (4:4:4) + NVVIODATAFORMAT_R12G12B12_TO_YCRCB444 , //!< R12:G12:B12 => YCrCb (4:4:4) + NVVIODATAFORMAT_R12G12B12_TO_YCRCB422 , //!< R12:G12:B12 => YCrCb (4:2:2) +}NVVIODATAFORMAT; + +//! Video output area +typedef enum _NVVIOOUTPUTAREA +{ + NVVIOOUTPUTAREA_FULLSIZE , //!< Output to entire video resolution (full size) + NVVIOOUTPUTAREA_SAFEACTION , //!< Output to centered 90% of video resolution (safe action) + NVVIOOUTPUTAREA_SAFETITLE , //!< Output to centered 80% of video resolution (safe title) +}NVVIOOUTPUTAREA; + +//! Synchronization source +typedef enum _NVVIOSYNCSOURCE +{ + NVVIOSYNCSOURCE_SDISYNC , //!< SDI Sync (Digital input) + NVVIOSYNCSOURCE_COMPSYNC , //!< COMP Sync (Composite input) +}NVVIOSYNCSOURCE; + +//! Composite synchronization type +typedef enum _NVVIOCOMPSYNCTYPE +{ + NVVIOCOMPSYNCTYPE_AUTO , //!< Auto-detect + NVVIOCOMPSYNCTYPE_BILEVEL , //!< Bi-level signal + NVVIOCOMPSYNCTYPE_TRILEVEL , //!< Tri-level signal +}NVVIOCOMPSYNCTYPE; + +//! Video input output status +typedef enum _NVVIOINPUTOUTPUTSTATUS +{ + NVINPUTOUTPUTSTATUS_OFF , //!< Not in use + NVINPUTOUTPUTSTATUS_ERROR , //!< Error detected + NVINPUTOUTPUTSTATUS_SDI_SD , //!< SDI (standard-definition) + NVINPUTOUTPUTSTATUS_SDI_HD , //!< SDI (high-definition) +}NVVIOINPUTOUTPUTSTATUS; + +//! Synchronization input status +typedef enum _NVVIOSYNCSTATUS +{ + NVVIOSYNCSTATUS_OFF , //!< Sync not detected + NVVIOSYNCSTATUS_ERROR , //!< Error detected + NVVIOSYNCSTATUS_SYNCLOSS , //!< Genlock in use, format mismatch with output + NVVIOSYNCSTATUS_COMPOSITE , //!< Composite sync + NVVIOSYNCSTATUS_SDI_SD , //!< SDI sync (standard-definition) + NVVIOSYNCSTATUS_SDI_HD , //!< SDI sync (high-definition) +}NVVIOSYNCSTATUS; + +//! Video Capture Status +typedef enum _NVVIOCAPTURESTATUS +{ + NVVIOSTATUS_STOPPED , //!< Sync not detected + NVVIOSTATUS_RUNNING , //!< Error detected + NVVIOSTATUS_ERROR , //!< Genlock in use, format mismatch with output +}NVVIOCAPTURESTATUS; + +//! Video Capture Status +typedef enum _NVVIOSTATUSTYPE +{ + NVVIOSTATUSTYPE_IN , //!< Input Status + NVVIOSTATUSTYPE_OUT , //!< Output Status +}NVVIOSTATUSTYPE; + + +//! Assumption, maximum 4 SDI input and 4 SDI output cards supported on a system +#define NVAPI_MAX_VIO_DEVICES 8 + +//! 4 physical jacks supported on each SDI input card. +#define NVAPI_MAX_VIO_JACKS 4 + + +//! Each physical jack an on SDI input card can have +//! two "channels" in the case of "3G" VideoFormats, as specified +//! by SMPTE 425; for non-3G VideoFormats, only the first channel within +//! a physical jack is valid. +#define NVAPI_MAX_VIO_CHANNELS_PER_JACK 2 + +//! 4 Streams, 1 per physical jack +#define NVAPI_MAX_VIO_STREAMS 4 + +#define NVAPI_MIN_VIO_STREAMS 1 + +//! SDI input supports a max of 2 links per stream +#define NVAPI_MAX_VIO_LINKS_PER_STREAM 2 + + +#define NVAPI_MAX_FRAMELOCK_MAPPING_MODES 20 + +//! Min number of capture images +#define NVAPI_GVI_MIN_RAW_CAPTURE_IMAGES 1 + +//! Max number of capture images +#define NVAPI_GVI_MAX_RAW_CAPTURE_IMAGES 32 + +//! Default number of capture images +#define NVAPI_GVI_DEFAULT_RAW_CAPTURE_IMAGES 5 + + + +// Data Signal notification events. These need a event handler in RM. +// Register/Unregister and PopEvent NVAPI's are already available. + +//! Device configuration +typedef enum _NVVIOCONFIGTYPE +{ + NVVIOCONFIGTYPE_IN , //!< Input Status + NVVIOCONFIGTYPE_OUT , //!< Output Status +}NVVIOCONFIGTYPE; + +typedef enum _NVVIOCOLORSPACE +{ + NVVIOCOLORSPACE_UNKNOWN, + NVVIOCOLORSPACE_YCBCR, + NVVIOCOLORSPACE_YCBCRA, + NVVIOCOLORSPACE_YCBCRD, + NVVIOCOLORSPACE_GBR, + NVVIOCOLORSPACE_GBRA, + NVVIOCOLORSPACE_GBRD, +} NVVIOCOLORSPACE; + +//! Component sampling +typedef enum _NVVIOCOMPONENTSAMPLING +{ + NVVIOCOMPONENTSAMPLING_UNKNOWN, + NVVIOCOMPONENTSAMPLING_4444, + NVVIOCOMPONENTSAMPLING_4224, + NVVIOCOMPONENTSAMPLING_444, + NVVIOCOMPONENTSAMPLING_422 +} NVVIOCOMPONENTSAMPLING; + +typedef enum _NVVIOBITSPERCOMPONENT +{ + NVVIOBITSPERCOMPONENT_UNKNOWN, + NVVIOBITSPERCOMPONENT_8, + NVVIOBITSPERCOMPONENT_10, + NVVIOBITSPERCOMPONENT_12, +} NVVIOBITSPERCOMPONENT; + +typedef enum _NVVIOLINKID +{ + NVVIOLINKID_UNKNOWN, + NVVIOLINKID_A, + NVVIOLINKID_B, + NVVIOLINKID_C, + NVVIOLINKID_D +} NVVIOLINKID; + + +typedef enum _NVVIOANCPARITYCOMPUTATION +{ + NVVIOANCPARITYCOMPUTATION_AUTO, + NVVIOANCPARITYCOMPUTATION_ON, + NVVIOANCPARITYCOMPUTATION_OFF +} NVVIOANCPARITYCOMPUTATION; + + + +//! @} + + +//--------------------------------------------------------------------- +// Structures +//--------------------------------------------------------------------- + +//! \addtogroup vidio +//! @{ + + +//! Supports Serial Digital Interface (SDI) output +#define NVVIOCAPS_VIDOUT_SDI 0x00000001 + +//! Supports Internal timing source +#define NVVIOCAPS_SYNC_INTERNAL 0x00000100 + +//! Supports Genlock timing source +#define NVVIOCAPS_SYNC_GENLOCK 0x00000200 + +//! Supports Serial Digital Interface (SDI) synchronization input +#define NVVIOCAPS_SYNCSRC_SDI 0x00001000 + +//! Supports Composite synchronization input +#define NVVIOCAPS_SYNCSRC_COMP 0x00002000 + +//! Supports Desktop transparent mode +#define NVVIOCAPS_OUTPUTMODE_DESKTOP 0x00010000 + +//! Supports OpenGL application mode +#define NVVIOCAPS_OUTPUTMODE_OPENGL 0x00020000 + +//! Supports Serial Digital Interface (SDI) input +#define NVVIOCAPS_VIDIN_SDI 0x00100000 + +//! Supports Packed ANC +#define NVVIOCAPS_PACKED_ANC_SUPPORTED 0x00200000 + +//! Supports ANC audio blanking +#define NVVIOCAPS_AUDIO_BLANKING_SUPPORTED 0x00400000 + +//! SDI-class interface: SDI output with two genlock inputs +#define NVVIOCLASS_SDI 0x00000001 + +//! Device capabilities +typedef struct _NVVIOCAPS +{ + NvU32 version; //!< Structure version + NvAPI_String adapterName; //!< Graphics adapter name + NvU32 adapterClass; //!< Graphics adapter classes (NVVIOCLASS_SDI mask) + NvU32 adapterCaps; //!< Graphics adapter capabilities (NVVIOCAPS_* mask) + NvU32 dipSwitch; //!< On-board DIP switch settings bits + NvU32 dipSwitchReserved; //!< On-board DIP switch settings reserved bits + NvU32 boardID; //!< Board ID + //! Driver version + struct // + { + NvU32 majorVersion; //!< Major version. For GVI, majorVersion contains MajorVersion(HIWORD) And MinorVersion(LOWORD) + NvU32 minorVersion; //!< Minor version. For GVI, minorVersion contains Revison(HIWORD) And Build(LOWORD) + } driver; // + //! Firmware version + struct + { + NvU32 majorVersion; //!< Major version. In version 2, for both GVI and GVO, majorVersion contains MajorVersion(HIWORD) And MinorVersion(LOWORD) + NvU32 minorVersion; //!< Minor version. In version 2, for both GVI and GVO, minorVersion contains Revison(HIWORD) And Build(LOWORD) + } firmWare; // + NVVIOOWNERID ownerId; //!< Unique identifier for owner of video output (NVVIOOWNERID_INVALID if free running) + NVVIOOWNERTYPE ownerType; //!< Owner type (OpenGL application or Desktop mode) +} NVVIOCAPS; + +//! Macro for constructing the version field of NVVIOCAPS +#define NVVIOCAPS_VER1 MAKE_NVAPI_VERSION(NVVIOCAPS,1) +#define NVVIOCAPS_VER2 MAKE_NVAPI_VERSION(NVVIOCAPS,2) +#define NVVIOCAPS_VER NVVIOCAPS_VER2 + +//! Input channel status +typedef struct _NVVIOCHANNELSTATUS +{ + NvU32 smpte352; //!< 4-byte SMPTE 352 video payload identifier + NVVIOSIGNALFORMAT signalFormat; //!< Signal format + NVVIOBITSPERCOMPONENT bitsPerComponent; //!< Bits per component + NVVIOCOMPONENTSAMPLING samplingFormat; //!< Sampling format + NVVIOCOLORSPACE colorSpace; //!< Color space + NVVIOLINKID linkID; //!< Link ID +} NVVIOCHANNELSTATUS; + +//! Input device status +typedef struct _NVVIOINPUTSTATUS +{ + NVVIOCHANNELSTATUS vidIn[NVAPI_MAX_VIO_JACKS][NVAPI_MAX_VIO_CHANNELS_PER_JACK]; //!< Video input status per channel within a jack + NVVIOCAPTURESTATUS captureStatus; //!< status of video capture +} NVVIOINPUTSTATUS; + +//! Output device status +typedef struct _NVVIOOUTPUTSTATUS +{ + NVVIOINPUTOUTPUTSTATUS vid1Out; //!< Video 1 output status + NVVIOINPUTOUTPUTSTATUS vid2Out; //!< Video 2 output status + NVVIOSYNCSTATUS sdiSyncIn; //!< SDI sync input status + NVVIOSYNCSTATUS compSyncIn; //!< Composite sync input status + NvU32 syncEnable; //!< Sync enable (TRUE if using syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSIGNALFORMAT syncFormat; //!< Sync format + NvU32 frameLockEnable; //!< Framelock enable flag + NvU32 outputVideoLocked; //!< Output locked status + NvU32 dataIntegrityCheckErrorCount; //!< Data integrity check error count + NvU32 dataIntegrityCheckEnabled; //!< Data integrity check status enabled + NvU32 dataIntegrityCheckFailed; //!< Data integrity check status failed + NvU32 uSyncSourceLocked; //!< genlocked to framelocked to ref signal + NvU32 uPowerOn; //!< TRUE: indicates there is sufficient power +} NVVIOOUTPUTSTATUS; + +//! Video device status. +typedef struct _NVVIOSTATUS +{ + NvU32 version; //!< Structure version + NVVIOSTATUSTYPE nvvioStatusType; //!< Input or Output status + union + { + NVVIOINPUTSTATUS inStatus; //!< Input device status + NVVIOOUTPUTSTATUS outStatus; //!< Output device status + }vioStatus; +} NVVIOSTATUS; + +//! Macro for constructingthe version field of NVVIOSTATUS +#define NVVIOSTATUS_VER MAKE_NVAPI_VERSION(NVVIOSTATUS,1) + +//! Output region +typedef struct _NVVIOOUTPUTREGION +{ + NvU32 x; //!< Horizontal origin in pixels + NvU32 y; //!< Vertical origin in pixels + NvU32 width; //!< Width of region in pixels + NvU32 height; //!< Height of region in pixels +} NVVIOOUTPUTREGION; + +//! Gamma ramp (8-bit index) +typedef struct _NVVIOGAMMARAMP8 +{ + NvU16 uRed[256]; //!< Red channel gamma ramp (8-bit index, 16-bit values) + NvU16 uGreen[256]; //!< Green channel gamma ramp (8-bit index, 16-bit values) + NvU16 uBlue[256]; //!< Blue channel gamma ramp (8-bit index, 16-bit values) +} NVVIOGAMMARAMP8; + +//! Gamma ramp (10-bit index) +typedef struct _NVVIOGAMMARAMP10 +{ + NvU16 uRed[1024]; //!< Red channel gamma ramp (10-bit index, 16-bit values) + NvU16 uGreen[1024]; //!< Green channel gamma ramp (10-bit index, 16-bit values) + NvU16 uBlue[1024]; //!< Blue channel gamma ramp (10-bit index, 16-bit values) +} NVVIOGAMMARAMP10; + + +//! Sync delay +typedef struct _NVVIOSYNCDELAY +{ + NvU32 version; //!< Structure version + NvU32 horizontalDelay; //!< Horizontal delay in pixels + NvU32 verticalDelay; //!< Vertical delay in lines +} NVVIOSYNCDELAY; + +//! Macro for constructing the version field of NVVIOSYNCDELAY +#define NVVIOSYNCDELAY_VER MAKE_NVAPI_VERSION(NVVIOSYNCDELAY,1) + + +//! Video mode information +typedef struct _NVVIOVIDEOMODE +{ + NvU32 horizontalPixels; //!< Horizontal resolution (in pixels) + NvU32 verticalLines; //!< Vertical resolution for frame (in lines) + float fFrameRate; //!< Frame rate + NVVIOINTERLACEMODE interlaceMode; //!< Interlace mode + NVVIOVIDEOSTANDARD videoStandard; //!< SMPTE standards format + NVVIOVIDEOTYPE videoType; //!< HD or SD signal classification +} NVVIOVIDEOMODE; + +//! Signal format details +typedef struct _NVVIOSIGNALFORMATDETAIL +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format enumerated value + NVVIOVIDEOMODE videoMode; //!< Video mode for signal format +}NVVIOSIGNALFORMATDETAIL; + + +//! R8:G8:B8 +#define NVVIOBUFFERFORMAT_R8G8B8 0x00000001 + +//! R8:G8:B8:Z24 +#define NVVIOBUFFERFORMAT_R8G8B8Z24 0x00000002 + +//! R8:G8:B8:A8 +#define NVVIOBUFFERFORMAT_R8G8B8A8 0x00000004 + +//! R8:G8:B8:A8:Z24 +#define NVVIOBUFFERFORMAT_R8G8B8A8Z24 0x00000008 + +//! R16FP:G16FP:B16FP +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FP 0x00000010 + +//! R16FP:G16FP:B16FP:Z24 +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FPZ24 0x00000020 + +//! R16FP:G16FP:B16FP:A16FP +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FPA16FP 0x00000040 + +//! R16FP:G16FP:B16FP:A16FP:Z24 +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FPA16FPZ24 0x00000080 + + + +//! Data format details +typedef struct _NVVIODATAFORMATDETAIL +{ + NVVIODATAFORMAT dataFormat; //!< Data format enumerated value + NvU32 vioCaps; //!< Data format capabilities (NVVIOCAPS_* mask) +}NVVIODATAFORMATDETAIL; + +//! Colorspace conversion +typedef struct _NVVIOCOLORCONVERSION +{ + NvU32 version; //!< Structure version + float colorMatrix[3][3]; //!< Output[n] = + float colorOffset[3]; //!< Input[0] * colorMatrix[n][0] + + float colorScale[3]; //!< Input[1] * colorMatrix[n][1] + + //!< Input[2] * colorMatrix[n][2] + + //!< OutputRange * colorOffset[n] + //!< where OutputRange is the standard magnitude of + //!< Output[n][n] and colorMatrix and colorOffset + //!< values are within the range -1.0 to +1.0 + NvU32 compositeSafe; //!< compositeSafe constrains luminance range when using composite output +} NVVIOCOLORCONVERSION; + +//! macro for constructing the version field of _NVVIOCOLORCONVERSION. +#define NVVIOCOLORCONVERSION_VER MAKE_NVAPI_VERSION(NVVIOCOLORCONVERSION,1) + +//! Gamma correction +typedef struct _NVVIOGAMMACORRECTION +{ + NvU32 version; //!< Structure version + NvU32 vioGammaCorrectionType; //!< Gamma correction type (8-bit or 10-bit) + //! Gamma correction: + union + { + NVVIOGAMMARAMP8 gammaRamp8; //!< Gamma ramp (8-bit index, 16-bit values) + NVVIOGAMMARAMP10 gammaRamp10; //!< Gamma ramp (10-bit index, 16-bit values) + }gammaRamp; + float fGammaValueR; //!< Red Gamma value within gamma ranges. 0.5 - 6.0 + float fGammaValueG; //!< Green Gamma value within gamma ranges. 0.5 - 6.0 + float fGammaValueB; //!< Blue Gamma value within gamma ranges. 0.5 - 6.0 +} NVVIOGAMMACORRECTION; + +//! Macro for constructing thevesion field of _NVVIOGAMMACORRECTION +#define NVVIOGAMMACORRECTION_VER MAKE_NVAPI_VERSION(NVVIOGAMMACORRECTION,1) + +//! Maximum number of ranges per channel +#define MAX_NUM_COMPOSITE_RANGE 2 + + +typedef struct _NVVIOCOMPOSITERANGE +{ + NvU32 uRange; + NvU32 uEnabled; + NvU32 uMin; + NvU32 uMax; +} NVVIOCOMPOSITERANGE; + + + +// Device configuration (fields masks indicating NVVIOCONFIG fields to use for NvAPI_VIO_GetConfig/NvAPI_VIO_SetConfig() ) +// +#define NVVIOCONFIG_SIGNALFORMAT 0x00000001 //!< fields: signalFormat +#define NVVIOCONFIG_DATAFORMAT 0x00000002 //!< fields: dataFormat +#define NVVIOCONFIG_OUTPUTREGION 0x00000004 //!< fields: outputRegion +#define NVVIOCONFIG_OUTPUTAREA 0x00000008 //!< fields: outputArea +#define NVVIOCONFIG_COLORCONVERSION 0x00000010 //!< fields: colorConversion +#define NVVIOCONFIG_GAMMACORRECTION 0x00000020 //!< fields: gammaCorrection +#define NVVIOCONFIG_SYNCSOURCEENABLE 0x00000040 //!< fields: syncSource and syncEnable +#define NVVIOCONFIG_SYNCDELAY 0x00000080 //!< fields: syncDelay +#define NVVIOCONFIG_COMPOSITESYNCTYPE 0x00000100 //!< fields: compositeSyncType +#define NVVIOCONFIG_FRAMELOCKENABLE 0x00000200 //!< fields: EnableFramelock +#define NVVIOCONFIG_422FILTER 0x00000400 //!< fields: bEnable422Filter +#define NVVIOCONFIG_COMPOSITETERMINATE 0x00000800 //!< fields: bCompositeTerminate (Not supported on Quadro FX 4000 SDI) +#define NVVIOCONFIG_DATAINTEGRITYCHECK 0x00001000 //!< fields: bEnableDataIntegrityCheck (Not supported on Quadro FX 4000 SDI) +#define NVVIOCONFIG_CSCOVERRIDE 0x00002000 //!< fields: colorConversion override +#define NVVIOCONFIG_FLIPQUEUELENGTH 0x00004000 //!< fields: flipqueuelength control +#define NVVIOCONFIG_ANCTIMECODEGENERATION 0x00008000 //!< fields: bEnableANCTimeCodeGeneration +#define NVVIOCONFIG_COMPOSITE 0x00010000 //!< fields: bEnableComposite +#define NVVIOCONFIG_ALPHAKEYCOMPOSITE 0x00020000 //!< fields: bEnableAlphaKeyComposite +#define NVVIOCONFIG_COMPOSITE_Y 0x00040000 //!< fields: compRange +#define NVVIOCONFIG_COMPOSITE_CR 0x00080000 //!< fields: compRange +#define NVVIOCONFIG_COMPOSITE_CB 0x00100000 //!< fields: compRange +#define NVVIOCONFIG_FULL_COLOR_RANGE 0x00200000 //!< fields: bEnableFullColorRange +#define NVVIOCONFIG_RGB_DATA 0x00400000 //!< fields: bEnableRGBData +#define NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE 0x00800000 //!< fields: bEnableSDIOutput +#define NVVIOCONFIG_STREAMS 0x01000000 //!< fields: streams +#define NVVIOCONFIG_ANC_PARITY_COMPUTATION 0x02000000 //!< fields: ancParityComputation +#define NVVIOCONFIG_ANC_AUDIO_REPEAT 0x04000000 //!< fields: enableAudioBlanking + + +// Don't forget to update NVVIOCONFIG_VALIDFIELDS in nvapi.spec when NVVIOCONFIG_ALLFIELDS changes. +#define NVVIOCONFIG_ALLFIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_OUTPUTREGION | \ + NVVIOCONFIG_OUTPUTAREA | \ + NVVIOCONFIG_COLORCONVERSION | \ + NVVIOCONFIG_GAMMACORRECTION | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_SYNCDELAY | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_422FILTER | \ + NVVIOCONFIG_COMPOSITETERMINATE | \ + NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_CSCOVERRIDE | \ + NVVIOCONFIG_FLIPQUEUELENGTH | \ + NVVIOCONFIG_ANCTIMECODEGENERATION | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB | \ + NVVIOCONFIG_FULL_COLOR_RANGE | \ + NVVIOCONFIG_RGB_DATA | \ + NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE | \ + NVVIOCONFIG_STREAMS | \ + NVVIOCONFIG_ANC_PARITY_COMPUTATION | \ + NVVIOCONFIG_ANC_AUDIO_REPEAT ) + +#define NVVIOCONFIG_VALIDFIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_OUTPUTREGION | \ + NVVIOCONFIG_OUTPUTAREA | \ + NVVIOCONFIG_COLORCONVERSION | \ + NVVIOCONFIG_GAMMACORRECTION | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_SYNCDELAY | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE | \ + NVVIOCONFIG_422FILTER | \ + NVVIOCONFIG_COMPOSITETERMINATE | \ + NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_CSCOVERRIDE | \ + NVVIOCONFIG_FLIPQUEUELENGTH | \ + NVVIOCONFIG_ANCTIMECODEGENERATION | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB | \ + NVVIOCONFIG_FULL_COLOR_RANGE | \ + NVVIOCONFIG_RGB_DATA | \ + NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE | \ + NVVIOCONFIG_STREAMS | \ + NVVIOCONFIG_ANC_PARITY_COMPUTATION | \ + NVVIOCONFIG_ANC_AUDIO_REPEAT) + +#define NVVIOCONFIG_DRIVERFIELDS ( NVVIOCONFIG_OUTPUTREGION | \ + NVVIOCONFIG_OUTPUTAREA | \ + NVVIOCONFIG_COLORCONVERSION | \ + NVVIOCONFIG_FLIPQUEUELENGTH) + +#define NVVIOCONFIG_GAMMAFIELDS ( NVVIOCONFIG_GAMMACORRECTION ) + +#define NVVIOCONFIG_RMCTRLFIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_422FILTER | \ + NVVIOCONFIG_COMPOSITETERMINATE | \ + NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB) + +#define NVVIOCONFIG_RMSKEWFIELDS ( NVVIOCONFIG_SYNCDELAY ) + +#define NVVIOCONFIG_ALLOWSDIRUNNING_FIELDS ( NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_SYNCDELAY | \ + NVVIOCONFIG_CSCOVERRIDE | \ + NVVIOCONFIG_ANCTIMECODEGENERATION | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB | \ + NVVIOCONFIG_ANC_PARITY_COMPUTATION) + + + #define NVVIOCONFIG_RMMODESET_FIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_ANC_AUDIO_REPEAT) + + +//! Output device configuration +// No members can be deleted from below structure. Only add new members at the +// end of the structure. +typedef struct _NVVIOOUTPUTCONFIG_V1 +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format for video output + NVVIODATAFORMAT dataFormat; //!< Data format for video output + NVVIOOUTPUTREGION outputRegion; //!< Region for video output (Desktop mode) + NVVIOOUTPUTAREA outputArea; //!< Usable resolution for video output (safe area) + NVVIOCOLORCONVERSION colorConversion; //!< Color conversion. + NVVIOGAMMACORRECTION gammaCorrection; + NvU32 syncEnable; //!< Sync enable (TRUE to use syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSYNCDELAY syncDelay; //!< Sync delay + NVVIOCOMPSYNCTYPE compositeSyncType; //!< Composite sync type + NvU32 frameLockEnable; //!< Flag indicating whether framelock was on/off + NvU32 psfSignalFormat; //!< Indicates whether contained format is PSF Signal format + NvU32 enable422Filter; //!< Enables/Disables 4:2:2 filter + NvU32 compositeTerminate; //!< Composite termination + NvU32 enableDataIntegrityCheck; //!< Enable data integrity check: true - enable, false - disable + NvU32 cscOverride; //!< Use provided CSC color matrix to overwrite + NvU32 flipQueueLength; //!< Number of buffers used for the internal flipqueue + NvU32 enableANCTimeCodeGeneration; //!< Enable SDI ANC time code generation + NvU32 enableComposite; //!< Enable composite + NvU32 enableAlphaKeyComposite; //!< Enable Alpha key composite + NVVIOCOMPOSITERANGE compRange; //!< Composite ranges + NvU8 reservedData[256]; //!< Inicates last stored SDI output state TRUE-ON / FALSE-OFF + NvU32 enableFullColorRange; //!< Flag indicating Full Color Range + NvU32 enableRGBData; //!< Indicates data is in RGB format +} NVVIOOUTPUTCONFIG_V1; + +typedef struct _NVVIOOUTPUTCONFIG_V2 +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format for video output + NVVIODATAFORMAT dataFormat; //!< Data format for video output + NVVIOOUTPUTREGION outputRegion; //!< Region for video output (Desktop mode) + NVVIOOUTPUTAREA outputArea; //!< Usable resolution for video output (safe area) + NVVIOCOLORCONVERSION colorConversion; //!< Color conversion. + NVVIOGAMMACORRECTION gammaCorrection; + NvU32 syncEnable; //!< Sync enable (TRUE to use syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSYNCDELAY syncDelay; //!< Sync delay + NVVIOCOMPSYNCTYPE compositeSyncType; //!< Composite sync type + NvU32 frameLockEnable; //!< Flag indicating whether framelock was on/off + NvU32 psfSignalFormat; //!< Indicates whether contained format is PSF Signal format + NvU32 enable422Filter; //!< Enables/Disables 4:2:2 filter + NvU32 compositeTerminate; //!< Composite termination + NvU32 enableDataIntegrityCheck; //!< Enable data integrity check: true - enable, false - disable + NvU32 cscOverride; //!< Use provided CSC color matrix to overwrite + NvU32 flipQueueLength; //!< Number of buffers used for the internal flip queue + NvU32 enableANCTimeCodeGeneration; //!< Enable SDI ANC time code generation + NvU32 enableComposite; //!< Enable composite + NvU32 enableAlphaKeyComposite; //!< Enable Alpha key composite + NVVIOCOMPOSITERANGE compRange; //!< Composite ranges + NvU8 reservedData[256]; //!< Indicates last stored SDI output state TRUE-ON / FALSE-OFF + NvU32 enableFullColorRange; //!< Flag indicating Full Color Range + NvU32 enableRGBData; //!< Indicates data is in RGB format + NVVIOANCPARITYCOMPUTATION ancParityComputation; //!< Enable HW ANC parity bit computation (auto/on/off) +} NVVIOOUTPUTCONFIG_V2; + +typedef struct _NVVIOOUTPUTCONFIG_V3 +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format for video output + NVVIODATAFORMAT dataFormat; //!< Data format for video output + NVVIOOUTPUTREGION outputRegion; //!< Region for video output (Desktop mode) + NVVIOOUTPUTAREA outputArea; //!< Usable resolution for video output (safe area) + NVVIOCOLORCONVERSION colorConversion; //!< Color conversion. + NVVIOGAMMACORRECTION gammaCorrection; + NvU32 syncEnable; //!< Sync enable (TRUE to use syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSYNCDELAY syncDelay; //!< Sync delay + NVVIOCOMPSYNCTYPE compositeSyncType; //!< Composite sync type + NvU32 frameLockEnable; //!< Flag indicating whether framelock was on/off + NvU32 psfSignalFormat; //!< Indicates whether contained format is PSF Signal format + NvU32 enable422Filter; //!< Enables/Disables 4:2:2 filter + NvU32 compositeTerminate; //!< Composite termination + NvU32 enableDataIntegrityCheck; //!< Enable data integrity check: true - enable, false - disable + NvU32 cscOverride; //!< Use provided CSC color matrix to overwrite + NvU32 flipQueueLength; //!< Number of buffers used for the internal flip queue + NvU32 enableANCTimeCodeGeneration; //!< Enable SDI ANC time code generation + NvU32 enableComposite; //!< Enable composite + NvU32 enableAlphaKeyComposite; //!< Enable Alpha key composite + NVVIOCOMPOSITERANGE compRange; //!< Composite ranges + NvU8 reservedData[256]; //!< Indicates last stored SDI output state TRUE-ON / FALSE-OFF + NvU32 enableFullColorRange; //!< Flag indicating Full Color Range + NvU32 enableRGBData; //!< Indicates data is in RGB format + NVVIOANCPARITYCOMPUTATION ancParityComputation; //!< Enable HW ANC parity bit computation (auto/on/off) + NvU32 enableAudioBlanking; //!< Enable HANC audio blanking on repeat frames +} NVVIOOUTPUTCONFIG_V3; + +//! Stream configuration +typedef struct _NVVIOSTREAM +{ + NvU32 bitsPerComponent; //!< Bits per component + NVVIOCOMPONENTSAMPLING sampling; //!< Sampling + NvU32 expansionEnable; //!< Enable/disable 4:2:2->4:4:4 expansion + NvU32 numLinks; //!< Number of active links + struct + { + NvU32 jack; //!< This stream's link[i] will use the specified (0-based) channel within the + NvU32 channel; //!< specified (0-based) jack + } links[NVAPI_MAX_VIO_LINKS_PER_STREAM]; +} NVVIOSTREAM; + +//! Input device configuration +typedef struct _NVVIOINPUTCONFIG +{ + NvU32 numRawCaptureImages; //!< numRawCaptureImages is the number of frames to keep in the capture queue. + //!< must be between NVAPI_GVI_MIN_RAW_CAPTURE_IMAGES and NVAPI_GVI_MAX_RAW_CAPTURE_IMAGES, + NVVIOSIGNALFORMAT signalFormat; //!< Signal format. + //!< Please note that both numRawCaptureImages and signalFormat should be set together. + NvU32 numStreams; //!< Number of active streams. + NVVIOSTREAM streams[NVAPI_MAX_VIO_STREAMS]; //!< Stream configurations + NvU32 bTestMode; //!< This attribute controls the GVI test mode. + //!< Possible values 0/1. When testmode enabled, the + //!< GVI device will generate fake data as quickly as possible. +} NVVIOINPUTCONFIG; + +typedef struct _NVVIOCONFIG_V1 +{ + NvU32 version; //!< Structure version + NvU32 fields; //!< Caller sets to NVVIOCONFIG_* mask for fields to use + NVVIOCONFIGTYPE nvvioConfigType; //!< Input or Output configuration + union + { + NVVIOINPUTCONFIG inConfig; //!< Input device configuration + NVVIOOUTPUTCONFIG_V1 outConfig; //!< Output device configuration + }vioConfig; +} NVVIOCONFIG_V1; + + +typedef struct _NVVIOCONFIG_V2 +{ + NvU32 version; //!< Structure version + NvU32 fields; //!< Caller sets to NVVIOCONFIG_* mask for fields to use + NVVIOCONFIGTYPE nvvioConfigType; //!< Input or Output configuration + union + { + NVVIOINPUTCONFIG inConfig; //!< Input device configuration + NVVIOOUTPUTCONFIG_V2 outConfig; //!< Output device configuration + }vioConfig; +} NVVIOCONFIG_V2; + +typedef struct _NVVIOCONFIG_V3 +{ + NvU32 version; //!< Structure version + NvU32 fields; //!< Caller sets to NVVIOCONFIG_* mask for fields to use + NVVIOCONFIGTYPE nvvioConfigType; //!< Input or Output configuration + union + { + NVVIOINPUTCONFIG inConfig; //!< Input device configuration + NVVIOOUTPUTCONFIG_V3 outConfig; //!< Output device configuration + }vioConfig; +} NVVIOCONFIG_V3; +typedef NVVIOOUTPUTCONFIG_V3 NVVIOOUTPUTCONFIG; +typedef NVVIOCONFIG_V3 NVVIOCONFIG; + +#define NVVIOCONFIG_VER1 MAKE_NVAPI_VERSION(NVVIOCONFIG_V1,1) +#define NVVIOCONFIG_VER2 MAKE_NVAPI_VERSION(NVVIOCONFIG_V2,2) +#define NVVIOCONFIG_VER3 MAKE_NVAPI_VERSION(NVVIOCONFIG_V3,3) +#define NVVIOCONFIG_VER NVVIOCONFIG_VER3 + + +typedef struct +{ + NvPhysicalGpuHandle hPhysicalGpu; //!< Handle to Physical GPU (This could be NULL for GVI device if its not binded) + NvVioHandle hVioHandle; //!Create Stereo Handle->InitActivation->Reset Device +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 302 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! \param [in] bDelayed Use delayed activation +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// + +//! \addtogroup stereoapi +//! @{ + +//! InitActivation Flags +typedef enum _NVAPI_STEREO_INIT_ACTIVATION_FLAGS +{ + NVAPI_STEREO_INIT_ACTIVATION_IMMEDIATE = 0X00, + NVAPI_STEREO_INIT_ACTIVATION_DELAYED = 0x01, +} NVAPI_STEREO_INIT_ACTIVATION_FLAGS; + +NVAPI_INTERFACE NvAPI_Stereo_InitActivation(__in StereoHandle hStereoHandle, __in NVAPI_STEREO_INIT_ACTIVATION_FLAGS flags); + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Trigger_Activation +// +//! DESCRIPTION: This API allows an application to trigger creation of a stereo desktop, +//! in case the creation was stopped on application launch. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 302 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval ::NVAPI_STEREO_INIT_ACTIVATION_NOT_DONE - Stereo InitActivation not called. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Trigger_Activation(__in StereoHandle hStereoHandle); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_CapturePngImage +// +//! DESCRIPTION: This API captures the current stereo image in PNG stereo format. +//! Only the last capture call per flip will be effective. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! +//! \retval ::NVAPI_OK Image captured. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_CapturePngImage(StereoHandle stereoHandle); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_ReverseStereoBlitControl +// +//! DESCRIPTION: This API turns on/off reverse stereo blit. +//! +//! HOW TO USE: Use after the stereo handle for the device interface is created via successfull call to the appropriate +//! NvAPI_Stereo_CreateHandleFrom() function. +//! After reversed stereo blit control is turned on, blits from the stereo surface will +//! produce the right-eye image in the left side of the destination surface and the left-eye +//! image in the right side of the destination surface. +//! +//! In DirectX 9, the destination surface must be created as the render target, and StretchRect must be used. +//! Conditions: +//! - DstWidth == 2*SrcWidth +//! - DstHeight == SrcHeight +//! - Src surface is the stereo surface. +//! - SrcRect must be {0,0,SrcWidth,SrcHeight} +//! - DstRect must be {0,0,DstWidth,DstHeight} +//! +//! In DirectX 10, ResourceCopyRegion must be used. +//! Conditions: +//! - DstWidth == 2*SrcWidth +//! - DstHeight == SrcHeight +//! - dstX == 0, +//! - dstY == 0, +//! - dstZ == 0, +//! - SrcBox: left=top=front==0; right==SrcWidth; bottom==SrcHeight; back==1; +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! \param [in] TurnOn != 0 : Turns on \n +//! == 0 : Turns off +//! +//! +//! \retval ::NVAPI_OK Retrieval of frustum adjust mode was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_ReverseStereoBlitControl(StereoHandle hStereoHandle, NvU8 TurnOn); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetNotificationMessage +// +//! DESCRIPTION: This API is a Setup notification message that the stereo driver uses to notify the application +//! when the user changes the stereo driver state. +//! +//! When the user changes the stereo state (Activated or Deactivated, separation or conversion) +//! the stereo driver posts a defined message with the following parameters: +//! +//! lParam is the current conversion. (Actual conversion is *(float*)&lParam ) +//! +//! wParam == MAKEWPARAM(l, h) where +//! - l == 0 if stereo is deactivated +//! - l == 1 if stereo is deactivated +//! - h is the current separation. (Actual separation is float(h*100.f/0xFFFF) +//! +//! Call this API with NULL hWnd to prohibit notification. +//! +//! WHEN TO USE: Use after the stereo handle for device interface is created via successful call to appropriate +//! NvAPI_Stereo_CreateHandleFrom() function. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! \param [in] hWnd Window HWND that will be notified when the user changes the stereo driver state. +//! Actual HWND must be cast to an NvU64. +//! \param [in] messageID MessageID of the message that will be posted to hWnd +//! +//! \retval ::NVAPI_OK Notification set. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetNotificationMessage(StereoHandle hStereoHandle, NvU64 hWnd,NvU64 messageID); + + + + + + + + + + + + + + + +//! \ingroup stereoapi +#define NVAPI_STEREO_QUADBUFFERED_API_VERSION 0x2 + +//! \ingroup stereoapi + typedef enum _NV_StereoSwapChainMode + { + NVAPI_STEREO_SWAPCHAIN_DEFAULT = 0, + NVAPI_STEREO_SWAPCHAIN_STEREO = 1, + NVAPI_STEREO_SWAPCHAIN_MONO = 2, + } NV_STEREO_SWAPCHAIN_MODE; + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_CreateSwapChain +// +//! DESCRIPTION: This API allows the user to create a mono or a stereo swap chain. +//! +//! NOTE: NvAPI_D3D1x_CreateSwapChain is a wrapper of the method IDXGIFactory::CreateSwapChain which +//! additionally notifies the D3D driver of the mode in which stereo mode the swap chain is to be +//! created. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! A pointer to the device that will write 2D images to the swap chain. +//! \param [in] pDesc A pointer to the swap-chain description (DXGI_SWAP_CHAIN_DESC). This parameter cannot be NULL. +//! \param [out] ppSwapChain A pointer to the swap chain created. +//! \param [in] mode The stereo mode fot the swap chain. +//! NVAPI_STEREO_SWAPCHAIN_DEFAULT +//! NVAPI_STEREO_SWAPCHAIN_STEREO +//! NVAPI_STEREO_SWAPCHAIN_MONO +//! +//! \retval ::NVAPI_OK The swap chain was created successfully. +//! \retval ::NVAPI_ERROR The operation failed. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_CreateSwapChain(StereoHandle hStereoHandle, + DXGI_SWAP_CHAIN_DESC* pDesc, + IDXGISwapChain** ppSwapChain, + NV_STEREO_SWAPCHAIN_MODE mode); + +#endif //if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + + +#if defined(_D3D9_H_) //NvAPI_D3D9_CreateSwapChain +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_CreateSwapChain +// +//! DESCRIPTION: This API allows the user to create a mono or a stereo swap chain. +//! +//! NOTE: NvAPI_D3D9_CreateSwapChain is a wrapper of the method IDirect3DDevice9::CreateAdditionalSwapChain which +//! additionally notifies the D3D driver if the swap chain creation mode must be stereo or mono. +//! +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [in, out] pPresentationParameters A pointer to the swap-chain description (DXGI). This parameter cannot be NULL. +//! \param [out] ppSwapChain A pointer to the swap chain created. +//! \param [in] mode The stereo mode for the swap chain. +//! NVAPI_STEREO_SWAPCHAIN_DEFAULT +//! NVAPI_STEREO_SWAPCHAIN_STEREO +//! NVAPI_STEREO_SWAPCHAIN_MONO +//! +//! \retval ::NVAPI_OK The swap chain creation was successful +//! \retval ::NVAPI_ERROR The operation failed. +//! +//!\ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_CreateSwapChain(StereoHandle hStereoHandle, + D3DPRESENT_PARAMETERS *pPresentationParameters, + IDirect3DSwapChain9 **ppSwapChain, + NV_STEREO_SWAPCHAIN_MODE mode); +#endif //if defined(_D3D9_H_) //NvAPI_D3D9_CreateSwapChain + + + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_InitLowLatencyDevice +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function has to be used to initialize a Vulkan device +//! as a low latency device. The driver initializes a set of parameters to +//! be used in subsequent low latency API calls for this device. +//! The returned NV_VULKAN_LOW_LATENCY_DEVICE_PARAMS has to be passed into +//! any low latency API call as a parameter to ensure use of these parameters. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [out] signalDemaphoreHandle pointer to a VkSemaphore handle that is signalling in Sleep +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_InitLowLatencyDevice(__in HANDLE vkDevice, __out HANDLE *signalSemaphoreHandle); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_DestroyLowLatencyDevice +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function releases the set of low latency device +//! parameters. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_DestroyLowLatencyDevice(__in HANDLE vkDevice); +#endif // defined(__cplusplus) && defined(_WINNT_) + + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get sleep status +//! \ingroup oglapi +typedef struct _NV_VULKAN_GET_SLEEP_STATUS_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (OUT) Is low latency mode enabled? + NvU8 rsvd[128]; //!< (IN) Reserved. Must be set to 0s. +} NV_VULKAN_GET_SLEEP_STATUS_PARAMS_V1; + +typedef NV_VULKAN_GET_SLEEP_STATUS_PARAMS_V1 NV_VULKAN_GET_SLEEP_STATUS_PARAMS; +#define NV_VULKAN_GET_SLEEP_STATUS_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_GET_SLEEP_STATUS_PARAMS_V1, 1) +#define NV_VULKAN_GET_SLEEP_STATUS_PARAMS_VER NV_VULKAN_GET_SLEEP_STATUS_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_GetSleepStatus +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function can be used to get the latest sleep status. +//! bLowLatencyMode indicates whether low latency mode is currently +//! enabled in the driver. +//! Note that it may not always reflect the previously requested sleep mode, +//! as the feature may not be available on the platform, or the setting has +//! been overridden by the control panel, for example. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [inout] pGetSleepStatusParams Sleep status params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_GetSleepStatus(__in HANDLE vkDevice, __inout NV_VULKAN_GET_SLEEP_STATUS_PARAMS *pGetSleepStatusParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to set sleep mode +//! \ingroup oglapi +#if defined(__cplusplus) && defined(_WINNT_) +typedef struct _NV_VULKAN_SET_SLEEP_MODE_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (IN) Low latency mode enable/disable. + NvBool bLowLatencyBoost; //!< (IN) Request maximum GPU clock frequency regardless of workload. + NvU32 minimumIntervalUs; //!< (IN) Minimum frame interval in microseconds. 0 = no frame rate limit. + NvU8 rsvd[32]; //!< (IN) Reserved. Must be set to 0s. +} NV_VULKAN_SET_SLEEP_MODE_PARAMS_V1; + +typedef NV_VULKAN_SET_SLEEP_MODE_PARAMS_V1 NV_VULKAN_SET_SLEEP_MODE_PARAMS; +#define NV_VULKAN_SET_SLEEP_MODE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_SET_SLEEP_MODE_PARAMS_V1, 1) +#define NV_VULKAN_SET_SLEEP_MODE_PARAMS_VER NV_VULKAN_SET_SLEEP_MODE_PARAMS_VER1 +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_SetSleepMode +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function can be used to update sleep mode dynamically. +//! The settings are not dependent to each other, meaning low latency mode +//! can be enabled/disabled regardless of whether minimum interval is set or +//! not. The former is to intelligently lower latency without impacting frame +//! rate. The later is to limit frame rate (e.g. minimumIntervalUs = 10000 +//! limits frame rate to 100 FPS). They work well separately and/or together. +//! Note that minimumIntervalUs usage is not limited to lowering latency, so +//! feel free to use it to limit frame rate for menu, cut scenes, etc. +//! Note that low latency mode can be enabled, and/or minimum interval can +//! be set, even without using NvAPI_D3D_Sleep(). However, without it, the +//! sleep to achieve these features would happen at a less optimal point, +//! resulting in higher overall latency. +//! The bLowLatencyBoost will request the GPU run at max clocks even in +//! scenarios where it is idle most of the frame and would normally try +//! to save power. This can decrease latency in CPU-limited scenarios. +//! While this function can be called as often as needed, it is not +//! necessary nor recommended to call this too frequently (e.g. every frame), +//! as the settings persist for the target device. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] pSetSleepModeParams Sleep mode params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_SetSleepMode(__in HANDLE vkDevice, __in NV_VULKAN_SET_SLEEP_MODE_PARAMS *pSetSleepModeParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_Sleep +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: It is recommended to call this function at the very start of +//! each frame (e.g. before input sampling). If there is a need to sleep, +//! due to frame rate limit and/or low latency features, for example, +//! this call provides an entry point for the driver to sleep at the most +//! optimal spot to achieve the lowest latency. +//! It is recommended to call this function even when low latency mode is +//! disabled and minimum interval is 0. Other features, such as Maximum Frame +//! Rate setting, could be enabled in the control panel to benefit from this. +//! It is OK to start (or stop) using this function at any time. However, +//! when using this function, it must be called exactly once on each frame. +//! If this function is not called, after several frames, the driver would +//! fallback to sleep at its less optimal spot. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] signalValue Value that will be signalled in signalDemaphoreHandle semaphore at Sleep +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_Sleep(__in HANDLE vkDevice, __in NvU64 signalValue); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get latency report. +//! \ingroup oglapi +typedef struct _NV_VULKAN_LATENCY_RESULT_PARAMS +{ + NvU32 version; //!< (IN) Structure version + struct vkFrameReport { + NvU64 frameID; + NvU64 inputSampleTime; + NvU64 simStartTime; + NvU64 simEndTime; + NvU64 renderSubmitStartTime; + NvU64 renderSubmitEndTime; + NvU64 presentStartTime; + NvU64 presentEndTime; + NvU64 driverStartTime; + NvU64 driverEndTime; + NvU64 osRenderQueueStartTime; + NvU64 osRenderQueueEndTime; + NvU64 gpuRenderStartTime; + NvU64 gpuRenderEndTime; + NvU8 rsvd[128]; + } frameReport[64]; + NvU8 rsvd[32]; +} NV_VULKAN_LATENCY_RESULT_PARAMS_V1; + +typedef NV_VULKAN_LATENCY_RESULT_PARAMS_V1 NV_VULKAN_LATENCY_RESULT_PARAMS; +#define NV_VULKAN_LATENCY_RESULT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_LATENCY_RESULT_PARAMS_V1, 1) +#define NV_VULKAN_LATENCY_RESULT_PARAMS_VER NV_VULKAN_LATENCY_RESULT_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_GetLatency +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: Get a latency report including the timestamps of the +//! application latency markers set with NvAPI_Vulkan_SetLatencyMarker as well +//! as driver, OS queue and graphics hardware times. Requires calling +//! NvAPI_Vulkan_SetLatencyMarker with incrementing frameID for valid results. +//! Rendering for at least 90 frames is recommended to properly fill out the +//! structure. The newest completed frame is at the end (element 63) and +//! is preceeded by older frames. If not enough frames are valid then all +//! frames are returned with all zeroes. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [inout] pGetLatencyParams The latency result structure. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_GetLatency(__in HANDLE vkDevice, __inout NV_VULKAN_LATENCY_RESULT_PARAMS* pGetLatencyParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used define latency marker type +//! \ingroup oglapi +typedef enum +{ + VULKAN_SIMULATION_START = 0, + VULKAN_SIMULATION_END = 1, + VULKAN_RENDERSUBMIT_START = 2, + VULKAN_RENDERSUBMIT_END = 3, + VULKAN_PRESENT_START = 4, + VULKAN_PRESENT_END = 5, + VULKAN_INPUT_SAMPLE = 6, + VULKAN_TRIGGER_FLASH = 7, + VULKAN_PC_LATENCY_PING = 8, + VULKAN_OUT_OF_BAND_RENDERSUBMIT_START = 9, + VULKAN_OUT_OF_BAND_RENDERSUBMIT_END = 10, + VULKAN_OUT_OF_BAND_PRESENT_START = 11, + VULKAN_OUT_OF_BAND_PRESENT_END = 12, +} NV_VULKAN_LATENCY_MARKER_TYPE; + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used set latency markers +//! \ingroup oglapi +typedef struct _NV_VULKAN_LATENCY_MARKER_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvU64 frameID; + NV_VULKAN_LATENCY_MARKER_TYPE markerType; + NvU8 rsvd[64]; +} NV_VULKAN_LATENCY_MARKER_PARAMS_V1; + +typedef NV_VULKAN_LATENCY_MARKER_PARAMS_V1 NV_VULKAN_LATENCY_MARKER_PARAMS; +#define NV_VULKAN_LATENCY_MARKER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_LATENCY_MARKER_PARAMS_V1, 1) +#define NV_VULKAN_LATENCY_MARKER_PARAMS_VER NV_VULKAN_LATENCY_MARKER_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_SetLatencyMarker +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: Set a latency marker to be tracked by the +//! NvAPI_Vulkan_GetLatency function. SIMULATION_START must be the first marker +//! sent in a frame, after the previous frame's Sleep call (if used). +//! INPUT_SAMPLE may be sent to record the moment user input was sampled and +//! should come between SIMULATION_START and SIMULATION_END. +//! RENDERSUBMIT_START should come before any Vulkan API calls are made for +//! the given frame and RENDERSUBMIT_END should come before calling Present. +//! PRESENT_START and END should wrap the Present call to inform the driver +//! of a present block done by the OS before the driver receives the Present. +//! TRIGGER_FLASH tells the driver to render its flash indicator for latency +//! testing, typically driven by a mouse click. +//! The frameID can start at an abitrary moment in the application lifetime +//! but must strictly increment from that point forward for consistent results. + +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] pSetLatencyMarkerParams The latency marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_SetLatencyMarker(__in HANDLE vkDevice, __in NV_VULKAN_LATENCY_MARKER_PARAMS* pSetLatencyMarkerParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used in NvAPI_Vulkan_NotifyOutOfBandVkQueue +//! \ingroup oglapi +typedef enum +{ + VULKAN_OUT_OF_BAND_QUEUE_TYPE_RENDER = 0, + VULKAN_OUT_OF_BAND_QUEUE_TYPE_PRESENT = 1, +} NV_VULKAN_OUT_OF_BAND_QUEUE_TYPE; + +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_NotifyOutOfBandVkQueue +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: Notifies the driver that this command queue runs out of band +//! from the application's frame cadence. +//! +//! \since Release: 520 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] queueHandle The VkQueue +//! \param [in] queueType The type of out of band VkQueue +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_NotifyOutOfBandVkQueue(__in HANDLE vkDevice, __in HANDLE queueHandle, __in NV_VULKAN_OUT_OF_BAND_QUEUE_TYPE queueType); +#endif // defined(__cplusplus) && defined(_WINNT_) + + +//! \addtogroup drsapi +//! @{ + + +// GPU Profile APIs + +NV_DECLARE_HANDLE(NvDRSSessionHandle); +NV_DECLARE_HANDLE(NvDRSProfileHandle); + +#define NVAPI_DRS_GLOBAL_PROFILE ((NvDRSProfileHandle) -1) + +#define NVAPI_SETTING_MAX_VALUES 100 + +typedef enum _NVDRS_SETTING_TYPE +{ + NVDRS_DWORD_TYPE, + NVDRS_BINARY_TYPE, + NVDRS_STRING_TYPE, + NVDRS_WSTRING_TYPE +} NVDRS_SETTING_TYPE; + +typedef enum _NVDRS_SETTING_LOCATION +{ + NVDRS_CURRENT_PROFILE_LOCATION, + NVDRS_GLOBAL_PROFILE_LOCATION, + NVDRS_BASE_PROFILE_LOCATION, + NVDRS_DEFAULT_PROFILE_LOCATION +} NVDRS_SETTING_LOCATION; + + +typedef struct _NVDRS_GPU_SUPPORT +{ + NvU32 geforce : 1; + NvU32 quadro : 1; + NvU32 nvs : 1; + NvU32 reserved4 : 1; + NvU32 reserved5 : 1; + NvU32 reserved6 : 1; + NvU32 reserved7 : 1; + NvU32 reserved8 : 1; + NvU32 reserved9 : 1; + NvU32 reserved10 : 1; + NvU32 reserved11 : 1; + NvU32 reserved12 : 1; + NvU32 reserved13 : 1; + NvU32 reserved14 : 1; + NvU32 reserved15 : 1; + NvU32 reserved16 : 1; + NvU32 reserved17 : 1; + NvU32 reserved18 : 1; + NvU32 reserved19 : 1; + NvU32 reserved20 : 1; + NvU32 reserved21 : 1; + NvU32 reserved22 : 1; + NvU32 reserved23 : 1; + NvU32 reserved24 : 1; + NvU32 reserved25 : 1; + NvU32 reserved26 : 1; + NvU32 reserved27 : 1; + NvU32 reserved28 : 1; + NvU32 reserved29 : 1; + NvU32 reserved30 : 1; + NvU32 reserved31 : 1; + NvU32 reserved32 : 1; +} NVDRS_GPU_SUPPORT; + +//! Enum to decide on the datatype of setting value. +typedef struct _NVDRS_BINARY_SETTING +{ + NvU32 valueLength; //!< valueLength should always be in number of bytes. + NvU8 valueData[NVAPI_BINARY_DATA_MAX]; +} NVDRS_BINARY_SETTING; + +typedef struct _NVDRS_SETTING_VALUES +{ + NvU32 version; //!< Structure Version + NvU32 numSettingValues; //!< Total number of values available in a setting. + NVDRS_SETTING_TYPE settingType; //!< Type of setting value. + union //!< Setting can hold either DWORD or Binary value or string. Not mixed types. + { + NvU32 u32DefaultValue; //!< Accessing default DWORD value of this setting. + NVDRS_BINARY_SETTING binaryDefaultValue; //!< Accessing default Binary value of this setting. + //!< Must be allocated by caller with valueLength specifying buffer size, or only valueLength will be filled in. + NvAPI_UnicodeString wszDefaultValue; //!< Accessing default unicode string value of this setting. + }; + union //!< Setting values can be of either DWORD, Binary values or String type, + { //!< NOT mixed types. + NvU32 u32Value; //!< All possible DWORD values for a setting + NVDRS_BINARY_SETTING binaryValue; //!< All possible Binary values for a setting + NvAPI_UnicodeString wszValue; //!< Accessing current unicode string value of this setting. + }settingValues[NVAPI_SETTING_MAX_VALUES]; +} NVDRS_SETTING_VALUES; + +//! Macro for constructing the version field of ::_NVDRS_SETTING_VALUES +#define NVDRS_SETTING_VALUES_VER MAKE_NVAPI_VERSION(NVDRS_SETTING_VALUES,1) + +typedef struct _NVDRS_SETTING_V1 +{ + NvU32 version; //!< Structure Version + NvAPI_UnicodeString settingName; //!< String name of setting + NvU32 settingId; //!< 32 bit setting Id + NVDRS_SETTING_TYPE settingType; //!< Type of setting value. + NVDRS_SETTING_LOCATION settingLocation; //!< Describes where the value in CurrentValue comes from. + NvU32 isCurrentPredefined; //!< It is different than 0 if the currentValue is a predefined Value, + //!< 0 if the currentValue is a user value. + NvU32 isPredefinedValid; //!< It is different than 0 if the PredefinedValue union contains a valid value. + union //!< Setting can hold either DWORD or Binary value or string. Not mixed types. + { + NvU32 u32PredefinedValue; //!< Accessing default DWORD value of this setting. + NVDRS_BINARY_SETTING binaryPredefinedValue; //!< Accessing default Binary value of this setting. + //!< Must be allocated by caller with valueLength specifying buffer size, + //!< or only valueLength will be filled in. + NvAPI_UnicodeString wszPredefinedValue; //!< Accessing default unicode string value of this setting. + }; + union //!< Setting can hold either DWORD or Binary value or string. Not mixed types. + { + NvU32 u32CurrentValue; //!< Accessing current DWORD value of this setting. + NVDRS_BINARY_SETTING binaryCurrentValue; //!< Accessing current Binary value of this setting. + //!< Must be allocated by caller with valueLength specifying buffer size, + //!< or only valueLength will be filled in. + NvAPI_UnicodeString wszCurrentValue; //!< Accessing current unicode string value of this setting. + }; +} NVDRS_SETTING_V1; + +//! Macro for constructing the version field of ::_NVDRS_SETTING +#define NVDRS_SETTING_VER1 MAKE_NVAPI_VERSION(NVDRS_SETTING_V1, 1) + +typedef NVDRS_SETTING_V1 NVDRS_SETTING; +#define NVDRS_SETTING_VER NVDRS_SETTING_VER1 + +typedef struct _NVDRS_APPLICATION_V1 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the application +} NVDRS_APPLICATION_V1; + +typedef struct _NVDRS_APPLICATION_V2 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the Application + NvAPI_UnicodeString fileInFolder; //!< Select this application only if this file is found. + //!< When specifying multiple files, separate them using the ':' character. +} NVDRS_APPLICATION_V2; + +typedef struct _NVDRS_APPLICATION_V3 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the Application + NvAPI_UnicodeString fileInFolder; //!< Select this application only if this file is found. + //!< When specifying multiple files, separate them using the ':' character. + NvU32 isMetro:1; //!< Windows 8 style app + NvU32 isCommandLine:1; //!< Command line parsing for the application name + NvU32 reserved:30; //!< Reserved. Should be 0. +} NVDRS_APPLICATION_V3; + +typedef struct _NVDRS_APPLICATION_V4 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the Application + NvAPI_UnicodeString fileInFolder; //!< Select this application only if this file is found. + //!< When specifying multiple files, separate them using the ':' character. + NvU32 isMetro:1; //!< Windows 8 style app + NvU32 isCommandLine:1; //!< Command line parsing for the application name + NvU32 reserved:30; //!< Reserved. Should be 0. + NvAPI_UnicodeString commandLine; //!< If isCommandLine is set to 0 this must be an empty. If isCommandLine is set to 1 + //!< this contains application's command line as if it was returned by GetCommandLineW. +} NVDRS_APPLICATION_V4; + +#define NVDRS_APPLICATION_VER_V1 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V1,1) +#define NVDRS_APPLICATION_VER_V2 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V2,2) +#define NVDRS_APPLICATION_VER_V3 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V3,3) +#define NVDRS_APPLICATION_VER_V4 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V4,4) + +typedef NVDRS_APPLICATION_V4 NVDRS_APPLICATION; +#define NVDRS_APPLICATION_VER NVDRS_APPLICATION_VER_V4 + +typedef struct _NVDRS_PROFILE_V1 +{ + NvU32 version; //!< Structure Version + NvAPI_UnicodeString profileName; //!< String name of the Profile + NVDRS_GPU_SUPPORT gpuSupport; //!< This read-only flag indicates the profile support on either + //!< Quadro, or Geforce, or both. + NvU32 isPredefined; //!< Is the Profile user-defined, or predefined + NvU32 numOfApps; //!< Total number of applications that belong to this profile. Read-only + NvU32 numOfSettings; //!< Total number of settings applied for this Profile. Read-only +} NVDRS_PROFILE_V1; + +typedef NVDRS_PROFILE_V1 NVDRS_PROFILE; + +//! Macro for constructing the version field of ::NVDRS_PROFILE +#define NVDRS_PROFILE_VER1 MAKE_NVAPI_VERSION(NVDRS_PROFILE_V1,1) +#define NVDRS_PROFILE_VER NVDRS_PROFILE_VER1 + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_CreateSession +// +//! DESCRIPTION: This API allocates memory and initializes the session. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] *phSession Return pointer to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR: For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_CreateSession(NvDRSSessionHandle *phSession); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DestroySession +// +//! DESCRIPTION: This API frees the allocation: cleanup of NvDrsSession. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DestroySession(NvDRSSessionHandle hSession); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_LoadSettings +// +//! DESCRIPTION: This API loads and parses the settings data. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_LoadSettings(NvDRSSessionHandle hSession); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SaveSettings +// +//! DESCRIPTION: This API saves the settings data to the system. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SaveSettings(NvDRSSessionHandle hSession); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_LoadSettingsFromFile +// +//! DESCRIPTION: This API loads settings from the given file path. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle +//! \param [in] fileName Binary File Name/Path +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_LoadSettingsFromFile(NvDRSSessionHandle hSession, NvAPI_UnicodeString fileName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SaveSettingsToFile +// +//! DESCRIPTION: This API saves settings to the given file path. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] fileName Binary File Name/Path +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SaveSettingsToFile(NvDRSSessionHandle hSession, NvAPI_UnicodeString fileName); + +//! @} + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_CreateProfile +// +//! DESCRIPTION: This API creates an empty profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] *pProfileInfo Input pointer to NVDRS_PROFILE. +//! \param [in] *phProfile Returns pointer to profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_CreateProfile(NvDRSSessionHandle hSession, NVDRS_PROFILE *pProfileInfo, NvDRSProfileHandle *phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteProfile +// +//! DESCRIPTION: This API deletes a profile or sets it back to a predefined value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteProfile(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SetCurrentGlobalProfile +// +//! DESCRIPTION: This API sets the current global profile in the driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] wszGlobalProfileName Input current Global profile name. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SetCurrentGlobalProfile(NvDRSSessionHandle hSession, NvAPI_UnicodeString wszGlobalProfileName); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetCurrentGlobalProfile +// +//! DESCRIPTION: This API returns the handle to the current global profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [out] *phProfile Returns current Global profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetCurrentGlobalProfile(NvDRSSessionHandle hSession, NvDRSProfileHandle *phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetProfileInfo +// +//! DESCRIPTION: This API gets information about the given profile. User needs to specify the name of the Profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [out] *pProfileInfo Return the profile info. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetProfileInfo(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_PROFILE *pProfileInfo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SetProfileInfo +// +//! DESCRIPTION: Specifies flags for a given profile. Currently only the NVDRS_GPU_SUPPORT is +//! used to update the profile. Neither the name, number of settings or applications +//! or other profile information can be changed with this function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] *pProfileInfo Input the new profile info. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SetProfileInfo(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_PROFILE *pProfileInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_FindProfileByName +// +//! DESCRIPTION: This API finds a profile in the current session. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] profileName Input profileName. +//! \param [out] phProfile Input profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_PROFILE_NOT_FOUND if profile is not found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_FindProfileByName(NvDRSSessionHandle hSession, NvAPI_UnicodeString profileName, NvDRSProfileHandle* phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumProfiles +// +//! DESCRIPTION: This API enumerates through all the profiles in the session. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] index Input the index for enumeration. +//! \param [out] *phProfile Returns profile handle. +//! +//! RETURN STATUS: NVAPI_OK: SUCCESS if the profile is found +//! NVAPI_ERROR: For miscellaneous errors. +//! NVAPI_END_ENUMERATION: index exceeds the total number of available Profiles in DB. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumProfiles(NvDRSSessionHandle hSession, NvU32 index, NvDRSProfileHandle *phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetNumProfiles +// +//! DESCRIPTION: This API obtains the number of profiles in the current session object. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param out] *numProfiles Returns count of profiles in the current hSession. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_API_NOT_INTIALIZED Failed to initialize. +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid Arguments. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetNumProfiles(NvDRSSessionHandle hSession, NvU32 *numProfiles); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_CreateApplication +// +//! DESCRIPTION: This API adds an executable name to a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] *pApplication Input NVDRS_APPLICATION struct with the executable name to be added. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_CreateApplication(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_APPLICATION *pApplication); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteApplicationEx +// +//! DESCRIPTION: This API removes an executable from a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession - Input to the session handle. +//! \param [in] hProfile - Input profile handle. +//! \param [in] *pApp - Input all the information about the application to be removed. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS If the path provided could refer to two different executables, +//! this error will be returned. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteApplicationEx(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_APPLICATION *pApp); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteApplication +// +//! DESCRIPTION: This API removes an executable name from a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSessionPARAMETERS Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] appName Input the executable name to be removed. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS If the path provided could refer to two different executables, +//! this error will be returned +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteApplication(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvAPI_UnicodeString appName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetApplicationInfo +// +//! DESCRIPTION: This API gets information about the given application. The input application name +//! must match exactly what the Profile has stored for the application. +//! This function is better used to retrieve application information from a previous +//! enumeration. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] appName Input application name. +//! \param [out] *pApplication Returns NVDRS_APPLICATION struct with all the attributes. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS The application name could not +// single out only one executable. +//! \retval ::NVAPI_EXECUTABLE_NOT_FOUND No application with that name is found on the profile. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetApplicationInfo(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvAPI_UnicodeString appName, NVDRS_APPLICATION *pApplication); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumApplications +// +//! DESCRIPTION: This API enumerates all the applications in a given profile from the starting index to the maximum length. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] startIndex Indicates starting index for enumeration. +//! \param [in,out] *appCount Input maximum length of the passed in arrays. Returns the actual length. +//! \param [out] *pApplication Returns NVDRS_APPLICATION struct with all the attributes. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_END_ENUMERATION startIndex exceeds the total appCount. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumApplications(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 startIndex, NvU32 *appCount, NVDRS_APPLICATION *pApplication); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_FindApplicationByName +// +//! DESCRIPTION: This API searches the application and the associated profile for the given application name. +//! If a fully qualified path is provided, this function will always return the profile +//! the driver will apply upon running the application (on the path provided). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the hSession handle +//! \param [in] appName Input appName. For best results, provide a fully qualified path of the type +//! c:/Folder1/Folder2/App.exe +//! \param [out] *phProfile Returns profile handle. +//! \param [in,out] *pApplication Returns NVDRS_APPLICATION struct pointer. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below: +//! \retval ::NVAPI_APPLICATION_NOT_FOUND If App not found +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS If the input appName was not fully qualified, this error might return in the case of multiple matches +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_FindApplicationByName(__in NvDRSSessionHandle hSession, __in NvAPI_UnicodeString appName, __out NvDRSProfileHandle *phProfile, __inout NVDRS_APPLICATION *pApplication); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SetSetting +// +//! DESCRIPTION: This API adds/modifies a setting to a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] *pSetting Input NVDRS_SETTING struct pointer. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SetSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_SETTING *pSetting); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetSetting +// +//! DESCRIPTION: This API gets information about the given setting. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] settingId Input settingId. +//! \param [out] *pSetting Returns all the setting info +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 settingId, NVDRS_SETTING *pSetting); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumSettings +// +//! DESCRIPTION: This API enumerates all the settings of a given profile from startIndex to the maximum length. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] startIndex Indicates starting index for enumeration. +//! \param [in,out] *settingsCount Input max length of the passed in arrays, Returns the actual length. +//! \param [out] *pSetting Returns all the settings info. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_END_ENUMERATION startIndex exceeds the total appCount. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumSettings(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 startIndex, NvU32 *settingsCount, NVDRS_SETTING *pSetting); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumAvailableSettingIds +// +//! DESCRIPTION: This API enumerates all the Ids of all the settings recognized by NVAPI. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] pSettingIds User-provided array of length *pMaxCount that NVAPI will fill with IDs. +//! \param [in,out] pMaxCount Input max length of the passed in array, Returns the actual length. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! NVAPI_END_ENUMERATION: the provided pMaxCount is not enough to hold all settingIds. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumAvailableSettingIds(NvU32 *pSettingIds, NvU32 *pMaxCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumAvailableSettingValues +// +//! DESCRIPTION: This API enumerates all available setting values for a given setting. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] settingId Input settingId. +//! \param [in,out] pMaxNumValues Input max length of the passed in arrays, Returns the actual length. +//! \param [out] *pSettingValues Returns all available setting values and its count. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumAvailableSettingValues(NvU32 settingId, NvU32 *pMaxNumValues, NVDRS_SETTING_VALUES *pSettingValues); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetSettingIdFromName +// +//! DESCRIPTION: This API gets the binary ID of a setting given the setting name. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] settingName Input Unicode settingName. +//! \param [out] *pSettingId Returns corresponding settingId. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_PROFILE_NOT_FOUND if profile is not found +//! \retval ::NVAPI_SETTING_NOT_FOUND if setting is not found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetSettingIdFromName(NvAPI_UnicodeString settingName, NvU32 *pSettingId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetSettingNameFromId +// +//! DESCRIPTION: This API gets the setting name given the binary ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] settingId Input settingId. +//! \param [in] *pSettingName Returns corresponding Unicode settingName. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_PROFILE_NOT_FOUND if profile is not found +//! \retval ::NVAPI_SETTING_NOT_FOUND if setting is not found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetSettingNameFromId(NvU32 settingId, NvAPI_UnicodeString *pSettingName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteProfileSetting +// +//! DESCRIPTION: This API deletes a setting or sets it back to predefined value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] settingId Input settingId to be deleted. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteProfileSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 settingId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_RestoreAllDefaults +// +//! DESCRIPTION: This API restores the whole system to predefined(default) values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_RestoreAllDefaults(NvDRSSessionHandle hSession); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_RestoreProfileDefault +// +//! DESCRIPTION: This API restores the given profile to predefined(default) values. +//! Any and all user specified modifications will be removed. +//! If the whole profile was set by the user, the profile will be removed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_PROFILE_REMOVED SUCCESS, and the hProfile is no longer valid. +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_RestoreProfileDefault(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_RestoreProfileDefaultSetting +// +//! DESCRIPTION: This API restores the given profile setting to predefined(default) values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] settingId Input settingId. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_RestoreProfileDefaultSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 settingId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetBaseProfile +// +//! DESCRIPTION: Returns the handle to the current global profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] *phProfile Returns Base profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetBaseProfile(NvDRSSessionHandle hSession, NvDRSProfileHandle *phProfile); + + + + +//! \addtogroup sysgeneral +//! @{ + +typedef struct +{ + NvU32 version; //!< structure version + NvU32 vendorId; //!< Chipset vendor identification + NvU32 deviceId; //!< Chipset device identification + NvAPI_ShortString szVendorName; //!< Chipset vendor Name + NvAPI_ShortString szChipsetName; //!< Chipset device Name + NvU32 flags; //!< Chipset info flags - obsolete + NvU32 subSysVendorId; //!< Chipset subsystem vendor identification + NvU32 subSysDeviceId; //!< Chipset subsystem device identification + NvAPI_ShortString szSubSysVendorName; //!< subsystem vendor Name + NvU32 HBvendorId; //!< Host bridge vendor identification + NvU32 HBdeviceId; //!< Host bridge device identification + NvU32 HBsubSysVendorId; //!< Host bridge subsystem vendor identification + NvU32 HBsubSysDeviceId; //!< Host bridge subsystem device identification + +} NV_CHIPSET_INFO_v4; + +typedef struct +{ + NvU32 version; //!< structure version + NvU32 vendorId; //!< vendor ID + NvU32 deviceId; //!< device ID + NvAPI_ShortString szVendorName; //!< vendor Name + NvAPI_ShortString szChipsetName; //!< device Name + NvU32 flags; //!< Chipset info flags - obsolete + NvU32 subSysVendorId; //!< subsystem vendor ID + NvU32 subSysDeviceId; //!< subsystem device ID + NvAPI_ShortString szSubSysVendorName; //!< subsystem vendor Name +} NV_CHIPSET_INFO_v3; + +typedef enum +{ + NV_CHIPSET_INFO_HYBRID = 0x00000001, +} NV_CHIPSET_INFO_FLAGS; + +typedef struct +{ + NvU32 version; //!< structure version + NvU32 vendorId; //!< vendor ID + NvU32 deviceId; //!< device ID + NvAPI_ShortString szVendorName; //!< vendor Name + NvAPI_ShortString szChipsetName; //!< device Name + NvU32 flags; //!< Chipset info flags +} NV_CHIPSET_INFO_v2; + +typedef struct +{ + NvU32 version; //structure version + NvU32 vendorId; //vendor ID + NvU32 deviceId; //device ID + NvAPI_ShortString szVendorName; //vendor Name + NvAPI_ShortString szChipsetName; //device Name +} NV_CHIPSET_INFO_v1; + +#define NV_CHIPSET_INFO_VER_1 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v1,1) +#define NV_CHIPSET_INFO_VER_2 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v2,2) +#define NV_CHIPSET_INFO_VER_3 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v3,3) +#define NV_CHIPSET_INFO_VER_4 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v4,4) + +#define NV_CHIPSET_INFO NV_CHIPSET_INFO_v4 +#define NV_CHIPSET_INFO_VER NV_CHIPSET_INFO_VER_4 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SYS_GetChipSetInfo +// +//! This function returns information about the system's chipset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT pChipSetInfo is NULL. +//! \retval NVAPI_OK *pChipSetInfo is now set. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_CHIPSET_INFO version not compatible with driver. +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetChipSetInfo(NV_CHIPSET_INFO *pChipSetInfo); + + +//! \ingroup sysgeneral +//! Lid and dock information - used in NvAPI_GetLidDockInfo() +typedef struct +{ + NvU32 version; //! Structure version, constructed from the macro #NV_LID_DOCK_PARAMS_VER + NvU32 currentLidState; + NvU32 currentDockState; + NvU32 currentLidPolicy; + NvU32 currentDockPolicy; + NvU32 forcedLidMechanismPresent; + NvU32 forcedDockMechanismPresent; +}NV_LID_DOCK_PARAMS; + + +//! ingroup sysgeneral +#define NV_LID_DOCK_PARAMS_VER MAKE_NVAPI_VERSION(NV_LID_DOCK_PARAMS,1) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetLidDockInfo +// +//! DESCRIPTION: This function returns the current lid and dock information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 177 +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_NOT_SUPPORTED +//! \retval ::NVAPI_HANDLE_INVALIDATED +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetLidAndDockInfo(NV_LID_DOCK_PARAMS *pLidAndDock); + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SYS_GetDisplayIdFromGpuAndOutputId +// +//! DESCRIPTION: This API converts a Physical GPU handle and output ID to a +//! display ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGpu Handle to the physical GPU +//! \param [in] outputId Connected display output ID on the +//! target GPU - must only have one bit set +//! \param [out] displayId Pointer to an NvU32 which contains +//! the display ID +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid input parameter. +//! +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetDisplayIdFromGpuAndOutputId(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputId, NvU32* displayId); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SYS_GetGpuAndOutputIdFromDisplayId +// +//! DESCRIPTION: This API converts a display ID to a Physical GPU handle and output ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Display ID of display to retrieve +//! GPU and outputId for +//! \param [out] hPhysicalGpu Handle to the physical GPU +//! \param [out] outputId ) Connected display output ID on the +//! target GPU will only have one bit set. +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_ID_OUT_OF_RANGE The DisplayId corresponds to a +//! display which is not within the +//! normal outputId range. +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_INVALID_ARGUMENT +//! +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetGpuAndOutputIdFromDisplayId(NvU32 displayId, NvPhysicalGpuHandle *hPhysicalGpu, NvU32 *outputId); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SYS_GetPhysicalGpuFromDisplayId +// +//! \code +//! DESCRIPTION: This API retrieves the Physical GPU handle of the connected display +//! +//! \since Release: 313 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! PARAMETERS: displayId(IN) - Display ID of display to retrieve +//! GPU handle +//! hPhysicalGpu(OUT) - Handle to the physical GPU +//! +//! RETURN STATUS: +//! NVAPI_OK - completed request +//! NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! NVAPI_ERROR - miscellaneous error occurred +//! NVAPI_INVALID_ARGUMENT - Invalid input parameter. +//! \endcode +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetPhysicalGpuFromDisplayId(NvU32 displayId, NvPhysicalGpuHandle *hPhysicalGpu); + +typedef struct _NV_DISPLAY_DRIVER_INFO +{ + NvU32 version; //!< Structure Version. + NvU32 driverVersion; //!< Contains the driver version after successful return. + NvAPI_ShortString szBuildBranch; //!< Contains the driver-branch string after successful return. + NvU32 bIsDCHDriver : 1; //!< Contains the driver DCH status after successful return. + //!< Value of 1 means that this is DCH driver. + //!< Value of 0 means that this is not a DCH driver (NVAPI may be unable to query the DCH status of the driver due to some registry API errors, in that case the API will return with NVAPI_ERROR) + NvU32 bIsNVIDIAStudioPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Studio Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Studio Driver package. + NvU32 bIsNVIDIAGameReadyPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Game Ready Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Game Ready Driver package. + NvU32 bIsNVIDIARTXProductionBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX Enterprise Production Branch which offers ISV certifications, long life-cycle support, regular security updates, and access to the same functionality as corresponding NVIDIA Studio Driver Packages (i.e., of the same driver version number). + //!< Value of 1 means that this driver is from the NVIDIA RTX Enterprise Production Branch package. + NvU32 bIsNVIDIARTXNewFeatureBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX New Feature Branch. + //!< This driver typically gives access to new features, bug fixes, new operating system support, and other driver enhancements offered between NVIDIA RTX Enterprise Production Branch releases. Support duration for NVIDIA RTX New Feature Branches is shorter than that for NVIDIA RTX Enterprise Production Branches. + //!< Value of 1 means that this driver is from the NVIDIA RTX New Feature Branch package. + NvU32 reserved : 27; //!< Reserved for future use. +} NV_DISPLAY_DRIVER_INFO_V1; + +typedef struct _NV_DISPLAY_DRIVER_INFO_V2 +{ + NvU32 version; //!< Structure Version. + NvU32 driverVersion; //!< Contains the driver version after successful return. + NvAPI_ShortString szBuildBranch; //!< Contains the driver-branch string after successful return. + NvU32 bIsDCHDriver : 1; //!< Contains the driver DCH status after successful return. + //!< Value of 1 means that this is DCH driver. + //!< Value of 0 means that this is not a DCH driver (NVAPI may be unable to query the DCH status of the driver due to some registry API errors, in that case the API will return with NVAPI_ERROR) + NvU32 bIsNVIDIAStudioPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Studio Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Studio Driver package. + NvU32 bIsNVIDIAGameReadyPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Game Ready Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Game Ready Driver package. + NvU32 bIsNVIDIARTXProductionBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX Enterprise Production Branch which offers ISV certifications, long life-cycle support, regular security updates, and access to the same functionality as corresponding NVIDIA Studio Driver Packages (i.e., of the same driver version number). + //!< Value of 1 means that this driver is from the NVIDIA RTX Enterprise Production Branch package. + NvU32 bIsNVIDIARTXNewFeatureBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX New Feature Branch. + //!< This driver typically gives access to new features, bug fixes, new operating system support, and other driver enhancements offered between NVIDIA RTX Enterprise Production Branch releases. Support duration for NVIDIA RTX New Feature Branches is shorter than that for NVIDIA RTX Enterprise Production Branches. + //!< Value of 1 means that this driver is from the NVIDIA RTX New Feature Branch package. + NvU32 reserved : 27; //!< Reserved for future use. + NvAPI_ShortString szBuildBaseBranch; //!< (OUT) Contains the driver base branch string after successful return. + NvU32 reservedEx; //!< Reserved for future use +} NV_DISPLAY_DRIVER_INFO_V2; + +#define NV_DISPLAY_DRIVER_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_INFO_V1, 1) +#define NV_DISPLAY_DRIVER_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_INFO_V2, 2) +typedef NV_DISPLAY_DRIVER_INFO_V2 NV_DISPLAY_DRIVER_INFO; +#define NV_DISPLAY_DRIVER_INFO_VER NV_DISPLAY_DRIVER_INFO_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SYS_GetDisplayDriverInfo +// +//! DESCRIPTION: This API will return information related to the NVIDIA Display Driver. +//! Note that out of the driver types - Studio, Game Ready, RTX Production Branch, RTX New Feature Branch - only one driver type can be available in system. +//! If NVAPI is unable to get the information of particular driver type, we report all flags as 0 (Unknown). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 396 +//! +//! \param [inout] pDriverInfo - This structure will be filled with required information. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetDisplayDriverInfo(__inout NV_DISPLAY_DRIVER_INFO *pDriverInfo); + + +typedef struct _NV_PHYSICAL_GPU_HANDLE_DATA +{ + NvPhysicalGpuHandle hPhysicalGpu; // 1399) && !defined(NVAPI_INTERNAL) && !defined(NVAPI_DEPRECATED_OLD) +#ifndef __nvapi_deprecated_function +#define __nvapi_deprecated_function(message) __declspec(deprecated(message)) +#endif +#ifndef __nvapi_deprecated_datatype +#define __nvapi_deprecated_datatype(FirstRelease) __declspec(deprecated("Do not use this data type - it is deprecated in release " #FirstRelease ".")) +#endif +#else +#ifndef __nvapi_deprecated_function +#define __nvapi_deprecated_function(message) +#endif +#ifndef __nvapi_deprecated_datatype +#define __nvapi_deprecated_datatype(FirstRelease) +#endif +#endif + + +/* 64-bit types for compilers that support them, plus some obsolete variants */ +#if defined(__GNUC__) || defined(__arm) || defined(__IAR_SYSTEMS_ICC__) || defined(__ghs__) || defined(_WIN64) +typedef unsigned long long NvU64; /* 0 to 18446744073709551615 */ +typedef long long NvS64; /* -9223372036854775808 to 9223372036854775807 */ +#else +typedef unsigned __int64 NvU64; /* 0 to 18446744073709551615 */ +typedef __int64 NvS64; /* -9223372036854775808 to 9223372036854775807 */ +#endif + +#if NVAPI_USE_STDINT +typedef uint32_t NvV32; /* "void": enumerated or multiple fields */ +typedef uint32_t NvU32; /* 0 to 4294967295 */ +typedef int32_t NvS32; /* -2147483648 to 2147483647 */ + +#else +// mac os 32-bit still needs this +#if (defined(macintosh) || defined(__APPLE__)) && !defined(__LP64__) +typedef signed long NvS32; /* -2147483648 to 2147483647 */ +#else +typedef signed int NvS32; /* -2147483648 to 2147483647 */ +#endif + +#if !(NVOS_IS_UNIX || (defined(__unix))) +// mac os 32-bit still needs this +#if ( (defined(macintosh) && defined(__LP64__) && (__NVAPI_RESERVED0__)) || \ + (!defined(macintosh) && defined(__NVAPI_RESERVED0__)) ) +typedef unsigned int NvU32; /* 0 to 4294967295 */ +#else +typedef unsigned long NvU32; /* 0 to 4294967295 */ +#endif +#else +typedef unsigned int NvU32; /* 0 to 4294967295 */ +#endif +#endif + +typedef unsigned long temp_NvU32; /* 0 to 4294967295 */ +typedef signed short NvS16; +typedef unsigned short NvU16; +typedef unsigned char NvU8; +typedef signed char NvS8; +typedef float NvF32; +typedef double NvF64; + +/*! + * Macro to convert NvU32 to NvF32. + */ +#define NvU32TONvF32(_pData) *(NvF32 *)(_pData) +/*! + * Macro to convert NvF32 to NvU32. + */ +#define NvF32TONvU32(_pData) *(NvU32 *)(_pData) + +/* Boolean type */ +typedef NvU8 NvBool; +#define NV_TRUE ((NvBool)(0 == 0)) +#define NV_FALSE ((NvBool)(0 != 0)) + +typedef struct _NV_RECT +{ + NvU32 left; + NvU32 top; + NvU32 right; + NvU32 bottom; +} NV_RECT; + + +#define NV_DECLARE_HANDLE(name) struct name##__ { int unused; }; typedef struct name##__ *name + +//! \addtogroup nvapihandles +//! NVAPI Handles - These handles are retrieved from various calls and passed in to others in NvAPI +//! These are meant to be opaque types. Do not assume they correspond to indices, HDCs, +//! display indexes or anything else. +//! +//! Most handles remain valid until a display re-configuration (display mode set) or GPU +//! reconfiguration (going into or out of SLI modes) occurs. If NVAPI_HANDLE_INVALIDATED +//! is received by an app, it should discard all handles, and re-enumerate them. +//! @{ +NV_DECLARE_HANDLE(NvLogicalGpuHandle); //!< One or more physical GPUs acting in concert (SLI) +NV_DECLARE_HANDLE(NvPhysicalGpuHandle); //!< A single physical GPU +NV_DECLARE_HANDLE(NvDisplayHandle); //!< Display Device driven by NVIDIA GPU(s) (an attached display) +NV_DECLARE_HANDLE(NvMonitorHandle); //!< Monitor handle +NV_DECLARE_HANDLE(NvUnAttachedDisplayHandle); //!< Unattached Display Device driven by NVIDIA GPU(s) +NV_DECLARE_HANDLE(NvVisualComputingDeviceHandle); //!< A handle to a Visual Computing Device +NV_DECLARE_HANDLE(NvEventHandle); //!< A handle to an event registration instance + + +NV_DECLARE_HANDLE(NvHICHandle); //!< A handle to a Host Interface Card +NV_DECLARE_HANDLE(NvGSyncDeviceHandle); //!< A handle to a Sync device +NV_DECLARE_HANDLE(NvVioHandle); //!< A handle to an SDI device +NV_DECLARE_HANDLE(NvTransitionHandle); //!< A handle to address a single transition request +NV_DECLARE_HANDLE(NvAudioHandle); //!< NVIDIA HD Audio Device +NV_DECLARE_HANDLE(Nv3DVPContextHandle); //!< A handle for a 3D Vision Pro (3DVP) context +NV_DECLARE_HANDLE(Nv3DVPTransceiverHandle); //!< A handle for a 3DVP RF transceiver +NV_DECLARE_HANDLE(Nv3DVPGlassesHandle); //!< A handle for a pair of 3DVP RF shutter glasses +NV_DECLARE_HANDLE(NvPcfClientHandle); //!< A handle for NVPCF clients + +typedef void* StereoHandle; //!< A stereo handle, that corresponds to the device interface + +NV_DECLARE_HANDLE(NvSourceHandle); //!< Unique source handle on the system +NV_DECLARE_HANDLE(NvTargetHandle); //!< Unique target handle on the system +NV_DECLARE_HANDLE(NVDX_SwapChainHandle); //!< DirectX SwapChain objects +static const NVDX_SwapChainHandle NVDX_SWAPCHAIN_NONE = 0; +NV_DECLARE_HANDLE(NvPresentBarrierClientHandle); //!< PresentBarrier client object +//! @} + +//! \ingroup nvapihandles +//! @{ +#define NVAPI_DEFAULT_HANDLE 0 +#define NV_BIT(x) (1 << (x)) +//! @} + + + +//! \addtogroup nvapitypes +//! @{ +#define NVAPI_GENERIC_STRING_MAX 4096 +#define NVAPI_LONG_STRING_MAX 256 +#define NVAPI_SHORT_STRING_MAX 64 + +typedef struct +{ + NvS32 sX; + NvS32 sY; + NvS32 sWidth; + NvS32 sHeight; +} NvSBox; + +#ifndef NvGUID_Defined +#define NvGUID_Defined + +typedef struct +{ + NvU32 data1; + NvU16 data2; + NvU16 data3; + NvU8 data4[8]; +} NvGUID, NvLUID; + + +#endif //#ifndef NvGUID_Defined +#define NVAPI_MAX_PHYSICAL_GPUS 64 + + +#define NVAPI_MAX_PHYSICAL_BRIDGES 100 +#define NVAPI_PHYSICAL_GPUS 32 +#define NVAPI_MAX_LOGICAL_GPUS 64 +#define NVAPI_MAX_AVAILABLE_GPU_TOPOLOGIES 256 +#define NVAPI_MAX_AVAILABLE_SLI_GROUPS 256 +#define NVAPI_MAX_GPU_TOPOLOGIES NVAPI_MAX_PHYSICAL_GPUS +#define NVAPI_MAX_GPU_PER_TOPOLOGY 8 +#define NVAPI_MAX_DISPLAY_HEADS 2 +#define NVAPI_ADVANCED_DISPLAY_HEADS 4 +#define NVAPI_MAX_DISPLAYS NVAPI_PHYSICAL_GPUS * NVAPI_ADVANCED_DISPLAY_HEADS +#define NVAPI_MAX_ACPI_IDS 16 +#define NVAPI_MAX_VIEW_MODES 8 + + +#define NVAPI_SYSTEM_MAX_HWBCS 128 +#define NVAPI_SYSTEM_HWBC_INVALID_ID 0xffffffff + +#define NVAPI_SYSTEM_MAX_DISPLAYS NVAPI_MAX_PHYSICAL_GPUS * NV_MAX_HEADS +#define NV_MAX_HEADS 4 //!< Maximum heads, each with NVAPI_DESKTOP_RES resolution +#define NVAPI_MAX_HEADS_PER_GPU 32 +#define NV_MAX_VID_STREAMS 4 //!< Maximum number of input video streams, each with a #NVAPI_VIDEO_SRC_INFO +#define NV_MAX_VID_STREAMS_EX 20 //!< Increasing MAX no. of input video streams, each with a #NVAPI_VIDEO_SRC_INFO +#define NV_MAX_VID_PROFILES 4 //!< Maximum number of output video profiles supported + +#define NVAPI_MAX_AUDIO_DEVICES 16 + + +typedef char NvAPI_String[NVAPI_GENERIC_STRING_MAX]; +typedef char NvAPI_LongString[NVAPI_LONG_STRING_MAX]; +typedef char NvAPI_ShortString[NVAPI_SHORT_STRING_MAX]; +typedef NvU16 NvAPI_UnicodeShortString[NVAPI_SHORT_STRING_MAX]; +//! @} + + +// ========================================================================================= +//! NvAPI Version Definition \n +//! Maintain per structure specific version define using the MAKE_NVAPI_VERSION macro. \n +//! Usage: #define NV_GENLOCK_STATUS_VER MAKE_NVAPI_VERSION(NV_GENLOCK_STATUS, 1) +//! \ingroup nvapitypes +// ========================================================================================= +#define MAKE_NVAPI_VERSION(typeName,ver) (NvU32)(sizeof(typeName) | ((ver)<<16)) + +//! \ingroup nvapitypes +#define GET_NVAPI_VERSION(ver) (NvU32)((ver)>>16) + +//! \ingroup nvapitypes +#define GET_NVAPI_SIZE(ver) (NvU32)((ver) & 0xffff) + + +// ==================================================== +//! NvAPI Status Values +//! All NvAPI functions return one of these codes. +//! \ingroup nvapistatus +// ==================================================== + + +typedef enum _NvAPI_Status +{ + NVAPI_OK = 0, //!< Success. Request is completed. + NVAPI_ERROR = -1, //!< Generic error + NVAPI_LIBRARY_NOT_FOUND = -2, //!< NVAPI support library cannot be loaded. + NVAPI_NO_IMPLEMENTATION = -3, //!< not implemented in current driver installation + NVAPI_API_NOT_INITIALIZED = -4, //!< NvAPI_Initialize has not been called (successfully) + NVAPI_INVALID_ARGUMENT = -5, //!< The argument/parameter value is not valid or NULL. + NVAPI_NVIDIA_DEVICE_NOT_FOUND = -6, //!< No NVIDIA display driver, or NVIDIA GPU driving a display, was found. + NVAPI_END_ENUMERATION = -7, //!< No more items to enumerate + NVAPI_INVALID_HANDLE = -8, //!< Invalid handle + NVAPI_INCOMPATIBLE_STRUCT_VERSION = -9, //!< An argument's structure version is not supported + NVAPI_HANDLE_INVALIDATED = -10, //!< The handle is no longer valid (likely due to GPU or display re-configuration) + NVAPI_OPENGL_CONTEXT_NOT_CURRENT = -11, //!< No NVIDIA OpenGL context is current (but needs to be) + NVAPI_INVALID_POINTER = -14, //!< An invalid pointer, usually NULL, was passed as a parameter + NVAPI_NO_GL_EXPERT = -12, //!< OpenGL Expert is not supported by the current drivers + NVAPI_INSTRUMENTATION_DISABLED = -13, //!< OpenGL Expert is supported, but driver instrumentation is currently disabled + NVAPI_NO_GL_NSIGHT = -15, //!< OpenGL does not support Nsight + + NVAPI_EXPECTED_LOGICAL_GPU_HANDLE = -100, //!< Expected a logical GPU handle for one or more parameters + NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE = -101, //!< Expected a physical GPU handle for one or more parameters + NVAPI_EXPECTED_DISPLAY_HANDLE = -102, //!< Expected an NV display handle for one or more parameters + NVAPI_INVALID_COMBINATION = -103, //!< The combination of parameters is not valid. + NVAPI_NOT_SUPPORTED = -104, //!< Requested feature is not supported in the selected GPU + NVAPI_PORTID_NOT_FOUND = -105, //!< No port ID was found for the I2C transaction + NVAPI_EXPECTED_UNATTACHED_DISPLAY_HANDLE = -106, //!< Expected an unattached display handle as one of the input parameters. + NVAPI_INVALID_PERF_LEVEL = -107, //!< Invalid perf level + NVAPI_DEVICE_BUSY = -108, //!< Device is busy; request not fulfilled + NVAPI_NV_PERSIST_FILE_NOT_FOUND = -109, //!< NV persist file is not found + NVAPI_PERSIST_DATA_NOT_FOUND = -110, //!< NV persist data is not found + NVAPI_EXPECTED_TV_DISPLAY = -111, //!< Expected a TV output display + NVAPI_EXPECTED_TV_DISPLAY_ON_DCONNECTOR = -112, //!< Expected a TV output on the D Connector - HDTV_EIAJ4120. + NVAPI_NO_ACTIVE_SLI_TOPOLOGY = -113, //!< SLI is not active on this device. + NVAPI_SLI_RENDERING_MODE_NOTALLOWED = -114, //!< Setup of SLI rendering mode is not possible right now. + NVAPI_EXPECTED_DIGITAL_FLAT_PANEL = -115, //!< Expected a digital flat panel. + NVAPI_ARGUMENT_EXCEED_MAX_SIZE = -116, //!< Argument exceeds the expected size. + NVAPI_DEVICE_SWITCHING_NOT_ALLOWED = -117, //!< Inhibit is ON due to one of the flags in NV_GPU_DISPLAY_CHANGE_INHIBIT or SLI active. + NVAPI_TESTING_CLOCKS_NOT_SUPPORTED = -118, //!< Testing of clocks is not supported. + NVAPI_UNKNOWN_UNDERSCAN_CONFIG = -119, //!< The specified underscan config is from an unknown source (e.g. INF) + NVAPI_TIMEOUT_RECONFIGURING_GPU_TOPO = -120, //!< Timeout while reconfiguring GPUs + NVAPI_DATA_NOT_FOUND = -121, //!< Requested data was not found + NVAPI_EXPECTED_ANALOG_DISPLAY = -122, //!< Expected an analog display + NVAPI_NO_VIDLINK = -123, //!< No SLI video bridge is present + NVAPI_REQUIRES_REBOOT = -124, //!< NVAPI requires a reboot for the settings to take effect + NVAPI_INVALID_HYBRID_MODE = -125, //!< The function is not supported with the current Hybrid mode. + NVAPI_MIXED_TARGET_TYPES = -126, //!< The target types are not all the same + NVAPI_SYSWOW64_NOT_SUPPORTED = -127, //!< The function is not supported from 32-bit on a 64-bit system. + NVAPI_IMPLICIT_SET_GPU_TOPOLOGY_CHANGE_NOT_ALLOWED = -128, //!< There is no implicit GPU topology active. Use NVAPI_SetHybridMode to change topology. + NVAPI_REQUEST_USER_TO_CLOSE_NON_MIGRATABLE_APPS = -129, //!< Prompt the user to close all non-migratable applications. + NVAPI_OUT_OF_MEMORY = -130, //!< Could not allocate sufficient memory to complete the call. + NVAPI_WAS_STILL_DRAWING = -131, //!< The previous operation that is transferring information to or from this surface is incomplete. + NVAPI_FILE_NOT_FOUND = -132, //!< The file was not found. + NVAPI_TOO_MANY_UNIQUE_STATE_OBJECTS = -133, //!< There are too many unique instances of a particular type of state object. + NVAPI_INVALID_CALL = -134, //!< The method call is invalid. For example, a method's parameter may not be a valid pointer. + NVAPI_D3D10_1_LIBRARY_NOT_FOUND = -135, //!< d3d10_1.dll cannot be loaded. + NVAPI_FUNCTION_NOT_FOUND = -136, //!< Couldn't find the function in the loaded DLL. + NVAPI_INVALID_USER_PRIVILEGE = -137, //!< The application will require Administrator privileges to access this API. + //!< The application can be elevated to a higher permission level by selecting "Run as Administrator". + NVAPI_EXPECTED_NON_PRIMARY_DISPLAY_HANDLE = -138, //!< The handle corresponds to GDIPrimary. + NVAPI_EXPECTED_COMPUTE_GPU_HANDLE = -139, //!< Setting Physx GPU requires that the GPU is compute-capable. + NVAPI_STEREO_NOT_INITIALIZED = -140, //!< The Stereo part of NVAPI failed to initialize completely. Check if the stereo driver is installed. + NVAPI_STEREO_REGISTRY_ACCESS_FAILED = -141, //!< Access to stereo-related registry keys or values has failed. + NVAPI_STEREO_REGISTRY_PROFILE_TYPE_NOT_SUPPORTED = -142, //!< The given registry profile type is not supported. + NVAPI_STEREO_REGISTRY_VALUE_NOT_SUPPORTED = -143, //!< The given registry value is not supported. + NVAPI_STEREO_NOT_ENABLED = -144, //!< Stereo is not enabled and the function needed it to execute completely. + NVAPI_STEREO_NOT_TURNED_ON = -145, //!< Stereo is not turned on and the function needed it to execute completely. + NVAPI_STEREO_INVALID_DEVICE_INTERFACE = -146, //!< Invalid device interface. + NVAPI_STEREO_PARAMETER_OUT_OF_RANGE = -147, //!< Separation percentage or JPEG image capture quality is out of [0-100] range. + NVAPI_STEREO_FRUSTUM_ADJUST_MODE_NOT_SUPPORTED = -148, //!< The given frustum adjust mode is not supported. + NVAPI_TOPO_NOT_POSSIBLE = -149, //!< The mosaic topology is not possible given the current state of the hardware. + NVAPI_MODE_CHANGE_FAILED = -150, //!< An attempt to do a display resolution mode change has failed. + NVAPI_D3D11_LIBRARY_NOT_FOUND = -151, //!< d3d11.dll/d3d11_beta.dll cannot be loaded. + NVAPI_INVALID_ADDRESS = -152, //!< Address is outside of valid range. + NVAPI_STRING_TOO_SMALL = -153, //!< The pre-allocated string is too small to hold the result. + NVAPI_MATCHING_DEVICE_NOT_FOUND = -154, //!< The input does not match any of the available devices. + NVAPI_DRIVER_RUNNING = -155, //!< Driver is running. + NVAPI_DRIVER_NOTRUNNING = -156, //!< Driver is not running. + NVAPI_ERROR_DRIVER_RELOAD_REQUIRED = -157, //!< A driver reload is required to apply these settings. + NVAPI_SET_NOT_ALLOWED = -158, //!< Intended setting is not allowed. + NVAPI_ADVANCED_DISPLAY_TOPOLOGY_REQUIRED = -159, //!< Information can't be returned due to "advanced display topology". + NVAPI_SETTING_NOT_FOUND = -160, //!< Setting is not found. + NVAPI_SETTING_SIZE_TOO_LARGE = -161, //!< Setting size is too large. + NVAPI_TOO_MANY_SETTINGS_IN_PROFILE = -162, //!< There are too many settings for a profile. + NVAPI_PROFILE_NOT_FOUND = -163, //!< Profile is not found. + NVAPI_PROFILE_NAME_IN_USE = -164, //!< Profile name is duplicated. + NVAPI_PROFILE_NAME_EMPTY = -165, //!< Profile name is empty. + NVAPI_EXECUTABLE_NOT_FOUND = -166, //!< Application not found in the Profile. + NVAPI_EXECUTABLE_ALREADY_IN_USE = -167, //!< Application already exists in the other profile. + NVAPI_DATATYPE_MISMATCH = -168, //!< Data Type mismatch + NVAPI_PROFILE_REMOVED = -169, //!< The profile passed as parameter has been removed and is no longer valid. + NVAPI_UNREGISTERED_RESOURCE = -170, //!< An unregistered resource was passed as a parameter. + NVAPI_ID_OUT_OF_RANGE = -171, //!< The DisplayId corresponds to a display which is not within the normal outputId range. + NVAPI_DISPLAYCONFIG_VALIDATION_FAILED = -172, //!< Display topology is not valid so the driver cannot do a mode set on this configuration. + NVAPI_DPMST_CHANGED = -173, //!< Display Port Multi-Stream topology has been changed. + NVAPI_INSUFFICIENT_BUFFER = -174, //!< Input buffer is insufficient to hold the contents. + NVAPI_ACCESS_DENIED = -175, //!< No access to the caller. + NVAPI_MOSAIC_NOT_ACTIVE = -176, //!< The requested action cannot be performed without Mosaic being enabled. + NVAPI_SHARE_RESOURCE_RELOCATED = -177, //!< The surface is relocated away from video memory. + NVAPI_REQUEST_USER_TO_DISABLE_DWM = -178, //!< The user should disable DWM before calling NvAPI. + NVAPI_D3D_DEVICE_LOST = -179, //!< D3D device status is D3DERR_DEVICELOST or D3DERR_DEVICENOTRESET - the user has to reset the device. + NVAPI_INVALID_CONFIGURATION = -180, //!< The requested action cannot be performed in the current state. + NVAPI_STEREO_HANDSHAKE_NOT_DONE = -181, //!< Call failed as stereo handshake not completed. + NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS = -182, //!< The path provided was too short to determine the correct NVDRS_APPLICATION + NVAPI_DEFAULT_STEREO_PROFILE_IS_NOT_DEFINED = -183, //!< Default stereo profile is not currently defined + NVAPI_DEFAULT_STEREO_PROFILE_DOES_NOT_EXIST = -184, //!< Default stereo profile does not exist + NVAPI_CLUSTER_ALREADY_EXISTS = -185, //!< A cluster is already defined with the given configuration. + NVAPI_DPMST_DISPLAY_ID_EXPECTED = -186, //!< The input display id is not that of a multi stream enabled connector or a display device in a multi stream topology + NVAPI_INVALID_DISPLAY_ID = -187, //!< The input display id is not valid or the monitor associated to it does not support the current operation + NVAPI_STREAM_IS_OUT_OF_SYNC = -188, //!< While playing secure audio stream, stream goes out of sync + NVAPI_INCOMPATIBLE_AUDIO_DRIVER = -189, //!< Older audio driver version than required + NVAPI_VALUE_ALREADY_SET = -190, //!< Value already set, setting again not allowed. + NVAPI_TIMEOUT = -191, //!< Requested operation timed out + NVAPI_GPU_WORKSTATION_FEATURE_INCOMPLETE = -192, //!< The requested workstation feature set has incomplete driver internal allocation resources + NVAPI_STEREO_INIT_ACTIVATION_NOT_DONE = -193, //!< Call failed because InitActivation was not called. + NVAPI_SYNC_NOT_ACTIVE = -194, //!< The requested action cannot be performed without Sync being enabled. + NVAPI_SYNC_MASTER_NOT_FOUND = -195, //!< The requested action cannot be performed without Sync Master being enabled. + NVAPI_INVALID_SYNC_TOPOLOGY = -196, //!< Invalid displays passed in the NV_GSYNC_DISPLAY pointer. + NVAPI_ECID_SIGN_ALGO_UNSUPPORTED = -197, //!< The specified signing algorithm is not supported. Either an incorrect value was entered or the current installed driver/hardware does not support the input value. + NVAPI_ECID_KEY_VERIFICATION_FAILED = -198, //!< The encrypted public key verification has failed. + NVAPI_FIRMWARE_OUT_OF_DATE = -199, //!< The device's firmware is out of date. + NVAPI_FIRMWARE_REVISION_NOT_SUPPORTED = -200, //!< The device's firmware is not supported. + NVAPI_LICENSE_CALLER_AUTHENTICATION_FAILED = -201, //!< The caller is not authorized to modify the License. + NVAPI_D3D_DEVICE_NOT_REGISTERED = -202, //!< The user tried to use a deferred context without registering the device first + NVAPI_RESOURCE_NOT_ACQUIRED = -203, //!< Head or SourceId was not reserved for the VR Display before doing the Modeset or the dedicated display. + NVAPI_TIMING_NOT_SUPPORTED = -204, //!< Provided timing is not supported. + NVAPI_HDCP_ENCRYPTION_FAILED = -205, //!< HDCP Encryption Failed for the device. Would be applicable when the device is HDCP Capable. + NVAPI_PCLK_LIMITATION_FAILED = -206, //!< Provided mode is over sink device pclk limitation. + NVAPI_NO_CONNECTOR_FOUND = -207, //!< No connector on GPU found. + NVAPI_HDCP_DISABLED = -208, //!< When a non-HDCP capable HMD is connected, we would inform user by this code. + NVAPI_API_IN_USE = -209, //!< Atleast an API is still being called + NVAPI_NVIDIA_DISPLAY_NOT_FOUND = -210, //!< No display found on Nvidia GPU(s). + NVAPI_PRIV_SEC_VIOLATION = -211, //!< Priv security violation, improper access to a secured register. + NVAPI_INCORRECT_VENDOR = -212, //!< NVAPI cannot be called by this vendor + NVAPI_DISPLAY_IN_USE = -213, //!< DirectMode Display is already in use + NVAPI_UNSUPPORTED_CONFIG_NON_HDCP_HMD = -214, //!< The Config is having Non-NVidia GPU with Non-HDCP HMD connected + NVAPI_MAX_DISPLAY_LIMIT_REACHED = -215, //!< GPU's Max Display Limit has Reached + NVAPI_INVALID_DIRECT_MODE_DISPLAY = -216, //!< DirectMode not Enabled on the Display + NVAPI_GPU_IN_DEBUG_MODE = -217, //!< GPU is in debug mode, OC is NOT allowed. + NVAPI_D3D_CONTEXT_NOT_FOUND = -218, //!< No NvAPI context was found for this D3D object + NVAPI_STEREO_VERSION_MISMATCH = -219, //!< there is version mismatch between stereo driver and dx driver + NVAPI_GPU_NOT_POWERED = -220, //!< GPU is not powered and so the request cannot be completed. + NVAPI_ERROR_DRIVER_RELOAD_IN_PROGRESS = -221, //!< The display driver update in progress. + NVAPI_WAIT_FOR_HW_RESOURCE = -222, //!< Wait for HW resources allocation + NVAPI_REQUIRE_FURTHER_HDCP_ACTION = -223, //!< operation requires further HDCP action + NVAPI_DISPLAY_MUX_TRANSITION_FAILED = -224, //!< Dynamic Mux transition failure + NVAPI_INVALID_DSC_VERSION = -225, //!< Invalid DSC version + NVAPI_INVALID_DSC_SLICECOUNT = -226, //!< Invalid DSC slice count + NVAPI_INVALID_DSC_OUTPUT_BPP = -227, //!< Invalid DSC output BPP + NVAPI_FAILED_TO_LOAD_FROM_DRIVER_STORE = -228, //!< There was an error while loading nvapi.dll from the driver store. + NVAPI_NO_VULKAN = -229, //!< OpenGL does not export Vulkan fake extensions + NVAPI_REQUEST_PENDING = -230, //!< A request for NvTOPPs telemetry CData has already been made and is pending a response. + NVAPI_RESOURCE_IN_USE = -231, //!< Operation cannot be performed because the resource is in use. + NVAPI_INVALID_IMAGE = -232, //!< Device kernel image is invalid + NVAPI_INVALID_PTX = -233, //!< PTX JIT compilation failed + NVAPI_NVLINK_UNCORRECTABLE = -234, //!< Uncorrectable NVLink error was detected during the execution + NVAPI_JIT_COMPILER_NOT_FOUND = -235, //!< PTX JIT compiler library was not found. + NVAPI_INVALID_SOURCE = -236, //!< Device kernel source is invalid. + NVAPI_ILLEGAL_INSTRUCTION = -237, //!< While executing a kernel, the device encountered an illegal instruction. + NVAPI_INVALID_PC = -238, //!< While executing a kernel, the device program counter wrapped its address space + NVAPI_LAUNCH_FAILED = -239, //!< An exception occurred on the device while executing a kernel + NVAPI_NOT_PERMITTED = -240, //!< Attempted operation is not permitted. + NVAPI_CALLBACK_ALREADY_REGISTERED = -241, //!< The callback function has already been registered. + NVAPI_CALLBACK_NOT_FOUND = -242, //!< The callback function is not found or not registered. + NVAPI_INVALID_OUTPUT_WIRE_FORMAT = -243, //!< Invalid Wire Format for the VR HMD +} NvAPI_Status; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SYS_GetDriverAndBranchVersion +// +//! DESCRIPTION: This API returns display driver version and driver-branch string. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] pDriverVersion Contains the driver version after successful return. +//! \param [out] szBuildBranchString Contains the driver-branch string after successful return. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT: either pDriverVersion is NULL or enum index too big +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! +//! \ingroup driverapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetDriverAndBranchVersion(NvU32* pDriverVersion, NvAPI_ShortString szBuildBranchString); +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfo(). +typedef struct +{ + NvU32 version; //!< Version info + NvU32 dedicatedVideoMemory; //!< Size(in kb) of the physical framebuffer. + NvU32 availableDedicatedVideoMemory; //!< Size(in kb) of the available physical framebuffer for allocating video memory surfaces. + NvU32 systemVideoMemory; //!< Size(in kb) of system memory the driver allocates at load time. + NvU32 sharedSystemMemory; //!< Size(in kb) of shared system memory that driver is allowed to commit for surfaces across all allocations. + +} NV_DISPLAY_DRIVER_MEMORY_INFO_V1; + + +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfo(). +typedef struct +{ + NvU32 version; //!< Version info + NvU32 dedicatedVideoMemory; //!< Size(in kb) of the physical framebuffer. + NvU32 availableDedicatedVideoMemory; //!< Size(in kb) of the available physical framebuffer for allocating video memory surfaces. + NvU32 systemVideoMemory; //!< Size(in kb) of system memory the driver allocates at load time. + NvU32 sharedSystemMemory; //!< Size(in kb) of shared system memory that driver is allowed to commit for surfaces across all allocations. + NvU32 curAvailableDedicatedVideoMemory; //!< Size(in kb) of the current available physical framebuffer for allocating video memory surfaces. + +} NV_DISPLAY_DRIVER_MEMORY_INFO_V2; + +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfo(). +typedef struct +{ + NvU32 version; //!< Version info + NvU32 dedicatedVideoMemory; //!< Size(in kb) of the physical framebuffer. + NvU32 availableDedicatedVideoMemory; //!< Size(in kb) of the available physical framebuffer for allocating video memory surfaces. + NvU32 systemVideoMemory; //!< Size(in kb) of system memory the driver allocates at load time. + NvU32 sharedSystemMemory; //!< Size(in kb) of shared system memory that driver is allowed to commit for surfaces across all allocations. + NvU32 curAvailableDedicatedVideoMemory; //!< Size(in kb) of the current available physical framebuffer for allocating video memory surfaces. + NvU32 dedicatedVideoMemoryEvictionsSize; //!< Size(in kb) of the total size of memory released as a result of the evictions. + NvU32 dedicatedVideoMemoryEvictionCount; //!< Indicates the number of eviction events that caused an allocation to be removed from dedicated video memory to free GPU + //!< video memory to make room for other allocations. +} NV_DISPLAY_DRIVER_MEMORY_INFO_V3; + +//! \ingroup driverapi +typedef NV_DISPLAY_DRIVER_MEMORY_INFO_V3 NV_DISPLAY_DRIVER_MEMORY_INFO; + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_DISPLAY_DRIVER_MEMORY_INFO_V1 +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER_1 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_MEMORY_INFO_V1,1) + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_DISPLAY_DRIVER_MEMORY_INFO_V2 +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER_2 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_MEMORY_INFO_V2,2) + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_DISPLAY_DRIVER_MEMORY_INFO_V3 +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER_3 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_MEMORY_INFO_V3,3) + +//! \ingroup driverapi +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER NV_DISPLAY_DRIVER_MEMORY_INFO_VER_3 + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetMemoryInfo +// +//! DESCRIPTION: This function retrieves the available driver memory footprint for the specified GPU. +//! If the GPU is in TCC Mode, only dedicatedVideoMemory will be returned in pMemoryInfo (NV_DISPLAY_DRIVER_MEMORY_INFO). +//! +//! \deprecated Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetMemoryInfoEx. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! \since Release: 177 +//! +//! \param [in] hPhysicalGpu Handle of the physical GPU for which the memory information is to be extracted. +//! \param [out] pMemoryInfo The memory footprint available in the driver. See NV_DISPLAY_DRIVER_MEMORY_INFO. +//! +//! \retval NVAPI_INVALID_ARGUMENT pMemoryInfo is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_DISPLAY_DRIVER_MEMORY_INFO structure version mismatch. +//! +//! \ingroup driverapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetMemoryInfoEx.") +NVAPI_INTERFACE NvAPI_GPU_GetMemoryInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_DISPLAY_DRIVER_MEMORY_INFO *pMemoryInfo); + + +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfoEx(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU64 dedicatedVideoMemory; //!< Size(in bytes) of the physical framebuffer. Refers to the dedicated video memory on discrete GPUs. + //! It is more performant for GPU operations than the reserved systemVideoMemory. + NvU64 availableDedicatedVideoMemory; //!< Size(in bytes) of the available physical framebuffer for allocating video memory surfaces. + NvU64 systemVideoMemory; //!< Size(in bytes) of system memory the driver allocates at load time. It is a substitute for dedicated video memory. + //!< Typically used with integrated GPUs that do not have dedicated video memory. + NvU64 sharedSystemMemory; //!< Size(in bytes) of shared system memory that driver is allowed to commit for surfaces across all allocations. + //!< On discrete GPUs, it is used to utilize system memory for various operations. It does not need to be reserved during boot. + //!< It may be used by both GPU and CPU, and has an "on-demand" type of usage. + NvU64 curAvailableDedicatedVideoMemory; //!< Size(in bytes) of the current available physical framebuffer for allocating video memory surfaces. + NvU64 dedicatedVideoMemoryEvictionsSize; //!< Size(in bytes) of the total size of memory released as a result of the evictions. + NvU64 dedicatedVideoMemoryEvictionCount; //!< Indicates the number of eviction events that caused an allocation to be removed from dedicated video memory to free GPU + //!< video memory to make room for other allocations. + NvU64 dedicatedVideoMemoryPromotionsSize; //!< Size(in bytes) of the total size of memory allocated as a result of the promotions. + NvU64 dedicatedVideoMemoryPromotionCount; //!< Indicates the number of promotion events that caused an allocation to be promoted to dedicated video memory +} NV_GPU_MEMORY_INFO_EX_V1; + +//! \ingroup driverapi +typedef NV_GPU_MEMORY_INFO_EX_V1 NV_GPU_MEMORY_INFO_EX; + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_GPU_MEMORY_INFO_EX_V1 +#define NV_GPU_MEMORY_INFO_EX_VER_1 MAKE_NVAPI_VERSION(NV_GPU_MEMORY_INFO_EX_V1,1) + +//! \ingroup driverapi +#define NV_GPU_MEMORY_INFO_EX_VER NV_GPU_MEMORY_INFO_EX_VER_1 + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetMemoryInfoEx +// +//! DESCRIPTION: This function retrieves the available driver memory footprint for the specified GPU. +//! If the GPU is in TCC Mode, only dedicatedVideoMemory will be returned in pMemoryInfo (NV_GPU_MEMORY_INFO_EX). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 520 +//! +//! \param [in] hPhysicalGpu Handle of the physical GPU for which the memory information is to be extracted. +//! \param [out] pMemoryInfo The memory footprint available in the driver. See NV_GPU_MEMORY_INFO_EX. +//! +//! \retval NVAPI_INVALID_ARGUMENT pMemoryInfo is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_GPU_MEMORY_INFO_EX structure version mismatch. +//! +//! \ingroup driverapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetMemoryInfoEx(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_MEMORY_INFO_EX *pMemoryInfo); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumPhysicalGPUs +// +//! This function returns an array of physical GPU handles. +//! Each handle represents a physical GPU present in the system. +//! That GPU may be part of an SLI configuration, or may not be visible to the OS directly. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array nvGPUHandle will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! \note In drivers older than 105.00, all physical GPU handles get invalidated on a +//! modeset. So the calling applications need to renum the handles after every modeset.\n +//! With drivers 105.00 and up, all physical GPU handles are constant. +//! Physical GPU handles are constant as long as the GPUs are not physically moved and +//! the SBIOS VGA order is unchanged. +//! +//! For GPU handles in TCC MODE please use NvAPI_EnumTCCPhysicalGPUs() +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \par Introduced in +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT nvGPUHandle or pGpuCount is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumPhysicalGPUs(NvPhysicalGpuHandle nvGPUHandle[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +NV_DECLARE_HANDLE(NVDX_ObjectHandle); // DX Objects +static const NVDX_ObjectHandle NVDX_OBJECT_NONE = 0; + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetObjectHandleForResource +// +//! DESCRIPTION: This API gets a handle to a resource. +//! +//! \param [in] pDev The ID3D11Device, ID3D10Device or IDirect3DDevice9 or ID3D11DeviceContext to use +//! \param [in] pResource The ID3D11Resource, ID3D10Resource or IDirect3DResource9 from which +//! we want the NvAPI handle +//! \param [out] pHandle A handle to the resource +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \return ::NVAPI_OK if the handle was populated. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetObjectHandleForResource( + IUnknown *pDevice, + IUnknown *pResource, + NVDX_ObjectHandle *pHandle); + + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_d3dext.h b/src/imports/nvapi/nvapi_lite_d3dext.h new file mode 100644 index 0000000..deab4f9 --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_d3dext.h @@ -0,0 +1,184 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +#if defined(__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +//! \ingroup dx +//! D3D_FEATURE_LEVEL supported - used in NvAPI_D3D11_CreateDevice() and NvAPI_D3D11_CreateDeviceAndSwapChain() +typedef enum +{ + NVAPI_DEVICE_FEATURE_LEVEL_NULL = -1, + NVAPI_DEVICE_FEATURE_LEVEL_10_0 = 0, + NVAPI_DEVICE_FEATURE_LEVEL_10_0_PLUS = 1, + NVAPI_DEVICE_FEATURE_LEVEL_10_1 = 2, + NVAPI_DEVICE_FEATURE_LEVEL_11_0 = 3, +} NVAPI_DEVICE_FEATURE_LEVEL; + +#endif //defined(__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +#if defined(__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateDevice +// +//! DESCRIPTION: This function tries to create a DirectX 11 device. If the call fails (if we are running +//! on pre-DirectX 11 hardware), depending on the type of hardware it will try to create a DirectX 10.1 OR DirectX 10.0+ +//! OR DirectX 10.0 device. The function call is the same as D3D11CreateDevice(), but with an extra +//! argument (D3D_FEATURE_LEVEL supported by the device) that the function fills in. This argument +//! can contain -1 (NVAPI_DEVICE_FEATURE_LEVEL_NULL), if the requested featureLevel is less than DirecX 10.0. +//! +//! NOTE: When NvAPI_D3D11_CreateDevice is called with 10+ feature level we have an issue on few set of +//! tesla hardware (G80/G84/G86/G92/G94/G96) which does not support all feature level 10+ functionality +//! e.g. calling driver with mismatch between RenderTarget and Depth Buffer. App developers should +//! take into consideration such limitation when using NVAPI on such tesla hardwares. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pAdapter +//! \param [in] DriverType +//! \param [in] Software +//! \param [in] Flags +//! \param [in] *pFeatureLevels +//! \param [in] FeatureLevels +//! \param [in] SDKVersion +//! \param [in] **ppDevice +//! \param [in] *pFeatureLevel +//! \param [in] **ppImmediateContext +//! \param [in] *pSupportedLevel D3D_FEATURE_LEVEL supported +//! +//! \return NVAPI_OK if the createDevice call succeeded. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateDevice(IDXGIAdapter* pAdapter, + D3D_DRIVER_TYPE DriverType, + HMODULE Software, + UINT Flags, + CONST D3D_FEATURE_LEVEL *pFeatureLevels, + UINT FeatureLevels, + UINT SDKVersion, + ID3D11Device **ppDevice, + D3D_FEATURE_LEVEL *pFeatureLevel, + ID3D11DeviceContext **ppImmediateContext, + NVAPI_DEVICE_FEATURE_LEVEL *pSupportedLevel); + + +#endif //defined(__cplusplus) && defined(__d3d11_h__) +#if defined(__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateDeviceAndSwapChain +// +//! DESCRIPTION: This function tries to create a DirectX 11 device and swap chain. If the call fails (if we are +//! running on pre=DirectX 11 hardware), depending on the type of hardware it will try to create a DirectX 10.1 OR +//! DirectX 10.0+ OR DirectX 10.0 device. The function call is the same as D3D11CreateDeviceAndSwapChain, +//! but with an extra argument (D3D_FEATURE_LEVEL supported by the device) that the function fills +//! in. This argument can contain -1 (NVAPI_DEVICE_FEATURE_LEVEL_NULL), if the requested featureLevel +//! is less than DirectX 10.0. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pAdapter +//! \param [in] DriverType +//! \param [in] Software +//! \param [in] Flags +//! \param [in] *pFeatureLevels +//! \param [in] FeatureLevels +//! \param [in] SDKVersion +//! \param [in] *pSwapChainDesc +//! \param [in] **ppSwapChain +//! \param [in] **ppDevice +//! \param [in] *pFeatureLevel +//! \param [in] **ppImmediateContext +//! \param [in] *pSupportedLevel D3D_FEATURE_LEVEL supported +//! +//!return NVAPI_OK if the createDevice with swap chain call succeeded. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, + D3D_DRIVER_TYPE DriverType, + HMODULE Software, + UINT Flags, + CONST D3D_FEATURE_LEVEL *pFeatureLevels, + UINT FeatureLevels, + UINT SDKVersion, + CONST DXGI_SWAP_CHAIN_DESC *pSwapChainDesc, + IDXGISwapChain **ppSwapChain, + ID3D11Device **ppDevice, + D3D_FEATURE_LEVEL *pFeatureLevel, + ID3D11DeviceContext **ppImmediateContext, + NVAPI_DEVICE_FEATURE_LEVEL *pSupportedLevel); + + + +#endif //defined(__cplusplus) && defined(__d3d11_h__) +#if defined(__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetDepthBoundsTest +// +//! DESCRIPTION: This function enables/disables the depth bounds test +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDeviceOrContext The device or device context to set depth bounds test +//! \param [in] bEnable Enable(non-zero)/disable(zero) the depth bounds test +//! \param [in] fMinDepth The minimum depth for depth bounds test +//! \param [in] fMaxDepth The maximum depth for depth bounds test +//! The valid values for fMinDepth and fMaxDepth +//! are such that 0 <= fMinDepth <= fMaxDepth <= 1 +//! +//! \return ::NVAPI_OK if the depth bounds test was correcly enabled or disabled +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetDepthBoundsTest(IUnknown* pDeviceOrContext, + NvU32 bEnable, + float fMinDepth, + float fMaxDepth); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_salend.h b/src/imports/nvapi/nvapi_lite_salend.h new file mode 100644 index 0000000..77a999d --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_salend.h @@ -0,0 +1,809 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#ifndef __NVAPI_EMPTY_SAL +#ifdef __nvapi_undef__ecount + #undef __ecount + #undef __nvapi_undef__ecount +#endif +#ifdef __nvapi_undef__bcount + #undef __bcount + #undef __nvapi_undef__bcount +#endif +#ifdef __nvapi_undef__in + #undef __in + #undef __nvapi_undef__in +#endif +#ifdef __nvapi_undef__in_ecount + #undef __in_ecount + #undef __nvapi_undef__in_ecount +#endif +#ifdef __nvapi_undef__in_bcount + #undef __in_bcount + #undef __nvapi_undef__in_bcount +#endif +#ifdef __nvapi_undef__in_z + #undef __in_z + #undef __nvapi_undef__in_z +#endif +#ifdef __nvapi_undef__in_ecount_z + #undef __in_ecount_z + #undef __nvapi_undef__in_ecount_z +#endif +#ifdef __nvapi_undef__in_bcount_z + #undef __in_bcount_z + #undef __nvapi_undef__in_bcount_z +#endif +#ifdef __nvapi_undef__in_nz + #undef __in_nz + #undef __nvapi_undef__in_nz +#endif +#ifdef __nvapi_undef__in_ecount_nz + #undef __in_ecount_nz + #undef __nvapi_undef__in_ecount_nz +#endif +#ifdef __nvapi_undef__in_bcount_nz + #undef __in_bcount_nz + #undef __nvapi_undef__in_bcount_nz +#endif +#ifdef __nvapi_undef__out + #undef __out + #undef __nvapi_undef__out +#endif +#ifdef __nvapi_undef__out_ecount + #undef __out_ecount + #undef __nvapi_undef__out_ecount +#endif +#ifdef __nvapi_undef__out_bcount + #undef __out_bcount + #undef __nvapi_undef__out_bcount +#endif +#ifdef __nvapi_undef__out_ecount_part + #undef __out_ecount_part + #undef __nvapi_undef__out_ecount_part +#endif +#ifdef __nvapi_undef__out_bcount_part + #undef __out_bcount_part + #undef __nvapi_undef__out_bcount_part +#endif +#ifdef __nvapi_undef__out_ecount_full + #undef __out_ecount_full + #undef __nvapi_undef__out_ecount_full +#endif +#ifdef __nvapi_undef__out_bcount_full + #undef __out_bcount_full + #undef __nvapi_undef__out_bcount_full +#endif +#ifdef __nvapi_undef__out_z + #undef __out_z + #undef __nvapi_undef__out_z +#endif +#ifdef __nvapi_undef__out_z_opt + #undef __out_z_opt + #undef __nvapi_undef__out_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_z + #undef __out_ecount_z + #undef __nvapi_undef__out_ecount_z +#endif +#ifdef __nvapi_undef__out_bcount_z + #undef __out_bcount_z + #undef __nvapi_undef__out_bcount_z +#endif +#ifdef __nvapi_undef__out_ecount_part_z + #undef __out_ecount_part_z + #undef __nvapi_undef__out_ecount_part_z +#endif +#ifdef __nvapi_undef__out_bcount_part_z + #undef __out_bcount_part_z + #undef __nvapi_undef__out_bcount_part_z +#endif +#ifdef __nvapi_undef__out_ecount_full_z + #undef __out_ecount_full_z + #undef __nvapi_undef__out_ecount_full_z +#endif +#ifdef __nvapi_undef__out_bcount_full_z + #undef __out_bcount_full_z + #undef __nvapi_undef__out_bcount_full_z +#endif +#ifdef __nvapi_undef__out_nz + #undef __out_nz + #undef __nvapi_undef__out_nz +#endif +#ifdef __nvapi_undef__out_nz_opt + #undef __out_nz_opt + #undef __nvapi_undef__out_nz_opt +#endif +#ifdef __nvapi_undef__out_ecount_nz + #undef __out_ecount_nz + #undef __nvapi_undef__out_ecount_nz +#endif +#ifdef __nvapi_undef__out_bcount_nz + #undef __out_bcount_nz + #undef __nvapi_undef__out_bcount_nz +#endif +#ifdef __nvapi_undef__inout + #undef __inout + #undef __nvapi_undef__inout +#endif +#ifdef __nvapi_undef__inout_ecount + #undef __inout_ecount + #undef __nvapi_undef__inout_ecount +#endif +#ifdef __nvapi_undef__inout_bcount + #undef __inout_bcount + #undef __nvapi_undef__inout_bcount +#endif +#ifdef __nvapi_undef__inout_ecount_part + #undef __inout_ecount_part + #undef __nvapi_undef__inout_ecount_part +#endif +#ifdef __nvapi_undef__inout_bcount_part + #undef __inout_bcount_part + #undef __nvapi_undef__inout_bcount_part +#endif +#ifdef __nvapi_undef__inout_ecount_full + #undef __inout_ecount_full + #undef __nvapi_undef__inout_ecount_full +#endif +#ifdef __nvapi_undef__inout_bcount_full + #undef __inout_bcount_full + #undef __nvapi_undef__inout_bcount_full +#endif +#ifdef __nvapi_undef__inout_z + #undef __inout_z + #undef __nvapi_undef__inout_z +#endif +#ifdef __nvapi_undef__inout_ecount_z + #undef __inout_ecount_z + #undef __nvapi_undef__inout_ecount_z +#endif +#ifdef __nvapi_undef__inout_bcount_z + #undef __inout_bcount_z + #undef __nvapi_undef__inout_bcount_z +#endif +#ifdef __nvapi_undef__inout_nz + #undef __inout_nz + #undef __nvapi_undef__inout_nz +#endif +#ifdef __nvapi_undef__inout_ecount_nz + #undef __inout_ecount_nz + #undef __nvapi_undef__inout_ecount_nz +#endif +#ifdef __nvapi_undef__inout_bcount_nz + #undef __inout_bcount_nz + #undef __nvapi_undef__inout_bcount_nz +#endif +#ifdef __nvapi_undef__ecount_opt + #undef __ecount_opt + #undef __nvapi_undef__ecount_opt +#endif +#ifdef __nvapi_undef__bcount_opt + #undef __bcount_opt + #undef __nvapi_undef__bcount_opt +#endif +#ifdef __nvapi_undef__in_opt + #undef __in_opt + #undef __nvapi_undef__in_opt +#endif +#ifdef __nvapi_undef__in_ecount_opt + #undef __in_ecount_opt + #undef __nvapi_undef__in_ecount_opt +#endif +#ifdef __nvapi_undef__in_bcount_opt + #undef __in_bcount_opt + #undef __nvapi_undef__in_bcount_opt +#endif +#ifdef __nvapi_undef__in_z_opt + #undef __in_z_opt + #undef __nvapi_undef__in_z_opt +#endif +#ifdef __nvapi_undef__in_ecount_z_opt + #undef __in_ecount_z_opt + #undef __nvapi_undef__in_ecount_z_opt +#endif +#ifdef __nvapi_undef__in_bcount_z_opt + #undef __in_bcount_z_opt + #undef __nvapi_undef__in_bcount_z_opt +#endif +#ifdef __nvapi_undef__in_nz_opt + #undef __in_nz_opt + #undef __nvapi_undef__in_nz_opt +#endif +#ifdef __nvapi_undef__in_ecount_nz_opt + #undef __in_ecount_nz_opt + #undef __nvapi_undef__in_ecount_nz_opt +#endif +#ifdef __nvapi_undef__in_bcount_nz_opt + #undef __in_bcount_nz_opt + #undef __nvapi_undef__in_bcount_nz_opt +#endif +#ifdef __nvapi_undef__out_opt + #undef __out_opt + #undef __nvapi_undef__out_opt +#endif +#ifdef __nvapi_undef__out_ecount_opt + #undef __out_ecount_opt + #undef __nvapi_undef__out_ecount_opt +#endif +#ifdef __nvapi_undef__out_bcount_opt + #undef __out_bcount_opt + #undef __nvapi_undef__out_bcount_opt +#endif +#ifdef __nvapi_undef__out_ecount_part_opt + #undef __out_ecount_part_opt + #undef __nvapi_undef__out_ecount_part_opt +#endif +#ifdef __nvapi_undef__out_bcount_part_opt + #undef __out_bcount_part_opt + #undef __nvapi_undef__out_bcount_part_opt +#endif +#ifdef __nvapi_undef__out_ecount_full_opt + #undef __out_ecount_full_opt + #undef __nvapi_undef__out_ecount_full_opt +#endif +#ifdef __nvapi_undef__out_bcount_full_opt + #undef __out_bcount_full_opt + #undef __nvapi_undef__out_bcount_full_opt +#endif +#ifdef __nvapi_undef__out_ecount_z_opt + #undef __out_ecount_z_opt + #undef __nvapi_undef__out_ecount_z_opt +#endif +#ifdef __nvapi_undef__out_bcount_z_opt + #undef __out_bcount_z_opt + #undef __nvapi_undef__out_bcount_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_part_z_opt + #undef __out_ecount_part_z_opt + #undef __nvapi_undef__out_ecount_part_z_opt +#endif +#ifdef __nvapi_undef__out_bcount_part_z_opt + #undef __out_bcount_part_z_opt + #undef __nvapi_undef__out_bcount_part_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_full_z_opt + #undef __out_ecount_full_z_opt + #undef __nvapi_undef__out_ecount_full_z_opt +#endif +#ifdef __nvapi_undef__out_bcount_full_z_opt + #undef __out_bcount_full_z_opt + #undef __nvapi_undef__out_bcount_full_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_nz_opt + #undef __out_ecount_nz_opt + #undef __nvapi_undef__out_ecount_nz_opt +#endif +#ifdef __nvapi_undef__out_bcount_nz_opt + #undef __out_bcount_nz_opt + #undef __nvapi_undef__out_bcount_nz_opt +#endif +#ifdef __nvapi_undef__inout_opt + #undef __inout_opt + #undef __nvapi_undef__inout_opt +#endif +#ifdef __nvapi_undef__inout_ecount_opt + #undef __inout_ecount_opt + #undef __nvapi_undef__inout_ecount_opt +#endif +#ifdef __nvapi_undef__inout_bcount_opt + #undef __inout_bcount_opt + #undef __nvapi_undef__inout_bcount_opt +#endif +#ifdef __nvapi_undef__inout_ecount_part_opt + #undef __inout_ecount_part_opt + #undef __nvapi_undef__inout_ecount_part_opt +#endif +#ifdef __nvapi_undef__inout_bcount_part_opt + #undef __inout_bcount_part_opt + #undef __nvapi_undef__inout_bcount_part_opt +#endif +#ifdef __nvapi_undef__inout_ecount_full_opt + #undef __inout_ecount_full_opt + #undef __nvapi_undef__inout_ecount_full_opt +#endif +#ifdef __nvapi_undef__inout_bcount_full_opt + #undef __inout_bcount_full_opt + #undef __nvapi_undef__inout_bcount_full_opt +#endif +#ifdef __nvapi_undef__inout_z_opt + #undef __inout_z_opt + #undef __nvapi_undef__inout_z_opt +#endif +#ifdef __nvapi_undef__inout_ecount_z_opt + #undef __inout_ecount_z_opt + #undef __nvapi_undef__inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__inout_ecount_z_opt + #undef __inout_ecount_z_opt + #undef __nvapi_undef__inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__inout_bcount_z_opt + #undef __inout_bcount_z_opt + #undef __nvapi_undef__inout_bcount_z_opt +#endif +#ifdef __nvapi_undef__inout_nz_opt + #undef __inout_nz_opt + #undef __nvapi_undef__inout_nz_opt +#endif +#ifdef __nvapi_undef__inout_ecount_nz_opt + #undef __inout_ecount_nz_opt + #undef __nvapi_undef__inout_ecount_nz_opt +#endif +#ifdef __nvapi_undef__inout_bcount_nz_opt + #undef __inout_bcount_nz_opt + #undef __nvapi_undef__inout_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_ecount + #undef __deref_ecount + #undef __nvapi_undef__deref_ecount +#endif +#ifdef __nvapi_undef__deref_bcount + #undef __deref_bcount + #undef __nvapi_undef__deref_bcount +#endif +#ifdef __nvapi_undef__deref_out + #undef __deref_out + #undef __nvapi_undef__deref_out +#endif +#ifdef __nvapi_undef__deref_out_ecount + #undef __deref_out_ecount + #undef __nvapi_undef__deref_out_ecount +#endif +#ifdef __nvapi_undef__deref_out_bcount + #undef __deref_out_bcount + #undef __nvapi_undef__deref_out_bcount +#endif +#ifdef __nvapi_undef__deref_out_ecount_part + #undef __deref_out_ecount_part + #undef __nvapi_undef__deref_out_ecount_part +#endif +#ifdef __nvapi_undef__deref_out_bcount_part + #undef __deref_out_bcount_part + #undef __nvapi_undef__deref_out_bcount_part +#endif +#ifdef __nvapi_undef__deref_out_ecount_full + #undef __deref_out_ecount_full + #undef __nvapi_undef__deref_out_ecount_full +#endif +#ifdef __nvapi_undef__deref_out_bcount_full + #undef __deref_out_bcount_full + #undef __nvapi_undef__deref_out_bcount_full +#endif +#ifdef __nvapi_undef__deref_out_z + #undef __deref_out_z + #undef __nvapi_undef__deref_out_z +#endif +#ifdef __nvapi_undef__deref_out_ecount_z + #undef __deref_out_ecount_z + #undef __nvapi_undef__deref_out_ecount_z +#endif +#ifdef __nvapi_undef__deref_out_bcount_z + #undef __deref_out_bcount_z + #undef __nvapi_undef__deref_out_bcount_z +#endif +#ifdef __nvapi_undef__deref_out_nz + #undef __deref_out_nz + #undef __nvapi_undef__deref_out_nz +#endif +#ifdef __nvapi_undef__deref_out_ecount_nz + #undef __deref_out_ecount_nz + #undef __nvapi_undef__deref_out_ecount_nz +#endif +#ifdef __nvapi_undef__deref_out_bcount_nz + #undef __deref_out_bcount_nz + #undef __nvapi_undef__deref_out_bcount_nz +#endif +#ifdef __nvapi_undef__deref_inout + #undef __deref_inout + #undef __nvapi_undef__deref_inout +#endif +#ifdef __nvapi_undef__deref_inout_z + #undef __deref_inout_z + #undef __nvapi_undef__deref_inout_z +#endif +#ifdef __nvapi_undef__deref_inout_ecount + #undef __deref_inout_ecount + #undef __nvapi_undef__deref_inout_ecount +#endif +#ifdef __nvapi_undef__deref_inout_bcount + #undef __deref_inout_bcount + #undef __nvapi_undef__deref_inout_bcount +#endif +#ifdef __nvapi_undef__deref_inout_ecount_part + #undef __deref_inout_ecount_part + #undef __nvapi_undef__deref_inout_ecount_part +#endif +#ifdef __nvapi_undef__deref_inout_bcount_part + #undef __deref_inout_bcount_part + #undef __nvapi_undef__deref_inout_bcount_part +#endif +#ifdef __nvapi_undef__deref_inout_ecount_full + #undef __deref_inout_ecount_full + #undef __nvapi_undef__deref_inout_ecount_full +#endif +#ifdef __nvapi_undef__deref_inout_bcount_full + #undef __deref_inout_bcount_full + #undef __nvapi_undef__deref_inout_bcount_full +#endif +#ifdef __nvapi_undef__deref_inout_z + #undef __deref_inout_z + #undef __nvapi_undef__deref_inout_z +#endif +#ifdef __nvapi_undef__deref_inout_ecount_z + #undef __deref_inout_ecount_z + #undef __nvapi_undef__deref_inout_ecount_z +#endif +#ifdef __nvapi_undef__deref_inout_bcount_z + #undef __deref_inout_bcount_z + #undef __nvapi_undef__deref_inout_bcount_z +#endif +#ifdef __nvapi_undef__deref_inout_nz + #undef __deref_inout_nz + #undef __nvapi_undef__deref_inout_nz +#endif +#ifdef __nvapi_undef__deref_inout_ecount_nz + #undef __deref_inout_ecount_nz + #undef __nvapi_undef__deref_inout_ecount_nz +#endif +#ifdef __nvapi_undef__deref_inout_bcount_nz + #undef __deref_inout_bcount_nz + #undef __nvapi_undef__deref_inout_bcount_nz +#endif +#ifdef __nvapi_undef__deref_ecount_opt + #undef __deref_ecount_opt + #undef __nvapi_undef__deref_ecount_opt +#endif +#ifdef __nvapi_undef__deref_bcount_opt + #undef __deref_bcount_opt + #undef __nvapi_undef__deref_bcount_opt +#endif +#ifdef __nvapi_undef__deref_out_opt + #undef __deref_out_opt + #undef __nvapi_undef__deref_out_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_opt + #undef __deref_out_ecount_opt + #undef __nvapi_undef__deref_out_ecount_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_opt + #undef __deref_out_bcount_opt + #undef __nvapi_undef__deref_out_bcount_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_part_opt + #undef __deref_out_ecount_part_opt + #undef __nvapi_undef__deref_out_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_part_opt + #undef __deref_out_bcount_part_opt + #undef __nvapi_undef__deref_out_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_full_opt + #undef __deref_out_ecount_full_opt + #undef __nvapi_undef__deref_out_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_full_opt + #undef __deref_out_bcount_full_opt + #undef __nvapi_undef__deref_out_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_out_z_opt + #undef __deref_out_z_opt + #undef __nvapi_undef__deref_out_z_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_z_opt + #undef __deref_out_ecount_z_opt + #undef __nvapi_undef__deref_out_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_z_opt + #undef __deref_out_bcount_z_opt + #undef __nvapi_undef__deref_out_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_out_nz_opt + #undef __deref_out_nz_opt + #undef __nvapi_undef__deref_out_nz_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_nz_opt + #undef __deref_out_ecount_nz_opt + #undef __nvapi_undef__deref_out_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_nz_opt + #undef __deref_out_bcount_nz_opt + #undef __nvapi_undef__deref_out_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_inout_opt + #undef __deref_inout_opt + #undef __nvapi_undef__deref_inout_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_opt + #undef __deref_inout_ecount_opt + #undef __nvapi_undef__deref_inout_ecount_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_opt + #undef __deref_inout_bcount_opt + #undef __nvapi_undef__deref_inout_bcount_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_part_opt + #undef __deref_inout_ecount_part_opt + #undef __nvapi_undef__deref_inout_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_part_opt + #undef __deref_inout_bcount_part_opt + #undef __nvapi_undef__deref_inout_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_full_opt + #undef __deref_inout_ecount_full_opt + #undef __nvapi_undef__deref_inout_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_full_opt + #undef __deref_inout_bcount_full_opt + #undef __nvapi_undef__deref_inout_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_inout_z_opt + #undef __deref_inout_z_opt + #undef __nvapi_undef__deref_inout_z_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_z_opt + #undef __deref_inout_ecount_z_opt + #undef __nvapi_undef__deref_inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_z_opt + #undef __deref_inout_bcount_z_opt + #undef __nvapi_undef__deref_inout_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_inout_nz_opt + #undef __deref_inout_nz_opt + #undef __nvapi_undef__deref_inout_nz_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_nz_opt + #undef __deref_inout_ecount_nz_opt + #undef __nvapi_undef__deref_inout_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_nz_opt + #undef __deref_inout_bcount_nz_opt + #undef __nvapi_undef__deref_inout_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_ecount + #undef __deref_opt_ecount + #undef __nvapi_undef__deref_opt_ecount +#endif +#ifdef __nvapi_undef__deref_opt_bcount + #undef __deref_opt_bcount + #undef __nvapi_undef__deref_opt_bcount +#endif +#ifdef __nvapi_undef__deref_opt_out + #undef __deref_opt_out + #undef __nvapi_undef__deref_opt_out +#endif +#ifdef __nvapi_undef__deref_opt_out_z + #undef __deref_opt_out_z + #undef __nvapi_undef__deref_opt_out_z +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount + #undef __deref_opt_out_ecount + #undef __nvapi_undef__deref_opt_out_ecount +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount + #undef __deref_opt_out_bcount + #undef __nvapi_undef__deref_opt_out_bcount +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_part + #undef __deref_opt_out_ecount_part + #undef __nvapi_undef__deref_opt_out_ecount_part +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_part + #undef __deref_opt_out_bcount_part + #undef __nvapi_undef__deref_opt_out_bcount_part +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_full + #undef __deref_opt_out_ecount_full + #undef __nvapi_undef__deref_opt_out_ecount_full +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_full + #undef __deref_opt_out_bcount_full + #undef __nvapi_undef__deref_opt_out_bcount_full +#endif +#ifdef __nvapi_undef__deref_opt_inout + #undef __deref_opt_inout + #undef __nvapi_undef__deref_opt_inout +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount + #undef __deref_opt_inout_ecount + #undef __nvapi_undef__deref_opt_inout_ecount +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount + #undef __deref_opt_inout_bcount + #undef __nvapi_undef__deref_opt_inout_bcount +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_part + #undef __deref_opt_inout_ecount_part + #undef __nvapi_undef__deref_opt_inout_ecount_part +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_part + #undef __deref_opt_inout_bcount_part + #undef __nvapi_undef__deref_opt_inout_bcount_part +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_full + #undef __deref_opt_inout_ecount_full + #undef __nvapi_undef__deref_opt_inout_ecount_full +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_full + #undef __deref_opt_inout_bcount_full + #undef __nvapi_undef__deref_opt_inout_bcount_full +#endif +#ifdef __nvapi_undef__deref_opt_inout_z + #undef __deref_opt_inout_z + #undef __nvapi_undef__deref_opt_inout_z +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_z + #undef __deref_opt_inout_ecount_z + #undef __nvapi_undef__deref_opt_inout_ecount_z +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_z + #undef __deref_opt_inout_bcount_z + #undef __nvapi_undef__deref_opt_inout_bcount_z +#endif +#ifdef __nvapi_undef__deref_opt_inout_nz + #undef __deref_opt_inout_nz + #undef __nvapi_undef__deref_opt_inout_nz +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_nz + #undef __deref_opt_inout_ecount_nz + #undef __nvapi_undef__deref_opt_inout_ecount_nz +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_nz + #undef __deref_opt_inout_bcount_nz + #undef __nvapi_undef__deref_opt_inout_bcount_nz +#endif +#ifdef __nvapi_undef__deref_opt_ecount_opt + #undef __deref_opt_ecount_opt + #undef __nvapi_undef__deref_opt_ecount_opt +#endif +#ifdef __nvapi_undef__deref_opt_bcount_opt + #undef __deref_opt_bcount_opt + #undef __nvapi_undef__deref_opt_bcount_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_opt + #undef __deref_opt_out_opt + #undef __nvapi_undef__deref_opt_out_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_opt + #undef __deref_opt_out_ecount_opt + #undef __nvapi_undef__deref_opt_out_ecount_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_opt + #undef __deref_opt_out_bcount_opt + #undef __nvapi_undef__deref_opt_out_bcount_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_part_opt + #undef __deref_opt_out_ecount_part_opt + #undef __nvapi_undef__deref_opt_out_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_part_opt + #undef __deref_opt_out_bcount_part_opt + #undef __nvapi_undef__deref_opt_out_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_full_opt + #undef __deref_opt_out_ecount_full_opt + #undef __nvapi_undef__deref_opt_out_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_full_opt + #undef __deref_opt_out_bcount_full_opt + #undef __nvapi_undef__deref_opt_out_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_z_opt + #undef __deref_opt_out_z_opt + #undef __nvapi_undef__deref_opt_out_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_z_opt + #undef __deref_opt_out_ecount_z_opt + #undef __nvapi_undef__deref_opt_out_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_z_opt + #undef __deref_opt_out_bcount_z_opt + #undef __nvapi_undef__deref_opt_out_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_nz_opt + #undef __deref_opt_out_nz_opt + #undef __nvapi_undef__deref_opt_out_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_nz_opt + #undef __deref_opt_out_ecount_nz_opt + #undef __nvapi_undef__deref_opt_out_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_nz_opt + #undef __deref_opt_out_bcount_nz_opt + #undef __nvapi_undef__deref_opt_out_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_opt + #undef __deref_opt_inout_opt + #undef __nvapi_undef__deref_opt_inout_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_opt + #undef __deref_opt_inout_ecount_opt + #undef __nvapi_undef__deref_opt_inout_ecount_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_opt + #undef __deref_opt_inout_bcount_opt + #undef __nvapi_undef__deref_opt_inout_bcount_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_part_opt + #undef __deref_opt_inout_ecount_part_opt + #undef __nvapi_undef__deref_opt_inout_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_part_opt + #undef __deref_opt_inout_bcount_part_opt + #undef __nvapi_undef__deref_opt_inout_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_full_opt + #undef __deref_opt_inout_ecount_full_opt + #undef __nvapi_undef__deref_opt_inout_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_full_opt + #undef __deref_opt_inout_bcount_full_opt + #undef __nvapi_undef__deref_opt_inout_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_z_opt + #undef __deref_opt_inout_z_opt + #undef __nvapi_undef__deref_opt_inout_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_z_opt + #undef __deref_opt_inout_ecount_z_opt + #undef __nvapi_undef__deref_opt_inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_z_opt + #undef __deref_opt_inout_bcount_z_opt + #undef __nvapi_undef__deref_opt_inout_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_nz_opt + #undef __deref_opt_inout_nz_opt + #undef __nvapi_undef__deref_opt_inout_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_nz_opt + #undef __deref_opt_inout_ecount_nz_opt + #undef __nvapi_undef__deref_opt_inout_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_nz_opt + #undef __deref_opt_inout_bcount_nz_opt + #undef __nvapi_undef__deref_opt_inout_bcount_nz_opt +#endif +#ifdef __nvapi_success + #undef __success + #undef __nvapi_success +#endif +#ifdef __nvapi__Ret_notnull_ + #undef __nvapi__Ret_notnull_ + #undef _Ret_notnull_ +#endif +#ifdef __nvapi__Post_writable_byte_size_ + #undef __nvapi__Post_writable_byte_size_ + #undef _Post_writable_byte_size_ +#endif +#ifdef __nvapi_Outptr_ + #undef __nvapi_Outptr_ + #undef _Outptr_ +#endif + +#endif // __NVAPI_EMPTY_SAL diff --git a/src/imports/nvapi/nvapi_lite_salstart.h b/src/imports/nvapi/nvapi_lite_salstart.h new file mode 100644 index 0000000..453576f --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_salstart.h @@ -0,0 +1,812 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +// ==================================================== +// SAL related support +// ==================================================== + +#ifndef __ecount + #define __nvapi_undef__ecount + #define __ecount(size) +#endif +#ifndef __bcount + #define __nvapi_undef__bcount + #define __bcount(size) +#endif +#ifndef __in + #define __nvapi_undef__in + #define __in +#endif +#ifndef __in_ecount + #define __nvapi_undef__in_ecount + #define __in_ecount(size) +#endif +#ifndef __in_bcount + #define __nvapi_undef__in_bcount + #define __in_bcount(size) +#endif +#ifndef __in_z + #define __nvapi_undef__in_z + #define __in_z +#endif +#ifndef __in_ecount_z + #define __nvapi_undef__in_ecount_z + #define __in_ecount_z(size) +#endif +#ifndef __in_bcount_z + #define __nvapi_undef__in_bcount_z + #define __in_bcount_z(size) +#endif +#ifndef __in_nz + #define __nvapi_undef__in_nz + #define __in_nz +#endif +#ifndef __in_ecount_nz + #define __nvapi_undef__in_ecount_nz + #define __in_ecount_nz(size) +#endif +#ifndef __in_bcount_nz + #define __nvapi_undef__in_bcount_nz + #define __in_bcount_nz(size) +#endif +#ifndef __out + #define __nvapi_undef__out + #define __out +#endif +#ifndef __out_ecount + #define __nvapi_undef__out_ecount + #define __out_ecount(size) +#endif +#ifndef __out_bcount + #define __nvapi_undef__out_bcount + #define __out_bcount(size) +#endif +#ifndef __out_ecount_part + #define __nvapi_undef__out_ecount_part + #define __out_ecount_part(size,length) +#endif +#ifndef __out_bcount_part + #define __nvapi_undef__out_bcount_part + #define __out_bcount_part(size,length) +#endif +#ifndef __out_ecount_full + #define __nvapi_undef__out_ecount_full + #define __out_ecount_full(size) +#endif +#ifndef __out_bcount_full + #define __nvapi_undef__out_bcount_full + #define __out_bcount_full(size) +#endif +#ifndef __out_z + #define __nvapi_undef__out_z + #define __out_z +#endif +#ifndef __out_z_opt + #define __nvapi_undef__out_z_opt + #define __out_z_opt +#endif +#ifndef __out_ecount_z + #define __nvapi_undef__out_ecount_z + #define __out_ecount_z(size) +#endif +#ifndef __out_bcount_z + #define __nvapi_undef__out_bcount_z + #define __out_bcount_z(size) +#endif +#ifndef __out_ecount_part_z + #define __nvapi_undef__out_ecount_part_z + #define __out_ecount_part_z(size,length) +#endif +#ifndef __out_bcount_part_z + #define __nvapi_undef__out_bcount_part_z + #define __out_bcount_part_z(size,length) +#endif +#ifndef __out_ecount_full_z + #define __nvapi_undef__out_ecount_full_z + #define __out_ecount_full_z(size) +#endif +#ifndef __out_bcount_full_z + #define __nvapi_undef__out_bcount_full_z + #define __out_bcount_full_z(size) +#endif +#ifndef __out_nz + #define __nvapi_undef__out_nz + #define __out_nz +#endif +#ifndef __out_nz_opt + #define __nvapi_undef__out_nz_opt + #define __out_nz_opt +#endif +#ifndef __out_ecount_nz + #define __nvapi_undef__out_ecount_nz + #define __out_ecount_nz(size) +#endif +#ifndef __out_bcount_nz + #define __nvapi_undef__out_bcount_nz + #define __out_bcount_nz(size) +#endif +#ifndef __inout + #define __nvapi_undef__inout + #define __inout +#endif +#ifndef __inout_ecount + #define __nvapi_undef__inout_ecount + #define __inout_ecount(size) +#endif +#ifndef __inout_bcount + #define __nvapi_undef__inout_bcount + #define __inout_bcount(size) +#endif +#ifndef __inout_ecount_part + #define __nvapi_undef__inout_ecount_part + #define __inout_ecount_part(size,length) +#endif +#ifndef __inout_bcount_part + #define __nvapi_undef__inout_bcount_part + #define __inout_bcount_part(size,length) +#endif +#ifndef __inout_ecount_full + #define __nvapi_undef__inout_ecount_full + #define __inout_ecount_full(size) +#endif +#ifndef __inout_bcount_full + #define __nvapi_undef__inout_bcount_full + #define __inout_bcount_full(size) +#endif +#ifndef __inout_z + #define __nvapi_undef__inout_z + #define __inout_z +#endif +#ifndef __inout_ecount_z + #define __nvapi_undef__inout_ecount_z + #define __inout_ecount_z(size) +#endif +#ifndef __inout_bcount_z + #define __nvapi_undef__inout_bcount_z + #define __inout_bcount_z(size) +#endif +#ifndef __inout_nz + #define __nvapi_undef__inout_nz + #define __inout_nz +#endif +#ifndef __inout_ecount_nz + #define __nvapi_undef__inout_ecount_nz + #define __inout_ecount_nz(size) +#endif +#ifndef __inout_bcount_nz + #define __nvapi_undef__inout_bcount_nz + #define __inout_bcount_nz(size) +#endif +#ifndef __ecount_opt + #define __nvapi_undef__ecount_opt + #define __ecount_opt(size) +#endif +#ifndef __bcount_opt + #define __nvapi_undef__bcount_opt + #define __bcount_opt(size) +#endif +#ifndef __in_opt + #define __nvapi_undef__in_opt + #define __in_opt +#endif +#ifndef __in_ecount_opt + #define __nvapi_undef__in_ecount_opt + #define __in_ecount_opt(size) +#endif +#ifndef __in_bcount_opt + #define __nvapi_undef__in_bcount_opt + #define __in_bcount_opt(size) +#endif +#ifndef __in_z_opt + #define __nvapi_undef__in_z_opt + #define __in_z_opt +#endif +#ifndef __in_ecount_z_opt + #define __nvapi_undef__in_ecount_z_opt + #define __in_ecount_z_opt(size) +#endif +#ifndef __in_bcount_z_opt + #define __nvapi_undef__in_bcount_z_opt + #define __in_bcount_z_opt(size) +#endif +#ifndef __in_nz_opt + #define __nvapi_undef__in_nz_opt + #define __in_nz_opt +#endif +#ifndef __in_ecount_nz_opt + #define __nvapi_undef__in_ecount_nz_opt + #define __in_ecount_nz_opt(size) +#endif +#ifndef __in_bcount_nz_opt + #define __nvapi_undef__in_bcount_nz_opt + #define __in_bcount_nz_opt(size) +#endif +#ifndef __out_opt + #define __nvapi_undef__out_opt + #define __out_opt +#endif +#ifndef __out_ecount_opt + #define __nvapi_undef__out_ecount_opt + #define __out_ecount_opt(size) +#endif +#ifndef __out_bcount_opt + #define __nvapi_undef__out_bcount_opt + #define __out_bcount_opt(size) +#endif +#ifndef __out_ecount_part_opt + #define __nvapi_undef__out_ecount_part_opt + #define __out_ecount_part_opt(size,length) +#endif +#ifndef __out_bcount_part_opt + #define __nvapi_undef__out_bcount_part_opt + #define __out_bcount_part_opt(size,length) +#endif +#ifndef __out_ecount_full_opt + #define __nvapi_undef__out_ecount_full_opt + #define __out_ecount_full_opt(size) +#endif +#ifndef __out_bcount_full_opt + #define __nvapi_undef__out_bcount_full_opt + #define __out_bcount_full_opt(size) +#endif +#ifndef __out_ecount_z_opt + #define __nvapi_undef__out_ecount_z_opt + #define __out_ecount_z_opt(size) +#endif +#ifndef __out_bcount_z_opt + #define __nvapi_undef__out_bcount_z_opt + #define __out_bcount_z_opt(size) +#endif +#ifndef __out_ecount_part_z_opt + #define __nvapi_undef__out_ecount_part_z_opt + #define __out_ecount_part_z_opt(size,length) +#endif +#ifndef __out_bcount_part_z_opt + #define __nvapi_undef__out_bcount_part_z_opt + #define __out_bcount_part_z_opt(size,length) +#endif +#ifndef __out_ecount_full_z_opt + #define __nvapi_undef__out_ecount_full_z_opt + #define __out_ecount_full_z_opt(size) +#endif +#ifndef __out_bcount_full_z_opt + #define __nvapi_undef__out_bcount_full_z_opt + #define __out_bcount_full_z_opt(size) +#endif +#ifndef __out_ecount_nz_opt + #define __nvapi_undef__out_ecount_nz_opt + #define __out_ecount_nz_opt(size) +#endif +#ifndef __out_bcount_nz_opt + #define __nvapi_undef__out_bcount_nz_opt + #define __out_bcount_nz_opt(size) +#endif +#ifndef __inout_opt + #define __nvapi_undef__inout_opt + #define __inout_opt +#endif +#ifndef __inout_ecount_opt + #define __nvapi_undef__inout_ecount_opt + #define __inout_ecount_opt(size) +#endif +#ifndef __inout_bcount_opt + #define __nvapi_undef__inout_bcount_opt + #define __inout_bcount_opt(size) +#endif +#ifndef __inout_ecount_part_opt + #define __nvapi_undef__inout_ecount_part_opt + #define __inout_ecount_part_opt(size,length) +#endif +#ifndef __inout_bcount_part_opt + #define __nvapi_undef__inout_bcount_part_opt + #define __inout_bcount_part_opt(size,length) +#endif +#ifndef __inout_ecount_full_opt + #define __nvapi_undef__inout_ecount_full_opt + #define __inout_ecount_full_opt(size) +#endif +#ifndef __inout_bcount_full_opt + #define __nvapi_undef__inout_bcount_full_opt + #define __inout_bcount_full_opt(size) +#endif +#ifndef __inout_z_opt + #define __nvapi_undef__inout_z_opt + #define __inout_z_opt +#endif +#ifndef __inout_ecount_z_opt + #define __nvapi_undef__inout_ecount_z_opt + #define __inout_ecount_z_opt(size) +#endif +#ifndef __inout_ecount_z_opt + #define __nvapi_undef__inout_ecount_z_opt + #define __inout_ecount_z_opt(size) +#endif +#ifndef __inout_bcount_z_opt + #define __nvapi_undef__inout_bcount_z_opt + #define __inout_bcount_z_opt(size) +#endif +#ifndef __inout_nz_opt + #define __nvapi_undef__inout_nz_opt + #define __inout_nz_opt +#endif +#ifndef __inout_ecount_nz_opt + #define __nvapi_undef__inout_ecount_nz_opt + #define __inout_ecount_nz_opt(size) +#endif +#ifndef __inout_bcount_nz_opt + #define __nvapi_undef__inout_bcount_nz_opt + #define __inout_bcount_nz_opt(size) +#endif +#ifndef __deref_ecount + #define __nvapi_undef__deref_ecount + #define __deref_ecount(size) +#endif +#ifndef __deref_bcount + #define __nvapi_undef__deref_bcount + #define __deref_bcount(size) +#endif +#ifndef __deref_out + #define __nvapi_undef__deref_out + #define __deref_out +#endif +#ifndef __deref_out_ecount + #define __nvapi_undef__deref_out_ecount + #define __deref_out_ecount(size) +#endif +#ifndef __deref_out_bcount + #define __nvapi_undef__deref_out_bcount + #define __deref_out_bcount(size) +#endif +#ifndef __deref_out_ecount_part + #define __nvapi_undef__deref_out_ecount_part + #define __deref_out_ecount_part(size,length) +#endif +#ifndef __deref_out_bcount_part + #define __nvapi_undef__deref_out_bcount_part + #define __deref_out_bcount_part(size,length) +#endif +#ifndef __deref_out_ecount_full + #define __nvapi_undef__deref_out_ecount_full + #define __deref_out_ecount_full(size) +#endif +#ifndef __deref_out_bcount_full + #define __nvapi_undef__deref_out_bcount_full + #define __deref_out_bcount_full(size) +#endif +#ifndef __deref_out_z + #define __nvapi_undef__deref_out_z + #define __deref_out_z +#endif +#ifndef __deref_out_ecount_z + #define __nvapi_undef__deref_out_ecount_z + #define __deref_out_ecount_z(size) +#endif +#ifndef __deref_out_bcount_z + #define __nvapi_undef__deref_out_bcount_z + #define __deref_out_bcount_z(size) +#endif +#ifndef __deref_out_nz + #define __nvapi_undef__deref_out_nz + #define __deref_out_nz +#endif +#ifndef __deref_out_ecount_nz + #define __nvapi_undef__deref_out_ecount_nz + #define __deref_out_ecount_nz(size) +#endif +#ifndef __deref_out_bcount_nz + #define __nvapi_undef__deref_out_bcount_nz + #define __deref_out_bcount_nz(size) +#endif +#ifndef __deref_inout + #define __nvapi_undef__deref_inout + #define __deref_inout +#endif +#ifndef __deref_inout_z + #define __nvapi_undef__deref_inout_z + #define __deref_inout_z +#endif +#ifndef __deref_inout_ecount + #define __nvapi_undef__deref_inout_ecount + #define __deref_inout_ecount(size) +#endif +#ifndef __deref_inout_bcount + #define __nvapi_undef__deref_inout_bcount + #define __deref_inout_bcount(size) +#endif +#ifndef __deref_inout_ecount_part + #define __nvapi_undef__deref_inout_ecount_part + #define __deref_inout_ecount_part(size,length) +#endif +#ifndef __deref_inout_bcount_part + #define __nvapi_undef__deref_inout_bcount_part + #define __deref_inout_bcount_part(size,length) +#endif +#ifndef __deref_inout_ecount_full + #define __nvapi_undef__deref_inout_ecount_full + #define __deref_inout_ecount_full(size) +#endif +#ifndef __deref_inout_bcount_full + #define __nvapi_undef__deref_inout_bcount_full + #define __deref_inout_bcount_full(size) +#endif +#ifndef __deref_inout_z + #define __nvapi_undef__deref_inout_z + #define __deref_inout_z +#endif +#ifndef __deref_inout_ecount_z + #define __nvapi_undef__deref_inout_ecount_z + #define __deref_inout_ecount_z(size) +#endif +#ifndef __deref_inout_bcount_z + #define __nvapi_undef__deref_inout_bcount_z + #define __deref_inout_bcount_z(size) +#endif +#ifndef __deref_inout_nz + #define __nvapi_undef__deref_inout_nz + #define __deref_inout_nz +#endif +#ifndef __deref_inout_ecount_nz + #define __nvapi_undef__deref_inout_ecount_nz + #define __deref_inout_ecount_nz(size) +#endif +#ifndef __deref_inout_bcount_nz + #define __nvapi_undef__deref_inout_bcount_nz + #define __deref_inout_bcount_nz(size) +#endif +#ifndef __deref_ecount_opt + #define __nvapi_undef__deref_ecount_opt + #define __deref_ecount_opt(size) +#endif +#ifndef __deref_bcount_opt + #define __nvapi_undef__deref_bcount_opt + #define __deref_bcount_opt(size) +#endif +#ifndef __deref_out_opt + #define __nvapi_undef__deref_out_opt + #define __deref_out_opt +#endif +#ifndef __deref_out_ecount_opt + #define __nvapi_undef__deref_out_ecount_opt + #define __deref_out_ecount_opt(size) +#endif +#ifndef __deref_out_bcount_opt + #define __nvapi_undef__deref_out_bcount_opt + #define __deref_out_bcount_opt(size) +#endif +#ifndef __deref_out_ecount_part_opt + #define __nvapi_undef__deref_out_ecount_part_opt + #define __deref_out_ecount_part_opt(size,length) +#endif +#ifndef __deref_out_bcount_part_opt + #define __nvapi_undef__deref_out_bcount_part_opt + #define __deref_out_bcount_part_opt(size,length) +#endif +#ifndef __deref_out_ecount_full_opt + #define __nvapi_undef__deref_out_ecount_full_opt + #define __deref_out_ecount_full_opt(size) +#endif +#ifndef __deref_out_bcount_full_opt + #define __nvapi_undef__deref_out_bcount_full_opt + #define __deref_out_bcount_full_opt(size) +#endif +#ifndef __deref_out_z_opt + #define __nvapi_undef__deref_out_z_opt + #define __deref_out_z_opt +#endif +#ifndef __deref_out_ecount_z_opt + #define __nvapi_undef__deref_out_ecount_z_opt + #define __deref_out_ecount_z_opt(size) +#endif +#ifndef __deref_out_bcount_z_opt + #define __nvapi_undef__deref_out_bcount_z_opt + #define __deref_out_bcount_z_opt(size) +#endif +#ifndef __deref_out_nz_opt + #define __nvapi_undef__deref_out_nz_opt + #define __deref_out_nz_opt +#endif +#ifndef __deref_out_ecount_nz_opt + #define __nvapi_undef__deref_out_ecount_nz_opt + #define __deref_out_ecount_nz_opt(size) +#endif +#ifndef __deref_out_bcount_nz_opt + #define __nvapi_undef__deref_out_bcount_nz_opt + #define __deref_out_bcount_nz_opt(size) +#endif +#ifndef __deref_inout_opt + #define __nvapi_undef__deref_inout_opt + #define __deref_inout_opt +#endif +#ifndef __deref_inout_ecount_opt + #define __nvapi_undef__deref_inout_ecount_opt + #define __deref_inout_ecount_opt(size) +#endif +#ifndef __deref_inout_bcount_opt + #define __nvapi_undef__deref_inout_bcount_opt + #define __deref_inout_bcount_opt(size) +#endif +#ifndef __deref_inout_ecount_part_opt + #define __nvapi_undef__deref_inout_ecount_part_opt + #define __deref_inout_ecount_part_opt(size,length) +#endif +#ifndef __deref_inout_bcount_part_opt + #define __nvapi_undef__deref_inout_bcount_part_opt + #define __deref_inout_bcount_part_opt(size,length) +#endif +#ifndef __deref_inout_ecount_full_opt + #define __nvapi_undef__deref_inout_ecount_full_opt + #define __deref_inout_ecount_full_opt(size) +#endif +#ifndef __deref_inout_bcount_full_opt + #define __nvapi_undef__deref_inout_bcount_full_opt + #define __deref_inout_bcount_full_opt(size) +#endif +#ifndef __deref_inout_z_opt + #define __nvapi_undef__deref_inout_z_opt + #define __deref_inout_z_opt +#endif +#ifndef __deref_inout_ecount_z_opt + #define __nvapi_undef__deref_inout_ecount_z_opt + #define __deref_inout_ecount_z_opt(size) +#endif +#ifndef __deref_inout_bcount_z_opt + #define __nvapi_undef__deref_inout_bcount_z_opt + #define __deref_inout_bcount_z_opt(size) +#endif +#ifndef __deref_inout_nz_opt + #define __nvapi_undef__deref_inout_nz_opt + #define __deref_inout_nz_opt +#endif +#ifndef __deref_inout_ecount_nz_opt + #define __nvapi_undef__deref_inout_ecount_nz_opt + #define __deref_inout_ecount_nz_opt(size) +#endif +#ifndef __deref_inout_bcount_nz_opt + #define __nvapi_undef__deref_inout_bcount_nz_opt + #define __deref_inout_bcount_nz_opt(size) +#endif +#ifndef __deref_opt_ecount + #define __nvapi_undef__deref_opt_ecount + #define __deref_opt_ecount(size) +#endif +#ifndef __deref_opt_bcount + #define __nvapi_undef__deref_opt_bcount + #define __deref_opt_bcount(size) +#endif +#ifndef __deref_opt_out + #define __nvapi_undef__deref_opt_out + #define __deref_opt_out +#endif +#ifndef __deref_opt_out_z + #define __nvapi_undef__deref_opt_out_z + #define __deref_opt_out_z +#endif +#ifndef __deref_opt_out_ecount + #define __nvapi_undef__deref_opt_out_ecount + #define __deref_opt_out_ecount(size) +#endif +#ifndef __deref_opt_out_bcount + #define __nvapi_undef__deref_opt_out_bcount + #define __deref_opt_out_bcount(size) +#endif +#ifndef __deref_opt_out_ecount_part + #define __nvapi_undef__deref_opt_out_ecount_part + #define __deref_opt_out_ecount_part(size,length) +#endif +#ifndef __deref_opt_out_bcount_part + #define __nvapi_undef__deref_opt_out_bcount_part + #define __deref_opt_out_bcount_part(size,length) +#endif +#ifndef __deref_opt_out_ecount_full + #define __nvapi_undef__deref_opt_out_ecount_full + #define __deref_opt_out_ecount_full(size) +#endif +#ifndef __deref_opt_out_bcount_full + #define __nvapi_undef__deref_opt_out_bcount_full + #define __deref_opt_out_bcount_full(size) +#endif +#ifndef __deref_opt_inout + #define __nvapi_undef__deref_opt_inout + #define __deref_opt_inout +#endif +#ifndef __deref_opt_inout_ecount + #define __nvapi_undef__deref_opt_inout_ecount + #define __deref_opt_inout_ecount(size) +#endif +#ifndef __deref_opt_inout_bcount + #define __nvapi_undef__deref_opt_inout_bcount + #define __deref_opt_inout_bcount(size) +#endif +#ifndef __deref_opt_inout_ecount_part + #define __nvapi_undef__deref_opt_inout_ecount_part + #define __deref_opt_inout_ecount_part(size,length) +#endif +#ifndef __deref_opt_inout_bcount_part + #define __nvapi_undef__deref_opt_inout_bcount_part + #define __deref_opt_inout_bcount_part(size,length) +#endif +#ifndef __deref_opt_inout_ecount_full + #define __nvapi_undef__deref_opt_inout_ecount_full + #define __deref_opt_inout_ecount_full(size) +#endif +#ifndef __deref_opt_inout_bcount_full + #define __nvapi_undef__deref_opt_inout_bcount_full + #define __deref_opt_inout_bcount_full(size) +#endif +#ifndef __deref_opt_inout_z + #define __nvapi_undef__deref_opt_inout_z + #define __deref_opt_inout_z +#endif +#ifndef __deref_opt_inout_ecount_z + #define __nvapi_undef__deref_opt_inout_ecount_z + #define __deref_opt_inout_ecount_z(size) +#endif +#ifndef __deref_opt_inout_bcount_z + #define __nvapi_undef__deref_opt_inout_bcount_z + #define __deref_opt_inout_bcount_z(size) +#endif +#ifndef __deref_opt_inout_nz + #define __nvapi_undef__deref_opt_inout_nz + #define __deref_opt_inout_nz +#endif +#ifndef __deref_opt_inout_ecount_nz + #define __nvapi_undef__deref_opt_inout_ecount_nz + #define __deref_opt_inout_ecount_nz(size) +#endif +#ifndef __deref_opt_inout_bcount_nz + #define __nvapi_undef__deref_opt_inout_bcount_nz + #define __deref_opt_inout_bcount_nz(size) +#endif +#ifndef __deref_opt_ecount_opt + #define __nvapi_undef__deref_opt_ecount_opt + #define __deref_opt_ecount_opt(size) +#endif +#ifndef __deref_opt_bcount_opt + #define __nvapi_undef__deref_opt_bcount_opt + #define __deref_opt_bcount_opt(size) +#endif +#ifndef __deref_opt_out_opt + #define __nvapi_undef__deref_opt_out_opt + #define __deref_opt_out_opt +#endif +#ifndef __deref_opt_out_ecount_opt + #define __nvapi_undef__deref_opt_out_ecount_opt + #define __deref_opt_out_ecount_opt(size) +#endif +#ifndef __deref_opt_out_bcount_opt + #define __nvapi_undef__deref_opt_out_bcount_opt + #define __deref_opt_out_bcount_opt(size) +#endif +#ifndef __deref_opt_out_ecount_part_opt + #define __nvapi_undef__deref_opt_out_ecount_part_opt + #define __deref_opt_out_ecount_part_opt(size,length) +#endif +#ifndef __deref_opt_out_bcount_part_opt + #define __nvapi_undef__deref_opt_out_bcount_part_opt + #define __deref_opt_out_bcount_part_opt(size,length) +#endif +#ifndef __deref_opt_out_ecount_full_opt + #define __nvapi_undef__deref_opt_out_ecount_full_opt + #define __deref_opt_out_ecount_full_opt(size) +#endif +#ifndef __deref_opt_out_bcount_full_opt + #define __nvapi_undef__deref_opt_out_bcount_full_opt + #define __deref_opt_out_bcount_full_opt(size) +#endif +#ifndef __deref_opt_out_z_opt + #define __nvapi_undef__deref_opt_out_z_opt + #define __deref_opt_out_z_opt +#endif +#ifndef __deref_opt_out_ecount_z_opt + #define __nvapi_undef__deref_opt_out_ecount_z_opt + #define __deref_opt_out_ecount_z_opt(size) +#endif +#ifndef __deref_opt_out_bcount_z_opt + #define __nvapi_undef__deref_opt_out_bcount_z_opt + #define __deref_opt_out_bcount_z_opt(size) +#endif +#ifndef __deref_opt_out_nz_opt + #define __nvapi_undef__deref_opt_out_nz_opt + #define __deref_opt_out_nz_opt +#endif +#ifndef __deref_opt_out_ecount_nz_opt + #define __nvapi_undef__deref_opt_out_ecount_nz_opt + #define __deref_opt_out_ecount_nz_opt(size) +#endif +#ifndef __deref_opt_out_bcount_nz_opt + #define __nvapi_undef__deref_opt_out_bcount_nz_opt + #define __deref_opt_out_bcount_nz_opt(size) +#endif +#ifndef __deref_opt_inout_opt + #define __nvapi_undef__deref_opt_inout_opt + #define __deref_opt_inout_opt +#endif +#ifndef __deref_opt_inout_ecount_opt + #define __nvapi_undef__deref_opt_inout_ecount_opt + #define __deref_opt_inout_ecount_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_opt + #define __nvapi_undef__deref_opt_inout_bcount_opt + #define __deref_opt_inout_bcount_opt(size) +#endif +#ifndef __deref_opt_inout_ecount_part_opt + #define __nvapi_undef__deref_opt_inout_ecount_part_opt + #define __deref_opt_inout_ecount_part_opt(size,length) +#endif +#ifndef __deref_opt_inout_bcount_part_opt + #define __nvapi_undef__deref_opt_inout_bcount_part_opt + #define __deref_opt_inout_bcount_part_opt(size,length) +#endif +#ifndef __deref_opt_inout_ecount_full_opt + #define __nvapi_undef__deref_opt_inout_ecount_full_opt + #define __deref_opt_inout_ecount_full_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_full_opt + #define __nvapi_undef__deref_opt_inout_bcount_full_opt + #define __deref_opt_inout_bcount_full_opt(size) +#endif +#ifndef __deref_opt_inout_z_opt + #define __nvapi_undef__deref_opt_inout_z_opt + #define __deref_opt_inout_z_opt +#endif +#ifndef __deref_opt_inout_ecount_z_opt + #define __nvapi_undef__deref_opt_inout_ecount_z_opt + #define __deref_opt_inout_ecount_z_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_z_opt + #define __nvapi_undef__deref_opt_inout_bcount_z_opt + #define __deref_opt_inout_bcount_z_opt(size) +#endif +#ifndef __deref_opt_inout_nz_opt + #define __nvapi_undef__deref_opt_inout_nz_opt + #define __deref_opt_inout_nz_opt +#endif +#ifndef __deref_opt_inout_ecount_nz_opt + #define __nvapi_undef__deref_opt_inout_ecount_nz_opt + #define __deref_opt_inout_ecount_nz_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_nz_opt + #define __nvapi_undef__deref_opt_inout_bcount_nz_opt + #define __deref_opt_inout_bcount_nz_opt(size) +#endif +#ifndef __success + #define __nvapi_success + #define __success(epxr) +#endif +#ifndef _Ret_notnull_ + #define __nvapi__Ret_notnull_ + #define _Ret_notnull_ +#endif +#ifndef _Post_writable_byte_size_ + #define __nvapi__Post_writable_byte_size_ + #define _Post_writable_byte_size_(n) +#endif +#ifndef _Outptr_ + #define __nvapi_Outptr_ + #define _Outptr_ +#endif + +#define NVAPI_INTERFACE extern __success(return == NVAPI_OK) NvAPI_Status __cdecl diff --git a/src/imports/nvapi/nvapi_lite_sli.h b/src/imports/nvapi/nvapi_lite_sli.h new file mode 100644 index 0000000..0ceff5b --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_sli.h @@ -0,0 +1,247 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +//----------------------------------------------------------------------------- +// DirectX APIs +//----------------------------------------------------------------------------- + + +//! \ingroup dx +//! Used in NvAPI_D3D10_GetCurrentSLIState(), and NvAPI_D3D_GetCurrentSLIState(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 maxNumAFRGroups; //!< [OUT] The maximum possible value of numAFRGroups + NvU32 numAFRGroups; //!< [OUT] The number of AFR groups enabled in the system + NvU32 currentAFRIndex; //!< [OUT] The AFR group index for the frame currently being rendered + NvU32 nextFrameAFRIndex; //!< [OUT] What the AFR group index will be for the next frame (i.e. after calling Present) + NvU32 previousFrameAFRIndex; //!< [OUT] The AFR group index that was used for the previous frame (~0 if more than one frame has not been rendered yet) + NvU32 bIsCurAFRGroupNew; //!< [OUT] Boolean: Is this frame the first time running on the current AFR group + +} NV_GET_CURRENT_SLI_STATE_V1; + +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 maxNumAFRGroups; //!< [OUT] The maximum possible value of numAFRGroups + NvU32 numAFRGroups; //!< [OUT] The number of AFR groups enabled in the system + NvU32 currentAFRIndex; //!< [OUT] The AFR group index for the frame currently being rendered + NvU32 nextFrameAFRIndex; //!< [OUT] What the AFR group index will be for the next frame (i.e. after calling Present) + NvU32 previousFrameAFRIndex; //!< [OUT] The AFR group index that was used for the previous frame (~0 if more than one frame has not been rendered yet) + NvU32 bIsCurAFRGroupNew; //!< [OUT] Boolean: Is this frame the first time running on the current AFR group + NvU32 numVRSLIGpus; //!< [OUT] The number of GPUs used in VR-SLI. If it is 0 VR-SLI is not active + +} NV_GET_CURRENT_SLI_STATE_V2; + +//! \ingroup dx +#define NV_GET_CURRENT_SLI_STATE_VER1 MAKE_NVAPI_VERSION(NV_GET_CURRENT_SLI_STATE_V1,1) +#define NV_GET_CURRENT_SLI_STATE_VER2 MAKE_NVAPI_VERSION(NV_GET_CURRENT_SLI_STATE_V2,1) +#define NV_GET_CURRENT_SLI_STATE_VER NV_GET_CURRENT_SLI_STATE_VER2 +#define NV_GET_CURRENT_SLI_STATE NV_GET_CURRENT_SLI_STATE_V2 +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetCurrentSLIState +// +//! DESCRIPTION: This function returns the current SLI state for the specified device. The structure +//! contains the number of AFR groups, the current AFR group index, +//! and what the AFR group index will be for the next frame. \p +//! pDevice can be either a IDirect3DDevice9 or ID3D10Device pointer. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 173 +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Error occurred +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetCurrentSLIState(IUnknown *pDevice, NV_GET_CURRENT_SLI_STATE *pSliState); +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetResourceHint +// +//! \fn NvAPI_D3D_SetResourceHint(IUnknown *pDev, NVDX_ObjectHandle obj, +//! NVAPI_D3D_SETRESOURCEHINT_CATEGORY dwHintCategory, +//! NvU32 dwHintName, +//! NvU32 *pdwHintValue) +//! +//! DESCRIPTION: This is a general purpose function for passing down various resource +//! related hints to the driver. Hints are divided into categories +//! and types within each category. For DX11 devices this function is free-threaded. +//! An application is responsible to complete this call before making use of the resource +//! in a rendering context (therefore applying inter-thread synchronization as appropriate). +//! As a debug help to an application the driver enforces that a resource in this call was never bound. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pDev The ID3D10Device or IDirect3DDevice9 that is a using the resource +//! \param [in] obj Previously obtained HV resource handle +//! \param [in] dwHintCategory Category of the hints +//! \param [in] dwHintName A hint within this category +//! \param [in/out] *pdwHintValue Pointer to location containing hint value, function returns previous hint value in this slot +//! +//! \return an int which could be an NvAPI status or DX HRESULT code +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_INVALID_ARGUMENT +//! \retval ::NVAPI_INVALID_CALL It is illegal to change a hint dynamically when the resource is already bound. +// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dx +//! Valid categories for NvAPI_D3D_SetResourceHint() +typedef enum _NVAPI_D3D_SETRESOURCEHINT_CATEGORY +{ + NVAPI_D3D_SRH_CATEGORY_SLI = 1 +} NVAPI_D3D_SETRESOURCEHINT_CATEGORY; + + +// +// NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC: +// NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USING: +// NVAPI_D3D_SRH_SLI_RESPECT_DRIVER_INTERFRAME_CONTENT_SYNC: + + +//! \ingroup dx +//! Types of SLI hints; \n +//! NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC: Valid values : 0 or 1 \n +//! Default value: 0 \n +//! Explanation: If the value is 1, the driver will not track any rendering operations that would mark this resource as dirty, +//! avoiding any form of synchronization across frames rendered in parallel in multiple GPUs in AFR mode. +//! +//! NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USAGE: Valid values : 0 or 1 \n +//! Default value: 0 \n +//! Explanation: If the value is 1, the driver will try to perform operations which involved target resource in broadcast, +//! where it's possible. Hint is static and must be set before resource starts using. +//! +//! NVAPI_D3D_SRH_SLI_RESPECT_DRIVER_INTERFRAME_CONTENT_SYNC: Valid values : 0 or 1 \n +//! Default value: 0 \n +//! Explanation: If the value is 1, the driver will do dirty resource resolve regardless of discard flags in the application profile or +//! AFR-FriendlyD3DHints.exe name using. +//! +typedef enum _NVAPI_D3D_SETRESOURCEHINT_SLI +{ + NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC = 1, + NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USAGE = 2, + NVAPI_D3D_SRH_SLI_RESPECT_DRIVER_INTERFRAME_CONTENT_SYNC = 3 +} NVAPI_D3D_SETRESOURCEHINT_SLI; + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D_SetResourceHint(IUnknown *pDev, NVDX_ObjectHandle obj, + NVAPI_D3D_SETRESOURCEHINT_CATEGORY dwHintCategory, + NvU32 dwHintName, + NvU32 *pdwHintValue); +#endif //defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_BeginResourceRendering +// +//! \fn NvAPI_D3D_BeginResourceRendering(IUnknown *pDeviceOrContext, NVDX_ObjectHandle obj, NvU32 Flags) +//! DESCRIPTION: This function tells the driver that the resource will begin to receive updates. It must be used in combination with NvAPI_D3D_EndResourceRendering(). +//! The primary use of this function is allow the driver to initiate early inter-frame synchronization of resources while running in AFR SLI mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pDev IDirect3DDevice9, ID3D10Device, ID3D11Device or ID3D11DeviceContext that is using the resource +//! \param [in] obj Previously obtained HV resource handle +//! \param [in] Flags The flags for functionality applied to resource while being used. +//! +//! \retval ::NVAPI_OK Function succeeded, if used properly and driver can initiate proper sync'ing of the resources. +//! \retval ::NVAPI_INVALID_ARGUMENT Bad argument(s) or invalid flag values +//! \retval ::NVAPI_INVALID_CALL Mismatched begin/end calls +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dx +//! Used in NvAPI_D3D_BeginResourceRendering(). +typedef enum _NVAPI_D3D_RESOURCERENDERING_FLAG +{ + NVAPI_D3D_RR_FLAG_DEFAULTS = 0x00000000, //!< All bits set to 0 are defaults. + NVAPI_D3D_RR_FLAG_FORCE_DISCARD_CONTENT = 0x00000001, //!< (bit 0) The flag forces to discard previous content of the resource regardless of the NvApiHints_Sli_Disable_InterframeSync hint + NVAPI_D3D_RR_FLAG_FORCE_KEEP_CONTENT = 0x00000002, //!< (bit 1) The flag forces to respect previous content of the resource regardless of the NvApiHints_Sli_Disable_InterframeSync hint + NVAPI_D3D_RR_FLAG_MULTI_FRAME = 0x00000004 //!< (bit 2) The flag hints the driver that content will be used for many frames. If not specified then the driver assumes that content is used only on the next frame +} NVAPI_D3D_RESOURCERENDERING_FLAG; + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D_BeginResourceRendering(IUnknown *pDeviceOrContext, NVDX_ObjectHandle obj, NvU32 Flags); + +#endif //defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_EndResourceRendering +// +//! DESCRIPTION: This function tells the driver that the resource is done receiving updates. It must be used in combination with +//! NvAPI_D3D_BeginResourceRendering(). +//! The primary use of this function is allow the driver to initiate early inter-frame syncs of resources while running in AFR SLI mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pDev IDirect3DDevice9, ID3D10Device, ID3D11Device or ID3D11DeviceContext that is using the resource +//! \param [in] obj Previously obtained HV resource handle +//! \param [in] Flags Reserved, must be zero +// +//! \retval ::NVAPI_OK Function succeeded, if used properly and driver can initiate proper sync'ing of the resources. +//! \retval ::NVAPI_INVALID_ARGUMENT Bad argument(s) or invalid flag values +//! \retval ::NVAPI_INVALID_CALL Mismatched begin/end calls +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_EndResourceRendering(IUnknown *pDeviceOrContext, NVDX_ObjectHandle obj, NvU32 Flags); +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_stereo.h b/src/imports/nvapi/nvapi_lite_stereo.h new file mode 100644 index 0000000..cce50d6 --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_stereo.h @@ -0,0 +1,592 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Enable +// +//! DESCRIPTION: This APU enables stereo mode in the registry. +//! Calls to this function affect the entire system. +//! If stereo is not enabled, then calls to functions that require that stereo is enabled have no effect, +//! and will return the appropriate error code. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \retval ::NVAPI_OK Stereo is now enabled. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Enable(void); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Disable +// +//! DESCRIPTION: This API disables stereo mode in the registry. +//! Calls to this function affect the entire system. +//! If stereo is not enabled, then calls to functions that require that stereo is enabled have no effect, +//! and will return the appropriate error code. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \retval ::NVAPI_OK Stereo is now disabled. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Disable(void); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_IsEnabled +// +//! DESCRIPTION: This API checks if stereo mode is enabled in the registry. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [out] pIsStereoEnabled Address where the result of the inquiry will be placed. +//! +//! \retval ::NVAPI_OK Check was sucessfully completed and result reflects current state of stereo availability. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_IsEnabled(NvU8 *pIsStereoEnabled); +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__)|| defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_CreateHandleFromIUnknown +// +//! DESCRIPTION: This API creates a stereo handle that is used in subsequent calls related to a given device interface. +//! This must be called before any other NvAPI_Stereo_ function for that handle. +//! Multiple devices can be used at one time using multiple calls to this function (one per each device). +//! +//! HOW TO USE: After the Direct3D device is created, create the stereo handle. +//! On call success: +//! -# Use all other NvAPI_Stereo_ functions that have stereo handle as first parameter. +//! -# After the device interface that corresponds to the the stereo handle is destroyed, +//! the application should call NvAPI_DestroyStereoHandle() for that stereo handle. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] pDevice Pointer to IUnknown interface that is IDirect3DDevice9* in DX9, ID3D10Device*. +//! \param [out] pStereoHandle Pointer to the newly created stereo handle. +//! +//! \retval ::NVAPI_OK Stereo handle is created for given device interface. +//! \retval ::NVAPI_INVALID_ARGUMENT Provided device interface is invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_CreateHandleFromIUnknown(IUnknown *pDevice, StereoHandle *pStereoHandle); + +#endif // defined(_D3D9_H_) || defined(__d3d10_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_DestroyHandle +// +//! DESCRIPTION: This API destroys the stereo handle created with one of the NvAPI_Stereo_CreateHandleFrom() functions. +//! This should be called after the device corresponding to the handle has been destroyed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that is to be destroyed. +//! +//! \retval ::NVAPI_OK Stereo handle is destroyed. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_DestroyHandle(StereoHandle stereoHandle); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Activate +// +//! DESCRIPTION: This API activates stereo for the device interface corresponding to the given stereo handle. +//! Activating stereo is possible only if stereo was enabled previously in the registry. +//! If stereo is not activated, then calls to functions that require that stereo is activated have no effect, +//! and will return the appropriate error code. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! +//! \retval ::NVAPI_OK Stereo is turned on. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Activate(StereoHandle stereoHandle); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Deactivate +// +//! DESCRIPTION: This API deactivates stereo for the given device interface. +//! If stereo is not activated, then calls to functions that require that stereo is activated have no effect, +//! and will return the appropriate error code. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! +//! \retval ::NVAPI_OK Stereo is turned off. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Deactivate(StereoHandle stereoHandle); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_IsActivated +// +//! DESCRIPTION: This API checks if stereo is activated for the given device interface. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] pIsStereoOn Address where result of the inquiry will be placed. +//! +//! \retval ::NVAPI_OK - Check was sucessfully completed and result reflects current state of stereo (on/off). +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE - Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR - Something is wrong (generic error). +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_IsActivated(StereoHandle stereoHandle, NvU8 *pIsStereoOn); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetSeparation +// +//! DESCRIPTION: This API gets current separation value (in percents). +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pSeparationPercentage Address of @c float type variable to store current separation percentage in. +//! +//! \retval ::NVAPI_OK Retrieval of separation percentage was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetSeparation(StereoHandle stereoHandle, float *pSeparationPercentage); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetSeparation +// +//! DESCRIPTION: This API sets separation to given percentage. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] newSeparationPercentage New value for separation percentage. +//! +//! \retval ::NVAPI_OK Setting of separation percentage was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_STEREO_PARAMETER_OUT_OF_RANGE Given separation percentage is out of [0..100] range. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetSeparation(StereoHandle stereoHandle, float newSeparationPercentage); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetConvergence +// +//! DESCRIPTION: This API gets the current convergence value. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pConvergence Address of @c float type variable to store current convergence value in. +//! +//! \retval ::NVAPI_OK Retrieval of convergence value was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetConvergence(StereoHandle stereoHandle, float *pConvergence); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetConvergence +// +//! DESCRIPTION: This API sets convergence to the given value. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] newConvergence New value for convergence. +//! +//! \retval ::NVAPI_OK Setting of convergence value was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetConvergence(StereoHandle stereoHandle, float newConvergence); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetActiveEye +// +//! \fn NvAPI_Stereo_SetActiveEye(StereoHandle hStereoHandle, NV_STEREO_ACTIVE_EYE StereoEye); +//! DESCRIPTION: This API sets the back buffer to left or right in Direct stereo mode. +//! +//! HOW TO USE: After the stereo handle for device interface is created via successfull call to appropriate +//! NvAPI_Stereo_CreateHandleFrom function. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] StereoEye Defines active eye in Direct stereo mode +//! +//! \retval ::NVAPI_OK - Active eye is set. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE - Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_INVALID_ARGUMENT - StereoEye parameter has not allowed value. +//! \retval ::NVAPI_SET_NOT_ALLOWED - Current stereo mode is not Direct +//! \retval ::NVAPI_ERROR - Something is wrong (generic error). +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +typedef enum _NV_StereoActiveEye +{ + NVAPI_STEREO_EYE_RIGHT = 1, + NVAPI_STEREO_EYE_LEFT = 2, + NVAPI_STEREO_EYE_MONO = 3, +} NV_STEREO_ACTIVE_EYE; + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_SetActiveEye(StereoHandle hStereoHandle, NV_STEREO_ACTIVE_EYE StereoEye); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetDriverMode +// +//! \fn NvAPI_Stereo_SetDriverMode( NV_STEREO_DRIVER_MODE mode ); +//! DESCRIPTION: This API sets the 3D stereo driver mode: Direct or Automatic +//! +//! HOW TO USE: This API must be called before the device is created. +//! Applies to DirectX 9 and higher. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] mode Defines the 3D stereo driver mode: Direct or Automatic +//! +//! \retval ::NVAPI_OK Active eye is set. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_INVALID_ARGUMENT mode parameter has not allowed value. +//! \retval ::NVAPI_ERROR Something is wrong (generic error). +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +typedef enum _NV_StereoDriverMode +{ + NVAPI_STEREO_DRIVER_MODE_AUTOMATIC = 0, + NVAPI_STEREO_DRIVER_MODE_DIRECT = 2, +} NV_STEREO_DRIVER_MODE; + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_SetDriverMode( NV_STEREO_DRIVER_MODE mode ); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetEyeSeparation +// +//! DESCRIPTION: This API returns eye separation as a ratio of /. +//! +//! HOW TO USE: After the stereo handle for device interface is created via successfull call to appropriate API. Applies only to DirectX 9 and up. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pSeparation Eye separation. +//! +//! \retval ::NVAPI_OK Active eye is set. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR (generic error). +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetEyeSeparation(StereoHandle hStereoHandle, float *pSeparation ); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_IsWindowedModeSupported +// +//! DESCRIPTION: This API returns availability of windowed mode stereo +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] bSupported(OUT) != 0 - supported, \n +//! == 0 - is not supported +//! +//! +//! \retval ::NVAPI_OK Retrieval of frustum adjust mode was successfull. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR Something is wrong (generic error). +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_IsWindowedModeSupported(NvU8* bSupported); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetSurfaceCreationMode +// +//! \function NvAPI_Stereo_SetSurfaceCreationMode(StereoHandle hStereoHandle, NVAPI_STEREO_SURFACECREATEMODE creationMode) +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] creationMode New surface creation mode for this device interface. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API sets surface creation mode for this device interface. +//! +//! WHEN TO USE: After the stereo handle for device interface is created via successful call to appropriate NvAPI_Stereo_CreateHandleFrom function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! There are no return error codes with specific meaning for this API. +//! +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +typedef enum _NVAPI_STEREO_SURFACECREATEMODE +{ + NVAPI_STEREO_SURFACECREATEMODE_AUTO, //!< Use driver registry profile settings for surface creation mode. + NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO, //!< Always create stereo surfaces. + NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO //!< Always create mono surfaces. +} NVAPI_STEREO_SURFACECREATEMODE; + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_SetSurfaceCreationMode(__in StereoHandle hStereoHandle, __in NVAPI_STEREO_SURFACECREATEMODE creationMode); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetSurfaceCreationMode +// +//! \function NvAPI_Stereo_GetSurfaceCreationMode(StereoHandle hStereoHandle, NVAPI_STEREO_SURFACECREATEMODE* pCreationMode) +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pCreationMode The current creation mode for this device interface. +//! +//! \since Release: 295 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API gets surface creation mode for this device interface. +//! +//! WHEN TO USE: After the stereo handle for device interface is created via successful call to appropriate NvAPI_Stereo_CreateHandleFrom function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! There are no return error codes with specific meaning for this API. +//! +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_GetSurfaceCreationMode(__in StereoHandle hStereoHandle, __in NVAPI_STEREO_SURFACECREATEMODE* pCreationMode); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Debug_WasLastDrawStereoized +// +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pWasStereoized Address where result of the inquiry will be placed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API checks if the last draw call was stereoized. It is a very expensive to call and should be used for debugging purpose *only*. +//! +//! WHEN TO USE: After the stereo handle for device interface is created via successful call to appropriate NvAPI_Stereo_CreateHandleFrom function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! There are no return error codes with specific meaning for this API. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Debug_WasLastDrawStereoized(__in StereoHandle hStereoHandle, __out NvU8 *pWasStereoized); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetDefaultProfile +// +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API defines the stereo profile used by the driver in case the application has no associated profile. +//! +//! WHEN TO USE: To take effect, this API must be called before D3D device is created. Calling once a device has been created will not affect the current device. +//! +//! \param [in] szProfileName Default profile name. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! Error codes specific to this API are described below. +//! +//! \retval NVAPI_SUCCESS - Default stereo profile name has been copied into szProfileName. +//! \retval NVAPI_INVALID_ARGUMENT - szProfileName == NULL. +//! \retval NVAPI_DEFAULT_STEREO_PROFILE_DOES_NOT_EXIST - Default stereo profile does not exist +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetDefaultProfile(__in const char* szProfileName); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetDefaultProfile +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API retrieves the current default stereo profile. +//! +//! After call cbSizeOut contain 0 if default profile is not set required buffer size cbSizeOut. +//! To get needed buffer size this function can be called with szProfileName==0 and cbSizeIn == 0. +//! +//! WHEN TO USE: This API can be called at any time. +//! +//! +//! \param [in] cbSizeIn Size of buffer allocated for default stereo profile name. +//! \param [out] szProfileName Default stereo profile name. +//! \param [out] pcbSizeOut Required buffer size. +//! # ==0 - there is no default stereo profile name currently set +//! # !=0 - size of buffer required for currently set default stereo profile name including trailing '0'. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! Error codes specific to this API are described below. +//! +//! \retval NVAPI_SUCCESS - Default stereo profile name has been copied into szProfileName. +//! \retval NVAPI_DEFAULT_STEREO_PROFILE_IS_NOT_DEFINED - There is no default stereo profile set at this time. +//! \retval NVAPI_INVALID_ARGUMENT - pcbSizeOut == 0 or cbSizeIn >= *pcbSizeOut && szProfileName == 0 +//! \retval NVAPI_INSUFFICIENT_BUFFER - cbSizeIn < *pcbSizeOut +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetDefaultProfile( __in NvU32 cbSizeIn, __out_bcount_part_opt(cbSizeIn, *pcbSizeOut) char* szProfileName, __out NvU32 *pcbSizeOut); + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_surround.h b/src/imports/nvapi/nvapi_lite_surround.h new file mode 100644 index 0000000..7f861d8 --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_surround.h @@ -0,0 +1,95 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetGDIPrimaryDisplayId +// +//! DESCRIPTION: This API returns the Display ID of the GDI Primary. +//! +//! \param [out] displayId Display ID of the GDI Primary display. +//! +//! \retval ::NVAPI_OK: Capabilties have been returned. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND: GDI Primary not on an NVIDIA GPU. +//! \retval ::NVAPI_INVALID_ARGUMENT: One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED: The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION: This entrypoint not available +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetGDIPrimaryDisplayId(NvU32* displayId); +#define NV_MOSAIC_MAX_DISPLAYS (64) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetDisplayViewportsByResolution +// +//! DESCRIPTION: This API returns the viewports that would be applied on +//! the requested display. +//! +//! \param [in] displayId Display ID of a single display in the active +//! mosaic topology to query. +//! \param [in] srcWidth Width of full display topology. If both +//! width and height are 0, the current +//! resolution is used. +//! \param [in] srcHeight Height of full display topology. If both +//! width and height are 0, the current +//! resolution is used. +//! \param [out] viewports Array of NV_RECT viewports. +//! SUPPORTED OS: Windows 10 and higher +//! +//! If the requested resolution is a single-wide +//! resolution, only viewports[0] will +//! contain the viewport details, regardless +//! of which display is driving the display. +//! \param [out] bezelCorrected Returns 1 if the requested resolution is +//! bezel corrected. May be NULL. +//! +//! \retval ::NVAPI_OK Capabilties have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_MOSAIC_NOT_ACTIVE The display does not belong to an active Mosaic Topology +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetDisplayViewportsByResolution(NvU32 displayId, NvU32 srcWidth, NvU32 srcHeight, NV_RECT viewports[NV_MOSAIC_MAX_DISPLAYS], NvU8* bezelCorrected); + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/main/nv/Module.mk b/src/main/nv/Module.mk new file mode 100644 index 0000000..36c3a42 --- /dev/null +++ b/src/main/nv/Module.mk @@ -0,0 +1,4 @@ +libs += nv + +src_nv := \ + module.c \ diff --git a/src/main/nv/api.h b/src/main/nv/api.h new file mode 100644 index 0000000..91f3fd0 --- /dev/null +++ b/src/main/nv/api.h @@ -0,0 +1,63 @@ +#ifndef NVGPU_CONFIG_NVAPI_H +#define NVGPU_CONFIG_NVAPI_H + +#include + +// Remark: nvapi is not compatible with mingw and requires some changes, see +// https://forums.developer.nvidia.com/t/how-can-you-compile-nvapi-h-with-mingw/33050/5 +#include "imports/nvapi/nvapi.h" +#include "imports/nvapi/NvApiDriverSettings.h" + +typedef NvAPI_Status (*NvAPI_Initialize_t)(); +typedef NvAPI_Status (*NvAPI_Unload_t)(); +typedef NvAPI_Status (*NvAPI_GetInterfaceVersionStringEx_t)(NvAPI_ShortString); +typedef NvAPI_Status (*NvAPI_SYS_GetDriverAndBranchVersion_t)(NvU32 *, NvAPI_ShortString); +typedef NvAPI_Status (*NvAPI_GetErrorMessage_t)(NvAPI_Status, NvAPI_ShortString); +typedef NvAPI_Status (*NvAPI_DRS_CreateSession_t)(NvDRSSessionHandle *); +typedef NvAPI_Status (*NvAPI_DRS_LoadSettings_t)(NvDRSSessionHandle); +typedef NvAPI_Status (*NvAPI_DRS_FindProfileByName_t)(NvDRSSessionHandle, NvAPI_UnicodeString, NvDRSProfileHandle *); +typedef NvAPI_Status (*NvAPI_DRS_FindApplicationByName_t)(NvDRSSessionHandle, NvAPI_UnicodeString, NvDRSProfileHandle *, NVDRS_APPLICATION *); +typedef NvAPI_Status (*NvAPI_DRS_CreateProfile_t)(NvDRSSessionHandle, NVDRS_PROFILE *, NvDRSProfileHandle *); +typedef NvAPI_Status (*NvAPI_DRS_CreateApplication_t)(NvDRSSessionHandle, NvDRSProfileHandle, NVDRS_APPLICATION *); +typedef NvAPI_Status (*NvAPI_DRS_GetSetting_t)(NvDRSSessionHandle, NvDRSProfileHandle, NvU32, NVDRS_SETTING *); +typedef NvAPI_Status (*NvAPI_DRS_SetSetting_t)(NvDRSSessionHandle, NvDRSProfileHandle, NVDRS_SETTING *); +typedef NvAPI_Status (*NvAPI_DRS_SaveSettings_t)(NvDRSSessionHandle); +typedef NvAPI_Status (*NvAPI_DRS_DestroySession_t)(NvDRSSessionHandle); +typedef NvAPI_Status (*NvAPI_EnumPhysicalGPUs_t)(NvPhysicalGpuHandle *, NvU32 *); +typedef NvAPI_Status (*NvAPI_GPU_GetConnectedDisplayIds_t)(NvPhysicalGpuHandle, NV_GPU_DISPLAYIDS*, NvU32 *, NvU32); +typedef NvAPI_Status (*NvAPI_DISP_GetTiming_t)(NvU32, NV_TIMING_INPUT*, NV_TIMING*); +typedef NvAPI_Status (*NvAPI_DISP_TryCustomDisplay_t)(NvU32 *, NvU32, NV_CUSTOM_DISPLAY *); +typedef NvAPI_Status (*NvAPI_DISP_SaveCustomDisplay_t)(NvU32*, NvU32, NvU32, NvU32); +typedef NvAPI_Status (*NvAPI_DISP_RevertCustomDisplayTrial_t)(NvU32*, NvU32); +typedef NvAPI_Status (*NvAPI_DRS_DeleteProfile_t)(NvDRSSessionHandle, NvDRSProfileHandle); +typedef NvAPI_Status (*NvAPI_DISP_GetDisplayConfig_t)(NvU32*, NV_DISPLAYCONFIG_PATH_INFO*); +typedef NvAPI_Status (*NvAPI_DISP_SetDisplayConfig_t)(NvU32, NV_DISPLAYCONFIG_PATH_INFO*, NvU32); + +typedef struct nv_api { + NvAPI_Initialize_t NvAPI_Initialize; + NvAPI_Unload_t NvAPI_Unload; + NvAPI_GetInterfaceVersionStringEx_t NvAPI_GetInterfaceVersionStringEx; + NvAPI_SYS_GetDriverAndBranchVersion_t NvAPI_SYS_GetDriverAndBranchVersion; + NvAPI_GetErrorMessage_t NvAPI_GetErrorMessage; + NvAPI_DRS_CreateSession_t NvAPI_DRS_CreateSession; + NvAPI_DRS_LoadSettings_t NvAPI_DRS_LoadSettings; + NvAPI_DRS_FindProfileByName_t NvAPI_DRS_FindProfileByName; + NvAPI_DRS_FindApplicationByName_t NvAPI_DRS_FindApplicationByName; + NvAPI_DRS_CreateProfile_t NvAPI_DRS_CreateProfile; + NvAPI_DRS_CreateApplication_t NvAPI_DRS_CreateApplication; + NvAPI_DRS_GetSetting_t NvAPI_DRS_GetSetting; + NvAPI_DRS_SetSetting_t NvAPI_DRS_SetSetting; + NvAPI_DRS_SaveSettings_t NvAPI_DRS_SaveSettings; + NvAPI_DRS_DestroySession_t NvAPI_DRS_DestroySession; + NvAPI_EnumPhysicalGPUs_t NvAPI_EnumPhysicalGPUs; + NvAPI_GPU_GetConnectedDisplayIds_t NvAPI_GPU_GetConnectedDisplayIds; + NvAPI_DISP_GetTiming_t NvAPI_DISP_GetTiming; + NvAPI_DISP_TryCustomDisplay_t NvAPI_DISP_TryCustomDisplay; + NvAPI_DISP_SaveCustomDisplay_t NvAPI_DISP_SaveCustomDisplay; + NvAPI_DISP_RevertCustomDisplayTrial_t NvAPI_DISP_RevertCustomDisplayTrial; + NvAPI_DRS_DeleteProfile_t NvAPI_DRS_DeleteProfile; + NvAPI_DISP_GetDisplayConfig_t NvAPI_DISP_GetDisplayConfig; + NvAPI_DISP_SetDisplayConfig_t NvAPI_DISP_SetDisplayConfig; +} nv_api_t; + +#endif \ No newline at end of file diff --git a/src/main/nv/module.c b/src/main/nv/module.c new file mode 100644 index 0000000..977d407 --- /dev/null +++ b/src/main/nv/module.c @@ -0,0 +1,790 @@ +#define LOG_MODULE "nv-module" + +#include + +#include "nv/module.h" + +#include "util/log.h" +#include "util/mem.h" +#include "util/winerr.h" + +#if defined(_WIN64) +#define NV_MODULE_PATH "nvapi64.dll" +#else +#define NV_MODULE_PATH "nvapi.dll" +#endif + +// Source: https://github.com/falahati/NvAPIWrapper/blob/master/NvAPIWrapper/Native/Helpers/FunctionId.cs +// Last update on source: 2019-07-15 +// // ------------------------------------------------- +// // Public NvAPI Functions +// // ------------------------------------------------- + +// NvAPI_CreateDisplayFromUnAttachedDisplay = 0x63F9799E, +// NvAPI_D3D_BeginResourceRendering = 0x91123D6A, +// NvAPI_D3D_ConfigureAnsel = 0x341C6C7F, +// NvAPI_D3D_CreateLateLatchObject = 0x2DB27D09, +// NvAPI_D3D_EndResourceRendering = 0x37E7191C, +// NvAPI_D3D_GetCurrentSLIState = 0x4B708B54, +// NvAPI_D3D_GetObjectHandleForResource = 0xFCEAC864, +// NvAPI_D3D_ImplicitSLIControl = 0x2AEDE111, +// NvAPI_D3D_InitializeSMPAssist = 0x42763D0C, +// NvAPI_D3D_IsGSyncActive = 0xE942B0FF, +// NvAPI_D3D_IsGSyncCapable = 0x9C1EED78, +// NvAPI_D3D_QueryLateLatchSupport = 0x8CECA0EC, +// NvAPI_D3D_QueryModifiedWSupport = 0xCBF9F4F5, +// NvAPI_D3D_QueryMultiViewSupport = 0xB6E0A41C, +// NvAPI_D3D_QuerySinglePassStereoSupport = 0x6F5F0A6D, +// NvAPI_D3D_QuerySMPAssistSupport = 0xC57921DE, +// NvAPI_D3D_RegisterDevice = 0x8C02C4D0, +// NvAPI_D3D_SetFPSIndicatorState = 0xA776E8DB, +// NvAPI_D3D_SetModifiedWMode = 0x6EA4BF4, +// NvAPI_D3D_SetMultiViewMode = 0x8285C8DA, +// NvAPI_D3D_SetResourceHint = 0x6C0ED98C, +// NvAPI_D3D_SetSinglePassStereoMode = 0xA39E6E6E, +// NvAPI_D3D10_SetDepthBoundsTest = 0x4EADF5D2, +// NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA = 0xF1C54FC9, +// NvAPI_D3D11_BeginUAVOverlap = 0x65B93CA8, +// NvAPI_D3D11_BeginUAVOverlapEx = 0xBA08208A, +// NvAPI_D3D11_CopyTileMappings = 0xC09EE6BC, +// NvAPI_D3D11_CreateDevice = 0x6A16D3A0, +// NvAPI_D3D11_CreateDeviceAndSwapChain = 0xBB939EE5, +// NvAPI_D3D11_CreateDomainShaderEx = 0xA0D7180D, +// NvAPI_D3D11_CreateFastGeometryShader = 0x525D43BE, +// NvAPI_D3D11_CreateFastGeometryShaderExplicit = 0x71AB7C9C, +// NvAPI_D3D11_CreateGeometryShaderEx_2 = 0x99ED5C1C, +// NvAPI_D3D11_CreateHullShaderEx = 0xB53CAB00, +// NvAPI_D3D11_CreateMultiGPUDevice = 0xBDB20007, +// NvAPI_D3D11_CreatePixelShaderEx_2 = 0x4162822B, +// NvAPI_D3D11_CreateRasterizerState = 0xDB8D28AF, +// NvAPI_D3D11_CreateShadingRateResourceView = 0x99CA2DFF, +// NvAPI_D3D11_CreateTiledTexture2DArray = 0x7886981A, +// NvAPI_D3D11_CreateVertexShaderEx = 0xBEAA0B2, +// NvAPI_D3D11_EndUAVOverlap = 0x2216A357, +// NvAPI_D3D11_IsNvShaderExtnOpCodeSupported = 0x5F68DA40, +// NvAPI_D3D11_MultiDrawIndexedInstancedIndirect = 0x59E890F9, +// NvAPI_D3D11_MultiDrawInstancedIndirect = 0xD4E26BBF, +// NvAPI_D3D11_MultiGPU_GetCaps = 0xD2D25687, +// NvAPI_D3D11_MultiGPU_Init = 0x17BE49E, +// NvAPI_D3D11_RSGetPixelShadingRateSampleOrder = 0x92442A1, +// NvAPI_D3D11_RSSetExclusiveScissorRects = 0xAE4D73EF, +// NvAPI_D3D11_RSSetPixelShadingRateSampleOrder = 0xA942373A, +// NvAPI_D3D11_RSSetShadingRateResourceView = 0x1B0C2F83, +// NvAPI_D3D11_RSSetViewportsPixelShadingRates = 0x34F7938F, +// NvAPI_D3D11_SetDepthBoundsTest = 0x7AAF7A04, +// NvAPI_D3D11_SetNvShaderExtnSlot = 0x8E90BB9F, +// NvAPI_D3D11_SetNvShaderExtnSlotLocalThread = 0xE6482A0, +// NvAPI_D3D11_TiledResourceBarrier = 0xD6839099, +// NvAPI_D3D11_TiledTexture2DArrayGetDesc = 0xF1A2B9D5, +// NvAPI_D3D11_UpdateTileMappings = 0x9A06EA07, +// NvAPI_D3D12_CopyTileMappings = 0x47F78194, +// NvAPI_D3D12_CreateComputePipelineState = 0x2762DEAC, +// NvAPI_D3D12_CreateGraphicsPipelineState = 0x2FC28856, +// NvAPI_D3D12_CreateHeap = 0x5CB397CF, +// NvAPI_D3D12_CreateReservedResource = 0x2C85F101, +// NvAPI_D3D12_IsNvShaderExtnOpCodeSupported = 0x3DFACEC8, +// NvAPI_D3D12_Mosaic_GetCompanionAllocations = 0xA46022C7, +// NvAPI_D3D12_Mosaic_GetViewportAndGpuPartitions = 0xB092B818, +// NvAPI_D3D12_QueryModifiedWSupport = 0x51235248, +// NvAPI_D3D12_QuerySinglePassStereoSupport = 0x3B03791B, +// NvAPI_D3D12_ReservedResourceGetDesc = 0x9AA2AABB, +// NvAPI_D3D12_ResourceAliasingBarrier = 0xB942BAB7, +// NvAPI_D3D12_SetDepthBoundsTestValues = 0xB9333FE9, +// NvAPI_D3D12_SetModifiedWMode = 0xE1FDABA7, +// NvAPI_D3D12_SetSinglePassStereoMode = 0x83556D87, +// NvAPI_D3D12_UpdateTileMappings = 0xC6017A7D, +// NvAPI_D3D12_UseDriverHeapPriorities = 0xF0D978A8, +// NvAPI_D3D1x_CreateSwapChain = 0x1BC21B66, +// NvAPI_D3D1x_DisableShaderDiskCache = 0xD0CBCA7D, +// NvAPI_D3D1x_GetGraphicsCapabilities = 0x52B1499A, +// NvAPI_D3D9_AliasSurfaceAsTexture = 0xE5CEAE41, +// NvAPI_D3D9_ClearRT = 0x332D3942, +// NvAPI_D3D9_CreateSwapChain = 0x1A131E09, +// NvAPI_D3D9_GetSurfaceHandle = 0xF2DD3F2, +// NvAPI_D3D9_RegisterResource = 0xA064BDFC, +// NvAPI_D3D9_StretchRectEx = 0x22DE03AA, +// NvAPI_D3D9_UnregisterResource = 0xBB2B17AA, +// NvAPI_D3D9_VideoSetStereoInfo = 0xB852F4DB, +// NvAPI_DisableHWCursor = 0xAB163097, +// NvAPI_Disp_ColorControl = 0x92F9D80D, +// NvAPI_DISP_DeleteCustomDisplay = 0x552E5B9B, +// NvAPI_DISP_EnumCustomDisplay = 0xA2072D59, +// NvAPI_DISP_GetAssociatedUnAttachedNvidiaDisplayHandle = 0xA70503B2, +// NvAPI_DISP_GetDisplayConfig = 0x11ABCCF8, +// NvAPI_DISP_GetDisplayIdByDisplayName = 0xAE457190, +// NvAPI_DISP_GetGDIPrimaryDisplayId = 0x1E9D8A31, +// NvAPI_Disp_GetHdrCapabilities = 0x84F2A8DF, +// NvAPI_DISP_GetMonitorCapabilities = 0x3B05C7E1, +// NvAPI_DISP_GetMonitorColorCapabilities = 0x6AE4CFB5, +// NvAPI_DISP_GetTiming = 0x175167E9, +// NvAPI_Disp_HdrColorControl = 0x351DA224, +// NvAPI_Disp_InfoFrameControl = 0x6067AF3F, +// NvAPI_DISP_RevertCustomDisplayTrial = 0xCBBD40F0, +// NvAPI_DISP_SaveCustomDisplay = 0x49882876, +// NvAPI_DISP_SetDisplayConfig = 0x5D8CF8DE, +// NvAPI_DISP_TryCustomDisplay = 0x1F7DB630, +// NvAPI_DRS_CreateApplication = 0x4347A9DE, +// NvAPI_DRS_CreateProfile = 0xCC176068, +// NvAPI_DRS_CreateSession = 0x694D52E, +// NvAPI_DRS_DeleteApplication = 0x2C694BC6, +// NvAPI_DRS_DeleteApplicationEx = 0xC5EA85A1, +// NvAPI_DRS_DeleteProfile = 0x17093206, +// NvAPI_DRS_DeleteProfileSetting = 0xE4A26362, +// NvAPI_DRS_DestroySession = 0xDAD9CFF8, +// NvAPI_DRS_EnumApplications = 0x7FA2173A, +// NvAPI_DRS_EnumAvailableSettingIds = 0xF020614A, +// NvAPI_DRS_EnumAvailableSettingValues = 0x2EC39F90, +// NvAPI_DRS_EnumProfiles = 0xBC371EE0, +// NvAPI_DRS_EnumSettings = 0xAE3039DA, +// NvAPI_DRS_FindApplicationByName = 0xEEE566B2, +// NvAPI_DRS_FindProfileByName = 0x7E4A9A0B, +// NvAPI_DRS_GetApplicationInfo = 0xED1F8C69, +// NvAPI_DRS_GetBaseProfile = 0xDA8466A0, +// NvAPI_DRS_GetCurrentGlobalProfile = 0x617BFF9F, +// NvAPI_DRS_GetNumProfiles = 0x1DAE4FBC, +// NvAPI_DRS_GetProfileInfo = 0x61CD6FD6, +// NvAPI_DRS_GetSetting = 0x73BF8338, +// NvAPI_DRS_GetSettingIdFromName = 0xCB7309CD, +// NvAPI_DRS_GetSettingNameFromId = 0xD61CBE6E, +// NvAPI_DRS_LoadSettings = 0x375DBD6B, +// NvAPI_DRS_LoadSettingsFromFile = 0xD3EDE889, +// NvAPI_DRS_RestoreAllDefaults = 0x5927B094, +// NvAPI_DRS_RestoreProfileDefault = 0xFA5F6134, +// NvAPI_DRS_RestoreProfileDefaultSetting = 0x53F0381E, +// NvAPI_DRS_SaveSettings = 0xFCBC7E14, +// NvAPI_DRS_SaveSettingsToFile = 0x2BE25DF8, +// NvAPI_DRS_SetCurrentGlobalProfile = 0x1C89C5DF, +// NvAPI_DRS_SetProfileInfo = 0x16ABD3A9, +// NvAPI_DRS_SetSetting = 0x577DD202, +// NvAPI_EnableCurrentMosaicTopology = 0x74073CC9, +// NvAPI_EnableHWCursor = 0x2863148D, +// NvAPI_EnumLogicalGPUs = 0x48B3EA59, +// NvAPI_EnumNvidiaDisplayHandle = 0x9ABDD40D, +// NvAPI_EnumNvidiaUnAttachedDisplayHandle = 0x20DE9260, +// NvAPI_EnumPhysicalGPUs = 0xE5AC921F, +// NvAPI_EnumTCCPhysicalGPUs = 0xD9930B07, +// NvAPI_GetAssociatedDisplayOutputId = 0xD995937E, +// NvAPI_GetAssociatedNvidiaDisplayHandle = 0x35C29134, +// NvAPI_GetAssociatedNvidiaDisplayName = 0x22A78B05, +// NvAPI_GetCurrentMosaicTopology = 0xF60852BD, +// NvAPI_GetDisplayDriverVersion = 0xF951A4D1, +// NvAPI_GetDisplayPortInfo = 0xC64FF367, +// NvAPI_GetErrorMessage = 0x6C2D048C, +// NvAPI_GetHDMISupportInfo = 0x6AE16EC3, +// NvAPI_GetInterfaceVersionString = 0x1053FA5, +// NvAPI_GetLogicalGPUFromDisplay = 0xEE1370CF, +// NvAPI_GetLogicalGPUFromPhysicalGPU = 0xADD604D1, +// NvAPI_GetPhysicalGPUFromUnAttachedDisplay = 0x5018ED61, +// NvAPI_GetPhysicalGPUsFromDisplay = 0x34EF9506, +// NvAPI_GetPhysicalGPUsFromLogicalGPU = 0xAEA3FA32, +// NvAPI_GetSupportedMosaicTopologies = 0x410B5C25, +// NvAPI_GetSupportedViews = 0x66FB7FC0, +// NvAPI_GetUnAttachedAssociatedDisplayName = 0x4888D790, +// NvAPI_GetVBlankCounter = 0x67B5DB55, +// NvAPI_GetView = 0xD6B99D89, +// NvAPI_GetViewEx = 0xDBBC0AF4, +// NvAPI_GPU_ClientIllumDevicesGetControl = 0x73C01D58, +// NvAPI_GPU_ClientIllumDevicesGetInfo = 0xD4100E58, +// NvAPI_GPU_ClientIllumDevicesSetControl = 0x57024C62, +// NvAPI_GPU_ClientIllumZonesGetControl = 0x3DBF5764, +// NvAPI_GPU_ClientIllumZonesGetInfo = 0x4B81241B, +// NvAPI_GPU_ClientIllumZonesSetControl = 0x197D065E, +// NvAPI_GPU_GetActiveOutputs = 0xE3E89B6F, +// NvAPI_GPU_GetAGPAperture = 0x6E042794, +// NvAPI_GPU_GetAllClockFrequencies = 0xDCB616C3, +// NvAPI_GPU_GetAllDisplayIds = 0x785210A2, +// NvAPI_GPU_GetAllOutputs = 0x7D554F8E, +// NvAPI_GPU_GetBoardInfo = 0x22D54523, +// NvAPI_GPU_GetBusId = 0x1BE0B8E5, +// NvAPI_GPU_GetBusSlotId = 0x2A0A350F, +// NvAPI_GPU_GetBusType = 0x1BB18724, +// NvAPI_GPU_GetConnectedDisplayIds = 0x78DBA2, +// NvAPI_GPU_GetConnectedOutputs = 0x1730BFC9, +// NvAPI_GPU_GetConnectedOutputsWithLidState = 0xCF8CAF39, +// NvAPI_GPU_GetConnectedSLIOutputs = 0x680DE09, +// NvAPI_GPU_GetConnectedSLIOutputsWithLidState = 0x96043CC7, +// NvAPI_GPU_GetCurrentAGPRate = 0xC74925A0, +// NvAPI_GPU_GetCurrentPCIEDownstreamWidth = 0xD048C3B1, +// NvAPI_GPU_GetCurrentPstate = 0x927DA4F6, +// NvAPI_GPU_GetDynamicPstatesInfoEx = 0x60DED2ED, +// NvAPI_GPU_GetECCConfigurationInfo = 0x77A796F3, +// NvAPI_GPU_GetECCErrorInfo = 0xC71F85A6, +// NvAPI_GPU_GetECCStatusInfo = 0xCA1DDAF3, +// NvAPI_GPU_GetEDID = 0x37D32E69, +// NvAPI_GPU_GetFullName = 0xCEEE8E9F, +// NvAPI_GPU_GetGpuCoreCount = 0xC7026A87, +// NvAPI_GPU_GetGPUType = 0xC33BAEB1, +// NvAPI_GPU_GetHDCPSupportStatus = 0xF089EEF5, +// NvAPI_GPU_GetIllumination = 0x9A1B9365, +// NvAPI_GPU_GetIRQ = 0xE4715417, +// NvAPI_GPU_GetMemoryInfo = 0x7F9B368, +// NvAPI_GPU_GetOutputType = 0x40A505E4, +// NvAPI_GPU_GetPCIIdentifiers = 0x2DDFB66E, +// NvAPI_GPU_GetPerfDecreaseInfo = 0x7F7F4600, +// NvAPI_GPU_GetPhysicalFrameBufferSize = 0x46FBEB03, +// NvAPI_GPU_GetPstates20 = 0x6FF81213, +// NvAPI_GPU_GetPstatesInfoEx = 0x843C0256, +// NvAPI_GPU_GetQuadroStatus = 0xE332FA47, +// NvAPI_GPU_GetScanoutCompositionParameter = 0x58FE51E6, +// NvAPI_GPU_GetScanoutConfiguration = 0x6A9F5B63, +// NvAPI_GPU_GetScanoutConfigurationEx = 0xE2E1E6F0, +// NvAPI_GPU_GetScanoutIntensityState = 0xE81CE836, +// NvAPI_GPU_GetScanoutWarpingState = 0x6F5435AF, +// NvAPI_GPU_GetShaderSubPipeCount = 0xBE17923, +// NvAPI_GPU_GetSystemType = 0xBAAABFCC, +// NvAPI_GPU_GetTachReading = 0x5F608315, +// NvAPI_GPU_GetThermalSettings = 0xE3640A56, +// NvAPI_GPU_GetVbiosOEMRevision = 0x2D43FB31, +// NvAPI_GPU_GetVbiosRevision = 0xACC3DA0A, +// NvAPI_GPU_GetVbiosVersionString = 0xA561FD7D, +// NvAPI_GPU_GetVirtualFrameBufferSize = 0x5A04B644, +// NvAPI_GPU_QueryIlluminationSupport = 0xA629DA31, +// NvAPI_GPU_ResetECCErrorInfo = 0xC02EEC20, +// NvAPI_GPU_SetECCConfiguration = 0x1CF639D9, +// NvAPI_GPU_SetEDID = 0xE83D6456, +// NvAPI_GPU_SetIllumination = 0x254A187, +// NvAPI_GPU_SetScanoutCompositionParameter = 0xF898247D, +// NvAPI_GPU_SetScanoutIntensity = 0xA57457A4, +// NvAPI_GPU_SetScanoutWarping = 0xB34BAB4F, +// NvAPI_GPU_ValidateOutputCombination = 0x34C9C2D4, +// NvAPI_GPU_WorkstationFeatureQuery = 0x4537DF, +// NvAPI_GPU_WorkstationFeatureSetup = 0x6C1F3FE4, +// NvAPI_GSync_AdjustSyncDelay = 0x2D11FF51, +// NvAPI_GSync_EnumSyncDevices = 0xD9639601, +// NvAPI_GSync_GetControlParameters = 0x16DE1C6A, +// NvAPI_GSync_GetStatusParameters = 0x70D404EC, +// NvAPI_GSync_GetSyncStatus = 0xF1F5B434, +// NvAPI_GSync_GetTopology = 0x4562BC38, +// NvAPI_GSync_QueryCapabilities = 0x44A3F1D1, +// NvAPI_GSync_SetControlParameters = 0x8BBFF88B, +// NvAPI_GSync_SetSyncStateSettings = 0x60ACDFDD, +// NvAPI_I2CRead = 0x2FDE12C5, +// NvAPI_I2CWrite = 0xE812EB07, +// NvAPI_Mosaic_EnableCurrentTopo = 0x5F1AA66C, +// NvAPI_Mosaic_EnumDisplayGrids = 0xDF2887AF, +// NvAPI_Mosaic_EnumDisplayModes = 0x78DB97D7, +// NvAPI_Mosaic_GetCurrentTopo = 0xEC32944E, +// NvAPI_Mosaic_GetDisplayViewportsByResolution = 0xDC6DC8D3, +// NvAPI_Mosaic_GetOverlapLimits = 0x989685F0, +// NvAPI_Mosaic_GetSupportedTopoInfo = 0xFDB63C81, +// NvAPI_Mosaic_GetTopoGroup = 0xCB89381D, +// NvAPI_Mosaic_SetCurrentTopo = 0x9B542831, +// NvAPI_Mosaic_SetDisplayGrids = 0x4D959A89, +// NvAPI_Mosaic_ValidateDisplayGrids = 0xCF43903D, +// NvAPI_OGL_ExpertModeDefaultsGet = 0xAE921F12, +// NvAPI_OGL_ExpertModeDefaultsSet = 0xB47A657E, +// NvAPI_OGL_ExpertModeGet = 0x22ED9516, +// NvAPI_OGL_ExpertModeSet = 0x3805EF7A, +// NvAPI_SetCurrentMosaicTopology = 0xD54B8989, +// NvAPI_SetDisplayPort = 0xFA13E65A, +// NvAPI_SetRefreshRateOverride = 0x3092AC32, +// NvAPI_SetView = 0x957D7B6, +// NvAPI_SetViewEx = 0x6B89E68, +// NvAPI_Stereo_Activate = 0xF6A1AD68, +// NvAPI_Stereo_CaptureJpegImage = 0x932CB140, +// NvAPI_Stereo_CapturePngImage = 0x8B7E99B5, +// NvAPI_Stereo_CreateConfigurationProfileRegistryKey = 0xBE7692EC, +// NvAPI_Stereo_CreateHandleFromIUnknown = 0xAC7E37F4, +// NvAPI_Stereo_Deactivate = 0x2D68DE96, +// NvAPI_Stereo_Debug_WasLastDrawStereoized = 0xED4416C5, +// NvAPI_Stereo_DecreaseConvergence = 0x4C87E317, +// NvAPI_Stereo_DecreaseSeparation = 0xDA044458, +// NvAPI_Stereo_DeleteConfigurationProfileRegistryKey = 0xF117B834, +// NvAPI_Stereo_DeleteConfigurationProfileValue = 0x49BCEECF, +// NvAPI_Stereo_DestroyHandle = 0x3A153134, +// NvAPI_Stereo_Disable = 0x2EC50C2B, +// NvAPI_Stereo_Enable = 0x239C4545, +// NvAPI_Stereo_GetConvergence = 0x4AB00934, +// NvAPI_Stereo_GetDefaultProfile = 0x624E21C2, +// NvAPI_Stereo_GetEyeSeparation = 0xCE653127, +// NvAPI_Stereo_GetFrustumAdjustMode = 0xE6839B43, +// NvAPI_Stereo_GetSeparation = 0x451F2134, +// NvAPI_Stereo_GetStereoSupport = 0x296C434D, +// NvAPI_Stereo_GetSurfaceCreationMode = 0x36F1C736, +// NvAPI_Stereo_IncreaseConvergence = 0xA17DAABE, +// NvAPI_Stereo_IncreaseSeparation = 0xC9A8ECEC, +// NvAPI_Stereo_InitActivation = 0xC7177702, +// NvAPI_Stereo_IsActivated = 0x1FB0BC30, +// NvAPI_Stereo_IsEnabled = 0x348FF8E1, +// NvAPI_Stereo_IsWindowedModeSupported = 0x40C8ED5E, +// NvAPI_Stereo_ReverseStereoBlitControl = 0x3CD58F89, +// NvAPI_Stereo_SetActiveEye = 0x96EEA9F8, +// NvAPI_Stereo_SetConfigurationProfileValue = 0x24409F48, +// NvAPI_Stereo_SetConvergence = 0x3DD6B54B, +// NvAPI_Stereo_SetDefaultProfile = 0x44F0ECD1, +// NvAPI_Stereo_SetDriverMode = 0x5E8F0BEC, +// NvAPI_Stereo_SetFrustumAdjustMode = 0x7BE27FA2, +// NvAPI_Stereo_SetNotificationMessage = 0x6B9B409E, +// NvAPI_Stereo_SetSeparation = 0x5C069FA3, +// NvAPI_Stereo_SetSurfaceCreationMode = 0xF5DCFCBA, +// NvAPI_Stereo_Trigger_Activation = 0xD6C6CD2, +// NvAPI_SYS_GetChipSetInfo = 0x53DABBCA, +// NvAPI_SYS_GetDisplayIdFromGpuAndOutputId = 0x8F2BAB4, +// NvAPI_SYS_GetDriverAndBranchVersion = 0x2926AAAD, +// NvAPI_SYS_GetGpuAndOutputIdFromDisplayId = 0x112BA1A5, +// NvAPI_SYS_GetLidAndDockInfo = 0xCDA14D8A, +// NvAPI_SYS_GetPhysicalGpuFromDisplayId = 0x9EA74659, +// NvAPI_VIO_Close = 0xD01BD237, +// NvAPI_VIO_EnumDataFormats = 0x221FA8E8, +// NvAPI_VIO_EnumDevices = 0xFD7C5557, +// NvAPI_VIO_EnumSignalFormats = 0xEAD72FE4, +// NvAPI_VIO_GetCapabilities = 0x1DC91303, +// NvAPI_VIO_GetConfig = 0xD34A789B, +// NvAPI_VIO_GetCSC = 0x7B0D72A3, +// NvAPI_VIO_GetGamma = 0x51D53D06, +// NvAPI_VIO_GetPCIInfo = 0xB981D935, +// NvAPI_VIO_GetSyncDelay = 0x462214A9, +// NvAPI_VIO_IsFrameLockModeCompatible = 0x7BF0A94D, +// NvAPI_VIO_IsRunning = 0x96BD040E, +// NvAPI_VIO_Open = 0x44EE4841, +// NvAPI_VIO_QueryTopology = 0x869534E2, +// NvAPI_VIO_SetConfig = 0xE4EEC07, +// NvAPI_VIO_SetCSC = 0xA1EC8D74, +// NvAPI_VIO_SetGamma = 0x964BF452, +// NvAPI_VIO_SetSyncDelay = 0x2697A8D1, +// NvAPI_VIO_Start = 0xCDE8E1A3, +// NvAPI_VIO_Status = 0xE6CE4F1, +// NvAPI_VIO_Stop = 0x6BA2A5D6, +// NvAPI_VIO_SyncFormatDetect = 0x118D48A3, + +// // ------------------------------------------------- +// // Private Internal NvAPI Functions +// // ------------------------------------------------- + +// NvAPI_3D_GetProperty = 0x8061A4B1, +// NvAPI_3D_GetPropertyRange = 0x0B85DE27C, +// NvAPI_3D_SetProperty = 0x0C9175E8D, +// NvAPI_AccessDisplayDriverRegistry = 0xF5579360, +// NvAPI_Coproc_GetApplicationCoprocInfo = 0x79232685, +// NvAPI_Coproc_GetCoprocInfoFlagsEx = 0x69A9874D, +// NvAPI_Coproc_GetCoprocStatus = 0x1EFC3957, +// NvAPI_Coproc_NotifyCoprocPowerState = 0x0CADCB956, +// NvAPI_Coproc_SetCoprocInfoFlagsEx = 0x0F4C863AC, +// NvAPI_CreateUnAttachedDisplayFromDisplay = 0xA0C72EE4, +// NvAPI_D3D_CreateQuery = 0x5D19BCA4, +// NvAPI_D3D_DestroyQuery = 0x0C8FF7258, +// NvAPI_D3D_Query_Begin = 0x0E5A9AAE0, +// NvAPI_D3D_Query_End = 0x2AC084FA, +// NvAPI_D3D_Query_GetData = 0x0F8B53C69, +// NvAPI_D3D_Query_GetDataSize = 0x0F2A54796, +// NvAPI_D3D_Query_GetType = 0x4ACEEAF7, +// NvAPI_D3D_RegisterApp = 0x0D44D3C4E, +// NvAPI_D3D10_AliasPrimaryAsTexture = 0x8AAC133D, +// NvAPI_D3D10_BeginShareResource = 0x35233210, +// NvAPI_D3D10_BeginShareResourceEx = 0x0EF303A9D, +// NvAPI_D3D10_CreateDevice = 0x2DE11D61, +// NvAPI_D3D10_CreateDeviceAndSwapChain = 0x5B803DAF, +// NvAPI_D3D10_EndShareResource = 0x0E9C5853, +// NvAPI_D3D10_GetRenderedCursorAsBitmap = 0x0CAC3CE5D, +// NvAPI_D3D10_ProcessCallbacks = 0x0AE9C2019, +// NvAPI_D3D10_SetPrimaryFlipChainCallbacks = 0x73EB9329, +// NvAPI_D3D11_BeginShareResource = 0x121BDC6, +// NvAPI_D3D11_EndShareResource = 0x8FFB8E26, +// NvAPI_D3D1x_BindSwapBarrier = 0x9DE8C729, +// NvAPI_D3D1x_IFR_SetUpTargetBufferToSys = 0x473F7828, +// NvAPI_D3D1x_IFR_TransferRenderTarget = 0x9FBAE4EB, +// NvAPI_D3D1x_JoinSwapGroup = 0x14610CD7, +// NvAPI_D3D1x_Present = 0x3B845A1, +// NvAPI_D3D1x_QueryFrameCount = 0x9152E055, +// NvAPI_D3D1x_QueryMaxSwapGroup = 0x9BB9D68F, +// NvAPI_D3D1x_QuerySwapGroup = 0x407F67AA, +// NvAPI_D3D1x_ResetFrameCount = 0x0FBBB031A, +// NvAPI_D3D9_AliasPrimaryAsTexture = 0x13C7112E, +// NvAPI_D3D9_AliasPrimaryFromDevice = 0x7C20C5BE, +// NvAPI_D3D9_BindSwapBarrier = 0x9C39C246, +// NvAPI_D3D9_CreatePathContextNV = 0x0A342F682, +// NvAPI_D3D9_CreatePathNV = 0x71329DF3, +// NvAPI_D3D9_CreateRenderTarget = 0x0B3827C8, +// NvAPI_D3D9_CreateTexture = 0x0D5E13573, +// NvAPI_D3D9_CreateVideo = 0x89FFD9A3, +// NvAPI_D3D9_CreateVideoBegin = 0x84C9D553, +// NvAPI_D3D9_CreateVideoEnd = 0x0B476BF61, +// NvAPI_D3D9_DeletePathNV = 0x73E0019A, +// NvAPI_D3D9_DestroyPathContextNV = 0x667C2929, +// NvAPI_D3D9_DMA = 0x962B8AF6, +// NvAPI_D3D9_DrawPathNV = 0x13199B3D, +// NvAPI_D3D9_EnableStereo = 0x492A6954, +// NvAPI_D3D9_EnumVideoFeatures = 0x1DB7C52C, +// NvAPI_D3D9_FreeVideo = 0x3111BED1, +// NvAPI_D3D9_GetCurrentRenderTargetHandle = 0x22CAD61, +// NvAPI_D3D9_GetCurrentZBufferHandle = 0x0B380F218, +// NvAPI_D3D9_GetIndexBufferHandle = 0x0FC5A155B, +// NvAPI_D3D9_GetOverlaySurfaceHandles = 0x6800F5FC, +// NvAPI_D3D9_GetSLIInfo = 0x694BFF4D, +// NvAPI_D3D9_GetTextureHandle = 0x0C7985ED5, +// NvAPI_D3D9_GetVertexBufferHandle = 0x72B19155, +// NvAPI_D3D9_GetVideoCapabilities = 0x3D596B93, +// NvAPI_D3D9_GetVideoState = 0x0A4527BF8, +// NvAPI_D3D9_GPUBasedCPUSleep = 0x0D504DDA7, +// NvAPI_D3D9_GpuSyncAcquire = 0x0D00B8317, +// NvAPI_D3D9_GpuSyncEnd = 0x754033F0, +// NvAPI_D3D9_GpuSyncGetHandleSize = 0x80C9FD3B, +// NvAPI_D3D9_GpuSyncInit = 0x6D6FDAD4, +// NvAPI_D3D9_GpuSyncMapIndexBuffer = 0x12EE68F2, +// NvAPI_D3D9_GpuSyncMapSurfaceBuffer = 0x2AB714AB, +// NvAPI_D3D9_GpuSyncMapTexBuffer = 0x0CDE4A28A, +// NvAPI_D3D9_GpuSyncMapVertexBuffer = 0x0DBC803EC, +// NvAPI_D3D9_GpuSyncRelease = 0x3D7A86BB, +// NvAPI_D3D9_IFR_SetUpTargetBufferToNV12BLVideoSurface = 0x0CFC92C15, +// NvAPI_D3D9_IFR_SetUpTargetBufferToSys = 0x55255D05, +// NvAPI_D3D9_IFR_TransferRenderTarget = 0x0AB7C2DC, +// NvAPI_D3D9_IFR_TransferRenderTargetToNV12BLVideoSurface = 0x5FE72F64, +// NvAPI_D3D9_JoinSwapGroup = 0x7D44BB54, +// NvAPI_D3D9_Lock = 0x6317345C, +// NvAPI_D3D9_NVFBC_GetStatus = 0x0bd3eb475, +// NvAPI_D3D9_PathClearDepthNV = 0x157E45C4, +// NvAPI_D3D9_PathDepthNV = 0x0FCB16330, +// NvAPI_D3D9_PathEnableColorWriteNV = 0x3E2804A2, +// NvAPI_D3D9_PathEnableDepthTestNV = 0x0E99BA7F3, +// NvAPI_D3D9_PathMatrixNV = 0x0D2F6C499, +// NvAPI_D3D9_PathParameterfNV = 0x0F7FF00C1, +// NvAPI_D3D9_PathParameteriNV = 0x0FC31236C, +// NvAPI_D3D9_PathVerticesNV = 0x0C23DF926, +// NvAPI_D3D9_Present = 0x5650BEB, +// NvAPI_D3D9_PresentSurfaceToDesktop = 0x0F7029C5, +// NvAPI_D3D9_PresentVideo = 0x5CF7F862, +// NvAPI_D3D9_QueryAAOverrideMode = 0x0DDF5643C, +// NvAPI_D3D9_QueryFrameCount = 0x9083E53A, +// NvAPI_D3D9_QueryMaxSwapGroup = 0x5995410D, +// NvAPI_D3D9_QuerySwapGroup = 0x0EBA4D232, +// NvAPI_D3D9_QueryVideoInfo = 0x1E6634B3, +// NvAPI_D3D9_ResetFrameCount = 0x0FA6A0675, +// NvAPI_D3D9_SetGamutData = 0x2BBDA32E, +// NvAPI_D3D9_SetPitchSurfaceCreation = 0x18CDF365, +// NvAPI_D3D9_SetResourceHint = 0x905F5C27, +// NvAPI_D3D9_SetSLIMode = 0x0BFDC062C, +// NvAPI_D3D9_SetSurfaceCreationLayout = 0x5609B86A, +// NvAPI_D3D9_SetVideoState = 0x0BD4BC56F, +// NvAPI_D3D9_StretchRect = 0x0AEAECD41, +// NvAPI_D3D9_Unlock = 0x0C182027E, +// NvAPI_D3D9_VideoSurfaceEncryptionControl = 0x9D2509EF, +// NvAPI_DeleteCustomDisplay = 0x0E7CB998D, +// NvAPI_DeleteUnderscanConfig = 0x0F98854C8, +// NvAPI_Disp_DpAuxChannelControl = 0x8EB56969, +// NvAPI_DISP_EnumHDMIStereoModes = 0x0D2CCF5D6, +// NvAPI_DISP_GetDisplayBlankingState = 0x63E5D8DB, +// NvAPI_DISP_GetHCloneTopology = 0x47BAD137, +// NvAPI_DISP_GetVirtualModeData = 0x3230D69A, +// NvAPI_DISP_OverrideDisplayModeList = 0x291BFF2, +// NvAPI_DISP_SetDisplayBlankingState = 0x1E17E29B, +// NvAPI_DISP_SetHCloneTopology = 0x61041C24, +// NvAPI_DISP_ValidateHCloneTopology = 0x5F4C2664, +// NvAPI_EnumCustomDisplay = 0x42892957, +// NvAPI_EnumUnderscanConfig = 0x4144111A, +// NvAPI_Event_RegisterCallback = 0x0E6DBEA69, +// NvAPI_Event_UnregisterCallback = 0x0DE1F9B45, +// NvAPI_GetDisplayDriverBuildTitle = 0x7562E947, +// NvAPI_GetDisplayDriverCompileType = 0x988AEA78, +// NvAPI_GetDisplayDriverMemoryInfo = 0x774AA982, +// NvAPI_GetDisplayDriverRegistryPath = 0x0E24CEEE, +// NvAPI_GetDisplayDriverSecurityLevel = 0x9D772BBA, +// NvAPI_GetDisplayFeatureConfig = 0x8E985CCD, +// NvAPI_GetDisplayFeatureConfigDefaults = 0x0F5F4D01, +// NvAPI_GetDisplayPosition = 0x6BB1EE5D, +// NvAPI_GetDisplaySettings = 0x0DC27D5D4, +// NvAPI_GetDriverMemoryInfo = 0x2DC95125, +// NvAPI_GetDriverModel = 0x25EEB2C4, +// NvAPI_GetDVCInfo = 0x4085DE45, +// NvAPI_GetDVCInfoEx = 0x0E45002D, +// NvAPI_GetGPUIDfromPhysicalGPU = 0x6533EA3E, +// NvAPI_GetHDCPLinkParameters = 0x0B3BB0772, +// NvAPI_GetHUEInfo = 0x95B64341, +// NvAPI_GetHybridMode = 0x0E23B68C1, +// NvAPI_GetImageSharpeningInfo = 0x9FB063DF, +// NvAPI_GetInfoFrame = 0x9734F1D, +// NvAPI_GetInfoFrameState = 0x41511594, +// NvAPI_GetInfoFrameStatePvt = 0x7FC17574, +// NvAPI_GetInvalidGpuTopologies = 0x15658BE6, +// NvAPI_GetLoadedMicrocodePrograms = 0x919B3136, +// NvAPI_GetPhysicalGPUFromDisplay = 0x1890E8DA, +// NvAPI_GetPhysicalGPUFromGPUID = 0x5380AD1A, +// NvAPI_GetPVExtName = 0x2F5B08E0, +// NvAPI_GetPVExtProfile = 0x1B1B9A16, +// NvAPI_GetScalingCaps = 0x8E875CF9, +// NvAPI_GetTiming = 0x0AFC4833E, +// NvAPI_GetTopologyDisplayGPU = 0x813D89A8, +// NvAPI_GetTVEncoderControls = 0x5757474A, +// NvAPI_GetTVOutputBorderColor = 0x6DFD1C8C, +// NvAPI_GetTVOutputInfo = 0x30C805D5, +// NvAPI_GetUnAttachedDisplayDriverRegistryPath = 0x633252D8, +// NvAPI_GetValidGpuTopologies = 0x5DFAB48A, +// NvAPI_GetVideoState = 0x1C5659CD, +// NvAPI_GPS_GetPerfSensors = 0x271C1109, +// NvAPI_GPS_GetPowerSteeringStatus = 0x540EE82E, +// NvAPI_GPS_GetThermalLimit = 0x583113ED, +// NvAPI_GPS_GetVPStateCap = 0x71913023, +// NvAPI_GPS_SetPowerSteeringStatus = 0x9723D3A2, +// NvAPI_GPS_SetThermalLimit = 0x0C07E210F, +// NvAPI_GPS_SetVPStateCap = 0x68888EB4, +// NvAPI_GPU_ClearPCIELinkAERInfo = 0x521566BB, +// NvAPI_GPU_ClearPCIELinkErrorInfo = 0x8456FF3D, +// NvAPI_GPU_ClientPowerPoliciesGetInfo = 0x34206D86, +// NvAPI_GPU_ClientPowerPoliciesGetStatus = 0x70916171, +// NvAPI_GPU_ClientPowerPoliciesSetStatus = 0x0AD95F5ED, +// NvAPI_GPU_ClientPowerTopologyGetInfo = 0x0A4DFD3F2, +// NvAPI_GPU_ClientPowerTopologyGetStatus = 0x0EDCF624E, +// NvAPI_GPU_CudaEnumComputeCapableGpus = 0x5786CC6E, +// NvAPI_GPU_EnableDynamicPstates = 0x0FA579A0F, +// NvAPI_GPU_EnableOverclockedPstates = 0x0B23B70EE, +// NvAPI_GPU_Get_DisplayPort_DongleInfo = 0x76A70E8D, +// NvAPI_GPU_GetAllClocks = 0x1BD69F49, +// NvAPI_GPU_GetAllGpusOnSameBoard = 0x4DB019E6, +// NvAPI_GPU_GetArchInfo = 0xD8265D24, +// NvAPI_GPU_GetBarInfo = 0xE4B701E3, +// NvAPI_GPU_GetClockBoostLock = 0xe440b867, // unknown name, NVAPI_ID_CURVE_GET +// NvAPI_GPU_GetClockBoostMask = 0x507b4b59, +// NvAPI_GPU_GetClockBoostRanges = 0x64b43a6a, +// NvAPI_GPU_GetClockBoostTable = 0x23f1b133, +// NvAPI_GPU_GetColorSpaceConversion = 0x8159E87A, +// NvAPI_GPU_GetConnectorInfo = 0x4ECA2C10, +// NvAPI_GPU_GetCoolerPolicyTable = 0x518A32C, +// NvAPI_GPU_GetCoolerSettings = 0x0DA141340, +// NvAPI_GPU_GetCoreVoltageBoostPercent = 0x9df23ca1, +// NvAPI_GPU_GetCurrentFanSpeedLevel = 0x0BD71F0C9, +// NvAPI_GPU_GetCurrentThermalLevel = 0x0D2488B79, +// NvAPI_GPU_GetCurrentVoltage = 0x465f9bcf, +// NvAPI_GPU_GetDeepIdleState = 0x1AAD16B4, +// NvAPI_GPU_GetDeviceDisplayMode = 0x0D2277E3A, +// NvAPI_GPU_GetDisplayUnderflowStatus = 0xED9E8057, +// NvAPI_GPU_GetDitherControl = 0x932AC8FB, +// NvAPI_GPU_GetExtendedMinorRevision = 0x25F17421, +// NvAPI_GPU_GetFBWidthAndLocation = 0x11104158, +// NvAPI_GPU_GetFlatPanelInfo = 0x36CFF969, +// NvAPI_GPU_GetFoundry = 0x5D857A00, +// NvAPI_GPU_GetFrameBufferCalibrationLockFailures = 0x524B9773, +// NvAPI_GPU_GetHardwareQualType = 0xF91E777B, +// NvAPI_GPU_GetHybridControllerInfo = 0xD26B8A58, +// NvAPI_GPU_GetLogicalFBWidthAndLocation = 0x8efc0978, +// NvAPI_GPU_GetManufacturingInfo = 0xA4218928, +// NvAPI_GPU_GetMemPartitionMask = 0x329D77CD, +// NvAPI_GPU_GetMXMBlock = 0xB7AB19B9, +// NvAPI_GPU_GetPartitionCount = 0x86F05D7A, +// NvAPI_GPU_GetPCIEInfo = 0xE3795199, +// NvAPI_GPU_GetPerfClocks = 0x1EA54A3B, +// NvAPI_GPU_GetPerfHybridMode = 0x5D7CCAEB, +// NvAPI_GPU_GetPerGpuTopologyStatus = 0x0A81F8992, +// NvAPI_GPU_GetPixelClockRange = 0x66AF10B7, +// NvAPI_GPU_GetPowerMizerInfo = 0x76BFA16B, +// NvAPI_GPU_GetPSFloorSweepStatus = 0xDEE047AB, +// NvAPI_GPU_GetPstateClientLimits = 0x88C82104, +// NvAPI_GPU_GetPstatesInfo = 0x0BA94C56E, +// NvAPI_GPU_GetRamBankCount = 0x17073A3C, +// NvAPI_GPU_GetRamBusWidth = 0x7975C581, +// NvAPI_GPU_GetRamConfigStrap = 0x51CCDB2A, +// NvAPI_GPU_GetRamMaker = 0x42aea16a, +// NvAPI_GPU_GetRamType = 0x57F7CAAC, +// NvAPI_GPU_GetRawFuseData = 0xE0B1DCE9, +// NvAPI_GPU_GetROPCount = 0xfdc129fa, +// NvAPI_GPU_GetSampleType = 0x32E1D697, +// NvAPI_GPU_GetSerialNumber = 0x14B83A5F, +// NvAPI_GPU_GetShaderPipeCount = 0x63E2F56F, +// NvAPI_GPU_GetShortName = 0xD988F0F3, +// NvAPI_GPU_GetSMMask = 0x0EB7AF173, +// NvAPI_GPU_GetTargetID = 0x35B5FD2F, +// NvAPI_GPU_GetThermalPoliciesInfo = 0x00D258BB5, // NvAPI_GPU_ClientThermalPoliciesGetInfo +// NvAPI_GPU_GetThermalPoliciesStatus = 0x0E9C425A1, +// NvAPI_GPU_GetThermalTable = 0xC729203C, +// NvAPI_GPU_GetTotalSMCount = 0x0AE5FBCFE, +// NvAPI_GPU_GetTotalSPCount = 0x0B6D62591, +// NvAPI_GPU_GetTotalTPCCount = 0x4E2F76A8, +// NvAPI_GPU_GetTPCMask = 0x4A35DF54, +// NvAPI_GPU_GetUsages = 0x189a1fdf, +// NvAPI_GPU_GetVbiosImage = 0xFC13EE11, +// NvAPI_GPU_GetVbiosMxmVersion = 0xE1D5DABA, +// NvAPI_GPU_GetVFPCurve = 0x21537ad4, +// NvAPI_GPU_GetVoltageDomainsStatus = 0x0C16C7E2C, +// NvAPI_GPU_GetVoltages = 0x7D656244, +// NvAPI_GPU_GetVoltageStep = 0x28766157, // unsure of the name +// NvAPI_GPU_GetVPECount = 0xD8CBF37B, +// NvAPI_GPU_GetVSFloorSweepStatus = 0xD4F3944C, +// NvAPI_GPU_GPIOQueryLegalPins = 0x0FAB69565, +// NvAPI_GPU_GPIOReadFromPin = 0x0F5E10439, +// NvAPI_GPU_GPIOWriteToPin = 0x0F3B11E68, +// NvAPI_GPU_PerfPoliciesGetInfo = 0x409d9841, +// NvAPI_GPU_PerfPoliciesGetStatus = 0x3d358a0c, +// NvAPI_GPU_PhysxQueryRecommendedState = 0x7A4174F4, +// NvAPI_GPU_PhysxSetState = 0x4071B85E, +// NvAPI_GPU_QueryActiveApps = 0x65B1C5F5, +// NvAPI_GPU_RestoreCoolerPolicyTable = 0x0D8C4FE63, +// NvAPI_GPU_RestoreCoolerSettings = 0x8F6ED0FB, +// NvAPI_GPU_SetClockBoostLock = 0x39442cfb, // unknown name, NVAPI_ID_CURVE_SET +// NvAPI_GPU_SetClockBoostTable = 0x0733e009, +// NvAPI_GPU_SetClocks = 0x6F151055, +// NvAPI_GPU_SetColorSpaceConversion = 0x0FCABD23A, +// NvAPI_GPU_SetCoolerLevels = 0x891FA0AE, +// NvAPI_GPU_SetCoolerPolicyTable = 0x987947CD, +// NvAPI_GPU_SetCoreVoltageBoostPercent = 0xb9306d9b, +// NvAPI_GPU_SetCurrentPCIESpeed = 0x3BD32008, +// NvAPI_GPU_SetCurrentPCIEWidth = 0x3F28E1B9, +// NvAPI_GPU_SetDeepIdleState = 0x568A2292, +// NvAPI_GPU_SetDisplayUnderflowMode = 0x387B2E41, +// NvAPI_GPU_SetDitherControl = 0x0DF0DFCDD, +// NvAPI_GPU_SetPerfClocks = 0x7BCF4AC, +// NvAPI_GPU_SetPerfHybridMode = 0x7BC207F8, +// NvAPI_GPU_SetPixelClockRange = 0x5AC7F8E5, +// NvAPI_GPU_SetPowerMizerInfo = 0x50016C78, +// NvAPI_GPU_SetPstateClientLimits = 0x0FDFC7D49, +// NvAPI_GPU_SetPstates20 = 0x0F4DAE6B, +// NvAPI_GPU_SetPstatesInfo = 0x0CDF27911, +// NvAPI_GPU_SetThermalPoliciesStatus = 0x034C0B13D, +// NvAPI_Hybrid_IsAppMigrationStateChangeable = 0x584CB0B6, +// NvAPI_Hybrid_QueryBlockedMigratableApps = 0x0F4C2F8CC, +// NvAPI_Hybrid_QueryUnblockedNonMigratableApps = 0x5F35BCB5, +// NvAPI_Hybrid_SetAppMigrationState = 0x0FA0B9A59, +// NvAPI_I2CReadEx = 0x4D7B0709, +// NvAPI_I2CWriteEx = 0x283AC65A, +// NvAPI_LoadMicrocode = 0x3119F36E, +// NvAPI_Mosaic_ChooseGpuTopologies = 0x0B033B140, +// NvAPI_Mosaic_EnumGridTopologies = 0x0A3C55220, +// NvAPI_Mosaic_GetDisplayCapabilities = 0x0D58026B9, +// NvAPI_Mosaic_GetMosaicCapabilities = 0x0DA97071E, +// NvAPI_Mosaic_GetMosaicViewports = 0x7EBA036, +// NvAPI_Mosaic_SetGridTopology = 0x3F113C77, +// NvAPI_Mosaic_ValidateDisplayGridsWithSLI = 0x1ECFD263, +// NvAPI_QueryNonMigratableApps = 0x0BB9EF1C3, +// NvAPI_QueryUnderscanCap = 0x61D7B624, +// NvAPI_RestartDisplayDriver = 0xB4B26B65, +// NvAPI_RevertCustomDisplayTrial = 0x854BA405, +// NvAPI_SaveCustomDisplay = 0x0A9062C78, +// NvAPI_SetDisplayFeatureConfig = 0x0F36A668D, +// NvAPI_SetDisplayPosition = 0x57D9060F, +// NvAPI_SetDisplaySettings = 0x0E04F3D86, +// NvAPI_SetDVCLevel = 0x172409B4, +// NvAPI_SetDVCLevelEx = 0x4A82C2B1, +// NvAPI_SetFrameRateNotify = 0x18919887, +// NvAPI_SetGpuTopologies = 0x25201F3D, +// NvAPI_SetHUEAngle = 0x0F5A0F22C, +// NvAPI_SetHybridMode = 0x0FB22D656, +// NvAPI_SetImageSharpeningLevel = 0x3FC9A59C, +// NvAPI_SetInfoFrame = 0x69C6F365, +// NvAPI_SetInfoFrameState = 0x67EFD887, +// NvAPI_SetPVExtName = 0x4FEEB498, +// NvAPI_SetPVExtProfile = 0x8354A8F4, +// NvAPI_SetTopologyDisplayGPU = 0xF409D5E5, +// NvAPI_SetTopologyFocusDisplayAndView = 0x0A8064F9, +// NvAPI_SetTVEncoderControls = 0x0CA36A3AB, +// NvAPI_SetTVOutputBorderColor = 0x0AED02700, +// NvAPI_SetUnderscanConfig = 0x3EFADA1D, +// NvAPI_SetVideoState = 0x54FE75A, +// NvAPI_Stereo_AppHandShake = 0x8C610BDA, +// NvAPI_Stereo_ForceToScreenDepth = 0x2D495758, +// NvAPI_Stereo_GetCursorSeparation = 0x72162B35, +// NvAPI_Stereo_GetPixelShaderConstantB = 0x0C79333AE, +// NvAPI_Stereo_GetPixelShaderConstantF = 0x0D4974572, +// NvAPI_Stereo_GetPixelShaderConstantI = 0x0ECD8F8CF, +// NvAPI_Stereo_GetStereoCaps = 0x0DFC063B7, +// NvAPI_Stereo_GetVertexShaderConstantB = 0x712BAA5B, +// NvAPI_Stereo_GetVertexShaderConstantF = 0x622FDC87, +// NvAPI_Stereo_GetVertexShaderConstantI = 0x5A60613A, +// NvAPI_Stereo_HandShake_Message_Control = 0x315E0EF0, +// NvAPI_Stereo_HandShake_Trigger_Activation = 0x0B30CD1A7, +// NvAPI_Stereo_Is3DCursorSupported = 0x0D7C9EC09, +// NvAPI_Stereo_SetCursorSeparation = 0x0FBC08FC1, +// NvAPI_Stereo_SetPixelShaderConstantB = 0x0BA6109EE, +// NvAPI_Stereo_SetPixelShaderConstantF = 0x0A9657F32, +// NvAPI_Stereo_SetPixelShaderConstantI = 0x912AC28F, +// NvAPI_Stereo_SetVertexShaderConstantB = 0x5268716F, +// NvAPI_Stereo_SetVertexShaderConstantF = 0x416C07B3, +// NvAPI_Stereo_SetVertexShaderConstantI = 0x7923BA0E, +// NvAPI_SYS_GetChipSetTopologyStatus = 0x8A50F126, +// NvAPI_SYS_GetSliApprovalCookie = 0xB539A26E, +// NvAPI_SYS_SetPostOutput = 0xD3A092B1, +// NvAPI_SYS_VenturaGetCoolingBudget = 0x0C9D86E33, +// NvAPI_SYS_VenturaGetPowerReading = 0x63685979, +// NvAPI_SYS_VenturaGetState = 0x0CB7C208D, +// NvAPI_SYS_VenturaSetCoolingBudget = 0x85FF5A15, +// NvAPI_SYS_VenturaSetState = 0x0CE2E9D9, +// NvAPI_TryCustomDisplay = 0x0BF6C1762, +// NvAPI_VideoGetStereoInfo = 0x8E1F8CFE, +// NvAPI_VideoSetStereoInfo = 0x97063269, +// NvAPI_GPU_ClientFanCoolersGetInfo = 0xfb85b01e, +// NvAPI_GPU_ClientFanCoolersGetStatus = 0x35aed5e8, +// NvAPI_GPU_ClientFanCoolersGetControl = 0x814b209f, +// NvAPI_GPU_ClientFanCoolersSetControl = 0xa58971a5, +// Unknown_1629A173 = 0x1629a173, // `Unknown(*mut { version = 0x00030038, count, .. })` +// Unknown_36E39E6B = 0x36e39e6b, // `Unknown(*mut { version = 0x0002000c, count, ... })` might be handles? +// Unknown_B7BCF50D = 0xb7bcf50d, // `Unknown(hGpu, *mut { version = 0x00010008, value })` seen `value = 0x703` +// Unknown_F1D2777B = 0xf1d2777b, // `Unknown(hDisplayHandle, *mut hGpu)` maybe? + +// NvAPI_Unload = 0xD22BDD7E, +// NvAPI_Initialize = 0x150E828 + +typedef uintptr_t *(*NvAPI_QueryInterface_t)(unsigned int); + +typedef struct nv_module { + HMODULE handle; + nv_api_t api; +} nv_module_t; + +static void* _nv_module_function_get(HMODULE handle, const char *name) +{ + void *func = GetProcAddress(handle, name); + + if (func == NULL) { + log_fatal("Failed to get function pointer for %s: %s", name, util_winerr_format_error_code(GetLastError())); + } + + return func; +} + +void nv_module_load(nv_module_t **module) +{ + HMODULE handle; + NvAPI_QueryInterface_t nvapi_query_interface; + + log_assert(module); + + *module = (nv_module_t *) xmalloc(sizeof(nv_module_t)); + + handle = LoadLibraryA(NV_MODULE_PATH); + + if (handle == NULL) { + log_fatal("Failed to load nvapi module: %s", util_winerr_format_error_code(GetLastError())); + } + + (*module)->handle = handle; + + nvapi_query_interface = _nv_module_function_get((*module)->handle, "nvapi_QueryInterface"); + + (*module)->api.NvAPI_Initialize = (NvAPI_Initialize_t) nvapi_query_interface(0x0150E828); + (*module)->api.NvAPI_Unload = (NvAPI_Unload_t) nvapi_query_interface(0xD22BDD7E); + (*module)->api.NvAPI_GetInterfaceVersionStringEx = (NvAPI_GetInterfaceVersionStringEx_t) nvapi_query_interface(0x1053FA5); + (*module)->api.NvAPI_SYS_GetDriverAndBranchVersion = (NvAPI_SYS_GetDriverAndBranchVersion_t) nvapi_query_interface(0x2926AAAD); + (*module)->api.NvAPI_GetErrorMessage = (NvAPI_GetErrorMessage_t) nvapi_query_interface(0x6C2D048C); + (*module)->api.NvAPI_DRS_CreateSession = (NvAPI_DRS_CreateSession_t) nvapi_query_interface(0x0694D52E); + (*module)->api.NvAPI_DRS_LoadSettings = (NvAPI_DRS_LoadSettings_t) nvapi_query_interface(0x375DBD6B); + (*module)->api.NvAPI_DRS_FindProfileByName = (NvAPI_DRS_FindProfileByName_t) nvapi_query_interface(0x7E4A9A0B); + (*module)->api.NvAPI_DRS_FindApplicationByName = (NvAPI_DRS_FindApplicationByName_t) nvapi_query_interface(0x0EEE566B2); + (*module)->api.NvAPI_DRS_CreateProfile = (NvAPI_DRS_CreateProfile_t) nvapi_query_interface(0x0CC176068); + (*module)->api.NvAPI_DRS_CreateApplication = (NvAPI_DRS_CreateApplication_t) nvapi_query_interface(0x4347A9DE); + (*module)->api.NvAPI_DRS_GetSetting = (NvAPI_DRS_GetSetting_t) nvapi_query_interface(0x73BF8338); + (*module)->api.NvAPI_DRS_SetSetting = (NvAPI_DRS_SetSetting_t) nvapi_query_interface(0x577DD202); + (*module)->api.NvAPI_DRS_SaveSettings = (NvAPI_DRS_SaveSettings_t) nvapi_query_interface(0x0FCBC7E14); + (*module)->api.NvAPI_DRS_DestroySession = (NvAPI_DRS_DestroySession_t) nvapi_query_interface(0x0DAD9CFF8); + (*module)->api.NvAPI_EnumPhysicalGPUs = (NvAPI_EnumPhysicalGPUs_t) nvapi_query_interface(0x0E5AC921F); + (*module)->api.NvAPI_GPU_GetConnectedDisplayIds = (NvAPI_GPU_GetConnectedDisplayIds_t) nvapi_query_interface(0x78DBA2); + (*module)->api.NvAPI_DISP_GetTiming = (NvAPI_DISP_GetTiming_t) nvapi_query_interface(0x175167E9); + (*module)->api.NvAPI_DISP_TryCustomDisplay = (NvAPI_DISP_TryCustomDisplay_t) nvapi_query_interface(0x1F7DB630); + (*module)->api.NvAPI_DISP_SaveCustomDisplay = (NvAPI_DISP_SaveCustomDisplay_t) nvapi_query_interface(0x49882876); + (*module)->api.NvAPI_DISP_RevertCustomDisplayTrial = (NvAPI_DISP_RevertCustomDisplayTrial_t) nvapi_query_interface(0xCBBD40F0); + (*module)->api.NvAPI_DRS_DeleteProfile = (NvAPI_DRS_DeleteProfile_t) nvapi_query_interface(0x17093206); + (*module)->api.NvAPI_DISP_GetDisplayConfig = (NvAPI_DISP_GetDisplayConfig_t) nvapi_query_interface(0x11ABCCF8); + (*module)->api.NvAPI_DISP_SetDisplayConfig = (NvAPI_DISP_SetDisplayConfig_t) nvapi_query_interface(0x5D8CF8DE); +} + +void nv_module_free(nv_module_t **module) +{ + log_assert(module); + + FreeLibrary((*module)->handle); + + free(*module); +} + +void nv_module_api_get(const nv_module_t *module, nv_api_t *api) +{ + log_assert(module); + log_assert(api); + + *api = module->api; +} diff --git a/src/main/nv/module.h b/src/main/nv/module.h new file mode 100644 index 0000000..0db57f1 --- /dev/null +++ b/src/main/nv/module.h @@ -0,0 +1,13 @@ +#ifndef NVGPU_CONFIG_NVAPI_MODULE_H +#define NVGPU_CONFIG_NVAPI_MODULE_H + +#include "nv/api.h" + +typedef struct nv_module nv_module_t; + +void nv_module_load(nv_module_t **module); +void nv_module_free(nv_module_t **module); + +void nv_module_api_get(const nv_module_t *module, nv_api_t *api); + +#endif \ No newline at end of file diff --git a/src/main/nvgpu/Module.mk b/src/main/nvgpu/Module.mk new file mode 100644 index 0000000..963caf6 --- /dev/null +++ b/src/main/nvgpu/Module.mk @@ -0,0 +1,8 @@ +exes += nvgpu \ + +libs_nvgpu := \ + nv \ + util \ + +src_nvgpu := \ + main.c \ diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c new file mode 100644 index 0000000..983ca19 --- /dev/null +++ b/src/main/nvgpu/main.c @@ -0,0 +1,1347 @@ +#include + +#include +#include +#include +#include +#include +#include + +#include "nv/api.h" +#include "nv/module.h" + +#include "util/fs.h" +#include "util/log.h" +#include "util/mem.h" +#include "util/str.h" + +#define NV_DRS_SETTINGS_FOLDER "C:\\ProgramData\\NVIDIA Corporation\\Drs" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define PRINT_ERR_WITH_NVAPI_MESSAGE(status, fmt, ...) \ + NvAPI_ShortString error_str; \ + nv_api->NvAPI_GetErrorMessage(status, error_str); \ + fprintf(stderr, fmt ", reason: %s\n", ##__VA_ARGS__, error_str); + +static bool _session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_DestroySession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Destroying driver settings session"); + return false; + } + + return true; +} + +static bool _session_create_and_settings_load(const nv_api_t *nv_api, NvDRSSessionHandle *session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_CreateSession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver settings session"); + return false; + } + + status = nv_api->NvAPI_DRS_LoadSettings(*session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Loading driver settings"); + + return _session_destroy(nv_api, *session); + } + + return true; +} + +static bool _settings_save_and_session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + printfln_err("Saving ..."); + + status = nv_api->NvAPI_DRS_SaveSettings(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving driver settings"); + + return _session_destroy(nv_api, session); + } + + return _session_destroy(nv_api, session); +} + +static bool _profile_get( + const nv_api_t *nv_api, + const char *profile_name, + NvDRSSessionHandle session, + NvDRSProfileHandle *profile) +{ + NvAPI_UnicodeString nv_profile_name; + NvAPI_Status status; + wchar_t *profile_name_wstr; + + assert(nv_api); + assert(session); + assert(profile); + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(nv_profile_name, sizeof(nv_profile_name), profile_name_wstr); + + status = nv_api->NvAPI_DRS_FindProfileByName(session, nv_profile_name, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Finding driver profile %s", profile_name); + return false; + } + + return true; +} + +static bool _profile_setting_set( + const nv_api_t *nv_api, + NvDRSSessionHandle session, + NvDRSProfileHandle profile, + NVDRS_SETTING *setting) +{ + NvAPI_Status status; + + assert(nv_api); + assert(setting); + + status = nv_api->NvAPI_DRS_SetSetting(session, profile, setting); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "Error setting driver settings"); + return false; + } + + return true; +} + +static void _ensure_drs_settings_folder_exists() +{ + // Even on a fresh install, this might not exist which result + // in NVAPI_ACCESS_DENIED errors on many (or even all?) nvapi DRS functions + if (!path_exists(NV_DRS_SETTINGS_FOLDER)) { + printfln_err("NOTE: DRS settings folder to store profiles does not exist, creating..."); + path_mkdir(NV_DRS_SETTINGS_FOLDER); + } +} + +// ------------------------------------------------------------------------------------------------- + +static bool _nv_info(const nv_api_t *nv_api) +{ + NvAPI_ShortString interface_version; + NvAPI_ShortString driver_version; + NvU32 driver_version_number; + NvAPI_Status status; + + printfln_err("Getting interface version..."); + + status = nv_api->NvAPI_GetInterfaceVersionStringEx(interface_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting interface version string"); + return false; + } + + printfln_err("Getting driver and branch version..."); + + status = nv_api->NvAPI_SYS_GetDriverAndBranchVersion(&driver_version_number, driver_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting driver and branch version"); + return false; + } + + printfln_out("Interface version: %s", interface_version); + printfln_out("Driver version: %s", driver_version); + printfln_out("Driver version number: %lu", driver_version_number); + + return true; +} + +static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NVDRS_PROFILE profile; + wchar_t *profile_name_wstr; + NvAPI_Status status; + NvDRSProfileHandle profile_handle; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + profile.version = NVDRS_PROFILE_VER; + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(profile.profileName, sizeof(profile.profileName), profile_name_wstr); + free(profile_name_wstr); + + printfln_err("Creating profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver profile"); + + _session_destroy(nv_api, session); + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_delete(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + printfln_err("Deleting profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_DeleteProfile(session, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Deleting driver profile %s", profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_application_add(const nv_api_t *nv_api, const char *profile_name, const char *application_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + NVDRS_APPLICATION application; + wchar_t *application_name_wstr; + + assert(nv_api); + assert(profile_name); + assert(application_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + application.version = NVDRS_APPLICATION_VER; + + application_name_wstr = str_widen(application_name); + wstr_cpy(application.appName, sizeof(application.appName), application_name_wstr); + free(application_name_wstr); + + printfln_err("Adding application %s to profile %s...", application_name, profile_name); + + status = nv_api->NvAPI_DRS_CreateApplication(session, profile, &application); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Adding application %s to profile %s", application_name, profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gsync_disable(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = VRR_APP_OVERRIDE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + setting.u32CurrentValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + + printfln_err("Disabling G-SYNC for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gpu_power_state_max(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = PREFERRED_PSTATE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = PREFERRED_PSTATE_PREFER_MAX; + setting.u32CurrentValue = PREFERRED_PSTATE_PREFER_MAX; + + printfln_err("Setting GPU power state to maximum for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _displays_list(const nv_api_t *nv_api) +{ + NvAPI_Status status; + NvPhysicalGpuHandle gpu_handle[NVAPI_MAX_PHYSICAL_GPUS]; + NvU32 gpu_count; + NvU32 display_id_count; + NV_GPU_DISPLAYIDS *display_ids; + const char *connector_type; + + assert(nv_api); + + status = nv_api->NvAPI_EnumPhysicalGPUs(gpu_handle, &gpu_count); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Enumerating physical GPUs"); + return false; + } + + printfln_err("Display ID, Connector Type, Active, Connected, Physically Connected"); + + for (NvU32 i = 0; i < gpu_count; i++) { + // Get display count per GPU + display_id_count = 0; + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], NULL, &display_id_count, 0); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display count of GPU"); + return false; + } + + if (display_id_count > 0) { + display_ids = (NV_GPU_DISPLAYIDS*) xmalloc(sizeof(NV_GPU_DISPLAYIDS) * display_id_count); + + for (NvU32 j = 0; j < display_id_count; j++) { + display_ids[j].version = NV_GPU_DISPLAYIDS_VER; + } + + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], display_ids, &display_id_count, 0); + + if (status != NVAPI_OK) { + free(display_ids); + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display ids of GPU"); + return false; + } + + for (NvU32 j = 0; j < display_id_count; j++) { + switch (display_ids[j].connectorType) { + case NV_MONITOR_CONN_TYPE_VGA: + connector_type = "VGA"; + break; + case NV_MONITOR_CONN_TYPE_COMPONENT: + connector_type = "Component"; + break; + case NV_MONITOR_CONN_TYPE_SVIDEO: + connector_type = "S-Video"; + break; + case NV_MONITOR_CONN_TYPE_HDMI: + connector_type = "HDMI"; + break; + case NV_MONITOR_CONN_TYPE_DVI: + connector_type = "DVI"; + break; + case NV_MONITOR_CONN_TYPE_LVDS: + connector_type = "LVDS"; + break; + case NV_MONITOR_CONN_TYPE_DP: + connector_type = "DP"; + break; + case NV_MONITOR_CONN_TYPE_COMPOSITE: + connector_type = "Composite"; + break; + default: + connector_type = "unknown"; + break; + } + + printfln_out("0x%lX, %s, %s, %s, %s", + display_ids[j].displayId, + connector_type, + display_ids[j].isActive ? "active" : "inactive", + display_ids[j].isConnected ? "connected" : "disconnected", + display_ids[j].isPhysicallyConnected ? "connected" : "disconnected"); + } + + free(display_ids); + } + } + + return true; +} + +static bool _display_config_get(const nv_api_t *nv_api, NvU32 display_id) +{ + NvU32 target_info_count; + NV_DISPLAYCONFIG_PATH_INFO display_config; + NvAPI_Status status; + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 *target_info; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 *source_mode_info; + + assert(nv_api); + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&target_info_count, NULL); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config count"); + return false; + } + + memset(&display_config, 0, sizeof(NV_DISPLAYCONFIG_PATH_INFO)); + + display_config.version = NV_DISPLAYCONFIG_PATH_INFO_VER; + display_config.targetInfoCount = target_info_count; + display_config.targetInfo = (NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2*) xmalloc(sizeof(NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2) * target_info_count); + display_config.sourceModeInfo = (NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1*) xmalloc(sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1) * target_info_count); + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&target_info_count, &display_config); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config"); + + free(display_config.targetInfo); + free(display_config.sourceModeInfo); + + return false; + } + + if (display_id != 0) { + printfln_err("Applying display ID filter: %lX", display_id); + } + + printfln_err("Num total display configs: %ld", display_config.targetInfoCount); + + for (NvU32 i = 0; i < display_config.targetInfoCount; i++) { + target_info = &display_config.targetInfo[i]; + source_mode_info = &display_config.sourceModeInfo[i]; + + if (display_id != 0 && target_info->displayId != display_id) { + continue; + } + + printfln_out("--------------------------------"); + printfln_out("Display ID: %lX", target_info->displayId); + printfln_out("Resolution width: %ld", source_mode_info->resolution.width); + printfln_out("Resolution height: %ld", source_mode_info->resolution.height); + printfln_out("Color depth: %d", source_mode_info->colorFormat); + printfln_out("Position x: %d", source_mode_info->position.x); + printfln_out("Position y: %d", source_mode_info->position.y); + printfln_out("Spanning orientation: %d", source_mode_info->spanningOrientation); + printfln_out("GDI primary: %d", source_mode_info->bGDIPrimary); + printfln_out("SLI focus: %d", source_mode_info->bSLIFocus); + + if (target_info->details) { + switch (target_info->details->rotation) { + case NV_ROTATE_0: + printfln_out("Rotation: 0 degrees"); + break; + case NV_ROTATE_90: + printfln_out("Rotation: 90 degrees"); + break; + case NV_ROTATE_180: + printfln_out("Rotation: 180 degrees"); + break; + case NV_ROTATE_270: + printfln_out("Rotation: 270 degrees"); + break; + case NV_ROTATE_IGNORED: + printfln_out("Rotation: ignored"); + break; + default: + printfln_out("Rotation: unknown (%d)", target_info->details->rotation); + break; + } + + switch (target_info->details->scaling) { + case NV_SCALING_DEFAULT: + printfln_out("Scaling: default"); + break; + case NV_SCALING_GPU_SCALING_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to closest"); + break; + case NV_SCALING_GPU_SCALING_TO_NATIVE: + printfln_out("Scaling: GPU scaling to native"); + break; + case NV_SCALING_GPU_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scaling to aspect scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to aspect scanout to closest"); + break; + case NV_SCALING_GPU_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scanout to closest"); + break; + case NV_SCALING_GPU_INTEGER_ASPECT_SCALING: + printfln_out("Scaling: GPU integer aspect scaling"); + break; + default: + printfln_out("Scaling: unknown (%d)", target_info->details->scaling); + break; + } + + printfln_out("Refresh rate (non interlaced): %ld", target_info->details->refreshRate1K * 1000); + printfln_out("Interlaced: %d", target_info->details->interlaced); + printfln_out("Primary: %d", target_info->details->primary); + printfln_out("Disable virtual mode support: %d", target_info->details->disableVirtualModeSupport); + printfln_out("Is preferred unscaled target: %d", target_info->details->isPreferredUnscaledTarget); + + switch (target_info->details->connector) { + case NVAPI_GPU_CONNECTOR_VGA_15_PIN: + printfln_out("Connector: VGA 15 Pin"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE: + printfln_out("Connector: TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_TV_SVIDEO: + printfln_out("Connector: TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_COMPONENT: + printfln_out("Connector: TV HDTV Component"); + break; + case NVAPI_GPU_CONNECTOR_TV_SCART: + printfln_out("Connector: TV SCART"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE_SCART_ON_EIAJ4120: + printfln_out("Connector: TV Composite SCART on EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_EIAJ4120: + printfln_out("Connector: TV HDTV EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_HDTV_YPRPB: + printfln_out("Connector: PC POD HDTV YPRPB"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_SVIDEO: + printfln_out("Connector: PC POD S-Video"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_COMPOSITE: + printfln_out("Connector: PC POD Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_SVIDEO: + printfln_out("Connector: DVI-I TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_COMPOSITE: + printfln_out("Connector: DVI-I TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I: + printfln_out("Connector: DVI-I"); + break; + case NVAPI_GPU_CONNECTOR_DVI_D: + printfln_out("Connector: DVI-D"); + break; + case NVAPI_GPU_CONNECTOR_ADC: + printfln_out("Connector: ADC"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_1: + printfln_out("Connector: LFH DVI-I 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_2: + printfln_out("Connector: LFH DVI-I 2"); + break; + case NVAPI_GPU_CONNECTOR_SPWG: + printfln_out("Connector: SPWG"); + break; + case NVAPI_GPU_CONNECTOR_OEM: + printfln_out("Connector: OEM"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_EXTERNAL: + printfln_out("Connector: DisplayPort External"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_INTERNAL: + printfln_out("Connector: DisplayPort Internal"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_MINI_EXT: + printfln_out("Connector: DisplayPort Mini External"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_A: + printfln_out("Connector: HDMI A"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_C_MINI: + printfln_out("Connector: HDMI C Mini"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_1: + printfln_out("Connector: LFH DisplayPort 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_2: + printfln_out("Connector: LFH DisplayPort 2"); + break; + case NVAPI_GPU_CONNECTOR_VIRTUAL_WFD: + printfln_out("Connector: Virtual WFD"); + break; + case NVAPI_GPU_CONNECTOR_USB_C: + printfln_out("Connector: USB C"); + break; + default: + printfln_out("Connector: unknown (%d)", target_info->details->connector); + break; + } + + switch (target_info->details->tvFormat) { + case NV_DISPLAY_TV_FORMAT_NONE: + printfln_out("TV format: none"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCM: + printfln_out("TV format: SD NTSC-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCJ: + printfln_out("TV format: SD NTSC-J"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALM: + printfln_out("TV format: SD PAL-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALBDGH: + printfln_out("TV format: SD PAL-BDGH"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALN: + printfln_out("TV format: SD PAL-N"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALNC: + printfln_out("TV format: SD PAL-NC"); + break; + case NV_DISPLAY_TV_FORMAT_SD_576i: + printfln_out("TV format: SD 576i"); + break; + case NV_DISPLAY_TV_FORMAT_SD_480i: + printfln_out("TV format: SD 480i"); + break; + case NV_DISPLAY_TV_FORMAT_ED_480p: + printfln_out("TV format: ED 480p"); + break; + case NV_DISPLAY_TV_FORMAT_ED_576p: + printfln_out("TV format: ED 576p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p: + printfln_out("TV format: HD 720p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i: + printfln_out("TV format: HD 1080i"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p: + printfln_out("TV format: HD 1080p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p50: + printfln_out("TV format: HD 720p50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p24: + printfln_out("TV format: HD 1080p24"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i50: + printfln_out("TV format: HD 1080i50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p50: + printfln_out("TV format: HD 1080p50"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_3840: + printfln_out("TV format: UHD 4Kp30 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_3840: + printfln_out("TV format: UHD 4Kp25 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_3840: + printfln_out("TV format: UHD 4Kp24 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_SMPTE: + printfln_out("TV format: UHD 4Kp24 SMPTE"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_3840: + printfln_out("TV format: UHD 4Kp50 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_3840: + printfln_out("TV format: UHD 4Kp60 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_4096: + printfln_out("TV format: UHD 4Kp30 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_4096: + printfln_out("TV format: UHD 4Kp25 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_4096: + printfln_out("TV format: UHD 4Kp24 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_4096: + printfln_out("TV format: UHD 4Kp50 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_4096: + printfln_out("TV format: UHD 4Kp60 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp24_7680: + printfln_out("TV format: UHD 8Kp24 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp25_7680: + printfln_out("TV format: UHD 8Kp25 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp30_7680: + printfln_out("TV format: UHD 8Kp30 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp48_7680: + printfln_out("TV format: UHD 8Kp48 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp50_7680: + printfln_out("TV format: UHD 8Kp50 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp60_7680: + printfln_out("TV format: UHD 8Kp60 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp100_7680: + printfln_out("TV format: UHD 8Kp100 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp120_7680: + printfln_out("TV format: UHD 8Kp120 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_3840: + printfln_out("TV format: UHD 4Kp48 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_4096: + printfln_out("TV format: UHD 4Kp48 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_3840: + printfln_out("TV format: UHD 4Kp100 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_4096: + printfln_out("TV format: UHD 4Kp100 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_4096: + printfln_out("TV format: UHD 4Kp120 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_3840: + printfln_out("TV format: UHD 4Kp120 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_5120: + printfln_out("TV format: UHD 4Kp100 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_5120: + printfln_out("TV format: UHD 4Kp120 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_5120: + printfln_out("TV format: UHD 4Kp24 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_5120: + printfln_out("TV format: UHD 4Kp25 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_5120: + printfln_out("TV format: UHD 4Kp30 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_5120: + printfln_out("TV format: UHD 4Kp48 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_5120: + printfln_out("TV format: UHD 4Kp50 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_5120: + printfln_out("TV format: UHD 4Kp60 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp24_10240: + printfln_out("TV format: UHD 10Kp24 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp25_10240: + printfln_out("TV format: UHD 10Kp25 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp30_10240: + printfln_out("TV format: UHD 10Kp30 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp48_10240: + printfln_out("TV format: UHD 10Kp48 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp50_10240: + printfln_out("TV format: UHD 10Kp50 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp60_10240: + printfln_out("TV format: UHD 10Kp60 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp100_10240: + printfln_out("TV format: UHD 10Kp100 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp120_10240: + printfln_out("TV format: UHD 10Kp120 10240"); + break; + case NV_DISPLAY_TV_FORMAT_SD_OTHER: + printfln_out("TV format: SD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ED_OTHER: + printfln_out("TV format: ED Other"); + break; + case NV_DISPLAY_TV_FORMAT_HD_OTHER: + printfln_out("TV format: HD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ANY: + printfln_out("TV format: Any"); + break; + default: + printfln_out("TV format: unknown (%d)", target_info->details->tvFormat); + break; + } + + switch (target_info->details->timingOverride) { + case NV_TIMING_OVERRIDE_CURRENT: + printfln_out("Timing override: current"); + break; + case NV_TIMING_OVERRIDE_AUTO: + printfln_out("Timing override: auto"); + break; + case NV_TIMING_OVERRIDE_EDID: + printfln_out("Timing override: EDID"); + break; + case NV_TIMING_OVERRIDE_DMT: + printfln_out("Timing override: VESA DMT"); + break; + case NV_TIMING_OVERRIDE_DMT_RB: + printfln_out("Timing override: VESA DMT RB"); + break; + case NV_TIMING_OVERRIDE_CVT: + printfln_out("Timing override: VESA CVT"); + break; + case NV_TIMING_OVERRIDE_CVT_RB: + printfln_out("Timing override: VESA CVT RB"); + break; + case NV_TIMING_OVERRIDE_GTF: + printfln_out("Timing override: VESA GTF"); + break; + case NV_TIMING_OVERRIDE_EIA861: + printfln_out("Timing override: EIA 861x pre-defined timing"); + break; + case NV_TIMING_OVERRIDE_ANALOG_TV: + printfln_out("Timing override: analog SD/HDTV timing"); + break; + case NV_TIMING_OVERRIDE_CUST: + printfln_out("Timing override: NV custom timings"); + break; + case NV_TIMING_OVERRIDE_NV_PREDEFINED: + printfln_out("Timing override: NV pre-defined timing (basically the PsF timings)"); + break; + case NV_TIMING_OVERRIDE_NV_ASPR: + printfln_out("Timing override: NV ASPR"); + break; + case NV_TIMING_OVERRIDE_SDI: + printfln_out("Timing override: SDI"); + break; + case NV_TIMING_OVRRIDE_MAX: + printfln_out("Timing override: max"); + break; + default: + printfln_out("Timing override: unknown (%d)", target_info->details->timingOverride); + break; + } + + printfln_out("Override custom (backend raster) timing"); + + printfln_out("Horizontal visible: %d", target_info->details->timing.HVisible); + printfln_out("Horizontal border: %d", target_info->details->timing.HBorder); + printfln_out("Horizontal front porch: %d", target_info->details->timing.HFrontPorch); + printfln_out("Horizontal sync width: %d", target_info->details->timing.HSyncWidth); + printfln_out("Horizontal total: %d", target_info->details->timing.HTotal); + printfln_out("Horizontal sync polarity: %s", target_info->details->timing.HSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Vertical visible: %d", target_info->details->timing.VVisible); + printfln_out("Vertical border: %d", target_info->details->timing.VBorder); + printfln_out("Vertical front porch: %d", target_info->details->timing.VFrontPorch); + printfln_out("Vertical sync width: %d", target_info->details->timing.VSyncWidth); + printfln_out("Vertical total: %d", target_info->details->timing.VTotal); + printfln_out("Vertical sync polarity: %s", target_info->details->timing.VSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Interlaced: %s", target_info->details->timing.interlaced == 1 ? "interlaced" : "progressive"); + printfln_out("Pixel clock: %lu kHz", target_info->details->timing.pclk * 10); + + printfln_out("Flag: 0x%lX", target_info->details->timing.etc.flag); + printfln_out("Logical refresh rate to present: %d", target_info->details->timing.etc.rr); + printfln_out("Physical vertical refresh rate: %f Hz", target_info->details->timing.etc.rrx1k * 0.001); + printfln_out("Display aspect ratio: %lu:%lu", target_info->details->timing.etc.aspect >> 16, target_info->details->timing.etc.aspect & 0xFFFF); + printfln_out("Bit-wise pixel repetition factor (1 = no pixel repetition, 2 = each pixel repeats twice horizontally, etc.): %d", target_info->details->timing.etc.rep); + printfln_out("Timing status: 0x%lX", target_info->details->timing.etc.status); + printfln_out("Timing name: %s", target_info->details->timing.etc.name); + } + + printfln_out("--------------------------------"); + } + + free(display_config.targetInfo); + free(display_config.sourceModeInfo); + + return true; +} + +static bool _custom_resolution_set( + const nv_api_t *nv_api, + NvU32 display_id, + uint16_t screen_width, + uint16_t screen_height, + float screen_refresh_rate, + uint8_t test_only_timeout_sec) +{ + NV_CUSTOM_DISPLAY custom_display; + NV_TIMING_FLAG flag; + NV_TIMING_INPUT timing; + NvAPI_Status status; + + assert(nv_api); + + memset(&custom_display, 0, sizeof(NV_CUSTOM_DISPLAY)); + memset(&flag, 0, sizeof(NV_TIMING_FLAG)); + memset(&timing, 0, sizeof(NV_TIMING_INPUT)); + + custom_display.version = NV_CUSTOM_DISPLAY_VER; + custom_display.width = screen_width; + custom_display.height = screen_height; + custom_display.depth = 32; + custom_display.colorFormat = NV_FORMAT_A8R8G8B8; + custom_display.srcPartition.x = 0; + custom_display.srcPartition.y = 0; + custom_display.srcPartition.w = 1; + custom_display.srcPartition.h = 1; + custom_display.xRatio = 1; + custom_display.yRatio = 1; + + timing.version = NV_TIMING_INPUT_VER; + timing.height = screen_height; + timing.width = screen_width; + timing.rr = screen_refresh_rate; + timing.flag = flag; + timing.type = NV_TIMING_OVERRIDE_CVT_RB; + + printfln_err("Calculating custom display timing for display ID 0x%lX", display_id); + + status = nv_api->NvAPI_DISP_GetTiming(display_id, &timing, &custom_display.timing); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Calculating custom display timing"); + return false; + } + + status = nv_api->NvAPI_DISP_TryCustomDisplay(&display_id, 1, &custom_display); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Trying custom display configuration"); + return false; + } + + if (test_only_timeout_sec == 0) { + printfln_err("Persisting custom display configuration"); + + status = nv_api->NvAPI_DISP_SaveCustomDisplay(&display_id, 1, true, true); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving custom display configuration"); + return false; + } + + printfln_err("Custom display configuration persisted"); + } else { + printfln_err("Trying custom display configuration for %d seconds...", test_only_timeout_sec); + + Sleep(test_only_timeout_sec * 1000); + + printfln_err("Reverting custom display configuration, not persisting"); + + status = nv_api->NvAPI_DISP_RevertCustomDisplayTrial(&display_id, 1); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Reverting custom display configuration"); + return false; + } + } + + return true; +} + +// ------------------------------------------------------------------------------------------------- + +static void _print_synopsis() +{ + printfln_err("Usage: nvgpu "); + printfln_err("Commands:"); + printfln_err(" nv"); + printfln_err(" info Print information about the NVAPI module and driver"); + printfln_err(""); + printfln_err(" profile"); + printfln_err(" create Create a new driver profile with the given name"); + printfln_err(" delete Delete an existing driver profile"); + printfln_err(" application-add "); + printfln_err(" Add an application to the driver profile. This will apply the profile to the application when the driver detects a process being launched, e.g. MyApplication.exe"); + printfln_err(" gsync-disable Disable G-SYNC for the driver profile"); + printfln_err(" gpu-power-state-max Set GPU power state to maximum for the driver profile"); + printfln_err(""); + printfln_err(" display"); + printfln_err(" list List all connected displays and their display IDs"); + printfln_err(" config-get [display_id] Get the current display configurations. Optionally, specify a display ID to get the configuration of that display only"); + printfln_err(" custom-resolution-set "); + printfln_err(" Set a custom display mode with the given parameters for the given display ID. The settings are persisted immediately. Ensure you tested these before with the custom-display-test command."); + printfln_err(" custom-resolution-test "); + printfln_err(" Test a custom display mode for a limited amount of time. This will revert the display mode after the given amount of seconds and not persist the changes."); +} + +static bool _cmd_nv_info(const nv_api_t *nv_api) +{ + return _nv_info(nv_api); +} + +static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_create(nv_api, profile_name); +} + +static bool _cmd_profile_delete(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_delete(nv_api, profile_name); +} + +static bool _cmd_profile_application_add(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + const char *application_name; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + application_name = argv[1]; + + return _profile_application_add(nv_api, profile_name, application_name); +} + +static bool _cmd_profile_gsync_disable(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gsync_disable(nv_api, profile_name); +} + +static bool _cmd_profile_gpu_power_state_max(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gpu_power_state_max(nv_api, profile_name); +} + +static bool _cmd_display_list(const nv_api_t *nv_api) +{ + return _displays_list(nv_api); +} + +static bool _cmd_display_config_get(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + + if (argc > 0) { + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + } else { + display_id = 0; + } + + return _display_config_get(nv_api, display_id); +} + +static bool _cmd_custom_resolution_set(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + + if (argc < 4) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + printf_err("Setting custom resolution for display ID 0x%X: %dx%d@%f\n", display_id, screen_width, screen_height, screen_refresh_rate); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + 0); +} + +static bool _cmd_custom_resolution_test(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + uint8_t test_only_timeout_sec; + + if (argc < 5) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + test_only_timeout_sec = atoi(argv[4]); + + if (test_only_timeout_sec == 0) { + printfln_err("ERROR: Time out parameter must be greater than 0"); + return false; + } + + printf_err("Testing custom resolution for display ID %u: %dx%d@%f, timeout %d seconds\n", display_id, screen_width, screen_height, screen_refresh_rate, test_only_timeout_sec); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + test_only_timeout_sec); +} + +// ------------------------------------------------------------------------------------------------- + +int main(int argc, char **argv) +{ + const char *command; + const char *sub_command; + nv_module_t *nv_module; + nv_api_t nv_api; + NvAPI_Status status; + bool result; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + exit(1); + } + + command = argv[1]; + sub_command = argv[2]; + + log_to_writer(log_writer_stderr, NULL); + + printfln_err("Loading NVAPI module..."); + + nv_module_load(&nv_module); + nv_module_api_get(nv_module, &nv_api); + + printfln_err("Initializing NVAPI..."); + + status = nv_api.NvAPI_Initialize(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + fprintf(stderr, "ERROR: Initializing NVAPI, reason: %s\n", error_str); + + nv_module_free(&nv_module); + exit(1); + } + + printfln_err("Running command: %s %s", command, sub_command); + + if (!strcmp(command, "nv")) { + if (!strcmp(sub_command, "info")) { + result = _cmd_nv_info(&nv_api); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "profile")) { + _ensure_drs_settings_folder_exists(); + + if (!strcmp(sub_command, "create")) { + result = _cmd_profile_create(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "delete")) { + result = _cmd_profile_delete(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "application-add")) { + result = _cmd_profile_application_add(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gsync-disable")) { + result = _cmd_profile_gsync_disable(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gpu-power-state-max")) { + result = _cmd_profile_gpu_power_state_max(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "display")) { + if (!strcmp(sub_command, "list")) { + result = _cmd_display_list(&nv_api); + } else if (!strcmp(sub_command, "config-get")) { + result = _cmd_display_config_get(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-set")) { + result = _cmd_custom_resolution_set(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-test")) { + result = _cmd_custom_resolution_test(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else { + printfln_err("ERROR: Unknown command: %s", command); + _print_synopsis(); + result = false; + } + + status = nv_api.NvAPI_Unload(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + printfln_err("ERROR: Unloading NVAPI, reason: %s", error_str); + } + + nv_module_free(&nv_module); + + if (result) { + printfln_err("Command completed successfully"); + exit(0); + } else { + printfln_err("Command failed"); + exit(1); + } +} \ No newline at end of file diff --git a/src/main/util/winerr.c b/src/main/util/winerr.c new file mode 100644 index 0000000..98fe35b --- /dev/null +++ b/src/main/util/winerr.c @@ -0,0 +1,38 @@ +#include + +#include "util/mem.h" +#include "util/str.h" +#include "util/winerr.h" + +char* util_winerr_format_last_error_code() +{ + return util_winerr_format_error_code(GetLastError()); +} + +char* util_winerr_format_error_code(int err_code) +{ + // Max size according to docs + char buffer[64 * 1024]; + char *buffer_dyn; + DWORD format_flags; + DWORD language_id; + size_t len; + + format_flags = FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS; + language_id = MAKELANGID(LANG_ENGLISH, SUBLANG_ENGLISH_US); + + len = FormatMessageA(format_flags, NULL, err_code, language_id, buffer, sizeof(buffer), NULL); + + if (len > 0) { + // Have this on the heap by don't use the dynamic allocation provided by + // the function because it's on a different heap and can't be free'd + // with free() + buffer_dyn = xmalloc(len); + + str_cpy(buffer_dyn, len, buffer); + + return buffer_dyn; + } else { + return NULL; + } +} \ No newline at end of file diff --git a/src/main/util/winerr.h b/src/main/util/winerr.h new file mode 100644 index 0000000..edbe1bd --- /dev/null +++ b/src/main/util/winerr.h @@ -0,0 +1,8 @@ +#ifndef UTIL_WINERR_H +#define UTIL_WINERR_H + +char* util_winerr_format_last_error_code(); + +char* util_winerr_format_error_code(int err_code); + +#endif \ No newline at end of file From 77ff211c6874c0b307c2bc4326bd2ae12bcc6e03 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 13:03:50 +0100 Subject: [PATCH 057/118] feat: Integrate imgui library MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Version 1.91.7 of the imgui library with the cimgui wrapper. imgui allows us to easily create minimal and powerful UI for use-cases like in-game overlays or separate tooling. The additional wrappers cimgui_impl_dx9 and cimgui_impl_win32 were added to provide a full C linkage integration for the rest of the code base. Tweaks to the makefile were kept to a minimum but enable compilation of C++ since imgui is C++ based. Remark: At this point bemanitools itself is still to be kept a pure C codebase. Due to the lack of proper module/library management with the current build system in bemanitools 5, proper separation of concerns and clean integration with external libraries isn’t possible with reasonable effort. --- GNUmakefile | 32 +- Module.mk | 1 + src/main/imgui/Module.mk | 15 + src/main/imgui/cimconfig.h | 1 + src/main/imgui/cimgui-bt.h | 10 + src/main/imgui/cimgui.cpp | 5917 +++++++ src/main/imgui/cimgui.h | 5062 ++++++ src/main/imgui/cimgui_impl_dx9.cpp | 33 + src/main/imgui/cimgui_impl_dx9.h | 16 + src/main/imgui/cimgui_impl_win32.cpp | 52 + src/main/imgui/cimgui_impl_win32.h | 21 + src/main/imgui/imconfig.h | 142 + src/main/imgui/imgui.cpp | 22779 +++++++++++++++++++++++++ src/main/imgui/imgui.h | 3987 +++++ src/main/imgui/imgui_demo.cpp | 10738 ++++++++++++ src/main/imgui/imgui_draw.cpp | 4855 ++++++ src/main/imgui/imgui_impl_dx9.cpp | 424 + src/main/imgui/imgui_impl_dx9.h | 33 + src/main/imgui/imgui_impl_win32.cpp | 940 + src/main/imgui/imgui_impl_win32.h | 53 + src/main/imgui/imgui_internal.h | 3899 +++++ src/main/imgui/imgui_tables.cpp | 4499 +++++ src/main/imgui/imgui_widgets.cpp | 10473 ++++++++++++ src/main/imgui/imstb_rectpack.h | 627 + src/main/imgui/imstb_textedit.h | 1469 ++ src/main/imgui/imstb_truetype.h | 5085 ++++++ 26 files changed, 81153 insertions(+), 10 deletions(-) create mode 100644 src/main/imgui/Module.mk create mode 100644 src/main/imgui/cimconfig.h create mode 100644 src/main/imgui/cimgui-bt.h create mode 100644 src/main/imgui/cimgui.cpp create mode 100644 src/main/imgui/cimgui.h create mode 100644 src/main/imgui/cimgui_impl_dx9.cpp create mode 100644 src/main/imgui/cimgui_impl_dx9.h create mode 100644 src/main/imgui/cimgui_impl_win32.cpp create mode 100644 src/main/imgui/cimgui_impl_win32.h create mode 100644 src/main/imgui/imconfig.h create mode 100644 src/main/imgui/imgui.cpp create mode 100644 src/main/imgui/imgui.h create mode 100644 src/main/imgui/imgui_demo.cpp create mode 100644 src/main/imgui/imgui_draw.cpp create mode 100644 src/main/imgui/imgui_impl_dx9.cpp create mode 100644 src/main/imgui/imgui_impl_dx9.h create mode 100644 src/main/imgui/imgui_impl_win32.cpp create mode 100644 src/main/imgui/imgui_impl_win32.h create mode 100644 src/main/imgui/imgui_internal.h create mode 100644 src/main/imgui/imgui_tables.cpp create mode 100644 src/main/imgui/imgui_widgets.cpp create mode 100644 src/main/imgui/imstb_rectpack.h create mode 100644 src/main/imgui/imstb_textedit.h create mode 100644 src/main/imgui/imstb_truetype.h diff --git a/GNUmakefile b/GNUmakefile index 8328962..0606b3b 100644 --- a/GNUmakefile +++ b/GNUmakefile @@ -28,7 +28,7 @@ cppflags := -I src -I src/main -I src/test -DGITREV=$(gitrev) cflags := -O2 -pipe -ffunction-sections -fdata-sections \ -Wall -std=c99 -DPSAPI_VERSION=1 cflags_release := -Werror -ldflags := -Wl,--gc-sections -static-libgcc +ldflags := -Wl,--gc-sections -static -static-libgcc -static-libstdc++ # # The first target that GNU Make encounters becomes the default target. @@ -136,8 +136,10 @@ modules := $(dlls) $(exes) $(libs) $(avsdlls) $(avsexes) $(testdlls) $(testexes define t_moddefs cppflags_$3 += $(cppflags) -DBUILD_MODULE=$3 +cxxflags_$3 += $(cxxflags) # Add C++-specific flags cflags_$3 += $(cflags) release: cflags_$3 += $(cflags_release) +release: cxxflags_$3 += $(cxxflags_release) # Add C++-specific release flags ldflags_$3 += $(ldflags) srcdir_$3 ?= src/main/$3 @@ -192,9 +194,11 @@ abslib_$1_$2_$3 := $$(libs_$3:%=$$(bindir_$1_indep)/lib%.a) absdpl_$1_$2_$3 := $$(deplibs_$3:%=$$(bindir_$1_$2)/lib%.a) objdir_$1_$2_$3 := $(objdir)/$$(subdir_$1_$2)/$3 obj_$1_$2_$3 := $$(src_$3:%.c=$$(objdir_$1_$2_$3)/%.o) \ + $$(cppsrc_$3:%.cpp=$$(objdir_$1_$2_$3)/%.o) \ $$(rc_$3:%.rc=$$(objdir_$1_$2_$3)/%_rc.o) -deps += $$(src_$3:%.c=$$(depdir_$1_$2_$3)/%.d) +deps += $$(src_$3:%.c=$$(depdir_$1_$2_$3)/%.d) \ + $$(cppsrc_$3:%.cpp=$$(depdir_$1_$2_$3)/%.d) $$(depdir_$1_$2_$3): $(V)mkdir -p $$@ @@ -203,16 +207,24 @@ $$(objdir_$1_$2_$3): $(V)mkdir -p $$@ $$(volatile_$3:%.c=$$(objdir_$1_$2_$3)/%.o): FORCE +$$(volatile_cpp_$3:%.cpp=$$(objdir_$1_$2_$3)/%.o): FORCE $$(objdir_$1_$2_$3)/%.o: $$(srcdir_$3)/%.c \ | $$(depdir_$1_$2_$3) $$(objdir_$1_$2_$3) - $(V)echo ... $$@ + $(V)echo \(.c\) ... $$@ $(V)$$(toolchain_$1)gcc $$(cflags_$3) $$(cppflags_$3) \ -MMD -MF $$(depdir_$1_$2_$3)/$$*.d -MT $$@ -MP \ -DAVS_VERSION=$2 -c -o $$@ $$< +$$(objdir_$1_$2_$3)/%.o: $$(srcdir_$3)/%.cpp \ + | $$(depdir_$1_$2_$3) $$(objdir_$1_$2_$3) + $(V)echo \(.cpp\) ... $$@ + $(V)$$(toolchain_$1)g++ $$(cxxflags_$3) $$(cppflags_$3) \ + -MMD -MF $$(depdir_$1_$2_$3)/$$*.d -MT $$@ -MP \ + -DAVS_VERSION=$2 -c -o $$@ $$< + $$(objdir_$1_$2_$3)/%_rc.o: $$(srcdir_$3)/%.rc - $(V)echo ... $$@ [windres] + $(V)echo \(.rc\) ... $$@ [windres] $(V)$$(toolchain_$1)windres $$(cppflags_$3) $$< $$@ endef @@ -224,7 +236,7 @@ define t_archive $(t_compile) $$(bindir_$1_$2)/lib$3.a: $$(obj_$1_$2_$3) | $$(bindir_$1_$2) - $(V)echo ... $$@ + $(V)echo \(.a\) ... $$@ $(V)$$(toolchain_$1)ar r $$@ $$^ 2> /dev/null $(V)$$(toolchain_$1)ranlib $$@ @@ -242,8 +254,8 @@ implib_$1_$2_$3 := $$(bindir_$1_$2)/lib$3.a $$(dll_$1_$2_$3) $$(implib_$1_$2_$3): $$(obj_$1_$2_$3) $$(abslib_$1_$2_$3) \ $$(absdpl_$1_$2_$3) \ $$(srcdir_$3)/$3.def | $$(bindir_$1_$2) - $(V)echo ... $$(dll_$1_$2_$3) - $(V)$$(toolchain_$1)gcc -shared \ + $(V)echo \(.dll\) ... $$(dll_$1_$2_$3) + $(V)$$(toolchain_$1)g++ -shared \ -o $$(dll_$1_$2_$3) -Wl,--out-implib,$$(implib_$1_$2_$3) \ -Wl,--start-group $$^ -Wl,--end-group $$(ldflags_$3) $(V)$$(toolchain_$1)strip $$(dll_$1_$2_$3) @@ -261,8 +273,8 @@ exe_$1_$2_$3 := $$(bindir_$1_$2)/$3.exe $$(exe_$1_$2_$3): $$(obj_$1_$2_$3) $$(abslib_$1_$2_$3) $$(absdpl_$1_$2_$3) \ | $$(bindir_$1_$2) - $(V)echo ... $$@ - $(V)$$(toolchain_$1)gcc -o $$@ $$^ $$(ldflags_$3) + $(V)echo \(.exe\) ... $$@ + $(V)$$(toolchain_$1)g++ -o $$@ $$^ $$(ldflags_$3) $(V)$$(toolchain_$1)strip $$@ endef @@ -274,7 +286,7 @@ define t_import impdef_$1_$2_$3 ?= src/imports/import_$1_$2_$3.def $$(bindir_$1_$2)/lib$3.a: $$(impdef_$1_$2_$3) | $$(bindir_$1_$2) - $(V)echo ... $$@ [dlltool] + $(V)echo \(.a\) ... $$@ [dlltool] $(V)$$(toolchain_$1)dlltool --kill-at -l $$@ -d $$< endef diff --git a/Module.mk b/Module.mk index 2a948a8..d37a7a3 100644 --- a/Module.mk +++ b/Module.mk @@ -159,6 +159,7 @@ include src/main/iidxio-ezusb/Module.mk include src/main/iidxio-ezusb2/Module.mk include src/main/iidxio/Module.mk include src/main/iidxiotest/Module.mk +include src/main/imgui/Module.mk include src/main/inject/Module.mk include src/main/jbio-magicbox/Module.mk include src/main/jbio-p4io/Module.mk diff --git a/src/main/imgui/Module.mk b/src/main/imgui/Module.mk new file mode 100644 index 0000000..31c7cc2 --- /dev/null +++ b/src/main/imgui/Module.mk @@ -0,0 +1,15 @@ +libs += imgui + +src_imgui := \ + +cppsrc_imgui := \ + cimgui.cpp \ + cimgui_impl_dx9.cpp \ + cimgui_impl_win32.cpp \ + imgui_demo.cpp \ + imgui_draw.cpp \ + imgui_impl_dx9.cpp \ + imgui_impl_win32.cpp \ + imgui_tables.cpp \ + imgui_widgets.cpp \ + imgui.cpp \ diff --git a/src/main/imgui/cimconfig.h b/src/main/imgui/cimconfig.h new file mode 100644 index 0000000..b6585c1 --- /dev/null +++ b/src/main/imgui/cimconfig.h @@ -0,0 +1 @@ +#undef NDEBUG \ No newline at end of file diff --git a/src/main/imgui/cimgui-bt.h b/src/main/imgui/cimgui-bt.h new file mode 100644 index 0000000..fe06ad6 --- /dev/null +++ b/src/main/imgui/cimgui-bt.h @@ -0,0 +1,10 @@ +#ifndef IMGUI_CIMGUI_BT_H +#define IMGUI_CIMGUI_BT_H + +// Comprehnsive header file for including cimgui correctly for integration in this project +#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#include "imgui/cimgui.h" +#include "imgui/cimgui_impl_dx9.h" +#include "imgui/cimgui_impl_win32.h" + +#endif \ No newline at end of file diff --git a/src/main/imgui/cimgui.cpp b/src/main/imgui/cimgui.cpp new file mode 100644 index 0000000..6456294 --- /dev/null +++ b/src/main/imgui/cimgui.cpp @@ -0,0 +1,5917 @@ +//This file is automatically generated by generator.lua from https://github.com/cimgui/cimgui +//based on imgui.h file version "1.91.7" 19170 from Dear ImGui https://github.com/ocornut/imgui +//with imgui_internal.h api +//with imgui_freetype.h api +//docking branch + +#include "imgui.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "misc/freetype/imgui_freetype.h" +#endif +#include "imgui_internal.h" +#include "cimgui.h" + + + +CIMGUI_API ImVec2* ImVec2_ImVec2_Nil(void) +{ + return IM_NEW(ImVec2)(); +} +CIMGUI_API void ImVec2_destroy(ImVec2* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec2* ImVec2_ImVec2_Float(float _x,float _y) +{ + return IM_NEW(ImVec2)(_x,_y); +} +CIMGUI_API ImVec4* ImVec4_ImVec4_Nil(void) +{ + return IM_NEW(ImVec4)(); +} +CIMGUI_API void ImVec4_destroy(ImVec4* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec4* ImVec4_ImVec4_Float(float _x,float _y,float _z,float _w) +{ + return IM_NEW(ImVec4)(_x,_y,_z,_w); +} +CIMGUI_API ImGuiContext* igCreateContext(ImFontAtlas* shared_font_atlas) +{ + return ImGui::CreateContext(shared_font_atlas); +} +CIMGUI_API void igDestroyContext(ImGuiContext* ctx) +{ + return ImGui::DestroyContext(ctx); +} +CIMGUI_API ImGuiContext* igGetCurrentContext() +{ + return ImGui::GetCurrentContext(); +} +CIMGUI_API void igSetCurrentContext(ImGuiContext* ctx) +{ + return ImGui::SetCurrentContext(ctx); +} +CIMGUI_API ImGuiIO* igGetIO() +{ + return &ImGui::GetIO(); +} +CIMGUI_API ImGuiPlatformIO* igGetPlatformIO() +{ + return &ImGui::GetPlatformIO(); +} +CIMGUI_API ImGuiStyle* igGetStyle() +{ + return &ImGui::GetStyle(); +} +CIMGUI_API void igNewFrame() +{ + return ImGui::NewFrame(); +} +CIMGUI_API void igEndFrame() +{ + return ImGui::EndFrame(); +} +CIMGUI_API void igRender() +{ + return ImGui::Render(); +} +CIMGUI_API ImDrawData* igGetDrawData() +{ + return ImGui::GetDrawData(); +} +CIMGUI_API void igShowDemoWindow(bool* p_open) +{ + return ImGui::ShowDemoWindow(p_open); +} +CIMGUI_API void igShowMetricsWindow(bool* p_open) +{ + return ImGui::ShowMetricsWindow(p_open); +} +CIMGUI_API void igShowDebugLogWindow(bool* p_open) +{ + return ImGui::ShowDebugLogWindow(p_open); +} +CIMGUI_API void igShowIDStackToolWindow(bool* p_open) +{ + return ImGui::ShowIDStackToolWindow(p_open); +} +CIMGUI_API void igShowAboutWindow(bool* p_open) +{ + return ImGui::ShowAboutWindow(p_open); +} +CIMGUI_API void igShowStyleEditor(ImGuiStyle* ref) +{ + return ImGui::ShowStyleEditor(ref); +} +CIMGUI_API bool igShowStyleSelector(const char* label) +{ + return ImGui::ShowStyleSelector(label); +} +CIMGUI_API void igShowFontSelector(const char* label) +{ + return ImGui::ShowFontSelector(label); +} +CIMGUI_API void igShowUserGuide() +{ + return ImGui::ShowUserGuide(); +} +CIMGUI_API const char* igGetVersion() +{ + return ImGui::GetVersion(); +} +CIMGUI_API void igStyleColorsDark(ImGuiStyle* dst) +{ + return ImGui::StyleColorsDark(dst); +} +CIMGUI_API void igStyleColorsLight(ImGuiStyle* dst) +{ + return ImGui::StyleColorsLight(dst); +} +CIMGUI_API void igStyleColorsClassic(ImGuiStyle* dst) +{ + return ImGui::StyleColorsClassic(dst); +} +CIMGUI_API bool igBegin(const char* name,bool* p_open,ImGuiWindowFlags flags) +{ + return ImGui::Begin(name,p_open,flags); +} +CIMGUI_API void igEnd() +{ + return ImGui::End(); +} +CIMGUI_API bool igBeginChild_Str(const char* str_id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginChild(str_id,size,child_flags,window_flags); +} +CIMGUI_API bool igBeginChild_ID(ImGuiID id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginChild(id,size,child_flags,window_flags); +} +CIMGUI_API void igEndChild() +{ + return ImGui::EndChild(); +} +CIMGUI_API bool igIsWindowAppearing() +{ + return ImGui::IsWindowAppearing(); +} +CIMGUI_API bool igIsWindowCollapsed() +{ + return ImGui::IsWindowCollapsed(); +} +CIMGUI_API bool igIsWindowFocused(ImGuiFocusedFlags flags) +{ + return ImGui::IsWindowFocused(flags); +} +CIMGUI_API bool igIsWindowHovered(ImGuiHoveredFlags flags) +{ + return ImGui::IsWindowHovered(flags); +} +CIMGUI_API ImDrawList* igGetWindowDrawList() +{ + return ImGui::GetWindowDrawList(); +} +CIMGUI_API float igGetWindowDpiScale() +{ + return ImGui::GetWindowDpiScale(); +} +CIMGUI_API void igGetWindowPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetWindowPos(); +} +CIMGUI_API void igGetWindowSize(ImVec2 *pOut) +{ + *pOut = ImGui::GetWindowSize(); +} +CIMGUI_API float igGetWindowWidth() +{ + return ImGui::GetWindowWidth(); +} +CIMGUI_API float igGetWindowHeight() +{ + return ImGui::GetWindowHeight(); +} +CIMGUI_API ImGuiViewport* igGetWindowViewport() +{ + return ImGui::GetWindowViewport(); +} +CIMGUI_API void igSetNextWindowPos(const ImVec2 pos,ImGuiCond cond,const ImVec2 pivot) +{ + return ImGui::SetNextWindowPos(pos,cond,pivot); +} +CIMGUI_API void igSetNextWindowSize(const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetNextWindowSize(size,cond); +} +CIMGUI_API void igSetNextWindowSizeConstraints(const ImVec2 size_min,const ImVec2 size_max,ImGuiSizeCallback custom_callback,void* custom_callback_data) +{ + return ImGui::SetNextWindowSizeConstraints(size_min,size_max,custom_callback,custom_callback_data); +} +CIMGUI_API void igSetNextWindowContentSize(const ImVec2 size) +{ + return ImGui::SetNextWindowContentSize(size); +} +CIMGUI_API void igSetNextWindowCollapsed(bool collapsed,ImGuiCond cond) +{ + return ImGui::SetNextWindowCollapsed(collapsed,cond); +} +CIMGUI_API void igSetNextWindowFocus() +{ + return ImGui::SetNextWindowFocus(); +} +CIMGUI_API void igSetNextWindowScroll(const ImVec2 scroll) +{ + return ImGui::SetNextWindowScroll(scroll); +} +CIMGUI_API void igSetNextWindowBgAlpha(float alpha) +{ + return ImGui::SetNextWindowBgAlpha(alpha); +} +CIMGUI_API void igSetNextWindowViewport(ImGuiID viewport_id) +{ + return ImGui::SetNextWindowViewport(viewport_id); +} +CIMGUI_API void igSetWindowPos_Vec2(const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(pos,cond); +} +CIMGUI_API void igSetWindowSize_Vec2(const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(size,cond); +} +CIMGUI_API void igSetWindowCollapsed_Bool(bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(collapsed,cond); +} +CIMGUI_API void igSetWindowFocus_Nil() +{ + return ImGui::SetWindowFocus(); +} +CIMGUI_API void igSetWindowFontScale(float scale) +{ + return ImGui::SetWindowFontScale(scale); +} +CIMGUI_API void igSetWindowPos_Str(const char* name,const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(name,pos,cond); +} +CIMGUI_API void igSetWindowSize_Str(const char* name,const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(name,size,cond); +} +CIMGUI_API void igSetWindowCollapsed_Str(const char* name,bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(name,collapsed,cond); +} +CIMGUI_API void igSetWindowFocus_Str(const char* name) +{ + return ImGui::SetWindowFocus(name); +} +CIMGUI_API float igGetScrollX() +{ + return ImGui::GetScrollX(); +} +CIMGUI_API float igGetScrollY() +{ + return ImGui::GetScrollY(); +} +CIMGUI_API void igSetScrollX_Float(float scroll_x) +{ + return ImGui::SetScrollX(scroll_x); +} +CIMGUI_API void igSetScrollY_Float(float scroll_y) +{ + return ImGui::SetScrollY(scroll_y); +} +CIMGUI_API float igGetScrollMaxX() +{ + return ImGui::GetScrollMaxX(); +} +CIMGUI_API float igGetScrollMaxY() +{ + return ImGui::GetScrollMaxY(); +} +CIMGUI_API void igSetScrollHereX(float center_x_ratio) +{ + return ImGui::SetScrollHereX(center_x_ratio); +} +CIMGUI_API void igSetScrollHereY(float center_y_ratio) +{ + return ImGui::SetScrollHereY(center_y_ratio); +} +CIMGUI_API void igSetScrollFromPosX_Float(float local_x,float center_x_ratio) +{ + return ImGui::SetScrollFromPosX(local_x,center_x_ratio); +} +CIMGUI_API void igSetScrollFromPosY_Float(float local_y,float center_y_ratio) +{ + return ImGui::SetScrollFromPosY(local_y,center_y_ratio); +} +CIMGUI_API void igPushFont(ImFont* font) +{ + return ImGui::PushFont(font); +} +CIMGUI_API void igPopFont() +{ + return ImGui::PopFont(); +} +CIMGUI_API void igPushStyleColor_U32(ImGuiCol idx,ImU32 col) +{ + return ImGui::PushStyleColor(idx,col); +} +CIMGUI_API void igPushStyleColor_Vec4(ImGuiCol idx,const ImVec4 col) +{ + return ImGui::PushStyleColor(idx,col); +} +CIMGUI_API void igPopStyleColor(int count) +{ + return ImGui::PopStyleColor(count); +} +CIMGUI_API void igPushStyleVar_Float(ImGuiStyleVar idx,float val) +{ + return ImGui::PushStyleVar(idx,val); +} +CIMGUI_API void igPushStyleVar_Vec2(ImGuiStyleVar idx,const ImVec2 val) +{ + return ImGui::PushStyleVar(idx,val); +} +CIMGUI_API void igPushStyleVarX(ImGuiStyleVar idx,float val_x) +{ + return ImGui::PushStyleVarX(idx,val_x); +} +CIMGUI_API void igPushStyleVarY(ImGuiStyleVar idx,float val_y) +{ + return ImGui::PushStyleVarY(idx,val_y); +} +CIMGUI_API void igPopStyleVar(int count) +{ + return ImGui::PopStyleVar(count); +} +CIMGUI_API void igPushItemFlag(ImGuiItemFlags option,bool enabled) +{ + return ImGui::PushItemFlag(option,enabled); +} +CIMGUI_API void igPopItemFlag() +{ + return ImGui::PopItemFlag(); +} +CIMGUI_API void igPushItemWidth(float item_width) +{ + return ImGui::PushItemWidth(item_width); +} +CIMGUI_API void igPopItemWidth() +{ + return ImGui::PopItemWidth(); +} +CIMGUI_API void igSetNextItemWidth(float item_width) +{ + return ImGui::SetNextItemWidth(item_width); +} +CIMGUI_API float igCalcItemWidth() +{ + return ImGui::CalcItemWidth(); +} +CIMGUI_API void igPushTextWrapPos(float wrap_local_pos_x) +{ + return ImGui::PushTextWrapPos(wrap_local_pos_x); +} +CIMGUI_API void igPopTextWrapPos() +{ + return ImGui::PopTextWrapPos(); +} +CIMGUI_API ImFont* igGetFont() +{ + return ImGui::GetFont(); +} +CIMGUI_API float igGetFontSize() +{ + return ImGui::GetFontSize(); +} +CIMGUI_API void igGetFontTexUvWhitePixel(ImVec2 *pOut) +{ + *pOut = ImGui::GetFontTexUvWhitePixel(); +} +CIMGUI_API ImU32 igGetColorU32_Col(ImGuiCol idx,float alpha_mul) +{ + return ImGui::GetColorU32(idx,alpha_mul); +} +CIMGUI_API ImU32 igGetColorU32_Vec4(const ImVec4 col) +{ + return ImGui::GetColorU32(col); +} +CIMGUI_API ImU32 igGetColorU32_U32(ImU32 col,float alpha_mul) +{ + return ImGui::GetColorU32(col,alpha_mul); +} +CIMGUI_API const ImVec4* igGetStyleColorVec4(ImGuiCol idx) +{ + return &ImGui::GetStyleColorVec4(idx); +} +CIMGUI_API void igGetCursorScreenPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorScreenPos(); +} +CIMGUI_API void igSetCursorScreenPos(const ImVec2 pos) +{ + return ImGui::SetCursorScreenPos(pos); +} +CIMGUI_API void igGetContentRegionAvail(ImVec2 *pOut) +{ + *pOut = ImGui::GetContentRegionAvail(); +} +CIMGUI_API void igGetCursorPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorPos(); +} +CIMGUI_API float igGetCursorPosX() +{ + return ImGui::GetCursorPosX(); +} +CIMGUI_API float igGetCursorPosY() +{ + return ImGui::GetCursorPosY(); +} +CIMGUI_API void igSetCursorPos(const ImVec2 local_pos) +{ + return ImGui::SetCursorPos(local_pos); +} +CIMGUI_API void igSetCursorPosX(float local_x) +{ + return ImGui::SetCursorPosX(local_x); +} +CIMGUI_API void igSetCursorPosY(float local_y) +{ + return ImGui::SetCursorPosY(local_y); +} +CIMGUI_API void igGetCursorStartPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorStartPos(); +} +CIMGUI_API void igSeparator() +{ + return ImGui::Separator(); +} +CIMGUI_API void igSameLine(float offset_from_start_x,float spacing) +{ + return ImGui::SameLine(offset_from_start_x,spacing); +} +CIMGUI_API void igNewLine() +{ + return ImGui::NewLine(); +} +CIMGUI_API void igSpacing() +{ + return ImGui::Spacing(); +} +CIMGUI_API void igDummy(const ImVec2 size) +{ + return ImGui::Dummy(size); +} +CIMGUI_API void igIndent(float indent_w) +{ + return ImGui::Indent(indent_w); +} +CIMGUI_API void igUnindent(float indent_w) +{ + return ImGui::Unindent(indent_w); +} +CIMGUI_API void igBeginGroup() +{ + return ImGui::BeginGroup(); +} +CIMGUI_API void igEndGroup() +{ + return ImGui::EndGroup(); +} +CIMGUI_API void igAlignTextToFramePadding() +{ + return ImGui::AlignTextToFramePadding(); +} +CIMGUI_API float igGetTextLineHeight() +{ + return ImGui::GetTextLineHeight(); +} +CIMGUI_API float igGetTextLineHeightWithSpacing() +{ + return ImGui::GetTextLineHeightWithSpacing(); +} +CIMGUI_API float igGetFrameHeight() +{ + return ImGui::GetFrameHeight(); +} +CIMGUI_API float igGetFrameHeightWithSpacing() +{ + return ImGui::GetFrameHeightWithSpacing(); +} +CIMGUI_API void igPushID_Str(const char* str_id) +{ + return ImGui::PushID(str_id); +} +CIMGUI_API void igPushID_StrStr(const char* str_id_begin,const char* str_id_end) +{ + return ImGui::PushID(str_id_begin,str_id_end); +} +CIMGUI_API void igPushID_Ptr(const void* ptr_id) +{ + return ImGui::PushID(ptr_id); +} +CIMGUI_API void igPushID_Int(int int_id) +{ + return ImGui::PushID(int_id); +} +CIMGUI_API void igPopID() +{ + return ImGui::PopID(); +} +CIMGUI_API ImGuiID igGetID_Str(const char* str_id) +{ + return ImGui::GetID(str_id); +} +CIMGUI_API ImGuiID igGetID_StrStr(const char* str_id_begin,const char* str_id_end) +{ + return ImGui::GetID(str_id_begin,str_id_end); +} +CIMGUI_API ImGuiID igGetID_Ptr(const void* ptr_id) +{ + return ImGui::GetID(ptr_id); +} +CIMGUI_API ImGuiID igGetID_Int(int int_id) +{ + return ImGui::GetID(int_id); +} +CIMGUI_API void igTextUnformatted(const char* text,const char* text_end) +{ + return ImGui::TextUnformatted(text,text_end); +} +CIMGUI_API void igText(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextV(const char* fmt,va_list args) +{ + return ImGui::TextV(fmt,args); +} +CIMGUI_API void igTextColored(const ImVec4 col,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextColoredV(col,fmt,args); + va_end(args); +} +CIMGUI_API void igTextColoredV(const ImVec4 col,const char* fmt,va_list args) +{ + return ImGui::TextColoredV(col,fmt,args); +} +CIMGUI_API void igTextDisabled(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextDisabledV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextDisabledV(const char* fmt,va_list args) +{ + return ImGui::TextDisabledV(fmt,args); +} +CIMGUI_API void igTextWrapped(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextWrappedV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextWrappedV(const char* fmt,va_list args) +{ + return ImGui::TextWrappedV(fmt,args); +} +CIMGUI_API void igLabelText(const char* label,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::LabelTextV(label,fmt,args); + va_end(args); +} +CIMGUI_API void igLabelTextV(const char* label,const char* fmt,va_list args) +{ + return ImGui::LabelTextV(label,fmt,args); +} +CIMGUI_API void igBulletText(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::BulletTextV(fmt,args); + va_end(args); +} +CIMGUI_API void igBulletTextV(const char* fmt,va_list args) +{ + return ImGui::BulletTextV(fmt,args); +} +CIMGUI_API void igSeparatorText(const char* label) +{ + return ImGui::SeparatorText(label); +} +CIMGUI_API bool igButton(const char* label,const ImVec2 size) +{ + return ImGui::Button(label,size); +} +CIMGUI_API bool igSmallButton(const char* label) +{ + return ImGui::SmallButton(label); +} +CIMGUI_API bool igInvisibleButton(const char* str_id,const ImVec2 size,ImGuiButtonFlags flags) +{ + return ImGui::InvisibleButton(str_id,size,flags); +} +CIMGUI_API bool igArrowButton(const char* str_id,ImGuiDir dir) +{ + return ImGui::ArrowButton(str_id,dir); +} +CIMGUI_API bool igCheckbox(const char* label,bool* v) +{ + return ImGui::Checkbox(label,v); +} +CIMGUI_API bool igCheckboxFlags_IntPtr(const char* label,int* flags,int flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCheckboxFlags_UintPtr(const char* label,unsigned int* flags,unsigned int flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igRadioButton_Bool(const char* label,bool active) +{ + return ImGui::RadioButton(label,active); +} +CIMGUI_API bool igRadioButton_IntPtr(const char* label,int* v,int v_button) +{ + return ImGui::RadioButton(label,v,v_button); +} +CIMGUI_API void igProgressBar(float fraction,const ImVec2 size_arg,const char* overlay) +{ + return ImGui::ProgressBar(fraction,size_arg,overlay); +} +CIMGUI_API void igBullet() +{ + return ImGui::Bullet(); +} +CIMGUI_API bool igTextLink(const char* label) +{ + return ImGui::TextLink(label); +} +CIMGUI_API void igTextLinkOpenURL(const char* label,const char* url) +{ + return ImGui::TextLinkOpenURL(label,url); +} +CIMGUI_API void igImage(ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 tint_col,const ImVec4 border_col) +{ + return ImGui::Image(user_texture_id,image_size,uv0,uv1,tint_col,border_col); +} +CIMGUI_API bool igImageButton(const char* str_id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col) +{ + return ImGui::ImageButton(str_id,user_texture_id,image_size,uv0,uv1,bg_col,tint_col); +} +CIMGUI_API bool igBeginCombo(const char* label,const char* preview_value,ImGuiComboFlags flags) +{ + return ImGui::BeginCombo(label,preview_value,flags); +} +CIMGUI_API void igEndCombo() +{ + return ImGui::EndCombo(); +} +CIMGUI_API bool igCombo_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,items,items_count,popup_max_height_in_items); +} +CIMGUI_API bool igCombo_Str(const char* label,int* current_item,const char* items_separated_by_zeros,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,items_separated_by_zeros,popup_max_height_in_items); +} +CIMGUI_API bool igCombo_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,getter,user_data,items_count,popup_max_height_in_items); +} +CIMGUI_API bool igDragFloat(const char* label,float* v,float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat2(const char* label,float v[2],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat2(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat3(const char* label,float v[3],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat3(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat4(const char* label,float v[4],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat4(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloatRange2(const char* label,float* v_current_min,float* v_current_max,float v_speed,float v_min,float v_max,const char* format,const char* format_max,ImGuiSliderFlags flags) +{ + return ImGui::DragFloatRange2(label,v_current_min,v_current_max,v_speed,v_min,v_max,format,format_max,flags); +} +CIMGUI_API bool igDragInt(const char* label,int* v,float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt2(const char* label,int v[2],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt2(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt3(const char* label,int v[3],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt3(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt4(const char* label,int v[4],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt4(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragIntRange2(const char* label,int* v_current_min,int* v_current_max,float v_speed,int v_min,int v_max,const char* format,const char* format_max,ImGuiSliderFlags flags) +{ + return ImGui::DragIntRange2(label,v_current_min,v_current_max,v_speed,v_min,v_max,format,format_max,flags); +} +CIMGUI_API bool igDragScalar(const char* label,ImGuiDataType data_type,void* p_data,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragScalar(label,data_type,p_data,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igDragScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragScalarN(label,data_type,p_data,components,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderFloat(const char* label,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat2(const char* label,float v[2],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat2(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat3(const char* label,float v[3],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat3(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat4(const char* label,float v[4],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat4(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderAngle(const char* label,float* v_rad,float v_degrees_min,float v_degrees_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderAngle(label,v_rad,v_degrees_min,v_degrees_max,format,flags); +} +CIMGUI_API bool igSliderInt(const char* label,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt2(const char* label,int v[2],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt2(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt3(const char* label,int v[3],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt3(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt4(const char* label,int v[4],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt4(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderScalar(label,data_type,p_data,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderScalarN(label,data_type,p_data,components,p_min,p_max,format,flags); +} +CIMGUI_API bool igVSliderFloat(const char* label,const ImVec2 size,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderFloat(label,size,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igVSliderInt(const char* label,const ImVec2 size,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderInt(label,size,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igVSliderScalar(const char* label,const ImVec2 size,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderScalar(label,size,data_type,p_data,p_min,p_max,format,flags); +} +CIMGUI_API bool igInputText(const char* label,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputText(label,buf,buf_size,flags,callback,user_data); +} +CIMGUI_API bool igInputTextMultiline(const char* label,char* buf,size_t buf_size,const ImVec2 size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextMultiline(label,buf,buf_size,size,flags,callback,user_data); +} +CIMGUI_API bool igInputTextWithHint(const char* label,const char* hint,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextWithHint(label,hint,buf,buf_size,flags,callback,user_data); +} +CIMGUI_API bool igInputFloat(const char* label,float* v,float step,float step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat(label,v,step,step_fast,format,flags); +} +CIMGUI_API bool igInputFloat2(const char* label,float v[2],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat2(label,v,format,flags); +} +CIMGUI_API bool igInputFloat3(const char* label,float v[3],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat3(label,v,format,flags); +} +CIMGUI_API bool igInputFloat4(const char* label,float v[4],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat4(label,v,format,flags); +} +CIMGUI_API bool igInputInt(const char* label,int* v,int step,int step_fast,ImGuiInputTextFlags flags) +{ + return ImGui::InputInt(label,v,step,step_fast,flags); +} +CIMGUI_API bool igInputInt2(const char* label,int v[2],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt2(label,v,flags); +} +CIMGUI_API bool igInputInt3(const char* label,int v[3],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt3(label,v,flags); +} +CIMGUI_API bool igInputInt4(const char* label,int v[4],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt4(label,v,flags); +} +CIMGUI_API bool igInputDouble(const char* label,double* v,double step,double step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputDouble(label,v,step,step_fast,format,flags); +} +CIMGUI_API bool igInputScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputScalar(label,data_type,p_data,p_step,p_step_fast,format,flags); +} +CIMGUI_API bool igInputScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputScalarN(label,data_type,p_data,components,p_step,p_step_fast,format,flags); +} +CIMGUI_API bool igColorEdit3(const char* label,float col[3],ImGuiColorEditFlags flags) +{ + return ImGui::ColorEdit3(label,col,flags); +} +CIMGUI_API bool igColorEdit4(const char* label,float col[4],ImGuiColorEditFlags flags) +{ + return ImGui::ColorEdit4(label,col,flags); +} +CIMGUI_API bool igColorPicker3(const char* label,float col[3],ImGuiColorEditFlags flags) +{ + return ImGui::ColorPicker3(label,col,flags); +} +CIMGUI_API bool igColorPicker4(const char* label,float col[4],ImGuiColorEditFlags flags,const float* ref_col) +{ + return ImGui::ColorPicker4(label,col,flags,ref_col); +} +CIMGUI_API bool igColorButton(const char* desc_id,const ImVec4 col,ImGuiColorEditFlags flags,const ImVec2 size) +{ + return ImGui::ColorButton(desc_id,col,flags,size); +} +CIMGUI_API void igSetColorEditOptions(ImGuiColorEditFlags flags) +{ + return ImGui::SetColorEditOptions(flags); +} +CIMGUI_API bool igTreeNode_Str(const char* label) +{ + return ImGui::TreeNode(label); +} +CIMGUI_API bool igTreeNode_StrStr(const char* str_id,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeV(str_id,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNode_Ptr(const void* ptr_id,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeV(ptr_id,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeV_Str(const char* str_id,const char* fmt,va_list args) +{ + return ImGui::TreeNodeV(str_id,fmt,args); +} +CIMGUI_API bool igTreeNodeV_Ptr(const void* ptr_id,const char* fmt,va_list args) +{ + return ImGui::TreeNodeV(ptr_id,fmt,args); +} +CIMGUI_API bool igTreeNodeEx_Str(const char* label,ImGuiTreeNodeFlags flags) +{ + return ImGui::TreeNodeEx(label,flags); +} +CIMGUI_API bool igTreeNodeEx_StrStr(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeExV(str_id,flags,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeEx_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeExV(ptr_id,flags,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeExV_Str(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args) +{ + return ImGui::TreeNodeExV(str_id,flags,fmt,args); +} +CIMGUI_API bool igTreeNodeExV_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args) +{ + return ImGui::TreeNodeExV(ptr_id,flags,fmt,args); +} +CIMGUI_API void igTreePush_Str(const char* str_id) +{ + return ImGui::TreePush(str_id); +} +CIMGUI_API void igTreePush_Ptr(const void* ptr_id) +{ + return ImGui::TreePush(ptr_id); +} +CIMGUI_API void igTreePop() +{ + return ImGui::TreePop(); +} +CIMGUI_API float igGetTreeNodeToLabelSpacing() +{ + return ImGui::GetTreeNodeToLabelSpacing(); +} +CIMGUI_API bool igCollapsingHeader_TreeNodeFlags(const char* label,ImGuiTreeNodeFlags flags) +{ + return ImGui::CollapsingHeader(label,flags); +} +CIMGUI_API bool igCollapsingHeader_BoolPtr(const char* label,bool* p_visible,ImGuiTreeNodeFlags flags) +{ + return ImGui::CollapsingHeader(label,p_visible,flags); +} +CIMGUI_API void igSetNextItemOpen(bool is_open,ImGuiCond cond) +{ + return ImGui::SetNextItemOpen(is_open,cond); +} +CIMGUI_API void igSetNextItemStorageID(ImGuiID storage_id) +{ + return ImGui::SetNextItemStorageID(storage_id); +} +CIMGUI_API bool igSelectable_Bool(const char* label,bool selected,ImGuiSelectableFlags flags,const ImVec2 size) +{ + return ImGui::Selectable(label,selected,flags,size); +} +CIMGUI_API bool igSelectable_BoolPtr(const char* label,bool* p_selected,ImGuiSelectableFlags flags,const ImVec2 size) +{ + return ImGui::Selectable(label,p_selected,flags,size); +} +CIMGUI_API ImGuiMultiSelectIO* igBeginMultiSelect(ImGuiMultiSelectFlags flags,int selection_size,int items_count) +{ + return ImGui::BeginMultiSelect(flags,selection_size,items_count); +} +CIMGUI_API ImGuiMultiSelectIO* igEndMultiSelect() +{ + return ImGui::EndMultiSelect(); +} +CIMGUI_API void igSetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data) +{ + return ImGui::SetNextItemSelectionUserData(selection_user_data); +} +CIMGUI_API bool igIsItemToggledSelection() +{ + return ImGui::IsItemToggledSelection(); +} +CIMGUI_API bool igBeginListBox(const char* label,const ImVec2 size) +{ + return ImGui::BeginListBox(label,size); +} +CIMGUI_API void igEndListBox() +{ + return ImGui::EndListBox(); +} +CIMGUI_API bool igListBox_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int height_in_items) +{ + return ImGui::ListBox(label,current_item,items,items_count,height_in_items); +} +CIMGUI_API bool igListBox_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int height_in_items) +{ + return ImGui::ListBox(label,current_item,getter,user_data,items_count,height_in_items); +} +CIMGUI_API void igPlotLines_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride) +{ + return ImGui::PlotLines(label,values,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size,stride); +} +CIMGUI_API void igPlotLines_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size) +{ + return ImGui::PlotLines(label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size); +} +CIMGUI_API void igPlotHistogram_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride) +{ + return ImGui::PlotHistogram(label,values,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size,stride); +} +CIMGUI_API void igPlotHistogram_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size) +{ + return ImGui::PlotHistogram(label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size); +} +CIMGUI_API void igValue_Bool(const char* prefix,bool b) +{ + return ImGui::Value(prefix,b); +} +CIMGUI_API void igValue_Int(const char* prefix,int v) +{ + return ImGui::Value(prefix,v); +} +CIMGUI_API void igValue_Uint(const char* prefix,unsigned int v) +{ + return ImGui::Value(prefix,v); +} +CIMGUI_API void igValue_Float(const char* prefix,float v,const char* float_format) +{ + return ImGui::Value(prefix,v,float_format); +} +CIMGUI_API bool igBeginMenuBar() +{ + return ImGui::BeginMenuBar(); +} +CIMGUI_API void igEndMenuBar() +{ + return ImGui::EndMenuBar(); +} +CIMGUI_API bool igBeginMainMenuBar() +{ + return ImGui::BeginMainMenuBar(); +} +CIMGUI_API void igEndMainMenuBar() +{ + return ImGui::EndMainMenuBar(); +} +CIMGUI_API bool igBeginMenu(const char* label,bool enabled) +{ + return ImGui::BeginMenu(label,enabled); +} +CIMGUI_API void igEndMenu() +{ + return ImGui::EndMenu(); +} +CIMGUI_API bool igMenuItem_Bool(const char* label,const char* shortcut,bool selected,bool enabled) +{ + return ImGui::MenuItem(label,shortcut,selected,enabled); +} +CIMGUI_API bool igMenuItem_BoolPtr(const char* label,const char* shortcut,bool* p_selected,bool enabled) +{ + return ImGui::MenuItem(label,shortcut,p_selected,enabled); +} +CIMGUI_API bool igBeginTooltip() +{ + return ImGui::BeginTooltip(); +} +CIMGUI_API void igEndTooltip() +{ + return ImGui::EndTooltip(); +} +CIMGUI_API void igSetTooltip(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::SetTooltipV(fmt,args); + va_end(args); +} +CIMGUI_API void igSetTooltipV(const char* fmt,va_list args) +{ + return ImGui::SetTooltipV(fmt,args); +} +CIMGUI_API bool igBeginItemTooltip() +{ + return ImGui::BeginItemTooltip(); +} +CIMGUI_API void igSetItemTooltip(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::SetItemTooltipV(fmt,args); + va_end(args); +} +CIMGUI_API void igSetItemTooltipV(const char* fmt,va_list args) +{ + return ImGui::SetItemTooltipV(fmt,args); +} +CIMGUI_API bool igBeginPopup(const char* str_id,ImGuiWindowFlags flags) +{ + return ImGui::BeginPopup(str_id,flags); +} +CIMGUI_API bool igBeginPopupModal(const char* name,bool* p_open,ImGuiWindowFlags flags) +{ + return ImGui::BeginPopupModal(name,p_open,flags); +} +CIMGUI_API void igEndPopup() +{ + return ImGui::EndPopup(); +} +CIMGUI_API void igOpenPopup_Str(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopup(str_id,popup_flags); +} +CIMGUI_API void igOpenPopup_ID(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopup(id,popup_flags); +} +CIMGUI_API void igOpenPopupOnItemClick(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopupOnItemClick(str_id,popup_flags); +} +CIMGUI_API void igCloseCurrentPopup() +{ + return ImGui::CloseCurrentPopup(); +} +CIMGUI_API bool igBeginPopupContextItem(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextItem(str_id,popup_flags); +} +CIMGUI_API bool igBeginPopupContextWindow(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextWindow(str_id,popup_flags); +} +CIMGUI_API bool igBeginPopupContextVoid(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextVoid(str_id,popup_flags); +} +CIMGUI_API bool igIsPopupOpen_Str(const char* str_id,ImGuiPopupFlags flags) +{ + return ImGui::IsPopupOpen(str_id,flags); +} +CIMGUI_API bool igBeginTable(const char* str_id,int columns,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width) +{ + return ImGui::BeginTable(str_id,columns,flags,outer_size,inner_width); +} +CIMGUI_API void igEndTable() +{ + return ImGui::EndTable(); +} +CIMGUI_API void igTableNextRow(ImGuiTableRowFlags row_flags,float min_row_height) +{ + return ImGui::TableNextRow(row_flags,min_row_height); +} +CIMGUI_API bool igTableNextColumn() +{ + return ImGui::TableNextColumn(); +} +CIMGUI_API bool igTableSetColumnIndex(int column_n) +{ + return ImGui::TableSetColumnIndex(column_n); +} +CIMGUI_API void igTableSetupColumn(const char* label,ImGuiTableColumnFlags flags,float init_width_or_weight,ImGuiID user_id) +{ + return ImGui::TableSetupColumn(label,flags,init_width_or_weight,user_id); +} +CIMGUI_API void igTableSetupScrollFreeze(int cols,int rows) +{ + return ImGui::TableSetupScrollFreeze(cols,rows); +} +CIMGUI_API void igTableHeader(const char* label) +{ + return ImGui::TableHeader(label); +} +CIMGUI_API void igTableHeadersRow() +{ + return ImGui::TableHeadersRow(); +} +CIMGUI_API void igTableAngledHeadersRow() +{ + return ImGui::TableAngledHeadersRow(); +} +CIMGUI_API ImGuiTableSortSpecs* igTableGetSortSpecs() +{ + return ImGui::TableGetSortSpecs(); +} +CIMGUI_API int igTableGetColumnCount() +{ + return ImGui::TableGetColumnCount(); +} +CIMGUI_API int igTableGetColumnIndex() +{ + return ImGui::TableGetColumnIndex(); +} +CIMGUI_API int igTableGetRowIndex() +{ + return ImGui::TableGetRowIndex(); +} +CIMGUI_API const char* igTableGetColumnName_Int(int column_n) +{ + return ImGui::TableGetColumnName(column_n); +} +CIMGUI_API ImGuiTableColumnFlags igTableGetColumnFlags(int column_n) +{ + return ImGui::TableGetColumnFlags(column_n); +} +CIMGUI_API void igTableSetColumnEnabled(int column_n,bool v) +{ + return ImGui::TableSetColumnEnabled(column_n,v); +} +CIMGUI_API int igTableGetHoveredColumn() +{ + return ImGui::TableGetHoveredColumn(); +} +CIMGUI_API void igTableSetBgColor(ImGuiTableBgTarget target,ImU32 color,int column_n) +{ + return ImGui::TableSetBgColor(target,color,column_n); +} +CIMGUI_API void igColumns(int count,const char* id,bool borders) +{ + return ImGui::Columns(count,id,borders); +} +CIMGUI_API void igNextColumn() +{ + return ImGui::NextColumn(); +} +CIMGUI_API int igGetColumnIndex() +{ + return ImGui::GetColumnIndex(); +} +CIMGUI_API float igGetColumnWidth(int column_index) +{ + return ImGui::GetColumnWidth(column_index); +} +CIMGUI_API void igSetColumnWidth(int column_index,float width) +{ + return ImGui::SetColumnWidth(column_index,width); +} +CIMGUI_API float igGetColumnOffset(int column_index) +{ + return ImGui::GetColumnOffset(column_index); +} +CIMGUI_API void igSetColumnOffset(int column_index,float offset_x) +{ + return ImGui::SetColumnOffset(column_index,offset_x); +} +CIMGUI_API int igGetColumnsCount() +{ + return ImGui::GetColumnsCount(); +} +CIMGUI_API bool igBeginTabBar(const char* str_id,ImGuiTabBarFlags flags) +{ + return ImGui::BeginTabBar(str_id,flags); +} +CIMGUI_API void igEndTabBar() +{ + return ImGui::EndTabBar(); +} +CIMGUI_API bool igBeginTabItem(const char* label,bool* p_open,ImGuiTabItemFlags flags) +{ + return ImGui::BeginTabItem(label,p_open,flags); +} +CIMGUI_API void igEndTabItem() +{ + return ImGui::EndTabItem(); +} +CIMGUI_API bool igTabItemButton(const char* label,ImGuiTabItemFlags flags) +{ + return ImGui::TabItemButton(label,flags); +} +CIMGUI_API void igSetTabItemClosed(const char* tab_or_docked_window_label) +{ + return ImGui::SetTabItemClosed(tab_or_docked_window_label); +} +CIMGUI_API ImGuiID igDockSpace(ImGuiID dockspace_id,const ImVec2 size,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class) +{ + return ImGui::DockSpace(dockspace_id,size,flags,window_class); +} +CIMGUI_API ImGuiID igDockSpaceOverViewport(ImGuiID dockspace_id,const ImGuiViewport* viewport,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class) +{ + return ImGui::DockSpaceOverViewport(dockspace_id,viewport,flags,window_class); +} +CIMGUI_API void igSetNextWindowDockID(ImGuiID dock_id,ImGuiCond cond) +{ + return ImGui::SetNextWindowDockID(dock_id,cond); +} +CIMGUI_API void igSetNextWindowClass(const ImGuiWindowClass* window_class) +{ + return ImGui::SetNextWindowClass(window_class); +} +CIMGUI_API ImGuiID igGetWindowDockID() +{ + return ImGui::GetWindowDockID(); +} +CIMGUI_API bool igIsWindowDocked() +{ + return ImGui::IsWindowDocked(); +} +CIMGUI_API void igLogToTTY(int auto_open_depth) +{ + return ImGui::LogToTTY(auto_open_depth); +} +CIMGUI_API void igLogToFile(int auto_open_depth,const char* filename) +{ + return ImGui::LogToFile(auto_open_depth,filename); +} +CIMGUI_API void igLogToClipboard(int auto_open_depth) +{ + return ImGui::LogToClipboard(auto_open_depth); +} +CIMGUI_API void igLogFinish() +{ + return ImGui::LogFinish(); +} +CIMGUI_API void igLogButtons() +{ + return ImGui::LogButtons(); +} +CIMGUI_API void igLogTextV(const char* fmt,va_list args) +{ + return ImGui::LogTextV(fmt,args); +} +CIMGUI_API bool igBeginDragDropSource(ImGuiDragDropFlags flags) +{ + return ImGui::BeginDragDropSource(flags); +} +CIMGUI_API bool igSetDragDropPayload(const char* type,const void* data,size_t sz,ImGuiCond cond) +{ + return ImGui::SetDragDropPayload(type,data,sz,cond); +} +CIMGUI_API void igEndDragDropSource() +{ + return ImGui::EndDragDropSource(); +} +CIMGUI_API bool igBeginDragDropTarget() +{ + return ImGui::BeginDragDropTarget(); +} +CIMGUI_API const ImGuiPayload* igAcceptDragDropPayload(const char* type,ImGuiDragDropFlags flags) +{ + return ImGui::AcceptDragDropPayload(type,flags); +} +CIMGUI_API void igEndDragDropTarget() +{ + return ImGui::EndDragDropTarget(); +} +CIMGUI_API const ImGuiPayload* igGetDragDropPayload() +{ + return ImGui::GetDragDropPayload(); +} +CIMGUI_API void igBeginDisabled(bool disabled) +{ + return ImGui::BeginDisabled(disabled); +} +CIMGUI_API void igEndDisabled() +{ + return ImGui::EndDisabled(); +} +CIMGUI_API void igPushClipRect(const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect) +{ + return ImGui::PushClipRect(clip_rect_min,clip_rect_max,intersect_with_current_clip_rect); +} +CIMGUI_API void igPopClipRect() +{ + return ImGui::PopClipRect(); +} +CIMGUI_API void igSetItemDefaultFocus() +{ + return ImGui::SetItemDefaultFocus(); +} +CIMGUI_API void igSetKeyboardFocusHere(int offset) +{ + return ImGui::SetKeyboardFocusHere(offset); +} +CIMGUI_API void igSetNavCursorVisible(bool visible) +{ + return ImGui::SetNavCursorVisible(visible); +} +CIMGUI_API void igSetNextItemAllowOverlap() +{ + return ImGui::SetNextItemAllowOverlap(); +} +CIMGUI_API bool igIsItemHovered(ImGuiHoveredFlags flags) +{ + return ImGui::IsItemHovered(flags); +} +CIMGUI_API bool igIsItemActive() +{ + return ImGui::IsItemActive(); +} +CIMGUI_API bool igIsItemFocused() +{ + return ImGui::IsItemFocused(); +} +CIMGUI_API bool igIsItemClicked(ImGuiMouseButton mouse_button) +{ + return ImGui::IsItemClicked(mouse_button); +} +CIMGUI_API bool igIsItemVisible() +{ + return ImGui::IsItemVisible(); +} +CIMGUI_API bool igIsItemEdited() +{ + return ImGui::IsItemEdited(); +} +CIMGUI_API bool igIsItemActivated() +{ + return ImGui::IsItemActivated(); +} +CIMGUI_API bool igIsItemDeactivated() +{ + return ImGui::IsItemDeactivated(); +} +CIMGUI_API bool igIsItemDeactivatedAfterEdit() +{ + return ImGui::IsItemDeactivatedAfterEdit(); +} +CIMGUI_API bool igIsItemToggledOpen() +{ + return ImGui::IsItemToggledOpen(); +} +CIMGUI_API bool igIsAnyItemHovered() +{ + return ImGui::IsAnyItemHovered(); +} +CIMGUI_API bool igIsAnyItemActive() +{ + return ImGui::IsAnyItemActive(); +} +CIMGUI_API bool igIsAnyItemFocused() +{ + return ImGui::IsAnyItemFocused(); +} +CIMGUI_API ImGuiID igGetItemID() +{ + return ImGui::GetItemID(); +} +CIMGUI_API void igGetItemRectMin(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectMin(); +} +CIMGUI_API void igGetItemRectMax(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectMax(); +} +CIMGUI_API void igGetItemRectSize(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectSize(); +} +CIMGUI_API ImGuiViewport* igGetMainViewport() +{ + return ImGui::GetMainViewport(); +} +CIMGUI_API ImDrawList* igGetBackgroundDrawList(ImGuiViewport* viewport) +{ + return ImGui::GetBackgroundDrawList(viewport); +} +CIMGUI_API ImDrawList* igGetForegroundDrawList_ViewportPtr(ImGuiViewport* viewport) +{ + return ImGui::GetForegroundDrawList(viewport); +} +CIMGUI_API bool igIsRectVisible_Nil(const ImVec2 size) +{ + return ImGui::IsRectVisible(size); +} +CIMGUI_API bool igIsRectVisible_Vec2(const ImVec2 rect_min,const ImVec2 rect_max) +{ + return ImGui::IsRectVisible(rect_min,rect_max); +} +CIMGUI_API double igGetTime() +{ + return ImGui::GetTime(); +} +CIMGUI_API int igGetFrameCount() +{ + return ImGui::GetFrameCount(); +} +CIMGUI_API ImDrawListSharedData* igGetDrawListSharedData() +{ + return ImGui::GetDrawListSharedData(); +} +CIMGUI_API const char* igGetStyleColorName(ImGuiCol idx) +{ + return ImGui::GetStyleColorName(idx); +} +CIMGUI_API void igSetStateStorage(ImGuiStorage* storage) +{ + return ImGui::SetStateStorage(storage); +} +CIMGUI_API ImGuiStorage* igGetStateStorage() +{ + return ImGui::GetStateStorage(); +} +CIMGUI_API void igCalcTextSize(ImVec2 *pOut,const char* text,const char* text_end,bool hide_text_after_double_hash,float wrap_width) +{ + *pOut = ImGui::CalcTextSize(text,text_end,hide_text_after_double_hash,wrap_width); +} +CIMGUI_API void igColorConvertU32ToFloat4(ImVec4 *pOut,ImU32 in) +{ + *pOut = ImGui::ColorConvertU32ToFloat4(in); +} +CIMGUI_API ImU32 igColorConvertFloat4ToU32(const ImVec4 in) +{ + return ImGui::ColorConvertFloat4ToU32(in); +} +CIMGUI_API void igColorConvertRGBtoHSV(float r,float g,float b,float* out_h,float* out_s,float* out_v) +{ + return ImGui::ColorConvertRGBtoHSV(r,g,b,*out_h,*out_s,*out_v); +} +CIMGUI_API void igColorConvertHSVtoRGB(float h,float s,float v,float* out_r,float* out_g,float* out_b) +{ + return ImGui::ColorConvertHSVtoRGB(h,s,v,*out_r,*out_g,*out_b); +} +CIMGUI_API bool igIsKeyDown_Nil(ImGuiKey key) +{ + return ImGui::IsKeyDown(key); +} +CIMGUI_API bool igIsKeyPressed_Bool(ImGuiKey key,bool repeat) +{ + return ImGui::IsKeyPressed(key,repeat); +} +CIMGUI_API bool igIsKeyReleased_Nil(ImGuiKey key) +{ + return ImGui::IsKeyReleased(key); +} +CIMGUI_API bool igIsKeyChordPressed_Nil(ImGuiKeyChord key_chord) +{ + return ImGui::IsKeyChordPressed(key_chord); +} +CIMGUI_API int igGetKeyPressedAmount(ImGuiKey key,float repeat_delay,float rate) +{ + return ImGui::GetKeyPressedAmount(key,repeat_delay,rate); +} +CIMGUI_API const char* igGetKeyName(ImGuiKey key) +{ + return ImGui::GetKeyName(key); +} +CIMGUI_API void igSetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + return ImGui::SetNextFrameWantCaptureKeyboard(want_capture_keyboard); +} +CIMGUI_API bool igShortcut_Nil(ImGuiKeyChord key_chord,ImGuiInputFlags flags) +{ + return ImGui::Shortcut(key_chord,flags); +} +CIMGUI_API void igSetNextItemShortcut(ImGuiKeyChord key_chord,ImGuiInputFlags flags) +{ + return ImGui::SetNextItemShortcut(key_chord,flags); +} +CIMGUI_API void igSetItemKeyOwner_Nil(ImGuiKey key) +{ + return ImGui::SetItemKeyOwner(key); +} +CIMGUI_API bool igIsMouseDown_Nil(ImGuiMouseButton button) +{ + return ImGui::IsMouseDown(button); +} +CIMGUI_API bool igIsMouseClicked_Bool(ImGuiMouseButton button,bool repeat) +{ + return ImGui::IsMouseClicked(button,repeat); +} +CIMGUI_API bool igIsMouseReleased_Nil(ImGuiMouseButton button) +{ + return ImGui::IsMouseReleased(button); +} +CIMGUI_API bool igIsMouseDoubleClicked_Nil(ImGuiMouseButton button) +{ + return ImGui::IsMouseDoubleClicked(button); +} +CIMGUI_API int igGetMouseClickedCount(ImGuiMouseButton button) +{ + return ImGui::GetMouseClickedCount(button); +} +CIMGUI_API bool igIsMouseHoveringRect(const ImVec2 r_min,const ImVec2 r_max,bool clip) +{ + return ImGui::IsMouseHoveringRect(r_min,r_max,clip); +} +CIMGUI_API bool igIsMousePosValid(const ImVec2* mouse_pos) +{ + return ImGui::IsMousePosValid(mouse_pos); +} +CIMGUI_API bool igIsAnyMouseDown() +{ + return ImGui::IsAnyMouseDown(); +} +CIMGUI_API void igGetMousePos(ImVec2 *pOut) +{ + *pOut = ImGui::GetMousePos(); +} +CIMGUI_API void igGetMousePosOnOpeningCurrentPopup(ImVec2 *pOut) +{ + *pOut = ImGui::GetMousePosOnOpeningCurrentPopup(); +} +CIMGUI_API bool igIsMouseDragging(ImGuiMouseButton button,float lock_threshold) +{ + return ImGui::IsMouseDragging(button,lock_threshold); +} +CIMGUI_API void igGetMouseDragDelta(ImVec2 *pOut,ImGuiMouseButton button,float lock_threshold) +{ + *pOut = ImGui::GetMouseDragDelta(button,lock_threshold); +} +CIMGUI_API void igResetMouseDragDelta(ImGuiMouseButton button) +{ + return ImGui::ResetMouseDragDelta(button); +} +CIMGUI_API ImGuiMouseCursor igGetMouseCursor() +{ + return ImGui::GetMouseCursor(); +} +CIMGUI_API void igSetMouseCursor(ImGuiMouseCursor cursor_type) +{ + return ImGui::SetMouseCursor(cursor_type); +} +CIMGUI_API void igSetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + return ImGui::SetNextFrameWantCaptureMouse(want_capture_mouse); +} +CIMGUI_API const char* igGetClipboardText() +{ + return ImGui::GetClipboardText(); +} +CIMGUI_API void igSetClipboardText(const char* text) +{ + return ImGui::SetClipboardText(text); +} +CIMGUI_API void igLoadIniSettingsFromDisk(const char* ini_filename) +{ + return ImGui::LoadIniSettingsFromDisk(ini_filename); +} +CIMGUI_API void igLoadIniSettingsFromMemory(const char* ini_data,size_t ini_size) +{ + return ImGui::LoadIniSettingsFromMemory(ini_data,ini_size); +} +CIMGUI_API void igSaveIniSettingsToDisk(const char* ini_filename) +{ + return ImGui::SaveIniSettingsToDisk(ini_filename); +} +CIMGUI_API const char* igSaveIniSettingsToMemory(size_t* out_ini_size) +{ + return ImGui::SaveIniSettingsToMemory(out_ini_size); +} +CIMGUI_API void igDebugTextEncoding(const char* text) +{ + return ImGui::DebugTextEncoding(text); +} +CIMGUI_API void igDebugFlashStyleColor(ImGuiCol idx) +{ + return ImGui::DebugFlashStyleColor(idx); +} +CIMGUI_API void igDebugStartItemPicker() +{ + return ImGui::DebugStartItemPicker(); +} +CIMGUI_API bool igDebugCheckVersionAndDataLayout(const char* version_str,size_t sz_io,size_t sz_style,size_t sz_vec2,size_t sz_vec4,size_t sz_drawvert,size_t sz_drawidx) +{ + return ImGui::DebugCheckVersionAndDataLayout(version_str,sz_io,sz_style,sz_vec2,sz_vec4,sz_drawvert,sz_drawidx); +} +CIMGUI_API void igDebugLog(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::DebugLogV(fmt,args); + va_end(args); +} +CIMGUI_API void igDebugLogV(const char* fmt,va_list args) +{ + return ImGui::DebugLogV(fmt,args); +} +CIMGUI_API void igSetAllocatorFunctions(ImGuiMemAllocFunc alloc_func,ImGuiMemFreeFunc free_func,void* user_data) +{ + return ImGui::SetAllocatorFunctions(alloc_func,free_func,user_data); +} +CIMGUI_API void igGetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func,ImGuiMemFreeFunc* p_free_func,void** p_user_data) +{ + return ImGui::GetAllocatorFunctions(p_alloc_func,p_free_func,p_user_data); +} +CIMGUI_API void* igMemAlloc(size_t size) +{ + return ImGui::MemAlloc(size); +} +CIMGUI_API void igMemFree(void* ptr) +{ + return ImGui::MemFree(ptr); +} +CIMGUI_API void igUpdatePlatformWindows() +{ + return ImGui::UpdatePlatformWindows(); +} +CIMGUI_API void igRenderPlatformWindowsDefault(void* platform_render_arg,void* renderer_render_arg) +{ + return ImGui::RenderPlatformWindowsDefault(platform_render_arg,renderer_render_arg); +} +CIMGUI_API void igDestroyPlatformWindows() +{ + return ImGui::DestroyPlatformWindows(); +} +CIMGUI_API ImGuiViewport* igFindViewportByID(ImGuiID id) +{ + return ImGui::FindViewportByID(id); +} +CIMGUI_API ImGuiViewport* igFindViewportByPlatformHandle(void* platform_handle) +{ + return ImGui::FindViewportByPlatformHandle(platform_handle); +} +CIMGUI_API ImGuiTableSortSpecs* ImGuiTableSortSpecs_ImGuiTableSortSpecs(void) +{ + return IM_NEW(ImGuiTableSortSpecs)(); +} +CIMGUI_API void ImGuiTableSortSpecs_destroy(ImGuiTableSortSpecs* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSortSpecs* ImGuiTableColumnSortSpecs_ImGuiTableColumnSortSpecs(void) +{ + return IM_NEW(ImGuiTableColumnSortSpecs)(); +} +CIMGUI_API void ImGuiTableColumnSortSpecs_destroy(ImGuiTableColumnSortSpecs* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStyle* ImGuiStyle_ImGuiStyle(void) +{ + return IM_NEW(ImGuiStyle)(); +} +CIMGUI_API void ImGuiStyle_destroy(ImGuiStyle* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiStyle_ScaleAllSizes(ImGuiStyle* self,float scale_factor) +{ + return self->ScaleAllSizes(scale_factor); +} +CIMGUI_API void ImGuiIO_AddKeyEvent(ImGuiIO* self,ImGuiKey key,bool down) +{ + return self->AddKeyEvent(key,down); +} +CIMGUI_API void ImGuiIO_AddKeyAnalogEvent(ImGuiIO* self,ImGuiKey key,bool down,float v) +{ + return self->AddKeyAnalogEvent(key,down,v); +} +CIMGUI_API void ImGuiIO_AddMousePosEvent(ImGuiIO* self,float x,float y) +{ + return self->AddMousePosEvent(x,y); +} +CIMGUI_API void ImGuiIO_AddMouseButtonEvent(ImGuiIO* self,int button,bool down) +{ + return self->AddMouseButtonEvent(button,down); +} +CIMGUI_API void ImGuiIO_AddMouseWheelEvent(ImGuiIO* self,float wheel_x,float wheel_y) +{ + return self->AddMouseWheelEvent(wheel_x,wheel_y); +} +CIMGUI_API void ImGuiIO_AddMouseSourceEvent(ImGuiIO* self,ImGuiMouseSource source) +{ + return self->AddMouseSourceEvent(source); +} +CIMGUI_API void ImGuiIO_AddMouseViewportEvent(ImGuiIO* self,ImGuiID id) +{ + return self->AddMouseViewportEvent(id); +} +CIMGUI_API void ImGuiIO_AddFocusEvent(ImGuiIO* self,bool focused) +{ + return self->AddFocusEvent(focused); +} +CIMGUI_API void ImGuiIO_AddInputCharacter(ImGuiIO* self,unsigned int c) +{ + return self->AddInputCharacter(c); +} +CIMGUI_API void ImGuiIO_AddInputCharacterUTF16(ImGuiIO* self,ImWchar16 c) +{ + return self->AddInputCharacterUTF16(c); +} +CIMGUI_API void ImGuiIO_AddInputCharactersUTF8(ImGuiIO* self,const char* str) +{ + return self->AddInputCharactersUTF8(str); +} +CIMGUI_API void ImGuiIO_SetKeyEventNativeData(ImGuiIO* self,ImGuiKey key,int native_keycode,int native_scancode,int native_legacy_index) +{ + return self->SetKeyEventNativeData(key,native_keycode,native_scancode,native_legacy_index); +} +CIMGUI_API void ImGuiIO_SetAppAcceptingEvents(ImGuiIO* self,bool accepting_events) +{ + return self->SetAppAcceptingEvents(accepting_events); +} +CIMGUI_API void ImGuiIO_ClearEventsQueue(ImGuiIO* self) +{ + return self->ClearEventsQueue(); +} +CIMGUI_API void ImGuiIO_ClearInputKeys(ImGuiIO* self) +{ + return self->ClearInputKeys(); +} +CIMGUI_API void ImGuiIO_ClearInputMouse(ImGuiIO* self) +{ + return self->ClearInputMouse(); +} +CIMGUI_API ImGuiIO* ImGuiIO_ImGuiIO(void) +{ + return IM_NEW(ImGuiIO)(); +} +CIMGUI_API void ImGuiIO_destroy(ImGuiIO* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiInputTextCallbackData* ImGuiInputTextCallbackData_ImGuiInputTextCallbackData(void) +{ + return IM_NEW(ImGuiInputTextCallbackData)(); +} +CIMGUI_API void ImGuiInputTextCallbackData_destroy(ImGuiInputTextCallbackData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextCallbackData_DeleteChars(ImGuiInputTextCallbackData* self,int pos,int bytes_count) +{ + return self->DeleteChars(pos,bytes_count); +} +CIMGUI_API void ImGuiInputTextCallbackData_InsertChars(ImGuiInputTextCallbackData* self,int pos,const char* text,const char* text_end) +{ + return self->InsertChars(pos,text,text_end); +} +CIMGUI_API void ImGuiInputTextCallbackData_SelectAll(ImGuiInputTextCallbackData* self) +{ + return self->SelectAll(); +} +CIMGUI_API void ImGuiInputTextCallbackData_ClearSelection(ImGuiInputTextCallbackData* self) +{ + return self->ClearSelection(); +} +CIMGUI_API bool ImGuiInputTextCallbackData_HasSelection(ImGuiInputTextCallbackData* self) +{ + return self->HasSelection(); +} +CIMGUI_API ImGuiWindowClass* ImGuiWindowClass_ImGuiWindowClass(void) +{ + return IM_NEW(ImGuiWindowClass)(); +} +CIMGUI_API void ImGuiWindowClass_destroy(ImGuiWindowClass* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPayload* ImGuiPayload_ImGuiPayload(void) +{ + return IM_NEW(ImGuiPayload)(); +} +CIMGUI_API void ImGuiPayload_destroy(ImGuiPayload* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiPayload_Clear(ImGuiPayload* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImGuiPayload_IsDataType(ImGuiPayload* self,const char* type) +{ + return self->IsDataType(type); +} +CIMGUI_API bool ImGuiPayload_IsPreview(ImGuiPayload* self) +{ + return self->IsPreview(); +} +CIMGUI_API bool ImGuiPayload_IsDelivery(ImGuiPayload* self) +{ + return self->IsDelivery(); +} +CIMGUI_API ImGuiOnceUponAFrame* ImGuiOnceUponAFrame_ImGuiOnceUponAFrame(void) +{ + return IM_NEW(ImGuiOnceUponAFrame)(); +} +CIMGUI_API void ImGuiOnceUponAFrame_destroy(ImGuiOnceUponAFrame* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTextFilter* ImGuiTextFilter_ImGuiTextFilter(const char* default_filter) +{ + return IM_NEW(ImGuiTextFilter)(default_filter); +} +CIMGUI_API void ImGuiTextFilter_destroy(ImGuiTextFilter* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImGuiTextFilter_Draw(ImGuiTextFilter* self,const char* label,float width) +{ + return self->Draw(label,width); +} +CIMGUI_API bool ImGuiTextFilter_PassFilter(ImGuiTextFilter* self,const char* text,const char* text_end) +{ + return self->PassFilter(text,text_end); +} +CIMGUI_API void ImGuiTextFilter_Build(ImGuiTextFilter* self) +{ + return self->Build(); +} +CIMGUI_API void ImGuiTextFilter_Clear(ImGuiTextFilter* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImGuiTextFilter_IsActive(ImGuiTextFilter* self) +{ + return self->IsActive(); +} +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Nil(void) +{ + return IM_NEW(ImGuiTextRange)(); +} +CIMGUI_API void ImGuiTextRange_destroy(ImGuiTextRange* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Str(const char* _b,const char* _e) +{ + return IM_NEW(ImGuiTextRange)(_b,_e); +} +CIMGUI_API bool ImGuiTextRange_empty(ImGuiTextRange* self) +{ + return self->empty(); +} +CIMGUI_API void ImGuiTextRange_split(ImGuiTextRange* self,char separator,ImVector_ImGuiTextRange* out) +{ + return self->split(separator,out); +} +CIMGUI_API ImGuiTextBuffer* ImGuiTextBuffer_ImGuiTextBuffer(void) +{ + return IM_NEW(ImGuiTextBuffer)(); +} +CIMGUI_API void ImGuiTextBuffer_destroy(ImGuiTextBuffer* self) +{ + IM_DELETE(self); +} +CIMGUI_API const char* ImGuiTextBuffer_begin(ImGuiTextBuffer* self) +{ + return self->begin(); +} +CIMGUI_API const char* ImGuiTextBuffer_end(ImGuiTextBuffer* self) +{ + return self->end(); +} +CIMGUI_API int ImGuiTextBuffer_size(ImGuiTextBuffer* self) +{ + return self->size(); +} +CIMGUI_API bool ImGuiTextBuffer_empty(ImGuiTextBuffer* self) +{ + return self->empty(); +} +CIMGUI_API void ImGuiTextBuffer_clear(ImGuiTextBuffer* self) +{ + return self->clear(); +} +CIMGUI_API void ImGuiTextBuffer_reserve(ImGuiTextBuffer* self,int capacity) +{ + return self->reserve(capacity); +} +CIMGUI_API const char* ImGuiTextBuffer_c_str(ImGuiTextBuffer* self) +{ + return self->c_str(); +} +CIMGUI_API void ImGuiTextBuffer_append(ImGuiTextBuffer* self,const char* str,const char* str_end) +{ + return self->append(str,str_end); +} +CIMGUI_API void ImGuiTextBuffer_appendfv(ImGuiTextBuffer* self,const char* fmt,va_list args) +{ + return self->appendfv(fmt,args); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Int(ImGuiID _key,int _val) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val); +} +CIMGUI_API void ImGuiStoragePair_destroy(ImGuiStoragePair* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Float(ImGuiID _key,float _val) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Ptr(ImGuiID _key,void* _val) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val); +} +CIMGUI_API void ImGuiStorage_Clear(ImGuiStorage* self) +{ + return self->Clear(); +} +CIMGUI_API int ImGuiStorage_GetInt(ImGuiStorage* self,ImGuiID key,int default_val) +{ + return self->GetInt(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetInt(ImGuiStorage* self,ImGuiID key,int val) +{ + return self->SetInt(key,val); +} +CIMGUI_API bool ImGuiStorage_GetBool(ImGuiStorage* self,ImGuiID key,bool default_val) +{ + return self->GetBool(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetBool(ImGuiStorage* self,ImGuiID key,bool val) +{ + return self->SetBool(key,val); +} +CIMGUI_API float ImGuiStorage_GetFloat(ImGuiStorage* self,ImGuiID key,float default_val) +{ + return self->GetFloat(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetFloat(ImGuiStorage* self,ImGuiID key,float val) +{ + return self->SetFloat(key,val); +} +CIMGUI_API void* ImGuiStorage_GetVoidPtr(ImGuiStorage* self,ImGuiID key) +{ + return self->GetVoidPtr(key); +} +CIMGUI_API void ImGuiStorage_SetVoidPtr(ImGuiStorage* self,ImGuiID key,void* val) +{ + return self->SetVoidPtr(key,val); +} +CIMGUI_API int* ImGuiStorage_GetIntRef(ImGuiStorage* self,ImGuiID key,int default_val) +{ + return self->GetIntRef(key,default_val); +} +CIMGUI_API bool* ImGuiStorage_GetBoolRef(ImGuiStorage* self,ImGuiID key,bool default_val) +{ + return self->GetBoolRef(key,default_val); +} +CIMGUI_API float* ImGuiStorage_GetFloatRef(ImGuiStorage* self,ImGuiID key,float default_val) +{ + return self->GetFloatRef(key,default_val); +} +CIMGUI_API void** ImGuiStorage_GetVoidPtrRef(ImGuiStorage* self,ImGuiID key,void* default_val) +{ + return self->GetVoidPtrRef(key,default_val); +} +CIMGUI_API void ImGuiStorage_BuildSortByKey(ImGuiStorage* self) +{ + return self->BuildSortByKey(); +} +CIMGUI_API void ImGuiStorage_SetAllInt(ImGuiStorage* self,int val) +{ + return self->SetAllInt(val); +} +CIMGUI_API ImGuiListClipper* ImGuiListClipper_ImGuiListClipper(void) +{ + return IM_NEW(ImGuiListClipper)(); +} +CIMGUI_API void ImGuiListClipper_destroy(ImGuiListClipper* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiListClipper_Begin(ImGuiListClipper* self,int items_count,float items_height) +{ + return self->Begin(items_count,items_height); +} +CIMGUI_API void ImGuiListClipper_End(ImGuiListClipper* self) +{ + return self->End(); +} +CIMGUI_API bool ImGuiListClipper_Step(ImGuiListClipper* self) +{ + return self->Step(); +} +CIMGUI_API void ImGuiListClipper_IncludeItemByIndex(ImGuiListClipper* self,int item_index) +{ + return self->IncludeItemByIndex(item_index); +} +CIMGUI_API void ImGuiListClipper_IncludeItemsByIndex(ImGuiListClipper* self,int item_begin,int item_end) +{ + return self->IncludeItemsByIndex(item_begin,item_end); +} +CIMGUI_API void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* self,int item_index) +{ + return self->SeekCursorForItem(item_index); +} +CIMGUI_API ImColor* ImColor_ImColor_Nil(void) +{ + return IM_NEW(ImColor)(); +} +CIMGUI_API void ImColor_destroy(ImColor* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImColor* ImColor_ImColor_Float(float r,float g,float b,float a) +{ + return IM_NEW(ImColor)(r,g,b,a); +} +CIMGUI_API ImColor* ImColor_ImColor_Vec4(const ImVec4 col) +{ + return IM_NEW(ImColor)(col); +} +CIMGUI_API ImColor* ImColor_ImColor_Int(int r,int g,int b,int a) +{ + return IM_NEW(ImColor)(r,g,b,a); +} +CIMGUI_API ImColor* ImColor_ImColor_U32(ImU32 rgba) +{ + return IM_NEW(ImColor)(rgba); +} +CIMGUI_API void ImColor_SetHSV(ImColor* self,float h,float s,float v,float a) +{ + return self->SetHSV(h,s,v,a); +} +CIMGUI_API void ImColor_HSV(ImColor *pOut,float h,float s,float v,float a) +{ + *pOut = ImColor::HSV(h,s,v,a); +} +CIMGUI_API ImGuiSelectionBasicStorage* ImGuiSelectionBasicStorage_ImGuiSelectionBasicStorage(void) +{ + return IM_NEW(ImGuiSelectionBasicStorage)(); +} +CIMGUI_API void ImGuiSelectionBasicStorage_destroy(ImGuiSelectionBasicStorage* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiSelectionBasicStorage_ApplyRequests(ImGuiSelectionBasicStorage* self,ImGuiMultiSelectIO* ms_io) +{ + return self->ApplyRequests(ms_io); +} +CIMGUI_API bool ImGuiSelectionBasicStorage_Contains(ImGuiSelectionBasicStorage* self,ImGuiID id) +{ + return self->Contains(id); +} +CIMGUI_API void ImGuiSelectionBasicStorage_Clear(ImGuiSelectionBasicStorage* self) +{ + return self->Clear(); +} +CIMGUI_API void ImGuiSelectionBasicStorage_Swap(ImGuiSelectionBasicStorage* self,ImGuiSelectionBasicStorage* r) +{ + return self->Swap(*r); +} +CIMGUI_API void ImGuiSelectionBasicStorage_SetItemSelected(ImGuiSelectionBasicStorage* self,ImGuiID id,bool selected) +{ + return self->SetItemSelected(id,selected); +} +CIMGUI_API bool ImGuiSelectionBasicStorage_GetNextSelectedItem(ImGuiSelectionBasicStorage* self,void** opaque_it,ImGuiID* out_id) +{ + return self->GetNextSelectedItem(opaque_it,out_id); +} +CIMGUI_API ImGuiID ImGuiSelectionBasicStorage_GetStorageIdFromIndex(ImGuiSelectionBasicStorage* self,int idx) +{ + return self->GetStorageIdFromIndex(idx); +} +CIMGUI_API ImGuiSelectionExternalStorage* ImGuiSelectionExternalStorage_ImGuiSelectionExternalStorage(void) +{ + return IM_NEW(ImGuiSelectionExternalStorage)(); +} +CIMGUI_API void ImGuiSelectionExternalStorage_destroy(ImGuiSelectionExternalStorage* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiSelectionExternalStorage_ApplyRequests(ImGuiSelectionExternalStorage* self,ImGuiMultiSelectIO* ms_io) +{ + return self->ApplyRequests(ms_io); +} +CIMGUI_API ImDrawCmd* ImDrawCmd_ImDrawCmd(void) +{ + return IM_NEW(ImDrawCmd)(); +} +CIMGUI_API void ImDrawCmd_destroy(ImDrawCmd* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImTextureID ImDrawCmd_GetTexID(ImDrawCmd* self) +{ + return self->GetTexID(); +} +CIMGUI_API ImDrawListSplitter* ImDrawListSplitter_ImDrawListSplitter(void) +{ + return IM_NEW(ImDrawListSplitter)(); +} +CIMGUI_API void ImDrawListSplitter_destroy(ImDrawListSplitter* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawListSplitter_Clear(ImDrawListSplitter* self) +{ + return self->Clear(); +} +CIMGUI_API void ImDrawListSplitter_ClearFreeMemory(ImDrawListSplitter* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API void ImDrawListSplitter_Split(ImDrawListSplitter* self,ImDrawList* draw_list,int count) +{ + return self->Split(draw_list,count); +} +CIMGUI_API void ImDrawListSplitter_Merge(ImDrawListSplitter* self,ImDrawList* draw_list) +{ + return self->Merge(draw_list); +} +CIMGUI_API void ImDrawListSplitter_SetCurrentChannel(ImDrawListSplitter* self,ImDrawList* draw_list,int channel_idx) +{ + return self->SetCurrentChannel(draw_list,channel_idx); +} +CIMGUI_API ImDrawList* ImDrawList_ImDrawList(ImDrawListSharedData* shared_data) +{ + return IM_NEW(ImDrawList)(shared_data); +} +CIMGUI_API void ImDrawList_destroy(ImDrawList* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawList_PushClipRect(ImDrawList* self,const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect) +{ + return self->PushClipRect(clip_rect_min,clip_rect_max,intersect_with_current_clip_rect); +} +CIMGUI_API void ImDrawList_PushClipRectFullScreen(ImDrawList* self) +{ + return self->PushClipRectFullScreen(); +} +CIMGUI_API void ImDrawList_PopClipRect(ImDrawList* self) +{ + return self->PopClipRect(); +} +CIMGUI_API void ImDrawList_PushTextureID(ImDrawList* self,ImTextureID texture_id) +{ + return self->PushTextureID(texture_id); +} +CIMGUI_API void ImDrawList_PopTextureID(ImDrawList* self) +{ + return self->PopTextureID(); +} +CIMGUI_API void ImDrawList_GetClipRectMin(ImVec2 *pOut,ImDrawList* self) +{ + *pOut = self->GetClipRectMin(); +} +CIMGUI_API void ImDrawList_GetClipRectMax(ImVec2 *pOut,ImDrawList* self) +{ + *pOut = self->GetClipRectMax(); +} +CIMGUI_API void ImDrawList_AddLine(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,ImU32 col,float thickness) +{ + return self->AddLine(p1,p2,col,thickness); +} +CIMGUI_API void ImDrawList_AddRect(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags,float thickness) +{ + return self->AddRect(p_min,p_max,col,rounding,flags,thickness); +} +CIMGUI_API void ImDrawList_AddRectFilled(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags) +{ + return self->AddRectFilled(p_min,p_max,col,rounding,flags); +} +CIMGUI_API void ImDrawList_AddRectFilledMultiColor(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col_upr_left,ImU32 col_upr_right,ImU32 col_bot_right,ImU32 col_bot_left) +{ + return self->AddRectFilledMultiColor(p_min,p_max,col_upr_left,col_upr_right,col_bot_right,col_bot_left); +} +CIMGUI_API void ImDrawList_AddQuad(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness) +{ + return self->AddQuad(p1,p2,p3,p4,col,thickness); +} +CIMGUI_API void ImDrawList_AddQuadFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col) +{ + return self->AddQuadFilled(p1,p2,p3,p4,col); +} +CIMGUI_API void ImDrawList_AddTriangle(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness) +{ + return self->AddTriangle(p1,p2,p3,col,thickness); +} +CIMGUI_API void ImDrawList_AddTriangleFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col) +{ + return self->AddTriangleFilled(p1,p2,p3,col); +} +CIMGUI_API void ImDrawList_AddCircle(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness) +{ + return self->AddCircle(center,radius,col,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddCircleFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments) +{ + return self->AddCircleFilled(center,radius,col,num_segments); +} +CIMGUI_API void ImDrawList_AddNgon(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness) +{ + return self->AddNgon(center,radius,col,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddNgonFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments) +{ + return self->AddNgonFilled(center,radius,col,num_segments); +} +CIMGUI_API void ImDrawList_AddEllipse(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments,float thickness) +{ + return self->AddEllipse(center,radius,col,rot,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddEllipseFilled(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments) +{ + return self->AddEllipseFilled(center,radius,col,rot,num_segments); +} +CIMGUI_API void ImDrawList_AddText_Vec2(ImDrawList* self,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end) +{ + return self->AddText(pos,col,text_begin,text_end); +} +CIMGUI_API void ImDrawList_AddText_FontPtr(ImDrawList* self,ImFont* font,float font_size,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end,float wrap_width,const ImVec4* cpu_fine_clip_rect) +{ + return self->AddText(font,font_size,pos,col,text_begin,text_end,wrap_width,cpu_fine_clip_rect); +} +CIMGUI_API void ImDrawList_AddBezierCubic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness,int num_segments) +{ + return self->AddBezierCubic(p1,p2,p3,p4,col,thickness,num_segments); +} +CIMGUI_API void ImDrawList_AddBezierQuadratic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness,int num_segments) +{ + return self->AddBezierQuadratic(p1,p2,p3,col,thickness,num_segments); +} +CIMGUI_API void ImDrawList_AddPolyline(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col,ImDrawFlags flags,float thickness) +{ + return self->AddPolyline(points,num_points,col,flags,thickness); +} +CIMGUI_API void ImDrawList_AddConvexPolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col) +{ + return self->AddConvexPolyFilled(points,num_points,col); +} +CIMGUI_API void ImDrawList_AddConcavePolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col) +{ + return self->AddConcavePolyFilled(points,num_points,col); +} +CIMGUI_API void ImDrawList_AddImage(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col) +{ + return self->AddImage(user_texture_id,p_min,p_max,uv_min,uv_max,col); +} +CIMGUI_API void ImDrawList_AddImageQuad(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 uv1,const ImVec2 uv2,const ImVec2 uv3,const ImVec2 uv4,ImU32 col) +{ + return self->AddImageQuad(user_texture_id,p1,p2,p3,p4,uv1,uv2,uv3,uv4,col); +} +CIMGUI_API void ImDrawList_AddImageRounded(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col,float rounding,ImDrawFlags flags) +{ + return self->AddImageRounded(user_texture_id,p_min,p_max,uv_min,uv_max,col,rounding,flags); +} +CIMGUI_API void ImDrawList_PathClear(ImDrawList* self) +{ + return self->PathClear(); +} +CIMGUI_API void ImDrawList_PathLineTo(ImDrawList* self,const ImVec2 pos) +{ + return self->PathLineTo(pos); +} +CIMGUI_API void ImDrawList_PathLineToMergeDuplicate(ImDrawList* self,const ImVec2 pos) +{ + return self->PathLineToMergeDuplicate(pos); +} +CIMGUI_API void ImDrawList_PathFillConvex(ImDrawList* self,ImU32 col) +{ + return self->PathFillConvex(col); +} +CIMGUI_API void ImDrawList_PathFillConcave(ImDrawList* self,ImU32 col) +{ + return self->PathFillConcave(col); +} +CIMGUI_API void ImDrawList_PathStroke(ImDrawList* self,ImU32 col,ImDrawFlags flags,float thickness) +{ + return self->PathStroke(col,flags,thickness); +} +CIMGUI_API void ImDrawList_PathArcTo(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments) +{ + return self->PathArcTo(center,radius,a_min,a_max,num_segments); +} +CIMGUI_API void ImDrawList_PathArcToFast(ImDrawList* self,const ImVec2 center,float radius,int a_min_of_12,int a_max_of_12) +{ + return self->PathArcToFast(center,radius,a_min_of_12,a_max_of_12); +} +CIMGUI_API void ImDrawList_PathEllipticalArcTo(ImDrawList* self,const ImVec2 center,const ImVec2 radius,float rot,float a_min,float a_max,int num_segments) +{ + return self->PathEllipticalArcTo(center,radius,rot,a_min,a_max,num_segments); +} +CIMGUI_API void ImDrawList_PathBezierCubicCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,int num_segments) +{ + return self->PathBezierCubicCurveTo(p2,p3,p4,num_segments); +} +CIMGUI_API void ImDrawList_PathBezierQuadraticCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,int num_segments) +{ + return self->PathBezierQuadraticCurveTo(p2,p3,num_segments); +} +CIMGUI_API void ImDrawList_PathRect(ImDrawList* self,const ImVec2 rect_min,const ImVec2 rect_max,float rounding,ImDrawFlags flags) +{ + return self->PathRect(rect_min,rect_max,rounding,flags); +} +CIMGUI_API void ImDrawList_AddCallback(ImDrawList* self,ImDrawCallback callback,void* userdata,size_t userdata_size) +{ + return self->AddCallback(callback,userdata,userdata_size); +} +CIMGUI_API void ImDrawList_AddDrawCmd(ImDrawList* self) +{ + return self->AddDrawCmd(); +} +CIMGUI_API ImDrawList* ImDrawList_CloneOutput(ImDrawList* self) +{ + return self->CloneOutput(); +} +CIMGUI_API void ImDrawList_ChannelsSplit(ImDrawList* self,int count) +{ + return self->ChannelsSplit(count); +} +CIMGUI_API void ImDrawList_ChannelsMerge(ImDrawList* self) +{ + return self->ChannelsMerge(); +} +CIMGUI_API void ImDrawList_ChannelsSetCurrent(ImDrawList* self,int n) +{ + return self->ChannelsSetCurrent(n); +} +CIMGUI_API void ImDrawList_PrimReserve(ImDrawList* self,int idx_count,int vtx_count) +{ + return self->PrimReserve(idx_count,vtx_count); +} +CIMGUI_API void ImDrawList_PrimUnreserve(ImDrawList* self,int idx_count,int vtx_count) +{ + return self->PrimUnreserve(idx_count,vtx_count); +} +CIMGUI_API void ImDrawList_PrimRect(ImDrawList* self,const ImVec2 a,const ImVec2 b,ImU32 col) +{ + return self->PrimRect(a,b,col); +} +CIMGUI_API void ImDrawList_PrimRectUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,ImU32 col) +{ + return self->PrimRectUV(a,b,uv_a,uv_b,col); +} +CIMGUI_API void ImDrawList_PrimQuadUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 d,const ImVec2 uv_a,const ImVec2 uv_b,const ImVec2 uv_c,const ImVec2 uv_d,ImU32 col) +{ + return self->PrimQuadUV(a,b,c,d,uv_a,uv_b,uv_c,uv_d,col); +} +CIMGUI_API void ImDrawList_PrimWriteVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col) +{ + return self->PrimWriteVtx(pos,uv,col); +} +CIMGUI_API void ImDrawList_PrimWriteIdx(ImDrawList* self,ImDrawIdx idx) +{ + return self->PrimWriteIdx(idx); +} +CIMGUI_API void ImDrawList_PrimVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col) +{ + return self->PrimVtx(pos,uv,col); +} +CIMGUI_API void ImDrawList__ResetForNewFrame(ImDrawList* self) +{ + return self->_ResetForNewFrame(); +} +CIMGUI_API void ImDrawList__ClearFreeMemory(ImDrawList* self) +{ + return self->_ClearFreeMemory(); +} +CIMGUI_API void ImDrawList__PopUnusedDrawCmd(ImDrawList* self) +{ + return self->_PopUnusedDrawCmd(); +} +CIMGUI_API void ImDrawList__TryMergeDrawCmds(ImDrawList* self) +{ + return self->_TryMergeDrawCmds(); +} +CIMGUI_API void ImDrawList__OnChangedClipRect(ImDrawList* self) +{ + return self->_OnChangedClipRect(); +} +CIMGUI_API void ImDrawList__OnChangedTextureID(ImDrawList* self) +{ + return self->_OnChangedTextureID(); +} +CIMGUI_API void ImDrawList__OnChangedVtxOffset(ImDrawList* self) +{ + return self->_OnChangedVtxOffset(); +} +CIMGUI_API void ImDrawList__SetTextureID(ImDrawList* self,ImTextureID texture_id) +{ + return self->_SetTextureID(texture_id); +} +CIMGUI_API int ImDrawList__CalcCircleAutoSegmentCount(ImDrawList* self,float radius) +{ + return self->_CalcCircleAutoSegmentCount(radius); +} +CIMGUI_API void ImDrawList__PathArcToFastEx(ImDrawList* self,const ImVec2 center,float radius,int a_min_sample,int a_max_sample,int a_step) +{ + return self->_PathArcToFastEx(center,radius,a_min_sample,a_max_sample,a_step); +} +CIMGUI_API void ImDrawList__PathArcToN(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments) +{ + return self->_PathArcToN(center,radius,a_min,a_max,num_segments); +} +CIMGUI_API ImDrawData* ImDrawData_ImDrawData(void) +{ + return IM_NEW(ImDrawData)(); +} +CIMGUI_API void ImDrawData_destroy(ImDrawData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawData_Clear(ImDrawData* self) +{ + return self->Clear(); +} +CIMGUI_API void ImDrawData_AddDrawList(ImDrawData* self,ImDrawList* draw_list) +{ + return self->AddDrawList(draw_list); +} +CIMGUI_API void ImDrawData_DeIndexAllBuffers(ImDrawData* self) +{ + return self->DeIndexAllBuffers(); +} +CIMGUI_API void ImDrawData_ScaleClipRects(ImDrawData* self,const ImVec2 fb_scale) +{ + return self->ScaleClipRects(fb_scale); +} +CIMGUI_API ImFontConfig* ImFontConfig_ImFontConfig(void) +{ + return IM_NEW(ImFontConfig)(); +} +CIMGUI_API void ImFontConfig_destroy(ImFontConfig* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImFontGlyphRangesBuilder* ImFontGlyphRangesBuilder_ImFontGlyphRangesBuilder(void) +{ + return IM_NEW(ImFontGlyphRangesBuilder)(); +} +CIMGUI_API void ImFontGlyphRangesBuilder_destroy(ImFontGlyphRangesBuilder* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImFontGlyphRangesBuilder_Clear(ImFontGlyphRangesBuilder* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImFontGlyphRangesBuilder_GetBit(ImFontGlyphRangesBuilder* self,size_t n) +{ + return self->GetBit(n); +} +CIMGUI_API void ImFontGlyphRangesBuilder_SetBit(ImFontGlyphRangesBuilder* self,size_t n) +{ + return self->SetBit(n); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddChar(ImFontGlyphRangesBuilder* self,ImWchar c) +{ + return self->AddChar(c); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddText(ImFontGlyphRangesBuilder* self,const char* text,const char* text_end) +{ + return self->AddText(text,text_end); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddRanges(ImFontGlyphRangesBuilder* self,const ImWchar* ranges) +{ + return self->AddRanges(ranges); +} +CIMGUI_API void ImFontGlyphRangesBuilder_BuildRanges(ImFontGlyphRangesBuilder* self,ImVector_ImWchar* out_ranges) +{ + return self->BuildRanges(out_ranges); +} +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlasCustomRect_ImFontAtlasCustomRect(void) +{ + return IM_NEW(ImFontAtlasCustomRect)(); +} +CIMGUI_API void ImFontAtlasCustomRect_destroy(ImFontAtlasCustomRect* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImFontAtlasCustomRect_IsPacked(ImFontAtlasCustomRect* self) +{ + return self->IsPacked(); +} +CIMGUI_API ImFontAtlas* ImFontAtlas_ImFontAtlas(void) +{ + return IM_NEW(ImFontAtlas)(); +} +CIMGUI_API void ImFontAtlas_destroy(ImFontAtlas* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImFont* ImFontAtlas_AddFont(ImFontAtlas* self,const ImFontConfig* font_cfg) +{ + return self->AddFont(font_cfg); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontDefault(ImFontAtlas* self,const ImFontConfig* font_cfg) +{ + return self->AddFontDefault(font_cfg); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromFileTTF(ImFontAtlas* self,const char* filename,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromFileTTF(filename,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryTTF(ImFontAtlas* self,void* font_data,int font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryTTF(font_data,font_data_size,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedTTF(ImFontAtlas* self,const void* compressed_font_data,int compressed_font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryCompressedTTF(compressed_font_data,compressed_font_data_size,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(ImFontAtlas* self,const char* compressed_font_data_base85,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryCompressedBase85TTF(compressed_font_data_base85,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API void ImFontAtlas_ClearInputData(ImFontAtlas* self) +{ + return self->ClearInputData(); +} +CIMGUI_API void ImFontAtlas_ClearTexData(ImFontAtlas* self) +{ + return self->ClearTexData(); +} +CIMGUI_API void ImFontAtlas_ClearFonts(ImFontAtlas* self) +{ + return self->ClearFonts(); +} +CIMGUI_API void ImFontAtlas_Clear(ImFontAtlas* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImFontAtlas_Build(ImFontAtlas* self) +{ + return self->Build(); +} +CIMGUI_API void ImFontAtlas_GetTexDataAsAlpha8(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel) +{ + return self->GetTexDataAsAlpha8(out_pixels,out_width,out_height,out_bytes_per_pixel); +} +CIMGUI_API void ImFontAtlas_GetTexDataAsRGBA32(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel) +{ + return self->GetTexDataAsRGBA32(out_pixels,out_width,out_height,out_bytes_per_pixel); +} +CIMGUI_API bool ImFontAtlas_IsBuilt(ImFontAtlas* self) +{ + return self->IsBuilt(); +} +CIMGUI_API void ImFontAtlas_SetTexID(ImFontAtlas* self,ImTextureID id) +{ + return self->SetTexID(id); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesDefault(ImFontAtlas* self) +{ + return self->GetGlyphRangesDefault(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesGreek(ImFontAtlas* self) +{ + return self->GetGlyphRangesGreek(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesKorean(ImFontAtlas* self) +{ + return self->GetGlyphRangesKorean(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesJapanese(ImFontAtlas* self) +{ + return self->GetGlyphRangesJapanese(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseFull(ImFontAtlas* self) +{ + return self->GetGlyphRangesChineseFull(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(ImFontAtlas* self) +{ + return self->GetGlyphRangesChineseSimplifiedCommon(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesCyrillic(ImFontAtlas* self) +{ + return self->GetGlyphRangesCyrillic(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesThai(ImFontAtlas* self) +{ + return self->GetGlyphRangesThai(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesVietnamese(ImFontAtlas* self) +{ + return self->GetGlyphRangesVietnamese(); +} +CIMGUI_API int ImFontAtlas_AddCustomRectRegular(ImFontAtlas* self,int width,int height) +{ + return self->AddCustomRectRegular(width,height); +} +CIMGUI_API int ImFontAtlas_AddCustomRectFontGlyph(ImFontAtlas* self,ImFont* font,ImWchar id,int width,int height,float advance_x,const ImVec2 offset) +{ + return self->AddCustomRectFontGlyph(font,id,width,height,advance_x,offset); +} +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlas_GetCustomRectByIndex(ImFontAtlas* self,int index) +{ + return self->GetCustomRectByIndex(index); +} +CIMGUI_API void ImFontAtlas_CalcCustomRectUV(ImFontAtlas* self,const ImFontAtlasCustomRect* rect,ImVec2* out_uv_min,ImVec2* out_uv_max) +{ + return self->CalcCustomRectUV(rect,out_uv_min,out_uv_max); +} +CIMGUI_API bool ImFontAtlas_GetMouseCursorTexData(ImFontAtlas* self,ImGuiMouseCursor cursor,ImVec2* out_offset,ImVec2* out_size,ImVec2 out_uv_border[2],ImVec2 out_uv_fill[2]) +{ + return self->GetMouseCursorTexData(cursor,out_offset,out_size,out_uv_border,out_uv_fill); +} +CIMGUI_API ImFont* ImFont_ImFont(void) +{ + return IM_NEW(ImFont)(); +} +CIMGUI_API void ImFont_destroy(ImFont* self) +{ + IM_DELETE(self); +} +CIMGUI_API const ImFontGlyph* ImFont_FindGlyph(ImFont* self,ImWchar c) +{ + return self->FindGlyph(c); +} +CIMGUI_API const ImFontGlyph* ImFont_FindGlyphNoFallback(ImFont* self,ImWchar c) +{ + return self->FindGlyphNoFallback(c); +} +CIMGUI_API float ImFont_GetCharAdvance(ImFont* self,ImWchar c) +{ + return self->GetCharAdvance(c); +} +CIMGUI_API bool ImFont_IsLoaded(ImFont* self) +{ + return self->IsLoaded(); +} +CIMGUI_API const char* ImFont_GetDebugName(ImFont* self) +{ + return self->GetDebugName(); +} +CIMGUI_API void ImFont_CalcTextSizeA(ImVec2 *pOut,ImFont* self,float size,float max_width,float wrap_width,const char* text_begin,const char* text_end,const char** remaining) +{ + *pOut = self->CalcTextSizeA(size,max_width,wrap_width,text_begin,text_end,remaining); +} +CIMGUI_API const char* ImFont_CalcWordWrapPositionA(ImFont* self,float scale,const char* text,const char* text_end,float wrap_width) +{ + return self->CalcWordWrapPositionA(scale,text,text_end,wrap_width); +} +CIMGUI_API void ImFont_RenderChar(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,ImWchar c) +{ + return self->RenderChar(draw_list,size,pos,col,c); +} +CIMGUI_API void ImFont_RenderText(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,const ImVec4 clip_rect,const char* text_begin,const char* text_end,float wrap_width,bool cpu_fine_clip) +{ + return self->RenderText(draw_list,size,pos,col,clip_rect,text_begin,text_end,wrap_width,cpu_fine_clip); +} +CIMGUI_API void ImFont_BuildLookupTable(ImFont* self) +{ + return self->BuildLookupTable(); +} +CIMGUI_API void ImFont_ClearOutputData(ImFont* self) +{ + return self->ClearOutputData(); +} +CIMGUI_API void ImFont_GrowIndex(ImFont* self,int new_size) +{ + return self->GrowIndex(new_size); +} +CIMGUI_API void ImFont_AddGlyph(ImFont* self,const ImFontConfig* src_cfg,ImWchar c,float x0,float y0,float x1,float y1,float u0,float v0,float u1,float v1,float advance_x) +{ + return self->AddGlyph(src_cfg,c,x0,y0,x1,y1,u0,v0,u1,v1,advance_x); +} +CIMGUI_API void ImFont_AddRemapChar(ImFont* self,ImWchar dst,ImWchar src,bool overwrite_dst) +{ + return self->AddRemapChar(dst,src,overwrite_dst); +} +CIMGUI_API void ImFont_SetGlyphVisible(ImFont* self,ImWchar c,bool visible) +{ + return self->SetGlyphVisible(c,visible); +} +CIMGUI_API bool ImFont_IsGlyphRangeUnused(ImFont* self,unsigned int c_begin,unsigned int c_last) +{ + return self->IsGlyphRangeUnused(c_begin,c_last); +} +CIMGUI_API ImGuiViewport* ImGuiViewport_ImGuiViewport(void) +{ + return IM_NEW(ImGuiViewport)(); +} +CIMGUI_API void ImGuiViewport_destroy(ImGuiViewport* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiViewport_GetCenter(ImVec2 *pOut,ImGuiViewport* self) +{ + *pOut = self->GetCenter(); +} +CIMGUI_API void ImGuiViewport_GetWorkCenter(ImVec2 *pOut,ImGuiViewport* self) +{ + *pOut = self->GetWorkCenter(); +} +CIMGUI_API ImGuiPlatformIO* ImGuiPlatformIO_ImGuiPlatformIO(void) +{ + return IM_NEW(ImGuiPlatformIO)(); +} +CIMGUI_API void ImGuiPlatformIO_destroy(ImGuiPlatformIO* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPlatformMonitor* ImGuiPlatformMonitor_ImGuiPlatformMonitor(void) +{ + return IM_NEW(ImGuiPlatformMonitor)(); +} +CIMGUI_API void ImGuiPlatformMonitor_destroy(ImGuiPlatformMonitor* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPlatformImeData* ImGuiPlatformImeData_ImGuiPlatformImeData(void) +{ + return IM_NEW(ImGuiPlatformImeData)(); +} +CIMGUI_API void ImGuiPlatformImeData_destroy(ImGuiPlatformImeData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiID igImHashData(const void* data,size_t data_size,ImGuiID seed) +{ + return ImHashData(data,data_size,seed); +} +CIMGUI_API ImGuiID igImHashStr(const char* data,size_t data_size,ImGuiID seed) +{ + return ImHashStr(data,data_size,seed); +} +CIMGUI_API void igImQsort(void* base,size_t count,size_t size_of_element,int(*compare_func)(void const*,void const*)) +{ + return ImQsort(base,count,size_of_element,compare_func); +} +CIMGUI_API ImU32 igImAlphaBlendColors(ImU32 col_a,ImU32 col_b) +{ + return ImAlphaBlendColors(col_a,col_b); +} +CIMGUI_API bool igImIsPowerOfTwo_Int(int v) +{ + return ImIsPowerOfTwo(v); +} +CIMGUI_API bool igImIsPowerOfTwo_U64(ImU64 v) +{ + return ImIsPowerOfTwo(v); +} +CIMGUI_API int igImUpperPowerOfTwo(int v) +{ + return ImUpperPowerOfTwo(v); +} +CIMGUI_API int igImStricmp(const char* str1,const char* str2) +{ + return ImStricmp(str1,str2); +} +CIMGUI_API int igImStrnicmp(const char* str1,const char* str2,size_t count) +{ + return ImStrnicmp(str1,str2,count); +} +CIMGUI_API void igImStrncpy(char* dst,const char* src,size_t count) +{ + return ImStrncpy(dst,src,count); +} +CIMGUI_API char* igImStrdup(const char* str) +{ + return ImStrdup(str); +} +CIMGUI_API char* igImStrdupcpy(char* dst,size_t* p_dst_size,const char* str) +{ + return ImStrdupcpy(dst,p_dst_size,str); +} +CIMGUI_API const char* igImStrchrRange(const char* str_begin,const char* str_end,char c) +{ + return ImStrchrRange(str_begin,str_end,c); +} +CIMGUI_API const char* igImStreolRange(const char* str,const char* str_end) +{ + return ImStreolRange(str,str_end); +} +CIMGUI_API const char* igImStristr(const char* haystack,const char* haystack_end,const char* needle,const char* needle_end) +{ + return ImStristr(haystack,haystack_end,needle,needle_end); +} +CIMGUI_API void igImStrTrimBlanks(char* str) +{ + return ImStrTrimBlanks(str); +} +CIMGUI_API const char* igImStrSkipBlank(const char* str) +{ + return ImStrSkipBlank(str); +} +CIMGUI_API int igImStrlenW(const ImWchar* str) +{ + return ImStrlenW(str); +} +CIMGUI_API const char* igImStrbol(const char* buf_mid_line,const char* buf_begin) +{ + return ImStrbol(buf_mid_line,buf_begin); +} +CIMGUI_API char igImToUpper(char c) +{ + return ImToUpper(c); +} +CIMGUI_API bool igImCharIsBlankA(char c) +{ + return ImCharIsBlankA(c); +} +CIMGUI_API bool igImCharIsBlankW(unsigned int c) +{ + return ImCharIsBlankW(c); +} +CIMGUI_API bool igImCharIsXdigitA(char c) +{ + return ImCharIsXdigitA(c); +} +CIMGUI_API int igImFormatString(char* buf,size_t buf_size,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + int ret = ImFormatStringV(buf,buf_size,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API int igImFormatStringV(char* buf,size_t buf_size,const char* fmt,va_list args) +{ + return ImFormatStringV(buf,buf_size,fmt,args); +} +CIMGUI_API void igImFormatStringToTempBuffer(const char** out_buf,const char** out_buf_end,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImFormatStringToTempBufferV(out_buf,out_buf_end,fmt,args); + va_end(args); +} +CIMGUI_API void igImFormatStringToTempBufferV(const char** out_buf,const char** out_buf_end,const char* fmt,va_list args) +{ + return ImFormatStringToTempBufferV(out_buf,out_buf_end,fmt,args); +} +CIMGUI_API const char* igImParseFormatFindStart(const char* format) +{ + return ImParseFormatFindStart(format); +} +CIMGUI_API const char* igImParseFormatFindEnd(const char* format) +{ + return ImParseFormatFindEnd(format); +} +CIMGUI_API const char* igImParseFormatTrimDecorations(const char* format,char* buf,size_t buf_size) +{ + return ImParseFormatTrimDecorations(format,buf,buf_size); +} +CIMGUI_API void igImParseFormatSanitizeForPrinting(const char* fmt_in,char* fmt_out,size_t fmt_out_size) +{ + return ImParseFormatSanitizeForPrinting(fmt_in,fmt_out,fmt_out_size); +} +CIMGUI_API const char* igImParseFormatSanitizeForScanning(const char* fmt_in,char* fmt_out,size_t fmt_out_size) +{ + return ImParseFormatSanitizeForScanning(fmt_in,fmt_out,fmt_out_size); +} +CIMGUI_API int igImParseFormatPrecision(const char* format,int default_value) +{ + return ImParseFormatPrecision(format,default_value); +} +CIMGUI_API const char* igImTextCharToUtf8(char out_buf[5],unsigned int c) +{ + return ImTextCharToUtf8(out_buf,c); +} +CIMGUI_API int igImTextStrToUtf8(char* out_buf,int out_buf_size,const ImWchar* in_text,const ImWchar* in_text_end) +{ + return ImTextStrToUtf8(out_buf,out_buf_size,in_text,in_text_end); +} +CIMGUI_API int igImTextCharFromUtf8(unsigned int* out_char,const char* in_text,const char* in_text_end) +{ + return ImTextCharFromUtf8(out_char,in_text,in_text_end); +} +CIMGUI_API int igImTextStrFromUtf8(ImWchar* out_buf,int out_buf_size,const char* in_text,const char* in_text_end,const char** in_remaining) +{ + return ImTextStrFromUtf8(out_buf,out_buf_size,in_text,in_text_end,in_remaining); +} +CIMGUI_API int igImTextCountCharsFromUtf8(const char* in_text,const char* in_text_end) +{ + return ImTextCountCharsFromUtf8(in_text,in_text_end); +} +CIMGUI_API int igImTextCountUtf8BytesFromChar(const char* in_text,const char* in_text_end) +{ + return ImTextCountUtf8BytesFromChar(in_text,in_text_end); +} +CIMGUI_API int igImTextCountUtf8BytesFromStr(const ImWchar* in_text,const ImWchar* in_text_end) +{ + return ImTextCountUtf8BytesFromStr(in_text,in_text_end); +} +CIMGUI_API const char* igImTextFindPreviousUtf8Codepoint(const char* in_text_start,const char* in_text_curr) +{ + return ImTextFindPreviousUtf8Codepoint(in_text_start,in_text_curr); +} +CIMGUI_API int igImTextCountLines(const char* in_text,const char* in_text_end) +{ + return ImTextCountLines(in_text,in_text_end); +} +CIMGUI_API ImFileHandle igImFileOpen(const char* filename,const char* mode) +{ + return ImFileOpen(filename,mode); +} +CIMGUI_API bool igImFileClose(ImFileHandle file) +{ + return ImFileClose(file); +} +CIMGUI_API ImU64 igImFileGetSize(ImFileHandle file) +{ + return ImFileGetSize(file); +} +CIMGUI_API ImU64 igImFileRead(void* data,ImU64 size,ImU64 count,ImFileHandle file) +{ + return ImFileRead(data,size,count,file); +} +CIMGUI_API ImU64 igImFileWrite(const void* data,ImU64 size,ImU64 count,ImFileHandle file) +{ + return ImFileWrite(data,size,count,file); +} +CIMGUI_API void* igImFileLoadToMemory(const char* filename,const char* mode,size_t* out_file_size,int padding_bytes) +{ + return ImFileLoadToMemory(filename,mode,out_file_size,padding_bytes); +} +CIMGUI_API float igImPow_Float(float x,float y) +{ + return ImPow(x,y); +} +CIMGUI_API double igImPow_double(double x,double y) +{ + return ImPow(x,y); +} +CIMGUI_API float igImLog_Float(float x) +{ + return ImLog(x); +} +CIMGUI_API double igImLog_double(double x) +{ + return ImLog(x); +} +CIMGUI_API int igImAbs_Int(int x) +{ + return ImAbs(x); +} +CIMGUI_API float igImAbs_Float(float x) +{ + return ImAbs(x); +} +CIMGUI_API double igImAbs_double(double x) +{ + return ImAbs(x); +} +CIMGUI_API float igImSign_Float(float x) +{ + return ImSign(x); +} +CIMGUI_API double igImSign_double(double x) +{ + return ImSign(x); +} +CIMGUI_API float igImRsqrt_Float(float x) +{ + return ImRsqrt(x); +} +CIMGUI_API double igImRsqrt_double(double x) +{ + return ImRsqrt(x); +} +CIMGUI_API void igImMin(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMin(lhs,rhs); +} +CIMGUI_API void igImMax(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMax(lhs,rhs); +} +CIMGUI_API void igImClamp(ImVec2 *pOut,const ImVec2 v,const ImVec2 mn,const ImVec2 mx) +{ + *pOut = ImClamp(v,mn,mx); +} +CIMGUI_API void igImLerp_Vec2Float(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,float t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API void igImLerp_Vec2Vec2(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API void igImLerp_Vec4(ImVec4 *pOut,const ImVec4 a,const ImVec4 b,float t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API float igImSaturate(float f) +{ + return ImSaturate(f); +} +CIMGUI_API float igImLengthSqr_Vec2(const ImVec2 lhs) +{ + return ImLengthSqr(lhs); +} +CIMGUI_API float igImLengthSqr_Vec4(const ImVec4 lhs) +{ + return ImLengthSqr(lhs); +} +CIMGUI_API float igImInvLength(const ImVec2 lhs,float fail_value) +{ + return ImInvLength(lhs,fail_value); +} +CIMGUI_API float igImTrunc_Float(float f) +{ + return ImTrunc(f); +} +CIMGUI_API void igImTrunc_Vec2(ImVec2 *pOut,const ImVec2 v) +{ + *pOut = ImTrunc(v); +} +CIMGUI_API float igImFloor_Float(float f) +{ + return ImFloor(f); +} +CIMGUI_API void igImFloor_Vec2(ImVec2 *pOut,const ImVec2 v) +{ + *pOut = ImFloor(v); +} +CIMGUI_API int igImModPositive(int a,int b) +{ + return ImModPositive(a,b); +} +CIMGUI_API float igImDot(const ImVec2 a,const ImVec2 b) +{ + return ImDot(a,b); +} +CIMGUI_API void igImRotate(ImVec2 *pOut,const ImVec2 v,float cos_a,float sin_a) +{ + *pOut = ImRotate(v,cos_a,sin_a); +} +CIMGUI_API float igImLinearSweep(float current,float target,float speed) +{ + return ImLinearSweep(current,target,speed); +} +CIMGUI_API float igImLinearRemapClamp(float s0,float s1,float d0,float d1,float x) +{ + return ImLinearRemapClamp(s0,s1,d0,d1,x); +} +CIMGUI_API void igImMul(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMul(lhs,rhs); +} +CIMGUI_API bool igImIsFloatAboveGuaranteedIntegerPrecision(float f) +{ + return ImIsFloatAboveGuaranteedIntegerPrecision(f); +} +CIMGUI_API float igImExponentialMovingAverage(float avg,float sample,int n) +{ + return ImExponentialMovingAverage(avg,sample,n); +} +CIMGUI_API void igImBezierCubicCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,float t) +{ + *pOut = ImBezierCubicCalc(p1,p2,p3,p4,t); +} +CIMGUI_API void igImBezierCubicClosestPoint(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,int num_segments) +{ + *pOut = ImBezierCubicClosestPoint(p1,p2,p3,p4,p,num_segments); +} +CIMGUI_API void igImBezierCubicClosestPointCasteljau(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,float tess_tol) +{ + *pOut = ImBezierCubicClosestPointCasteljau(p1,p2,p3,p4,p,tess_tol); +} +CIMGUI_API void igImBezierQuadraticCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,float t) +{ + *pOut = ImBezierQuadraticCalc(p1,p2,p3,t); +} +CIMGUI_API void igImLineClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 p) +{ + *pOut = ImLineClosestPoint(a,b,p); +} +CIMGUI_API bool igImTriangleContainsPoint(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p) +{ + return ImTriangleContainsPoint(a,b,c,p); +} +CIMGUI_API void igImTriangleClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p) +{ + *pOut = ImTriangleClosestPoint(a,b,c,p); +} +CIMGUI_API void igImTriangleBarycentricCoords(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p,float* out_u,float* out_v,float* out_w) +{ + return ImTriangleBarycentricCoords(a,b,c,p,*out_u,*out_v,*out_w); +} +CIMGUI_API float igImTriangleArea(const ImVec2 a,const ImVec2 b,const ImVec2 c) +{ + return ImTriangleArea(a,b,c); +} +CIMGUI_API bool igImTriangleIsClockwise(const ImVec2 a,const ImVec2 b,const ImVec2 c) +{ + return ImTriangleIsClockwise(a,b,c); +} +CIMGUI_API ImVec1* ImVec1_ImVec1_Nil(void) +{ + return IM_NEW(ImVec1)(); +} +CIMGUI_API void ImVec1_destroy(ImVec1* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec1* ImVec1_ImVec1_Float(float _x) +{ + return IM_NEW(ImVec1)(_x); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Nil(void) +{ + return IM_NEW(ImVec2ih)(); +} +CIMGUI_API void ImVec2ih_destroy(ImVec2ih* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_short(short _x,short _y) +{ + return IM_NEW(ImVec2ih)(_x,_y); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Vec2(const ImVec2 rhs) +{ + return IM_NEW(ImVec2ih)(rhs); +} +CIMGUI_API ImRect* ImRect_ImRect_Nil(void) +{ + return IM_NEW(ImRect)(); +} +CIMGUI_API void ImRect_destroy(ImRect* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImRect* ImRect_ImRect_Vec2(const ImVec2 min,const ImVec2 max) +{ + return IM_NEW(ImRect)(min,max); +} +CIMGUI_API ImRect* ImRect_ImRect_Vec4(const ImVec4 v) +{ + return IM_NEW(ImRect)(v); +} +CIMGUI_API ImRect* ImRect_ImRect_Float(float x1,float y1,float x2,float y2) +{ + return IM_NEW(ImRect)(x1,y1,x2,y2); +} +CIMGUI_API void ImRect_GetCenter(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetCenter(); +} +CIMGUI_API void ImRect_GetSize(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetSize(); +} +CIMGUI_API float ImRect_GetWidth(ImRect* self) +{ + return self->GetWidth(); +} +CIMGUI_API float ImRect_GetHeight(ImRect* self) +{ + return self->GetHeight(); +} +CIMGUI_API float ImRect_GetArea(ImRect* self) +{ + return self->GetArea(); +} +CIMGUI_API void ImRect_GetTL(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetTL(); +} +CIMGUI_API void ImRect_GetTR(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetTR(); +} +CIMGUI_API void ImRect_GetBL(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetBL(); +} +CIMGUI_API void ImRect_GetBR(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetBR(); +} +CIMGUI_API bool ImRect_Contains_Vec2(ImRect* self,const ImVec2 p) +{ + return self->Contains(p); +} +CIMGUI_API bool ImRect_Contains_Rect(ImRect* self,const ImRect r) +{ + return self->Contains(r); +} +CIMGUI_API bool ImRect_ContainsWithPad(ImRect* self,const ImVec2 p,const ImVec2 pad) +{ + return self->ContainsWithPad(p,pad); +} +CIMGUI_API bool ImRect_Overlaps(ImRect* self,const ImRect r) +{ + return self->Overlaps(r); +} +CIMGUI_API void ImRect_Add_Vec2(ImRect* self,const ImVec2 p) +{ + return self->Add(p); +} +CIMGUI_API void ImRect_Add_Rect(ImRect* self,const ImRect r) +{ + return self->Add(r); +} +CIMGUI_API void ImRect_Expand_Float(ImRect* self,const float amount) +{ + return self->Expand(amount); +} +CIMGUI_API void ImRect_Expand_Vec2(ImRect* self,const ImVec2 amount) +{ + return self->Expand(amount); +} +CIMGUI_API void ImRect_Translate(ImRect* self,const ImVec2 d) +{ + return self->Translate(d); +} +CIMGUI_API void ImRect_TranslateX(ImRect* self,float dx) +{ + return self->TranslateX(dx); +} +CIMGUI_API void ImRect_TranslateY(ImRect* self,float dy) +{ + return self->TranslateY(dy); +} +CIMGUI_API void ImRect_ClipWith(ImRect* self,const ImRect r) +{ + return self->ClipWith(r); +} +CIMGUI_API void ImRect_ClipWithFull(ImRect* self,const ImRect r) +{ + return self->ClipWithFull(r); +} +CIMGUI_API void ImRect_Floor(ImRect* self) +{ + return self->Floor(); +} +CIMGUI_API bool ImRect_IsInverted(ImRect* self) +{ + return self->IsInverted(); +} +CIMGUI_API void ImRect_ToVec4(ImVec4 *pOut,ImRect* self) +{ + *pOut = self->ToVec4(); +} +CIMGUI_API size_t igImBitArrayGetStorageSizeInBytes(int bitcount) +{ + return ImBitArrayGetStorageSizeInBytes(bitcount); +} +CIMGUI_API void igImBitArrayClearAllBits(ImU32* arr,int bitcount) +{ + return ImBitArrayClearAllBits(arr,bitcount); +} +CIMGUI_API bool igImBitArrayTestBit(const ImU32* arr,int n) +{ + return ImBitArrayTestBit(arr,n); +} +CIMGUI_API void igImBitArrayClearBit(ImU32* arr,int n) +{ + return ImBitArrayClearBit(arr,n); +} +CIMGUI_API void igImBitArraySetBit(ImU32* arr,int n) +{ + return ImBitArraySetBit(arr,n); +} +CIMGUI_API void igImBitArraySetBitRange(ImU32* arr,int n,int n2) +{ + return ImBitArraySetBitRange(arr,n,n2); +} +CIMGUI_API void ImBitVector_Create(ImBitVector* self,int sz) +{ + return self->Create(sz); +} +CIMGUI_API void ImBitVector_Clear(ImBitVector* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImBitVector_TestBit(ImBitVector* self,int n) +{ + return self->TestBit(n); +} +CIMGUI_API void ImBitVector_SetBit(ImBitVector* self,int n) +{ + return self->SetBit(n); +} +CIMGUI_API void ImBitVector_ClearBit(ImBitVector* self,int n) +{ + return self->ClearBit(n); +} +CIMGUI_API void ImGuiTextIndex_clear(ImGuiTextIndex* self) +{ + return self->clear(); +} +CIMGUI_API int ImGuiTextIndex_size(ImGuiTextIndex* self) +{ + return self->size(); +} +CIMGUI_API const char* ImGuiTextIndex_get_line_begin(ImGuiTextIndex* self,const char* base,int n) +{ + return self->get_line_begin(base,n); +} +CIMGUI_API const char* ImGuiTextIndex_get_line_end(ImGuiTextIndex* self,const char* base,int n) +{ + return self->get_line_end(base,n); +} +CIMGUI_API void ImGuiTextIndex_append(ImGuiTextIndex* self,const char* base,int old_size,int new_size) +{ + return self->append(base,old_size,new_size); +} +CIMGUI_API ImGuiStoragePair* igImLowerBound(ImGuiStoragePair* in_begin,ImGuiStoragePair* in_end,ImGuiID key) +{ + return ImLowerBound(in_begin,in_end,key); +} +CIMGUI_API ImDrawListSharedData* ImDrawListSharedData_ImDrawListSharedData(void) +{ + return IM_NEW(ImDrawListSharedData)(); +} +CIMGUI_API void ImDrawListSharedData_destroy(ImDrawListSharedData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawListSharedData_SetCircleTessellationMaxError(ImDrawListSharedData* self,float max_error) +{ + return self->SetCircleTessellationMaxError(max_error); +} +CIMGUI_API ImDrawDataBuilder* ImDrawDataBuilder_ImDrawDataBuilder(void) +{ + return IM_NEW(ImDrawDataBuilder)(); +} +CIMGUI_API void ImDrawDataBuilder_destroy(ImDrawDataBuilder* self) +{ + IM_DELETE(self); +} +CIMGUI_API void* ImGuiDataVarInfo_GetVarPtr(ImGuiDataVarInfo* self,void* parent) +{ + return self->GetVarPtr(parent); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Int(ImGuiStyleVar idx,int v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API void ImGuiStyleMod_destroy(ImGuiStyleMod* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Float(ImGuiStyleVar idx,float v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Vec2(ImGuiStyleVar idx,ImVec2 v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API ImGuiComboPreviewData* ImGuiComboPreviewData_ImGuiComboPreviewData(void) +{ + return IM_NEW(ImGuiComboPreviewData)(); +} +CIMGUI_API void ImGuiComboPreviewData_destroy(ImGuiComboPreviewData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiMenuColumns* ImGuiMenuColumns_ImGuiMenuColumns(void) +{ + return IM_NEW(ImGuiMenuColumns)(); +} +CIMGUI_API void ImGuiMenuColumns_destroy(ImGuiMenuColumns* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiMenuColumns_Update(ImGuiMenuColumns* self,float spacing,bool window_reappearing) +{ + return self->Update(spacing,window_reappearing); +} +CIMGUI_API float ImGuiMenuColumns_DeclColumns(ImGuiMenuColumns* self,float w_icon,float w_label,float w_shortcut,float w_mark) +{ + return self->DeclColumns(w_icon,w_label,w_shortcut,w_mark); +} +CIMGUI_API void ImGuiMenuColumns_CalcNextTotalWidth(ImGuiMenuColumns* self,bool update_offsets) +{ + return self->CalcNextTotalWidth(update_offsets); +} +CIMGUI_API ImGuiInputTextDeactivatedState* ImGuiInputTextDeactivatedState_ImGuiInputTextDeactivatedState(void) +{ + return IM_NEW(ImGuiInputTextDeactivatedState)(); +} +CIMGUI_API void ImGuiInputTextDeactivatedState_destroy(ImGuiInputTextDeactivatedState* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextDeactivatedState_ClearFreeMemory(ImGuiInputTextDeactivatedState* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API ImGuiInputTextState* ImGuiInputTextState_ImGuiInputTextState(void) +{ + return IM_NEW(ImGuiInputTextState)(); +} +CIMGUI_API void ImGuiInputTextState_destroy(ImGuiInputTextState* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextState_ClearText(ImGuiInputTextState* self) +{ + return self->ClearText(); +} +CIMGUI_API void ImGuiInputTextState_ClearFreeMemory(ImGuiInputTextState* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API void ImGuiInputTextState_OnKeyPressed(ImGuiInputTextState* self,int key) +{ + return self->OnKeyPressed(key); +} +CIMGUI_API void ImGuiInputTextState_OnCharPressed(ImGuiInputTextState* self,unsigned int c) +{ + return self->OnCharPressed(c); +} +CIMGUI_API void ImGuiInputTextState_CursorAnimReset(ImGuiInputTextState* self) +{ + return self->CursorAnimReset(); +} +CIMGUI_API void ImGuiInputTextState_CursorClamp(ImGuiInputTextState* self) +{ + return self->CursorClamp(); +} +CIMGUI_API bool ImGuiInputTextState_HasSelection(ImGuiInputTextState* self) +{ + return self->HasSelection(); +} +CIMGUI_API void ImGuiInputTextState_ClearSelection(ImGuiInputTextState* self) +{ + return self->ClearSelection(); +} +CIMGUI_API int ImGuiInputTextState_GetCursorPos(ImGuiInputTextState* self) +{ + return self->GetCursorPos(); +} +CIMGUI_API int ImGuiInputTextState_GetSelectionStart(ImGuiInputTextState* self) +{ + return self->GetSelectionStart(); +} +CIMGUI_API int ImGuiInputTextState_GetSelectionEnd(ImGuiInputTextState* self) +{ + return self->GetSelectionEnd(); +} +CIMGUI_API void ImGuiInputTextState_SelectAll(ImGuiInputTextState* self) +{ + return self->SelectAll(); +} +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndSelectAll(ImGuiInputTextState* self) +{ + return self->ReloadUserBufAndSelectAll(); +} +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndKeepSelection(ImGuiInputTextState* self) +{ + return self->ReloadUserBufAndKeepSelection(); +} +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndMoveToEnd(ImGuiInputTextState* self) +{ + return self->ReloadUserBufAndMoveToEnd(); +} +CIMGUI_API ImGuiNextWindowData* ImGuiNextWindowData_ImGuiNextWindowData(void) +{ + return IM_NEW(ImGuiNextWindowData)(); +} +CIMGUI_API void ImGuiNextWindowData_destroy(ImGuiNextWindowData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNextWindowData_ClearFlags(ImGuiNextWindowData* self) +{ + return self->ClearFlags(); +} +CIMGUI_API ImGuiNextItemData* ImGuiNextItemData_ImGuiNextItemData(void) +{ + return IM_NEW(ImGuiNextItemData)(); +} +CIMGUI_API void ImGuiNextItemData_destroy(ImGuiNextItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNextItemData_ClearFlags(ImGuiNextItemData* self) +{ + return self->ClearFlags(); +} +CIMGUI_API ImGuiLastItemData* ImGuiLastItemData_ImGuiLastItemData(void) +{ + return IM_NEW(ImGuiLastItemData)(); +} +CIMGUI_API void ImGuiLastItemData_destroy(ImGuiLastItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiErrorRecoveryState* ImGuiErrorRecoveryState_ImGuiErrorRecoveryState(void) +{ + return IM_NEW(ImGuiErrorRecoveryState)(); +} +CIMGUI_API void ImGuiErrorRecoveryState_destroy(ImGuiErrorRecoveryState* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Ptr(void* ptr) +{ + return IM_NEW(ImGuiPtrOrIndex)(ptr); +} +CIMGUI_API void ImGuiPtrOrIndex_destroy(ImGuiPtrOrIndex* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Int(int index) +{ + return IM_NEW(ImGuiPtrOrIndex)(index); +} +CIMGUI_API ImGuiPopupData* ImGuiPopupData_ImGuiPopupData(void) +{ + return IM_NEW(ImGuiPopupData)(); +} +CIMGUI_API void ImGuiPopupData_destroy(ImGuiPopupData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiInputEvent* ImGuiInputEvent_ImGuiInputEvent(void) +{ + return IM_NEW(ImGuiInputEvent)(); +} +CIMGUI_API void ImGuiInputEvent_destroy(ImGuiInputEvent* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiKeyRoutingData* ImGuiKeyRoutingData_ImGuiKeyRoutingData(void) +{ + return IM_NEW(ImGuiKeyRoutingData)(); +} +CIMGUI_API void ImGuiKeyRoutingData_destroy(ImGuiKeyRoutingData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiKeyRoutingTable* ImGuiKeyRoutingTable_ImGuiKeyRoutingTable(void) +{ + return IM_NEW(ImGuiKeyRoutingTable)(); +} +CIMGUI_API void ImGuiKeyRoutingTable_destroy(ImGuiKeyRoutingTable* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiKeyRoutingTable_Clear(ImGuiKeyRoutingTable* self) +{ + return self->Clear(); +} +CIMGUI_API ImGuiKeyOwnerData* ImGuiKeyOwnerData_ImGuiKeyOwnerData(void) +{ + return IM_NEW(ImGuiKeyOwnerData)(); +} +CIMGUI_API void ImGuiKeyOwnerData_destroy(ImGuiKeyOwnerData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromIndices(int min,int max) +{ + return ImGuiListClipperRange::FromIndices(min,max); +} +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromPositions(float y1,float y2,int off_min,int off_max) +{ + return ImGuiListClipperRange::FromPositions(y1,y2,off_min,off_max); +} +CIMGUI_API ImGuiListClipperData* ImGuiListClipperData_ImGuiListClipperData(void) +{ + return IM_NEW(ImGuiListClipperData)(); +} +CIMGUI_API void ImGuiListClipperData_destroy(ImGuiListClipperData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiListClipperData_Reset(ImGuiListClipperData* self,ImGuiListClipper* clipper) +{ + return self->Reset(clipper); +} +CIMGUI_API ImGuiNavItemData* ImGuiNavItemData_ImGuiNavItemData(void) +{ + return IM_NEW(ImGuiNavItemData)(); +} +CIMGUI_API void ImGuiNavItemData_destroy(ImGuiNavItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNavItemData_Clear(ImGuiNavItemData* self) +{ + return self->Clear(); +} +CIMGUI_API ImGuiTypingSelectState* ImGuiTypingSelectState_ImGuiTypingSelectState(void) +{ + return IM_NEW(ImGuiTypingSelectState)(); +} +CIMGUI_API void ImGuiTypingSelectState_destroy(ImGuiTypingSelectState* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiTypingSelectState_Clear(ImGuiTypingSelectState* self) +{ + return self->Clear(); +} +CIMGUI_API ImGuiOldColumnData* ImGuiOldColumnData_ImGuiOldColumnData(void) +{ + return IM_NEW(ImGuiOldColumnData)(); +} +CIMGUI_API void ImGuiOldColumnData_destroy(ImGuiOldColumnData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiOldColumns* ImGuiOldColumns_ImGuiOldColumns(void) +{ + return IM_NEW(ImGuiOldColumns)(); +} +CIMGUI_API void ImGuiOldColumns_destroy(ImGuiOldColumns* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiBoxSelectState* ImGuiBoxSelectState_ImGuiBoxSelectState(void) +{ + return IM_NEW(ImGuiBoxSelectState)(); +} +CIMGUI_API void ImGuiBoxSelectState_destroy(ImGuiBoxSelectState* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiMultiSelectTempData* ImGuiMultiSelectTempData_ImGuiMultiSelectTempData(void) +{ + return IM_NEW(ImGuiMultiSelectTempData)(); +} +CIMGUI_API void ImGuiMultiSelectTempData_destroy(ImGuiMultiSelectTempData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiMultiSelectTempData_Clear(ImGuiMultiSelectTempData* self) +{ + return self->Clear(); +} +CIMGUI_API void ImGuiMultiSelectTempData_ClearIO(ImGuiMultiSelectTempData* self) +{ + return self->ClearIO(); +} +CIMGUI_API ImGuiMultiSelectState* ImGuiMultiSelectState_ImGuiMultiSelectState(void) +{ + return IM_NEW(ImGuiMultiSelectState)(); +} +CIMGUI_API void ImGuiMultiSelectState_destroy(ImGuiMultiSelectState* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiDockNode* ImGuiDockNode_ImGuiDockNode(ImGuiID id) +{ + return IM_NEW(ImGuiDockNode)(id); +} +CIMGUI_API void ImGuiDockNode_destroy(ImGuiDockNode* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImGuiDockNode_IsRootNode(ImGuiDockNode* self) +{ + return self->IsRootNode(); +} +CIMGUI_API bool ImGuiDockNode_IsDockSpace(ImGuiDockNode* self) +{ + return self->IsDockSpace(); +} +CIMGUI_API bool ImGuiDockNode_IsFloatingNode(ImGuiDockNode* self) +{ + return self->IsFloatingNode(); +} +CIMGUI_API bool ImGuiDockNode_IsCentralNode(ImGuiDockNode* self) +{ + return self->IsCentralNode(); +} +CIMGUI_API bool ImGuiDockNode_IsHiddenTabBar(ImGuiDockNode* self) +{ + return self->IsHiddenTabBar(); +} +CIMGUI_API bool ImGuiDockNode_IsNoTabBar(ImGuiDockNode* self) +{ + return self->IsNoTabBar(); +} +CIMGUI_API bool ImGuiDockNode_IsSplitNode(ImGuiDockNode* self) +{ + return self->IsSplitNode(); +} +CIMGUI_API bool ImGuiDockNode_IsLeafNode(ImGuiDockNode* self) +{ + return self->IsLeafNode(); +} +CIMGUI_API bool ImGuiDockNode_IsEmpty(ImGuiDockNode* self) +{ + return self->IsEmpty(); +} +CIMGUI_API void ImGuiDockNode_Rect(ImRect *pOut,ImGuiDockNode* self) +{ + *pOut = self->Rect(); +} +CIMGUI_API void ImGuiDockNode_SetLocalFlags(ImGuiDockNode* self,ImGuiDockNodeFlags flags) +{ + return self->SetLocalFlags(flags); +} +CIMGUI_API void ImGuiDockNode_UpdateMergedFlags(ImGuiDockNode* self) +{ + return self->UpdateMergedFlags(); +} +CIMGUI_API ImGuiDockContext* ImGuiDockContext_ImGuiDockContext(void) +{ + return IM_NEW(ImGuiDockContext)(); +} +CIMGUI_API void ImGuiDockContext_destroy(ImGuiDockContext* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiViewportP* ImGuiViewportP_ImGuiViewportP(void) +{ + return IM_NEW(ImGuiViewportP)(); +} +CIMGUI_API void ImGuiViewportP_destroy(ImGuiViewportP* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiViewportP_ClearRequestFlags(ImGuiViewportP* self) +{ + return self->ClearRequestFlags(); +} +CIMGUI_API void ImGuiViewportP_CalcWorkRectPos(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min) +{ + *pOut = self->CalcWorkRectPos(inset_min); +} +CIMGUI_API void ImGuiViewportP_CalcWorkRectSize(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min,const ImVec2 inset_max) +{ + *pOut = self->CalcWorkRectSize(inset_min,inset_max); +} +CIMGUI_API void ImGuiViewportP_UpdateWorkRect(ImGuiViewportP* self) +{ + return self->UpdateWorkRect(); +} +CIMGUI_API void ImGuiViewportP_GetMainRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetMainRect(); +} +CIMGUI_API void ImGuiViewportP_GetWorkRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetWorkRect(); +} +CIMGUI_API void ImGuiViewportP_GetBuildWorkRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetBuildWorkRect(); +} +CIMGUI_API ImGuiWindowSettings* ImGuiWindowSettings_ImGuiWindowSettings(void) +{ + return IM_NEW(ImGuiWindowSettings)(); +} +CIMGUI_API void ImGuiWindowSettings_destroy(ImGuiWindowSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API char* ImGuiWindowSettings_GetName(ImGuiWindowSettings* self) +{ + return self->GetName(); +} +CIMGUI_API ImGuiSettingsHandler* ImGuiSettingsHandler_ImGuiSettingsHandler(void) +{ + return IM_NEW(ImGuiSettingsHandler)(); +} +CIMGUI_API void ImGuiSettingsHandler_destroy(ImGuiSettingsHandler* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiDebugAllocInfo* ImGuiDebugAllocInfo_ImGuiDebugAllocInfo(void) +{ + return IM_NEW(ImGuiDebugAllocInfo)(); +} +CIMGUI_API void ImGuiDebugAllocInfo_destroy(ImGuiDebugAllocInfo* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStackLevelInfo* ImGuiStackLevelInfo_ImGuiStackLevelInfo(void) +{ + return IM_NEW(ImGuiStackLevelInfo)(); +} +CIMGUI_API void ImGuiStackLevelInfo_destroy(ImGuiStackLevelInfo* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiIDStackTool* ImGuiIDStackTool_ImGuiIDStackTool(void) +{ + return IM_NEW(ImGuiIDStackTool)(); +} +CIMGUI_API void ImGuiIDStackTool_destroy(ImGuiIDStackTool* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiContextHook* ImGuiContextHook_ImGuiContextHook(void) +{ + return IM_NEW(ImGuiContextHook)(); +} +CIMGUI_API void ImGuiContextHook_destroy(ImGuiContextHook* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiContext* ImGuiContext_ImGuiContext(ImFontAtlas* shared_font_atlas) +{ + return IM_NEW(ImGuiContext)(shared_font_atlas); +} +CIMGUI_API void ImGuiContext_destroy(ImGuiContext* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiWindow* ImGuiWindow_ImGuiWindow(ImGuiContext* context,const char* name) +{ + return IM_NEW(ImGuiWindow)(context,name); +} +CIMGUI_API void ImGuiWindow_destroy(ImGuiWindow* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Str(ImGuiWindow* self,const char* str,const char* str_end) +{ + return self->GetID(str,str_end); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Ptr(ImGuiWindow* self,const void* ptr) +{ + return self->GetID(ptr); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Int(ImGuiWindow* self,int n) +{ + return self->GetID(n); +} +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromPos(ImGuiWindow* self,const ImVec2 p_abs) +{ + return self->GetIDFromPos(p_abs); +} +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromRectangle(ImGuiWindow* self,const ImRect r_abs) +{ + return self->GetIDFromRectangle(r_abs); +} +CIMGUI_API void ImGuiWindow_Rect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->Rect(); +} +CIMGUI_API float ImGuiWindow_CalcFontSize(ImGuiWindow* self) +{ + return self->CalcFontSize(); +} +CIMGUI_API void ImGuiWindow_TitleBarRect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->TitleBarRect(); +} +CIMGUI_API void ImGuiWindow_MenuBarRect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->MenuBarRect(); +} +CIMGUI_API ImGuiTabItem* ImGuiTabItem_ImGuiTabItem(void) +{ + return IM_NEW(ImGuiTabItem)(); +} +CIMGUI_API void ImGuiTabItem_destroy(ImGuiTabItem* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTabBar* ImGuiTabBar_ImGuiTabBar(void) +{ + return IM_NEW(ImGuiTabBar)(); +} +CIMGUI_API void ImGuiTabBar_destroy(ImGuiTabBar* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumn* ImGuiTableColumn_ImGuiTableColumn(void) +{ + return IM_NEW(ImGuiTableColumn)(); +} +CIMGUI_API void ImGuiTableColumn_destroy(ImGuiTableColumn* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableInstanceData* ImGuiTableInstanceData_ImGuiTableInstanceData(void) +{ + return IM_NEW(ImGuiTableInstanceData)(); +} +CIMGUI_API void ImGuiTableInstanceData_destroy(ImGuiTableInstanceData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTable* ImGuiTable_ImGuiTable(void) +{ + return IM_NEW(ImGuiTable)(); +} +CIMGUI_API void ImGuiTable_destroy(ImGuiTable* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableTempData* ImGuiTableTempData_ImGuiTableTempData(void) +{ + return IM_NEW(ImGuiTableTempData)(); +} +CIMGUI_API void ImGuiTableTempData_destroy(ImGuiTableTempData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableColumnSettings_ImGuiTableColumnSettings(void) +{ + return IM_NEW(ImGuiTableColumnSettings)(); +} +CIMGUI_API void ImGuiTableColumnSettings_destroy(ImGuiTableColumnSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableSettings* ImGuiTableSettings_ImGuiTableSettings(void) +{ + return IM_NEW(ImGuiTableSettings)(); +} +CIMGUI_API void ImGuiTableSettings_destroy(ImGuiTableSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableSettings_GetColumnSettings(ImGuiTableSettings* self) +{ + return self->GetColumnSettings(); +} +CIMGUI_API ImGuiIO* igGetIOEx(ImGuiContext* ctx) +{ + return &ImGui::GetIOEx(ctx); +} +CIMGUI_API ImGuiPlatformIO* igGetPlatformIOEx(ImGuiContext* ctx) +{ + return &ImGui::GetPlatformIOEx(ctx); +} +CIMGUI_API ImGuiWindow* igGetCurrentWindowRead() +{ + return ImGui::GetCurrentWindowRead(); +} +CIMGUI_API ImGuiWindow* igGetCurrentWindow() +{ + return ImGui::GetCurrentWindow(); +} +CIMGUI_API ImGuiWindow* igFindWindowByID(ImGuiID id) +{ + return ImGui::FindWindowByID(id); +} +CIMGUI_API ImGuiWindow* igFindWindowByName(const char* name) +{ + return ImGui::FindWindowByName(name); +} +CIMGUI_API void igUpdateWindowParentAndRootLinks(ImGuiWindow* window,ImGuiWindowFlags flags,ImGuiWindow* parent_window) +{ + return ImGui::UpdateWindowParentAndRootLinks(window,flags,parent_window); +} +CIMGUI_API void igUpdateWindowSkipRefresh(ImGuiWindow* window) +{ + return ImGui::UpdateWindowSkipRefresh(window); +} +CIMGUI_API void igCalcWindowNextAutoFitSize(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::CalcWindowNextAutoFitSize(window); +} +CIMGUI_API bool igIsWindowChildOf(ImGuiWindow* window,ImGuiWindow* potential_parent,bool popup_hierarchy,bool dock_hierarchy) +{ + return ImGui::IsWindowChildOf(window,potential_parent,popup_hierarchy,dock_hierarchy); +} +CIMGUI_API bool igIsWindowWithinBeginStackOf(ImGuiWindow* window,ImGuiWindow* potential_parent) +{ + return ImGui::IsWindowWithinBeginStackOf(window,potential_parent); +} +CIMGUI_API bool igIsWindowAbove(ImGuiWindow* potential_above,ImGuiWindow* potential_below) +{ + return ImGui::IsWindowAbove(potential_above,potential_below); +} +CIMGUI_API bool igIsWindowNavFocusable(ImGuiWindow* window) +{ + return ImGui::IsWindowNavFocusable(window); +} +CIMGUI_API void igSetWindowPos_WindowPtr(ImGuiWindow* window,const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(window,pos,cond); +} +CIMGUI_API void igSetWindowSize_WindowPtr(ImGuiWindow* window,const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(window,size,cond); +} +CIMGUI_API void igSetWindowCollapsed_WindowPtr(ImGuiWindow* window,bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(window,collapsed,cond); +} +CIMGUI_API void igSetWindowHitTestHole(ImGuiWindow* window,const ImVec2 pos,const ImVec2 size) +{ + return ImGui::SetWindowHitTestHole(window,pos,size); +} +CIMGUI_API void igSetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window) +{ + return ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(window); +} +CIMGUI_API void igSetWindowParentWindowForFocusRoute(ImGuiWindow* window,ImGuiWindow* parent_window) +{ + return ImGui::SetWindowParentWindowForFocusRoute(window,parent_window); +} +CIMGUI_API void igWindowRectAbsToRel(ImRect *pOut,ImGuiWindow* window,const ImRect r) +{ + *pOut = ImGui::WindowRectAbsToRel(window,r); +} +CIMGUI_API void igWindowRectRelToAbs(ImRect *pOut,ImGuiWindow* window,const ImRect r) +{ + *pOut = ImGui::WindowRectRelToAbs(window,r); +} +CIMGUI_API void igWindowPosAbsToRel(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p) +{ + *pOut = ImGui::WindowPosAbsToRel(window,p); +} +CIMGUI_API void igWindowPosRelToAbs(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p) +{ + *pOut = ImGui::WindowPosRelToAbs(window,p); +} +CIMGUI_API void igFocusWindow(ImGuiWindow* window,ImGuiFocusRequestFlags flags) +{ + return ImGui::FocusWindow(window,flags); +} +CIMGUI_API void igFocusTopMostWindowUnderOne(ImGuiWindow* under_this_window,ImGuiWindow* ignore_window,ImGuiViewport* filter_viewport,ImGuiFocusRequestFlags flags) +{ + return ImGui::FocusTopMostWindowUnderOne(under_this_window,ignore_window,filter_viewport,flags); +} +CIMGUI_API void igBringWindowToFocusFront(ImGuiWindow* window) +{ + return ImGui::BringWindowToFocusFront(window); +} +CIMGUI_API void igBringWindowToDisplayFront(ImGuiWindow* window) +{ + return ImGui::BringWindowToDisplayFront(window); +} +CIMGUI_API void igBringWindowToDisplayBack(ImGuiWindow* window) +{ + return ImGui::BringWindowToDisplayBack(window); +} +CIMGUI_API void igBringWindowToDisplayBehind(ImGuiWindow* window,ImGuiWindow* above_window) +{ + return ImGui::BringWindowToDisplayBehind(window,above_window); +} +CIMGUI_API int igFindWindowDisplayIndex(ImGuiWindow* window) +{ + return ImGui::FindWindowDisplayIndex(window); +} +CIMGUI_API ImGuiWindow* igFindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window) +{ + return ImGui::FindBottomMostVisibleWindowWithinBeginStack(window); +} +CIMGUI_API void igSetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags) +{ + return ImGui::SetNextWindowRefreshPolicy(flags); +} +CIMGUI_API void igSetCurrentFont(ImFont* font) +{ + return ImGui::SetCurrentFont(font); +} +CIMGUI_API ImFont* igGetDefaultFont() +{ + return ImGui::GetDefaultFont(); +} +CIMGUI_API ImDrawList* igGetForegroundDrawList_WindowPtr(ImGuiWindow* window) +{ + return ImGui::GetForegroundDrawList(window); +} +CIMGUI_API void igAddDrawListToDrawDataEx(ImDrawData* draw_data,ImVector_ImDrawListPtr* out_list,ImDrawList* draw_list) +{ + return ImGui::AddDrawListToDrawDataEx(draw_data,out_list,draw_list); +} +CIMGUI_API void igInitialize() +{ + return ImGui::Initialize(); +} +CIMGUI_API void igShutdown() +{ + return ImGui::Shutdown(); +} +CIMGUI_API void igUpdateInputEvents(bool trickle_fast_inputs) +{ + return ImGui::UpdateInputEvents(trickle_fast_inputs); +} +CIMGUI_API void igUpdateHoveredWindowAndCaptureFlags() +{ + return ImGui::UpdateHoveredWindowAndCaptureFlags(); +} +CIMGUI_API void igFindHoveredWindowEx(const ImVec2 pos,bool find_first_and_in_any_viewport,ImGuiWindow** out_hovered_window,ImGuiWindow** out_hovered_window_under_moving_window) +{ + return ImGui::FindHoveredWindowEx(pos,find_first_and_in_any_viewport,out_hovered_window,out_hovered_window_under_moving_window); +} +CIMGUI_API void igStartMouseMovingWindow(ImGuiWindow* window) +{ + return ImGui::StartMouseMovingWindow(window); +} +CIMGUI_API void igStartMouseMovingWindowOrNode(ImGuiWindow* window,ImGuiDockNode* node,bool undock) +{ + return ImGui::StartMouseMovingWindowOrNode(window,node,undock); +} +CIMGUI_API void igUpdateMouseMovingWindowNewFrame() +{ + return ImGui::UpdateMouseMovingWindowNewFrame(); +} +CIMGUI_API void igUpdateMouseMovingWindowEndFrame() +{ + return ImGui::UpdateMouseMovingWindowEndFrame(); +} +CIMGUI_API ImGuiID igAddContextHook(ImGuiContext* context,const ImGuiContextHook* hook) +{ + return ImGui::AddContextHook(context,hook); +} +CIMGUI_API void igRemoveContextHook(ImGuiContext* context,ImGuiID hook_to_remove) +{ + return ImGui::RemoveContextHook(context,hook_to_remove); +} +CIMGUI_API void igCallContextHooks(ImGuiContext* context,ImGuiContextHookType type) +{ + return ImGui::CallContextHooks(context,type); +} +CIMGUI_API void igTranslateWindowsInViewport(ImGuiViewportP* viewport,const ImVec2 old_pos,const ImVec2 new_pos,const ImVec2 old_size,const ImVec2 new_size) +{ + return ImGui::TranslateWindowsInViewport(viewport,old_pos,new_pos,old_size,new_size); +} +CIMGUI_API void igScaleWindowsInViewport(ImGuiViewportP* viewport,float scale) +{ + return ImGui::ScaleWindowsInViewport(viewport,scale); +} +CIMGUI_API void igDestroyPlatformWindow(ImGuiViewportP* viewport) +{ + return ImGui::DestroyPlatformWindow(viewport); +} +CIMGUI_API void igSetWindowViewport(ImGuiWindow* window,ImGuiViewportP* viewport) +{ + return ImGui::SetWindowViewport(window,viewport); +} +CIMGUI_API void igSetCurrentViewport(ImGuiWindow* window,ImGuiViewportP* viewport) +{ + return ImGui::SetCurrentViewport(window,viewport); +} +CIMGUI_API const ImGuiPlatformMonitor* igGetViewportPlatformMonitor(ImGuiViewport* viewport) +{ + return ImGui::GetViewportPlatformMonitor(viewport); +} +CIMGUI_API ImGuiViewportP* igFindHoveredViewportFromPlatformWindowStack(const ImVec2 mouse_platform_pos) +{ + return ImGui::FindHoveredViewportFromPlatformWindowStack(mouse_platform_pos); +} +CIMGUI_API void igMarkIniSettingsDirty_Nil() +{ + return ImGui::MarkIniSettingsDirty(); +} +CIMGUI_API void igMarkIniSettingsDirty_WindowPtr(ImGuiWindow* window) +{ + return ImGui::MarkIniSettingsDirty(window); +} +CIMGUI_API void igClearIniSettings() +{ + return ImGui::ClearIniSettings(); +} +CIMGUI_API void igAddSettingsHandler(const ImGuiSettingsHandler* handler) +{ + return ImGui::AddSettingsHandler(handler); +} +CIMGUI_API void igRemoveSettingsHandler(const char* type_name) +{ + return ImGui::RemoveSettingsHandler(type_name); +} +CIMGUI_API ImGuiSettingsHandler* igFindSettingsHandler(const char* type_name) +{ + return ImGui::FindSettingsHandler(type_name); +} +CIMGUI_API ImGuiWindowSettings* igCreateNewWindowSettings(const char* name) +{ + return ImGui::CreateNewWindowSettings(name); +} +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByID(ImGuiID id) +{ + return ImGui::FindWindowSettingsByID(id); +} +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByWindow(ImGuiWindow* window) +{ + return ImGui::FindWindowSettingsByWindow(window); +} +CIMGUI_API void igClearWindowSettings(const char* name) +{ + return ImGui::ClearWindowSettings(name); +} +CIMGUI_API void igLocalizeRegisterEntries(const ImGuiLocEntry* entries,int count) +{ + return ImGui::LocalizeRegisterEntries(entries,count); +} +CIMGUI_API const char* igLocalizeGetMsg(ImGuiLocKey key) +{ + return ImGui::LocalizeGetMsg(key); +} +CIMGUI_API void igSetScrollX_WindowPtr(ImGuiWindow* window,float scroll_x) +{ + return ImGui::SetScrollX(window,scroll_x); +} +CIMGUI_API void igSetScrollY_WindowPtr(ImGuiWindow* window,float scroll_y) +{ + return ImGui::SetScrollY(window,scroll_y); +} +CIMGUI_API void igSetScrollFromPosX_WindowPtr(ImGuiWindow* window,float local_x,float center_x_ratio) +{ + return ImGui::SetScrollFromPosX(window,local_x,center_x_ratio); +} +CIMGUI_API void igSetScrollFromPosY_WindowPtr(ImGuiWindow* window,float local_y,float center_y_ratio) +{ + return ImGui::SetScrollFromPosY(window,local_y,center_y_ratio); +} +CIMGUI_API void igScrollToItem(ImGuiScrollFlags flags) +{ + return ImGui::ScrollToItem(flags); +} +CIMGUI_API void igScrollToRect(ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags) +{ + return ImGui::ScrollToRect(window,rect,flags); +} +CIMGUI_API void igScrollToRectEx(ImVec2 *pOut,ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags) +{ + *pOut = ImGui::ScrollToRectEx(window,rect,flags); +} +CIMGUI_API void igScrollToBringRectIntoView(ImGuiWindow* window,const ImRect rect) +{ + return ImGui::ScrollToBringRectIntoView(window,rect); +} +CIMGUI_API ImGuiItemStatusFlags igGetItemStatusFlags() +{ + return ImGui::GetItemStatusFlags(); +} +CIMGUI_API ImGuiItemFlags igGetItemFlags() +{ + return ImGui::GetItemFlags(); +} +CIMGUI_API ImGuiID igGetActiveID() +{ + return ImGui::GetActiveID(); +} +CIMGUI_API ImGuiID igGetFocusID() +{ + return ImGui::GetFocusID(); +} +CIMGUI_API void igSetActiveID(ImGuiID id,ImGuiWindow* window) +{ + return ImGui::SetActiveID(id,window); +} +CIMGUI_API void igSetFocusID(ImGuiID id,ImGuiWindow* window) +{ + return ImGui::SetFocusID(id,window); +} +CIMGUI_API void igClearActiveID() +{ + return ImGui::ClearActiveID(); +} +CIMGUI_API ImGuiID igGetHoveredID() +{ + return ImGui::GetHoveredID(); +} +CIMGUI_API void igSetHoveredID(ImGuiID id) +{ + return ImGui::SetHoveredID(id); +} +CIMGUI_API void igKeepAliveID(ImGuiID id) +{ + return ImGui::KeepAliveID(id); +} +CIMGUI_API void igMarkItemEdited(ImGuiID id) +{ + return ImGui::MarkItemEdited(id); +} +CIMGUI_API void igPushOverrideID(ImGuiID id) +{ + return ImGui::PushOverrideID(id); +} +CIMGUI_API ImGuiID igGetIDWithSeed_Str(const char* str_id_begin,const char* str_id_end,ImGuiID seed) +{ + return ImGui::GetIDWithSeed(str_id_begin,str_id_end,seed); +} +CIMGUI_API ImGuiID igGetIDWithSeed_Int(int n,ImGuiID seed) +{ + return ImGui::GetIDWithSeed(n,seed); +} +CIMGUI_API void igItemSize_Vec2(const ImVec2 size,float text_baseline_y) +{ + return ImGui::ItemSize(size,text_baseline_y); +} +CIMGUI_API void igItemSize_Rect(const ImRect bb,float text_baseline_y) +{ + return ImGui::ItemSize(bb,text_baseline_y); +} +CIMGUI_API bool igItemAdd(const ImRect bb,ImGuiID id,const ImRect* nav_bb,ImGuiItemFlags extra_flags) +{ + return ImGui::ItemAdd(bb,id,nav_bb,extra_flags); +} +CIMGUI_API bool igItemHoverable(const ImRect bb,ImGuiID id,ImGuiItemFlags item_flags) +{ + return ImGui::ItemHoverable(bb,id,item_flags); +} +CIMGUI_API bool igIsWindowContentHoverable(ImGuiWindow* window,ImGuiHoveredFlags flags) +{ + return ImGui::IsWindowContentHoverable(window,flags); +} +CIMGUI_API bool igIsClippedEx(const ImRect bb,ImGuiID id) +{ + return ImGui::IsClippedEx(bb,id); +} +CIMGUI_API void igSetLastItemData(ImGuiID item_id,ImGuiItemFlags in_flags,ImGuiItemStatusFlags status_flags,const ImRect item_rect) +{ + return ImGui::SetLastItemData(item_id,in_flags,status_flags,item_rect); +} +CIMGUI_API void igCalcItemSize(ImVec2 *pOut,ImVec2 size,float default_w,float default_h) +{ + *pOut = ImGui::CalcItemSize(size,default_w,default_h); +} +CIMGUI_API float igCalcWrapWidthForPos(const ImVec2 pos,float wrap_pos_x) +{ + return ImGui::CalcWrapWidthForPos(pos,wrap_pos_x); +} +CIMGUI_API void igPushMultiItemsWidths(int components,float width_full) +{ + return ImGui::PushMultiItemsWidths(components,width_full); +} +CIMGUI_API void igShrinkWidths(ImGuiShrinkWidthItem* items,int count,float width_excess) +{ + return ImGui::ShrinkWidths(items,count,width_excess); +} +CIMGUI_API const ImGuiDataVarInfo* igGetStyleVarInfo(ImGuiStyleVar idx) +{ + return ImGui::GetStyleVarInfo(idx); +} +CIMGUI_API void igBeginDisabledOverrideReenable() +{ + return ImGui::BeginDisabledOverrideReenable(); +} +CIMGUI_API void igEndDisabledOverrideReenable() +{ + return ImGui::EndDisabledOverrideReenable(); +} +CIMGUI_API void igLogBegin(ImGuiLogFlags flags,int auto_open_depth) +{ + return ImGui::LogBegin(flags,auto_open_depth); +} +CIMGUI_API void igLogToBuffer(int auto_open_depth) +{ + return ImGui::LogToBuffer(auto_open_depth); +} +CIMGUI_API void igLogRenderedText(const ImVec2* ref_pos,const char* text,const char* text_end) +{ + return ImGui::LogRenderedText(ref_pos,text,text_end); +} +CIMGUI_API void igLogSetNextTextDecoration(const char* prefix,const char* suffix) +{ + return ImGui::LogSetNextTextDecoration(prefix,suffix); +} +CIMGUI_API bool igBeginChildEx(const char* name,ImGuiID id,const ImVec2 size_arg,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginChildEx(name,id,size_arg,child_flags,window_flags); +} +CIMGUI_API bool igBeginPopupEx(ImGuiID id,ImGuiWindowFlags extra_window_flags) +{ + return ImGui::BeginPopupEx(id,extra_window_flags); +} +CIMGUI_API void igOpenPopupEx(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopupEx(id,popup_flags); +} +CIMGUI_API void igClosePopupToLevel(int remaining,bool restore_focus_to_window_under_popup) +{ + return ImGui::ClosePopupToLevel(remaining,restore_focus_to_window_under_popup); +} +CIMGUI_API void igClosePopupsOverWindow(ImGuiWindow* ref_window,bool restore_focus_to_window_under_popup) +{ + return ImGui::ClosePopupsOverWindow(ref_window,restore_focus_to_window_under_popup); +} +CIMGUI_API void igClosePopupsExceptModals() +{ + return ImGui::ClosePopupsExceptModals(); +} +CIMGUI_API bool igIsPopupOpen_ID(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::IsPopupOpen(id,popup_flags); +} +CIMGUI_API void igGetPopupAllowedExtentRect(ImRect *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::GetPopupAllowedExtentRect(window); +} +CIMGUI_API ImGuiWindow* igGetTopMostPopupModal() +{ + return ImGui::GetTopMostPopupModal(); +} +CIMGUI_API ImGuiWindow* igGetTopMostAndVisiblePopupModal() +{ + return ImGui::GetTopMostAndVisiblePopupModal(); +} +CIMGUI_API ImGuiWindow* igFindBlockingModal(ImGuiWindow* window) +{ + return ImGui::FindBlockingModal(window); +} +CIMGUI_API void igFindBestWindowPosForPopup(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::FindBestWindowPosForPopup(window); +} +CIMGUI_API void igFindBestWindowPosForPopupEx(ImVec2 *pOut,const ImVec2 ref_pos,const ImVec2 size,ImGuiDir* last_dir,const ImRect r_outer,const ImRect r_avoid,ImGuiPopupPositionPolicy policy) +{ + *pOut = ImGui::FindBestWindowPosForPopupEx(ref_pos,size,last_dir,r_outer,r_avoid,policy); +} +CIMGUI_API bool igBeginTooltipEx(ImGuiTooltipFlags tooltip_flags,ImGuiWindowFlags extra_window_flags) +{ + return ImGui::BeginTooltipEx(tooltip_flags,extra_window_flags); +} +CIMGUI_API bool igBeginTooltipHidden() +{ + return ImGui::BeginTooltipHidden(); +} +CIMGUI_API bool igBeginViewportSideBar(const char* name,ImGuiViewport* viewport,ImGuiDir dir,float size,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginViewportSideBar(name,viewport,dir,size,window_flags); +} +CIMGUI_API bool igBeginMenuEx(const char* label,const char* icon,bool enabled) +{ + return ImGui::BeginMenuEx(label,icon,enabled); +} +CIMGUI_API bool igMenuItemEx(const char* label,const char* icon,const char* shortcut,bool selected,bool enabled) +{ + return ImGui::MenuItemEx(label,icon,shortcut,selected,enabled); +} +CIMGUI_API bool igBeginComboPopup(ImGuiID popup_id,const ImRect bb,ImGuiComboFlags flags) +{ + return ImGui::BeginComboPopup(popup_id,bb,flags); +} +CIMGUI_API bool igBeginComboPreview() +{ + return ImGui::BeginComboPreview(); +} +CIMGUI_API void igEndComboPreview() +{ + return ImGui::EndComboPreview(); +} +CIMGUI_API void igNavInitWindow(ImGuiWindow* window,bool force_reinit) +{ + return ImGui::NavInitWindow(window,force_reinit); +} +CIMGUI_API void igNavInitRequestApplyResult() +{ + return ImGui::NavInitRequestApplyResult(); +} +CIMGUI_API bool igNavMoveRequestButNoResultYet() +{ + return ImGui::NavMoveRequestButNoResultYet(); +} +CIMGUI_API void igNavMoveRequestSubmit(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags) +{ + return ImGui::NavMoveRequestSubmit(move_dir,clip_dir,move_flags,scroll_flags); +} +CIMGUI_API void igNavMoveRequestForward(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags) +{ + return ImGui::NavMoveRequestForward(move_dir,clip_dir,move_flags,scroll_flags); +} +CIMGUI_API void igNavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + return ImGui::NavMoveRequestResolveWithLastItem(result); +} +CIMGUI_API void igNavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result,ImGuiTreeNodeStackData* tree_node_data) +{ + return ImGui::NavMoveRequestResolveWithPastTreeNode(result,tree_node_data); +} +CIMGUI_API void igNavMoveRequestCancel() +{ + return ImGui::NavMoveRequestCancel(); +} +CIMGUI_API void igNavMoveRequestApplyResult() +{ + return ImGui::NavMoveRequestApplyResult(); +} +CIMGUI_API void igNavMoveRequestTryWrapping(ImGuiWindow* window,ImGuiNavMoveFlags move_flags) +{ + return ImGui::NavMoveRequestTryWrapping(window,move_flags); +} +CIMGUI_API void igNavHighlightActivated(ImGuiID id) +{ + return ImGui::NavHighlightActivated(id); +} +CIMGUI_API void igNavClearPreferredPosForAxis(ImGuiAxis axis) +{ + return ImGui::NavClearPreferredPosForAxis(axis); +} +CIMGUI_API void igSetNavCursorVisibleAfterMove() +{ + return ImGui::SetNavCursorVisibleAfterMove(); +} +CIMGUI_API void igNavUpdateCurrentWindowIsScrollPushableX() +{ + return ImGui::NavUpdateCurrentWindowIsScrollPushableX(); +} +CIMGUI_API void igSetNavWindow(ImGuiWindow* window) +{ + return ImGui::SetNavWindow(window); +} +CIMGUI_API void igSetNavID(ImGuiID id,ImGuiNavLayer nav_layer,ImGuiID focus_scope_id,const ImRect rect_rel) +{ + return ImGui::SetNavID(id,nav_layer,focus_scope_id,rect_rel); +} +CIMGUI_API void igSetNavFocusScope(ImGuiID focus_scope_id) +{ + return ImGui::SetNavFocusScope(focus_scope_id); +} +CIMGUI_API void igFocusItem() +{ + return ImGui::FocusItem(); +} +CIMGUI_API void igActivateItemByID(ImGuiID id) +{ + return ImGui::ActivateItemByID(id); +} +CIMGUI_API bool igIsNamedKey(ImGuiKey key) +{ + return ImGui::IsNamedKey(key); +} +CIMGUI_API bool igIsNamedKeyOrMod(ImGuiKey key) +{ + return ImGui::IsNamedKeyOrMod(key); +} +CIMGUI_API bool igIsLegacyKey(ImGuiKey key) +{ + return ImGui::IsLegacyKey(key); +} +CIMGUI_API bool igIsKeyboardKey(ImGuiKey key) +{ + return ImGui::IsKeyboardKey(key); +} +CIMGUI_API bool igIsGamepadKey(ImGuiKey key) +{ + return ImGui::IsGamepadKey(key); +} +CIMGUI_API bool igIsMouseKey(ImGuiKey key) +{ + return ImGui::IsMouseKey(key); +} +CIMGUI_API bool igIsAliasKey(ImGuiKey key) +{ + return ImGui::IsAliasKey(key); +} +CIMGUI_API bool igIsLRModKey(ImGuiKey key) +{ + return ImGui::IsLRModKey(key); +} +CIMGUI_API ImGuiKeyChord igFixupKeyChord(ImGuiKeyChord key_chord) +{ + return ImGui::FixupKeyChord(key_chord); +} +CIMGUI_API ImGuiKey igConvertSingleModFlagToKey(ImGuiKey key) +{ + return ImGui::ConvertSingleModFlagToKey(key); +} +CIMGUI_API ImGuiKeyData* igGetKeyData_ContextPtr(ImGuiContext* ctx,ImGuiKey key) +{ + return ImGui::GetKeyData(ctx,key); +} +CIMGUI_API ImGuiKeyData* igGetKeyData_Key(ImGuiKey key) +{ + return ImGui::GetKeyData(key); +} +CIMGUI_API const char* igGetKeyChordName(ImGuiKeyChord key_chord) +{ + return ImGui::GetKeyChordName(key_chord); +} +CIMGUI_API ImGuiKey igMouseButtonToKey(ImGuiMouseButton button) +{ + return ImGui::MouseButtonToKey(button); +} +CIMGUI_API bool igIsMouseDragPastThreshold(ImGuiMouseButton button,float lock_threshold) +{ + return ImGui::IsMouseDragPastThreshold(button,lock_threshold); +} +CIMGUI_API void igGetKeyMagnitude2d(ImVec2 *pOut,ImGuiKey key_left,ImGuiKey key_right,ImGuiKey key_up,ImGuiKey key_down) +{ + *pOut = ImGui::GetKeyMagnitude2d(key_left,key_right,key_up,key_down); +} +CIMGUI_API float igGetNavTweakPressedAmount(ImGuiAxis axis) +{ + return ImGui::GetNavTweakPressedAmount(axis); +} +CIMGUI_API int igCalcTypematicRepeatAmount(float t0,float t1,float repeat_delay,float repeat_rate) +{ + return ImGui::CalcTypematicRepeatAmount(t0,t1,repeat_delay,repeat_rate); +} +CIMGUI_API void igGetTypematicRepeatRate(ImGuiInputFlags flags,float* repeat_delay,float* repeat_rate) +{ + return ImGui::GetTypematicRepeatRate(flags,repeat_delay,repeat_rate); +} +CIMGUI_API void igTeleportMousePos(const ImVec2 pos) +{ + return ImGui::TeleportMousePos(pos); +} +CIMGUI_API void igSetActiveIdUsingAllKeyboardKeys() +{ + return ImGui::SetActiveIdUsingAllKeyboardKeys(); +} +CIMGUI_API bool igIsActiveIdUsingNavDir(ImGuiDir dir) +{ + return ImGui::IsActiveIdUsingNavDir(dir); +} +CIMGUI_API ImGuiID igGetKeyOwner(ImGuiKey key) +{ + return ImGui::GetKeyOwner(key); +} +CIMGUI_API void igSetKeyOwner(ImGuiKey key,ImGuiID owner_id,ImGuiInputFlags flags) +{ + return ImGui::SetKeyOwner(key,owner_id,flags); +} +CIMGUI_API void igSetKeyOwnersForKeyChord(ImGuiKeyChord key,ImGuiID owner_id,ImGuiInputFlags flags) +{ + return ImGui::SetKeyOwnersForKeyChord(key,owner_id,flags); +} +CIMGUI_API void igSetItemKeyOwner_InputFlags(ImGuiKey key,ImGuiInputFlags flags) +{ + return ImGui::SetItemKeyOwner(key,flags); +} +CIMGUI_API bool igTestKeyOwner(ImGuiKey key,ImGuiID owner_id) +{ + return ImGui::TestKeyOwner(key,owner_id); +} +CIMGUI_API ImGuiKeyOwnerData* igGetKeyOwnerData(ImGuiContext* ctx,ImGuiKey key) +{ + return ImGui::GetKeyOwnerData(ctx,key); +} +CIMGUI_API bool igIsKeyDown_ID(ImGuiKey key,ImGuiID owner_id) +{ + return ImGui::IsKeyDown(key,owner_id); +} +CIMGUI_API bool igIsKeyPressed_InputFlags(ImGuiKey key,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::IsKeyPressed(key,flags,owner_id); +} +CIMGUI_API bool igIsKeyReleased_ID(ImGuiKey key,ImGuiID owner_id) +{ + return ImGui::IsKeyReleased(key,owner_id); +} +CIMGUI_API bool igIsKeyChordPressed_InputFlags(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::IsKeyChordPressed(key_chord,flags,owner_id); +} +CIMGUI_API bool igIsMouseDown_ID(ImGuiMouseButton button,ImGuiID owner_id) +{ + return ImGui::IsMouseDown(button,owner_id); +} +CIMGUI_API bool igIsMouseClicked_InputFlags(ImGuiMouseButton button,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::IsMouseClicked(button,flags,owner_id); +} +CIMGUI_API bool igIsMouseReleased_ID(ImGuiMouseButton button,ImGuiID owner_id) +{ + return ImGui::IsMouseReleased(button,owner_id); +} +CIMGUI_API bool igIsMouseDoubleClicked_ID(ImGuiMouseButton button,ImGuiID owner_id) +{ + return ImGui::IsMouseDoubleClicked(button,owner_id); +} +CIMGUI_API bool igShortcut_ID(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::Shortcut(key_chord,flags,owner_id); +} +CIMGUI_API bool igSetShortcutRouting(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::SetShortcutRouting(key_chord,flags,owner_id); +} +CIMGUI_API bool igTestShortcutRouting(ImGuiKeyChord key_chord,ImGuiID owner_id) +{ + return ImGui::TestShortcutRouting(key_chord,owner_id); +} +CIMGUI_API ImGuiKeyRoutingData* igGetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + return ImGui::GetShortcutRoutingData(key_chord); +} +CIMGUI_API void igDockContextInitialize(ImGuiContext* ctx) +{ + return ImGui::DockContextInitialize(ctx); +} +CIMGUI_API void igDockContextShutdown(ImGuiContext* ctx) +{ + return ImGui::DockContextShutdown(ctx); +} +CIMGUI_API void igDockContextClearNodes(ImGuiContext* ctx,ImGuiID root_id,bool clear_settings_refs) +{ + return ImGui::DockContextClearNodes(ctx,root_id,clear_settings_refs); +} +CIMGUI_API void igDockContextRebuildNodes(ImGuiContext* ctx) +{ + return ImGui::DockContextRebuildNodes(ctx); +} +CIMGUI_API void igDockContextNewFrameUpdateUndocking(ImGuiContext* ctx) +{ + return ImGui::DockContextNewFrameUpdateUndocking(ctx); +} +CIMGUI_API void igDockContextNewFrameUpdateDocking(ImGuiContext* ctx) +{ + return ImGui::DockContextNewFrameUpdateDocking(ctx); +} +CIMGUI_API void igDockContextEndFrame(ImGuiContext* ctx) +{ + return ImGui::DockContextEndFrame(ctx); +} +CIMGUI_API ImGuiID igDockContextGenNodeID(ImGuiContext* ctx) +{ + return ImGui::DockContextGenNodeID(ctx); +} +CIMGUI_API void igDockContextQueueDock(ImGuiContext* ctx,ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload,ImGuiDir split_dir,float split_ratio,bool split_outer) +{ + return ImGui::DockContextQueueDock(ctx,target,target_node,payload,split_dir,split_ratio,split_outer); +} +CIMGUI_API void igDockContextQueueUndockWindow(ImGuiContext* ctx,ImGuiWindow* window) +{ + return ImGui::DockContextQueueUndockWindow(ctx,window); +} +CIMGUI_API void igDockContextQueueUndockNode(ImGuiContext* ctx,ImGuiDockNode* node) +{ + return ImGui::DockContextQueueUndockNode(ctx,node); +} +CIMGUI_API void igDockContextProcessUndockWindow(ImGuiContext* ctx,ImGuiWindow* window,bool clear_persistent_docking_ref) +{ + return ImGui::DockContextProcessUndockWindow(ctx,window,clear_persistent_docking_ref); +} +CIMGUI_API void igDockContextProcessUndockNode(ImGuiContext* ctx,ImGuiDockNode* node) +{ + return ImGui::DockContextProcessUndockNode(ctx,node); +} +CIMGUI_API bool igDockContextCalcDropPosForDocking(ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload_window,ImGuiDockNode* payload_node,ImGuiDir split_dir,bool split_outer,ImVec2* out_pos) +{ + return ImGui::DockContextCalcDropPosForDocking(target,target_node,payload_window,payload_node,split_dir,split_outer,out_pos); +} +CIMGUI_API ImGuiDockNode* igDockContextFindNodeByID(ImGuiContext* ctx,ImGuiID id) +{ + return ImGui::DockContextFindNodeByID(ctx,id); +} +CIMGUI_API void igDockNodeWindowMenuHandler_Default(ImGuiContext* ctx,ImGuiDockNode* node,ImGuiTabBar* tab_bar) +{ + return ImGui::DockNodeWindowMenuHandler_Default(ctx,node,tab_bar); +} +CIMGUI_API bool igDockNodeBeginAmendTabBar(ImGuiDockNode* node) +{ + return ImGui::DockNodeBeginAmendTabBar(node); +} +CIMGUI_API void igDockNodeEndAmendTabBar() +{ + return ImGui::DockNodeEndAmendTabBar(); +} +CIMGUI_API ImGuiDockNode* igDockNodeGetRootNode(ImGuiDockNode* node) +{ + return ImGui::DockNodeGetRootNode(node); +} +CIMGUI_API bool igDockNodeIsInHierarchyOf(ImGuiDockNode* node,ImGuiDockNode* parent) +{ + return ImGui::DockNodeIsInHierarchyOf(node,parent); +} +CIMGUI_API int igDockNodeGetDepth(const ImGuiDockNode* node) +{ + return ImGui::DockNodeGetDepth(node); +} +CIMGUI_API ImGuiID igDockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) +{ + return ImGui::DockNodeGetWindowMenuButtonId(node); +} +CIMGUI_API ImGuiDockNode* igGetWindowDockNode() +{ + return ImGui::GetWindowDockNode(); +} +CIMGUI_API bool igGetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) +{ + return ImGui::GetWindowAlwaysWantOwnTabBar(window); +} +CIMGUI_API void igBeginDocked(ImGuiWindow* window,bool* p_open) +{ + return ImGui::BeginDocked(window,p_open); +} +CIMGUI_API void igBeginDockableDragDropSource(ImGuiWindow* window) +{ + return ImGui::BeginDockableDragDropSource(window); +} +CIMGUI_API void igBeginDockableDragDropTarget(ImGuiWindow* window) +{ + return ImGui::BeginDockableDragDropTarget(window); +} +CIMGUI_API void igSetWindowDock(ImGuiWindow* window,ImGuiID dock_id,ImGuiCond cond) +{ + return ImGui::SetWindowDock(window,dock_id,cond); +} +CIMGUI_API void igDockBuilderDockWindow(const char* window_name,ImGuiID node_id) +{ + return ImGui::DockBuilderDockWindow(window_name,node_id); +} +CIMGUI_API ImGuiDockNode* igDockBuilderGetNode(ImGuiID node_id) +{ + return ImGui::DockBuilderGetNode(node_id); +} +CIMGUI_API ImGuiDockNode* igDockBuilderGetCentralNode(ImGuiID node_id) +{ + return ImGui::DockBuilderGetCentralNode(node_id); +} +CIMGUI_API ImGuiID igDockBuilderAddNode(ImGuiID node_id,ImGuiDockNodeFlags flags) +{ + return ImGui::DockBuilderAddNode(node_id,flags); +} +CIMGUI_API void igDockBuilderRemoveNode(ImGuiID node_id) +{ + return ImGui::DockBuilderRemoveNode(node_id); +} +CIMGUI_API void igDockBuilderRemoveNodeDockedWindows(ImGuiID node_id,bool clear_settings_refs) +{ + return ImGui::DockBuilderRemoveNodeDockedWindows(node_id,clear_settings_refs); +} +CIMGUI_API void igDockBuilderRemoveNodeChildNodes(ImGuiID node_id) +{ + return ImGui::DockBuilderRemoveNodeChildNodes(node_id); +} +CIMGUI_API void igDockBuilderSetNodePos(ImGuiID node_id,ImVec2 pos) +{ + return ImGui::DockBuilderSetNodePos(node_id,pos); +} +CIMGUI_API void igDockBuilderSetNodeSize(ImGuiID node_id,ImVec2 size) +{ + return ImGui::DockBuilderSetNodeSize(node_id,size); +} +CIMGUI_API ImGuiID igDockBuilderSplitNode(ImGuiID node_id,ImGuiDir split_dir,float size_ratio_for_node_at_dir,ImGuiID* out_id_at_dir,ImGuiID* out_id_at_opposite_dir) +{ + return ImGui::DockBuilderSplitNode(node_id,split_dir,size_ratio_for_node_at_dir,out_id_at_dir,out_id_at_opposite_dir); +} +CIMGUI_API void igDockBuilderCopyDockSpace(ImGuiID src_dockspace_id,ImGuiID dst_dockspace_id,ImVector_const_charPtr* in_window_remap_pairs) +{ + return ImGui::DockBuilderCopyDockSpace(src_dockspace_id,dst_dockspace_id,in_window_remap_pairs); +} +CIMGUI_API void igDockBuilderCopyNode(ImGuiID src_node_id,ImGuiID dst_node_id,ImVector_ImGuiID* out_node_remap_pairs) +{ + return ImGui::DockBuilderCopyNode(src_node_id,dst_node_id,out_node_remap_pairs); +} +CIMGUI_API void igDockBuilderCopyWindowSettings(const char* src_name,const char* dst_name) +{ + return ImGui::DockBuilderCopyWindowSettings(src_name,dst_name); +} +CIMGUI_API void igDockBuilderFinish(ImGuiID node_id) +{ + return ImGui::DockBuilderFinish(node_id); +} +CIMGUI_API void igPushFocusScope(ImGuiID id) +{ + return ImGui::PushFocusScope(id); +} +CIMGUI_API void igPopFocusScope() +{ + return ImGui::PopFocusScope(); +} +CIMGUI_API ImGuiID igGetCurrentFocusScope() +{ + return ImGui::GetCurrentFocusScope(); +} +CIMGUI_API bool igIsDragDropActive() +{ + return ImGui::IsDragDropActive(); +} +CIMGUI_API bool igBeginDragDropTargetCustom(const ImRect bb,ImGuiID id) +{ + return ImGui::BeginDragDropTargetCustom(bb,id); +} +CIMGUI_API void igClearDragDrop() +{ + return ImGui::ClearDragDrop(); +} +CIMGUI_API bool igIsDragDropPayloadBeingAccepted() +{ + return ImGui::IsDragDropPayloadBeingAccepted(); +} +CIMGUI_API void igRenderDragDropTargetRect(const ImRect bb,const ImRect item_clip_rect) +{ + return ImGui::RenderDragDropTargetRect(bb,item_clip_rect); +} +CIMGUI_API ImGuiTypingSelectRequest* igGetTypingSelectRequest(ImGuiTypingSelectFlags flags) +{ + return ImGui::GetTypingSelectRequest(flags); +} +CIMGUI_API int igTypingSelectFindMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx) +{ + return ImGui::TypingSelectFindMatch(req,items_count,get_item_name_func,user_data,nav_item_idx); +} +CIMGUI_API int igTypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx) +{ + return ImGui::TypingSelectFindNextSingleCharMatch(req,items_count,get_item_name_func,user_data,nav_item_idx); +} +CIMGUI_API int igTypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data) +{ + return ImGui::TypingSelectFindBestLeadingMatch(req,items_count,get_item_name_func,user_data); +} +CIMGUI_API bool igBeginBoxSelect(const ImRect scope_rect,ImGuiWindow* window,ImGuiID box_select_id,ImGuiMultiSelectFlags ms_flags) +{ + return ImGui::BeginBoxSelect(scope_rect,window,box_select_id,ms_flags); +} +CIMGUI_API void igEndBoxSelect(const ImRect scope_rect,ImGuiMultiSelectFlags ms_flags) +{ + return ImGui::EndBoxSelect(scope_rect,ms_flags); +} +CIMGUI_API void igMultiSelectItemHeader(ImGuiID id,bool* p_selected,ImGuiButtonFlags* p_button_flags) +{ + return ImGui::MultiSelectItemHeader(id,p_selected,p_button_flags); +} +CIMGUI_API void igMultiSelectItemFooter(ImGuiID id,bool* p_selected,bool* p_pressed) +{ + return ImGui::MultiSelectItemFooter(id,p_selected,p_pressed); +} +CIMGUI_API void igMultiSelectAddSetAll(ImGuiMultiSelectTempData* ms,bool selected) +{ + return ImGui::MultiSelectAddSetAll(ms,selected); +} +CIMGUI_API void igMultiSelectAddSetRange(ImGuiMultiSelectTempData* ms,bool selected,int range_dir,ImGuiSelectionUserData first_item,ImGuiSelectionUserData last_item) +{ + return ImGui::MultiSelectAddSetRange(ms,selected,range_dir,first_item,last_item); +} +CIMGUI_API ImGuiBoxSelectState* igGetBoxSelectState(ImGuiID id) +{ + return ImGui::GetBoxSelectState(id); +} +CIMGUI_API ImGuiMultiSelectState* igGetMultiSelectState(ImGuiID id) +{ + return ImGui::GetMultiSelectState(id); +} +CIMGUI_API void igSetWindowClipRectBeforeSetChannel(ImGuiWindow* window,const ImRect clip_rect) +{ + return ImGui::SetWindowClipRectBeforeSetChannel(window,clip_rect); +} +CIMGUI_API void igBeginColumns(const char* str_id,int count,ImGuiOldColumnFlags flags) +{ + return ImGui::BeginColumns(str_id,count,flags); +} +CIMGUI_API void igEndColumns() +{ + return ImGui::EndColumns(); +} +CIMGUI_API void igPushColumnClipRect(int column_index) +{ + return ImGui::PushColumnClipRect(column_index); +} +CIMGUI_API void igPushColumnsBackground() +{ + return ImGui::PushColumnsBackground(); +} +CIMGUI_API void igPopColumnsBackground() +{ + return ImGui::PopColumnsBackground(); +} +CIMGUI_API ImGuiID igGetColumnsID(const char* str_id,int count) +{ + return ImGui::GetColumnsID(str_id,count); +} +CIMGUI_API ImGuiOldColumns* igFindOrCreateColumns(ImGuiWindow* window,ImGuiID id) +{ + return ImGui::FindOrCreateColumns(window,id); +} +CIMGUI_API float igGetColumnOffsetFromNorm(const ImGuiOldColumns* columns,float offset_norm) +{ + return ImGui::GetColumnOffsetFromNorm(columns,offset_norm); +} +CIMGUI_API float igGetColumnNormFromOffset(const ImGuiOldColumns* columns,float offset) +{ + return ImGui::GetColumnNormFromOffset(columns,offset); +} +CIMGUI_API void igTableOpenContextMenu(int column_n) +{ + return ImGui::TableOpenContextMenu(column_n); +} +CIMGUI_API void igTableSetColumnWidth(int column_n,float width) +{ + return ImGui::TableSetColumnWidth(column_n,width); +} +CIMGUI_API void igTableSetColumnSortDirection(int column_n,ImGuiSortDirection sort_direction,bool append_to_sort_specs) +{ + return ImGui::TableSetColumnSortDirection(column_n,sort_direction,append_to_sort_specs); +} +CIMGUI_API int igTableGetHoveredRow() +{ + return ImGui::TableGetHoveredRow(); +} +CIMGUI_API float igTableGetHeaderRowHeight() +{ + return ImGui::TableGetHeaderRowHeight(); +} +CIMGUI_API float igTableGetHeaderAngledMaxLabelWidth() +{ + return ImGui::TableGetHeaderAngledMaxLabelWidth(); +} +CIMGUI_API void igTablePushBackgroundChannel() +{ + return ImGui::TablePushBackgroundChannel(); +} +CIMGUI_API void igTablePopBackgroundChannel() +{ + return ImGui::TablePopBackgroundChannel(); +} +CIMGUI_API void igTableAngledHeadersRowEx(ImGuiID row_id,float angle,float max_label_width,const ImGuiTableHeaderData* data,int data_count) +{ + return ImGui::TableAngledHeadersRowEx(row_id,angle,max_label_width,data,data_count); +} +CIMGUI_API ImGuiTable* igGetCurrentTable() +{ + return ImGui::GetCurrentTable(); +} +CIMGUI_API ImGuiTable* igTableFindByID(ImGuiID id) +{ + return ImGui::TableFindByID(id); +} +CIMGUI_API bool igBeginTableEx(const char* name,ImGuiID id,int columns_count,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width) +{ + return ImGui::BeginTableEx(name,id,columns_count,flags,outer_size,inner_width); +} +CIMGUI_API void igTableBeginInitMemory(ImGuiTable* table,int columns_count) +{ + return ImGui::TableBeginInitMemory(table,columns_count); +} +CIMGUI_API void igTableBeginApplyRequests(ImGuiTable* table) +{ + return ImGui::TableBeginApplyRequests(table); +} +CIMGUI_API void igTableSetupDrawChannels(ImGuiTable* table) +{ + return ImGui::TableSetupDrawChannels(table); +} +CIMGUI_API void igTableUpdateLayout(ImGuiTable* table) +{ + return ImGui::TableUpdateLayout(table); +} +CIMGUI_API void igTableUpdateBorders(ImGuiTable* table) +{ + return ImGui::TableUpdateBorders(table); +} +CIMGUI_API void igTableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + return ImGui::TableUpdateColumnsWeightFromWidth(table); +} +CIMGUI_API void igTableDrawBorders(ImGuiTable* table) +{ + return ImGui::TableDrawBorders(table); +} +CIMGUI_API void igTableDrawDefaultContextMenu(ImGuiTable* table,ImGuiTableFlags flags_for_section_to_display) +{ + return ImGui::TableDrawDefaultContextMenu(table,flags_for_section_to_display); +} +CIMGUI_API bool igTableBeginContextMenuPopup(ImGuiTable* table) +{ + return ImGui::TableBeginContextMenuPopup(table); +} +CIMGUI_API void igTableMergeDrawChannels(ImGuiTable* table) +{ + return ImGui::TableMergeDrawChannels(table); +} +CIMGUI_API ImGuiTableInstanceData* igTableGetInstanceData(ImGuiTable* table,int instance_no) +{ + return ImGui::TableGetInstanceData(table,instance_no); +} +CIMGUI_API ImGuiID igTableGetInstanceID(ImGuiTable* table,int instance_no) +{ + return ImGui::TableGetInstanceID(table,instance_no); +} +CIMGUI_API void igTableSortSpecsSanitize(ImGuiTable* table) +{ + return ImGui::TableSortSpecsSanitize(table); +} +CIMGUI_API void igTableSortSpecsBuild(ImGuiTable* table) +{ + return ImGui::TableSortSpecsBuild(table); +} +CIMGUI_API ImGuiSortDirection igTableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + return ImGui::TableGetColumnNextSortDirection(column); +} +CIMGUI_API void igTableFixColumnSortDirection(ImGuiTable* table,ImGuiTableColumn* column) +{ + return ImGui::TableFixColumnSortDirection(table,column); +} +CIMGUI_API float igTableGetColumnWidthAuto(ImGuiTable* table,ImGuiTableColumn* column) +{ + return ImGui::TableGetColumnWidthAuto(table,column); +} +CIMGUI_API void igTableBeginRow(ImGuiTable* table) +{ + return ImGui::TableBeginRow(table); +} +CIMGUI_API void igTableEndRow(ImGuiTable* table) +{ + return ImGui::TableEndRow(table); +} +CIMGUI_API void igTableBeginCell(ImGuiTable* table,int column_n) +{ + return ImGui::TableBeginCell(table,column_n); +} +CIMGUI_API void igTableEndCell(ImGuiTable* table) +{ + return ImGui::TableEndCell(table); +} +CIMGUI_API void igTableGetCellBgRect(ImRect *pOut,const ImGuiTable* table,int column_n) +{ + *pOut = ImGui::TableGetCellBgRect(table,column_n); +} +CIMGUI_API const char* igTableGetColumnName_TablePtr(const ImGuiTable* table,int column_n) +{ + return ImGui::TableGetColumnName(table,column_n); +} +CIMGUI_API ImGuiID igTableGetColumnResizeID(ImGuiTable* table,int column_n,int instance_no) +{ + return ImGui::TableGetColumnResizeID(table,column_n,instance_no); +} +CIMGUI_API float igTableCalcMaxColumnWidth(const ImGuiTable* table,int column_n) +{ + return ImGui::TableCalcMaxColumnWidth(table,column_n); +} +CIMGUI_API void igTableSetColumnWidthAutoSingle(ImGuiTable* table,int column_n) +{ + return ImGui::TableSetColumnWidthAutoSingle(table,column_n); +} +CIMGUI_API void igTableSetColumnWidthAutoAll(ImGuiTable* table) +{ + return ImGui::TableSetColumnWidthAutoAll(table); +} +CIMGUI_API void igTableRemove(ImGuiTable* table) +{ + return ImGui::TableRemove(table); +} +CIMGUI_API void igTableGcCompactTransientBuffers_TablePtr(ImGuiTable* table) +{ + return ImGui::TableGcCompactTransientBuffers(table); +} +CIMGUI_API void igTableGcCompactTransientBuffers_TableTempDataPtr(ImGuiTableTempData* table) +{ + return ImGui::TableGcCompactTransientBuffers(table); +} +CIMGUI_API void igTableGcCompactSettings() +{ + return ImGui::TableGcCompactSettings(); +} +CIMGUI_API void igTableLoadSettings(ImGuiTable* table) +{ + return ImGui::TableLoadSettings(table); +} +CIMGUI_API void igTableSaveSettings(ImGuiTable* table) +{ + return ImGui::TableSaveSettings(table); +} +CIMGUI_API void igTableResetSettings(ImGuiTable* table) +{ + return ImGui::TableResetSettings(table); +} +CIMGUI_API ImGuiTableSettings* igTableGetBoundSettings(ImGuiTable* table) +{ + return ImGui::TableGetBoundSettings(table); +} +CIMGUI_API void igTableSettingsAddSettingsHandler() +{ + return ImGui::TableSettingsAddSettingsHandler(); +} +CIMGUI_API ImGuiTableSettings* igTableSettingsCreate(ImGuiID id,int columns_count) +{ + return ImGui::TableSettingsCreate(id,columns_count); +} +CIMGUI_API ImGuiTableSettings* igTableSettingsFindByID(ImGuiID id) +{ + return ImGui::TableSettingsFindByID(id); +} +CIMGUI_API ImGuiTabBar* igGetCurrentTabBar() +{ + return ImGui::GetCurrentTabBar(); +} +CIMGUI_API bool igBeginTabBarEx(ImGuiTabBar* tab_bar,const ImRect bb,ImGuiTabBarFlags flags) +{ + return ImGui::BeginTabBarEx(tab_bar,bb,flags); +} +CIMGUI_API ImGuiTabItem* igTabBarFindTabByID(ImGuiTabBar* tab_bar,ImGuiID tab_id) +{ + return ImGui::TabBarFindTabByID(tab_bar,tab_id); +} +CIMGUI_API ImGuiTabItem* igTabBarFindTabByOrder(ImGuiTabBar* tab_bar,int order) +{ + return ImGui::TabBarFindTabByOrder(tab_bar,order); +} +CIMGUI_API ImGuiTabItem* igTabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) +{ + return ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(tab_bar); +} +CIMGUI_API ImGuiTabItem* igTabBarGetCurrentTab(ImGuiTabBar* tab_bar) +{ + return ImGui::TabBarGetCurrentTab(tab_bar); +} +CIMGUI_API int igTabBarGetTabOrder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarGetTabOrder(tab_bar,tab); +} +CIMGUI_API const char* igTabBarGetTabName(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarGetTabName(tab_bar,tab); +} +CIMGUI_API void igTabBarAddTab(ImGuiTabBar* tab_bar,ImGuiTabItemFlags tab_flags,ImGuiWindow* window) +{ + return ImGui::TabBarAddTab(tab_bar,tab_flags,window); +} +CIMGUI_API void igTabBarRemoveTab(ImGuiTabBar* tab_bar,ImGuiID tab_id) +{ + return ImGui::TabBarRemoveTab(tab_bar,tab_id); +} +CIMGUI_API void igTabBarCloseTab(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarCloseTab(tab_bar,tab); +} +CIMGUI_API void igTabBarQueueFocus_TabItemPtr(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarQueueFocus(tab_bar,tab); +} +CIMGUI_API void igTabBarQueueFocus_Str(ImGuiTabBar* tab_bar,const char* tab_name) +{ + return ImGui::TabBarQueueFocus(tab_bar,tab_name); +} +CIMGUI_API void igTabBarQueueReorder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,int offset) +{ + return ImGui::TabBarQueueReorder(tab_bar,tab,offset); +} +CIMGUI_API void igTabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,ImVec2 mouse_pos) +{ + return ImGui::TabBarQueueReorderFromMousePos(tab_bar,tab,mouse_pos); +} +CIMGUI_API bool igTabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + return ImGui::TabBarProcessReorder(tab_bar); +} +CIMGUI_API bool igTabItemEx(ImGuiTabBar* tab_bar,const char* label,bool* p_open,ImGuiTabItemFlags flags,ImGuiWindow* docked_window) +{ + return ImGui::TabItemEx(tab_bar,label,p_open,flags,docked_window); +} +CIMGUI_API void igTabItemCalcSize_Str(ImVec2 *pOut,const char* label,bool has_close_button_or_unsaved_marker) +{ + *pOut = ImGui::TabItemCalcSize(label,has_close_button_or_unsaved_marker); +} +CIMGUI_API void igTabItemCalcSize_WindowPtr(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::TabItemCalcSize(window); +} +CIMGUI_API void igTabItemBackground(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImU32 col) +{ + return ImGui::TabItemBackground(draw_list,bb,flags,col); +} +CIMGUI_API void igTabItemLabelAndCloseButton(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImVec2 frame_padding,const char* label,ImGuiID tab_id,ImGuiID close_button_id,bool is_contents_visible,bool* out_just_closed,bool* out_text_clipped) +{ + return ImGui::TabItemLabelAndCloseButton(draw_list,bb,flags,frame_padding,label,tab_id,close_button_id,is_contents_visible,out_just_closed,out_text_clipped); +} +CIMGUI_API void igRenderText(ImVec2 pos,const char* text,const char* text_end,bool hide_text_after_hash) +{ + return ImGui::RenderText(pos,text,text_end,hide_text_after_hash); +} +CIMGUI_API void igRenderTextWrapped(ImVec2 pos,const char* text,const char* text_end,float wrap_width) +{ + return ImGui::RenderTextWrapped(pos,text,text_end,wrap_width); +} +CIMGUI_API void igRenderTextClipped(const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect) +{ + return ImGui::RenderTextClipped(pos_min,pos_max,text,text_end,text_size_if_known,align,clip_rect); +} +CIMGUI_API void igRenderTextClippedEx(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect) +{ + return ImGui::RenderTextClippedEx(draw_list,pos_min,pos_max,text,text_end,text_size_if_known,align,clip_rect); +} +CIMGUI_API void igRenderTextEllipsis(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,float clip_max_x,float ellipsis_max_x,const char* text,const char* text_end,const ImVec2* text_size_if_known) +{ + return ImGui::RenderTextEllipsis(draw_list,pos_min,pos_max,clip_max_x,ellipsis_max_x,text,text_end,text_size_if_known); +} +CIMGUI_API void igRenderFrame(ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,bool borders,float rounding) +{ + return ImGui::RenderFrame(p_min,p_max,fill_col,borders,rounding); +} +CIMGUI_API void igRenderFrameBorder(ImVec2 p_min,ImVec2 p_max,float rounding) +{ + return ImGui::RenderFrameBorder(p_min,p_max,rounding); +} +CIMGUI_API void igRenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list,ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,float grid_step,ImVec2 grid_off,float rounding,ImDrawFlags flags) +{ + return ImGui::RenderColorRectWithAlphaCheckerboard(draw_list,p_min,p_max,fill_col,grid_step,grid_off,rounding,flags); +} +CIMGUI_API void igRenderNavCursor(const ImRect bb,ImGuiID id,ImGuiNavRenderCursorFlags flags) +{ + return ImGui::RenderNavCursor(bb,id,flags); +} +CIMGUI_API const char* igFindRenderedTextEnd(const char* text,const char* text_end) +{ + return ImGui::FindRenderedTextEnd(text,text_end); +} +CIMGUI_API void igRenderMouseCursor(ImVec2 pos,float scale,ImGuiMouseCursor mouse_cursor,ImU32 col_fill,ImU32 col_border,ImU32 col_shadow) +{ + return ImGui::RenderMouseCursor(pos,scale,mouse_cursor,col_fill,col_border,col_shadow); +} +CIMGUI_API void igRenderArrow(ImDrawList* draw_list,ImVec2 pos,ImU32 col,ImGuiDir dir,float scale) +{ + return ImGui::RenderArrow(draw_list,pos,col,dir,scale); +} +CIMGUI_API void igRenderBullet(ImDrawList* draw_list,ImVec2 pos,ImU32 col) +{ + return ImGui::RenderBullet(draw_list,pos,col); +} +CIMGUI_API void igRenderCheckMark(ImDrawList* draw_list,ImVec2 pos,ImU32 col,float sz) +{ + return ImGui::RenderCheckMark(draw_list,pos,col,sz); +} +CIMGUI_API void igRenderArrowPointingAt(ImDrawList* draw_list,ImVec2 pos,ImVec2 half_sz,ImGuiDir direction,ImU32 col) +{ + return ImGui::RenderArrowPointingAt(draw_list,pos,half_sz,direction,col); +} +CIMGUI_API void igRenderArrowDockMenu(ImDrawList* draw_list,ImVec2 p_min,float sz,ImU32 col) +{ + return ImGui::RenderArrowDockMenu(draw_list,p_min,sz,col); +} +CIMGUI_API void igRenderRectFilledRangeH(ImDrawList* draw_list,const ImRect rect,ImU32 col,float x_start_norm,float x_end_norm,float rounding) +{ + return ImGui::RenderRectFilledRangeH(draw_list,rect,col,x_start_norm,x_end_norm,rounding); +} +CIMGUI_API void igRenderRectFilledWithHole(ImDrawList* draw_list,const ImRect outer,const ImRect inner,ImU32 col,float rounding) +{ + return ImGui::RenderRectFilledWithHole(draw_list,outer,inner,col,rounding); +} +CIMGUI_API ImDrawFlags igCalcRoundingFlagsForRectInRect(const ImRect r_in,const ImRect r_outer,float threshold) +{ + return ImGui::CalcRoundingFlagsForRectInRect(r_in,r_outer,threshold); +} +CIMGUI_API void igTextEx(const char* text,const char* text_end,ImGuiTextFlags flags) +{ + return ImGui::TextEx(text,text_end,flags); +} +CIMGUI_API bool igButtonEx(const char* label,const ImVec2 size_arg,ImGuiButtonFlags flags) +{ + return ImGui::ButtonEx(label,size_arg,flags); +} +CIMGUI_API bool igArrowButtonEx(const char* str_id,ImGuiDir dir,ImVec2 size_arg,ImGuiButtonFlags flags) +{ + return ImGui::ArrowButtonEx(str_id,dir,size_arg,flags); +} +CIMGUI_API bool igImageButtonEx(ImGuiID id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col,ImGuiButtonFlags flags) +{ + return ImGui::ImageButtonEx(id,user_texture_id,image_size,uv0,uv1,bg_col,tint_col,flags); +} +CIMGUI_API void igSeparatorEx(ImGuiSeparatorFlags flags,float thickness) +{ + return ImGui::SeparatorEx(flags,thickness); +} +CIMGUI_API void igSeparatorTextEx(ImGuiID id,const char* label,const char* label_end,float extra_width) +{ + return ImGui::SeparatorTextEx(id,label,label_end,extra_width); +} +CIMGUI_API bool igCheckboxFlags_S64Ptr(const char* label,ImS64* flags,ImS64 flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCheckboxFlags_U64Ptr(const char* label,ImU64* flags,ImU64 flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCloseButton(ImGuiID id,const ImVec2 pos) +{ + return ImGui::CloseButton(id,pos); +} +CIMGUI_API bool igCollapseButton(ImGuiID id,const ImVec2 pos,ImGuiDockNode* dock_node) +{ + return ImGui::CollapseButton(id,pos,dock_node); +} +CIMGUI_API void igScrollbar(ImGuiAxis axis) +{ + return ImGui::Scrollbar(axis); +} +CIMGUI_API bool igScrollbarEx(const ImRect bb,ImGuiID id,ImGuiAxis axis,ImS64* p_scroll_v,ImS64 avail_v,ImS64 contents_v,ImDrawFlags draw_rounding_flags) +{ + return ImGui::ScrollbarEx(bb,id,axis,p_scroll_v,avail_v,contents_v,draw_rounding_flags); +} +CIMGUI_API void igGetWindowScrollbarRect(ImRect *pOut,ImGuiWindow* window,ImGuiAxis axis) +{ + *pOut = ImGui::GetWindowScrollbarRect(window,axis); +} +CIMGUI_API ImGuiID igGetWindowScrollbarID(ImGuiWindow* window,ImGuiAxis axis) +{ + return ImGui::GetWindowScrollbarID(window,axis); +} +CIMGUI_API ImGuiID igGetWindowResizeCornerID(ImGuiWindow* window,int n) +{ + return ImGui::GetWindowResizeCornerID(window,n); +} +CIMGUI_API ImGuiID igGetWindowResizeBorderID(ImGuiWindow* window,ImGuiDir dir) +{ + return ImGui::GetWindowResizeBorderID(window,dir); +} +CIMGUI_API bool igButtonBehavior(const ImRect bb,ImGuiID id,bool* out_hovered,bool* out_held,ImGuiButtonFlags flags) +{ + return ImGui::ButtonBehavior(bb,id,out_hovered,out_held,flags); +} +CIMGUI_API bool igDragBehavior(ImGuiID id,ImGuiDataType data_type,void* p_v,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragBehavior(id,data_type,p_v,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderBehavior(const ImRect bb,ImGuiID id,ImGuiDataType data_type,void* p_v,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags,ImRect* out_grab_bb) +{ + return ImGui::SliderBehavior(bb,id,data_type,p_v,p_min,p_max,format,flags,out_grab_bb); +} +CIMGUI_API bool igSplitterBehavior(const ImRect bb,ImGuiID id,ImGuiAxis axis,float* size1,float* size2,float min_size1,float min_size2,float hover_extend,float hover_visibility_delay,ImU32 bg_col) +{ + return ImGui::SplitterBehavior(bb,id,axis,size1,size2,min_size1,min_size2,hover_extend,hover_visibility_delay,bg_col); +} +CIMGUI_API bool igTreeNodeBehavior(ImGuiID id,ImGuiTreeNodeFlags flags,const char* label,const char* label_end) +{ + return ImGui::TreeNodeBehavior(id,flags,label,label_end); +} +CIMGUI_API void igTreePushOverrideID(ImGuiID id) +{ + return ImGui::TreePushOverrideID(id); +} +CIMGUI_API bool igTreeNodeGetOpen(ImGuiID storage_id) +{ + return ImGui::TreeNodeGetOpen(storage_id); +} +CIMGUI_API void igTreeNodeSetOpen(ImGuiID storage_id,bool open) +{ + return ImGui::TreeNodeSetOpen(storage_id,open); +} +CIMGUI_API bool igTreeNodeUpdateNextOpen(ImGuiID storage_id,ImGuiTreeNodeFlags flags) +{ + return ImGui::TreeNodeUpdateNextOpen(storage_id,flags); +} +CIMGUI_API const ImGuiDataTypeInfo* igDataTypeGetInfo(ImGuiDataType data_type) +{ + return ImGui::DataTypeGetInfo(data_type); +} +CIMGUI_API int igDataTypeFormatString(char* buf,int buf_size,ImGuiDataType data_type,const void* p_data,const char* format) +{ + return ImGui::DataTypeFormatString(buf,buf_size,data_type,p_data,format); +} +CIMGUI_API void igDataTypeApplyOp(ImGuiDataType data_type,int op,void* output,const void* arg_1,const void* arg_2) +{ + return ImGui::DataTypeApplyOp(data_type,op,output,arg_1,arg_2); +} +CIMGUI_API bool igDataTypeApplyFromText(const char* buf,ImGuiDataType data_type,void* p_data,const char* format,void* p_data_when_empty) +{ + return ImGui::DataTypeApplyFromText(buf,data_type,p_data,format,p_data_when_empty); +} +CIMGUI_API int igDataTypeCompare(ImGuiDataType data_type,const void* arg_1,const void* arg_2) +{ + return ImGui::DataTypeCompare(data_type,arg_1,arg_2); +} +CIMGUI_API bool igDataTypeClamp(ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max) +{ + return ImGui::DataTypeClamp(data_type,p_data,p_min,p_max); +} +CIMGUI_API bool igDataTypeIsZero(ImGuiDataType data_type,const void* p_data) +{ + return ImGui::DataTypeIsZero(data_type,p_data); +} +CIMGUI_API bool igInputTextEx(const char* label,const char* hint,char* buf,int buf_size,const ImVec2 size_arg,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextEx(label,hint,buf,buf_size,size_arg,flags,callback,user_data); +} +CIMGUI_API void igInputTextDeactivateHook(ImGuiID id) +{ + return ImGui::InputTextDeactivateHook(id); +} +CIMGUI_API bool igTempInputText(const ImRect bb,ImGuiID id,const char* label,char* buf,int buf_size,ImGuiInputTextFlags flags) +{ + return ImGui::TempInputText(bb,id,label,buf,buf_size,flags); +} +CIMGUI_API bool igTempInputScalar(const ImRect bb,ImGuiID id,const char* label,ImGuiDataType data_type,void* p_data,const char* format,const void* p_clamp_min,const void* p_clamp_max) +{ + return ImGui::TempInputScalar(bb,id,label,data_type,p_data,format,p_clamp_min,p_clamp_max); +} +CIMGUI_API bool igTempInputIsActive(ImGuiID id) +{ + return ImGui::TempInputIsActive(id); +} +CIMGUI_API ImGuiInputTextState* igGetInputTextState(ImGuiID id) +{ + return ImGui::GetInputTextState(id); +} +CIMGUI_API void igSetNextItemRefVal(ImGuiDataType data_type,void* p_data) +{ + return ImGui::SetNextItemRefVal(data_type,p_data); +} +CIMGUI_API void igColorTooltip(const char* text,const float* col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorTooltip(text,col,flags); +} +CIMGUI_API void igColorEditOptionsPopup(const float* col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorEditOptionsPopup(col,flags); +} +CIMGUI_API void igColorPickerOptionsPopup(const float* ref_col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorPickerOptionsPopup(ref_col,flags); +} +CIMGUI_API int igPlotEx(ImGuiPlotType plot_type,const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,const ImVec2 size_arg) +{ + return ImGui::PlotEx(plot_type,label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,size_arg); +} +CIMGUI_API void igShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,ImVec2 gradient_p0,ImVec2 gradient_p1,ImU32 col0,ImU32 col1) +{ + return ImGui::ShadeVertsLinearColorGradientKeepAlpha(draw_list,vert_start_idx,vert_end_idx,gradient_p0,gradient_p1,col0,col1); +} +CIMGUI_API void igShadeVertsLinearUV(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,bool clamp) +{ + return ImGui::ShadeVertsLinearUV(draw_list,vert_start_idx,vert_end_idx,a,b,uv_a,uv_b,clamp); +} +CIMGUI_API void igShadeVertsTransformPos(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 pivot_in,float cos_a,float sin_a,const ImVec2 pivot_out) +{ + return ImGui::ShadeVertsTransformPos(draw_list,vert_start_idx,vert_end_idx,pivot_in,cos_a,sin_a,pivot_out); +} +CIMGUI_API void igGcCompactTransientMiscBuffers() +{ + return ImGui::GcCompactTransientMiscBuffers(); +} +CIMGUI_API void igGcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + return ImGui::GcCompactTransientWindowBuffers(window); +} +CIMGUI_API void igGcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + return ImGui::GcAwakeTransientWindowBuffers(window); +} +CIMGUI_API bool igErrorLog(const char* msg) +{ + return ImGui::ErrorLog(msg); +} +CIMGUI_API void igErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out) +{ + return ImGui::ErrorRecoveryStoreState(state_out); +} +CIMGUI_API void igErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in) +{ + return ImGui::ErrorRecoveryTryToRecoverState(state_in); +} +CIMGUI_API void igErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in) +{ + return ImGui::ErrorRecoveryTryToRecoverWindowState(state_in); +} +CIMGUI_API void igErrorCheckUsingSetCursorPosToExtendParentBoundaries() +{ + return ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); +} +CIMGUI_API void igErrorCheckEndFrameFinalizeErrorTooltip() +{ + return ImGui::ErrorCheckEndFrameFinalizeErrorTooltip(); +} +CIMGUI_API bool igBeginErrorTooltip() +{ + return ImGui::BeginErrorTooltip(); +} +CIMGUI_API void igEndErrorTooltip() +{ + return ImGui::EndErrorTooltip(); +} +CIMGUI_API void igDebugAllocHook(ImGuiDebugAllocInfo* info,int frame_count,void* ptr,size_t size) +{ + return ImGui::DebugAllocHook(info,frame_count,ptr,size); +} +CIMGUI_API void igDebugDrawCursorPos(ImU32 col) +{ + return ImGui::DebugDrawCursorPos(col); +} +CIMGUI_API void igDebugDrawLineExtents(ImU32 col) +{ + return ImGui::DebugDrawLineExtents(col); +} +CIMGUI_API void igDebugDrawItemRect(ImU32 col) +{ + return ImGui::DebugDrawItemRect(col); +} +CIMGUI_API void igDebugTextUnformattedWithLocateItem(const char* line_begin,const char* line_end) +{ + return ImGui::DebugTextUnformattedWithLocateItem(line_begin,line_end); +} +CIMGUI_API void igDebugLocateItem(ImGuiID target_id) +{ + return ImGui::DebugLocateItem(target_id); +} +CIMGUI_API void igDebugLocateItemOnHover(ImGuiID target_id) +{ + return ImGui::DebugLocateItemOnHover(target_id); +} +CIMGUI_API void igDebugLocateItemResolveWithLastItem() +{ + return ImGui::DebugLocateItemResolveWithLastItem(); +} +CIMGUI_API void igDebugBreakClearData() +{ + return ImGui::DebugBreakClearData(); +} +CIMGUI_API bool igDebugBreakButton(const char* label,const char* description_of_location) +{ + return ImGui::DebugBreakButton(label,description_of_location); +} +CIMGUI_API void igDebugBreakButtonTooltip(bool keyboard_only,const char* description_of_location) +{ + return ImGui::DebugBreakButtonTooltip(keyboard_only,description_of_location); +} +CIMGUI_API void igShowFontAtlas(ImFontAtlas* atlas) +{ + return ImGui::ShowFontAtlas(atlas); +} +CIMGUI_API void igDebugHookIdInfo(ImGuiID id,ImGuiDataType data_type,const void* data_id,const void* data_id_end) +{ + return ImGui::DebugHookIdInfo(id,data_type,data_id,data_id_end); +} +CIMGUI_API void igDebugNodeColumns(ImGuiOldColumns* columns) +{ + return ImGui::DebugNodeColumns(columns); +} +CIMGUI_API void igDebugNodeDockNode(ImGuiDockNode* node,const char* label) +{ + return ImGui::DebugNodeDockNode(node,label); +} +CIMGUI_API void igDebugNodeDrawList(ImGuiWindow* window,ImGuiViewportP* viewport,const ImDrawList* draw_list,const char* label) +{ + return ImGui::DebugNodeDrawList(window,viewport,draw_list,label); +} +CIMGUI_API void igDebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list,const ImDrawList* draw_list,const ImDrawCmd* draw_cmd,bool show_mesh,bool show_aabb) +{ + return ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(out_draw_list,draw_list,draw_cmd,show_mesh,show_aabb); +} +CIMGUI_API void igDebugNodeFont(ImFont* font) +{ + return ImGui::DebugNodeFont(font); +} +CIMGUI_API void igDebugNodeFontGlyph(ImFont* font,const ImFontGlyph* glyph) +{ + return ImGui::DebugNodeFontGlyph(font,glyph); +} +CIMGUI_API void igDebugNodeStorage(ImGuiStorage* storage,const char* label) +{ + return ImGui::DebugNodeStorage(storage,label); +} +CIMGUI_API void igDebugNodeTabBar(ImGuiTabBar* tab_bar,const char* label) +{ + return ImGui::DebugNodeTabBar(tab_bar,label); +} +CIMGUI_API void igDebugNodeTable(ImGuiTable* table) +{ + return ImGui::DebugNodeTable(table); +} +CIMGUI_API void igDebugNodeTableSettings(ImGuiTableSettings* settings) +{ + return ImGui::DebugNodeTableSettings(settings); +} +CIMGUI_API void igDebugNodeInputTextState(ImGuiInputTextState* state) +{ + return ImGui::DebugNodeInputTextState(state); +} +CIMGUI_API void igDebugNodeTypingSelectState(ImGuiTypingSelectState* state) +{ + return ImGui::DebugNodeTypingSelectState(state); +} +CIMGUI_API void igDebugNodeMultiSelectState(ImGuiMultiSelectState* state) +{ + return ImGui::DebugNodeMultiSelectState(state); +} +CIMGUI_API void igDebugNodeWindow(ImGuiWindow* window,const char* label) +{ + return ImGui::DebugNodeWindow(window,label); +} +CIMGUI_API void igDebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + return ImGui::DebugNodeWindowSettings(settings); +} +CIMGUI_API void igDebugNodeWindowsList(ImVector_ImGuiWindowPtr* windows,const char* label) +{ + return ImGui::DebugNodeWindowsList(windows,label); +} +CIMGUI_API void igDebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows,int windows_size,ImGuiWindow* parent_in_begin_stack) +{ + return ImGui::DebugNodeWindowsListByBeginStackParent(windows,windows_size,parent_in_begin_stack); +} +CIMGUI_API void igDebugNodeViewport(ImGuiViewportP* viewport) +{ + return ImGui::DebugNodeViewport(viewport); +} +CIMGUI_API void igDebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor,const char* label,int idx) +{ + return ImGui::DebugNodePlatformMonitor(monitor,label,idx); +} +CIMGUI_API void igDebugRenderKeyboardPreview(ImDrawList* draw_list) +{ + return ImGui::DebugRenderKeyboardPreview(draw_list); +} +CIMGUI_API void igDebugRenderViewportThumbnail(ImDrawList* draw_list,ImGuiViewportP* viewport,const ImRect bb) +{ + return ImGui::DebugRenderViewportThumbnail(draw_list,viewport,bb); +} +CIMGUI_API const ImFontBuilderIO* igImFontAtlasGetBuilderForStbTruetype() +{ + return ImFontAtlasGetBuilderForStbTruetype(); +} +CIMGUI_API void igImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas) +{ + return ImFontAtlasUpdateConfigDataPointers(atlas); +} +CIMGUI_API void igImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + return ImFontAtlasBuildInit(atlas); +} +CIMGUI_API void igImFontAtlasBuildSetupFont(ImFontAtlas* atlas,ImFont* font,ImFontConfig* font_config,float ascent,float descent) +{ + return ImFontAtlasBuildSetupFont(atlas,font,font_config,ascent,descent); +} +CIMGUI_API void igImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas,void* stbrp_context_opaque) +{ + return ImFontAtlasBuildPackCustomRects(atlas,stbrp_context_opaque); +} +CIMGUI_API void igImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + return ImFontAtlasBuildFinish(atlas); +} +CIMGUI_API void igImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned char in_marker_pixel_value) +{ + return ImFontAtlasBuildRender8bppRectFromString(atlas,x,y,w,h,in_str,in_marker_char,in_marker_pixel_value); +} +CIMGUI_API void igImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned int in_marker_pixel_value) +{ + return ImFontAtlasBuildRender32bppRectFromString(atlas,x,y,w,h,in_str,in_marker_char,in_marker_pixel_value); +} +CIMGUI_API void igImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256],float in_multiply_factor) +{ + return ImFontAtlasBuildMultiplyCalcLookupTable(out_table,in_multiply_factor); +} +CIMGUI_API void igImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256],unsigned char* pixels,int x,int y,int w,int h,int stride) +{ + return ImFontAtlasBuildMultiplyRectAlpha8(table,pixels,x,y,w,h,stride); +} +#ifdef IMGUI_ENABLE_FREETYPE +CIMGUI_API const ImFontBuilderIO* ImGuiFreeType_GetBuilderForFreeType() +{ + return ImGuiFreeType::GetBuilderForFreeType(); +} + +CIMGUI_API void ImGuiFreeType_SetAllocatorFunctions(void*(*alloc_func)(size_t sz,void* user_data),void(*free_func)(void* ptr,void* user_data),void* user_data) +{ + return ImGuiFreeType::SetAllocatorFunctions(alloc_func,free_func,user_data); +} + +#endif + + + +/////////////////////////////manual written functions +CIMGUI_API void igLogText(const char *fmt, ...) +{ + char buffer[256]; + va_list args; + va_start(args, fmt); + vsnprintf(buffer, 256, fmt, args); + va_end(args); + + ImGui::LogText("%s", buffer); +} +CIMGUI_API void ImGuiTextBuffer_appendf(ImGuiTextBuffer *self, const char *fmt, ...) +{ + va_list args; + va_start(args, fmt); + self->appendfv(fmt, args); + va_end(args); +} + +CIMGUI_API float igGET_FLT_MAX() +{ + return FLT_MAX; +} + +CIMGUI_API float igGET_FLT_MIN() +{ + return FLT_MIN; +} + + +CIMGUI_API ImVector_ImWchar* ImVector_ImWchar_create() +{ + return IM_NEW(ImVector) (); +} + +CIMGUI_API void ImVector_ImWchar_destroy(ImVector_ImWchar* self) +{ + IM_DELETE(self); +} + +CIMGUI_API void ImVector_ImWchar_Init(ImVector_ImWchar* p) +{ + IM_PLACEMENT_NEW(p) ImVector(); +} +CIMGUI_API void ImVector_ImWchar_UnInit(ImVector_ImWchar* p) +{ + p->~ImVector(); +} + + +#ifdef IMGUI_HAS_DOCK + +// NOTE: Some function pointers in the ImGuiPlatformIO structure are not C-compatible because of their +// use of a complex return type. To work around this, we store a custom CimguiStorage object inside +// ImGuiIO::BackendLanguageUserData, which contains C-compatible function pointer variants for these +// functions. When a user function pointer is provided, we hook up the underlying ImGuiPlatformIO +// function pointer to a thunk which accesses the user function pointer through CimguiStorage. + +struct CimguiStorage +{ + void(*Platform_GetWindowPos)(ImGuiViewport* vp, ImVec2* out_pos); + void(*Platform_GetWindowSize)(ImGuiViewport* vp, ImVec2* out_pos); +}; + +// Gets a reference to the CimguiStorage object stored in the current ImGui context's BackendLanguageUserData. +CimguiStorage& GetCimguiStorage() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.BackendLanguageUserData == NULL) + { + io.BackendLanguageUserData = IM_NEW(CimguiStorage)(); + } + + return *(CimguiStorage*)io.BackendLanguageUserData; +} + +// Thunk satisfying the signature of ImGuiPlatformIO::Platform_GetWindowPos. +ImVec2 Platform_GetWindowPos_hook(ImGuiViewport* vp) +{ + ImVec2 pos; + GetCimguiStorage().Platform_GetWindowPos(vp, &pos); + return pos; +}; + +// Fully C-compatible function pointer setter for ImGuiPlatformIO::Platform_GetWindowPos. +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowPos(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_pos)) +{ + CimguiStorage& storage = GetCimguiStorage(); + storage.Platform_GetWindowPos = user_callback; + platform_io->Platform_GetWindowPos = &Platform_GetWindowPos_hook; +} + +// Thunk satisfying the signature of ImGuiPlatformIO::Platform_GetWindowSize. +ImVec2 Platform_GetWindowSize_hook(ImGuiViewport* vp) +{ + ImVec2 size; + GetCimguiStorage().Platform_GetWindowSize(vp, &size); + return size; +}; + +// Fully C-compatible function pointer setter for ImGuiPlatformIO::Platform_GetWindowSize. +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowSize(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_size)) +{ + CimguiStorage& storage = GetCimguiStorage(); + storage.Platform_GetWindowSize = user_callback; + platform_io->Platform_GetWindowSize = &Platform_GetWindowSize_hook; +} + +#endif diff --git a/src/main/imgui/cimgui.h b/src/main/imgui/cimgui.h new file mode 100644 index 0000000..6f91a10 --- /dev/null +++ b/src/main/imgui/cimgui.h @@ -0,0 +1,5062 @@ +//This file is automatically generated by generator.lua from https://github.com/cimgui/cimgui +//based on imgui.h file version "1.91.7" 19170 from Dear ImGui https://github.com/ocornut/imgui +//with imgui_internal.h api +//with imgui_freetype.h api +//docking branch +#ifndef CIMGUI_INCLUDED +#define CIMGUI_INCLUDED +#include +#include +#if defined _WIN32 || defined __CYGWIN__ + #ifdef CIMGUI_NO_EXPORT + #define API + #else + #define API __declspec(dllexport) + #endif +#else + #ifdef __GNUC__ + #define API __attribute__((__visibility__("default"))) + #else + #define API + #endif +#endif + +#if defined __cplusplus + #define EXTERN extern "C" +#else + #include + #include + #define EXTERN extern +#endif + +#define CIMGUI_API EXTERN API +#define CONST const + + +#ifdef _MSC_VER +typedef unsigned __int64 ImU64; +#else +//typedef unsigned long long ImU64; +#endif + + +#ifdef CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +typedef struct ImDrawChannel ImDrawChannel; +typedef struct ImDrawCmd ImDrawCmd; +typedef struct ImDrawData ImDrawData; +typedef struct ImDrawList ImDrawList; +typedef struct ImDrawListSharedData ImDrawListSharedData; +typedef struct ImDrawListSplitter ImDrawListSplitter; +typedef struct ImDrawVert ImDrawVert; +typedef struct ImFont ImFont; +typedef struct ImFontAtlas ImFontAtlas; +typedef struct ImFontBuilderIO ImFontBuilderIO; +typedef struct ImFontConfig ImFontConfig; +typedef struct ImFontGlyph ImFontGlyph; +typedef struct ImFontGlyphRangesBuilder ImFontGlyphRangesBuilder; +typedef struct ImColor ImColor; +typedef struct ImGuiContext ImGuiContext; +typedef struct ImGuiIO ImGuiIO; +typedef struct ImGuiInputTextCallbackData ImGuiInputTextCallbackData; +typedef struct ImGuiKeyData ImGuiKeyData; +typedef struct ImGuiListClipper ImGuiListClipper; +typedef struct ImGuiMultiSelectIO ImGuiMultiSelectIO; +typedef struct ImGuiOnceUponAFrame ImGuiOnceUponAFrame; +typedef struct ImGuiPayload ImGuiPayload; +typedef struct ImGuiPlatformIO ImGuiPlatformIO; +typedef struct ImGuiPlatformImeData ImGuiPlatformImeData; +typedef struct ImGuiPlatformMonitor ImGuiPlatformMonitor; +typedef struct ImGuiSelectionBasicStorage ImGuiSelectionBasicStorage; +typedef struct ImGuiSelectionExternalStorage ImGuiSelectionExternalStorage; +typedef struct ImGuiSelectionRequest ImGuiSelectionRequest; +typedef struct ImGuiSizeCallbackData ImGuiSizeCallbackData; +typedef struct ImGuiStorage ImGuiStorage; +typedef struct ImGuiStoragePair ImGuiStoragePair; +typedef struct ImGuiStyle ImGuiStyle; +typedef struct ImGuiTableSortSpecs ImGuiTableSortSpecs; +typedef struct ImGuiTableColumnSortSpecs ImGuiTableColumnSortSpecs; +typedef struct ImGuiTextBuffer ImGuiTextBuffer; +typedef struct ImGuiTextFilter ImGuiTextFilter; +typedef struct ImGuiViewport ImGuiViewport; +typedef struct ImGuiWindowClass ImGuiWindowClass; +typedef struct ImBitVector ImBitVector; +typedef struct ImRect ImRect; +typedef struct ImDrawDataBuilder ImDrawDataBuilder; +typedef struct ImGuiBoxSelectState ImGuiBoxSelectState; +typedef struct ImGuiColorMod ImGuiColorMod; +typedef struct ImGuiContextHook ImGuiContextHook; +typedef struct ImGuiDataVarInfo ImGuiDataVarInfo; +typedef struct ImGuiDataTypeInfo ImGuiDataTypeInfo; +typedef struct ImGuiDeactivatedItemData ImGuiDeactivatedItemData; +typedef struct ImGuiDockContext ImGuiDockContext; +typedef struct ImGuiDockRequest ImGuiDockRequest; +typedef struct ImGuiDockNode ImGuiDockNode; +typedef struct ImGuiDockNodeSettings ImGuiDockNodeSettings; +typedef struct ImGuiErrorRecoveryState ImGuiErrorRecoveryState; +typedef struct ImGuiGroupData ImGuiGroupData; +typedef struct ImGuiInputTextState ImGuiInputTextState; +typedef struct ImGuiInputTextDeactivateData ImGuiInputTextDeactivateData; +typedef struct ImGuiLastItemData ImGuiLastItemData; +typedef struct ImGuiLocEntry ImGuiLocEntry; +typedef struct ImGuiMenuColumns ImGuiMenuColumns; +typedef struct ImGuiMultiSelectState ImGuiMultiSelectState; +typedef struct ImGuiMultiSelectTempData ImGuiMultiSelectTempData; +typedef struct ImGuiNavItemData ImGuiNavItemData; +typedef struct ImGuiMetricsConfig ImGuiMetricsConfig; +typedef struct ImGuiNextWindowData ImGuiNextWindowData; +typedef struct ImGuiNextItemData ImGuiNextItemData; +typedef struct ImGuiOldColumnData ImGuiOldColumnData; +typedef struct ImGuiOldColumns ImGuiOldColumns; +typedef struct ImGuiPopupData ImGuiPopupData; +typedef struct ImGuiSettingsHandler ImGuiSettingsHandler; +typedef struct ImGuiStyleMod ImGuiStyleMod; +typedef struct ImGuiTabBar ImGuiTabBar; +typedef struct ImGuiTabItem ImGuiTabItem; +typedef struct ImGuiTable ImGuiTable; +typedef struct ImGuiTableHeaderData ImGuiTableHeaderData; +typedef struct ImGuiTableColumn ImGuiTableColumn; +typedef struct ImGuiTableInstanceData ImGuiTableInstanceData; +typedef struct ImGuiTableTempData ImGuiTableTempData; +typedef struct ImGuiTableSettings ImGuiTableSettings; +typedef struct ImGuiTableColumnsSettings ImGuiTableColumnsSettings; +typedef struct ImGuiTreeNodeStackData ImGuiTreeNodeStackData; +typedef struct ImGuiTypingSelectState ImGuiTypingSelectState; +typedef struct ImGuiTypingSelectRequest ImGuiTypingSelectRequest; +typedef struct ImGuiWindow ImGuiWindow; +typedef struct ImGuiWindowDockStyle ImGuiWindowDockStyle; +typedef struct ImGuiWindowTempData ImGuiWindowTempData; +typedef struct ImGuiWindowSettings ImGuiWindowSettings; +typedef struct STB_TexteditState STB_TexteditState; +typedef struct ImVector_const_charPtr {int Size;int Capacity;const char** Data;} ImVector_const_charPtr; + +typedef unsigned int ImGuiID; +typedef signed char ImS8; +typedef unsigned char ImU8; +typedef signed short ImS16; +typedef unsigned short ImU16; +typedef signed int ImS32; +typedef unsigned int ImU32; +typedef signed long long ImS64; +typedef unsigned long long ImU64; +struct ImDrawChannel; +struct ImDrawCmd; +struct ImDrawData; +struct ImDrawList; +struct ImDrawListSharedData; +struct ImDrawListSplitter; +struct ImDrawVert; +struct ImFont; +struct ImFontAtlas; +struct ImFontBuilderIO; +struct ImFontConfig; +struct ImFontGlyph; +struct ImFontGlyphRangesBuilder; +struct ImColor; +struct ImGuiContext; +struct ImGuiIO; +struct ImGuiInputTextCallbackData; +struct ImGuiKeyData; +struct ImGuiListClipper; +struct ImGuiMultiSelectIO; +struct ImGuiOnceUponAFrame; +struct ImGuiPayload; +struct ImGuiPlatformIO; +struct ImGuiPlatformImeData; +struct ImGuiPlatformMonitor; +struct ImGuiSelectionBasicStorage; +struct ImGuiSelectionExternalStorage; +struct ImGuiSelectionRequest; +struct ImGuiSizeCallbackData; +struct ImGuiStorage; +struct ImGuiStoragePair; +struct ImGuiStyle; +struct ImGuiTableSortSpecs; +struct ImGuiTableColumnSortSpecs; +struct ImGuiTextBuffer; +struct ImGuiTextFilter; +struct ImGuiViewport; +struct ImGuiWindowClass; +typedef int ImGuiCol; +typedef int ImGuiCond; +typedef int ImGuiDataType; +typedef int ImGuiMouseButton; +typedef int ImGuiMouseCursor; +typedef int ImGuiStyleVar; +typedef int ImGuiTableBgTarget; +typedef int ImDrawFlags; +typedef int ImDrawListFlags; +typedef int ImFontAtlasFlags; +typedef int ImGuiBackendFlags; +typedef int ImGuiButtonFlags; +typedef int ImGuiChildFlags; +typedef int ImGuiColorEditFlags; +typedef int ImGuiConfigFlags; +typedef int ImGuiComboFlags; +typedef int ImGuiDockNodeFlags; +typedef int ImGuiDragDropFlags; +typedef int ImGuiFocusedFlags; +typedef int ImGuiHoveredFlags; +typedef int ImGuiInputFlags; +typedef int ImGuiInputTextFlags; +typedef int ImGuiItemFlags; +typedef int ImGuiKeyChord; +typedef int ImGuiPopupFlags; +typedef int ImGuiMultiSelectFlags; +typedef int ImGuiSelectableFlags; +typedef int ImGuiSliderFlags; +typedef int ImGuiTabBarFlags; +typedef int ImGuiTabItemFlags; +typedef int ImGuiTableFlags; +typedef int ImGuiTableColumnFlags; +typedef int ImGuiTableRowFlags; +typedef int ImGuiTreeNodeFlags; +typedef int ImGuiViewportFlags; +typedef int ImGuiWindowFlags; +typedef ImU64 ImTextureID; +typedef unsigned short ImDrawIdx; +typedef unsigned int ImWchar32; +typedef unsigned short ImWchar16; + +#ifdef IMGUI_USE_WCHAR32 +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF +#endif + +typedef ImS64 ImGuiSelectionUserData; +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); +typedef struct ImVec2 ImVec2; +struct ImVec2 +{ + float x, y; +}; +typedef struct ImVec4 ImVec4; +struct ImVec4 +{ + float x, y, z, w; +}; +typedef enum { + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, + ImGuiWindowFlags_NoResize = 1 << 1, + ImGuiWindowFlags_NoMove = 1 << 2, + ImGuiWindowFlags_NoScrollbar = 1 << 3, + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, + ImGuiWindowFlags_NoCollapse = 1 << 5, + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, + ImGuiWindowFlags_NoBackground = 1 << 7, + ImGuiWindowFlags_NoSavedSettings = 1 << 8, + ImGuiWindowFlags_NoMouseInputs = 1 << 9, + ImGuiWindowFlags_MenuBar = 1 << 10, + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, + ImGuiWindowFlags_NoNavInputs = 1 << 16, + ImGuiWindowFlags_NoNavFocus = 1 << 17, + ImGuiWindowFlags_UnsavedDocument = 1 << 18, + ImGuiWindowFlags_NoDocking = 1 << 19, + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_ChildWindow = 1 << 24, + ImGuiWindowFlags_Tooltip = 1 << 25, + ImGuiWindowFlags_Popup = 1 << 26, + ImGuiWindowFlags_Modal = 1 << 27, + ImGuiWindowFlags_ChildMenu = 1 << 28, + ImGuiWindowFlags_DockNodeHost = 1 << 29, +}ImGuiWindowFlags_; +typedef enum { + ImGuiChildFlags_None = 0, + ImGuiChildFlags_Borders = 1 << 0, + ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, + ImGuiChildFlags_ResizeX = 1 << 2, + ImGuiChildFlags_ResizeY = 1 << 3, + ImGuiChildFlags_AutoResizeX = 1 << 4, + ImGuiChildFlags_AutoResizeY = 1 << 5, + ImGuiChildFlags_AlwaysAutoResize = 1 << 6, + ImGuiChildFlags_FrameStyle = 1 << 7, + ImGuiChildFlags_NavFlattened = 1 << 8, +}ImGuiChildFlags_; +typedef enum { + ImGuiItemFlags_None = 0, + ImGuiItemFlags_NoTabStop = 1 << 0, + ImGuiItemFlags_NoNav = 1 << 1, + ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, + ImGuiItemFlags_ButtonRepeat = 1 << 3, + ImGuiItemFlags_AutoClosePopups = 1 << 4, + ImGuiItemFlags_AllowDuplicateId = 1 << 5, +}ImGuiItemFlags_; +typedef enum { + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, + ImGuiInputTextFlags_CharsScientific = 1 << 2, + ImGuiInputTextFlags_CharsUppercase = 1 << 3, + ImGuiInputTextFlags_CharsNoBlank = 1 << 4, + ImGuiInputTextFlags_AllowTabInput = 1 << 5, + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, + ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, + ImGuiInputTextFlags_ReadOnly = 1 << 9, + ImGuiInputTextFlags_Password = 1 << 10, + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, + ImGuiInputTextFlags_AutoSelectAll = 1 << 12, + ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, + ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, + ImGuiInputTextFlags_ElideLeft = 1 << 17, + ImGuiInputTextFlags_CallbackCompletion = 1 << 18, + ImGuiInputTextFlags_CallbackHistory = 1 << 19, + ImGuiInputTextFlags_CallbackAlways = 1 << 20, + ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, + ImGuiInputTextFlags_CallbackResize = 1 << 22, + ImGuiInputTextFlags_CallbackEdit = 1 << 23, +}ImGuiInputTextFlags_; +typedef enum { + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, + ImGuiTreeNodeFlags_Framed = 1 << 1, + ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, + ImGuiTreeNodeFlags_Leaf = 1 << 8, + ImGuiTreeNodeFlags_Bullet = 1 << 9, + ImGuiTreeNodeFlags_FramePadding = 1 << 10, + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, + ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, + ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 17, + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, +}ImGuiTreeNodeFlags_; +typedef enum { + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, + ImGuiPopupFlags_MouseButtonRight = 1, + ImGuiPopupFlags_MouseButtonMiddle = 2, + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoReopen = 1 << 5, + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, + ImGuiPopupFlags_NoOpenOverItems = 1 << 8, + ImGuiPopupFlags_AnyPopupId = 1 << 10, + ImGuiPopupFlags_AnyPopupLevel = 1 << 11, + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, +}ImGuiPopupFlags_; +typedef enum { + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, + ImGuiSelectableFlags_Disabled = 1 << 3, + ImGuiSelectableFlags_AllowOverlap = 1 << 4, + ImGuiSelectableFlags_Highlight = 1 << 5, +}ImGuiSelectableFlags_; +typedef enum { + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, + ImGuiComboFlags_HeightSmall = 1 << 1, + ImGuiComboFlags_HeightRegular = 1 << 2, + ImGuiComboFlags_HeightLarge = 1 << 3, + ImGuiComboFlags_HeightLargest = 1 << 4, + ImGuiComboFlags_NoArrowButton = 1 << 5, + ImGuiComboFlags_NoPreview = 1 << 6, + ImGuiComboFlags_WidthFitPreview = 1 << 7, + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, +}ImGuiComboFlags_; +typedef enum { + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, + ImGuiTabBarFlags_NoTooltip = 1 << 5, + ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, +}ImGuiTabBarFlags_; +typedef enum { + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, + ImGuiTabItemFlags_SetSelected = 1 << 1, + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, + ImGuiTabItemFlags_NoPushId = 1 << 3, + ImGuiTabItemFlags_NoTooltip = 1 << 4, + ImGuiTabItemFlags_NoReorder = 1 << 5, + ImGuiTabItemFlags_Leading = 1 << 6, + ImGuiTabItemFlags_Trailing = 1 << 7, + ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, +}ImGuiTabItemFlags_; +typedef enum { + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, + ImGuiFocusedFlags_RootWindow = 1 << 1, + ImGuiFocusedFlags_AnyWindow = 1 << 2, + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, + ImGuiFocusedFlags_DockHierarchy = 1 << 4, + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, +}ImGuiFocusedFlags_; +typedef enum { + ImGuiHoveredFlags_None = 0, + ImGuiHoveredFlags_ChildWindows = 1 << 0, + ImGuiHoveredFlags_RootWindow = 1 << 1, + ImGuiHoveredFlags_AnyWindow = 1 << 2, + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, + ImGuiHoveredFlags_DockHierarchy = 1 << 4, + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, + ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, + ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, + ImGuiHoveredFlags_NoNavOverride = 1 << 11, + ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow, + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, + ImGuiHoveredFlags_ForTooltip = 1 << 12, + ImGuiHoveredFlags_Stationary = 1 << 13, + ImGuiHoveredFlags_DelayNone = 1 << 14, + ImGuiHoveredFlags_DelayShort = 1 << 15, + ImGuiHoveredFlags_DelayNormal = 1 << 16, + ImGuiHoveredFlags_NoSharedDelay = 1 << 17, +}ImGuiHoveredFlags_; +typedef enum { + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, + ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, + ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, + ImGuiDockNodeFlags_NoResize = 1 << 5, + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, + ImGuiDockNodeFlags_NoUndocking = 1 << 7, +}ImGuiDockNodeFlags_; +typedef enum { + ImGuiDragDropFlags_None = 0, + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, + ImGuiDragDropFlags_SourceExtern = 1 << 4, + ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, + ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, + ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, +}ImGuiDragDropFlags_; +typedef enum { + ImGuiDataType_S8, + ImGuiDataType_U8, + ImGuiDataType_S16, + ImGuiDataType_U16, + ImGuiDataType_S32, + ImGuiDataType_U32, + ImGuiDataType_S64, + ImGuiDataType_U64, + ImGuiDataType_Float, + ImGuiDataType_Double, + ImGuiDataType_Bool, + ImGuiDataType_String, + ImGuiDataType_COUNT +}ImGuiDataType_; +typedef enum { +ImGuiDir_None=-1, +ImGuiDir_Left=0, +ImGuiDir_Right=1, +ImGuiDir_Up=2, +ImGuiDir_Down=3, +ImGuiDir_COUNT=4, +}ImGuiDir; +typedef enum { +ImGuiSortDirection_None=0, +ImGuiSortDirection_Ascending=1, +ImGuiSortDirection_Descending=2, +}ImGuiSortDirection; +typedef enum { +ImGuiKey_None=0, +ImGuiKey_NamedKey_BEGIN=512, +ImGuiKey_Tab=512, +ImGuiKey_LeftArrow=513, +ImGuiKey_RightArrow=514, +ImGuiKey_UpArrow=515, +ImGuiKey_DownArrow=516, +ImGuiKey_PageUp=517, +ImGuiKey_PageDown=518, +ImGuiKey_Home=519, +ImGuiKey_End=520, +ImGuiKey_Insert=521, +ImGuiKey_Delete=522, +ImGuiKey_Backspace=523, +ImGuiKey_Space=524, +ImGuiKey_Enter=525, +ImGuiKey_Escape=526, +ImGuiKey_LeftCtrl=527, +ImGuiKey_LeftShift=528, +ImGuiKey_LeftAlt=529, +ImGuiKey_LeftSuper=530, +ImGuiKey_RightCtrl=531, +ImGuiKey_RightShift=532, +ImGuiKey_RightAlt=533, +ImGuiKey_RightSuper=534, +ImGuiKey_Menu=535, +ImGuiKey_0=536, +ImGuiKey_1=537, +ImGuiKey_2=538, +ImGuiKey_3=539, +ImGuiKey_4=540, +ImGuiKey_5=541, +ImGuiKey_6=542, +ImGuiKey_7=543, +ImGuiKey_8=544, +ImGuiKey_9=545, +ImGuiKey_A=546, +ImGuiKey_B=547, +ImGuiKey_C=548, +ImGuiKey_D=549, +ImGuiKey_E=550, +ImGuiKey_F=551, +ImGuiKey_G=552, +ImGuiKey_H=553, +ImGuiKey_I=554, +ImGuiKey_J=555, +ImGuiKey_K=556, +ImGuiKey_L=557, +ImGuiKey_M=558, +ImGuiKey_N=559, +ImGuiKey_O=560, +ImGuiKey_P=561, +ImGuiKey_Q=562, +ImGuiKey_R=563, +ImGuiKey_S=564, +ImGuiKey_T=565, +ImGuiKey_U=566, +ImGuiKey_V=567, +ImGuiKey_W=568, +ImGuiKey_X=569, +ImGuiKey_Y=570, +ImGuiKey_Z=571, +ImGuiKey_F1=572, +ImGuiKey_F2=573, +ImGuiKey_F3=574, +ImGuiKey_F4=575, +ImGuiKey_F5=576, +ImGuiKey_F6=577, +ImGuiKey_F7=578, +ImGuiKey_F8=579, +ImGuiKey_F9=580, +ImGuiKey_F10=581, +ImGuiKey_F11=582, +ImGuiKey_F12=583, +ImGuiKey_F13=584, +ImGuiKey_F14=585, +ImGuiKey_F15=586, +ImGuiKey_F16=587, +ImGuiKey_F17=588, +ImGuiKey_F18=589, +ImGuiKey_F19=590, +ImGuiKey_F20=591, +ImGuiKey_F21=592, +ImGuiKey_F22=593, +ImGuiKey_F23=594, +ImGuiKey_F24=595, +ImGuiKey_Apostrophe=596, +ImGuiKey_Comma=597, +ImGuiKey_Minus=598, +ImGuiKey_Period=599, +ImGuiKey_Slash=600, +ImGuiKey_Semicolon=601, +ImGuiKey_Equal=602, +ImGuiKey_LeftBracket=603, +ImGuiKey_Backslash=604, +ImGuiKey_RightBracket=605, +ImGuiKey_GraveAccent=606, +ImGuiKey_CapsLock=607, +ImGuiKey_ScrollLock=608, +ImGuiKey_NumLock=609, +ImGuiKey_PrintScreen=610, +ImGuiKey_Pause=611, +ImGuiKey_Keypad0=612, +ImGuiKey_Keypad1=613, +ImGuiKey_Keypad2=614, +ImGuiKey_Keypad3=615, +ImGuiKey_Keypad4=616, +ImGuiKey_Keypad5=617, +ImGuiKey_Keypad6=618, +ImGuiKey_Keypad7=619, +ImGuiKey_Keypad8=620, +ImGuiKey_Keypad9=621, +ImGuiKey_KeypadDecimal=622, +ImGuiKey_KeypadDivide=623, +ImGuiKey_KeypadMultiply=624, +ImGuiKey_KeypadSubtract=625, +ImGuiKey_KeypadAdd=626, +ImGuiKey_KeypadEnter=627, +ImGuiKey_KeypadEqual=628, +ImGuiKey_AppBack=629, +ImGuiKey_AppForward=630, +ImGuiKey_GamepadStart=631, +ImGuiKey_GamepadBack=632, +ImGuiKey_GamepadFaceLeft=633, +ImGuiKey_GamepadFaceRight=634, +ImGuiKey_GamepadFaceUp=635, +ImGuiKey_GamepadFaceDown=636, +ImGuiKey_GamepadDpadLeft=637, +ImGuiKey_GamepadDpadRight=638, +ImGuiKey_GamepadDpadUp=639, +ImGuiKey_GamepadDpadDown=640, +ImGuiKey_GamepadL1=641, +ImGuiKey_GamepadR1=642, +ImGuiKey_GamepadL2=643, +ImGuiKey_GamepadR2=644, +ImGuiKey_GamepadL3=645, +ImGuiKey_GamepadR3=646, +ImGuiKey_GamepadLStickLeft=647, +ImGuiKey_GamepadLStickRight=648, +ImGuiKey_GamepadLStickUp=649, +ImGuiKey_GamepadLStickDown=650, +ImGuiKey_GamepadRStickLeft=651, +ImGuiKey_GamepadRStickRight=652, +ImGuiKey_GamepadRStickUp=653, +ImGuiKey_GamepadRStickDown=654, +ImGuiKey_MouseLeft=655, +ImGuiKey_MouseRight=656, +ImGuiKey_MouseMiddle=657, +ImGuiKey_MouseX1=658, +ImGuiKey_MouseX2=659, +ImGuiKey_MouseWheelX=660, +ImGuiKey_MouseWheelY=661, +ImGuiKey_ReservedForModCtrl=662, +ImGuiKey_ReservedForModShift=663, +ImGuiKey_ReservedForModAlt=664, +ImGuiKey_ReservedForModSuper=665, +ImGuiKey_NamedKey_END=666, +ImGuiMod_None=0, +ImGuiMod_Ctrl=1 << 12, +ImGuiMod_Shift=1 << 13, +ImGuiMod_Alt=1 << 14, +ImGuiMod_Super=1 << 15, +ImGuiMod_Mask_=0xF000, +ImGuiKey_NamedKey_COUNT=ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, +}ImGuiKey; +typedef enum { + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, + ImGuiInputFlags_RouteActive = 1 << 10, + ImGuiInputFlags_RouteFocused = 1 << 11, + ImGuiInputFlags_RouteGlobal = 1 << 12, + ImGuiInputFlags_RouteAlways = 1 << 13, + ImGuiInputFlags_RouteOverFocused = 1 << 14, + ImGuiInputFlags_RouteOverActive = 1 << 15, + ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, + ImGuiInputFlags_RouteFromRootWindow = 1 << 17, + ImGuiInputFlags_Tooltip = 1 << 18, +}ImGuiInputFlags_; +typedef enum { + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, + ImGuiConfigFlags_NoMouse = 1 << 4, + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, + ImGuiConfigFlags_NoKeyboard = 1 << 6, + ImGuiConfigFlags_DockingEnable = 1 << 7, + ImGuiConfigFlags_ViewportsEnable = 1 << 10, + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, + ImGuiConfigFlags_IsSRGB = 1 << 20, + ImGuiConfigFlags_IsTouchScreen = 1 << 21, +}ImGuiConfigFlags_; +typedef enum { + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, + ImGuiBackendFlags_HasMouseCursors = 1 << 1, + ImGuiBackendFlags_HasSetMousePos = 1 << 2, + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, + ImGuiBackendFlags_PlatformHasViewports = 1 << 10, + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, + ImGuiBackendFlags_RendererHasViewports = 1 << 12, +}ImGuiBackendFlags_; +typedef enum { + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, + ImGuiCol_ChildBg, + ImGuiCol_PopupBg, + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, + ImGuiCol_TitleBgActive, + ImGuiCol_TitleBgCollapsed, + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_TabHovered, + ImGuiCol_Tab, + ImGuiCol_TabSelected, + ImGuiCol_TabSelectedOverline, + ImGuiCol_TabDimmed, + ImGuiCol_TabDimmedSelected, + ImGuiCol_TabDimmedSelectedOverline, + ImGuiCol_DockingPreview, + ImGuiCol_DockingEmptyBg, + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, + ImGuiCol_TableBorderStrong, + ImGuiCol_TableBorderLight, + ImGuiCol_TableRowBg, + ImGuiCol_TableRowBgAlt, + ImGuiCol_TextLink, + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, + ImGuiCol_NavCursor, + ImGuiCol_NavWindowingHighlight, + ImGuiCol_NavWindowingDimBg, + ImGuiCol_ModalWindowDimBg, + ImGuiCol_COUNT, +}ImGuiCol_; +typedef enum { + ImGuiStyleVar_Alpha, + ImGuiStyleVar_DisabledAlpha, + ImGuiStyleVar_WindowPadding, + ImGuiStyleVar_WindowRounding, + ImGuiStyleVar_WindowBorderSize, + ImGuiStyleVar_WindowMinSize, + ImGuiStyleVar_WindowTitleAlign, + ImGuiStyleVar_ChildRounding, + ImGuiStyleVar_ChildBorderSize, + ImGuiStyleVar_PopupRounding, + ImGuiStyleVar_PopupBorderSize, + ImGuiStyleVar_FramePadding, + ImGuiStyleVar_FrameRounding, + ImGuiStyleVar_FrameBorderSize, + ImGuiStyleVar_ItemSpacing, + ImGuiStyleVar_ItemInnerSpacing, + ImGuiStyleVar_IndentSpacing, + ImGuiStyleVar_CellPadding, + ImGuiStyleVar_ScrollbarSize, + ImGuiStyleVar_ScrollbarRounding, + ImGuiStyleVar_GrabMinSize, + ImGuiStyleVar_GrabRounding, + ImGuiStyleVar_TabRounding, + ImGuiStyleVar_TabBorderSize, + ImGuiStyleVar_TabBarBorderSize, + ImGuiStyleVar_TabBarOverlineSize, + ImGuiStyleVar_TableAngledHeadersAngle, + ImGuiStyleVar_TableAngledHeadersTextAlign, + ImGuiStyleVar_ButtonTextAlign, + ImGuiStyleVar_SelectableTextAlign, + ImGuiStyleVar_SeparatorTextBorderSize, + ImGuiStyleVar_SeparatorTextAlign, + ImGuiStyleVar_SeparatorTextPadding, + ImGuiStyleVar_DockingSeparatorSize, + ImGuiStyleVar_COUNT +}ImGuiStyleVar_; +typedef enum { + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, + ImGuiButtonFlags_MouseButtonRight = 1 << 1, + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, + ImGuiButtonFlags_EnableNav = 1 << 3, +}ImGuiButtonFlags_; +typedef enum { + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, + ImGuiColorEditFlags_NoPicker = 1 << 2, + ImGuiColorEditFlags_NoOptions = 1 << 3, + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, + ImGuiColorEditFlags_NoInputs = 1 << 5, + ImGuiColorEditFlags_NoTooltip = 1 << 6, + ImGuiColorEditFlags_NoLabel = 1 << 7, + ImGuiColorEditFlags_NoSidePreview = 1 << 8, + ImGuiColorEditFlags_NoDragDrop = 1 << 9, + ImGuiColorEditFlags_NoBorder = 1 << 10, + ImGuiColorEditFlags_AlphaBar = 1 << 16, + ImGuiColorEditFlags_AlphaPreview = 1 << 17, + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, + ImGuiColorEditFlags_HDR = 1 << 19, + ImGuiColorEditFlags_DisplayRGB = 1 << 20, + ImGuiColorEditFlags_DisplayHSV = 1 << 21, + ImGuiColorEditFlags_DisplayHex = 1 << 22, + ImGuiColorEditFlags_Uint8 = 1 << 23, + ImGuiColorEditFlags_Float = 1 << 24, + ImGuiColorEditFlags_PickerHueBar = 1 << 25, + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, + ImGuiColorEditFlags_InputRGB = 1 << 27, + ImGuiColorEditFlags_InputHSV = 1 << 28, + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, +}ImGuiColorEditFlags_; +typedef enum { + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Logarithmic = 1 << 5, + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, + ImGuiSliderFlags_NoInput = 1 << 7, + ImGuiSliderFlags_WrapAround = 1 << 8, + ImGuiSliderFlags_ClampOnInput = 1 << 9, + ImGuiSliderFlags_ClampZeroRange = 1 << 10, + ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, + ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange, + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, +}ImGuiSliderFlags_; +typedef enum { + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}ImGuiMouseButton_; +typedef enum { + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, + ImGuiMouseCursor_ResizeAll, + ImGuiMouseCursor_ResizeNS, + ImGuiMouseCursor_ResizeEW, + ImGuiMouseCursor_ResizeNESW, + ImGuiMouseCursor_ResizeNWSE, + ImGuiMouseCursor_Hand, + ImGuiMouseCursor_NotAllowed, + ImGuiMouseCursor_COUNT +}ImGuiMouseCursor_; +typedef enum { +ImGuiMouseSource_Mouse=0, +ImGuiMouseSource_TouchScreen=1, +ImGuiMouseSource_Pen=2, +ImGuiMouseSource_COUNT=3, +}ImGuiMouseSource; +typedef enum { + ImGuiCond_None = 0, + ImGuiCond_Always = 1 << 0, + ImGuiCond_Once = 1 << 1, + ImGuiCond_FirstUseEver = 1 << 2, + ImGuiCond_Appearing = 1 << 3, +}ImGuiCond_; +typedef enum { + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, + ImGuiTableFlags_Reorderable = 1 << 1, + ImGuiTableFlags_Hideable = 1 << 2, + ImGuiTableFlags_Sortable = 1 << 3, + ImGuiTableFlags_NoSavedSettings = 1 << 4, + ImGuiTableFlags_ContextMenuInBody = 1 << 5, + ImGuiTableFlags_RowBg = 1 << 6, + ImGuiTableFlags_BordersInnerH = 1 << 7, + ImGuiTableFlags_BordersOuterH = 1 << 8, + ImGuiTableFlags_BordersInnerV = 1 << 9, + ImGuiTableFlags_BordersOuterV = 1 << 10, + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, + ImGuiTableFlags_NoBordersInBody = 1 << 11, + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, + ImGuiTableFlags_SizingFixedFit = 1 << 13, + ImGuiTableFlags_SizingFixedSame = 2 << 13, + ImGuiTableFlags_SizingStretchProp = 3 << 13, + ImGuiTableFlags_SizingStretchSame = 4 << 13, + ImGuiTableFlags_NoHostExtendX = 1 << 16, + ImGuiTableFlags_NoHostExtendY = 1 << 17, + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, + ImGuiTableFlags_PreciseWidths = 1 << 19, + ImGuiTableFlags_NoClip = 1 << 20, + ImGuiTableFlags_PadOuterX = 1 << 21, + ImGuiTableFlags_NoPadOuterX = 1 << 22, + ImGuiTableFlags_NoPadInnerX = 1 << 23, + ImGuiTableFlags_ScrollX = 1 << 24, + ImGuiTableFlags_ScrollY = 1 << 25, + ImGuiTableFlags_SortMulti = 1 << 26, + ImGuiTableFlags_SortTristate = 1 << 27, + ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, +}ImGuiTableFlags_; +typedef enum { + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, + ImGuiTableColumnFlags_DefaultHide = 1 << 1, + ImGuiTableColumnFlags_DefaultSort = 1 << 2, + ImGuiTableColumnFlags_WidthStretch = 1 << 3, + ImGuiTableColumnFlags_WidthFixed = 1 << 4, + ImGuiTableColumnFlags_NoResize = 1 << 5, + ImGuiTableColumnFlags_NoReorder = 1 << 6, + ImGuiTableColumnFlags_NoHide = 1 << 7, + ImGuiTableColumnFlags_NoClip = 1 << 8, + ImGuiTableColumnFlags_NoSort = 1 << 9, + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, + ImGuiTableColumnFlags_IndentEnable = 1 << 16, + ImGuiTableColumnFlags_IndentDisable = 1 << 17, + ImGuiTableColumnFlags_AngledHeader = 1 << 18, + ImGuiTableColumnFlags_IsEnabled = 1 << 24, + ImGuiTableColumnFlags_IsVisible = 1 << 25, + ImGuiTableColumnFlags_IsSorted = 1 << 26, + ImGuiTableColumnFlags_IsHovered = 1 << 27, + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, +}ImGuiTableColumnFlags_; +typedef enum { + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, +}ImGuiTableRowFlags_; +typedef enum { + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, + ImGuiTableBgTarget_RowBg1 = 2, + ImGuiTableBgTarget_CellBg = 3, +}ImGuiTableBgTarget_; +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; + int SpecsCount; + bool SpecsDirty; +}; +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; + ImS16 ColumnIndex; + ImS16 SortOrder; + ImGuiSortDirection SortDirection; +}; +struct ImGuiStyle +{ + float Alpha; + float DisabledAlpha; + ImVec2 WindowPadding; + float WindowRounding; + float WindowBorderSize; + ImVec2 WindowMinSize; + ImVec2 WindowTitleAlign; + ImGuiDir WindowMenuButtonPosition; + float ChildRounding; + float ChildBorderSize; + float PopupRounding; + float PopupBorderSize; + ImVec2 FramePadding; + float FrameRounding; + float FrameBorderSize; + ImVec2 ItemSpacing; + ImVec2 ItemInnerSpacing; + ImVec2 CellPadding; + ImVec2 TouchExtraPadding; + float IndentSpacing; + float ColumnsMinSpacing; + float ScrollbarSize; + float ScrollbarRounding; + float GrabMinSize; + float GrabRounding; + float LogSliderDeadzone; + float TabRounding; + float TabBorderSize; + float TabMinWidthForCloseButton; + float TabBarBorderSize; + float TabBarOverlineSize; + float TableAngledHeadersAngle; + ImVec2 TableAngledHeadersTextAlign; + ImGuiDir ColorButtonPosition; + ImVec2 ButtonTextAlign; + ImVec2 SelectableTextAlign; + float SeparatorTextBorderSize; + ImVec2 SeparatorTextAlign; + ImVec2 SeparatorTextPadding; + ImVec2 DisplayWindowPadding; + ImVec2 DisplaySafeAreaPadding; + float DockingSeparatorSize; + float MouseCursorScale; + bool AntiAliasedLines; + bool AntiAliasedLinesUseTex; + bool AntiAliasedFill; + float CurveTessellationTol; + float CircleTessellationMaxError; + ImVec4 Colors[ImGuiCol_COUNT]; + float HoverStationaryDelay; + float HoverDelayShort; + float HoverDelayNormal; + ImGuiHoveredFlags HoverFlagsForTooltipMouse; + ImGuiHoveredFlags HoverFlagsForTooltipNav; +}; +struct ImGuiKeyData +{ + bool Down; + float DownDuration; + float DownDurationPrev; + float AnalogValue; +}; +typedef struct ImVector_ImWchar {int Size;int Capacity;ImWchar* Data;} ImVector_ImWchar; + +struct ImGuiIO +{ + ImGuiConfigFlags ConfigFlags; + ImGuiBackendFlags BackendFlags; + ImVec2 DisplaySize; + float DeltaTime; + float IniSavingRate; + const char* IniFilename; + const char* LogFilename; + void* UserData; + ImFontAtlas*Fonts; + float FontGlobalScale; + bool FontAllowUserScaling; + ImFont* FontDefault; + ImVec2 DisplayFramebufferScale; + bool ConfigNavSwapGamepadButtons; + bool ConfigNavMoveSetMousePos; + bool ConfigNavCaptureKeyboard; + bool ConfigNavEscapeClearFocusItem; + bool ConfigNavEscapeClearFocusWindow; + bool ConfigNavCursorVisibleAuto; + bool ConfigNavCursorVisibleAlways; + bool ConfigDockingNoSplit; + bool ConfigDockingWithShift; + bool ConfigDockingAlwaysTabBar; + bool ConfigDockingTransparentPayload; + bool ConfigViewportsNoAutoMerge; + bool ConfigViewportsNoTaskBarIcon; + bool ConfigViewportsNoDecoration; + bool ConfigViewportsNoDefaultParent; + bool MouseDrawCursor; + bool ConfigMacOSXBehaviors; + bool ConfigInputTrickleEventQueue; + bool ConfigInputTextCursorBlink; + bool ConfigInputTextEnterKeepActive; + bool ConfigDragClickToInputText; + bool ConfigWindowsResizeFromEdges; + bool ConfigWindowsMoveFromTitleBarOnly; + bool ConfigWindowsCopyContentsWithCtrlC; + bool ConfigScrollbarScrollByPage; + float ConfigMemoryCompactTimer; + float MouseDoubleClickTime; + float MouseDoubleClickMaxDist; + float MouseDragThreshold; + float KeyRepeatDelay; + float KeyRepeatRate; + bool ConfigErrorRecovery; + bool ConfigErrorRecoveryEnableAssert; + bool ConfigErrorRecoveryEnableDebugLog; + bool ConfigErrorRecoveryEnableTooltip; + bool ConfigDebugIsDebuggerPresent; + bool ConfigDebugHighlightIdConflicts; + bool ConfigDebugBeginReturnValueOnce; + bool ConfigDebugBeginReturnValueLoop; + bool ConfigDebugIgnoreFocusLoss; + bool ConfigDebugIniSettings; + const char* BackendPlatformName; + const char* BackendRendererName; + void* BackendPlatformUserData; + void* BackendRendererUserData; + void* BackendLanguageUserData; + bool WantCaptureMouse; + bool WantCaptureKeyboard; + bool WantTextInput; + bool WantSetMousePos; + bool WantSaveIniSettings; + bool NavActive; + bool NavVisible; + float Framerate; + int MetricsRenderVertices; + int MetricsRenderIndices; + int MetricsRenderWindows; + int MetricsActiveWindows; + ImVec2 MouseDelta; + ImGuiContext* Ctx; + ImVec2 MousePos; + bool MouseDown[5]; + float MouseWheel; + float MouseWheelH; + ImGuiMouseSource MouseSource; + ImGuiID MouseHoveredViewport; + bool KeyCtrl; + bool KeyShift; + bool KeyAlt; + bool KeySuper; + ImGuiKeyChord KeyMods; + ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT]; + bool WantCaptureMouseUnlessPopupClose; + ImVec2 MousePosPrev; + ImVec2 MouseClickedPos[5]; + double MouseClickedTime[5]; + bool MouseClicked[5]; + bool MouseDoubleClicked[5]; + ImU16 MouseClickedCount[5]; + ImU16 MouseClickedLastCount[5]; + bool MouseReleased[5]; + bool MouseDownOwned[5]; + bool MouseDownOwnedUnlessPopupClose[5]; + bool MouseWheelRequestAxisSwap; + bool MouseCtrlLeftAsRightClick; + float MouseDownDuration[5]; + float MouseDownDurationPrev[5]; + ImVec2 MouseDragMaxDistanceAbs[5]; + float MouseDragMaxDistanceSqr[5]; + float PenPressure; + bool AppFocusLost; + bool AppAcceptingEvents; + ImWchar16 InputQueueSurrogate; + ImVector_ImWchar InputQueueCharacters; +}; +struct ImGuiInputTextCallbackData +{ + ImGuiContext* Ctx; + ImGuiInputTextFlags EventFlag; + ImGuiInputTextFlags Flags; + void* UserData; + ImWchar EventChar; + ImGuiKey EventKey; + char* Buf; + int BufTextLen; + int BufSize; + bool BufDirty; + int CursorPos; + int SelectionStart; + int SelectionEnd; +}; +struct ImGuiSizeCallbackData +{ + void* UserData; + ImVec2 Pos; + ImVec2 CurrentSize; + ImVec2 DesiredSize; +}; +struct ImGuiWindowClass +{ + ImGuiID ClassId; + ImGuiID ParentViewportId; + ImGuiID FocusRouteParentWindowId; + ImGuiViewportFlags ViewportFlagsOverrideSet; + ImGuiViewportFlags ViewportFlagsOverrideClear; + ImGuiTabItemFlags TabItemFlagsOverrideSet; + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; + bool DockingAlwaysTabBar; + bool DockingAllowUnclassed; +}; +struct ImGuiPayload +{ + void* Data; + int DataSize; + ImGuiID SourceId; + ImGuiID SourceParentId; + int DataFrameCount; + char DataType[32 + 1]; + bool Preview; + bool Delivery; +}; +struct ImGuiOnceUponAFrame +{ + int RefFrame; +}; +struct ImGuiTextRange +{ + const char* b; + const char* e; +}; +typedef struct ImGuiTextRange ImGuiTextRange; + +typedef struct ImVector_ImGuiTextRange {int Size;int Capacity;ImGuiTextRange* Data;} ImVector_ImGuiTextRange; + +struct ImGuiTextFilter +{ + char InputBuf[256]; + ImVector_ImGuiTextRange Filters; + int CountGrep; +}; +typedef struct ImGuiTextRange ImGuiTextRange; +typedef struct ImVector_char {int Size;int Capacity;char* Data;} ImVector_char; + +struct ImGuiTextBuffer +{ + ImVector_char Buf; +}; +struct ImGuiStoragePair +{ + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; +}; +typedef struct ImVector_ImGuiStoragePair {int Size;int Capacity;ImGuiStoragePair* Data;} ImVector_ImGuiStoragePair; + +struct ImGuiStorage +{ + ImVector_ImGuiStoragePair Data; +}; +struct ImGuiListClipper +{ + ImGuiContext* Ctx; + int DisplayStart; + int DisplayEnd; + int ItemsCount; + float ItemsHeight; + float StartPosY; + double StartSeekOffsetY; + void* TempData; +}; +struct ImColor +{ + ImVec4 Value; +}; +typedef enum { + ImGuiMultiSelectFlags_None = 0, + ImGuiMultiSelectFlags_SingleSelect = 1 << 0, + ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, + ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, + ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, + ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, + ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, + ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, + ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, + ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, + ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, + ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, + ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, + ImGuiMultiSelectFlags_ScopeRect = 1 << 12, + ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, + ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, + ImGuiMultiSelectFlags_NavWrapX = 1 << 16, +}ImGuiMultiSelectFlags_; +typedef struct ImVector_ImGuiSelectionRequest {int Size;int Capacity;ImGuiSelectionRequest* Data;} ImVector_ImGuiSelectionRequest; + +struct ImGuiMultiSelectIO +{ + ImVector_ImGuiSelectionRequest Requests; + ImGuiSelectionUserData RangeSrcItem; + ImGuiSelectionUserData NavIdItem; + bool NavIdSelected; + bool RangeSrcReset; + int ItemsCount; +}; +typedef enum { + ImGuiSelectionRequestType_None = 0, + ImGuiSelectionRequestType_SetAll, + ImGuiSelectionRequestType_SetRange, +}ImGuiSelectionRequestType; +struct ImGuiSelectionRequest +{ + ImGuiSelectionRequestType Type; + bool Selected; + ImS8 RangeDirection; + ImGuiSelectionUserData RangeFirstItem; + ImGuiSelectionUserData RangeLastItem; +}; +struct ImGuiSelectionBasicStorage +{ + int Size; + bool PreserveOrder; + void* UserData; + ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); + int _SelectionOrder; + ImGuiStorage _Storage; +}; +struct ImGuiSelectionExternalStorage +{ + void* UserData; + void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); +}; +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +struct ImDrawCmd +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; + unsigned int IdxOffset; + unsigned int ElemCount; + ImDrawCallback UserCallback; + void* UserCallbackData; + int UserCallbackDataSize; + int UserCallbackDataOffset; +}; +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +typedef struct ImDrawCmdHeader ImDrawCmdHeader; +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; +typedef struct ImVector_ImDrawCmd {int Size;int Capacity;ImDrawCmd* Data;} ImVector_ImDrawCmd; + +typedef struct ImVector_ImDrawIdx {int Size;int Capacity;ImDrawIdx* Data;} ImVector_ImDrawIdx; + +struct ImDrawChannel +{ + ImVector_ImDrawCmd _CmdBuffer; + ImVector_ImDrawIdx _IdxBuffer; +}; +typedef struct ImVector_ImDrawChannel {int Size;int Capacity;ImDrawChannel* Data;} ImVector_ImDrawChannel; + +struct ImDrawListSplitter +{ + int _Current; + int _Count; + ImVector_ImDrawChannel _Channels; +}; +typedef enum { + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, + ImDrawFlags_RoundCornersTopLeft = 1 << 4, + ImDrawFlags_RoundCornersTopRight = 1 << 5, + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, + ImDrawFlags_RoundCornersBottomRight = 1 << 7, + ImDrawFlags_RoundCornersNone = 1 << 8, + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, +}ImDrawFlags_; +typedef enum { + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, + ImDrawListFlags_AntiAliasedFill = 1 << 2, + ImDrawListFlags_AllowVtxOffset = 1 << 3, +}ImDrawListFlags_; +typedef struct ImVector_ImDrawVert {int Size;int Capacity;ImDrawVert* Data;} ImVector_ImDrawVert; + +typedef struct ImVector_ImVec2 {int Size;int Capacity;ImVec2* Data;} ImVector_ImVec2; + +typedef struct ImVector_ImVec4 {int Size;int Capacity;ImVec4* Data;} ImVector_ImVec4; + +typedef struct ImVector_ImTextureID {int Size;int Capacity;ImTextureID* Data;} ImVector_ImTextureID; + +typedef struct ImVector_ImU8 {int Size;int Capacity;ImU8* Data;} ImVector_ImU8; + +struct ImDrawList +{ + ImVector_ImDrawCmd CmdBuffer; + ImVector_ImDrawIdx IdxBuffer; + ImVector_ImDrawVert VtxBuffer; + ImDrawListFlags Flags; + unsigned int _VtxCurrentIdx; + ImDrawListSharedData* _Data; + ImDrawVert* _VtxWritePtr; + ImDrawIdx* _IdxWritePtr; + ImVector_ImVec2 _Path; + ImDrawCmdHeader _CmdHeader; + ImDrawListSplitter _Splitter; + ImVector_ImVec4 _ClipRectStack; + ImVector_ImTextureID _TextureIdStack; + ImVector_ImU8 _CallbacksDataBuf; + float _FringeScale; + const char* _OwnerName; +}; +typedef struct ImVector_ImDrawListPtr {int Size;int Capacity;ImDrawList** Data;} ImVector_ImDrawListPtr; + +struct ImDrawData +{ + bool Valid; + int CmdListsCount; + int TotalIdxCount; + int TotalVtxCount; + ImVector_ImDrawListPtr CmdLists; + ImVec2 DisplayPos; + ImVec2 DisplaySize; + ImVec2 FramebufferScale; + ImGuiViewport* OwnerViewport; +}; +struct ImFontConfig +{ + void* FontData; + int FontDataSize; + bool FontDataOwnedByAtlas; + int FontNo; + float SizePixels; + int OversampleH; + int OversampleV; + bool PixelSnapH; + ImVec2 GlyphExtraSpacing; + ImVec2 GlyphOffset; + const ImWchar* GlyphRanges; + float GlyphMinAdvanceX; + float GlyphMaxAdvanceX; + bool MergeMode; + unsigned int FontBuilderFlags; + float RasterizerMultiply; + float RasterizerDensity; + ImWchar EllipsisChar; + char Name[40]; + ImFont* DstFont; +}; +struct ImFontGlyph +{ + unsigned int Colored : 1; + unsigned int Visible : 1; + unsigned int Codepoint : 30; + float AdvanceX; + float X0, Y0, X1, Y1; + float U0, V0, U1, V1; +}; +typedef struct ImVector_ImU32 {int Size;int Capacity;ImU32* Data;} ImVector_ImU32; + +struct ImFontGlyphRangesBuilder +{ + ImVector_ImU32 UsedChars; +}; +typedef struct ImFontAtlasCustomRect ImFontAtlasCustomRect; +struct ImFontAtlasCustomRect +{ + unsigned short X, Y; + unsigned short Width, Height; + unsigned int GlyphID : 31; + unsigned int GlyphColored : 1; + float GlyphAdvanceX; + ImVec2 GlyphOffset; + ImFont* Font; +}; +typedef enum { + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, + ImFontAtlasFlags_NoMouseCursors = 1 << 1, + ImFontAtlasFlags_NoBakedLines = 1 << 2, +}ImFontAtlasFlags_; +typedef struct ImVector_ImFontPtr {int Size;int Capacity;ImFont** Data;} ImVector_ImFontPtr; + +typedef struct ImVector_ImFontAtlasCustomRect {int Size;int Capacity;ImFontAtlasCustomRect* Data;} ImVector_ImFontAtlasCustomRect; + +typedef struct ImVector_ImFontConfig {int Size;int Capacity;ImFontConfig* Data;} ImVector_ImFontConfig; + +struct ImFontAtlas +{ + ImFontAtlasFlags Flags; + ImTextureID TexID; + int TexDesiredWidth; + int TexGlyphPadding; + bool Locked; + void* UserData; + bool TexReady; + bool TexPixelsUseColors; + unsigned char* TexPixelsAlpha8; + unsigned int* TexPixelsRGBA32; + int TexWidth; + int TexHeight; + ImVec2 TexUvScale; + ImVec2 TexUvWhitePixel; + ImVector_ImFontPtr Fonts; + ImVector_ImFontAtlasCustomRect CustomRects; + ImVector_ImFontConfig ConfigData; + ImVec4 TexUvLines[(63) + 1]; + const ImFontBuilderIO* FontBuilderIO; + unsigned int FontBuilderFlags; + int PackIdMouseCursors; + int PackIdLines; +}; +typedef struct ImVector_float {int Size;int Capacity;float* Data;} ImVector_float; + +typedef struct ImVector_ImFontGlyph {int Size;int Capacity;ImFontGlyph* Data;} ImVector_ImFontGlyph; + +struct ImFont +{ + ImVector_float IndexAdvanceX; + float FallbackAdvanceX; + float FontSize; + ImVector_ImWchar IndexLookup; + ImVector_ImFontGlyph Glyphs; + const ImFontGlyph* FallbackGlyph; + ImFontAtlas* ContainerAtlas; + const ImFontConfig* ConfigData; + short ConfigDataCount; + short EllipsisCharCount; + ImWchar EllipsisChar; + ImWchar FallbackChar; + float EllipsisWidth; + float EllipsisCharStep; + bool DirtyLookupTables; + float Scale; + float Ascent, Descent; + int MetricsTotalSurface; + ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX +1)/4096/8]; +}; +typedef enum { + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, + ImGuiViewportFlags_OwnedByApp = 1 << 2, + ImGuiViewportFlags_NoDecoration = 1 << 3, + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, + ImGuiViewportFlags_NoInputs = 1 << 7, + ImGuiViewportFlags_NoRendererClear = 1 << 8, + ImGuiViewportFlags_NoAutoMerge = 1 << 9, + ImGuiViewportFlags_TopMost = 1 << 10, + ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, + ImGuiViewportFlags_IsMinimized = 1 << 12, + ImGuiViewportFlags_IsFocused = 1 << 13, +}ImGuiViewportFlags_; +struct ImGuiViewport +{ + ImGuiID ID; + ImGuiViewportFlags Flags; + ImVec2 Pos; + ImVec2 Size; + ImVec2 WorkPos; + ImVec2 WorkSize; + float DpiScale; + ImGuiID ParentViewportId; + ImDrawData* DrawData; + void* RendererUserData; + void* PlatformUserData; + void* PlatformHandle; + void* PlatformHandleRaw; + bool PlatformWindowCreated; + bool PlatformRequestMove; + bool PlatformRequestResize; + bool PlatformRequestClose; +}; +typedef struct ImVector_ImGuiPlatformMonitor {int Size;int Capacity;ImGuiPlatformMonitor* Data;} ImVector_ImGuiPlatformMonitor; + +typedef struct ImVector_ImGuiViewportPtr {int Size;int Capacity;ImGuiViewport** Data;} ImVector_ImGuiViewportPtr; + +struct ImGuiPlatformIO +{ + const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); + void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text); + void* Platform_ClipboardUserData; + bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); + void* Platform_OpenInShellUserData; + void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* Platform_ImeUserData; + ImWchar Platform_LocaleDecimalPoint; + void* Renderer_RenderState; + void (*Platform_CreateWindow)(ImGuiViewport* vp); + void (*Platform_DestroyWindow)(ImGuiViewport* vp); + void (*Platform_ShowWindow)(ImGuiViewport* vp); + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); + void (*Platform_UpdateWindow)(ImGuiViewport* vp); + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); + ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); + void (*Renderer_CreateWindow)(ImGuiViewport* vp); + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); + ImVector_ImGuiPlatformMonitor Monitors; + ImVector_ImGuiViewportPtr Viewports; +}; +struct ImGuiPlatformMonitor +{ + ImVec2 MainPos, MainSize; + ImVec2 WorkPos, WorkSize; + float DpiScale; + void* PlatformHandle; +}; +struct ImGuiPlatformImeData +{ + bool WantVisible; + ImVec2 InputPos; + float InputLineHeight; +}; +struct ImBitVector; +struct ImRect; +struct ImDrawDataBuilder; +struct ImDrawListSharedData; +struct ImGuiBoxSelectState; +struct ImGuiColorMod; +struct ImGuiContext; +struct ImGuiContextHook; +struct ImGuiDataVarInfo; +struct ImGuiDataTypeInfo; +struct ImGuiDeactivatedItemData; +struct ImGuiDockContext; +struct ImGuiDockRequest; +struct ImGuiDockNode; +struct ImGuiDockNodeSettings; +struct ImGuiErrorRecoveryState; +struct ImGuiGroupData; +struct ImGuiInputTextState; +struct ImGuiInputTextDeactivateData; +struct ImGuiLastItemData; +struct ImGuiLocEntry; +struct ImGuiMenuColumns; +struct ImGuiMultiSelectState; +struct ImGuiMultiSelectTempData; +struct ImGuiNavItemData; +struct ImGuiMetricsConfig; +struct ImGuiNextWindowData; +struct ImGuiNextItemData; +struct ImGuiOldColumnData; +struct ImGuiOldColumns; +struct ImGuiPopupData; +struct ImGuiSettingsHandler; +struct ImGuiStyleMod; +struct ImGuiTabBar; +struct ImGuiTabItem; +struct ImGuiTable; +struct ImGuiTableHeaderData; +struct ImGuiTableColumn; +struct ImGuiTableInstanceData; +struct ImGuiTableTempData; +struct ImGuiTableSettings; +struct ImGuiTableColumnsSettings; +struct ImGuiTreeNodeStackData; +struct ImGuiTypingSelectState; +struct ImGuiTypingSelectRequest; +struct ImGuiWindow; +struct ImGuiWindowDockStyle; +struct ImGuiWindowTempData; +struct ImGuiWindowSettings; +typedef int ImGuiDataAuthority; +typedef int ImGuiLayoutType; +typedef int ImGuiActivateFlags; +typedef int ImGuiDebugLogFlags; +typedef int ImGuiFocusRequestFlags; +typedef int ImGuiItemStatusFlags; +typedef int ImGuiOldColumnFlags; +typedef int ImGuiLogFlags; +typedef int ImGuiNavRenderCursorFlags; +typedef int ImGuiNavMoveFlags; +typedef int ImGuiNextItemDataFlags; +typedef int ImGuiNextWindowDataFlags; +typedef int ImGuiScrollFlags; +typedef int ImGuiSeparatorFlags; +typedef int ImGuiTextFlags; +typedef int ImGuiTooltipFlags; +typedef int ImGuiTypingSelectFlags; +typedef int ImGuiWindowRefreshFlags; +extern ImGuiContext* GImGui; +typedef FILE* ImFileHandle; +typedef struct ImVec1 ImVec1; +struct ImVec1 +{ + float x; +}; +typedef struct ImVec2ih ImVec2ih; +struct ImVec2ih +{ + short x, y; +}; +struct ImRect +{ + ImVec2 Min; + ImVec2 Max; +}; +typedef ImU32* ImBitArrayPtr; +struct ImBitVector +{ + ImVector_ImU32 Storage; +}; +typedef int ImPoolIdx; +typedef struct ImGuiTextIndex ImGuiTextIndex; +typedef struct ImVector_int {int Size;int Capacity;int* Data;} ImVector_int; + +struct ImGuiTextIndex +{ + ImVector_int LineOffsets; + int EndOffset; +}; +struct ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; + const ImVec4* TexUvLines; + ImFont* Font; + float FontSize; + float FontScale; + float CurveTessellationTol; + float CircleSegmentMaxError; + ImVec4 ClipRectFullscreen; + ImDrawListFlags InitialFlags; + ImVector_ImVec2 TempBuffer; + ImVec2 ArcFastVtx[48]; + float ArcFastRadiusCutoff; + ImU8 CircleSegmentCounts[64]; +}; +struct ImDrawDataBuilder +{ + ImVector_ImDrawListPtr* Layers[2]; + ImVector_ImDrawListPtr LayerData1; +}; +struct ImGuiDataVarInfo +{ + ImGuiDataType Type; + ImU32 Count; + ImU32 Offset; +}; +typedef struct ImGuiDataTypeStorage ImGuiDataTypeStorage; +struct ImGuiDataTypeStorage +{ + ImU8 Data[8]; +}; +struct ImGuiDataTypeInfo +{ + size_t Size; + const char* Name; + const char* PrintFmt; + const char* ScanFmt; +}; +typedef enum { + ImGuiDataType_Pointer = ImGuiDataType_COUNT + 1, + ImGuiDataType_ID, +}ImGuiDataTypePrivate_; +typedef enum { + ImGuiItemFlags_Disabled = 1 << 10, + ImGuiItemFlags_ReadOnly = 1 << 11, + ImGuiItemFlags_MixedValue = 1 << 12, + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, + ImGuiItemFlags_AllowOverlap = 1 << 14, + ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, + ImGuiItemFlags_NoMarkEdited = 1 << 16, + ImGuiItemFlags_Inputable = 1 << 20, + ImGuiItemFlags_HasSelectionUserData = 1 << 21, + ImGuiItemFlags_IsMultiSelect = 1 << 22, + ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups, +}ImGuiItemFlagsPrivate_; +typedef enum { + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, + ImGuiItemStatusFlags_Edited = 1 << 2, + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, + ImGuiItemStatusFlags_Deactivated = 1 << 6, + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, + ImGuiItemStatusFlags_Visible = 1 << 8, + ImGuiItemStatusFlags_HasClipRect = 1 << 9, + ImGuiItemStatusFlags_HasShortcut = 1 << 10, +}ImGuiItemStatusFlags_; +typedef enum { + ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay, + ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, + ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_, +}ImGuiHoveredFlagsPrivate_; +typedef enum { + ImGuiInputTextFlags_Multiline = 1 << 26, + ImGuiInputTextFlags_MergedItem = 1 << 27, + ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, +}ImGuiInputTextFlagsPrivate_; +typedef enum { + ImGuiButtonFlags_PressedOnClick = 1 << 4, + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, + ImGuiButtonFlags_PressedOnRelease = 1 << 7, + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, + ImGuiButtonFlags_FlattenChildren = 1 << 11, + ImGuiButtonFlags_AllowOverlap = 1 << 12, + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, + ImGuiButtonFlags_NoKeyModsAllowed = 1 << 16, + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, + ImGuiButtonFlags_NoNavFocus = 1 << 18, + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, +}ImGuiButtonFlagsPrivate_; +typedef enum { + ImGuiComboFlags_CustomPreview = 1 << 20, +}ImGuiComboFlagsPrivate_; +typedef enum { + ImGuiSliderFlags_Vertical = 1 << 20, + ImGuiSliderFlags_ReadOnly = 1 << 21, +}ImGuiSliderFlagsPrivate_; +typedef enum { + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, + ImGuiSelectableFlags_SelectOnClick = 1 << 22, + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, +}ImGuiSelectableFlagsPrivate_; +typedef enum { + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28, + ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29, + ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow, +}ImGuiTreeNodeFlagsPrivate_; +typedef enum { + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, +}ImGuiSeparatorFlags_; +typedef enum { + ImGuiFocusRequestFlags_None = 0, + ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, + ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, +}ImGuiFocusRequestFlags_; +typedef enum { + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, +}ImGuiTextFlags_; +typedef enum { + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePrevious = 1 << 1, +}ImGuiTooltipFlags_; +typedef enum { + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}ImGuiLayoutType_; +typedef enum { + ImGuiLogFlags_None = 0, + ImGuiLogFlags_OutputTTY = 1 << 0, + ImGuiLogFlags_OutputFile = 1 << 1, + ImGuiLogFlags_OutputBuffer = 1 << 2, + ImGuiLogFlags_OutputClipboard = 1 << 3, + ImGuiLogFlags_OutputMask_ = ImGuiLogFlags_OutputTTY | ImGuiLogFlags_OutputFile | ImGuiLogFlags_OutputBuffer | ImGuiLogFlags_OutputClipboard, +}ImGuiLogFlags_; +typedef enum { + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}ImGuiAxis; +typedef enum { + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram, +}ImGuiPlotType; +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; +}; +typedef struct ImGuiComboPreviewData ImGuiComboPreviewData; +struct ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; +}; +struct ImGuiGroupData +{ + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupDeactivatedIdIsAlive; + bool BackupHoveredIdIsAlive; + bool BackupIsSameLine; + bool EmitItem; +}; +struct ImGuiMenuColumns +{ + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; + ImU16 OffsetLabel; + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; +}; +typedef struct ImGuiInputTextDeactivatedState ImGuiInputTextDeactivatedState; +struct ImGuiInputTextDeactivatedState +{ + ImGuiID ID; + ImVector_char TextA; +}; struct STB_TexteditState; +typedef STB_TexteditState ImStbTexteditState; +struct ImGuiInputTextState +{ + ImGuiContext* Ctx; + ImStbTexteditState* Stb; + ImGuiInputTextFlags Flags; + ImGuiID ID; + int TextLen; + const char* TextSrc; + ImVector_char TextA; + ImVector_char TextToRevertTo; + ImVector_char CallbackTextBackup; + int BufCapacity; + ImVec2 Scroll; + float CursorAnim; + bool CursorFollow; + bool SelectedAllMouseLock; + bool Edited; + bool WantReloadUserBuf; + int ReloadSelectionStart; + int ReloadSelectionEnd; +}; +typedef enum { + ImGuiWindowRefreshFlags_None = 0, + ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, + ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, + ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, +}ImGuiWindowRefreshFlags_; +typedef enum { + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 9, + ImGuiNextWindowDataFlags_HasViewport = 1 << 10, + ImGuiNextWindowDataFlags_HasDock = 1 << 11, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 12, +}ImGuiNextWindowDataFlags_; +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + ImGuiChildFlags ChildFlags; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; + ImGuiWindowRefreshFlags RefreshFlagsVal; +}; +typedef enum { + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, + ImGuiNextItemDataFlags_HasRefVal = 1 << 3, + ImGuiNextItemDataFlags_HasStorageID = 1 << 4, +}ImGuiNextItemDataFlags_; +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags HasFlags; + ImGuiItemFlags ItemFlags; + ImGuiID FocusScopeId; + ImGuiSelectionUserData SelectionUserData; + float Width; + ImGuiKeyChord Shortcut; + ImGuiInputFlags ShortcutFlags; + bool OpenVal; + ImU8 OpenCond; + ImGuiDataTypeStorage RefVal; + ImGuiID StorageId; +}; +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags ItemFlags; + ImGuiItemStatusFlags StatusFlags; + ImRect Rect; + ImRect NavRect; + ImRect DisplayRect; + ImRect ClipRect; + ImGuiKeyChord Shortcut; +}; +struct ImGuiTreeNodeStackData +{ + ImGuiID ID; + ImGuiTreeNodeFlags TreeFlags; + ImGuiItemFlags ItemFlags; + ImRect NavRect; +}; +struct ImGuiErrorRecoveryState +{ + short SizeOfWindowStack; + short SizeOfIDStack; + short SizeOfTreeStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; +}; +typedef struct ImGuiWindowStackData ImGuiWindowStackData; +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiErrorRecoveryState StackSizesInBegin; + bool DisabledOverrideReenable; +}; +typedef struct ImGuiShrinkWidthItem ImGuiShrinkWidthItem; +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; + float InitialWidth; +}; +typedef struct ImGuiPtrOrIndex ImGuiPtrOrIndex; +struct ImGuiPtrOrIndex +{ + void* Ptr; + int Index; +}; +struct ImGuiDeactivatedItemData +{ + ImGuiID ID; + int ElapseFrame; + bool HasBeenEditedBefore; + bool IsAlive; +}; +typedef enum { + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}ImGuiPopupPositionPolicy; +struct ImGuiPopupData +{ + ImGuiID PopupId; + ImGuiWindow* Window; + ImGuiWindow* RestoreNavWindow; + int ParentNavLayer; + int OpenFrameCount; + ImGuiID OpenParentId; + ImVec2 OpenPopupPos; + ImVec2 OpenMousePos; +}; +typedef struct ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN {ImU32 Storage[(ImGuiKey_NamedKey_COUNT+31)>>5];} ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN; + +typedef ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN ImBitArrayForNamedKeys; +typedef enum { + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}ImGuiInputEventType; +typedef enum { + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_COUNT +}ImGuiInputSource; +typedef struct ImGuiInputEventMousePos ImGuiInputEventMousePos; +struct ImGuiInputEventMousePos +{ float PosX, PosY; ImGuiMouseSource MouseSource; +}; +typedef struct ImGuiInputEventMouseWheel ImGuiInputEventMouseWheel; +struct ImGuiInputEventMouseWheel +{ float WheelX, WheelY; ImGuiMouseSource MouseSource; +}; +typedef struct ImGuiInputEventMouseButton ImGuiInputEventMouseButton; +struct ImGuiInputEventMouseButton +{ int Button; bool Down; ImGuiMouseSource MouseSource; +}; +typedef struct ImGuiInputEventMouseViewport ImGuiInputEventMouseViewport; +struct ImGuiInputEventMouseViewport +{ ImGuiID HoveredViewportID; +}; +typedef struct ImGuiInputEventKey ImGuiInputEventKey; +struct ImGuiInputEventKey +{ ImGuiKey Key; bool Down; float AnalogValue; +}; +typedef struct ImGuiInputEventText ImGuiInputEventText; +struct ImGuiInputEventText +{ unsigned int Char; +}; +typedef struct ImGuiInputEventAppFocused ImGuiInputEventAppFocused; +struct ImGuiInputEventAppFocused +{ bool Focused; +}; +typedef struct ImGuiInputEvent ImGuiInputEvent; +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + ImU32 EventId; + union + { + ImGuiInputEventMousePos MousePos; + ImGuiInputEventMouseWheel MouseWheel; + ImGuiInputEventMouseButton MouseButton; + ImGuiInputEventMouseViewport MouseViewport; + ImGuiInputEventKey Key; + ImGuiInputEventText Text; + ImGuiInputEventAppFocused AppFocused; + }; + bool AddedByTestEngine; +}; +typedef ImS16 ImGuiKeyRoutingIndex; +typedef struct ImGuiKeyRoutingData ImGuiKeyRoutingData; +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; + ImU8 RoutingCurrScore; + ImU8 RoutingNextScore; + ImGuiID RoutingCurr; + ImGuiID RoutingNext; +}; +typedef struct ImGuiKeyRoutingTable ImGuiKeyRoutingTable; +typedef struct ImVector_ImGuiKeyRoutingData {int Size;int Capacity;ImGuiKeyRoutingData* Data;} ImVector_ImGuiKeyRoutingData; + +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; + ImVector_ImGuiKeyRoutingData Entries; + ImVector_ImGuiKeyRoutingData EntriesNext; +}; +typedef struct ImGuiKeyOwnerData ImGuiKeyOwnerData; +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; + bool LockUntilRelease; +}; +typedef enum { + ImGuiInputFlags_RepeatRateDefault = 1 << 1, + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, + ImGuiInputFlags_RepeatUntilRelease = 1 << 4, + ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, + ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, + ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, + ImGuiInputFlags_LockThisFrame = 1 << 20, + ImGuiInputFlags_LockUntilRelease = 1 << 21, + ImGuiInputFlags_CondHovered = 1 << 22, + ImGuiInputFlags_CondActive = 1 << 23, + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, + ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways, + ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow, + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, + ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_, + ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, +}ImGuiInputFlagsPrivate_; +typedef struct ImGuiListClipperRange ImGuiListClipperRange; +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; + ImS8 PosToIndexOffsetMin; + ImS8 PosToIndexOffsetMax; +}; +typedef struct ImGuiListClipperData ImGuiListClipperData; +typedef struct ImVector_ImGuiListClipperRange {int Size;int Capacity;ImGuiListClipperRange* Data;} ImVector_ImGuiListClipperRange; + +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector_ImGuiListClipperRange Ranges; +}; +typedef enum { + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, + ImGuiActivateFlags_PreferTweak = 1 << 1, + ImGuiActivateFlags_TryToPreserveState = 1 << 2, + ImGuiActivateFlags_FromTabbing = 1 << 3, + ImGuiActivateFlags_FromShortcut = 1 << 4, +}ImGuiActivateFlags_; +typedef enum { + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, + ImGuiScrollFlags_NoScrollParent = 1 << 6, + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, +}ImGuiScrollFlags_; +typedef enum { + ImGuiNavRenderCursorFlags_None = 0, + ImGuiNavRenderCursorFlags_Compact = 1 << 1, + ImGuiNavRenderCursorFlags_AlwaysDraw = 1 << 2, + ImGuiNavRenderCursorFlags_NoRounding = 1 << 3, +}ImGuiNavRenderCursorFlags_; +typedef enum { + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, + ImGuiNavMoveFlags_WrapY = 1 << 3, + ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, + ImGuiNavMoveFlags_FocusApi = 1 << 9, + ImGuiNavMoveFlags_IsTabbing = 1 << 10, + ImGuiNavMoveFlags_IsPageMove = 1 << 11, + ImGuiNavMoveFlags_Activate = 1 << 12, + ImGuiNavMoveFlags_NoSelect = 1 << 13, + ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, + ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, +}ImGuiNavMoveFlags_; +typedef enum { + ImGuiNavLayer_Main = 0, + ImGuiNavLayer_Menu = 1, + ImGuiNavLayer_COUNT +}ImGuiNavLayer; +struct ImGuiNavItemData +{ + ImGuiWindow* Window; + ImGuiID ID; + ImGuiID FocusScopeId; + ImRect RectRel; + ImGuiItemFlags ItemFlags; + float DistBox; + float DistCenter; + float DistAxial; + ImGuiSelectionUserData SelectionUserData; +}; +typedef struct ImGuiFocusScopeData ImGuiFocusScopeData; +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; +}; +typedef enum { + ImGuiTypingSelectFlags_None = 0, + ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, + ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, +}ImGuiTypingSelectFlags_; +struct ImGuiTypingSelectRequest +{ + ImGuiTypingSelectFlags Flags; + int SearchBufferLen; + const char* SearchBuffer; + bool SelectRequest; + bool SingleCharMode; + ImS8 SingleCharSize; +}; +struct ImGuiTypingSelectState +{ + ImGuiTypingSelectRequest Request; + char SearchBuffer[64]; + ImGuiID FocusScope; + int LastRequestFrame; + float LastRequestTime; + bool SingleCharModeLock; +}; +typedef enum { + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, + ImGuiOldColumnFlags_NoResize = 1 << 1, + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, +}ImGuiOldColumnFlags_; +struct ImGuiOldColumnData +{ + float OffsetNorm; + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; + ImRect ClipRect; +}; +typedef struct ImVector_ImGuiOldColumnData {int Size;int Capacity;ImGuiOldColumnData* Data;} ImVector_ImGuiOldColumnData; + +struct ImGuiOldColumns +{ + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; + float LineMinY, LineMaxY; + float HostCursorPosY; + float HostCursorMaxPosX; + ImRect HostInitialClipRect; + ImRect HostBackupClipRect; + ImRect HostBackupParentWorkRect; + ImVector_ImGuiOldColumnData Columns; + ImDrawListSplitter Splitter; +}; +struct ImGuiBoxSelectState +{ + ImGuiID ID; + bool IsActive; + bool IsStarting; + bool IsStartedFromVoid; + bool IsStartedSetNavIdOnce; + bool RequestClear; + ImGuiKeyChord KeyMods : 16; + ImVec2 StartPosRel; + ImVec2 EndPosRel; + ImVec2 ScrollAccum; + ImGuiWindow* Window; + bool UnclipMode; + ImRect UnclipRect; + ImRect BoxSelectRectPrev; + ImRect BoxSelectRectCurr; +}; +struct ImGuiMultiSelectTempData +{ + ImGuiMultiSelectIO IO; + ImGuiMultiSelectState* Storage; + ImGuiID FocusScopeId; + ImGuiMultiSelectFlags Flags; + ImVec2 ScopeRectMin; + ImVec2 BackupCursorMaxPos; + ImGuiSelectionUserData LastSubmittedItem; + ImGuiID BoxSelectId; + ImGuiKeyChord KeyMods; + ImS8 LoopRequestSetAll; + bool IsEndIO; + bool IsFocused; + bool IsKeyboardSetRange; + bool NavIdPassedBy; + bool RangeSrcPassedBy; + bool RangeDstPassedBy; +}; +struct ImGuiMultiSelectState +{ + ImGuiWindow* Window; + ImGuiID ID; + int LastFrameActive; + int LastSelectionSize; + ImS8 RangeSelected; + ImS8 NavIdSelected; + ImGuiSelectionUserData RangeSrcItem; + ImGuiSelectionUserData NavIdItem; +}; +typedef enum { + ImGuiDockNodeFlags_DockSpace = 1 << 10, + ImGuiDockNodeFlags_CentralNode = 1 << 11, + ImGuiDockNodeFlags_NoTabBar = 1 << 12, + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, + ImGuiDockNodeFlags_NoResizeX = 1 << 16, + ImGuiDockNodeFlags_NoResizeY = 1 << 17, + ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, + ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther, + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, +}ImGuiDockNodeFlagsPrivate_; +typedef enum { + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window, +}ImGuiDataAuthority_; +typedef enum { + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible, +}ImGuiDockNodeState; +typedef struct ImVector_ImGuiWindowPtr {int Size;int Capacity;ImGuiWindow** Data;} ImVector_ImGuiWindowPtr; + +struct ImGuiDockNode +{ + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; + ImGuiDockNodeFlags LocalFlags; + ImGuiDockNodeFlags LocalFlagsInWindows; + ImGuiDockNodeFlags MergedFlags; + ImGuiDockNodeState State; + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; + ImVector_ImGuiWindowPtr Windows; + ImGuiTabBar* TabBar; + ImVec2 Pos; + ImVec2 Size; + ImVec2 SizeRef; + ImGuiAxis SplitAxis; + ImGuiWindowClass WindowClass; + ImU32 LastBgColor; + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; + ImGuiDockNode* CentralNode; + ImGuiDockNode* OnlyNodeWithWindows; + int CountNodeWithWindows; + int LastFrameAlive; + int LastFrameActive; + int LastFrameFocused; + ImGuiID LastFocusedNodeId; + ImGuiID SelectedTabId; + ImGuiID WantCloseTabId; + ImGuiID RefViewportId; + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; + bool IsFocused :1; + bool IsBgDrawnThisFrame :1; + bool HasCloseButton :1; + bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; + bool WantCloseAll :1; + bool WantLockSizeOnce :1; + bool WantMouseMove :1; + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; +}; +typedef enum { + ImGuiWindowDockStyleCol_Text, + ImGuiWindowDockStyleCol_TabHovered, + ImGuiWindowDockStyleCol_TabFocused, + ImGuiWindowDockStyleCol_TabSelected, + ImGuiWindowDockStyleCol_TabSelectedOverline, + ImGuiWindowDockStyleCol_TabDimmed, + ImGuiWindowDockStyleCol_TabDimmedSelected, + ImGuiWindowDockStyleCol_TabDimmedSelectedOverline, + ImGuiWindowDockStyleCol_COUNT +}ImGuiWindowDockStyleCol; +struct ImGuiWindowDockStyle +{ + ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; +}; +typedef struct ImVector_ImGuiDockRequest {int Size;int Capacity;ImGuiDockRequest* Data;} ImVector_ImGuiDockRequest; + +typedef struct ImVector_ImGuiDockNodeSettings {int Size;int Capacity;ImGuiDockNodeSettings* Data;} ImVector_ImGuiDockNodeSettings; + +struct ImGuiDockContext +{ + ImGuiStorage Nodes; + ImVector_ImGuiDockRequest Requests; + ImVector_ImGuiDockNodeSettings NodesSettings; + bool WantFullRebuild; +}; +typedef struct ImGuiViewportP ImGuiViewportP; +struct ImGuiViewportP +{ + ImGuiViewport _ImGuiViewport; + ImGuiWindow* Window; + int Idx; + int LastFrameActive; + int LastFocusedStampCount; + ImGuiID LastNameHash; + ImVec2 LastPos; + ImVec2 LastSize; + float Alpha; + float LastAlpha; + bool LastFocusedHadNavWindow; + short PlatformMonitor; + int BgFgDrawListsLastFrame[2]; + ImDrawList* BgFgDrawLists[2]; + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; + ImVec2 WorkInsetMin; + ImVec2 WorkInsetMax; + ImVec2 BuildWorkInsetMin; + ImVec2 BuildWorkInsetMax; +}; +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiID ClassId; + short DockOrder; + bool Collapsed; + bool IsChild; + bool WantApply; + bool WantDelete; +}; +struct ImGuiSettingsHandler +{ + const char* TypeName; + ImGuiID TypeHash; + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); + void* UserData; +}; +typedef enum { +ImGuiLocKey_VersionStr=0, +ImGuiLocKey_TableSizeOne=1, +ImGuiLocKey_TableSizeAllFit=2, +ImGuiLocKey_TableSizeAllDefault=3, +ImGuiLocKey_TableResetOrder=4, +ImGuiLocKey_WindowingMainMenuBar=5, +ImGuiLocKey_WindowingPopup=6, +ImGuiLocKey_WindowingUntitled=7, +ImGuiLocKey_OpenLink_s=8, +ImGuiLocKey_CopyLink=9, +ImGuiLocKey_DockingHideTabBar=10, +ImGuiLocKey_DockingHoldShiftToDock=11, +ImGuiLocKey_DockingDragToUndockOrMoveNode=12, +ImGuiLocKey_COUNT=13, +}ImGuiLocKey; +struct ImGuiLocEntry +{ + ImGuiLocKey Key; + const char* Text; +}; +typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const char* msg); +typedef enum { + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventError = 1 << 0, + ImGuiDebugLogFlags_EventActiveId = 1 << 1, + ImGuiDebugLogFlags_EventFocus = 1 << 2, + ImGuiDebugLogFlags_EventPopup = 1 << 3, + ImGuiDebugLogFlags_EventNav = 1 << 4, + ImGuiDebugLogFlags_EventClipper = 1 << 5, + ImGuiDebugLogFlags_EventSelection = 1 << 6, + ImGuiDebugLogFlags_EventIO = 1 << 7, + ImGuiDebugLogFlags_EventFont = 1 << 8, + ImGuiDebugLogFlags_EventInputRouting = 1 << 9, + ImGuiDebugLogFlags_EventDocking = 1 << 10, + ImGuiDebugLogFlags_EventViewport = 1 << 11, + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, + ImGuiDebugLogFlags_OutputToTTY = 1 << 20, + ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, +}ImGuiDebugLogFlags_; +typedef struct ImGuiDebugAllocEntry ImGuiDebugAllocEntry; +struct ImGuiDebugAllocEntry +{ + int FrameCount; + ImS16 AllocCount; + ImS16 FreeCount; +}; +typedef struct ImGuiDebugAllocInfo ImGuiDebugAllocInfo; +struct ImGuiDebugAllocInfo +{ + int TotalAllocCount; + int TotalFreeCount; + ImS16 LastEntriesIdx; + ImGuiDebugAllocEntry LastEntriesBuf[6]; +}; +struct ImGuiMetricsConfig +{ + bool ShowDebugLog; + bool ShowIDStackTool; + bool ShowWindowsRects; + bool ShowWindowsBeginOrder; + bool ShowTablesRects; + bool ShowDrawCmdMesh; + bool ShowDrawCmdBoundingBoxes; + bool ShowTextEncodingViewer; + bool ShowAtlasTintedWithTextColor; + bool ShowDockingNodes; + int ShowWindowsRectsType; + int ShowTablesRectsType; + int HighlightMonitorIdx; + ImGuiID HighlightViewportID; +}; +typedef struct ImGuiStackLevelInfo ImGuiStackLevelInfo; +struct ImGuiStackLevelInfo +{ + ImGuiID ID; + ImS8 QueryFrameCount; + bool QuerySuccess; + ImGuiDataType DataType : 8; + char Desc[57]; +}; +typedef struct ImGuiIDStackTool ImGuiIDStackTool; +typedef struct ImVector_ImGuiStackLevelInfo {int Size;int Capacity;ImGuiStackLevelInfo* Data;} ImVector_ImGuiStackLevelInfo; + +struct ImGuiIDStackTool +{ + int LastActiveFrame; + int StackLevel; + ImGuiID QueryId; + ImVector_ImGuiStackLevelInfo Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; +}; +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +typedef enum { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }ImGuiContextHookType; +struct ImGuiContextHook +{ + ImGuiID HookId; + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; +}; +typedef struct ImVector_ImGuiInputEvent {int Size;int Capacity;ImGuiInputEvent* Data;} ImVector_ImGuiInputEvent; + +typedef struct ImVector_ImGuiWindowStackData {int Size;int Capacity;ImGuiWindowStackData* Data;} ImVector_ImGuiWindowStackData; + +typedef struct ImVector_ImGuiColorMod {int Size;int Capacity;ImGuiColorMod* Data;} ImVector_ImGuiColorMod; + +typedef struct ImVector_ImGuiStyleMod {int Size;int Capacity;ImGuiStyleMod* Data;} ImVector_ImGuiStyleMod; + +typedef struct ImVector_ImGuiFocusScopeData {int Size;int Capacity;ImGuiFocusScopeData* Data;} ImVector_ImGuiFocusScopeData; + +typedef struct ImVector_ImGuiItemFlags {int Size;int Capacity;ImGuiItemFlags* Data;} ImVector_ImGuiItemFlags; + +typedef struct ImVector_ImGuiGroupData {int Size;int Capacity;ImGuiGroupData* Data;} ImVector_ImGuiGroupData; + +typedef struct ImVector_ImGuiPopupData {int Size;int Capacity;ImGuiPopupData* Data;} ImVector_ImGuiPopupData; + +typedef struct ImVector_ImGuiTreeNodeStackData {int Size;int Capacity;ImGuiTreeNodeStackData* Data;} ImVector_ImGuiTreeNodeStackData; + +typedef struct ImVector_ImGuiViewportPPtr {int Size;int Capacity;ImGuiViewportP** Data;} ImVector_ImGuiViewportPPtr; + +typedef struct ImVector_unsigned_char {int Size;int Capacity;unsigned char* Data;} ImVector_unsigned_char; + +typedef struct ImVector_ImGuiListClipperData {int Size;int Capacity;ImGuiListClipperData* Data;} ImVector_ImGuiListClipperData; + +typedef struct ImVector_ImGuiTableTempData {int Size;int Capacity;ImGuiTableTempData* Data;} ImVector_ImGuiTableTempData; + +typedef struct ImVector_ImGuiTable {int Size;int Capacity;ImGuiTable* Data;} ImVector_ImGuiTable; + +typedef struct ImPool_ImGuiTable {ImVector_ImGuiTable Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiTable; + +typedef struct ImVector_ImGuiTabBar {int Size;int Capacity;ImGuiTabBar* Data;} ImVector_ImGuiTabBar; + +typedef struct ImPool_ImGuiTabBar {ImVector_ImGuiTabBar Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiTabBar; + +typedef struct ImVector_ImGuiPtrOrIndex {int Size;int Capacity;ImGuiPtrOrIndex* Data;} ImVector_ImGuiPtrOrIndex; + +typedef struct ImVector_ImGuiShrinkWidthItem {int Size;int Capacity;ImGuiShrinkWidthItem* Data;} ImVector_ImGuiShrinkWidthItem; + +typedef struct ImVector_ImGuiMultiSelectTempData {int Size;int Capacity;ImGuiMultiSelectTempData* Data;} ImVector_ImGuiMultiSelectTempData; + +typedef struct ImVector_ImGuiMultiSelectState {int Size;int Capacity;ImGuiMultiSelectState* Data;} ImVector_ImGuiMultiSelectState; + +typedef struct ImPool_ImGuiMultiSelectState {ImVector_ImGuiMultiSelectState Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiMultiSelectState; + +typedef struct ImVector_ImGuiID {int Size;int Capacity;ImGuiID* Data;} ImVector_ImGuiID; + +typedef struct ImVector_ImGuiSettingsHandler {int Size;int Capacity;ImGuiSettingsHandler* Data;} ImVector_ImGuiSettingsHandler; + +typedef struct ImChunkStream_ImGuiWindowSettings {ImVector_char Buf;} ImChunkStream_ImGuiWindowSettings; + +typedef struct ImChunkStream_ImGuiTableSettings {ImVector_char Buf;} ImChunkStream_ImGuiTableSettings; + +typedef struct ImVector_ImGuiContextHook {int Size;int Capacity;ImGuiContextHook* Data;} ImVector_ImGuiContextHook; + +struct ImGuiContext +{ + bool Initialized; + bool FontAtlasOwnedByContext; + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; + ImGuiConfigFlags ConfigFlagsLastFrame; + ImFont* Font; + float FontSize; + float FontBaseSize; + float FontScale; + float CurrentDpiScale; + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + ImGuiID WithinEndChildID; + bool WithinFrameScope; + bool WithinFrameScopeWithImplicitWindow; + bool GcCompactAll; + bool TestEngineHookItems; + void* TestEngine; + char ContextName[16]; + ImVector_ImGuiInputEvent InputEventsQueue; + ImVector_ImGuiInputEvent InputEventsTrail; + ImGuiMouseSource InputEventsNextMouseSource; + ImU32 InputEventsNextEventId; + ImVector_ImGuiWindowPtr Windows; + ImVector_ImGuiWindowPtr WindowsFocusOrder; + ImVector_ImGuiWindowPtr WindowsTempSortBuffer; + ImVector_ImGuiWindowStackData CurrentWindowStack; + ImGuiStorage WindowsById; + int WindowsActiveCount; + ImVec2 WindowsHoverPadding; + ImGuiID DebugBreakInWindow; + ImGuiWindow* CurrentWindow; + ImGuiWindow* HoveredWindow; + ImGuiWindow* HoveredWindowUnderMovingWindow; + ImGuiWindow* HoveredWindowBeforeClear; + ImGuiWindow* MovingWindow; + ImGuiWindow* WheelingWindow; + ImVec2 WheelingWindowRefMousePos; + int WheelingWindowStartFrame; + int WheelingWindowScrolledFrame; + float WheelingWindowReleaseTimer; + ImVec2 WheelingWindowWheelRemainder; + ImVec2 WheelingAxisAvg; + ImGuiID DebugDrawIdConflicts; + ImGuiID DebugHookIdInfo; + ImGuiID HoveredId; + ImGuiID HoveredIdPreviousFrame; + int HoveredIdPreviousFrameItemCount; + float HoveredIdTimer; + float HoveredIdNotActiveTimer; + bool HoveredIdAllowOverlap; + bool HoveredIdIsDisabled; + bool ItemUnclipByLog; + ImGuiID ActiveId; + ImGuiID ActiveIdIsAlive; + float ActiveIdTimer; + bool ActiveIdIsJustActivated; + bool ActiveIdAllowOverlap; + bool ActiveIdNoClearOnFocusLoss; + bool ActiveIdHasBeenPressedBefore; + bool ActiveIdHasBeenEditedBefore; + bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdFromShortcut; + int ActiveIdMouseButton : 8; + ImVec2 ActiveIdClickOffset; + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; + ImGuiID ActiveIdPreviousFrame; + ImGuiDeactivatedItemData DeactivatedItemData; + ImGuiDataTypeStorage ActiveIdValueOnActivation; + ImGuiID LastActiveId; + float LastActiveIdTimer; + double LastKeyModsChangeTime; + double LastKeyModsChangeFromNoneTime; + double LastKeyboardKeyPressTime; + ImBitArrayForNamedKeys KeysMayBeCharInput; + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; + ImU32 ActiveIdUsingNavDirMask; + bool ActiveIdUsingAllKeyboardKeys; + ImGuiKeyChord DebugBreakInShortcutRouting; + ImGuiID CurrentFocusScopeId; + ImGuiItemFlags CurrentItemFlags; + ImGuiID DebugLocateId; + ImGuiNextItemData NextItemData; + ImGuiLastItemData LastItemData; + ImGuiNextWindowData NextWindowData; + bool DebugShowGroupRects; + ImGuiCol DebugFlashStyleColorIdx; + ImVector_ImGuiColorMod ColorStack; + ImVector_ImGuiStyleMod StyleVarStack; + ImVector_ImFontPtr FontStack; + ImVector_ImGuiFocusScopeData FocusScopeStack; + ImVector_ImGuiItemFlags ItemFlagsStack; + ImVector_ImGuiGroupData GroupStack; + ImVector_ImGuiPopupData OpenPopupStack; + ImVector_ImGuiPopupData BeginPopupStack; + ImVector_ImGuiTreeNodeStackData TreeNodeStack; + ImVector_ImGuiViewportPPtr Viewports; + ImGuiViewportP* CurrentViewport; + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; + ImRect PlatformMonitorsFullWorkRect; + int ViewportCreatedCount; + int PlatformWindowsCreatedCount; + int ViewportFocusedStampCount; + bool NavCursorVisible; + bool NavHighlightItemUnderNav; + bool NavMousePosDirty; + bool NavIdIsAlive; + ImGuiID NavId; + ImGuiWindow* NavWindow; + ImGuiID NavFocusScopeId; + ImGuiNavLayer NavLayer; + ImGuiID NavActivateId; + ImGuiID NavActivateDownId; + ImGuiID NavActivatePressedId; + ImGuiActivateFlags NavActivateFlags; + ImVector_ImGuiFocusScopeData NavFocusRoute; + ImGuiID NavHighlightActivatedId; + float NavHighlightActivatedTimer; + ImGuiID NavNextActivateId; + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; + ImGuiSelectionUserData NavLastValidSelectionUserData; + ImS8 NavCursorHideFrames; + bool NavAnyRequest; + bool NavInitRequest; + bool NavInitRequestFromMove; + ImGuiNavItemData NavInitResult; + bool NavMoveSubmitted; + bool NavMoveScoringItems; + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyChord NavMoveKeyMods; + ImGuiDir NavMoveDir; + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; + ImRect NavScoringRect; + ImRect NavScoringNoClipRect; + int NavScoringDebugCount; + int NavTabbingDir; + int NavTabbingCounter; + ImGuiNavItemData NavMoveResultLocal; + ImGuiNavItemData NavMoveResultLocalVisible; + ImGuiNavItemData NavMoveResultOther; + ImGuiNavItemData NavTabbingResultFirst; + ImGuiID NavJustMovedFromFocusScopeId; + ImGuiID NavJustMovedToId; + ImGuiID NavJustMovedToFocusScopeId; + ImGuiKeyChord NavJustMovedToKeyMods; + bool NavJustMovedToIsTabbing; + bool NavJustMovedToHasSelectionData; + ImGuiKeyChord ConfigNavWindowingKeyNext; + ImGuiKeyChord ConfigNavWindowingKeyPrev; + ImGuiWindow* NavWindowingTarget; + ImGuiWindow* NavWindowingTargetAnim; + ImGuiWindow* NavWindowingListWindow; + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + ImGuiKey NavWindowingToggleKey; + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; + float DimBgRatio; + bool DragDropActive; + bool DragDropWithinSource; + bool DragDropWithinTarget; + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; + ImRect DragDropTargetClipRect; + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; + ImGuiID DragDropAcceptIdCurr; + ImGuiID DragDropAcceptIdPrev; + int DragDropAcceptFrameCount; + ImGuiID DragDropHoldJustPressedId; + ImVector_unsigned_char DragDropPayloadBufHeap; + unsigned char DragDropPayloadBufLocal[16]; + int ClipperTempDataStacked; + ImVector_ImGuiListClipperData ClipperTempData; + ImGuiTable* CurrentTable; + ImGuiID DebugBreakInTable; + int TablesTempDataStacked; + ImVector_ImGuiTableTempData TablesTempData; + ImPool_ImGuiTable Tables; + ImVector_float TablesLastTimeActive; + ImVector_ImDrawChannel DrawChannelsTempMergeBuffer; + ImGuiTabBar* CurrentTabBar; + ImPool_ImGuiTabBar TabBars; + ImVector_ImGuiPtrOrIndex CurrentTabBarStack; + ImVector_ImGuiShrinkWidthItem ShrinkWidthBuffer; + ImGuiBoxSelectState BoxSelectState; + ImGuiMultiSelectTempData* CurrentMultiSelect; + int MultiSelectTempDataStacked; + ImVector_ImGuiMultiSelectTempData MultiSelectTempData; + ImPool_ImGuiMultiSelectState MultiSelectStorage; + ImGuiID HoverItemDelayId; + ImGuiID HoverItemDelayIdPreviousFrame; + float HoverItemDelayTimer; + float HoverItemDelayClearTimer; + ImGuiID HoverItemUnlockedStationaryId; + ImGuiID HoverWindowUnlockedStationaryId; + ImGuiMouseCursor MouseCursor; + float MouseStationaryTimer; + ImVec2 MouseLastValidPos; + ImGuiInputTextState InputTextState; + ImGuiInputTextDeactivatedState InputTextDeactivatedState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; + ImGuiDataTypeStorage DataTypeZeroValue; + int BeginMenuDepth; + int BeginComboDepth; + ImGuiColorEditFlags ColorEditOptions; + ImGuiID ColorEditCurrentID; + ImGuiID ColorEditSavedID; + float ColorEditSavedHue; + float ColorEditSavedSat; + ImU32 ColorEditSavedColor; + ImVec4 ColorPickerRef; + ImGuiComboPreviewData ComboPreviewData; + ImRect WindowResizeBorderExpectedRect; + bool WindowResizeRelativeMode; + short ScrollbarSeekMode; + float ScrollbarClickDeltaToGrabCenter; + float SliderGrabClickOffset; + float SliderCurrentAccum; + bool SliderCurrentAccumDirty; + bool DragCurrentAccumDirty; + float DragCurrentAccum; + float DragSpeedDefaultRatio; + float DisabledAlphaBackup; + short DisabledStackSize; + short TooltipOverrideCount; + ImGuiWindow* TooltipPreviousWindow; + ImVector_char ClipboardHandlerData; + ImVector_ImGuiID MenusIdSubmittedThisFrame; + ImGuiTypingSelectState TypingSelectState; + ImGuiPlatformImeData PlatformImeData; + ImGuiPlatformImeData PlatformImeDataPrev; + ImGuiID PlatformImeViewport; + ImGuiDockContext DockContext; + void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + bool SettingsLoaded; + float SettingsDirtyTimer; + ImGuiTextBuffer SettingsIniData; + ImVector_ImGuiSettingsHandler SettingsHandlers; + ImChunkStream_ImGuiWindowSettings SettingsWindows; + ImChunkStream_ImGuiTableSettings SettingsTables; + ImVector_ImGuiContextHook Hooks; + ImGuiID HookIdNext; + const char* LocalizationTable[ImGuiLocKey_COUNT]; + bool LogEnabled; + ImGuiLogFlags LogFlags; + ImGuiWindow* LogWindow; + ImFileHandle LogFile; + ImGuiTextBuffer LogBuffer; + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; + ImGuiErrorCallback ErrorCallback; + void* ErrorCallbackUserData; + ImVec2 ErrorTooltipLockedPos; + bool ErrorFirst; + int ErrorCountCurrentFrame; + ImGuiErrorRecoveryState StackSizesInNewFrame; + ImGuiErrorRecoveryState*StackSizesInBeginForCurrentWindow; + int DebugDrawIdConflictsCount; + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + ImGuiTextIndex DebugLogIndex; + int DebugLogSkippedErrors; + ImGuiDebugLogFlags DebugLogAutoDisableFlags; + ImU8 DebugLogAutoDisableFrames; + ImU8 DebugLocateFrames; + bool DebugBreakInLocateId; + ImGuiKeyChord DebugBreakKeyChord; + ImS8 DebugBeginReturnValueCullDepth; + bool DebugItemPickerActive; + ImU8 DebugItemPickerMouseButton; + ImGuiID DebugItemPickerBreakId; + float DebugFlashStyleColorTime; + ImVec4 DebugFlashStyleColorBackup; + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiIDStackTool DebugIDStackTool; + ImGuiDebugAllocInfo DebugAllocInfo; + ImGuiDockNode* DebugHoveredDockNode; + float FramerateSecPerFrame[60]; + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; + int WantCaptureKeyboardNextFrame; + int WantTextInputNextFrame; + ImVector_char TempBuffer; + char TempKeychordName[64]; +}; +struct ImGuiWindowTempData +{ + ImVec2 CursorPos; + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; + ImVec2 CursorMaxPos; + ImVec2 IdealMaxPos; + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; + float PrevLineTextBaseOffset; + bool IsSameLine; + bool IsSetPos; + ImVec1 Indent; + ImVec1 ColumnsOffset; + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness; + ImGuiNavLayer NavLayerCurrent; + short NavLayersActiveMask; + short NavLayersActiveMaskNext; + bool NavIsScrollPushableX; + bool NavHideHighlightOneFrame; + bool NavWindowHasScrollY; + bool MenuBarAppending; + ImVec2 MenuBarOffset; + ImGuiMenuColumns MenuColumns; + int TreeDepth; + ImU32 TreeHasStackDataDepthMask; + ImVector_ImGuiWindowPtr ChildWindows; + ImGuiStorage* StateStorage; + ImGuiOldColumns* CurrentColumns; + int CurrentTableIdx; + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; + ImU32 ModalDimBgColor; + float ItemWidth; + float TextWrapPos; + ImVector_float ItemWidthStack; + ImVector_float TextWrapPosStack; +}; +typedef struct ImVector_ImGuiOldColumns {int Size;int Capacity;ImGuiOldColumns* Data;} ImVector_ImGuiOldColumns; + +struct ImGuiWindow +{ + ImGuiContext* Ctx; + char* Name; + ImGuiID ID; + ImGuiWindowFlags Flags, FlagsPreviousFrame; + ImGuiChildFlags ChildFlags; + ImGuiWindowClass WindowClass; + ImGuiViewportP* Viewport; + ImGuiID ViewportId; + ImVec2 ViewportPos; + int ViewportAllowPlatformMonitorExtend; + ImVec2 Pos; + ImVec2 Size; + ImVec2 SizeFull; + ImVec2 ContentSize; + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; + ImVec2 WindowPadding; + float WindowRounding; + float WindowBorderSize; + float TitleBarHeight, MenuBarHeight; + float DecoOuterSizeX1, DecoOuterSizeY1; + float DecoOuterSizeX2, DecoOuterSizeY2; + float DecoInnerSizeX1, DecoInnerSizeY1; + int NameBufLen; + ImGuiID MoveId; + ImGuiID TabId; + ImGuiID ChildId; + ImGuiID PopupId; + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; + ImVec2 ScrollTargetCenterRatio; + ImVec2 ScrollTargetEdgeSnapDist; + ImVec2 ScrollbarSizes; + bool ScrollbarX, ScrollbarY; + bool ViewportOwned; + bool Active; + bool WasActive; + bool WriteAccessed; + bool Collapsed; + bool WantCollapseToggle; + bool SkipItems; + bool SkipRefresh; + bool Appearing; + bool Hidden; + bool IsFallbackWindow; + bool IsExplicitChild; + bool HasCloseButton; + signed char ResizeBorderHovered; + signed char ResizeBorderHeld; + short BeginCount; + short BeginCountPreviousFrame; + short BeginOrderWithinParent; + short BeginOrderWithinContext; + short FocusOrder; + ImS8 AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; + ImS8 HiddenFramesCannotSkipItems; + ImS8 HiddenFramesForRenderOnly; + ImS8 DisableInputsFrames; + ImGuiCond SetWindowPosAllowFlags : 8; + ImGuiCond SetWindowSizeAllowFlags : 8; + ImGuiCond SetWindowCollapsedAllowFlags : 8; + ImGuiCond SetWindowDockAllowFlags : 8; + ImVec2 SetWindowPosVal; + ImVec2 SetWindowPosPivot; + ImVector_ImGuiID IDStack; + ImGuiWindowTempData DC; + ImRect OuterRectClipped; + ImRect InnerRect; + ImRect InnerClipRect; + ImRect WorkRect; + ImRect ParentWorkRect; + ImRect ClipRect; + ImRect ContentRegionRect; + ImVec2ih HitTestHoleSize; + ImVec2ih HitTestHoleOffset; + int LastFrameActive; + int LastFrameJustFocused; + float LastTimeActive; + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector_ImGuiOldColumns ColumnsStorage; + float FontWindowScale; + float FontDpiScale; + int SettingsOffset; + ImDrawList* DrawList; + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; + ImGuiWindow* RootWindowPopupTree; + ImGuiWindow* RootWindowDockTree; + ImGuiWindow* RootWindowForTitleBarHighlight; + ImGuiWindow* RootWindowForNav; + ImGuiWindow* ParentWindowForFocusRoute; + ImGuiWindow* NavLastChildNavWindow; + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; + ImRect NavRectRel[ImGuiNavLayer_COUNT]; + ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; + ImGuiID NavRootFocusScopeId; + int MemoryDrawListIdxCapacity; + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; + bool DockIsActive :1; + bool DockNodeIsVisible :1; + bool DockTabIsVisible :1; + bool DockTabWantClose :1; + short DockOrder; + ImGuiWindowDockStyle DockStyle; + ImGuiDockNode* DockNode; + ImGuiDockNode* DockNodeAsHost; + ImGuiID DockId; + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; +}; +typedef enum { + ImGuiTabBarFlags_DockNode = 1 << 20, + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22, +}ImGuiTabBarFlagsPrivate_; +typedef enum { + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, + ImGuiTabItemFlags_Button = 1 << 21, + ImGuiTabItemFlags_Unsorted = 1 << 22, +}ImGuiTabItemFlagsPrivate_; +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + ImGuiWindow* Window; + int LastFrameVisible; + int LastFrameSelected; + float Offset; + float Width; + float ContentWidth; + float RequestedWidth; + ImS32 NameOffset; + ImS16 BeginOrder; + ImS16 IndexDuringLayout; + bool WantClose; +}; +typedef struct ImVector_ImGuiTabItem {int Size;int Capacity;ImGuiTabItem* Data;} ImVector_ImGuiTabItem; + +struct ImGuiTabBar +{ + ImGuiWindow* Window; + ImVector_ImGuiTabItem Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; + ImGuiID SelectedTabId; + ImGuiID NextSelectedTabId; + ImGuiID VisibleTabId; + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; + float WidthAllTabs; + float WidthAllTabsIdeal; + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + float SeparatorMinX; + float SeparatorMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; + ImS16 TabsActiveCount; + ImS16 LastTabItemIdx; + float ItemSpacingY; + ImVec2 FramePadding; + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; +}; +typedef ImS16 ImGuiTableColumnIdx; +typedef ImU16 ImGuiTableDrawChannelIdx; +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; + float WidthGiven; + float MinX; + float MaxX; + float WidthRequest; + float WidthAuto; + float WidthMax; + float StretchWeight; + float InitStretchWeightOrWidth; + ImRect ClipRect; + ImGuiID UserID; + float WorkMinX; + float WorkMaxX; + float ItemWidth; + float ContentMaxXFrozen; + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx IndexWithinEnabledSet; + ImGuiTableColumnIdx PrevEnabledColumn; + ImGuiTableColumnIdx NextEnabledColumn; + ImGuiTableColumnIdx SortOrder; + ImGuiTableDrawChannelIdx DrawChannelCurrent; + ImGuiTableDrawChannelIdx DrawChannelFrozen; + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; + bool IsEnabled; + bool IsUserEnabled; + bool IsUserEnabledNextFrame; + bool IsVisibleX; + bool IsVisibleY; + bool IsRequestOutput; + bool IsSkipItems; + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; + ImU8 AutoFitQueue; + ImU8 CannotSkipItemsQueue; + ImU8 SortDirection : 2; + ImU8 SortDirectionsAvailCount : 2; + ImU8 SortDirectionsAvailMask : 4; + ImU8 SortDirectionsAvailList; +}; +typedef struct ImGuiTableCellData ImGuiTableCellData; +struct ImGuiTableCellData +{ + ImU32 BgColor; + ImGuiTableColumnIdx Column; +}; +struct ImGuiTableHeaderData +{ + ImGuiTableColumnIdx Index; + ImU32 TextColor; + ImU32 BgColor0; + ImU32 BgColor1; +}; +struct ImGuiTableInstanceData +{ + ImGuiID TableInstanceID; + float LastOuterHeight; + float LastTopHeadersRowHeight; + float LastFrozenHeight; + int HoveredRowLast; + int HoveredRowNext; +}; +typedef struct ImSpan_ImGuiTableColumn {ImGuiTableColumn* Data;ImGuiTableColumn* DataEnd;} ImSpan_ImGuiTableColumn; + +typedef struct ImSpan_ImGuiTableColumnIdx {ImGuiTableColumnIdx* Data;ImGuiTableColumnIdx* DataEnd;} ImSpan_ImGuiTableColumnIdx; + +typedef struct ImSpan_ImGuiTableCellData {ImGuiTableCellData* Data;ImGuiTableCellData* DataEnd;} ImSpan_ImGuiTableCellData; + +typedef struct ImVector_ImGuiTableInstanceData {int Size;int Capacity;ImGuiTableInstanceData* Data;} ImVector_ImGuiTableInstanceData; + +typedef struct ImVector_ImGuiTableColumnSortSpecs {int Size;int Capacity;ImGuiTableColumnSortSpecs* Data;} ImVector_ImGuiTableColumnSortSpecs; + +struct ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; + ImGuiTableTempData* TempData; + ImSpan_ImGuiTableColumn Columns; + ImSpan_ImGuiTableColumnIdx DisplayOrderToIndex; + ImSpan_ImGuiTableCellData RowCellData; + ImBitArrayPtr EnabledMaskByDisplayOrder; + ImBitArrayPtr EnabledMaskByIndex; + ImBitArrayPtr VisibleMaskByIndex; + ImGuiTableFlags SettingsLoadedFlags; + int SettingsOffset; + int LastFrameActive; + int ColumnsCount; + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; + ImS16 InstanceInteracted; + float RowPosY1; + float RowPosY2; + float RowMinHeight; + float RowCellPaddingY; + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; + ImU32 RowBgColor[2]; + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; + float CellSpacingX1; + float CellSpacingX2; + float InnerWidth; + float ColumnsGivenWidth; + float ColumnsAutoFitWidth; + float ColumnsStretchSumWeights; + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; + float RefScale; + float AngledHeadersHeight; + float AngledHeadersSlope; + ImRect OuterRect; + ImRect InnerRect; + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; + ImRect Bg0ClipRectForDrawCmd; + ImRect Bg2ClipRectForDrawCmd; + ImRect HostClipRect; + ImRect HostBackupInnerClipRect; + ImGuiWindow* OuterWindow; + ImGuiWindow* InnerWindow; + ImGuiTextBuffer ColumnsNames; + ImDrawListSplitter* DrawSplitter; + ImGuiTableInstanceData InstanceDataFirst; + ImVector_ImGuiTableInstanceData InstanceDataExtra; + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector_ImGuiTableColumnSortSpecs SortSpecsMulti; + ImGuiTableSortSpecs SortSpecs; + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; + ImGuiTableColumnIdx ColumnsEnabledFixedCount; + ImGuiTableColumnIdx DeclColumnsCount; + ImGuiTableColumnIdx AngledHeadersCount; + ImGuiTableColumnIdx HoveredColumnBody; + ImGuiTableColumnIdx HoveredColumnBorder; + ImGuiTableColumnIdx HighlightColumnHeader; + ImGuiTableColumnIdx AutoFitSingleColumn; + ImGuiTableColumnIdx ResizedColumn; + ImGuiTableColumnIdx LastResizedColumn; + ImGuiTableColumnIdx HeldHeaderColumn; + ImGuiTableColumnIdx ReorderColumn; + ImGuiTableColumnIdx ReorderColumnDir; + ImGuiTableColumnIdx LeftMostEnabledColumn; + ImGuiTableColumnIdx RightMostEnabledColumn; + ImGuiTableColumnIdx LeftMostStretchedColumn; + ImGuiTableColumnIdx RightMostStretchedColumn; + ImGuiTableColumnIdx ContextPopupColumn; + ImGuiTableColumnIdx FreezeRowsRequest; + ImGuiTableColumnIdx FreezeRowsCount; + ImGuiTableColumnIdx FreezeColumnsRequest; + ImGuiTableColumnIdx FreezeColumnsCount; + ImGuiTableColumnIdx RowCellDataCurrent; + ImGuiTableDrawChannelIdx DummyDrawChannel; + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + bool IsLayoutLocked; + bool IsInsideRow; + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; + bool IsContextPopupOpen; + bool DisableDefaultContextMenu; + bool IsSettingsRequestLoad; + bool IsSettingsDirty; + bool IsDefaultDisplayOrder; + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; + bool IsDefaultSizingPolicy; + bool IsActiveIdAliveBeforeTable; + bool IsActiveIdInTable; + bool HasScrollbarYCurr; + bool HasScrollbarYPrev; + bool MemoryCompacted; + bool HostSkipItems; +}; +typedef struct ImVector_ImGuiTableHeaderData {int Size;int Capacity;ImGuiTableHeaderData* Data;} ImVector_ImGuiTableHeaderData; + +struct ImGuiTableTempData +{ + int TableIndex; + float LastTimeActive; + float AngledHeadersExtraWidth; + ImVector_ImGuiTableHeaderData AngledHeadersRequests; + ImVec2 UserOuterSize; + ImDrawListSplitter DrawSplitter; + ImRect HostBackupWorkRect; + ImRect HostBackupParentWorkRect; + ImVec2 HostBackupPrevLineSize; + ImVec2 HostBackupCurrLineSize; + ImVec2 HostBackupCursorMaxPos; + ImVec1 HostBackupColumnsOffset; + float HostBackupItemWidth; + int HostBackupItemWidthStackSize; +}; +typedef struct ImGuiTableColumnSettings ImGuiTableColumnSettings; +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImU8 IsEnabled : 1; + ImU8 IsStretch : 1; +}; +struct ImGuiTableSettings +{ + ImGuiID ID; + ImGuiTableFlags SaveFlags; + float RefScale; + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; + bool WantApply; +}; +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; +#ifdef IMGUI_ENABLE_FREETYPE +struct ImFontAtlas; +struct ImFontBuilderIO; +typedef enum { + ImGuiFreeTypeBuilderFlags_NoHinting = 1 << 0, + ImGuiFreeTypeBuilderFlags_NoAutoHint = 1 << 1, + ImGuiFreeTypeBuilderFlags_ForceAutoHint = 1 << 2, + ImGuiFreeTypeBuilderFlags_LightHinting = 1 << 3, + ImGuiFreeTypeBuilderFlags_MonoHinting = 1 << 4, + ImGuiFreeTypeBuilderFlags_Bold = 1 << 5, + ImGuiFreeTypeBuilderFlags_Oblique = 1 << 6, + ImGuiFreeTypeBuilderFlags_Monochrome = 1 << 7, + ImGuiFreeTypeBuilderFlags_LoadColor = 1 << 8, + ImGuiFreeTypeBuilderFlags_Bitmap = 1 << 9 +}ImGuiFreeTypeBuilderFlags; +#endif +#define IMGUI_HAS_DOCK 1 + +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) + +#else +struct GLFWwindow; +struct SDL_Window; +typedef union SDL_Event SDL_Event; +#endif // CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +#ifndef CIMGUI_DEFINE_ENUMS_AND_STRUCTS +typedef struct ImGuiTextFilter::ImGuiTextRange ImGuiTextRange; +typedef ImStb::STB_TexteditState STB_TexteditState; +typedef ImChunkStream ImChunkStream_ImGuiTableSettings; +typedef ImChunkStream ImChunkStream_ImGuiWindowSettings; +typedef ImPool ImPool_ImGuiMultiSelectState; +typedef ImPool ImPool_ImGuiTabBar; +typedef ImPool ImPool_ImGuiTable; +typedef ImSpan ImSpan_ImGuiTableCellData; +typedef ImSpan ImSpan_ImGuiTableColumn; +typedef ImSpan ImSpan_ImGuiTableColumnIdx; +typedef ImVector ImVector_ImDrawChannel; +typedef ImVector ImVector_ImDrawCmd; +typedef ImVector ImVector_ImDrawIdx; +typedef ImVector ImVector_ImDrawListPtr; +typedef ImVector ImVector_ImDrawVert; +typedef ImVector ImVector_ImFontPtr; +typedef ImVector ImVector_ImFontAtlasCustomRect; +typedef ImVector ImVector_ImFontConfig; +typedef ImVector ImVector_ImFontGlyph; +typedef ImVector ImVector_ImGuiColorMod; +typedef ImVector ImVector_ImGuiContextHook; +typedef ImVector ImVector_ImGuiDockNodeSettings; +typedef ImVector ImVector_ImGuiDockRequest; +typedef ImVector ImVector_ImGuiFocusScopeData; +typedef ImVector ImVector_ImGuiGroupData; +typedef ImVector ImVector_ImGuiID; +typedef ImVector ImVector_ImGuiInputEvent; +typedef ImVector ImVector_ImGuiItemFlags; +typedef ImVector ImVector_ImGuiKeyRoutingData; +typedef ImVector ImVector_ImGuiListClipperData; +typedef ImVector ImVector_ImGuiListClipperRange; +typedef ImVector ImVector_ImGuiMultiSelectTempData; +typedef ImVector ImVector_ImGuiOldColumnData; +typedef ImVector ImVector_ImGuiOldColumns; +typedef ImVector ImVector_ImGuiPlatformMonitor; +typedef ImVector ImVector_ImGuiPopupData; +typedef ImVector ImVector_ImGuiPtrOrIndex; +typedef ImVector ImVector_ImGuiSelectionRequest; +typedef ImVector ImVector_ImGuiSettingsHandler; +typedef ImVector ImVector_ImGuiShrinkWidthItem; +typedef ImVector ImVector_ImGuiStackLevelInfo; +typedef ImVector ImVector_ImGuiStoragePair; +typedef ImVector ImVector_ImGuiStyleMod; +typedef ImVector ImVector_ImGuiTabItem; +typedef ImVector ImVector_ImGuiTableColumnSortSpecs; +typedef ImVector ImVector_ImGuiTableHeaderData; +typedef ImVector ImVector_ImGuiTableInstanceData; +typedef ImVector ImVector_ImGuiTableTempData; +typedef ImVector ImVector_ImGuiTextRange; +typedef ImVector ImVector_ImGuiTreeNodeStackData; +typedef ImVector ImVector_ImGuiViewportPtr; +typedef ImVector ImVector_ImGuiViewportPPtr; +typedef ImVector ImVector_ImGuiWindowPtr; +typedef ImVector ImVector_ImGuiWindowStackData; +typedef ImVector ImVector_ImTextureID; +typedef ImVector ImVector_ImU32; +typedef ImVector ImVector_ImU8; +typedef ImVector ImVector_ImVec2; +typedef ImVector ImVector_ImVec4; +typedef ImVector ImVector_ImWchar; +typedef ImVector ImVector_char; +typedef ImVector ImVector_const_charPtr; +typedef ImVector ImVector_float; +typedef ImVector ImVector_int; +typedef ImVector ImVector_unsigned_char; +#endif //CIMGUI_DEFINE_ENUMS_AND_STRUCTS +CIMGUI_API ImVec2* ImVec2_ImVec2_Nil(void); +CIMGUI_API void ImVec2_destroy(ImVec2* self); +CIMGUI_API ImVec2* ImVec2_ImVec2_Float(float _x,float _y); +CIMGUI_API ImVec4* ImVec4_ImVec4_Nil(void); +CIMGUI_API void ImVec4_destroy(ImVec4* self); +CIMGUI_API ImVec4* ImVec4_ImVec4_Float(float _x,float _y,float _z,float _w); +CIMGUI_API ImGuiContext* igCreateContext(ImFontAtlas* shared_font_atlas); +CIMGUI_API void igDestroyContext(ImGuiContext* ctx); +CIMGUI_API ImGuiContext* igGetCurrentContext(void); +CIMGUI_API void igSetCurrentContext(ImGuiContext* ctx); +CIMGUI_API ImGuiIO* igGetIO(void); +CIMGUI_API ImGuiPlatformIO* igGetPlatformIO(void); +CIMGUI_API ImGuiStyle* igGetStyle(void); +CIMGUI_API void igNewFrame(void); +CIMGUI_API void igEndFrame(void); +CIMGUI_API void igRender(void); +CIMGUI_API ImDrawData* igGetDrawData(void); +CIMGUI_API void igShowDemoWindow(bool* p_open); +CIMGUI_API void igShowMetricsWindow(bool* p_open); +CIMGUI_API void igShowDebugLogWindow(bool* p_open); +CIMGUI_API void igShowIDStackToolWindow(bool* p_open); +CIMGUI_API void igShowAboutWindow(bool* p_open); +CIMGUI_API void igShowStyleEditor(ImGuiStyle* ref); +CIMGUI_API bool igShowStyleSelector(const char* label); +CIMGUI_API void igShowFontSelector(const char* label); +CIMGUI_API void igShowUserGuide(void); +CIMGUI_API const char* igGetVersion(void); +CIMGUI_API void igStyleColorsDark(ImGuiStyle* dst); +CIMGUI_API void igStyleColorsLight(ImGuiStyle* dst); +CIMGUI_API void igStyleColorsClassic(ImGuiStyle* dst); +CIMGUI_API bool igBegin(const char* name,bool* p_open,ImGuiWindowFlags flags); +CIMGUI_API void igEnd(void); +CIMGUI_API bool igBeginChild_Str(const char* str_id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginChild_ID(ImGuiID id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags); +CIMGUI_API void igEndChild(void); +CIMGUI_API bool igIsWindowAppearing(void); +CIMGUI_API bool igIsWindowCollapsed(void); +CIMGUI_API bool igIsWindowFocused(ImGuiFocusedFlags flags); +CIMGUI_API bool igIsWindowHovered(ImGuiHoveredFlags flags); +CIMGUI_API ImDrawList* igGetWindowDrawList(void); +CIMGUI_API float igGetWindowDpiScale(void); +CIMGUI_API void igGetWindowPos(ImVec2 *pOut); +CIMGUI_API void igGetWindowSize(ImVec2 *pOut); +CIMGUI_API float igGetWindowWidth(void); +CIMGUI_API float igGetWindowHeight(void); +CIMGUI_API ImGuiViewport* igGetWindowViewport(void); +CIMGUI_API void igSetNextWindowPos(const ImVec2 pos,ImGuiCond cond,const ImVec2 pivot); +CIMGUI_API void igSetNextWindowSize(const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetNextWindowSizeConstraints(const ImVec2 size_min,const ImVec2 size_max,ImGuiSizeCallback custom_callback,void* custom_callback_data); +CIMGUI_API void igSetNextWindowContentSize(const ImVec2 size); +CIMGUI_API void igSetNextWindowCollapsed(bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetNextWindowFocus(void); +CIMGUI_API void igSetNextWindowScroll(const ImVec2 scroll); +CIMGUI_API void igSetNextWindowBgAlpha(float alpha); +CIMGUI_API void igSetNextWindowViewport(ImGuiID viewport_id); +CIMGUI_API void igSetWindowPos_Vec2(const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_Vec2(const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_Bool(bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowFocus_Nil(void); +CIMGUI_API void igSetWindowFontScale(float scale); +CIMGUI_API void igSetWindowPos_Str(const char* name,const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_Str(const char* name,const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_Str(const char* name,bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowFocus_Str(const char* name); +CIMGUI_API float igGetScrollX(void); +CIMGUI_API float igGetScrollY(void); +CIMGUI_API void igSetScrollX_Float(float scroll_x); +CIMGUI_API void igSetScrollY_Float(float scroll_y); +CIMGUI_API float igGetScrollMaxX(void); +CIMGUI_API float igGetScrollMaxY(void); +CIMGUI_API void igSetScrollHereX(float center_x_ratio); +CIMGUI_API void igSetScrollHereY(float center_y_ratio); +CIMGUI_API void igSetScrollFromPosX_Float(float local_x,float center_x_ratio); +CIMGUI_API void igSetScrollFromPosY_Float(float local_y,float center_y_ratio); +CIMGUI_API void igPushFont(ImFont* font); +CIMGUI_API void igPopFont(void); +CIMGUI_API void igPushStyleColor_U32(ImGuiCol idx,ImU32 col); +CIMGUI_API void igPushStyleColor_Vec4(ImGuiCol idx,const ImVec4 col); +CIMGUI_API void igPopStyleColor(int count); +CIMGUI_API void igPushStyleVar_Float(ImGuiStyleVar idx,float val); +CIMGUI_API void igPushStyleVar_Vec2(ImGuiStyleVar idx,const ImVec2 val); +CIMGUI_API void igPushStyleVarX(ImGuiStyleVar idx,float val_x); +CIMGUI_API void igPushStyleVarY(ImGuiStyleVar idx,float val_y); +CIMGUI_API void igPopStyleVar(int count); +CIMGUI_API void igPushItemFlag(ImGuiItemFlags option,bool enabled); +CIMGUI_API void igPopItemFlag(void); +CIMGUI_API void igPushItemWidth(float item_width); +CIMGUI_API void igPopItemWidth(void); +CIMGUI_API void igSetNextItemWidth(float item_width); +CIMGUI_API float igCalcItemWidth(void); +CIMGUI_API void igPushTextWrapPos(float wrap_local_pos_x); +CIMGUI_API void igPopTextWrapPos(void); +CIMGUI_API ImFont* igGetFont(void); +CIMGUI_API float igGetFontSize(void); +CIMGUI_API void igGetFontTexUvWhitePixel(ImVec2 *pOut); +CIMGUI_API ImU32 igGetColorU32_Col(ImGuiCol idx,float alpha_mul); +CIMGUI_API ImU32 igGetColorU32_Vec4(const ImVec4 col); +CIMGUI_API ImU32 igGetColorU32_U32(ImU32 col,float alpha_mul); +CIMGUI_API const ImVec4* igGetStyleColorVec4(ImGuiCol idx); +CIMGUI_API void igGetCursorScreenPos(ImVec2 *pOut); +CIMGUI_API void igSetCursorScreenPos(const ImVec2 pos); +CIMGUI_API void igGetContentRegionAvail(ImVec2 *pOut); +CIMGUI_API void igGetCursorPos(ImVec2 *pOut); +CIMGUI_API float igGetCursorPosX(void); +CIMGUI_API float igGetCursorPosY(void); +CIMGUI_API void igSetCursorPos(const ImVec2 local_pos); +CIMGUI_API void igSetCursorPosX(float local_x); +CIMGUI_API void igSetCursorPosY(float local_y); +CIMGUI_API void igGetCursorStartPos(ImVec2 *pOut); +CIMGUI_API void igSeparator(void); +CIMGUI_API void igSameLine(float offset_from_start_x,float spacing); +CIMGUI_API void igNewLine(void); +CIMGUI_API void igSpacing(void); +CIMGUI_API void igDummy(const ImVec2 size); +CIMGUI_API void igIndent(float indent_w); +CIMGUI_API void igUnindent(float indent_w); +CIMGUI_API void igBeginGroup(void); +CIMGUI_API void igEndGroup(void); +CIMGUI_API void igAlignTextToFramePadding(void); +CIMGUI_API float igGetTextLineHeight(void); +CIMGUI_API float igGetTextLineHeightWithSpacing(void); +CIMGUI_API float igGetFrameHeight(void); +CIMGUI_API float igGetFrameHeightWithSpacing(void); +CIMGUI_API void igPushID_Str(const char* str_id); +CIMGUI_API void igPushID_StrStr(const char* str_id_begin,const char* str_id_end); +CIMGUI_API void igPushID_Ptr(const void* ptr_id); +CIMGUI_API void igPushID_Int(int int_id); +CIMGUI_API void igPopID(void); +CIMGUI_API ImGuiID igGetID_Str(const char* str_id); +CIMGUI_API ImGuiID igGetID_StrStr(const char* str_id_begin,const char* str_id_end); +CIMGUI_API ImGuiID igGetID_Ptr(const void* ptr_id); +CIMGUI_API ImGuiID igGetID_Int(int int_id); +CIMGUI_API void igTextUnformatted(const char* text,const char* text_end); +CIMGUI_API void igText(const char* fmt,...); +CIMGUI_API void igTextV(const char* fmt,va_list args); +CIMGUI_API void igTextColored(const ImVec4 col,const char* fmt,...); +CIMGUI_API void igTextColoredV(const ImVec4 col,const char* fmt,va_list args); +CIMGUI_API void igTextDisabled(const char* fmt,...); +CIMGUI_API void igTextDisabledV(const char* fmt,va_list args); +CIMGUI_API void igTextWrapped(const char* fmt,...); +CIMGUI_API void igTextWrappedV(const char* fmt,va_list args); +CIMGUI_API void igLabelText(const char* label,const char* fmt,...); +CIMGUI_API void igLabelTextV(const char* label,const char* fmt,va_list args); +CIMGUI_API void igBulletText(const char* fmt,...); +CIMGUI_API void igBulletTextV(const char* fmt,va_list args); +CIMGUI_API void igSeparatorText(const char* label); +CIMGUI_API bool igButton(const char* label,const ImVec2 size); +CIMGUI_API bool igSmallButton(const char* label); +CIMGUI_API bool igInvisibleButton(const char* str_id,const ImVec2 size,ImGuiButtonFlags flags); +CIMGUI_API bool igArrowButton(const char* str_id,ImGuiDir dir); +CIMGUI_API bool igCheckbox(const char* label,bool* v); +CIMGUI_API bool igCheckboxFlags_IntPtr(const char* label,int* flags,int flags_value); +CIMGUI_API bool igCheckboxFlags_UintPtr(const char* label,unsigned int* flags,unsigned int flags_value); +CIMGUI_API bool igRadioButton_Bool(const char* label,bool active); +CIMGUI_API bool igRadioButton_IntPtr(const char* label,int* v,int v_button); +CIMGUI_API void igProgressBar(float fraction,const ImVec2 size_arg,const char* overlay); +CIMGUI_API void igBullet(void); +CIMGUI_API bool igTextLink(const char* label); +CIMGUI_API void igTextLinkOpenURL(const char* label,const char* url); +CIMGUI_API void igImage(ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 tint_col,const ImVec4 border_col); +CIMGUI_API bool igImageButton(const char* str_id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col); +CIMGUI_API bool igBeginCombo(const char* label,const char* preview_value,ImGuiComboFlags flags); +CIMGUI_API void igEndCombo(void); +CIMGUI_API bool igCombo_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int popup_max_height_in_items); +CIMGUI_API bool igCombo_Str(const char* label,int* current_item,const char* items_separated_by_zeros,int popup_max_height_in_items); +CIMGUI_API bool igCombo_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int popup_max_height_in_items); +CIMGUI_API bool igDragFloat(const char* label,float* v,float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat2(const char* label,float v[2],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat3(const char* label,float v[3],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat4(const char* label,float v[4],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloatRange2(const char* label,float* v_current_min,float* v_current_max,float v_speed,float v_min,float v_max,const char* format,const char* format_max,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt(const char* label,int* v,float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt2(const char* label,int v[2],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt3(const char* label,int v[3],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt4(const char* label,int v[4],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragIntRange2(const char* label,int* v_current_min,int* v_current_max,float v_speed,int v_min,int v_max,const char* format,const char* format_max,ImGuiSliderFlags flags); +CIMGUI_API bool igDragScalar(const char* label,ImGuiDataType data_type,void* p_data,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat(const char* label,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat2(const char* label,float v[2],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat3(const char* label,float v[3],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat4(const char* label,float v[4],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderAngle(const char* label,float* v_rad,float v_degrees_min,float v_degrees_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt(const char* label,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt2(const char* label,int v[2],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt3(const char* label,int v[3],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt4(const char* label,int v[4],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderFloat(const char* label,const ImVec2 size,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderInt(const char* label,const ImVec2 size,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderScalar(const char* label,const ImVec2 size,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igInputText(const char* label,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputTextMultiline(const char* label,char* buf,size_t buf_size,const ImVec2 size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputTextWithHint(const char* label,const char* hint,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputFloat(const char* label,float* v,float step,float step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat2(const char* label,float v[2],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat3(const char* label,float v[3],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat4(const char* label,float v[4],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt(const char* label,int* v,int step,int step_fast,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt2(const char* label,int v[2],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt3(const char* label,int v[3],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt4(const char* label,int v[4],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputDouble(const char* label,double* v,double step,double step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igColorEdit3(const char* label,float col[3],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorEdit4(const char* label,float col[4],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorPicker3(const char* label,float col[3],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorPicker4(const char* label,float col[4],ImGuiColorEditFlags flags,const float* ref_col); +CIMGUI_API bool igColorButton(const char* desc_id,const ImVec4 col,ImGuiColorEditFlags flags,const ImVec2 size); +CIMGUI_API void igSetColorEditOptions(ImGuiColorEditFlags flags); +CIMGUI_API bool igTreeNode_Str(const char* label); +CIMGUI_API bool igTreeNode_StrStr(const char* str_id,const char* fmt,...); +CIMGUI_API bool igTreeNode_Ptr(const void* ptr_id,const char* fmt,...); +CIMGUI_API bool igTreeNodeV_Str(const char* str_id,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeV_Ptr(const void* ptr_id,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeEx_Str(const char* label,ImGuiTreeNodeFlags flags); +CIMGUI_API bool igTreeNodeEx_StrStr(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,...); +CIMGUI_API bool igTreeNodeEx_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,...); +CIMGUI_API bool igTreeNodeExV_Str(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeExV_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args); +CIMGUI_API void igTreePush_Str(const char* str_id); +CIMGUI_API void igTreePush_Ptr(const void* ptr_id); +CIMGUI_API void igTreePop(void); +CIMGUI_API float igGetTreeNodeToLabelSpacing(void); +CIMGUI_API bool igCollapsingHeader_TreeNodeFlags(const char* label,ImGuiTreeNodeFlags flags); +CIMGUI_API bool igCollapsingHeader_BoolPtr(const char* label,bool* p_visible,ImGuiTreeNodeFlags flags); +CIMGUI_API void igSetNextItemOpen(bool is_open,ImGuiCond cond); +CIMGUI_API void igSetNextItemStorageID(ImGuiID storage_id); +CIMGUI_API bool igSelectable_Bool(const char* label,bool selected,ImGuiSelectableFlags flags,const ImVec2 size); +CIMGUI_API bool igSelectable_BoolPtr(const char* label,bool* p_selected,ImGuiSelectableFlags flags,const ImVec2 size); +CIMGUI_API ImGuiMultiSelectIO* igBeginMultiSelect(ImGuiMultiSelectFlags flags,int selection_size,int items_count); +CIMGUI_API ImGuiMultiSelectIO* igEndMultiSelect(void); +CIMGUI_API void igSetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); +CIMGUI_API bool igIsItemToggledSelection(void); +CIMGUI_API bool igBeginListBox(const char* label,const ImVec2 size); +CIMGUI_API void igEndListBox(void); +CIMGUI_API bool igListBox_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int height_in_items); +CIMGUI_API bool igListBox_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int height_in_items); +CIMGUI_API void igPlotLines_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride); +CIMGUI_API void igPlotLines_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size); +CIMGUI_API void igPlotHistogram_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride); +CIMGUI_API void igPlotHistogram_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size); +CIMGUI_API void igValue_Bool(const char* prefix,bool b); +CIMGUI_API void igValue_Int(const char* prefix,int v); +CIMGUI_API void igValue_Uint(const char* prefix,unsigned int v); +CIMGUI_API void igValue_Float(const char* prefix,float v,const char* float_format); +CIMGUI_API bool igBeginMenuBar(void); +CIMGUI_API void igEndMenuBar(void); +CIMGUI_API bool igBeginMainMenuBar(void); +CIMGUI_API void igEndMainMenuBar(void); +CIMGUI_API bool igBeginMenu(const char* label,bool enabled); +CIMGUI_API void igEndMenu(void); +CIMGUI_API bool igMenuItem_Bool(const char* label,const char* shortcut,bool selected,bool enabled); +CIMGUI_API bool igMenuItem_BoolPtr(const char* label,const char* shortcut,bool* p_selected,bool enabled); +CIMGUI_API bool igBeginTooltip(void); +CIMGUI_API void igEndTooltip(void); +CIMGUI_API void igSetTooltip(const char* fmt,...); +CIMGUI_API void igSetTooltipV(const char* fmt,va_list args); +CIMGUI_API bool igBeginItemTooltip(void); +CIMGUI_API void igSetItemTooltip(const char* fmt,...); +CIMGUI_API void igSetItemTooltipV(const char* fmt,va_list args); +CIMGUI_API bool igBeginPopup(const char* str_id,ImGuiWindowFlags flags); +CIMGUI_API bool igBeginPopupModal(const char* name,bool* p_open,ImGuiWindowFlags flags); +CIMGUI_API void igEndPopup(void); +CIMGUI_API void igOpenPopup_Str(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igOpenPopup_ID(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igOpenPopupOnItemClick(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igCloseCurrentPopup(void); +CIMGUI_API bool igBeginPopupContextItem(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igBeginPopupContextWindow(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igBeginPopupContextVoid(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igIsPopupOpen_Str(const char* str_id,ImGuiPopupFlags flags); +CIMGUI_API bool igBeginTable(const char* str_id,int columns,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width); +CIMGUI_API void igEndTable(void); +CIMGUI_API void igTableNextRow(ImGuiTableRowFlags row_flags,float min_row_height); +CIMGUI_API bool igTableNextColumn(void); +CIMGUI_API bool igTableSetColumnIndex(int column_n); +CIMGUI_API void igTableSetupColumn(const char* label,ImGuiTableColumnFlags flags,float init_width_or_weight,ImGuiID user_id); +CIMGUI_API void igTableSetupScrollFreeze(int cols,int rows); +CIMGUI_API void igTableHeader(const char* label); +CIMGUI_API void igTableHeadersRow(void); +CIMGUI_API void igTableAngledHeadersRow(void); +CIMGUI_API ImGuiTableSortSpecs* igTableGetSortSpecs(void); +CIMGUI_API int igTableGetColumnCount(void); +CIMGUI_API int igTableGetColumnIndex(void); +CIMGUI_API int igTableGetRowIndex(void); +CIMGUI_API const char* igTableGetColumnName_Int(int column_n); +CIMGUI_API ImGuiTableColumnFlags igTableGetColumnFlags(int column_n); +CIMGUI_API void igTableSetColumnEnabled(int column_n,bool v); +CIMGUI_API int igTableGetHoveredColumn(void); +CIMGUI_API void igTableSetBgColor(ImGuiTableBgTarget target,ImU32 color,int column_n); +CIMGUI_API void igColumns(int count,const char* id,bool borders); +CIMGUI_API void igNextColumn(void); +CIMGUI_API int igGetColumnIndex(void); +CIMGUI_API float igGetColumnWidth(int column_index); +CIMGUI_API void igSetColumnWidth(int column_index,float width); +CIMGUI_API float igGetColumnOffset(int column_index); +CIMGUI_API void igSetColumnOffset(int column_index,float offset_x); +CIMGUI_API int igGetColumnsCount(void); +CIMGUI_API bool igBeginTabBar(const char* str_id,ImGuiTabBarFlags flags); +CIMGUI_API void igEndTabBar(void); +CIMGUI_API bool igBeginTabItem(const char* label,bool* p_open,ImGuiTabItemFlags flags); +CIMGUI_API void igEndTabItem(void); +CIMGUI_API bool igTabItemButton(const char* label,ImGuiTabItemFlags flags); +CIMGUI_API void igSetTabItemClosed(const char* tab_or_docked_window_label); +CIMGUI_API ImGuiID igDockSpace(ImGuiID dockspace_id,const ImVec2 size,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class); +CIMGUI_API ImGuiID igDockSpaceOverViewport(ImGuiID dockspace_id,const ImGuiViewport* viewport,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class); +CIMGUI_API void igSetNextWindowDockID(ImGuiID dock_id,ImGuiCond cond); +CIMGUI_API void igSetNextWindowClass(const ImGuiWindowClass* window_class); +CIMGUI_API ImGuiID igGetWindowDockID(void); +CIMGUI_API bool igIsWindowDocked(void); +CIMGUI_API void igLogToTTY(int auto_open_depth); +CIMGUI_API void igLogToFile(int auto_open_depth,const char* filename); +CIMGUI_API void igLogToClipboard(int auto_open_depth); +CIMGUI_API void igLogFinish(void); +CIMGUI_API void igLogButtons(void); +CIMGUI_API void igLogTextV(const char* fmt,va_list args); +CIMGUI_API bool igBeginDragDropSource(ImGuiDragDropFlags flags); +CIMGUI_API bool igSetDragDropPayload(const char* type,const void* data,size_t sz,ImGuiCond cond); +CIMGUI_API void igEndDragDropSource(void); +CIMGUI_API bool igBeginDragDropTarget(void); +CIMGUI_API const ImGuiPayload* igAcceptDragDropPayload(const char* type,ImGuiDragDropFlags flags); +CIMGUI_API void igEndDragDropTarget(void); +CIMGUI_API const ImGuiPayload* igGetDragDropPayload(void); +CIMGUI_API void igBeginDisabled(bool disabled); +CIMGUI_API void igEndDisabled(void); +CIMGUI_API void igPushClipRect(const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect); +CIMGUI_API void igPopClipRect(void); +CIMGUI_API void igSetItemDefaultFocus(void); +CIMGUI_API void igSetKeyboardFocusHere(int offset); +CIMGUI_API void igSetNavCursorVisible(bool visible); +CIMGUI_API void igSetNextItemAllowOverlap(void); +CIMGUI_API bool igIsItemHovered(ImGuiHoveredFlags flags); +CIMGUI_API bool igIsItemActive(void); +CIMGUI_API bool igIsItemFocused(void); +CIMGUI_API bool igIsItemClicked(ImGuiMouseButton mouse_button); +CIMGUI_API bool igIsItemVisible(void); +CIMGUI_API bool igIsItemEdited(void); +CIMGUI_API bool igIsItemActivated(void); +CIMGUI_API bool igIsItemDeactivated(void); +CIMGUI_API bool igIsItemDeactivatedAfterEdit(void); +CIMGUI_API bool igIsItemToggledOpen(void); +CIMGUI_API bool igIsAnyItemHovered(void); +CIMGUI_API bool igIsAnyItemActive(void); +CIMGUI_API bool igIsAnyItemFocused(void); +CIMGUI_API ImGuiID igGetItemID(void); +CIMGUI_API void igGetItemRectMin(ImVec2 *pOut); +CIMGUI_API void igGetItemRectMax(ImVec2 *pOut); +CIMGUI_API void igGetItemRectSize(ImVec2 *pOut); +CIMGUI_API ImGuiViewport* igGetMainViewport(void); +CIMGUI_API ImDrawList* igGetBackgroundDrawList(ImGuiViewport* viewport); +CIMGUI_API ImDrawList* igGetForegroundDrawList_ViewportPtr(ImGuiViewport* viewport); +CIMGUI_API bool igIsRectVisible_Nil(const ImVec2 size); +CIMGUI_API bool igIsRectVisible_Vec2(const ImVec2 rect_min,const ImVec2 rect_max); +CIMGUI_API double igGetTime(void); +CIMGUI_API int igGetFrameCount(void); +CIMGUI_API ImDrawListSharedData* igGetDrawListSharedData(void); +CIMGUI_API const char* igGetStyleColorName(ImGuiCol idx); +CIMGUI_API void igSetStateStorage(ImGuiStorage* storage); +CIMGUI_API ImGuiStorage* igGetStateStorage(void); +CIMGUI_API void igCalcTextSize(ImVec2 *pOut,const char* text,const char* text_end,bool hide_text_after_double_hash,float wrap_width); +CIMGUI_API void igColorConvertU32ToFloat4(ImVec4 *pOut,ImU32 in); +CIMGUI_API ImU32 igColorConvertFloat4ToU32(const ImVec4 in); +CIMGUI_API void igColorConvertRGBtoHSV(float r,float g,float b,float* out_h,float* out_s,float* out_v); +CIMGUI_API void igColorConvertHSVtoRGB(float h,float s,float v,float* out_r,float* out_g,float* out_b); +CIMGUI_API bool igIsKeyDown_Nil(ImGuiKey key); +CIMGUI_API bool igIsKeyPressed_Bool(ImGuiKey key,bool repeat); +CIMGUI_API bool igIsKeyReleased_Nil(ImGuiKey key); +CIMGUI_API bool igIsKeyChordPressed_Nil(ImGuiKeyChord key_chord); +CIMGUI_API int igGetKeyPressedAmount(ImGuiKey key,float repeat_delay,float rate); +CIMGUI_API const char* igGetKeyName(ImGuiKey key); +CIMGUI_API void igSetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); +CIMGUI_API bool igShortcut_Nil(ImGuiKeyChord key_chord,ImGuiInputFlags flags); +CIMGUI_API void igSetNextItemShortcut(ImGuiKeyChord key_chord,ImGuiInputFlags flags); +CIMGUI_API void igSetItemKeyOwner_Nil(ImGuiKey key); +CIMGUI_API bool igIsMouseDown_Nil(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseClicked_Bool(ImGuiMouseButton button,bool repeat); +CIMGUI_API bool igIsMouseReleased_Nil(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseDoubleClicked_Nil(ImGuiMouseButton button); +CIMGUI_API int igGetMouseClickedCount(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseHoveringRect(const ImVec2 r_min,const ImVec2 r_max,bool clip); +CIMGUI_API bool igIsMousePosValid(const ImVec2* mouse_pos); +CIMGUI_API bool igIsAnyMouseDown(void); +CIMGUI_API void igGetMousePos(ImVec2 *pOut); +CIMGUI_API void igGetMousePosOnOpeningCurrentPopup(ImVec2 *pOut); +CIMGUI_API bool igIsMouseDragging(ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igGetMouseDragDelta(ImVec2 *pOut,ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igResetMouseDragDelta(ImGuiMouseButton button); +CIMGUI_API ImGuiMouseCursor igGetMouseCursor(void); +CIMGUI_API void igSetMouseCursor(ImGuiMouseCursor cursor_type); +CIMGUI_API void igSetNextFrameWantCaptureMouse(bool want_capture_mouse); +CIMGUI_API const char* igGetClipboardText(void); +CIMGUI_API void igSetClipboardText(const char* text); +CIMGUI_API void igLoadIniSettingsFromDisk(const char* ini_filename); +CIMGUI_API void igLoadIniSettingsFromMemory(const char* ini_data,size_t ini_size); +CIMGUI_API void igSaveIniSettingsToDisk(const char* ini_filename); +CIMGUI_API const char* igSaveIniSettingsToMemory(size_t* out_ini_size); +CIMGUI_API void igDebugTextEncoding(const char* text); +CIMGUI_API void igDebugFlashStyleColor(ImGuiCol idx); +CIMGUI_API void igDebugStartItemPicker(void); +CIMGUI_API bool igDebugCheckVersionAndDataLayout(const char* version_str,size_t sz_io,size_t sz_style,size_t sz_vec2,size_t sz_vec4,size_t sz_drawvert,size_t sz_drawidx); +CIMGUI_API void igDebugLog(const char* fmt,...); +CIMGUI_API void igDebugLogV(const char* fmt,va_list args); +CIMGUI_API void igSetAllocatorFunctions(ImGuiMemAllocFunc alloc_func,ImGuiMemFreeFunc free_func,void* user_data); +CIMGUI_API void igGetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func,ImGuiMemFreeFunc* p_free_func,void** p_user_data); +CIMGUI_API void* igMemAlloc(size_t size); +CIMGUI_API void igMemFree(void* ptr); +CIMGUI_API void igUpdatePlatformWindows(void); +CIMGUI_API void igRenderPlatformWindowsDefault(void* platform_render_arg,void* renderer_render_arg); +CIMGUI_API void igDestroyPlatformWindows(void); +CIMGUI_API ImGuiViewport* igFindViewportByID(ImGuiID id); +CIMGUI_API ImGuiViewport* igFindViewportByPlatformHandle(void* platform_handle); +CIMGUI_API ImGuiTableSortSpecs* ImGuiTableSortSpecs_ImGuiTableSortSpecs(void); +CIMGUI_API void ImGuiTableSortSpecs_destroy(ImGuiTableSortSpecs* self); +CIMGUI_API ImGuiTableColumnSortSpecs* ImGuiTableColumnSortSpecs_ImGuiTableColumnSortSpecs(void); +CIMGUI_API void ImGuiTableColumnSortSpecs_destroy(ImGuiTableColumnSortSpecs* self); +CIMGUI_API ImGuiStyle* ImGuiStyle_ImGuiStyle(void); +CIMGUI_API void ImGuiStyle_destroy(ImGuiStyle* self); +CIMGUI_API void ImGuiStyle_ScaleAllSizes(ImGuiStyle* self,float scale_factor); +CIMGUI_API void ImGuiIO_AddKeyEvent(ImGuiIO* self,ImGuiKey key,bool down); +CIMGUI_API void ImGuiIO_AddKeyAnalogEvent(ImGuiIO* self,ImGuiKey key,bool down,float v); +CIMGUI_API void ImGuiIO_AddMousePosEvent(ImGuiIO* self,float x,float y); +CIMGUI_API void ImGuiIO_AddMouseButtonEvent(ImGuiIO* self,int button,bool down); +CIMGUI_API void ImGuiIO_AddMouseWheelEvent(ImGuiIO* self,float wheel_x,float wheel_y); +CIMGUI_API void ImGuiIO_AddMouseSourceEvent(ImGuiIO* self,ImGuiMouseSource source); +CIMGUI_API void ImGuiIO_AddMouseViewportEvent(ImGuiIO* self,ImGuiID id); +CIMGUI_API void ImGuiIO_AddFocusEvent(ImGuiIO* self,bool focused); +CIMGUI_API void ImGuiIO_AddInputCharacter(ImGuiIO* self,unsigned int c); +CIMGUI_API void ImGuiIO_AddInputCharacterUTF16(ImGuiIO* self,ImWchar16 c); +CIMGUI_API void ImGuiIO_AddInputCharactersUTF8(ImGuiIO* self,const char* str); +CIMGUI_API void ImGuiIO_SetKeyEventNativeData(ImGuiIO* self,ImGuiKey key,int native_keycode,int native_scancode,int native_legacy_index); +CIMGUI_API void ImGuiIO_SetAppAcceptingEvents(ImGuiIO* self,bool accepting_events); +CIMGUI_API void ImGuiIO_ClearEventsQueue(ImGuiIO* self); +CIMGUI_API void ImGuiIO_ClearInputKeys(ImGuiIO* self); +CIMGUI_API void ImGuiIO_ClearInputMouse(ImGuiIO* self); +CIMGUI_API ImGuiIO* ImGuiIO_ImGuiIO(void); +CIMGUI_API void ImGuiIO_destroy(ImGuiIO* self); +CIMGUI_API ImGuiInputTextCallbackData* ImGuiInputTextCallbackData_ImGuiInputTextCallbackData(void); +CIMGUI_API void ImGuiInputTextCallbackData_destroy(ImGuiInputTextCallbackData* self); +CIMGUI_API void ImGuiInputTextCallbackData_DeleteChars(ImGuiInputTextCallbackData* self,int pos,int bytes_count); +CIMGUI_API void ImGuiInputTextCallbackData_InsertChars(ImGuiInputTextCallbackData* self,int pos,const char* text,const char* text_end); +CIMGUI_API void ImGuiInputTextCallbackData_SelectAll(ImGuiInputTextCallbackData* self); +CIMGUI_API void ImGuiInputTextCallbackData_ClearSelection(ImGuiInputTextCallbackData* self); +CIMGUI_API bool ImGuiInputTextCallbackData_HasSelection(ImGuiInputTextCallbackData* self); +CIMGUI_API ImGuiWindowClass* ImGuiWindowClass_ImGuiWindowClass(void); +CIMGUI_API void ImGuiWindowClass_destroy(ImGuiWindowClass* self); +CIMGUI_API ImGuiPayload* ImGuiPayload_ImGuiPayload(void); +CIMGUI_API void ImGuiPayload_destroy(ImGuiPayload* self); +CIMGUI_API void ImGuiPayload_Clear(ImGuiPayload* self); +CIMGUI_API bool ImGuiPayload_IsDataType(ImGuiPayload* self,const char* type); +CIMGUI_API bool ImGuiPayload_IsPreview(ImGuiPayload* self); +CIMGUI_API bool ImGuiPayload_IsDelivery(ImGuiPayload* self); +CIMGUI_API ImGuiOnceUponAFrame* ImGuiOnceUponAFrame_ImGuiOnceUponAFrame(void); +CIMGUI_API void ImGuiOnceUponAFrame_destroy(ImGuiOnceUponAFrame* self); +CIMGUI_API ImGuiTextFilter* ImGuiTextFilter_ImGuiTextFilter(const char* default_filter); +CIMGUI_API void ImGuiTextFilter_destroy(ImGuiTextFilter* self); +CIMGUI_API bool ImGuiTextFilter_Draw(ImGuiTextFilter* self,const char* label,float width); +CIMGUI_API bool ImGuiTextFilter_PassFilter(ImGuiTextFilter* self,const char* text,const char* text_end); +CIMGUI_API void ImGuiTextFilter_Build(ImGuiTextFilter* self); +CIMGUI_API void ImGuiTextFilter_Clear(ImGuiTextFilter* self); +CIMGUI_API bool ImGuiTextFilter_IsActive(ImGuiTextFilter* self); +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Nil(void); +CIMGUI_API void ImGuiTextRange_destroy(ImGuiTextRange* self); +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Str(const char* _b,const char* _e); +CIMGUI_API bool ImGuiTextRange_empty(ImGuiTextRange* self); +CIMGUI_API void ImGuiTextRange_split(ImGuiTextRange* self,char separator,ImVector_ImGuiTextRange* out); +CIMGUI_API ImGuiTextBuffer* ImGuiTextBuffer_ImGuiTextBuffer(void); +CIMGUI_API void ImGuiTextBuffer_destroy(ImGuiTextBuffer* self); +CIMGUI_API const char* ImGuiTextBuffer_begin(ImGuiTextBuffer* self); +CIMGUI_API const char* ImGuiTextBuffer_end(ImGuiTextBuffer* self); +CIMGUI_API int ImGuiTextBuffer_size(ImGuiTextBuffer* self); +CIMGUI_API bool ImGuiTextBuffer_empty(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_clear(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_reserve(ImGuiTextBuffer* self,int capacity); +CIMGUI_API const char* ImGuiTextBuffer_c_str(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_append(ImGuiTextBuffer* self,const char* str,const char* str_end); +CIMGUI_API void ImGuiTextBuffer_appendfv(ImGuiTextBuffer* self,const char* fmt,va_list args); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Int(ImGuiID _key,int _val); +CIMGUI_API void ImGuiStoragePair_destroy(ImGuiStoragePair* self); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Float(ImGuiID _key,float _val); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Ptr(ImGuiID _key,void* _val); +CIMGUI_API void ImGuiStorage_Clear(ImGuiStorage* self); +CIMGUI_API int ImGuiStorage_GetInt(ImGuiStorage* self,ImGuiID key,int default_val); +CIMGUI_API void ImGuiStorage_SetInt(ImGuiStorage* self,ImGuiID key,int val); +CIMGUI_API bool ImGuiStorage_GetBool(ImGuiStorage* self,ImGuiID key,bool default_val); +CIMGUI_API void ImGuiStorage_SetBool(ImGuiStorage* self,ImGuiID key,bool val); +CIMGUI_API float ImGuiStorage_GetFloat(ImGuiStorage* self,ImGuiID key,float default_val); +CIMGUI_API void ImGuiStorage_SetFloat(ImGuiStorage* self,ImGuiID key,float val); +CIMGUI_API void* ImGuiStorage_GetVoidPtr(ImGuiStorage* self,ImGuiID key); +CIMGUI_API void ImGuiStorage_SetVoidPtr(ImGuiStorage* self,ImGuiID key,void* val); +CIMGUI_API int* ImGuiStorage_GetIntRef(ImGuiStorage* self,ImGuiID key,int default_val); +CIMGUI_API bool* ImGuiStorage_GetBoolRef(ImGuiStorage* self,ImGuiID key,bool default_val); +CIMGUI_API float* ImGuiStorage_GetFloatRef(ImGuiStorage* self,ImGuiID key,float default_val); +CIMGUI_API void** ImGuiStorage_GetVoidPtrRef(ImGuiStorage* self,ImGuiID key,void* default_val); +CIMGUI_API void ImGuiStorage_BuildSortByKey(ImGuiStorage* self); +CIMGUI_API void ImGuiStorage_SetAllInt(ImGuiStorage* self,int val); +CIMGUI_API ImGuiListClipper* ImGuiListClipper_ImGuiListClipper(void); +CIMGUI_API void ImGuiListClipper_destroy(ImGuiListClipper* self); +CIMGUI_API void ImGuiListClipper_Begin(ImGuiListClipper* self,int items_count,float items_height); +CIMGUI_API void ImGuiListClipper_End(ImGuiListClipper* self); +CIMGUI_API bool ImGuiListClipper_Step(ImGuiListClipper* self); +CIMGUI_API void ImGuiListClipper_IncludeItemByIndex(ImGuiListClipper* self,int item_index); +CIMGUI_API void ImGuiListClipper_IncludeItemsByIndex(ImGuiListClipper* self,int item_begin,int item_end); +CIMGUI_API void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* self,int item_index); +CIMGUI_API ImColor* ImColor_ImColor_Nil(void); +CIMGUI_API void ImColor_destroy(ImColor* self); +CIMGUI_API ImColor* ImColor_ImColor_Float(float r,float g,float b,float a); +CIMGUI_API ImColor* ImColor_ImColor_Vec4(const ImVec4 col); +CIMGUI_API ImColor* ImColor_ImColor_Int(int r,int g,int b,int a); +CIMGUI_API ImColor* ImColor_ImColor_U32(ImU32 rgba); +CIMGUI_API void ImColor_SetHSV(ImColor* self,float h,float s,float v,float a); +CIMGUI_API void ImColor_HSV(ImColor *pOut,float h,float s,float v,float a); +CIMGUI_API ImGuiSelectionBasicStorage* ImGuiSelectionBasicStorage_ImGuiSelectionBasicStorage(void); +CIMGUI_API void ImGuiSelectionBasicStorage_destroy(ImGuiSelectionBasicStorage* self); +CIMGUI_API void ImGuiSelectionBasicStorage_ApplyRequests(ImGuiSelectionBasicStorage* self,ImGuiMultiSelectIO* ms_io); +CIMGUI_API bool ImGuiSelectionBasicStorage_Contains(ImGuiSelectionBasicStorage* self,ImGuiID id); +CIMGUI_API void ImGuiSelectionBasicStorage_Clear(ImGuiSelectionBasicStorage* self); +CIMGUI_API void ImGuiSelectionBasicStorage_Swap(ImGuiSelectionBasicStorage* self,ImGuiSelectionBasicStorage* r); +CIMGUI_API void ImGuiSelectionBasicStorage_SetItemSelected(ImGuiSelectionBasicStorage* self,ImGuiID id,bool selected); +CIMGUI_API bool ImGuiSelectionBasicStorage_GetNextSelectedItem(ImGuiSelectionBasicStorage* self,void** opaque_it,ImGuiID* out_id); +CIMGUI_API ImGuiID ImGuiSelectionBasicStorage_GetStorageIdFromIndex(ImGuiSelectionBasicStorage* self,int idx); +CIMGUI_API ImGuiSelectionExternalStorage* ImGuiSelectionExternalStorage_ImGuiSelectionExternalStorage(void); +CIMGUI_API void ImGuiSelectionExternalStorage_destroy(ImGuiSelectionExternalStorage* self); +CIMGUI_API void ImGuiSelectionExternalStorage_ApplyRequests(ImGuiSelectionExternalStorage* self,ImGuiMultiSelectIO* ms_io); +CIMGUI_API ImDrawCmd* ImDrawCmd_ImDrawCmd(void); +CIMGUI_API void ImDrawCmd_destroy(ImDrawCmd* self); +CIMGUI_API ImTextureID ImDrawCmd_GetTexID(ImDrawCmd* self); +CIMGUI_API ImDrawListSplitter* ImDrawListSplitter_ImDrawListSplitter(void); +CIMGUI_API void ImDrawListSplitter_destroy(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_Clear(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_ClearFreeMemory(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_Split(ImDrawListSplitter* self,ImDrawList* draw_list,int count); +CIMGUI_API void ImDrawListSplitter_Merge(ImDrawListSplitter* self,ImDrawList* draw_list); +CIMGUI_API void ImDrawListSplitter_SetCurrentChannel(ImDrawListSplitter* self,ImDrawList* draw_list,int channel_idx); +CIMGUI_API ImDrawList* ImDrawList_ImDrawList(ImDrawListSharedData* shared_data); +CIMGUI_API void ImDrawList_destroy(ImDrawList* self); +CIMGUI_API void ImDrawList_PushClipRect(ImDrawList* self,const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect); +CIMGUI_API void ImDrawList_PushClipRectFullScreen(ImDrawList* self); +CIMGUI_API void ImDrawList_PopClipRect(ImDrawList* self); +CIMGUI_API void ImDrawList_PushTextureID(ImDrawList* self,ImTextureID texture_id); +CIMGUI_API void ImDrawList_PopTextureID(ImDrawList* self); +CIMGUI_API void ImDrawList_GetClipRectMin(ImVec2 *pOut,ImDrawList* self); +CIMGUI_API void ImDrawList_GetClipRectMax(ImVec2 *pOut,ImDrawList* self); +CIMGUI_API void ImDrawList_AddLine(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddRect(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_AddRectFilled(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_AddRectFilledMultiColor(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col_upr_left,ImU32 col_upr_right,ImU32 col_bot_right,ImU32 col_bot_left); +CIMGUI_API void ImDrawList_AddQuad(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddQuadFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col); +CIMGUI_API void ImDrawList_AddTriangle(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddTriangleFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col); +CIMGUI_API void ImDrawList_AddCircle(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddCircleFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments); +CIMGUI_API void ImDrawList_AddNgon(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddNgonFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments); +CIMGUI_API void ImDrawList_AddEllipse(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddEllipseFilled(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments); +CIMGUI_API void ImDrawList_AddText_Vec2(ImDrawList* self,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end); +CIMGUI_API void ImDrawList_AddText_FontPtr(ImDrawList* self,ImFont* font,float font_size,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end,float wrap_width,const ImVec4* cpu_fine_clip_rect); +CIMGUI_API void ImDrawList_AddBezierCubic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness,int num_segments); +CIMGUI_API void ImDrawList_AddBezierQuadratic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness,int num_segments); +CIMGUI_API void ImDrawList_AddPolyline(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_AddConvexPolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col); +CIMGUI_API void ImDrawList_AddConcavePolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col); +CIMGUI_API void ImDrawList_AddImage(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col); +CIMGUI_API void ImDrawList_AddImageQuad(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 uv1,const ImVec2 uv2,const ImVec2 uv3,const ImVec2 uv4,ImU32 col); +CIMGUI_API void ImDrawList_AddImageRounded(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_PathClear(ImDrawList* self); +CIMGUI_API void ImDrawList_PathLineTo(ImDrawList* self,const ImVec2 pos); +CIMGUI_API void ImDrawList_PathLineToMergeDuplicate(ImDrawList* self,const ImVec2 pos); +CIMGUI_API void ImDrawList_PathFillConvex(ImDrawList* self,ImU32 col); +CIMGUI_API void ImDrawList_PathFillConcave(ImDrawList* self,ImU32 col); +CIMGUI_API void ImDrawList_PathStroke(ImDrawList* self,ImU32 col,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_PathArcTo(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments); +CIMGUI_API void ImDrawList_PathArcToFast(ImDrawList* self,const ImVec2 center,float radius,int a_min_of_12,int a_max_of_12); +CIMGUI_API void ImDrawList_PathEllipticalArcTo(ImDrawList* self,const ImVec2 center,const ImVec2 radius,float rot,float a_min,float a_max,int num_segments); +CIMGUI_API void ImDrawList_PathBezierCubicCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,int num_segments); +CIMGUI_API void ImDrawList_PathBezierQuadraticCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,int num_segments); +CIMGUI_API void ImDrawList_PathRect(ImDrawList* self,const ImVec2 rect_min,const ImVec2 rect_max,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_AddCallback(ImDrawList* self,ImDrawCallback callback,void* userdata,size_t userdata_size); +CIMGUI_API void ImDrawList_AddDrawCmd(ImDrawList* self); +CIMGUI_API ImDrawList* ImDrawList_CloneOutput(ImDrawList* self); +CIMGUI_API void ImDrawList_ChannelsSplit(ImDrawList* self,int count); +CIMGUI_API void ImDrawList_ChannelsMerge(ImDrawList* self); +CIMGUI_API void ImDrawList_ChannelsSetCurrent(ImDrawList* self,int n); +CIMGUI_API void ImDrawList_PrimReserve(ImDrawList* self,int idx_count,int vtx_count); +CIMGUI_API void ImDrawList_PrimUnreserve(ImDrawList* self,int idx_count,int vtx_count); +CIMGUI_API void ImDrawList_PrimRect(ImDrawList* self,const ImVec2 a,const ImVec2 b,ImU32 col); +CIMGUI_API void ImDrawList_PrimRectUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,ImU32 col); +CIMGUI_API void ImDrawList_PrimQuadUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 d,const ImVec2 uv_a,const ImVec2 uv_b,const ImVec2 uv_c,const ImVec2 uv_d,ImU32 col); +CIMGUI_API void ImDrawList_PrimWriteVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col); +CIMGUI_API void ImDrawList_PrimWriteIdx(ImDrawList* self,ImDrawIdx idx); +CIMGUI_API void ImDrawList_PrimVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col); +CIMGUI_API void ImDrawList__ResetForNewFrame(ImDrawList* self); +CIMGUI_API void ImDrawList__ClearFreeMemory(ImDrawList* self); +CIMGUI_API void ImDrawList__PopUnusedDrawCmd(ImDrawList* self); +CIMGUI_API void ImDrawList__TryMergeDrawCmds(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedClipRect(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedTextureID(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedVtxOffset(ImDrawList* self); +CIMGUI_API void ImDrawList__SetTextureID(ImDrawList* self,ImTextureID texture_id); +CIMGUI_API int ImDrawList__CalcCircleAutoSegmentCount(ImDrawList* self,float radius); +CIMGUI_API void ImDrawList__PathArcToFastEx(ImDrawList* self,const ImVec2 center,float radius,int a_min_sample,int a_max_sample,int a_step); +CIMGUI_API void ImDrawList__PathArcToN(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments); +CIMGUI_API ImDrawData* ImDrawData_ImDrawData(void); +CIMGUI_API void ImDrawData_destroy(ImDrawData* self); +CIMGUI_API void ImDrawData_Clear(ImDrawData* self); +CIMGUI_API void ImDrawData_AddDrawList(ImDrawData* self,ImDrawList* draw_list); +CIMGUI_API void ImDrawData_DeIndexAllBuffers(ImDrawData* self); +CIMGUI_API void ImDrawData_ScaleClipRects(ImDrawData* self,const ImVec2 fb_scale); +CIMGUI_API ImFontConfig* ImFontConfig_ImFontConfig(void); +CIMGUI_API void ImFontConfig_destroy(ImFontConfig* self); +CIMGUI_API ImFontGlyphRangesBuilder* ImFontGlyphRangesBuilder_ImFontGlyphRangesBuilder(void); +CIMGUI_API void ImFontGlyphRangesBuilder_destroy(ImFontGlyphRangesBuilder* self); +CIMGUI_API void ImFontGlyphRangesBuilder_Clear(ImFontGlyphRangesBuilder* self); +CIMGUI_API bool ImFontGlyphRangesBuilder_GetBit(ImFontGlyphRangesBuilder* self,size_t n); +CIMGUI_API void ImFontGlyphRangesBuilder_SetBit(ImFontGlyphRangesBuilder* self,size_t n); +CIMGUI_API void ImFontGlyphRangesBuilder_AddChar(ImFontGlyphRangesBuilder* self,ImWchar c); +CIMGUI_API void ImFontGlyphRangesBuilder_AddText(ImFontGlyphRangesBuilder* self,const char* text,const char* text_end); +CIMGUI_API void ImFontGlyphRangesBuilder_AddRanges(ImFontGlyphRangesBuilder* self,const ImWchar* ranges); +CIMGUI_API void ImFontGlyphRangesBuilder_BuildRanges(ImFontGlyphRangesBuilder* self,ImVector_ImWchar* out_ranges); +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlasCustomRect_ImFontAtlasCustomRect(void); +CIMGUI_API void ImFontAtlasCustomRect_destroy(ImFontAtlasCustomRect* self); +CIMGUI_API bool ImFontAtlasCustomRect_IsPacked(ImFontAtlasCustomRect* self); +CIMGUI_API ImFontAtlas* ImFontAtlas_ImFontAtlas(void); +CIMGUI_API void ImFontAtlas_destroy(ImFontAtlas* self); +CIMGUI_API ImFont* ImFontAtlas_AddFont(ImFontAtlas* self,const ImFontConfig* font_cfg); +CIMGUI_API ImFont* ImFontAtlas_AddFontDefault(ImFontAtlas* self,const ImFontConfig* font_cfg); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromFileTTF(ImFontAtlas* self,const char* filename,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryTTF(ImFontAtlas* self,void* font_data,int font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedTTF(ImFontAtlas* self,const void* compressed_font_data,int compressed_font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(ImFontAtlas* self,const char* compressed_font_data_base85,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API void ImFontAtlas_ClearInputData(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_ClearTexData(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_ClearFonts(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_Clear(ImFontAtlas* self); +CIMGUI_API bool ImFontAtlas_Build(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_GetTexDataAsAlpha8(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel); +CIMGUI_API void ImFontAtlas_GetTexDataAsRGBA32(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel); +CIMGUI_API bool ImFontAtlas_IsBuilt(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_SetTexID(ImFontAtlas* self,ImTextureID id); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesDefault(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesGreek(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesKorean(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesJapanese(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseFull(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesCyrillic(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesThai(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesVietnamese(ImFontAtlas* self); +CIMGUI_API int ImFontAtlas_AddCustomRectRegular(ImFontAtlas* self,int width,int height); +CIMGUI_API int ImFontAtlas_AddCustomRectFontGlyph(ImFontAtlas* self,ImFont* font,ImWchar id,int width,int height,float advance_x,const ImVec2 offset); +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlas_GetCustomRectByIndex(ImFontAtlas* self,int index); +CIMGUI_API void ImFontAtlas_CalcCustomRectUV(ImFontAtlas* self,const ImFontAtlasCustomRect* rect,ImVec2* out_uv_min,ImVec2* out_uv_max); +CIMGUI_API bool ImFontAtlas_GetMouseCursorTexData(ImFontAtlas* self,ImGuiMouseCursor cursor,ImVec2* out_offset,ImVec2* out_size,ImVec2 out_uv_border[2],ImVec2 out_uv_fill[2]); +CIMGUI_API ImFont* ImFont_ImFont(void); +CIMGUI_API void ImFont_destroy(ImFont* self); +CIMGUI_API const ImFontGlyph* ImFont_FindGlyph(ImFont* self,ImWchar c); +CIMGUI_API const ImFontGlyph* ImFont_FindGlyphNoFallback(ImFont* self,ImWchar c); +CIMGUI_API float ImFont_GetCharAdvance(ImFont* self,ImWchar c); +CIMGUI_API bool ImFont_IsLoaded(ImFont* self); +CIMGUI_API const char* ImFont_GetDebugName(ImFont* self); +CIMGUI_API void ImFont_CalcTextSizeA(ImVec2 *pOut,ImFont* self,float size,float max_width,float wrap_width,const char* text_begin,const char* text_end,const char** remaining); +CIMGUI_API const char* ImFont_CalcWordWrapPositionA(ImFont* self,float scale,const char* text,const char* text_end,float wrap_width); +CIMGUI_API void ImFont_RenderChar(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,ImWchar c); +CIMGUI_API void ImFont_RenderText(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,const ImVec4 clip_rect,const char* text_begin,const char* text_end,float wrap_width,bool cpu_fine_clip); +CIMGUI_API void ImFont_BuildLookupTable(ImFont* self); +CIMGUI_API void ImFont_ClearOutputData(ImFont* self); +CIMGUI_API void ImFont_GrowIndex(ImFont* self,int new_size); +CIMGUI_API void ImFont_AddGlyph(ImFont* self,const ImFontConfig* src_cfg,ImWchar c,float x0,float y0,float x1,float y1,float u0,float v0,float u1,float v1,float advance_x); +CIMGUI_API void ImFont_AddRemapChar(ImFont* self,ImWchar dst,ImWchar src,bool overwrite_dst); +CIMGUI_API void ImFont_SetGlyphVisible(ImFont* self,ImWchar c,bool visible); +CIMGUI_API bool ImFont_IsGlyphRangeUnused(ImFont* self,unsigned int c_begin,unsigned int c_last); +CIMGUI_API ImGuiViewport* ImGuiViewport_ImGuiViewport(void); +CIMGUI_API void ImGuiViewport_destroy(ImGuiViewport* self); +CIMGUI_API void ImGuiViewport_GetCenter(ImVec2 *pOut,ImGuiViewport* self); +CIMGUI_API void ImGuiViewport_GetWorkCenter(ImVec2 *pOut,ImGuiViewport* self); +CIMGUI_API ImGuiPlatformIO* ImGuiPlatformIO_ImGuiPlatformIO(void); +CIMGUI_API void ImGuiPlatformIO_destroy(ImGuiPlatformIO* self); +CIMGUI_API ImGuiPlatformMonitor* ImGuiPlatformMonitor_ImGuiPlatformMonitor(void); +CIMGUI_API void ImGuiPlatformMonitor_destroy(ImGuiPlatformMonitor* self); +CIMGUI_API ImGuiPlatformImeData* ImGuiPlatformImeData_ImGuiPlatformImeData(void); +CIMGUI_API void ImGuiPlatformImeData_destroy(ImGuiPlatformImeData* self); +CIMGUI_API ImGuiID igImHashData(const void* data,size_t data_size,ImGuiID seed); +CIMGUI_API ImGuiID igImHashStr(const char* data,size_t data_size,ImGuiID seed); +CIMGUI_API void igImQsort(void* base,size_t count,size_t size_of_element,int(*compare_func)(void const*,void const*)); +CIMGUI_API ImU32 igImAlphaBlendColors(ImU32 col_a,ImU32 col_b); +CIMGUI_API bool igImIsPowerOfTwo_Int(int v); +CIMGUI_API bool igImIsPowerOfTwo_U64(ImU64 v); +CIMGUI_API int igImUpperPowerOfTwo(int v); +CIMGUI_API int igImStricmp(const char* str1,const char* str2); +CIMGUI_API int igImStrnicmp(const char* str1,const char* str2,size_t count); +CIMGUI_API void igImStrncpy(char* dst,const char* src,size_t count); +CIMGUI_API char* igImStrdup(const char* str); +CIMGUI_API char* igImStrdupcpy(char* dst,size_t* p_dst_size,const char* str); +CIMGUI_API const char* igImStrchrRange(const char* str_begin,const char* str_end,char c); +CIMGUI_API const char* igImStreolRange(const char* str,const char* str_end); +CIMGUI_API const char* igImStristr(const char* haystack,const char* haystack_end,const char* needle,const char* needle_end); +CIMGUI_API void igImStrTrimBlanks(char* str); +CIMGUI_API const char* igImStrSkipBlank(const char* str); +CIMGUI_API int igImStrlenW(const ImWchar* str); +CIMGUI_API const char* igImStrbol(const char* buf_mid_line,const char* buf_begin); +CIMGUI_API char igImToUpper(char c); +CIMGUI_API bool igImCharIsBlankA(char c); +CIMGUI_API bool igImCharIsBlankW(unsigned int c); +CIMGUI_API bool igImCharIsXdigitA(char c); +CIMGUI_API int igImFormatString(char* buf,size_t buf_size,const char* fmt,...); +CIMGUI_API int igImFormatStringV(char* buf,size_t buf_size,const char* fmt,va_list args); +CIMGUI_API void igImFormatStringToTempBuffer(const char** out_buf,const char** out_buf_end,const char* fmt,...); +CIMGUI_API void igImFormatStringToTempBufferV(const char** out_buf,const char** out_buf_end,const char* fmt,va_list args); +CIMGUI_API const char* igImParseFormatFindStart(const char* format); +CIMGUI_API const char* igImParseFormatFindEnd(const char* format); +CIMGUI_API const char* igImParseFormatTrimDecorations(const char* format,char* buf,size_t buf_size); +CIMGUI_API void igImParseFormatSanitizeForPrinting(const char* fmt_in,char* fmt_out,size_t fmt_out_size); +CIMGUI_API const char* igImParseFormatSanitizeForScanning(const char* fmt_in,char* fmt_out,size_t fmt_out_size); +CIMGUI_API int igImParseFormatPrecision(const char* format,int default_value); +CIMGUI_API const char* igImTextCharToUtf8(char out_buf[5],unsigned int c); +CIMGUI_API int igImTextStrToUtf8(char* out_buf,int out_buf_size,const ImWchar* in_text,const ImWchar* in_text_end); +CIMGUI_API int igImTextCharFromUtf8(unsigned int* out_char,const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextStrFromUtf8(ImWchar* out_buf,int out_buf_size,const char* in_text,const char* in_text_end,const char** in_remaining); +CIMGUI_API int igImTextCountCharsFromUtf8(const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextCountUtf8BytesFromChar(const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextCountUtf8BytesFromStr(const ImWchar* in_text,const ImWchar* in_text_end); +CIMGUI_API const char* igImTextFindPreviousUtf8Codepoint(const char* in_text_start,const char* in_text_curr); +CIMGUI_API int igImTextCountLines(const char* in_text,const char* in_text_end); +CIMGUI_API ImFileHandle igImFileOpen(const char* filename,const char* mode); +CIMGUI_API bool igImFileClose(ImFileHandle file); +CIMGUI_API ImU64 igImFileGetSize(ImFileHandle file); +CIMGUI_API ImU64 igImFileRead(void* data,ImU64 size,ImU64 count,ImFileHandle file); +CIMGUI_API ImU64 igImFileWrite(const void* data,ImU64 size,ImU64 count,ImFileHandle file); +CIMGUI_API void* igImFileLoadToMemory(const char* filename,const char* mode,size_t* out_file_size,int padding_bytes); +CIMGUI_API float igImPow_Float(float x,float y); +CIMGUI_API double igImPow_double(double x,double y); +CIMGUI_API float igImLog_Float(float x); +CIMGUI_API double igImLog_double(double x); +CIMGUI_API int igImAbs_Int(int x); +CIMGUI_API float igImAbs_Float(float x); +CIMGUI_API double igImAbs_double(double x); +CIMGUI_API float igImSign_Float(float x); +CIMGUI_API double igImSign_double(double x); +CIMGUI_API float igImRsqrt_Float(float x); +CIMGUI_API double igImRsqrt_double(double x); +CIMGUI_API void igImMin(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API void igImMax(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API void igImClamp(ImVec2 *pOut,const ImVec2 v,const ImVec2 mn,const ImVec2 mx); +CIMGUI_API void igImLerp_Vec2Float(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,float t); +CIMGUI_API void igImLerp_Vec2Vec2(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 t); +CIMGUI_API void igImLerp_Vec4(ImVec4 *pOut,const ImVec4 a,const ImVec4 b,float t); +CIMGUI_API float igImSaturate(float f); +CIMGUI_API float igImLengthSqr_Vec2(const ImVec2 lhs); +CIMGUI_API float igImLengthSqr_Vec4(const ImVec4 lhs); +CIMGUI_API float igImInvLength(const ImVec2 lhs,float fail_value); +CIMGUI_API float igImTrunc_Float(float f); +CIMGUI_API void igImTrunc_Vec2(ImVec2 *pOut,const ImVec2 v); +CIMGUI_API float igImFloor_Float(float f); +CIMGUI_API void igImFloor_Vec2(ImVec2 *pOut,const ImVec2 v); +CIMGUI_API int igImModPositive(int a,int b); +CIMGUI_API float igImDot(const ImVec2 a,const ImVec2 b); +CIMGUI_API void igImRotate(ImVec2 *pOut,const ImVec2 v,float cos_a,float sin_a); +CIMGUI_API float igImLinearSweep(float current,float target,float speed); +CIMGUI_API float igImLinearRemapClamp(float s0,float s1,float d0,float d1,float x); +CIMGUI_API void igImMul(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API bool igImIsFloatAboveGuaranteedIntegerPrecision(float f); +CIMGUI_API float igImExponentialMovingAverage(float avg,float sample,int n); +CIMGUI_API void igImBezierCubicCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,float t); +CIMGUI_API void igImBezierCubicClosestPoint(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,int num_segments); +CIMGUI_API void igImBezierCubicClosestPointCasteljau(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,float tess_tol); +CIMGUI_API void igImBezierQuadraticCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,float t); +CIMGUI_API void igImLineClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 p); +CIMGUI_API bool igImTriangleContainsPoint(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p); +CIMGUI_API void igImTriangleClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p); +CIMGUI_API void igImTriangleBarycentricCoords(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p,float* out_u,float* out_v,float* out_w); +CIMGUI_API float igImTriangleArea(const ImVec2 a,const ImVec2 b,const ImVec2 c); +CIMGUI_API bool igImTriangleIsClockwise(const ImVec2 a,const ImVec2 b,const ImVec2 c); +CIMGUI_API ImVec1* ImVec1_ImVec1_Nil(void); +CIMGUI_API void ImVec1_destroy(ImVec1* self); +CIMGUI_API ImVec1* ImVec1_ImVec1_Float(float _x); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Nil(void); +CIMGUI_API void ImVec2ih_destroy(ImVec2ih* self); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_short(short _x,short _y); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Vec2(const ImVec2 rhs); +CIMGUI_API ImRect* ImRect_ImRect_Nil(void); +CIMGUI_API void ImRect_destroy(ImRect* self); +CIMGUI_API ImRect* ImRect_ImRect_Vec2(const ImVec2 min,const ImVec2 max); +CIMGUI_API ImRect* ImRect_ImRect_Vec4(const ImVec4 v); +CIMGUI_API ImRect* ImRect_ImRect_Float(float x1,float y1,float x2,float y2); +CIMGUI_API void ImRect_GetCenter(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetSize(ImVec2 *pOut,ImRect* self); +CIMGUI_API float ImRect_GetWidth(ImRect* self); +CIMGUI_API float ImRect_GetHeight(ImRect* self); +CIMGUI_API float ImRect_GetArea(ImRect* self); +CIMGUI_API void ImRect_GetTL(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetTR(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetBL(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetBR(ImVec2 *pOut,ImRect* self); +CIMGUI_API bool ImRect_Contains_Vec2(ImRect* self,const ImVec2 p); +CIMGUI_API bool ImRect_Contains_Rect(ImRect* self,const ImRect r); +CIMGUI_API bool ImRect_ContainsWithPad(ImRect* self,const ImVec2 p,const ImVec2 pad); +CIMGUI_API bool ImRect_Overlaps(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Add_Vec2(ImRect* self,const ImVec2 p); +CIMGUI_API void ImRect_Add_Rect(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Expand_Float(ImRect* self,const float amount); +CIMGUI_API void ImRect_Expand_Vec2(ImRect* self,const ImVec2 amount); +CIMGUI_API void ImRect_Translate(ImRect* self,const ImVec2 d); +CIMGUI_API void ImRect_TranslateX(ImRect* self,float dx); +CIMGUI_API void ImRect_TranslateY(ImRect* self,float dy); +CIMGUI_API void ImRect_ClipWith(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_ClipWithFull(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Floor(ImRect* self); +CIMGUI_API bool ImRect_IsInverted(ImRect* self); +CIMGUI_API void ImRect_ToVec4(ImVec4 *pOut,ImRect* self); +CIMGUI_API size_t igImBitArrayGetStorageSizeInBytes(int bitcount); +CIMGUI_API void igImBitArrayClearAllBits(ImU32* arr,int bitcount); +CIMGUI_API bool igImBitArrayTestBit(const ImU32* arr,int n); +CIMGUI_API void igImBitArrayClearBit(ImU32* arr,int n); +CIMGUI_API void igImBitArraySetBit(ImU32* arr,int n); +CIMGUI_API void igImBitArraySetBitRange(ImU32* arr,int n,int n2); +CIMGUI_API void ImBitVector_Create(ImBitVector* self,int sz); +CIMGUI_API void ImBitVector_Clear(ImBitVector* self); +CIMGUI_API bool ImBitVector_TestBit(ImBitVector* self,int n); +CIMGUI_API void ImBitVector_SetBit(ImBitVector* self,int n); +CIMGUI_API void ImBitVector_ClearBit(ImBitVector* self,int n); +CIMGUI_API void ImGuiTextIndex_clear(ImGuiTextIndex* self); +CIMGUI_API int ImGuiTextIndex_size(ImGuiTextIndex* self); +CIMGUI_API const char* ImGuiTextIndex_get_line_begin(ImGuiTextIndex* self,const char* base,int n); +CIMGUI_API const char* ImGuiTextIndex_get_line_end(ImGuiTextIndex* self,const char* base,int n); +CIMGUI_API void ImGuiTextIndex_append(ImGuiTextIndex* self,const char* base,int old_size,int new_size); +CIMGUI_API ImGuiStoragePair* igImLowerBound(ImGuiStoragePair* in_begin,ImGuiStoragePair* in_end,ImGuiID key); +CIMGUI_API ImDrawListSharedData* ImDrawListSharedData_ImDrawListSharedData(void); +CIMGUI_API void ImDrawListSharedData_destroy(ImDrawListSharedData* self); +CIMGUI_API void ImDrawListSharedData_SetCircleTessellationMaxError(ImDrawListSharedData* self,float max_error); +CIMGUI_API ImDrawDataBuilder* ImDrawDataBuilder_ImDrawDataBuilder(void); +CIMGUI_API void ImDrawDataBuilder_destroy(ImDrawDataBuilder* self); +CIMGUI_API void* ImGuiDataVarInfo_GetVarPtr(ImGuiDataVarInfo* self,void* parent); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Int(ImGuiStyleVar idx,int v); +CIMGUI_API void ImGuiStyleMod_destroy(ImGuiStyleMod* self); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Float(ImGuiStyleVar idx,float v); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Vec2(ImGuiStyleVar idx,ImVec2 v); +CIMGUI_API ImGuiComboPreviewData* ImGuiComboPreviewData_ImGuiComboPreviewData(void); +CIMGUI_API void ImGuiComboPreviewData_destroy(ImGuiComboPreviewData* self); +CIMGUI_API ImGuiMenuColumns* ImGuiMenuColumns_ImGuiMenuColumns(void); +CIMGUI_API void ImGuiMenuColumns_destroy(ImGuiMenuColumns* self); +CIMGUI_API void ImGuiMenuColumns_Update(ImGuiMenuColumns* self,float spacing,bool window_reappearing); +CIMGUI_API float ImGuiMenuColumns_DeclColumns(ImGuiMenuColumns* self,float w_icon,float w_label,float w_shortcut,float w_mark); +CIMGUI_API void ImGuiMenuColumns_CalcNextTotalWidth(ImGuiMenuColumns* self,bool update_offsets); +CIMGUI_API ImGuiInputTextDeactivatedState* ImGuiInputTextDeactivatedState_ImGuiInputTextDeactivatedState(void); +CIMGUI_API void ImGuiInputTextDeactivatedState_destroy(ImGuiInputTextDeactivatedState* self); +CIMGUI_API void ImGuiInputTextDeactivatedState_ClearFreeMemory(ImGuiInputTextDeactivatedState* self); +CIMGUI_API ImGuiInputTextState* ImGuiInputTextState_ImGuiInputTextState(void); +CIMGUI_API void ImGuiInputTextState_destroy(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearText(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearFreeMemory(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_OnKeyPressed(ImGuiInputTextState* self,int key); +CIMGUI_API void ImGuiInputTextState_OnCharPressed(ImGuiInputTextState* self,unsigned int c); +CIMGUI_API void ImGuiInputTextState_CursorAnimReset(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_CursorClamp(ImGuiInputTextState* self); +CIMGUI_API bool ImGuiInputTextState_HasSelection(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearSelection(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetCursorPos(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetSelectionStart(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetSelectionEnd(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_SelectAll(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndSelectAll(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndKeepSelection(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndMoveToEnd(ImGuiInputTextState* self); +CIMGUI_API ImGuiNextWindowData* ImGuiNextWindowData_ImGuiNextWindowData(void); +CIMGUI_API void ImGuiNextWindowData_destroy(ImGuiNextWindowData* self); +CIMGUI_API void ImGuiNextWindowData_ClearFlags(ImGuiNextWindowData* self); +CIMGUI_API ImGuiNextItemData* ImGuiNextItemData_ImGuiNextItemData(void); +CIMGUI_API void ImGuiNextItemData_destroy(ImGuiNextItemData* self); +CIMGUI_API void ImGuiNextItemData_ClearFlags(ImGuiNextItemData* self); +CIMGUI_API ImGuiLastItemData* ImGuiLastItemData_ImGuiLastItemData(void); +CIMGUI_API void ImGuiLastItemData_destroy(ImGuiLastItemData* self); +CIMGUI_API ImGuiErrorRecoveryState* ImGuiErrorRecoveryState_ImGuiErrorRecoveryState(void); +CIMGUI_API void ImGuiErrorRecoveryState_destroy(ImGuiErrorRecoveryState* self); +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Ptr(void* ptr); +CIMGUI_API void ImGuiPtrOrIndex_destroy(ImGuiPtrOrIndex* self); +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Int(int index); +CIMGUI_API ImGuiPopupData* ImGuiPopupData_ImGuiPopupData(void); +CIMGUI_API void ImGuiPopupData_destroy(ImGuiPopupData* self); +CIMGUI_API ImGuiInputEvent* ImGuiInputEvent_ImGuiInputEvent(void); +CIMGUI_API void ImGuiInputEvent_destroy(ImGuiInputEvent* self); +CIMGUI_API ImGuiKeyRoutingData* ImGuiKeyRoutingData_ImGuiKeyRoutingData(void); +CIMGUI_API void ImGuiKeyRoutingData_destroy(ImGuiKeyRoutingData* self); +CIMGUI_API ImGuiKeyRoutingTable* ImGuiKeyRoutingTable_ImGuiKeyRoutingTable(void); +CIMGUI_API void ImGuiKeyRoutingTable_destroy(ImGuiKeyRoutingTable* self); +CIMGUI_API void ImGuiKeyRoutingTable_Clear(ImGuiKeyRoutingTable* self); +CIMGUI_API ImGuiKeyOwnerData* ImGuiKeyOwnerData_ImGuiKeyOwnerData(void); +CIMGUI_API void ImGuiKeyOwnerData_destroy(ImGuiKeyOwnerData* self); +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromIndices(int min,int max); +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromPositions(float y1,float y2,int off_min,int off_max); +CIMGUI_API ImGuiListClipperData* ImGuiListClipperData_ImGuiListClipperData(void); +CIMGUI_API void ImGuiListClipperData_destroy(ImGuiListClipperData* self); +CIMGUI_API void ImGuiListClipperData_Reset(ImGuiListClipperData* self,ImGuiListClipper* clipper); +CIMGUI_API ImGuiNavItemData* ImGuiNavItemData_ImGuiNavItemData(void); +CIMGUI_API void ImGuiNavItemData_destroy(ImGuiNavItemData* self); +CIMGUI_API void ImGuiNavItemData_Clear(ImGuiNavItemData* self); +CIMGUI_API ImGuiTypingSelectState* ImGuiTypingSelectState_ImGuiTypingSelectState(void); +CIMGUI_API void ImGuiTypingSelectState_destroy(ImGuiTypingSelectState* self); +CIMGUI_API void ImGuiTypingSelectState_Clear(ImGuiTypingSelectState* self); +CIMGUI_API ImGuiOldColumnData* ImGuiOldColumnData_ImGuiOldColumnData(void); +CIMGUI_API void ImGuiOldColumnData_destroy(ImGuiOldColumnData* self); +CIMGUI_API ImGuiOldColumns* ImGuiOldColumns_ImGuiOldColumns(void); +CIMGUI_API void ImGuiOldColumns_destroy(ImGuiOldColumns* self); +CIMGUI_API ImGuiBoxSelectState* ImGuiBoxSelectState_ImGuiBoxSelectState(void); +CIMGUI_API void ImGuiBoxSelectState_destroy(ImGuiBoxSelectState* self); +CIMGUI_API ImGuiMultiSelectTempData* ImGuiMultiSelectTempData_ImGuiMultiSelectTempData(void); +CIMGUI_API void ImGuiMultiSelectTempData_destroy(ImGuiMultiSelectTempData* self); +CIMGUI_API void ImGuiMultiSelectTempData_Clear(ImGuiMultiSelectTempData* self); +CIMGUI_API void ImGuiMultiSelectTempData_ClearIO(ImGuiMultiSelectTempData* self); +CIMGUI_API ImGuiMultiSelectState* ImGuiMultiSelectState_ImGuiMultiSelectState(void); +CIMGUI_API void ImGuiMultiSelectState_destroy(ImGuiMultiSelectState* self); +CIMGUI_API ImGuiDockNode* ImGuiDockNode_ImGuiDockNode(ImGuiID id); +CIMGUI_API void ImGuiDockNode_destroy(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsRootNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsDockSpace(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsFloatingNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsCentralNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsHiddenTabBar(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsNoTabBar(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsSplitNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsLeafNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsEmpty(ImGuiDockNode* self); +CIMGUI_API void ImGuiDockNode_Rect(ImRect *pOut,ImGuiDockNode* self); +CIMGUI_API void ImGuiDockNode_SetLocalFlags(ImGuiDockNode* self,ImGuiDockNodeFlags flags); +CIMGUI_API void ImGuiDockNode_UpdateMergedFlags(ImGuiDockNode* self); +CIMGUI_API ImGuiDockContext* ImGuiDockContext_ImGuiDockContext(void); +CIMGUI_API void ImGuiDockContext_destroy(ImGuiDockContext* self); +CIMGUI_API ImGuiViewportP* ImGuiViewportP_ImGuiViewportP(void); +CIMGUI_API void ImGuiViewportP_destroy(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_ClearRequestFlags(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_CalcWorkRectPos(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min); +CIMGUI_API void ImGuiViewportP_CalcWorkRectSize(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min,const ImVec2 inset_max); +CIMGUI_API void ImGuiViewportP_UpdateWorkRect(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetMainRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetWorkRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetBuildWorkRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API ImGuiWindowSettings* ImGuiWindowSettings_ImGuiWindowSettings(void); +CIMGUI_API void ImGuiWindowSettings_destroy(ImGuiWindowSettings* self); +CIMGUI_API char* ImGuiWindowSettings_GetName(ImGuiWindowSettings* self); +CIMGUI_API ImGuiSettingsHandler* ImGuiSettingsHandler_ImGuiSettingsHandler(void); +CIMGUI_API void ImGuiSettingsHandler_destroy(ImGuiSettingsHandler* self); +CIMGUI_API ImGuiDebugAllocInfo* ImGuiDebugAllocInfo_ImGuiDebugAllocInfo(void); +CIMGUI_API void ImGuiDebugAllocInfo_destroy(ImGuiDebugAllocInfo* self); +CIMGUI_API ImGuiStackLevelInfo* ImGuiStackLevelInfo_ImGuiStackLevelInfo(void); +CIMGUI_API void ImGuiStackLevelInfo_destroy(ImGuiStackLevelInfo* self); +CIMGUI_API ImGuiIDStackTool* ImGuiIDStackTool_ImGuiIDStackTool(void); +CIMGUI_API void ImGuiIDStackTool_destroy(ImGuiIDStackTool* self); +CIMGUI_API ImGuiContextHook* ImGuiContextHook_ImGuiContextHook(void); +CIMGUI_API void ImGuiContextHook_destroy(ImGuiContextHook* self); +CIMGUI_API ImGuiContext* ImGuiContext_ImGuiContext(ImFontAtlas* shared_font_atlas); +CIMGUI_API void ImGuiContext_destroy(ImGuiContext* self); +CIMGUI_API ImGuiWindow* ImGuiWindow_ImGuiWindow(ImGuiContext* context,const char* name); +CIMGUI_API void ImGuiWindow_destroy(ImGuiWindow* self); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Str(ImGuiWindow* self,const char* str,const char* str_end); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Ptr(ImGuiWindow* self,const void* ptr); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Int(ImGuiWindow* self,int n); +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromPos(ImGuiWindow* self,const ImVec2 p_abs); +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromRectangle(ImGuiWindow* self,const ImRect r_abs); +CIMGUI_API void ImGuiWindow_Rect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API float ImGuiWindow_CalcFontSize(ImGuiWindow* self); +CIMGUI_API void ImGuiWindow_TitleBarRect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API void ImGuiWindow_MenuBarRect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API ImGuiTabItem* ImGuiTabItem_ImGuiTabItem(void); +CIMGUI_API void ImGuiTabItem_destroy(ImGuiTabItem* self); +CIMGUI_API ImGuiTabBar* ImGuiTabBar_ImGuiTabBar(void); +CIMGUI_API void ImGuiTabBar_destroy(ImGuiTabBar* self); +CIMGUI_API ImGuiTableColumn* ImGuiTableColumn_ImGuiTableColumn(void); +CIMGUI_API void ImGuiTableColumn_destroy(ImGuiTableColumn* self); +CIMGUI_API ImGuiTableInstanceData* ImGuiTableInstanceData_ImGuiTableInstanceData(void); +CIMGUI_API void ImGuiTableInstanceData_destroy(ImGuiTableInstanceData* self); +CIMGUI_API ImGuiTable* ImGuiTable_ImGuiTable(void); +CIMGUI_API void ImGuiTable_destroy(ImGuiTable* self); +CIMGUI_API ImGuiTableTempData* ImGuiTableTempData_ImGuiTableTempData(void); +CIMGUI_API void ImGuiTableTempData_destroy(ImGuiTableTempData* self); +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableColumnSettings_ImGuiTableColumnSettings(void); +CIMGUI_API void ImGuiTableColumnSettings_destroy(ImGuiTableColumnSettings* self); +CIMGUI_API ImGuiTableSettings* ImGuiTableSettings_ImGuiTableSettings(void); +CIMGUI_API void ImGuiTableSettings_destroy(ImGuiTableSettings* self); +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableSettings_GetColumnSettings(ImGuiTableSettings* self); +CIMGUI_API ImGuiIO* igGetIOEx(ImGuiContext* ctx); +CIMGUI_API ImGuiPlatformIO* igGetPlatformIOEx(ImGuiContext* ctx); +CIMGUI_API ImGuiWindow* igGetCurrentWindowRead(void); +CIMGUI_API ImGuiWindow* igGetCurrentWindow(void); +CIMGUI_API ImGuiWindow* igFindWindowByID(ImGuiID id); +CIMGUI_API ImGuiWindow* igFindWindowByName(const char* name); +CIMGUI_API void igUpdateWindowParentAndRootLinks(ImGuiWindow* window,ImGuiWindowFlags flags,ImGuiWindow* parent_window); +CIMGUI_API void igUpdateWindowSkipRefresh(ImGuiWindow* window); +CIMGUI_API void igCalcWindowNextAutoFitSize(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API bool igIsWindowChildOf(ImGuiWindow* window,ImGuiWindow* potential_parent,bool popup_hierarchy,bool dock_hierarchy); +CIMGUI_API bool igIsWindowWithinBeginStackOf(ImGuiWindow* window,ImGuiWindow* potential_parent); +CIMGUI_API bool igIsWindowAbove(ImGuiWindow* potential_above,ImGuiWindow* potential_below); +CIMGUI_API bool igIsWindowNavFocusable(ImGuiWindow* window); +CIMGUI_API void igSetWindowPos_WindowPtr(ImGuiWindow* window,const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_WindowPtr(ImGuiWindow* window,const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_WindowPtr(ImGuiWindow* window,bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowHitTestHole(ImGuiWindow* window,const ImVec2 pos,const ImVec2 size); +CIMGUI_API void igSetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); +CIMGUI_API void igSetWindowParentWindowForFocusRoute(ImGuiWindow* window,ImGuiWindow* parent_window); +CIMGUI_API void igWindowRectAbsToRel(ImRect *pOut,ImGuiWindow* window,const ImRect r); +CIMGUI_API void igWindowRectRelToAbs(ImRect *pOut,ImGuiWindow* window,const ImRect r); +CIMGUI_API void igWindowPosAbsToRel(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p); +CIMGUI_API void igWindowPosRelToAbs(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p); +CIMGUI_API void igFocusWindow(ImGuiWindow* window,ImGuiFocusRequestFlags flags); +CIMGUI_API void igFocusTopMostWindowUnderOne(ImGuiWindow* under_this_window,ImGuiWindow* ignore_window,ImGuiViewport* filter_viewport,ImGuiFocusRequestFlags flags); +CIMGUI_API void igBringWindowToFocusFront(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayFront(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayBack(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayBehind(ImGuiWindow* window,ImGuiWindow* above_window); +CIMGUI_API int igFindWindowDisplayIndex(ImGuiWindow* window); +CIMGUI_API ImGuiWindow* igFindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); +CIMGUI_API void igSetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags); +CIMGUI_API void igSetCurrentFont(ImFont* font); +CIMGUI_API ImFont* igGetDefaultFont(void); +CIMGUI_API ImDrawList* igGetForegroundDrawList_WindowPtr(ImGuiWindow* window); +CIMGUI_API void igAddDrawListToDrawDataEx(ImDrawData* draw_data,ImVector_ImDrawListPtr* out_list,ImDrawList* draw_list); +CIMGUI_API void igInitialize(void); +CIMGUI_API void igShutdown(void); +CIMGUI_API void igUpdateInputEvents(bool trickle_fast_inputs); +CIMGUI_API void igUpdateHoveredWindowAndCaptureFlags(void); +CIMGUI_API void igFindHoveredWindowEx(const ImVec2 pos,bool find_first_and_in_any_viewport,ImGuiWindow** out_hovered_window,ImGuiWindow** out_hovered_window_under_moving_window); +CIMGUI_API void igStartMouseMovingWindow(ImGuiWindow* window); +CIMGUI_API void igStartMouseMovingWindowOrNode(ImGuiWindow* window,ImGuiDockNode* node,bool undock); +CIMGUI_API void igUpdateMouseMovingWindowNewFrame(void); +CIMGUI_API void igUpdateMouseMovingWindowEndFrame(void); +CIMGUI_API ImGuiID igAddContextHook(ImGuiContext* context,const ImGuiContextHook* hook); +CIMGUI_API void igRemoveContextHook(ImGuiContext* context,ImGuiID hook_to_remove); +CIMGUI_API void igCallContextHooks(ImGuiContext* context,ImGuiContextHookType type); +CIMGUI_API void igTranslateWindowsInViewport(ImGuiViewportP* viewport,const ImVec2 old_pos,const ImVec2 new_pos,const ImVec2 old_size,const ImVec2 new_size); +CIMGUI_API void igScaleWindowsInViewport(ImGuiViewportP* viewport,float scale); +CIMGUI_API void igDestroyPlatformWindow(ImGuiViewportP* viewport); +CIMGUI_API void igSetWindowViewport(ImGuiWindow* window,ImGuiViewportP* viewport); +CIMGUI_API void igSetCurrentViewport(ImGuiWindow* window,ImGuiViewportP* viewport); +CIMGUI_API const ImGuiPlatformMonitor* igGetViewportPlatformMonitor(ImGuiViewport* viewport); +CIMGUI_API ImGuiViewportP* igFindHoveredViewportFromPlatformWindowStack(const ImVec2 mouse_platform_pos); +CIMGUI_API void igMarkIniSettingsDirty_Nil(void); +CIMGUI_API void igMarkIniSettingsDirty_WindowPtr(ImGuiWindow* window); +CIMGUI_API void igClearIniSettings(void); +CIMGUI_API void igAddSettingsHandler(const ImGuiSettingsHandler* handler); +CIMGUI_API void igRemoveSettingsHandler(const char* type_name); +CIMGUI_API ImGuiSettingsHandler* igFindSettingsHandler(const char* type_name); +CIMGUI_API ImGuiWindowSettings* igCreateNewWindowSettings(const char* name); +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByID(ImGuiID id); +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByWindow(ImGuiWindow* window); +CIMGUI_API void igClearWindowSettings(const char* name); +CIMGUI_API void igLocalizeRegisterEntries(const ImGuiLocEntry* entries,int count); +CIMGUI_API const char* igLocalizeGetMsg(ImGuiLocKey key); +CIMGUI_API void igSetScrollX_WindowPtr(ImGuiWindow* window,float scroll_x); +CIMGUI_API void igSetScrollY_WindowPtr(ImGuiWindow* window,float scroll_y); +CIMGUI_API void igSetScrollFromPosX_WindowPtr(ImGuiWindow* window,float local_x,float center_x_ratio); +CIMGUI_API void igSetScrollFromPosY_WindowPtr(ImGuiWindow* window,float local_y,float center_y_ratio); +CIMGUI_API void igScrollToItem(ImGuiScrollFlags flags); +CIMGUI_API void igScrollToRect(ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags); +CIMGUI_API void igScrollToRectEx(ImVec2 *pOut,ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags); +CIMGUI_API void igScrollToBringRectIntoView(ImGuiWindow* window,const ImRect rect); +CIMGUI_API ImGuiItemStatusFlags igGetItemStatusFlags(void); +CIMGUI_API ImGuiItemFlags igGetItemFlags(void); +CIMGUI_API ImGuiID igGetActiveID(void); +CIMGUI_API ImGuiID igGetFocusID(void); +CIMGUI_API void igSetActiveID(ImGuiID id,ImGuiWindow* window); +CIMGUI_API void igSetFocusID(ImGuiID id,ImGuiWindow* window); +CIMGUI_API void igClearActiveID(void); +CIMGUI_API ImGuiID igGetHoveredID(void); +CIMGUI_API void igSetHoveredID(ImGuiID id); +CIMGUI_API void igKeepAliveID(ImGuiID id); +CIMGUI_API void igMarkItemEdited(ImGuiID id); +CIMGUI_API void igPushOverrideID(ImGuiID id); +CIMGUI_API ImGuiID igGetIDWithSeed_Str(const char* str_id_begin,const char* str_id_end,ImGuiID seed); +CIMGUI_API ImGuiID igGetIDWithSeed_Int(int n,ImGuiID seed); +CIMGUI_API void igItemSize_Vec2(const ImVec2 size,float text_baseline_y); +CIMGUI_API void igItemSize_Rect(const ImRect bb,float text_baseline_y); +CIMGUI_API bool igItemAdd(const ImRect bb,ImGuiID id,const ImRect* nav_bb,ImGuiItemFlags extra_flags); +CIMGUI_API bool igItemHoverable(const ImRect bb,ImGuiID id,ImGuiItemFlags item_flags); +CIMGUI_API bool igIsWindowContentHoverable(ImGuiWindow* window,ImGuiHoveredFlags flags); +CIMGUI_API bool igIsClippedEx(const ImRect bb,ImGuiID id); +CIMGUI_API void igSetLastItemData(ImGuiID item_id,ImGuiItemFlags in_flags,ImGuiItemStatusFlags status_flags,const ImRect item_rect); +CIMGUI_API void igCalcItemSize(ImVec2 *pOut,ImVec2 size,float default_w,float default_h); +CIMGUI_API float igCalcWrapWidthForPos(const ImVec2 pos,float wrap_pos_x); +CIMGUI_API void igPushMultiItemsWidths(int components,float width_full); +CIMGUI_API void igShrinkWidths(ImGuiShrinkWidthItem* items,int count,float width_excess); +CIMGUI_API const ImGuiDataVarInfo* igGetStyleVarInfo(ImGuiStyleVar idx); +CIMGUI_API void igBeginDisabledOverrideReenable(void); +CIMGUI_API void igEndDisabledOverrideReenable(void); +CIMGUI_API void igLogBegin(ImGuiLogFlags flags,int auto_open_depth); +CIMGUI_API void igLogToBuffer(int auto_open_depth); +CIMGUI_API void igLogRenderedText(const ImVec2* ref_pos,const char* text,const char* text_end); +CIMGUI_API void igLogSetNextTextDecoration(const char* prefix,const char* suffix); +CIMGUI_API bool igBeginChildEx(const char* name,ImGuiID id,const ImVec2 size_arg,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginPopupEx(ImGuiID id,ImGuiWindowFlags extra_window_flags); +CIMGUI_API void igOpenPopupEx(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igClosePopupToLevel(int remaining,bool restore_focus_to_window_under_popup); +CIMGUI_API void igClosePopupsOverWindow(ImGuiWindow* ref_window,bool restore_focus_to_window_under_popup); +CIMGUI_API void igClosePopupsExceptModals(void); +CIMGUI_API bool igIsPopupOpen_ID(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igGetPopupAllowedExtentRect(ImRect *pOut,ImGuiWindow* window); +CIMGUI_API ImGuiWindow* igGetTopMostPopupModal(void); +CIMGUI_API ImGuiWindow* igGetTopMostAndVisiblePopupModal(void); +CIMGUI_API ImGuiWindow* igFindBlockingModal(ImGuiWindow* window); +CIMGUI_API void igFindBestWindowPosForPopup(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API void igFindBestWindowPosForPopupEx(ImVec2 *pOut,const ImVec2 ref_pos,const ImVec2 size,ImGuiDir* last_dir,const ImRect r_outer,const ImRect r_avoid,ImGuiPopupPositionPolicy policy); +CIMGUI_API bool igBeginTooltipEx(ImGuiTooltipFlags tooltip_flags,ImGuiWindowFlags extra_window_flags); +CIMGUI_API bool igBeginTooltipHidden(void); +CIMGUI_API bool igBeginViewportSideBar(const char* name,ImGuiViewport* viewport,ImGuiDir dir,float size,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginMenuEx(const char* label,const char* icon,bool enabled); +CIMGUI_API bool igMenuItemEx(const char* label,const char* icon,const char* shortcut,bool selected,bool enabled); +CIMGUI_API bool igBeginComboPopup(ImGuiID popup_id,const ImRect bb,ImGuiComboFlags flags); +CIMGUI_API bool igBeginComboPreview(void); +CIMGUI_API void igEndComboPreview(void); +CIMGUI_API void igNavInitWindow(ImGuiWindow* window,bool force_reinit); +CIMGUI_API void igNavInitRequestApplyResult(void); +CIMGUI_API bool igNavMoveRequestButNoResultYet(void); +CIMGUI_API void igNavMoveRequestSubmit(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags); +CIMGUI_API void igNavMoveRequestForward(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags); +CIMGUI_API void igNavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); +CIMGUI_API void igNavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result,ImGuiTreeNodeStackData* tree_node_data); +CIMGUI_API void igNavMoveRequestCancel(void); +CIMGUI_API void igNavMoveRequestApplyResult(void); +CIMGUI_API void igNavMoveRequestTryWrapping(ImGuiWindow* window,ImGuiNavMoveFlags move_flags); +CIMGUI_API void igNavHighlightActivated(ImGuiID id); +CIMGUI_API void igNavClearPreferredPosForAxis(ImGuiAxis axis); +CIMGUI_API void igSetNavCursorVisibleAfterMove(void); +CIMGUI_API void igNavUpdateCurrentWindowIsScrollPushableX(void); +CIMGUI_API void igSetNavWindow(ImGuiWindow* window); +CIMGUI_API void igSetNavID(ImGuiID id,ImGuiNavLayer nav_layer,ImGuiID focus_scope_id,const ImRect rect_rel); +CIMGUI_API void igSetNavFocusScope(ImGuiID focus_scope_id); +CIMGUI_API void igFocusItem(void); +CIMGUI_API void igActivateItemByID(ImGuiID id); +CIMGUI_API bool igIsNamedKey(ImGuiKey key); +CIMGUI_API bool igIsNamedKeyOrMod(ImGuiKey key); +CIMGUI_API bool igIsLegacyKey(ImGuiKey key); +CIMGUI_API bool igIsKeyboardKey(ImGuiKey key); +CIMGUI_API bool igIsGamepadKey(ImGuiKey key); +CIMGUI_API bool igIsMouseKey(ImGuiKey key); +CIMGUI_API bool igIsAliasKey(ImGuiKey key); +CIMGUI_API bool igIsLRModKey(ImGuiKey key); +CIMGUI_API ImGuiKeyChord igFixupKeyChord(ImGuiKeyChord key_chord); +CIMGUI_API ImGuiKey igConvertSingleModFlagToKey(ImGuiKey key); +CIMGUI_API ImGuiKeyData* igGetKeyData_ContextPtr(ImGuiContext* ctx,ImGuiKey key); +CIMGUI_API ImGuiKeyData* igGetKeyData_Key(ImGuiKey key); +CIMGUI_API const char* igGetKeyChordName(ImGuiKeyChord key_chord); +CIMGUI_API ImGuiKey igMouseButtonToKey(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseDragPastThreshold(ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igGetKeyMagnitude2d(ImVec2 *pOut,ImGuiKey key_left,ImGuiKey key_right,ImGuiKey key_up,ImGuiKey key_down); +CIMGUI_API float igGetNavTweakPressedAmount(ImGuiAxis axis); +CIMGUI_API int igCalcTypematicRepeatAmount(float t0,float t1,float repeat_delay,float repeat_rate); +CIMGUI_API void igGetTypematicRepeatRate(ImGuiInputFlags flags,float* repeat_delay,float* repeat_rate); +CIMGUI_API void igTeleportMousePos(const ImVec2 pos); +CIMGUI_API void igSetActiveIdUsingAllKeyboardKeys(void); +CIMGUI_API bool igIsActiveIdUsingNavDir(ImGuiDir dir); +CIMGUI_API ImGuiID igGetKeyOwner(ImGuiKey key); +CIMGUI_API void igSetKeyOwner(ImGuiKey key,ImGuiID owner_id,ImGuiInputFlags flags); +CIMGUI_API void igSetKeyOwnersForKeyChord(ImGuiKeyChord key,ImGuiID owner_id,ImGuiInputFlags flags); +CIMGUI_API void igSetItemKeyOwner_InputFlags(ImGuiKey key,ImGuiInputFlags flags); +CIMGUI_API bool igTestKeyOwner(ImGuiKey key,ImGuiID owner_id); +CIMGUI_API ImGuiKeyOwnerData* igGetKeyOwnerData(ImGuiContext* ctx,ImGuiKey key); +CIMGUI_API bool igIsKeyDown_ID(ImGuiKey key,ImGuiID owner_id); +CIMGUI_API bool igIsKeyPressed_InputFlags(ImGuiKey key,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igIsKeyReleased_ID(ImGuiKey key,ImGuiID owner_id); +CIMGUI_API bool igIsKeyChordPressed_InputFlags(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igIsMouseDown_ID(ImGuiMouseButton button,ImGuiID owner_id); +CIMGUI_API bool igIsMouseClicked_InputFlags(ImGuiMouseButton button,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igIsMouseReleased_ID(ImGuiMouseButton button,ImGuiID owner_id); +CIMGUI_API bool igIsMouseDoubleClicked_ID(ImGuiMouseButton button,ImGuiID owner_id); +CIMGUI_API bool igShortcut_ID(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igSetShortcutRouting(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igTestShortcutRouting(ImGuiKeyChord key_chord,ImGuiID owner_id); +CIMGUI_API ImGuiKeyRoutingData* igGetShortcutRoutingData(ImGuiKeyChord key_chord); +CIMGUI_API void igDockContextInitialize(ImGuiContext* ctx); +CIMGUI_API void igDockContextShutdown(ImGuiContext* ctx); +CIMGUI_API void igDockContextClearNodes(ImGuiContext* ctx,ImGuiID root_id,bool clear_settings_refs); +CIMGUI_API void igDockContextRebuildNodes(ImGuiContext* ctx); +CIMGUI_API void igDockContextNewFrameUpdateUndocking(ImGuiContext* ctx); +CIMGUI_API void igDockContextNewFrameUpdateDocking(ImGuiContext* ctx); +CIMGUI_API void igDockContextEndFrame(ImGuiContext* ctx); +CIMGUI_API ImGuiID igDockContextGenNodeID(ImGuiContext* ctx); +CIMGUI_API void igDockContextQueueDock(ImGuiContext* ctx,ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload,ImGuiDir split_dir,float split_ratio,bool split_outer); +CIMGUI_API void igDockContextQueueUndockWindow(ImGuiContext* ctx,ImGuiWindow* window); +CIMGUI_API void igDockContextQueueUndockNode(ImGuiContext* ctx,ImGuiDockNode* node); +CIMGUI_API void igDockContextProcessUndockWindow(ImGuiContext* ctx,ImGuiWindow* window,bool clear_persistent_docking_ref); +CIMGUI_API void igDockContextProcessUndockNode(ImGuiContext* ctx,ImGuiDockNode* node); +CIMGUI_API bool igDockContextCalcDropPosForDocking(ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload_window,ImGuiDockNode* payload_node,ImGuiDir split_dir,bool split_outer,ImVec2* out_pos); +CIMGUI_API ImGuiDockNode* igDockContextFindNodeByID(ImGuiContext* ctx,ImGuiID id); +CIMGUI_API void igDockNodeWindowMenuHandler_Default(ImGuiContext* ctx,ImGuiDockNode* node,ImGuiTabBar* tab_bar); +CIMGUI_API bool igDockNodeBeginAmendTabBar(ImGuiDockNode* node); +CIMGUI_API void igDockNodeEndAmendTabBar(void); +CIMGUI_API ImGuiDockNode* igDockNodeGetRootNode(ImGuiDockNode* node); +CIMGUI_API bool igDockNodeIsInHierarchyOf(ImGuiDockNode* node,ImGuiDockNode* parent); +CIMGUI_API int igDockNodeGetDepth(const ImGuiDockNode* node); +CIMGUI_API ImGuiID igDockNodeGetWindowMenuButtonId(const ImGuiDockNode* node); +CIMGUI_API ImGuiDockNode* igGetWindowDockNode(void); +CIMGUI_API bool igGetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); +CIMGUI_API void igBeginDocked(ImGuiWindow* window,bool* p_open); +CIMGUI_API void igBeginDockableDragDropSource(ImGuiWindow* window); +CIMGUI_API void igBeginDockableDragDropTarget(ImGuiWindow* window); +CIMGUI_API void igSetWindowDock(ImGuiWindow* window,ImGuiID dock_id,ImGuiCond cond); +CIMGUI_API void igDockBuilderDockWindow(const char* window_name,ImGuiID node_id); +CIMGUI_API ImGuiDockNode* igDockBuilderGetNode(ImGuiID node_id); +CIMGUI_API ImGuiDockNode* igDockBuilderGetCentralNode(ImGuiID node_id); +CIMGUI_API ImGuiID igDockBuilderAddNode(ImGuiID node_id,ImGuiDockNodeFlags flags); +CIMGUI_API void igDockBuilderRemoveNode(ImGuiID node_id); +CIMGUI_API void igDockBuilderRemoveNodeDockedWindows(ImGuiID node_id,bool clear_settings_refs); +CIMGUI_API void igDockBuilderRemoveNodeChildNodes(ImGuiID node_id); +CIMGUI_API void igDockBuilderSetNodePos(ImGuiID node_id,ImVec2 pos); +CIMGUI_API void igDockBuilderSetNodeSize(ImGuiID node_id,ImVec2 size); +CIMGUI_API ImGuiID igDockBuilderSplitNode(ImGuiID node_id,ImGuiDir split_dir,float size_ratio_for_node_at_dir,ImGuiID* out_id_at_dir,ImGuiID* out_id_at_opposite_dir); +CIMGUI_API void igDockBuilderCopyDockSpace(ImGuiID src_dockspace_id,ImGuiID dst_dockspace_id,ImVector_const_charPtr* in_window_remap_pairs); +CIMGUI_API void igDockBuilderCopyNode(ImGuiID src_node_id,ImGuiID dst_node_id,ImVector_ImGuiID* out_node_remap_pairs); +CIMGUI_API void igDockBuilderCopyWindowSettings(const char* src_name,const char* dst_name); +CIMGUI_API void igDockBuilderFinish(ImGuiID node_id); +CIMGUI_API void igPushFocusScope(ImGuiID id); +CIMGUI_API void igPopFocusScope(void); +CIMGUI_API ImGuiID igGetCurrentFocusScope(void); +CIMGUI_API bool igIsDragDropActive(void); +CIMGUI_API bool igBeginDragDropTargetCustom(const ImRect bb,ImGuiID id); +CIMGUI_API void igClearDragDrop(void); +CIMGUI_API bool igIsDragDropPayloadBeingAccepted(void); +CIMGUI_API void igRenderDragDropTargetRect(const ImRect bb,const ImRect item_clip_rect); +CIMGUI_API ImGuiTypingSelectRequest* igGetTypingSelectRequest(ImGuiTypingSelectFlags flags); +CIMGUI_API int igTypingSelectFindMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx); +CIMGUI_API int igTypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx); +CIMGUI_API int igTypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data); +CIMGUI_API bool igBeginBoxSelect(const ImRect scope_rect,ImGuiWindow* window,ImGuiID box_select_id,ImGuiMultiSelectFlags ms_flags); +CIMGUI_API void igEndBoxSelect(const ImRect scope_rect,ImGuiMultiSelectFlags ms_flags); +CIMGUI_API void igMultiSelectItemHeader(ImGuiID id,bool* p_selected,ImGuiButtonFlags* p_button_flags); +CIMGUI_API void igMultiSelectItemFooter(ImGuiID id,bool* p_selected,bool* p_pressed); +CIMGUI_API void igMultiSelectAddSetAll(ImGuiMultiSelectTempData* ms,bool selected); +CIMGUI_API void igMultiSelectAddSetRange(ImGuiMultiSelectTempData* ms,bool selected,int range_dir,ImGuiSelectionUserData first_item,ImGuiSelectionUserData last_item); +CIMGUI_API ImGuiBoxSelectState* igGetBoxSelectState(ImGuiID id); +CIMGUI_API ImGuiMultiSelectState* igGetMultiSelectState(ImGuiID id); +CIMGUI_API void igSetWindowClipRectBeforeSetChannel(ImGuiWindow* window,const ImRect clip_rect); +CIMGUI_API void igBeginColumns(const char* str_id,int count,ImGuiOldColumnFlags flags); +CIMGUI_API void igEndColumns(void); +CIMGUI_API void igPushColumnClipRect(int column_index); +CIMGUI_API void igPushColumnsBackground(void); +CIMGUI_API void igPopColumnsBackground(void); +CIMGUI_API ImGuiID igGetColumnsID(const char* str_id,int count); +CIMGUI_API ImGuiOldColumns* igFindOrCreateColumns(ImGuiWindow* window,ImGuiID id); +CIMGUI_API float igGetColumnOffsetFromNorm(const ImGuiOldColumns* columns,float offset_norm); +CIMGUI_API float igGetColumnNormFromOffset(const ImGuiOldColumns* columns,float offset); +CIMGUI_API void igTableOpenContextMenu(int column_n); +CIMGUI_API void igTableSetColumnWidth(int column_n,float width); +CIMGUI_API void igTableSetColumnSortDirection(int column_n,ImGuiSortDirection sort_direction,bool append_to_sort_specs); +CIMGUI_API int igTableGetHoveredRow(void); +CIMGUI_API float igTableGetHeaderRowHeight(void); +CIMGUI_API float igTableGetHeaderAngledMaxLabelWidth(void); +CIMGUI_API void igTablePushBackgroundChannel(void); +CIMGUI_API void igTablePopBackgroundChannel(void); +CIMGUI_API void igTableAngledHeadersRowEx(ImGuiID row_id,float angle,float max_label_width,const ImGuiTableHeaderData* data,int data_count); +CIMGUI_API ImGuiTable* igGetCurrentTable(void); +CIMGUI_API ImGuiTable* igTableFindByID(ImGuiID id); +CIMGUI_API bool igBeginTableEx(const char* name,ImGuiID id,int columns_count,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width); +CIMGUI_API void igTableBeginInitMemory(ImGuiTable* table,int columns_count); +CIMGUI_API void igTableBeginApplyRequests(ImGuiTable* table); +CIMGUI_API void igTableSetupDrawChannels(ImGuiTable* table); +CIMGUI_API void igTableUpdateLayout(ImGuiTable* table); +CIMGUI_API void igTableUpdateBorders(ImGuiTable* table); +CIMGUI_API void igTableUpdateColumnsWeightFromWidth(ImGuiTable* table); +CIMGUI_API void igTableDrawBorders(ImGuiTable* table); +CIMGUI_API void igTableDrawDefaultContextMenu(ImGuiTable* table,ImGuiTableFlags flags_for_section_to_display); +CIMGUI_API bool igTableBeginContextMenuPopup(ImGuiTable* table); +CIMGUI_API void igTableMergeDrawChannels(ImGuiTable* table); +CIMGUI_API ImGuiTableInstanceData* igTableGetInstanceData(ImGuiTable* table,int instance_no); +CIMGUI_API ImGuiID igTableGetInstanceID(ImGuiTable* table,int instance_no); +CIMGUI_API void igTableSortSpecsSanitize(ImGuiTable* table); +CIMGUI_API void igTableSortSpecsBuild(ImGuiTable* table); +CIMGUI_API ImGuiSortDirection igTableGetColumnNextSortDirection(ImGuiTableColumn* column); +CIMGUI_API void igTableFixColumnSortDirection(ImGuiTable* table,ImGuiTableColumn* column); +CIMGUI_API float igTableGetColumnWidthAuto(ImGuiTable* table,ImGuiTableColumn* column); +CIMGUI_API void igTableBeginRow(ImGuiTable* table); +CIMGUI_API void igTableEndRow(ImGuiTable* table); +CIMGUI_API void igTableBeginCell(ImGuiTable* table,int column_n); +CIMGUI_API void igTableEndCell(ImGuiTable* table); +CIMGUI_API void igTableGetCellBgRect(ImRect *pOut,const ImGuiTable* table,int column_n); +CIMGUI_API const char* igTableGetColumnName_TablePtr(const ImGuiTable* table,int column_n); +CIMGUI_API ImGuiID igTableGetColumnResizeID(ImGuiTable* table,int column_n,int instance_no); +CIMGUI_API float igTableCalcMaxColumnWidth(const ImGuiTable* table,int column_n); +CIMGUI_API void igTableSetColumnWidthAutoSingle(ImGuiTable* table,int column_n); +CIMGUI_API void igTableSetColumnWidthAutoAll(ImGuiTable* table); +CIMGUI_API void igTableRemove(ImGuiTable* table); +CIMGUI_API void igTableGcCompactTransientBuffers_TablePtr(ImGuiTable* table); +CIMGUI_API void igTableGcCompactTransientBuffers_TableTempDataPtr(ImGuiTableTempData* table); +CIMGUI_API void igTableGcCompactSettings(void); +CIMGUI_API void igTableLoadSettings(ImGuiTable* table); +CIMGUI_API void igTableSaveSettings(ImGuiTable* table); +CIMGUI_API void igTableResetSettings(ImGuiTable* table); +CIMGUI_API ImGuiTableSettings* igTableGetBoundSettings(ImGuiTable* table); +CIMGUI_API void igTableSettingsAddSettingsHandler(void); +CIMGUI_API ImGuiTableSettings* igTableSettingsCreate(ImGuiID id,int columns_count); +CIMGUI_API ImGuiTableSettings* igTableSettingsFindByID(ImGuiID id); +CIMGUI_API ImGuiTabBar* igGetCurrentTabBar(void); +CIMGUI_API bool igBeginTabBarEx(ImGuiTabBar* tab_bar,const ImRect bb,ImGuiTabBarFlags flags); +CIMGUI_API ImGuiTabItem* igTabBarFindTabByID(ImGuiTabBar* tab_bar,ImGuiID tab_id); +CIMGUI_API ImGuiTabItem* igTabBarFindTabByOrder(ImGuiTabBar* tab_bar,int order); +CIMGUI_API ImGuiTabItem* igTabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); +CIMGUI_API ImGuiTabItem* igTabBarGetCurrentTab(ImGuiTabBar* tab_bar); +CIMGUI_API int igTabBarGetTabOrder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API const char* igTabBarGetTabName(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarAddTab(ImGuiTabBar* tab_bar,ImGuiTabItemFlags tab_flags,ImGuiWindow* window); +CIMGUI_API void igTabBarRemoveTab(ImGuiTabBar* tab_bar,ImGuiID tab_id); +CIMGUI_API void igTabBarCloseTab(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarQueueFocus_TabItemPtr(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarQueueFocus_Str(ImGuiTabBar* tab_bar,const char* tab_name); +CIMGUI_API void igTabBarQueueReorder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,int offset); +CIMGUI_API void igTabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,ImVec2 mouse_pos); +CIMGUI_API bool igTabBarProcessReorder(ImGuiTabBar* tab_bar); +CIMGUI_API bool igTabItemEx(ImGuiTabBar* tab_bar,const char* label,bool* p_open,ImGuiTabItemFlags flags,ImGuiWindow* docked_window); +CIMGUI_API void igTabItemCalcSize_Str(ImVec2 *pOut,const char* label,bool has_close_button_or_unsaved_marker); +CIMGUI_API void igTabItemCalcSize_WindowPtr(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API void igTabItemBackground(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImU32 col); +CIMGUI_API void igTabItemLabelAndCloseButton(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImVec2 frame_padding,const char* label,ImGuiID tab_id,ImGuiID close_button_id,bool is_contents_visible,bool* out_just_closed,bool* out_text_clipped); +CIMGUI_API void igRenderText(ImVec2 pos,const char* text,const char* text_end,bool hide_text_after_hash); +CIMGUI_API void igRenderTextWrapped(ImVec2 pos,const char* text,const char* text_end,float wrap_width); +CIMGUI_API void igRenderTextClipped(const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect); +CIMGUI_API void igRenderTextClippedEx(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect); +CIMGUI_API void igRenderTextEllipsis(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,float clip_max_x,float ellipsis_max_x,const char* text,const char* text_end,const ImVec2* text_size_if_known); +CIMGUI_API void igRenderFrame(ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,bool borders,float rounding); +CIMGUI_API void igRenderFrameBorder(ImVec2 p_min,ImVec2 p_max,float rounding); +CIMGUI_API void igRenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list,ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,float grid_step,ImVec2 grid_off,float rounding,ImDrawFlags flags); +CIMGUI_API void igRenderNavCursor(const ImRect bb,ImGuiID id,ImGuiNavRenderCursorFlags flags); +CIMGUI_API const char* igFindRenderedTextEnd(const char* text,const char* text_end); +CIMGUI_API void igRenderMouseCursor(ImVec2 pos,float scale,ImGuiMouseCursor mouse_cursor,ImU32 col_fill,ImU32 col_border,ImU32 col_shadow); +CIMGUI_API void igRenderArrow(ImDrawList* draw_list,ImVec2 pos,ImU32 col,ImGuiDir dir,float scale); +CIMGUI_API void igRenderBullet(ImDrawList* draw_list,ImVec2 pos,ImU32 col); +CIMGUI_API void igRenderCheckMark(ImDrawList* draw_list,ImVec2 pos,ImU32 col,float sz); +CIMGUI_API void igRenderArrowPointingAt(ImDrawList* draw_list,ImVec2 pos,ImVec2 half_sz,ImGuiDir direction,ImU32 col); +CIMGUI_API void igRenderArrowDockMenu(ImDrawList* draw_list,ImVec2 p_min,float sz,ImU32 col); +CIMGUI_API void igRenderRectFilledRangeH(ImDrawList* draw_list,const ImRect rect,ImU32 col,float x_start_norm,float x_end_norm,float rounding); +CIMGUI_API void igRenderRectFilledWithHole(ImDrawList* draw_list,const ImRect outer,const ImRect inner,ImU32 col,float rounding); +CIMGUI_API ImDrawFlags igCalcRoundingFlagsForRectInRect(const ImRect r_in,const ImRect r_outer,float threshold); +CIMGUI_API void igTextEx(const char* text,const char* text_end,ImGuiTextFlags flags); +CIMGUI_API bool igButtonEx(const char* label,const ImVec2 size_arg,ImGuiButtonFlags flags); +CIMGUI_API bool igArrowButtonEx(const char* str_id,ImGuiDir dir,ImVec2 size_arg,ImGuiButtonFlags flags); +CIMGUI_API bool igImageButtonEx(ImGuiID id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col,ImGuiButtonFlags flags); +CIMGUI_API void igSeparatorEx(ImGuiSeparatorFlags flags,float thickness); +CIMGUI_API void igSeparatorTextEx(ImGuiID id,const char* label,const char* label_end,float extra_width); +CIMGUI_API bool igCheckboxFlags_S64Ptr(const char* label,ImS64* flags,ImS64 flags_value); +CIMGUI_API bool igCheckboxFlags_U64Ptr(const char* label,ImU64* flags,ImU64 flags_value); +CIMGUI_API bool igCloseButton(ImGuiID id,const ImVec2 pos); +CIMGUI_API bool igCollapseButton(ImGuiID id,const ImVec2 pos,ImGuiDockNode* dock_node); +CIMGUI_API void igScrollbar(ImGuiAxis axis); +CIMGUI_API bool igScrollbarEx(const ImRect bb,ImGuiID id,ImGuiAxis axis,ImS64* p_scroll_v,ImS64 avail_v,ImS64 contents_v,ImDrawFlags draw_rounding_flags); +CIMGUI_API void igGetWindowScrollbarRect(ImRect *pOut,ImGuiWindow* window,ImGuiAxis axis); +CIMGUI_API ImGuiID igGetWindowScrollbarID(ImGuiWindow* window,ImGuiAxis axis); +CIMGUI_API ImGuiID igGetWindowResizeCornerID(ImGuiWindow* window,int n); +CIMGUI_API ImGuiID igGetWindowResizeBorderID(ImGuiWindow* window,ImGuiDir dir); +CIMGUI_API bool igButtonBehavior(const ImRect bb,ImGuiID id,bool* out_hovered,bool* out_held,ImGuiButtonFlags flags); +CIMGUI_API bool igDragBehavior(ImGuiID id,ImGuiDataType data_type,void* p_v,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderBehavior(const ImRect bb,ImGuiID id,ImGuiDataType data_type,void* p_v,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags,ImRect* out_grab_bb); +CIMGUI_API bool igSplitterBehavior(const ImRect bb,ImGuiID id,ImGuiAxis axis,float* size1,float* size2,float min_size1,float min_size2,float hover_extend,float hover_visibility_delay,ImU32 bg_col); +CIMGUI_API bool igTreeNodeBehavior(ImGuiID id,ImGuiTreeNodeFlags flags,const char* label,const char* label_end); +CIMGUI_API void igTreePushOverrideID(ImGuiID id); +CIMGUI_API bool igTreeNodeGetOpen(ImGuiID storage_id); +CIMGUI_API void igTreeNodeSetOpen(ImGuiID storage_id,bool open); +CIMGUI_API bool igTreeNodeUpdateNextOpen(ImGuiID storage_id,ImGuiTreeNodeFlags flags); +CIMGUI_API const ImGuiDataTypeInfo* igDataTypeGetInfo(ImGuiDataType data_type); +CIMGUI_API int igDataTypeFormatString(char* buf,int buf_size,ImGuiDataType data_type,const void* p_data,const char* format); +CIMGUI_API void igDataTypeApplyOp(ImGuiDataType data_type,int op,void* output,const void* arg_1,const void* arg_2); +CIMGUI_API bool igDataTypeApplyFromText(const char* buf,ImGuiDataType data_type,void* p_data,const char* format,void* p_data_when_empty); +CIMGUI_API int igDataTypeCompare(ImGuiDataType data_type,const void* arg_1,const void* arg_2); +CIMGUI_API bool igDataTypeClamp(ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max); +CIMGUI_API bool igDataTypeIsZero(ImGuiDataType data_type,const void* p_data); +CIMGUI_API bool igInputTextEx(const char* label,const char* hint,char* buf,int buf_size,const ImVec2 size_arg,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API void igInputTextDeactivateHook(ImGuiID id); +CIMGUI_API bool igTempInputText(const ImRect bb,ImGuiID id,const char* label,char* buf,int buf_size,ImGuiInputTextFlags flags); +CIMGUI_API bool igTempInputScalar(const ImRect bb,ImGuiID id,const char* label,ImGuiDataType data_type,void* p_data,const char* format,const void* p_clamp_min,const void* p_clamp_max); +CIMGUI_API bool igTempInputIsActive(ImGuiID id); +CIMGUI_API ImGuiInputTextState* igGetInputTextState(ImGuiID id); +CIMGUI_API void igSetNextItemRefVal(ImGuiDataType data_type,void* p_data); +CIMGUI_API void igColorTooltip(const char* text,const float* col,ImGuiColorEditFlags flags); +CIMGUI_API void igColorEditOptionsPopup(const float* col,ImGuiColorEditFlags flags); +CIMGUI_API void igColorPickerOptionsPopup(const float* ref_col,ImGuiColorEditFlags flags); +CIMGUI_API int igPlotEx(ImGuiPlotType plot_type,const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,const ImVec2 size_arg); +CIMGUI_API void igShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,ImVec2 gradient_p0,ImVec2 gradient_p1,ImU32 col0,ImU32 col1); +CIMGUI_API void igShadeVertsLinearUV(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,bool clamp); +CIMGUI_API void igShadeVertsTransformPos(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 pivot_in,float cos_a,float sin_a,const ImVec2 pivot_out); +CIMGUI_API void igGcCompactTransientMiscBuffers(void); +CIMGUI_API void igGcCompactTransientWindowBuffers(ImGuiWindow* window); +CIMGUI_API void igGcAwakeTransientWindowBuffers(ImGuiWindow* window); +CIMGUI_API bool igErrorLog(const char* msg); +CIMGUI_API void igErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out); +CIMGUI_API void igErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in); +CIMGUI_API void igErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in); +CIMGUI_API void igErrorCheckUsingSetCursorPosToExtendParentBoundaries(void); +CIMGUI_API void igErrorCheckEndFrameFinalizeErrorTooltip(void); +CIMGUI_API bool igBeginErrorTooltip(void); +CIMGUI_API void igEndErrorTooltip(void); +CIMGUI_API void igDebugAllocHook(ImGuiDebugAllocInfo* info,int frame_count,void* ptr,size_t size); +CIMGUI_API void igDebugDrawCursorPos(ImU32 col); +CIMGUI_API void igDebugDrawLineExtents(ImU32 col); +CIMGUI_API void igDebugDrawItemRect(ImU32 col); +CIMGUI_API void igDebugTextUnformattedWithLocateItem(const char* line_begin,const char* line_end); +CIMGUI_API void igDebugLocateItem(ImGuiID target_id); +CIMGUI_API void igDebugLocateItemOnHover(ImGuiID target_id); +CIMGUI_API void igDebugLocateItemResolveWithLastItem(void); +CIMGUI_API void igDebugBreakClearData(void); +CIMGUI_API bool igDebugBreakButton(const char* label,const char* description_of_location); +CIMGUI_API void igDebugBreakButtonTooltip(bool keyboard_only,const char* description_of_location); +CIMGUI_API void igShowFontAtlas(ImFontAtlas* atlas); +CIMGUI_API void igDebugHookIdInfo(ImGuiID id,ImGuiDataType data_type,const void* data_id,const void* data_id_end); +CIMGUI_API void igDebugNodeColumns(ImGuiOldColumns* columns); +CIMGUI_API void igDebugNodeDockNode(ImGuiDockNode* node,const char* label); +CIMGUI_API void igDebugNodeDrawList(ImGuiWindow* window,ImGuiViewportP* viewport,const ImDrawList* draw_list,const char* label); +CIMGUI_API void igDebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list,const ImDrawList* draw_list,const ImDrawCmd* draw_cmd,bool show_mesh,bool show_aabb); +CIMGUI_API void igDebugNodeFont(ImFont* font); +CIMGUI_API void igDebugNodeFontGlyph(ImFont* font,const ImFontGlyph* glyph); +CIMGUI_API void igDebugNodeStorage(ImGuiStorage* storage,const char* label); +CIMGUI_API void igDebugNodeTabBar(ImGuiTabBar* tab_bar,const char* label); +CIMGUI_API void igDebugNodeTable(ImGuiTable* table); +CIMGUI_API void igDebugNodeTableSettings(ImGuiTableSettings* settings); +CIMGUI_API void igDebugNodeInputTextState(ImGuiInputTextState* state); +CIMGUI_API void igDebugNodeTypingSelectState(ImGuiTypingSelectState* state); +CIMGUI_API void igDebugNodeMultiSelectState(ImGuiMultiSelectState* state); +CIMGUI_API void igDebugNodeWindow(ImGuiWindow* window,const char* label); +CIMGUI_API void igDebugNodeWindowSettings(ImGuiWindowSettings* settings); +CIMGUI_API void igDebugNodeWindowsList(ImVector_ImGuiWindowPtr* windows,const char* label); +CIMGUI_API void igDebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows,int windows_size,ImGuiWindow* parent_in_begin_stack); +CIMGUI_API void igDebugNodeViewport(ImGuiViewportP* viewport); +CIMGUI_API void igDebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor,const char* label,int idx); +CIMGUI_API void igDebugRenderKeyboardPreview(ImDrawList* draw_list); +CIMGUI_API void igDebugRenderViewportThumbnail(ImDrawList* draw_list,ImGuiViewportP* viewport,const ImRect bb); +CIMGUI_API const ImFontBuilderIO* igImFontAtlasGetBuilderForStbTruetype(void); +CIMGUI_API void igImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildInit(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildSetupFont(ImFontAtlas* atlas,ImFont* font,ImFontConfig* font_config,float ascent,float descent); +CIMGUI_API void igImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas,void* stbrp_context_opaque); +CIMGUI_API void igImFontAtlasBuildFinish(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned char in_marker_pixel_value); +CIMGUI_API void igImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned int in_marker_pixel_value); +CIMGUI_API void igImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256],float in_multiply_factor); +CIMGUI_API void igImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256],unsigned char* pixels,int x,int y,int w,int h,int stride); +#ifdef IMGUI_ENABLE_FREETYPE +CIMGUI_API const ImFontBuilderIO* ImGuiFreeType_GetBuilderForFreeType(void); +CIMGUI_API void ImGuiFreeType_SetAllocatorFunctions(void*(*alloc_func)(size_t sz,void* user_data),void(*free_func)(void* ptr,void* user_data),void* user_data); +#endif + + +/////////////////////////hand written functions +//no LogTextV +CIMGUI_API void igLogText(const char *fmt, ...); +//no appendfV +CIMGUI_API void ImGuiTextBuffer_appendf(ImGuiTextBuffer *self, const char *fmt, ...); +//for getting FLT_MAX in bindings +CIMGUI_API float igGET_FLT_MAX(void); +//for getting FLT_MIN in bindings +CIMGUI_API float igGET_FLT_MIN(void); + + +CIMGUI_API ImVector_ImWchar* ImVector_ImWchar_create(void); +CIMGUI_API void ImVector_ImWchar_destroy(ImVector_ImWchar* self); +CIMGUI_API void ImVector_ImWchar_Init(ImVector_ImWchar* p); +CIMGUI_API void ImVector_ImWchar_UnInit(ImVector_ImWchar* p); + +#ifdef IMGUI_HAS_DOCK +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowPos(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_pos)); +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowSize(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_size)); +#endif + +#endif //CIMGUI_INCLUDED + + + + diff --git a/src/main/imgui/cimgui_impl_dx9.cpp b/src/main/imgui/cimgui_impl_dx9.cpp new file mode 100644 index 0000000..de537c3 --- /dev/null +++ b/src/main/imgui/cimgui_impl_dx9.cpp @@ -0,0 +1,33 @@ +#include "imgui_impl_dx9.h" +#include "imgui_internal.h" +#include "cimgui.h" + +CIMGUI_API bool igImplDX9_Init(IDirect3DDevice9* device) +{ + return ImGui_ImplDX9_Init(device); +} + +CIMGUI_API void igImplDX9_Shutdown() +{ + ImGui_ImplDX9_Shutdown(); +} + +CIMGUI_API void igImplDX9_NewFrame() +{ + ImGui_ImplDX9_NewFrame(); +} + +CIMGUI_API void igImplDX9_RenderDrawData(ImDrawData* draw_data) +{ + ImGui_ImplDX9_RenderDrawData(draw_data); +} + +CIMGUI_API bool igImplDX9_CreateDeviceObjects() +{ + return ImGui_ImplDX9_CreateDeviceObjects(); +} + +CIMGUI_API void igImplDX9_InvalidateDeviceObjects() +{ + ImGui_ImplDX9_InvalidateDeviceObjects(); +} \ No newline at end of file diff --git a/src/main/imgui/cimgui_impl_dx9.h b/src/main/imgui/cimgui_impl_dx9.h new file mode 100644 index 0000000..a8b4187 --- /dev/null +++ b/src/main/imgui/cimgui_impl_dx9.h @@ -0,0 +1,16 @@ +#ifndef CIMGUI_IMPL_DX9_INCLUDED +#define CIMGUI_IMPL_DX9_INCLUDED + +#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#include "cimgui.h" + +typedef struct IDirect3DDevice9 IDirect3DDevice9; + +CIMGUI_API bool igImplDX9_Init(IDirect3DDevice9* device); +CIMGUI_API void igImplDX9_Shutdown(); +CIMGUI_API void igImplDX9_NewFrame(); +CIMGUI_API void igImplDX9_RenderDrawData(ImDrawData* draw_data); +CIMGUI_API bool igImplDX9_CreateDeviceObjects(); +CIMGUI_API void igImplDX9_InvalidateDeviceObjects(); + +#endif // CIMGUI_IMPL_DX9_INCLUDED \ No newline at end of file diff --git a/src/main/imgui/cimgui_impl_win32.cpp b/src/main/imgui/cimgui_impl_win32.cpp new file mode 100644 index 0000000..618afc5 --- /dev/null +++ b/src/main/imgui/cimgui_impl_win32.cpp @@ -0,0 +1,52 @@ +#include + +#include "imgui_impl_win32.h" +#include "imgui_internal.h" +#include "cimgui.h" + +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +CIMGUI_API bool igImplWin32_Init(void* hwnd) +{ + return ImGui_ImplWin32_Init(hwnd); +} + +CIMGUI_API bool igImplWin32_InitForOpenGL(void* hwnd) +{ + return ImGui_ImplWin32_InitForOpenGL(hwnd); +} + +CIMGUI_API void igImplWin32_Shutdown() +{ + ImGui_ImplWin32_Shutdown(); +} + +CIMGUI_API void igImplWin32_NewFrame() +{ + ImGui_ImplWin32_NewFrame(); +} + +CIMGUI_API LRESULT igImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + return ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam); +} + +CIMGUI_API void igImplWin32_EnableDpiAwareness() +{ + ImGui_ImplWin32_EnableDpiAwareness(); +} + +CIMGUI_API float igImplWin32_GetDpiScaleForHwnd(void* hwnd) +{ + return ImGui_ImplWin32_GetDpiScaleForHwnd(hwnd); +} + +CIMGUI_API float igImplWin32_GetDpiScaleForMonitor(void* monitor) +{ + return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); +} + +CIMGUI_API void igImplWin32_EnableAlphaCompositing(void* hwnd) +{ + ImGui_ImplWin32_EnableAlphaCompositing(hwnd); +} \ No newline at end of file diff --git a/src/main/imgui/cimgui_impl_win32.h b/src/main/imgui/cimgui_impl_win32.h new file mode 100644 index 0000000..156dbcc --- /dev/null +++ b/src/main/imgui/cimgui_impl_win32.h @@ -0,0 +1,21 @@ +#ifndef CIMGUI_IMPL_WIN32_INCLUDED +#define CIMGUI_IMPL_WIN32_INCLUDED + +#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#include "cimgui.h" + +CIMGUI_API bool igImplWin32_Init(void* hwnd); +CIMGUI_API bool igImplWin32_InitForOpenGL(void* hwnd); +CIMGUI_API void igImplWin32_Shutdown(); +CIMGUI_API void igImplWin32_NewFrame(); + +#if 0 +CIMGUI_API LRESULT igImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +CIMGUI_API void igImplWin32_EnableDpiAwareness(); +CIMGUI_API float igImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd +CIMGUI_API float igImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor +CIMGUI_API void igImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd + +#endif // CIMGUI_IMPL_WIN32_INCLUDED \ No newline at end of file diff --git a/src/main/imgui/imconfig.h b/src/main/imgui/imconfig.h new file mode 100644 index 0000000..4ad17ec --- /dev/null +++ b/src/main/imgui/imconfig.h @@ -0,0 +1,142 @@ +//----------------------------------------------------------------------------- +// DEAR IMGUI COMPILE-TIME OPTIONS +// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. +// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. +//----------------------------------------------------------------------------- +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it) +// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template. +//----------------------------------------------------------------------------- +// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp +// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. +// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. +// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using. +//----------------------------------------------------------------------------- + +#pragma once + +//---- Define assertion handler. Defaults to calling assert(). +// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. +//#define IM_ASSERT(_EXPR) MyAssert(_EXPR) +#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts + +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows +// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export +//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import +//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden + +//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. +#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//---- Disable all of Dear ImGui or don't implement standard windows/tools. +// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp. +//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. +//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. +//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty. + +//---- Don't implement some functions to reduce linkage requirements. +//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) +//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) +//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME). +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). +//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")). +//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) +//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. +//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. +//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). +//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded font (ProggyClean.ttf), remove ~9.5 KB from output binary. AddFontDefault() will assert. +//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available + +//---- Enable Test Engine / Automation features. +//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details. + +//---- Include imgui_user.h at the end of imgui.h as a convenience +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. +//#define IMGUI_INCLUDE_IMGUI_USER_H +//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h" + +//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support. +//#define IMGUI_USE_BGRA_PACKED_COLOR + +//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate. +//#define IMGUI_USE_LEGACY_CRC32_ADLER + +//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) +//#define IMGUI_USE_WCHAR32 + +//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version +// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined. +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined. + +//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) +// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h. +//#define IMGUI_USE_STB_SPRINTF + +//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) +// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). +// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. +//#define IMGUI_ENABLE_FREETYPE + +//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT) +// Only works in combination with IMGUI_ENABLE_FREETYPE. +// - lunasvg is currently easier to acquire/install, as e.g. it is part of vcpkg. +// - plutosvg will support more fonts and may load them faster. It currently requires to be built manually but it is fairly easy. See misc/freetype/README for instructions. +// - Both require headers to be available in the include path + program to be linked with the library code (not provided). +// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement) +//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG +//#define IMGUI_ENABLE_FREETYPE_LUNASVG + +//---- Use stb_truetype to build and rasterize the font atlas (default) +// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. +//#define IMGUI_ENABLE_STB_TRUETYPE + +//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. +// This will be inlined as part of ImVec2 and ImVec4 class declarations. +/* +#define IM_VEC2_CLASS_EXTRA \ + constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \ + operator MyVec2() const { return MyVec2(x,y); } + +#define IM_VEC4_CLASS_EXTRA \ + constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \ + operator MyVec4() const { return MyVec4(x,y,z,w); } +*/ +//---- ...Or use Dear ImGui's own very basic math operators. +//#define IMGUI_DEFINE_MATH_OPERATORS + +//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. +// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). +// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. +// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. +//#define ImDrawIdx unsigned int + +//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + +//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase) +// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() + +//---- Debug Tools: Enable slower asserts +//#define IMGUI_DEBUG_PARANOID + +//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files) +/* +namespace ImGui +{ + void MyFunction(const char* name, MyMatrix44* mtx); +} +*/ diff --git a/src/main/imgui/imgui.cpp b/src/main/imgui/imgui.cpp new file mode 100644 index 0000000..baa0338 --- /dev/null +++ b/src/main/imgui/imgui.cpp @@ -0,0 +1,22779 @@ +// dear imgui, v1.91.7 +// (main code and documentation) + +// Help: +// - See links below. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Read top of imgui.cpp for more details, links and comments. + +// Resources: +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) + +// For first-time users having issues compiling/linking/running/loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. + +// Copyright (c) 2014-2025 Omar Cornut +// Developed by Omar Cornut and every direct or indirect contributors to the GitHub. +// See LICENSE.txt for copyright and licensing details (standard MIT License). +// This library is free but needs your support to sustain development and maintenance. +// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts. +// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Funding +// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. + +// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. +// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without +// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't +// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you +// to a better solution or official support for them. + +/* + +Index of this file: + +DOCUMENTATION + +- MISSION STATEMENT +- CONTROLS GUIDE +- PROGRAMMER GUIDE + - READ FIRST + - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + - HOW A SIMPLE APPLICATION MAY LOOK LIKE + - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE +- API BREAKING CHANGES (read me when you update!) +- FREQUENTLY ASKED QUESTIONS (FAQ) + - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer) + +CODE +(search for "[SECTION]" in the code to find them) + +// [SECTION] INCLUDES +// [SECTION] FORWARD DECLARATIONS +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +// [SECTION] MISC HELPERS/UTILITIES (File functions) +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// [SECTION] ImGuiStorage +// [SECTION] ImGuiTextFilter +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex +// [SECTION] ImGuiListClipper +// [SECTION] STYLING +// [SECTION] RENDER HELPERS +// [SECTION] INITIALIZATION, SHUTDOWN +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] ID STACK +// [SECTION] INPUTS +// [SECTION] ERROR CHECKING, STATE RECOVERY +// [SECTION] ITEM SUBMISSION +// [SECTION] LAYOUT +// [SECTION] SCROLLING +// [SECTION] TOOLTIPS +// [SECTION] POPUPS +// [SECTION] WINDOW FOCUS +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +// [SECTION] DRAG AND DROP +// [SECTION] LOGGING/CAPTURING +// [SECTION] SETTINGS +// [SECTION] LOCALIZATION +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +// [SECTION] DOCKING +// [SECTION] PLATFORM DEPENDENT HELPERS +// [SECTION] METRICS/DEBUGGER WINDOW +// [SECTION] DEBUG LOG WINDOW +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) + +*/ + +//----------------------------------------------------------------------------- +// DOCUMENTATION +//----------------------------------------------------------------------------- + +/* + + MISSION STATEMENT + ================= + + - Easy to use to create code-driven and data-driven tools. + - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. + - Easy to hack and improve. + - Minimize setup and maintenance. + - Minimize state storage on user side. + - Minimize state synchronization. + - Portable, minimize dependencies, run on target (consoles, phones, etc.). + - Efficient runtime and memory consumption. + + Designed primarily for developers and content-creators, not the typical end-user! + Some of the current weaknesses (which we aim to address in the future) includes: + + - Doesn't look fancy. + - Limited layout features, intricate layouts are typically crafted in code. + + + CONTROLS GUIDE + ============== + + - MOUSE CONTROLS + - Mouse wheel: Scroll vertically. + - SHIFT+Mouse wheel: Scroll horizontally. + - Click [X]: Close a window, available when 'bool* p_open' is passed to ImGui::Begin(). + - Click ^, Double-Click title: Collapse window. + - Drag on corner/border: Resize window (double-click to auto fit window to its contents). + - Drag on any empty space: Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true). + - Left-click outside popup: Close popup stack (right-click over underlying popup: Partially close popup stack). + + - TEXT EDITOR + - Hold SHIFT or Drag Mouse: Select text. + - CTRL+Left/Right: Word jump. + - CTRL+Shift+Left/Right: Select words. + - CTRL+A or Double-Click: Select All. + - CTRL+X, CTRL+C, CTRL+V: Use OS clipboard. + - CTRL+Z, CTRL+Y: Undo, Redo. + - ESCAPE: Revert text to its original value. + - On OSX, controls are automatically adjusted to match standard OSX text editing 2ts and behaviors. + + - KEYBOARD CONTROLS + - Basic: + - Tab, SHIFT+Tab Cycle through text editable fields. + - CTRL+Tab, CTRL+Shift+Tab Cycle through windows. + - CTRL+Click Input text into a Slider or Drag widget. + - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`: + - Tab, SHIFT+Tab: Cycle through every items. + - Arrow keys Move through items using directional navigation. Tweak value. + - Arrow keys + Alt, Shift Tweak slower, tweak faster (when using arrow keys). + - Enter Activate item (prefer text input when possible). + - Space Activate item (prefer tweaking with arrows when possible). + - Escape Deactivate item, leave child window, close popup. + - Page Up, Page Down Previous page, next page. + - Home, End Scroll to top, scroll to bottom. + - Alt Toggle between scrolling layer and menu layer. + - CTRL+Tab then Ctrl+Arrows Move window. Hold SHIFT to resize instead of moving. + - Output when ImGuiConfigFlags_NavEnableKeyboard set, + - io.WantCaptureKeyboard flag is set when keyboard is claimed. + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used). + + - GAMEPAD CONTROLS + - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse! + - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets + - Backend support: backend needs to: + - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. + - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. + Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, + with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + + - REMOTE INPUTS SHARING & MOUSE EMULATION + - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app) + in order to share your PC mouse/keyboard. + - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the io.ConfigNavMoveSetMousePos flag. + Enabling io.ConfigNavMoveSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements. + When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. + When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!) + (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want + to set a boolean to ignore your other external mouse positions until the external source is moved again.) + + + PROGRAMMER GUIDE + ================ + + READ FIRST + ---------- + - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) + - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone! + The UI can be highly dynamic, there are no construction or destruction steps, less superfluous + data retention on your side, less state duplication, less state synchronization, fewer bugs. + - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. + Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version. + - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. + - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. + - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. + For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI, + where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. + - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. + - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). + If you get an assert, read the messages and comments around the assert. + - This codebase aims to be highly optimized: + - A typical idle frame should never call malloc/free. + - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible. + - We put particular energy in making sure performances are decent with typical "Debug" build settings as well. + Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all. + - This codebase aims to be both highly opinionated and highly flexible: + - This code works because of the things it choose to solve or not solve. + - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers, + and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now). + This is to increase compatibility, increase maintainability and facilitate use from other languages. + - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. + See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. + We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally. + - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction + (so don't use ImVector in your code or at our own risk!). + - Building: We don't use nor mandate a build system for the main library. + This is in an effort to ensure that it works in the real world aka with any esoteric build setup. + This is also because providing a build system for the main library would be of little-value. + The build problems are almost never coming from the main library but from specific backends. + + + HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + ---------------------------------------------- + - Update submodule or copy/overwrite every file. + - About imconfig.h: + - You may modify your copy of imconfig.h, in this case don't overwrite it. + - or you may locally branch to modify imconfig.h and merge/rebase latest. + - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to + specify a custom path for your imconfig.h file and instead not have to modify the default one. + + - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h) + - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master". + - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file. + - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. + If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed + from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will + likely be a comment about it. Please report any issue to the GitHub page! + - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file. + - Try to keep your copy of Dear ImGui reasonably up to date! + + + GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + --------------------------------------------------------------- + - See https://github.com/ocornut/imgui/wiki/Getting-Started. + - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. + - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder. + - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system. + It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL). + - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. + - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. + - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. + Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" + phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render(). + - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code. + - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. + + + HOW A SIMPLE APPLICATION MAY LOOK LIKE + -------------------------------------- + EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). + The sub-folders in examples/ contain examples applications following this structure. + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Application main loop + while (true) + { + // Feed inputs to dear imgui, start new frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // Any application code here + ImGui::Text("Hello, world!"); + + // Render dear imgui into screen + ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + g_pSwapChain->Present(1, 0); + } + + // Shutdown + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Build and load the texture atlas into a texture + // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) + int width, height; + unsigned char* pixels = nullptr; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // At this point you've got the texture data and you need to upload that to your graphic system: + // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. + // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. + MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) + io.Fonts->SetTexID((void*)texture); + + // Application main loop + while (true) + { + // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. + // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends) + io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) + io.DisplaySize.x = 1920.0f; // set the current display width + io.DisplaySize.y = 1280.0f; // set the current display height here + io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position + io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states + io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states + + // Call NewFrame(), after this point you can use ImGui::* functions anytime + // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) + ImGui::NewFrame(); + + // Most of your application code here + ImGui::Text("Hello, world!"); + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! + + // Render dear imgui, swap buffers + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) + ImGui::EndFrame(); + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + MyImGuiRenderFunction(draw_data); + SwapBuffers(); + } + + // Shutdown + ImGui::DestroyContext(); + + To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, + you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this. + + + HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + --------------------------------------------- + The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. + + void MyImGuiRenderFunction(ImDrawData* draw_data) + { + // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. + // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // We are using scissoring to clip some objects. All low-level graphics API should support it. + // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches + // (some elements visible outside their bounds) but you can fix that once everything else works! + // - Clipping coordinates are provided in imgui coordinates space: + // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size + // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. + // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) + MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); + + // The texture for the draw call is specified by pcmd->GetTexID(). + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); + + // Render 'pcmd->ElemCount/3' indexed triangles. + // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); + } + } + } + } + + + API BREAKING CHANGES + ==================== + + Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. + Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. + When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + You can read releases logs https://github.com/ocornut/imgui/releases for more details. + +(Docking/Viewport Branch) + - 2025/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: + - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. + you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) + - likewise io.MousePos and GetMousePos() will use OS coordinates. + If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. + + - 2025/01/14 (1.91.7) - renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth for consistency with other names. Kept redirection enum (will obsolete). (#6937) + - 2024/11/27 (1.91.6) - changed CRC32 table from CRC32-adler to CRC32c polynomial in order to be compatible with the result of SSE 4.2 instructions. + As a result, old .ini data may be partially lost (docking and tables information particularly). + Because some users have crafted and storing .ini data as a way to workaround limitations of the docking API, we are providing a '#define IMGUI_USE_LEGACY_CRC32_ADLER' compile-time option to keep using old CRC32 tables if you cannot afford invalidating old .ini data. + - 2024/11/06 (1.91.5) - commented/obsoleted out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before) + - io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). + - io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022). + - pre-1.87 backends are not supported: + - backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields. + - backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields. + - for more reference: + - read 1.87 and 1.88 part of this section or read Changelog for 1.87 and 1.88. + - read https://github.com/ocornut/imgui/issues/4921 + - if you have trouble updating a very old codebase using legacy backend-specific key codes: consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest. + - obsoleted ImGuiKey_COUNT (it is unusually error-prone/misleading since valid keys don't start at 0). probably use ImGuiKey_NamedKey_BEGIN/ImGuiKey_NamedKey_END? + - fonts: removed const qualifiers from most font functions in prevision for upcoming font improvements. + - 2024/10/18 (1.91.4) - renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor (for consistency with newly exposed and reworked features). Kept inline redirection enum (will obsolete). + - 2024/10/14 (1.91.4) - moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool. + moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool (note the inverted value!). + kept legacy names (will obsolete) + code that copies settings once the first time. Dynamically changing the old value won't work. Switch to using the new value! + - 2024/10/10 (1.91.4) - the typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641) + this removes the requirement to redefine it for backends which are e.g. storing descriptor sets or other 64-bits structures when building on 32-bits archs. It therefore simplify various building scripts/helpers. + you may have compile-time issues if you were casting to 'void*' instead of 'ImTextureID' when passing your types to functions taking ImTextureID values, e.g. ImGui::Image(). + in doubt it is almost always better to do an intermediate intptr_t cast, since it allows casting any pointer/integer type without warning: + - May warn: ImGui::Image((void*)MyTextureData, ...); + - May warn: ImGui::Image((void*)(intptr_t)MyTextureData, ...); + - Won't warn: ImGui::Image((ImTextureID)(intptr_t)MyTextureData), ...); + - note that you can always define ImTextureID to be your own high-level structures (with dedicated constructors) if you like. + - 2024/10/03 (1.91.3) - drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is a still special value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76) + - drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed). + although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76) + - 2024/09/10 (1.91.2) - internals: using multiple overlayed ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030) + it was one of the rare case where using same ID is legal. workarounds: (1) use single ButtonBehavior() call with multiple _MouseButton flags, or (2) surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() + - 2024/08/23 (1.91.1) - renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. kept inline redirection flag. + - 2024/08/22 (1.91.1) - moved some functions from ImGuiIO to ImGuiPlatformIO structure: + - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn + changed 'void* user_data' to 'ImGuiContext* ctx'. Pull your user data from platform_io.ClipboardUserData. + - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn + same as above line. + - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn (#7660) + - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn + - io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278) + - access those via GetPlatformIO() instead of GetIO(). + some were introduced very recently and often automatically setup by core library and backends, so for those we are exceptionally not maintaining a legacy redirection symbol. + - commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). As a reminder: + - old ImageButton() before 1.89 used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID) + - new ImageButton() since 1.89 requires an explicit 'const char* str_id' + - old ImageButton() before 1.89 had frame_padding' override argument. + - new ImageButton() since 1.89 always use style.FramePadding, which you can freely override with PushStyleVar()/PopStyleVar(). + - 2024/07/25 (1.91.0) - obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (see #7838 on GitHub for more info) + you should never need those functions. you can do everything with GetCursorScreenPos() and GetContentRegionAvail() in a more simple way. + - instead of: GetWindowContentRegionMax().x - GetCursorPos().x + - you can use: GetContentRegionAvail().x + - instead of: GetWindowContentRegionMax().x + GetWindowPos().x + - you can use: GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window + - instead of: GetContentRegionMax() + - you can use: GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates + - instead of: GetWindowContentRegionMax().x - GetWindowContentRegionMin().x + - you can use: GetContentRegionAvail() // when called from left edge of window + - 2024/07/15 (1.91.0) - renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups. (#1379, #1468, #2200, #4936, #5216, #7302, #7573) + (internals: also renamed ImGuiItemFlags_SelectableDontClosePopup into ImGuiItemFlags_AutoClosePopups with inverted behaviors) + - 2024/07/15 (1.91.0) - obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag(ImGuiItemFlags_ButtonRepeat, ...)/PopItemFlag(). + - 2024/07/02 (1.91.0) - commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456) + - commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456) + - ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc. + - 2024/07/02 (1.91.0) - IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness. + - old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - 2024/06/21 (1.90.9) - BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened); + - new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0); + - 2024/06/21 (1.90.9) - io: ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data, newly added ClearInputMouse() does. + - 2024/06/20 (1.90.9) - renamed ImGuiDragDropFlags_SourceAutoExpirePayload to ImGuiDragDropFlags_PayloadAutoExpire. + - 2024/06/18 (1.90.9) - style: renamed ImGuiCol_TabActive -> ImGuiCol_TabSelected, ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed, ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected. + - 2024/06/10 (1.90.9) - removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to ImGuiStoragePair (simpler for many languages). + - 2024/06/06 (1.90.8) - reordered ImGuiInputTextFlags values. This should not be breaking unless you are using generated headers that have values not matching the main library. + - 2024/06/06 (1.90.8) - removed 'ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft', was mostly unused and misleading. + - 2024/05/27 (1.90.7) - commented out obsolete symbols marked obsolete in 1.88 (May 2022): + - old: CaptureKeyboardFromApp(bool) + - new: SetNextFrameWantCaptureKeyboard(bool) + - old: CaptureMouseFromApp(bool) + - new: SetNextFrameWantCaptureMouse(bool) + - 2024/05/22 (1.90.7) - inputs (internals): renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more explicit and reduce confusion with the default it is a non-zero value and cannot be the default value (never made public, but disclosing as I expect a few users caught on owner-aware inputs). + - inputs (internals): renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest. + - inputs (internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order in function signatures: + - old: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + - new: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0); + - inputs (internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(): swapped last two parameters order in function signatures. + - old: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); + - old: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + for various reasons those changes makes sense. They are being made because making some of those API public. + only past users of imgui_internal.h with the extra parameters will be affected. Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL. + - 2024/05/21 (1.90.7) - docking: changed signature of DockSpaceOverViewport() to add explicit dockspace id if desired. pass 0 to use old behavior. (#7611) + - old: DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - new: DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys. + - it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps. + - removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456) + - 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions. + - 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282) + - old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise). + - new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values. + with the fix, IF you were successfully using TreeNode("")+SameLine(); you will now have extra spacing between your TreeNode and the following item. + You'll need to change the SameLine() call to SameLine(0,0) to remove this extraneous spacing. This seemed like the more sensible fix that's not making things less consistent. + (Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth). + - 2024/03/18 (1.90.5) - merged the radius_x/radius_y parameters in ImDrawList::AddEllipse(), AddEllipseFilled() and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those functions were added in 1.90, we are not adding inline redirection functions. The transition is easy and should affect few users. (#2743, #7417) + - 2024/03/08 (1.90.5) - inputs: more formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. It has been unnecessary and a no-op since 1.87 (it returns the same value as passed when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. + - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges. + - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls. + - 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80. + - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete). + - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete). + those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features. + - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work. + - old: BeginChild("Name", size, true) + - new: BeginChild("Name", size, ImGuiChildFlags_Border) + - old: BeginChild("Name", size, false) + - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None) + **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'** + - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding); + - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0); + - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user). + - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631) + - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete). + - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...) + - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...); + - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions: + - GetWindowContentRegionWidth() -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful. + - ImDrawCornerFlags_XXX -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources. + - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry! + - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878) + - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15). + - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete). + - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior. + - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610) + - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage. + - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3. + - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago: + - ListBoxHeader() -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference) + - ListBoxFooter() -> use EndListBox() + - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin(). + - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices(). + - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago: + - ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp + - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite + - ImDrawList::AddBezierCurve() -> use ImDrawList::AddBezierCubic() + - ImDrawList::PathBezierCurveTo() -> use ImDrawList::PathBezierCubicCurveTo() + - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete). + - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner. + - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h. + Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA, + it has been frequently requested by people to use our own. We had an opt-in define which was + previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164) + - OK: #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h" + - Error: #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h" + - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3. + - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79. + - 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details. + - 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete). + - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl + - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift + - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt + - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super + the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends. + the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions. + exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway. + - 2022/09/20 (1.89) - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. + this will require uses of legacy backend-dependent indices to be casted, e.g. + - with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A); + - with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A') + - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now! + - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr); + - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020): + - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags) + - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. + this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item. + - previously this would make the window content size ~200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - instead, please submit an item: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + - alternative: + Begin(...) + Dummy(ImVec2(200,200)) + End(); + - content size is now only extended when submitting an item! + - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert. + - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it. + - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete). + - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter. + - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values. + - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer. + - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier. + - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this. + - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes). + - Official backends from 1.87+ -> no issue. + - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating! + - Custom backends not writing to io.NavInputs[] -> no issue. + - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing! + - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[]. + - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete). + - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary. + - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO. + - 2022/01/20 (1.87) - inputs: reworded gamepad IO. + - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. + - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). + - 2022/01/17 (1.87) - inputs: reworked mouse IO. + - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() + - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() + - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() + - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] + note: for all calls to IO new functions, the Dear ImGui context should be bound/current. + read https://github.com/ocornut/imgui/issues/4921 for details. + - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(), ImGui::IsKeyDown(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. + - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes). + - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.* + - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. + - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. + - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. + - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) + - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() + - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x + - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); + - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect + - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex + - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings + - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. + - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. + - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): + - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() + - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder + - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). + - if you are using official backends from the source tree: you have nothing to do. + - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). + - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. + - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft + - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight + - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc. + flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. + breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": + - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) + - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) + - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) + - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. + this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. + the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. + legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). + - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): + - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() + - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing. + - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. + - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. + - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed. + - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete). + - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete). + - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete). + - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. + - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. + - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018): + - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). + - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg + - ImGuiInputTextCallback -> use ImGuiTextEditCallback + - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData + - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete). + - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added! + - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API. + - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures + - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018): + - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend + - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow) + - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT + - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT + - removed redirecting functions names that were marked obsolete in 1.61 (May 2018): + - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision. + - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter. + - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). + - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). + - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. + - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. + - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. + - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now! + - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). + replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). + worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions: + - if you omitted the 'power' parameter (likely!), you are not affected. + - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. + - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. + see https://github.com/ocornut/imgui/issues/3361 for all details. + kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. + for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. + - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. + - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79] + - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017. + - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular(). + - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more. + - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead. + - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. + - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): + - ShowTestWindow() -> use ShowDemoWindow() + - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) + - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() + - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg + - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding + - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap + - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS + - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API. + - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). + - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. + - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): + - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed + - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) + - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() + - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) + - ImFont::Glyph -> use ImFontGlyph + - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. + - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). + - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. + - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). + - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). + - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! + - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). + - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). + - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. + - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. + - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. + - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). + - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. + If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. + - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) + - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. + - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). + - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). + - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). + - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. + - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. + - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. + - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). + - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). + old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports. + when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. + - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. + - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. + - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. + If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. + - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", + consistent with other functions. Kept redirection functions (will obsolete). + - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. + - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch). + - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. + - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. + - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. + - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. + - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. + - 2018/02/07 (1.60) - reorganized context handling to be more explicit, + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. + - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. + - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. + - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. + - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). + - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags + - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. + - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. + - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). + - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). + - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). + - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). + - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). + - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. + - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. + - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. + - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. + - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. + - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); + - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. + - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. + - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. + removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] + - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! + - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). + - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). + - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). + - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". + - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! + - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). + - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). + - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. + - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. + - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). + - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). + - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. + - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. + - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))' + - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse + - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. + - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild(). + - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. + - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. + - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal. + - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } + If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. + - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). + - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. + - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). + - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337). + - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) + - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). + - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. + - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you. + - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. + - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. + - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position. + GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. + GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! + - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize + - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. + - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason + - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure. + you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. + - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + this necessary change will break your rendering function! the fix should be very easy. sorry for that :( + - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. + - the signature of the io.RenderDrawListsFn handler has changed! + old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). + parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' + ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. + ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. + - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. + - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! + - 2015/07/10 (1.43) - changed SameLine() parameters from int to float. + - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). + - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. + - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry! + - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). + - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). + - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. + - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened. + - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). + - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50. + - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API + - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. + - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. + - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50. + - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing + - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50. + - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing) + - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50. + - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once. + - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now. + - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior + - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing() + - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) + - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. + - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. + - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. + - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); + you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. + - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID() + - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) + - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets + - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) + - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) + - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility + - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered() + - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly) + - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity) + - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale() + - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn + - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically) + - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite + - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes + + + FREQUENTLY ASKED QUESTIONS (FAQ) + ================================ + + Read all answers online: + https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url) + Read all answers locally (with a text editor or ideally a Markdown viewer): + docs/FAQ.md + Some answers are copied down here to facilitate searching in code. + + Q&A: Basics + =========== + + Q: Where is the documentation? + A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++. + - Run the examples/ applications and explore them. + - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the + examples/ folder to explain how to integrate Dear ImGui with your own engine/application. + - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. + - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. + - Your programming IDE is your friend, find the type or function declaration to find comments + associated with it. + + Q: What is this library called? + Q: Which version should I get? + >> This library is called "Dear ImGui", please don't call it "ImGui" :) + >> See https://www.dearimgui.com/faq for details. + + Q&A: Integration + ================ + + Q: How to get started? + A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. + + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? + A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this. + + Q. How can I enable keyboard or gamepad controls? + Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display) + Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... + Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... + >> See https://www.dearimgui.com/faq + + Q&A: Usage + ---------- + + Q: About the ID Stack system.. + - Why is my widget not reacting when I click on it? + - How can I have widgets with an empty label? + - How can I have multiple widgets with the same label? + - How can I have multiple windows with the same label? + Q: How can I display an image? What is ImTextureID, how does it work? + Q: How can I use my own math types instead of ImVec2? + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + Q: How can I display custom shapes? (using low-level ImDrawList API) + >> See https://www.dearimgui.com/faq + + Q&A: Fonts, Text + ================ + + Q: How should I handle DPI in my application? + Q: How can I load a different font than the default? + Q: How can I easily use icons in my application? + Q: How can I load multiple fonts? + Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? + >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md + + Q&A: Concerns + ============= + + Q: Who uses Dear ImGui? + Q: Can you create elaborate/serious tools with Dear ImGui? + Q: Can you reskin the look of Dear ImGui? + Q: Why using C++ (as opposed to C)? + >> See https://www.dearimgui.com/faq + + Q&A: Community + ============== + + Q: How can I help? + A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui! + We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. + This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project. + >>> See https://github.com/ocornut/imgui/wiki/Funding + - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. + - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help! + - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. + You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers. + But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately). + +*/ + +//------------------------------------------------------------------------- +// [SECTION] INCLUDES +//------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // vsnprintf, sscanf, printf +#include // intptr_t + +// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled +#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif + +// [Windows] OS specific includes (optional) +#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && defined(IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_FUNCTIONS +#endif +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#ifndef NOMINMAX +#define NOMINMAX +#endif +#ifndef __MINGW32__ +#include // _wfopen, OpenClipboard +#else +#include +#endif +#if defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) +// The UWP and GDK Win32 API subsets don't support clipboard nor IME functions +#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif + +// [Apple] OS specific includes +#if defined(__APPLE__) +#include +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +// Debug options +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Hold CTRL to display for all candidates. CTRL+Arrow to change last direction. +#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window + +// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. +static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in +static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear + +static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut. + +// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) +static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). +static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. + +// Tooltip offset +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_MOUSE = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_TOUCH = ImVec2(0, -20); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_PIVOT_TOUCH = ImVec2(0.5f, 1.0f); // Multiplied by g.Style.MouseCursorScale + +// Docking +static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. + +//------------------------------------------------------------------------- +// [SECTION] FORWARD DECLARATIONS +//------------------------------------------------------------------------- + +static void SetCurrentWindow(ImGuiWindow* window); +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); + +// Settings +static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); +static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); + +// Platform Dependents default implementation for ImGuiPlatformIO functions +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx); +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text); +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext* ctx, const char* path); + +namespace ImGui +{ +// Item +static void ItemHandleShortcut(ImGuiID id); + +// Window Focus +static int FindWindowFocusIndex(ImGuiWindow* window); +static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags); + +// Navigation +static void NavUpdate(); +static void NavUpdateWindowing(); +static void NavUpdateWindowingOverlay(); +static void NavUpdateCancelRequest(); +static void NavUpdateCreateMoveRequest(); +static void NavUpdateCreateTabbingRequest(); +static float NavUpdatePageUpPageDown(); +static inline void NavUpdateAnyRequestFlag(); +static void NavUpdateCreateWrappingRequest(); +static void NavEndFrame(); +static bool NavScoreItem(ImGuiNavItemData* result); +static void NavApplyItemToResult(ImGuiNavItemData* result); +static void NavProcessItem(); +static void NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags); +static ImGuiInputSource NavCalcPreferredRefPosSource(); +static ImVec2 NavCalcPreferredRefPos(); +static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); +static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static void NavRestoreLayer(ImGuiNavLayer layer); + +// Error Checking and Debug Tools +static void ErrorCheckNewFrameSanityChecks(); +static void ErrorCheckEndFrameSanityChecks(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static void UpdateDebugToolItemPicker(); +static void UpdateDebugToolStackQueries(); +static void UpdateDebugToolFlashStyleColor(); +#endif + +// Inputs +static void UpdateKeyboardInputs(); +static void UpdateMouseInputs(); +static void UpdateMouseWheel(); +static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt); + +// Misc +static void UpdateSettings(); +static int UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); +static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); +static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); +static void RenderDimmedBackgrounds(); +static void SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect); + +// Viewports +const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. +static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); +static void DestroyViewport(ImGuiViewportP* viewport); +static void UpdateViewportsNewFrame(); +static void UpdateViewportsEndFrame(); +static void WindowSelectViewport(ImGuiWindow* window); +static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack); +static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); +static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); +static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); +static int FindPlatformMonitorForPos(const ImVec2& pos); +static int FindPlatformMonitorForRect(const ImRect& r); +static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); + +} + +//----------------------------------------------------------------------------- +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +//----------------------------------------------------------------------------- + +// DLL users: +// - Heaps and globals are not shared across DLL boundaries! +// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from. +// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL). +// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in). + +// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. +// - ImGui::CreateContext() will automatically set this pointer if it is NULL. +// Change to a different context by calling ImGui::SetCurrentContext(). +// - Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts: +// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace. +// - DLL users: read comments above. +#ifndef GImGui +ImGuiContext* GImGui = NULL; +#endif + +// Memory Allocator functions. Use SetAllocatorFunctions() to change them. +// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - DLL users: read comments above. +#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } +#else +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } +#endif +static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; +static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; +static void* GImAllocatorUserData = NULL; + +//----------------------------------------------------------------------------- +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) +//----------------------------------------------------------------------------- + +ImGuiStyle::ImGuiStyle() +{ + Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. + DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + WindowPadding = ImVec2(8,8); // Padding within a window + WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowMinSize = ImVec2(32,32); // Minimum window size + WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition = ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows + ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. + PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows + PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. + FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) + FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). + FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. + ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines + ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + CellPadding = ImVec2(4,2); // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar + GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize = 0.0f; // Thickness of border around tabs. + TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + TabBarOverlineSize = 2.0f; // Thickness of tab-bar overline, which highlights the selected tab-bar. + TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees). + TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + SeparatorTextBorderSize = 3.0f; // Thickness of border in SeparatorText() + SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + DockingSeparatorSize = 2.0f; // Thickness of resizing border between docked windows + MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). + CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Behaviors + HoverStationaryDelay = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + HoverDelayShort = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + // Default theme + ImGui::StyleColorsDark(this); +} + +// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. +// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. +void ImGuiStyle::ScaleAllSizes(float scale_factor) +{ + WindowPadding = ImTrunc(WindowPadding * scale_factor); + WindowRounding = ImTrunc(WindowRounding * scale_factor); + WindowMinSize = ImTrunc(WindowMinSize * scale_factor); + ChildRounding = ImTrunc(ChildRounding * scale_factor); + PopupRounding = ImTrunc(PopupRounding * scale_factor); + FramePadding = ImTrunc(FramePadding * scale_factor); + FrameRounding = ImTrunc(FrameRounding * scale_factor); + ItemSpacing = ImTrunc(ItemSpacing * scale_factor); + ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor); + CellPadding = ImTrunc(CellPadding * scale_factor); + TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor); + IndentSpacing = ImTrunc(IndentSpacing * scale_factor); + ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor); + ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor); + ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor); + GrabMinSize = ImTrunc(GrabMinSize * scale_factor); + GrabRounding = ImTrunc(GrabRounding * scale_factor); + LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor); + TabRounding = ImTrunc(TabRounding * scale_factor); + TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; + TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor); + SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor); + DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor); + DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor); + DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor); +} + +ImGuiIO::ImGuiIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); + + // Settings + ConfigFlags = ImGuiConfigFlags_None; + BackendFlags = ImGuiBackendFlags_None; + DisplaySize = ImVec2(-1.0f, -1.0f); + DeltaTime = 1.0f / 60.0f; + IniSavingRate = 5.0f; + IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). + LogFilename = "imgui_log.txt"; + UserData = NULL; + + Fonts = NULL; + FontGlobalScale = 1.0f; + FontDefault = NULL; + FontAllowUserScaling = false; + DisplayFramebufferScale = ImVec2(1.0f, 1.0f); + + // Keyboard/Gamepad Navigation options + ConfigNavSwapGamepadButtons = false; + ConfigNavMoveSetMousePos = false; + ConfigNavCaptureKeyboard = true; + ConfigNavEscapeClearFocusItem = true; + ConfigNavEscapeClearFocusWindow = false; + ConfigNavCursorVisibleAuto = true; + ConfigNavCursorVisibleAlways = false; + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + ConfigDockingNoSplit = false; + ConfigDockingWithShift = false; + ConfigDockingAlwaysTabBar = false; + ConfigDockingTransparentPayload = false; + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + ConfigViewportsNoAutoMerge = false; + ConfigViewportsNoTaskBarIcon = false; + ConfigViewportsNoDecoration = true; + ConfigViewportsNoDefaultParent = false; + + // Miscellaneous options + MouseDrawCursor = false; +#ifdef __APPLE__ + ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag +#else + ConfigMacOSXBehaviors = false; +#endif + ConfigInputTrickleEventQueue = true; + ConfigInputTextCursorBlink = true; + ConfigInputTextEnterKeepActive = false; + ConfigDragClickToInputText = false; + ConfigWindowsResizeFromEdges = true; + ConfigWindowsMoveFromTitleBarOnly = false; + ConfigWindowsCopyContentsWithCtrlC = false; + ConfigScrollbarScrollByPage = true; + ConfigMemoryCompactTimer = 60.0f; + ConfigDebugIsDebuggerPresent = false; + ConfigDebugHighlightIdConflicts = true; + ConfigDebugBeginReturnValueOnce = false; + ConfigDebugBeginReturnValueLoop = false; + + ConfigErrorRecovery = true; + ConfigErrorRecoveryEnableAssert = true; + ConfigErrorRecoveryEnableDebugLog = true; + ConfigErrorRecoveryEnableTooltip = true; + + // Inputs Behaviors + MouseDoubleClickTime = 0.30f; + MouseDoubleClickMaxDist = 6.0f; + MouseDragThreshold = 6.0f; + KeyRepeatDelay = 0.275f; + KeyRepeatRate = 0.050f; + + // Platform Functions + // Note: Initialize() will setup default clipboard/ime handlers. + BackendPlatformName = BackendRendererName = NULL; + BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; + + // Input (NB: we already have memset zero the entire structure!) + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); + MouseSource = ImGuiMouseSource_Mouse; + for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } + AppAcceptingEvents = true; +} + +// Pass in translated ASCII characters for text input. +// - with glfw you can get those from the callback set in glfwSetCharCallback() +// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API +void ImGuiIO::AddInputCharacter(unsigned int c) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (c == 0 || !AppAcceptingEvents) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Text; + e.Source = ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Text.Char = c; + g.InputEventsQueue.push_back(e); +} + +// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so +// we should save the high surrogate. +void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) +{ + if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents) + return; + + if ((c & 0xFC00) == 0xD800) // High surrogate, must save + { + if (InputQueueSurrogate != 0) + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + InputQueueSurrogate = c; + return; + } + + ImWchar cp = c; + if (InputQueueSurrogate != 0) + { + if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + { + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + } + else + { +#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF + cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar +#else + cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); +#endif + } + + InputQueueSurrogate = 0; + } + AddInputCharacter((unsigned)cp); +} + +void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) +{ + if (!AppAcceptingEvents) + return; + while (*utf8_chars != 0) + { + unsigned int c = 0; + utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + AddInputCharacter(c); + } +} + +// Clear all incoming events. +void ImGuiIO::ClearEventsQueue() +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsQueue.clear(); +} + +// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. +void ImGuiIO::ClearInputKeys() +{ + ImGuiContext& g = *Ctx; + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) + { + if (ImGui::IsMouseKey((ImGuiKey)key)) + continue; + ImGuiKeyData* key_data = &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; + } + KeyCtrl = KeyShift = KeyAlt = KeySuper = false; + KeyMods = ImGuiMod_None; + InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters(). +} + +void ImGuiIO::ClearInputMouse() +{ + for (ImGuiKey key = ImGuiKey_Mouse_BEGIN; key < ImGuiKey_Mouse_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; + } + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++) + { + MouseDown[n] = false; + MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f; + } + MouseWheel = MouseWheelH = 0.0f; +} + +// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue. +// Current frame character buffer is now also cleared by ClearInputKeys(). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +void ImGuiIO::ClearInputCharacters() +{ + InputQueueCharacters.resize(0); +} +#endif + +static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1) +{ + ImGuiContext& g = *ctx; + for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--) + { + ImGuiInputEvent* e = &g.InputEventsQueue[n]; + if (e->Type != type) + continue; + if (type == ImGuiInputEventType_Key && e->Key.Key != arg) + continue; + if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg) + continue; + return e; + } + return NULL; +} + +// Queue a new key down/up event. +// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) +// - bool down: Is the key down? use false to signify a key release. +// - float analog_value: 0.0f..1.0f +// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE. +// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT. +void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) +{ + //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } + IM_ASSERT(Ctx != NULL); + if (key == ImGuiKey_None || !AppAcceptingEvents) + return; + ImGuiContext& g = *Ctx; + IM_ASSERT(ImGui::IsNamedKeyOrMod(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. + IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. + + // MacOS: swap Cmd(Super) and Ctrl + if (g.IO.ConfigMacOSXBehaviors) + { + if (key == ImGuiMod_Super) { key = ImGuiMod_Ctrl; } + else if (key == ImGuiMod_Ctrl) { key = ImGuiMod_Super; } + else if (key == ImGuiKey_LeftSuper) { key = ImGuiKey_LeftCtrl; } + else if (key == ImGuiKey_RightSuper){ key = ImGuiKey_RightCtrl; } + else if (key == ImGuiKey_LeftCtrl) { key = ImGuiKey_LeftSuper; } + else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; } + } + + // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed) + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key); + const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key); + const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down; + const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue; + if (latest_key_down == down && latest_key_analog == analog_value) + return; + + // Add event + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Key; + e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Key.Key = key; + e.Key.Down = down; + e.Key.AnalogValue = analog_value; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) +{ + if (!AppAcceptingEvents) + return; + AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f); +} + +// [Optional] Call after AddKeyEvent(). +// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices. +// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this. +void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index) +{ + if (key == ImGuiKey_None) + return; + IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 + IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511 + IM_UNUSED(key); // Yet unused + IM_UNUSED(native_keycode); // Yet unused + IM_UNUSED(native_scancode); // Yet unused + IM_UNUSED(native_legacy_index); // Yet unused +} + +// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. +void ImGuiIO::SetAppAcceptingEvents(bool accepting_events) +{ + AppAcceptingEvents = accepting_events; +} + +// Queue a mouse move event +void ImGuiIO::AddMousePosEvent(float x, float y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (!AppAcceptingEvents) + return; + + // Apply same flooring as UpdateMouseInputs() + ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y); + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos); + const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos; + if (latest_pos.x == pos.x && latest_pos.y == pos.y) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MousePos; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MousePos.PosX = pos.x; + e.MousePos.PosY = pos.y; + e.MousePos.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + if (!AppAcceptingEvents) + return; + + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button. + if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick) + { + // Order of both statements matterns: this event will still release mouse button 1 + mouse_button = 1; + if (!down) + MouseCtrlLeftAsRightClick = false; + } + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button); + const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button]; + if (latest_button_down == down) + return; + + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click. + // - Note that this is actual physical Ctrl which is ImGuiMod_Super for us. + // - At this point we want from !down to down, so this is handling the initial press. + if (ConfigMacOSXBehaviors && mouse_button == 0 && down) + { + const ImGuiInputEvent* latest_super_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)ImGuiMod_Super); + if (latest_super_event ? latest_super_event->Key.Down : g.IO.KeySuper) + { + IMGUI_DEBUG_LOG_IO("[io] Super+Left Click aliased into Right Click\n"); + MouseCtrlLeftAsRightClick = true; + AddMouseButtonEvent(1, true); // This is just quicker to write that passing through, as we need to filter duplicate again. + return; + } + } + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseButton; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseButton.Button = mouse_button; + e.MouseButton.Down = down; + e.MouseButton.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// Queue a mouse wheel event (some mouse/API may only have a Y component) +void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate (unlike most events, wheel values are relative and easy to filter) + if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseWheel; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseWheel.WheelX = wheel_x; + e.MouseWheel.WheelY = wheel_y; + e.MouseWheel.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// This is not a real event, the data is latched in order to be stored in actual Mouse events. +// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes. +void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsNextMouseSource = source; +} + +void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport); + if (!AppAcceptingEvents) + return; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport); + const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport; + if (latest_viewport_id == viewport_id) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseViewport; + e.Source = ImGuiInputSource_Mouse; + e.MouseViewport.HoveredViewportID = viewport_id; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddFocusEvent(bool focused) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus); + const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost; + if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Focus; + e.EventId = g.InputEventsNextEventId++; + e.AppFocused.Focused = focused; + g.InputEventsQueue.push_back(e); +} + +ImGuiPlatformIO::ImGuiPlatformIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + Platform_LocaleDecimalPoint = '.'; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +//----------------------------------------------------------------------------- + +ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) +{ + IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau() + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + { + ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + return p_closest; +} + +// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp +static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); + float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + ImVec2 p_current(x4, y4); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + else if (level < 10) + { + float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; + float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; + float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; + float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; + float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; + float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol +// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically. +ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) +{ + IM_ASSERT(tess_tol > 0.0f); + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); + return p_closest; +} + +ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) +{ + ImVec2 ap = p - a; + ImVec2 ab_dir = b - a; + float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; + if (dot < 0.0f) + return a; + float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; + if (dot > ab_len_sqr) + return b; + return a + ab_dir * dot / ab_len_sqr; +} + +bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; + bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; + bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; + return ((b1 == b2) && (b2 == b3)); +} + +void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) +{ + ImVec2 v0 = b - a; + ImVec2 v1 = c - a; + ImVec2 v2 = p - a; + const float denom = v0.x * v1.y - v1.x * v0.y; + out_v = (v2.x * v1.y - v1.x * v2.y) / denom; + out_w = (v0.x * v2.y - v2.x * v0.y) / denom; + out_u = 1.0f - out_v - out_w; +} + +ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + ImVec2 proj_ab = ImLineClosestPoint(a, b, p); + ImVec2 proj_bc = ImLineClosestPoint(b, c, p); + ImVec2 proj_ca = ImLineClosestPoint(c, a, p); + float dist2_ab = ImLengthSqr(p - proj_ab); + float dist2_bc = ImLengthSqr(p - proj_bc); + float dist2_ca = ImLengthSqr(p - proj_ca); + float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); + if (m == dist2_ab) + return proj_ab; + if (m == dist2_bc) + return proj_bc; + return proj_ca; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +//----------------------------------------------------------------------------- + +// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. +int ImStricmp(const char* str1, const char* str2) +{ + int d; + while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; } + return d; +} + +int ImStrnicmp(const char* str1, const char* str2, size_t count) +{ + int d = 0; + while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; } + return d; +} + +void ImStrncpy(char* dst, const char* src, size_t count) +{ + if (count < 1) + return; + if (count > 1) + strncpy(dst, src, count - 1); + dst[count - 1] = 0; +} + +char* ImStrdup(const char* str) +{ + size_t len = strlen(str); + void* buf = IM_ALLOC(len + 1); + return (char*)memcpy(buf, (const void*)str, len + 1); +} + +char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) +{ + size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; + size_t src_size = strlen(src) + 1; + if (dst_buf_size < src_size) + { + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); + if (p_dst_size) + *p_dst_size = src_size; + } + return (char*)memcpy(dst, (const void*)src, src_size); +} + +const char* ImStrchrRange(const char* str, const char* str_end, char c) +{ + const char* p = (const char*)memchr(str, (int)c, str_end - str); + return p; +} + +int ImStrlenW(const ImWchar* str) +{ + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit + int n = 0; + while (*str++) n++; + return n; +} + +// Find end-of-line. Return pointer will point to either first \n, either str_end. +const char* ImStreolRange(const char* str, const char* str_end) +{ + const char* p = (const char*)memchr(str, '\n', str_end - str); + return p ? p : str_end; +} + +const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find beginning-of-line +{ + while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') + buf_mid_line--; + return buf_mid_line; +} + +const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) +{ + if (!needle_end) + needle_end = needle + strlen(needle); + + const char un0 = (char)ImToUpper(*needle); + while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) + { + if (ImToUpper(*haystack) == un0) + { + const char* b = needle + 1; + for (const char* a = haystack + 1; b < needle_end; a++, b++) + if (ImToUpper(*a) != ImToUpper(*b)) + break; + if (b == needle_end) + return haystack; + } + haystack++; + } + return NULL; +} + +// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. +void ImStrTrimBlanks(char* buf) +{ + char* p = buf; + while (p[0] == ' ' || p[0] == '\t') // Leading blanks + p++; + char* p_start = p; + while (*p != 0) // Find end of string + p++; + while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks + p--; + if (p_start != buf) // Copy memory if we had leading blanks + memmove(buf, p_start, p - p_start); + buf[p - p_start] = 0; // Zero terminate +} + +const char* ImStrSkipBlank(const char* str) +{ + while (str[0] == ' ' || str[0] == '\t') + str++; + return str; +} + +// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). +// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. +// B) When buf==NULL vsnprintf() will return the output size. +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h) +// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are +// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) +#ifdef IMGUI_USE_STB_SPRINTF +#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION +#define STB_SPRINTF_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_SPRINTF_FILENAME +#include IMGUI_STB_SPRINTF_FILENAME +#else +#include "stb_sprintf.h" +#endif +#endif // #ifdef IMGUI_USE_STB_SPRINTF + +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + va_end(args); + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} + +int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) +{ +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} +#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args); + va_end(args); +} + +// FIXME: Should rework API toward allowing multiple in-flight temp buffers (easier and safer for caller) +// by making the caller acquire a temp buffer token, with either explicit or destructor release, e.g. +// ImGuiTempBufferToken token; +// ImFormatStringToTempBuffer(token, ...); +void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + { + const char* buf = va_arg(args, const char*); // Skip formatting when using "%s" + if (buf == NULL) + buf = "(null)"; + *out_buf = buf; + if (out_buf_end) { *out_buf_end = buf + strlen(buf); } + } + else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0) + { + int buf_len = va_arg(args, int); // Skip formatting when using "%.*s" + const char* buf = va_arg(args, const char*); + if (buf == NULL) + { + buf = "(null)"; + buf_len = ImMin(buf_len, 6); + } + *out_buf = buf; + *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it. + } + else + { + int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args); + *out_buf = g.TempBuffer.Data; + if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; } + } +} + +#ifndef IMGUI_ENABLE_SSE4_2_CRC +// CRC32 needs a 1KB lookup table (not cache friendly) +// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: +// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. +static const ImU32 GCrc32LookupTable[256] = +{ +#ifdef IMGUI_USE_LEGACY_CRC32_ADLER + // Legacy CRC32-adler table used pre 1.91.6 (before 2024/11/27). Only use if you cannot afford invalidating old .ini data. + 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, + 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, + 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, + 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, + 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, + 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, + 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, + 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, + 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, + 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, + 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, + 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, + 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, + 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, + 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, + 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, +#else + // CRC32c table compatible with SSE 4.2 instructions + 0x00000000,0xF26B8303,0xE13B70F7,0x1350F3F4,0xC79A971F,0x35F1141C,0x26A1E7E8,0xD4CA64EB,0x8AD958CF,0x78B2DBCC,0x6BE22838,0x9989AB3B,0x4D43CFD0,0xBF284CD3,0xAC78BF27,0x5E133C24, + 0x105EC76F,0xE235446C,0xF165B798,0x030E349B,0xD7C45070,0x25AFD373,0x36FF2087,0xC494A384,0x9A879FA0,0x68EC1CA3,0x7BBCEF57,0x89D76C54,0x5D1D08BF,0xAF768BBC,0xBC267848,0x4E4DFB4B, + 0x20BD8EDE,0xD2D60DDD,0xC186FE29,0x33ED7D2A,0xE72719C1,0x154C9AC2,0x061C6936,0xF477EA35,0xAA64D611,0x580F5512,0x4B5FA6E6,0xB93425E5,0x6DFE410E,0x9F95C20D,0x8CC531F9,0x7EAEB2FA, + 0x30E349B1,0xC288CAB2,0xD1D83946,0x23B3BA45,0xF779DEAE,0x05125DAD,0x1642AE59,0xE4292D5A,0xBA3A117E,0x4851927D,0x5B016189,0xA96AE28A,0x7DA08661,0x8FCB0562,0x9C9BF696,0x6EF07595, + 0x417B1DBC,0xB3109EBF,0xA0406D4B,0x522BEE48,0x86E18AA3,0x748A09A0,0x67DAFA54,0x95B17957,0xCBA24573,0x39C9C670,0x2A993584,0xD8F2B687,0x0C38D26C,0xFE53516F,0xED03A29B,0x1F682198, + 0x5125DAD3,0xA34E59D0,0xB01EAA24,0x42752927,0x96BF4DCC,0x64D4CECF,0x77843D3B,0x85EFBE38,0xDBFC821C,0x2997011F,0x3AC7F2EB,0xC8AC71E8,0x1C661503,0xEE0D9600,0xFD5D65F4,0x0F36E6F7, + 0x61C69362,0x93AD1061,0x80FDE395,0x72966096,0xA65C047D,0x5437877E,0x4767748A,0xB50CF789,0xEB1FCBAD,0x197448AE,0x0A24BB5A,0xF84F3859,0x2C855CB2,0xDEEEDFB1,0xCDBE2C45,0x3FD5AF46, + 0x7198540D,0x83F3D70E,0x90A324FA,0x62C8A7F9,0xB602C312,0x44694011,0x5739B3E5,0xA55230E6,0xFB410CC2,0x092A8FC1,0x1A7A7C35,0xE811FF36,0x3CDB9BDD,0xCEB018DE,0xDDE0EB2A,0x2F8B6829, + 0x82F63B78,0x709DB87B,0x63CD4B8F,0x91A6C88C,0x456CAC67,0xB7072F64,0xA457DC90,0x563C5F93,0x082F63B7,0xFA44E0B4,0xE9141340,0x1B7F9043,0xCFB5F4A8,0x3DDE77AB,0x2E8E845F,0xDCE5075C, + 0x92A8FC17,0x60C37F14,0x73938CE0,0x81F80FE3,0x55326B08,0xA759E80B,0xB4091BFF,0x466298FC,0x1871A4D8,0xEA1A27DB,0xF94AD42F,0x0B21572C,0xDFEB33C7,0x2D80B0C4,0x3ED04330,0xCCBBC033, + 0xA24BB5A6,0x502036A5,0x4370C551,0xB11B4652,0x65D122B9,0x97BAA1BA,0x84EA524E,0x7681D14D,0x2892ED69,0xDAF96E6A,0xC9A99D9E,0x3BC21E9D,0xEF087A76,0x1D63F975,0x0E330A81,0xFC588982, + 0xB21572C9,0x407EF1CA,0x532E023E,0xA145813D,0x758FE5D6,0x87E466D5,0x94B49521,0x66DF1622,0x38CC2A06,0xCAA7A905,0xD9F75AF1,0x2B9CD9F2,0xFF56BD19,0x0D3D3E1A,0x1E6DCDEE,0xEC064EED, + 0xC38D26C4,0x31E6A5C7,0x22B65633,0xD0DDD530,0x0417B1DB,0xF67C32D8,0xE52CC12C,0x1747422F,0x49547E0B,0xBB3FFD08,0xA86F0EFC,0x5A048DFF,0x8ECEE914,0x7CA56A17,0x6FF599E3,0x9D9E1AE0, + 0xD3D3E1AB,0x21B862A8,0x32E8915C,0xC083125F,0x144976B4,0xE622F5B7,0xF5720643,0x07198540,0x590AB964,0xAB613A67,0xB831C993,0x4A5A4A90,0x9E902E7B,0x6CFBAD78,0x7FAB5E8C,0x8DC0DD8F, + 0xE330A81A,0x115B2B19,0x020BD8ED,0xF0605BEE,0x24AA3F05,0xD6C1BC06,0xC5914FF2,0x37FACCF1,0x69E9F0D5,0x9B8273D6,0x88D28022,0x7AB90321,0xAE7367CA,0x5C18E4C9,0x4F48173D,0xBD23943E, + 0xF36E6F75,0x0105EC76,0x12551F82,0xE03E9C81,0x34F4F86A,0xC69F7B69,0xD5CF889D,0x27A40B9E,0x79B737BA,0x8BDCB4B9,0x988C474D,0x6AE7C44E,0xBE2DA0A5,0x4C4623A6,0x5F16D052,0xAD7D5351 +#endif +}; +#endif + +// Known size hash +// It is ok to call ImHashData on a string with known length but the ### operator won't be supported. +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed) +{ + ImU32 crc = ~seed; + const unsigned char* data = (const unsigned char*)data_p; + const unsigned char *data_end = (const unsigned char*)data_p + data_size; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + const ImU32* crc32_lut = GCrc32LookupTable; + while (data < data_end) + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; + return ~crc; +#else + while (data + 4 <= data_end) + { + crc = _mm_crc32_u32(crc, *(ImU32*)data); + data += 4; + } + while (data < data_end) + crc = _mm_crc32_u8(crc, *data++); + return ~crc; +#endif +} + +// Zero-terminated string hash, with support for ### to reset back to seed value +// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. +// Because this syntax is rarely used we are optimizing for the common case. +// - If we reach ### in the string we discard the hash so far and reset to the seed. +// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) +{ + seed = ~seed; + ImU32 crc = seed; + const unsigned char* data = (const unsigned char*)data_p; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + const ImU32* crc32_lut = GCrc32LookupTable; +#endif + if (data_size != 0) + { + while (data_size-- != 0) + { + unsigned char c = *data++; + if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') + crc = seed; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif + } + } + else + { + while (unsigned char c = *data++) + { + if (c == '#' && data[0] == '#' && data[1] == '#') + crc = seed; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif + } + } + return ~crc; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (File functions) +//----------------------------------------------------------------------------- + +// Default file functions +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +ImFileHandle ImFileOpen(const char* filename, const char* mode) +{ +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (defined(__MINGW32__) || (!defined(__CYGWIN__) && !defined(__GNUC__))) + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. + // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! + const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); + const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); + + // Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator. + // We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314). + wchar_t local_temp_stack[FILENAME_MAX]; + ImVector local_temp_heap; + if (filename_wsize + mode_wsize > IM_ARRAYSIZE(local_temp_stack)) + local_temp_heap.resize(filename_wsize + mode_wsize); + wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack; + wchar_t* mode_wbuf = filename_wbuf + filename_wsize; + ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize); + return ::_wfopen(filename_wbuf, mode_wbuf); +#else + return fopen(filename, mode); +#endif +} + +// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way. +bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; } +ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; } +ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); } +ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); } +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +// Helper: Load file content into memory +// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() +// This can't really be used with "rt" because fseek size won't match read size. +void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) +{ + IM_ASSERT(filename && mode); + if (out_file_size) + *out_file_size = 0; + + ImFileHandle f; + if ((f = ImFileOpen(filename, mode)) == NULL) + return NULL; + + size_t file_size = (size_t)ImFileGetSize(f); + if (file_size == (size_t)-1) + { + ImFileClose(f); + return NULL; + } + + void* file_data = IM_ALLOC(file_size + padding_bytes); + if (file_data == NULL) + { + ImFileClose(f); + return NULL; + } + if (ImFileRead(file_data, 1, file_size, f) != file_size) + { + ImFileClose(f); + IM_FREE(file_data); + return NULL; + } + if (padding_bytes > 0) + memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); + + ImFileClose(f); + if (out_file_size) + *out_file_size = file_size; + + return file_data; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF + +// Convert UTF-8 to 32-bit character, process single character input. +// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8). +// We handle UTF-8 decoding error by skipping forward. +int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) +{ + static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 }; + static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 }; + static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 }; + static const int shiftc[] = { 0, 18, 12, 6, 0 }; + static const int shifte[] = { 0, 6, 4, 2, 0 }; + int len = lengths[*(const unsigned char*)in_text >> 3]; + int wanted = len + (len ? 0 : 1); + + if (in_text_end == NULL) + in_text_end = in_text + wanted; // Max length, nulls will be taken into account. + + // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here, + // so it is fast even with excessive branching. + unsigned char s[4]; + s[0] = in_text + 0 < in_text_end ? in_text[0] : 0; + s[1] = in_text + 1 < in_text_end ? in_text[1] : 0; + s[2] = in_text + 2 < in_text_end ? in_text[2] : 0; + s[3] = in_text + 3 < in_text_end ? in_text[3] : 0; + + // Assume a four-byte character and load four bytes. Unused bits are shifted out. + *out_char = (uint32_t)(s[0] & masks[len]) << 18; + *out_char |= (uint32_t)(s[1] & 0x3f) << 12; + *out_char |= (uint32_t)(s[2] & 0x3f) << 6; + *out_char |= (uint32_t)(s[3] & 0x3f) << 0; + *out_char >>= shiftc[len]; + + // Accumulate the various error conditions. + int e = 0; + e = (*out_char < mins[len]) << 6; // non-canonical encoding + e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? + e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range? + e |= (s[1] & 0xc0) >> 2; + e |= (s[2] & 0xc0) >> 4; + e |= (s[3] ) >> 6; + e ^= 0x2a; // top two bits of each tail byte correct? + e >>= shifte[len]; + + if (e) + { + // No bytes are consumed when *in_text == 0 || in_text == in_text_end. + // One byte is consumed in case of invalid first byte of in_text. + // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes. + // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s. + wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]); + *out_char = IM_UNICODE_CODEPOINT_INVALID; + } + + return wanted; +} + +int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) +{ + ImWchar* buf_out = buf; + ImWchar* buf_end = buf + buf_size; + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + *buf_out++ = (ImWchar)c; + } + *buf_out = 0; + if (in_text_remaining) + *in_text_remaining = in_text; + return (int)(buf_out - buf); +} + +int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) +{ + int char_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + char_count++; + } + return char_count; +} + +// Based on stb_to_utf8() from github.com/nothings/stb/ +static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c) +{ + if (c < 0x80) + { + buf[0] = (char)c; + return 1; + } + if (c < 0x800) + { + if (buf_size < 2) return 0; + buf[0] = (char)(0xc0 + (c >> 6)); + buf[1] = (char)(0x80 + (c & 0x3f)); + return 2; + } + if (c < 0x10000) + { + if (buf_size < 3) return 0; + buf[0] = (char)(0xe0 + (c >> 12)); + buf[1] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[2] = (char)(0x80 + ((c ) & 0x3f)); + return 3; + } + if (c <= 0x10FFFF) + { + if (buf_size < 4) return 0; + buf[0] = (char)(0xf0 + (c >> 18)); + buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); + buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[3] = (char)(0x80 + ((c ) & 0x3f)); + return 4; + } + // Invalid code point, the max unicode is 0x10FFFF + return 0; +} + +const char* ImTextCharToUtf8(char out_buf[5], unsigned int c) +{ + int count = ImTextCharToUtf8_inline(out_buf, 5, c); + out_buf[count] = 0; + return out_buf; +} + +// Not optimal but we very rarely use this function. +int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) +{ + unsigned int unused = 0; + return ImTextCharFromUtf8(&unused, in_text, in_text_end); +} + +static inline int ImTextCountUtf8BytesFromChar(unsigned int c) +{ + if (c < 0x80) return 1; + if (c < 0x800) return 2; + if (c < 0x10000) return 3; + if (c <= 0x10FFFF) return 4; + return 3; +} + +int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end) +{ + char* buf_p = out_buf; + const char* buf_end = out_buf + out_buf_size; + while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + *buf_p++ = (char)c; + else + buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c); + } + *buf_p = 0; + return (int)(buf_p - out_buf); +} + +int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) +{ + int bytes_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + bytes_count++; + else + bytes_count += ImTextCountUtf8BytesFromChar(c); + } + return bytes_count; +} + +const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr) +{ + while (in_text_curr > in_text_start) + { + in_text_curr--; + if ((*in_text_curr & 0xC0) != 0x80) + return in_text_curr; + } + return in_text_start; +} + +int ImTextCountLines(const char* in_text, const char* in_text_end) +{ + if (in_text_end == NULL) + in_text_end = in_text + strlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now. + int count = 0; + while (in_text < in_text_end) + { + const char* line_end = (const char*)memchr(in_text, '\n', in_text_end - in_text); + in_text = line_end ? line_end + 1 : in_text_end; + count++; + } + return count; +} + +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// Note: The Convert functions are early design which are not consistent with other API. +//----------------------------------------------------------------------------- + +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b) +{ + float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + return IM_COL32(r, g, b, 0xFF); +} + +ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) +{ + float s = 1.0f / 255.0f; + return ImVec4( + ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); +} + +ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) +{ + ImU32 out; + out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; + return out; +} + +// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 +// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv +void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v) +{ + float K = 0.f; + if (g < b) + { + ImSwap(g, b); + K = -1.f; + } + if (r < g) + { + ImSwap(r, g); + K = -2.f / 6.f - K; + } + + const float chroma = r - (g < b ? g : b); + out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); + out_s = chroma / (r + 1e-20f); + out_v = r; +} + +// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 +// also http://en.wikipedia.org/wiki/HSL_and_HSV +void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b) +{ + if (s == 0.0f) + { + // gray + out_r = out_g = out_b = v; + return; + } + + h = ImFmod(h, 1.0f) / (60.0f / 360.0f); + int i = (int)h; + float f = h - (float)i; + float p = v * (1.0f - s); + float q = v * (1.0f - s * f); + float t = v * (1.0f - s * (1.0f - f)); + + switch (i) + { + case 0: out_r = v; out_g = t; out_b = p; break; + case 1: out_r = q; out_g = v; out_b = p; break; + case 2: out_r = p; out_g = v; out_b = t; break; + case 3: out_r = p; out_g = q; out_b = v; break; + case 4: out_r = t; out_g = p; out_b = v; break; + case 5: default: out_r = v; out_g = p; out_b = q; break; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStorage +// Helper: Key->value storage +//----------------------------------------------------------------------------- + +// std::lower_bound but without the bullshit +ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key) +{ + ImGuiStoragePair* in_p = in_begin; + for (size_t count = (size_t)(in_end - in_p); count > 0; ) + { + size_t count2 = count >> 1; + ImGuiStoragePair* mid = in_p + count2; + if (mid->key < key) + { + in_p = ++mid; + count -= count2 + 1; + } + else + { + count = count2; + } + } + return in_p; +} + +IM_MSVC_RUNTIME_CHECKS_OFF +static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs) +{ + // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. + ImGuiID lhs_v = ((const ImGuiStoragePair*)lhs)->key; + ImGuiID rhs_v = ((const ImGuiStoragePair*)rhs)->key; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. +void ImGuiStorage::BuildSortByKey() +{ + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), PairComparerByID); +} + +int ImGuiStorage::GetInt(ImGuiID key, int default_val) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return default_val; + return it->val_i; +} + +bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const +{ + return GetInt(key, default_val ? 1 : 0) != 0; +} + +float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return default_val; + return it->val_f; +} + +void* ImGuiStorage::GetVoidPtr(ImGuiID key) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return NULL; + return it->val_p; +} + +// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. +int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_i; +} + +bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) +{ + return (bool*)GetIntRef(key, default_val ? 1 : 0); +} + +float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_f; +} + +void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_p; +} + +// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) +void ImGuiStorage::SetInt(ImGuiID key, int val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_i = val; +} + +void ImGuiStorage::SetBool(ImGuiID key, bool val) +{ + SetInt(key, val ? 1 : 0); +} + +void ImGuiStorage::SetFloat(ImGuiID key, float val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_f = val; +} + +void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_p = val; +} + +void ImGuiStorage::SetAllInt(int v) +{ + for (int i = 0; i < Data.Size; i++) + Data[i].val_i = v; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextFilter +//----------------------------------------------------------------------------- + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077 +{ + InputBuf[0] = 0; + CountGrep = 0; + if (default_filter) + { + ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); + Build(); + } +} + +bool ImGuiTextFilter::Draw(const char* label, float width) +{ + if (width != 0.0f) + ImGui::SetNextItemWidth(width); + bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); + if (value_changed) + Build(); + return value_changed; +} + +void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const +{ + out->resize(0); + const char* wb = b; + const char* we = wb; + while (we < e) + { + if (*we == separator) + { + out->push_back(ImGuiTextRange(wb, we)); + wb = we + 1; + } + we++; + } + if (wb != we) + out->push_back(ImGuiTextRange(wb, we)); +} + +void ImGuiTextFilter::Build() +{ + Filters.resize(0); + ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf)); + input_range.split(',', &Filters); + + CountGrep = 0; + for (ImGuiTextRange& f : Filters) + { + while (f.b < f.e && ImCharIsBlankA(f.b[0])) + f.b++; + while (f.e > f.b && ImCharIsBlankA(f.e[-1])) + f.e--; + if (f.empty()) + continue; + if (f.b[0] != '-') + CountGrep += 1; + } +} + +bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const +{ + if (Filters.Size == 0) + return true; + + if (text == NULL) + text = text_end = ""; + + for (const ImGuiTextRange& f : Filters) + { + if (f.b == f.e) + continue; + if (f.b[0] == '-') + { + // Subtract + if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) + return false; + } + else + { + // Grep + if (ImStristr(text, text_end, f.b, f.e) != NULL) + return true; + } + } + + // Implicit * grep + if (CountGrep == 0) + return true; + + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex +//----------------------------------------------------------------------------- + +// On some platform vsnprintf() takes va_list by reference and modifies it. +// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it. +#ifndef va_copy +#if defined(__GNUC__) || defined(__clang__) +#define va_copy(dest, src) __builtin_va_copy(dest, src) +#else +#define va_copy(dest, src) (dest = src) +#endif +#endif + +char ImGuiTextBuffer::EmptyString[1] = { 0 }; + +void ImGuiTextBuffer::append(const char* str, const char* str_end) +{ + int len = str_end ? (int)(str_end - str) : (int)strlen(str); + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + memcpy(&Buf[write_off - 1], str, (size_t)len); + Buf[write_off - 1 + len] = 0; +} + +void ImGuiTextBuffer::appendf(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + appendfv(fmt, args); + va_end(args); +} + +// Helper: Text buffer for logging/accumulating text +void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) +{ + va_list args_copy; + va_copy(args_copy, args); + + int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. + if (len <= 0) + { + va_end(args_copy); + return; + } + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); + va_end(args_copy); +} + +void ImGuiTextIndex::append(const char* base, int old_size, int new_size) +{ + IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset); + if (old_size == new_size) + return; + if (EndOffset == 0 || base[EndOffset - 1] == '\n') + LineOffsets.push_back(EndOffset); + const char* base_end = base + new_size; + for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; ) + if (++p < base_end) // Don't push a trailing offset on last \n + LineOffsets.push_back((int)(intptr_t)(p - base)); + EndOffset = ImMax(EndOffset, new_size); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiListClipper +//----------------------------------------------------------------------------- + +// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell. +// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous. +static bool GetSkipItemForListClipping() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); +} + +static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) +{ + if (ranges.Size - offset <= 1) + return; + + // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries) + for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end) + for (int i = offset; i < sort_end + offset; ++i) + if (ranges[i].Min > ranges[i + 1].Min) + ImSwap(ranges[i], ranges[i + 1]); + + // Now fuse ranges together as much as possible. + for (int i = 1 + offset; i < ranges.Size; i++) + { + IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert); + if (ranges[i - 1].Max < ranges[i].Min) + continue; + ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min); + ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max); + ranges.erase(ranges.Data + i); + i--; + } +} + +static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height) +{ + // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. + // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. + // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek? + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float off_y = pos_y - window->DC.CursorPos.y; + window->DC.CursorPos.y = pos_y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. + if (ImGuiOldColumns* columns = window->DC.CurrentColumns) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + if (ImGuiTable* table = g.CurrentTable) + { + if (table->IsInsideRow) + ImGui::TableEndRow(table); + table->RowPosY2 = window->DC.CursorPos.y; + const int row_increase = (int)((off_y / line_height) + 0.5f); + //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow() + table->RowBgColorCounter += row_increase; + } +} + +ImGuiListClipper::ImGuiListClipper() +{ + memset(this, 0, sizeof(*this)); +} + +ImGuiListClipper::~ImGuiListClipper() +{ + End(); +} + +void ImGuiListClipper::Begin(int items_count, float items_height) +{ + if (Ctx == NULL) + Ctx = ImGui::GetCurrentContext(); + + ImGuiContext& g = *Ctx; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name); + + if (ImGuiTable* table = g.CurrentTable) + if (table->IsInsideRow) + ImGui::TableEndRow(table); + + StartPosY = window->DC.CursorPos.y; + ItemsHeight = items_height; + ItemsCount = items_count; + DisplayStart = -1; + DisplayEnd = 0; + + // Acquire temporary buffer + if (++g.ClipperTempDataStacked > g.ClipperTempData.Size) + g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData()); + ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->Reset(this); + data->LossynessOffset = window->DC.CursorStartPosLossyness.y; + TempData = data; + StartSeekOffsetY = data->LossynessOffset; +} + +void ImGuiListClipper::End() +{ + if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData) + { + // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. + ImGuiContext& g = *Ctx; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name); + if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) + SeekCursorForItem(ItemsCount); + + // Restore temporary buffer and fix back pointers which may be invalidated when nesting + IM_ASSERT(data->ListClipper == this); + data->StepNo = data->Ranges.Size; + if (--g.ClipperTempDataStacked > 0) + { + data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->ListClipper->TempData = data; + } + TempData = NULL; + } + ItemsCount = -1; +} + +void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end) +{ + ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; + IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet. + IM_ASSERT(item_begin <= item_end); + if (item_begin < item_end) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end)); +} + +// This is already called while stepping. +// The ONLY reason you may want to call this is if you passed INT_MAX to ImGuiListClipper::Begin() because you couldn't step item count beforehand. +void ImGuiListClipper::SeekCursorForItem(int item_n) +{ + // - Perform the add and multiply with double to allow seeking through larger ranges. + // - StartPosY starts from ItemsFrozen, by adding SeekOffsetY we generally cancel that out (SeekOffsetY == LossynessOffset - ItemsFrozen * ItemsHeight). + // - The reason we store SeekOffsetY instead of inferring it, is because we want to allow user to perform Seek after the last step, where ImGuiListClipperData is already done. + float pos_y = (float)((double)StartPosY + StartSeekOffsetY + (double)item_n * ItemsHeight); + ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, ItemsHeight); +} + +static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) +{ + ImGuiContext& g = *clipper->Ctx; + ImGuiWindow* window = g.CurrentWindow; + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?"); + + ImGuiTable* table = g.CurrentTable; + if (table && table->IsInsideRow) + ImGui::TableEndRow(table); + + // No items + if (clipper->ItemsCount == 0 || GetSkipItemForListClipping()) + return false; + + // While we are in frozen row state, keep displaying items one by one, unclipped + // FIXME: Could be stored as a table-agnostic state. + if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows) + { + clipper->DisplayStart = data->ItemsFrozen; + clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount); + if (clipper->DisplayStart < clipper->DisplayEnd) + data->ItemsFrozen++; + return true; + } + + // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) + bool calc_clipping = false; + if (data->StepNo == 0) + { + clipper->StartPosY = window->DC.CursorPos.y; + if (clipper->ItemsHeight <= 0.0f) + { + // Submit the first item (or range) so we can measure its height (generally the first range is 0..1) + data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1)); + clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); + clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount); + data->StepNo = 1; + return true; + } + calc_clipping = true; // If on the first step with known item height, calculate clipping. + } + + // Step 1: Let the clipper infer height from first range + if (clipper->ItemsHeight <= 0.0f) + { + IM_ASSERT(data->StepNo == 1); + if (table) + IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y); + + clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart); + bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); + if (affected_by_floating_point_precision) + clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. + if (clipper->ItemsHeight == 0.0f && clipper->ItemsCount == INT_MAX) // Accept that no item have been submitted if in indeterminate mode. + return false; + IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); + calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. + } + + // Step 0 or 1: Calculate the actual ranges of visible elements. + const int already_submitted = clipper->DisplayEnd; + if (calc_clipping) + { + // Record seek offset, this is so ImGuiListClipper::Seek() can be called after ImGuiListClipperData is done + clipper->StartSeekOffsetY = (double)data->LossynessOffset - data->ItemsFrozen * (double)clipper->ItemsHeight; + + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount)); + } + else + { + // Add range selected to be included for navigation + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); + if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount)); + + // Add focused/active item + ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]); + if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); + + // Add visible range + float min_y = window->ClipRect.Min.y; + float max_y = window->ClipRect.Max.y; + + // Add box selection range + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (bs->IsActive && bs->Window == window) + { + // FIXME: Selectable() use of half-ItemSpacing isn't consistent in matter of layout, as ItemAdd(bb) stray above ItemSize()'s CursorPos. + // RangeSelect's BoxSelect relies on comparing overlap of previous and current rectangle and is sensitive to that. + // As a workaround we currently half ItemSpacing worth on each side. + min_y -= g.Style.ItemSpacing.y; + max_y += g.Style.ItemSpacing.y; + + // Box-select on 2D area requires different clipping. + if (bs->UnclipMode) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(bs->UnclipRect.Min.y, bs->UnclipRect.Max.y, 0, 0)); + } + + const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; + const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(min_y, max_y, off_min, off_max)); + } + + // Convert position ranges to item index ranges + // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. + // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, + // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. + for (ImGuiListClipperRange& range : data->Ranges) + if (range.PosToIndexConvert) + { + int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight); + int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f); + range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1); + range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount); + range.PosToIndexConvert = false; + } + ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo); + } + + // Step 0+ (if item height is given in advance) or 1+: Display the next range in line. + while (data->StepNo < data->Ranges.Size) + { + clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); + clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount); + if (clipper->DisplayStart > already_submitted) //-V1051 + clipper->SeekCursorForItem(clipper->DisplayStart); + data->StepNo++; + if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size) + continue; + return true; + } + + // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), + // Advance the cursor to the end of the list and then returns 'false' to end the loop. + if (clipper->ItemsCount < INT_MAX) + clipper->SeekCursorForItem(clipper->ItemsCount); + + return false; +} + +bool ImGuiListClipper::Step() +{ + ImGuiContext& g = *Ctx; + bool need_items_height = (ItemsHeight <= 0.0f); + bool ret = ImGuiListClipper_StepInternal(this); + if (ret && (DisplayStart == DisplayEnd)) + ret = false; + if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n"); + if (need_items_height && ItemsHeight > 0.0f) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight); + if (ret) + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd); + } + else + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n"); + End(); + } + return ret; +} + +//----------------------------------------------------------------------------- +// [SECTION] STYLING +//----------------------------------------------------------------------------- + +ImGuiStyle& ImGui::GetStyle() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->Style; +} + +ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = style.Colors[idx]; + c.w *= style.Alpha * alpha_mul; + return ColorConvertFloat4ToU32(c); +} + +ImU32 ImGui::GetColorU32(const ImVec4& col) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = col; + c.w *= style.Alpha; + return ColorConvertFloat4ToU32(c); +} + +const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) +{ + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; +} + +ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + alpha_mul *= style.Alpha; + if (alpha_mul >= 1.0f) + return col; + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); +} + +// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 +void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); +} + +void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = col; +} + +void ImGui::PopStyleColor(int count) +{ + ImGuiContext& g = *GImGui; + if (g.ColorStack.Size < count) + { + IM_ASSERT_USER_ERROR(0, "Calling PopStyleColor() too many times!"); + count = g.ColorStack.Size; + } + while (count > 0) + { + ImGuiColorMod& backup = g.ColorStack.back(); + g.Style.Colors[backup.Col] = backup.BackupValue; + g.ColorStack.pop_back(); + count--; + } +} + +static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] = +{ + ImGuiCol_Text, ImGuiCol_TabHovered, ImGuiCol_Tab, ImGuiCol_TabSelected, ImGuiCol_TabSelectedOverline, ImGuiCol_TabDimmed, ImGuiCol_TabDimmedSelected, ImGuiCol_TabDimmedSelectedOverline, +}; + +static const ImGuiDataVarInfo GStyleVarInfo[] = +{ + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) }, // ImGuiStyleVar_DockingSeparatorSize +}; + +const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx) +{ + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarInfo[idx]; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->x = val_x; +} + +void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->y = val_y; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PopStyleVar(int count) +{ + ImGuiContext& g = *GImGui; + if (g.StyleVarStack.Size < count) + { + IM_ASSERT_USER_ERROR(0, "Calling PopStyleVar() too many times!"); + count = g.StyleVarStack.Size; + } + while (count > 0) + { + // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. + ImGuiStyleMod& backup = g.StyleVarStack.back(); + const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx); + void* data = info->GetVarPtr(&g.Style); + if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + g.StyleVarStack.pop_back(); + count--; + } +} + +const char* ImGui::GetStyleColorName(ImGuiCol idx) +{ + // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; + switch (idx) + { + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabSelected: return "TabSelected"; + case ImGuiCol_TabSelectedOverline: return "TabSelectedOverline"; + case ImGuiCol_TabDimmed: return "TabDimmed"; + case ImGuiCol_TabDimmedSelected: return "TabDimmedSelected"; + case ImGuiCol_TabDimmedSelectedOverline: return "TabDimmedSelectedOverline"; + case ImGuiCol_DockingPreview: return "DockingPreview"; + case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TableHeaderBg: return "TableHeaderBg"; + case ImGuiCol_TableBorderStrong: return "TableBorderStrong"; + case ImGuiCol_TableBorderLight: return "TableBorderLight"; + case ImGuiCol_TableRowBg: return "TableRowBg"; + case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt"; + case ImGuiCol_TextLink: return "TextLink"; + case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_NavCursor: return "NavCursor"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; + case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; + } + IM_ASSERT(0); + return "Unknown"; +} + +//----------------------------------------------------------------------------- +// [SECTION] RENDER HELPERS +// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, +// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context. +// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context. +//----------------------------------------------------------------------------- + +const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) +{ + const char* text_display_end = text; + if (!text_end) + text_end = (const char*)-1; + + while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) + text_display_end++; + return text_display_end; +} + +// Internal ImGui functions to render text +// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() +void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Hide anything after a '##' string + const char* text_display_end; + if (hide_text_after_hash) + { + text_display_end = FindRenderedTextEnd(text, text_end); + } + else + { + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + text_display_end = text_end; + } + + if (text != text_display_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_display_end); + } +} + +void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + + if (text != text_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_end); + } +} + +// Default clip_rect uses (pos_min,pos_max) +// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList. +// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take +// better advantage of the render function taking size into account for coarse clipping. +void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Perform CPU side clipping for single clipped element to avoid using scissor state + ImVec2 pos = pos_min; + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); + + const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; + const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; + bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); + if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min + need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); + + // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. + if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); + if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); + + // Render + if (need_clipping) + { + ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); + } + else + { + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); + } +} + +void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Hide anything after a '##' string + const char* text_display_end = FindRenderedTextEnd(text, text_end); + const int text_len = (int)(text_display_end - text); + if (text_len == 0) + return; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_display_end); +} + +// Another overly complex function until we reorganize everything into a nice all-in-one helper. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); + //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const float font_scale = draw_list->_Data->FontScale; + const char* text_end_ellipsis = NULL; + const float ellipsis_width = font->EllipsisWidth * font_scale; + + // We can now claim the space between pos_max.x and ellipsis_max.x + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) + { + // Always display at least 1 character if there's no room for character + ellipsis + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; + } + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) + { + // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + + // Render text, render ellipsis + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y)); + if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x) + for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale) + font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar); + } + else + { + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); +} + +// Render a rectangle shaped with optional rounding and borders +void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); + const float border_size = g.Style.FrameBorderSize; + if (borders && border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const float border_size = g.Style.FrameBorderSize; + if (border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags) +{ + ImGuiContext& g = *GImGui; + if (id != g.NavId) + return; + if (!g.NavCursorVisible && !(flags & ImGuiNavRenderCursorFlags_AlwaysDraw)) + return; + if (id == g.LastItemData.ID && (g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + return; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.NavHideHighlightOneFrame) + return; + + float rounding = (flags & ImGuiNavRenderCursorFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + ImRect display_rect = bb; + display_rect.ClipWith(window->ClipRect); + const float thickness = 2.0f; + if (flags & ImGuiNavRenderCursorFlags_Compact) + { + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); + } + else + { + const float distance = 3.0f + thickness * 0.5f; + display_rect.Expand(ImVec2(distance, distance)); + bool fully_visible = window->ClipRect.Contains(display_rect); + if (!fully_visible) + window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); + if (!fully_visible) + window->DrawList->PopClipRect(); + } +} + +void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) +{ + ImGuiContext& g = *GImGui; + if (mouse_cursor <= ImGuiMouseCursor_None || mouse_cursor >= ImGuiMouseCursor_COUNT) // We intentionally accept out of bound values. + mouse_cursor = ImGuiMouseCursor_Arrow; + ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas; + for (ImGuiViewportP* viewport : g.Viewports) + { + // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. + ImVec2 offset, size, uv[4]; + if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + continue; + const ImVec2 pos = base_pos - offset; + const float scale = base_scale * viewport->DpiScale; + if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + ImTextureID tex_id = font_atlas->TexID; + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); + draw_list->PopTextureID(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] INITIALIZATION, SHUTDOWN +//----------------------------------------------------------------------------- + +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module +ImGuiContext* ImGui::GetCurrentContext() +{ + return GImGui; +} + +void ImGui::SetCurrentContext(ImGuiContext* ctx) +{ +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else + GImGui = ctx; +#endif +} + +void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) +{ + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; +} + +// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) +void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) +{ + *p_alloc_func = GImAllocatorAllocFunc; + *p_free_func = GImAllocatorFreeFunc; + *p_user_data = GImAllocatorUserData; +} + +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + SetCurrentContext(ctx); + Initialize(); + if (prev_ctx != NULL) + SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one. + return ctx; +} + +void ImGui::DestroyContext(ImGuiContext* ctx) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + if (ctx == NULL) //-V1051 + ctx = prev_ctx; + SetCurrentContext(ctx); + Shutdown(); + SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL); + IM_DELETE(ctx); +} + +// IMPORTANT: interactive elements requires a fixed ###xxx suffix, it must be same in ALL languages to allow for automation. +static const ImGuiLocEntry GLocalizationEntriesEnUS[] = +{ + { ImGuiLocKey_VersionStr, "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" }, + { ImGuiLocKey_TableSizeOne, "Size column to fit###SizeOne" }, + { ImGuiLocKey_TableSizeAllFit, "Size all columns to fit###SizeAll" }, + { ImGuiLocKey_TableSizeAllDefault, "Size all columns to default###SizeAll" }, + { ImGuiLocKey_TableResetOrder, "Reset order###ResetOrder" }, + { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" }, + { ImGuiLocKey_WindowingPopup, "(Popup)" }, + { ImGuiLocKey_WindowingUntitled, "(Untitled)" }, + { ImGuiLocKey_OpenLink_s, "Open '%s'" }, + { ImGuiLocKey_CopyLink, "Copy Link###CopyLink" }, + { ImGuiLocKey_DockingHideTabBar, "Hide tab bar###HideTabBar" }, + { ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window." }, + { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node." }, +}; + +ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) +{ + IO.Ctx = this; + InputTextState.Ctx = this; + + Initialized = false; + ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; + FontAtlasOwnedByContext = shared_font_atlas ? false : true; + Font = NULL; + FontSize = FontBaseSize = FontScale = CurrentDpiScale = 0.0f; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + Time = 0.0f; + FrameCount = 0; + FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; + WithinEndChildID = 0; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = false; + GcCompactAll = false; + TestEngineHookItems = false; + TestEngine = NULL; + memset(ContextName, 0, sizeof(ContextName)); + + InputEventsNextMouseSource = ImGuiMouseSource_Mouse; + InputEventsNextEventId = 1; + + WindowsActiveCount = 0; + CurrentWindow = NULL; + HoveredWindow = NULL; + HoveredWindowUnderMovingWindow = NULL; + HoveredWindowBeforeClear = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1; + WheelingWindowReleaseTimer = 0.0f; + + DebugDrawIdConflicts = 0; + DebugHookIdInfo = 0; + HoveredId = HoveredIdPreviousFrame = 0; + HoveredIdPreviousFrameItemCount = 0; + HoveredIdAllowOverlap = false; + HoveredIdIsDisabled = false; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; + ItemUnclipByLog = false; + ActiveId = 0; + ActiveIdIsAlive = 0; + ActiveIdTimer = 0.0f; + ActiveIdIsJustActivated = false; + ActiveIdAllowOverlap = false; + ActiveIdNoClearOnFocusLoss = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdFromShortcut = false; + ActiveIdClickOffset = ImVec2(-1, -1); + ActiveIdWindow = NULL; + ActiveIdSource = ImGuiInputSource_None; + ActiveIdMouseButton = -1; + ActiveIdPreviousFrame = 0; + memset(&DeactivatedItemData, 0, sizeof(DeactivatedItemData)); + memset(&ActiveIdValueOnActivation, 0, sizeof(ActiveIdValueOnActivation)); + LastActiveId = 0; + LastActiveIdTimer = 0.0f; + + LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0; + + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingAllKeyboardKeys = false; + + CurrentFocusScopeId = 0; + CurrentItemFlags = ImGuiItemFlags_None; + DebugShowGroupRects = false; + + CurrentViewport = NULL; + MouseViewport = MouseLastHoveredViewport = NULL; + PlatformLastFocusedViewportId = 0; + ViewportCreatedCount = PlatformWindowsCreatedCount = 0; + ViewportFocusedStampCount = 0; + + NavCursorVisible = false; + NavHighlightItemUnderNav = false; + NavMousePosDirty = false; + NavIdIsAlive = false; + NavId = 0; + NavWindow = NULL; + NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0; + NavLayer = ImGuiNavLayer_Main; + NavNextActivateId = 0; + NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavHighlightActivatedId = 0; + NavHighlightActivatedTimer = 0.0f; + NavInputSource = ImGuiInputSource_Keyboard; + NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + NavCursorHideFrames = 0; + + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavMoveSubmitted = false; + NavMoveScoringItems = false; + NavMoveForwardToNextFrame = false; + NavMoveFlags = ImGuiNavMoveFlags_None; + NavMoveScrollFlags = ImGuiScrollFlags_None; + NavMoveKeyMods = ImGuiMod_None; + NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; + NavScoringDebugCount = 0; + NavTabbingDir = 0; + NavTabbingCounter = 0; + + NavJustMovedFromFocusScopeId = NavJustMovedToId = NavJustMovedToFocusScopeId = 0; + NavJustMovedToKeyMods = ImGuiMod_None; + NavJustMovedToIsTabbing = false; + NavJustMovedToHasSelectionData = false; + + // All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac... + // FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this.. + ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab); + ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab); + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + NavWindowingToggleKey = ImGuiKey_None; + + DimBgRatio = 0.0f; + + DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; + DragDropSourceFlags = ImGuiDragDropFlags_None; + DragDropSourceFrameCount = -1; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropAcceptFlags = ImGuiDragDropFlags_None; + DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; + DragDropAcceptFrameCount = -1; + DragDropHoldJustPressedId = 0; + memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + + ClipperTempDataStacked = 0; + + CurrentTable = NULL; + TablesTempDataStacked = 0; + CurrentTabBar = NULL; + CurrentMultiSelect = NULL; + MultiSelectTempDataStacked = 0; + + HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0; + HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f; + + MouseCursor = ImGuiMouseCursor_Arrow; + MouseStationaryTimer = 0.0f; + + TempInputId = 0; + memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue)); + BeginMenuDepth = BeginComboDepth = 0; + ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; + ColorEditCurrentID = ColorEditSavedID = 0; + ColorEditSavedHue = ColorEditSavedSat = 0.0f; + ColorEditSavedColor = 0; + WindowResizeRelativeMode = false; + ScrollbarSeekMode = 0; + ScrollbarClickDeltaToGrabCenter = 0.0f; + SliderGrabClickOffset = 0.0f; + SliderCurrentAccum = 0.0f; + SliderCurrentAccumDirty = false; + DragCurrentAccumDirty = false; + DragCurrentAccum = 0.0f; + DragSpeedDefaultRatio = 1.0f / 100.0f; + DisabledAlphaBackup = 0.0f; + DisabledStackSize = 0; + TooltipOverrideCount = 0; + TooltipPreviousWindow = NULL; + + PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); + PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission + PlatformImeViewport = 0; + + DockNodeWindowMenuHandler = NULL; + + SettingsLoaded = false; + SettingsDirtyTimer = 0.0f; + HookIdNext = 0; + + memset(LocalizationTable, 0, sizeof(LocalizationTable)); + + LogEnabled = false; + LogFlags = ImGuiLogFlags_None; + LogWindow = NULL; + LogNextPrefix = LogNextSuffix = NULL; + LogFile = NULL; + LogLinePosY = FLT_MAX; + LogLineFirstItem = false; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + ErrorCallback = NULL; + ErrorCallbackUserData = NULL; + ErrorFirst = true; + ErrorCountCurrentFrame = 0; + StackSizesInBeginForCurrentWindow = NULL; + + DebugDrawIdConflictsCount = 0; + DebugLogFlags = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_OutputToTTY; + DebugLocateId = 0; + DebugLogSkippedErrors = 0; + DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + DebugLogAutoDisableFrames = 0; + DebugLocateFrames = 0; + DebugBeginReturnValueCullDepth = -1; + DebugItemPickerActive = false; + DebugItemPickerMouseButton = ImGuiMouseButton_Left; + DebugItemPickerBreakId = 0; + DebugFlashStyleColorTime = 0.0f; + DebugFlashStyleColorIdx = ImGuiCol_COUNT; + DebugHoveredDockNode = NULL; + + // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations + DebugBreakInWindow = 0; + DebugBreakInTable = 0; + DebugBreakInLocateId = false; + DebugBreakKeyChord = ImGuiKey_Pause; + DebugBreakInShortcutRouting = ImGuiKey_None; + + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); + FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; + FramerateSecPerFrameAccum = 0.0f; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + memset(TempKeychordName, 0, sizeof(TempKeychordName)); +} + +void ImGui::Initialize() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow and ImGuiTable types + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); + } + TableSettingsAddSettingsHandler(); + + // Setup default localization table + LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS)); + + // Setup default ImGuiPlatformIO clipboard/IME handlers. + g.PlatformIO.Platform_GetClipboardTextFn = Platform_GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations + g.PlatformIO.Platform_SetClipboardTextFn = Platform_SetClipboardTextFn_DefaultImpl; + g.PlatformIO.Platform_OpenInShellFn = Platform_OpenInShellFn_DefaultImpl; + g.PlatformIO.Platform_SetImeDataFn = Platform_SetImeDataFn_DefaultImpl; + + // Create default viewport + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; + viewport->Idx = 0; + viewport->PlatformWindowCreated = true; + viewport->Flags = ImGuiViewportFlags_OwnedByApp; + g.Viewports.push_back(viewport); + g.TempBuffer.resize(1024 * 3 + 1, 0); + g.ViewportCreatedCount++; + g.PlatformIO.Viewports.push_back(g.Viewports[0]); + + // Build KeysMayBeCharInput[] lookup table (1 bool per named key) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9) + || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period + || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent + || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual) + g.KeysMayBeCharInput.SetBit(key); + +#ifdef IMGUI_HAS_DOCK + // Initialize Docking + DockContextInitialize(&g); +#endif + + g.Initialized = true; +} + +// This function is merely here to free heap allocations. +void ImGui::Shutdown() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?"); + IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?"); + + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + if (g.IO.Fonts && g.FontAtlasOwnedByContext) + { + g.IO.Fonts->Locked = false; + IM_DELETE(g.IO.Fonts); + } + g.IO.Fonts = NULL; + g.DrawListSharedData.TempBuffer.clear(); + + // Cleanup of other data are conditional on actually having initialized Dear ImGui. + if (!g.Initialized) + return; + + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + + // Destroy platform windows + DestroyPlatformWindows(); + + // Shutdown extensions + DockContextShutdown(&g); + + CallContextHooks(&g, ImGuiContextHookType_Shutdown); + + // Clear everything else + g.Windows.clear_delete(); + g.WindowsFocusOrder.clear(); + g.WindowsTempSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.ActiveIdWindow = NULL; + g.MovingWindow = NULL; + + g.KeysRoutingTable.Clear(); + + g.ColorStack.clear(); + g.StyleVarStack.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.BeginPopupStack.clear(); + g.TreeNodeStack.clear(); + + g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; + g.Viewports.clear_delete(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + + g.ClipperTempData.clear_destruct(); + + g.Tables.Clear(); + g.TablesTempData.clear_destruct(); + g.DrawChannelsTempMergeBuffer.clear(); + + g.MultiSelectStorage.Clear(); + g.MultiSelectTempData.clear_destruct(); + + g.ClipboardHandlerData.clear(); + g.MenusIdSubmittedThisFrame.clear(); + g.InputTextState.ClearFreeMemory(); + g.InputTextDeactivatedState.ClearFreeMemory(); + + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); + + if (g.LogFile) + { +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + if (g.LogFile != stdout) +#endif + ImFileClose(g.LogFile); + g.LogFile = NULL; + } + g.LogBuffer.clear(); + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + + g.Initialized = false; +} + +// No specific ordering/dependency support, will see as needed +ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_); + g.Hooks.push_back(*hook); + g.Hooks.back().HookId = ++g.HookIdNext; + return g.HookIdNext; +} + +// Deferred removal, avoiding issue with changing vector while iterating it +void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook_id != 0); + for (ImGuiContextHook& hook : g.Hooks) + if (hook.HookId == hook_id) + hook.Type = ImGuiContextHookType_PendingRemoval_; +} + +// Call context hooks (used by e.g. test engine) +// We assume a small number of hooks so all stored in same array +void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) +{ + ImGuiContext& g = *ctx; + for (ImGuiContextHook& hook : g.Hooks) + if (hook.Type == hook_type) + hook.Callback(&g, &hook); +} + +//----------------------------------------------------------------------------- +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +//----------------------------------------------------------------------------- + +// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods +ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL) +{ + memset(this, 0, sizeof(*this)); + Ctx = ctx; + Name = ImStrdup(name); + NameBufLen = (int)strlen(name) + 1; + ID = ImHashStr(name); + IDStack.push_back(ID); + ViewportAllowPlatformMonitorExtend = -1; + ViewportPos = ImVec2(FLT_MAX, FLT_MAX); + MoveId = GetID("#MOVE"); + TabId = GetID("#TAB"); + ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); + AutoFitFramesX = AutoFitFramesY = -1; + AutoPosLastDirection = ImGuiDir_None; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0; + SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + LastFrameActive = -1; + LastFrameJustFocused = -1; + LastTimeActive = -1.0f; + FontWindowScale = FontDpiScale = 1.0f; + SettingsOffset = -1; + DockOrder = -1; + DrawList = &DrawListInst; + DrawList->_OwnerName = Name; + DrawList->_Data = &Ctx->DrawListSharedData; + NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX); + IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass(); +} + +ImGuiWindow::~ImGuiWindow() +{ + IM_ASSERT(DrawList == &DrawListInst); + IM_DELETE(Name); + ColumnsStorage.clear_destruct(); +} + +static void SetCurrentWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow = window; + g.StackSizesInBeginForCurrentWindow = g.CurrentWindow ? &g.CurrentWindowStack.back().StackSizesInBegin : NULL; + g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; + if (window) + { + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize; + ImGui::NavUpdateCurrentWindowIsScrollPushableX(); + } +} + +void ImGui::GcCompactTransientMiscBuffers() +{ + ImGuiContext& g = *GImGui; + g.ItemFlagsStack.clear(); + g.GroupStack.clear(); + g.MultiSelectTempDataStacked = 0; + g.MultiSelectTempData.clear_destruct(); + TableGcCompactSettings(); +} + +// Free up/compact internal window buffers, we can use this when a window becomes unused. +// Not freed: +// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data) +// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. +void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + window->MemoryCompacted = true; + window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; + window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; + window->IDStack.clear(); + window->DrawList->_ClearFreeMemory(); + window->DC.ChildWindows.clear(); + window->DC.ItemWidthStack.clear(); + window->DC.TextWrapPosStack.clear(); +} + +void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. + // The other buffers tends to amortize much faster. + window->MemoryCompacted = false; + window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); + window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); + window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; +} + +void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + // Clear previous active id + if (g.ActiveId != 0) + { + // While most behaved code would make an effort to not steal active id during window move/drag operations, + // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch + // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that. + if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n"); + g.MovingWindow = NULL; + } + + // Store deactivate data + ImGuiDeactivatedItemData* deactivated_data = &g.DeactivatedItemData; + deactivated_data->ID = g.ActiveId; + deactivated_data->ElapseFrame = (g.LastItemData.ID == g.ActiveId) ? g.FrameCount : g.FrameCount + 1; // FIXME: OK to use LastItemData? + deactivated_data->HasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; + deactivated_data->IsAlive = (g.ActiveIdIsAlive == g.ActiveId); + + // This could be written in a more general way (e.g associate a hook to ActiveId), + // but since this is currently quite an exception we'll leave it as is. + // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveID() + if (g.InputTextState.ID == g.ActiveId) + InputTextDeactivateHook(g.ActiveId); + } + + // Set active id + g.ActiveIdIsJustActivated = (g.ActiveId != id); + if (g.ActiveIdIsJustActivated) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : ""); + g.ActiveIdTimer = 0.0f; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; + g.ActiveIdMouseButton = -1; + if (id != 0) + { + g.LastActiveId = id; + g.LastActiveIdTimer = 0.0f; + } + } + g.ActiveId = id; + g.ActiveIdAllowOverlap = false; + g.ActiveIdNoClearOnFocusLoss = false; + g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdFromShortcut = false; + if (id) + { + g.ActiveIdIsAlive = id; + g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None); + } + + // Clear declaration of inputs claimed by the widget + // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; +} + +void ImGui::ClearActiveID() +{ + SetActiveID(0, NULL); // g.ActiveId = 0; +} + +void ImGui::SetHoveredID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.HoveredId = id; + g.HoveredIdAllowOverlap = false; + if (id != 0 && g.HoveredIdPreviousFrame != id) + g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; +} + +ImGuiID ImGui::GetHoveredID() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; +} + +void ImGui::MarkItemEdited(ImGuiID id) +{ + // This marking is to be able to provide info for IsItemDeactivatedAfterEdit(). + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data. + ImGuiContext& g = *GImGui; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_NoMarkEdited) + return; + if (g.ActiveId == id || g.ActiveId == 0) + { + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; + } + + // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343) + // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714) + IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id || (g.CurrentMultiSelect != NULL && g.BoxSelectState.IsActive)); + + //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; +} + +bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) +{ + // An active popup disable hovering on other windows (apart from its own children) + // FIXME-OPT: This could be cached/stored within the window. + ImGuiContext& g = *GImGui; + if (g.NavWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree) + if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The 'else' is important because Modal windows are also Popups. + bool want_inhibit = false; + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + want_inhibit = true; + else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + want_inhibit = true; + + // Inhibit hover unless the window is within the stack of our modal/popup + if (want_inhibit) + if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window)) + return false; + } + + // Filter by viewport + if (window->Viewport != g.MouseViewport) + if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree) + return false; + + return true; +} + +static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiHoveredFlags_DelayNormal) + return g.Style.HoverDelayNormal; + if (flags & ImGuiHoveredFlags_DelayShort) + return g.Style.HoverDelayShort; + return 0.0f; +} + +static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags) +{ + // Allow instance flags to override shared flags + if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal)) + shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal); + return user_flags | shared_flags; +} + +// This is roughly matching the behavior of internal-facing ItemHoverable() +// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() +// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId +bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0, "Invalid flags for IsItemHovered()!"); + + if (g.NavHighlightItemUnderNav && g.NavCursorVisible && !(flags & ImGuiHoveredFlags_NoNavOverride)) + { + if (!IsItemFocused()) + return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav); + } + else + { + // Test for bounding box overlap, as updated as ItemAdd() + ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; + if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + + // Done with rectangle culling so we can perform heavier checks now + // Test if we are hovering the right window (our window could be behind another window) + // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable + // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was + // the test that has been running for a long while. + if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0) + return false; + + // Test if another item is active (e.g. being dragged) + const ImGuiID id = g.LastItemData.ID; + if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId) + return false; + + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_NoWindowHoverableCheck)) + return false; + + // Test if the item is disabled + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + // Special handling for calling after Begin() which represent the title bar or tab. + // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin) + // will never be overwritten so we need to detect the case. + if (id == window->MoveId && window->WriteAccessed) + return false; + + // Test if using AllowOverlap and overlapped + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap) && id != 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0) + if (g.HoveredIdPreviousFrame != g.LastItemData.ID) + return false; + } + + // Handle hover delay + // (some ideas: https://www.nngroup.com/articles/timing-exposing-content) + const float delay = CalcDelayFromHoveredFlags(flags); + if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary)) + { + ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromPos(g.LastItemData.Rect.Min); + if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id)) + g.HoverItemDelayTimer = 0.0f; + g.HoverItemDelayId = hover_delay_id; + + // When changing hovered item we requires a bit of stationary delay before activating hover timer, + // but once unlocked on a given item we also moving. + //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); } + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id) + return false; + + if (g.HoverItemDelayTimer < delay) + return false; + } + + return true; +} + +// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). +// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call) +// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28. +// If you used this in your legacy/custom widgets code: +// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.ItemFlags'. +// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable. +bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Detect ID conflicts +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0 && g.HoveredIdPreviousFrame == id && (item_flags & ImGuiItemFlags_AllowDuplicateId) == 0) + { + g.HoveredIdPreviousFrameItemCount++; + if (g.DebugDrawIdConflicts == id) + window->DrawList->AddRect(bb.Min - ImVec2(1,1), bb.Max + ImVec2(1,1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f); + } +#endif + + if (g.HoveredWindow != window) + return false; + if (!IsMouseHoveringRect(bb.Min, bb.Max)) + return false; + + if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) + return false; + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + if (!g.ActiveIdFromShortcut) + return false; + + // Done with rectangle culling so we can perform heavier checks now. + if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) + { + g.HoveredIdIsDisabled = true; + return false; + } + + // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level + // hover test in widgets code. We could also decide to split this function is two. + if (id != 0) + { + // Drag source doesn't report as hovered + if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + return false; + + SetHoveredID(id); + + // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. + // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test. + if (item_flags & ImGuiItemFlags_AllowOverlap) + { + g.HoveredIdAllowOverlap = true; + if (g.HoveredIdPreviousFrame != id) + return false; + } + + // Display shortcut (only works with mouse) + // (ImGuiItemStatusFlags_HasShortcut in LastItemData denotes we want a tooltip) + if (id == g.LastItemData.ID && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasShortcut) && g.ActiveId != id) + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal)) + SetTooltip("%s", GetKeyChordName(g.LastItemData.Shortcut)); + } + + // When disabled we'll return false but still set HoveredId + if (item_flags & ImGuiItemFlags_Disabled) + { + // Release active id if turning disabled + if (g.ActiveId == id && id != 0) + ClearActiveID(); + g.HoveredIdIsDisabled = true; + return false; + } + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + // [DEBUG] Item Picker tool! + // We perform the check here because reaching is path is rare (1~ time a frame), + // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered + // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost. + if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakId == id) + IM_DEBUG_BREAK(); + } +#endif + + if (g.NavHighlightItemUnderNav && (item_flags & ImGuiItemFlags_NoNavDisableMouseHover) == 0) + return false; + + return true; +} + +// FIXME: This is inlined/duplicated in ItemAdd() +// FIXME: The id != 0 path is not used by our codebase, may get rid of it? +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!bb.Overlaps(window->ClipRect)) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) + return true; + return false; +} + +// This is also inlined in ItemAdd() +// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect. +void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) +{ + ImGuiContext& g = *GImGui; + g.LastItemData.ID = item_id; + g.LastItemData.ItemFlags = in_flags; + g.LastItemData.StatusFlags = item_flags; + g.LastItemData.Rect = g.LastItemData.NavRect = item_rect; +} + +float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) +{ + if (wrap_pos_x < 0.0f) + return 0.0f; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (wrap_pos_x == 0.0f) + { + // We could decide to setup a default wrapping max point for auto-resizing windows, + // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function? + //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) + // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x); + //else + wrap_pos_x = window->WorkRect.Max.x; + } + else if (wrap_pos_x > 0.0f) + { + wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space + } + + return ImMax(wrap_pos_x - pos.x, 1.0f); +} + +// IM_ALLOC() == ImGui::MemAlloc() +void* ImGui::MemAlloc(size_t size) +{ + void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size); +#endif + return ptr; +} + +// IM_FREE() == ImGui::MemFree() +void ImGui::MemFree(void* ptr) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ptr != NULL) + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1); +#endif + return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); +} + +// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames" +void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size) +{ + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + IM_UNUSED(ptr); + if (entry->FrameCount != frame_count) + { + info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf); + entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + entry->FrameCount = frame_count; + entry->AllocCount = entry->FreeCount = 0; + } + if (size != (size_t)-1) + { + //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, (int)size, ptr); + entry->AllocCount++; + info->TotalAllocCount++; + } + else + { + //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr); + entry->FreeCount++; + info->TotalFreeCount++; + } +} + +const char* ImGui::GetClipboardText() +{ + ImGuiContext& g = *GImGui; + return g.PlatformIO.Platform_GetClipboardTextFn ? g.PlatformIO.Platform_GetClipboardTextFn(&g) : ""; +} + +void ImGui::SetClipboardText(const char* text) +{ + ImGuiContext& g = *GImGui; + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + g.PlatformIO.Platform_SetClipboardTextFn(&g, text); +} + +const char* ImGui::GetVersion() +{ + return IMGUI_VERSION; +} + +ImGuiIO& ImGui::GetIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->IO; +} + +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiIO& ImGui::GetIOEx(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->IO; +} + +ImGuiPlatformIO& ImGui::GetPlatformIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext()?"); + return GImGui->PlatformIO; +} + +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiPlatformIO& ImGui::GetPlatformIOEx(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->PlatformIO; +} + +// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() +ImDrawData* ImGui::GetDrawData() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = g.Viewports[0]; + return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; +} + +double ImGui::GetTime() +{ + return GImGui->Time; +} + +int ImGui::GetFrameCount() +{ + return GImGui->FrameCount; +} + +static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) +{ + // Create the draw list on demand, because they are not frequently used for all viewports + ImGuiContext& g = *GImGui; + IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists)); + ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no]; + if (draw_list == NULL) + { + draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); + draw_list->_OwnerName = drawlist_name; + viewport->BgFgDrawLists[drawlist_no] = draw_list; + } + + // Our ImDrawList system requires that there is always a command + if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount) + { + draw_list->_ResetForNewFrame(); + draw_list->PushTextureID(g.IO.Fonts->TexID); + draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); + viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount; + } + return draw_list; +} + +ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) +{ + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background"); +} + +ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) +{ + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); +} + +ImDrawListSharedData* ImGui::GetDrawListSharedData() +{ + return &GImGui->DrawListSharedData; +} + +void ImGui::StartMouseMovingWindow(ImGuiWindow* window) +{ + // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. + // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. + // This is because we want ActiveId to be set even when the window is not permitted to move. + ImGuiContext& g = *GImGui; + FocusWindow(window); + SetActiveID(window->MoveId, window); + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + + bool can_move_window = true; + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (ImGuiDockNode* node = window->DockNodeAsHost) + if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (can_move_window) + g.MovingWindow = window; +} + +// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. +void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock) +{ + ImGuiContext& g = *GImGui; + bool can_undock_node = false; + if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0) + { + // Can undock if: + // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window) + // - part of a dockspace node hierarchy: so we can undock the last single visible node too. Undocking from a fixed/central node will create a new node and copy windows. + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that. + can_undock_node = true; + } + + const bool clicked = IsMouseClicked(0); + const bool dragging = IsMouseDragging(0); + if (can_undock_node && dragging) + DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame + else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window) + StartMouseMovingWindow(window); +} + +// Handle mouse moving window +// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() +// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId. +// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, +// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. +void ImGui::UpdateMouseMovingWindowNewFrame() +{ + ImGuiContext& g = *GImGui; + if (g.MovingWindow != NULL) + { + // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). + // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. + KeepAliveID(g.ActiveId); + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree); + ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree; + + // When a window stop being submitted while being dragged, it may will its viewport until next Begin() + const bool window_disappared = (!moving_window->WasActive && !moving_window->Active); + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared) + { + ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; + if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) + { + SetWindowPos(moving_window, pos, ImGuiCond_Always); + if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. + { + moving_window->Viewport->Pos = pos; + moving_window->Viewport->UpdateWorkRect(); + } + } + FocusWindow(g.MovingWindow); + } + else + { + if (!window_disappared) + { + // Try to merge the window back into the main viewport. + // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); + + // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. + if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted()) + g.MouseViewport = moving_window->Viewport; + + // Clear the NoInput window flag set by the Viewport system + if (moving_window->Viewport) + moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; + } + + g.MovingWindow = NULL; + ClearActiveID(); + } + } + else + { + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. + if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) + { + KeepAliveID(g.ActiveId); + if (!g.IO.MouseDown[0]) + ClearActiveID(); + } + } +} + +// Initiate focusing and moving window when clicking on empty space or title bar. +// Initiate focusing window when clicking on a disabled item. +// Handle left-click and right-click focus. +void ImGui::UpdateMouseMovingWindowEndFrame() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId != 0 || (g.HoveredId != 0 && !g.HoveredIdIsDisabled)) + return; + + // Unless we just made a window/popup appear + if (g.NavWindow && g.NavWindow->Appearing) + return; + + // Click on empty space to focus window and start moving + // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) + if (g.IO.MouseClicked[0]) + { + // Handle the edge case of a popup being closed while clicking in its empty space. + // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. + ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; + const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); + + if (root_window != NULL && !is_closed_popup) + { + StartMouseMovingWindow(g.HoveredWindow); //-V595 + + // Cancel moving if clicked outside of title bar + if (g.IO.ConfigWindowsMoveFromTitleBarOnly) + if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive) + if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; + + // Cancel moving if clicked over an item which was disabled or inhibited by popups + // (when g.HoveredIdIsDisabled == true && g.HoveredId == 0 we are inhibited by popups, when g.HoveredIdIsDisabled == true && g.HoveredId != 0 we are over a disabled item)0 already) + if (g.HoveredIdIsDisabled) + g.MovingWindow = NULL; + } + else if (root_window == NULL && g.NavWindow != NULL) + { + // Clicking on void disable focus + FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal); + } + } + + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) + if (g.IO.MouseClicked[1] && g.HoveredId == 0) + { + // Find the top-most window between HoveredWindow and the top-most Modal Window. + // This is where we can trim the popup stack. + ImGuiWindow* modal = GetTopMostPopupModal(); + bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal)); + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + } +} + +// This is called during NewFrame()->UpdateViewportsNewFrame() only. +// Need to keep in sync with SetWindowPos() +static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) +{ + window->Pos += delta; + window->ClipRect.Translate(delta); + window->OuterRectClipped.Translate(delta); + window->InnerRect.Translate(delta); + window->DC.CursorPos += delta; + window->DC.CursorStartPos += delta; + window->DC.CursorMaxPos += delta; + window->DC.IdealMaxPos += delta; +} + +static void ScaleWindow(ImGuiWindow* window, float scale) +{ + ImVec2 origin = window->Viewport->Pos; + window->Pos = ImFloor((window->Pos - origin) * scale + origin); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + window->ContentSize = ImTrunc(window->ContentSize * scale); +} + +static bool IsWindowActiveAndVisible(ImGuiWindow* window) +{ + return (window->Active) && (!window->Hidden); +} + +// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) +void ImGui::UpdateHoveredWindowAndCaptureFlags() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING + // by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow. + g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); + + // Find the window hovered by mouse: + // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. + // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + bool clear_hovered_windows = false; + FindHoveredWindowEx(g.IO.MousePos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow); + IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); + g.HoveredWindowBeforeClear = g.HoveredWindow; + + // Modal windows prevents mouse from hovering behind them. + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ? + clear_hovered_windows = true; + + // Disabled mouse hovering (we don't currently clear MousePos, we could) + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + clear_hovered_windows = true; + + // We track click ownership. When clicked outside of a window the click is owned by the application and + // won't report hovering nor request capture even while dragging over our windows afterward. + const bool has_open_popup = (g.OpenPopupStack.Size > 0); + const bool has_open_modal = (modal_window != NULL); + int mouse_earliest_down = -1; + bool mouse_any_down = false; + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + if (io.MouseClicked[i]) + { + io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup; + io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal; + } + mouse_any_down |= io.MouseDown[i]; + if (io.MouseDown[i] || io.MouseReleased[i]) // Increase release frame for our evaluation of earliest button (#1392) + if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down]) + mouse_earliest_down = i; + } + const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down]; + const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down]; + + // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. + // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) + const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; + if (!mouse_avail && !mouse_dragging_extern_payload) + clear_hovered_windows = true; + + if (clear_hovered_windows) + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app) + // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag + if (g.WantCaptureMouseNextFrame != -1) + { + io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0); + } + else + { + io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup; + io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal; + } + + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) + io.WantCaptureKeyboard = false; + if ((io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) == 0) + { + if ((g.ActiveId != 0) || (modal_window != NULL)) + io.WantCaptureKeyboard = true; + else if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && io.ConfigNavCaptureKeyboard) + io.WantCaptureKeyboard = true; + } + if (g.WantCaptureKeyboardNextFrame != -1) // Manual override + io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible + io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; +} + +// Called once a frame. Followed by SetCurrentFont() which sets up the remaining data. +static void SetupDrawListSharedData() +{ + ImGuiContext& g = *GImGui; + ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiViewportP* viewport : g.Viewports) + virtual_space.Add(viewport->GetMainRect()); + g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedLinesUseTex && !(g.IO.Fonts->Flags & ImFontAtlasFlags_NoBakedLines)) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + + // Remove pending delete hooks before frame start. + // This deferred removal avoid issues of removal while iterating the hook vector + for (int n = g.Hooks.Size - 1; n >= 0; n--) + if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_) + g.Hooks.erase(&g.Hooks[n]); + + CallContextHooks(&g, ImGuiContextHookType_NewFramePre); + + // Check and assert for various common IO and Configuration mistakes + g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame; + ErrorCheckNewFrameSanityChecks(); + g.ConfigFlagsCurrFrame = g.IO.ConfigFlags; + + // Load settings on first frame, save settings when modified (after a delay) + UpdateSettings(); + + g.Time += g.IO.DeltaTime; + g.WithinFrameScope = true; + g.FrameCount += 1; + g.TooltipOverrideCount = 0; + g.WindowsActiveCount = 0; + g.MenusIdSubmittedThisFrame.resize(0); + + // Calculate frame-rate for the user, as a purely luxurious feature + g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); + g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; + + // Process input queue (trickle as many events as possible), turn events into writes to IO structure + g.InputEventsTrail.resize(0); + UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); + + // Update viewports (after processing input queue, so io.MouseHoveredViewport is set) + UpdateViewportsNewFrame(); + + // Setup current font and draw list shared data + // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! + g.IO.Fonts->Locked = true; + SetupDrawListSharedData(); + SetCurrentFont(GetDefaultFont()); + IM_ASSERT(g.Font->IsLoaded()); + + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. + for (ImGuiViewportP* viewport : g.Viewports) + { + viewport->DrawData = NULL; + viewport->DrawDataP.Valid = false; + } + + // Drag and drop keep the source ID alive so even if the source disappear our state is consistent + if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) + KeepAliveID(g.DragDropPayload.SourceId); + + // [DEBUG] + if (!g.IO.ConfigDebugHighlightIdConflicts || !g.IO.KeyCtrl) // Count is locked while holding CTRL + g.DebugDrawIdConflicts = 0; + if (g.IO.ConfigDebugHighlightIdConflicts && g.HoveredIdPreviousFrameItemCount > 1) + g.DebugDrawIdConflicts = g.HoveredIdPreviousFrame; + + // Update HoveredId data + if (!g.HoveredIdPreviousFrame) + g.HoveredIdTimer = 0.0f; + if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) + g.HoveredIdNotActiveTimer = 0.0f; + if (g.HoveredId) + g.HoveredIdTimer += g.IO.DeltaTime; + if (g.HoveredId && g.ActiveId != g.HoveredId) + g.HoveredIdNotActiveTimer += g.IO.DeltaTime; + g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredIdPreviousFrameItemCount = 0; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + g.HoveredIdIsDisabled = false; + + // Clear ActiveID if the item is not alive anymore. + // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd(). + // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves. + if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n"); + ClearActiveID(); + } + + // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) + if (g.ActiveId) + g.ActiveIdTimer += g.IO.DeltaTime; + g.LastActiveIdTimer += g.IO.DeltaTime; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdIsJustActivated = false; + if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) + g.TempInputId = 0; + if (g.ActiveId == 0) + { + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; + } + if (g.DeactivatedItemData.ElapseFrame < g.FrameCount) + g.DeactivatedItemData.ID = 0; + g.DeactivatedItemData.IsAlive = false; + + // Record when we have been stationary as this state is preserved while over same item. + // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values. + // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function. + if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverItemUnlockedStationaryId = g.HoverItemDelayId; + else if (g.HoverItemDelayId == 0) + g.HoverItemUnlockedStationaryId = 0; + if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID; + else if (g.HoveredWindow == NULL) + g.HoverWindowUnlockedStationaryId = 0; + + // Update hover delay for IsItemHovered() with delays and tooltips + g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId; + if (g.HoverItemDelayId != 0) + { + g.HoverItemDelayTimer += g.IO.DeltaTime; + g.HoverItemDelayClearTimer = 0.0f; + g.HoverItemDelayId = 0; + } + else if (g.HoverItemDelayTimer > 0.0f) + { + // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps + // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle. + g.HoverItemDelayClearTimer += g.IO.DeltaTime; + if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate + g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer. + } + + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSource = false; + g.DragDropWithinTarget = false; + g.DragDropHoldJustPressedId = 0; + g.TooltipPreviousWindow = NULL; + + // Close popups on focus lost (currently wip/opt-in) + //if (g.IO.AppFocusLost) + // ClosePopupsExceptModals(); + + // Update keyboard input state + UpdateKeyboardInputs(); + + //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl)); + //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift)); + //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); + //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); + + // Update keyboard/gamepad navigation + NavUpdate(); + + // Update mouse input state + UpdateMouseInputs(); + + // Undocking + // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) + DockContextNewFrameUpdateUndocking(&g); + + // Mark all windows as not visible and compact unused memory. + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); + const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; + for (ImGuiWindow* window : g.Windows) + { + window->WasActive = window->Active; + window->Active = false; + window->WriteAccessed = false; + window->BeginCountPreviousFrame = window->BeginCount; + window->BeginCount = 0; + + // Garbage collect transient buffers of recently unused windows + if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); + } + + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + // (currently needs to be done after the WasActive=Active loop and FindHoveredWindowEx uses ->Active) + UpdateHoveredWindowAndCaptureFlags(); + + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindowNewFrame(); + + // Background darkening/whitening + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); + + g.MouseCursor = ImGuiMouseCursor_Arrow; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; + + // Platform IME data: reset for the frame + g.PlatformImeDataPrev = g.PlatformImeData; + g.PlatformImeData.WantVisible = false; + + // Mouse wheel scrolling, scale + UpdateMouseWheel(); + + // Garbage collect transient buffers of recently unused tables + for (int i = 0; i < g.TablesLastTimeActive.Size; i++) + if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) + TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); + for (ImGuiTableTempData& table_temp_data : g.TablesTempData) + if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time) + TableGcCompactTransientBuffers(&table_temp_data); + if (g.GcCompactAll) + GcCompactTransientMiscBuffers(); + g.GcCompactAll = false; + + // Closing the focused window restore focus to the first active root window in descending z-order + if (g.NavWindow && !g.NavWindow->WasActive) + FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); + + // No window should be open at the beginning of the frame. + // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. + g.CurrentWindowStack.resize(0); + g.BeginPopupStack.resize(0); + g.ItemFlagsStack.resize(0); + g.ItemFlagsStack.push_back(ImGuiItemFlags_AutoClosePopups); // Default flags + g.CurrentItemFlags = g.ItemFlagsStack.back(); + g.GroupStack.resize(0); + + // Docking + DockContextNewFrameUpdateDocking(&g); + + // [DEBUG] Update debug features +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + UpdateDebugToolItemPicker(); + UpdateDebugToolStackQueries(); + UpdateDebugToolFlashStyleColor(); + if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0) + { + g.DebugLocateId = 0; + g.DebugBreakInLocateId = false; + } + if (g.DebugLogAutoDisableFrames > 0 && --g.DebugLogAutoDisableFrames == 0) + { + DebugLog("(Debug Log: Auto-disabled some ImGuiDebugLogFlags after 2 frames)\n"); + g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags; + g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + } +#endif + + // Create implicit/fallback window - which we will only render it if the user has added something to it. + // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. + // This fallback is particularly important as it prevents ImGui:: calls from crashing. + g.WithinFrameScopeWithImplicitWindow = true; + SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); + IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); + + // Store stack sizes + g.ErrorCountCurrentFrame = 0; + ErrorRecoveryStoreState(&g.StackSizesInNewFrame); + + // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack, + // allowing to validate correct Begin/End behavior in user code. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.IO.ConfigDebugBeginReturnValueLoop) + g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10); + else + g.DebugBeginReturnValueCullDepth = -1; +#endif + + CallContextHooks(&g, ImGuiContextHookType_NewFramePost); +} + +// FIXME: Add a more explicit sort order in the window structure. +static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) +{ + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; + if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) + return d; + if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) + return d; + return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); +} + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) +{ + out_sorted_windows->push_back(window); + if (window->Active) + { + int count = window->DC.ChildWindows.Size; + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + for (int i = 0; i < count; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (child->Active) + AddWindowToSortBuffer(out_sorted_windows, child); + } + } +} + +static void AddWindowToDrawData(ImGuiWindow* window, int layer) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = window->Viewport; + IM_ASSERT(viewport != NULL); + g.IO.MetricsRenderWindows++; + if (window->DrawList->_Splitter._Count > 1) + window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows. + ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList); + for (ImGuiWindow* child : window->DC.ChildWindows) + if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active + AddWindowToDrawData(child, layer); +} + +static inline int GetWindowDisplayLayer(ImGuiWindow* window) +{ + return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; +} + +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static inline void AddRootWindowToDrawData(ImGuiWindow* window) +{ + AddWindowToDrawData(window, GetWindowDisplayLayer(window)); +} + +static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder) +{ + int n = builder->Layers[0]->Size; + int full_size = n; + for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++) + full_size += builder->Layers[i]->Size; + builder->Layers[0]->resize(full_size); + for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++) + { + ImVector* layer = builder->Layers[layer_n]; + if (layer->empty()) + continue; + memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*)); + n += layer->Size; + layer->resize(0); + } +} + +static void InitViewportDrawData(ImGuiViewportP* viewport) +{ + ImGuiIO& io = ImGui::GetIO(); + ImDrawData* draw_data = &viewport->DrawDataP; + + viewport->DrawData = draw_data; // Make publicly accessible + viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists; + viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1; + viewport->DrawDataBuilder.Layers[0]->resize(0); + viewport->DrawDataBuilder.Layers[1]->resize(0); + + // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode, + // and to allow applications/backends to easily skip rendering. + // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure. + // This is because the work has been done already, and its wasted! We should fix that and add optimizations for + // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline. + const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0; + + draw_data->Valid = true; + draw_data->CmdListsCount = 0; + draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; + draw_data->DisplayPos = viewport->Pos; + draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; + draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? + draw_data->OwnerViewport = viewport; +} + +// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. +// - When using this function it is sane to ensure that float are perfectly rounded to integer values, +// so that e.g. (int)(max.x-min.x) in user's render produce correct result. +// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect(): +// some frequently called functions which to modify both channels and clipping simultaneously tend to use the +// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds. +// - This is analoguous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack, +// which in the case of ClipRect is not so problematic but tends to be more restrictive for fonts. +void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +void ImGui::PopClipRect() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PopClipRect(); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window) +{ + for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--) + if (IsWindowActiveAndVisible(window->DC.ChildWindows[n])) + return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]); + return window; +} + +static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + ImGuiViewportP* viewport = window->Viewport; + ImRect viewport_rect = viewport->GetMainRect(); + + // Draw behind window by moving the draw command at the FRONT of the draw list + { + // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing. + // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. + ImDrawList* draw_list = window->RootWindowDockTree->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that) + draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); + ImDrawCmd cmd = draw_list->CmdBuffer.back(); + IM_ASSERT(cmd.ElemCount == 6); + draw_list->CmdBuffer.pop_back(); + draw_list->CmdBuffer.push_front(cmd); + draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. + draw_list->PopClipRect(); + } + + // Draw over sibling docking nodes in a same docking tree + if (window->RootWindow->DockIsActive) + { + ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false); + RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding); + draw_list->PopClipRect(); + } +} + +ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* bottom_most_visible_window = parent_window; + for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + if (!IsWindowWithinBeginStackOf(window, parent_window)) + break; + if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window)) + bottom_most_visible_window = window; + } + return bottom_most_visible_window; +} + +// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage. +// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds(). +static void ImGui::RenderDimmedBackgrounds() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal(); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + return; + const bool dim_bg_for_modal = (modal_window != NULL); + const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active); + if (!dim_bg_for_modal && !dim_bg_for_window_list) + return; + + ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL }; + if (dim_bg_for_modal) + { + // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. + ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); + RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio)); + viewports_already_dimmed[0] = modal_window->Viewport; + } + else if (dim_bg_for_window_list) + { + // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window + RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport) + RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport; + viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL; + + // Draw border around CTRL+Tab target window + ImGuiWindow* window = g.NavWindowingTargetAnim; + ImGuiViewport* viewport = window->Viewport; + float distance = g.FontSize; + ImRect bb = window->Rect(); + bb.Expand(distance); + if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y) + bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward + window->DrawList->ChannelsMerge(); + if (window->DrawList->CmdBuffer.Size == 0) + window->DrawList->AddDrawCmd(); + window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); + window->DrawList->PopClipRect(); + } + + // Draw dimming background on _other_ viewports than the ones our windows are in + for (ImGuiViewportP* viewport : g.Viewports) + { + if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1]) + continue; + if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window)) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); + } +} + +// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. +void ImGui::EndFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + // Don't process EndFrame() multiple times. + if (g.FrameCountEnded == g.FrameCount) + return; + IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePre); + + // [EXPERIMENTAL] Recover from errors + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverState(&g.StackSizesInNewFrame); + ErrorCheckEndFrameSanityChecks(); + ErrorCheckEndFrameFinalizeErrorTooltip(); + + // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + ImGuiPlatformImeData* ime_data = &g.PlatformImeData; + if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) + { + ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport); + IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); + if (viewport == NULL) + viewport = GetMainViewport(); + g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data); + } + + // Hide implicit/fallback "Debug" window if it hasn't been used + g.WithinFrameScopeWithImplicitWindow = false; + if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) + g.CurrentWindow->Active = false; + End(); + + // Update navigation: CTRL+Tab, wrap-around requests + NavEndFrame(); + + // Update docking + DockContextEndFrame(&g); + + SetCurrentViewport(NULL, NULL); + + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if (g.DragDropActive) + { + bool is_delivered = g.DragDropPayload.Delivery; + bool is_elapsed = (g.DragDropSourceFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_PayloadAutoExpire) || g.DragDropMouseButton == -1 || !IsMouseDown(g.DragDropMouseButton)); + if (is_delivered || is_elapsed) + ClearDragDrop(); + } + + // Drag and Drop: Fallback for missing source tooltip. This is not ideal but better than nothing. + // If you want to handle source item disappearing: instead of submitting your description tooltip + // in the BeginDragDropSource() block of the dragged item, you can submit them from a safe single spot + // (e.g. end of your item loop, or before EndFrame) by reading payload data. + // In the typical case, the contents of drag tooltip should be possible to infer solely from payload data. + if (g.DragDropActive && g.DragDropSourceFrameCount + 1 < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + g.DragDropWithinSource = true; + SetTooltip("..."); + g.DragDropWithinSource = false; + } + + // End frame + g.WithinFrameScope = false; + g.FrameCountEnded = g.FrameCount; + + // Initiate moving window + handle left-click and right-click focus + UpdateMouseMovingWindowEndFrame(); + + // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) + UpdateViewportsEndFrame(); + + // Sort the window list so that all child windows are after their parent + // We cannot do that on FocusWindow() because children may not exist yet + g.WindowsTempSortBuffer.resize(0); + g.WindowsTempSortBuffer.reserve(g.Windows.Size); + for (ImGuiWindow* window : g.Windows) + { + if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it + continue; + AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); + } + + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. + IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size); + g.Windows.swap(g.WindowsTempSortBuffer); + g.IO.MetricsActiveWindows = g.WindowsActiveCount; + + // Unlock font atlas + g.IO.Fonts->Locked = false; + + // Clear Input data for next frame + g.IO.MousePosPrev = g.IO.MousePos; + g.IO.AppFocusLost = false; + g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; + g.IO.InputQueueCharacters.resize(0); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePost); +} + +// Prepare the data for rendering so you can call GetDrawData() +// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all: +// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) +void ImGui::Render() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + if (g.FrameCountEnded != g.FrameCount) + EndFrame(); + if (g.FrameCountRendered == g.FrameCount) + return; + g.FrameCountRendered = g.FrameCount; + + g.IO.MetricsRenderWindows = 0; + CallContextHooks(&g, ImGuiContextHookType_RenderPre); + + // Add background ImDrawList (for each active viewport) + for (ImGuiViewportP* viewport : g.Viewports) + { + InitViewportDrawData(viewport); + if (viewport->BgFgDrawLists[0] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); + } + + // Draw modal/window whitening backgrounds + RenderDimmedBackgrounds(); + + // Add ImDrawList to render + ImGuiWindow* windows_to_render_top_most[2]; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL; + windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); + for (ImGuiWindow* window : g.Windows) + { + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) + AddRootWindowToDrawData(window); + } + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); + + // Draw software mouse cursor if requested by io.MouseDrawCursor flag + if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None) + RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + + // Setup ImDrawData structures for end-user + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; + for (ImGuiViewportP* viewport : g.Viewports) + { + FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder); + + // Add foreground ImDrawList (for each active viewport) + if (viewport->BgFgDrawLists[1] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); + + // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch). + ImDrawData* draw_data = &viewport->DrawDataP; + IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount); + for (ImDrawList* draw_list : draw_data->CmdLists) + draw_list->_PopUnusedDrawCmd(); + + g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; + g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; + } + + CallContextHooks(&g, ImGuiContextHookType_RenderPost); +} + +// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. +// CalcTextSize("") should return ImVec2(0.0f, g.FontSize) +ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) +{ + ImGuiContext& g = *GImGui; + + const char* text_display_end; + if (hide_text_after_double_hash) + text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string + else + text_display_end = text_end; + + ImFont* font = g.Font; + const float font_size = g.FontSize; + if (text == text_display_end) + return ImVec2(0.0f, font_size); + ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); + + // Round + // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out. + // FIXME: Investigate using ceilf or e.g. + // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c + // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html + text_size.x = IM_TRUNC(text_size.x + 0.99999f); + + return text_size; +} + +// Find window given position, search front-to-back +// - Typically write output back to g.HoveredWindow and g.HoveredWindowUnderMovingWindow. +// - FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// called, aka before the next Begin(). Moving window isn't affected. +// - The 'find_first_and_in_any_viewport = true' mode is only used by TestEngine. It is simpler to maintain here. +void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window_under_moving_window = NULL; + + // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) + ImGuiViewportP* backup_moving_window_viewport = NULL; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + { + backup_moving_window_viewport = g.MovingWindow->Viewport; + g.MovingWindow->Viewport = g.MouseViewport; + if (!(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + hovered_window = g.MovingWindow; + } + + ImVec2 padding_regular = g.Style.TouchExtraPadding; + ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (!window->WasActive || window->Hidden) + continue; + if (window->Flags & ImGuiWindowFlags_NoMouseInputs) + continue; + IM_ASSERT(window->Viewport); + if (window->Viewport != g.MouseViewport) + continue; + + // Using the clipped AABB, a child window will typically be clipped by its parent (not always) + ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize; + if (!window->OuterRectClipped.ContainsWithPad(pos, hit_padding)) + continue; + + // Support for one rectangular hole in any given window + // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) + if (window->HitTestHoleSize.x != 0) + { + ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y); + ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y); + if (ImRect(hole_pos, hole_pos + hole_size).Contains(pos)) + continue; + } + + if (find_first_and_in_any_viewport) + { + hovered_window = window; + break; + } + else + { + if (hovered_window == NULL) + hovered_window = window; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (hovered_window_under_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)) + hovered_window_under_moving_window = window; + if (hovered_window && hovered_window_under_moving_window) + break; + } + } + + *out_hovered_window = hovered_window; + if (out_hovered_window_under_moving_window != NULL) + *out_hovered_window_under_moving_window = hovered_window_under_moving_window; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + g.MovingWindow->Viewport = backup_moving_window_viewport; +} + +bool ImGui::IsItemActive() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + return g.ActiveId == g.LastItemData.ID; + return false; +} + +bool ImGui::IsItemActivated() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID) + return true; + return false; +} + +bool ImGui::IsItemDeactivated() +{ + ImGuiContext& g = *GImGui; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; + return (g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount); +} + +bool ImGui::IsItemDeactivatedAfterEdit() +{ + ImGuiContext& g = *GImGui; + return IsItemDeactivated() && g.DeactivatedItemData.HasBeenEditedBefore; +} + +// == (GetItemID() == GetFocusID() && GetFocusID() != 0) +bool ImGui::IsItemFocused() +{ + ImGuiContext& g = *GImGui; + if (g.NavId != g.LastItemData.ID || g.NavId == 0) + return false; + + // Special handling for the dummy item after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + ImGuiWindow* window = g.CurrentWindow; + if (g.LastItemData.ID == window->ID && window->WriteAccessed) + return false; + + return true; +} + +// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! +// Most widgets have specific reactions based on mouse-up/down state, mouse position etc. +bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) +{ + return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); +} + +bool ImGui::IsItemToggledOpen() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; +} + +// Call after a Selectable() or TreeNode() involved in multi-selection. +// Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose. +// This is only meant to be called inside a BeginMultiSelect()/EndMultiSelect() block. +// (Outside of multi-select, it would be misleading/ambiguous to report this signal, as widgets +// return e.g. a pressed event and user code is in charge of altering selection in ways we cannot predict.) +bool ImGui::IsItemToggledSelection() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentMultiSelect != NULL); // Can only be used inside a BeginMultiSelect()/EndMultiSelect() + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; +} + +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. +bool ImGui::IsAnyItemHovered() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; +} + +bool ImGui::IsAnyItemActive() +{ + ImGuiContext& g = *GImGui; + return g.ActiveId != 0; +} + +bool ImGui::IsAnyItemFocused() +{ + ImGuiContext& g = *GImGui; + return g.NavId != 0 && g.NavCursorVisible; +} + +bool ImGui::IsItemVisible() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0; +} + +bool ImGui::IsItemEdited() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0; +} + +// Allow next item to be overlapped by subsequent items. +// This works by requiring HoveredId to match for two subsequent frames, +// so if a following items overwrite it our interactions will naturally be disabled. +void ImGui::SetNextItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead. +void ImGui::SetItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (g.HoveredId == id) + g.HoveredIdAllowOverlap = true; + if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id. + g.ActiveIdAllowOverlap = true; +} +#endif + +// This is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations. +// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version if needed? +void ImGui::SetActiveIdUsingAllKeyboardKeys() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId != 0); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1; + g.ActiveIdUsingAllKeyboardKeys = true; + NavMoveRequestCancel(); +} + +ImGuiID ImGui::GetItemID() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.ID; +} + +ImVec2 ImGui::GetItemRectMin() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Min; +} + +ImVec2 ImGui::GetItemRectMax() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Max; +} + +ImVec2 ImGui::GetItemRectSize() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.GetSize(); +} + +// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'. +// ImGuiChildFlags_Borders is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details! +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiID id = GetCurrentWindow()->GetID(str_id); + return BeginChildEx(str_id, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + return BeginChildEx(NULL, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + IM_ASSERT(id != 0); + + // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument. + const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle | ImGuiChildFlags_NavFlattened; + IM_UNUSED(ImGuiChildFlags_SupportedMask_); + IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?"); + IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!"); + if (child_flags & ImGuiChildFlags_AlwaysAutoResize) + { + IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding) + child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding; + if (window_flags & ImGuiWindowFlags_NavFlattened) + child_flags |= ImGuiChildFlags_NavFlattened; +#endif + if (child_flags & ImGuiChildFlags_AutoResizeX) + child_flags &= ~ImGuiChildFlags_ResizeX; + if (child_flags & ImGuiChildFlags_AutoResizeY) + child_flags &= ~ImGuiChildFlags_ResizeY; + + // Set window flags + window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking; + window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize)) + window_flags |= ImGuiWindowFlags_AlwaysAutoResize; + if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0) + window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; + + // Special framed style + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding); + child_flags |= ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding; + window_flags |= ImGuiWindowFlags_NoMove; + } + + // Forward size + // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set. + // (the alternative would to store conditional flags per axis, which is possible but more code) + const ImVec2 size_avail = GetContentRegionAvail(); + const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y); + ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y); + + // A SetNextWindowSize() call always has priority (#8020) + // (since the code in Begin() never supported SizeVal==0.0f aka auto-resize via SetNextWindowSize() call, we don't support it here for now) + // FIXME: We only support ImGuiCond_Always in this path. Supporting other paths would requires to obtain window pointer. + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) != 0 && (g.NextWindowData.SizeCond & ImGuiCond_Always) != 0) + { + if (g.NextWindowData.SizeVal.x > 0.0f) + { + size.x = g.NextWindowData.SizeVal.x; + child_flags &= ~ImGuiChildFlags_ResizeX; + } + if (g.NextWindowData.SizeVal.y > 0.0f) + { + size.y = g.NextWindowData.SizeVal.y; + child_flags &= ~ImGuiChildFlags_ResizeY; + } + } + SetNextWindowSize(size); + + // Forward child flags (we allow prior settings to merge but it'll only work for adding flags) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) + g.NextWindowData.ChildFlags |= child_flags; + else + g.NextWindowData.ChildFlags = child_flags; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags; + + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround. + // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it. + const char* temp_window_name; + /*if (name && parent_window->IDStack.back() == parent_window->ID) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack + else*/ + if (name) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id); + else + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id); + + // Set style + const float backup_border_size = g.Style.ChildBorderSize; + if ((child_flags & ImGuiChildFlags_Borders) == 0) + g.Style.ChildBorderSize = 0.0f; + + // Begin into window + const bool ret = Begin(temp_window_name, NULL, window_flags); + + // Restore style + g.Style.ChildBorderSize = backup_border_size; + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PopStyleVar(3); + PopStyleColor(); + } + + ImGuiWindow* child_window = g.CurrentWindow; + child_window->ChildId = id; + + // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. + // While this is not really documented/defined, it seems that the expected thing to do. + if (child_window->BeginCount == 1) + parent_window->DC.CursorPos = child_window->Pos; + + // Process navigation-in immediately so NavInit can run on first frame + // Can enter a child if (A) it has navigable items or (B) it can be scrolled. + const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id); + if (g.ActiveId == temp_id_for_activation) + ClearActiveID(); + if (g.NavActivateId == id && !(child_flags & ImGuiChildFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY)) + { + FocusWindow(child_window); + NavInitWindow(child_window, false); + SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item + g.ActiveIdSource = g.NavInputSource; + } + return ret; +} + +void ImGui::EndChild() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* child_window = g.CurrentWindow; + + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; + IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls + + g.WithinEndChildID = child_window->ID; + ImVec2 child_size = child_window->Size; + End(); + if (child_window->BeginCount == 1) + { + ImGuiWindow* parent_window = g.CurrentWindow; + ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size); + ItemSize(child_size); + const bool nav_flattened = (child_window->ChildFlags & ImGuiChildFlags_NavFlattened) != 0; + if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !nav_flattened) + { + ItemAdd(bb, child_window->ChildId); + RenderNavCursor(bb, child_window->ChildId); + + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) + if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow) + RenderNavCursor(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavRenderCursorFlags_Compact); + } + else + { + // Not navigable into + // - This is a bit of a fringe use case, mostly useful for undecorated, non-scrolling contents childs, or empty childs. + // - We could later decide to not apply this path if ImGuiChildFlags_FrameStyle or ImGuiChildFlags_Borders is set. + ItemAdd(bb, child_window->ChildId, NULL, ImGuiItemFlags_NoNav); + + // But when flattened we directly reach items, adjust active layer mask accordingly + if (nav_flattened) + parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext; + } + if (g.HoveredWindow == child_window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + g.WithinEndChildID = backup_within_end_child_id; + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) +{ + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); + window->SetWindowDockAllowFlags = enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~flags); +} + +ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); +} + +ImGuiWindow* ImGui::FindWindowByName(const char* name) +{ + ImGuiID id = ImHashStr(name); + return FindWindowByID(id); +} + +static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->ViewportPos = main_viewport->Pos; + if (settings->ViewportId) + { + window->ViewportId = settings->ViewportId; + window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); + } + window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y)); + if (settings->Size.x > 0 && settings->Size.y > 0) + window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y)); + window->Collapsed = settings->Collapsed; + window->DockId = settings->DockId; + window->DockOrder = settings->DockOrder; +} + +static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + // Initial window state with e.g. default/arbitrary window position + // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->Pos = main_viewport->Pos + ImVec2(60, 60); + window->Size = window->SizeFull = ImVec2(0, 0); + window->ViewportPos = main_viewport->Pos; + window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + + if (settings != NULL) + { + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); + ApplyWindowSettings(window, settings); + } + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values + + if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) + { + window->AutoFitFramesX = window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } + else + { + if (window->Size.x <= 0.0f) + window->AutoFitFramesX = 2; + if (window->Size.y <= 0.0f) + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); + } +} + +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) +{ + // Create window the first time + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); + window->Flags = flags; + g.WindowsById.SetVoidPtr(window->ID, window); + + ImGuiWindowSettings* settings = NULL; + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0) + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + + InitOrLoadWindowSettings(window, settings); + + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) + g.Windows.push_front(window); // Quite slow but rare and only once + else + g.Windows.push_back(window); + + return window; +} + +static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window) +{ + return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window; +} + +static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) +{ + return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; +} + +static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window) +{ + // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + // FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller. + // Perhaps should tend further a neater test for this. + ImGuiContext& g = *GImGui; + ImVec2 size_min; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) + { + size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f; + } + else + { + size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f; + } + + // Reduce artifacts with very small windows + ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); + size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight + window_for_height->MenuBarHeight + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); + return size_min; +} + +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) +{ + ImGuiContext& g = *GImGui; + ImVec2 new_size = size_desired; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max. + ImRect cr = g.NextWindowData.SizeConstraintRect; + new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; + new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; + if (g.NextWindowData.SizeCallback) + { + ImGuiSizeCallbackData data; + data.UserData = g.NextWindowData.SizeCallbackUserData; + data.Pos = window->Pos; + data.CurrentSize = window->SizeFull; + data.DesiredSize = new_size; + g.NextWindowData.SizeCallback(&data); + new_size = data.DesiredSize; + } + new_size.x = IM_TRUNC(new_size.x); + new_size.y = IM_TRUNC(new_size.y); + } + + // Minimum size + ImVec2 size_min = CalcWindowMinSize(window); + return ImMax(new_size, size_min); +} + +static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal) +{ + bool preserve_old_content_sizes = false; + if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + preserve_old_content_sizes = true; + else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + preserve_old_content_sizes = true; + if (preserve_old_content_sizes) + { + *content_size_current = window->ContentSize; + *content_size_ideal = window->ContentSizeIdeal; + return; + } + + content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); + content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); +} + +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x; + const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y; + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars); + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Tooltip always resize + return size_desired; + } + else + { + // Maximum window size is determined by the viewport size or monitor size + ImVec2 size_min = CalcWindowMinSize(window); + ImVec2 size_max = ImVec2(FLT_MAX, FLT_MAX); + + // Child windows are layed within their parent (unless they are also popups/menus) and thus have no restriction + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || (window->Flags & ImGuiWindowFlags_Popup) != 0) + { + if (!window->ViewportOwned) + size_max = ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; + const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f; + } + + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, size_max)); + + // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one axis may be auto-fit when calculating scrollbars, + // we may need to compute/store three variants of size_auto_fit, for x/y/xy. + // Here we implement a workaround for child windows only, but a full solution would apply to normal windows as well: + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && !(window->ChildFlags & ImGuiChildFlags_ResizeY)) + size_auto_fit.y = window->SizeFull.y; + else if (!(window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->ChildFlags & ImGuiChildFlags_ResizeY)) + size_auto_fit.x = window->SizeFull.x; + + // When the window cannot fit all contents (either because of constraints, either because screen is too small), + // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. + ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + if (will_have_scrollbar_x) + size_auto_fit.y += style.ScrollbarSize; + if (will_have_scrollbar_y) + size_auto_fit.x += style.ScrollbarSize; + return size_auto_fit; + } +} + +ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) +{ + ImVec2 size_contents_current; + ImVec2 size_contents_ideal; + CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + return size_final; +} + +static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window) +{ + if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + return ImGuiCol_PopupBg; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive) + return ImGuiCol_ChildBg; + return ImGuiCol_WindowBg; +} + +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) +{ + ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left + ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right + ImVec2 size_expected = pos_max - pos_min; + ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); + *out_pos = pos_min; + if (corner_norm.x == 0.0f) + out_pos->x -= (size_constrained.x - size_expected.x); + if (corner_norm.y == 0.0f) + out_pos->y -= (size_constrained.y - size_expected.y); + *out_size = size_constrained; +} + +// Data for resizing from resize grip / corner +struct ImGuiResizeGripDef +{ + ImVec2 CornerPosN; + ImVec2 InnerDir; + int AngleMin12, AngleMax12; +}; +static const ImGuiResizeGripDef resize_grip_def[4] = +{ + { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right + { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left + { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused) +}; + +// Data for resizing from borders +struct ImGuiResizeBorderDef +{ + ImVec2 InnerDir; // Normal toward inside + ImVec2 SegmentN1, SegmentN2; // End positions, normalized (0,0: upper left) + float OuterAngle; // Angle toward outside +}; +static const ImGuiResizeBorderDef resize_border_def[4] = +{ + { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left + { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down +}; + +static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) +{ + ImRect rect = window->Rect(); + if (thickness == 0.0f) + rect.Max -= ImVec2(1, 1); + if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } + if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } + IM_ASSERT(0); + return ImRect(); +} + +// 0..3: corners (Lower-right, Lower-left, Unused, Unused) +ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) +{ + IM_ASSERT(n >= 0 && n < 4); + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Borders (Left, Right, Up, Down) +ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) +{ + IM_ASSERT(dir >= 0 && dir < 4); + int n = (int)dir + 4; + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Handle resize for: Resize Grips, Borders, Gamepad +// Return true when using auto-fit (double-click on resize grip) +static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window. + return false; + + int ret_auto_fit_mask = 0x00; + const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float grip_hover_inner_size = (resize_grip_count > 0) ? IM_TRUNC(grip_draw_size * 0.75f) : 0.0f; + const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; + + ImRect clamp_rect = visibility_rect; + const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar); + if (window_move_from_title_bar) + clamp_rect.Min.y -= window->TitleBarHeight; + + ImVec2 pos_target(FLT_MAX, FLT_MAX); + ImVec2 size_target(FLT_MAX, FLT_MAX); + + // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time). + // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. + // This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it. + // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. + // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). + // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup. + const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration); + if (clip_with_viewport_rect) + window->ClipRect = window->Viewport->GetMainRect(); + + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Manual resize grips + PushID("#RESIZE"); + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); + + // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window + bool hovered, held; + ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size); + if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); + if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered || held) + SetMouseCursor((resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE); + + if (held && g.IO.MouseDoubleClicked[0]) + { + // Auto-fit when double-clicking + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit_mask = 0x03; // Both axises + ClearActiveID(); + } + else if (held) + { + // Resize from any of the four corners + // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position + ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX); + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip + corner_target = ImClamp(corner_target, clamp_min, clamp_max); + CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); + } + + // Only lower-left grip is visible before hovering/activating + if (resize_grip_n == 0 || held || hovered) + resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); + } + + int resize_border_mask = 0x00; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0); + else + resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00; + for (int border_n = 0; border_n < 4; border_n++) + { + if ((resize_border_mask & (1 << border_n)) == 0) + continue; + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + + bool hovered, held; + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() + ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) + hovered = false; + if (hovered || held) + SetMouseCursor((axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS); + if (held && g.IO.MouseDoubleClicked[0]) + { + // Double-clicking bottom or right border auto-fit on this axis + // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one side may be auto-fit when calculating scrollbars. + // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases. + if (border_n == 1 || border_n == 3) // Right and bottom border + { + size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis]; + ret_auto_fit_mask |= (1 << axis); + hovered = held = false; // So border doesn't show highlighted at new position + } + ClearActiveID(); + } + else if (held) + { + // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop. + // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually. + // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it! + const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true)); + if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing) + { + g.WindowResizeBorderExpectedRect = border_rect; + g.WindowResizeRelativeMode = false; + } + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0) + g.WindowResizeRelativeMode = true; + + const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size); + const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis]; + const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above. + + // Use absolute mode position + ImVec2 border_target = window->Pos; + border_target[axis] = border_target_abs_mode_for_axis; + + // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position. + bool ignore_resize = false; + if (g.WindowResizeRelativeMode) + { + //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode"); + border_target[axis] = border_target_rel_mode_for_axis; + if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis)) + ignore_resize = true; + } + + // Clamp, apply + ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX); + border_target = ImClamp(border_target, clamp_min, clamp_max); + if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent + { + ImGuiWindow* parent_window = window->ParentWindow; + ImGuiWindowFlags parent_flags = parent_window->Flags; + ImRect border_limit_rect = parent_window->InnerRect; + border_limit_rect.Expand(ImVec2(-ImMax(parent_window->WindowPadding.x, parent_window->WindowBorderSize), -ImMax(parent_window->WindowPadding.y, parent_window->WindowBorderSize))); + if ((axis == ImGuiAxis_X) && ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar))) + border_target.x = ImClamp(border_target.x, border_limit_rect.Min.x, border_limit_rect.Max.x); + if ((axis == ImGuiAxis_Y) && (parent_flags & ImGuiWindowFlags_NoScrollbar)) + border_target.y = ImClamp(border_target.y, border_limit_rect.Min.y, border_limit_rect.Max.y); + } + if (!ignore_resize) + CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); + } + if (hovered) + *border_hovered = border_n; + if (held) + *border_held = border_n; + } + PopID(); + + // Restore nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + // Navigation resize (keyboard/gamepad) + // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user. + // Not even sure the callback works here. + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window) + { + ImVec2 nav_resize_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown); + if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f) + { + const float NAV_RESIZE_SPEED = 600.0f; + const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step; + g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size + g.NavWindowingToggleLayer = false; + g.NavHighlightItemUnderNav = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored); + g.NavWindowingAccumDeltaSize -= accum_floored; + } + } + } + + // Apply back modified position/size to window + const ImVec2 curr_pos = window->Pos; + const ImVec2 curr_size = window->SizeFull; + if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x)) + window->Size.x = window->SizeFull.x = size_target.x; + if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y)) + window->Size.y = window->SizeFull.y = size_target.y; + if (pos_target.x != FLT_MAX && window->Pos.x != ImTrunc(pos_target.x)) + window->Pos.x = ImTrunc(pos_target.x); + if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y)) + window->Pos.y = ImTrunc(pos_target.y); + if (curr_pos.x != window->Pos.x || curr_pos.y != window->Pos.y || curr_size.x != window->SizeFull.x || curr_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); + + // Recalculate next expected border expected coordinates + if (*border_held != -1) + g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + + return ret_auto_fit_mask; +} + +static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImVec2 size_for_clamping = window->Size; + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && window->DockNodeAsHost) + size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here. + else if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + size_for_clamping.y = window->TitleBarHeight; + window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); +} + +static void RenderWindowOuterSingleBorder(ImGuiWindow* window, int border_n, ImU32 border_col, float border_size) +{ + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const float rounding = window->WindowRounding; + const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(border_col, ImDrawFlags_None, border_size); +} + +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + const float border_size = window->WindowBorderSize; + const ImU32 border_col = GetColorU32(ImGuiCol_Border); + if (border_size > 0.0f && (window->Flags & ImGuiWindowFlags_NoBackground) == 0) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, 0, window->WindowBorderSize); + else if (border_size > 0.0f) + { + if (window->ChildFlags & ImGuiChildFlags_ResizeX) // Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border. + RenderWindowOuterSingleBorder(window, 1, border_col, border_size); + if (window->ChildFlags & ImGuiChildFlags_ResizeY) + RenderWindowOuterSingleBorder(window, 3, border_col, border_size); + } + if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1) + { + const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered; + const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // Thicker than usual + } + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + float y = window->Pos.y + window->TitleBarHeight - 1; + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), border_col, g.Style.FrameBorderSize); + } +} + +// Draw background and borders +// Draw and handle scrollbars +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Ensure that Scrollbar() doesn't read last frame's SkipItems + IM_ASSERT(window->BeginCount == 0); + window->SkipItems = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + const float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && g.NavCursorVisible) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse) + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + bool is_docking_transparent_payload = false; + if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) + if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) + is_docking_transparent_payload = true; + + ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); + if (window->ViewportOwned) + { + bg_col |= IM_COL32_A_MASK; // No alpha + if (is_docking_transparent_payload) + window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; + } + else + { + // Adjust alpha. For docking + bool override_alpha = false; + float alpha = 1.0f; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + { + alpha = g.NextWindowData.BgAlphaVal; + override_alpha = true; + } + if (is_docking_transparent_payload) + { + alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override? + override_alpha = true; + } + if (override_alpha) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + } + + // Render, for docked windows and host windows we ensure bg goes before decorations + if (window->DockIsActive) + window->DockNode->LastBgColor = bg_col; + ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + } + if (window->DockIsActive) + window->DockNode->IsBgDrawnThisFrame = true; + + // Title bar + // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, + // in order for their pos/size to be matching their undocking state.) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock + ImGuiDockNode* node = window->DockNode; + if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar()) + { + float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f); + float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f); + ImVec2 p = node->Pos; + ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); + ImGuiID unhide_id = window->GetID("#UNHIDE"); + KeepAliveID(unhide_id); + bool hovered, held; + if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren)) + node->WantHiddenTabBarToggle = true; + else if (held && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button + + // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. + ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImU32 col = resize_grip_col[resize_grip_n]; + if ((col & IM_COL32_A_MASK) == 0) + continue; + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(col); + } + } + + // Borders (for dock node host they will be rendered over after the tab bar) + if (handle_borders_and_resize_grips && !window->DockNodeAsHost) + RenderWindowOuterBorders(window); + } + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; +} + +// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead. +// Render title text, collapse button, close button +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref? + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y); + pad_l += button_sz + style.ItemInnerSpacing.x; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + g.CurrentItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f; + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correctly. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos; + marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x); + marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; + if (marker_pos.x > layout_r.Min.x) + { + RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text)); + clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); + } + } + //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); +} + +void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) +{ + window->ParentWindow = parent_window; + window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + { + window->RootWindowDockTree = parent_window->RootWindowDockTree; + if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) + window->RootWindow = parent_window->RootWindow; + } + if (parent_window && (flags & ImGuiWindowFlags_Popup)) + window->RootWindowPopupTree = parent_window->RootWindowPopupTree; + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ? + window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; + while (window->RootWindowForNav->ChildFlags & ImGuiChildFlags_NavFlattened) + { + IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); + window->RootWindowForNav = window->RootWindowForNav->ParentWindow; + } +} + +// [EXPERIMENTAL] Called by Begin(). NextWindowData is valid at this point. +// This is designed as a toy/test-bed for +void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + window->SkipRefresh = false; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0) + return; + if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh) + { + // FIXME-IDLE: Tests for e.g. mouse clicks or keyboard while focused. + if (window->Appearing) // If currently appearing + return; + if (window->Hidden) // If was hidden (previous frame) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnHover) && g.HoveredWindow) + if (window->RootWindow == g.HoveredWindow->RootWindow || IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, window)) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnFocus) && g.NavWindow) + if (window->RootWindow == g.NavWindow->RootWindow || IsWindowWithinBeginStackOf(g.NavWindow->RootWindow, window)) + return; + window->DrawList = NULL; + window->SkipRefresh = true; + } +} + +static void SetWindowActiveForSkipRefresh(ImGuiWindow* window) +{ + window->Active = true; + for (ImGuiWindow* child : window->DC.ChildWindows) + if (!child->Hidden) + { + child->Active = child->SkipRefresh = true; + SetWindowActiveForSkipRefresh(child); + } +} + +// Push a new Dear ImGui window to add widgets to. +// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. +// - Begin/End can be called multiple times during the frame with the same window name to append content. +// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). +// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. +// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. +// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. +bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required + IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet + + // Find or create + ImGuiWindow* window = FindWindowByName(name); + const bool window_just_created = (window == NULL); + if (window_just_created) + window = CreateNewWindow(name, flags); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInWindow == window->ID) + IM_DEBUG_BREAK(); + + // Automatically disable manual moving/resizing when NoInputs is set + if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) + flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; + + const int current_frame = g.FrameCount; + const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); + + // Update the Appearing flag (note: the BeginDocked() path may also set this to true later) + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed + window_just_activated_by_user |= (window != popup_ref.Window); + } + + // Update Flags, LastFrameActive, BeginOrderXXX fields + const bool window_was_appearing = window->Appearing; + if (first_begin_of_the_frame) + { + UpdateWindowInFocusOrderList(window, window_just_created, flags); + window->Appearing = window_just_activated_by_user; + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + window->FlagsPreviousFrame = window->Flags; + window->Flags = (ImGuiWindowFlags)flags; + window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0; + window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); + } + else + { + flags = window->Flags; + } + + // Docking + // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock) + SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); + if (first_begin_of_the_frame) + { + bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); + bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); + bool dock_node_was_visible = window->DockNodeIsVisible; + bool dock_tab_was_visible = window->DockTabIsVisible; + if (has_dock_node || new_auto_dock_node) + { + BeginDocked(window, p_open); + flags = window->Flags; + if (window->DockIsActive) + { + IM_ASSERT(window->DockNode != NULL); + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints + } + + // Amend the Appearing flag + if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing) + { + window->Appearing = true; + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + } + } + else + { + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + } + } + + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + + // We allow window memory to be compacted so recreate the base stack when needed. + if (window->IDStack.Size == 0) + window->IDStack.push_back(window->ID); + + // Add to stack + g.CurrentWindow = window; + g.CurrentWindowStack.resize(g.CurrentWindowStack.Size + 1); + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); + window_stack_data.Window = window; + window_stack_data.ParentLastItemDataBackup = g.LastItemData; + window_stack_data.DisabledOverrideReenable = (flags & ImGuiWindowFlags_Tooltip) && (g.CurrentItemFlags & ImGuiItemFlags_Disabled); + ErrorRecoveryStoreState(&window_stack_data.StackSizesInBegin); + g.StackSizesInBeginForCurrentWindow = &window_stack_data.StackSizesInBegin; + if (flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuDepth++; + + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if (first_begin_of_the_frame) + { + UpdateWindowParentAndRootLinks(window, flags, parent_window); + window->ParentWindowInBeginStack = parent_window_in_stack; + + // Focus route + // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack, + // Use for e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798) + window->ParentWindowForFocusRoute = (window->RootWindow != window) ? parent_window_in_stack : NULL; + if (window->ParentWindowForFocusRoute == NULL && window->DockNode != NULL) + if (window->DockNode->MergedFlags & ImGuiDockNodeFlags_DockedWindowsInFocusRoute) + window->ParentWindowForFocusRoute = window->DockNode->HostWindow; + + // Override with SetNextWindowClass() field or direct call to SetWindowParentWindowForFocusRoute() + if (window->WindowClass.FocusRouteParentWindowId != 0) + { + window->ParentWindowForFocusRoute = FindWindowByID(window->WindowClass.FocusRouteParentWindowId); + IM_ASSERT(window->ParentWindowForFocusRoute != 0); // Invalid value for FocusRouteParentWindowId. + } + } + + // Add to focus scope stack + PushFocusScope((window->ChildFlags & ImGuiChildFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID); + window->NavRootFocusScopeId = g.CurrentFocusScopeId; + + // Add to popup stacks: update OpenPopupStack[] data, push to BeginPopupStack[] + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + popup_ref.Window = window; + popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent; + g.BeginPopupStack.push_back(popup_ref); + window->PopupId = popup_ref.PopupId; + } + + // Process SetNextWindow***() calls + // (FIXME: Consider splitting the HasXXX flags into X/Y components + bool window_pos_set_by_api = false; + bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) + { + window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; + if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) + { + // May be processed on the next frame if this is our first frame and we are measuring size + // FIXME: Look into removing the branch so everything can go through this same code path for consistency. + window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + } + else + { + SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) + { + window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); + window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild() + g.NextWindowData.SizeVal.x = window->SizeFull.x; + if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) + g.NextWindowData.SizeVal.y = window->SizeFull.y; + SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) + { + if (g.NextWindowData.ScrollVal.x >= 0.0f) + { + window->ScrollTarget.x = g.NextWindowData.ScrollVal.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + if (g.NextWindowData.ScrollVal.y >= 0.0f) + { + window->ScrollTarget.y = g.NextWindowData.ScrollVal.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; + else if (first_begin_of_the_frame) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass) + window->WindowClass = g.NextWindowData.WindowClass; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) + SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) + FocusWindow(window); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + + // [EXPERIMENTAL] Skip Refresh mode + UpdateWindowSkipRefresh(window); + + // Nested root windows (typically tooltips) override disabled state + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + BeginDisabledOverrideReenable(); + + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindow = NULL; + + // When reusing window again multiple times a frame, just append content (don't need to setup again) + if (first_begin_of_the_frame && !window->SkipRefresh) + { + // Initialize + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + window->Active = true; + window->HasCloseButton = (p_open != NULL); + window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); + window->IDStack.resize(1); + window->DrawList->_ResetForNewFrame(); + window->DC.CurrentTableIdx = -1; + if (flags & ImGuiWindowFlags_DockNodeHost) + { + window->DrawList->ChannelsSplit(2); + window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later + } + + // Restore buffer capacity when woken from a compacted state, to avoid + if (window->MemoryCompacted) + GcAwakeTransientWindowBuffers(window); + + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). + // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. + bool window_title_visible_elsewhere = false; + if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive)) + window_title_visible_elsewhere = true; + else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + window_title_visible_elsewhere = true; + if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) + { + size_t buf_len = (size_t)window->NameBufLen; + window->Name = ImStrdupcpy(window->Name, &buf_len, name); + window->NameBufLen = (int)buf_len; + } + + // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS + + // Update contents size from last frame for auto-fitting (or use explicit size) + CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); + + // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors + // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because + // it has a single usage before this code block and may be set below before it is finally checked. + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; + if (window->HiddenFramesForRenderOnly > 0) + window->HiddenFramesForRenderOnly--; + + // Hide new windows for one frame until they calculate their size + if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) + window->HiddenFramesCannotSkipItems = 1; + + // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) + { + window->HiddenFramesCannotSkipItems = 1; + if (flags & ImGuiWindowFlags_AlwaysAutoResize) + { + if (!window_size_x_set_by_api) + window->Size.x = window->SizeFull.x = 0.f; + if (!window_size_y_set_by_api) + window->Size.y = window->SizeFull.y = 0.f; + window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f); + } + } + + // SELECT VIEWPORT + // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. + + WindowSelectViewport(window); + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + flags = window->Flags; + + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style. + + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow)) + window->WindowBorderSize = style.ChildBorderSize; + else + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + window->WindowPadding = style.WindowPadding; + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f) + window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + + // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + window->TitleBarHeight = (flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : g.FontSize + g.Style.FramePadding.y * 2.0f; + window->MenuBarHeight = (flags & ImGuiWindowFlags_MenuBar) ? window->DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0f : 0.0f; + + // Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible. + // Those flags will be altered further down in the function depending on more conditions. + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; + if (window_size_x_set_by_api && window->ContentSizeExplicit.x != 0.0f) + use_current_size_for_scrollbar_x = true; + if (window_size_y_set_by_api && window->ContentSizeExplicit.y != 0.0f) // #7252 + use_current_size_for_scrollbar_y = true; + + // Collapse window by double-clicking on title bar + // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive) + { + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), + // so verify that we don't have items over the title bar. + ImRect title_bar_rect = window->TitleBarRect(); + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && g.ActiveId == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max)) + if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_NoOwner) + window->WantCollapseToggle = true; + if (window->WantCollapseToggle) + { + window->Collapsed = !window->Collapsed; + if (!window->Collapsed) + use_current_size_for_scrollbar_y = true; + MarkIniSettingsDirty(window); + } + } + else + { + window->Collapsed = false; + } + window->WantCollapseToggle = false; + + // SIZE + + // Outer Decoration Sizes + // (we need to clear ScrollbarSize immediately as CalcWindowAutoFitSize() needs it and can be called from other locations). + const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes; + window->DecoOuterSizeX1 = 0.0f; + window->DecoOuterSizeX2 = 0.0f; + window->DecoOuterSizeY1 = window->TitleBarHeight + window->MenuBarHeight; + window->DecoOuterSizeY2 = 0.0f; + window->ScrollbarSizes = ImVec2(0.0f, 0.0f); + + // Calculate auto-fit size, handle automatic resize + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) + { + // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + if (!window_size_x_set_by_api) + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api) + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + } + else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + { + // Auto-fit may only grow window during the first few frames + // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + if (!window->Collapsed) + MarkIniSettingsDirty(window); + } + + // Apply minimum/maximum window size constraints and final size + window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; + + // POSITION + + // Popup latch its initial position, will position itself when it appears next frame + if (window_just_activated_by_user) + { + window->AutoPosLastDirection = ImGuiDir_None; + if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos() + window->Pos = g.BeginPopupStack.back().OpenPopupPos; + } + + // Position child window + if (flags & ImGuiWindowFlags_ChildWindow) + { + IM_ASSERT(parent_window && parent_window->Active); + window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; + parent_window->DC.ChildWindows.push_back(window); + if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = parent_window->DC.CursorPos; + } + + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); + if (window_pos_with_pivot) + SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) + else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = FindBestWindowPosForPopup(window); + + // Late create viewport if we don't fit within our current host viewport. + if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized)) + if (!window->Viewport->GetMainRect().Contains(window->Rect())) + { + // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) + //ImGuiViewport* old_viewport = window->Viewport; + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + + // FIXME-DPI + //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + } + + if (window->ViewportOwned) + WindowSyncOwnedViewport(window, parent_window_in_stack); + + // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) + // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. + ImRect viewport_rect(window->Viewport->GetMainRect()); + ImRect viewport_work_rect(window->Viewport->GetWorkRect()); + ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); + + // Clamp position/size so window stays visible within its viewport or monitor + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + // FIXME: Similar to code in GetWindowAllowedExtentRect() + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow)) + { + if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) + { + ClampWindowPos(window, visibility_rect); + } + else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) + { + if (g.MovingWindow != NULL && window->RootWindowDockTree == g.MovingWindow->RootWindowDockTree) + { + // While moving windows we allow them to straddle monitors (#7299, #3071) + visibility_rect = g.PlatformMonitorsFullWorkRect; + } + else + { + // When not moving ensure visible in its monitor + // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport. + const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport); + visibility_rect = ImRect(monitor->WorkPos, monitor->WorkPos + monitor->WorkSize); + } + visibility_rect.Expand(-visibility_padding); + ClampWindowPos(window, visibility_rect); + } + } + window->Pos = ImTrunc(window->Pos); + + // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) + // Large values tend to lead to variety of artifacts and are not recommended. + if (window->ViewportOwned || window->DockIsActive) + window->WindowRounding = 0.0f; + else + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + + // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. + //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f); + + // Apply window focus (new and reactivated windows are moved to front) + bool want_focus = false; + if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + { + if (flags & ImGuiWindowFlags_Popup) + want_focus = true; + else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip)) + want_focus = true; + } + + // [Test Engine] Register whole window in the item system (before submitting further decorations) +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (g.TestEngineHookItems) + { + IM_ASSERT(window->IDStack.Size == 1); + window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself. + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL); + IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); + window->IDStack.Size = 1; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + } +#endif + + // Decide if we are going to handle borders and resize grips + const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); + + // Handle manual resize: Resize Grips, Borders, Gamepad + int border_hovered = -1, border_held = -1; + ImU32 resize_grip_col[4] = {}; + const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + if (handle_borders_and_resize_grips && !window->Collapsed) + if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) + { + if (auto_fit_mask & (1 << ImGuiAxis_X)) + use_current_size_for_scrollbar_x = true; + if (auto_fit_mask & (1 << ImGuiAxis_Y)) + use_current_size_for_scrollbar_y = true; + } + window->ResizeBorderHovered = (signed char)border_hovered; + window->ResizeBorderHeld = (signed char)border_held; + + // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) + if (window->ViewportOwned) + { + if (!window->Viewport->PlatformRequestMove) + window->Viewport->Pos = window->Pos; + if (!window->Viewport->PlatformRequestResize) + window->Viewport->Size = window->Size; + window->Viewport->UpdateWorkRect(); + viewport_rect = window->Viewport->GetMainRect(); + } + + // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) + window->ViewportPos = window->Viewport->Pos; + + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // Intentionally use previous frame values for InnerRect and ScrollbarSizes. + // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + + // Amend the partially filled window->DecorationXXX values. + window->DecoOuterSizeX2 += window->ScrollbarSizes.x; + window->DecoOuterSizeY2 += window->ScrollbarSizes.y; + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depend on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. + + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + if (window->DockIsActive) + window->OuterRectClipped.Min.y += window->TitleBarHeight; + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - ScrollToRectEx() + // - NavUpdatePageUpPageDown() + // - Scrollbar() + window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1; + window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2; + + // Inner clipping rectangle. + // - Extend a outside of normal work region up to borders. + // - This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // - It also makes clipped items be more noticeable. + // - And is consistent on both axis (prior to 2024/05/03 ClipRect used WindowPadding.x * 0.5f on left and right edge), see #3312 + // - Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + + // Try to match the fact that our border is drawn centered over the window rectangle, rather than inner. + // This is why we do a *0.5f here. We don't currently even technically support large values for WindowBorderSize, + // see e.g #7887 #7888, but may do after we move the window border to become an inner border (and then we can remove the 0.5f here). + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + window->WindowBorderSize * 0.5f); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size * 0.5f); + window->InnerClipRect.Max.x = ImFloor(window->InnerRect.Max.x - window->WindowBorderSize * 0.5f); + window->InnerClipRect.Max.y = ImFloor(window->InnerRect.Max.y - window->WindowBorderSize * 0.5f); + window->InnerClipRect.ClipWithFull(host_rect); + + // Default item width. Make it proportional to window size if window manually resizes + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f); + else + window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f); + + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f; + + // DRAWING + + // Setup draw list and outer clipping rectangle + IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); + window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + PushClipRect(host_rect.Min, host_rect.Max, false); + + // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) + const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; + if (is_undocked_or_docked_visible) + { + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + { + // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) + // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs + ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL; + bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false; + bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0); + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping) + render_decorations_in_parent = true; + } + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; + + // Handle title bar, scrollbar, resize grips and resize borders + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); + + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + } + + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + window->ParentWorkRect = window->WorkRect; + + // [LEGACY] Content Region + // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling. + // Used by: + // - Mouse wheel scrolling + many other things + window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1; + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + + // Setup drawing context + // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) + window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x; + window->DC.GroupOffset.x = 0.0f; + window->DC.ColumnsOffset.x = 0.0f; + + // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. + // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. + double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x; + double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1; + window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y); + window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y)); + window->DC.CursorPos = window->DC.CursorStartPos; + window->DC.CursorPosPrevLine = window->DC.CursorPos; + window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.IdealMaxPos = window->DC.CursorStartPos; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; + window->DC.NavLayersActiveMaskNext = 0x00; + window->DC.NavIsScrollPushableX = true; + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f); + + window->DC.MenuBarAppending = false; + window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); + window->DC.TreeDepth = 0; + window->DC.TreeHasStackDataDepthMask = 0x00; + window->DC.ChildWindows.resize(0); + window->DC.StateStorage = &window->StateStorage; + window->DC.CurrentColumns = NULL; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + + window->DC.ItemWidth = window->ItemWidthDefault; + window->DC.TextWrapPos = -1.0f; // disabled + window->DC.ItemWidthStack.resize(0); + window->DC.TextWrapPosStack.resize(0); + if (flags & ImGuiWindowFlags_Modal) + window->DC.ModalDimBgColor = ColorConvertFloat4ToU32(GetStyleColorVec4(ImGuiCol_ModalWindowDimBg)); + + if (window->AutoFitFramesX > 0) + window->AutoFitFramesX--; + if (window->AutoFitFramesY > 0) + window->AutoFitFramesY--; + + // Clear SetNextWindowXXX data (can aim to move this higher in the function) + g.NextWindowData.ClearFlags(); + + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) + // We ImGuiFocusRequestFlags_UnlessBelowModal to: + // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed. + // - Position window behind the modal that is not a begin-parent of this window. + if (want_focus) + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + if (want_focus && window == g.NavWindow) + NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls + + // Close requested by platform window (apply to all windows in this viewport) + if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport()) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name); + *p_open = false; + g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing. + } + + // Pressing CTRL+C copy window content into the clipboard + // [EXPERIMENTAL] Breaks on nested Begin/End pairs. We need to work that out and add better logging scope. + // [EXPERIMENTAL] Text outputs has many issues. + if (g.IO.ConfigWindowsCopyContentsWithCtrlC) + if (g.NavWindow && g.NavWindow->RootWindow == window && g.ActiveId == 0 && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C)) + LogToClipboard(0); + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); + else if (!(flags & ImGuiWindowFlags_NoTitleBar) && window->DockIsActive) + LogText("%.*s\n", (int)(FindRenderedTextEnd(window->Name) - window->Name), window->Name); + + // Clear hit test shape every frame + window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; + + if (flags & ImGuiWindowFlags_Tooltip) + g.TooltipPreviousWindow = window; + + if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. + // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. + if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0) + BeginDockableDragDropSource(window); + + // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. + if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking)) + if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window) + if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) + BeginDockableDragDropTarget(window); + } + + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. + SetLastItemDataForWindow(window, title_bar_rect); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId)) + DebugLocateItemResolveWithLastItem(); +#endif + + // [Test Engine] Register title bar / tab with MoveId. +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + { + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData); + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + } +#endif + } + else + { + // Skip refresh always mark active + if (window->SkipRefresh) + SetWindowActiveForSkipRefresh(window); + + // Append + SetCurrentViewport(window, window->Viewport); + SetCurrentWindow(window); + g.NextWindowData.ClearFlags(); + SetLastItemDataForWindow(window, window->TitleBarRect()); + } + + if (!(flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); + + // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) + window->WriteAccessed = false; + window->BeginCount++; + + // Update visibility + if (first_begin_of_the_frame && !window->SkipRefresh) + { + // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. + // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. + // This is analogous to regular windows being hidden from one frame. + // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. + if (window->DockIsActive && !window->DockTabIsVisible) + { + if (window->LastFrameJustFocused == g.FrameCount) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu)) + { + // Child window can be out of sight and have "negative" clip windows. + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive); + const bool nav_request = (window->ChildFlags & ImGuiChildFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (!g.LogEnabled && !nav_request) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + { + if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) + window->HiddenFramesCanSkipItems = 1; + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + window->HiddenFramesCannotSkipItems = 1; + } + + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) + window->HiddenFramesCanSkipItems = 1; + + // Update the Hidden flag + bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0); + + // Disable inputs for requested number of frames + if (window->DisableInputsFrames > 0) + { + window->DisableInputsFrames--; + window->Flags |= ImGuiWindowFlags_NoInputs; + } + + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || hidden_regular) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; + + // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value. + if (window->SkipItems) + window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask; + + // Sanity check: there are two spots which can set Appearing = true + // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false + // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert. + if (window->SkipItems && !window->Appearing) + IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177 + } + else if (first_begin_of_the_frame) + { + // Skip refresh mode + window->SkipItems = true; + } + + // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors. + // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing) +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (!window->IsFallbackWindow) + if ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)) + { + if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; } + if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; } + return false; + } +#endif + + return !window->SkipItems; +} + +static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + if (window->DockIsActive) + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect); + else + SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(rect.Min, rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, rect); +} + +void ImGui::End() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Error checking: verify that user hasn't called End() too many times! + if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); + return; + } + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); + + // Error checking: verify that user doesn't directly call End() on a child window. + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive) + IM_ASSERT_USER_ERROR(g.WithinEndChildID == window->ID, "Must call EndChild() and not End()!"); + + // Close anything that is open + if (window->DC.CurrentColumns) + EndColumns(); + if (!(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) // Pop inner window clip rectangle + PopClipRect(); + PopFocusScope(); + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + EndDisabledOverrideReenable(); + + if (window->SkipRefresh) + { + IM_ASSERT(window->DrawList == NULL); + window->DrawList = &window->DrawListInst; + } + + // Stop logging + if (g.LogWindow == window) // FIXME: add more options for scope of logging + LogFinish(); + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Docking: report contents sizes to parent to allow for auto-resize + if (window->DockNode && window->DockTabIsVisible) + if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK + host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding; + + // Pop from window stack + g.LastItemData = window_stack_data.ParentLastItemDataBackup; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuDepth--; + if (window->Flags & ImGuiWindowFlags_Popup) + g.BeginPopupStack.pop_back(); + + // Error handling, state recovery + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverWindowState(&window_stack_data.StackSizesInBegin); + + g.CurrentWindowStack.pop_back(); + SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); + if (g.CurrentWindow) + SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); +} + +// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. +void ImGui::SetCurrentFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? + IM_ASSERT(font->Scale > 0.0f); + g.Font = font; + g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); + g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; + g.FontScale = g.FontSize / g.Font->FontSize; + + ImFontAtlas* atlas = g.Font->ContainerAtlas; + g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; + g.DrawListSharedData.TexUvLines = atlas->TexUvLines; + g.DrawListSharedData.Font = g.Font; + g.DrawListSharedData.FontSize = g.FontSize; + g.DrawListSharedData.FontScale = g.FontScale; +} + +// Use ImDrawList::_SetTextureID(), making our shared g.FontStack[] authorative against window-local ImDrawList. +// - Whereas ImDrawList::PushTextureID()/PopTextureID() is not to be used across Begin() calls. +// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did... +// - Some code paths never really fully worked with multiple atlas textures. +// - The right-ish solution may be to remove _SetTextureID() and make AddText/RenderText lazily call PushTextureID()/PopTextureID() +// the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem +// because we have a concrete need and a test bed for multiple atlas textures. +void ImGui::PushFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + if (font == NULL) + font = GetDefaultFont(); + g.FontStack.push_back(font); + SetCurrentFont(font); + g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PopFont() +{ + ImGuiContext& g = *GImGui; + if (g.FontStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopFont() too many times!"); + return; + } + g.FontStack.pop_back(); + ImFont* font = g.FontStack.Size == 0 ? GetDefaultFont() : g.FontStack.back(); + SetCurrentFont(font); + g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiItemFlags item_flags = g.CurrentItemFlags; + IM_ASSERT(item_flags == g.ItemFlagsStack.back()); + if (enabled) + item_flags |= option; + else + item_flags &= ~option; + g.CurrentItemFlags = item_flags; + g.ItemFlagsStack.push_back(item_flags); +} + +void ImGui::PopItemFlag() +{ + ImGuiContext& g = *GImGui; + if (g.ItemFlagsStack.Size <= 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemFlag() too many times!"); + return; + } + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); +} + +// BeginDisabled()/EndDisabled() +// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) +// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. +// - Feedback welcome at https://github.com/ocornut/imgui/issues/211 +// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions. +// (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) +// - Note: mixing up BeginDisabled() and PushItemFlag(ImGuiItemFlags_Disabled) is currently NOT SUPPORTED. +void ImGui::BeginDisabled(bool disabled) +{ + ImGuiContext& g = *GImGui; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (!was_disabled && disabled) + { + g.DisabledAlphaBackup = g.Style.Alpha; + g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha); + } + if (was_disabled || disabled) + g.CurrentItemFlags |= ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); // FIXME-OPT: can we simply skip this and use DisabledStackSize? + g.DisabledStackSize++; +} + +void ImGui::EndDisabled() +{ + ImGuiContext& g = *GImGui; + if (g.DisabledStackSize <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling EndDisabled() too many times!"); + return; + } + g.DisabledStackSize--; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + //PopItemFlag(); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) + g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); +} + +// Could have been called BeginDisabledDisable() but it didn't want to be award nominated for most awkward function name. +// Ideally we would use a shared e.g. BeginDisabled()->BeginDisabledEx() but earlier needs to be optimal. +// The whole code for this is awkward, will reevaluate if we find a way to implement SetNextItemDisabled(). +void ImGui::BeginDisabledOverrideReenable() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentItemFlags & ImGuiItemFlags_Disabled); + g.Style.Alpha = g.DisabledAlphaBackup; + g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); + g.DisabledStackSize++; +} + +void ImGui::EndDisabledOverrideReenable() +{ + ImGuiContext& g = *GImGui; + g.DisabledStackSize--; + IM_ASSERT(g.DisabledStackSize > 0); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + g.Style.Alpha = g.DisabledAlphaBackup * g.Style.DisabledAlpha; +} + +void ImGui::PushTextWrapPos(float wrap_pos_x) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); + window->DC.TextWrapPos = wrap_pos_x; +} + +void ImGui::PopTextWrapPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.TextWrapPosStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopTextWrapPos() too many times!"); + return; + } + window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); + window->DC.TextWrapPosStack.pop_back(); +} + +static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy) +{ + ImGuiWindow* last_window = NULL; + while (last_window != window) + { + last_window = window; + window = window->RootWindow; + if (popup_hierarchy) + window = window->RootWindowPopupTree; + if (dock_hierarchy) + window = window->RootWindowDockTree; + } + return window; +} + +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy) +{ + ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy); + if (window_root == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + if (window == window_root) // end of chain + return false; + window = window->ParentWindow; + } + return false; +} + +bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +{ + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + window = window->ParentWindowInBeginStack; + } + return false; +} + +bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below) +{ + ImGuiContext& g = *GImGui; + + // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array + const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below); + if (display_layer_delta != 0) + return display_layer_delta > 0; + + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* candidate_window = g.Windows[i]; + if (candidate_window == potential_above) + return true; + if (candidate_window == potential_below) + return false; + } + return false; +} + +// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. +bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0, "Invalid flags for IsWindowHovered()!"); + + ImGuiWindow* ref_window = g.HoveredWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if (ref_window == NULL) + return false; + + if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) + { + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + bool result; + if (flags & ImGuiHoveredFlags_ChildWindows) + result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + result = (ref_window == cur_window); + if (!result) + return false; + } + + if (!IsWindowContentHoverable(ref_window, flags)) + return false; + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId) + return false; + + // When changing hovered window we requires a bit of stationary delay before activating hover timer. + // FIXME: We don't support delay other than stationary one for now, other delay would need a way + // to fulfill the possibility that multiple IsWindowHovered() with varying flag could return true + // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache. + // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow. + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID) + return false; + + return true; +} + +ImGuiID ImGui::GetWindowDockID() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockId; +} + +bool ImGui::IsWindowDocked() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockIsActive; +} + +float ImGui::GetWindowWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.x; +} + +float ImGui::GetWindowHeight() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.y; +} + +ImVec2 ImGui::GetWindowPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return window->Pos; +} + +void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowPosAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); + + // Set + const ImVec2 old_pos = window->Pos; + window->Pos = ImTrunc(pos); + ImVec2 offset = window->Pos - old_pos; + if (offset.x == 0.0f && offset.y == 0.0f) + return; + MarkIniSettingsDirty(window); + // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here. + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.IdealMaxPos += offset; + window->DC.CursorStartPos += offset; +} + +void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + SetWindowPos(window, pos, cond); +} + +void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowPos(window, pos, cond); +} + +ImVec2 ImGui::GetWindowSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Size; +} + +void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0; + + // Set + ImVec2 old_size = window->SizeFull; + if (size.x <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.x = IM_TRUNC(size.x); + if (size.y <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.y = IM_TRUNC(size.y); + if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); +} + +void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) +{ + SetWindowSize(GImGui->CurrentWindow, size, cond); +} + +void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowSize(window, size, cond); +} + +void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) + return; + window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Set + window->Collapsed = collapsed; +} + +void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) +{ + IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters + window->HitTestHoleSize = ImVec2ih(size); + window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); +} + +void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window) +{ + window->Hidden = window->SkipItems = true; + window->HiddenFramesCanSkipItems = 1; +} + +void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); +} + +bool ImGui::IsWindowCollapsed() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Collapsed; +} + +bool ImGui::IsWindowAppearing() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Appearing; +} + +void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowCollapsed(window, collapsed, cond); +} + +void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; + g.NextWindowData.PosVal = pos; + g.NextWindowData.PosPivotVal = pivot; + g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.PosUndock = true; +} + +void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; + g.NextWindowData.SizeVal = size; + g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; +} + +// For each axis: +// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width. +// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint. +// - See "Demo->Examples->Constrained-resizing window" for examples. +void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); + g.NextWindowData.SizeCallback = custom_callback; + g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; +} + +// Content size = inner scrollable rectangle, padded with WindowPadding. +// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. +void ImGui::SetNextWindowContentSize(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = ImTrunc(size); +} + +void ImGui::SetNextWindowScroll(const ImVec2& scroll) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll; + g.NextWindowData.ScrollVal = scroll; +} + +void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; + g.NextWindowData.CollapsedVal = collapsed; + g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowBgAlpha(float alpha) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; + g.NextWindowData.BgAlphaVal = alpha; +} + +void ImGui::SetNextWindowViewport(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport; + g.NextWindowData.ViewportId = id; +} + +void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock; + g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.DockId = id; +} + +void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass; + g.NextWindowData.WindowClass = *window_class; +} + +// This is experimental and meant to be a toy for exploring a future/wider range of features. +void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasRefreshPolicy; + g.NextWindowData.RefreshFlagsVal = flags; +} + +ImDrawList* ImGui::GetWindowDrawList() +{ + ImGuiWindow* window = GetCurrentWindow(); + return window->DrawList; +} + +float ImGui::GetWindowDpiScale() +{ + ImGuiContext& g = *GImGui; + return g.CurrentDpiScale; +} + +ImGuiViewport* ImGui::GetWindowViewport() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport); + return g.CurrentViewport; +} + +ImFont* ImGui::GetFont() +{ + return GImGui->Font; +} + +float ImGui::GetFontSize() +{ + return GImGui->FontSize; +} + +ImVec2 ImGui::GetFontTexUvWhitePixel() +{ + return GImGui->DrawListSharedData.TexUvWhitePixel; +} + +void ImGui::SetWindowFontScale(float scale) +{ + IM_ASSERT(scale > 0.0f); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->FontWindowScale = scale; + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize; +} + +void ImGui::PushFocusScope(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiFocusScopeData data; + data.ID = id; + data.WindowID = g.CurrentWindow->ID; + g.FocusScopeStack.push_back(data); + g.CurrentFocusScopeId = id; +} + +void ImGui::PopFocusScope() +{ + ImGuiContext& g = *GImGui; + if (g.FocusScopeStack.Size <= g.StackSizesInBeginForCurrentWindow->SizeOfFocusScopeStack) + { + IM_ASSERT_USER_ERROR(0, "Calling PopFocusScope() too many times!"); + return; + } + g.FocusScopeStack.pop_back(); + g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0; +} + +void ImGui::SetNavFocusScope(ImGuiID focus_scope_id) +{ + ImGuiContext& g = *GImGui; + g.NavFocusScopeId = focus_scope_id; + g.NavFocusRoute.resize(0); // Invalidate + if (focus_scope_id == 0) + return; + IM_ASSERT(g.NavWindow != NULL); + + // Store current path (in reverse order) + if (focus_scope_id == g.CurrentFocusScopeId) + { + // Top of focus stack contains local focus scopes inside current window + for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--) + g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]); + } + else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId) + g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID }); + else + return; + + // Then follow on manually set ParentWindowForFocusRoute field (#6798) + for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute) + g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID }); + IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3 +} + +// Focus = move navigation cursor, set scrolling, set focus window. +void ImGui::FocusItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name); + if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this? + { + IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n"); + return; + } + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible | ImGuiNavMoveFlags_NoSelect; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + SetNavWindow(window); + NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags); + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); +} + +void ImGui::ActivateItemByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; + g.NavNextActivateFlags = ImGuiActivateFlags_None; +} + +// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system! +// But ActivateItem() should function without altering scroll/focus? +void ImGui::SetKeyboardFocusHere(int offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(offset >= -1); // -1 is allowed but not below + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name); + + // It makes sense in the vast majority of cases to never interrupt a drag and drop. + // When we refactor this function into ActivateItem() we may want to make this an option. + // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but + // is also automatically dropped in the event g.ActiveId is stolen. + if (g.DragDropActive || g.MovingWindow != NULL) + { + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n"); + return; + } + + SetNavWindow(window); + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + if (offset == -1) + { + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); + } + else + { + g.NavTabbingDir = 1; + g.NavTabbingCounter = offset + 1; + } +} + +void ImGui::SetItemDefaultFocus() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!window->Appearing) + return; + if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent) + return; + + g.NavInitRequest = false; + NavApplyItemToResult(&g.NavInitResult); + NavUpdateAnyRequestFlag(); + + // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll) + if (!window->ClipRect.Contains(g.LastItemData.Rect)) + ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None); +} + +void ImGui::SetStateStorage(ImGuiStorage* tree) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->DC.StateStorage = tree ? tree : &window->StateStorage; +} + +ImGuiStorage* ImGui::GetStateStorage() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->DC.StateStorage; +} + +bool ImGui::IsRectVisible(const ImVec2& size) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); +} + +bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); +} + +//----------------------------------------------------------------------------- +// [SECTION] ID STACK +//----------------------------------------------------------------------------- + +// This is one of the very rare legacy case where we use ImGuiWindow methods, +// it should ideally be flattened at some point but it's been used a lots by widgets. +IM_MSVC_RUNTIME_CHECKS_OFF +ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +// This is only used in rare/specific situations to manufacture an ID out of nowhere. +// FIXME: Consider instead storing last non-zero ID + count of successive zero-ID, and combine those? +ImGuiID ImGuiWindow::GetIDFromPos(const ImVec2& p_abs) +{ + ImGuiID seed = IDStack.back(); + ImVec2 p_rel = ImGui::WindowPosAbsToRel(this, p_abs); + ImGuiID id = ImHashData(&p_rel, sizeof(p_rel), seed); + return id; +} + +// " +ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) +{ + ImGuiID seed = IDStack.back(); + ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + return id; +} + +void ImGui::PushID(const char* str_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id_begin, str_id_end); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const void* ptr_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(ptr_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(int int_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(int_id); + window->IDStack.push_back(id); +} + +// Push a given id value ignoring the ID stack as a seed. +void ImGui::PushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); +#endif + window->IDStack.push_back(id); +} + +// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call +// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level. +// for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more) +ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) +{ + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed) +{ + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +void ImGui::PopID() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (window->IDStack.Size <= 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PopID() too many times!"); + return; + } + window->IDStack.pop_back(); +} + +ImGuiID ImGui::GetID(const char* str_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id); +} + +ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id_begin, str_id_end); +} + +ImGuiID ImGui::GetID(const void* ptr_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(ptr_id); +} + +ImGuiID ImGui::GetID(int int_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(int_id); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] INPUTS +//----------------------------------------------------------------------------- +// - GetModForLRModKey() [Internal] +// - FixupKeyChord() [Internal] +// - GetKeyData() [Internal] +// - GetKeyIndex() [Internal] +// - GetKeyName() +// - GetKeyChordName() [Internal] +// - CalcTypematicRepeatAmount() [Internal] +// - GetTypematicRepeatRate() [Internal] +// - GetKeyPressedAmount() [Internal] +// - GetKeyMagnitude2d() [Internal] +//----------------------------------------------------------------------------- +// - UpdateKeyRoutingTable() [Internal] +// - GetRoutingIdFromOwnerId() [Internal] +// - GetShortcutRoutingData() [Internal] +// - CalcRoutingScore() [Internal] +// - SetShortcutRouting() [Internal] +// - TestShortcutRouting() [Internal] +//----------------------------------------------------------------------------- +// - IsKeyDown() +// - IsKeyPressed() +// - IsKeyReleased() +//----------------------------------------------------------------------------- +// - IsMouseDown() +// - IsMouseClicked() +// - IsMouseReleased() +// - IsMouseDoubleClicked() +// - GetMouseClickedCount() +// - IsMouseHoveringRect() [Internal] +// - IsMouseDragPastThreshold() [Internal] +// - IsMouseDragging() +// - GetMousePos() +// - SetMousePos() [Internal] +// - GetMousePosOnOpeningCurrentPopup() +// - IsMousePosValid() +// - IsAnyMouseDown() +// - GetMouseDragDelta() +// - ResetMouseDragDelta() +// - GetMouseCursor() +// - SetMouseCursor() +//----------------------------------------------------------------------------- +// - UpdateAliasKey() +// - GetMergedModsFromKeys() +// - UpdateKeyboardInputs() +// - UpdateMouseInputs() +//----------------------------------------------------------------------------- +// - LockWheelingWindow [Internal] +// - FindBestWheelingWindow [Internal] +// - UpdateMouseWheel() [Internal] +//----------------------------------------------------------------------------- +// - SetNextFrameWantCaptureKeyboard() +// - SetNextFrameWantCaptureMouse() +//----------------------------------------------------------------------------- +// - GetInputSourceName() [Internal] +// - DebugPrintInputEvent() [Internal] +// - UpdateInputEvents() [Internal] +//----------------------------------------------------------------------------- +// - GetKeyOwner() [Internal] +// - TestKeyOwner() [Internal] +// - SetKeyOwner() [Internal] +// - SetItemKeyOwner() [Internal] +// - Shortcut() [Internal] +//----------------------------------------------------------------------------- + +static ImGuiKeyChord GetModForLRModKey(ImGuiKey key) +{ + if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl) + return ImGuiMod_Ctrl; + if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift) + return ImGuiMod_Shift; + if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt) + return ImGuiMod_Alt; + if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper) + return ImGuiMod_Super; + return ImGuiMod_None; +} + +ImGuiKeyChord ImGui::FixupKeyChord(ImGuiKeyChord key_chord) +{ + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord |= GetModForLRModKey(key); + return key_chord; +} + +ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key) +{ + ImGuiContext& g = *ctx; + + // Special storage location for mods + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + + IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); + return &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; +} + +// Those names a provided for debugging purpose and are not meant to be saved persistently not compared. +static const char* const GKeyNames[] = +{ + "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", + "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", + "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", + "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", + "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", + "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", + "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24", + "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", + "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", + "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", + "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", + "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "AppBack", "AppForward", + "GamepadStart", "GamepadBack", + "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", + "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", + "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", + "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown", + "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown", + "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY", + "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names. +}; +IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); + +const char* ImGui::GetKeyName(ImGuiKey key) +{ + if (key == ImGuiKey_None) + return "None"; + IM_ASSERT(IsNamedKeyOrMod(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + if (!IsNamedKey(key)) + return "Unknown"; + + return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; +} + +// Return untranslated names: on macOS, Cmd key will show as Ctrl, Ctrl key will show as super. +// Lifetime of return value: valid until next call to same function. +const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) +{ + ImGuiContext& g = *GImGui; + + const ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord &= ~GetModForLRModKey(key); // Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift" + ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s", + (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "", + (key_chord & ImGuiMod_Shift) ? "Shift+" : "", + (key_chord & ImGuiMod_Alt) ? "Alt+" : "", + (key_chord & ImGuiMod_Super) ? "Super+" : "", + (key != ImGuiKey_None || key_chord == ImGuiKey_None) ? GetKeyName(key) : ""); + size_t len; + if (key == ImGuiKey_None && key_chord != 0) + if ((len = strlen(g.TempKeychordName)) != 0) // Remove trailing '+' + g.TempKeychordName[len - 1] = 0; + return g.TempKeychordName; +} + +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N +int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) +{ + if (t1 == 0.0f) + return 1; + if (t0 >= t1) + return 0; + if (repeat_rate <= 0.0f) + return (t0 < repeat_delay) && (t1 >= repeat_delay); + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; +} + +void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate) +{ + ImGuiContext& g = *GImGui; + switch (flags & ImGuiInputFlags_RepeatRateMask_) + { + case ImGuiInputFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return; + case ImGuiInputFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return; + case ImGuiInputFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return; + } +} + +// Return value representing the number of presses in the last time period, for the given repeat rate +// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate) +int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return 0; + const float t = key_data->DownDuration; + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); +} + +// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values). +ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down) +{ + return ImVec2( + GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue, + GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue); +} + +// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data. +// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D +// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6 +// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation. +static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) +{ + ImGuiContext& g = *GImGui; + rt->EntriesNext.resize(0); + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + const int new_routing_start_idx = rt->EntriesNext.Size; + ImGuiKeyRoutingData* routing_entry; + for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex) + { + routing_entry = &rt->Entries[old_routing_idx]; + routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore; + routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry + routing_entry->RoutingNext = ImGuiKeyOwner_NoOwner; + routing_entry->RoutingNextScore = 255; + if (routing_entry->RoutingCurr == ImGuiKeyOwner_NoOwner) + continue; + rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer + + // Apply routing to owner if there's no owner already (RoutingCurr == None at this point) + // This is the result of previous frame's SetShortcutRouting() call. + if (routing_entry->Mods == g.IO.KeyMods) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) + { + owner_data->OwnerCurr = routing_entry->RoutingCurr; + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr); + } + } + } + + // Rewrite linked-list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1); + for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++) + rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1); + } + rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes +} + +// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope(). +static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + return (owner_id != ImGuiKeyOwner_NoOwner && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId; +} + +ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + // Majority of shortcuts will be Key + any number of Mods + // We accept _Single_ mod with ImGuiKey_None. + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal + // - Shortcut(ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal + ImGuiContext& g = *GImGui; + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + ImGuiKeyRoutingData* routing_data; + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + IM_ASSERT(IsNamedKey(key)); + + // Get (in the majority of case, the linked list will have one element so this should be 2 reads. + // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame). + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex) + { + routing_data = &rt->Entries[idx]; + if (routing_data->Mods == mods) + return routing_data; + } + + // Add to linked-list + ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size; + rt->Entries.push_back(ImGuiKeyRoutingData()); + routing_data = &rt->Entries[routing_data_idx]; + routing_data->Mods = (ImU16)mods; + routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx; + return routing_data; +} + +// Current score encoding (lower is highest priority): +// - 0: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive +// - 1: ImGuiInputFlags_ActiveItem or ImGuiInputFlags_RouteFocused (if item active) +// - 2: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused +// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack) +// - 254: ImGuiInputFlags_RouteGlobal +// - 255: never route +// 'flags' should include an explicit routing policy +static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiInputFlags_RouteFocused) + { + // ActiveID gets top priority + // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + + // Score based on distance to focused window (lower is better) + // Assuming both windows are submitting a routing request, + // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match) + // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best) + // Assuming only WindowA is submitting a routing request, + // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. + // This essentially follow the window->ParentWindowForFocusRoute chain. + if (focus_scope_id == 0) + return 255; + for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++) + if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id) + return 3 + index_in_focus_path; + return 255; + } + else if (flags & ImGuiInputFlags_RouteActive) + { + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + return 255; + } + else if (flags & ImGuiInputFlags_RouteGlobal) + { + if (flags & ImGuiInputFlags_RouteOverActive) + return 0; + if (flags & ImGuiInputFlags_RouteOverFocused) + return 2; + return 254; + } + IM_ASSERT(0); + return 0; +} + +// - We need this to filter some Shortcut() routes when an item e.g. an InputText() is active +// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be. +// - This is also used by UpdateInputEvents() to avoid trickling in the most common case of e.g. pressing ImGuiKey_G also emitting a G character. +static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord) +{ + // Mimic 'ignore_char_inputs' logic in InputText() + ImGuiContext& g = *GImGui; + + // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out. + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Ctrl)); + if (ignore_char_inputs) + return false; + + // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + return false; + return g.KeysMayBeCharInput.TestBit(key); +} + +// Request a desired route for an input chord (key + mods). +// Return true if the route is available this frame. +// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state. +// (Conceptually this does a "Submit for next frame" + "Test for current frame". +// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.) +bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() + else + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used + IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner); + if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused)) + IM_ASSERT(flags & ImGuiInputFlags_RouteGlobal); + + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + key_chord = FixupKeyChord(key_chord); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInShortcutRouting == key_chord) + IM_DEBUG_BREAK(); + + if (flags & ImGuiInputFlags_RouteUnlessBgFocused) + if (g.NavWindow == NULL) + return false; + + // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this? + if (flags & ImGuiInputFlags_RouteAlways) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> always, no register\n", GetKeyChordName(key_chord), flags, owner_id); + return true; + } + + // Specific culling when there's an active item. + if (g.ActiveId != 0 && g.ActiveId != owner_id) + { + if (flags & ImGuiInputFlags_RouteActive) + return false; + + // Cull shortcuts with no modifiers when it could generate a character. + // e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active. + // but Shortcut(Ctrl+G) should generally trigger when InputText() is active. + // TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active. + // (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined) + if (g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord)) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> filtered as potential char input\n", GetKeyChordName(key_chord), flags, owner_id); + return false; + } + + // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId + if ((flags & ImGuiInputFlags_RouteOverActive) == 0 && g.ActiveIdUsingAllKeyboardKeys) + { + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey((ImGuiKey)(key_chord & ImGuiMod_Mask_)); + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + } + } + + // Where do we evaluate route for? + ImGuiID focus_scope_id = g.CurrentFocusScopeId; + if (flags & ImGuiInputFlags_RouteFromRootWindow) + focus_scope_id = g.CurrentWindow->RootWindow->ID; // See PushFocusScope() call in Begin() + + const int score = CalcRoutingScore(focus_scope_id, owner_id, flags); + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d\n", GetKeyChordName(key_chord), flags, owner_id, score); + if (score == 255) + return false; + + // Submit routing for NEXT frame (assuming score is sufficient) + // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); + //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); + if (score < routing_data->RoutingNextScore) + { + routing_data->RoutingNext = owner_id; + routing_data->RoutingNextScore = (ImU8)score; + } + + // Return routing state for CURRENT frame + if (routing_data->RoutingCurr == owner_id) + IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n"); + return routing_data->RoutingCurr == owner_id; +} + +// Currently unused by core (but used by tests) +// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading. +bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id) +{ + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + key_chord = FixupKeyChord(key_chord); + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry. + return routing_data->RoutingCurr == routing_id; +} + +// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. +// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) +bool ImGui::IsKeyDown(ImGuiKey key) +{ + return IsKeyDown(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) +{ + return IsKeyPressed(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. +bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = key_data->DownDuration; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! + if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat + flags |= ImGuiInputFlags_Repeat; + + bool pressed = (t == 0.0f); + if (!pressed && (flags & ImGuiInputFlags_Repeat) != 0) + { + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate); + pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0; + if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_)) + { + // Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value. + // Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code. + ImGuiContext& g = *GImGui; + double key_pressed_time = g.Time - t + 0.00001f; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time)) + pressed = false; + } + } + if (!pressed) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyReleased(ImGuiKey key) +{ + return IsKeyReleased(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (key_data->DownDurationPrev < 0.0f || key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) +{ + return IsMouseClicked(button, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = g.IO.MouseDownDuration[button]; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsMouseClicked) == 0); // Passing flags not supported by this function! // FIXME: Could support RepeatRate and RepeatUntil flags here. + + const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0; + const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0); + if (!pressed) + return false; + + if (!TestKeyOwner(MouseButtonToKey(button), owner_id)) + return false; + + return true; +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any) +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id) +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id); +} + +int ImGui::GetMouseClickedCount(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button]; +} + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Hit testing, expanded for touch input + if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding)) + return false; + if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) + return false; + return true; +} + +// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + return IsMouseDragPastThreshold(button, lock_threshold); +} + +ImVec2 ImGui::GetMousePos() +{ + ImGuiContext& g = *GImGui; + return g.IO.MousePos; +} + +// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well. +// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend. +void ImGui::TeleportMousePos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + g.IO.MousePos = g.IO.MousePosPrev = pos; + g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + g.IO.WantSetMousePos = true; + //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); +} + +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +// Get desired mouse cursor shape. +// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(), +// updated during the frame, and locked in EndFrame()/Render(). +// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + ImGuiContext& g = *GImGui; + return g.MouseCursor; +} + +// We intentionally accept values of ImGuiMouseCursor that are outside our bounds, in case users needs to hack-in a custom cursor value. +// Custom cursors may be handled by custom backends. If you are using a standard backend and want to hack in a custom cursor, you may +// handle it before the backend _NewFrame() call and temporarily set ImGuiConfigFlags_NoMouseCursorChange during the backend _NewFrame() call. +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + ImGuiContext& g = *GImGui; + g.MouseCursor = cursor_type; +} + +static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value) +{ + IM_ASSERT(ImGui::IsAliasKey(key)); + ImGuiKeyData* key_data = ImGui::GetKeyData(key); + key_data->Down = v; + key_data->AnalogValue = analog_value; +} + +// [Internal] Do not use directly +static ImGuiKeyChord GetMergedModsFromKeys() +{ + ImGuiKeyChord mods = 0; + if (ImGui::IsKeyDown(ImGuiMod_Ctrl)) { mods |= ImGuiMod_Ctrl; } + if (ImGui::IsKeyDown(ImGuiMod_Shift)) { mods |= ImGuiMod_Shift; } + if (ImGui::IsKeyDown(ImGuiMod_Alt)) { mods |= ImGuiMod_Alt; } + if (ImGui::IsKeyDown(ImGuiMod_Super)) { mods |= ImGuiMod_Super; } + return mods; +} + +static void ImGui::UpdateKeyboardInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + io.ClearInputKeys(); + + // Update aliases + for (int n = 0; n < ImGuiMouseButton_COUNT; n++) + UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f); + UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH); + UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel); + + // Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values. + // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing. + const ImGuiKeyChord prev_key_mods = io.KeyMods; + io.KeyMods = GetMergedModsFromKeys(); + io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0; + io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0; + io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0; + io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0; + if (prev_key_mods != io.KeyMods) + g.LastKeyModsChangeTime = g.Time; + if (prev_key_mods != io.KeyMods && prev_key_mods == 0) + g.LastKeyModsChangeFromNoneTime = g.Time; + + // Clear gamepad data if disabled + if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) + for (int key = ImGuiKey_Gamepad_BEGIN; key < ImGuiKey_Gamepad_END; key++) + { + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].Down = false; + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].AnalogValue = 0.0f; + } + + // Update keys + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->DownDurationPrev = key_data->DownDuration; + key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f; + if (key_data->DownDuration == 0.0f) + { + if (IsKeyboardKey((ImGuiKey)key)) + g.LastKeyboardKeyPressTime = g.Time; + else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper) + g.LastKeyboardKeyPressTime = g.Time; + } + } + + // Update keys/input owner (named keys only): one entry per key + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; + owner_data->OwnerCurr = owner_data->OwnerNext; + if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp. + owner_data->OwnerNext = ImGuiKeyOwner_NoOwner; + owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore + } + + // Update key routing (for e.g. shortcuts) + UpdateKeyRoutingTable(&g.KeysRoutingTable); +} + +static void ImGui::UpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Mouse Wheel swapping flag + // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead + // - We avoid doing it on OSX as it the OS input layer handles this already. + // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature. + // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source. + io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors; + + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&io.MousePos)) + io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos); + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) + io.MouseDelta = io.MousePos - io.MousePosPrev; + else + io.MouseDelta = ImVec2(0.0f, 0.0f); + + // Update stationary timer. + // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates. + const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework. + const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold); + g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f; + //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer); + + // If mouse moved we re-enable mouse hovering in case it was disabled by keyboard/gamepad. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. + if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) + g.NavHighlightItemUnderNav = false; + + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; + io.MouseClickedCount[i] = 0; // Will be filled below + io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; + io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; + io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; + if (io.MouseClicked[i]) + { + bool is_repeated_click = false; + if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime) + { + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist) + is_repeated_click = true; + } + if (is_repeated_click) + io.MouseClickedLastCount[i]++; + else + io.MouseClickedLastCount[i] = 1; + io.MouseClickedTime[i] = g.Time; + io.MouseClickedPos[i] = io.MousePos; + io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = 0.0f; + } + else if (io.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); + io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); + io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); + } + + // We provide io.MouseDoubleClicked[] as a legacy service + io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); + + // Clicking any mouse button reactivate mouse hovering which may have been deactivated by keyboard/gamepad navigation + if (io.MouseClicked[i]) + g.NavHighlightItemUnderNav = false; + } +} + +static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount) +{ + ImGuiContext& g = *GImGui; + if (window) + g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER); + else + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindow == window) + return; + IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL"); + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + if (window == NULL) + { + g.WheelingWindowStartFrame = -1; + g.WheelingAxisAvg = ImVec2(0.0f, 0.0f); + } +} + +static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel) +{ + // For each axis, find window in the hierarchy that may want to use scrolling + ImGuiContext& g = *GImGui; + ImGuiWindow* windows[2] = { NULL, NULL }; + for (int axis = 0; axis < 2; axis++) + if (wheel[axis] != 0.0f) + for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow) + { + // Bubble up into parent window if: + // - a child window doesn't allow any scrolling. + // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag. + //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP) + const bool has_scrolling = (window->ScrollMax[axis] != 0.0f); + const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs); + //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]); + if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits) + break; // select this window + } + if (windows[0] == NULL && windows[1] == NULL) + return NULL; + + // If there's only one window or only one axis then there's no ambiguity + if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL) + return windows[1] ? windows[1] : windows[0]; + + // If candidate are different windows we need to decide which one to prioritize + // - First frame: only find a winner if one axis is zero. + // - Subsequent frames: only find a winner when one is more than the other. + if (g.WheelingWindowStartFrame == -1) + g.WheelingWindowStartFrame = g.FrameCount; + if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y)) + { + g.WheelingWindowWheelRemainder = wheel; + return NULL; + } + return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1]; +} + +// Called by NewFrame() +void ImGui::UpdateMouseWheel() +{ + // Reset the locked window if we move the mouse or after the timer elapses. + // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795) + ImGuiContext& g = *GImGui; + if (g.WheelingWindow != NULL) + { + g.WheelingWindowReleaseTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindowReleaseTimer <= 0.0f) + LockWheelingWindow(NULL, 0.0f); + } + + ImVec2 wheel; + wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheelH : 0.0f; + wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheel : 0.0f; + + //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y); + ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!mouse_window || mouse_window->Collapsed) + return; + + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + LockWheelingWindow(mouse_window, wheel.y); + ImGuiWindow* window = mouse_window; + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (window == window->RootWindow) + { + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + } + return; + } + if (g.IO.KeyCtrl) + return; + + // Mouse wheel scrolling + // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs() + if (g.IO.MouseWheelRequestAxisSwap) + wheel = ImVec2(wheel.y, 0.0f); + + // Maintain a rough average of moving magnitude on both axises + // FIXME: should by based on wall clock time rather than frame-counter + g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30); + g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30); + + // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now. + wheel += g.WheelingWindowWheelRemainder; + g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f); + if (wheel.x == 0.0f && wheel.y == 0.0f) + return; + + // Mouse wheel scrolling: find target and apply + // - don't renew lock if axis doesn't apply on the window. + // - select a main axis when both axises are being moved. + if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel))) + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f }; + if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y]) + do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false; + if (do_scroll[ImGuiAxis_X]) + { + LockWheelingWindow(window, wheel.x); + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step)); + SetScrollX(window, window->Scroll.x - wheel.x * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + if (do_scroll[ImGuiAxis_Y]) + { + LockWheelingWindow(window, wheel.y); + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step)); + SetScrollY(window, window->Scroll.y - wheel.y * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + } +} + +void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0; +} + +void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0; +} + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static const char* GetInputSourceName(ImGuiInputSource source) +{ + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad" }; + IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); + return input_source_names[source]; +} +static const char* GetMouseSourceName(ImGuiMouseSource source) +{ + const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT); + return mouse_source_names[source]; +} +static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) +{ + ImGuiContext& g = *GImGui; + if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; } + if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; } + if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } + if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } +} +#endif + +// Process input queue +// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'. +// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) +// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87) +void ImGui::UpdateInputEvents(bool trickle_fast_inputs) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Only trickle chars<>key when working with InputText() + // FIXME: InputText() could parse event trail? + // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) + const bool trickle_interleaved_nonchar_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); + + bool mouse_moved = false, mouse_wheeled = false, key_changed = false, key_changed_nonchar = false, text_inputted = false; + int mouse_button_changed = 0x00; + ImBitArray key_changed_mask; + + int event_n = 0; + for (; event_n < g.InputEventsQueue.Size; event_n++) + { + ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; + if (e->Type == ImGuiInputEventType_MousePos) + { + if (g.IO.WantSetMousePos) + continue; + // Trickling Rule: Stop processing queued events if we already handled a mouse button change + ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) + break; + io.MousePos = event_pos; + io.MouseSource = e->MousePos.MouseSource; + mouse_moved = true; + } + else if (e->Type == ImGuiInputEventType_MouseButton) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + const ImGuiMouseButton button = e->MouseButton.Button; + IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); + if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) + break; + if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover. + break; + io.MouseDown[button] = e->MouseButton.Down; + io.MouseSource = e->MouseButton.MouseSource; + mouse_button_changed |= (1 << button); + } + else if (e->Type == ImGuiInputEventType_MouseWheel) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the event + if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) + break; + io.MouseWheelH += e->MouseWheel.WheelX; + io.MouseWheel += e->MouseWheel.WheelY; + io.MouseSource = e->MouseWheel.MouseSource; + mouse_wheeled = true; + } + else if (e->Type == ImGuiInputEventType_MouseViewport) + { + io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID; + } + else if (e->Type == ImGuiInputEventType_Key) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; + ImGuiKey key = e->Key.Key; + IM_ASSERT(key != ImGuiKey_None); + ImGuiKeyData* key_data = GetKeyData(key); + const int key_data_index = (int)(key_data - g.IO.KeysData); + if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || mouse_button_changed != 0)) + break; + + const bool key_is_potentially_for_char_input = IsKeyChordPotentiallyCharInput(GetMergedModsFromKeys() | key); + if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input)) + break; + + key_data->Down = e->Key.Down; + key_data->AnalogValue = e->Key.AnalogValue; + key_changed = true; + key_changed_mask.SetBit(key_data_index); + if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input) + key_changed_nonchar = true; + } + else if (e->Type == ImGuiInputEventType_Text) + { + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; + // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + break; + if (trickle_interleaved_nonchar_keys_and_text && key_changed_nonchar) + break; + unsigned int c = e->Text.Char; + io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + if (trickle_interleaved_nonchar_keys_and_text) + text_inputted = true; + } + else if (e->Type == ImGuiInputEventType_Focus) + { + // We intentionally overwrite this and process in NewFrame(), in order to give a chance + // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. + const bool focus_lost = !e->AppFocused.Focused; + io.AppFocusLost = focus_lost; + } + else + { + IM_ASSERT(0 && "Unknown event!"); + } + } + + // Record trail (for domain-specific applications wanting to access a precise trail) + //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n); + for (int n = 0; n < event_n; n++) + g.InputEventsTrail.push_back(g.InputEventsQueue[n]); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)) + for (int n = 0; n < g.InputEventsQueue.Size; n++) + DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]); +#endif + + // Remaining events will be processed on the next frame + if (event_n == g.InputEventsQueue.Size) + g.InputEventsQueue.resize(0); + else + g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n); + + // Clear buttons state when focus is lost + // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle. + // - we clear in EndFrame() and not now in order allow application/user code polling this flag + // (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event). + if (g.IO.AppFocusLost) + { + g.IO.ClearInputKeys(); + g.IO.ClearInputMouse(); + } +} + +ImGuiID ImGui::GetKeyOwner(ImGuiKey key) +{ + if (!IsNamedKeyOrMod(key)) + return ImGuiKeyOwner_NoOwner; + + ImGuiContext& g = *GImGui; + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + ImGuiID owner_id = owner_data->OwnerCurr; + + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return ImGuiKeyOwner_NoOwner; + + return owner_id; +} + +// TestKeyOwner(..., ID) : (owner == None || owner == ID) +// TestKeyOwner(..., None) : (owner == None) +// TestKeyOwner(..., Any) : no owner test +// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags. +bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) +{ + if (!IsNamedKeyOrMod(key)) + return true; + + ImGuiContext& g = *GImGui; + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_id == ImGuiKeyOwner_Any) + return (owner_data->LockThisFrame == false); + + // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId + // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things. + // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions. + if (owner_data->OwnerCurr != owner_id) + { + if (owner_data->LockThisFrame) + return false; + if (owner_data->OwnerCurr != ImGuiKeyOwner_NoOwner) + return false; + } + + return true; +} + +// _LockXXX flags are useful to lock keys away from code which is not input-owner aware. +// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone. +// - SetKeyOwner(..., None) : clears owner +// - SetKeyOwner(..., Any, !Lock) : illegal (assert) +// - SetKeyOwner(..., Any or None, Lock) : set lock +void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(IsNamedKeyOrMod(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it) + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function! + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X, flags=%08X)\n", GetKeyName(key), owner_id, flags); + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + owner_data->OwnerCurr = owner_data->OwnerNext = owner_id; + + // We cannot lock by default as it would likely break lots of legacy code. + // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test) + owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0; + owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease); +} + +// Rarely used helper +void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + if (key_chord & ImGuiMod_Ctrl) { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); } + if (key_chord & ImGuiMod_Shift) { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); } + if (key_chord & ImGuiMod_Alt) { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); } + if (key_chord & ImGuiMod_Super) { SetKeyOwner(ImGuiMod_Super, owner_id, flags); } + if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); } +} + +// This is more or less equivalent to: +// if (IsItemHovered() || IsItemActive()) +// SetKeyOwner(key, GetItemID()); +// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times. +// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition. +// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority. +void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (id == 0 || (g.HoveredId != id && g.ActiveId != id)) + return; + if ((flags & ImGuiInputFlags_CondMask_) == 0) + flags |= ImGuiInputFlags_CondDefault_; + if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive))) + { + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function! + SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_); + } +} + +void ImGui::SetItemKeyOwner(ImGuiKey key) +{ + SetItemKeyOwner(key, ImGuiInputFlags_None); +} + +// This is the only public API until we expose owner_id versions of the API as replacements. +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord) +{ + return IsKeyChordPressed(key_chord, ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +// This is equivalent to comparing KeyMods + doing a IsKeyPressed() +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + key_chord = FixupKeyChord(key_chord); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (g.IO.KeyMods != mods) + return false; + + // Special storage location for mods + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + if (!IsKeyPressed(key, (flags & ImGuiInputFlags_RepeatMask_), owner_id)) + return false; + return true; +} + +void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasShortcut; + g.NextItemData.Shortcut = key_chord; + g.NextItemData.ShortcutFlags = flags; +} + +// Called from within ItemAdd: at this point we can read from NextItemData and write to LastItemData +void ImGui::ItemHandleShortcut(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputFlags flags = g.NextItemData.ShortcutFlags; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetNextItemShortcut) == 0); // Passing flags not supported by SetNextItemShortcut()! + + if (g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) + return; + if (flags & ImGuiInputFlags_Tooltip) + { + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasShortcut; + g.LastItemData.Shortcut = g.NextItemData.Shortcut; + } + if (!Shortcut(g.NextItemData.Shortcut, flags & ImGuiInputFlags_SupportedByShortcut, id) || g.NavActivateId != 0) + return; + + // FIXME: Generalize Activation queue? + g.NavActivateId = id; // Will effectively disable clipping. + g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut; + //if (g.ActiveId == 0 || g.ActiveId == id) + g.NavActivateDownId = g.NavActivatePressedId = id; + NavHighlightActivated(id); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + return Shortcut(key_chord, flags, ImGuiKeyOwner_Any); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("Shortcut(%s, flags=%X, owner_id=0x%08X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), flags, owner_id); + + // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteFocused; + + // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) + // Effectively makes Shortcut() always input-owner aware. + if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_NoOwner) + owner_id = GetRoutingIdFromOwnerId(owner_id); + + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + return false; + + // Submit route + if (!SetShortcutRouting(key_chord, flags, owner_id)) + return false; + + // Default repeat behavior for Shortcut() + // So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut. + if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0) + flags |= ImGuiInputFlags_RepeatUntilKeyModsChange; + + if (!IsKeyChordPressed(key_chord, flags, owner_id)) + return false; + + // Claim mods during the press + SetKeyOwnersForKeyChord(key_chord & ImGuiMod_Mask_, owner_id); + + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! + return true; +} + +//----------------------------------------------------------------------------- +// [SECTION] ERROR CHECKING, STATE RECOVERY +//----------------------------------------------------------------------------- +// - DebugCheckVersionAndDataLayout() (called via IMGUI_CHECKVERSION() macros) +// - ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +// - ErrorCheckNewFrameSanityChecks() +// - ErrorCheckEndFrameSanityChecks() +// - ErrorRecoveryStoreState() +// - ErrorRecoveryTryToRecoverState() +// - ErrorRecoveryTryToRecoverWindowState() +// - ErrorLog() +//----------------------------------------------------------------------------- + +// Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. +// Called by IMGUI_CHECKVERSION(). +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If this triggers you have mismatched headers and compiled code versions. +// - It could be because of a build issue (using new headers with old compiled code) +// - It could be because of mismatched configuration #define, compilation settings, packing pragma etc. +// THE CONFIGURATION SETTINGS MENTIONED IN imconfig.h MUST BE SET FOR ALL COMPILATION UNITS INVOLVED WITH DEAR IMGUI. +// Which is why it is required you put them in your imconfig file (and NOT only before including imgui.h). +// Otherwise it is possible that different compilation units would see different structure layout. +// If you don't want to modify imconfig.h you can use the IMGUI_USER_CONFIG define to change filename. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) +{ + bool error = false; + if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + return !error; +} + +// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell) +// This is causing issues and ambiguity and we need to retire that. +// See https://github.com/ocornut/imgui/issues/5548 for more details. +// [Scenario 1] +// Previously this would make the window content size ~200x200: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK +// Instead, please submit an item: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK +// Alternative: +// Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK +// [Scenario 2] +// For reference this is one of the issue what we aim to fix with this change: +// BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() +// The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller! +// While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue. +void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->DC.IsSetPos); + window->DC.IsSetPos = false; +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y) + return; + if (window->SkipItems) + return; + IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent."); +#else + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +#endif +} + +static void ImGui::ErrorCheckNewFrameSanityChecks() +{ + ImGuiContext& g = *GImGui; + + // Check user IM_ASSERT macro + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined! + // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. + // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) + // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong! + // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct! + if (true) IM_ASSERT(1); else IM_ASSERT(0); + + // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644) + // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it. +#ifdef __EMSCRIPTEN__ + if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0) + g.IO.DeltaTime = 0.00001f; +#endif + + // Check user data + // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) + IM_ASSERT(g.Initialized); + IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); + IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); + IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right); + + // Error handling: we do not accept 100% silent recovery! Please contact me if you feel this is getting in your way. + if (g.IO.ConfigErrorRecovery) + IM_ASSERT(g.IO.ConfigErrorRecoveryEnableAssert || g.IO.ConfigErrorRecoveryEnableDebugLog || g.IO.ConfigErrorRecoveryEnableTooltip || g.ErrorCallback != NULL); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Remap legacy names + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) + { + g.IO.ConfigNavMoveSetMousePos = true; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavEnableSetMousePos; + } + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) + { + g.IO.ConfigNavCaptureKeyboard = false; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavNoCaptureKeyboard; + } + + // Remap legacy clipboard handlers (OBSOLETED in 1.91.1, August 2024) + if (g.IO.GetClipboardTextFn != NULL && (g.PlatformIO.Platform_GetClipboardTextFn == NULL || g.PlatformIO.Platform_GetClipboardTextFn == Platform_GetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_GetClipboardTextFn = [](ImGuiContext* ctx) { return ctx->IO.GetClipboardTextFn(ctx->IO.ClipboardUserData); }; + if (g.IO.SetClipboardTextFn != NULL && (g.PlatformIO.Platform_SetClipboardTextFn == NULL || g.PlatformIO.Platform_SetClipboardTextFn == Platform_SetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_SetClipboardTextFn = [](ImGuiContext* ctx, const char* text) { return ctx->IO.SetClipboardTextFn(ctx->IO.ClipboardUserData, text); }; +#endif + + // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) + IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) + IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + + // Perform simple checks: multi-viewport and platform windows support + if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) + { + IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); + IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?"); + IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); + if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!"); + } + else + { + // Disable feature, our backends do not support it + g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable; + } + + // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs + for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors) + { + IM_UNUSED(mon); + IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly."); + IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them."); + IM_ASSERT(mon.DpiScale > 0.0f && mon.DpiScale < 99.0f && "Monitor DpiScale is invalid."); // Typical correct values would be between 1.0f and 4.0f + } + } +} + +static void ImGui::ErrorCheckEndFrameSanityChecks() +{ + // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() + // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). + // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will + // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. + // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), + // while still correctly asserting on mid-frame key press events. + ImGuiContext& g = *GImGui; + const ImGuiKeyChord key_mods = GetMergedModsFromKeys(); + IM_UNUSED(g); + IM_UNUSED(key_mods); + IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(key_mods); + + IM_ASSERT(g.CurrentWindowStack.Size == 1); + IM_ASSERT(g.CurrentWindowStack[0].Window->IsFallbackWindow); +} + +// Save current stack sizes. Called e.g. by NewFrame() and by Begin() but may be called for manual recovery. +void ImGui::ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out) +{ + ImGuiContext& g = *GImGui; + state_out->SizeOfWindowStack = (short)g.CurrentWindowStack.Size; + state_out->SizeOfIDStack = (short)g.CurrentWindow->IDStack.Size; + state_out->SizeOfTreeStack = (short)g.CurrentWindow->DC.TreeDepth; // NOT g.TreeNodeStack.Size which is a partial stack! + state_out->SizeOfColorStack = (short)g.ColorStack.Size; + state_out->SizeOfStyleVarStack = (short)g.StyleVarStack.Size; + state_out->SizeOfFontStack = (short)g.FontStack.Size; + state_out->SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; + state_out->SizeOfGroupStack = (short)g.GroupStack.Size; + state_out->SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; + state_out->SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; + state_out->SizeOfDisabledStack = (short)g.DisabledStackSize; +} + +// Chosen name "Try to recover" over e.g. "Restore" to suggest this is not a 100% guaranteed recovery. +// Called by e.g. EndFrame() but may be called for manual recovery. +// Attempt to recover full window stack. +void ImGui::ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in) +{ + // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" + ImGuiContext& g = *GImGui; + while (g.CurrentWindowStack.Size > state_in->SizeOfWindowStack) //-V1044 + { + // Recap: + // - Begin()/BeginChild() return false to indicate the window is collapsed or fully clipped. + // - Always call a matching End() for each Begin() call, regardless of its return value! + // - Begin/End and BeginChild/EndChild logic is KNOWN TO BE INCONSISTENT WITH ALL OTHER BEGIN/END FUNCTIONS. + // - We will fix that in a future major update. + ImGuiWindow* window = g.CurrentWindow; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + { + if (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) + { + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); + EndTable(); + } + else + { + IM_ASSERT_USER_ERROR(0, "Missing EndChild()"); + EndChild(); + } + } + else + { + IM_ASSERT_USER_ERROR(0, "Missing End()"); + End(); + } + } + if (g.CurrentWindowStack.Size == state_in->SizeOfWindowStack) + ErrorRecoveryTryToRecoverWindowState(state_in); +} + +// Called by e.g. End() but may be called for manual recovery. +// Read '// Error Handling [BETA]' block in imgui_internal.h for details. +// Attempt to recover from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. +void ImGui::ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in) +{ + ImGuiContext& g = *GImGui; + + while (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); + EndTable(); + } + + ImGuiWindow* window = g.CurrentWindow; + + // FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. + while (g.CurrentTabBar != NULL && g.CurrentTabBar->Window == window) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndTabBar()"); + EndTabBar(); + } + while (g.CurrentMultiSelect != NULL && g.CurrentMultiSelect->Storage->Window == window) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndMultiSelect()"); + EndMultiSelect(); + } + while (window->DC.TreeDepth > state_in->SizeOfTreeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing TreePop()"); + TreePop(); + } + while (g.GroupStack.Size > state_in->SizeOfGroupStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndGroup()"); + EndGroup(); + } + IM_ASSERT(g.GroupStack.Size == state_in->SizeOfGroupStack); + while (window->IDStack.Size > state_in->SizeOfIDStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopID()"); + PopID(); + } + while (g.DisabledStackSize > state_in->SizeOfDisabledStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndDisabled()"); + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + EndDisabled(); + else + { + EndDisabledOverrideReenable(); + g.CurrentWindowStack.back().DisabledOverrideReenable = false; + } + } + IM_ASSERT(g.DisabledStackSize == state_in->SizeOfDisabledStack); + while (g.ColorStack.Size > state_in->SizeOfColorStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopStyleColor()"); + PopStyleColor(); + } + while (g.ItemFlagsStack.Size > state_in->SizeOfItemFlagsStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopItemFlag()"); + PopItemFlag(); + } + while (g.StyleVarStack.Size > state_in->SizeOfStyleVarStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopStyleVar()"); + PopStyleVar(); + } + while (g.FontStack.Size > state_in->SizeOfFontStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopFont()"); + PopFont(); + } + while (g.FocusScopeStack.Size > state_in->SizeOfFocusScopeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopFocusScope()"); + PopFocusScope(); + } + //IM_ASSERT(g.FocusScopeStack.Size == state_in->SizeOfFocusScopeStack); +} + +bool ImGui::ErrorLog(const char* msg) +{ + ImGuiContext& g = *GImGui; + + // Output to debug log +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiWindow* window = g.CurrentWindow; + + if (g.IO.ConfigErrorRecoveryEnableDebugLog) + { + if (g.ErrorFirst) + IMGUI_DEBUG_LOG_ERROR("[imgui-error] (current settings: Assert=%d, Log=%d, Tooltip=%d)\n", + g.IO.ConfigErrorRecoveryEnableAssert, g.IO.ConfigErrorRecoveryEnableDebugLog, g.IO.ConfigErrorRecoveryEnableTooltip); + IMGUI_DEBUG_LOG_ERROR("[imgui-error] In window '%s': %s\n", window ? window->Name : "NULL", msg); + } + g.ErrorFirst = false; + + // Output to tooltip + if (g.IO.ConfigErrorRecoveryEnableTooltip) + { + if (g.WithinFrameScope && BeginErrorTooltip()) + { + if (g.ErrorCountCurrentFrame < 20) + { + Text("In window '%s': %s", window ? window->Name : "NULL", msg); + if (window && (!window->IsFallbackWindow || window->WasActive)) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 0, 0, 255)); + } + if (g.ErrorCountCurrentFrame == 20) + Text("(and more errors)"); + // EndFrame() will amend debug buttons to this window, after all errors have been submitted. + EndErrorTooltip(); + } + g.ErrorCountCurrentFrame++; + } +#endif + + // Output to callback + if (g.ErrorCallback != NULL) + g.ErrorCallback(&g, g.ErrorCallbackUserData, msg); + + // Return whether we should assert + return g.IO.ConfigErrorRecoveryEnableAssert; +} + +void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip() +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugDrawIdConflicts != 0 && g.IO.KeyCtrl == false) + g.DebugDrawIdConflictsCount = g.HoveredIdPreviousFrameItemCount; + if (g.DebugDrawIdConflicts != 0 && g.DebugItemPickerActive == false && BeginErrorTooltip()) + { + Text("Programmer error: %d visible items with conflicting ID!", g.DebugDrawIdConflictsCount); + BulletText("Code should use PushID()/PopID() in loops, or append \"##xx\" to same-label identifiers!"); + BulletText("Empty label e.g. Button(\"\") == same ID as parent widget/node. Use Button(\"##xx\") instead!"); + //BulletText("Code intending to use duplicate ID may use e.g. PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()"); // Not making this too visible for fear of it being abused. + BulletText("Set io.ConfigDebugHighlightIdConflicts=false to disable this warning in non-programmers builds."); + Separator(); + Text("(Hold CTRL to: use"); + SameLine(); + if (SmallButton("Item Picker")) + DebugStartItemPicker(); + SameLine(); + Text("to break in item call-stack, or"); + SameLine(); + if (SmallButton("Open FAQ->About ID Stack System") && g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage"); + EndErrorTooltip(); + } + + if (g.ErrorCountCurrentFrame > 0 && BeginErrorTooltip()) // Amend at end of frame + { + Separator(); + Text("(Hold CTRL to:"); + SameLine(); + if (SmallButton("Enable Asserts")) + g.IO.ConfigErrorRecoveryEnableAssert = true; + //SameLine(); + //if (SmallButton("Hide Error Tooltips")) + // g.IO.ConfigErrorRecoveryEnableTooltip = false; // Too dangerous + SameLine(0, 0); + Text(")"); + EndErrorTooltip(); + } +#endif +} + +// Pseudo-tooltip. Follow mouse until CTRL is held. When CTRL is held we lock position, allowing to click it. +bool ImGui::BeginErrorTooltip() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName("##Tooltip_Error"); + const bool use_locked_pos = (g.IO.KeyCtrl && window && window->WasActive); + PushStyleColor(ImGuiCol_PopupBg, ImLerp(g.Style.Colors[ImGuiCol_PopupBg], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.15f)); + if (use_locked_pos) + SetNextWindowPos(g.ErrorTooltipLockedPos); + bool is_visible = Begin("##Tooltip_Error", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + PopStyleColor(); + if (is_visible && g.CurrentWindow->BeginCount == 1) + { + SeparatorText("MESSAGE FROM DEAR IMGUI"); + BringWindowToDisplayFront(g.CurrentWindow); + BringWindowToFocusFront(g.CurrentWindow); + g.ErrorTooltipLockedPos = GetWindowPos(); + } + else if (!is_visible) + { + End(); + } + return is_visible; +} + +void ImGui::EndErrorTooltip() +{ + End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ITEM SUBMISSION +//----------------------------------------------------------------------------- +// - KeepAliveID() +// - ItemAdd() +//----------------------------------------------------------------------------- + +// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). +void ImGui::KeepAliveID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.IsAlive = true; +} + +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. +// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN) +IM_MSVC_RUNTIME_CHECKS_OFF +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Set item data + // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) + g.LastItemData.ID = id; + g.LastItemData.Rect = bb; + g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; + g.LastItemData.ItemFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags; + g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; + // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared. + + if (id != 0) + { + KeepAliveID(id); + + // Directional navigation processing + // Runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + if (!(g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + { + // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test. + window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened)) + NavProcessItem(); + } + + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasShortcut) + ItemHandleShortcut(id); + } + + // Lightweight clear of SetNextItemXXX data. + g.NextItemData.HasFlags = ImGuiNextItemDataFlags_None; + g.NextItemData.ItemFlags = ImGuiItemFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData); +#endif + + // Clipping test + // (this is an inline copy of IsClippedEx() so we can reuse the is_rect_visible value, otherwise we'd do 'if (IsClippedEx(bb, id)) return false') + // g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts) + const bool is_rect_visible = bb.Overlaps(window->ClipRect); + if (!is_rect_visible) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) + return false; + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + if (id == g.DebugLocateId) + DebugLocateItemResolveWithLastItem(); + + // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". + // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". + // READ THE FAQ: https://dearimgui.com/faq + IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); + } + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + //if ((g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav) == 0) + // window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG] +#endif + + if (id != 0 && g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.ElapseFrame = g.FrameCount; + + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (is_rect_visible) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible; + if (IsMouseHoveringRect(bb.Min, bb.Max)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] LAYOUT +//----------------------------------------------------------------------------- +// - ItemSize() +// - SameLine() +// - GetCursorScreenPos() +// - SetCursorScreenPos() +// - GetCursorPos(), GetCursorPosX(), GetCursorPosY() +// - SetCursorPos(), SetCursorPosX(), SetCursorPosY() +// - GetCursorStartPos() +// - Indent() +// - Unindent() +// - SetNextItemWidth() +// - PushItemWidth() +// - PushMultiItemsWidths() +// - PopItemWidth() +// - CalcItemWidth() +// - CalcItemSize() +// - GetTextLineHeight() +// - GetTextLineHeightWithSpacing() +// - GetFrameHeight() +// - GetFrameHeightWithSpacing() +// - GetContentRegionMax() +// - GetContentRegionAvail(), +// - BeginGroup() +// - EndGroup() +// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. +//----------------------------------------------------------------------------- + +// Advance cursor given item size for layout. +// Register minimum needed size so it can extend the bounding box used for auto-fit calculation. +// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. +// THIS IS IN THE PERFORMANCE CRITICAL PATH. +IM_MSVC_RUNTIME_CHECKS_OFF +void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // We increase the height in this function to accommodate for baseline offset. + // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, + // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. + const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; + + const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y; + const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y); + + // Always align ourselves on pixel boundaries + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = line_y1; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + window->DC.PrevLineSize.y = line_height; + window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); + window->DC.CurrLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Gets back to previous line and continue with horizontal layout +// offset_from_start_x == 0 : follow right after previous item +// offset_from_start_x != 0 : align to specified x position (relative to window/group left) +// spacing_w < 0 : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float offset_from_start_x, float spacing_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + if (offset_from_start_x != 0.0f) + { + if (spacing_w < 0.0f) + spacing_w = 0.0f; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + else + { + if (spacing_w < 0.0f) + spacing_w = g.Style.ItemSpacing.x; + window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + window->DC.IsSameLine = true; +} + +ImVec2 ImGui::GetCursorScreenPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos; +} + +void ImGui::SetCursorScreenPos(const ImVec2& pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; +} + +// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. +// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. +ImVec2 ImGui::GetCursorPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos - window->Pos + window->Scroll; +} + +float ImGui::GetCursorPosX() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; +} + +float ImGui::GetCursorPosY() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; +} + +void ImGui::SetCursorPos(const ImVec2& local_pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = window->Pos - window->Scroll + local_pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosX(float x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosY(float y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); + window->DC.IsSetPos = true; +} + +ImVec2 ImGui::GetCursorStartPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorStartPos - window->Pos; +} + +void ImGui::Indent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +void ImGui::Unindent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +// Affect large frame+labels widgets only. +void ImGui::SetNextItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; +} + +// FIXME: Remove the == 0.0f behavior? +void ImGui::PushItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PushMultiItemsWidths(int components, float w_full) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(components > 0); + const ImGuiStyle& style = g.Style; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + float w_items = w_full - style.ItemInnerSpacing.x * (components - 1); + float prev_split = w_items; + for (int i = components - 1; i > 0; i--) + { + float next_split = IM_TRUNC(w_items * i / components); + window->DC.ItemWidthStack.push_back(ImMax(prev_split - next_split, 1.0f)); + prev_split = next_split; + } + window->DC.ItemWidth = ImMax(prev_split, 1.0f); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PopItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.ItemWidthStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemWidth() too many times!"); + return; + } + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + window->DC.ItemWidthStack.pop_back(); +} + +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). +// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() +float ImGui::CalcItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float w; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; + else + w = window->DC.ItemWidth; + if (w < 0.0f) + { + float region_avail_x = GetContentRegionAvail().x; + w = ImMax(1.0f, region_avail_x + w); + } + w = IM_TRUNC(w); + return w; +} + +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) +{ + ImVec2 avail; + if (size.x < 0.0f || size.y < 0.0f) + avail = GetContentRegionAvail(); + + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, avail.x + size.x); // <-- size.x is negative here so we are subtracting + + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, avail.y + size.y); // <-- size.y is negative here so we are subtracting + + return size; +} + +float ImGui::GetTextLineHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize; +} + +float ImGui::GetTextLineHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.ItemSpacing.y; +} + +float ImGui::GetFrameHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f; +} + +float ImGui::GetFrameHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; +} + +ImVec2 ImGui::GetContentRegionAvail() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; + return mx - window->DC.CursorPos; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// You should never need those functions. Always use GetCursorScreenPos() and GetContentRegionAvail()! +// They are bizarre local-coordinates which don't play well with scrolling. +ImVec2 ImGui::GetContentRegionMax() +{ + return GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos(); +} + +ImVec2 ImGui::GetWindowContentRegionMin() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Min - window->Pos; +} + +ImVec2 ImGui::GetWindowContentRegionMax() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Max - window->Pos; +} +#endif + +// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) +// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. +// FIXME-OPT: Could we safely early out on ->SkipItems? +void ImGui::BeginGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.GroupStack.resize(g.GroupStack.Size + 1); + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.WindowID = window->ID; + group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; + group_data.BackupIndent = window->DC.Indent; + group_data.BackupGroupOffset = window->DC.GroupOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; + group_data.BackupIsSameLine = window->DC.IsSameLine; + group_data.BackupDeactivatedIdIsAlive = g.DeactivatedItemData.IsAlive; + group_data.EmitItem = true; + + window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; + window->DC.Indent = window->DC.GroupOffset; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +void ImGui::EndGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls + + ImGuiGroupData& group_data = g.GroupStack.back(); + IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Include LastItemData.Rect.Max as a workaround for e.g. EndTable() undershooting with CursorMaxPos report. (#7543) + ImRect group_bb(group_data.BackupCursorPos, ImMax(ImMax(window->DC.CursorMaxPos, g.LastItemData.Rect.Max), group_data.BackupCursorPos)); + window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, group_bb.Max); + window->DC.Indent = group_data.BackupIndent; + window->DC.GroupOffset = group_data.BackupGroupOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; + window->DC.IsSameLine = group_data.BackupIsSameLine; + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return + + if (!group_data.EmitItem) + { + g.GroupStack.pop_back(); + return; + } + + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize()); + ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop); + + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_deactivated_id = (group_data.BackupDeactivatedIdIsAlive == false) && (g.DeactivatedItemData.IsAlive == true); + if (group_contains_curr_active_id) + g.LastItemData.ID = g.ActiveId; + else if (group_contains_deactivated_id) + g.LastItemData.ID = g.DeactivatedItemData.ID; + g.LastItemData.Rect = group_bb; + + // Forward Hovered flag + const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; + if (group_contains_curr_hovered_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Forward Edited flag + if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; + + // Forward Deactivated flag + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_deactivated_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; + + g.GroupStack.pop_back(); + if (g.DebugShowGroupRects) + window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] +} + + +//----------------------------------------------------------------------------- +// [SECTION] SCROLLING +//----------------------------------------------------------------------------- + +// Helper to snap on edges when aiming at an item very close to the edge, +// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. +// When we refactor the scrolling API this may be configurable with a flag? +// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. +static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio) +{ + if (target <= snap_min + snap_threshold) + return ImLerp(snap_min, target, center_ratio); + if (target >= snap_max - snap_threshold) + return ImLerp(target, snap_max, center_ratio); + return target; +} + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) +{ + ImVec2 scroll = window->Scroll; + ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2); + for (int axis = 0; axis < 2; axis++) + { + if (window->ScrollTarget[axis] < FLT_MAX) + { + float center_ratio = window->ScrollTargetCenterRatio[axis]; + float scroll_target = window->ScrollTarget[axis]; + if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f) + { + float snap_min = 0.0f; + float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis]; + scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio); + } + scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]); + } + scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f)); + if (!window->Collapsed && !window->SkipItems) + scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]); + } + return scroll; +} + +void ImGui::ScrollToItem(ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ScrollToRectEx(window, g.LastItemData.NavRect, flags); +} + +void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ScrollToRectEx(window, item_rect, flags); +} + +// Scroll to keep newly navigated item fully into view +ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x); + scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y); + //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG] + //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG] + + // Check that only one behavior is selected per axis + IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_)); + IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_)); + + // Defaults + ImGuiScrollFlags in_flags = flags; + if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX) + flags |= ImGuiScrollFlags_KeepVisibleEdgeX; + if ((flags & ImGuiScrollFlags_MaskY_) == 0) + flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY; + + const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x; + const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y; + const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) + { + if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x) + SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f); + else if (item_rect.Max.x >= scroll_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) + { + if (can_be_fully_visible_x) + SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f); + else + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f); + } + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) + { + if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y) + SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f); + else if (item_rect.Max.y >= scroll_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) + { + if (can_be_fully_visible_y) + SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f); + else + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f); + } + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ImVec2 delta_scroll = next_scroll - window->Scroll; + + // Also scroll parent window to keep us into view if necessary + if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow)) + { + // FIXME-SCROLL: May be an option? + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX; + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY; + delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags); + } + + return delta_scroll; +} + +float ImGui::GetScrollX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; +} + +float ImGui::GetScrollY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; +} + +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} + +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} + +void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x) +{ + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y) +{ + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiContext& g = *GImGui; + SetScrollX(g.CurrentWindow, scroll_x); +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiContext& g = *GImGui; + SetScrollY(g.CurrentWindow, scroll_y); +} + +// Note that a local position will vary depending on initial scroll value, +// This is a little bit confusing so bear with us: +// - local_pos = (absolution_pos - window->Pos) +// - So local_x/local_y are 0.0f for a position at the upper-left corner of a window, +// and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area. +// - They mostly exist because of legacy API. +// Following the rules above, when trying to work with scrolling code, consider that: +// - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect! +// - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense +// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size +void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) +{ + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.x = center_x_ratio; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) +{ + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.y = center_y_ratio; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); + float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio); + SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x); +} + +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y); + float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); + SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y); +} + +//----------------------------------------------------------------------------- +// [SECTION] TOOLTIPS +//----------------------------------------------------------------------------- + +bool ImGui::BeginTooltip() +{ + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginItemTooltip() +{ + if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + return false; + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + + const bool is_dragdrop_tooltip = g.DragDropWithinSource || g.DragDropWithinTarget; + if (is_dragdrop_tooltip) + { + // Drag and Drop tooltips are positioning differently than other tooltips: + // - offset visibility to increase visibility around mouse. + // - never clamp within outer viewport boundary. + // We call SetNextWindowPos() to enforce position and disable clamping. + // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones). + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + const bool is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource_TouchScreen); + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + ImVec2 tooltip_pos = is_touchscreen ? (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_TOUCH * g.Style.MouseCursorScale) : (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_MOUSE * g.Style.MouseCursorScale); + ImVec2 tooltip_pivot = is_touchscreen ? TOOLTIP_DEFAULT_PIVOT_TOUCH : ImVec2(0.0f, 0.0f); + SetNextWindowPos(tooltip_pos, ImGuiCond_None, tooltip_pivot); + } + + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + tooltip_flags |= ImGuiTooltipFlags_OverridePrevious; + } + + const char* window_name_template = is_dragdrop_tooltip ? "##Tooltip_DragDrop_%02d" : "##Tooltip_%02d"; + char window_name[32]; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, g.TooltipOverrideCount); + if ((tooltip_flags & ImGuiTooltipFlags_OverridePrevious) && g.TooltipPreviousWindow != NULL && g.TooltipPreviousWindow->Active) + { + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + //IMGUI_DEBUG_LOG("[tooltip] '%s' already active, using +1 for this frame\n", window_name); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.TooltipPreviousWindow); + ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, ++g.TooltipOverrideCount); + } + + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; + Begin(window_name, NULL, flags | extra_window_flags); + // 2023-03-09: Added bool return value to the API, but currently always returning true. + // If this ever returns false we need to update BeginDragDropSource() accordingly. + //if (!ret) + // End(); + //return ret; + return true; +} + +void ImGui::EndTooltip() +{ + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + End(); +} + +void ImGui::SetTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetTooltipV(const char* fmt, va_list args) +{ + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + TextV(fmt, args); + EndTooltip(); +} + +// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'. +// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse. +void ImGui::SetItemTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetItemTooltipV(const char* fmt, va_list args) +{ + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); +} + + +//----------------------------------------------------------------------------- +// [SECTION] POPUPS +//----------------------------------------------------------------------------- + +// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel +bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + if (popup_flags & ImGuiPopupFlags_AnyPopupId) + { + // Return true if any popup is open at the current BeginPopup() level of the popup stack + // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. + IM_ASSERT(id == 0); + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + return g.OpenPopupStack.Size > 0; + else + return g.OpenPopupStack.Size > g.BeginPopupStack.Size; + } + else + { + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + { + // Return true if the popup is open anywhere in the popup stack + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + if (popup_data.PopupId == id) + return true; + return false; + } + else + { + // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + } + } +} + +bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id); + if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0) + IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally + return IsPopupOpen(id, popup_flags); +} + +// Also see FindBlockingModal(NULL) +ImGuiWindow* ImGui::GetTopMostPopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if (popup->Flags & ImGuiWindowFlags_Modal) + return popup; + return NULL; +} + +// See Demo->Stacked Modal to confirm what this is for. +ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup)) + return popup; + return NULL; +} + + +// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) +// should be positioned behind that modal window, unless the window was created inside the modal begin-stack. +// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. +// - WindowA // FindBlockingModal() returns Modal1 +// - WindowB // .. returns Modal1 +// - Modal1 // .. returns Modal2 +// - WindowC // .. returns Modal2 +// - WindowD // .. returns Modal2 +// - Modal2 // .. returns Modal2 +// - WindowE // .. returns NULL +// Notes: +// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL. +// Only difference is here we check for ->Active/WasActive but it may be unnecessary. +ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= 0) + return NULL; + + // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + { + ImGuiWindow* popup_window = popup_data.Window; + if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) + continue; + if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. + continue; + if (window == NULL) // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click. + return popup_window; + if (IsWindowWithinBeginStackOf(window, popup_window)) // Window may be over modal + continue; + return popup_window; // Place window right below first block modal + } + return NULL; +} + +void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.CurrentWindow->GetID(str_id); + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id); + OpenPopupEx(id, popup_flags); +} + +void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + OpenPopupEx(id, popup_flags); +} + +// Mark popup as open (toggle toward open state). +// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. +// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). +// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) +void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + const int current_stack_size = g.BeginPopupStack.Size; + + if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) + if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId)) + return; + + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + popup_ref.PopupId = id; + popup_ref.Window = NULL; + popup_ref.RestoreNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type). + popup_ref.OpenFrameCount = g.FrameCount; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); + popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; + + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id); + if (g.OpenPopupStack.Size < current_stack_size + 1) + { + g.OpenPopupStack.push_back(popup_ref); + } + else + { + // Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake! + // However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be + // in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer. + // Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags_NoReopen is not specified. + bool keep_existing = false; + if (g.OpenPopupStack[current_stack_size].PopupId == id) + if ((g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) || (popup_flags & ImGuiPopupFlags_NoReopen)) + keep_existing = true; + if (keep_existing) + { + // No reopen + g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; + } + else + { + // Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation) + ClosePopupToLevel(current_stack_size, true); + g.OpenPopupStack.push_back(popup_ref); + } + + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + // This is equivalent to what ClosePopupToLevel() does. + //if (g.OpenPopupStack[current_stack_size].PopupId == id) + // FocusWindow(parent_window); + } +} + +// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. +// This function closes any popups that are over 'ref_window'. +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size == 0) + return; + + // Don't close our own child popup windows. + //IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\") restore_under=%d\n", ref_window ? ref_window->Name : "", restore_focus_to_window_under_popup); + int popup_count_to_keep = 0; + if (ref_window) + { + // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) + for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) + { + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; + if (!popup.Window) + continue; + IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); + + // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) + // - Clicking/Focusing Window2 won't close Popup1: + // Window -> Popup1 -> Window2(Ref) + // - Clicking/focusing Popup1 will close Popup2 and Popup3: + // Window -> Popup1(Ref) -> Popup2 -> Popup3 + // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree! + // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child + // We step through every popup from bottom to top to validate their position relative to reference window. + bool ref_window_is_descendent_of_popup = false; + for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) + //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE + if (IsWindowWithinBeginStackOf(ref_window, popup_window)) + { + ref_window_is_descendent_of_popup = true; + break; + } + if (!ref_window_is_descendent_of_popup) + break; + } + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + { + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : ""); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); + } +} + +void ImGui::ClosePopupsExceptModals() +{ + ImGuiContext& g = *GImGui; + + int popup_count_to_keep; + for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--) + { + ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window; + if (!window || (window->Flags & ImGuiWindowFlags_Modal)) + break; + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + ClosePopupToLevel(popup_count_to_keep, true); +} + +void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_under=%d\n", remaining, restore_focus_to_window_under_popup); + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) + for (int n = remaining; n < g.OpenPopupStack.Size; n++) + IMGUI_DEBUG_LOG_POPUP("[popup] - Closing PopupID 0x%08X Window \"%s\"\n", g.OpenPopupStack[n].PopupId, g.OpenPopupStack[n].Window ? g.OpenPopupStack[n].Window->Name : NULL); + + // Trim open popup stack + ImGuiPopupData prev_popup = g.OpenPopupStack[remaining]; + g.OpenPopupStack.resize(remaining); + + // Restore focus (unless popup window was not yet submitted, and didn't have a chance to take focus anyhow. See #7325 for an edge case) + if (restore_focus_to_window_under_popup && prev_popup.Window) + { + ImGuiWindow* popup_window = prev_popup.Window; + ImGuiWindow* focus_window = (popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : prev_popup.RestoreNavWindow; + if (focus_window && !focus_window->WasActive) + FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback + else + FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None); + } +} + +// Close the popup we have begin-ed into. +void ImGui::CloseCurrentPopup() +{ + ImGuiContext& g = *GImGui; + int popup_idx = g.BeginPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + return; + + // Closing a menu closes its top-most parent popup (unless a modal) + while (popup_idx > 0) + { + ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; + ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; + bool close_parent = false; + if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) + if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar)) + close_parent = true; + if (!close_parent) + break; + popup_idx--; + } + IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + ClosePopupToLevel(popup_idx, true); + + // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. + // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. + // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. + if (ImGuiWindow* window = g.NavWindow) + window->DC.NavHideHighlightOneFrame = true; +} + +// Attention! BeginPopup() adds default flags when calling BeginPopupEx()! +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[20]; + if (extra_window_flags & ImGuiWindowFlags_ChildMenu) + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuDepth); // Recycle windows based on depth + else + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame + + bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + + //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; + + return is_open; +} + +bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; + ImGuiID id = g.CurrentWindow->GetID(str_id); + return BeginPopupEx(id, flags); +} + +// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup). +// - *p_open set back to false in BeginPopupModal() when popup is not open. +// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup. +bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = window->GetID(name); + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (p_open && *p_open) + *p_open = false; + return false; + } + + // Center modal windows by default for increased visibility + // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) + // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + } + + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking; + const bool is_open = Begin(name, p_open, flags); + if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + { + EndPopup(); + if (is_open) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + return false; + } + return is_open; +} + +void ImGui::EndPopup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls + IM_ASSERT(g.BeginPopupStack.Size > 0); + + // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) + if (g.NavWindow == window) + NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); + + // Child-popups don't need to be laid out + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + g.WithinEndChildID = window->ID; + End(); + g.WithinEndChildID = backup_within_end_child_id; +} + +// Helper to open a popup if mouse button is released over the item +// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup() +void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + { + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + OpenPopupEx(id, popup_flags); + } +} + +// This is a helper to handle the simplest case of associating one named popup to one given widget. +// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id. +// - To create a popup with a specific identifier, pass it in str_id. +// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call. +// - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id. +// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// This is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight); +// return BeginPopup(id); +// Which is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) +// OpenPopup(id); +// return BeginPopup(id); +// The main difference being that this is tweaked to avoid computing the ID twice. +bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "window_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "void_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) + if (GetTopMostPopupModal() == NULL) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) +// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. +// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor +// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. +// this allows us to have tooltips/popups displayed out of the parent viewport.) +ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) +{ + ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + + // Combo Box policy (we want a connecting edge) + if (policy == ImGuiPopupPositionPolicy_ComboBox) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + ImVec2 pos; + if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) + if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right + if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left + if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left + if (!r_outer.Contains(ImRect(pos, pos + size))) + continue; + *last_dir = dir; + return pos; + } + } + + // Tooltip and Default popup policy + // (Always first try the direction we used on the last frame, if any) + if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + + const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + + // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) + if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right)) + continue; + if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down)) + continue; + + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + + // Clamp top-left corner of popup + pos.x = ImMax(pos.x, r_outer.Min.x); + pos.y = ImMax(pos.y, r_outer.Min.y); + + *last_dir = dir; + return pos; + } + } + + // Fallback when not enough room: + *last_dir = ImGuiDir_None; + + // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + if (policy == ImGuiPopupPositionPolicy_Tooltip) + return ref_pos + ImVec2(2, 2); + + // Otherwise try to keep within display + ImVec2 pos = ref_pos; + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); + return pos; +} + +// Note that this is used for popups, which can overlap the non work-area of individual viewports. +ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImRect r_screen; + if (window->ViewportAllowPlatformMonitorExtend >= 0) + { + // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend]; + r_screen.Min = monitor.WorkPos; + r_screen.Max = monitor.WorkPos + monitor.WorkSize; + } + else + { + // Use the full viewport area (not work area) for popups + r_screen = window->Viewport->GetMainRect(); + } + ImVec2 padding = g.Style.DisplaySafeAreaPadding; + r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); + return r_screen; +} + +ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + ImRect r_outer = GetPopupAllowedExtentRect(window); + if (window->Flags & ImGuiWindowFlags_ChildMenu) + { + // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. + // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. + ImGuiWindow* parent_window = window->ParentWindow; + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + ImRect r_avoid; + if (parent_window->DC.MenuBarAppending) + r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field + else + r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); + } + if (window->Flags & ImGuiWindowFlags_Popup) + { + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here + } + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Position tooltip (always follows mouse + clamp within outer boundaries) + // FIXME: + // - Too many paths. One problem is that FindBestWindowPosForPopupEx() doesn't allow passing a suggested position (so touch screen path doesn't use it by default). + // - Drag and drop tooltips are not using this path either: BeginTooltipEx() manually sets their position. + // - Require some tidying up. In theory we could handle both cases in same location, but requires a bit of shuffling + // as drag and drop tooltips are calling SetNextWindowPos() leading to 'window_pos_set_by_api' being set in Begin(). + IM_ASSERT(g.CurrentWindow == window); + const float scale = g.Style.MouseCursorScale; + const ImVec2 ref_pos = NavCalcPreferredRefPos(); + + if (g.IO.MouseSource == ImGuiMouseSource_TouchScreen && NavCalcPreferredRefPosSource() == ImGuiInputSource_Mouse) + { + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_TOUCH * scale - (TOOLTIP_DEFAULT_PIVOT_TOUCH * window->Size); + if (r_outer.Contains(ImRect(tooltip_pos, tooltip_pos + window->Size))) + return tooltip_pos; + } + + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale; + ImRect r_avoid; + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && !g.IO.ConfigNavMoveSetMousePos) + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); + else + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255)); + + return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); + } + IM_ASSERT(0); + return window->Pos; +} + +//----------------------------------------------------------------------------- +// [SECTION] WINDOW FOCUS +//---------------------------------------------------------------------------- +// - SetWindowFocus() +// - SetNextWindowFocus() +// - IsWindowFocused() +// - UpdateWindowInFocusOrderList() [Internal] +// - BringWindowToFocusFront() [Internal] +// - BringWindowToDisplayFront() [Internal] +// - BringWindowToDisplayBack() [Internal] +// - BringWindowToDisplayBehind() [Internal] +// - FindWindowDisplayIndex() [Internal] +// - FocusWindow() [Internal] +// - FocusTopMostWindowUnderOne() [Internal] +//----------------------------------------------------------------------------- + +void ImGui::SetWindowFocus() +{ + FocusWindow(GImGui->CurrentWindow); +} + +void ImGui::SetWindowFocus(const char* name) +{ + if (name) + { + if (ImGuiWindow* window = FindWindowByName(name)) + FocusWindow(window); + } + else + { + FocusWindow(NULL); + } +} + +void ImGui::SetNextWindowFocus() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; +} + +// Similar to IsWindowHovered() +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.NavWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + + if (ref_window == NULL) + return false; + if (flags & ImGuiFocusedFlags_AnyWindow) + return true; + + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + if (flags & ImGuiHoveredFlags_ChildWindows) + return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + return (ref_window == cur_window); +} + +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(g); + int order = window->FocusOrder; + IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) + IM_ASSERT(g.WindowsFocusOrder[order] == window); + return order; +} + +static void ImGui::UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) +{ + ImGuiContext& g = *GImGui; + + const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0); + const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; + if ((just_created || child_flag_changed) && !new_is_explicit_child) + { + IM_ASSERT(!g.WindowsFocusOrder.contains(window)); + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + else if (!just_created && child_flag_changed && new_is_explicit_child) + { + IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); + for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) + g.WindowsFocusOrder[n]->FocusOrder--; + g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); + window->FocusOrder = -1; + } + window->IsExplicitChild = new_is_explicit_child; +} + +void ImGui::BringWindowToFocusFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == window->RootWindow); + + const int cur_order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); + if (g.WindowsFocusOrder.back() == window) + return; + + const int new_order = g.WindowsFocusOrder.Size - 1; + for (int n = cur_order; n < new_order; n++) + { + g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; + g.WindowsFocusOrder[n]->FocusOrder--; + IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); + } + g.WindowsFocusOrder[new_order] = window; + window->FocusOrder = (short)new_order; +} + +// Note technically focus related but rather adjacent and close to BringWindowToFocusFront() +void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better) + return; + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.Windows[i] == window) + { + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window) +{ + IM_ASSERT(window != NULL && behind_window != NULL); + ImGuiContext& g = *GImGui; + window = window->RootWindow; + behind_window = behind_window->RootWindow; + int pos_wnd = FindWindowDisplayIndex(window); + int pos_beh = FindWindowDisplayIndex(behind_window); + if (pos_wnd < pos_beh) + { + size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); + g.Windows[pos_beh - 1] = window; + } + else + { + size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); + g.Windows[pos_beh] = window; + } +} + +int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return g.Windows.index_from_ptr(g.Windows.find(window)); +} + +// Moving window to front of display and set focus (which happens to be back of our sorted list) +void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + + // Modal check? + if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case. + if (ImGuiWindow* blocking_modal = FindBlockingModal(window)) + { + // This block would typically be reached in two situations: + // - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags_UnlessBelowModal flag. + // - User clicking on void or anything behind a modal while a modal is open (window == NULL) + IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "", blocking_modal->Name); + if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayBehind(window, blocking_modal); // Still bring right under modal. (FIXME: Could move in focus list too?) + ClosePopupsOverWindow(GetTopMostPopupModal(), false); // Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals + return; + } + + // Find last focused child (if any) and focus it instead. + if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL) + window = NavRestoreLastChildNavWindow(window); + + // Apply focus + if (g.NavWindow != window) + { + SetNavWindow(window); + if (window && g.NavHighlightItemUnderNav) + g.NavMousePosDirty = true; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavLayer = ImGuiNavLayer_Main; + SetNavFocusScope(window ? window->NavRootFocusScopeId : 0); + g.NavIdIsAlive = false; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + + // Close popups if any + ClosePopupsOverWindow(window, false); + } + + // Move the root window to the top of the pile + IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; + ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL; + ImGuiDockNode* dock_node = window ? window->DockNode : NULL; + bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); + + // Steal active widgets. Some of the cases it triggers includes: + // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. + // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) + if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) + ClearActiveID(); + + // Passing NULL allow to disable keyboard focus + if (!window) + return; + window->LastFrameJustFocused = g.FrameCount; + + // Select in dock node + // For #2304 we avoid applying focus immediately before the tabbar is visible. + //if (dock_node && dock_node->TabBar) + // dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId; + + // Bring to front + BringWindowToFocusFront(focus_front_window); + if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(display_front_window); +} + +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + // Aim at root window behind us, if we are in a child window that's our own root (see #4640) + int offset = -1; + while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) + { + under_this_window = under_this_window->ParentWindow; + offset = 0; + } + start_idx = FindWindowFocusIndex(under_this_window) + offset; + } + for (int i = start_idx; i >= 0; i--) + { + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. + ImGuiWindow* window = g.WindowsFocusOrder[i]; + if (window == ignore_window || !window->WasActive) + continue; + if (filter_viewport != NULL && window->Viewport != filter_viewport) + continue; + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set... + // This is failing (lagging by one frame) for docked windows. + // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. + // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) + // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? + FocusWindow(window, flags); + return; + } + } + FocusWindow(NULL, flags); +} + +//----------------------------------------------------------------------------- +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +//----------------------------------------------------------------------------- + +// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked. +// In our terminology those should be interchangeable, yet right now this is super confusing. +// Those two functions are merely a legacy artifact, so at minimum naming should be clarified. + +void ImGui::SetNavCursorVisible(bool visible) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigNavCursorVisibleAlways) + visible = true; + g.NavCursorVisible = visible; +} + +// (was called NavRestoreHighlightAfterMove() before 1.91.4) +void ImGui::SetNavCursorVisibleAfterMove() +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; +} + +void ImGui::SetNavWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow != window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : ""); + g.NavWindow = window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavHighlightActivated(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavHighlightActivatedId = id; + g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER; +} + +void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX; +} + +void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); + g.NavId = id; + g.NavLayer = nav_layer; + SetNavFocusScope(focus_scope_id); + g.NavWindow->NavLastIds[nav_layer] = id; + g.NavWindow->NavRectRel[nav_layer] = rect_rel; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); +} + +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + if (g.NavWindow != window) + SetNavWindow(window); + + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid. + // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; + g.NavId = id; + g.NavLayer = nav_layer; + SetNavFocusScope(g.CurrentFocusScopeId); + window->NavLastIds[nav_layer] = id; + if (g.LastItemData.ID == id) + window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); + + if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + g.NavHighlightItemUnderNav = true; + else if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); +} + +static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) +{ + if (ImFabs(dx) > ImFabs(dy)) + return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; + return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; +} + +static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max) +{ + if (cand_max < curr_min) + return cand_max - curr_min; + if (curr_max < cand_min) + return cand_min - curr_max; + return 0.0f; +} + +// Scoring function for keyboard/gamepad directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool ImGui::NavScoreItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavLayer != window->DC.NavLayerCurrent) + return false; + + // FIXME: Those are not good variables names + ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle + const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringDebugCount++; + + // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring + if (window->ParentWindow == g.NavWindow) + { + IM_ASSERT((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened); + if (!window->ClipRect.Overlaps(cand)) + return false; + cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window + } + + // Compute distance between boxes + // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. + float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + if (dby != 0.0f && dbx != 0.0f) + dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + float dist_box = ImFabs(dbx) + ImFabs(dby); + + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) + + // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance + ImGuiDir quadrant; + float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; + if (dbx != 0.0f || dby != 0.0f) + { + // For non-overlapping boxes, use distance between boxes + // FIXME-NAV: Quadrant may be incorrect because of (1) dbx bias and (2) curr.Max.y bias applied by NavBiasScoringRect() where typically curr.Max.y==curr.Min.y + // One typical case where this happens, with style.WindowMenuButtonPosition == ImGuiDir_Right, pressing Left to navigate from Close to Collapse tends to fail. + // Also see #6344. Calling ImGetDirQuadrantFromDelta() with unbiased values may be good but side-effects are plenty. + dax = dbx; + day = dby; + dist_axial = dist_box; + quadrant = ImGetDirQuadrantFromDelta(dbx, dby); + } + else if (dcx != 0.0f || dcy != 0.0f) + { + // For overlapping boxes with different centers, use distance between centers + dax = dcx; + day = dcy; + dist_axial = dist_center; + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); + } + else + { + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) + quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + } + + const ImGuiDir move_dir = g.NavMoveDir; +#if IMGUI_DEBUG_NAV_SCORING + char buf[200]; + if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate. + { + if (quadrant == move_dir) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80)); + draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200)); + draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf); + } + } + const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max); + const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space)); + if (debug_hovering || debug_tty) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), + "d-box (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c", + dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]); + if (debug_hovering) + { + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200)); + draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200)); + draw_list->AddText(cand.Max, ~0U, buf); + } + if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); } + } +#endif + + // Is it in the quadrant we're interested in moving to? + bool new_best = false; + if (quadrant == move_dir) + { + // Does it beat the current best candidate? + if (dist_box < result->DistBox) + { + result->DistBox = dist_box; + result->DistCenter = dist_center; + return true; + } + if (dist_box == result->DistBox) + { + // Try using distance between center points to break ties + if (dist_center < result->DistCenter) + { + result->DistCenter = dist_center; + new_best = true; + } + else if (dist_center == result->DistCenter) + { + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + new_best = true; + } + } + } + + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? + if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match + if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f)) + { + result->DistAxial = dist_axial; + new_best = true; + } + + return new_best; +} + +static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + result->Window = window; + result->ID = g.LastItemData.ID; + result->FocusScopeId = g.CurrentFocusScopeId; + result->ItemFlags = g.LastItemData.ItemFlags; + result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); + if (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } +} + +// True when current work location may be scrolled horizontally when moving left / right. +// This is generally always true UNLESS within a column. We don't have a vertical equivalent. +void ImGui::NavUpdateCurrentWindowIsScrollPushableX() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL); +} + +// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) +// This is called after LastItemData is set, but NextItemData is also still valid. +static void ImGui::NavProcessItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = g.LastItemData.ID; + const ImGuiItemFlags item_flags = g.LastItemData.ItemFlags; + + // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221) + if (window->DC.NavIsScrollPushableX == false) + { + g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + } + const ImRect nav_bb = g.LastItemData.NavRect; + + // Process Init Request + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0; + if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0) + { + NavApplyItemToResult(&g.NavInitResult); + } + if (candidate_for_nav_default_focus) + { + g.NavInitRequest = false; // Found a match, clear request + NavUpdateAnyRequestFlag(); + } + } + + // Process Move Request (scoring for navigation) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) + if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + if ((g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) || (window->Flags & ImGuiWindowFlags_NoNavInputs) == 0) + { + const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + if (is_tabbing) + { + NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags); + } + else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) + { + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if (NavScoreItem(result)) + NavApplyItemToResult(result); + + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } + } + } + + // Update information for currently focused/navigated item + if (g.NavId == id) + { + if (g.NavWindow != window) + SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window. + g.NavLayer = window->DC.NavLayerCurrent; + SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath + g.NavFocusScopeId = g.CurrentFocusScopeId; + g.NavIdIsAlive = true; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } + window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) + } +} + +// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest(). +// Note that SetKeyboardFocusHere() API calls are considered tabbing requests! +// - Case 1: no nav/active id: set result to first eligible item, stop storing. +// - Case 2: tab forward: on ref id set counter, on counter elapse store result +// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request +// - Case 4: tab backward: store all results, on ref id pick prev, stop storing +// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested +void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + + if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0) + { + if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent) + return; + if (g.NavFocusScopeId != g.CurrentFocusScopeId) + return; + } + + // - Can always land on an item when using API call. + // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item. + // - Tabbing without _NavEnableKeyboard: goes through inputable items only. + bool can_stop; + if (move_flags & ImGuiNavMoveFlags_FocusApi) + can_stop = true; + else + can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable)); + + // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) + ImGuiNavItemData* result = &g.NavMoveResultLocal; + if (g.NavTabbingDir == +1) + { + // Tab Forward or SetKeyboardFocusHere() with >= 0 + if (can_stop && g.NavTabbingResultFirst.ID == 0) + NavApplyItemToResult(&g.NavTabbingResultFirst); + if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0) + NavMoveRequestResolveWithLastItem(result); + else if (g.NavId == id) + g.NavTabbingCounter = 1; + } + else if (g.NavTabbingDir == -1) + { + // Tab Backward + if (g.NavId == id) + { + if (result->ID) + { + g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); + } + } + else if (can_stop) + { + // Keep applying until reaching NavId + NavApplyItemToResult(result); + } + } + else if (g.NavTabbingDir == 0) + { + if (can_stop && g.NavId == id) + NavMoveRequestResolveWithLastItem(result); + if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init + NavApplyItemToResult(&g.NavTabbingResultFirst); + } +} + +bool ImGui::NavMoveRequestButNoResultYet() +{ + ImGuiContext& g = *GImGui; + return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +// FIXME: ScoringRect is not set +void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + //IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestSubmit: dir %c, window \"%s\"\n", "-WENS"[move_dir + 1], g.NavWindow->Name); + + if (move_flags & ImGuiNavMoveFlags_IsTabbing) + move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; + + g.NavMoveSubmitted = g.NavMoveScoringItems = true; + g.NavMoveDir = move_dir; + g.NavMoveDirForDebug = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags; + g.NavMoveScrollFlags = scroll_flags; + g.NavMoveForwardToNextFrame = false; + g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods; + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisible.Clear(); + g.NavMoveResultOther.Clear(); + g.NavTabbingCounter = 0; + g.NavTabbingResultFirst.Clear(); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; // Ensure request doesn't need more processing + NavApplyItemToResult(result); + NavUpdateAnyRequestFlag(); +} + +// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere +void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; + g.LastItemData.ID = tree_node_data->ID; + g.LastItemData.ItemFlags = tree_node_data->ItemFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper). + g.LastItemData.NavRect = tree_node_data->NavRect; + NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult() + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestCancel() +{ + ImGuiContext& g = *GImGui; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +// Forward will reuse the move request again on the next frame (generally with modifications done to it) +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavMoveForwardToNextFrame == false); + NavMoveRequestCancel(); + g.NavMoveForwardToNextFrame = true; + g.NavMoveDir = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded; + g.NavMoveScrollFlags = scroll_flags; +} + +// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire +// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY + + // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it: + // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest(). + if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) + g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags; +} + +// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). +// This way we could find the last focused window among our children. It would be much less confusing this way? +static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) +{ + ImGuiWindow* parent = nav_window; + while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent = parent->ParentWindow; + if (parent && parent != nav_window) + parent->NavLastChildNavWindow = nav_window; +} + +// Restore the last focused child. +// Call when we are expected to land on the Main Layer (0) after FocusWindow() +static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) +{ + if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) + return window->NavLastChildNavWindow; + if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar) + if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar)) + return tab->Window; + return window; +} + +void ImGui::NavRestoreLayer(ImGuiNavLayer layer) +{ + ImGuiContext& g = *GImGui; + if (layer == ImGuiNavLayer_Main) + { + ImGuiWindow* prev_nav_window = g.NavWindow; + g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests? + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + if (prev_nav_window) + IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name); + } + ImGuiWindow* window = g.NavWindow; + if (window->NavLastIds[layer] != 0) + { + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + } + else + { + g.NavLayer = layer; + NavInitWindow(window, true); + } +} + +static inline void ImGui::NavUpdateAnyRequestFlag() +{ + ImGuiContext& g = *GImGui; + g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + if (g.NavAnyRequest) + IM_ASSERT(g.NavWindow != NULL); +} + +// This needs to be called before we submit any widget (aka in or before Begin) +void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) +{ + // FIXME: ChildWindow test here is wrong for docking + ImGuiContext& g = *GImGui; + IM_ASSERT(window == g.NavWindow); + + if (window->Flags & ImGuiWindowFlags_NoNavInputs) + { + g.NavId = 0; + SetNavFocusScope(window->NavRootFocusScopeId); + return; + } + + bool init_for_nav = false; + if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); + if (init_for_nav) + { + SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect()); + g.NavInitRequest = true; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + NavUpdateAnyRequestFlag(); + } + else + { + g.NavId = window->NavLastIds[0]; + SetNavFocusScope(window->NavRootFocusScopeId); + } +} + +static ImGuiInputSource ImGui::NavCalcPreferredRefPosSource() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + + // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag. + if ((!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !window) && !activated_shortcut) + return ImGuiInputSource_Mouse; + else + return ImGuiInputSource_Keyboard; // or Nav in general +} + +static ImVec2 ImGui::NavCalcPreferredRefPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + ImGuiInputSource source = NavCalcPreferredRefPosSource(); + + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + + // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag. + if (source == ImGuiInputSource_Mouse) + { + // Mouse (we need a fallback in case the mouse becomes invalid after being used) + // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. + // In theory we could move that +1.0f offset in OpenPopupEx() + ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos; + return ImVec2(p.x + 1.0f, p.y); + } + else + { + // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item + ImRect ref_rect; + if (activated_shortcut) + ref_rect = g.LastItemData.NavRect; + else + ref_rect = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); + + // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) + if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) + { + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ref_rect.Translate(window->Scroll - next_scroll); + } + ImVec2 pos = ImVec2(ref_rect.Min.x + ImMin(g.Style.FramePadding.x * 4, ref_rect.GetWidth()), ref_rect.Max.y - ImMin(g.Style.FramePadding.y, ref_rect.GetHeight())); + ImGuiViewport* viewport = window->Viewport; + return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. + } +} + +float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate); + + ImGuiKey key_less, key_more; + if (g.NavInputSource == ImGuiInputSource_Gamepad) + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown; + } + else + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow; + } + float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate); + if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase + amount = 0.0f; + return amount; +} + +static void ImGui::NavUpdate() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + io.WantSetMousePos = false; + //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); + + // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard) + // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource? + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown }; + if (nav_gamepad_active) + for (ImGuiKey key : nav_gamepad_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Gamepad; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow }; + if (nav_keyboard_active) + for (ImGuiKey key : nav_keyboard_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Keyboard; + + // Process navigation init request (select first/default focus) + g.NavJustMovedToId = 0; + g.NavJustMovedToFocusScopeId = g.NavJustMovedFromFocusScopeId = 0; + if (g.NavInitResult.ID != 0) + NavInitRequestApplyResult(); + g.NavInitRequest = false; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + + // Process navigation move request + if (g.NavMoveSubmitted) + NavMoveRequestApplyResult(); + g.NavTabbingCounter = 0; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + if (g.NavCursorHideFrames > 0) + if (--g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; + + // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) + bool set_mouse_pos = false; + if (g.NavMousePosDirty && g.NavIdIsAlive) + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && g.NavWindow) + set_mouse_pos = true; + g.NavMousePosDirty = false; + IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); + + // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0 + if (g.NavWindow) + NavSaveLastChildNavWindowIntoParent(g.NavWindow); + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) + g.NavWindow->NavLastChildNavWindow = NULL; + + // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + NavUpdateWindowing(); + + // Set output flags for user application + io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + io.NavVisible = (io.NavActive && g.NavId != 0 && g.NavCursorVisible) || (g.NavWindowingTarget != NULL); + + // Process NavCancel input (to close a popup, get back to parent, clear focus) + NavUpdateCancelRequest(); + + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0; + g.NavActivateFlags = ImGuiActivateFlags_None; + if (g.NavId != 0 && g.NavCursorVisible && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, 0, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, 0, ImGuiKeyOwner_NoOwner))); + const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner)); + const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, 0, ImGuiKeyOwner_NoOwner))); + if (g.ActiveId == 0 && activate_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferTweak; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down)) + g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed)) + { + g.NavActivatePressedId = g.NavId; + NavHighlightActivated(g.NavId); + } + } + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavCursorVisible = false; + else if (g.IO.ConfigNavCursorVisibleAlways && g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; + if (g.NavActivateId != 0) + IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + + // Highlight + if (g.NavHighlightActivatedTimer > 0.0f) + g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime); + if (g.NavHighlightActivatedTimer == 0.0f) + g.NavHighlightActivatedId = 0; + + // Process programmatic activation request + // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) + if (g.NavNextActivateId != 0) + { + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId; + g.NavActivateFlags = g.NavNextActivateFlags; + } + g.NavNextActivateId = 0; + + // Process move requests + NavUpdateCreateMoveRequest(); + if (g.NavMoveDir == ImGuiDir_None) + NavUpdateCreateTabbingRequest(); + NavUpdateAnyRequestFlag(); + g.NavIdIsAlive = false; + + // Scrolling + if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + { + // *Fallback* manual-scroll with Nav directional keys when window has no navigable item + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const ImGuiDir move_dir = g.NavMoveDir; + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None) + { + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) + SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + } + + // *Normal* Manual scroll with LStick + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + if (nav_gamepad_active) + { + const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f; + if (scroll_dir.x != 0.0f && window->ScrollbarX) + SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); + if (scroll_dir.y != 0.0f) + SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); + } + } + + // Always prioritize mouse highlight if navigation is disabled + if (!nav_keyboard_active && !nav_gamepad_active) + { + g.NavCursorVisible = false; + g.NavHighlightItemUnderNav = set_mouse_pos = false; + } + + // Update mouse position if requested + // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) + if (set_mouse_pos && io.ConfigNavMoveSetMousePos && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + TeleportMousePos(NavCalcPreferredRefPos()); + + // [DEBUG] + g.NavScoringDebugCount = 0; +#if IMGUI_DEBUG_NAV_RECTS + if (ImGuiWindow* debug_window = g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(debug_window); + int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); } + //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } +#endif +} + +void ImGui::NavInitRequestApplyResult() +{ + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + ImGuiContext& g = *GImGui; + if (!g.NavWindow) + return; + + ImGuiNavItemData* result = &g.NavInitResult; + if (g.NavId != result->ID) + { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = 0; + g.NavJustMovedToIsTabbing = false; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + } + + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + if (g.NavInitRequestFromMove) + SetNavCursorVisibleAfterMove(); +} + +// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position +static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags) +{ + // Bias initial rect + ImGuiContext& g = *GImGui; + const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos; + + // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias. + // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column. + // - But each successful move sets new bias on one axis, only cleared when using mouse. + if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0) + { + if (preferred_pos_rel.x == FLT_MAX) + preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x; + if (preferred_pos_rel.y == FLT_MAX) + preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y; + } + + // Apply general bias on the other axis + if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX) + r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x; + else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX) + r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y; +} + +void ImGui::NavUpdateCreateMoveRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiWindow* window = g.NavWindow; + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + + if (g.NavMoveForwardToNextFrame && window != NULL) + { + // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) + // (preserve most state, which were already set by the NavMoveRequestForward() function) + IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); + IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); + } + else + { + // Initiate directional inputs request + g.NavMoveDir = ImGuiDir_None; + g.NavMoveFlags = ImGuiNavMoveFlags_None; + g.NavMoveScrollFlags = ImGuiScrollFlags_None; + if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Down; } + } + g.NavMoveClipDir = g.NavMoveDir; + g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + } + + // Update PageUp/PageDown/Home/End scroll + // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? + float scoring_rect_offset_y = 0.0f; + if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) + scoring_rect_offset_y = NavUpdatePageUpPageDown(); + if (scoring_rect_offset_y != 0.0f) + { + g.NavScoringNoClipRect = window->InnerRect; + g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); + } + + // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction. +#if IMGUI_DEBUG_NAV_SCORING + //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) + // g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); + if (io.KeyCtrl) + { + if (g.NavMoveDir == ImGuiDir_None) + g.NavMoveDir = g.NavMoveDirForDebug; + g.NavMoveClipDir = g.NavMoveDir; + g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; + } +#endif + + // Submit + g.NavMoveForwardToNextFrame = false; + if (g.NavMoveDir != ImGuiDir_None) + NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); + + // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match) + if (g.NavMoveSubmitted && g.NavId == 0) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "", g.NavLayer); + g.NavInitRequest = g.NavInitRequestFromMove = true; + g.NavInitResult.ID = 0; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; + } + + // When using gamepad, we project the reference nav bounding box into window visible area. + // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, + // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse). + if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded)) + { + bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0; + bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0; + ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1))); + + // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171) + // Otherwise 'inner_rect_rel' would be off on the move result frame. + inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll); + + if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); + float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f); + float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item + inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; + inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; + inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; + inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX; + window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel); + g.NavId = 0; + } + } + + // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) + ImRect scoring_rect; + if (window != NULL) + { + ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); + scoring_rect.TranslateY(scoring_rect_offset_y); + if (g.NavMoveSubmitted) + NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags); + IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] + //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] + } + g.NavScoringRect = scoring_rect; + g.NavScoringNoClipRect.Add(scoring_rect); +} + +void ImGui::NavUpdateCreateTabbingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + IM_ASSERT(g.NavMoveDir == ImGuiDir_None); + if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) + return; + + const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + if (!tab_pressed) + return; + + // Initiate tabbing request + // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) + // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (nav_keyboard_active) + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavCursorVisible == false && g.ActiveId == 0) ? 0 : +1; + else + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; + NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + g.NavTabbingCounter = -1; +} + +// Apply result from previous frame navigation directional move request. Always called from NavUpdate() +void ImGui::NavMoveRequestApplyResult() +{ + ImGuiContext& g = *GImGui; +#if IMGUI_DEBUG_NAV_SCORING + if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times + return; +#endif + + // Select which result to use + ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; + + // Tabbing forward wrap + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL) + if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID) + result = &g.NavTabbingResultFirst; + + // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + if (result == NULL) + { + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavCursorVisible; + if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); + NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis. + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n"); + return; + } + + // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. + if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId) + result = &g.NavMoveResultLocalVisible; + + // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. + if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) + if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) + result = &g.NavMoveResultOther; + IM_ASSERT(g.NavWindow && result->Window); + + // Scroll to keep newly navigated item fully into view. + if (g.NavLayer == ImGuiNavLayer_Main) + { + ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); + ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); + + if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY) + { + // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge? + float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; + SetScrollY(result->Window, scroll_target); + } + } + + if (g.NavWindow != result->Window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name); + g.NavWindow = result->Window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + + // Clear active id unless requested not to + // FIXME: ImGuiNavMoveFlags_NoClearActiveId is currently unused as we don't have a clear strategy to preserve active id after interaction, + // so this is mostly provided as a gateway for further experiments (see #1418, #2890) + if (g.ActiveId != result->ID && (g.NavMoveFlags & ImGuiNavMoveFlags_NoClearActiveId) == 0) + ClearActiveID(); + + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior. + if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0) + { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = g.NavMoveKeyMods; + g.NavJustMovedToIsTabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + //IMGUI_DEBUG_LOG_NAV("[nav] NavJustMovedFromFocusScopeId = 0x%08X, NavJustMovedToFocusScopeId = 0x%08X\n", g.NavJustMovedFromFocusScopeId, g.NavJustMovedToFocusScopeId); + } + + // Apply new NavID/Focus + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer]; + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + + // Restore last preferred position for current axis + // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0) + { + preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis]; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel; + } + + // Tabbing: Activates Inputable, otherwise only Focus + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->ItemFlags & ImGuiItemFlags_Inputable) == 0) + g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate; + + // Activate + if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_None; + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing; + } + + // Make nav cursor visible + if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); +} + +// Process Escape/NavCancel input (to close a popup, get back to parent, clear focus) +// FIXME: In order to support e.g. Escape to clear a selection we'll need: +// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. +// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept +static void ImGui::NavUpdateCancelRequest() +{ + ImGuiContext& g = *GImGui; + const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, 0, ImGuiKeyOwner_NoOwner)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, 0, ImGuiKeyOwner_NoOwner))) + return; + + IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n"); + if (g.ActiveId != 0) + { + ClearActiveID(); + } + else if (g.NavLayer != ImGuiNavLayer_Main) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + SetNavCursorVisibleAfterMove(); + } + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow->RootWindowForNav; + ImGuiWindow* parent_window = child_window->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect())); + SetNavCursorVisibleAfterMove(); + } + else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + { + // Close open popup/menu + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + } + else + { + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + // FIXME-NAV: This should happen on window appearing. + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup)))// || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + + // Clear nav focus + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + g.NavId = 0; + if (g.IO.ConfigNavEscapeClearFocusWindow) + FocusWindow(NULL); + } +} + +// Handle PageUp/PageDown/Home/End keys +// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request +// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference +// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid? +static float ImGui::NavUpdatePageUpPageDown() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) + return 0.0f; + + const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_NoOwner); + const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_NoOwner); + const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); + const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); + if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out + return 0.0f; + + if (g.NavLayer != ImGuiNavLayer_Main) + NavRestoreLayer(ImGuiNavLayer_Main); + + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY) + { + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(ImGuiKey_PageUp, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else + { + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(ImGuiKey_PageUp, true)) + { + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + } + else if (IsKeyPressed(ImGuiKey_PageDown, true)) + { + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + return nav_scoring_rect_offset_y; + } + return 0.0f; +} + +static void ImGui::NavEndFrame() +{ + ImGuiContext& g = *GImGui; + + // Show CTRL+TAB list window + if (g.NavWindowingTarget != NULL) + NavUpdateWindowingOverlay(); + + // Perform wrap-around in menus + // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly. + // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. + if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + NavUpdateCreateWrappingRequest(); +} + +static void ImGui::NavUpdateCreateWrappingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + + bool do_forward = false; + ImRect bb_rel = window->NavRectRel[g.NavLayer]; + ImGuiDir clip_dir = g.NavMoveDir; + + const ImGuiNavMoveFlags move_flags = g.NavMoveFlags; + //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row + clip_dir = ImGuiDir_Up; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row + clip_dir = ImGuiDir_Down; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column + clip_dir = ImGuiDir_Left; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column + clip_dir = ImGuiDir_Right; + } + do_forward = true; + } + if (!do_forward) + return; + window->NavRectRel[g.NavLayer] = bb_rel; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); +} + +// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) +// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically. +// If you want a window to never be focused, you may use the e.g. NoInputs flag. +bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) +{ + return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); +} + +static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) + return g.WindowsFocusOrder[i]; + return NULL; +} + +static void NavUpdateWindowingTarget(int focus_change_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget); + if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + return; + + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); + ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); + if (!window_target) + window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); + if (window_target) // Don't reset windowing target if there's a single window in the list + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + } + g.NavWindowingToggleLayer = false; +} + +// Windowing management mode +// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) +static void ImGui::NavUpdateWindowing() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + ImGuiWindow* apply_focus_window = NULL; + bool apply_toggle_layer = false; + + ImGuiWindow* modal_window = GetTopMostPopupModal(); + bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal. + if (!allow_windowing) + g.NavWindowingTarget = NULL; + + // Fade out + if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + { + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + g.NavWindowingTargetAnim = NULL; + } + + // Start CTRL+Tab or Square+L/R window selection + // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab) + const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing"); + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_None); + const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard! + bool just_started_windowing_from_null_focus = false; + if (start_windowing_with_gamepad || start_windowing_with_keyboard) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location + g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; + if (g.NavWindow == NULL) + just_started_windowing_from_null_focus = true; + + // Manually register ownership of our mods. Using a global route in the Shortcut() calls instead would probably be correct but may have more side-effects. + if (keyboard_next_window || keyboard_prev_window) + SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id); + } + + // Gamepad update + g.NavWindowingTimer += io.DeltaTime; + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) + { + // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + + // Select window to focus + const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1); + if (focus_change_dir != 0 && !just_started_windowing_from_null_focus) + { + NavUpdateWindowingTarget(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } + + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) + if (!IsKeyDown(ImGuiKey_NavGamepadMenu)) + { + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + if (g.NavWindowingToggleLayer && g.NavWindow) + apply_toggle_layer = true; + else if (!g.NavWindowingToggleLayer) + apply_focus_window = g.NavWindowingTarget; + g.NavWindowingTarget = NULL; + } + } + + // Keyboard: Focus + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_; + IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows. + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f + if ((keyboard_next_window || keyboard_prev_window) && !just_started_windowing_from_null_focus) + NavUpdateWindowingTarget(keyboard_next_window ? -1 : +1); + else if ((io.KeyMods & shared_mods) != shared_mods) + apply_focus_window = g.NavWindowingTarget; + } + + // Keyboard: Press and Release ALT to toggle menu layer + const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt }; + bool windowing_toggle_layer_start = false; + if (g.NavWindow != NULL && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + for (ImGuiKey windowing_toggle_key : windowing_toggle_keys) + if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner)) + { + windowing_toggle_layer_start = true; + g.NavWindowingToggleLayer = true; + g.NavWindowingToggleKey = windowing_toggle_key; + g.NavInputSource = ImGuiInputSource_Keyboard; + break; + } + if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) + // We cancel toggling nav layer when other modifiers are pressed. (See #4439) + // - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). + // We cancel toggling nav layer if an owner has claimed the key. + if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) + g.NavWindowingToggleLayer = false; + else if (windowing_toggle_layer_start == false && g.LastKeyboardKeyPressTime == g.Time) + g.NavWindowingToggleLayer = false; + else if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false) + g.NavWindowingToggleLayer = false; + + // Apply layer toggle on Alt release + // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. + if (IsKeyReleased(g.NavWindowingToggleKey) && g.NavWindowingToggleLayer) + if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) + if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) + apply_toggle_layer = true; + if (!IsKeyDown(g.NavWindowingToggleKey)) + g.NavWindowingToggleLayer = false; + } + + // Move window + if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) + { + ImVec2 nav_move_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f) + { + const float NAV_MOVE_SPEED = 800.0f; + const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaPos += nav_move_dir * move_step; + g.NavHighlightItemUnderNav = true; + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; + SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always); + g.NavWindowingAccumDeltaPos -= accum_floored; + } + } + } + + // Apply final focus + if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) + { + // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow() + // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow() + ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; + ClearActiveID(); + SetNavCursorVisibleAfterMove(); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); + apply_focus_window = g.NavWindow; + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window has ONLY a menu layer (no main layer), select it directly + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + + // Request OS level focus + if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus) + g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport); + } + if (apply_focus_window) + g.NavWindowingTarget = NULL; + + // Apply menu/layer toggle + if (apply_toggle_layer && g.NavWindow) + { + ClearActiveID(); + + // Move to parent menu if necessary + ImGuiWindow* new_nav_window = g.NavWindow; + while (new_nav_window->ParentWindow + && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 + && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + new_nav_window = new_nav_window->ParentWindow; + if (new_nav_window != g.NavWindow) + { + ImGuiWindow* old_nav_window = g.NavWindow; + FocusWindow(new_nav_window); + new_nav_window->NavLastChildNavWindow = old_nav_window; + } + + // Toggle layer + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + if (new_nav_layer != g.NavLayer) + { + // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) + const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); + if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) + g.NavWindow->NavLastIds[new_nav_layer] = 0; + NavRestoreLayer(new_nav_layer); + SetNavCursorVisibleAfterMove(); + } + } +} + +// Window has already passed the IsWindowNavFocusable() +static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) +{ + if (window->Flags & ImGuiWindowFlags_Popup) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup); + if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar); + if (window->DockNodeAsHost) + return "(Dock node)"; // Not normally shown to user. + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled); +} + +// Overlay displayed when using CTRL+TAB. Called by EndFrame(). +void ImGui::NavUpdateWindowingOverlay() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget != NULL); + + if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) + return; + + if (g.NavWindowingListWindow == NULL) + g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); + const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport(); + SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); + Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + if (g.ContextName[0] != 0) + SeparatorText(g.ContextName); + for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) + { + ImGuiWindow* window = g.WindowsFocusOrder[n]; + IM_ASSERT(window != NULL); // Fix static analyzers + if (!IsWindowNavFocusable(window)) + continue; + const char* label = window->Name; + if (label == FindRenderedTextEnd(label)) + label = GetFallbackWindowNameForWindowingList(window); + Selectable(label, g.NavWindowingTarget == window); + } + End(); + PopStyleVar(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DRAG AND DROP +//----------------------------------------------------------------------------- + +bool ImGui::IsDragDropActive() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive; +} + +void ImGui::ClearDragDrop() +{ + ImGuiContext& g = *GImGui; + if (g.DragDropActive) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] ClearDragDrop()\n"); + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; + + g.DragDropPayloadBufHeap.clear(); + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); +} + +bool ImGui::BeginTooltipHidden() +{ + ImGuiContext& g = *GImGui; + bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow); + return ret; +} + +// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +// If the item has an identifier: +// - This assume/require the item to be activated (typically via ButtonBehavior). +// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button. +// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag. +// If the item has no identifier: +// - Currently always assume left mouse button. +bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, + // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; + + bool source_drag_active = false; + ImGuiID source_id = 0; + ImGuiID source_parent_id = 0; + if ((flags & ImGuiDragDropFlags_SourceExtern) == 0) + { + source_id = g.LastItemData.ID; + if (source_id != 0) + { + // Common path: items with ID + if (g.ActiveId != source_id) + return false; + if (g.ActiveIdMouseButton != -1) + mouse_button = g.ActiveIdMouseButton; + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + g.ActiveIdAllowOverlap = false; + } + else + { + // Uncommon path: items without ID + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag. + if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) + { + IM_ASSERT(0); + return false; + } + + // Magic fallback to handle items with no assigned ID, e.g. Text(), Image() + // We build a throwaway ID based on current ID stack + relative AABB of items in window. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. + // Rely on keeping other window->LastItemXXX fields intact. + source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); + KeepAliveID(source_id); + bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.ItemFlags); + if (is_hovered && g.IO.MouseClicked[mouse_button]) + { + SetActiveID(source_id, window); + FocusWindow(window); + } + if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. + g.ActiveIdAllowOverlap = is_hovered; + } + if (g.ActiveId != source_id) + return false; + source_parent_id = window->IDStack.back(); + source_drag_active = IsMouseDragging(mouse_button); + + // Disable navigation and key inputs while dragging + cancel existing request if any + SetActiveIdUsingAllKeyboardKeys(); + } + else + { + // When ImGuiDragDropFlags_SourceExtern is set: + window = NULL; + source_id = ImHashStr("#SourceExtern"); + source_drag_active = true; + mouse_button = g.IO.MouseDown[0] ? 0 : -1; + KeepAliveID(source_id); + SetActiveID(source_id, NULL); + } + + IM_ASSERT(g.DragDropWithinTarget == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + if (!source_drag_active) + return false; + + // Activate drag and drop + if (!g.DragDropActive) + { + IM_ASSERT(source_id != 0); + ClearDragDrop(); + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] BeginDragDropSource() DragDropActive = true, source_id = 0x%08X%s\n", + source_id, (flags & ImGuiDragDropFlags_SourceExtern) ? " (EXTERN)" : ""); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + if (payload.SourceId == g.ActiveId) + g.ActiveIdNoClearOnFocusLoss = true; + } + g.DragDropSourceFrameCount = g.FrameCount; + g.DragDropWithinSource = true; + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + bool ret; + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + ret = BeginTooltipHidden(); + else + ret = BeginTooltip(); + IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame(). + IM_UNUSED(ret); + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; +} + +void ImGui::EndDragDropSource() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?"); + + if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + EndTooltip(); + + // Discard the drag if have not called SetDragDropPayload() + if (g.DragDropPayload.DataFrameCount == -1) + ClearDragDrop(); + g.DragDropWithinSource = false; +} + +// Use 'cond' to choose to submit payload on drag start or every frame +bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + if (cond == 0) + cond = ImGuiCond_Always; + + IM_ASSERT(type != NULL); + IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); + IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + + if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + { + // Copy payload + ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); + g.DragDropPayloadBufHeap.resize(0); + if (data_size > sizeof(g.DragDropPayloadBufLocal)) + { + // Store in heap + g.DragDropPayloadBufHeap.resize((int)data_size); + payload.Data = g.DragDropPayloadBufHeap.Data; + memcpy(payload.Data, data, data_size); + } + else if (data_size > 0) + { + // Store locally + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + payload.Data = g.DragDropPayloadBufLocal; + memcpy(payload.Data, data, data_size); + } + else + { + payload.Data = NULL; + } + payload.DataSize = (int)data_size; + } + payload.DataFrameCount = g.FrameCount; + + // Return whether the payload has been accepted + return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); +} + +bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree) + return false; + IM_ASSERT(id != 0); + if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) + return false; + if (window->SkipItems) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = bb; + g.DragDropTargetClipRect = window->ClipRect; // May want to be overridden by user depending on use case? + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +// We don't use BeginDragDropTargetCustom() and duplicate its code because: +// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. +// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) +bool ImGui::BeginDragDropTarget() +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems) + return false; + + const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; + ImGuiID id = g.LastItemData.ID; + if (id == 0) + { + id = window->GetIDFromRectangle(display_rect); + KeepAliveID(id); + } + if (g.DragDropPayload.SourceId == id) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = display_rect; + g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect; + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +bool ImGui::IsDragDropPayloadBeingAccepted() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive && g.DragDropAcceptIdPrev != 0; +} + +const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? + IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? + if (type != NULL && !payload.IsDataType(type)) + return NULL; + + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! + const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); + ImRect r = g.DragDropTargetRect; + float r_surface = r.GetWidth() * r.GetHeight(); + if (r_surface > g.DragDropAcceptIdCurrRectSurface) + return NULL; + + g.DragDropAcceptFlags = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId); + + // Render default drop visuals + payload.Preview = was_accepted_previously; + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame) + if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) + RenderDragDropTargetRect(r, g.DragDropTargetClipRect); + + g.DragDropAcceptFrameCount = g.FrameCount; + if ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) && g.DragDropMouseButton == -1) + payload.Delivery = was_accepted_previously && (g.DragDropSourceFrameCount < g.FrameCount); + else + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) + return NULL; + + if (payload.Delivery) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] AcceptDragDropPayload(): 0x%08X: payload delivery\n", g.DragDropTargetId); + return &payload; +} + +// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target. +void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImRect bb_display = bb; + bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible. + bb_display.Expand(3.5f); + bool push_clip_rect = !window->ClipRect.Contains(bb_display); + if (push_clip_rect) + window->DrawList->PushClipRectFullScreen(); + window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); + if (push_clip_rect) + window->DrawList->PopClipRect(); +} + +const ImGuiPayload* ImGui::GetDragDropPayload() +{ + ImGuiContext& g = *GImGui; + return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL; +} + +void ImGui::EndDragDropTarget() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinTarget); + g.DragDropWithinTarget = false; + + // Clear drag and drop state payload right after delivery + if (g.DragDropPayload.Delivery) + ClearDragDrop(); +} + +//----------------------------------------------------------------------------- +// [SECTION] LOGGING/CAPTURING +//----------------------------------------------------------------------------- +// All text output from the interface can be captured into tty/file/clipboard. +// By default, tree nodes are automatically opened during logging. +//----------------------------------------------------------------------------- + +// Pass text data straight to log (without being displayed) +static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args) +{ + if (g.LogFile) + { + g.LogBuffer.Buf.resize(0); + g.LogBuffer.appendfv(fmt, args); + ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile); + } + else + { + g.LogBuffer.appendfv(fmt, args); + } +} + +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + LogTextV(g, fmt, args); + va_end(args); +} + +void ImGui::LogTextV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogTextV(g, fmt, args); +} + +// Internal version that takes a position to decide on newline placement and pad items according to their depth. +// We split text into individual lines to add current tree level padding +// FIXME: This code is a little complicated perhaps, considering simplifying the whole system. +void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const char* prefix = g.LogNextPrefix; + const char* suffix = g.LogNextSuffix; + g.LogNextPrefix = g.LogNextSuffix = NULL; + + if (!text_end) + text_end = FindRenderedTextEnd(text, text_end); + + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1); + if (ref_pos) + g.LogLinePosY = ref_pos->y; + if (log_new_line) + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + + if (prefix) + LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. + + // Re-adjust padding if we have popped out of our starting depth + if (g.LogDepthRef > window->DC.TreeDepth) + g.LogDepthRef = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + + const char* text_remaining = text; + for (;;) + { + // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. + // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. + const char* line_start = text_remaining; + const char* line_end = ImStreolRange(line_start, text_end); + const bool is_last_line = (line_end == text_end); + if (line_start != line_end || !is_last_line) + { + const int line_length = (int)(line_end - line_start); + const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1; + LogText("%*s%.*s", indentation, "", line_length, line_start); + g.LogLineFirstItem = false; + if (*line_end == '\n') + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + } + if (is_last_line) + break; + text_remaining = line_end + 1; + } + + if (suffix) + LogRenderedText(ref_pos, suffix, suffix + strlen(suffix)); +} + +// Start logging/capturing text output +void ImGui::LogBegin(ImGuiLogFlags flags, int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.LogEnabled == false); + IM_ASSERT(g.LogFile == NULL && g.LogBuffer.empty()); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiLogFlags_OutputMask_)); // Check that only 1 type flag is used + + g.LogEnabled = g.ItemUnclipByLog = true; + g.LogFlags = flags; + g.LogWindow = window; + g.LogNextPrefix = g.LogNextSuffix = NULL; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; +} + +// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText) +void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix) +{ + ImGuiContext& g = *GImGui; + g.LogNextPrefix = prefix; + g.LogNextSuffix = suffix; +} + +void ImGui::LogToTTY(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + IM_UNUSED(auto_open_depth); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + LogBegin(ImGuiLogFlags_OutputTTY, auto_open_depth); + g.LogFile = stdout; +#endif +} + +// Start logging/capturing text output to given file +void ImGui::LogToFile(int auto_open_depth, const char* filename) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. + // By opening the file in binary mode "ab" we have consistent output everywhere. + if (!filename) + filename = g.IO.LogFilename; + if (!filename || !filename[0]) + return; + ImFileHandle f = ImFileOpen(filename, "ab"); + if (!f) + { + IM_ASSERT(0); + return; + } + + LogBegin(ImGuiLogFlags_OutputFile, auto_open_depth); + g.LogFile = f; +} + +// Start logging/capturing text output to clipboard +void ImGui::LogToClipboard(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogFlags_OutputClipboard, auto_open_depth); +} + +void ImGui::LogToBuffer(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogFlags_OutputBuffer, auto_open_depth); +} + +void ImGui::LogFinish() +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogText(IM_NEWLINE); + switch (g.LogFlags & ImGuiLogFlags_OutputMask_) + { + case ImGuiLogFlags_OutputTTY: +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + fflush(g.LogFile); +#endif + break; + case ImGuiLogFlags_OutputFile: + ImFileClose(g.LogFile); + break; + case ImGuiLogFlags_OutputBuffer: + break; + case ImGuiLogFlags_OutputClipboard: + if (!g.LogBuffer.empty()) + SetClipboardText(g.LogBuffer.begin()); + break; + default: + IM_ASSERT(0); + break; + } + + g.LogEnabled = g.ItemUnclipByLog = false; + g.LogFlags = ImGuiLogFlags_None; + g.LogFile = NULL; + g.LogBuffer.clear(); +} + +// Helper to display logging buttons +// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) +void ImGui::LogButtons() +{ + ImGuiContext& g = *GImGui; + + PushID("LogButtons"); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + const bool log_to_tty = Button("Log To TTY"); SameLine(); +#else + const bool log_to_tty = false; +#endif + const bool log_to_file = Button("Log To File"); SameLine(); + const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); + PushItemFlag(ImGuiItemFlags_NoTabStop, true); + SetNextItemWidth(80.0f); + SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); + PopItemFlag(); + PopID(); + + // Start logging at the end of the function so that the buttons don't appear in the log + if (log_to_tty) + LogToTTY(); + if (log_to_file) + LogToFile(); + if (log_to_clipboard) + LogToClipboard(); +} + +//----------------------------------------------------------------------------- +// [SECTION] SETTINGS +//----------------------------------------------------------------------------- +// - UpdateSettings() [Internal] +// - MarkIniSettingsDirty() [Internal] +// - FindSettingsHandler() [Internal] +// - ClearIniSettings() [Internal] +// - LoadIniSettingsFromDisk() +// - LoadIniSettingsFromMemory() +// - SaveIniSettingsToDisk() +// - SaveIniSettingsToMemory() +//----------------------------------------------------------------------------- +// - CreateNewWindowSettings() [Internal] +// - FindWindowSettingsByID() [Internal] +// - FindWindowSettingsByWindow() [Internal] +// - ClearWindowSettings() [Internal] +// - WindowSettingsHandler_***() [Internal] +//----------------------------------------------------------------------------- + +// Called by NewFrame() +void ImGui::UpdateSettings() +{ + // Load settings on first frame (if not explicitly loaded manually before) + ImGuiContext& g = *GImGui; + if (!g.SettingsLoaded) + { + IM_ASSERT(g.SettingsWindows.empty()); + if (g.IO.IniFilename) + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; + } + + // Save settings (with a delay after the last modification, so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) + { + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) + { + if (g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + else + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. + g.SettingsDirtyTimer = 0.0f; + } + } +} + +void ImGui::MarkIniSettingsDirty() +{ + ImGuiContext& g = *GImGui; + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL); + g.SettingsHandlers.push_back(*handler); +} + +void ImGui::RemoveSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name)) + g.SettingsHandlers.erase(handler); +} + +ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + const ImGuiID type_hash = ImHashStr(type_name); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.TypeHash == type_hash) + return &handler; + return NULL; +} + +// Clear all settings (windows, tables, docking etc.) +void ImGui::ClearIniSettings() +{ + ImGuiContext& g = *GImGui; + g.SettingsIniData.clear(); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ClearAllFn != NULL) + handler.ClearAllFn(&g, &handler); +} + +void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) +{ + size_t file_data_size = 0; + char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); + if (!file_data) + return; + if (file_data_size > 0) + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + IM_FREE(file_data); +} + +// Zero-tolerance, no error reporting, cheap .ini parsing +// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty! +void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()"); + //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + + // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). + // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. + if (ini_size == 0) + ini_size = strlen(ini_data); + g.SettingsIniData.Buf.resize((int)ini_size + 1); + char* const buf = g.SettingsIniData.Buf.Data; + char* const buf_end = buf + ini_size; + memcpy(buf, ini_data, ini_size); + buf_end[0] = 0; + + // Call pre-read handlers + // Some types will clear their data (e.g. dock information) some types will allow merge/override (window) + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ReadInitFn != NULL) + handler.ReadInitFn(&g, &handler); + + void* entry_data = NULL; + ImGuiSettingsHandler* entry_handler = NULL; + + char* line_end = NULL; + for (char* line = buf; line < buf_end; line = line_end + 1) + { + // Skip new lines markers, then find end of the line + while (*line == '\n' || *line == '\r') + line++; + line_end = line; + while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') + line_end++; + line_end[0] = 0; + if (line[0] == ';') + continue; + if (line[0] == '[' && line_end > line && line_end[-1] == ']') + { + // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. + line_end[-1] = 0; + const char* name_end = line_end - 1; + const char* type_start = line + 1; + char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); + const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; + if (!type_end || !name_start) + continue; + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' + entry_handler = FindSettingsHandler(type_start); + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; + } + else if (entry_handler != NULL && entry_data != NULL) + { + // Let type handler parse the line + entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); + } + } + g.SettingsLoaded = true; + + // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary) + memcpy(buf, ini_data, ini_size); + + // Call post-read handlers + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ApplyAllFn != NULL) + handler.ApplyAllFn(&g, &handler); +} + +void ImGui::SaveIniSettingsToDisk(const char* ini_filename) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + if (!ini_filename) + return; + + size_t ini_data_size = 0; + const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); + ImFileHandle f = ImFileOpen(ini_filename, "wt"); + if (!f) + return; + ImFileWrite(ini_data, sizeof(char), ini_data_size, f); + ImFileClose(f); +} + +// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer +const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + g.SettingsIniData.Buf.resize(0); + g.SettingsIniData.Buf.push_back(0); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + handler.WriteAllFn(&g, &handler, &g.SettingsIniData); + if (out_size) + *out_size = (size_t)g.SettingsIniData.size(); + return g.SettingsIniData.c_str(); +} + +ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) +{ + ImGuiContext& g = *GImGui; + + if (g.IO.ConfigDebugIniSettings == false) + { + // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier. + if (const char* p = strstr(name, "###")) + name = p; + } + const size_t name_len = strlen(name); + + // Allocate chunk + const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; + ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); + IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); + settings->ID = ImHashStr(name, name_len); + memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator + + return settings; +} + +// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names. +// This is called once per window .ini entry + once per newly instantiated window. +ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->ID == id && !settings->WantDelete) + return settings; + return NULL; +} + +// This is faster if you are holding on a Window already as we don't need to perform a search. +ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (window->SettingsOffset != -1) + return g.SettingsWindows.ptr_from_offset(window->SettingsOffset); + return FindWindowSettingsByID(window->ID); +} + +// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more. +void ImGui::ClearWindowSettings(const char* name) +{ + //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName(name); + if (window != NULL) + { + window->Flags |= ImGuiWindowFlags_NoSavedSettings; + InitOrLoadWindowSettings(window, NULL); + if (window->DockId != 0) + DockContextProcessUndockWindow(&g, window, true); + } + if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name))) + settings->WantDelete = true; +} + +static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + window->SettingsOffset = -1; + g.SettingsWindows.clear(); +} + +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = ImHashStr(name); + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id); + if (settings) + *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry + else + settings = ImGui::CreateNewWindowSettings(name); + settings->ID = id; + settings->WantApply = true; + return (void*)settings; +} + +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; + int x, y; + int i; + ImU32 u1; + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } + else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } + else if (sscanf(line, "IsChild=%d", &i) == 1) { settings->IsChild = (i != 0); } + else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } + else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } + else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } +} + +// Apply to existing windows (if any) +static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->WantApply) + { + if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID)) + ApplyWindowSettings(window, settings); + settings->WantApply = false; + } +} + +static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + // Gather data from windows that were active during this session + // (if a window wasn't opened in this session we preserve its settings) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->Flags & ImGuiWindowFlags_NoSavedSettings) + continue; + + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window); + if (!settings) + { + settings = ImGui::CreateNewWindowSettings(window->Name); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + } + IM_ASSERT(settings->ID == window->ID); + settings->Pos = ImVec2ih(window->Pos - window->ViewportPos); + settings->Size = ImVec2ih(window->SizeFull); + settings->ViewportId = window->ViewportId; + settings->ViewportPos = ImVec2ih(window->ViewportPos); + IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId); + settings->DockId = window->DockId; + settings->ClassId = window->WindowClass.ClassId; + settings->DockOrder = window->DockOrder; + settings->Collapsed = window->Collapsed; + settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set. + settings->WantDelete = false; + } + + // Write to text buffer + buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + if (settings->WantDelete) + continue; + const char* settings_name = settings->GetName(); + buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); + if (settings->IsChild) + { + buf->appendf("IsChild=1\n"); + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + } + else + { + if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + { + buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y); + buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); + } + if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + if (settings->Size.x != 0 || settings->Size.y != 0) + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + if (settings->DockId != 0) + { + //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier. + if (settings->DockOrder == -1) + buf->appendf("DockId=0x%08X\n", settings->DockId); + else + buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder); + if (settings->ClassId != 0) + buf->appendf("ClassId=0x%08X\n", settings->ClassId); + } + } + buf->append("\n"); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] LOCALIZATION +//----------------------------------------------------------------------------- + +void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count) +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < count; n++) + g.LocalizationTable[entries[n].Key] = entries[n].Text; +} + +//----------------------------------------------------------------------------- +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +//----------------------------------------------------------------------------- +// - GetMainViewport() +// - FindViewportByID() +// - FindViewportByPlatformHandle() +// - SetCurrentViewport() [Internal] +// - SetWindowViewport() [Internal] +// - GetWindowAlwaysWantOwnViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewports() [Internal] +// - TranslateWindowsInViewport() [Internal] +// - ScaleWindowsInViewport() [Internal] +// - FindHoveredViewportFromPlatformWindowStack() [Internal] +// - UpdateViewportsNewFrame() [Internal] +// - UpdateViewportsEndFrame() [Internal] +// - AddUpdateViewport() [Internal] +// - WindowSelectViewport() [Internal] +// - WindowSyncOwnedViewport() [Internal] +// - UpdatePlatformWindows() +// - RenderPlatformWindowsDefault() +// - FindPlatformMonitorForPos() [Internal] +// - FindPlatformMonitorForRect() [Internal] +// - UpdateViewportPlatformMonitor() [Internal] +// - DestroyPlatformWindow() [Internal] +// - DestroyPlatformWindows() +//----------------------------------------------------------------------------- + +ImGuiViewport* ImGui::GetMainViewport() +{ + ImGuiContext& g = *GImGui; + return g.Viewports[0]; +} + +// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236) +ImGuiViewport* ImGui::FindViewportByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->ID == id) + return viewport; + return NULL; +} + +ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle) +{ + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->PlatformHandle == platform_handle) + return viewport; + return NULL; +} + +void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + (void)current_window; + + if (viewport) + viewport->LastFrameActive = g.FrameCount; + if (g.CurrentViewport == viewport) + return; + g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f; + g.CurrentViewport = viewport; + IM_ASSERT(g.CurrentDpiScale > 0.0f && g.CurrentDpiScale < 99.0f); // Typical correct values would be between 1.0f and 4.0f + //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); + + // Notify platform layer of viewport changes + // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI + if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport) + g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport); +} + +void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + // Abandon viewport + if (window->ViewportOwned && window->Viewport->Window == window) + window->Viewport->Size = ImVec2(0.0f, 0.0f); + + window->Viewport = viewport; + window->ViewportId = viewport->ID; + window->ViewportOwned = (viewport->Window == window); +} + +static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) +{ + // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. + ImGuiContext& g = *GImGui; + if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge)) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + if (!window->DockIsActive) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) + if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0) + return true; + return false; +} + +static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (window->Viewport == viewport) + return false; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0) + return false; + if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0) + return false; + if (!viewport->GetMainRect().Contains(window->Rect())) + return false; + if (GetWindowAlwaysWantOwnViewport(window)) + return false; + + // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could.. + for (ImGuiWindow* window_behind : g.Windows) + { + if (window_behind == window) + break; + if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow)) + if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect())) + return false; + } + + // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) + ImGuiViewportP* old_viewport = window->Viewport; + if (window->ViewportOwned) + for (int n = 0; n < g.Windows.Size; n++) + if (g.Windows[n]->Viewport == old_viewport) + SetWindowViewport(g.Windows[n], viewport); + SetWindowViewport(window, viewport); + BringWindowToDisplayFront(window); + + return true; +} + +// FIXME: handle 0 to N host viewports +static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); +} + +// Translate Dear ImGui windows when a Host Viewport has been moved +// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) +void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows)); + + // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently + // translate imgui windows from OS-window-local to absolute coordinates or vice-versa. + // 2) If it's not going to fit into the new size, keep it at same absolute position. + // One problem with this is that most Win32 applications doesn't update their render while dragging, + // and so the window will appear to teleport when releasing the mouse. + const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); + ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size); + ImVec2 delta_pos = new_pos - old_pos; + for (ImGuiWindow* window : g.Windows) // FIXME-OPT + if (translate_all_windows || (window->Viewport == viewport && (old_size == new_size || test_still_fit_rect.Contains(window->Rect())))) + TranslateWindow(window, delta_pos); +} + +// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) +void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) +{ + ImGuiContext& g = *GImGui; + if (viewport->Window) + { + ScaleWindow(viewport->Window, scale); + } + else + { + for (ImGuiWindow* window : g.Windows) + if (window->Viewport == viewport) + ScaleWindow(window, scale); + } +} + +// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves. +// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. +// B) It requires Platform_GetWindowFocus to be implemented by backend. +ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* best_candidate = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos)) + if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount) + best_candidate = viewport; + return best_candidate; +} + +// Update viewports and monitor infos +// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info. +static void ImGui::UpdateViewportsNewFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); + + // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) + // Update Focused status + const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0; + if (viewports_enabled) + { + ImGuiViewportP* focused_viewport = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + { + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available) + { + bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); + if (is_minimized) + viewport->Flags |= ImGuiViewportFlags_IsMinimized; + else + viewport->Flags &= ~ImGuiViewportFlags_IsMinimized; + } + + // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport. + // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored. + if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available) + { + bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport); + if (is_focused) + viewport->Flags |= ImGuiViewportFlags_IsFocused; + else + viewport->Flags &= ~ImGuiViewportFlags_IsFocused; + if (is_focused) + focused_viewport = viewport; + } + } + + // Focused viewport has changed? + if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID); + const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId); + const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false); + + // Store a tag so we can infer z-order easily from all our windows + // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag + // will keep the front most stamp instead of losing it back to their parent viewport. + if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + g.PlatformLastFocusedViewportId = focused_viewport->ID; + + // Focus associated dear imgui window + // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299) + // - if focus didn't happen because we destroyed another window (#6462) + // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well. + const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed; + if (apply_imgui_focus_on_focused_viewport) + { + focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus. + ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild; + if (focused_viewport->Window != NULL) + FocusWindow(focused_viewport->Window, focus_request_flags); + else if (focused_viewport->LastFocusedHadNavWindow) + FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport + else + FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused + } + } + if (focused_viewport) + focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); + } + + // Create/update main viewport with current platform position. + // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. + ImGuiViewportP* main_viewport = g.Viewports[0]; + IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); + IM_ASSERT(main_viewport->Window == NULL); + ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f); + ImVec2 main_viewport_size = g.IO.DisplaySize; + if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized)) + { + main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) + main_viewport_size = main_viewport->Size; + } + AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); + + g.CurrentDpiScale = 0.0f; + g.CurrentViewport = NULL; + g.MouseViewport = NULL; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->Idx = n; + + // Erase unused viewports + if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) + { + DestroyViewport(viewport); + n--; + continue; + } + + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (viewports_enabled) + { + // Update Position and Size (from Platform Window to ImGui) if requested. + // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. + if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available) + { + // Viewport->WorkPos and WorkSize will be updated below + if (viewport->PlatformRequestMove) + viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); + if (viewport->PlatformRequestResize) + viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); + } + } + + // Update/copy monitor info + UpdateViewportPlatformMonitor(viewport); + + // Lock down space taken by menu bars and status bars + query initial insets from backend + // Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc. + viewport->WorkInsetMin = viewport->BuildWorkInsetMin; + viewport->WorkInsetMax = viewport->BuildWorkInsetMax; + viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f); + if (g.PlatformIO.Platform_GetWindowWorkAreaInsets != NULL && platform_funcs_available) + { + ImVec4 insets = g.PlatformIO.Platform_GetWindowWorkAreaInsets(viewport); + IM_ASSERT(insets.x >= 0.0f && insets.y >= 0.0f && insets.z >= 0.0f && insets.w >= 0.0f); + viewport->BuildWorkInsetMin = ImVec2(insets.x, insets.y); + viewport->BuildWorkInsetMax = ImVec2(insets.z, insets.w); + } + viewport->UpdateWorkRect(); + + // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. + viewport->Alpha = 1.0f; + + // Translate Dear ImGui windows when a Host Viewport has been moved + // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) + const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) + TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos, viewport->LastSize, viewport->Size); + + // Update DPI scale + float new_dpi_scale; + if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available) + new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); + else if (viewport->PlatformMonitor != -1) + new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + else + new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f; + IM_ASSERT(new_dpi_scale > 0.0f && new_dpi_scale < 99.0f); // Typical correct values would be between 1.0f and 4.0f + if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) + { + float scale_factor = new_dpi_scale / viewport->DpiScale; + if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + ScaleWindowsInViewport(viewport, scale_factor); + //if (viewport == GetMainViewport()) + // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); + + // Scale our window moving pivot so that the window will rescale roughly around the mouse position. + // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. + // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) + //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) + // g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor); + } + viewport->DpiScale = new_dpi_scale; + } + + // Update fallback monitor + g.PlatformMonitorsFullWorkRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + if (g.PlatformIO.Monitors.Size == 0) + { + ImGuiPlatformMonitor* monitor = &g.FallbackMonitor; + monitor->MainPos = main_viewport->Pos; + monitor->MainSize = main_viewport->Size; + monitor->WorkPos = main_viewport->WorkPos; + monitor->WorkSize = main_viewport->WorkSize; + monitor->DpiScale = main_viewport->DpiScale; + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos + monitor->WorkSize); + } + else + { + g.FallbackMonitor = g.PlatformIO.Monitors[0]; + } + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos + monitor.WorkSize); + } + + if (!viewports_enabled) + { + g.MouseViewport = main_viewport; + return; + } + + // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. + // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set. + ImGuiViewportP* viewport_hovered = NULL; + if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL; + if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback. + } + else + { + // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: + // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. + // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order. + // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); + } + if (viewport_hovered != NULL) + g.MouseLastHoveredViewport = viewport_hovered; + else if (g.MouseLastHoveredViewport == NULL) + g.MouseLastHoveredViewport = g.Viewports[0]; + + // Update mouse reference viewport + // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) + // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details) + if (g.MovingWindow && g.MovingWindow->Viewport) + g.MouseViewport = g.MovingWindow->Viewport; + else + g.MouseViewport = g.MouseLastHoveredViewport; + + // When dragging something, always refer to the last hovered viewport. + // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) + // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) + // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. + // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that. + const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; + if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) + viewport_hovered = g.MouseLastHoveredViewport; + if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown()) + if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + g.MouseViewport = viewport_hovered; + + IM_ASSERT(g.MouseViewport != NULL); +} + +// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) +static void ImGui::UpdateViewportsEndFrame() +{ + ImGuiContext& g = *GImGui; + g.PlatformIO.Viewports.resize(0); + for (int i = 0; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + viewport->LastPos = viewport->Pos; + viewport->LastSize = viewport->Size; + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) + if (i > 0) // Always include main viewport in the list + continue; + if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) + continue; + if (i > 0) + IM_ASSERT(viewport->Window != NULL); + g.PlatformIO.Viewports.push_back(viewport); + } + g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called +} + +// FIXME: We should ideally refactor the system to call this every frame (we currently don't) +ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + flags |= ImGuiViewportFlags_IsPlatformWindow; + if (window != NULL) + { + if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window) + flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing; + if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) + flags |= ImGuiViewportFlags_NoInputs; + if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing) + flags |= ImGuiViewportFlags_NoFocusOnAppearing; + } + + ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id); + if (viewport) + { + // Always update for main viewport as we are already pulling correct platform pos/size (see #4900) + if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Pos = pos; + if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Size = size; + viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags + } + else + { + // New viewport + viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = id; + viewport->Idx = g.Viewports.Size; + viewport->Pos = viewport->LastPos = pos; + viewport->Size = viewport->LastSize = size; + viewport->Flags = flags; + UpdateViewportPlatformMonitor(viewport); + g.Viewports.push_back(viewport); + g.ViewportCreatedCount++; + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : ""); + + // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. + // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame + g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x); + g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y); + g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); + g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); + + // Store initial DpiScale before the OS platform window creation, based on expected monitor data. + // This is so we can select an appropriate font size on the first frame of our window lifetime + if (viewport->PlatformMonitor != -1) + viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + } + + viewport->Window = window; + viewport->LastFrameActive = g.FrameCount; + viewport->UpdateWorkRect(); + IM_ASSERT(window == NULL || viewport->ID == window->ID); + + if (window != NULL) + window->ViewportOwned = true; + + return viewport; +} + +static void ImGui::DestroyViewport(ImGuiViewportP* viewport) +{ + // Clear references to this viewport in windows (window->ViewportId becomes the master data) + ImGuiContext& g = *GImGui; + for (ImGuiWindow* window : g.Windows) + { + if (window->Viewport != viewport) + continue; + window->Viewport = NULL; + window->ViewportOwned = false; + } + if (viewport == g.MouseLastHoveredViewport) + g.MouseLastHoveredViewport = NULL; + + // Destroy + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. + IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); + IM_ASSERT(g.Viewports[viewport->Idx] == viewport); + g.Viewports.erase(g.Viewports.Data + viewport->Idx); + IM_DELETE(viewport); +} + +// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. +static void ImGui::WindowSelectViewport(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + window->ViewportAllowPlatformMonitorExtend = -1; + + // Restore main viewport if multi-viewport is not supported by the backend + ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + { + SetWindowViewport(window, main_viewport); + return; + } + window->ViewportOwned = false; + + // Appearing popups reset their viewport so they can inherit again + if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing) + { + window->Viewport = NULL; + window->ViewportId = 0; + } + + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0) + { + // By default inherit from parent window + if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive)) + window->Viewport = window->ParentWindow->Viewport; + + // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file + if (window->Viewport == NULL && window->ViewportId != 0) + { + window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId); + if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX) + window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None); + } + } + + bool lock_viewport = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) + { + // Code explicitly request a viewport + window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); + window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. + if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL) + { + window->Viewport->Window = window; + window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node) + } + lock_viewport = true; + } + else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) + { + // Always inherit viewport from parent window + if (window->DockNode && window->DockNode->HostWindow) + IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport); + window->Viewport = window->ParentWindow->Viewport; + } + else if (window->DockNode && window->DockNode->HostWindow) + { + // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame + window->Viewport = window->DockNode->HostWindow->Viewport; + } + else if (flags & ImGuiWindowFlags_Tooltip) + { + window->Viewport = g.MouseViewport; + } + else if (GetWindowAlwaysWantOwnViewport(window)) + { + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid()) + { + if (window->Viewport != NULL && window->Viewport->Window == window) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else + { + // Merge into host viewport? + // We cannot test window->ViewportOwned as it set lower in the function. + // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212) + bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap)); + if (try_to_merge_into_host_viewport) + UpdateTryMergeWindowIntoHostViewports(window); + } + + // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport + if (window->Viewport == NULL) + if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport)) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + + // Mark window as allowed to protrude outside of its viewport and into the current monitor + if (!lock_viewport) + { + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + { + // We need to take account of the possibility that mouse may become invalid. + // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. + ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; + bool use_mouse_ref = (!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !g.NavWindow); + bool mouse_valid = IsMousePosValid(&mouse_ref); + if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid)) + window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); + else + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL) + { + // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. + const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; + if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) + { + // Steal/transfer ownership + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name); + window->Viewport->Window = window; + window->Viewport->ID = window->ID; + window->Viewport->LastNameHash = 0; + } + else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge? + { + // New viewport + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + } + } + else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) + { + // Regular (non-child, non-popup) windows by default are also allowed to protrude + // Child windows are kept contained within their parent. + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + } + + // Update flags + window->ViewportOwned = (window == window->Viewport->Window); + window->ViewportId = window->Viewport->ID; + + // If the OS window has a title bar, hide our imgui title bar + //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) + // window->Flags |= ImGuiWindowFlags_NoTitleBar; +} + +void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack) +{ + ImGuiContext& g = *GImGui; + + bool viewport_rect_changed = false; + + // Synchronize window --> viewport in most situations + // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM + if (window->Viewport->PlatformRequestMove) + { + window->Pos = window->Viewport->Pos; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Pos = window->Pos; + } + + if (window->Viewport->PlatformRequestResize) + { + window->Size = window->SizeFull = window->Viewport->Size; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Size = window->Size; + } + window->Viewport->UpdateWorkRect(); + + // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() + // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. + if (viewport_rect_changed) + UpdateViewportPlatformMonitor(window->Viewport); + + // Update common viewport flags + const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; + ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; + ImGuiWindowFlags window_flags = window->Flags; + const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0; + const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; + if (window_flags & ImGuiWindowFlags_Tooltip) + viewport_flags |= ImGuiViewportFlags_TopMost; + if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; + if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) + viewport_flags |= ImGuiViewportFlags_NoDecoration; + + // Not correct to set modal as topmost because: + // - Because other popups can be stacked above a modal (e.g. combo box in a modal) + // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" + //if (flags & ImGuiWindowFlags_Modal) + // viewport_flags |= ImGuiViewportFlags_TopMost; + + // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them + // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). + // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, + // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. + if (is_short_lived_floating_window && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; + + // We can overwrite viewport flags using ImGuiWindowClass (advanced users) + if (window->WindowClass.ViewportFlagsOverrideSet) + viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; + if (window->WindowClass.ViewportFlagsOverrideClear) + viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; + + // We can also tell the backend that clearing the platform window won't be necessary, + // as our window background is filling the viewport and we have disabled BgAlpha. + // FIXME: Work on support for per-viewport transparency (#2766) + if (!(window_flags & ImGuiWindowFlags_NoBackground)) + viewport_flags |= ImGuiViewportFlags_NoRendererClear; + + window->Viewport->Flags = viewport_flags; + + // Update parent viewport ID + // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) + if (window->WindowClass.ParentViewportId != (ImGuiID)-1) + window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; + else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive)) + window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; + else + window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; +} + +// Called by user at the end of the main loop, after EndFrame() +// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api. +void ImGui::UpdatePlatformWindows() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); + IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); + g.FrameCountPlatformEnded = g.FrameCount; + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + return; + + // Create/resize/destroy platform windows to match each active viewport. + // Skip the main viewport (index 0), which is always fully handled by the application! + for (int i = 1; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + + // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window + // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) + bool destroy_platform_window = false; + destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); + destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)); + if (destroy_platform_window) + { + DestroyPlatformWindow(viewport); + continue; + } + + // New windows that appears directly in a new viewport won't always have a size on their first frame + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0) + continue; + + // Create window + const bool is_new_platform_window = (viewport->PlatformWindowCreated == false); + if (is_new_platform_window) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + g.PlatformIO.Platform_CreateWindow(viewport); + if (g.PlatformIO.Renderer_CreateWindow != NULL) + g.PlatformIO.Renderer_CreateWindow(viewport); + g.PlatformWindowsCreatedCount++; + viewport->LastNameHash = 0; + viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?) + viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it. + viewport->PlatformWindowCreated = true; + } + + // Apply Position and Size (from ImGui to Platform/Renderer backends) + if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove) + g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); + if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize) + g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); + if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize) + g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); + viewport->LastPlatformPos = viewport->Pos; + viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size; + + // Update title bar (if it changed) + if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window)) + { + const char* title_begin = window_for_title->Name; + char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); + const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin); + if (viewport->LastNameHash != title_hash) + { + char title_end_backup_c = *title_end; + *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain. + g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); + *title_end = title_end_backup_c; + viewport->LastNameHash = title_hash; + } + } + + // Update alpha (if it changed) + if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha) + g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); + viewport->LastAlpha = viewport->Alpha; + + // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed. + if (g.PlatformIO.Platform_UpdateWindow) + g.PlatformIO.Platform_UpdateWindow(viewport); + + if (is_new_platform_window) + { + // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late) + if (g.FrameCount < 3) + viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; + + // Show window + g.PlatformIO.Platform_ShowWindow(viewport); + + // Even without focus, we assume the window becomes front-most. + // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. + if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + } + + // Clear request flags + viewport->ClearRequestFlags(); + } +} + +// This is a default/basic function for performing the rendering/swap of multiple Platform Windows. +// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves. +// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: +// +// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MyRenderFunction(platform_io.Viewports[i], my_args); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MySwapBufferFunction(platform_io.Viewports[i], my_args); +// +void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg) +{ + // Skip the main viewport (index 0), which is always fully handled by the application! + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); + if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); + } + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); + if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); + } +} + +static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos)) + return monitor_n; + } + return -1; +} + +// Search for the monitor with the largest intersection area with the given rectangle +// We generally try to avoid searching loops but the monitor count should be very small here +// FIXME-OPT: We could test the last monitor used for that viewport first, and early +static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + + const int monitor_count = g.PlatformIO.Monitors.Size; + if (monitor_count <= 1) + return monitor_count - 1; + + // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. + // This is necessary for tooltips which always resize down to zero at first. + const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); + int best_monitor_n = -1; + float best_monitor_surface = 0.001f; + + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize); + if (monitor_rect.Contains(rect)) + return monitor_n; + ImRect overlapping_rect = rect; + overlapping_rect.ClipWithFull(monitor_rect); + float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); + if (overlapping_surface < best_monitor_surface) + continue; + best_monitor_surface = overlapping_surface; + best_monitor_n = monitor_n; + } + return best_monitor_n; +} + +// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor) +static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) +{ + viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); +} + +// Return value is always != NULL, but don't hold on it across frames. +const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p; + int monitor_idx = viewport->PlatformMonitor; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + return &g.PlatformIO.Monitors[monitor_idx]; + return &g.FallbackMonitor; +} + +void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (viewport->PlatformWindowCreated) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + if (g.PlatformIO.Renderer_DestroyWindow) + g.PlatformIO.Renderer_DestroyWindow(viewport); + if (g.PlatformIO.Platform_DestroyWindow) + g.PlatformIO.Platform_DestroyWindow(viewport); + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL); + + // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize() + // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public. + if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID) + viewport->PlatformWindowCreated = false; + } + else + { + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); + } + viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL; + viewport->ClearRequestFlags(); +} + +void ImGui::DestroyPlatformWindows() +{ + // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend + // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. + // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling + // code to operator a consistent manner. + // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without + // crashing if it doesn't have data stored. + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + DestroyPlatformWindow(viewport); +} + + +//----------------------------------------------------------------------------- +// [SECTION] DOCKING +//----------------------------------------------------------------------------- +// Docking: Internal Types +// Docking: Forward Declarations +// Docking: ImGuiDockContext +// Docking: ImGuiDockContext Docking/Undocking functions +// Docking: ImGuiDockNode +// Docking: ImGuiDockNode Tree manipulation functions +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +// Docking: Builder Functions +// Docking: Begin/End Support Functions (called from Begin/End) +// Docking: Settings +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical Docking call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - NewFrame() new dear imgui frame +// | DockContextNewFrameUpdateUndocking() - process queued undocking requests +// | - DockContextProcessUndockWindow() - process one window undocking request +// | - DockContextProcessUndockNode() - process one whole node undocking request +// | DockContextNewFrameUpdateUndocking() - process queue docking requests, create floating dock nodes +// | - update g.HoveredDockNode - [debug] update node hovered by mouse +// | - DockContextProcessDock() - process one docking request +// | - DockNodeUpdate() +// | - DockNodeUpdateForRootNode() +// | - DockNodeUpdateFlagsAndCollapse() +// | - DockNodeFindInfo() +// | - destroy unused node or tab bar +// | - create dock node host window +// | - Begin() etc. +// | - DockNodeStartMouseMovingWindow() +// | - DockNodeTreeUpdatePosSize() +// | - DockNodeTreeUpdateSplitter() +// | - draw node background +// | - DockNodeUpdateTabBar() - create/update tab bar for a docking node +// | - DockNodeAddTabBar() +// | - DockNodeWindowMenuUpdate() +// | - DockNodeCalcTabBarLayout() +// | - BeginTabBarEx() +// | - TabItemEx() calls +// | - EndTabBar() +// | - BeginDockableDragDropTarget() +// | - DockNodeUpdate() - recurse into child nodes... +//----------------------------------------------------------------------------- +// - DockSpace() user submit a dockspace into a window +// | Begin(Child) - create a child window +// | DockNodeUpdate() - call main dock node update function +// | End(Child) +// | ItemSize() +//----------------------------------------------------------------------------- +// - Begin() +// | BeginDocked() +// | BeginDockableDragDropSource() +// | BeginDockableDragDropTarget() +// | - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- +// - EndFrame() +// | DockContextEndFrame() +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Docking: Internal Types +//----------------------------------------------------------------------------- +// - ImGuiDockRequestType +// - ImGuiDockRequest +// - ImGuiDockPreviewData +// - ImGuiDockNodeSettings +// - ImGuiDockContext +//----------------------------------------------------------------------------- + +enum ImGuiDockRequestType +{ + ImGuiDockRequestType_None = 0, + ImGuiDockRequestType_Dock, + ImGuiDockRequestType_Undock, + ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload +}; + +struct ImGuiDockRequest +{ + ImGuiDockRequestType Type; + ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL) + ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into + ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] + ImGuiDir DockSplitDir; + float DockSplitRatio; + bool DockSplitOuter; + ImGuiWindow* UndockTargetWindow; + ImGuiDockNode* UndockTargetNode; + + ImGuiDockRequest() + { + Type = ImGuiDockRequestType_None; + DockTargetWindow = DockPayload = UndockTargetWindow = NULL; + DockTargetNode = UndockTargetNode = NULL; + DockSplitDir = ImGuiDir_None; + DockSplitRatio = 0.5f; + DockSplitOuter = false; + } +}; + +struct ImGuiDockPreviewData +{ + ImGuiDockNode FutureNode; + bool IsDropAllowed; + bool IsCenterAvailable; + bool IsSidesAvailable; // Hold your breath, grammar freaks.. + bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) + ImGuiDockNode* SplitNode; + ImGuiDir SplitDir; + float SplitRatio; + ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() + + ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } +}; + +// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) +struct ImGuiDockNodeSettings +{ + ImGuiID ID; + ImGuiID ParentNodeId; + ImGuiID ParentWindowId; + ImGuiID SelectedTabId; + signed char SplitAxis; + char Depth; + ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih SizeRef; + ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; } +}; + +//----------------------------------------------------------------------------- +// Docking: Forward Declarations +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // ImGuiDockContext + static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); + static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); + static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); + static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); + static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); + static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window); + static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count); + static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all + + // ImGuiDockNode + static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); + static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id); + static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); + static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); + static void DockNodeHideHostWindow(ImGuiDockNode* node); + static void DockNodeUpdate(ImGuiDockNode* node); + static void DockNodeUpdateForRootNode(ImGuiDockNode* node); + static void DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node); + static void DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node); + static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); + static void DockNodeAddTabBar(ImGuiDockNode* node); + static void DockNodeRemoveTabBar(ImGuiDockNode* node); + static void DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar); + static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); + static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); + static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); + static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); + static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); + static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos); + static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); + static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); + static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } + static int DockNodeGetTabOrder(ImGuiWindow* window); + + // ImGuiDockNode tree manipulations + static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); + static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); + static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL); + static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); + static ImGuiDockNode* DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos); + static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); + + // Settings + static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id); + static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count); + static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id); + static void DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); + static void DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); + static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); + static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); + static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext +//----------------------------------------------------------------------------- +// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings, +// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active. +// At boot time only, we run a simple GC to remove nodes that have no references. +// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures), +// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does). +// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data. +//----------------------------------------------------------------------------- +// - DockContextInitialize() +// - DockContextShutdown() +// - DockContextClearNodes() +// - DockContextRebuildNodes() +// - DockContextNewFrameUpdateUndocking() +// - DockContextNewFrameUpdateDocking() +// - DockContextEndFrame() +// - DockContextFindNodeByID() +// - DockContextBindNodeToWindow() +// - DockContextGenNodeID() +// - DockContextAddNode() +// - DockContextRemoveNode() +// - ImGuiDockContextPruneNodeData +// - DockContextPruneUnusedSettingsNodes() +// - DockContextBuildNodesFromSettings() +// - DockContextBuildAddWindowsToNodes() +//----------------------------------------------------------------------------- + +void ImGui::DockContextInitialize(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + + // Add .ini handle for persistent docking data + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Docking"; + ini_handler.TypeHash = ImHashStr("Docking"); + ini_handler.ClearAllFn = DockSettingsHandler_ClearAll; + ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read + ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = DockSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = DockSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + + g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default; +} + +void ImGui::DockContextShutdown(ImGuiContext* ctx) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + IM_DELETE(node); +} + +void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs) +{ + IM_UNUSED(ctx); + IM_ASSERT(ctx == GImGui); + DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs); + DockBuilderRemoveNodeChildNodes(root_id); +} + +// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch +// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!) +void ImGui::DockContextRebuildNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n"); + SaveIniSettingsToMemory(); + ImGuiID root_id = 0; // Rebuild all + DockContextClearNodes(ctx, root_id, false); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, root_id); +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + { + if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0) + DockContextClearNodes(ctx, 0, true); + return; + } + + // Setting NoSplit at runtime merges all nodes + if (g.IO.ConfigDockingNoSplit) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode() && node->IsSplitNode()) + { + DockBuilderRemoveNodeChildNodes(node->ID); + //dc->WantFullRebuild = true; + } + + // Process full rebuild +#if 0 + if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) + dc->WantFullRebuild = true; +#endif + if (dc->WantFullRebuild) + { + DockContextRebuildNodes(ctx); + dc->WantFullRebuild = false; + } + + // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame) + for (ImGuiDockRequest& req : dc->Requests) + { + if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow) + DockContextProcessUndockWindow(ctx, req.UndockTargetWindow); + else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode) + DockContextProcessUndockNode(ctx, req.UndockTargetNode); + } +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // [DEBUG] Store hovered dock node. + // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut. + // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering. + g.DebugHoveredDockNode = NULL; + if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow) + { + if (hovered_window->DockNodeAsHost) + g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos); + else if (hovered_window->RootWindow->DockNode) + g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode; + } + + // Process Docking requests + for (ImGuiDockRequest& req : dc->Requests) + if (req.Type == ImGuiDockRequestType_Dock) + DockContextProcessDock(ctx, &req); + dc->Requests.resize(0); + + // Create windows for each automatic docking nodes + // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsFloatingNode()) + DockNodeUpdate(node); +} + +void ImGui::DockContextEndFrame(ImGuiContext* ctx) +{ + // Draw backgrounds of node missing their window + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &g.DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame) + { + ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size); + ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize); + node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags); + } +} + +ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id) +{ + return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id); +} + +ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) +{ + // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) + // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0 + // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted. + ImGuiID id = 0x0001; + while (DockContextFindNodeByID(ctx, id) != NULL) + id++; + return id; +} + +static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) +{ + // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window. + ImGuiContext& g = *ctx; + if (id == 0) + id = DockContextGenNodeID(ctx); + else + IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); + + // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings! + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id); + ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); + ctx->DockContext.Nodes.SetVoidPtr(node->ID, node); + return node; +} + +static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID); + IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); + IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); + IM_ASSERT(node->Windows.Size == 0); + + if (node->HostWindow) + node->HostWindow->DockNodeAsHost = NULL; + + ImGuiDockNode* parent_node = node->ParentNode; + const bool merge = (merge_sibling_into_parent_node && parent_node != NULL); + if (merge) + { + IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node); + ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]); + DockNodeTreeMerge(&g, parent_node, sibling_node); + } + else + { + for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++) + if (parent_node->ChildNodes[n] == node) + node->ParentNode->ChildNodes[n] = NULL; + dc->Nodes.SetVoidPtr(node->ID, NULL); + IM_DELETE(node); + } +} + +static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs) +{ + const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs; + const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs; + return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a); +} + +// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here. +struct ImGuiDockContextPruneNodeData +{ + int CountWindows, CountChildWindows, CountChildNodes; + ImGuiID RootId; + ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; } +}; + +// Garbage collect unused nodes (run once at init time) +static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IM_ASSERT(g.Windows.Size == 0); + + ImPool pool; + pool.Reserve(dc->NodesSettings.Size); + + // Count child nodes and compute RootID + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0; + pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID; + if (settings->ParentNodeId) + pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++; + } + + // Count reference to dock ids from dockspaces + // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes() + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + if (settings->ParentWindowId != 0) + if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId)) + if (window_settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId)) + data->CountChildNodes++; + } + + // Count reference to dock ids from window settings + // We guard against the possibility of an invalid .ini file (RootID may point to a missing node) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID dock_id = settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id)) + { + data->CountWindows++; + if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId)) + data_root->CountChildWindows++; + } + + // Prune + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID); + if (data->CountWindows > 1) + continue; + ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId); + + bool remove = false; + remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window + remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window + remove |= (data_root->CountChildWindows == 0); + if (remove) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); + DockSettingsRemoveNodeReferences(&settings->ID, 1); + settings->ID = 0; + } + } +} + +static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count) +{ + // Build nodes + for (int node_n = 0; node_n < node_settings_count; node_n++) + { + ImGuiDockNodeSettings* settings = &node_settings_array[node_n]; + if (settings->ID == 0) + continue; + ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); + node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL; + node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); + node->Size = ImVec2(settings->Size.x, settings->Size.y); + node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode; + if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL) + node->ParentNode->ChildNodes[0] = node; + else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) + node->ParentNode->ChildNodes[1] = node; + node->SelectedTabId = settings->SelectedTabId; + node->SplitAxis = (ImGuiAxis)settings->SplitAxis; + node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); + + // Bind host window immediately if it already exist (in case of a rebuild) + // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. + char host_window_title[20]; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title))); + } +} + +void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id) +{ + // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1) + continue; + if (window->DockNode != NULL) + continue; + + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings() + if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id) + DockNodeAddWindow(node, window, true); + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext Docking/Undocking functions +//----------------------------------------------------------------------------- +// - DockContextQueueDock() +// - DockContextQueueUndockWindow() +// - DockContextQueueUndockNode() +// - DockContextQueueNotifyRemovedNode() +// - DockContextProcessDock() +// - DockContextProcessUndockWindow() +// - DockContextProcessUndockNode() +// - DockContextCalcDropPosForDocking() +//----------------------------------------------------------------------------- + +void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer) +{ + IM_ASSERT(target != payload); + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Dock; + req.DockTargetWindow = target; + req.DockTargetNode = target_node; + req.DockPayload = payload; + req.DockSplitDir = split_dir; + req.DockSplitRatio = split_ratio; + req.DockSplitOuter = split_outer; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetWindow = window; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetNode = node; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (ImGuiDockRequest& req : dc->Requests) + if (req.DockTargetNode == node) + req.Type = ImGuiDockRequestType_None; +} + +void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) +{ + IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL)); + IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL); + + ImGuiContext& g = *ctx; + IM_UNUSED(g); + + ImGuiWindow* payload_window = req->DockPayload; // Optional + ImGuiWindow* target_window = req->DockTargetWindow; + ImGuiDockNode* node = req->DockTargetNode; + if (payload_window) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir); + else + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir); + + // Decide which Tab will be selected at the end of the operation + ImGuiID next_selected_id = 0; + ImGuiDockNode* payload_node = NULL; + if (payload_window) + { + payload_node = payload_window->DockNodeAsHost; + payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later. + if (payload_node && payload_node->IsLeafNode()) + next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId; + if (payload_node == NULL) + next_selected_id = payload_window->TabId; + } + + // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well + // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==. + if (node) + IM_ASSERT(node->LastFrameAlive <= g.FrameCount); + if (node && target_window && node == target_window->DockNodeAsHost) + IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode()); + + // Create new node and add existing window to it + if (node == NULL) + { + node = DockContextAddNode(ctx, 0); + node->Pos = target_window->Pos; + node->Size = target_window->Size; + if (target_window->DockNodeAsHost == NULL) + { + DockNodeAddWindow(node, target_window, true); + node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted; + target_window->DockIsActive = true; + } + } + + ImGuiDir split_dir = req->DockSplitDir; + if (split_dir != ImGuiDir_None) + { + // Split into two, one side will be our payload node unless we are dropping a loose window + const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side + const float split_ratio = req->DockSplitRatio; + DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); // payload_node may be NULL here! + ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1]; + new_node->HostWindow = node->HostWindow; + node = new_node; + } + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + + if (node != payload_node) + { + // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!) + if (node->Windows.Size > 0 && node->TabBar == NULL) + { + DockNodeAddTabBar(node); + for (int n = 0; n < node->Windows.Size; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + + if (payload_node != NULL) + { + // Transfer full payload node (with 1+ child windows or child nodes) + if (payload_node->IsSplitNode()) + { + if (node->Windows.Size > 0) + { + // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node. + // In this situation, we move the windows of the target node into the currently visible node of the payload. + // This allows us to preserve some of the underlying dock tree settings nicely. + IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted. + ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows; + if (visible_node->TabBar) + IM_ASSERT(visible_node->TabBar->Tabs.Size > 0); + DockNodeMoveWindows(node, visible_node); + DockNodeMoveWindows(visible_node, node); + DockSettingsRenameNodeReferences(node->ID, visible_node->ID); + } + if (node->IsCentralNode()) + { + // Central node property needs to be moved to a leaf node, pick the last focused one. + // FIXME-DOCK: If we had to transfer other flags here, what would the policy be? + ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId); + IM_ASSERT(last_focused_node != NULL); + ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); + IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node)); + last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode); + last_focused_root_node->CentralNode = last_focused_node; + } + + IM_ASSERT(node->Windows.Size == 0); + DockNodeMoveChildNodes(node, payload_node); + } + else + { + const ImGuiID payload_dock_id = payload_node->ID; + DockNodeMoveWindows(node, payload_node); + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + DockContextRemoveNode(ctx, payload_node, true); + } + else if (payload_window) + { + // Transfer single window + const ImGuiID payload_dock_id = payload_window->DockId; + node->VisibleWindow = payload_window; + DockNodeAddWindow(node, payload_window, true); + if (payload_dock_id != 0) + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + } + else + { + // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar + node->WantHiddenTabBarUpdate = true; + } + + // Update selection immediately + if (ImGuiTabBar* tab_bar = node->TabBar) + tab_bar->NextSelectedTabId = next_selected_id; + MarkIniSettingsDirty(); +} + +// Problem: +// Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more +// than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic +// with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be +// due to missing ImGuiBackendFlags_HasMouseCursors backend flag). +// Solution: +// When undocking a window we currently force its maximum size to 90% of the host viewport or monitor. +// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch). +static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport) +{ + if (ref_viewport == NULL) + return size; + + ImGuiContext& g = *GImGui; + ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f); + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + { + const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport); + max_size = ImTrunc(monitor->WorkSize * 0.90f); + } + return ImMin(size, max_size); +} + +void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref); + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId); + else + window->DockId = 0; + window->Collapsed = false; + window->DockIsActive = false; + window->DockNodeIsVisible = window->DockTabIsVisible = false; + window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport); + + MarkIniSettingsDirty(); +} + +void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Windows.Size >= 1); + + if (node->IsRootNode() || node->IsCentralNode()) + { + // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload. + ImGuiDockNode* new_node = DockContextAddNode(ctx, 0); + new_node->Pos = node->Pos; + new_node->Size = node->Size; + new_node->SizeRef = node->SizeRef; + DockNodeMoveWindows(new_node, node); + DockSettingsRenameNodeReferences(node->ID, new_node->ID); + node = new_node; + } + else + { + // Otherwise extract our node and merge our sibling back into the parent node. + IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; + node->ParentNode->ChildNodes[index_in_parent] = NULL; + DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]); + node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport + node->ParentNode = NULL; + } + for (ImGuiWindow* window : node->Windows) + { + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); + } + node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode; + node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport); + node->WantMouseMove = true; + MarkIniSettingsDirty(); +} + +// This is mostly used for automation. +bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) +{ + if (target != NULL && target_node == NULL) + target_node = target->DockNode; + + // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects + // (which would be functionally identical) we only show the outer one. Reflect this here. + if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None) + split_outer = true; + ImGuiDockPreviewData split_data; + DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer); + if (split_data.DropRectsDraw[split_dir+1].IsInverted()) + return false; + *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); + return true; +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode +//----------------------------------------------------------------------------- +// - DockNodeGetTabOrder() +// - DockNodeAddWindow() +// - DockNodeRemoveWindow() +// - DockNodeMoveChildNodes() +// - DockNodeMoveWindows() +// - DockNodeApplyPosSizeToWindows() +// - DockNodeHideHostWindow() +// - ImGuiDockNodeFindInfoResults +// - DockNodeFindInfo() +// - DockNodeFindWindowByID() +// - DockNodeUpdateFlagsAndCollapse() +// - DockNodeUpdateHasCentralNodeFlag() +// - DockNodeUpdateVisibleFlag() +// - DockNodeStartMouseMovingWindow() +// - DockNodeUpdate() +// - DockNodeUpdateWindowMenu() +// - DockNodeBeginAmendTabBar() +// - DockNodeEndAmendTabBar() +// - DockNodeUpdateTabBar() +// - DockNodeAddTabBar() +// - DockNodeRemoveTabBar() +// - DockNodeIsDropAllowedOne() +// - DockNodeIsDropAllowed() +// - DockNodeCalcTabBarLayout() +// - DockNodeCalcSplitRects() +// - DockNodeCalcDropRectsAndTestMousePos() +// - DockNodePreviewDockSetup() +// - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- + +ImGuiDockNode::ImGuiDockNode(ImGuiID id) +{ + ID = id; + SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None; + ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; + TabBar = NULL; + SplitAxis = ImGuiAxis_None; + + State = ImGuiDockNodeState_Unknown; + LastBgColor = IM_COL32_WHITE; + HostWindow = VisibleWindow = NULL; + CentralNode = OnlyNodeWithWindows = NULL; + CountNodeWithWindows = 0; + LastFrameAlive = LastFrameActive = LastFrameFocused = -1; + LastFocusedNodeId = 0; + SelectedTabId = 0; + WantCloseTabId = 0; + RefViewportId = 0; + AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; + AuthorityForViewport = ImGuiDataAuthority_Auto; + IsVisible = true; + IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false; + IsBgDrawnThisFrame = false; + WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; +} + +ImGuiDockNode::~ImGuiDockNode() +{ + IM_DELETE(TabBar); + TabBar = NULL; + ChildNodes[0] = ChildNodes[1] = NULL; +} + +int ImGui::DockNodeGetTabOrder(ImGuiWindow* window) +{ + ImGuiTabBar* tab_bar = window->DockNode->TabBar; + if (tab_bar == NULL) + return -1; + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId); + return tab ? TabBarGetTabOrder(tab_bar, tab) : -1; +} + +static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window) +{ + window->Hidden = true; + window->HiddenFramesCanSkipItems = window->Active ? 1 : 2; +} + +static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar) +{ + ImGuiContext& g = *GImGui; (void)g; + if (window->DockNode) + { + // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node) + IM_ASSERT(window->DockNode->ID != node->ID); + DockNodeRemoveWindow(window->DockNode, window, 0); + } + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window, + // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame). + // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin() + if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false) + DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]); + + node->Windows.push_back(window); + node->WantHiddenTabBarUpdate = true; + window->DockNode = node; + window->DockId = node->ID; + window->DockIsActive = (node->Windows.Size > 1); + window->DockTabWantClose = false; + + // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. + // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. + if (node->HostWindow == NULL && node->IsFloatingNode()) + { + if (node->AuthorityForPos == ImGuiDataAuthority_Auto) + node->AuthorityForPos = ImGuiDataAuthority_Window; + if (node->AuthorityForSize == ImGuiDataAuthority_Auto) + node->AuthorityForSize = ImGuiDataAuthority_Window; + if (node->AuthorityForViewport == ImGuiDataAuthority_Auto) + node->AuthorityForViewport = ImGuiDataAuthority_Window; + } + + // Add to tab bar if requested + if (add_to_tab_bar) + { + if (node->TabBar == NULL) + { + DockNodeAddTabBar(node); + node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId; + + // Add existing windows + for (int n = 0; n < node->Windows.Size - 1; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window); + } + + DockNodeUpdateVisibleFlag(node); + + // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame. + if (node->HostWindow) + UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow); +} + +static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window->DockNode == node); + //IM_ASSERT(window->RootWindowDockTree == node->HostWindow); + //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() + IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + window->DockNode = NULL; + window->DockIsActive = window->DockTabWantClose = false; + window->DockId = save_dock_id; + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately + + if (node->HostWindow && node->HostWindow->ViewportOwned) + { + // When undocking from a user interaction this will always run in NewFrame() and have not much effect. + // But mid-frame, if we clear viewport we need to mark window as hidden as well. + window->Viewport = NULL; + window->ViewportId = 0; + window->ViewportOwned = false; + window->Hidden = true; + } + + // Remove window + bool erased = false; + for (int n = 0; n < node->Windows.Size; n++) + if (node->Windows[n] == window) + { + node->Windows.erase(node->Windows.Data + n); + erased = true; + break; + } + if (!erased) + IM_ASSERT(erased); + if (node->VisibleWindow == window) + node->VisibleWindow = NULL; + + // Remove tab and possibly tab bar + node->WantHiddenTabBarUpdate = true; + if (node->TabBar) + { + TabBarRemoveTab(node->TabBar, window->TabId); + const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2; + if (node->Windows.Size < tab_count_threshold_for_tab_bar) + DockNodeRemoveTabBar(node); + } + + if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID) + { + // Automatic dock node delete themselves if they are not holding at least one tab + DockContextRemoveNode(&g, node, true); + return; + } + + if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow) + { + ImGuiWindow* remaining_window = node->Windows[0]; + // Note: we used to transport viewport ownership here. + remaining_window->Collapsed = node->HostWindow->Collapsed; + } + + // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree + DockNodeUpdateVisibleFlag(node); +} + +static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + IM_ASSERT(dst_node->Windows.Size == 0); + dst_node->ChildNodes[0] = src_node->ChildNodes[0]; + dst_node->ChildNodes[1] = src_node->ChildNodes[1]; + if (dst_node->ChildNodes[0]) + dst_node->ChildNodes[0]->ParentNode = dst_node; + if (dst_node->ChildNodes[1]) + dst_node->ChildNodes[1]->ParentNode = dst_node; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->SizeRef = src_node->SizeRef; + src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL; +} + +static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered) + IM_ASSERT(src_node && dst_node && dst_node != src_node); + ImGuiTabBar* src_tab_bar = src_node->TabBar; + if (src_tab_bar != NULL) + IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size); + + // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.) + bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL); + if (move_tab_bar) + { + dst_node->TabBar = src_node->TabBar; + src_node->TabBar = NULL; + } + + // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar(). + for (ImGuiWindow* window : src_node->Windows) + { + window->DockNode = NULL; + window->DockIsActive = false; + DockNodeAddWindow(dst_node, window, !move_tab_bar); + } + src_node->Windows.clear(); + + if (!move_tab_bar && src_node->TabBar) + { + if (dst_node->TabBar) + dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId; + DockNodeRemoveTabBar(src_node); + } +} + +static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node) +{ + for (ImGuiWindow* window : node->Windows) + { + SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame + SetWindowSize(window, node->Size, ImGuiCond_Always); + } +} + +static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node) +{ + if (node->HostWindow) + { + if (node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + node->HostWindow = NULL; + } + + if (node->Windows.Size == 1) + { + node->VisibleWindow = node->Windows[0]; + node->Windows[0]->DockIsActive = false; + } + + if (node->TabBar) + DockNodeRemoveTabBar(node); +} + +// Search function called once by root node in DockNodeUpdate() +struct ImGuiDockNodeTreeInfo +{ + ImGuiDockNode* CentralNode; + ImGuiDockNode* FirstNodeWithWindows; + int CountNodesWithWindows; + //ImGuiWindowClass WindowClassForMerges; + + ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); } +}; + +static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info) +{ + if (node->Windows.Size > 0) + { + if (info->FirstNodeWithWindows == NULL) + info->FirstNodeWithWindows = node; + info->CountNodesWithWindows++; + } + if (node->IsCentralNode()) + { + IM_ASSERT(info->CentralNode == NULL); // Should be only one + IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this."); + info->CentralNode = node; + } + if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL) + return; + if (node->ChildNodes[0]) + DockNodeFindInfo(node->ChildNodes[0], info); + if (node->ChildNodes[1]) + DockNodeFindInfo(node->ChildNodes[1], info); +} + +static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id) +{ + IM_ASSERT(id != 0); + for (ImGuiWindow* window : node->Windows) + if (window->ID == id) + return window; + return NULL; +} + +// - Remove inactive windows/nodes. +// - Update visibility flag. +static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + + // Inherit most flags + if (node->ParentNode) + node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + + // Recurse into children + // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. + // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' + // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]); + + // Remove inactive windows, collapse nodes + // Merge node flags overrides stored in windows + node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + IM_ASSERT(window->DockNode == node); + + bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + bool remove = false; + remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount); + remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame + remove |= (window->DockTabWantClose); + if (remove) + { + window->DockTabWantClose = false; + if (node->Windows.Size == 1 && !node->IsCentralNode()) + { + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return + return; + } + DockNodeRemoveWindow(node, window, node->ID); + window_n--; + continue; + } + + // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. + //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear; + node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet; + } + node->UpdateMergedFlags(); + + // Auto-hide tab bar option + ImGuiDockNodeFlags node_flags = node->MergedFlags; + if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar()) + node->WantHiddenTabBarToggle = true; + node->WantHiddenTabBarUpdate = false; + + // Cancel toggling if we know our tab bar is enforced to be hidden at all times + if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar)) + node->WantHiddenTabBarToggle = false; + + // Apply toggles at a single point of the frame (here!) + if (node->Windows.Size > 1) + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + else if (node->WantHiddenTabBarToggle) + node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar); + node->WantHiddenTabBarToggle = false; + + DockNodeUpdateVisibleFlag(node); +} + +// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames. +static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node) +{ + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]); + if (node->IsRootNode()) + { + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } + } +} + +static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node) +{ + // Update visibility flag + bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode(); + is_visible |= (node->Windows.Size > 0); + is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible); + is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible); + node->IsVisible = is_visible; +} + +static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->WantMouseMove == true); + StartMouseMovingWindow(window); + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos; + g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision. + node->WantMouseMove = false; +} + +// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class. +static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node) +{ + DockNodeUpdateFlagsAndCollapse(node); + + // - Setup central node pointers + // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!) + // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing + ImGuiDockNodeTreeInfo info; + DockNodeFindInfo(node, &info); + node->CentralNode = info.CentralNode; + node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL; + node->CountNodeWithWindows = info.CountNodesWithWindows; + if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL) + node->LastFocusedNodeId = info.FirstNodeWithWindows->ID; + + // Copy the window class from of our first window so it can be used for proper dock filtering. + // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy. + // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec. + if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows) + { + node->WindowClass = first_node_with_windows->Windows[0]->WindowClass; + for (int n = 1; n < first_node_with_windows->Windows.Size; n++) + if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false) + { + node->WindowClass = first_node_with_windows->Windows[n]->WindowClass; + break; + } + } + + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } +} + +static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + // Remove ourselves from any previous different host window + // This can happen if a user mistakenly does (see #4295 for details): + // - N+0: DockBuilderAddNode(id, 0) // missing ImGuiDockNodeFlags_DockSpace + // - N+1: NewFrame() // will create floating host window for that node + // - N+1: DockSpace(id) // requalify node as dockspace, moving host window + if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + + host_window->DockNodeAsHost = node; + node->HostWindow = host_window; +} + +static void ImGui::DockNodeUpdate(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->LastFrameActive != g.FrameCount); + node->LastFrameAlive = g.FrameCount; + node->IsBgDrawnThisFrame = false; + + node->CentralNode = node->OnlyNodeWithWindows = NULL; + if (node->IsRootNode()) + DockNodeUpdateForRootNode(node); + + // Remove tab bar if not needed + if (node->TabBar && node->IsNoTabBar()) + DockNodeRemoveTabBar(node); + + // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) + bool want_to_hide_host_window = false; + if (node->IsFloatingNode()) + { + if (node->Windows.Size <= 1 && node->IsLeafNode()) + if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) + want_to_hide_host_window = true; + if (node->CountNodeWithWindows == 0) + want_to_hide_host_window = true; + } + if (want_to_hide_host_window) + { + if (node->Windows.Size == 1) + { + // Floating window pos/size is authoritative + ImGuiWindow* single_window = node->Windows[0]; + node->Pos = single_window->Pos; + node->Size = single_window->SizeFull; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + + // Transfer focus immediately so when we revert to a regular window it is immediately selected + if (node->HostWindow && g.NavWindow == node->HostWindow) + FocusWindow(single_window); + if (node->HostWindow) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name); + single_window->Viewport = node->HostWindow->Viewport; + single_window->ViewportId = node->HostWindow->ViewportId; + if (node->HostWindow->ViewportOwned) + { + single_window->Viewport->ID = single_window->ID; + single_window->Viewport->Window = single_window; + single_window->ViewportOwned = true; + } + } + node->RefViewportId = single_window->ViewportId; + } + + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->HasCloseButton = node->HasWindowMenuButton = false; + node->LastFrameActive = g.FrameCount; + + if (node->WantMouseMove && node->Windows.Size == 1) + DockNodeStartMouseMovingWindow(node, node->Windows[0]); + return; + } + + // In some circumstance we will defer creating the host window (so everything will be kept hidden), + // while the expected visible window is resizing itself. + // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled, + // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up: + // N+0: Begin(): window created (with no known size), node is created + // N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible + // N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible + // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code. + // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin(). + // In reality it isn't very important as user quickly ends up with size data in .ini file. + if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode()) + { + IM_ASSERT(node->Windows.Size > 0); + ImGuiWindow* ref_window = NULL; + if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! + ref_window = DockNodeFindWindowByID(node, node->SelectedTabId); + if (ref_window == NULL) + ref_window = node->Windows[0]; + if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0) + { + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing; + return; + } + } + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + + // Decide if the node will have a close button and a window menu button + node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; + node->HasCloseButton = false; + for (ImGuiWindow* window : node->Windows) + { + // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. + node->HasCloseButton |= window->HasCloseButton; + window->DockIsActive = (node->Windows.Size > 1); + } + if (node_flags & ImGuiDockNodeFlags_NoCloseButton) + node->HasCloseButton = false; + + // Bind or create host window + ImGuiWindow* host_window = NULL; + bool beginned_into_host_window = false; + if (node->IsDockSpace()) + { + // [Explicit root dockspace node] + IM_ASSERT(node->HostWindow); + host_window = node->HostWindow; + } + else + { + // [Automatic root or child nodes] + if (node->IsRootNode() && node->IsVisible) + { + ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + + // Sync Pos + if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window) + SetNextWindowPos(ref_window->Pos); + else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode) + SetNextWindowPos(node->Pos); + + // Sync Size + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowSize(ref_window->SizeFull); + else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode) + SetNextWindowSize(node->Size); + + // Sync Collapsed + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowCollapsed(ref_window->Collapsed); + + // Sync Viewport + if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window) + SetNextWindowViewport(ref_window->ViewportId); + else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0) + SetNextWindowViewport(node->RefViewportId); + + SetNextWindowClass(&node->WindowClass); + + // Begin into the host window + char window_label[20]; + DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoFocusOnAppearing; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse; + window_flags |= ImGuiWindowFlags_NoTitleBar; + + SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); + Begin(window_label, NULL, window_flags); + PopStyleVar(); + beginned_into_host_window = true; + + host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->DC.CursorPos = host_window->Pos; + node->Pos = host_window->Pos; + node->Size = host_window->Size; + + // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) + // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. + // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. + // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window + // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back + // after the dock host window, losing their top-most status. + if (node->HostWindow->Appearing) + BringWindowToDisplayFront(node->HostWindow); + + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + else if (node->ParentNode) + { + node->HostWindow = host_window = node->ParentNode->HostWindow; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + if (node->WantMouseMove && node->HostWindow) + DockNodeStartMouseMovingWindow(node, node->HostWindow); + } + node->RefViewportId = 0; // Clear when we have a host window + + // Update focused node (the one whose title bar is highlight) within a node tree + if (node->IsSplitNode()) + IM_ASSERT(node->TabBar == NULL); + if (node->IsRootNode()) + if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL) + while (p_window != NULL && p_window->DockNode != NULL) + { + ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode); + if (p_node == node) + { + node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID! + break; + } + p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL; + } + + // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace + ImGuiDockNode* central_node = node->CentralNode; + const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty(); + bool central_node_hole_register_hit_test_hole = central_node_hole; + if (central_node_hole) + if (const ImGuiPayload* payload = ImGui::GetDragDropPayload()) + if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data)) + central_node_hole_register_hit_test_hole = false; + if (central_node_hole_register_hit_test_hole) + { + // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. + // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen + // covering passthru node we'd have a gap on the edge not covered by the hole) + IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode + ImGuiDockNode* root_node = DockNodeGetRootNode(central_node); + ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size); + ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size); + if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; } + if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; } + if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; } + if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; } + //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255)); + if (central_node_hole && !hole_rect.IsInverted()) + { + SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min); + if (host_window->ParentWindow) + SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min); + } + } + + // Update position/size, process and draw resizing splitters + if (node->IsRootNode() && host_window) + { + DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size); + PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]); + PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]); + PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]); + DockNodeTreeUpdateSplitter(node); + PopStyleColor(3); + } + + // Draw empty node background (currently can only be the Central Node) + if (host_window && node->IsEmpty() && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg); + if (node->LastBgColor != 0) + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor); + node->IsBgDrawnThisFrame = true; + } + + // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set. + // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size + // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! + const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; + if (render_dockspace_bg && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + if (central_node_hole) + RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f); + else + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f); + } + + // Draw and populate Tab Bar + if (host_window) + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + if (host_window && node->Windows.Size > 0) + { + DockNodeUpdateTabBar(node, host_window); + } + else + { + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->IsFocused = false; + } + if (node->TabBar && node->TabBar->SelectedTabId) + node->SelectedTabId = node->TabBar->SelectedTabId; + else if (node->Windows.Size > 0) + node->SelectedTabId = node->Windows[0]->TabId; + + // Draw payload drop target + if (host_window && node->IsVisible) + if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window)) + BeginDockableDragDropTarget(host_window); + + // We update this after DockNodeUpdateTabBar() + node->LastFrameActive = g.FrameCount; + + // Recurse into children + // FIXME-DOCK FIXME-OPT: Should not need to recurse into children + if (host_window) + { + if (node->ChildNodes[0]) + DockNodeUpdate(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdate(node->ChildNodes[1]); + + // Render outer borders last (after the tab bar) + if (node->IsRootNode()) + RenderWindowOuterBorders(host_window); + } + + // End host window + if (beginned_into_host_window) //-V1020 + End(); +} + +// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame. +static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs) +{ + ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window; + ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window; + if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder)) + return d; + return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); +} + +// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node. +// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented) +// Custom overrides may want to decorate, group, sort entries. +// Please note those are internal structures: if you copy this expect occasional breakage. +// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler) +void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + IM_UNUSED(ctx); + if (tab_bar->Tabs.Size == 1) + { + // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table. + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar())) + node->WantHiddenTabBarToggle = true; + } + else + { + // Display a selectable list of windows in this docking node + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId)) + TabBarQueueFocus(tab_bar, tab); + SameLine(); + Text(" "); + } + } +} + +static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + // Try to position the menu so it is more likely to stays within the same viewport + ImGuiContext& g = *GImGui; + if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f)); + else + SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f)); + if (BeginPopup("#WindowMenu")) + { + node->IsFocused = true; + g.DockNodeWindowMenuHandler(&g, node, tab_bar); + EndPopup(); + } +} + +// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button. +bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL || node->HostWindow == NULL) + return false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return false; + if (node->TabBar->ID == 0) + return false; + Begin(node->HostWindow->Name); + PushOverrideID(node->ID); + bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags); + IM_UNUSED(ret); + IM_ASSERT(ret); + return true; +} + +void ImGui::DockNodeEndAmendTabBar() +{ + EndTabBar(); + PopID(); + End(); +} + +static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node) +{ + // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy) + ImGuiContext& g = *GImGui; + if (g.NavWindowingTarget) + return (g.NavWindowingTarget->DockNode == node); + + // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window) + if (g.NavWindow && root_node->LastFocusedNodeId == node->ID) + { + // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node) + ImGuiWindow* parent_window = g.NavWindow->RootWindow; + while (parent_window->Flags & ImGuiWindowFlags_ChildMenu) + parent_window = parent_window->ParentWindow->RootWindow; + ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode; + for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL) + if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node) + return true; + } + return false; +} + +// Submit the tab bar corresponding to a dock node and various housekeeping details. +static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + const bool closed_all = node->WantCloseAll && node_was_active; + const ImGuiID closed_one = node->WantCloseTabId && node_was_active; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + + // Decide if we should use a focused title bar color + bool is_focused = false; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (IsDockNodeTitleBarHighlighted(node, root_node)) + is_focused = true; + + // Hidden tab bar will show a triangle on the upper-left (in Begin) + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + { + node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + node->IsFocused = is_focused; + if (is_focused) + node->LastFrameFocused = g.FrameCount; + if (node->VisibleWindow) + { + // Notify root of visible window (used to display title in OS task bar) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + if (node->TabBar) + node->TabBar->VisibleTabId = node->VisibleWindow->TabId; + } + return; + } + + // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed + bool backup_skip_item = host_window->SkipItems; + if (!node->IsDockSpace()) + { + host_window->SkipItems = false; + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + } + + // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID. + // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs, + // as docked windows themselves will override the stack with their own root ID. + PushOverrideID(node->ID); + ImGuiTabBar* tab_bar = node->TabBar; + bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden + if (tab_bar == NULL) + { + DockNodeAddTabBar(node); + tab_bar = node->TabBar; + } + + ImGuiID focus_tab_id = 0; + node->IsFocused = is_focused; + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // In a dock node, the Collapse Button turns into the Window Menu button. + // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes? + if (has_window_menu_button && IsPopupOpen("#WindowMenu")) + { + ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId; + DockNodeWindowMenuUpdate(node, tab_bar); + if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id) + focus_tab_id = tab_bar->NextSelectedTabId; + is_focused |= node->IsFocused; + } + + // Layout + ImRect title_bar_rect, tab_bar_rect; + ImVec2 window_menu_button_pos; + ImVec2 close_button_pos; + DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos); + + // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value. + const int tabs_count_old = tab_bar->Tabs.Size; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (TabBarFindTabByID(tab_bar, window->TabId) == NULL) + TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window); + } + + // Title bar + if (is_focused) + node->LastFrameFocused = g.FrameCount; + ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize); + host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags); + + // Docking/Collapse button + if (has_window_menu_button) + { + if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node) + OpenPopup("#WindowMenu"); + if (IsItemActive()) + focus_tab_id = tab_bar->SelectedTabId; + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode)); + } + + // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value + int tabs_unsorted_start = tab_bar->Tabs.Size; + for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--) + { + // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting? + tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted; + tabs_unsorted_start = tab_n; + } + if (tab_bar->Tabs.Size > tabs_unsorted_start) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); + for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_UNUSED(tab); + IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1); + if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) + ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); + } + + // Apply NavWindow focus back to the tab bar + if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node) + tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId; + + // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated + if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId; + else if (tab_bar->Tabs.Size > tabs_count_old) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId; + + // Begin tab bar + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); + tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll; + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; + if (!host_window->Collapsed && is_focused) + tab_bar_flags |= ImGuiTabBarFlags_IsFocused; + tab_bar->ID = GetID("#TabBar"); + tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width + tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize; + BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags); + //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)); + + // Backup style colors + ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT]; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]]; + + // Submit actual tabs + node->VisibleWindow = NULL; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument)) + continue; + if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active) + { + ImGuiTabItemFlags tab_item_flags = 0; + tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet; + if (window->Flags & ImGuiWindowFlags_UnsavedDocument) + tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Apply stored style overrides for the window + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]); + + // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so) + bool tab_open = true; + TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); + if (!tab_open) + node->WantCloseTabId = window->TabId; + if (tab_bar->VisibleTabId == window->TabId) + node->VisibleWindow = window; + + // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call + window->DockTabItemStatusFlags = g.LastItemData.StatusFlags; + window->DockTabItemRect = g.LastItemData.Rect; + + // Update navigation ID on menu layer + if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) + host_window->NavLastIds[1] = window->TabId; + } + } + + // Restore style colors + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n]; + + // Notify root of visible window (used to display title in OS task bar) + if (node->VisibleWindow) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + + // Close button (after VisibleWindow was updated) + // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId + const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton; + const bool close_button_is_visible = node->HasCloseButton; + //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one) + if (close_button_is_visible) + { + if (!close_button_is_enabled) + { + PushItemFlag(ImGuiItemFlags_Disabled, true); + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f)); + } + if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos)) + { + node->WantCloseAll = true; + for (int n = 0; n < tab_bar->Tabs.Size; n++) + TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]); + } + //if (IsItemActive()) + // focus_tab_id = tab_bar->SelectedTabId; + if (!close_button_is_enabled) + { + PopStyleColor(); + PopItemFlag(); + } + } + + // When clicking on the title bar outside of tabs, we still focus the selected tab for that node + // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them. + ImGuiID title_bar_id = host_window->GetID("#TITLEBAR"); + if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id) + { + // AllowOverlap mode required for appending into dock node tab bar, + // otherwise dragging window will steal HoveredId and amended tabs cannot get them. + bool held; + KeepAliveID(title_bar_id); + ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap); + if (g.HoveredId == title_bar_id) + { + g.LastItemData.ID = title_bar_id; + } + if (held) + { + if (IsMouseClicked(0)) + focus_tab_id = tab_bar->SelectedTabId; + + // Forward moving request to selected window + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space + } + } + + // Forward focus from host node to selected window + //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget) + // focus_tab_id = tab_bar->SelectedTabId; + + // When clicked on a tab we requested focus to the docked child + // This overrides the value set by "forward focus from host node to selected window". + if (tab_bar->NextSelectedTabId) + focus_tab_id = tab_bar->NextSelectedTabId; + + // Apply navigation focus + if (focus_tab_id != 0) + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id)) + if (tab->Window) + { + FocusWindow(tab->Window); + NavInitWindow(tab->Window, false); + } + + EndTabBar(); + PopID(); + + // Restore SkipItems flag + if (!node->IsDockSpace()) + { + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + host_window->SkipItems = backup_skip_item; + } +} + +static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node) +{ + IM_ASSERT(node->TabBar == NULL); + node->TabBar = IM_NEW(ImGuiTabBar); +} + +static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL) + return; + IM_DELETE(node->TabBar); + node->TabBar = NULL; +} + +static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window) +{ + if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) + return false; + + ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass; + ImGuiWindowClass* payload_class = &payload->WindowClass; + if (host_class->ClassId != payload_class->ClassId) + { + bool pass = false; + if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0) + pass = true; + if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0) + pass = true; + if (!pass) + return false; + } + + // Prevent docking any window created above a popup + // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features), + // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test. + // But it would requires more work on our end because the dock host windows is technically created in NewFrame() + // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking. + ImGuiContext& g = *GImGui; + for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) + if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window) + if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window)) // Payload is created from within a popup begin stack. + return false; + + return true; +} + +static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload) +{ + if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering + return true; + + const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload; + if (DockNodeIsDropAllowedOne(payload, host_window)) + return true; + } + return false; +} + +// window menu button == collapse button when not in a dock node. +// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code. +static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); + if (out_title_rect) { *out_title_rect = r; } + + r.Min.x += style.WindowBorderSize; + r.Max.x -= style.WindowBorderSize; + + float button_sz = g.FontSize; + r.Min.x += style.FramePadding.x; + r.Max.x -= style.FramePadding.x; + ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y); + if (node->HasCloseButton) + { + if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + r.Min.x += button_sz + style.ItemInnerSpacing.x; + } + else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (out_tab_bar_rect) { *out_tab_bar_rect = r; } + if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; } +} + +void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired) +{ + ImGuiContext& g = *GImGui; + const float dock_spacing = g.Style.ItemInnerSpacing.x; + const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + pos_new[axis ^ 1] = pos_old[axis ^ 1]; + size_new[axis ^ 1] = size_old[axis ^ 1]; + + // Distribute size on given axis (with a desired size or equally) + const float w_avail = size_old[axis] - dock_spacing; + if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) + { + size_new[axis] = size_new_desired[axis]; + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + else + { + size_new[axis] = IM_TRUNC(w_avail * 0.5f); + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + + // Position each node + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + { + pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing; + } + else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up) + { + pos_new[axis] = pos_old[axis]; + pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing; + } +} + +// Retrieve the drop rectangles for a given direction or for the center + perform hit testing. +bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos) +{ + ImGuiContext& g = *GImGui; + + const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight()); + const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f)); + float hs_w; // Half-size, longer axis + float hs_h; // Half-size, smaller axis + ImVec2 off; // Distance from edge or center + if (outer_docking) + { + //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); + //hs_h = ImTrunc(hs_w * 0.15f); + //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); + hs_w = ImTrunc(hs_for_central_nodes * 1.50f); + hs_h = ImTrunc(hs_for_central_nodes * 0.80f); + off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h)); + } + else + { + hs_w = ImTrunc(hs_for_central_nodes); + hs_h = ImTrunc(hs_for_central_nodes * 0.90f); + off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f)); + } + + ImVec2 c = ImTrunc(parent.GetCenter()); + if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); } + else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); } + else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); } + else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); } + else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); } + + if (test_mouse_pos == NULL) + return false; + + ImRect hit_r = out_r; + if (!outer_docking) + { + // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides + hit_r.Expand(ImTrunc(hs_w * 0.30f)); + ImVec2 mouse_delta = (*test_mouse_pos - c); + float mouse_delta_len2 = ImLengthSqr(mouse_delta); + float r_threshold_center = hs_w * 1.4f; + float r_threshold_sides = hs_w * (1.4f + 1.2f); + if (mouse_delta_len2 < r_threshold_center * r_threshold_center) + return (dir == ImGuiDir_None); + if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides) + return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y)); + } + return hit_r.Contains(*test_mouse_pos); +} + +// host_node may be NULL if the window doesn't have a DockNode already. +// FIXME-DOCK: This is misnamed since it's also doing the filtering. +static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking) +{ + ImGuiContext& g = *GImGui; + + // There is an edge case when docking into a dockspace which only has inactive nodes. + // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. + // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. + if (payload_node == NULL) + payload_node = payload_window->DockNodeAsHost; + ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; + if (ref_node_for_rect) + IM_ASSERT(ref_node_for_rect->IsVisible == true); + + // Filter, figure out where we are allowed to dock + ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet; + ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet; + data->IsCenterAvailable = true; + if (is_outer_docking) + data->IsCenterAvailable = false; + else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) + data->IsCenterAvailable = false; + else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode()) + data->IsCenterAvailable = false; + else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split? + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty())) + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty()) + data->IsCenterAvailable = false; + + data->IsSidesAvailable = true; + if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit) + data->IsSidesAvailable = false; + else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode()) + data->IsSidesAvailable = false; + else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther) + data->IsSidesAvailable = false; + + // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split) + data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton); + data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); + data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos; + data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size; + + // Calculate drop shapes geometry for allowed splitting directions + IM_ASSERT(ImGuiDir_None == -1); + data->SplitNode = host_node; + data->SplitDir = ImGuiDir_None; + data->IsSplitDirExplicit = false; + if (!host_window->Collapsed) + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (dir == ImGuiDir_None && !data->IsCenterAvailable) + continue; + if (dir != ImGuiDir_None && !data->IsSidesAvailable) + continue; + if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos)) + { + data->SplitDir = (ImGuiDir)dir; + data->IsSplitDirExplicit = true; + } + } + + // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar + data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable); + if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift) + data->IsDropAllowed = false; + + // Calculate split area + data->SplitRatio = 0.0f; + if (data->SplitDir != ImGuiDir_None) + { + ImGuiDir split_dir = data->SplitDir; + ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + ImVec2 pos_new, pos_old = data->FutureNode.Pos; + ImVec2 size_new, size_old = data->FutureNode.Size; + DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size); + + // Calculate split ratio so we can pass it down the docking request + float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]); + data->FutureNode.Pos = pos_new; + data->FutureNode.Size = size_new; + data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio); + } +} + +static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes + + // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent. + // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes. + const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload; + + // In case the two windows involved are on different viewports, we will draw the overlay on each of them. + int overlay_draw_lists_count = 0; + ImDrawList* overlay_draw_lists[2]; + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport); + if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload) + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport); + + // Draw main preview rectangle + const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f); + const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f); + const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f); + const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f); + + // Display area preview + const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0); + if (data->IsDropAllowed) + { + ImRect overlay_rect = data->FutureNode.Rect(); + if (data->SplitDir == ImGuiDir_None && can_preview_tabs) + overlay_rect.Min.y += GetFrameHeight(); + if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable) + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize)); + } + + // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) + if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable) + { + // Compute target tab bar geometry so we can locate our preview tabs + ImRect tab_bar_rect; + DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL); + ImVec2 tab_pos = tab_bar_rect.Min; + if (host_node && host_node->TabBar) + { + if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar()) + tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission. + else + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x; + } + else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost)) + { + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar + } + + // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows) + if (root_payload->DockNodeAsHost) + IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size); + ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL; + const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + // DockNode's TabBar may have non-window Tabs manually appended by user + ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload; + if (tab_bar_with_payload && payload_window == NULL) + continue; + if (!DockNodeIsDropAllowedOne(payload_window, host_window)) + continue; + + // Calculate the tab bounding box for each payload window + ImVec2 tab_size = TabItemCalcSize(payload_window); + ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y); + tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x; + const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]); + const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabSelected]); + PushStyleColor(ImGuiCol_Text, overlay_col_text); + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0; + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max); + TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs); + TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL); + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PopClipRect(); + } + PopStyleColor(); + } + } + + // Display drop boxes + const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding); + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (!data->DropRectsDraw[dir + 1].IsInverted()) + { + ImRect draw_r = data->DropRectsDraw[dir + 1]; + ImRect draw_r_in = draw_r; + draw_r_in.Expand(-2.0f); + ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop; + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImVec2 center = ImFloor(draw_r_in.GetCenter()); + overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding); + overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding); + if (dir == ImGuiDir_Left || dir == ImGuiDir_Right) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines); + if (dir == ImGuiDir_Up || dir == ImGuiDir_Down) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); + } + } + + // Stop after ImGuiDir_None + if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit) + return; + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode Tree manipulation functions +//----------------------------------------------------------------------------- +// - DockNodeTreeSplit() +// - DockNodeTreeMerge() +// - DockNodeTreeUpdatePosSize() +// - DockNodeTreeUpdateSplitterFindTouchingNode() +// - DockNodeTreeUpdateSplitter() +// - DockNodeTreeFindFallbackLeafNode() +// - DockNodeTreeFindNodeByPos() +//----------------------------------------------------------------------------- + +void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_axis != ImGuiAxis_None); + + ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0); + child_0->ParentNode = parent_node; + + ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0); + child_1->ParentNode = parent_node; + + ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1; + DockNodeMoveChildNodes(child_inheritor, parent_node); + parent_node->ChildNodes[0] = child_0; + parent_node->ChildNodes[1] = child_1; + parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow; + parent_node->SplitAxis = split_axis; + parent_node->VisibleWindow = NULL; + parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode; + + float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize); + size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); + IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. + child_0->SizeRef = child_1->SizeRef = parent_node->Size; + child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio); + child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]); + + DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); + DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node)); + DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size); + + // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property) + child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; + child_0->UpdateMergedFlags(); + child_1->UpdateMergedFlags(); + parent_node->UpdateMergedFlags(); + if (child_inheritor->IsCentralNode()) + DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor; +} + +void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child) +{ + // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL. + ImGuiContext& g = *GImGui; + ImGuiDockNode* child_0 = parent_node->ChildNodes[0]; + ImGuiDockNode* child_1 = parent_node->ChildNodes[1]; + IM_ASSERT(child_0 || child_1); + IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1); + if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0)) + { + IM_ASSERT(parent_node->TabBar == NULL); + IM_ASSERT(parent_node->Windows.Size == 0); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID); + + ImVec2 backup_last_explicit_size = parent_node->SizeRef; + DockNodeMoveChildNodes(parent_node, merge_lead_child); + if (child_0) + { + DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows + DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID); + } + if (child_1) + { + DockNodeMoveWindows(parent_node, child_1); + DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID); + } + DockNodeApplyPosSizeToWindows(parent_node); + parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto; + parent_node->VisibleWindow = merge_lead_child->VisibleWindow; + parent_node->SizeRef = backup_last_explicit_size; + + // Flags transfer + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag + parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows + parent_node->UpdateMergedFlags(); + + if (child_0) + { + ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL); + IM_DELETE(child_0); + } + if (child_1) + { + ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL); + IM_DELETE(child_1); + } +} + +// Update Pos/Size for a node hierarchy (don't affect child Windows yet) +// (Depth-first, Pre-Order) +void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node) +{ + // During the regular dock node update we write to all nodes. + // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away. + ImGuiContext& g = *GImGui; + const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node; + if (write_to_node) + { + node->Pos = pos; + node->Size = size; + } + + if (node->IsLeafNode()) + return; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + ImVec2 child_0_pos = pos, child_1_pos = pos; + ImVec2 child_0_size = size, child_1_size = size; + + const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0)); + const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1)); + const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node; + const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node; + + if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible) + { + const float spacing = g.Style.DockingSeparatorSize; + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + const float size_avail = ImMax(size[axis] - spacing, 0.0f); + + // Size allocation policy + // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. + const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); + + // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing. + // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc() + // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce + + // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) + if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce) + { + child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce) + { + child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce) + { + // FIXME-DOCK: We cannot honor the requested size, so apply ratio. + // Currently this path will only be taken if code programmatically sets WantLockSizeOnce + float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + + // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node + else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild) + { + child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild) + { + child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]); + child_0_size[axis] = (size_avail - child_1_size[axis]); + } + else + { + // 4) Otherwise distribute according to the relative ratio of each SizeRef value + float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); + child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f)); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + + child_1_pos[axis] += spacing + child_0_size[axis]; + } + + if (only_write_to_single_node == NULL) + child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false; + + const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible; + const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible; + if (child_0_recurse) + DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size); + if (child_1_recurse) + DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size); +} + +static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector* touching_nodes) +{ + if (node->IsLeafNode()) + { + touching_nodes->push_back(node); + return; + } + if (node->ChildNodes[0]->IsVisible) + if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes); + if (node->ChildNodes[1]->IsVisible) + if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); +} + +// (Depth-First, Pre-Order) +void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return; + + ImGuiContext& g = *GImGui; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + if (child_0->IsVisible && child_1->IsVisible) + { + // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally) + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + IM_ASSERT(axis != ImGuiAxis_None); + ImRect bb; + bb.Min = child_0->Pos; + bb.Max = child_1->Pos; + bb.Min[axis] += child_0->Size[axis]; + bb.Max[axis ^ 1] += child_1->Size[axis ^ 1]; + //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)); + + const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs + const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY; + if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag)) + { + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding); + } + else + { + //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node. + //bb.Max[axis] -= 1; + PushID(node->ID); + + // Find resizing limits by gathering list of nodes that are touching the splitter line. + ImVector touching_nodes[2]; + float min_size = g.Style.WindowMinSize[axis]; + float resize_limits[2]; + resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size; + resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size; + + ImGuiID splitter_id = GetID("##Splitter"); + if (g.ActiveId == splitter_id) // Only process when splitter is active + { + DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]); + DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]); + for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++) + resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size); + for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++) + resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); + + // [DEBUG] Render touching nodes & limits + /* + ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + for (int n = 0; n < 2; n++) + { + for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++) + draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255)); + if (axis == ImGuiAxis_X) + draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); + else + draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f); + } + */ + } + + // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters + float cur_size_0 = child_0->Size[axis]; + float cur_size_1 = child_1->Size[axis]; + float min_size_0 = resize_limits[0] - child_0->Pos[axis]; + float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; + ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg); + if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col)) + { + if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) + { + child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0; + child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis]; + child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1; + + // Lock the size of every node that is a sibling of the node we are touching + // This might be less desirable if we can merge sibling of a same axis into the same parental level. + for (int side_n = 0; side_n < 2; side_n++) + for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) + { + ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; + //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); + while (touching_node->ParentNode != node) + { + if (touching_node->ParentNode->SplitAxis == axis) + { + // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize(). + ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n]; + node_to_preserve->WantLockSizeOnce = true; + //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255)); + //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100)); + } + touching_node = touching_node->ParentNode; + } + } + + DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size); + DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size); + MarkIniSettingsDirty(); + } + } + PopID(); + } + } + + if (child_0->IsVisible) + DockNodeTreeUpdateSplitter(child_0); + if (child_1->IsVisible) + DockNodeTreeUpdateSplitter(child_1); +} + +ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0])) + return leaf_node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1])) + return leaf_node; + return NULL; +} + +ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos) +{ + if (!node->IsVisible) + return NULL; + + const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE? + ImRect r(node->Pos, node->Pos + node->Size); + r.Expand(dock_spacing * 0.5f); + bool inside = r.Contains(pos); + if (!inside) + return NULL; + + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos)) + return hovered_node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos)) + return hovered_node; + + // This means we are hovering over the splitter/spacing of a parent node + return node; +} + +//----------------------------------------------------------------------------- +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +//----------------------------------------------------------------------------- +// - SetWindowDock() [Internal] +// - DockSpace() +// - DockSpaceOverViewport() +//----------------------------------------------------------------------------- + +// [Internal] Called via SetNextWindowDockID() +void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowDockAllowFlags & cond) == 0) + return; + window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + if (window->DockId == dock_id) + return; + + // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot + ImGuiContext& g = *GImGui; + if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, dock_id)) + if (new_node->IsSplitNode()) + { + // Policy: Find central node or latest focused node. We first move back to our root node. + new_node = DockNodeGetRootNode(new_node); + if (new_node->CentralNode) + { + IM_ASSERT(new_node->CentralNode->IsCentralNode()); + dock_id = new_node->CentralNode->ID; + } + else + { + dock_id = new_node->LastFocusedNodeId; + } + } + + if (window->DockId == dock_id) + return; + + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, 0); + window->DockId = dock_id; +} + +// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. +// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. +// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. +// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location). +ImGuiID ImGui::DockSpace(ImGuiID dockspace_id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindowRead(); + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return 0; + + // Early out if parent window is hidden/collapsed + // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960. + // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true. + if (window->SkipItems) + flags |= ImGuiDockNodeFlags_KeepAliveOnly; + if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0) + window = GetCurrentWindow(); // call to set window->WriteAccessed = true; + + IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! + IM_ASSERT((flags & ImGuiDockNodeFlags_CentralNode) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! (#8145) + + IM_ASSERT(dockspace_id != 0); + ImGuiDockNode* node = DockContextFindNodeByID(&g, dockspace_id); + if (node == NULL) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", dockspace_id); + node = DockContextAddNode(&g, dockspace_id); + node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode); + } + if (window_class && window_class->ClassId != node->WindowClass.ClassId) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", dockspace_id, node->WindowClass.ClassId, window_class->ClassId); + node->SharedFlags = flags; + node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); + + // When a DockSpace transitioned form implicit to explicit this may be called a second time + // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again. + if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) + { + IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + return dockspace_id; + } + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + + // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible + if (flags & ImGuiDockNodeFlags_KeepAliveOnly) + { + node->LastFrameAlive = g.FrameCount; + return dockspace_id; + } + + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImTrunc(size_arg); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + + node->Pos = window->DC.CursorPos; + node->Size = node->SizeRef = size; + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; + + // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window? + // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented) + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; + window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; + window_flags |= ImGuiWindowFlags_NoBackground; + + char title[256]; + ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, dockspace_id); + + PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); + Begin(title, NULL, window_flags); + PopStyleVar(); + + ImGuiWindow* host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->ChildId = window->GetID(title); + node->OnlyNodeWithWindows = NULL; + + IM_ASSERT(node->IsRootNode()); + + // We need to handle the rare case were a central node is missing. + // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace. + // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split. + // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining. + // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property, + // as it doesn't make sense for an empty dockspace to not have this property. + if (node->IsLeafNode() && !node->IsCentralNode()) + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + + // Update the node + DockNodeUpdate(node); + + End(); + + ImRect bb(node->Pos, node->Pos + size); + ItemSize(size); + ItemAdd(bb, dockspace_id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?) + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild() + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + return dockspace_id; +} + +// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! +// The limitation with this call is that your window won't have a local menu bar, but you can also use BeginMainMenuBar(). +// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. +// If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. +ImGuiID ImGui::DockSpaceOverViewport(ImGuiID dockspace_id, const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) +{ + if (viewport == NULL) + viewport = GetMainViewport(); + + // Submit a window filling the entire viewport + SetNextWindowPos(viewport->WorkPos); + SetNextWindowSize(viewport->WorkSize); + SetNextWindowViewport(viewport->ID); + + ImGuiWindowFlags host_window_flags = 0; + host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + host_window_flags |= ImGuiWindowFlags_NoBackground; + + // FIXME-OPT: When using ImGuiDockNodeFlags_KeepAliveOnly with DockSpaceOverViewport() we might be able to spare submitting the window, + // since DockSpace() with that flag doesn't need a window. We'd only need to compute the default ID accordingly. + if (dockspace_flags & ImGuiDockNodeFlags_KeepAliveOnly) + host_window_flags |= ImGuiWindowFlags_NoMouseInputs; + + char label[32]; + ImFormatString(label, IM_ARRAYSIZE(label), "WindowOverViewport_%08X", viewport->ID); + + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + Begin(label, NULL, host_window_flags); + PopStyleVar(3); + + // Submit the dockspace + if (dockspace_id == 0) + dockspace_id = GetID("DockSpace"); + DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class); + + End(); + + return dockspace_id; +} + +//----------------------------------------------------------------------------- +// Docking: Builder Functions +//----------------------------------------------------------------------------- +// Very early end-user API to manipulate dock nodes. +// Only available in imgui_internal.h. Expect this API to change/break! +// It is expected that those functions are all called _before_ the dockspace node submission. +//----------------------------------------------------------------------------- +// - DockBuilderDockWindow() +// - DockBuilderGetNode() +// - DockBuilderSetNodePos() +// - DockBuilderSetNodeSize() +// - DockBuilderAddNode() +// - DockBuilderRemoveNode() +// - DockBuilderRemoveNodeChildNodes() +// - DockBuilderRemoveNodeDockedWindows() +// - DockBuilderSplitNode() +// - DockBuilderCopyNodeRec() +// - DockBuilderCopyNode() +// - DockBuilderCopyWindowSettings() +// - DockBuilderCopyDockSpace() +// - DockBuilderFinish() +//----------------------------------------------------------------------------- + +void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) +{ + // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1) + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id); + ImGuiID window_id = ImHashStr(window_name); + if (ImGuiWindow* window = FindWindowByID(window_id)) + { + // Apply to created window + ImGuiID prev_node_id = window->DockId; + SetWindowDock(window, node_id, ImGuiCond_Always); + if (window->DockId != prev_node_id) + window->DockOrder = -1; + } + else + { + // Apply to settings + ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id); + if (settings == NULL) + settings = CreateNewWindowSettings(window_name); + if (settings->DockId != node_id) + settings->DockOrder = -1; + settings->DockId = node_id; + } +} + +ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; + return DockContextFindNodeByID(&g, node_id); +} + +void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + node->Pos = pos; + node->AuthorityForPos = ImGuiDataAuthority_DockNode; +} + +void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + node->Size = node->SizeRef = size; + node->AuthorityForSize = ImGuiDataAuthority_DockNode; +} + +// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node! +// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node. +// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary. +// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand! +// For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect. +// - Use (id == 0) to let the system allocate a node identifier. +// - Existing node with a same id will be removed. +ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags); + + if (node_id != 0) + DockBuilderRemoveNode(node_id); + + ImGuiDockNode* node = NULL; + if (flags & ImGuiDockNodeFlags_DockSpace) + { + DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); + node = DockContextFindNodeByID(&g, node_id); + } + else + { + node = DockContextAddNode(&g, node_id); + node->SetLocalFlags(flags); + } + node->LastFrameAlive = g.FrameCount; // Set this otherwise BeginDocked will undock during the same frame. + return node->ID; +} + +void ImGui::DockBuilderRemoveNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + DockBuilderRemoveNodeDockedWindows(node_id, true); + DockBuilderRemoveNodeChildNodes(node_id); + // Node may have moved or deleted if e.g. any merge happened + node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + if (node->IsCentralNode() && node->ParentNode) + node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode); + DockContextRemoveNode(&g, node, true); +} + +// root_id = 0 to remove all, root_id != 0 to remove child of given node. +void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + ImGuiDockContext* dc = &g.DockContext; + + ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL; + if (root_id && root_node == NULL) + return; + bool has_central_node = false; + + ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto; + ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto; + + // Process active windows + ImVector nodes_to_remove; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + { + bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id); + if (want_removal) + { + if (node->IsCentralNode()) + has_central_node = true; + if (root_id != 0) + DockContextQueueNotifyRemovedNode(&g, node); + if (root_node) + { + DockNodeMoveWindows(root_node, node); + DockSettingsRenameNodeReferences(node->ID, root_node->ID); + } + nodes_to_remove.push_back(node); + } + } + + // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge) + // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead) + if (root_node) + { + root_node->AuthorityForPos = backup_root_node_authority_for_pos; + root_node->AuthorityForSize = backup_root_node_authority_for_size; + } + + // Apply to settings + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID window_settings_dock_id = settings->DockId) + for (int n = 0; n < nodes_to_remove.Size; n++) + if (nodes_to_remove[n]->ID == window_settings_dock_id) + { + settings->DockId = root_id; + break; + } + + // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes + if (nodes_to_remove.Size > 1) + ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst); + for (int n = 0; n < nodes_to_remove.Size; n++) + DockContextRemoveNode(&g, nodes_to_remove[n], false); + + if (root_id == 0) + { + dc->Nodes.Clear(); + dc->Requests.clear(); + } + else if (has_central_node) + { + root_node->CentralNode = root_node; + root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + } +} + +void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs) +{ + // Clear references in settings + ImGuiContext& g = *GImGui; + if (clear_settings_refs) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + bool want_removal = (root_id == 0) || (settings->DockId == root_id); + if (!want_removal && settings->DockId != 0) + if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId)) + if (DockNodeGetRootNode(node)->ID == root_id) + want_removal = true; + if (want_removal) + settings->DockId = 0; + } + } + + // Clear references in windows + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id); + if (want_removal) + { + const ImGuiID backup_dock_id = window->DockId; + IM_UNUSED(backup_dock_id); + DockContextProcessUndockWindow(&g, window, clear_settings_refs); + if (!clear_settings_refs) + IM_ASSERT(window->DockId == backup_dock_id); + } + } +} + +// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created. +// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set. +// FIXME-DOCK: We are not exposing nor using split_outer. +ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_dir != ImGuiDir_None); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, id); + if (node == NULL) + { + IM_ASSERT(node != NULL); + return 0; + } + + IM_ASSERT(!node->IsSplitNode()); // Assert if already Split + + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Split; + req.DockTargetWindow = NULL; + req.DockTargetNode = node; + req.DockPayload = NULL; + req.DockSplitDir = split_dir; + req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir); + req.DockSplitOuter = false; + DockContextProcessDock(&g, &req); + + ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; + ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; + if (out_id_at_dir) + *out_id_at_dir = id_at_dir; + if (out_id_at_opposite_dir) + *out_id_at_opposite_dir = id_at_opposite_dir; + return id_at_dir; +} + +static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known); + dst_node->SharedFlags = src_node->SharedFlags; + dst_node->LocalFlags = src_node->LocalFlags; + dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + dst_node->Pos = src_node->Pos; + dst_node->Size = src_node->Size; + dst_node->SizeRef = src_node->SizeRef; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->UpdateMergedFlags(); + + out_node_remap_pairs->push_back(src_node->ID); + out_node_remap_pairs->push_back(dst_node->ID); + + for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++) + if (src_node->ChildNodes[child_n]) + { + dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs); + dst_node->ChildNodes[child_n]->ParentNode = dst_node; + } + + IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); + return dst_node; +} + +void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_node_id != 0); + IM_ASSERT(dst_node_id != 0); + IM_ASSERT(out_node_remap_pairs != NULL); + + DockBuilderRemoveNode(dst_node_id); + + ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id); + IM_ASSERT(src_node != NULL); + + out_node_remap_pairs->clear(); + DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs); + + IM_ASSERT((out_node_remap_pairs->Size % 2) == 0); +} + +void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name) +{ + ImGuiWindow* src_window = FindWindowByName(src_name); + if (src_window == NULL) + return; + if (ImGuiWindow* dst_window = FindWindowByName(dst_name)) + { + dst_window->Pos = src_window->Pos; + dst_window->Size = src_window->Size; + dst_window->SizeFull = src_window->SizeFull; + dst_window->Collapsed = src_window->Collapsed; + } + else + { + ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name)); + if (!dst_settings) + dst_settings = CreateNewWindowSettings(dst_name); + ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos); + if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID) + { + dst_settings->ViewportPos = window_pos_2ih; + dst_settings->ViewportId = src_window->ViewportId; + dst_settings->Pos = ImVec2ih(0, 0); + } + else + { + dst_settings->Pos = window_pos_2ih; + } + dst_settings->Size = ImVec2ih(src_window->SizeFull); + dst_settings->Collapsed = src_window->Collapsed; + } +} + +// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed. +void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_dockspace_id != 0); + IM_ASSERT(dst_dockspace_id != 0); + IM_ASSERT(in_window_remap_pairs != NULL); + IM_ASSERT((in_window_remap_pairs->Size % 2) == 0); + + // Duplicate entire dock + // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart, + // whereas we could attempt to at least keep them together in a new, same floating node. + ImVector node_remap_pairs; + DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs); + + // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes + // (The windows associated to src_dockspace_id are staying in place) + ImVector src_windows; + for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2) + { + const char* src_window_name = (*in_window_remap_pairs)[remap_window_n]; + const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1]; + ImGuiID src_window_id = ImHashStr(src_window_name); + src_windows.push_back(src_window_id); + + // Search in the remapping tables + ImGuiID src_dock_id = 0; + if (ImGuiWindow* src_window = FindWindowByID(src_window_id)) + src_dock_id = src_window->DockId; + else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id)) + src_dock_id = src_window_settings->DockId; + ImGuiID dst_dock_id = 0; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (node_remap_pairs[dock_remap_n] == src_dock_id) + { + dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear + break; + } + + if (dst_dock_id != 0) + { + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id); + DockBuilderDockWindow(dst_window_name, dst_dock_id); + } + else + { + // Floating windows gets their settings transferred (regardless of whether the new window already exist or not) + // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name); + DockBuilderCopyWindowSettings(src_window_name, dst_window_name); + } + } + + // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list. + // Find those windows and move to them to the cloned dock node. This may be optional? + // Dock those are a second step as undocking would invalidate source dock nodes. + struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } }; + ImVector dock_remaining_windows; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n]) + { + ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + ImGuiDockNode* node = DockBuilderGetNode(src_dock_id); + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (src_windows.contains(window->ID)) + continue; + + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); + dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id)); + } + } + for (const DockRemainingWindowTask& task : dock_remaining_windows) + DockBuilderDockWindow(task.Window->Name, task.DockId); +} + +// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node. +void ImGui::DockBuilderFinish(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + //DockContextRebuild(&g); + DockContextBuildAddWindowsToNodes(&g, root_id); +} + +//----------------------------------------------------------------------------- +// Docking: Begin/End Support Functions (called from Begin/End) +//----------------------------------------------------------------------------- +// - GetWindowAlwaysWantOwnTabBar() +// - DockContextBindNodeToWindow() +// - BeginDocked() +// - BeginDockableDragDropSource() +// - BeginDockableDragDropTarget() +//----------------------------------------------------------------------------- + +bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0) + if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise + return true; + return false; +} + +static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiContext& g = *ctx; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(window->DockNode == NULL); + + // We should not be docking into a split node (SetWindowDock should avoid this) + if (node && node->IsSplitNode()) + { + DockContextProcessUndockWindow(ctx, window); + return NULL; + } + + // Create node + if (node == NULL) + { + node = DockContextAddNode(ctx, window->DockId); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + node->LastFrameAlive = g.FrameCount; + } + + // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet, + // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node). + // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout. + // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame. + if (!node->IsVisible) + { + ImGuiDockNode* ancestor_node = node; + while (!ancestor_node->IsVisible && ancestor_node->ParentNode) + ancestor_node = ancestor_node->ParentNode; + IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node)); + DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node); + } + + // Add window to node + bool node_was_visible = node->IsVisible; + DockNodeAddWindow(node, window, true); + node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see) + IM_ASSERT(node == window->DockNode); + return node; +} + +static void StoreDockStyleForWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + window->DockStyle.Colors[color_n] = ImGui::ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); +} + +void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) +{ + ImGuiContext& g = *GImGui; + + // Clear fields ahead so most early-out paths don't have to do it + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + + const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); + if (auto_dock_node) + { + if (window->DockId == 0) + { + IM_ASSERT(window->DockNode == NULL); + window->DockId = DockContextGenNodeID(&g); + } + } + else + { + // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) + bool want_undock = false; + want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; + want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; + if (want_undock) + { + DockContextProcessUndockWindow(&g, window); + return; + } + } + + // Bind to our dock node + ImGuiDockNode* node = window->DockNode; + if (node != NULL) + IM_ASSERT(window->DockId == node->ID); + if (window->DockId != 0 && node == NULL) + { + node = DockContextBindNodeToWindow(&g, window); + if (node == NULL) + return; + } + +#if 0 + // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set + if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode)) + { + DockContextProcessUndockWindow(ctx, window); + return; + } +#endif + + // Undock if our dockspace node disappeared + // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly. + if (node->LastFrameAlive < g.FrameCount) + { + // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking() + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->LastFrameAlive < g.FrameCount) + DockContextProcessUndockWindow(&g, window); + else + window->DockIsActive = true; + return; + } + + // Store style overrides + StoreDockStyleForWindow(window); + + // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, + // and never create neither a host window neither a tab bar. + // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) + if (node->HostWindow == NULL) + { + if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing) + window->DockIsActive = true; + if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window + DockNodeHideWindowDuringHostWindowCreation(window); + return; + } + + // We can have zero-sized nodes (e.g. children of a small-size dockspace) + IM_ASSERT(node->HostWindow); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f); + node->State = ImGuiDockNodeState_HostWindowVisible; + + // Undock if we are submitted earlier than the host window + if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) + { + DockContextProcessUndockWindow(&g, window); + return; + } + + // Position/Size window + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() + window->DockIsActive = true; + window->DockNodeIsVisible = true; + window->DockTabIsVisible = false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return; + + // When the window is selected we mark it as visible. + if (node->VisibleWindow == window) + window->DockTabIsVisible = true; + + // Update window flag + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0); + window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize; + window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding; + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + window->Flags |= ImGuiWindowFlags_NoTitleBar; + else + window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed! + + // Save new dock order only if the window has been visible once already + // This allows multiple windows to be created in the same frame and have their respective dock orders preserved. + if (node->TabBar && window->WasActive) + window->DockOrder = (short)DockNodeGetTabOrder(window); + + if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL) + *p_open = false; + + // Update ChildId to allow returning from Child to Parent with Escape + ImGuiWindow* parent_window = window->DockNode->HostWindow; + window->ChildId = parent_window->GetID(window->Name); +} + +void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == window->MoveId); + IM_ASSERT(g.MovingWindow == window); + IM_ASSERT(g.CurrentWindow == window); + + // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking. + if (g.IO.ConfigDockingWithShift != g.IO.KeyShift) + { + // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance. + // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active + // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function) + IM_ASSERT(g.NextWindowData.Flags == 0); + if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock)); + return; + } + + g.LastItemData.ID = window->MoveId; + window = window->RootWindowDockTree; + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit + ImGuiDragDropFlags drag_drop_flags = ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_PayloadAutoExpire | ImGuiDragDropFlags_PayloadNoCrossContext | ImGuiDragDropFlags_PayloadNoCrossProcess; + if (is_drag_docking && BeginDragDropSource(drag_drop_flags)) + { + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); + EndDragDropSource(); + StoreDockStyleForWindow(window); // Store style overrides while dragging (even when not docked) because docking preview may need it. + } +} + +void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + if (!g.DragDropActive) + return; + //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!BeginDragDropTargetCustom(window->Rect(), window->ID)) + return; + + // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering + // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) + const ImGuiPayload* payload = &g.DragDropPayload; + if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data)) + { + EndDragDropTarget(); + return; + } + + ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data; + if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)) + { + // Select target node + // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation) + bool dock_into_floating_window = false; + ImGuiDockNode* node = NULL; + if (window->DockNodeAsHost) + { + // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos(). + node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos); + + // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active) + // In this case we need to fallback into any leaf mode, possibly the central node. + // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first. + if (node && node->IsDockSpace() && node->IsRootNode()) + node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node); + } + else + { + if (window->DockNode) + node = window->DockNode; + else + dock_into_floating_window = true; // Dock into a regular window + } + + const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight())); + const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); + + // Preview docking request and find out split direction/ratio + //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. + const bool do_preview = payload->IsPreview() || payload->IsDelivery(); + if (do_preview && (node != NULL || dock_into_floating_window)) + { + // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear. + ImGuiDockPreviewData split_inner; + ImGuiDockPreviewData split_outer; + ImGuiDockPreviewData* split_data = &split_inner; + if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode())) + if (ImGuiDockNode* root_node = DockNodeGetRootNode(node)) + { + DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true); + if (split_outer.IsSplitDirExplicit) + split_data = &split_outer; + } + if (!node || node->IsLeafNode()) + DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false); + if (split_data == &split_outer) + split_inner.IsDropAllowed = false; + + // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes + DockNodePreviewDockRender(window, node, payload_window, &split_inner); + DockNodePreviewDockRender(window, node, payload_window, &split_outer); + + // Queue docking request + if (split_data->IsDropAllowed && payload->IsDelivery()) + DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); + } + } + EndDragDropTarget(); +} + +//----------------------------------------------------------------------------- +// Docking: Settings +//----------------------------------------------------------------------------- +// - DockSettingsRenameNodeReferences() +// - DockSettingsRemoveNodeReferences() +// - DockSettingsFindNodeSettings() +// - DockSettingsHandler_ApplyAll() +// - DockSettingsHandler_ReadOpen() +// - DockSettingsHandler_ReadLine() +// - DockSettingsHandler_DockNodeToSettings() +// - DockSettingsHandler_WriteAll() +//----------------------------------------------------------------------------- + +static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id); + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + { + ImGuiWindow* window = g.Windows[window_n]; + if (window->DockId == old_node_id && window->DockNode == NULL) + window->DockId = new_node_id; + } + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == old_node_id) + settings->DockId = new_node_id; +} + +// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings +static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count) +{ + ImGuiContext& g = *GImGui; + int found = 0; + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + for (int node_n = 0; node_n < node_ids_count; node_n++) + if (settings->DockId == node_ids[node_n]) + { + settings->DockId = 0; + settings->DockOrder = -1; + if (++found < node_ids_count) + break; + return; + } +} + +static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id) +{ + // FIXME-OPT + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->NodesSettings.Size; n++) + if (dc->NodesSettings[n].ID == id) + return &dc->NodesSettings[n]; + return NULL; +} + +// Clear settings data +static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiDockContext* dc = &ctx->DockContext; + dc->NodesSettings.clear(); + DockContextClearNodes(ctx, 0, true); +} + +// Recreate nodes based on settings data +static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + // Prune settings at boot time only + ImGuiDockContext* dc = &ctx->DockContext; + if (ctx->Windows.Size == 0) + DockContextPruneUnusedSettingsNodes(ctx); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, 0); +} + +static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + if (strcmp(name, "Data") != 0) + return NULL; + return (void*)1; +} + +static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line) +{ + char c = 0; + int x = 0, y = 0; + int r = 0; + + // Parsing, e.g. + // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " + // " DockNode ID=0x00000002 Parent=0x00000001 " + // Important: this code expect currently fields in a fixed order. + ImGuiDockNodeSettings node; + line = ImStrSkipBlank(line); + if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); } + else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; } + else return; + if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; + if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1) { line += r; if (node.ParentNodeId == 0) return; } + if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; } + if (node.ParentNodeId == 0) + { + if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return; + if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return; + } + else + { + if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); } + } + if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; } + if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; } + if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; } + if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; } + if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; } + if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; } + if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; } + if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; } + if (node.ParentNodeId != 0) + if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId)) + node.Depth = parent_settings->Depth + 1; + ctx->DockContext.NodesSettings.push_back(node); +} + +static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth) +{ + ImGuiDockNodeSettings node_settings; + IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3))); + node_settings.ID = node->ID; + node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0; + node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0; + node_settings.SelectedTabId = node->SelectedTabId; + node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None); + node_settings.Depth = (char)depth; + node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); + node_settings.Pos = ImVec2ih(node->Pos); + node_settings.Size = ImVec2ih(node->Size); + node_settings.SizeRef = ImVec2ih(node->SizeRef); + dc->NodesSettings.push_back(node_settings); + if (node->ChildNodes[0]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1); + if (node->ChildNodes[1]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1); +} + +static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // Gather settings data + // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer) + dc->NodesSettings.resize(0); + dc->NodesSettings.reserve(dc->Nodes.Data.Size); + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode()) + DockSettingsHandler_DockNodeToSettings(dc, node, 0); + + int max_depth = 0; + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth); + + // Write to text buffer + buf->appendf("[%s][Data]\n", handler->TypeName); + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + { + const int line_start_pos = buf->size(); (void)line_start_pos; + const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n]; + buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file + buf->appendf(" ID=0x%08X", node_settings->ID); + if (node_settings->ParentNodeId) + { + buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y); + } + else + { + if (node_settings->ParentWindowId) + buf->appendf(" Window=0x%08X", node_settings->ParentWindowId); + buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); + } + if (node_settings->SplitAxis != ImGuiAxis_None) + buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y'); + if (node_settings->Flags & ImGuiDockNodeFlags_NoResize) + buf->appendf(" NoResize=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode) + buf->appendf(" CentralNode=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar) + buf->appendf(" NoTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar) + buf->appendf(" HiddenTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton) + buf->appendf(" NoWindowMenuButton=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton) + buf->appendf(" NoCloseButton=1"); + if (node_settings->SelectedTabId) + buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId); + + // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!) + if (g.IO.ConfigDebugIniSettings) + if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) + { + buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything + if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) + buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name); + // Iterate settings so we can give info about windows that didn't exist during the session. + int contains_window = 0; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == node_settings->ID) + { + if (contains_window++ == 0) + buf->appendf(" ; contains "); + buf->appendf("'%s' ", settings->GetName()); + } + } + + buf->appendf("\n"); + } + buf->appendf("\n"); +} + + +//----------------------------------------------------------------------------- +// [SECTION] PLATFORM DEPENDENT HELPERS +//----------------------------------------------------------------------------- +// - Default clipboard handlers +// - Default shell function handlers +// - Default IME handlers +//----------------------------------------------------------------------------- + +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) + +#ifdef _MSC_VER +#pragma comment(lib, "user32") +#pragma comment(lib, "kernel32") +#endif + +// Win32 clipboard implementation +// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + g.ClipboardHandlerData.clear(); + if (!::OpenClipboard(NULL)) + return NULL; + HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return NULL; + } + if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle)) + { + int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL); + g.ClipboardHandlerData.resize(buf_len); + ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL); + } + ::GlobalUnlock(wbuf_handle); + ::CloseClipboard(); + return g.ClipboardHandlerData.Data; +} + +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +{ + if (!::OpenClipboard(NULL)) + return; + const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return; + } + WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle); + ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length); + ::GlobalUnlock(wbuf_handle); + ::EmptyClipboard(); + if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) + ::GlobalFree(wbuf_handle); + ::CloseClipboard(); +} + +#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) + +#include // Use old API to avoid need for separate .mm file +static PasteboardRef main_clipboard = 0; + +// OSX clipboard implementation +// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + for (ItemCount i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + g.ClipboardHandlerData.clear(); + int length = (int)CFDataGetLength(cf_data); + g.ClipboardHandlerData.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data); + g.ClipboardHandlerData[length] = 0; + CFRelease(cf_data); + return g.ClipboardHandlerData.Data; + } + } + } + return NULL; +} + +#else + +// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); +} + +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text) +{ + ImGuiContext& g = *ctx; + g.ClipboardHandlerData.clear(); + const char* text_end = text + strlen(text); + g.ClipboardHandlerData.resize((int)(text_end - text) + 1); + memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text)); + g.ClipboardHandlerData[(int)(text_end - text)] = 0; +} + +#endif // Default clipboard handlers + +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#if defined(__APPLE__) && TARGET_OS_IPHONE +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif + +#if defined(_WIN32) && defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#ifdef _WIN32 +#include // ShellExecuteA() +#ifdef _MSC_VER +#pragma comment(lib, "shell32") +#endif +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ + return (INT_PTR)::ShellExecuteA(NULL, "open", path, NULL, NULL, SW_SHOWDEFAULT) > 32; +} +#else +#include +#include +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ +#if defined(__APPLE__) + const char* args[] { "open", "--", path, NULL }; +#else + const char* args[] { "xdg-open", path, NULL }; +#endif + pid_t pid = fork(); + if (pid < 0) + return false; + if (!pid) + { + execvp(args[0], const_cast(args)); + exit(-1); + } + else + { + int status; + waitpid(pid, &status, 0); + return WEXITSTATUS(status) == 0; + } +} +#endif +#else +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char*) { return false; } +#endif // Default shell handlers + +//----------------------------------------------------------------------------- + +// Win32 API IME support (for Asian languages, etc.) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) + +#include +#ifdef _MSC_VER +#pragma comment(lib, "imm32") +#endif + +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) +{ + // Notify OS Input Method Editor of text input position + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + if (hwnd == 0) + return; + + //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0); + if (HIMC himc = ::ImmGetContext(hwnd)) + { + COMPOSITIONFORM composition_form = {}; + composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + composition_form.dwStyle = CFS_FORCE_POSITION; + ::ImmSetCompositionWindow(himc, &composition_form); + CANDIDATEFORM candidate_form = {}; + candidate_form.dwStyle = CFS_CANDIDATEPOS; + candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + ::ImmSetCandidateWindow(himc, &candidate_form); + ::ImmReleaseContext(hwnd, himc); + } +} + +#else + +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData*) {} + +#endif // Default IME handlers + +//----------------------------------------------------------------------------- +// [SECTION] METRICS/DEBUGGER WINDOW +//----------------------------------------------------------------------------- +// - DebugRenderViewportThumbnail() [Internal] +// - RenderViewportsThumbnails() [Internal] +// - DebugTextEncoding() +// - MetricsHelpMarker() [Internal] +// - ShowFontAtlas() [Internal] +// - ShowMetricsWindow() +// - DebugNodeColumns() [Internal] +// - DebugNodeDockNode() [Internal] +// - DebugNodeDrawList() [Internal] +// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] +// - DebugNodeFont() [Internal] +// - DebugNodeFontGlyph() [Internal] +// - DebugNodeStorage() [Internal] +// - DebugNodeTabBar() [Internal] +// - DebugNodeViewport() [Internal] +// - DebugNodeWindow() [Internal] +// - DebugNodeWindowSettings() [Internal] +// - DebugNodeWindowsList() [Internal] +// - DebugNodeWindowsListByBeginStackParent() [Internal] +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImVec2 scale = bb.GetSize() / viewport->Size; + ImVec2 off = bb.Min - viewport->Pos * scale; + float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); + for (ImGuiWindow* thumb_window : g.Windows) + { + if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) + continue; + if (thumb_window->Viewport != viewport) + continue; + + ImRect thumb_r = thumb_window->Rect(); + ImRect title_r = thumb_window->TitleBarRect(); + thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale)); + title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y + title_r.GetHeight() * 3.0f) * scale)); // Exaggerate title bar height + thumb_r.ClipWithFull(bb); + title_r.ClipWithFull(bb); + const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); + window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); + } + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + if (viewport->ID == g.DebugMetricsConfig.HighlightViewportID) + window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); +} + +static void RenderViewportsThumbnails() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Draw monitor and calculate their boundaries + float SCALE = 1.0f / 8.0f; + ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + bb_full.Add(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize)); + ImVec2 p = window->DC.CursorPos; + ImVec2 off = p - bb_full.Min * SCALE; + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + ImRect monitor_draw_bb(off + (monitor.MainPos) * SCALE, off + (monitor.MainPos + monitor.MainSize) * SCALE); + window->DrawList->AddRect(monitor_draw_bb.Min, monitor_draw_bb.Max, (g.DebugMetricsConfig.HighlightMonitorIdx == g.PlatformIO.Monitors.index_from_ptr(&monitor)) ? IM_COL32(255, 255, 0, 255) : ImGui::GetColorU32(ImGuiCol_Border), 4.0f); + window->DrawList->AddRectFilled(monitor_draw_bb.Min, monitor_draw_bb.Max, ImGui::GetColorU32(ImGuiCol_Border, 0.10f), 4.0f); + } + + // Draw viewports + for (ImGuiViewportP* viewport : g.Viewports) + { + ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); + ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); + } + ImGui::Dummy(bb_full.GetSize() * SCALE); +} + +static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs) +{ + const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs; + const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs; + return b->LastFocusedStampCount - a->LastFocusedStampCount; +} + +// Draw an arbitrary US keyboard layout to visualize translated keys +void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list) +{ + const float scale = ImGui::GetFontSize() / 13.0f; + const ImVec2 key_size = ImVec2(35.0f, 35.0f) * scale; + const float key_rounding = 3.0f * scale; + const ImVec2 key_face_size = ImVec2(25.0f, 25.0f) * scale; + const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f) * scale; + const float key_face_rounding = 2.0f * scale; + const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f) * scale; + const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); + const float key_row_offset = 9.0f * scale; + + ImVec2 board_min = GetCursorScreenPos(); + ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f); + ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y); + + struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; }; + const KeyLayoutData keys_to_display[] = + { + { 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R }, + { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F }, + { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V } + }; + + // Elements rendered manually via ImDrawList API are not clipped automatically. + // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view. + Dummy(board_max - board_min); + if (!IsItemVisible()) + return; + draw_list->PushClipRect(board_min, board_max, true); + for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++) + { + const KeyLayoutData* key_data = &keys_to_display[n]; + ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y); + ImVec2 key_max = key_min + key_size; + draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding); + draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding); + ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y); + ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y); + draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f); + draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding); + ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y); + draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label); + if (IsKeyDown(key_data->Key)) + draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding); + } + draw_list->PopClipRect(); +} + +// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct. +void ImGui::DebugTextEncoding(const char* str) +{ + Text("Text: \"%s\"", str); + if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable)) + return; + TableSetupColumn("Offset"); + TableSetupColumn("UTF-8"); + TableSetupColumn("Glyph"); + TableSetupColumn("Codepoint"); + TableHeadersRow(); + for (const char* p = str; *p != 0; ) + { + unsigned int c; + const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL); + TableNextColumn(); + Text("%d", (int)(p - str)); + TableNextColumn(); + for (int byte_index = 0; byte_index < c_utf8_len; byte_index++) + { + if (byte_index > 0) + SameLine(); + Text("0x%02X", (int)(unsigned char)p[byte_index]); + } + TableNextColumn(); + if (GetFont()->FindGlyphNoFallback((ImWchar)c)) + TextUnformatted(p, p + c_utf8_len); + else + TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]"); + TableNextColumn(); + Text("U+%04X", (int)c); + p += c_utf8_len; + } + EndTable(); +} + +static void DebugFlashStyleColorStop() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT) + g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup; + g.DebugFlashStyleColorIdx = ImGuiCol_COUNT; +} + +// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls. +void ImGui::DebugFlashStyleColor(ImGuiCol idx) +{ + ImGuiContext& g = *GImGui; + DebugFlashStyleColorStop(); + g.DebugFlashStyleColorTime = 0.5f; + g.DebugFlashStyleColorIdx = idx; + g.DebugFlashStyleColorBackup = g.Style.Colors[idx]; +} + +void ImGui::UpdateDebugToolFlashStyleColor() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorTime <= 0.0f) + return; + ColorConvertHSVtoRGB(ImCos(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z); + g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f; + if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f) + DebugFlashStyleColorStop(); +} + +static const char* FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id) +{ + union { void* ptr; int integer; } tex_id_opaque; + memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id))); + if (sizeof(tex_id) >= sizeof(void*)) + ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr); + else + ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer); + return buf; +} + +// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. +static void MetricsHelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +// [DEBUG] List fonts in a font atlas and display its texture +void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +{ + for (ImFont* font : atlas->Fonts) + { + PushID(font); + DebugNodeFont(font); + PopID(); + } + if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons + ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border); + Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); + TreePop(); + } +} + +void ImGui::ShowMetricsWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + if (cfg->ShowDebugLog) + ShowDebugLogWindow(&cfg->ShowDebugLog); + if (cfg->ShowIDStackTool) + ShowIDStackToolWindow(&cfg->ShowIDStackTool); + + if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // [DEBUG] Clear debug breaks hooks after exactly one cycle. + DebugBreakClearData(); + + // Basic info + Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + if (g.ContextName[0] != 0) + { + SameLine(); + Text("(Context Name: \"%s\")", g.ContextName); + } + Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); + Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount); + //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } + + Separator(); + + // Debugging enums + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" }; + enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type + const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" }; + if (cfg->ShowWindowsRectsType < 0) + cfg->ShowWindowsRectsType = WRT_WorkRect; + if (cfg->ShowTablesRectsType < 0) + cfg->ShowTablesRectsType = TRT_WorkRect; + + struct Funcs + { + static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance + if (rect_type == TRT_OuterRect) { return table->OuterRect; } + else if (rect_type == TRT_InnerRect) { return table->InnerRect; } + else if (rect_type == TRT_WorkRect) { return table->WorkRect; } + else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } + else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } + else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } + else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); } + else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } + else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } + else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate + else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } + else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); } + else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } + IM_ASSERT(0); + return ImRect(); + } + + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); } + else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + }; + + // Tools + if (TreeNode("Tools")) + { + // Debug Break features + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + SeparatorTextEx(0, "Debug breaks", NULL, CalcTextSize("(?)").x + g.Style.SeparatorTextPadding.x); + SameLine(); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) + DebugStartItemPicker(); + Checkbox("Show \"Debug Break\" buttons in other sections (io.ConfigDebugIsDebuggerPresent)", &g.IO.ConfigDebugIsDebuggerPresent); + + SeparatorText("Visualize"); + + Checkbox("Show Debug Log", &cfg->ShowDebugLog); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code."); + + Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code."); + + Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); + Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count); + if (cfg->ShowWindowsRects && g.NavWindow != NULL) + { + BulletText("'%s':", g.NavWindow->Name); + Indent(); + for (int rect_n = 0; rect_n < WRT_Count; rect_n++) + { + ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); + Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); + } + Unindent(); + } + + Checkbox("Show tables rectangles", &cfg->ShowTablesRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); + if (cfg->ShowTablesRects && g.NavWindow != NULL) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) + continue; + + BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + Indent(); + char buf[128]; + for (int rect_n = 0; rect_n < TRT_Count; rect_n++) + { + if (rect_n >= TRT_ColumnsRect) + { + if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect) + continue; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, rect_n, column_n); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, rect_n, -1); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + Unindent(); + } + } + Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data + + SeparatorText("Validate"); + + Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop); + SameLine(); + MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + + Checkbox("UTF-8 Encoding viewer", &cfg->ShowTextEncodingViewer); + SameLine(); + MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct."); + if (cfg->ShowTextEncodingViewer) + { + static char buf[64] = ""; + SetNextItemWidth(-FLT_MIN); + InputText("##DebugTextEncodingBuf", buf, IM_ARRAYSIZE(buf)); + if (buf[0] != 0) + DebugTextEncoding(buf); + } + + TreePop(); + } + + // Windows + if (TreeNode("Windows", "Windows (%d)", g.Windows.Size)) + { + //SetNextItemOpen(true, ImGuiCond_Once); + DebugNodeWindowsList(&g.Windows, "By display order"); + DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)"); + if (TreeNode("By submission order (begin stack)")) + { + // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship! + ImVector& temp_buffer = g.WindowsTempSortBuffer; + temp_buffer.resize(0); + for (ImGuiWindow* window : g.Windows) + if (window->LastFrameActive + 1 >= g.FrameCount) + temp_buffer.push_back(window); + struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } }; + ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder); + DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL); + TreePop(); + } + + TreePop(); + } + + // DrawLists + int drawlist_count = 0; + for (ImGuiViewportP* viewport : g.Viewports) + drawlist_count += viewport->DrawDataP.CmdLists.Size; + if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) + { + Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); + Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); + for (ImGuiViewportP* viewport : g.Viewports) + { + bool viewport_has_drawlist = false; + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + { + if (!viewport_has_drawlist) + Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID); + viewport_has_drawlist = true; + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + } + } + TreePop(); + } + + // Viewports + if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) + { + cfg->HighlightMonitorIdx = -1; + bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size); + SameLine(); + MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors."); + if (open) + { + for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) + { + DebugNodePlatformMonitor(&g.PlatformIO.Monitors[i], "Monitor", i); + if (IsItemHovered()) + cfg->HighlightMonitorIdx = i; + } + DebugNodePlatformMonitor(&g.FallbackMonitor, "Fallback", 0); + TreePop(); + } + + SetNextItemOpen(true, ImGuiCond_Once); + if (TreeNode("Windows Minimap")) + { + RenderViewportsThumbnails(); + TreePop(); + } + cfg->HighlightViewportID = 0; + + BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + if (TreeNode("Inferred Z order (front-to-back)")) + { + static ImVector viewports; + viewports.resize(g.Viewports.Size); + memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes()); + if (viewports.Size > 1) + ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount); + for (ImGuiViewportP* viewport : viewports) + { + BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"", + viewport->Idx, viewport->ID, viewport->LastFocusedStampCount, + (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A", + viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + cfg->HighlightViewportID = viewport->ID; + } + TreePop(); + } + + for (ImGuiViewportP* viewport : g.Viewports) + DebugNodeViewport(viewport); + TreePop(); + } + + // Details for Popups + if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) + { + for (const ImGuiPopupData& popup_data : g.OpenPopupStack) + { + // As it's difficult to interact with tree nodes while popups are open, we display everything inline. + ImGuiWindow* window = popup_data.Window; + BulletText("PopupID: %08x, Window: '%s' (%s%s), RestoreNavWindow '%s', ParentWindow '%s'", + popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "", + popup_data.RestoreNavWindow ? popup_data.RestoreNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL"); + } + TreePop(); + } + + // Details for TabBars + if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount())) + { + for (int n = 0; n < g.TabBars.GetMapSize(); n++) + if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n)) + { + PushID(tab_bar); + DebugNodeTabBar(tab_bar, "TabBar"); + PopID(); + } + TreePop(); + } + + // Details for Tables + if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount())) + { + for (int n = 0; n < g.Tables.GetMapSize(); n++) + if (ImGuiTable* table = g.Tables.TryGetMapData(n)) + DebugNodeTable(table); + TreePop(); + } + + // Details for Fonts + ImFontAtlas* atlas = g.IO.Fonts; + if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) + { + ShowFontAtlas(atlas); + TreePop(); + } + + // Details for InputText + if (TreeNode("InputText")) + { + DebugNodeInputTextState(&g.InputTextState); + TreePop(); + } + + // Details for TypingSelect + if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0)) + { + DebugNodeTypingSelectState(&g.TypingSelectState); + TreePop(); + } + + // Details for MultiSelect + if (TreeNode("MultiSelect", "MultiSelect (%d)", g.MultiSelectStorage.GetAliveCount())) + { + ImGuiBoxSelectState* bs = &g.BoxSelectState; + BulletText("BoxSelect ID=0x%08X, Starting = %d, Active %d", bs->ID, bs->IsStarting, bs->IsActive); + for (int n = 0; n < g.MultiSelectStorage.GetMapSize(); n++) + if (ImGuiMultiSelectState* state = g.MultiSelectStorage.TryGetMapData(n)) + DebugNodeMultiSelectState(state); + TreePop(); + } + + // Details for Docking +#ifdef IMGUI_HAS_DOCK + if (TreeNode("Docking")) + { + static bool root_nodes_only = true; + ImGuiDockContext* dc = &g.DockContext; + Checkbox("List root nodes", &root_nodes_only); + Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes); + if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); } + SameLine(); + if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (!root_nodes_only || node->IsRootNode()) + DebugNodeDockNode(node, "Node"); + TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + // Settings + if (TreeNode("Settings")) + { + if (SmallButton("Clear")) + ClearIniSettings(); + SameLine(); + if (SmallButton("Save to memory")) + SaveIniSettingsToMemory(); + SameLine(); + if (SmallButton("Save to disk")) + SaveIniSettingsToDisk(g.IO.IniFilename); + SameLine(); + if (g.IO.IniFilename) + Text("\"%s\"", g.IO.IniFilename); + else + TextUnformatted(""); + Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); + if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) + { + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + BulletText("\"%s\"", handler.TypeName); + TreePop(); + } + if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + DebugNodeWindowSettings(settings); + TreePop(); + } + + if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) + { + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + DebugNodeTableSettings(settings); + TreePop(); + } + +#ifdef IMGUI_HAS_DOCK + if (TreeNode("SettingsDocking", "Settings packed data: Docking")) + { + ImGuiDockContext* dc = &g.DockContext; + Text("In SettingsWindows:"); + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId != 0) + BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder); + Text("In SettingsNodes:"); + for (int n = 0; n < dc->NodesSettings.Size; n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[n]; + const char* selected_tab_name = NULL; + if (settings->SelectedTabId) + { + if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId)) + selected_tab_name = window->Name; + else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId)) + selected_tab_name = window_settings->GetName(); + } + BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : ""); + } + TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) + { + InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly); + TreePop(); + } + TreePop(); + } + + // Settings + if (TreeNode("Memory allocations")) + { + ImGuiDebugAllocInfo* info = &g.DebugAllocInfo; + Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount); + if (SmallButton("GC now")) { g.GcCompactAll = true; } + Text("Recent frames with allocations:"); + int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf); + for (int n = buf_size - 1; n >= 0; n--) + { + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size]; + BulletText("Frame %06d: %+3d ( %2d alloc, %2d free )", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount); + if (n == 0) + { + SameLine(); + Text("<- %d frames ago", g.FrameCount - entry->FrameCount); + } + } + TreePop(); + } + + if (TreeNode("Inputs")) + { + Text("KEYBOARD/GAMEPAD/MOUSE KEYS"); + { + // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. + Indent(); + Text("Keys down:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); } + Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys released:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + DebugRenderKeyboardPreview(GetWindowDrawList()); + Unindent(); + } + + Text("MOUSE STATE"); + { + Indent(); + if (IsMousePosValid()) + Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + Text("Mouse pos: "); + Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + int count = IM_ARRAYSIZE(io.MouseDown); + Text("Mouse down:"); for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); } + Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); } + Text("Mouse wheel: %.1f", io.MouseWheel); + Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer); + Text("Mouse source: %s", GetMouseSourceName(io.MouseSource)); + Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused + Unindent(); + } + + Text("MOUSE WHEELING"); + { + Indent(); + Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL"); + Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer); + Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : ""); + Unindent(); + } + + Text("KEY OWNERS"); + { + Indent(); + if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) + continue; + Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr, + owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : ""); + DebugLocateItemOnHover(owner_data->OwnerCurr); + } + EndChild(); + Unindent(); + } + Text("SHORTCUT ROUTING"); + SameLine(); + MetricsHelpMarker("Declared shortcut routes automatically set key owner when mods matches."); + { + Indent(); + if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; ) + { + ImGuiKeyRoutingData* routing_data = &rt->Entries[idx]; + ImGuiKeyChord key_chord = key | routing_data->Mods; + Text("%s: 0x%08X (scored %d)", GetKeyChordName(key_chord), routing_data->RoutingCurr, routing_data->RoutingCurrScore); + DebugLocateItemOnHover(routing_data->RoutingCurr); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + SameLine(); + if (DebugBreakButton("**DebugBreak**", "in SetShortcutRouting() for this KeyChord")) + g.DebugBreakInShortcutRouting = key_chord; + } + idx = routing_data->NextEntryIndex; + } + } + EndChild(); + Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Unindent(); + } + TreePop(); + } + + if (TreeNode("Internal state")) + { + Text("WINDOWING"); + Indent(); + Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); + Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL"); + Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0); + Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + Unindent(); + + Text("ITEMS"); + Indent(); + Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource)); + DebugLocateItemOnHover(g.ActiveId); + Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame + Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer); + Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + DebugLocateItemOnHover(g.DragDropPayload.SourceId); + Unindent(); + + Text("NAV,FOCUS"); + Indent(); + Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); + Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); + DebugLocateItemOnHover(g.NavId); + Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); + Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData); + Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); + Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId); + Text("NavActivateFlags: %04X", g.NavActivateFlags); + Text("NavCursorVisible: %d, NavHighlightItemUnderNav: %d", g.NavCursorVisible, g.NavHighlightItemUnderNav); + Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); + Text("NavFocusRoute[] = "); + for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--) + { + const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n]; + SameLine(0.0f, 0.0f); + Text("0x%08X/", focus_scope.ID); + SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name); + } + Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); + Unindent(); + + TreePop(); + } + + // Overlay: Display windows Rectangles and Begin Order + if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder) + { + for (ImGuiWindow* window : g.Windows) + { + if (!window->WasActive) + continue; + ImDrawList* draw_list = GetForegroundDrawList(window); + if (cfg->ShowWindowsRects) + { + ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + char buf[32]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); + float font_size = GetFontSize(); + draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); + draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); + } + } + } + + // Overlay: Display Tables Rectangles + if (cfg->ShowTablesRects) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1) + continue; + ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); + if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n); + ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255); + float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f; + draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + } + } + +#ifdef IMGUI_HAS_DOCK + // Overlay: Display Docking info + if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode) + { + char buf[64] = ""; + char* p = buf; + ImGuiDockNode* node = g.DebugHoveredDockNode; + ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); + int depth = DockNodeGetDepth(node); + overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); + ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth; + overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255)); + overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf); + } +#endif // #ifdef IMGUI_HAS_DOCK + + End(); +} + +void ImGui::DebugBreakClearData() +{ + // Those fields are scattered in their respective subsystem to stay in hot-data locations + ImGuiContext& g = *GImGui; + g.DebugBreakInWindow = 0; + g.DebugBreakInTable = 0; + g.DebugBreakInShortcutRouting = ImGuiKey_None; +} + +void ImGui::DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location) +{ + if (!BeginItemTooltip()) + return; + Text("To call IM_DEBUG_BREAK() %s:", description_of_location); + Separator(); + TextUnformatted(keyboard_only ? "- Press 'Pause/Break' on keyboard." : "- Press 'Pause/Break' on keyboard.\n- or Click (may alter focus/active id).\n- or navigate using keyboard and press space."); + Separator(); + TextUnformatted("Choose one way that doesn't interfere with what you are trying to debug!\nYou need a debugger attached or this will crash!"); + EndTooltip(); +} + +// Special button that doesn't take focus, doesn't take input owner, and can be activated without a click etc. +// In order to reduce interferences with the contents we are trying to debug into. +bool ImGui::DebugBreakButton(const char* label, const char* description_of_location) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrLineTextBaseOffset); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x * 2.0f, label_size.y); + + const ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + // WE DO NOT USE ButtonEx() or ButtonBehavior() in order to reduce our side-effects. + bool hovered = ItemHoverable(bb, id, g.CurrentItemFlags); + bool pressed = hovered && (IsKeyChordPressed(g.DebugBreakKeyChord) || IsMouseClicked(0) || g.NavActivateId == id); + DebugBreakButtonTooltip(false, description_of_location); + + ImVec4 col4f = GetStyleColorVec4(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImVec4 hsv; + ColorConvertRGBtoHSV(col4f.x, col4f.y, col4f.z, hsv.x, hsv.y, hsv.z); + ColorConvertHSVtoRGB(hsv.x + 0.20f, hsv.y, hsv.z, col4f.x, col4f.y, col4f.z); + + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, GetColorU32(col4f), true, g.Style.FrameRounding); + RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, g.Style.ButtonTextAlign, &bb); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// [DEBUG] Display contents of Columns +void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) +{ + if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) + return; + BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); + for (ImGuiOldColumnData& column : columns->Columns) + BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm)); + TreePop(); +} + +static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled) +{ + using namespace ImGui; + PushID(label); + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f)); + Text("%s:", label); + if (!enabled) + BeginDisabled(); + CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize); + CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX); + CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY); + CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar); + CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar); + CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton); + CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton); + CheckboxFlags("DockedWindowsInFocusRoute", p_flags, ImGuiDockNodeFlags_DockedWindowsInFocusRoute); + CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags + CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit); + CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther); + CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe); + CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther); + CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty); + CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking); + if (!enabled) + EndDisabled(); + PopStyleVar(); + PopID(); +} + +// [DEBUG] Display contents of ImDockNode +void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) +{ + ImGuiContext& g = *GImGui; + const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2); // Submitted with ImGuiDockNodeFlags_KeepAliveOnly + const bool is_active = (g.FrameCount - node->LastFrameActive < 2); // Submitted + if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open; + ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (node->Windows.Size > 0) + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + else + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + if (!is_alive) { PopStyleColor(); } + if (is_active && IsItemHovered()) + if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow) + GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255)); + if (open) + { + IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); + IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); + BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", + node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); + DebugNodeWindow(node->HostWindow, "HostWindow"); + DebugNodeWindow(node->VisibleWindow, "VisibleWindow"); + BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId); + BulletText("Misc:%s%s%s%s%s%s%s", + node->IsDockSpace() ? " IsDockSpace" : "", + node->IsCentralNode() ? " IsCentralNode" : "", + is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "", + node->WantLockSizeOnce ? " WantLockSizeOnce" : "", + node->HasCentralNodeChild ? " HasCentralNodeChild" : ""); + if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags)) + { + if (BeginTable("flags", 4)) + { + TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true); + EndTable(); + } + TreePop(); + } + if (node->ParentNode) + DebugNodeDockNode(node->ParentNode, "ParentNode"); + if (node->ChildNodes[0]) + DebugNodeDockNode(node->ChildNodes[0], "Child[0]"); + if (node->ChildNodes[1]) + DebugNodeDockNode(node->ChildNodes[1], "Child[1]"); + if (node->TabBar) + DebugNodeTabBar(node->TabBar, "TabBar"); + DebugNodeWindowsList(&node->Windows, "Windows"); + + TreePop(); + } +} + +// [DEBUG] Display contents of ImDrawList +// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport. +void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + int cmd_count = draw_list->CmdBuffer.Size; + if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) + cmd_count--; + bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count); + if (draw_list == GetWindowDrawList()) + { + SameLine(); + TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + if (node_open) + TreePop(); + return; + } + + ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list + if (window && IsItemHovered() && fg_draw_list) + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!node_open) + return; + + if (window && !window->WasActive) + TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); + + for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++) + { + if (pcmd->UserCallback) + { + BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); + continue; + } + + char texid_desc[20]; + FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TextureId); + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); + if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes); + if (!pcmd_node_open) + continue; + + // Calculate approximate coverage area (touched pixel count) + // This will be in pixels squared as long there's no post-scaling happening to the renderer output. + const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset; + float total_area = 0.0f; + for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; ) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos; + total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); + } + + // Display vertex information summary. Hover to get all triangles drawn in wire-frame + ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); + Selectable(buf); + if (IsItemHovered() && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false); + + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGuiListClipper clipper; + clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + while (clipper.Step()) + for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) + { + char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf); + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_i++) + { + const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; + triangle[n] = v.pos; + buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", + (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + } + + Selectable(buf, false); + if (fg_draw_list && IsItemHovered()) + { + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); + fg_draw_list->Flags = backup_flags; + } + } + TreePop(); + } + TreePop(); +} + +// [DEBUG] Display mesh/aabb of a ImDrawCmd +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb) +{ + IM_ASSERT(show_mesh || show_aabb); + + // Draw wire-frame version of all triangles + ImRect clip_rect = draw_cmd->ClipRect; + ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + ImDrawListFlags backup_flags = out_draw_list->Flags; + out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; ) + { + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list + ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; + + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); + if (show_mesh) + out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles + } + // Draw bounding boxes + if (show_aabb) + { + out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + } + out_draw_list->Flags = backup_flags; +} + +// [DEBUG] Display details for a single font, called by ShowStyleEditor(). +void ImGui::DebugNodeFont(ImFont* font) +{ + bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", + font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); + SameLine(); + if (SmallButton("Set as default")) + GetIO().FontDefault = font; + if (!opened) + return; + + // Display preview text + PushFont(font); + Text("The quick brown fox jumps over the lazy dog"); + PopFont(); + + // Display details + SetNextItemWidth(GetFontSize() * 8); + DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); + SameLine(); MetricsHelpMarker( + "Note that the default embedded font is NOT meant to be scaled.\n\n" + "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " + "You may oversample them to get some flexibility with scaling. " + "You can also render at multiple sizes and select which one to use at runtime.\n\n" + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); + Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + char c_str[5]; + Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); + Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); + const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); + Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) + if (font->ConfigData) + if (const ImFontConfig* cfg = &font->ConfigData[config_i]) + BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); + + // Display all glyphs of the fonts in separate pages of 256 characters + if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + { + ImDrawList* draw_list = GetWindowDrawList(); + const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); + const float cell_size = font->FontSize * 1; + const float cell_spacing = GetStyle().ItemSpacing.y; + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) + { + base += 4096 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (font->FindGlyphNoFallback((ImWchar)(base + n))) + count++; + if (count <= 0) + continue; + if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + + // Draw a 16x16 grid of glyphs + ImVec2 base_pos = GetCursorScreenPos(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (!glyph) + continue; + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip()) + { + DebugNodeFontGlyph(font, glyph); + EndTooltip(); + } + } + Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + TreePop(); + } + TreePop(); + } + TreePop(); +} + +void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph) +{ + Text("Codepoint: U+%04X", glyph->Codepoint); + Separator(); + Text("Visible: %d", glyph->Visible); + Text("AdvanceX: %.1f", glyph->AdvanceX); + Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); +} + +// [DEBUG] Display contents of ImGuiStorage +void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) +{ + if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) + return; + for (const ImGuiStoragePair& p : storage->Data) + { + BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. + DebugLocateItemOnHover(p.key); + } + TreePop(); +} + +// [DEBUG] Display contents of ImGuiTabBar +void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) +{ + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); + p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); + for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab)); + } + p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(label, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (is_active && IsItemHovered()) + { + ImDrawList* draw_list = GetForegroundDrawList(); + draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + } + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + PushID(tab); + if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); + if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); + Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f", + tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth); + PopID(); + } + TreePop(); + } +} + +void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + SetNextItemOpen(true, ImGuiCond_Once); + bool open = TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + g.DebugMetricsConfig.HighlightViewportID = viewport->ID; + if (open) + { + ImGuiWindowFlags flags = viewport->Flags; + BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%", + viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, + viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y, + viewport->PlatformMonitor, viewport->DpiScale * 100.0f); + if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } } + BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags, + //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard + (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", + (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "", + (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "", + (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "", + (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", + (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "", + (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", + (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "", + (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", + (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", + (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "", + (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "", + (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : ""); + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + TreePop(); + } +} + +void ImGui::DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx) +{ + BulletText("%s %d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", + label, idx, monitor->DpiScale * 100.0f, + monitor->MainPos.x, monitor->MainPos.y, monitor->MainPos.x + monitor->MainSize.x, monitor->MainPos.y + monitor->MainSize.y, monitor->MainSize.x, monitor->MainSize.y, + monitor->WorkPos.x, monitor->WorkPos.y, monitor->WorkPos.x + monitor->WorkSize.x, monitor->WorkPos.y + monitor->WorkSize.y, monitor->WorkSize.x, monitor->WorkSize.y); +} + +void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) +{ + if (window == NULL) + { + BulletText("%s: NULL", label); + return; + } + + ImGuiContext& g = *GImGui; + const bool is_active = window->WasActive; + ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered() && is_active) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!open) + return; + + if (window->MemoryCompacted) + TextDisabled("Note: some memory buffers have been compacted/freed."); + + if (g.IO.ConfigDebugIsDebuggerPresent && DebugBreakButton("**DebugBreak**", "in Begin()")) + g.DebugBreakInWindow = window->ID; + + ImGuiWindowFlags flags = window->Flags; + DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); + BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); + BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + if (flags & ImGuiWindowFlags_ChildWindow) + BulletText("ChildFlags: 0x%08X (%s%s%s%s..)", window->ChildFlags, + (window->ChildFlags & ImGuiChildFlags_Borders) ? "Borders " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeX) ? "ResizeX " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeY) ? "ResizeY " : "", + (window->ChildFlags & ImGuiChildFlags_NavFlattened) ? "NavFlattened " : ""); + BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId); + BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); + BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); + BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + { + ImRect r = window->NavRectRel[layer]; + if (r.Min.x >= r.Max.x && r.Min.y >= r.Max.y) + BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); + else + BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); + DebugLocateItemOnHover(window->NavLastIds[layer]); + } + const ImVec2* pr = window->NavPreferredScoringPosRel; + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater. + BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + + BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); + BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); + BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible); + if (window->DockNode || window->DockNodeAsHost) + DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); + + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); } + if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } + if (window->ParentWindowForFocusRoute != NULL) { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); } + if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } + if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) + { + for (ImGuiOldColumns& columns : window->ColumnsStorage) + DebugNodeColumns(&columns); + TreePop(); + } + DebugNodeStorage(&window->StateStorage, "Storage"); + TreePop(); +} + +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + if (settings->WantDelete) + BeginDisabled(); + Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", + settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); + if (settings->WantDelete) + EndDisabled(); +} + +void ImGui::DebugNodeWindowsList(ImVector* windows, const char* label) +{ + if (!TreeNode(label, "%s (%d)", label, windows->Size)) + return; + for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back + { + PushID((*windows)[i]); + DebugNodeWindow((*windows)[i], "Window"); + PopID(); + } + TreePop(); +} + +// FIXME-OPT: This is technically suboptimal, but it is simpler this way. +void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack) +{ + for (int i = 0; i < windows_size; i++) + { + ImGuiWindow* window = windows[i]; + if (window->ParentWindowInBeginStack != parent_in_begin_stack) + continue; + char buf[20]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext); + //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name); + DebugNodeWindow(window, buf); + Indent(); + DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); + Unindent(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DEBUG LOG WINDOW +//----------------------------------------------------------------------------- + +void ImGui::DebugLog(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + DebugLogV(fmt, args); + va_end(args); +} + +void ImGui::DebugLogV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const int old_size = g.DebugLogBuf.size(); + if (g.ContextName[0] != 0) + g.DebugLogBuf.appendf("[%s] [%05d] ", g.ContextName, g.FrameCount); + else + g.DebugLogBuf.appendf("[%05d] ", g.FrameCount); + g.DebugLogBuf.appendfv(fmt, args); + g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size()); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY) + IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size); +#ifdef IMGUI_ENABLE_TEST_ENGINE + // IMGUI_TEST_ENGINE_LOG() adds a trailing \n automatically + const int new_size = g.DebugLogBuf.size(); + const bool trailing_carriage_return = (g.DebugLogBuf[new_size - 1] == '\n'); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine) + IMGUI_TEST_ENGINE_LOG("%.*s", new_size - old_size - (trailing_carriage_return ? 1 : 0), g.DebugLogBuf.begin() + old_size); +#endif +} + +// FIXME-LAYOUT: To be done automatically via layout mode once we rework ItemSize/ItemAdd into ItemLayout. +static void SameLineOrWrap(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos(window->DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window->DC.CursorPosPrevLine.y); + if (window->WorkRect.Contains(ImRect(pos, pos + size))) + ImGui::SameLine(); +} + +static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags) +{ + ImGuiContext& g = *GImGui; + ImVec2 size(ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x + ImGui::CalcTextSize(name).x, ImGui::GetFrameHeight()); + SameLineOrWrap(size); // FIXME-LAYOUT: To be done automatically once we rework ItemSize/ItemAdd into ItemLayout. + + bool highlight_errors = (flags == ImGuiDebugLogFlags_EventError && g.DebugLogSkippedErrors > 0); + if (highlight_errors) + ImGui::PushStyleColor(ImGuiCol_Text, ImLerp(g.Style.Colors[ImGuiCol_Text], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.30f)); + if (ImGui::CheckboxFlags(name, &g.DebugLogFlags, flags) && g.IO.KeyShift && (g.DebugLogFlags & flags) != 0) + { + g.DebugLogAutoDisableFrames = 2; + g.DebugLogAutoDisableFlags |= flags; + } + if (highlight_errors) + { + ImGui::PopStyleColor(); + ImGui::SetItemTooltip("%d past errors skipped.", g.DebugLogSkippedErrors); + } + else + { + ImGui::SetItemTooltip("Hold SHIFT when clicking to enable for 2 frames only (useful for spammy log entries)"); + } +} + +void ImGui::ShowDebugLogWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + ImGuiDebugLogFlags all_enable_flags = ImGuiDebugLogFlags_EventMask_ & ~ImGuiDebugLogFlags_EventInputRouting; + CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags); + SetItemTooltip("(except InputRouting which is spammy)"); + + ShowDebugLogFlag("Errors", ImGuiDebugLogFlags_EventError); + ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId); + ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper); + ShowDebugLogFlag("Docking", ImGuiDebugLogFlags_EventDocking); + ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus); + ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO); + //ShowDebugLogFlag("Font", ImGuiDebugLogFlags_EventFont); + ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav); + ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup); + ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection); + ShowDebugLogFlag("Viewport", ImGuiDebugLogFlags_EventViewport); + ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting); + + if (SmallButton("Clear")) + { + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + g.DebugLogSkippedErrors = 0; + } + SameLine(); + if (SmallButton("Copy")) + SetClipboardText(g.DebugLogBuf.c_str()); + SameLine(); + if (SmallButton("Configure Outputs..")) + OpenPopup("Outputs"); + if (BeginPopup("Outputs")) + { + CheckboxFlags("OutputToTTY", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTTY); +#ifndef IMGUI_ENABLE_TEST_ENGINE + BeginDisabled(); +#endif + CheckboxFlags("OutputToTestEngine", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTestEngine); +#ifndef IMGUI_ENABLE_TEST_ENGINE + EndDisabled(); +#endif + EndPopup(); + } + + BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + + const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags; + g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper; + + ImGuiListClipper clipper; + clipper.Begin(g.DebugLogIndex.size()); + while (clipper.Step()) + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + DebugTextUnformattedWithLocateItem(g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no), g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no)); + g.DebugLogFlags = backup_log_flags; + if (GetScrollY() >= GetScrollMaxY()) + SetScrollHereY(1.0f); + EndChild(); + + End(); +} + +// Display line, search for 0xXXXXXXXX identifiers and call DebugLocateItemOnHover() when hovered. +void ImGui::DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end) +{ + TextUnformatted(line_begin, line_end); + if (!IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + return; + ImGuiContext& g = *GImGui; + ImRect text_rect = g.LastItemData.Rect; + for (const char* p = line_begin; p <= line_end - 10; p++) + { + ImGuiID id = 0; + if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1 || ImCharIsXdigitA(p[10])) + continue; + ImVec2 p0 = CalcTextSize(line_begin, p); + ImVec2 p1 = CalcTextSize(p, p + 10); + g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y)); + if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true)) + DebugLocateItemOnHover(id); + p += 10; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) +//----------------------------------------------------------------------------- + +// Draw a small cross at current CursorPos in current window's DrawList +void ImGui::DebugDrawCursorPos(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos = window->DC.CursorPos; + window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f); + window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f); +} + +// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList +void ImGui::DebugDrawLineExtents(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float curr_x = window->DC.CursorPos.x; + float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y); + float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f); +} + +// Draw last item rect in ForegroundDrawList (so it is always visible) +void ImGui::DebugDrawItemRect(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); +} + +// [DEBUG] Locate item position/rectangle given an ID. +static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255); // Green + +void ImGui::DebugLocateItem(ImGuiID target_id) +{ + ImGuiContext& g = *GImGui; + g.DebugLocateId = target_id; + g.DebugLocateFrames = 2; + g.DebugBreakInLocateId = false; +} + +// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow. +void ImGui::DebugLocateItemOnHover(ImGuiID target_id) +{ + if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return; + ImGuiContext& g = *GImGui; + DebugLocateItem(target_id); + GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR); + + // Can't easily use a context menu here because it will mess with focus, active id etc. + if (g.IO.ConfigDebugIsDebuggerPresent && g.MouseStationaryTimer > 1.0f) + { + DebugBreakButtonTooltip(false, "in ItemAdd()"); + if (IsKeyChordPressed(g.DebugBreakKeyChord)) + g.DebugBreakInLocateId = true; + } +} + +void ImGui::DebugLocateItemResolveWithLastItem() +{ + ImGuiContext& g = *GImGui; + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInLocateId) + IM_DEBUG_BREAK(); + + ImGuiLastItemData item_data = g.LastItemData; + g.DebugLocateId = 0; + ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow); + ImRect r = item_data.Rect; + r.Expand(3.0f); + ImVec2 p1 = g.IO.MousePos; + ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y); + draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR); + draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR); +} + +void ImGui::DebugStartItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerActive = true; +} + +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakId = 0; + if (!g.DebugItemPickerActive) + return; + + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + SetMouseCursor(ImGuiMouseCursor_Hand); + if (IsKeyPressed(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift); + if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id) + { + g.DebugItemPickerBreakId = hovered_id; + g.DebugItemPickerActive = false; + } + for (int mouse_button = 0; mouse_button < 3; mouse_button++) + if (change_mapping && IsMouseClicked(mouse_button)) + g.DebugItemPickerMouseButton = (ImU8)mouse_button; + SetNextWindowBgAlpha(0.70f); + if (!BeginTooltip()) + return; + Text("HoveredId: 0x%08X", hovered_id); + Text("Press ESC to abort picking."); + const char* mouse_button_names[] = { "Left", "Right", "Middle" }; + if (change_mapping) + Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button."); + else + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]); + EndTooltip(); +} + +// [DEBUG] ID Stack Tool: update queries. Called by NewFrame() +void ImGui::UpdateDebugToolStackQueries() +{ + ImGuiContext& g = *GImGui; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Clear hook when id stack tool is not visible + g.DebugHookIdInfo = 0; + if (g.FrameCount != tool->LastActiveFrame + 1) + return; + + // Update queries. The steps are: -1: query Stack, >= 0: query each stack item + // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time + const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; + if (tool->QueryId != query_id) + { + tool->QueryId = query_id; + tool->StackLevel = -1; + tool->Results.resize(0); + } + if (query_id == 0) + return; + + // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) + int stack_level = tool->StackLevel; + if (stack_level >= 0 && stack_level < tool->Results.Size) + if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) + tool->StackLevel++; + + // Update hook + stack_level = tool->StackLevel; + if (stack_level == -1) + g.DebugHookIdInfo = query_id; + if (stack_level >= 0 && stack_level < tool->Results.Size) + { + g.DebugHookIdInfo = tool->Results[stack_level].ID; + tool->Results[stack_level].QueryFrameCount++; + } +} + +// [DEBUG] ID Stack tool: hooks called by GetID() family functions +void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Step 0: stack query + // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget. + if (tool->StackLevel == -1) + { + tool->StackLevel++; + tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); + for (int n = 0; n < window->IDStack.Size + 1; n++) + tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; + return; + } + + // Step 1+: query for individual level + IM_ASSERT(tool->StackLevel >= 0); + if (tool->StackLevel != window->IDStack.Size) + return; + ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; + IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); + + switch (data_type) + { + case ImGuiDataType_S32: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); + break; + case ImGuiDataType_String: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id); + break; + case ImGuiDataType_Pointer: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); + break; + case ImGuiDataType_ID: + if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. + return; + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); + break; + default: + IM_ASSERT(0); + } + info->QuerySuccess = true; + info->DataType = data_type; +} + +static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size) +{ + ImGuiStackLevelInfo* info = &tool->Results[n]; + ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name); + if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc); + if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + return (*buf = 0); +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label); +#endif + return ImFormatString(buf, buf_size, "???"); +} + +// ID Stack Tool: Display UI +void ImGui::ShowIDStackToolWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // Display hovered/active status + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + const ImGuiID active_id = g.ActiveId; +#ifdef IMGUI_ENABLE_TEST_ENGINE + Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : ""); +#else + Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id); +#endif + SameLine(); + MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); + + // CTRL+C to copy path + const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime; + Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC); + SameLine(); + TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*"); + if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused)) + { + tool->CopyToClipboardLastTime = (float)g.Time; + char* p = g.TempBuffer.Data; + char* p_end = p + g.TempBuffer.Size; + for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++) + { + *p++ = '/'; + char level_desc[256]; + StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); + for (int n = 0; level_desc[n] && p + 2 < p_end; n++) + { + if (level_desc[n] == '/') + *p++ = '\\'; + *p++ = level_desc[n]; + } + } + *p = '\0'; + SetClipboardText(g.TempBuffer.Data); + } + + // Display decorated stack + tool->LastActiveFrame = g.FrameCount; + if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) + { + const float id_width = CalcTextSize("0xDDDDDDDD").x; + TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); + TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); + TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); + TableHeadersRow(); + for (int n = 0; n < tool->Results.Size; n++) + { + ImGuiStackLevelInfo* info = &tool->Results[n]; + TableNextColumn(); + Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); + TableNextColumn(); + StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size); + TextUnformatted(g.TempBuffer.Data); + TableNextColumn(); + Text("0x%08X", info->ID); + if (n == tool->Results.Size - 1) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); + } + EndTable(); + } + End(); +} + +#else + +void ImGui::ShowMetricsWindow(bool*) {} +void ImGui::ShowFontAtlas(ImFontAtlas*) {} +void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} +void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {} +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} +void ImGui::DebugNodeFont(ImFont*) {} +void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} +void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} +void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} +void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} +void ImGui::DebugNodeViewport(ImGuiViewportP*) {} + +void ImGui::ShowDebugLogWindow(bool*) {} +void ImGui::ShowIDStackToolWindow(bool*) {} +void ImGui::DebugStartItemPicker() {} +void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} + +#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +//----------------------------------------------------------------------------- + +// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. +// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github. +#ifdef IMGUI_INCLUDE_IMGUI_USER_INL +#include "imgui_user.inl" +#endif + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui.h b/src/main/imgui/imgui.h new file mode 100644 index 0000000..897d43e --- /dev/null +++ b/src/main/imgui/imgui.h @@ -0,0 +1,3987 @@ +// dear imgui, v1.91.7 +// (headers) + +// Help: +// - See links below. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Read top of imgui.cpp for more details, links and comments. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. + +// Resources: +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) + +// For first-time users having issues compiling/linking/running/loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. + +// Library Version +// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') +#define IMGUI_VERSION "1.91.7" +#define IMGUI_VERSION_NUM 19170 +#define IMGUI_HAS_TABLE +#define IMGUI_HAS_VIEWPORT // Viewport WIP branch +#define IMGUI_HAS_DOCK // Docking WIP branch + +/* + +Index of this file: +// [SECTION] Header mess +// [SECTION] Forward declarations and basic types +// [SECTION] Dear ImGui end-user API functions +// [SECTION] Flags & Enumerations +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<> +// [SECTION] ImGuiStyle +// [SECTION] ImGuiIO +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload) +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage) +// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) +// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) +// [SECTION] Obsolete functions and types + +*/ + +#pragma once + +// Configuration file with compile-time options +// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system) +#ifdef IMGUI_USER_CONFIG +#include IMGUI_USER_CONFIG +#endif +#include "imconfig.h" + +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +// Includes +#include // FLT_MIN, FLT_MAX +#include // va_list, va_start, va_end +#include // ptrdiff_t, NULL +#include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp + +// Define attributes of all API symbols declarations (e.g. for DLL under Windows) +// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h) +// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up. +#ifndef IMGUI_API +#define IMGUI_API +#endif +#ifndef IMGUI_IMPL_API +#define IMGUI_IMPL_API IMGUI_API +#endif + +// Helper Macros +#ifndef IM_ASSERT +#include +#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h +#endif +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! +#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. + +// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details. +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) + +// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. +// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different +// location. e.g. #include + void myprintf(_Printf_format_string_ const char* format, ...)) +#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) +#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) +#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) +#else +#define IM_FMTARGS(FMT) +#define IM_FMTLIST(FMT) +#endif + +// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) +#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID) +#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) +#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) +#else +#define IM_MSVC_RUNTIME_CHECKS_OFF +#define IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#endif +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations and basic types +//----------------------------------------------------------------------------- + +// Scalar data types +typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string) +typedef signed char ImS8; // 8-bit signed integer +typedef unsigned char ImU8; // 8-bit unsigned integer +typedef signed short ImS16; // 16-bit signed integer +typedef unsigned short ImU16; // 16-bit unsigned integer +typedef signed int ImS32; // 32-bit signed integer == int +typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) +typedef signed long long ImS64; // 64-bit signed integer +typedef unsigned long long ImU64; // 64-bit unsigned integer + +// Forward declarations +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) +struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. +struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) +struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImFont; // Runtime data for a single font within a parent ImFontAtlas +struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). +struct ImFontConfig; // Configuration data when adding a font or merging fonts +struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) +struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) +struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) +struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO) +struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. +struct ImGuiListClipper; // Helper to manually clip large list of items +struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame +struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO. +struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function. +struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors +struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests. +struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage. +struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO) +struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) +struct ImGuiStorage; // Helper for key->value storage (container sorted by key) +struct ImGuiStoragePair; // Helper for key->value storage (pair) +struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table +struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") +struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor +struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) + +// Enumerations +// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down) +enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) +enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen) +enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending) +typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions +typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type +typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape +typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling +typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() + +// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build +typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() +typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild() +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. +typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags +typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() +typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() +typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. +typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut() +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items +typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. +typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() +typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect() +typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() +typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() +typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn() +typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() + +// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] +// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. +// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. +// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators. +// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings) +#ifndef ImTextureID +typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) +#endif + +// ImDrawIdx: vertex index. [Compile-time configurable type] +// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). +// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) +#endif + +// Character types +// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) +typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. +typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. +#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif + +// Multi-Selection item index or identifier when using BeginMultiSelect() +// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure. +// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details. +typedef ImS64 ImGuiSelectionUserData; + +// Callback and functions types +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() + +// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] +// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec2 +{ + float x, y; + constexpr ImVec2() : x(0.0f), y(0.0f) { } + constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { } + float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine. + float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; } +#ifdef IM_VEC2_CLASS_EXTRA + IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. +#endif +}; + +// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] +struct ImVec4 +{ + float x, y, z, w; + constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { } + constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { } +#ifdef IM_VEC4_CLASS_EXTRA + IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. +#endif +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] Dear ImGui end-user API functions +// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Context creation and access + // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. + IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); + IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context + IMGUI_API ImGuiContext* GetCurrentContext(); + IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + + // Main + IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.) + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame! + IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. + + // Demo, Debug, Information + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. + IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events. + IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) + IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. + IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. + IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls). + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) + + // Styles + IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) + IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style + + // Windows + // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. + // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, + // which clicking will set the boolean to false when clicked. + // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. + // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). + // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + // - Note that the bottom of window stack always contains a window called "Debug". + IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); + IMGUI_API void End(); + + // Child Windows + // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. + // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". + // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true. + // Consider updating your old code: + // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); + // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders); + // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): + // == 0.0f: use remaining parent window size for this axis. + // > 0.0f: use specified size for this axis. + // < 0.0f: right/bottom-align to specified distance from available content boundaries. + // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents. + // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended. + // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value. + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API void EndChild(); + + // Windows Utilities + // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. + IMGUI_API bool IsWindowAppearing(); + IMGUI_API bool IsWindowCollapsed(); + IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. + IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. + IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x. + IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y. + IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. + + // Window manipulation + // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. + IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() + IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis). + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). + IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. + IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. + IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. + + // Windows Scrolling + // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). + // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). + IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + + // Parameters stacks (shared) + IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font + IMGUI_API void PopFont(); + IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); + IMGUI_API void PopStyleColor(int count = 1); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()! + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. " + IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. " + IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. " + IMGUI_API void PopStyleVar(int count = 1); + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true) + IMGUI_API void PopItemFlag(); + + // Parameters stacks (current window) + IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). + IMGUI_API void PopItemWidth(); + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side) + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API void PopTextWrapPos(); + + // Style read access + // - Use the ShowStyleEditor() function to interactively see/edit the colors. + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. + + // Layout cursor positioning + // - By "cursor" we mean the current output position. + // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. + // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail(). + // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: + // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward. + // - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos() + // - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM. + // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it. + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API). + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend. + IMGUI_API float GetCursorPosX(); // [window-local] " + IMGUI_API float GetCursorPosY(); // [window-local] " + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] " + IMGUI_API void SetCursorPosX(float local_x); // [window-local] " + IMGUI_API void SetCursorPosY(float local_y); // [window-local] " + IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version. + + // Other layout functions + IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. + IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context. + IMGUI_API void Spacing(); // add vertical spacing. + IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. + IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void BeginGroup(); // lock horizontal starting position + IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) + IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) + IMGUI_API float GetTextLineHeight(); // ~ FontSize + IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) + IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 + IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) + + // ID stack/scopes + // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui. + // - Those questions are answered and impacted by understanding of the ID stack system: + // - "Q: Why is my widget not reacting when I click on it?" + // - "Q: How can I have widgets with an empty label?" + // - "Q: How can I have multiple widgets with the same label?" + // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely + // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not normally displayed. + IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). + IMGUI_API void PopID(); // pop from the ID stack. + IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself + IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); + IMGUI_API ImGuiID GetID(const void* ptr_id); + IMGUI_API ImGuiID GetID(int int_id); + + // Widgets: Text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text + IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). + IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets + IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() + IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line + + // Widgets: Main + // - Most widgets return true when the value has been changed or when pressed/selected + // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. + IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button + IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape + IMGUI_API bool Checkbox(const char* label, bool* v); + IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); + IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); + IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } + IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); + IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked + IMGUI_API void TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked + + // Widgets: Images + // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. + // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size. + // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0)); + IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + + // Widgets: Combo Box (Dropdown) + // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); + IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! + IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" + IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1); + + // Widgets: Drag Sliders + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', + // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. + // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. + // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. + // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Regular Sliders + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. + IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Input with Keyboard + // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. + // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. + IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + + // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) + // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. + // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x + IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. + IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. + + // Widgets: Trees + // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. + IMGUI_API bool TreeNode(const char* label); + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " + IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); + IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. + IMGUI_API void TreePush(const void* ptr_id); // " + IMGUI_API void TreePop(); // ~ Unindent()+PopID() + IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode + IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). + IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id). + + // Widgets: Selectables + // - A selectable highlights when hovered, and can display another color when selected. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. + IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height + IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + + // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA] + // - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used. + // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else). + // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo. + // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree, + // which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo. + // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them. + IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1); + IMGUI_API ImGuiMultiSelectIO* EndMultiSelect(); + IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly. + + // Widgets: List Boxes + // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result. + // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items. + // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. + // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth + // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items + IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region + IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! + IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1); + + // Widgets: Data Plotting + // - Consider using ImPlot (https://github.com/epezent/implot) which is much better! + IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + + // Widgets: Value() Helpers. + // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) + IMGUI_API void Value(const char* prefix, bool b); + IMGUI_API void Value(const char* prefix, int v); + IMGUI_API void Value(const char* prefix, unsigned int v); + IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); + + // Widgets: Menus + // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. + // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. + // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. + // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. + IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). + IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! + IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. + IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL + + // Tooltips + // - Tooltips are windows following the mouse. They do not take focus away. + // - A tooltip window can contain items of any types. + // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip) + IMGUI_API bool BeginTooltip(); // begin/append a tooltip window. + IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true! + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip(). + IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Tooltips: helpers for showing a tooltip when hovering an item + // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom. + // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom. + // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered. + IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip(). + IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Popups, Modals + // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. + // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. + // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). + // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. + // This is sometimes leading to confusing mistakes. May rework this in the future. + // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window. + // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar. + IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + + // Popups: open/close functions + // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. + // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). + // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. + // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter + IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). + IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks + IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. + + // Popups: open+begin combined functions helpers + // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. + // - They are convenient to easily create context menus, hence the name. + // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. + // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). + + // Popups: query functions + // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. + IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. + + // Tables + // - Full-featured replacement for old Columns API. + // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary. + // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. + // The typical call flow is: + // - 1. Call BeginTable(), early out if returning false. + // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. + // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. + // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. + // - 5. Populate contents: + // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. + // - If you are using tables as a sort of grid, where every column is holding the same type of contents, + // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). + // TableNextColumn() will automatically wrap-around into the next row if needed. + // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! + // - Summary of possible call flow: + // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK + // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK + // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! + // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! + // - 5. Call EndTable() + IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); + IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! + IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. + IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. + IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. + + // Tables: Headers & Columns declaration + // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. + // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. + // Headers are required to perform: reordering, sorting, and opening the context menu. + // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. + // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in + // some advanced use cases (e.g. adding custom widgets in header row). + // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); + IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu + IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW. + + // Tables: Sorting & Miscellaneous functions + // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. + // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have + // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, + // else you may wastefully sort your data every frame! + // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. + IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). + IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) + IMGUI_API int TableGetColumnIndex(); // return current column index. + IMGUI_API int TableGetRowIndex(); // return current row index. + IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. + IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. + IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) + IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. + IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. + + // Legacy Columns API (prefer using Tables!) + // - You can also use SameLine(pos_x) to mimic simplified columns. + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true); + IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished + IMGUI_API int GetColumnIndex(); // get current column index + IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column + IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column + IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f + IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column + IMGUI_API int GetColumnsCount(); + + // Tab Bars, Tabs + // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself. + IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar + IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. + IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. + IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + + // Docking + // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. + // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! + // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. + // - Drag from window menu button (upper-left button) to undock an entire node (all windows). + // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. + // About dockspaces: + // - Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it. + // This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent. + // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. + // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! + // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. + // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. + IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id + IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship) + IMGUI_API ImGuiID GetWindowDockID(); + IMGUI_API bool IsWindowDocked(); // is current window docked into another window? + + // Logging/Capture + // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard + IMGUI_API void LogFinish(); // stop logging (close file, etc.) + IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard + IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Drag and Drop + // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). + // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) + // - An item can be both drag source and drop target. + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted. + IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! + IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() + IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. + IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! + IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type. + + // Disabling [BETA API] + // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) + // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) + // - Tooltips windows by exception are opted out of disabling. + // - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) + IMGUI_API void BeginDisabled(bool disabled = true); + IMGUI_API void EndDisabled(); + + // Clipping + // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); + IMGUI_API void PopClipRect(); + + // Focus, Activation + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of of a newly appearing window. + IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. + + // Keyboard/Gamepad Navigation + IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse. + + // Overlapping mode + IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this. + + // Item/Widgets Utilities and Query Functions + // - Most of the functions are referring to the previous Item that has been submitted. + // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. + IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. + IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) + IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. + IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) + IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. + IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). + IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing. + IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand) + IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectSize(); // get size of last item + + // Viewports + // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. + // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. + // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. + IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. + + // Background/Foreground Draw Lists + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport = NULL); // get background draw list for the given viewport or viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport = NULL); // get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents. + + // Miscellaneous Utilities + IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. + IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. + IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. + IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). + IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) + IMGUI_API ImGuiStorage* GetStateStorage(); + + // Text Utilities + IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); + + // Color Utilities + IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); + IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); + IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); + IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); + + // Inputs Utilities: Keyboard/Mouse/Gamepad + // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). + // - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921) + // - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices) + IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. + IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead. + IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. + IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call. + + // Inputs Utilities: Shortcut Testing & Routing [BETA] + // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. + // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments) + // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments) + // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values. + // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it. + // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. + // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts) + // Child2 -> no call // When Child2 is focused, Parent gets the shortcut. + // The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical. + // This is an important property as it facilitate working with foreign code or larger codebase. + // - To understand the difference: + // - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect. + // - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route. + // - Visualize registered routes in 'Metrics/Debugger->Inputs'. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + + // Inputs Utilities: Key/Input Ownership [BETA] + // - One common use case would be to allow your items to disable standard inputs behaviors such + // as Tab or Alt key handling, Mouse Wheel scrolling, etc. + // e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling. + // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them. + // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version. + IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + + // Inputs Utilities: Mouse + // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. + // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. + // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') + IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available + IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) + IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) + IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) + IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape + IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call. + + // Clipboard Utilities + // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. + IMGUI_API const char* GetClipboardText(); + IMGUI_API void SetClipboardText(const char* text); + + // Settings/.Ini Utilities + // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). + // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. + // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). + IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). + IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). + IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. + + // Debug Utilities + // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger + IMGUI_API void DebugTextEncoding(const char* text); + IMGUI_API void DebugFlashStyleColor(ImGuiCol idx); + IMGUI_API void DebugStartItemPicker(); + IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code! + IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1); +#endif + + // Memory Allocators + // - Those functions are not reliant on the current context. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. + IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); + IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); + IMGUI_API void* MemAlloc(size_t size); + IMGUI_API void MemFree(void* ptr); + + // (Optional) Platform/OS interface for multi-viewport support + // Read comments around the ImGuiPlatformIO structure for more details. + // Note: You may use GetWindowViewport() to get the current viewport of the current window. + IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. + IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. + IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). + IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends. + IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.) + +} // namespace ImGui + +//----------------------------------------------------------------------------- +// [SECTION] Flags & Enumerations +//----------------------------------------------------------------------------- + +// Flags for ImGui::Begin() +// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly) +enum ImGuiWindowFlags_ +{ + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar + ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip + ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window + ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. + ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node). + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame + ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). + ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file + ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. + ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) + ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + + // [Internal] + ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() + ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() + ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() + ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() + ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() + ImGuiWindowFlags_DockNodeHost = 1 << 29, // Don't use! For internal use by Begin()/NewFrame() + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call. + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call. +#endif +}; + +// Flags for ImGui::BeginChild() +// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'. +// About using AutoResizeX/AutoResizeY flags: +// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). +// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. +// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped. +// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch. +// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view. +// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping. +enum ImGuiChildFlags_ +{ + ImGuiChildFlags_None = 0, + ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason) + ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense) + ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags) + ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). " + ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED. + ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding. + ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows. + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency. +#endif +}; + +// Flags for ImGui::PushItemFlag() +// (Those are shared by all items) +enum ImGuiItemFlags_ +{ + ImGuiItemFlags_None = 0, // (Default) + ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav. + ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls). + ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items). + ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held. + ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window. + ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set. +}; + +// Flags for ImGui::InputText() +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) +enum ImGuiInputTextFlags_ +{ + // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter) + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef + ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input) + ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z + ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs + + // Inputs + ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead! + ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert) + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter). + + // Other options + ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode + ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode + ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus + ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value. + ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal. + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + + // Elide display / Alignment + ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only! + + // Callback features + ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + ImGuiInputTextFlags_CallbackResize = 1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. + + // Obsolete names + //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior +}; + +// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() +enum ImGuiTreeNodeFlags_ +{ + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected + ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) + ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). + ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag! + ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node. + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area). + ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text. + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column) + ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 17, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7 + ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth,// Renamed in 1.90.7 +#endif +}; + +// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. +// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags', +// we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. +// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. +// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. +// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter +// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly. +// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). +enum ImGuiPopupFlags_ +{ + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left) + ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right) + ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation) + //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening. + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack + ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space + ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. + ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, +}; + +// Flags for ImGui::Selectable() +enum ImGuiSelectableFlags_ +{ + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups) + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column) + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one + ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0 + ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7 +#endif +}; + +// Flags for ImGui::BeginCombo() +enum ImGuiComboFlags_ +{ + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default + ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() + ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) + ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible + ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible + ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button + ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button + ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, +}; + +// Flags for ImGui::BeginTabBar() +enum ImGuiTabBarFlags_ +{ + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) + ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab + ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, // Resize tabs when they don't fit + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, // Add scroll buttons when tabs don't fit + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, +}; + +// Flags for ImGui::BeginTabItem() +enum ImGuiTabItemFlags_ +{ + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure. + ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem() + ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab + ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab + ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) + ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons) + ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. +}; + +// Flags for ImGui::IsWindowFocused() +enum ImGuiFocusedFlags_ +{ + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, +}; + +// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +enum ImGuiHoveredFlags_ +{ + ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. + ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered + ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) + ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item. + ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window. + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled + ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse + ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow, + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, + + // Tooltips mode + // - typically used in IsItemHovered() + SetTooltip() sequence. + // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior. + // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often. + // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay. + ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence. + + // (Advanced) Mouse Hovering delays. + // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags. + // - use those if you need specific overrides. + ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay. + ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this. + ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays) +}; + +// Flags for ImGui::DockSpace(), shared/inherited by child nodes. +// (Some flags can be applied to individual nodes directly) +// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. +enum ImGuiDockNodeFlags_ +{ + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. + //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty) + ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty. + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. + ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node. + ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces. + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node. + ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90 + ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90 +#endif +}; + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +enum ImGuiDragDropFlags_ +{ + ImGuiDragDropFlags_None = 0, + // BeginDragDropSource() flags + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior. + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item. + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) + ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context. + ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process. + // AcceptDragDropPayload() flags + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9 +#endif +}; + +// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. +#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. + +// A primary data type +enum ImGuiDataType_ +{ + ImGuiDataType_S8, // signed char / char (with sensible compilers) + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short + ImGuiDataType_S32, // int + ImGuiDataType_U32, // unsigned int + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 + ImGuiDataType_Float, // float + ImGuiDataType_Double, // double + ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets) + ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets) + ImGuiDataType_COUNT +}; + +// A cardinal direction +enum ImGuiDir : int +{ + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT +}; + +// A sorting direction +enum ImGuiSortDirection : ImU8 +{ + ImGuiSortDirection_None = 0, + ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. + ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. +}; + +// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. +// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87). +// Support for legacy keys was completely removed in 1.91.5. +// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921 +// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter(). +// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps. +enum ImGuiKey : int +{ + // Keyboard + ImGuiKey_None = 0, + ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0) + + ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + ImGuiKey_Space, + ImGuiKey_Enter, + ImGuiKey_Escape, + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, + ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, + ImGuiKey_Menu, + ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, + ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, + ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, + ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, + ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, + ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, + ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18, + ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24, + ImGuiKey_Apostrophe, // ' + ImGuiKey_Comma, // , + ImGuiKey_Minus, // - + ImGuiKey_Period, // . + ImGuiKey_Slash, // / + ImGuiKey_Semicolon, // ; + ImGuiKey_Equal, // = + ImGuiKey_LeftBracket, // [ + ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash) + ImGuiKey_RightBracket, // ] + ImGuiKey_GraveAccent, // ` + ImGuiKey_CapsLock, + ImGuiKey_ScrollLock, + ImGuiKey_NumLock, + ImGuiKey_PrintScreen, + ImGuiKey_Pause, + ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, + ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, + ImGuiKey_KeypadDecimal, + ImGuiKey_KeypadDivide, + ImGuiKey_KeypadMultiply, + ImGuiKey_KeypadSubtract, + ImGuiKey_KeypadAdd, + ImGuiKey_KeypadEnter, + ImGuiKey_KeypadEqual, + ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back" + ImGuiKey_AppForward, + + // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION + // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets) + ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) + ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) + ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows) + ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit + ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard + ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak + ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode) + ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode) + ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog] + ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog] + ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS) + ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS) + ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadRStickLeft, // [Analog] + ImGuiKey_GamepadRStickRight, // [Analog] + ImGuiKey_GamepadRStickUp, // [Analog] + ImGuiKey_GamepadRStickDown, // [Analog] + + // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls) + // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API. + ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY, + + // [Internal] Reserved for mod storage + ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper, + ImGuiKey_NamedKey_END, + + // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) + // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing + // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. + // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those + // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl). + // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. + // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and + // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... + // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call. + ImGuiMod_None = 0, + ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS) + ImGuiMod_Shift = 1 << 13, // Shift + ImGuiMod_Alt = 1 << 14, // Option/Menu + ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS) + ImGuiMod_Mask_ = 0xF000, // 4-bits + + // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END. + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, + //ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys + //ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_NamedKey_BEGIN) index. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was extremely misleading (since named keys don't start at 0 anymore) + ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl + ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 + //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 +#endif +}; + +// Flags for Shortcut(), SetNextItemShortcut(), +// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h) +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlags_ +{ + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + + // Flags for Shortcut(), SetNextItemShortcut() + // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal. + // - Default policy is RouteFocused. Can select only 1 policy among all available. + ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only. + ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window. + ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route). + ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly. + // - Routing options + ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route). + ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active. + ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. + ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window. + + // Flags for SetNextItemShortcut() + ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out) +}; + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +enum ImGuiConfigFlags_ +{ + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions. + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states. + + // [BETA] Docking + ImGuiConfigFlags_DockingEnable = 1 << 7, // Docking enable flags. + + // [BETA] Viewports + // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. + ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends) + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application. + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. + + // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui) + ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. + ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard +#endif +}; + +// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. +enum ImGuiBackendFlags_ +{ + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. + + // [BETA] Viewports + ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports. + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under. + ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports. +}; + +// Enumeration for PushStyleColor() / PopStyleColor() +enum ImGuiCol_ +{ + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, // Background of normal windows + ImGuiCol_ChildBg, // Background of child windows + ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, // Title bar + ImGuiCol_TitleBgActive, // Title bar when focused + ImGuiCol_TitleBgCollapsed, // Title bar when collapsed + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows. + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_TabHovered, // Tab background, when hovered + ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected + ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected + ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected + ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected + ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected + ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected + ImGuiCol_DockingPreview, // Preview overlay color when about to docking something + ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, // Table header background + ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here) + ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) + ImGuiCol_TableRowBg, // Table row background (even rows) + ImGuiCol_TableRowBgAlt, // Table row background (odd rows) + ImGuiCol_TextLink, // Hyperlink color + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target + ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible + ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB + ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active + ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active + ImGuiCol_COUNT, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9] + ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9] + ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9] + ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4] +#endif +}; + +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. +// During initialization or between frames, feel free to just poke into ImGuiStyle directly. +// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +enum ImGuiStyleVar_ +{ + // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + ImGuiStyleVar_Alpha, // float Alpha + ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha + ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding + ImGuiStyleVar_WindowRounding, // float WindowRounding + ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize + ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize + ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign + ImGuiStyleVar_ChildRounding, // float ChildRounding + ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize + ImGuiStyleVar_PopupRounding, // float PopupRounding + ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize + ImGuiStyleVar_FramePadding, // ImVec2 FramePadding + ImGuiStyleVar_FrameRounding, // float FrameRounding + ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize + ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing + ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing + ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_CellPadding, // ImVec2 CellPadding + ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize + ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding + ImGuiStyleVar_GrabMinSize, // float GrabMinSize + ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_TabRounding, // float TabRounding + ImGuiStyleVar_TabBorderSize, // float TabBorderSize + ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize + ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize + ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle + ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign + ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign + ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize + ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign + ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding + ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize + ImGuiStyleVar_COUNT +}; + +// Flags for InvisibleButton() [extended in imgui_internal.h] +enum ImGuiButtonFlags_ +{ + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) + ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal] + ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default. +}; + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +enum ImGuiColorEditFlags_ +{ + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). + ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square. + ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) + ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). + ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. + ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). + ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. + ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) + + // User Options (right-click on widget to change some of them). + ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. + ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. + ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " + ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. + ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to + // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + + // [Internal] Masks + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, + + // Obsolete names + //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] +}; + +// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText) +enum ImGuiSliderFlags_ +{ + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits). + ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget. + ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now. + ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. + ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it. + ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic. + ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange, + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. +}; + +// Identify a mouse button. +// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. +enum ImGuiMouseButton_ +{ + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}; + +// Enumeration for GetMouseCursor() +// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +enum ImGuiMouseCursor_ +{ + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) + ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border + ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column + ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window + ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. + ImGuiMouseCursor_COUNT +}; + +// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data. +// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent() +// But that "Mouse" data can come from different source which occasionally may be useful for application to know about. +// You can submit a change of pointer type using io.AddMouseSourceEvent(). +enum ImGuiMouseSource : int +{ + ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse. + ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible). + ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates). + ImGuiMouseSource_COUNT +}; + +// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +enum ImGuiCond_ +{ + ImGuiCond_None = 0, // No condition (always set the variable), same as _Always + ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None + ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) + ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) + ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +//----------------------------------------------------------------------------- + +// Flags for ImGui::BeginTable() +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +enum ImGuiTableFlags_ +{ + // Features + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. + ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) + ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. + ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. + ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. + ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). + // Decorations + ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) + ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. + ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. + ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. + ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. + ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style + // Sizing Policy (read above for defaults) + ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. + ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. + ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. + ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). + // Sizing Extra Options + ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. + ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. + ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. + // Clipping + ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). + // Padding + ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers. + ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding. + ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). + // Scrolling + ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX. + ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. + // Sorting + ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). + ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). + // Miscellaneous + ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight) + + // [Internal] Combinations and masks + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, +}; + +// Flags for ImGui::TableSetupColumn() +enum ImGuiTableColumnFlags_ +{ + // Input configuration flags + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) + ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. + ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. + ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). + ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). + ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. + ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. + ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. + ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). + ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call. + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. + ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). + ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. + ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row. + + // Output status flags, read-only via TableGetColumnFlags() + ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. + ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. + ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs + ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse + + // [Internal] Combinations and masks + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) +}; + +// Flags for ImGui::TableNextRow() +enum ImGuiTableRowFlags_ +{ + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width) +}; + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +enum ImGuiTableBgTarget_ +{ + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) + ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) + ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color) +}; + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. + int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. + + ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +// Sorting specification for one column of a table (sizeof == 12 bytes) +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) + ImS16 ColumnIndex; // Index of the column + ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + + ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<> +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Debug Logging into ShowDebugLogWindow(), tty and more. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__) +#else +#define IMGUI_DEBUG_LOG(...) ((void)0) +#endif + +//----------------------------------------------------------------------------- +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- + +struct ImNewWrapper {}; +inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) +#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } + +//----------------------------------------------------------------------------- +// ImVector<> +// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). +//----------------------------------------------------------------------------- +// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. +// - We use std-like naming convention here, which is a little unusual for this codebase. +// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF +template +struct ImVector +{ + int Size; + int Capacity; + T* Data; + + // Provide standard typedefs but we don't use them ourselves. + typedef T value_type; + typedef value_type* iterator; + typedef const value_type* const_iterator; + + // Constructors, destructor + inline ImVector() { Size = Capacity = 0; Data = NULL; } + inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything + inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit. + inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit. + + inline bool empty() const { return Size == 0; } + inline int size() const { return Size; } + inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); } + inline int capacity() const { return Capacity; } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return Data + Size; } + inline const T* end() const { return Data + Size; } + inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } + inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } + inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } + + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } + inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; } + + // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. + inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStyle +//----------------------------------------------------------------------------- +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +//----------------------------------------------------------------------------- + +struct ImGuiStyle +{ + float Alpha; // Global alpha applies to everything in Dear ImGui. + float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + ImVec2 WindowPadding; // Padding within a window. + float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). + ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. + float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). + float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. + ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + float ScrollbarRounding; // Radius of grab corners for scrollbar. + float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. + float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + float TabBorderSize; // Thickness of border around tabs. + float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar. + float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). + ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + float SeparatorTextBorderSize; // Thickness of border in SeparatorText() + ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. + ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured). + float DockingSeparatorSize; // Thickness of resizing border between docked windows + float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. + bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + ImVec4 Colors[ImGuiCol_COUNT]; + + // Behaviors + // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO) + float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiIO +//----------------------------------------------------------------------------- +// Communicate most settings and inputs/outputs to Dear ImGui using this structure. +// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. +// It is generally expected that: +// - initialization: backends and user code writes to ImGuiIO. +// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO. +//----------------------------------------------------------------------------- +// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc. +//----------------------------------------------------------------------------- + +// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. +struct ImGuiKeyData +{ + bool Down; // True for if key is down + float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + float DownDurationPrev; // Last frame duration the key has been down + float AnalogValue; // 0.0f..1.0f for gamepad values +}; + +struct ImGuiIO +{ + //------------------------------------------------------------------ + // Configuration // Default value + //------------------------------------------------------------------ + + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. + ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. + float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. + const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + void* UserData; // = NULL // Store your own data. + + // Font system + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + float FontGlobalScale; // = 1.0f // Global scale all fonts + bool FontAllowUserScaling; // = false // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel. + ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. + + // Keyboard/Gamepad Navigation options + bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout. + bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true. + bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set. + bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on. + bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem). + bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor. + bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible. + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. + bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) + bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. + bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. + bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. + bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). + bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = , expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows. + + // Miscellaneous options + // (you can visualize and interact with all options in 'Demo->Configuration') + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. + bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only). + bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] CTRL+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order. + bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location. + float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. + + // Inputs Behaviors + // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle) + float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + + //------------------------------------------------------------------ + // Debug options + //------------------------------------------------------------------ + + // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL] + // - Error recovery is provided as a way to facilitate: + // - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running). + // - Recovery after running an exception handler or any error processing which may skip code after an error has been detected. + // - Error recovery is not perfect nor guaranteed! It is a feature to ease development. + // You not are not supposed to rely on it in the course of a normal application run. + // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT(). + // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked! + // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls! + // Otherwise it would severely hinder your ability to catch and correct mistakes! + // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details. + // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!) + // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.) + // - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings. + bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled. + bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR() + bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors. + bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled. + + // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro. + // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability. + // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application. + // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version). + bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK(). + + // Tools to detect code submitting items with conflicting/duplicate IDs + // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers. + // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead! + // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system + bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message when multiple items have conflicting identifiers. + + // Tools to test correct Begin/End and BeginChild/EndChild behaviors. + // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX() + // - This is inconsistent with other BeginXXX functions and create confusion for many users. + // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior. + bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows. + bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running. + + // Option to deactivate io.AddFocusEvent(false) handling. + // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data. + // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them. + bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing. + + // Option to audit .ini data + bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower) + + //------------------------------------------------------------------ + // Platform Identifiers + // (the imgui_impl_xxxx backend files are setting those up for you) + //------------------------------------------------------------------ + + // Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons. + // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. + const char* BackendPlatformName; // = NULL + const char* BackendRendererName; // = NULL + void* BackendPlatformUserData; // = NULL // User data for platform backend + void* BackendRendererUserData; // = NULL // User data for renderer backend + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend + + //------------------------------------------------------------------ + // Input - Call before calling NewFrame() + //------------------------------------------------------------------ + + // Input Functions + IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) + IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend. + IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered) + IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change + IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left. + IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen) + IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support). + IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) + IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string + + IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. + IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. + IMGUI_API void ClearEventsQueue(); // Clear all incoming events. + IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. + IMGUI_API void ClearInputMouse(); // Clear current mouse state. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). +#endif + + //------------------------------------------------------------------ + // Output - Updated by NewFrame() or EndFrame()/Render() + // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is + // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) + //------------------------------------------------------------------ + + bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + //------------------------------------------------------------------ + // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! + //------------------------------------------------------------------ + + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + + // Main Input State + // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) + // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll. + float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. + ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen). + ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). + bool KeyCtrl; // Keyboard modifier down: Control + bool KeyShift; // Keyboard modifier down: Shift + bool KeyAlt; // Keyboard modifier down: Alt + bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows + + // Other state maintained from data above + IO function calls + ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame() + ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. Use IsKeyXXX() functions to access this. + bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + bool MouseReleased[5]; // Mouse button went from Down to !Down + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. + bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. + bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) + float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + bool AppFocusLost; // Only modify via AddFocusEvent() + bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents() + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + + // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. + // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). + // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) + // Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) + // Read https://github.com/ocornut/imgui/issues/4921 for details. + //int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. + //bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. + //float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. + //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. + + // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO. + // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; +#endif + + IMGUI_API ImGuiIO(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) +//----------------------------------------------------------------------------- + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +struct ImGuiInputTextCallbackData +{ + ImGuiContext* Ctx; // Parent UI context + ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only + ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only + void* UserData; // What user passed to InputText() // Read-only + + // Arguments for the different callback events + // - During Resize callback, Buf will be same as your input buffer. + // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback. + // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. + // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. + ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + int CursorPos; // // Read-write // [Completion,History,Always] + int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) + int SelectionEnd; // // Read-write // [Completion,History,Always] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + IMGUI_API ImGuiInputTextCallbackData(); + IMGUI_API void DeleteChars(int pos, int bytes_count); + IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); + void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; } + void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } + bool HasSelection() const { return SelectionStart != SelectionEnd; } +}; + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +struct ImGuiSizeCallbackData +{ + void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>). + ImVec2 Pos; // Read-only. Window position, for reference. + ImVec2 CurrentSize; // Read-only. Current window size. + ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +}; + +// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. +// Important: the content of this class is still highly WIP and likely to change and be refactored +// before we stabilize Docking features. Please be mindful if using this. +// Provide hints: +// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) +// - To the platform backend for OS level parent/child relationships of viewport. +// - To the docking system for various options and filtering. +struct ImGuiWindowClass +{ + ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. + ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. + ImGuiID FocusRouteParentWindowId; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused. + ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) + bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) + bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? + + ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; } +}; + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +struct ImGuiPayload +{ + // Members + void* Data; // Data (copied and owned by dear imgui) + int DataSize; // Data size + + // [Internal] + ImGuiID SourceId; // Source item id + ImGuiID SourceParentId; // Source parent id (if available) + int DataFrameCount; // Data timestamp + char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max) + bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. + + ImGuiPayload() { Clear(); } + void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } + bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } + bool IsPreview() const { return Preview; } + bool IsDelivery() const { return Delivery; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +//----------------------------------------------------------------------------- + +// Helper: Unicode defines +#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. +#endif + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +struct ImGuiOnceUponAFrame +{ + ImGuiOnceUponAFrame() { RefFrame = -1; } + mutable int RefFrame; + operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } +}; + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +struct ImGuiTextFilter +{ + IMGUI_API ImGuiTextFilter(const char* default_filter = ""); + IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build + IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; + IMGUI_API void Build(); + void Clear() { InputBuf[0] = 0; Build(); } + bool IsActive() const { return !Filters.empty(); } + + // [Internal] + struct ImGuiTextRange + { + const char* b; + const char* e; + + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; + }; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; +}; + +// Helper: Growable text buffer for logging/accumulating text +// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') +struct ImGuiTextBuffer +{ + ImVector Buf; + IMGUI_API static char EmptyString[1]; + + ImGuiTextBuffer() { } + inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + int size() const { return Buf.Size ? Buf.Size - 1 : 0; } + bool empty() const { return Buf.Size <= 1; } + void clear() { Buf.clear(); } + void reserve(int capacity) { Buf.reserve(capacity); } + const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } + IMGUI_API void append(const char* str, const char* str_end = NULL); + IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); + IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); +}; + +// [Internal] Key+Value for ImGuiStorage +struct ImGuiStoragePair +{ + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; + ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; } + ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; } + ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; } +}; + +// Helper: Key->Value storage +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +struct ImGuiStorage +{ + // [Internal] + ImVector Data; + + // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) + // - Set***() functions find pair, insertion on demand if missing. + // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. + void Clear() { Data.clear(); } + IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; + IMGUI_API void SetInt(ImGuiID key, int val); + IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; + IMGUI_API void SetBool(ImGuiID key, bool val); + IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; + IMGUI_API void SetFloat(ImGuiID key, float val); + IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL + IMGUI_API void SetVoidPtr(ImGuiID key, void* val); + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); + IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); + IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); + IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); + + // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + IMGUI_API void BuildSortByKey(); + // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes) + IMGUI_API void SetAllInt(int val); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct +#endif +}; + +// Helper: Manually clip large list of items. +// If you have lots evenly spaced items and you have random access to the list, you can perform coarse +// clipping based on visibility to only submit items that are in view. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) +// Usage: +// ImGuiListClipper clipper; +// clipper.Begin(1000); // We have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// Generally what happens is: +// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. +// - User code submit that one element. +// - Clipper can measure the height of the first element +// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. +// - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. +struct ImGuiListClipper +{ + ImGuiContext* Ctx; // Parent UI context + int DisplayStart; // First item to display, updated by each call to Step() + int DisplayEnd; // End of items to display (exclusive) + int ItemsCount; // [Internal] Number of items + float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it + float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows. + void* TempData; // [Internal] Internal data + + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need) + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + IMGUI_API ImGuiListClipper(); + IMGUI_API ~ImGuiListClipper(); + IMGUI_API void Begin(int items_count, float items_height = -1.0f); + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + + // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility. + // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range). + inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); } + IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped. + + // Seek cursor toward given item. This is automatically called while stepping. + // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time. + // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count). + IMGUI_API void SeekCursorForItem(int item_index); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9] + inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6] + //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] +#endif +}; + +// Helpers: ImVec2/ImVec4 operators +// - It is important that we are keeping those disabled by default so they don't leak in user space. +// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h) +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +// - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface for possible user mistake. +#ifdef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED +IM_MSVC_RUNTIME_CHECKS_OFF +static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } +static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } +static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } +static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); } +static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } +static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } +static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } +static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } +static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } +static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } +static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +static inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; } +static inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; } +IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Helpers macros to generate 32-bit encoded colors +// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9. +#ifndef IM_COL32_R_SHIFT +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IM_COL32_R_SHIFT 16 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 0 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#else +#define IM_COL32_R_SHIFT 0 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 16 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#endif +#endif +#define IM_COL32(R,G,B,A) (((ImU32)(A)<> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {} + inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } + inline operator ImVec4() const { return Value; } + + // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. + inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage) +//----------------------------------------------------------------------------- + +// Multi-selection system +// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select +// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this. +// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc) +// with support for clipper (skipping non-visible items), box-select and many other details. +// - Selectable(), Checkbox() are supported but custom widgets may use it as well. +// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree, +// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it. +// - In the spirit of Dear ImGui design, your code owns actual selection data. +// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash. +// About ImGuiSelectionBasicStorage: +// - This is an optional helper to store a selection state and apply selection requests. +// - It is used by our demos and provided as a convenience to quickly implement multi-selection. +// Usage: +// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set. +// - Store and maintain actual selection data using persistent object identifiers. +// - Usage flow: +// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6. +// - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work. +// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls. +// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2. +// If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps. +// About ImGuiSelectionUserData: +// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData(). +// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO. +// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because +// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection. +// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData. +// Our system never assume that you identify items by indices, it never attempts to interpolate between two values. +// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate +// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work. +// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*, +// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside. + +// Flags for BeginMultiSelect() +enum ImGuiMultiSelectFlags_ +{ + ImGuiMultiSelectFlags_None = 0, + ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho! + ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all. + ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests. + ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item. + ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space. + ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items. + ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope. + ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused. + ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope. + ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window. + ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window. + ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default) + ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection. + //ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does. + ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one. +}; + +// Main IO structure returned by BeginMultiSelect()/EndMultiSelect(). +// This mainly contains a list of selection requests. +// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen. +// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo) +// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code. +struct ImGuiMultiSelectIO +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImVector Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data. + ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted. + ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items). + bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items). + bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection). + int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally. +}; + +// Selection request type +enum ImGuiSelectionRequestType +{ + ImGuiSelectionRequestType_None = 0, + ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index) + ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false. +}; + +// Selection request item +struct ImGuiSelectionRequest +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range. + bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect) + ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click. + ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom). + ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive! +}; + +// Optional helper to store multi-selection state + apply multi-selection requests. +// - Used by our demos and provided as a convenience to easily implement basic multi-selection. +// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' +// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate. +// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API. +// To store a multi-selection, in your application you could: +// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set replacement. +// - Use your own external storage: e.g. std::set, std::vector, interval trees, intrusively stored selection etc. +// In ImGuiSelectionBasicStorage we: +// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO) +// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index. +// - use decently optimized logic to allow queries and insertion of very large selection sets. +// - do not preserve selection order. +// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection. +// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing. +// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper. +struct ImGuiSelectionBasicStorage +{ + // Members + int Size; // // Number of selected items, maintained by this helper. + bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved) + void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; }; + int _SelectionOrder;// [Internal] Increasing counter to store selection order + ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set. Prefer not accessing directly: iterate with GetNextSelectedItem(). + + // Methods + IMGUI_API ImGuiSelectionBasicStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect() + IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection. + IMGUI_API void Clear(); // Clear selection + IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections + IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function) + IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' + inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter. +}; + +// Optional helper to apply multi-selection requests to existing randomly accessible storage. +// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state. +struct ImGuiSelectionExternalStorage +{ + // Members + void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; } + + // Methods + IMGUI_API ImGuiSelectionExternalStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls +}; + +//----------------------------------------------------------------------------- +// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. +//----------------------------------------------------------------------------- + +// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking. +#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX +#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63) +#endif + +// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] +// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, +// you can poke into the draw list for that! Draw callback may be useful for example to: +// A) Change your GPU render state, +// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. +// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly. +#ifndef ImDrawCallback +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +#endif + +// Special Draw callback value to request renderer backend to reset the graphics/render state. +// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address. +// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored. +// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) + +// Typically, 1 command = 1 GPU draw call (unless command is a callback) +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. +// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +struct ImDrawCmd +{ + ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. + unsigned int IdxOffset; // 4 // Start offset in index buffer. + unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + void* UserCallbackData; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored. + int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0. + int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1. + + ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed + + // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) + inline ImTextureID GetTexID() const { return TextureId; } +}; + +// Vertex layout +#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +#else +// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h +// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up. +// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. +IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; +#endif + +// [Internal] For use by ImDrawList +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; + +// [Internal] For use by ImDrawListSplitter +struct ImDrawChannel +{ + ImVector _CmdBuffer; + ImVector _IdxBuffer; +}; + + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. +struct ImDrawListSplitter +{ + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + + inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); +}; + +// Flags for ImDrawList functions +// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused) +enum ImDrawFlags_ +{ + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason) + ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01. + ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02. + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04. + ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08. + ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, +}; + +// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// It is however possible to temporarily alter flags between calls to ImDrawList:: functions. +enum ImDrawListFlags_ +{ + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). + ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. +}; + +// Draw command list +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. +// You can interleave normal ImGui:: calls and adding primitives to the current draw list. +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. +struct ImDrawList +{ + // This is what you have to render + ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those + ImVector VtxBuffer; // Vertex buffer. + ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + // [Internal, used while building lists] + unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImVector _Path; // [Internal] current path building + ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). + ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + ImVector _ClipRectStack; // [Internal] + ImVector _TextureIdStack; // [Internal] + ImVector _CallbacksDataBuf; // [Internal] + float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content + const char* _OwnerName; // Pointer to owner window's name for debugging + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData(). + // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved) + IMGUI_API ImDrawList(ImDrawListSharedData* shared_data); + IMGUI_API ~ImDrawList(); + + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRectFullScreen(); + IMGUI_API void PopClipRect(); + IMGUI_API void PushTextureID(ImTextureID texture_id); + IMGUI_API void PopTextureID(); + inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } + inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } + + // Primitives + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides. + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); + IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); + IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); + IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0); + IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); + IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); + IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) + + // General polygon + // - Only simple polygons are supported by filling functions (no self-intersections, no holes). + // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library. + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); + IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col); + + // Image primitives + // - Read FAQ to understand what ImTextureID is. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); + + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex(). + inline void PathClear() { _Path.Size = 0; } + inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } + inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse + IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); + + // Advanced: Draw Callbacks + // - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible). + // - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default. + // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this. + // - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState. + // - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer). + // - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render. + // - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data. + // - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*. + IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0); + + // Advanced: Miscellaneous + IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) + // - This API shouldn't have been in ImDrawList in the first place! + // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. + // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. + IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); + IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) + IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); + IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); + inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } + inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } + inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index + + // Obsolete names + //inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + + // [Internal helpers] + IMGUI_API void _ResetForNewFrame(); + IMGUI_API void _ClearFreeMemory(); + IMGUI_API void _PopUnusedDrawCmd(); + IMGUI_API void _TryMergeDrawCmds(); + IMGUI_API void _OnChangedClipRect(); + IMGUI_API void _OnChangedTextureID(); + IMGUI_API void _OnChangedVtxOffset(); + IMGUI_API void _SetTextureID(ImTextureID texture_id); + IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; + IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); + IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); +}; + +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +struct ImDrawData +{ + bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. + int CmdListsCount; // Number of ImDrawList* to render + int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size + int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size + ImVector CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. + ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). + + // Functions + ImDrawData() { Clear(); } + IMGUI_API void Clear(); + IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData. + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. +}; + +//----------------------------------------------------------------------------- +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) +//----------------------------------------------------------------------------- + +struct ImFontConfig +{ + void* FontData; // // TTF/OTF data + int FontDataSize; // // TTF/OTF data size + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). + int FontNo; // 0 // Index of font within TTF/OTF file + float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). + int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. + bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. + ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. + const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). + float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font + float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. + float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered. + ImWchar EllipsisChar; // 0 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + + // [Internal] + char Name[40]; // Name (strictly to ease debugging) + ImFont* DstFont; + + IMGUI_API ImFontConfig(); +}; + +// Hold rendering data for one glyph. +// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) +struct ImFontGlyph +{ + unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + unsigned int Codepoint : 30; // 0x0000..0x10FFFF + float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) + float X0, Y0, X1, Y1; // Glyph corners + float U0, V0, U1, V1; // Texture coordinates +}; + +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +struct ImFontGlyphRangesBuilder +{ + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges +}; + +// See ImFontAtlas::AddCustomRectXXX functions. +struct ImFontAtlasCustomRect +{ + unsigned short X, Y; // Output // Packed position in Atlas + + // [Internal] + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned int GlyphID : 31; // Input // For custom font glyphs only (ID < 0x110000) + unsigned int GlyphColored : 1; // Input // For custom font glyphs only: glyph is colored, removed tinting. + float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset + ImFont* Font; // Input // For custom font glyphs only: target font + ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +}; + +// Flags for ImFontAtlas build +enum ImFontAtlasFlags_ +{ + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two + ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) + ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). +}; + +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: +// - One or more fonts. +// - Custom graphics data needed to render the shapes needed by Dear ImGui. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. +// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. +// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. +// Common pitfalls: +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. +// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future! +struct ImFontAtlas +{ + IMGUI_API ImFontAtlas(); + IMGUI_API ~ImFontAtlas(); + IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); + IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); + IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. + IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). + IMGUI_API void Clear(); // Clear all input and output. + + // Build atlas, retrieve pixel data. + // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // The pitch is always = Width * BytesPerPixels (1 or 4) + // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. + IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. + IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel + IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent... + void SetTexID(ImTextureID id) { TexID = id; } + + //------------------------------------------- + // Glyph Ranges + //------------------------------------------- + + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. + // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. + IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin + IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic + IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters + IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese + IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters + IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters + + //------------------------------------------- + // [BETA] Custom Rectangles/Glyphs API + //------------------------------------------- + + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. + // - After calling Build(), you can query the rectangle position and render your pixels. + // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format. + // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. + IMGUI_API int AddCustomRectRegular(int width, int height); + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); + ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } + + // [Internal] + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; + IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + + //------------------------------------------- + // Members + //------------------------------------------- + + ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) + ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. + int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). + bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. + void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas). + + // [Internal] + // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + bool TexReady; // Set when texture was built matching current font input + bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. + unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight + unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + int TexWidth; // Texture width calculated during Build(). + int TexHeight; // Texture height calculated during Build(). + ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel + ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector ConfigData; // Configuration data + ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines + + // [Internal] Font builder + const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). + unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. + + // [Internal] Packing data + int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors + int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines + + // [Obsolete] + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +}; + +// Font runtime data and rendering +// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). +struct ImFont +{ + // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX + float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) + + // [Internal] Members: Hot ~28/40 bytes (for RenderText loop) + ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // // All glyphs. + const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + + // [Internal] Members: Cold ~32/40 bytes + // Conceptually ConfigData[] is the list of font sources merged to create this font. + ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into + const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData to ConfigDataCount instances + short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. + short EllipsisCharCount; // 1 // out // 1 or 3 + ImWchar EllipsisChar; // 2-4 // out // = '...'/'.'// Character used for ellipsis rendering. + ImWchar FallbackChar; // 2-4 // out // = FFFD/'?' // Character used if a glyph isn't found. + float EllipsisWidth; // 4 // out // Width + float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0 + bool DirtyLookupTables; // 1 // out // + float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + + // Methods + IMGUI_API ImFont(); + IMGUI_API ~ImFont(); + IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c); + IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c); + float GetCharAdvance(ImWchar c) { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } + bool IsLoaded() const { return ContainerAtlas != NULL; } + const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } + + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL); // utf8 + IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c); + IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false); + + // [Internal] Don't use! + IMGUI_API void BuildLookupTable(); + IMGUI_API void ClearOutputData(); + IMGUI_API void GrowIndex(int new_size); + IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); + IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. + IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); + IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Viewports +//----------------------------------------------------------------------------- + +// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. +enum ImGuiViewportFlags_ +{ + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the user application? (rather than our backend) + ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created. + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on. + ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. + ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). + ImGuiViewportFlags_NoAutoMerge = 1 << 9, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). + ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only). + ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport". + + // Output status flags (from Platform) + ImGuiViewportFlags_IsMinimized = 1 << 12, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. + ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true) +}; + +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - With multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +struct ImGuiViewport +{ + ImGuiID ID; // Unique identifier for the viewport + ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ + ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + ImVec2 Size; // Main Area: Size of the viewport. + ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + float DpiScale; // 1.0f = 96 DPI = No extra scale. + ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. + ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). + + // Platform/Backend Dependent Data + // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others. + // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled + // by the same system and you may not need to use all the UserData/Handle fields. + // The library never uses those fields, they are merely storage to facilitate backend implementation. + void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. + void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. + void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*), for FindViewportByPlatformHandle(). + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) + bool PlatformWindowCreated; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created. + bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) + bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) + + ImGuiViewport() { memset(this, 0, sizeof(*this)); } + ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } + + // Helpers + ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } + ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) +//----------------------------------------------------------------------------- + +// [BETA] (Optional) Multi-Viewport Support! +// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now. +// +// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport. +// This is achieved by creating new Platform/OS windows on the fly, and rendering into them. +// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports. +// +// See Recap: https://github.com/ocornut/imgui/wiki/Multi-Viewports +// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology. +// +// About the coordinates system: +// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!) +// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor! +// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position. +// +// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder: +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// Steps to use multi-viewports in your application, when using a custom backend: +// - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here! +// It's also an experimental feature, so some of the requirements may evolve. +// Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details. +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below). +// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'. +// Update ImGuiPlatformIO's Monitors list every frame. +// Update MousePos every frame, in absolute coordinates. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below. +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// About ImGui::RenderPlatformWindowsDefault(): +// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends. +// - You can check its simple source code to understand what it does. +// It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available: +// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers() +// Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault(). +// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.), +// you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg. +// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers, +// or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface. +//----------------------------------------------------------------------------- + +// Access via ImGui::GetPlatformIO() +struct ImGuiPlatformIO +{ + IMGUI_API ImGuiPlatformIO(); + + //------------------------------------------------------------------ + // Interface with OS and Platform backend (basic) + //------------------------------------------------------------------ + + // Optional: Access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) + const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); + void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text); + void* Platform_ClipboardUserData; + + // Optional: Open link/folder/file in OS Shell + // (default to use ShellExecuteA() on Windows, system() on Linux/Mac) + bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); + void* Platform_OpenInShellUserData; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* Platform_ImeUserData; + //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1] + + // Optional: Platform locale + // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point + ImWchar Platform_LocaleDecimalPoint; // '.' + + //------------------------------------------------------------------ + // Interface with Renderer Backend + //------------------------------------------------------------------ + + // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure. + void* Renderer_RenderState; + + //------------------------------------------------------------------ + // Input - Interface with OS/backends (Multi-Viewport support!) + //------------------------------------------------------------------ + + // For reference, the second column shows which function are generally calling the Platform Functions: + // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position) + // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame + // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows + // R = ImGui::RenderPlatformWindowsDefault() ~ render + // D = ImGui::DestroyPlatformWindows() ~ shutdown + // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it. + + // The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend. + // Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions. + // Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way. + + // Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by ----- + void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport + void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D // + void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area) + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . // + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . // + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string) + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) + void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. + ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). + + // Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by ----- + void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + + // (Optional) Monitor list + // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. + // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. + ImVector Monitors; + + //------------------------------------------------------------------ + // Output - List of viewports to render into platform windows + //------------------------------------------------------------------ + + // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render) + // (in the future we will attempt to organize this feature to remove the need for a "main viewport") + ImVector Viewports; // Main viewports, followed by all secondary viewports. +}; + +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. +struct ImGuiPlatformMonitor +{ + ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + float DpiScale; // 1.0f = 96 DPI + void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*) + ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; } +}; + +// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. +struct ImGuiPlatformImeData +{ + bool WantVisible; // A widget wants the IME to be visible + ImVec2 InputPos; // Position of the input cursor + float InputLineHeight; // Line height + + ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Obsolete functions and types +// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui +{ + // OBSOLETED in 1.91.0 (from July 2024) + static inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); } + static inline void PopButtonRepeat() { PopItemFlag(); } + static inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + static inline void PopTabStop() { PopItemFlag(); } + IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + // OBSOLETED in 1.90.0 (from September 2023) + static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); } + static inline void EndChildFrame() { EndChild(); } + //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); } + IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); + // OBSOLETED in 1.89.7 (from June 2023) + IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item. + // OBSOLETED in 1.89.4 (from March 2023) + static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + static inline void PopAllowKeyboardFocus() { PopItemFlag(); } + + // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) + //-- OBSOLETED in 1.89 (from August 2022) + //IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version. + //-- OBSOLETED in 1.88 (from May 2022) + //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. + //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. + //-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024) + //IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value! + //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; } + //-- OBSOLETED in 1.86 (from November 2021) + //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper. + //-- OBSOLETED in 1.85 (from August 2021) + //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } + //-- OBSOLETED in 1.81 (from February 2021) + //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } + //static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items + //static inline void ListBoxFooter() { EndListBox(); } + //-- OBSOLETED in 1.79 (from August 2020) + //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details. + //IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //-- OBSOLETED in 1.77 and before + //static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020) + //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019) + //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019) + //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019) + //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019) + //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) + //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) + //-- OBSOLETED in 1.60 and before + //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018) + //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha(). + //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead. + //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //-- OBSOLETED in 1.50 and before + //static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49 + //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48 + //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48 + //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42 +} + +//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() +//typedef ImDrawFlags ImDrawCornerFlags; +//enum ImDrawCornerFlags_ +//{ +// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit +// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). +// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. +// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. +// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. +// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 +// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, +// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, +// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, +// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, +//}; + +// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022) +// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place. +//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there. +//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super }; +//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int +//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super }; + +#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version) + +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022) +#ifdef IMGUI_DISABLE_METRICS_WINDOW +#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name. +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +// Include imgui_user.h at the end of imgui.h +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. +#ifdef IMGUI_INCLUDE_IMGUI_USER_H +#ifdef IMGUI_USER_H_FILENAME +#include IMGUI_USER_H_FILENAME +#else +#include "imgui_user.h" +#endif +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_demo.cpp b/src/main/imgui/imgui_demo.cpp new file mode 100644 index 0000000..1770375 --- /dev/null +++ b/src/main/imgui/imgui_demo.cpp @@ -0,0 +1,10738 @@ +// dear imgui, v1.91.7 +// (demo code) + +// Help: +// - Read FAQ at http://dearimgui.com/faq +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Need help integrating Dear ImGui in your codebase? +// - Read Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started +// - Read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// Read top of imgui.cpp and imgui.h for many details, documentation, comments, links. +// Get the latest version at https://github.com/ocornut/imgui + +// How to easily locate code? +// - Use Tools->Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Browse an online version the demo with code linked to hovered widgets: https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html +// - Find a visible string and search for it in the code! + +//--------------------------------------------------- +// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT! +//--------------------------------------------------- +// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: +// Think again! It is the most useful reference code that you and other coders will want to refer to and call. +// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app! +// Also include Metrics! ItemPicker! DebugLog! and other debug features. +// Removing this file from your project is hindering access to documentation for everyone in your team, +// likely leading you to poorer usage of the library. +// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). +// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be +// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. +// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference. +// Thank you, +// -Your beloved friend, imgui_demo.cpp (which you won't delete) + +//-------------------------------------------- +// ABOUT THE MEANING OF THE 'static' KEYWORD: +//-------------------------------------------- +// In this demo code, we frequently use 'static' variables inside functions. +// A static variable persists across calls. It is essentially a global variable but declared inside the scope of the function. +// Think of "static int n = 0;" as "global int n = 0;" ! +// We do this IN THE DEMO because we want: +// - to gather code and data in the same place. +// - to make the demo source code faster to read, faster to change, smaller in size. +// - it is also a convenient way of storing simple UI related information as long as your function +// doesn't need to be reentrant or used in multiple threads. +// This might be a pattern you will want to use in your code, but most of the data you would be working +// with in a complex codebase is likely going to be stored outside your functions. + +//----------------------------------------- +// ABOUT THE CODING STYLE OF OUR DEMO CODE +//----------------------------------------- +// The Demo code in this file is designed to be easy to copy-and-paste into your application! +// Because of this: +// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace. +// - We try to declare static variables in the local scope, as close as possible to the code using them. +// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API. +// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided +// by imgui.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional +// and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. +// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. + +// Navigating this file: +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - You can search/grep for all sections listed in the index to find the section. + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Helpers +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) +// [SECTION] Demo Window / ShowDemoWindow() +// [SECTION] ShowDemoWindowMenuBar() +// [SECTION] ShowDemoWindowWidgets() +// [SECTION] ShowDemoWindowMultiSelect() +// [SECTION] ShowDemoWindowLayout() +// [SECTION] ShowDemoWindowPopups() +// [SECTION] ShowDemoWindowTables() +// [SECTION] ShowDemoWindowInputs() +// [SECTION] About Window / ShowAboutWindow() +// [SECTION] Style Editor / ShowStyleEditor() +// [SECTION] User Guide / ShowUserGuide() +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +// System includes +#include // toupper +#include // INT_MIN, INT_MAX +#include // sqrtf, powf, cosf, sinf, floorf, ceilf +#include // vsnprintf, sscanf, printf +#include // NULL, malloc, free, atoi +#include // intptr_t +#if !defined(_MSC_VER) || _MSC_VER >= 1800 +#include // PRId64/PRIu64, not avail in some MinGW headers. +#endif +#ifdef __EMSCRIPTEN__ +#include // __EMSCRIPTEN_major__ etc. +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code) +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type +#pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure) +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" +#else +#define IM_NEWLINE "\n" +#endif + +// Helpers +#if defined(_MSC_VER) && !defined(snprintf) +#define snprintf _snprintf +#endif +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +// Format specifiers for 64-bit values (hasn't been decently standardized before VS2013) +#if !defined(PRId64) && defined(_MSC_VER) +#define PRId64 "I64d" +#define PRIu64 "I64u" +#elif !defined(PRId64) +#define PRId64 "lld" +#define PRIu64 "llu" +#endif + +// Helpers macros +// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste, +// but making an exception here as those are largely simplifying code... +// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo. +#define IM_MIN(A, B) (((A) < (B)) ? (A) : (B)) +#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) +#define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V)) + +// Enforce cdecl calling convention for functions called by the standard library, +// in case compilation settings changed the default to e.g. __vectorcall +#ifndef IMGUI_CDECL +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//----------------------------------------------------------------------------- + +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) + +// Forward Declarations +struct ImGuiDemoWindowData; +static void ShowExampleAppMainMenuBar(); +static void ShowExampleAppAssetsBrowser(bool* p_open); +static void ShowExampleAppConsole(bool* p_open); +static void ShowExampleAppCustomRendering(bool* p_open); +static void ShowExampleAppDockSpace(bool* p_open); +static void ShowExampleAppDocuments(bool* p_open); +static void ShowExampleAppLog(bool* p_open); +static void ShowExampleAppLayout(bool* p_open); +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data); +static void ShowExampleAppSimpleOverlay(bool* p_open); +static void ShowExampleAppAutoResize(bool* p_open); +static void ShowExampleAppConstrainedResize(bool* p_open); +static void ShowExampleAppFullscreen(bool* p_open); +static void ShowExampleAppLongText(bool* p_open); +static void ShowExampleAppWindowTitles(bool* p_open); +static void ShowExampleMenuFile(); + +// We split the contents of the big ShowDemoWindow() function into smaller functions +// (because the link time of very large functions tends to grow non-linearly) +static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowLayout(); +static void ShowDemoWindowPopups(); +static void ShowDemoWindowTables(); +static void ShowDemoWindowColumns(); +static void ShowDemoWindowInputs(); + +//----------------------------------------------------------------------------- +// [SECTION] Helpers +//----------------------------------------------------------------------------- + +// Helper to display a little (?) mark which shows a tooltip when hovered. +// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md) +static void HelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void ShowDockingDisabledMessage() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration."); + ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or "); + ImGui::SameLine(0.0f, 0.0f); + if (ImGui::SmallButton("click here")) + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; +} + +// Helper to wire demo markers located in code to an interactive browser +typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data); +extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; +extern void* GImGuiDemoMarkerCallbackUserData; +ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL; +void* GImGuiDemoMarkerCallbackUserData = NULL; +#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor etc.) +//----------------------------------------------------------------------------- + +// Simple representation for a tree +// (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.) +struct ExampleTreeNode +{ + // Tree structure + char Name[28] = ""; + int UID = 0; + ExampleTreeNode* Parent = NULL; + ImVector Childs; + unsigned short IndexInParent = 0; // Maintaining this allows us to implement linear traversal more easily + + // Leaf Data + bool HasData = false; // All leaves have data + bool DataMyBool = true; + int DataMyInt = 128; + ImVec2 DataMyVec2 = ImVec2(0.0f, 3.141592f); +}; + +// Simple representation of struct metadata/serialization data. +// (this is a minimal version of what a typical advanced application may provide) +struct ExampleMemberInfo +{ + const char* Name; // Member name + ImGuiDataType DataType; // Member type + int DataCount; // Member count (1 when scalar) + int Offset; // Offset inside parent structure +}; + +// Metadata description of ExampleTreeNode struct. +static const ExampleMemberInfo ExampleTreeNodeMemberInfos[] +{ + { "MyName", ImGuiDataType_String, 1, offsetof(ExampleTreeNode, Name) }, + { "MyBool", ImGuiDataType_Bool, 1, offsetof(ExampleTreeNode, DataMyBool) }, + { "MyInt", ImGuiDataType_S32, 1, offsetof(ExampleTreeNode, DataMyInt) }, + { "MyVec2", ImGuiDataType_Float, 2, offsetof(ExampleTreeNode, DataMyVec2) }, +}; + +static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent) +{ + ExampleTreeNode* node = IM_NEW(ExampleTreeNode); + snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name); + node->UID = uid; + node->Parent = parent; + node->IndexInParent = parent ? (unsigned short)parent->Childs.Size : 0; + if (parent) + parent->Childs.push_back(node); + return node; +} + +static void ExampleTree_DestroyNode(ExampleTreeNode* node) +{ + for (ExampleTreeNode* child_node : node->Childs) + ExampleTree_DestroyNode(child_node); + IM_DELETE(node); +} + +// Create example tree data +// (this allocates _many_ more times than most other code in either Dear ImGui or others demo) +static ExampleTreeNode* ExampleTree_CreateDemoTree() +{ + static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" }; + const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name); + char name_buf[NAME_MAX_LEN]; + int uid = 0; + ExampleTreeNode* node_L0 = ExampleTree_CreateNode("", ++uid, NULL); + const int root_items_multiplier = 2; + for (int idx_L0 = 0; idx_L0 < IM_ARRAYSIZE(root_names) * root_items_multiplier; idx_L0++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "%s %d", root_names[idx_L0 / root_items_multiplier], idx_L0 % root_items_multiplier); + ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0); + const int number_of_childs = (int)strlen(node_L1->Name); + for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Child %d", idx_L1); + ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1); + node_L2->HasData = true; + if (idx_L1 == 0) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Sub-child %d", 0); + ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2); + node_L3->HasData = true; + } + } + } + return node_L0; +} + +//----------------------------------------------------------------------------- +// [SECTION] Demo Window / ShowDemoWindow() +//----------------------------------------------------------------------------- + +// Data to be shared across different functions of the demo. +struct ImGuiDemoWindowData +{ + // Examples Apps (accessible from the "Examples" menu) + bool ShowMainMenuBar = false; + bool ShowAppAssetsBrowser = false; + bool ShowAppConsole = false; + bool ShowAppCustomRendering = false; + bool ShowAppDocuments = false; + bool ShowAppDockSpace = false; + bool ShowAppLog = false; + bool ShowAppLayout = false; + bool ShowAppPropertyEditor = false; + bool ShowAppSimpleOverlay = false; + bool ShowAppAutoResize = false; + bool ShowAppConstrainedResize = false; + bool ShowAppFullscreen = false; + bool ShowAppLongText = false; + bool ShowAppWindowTitles = false; + + // Dear ImGui Tools (accessible from the "Tools" menu) + bool ShowMetrics = false; + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowStyleEditor = false; + bool ShowAbout = false; + + // Other data + ExampleTreeNode* DemoTree = NULL; + + ~ImGuiDemoWindowData() { if (DemoTree) ExampleTree_DestroyNode(DemoTree); } +}; + +// Demonstrate most Dear ImGui features (this is big function!) +// You may execute this function to experiment with the UI and understand what it does. +// You may then search for keywords in the code when you are interested by a specific feature. +void ImGui::ShowDemoWindow(bool* p_open) +{ + // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup + // Most functions would normally just assert/crash if the context is missing. + IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing Dear ImGui context. Refer to examples app!"); + + // Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. + IMGUI_CHECKVERSION(); + + // Stored data + static ImGuiDemoWindowData demo_data; + + // Examples Apps (accessible from the "Examples" menu) + if (demo_data.ShowMainMenuBar) { ShowExampleAppMainMenuBar(); } + if (demo_data.ShowAppDockSpace) { ShowExampleAppDockSpace(&demo_data.ShowAppDockSpace); } // Important: Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) + if (demo_data.ShowAppDocuments) { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); } // ...process the Document app next, as it may also use a DockSpace() + if (demo_data.ShowAppAssetsBrowser) { ShowExampleAppAssetsBrowser(&demo_data.ShowAppAssetsBrowser); } + if (demo_data.ShowAppConsole) { ShowExampleAppConsole(&demo_data.ShowAppConsole); } + if (demo_data.ShowAppCustomRendering) { ShowExampleAppCustomRendering(&demo_data.ShowAppCustomRendering); } + if (demo_data.ShowAppLog) { ShowExampleAppLog(&demo_data.ShowAppLog); } + if (demo_data.ShowAppLayout) { ShowExampleAppLayout(&demo_data.ShowAppLayout); } + if (demo_data.ShowAppPropertyEditor) { ShowExampleAppPropertyEditor(&demo_data.ShowAppPropertyEditor, &demo_data); } + if (demo_data.ShowAppSimpleOverlay) { ShowExampleAppSimpleOverlay(&demo_data.ShowAppSimpleOverlay); } + if (demo_data.ShowAppAutoResize) { ShowExampleAppAutoResize(&demo_data.ShowAppAutoResize); } + if (demo_data.ShowAppConstrainedResize) { ShowExampleAppConstrainedResize(&demo_data.ShowAppConstrainedResize); } + if (demo_data.ShowAppFullscreen) { ShowExampleAppFullscreen(&demo_data.ShowAppFullscreen); } + if (demo_data.ShowAppLongText) { ShowExampleAppLongText(&demo_data.ShowAppLongText); } + if (demo_data.ShowAppWindowTitles) { ShowExampleAppWindowTitles(&demo_data.ShowAppWindowTitles); } + + // Dear ImGui Tools (accessible from the "Tools" menu) + if (demo_data.ShowMetrics) { ImGui::ShowMetricsWindow(&demo_data.ShowMetrics); } + if (demo_data.ShowDebugLog) { ImGui::ShowDebugLogWindow(&demo_data.ShowDebugLog); } + if (demo_data.ShowIDStackTool) { ImGui::ShowIDStackToolWindow(&demo_data.ShowIDStackTool); } + if (demo_data.ShowAbout) { ImGui::ShowAboutWindow(&demo_data.ShowAbout); } + if (demo_data.ShowStyleEditor) + { + ImGui::Begin("Dear ImGui Style Editor", &demo_data.ShowStyleEditor); + ImGui::ShowStyleEditor(); + ImGui::End(); + } + + // Demonstrate the various window flags. Typically you would just use the default! + static bool no_titlebar = false; + static bool no_scrollbar = false; + static bool no_menu = false; + static bool no_move = false; + static bool no_resize = false; + static bool no_collapse = false; + static bool no_close = false; + static bool no_nav = false; + static bool no_background = false; + static bool no_bring_to_front = false; + static bool no_docking = false; + static bool unsaved_document = false; + + ImGuiWindowFlags window_flags = 0; + if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; + if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; + if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; + if (no_move) window_flags |= ImGuiWindowFlags_NoMove; + if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; + if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; + if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; + if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; + if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; + if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking; + if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument; + if (no_close) p_open = NULL; // Don't pass our bool* to Begin + + // We specify a default position/size in case there's no data in the .ini file. + // We only do it to make the demo applications a little more welcoming, but typically this isn't required. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); + + // Main body of the Demo window starts here. + if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) + { + // Early out if the window is collapsed, as an optimization. + ImGui::End(); + return; + } + + // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. + //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) + + // Menu Bar + ShowDemoWindowMenuBar(&demo_data); + + ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Spacing(); + + IMGUI_DEMO_MARKER("Help"); + if (ImGui::CollapsingHeader("Help")) + { + ImGui::SeparatorText("ABOUT THIS DEMO:"); + ImGui::BulletText("Sections below are demonstrating many aspects of the library."); + ImGui::BulletText("The \"Examples\" menu above leads to more demo contents."); + ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" + "and Metrics/Debugger (general purpose Dear ImGui debugging tool)."); + + ImGui::SeparatorText("PROGRAMMER GUIDE:"); + ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); + ImGui::BulletText("See comments in imgui.cpp."); + ImGui::BulletText("See example applications in the examples/ folder."); + ImGui::BulletText("Read the FAQ at "); + ImGui::SameLine(0, 0); + ImGui::TextLinkOpenURL("https://www.dearimgui.com/faq/"); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); + + ImGui::SeparatorText("USER GUIDE:"); + ImGui::ShowUserGuide(); + } + + IMGUI_DEMO_MARKER("Configuration"); + if (ImGui::CollapsingHeader("Configuration")) + { + ImGuiIO& io = ImGui::GetIO(); + + if (ImGui::TreeNode("Configuration##2")) + { + ImGui::SeparatorText("General"); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); + ImGui::SameLine(); HelpMarker("Enable keyboard controls."); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); + ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable mouse inputs and interactions."); + + // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + { + if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) + { + ImGui::SameLine(); + ImGui::Text("<>"); + } + // Prevent both being checked + if (ImGui::IsKeyPressed(ImGuiKey_Space) || (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)) + io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; + } + + ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); + ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility."); + ImGui::CheckboxFlags("io.ConfigFlags: NoKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NoKeyboard); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable keyboard inputs and interactions."); + + ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue); + ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates."); + ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); + ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + + ImGui::SeparatorText("Keyboard/Gamepad Navigation"); + ImGui::Checkbox("io.ConfigNavSwapGamepadButtons", &io.ConfigNavSwapGamepadButtons); + ImGui::Checkbox("io.ConfigNavMoveSetMousePos", &io.ConfigNavMoveSetMousePos); + ImGui::SameLine(); HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult"); + ImGui::Checkbox("io.ConfigNavCaptureKeyboard", &io.ConfigNavCaptureKeyboard); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusItem", &io.ConfigNavEscapeClearFocusItem); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused item."); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusWindow", &io.ConfigNavEscapeClearFocusWindow); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused window."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAuto", &io.ConfigNavCursorVisibleAuto); + ImGui::SameLine(); HelpMarker("Using directional navigation key makes the cursor visible. Mouse click hides the cursor."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAlways", &io.ConfigNavCursorVisibleAlways); + ImGui::SameLine(); HelpMarker("Navigation cursor is always visible."); + + ImGui::SeparatorText("Docking"); + ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable); + ImGui::SameLine(); + if (io.ConfigDockingWithShift) + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + else + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit); + ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); + ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); + ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)"); + ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); + ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); + ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); + ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge."); + ImGui::Unindent(); + } + + ImGui::SeparatorText("Multi-viewports"); + ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable); + ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details."); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge); + ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it."); + ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the task bar icon state right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the decoration right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the parenting right away)."); + ImGui::Unindent(); + } + + ImGui::SeparatorText("Windows"); + ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); + ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback."); + ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); + ImGui::Checkbox("io.ConfigWindowsCopyContentsWithCtrlC", &io.ConfigWindowsCopyContentsWithCtrlC); // [EXPERIMENTAL] + ImGui::SameLine(); HelpMarker("*EXPERIMENTAL* CTRL+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order."); + ImGui::Checkbox("io.ConfigScrollbarScrollByPage", &io.ConfigScrollbarScrollByPage); + ImGui::SameLine(); HelpMarker("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location."); + + ImGui::SeparatorText("Widgets"); + ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); + ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); + ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive); + ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only)."); + ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText); + ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); + ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors); + ImGui::SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors."); + ImGui::Text("Also see Style->Rendering for rendering options."); + + // Also read: https://github.com/ocornut/imgui/wiki/Error-Handling + ImGui::SeparatorText("Error Handling"); + + ImGui::Checkbox("io.ConfigErrorRecovery", &io.ConfigErrorRecovery); + ImGui::SameLine(); HelpMarker( + "Options to configure how we handle recoverable errors.\n" + "- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n" + "- You not are not supposed to rely on it in the course of a normal application run.\n" + "- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n" + "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call!" + "Otherwise it would severely hinder your ability to catch and correct mistakes!"); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableAssert", &io.ConfigErrorRecoveryEnableAssert); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableDebugLog", &io.ConfigErrorRecoveryEnableDebugLog); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableTooltip", &io.ConfigErrorRecoveryEnableTooltip); + if (!io.ConfigErrorRecoveryEnableAssert && !io.ConfigErrorRecoveryEnableDebugLog && !io.ConfigErrorRecoveryEnableTooltip) + io.ConfigErrorRecoveryEnableAssert = io.ConfigErrorRecoveryEnableDebugLog = io.ConfigErrorRecoveryEnableTooltip = true; + + // Also read: https://github.com/ocornut/imgui/wiki/Debug-Tools + ImGui::SeparatorText("Debug"); + ImGui::Checkbox("io.ConfigDebugIsDebuggerPresent", &io.ConfigDebugIsDebuggerPresent); + ImGui::SameLine(); HelpMarker("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application."); + ImGui::Checkbox("io.ConfigDebugHighlightIdConflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::SameLine(); HelpMarker("Highlight and show an error message when multiple items have conflicting identifiers."); + ImGui::BeginDisabled(); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); + ImGui::EndDisabled(); + ImGui::SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover."); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueLoop", &io.ConfigDebugBeginReturnValueLoop); + ImGui::SameLine(); HelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + ImGui::Checkbox("io.ConfigDebugIgnoreFocusLoss", &io.ConfigDebugIgnoreFocusLoss); + ImGui::SameLine(); HelpMarker("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data."); + ImGui::Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + ImGui::SameLine(); HelpMarker("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)."); + + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Backend Flags"); + if (ImGui::TreeNode("Backend Flags")) + { + HelpMarker( + "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" + "Here we expose them as read-only fields to avoid breaking interactions with your backend."); + + // Make a local copy to avoid modifying actual backend flags. + // FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright? + ImGui::BeginDisabled(); + ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &io.BackendFlags, ImGuiBackendFlags_HasGamepad); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports); + ImGui::EndDisabled(); + + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Style"); + if (ImGui::TreeNode("Style")) + { + ImGui::Checkbox("Style Editor", &demo_data.ShowStyleEditor); + ImGui::SameLine(); + HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Capture, Logging"); + if (ImGui::TreeNode("Capture/Logging")) + { + HelpMarker( + "The logging API redirects all text output so you can easily capture the content of " + "a window or a block. Tree nodes can be automatically expanded.\n" + "Try opening any of the contents below in this window and then click one of the \"Log To\" button."); + ImGui::LogButtons(); + + HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output."); + if (ImGui::Button("Copy \"Hello, world!\" to clipboard")) + { + ImGui::LogToClipboard(); + ImGui::LogText("Hello, world!"); + ImGui::LogFinish(); + } + ImGui::TreePop(); + } + } + + IMGUI_DEMO_MARKER("Window options"); + if (ImGui::CollapsingHeader("Window options")) + { + if (ImGui::BeginTable("split", 3)) + { + ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar); + ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar); + ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu); + ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move); + ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize); + ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse); + ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close); + ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav); + ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background); + ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front); + ImGui::TableNextColumn(); ImGui::Checkbox("No docking", &no_docking); + ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document); + ImGui::EndTable(); + } + } + + // All demo contents + ShowDemoWindowWidgets(&demo_data); + ShowDemoWindowLayout(); + ShowDemoWindowPopups(); + ShowDemoWindowTables(); + ShowDemoWindowInputs(); + + // End of ShowDemoWindow() + ImGui::PopItemWidth(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowMenuBar() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Menu"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + IMGUI_DEMO_MARKER("Menu/File"); + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Examples")) + { + IMGUI_DEMO_MARKER("Menu/Examples"); + ImGui::MenuItem("Main menu bar", NULL, &demo_data->ShowMainMenuBar); + + ImGui::SeparatorText("Mini apps"); + ImGui::MenuItem("Assets Browser", NULL, &demo_data->ShowAppAssetsBrowser); + ImGui::MenuItem("Console", NULL, &demo_data->ShowAppConsole); + ImGui::MenuItem("Custom rendering", NULL, &demo_data->ShowAppCustomRendering); + ImGui::MenuItem("Documents", NULL, &demo_data->ShowAppDocuments); + ImGui::MenuItem("Dockspace", NULL, &demo_data->ShowAppDockSpace); + ImGui::MenuItem("Log", NULL, &demo_data->ShowAppLog); + ImGui::MenuItem("Property editor", NULL, &demo_data->ShowAppPropertyEditor); + ImGui::MenuItem("Simple layout", NULL, &demo_data->ShowAppLayout); + ImGui::MenuItem("Simple overlay", NULL, &demo_data->ShowAppSimpleOverlay); + + ImGui::SeparatorText("Concepts"); + ImGui::MenuItem("Auto-resizing window", NULL, &demo_data->ShowAppAutoResize); + ImGui::MenuItem("Constrained-resizing window", NULL, &demo_data->ShowAppConstrainedResize); + ImGui::MenuItem("Fullscreen window", NULL, &demo_data->ShowAppFullscreen); + ImGui::MenuItem("Long text display", NULL, &demo_data->ShowAppLongText); + ImGui::MenuItem("Manipulating window titles", NULL, &demo_data->ShowAppWindowTitles); + + ImGui::EndMenu(); + } + //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! + if (ImGui::BeginMenu("Tools")) + { + IMGUI_DEMO_MARKER("Menu/Tools"); + ImGuiIO& io = ImGui::GetIO(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool has_debug_tools = true; +#else + const bool has_debug_tools = false; +#endif + ImGui::MenuItem("Metrics/Debugger", NULL, &demo_data->ShowMetrics, has_debug_tools); + if (ImGui::BeginMenu("Debug Options")) + { + ImGui::BeginDisabled(!has_debug_tools); + ImGui::Checkbox("Highlight ID Conflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::EndDisabled(); + ImGui::Checkbox("Assert on error recovery", &io.ConfigErrorRecoveryEnableAssert); + ImGui::TextDisabled("(see Demo->Configuration for details & more)"); + ImGui::EndMenu(); + } + ImGui::MenuItem("Debug Log", NULL, &demo_data->ShowDebugLog, has_debug_tools); + ImGui::MenuItem("ID Stack Tool", NULL, &demo_data->ShowIDStackTool, has_debug_tools); + bool is_debugger_present = io.ConfigDebugIsDebuggerPresent; + if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools))// && is_debugger_present)) + ImGui::DebugStartItemPicker(); + if (!is_debugger_present) + ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable some extra features to avoid casual users crashing the application."); + ImGui::MenuItem("Style Editor", NULL, &demo_data->ShowStyleEditor); + ImGui::MenuItem("About Dear ImGui", NULL, &demo_data->ShowAbout); + + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowWidgets() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (!ImGui::CollapsingHeader("Widgets")) + return; + + static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom + if (disable_all) + ImGui::BeginDisabled(); + + IMGUI_DEMO_MARKER("Widgets/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::SeparatorText("General"); + + IMGUI_DEMO_MARKER("Widgets/Basic/Button"); + static int clicked = 0; + if (ImGui::Button("Button")) + clicked++; + if (clicked & 1) + { + ImGui::SameLine(); + ImGui::Text("Thanks for clicking me!"); + } + + IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox"); + static bool check = true; + ImGui::Checkbox("checkbox", &check); + + IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton"); + static int e = 0; + ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); + ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); + ImGui::RadioButton("radio c", &e, 2); + + // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)"); + for (int i = 0; i < 7; i++) + { + if (i > 0) + ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f)); + ImGui::Button("Click"); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + + // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements + // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) + // See 'Demo->Layout->Text Baseline Alignment' for details. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Hold to repeat:"); + ImGui::SameLine(); + + // Arrow buttons with Repeater + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)"); + static int counter = 0; + float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } + ImGui::SameLine(0.0f, spacing); + if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } + ImGui::PopItemFlag(); + ImGui::SameLine(); + ImGui::Text("%d", counter); + + ImGui::Button("Tooltip"); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::LabelText("label", "Value"); + + ImGui::SeparatorText("Inputs"); + + { + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Basic/InputText"); + static char str0[128] = "Hello, world!"; + ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); + ImGui::SameLine(); HelpMarker( + "USER:\n" + "Hold SHIFT or use mouse to select text.\n" + "CTRL+Left/Right to word jump.\n" + "CTRL+A or Double-Click to select all.\n" + "CTRL+X,CTRL+C,CTRL+V clipboard.\n" + "CTRL+Z,CTRL+Y undo/redo.\n" + "ESCAPE to revert.\n\n" + "PROGRAMMER:\n" + "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " + "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " + "in imgui_demo.cpp)."); + + static char str1[128] = ""; + ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); + + IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat"); + static int i0 = 123; + ImGui::InputInt("input int", &i0); + + static float f0 = 0.001f; + ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); + + static double d0 = 999999.00000001; + ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f"); + + static float f1 = 1.e10f; + ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); + ImGui::SameLine(); HelpMarker( + "You can input value using the scientific notation,\n" + " e.g. \"1e+8\" becomes \"100000000\"."); + + static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + ImGui::InputFloat3("input float3", vec4a); + } + + ImGui::SeparatorText("Drags"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat"); + static int i1 = 50, i2 = 42, i3 = 128; + ImGui::DragInt("drag int", &i1, 1); + ImGui::SameLine(); HelpMarker( + "Click and drag to edit value.\n" + "Hold SHIFT/ALT for faster/slower edit.\n" + "Double-click or CTRL+click to input value."); + ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragInt("drag int wrap 100..200", &i3, 1, 100, 200, "%d", ImGuiSliderFlags_WrapAround); + + static float f1 = 1.00f, f2 = 0.0067f; + ImGui::DragFloat("drag float", &f1, 0.005f); + ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); + //ImGui::DragFloat("drag wrap -1..1", &f3, 0.005f, -1.0f, 1.0f, NULL, ImGuiSliderFlags_WrapAround); + } + + ImGui::SeparatorText("Sliders"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat"); + static int i1 = 0; + ImGui::SliderInt("slider int", &i1, -1, 3); + ImGui::SameLine(); HelpMarker("CTRL+click to input value."); + + static float f1 = 0.123f, f2 = 0.0f; + ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); + ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle"); + static float angle = 0.0f; + ImGui::SliderAngle("slider angle", &angle); + + // Using the format string to display a name instead of an integer. + // Here we completely omit '%d' from the format string, so it'll only display a name. + // This technique can also be used with DragInt(). + IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)"); + enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; + static int elem = Element_Fire; + const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; + const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; + ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable CTRL+Click here. + ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); + } + + ImGui::SeparatorText("Selectors/Pickers"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4"); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "Click and hold to use drag and drop.\n" + "Right-click on the color square to show options.\n" + "CTRL+click on individual component to input value.\n"); + + ImGui::ColorEdit4("color 2", col2); + } + + { + // Using the _simplified_ one-liner Combo() api here + // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. + IMGUI_DEMO_MARKER("Widgets/Basic/Combo"); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; + static int item_current = 0; + ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner Combo API here.\n" + "Refer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API."); + } + + { + // Using the _simplified_ one-liner ListBox() api here + // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. + IMGUI_DEMO_MARKER("Widgets/Basic/ListBox"); + const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; + static int item_current = 1; + ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner ListBox API here.\n" + "Refer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tooltips"); + if (ImGui::TreeNode("Tooltips")) + { + // Tooltips are windows following the mouse. They do not take focus away. + ImGui::SeparatorText("General"); + + // Typical use cases: + // - Short-form (text only): SetItemTooltip("Hello"); + // - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); } + + // - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); } + // - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); } + + HelpMarker( + "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n" + "We provide a helper SetItemTooltip() function to perform the two with standards flags."); + + ImVec2 sz = ImVec2(-FLT_MIN, 0.0f); + + ImGui::Button("Basic", sz); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::Button("Fancy", sz); + if (ImGui::BeginItemTooltip()) + { + ImGui::Text("I am a fancy tooltip"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); + ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime())); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Always On"); + + // Showcase NOT relying on a IsItemHovered() to emit a tooltip. + // Here the tooltip is always emitted when 'always_on == true'. + static int always_on = 0; + ImGui::RadioButton("Off", &always_on, 0); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Simple)", &always_on, 1); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Advanced)", &always_on, 2); + if (always_on == 1) + ImGui::SetTooltip("I am following you around."); + else if (always_on == 2 && ImGui::BeginTooltip()) + { + ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f)); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Custom"); + + HelpMarker( + "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize" + "tooltip activation details across your application. You may however decide to use custom" + "flags for a specific tooltip instance."); + + // The following examples are passed for documentation purpose but may not be useful to most users. + // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from + // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used. + // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary. + ImGui::Button("Manual", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a manually emitted tooltip."); + + ImGui::Button("DelayNone", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone)) + ImGui::SetTooltip("I am a tooltip with no delay."); + + ImGui::Button("DelayShort", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort); + + ImGui::Button("DelayLong", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal); + + ImGui::Button("Stationary", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary)) + ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating."); + + // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav', + // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag. + ImGui::BeginDisabled(); + ImGui::Button("Disabled item", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a a tooltip for a disabled item."); + ImGui::EndDisabled(); + + ImGui::TreePop(); + } + + // Testing ImGuiOnceUponAFrame helper. + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) + // if (once) + // ImGui::Text("This will be displayed only once."); + + IMGUI_DEMO_MARKER("Widgets/Tree Nodes"); + if (ImGui::TreeNode("Tree Nodes")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees"); + if (ImGui::TreeNode("Basic trees")) + { + for (int i = 0; i < 5; i++) + { + // Use SetNextItemOpen() so set the default state of a node to be open. We could + // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + + // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict. + // An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)', + // aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine. + ImGui::PushID(i); + if (ImGui::TreeNode("", "Child %d", i)) + { + ImGui::Text("blah blah"); + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + ImGui::TreePop(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes"); + if (ImGui::TreeNode("Advanced, with Selectable nodes")) + { + HelpMarker( + "This is a more typical looking tree with selectable nodes.\n" + "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; + static bool align_label_with_current_x_position = false; + static bool test_drag_and_drop = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &base_flags, ImGuiTreeNodeFlags_SpanLabelWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsBackHere", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsBackHere); + ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); + ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); + ImGui::Text("Hello!"); + if (align_label_with_current_x_position) + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + + // 'selection_mask' is dumb representation of what may be user-side selection state. + // You may retain selection state inside or outside your objects in whatever format you see fit. + // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end + /// of the loop. May be a pointer to your own node type, etc. + static int selection_mask = (1 << 2); + int node_clicked = -1; + for (int i = 0; i < 6; i++) + { + // Disable the default "open on single-click behavior" + set Selected flag according to our selection. + // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)) != 0; + if (is_selected) + node_flags |= ImGuiTreeNodeFlags_Selected; + if (i < 3) + { + // Items 0..2 are Tree Node + bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + if (i == 2 && (base_flags & ImGuiTreeNodeFlags_SpanLabelWidth)) + { + // Item 2 has an additional inline button to help demonstrate SpanLabelWidth. + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + } + if (node_open) + { + ImGui::BulletText("Blah blah\nBlah Blah"); + ImGui::SameLine(); + ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + } + else + { + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can + // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). + node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet + ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + } + } + if (node_clicked != -1) + { + // Update selection state + // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) + if (ImGui::GetIO().KeyCtrl) + selection_mask ^= (1 << node_clicked); // CTRL+click to toggle + else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection + selection_mask = (1 << node_clicked); // Click to single-select + } + if (align_label_with_current_x_position) + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); + if (ImGui::TreeNode("Collapsing Headers")) + { + static bool closable_group = true; + ImGui::Checkbox("Show 2nd header", &closable_group); + if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("Some content %d", i); + } + if (ImGui::CollapsingHeader("Header with a close button", &closable_group)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("More content %d", i); + } + /* + if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + */ + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Bullets"); + if (ImGui::TreeNode("Bullets")) + { + ImGui::BulletText("Bullet point 1"); + ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) + { + ImGui::BulletText("Another bullet point"); + ImGui::TreePop(); + } + ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); + ImGui::Bullet(); ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text"); + if (ImGui::TreeNode("Text")) + { + IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); + if (ImGui::TreeNode("Colorful Text")) + { + // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. + ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); + ImGui::TextDisabled("Disabled"); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); + if (ImGui::TreeNode("Word Wrapping")) + { + // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. + ImGui::TextWrapped( + "This text should automatically wrap on the edge of the window. The current implementation " + "for text wrapping follows simple rules suitable for English and possibly other languages."); + ImGui::Spacing(); + + static float wrap_width = 200.0f; + ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); + + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (int n = 0; n < 2; n++) + { + ImGui::Text("Test paragraph %d:", n); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); + ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + if (n == 0) + ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); + else + ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + + // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) + draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); + ImGui::PopTextWrapPos(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); + if (ImGui::TreeNode("UTF-8 Text")) + { + // UTF-8 test with Japanese characters + // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) + // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 + // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you + // can save your source files as 'UTF-8 without signature'). + // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 + // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. + // Don't do this in your application! Please use u8"text in any language" in your application! + // Note that characters values are preserved even by InputText() if the font cannot be displayed, + // so you can safely copy & paste garbled characters into another application. + ImGui::TextWrapped( + "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " + "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " + "Read docs/FONTS.md for details."); + ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); + ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); + static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; + //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis + ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Images"); + if (ImGui::TreeNode("Images")) + { + ImGuiIO& io = ImGui::GetIO(); + ImGui::TextWrapped( + "Below we are displaying the font texture (which is the only texture we have access to in this demo). " + "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " + "Hover the texture for a zoomed view!"); + + // Below we are displaying the font texture because it is the only texture we have access to inside the demo! + // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that + // will be passed to the rendering backend via the ImDrawCmd structure. + // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top + // of their respective source file to specify what they expect to be stored in ImTextureID, for example: + // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer + // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. + // More: + // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers + // to ImGui::Image(), and gather width/height through your own functions, etc. + // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, + // it will help you debug issues if you are confused about it. + // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). + // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md + // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImTextureID my_tex_id = io.Fonts->TexID; + float my_tex_w = (float)io.Fonts->TexWidth; + float my_tex_h = (float)io.Fonts->TexHeight; + { + static bool use_text_color_for_tint = false; + ImGui::Checkbox("Use Text Color for Tint", &use_text_color_for_tint); + ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left + ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right + ImVec4 tint_col = use_text_color_for_tint ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + ImVec4 border_col = ImGui::GetStyleColorVec4(ImGuiCol_Border); + ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); + if (ImGui::BeginItemTooltip()) + { + float region_sz = 32.0f; + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; + float zoom = 4.0f; + if (region_x < 0.0f) { region_x = 0.0f; } + else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } + if (region_y < 0.0f) { region_y = 0.0f; } + else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } + ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); + ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); + ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); + ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); + ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col); + ImGui::EndTooltip(); + } + } + + IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); + ImGui::TextWrapped("And now some textured buttons.."); + static int pressed_count = 0; + for (int i = 0; i < 8; i++) + { + // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. + // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. + // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImGui::PushID(i); + if (i > 0) + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f)); + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col)) + pressed_count += 1; + if (i > 0) + ImGui::PopStyleVar(); + ImGui::PopID(); + ImGui::SameLine(); + } + ImGui::NewLine(); + ImGui::Text("Pressed %d times.", pressed_count); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Combo"); + if (ImGui::TreeNode("Combo")) + { + // Combo Boxes are also called "Dropdown" in other systems + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) + flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview)) + flags &= ~ImGuiComboFlags_NoPreview; + + // Override default popup height + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest); + + // Using the generic BeginCombo() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selection data as an index. + + // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[]) + const char* combo_preview_value = items[item_selected_idx]; + + if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + + ImGui::Spacing(); + ImGui::SeparatorText("One-liner variants"); + HelpMarker("Flags above don't apply to this section."); + + // Simplified one-liner Combo() API, using values packed in a single constant string + // This is a convenience for when the selection set is small and known at compile-time. + static int item_current_2 = 0; + ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); + + // Simplified one-liner Combo() using an accessor function + static int item_current_4 = 0; + ImGui::Combo("combo 4 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items)); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/List Boxes"); + if (ImGui::TreeNode("List boxes")) + { + // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() + // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild() + // to always be called (inconsistent with BeginListBox()/EndListBox()). + + // Using the generic BeginListBox() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selected data as an index. + + static bool item_highlight = false; + int item_highlighted_idx = -1; // Here we store our highlighted data as an index. + ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight); + + if (ImGui::BeginListBox("listbox 1")) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + if (item_highlight && ImGui::IsItemHovered()) + item_highlighted_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes."); + + // Custom size: use all width, 5 items tall + ImGui::Text("Full-width:"); + if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + bool is_selected = (item_selected_idx == n); + ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0; + if (ImGui::Selectable(items[n], is_selected, flags)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Selectables")) + { + // Selectable() has 2 overloads: + // - The one taking "bool selected" as a read-only selection information. + // When Selectable() has been clicked it returns true and you can alter selection state accordingly. + // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) + // The earlier is more flexible, as in real application your selection may be stored in many different ways + // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). + IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); + if (ImGui::TreeNode("Basic")) + { + static bool selection[5] = { false, true, false, false }; + ImGui::Selectable("1. I am selectable", &selection[0]); + ImGui::Selectable("2. I am selectable", &selection[1]); + ImGui::Selectable("3. I am selectable", &selection[2]); + if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick)) + if (ImGui::IsMouseDoubleClicked(0)) + selection[3] = !selection[3]; + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line"); + if (ImGui::TreeNode("Rendering more items on the same line")) + { + // (1) Using SetNextItemAllowOverlap() + // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. + static bool selected[3] = { false, false, false }; + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables"); + if (ImGui::TreeNode("In Tables")) + { + static bool selected[10] = {}; + + if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap + } + ImGui::EndTable(); + } + ImGui::Spacing(); + if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns); + ImGui::TableNextColumn(); + ImGui::Text("Some other contents"); + ImGui::TableNextColumn(); + ImGui::Text("123456"); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); + if (ImGui::TreeNode("Grid")) + { + static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; + + // Add in a bit of silly fun... + const float time = (float)ImGui::GetTime(); + const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected... + if (winning_state) + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); + + for (int y = 0; y < 4; y++) + for (int x = 0; x < 4; x++) + { + if (x > 0) + ImGui::SameLine(); + ImGui::PushID(y * 4 + x); + if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) + { + // Toggle clicked cell + toggle neighbors + selected[y][x] ^= 1; + if (x > 0) { selected[y][x - 1] ^= 1; } + if (x < 3) { selected[y][x + 1] ^= 1; } + if (y > 0) { selected[y - 1][x] ^= 1; } + if (y < 3) { selected[y + 1][x] ^= 1; } + } + ImGui::PopID(); + } + + if (winning_state) + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); + if (ImGui::TreeNode("Alignment")) + { + HelpMarker( + "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " + "basis using PushStyleVar(). You'll probably want to always keep your default situation to " + "left-align otherwise it becomes difficult to layout multiple items on a same line"); + static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; + for (int y = 0; y < 3; y++) + { + for (int x = 0; x < 3; x++) + { + ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); + char name[32]; + sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); + if (x > 0) ImGui::SameLine(); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); + ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); + ImGui::PopStyleVar(); + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + ShowDemoWindowMultiSelect(demo_data); + + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Text Input"); + if (ImGui::TreeNode("Text Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); + if (ImGui::TreeNode("Multi-line Text Input")) + { + // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize + // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. + static char text[1024 * 16] = + "/*\n" + " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" + " the hexadecimal encoding of one offending instruction,\n" + " more formally, the invalid operand with locked CMPXCHG8B\n" + " instruction bug, is a design flaw in the majority of\n" + " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" + " processors (all in the P5 microarchitecture).\n" + "*/\n\n" + "label:\n" + "\tlock cmpxchg8b eax\n"; + + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets."); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); + if (ImGui::TreeNode("Filtered Text Input")) + { + struct TextFilters + { + // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback) + static int FilterCasingSwap(ImGuiInputTextCallbackData* data) + { + if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase + else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase + return 0; + } + + // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out) + static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) + { + if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) + return 0; + return 1; + } + }; + + static char buf1[32] = ""; ImGui::InputText("default", buf1, 32); + static char buf2[32] = ""; ImGui::InputText("decimal", buf2, 32, ImGuiInputTextFlags_CharsDecimal); + static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, 32, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, 32, ImGuiInputTextFlags_CharsUppercase); + static char buf5[32] = ""; ImGui::InputText("no blank", buf5, 32, ImGuiInputTextFlags_CharsNoBlank); + static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters. + static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters. + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Password input"); + if (ImGui::TreeNode("Password Input")) + { + static char password[64] = "password123"; + ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks"); + if (ImGui::TreeNode("Completion, History, Edit Callbacks")) + { + struct Funcs + { + static int MyCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) + { + data->InsertChars(data->CursorPos, ".."); + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) + { + if (data->EventKey == ImGuiKey_UpArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Up!"); + data->SelectAll(); + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Down!"); + data->SelectAll(); + } + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) + { + // Toggle casing of first character + char c = data->Buf[0]; + if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32; + data->BufDirty = true; + + // Increment a counter + int* p_int = (int*)data->UserData; + *p_int = *p_int + 1; + } + return 0; + } + }; + static char buf1[64]; + ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we append \"..\" each time Tab is pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf2[64]; + ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we replace and select text each time Up/Down are pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf3[64]; + static int edit_count = 0; + ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); + ImGui::SameLine(); HelpMarker( + "Here we toggle the casing of the first character on every edit + count edits."); + ImGui::SameLine(); ImGui::Text("(%d)", edit_count); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); + if (ImGui::TreeNode("Resize Callback")) + { + // To wire InputText() with std::string or any other custom string type, + // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper + // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. + HelpMarker( + "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" + "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); + struct Funcs + { + static int MyResizeCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + ImVector* my_str = (ImVector*)data->UserData; + IM_ASSERT(my_str->begin() == data->Buf); + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + data->Buf = my_str->begin(); + } + return 0; + } + + // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. + // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) + { + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + } + }; + + // For this demo we are using ImVector as a string container. + // Note that because we need to store a terminating zero character, our size/capacity are 1 more + // than usually reported by a typical string class. + static ImVector my_str; + if (my_str.empty()) + my_str.push_back(0); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Eliding, Alignment"); + if (ImGui::TreeNode("Eliding, Alignment")) + { + static char buf1[128] = "/path/to/some/folder/with/long/filename.cpp"; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_ElideLeft; + ImGui::CheckboxFlags("ImGuiInputTextFlags_ElideLeft", &flags, ImGuiInputTextFlags_ElideLeft); + ImGui::InputText("Path", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous"); + if (ImGui::TreeNode("Miscellaneous")) + { + static char buf1[16]; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll; + ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo); + ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + // Tabs + IMGUI_DEMO_MARKER("Widgets/Tabs"); + if (ImGui::TreeNode("Tabs")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + if (ImGui::BeginTabItem("Avocado")) + { + ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Broccoli")) + { + ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Cucumber")) + { + ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); + if (ImGui::TreeNode("Advanced & Close Button")) + { + // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; + ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", &tab_bar_flags, ImGuiTabBarFlags_DrawSelectedOverline); + if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + // Tab Bar + ImGui::AlignTextToFramePadding(); + ImGui::Text("Opened:"); + const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; + static bool opened[4] = { true, true, true, true }; // Persistent user state + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + { + ImGui::SameLine(); + ImGui::Checkbox(names[n], &opened[n]); + } + + // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): + // the underlying bool will be set to false when the tab is closed. + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", names[n]); + if (n & 1) + ImGui::Text("I am an odd tab."); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); + if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) + { + static ImVector active_tabs; + static int next_tab_id = 0; + if (next_tab_id == 0) // Initialize with some default tabs + for (int i = 0; i < 3; i++) + active_tabs.push_back(next_tab_id++); + + // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. + // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... + // but they tend to make more sense together) + static bool show_leading_button = true; + static bool show_trailing_button = true; + ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); + ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); + + // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown; + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + // Demo a Leading TabItemButton(): click the "?" button to open a menu + if (show_leading_button) + if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) + ImGui::OpenPopup("MyHelpMenu"); + if (ImGui::BeginPopup("MyHelpMenu")) + { + ImGui::Selectable("Hello!"); + ImGui::EndPopup(); + } + + // Demo Trailing Tabs: click the "+" button to add a new tab. + // (In your app you may want to use a font icon instead of the "+") + // We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end. + if (show_trailing_button) + if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) + active_tabs.push_back(next_tab_id++); // Add new tab + + // Submit our regular tabs + for (int n = 0; n < active_tabs.Size; ) + { + bool open = true; + char name[16]; + snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); + if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", name); + ImGui::EndTabItem(); + } + + if (!open) + active_tabs.erase(active_tabs.Data + n); + else + n++; + } + + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Plot/Graph widgets are not very good. + // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot + // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) + IMGUI_DEMO_MARKER("Widgets/Plotting"); + if (ImGui::TreeNode("Plotting")) + { + static bool animate = true; + ImGui::Checkbox("Animate", &animate); + + // Plot as lines and plot as histogram + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); + //ImGui::SameLine(); HelpMarker("Consider using ImPlot instead!"); + + // Fill an array of contiguous float values to plot + // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float + // and the sizeof() of your structure in the "stride" parameter. + static float values[90] = {}; + static int values_offset = 0; + static double refresh_time = 0.0; + if (!animate || refresh_time == 0.0) + refresh_time = ImGui::GetTime(); + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo + { + static float phase = 0.0f; + values[values_offset] = cosf(phase); + values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); + phase += 0.10f * values_offset; + refresh_time += 1.0f / 60.0f; + } + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + average /= (float)IM_ARRAYSIZE(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); + } + + // Use functions to generate output + // FIXME: This is actually VERY awkward because current plot API only pass in indices. + // We probably want an API passing floats and user provide sample rate/count. + struct Funcs + { + static float Sin(void*, int i) { return sinf(i * 0.1f); } + static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + }; + static int func_type = 0, display_count = 70; + ImGui::SeparatorText("Functions"); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + ImGui::SameLine(); + ImGui::SliderInt("Sample count", &display_count, 1, 400); + float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; + ImGui::PlotLines("Lines##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::Separator(); + + ImGui::Text("Need better plotting and graphing? Consider using ImPlot:"); + ImGui::TextLinkOpenURL("https://github.com/epezent/implot"); + ImGui::Separator(); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Progress Bars"); + if (ImGui::TreeNode("Progress Bars")) + { + // Animate a simple progress bar + static float progress = 0.0f, progress_dir = 1.0f; + progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; + if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } + if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } + + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Progress Bar"); + + float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); + char buf[32]; + sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); + + // Pass an animated negative value, e.g. -1.0f * (float)ImGui::GetTime() is the recommended value. + // Adjust the factor if you want to adjust the animation speed. + ImGui::ProgressBar(-1.0f * (float)ImGui::GetTime(), ImVec2(0.0f, 0.0f), "Searching.."); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Indeterminate"); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Color"); + if (ImGui::TreeNode("Color/Picker Widgets")) + { + static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); + + static bool alpha_preview = true; + static bool alpha_half_preview = false; + static bool drag_and_drop = true; + static bool options_menu = true; + static bool hdr = false; + ImGui::SeparatorText("Options"); + ImGui::Checkbox("With Alpha Preview", &alpha_preview); + ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); + ImGui::Checkbox("With Drag and Drop", &drag_and_drop); + ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); + ImGui::SeparatorText("Inline color editor"); + ImGui::Text("Color widget:"); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "CTRL+click on individual component to input value.\n"); + ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); + ImGui::Text("Color widget HSV with Alpha:"); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); + ImGui::Text("Color widget with Float Display:"); + ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)"); + ImGui::Text("Color button with Picker:"); + ImGui::SameLine(); HelpMarker( + "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" + "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " + "be used for the tooltip and picker popup."); + ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)"); + ImGui::Text("Color button with Custom Picker Popup:"); + + // Generate a default palette. The palette will persist and can be edited. + static bool saved_palette_init = true; + static ImVec4 saved_palette[32] = {}; + if (saved_palette_init) + { + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, + saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); + saved_palette[n].w = 1.0f; // Alpha + } + saved_palette_init = false; + } + + static ImVec4 backup_color; + bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); + open_popup |= ImGui::Button("Palette"); + if (open_popup) + { + ImGui::OpenPopup("mypicker"); + backup_color = color; + } + if (ImGui::BeginPopup("mypicker")) + { + ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); + ImGui::Separator(); + ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + ImGui::Text("Current"); + ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); + ImGui::Text("Previous"); + if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) + color = backup_color; + ImGui::Separator(); + ImGui::Text("Palette"); + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::PushID(n); + if ((n % 8) != 0) + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); + + ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; + if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) + color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! + + // Allow user to drop colors into each palette entry. Note that ColorButton() is already a + // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); + ImGui::EndDragDropTarget(); + } + + ImGui::PopID(); + } + ImGui::EndGroup(); + ImGui::EndPopup(); + } + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)"); + ImGui::Text("Color button only:"); + static bool no_border = false; + ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); + ImGui::SeparatorText("Color picker"); + static bool alpha = true; + static bool alpha_bar = true; + static bool side_preview = true; + static bool ref_color = false; + static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); + static int display_mode = 0; + static int picker_mode = 0; + ImGui::Checkbox("With Alpha", &alpha); + ImGui::Checkbox("With Alpha Bar", &alpha_bar); + ImGui::Checkbox("With Side Preview", &side_preview); + if (side_preview) + { + ImGui::SameLine(); + ImGui::Checkbox("With Ref Color", &ref_color); + if (ref_color) + { + ImGui::SameLine(); + ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); + } + } + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); + ImGui::SameLine(); HelpMarker( + "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " + "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex " + "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); + ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode."); + ImGuiColorEditFlags flags = misc_flags; + if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() + if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; + if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; + if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; + if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays + if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode + if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; + if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; + ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); + + ImGui::Text("Set defaults in code:"); + ImGui::SameLine(); HelpMarker( + "SetColorEditOptions() is designed to allow you to set boot-time default.\n" + "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," + "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" + "encouraging you to persistently save values that aren't forward-compatible."); + if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); + if (ImGui::Button("Default: Float + HDR + Hue Wheel")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); + + // Always display a small version of both types of pickers + // (that's in order to make it more visible in the demo to people who are skimming quickly through it) + ImGui::Text("Both types:"); + float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f; + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + ImGui::SameLine(); + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) + static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! + ImGui::Spacing(); + ImGui::Text("HSV encoded colors"); + ImGui::SameLine(); HelpMarker( + "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" + "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" + "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); + ImGui::Text("Color widget with InputHSV:"); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); + if (ImGui::TreeNode("Drag/Slider Flags")) + { + // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! + static ImGuiSliderFlags flags = ImGuiSliderFlags_None; + ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput); + ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds."); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange); + ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp."); + ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); + ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); + ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoSpeedTweaks", &flags, ImGuiSliderFlags_NoSpeedTweaks); + ImGui::SameLine(); HelpMarker("Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic."); + ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround); + ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)"); + + // Drags + static float drag_f = 0.5f; + static int drag_i = 50; + ImGui::Text("Underlying float value: %f", drag_f); + ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); + //ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags); // To test ClampZeroRange + //ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags); + ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + + // Sliders + static float slider_f = 0.5f; + static int slider_i = 50; + const ImGuiSliderFlags flags_for_sliders = flags & ~ImGuiSliderFlags_WrapAround; + ImGui::Text("Underlying float value: %f", slider_f); + ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders); + ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Range Widgets"); + if (ImGui::TreeNode("Range Widgets")) + { + static float begin = 10, end = 90; + static int begin_i = 100, end_i = 1000; + ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); + ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Data Types"); + if (ImGui::TreeNode("Data Types")) + { + // DragScalar/InputScalar/SliderScalar functions allow various data types + // - signed/unsigned + // - 8/16/32/64-bits + // - integer/float/double + // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum + // to pass the type, and passing all arguments by pointer. + // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type. + // In practice, if you frequently use a given type that is not covered by the normal API entry points, + // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, + // and then pass their address to the generic function. For example: + // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") + // { + // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); + // } + + // Setup limits (as helper variables so we can take their address, as explained above) + // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. + #ifndef LLONG_MIN + ImS64 LLONG_MIN = -9223372036854775807LL - 1; + ImS64 LLONG_MAX = 9223372036854775807LL; + ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); + #endif + const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; + const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; + const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; + const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; + const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; + const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; + const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; + const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; + const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; + const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; + + // State + static char s8_v = 127; + static ImU8 u8_v = 255; + static short s16_v = 32767; + static ImU16 u16_v = 65535; + static ImS32 s32_v = -1; + static ImU32 u32_v = (ImU32)-1; + static ImS64 s64_v = -1; + static ImU64 u64_v = (ImU64)-1; + static float f32_v = 0.123f; + static double f64_v = 90000.01234567890123456789; + + const float drag_speed = 0.2f; + static bool drag_clamp = false; + IMGUI_DEMO_MARKER("Widgets/Data Types/Drags"); + ImGui::SeparatorText("Drags"); + ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); + ImGui::SameLine(); HelpMarker( + "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n" + "You can override the clamping limits by using CTRL+Click to input a value."); + ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); + ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X"); + ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); + ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); + ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); + ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic); + ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams"); + ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders"); + ImGui::SeparatorText("Sliders"); + ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); + ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); + ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); + ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); + ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); + ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); + ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); + ImGui::SliderScalar("slider s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X"); + ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); + ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); + ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" PRId64); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" PRId64); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); + ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); + ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); + ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); + + ImGui::SeparatorText("Sliders (reverse)"); + ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); + ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); + ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); + ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); + ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" PRId64); + ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms"); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs"); + static bool inputs_step = true; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None; + ImGui::SeparatorText("Inputs"); + ImGui::Checkbox("Show step buttons", &inputs_step); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", &flags, ImGuiInputTextFlags_ParseEmptyRefVal); + ImGui::CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", &flags, ImGuiInputTextFlags_DisplayEmptyRefVal); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X", flags); + ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", flags); + ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL, NULL, NULL, flags); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); + if (ImGui::TreeNode("Multi-component Widgets")) + { + static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + static int vec4i[4] = { 1, 5, 100, 255 }; + + ImGui::SeparatorText("2-wide"); + ImGui::InputFloat2("input float2", vec4f); + ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); + ImGui::InputInt2("input int2", vec4i); + ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); + ImGui::SliderInt2("slider int2", vec4i, 0, 255); + + ImGui::SeparatorText("3-wide"); + ImGui::InputFloat3("input float3", vec4f); + ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); + ImGui::InputInt3("input int3", vec4i); + ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); + ImGui::SliderInt3("slider int3", vec4i, 0, 255); + + ImGui::SeparatorText("4-wide"); + ImGui::InputFloat4("input float4", vec4f); + ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); + ImGui::InputInt4("input int4", vec4i); + ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); + ImGui::SliderInt4("slider int4", vec4i, 0, 255); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); + if (ImGui::TreeNode("Vertical Sliders")) + { + const float spacing = 4; + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); + + static int int_value = 0; + ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5); + ImGui::SameLine(); + + static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; + ImGui::PushID("set1"); + for (int i = 0; i < 7; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); + ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values[i]); + ImGui::PopStyleColor(4); + ImGui::PopID(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set2"); + static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; + const int rows = 3; + const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); + for (int nx = 0; nx < 4; nx++) + { + if (nx > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + for (int ny = 0; ny < rows; ny++) + { + ImGui::PushID(nx * rows + ny); + ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values2[nx]); + ImGui::PopID(); + } + ImGui::EndGroup(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set3"); + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); + ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); + ImGui::PopStyleVar(); + ImGui::PopID(); + } + ImGui::PopID(); + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop"); + if (ImGui::TreeNode("Drag and Drop")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets"); + if (ImGui::TreeNode("Drag and drop in standard widgets")) + { + // ColorEdit widgets automatically act as drag source and drag target. + // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F + // to allow your own widgets to use colors in their drag and drop interaction. + // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. + HelpMarker("You can drag from the color squares."); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::ColorEdit4("color 2", col2); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items"); + if (ImGui::TreeNode("Drag and drop to copy/swap items")) + { + enum Mode + { + Mode_Copy, + Mode_Move, + Mode_Swap + }; + static int mode = 0; + if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); + if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); + if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } + static const char* names[9] = + { + "Bobby", "Beatrice", "Betty", + "Brianna", "Barry", "Bernard", + "Bibi", "Blaine", "Bryn" + }; + for (int n = 0; n < IM_ARRAYSIZE(names); n++) + { + ImGui::PushID(n); + if ((n % 3) != 0) + ImGui::SameLine(); + ImGui::Button(names[n], ImVec2(60, 60)); + + // Our buttons are both drag sources and drag targets here! + if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) + { + // Set payload to carry the index of our item (could be anything) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); + + // Display preview (could be anything, e.g. when dragging an image we could decide to display + // the filename and a small preview of the image, etc.) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } + if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } + if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } + ImGui::EndDragDropSource(); + } + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) + { + IM_ASSERT(payload->DataSize == sizeof(int)); + int payload_n = *(const int*)payload->Data; + if (mode == Mode_Copy) + { + names[n] = names[payload_n]; + } + if (mode == Mode_Move) + { + names[n] = names[payload_n]; + names[payload_n] = ""; + } + if (mode == Mode_Swap) + { + const char* tmp = names[n]; + names[n] = names[payload_n]; + names[payload_n] = tmp; + } + } + ImGui::EndDragDropTarget(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); + if (ImGui::TreeNode("Drag to reorder items (simple)")) + { + // FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice. + // This code was always slightly faulty but in a way which was not easily noticeable. + // Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue. + ImGui::PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); + + // Simple reordering + HelpMarker( + "We don't use the drag and drop api at all here! " + "Instead we query when the item is held but not hovered, and order items accordingly."); + static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; + for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) + { + const char* item = item_names[n]; + ImGui::Selectable(item); + + if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) + { + int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); + if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) + { + item_names[n] = item_names[n_next]; + item_names[n_next] = item; + ImGui::ResetMouseDragDelta(); + } + } + } + + ImGui::PopItemFlag(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location"); + if (ImGui::TreeNode("Tooltip at target location")) + { + for (int n = 0; n < 2; n++) + { + // Drop targets + ImGui::Button(n ? "drop here##1" : "drop here##0"); + if (ImGui::BeginDragDropTarget()) + { + ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip; + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags)) + { + IM_UNUSED(payload); + ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed); + ImGui::SetTooltip("Cannot drop here!"); + } + ImGui::EndDragDropTarget(); + } + + // Drop source + static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f }; + if (n == 0) + ImGui::ColorButton("drag me", col4); + + } + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); + if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) + { + // Select an item type + const char* item_names[] = + { + "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", + "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" + }; + static int item_type = 4; + static bool item_disabled = false; + ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); + ImGui::SameLine(); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); + ImGui::Checkbox("Item Disabled", &item_disabled); + + // Submit selected items so we can query their status in the code following it. + bool ret = false; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; + if (item_disabled) + ImGui::BeginDisabled(true); + if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction + if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button + if (item_type == 2) { ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); ret = ImGui::Button("ITEM: Button"); ImGui::PopItemFlag(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window) + if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item + if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } + if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + + bool hovered_delay_none = ImGui::IsItemHovered(); + bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary); + bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort); + bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal); + bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary + + // Display the values of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code. + ImGui::BulletText( + "Return value = %d\n" + "IsItemFocused() = %d\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n" + "IsItemHovered(_AllowWhenDisabled) = %d\n" + "IsItemHovered(_RectOnly) = %d\n" + "IsItemActive() = %d\n" + "IsItemEdited() = %d\n" + "IsItemActivated() = %d\n" + "IsItemDeactivated() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" + "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" + "GetItemRectMin() = (%.1f, %.1f)\n" + "GetItemRectMax() = (%.1f, %.1f)\n" + "GetItemRectSize() = (%.1f, %.1f)", + ret, + ImGui::IsItemFocused(), + ImGui::IsItemHovered(), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), + ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), + ImGui::IsItemActive(), + ImGui::IsItemEdited(), + ImGui::IsItemActivated(), + ImGui::IsItemDeactivated(), + ImGui::IsItemDeactivatedAfterEdit(), + ImGui::IsItemVisible(), + ImGui::IsItemClicked(), + ImGui::IsItemToggledOpen(), + ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, + ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, + ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y + ); + ImGui::BulletText( + "with Hovering Delay or Stationary test:\n" + "IsItemHovered() = = %d\n" + "IsItemHovered(_Stationary) = %d\n" + "IsItemHovered(_DelayShort) = %d\n" + "IsItemHovered(_DelayNormal) = %d\n" + "IsItemHovered(_Tooltip) = %d", + hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip); + + if (item_disabled) + ImGui::EndDisabled(); + + char buf[1] = ""; + ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly); + ImGui::SameLine(); + HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); + if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) + { + static bool embed_all_inside_a_child_window = false; + ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); + if (embed_all_inside_a_child_window) + ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Borders); + + // Testing IsWindowFocused() function with its various flags. + ImGui::BulletText( + "IsWindowFocused() = %d\n" + "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_AnyWindow) = %d\n", + ImGui::IsWindowFocused(), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); + + // Testing IsWindowHovered() function with its various flags. + ImGui::BulletText( + "IsWindowHovered() = %d\n" + "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AnyWindow) = %d\n" + "IsWindowHovered(_Stationary) = %d\n", + ImGui::IsWindowHovered(), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary)); + + ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Borders); + ImGui::Text("This is another child window for testing the _ChildWindows flag."); + ImGui::EndChild(); + if (embed_all_inside_a_child_window) + ImGui::EndChild(); + + // Calling IsItemHovered() after begin returns the hovered status of the title bar. + // This is useful in particular if you want to create a context menu associated to the title bar of a window. + // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). + static bool test_window = false; + ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); + if (test_window) + { + // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. + // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? + ImGui::Begin("Title bar Hovered/Active tests", &test_window); + if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() + { + if (ImGui::MenuItem("Close")) { test_window = false; } + ImGui::EndPopup(); + } + ImGui::Text( + "IsItemHovered() after begin = %d (== is title bar hovered)\n" + "IsItemActive() after begin = %d (== is window being clicked/moved)\n", + ImGui::IsItemHovered(), ImGui::IsItemActive()); + ImGui::End(); + } + + ImGui::TreePop(); + } + + // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd: + // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space) + if (disable_all) + ImGui::EndDisabled(); + + IMGUI_DEMO_MARKER("Widgets/Disable Block"); + if (ImGui::TreeNode("Disable block")) + { + ImGui::Checkbox("Disable entire section above", &disable_all); + ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Filter"); + if (ImGui::TreeNode("Text Filter")) + { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. + HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings."); + static ImGuiTextFilter filter; + ImGui::Text("Filter usage:\n" + " \"\" display all lines\n" + " \"xxx\" display lines containing \"xxx\"\n" + " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" + " \"-xxx\" hide lines containing \"xxx\""); + filter.Draw(); + const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; + for (int i = 0; i < IM_ARRAYSIZE(lines); i++) + if (filter.PassFilter(lines[i])) + ImGui::BulletText("%s", lines[i]); + ImGui::TreePop(); + } +} + +static const char* ExampleNames[] = +{ + "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper", + "Bitter Gourd", "Bok Choy", "Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage", "Calabash", "Capers", "Carrot", "Cassava", + "Cauliflower", "Celery", "Celery Root", "Celcuce", "Chayote", "Chinese Broccoli", "Corn", "Cucumber" +}; + +// Extra functions to add deletion support to ImGuiSelectionBasicStorage +struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage +{ + // Find which item should be Focused after deletion. + // Call _before_ item submission. Retunr an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it. + // The subsequent ApplyDeletionPostLoop() code will use it to apply Selection. + // - We cannot provide this logic in core Dear ImGui because we don't have access to selection data. + // - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility. + // - Important: Deletion only works if the underlying ImGuiID for your items are stable: aka not depend on their index, but on e.g. item id/ptr. + // FIXME-MULTISELECT: Doesn't take account of the possibility focus target will be moved during deletion. Need refocus or scroll offset. + int ApplyDeletionPreLoop(ImGuiMultiSelectIO* ms_io, int items_count) + { + if (Size == 0) + return -1; + + // If focused item is not selected... + const int focused_idx = (int)ms_io->NavIdItem; // Index of currently focused item + if (ms_io->NavIdSelected == false) // This is merely a shortcut, == Contains(adapter->IndexToStorage(items, focused_idx)) + { + ms_io->RangeSrcReset = true; // Request to recover RangeSrc from NavId next frame. Would be ok to reset even when NavIdSelected==true, but it would take an extra frame to recover RangeSrc when deleting a selected item. + return focused_idx; // Request to focus same item after deletion. + } + + // If focused item is selected: land on first unselected item after focused item. + for (int idx = focused_idx + 1; idx < items_count; idx++) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + // If focused item is selected: otherwise return last unselected item before focused item. + for (int idx = IM_MIN(focused_idx, items_count) - 1; idx >= 0; idx--) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + return -1; + } + + // Rewrite item list (delete items) + update selection. + // - Call after EndMultiSelect() + // - We cannot provide this logic in core Dear ImGui because we don't have access to your items, nor to selection data. + template + void ApplyDeletionPostLoop(ImGuiMultiSelectIO* ms_io, ImVector& items, int item_curr_idx_to_select) + { + // Rewrite item list (delete items) + convert old selection index (before deletion) to new selection index (after selection). + // If NavId was not part of selection, we will stay on same item. + ImVector new_items; + new_items.reserve(items.Size - Size); + int item_next_idx_to_select = -1; + for (int idx = 0; idx < items.Size; idx++) + { + if (!Contains(GetStorageIdFromIndex(idx))) + new_items.push_back(items[idx]); + if (item_curr_idx_to_select == idx) + item_next_idx_to_select = new_items.Size - 1; + } + items.swap(new_items); + + // Update selection + Clear(); + if (item_next_idx_to_select != -1 && ms_io->NavIdSelected) + SetItemSelected(GetStorageIdFromIndex(item_next_idx_to_select), true); + } +}; + +// Example: Implement dual list box storage and interface +struct ExampleDualListBox +{ + ImVector Items[2]; // ID is index into ExampleName[] + ImGuiSelectionBasicStorage Selections[2]; // Store ExampleItemId into selection + bool OptKeepSorted = true; + + void MoveAll(int src, int dst) + { + IM_ASSERT((src == 0 && dst == 1) || (src == 1 && dst == 0)); + for (ImGuiID item_id : Items[src]) + Items[dst].push_back(item_id); + Items[src].clear(); + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void MoveSelected(int src, int dst) + { + for (int src_n = 0; src_n < Items[src].Size; src_n++) + { + ImGuiID item_id = Items[src][src_n]; + if (!Selections[src].Contains(item_id)) + continue; + Items[src].erase(&Items[src][src_n]); // FIXME-OPT: Could be implemented more optimally (rebuild src items and swap) + Items[dst].push_back(item_id); + src_n--; + } + if (OptKeepSorted) + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, int side) + { + // In this example we store item id in selection (instead of item index) + Selections[side].UserData = Items[side].Data; + Selections[side].AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImGuiID* items = (ImGuiID*)self->UserData; return items[idx]; }; + Selections[side].ApplyRequests(ms_io); + } + static int IMGUI_CDECL CompareItemsByValue(const void* lhs, const void* rhs) + { + const int* a = (const int*)lhs; + const int* b = (const int*)rhs; + return (*a - *b) > 0 ? +1 : -1; + } + void SortItems(int n) + { + qsort(Items[n].Data, (size_t)Items[n].Size, sizeof(Items[n][0]), CompareItemsByValue); + } + void Show() + { + //ImGui::Checkbox("Sorted", &OptKeepSorted); + if (ImGui::BeginTable("split", 3, ImGuiTableFlags_None)) + { + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Left side + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); // Buttons + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Right side + ImGui::TableNextRow(); + + int request_move_selected = -1; + int request_move_all = -1; + float child_height_0 = 0.0f; + for (int side = 0; side < 2; side++) + { + // FIXME-MULTISELECT: Dual List Box: Add context menus + // FIXME-NAV: Using ImGuiWindowFlags_NavFlattened exhibit many issues. + ImVector& items = Items[side]; + ImGuiSelectionBasicStorage& selection = Selections[side]; + + ImGui::TableSetColumnIndex((side == 0) ? 0 : 2); + ImGui::Text("%s (%d)", (side == 0) ? "Available" : "Basket", items.Size); + + // Submit scrolling range to avoid glitches on moving/deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + bool child_visible; + if (side == 0) + { + // Left child is resizable + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetFrameHeightWithSpacing() * 4), ImVec2(FLT_MAX, FLT_MAX)); + child_visible = ImGui::BeginChild("0", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY); + child_height_0 = ImGui::GetWindowSize().y; + } + else + { + // Right child use same height as left one + child_visible = ImGui::BeginChild("1", ImVec2(-FLT_MIN, child_height_0), ImGuiChildFlags_FrameStyle); + } + if (child_visible) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_None; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + ApplySelectionRequests(ms_io, side); + + for (int item_n = 0; item_n < items.Size; item_n++) + { + ImGuiID item_id = items[item_n]; + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(item_n); + ImGui::Selectable(ExampleNames[item_id], item_is_selected, ImGuiSelectableFlags_AllowDoubleClick); + if (ImGui::IsItemFocused()) + { + // FIXME-MULTISELECT: Dual List Box: Transfer focus + if (ImGui::IsKeyPressed(ImGuiKey_Enter) || ImGui::IsKeyPressed(ImGuiKey_KeypadEnter)) + request_move_selected = side; + if (ImGui::IsMouseDoubleClicked(0)) // FIXME-MULTISELECT: Double-click on multi-selection? + request_move_selected = side; + } + } + + ms_io = ImGui::EndMultiSelect(); + ApplySelectionRequests(ms_io, side); + } + ImGui::EndChild(); + } + + // Buttons columns + ImGui::TableSetColumnIndex(1); + ImGui::NewLine(); + //ImVec2 button_sz = { ImGui::CalcTextSize(">>").x + ImGui::GetStyle().FramePadding.x * 2.0f, ImGui::GetFrameHeight() + padding.y * 2.0f }; + ImVec2 button_sz = { ImGui::GetFrameHeight(), ImGui::GetFrameHeight() }; + + // (Using BeginDisabled()/EndDisabled() works but feels distracting given how it is currently visualized) + if (ImGui::Button(">>", button_sz)) + request_move_all = 0; + if (ImGui::Button(">", button_sz)) + request_move_selected = 0; + if (ImGui::Button("<", button_sz)) + request_move_selected = 1; + if (ImGui::Button("<<", button_sz)) + request_move_all = 1; + + // Process requests + if (request_move_all != -1) + MoveAll(request_move_all, request_move_all ^ 1); + if (request_move_selected != -1) + MoveSelected(request_move_selected, request_move_selected ^ 1); + + // FIXME-MULTISELECT: Support action from outside + /* + if (OptKeepSorted == false) + { + ImGui::NewLine(); + if (ImGui::ArrowButton("MoveUp", ImGuiDir_Up)) {} + if (ImGui::ArrowButton("MoveDown", ImGuiDir_Down)) {} + } + */ + + ImGui::EndTable(); + } + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowMultiSelect() +//----------------------------------------------------------------------------- +// Multi-selection demos +// Also read: https://github.com/ocornut/imgui/wiki/Multi-Select +//----------------------------------------------------------------------------- + +static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select"); + if (ImGui::TreeNode("Selection State & Multi-Select")) + { + HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data."); + + // Without any fancy API: manage single-selection yourself. + IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select"); + if (ImGui::TreeNode("Single-Select")) + { + static int selected = -1; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selected == n)) + selected = n; + } + ImGui::TreePop(); + } + + // Demonstrate implementation a most-basic form of multi-selection manually + // This doesn't support the SHIFT modifier which requires BeginMultiSelect()! + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)"); + if (ImGui::TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)")) + { + HelpMarker("Hold CTRL and click to select multiple items."); + static bool selection[5] = { false, false, false, false, false }; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selection[n])) + { + if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held + memset(selection, 0, sizeof(selection)); + selection[n] ^= 1; // Toggle current item + } + } + ImGui::TreePop(); + } + + // Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API. + // SHIFT+Click w/ CTRL and other standard features are supported. + // We use the ImGuiSelectionBasicStorage helper which you may freely reimplement. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select"); + if (ImGui::TreeNode("Multi-Select")) + { + ImGui::Text("Supported features:"); + ImGui::BulletText("Keyboard navigation (arrows, page up/down, home/end, space)."); + ImGui::BulletText("Ctrl modifier to preserve and toggle selection."); + ImGui::BulletText("Shift modifier for range selection."); + ImGui::BulletText("CTRL+A to select all."); + ImGui::BulletText("Escape to clear selection."); + ImGui::BulletText("Click and drag to box-select."); + ImGui::Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen."); + + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int ITEMS_COUNT = 50; + static ImGuiSelectionBasicStorage selection; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + + // The BeginChild() has no purpose for selection logic, other that offering a scrolling region. + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with clipper)"); + if (ImGui::TreeNode("Multi-Select (with clipper)")) + { + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImGuiSelectionBasicStorage selection; + + ImGui::Text("Added features:"); + ImGui::BulletText("Using ImGuiListClipper."); + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate dynamic item list + deletion support using the BeginMultiSelect/EndMultiSelect API. + // In order to support Deletion without any glitches you need to: + // - (1) If items are submitted in their own scrolling area, submit contents size SetNextWindowContentSize() ahead of time to prevent one-frame readjustment of scrolling. + // - (2) Items needs to have persistent ID Stack identifier = ID needs to not depends on their index. PushID(index) = KO. PushID(item_id) = OK. This is in order to focus items reliably after a selection. + // - (3) BeginXXXX process + // - (4) Focus process + // - (5) EndXXXX process + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with deletion)"); + if (ImGui::TreeNode("Multi-Select (with deletion)")) + { + // Storing items data separately from selection data. + // (you may decide to store selection data inside your item (aka intrusive storage) if you don't need multiple views over same items) + // Use a custom selection.Adapter: store item identifier in Selection (instead of index) + static ImVector items; + static ExampleSelectionWithDeletion selection; + selection.UserData = (void*)&items; + selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImVector* p_items = (ImVector*)self->UserData; return (*p_items)[idx]; }; // Index -> ID + + ImGui::Text("Added features:"); + ImGui::BulletText("Dynamic list with Delete key support."); + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + // Initialize default list with 50 items + button to add/remove items. + static ImGuiID items_next_id = 0; + if (items_next_id == 0) + for (ImGuiID n = 0; n < 50; n++) + items.push_back(items_next_id++); + if (ImGui::SmallButton("Add 20 items")) { for (int n = 0; n < 20; n++) { items.push_back(items_next_id++); } } + ImGui::SameLine(); + if (ImGui::SmallButton("Remove 20 items")) { for (int n = IM_MIN(20, items.Size); n > 0; n--) { selection.SetItemSelected(items.back(), false); items.pop_back(); } } + + // (1) Extra to support deletion: Submit scrolling range to avoid glitches on deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0); + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + + for (int n = 0; n < items.Size; n++) + { + const ImGuiID item_id = items[n]; + char label[64]; + sprintf(label, "Object %05u: %s", item_id, ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]); + + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Implement a Dual List Box (#6648) + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (dual list box)"); + if (ImGui::TreeNode("Multi-Select (dual list box)")) + { + // Init default state + static ExampleDualListBox dlb; + if (dlb.Items[0].Size == 0 && dlb.Items[1].Size == 0) + for (int item_id = 0; item_id < IM_ARRAYSIZE(ExampleNames); item_id++) + dlb.Items[0].push_back((ImGuiID)item_id); + + // Show + dlb.Show(); + + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)"); + if (ImGui::TreeNode("Multi-Select (in a table)")) + { + static ImGuiSelectionBasicStorage selection; + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter)) + { + ImGui::TableSetupColumn("Object"); + ImGui::TableSetupColumn("Action"); + ImGui::TableSetupScrollFreeze(0, 1); + ImGui::TableHeadersRow(); + + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap); + ImGui::TableNextColumn(); + ImGui::SmallButton("hello"); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)"); + if (ImGui::TreeNode("Multi-Select (checkboxes)")) + { + ImGui::Text("In a list of checkboxes (not selectable):"); + ImGui::BulletText("Using _NoAutoSelect + _NoAutoClear flags."); + ImGui::BulletText("Shift+Click to check multiple boxes."); + ImGui::BulletText("Shift+Keyboard to copy current value to other boxes."); + + // If you have an array of checkboxes, you may want to use NoAutoSelect + NoAutoClear and the ImGuiSelectionExternalStorage helper. + static bool items[20] = {}; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_ClearOnEscape; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); // Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width. + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, -1, IM_ARRAYSIZE(items)); + ImGuiSelectionExternalStorage storage_wrapper; + storage_wrapper.UserData = (void*)items; + storage_wrapper.AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int n, bool selected) { bool* array = (bool*)self->UserData; array[n] = selected; }; + storage_wrapper.ApplyRequests(ms_io); + for (int n = 0; n < 20; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Checkbox(label, &items[n]); + } + ms_io = ImGui::EndMultiSelect(); + storage_wrapper.ApplyRequests(ms_io); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Demonstrate individual selection scopes in same window + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (multiple scopes)"); + if (ImGui::TreeNode("Multi-Select (multiple scopes)")) + { + // Use default select: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int SCOPES_COUNT = 3; + const int ITEMS_COUNT = 8; // Per scope + static ImGuiSelectionBasicStorage selections_data[SCOPES_COUNT]; + + // Use ImGuiMultiSelectFlags_ScopeRect to not affect other selections in same window. + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ScopeRect | ImGuiMultiSelectFlags_ClearOnEscape;// | ImGuiMultiSelectFlags_ClearOnClickVoid; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + + for (int selection_scope_n = 0; selection_scope_n < SCOPES_COUNT; selection_scope_n++) + { + ImGui::PushID(selection_scope_n); + ImGuiSelectionBasicStorage* selection = &selections_data[selection_scope_n]; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection->Size, ITEMS_COUNT); + selection->ApplyRequests(ms_io); + + ImGui::SeparatorText("Selection scope"); + ImGui::Text("Selection size: %d/%d", selection->Size, ITEMS_COUNT); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection->Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection->ApplyRequests(ms_io); + ImGui::PopID(); + } + ImGui::TreePop(); + } + + // See ShowExampleAppAssetsBrowser() + if (ImGui::TreeNode("Multi-Select (tiled assets browser)")) + { + ImGui::Checkbox("Assets Browser", &demo_data->ShowAppAssetsBrowser); + ImGui::Text("(also access from 'Examples->Assets Browser' in menu)"); + ImGui::TreePop(); + } + + // Demonstrate supporting multiple-selection in a tree. + // - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly! + // This showcase how SetNextItemSelectionUserData() never assume indices! + // - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request. + // We want this interpolation to match what the user sees: in visible order, skipping closed nodes. + // This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper. + // - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you + // are more likely to build an array mapping sequential indices to visible tree nodes, since your + // filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier. + // - Consider this a prototype: we are working toward simplifying some of it. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)"); + if (ImGui::TreeNode("Multi-Select (trees)")) + { + HelpMarker( + "This is rather advanced and experimental. If you are getting started with multi-select," + "please don't start by looking at how to use it for a tree!\n\n" + "Future versions will try to simplify and formalize some of this."); + + struct ExampleTreeFuncs + { + static void DrawNode(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + tree_node_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Enable pressing left to jump to parent + if (node->Childs.Size == 0) + tree_node_flags |= ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_Leaf; + if (selection->Contains((ImGuiID)node->UID)) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + + // Using SetNextItemStorageID() to specify storage id, so we can easily peek into + // the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions. + ImGui::SetNextItemSelectionUserData((ImGuiSelectionUserData)(intptr_t)node); + ImGui::SetNextItemStorageID((ImGuiID)node->UID); + if (ImGui::TreeNodeEx(node->Name, tree_node_flags)) + { + for (ExampleTreeNode* child : node->Childs) + DrawNode(child, selection); + ImGui::TreePop(); + } + else if (ImGui::IsItemToggledOpen()) + { + TreeCloseAndUnselectChildNodes(node, selection); + } + } + + static bool TreeNodeGetOpen(ExampleTreeNode* node) + { + return ImGui::GetStateStorage()->GetBool((ImGuiID)node->UID); + } + + static void TreeNodeSetOpen(ExampleTreeNode* node, bool open) + { + ImGui::GetStateStorage()->SetBool((ImGuiID)node->UID, open); + } + + // When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected. + // FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node + // features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc. + static int TreeCloseAndUnselectChildNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, int depth = 0) + { + // Recursive close (the test for depth == 0 is because we call this on a node that was just closed!) + int unselected_count = selection->Contains((ImGuiID)node->UID) ? 1 : 0; + if (depth == 0 || TreeNodeGetOpen(node)) + { + for (ExampleTreeNode* child : node->Childs) + unselected_count += TreeCloseAndUnselectChildNodes(child, selection, depth + 1); + TreeNodeSetOpen(node, false); + } + + // Select root node if any of its child was selected, otherwise unselect + selection->SetItemSelected((ImGuiID)node->UID, (depth == 0 && unselected_count > 0)); + return unselected_count; + } + + // Apply multi-selection requests + static void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, ExampleTreeNode* tree, ImGuiSelectionBasicStorage* selection) + { + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + if (req.Selected) + TreeSetAllInOpenNodes(tree, selection, req.Selected); + else + selection->Clear(); + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + ExampleTreeNode* first_node = (ExampleTreeNode*)(intptr_t)req.RangeFirstItem; + ExampleTreeNode* last_node = (ExampleTreeNode*)(intptr_t)req.RangeLastItem; + for (ExampleTreeNode* node = first_node; node != NULL; node = TreeGetNextNodeInVisibleOrder(node, last_node)) + selection->SetItemSelected((ImGuiID)node->UID, req.Selected); + } + } + } + + static void TreeSetAllInOpenNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, bool selected) + { + if (node->Parent != NULL) // Root node isn't visible nor selectable in our scheme + selection->SetItemSelected((ImGuiID)node->UID, selected); + if (node->Parent == NULL || TreeNodeGetOpen(node)) + for (ExampleTreeNode* child : node->Childs) + TreeSetAllInOpenNodes(child, selection, selected); + } + + // Interpolate in *user-visible order* AND only *over opened nodes*. + // If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler. + // Here the tricks are that: + // - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion. + // this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)' + // which would only be called when crossing from child to a parent, aka not too much. + // - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack, + // making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location. + static ExampleTreeNode* TreeGetNextNodeInVisibleOrder(ExampleTreeNode* curr_node, ExampleTreeNode* last_node) + { + // Reached last node + if (curr_node == last_node) + return NULL; + + // Recurse into childs. Query storage to tell if the node is open. + if (curr_node->Childs.Size > 0 && TreeNodeGetOpen(curr_node)) + return curr_node->Childs[0]; + + // Next sibling, then into our own parent + while (curr_node->Parent != NULL) + { + if (curr_node->IndexInParent + 1 < curr_node->Parent->Childs.Size) + return curr_node->Parent->Childs[curr_node->IndexInParent + 1]; + curr_node = curr_node->Parent; + } + return NULL; + } + + }; // ExampleTreeFuncs + + static ImGuiSelectionBasicStorage selection; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); // Create tree once + ImGui::Text("Selection size: %d", selection.Size); + + if (ImGui::BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ExampleTreeNode* tree = demo_data->DemoTree; + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, selection.Size, -1); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + for (ExampleTreeNode* node : tree->Childs) + ExampleTreeFuncs::DrawNode(node, &selection); + ms_io = ImGui::EndMultiSelect(); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Advanced demonstration of BeginMultiSelect() + // - Showcase clipping. + // - Showcase deletion. + // - Showcase basic drag and drop. + // - Showcase TreeNode variant (note that tree node don't expand in the demo: supporting expanding tree nodes + clipping a separate thing). + // - Showcase using inside a table. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (advanced)"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Multi-Select (advanced)")) + { + // Options + enum WidgetType { WidgetType_Selectable, WidgetType_TreeNode }; + static bool use_clipper = true; + static bool use_deletion = true; + static bool use_drag_drop = true; + static bool show_in_table = false; + static bool show_color_button = true; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + static WidgetType widget_type = WidgetType_Selectable; + + if (ImGui::TreeNode("Options")) + { + if (ImGui::RadioButton("Selectables", widget_type == WidgetType_Selectable)) { widget_type = WidgetType_Selectable; } + ImGui::SameLine(); + if (ImGui::RadioButton("Tree nodes", widget_type == WidgetType_TreeNode)) { widget_type = WidgetType_TreeNode; } + ImGui::SameLine(); + HelpMarker("TreeNode() is technically supported but... using this correctly is more complicated (you need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. We will work toward simplifying and demoing this.\n\nFor now the tree demo is actually a little bit meaningless because it is an empty tree with only root nodes."); + ImGui::Checkbox("Enable clipper", &use_clipper); + ImGui::Checkbox("Enable deletion", &use_deletion); + ImGui::Checkbox("Enable drag & drop", &use_drag_drop); + ImGui::Checkbox("Show in a table", &show_in_table); + ImGui::Checkbox("Show color button", &show_color_button); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SingleSelect", &flags, ImGuiMultiSelectFlags_SingleSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectAll", &flags, ImGuiMultiSelectFlags_NoSelectAll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoRangeSelect", &flags, ImGuiMultiSelectFlags_NoRangeSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", &flags, ImGuiMultiSelectFlags_NoAutoClearOnReselect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", &flags, ImGuiMultiSelectFlags_BoxSelectNoScroll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnEscape", &flags, ImGuiMultiSelectFlags_ClearOnEscape); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClick", &flags, ImGuiMultiSelectFlags_SelectOnClick) && (flags & ImGuiMultiSelectFlags_SelectOnClick)) + flags &= ~ImGuiMultiSelectFlags_SelectOnClickRelease; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", &flags, ImGuiMultiSelectFlags_SelectOnClickRelease) && (flags & ImGuiMultiSelectFlags_SelectOnClickRelease)) + flags &= ~ImGuiMultiSelectFlags_SelectOnClick; + ImGui::SameLine(); HelpMarker("Allow dragging an unselected item without altering selection."); + ImGui::TreePop(); + } + + // Initialize default list with 1000 items. + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImVector items; + static int items_next_id = 0; + if (items_next_id == 0) { for (int n = 0; n < 1000; n++) { items.push_back(items_next_id++); } } + static ExampleSelectionWithDeletion selection; + static bool request_deletion_from_menu = false; // Queue deletion triggered from context menu + + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + const float items_height = (widget_type == WidgetType_TreeNode) ? ImGui::GetTextLineHeight() : ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize()); + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f); + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0)) || request_deletion_from_menu; + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + request_deletion_from_menu = false; + + if (show_in_table) + { + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(0.0f, 0.0f)); + ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f); + //ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacingY, 0.0f); + } + + ImGuiListClipper clipper; + if (use_clipper) + { + clipper.Begin(items.Size); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus); // Ensure focused item is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + } + + while (!use_clipper || clipper.Step()) + { + const int item_begin = use_clipper ? clipper.DisplayStart : 0; + const int item_end = use_clipper ? clipper.DisplayEnd : items.Size; + for (int n = item_begin; n < item_end; n++) + { + if (show_in_table) + ImGui::TableNextColumn(); + + const int item_id = items[n]; + const char* item_category = ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]; + char label[64]; + sprintf(label, "Object %05d: %s", item_id, item_category); + + // IMPORTANT: for deletion refocus to work we need object ID to be stable, + // aka not depend on their index in the list. Here we use our persistent item_id + // instead of index to build a unique ID that will persist. + // (If we used PushID(index) instead, focus wouldn't be restored correctly after deletion). + ImGui::PushID(item_id); + + // Emit a color button, to test that Shift+LeftArrow landing on an item that is not part + // of the selection scope doesn't erroneously alter our selection. + if (show_color_button) + { + ImU32 dummy_col = (ImU32)((unsigned int)n * 0xC250B74B) | IM_COL32_A_MASK; + ImGui::ColorButton("##", ImColor(dummy_col), ImGuiColorEditFlags_NoTooltip, color_button_sz); + ImGui::SameLine(); + } + + // Submit item + bool item_is_selected = selection.Contains((ImGuiID)n); + bool item_is_open = false; + ImGui::SetNextItemSelectionUserData(n); + if (widget_type == WidgetType_Selectable) + { + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_None); + } + else if (widget_type == WidgetType_TreeNode) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + if (item_is_selected) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + item_is_open = ImGui::TreeNodeEx(label, tree_node_flags); + } + + // Focus (for after deletion) + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and Drop + if (use_drag_drop && ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_id); + else + while (selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back((int)id); + ImGui::SetDragDropPayload("MULTISELECT_DEMO_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int* payload_items = (int*)payload->Data; + const int payload_count = (int)payload->DataSize / (int)sizeof(int); + if (payload_count == 1) + ImGui::Text("Object %05d: %s", payload_items[0], ExampleNames[payload_items[0] % IM_ARRAYSIZE(ExampleNames)]); + else + ImGui::Text("Dragging %d objects", payload_count); + + ImGui::EndDragDropSource(); + } + + if (widget_type == WidgetType_TreeNode && item_is_open) + ImGui::TreePop(); + + // Right-click: context menu + if (ImGui::BeginPopupContextItem()) + { + ImGui::BeginDisabled(!use_deletion || selection.Size == 0); + sprintf(label, "Delete %d item(s)###DeleteSelected", selection.Size); + if (ImGui::Selectable(label)) + request_deletion_from_menu = true; + ImGui::EndDisabled(); + ImGui::Selectable("Close"); + ImGui::EndPopup(); + } + + // Demo content within a table + if (show_in_table) + { + ImGui::TableNextColumn(); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::InputText("###NoLabel", (char*)(void*)item_category, strlen(item_category), ImGuiInputTextFlags_ReadOnly); + ImGui::PopStyleVar(); + } + + ImGui::PopID(); + } + if (!use_clipper) + break; + } + + if (show_in_table) + { + ImGui::EndTable(); + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowLayout() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowLayout() +{ + IMGUI_DEMO_MARKER("Layout"); + if (!ImGui::CollapsingHeader("Layout & Scrolling")) + return; + + IMGUI_DEMO_MARKER("Layout/Child windows"); + if (ImGui::TreeNode("Child windows")) + { + ImGui::SeparatorText("Child windows"); + + HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); + static bool disable_mouse_wheel = false; + static bool disable_menu = false; + ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); + ImGui::Checkbox("Disable Menu", &disable_menu); + + // Child 1: no border, enable horizontal scrollbar + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), ImGuiChildFlags_None, window_flags); + for (int i = 0; i < 100; i++) + ImGui::Text("%04d: scrollable region", i); + ImGui::EndChild(); + } + + ImGui::SameLine(); + + // Child 2: rounded border + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_None; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + if (!disable_menu) + window_flags |= ImGuiWindowFlags_MenuBar; + ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); + ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Borders, window_flags); + if (!disable_menu && ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) + { + for (int i = 0; i < 100; i++) + { + char buf[32]; + sprintf(buf, "%03d", i); + ImGui::TableNextColumn(); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + ImGui::EndTable(); + } + ImGui::EndChild(); + ImGui::PopStyleVar(); + } + + // Child 3: manual-resize + ImGui::SeparatorText("Manual-resize"); + { + HelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents."); + //if (ImGui::Button("Set Height to 200")) + // ImGui::SetNextWindowSize(ImVec2(-FLT_MIN, 200.0f)); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImGui::GetStyleColorVec4(ImGuiCol_FrameBg)); + if (ImGui::BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + for (int n = 0; n < 10; n++) + ImGui::Text("Line %04d", n); + ImGui::PopStyleColor(); + ImGui::EndChild(); + } + + // Child 4: auto-resizing height with a limit + ImGui::SeparatorText("Auto-resize with constraints"); + { + static int draw_lines = 3; + static int max_height_in_lines = 10; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Lines Count", &draw_lines, 0.2f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Max Height (in Lines)", &max_height_in_lines, 0.2f); + + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui::GetTextLineHeightWithSpacing() * max_height_in_lines)); + if (ImGui::BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0f), ImGuiChildFlags_Borders | ImGuiChildFlags_AutoResizeY)) + for (int n = 0; n < draw_lines; n++) + ImGui::Text("Line %04d", n); + ImGui::EndChild(); + } + + ImGui::SeparatorText("Misc/Advanced"); + + // Demonstrate a few extra things + // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) + // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) + // You can also call SetNextWindowPos() to position the child window. The parent window will effectively + // layout from this position. + // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from + // the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details. + { + static int offset_x = 0; + static bool override_bg_color = true; + static ImGuiChildFlags child_flags = ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); + ImGui::Checkbox("Override ChildBg color", &override_bg_color); + ImGui::CheckboxFlags("ImGuiChildFlags_Borders", &child_flags, ImGuiChildFlags_Borders); + ImGui::CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", &child_flags, ImGuiChildFlags_AlwaysUseWindowPadding); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeX", &child_flags, ImGuiChildFlags_ResizeX); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeY", &child_flags, ImGuiChildFlags_ResizeY); + ImGui::CheckboxFlags("ImGuiChildFlags_FrameStyle", &child_flags, ImGuiChildFlags_FrameStyle); + ImGui::SameLine(); HelpMarker("Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding."); + if (child_flags & ImGuiChildFlags_FrameStyle) + override_bg_color = false; + + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); + if (override_bg_color) + ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); + ImGui::BeginChild("Red", ImVec2(200, 100), child_flags, ImGuiWindowFlags_None); + if (override_bg_color) + ImGui::PopStyleColor(); + + for (int n = 0; n < 50; n++) + ImGui::Text("Some test %d", n); + ImGui::EndChild(); + bool child_is_hovered = ImGui::IsItemHovered(); + ImVec2 child_rect_min = ImGui::GetItemRectMin(); + ImVec2 child_rect_max = ImGui::GetItemRectMax(); + ImGui::Text("Hovered: %d", child_is_hovered); + ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Widgets Width"); + if (ImGui::TreeNode("Widgets Width")) + { + static float f = 0.0f; + static bool show_indented_items = true; + ImGui::Checkbox("Show indented items", &show_indented_items); + + // Use SetNextItemWidth() to set the width of a single upcoming item. + // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. + // In real code use you'll probably want to choose width values that are proportional to your font size + // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. + + ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); + ImGui::SameLine(); HelpMarker("Fixed width."); + ImGui::PushItemWidth(100); + ImGui::DragFloat("float##1b", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##1b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); + ImGui::PushItemWidth(-100); + ImGui::DragFloat("float##2a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##2b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); + ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##3a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##3b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus half"); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##4a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##4b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + // Demonstrate using PushItemWidth to surround three items. + // Calling SetNextItemWidth() before each of them would have the same effect. + ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); + ImGui::SameLine(); HelpMarker("Align to right edge"); + ImGui::PushItemWidth(-FLT_MIN); + ImGui::DragFloat("##float5a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##5b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout"); + if (ImGui::TreeNode("Basic Horizontal Layout")) + { + ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); + + // Text + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine"); + ImGui::Text("Two items: Hello"); ImGui::SameLine(); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Adjust spacing + ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Button + ImGui::AlignTextToFramePadding(); + ImGui::Text("Normal buttons"); ImGui::SameLine(); + ImGui::Button("Banana"); ImGui::SameLine(); + ImGui::Button("Apple"); ImGui::SameLine(); + ImGui::Button("Corniflower"); + + // Button + ImGui::Text("Small buttons"); ImGui::SameLine(); + ImGui::SmallButton("Like this one"); ImGui::SameLine(); + ImGui::Text("can fit within a text block."); + + // Aligned to arbitrary position. Easy/cheap column. + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::Text("x=150"); + ImGui::SameLine(300); ImGui::Text("x=300"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::SmallButton("x=150"); + ImGui::SameLine(300); ImGui::SmallButton("x=300"); + + // Checkbox + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)"); + static bool c1 = false, c2 = false, c3 = false, c4 = false; + ImGui::Checkbox("My", &c1); ImGui::SameLine(); + ImGui::Checkbox("Tailor", &c2); ImGui::SameLine(); + ImGui::Checkbox("Is", &c3); ImGui::SameLine(); + ImGui::Checkbox("Rich", &c4); + + // Various + static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f; + ImGui::PushItemWidth(80); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; + static int item = -1; + ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); + ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); + ImGui::PopItemWidth(); + + ImGui::PushItemWidth(80); + ImGui::Text("Lists:"); + static int selection[4] = { 0, 1, 2, 3 }; + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); + ImGui::PopID(); + //ImGui::SetItemTooltip("ListBox %d hovered", i); + } + ImGui::PopItemWidth(); + + // Dummy + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy"); + ImVec2 button_sz(40, 40); + ImGui::Button("A", button_sz); ImGui::SameLine(); + ImGui::Dummy(button_sz); ImGui::SameLine(); + ImGui::Button("B", button_sz); + + // Manually wrapping + // (we should eventually provide this as an automatic layout feature, but for now you can do it manually) + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping"); + ImGui::Text("Manual wrapping:"); + ImGuiStyle& style = ImGui::GetStyle(); + int buttons_count = 20; + float window_visible_x2 = ImGui::GetCursorScreenPos().x + ImGui::GetContentRegionAvail().x; + for (int n = 0; n < buttons_count; n++) + { + ImGui::PushID(n); + ImGui::Button("Box", button_sz); + float last_button_x2 = ImGui::GetItemRectMax().x; + float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line + if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) + ImGui::SameLine(); + ImGui::PopID(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Groups"); + if (ImGui::TreeNode("Groups")) + { + HelpMarker( + "BeginGroup() basically locks the horizontal position for new line. " + "EndGroup() bundles the whole group so that you can use \"item\" functions such as " + "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); + ImGui::BeginGroup(); + { + ImGui::BeginGroup(); + ImGui::Button("AAA"); + ImGui::SameLine(); + ImGui::Button("BBB"); + ImGui::SameLine(); + ImGui::BeginGroup(); + ImGui::Button("CCC"); + ImGui::Button("DDD"); + ImGui::EndGroup(); + ImGui::SameLine(); + ImGui::Button("EEE"); + ImGui::EndGroup(); + ImGui::SetItemTooltip("First group hovered"); + } + // Capture the group size and create widgets using the same size + ImVec2 size = ImGui::GetItemRectSize(); + const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; + ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); + + ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::SameLine(); + ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::EndGroup(); + ImGui::SameLine(); + + ImGui::Button("LEVERAGE\nBUZZWORD", size); + ImGui::SameLine(); + + if (ImGui::BeginListBox("List", size)) + { + ImGui::Selectable("Selected", true); + ImGui::Selectable("Not Selected", false); + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment"); + if (ImGui::TreeNode("Text Baseline Alignment")) + { + { + ImGui::BulletText("Text baseline:"); + ImGui::SameLine(); HelpMarker( + "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " + "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets."); + ImGui::Indent(); + + ImGui::Text("KO Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("Baseline of button will look misaligned with text.."); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + // (because we don't know what's coming after the Text() statement, we need to move the text baseline + // down by FramePadding.y ahead of time) + ImGui::AlignTextToFramePadding(); + ImGui::Text("OK Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item##2"); ImGui::SameLine(); + HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); + + // SmallButton() uses the same vertical padding as Text + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); + ImGui::SmallButton("TEST##2"); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Text aligned to framed item"); ImGui::SameLine(); + ImGui::Button("Item##1"); ImGui::SameLine(); + ImGui::Text("Item"); ImGui::SameLine(); + ImGui::SmallButton("Item##2"); ImGui::SameLine(); + ImGui::Button("Item##3"); + + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Multi-line text:"); + ImGui::Indent(); + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); + + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Misc items:"); + ImGui::Indent(); + + // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button. + ImGui::Button("80x80", ImVec2(80, 80)); + ImGui::SameLine(); + ImGui::Button("50x50", ImVec2(50, 50)); + ImGui::SameLine(); + ImGui::Button("Button()"); + ImGui::SameLine(); + ImGui::SmallButton("SmallButton()"); + + // Tree + const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::Button("Button##1"); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNode("Node##1")) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. + // Otherwise you can use SmallButton() (smaller fit). + ImGui::AlignTextToFramePadding(); + + // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add + // other contents below the node. + bool node_open = ImGui::TreeNode("Node##2"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + if (node_open) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Bullet + ImGui::Button("Button##3"); + ImGui::SameLine(0.0f, spacing); + ImGui::BulletText("Bullet text"); + + ImGui::AlignTextToFramePadding(); + ImGui::BulletText("Node"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::Unindent(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Scrolling"); + if (ImGui::TreeNode("Scrolling")) + { + // Vertical scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical"); + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); + + static int track_item = 50; + static bool enable_track = true; + static bool enable_extra_decorations = false; + static float scroll_to_off_px = 0.0f; + static float scroll_to_pos_px = 200.0f; + + ImGui::Checkbox("Decoration", &enable_extra_decorations); + + ImGui::Checkbox("Track", &enable_track); + ImGui::PushItemWidth(100); + ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + + bool scroll_to_off = ImGui::Button("Scroll Offset"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + + bool scroll_to_pos = ImGui::Button("Scroll To Pos"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + ImGui::PopItemWidth(); + + if (scroll_to_off || scroll_to_pos) + enable_track = false; + + ImGuiStyle& style = ImGui::GetStyle(); + float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; + if (child_w < 1.0f) + child_w = 1.0f; + ImGui::PushID("##VerticalScrolling"); + for (int i = 0; i < 5; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; + ImGui::TextUnformatted(names[i]); + + const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; + const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Borders, child_flags); + if (ImGui::BeginMenuBar()) + { + ImGui::TextUnformatted("abc"); + ImGui::EndMenuBar(); + } + if (scroll_to_off) + ImGui::SetScrollY(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_y = ImGui::GetScrollY(); + float scroll_max_y = ImGui::GetScrollMaxY(); + ImGui::EndChild(); + ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); + ImGui::EndGroup(); + } + ImGui::PopID(); + + // Horizontal scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal"); + ImGui::Spacing(); + HelpMarker( + "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" + "Because the clipping rectangle of most window hides half worth of WindowPadding on the " + "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " + "equivalent SetScrollFromPosY(+1) wouldn't."); + ImGui::PushID("##HorizontalScrolling"); + for (int i = 0; i < 5; i++) + { + float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags_Borders, child_flags); + if (scroll_to_off) + ImGui::SetScrollX(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (item > 0) + ImGui::SameLine(); + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::SameLine(); + const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; + ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); + ImGui::Spacing(); + } + ImGui::PopID(); + + // Miscellaneous Horizontal Scrolling Demo + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)"); + HelpMarker( + "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" + "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin()."); + static int lines = 7; + ImGui::SliderInt("Lines", &lines, 1, 15); + ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); + ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30); + ImGui::BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags_Borders, ImGuiWindowFlags_HorizontalScrollbar); + for (int line = 0; line < lines; line++) + { + // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() + // If you want to create your own time line for a real application you may be better off manipulating + // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets + // yourself. You may also want to use the lower-level ImDrawList API. + int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); + for (int n = 0; n < num_buttons; n++) + { + if (n > 0) ImGui::SameLine(); + ImGui::PushID(n + line * 1000); + char num_buf[16]; + sprintf(num_buf, "%d", n); + const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf; + float hue = n * 0.05f; + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); + ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f)); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::PopStyleVar(2); + float scroll_x_delta = 0.0f; + ImGui::SmallButton("<<"); + if (ImGui::IsItemActive()) + scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("Scroll from code"); ImGui::SameLine(); + ImGui::SmallButton(">>"); + if (ImGui::IsItemActive()) + scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x); + if (scroll_x_delta != 0.0f) + { + // Demonstrate a trick: you can use Begin to set yourself in the context of another window + // (here we are already out of your child window) + ImGui::BeginChild("scrolling"); + ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); + ImGui::EndChild(); + } + ImGui::Spacing(); + + static bool show_horizontal_contents_size_demo_window = false; + ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); + + if (show_horizontal_contents_size_demo_window) + { + static bool show_h_scrollbar = true; + static bool show_button = true; + static bool show_tree_nodes = true; + static bool show_text_wrapped = false; + static bool show_columns = true; + static bool show_tab_bar = true; + static bool show_child = false; + static bool explicit_content_size = false; + static float contents_size_x = 300.0f; + if (explicit_content_size) + ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); + ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window"); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); + HelpMarker( + "Test how different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\n" + "Use 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); + ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) + ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size + ImGui::Checkbox("Columns", &show_columns); // Will use contents size + ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Child", &show_child); // Will grow and use contents size + ImGui::Checkbox("Explicit content size", &explicit_content_size); + ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); + if (explicit_content_size) + { + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("##csx", &contents_size_x); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); + ImGui::Dummy(ImVec2(0, 10)); + } + ImGui::PopStyleVar(2); + ImGui::Separator(); + if (show_button) + { + ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); + } + if (show_tree_nodes) + { + bool open = true; + if (ImGui::TreeNode("this is a tree node")) + { + if (ImGui::TreeNode("another one of those tree node...")) + { + ImGui::Text("Some tree contents"); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::CollapsingHeader("CollapsingHeader", &open); + } + if (show_text_wrapped) + { + ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); + } + if (show_columns) + { + ImGui::Text("Tables:"); + if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders)) + { + for (int n = 0; n < 4; n++) + { + ImGui::TableNextColumn(); + ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x); + } + ImGui::EndTable(); + } + ImGui::Text("Columns:"); + ImGui::Columns(4); + for (int n = 0; n < 4; n++) + { + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::NextColumn(); + } + ImGui::Columns(1); + } + if (show_tab_bar && ImGui::BeginTabBar("Hello")) + { + if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } + ImGui::EndTabBar(); + } + if (show_child) + { + ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Borders); + ImGui::EndChild(); + } + ImGui::End(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Text Clipping"); + if (ImGui::TreeNode("Text Clipping")) + { + static ImVec2 size(100.0f, 100.0f); + static ImVec2 offset(30.0f, 30.0f); + ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); + ImGui::TextWrapped("(Click and drag to scroll)"); + + HelpMarker( + "(Left) Using ImGui::PushClipRect():\n" + "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" + "(use this if you want your clipping rectangle to affect interactions)\n\n" + "(Center) Using ImDrawList::PushClipRect():\n" + "Will alter ImDrawList rendering only.\n" + "(use this as a shortcut if you are only using ImDrawList calls)\n\n" + "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n" + "Will alter only this specific ImDrawList::AddText() rendering.\n" + "This is often used internally to avoid altering the clipping rectangle and minimize draw calls."); + + for (int n = 0; n < 3; n++) + { + if (n > 0) + ImGui::SameLine(); + + ImGui::PushID(n); + ImGui::InvisibleButton("##canvas", size); + if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) + { + offset.x += ImGui::GetIO().MouseDelta.x; + offset.y += ImGui::GetIO().MouseDelta.y; + } + ImGui::PopID(); + if (!ImGui::IsItemVisible()) // Skip rendering as ImDrawList elements are not clipped. + continue; + + const ImVec2 p0 = ImGui::GetItemRectMin(); + const ImVec2 p1 = ImGui::GetItemRectMax(); + const char* text_str = "Line 1 hello\nLine 2 clip me!"; + const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + switch (n) + { + case 0: + ImGui::PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + ImGui::PopClipRect(); + break; + case 1: + draw_list->PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + draw_list->PopClipRect(); + break; + case 2: + ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert. + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); + break; + } + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Overlap Mode"); + if (ImGui::TreeNode("Overlap Mode")) + { + static bool enable_allow_overlap = true; + + HelpMarker( + "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n" + "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. " + "Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state."); + ImGui::Checkbox("Enable AllowOverlap", &enable_allow_overlap); + + ImVec2 button1_pos = ImGui::GetCursorScreenPos(); + ImVec2 button2_pos = ImVec2(button1_pos.x + 50.0f, button1_pos.y + 50.0f); + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Button("Button 1", ImVec2(80, 80)); + ImGui::SetCursorScreenPos(button2_pos); + ImGui::Button("Button 2", ImVec2(80, 80)); + + // This is typically used with width-spanning items. + // (note that Selectable() has a dedicated flag ImGuiSelectableFlags_AllowOverlap, which is a shortcut + // for using SetNextItemAllowOverlap(). For demo purpose we use SetNextItemAllowOverlap() here.) + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Selectable("Some Selectable", false); + ImGui::SameLine(); + ImGui::SmallButton("++"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowPopups() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowPopups() +{ + IMGUI_DEMO_MARKER("Popups"); + if (!ImGui::CollapsingHeader("Popups & Modal windows")) + return; + + // The properties of popups windows are: + // - They block normal mouse hovering detection outside them. (*) + // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as + // we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup(). + // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even + // when normally blocked by a popup. + // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close + // popups at any time. + + // Typical use for regular windows: + // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); + // Typical use for popups: + // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } + + // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. + // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. + + IMGUI_DEMO_MARKER("Popups/Popups"); + if (ImGui::TreeNode("Popups")) + { + ImGui::TextWrapped( + "When a popup is active, it inhibits interacting with windows that are behind the popup. " + "Clicking outside the popup closes it."); + + static int selected_fish = -1; + const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" }; + static bool toggles[] = { true, false, false, false, false }; + + // Simple selection popup (if you want to show the current selection inside the Button itself, + // you may want to build a string using the "###" operator to preserve a constant ID with a variable label) + if (ImGui::Button("Select..")) + ImGui::OpenPopup("my_select_popup"); + ImGui::SameLine(); + ImGui::TextUnformatted(selected_fish == -1 ? "" : names[selected_fish]); + if (ImGui::BeginPopup("my_select_popup")) + { + ImGui::SeparatorText("Aquarium"); + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + if (ImGui::Selectable(names[i])) + selected_fish = i; + ImGui::EndPopup(); + } + + // Showing a menu with toggles + if (ImGui::Button("Toggle..")) + ImGui::OpenPopup("my_toggle_popup"); + if (ImGui::BeginPopup("my_toggle_popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + ImGui::EndMenu(); + } + + ImGui::Separator(); + ImGui::Text("Tooltip here"); + ImGui::SetItemTooltip("I am a tooltip over a popup"); + + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + ImGui::Text("I am the last one here."); + ImGui::EndPopup(); + } + ImGui::EndMenu(); + } + ImGui::EndPopup(); + } + ImGui::EndPopup(); + } + + // Call the more complete ShowExampleMenuFile which we use in various places of this demo + if (ImGui::Button("With a menu..")) + ImGui::OpenPopup("my_file_popup"); + if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + ImGui::MenuItem("Dummy"); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from popup!"); + ImGui::Button("This is a dummy button.."); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier."); + + // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: + // if (id == 0) + // id = GetItemID(); // Use last item id + // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + // OpenPopup(id); + // return BeginPopup(id); + // For advanced uses you may want to replicate and customize this code. + // See more details in BeginPopupContextItem(). + + // Example 1 + // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), + // and BeginPopupContextItem() will use the last item ID as the popup ID. + { + const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" }; + static int selected = -1; + for (int n = 0; n < 5; n++) + { + if (ImGui::Selectable(names[n], selected == n)) + selected = n; + if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id + { + selected = n; + ImGui::Text("This a popup for \"%s\"!", names[n]); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SetItemTooltip("Right-click to open popup"); + } + } + + // Example 2 + // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem(). + // Using an explicit identifier is also convenient if you want to activate the popups from different locations. + { + HelpMarker("Text() elements don't have stable identifiers so we need to provide one."); + static float value = 0.5f; + ImGui::Text("Value = %.3f <-- (1) right-click this text", value); + if (ImGui::BeginPopupContextItem("my popup")) + { + if (ImGui::Selectable("Set to zero")) value = 0.0f; + if (ImGui::Selectable("Set to PI")) value = 3.1415f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); + ImGui::EndPopup(); + } + + // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup. + // Here we make it that right-clicking this other text element opens the same popup as above. + // The popup itself will be submitted by the code above. + ImGui::Text("(2) Or right-click this text"); + ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight); + + // Back to square one: manually open the same popup. + if (ImGui::Button("(3) Or click this button")) + ImGui::OpenPopup("my popup"); + } + + // Example 3 + // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID), + // we need to make sure your item identifier is stable. + // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ). + { + HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator."); + static char name[32] = "Label1"; + char buf[64]; + sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label + ImGui::Button(buf); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("Edit name:"); + ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Modals"); + if (ImGui::TreeNode("Modals")) + { + ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside."); + + if (ImGui::Button("Delete..")) + ImGui::OpenPopup("Delete?"); + + // Always center this window when appearing + ImVec2 center = ImGui::GetMainViewport()->GetCenter(); + ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + + if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!"); + ImGui::Separator(); + + //static int unused_i = 0; + //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0"); + + static bool dont_ask_me_next_time = false; + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time); + ImGui::PopStyleVar(); + + if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::SetItemDefaultFocus(); + ImGui::SameLine(); + if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::EndPopup(); + } + + if (ImGui::Button("Stacked modals..")) + ImGui::OpenPopup("Stacked 1"); + if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Some menu item")) {} + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it."); + + // Testing behavior of widgets stacking their own regular popups over the modal. + static int item = 1; + static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + ImGui::ColorEdit4("Color", color); + + if (ImGui::Button("Add another modal..")) + ImGui::OpenPopup("Stacked 2"); + + // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which + // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value + // of the bool actually doesn't matter here. + bool unused_open = true; + if (ImGui::BeginPopupModal("Stacked 2", &unused_open)) + { + ImGui::Text("Hello from Stacked The Second!"); + ImGui::ColorEdit4("Color", color); // Allow opening another nested popup + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Menus inside a regular window"); + if (ImGui::TreeNode("Menus inside a regular window")) + { + ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); + ImGui::Separator(); + + ImGui::MenuItem("Menu item", "CTRL+M"); + if (ImGui::BeginMenu("Menu inside a regular window")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::Separator(); + ImGui::TreePop(); + } +} + +// Dummy data structure that we use for the Table demo. +// (pre-C++11 doesn't allow us to instantiate ImVector template if this structure is defined inside the demo function) +namespace +{ +// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. +// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID. +// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex) +// If you don't use sorting, you will generally never care about giving column an ID! +enum MyItemColumnID +{ + MyItemColumnID_ID, + MyItemColumnID_Name, + MyItemColumnID_Action, + MyItemColumnID_Quantity, + MyItemColumnID_Description +}; + +struct MyItem +{ + int ID; + const char* Name; + int Quantity; + + // We have a problem which is affecting _only this demo_ and should not affect your code: + // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(), + // however qsort doesn't allow passing user data to comparing function. + // As a workaround, we are storing the sort specs in a static/global for the comparing function to access. + // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global. + // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called + // very often by the sorting algorithm it would be a little wasteful. + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, MyItem* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), MyItem::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const MyItem* a = (const MyItem*)lhs; + const MyItem* b = (const MyItem*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn() + // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler! + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + switch (sort_spec->ColumnUserID) + { + case MyItemColumnID_ID: delta = (a->ID - b->ID); break; + case MyItemColumnID_Name: delta = (strcmp(a->Name, b->Name)); break; + case MyItemColumnID_Quantity: delta = (a->Quantity - b->Quantity); break; + case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break; + default: IM_ASSERT(0); break; + } + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + + // qsort() is instable so always return a way to differenciate items. + // Your own compare function may want to avoid fallback on implicit sort specs. + // e.g. a Name compare if it wasn't already part of the sort specs. + return (a->ID - b->ID); + } +}; +const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; +} + +// Make the UI compact because there are so many fields +static void PushStyleCompact() +{ + ImGuiStyle& style = ImGui::GetStyle(); + ImGui::PushStyleVarY(ImGuiStyleVar_FramePadding, (float)(int)(style.FramePadding.y * 0.60f)); + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, (float)(int)(style.ItemSpacing.y * 0.60f)); +} + +static void PopStyleCompact() +{ + ImGui::PopStyleVar(2); +} + +// Show a combo box with a choice of sizing policies +static void EditTableSizingFlags(ImGuiTableFlags* p_flags) +{ + struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; }; + static const EnumDesc policies[] = + { + { ImGuiTableFlags_None, "Default", "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." }, + { ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, + { ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." }, + { ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", "Columns default to _WidthStretch with weights proportional to their widths." }, + { ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." } + }; + int idx; + for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++) + if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_)) + break; + const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : ""; + if (ImGui::BeginCombo("Sizing Policy", preview_text)) + { + for (int n = 0; n < IM_ARRAYSIZE(policies); n++) + if (ImGui::Selectable(policies[n].Name, idx == n)) + *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value; + ImGui::EndCombo(); + } + ImGui::SameLine(); + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f); + for (int m = 0; m < IM_ARRAYSIZE(policies); m++) + { + ImGui::Separator(); + ImGui::Text("%s:", policies[m].Name); + ImGui::Separator(); + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f); + ImGui::TextUnformatted(policies[m].Tooltip); + } + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) +{ + ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)"); + ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide); + ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort); + if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch); + if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed); + ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize); + ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder); + ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide); + ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip); + ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort); + ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending); + ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending); + ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel); + ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth); + ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending); + ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending); + ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0"); + ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0"); + ImGui::CheckboxFlags("_AngledHeader", p_flags, ImGuiTableColumnFlags_AngledHeader); +} + +static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) +{ + ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled); + ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible); + ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted); + ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered); +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowTables() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowTables() +{ + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + IMGUI_DEMO_MARKER("Tables"); + if (!ImGui::CollapsingHeader("Tables & Columns")) + return; + + // Using those as a base value to create width/height that are factor of the size of our font + const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x; + const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing(); + + ImGui::PushID("Tables"); + + int open_action = -1; + if (ImGui::Button("Expand all")) + open_action = 1; + ImGui::SameLine(); + if (ImGui::Button("Collapse all")) + open_action = 0; + ImGui::SameLine(); + + // Options + static bool disable_indent = false; + ImGui::Checkbox("Disable tree indentation", &disable_indent); + ImGui::SameLine(); + HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width."); + ImGui::Separator(); + if (disable_indent) + ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); + + // About Styling of tables + // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs. + // There are however a few settings that a shared and part of the ImGuiStyle structure: + // style.CellPadding // Padding within each cell + // style.Colors[ImGuiCol_TableHeaderBg] // Table header background + // style.Colors[ImGuiCol_TableBorderStrong] // Table outer and header borders + // style.Colors[ImGuiCol_TableBorderLight] // Table inner borders + // style.Colors[ImGuiCol_TableRowBg] // Table row background when ImGuiTableFlags_RowBg is enabled (even rows) + // style.Colors[ImGuiCol_TableRowBgAlt] // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows) + + // Demos + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Basic"); + if (ImGui::TreeNode("Basic")) + { + // Here we will showcase three different ways to output a table. + // They are very simple variations of a same thing! + + // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. + // In many situations, this is the most flexible and easy to use pattern. + HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop."); + if (ImGui::BeginTable("table1", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Row %d Column %d", row, column); + } + } + ImGui::EndTable(); + } + + // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). + // This is generally more convenient when you have code manually submitting the contents of each column. + HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually."); + if (ImGui::BeginTable("table2", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("Row %d", row); + ImGui::TableNextColumn(); + ImGui::Text("Some contents"); + ImGui::TableNextColumn(); + ImGui::Text("123.456"); + } + ImGui::EndTable(); + } + + // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), + // as TableNextColumn() will automatically wrap around and create new rows as needed. + // This is generally more convenient when your cells all contains the same type of data. + HelpMarker( + "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains " + "the same type of contents.\n This is also more similar to the old NextColumn() function of the " + "Columns API, and provided to facilitate the Columns->Tables API transition."); + if (ImGui::BeginTable("table3", 3)) + { + for (int item = 0; item < 14; item++) + { + ImGui::TableNextColumn(); + ImGui::Text("Item %d", item); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Borders, background"); + if (ImGui::TreeNode("Borders, background")) + { + // Expose a few Borders related flags interactively + enum ContentsType { CT_Text, CT_FillButton }; + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static bool display_headers = false; + static int contents_type = CT_Text; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerH\n | ImGuiTableFlags_BordersOuterH"); + ImGui::Indent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner); + ImGui::Unindent(); + + ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:"); + ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text); + ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); + ImGui::Checkbox("Display headers", &display_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Display headers so we can inspect their interaction with borders + // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them now. See other sections for details) + if (display_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + if (contents_type == CT_Text) + ImGui::TextUnformatted(buf); + else if (contents_type == CT_FillButton) + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, stretch"); + if (ImGui::TreeNode("Resizable, stretch")) + { + // By default, if we don't enable ScrollX the sizing policy for each column is "Stretch" + // All columns maintain a sizing weight, and they will occupy all available width. + static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::SameLine(); HelpMarker( + "Using the _Resizable flag automatically enables the _BordersInnerV flag as well, " + "this is why the resize borders are still showing when unchecking this."); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, fixed"); + if (ImGui::TreeNode("Resizable, fixed")) + { + // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) + // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) + // If there is not enough available width to fit all columns, they will however be resized down. + // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings + HelpMarker( + "Using _Resizable + _SizingFixedFit flags.\n" + "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" + "Double-click a column border to auto-fit the column to its contents."); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, mixed"); + if (ImGui::TreeNode("Resizable, mixed")) + { + HelpMarker( + "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" + "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch."); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + if (ImGui::BeginTable("table1", 3, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 6, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 6; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers"); + if (ImGui::TreeNode("Reorderable, hideable, with headers")) + { + HelpMarker( + "Click and drag column headers to reorder columns.\n\n" + "Right-click on a header to open a context menu."); + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column. + // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.) + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Use outer_size.x == 0.0f instead of default to make the table as tight as possible + // (only valid when no scrolling and no stretch column) + if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Fixed %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Padding"); + if (ImGui::TreeNode("Padding")) + { + // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. + // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding. + HelpMarker( + "We often want outer padding activated when any using features which makes the edges of a column visible:\n" + "e.g.:\n" + "- BorderOuterV\n" + "- any form of row selection\n" + "Because of this, activating BorderOuterV sets the default to PadOuterX. " + "Using PadOuterX or NoPadOuterX you can override the default.\n\n" + "Actual padding values are using style.CellPadding.\n\n" + "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX); + ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX); + ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX); + ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)"); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV); + static bool show_headers = false; + ImGui::Checkbox("show_headers", &show_headers); + PopStyleCompact(); + + if (ImGui::BeginTable("table_padding", 3, flags1)) + { + if (show_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + { + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + } + else + { + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) + // ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255)); + } + } + ImGui::EndTable(); + } + + // Second example: set style.CellPadding to (0.0) or a custom value. + // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one... + HelpMarker("Setting style.CellPadding to (0,0) or a custom value."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static ImVec2 cell_padding(0.0f, 0.0f); + static bool show_widget_frame_bg = true; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable); + ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg); + ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f"); + PopStyleCompact(); + + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding); + if (ImGui::BeginTable("table_padding_2", 3, flags2)) + { + static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells + static bool init = true; + if (!show_widget_frame_bg) + ImGui::PushStyleColor(ImGuiCol_FrameBg, 0); + for (int cell = 0; cell < 3 * 5; cell++) + { + ImGui::TableNextColumn(); + if (init) + strcpy(text_bufs[cell], "edit me"); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushID(cell); + ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell])); + ImGui::PopID(); + } + if (!show_widget_frame_bg) + ImGui::PopStyleColor(); + init = false; + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Explicit widths"); + if (ImGui::TreeNode("Sizing policies")) + { + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame }; + for (int table_n = 0; table_n < 4; table_n++) + { + ImGui::PushID(table_n); + ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&sizing_policy_flags[table_n]); + + // To make it easier to understand the different sizing policy, + // For each policy: we display one table where the columns have equal contents width, + // and one where the columns have different contents width. + if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("AAAA"); + ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB"); + ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC"); + } + ImGui::EndTable(); + } + ImGui::PopID(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Advanced"); + ImGui::SameLine(); + HelpMarker( + "This section allows you to interact and see the effect of various sizing policies " + "depending on whether Scroll is enabled and the contents of your columns."); + + enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText }; + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable; + static int contents_type = CT_ShowWidth; + static int column_count = 3; + + PushStyleCompact(); + ImGui::PushID("Advanced"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&flags); + ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0"); + if (contents_type == CT_FillButton) + { + ImGui::SameLine(); + HelpMarker( + "Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop " + "where contents width can feed into auto-column width can feed into contents width."); + } + ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + + if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7))) + { + for (int cell = 0; cell < 10 * column_count; cell++) + { + ImGui::TableNextColumn(); + int column = ImGui::TableGetColumnIndex(); + int row = ImGui::TableGetRowIndex(); + + ImGui::PushID(cell); + char label[32]; + static char text_buf[32] = ""; + sprintf(label, "Hello %d,%d", column, row); + switch (contents_type) + { + case CT_ShortText: ImGui::TextUnformatted(label); break; + case CT_LongText: ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break; + case CT_ShowWidth: ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break; + case CT_Button: ImGui::Button(label); break; + case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break; + case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break; + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping"); + if (ImGui::TreeNode("Vertical scrolling, with clipping")) + { + HelpMarker( + "Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\n" + "We also demonstrate using ImGuiListClipper to virtualize the submission of many items."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible + ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None); + ImGui::TableHeadersRow(); + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(1000); + while (clipper.Step()) + { + for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Horizontal scrolling"); + if (ImGui::TreeNode("Horizontal scrolling")) + { + HelpMarker( + "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " + "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" + "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX, " + "because the container window won't automatically extend vertically to fix contents " + "(this may be improved in future versions)."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + static int freeze_cols = 1; + static int freeze_rows = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze() + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableSetupColumn("Four"); + ImGui::TableSetupColumn("Five"); + ImGui::TableSetupColumn("Six"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 20; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 7; column++) + { + // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement. + // Because here we know that: + // - A) all our columns are contributing the same to row height + // - B) column 0 is always visible, + // We only always submit this one column and can skip others. + // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags(). + if (!ImGui::TableSetColumnIndex(column) && column > 0) + continue; + if (column == 0) + ImGui::Text("Line %d", row); + else + ImGui::Text("Hello world %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Stretch + ScrollX"); + ImGui::SameLine(); + HelpMarker( + "Showcase using Stretch columns + ScrollX together: " + "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" + "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns " + "along with ScrollX doesn't make sense."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + static float inner_width = 1000.0f; + PushStyleCompact(); + ImGui::PushID("flags3"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX); + ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f"); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width)) + { + for (int cell = 0; cell < 20 * 7; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex()); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns flags"); + if (ImGui::TreeNode("Columns flags")) + { + // Create a first table just to show all the options/flags we want to make visible in our example! + const int column_count = 3; + const char* column_names[column_count] = { "One", "Two", "Three" }; + static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide }; + static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags() + + if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None)) + { + PushStyleCompact(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableNextColumn(); + ImGui::PushID(column); + ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns + ImGui::Text("'%s'", column_names[column]); + ImGui::Spacing(); + ImGui::Text("Input flags:"); + EditTableColumnsFlags(&column_flags[column]); + ImGui::Spacing(); + ImGui::Text("Output flags:"); + ImGui::BeginDisabled(); + ShowTableColumnsStatusFlags(column_flags_out[column]); + ImGui::EndDisabled(); + ImGui::PopID(); + } + PopStyleCompact(); + ImGui::EndTable(); + } + + // Create the real table we care about for the example! + // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, + // otherwise in a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + // + resizing the parent window down). + const ImGuiTableFlags flags + = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV + | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable; + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9); + if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size)) + { + bool has_angled_header = false; + for (int column = 0; column < column_count; column++) + { + has_angled_header |= (column_flags[column] & ImGuiTableColumnFlags_AngledHeader) != 0; + ImGui::TableSetupColumn(column_names[column], column_flags[column]); + } + if (has_angled_header) + ImGui::TableAngledHeadersRow(); + ImGui::TableHeadersRow(); + for (int column = 0; column < column_count; column++) + column_flags_out[column] = ImGui::TableGetColumnFlags(column); + float indent_step = (float)((int)TEXT_BASE_WIDTH / 2); + for (int row = 0; row < 8; row++) + { + // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. + ImGui::Indent(indent_step); + ImGui::TableNextRow(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column)); + } + } + ImGui::Unindent(indent_step * 8.0f); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns widths"); + if (ImGui::TreeNode("Columns widths")) + { + HelpMarker("Using TableSetupColumn() to setup default width."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize); + PopStyleCompact(); + if (ImGui::BeginTable("table1", 3, flags1)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f + ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f + ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + HelpMarker( + "Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, " + "fixed columns with set width may still be shrunk down if there's not enough space in the host."); + + static ImGuiTableFlags flags2 = ImGuiTableFlags_None; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 4, flags2)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and then all columns + // will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 4; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Nested tables"); + if (ImGui::TreeNode("Nested tables")) + { + HelpMarker("This demonstrates embedding a table into another table cell."); + + if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("A0"); + ImGui::TableSetupColumn("A1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextColumn(); + ImGui::Text("A0 Row 0"); + { + float rows_height = TEXT_BASE_HEIGHT * 2; + if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("B0"); + ImGui::TableSetupColumn("B1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 0"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 0"); + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 1"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 1"); + + ImGui::EndTable(); + } + } + ImGui::TableNextColumn(); ImGui::Text("A1 Row 0"); + ImGui::TableNextColumn(); ImGui::Text("A0 Row 1"); + ImGui::TableNextColumn(); ImGui::Text("A1 Row 1"); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Row height"); + if (ImGui::TreeNode("Row height")) + { + HelpMarker( + "You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, " + "so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\n" + "We cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row."); + if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_Borders)) + { + for (int row = 0; row < 8; row++) + { + float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row); + ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height); + ImGui::TableNextColumn(); + ImGui::Text("min_row_height = %.2f", min_row_height); + } + ImGui::EndTable(); + } + + HelpMarker( + "Showcase using SameLine(0,0) to share Current Line Height between cells.\n\n" + "Please note that Tables Row Height is not the same thing as Current Line Height, " + "as a table cell may contains multiple lines."); + if (ImGui::BeginTable("table_share_lineheight", 2, ImGuiTableFlags_Borders)) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##1", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::Text("Line 1"); + ImGui::Text("Line 2"); + + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##2", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::SameLine(0.0f, 0.0f); // Reuse line height from previous column + ImGui::Text("Line 1, with SameLine(0,0)"); + ImGui::Text("Line 2"); + + ImGui::EndTable(); + } + + HelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table."); + if (ImGui::BeginTable("table_changing_cellpadding_y", 1, ImGuiTableFlags_Borders)) + { + ImGuiStyle& style = ImGui::GetStyle(); + for (int row = 0; row < 8; row++) + { + if ((row % 3) == 2) + ImGui::PushStyleVarY(ImGuiStyleVar_CellPadding, 20.0f); + ImGui::TableNextRow(ImGuiTableRowFlags_None); + ImGui::TableNextColumn(); + ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y); + if ((row % 3) == 2) + ImGui::PopStyleVar(); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Outer size"); + if (ImGui::TreeNode("Outer size")) + { + // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY + // Important to that note how the two flags have slightly different behaviors! + ImGui::Text("Using NoHostExtendX and NoHostExtendY:"); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + PopStyleCompact(); + + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f); + if (ImGui::BeginTable("table1", 3, flags, outer_size)) + { + for (int row = 0; row < 10; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + ImGui::Text("Hello!"); + + ImGui::Spacing(); + + ImGui::Text("Using explicit size:"); + if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Background color"); + if (ImGui::TreeNode("Background color")) + { + static ImGuiTableFlags flags = ImGuiTableFlags_RowBg; + static int row_bg_type = 1; + static int row_bg_target = 1; + static int cell_bg_type = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style."); + ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0"); + ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them."); + ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here."); + IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2); + IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1); + IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 5, flags)) + { + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + + // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)' + // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag. + if (row_bg_type != 0) + { + ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient? + ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color); + } + + // Fill cells + for (int column = 0; column < 5; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%c%c", 'A' + row, '0' + column); + + // Change background of Cells B1->C2 + // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)' + // (the CellBg color will be blended over the RowBg and ColumnBg colors) + // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop. + if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1) + { + ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f)); + ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Tree view"); + if (ImGui::TreeNode("Tree view")) + { + static ImGuiTableFlags table_flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; + + static ImGuiTreeNodeFlags tree_node_flags_base = ImGuiTreeNodeFlags_SpanAllColumns; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanLabelWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanAllColumns); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_LabelSpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_LabelSpanAllColumns); + ImGui::SameLine(); HelpMarker("Useful if you know that you aren't displaying contents in other columns"); + + HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns."); + if (ImGui::BeginTable("3ways", 3, table_flags)) + { + // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide); + ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f); + ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f); + ImGui::TableHeadersRow(); + + // Simple storage to output a dummy file-system. + struct MyTreeNode + { + const char* Name; + const char* Type; + int Size; + int ChildIdx; + int ChildCount; + static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + const bool is_folder = (node->ChildCount > 0); + + ImGuiTreeNodeFlags node_flags = tree_node_flags_base; + if (node != &all_nodes[0]) + node_flags &= ~ImGuiTreeNodeFlags_LabelSpanAllColumns; // Only demonstrate this on the root node. + + if (is_folder) + { + bool open = ImGui::TreeNodeEx(node->Name, node_flags); + if ((node_flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) == 0) + { + ImGui::TableNextColumn(); + ImGui::TextDisabled("--"); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + if (open) + { + for (int child_n = 0; child_n < node->ChildCount; child_n++) + DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes); + ImGui::TreePop(); + } + } + else + { + ImGui::TreeNodeEx(node->Name, node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen); + ImGui::TableNextColumn(); + ImGui::Text("%d", node->Size); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + } + }; + static const MyTreeNode nodes[] = + { + { "Root with Long Name", "Folder", -1, 1, 3 }, // 0 + { "Music", "Folder", -1, 4, 2 }, // 1 + { "Textures", "Folder", -1, 6, 3 }, // 2 + { "desktop.ini", "System file", 1024, -1,-1 }, // 3 + { "File1_a.wav", "Audio file", 123000, -1,-1 }, // 4 + { "File1_b.wav", "Audio file", 456000, -1,-1 }, // 5 + { "Image001.png", "Image file", 203128, -1,-1 }, // 6 + { "Copy of Image001.png", "Image file", 203256, -1,-1 }, // 7 + { "Copy of Image001 (Final2).png","Image file", 203512, -1,-1 }, // 8 + }; + + MyTreeNode::DisplayNode(&nodes[0], nodes); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Item width"); + if (ImGui::TreeNode("Item width")) + { + HelpMarker( + "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" + "Note that on auto-resizing non-resizable fixed columns, querying the content width for " + "e.g. right-alignment doesn't make sense."); + if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders)) + { + ImGui::TableSetupColumn("small"); + ImGui::TableSetupColumn("half"); + ImGui::TableSetupColumn("right-align"); + ImGui::TableHeadersRow(); + + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + if (row == 0) + { + // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) + ImGui::TableSetColumnIndex(0); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small + ImGui::TableSetColumnIndex(1); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::TableSetColumnIndex(2); + ImGui::PushItemWidth(-FLT_MIN); // Right-aligned + } + + // Draw our contents + static float dummy_f = 0.0f; + ImGui::PushID(row); + ImGui::TableSetColumnIndex(0); + ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(1); + ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(2); + ImGui::SliderFloat("##float2", &dummy_f, 0.0f, 1.0f); // No visible label since right-aligned + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using TableHeader() calls instead of TableHeadersRow() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Custom headers"); + if (ImGui::TreeNode("Custom headers")) + { + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("Apricot"); + ImGui::TableSetupColumn("Banana"); + ImGui::TableSetupColumn("Cherry"); + + // Dummy entire-column selection storage + // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. + static bool column_selected[3] = {}; + + // Instead of calling TableHeadersRow() we'll submit custom headers ourselves. + // (A different approach is also possible: + // - Specify ImGuiTableColumnFlags_NoHeaderLabel in some TableSetupColumn() call. + // - Call TableHeadersRow() normally. This will submit TableHeader() with no name. + // - Then call TableSetColumnIndex() to position yourself in the column and submit your stuff e.g. Checkbox().) + ImGui::TableNextRow(ImGuiTableRowFlags_Headers); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn() + ImGui::PushID(column); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("##checkall", &column_selected[column]); + ImGui::PopStyleVar(); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::TableHeader(column_name); + ImGui::PopID(); + } + + // Submit table contents + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + char buf[32]; + sprintf(buf, "Cell %d,%d", column, row); + ImGui::TableSetColumnIndex(column); + ImGui::Selectable(buf, column_selected[column]); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using ImGuiTableColumnFlags_AngledHeader flag to create angled headers + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Angled headers"); + if (ImGui::TreeNode("Angled headers")) + { + const char* column_names[] = { "Track", "cabasa", "ride", "smash", "tom-hi", "tom-mid", "tom-low", "hihat-o", "hihat-c", "snare-s", "snare-c", "clap", "rim", "kick" }; + const int columns_count = IM_ARRAYSIZE(column_names); + const int rows_count = 12; + + static ImGuiTableFlags table_flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_Hideable | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_HighlightHoveredColumn; + static ImGuiTableColumnFlags column_flags = ImGuiTableColumnFlags_AngledHeader | ImGuiTableColumnFlags_WidthFixed; + static bool bools[columns_count * rows_count] = {}; // Dummy storage selection storage + static int frozen_cols = 1; + static int frozen_rows = 2; + ImGui::CheckboxFlags("_ScrollX", &table_flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("_ScrollY", &table_flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("_Resizable", &table_flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("_Sortable", &table_flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("_NoBordersInBody", &table_flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("_HighlightHoveredColumn", &table_flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen columns", &frozen_cols, 0, 2); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen rows", &frozen_rows, 0, 2); + ImGui::CheckboxFlags("Disable header contributing to column width", &column_flags, ImGuiTableColumnFlags_NoHeaderWidth); + + if (ImGui::TreeNode("Style settings")) + { + ImGui::SameLine(); + HelpMarker("Giving access to some ImGuiStyle value in this demo for convenience."); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderAngle("style.TableAngledHeadersAngle", &ImGui::GetStyle().TableAngledHeadersAngle, -50.0f, +50.0f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderFloat2("style.TableAngledHeadersTextAlign", (float*)&ImGui::GetStyle().TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::TreePop(); + } + + if (ImGui::BeginTable("table_angled_headers", columns_count, table_flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 12))) + { + ImGui::TableSetupColumn(column_names[0], ImGuiTableColumnFlags_NoHide | ImGuiTableColumnFlags_NoReorder); + for (int n = 1; n < columns_count; n++) + ImGui::TableSetupColumn(column_names[n], column_flags); + ImGui::TableSetupScrollFreeze(frozen_cols, frozen_rows); + + ImGui::TableAngledHeadersRow(); // Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag. + ImGui::TableHeadersRow(); // Draw remaining headers and allow access to context-menu and other functions. + for (int row = 0; row < rows_count; row++) + { + ImGui::PushID(row); + ImGui::TableNextRow(); + ImGui::TableSetColumnIndex(0); + ImGui::AlignTextToFramePadding(); + ImGui::Text("Track %d", row); + for (int column = 1; column < columns_count; column++) + if (ImGui::TableSetColumnIndex(column)) + { + ImGui::PushID(column); + ImGui::Checkbox("", &bools[row * columns_count + column]); + ImGui::PopID(); + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate creating custom context menus inside columns, + // while playing it nice with context menus provided by TableHeadersRow()/TableHeader() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker( + "By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\n" + "Using ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); + static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody); + PopStyleCompact(); + + // Context Menus: first example + // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + + // Submit dummy contents + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Context Menus: second example + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [2.2] Right-click on the ".." to open a custom popup + // [2.3] Right-click in columns to open another custom popup + HelpMarker( + "Demonstrate mixing table context menu (over header), item context button (over button) " + "and custom per-colunm context menu (over column body)."); + ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + // Submit dummy contents + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + ImGui::SameLine(); + + // [2.2] Right-click on the ".." to open a custom popup + ImGui::PushID(row * COLUMNS_COUNT + column); + ImGui::SmallButton(".."); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + } + + // [2.3] Right-click anywhere in columns to open another custom popup + // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup + // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping) + int hovered_column = -1; + for (int column = 0; column < COLUMNS_COUNT + 1; column++) + { + ImGui::PushID(column); + if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered) + hovered_column = column; + if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1)) + ImGui::OpenPopup("MyPopup"); + if (ImGui::BeginPopup("MyPopup")) + { + if (column == COLUMNS_COUNT) + ImGui::Text("This is a custom popup for unused space after the last column."); + else + ImGui::Text("This is a custom popup for Column %d", column); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + + ImGui::EndTable(); + ImGui::Text("Hovered column: %d", hovered_column); + } + ImGui::TreePop(); + } + + // Demonstrate creating multiple tables with the same ID + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Synced instances"); + if (ImGui::TreeNode("Synced instances")) + { + HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); + + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings; + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_SizingFixedFit", &flags, ImGuiTableFlags_SizingFixedFit); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + for (int n = 0; n < 3; n++) + { + char buf[32]; + sprintf(buf, "Synced Table %d", n); + bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen); + if (open && ImGui::BeginTable("Table", 3, flags, ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 5))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + const int cell_count = (n == 1) ? 27 : 9; // Make second table have a scrollbar to verify that additional decoration is not affecting column positions. + for (int cell = 0; cell < cell_count; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("this cell %d", cell); + } + ImGui::EndTable(); + } + } + ImGui::TreePop(); + } + + // Demonstrate using Sorting facilities + // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting. + // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified) + static const char* template_items_names[] = + { + "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", + "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" + }; + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Sorting"); + if (ImGui::TreeNode("Sorting")) + { + // Create item list + static ImVector items; + if (items.Size == 0) + { + items.resize(50, MyItem()); + for (int n = 0; n < items.Size; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (n * n - n) % 20; // Assign default quantities + } + } + + // Options + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollY; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + PopStyleCompact(); + + if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + // Demonstrate using a mixture of flags among available sort-related flags: + // - ImGuiTableColumnFlags_DefaultSort + // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending + // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending + ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible + ImGui::TableHeadersRow(); + + // Sort our data if sort specs have been changed! + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) + { + // Display a data item + MyItem* item = &items[row_n]; + ImGui::PushID(item->ID); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("%04d", item->ID); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(item->Name); + ImGui::TableNextColumn(); + ImGui::SmallButton("None"); + ImGui::TableNextColumn(); + ImGui::Text("%d", item->Quantity); + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // In this example we'll expose most table flags and settings. + // For specific flags and settings refer to the corresponding section for more detailed explanation. + // This section is mostly useful to experiment with combining certain flags or settings with each others. + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Advanced"); + if (ImGui::TreeNode("Advanced")) + { + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable + | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_SizingFixedFit; + static ImGuiTableColumnFlags columns_base_flags = ImGuiTableColumnFlags_None; + + enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow }; + static int contents_type = CT_SelectableSpanRow; + const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" }; + static int freeze_cols = 1; + static int freeze_rows = 1; + static int items_count = IM_ARRAYSIZE(template_items_names) * 2; + static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12); + static float row_min_height = 0.0f; // Auto + static float inner_width_with_scroll = 0.0f; // Auto-extend + static bool outer_size_enabled = true; + static bool show_headers = true; + static bool show_wrapped_text = false; + //static ImGuiTextFilter filter; + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing + if (ImGui::TreeNode("Options")) + { + // Make the UI compact because there are so many fields + PushStyleCompact(); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f); + + if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen)) + { + EditTableSizingFlags(&flags); + ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled."); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Headers:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_headers", &show_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", &columns_base_flags, ImGuiTableColumnFlags_AngledHeader); + ImGui::SameLine(); HelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_wrapped_text", &show_wrapped_text); + + ImGui::DragFloat2("##OuterSize", &outer_size_value.x); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Checkbox("outer_size", &outer_size_enabled); + ImGui::SameLine(); + HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" + "- The table is output directly in the parent window.\n" + "- OuterSize.x < 0.0f will right-align the table.\n" + "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n" + "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set)."); + + // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. + // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled. + ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX); + + ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX); + ImGui::SameLine(); HelpMarker("Specify height of the Selectable item."); + + ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999); + ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names)); + //filter.Draw("filter"); + ImGui::TreePop(); + } + + ImGui::PopItemWidth(); + PopStyleCompact(); + ImGui::Spacing(); + ImGui::TreePop(); + } + + // Update item list if we changed the number of items + static ImVector items; + static ImVector selection; + static bool items_need_sort = false; + if (items.Size != items_count) + { + items.resize(items_count, MyItem()); + for (int n = 0; n < items_count; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities + } + } + + const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList(); + const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size; + ImVec2 table_scroll_cur, table_scroll_max; // For debug display + const ImDrawList* table_draw_list = NULL; // " + + // Submit table + const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f; + if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + ImGui::TableSetupColumn("ID", columns_base_flags | ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", columns_base_flags | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", columns_base_flags | ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", columns_base_flags | ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupColumn("Description", columns_base_flags | ((flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch), 0.0f, MyItemColumnID_Description); + ImGui::TableSetupColumn("Hidden", columns_base_flags | ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + + // Sort our data if sort specs have been changed! + ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs(); + if (sort_specs && sort_specs->SpecsDirty) + items_need_sort = true; + if (sort_specs && items_need_sort && items.Size > 1) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + items_need_sort = false; + + // Take note of whether we are currently sorting based on the Quantity field, + // we will use this to trigger sorting when we know the data of this column has been modified. + const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0; + + // Show headers + if (show_headers && (columns_base_flags & ImGuiTableColumnFlags_AngledHeader) != 0) + ImGui::TableAngledHeadersRow(); + if (show_headers) + ImGui::TableHeadersRow(); + + // Show data + // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? +#if 1 + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + { + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) +#else + // Without clipper + { + for (int row_n = 0; row_n < items.Size; row_n++) +#endif + { + MyItem* item = &items[row_n]; + //if (!filter.PassFilter(item->Name)) + // continue; + + const bool item_is_selected = selection.contains(item->ID); + ImGui::PushID(item->ID); + ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height); + + // For the demo purpose we can select among different type of items submitted in the first column + ImGui::TableSetColumnIndex(0); + char label[32]; + sprintf(label, "%04d", item->ID); + if (contents_type == CT_Text) + ImGui::TextUnformatted(label); + else if (contents_type == CT_Button) + ImGui::Button(label); + else if (contents_type == CT_SmallButton) + ImGui::SmallButton(label); + else if (contents_type == CT_FillButton) + ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); + else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow) + { + ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap : ImGuiSelectableFlags_None; + if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height))) + { + if (ImGui::GetIO().KeyCtrl) + { + if (item_is_selected) + selection.find_erase_unsorted(item->ID); + else + selection.push_back(item->ID); + } + else + { + selection.clear(); + selection.push_back(item->ID); + } + } + } + + if (ImGui::TableSetColumnIndex(1)) + ImGui::TextUnformatted(item->Name); + + // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, + // and we are currently sorting on the column showing the Quantity. + // To avoid triggering a sort while holding the button, we only trigger it when the button has been released. + // You will probably need some extra logic if you want to automatically sort when a specific entry changes. + if (ImGui::TableSetColumnIndex(2)) + { + if (ImGui::SmallButton("Chop")) { item->Quantity += 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + ImGui::SameLine(); + if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + } + + if (ImGui::TableSetColumnIndex(3)) + ImGui::Text("%d", item->Quantity); + + ImGui::TableSetColumnIndex(4); + if (show_wrapped_text) + ImGui::TextWrapped("Lorem ipsum dolor sit amet"); + else + ImGui::Text("Lorem ipsum dolor sit amet"); + + if (ImGui::TableSetColumnIndex(5)) + ImGui::Text("1234"); + + ImGui::PopID(); + } + } + + // Store some info to display debug details below + table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY()); + table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY()); + table_draw_list = ImGui::GetWindowDrawList(); + ImGui::EndTable(); + } + static bool show_debug_details = false; + ImGui::Checkbox("Debug details", &show_debug_details); + if (show_debug_details && table_draw_list) + { + ImGui::SameLine(0.0f, 0.0f); + const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size; + if (table_draw_list == parent_draw_list) + ImGui::Text(": DrawCmd: +%d (in same window)", + table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count); + else + ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", + table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y); + } + ImGui::TreePop(); + } + + ImGui::PopID(); + + ShowDemoWindowColumns(); + + if (disable_indent) + ImGui::PopStyleVar(); +} + +// Demonstrate old/legacy Columns API! +// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!] +static void ShowDemoWindowColumns() +{ + IMGUI_DEMO_MARKER("Columns (legacy API)"); + bool open = ImGui::TreeNode("Legacy Columns API"); + ImGui::SameLine(); + HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!"); + if (!open) + return; + + // Basic columns + IMGUI_DEMO_MARKER("Columns (legacy API)/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::Text("Without border:"); + ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border + ImGui::Separator(); + for (int n = 0; n < 14; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + if (ImGui::Selectable(label)) {} + //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} + ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + + ImGui::Text("With border:"); + ImGui::Columns(4, "mycolumns"); // 4-ways, with border + ImGui::Separator(); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Text("Hovered"); ImGui::NextColumn(); + ImGui::Separator(); + const char* names[3] = { "One", "Two", "Three" }; + const char* paths[3] = { "/path/one", "/path/two", "/path/three" }; + static int selected = -1; + for (int i = 0; i < 3; i++) + { + char label[32]; + sprintf(label, "%04d", i); + if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns)) + selected = i; + bool hovered = ImGui::IsItemHovered(); + ImGui::NextColumn(); + ImGui::Text(names[i]); ImGui::NextColumn(); + ImGui::Text(paths[i]); ImGui::NextColumn(); + ImGui::Text("%d", hovered); ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Borders"); + if (ImGui::TreeNode("Borders")) + { + // NB: Future columns API should allow automatic horizontal borders. + static bool h_borders = true; + static bool v_borders = true; + static int columns_count = 4; + const int lines_count = 3; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); + if (columns_count < 2) + columns_count = 2; + ImGui::SameLine(); + ImGui::Checkbox("horizontal", &h_borders); + ImGui::SameLine(); + ImGui::Checkbox("vertical", &v_borders); + ImGui::Columns(columns_count, NULL, v_borders); + for (int i = 0; i < columns_count * lines_count; i++) + { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); + ImGui::PushID(i); + ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::PopID(); + ImGui::NextColumn(); + } + ImGui::Columns(1); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + + // Create multiple items in a same cell before switching to next column + IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items"); + if (ImGui::TreeNode("Mixed items")) + { + ImGui::Columns(3, "mixed"); + ImGui::Separator(); + + ImGui::Text("Hello"); + ImGui::Button("Banana"); + ImGui::NextColumn(); + + ImGui::Text("ImGui"); + ImGui::Button("Apple"); + static float foo = 1.0f; + ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f"); + ImGui::Text("An extra line here."); + ImGui::NextColumn(); + + ImGui::Text("Sailor"); + ImGui::Button("Corniflower"); + static float bar = 1.0f; + ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f"); + ImGui::NextColumn(); + + if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + // Word wrapping + IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping"); + if (ImGui::TreeNode("Word-wrapping")) + { + ImGui::Columns(2, "word-wrapping"); + ImGui::Separator(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Left"); + ImGui::NextColumn(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Right"); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling"); + if (ImGui::TreeNode("Horizontal Scrolling")) + { + ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); + ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f); + ImGui::BeginChild("##ScrollingRegion", child_size, ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::Columns(10); + + // Also demonstrate using clipper for large vertical lists + int ITEMS_COUNT = 2000; + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + while (clipper.Step()) + { + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + for (int j = 0; j < 10; j++) + { + ImGui::Text("Line %d Column %d...", i, j); + ImGui::NextColumn(); + } + } + ImGui::Columns(1); + ImGui::EndChild(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Tree"); + if (ImGui::TreeNode("Tree")) + { + ImGui::Columns(2, "tree", true); + for (int x = 0; x < 3; x++) + { + bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + ImGui::NextColumn(); + if (open1) + { + for (int y = 0; y < 3; y++) + { + bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + if (open2) + { + ImGui::Text("Even more contents"); + if (ImGui::TreeNode("Tree in column")) + { + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::TreePop(); + } + } + ImGui::NextColumn(); + if (open2) + ImGui::TreePop(); + } + ImGui::TreePop(); + } + } + ImGui::Columns(1); + ImGui::TreePop(); + } + + ImGui::TreePop(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowInputs() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowInputs() +{ + IMGUI_DEMO_MARKER("Inputs & Focus"); + if (ImGui::CollapsingHeader("Inputs & Focus")) + { + ImGuiIO& io = ImGui::GetIO(); + + // Display inputs submitted to ImGuiIO + IMGUI_DEMO_MARKER("Inputs & Focus/Inputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + bool inputs_opened = ImGui::TreeNode("Inputs"); + ImGui::SameLine(); + HelpMarker( + "This is a simplified view. See more detailed input state:\n" + "- in 'Tools->Metrics/Debugger->Inputs'.\n" + "- in 'Tools->Debug Log->IO'."); + if (inputs_opened) + { + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse pos: "); + ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + ImGui::Text("Mouse down:"); + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); + + // We iterate both legacy native range and named ImGuiKey ranges. This is a little unusual/odd but this allows + // displaying the data for old/new backends. + // User code should never have to go through such hoops! + // You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; + ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN; + ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); } + ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + + ImGui::TreePop(); + } + + // Display ImGuiIO output flags + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + bool outputs_opened = ImGui::TreeNode("Outputs"); + ImGui::SameLine(); + HelpMarker( + "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui " + "to instruct your application of how to route inputs. Typically, when a value is true, it means " + "Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n" + "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, " + "and underlying application should ignore mouse inputs (in practice there are many and more subtle " + "rules leading to how those flags are set)."); + if (outputs_opened) + { + ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse); + ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); + ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard); + ImGui::Text("io.WantTextInput: %d", io.WantTextInput); + ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos); + ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible); + + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/WantCapture override"); + if (ImGui::TreeNode("WantCapture override")) + { + HelpMarker( + "Hovering the colored canvas will override io.WantCaptureXXX fields.\n" + "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering " + "and true when clicking."); + static int capture_override_mouse = -1; + static int capture_override_keyboard = -1; + const char* capture_override_desc[] = { "None", "Set to false", "Set to true" }; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureMouse() on hover", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureKeyboard() on hover", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp); + + ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(128.0f, 96.0f)); // Dummy item + if (ImGui::IsItemHovered() && capture_override_mouse != -1) + ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1); + if (ImGui::IsItemHovered() && capture_override_keyboard != -1) + ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1); + + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Demonstrate using Shortcut() and Routing Policies. + // The general flow is: + // - Code interested in a chord (e.g. "Ctrl+A") declares their intent. + // - Multiple locations may be interested in same chord! Routing helps find a winner. + // - Every frame, we resolve all claims and assign one owner if the modifiers are matching. + // - The lower-level function is 'bool SetShortcutRouting()', returns true when caller got the route. + // - Most of the times, SetShortcutRouting() is not called directly. User mostly calls Shortcut() with routing flags. + // - If you call Shortcut() WITHOUT any routing option, it uses ImGuiInputFlags_RouteFocused. + // TL;DR: Most uses will simply be: + // - Shortcut(ImGuiMod_Ctrl | ImGuiKey_A); // Use ImGuiInputFlags_RouteFocused policy. + IMGUI_DEMO_MARKER("Inputs & Focus/Shortcuts"); + if (ImGui::TreeNode("Shortcuts")) + { + static ImGuiInputFlags route_options = ImGuiInputFlags_Repeat; + static ImGuiInputFlags route_type = ImGuiInputFlags_RouteFocused; + ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &route_options, ImGuiInputFlags_Repeat); + ImGui::RadioButton("ImGuiInputFlags_RouteActive", &route_type, ImGuiInputFlags_RouteActive); + ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &route_type, ImGuiInputFlags_RouteFocused); + ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &route_type, ImGuiInputFlags_RouteGlobal); + ImGui::Indent(); + ImGui::BeginDisabled(route_type != ImGuiInputFlags_RouteGlobal); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverFocused", &route_options, ImGuiInputFlags_RouteOverFocused); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverActive", &route_options, ImGuiInputFlags_RouteOverActive); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteUnlessBgFocused", &route_options, ImGuiInputFlags_RouteUnlessBgFocused); + ImGui::EndDisabled(); + ImGui::Unindent(); + ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &route_type, ImGuiInputFlags_RouteAlways); + ImGuiInputFlags flags = route_type | route_options; // Merged flags + if (route_type != ImGuiInputFlags_RouteGlobal) + flags &= ~(ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused); + + ImGui::SeparatorText("Using SetNextItemShortcut()"); + ImGui::Text("Ctrl+S"); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, flags | ImGuiInputFlags_Tooltip); + ImGui::Button("Save"); + ImGui::Text("Alt+F"); + ImGui::SetNextItemShortcut(ImGuiMod_Alt | ImGuiKey_F, flags | ImGuiInputFlags_Tooltip); + static float f = 0.5f; + ImGui::SliderFloat("Factor", &f, 0.0f, 1.0f); + + ImGui::SeparatorText("Using Shortcut()"); + const float line_height = ImGui::GetTextLineHeightWithSpacing(); + const ImGuiKeyChord key_chord = ImGuiMod_Ctrl | ImGuiKey_A; + + ImGui::Text("Ctrl+A"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(1.0f, 0.0f, 1.0f, 0.1f)); + + ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 14), true); + ImGui::Text("Press CTRL+A and see who receives it!"); + ImGui::Separator(); + + // 1: Window polling for CTRL+A + ImGui::Text("(in WindowA)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + // 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active) + // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //char str[16] = "Press CTRL+A"; + //ImGui::Spacing(); + //ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); + //ImGuiID item_id = ImGui::GetItemID(); + //ImGui::SameLine(); HelpMarker("Internal widgets always use _RouteFocused"); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, item_id) ? "PRESSED" : "..."); + + // 3: Dummy child is not claiming the route: focusing them shouldn't steal route away from WindowA + ImGui::BeginChild("ChildD", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildD: not using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused()); + ImGui::EndChild(); + + // 4: Child window polling for CTRL+A. It is deeper than WindowA and gets priority when focused. + ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildE: using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + ImGui::EndChild(); + + // 5: In a popup + if (ImGui::Button("Open Popup")) + ImGui::OpenPopup("PopupF"); + if (ImGui::BeginPopup("PopupF")) + { + ImGui::Text("(in PopupF)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //ImGui::InputText("InputTextG", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, ImGui::GetItemID()) ? "PRESSED" : "..."); + ImGui::EndPopup(); + } + ImGui::EndChild(); + ImGui::PopStyleColor(); + + ImGui::TreePop(); + } + + // Display mouse cursors + IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors"); + if (ImGui::TreeNode("Mouse Cursors")) + { + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); + + ImGuiMouseCursor current = ImGui::GetMouseCursor(); + const char* cursor_name = (current >= ImGuiMouseCursor_Arrow) && (current < ImGuiMouseCursor_COUNT) ? mouse_cursors_names[current] : "N/A"; + ImGui::Text("Current mouse cursor = %d: %s", current, cursor_name); + ImGui::BeginDisabled(true); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::EndDisabled(); + + ImGui::Text("Hover to see mouse cursors:"); + ImGui::SameLine(); HelpMarker( + "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " + "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " + "otherwise your backend needs to handle it."); + for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) + { + char label[32]; + sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); + ImGui::Bullet(); ImGui::Selectable(label, false); + if (ImGui::IsItemHovered()) + ImGui::SetMouseCursor(i); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing"); + if (ImGui::TreeNode("Tabbing")) + { + ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); + static char buf[32] = "hello"; + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); + ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopItemFlag(); + ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code"); + if (ImGui::TreeNode("Focus from code")) + { + bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine(); + bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine(); + bool focus_3 = ImGui::Button("Focus on 3"); + int has_focus = 0; + static char buf[128] = "click on a button to set focus"; + + if (focus_1) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 1; + + if (focus_2) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 2; + + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); + if (focus_3) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 3; + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopItemFlag(); + + if (has_focus) + ImGui::Text("Item with focus: %d", has_focus); + else + ImGui::Text("Item with focus: "); + + // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item + static float f3[3] = { 0.0f, 0.0f, 0.0f }; + int focus_ahead = -1; + if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine(); + if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine(); + if (ImGui::Button("Focus on Z")) { focus_ahead = 2; } + if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); + ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); + + ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Dragging"); + if (ImGui::TreeNode("Dragging")) + { + ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); + for (int button = 0; button < 3; button++) + { + ImGui::Text("IsMouseDragging(%d):", button); + ImGui::Text(" w/ default threshold: %d,", ImGui::IsMouseDragging(button)); + ImGui::Text(" w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f)); + ImGui::Text(" w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f)); + } + + ImGui::Button("Drag Me"); + if (ImGui::IsItemActive()) + ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor + + // Drag operations gets "unlocked" when the mouse has moved past a certain threshold + // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher + // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta(). + ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); + ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); + ImVec2 mouse_delta = io.MouseDelta; + ImGui::Text("GetMouseDragDelta(0):"); + ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y); + ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y); + ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y); + ImGui::TreePop(); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] About Window / ShowAboutWindow() +// Access from Dear ImGui Demo -> Tools -> About +//----------------------------------------------------------------------------- + +void ImGui::ShowAboutWindow(bool* p_open) +{ + if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Tools/About Dear ImGui"); + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + + ImGui::TextLinkOpenURL("Homepage", "https://github.com/ocornut/imgui"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("FAQ", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Wiki", "https://github.com/ocornut/imgui/wiki"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Releases", "https://github.com/ocornut/imgui/releases"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Funding", "https://github.com/ocornut/imgui/wiki/Funding"); + + ImGui::Separator(); + ImGui::Text("(c) 2014-2025 Omar Cornut"); + ImGui::Text("Developed by Omar Cornut and all Dear ImGui contributors."); + ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); + ImGui::Text("If your company uses this, please consider funding the project."); + + static bool show_config_info = false; + ImGui::Checkbox("Config/Build Information", &show_config_info); + if (show_config_info) + { + ImGuiIO& io = ImGui::GetIO(); + ImGuiStyle& style = ImGui::GetStyle(); + + bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); + ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18); + ImGui::BeginChild(ImGui::GetID("cfg_infos"), child_size, ImGuiChildFlags_FrameStyle); + if (copy_to_clipboard) + { + ImGui::LogToClipboard(); + ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub + } + + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Separator(); + ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); + ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); +#endif +#ifdef IMGUI_USE_BGRA_PACKED_COLOR + ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR"); +#endif +#ifdef _WIN32 + ImGui::Text("define: _WIN32"); +#endif +#ifdef _WIN64 + ImGui::Text("define: _WIN64"); +#endif +#ifdef __linux__ + ImGui::Text("define: __linux__"); +#endif +#ifdef __APPLE__ + ImGui::Text("define: __APPLE__"); +#endif +#ifdef _MSC_VER + ImGui::Text("define: _MSC_VER=%d", _MSC_VER); +#endif +#ifdef _MSVC_LANG + ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG); +#endif +#ifdef __MINGW32__ + ImGui::Text("define: __MINGW32__"); +#endif +#ifdef __MINGW64__ + ImGui::Text("define: __MINGW64__"); +#endif +#ifdef __GNUC__ + ImGui::Text("define: __GNUC__=%d", (int)__GNUC__); +#endif +#ifdef __clang_version__ + ImGui::Text("define: __clang_version__=%s", __clang_version__); +#endif +#ifdef __EMSCRIPTEN__ + ImGui::Text("define: __EMSCRIPTEN__"); + ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_major__, __EMSCRIPTEN_minor__, __EMSCRIPTEN_tiny__); +#endif +#ifdef IMGUI_HAS_VIEWPORT + ImGui::Text("define: IMGUI_HAS_VIEWPORT"); +#endif +#ifdef IMGUI_HAS_DOCK + ImGui::Text("define: IMGUI_HAS_DOCK"); +#endif + ImGui::Separator(); + ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); + ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); + ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) ImGui::Text(" NoKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ImGui::Text(" DpiEnableScaleViewports"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ImGui::Text(" DpiEnableScaleFonts"); + if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge"); + if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon"); + if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration"); + if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); + if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); + if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); + if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); + if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); + if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); + if (io.ConfigNavMoveSetMousePos) ImGui::Text("io.ConfigNavMoveSetMousePos"); + if (io.ConfigNavCaptureKeyboard) ImGui::Text("io.ConfigNavCaptureKeyboard"); + if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); + if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); + if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + if (io.ConfigMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer); + ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); + if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); + if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); + ImGui::Separator(); + ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); + ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); + ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + ImGui::Separator(); + ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y); + ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize); + ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y); + ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding); + ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize); + ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y); + ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); + + if (copy_to_clipboard) + { + ImGui::LogText("\n```\n"); + ImGui::LogFinish(); + } + ImGui::EndChild(); + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Style Editor / ShowStyleEditor() +//----------------------------------------------------------------------------- +// - ShowFontSelector() +// - ShowStyleSelector() +// - ShowStyleEditor() +//----------------------------------------------------------------------------- + +// Forward declare ShowFontAtlas() which isn't worth putting in public API yet +namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); } + +// Demo helper function to select among loaded fonts. +// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. +void ImGui::ShowFontSelector(const char* label) +{ + ImGuiIO& io = ImGui::GetIO(); + ImFont* font_current = ImGui::GetFont(); + if (ImGui::BeginCombo(label, font_current->GetDebugName())) + { + for (ImFont* font : io.Fonts->Fonts) + { + ImGui::PushID((void*)font); + if (ImGui::Selectable(font->GetDebugName(), font == font_current)) + io.FontDefault = font; + if (font == font_current) + ImGui::SetItemDefaultFocus(); + ImGui::PopID(); + } + ImGui::EndCombo(); + } + ImGui::SameLine(); + HelpMarker( + "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" + "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" + "- Read FAQ and docs/FONTS.md for more details.\n" + "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); +} + +// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. +// Here we use the simplified Combo() api that packs items into a single literal string. +// Useful for quick combo boxes where the choices are known locally. +bool ImGui::ShowStyleSelector(const char* label) +{ + static int style_idx = -1; + if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0")) + { + switch (style_idx) + { + case 0: ImGui::StyleColorsDark(); break; + case 1: ImGui::StyleColorsLight(); break; + case 2: ImGui::StyleColorsClassic(); break; + } + return true; + } + return false; +} + +void ImGui::ShowStyleEditor(ImGuiStyle* ref) +{ + IMGUI_DEMO_MARKER("Tools/Style Editor"); + // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to + // (without a reference style pointer, we will use one compared locally as a reference) + ImGuiStyle& style = ImGui::GetStyle(); + static ImGuiStyle ref_saved_style; + + // Default to using internal storage as reference + static bool init = true; + if (init && ref == NULL) + ref_saved_style = style; + init = false; + if (ref == NULL) + ref = &ref_saved_style; + + ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f); + + if (ImGui::ShowStyleSelector("Colors##Selector")) + ref_saved_style = style; + ImGui::ShowFontSelector("Fonts##Selector"); + + // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) + if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) + style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding + { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } + + // Save/Revert button + if (ImGui::Button("Save Ref")) + *ref = ref_saved_style = style; + ImGui::SameLine(); + if (ImGui::Button("Revert Ref")) + style = *ref; + ImGui::SameLine(); + HelpMarker( + "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " + "Use \"Export\" below to save them somewhere."); + + ImGui::Separator(); + + if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Sizes")) + { + ImGui::SeparatorText("Main"); + ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); + ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); + + ImGui::SeparatorText("Borders"); + ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f"); + ImGui::SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, 2.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set."); + + ImGui::SeparatorText("Rounding"); + ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Tables"); + ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f); + ImGui::SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + + ImGui::SeparatorText("Widgets"); + ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + int window_menu_button_position = style.WindowMenuButtonPosition + 1; + if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + style.WindowMenuButtonPosition = (ImGuiDir)(window_menu_button_position - 1); + ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); + ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); + ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); + ImGui::SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f"); + ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Docking"); + ImGui::SliderFloat("DockingSplitterSize", &style.DockingSeparatorSize, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Tooltips"); + for (int n = 0; n < 2; n++) + if (ImGui::TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav")) + { + ImGuiHoveredFlags* p = (n == 0) ? &style.HoverFlagsForTooltipMouse : &style.HoverFlagsForTooltipNav; + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone); + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort); + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal); + ImGui::CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary); + ImGui::CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay); + ImGui::TreePop(); + } + + ImGui::SeparatorText("Misc"); + ImGui::SliderFloat2("DisplayWindowPadding", (float*)&style.DisplayWindowPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen."); + ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Colors")) + { + static int output_dest = 0; + static bool output_only_modified = true; + if (ImGui::Button("Export")) + { + if (output_dest == 0) + ImGui::LogToClipboard(); + else + ImGui::LogToTTY(); + ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const ImVec4& col = style.Colors[i]; + const char* name = ImGui::GetStyleColorName(i); + if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) + ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, + name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); + } + ImGui::LogFinish(); + } + ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); + + static ImGuiTextFilter filter; + filter.Draw("Filter colors", ImGui::GetFontSize() * 16); + + static ImGuiColorEditFlags alpha_flags = 0; + if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); + if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); + if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); + HelpMarker( + "In the color list:\n" + "Left-click on color square to open color picker,\n" + "Right-click to open edit options menu."); + + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX)); + ImGui::BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName(i); + if (!filter.PassFilter(name)) + continue; + ImGui::PushID(i); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ImGui::Button("?")) + ImGui::DebugFlashStyleColor((ImGuiCol)i); + ImGui::SetItemTooltip("Flash given color to identify places where it is used."); + ImGui::SameLine(); +#endif + ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); + if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) + { + // Tips: in a real user application, you may want to merge and use an icon font into the main font, + // so instead of "Save"/"Revert" you'd use icons! + // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; } + } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); + ImGui::TextUnformatted(name); + ImGui::PopID(); + } + ImGui::PopItemWidth(); + ImGui::EndChild(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Fonts")) + { + ImGuiIO& io = ImGui::GetIO(); + ImFontAtlas* atlas = io.Fonts; + HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); + ImGui::ShowFontAtlas(atlas); + + // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. + // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). + const float MIN_SCALE = 0.3f; + const float MAX_SCALE = 2.0f; + HelpMarker( + "Those are old settings provided for convenience.\n" + "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " + "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" + "Using those settings here will give you poor quality results."); + static float window_scale = 1.0f; + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window + ImGui::SetWindowFontScale(window_scale); + ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Rendering")) + { + ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); + ImGui::SameLine(); + HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); + + ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); + ImGui::SameLine(); + HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); + + ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); + if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; + + // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. + ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); + const bool show_samples = ImGui::IsItemActive(); + if (show_samples) + ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); + if (show_samples && ImGui::BeginTooltip()) + { + ImGui::TextUnformatted("(R = radius, N = approx number of segments)"); + ImGui::Spacing(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + const float min_widget_width = ImGui::CalcTextSize("R: MMM\nN: MMM").x; + for (int n = 0; n < 8; n++) + { + const float RAD_MIN = 5.0f; + const float RAD_MAX = 70.0f; + const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); + + ImGui::BeginGroup(); + + // N is not always exact here due to how PathArcTo() function work internally + ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); + + const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f); + const float offset_x = floorf(canvas_width * 0.5f); + const float offset_y = floorf(RAD_MAX); + + const ImVec2 p1 = ImGui::GetCursorScreenPos(); + draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + + /* + const ImVec2 p2 = ImGui::GetCursorScreenPos(); + draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + */ + + ImGui::EndGroup(); + ImGui::SameLine(); + } + ImGui::EndTooltip(); + } + ImGui::SameLine(); + HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically."); + + ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. + ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::PopItemWidth(); +} + +//----------------------------------------------------------------------------- +// [SECTION] User Guide / ShowUserGuide() +//----------------------------------------------------------------------------- + +void ImGui::ShowUserGuide() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::BulletText("Double-click on title bar to collapse window."); + ImGui::BulletText( + "Click and drag on lower corner to resize window\n" + "(double-click to auto fit window to its contents)."); + ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); + ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); + ImGui::BulletText("CTRL+Tab to select a window."); + if (io.FontAllowUserScaling) + ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); + ImGui::BulletText("While inputing text:\n"); + ImGui::Indent(); + ImGui::BulletText("CTRL+Left/Right to word jump."); + ImGui::BulletText("CTRL+A or double-click to select all."); + ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); + ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); + ImGui::BulletText("ESCAPE to revert."); + ImGui::Unindent(); + ImGui::BulletText("With keyboard navigation enabled:"); + ImGui::Indent(); + ImGui::BulletText("Arrow keys to navigate."); + ImGui::BulletText("Space to activate a widget."); + ImGui::BulletText("Return to input text into a widget."); + ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); + ImGui::BulletText("Alt to jump to the menu layer of a window."); + ImGui::Unindent(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +//----------------------------------------------------------------------------- +// - ShowExampleAppMainMenuBar() +// - ShowExampleMenuFile() +//----------------------------------------------------------------------------- + +// Demonstrate creating a "main" fullscreen menu bar and populating it. +// Note the difference between BeginMainMenuBar() and BeginMenuBar(): +// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!) +// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. +static void ShowExampleAppMainMenuBar() +{ + if (ImGui::BeginMainMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Undo", "CTRL+Z")) {} + if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item + ImGui::Separator(); + if (ImGui::MenuItem("Cut", "CTRL+X")) {} + if (ImGui::MenuItem("Copy", "CTRL+C")) {} + if (ImGui::MenuItem("Paste", "CTRL+V")) {} + ImGui::EndMenu(); + } + ImGui::EndMainMenuBar(); + } +} + +// Note that shortcuts are currently provided for display only +// (future version will add explicit flags to BeginMenu() to request processing shortcuts) +static void ShowExampleMenuFile() +{ + IMGUI_DEMO_MARKER("Examples/Menu"); + ImGui::MenuItem("(demo menu)", NULL, false, false); + if (ImGui::MenuItem("New")) {} + if (ImGui::MenuItem("Open", "Ctrl+O")) {} + if (ImGui::BeginMenu("Open Recent")) + { + ImGui::MenuItem("fish_hat.c"); + ImGui::MenuItem("fish_hat.inl"); + ImGui::MenuItem("fish_hat.h"); + if (ImGui::BeginMenu("More..")) + { + ImGui::MenuItem("Hello"); + ImGui::MenuItem("Sailor"); + if (ImGui::BeginMenu("Recurse..")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Save", "Ctrl+S")) {} + if (ImGui::MenuItem("Save As..")) {} + + ImGui::Separator(); + IMGUI_DEMO_MARKER("Examples/Menu/Options"); + if (ImGui::BeginMenu("Options")) + { + static bool enabled = true; + ImGui::MenuItem("Enabled", "", &enabled); + ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Borders); + for (int i = 0; i < 10; i++) + ImGui::Text("Scrolling Text %d", i); + ImGui::EndChild(); + static float f = 0.5f; + static int n = 0; + ImGui::SliderFloat("Value", &f, 0.0f, 1.0f); + ImGui::InputFloat("Input", &f, 0.1f); + ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0"); + ImGui::EndMenu(); + } + + IMGUI_DEMO_MARKER("Examples/Menu/Colors"); + if (ImGui::BeginMenu("Colors")) + { + float sz = ImGui::GetTextLineHeight(); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName((ImGuiCol)i); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i)); + ImGui::Dummy(ImVec2(sz, sz)); + ImGui::SameLine(); + ImGui::MenuItem(name); + } + ImGui::EndMenu(); + } + + // Here we demonstrate appending again to the "Options" menu (which we already created above) + // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. + // In a real code-base using it would make senses to use this feature from very different code locations. + if (ImGui::BeginMenu("Options")) // <-- Append! + { + IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu"); + static bool b = true; + ImGui::Checkbox("SomeOption", &b); + ImGui::EndMenu(); + } + + if (ImGui::BeginMenu("Disabled", false)) // Disabled + { + IM_ASSERT(0); + } + if (ImGui::MenuItem("Checked", NULL, true)) {} + ImGui::Separator(); + if (ImGui::MenuItem("Quit", "Alt+F4")) {} +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple console window, with scrolling, filtering, completion and history. +// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions. +struct ExampleAppConsole +{ + char InputBuf[256]; + ImVector Items; + ImVector Commands; + ImVector History; + int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. + ImGuiTextFilter Filter; + bool AutoScroll; + bool ScrollToBottom; + + ExampleAppConsole() + { + IMGUI_DEMO_MARKER("Examples/Console"); + ClearLog(); + memset(InputBuf, 0, sizeof(InputBuf)); + HistoryPos = -1; + + // "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches. + Commands.push_back("HELP"); + Commands.push_back("HISTORY"); + Commands.push_back("CLEAR"); + Commands.push_back("CLASSIFY"); + AutoScroll = true; + ScrollToBottom = false; + AddLog("Welcome to Dear ImGui!"); + } + ~ExampleAppConsole() + { + ClearLog(); + for (int i = 0; i < History.Size; i++) + ImGui::MemFree(History[i]); + } + + // Portable helpers + static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } + static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } + static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = ImGui::MemAlloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } + static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } + + void ClearLog() + { + for (int i = 0; i < Items.Size; i++) + ImGui::MemFree(Items[i]); + Items.clear(); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + // FIXME-OPT + char buf[1024]; + va_list args; + va_start(args, fmt); + vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args); + buf[IM_ARRAYSIZE(buf)-1] = 0; + va_end(args); + Items.push_back(Strdup(buf)); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. + // So e.g. IsItemHovered() will return true when hovering the title bar. + // Here we create a context menu only available from the title bar. + if (ImGui::BeginPopupContextItem()) + { + if (ImGui::MenuItem("Close Console")) + *p_open = false; + ImGui::EndPopup(); + } + + ImGui::TextWrapped( + "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate " + "implementation may want to store entries along with extra data such as timestamp, emitter, etc."); + ImGui::TextWrapped("Enter 'HELP' for help."); + + // TODO: display items starting from the bottom + + if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Clear")) { ClearLog(); } + ImGui::SameLine(); + bool copy_to_clipboard = ImGui::SmallButton("Copy"); + //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } + + ImGui::Separator(); + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Options, Filter + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_O, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); + ImGui::Separator(); + + // Reserve enough left-over height for 1 separator + 1 input text + const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); + if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::Selectable("Clear")) ClearLog(); + ImGui::EndPopup(); + } + + // Display every line as a separate entry so we can change their color or add custom widgets. + // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); + // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping + // to only process visible items. The clipper will automatically measure the height of your first item and then + // "seek" to display only items in the visible area. + // To use the clipper we can replace your standard loop: + // for (int i = 0; i < Items.Size; i++) + // With: + // ImGuiListClipper clipper; + // clipper.Begin(Items.Size); + // while (clipper.Step()) + // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + // - That your items are evenly spaced (same height) + // - That you have cheap random access to your elements (you can access them given their index, + // without processing all the ones before) + // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. + // We would need random-access on the post-filtered list. + // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices + // or offsets of items that passed the filtering test, recomputing this array when user changes the filter, + // and appending newly elements as they are inserted. This is left as a task to the user until we can manage + // to improve this example code! + // If your items are of variable height: + // - Split them into same height items would be simpler and facilitate random-seeking into your list. + // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing + if (copy_to_clipboard) + ImGui::LogToClipboard(); + for (const char* item : Items) + { + if (!Filter.PassFilter(item)) + continue; + + // Normally you would store more information in your item than just a string. + // (e.g. make Items[] an array of structure, store color/type etc.) + ImVec4 color; + bool has_color = false; + if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } + else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } + if (has_color) + ImGui::PushStyleColor(ImGuiCol_Text, color); + ImGui::TextUnformatted(item); + if (has_color) + ImGui::PopStyleColor(); + } + if (copy_to_clipboard) + ImGui::LogFinish(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) + ImGui::SetScrollHereY(1.0f); + ScrollToBottom = false; + + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::Separator(); + + // Command-line + bool reclaim_focus = false; + ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; + if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) + { + char* s = InputBuf; + Strtrim(s); + if (s[0]) + ExecCommand(s); + strcpy(s, ""); + reclaim_focus = true; + } + + // Auto-focus on window apparition + ImGui::SetItemDefaultFocus(); + if (reclaim_focus) + ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget + + ImGui::End(); + } + + void ExecCommand(const char* command_line) + { + AddLog("# %s\n", command_line); + + // Insert into history. First find match and delete it so it can be pushed to the back. + // This isn't trying to be smart or optimal. + HistoryPos = -1; + for (int i = History.Size - 1; i >= 0; i--) + if (Stricmp(History[i], command_line) == 0) + { + ImGui::MemFree(History[i]); + History.erase(History.begin() + i); + break; + } + History.push_back(Strdup(command_line)); + + // Process command + if (Stricmp(command_line, "CLEAR") == 0) + { + ClearLog(); + } + else if (Stricmp(command_line, "HELP") == 0) + { + AddLog("Commands:"); + for (int i = 0; i < Commands.Size; i++) + AddLog("- %s", Commands[i]); + } + else if (Stricmp(command_line, "HISTORY") == 0) + { + int first = History.Size - 10; + for (int i = first > 0 ? first : 0; i < History.Size; i++) + AddLog("%3d: %s\n", i, History[i]); + } + else + { + AddLog("Unknown command: '%s'\n", command_line); + } + + // On command input, we scroll to bottom even if AutoScroll==false + ScrollToBottom = true; + } + + // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks + static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) + { + ExampleAppConsole* console = (ExampleAppConsole*)data->UserData; + return console->TextEditCallback(data); + } + + int TextEditCallback(ImGuiInputTextCallbackData* data) + { + //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd); + switch (data->EventFlag) + { + case ImGuiInputTextFlags_CallbackCompletion: + { + // Example of TEXT COMPLETION + + // Locate beginning of current word + const char* word_end = data->Buf + data->CursorPos; + const char* word_start = word_end; + while (word_start > data->Buf) + { + const char c = word_start[-1]; + if (c == ' ' || c == '\t' || c == ',' || c == ';') + break; + word_start--; + } + + // Build a list of candidates + ImVector candidates; + for (int i = 0; i < Commands.Size; i++) + if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0) + candidates.push_back(Commands[i]); + + if (candidates.Size == 0) + { + // No match + AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start); + } + else if (candidates.Size == 1) + { + // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0]); + data->InsertChars(data->CursorPos, " "); + } + else + { + // Multiple matches. Complete as much as we can.. + // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. + int match_len = (int)(word_end - word_start); + for (;;) + { + int c = 0; + bool all_candidates_matches = true; + for (int i = 0; i < candidates.Size && all_candidates_matches; i++) + if (i == 0) + c = toupper(candidates[i][match_len]); + else if (c == 0 || c != toupper(candidates[i][match_len])) + all_candidates_matches = false; + if (!all_candidates_matches) + break; + match_len++; + } + + if (match_len > 0) + { + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); + } + + // List matches + AddLog("Possible matches:\n"); + for (int i = 0; i < candidates.Size; i++) + AddLog("- %s\n", candidates[i]); + } + + break; + } + case ImGuiInputTextFlags_CallbackHistory: + { + // Example of HISTORY + const int prev_history_pos = HistoryPos; + if (data->EventKey == ImGuiKey_UpArrow) + { + if (HistoryPos == -1) + HistoryPos = History.Size - 1; + else if (HistoryPos > 0) + HistoryPos--; + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + if (HistoryPos != -1) + if (++HistoryPos >= History.Size) + HistoryPos = -1; + } + + // A better implementation would preserve the data on the current input line along with cursor position. + if (prev_history_pos != HistoryPos) + { + const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : ""; + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, history_str); + } + } + } + return 0; + } +}; + +static void ShowExampleAppConsole(bool* p_open) +{ + static ExampleAppConsole console; + console.Draw("Example: Console", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +//----------------------------------------------------------------------------- + +// Usage: +// static ExampleAppLog my_log; +// my_log.AddLog("Hello %d world\n", 123); +// my_log.Draw("title"); +struct ExampleAppLog +{ + ImGuiTextBuffer Buf; + ImGuiTextFilter Filter; + ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls. + bool AutoScroll; // Keep scrolling if already at the bottom. + + ExampleAppLog() + { + AutoScroll = true; + Clear(); + } + + void Clear() + { + Buf.clear(); + LineOffsets.clear(); + LineOffsets.push_back(0); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + int old_size = Buf.size(); + va_list args; + va_start(args, fmt); + Buf.appendfv(fmt, args); + va_end(args); + for (int new_size = Buf.size(); old_size < new_size; old_size++) + if (Buf[old_size] == '\n') + LineOffsets.push_back(old_size + 1); + } + + void Draw(const char* title, bool* p_open = NULL) + { + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Main window + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + bool clear = ImGui::Button("Clear"); + ImGui::SameLine(); + bool copy = ImGui::Button("Copy"); + ImGui::SameLine(); + Filter.Draw("Filter", -100.0f); + + ImGui::Separator(); + + if (ImGui::BeginChild("scrolling", ImVec2(0, 0), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (clear) + Clear(); + if (copy) + ImGui::LogToClipboard(); + + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + const char* buf = Buf.begin(); + const char* buf_end = Buf.end(); + if (Filter.IsActive()) + { + // In this example we don't use the clipper when Filter is enabled. + // This is because we don't have random access to the result of our filter. + // A real application processing logs with ten of thousands of entries may want to store the result of + // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). + for (int line_no = 0; line_no < LineOffsets.Size; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + if (Filter.PassFilter(line_start, line_end)) + ImGui::TextUnformatted(line_start, line_end); + } + } + else + { + // The simplest and easy way to display the entire buffer: + // ImGui::TextUnformatted(buf_begin, buf_end); + // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward + // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are + // within the visible area. + // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them + // on your side is recommended. Using ImGuiListClipper requires + // - A) random access into your data + // - B) items all being the same height, + // both of which we can handle since we have an array pointing to the beginning of each line of text. + // When using the filter (in the block of code above) we don't have random access into the data to display + // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make + // it possible (and would be recommended if you want to search through tens of thousands of entries). + ImGuiListClipper clipper; + clipper.Begin(LineOffsets.Size); + while (clipper.Step()) + { + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + ImGui::TextUnformatted(line_start, line_end); + } + } + clipper.End(); + } + ImGui::PopStyleVar(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) + ImGui::SetScrollHereY(1.0f); + } + ImGui::EndChild(); + ImGui::End(); + } +}; + +// Demonstrate creating a simple log window with basic filtering. +static void ShowExampleAppLog(bool* p_open) +{ + static ExampleAppLog log; + + // For the demo: add a debug button _BEFORE_ the normal log window contents + // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. + // Most of the contents of the window will be added by the log.Draw() call. + ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); + ImGui::Begin("Example: Log", p_open); + IMGUI_DEMO_MARKER("Examples/Log"); + if (ImGui::SmallButton("[Debug] Add 5 entries")) + { + static int counter = 0; + const char* categories[3] = { "info", "warn", "error" }; + const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; + for (int n = 0; n < 5; n++) + { + const char* category = categories[counter % IM_ARRAYSIZE(categories)]; + const char* word = words[counter % IM_ARRAYSIZE(words)]; + log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", + ImGui::GetFrameCount(), category, ImGui::GetTime(), word); + counter++; + } + } + ImGui::End(); + + // Actually call in the regular Log helper (which will Begin() into the same window as we just did) + log.Draw("Example: Log", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +//----------------------------------------------------------------------------- + +// Demonstrate create a window with multiple child windows. +static void ShowExampleAppLayout(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); + if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar)) + { + IMGUI_DEMO_MARKER("Examples/Simple layout"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Close", "Ctrl+W")) { *p_open = false; } + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Left + static int selected = 0; + { + ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX); + for (int i = 0; i < 100; i++) + { + // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav + char label[128]; + sprintf(label, "MyObject %d", i); + if (ImGui::Selectable(label, selected == i)) + selected = i; + } + ImGui::EndChild(); + } + ImGui::SameLine(); + + // Right + { + ImGui::BeginGroup(); + ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us + ImGui::Text("MyObject: %d", selected); + ImGui::Separator(); + if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Description")) + { + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Details")) + { + ImGui::Text("ID: 0123456789"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::EndChild(); + if (ImGui::Button("Revert")) {} + ImGui::SameLine(); + if (ImGui::Button("Save")) {} + ImGui::EndGroup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +//----------------------------------------------------------------------------- +// Some of the interactions are a bit lack-luster: +// - We would want pressing validating or leaving the filter to somehow restore focus. +// - We may want more advanced filtering (child nodes) and clipper support: both will need extra work. +// - We would want to customize some keyboard interactions to easily keyboard navigate between the tree and the properties. +//----------------------------------------------------------------------------- + +struct ExampleAppPropertyEditor +{ + ImGuiTextFilter Filter; + ExampleTreeNode* VisibleNode = NULL; + + void Draw(ExampleTreeNode* root_node) + { + // Left side: draw tree + // - Currently using a table to benefit from RowBg feature + if (ImGui::BeginChild("##tree", ImVec2(300, 0), ImGuiChildFlags_ResizeX | ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened)) + { + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F, ImGuiInputFlags_Tooltip); + ImGui::PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + if (ImGui::InputTextWithHint("##Filter", "incl,-excl", Filter.InputBuf, IM_ARRAYSIZE(Filter.InputBuf), ImGuiInputTextFlags_EscapeClearsAll)) + Filter.Build(); + ImGui::PopItemFlag(); + + if (ImGui::BeginTable("##bg", 1, ImGuiTableFlags_RowBg)) + { + for (ExampleTreeNode* node : root_node->Childs) + if (Filter.PassFilter(node->Name)) // Filter root node + DrawTreeNode(node); + ImGui::EndTable(); + } + } + ImGui::EndChild(); + + // Right side: draw properties + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + if (ExampleTreeNode* node = VisibleNode) + { + ImGui::Text("%s", node->Name); + ImGui::TextDisabled("UID: 0x%08X", node->UID); + ImGui::Separator(); + if (ImGui::BeginTable("##properties", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY)) + { + // Push object ID after we entered the table, so table is shared for all objects + ImGui::PushID((int)node->UID); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 2.0f); // Default twice larger + if (node->HasData) + { + // In a typical application, the structure description would be derived from a data-driven system. + // - We try to mimic this with our ExampleMemberInfo structure and the ExampleTreeNodeMemberInfos[] array. + // - Limits and some details are hard-coded to simplify the demo. + for (const ExampleMemberInfo& field_desc : ExampleTreeNodeMemberInfos) + { + ImGui::TableNextRow(); + ImGui::PushID(field_desc.Name); + ImGui::TableNextColumn(); + ImGui::AlignTextToFramePadding(); + ImGui::TextUnformatted(field_desc.Name); + ImGui::TableNextColumn(); + void* field_ptr = (void*)(((unsigned char*)node) + field_desc.Offset); + switch (field_desc.DataType) + { + case ImGuiDataType_Bool: + { + IM_ASSERT(field_desc.DataCount == 1); + ImGui::Checkbox("##Editor", (bool*)field_ptr); + break; + } + case ImGuiDataType_S32: + { + int v_min = INT_MIN, v_max = INT_MAX; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, 1.0f, &v_min, &v_max); + break; + } + case ImGuiDataType_Float: + { + float v_min = 0.0f, v_max = 1.0f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SliderScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, &v_min, &v_max); + break; + } + case ImGuiDataType_String: + { + ImGui::InputText("##Editor", reinterpret_cast(field_ptr), 28); + break; + } + } + ImGui::PopID(); + } + } + ImGui::PopID(); + ImGui::EndTable(); + } + } + ImGui::EndGroup(); + } + + void DrawTreeNode(ExampleTreeNode* node) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::PushID(node->UID); + ImGuiTreeNodeFlags tree_flags = ImGuiTreeNodeFlags_None; + tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; // Standard opening mode as we are likely to want to add selection afterwards + tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Left arrow support + if (node == VisibleNode) + tree_flags |= ImGuiTreeNodeFlags_Selected; + if (node->Childs.Size == 0) + tree_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet; + if (node->DataMyBool == false) + ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetStyle().Colors[ImGuiCol_TextDisabled]); + bool node_open = ImGui::TreeNodeEx("", tree_flags, "%s", node->Name); + if (node->DataMyBool == false) + ImGui::PopStyleColor(); + if (ImGui::IsItemFocused()) + VisibleNode = node; + if (node_open) + { + for (ExampleTreeNode* child : node->Childs) + DrawTreeNode(child); + ImGui::TreePop(); + } + ImGui::PopID(); + } +}; + +// Demonstrate creating a simple property editor. +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data) +{ + ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Property editor", p_open)) + { + ImGui::End(); + return; + } + + IMGUI_DEMO_MARKER("Examples/Property Editor"); + static ExampleAppPropertyEditor property_editor; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); + property_editor.Draw(demo_data->DemoTree); + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +//----------------------------------------------------------------------------- + +// Demonstrate/test rendering huge amount of text, and the incidence of clipping. +static void ShowExampleAppLongText(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Long text display", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Long text display"); + + static int test_type = 0; + static ImGuiTextBuffer log; + static int lines = 0; + ImGui::Text("Printing unusually long amount of text."); + ImGui::Combo("Test type", &test_type, + "Single call to TextUnformatted()\0" + "Multiple calls to Text(), clipped\0" + "Multiple calls to Text(), not clipped (slow)\0"); + ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); + if (ImGui::Button("Clear")) { log.clear(); lines = 0; } + ImGui::SameLine(); + if (ImGui::Button("Add 1000 lines")) + { + for (int i = 0; i < 1000; i++) + log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i); + lines += 1000; + } + ImGui::BeginChild("Log"); + switch (test_type) + { + case 0: + // Single call to TextUnformatted() with a big buffer + ImGui::TextUnformatted(log.begin(), log.end()); + break; + case 1: + { + // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiListClipper clipper; + clipper.Begin(lines); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + case 2: + // Multiple calls to Text(), not clipped (slow) + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int i = 0; i < lines; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + ImGui::EndChild(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window which gets auto-resized according to its content. +static void ShowExampleAppAutoResize(bool* p_open) +{ + if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Auto-resizing window"); + + static int lines = 10; + ImGui::TextUnformatted( + "Window will resize every-frame to the size of its content.\n" + "Note that you probably don't want to query the window size to\n" + "output your content because that would create a feedback loop."); + ImGui::SliderInt("Number of lines", &lines, 1, 20); + for (int i = 0; i < lines; i++) + ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window with custom resize constraints. +// Note that size constraints currently don't work on a docked window (when in 'docking' branch) +static void ShowExampleAppConstrainedResize(bool* p_open) +{ + struct CustomConstraints + { + // Helper functions to demonstrate programmatic constraints + // FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier. + // FIXME: None of the three demos works consistently when resizing from borders. + static void AspectRatio(ImGuiSizeCallbackData* data) + { + float aspect_ratio = *(float*)data->UserData; + data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio); + } + static void Square(ImGuiSizeCallbackData* data) + { + data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); + } + static void Step(ImGuiSizeCallbackData* data) + { + float step = *(float*)data->UserData; + data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); + } + }; + + const char* test_desc[] = + { + "Between 100x100 and 500x500", + "At least 100x100", + "Resize vertical + lock current width", + "Resize horizontal + lock current height", + "Width Between 400 and 500", + "Height at least 400", + "Custom: Aspect Ratio 16:9", + "Custom: Always Square", + "Custom: Fixed Steps (100)", + }; + + // Options + static bool auto_resize = false; + static bool window_padding = true; + static int type = 6; // Aspect Ratio + static int display_lines = 10; + + // Submit constraint + float aspect_ratio = 16.0f / 9.0f; + float fixed_step = 100.0f; + if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500)); // Between 100x100 and 500x500 + if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 + if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Resize vertical + lock current width + if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Resize horizontal + lock current height + if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width Between and 400 and 500 + if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, FLT_MAX)); // Height at least 400 + if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio); // Aspect ratio + if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square + if (type == 8) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step); // Fixed Step + + // Submit window + if (!window_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + const ImGuiWindowFlags window_flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; + const bool window_open = ImGui::Begin("Example: Constrained Resize", p_open, window_flags); + if (!window_padding) + ImGui::PopStyleVar(); + if (window_open) + { + IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); + if (ImGui::GetIO().KeyShift) + { + // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture. + ImVec2 avail_size = ImGui::GetContentRegionAvail(); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size); + ImGui::SetCursorScreenPos(ImVec2(pos.x + 10, pos.y + 10)); + ImGui::Text("%.2f x %.2f", avail_size.x, avail_size.y); + } + else + { + ImGui::Text("(Hold SHIFT to display a dummy viewport)"); + if (ImGui::IsWindowDocked()) + ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!"); + if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); + if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); + if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); + ImGui::Checkbox("Auto-resize", &auto_resize); + ImGui::Checkbox("Window padding", &window_padding); + for (int i = 0; i < display_lines; i++) + ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple static window with no decoration +// + a context-menu to choose which corner of the screen to use. +static void ShowExampleAppSimpleOverlay(bool* p_open) +{ + static int location = 0; + ImGuiIO& io = ImGui::GetIO(); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; + if (location >= 0) + { + const float PAD = 10.0f; + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any! + ImVec2 work_size = viewport->WorkSize; + ImVec2 window_pos, window_pos_pivot; + window_pos.x = (location & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); + window_pos.y = (location & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); + window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f; + window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f; + ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); + ImGui::SetNextWindowViewport(viewport->ID); + window_flags |= ImGuiWindowFlags_NoMove; + } + else if (location == -2) + { + // Center window + ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + window_flags |= ImGuiWindowFlags_NoMove; + } + ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background + if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) + { + IMGUI_DEMO_MARKER("Examples/Simple Overlay"); + ImGui::Text("Simple overlay\n" "(right-click to change position)"); + ImGui::Separator(); + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse Position: "); + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::MenuItem("Custom", NULL, location == -1)) location = -1; + if (ImGui::MenuItem("Center", NULL, location == -2)) location = -2; + if (ImGui::MenuItem("Top-left", NULL, location == 0)) location = 0; + if (ImGui::MenuItem("Top-right", NULL, location == 1)) location = 1; + if (ImGui::MenuItem("Bottom-left", NULL, location == 2)) location = 2; + if (ImGui::MenuItem("Bottom-right", NULL, location == 3)) location = 3; + if (p_open && ImGui::MenuItem("Close")) *p_open = false; + ImGui::EndPopup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window covering the entire screen/viewport +static void ShowExampleAppFullscreen(bool* p_open) +{ + static bool use_work_area = true; + static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings; + + // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) + // Based on your use case you may want one or the other. + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos); + ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); + + if (ImGui::Begin("Example: Fullscreen window", p_open, flags)) + { + ImGui::Checkbox("Use work area instead of main area", &use_work_area); + ImGui::SameLine(); + HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); + + ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar); + ImGui::Unindent(); + + if (p_open && ImGui::Button("Close this window")) + *p_open = false; + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() +//----------------------------------------------------------------------------- + +// Demonstrate the use of "##" and "###" in identifiers to manipulate ID generation. +// This applies to all regular items as well. +// Read FAQ section "How can I have multiple widgets with the same label?" for details. +static void ShowExampleAppWindowTitles(bool*) +{ + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + const ImVec2 base_pos = viewport->Pos; + + // By default, Windows are uniquely identified by their title. + // You can use the "##" and "###" markers to manipulate the display/ID. + + // Using "##" to display same title but have unique identifier. + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##1"); + IMGUI_DEMO_MARKER("Examples/Manipulating window titles"); + ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); + ImGui::End(); + + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##2"); + ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); + ImGui::End(); + + // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" + char buf[128]; + sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver); + ImGui::Begin(buf); + ImGui::Text("This window has a changing title."); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +//----------------------------------------------------------------------------- + +// Add a |_| looking shape +static void PathConcaveShape(ImDrawList* draw_list, float x, float y, float sz) +{ + const ImVec2 pos_norms[] = { { 0.0f, 0.0f }, { 0.3f, 0.0f }, { 0.3f, 0.7f }, { 0.7f, 0.7f }, { 0.7f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 1.0f } }; + for (const ImVec2& p : pos_norms) + draw_list->PathLineTo(ImVec2(x + 0.5f + (int)(sz * p.x), y + 0.5f + (int)(sz * p.y))); +} + +// Demonstrate using the low-level ImDrawList to draw custom shapes. +static void ShowExampleAppCustomRendering(bool* p_open) +{ + if (!ImGui::Begin("Example: Custom rendering", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Custom Rendering"); + + // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of + // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your + // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not + // exposed outside (to avoid messing with your types) In this example we are not using the maths operators! + + if (ImGui::BeginTabBar("##TabBar")) + { + if (ImGui::BeginTabItem("Primitives")) + { + ImGui::PushItemWidth(-ImGui::GetFontSize() * 15); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + // Draw gradients + // (note that those are currently exacerbating our sRGB/Linear issues) + // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. + ImGui::Text("Gradients"); + ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight()); + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient1", gradient_size); + } + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient2", gradient_size); + } + + // Draw a bunch of primitives + ImGui::Text("All primitives"); + static float sz = 36.0f; + static float thickness = 3.0f; + static int ngon_sides = 6; + static bool circle_segments_override = false; + static int circle_segments_override_v = 12; + static bool curve_segments_override = false; + static int curve_segments_override_v = 8; + static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f"); + ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); + ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12); + ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40); + ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40); + ImGui::ColorEdit4("Color", &colf.x); + + const ImVec2 p = ImGui::GetCursorScreenPos(); + const ImU32 col = ImColor(colf); + const float spacing = 10.0f; + const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight; + const float rounding = sz / 5.0f; + const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; + const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; + const ImVec2 cp3[3] = { ImVec2(0.0f, sz * 0.6f), ImVec2(sz * 0.5f, -sz * 0.4f), ImVec2(sz, sz) }; // Control points for curves + const ImVec2 cp4[4] = { ImVec2(0.0f, 0.0f), ImVec2(sz * 1.3f, sz * 0.3f), ImVec2(sz - sz * 1.3f, sz - sz * 0.3f), ImVec2(sz, sz) }; + + float x = p.x + 4.0f; + float y = p.y + 4.0f; + for (int n = 0; n < 2; n++) + { + // First line uses a thickness of 1.0f, second line uses the configurable thickness + float th = (n == 0) ? 1.0f : thickness; + draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle + draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle + //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathStroke(col, ImDrawFlags_Closed, th); x += sz + spacing; // Concave Shape + //draw_list->AddPolyline(concave_shape, IM_ARRAYSIZE(concave_shape), col, ImDrawFlags_Closed, th); + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + + // Path + draw_list->PathArcTo(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, 3.141592f, 3.141592f * -0.5f); + draw_list->PathStroke(col, ImDrawFlags_None, th); + x += sz + spacing; + + // Quadratic Bezier Curve (3 control points) + draw_list->AddBezierQuadratic(ImVec2(x + cp3[0].x, y + cp3[0].y), ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), col, th, curve_segments); + x += sz + spacing; + + // Cubic Bezier Curve (4 control points) + draw_list->AddBezierCubic(ImVec2(x + cp4[0].x, y + cp4[0].y), ImVec2(x + cp4[1].x, y + cp4[1].y), ImVec2(x + cp4[2].x, y + cp4[2].y), ImVec2(x + cp4[3].x, y + cp4[3].y), col, th, curve_segments); + + x = p.x + 4; + y += sz + spacing; + } + + // Filled shapes + draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, ngon_sides); x += sz + spacing; // N-gon + draw_list->AddCircleFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, circle_segments); x += sz + spacing; // Circle + draw_list->AddEllipseFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), ImVec2(sz * 0.5f, sz * 0.3f), col, -0.3f, circle_segments); x += sz + spacing;// Ellipse + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle + //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathFillConcave(col); x += sz + spacing; // Concave shape + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) + + // Path + draw_list->PathArcTo(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, 3.141592f * -0.5f, 3.141592f); + draw_list->PathFillConvex(col); + x += sz + spacing; + + // Quadratic Bezier Curve (3 control points) + draw_list->PathLineTo(ImVec2(x + cp3[0].x, y + cp3[0].y)); + draw_list->PathBezierQuadraticCurveTo(ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), curve_segments); + draw_list->PathFillConvex(col); + x += sz + spacing; + + draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); + x += sz + spacing; + + ImGui::Dummy(ImVec2((sz + spacing) * 13.2f, (sz + spacing) * 3.0f)); + ImGui::PopItemWidth(); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Canvas")) + { + static ImVector points; + static ImVec2 scrolling(0.0f, 0.0f); + static bool opt_enable_grid = true; + static bool opt_enable_context_menu = true; + static bool adding_line = false; + + ImGui::Checkbox("Enable grid", &opt_enable_grid); + ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); + ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); + + // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. + // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. + // To use a child window instead we could use, e.g: + // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding + // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); + // ImGui::PopStyleColor(); + // ImGui::PopStyleVar(); + // [...] + // ImGui::EndChild(); + + // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() + ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available + if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f; + if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f; + ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); + + // Draw border and background color + ImGuiIO& io = ImGui::GetIO(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)); + draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)); + + // This will catch our interactions + ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight); + const bool is_hovered = ImGui::IsItemHovered(); // Hovered + const bool is_active = ImGui::IsItemActive(); // Held + const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin + const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y); + + // Add first and second point + if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) + { + points.push_back(mouse_pos_in_canvas); + points.push_back(mouse_pos_in_canvas); + adding_line = true; + } + if (adding_line) + { + points.back() = mouse_pos_in_canvas; + if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) + adding_line = false; + } + + // Pan (we use a zero mouse threshold when there's no context menu) + // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. + const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f; + if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) + { + scrolling.x += io.MouseDelta.x; + scrolling.y += io.MouseDelta.y; + } + + // Context menu (under default mouse threshold) + ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); + if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f) + ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + if (ImGui::BeginPopup("context")) + { + if (adding_line) + points.resize(points.size() - 2); + adding_line = false; + if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); } + if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); } + ImGui::EndPopup(); + } + + // Draw grid + all lines in the canvas + draw_list->PushClipRect(canvas_p0, canvas_p1, true); + if (opt_enable_grid) + { + const float GRID_STEP = 64.0f; + for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40)); + for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); + } + for (int n = 0; n < points.Size; n += 2) + draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); + draw_list->PopClipRect(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("BG/FG draw lists")) + { + static bool draw_bg = true; + static bool draw_fg = true; + ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); + ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); + ImVec2 window_pos = ImGui::GetWindowPos(); + ImVec2 window_size = ImGui::GetWindowSize(); + ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); + if (draw_bg) + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4); + if (draw_fg) + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); + ImGui::EndTabItem(); + } + + // Demonstrate out-of-order rendering via channels splitting + // We use functions in ImDrawList as each draw list contains a convenience splitter, + // but you can also instantiate your own ImDrawListSplitter if you need to nest them. + if (ImGui::BeginTabItem("Draw Channels")) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + { + ImGui::Text("Blue shape is drawn first: appears in back"); + ImGui::Text("Red shape is drawn after: appears in front"); + ImVec2 p0 = ImGui::GetCursorScreenPos(); + draw_list->AddRectFilled(ImVec2(p0.x, p0.y), ImVec2(p0.x + 50, p0.y + 50), IM_COL32(0, 0, 255, 255)); // Blue + draw_list->AddRectFilled(ImVec2(p0.x + 25, p0.y + 25), ImVec2(p0.x + 75, p0.y + 75), IM_COL32(255, 0, 0, 255)); // Red + ImGui::Dummy(ImVec2(75, 75)); + } + ImGui::Separator(); + { + ImGui::Text("Blue shape is drawn first, into channel 1: appears in front"); + ImGui::Text("Red shape is drawn after, into channel 0: appears in back"); + ImVec2 p1 = ImGui::GetCursorScreenPos(); + + // Create 2 channels and draw a Blue shape THEN a Red shape. + // You can create any number of channels. Tables API use 1 channel per column in order to better batch draw calls. + draw_list->ChannelsSplit(2); + draw_list->ChannelsSetCurrent(1); + draw_list->AddRectFilled(ImVec2(p1.x, p1.y), ImVec2(p1.x + 50, p1.y + 50), IM_COL32(0, 0, 255, 255)); // Blue + draw_list->ChannelsSetCurrent(0); + draw_list->AddRectFilled(ImVec2(p1.x + 25, p1.y + 25), ImVec2(p1.x + 75, p1.y + 75), IM_COL32(255, 0, 0, 255)); // Red + + // Flatten/reorder channels. Red shape is in channel 0 and it appears below the Blue shape in channel 1. + // This works by copying draw indices only (vertices are not copied). + draw_list->ChannelsMerge(); + ImGui::Dummy(ImVec2(75, 75)); + ImGui::Text("After reordering, contents of channel 0 appears below channel 1."); + } + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +//----------------------------------------------------------------------------- + +// Demonstrate using DockSpace() to create an explicit docking node within an existing window. +// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! +// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. +// - Drag from window menu button (upper-left button) to undock an entire node (all windows). +// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. +// About dockspaces: +// - Use DockSpace() to create an explicit dock node _within_ an existing window. +// - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. +// This is often used with ImGuiDockNodeFlags_PassthruCentralNode. +// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! (*) +// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. +// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. +// (*) because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node, +// because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can create +// your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to use. +void ShowExampleAppDockSpace(bool* p_open) +{ + // READ THIS !!! + // TL;DR; this demo is more complicated than what most users you would normally use. + // If we remove all options we are showcasing, this demo would become: + // void ShowExampleAppDockSpace() + // { + // ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport()); + // } + // In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below! + // In this specific demo, we are not using DockSpaceOverViewport() because: + // - (1) we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false) + // - (2) we allow the host window to have padding (when opt_padding == true) + // - (3) we expose many flags and need a way to have them visible. + // - (4) we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() + // in your code, but we don't here because we allow the window to be floating) + + static bool opt_fullscreen = true; + static bool opt_padding = false; + static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; + + // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, + // because it would be confusing to have two docking targets within each others. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; + if (opt_fullscreen) + { + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(viewport->WorkPos); + ImGui::SetNextWindowSize(viewport->WorkSize); + ImGui::SetNextWindowViewport(viewport->ID); + ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + } + else + { + dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; + } + + // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background + // and handle the pass-thru hole, so we ask Begin() to not render a background. + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + window_flags |= ImGuiWindowFlags_NoBackground; + + // Important: note that we proceed even if Begin() returns false (aka window is collapsed). + // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, + // all active windows docked into it will lose their parent and become undocked. + // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise + // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. + if (!opt_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + ImGui::Begin("DockSpace Demo", p_open, window_flags); + if (!opt_padding) + ImGui::PopStyleVar(); + + if (opt_fullscreen) + ImGui::PopStyleVar(2); + + // Submit the DockSpace + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); + } + else + { + ShowDockingDisabledMessage(); + } + + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Options")) + { + // Disabling fullscreen would allow the window to be moved to the front of other windows, + // which we can't undo at the moment without finer window depth/z control. + ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen); + ImGui::MenuItem("Padding", NULL, &opt_padding); + ImGui::Separator(); + + if (ImGui::MenuItem("Flag: NoDockingOverCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingOverCentralNode; } + if (ImGui::MenuItem("Flag: NoDockingSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingSplit) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingSplit; } + if (ImGui::MenuItem("Flag: NoUndocking", "", (dockspace_flags & ImGuiDockNodeFlags_NoUndocking) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoUndocking; } + if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoResize; } + if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; } + if (ImGui::MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) { dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; } + ImGui::Separator(); + + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + HelpMarker( + "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n" + "- Drag from window title bar or their tab to dock/undock." "\n" + "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n" + "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n" + "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)" "\n" + "This demo app has nothing to do with enabling docking!" "\n\n" + "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n" + "Read comments in ShowExampleAppDockSpace() for more details."); + + ImGui::EndMenuBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +//----------------------------------------------------------------------------- + +// Simplified structure to mimic a Document model +struct MyDocument +{ + char Name[32]; // Document title + int UID; // Unique ID (necessary as we can change title) + bool Open; // Set when open (we keep an array of all available documents to simplify demo code!) + bool OpenPrev; // Copy of Open from last update. + bool Dirty; // Set when the document has been modified + ImVec4 Color; // An arbitrary variable associated to the document + + MyDocument(int uid, const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) + { + UID = uid; + snprintf(Name, sizeof(Name), "%s", name); + Open = OpenPrev = open; + Dirty = false; + Color = color; + } + void DoOpen() { Open = true; } + void DoForceClose() { Open = false; Dirty = false; } + void DoSave() { Dirty = false; } +}; + +struct ExampleAppDocuments +{ + ImVector Documents; + ImVector CloseQueue; + MyDocument* RenamingDoc = NULL; + bool RenamingStarted = false; + + ExampleAppDocuments() + { + Documents.push_back(MyDocument(0, "Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(1, "Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); + Documents.push_back(MyDocument(2, "Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); + Documents.push_back(MyDocument(3, "Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(4, "A Rather Long Title", false, ImVec4(0.4f, 0.8f, 0.8f, 1.0f))); + Documents.push_back(MyDocument(5, "Some Document", false, ImVec4(0.8f, 0.8f, 1.0f, 1.0f))); + } + + // As we allow to change document name, we append a never-changing document ID so tabs are stable + void GetTabName(MyDocument* doc, char* out_buf, size_t out_buf_size) + { + snprintf(out_buf, out_buf_size, "%s###doc%d", doc->Name, doc->UID); + } + + // Display placeholder contents for the Document + void DisplayDocContents(MyDocument* doc) + { + ImGui::PushID(doc); + ImGui::Text("Document \"%s\"", doc->Name); + ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); + ImGui::PopStyleColor(); + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_R, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Rename..")) + { + RenamingDoc = doc; + RenamingStarted = true; + } + ImGui::SameLine(); + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_M, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Modify")) + doc->Dirty = true; + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Save")) + doc->DoSave(); + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_W, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Close")) + CloseQueue.push_back(doc); + ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. + ImGui::PopID(); + } + + // Display context menu for the Document + void DisplayDocContextMenu(MyDocument* doc) + { + if (!ImGui::BeginPopupContextItem()) + return; + + char buf[256]; + sprintf(buf, "Save %s", doc->Name); + if (ImGui::MenuItem(buf, "Ctrl+S", false, doc->Open)) + doc->DoSave(); + if (ImGui::MenuItem("Rename...", "Ctrl+R", false, doc->Open)) + RenamingDoc = doc; + if (ImGui::MenuItem("Close", "Ctrl+W", false, doc->Open)) + CloseQueue.push_back(doc); + ImGui::EndPopup(); + } + + // [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. + // If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, + // as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for + // the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has + // disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively + // give the impression of a flicker for one frame. + // We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. + // Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. + void NotifyOfDocumentsClosedElsewhere() + { + for (MyDocument& doc : Documents) + { + if (!doc.Open && doc.OpenPrev) + ImGui::SetTabItemClosed(doc.Name); + doc.OpenPrev = doc.Open; + } + } +}; + +void ShowExampleAppDocuments(bool* p_open) +{ + static ExampleAppDocuments app; + + // Options + enum Target + { + Target_None, + Target_Tab, // Create documents as local tab into a local tab bar + Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace + }; + static Target opt_target = Target_Tab; + static bool opt_reorderable = true; + static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; + + // When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") + // that we emit gets docked into the same spot as the parent window ("Example: Documents"). + // This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab + // not visible, which in turn would stop submitting the "Eggplant" window. + // We avoid this problem by submitting our documents window even if our parent window is not currently visible. + // Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking. + + bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); + if (!window_contents_visible && opt_target != Target_DockSpaceAndWindow) + { + ImGui::End(); + return; + } + + // Menu + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + int open_count = 0; + for (MyDocument& doc : app.Documents) + open_count += doc.Open ? 1 : 0; + + if (ImGui::BeginMenu("Open", open_count < app.Documents.Size)) + { + for (MyDocument& doc : app.Documents) + if (!doc.Open && ImGui::MenuItem(doc.Name)) + doc.DoOpen(); + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) + for (MyDocument& doc : app.Documents) + app.CloseQueue.push_back(&doc); + if (ImGui::MenuItem("Exit") && p_open) + *p_open = false; + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // [Debug] List documents with one checkbox for each + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument& doc = app.Documents[doc_n]; + if (doc_n > 0) + ImGui::SameLine(); + ImGui::PushID(&doc); + if (ImGui::Checkbox(doc.Name, &doc.Open)) + if (!doc.Open) + doc.DoForceClose(); + ImGui::PopID(); + } + ImGui::PushItemWidth(ImGui::GetFontSize() * 12); + ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0"); + ImGui::PopItemWidth(); + bool redock_all = false; + if (opt_target == Target_Tab) { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); } + if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); } + + ImGui::Separator(); + + // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags. + // They have multiple effects: + // - Display a dot next to the title. + // - Tab is selected when clicking the X close button. + // - Closure is not assumed (will wait for user to stop submitting the tab). + // Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + // We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty + // hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. + // The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. + + // Tabs + if (opt_target == Target_Tab) + { + ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; + if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) + { + if (opt_reorderable) + app.NotifyOfDocumentsClosedElsewhere(); + + // [DEBUG] Stress tests + //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. + //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. + + // Submit Tabs + for (MyDocument& doc : app.Documents) + { + if (!doc.Open) + continue; + + // As we allow to change document name, we append a never-changing document id so tabs are stable + char doc_name_buf[64]; + app.GetTabName(&doc, doc_name_buf, sizeof(doc_name_buf)); + ImGuiTabItemFlags tab_flags = (doc.Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); + bool visible = ImGui::BeginTabItem(doc_name_buf, &doc.Open, tab_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc.Open && doc.Dirty) + { + doc.Open = true; + app.CloseQueue.push_back(&doc); + } + + app.DisplayDocContextMenu(&doc); + if (visible) + { + app.DisplayDocContents(&doc); + ImGui::EndTabItem(); + } + } + + ImGui::EndTabBar(); + } + } + else if (opt_target == Target_DockSpaceAndWindow) + { + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + app.NotifyOfDocumentsClosedElsewhere(); + + // Create a DockSpace node where any window can be docked + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id); + + // Create Windows + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + continue; + + ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver); + ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0); + bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc->Open && doc->Dirty) + { + doc->Open = true; + app.CloseQueue.push_back(doc); + } + + app.DisplayDocContextMenu(doc); + if (visible) + app.DisplayDocContents(doc); + + ImGui::End(); + } + } + else + { + ShowDockingDisabledMessage(); + } + } + + // Early out other contents + if (!window_contents_visible) + { + ImGui::End(); + return; + } + + // Display renaming UI + if (app.RenamingDoc != NULL) + { + if (app.RenamingStarted) + ImGui::OpenPopup("Rename"); + if (ImGui::BeginPopup("Rename")) + { + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 30); + if (ImGui::InputText("###Name", app.RenamingDoc->Name, IM_ARRAYSIZE(app.RenamingDoc->Name), ImGuiInputTextFlags_EnterReturnsTrue)) + { + ImGui::CloseCurrentPopup(); + app.RenamingDoc = NULL; + } + if (app.RenamingStarted) + ImGui::SetKeyboardFocusHere(-1); + ImGui::EndPopup(); + } + else + { + app.RenamingDoc = NULL; + } + app.RenamingStarted = false; + } + + // Display closing confirmation UI + if (!app.CloseQueue.empty()) + { + int close_queue_unsaved_documents = 0; + for (int n = 0; n < app.CloseQueue.Size; n++) + if (app.CloseQueue[n]->Dirty) + close_queue_unsaved_documents++; + + if (close_queue_unsaved_documents == 0) + { + // Close documents when all are unsaved + for (int n = 0; n < app.CloseQueue.Size; n++) + app.CloseQueue[n]->DoForceClose(); + app.CloseQueue.clear(); + } + else + { + if (!ImGui::IsPopupOpen("Save?")) + ImGui::OpenPopup("Save?"); + if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("Save change to the following items?"); + float item_height = ImGui::GetTextLineHeightWithSpacing(); + if (ImGui::BeginChild(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height), ImGuiChildFlags_FrameStyle)) + for (MyDocument* doc : app.CloseQueue) + if (doc->Dirty) + ImGui::Text("%s", doc->Name); + ImGui::EndChild(); + + ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f); + if (ImGui::Button("Yes", button_size)) + { + for (MyDocument* doc : app.CloseQueue) + { + if (doc->Dirty) + doc->DoSave(); + doc->DoForceClose(); + } + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("No", button_size)) + { + for (MyDocument* doc : app.CloseQueue) + doc->DoForceClose(); + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("Cancel", button_size)) + { + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::EndPopup(); + } + } + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() +//----------------------------------------------------------------------------- + +//#include "imgui_internal.h" // NavMoveRequestTryWrapping() + +struct ExampleAsset +{ + ImGuiID ID; + int Type; + + ExampleAsset(ImGuiID id, int type) { ID = id; Type = type; } + + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, ExampleAsset* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), ExampleAsset::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const ExampleAsset* a = (const ExampleAsset*)lhs; + const ExampleAsset* b = (const ExampleAsset*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + if (sort_spec->ColumnIndex == 0) + delta = ((int)a->ID - (int)b->ID); + else if (sort_spec->ColumnIndex == 1) + delta = (a->Type - b->Type); + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + return ((int)a->ID - (int)b->ID); + } +}; +const ImGuiTableSortSpecs* ExampleAsset::s_current_sort_specs = NULL; + +struct ExampleAssetsBrowser +{ + // Options + bool ShowTypeOverlay = true; + bool AllowSorting = true; + bool AllowDragUnselected = false; + bool AllowBoxSelect = true; + float IconSize = 32.0f; + int IconSpacing = 10; + int IconHitSpacing = 4; // Increase hit-spacing if you want to make it possible to clear or box-select from gaps. Some spacing is required to able to amend with Shift+box-select. Value is small in Explorer. + bool StretchSpacing = true; + + // State + ImVector Items; // Our items + ExampleSelectionWithDeletion Selection; // Our selection (ImGuiSelectionBasicStorage + helper funcs to handle deletion) + ImGuiID NextItemId = 0; // Unique identifier when creating new items + bool RequestDelete = false; // Deferred deletion request + bool RequestSort = false; // Deferred sort request + float ZoomWheelAccum = 0.0f; // Mouse wheel accumulator to handle smooth wheels better + + // Calculated sizes for layout, output of UpdateLayoutSizes(). Could be locals but our code is simpler this way. + ImVec2 LayoutItemSize; + ImVec2 LayoutItemStep; // == LayoutItemSize + LayoutItemSpacing + float LayoutItemSpacing = 0.0f; + float LayoutSelectableSpacing = 0.0f; + float LayoutOuterPadding = 0.0f; + int LayoutColumnCount = 0; + int LayoutLineCount = 0; + + // Functions + ExampleAssetsBrowser() + { + AddItems(10000); + } + void AddItems(int count) + { + if (Items.Size == 0) + NextItemId = 0; + Items.reserve(Items.Size + count); + for (int n = 0; n < count; n++, NextItemId++) + Items.push_back(ExampleAsset(NextItemId, (NextItemId % 20) < 15 ? 0 : (NextItemId % 20) < 18 ? 1 : 2)); + RequestSort = true; + } + void ClearItems() + { + Items.clear(); + Selection.Clear(); + } + + // Logic would be written in the main code BeginChild() and outputing to local variables. + // We extracted it into a function so we can call it easily from multiple places. + void UpdateLayoutSizes(float avail_width) + { + // Layout: when not stretching: allow extending into right-most spacing. + LayoutItemSpacing = (float)IconSpacing; + if (StretchSpacing == false) + avail_width += floorf(LayoutItemSpacing * 0.5f); + + // Layout: calculate number of icon per line and number of lines + LayoutItemSize = ImVec2(floorf(IconSize), floorf(IconSize)); + LayoutColumnCount = IM_MAX((int)(avail_width / (LayoutItemSize.x + LayoutItemSpacing)), 1); + LayoutLineCount = (Items.Size + LayoutColumnCount - 1) / LayoutColumnCount; + + // Layout: when stretching: allocate remaining space to more spacing. Round before division, so item_spacing may be non-integer. + if (StretchSpacing && LayoutColumnCount > 1) + LayoutItemSpacing = floorf(avail_width - LayoutItemSize.x * LayoutColumnCount) / LayoutColumnCount; + + LayoutItemStep = ImVec2(LayoutItemSize.x + LayoutItemSpacing, LayoutItemSize.y + LayoutItemSpacing); + LayoutSelectableSpacing = IM_MAX(floorf(LayoutItemSpacing) - IconHitSpacing, 0.0f); + LayoutOuterPadding = floorf(LayoutItemSpacing * 0.5f); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(IconSize * 25, IconSize * 15), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open, ImGuiWindowFlags_MenuBar)) + { + ImGui::End(); + return; + } + + // Menu bar + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Add 10000 items")) + AddItems(10000); + if (ImGui::MenuItem("Clear items")) + ClearItems(); + ImGui::Separator(); + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Options")) + { + ImGui::PushItemWidth(ImGui::GetFontSize() * 10); + + ImGui::SeparatorText("Contents"); + ImGui::Checkbox("Show Type Overlay", &ShowTypeOverlay); + ImGui::Checkbox("Allow Sorting", &AllowSorting); + + ImGui::SeparatorText("Selection Behavior"); + ImGui::Checkbox("Allow dragging unselected item", &AllowDragUnselected); + ImGui::Checkbox("Allow box-selection", &AllowBoxSelect); + + ImGui::SeparatorText("Layout"); + ImGui::SliderFloat("Icon Size", &IconSize, 16.0f, 128.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Use CTRL+Wheel to zoom"); + ImGui::SliderInt("Icon Spacing", &IconSpacing, 0, 32); + ImGui::SliderInt("Icon Hit Spacing", &IconHitSpacing, 0, 32); + ImGui::Checkbox("Stretch Spacing", &StretchSpacing); + ImGui::PopItemWidth(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Show a table with ONLY one header row to showcase the idea/possibility of using this to provide a sorting UI + if (AllowSorting) + { + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiTableFlags table_flags_for_sort_specs = ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("for_sort_specs_only", 2, table_flags_for_sort_specs, ImVec2(0.0f, ImGui::GetFrameHeight()))) + { + ImGui::TableSetupColumn("Index"); + ImGui::TableSetupColumn("Type"); + ImGui::TableHeadersRow(); + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty || RequestSort) + { + ExampleAsset::SortWithSortSpecs(sort_specs, Items.Data, Items.Size); + sort_specs->SpecsDirty = RequestSort = false; + } + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + } + + ImGuiIO& io = ImGui::GetIO(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.y + LayoutItemSpacing))); + if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove)) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + const float avail_width = ImGui::GetContentRegionAvail().x; + UpdateLayoutSizes(avail_width); + + // Calculate and store start position. + ImVec2 start_pos = ImGui::GetCursorScreenPos(); + start_pos = ImVec2(start_pos.x + LayoutOuterPadding, start_pos.y + LayoutOuterPadding); + ImGui::SetCursorScreenPos(start_pos); + + // Multi-select + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_ClearOnClickVoid; + + // - Enable box-select (in 2D mode, so that changing box-select rectangle X1/X2 boundaries will affect clipped items) + if (AllowBoxSelect) + ms_flags |= ImGuiMultiSelectFlags_BoxSelect2d; + + // - This feature allows dragging an unselected item without selecting it (rarely used) + if (AllowDragUnselected) + ms_flags |= ImGuiMultiSelectFlags_SelectOnClickRelease; + + // - Enable keyboard wrapping on X axis + // (FIXME-MULTISELECT: We haven't designed/exposed a general nav wrapping api yet, so this flag is provided as a courtesy to avoid doing: + // ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + // When we finish implementing a more general API for this, we will obsolete this flag in favor of the new system) + ms_flags |= ImGuiMultiSelectFlags_NavWrapX; + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, Selection.Size, Items.Size); + + // Use custom selection adapter: store ID in selection (recommended) + Selection.UserData = this; + Selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self_, int idx) { ExampleAssetsBrowser* self = (ExampleAssetsBrowser*)self_->UserData; return self->Items[idx].ID; }; + Selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (Selection.Size > 0)) || RequestDelete; + const int item_curr_idx_to_focus = want_delete ? Selection.ApplyDeletionPreLoop(ms_io, Items.Size) : -1; + RequestDelete = false; + + // Push LayoutSelectableSpacing (which is LayoutItemSpacing minus hit-spacing, if we decide to have hit gaps between items) + // Altering style ItemSpacing may seem unnecessary as we position every items using SetCursorScreenPos()... + // But it is necessary for two reasons: + // - Selectables uses it by default to visually fill the space between two items. + // - The vertical spacing would be measured by Clipper to calculate line height if we didn't provide it explicitly (here we do). + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(LayoutSelectableSpacing, LayoutSelectableSpacing)); + + // Rendering parameters + const ImU32 icon_type_overlay_colors[3] = { 0, IM_COL32(200, 70, 70, 255), IM_COL32(70, 170, 70, 255) }; + const ImU32 icon_bg_color = ImGui::GetColorU32(IM_COL32(35, 35, 35, 220)); + const ImVec2 icon_type_overlay_size = ImVec2(4.0f, 4.0f); + const bool display_label = (LayoutItemSize.x >= ImGui::CalcTextSize("999").x); + + const int column_count = LayoutColumnCount; + ImGuiListClipper clipper; + clipper.Begin(LayoutLineCount, LayoutItemStep.y); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus / column_count); // Ensure focused item line is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem / column_count); // Ensure RangeSrc item line is not clipped. + while (clipper.Step()) + { + for (int line_idx = clipper.DisplayStart; line_idx < clipper.DisplayEnd; line_idx++) + { + const int item_min_idx_for_current_line = line_idx * column_count; + const int item_max_idx_for_current_line = IM_MIN((line_idx + 1) * column_count, Items.Size); + for (int item_idx = item_min_idx_for_current_line; item_idx < item_max_idx_for_current_line; ++item_idx) + { + ExampleAsset* item_data = &Items[item_idx]; + ImGui::PushID((int)item_data->ID); + + // Position item + ImVec2 pos = ImVec2(start_pos.x + (item_idx % column_count) * LayoutItemStep.x, start_pos.y + line_idx * LayoutItemStep.y); + ImGui::SetCursorScreenPos(pos); + + ImGui::SetNextItemSelectionUserData(item_idx); + bool item_is_selected = Selection.Contains((ImGuiID)item_data->ID); + bool item_is_visible = ImGui::IsRectVisible(LayoutItemSize); + ImGui::Selectable("", item_is_selected, ImGuiSelectableFlags_None, LayoutItemSize); + + // Update our selection state immediately (without waiting for EndMultiSelect() requests) + // because we use this to alter the color of our text/icon. + if (ImGui::IsItemToggledSelection()) + item_is_selected = !item_is_selected; + + // Focus (for after deletion) + if (item_curr_idx_to_focus == item_idx) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and drop + if (ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_data->ID); + else + while (Selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back(id); + ImGui::SetDragDropPayload("ASSETS_BROWSER_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip, by extracting it from the payload data + // (we could read from selection, but it is more correct and reusable to read from payload) + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int payload_count = (int)payload->DataSize / (int)sizeof(ImGuiID); + ImGui::Text("%d assets", payload_count); + + ImGui::EndDragDropSource(); + } + + // Render icon (a real app would likely display an image/thumbnail here) + // Because we use ImGuiMultiSelectFlags_BoxSelect2d, clipping vertical may occasionally be larger, so we coarse-clip our rendering as well. + if (item_is_visible) + { + ImVec2 box_min(pos.x - 1, pos.y - 1); + ImVec2 box_max(box_min.x + LayoutItemSize.x + 2, box_min.y + LayoutItemSize.y + 2); // Dubious + draw_list->AddRectFilled(box_min, box_max, icon_bg_color); // Background color + if (ShowTypeOverlay && item_data->Type != 0) + { + ImU32 type_col = icon_type_overlay_colors[item_data->Type % IM_ARRAYSIZE(icon_type_overlay_colors)]; + draw_list->AddRectFilled(ImVec2(box_max.x - 2 - icon_type_overlay_size.x, box_min.y + 2), ImVec2(box_max.x - 2, box_min.y + 2 + icon_type_overlay_size.y), type_col); + } + if (display_label) + { + ImU32 label_col = ImGui::GetColorU32(item_is_selected ? ImGuiCol_Text : ImGuiCol_TextDisabled); + char label[32]; + sprintf(label, "%d", item_data->ID); + draw_list->AddText(ImVec2(box_min.x, box_max.y - ImGui::GetFontSize()), label_col, label); + } + } + + ImGui::PopID(); + } + } + } + clipper.End(); + ImGui::PopStyleVar(); // ImGuiStyleVar_ItemSpacing + + // Context menu + if (ImGui::BeginPopupContextWindow()) + { + ImGui::Text("Selection: %d items", Selection.Size); + ImGui::Separator(); + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndPopup(); + } + + ms_io = ImGui::EndMultiSelect(); + Selection.ApplyRequests(ms_io); + if (want_delete) + Selection.ApplyDeletionPostLoop(ms_io, Items, item_curr_idx_to_focus); + + // Zooming with CTRL+Wheel + if (ImGui::IsWindowAppearing()) + ZoomWheelAccum = 0.0f; + if (ImGui::IsWindowHovered() && io.MouseWheel != 0.0f && ImGui::IsKeyDown(ImGuiMod_Ctrl) && ImGui::IsAnyItemActive() == false) + { + ZoomWheelAccum += io.MouseWheel; + if (fabsf(ZoomWheelAccum) >= 1.0f) + { + // Calculate hovered item index from mouse location + // FIXME: Locking aiming on 'hovered_item_idx' (with a cool-down timer) would ensure zoom keeps on it. + const float hovered_item_nx = (io.MousePos.x - start_pos.x + LayoutItemSpacing * 0.5f) / LayoutItemStep.x; + const float hovered_item_ny = (io.MousePos.y - start_pos.y + LayoutItemSpacing * 0.5f) / LayoutItemStep.y; + const int hovered_item_idx = ((int)hovered_item_ny * LayoutColumnCount) + (int)hovered_item_nx; + //ImGui::SetTooltip("%f,%f -> item %d", hovered_item_nx, hovered_item_ny, hovered_item_idx); // Move those 4 lines in block above for easy debugging + + // Zoom + IconSize *= powf(1.1f, (float)(int)ZoomWheelAccum); + IconSize = IM_CLAMP(IconSize, 16.0f, 128.0f); + ZoomWheelAccum -= (int)ZoomWheelAccum; + UpdateLayoutSizes(avail_width); + + // Manipulate scroll to that we will land at the same Y location of currently hovered item. + // - Calculate next frame position of item under mouse + // - Set new scroll position to be used in next ImGui::BeginChild() call. + float hovered_item_rel_pos_y = ((float)(hovered_item_idx / LayoutColumnCount) + fmodf(hovered_item_ny, 1.0f)) * LayoutItemStep.y; + hovered_item_rel_pos_y += ImGui::GetStyle().WindowPadding.y; + float mouse_local_y = io.MousePos.y - ImGui::GetWindowPos().y; + ImGui::SetScrollY(hovered_item_rel_pos_y - mouse_local_y); + } + } + } + ImGui::EndChild(); + + ImGui::Text("Selected: %d/%d items", Selection.Size, Items.Size); + ImGui::End(); + } +}; + +void ShowExampleAppAssetsBrowser(bool* p_open) +{ + IMGUI_DEMO_MARKER("Examples/Assets Browser"); + static ExampleAssetsBrowser assets_browser; + assets_browser.Draw("Example: Assets Browser", p_open); +} + +// End of Demo code +#else + +void ImGui::ShowAboutWindow(bool*) {} +void ImGui::ShowDemoWindow(bool*) {} +void ImGui::ShowUserGuide() {} +void ImGui::ShowStyleEditor(ImGuiStyle*) {} +bool ImGui::ShowStyleSelector(const char* label) { return false; } +void ImGui::ShowFontSelector(const char* label) {} + +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_draw.cpp b/src/main/imgui/imgui_draw.cpp new file mode 100644 index 0000000..c4e4458 --- /dev/null +++ b/src/main/imgui/imgui_draw.cpp @@ -0,0 +1,4855 @@ +// dear imgui, v1.91.7 +// (drawing and font code) + +/* + +Index of this file: + +// [SECTION] STB libraries implementation +// [SECTION] Style functions +// [SECTION] ImDrawList +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +// [SECTION] ImDrawListSplitter +// [SECTION] ImDrawData +// [SECTION] Helpers ShadeVertsXXX functions +// [SECTION] ImFontConfig +// [SECTION] ImFontAtlas +// [SECTION] ImFontAtlas: glyph ranges helpers +// [SECTION] ImFontGlyphRangesBuilder +// [SECTION] ImFont +// [SECTION] ImGui Internal Render Helpers +// [SECTION] Decompression code +// [SECTION] Default font data (ProggyClean.ttf) + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "misc/freetype/imgui_freetype.h" +#endif + +#include // vsnprintf, sscanf, printf + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +//------------------------------------------------------------------------- +// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack) +//------------------------------------------------------------------------- + +// Compile time options: +//#define IMGUI_STB_NAMESPACE ImStb +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE +{ +#endif + +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. +#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. +#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. +#endif + +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma clang diagnostic ignored "-Wmissing-prototypes" +#pragma clang diagnostic ignored "-Wimplicit-fallthrough" +#endif + +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] +#pragma GCC diagnostic ignored "-Wimplicit-fallthrough" // warning: this statement may fall through +#endif + +#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBRP_STATIC +#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) +#define STBRP_SORT ImQsort +#define STB_RECT_PACK_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else +#include "imstb_rectpack.h" +#endif +#endif + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) +#define STBTT_free(x,u) ((void)(u), IM_FREE(x)) +#define STBTT_assert(x) do { IM_ASSERT(x); } while(0) +#define STBTT_fmod(x,y) ImFmod(x,y) +#define STBTT_sqrt(x) ImSqrt(x) +#define STBTT_pow(x,y) ImPow(x,y) +#define STBTT_fabs(x) ImFabs(x) +#define STBTT_ifloor(x) ((int)ImFloor(x)) +#define STBTT_iceil(x) ((int)ImCeil(x)) +#define STBTT_STATIC +#define STB_TRUETYPE_IMPLEMENTATION +#else +#define STBTT_DEF extern +#endif +#ifdef IMGUI_STB_TRUETYPE_FILENAME +#include IMGUI_STB_TRUETYPE_FILENAME +#else +#include "imstb_truetype.h" +#endif +#endif +#endif // IMGUI_ENABLE_STB_TRUETYPE + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#if defined(_MSC_VER) +#pragma warning (pop) +#endif + +#ifdef IMGUI_STB_NAMESPACE +} // namespace ImStb +using namespace IMGUI_STB_NAMESPACE; +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Style functions +//----------------------------------------------------------------------------- + +void ImGui::StyleColorsDark(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); +} + +void ImGui::StyleColorsClassic(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); + colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); + colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); + colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.53f, 0.53f, 0.87f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +// Those light colors are better suited with a thicker font than the default one + FrameBorder +void ImGui::StyleColorsLight(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); + colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList +//----------------------------------------------------------------------------- + +ImDrawListSharedData::ImDrawListSharedData() +{ + memset(this, 0, sizeof(*this)); + for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) + { + const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); + ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) +{ + if (CircleSegmentMaxError == max_error) + return; + + IM_ASSERT(max_error > 0.0f); + CircleSegmentMaxError = max_error; + for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) + { + const float radius = (float)i; + CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +ImDrawList::ImDrawList(ImDrawListSharedData* shared_data) +{ + memset(this, 0, sizeof(*this)); + _Data = shared_data; +} + +ImDrawList::~ImDrawList() +{ + _ClearFreeMemory(); +} + +// Initialize before use in a new frame. We always have a command ready in the buffer. +// In the majority of cases, you would want to call PushClipRect() and PushTextureID() after this. +void ImDrawList::_ResetForNewFrame() +{ + // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. + IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, TextureId) == sizeof(ImVec4)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + if (_Splitter._Count > 1) + _Splitter.Merge(this); + + CmdBuffer.resize(0); + IdxBuffer.resize(0); + VtxBuffer.resize(0); + Flags = _Data->InitialFlags; + memset(&_CmdHeader, 0, sizeof(_CmdHeader)); + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.resize(0); + _TextureIdStack.resize(0); + _CallbacksDataBuf.resize(0); + _Path.resize(0); + _Splitter.Clear(); + CmdBuffer.push_back(ImDrawCmd()); + _FringeScale = 1.0f; +} + +void ImDrawList::_ClearFreeMemory() +{ + CmdBuffer.clear(); + IdxBuffer.clear(); + VtxBuffer.clear(); + Flags = ImDrawListFlags_None; + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.clear(); + _TextureIdStack.clear(); + _CallbacksDataBuf.clear(); + _Path.clear(); + _Splitter.ClearFreeMemory(); +} + +ImDrawList* ImDrawList::CloneOutput() const +{ + ImDrawList* dst = IM_NEW(ImDrawList(_Data)); + dst->CmdBuffer = CmdBuffer; + dst->IdxBuffer = IdxBuffer; + dst->VtxBuffer = VtxBuffer; + dst->Flags = Flags; + return dst; +} + +void ImDrawList::AddDrawCmd() +{ + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() + draw_cmd.TextureId = _CmdHeader.TextureId; + draw_cmd.VtxOffset = _CmdHeader.VtxOffset; + draw_cmd.IdxOffset = IdxBuffer.Size; + + IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); + CmdBuffer.push_back(draw_cmd); +} + +// Pop trailing draw command (used before merging or presenting to user) +// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL +void ImDrawList::_PopUnusedDrawCmd() +{ + while (CmdBuffer.Size > 0) + { + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL) + return;// break; + CmdBuffer.pop_back(); + } +} + +void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size) +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + IM_ASSERT(curr_cmd->UserCallback == NULL); + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + } + + curr_cmd->UserCallback = callback; + if (userdata_size == 0) + { + // Store user data directly in command (no indirection) + curr_cmd->UserCallbackData = userdata; + curr_cmd->UserCallbackDataSize = 0; + curr_cmd->UserCallbackDataOffset = -1; + } + else + { + // Copy and store user data in a buffer + IM_ASSERT(userdata != NULL); + IM_ASSERT(userdata_size < (1u << 31)); + curr_cmd->UserCallbackData = NULL; // Will be resolved during Render() + curr_cmd->UserCallbackDataSize = (int)userdata_size; + curr_cmd->UserCallbackDataOffset = _CallbacksDataBuf.Size; + _CallbacksDataBuf.resize(_CallbacksDataBuf.Size + (int)userdata_size); + memcpy(_CallbacksDataBuf.Data + (size_t)curr_cmd->UserCallbackDataOffset, userdata, userdata_size); + } + + AddDrawCmd(); // Force a new command after us (see comment below) +} + +// Compare ClipRect, TextureId and VtxOffset with a single memcmp() +#define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) + +// Try to merge two last draw commands +void ImDrawList::_TryMergeDrawCmds() +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) + { + prev_cmd->ElemCount += curr_cmd->ElemCount; + CmdBuffer.pop_back(); + } +} + +// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. +// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. +void ImDrawList::_OnChangedClipRect() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + curr_cmd->ClipRect = _CmdHeader.ClipRect; +} + +void ImDrawList::_OnChangedTextureID() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + curr_cmd->TextureId = _CmdHeader.TextureId; +} + +void ImDrawList::_OnChangedVtxOffset() +{ + // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. + _VtxCurrentIdx = 0; + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + curr_cmd->VtxOffset = _CmdHeader.VtxOffset; +} + +int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const +{ + // Automatic segment count + const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy + if (radius_idx >= 0 && radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + return _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); +} + +// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) +void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect) +{ + ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); + if (intersect_with_current_clip_rect) + { + ImVec4 current = _CmdHeader.ClipRect; + if (cr.x < current.x) cr.x = current.x; + if (cr.y < current.y) cr.y = current.y; + if (cr.z > current.z) cr.z = current.z; + if (cr.w > current.w) cr.w = current.w; + } + cr.z = ImMax(cr.x, cr.z); + cr.w = ImMax(cr.y, cr.w); + + _ClipRectStack.push_back(cr); + _CmdHeader.ClipRect = cr; + _OnChangedClipRect(); +} + +void ImDrawList::PushClipRectFullScreen() +{ + PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); +} + +void ImDrawList::PopClipRect() +{ + _ClipRectStack.pop_back(); + _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; + _OnChangedClipRect(); +} + +void ImDrawList::PushTextureID(ImTextureID texture_id) +{ + _TextureIdStack.push_back(texture_id); + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); +} + +void ImDrawList::PopTextureID() +{ + _TextureIdStack.pop_back(); + _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; + _OnChangedTextureID(); +} + +// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTextureID()/PopTextureID(). +void ImDrawList::_SetTextureID(ImTextureID texture_id) +{ + if (_CmdHeader.TextureId == texture_id) + return; + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); +} + +// Reserve space for a number of vertices and indices. +// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or +// submit the intermediate results. PrimUnreserve() can be used to release unused allocations. +void ImDrawList::PrimReserve(int idx_count, int vtx_count) +{ + // Large mesh support (when enabled) + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) + { + // FIXME: In theory we should be testing that vtx_count <64k here. + // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us + // to not make that check until we rework the text functions to handle clipping and large horizontal lines better. + _CmdHeader.VtxOffset = VtxBuffer.Size; + _OnChangedVtxOffset(); + } + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount += idx_count; + + int vtx_buffer_old_size = VtxBuffer.Size; + VtxBuffer.resize(vtx_buffer_old_size + vtx_count); + _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size; + + int idx_buffer_old_size = IdxBuffer.Size; + IdxBuffer.resize(idx_buffer_old_size + idx_count); + _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; +} + +// Release the number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). +void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) +{ + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount -= idx_count; + VtxBuffer.shrink(VtxBuffer.Size - vtx_count); + IdxBuffer.shrink(IdxBuffer.Size - idx_count); +} + +// Fully unrolled with inline call to keep our debug builds decently fast. +void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +{ + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. +// - Those macros expects l-values and need to be used as their own statement. +// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0 +#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0 + +// TODO: Thickness anti-aliased lines cap are missing their AA fringe. +// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) +{ + if (points_count < 2 || (col & IM_COL32_A_MASK) == 0) + return; + + const bool closed = (flags & ImDrawFlags_Closed) != 0; + const ImVec2 opaque_uv = _Data->TexUvWhitePixel; + const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw + const bool thick_line = (thickness > _FringeScale); + + if (Flags & ImDrawListFlags_AntiAliasedLines) + { + // Anti-aliased stroke + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + + // Thicknesses <1.0 should behave like thickness 1.0 + thickness = ImMax(thickness, 1.0f); + const int integer_thickness = (int)thickness; + const float fractional_thickness = thickness - integer_thickness; + + // Do we want to draw this line using a texture? + // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. + // - If AA_SIZE is not 1.0f we cannot use the texture path. + const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); + + // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off + IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); + + const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); + const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); + PrimReserve(idx_count, vtx_count); + + // Temporary buffer + // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point + _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5)); + ImVec2* temp_normals = _Data->TempBuffer.Data; + ImVec2* temp_points = temp_normals + points_count; + + // Calculate normals (tangents) for each line segment + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + float dx = points[i2].x - points[i1].x; + float dy = points[i2].y - points[i1].y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i1].x = dy; + temp_normals[i1].y = -dx; + } + if (!closed) + temp_normals[points_count - 1] = temp_normals[points_count - 2]; + + // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point + if (use_texture || !thick_line) + { + // [PATH 1] Texture-based lines (thick or non-thick) + // [PATH 2] Non texture-based lines (non-thick) + + // The width of the geometry we need to draw - this is essentially pixels for the line itself, plus "one pixel" for AA. + // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture + // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code. + // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to + // allow scaling geometry while preserving one-screen-pixel AA fringe). + const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + temp_points[0] = points[0] + temp_normals[0] * half_draw_size; + temp_points[1] = points[0] - temp_normals[0] * half_draw_size; + temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size; + temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size; + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment + const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area + dm_y *= half_draw_size; + + // Add temporary vertexes for the outer edges + ImVec2* out_vtx = &temp_points[i2 * 2]; + out_vtx[0].x = points[i2].x + dm_x; + out_vtx[0].y = points[i2].y + dm_y; + out_vtx[1].x = points[i2].x - dm_x; + out_vtx[1].y = points[i2].y - dm_y; + + if (use_texture) + { + // Add indices for two triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri + _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri + _IdxWritePtr += 6; + } + else + { + // Add indexes for four triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1 + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2 + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1 + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2 + _IdxWritePtr += 12; + } + + idx1 = idx2; + } + + // Add vertexes for each point on the line + if (use_texture) + { + // If we're using textures we only need to emit the left/right edge vertices + ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; + /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false! + { + const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; + tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() + tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; + tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; + tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; + }*/ + ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); + ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge + _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge + _VtxWritePtr += 2; + } + } + else + { + // If we're not using a texture, we need the center vertex as well + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line + _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge + _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge + _VtxWritePtr += 3; + } + } + } + else + { + // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point + const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + const int points_last = points_count - 1; + temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); + temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); + temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment + const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); + float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); + float dm_in_x = dm_x * half_inner_thickness; + float dm_in_y = dm_y * half_inner_thickness; + + // Add temporary vertices + ImVec2* out_vtx = &temp_points[i2 * 4]; + out_vtx[0].x = points[i2].x + dm_out_x; + out_vtx[0].y = points[i2].y + dm_out_y; + out_vtx[1].x = points[i2].x + dm_in_x; + out_vtx[1].y = points[i2].y + dm_in_y; + out_vtx[2].x = points[i2].x - dm_in_x; + out_vtx[2].y = points[i2].y - dm_in_y; + out_vtx[3].x = points[i2].x - dm_out_x; + out_vtx[3].y = points[i2].y - dm_out_y; + + // Add indexes + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3); + _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2); + _IdxWritePtr += 18; + + idx1 = idx2; + } + + // Add vertices + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans; + _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans; + _VtxWritePtr += 4; + } + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // [PATH 4] Non texture-based, Non anti-aliased lines + const int idx_count = count * 6; + const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges + PrimReserve(idx_count, vtx_count); + + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + const ImVec2& p1 = points[i1]; + const ImVec2& p2 = points[i2]; + + float dx = p2.x - p1.x; + float dy = p2.y - p1.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + dx *= (thickness * 0.5f); + dy *= (thickness * 0.5f); + + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2); + _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3); + _IdxWritePtr += 6; + _VtxCurrentIdx += 4; + } + } +} + +// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. +void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2)*3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2)*3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + // Calculate arc auto segment step size + if (a_step <= 0) + a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius); + + // Make sure we never do steps larger than one quarter of the circle + a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); + + const int sample_range = ImAbs(a_max_sample - a_min_sample); + const int a_next_step = a_step; + + int samples = sample_range + 1; + bool extra_max_sample = false; + if (a_step > 1) + { + samples = sample_range / a_step + 1; + const int overstep = sample_range % a_step; + + if (overstep > 0) + { + extra_max_sample = true; + samples++; + + // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, + // distribute first step range evenly between them by reducing first step size. + if (sample_range > 0) + a_step -= (a_step - overstep) / 2; + } + } + + _Path.resize(_Path.Size + samples); + ImVec2* out_ptr = _Path.Data + (_Path.Size - samples); + + int sample_index = a_min_sample; + if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + { + sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + } + + if (a_max_sample >= a_min_sample) + { + for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + else + { + for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + + if (extra_max_sample) + { + int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (normalized_max_sample < 0) + normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + + IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr); +} + +void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + // Note that we are adding a point at both a_min and a_max. + // If you are trying to draw a full closed circle you don't want the overlapping points! + _Path.reserve(_Path.Size + (num_segments + 1)); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); + } +} + +// 0: East, 3: South, 6: West, 9: North, 12: East +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); +} + +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + if (num_segments > 0) + { + _PathArcToN(center, radius, a_min, a_max, num_segments); + return; + } + + // Automatic segment count + if (radius <= _Data->ArcFastRadiusCutoff) + { + const bool a_is_reverse = a_max < a_min; + + // We are going to use precomputed values for mid samples. + // Determine first and last sample in lookup table that belong to the arc. + const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); + const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); + + const int a_min_sample = a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f); + const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f); + const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); + + const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f; + const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f; + + _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); + if (a_emit_start) + _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)); + if (a_mid_samples > 0) + _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0); + if (a_emit_end) + _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)); + } + else + { + const float arc_length = ImAbs(a_max - a_min); + const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); + const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); + _PathArcToN(center, radius, a_min, a_max, arc_segment_count); + } +} + +void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments) +{ + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + _Path.reserve(_Path.Size + (num_segments + 1)); + + const float cos_rot = ImCos(rot); + const float sin_rot = ImSin(rot); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + ImVec2 point(ImCos(a) * radius.x, ImSin(a) * radius.y); + const ImVec2 rel((point.x * cos_rot) - (point.y * sin_rot), (point.x * sin_rot) + (point.y * cos_rot)); + point.x = rel.x + center.x; + point.y = rel.y + center.y; + _Path.push_back(point); + } +} + +ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) +{ + float u = 1.0f - t; + float w1 = u * u * u; + float w2 = 3 * u * u * t; + float w3 = 3 * u * t * t; + float w4 = t * t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y); +} + +ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t) +{ + float u = 1.0f - t; + float w1 = u * u; + float w2 = 2 * u * t; + float w3 = t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y); +} + +// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp +static void PathBezierCubicCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = (x2 - x4) * dy - (y2 - y4) * dx; + float d3 = (x3 - x4) * dy - (y3 - y4) * dx; + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x4, y4)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; + float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; + PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +static void PathBezierQuadraticCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level) +{ + float dx = x3 - x1, dy = y3 - y1; + float det = (x2 - x3) * dy - (y2 - y3) * dx; + if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x3, y3)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1); + PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1); + } +} + +void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step)); + } +} + +void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step)); + } +} + +static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) +{ + /* + IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Obsoleted in 1.82 (from February 2021). This code was stripped/simplified and mostly commented in 1.90 (from September 2023) + // - Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) + if (flags == ~0) { return ImDrawFlags_RoundCornersAll; } + // - Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations). Read details in older version of this code. + if (flags >= 0x01 && flags <= 0x0F) { return (flags << 4); } + // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' +#endif + */ + // If this assert triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. + // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc. anyway. + // See details in 1.82 Changelog as well as 2021/03/12 and 2023/09/08 entries in "API BREAKING CHANGES" section. + IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); + + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags |= ImDrawFlags_RoundCornersAll; + + return flags; +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) +{ + if (rounding >= 0.5f) + { + flags = FixRectCornerFlags(flags); + rounding = ImMin(rounding, ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f); + } + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PathLineTo(a); + PathLineTo(ImVec2(b.x, a.y)); + PathLineTo(b); + PathLineTo(ImVec2(a.x, b.y)); + } + else + { + const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; + const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; + const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f; + const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; + PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); + PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); + PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); + PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6); + } +} + +void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + PathLineTo(p1 + ImVec2(0.5f, 0.5f)); + PathLineTo(p2 + ImVec2(0.5f, 0.5f)); + PathStroke(col, 0, thickness); +} + +// p_min = upper-left, p_max = lower-right +// Note we don't render 1 pixels sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (Flags & ImDrawListFlags_AntiAliasedLines) + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags); + else + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PrimReserve(6, 4); + PrimRect(p_min, p_max, col); + } + else + { + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + } +} + +// p_min = upper-left, p_max = lower-right +void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +{ + if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + PrimReserve(6, 4); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); + PrimWriteVtx(p_min, uv, col_upr_left); + PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); + PrimWriteVtx(p_max, uv, col_bot_right); + PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); +} + +void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathFillConvex(col); +} + +void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathFillConvex(col); +} + +void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + } + + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + } + + PathFillConvex(col); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Ellipse +void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Cubic Bezier takes 4 controls points +void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierCubicCurveTo(p2, p3, p4, num_segments); + PathStroke(col, 0, thickness); +} + +// Quadratic Bezier takes 3 controls points +void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierQuadraticCurveTo(p2, p3, num_segments); + PathStroke(col, 0, thickness); +} + +void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + // Accept null ranges + if (text_begin == text_end || text_begin[0] == 0) + return; + if (text_end == NULL) + text_end = text_begin + strlen(text_begin); + + // Pull default font/size from the shared ImDrawListSharedData instance + if (font == NULL) + font = _Data->Font; + if (font_size == 0.0f) + font_size = _Data->FontSize; + + IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. + + ImVec4 clip_rect = _CmdHeader.ClipRect; + if (cpu_fine_clip_rect) + { + clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); + clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y); + clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); + clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); + } + font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); +} + +void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) +{ + AddText(NULL, 0.0f, pos, col, text_begin, text_end); +} + +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimRectUV(p_min, p_max, uv_min, uv_max, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + flags = FixRectCornerFlags(flags); + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); + return; + } + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + int vert_start_idx = VtxBuffer.Size; + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + int vert_end_idx = VtxBuffer.Size; + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); + + if (push_texture_id) + PopTextureID(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +//----------------------------------------------------------------------------- +// Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity. +// Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf +// Provided as a convenience for user but not used by main library. +//----------------------------------------------------------------------------- +// - ImTriangulator [Internal] +// - AddConcavePolyFilled() +//----------------------------------------------------------------------------- + +enum ImTriangulatorNodeType +{ + ImTriangulatorNodeType_Convex, + ImTriangulatorNodeType_Ear, + ImTriangulatorNodeType_Reflex +}; + +struct ImTriangulatorNode +{ + ImTriangulatorNodeType Type; + int Index; + ImVec2 Pos; + ImTriangulatorNode* Next; + ImTriangulatorNode* Prev; + + void Unlink() { Next->Prev = Prev; Prev->Next = Next; } +}; + +struct ImTriangulatorNodeSpan +{ + ImTriangulatorNode** Data = NULL; + int Size = 0; + + void push_back(ImTriangulatorNode* node) { Data[Size++] = node; } + void find_erase_unsorted(int idx) { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } } +}; + +struct ImTriangulator +{ + static int EstimateTriangleCount(int points_count) { return (points_count < 3) ? 0 : points_count - 2; } + static int EstimateScratchBufferSize(int points_count) { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; } + + void Init(const ImVec2* points, int points_count, void* scratch_buffer); + void GetNextTriangle(unsigned int out_triangle[3]); // Return relative indexes for next triangle + + // Internal functions + void BuildNodes(const ImVec2* points, int points_count); + void BuildReflexes(); + void BuildEars(); + void FlipNodeList(); + bool IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const; + void ReclassifyNode(ImTriangulatorNode* node); + + // Internal members + int _TrianglesLeft = 0; + ImTriangulatorNode* _Nodes = NULL; + ImTriangulatorNodeSpan _Ears; + ImTriangulatorNodeSpan _Reflexes; +}; + +// Distribute storage for nodes, ears and reflexes. +// FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer +// (this would require first building reflexes to bail to convex if empty, without even building nodes) +void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer) +{ + IM_ASSERT(scratch_buffer != NULL && points_count >= 3); + _TrianglesLeft = EstimateTriangleCount(points_count); + _Nodes = (ImTriangulatorNode*)scratch_buffer; // points_count x Node + _Ears.Data = (ImTriangulatorNode**)(_Nodes + points_count); // points_count x Node* + _Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node* + BuildNodes(points, points_count); + BuildReflexes(); + BuildEars(); +} + +void ImTriangulator::BuildNodes(const ImVec2* points, int points_count) +{ + for (int i = 0; i < points_count; i++) + { + _Nodes[i].Type = ImTriangulatorNodeType_Convex; + _Nodes[i].Index = i; + _Nodes[i].Pos = points[i]; + _Nodes[i].Next = _Nodes + i + 1; + _Nodes[i].Prev = _Nodes + i - 1; + } + _Nodes[0].Prev = _Nodes + points_count - 1; + _Nodes[points_count - 1].Next = _Nodes; +} + +void ImTriangulator::BuildReflexes() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Reflex; + _Reflexes.push_back(n1); + } +} + +void ImTriangulator::BuildEars() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (n1->Type != ImTriangulatorNodeType_Convex) + continue; + if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Ear; + _Ears.push_back(n1); + } +} + +void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3]) +{ + if (_Ears.Size == 0) + { + FlipNodeList(); + + ImTriangulatorNode* node = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next) + node->Type = ImTriangulatorNodeType_Convex; + _Reflexes.Size = 0; + BuildReflexes(); + BuildEars(); + + // If we still don't have ears, it means geometry is degenerated. + if (_Ears.Size == 0) + { + // Return first triangle available, mimicking the behavior of convex fill. + IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated + _Ears.Data[0] = _Nodes; + _Ears.Size = 1; + } + } + + ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size]; + out_triangle[0] = ear->Prev->Index; + out_triangle[1] = ear->Index; + out_triangle[2] = ear->Next->Index; + + ear->Unlink(); + if (ear == _Nodes) + _Nodes = ear->Next; + + ReclassifyNode(ear->Prev); + ReclassifyNode(ear->Next); + _TrianglesLeft--; +} + +void ImTriangulator::FlipNodeList() +{ + ImTriangulatorNode* prev = _Nodes; + ImTriangulatorNode* temp = _Nodes; + ImTriangulatorNode* current = _Nodes->Next; + prev->Next = prev; + prev->Prev = prev; + while (current != _Nodes) + { + temp = current->Next; + + current->Next = prev; + prev->Prev = current; + _Nodes->Next = current; + current->Prev = _Nodes; + + prev = current; + current = temp; + } + _Nodes = prev; +} + +// A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm) +bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const +{ + ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size; + for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++) + { + ImTriangulatorNode* reflex = *p; + if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2) + if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos)) + return false; + } + return true; +} + +void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1) +{ + // Classify node + ImTriangulatorNodeType type; + const ImTriangulatorNode* n0 = n1->Prev; + const ImTriangulatorNode* n2 = n1->Next; + if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Reflex; + else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Ear; + else + type = ImTriangulatorNodeType_Convex; + + // Update lists when a type changes + if (type == n1->Type) + return; + if (n1->Type == ImTriangulatorNodeType_Reflex) + _Reflexes.find_erase_unsorted(n1->Index); + else if (n1->Type == ImTriangulatorNodeType_Ear) + _Ears.find_erase_unsorted(n1->Index); + if (type == ImTriangulatorNodeType_Reflex) + _Reflexes.push_back(n1); + else if (type == ImTriangulatorNodeType_Ear) + _Ears.push_back(n1); + n1->Type = type; +} + +// Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes). +// (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer! +// It is up to caller to ensure not making costly calls that will be outside of visible area. +// As concave fill is noticeably more expensive than other primitives, be mindful of this... +// Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false') +void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + ImTriangulator triangulator; + unsigned int triangle[3]; + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2) * 3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2) * 3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawListSplitter +//----------------------------------------------------------------------------- +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. +//----------------------------------------------------------------------------- + +void ImDrawListSplitter::ClearFreeMemory() +{ + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); +} + +void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) +{ + IM_UNUSED(draw_list); + IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + { + _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable + _Channels.resize(channels_count); + } + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); + } + } +} + +void ImDrawListSplitter::Merge(ImDrawList* draw_list) +{ + // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + draw_list->_PopUnusedDrawCmd(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + ch._CmdBuffer.pop_back(); + + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) + { + // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. + // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. + ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; + if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += next_cmd->ElemCount; + idx_offset += next_cmd->ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. + } + } + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) + { + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + + // Ensure there's always a non-callback draw command trailing the command-buffer + if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL) + draw_list->AddDrawCmd(); + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); + + _Count = 1; +} + +void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) +{ + IM_ASSERT(idx >= 0 && idx < _Count); + if (_Current == idx) + return; + + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd == NULL) + draw_list->AddDrawCmd(); + else if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawData +//----------------------------------------------------------------------------- + +void ImDrawData::Clear() +{ + Valid = false; + CmdListsCount = TotalIdxCount = TotalVtxCount = 0; + CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them. + DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f); + OwnerViewport = NULL; +} + +// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list +// as long at it is expected that the result will be later merged into draw_data->CmdLists[]. +void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list) +{ + if (draw_list->CmdBuffer.Size == 0) + return; + if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL) + return; + + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + + // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) + // If this assert triggers because you are drawing lots of stuff manually: + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // Be mindful that the lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. + // - If you want large meshes with more than 64K vertices, you can either: + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example backends already support this from 1.71. Pre-1.71 backends won't. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + // Resolve callback data pointers + if (draw_list->_CallbacksDataBuf.Size > 0) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + if (cmd.UserCallback != NULL && cmd.UserCallbackDataOffset != -1 && cmd.UserCallbackDataSize > 0) + cmd.UserCallbackData = draw_list->_CallbacksDataBuf.Data + cmd.UserCallbackDataOffset; + + // Add to output list + records state in ImDrawData + out_list->push_back(draw_list); + draw_data->CmdListsCount++; + draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; +} + +void ImDrawData::AddDrawList(ImDrawList* draw_list) +{ + IM_ASSERT(CmdLists.Size == CmdListsCount); + draw_list->_PopUnusedDrawCmd(); + ImGui::AddDrawListToDrawDataEx(this, &CmdLists, draw_list); +} + +// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! +void ImDrawData::DeIndexAllBuffers() +{ + ImVector new_vtx_buffer; + TotalVtxCount = TotalIdxCount = 0; + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + if (cmd_list->IdxBuffer.empty()) + continue; + new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); + for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) + new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; + cmd_list->VtxBuffer.swap(new_vtx_buffer); + cmd_list->IdxBuffer.resize(0); + TotalVtxCount += cmd_list->VtxBuffer.Size; + } +} + +// Helper to scale the ClipRect field of each ImDrawCmd. +// Use if your final output buffer is at a different scale than draw_data->DisplaySize, +// or if there is a difference between your window resolution and framebuffer resolution. +void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) +{ + for (ImDrawList* draw_list : CmdLists) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + cmd.ClipRect = ImVec4(cmd.ClipRect.x * fb_scale.x, cmd.ClipRect.y * fb_scale.y, cmd.ClipRect.z * fb_scale.x, cmd.ClipRect.w * fb_scale.y); +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers ShadeVertsXXX functions +//----------------------------------------------------------------------------- + +// Generic linear color gradient, write to RGB fields, leave A untouched. +void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) +{ + ImVec2 gradient_extent = gradient_p1 - gradient_p0; + float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF; + const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF; + const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF; + const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r; + const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g; + const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b; + for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) + { + float d = ImDot(vert->pos - gradient_p0, gradient_extent); + float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); + int r = (int)(col0_r + col_delta_r * t); + int g = (int)(col0_g + col_delta_g * t); + int b = (int)(col0_b + col_delta_b * t); + vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); + } +} + +// Distribute UV over (a, b) rectangle +void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp) +{ + const ImVec2 size = b - a; + const ImVec2 uv_size = uv_b - uv_a; + const ImVec2 scale = ImVec2( + size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, + size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); + + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + if (clamp) + { + const ImVec2 min = ImMin(uv_a, uv_b); + const ImVec2 max = ImMax(uv_a, uv_b); + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); + } + else + { + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale); + } +} + +void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out) +{ + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontConfig +//----------------------------------------------------------------------------- + +ImFontConfig::ImFontConfig() +{ + memset(this, 0, sizeof(*this)); + FontDataOwnedByAtlas = true; + OversampleH = 2; + OversampleV = 1; + GlyphMaxAdvanceX = FLT_MAX; + RasterizerMultiply = 1.0f; + RasterizerDensity = 1.0f; + EllipsisChar = 0; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas +//----------------------------------------------------------------------------- +// - Default texture data encoded in ASCII +// - ImFontAtlas::ClearInputData() +// - ImFontAtlas::ClearTexData() +// - ImFontAtlas::ClearFonts() +// - ImFontAtlas::Clear() +// - ImFontAtlas::GetTexDataAsAlpha8() +// - ImFontAtlas::GetTexDataAsRGBA32() +// - ImFontAtlas::AddFont() +// - ImFontAtlas::AddFontDefault() +// - ImFontAtlas::AddFontFromFileTTF() +// - ImFontAtlas::AddFontFromMemoryTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedBase85TTF() +// - ImFontAtlas::AddCustomRectRegular() +// - ImFontAtlas::AddCustomRectFontGlyph() +// - ImFontAtlas::CalcCustomRectUV() +// - ImFontAtlas::GetMouseCursorTexData() +// - ImFontAtlas::Build() +// - ImFontAtlasBuildMultiplyCalcLookupTable() +// - ImFontAtlasBuildMultiplyRectAlpha8() +// - ImFontAtlasBuildWithStbTruetype() +// - ImFontAtlasGetBuilderForStbTruetype() +// - ImFontAtlasUpdateConfigDataPointers() +// - ImFontAtlasBuildSetupFont() +// - ImFontAtlasBuildPackCustomRects() +// - ImFontAtlasBuildRender8bppRectFromString() +// - ImFontAtlasBuildRender32bppRectFromString() +// - ImFontAtlasBuildRenderDefaultTexData() +// - ImFontAtlasBuildRenderLinesTexData() +// - ImFontAtlasBuildInit() +// - ImFontAtlasBuildFinish() +//----------------------------------------------------------------------------- + +// A work of art lies ahead! (. = white layer, X = black layer, others are blank) +// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. +// (This is used when io.MouseDrawCursor = true) +const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing. +const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; +static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = +{ + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX " + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" + "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " + " X..X - - X...X - X...X - X..X X..X - - X........X - " + " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " + "------------- - X - X -X.....................X- ------------------- " + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " +}; + +static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = +{ + // Pos ........ Size ......... Offset ...... + { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow + { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll + { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS + { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW + { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW + { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE + { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand + { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed +}; + +ImFontAtlas::ImFontAtlas() +{ + memset(this, 0, sizeof(*this)); + TexGlyphPadding = 1; + PackIdMouseCursors = PackIdLines = -1; +} + +ImFontAtlas::~ImFontAtlas() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Clear(); +} + +void ImFontAtlas::ClearInputData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + for (ImFontConfig& font_cfg : ConfigData) + if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas) + { + IM_FREE(font_cfg.FontData); + font_cfg.FontData = NULL; + } + + // When clearing this we lose access to the font name and other information used to build the font. + for (ImFont* font : Fonts) + if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size) + { + font->ConfigData = NULL; + font->ConfigDataCount = 0; + } + ConfigData.clear(); + CustomRects.clear(); + PackIdMouseCursors = PackIdLines = -1; + // Important: we leave TexReady untouched +} + +void ImFontAtlas::ClearTexData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + if (TexPixelsAlpha8) + IM_FREE(TexPixelsAlpha8); + if (TexPixelsRGBA32) + IM_FREE(TexPixelsRGBA32); + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; + TexPixelsUseColors = false; + // Important: we leave TexReady untouched +} + +void ImFontAtlas::ClearFonts() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Fonts.clear_delete(); + TexReady = false; +} + +void ImFontAtlas::Clear() +{ + ClearInputData(); + ClearTexData(); + ClearFonts(); +} + +void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Build atlas on demand + if (TexPixelsAlpha8 == NULL) + Build(); + + *out_pixels = TexPixelsAlpha8; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; +} + +void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Convert to RGBA32 format on demand + // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp + if (!TexPixelsRGBA32) + { + unsigned char* pixels = NULL; + GetTexDataAsAlpha8(&pixels, NULL, NULL); + if (pixels) + { + TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); + const unsigned char* src = pixels; + unsigned int* dst = TexPixelsRGBA32; + for (int n = TexWidth * TexHeight; n > 0; n--) + *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); + } + } + + *out_pixels = (unsigned char*)TexPixelsRGBA32; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; +} + +ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); + IM_ASSERT(font_cfg->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?"); + IM_ASSERT(font_cfg->OversampleH > 0 && font_cfg->OversampleV > 0 && "Is ImFontConfig struct correctly initialized?"); + IM_ASSERT(font_cfg->RasterizerDensity > 0.0f); + + // Create new font + if (!font_cfg->MergeMode) + Fonts.push_back(IM_NEW(ImFont)); + else + IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. + + ConfigData.push_back(*font_cfg); + ImFontConfig& new_font_cfg = ConfigData.back(); + if (new_font_cfg.DstFont == NULL) + new_font_cfg.DstFont = Fonts.back(); + if (!new_font_cfg.FontDataOwnedByAtlas) + { + new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); + new_font_cfg.FontDataOwnedByAtlas = true; + memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); + } + + // Round font size + // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet. + // - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes. + // - We may support it better later and remove this rounding. + new_font_cfg.SizePixels = ImTrunc(new_font_cfg.SizePixels); + + // Pointers to ConfigData and BuilderData are otherwise dangling + ImFontAtlasUpdateConfigDataPointers(this); + + // Invalidate texture + TexReady = false; + ClearTexData(); + return new_font_cfg.DstFont; +} + +// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) +static unsigned int stb_decompress_length(const unsigned char* input); +static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); +static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } +static void Decode85(const unsigned char* src, unsigned char* dst) +{ + while (*src) + { + unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4])))); + dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. + src += 5; + dst += 4; + } +} +#ifndef IMGUI_DISABLE_DEFAULT_FONT +static const char* GetDefaultCompressedFontDataTTF(int* out_size); +#endif + +// Load embedded ProggyClean.ttf at size 13, disable oversampling +ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) +{ +#ifndef IMGUI_DISABLE_DEFAULT_FONT + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (!font_cfg_template) + { + font_cfg.OversampleH = font_cfg.OversampleV = 1; + font_cfg.PixelSnapH = true; + } + if (font_cfg.SizePixels <= 0.0f) + font_cfg.SizePixels = 13.0f * 1.0f; + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + font_cfg.EllipsisChar = (ImWchar)0x0085; + font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units + + int ttf_compressed_size = 0; + const char* ttf_compressed = GetDefaultCompressedFontDataTTF(&ttf_compressed_size); + const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); + ImFont* font = AddFontFromMemoryCompressedTTF(ttf_compressed, ttf_compressed_size, font_cfg.SizePixels, &font_cfg, glyph_ranges); + return font; +#else + IM_ASSERT(0 && "AddFontDefault() disabled in this build."); + IM_UNUSED(font_cfg_template); + return NULL; +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT +} + +ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + size_t data_size = 0; + void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); + if (!data) + { + IM_ASSERT_USER_ERROR(0, "Could not load font file!"); + return NULL; + } + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (font_cfg.Name[0] == '\0') + { + // Store a short copy of filename into into the font name for convenience + const char* p; + for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); + } + return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); +} + +// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). +ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size. + font_cfg.FontData = font_data; + font_cfg.FontDataSize = font_data_size; + font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; + if (glyph_ranges) + font_cfg.GlyphRanges = glyph_ranges; + return AddFont(&font_cfg); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); + unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size); + stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); + + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontDataOwnedByAtlas = true; + return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) +{ + int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); + Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); + ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); + IM_FREE(compressed_ttf); + return font; +} + +int ImFontAtlas::AddCustomRectRegular(int width, int height) +{ + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) +{ +#ifdef IMGUI_USE_WCHAR32 + IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); +#endif + IM_ASSERT(font != NULL); + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + r.GlyphID = id; + r.GlyphColored = 0; // Set to 1 manually to mark glyph as colored // FIXME: No official API for that (#8133) + r.GlyphAdvanceX = advance_x; + r.GlyphOffset = offset; + r.Font = font; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const +{ + IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates + IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed + *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); + *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); +} + +bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) +{ + if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) + return false; + if (Flags & ImFontAtlasFlags_NoMouseCursors) + return false; + + IM_ASSERT(PackIdMouseCursors != -1); + ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); + ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; + *out_size = size; + *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; + out_uv_border[0] = (pos) * TexUvScale; + out_uv_border[1] = (pos + size) * TexUvScale; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + out_uv_fill[0] = (pos) * TexUvScale; + out_uv_fill[1] = (pos + size) * TexUvScale; + return true; +} + +bool ImFontAtlas::Build() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + + // Default font is none are specified + if (ConfigData.Size == 0) + AddFontDefault(); + + // Select builder + // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which + // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are + // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere + // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. + const ImFontBuilderIO* builder_io = FontBuilderIO; + if (builder_io == NULL) + { +#ifdef IMGUI_ENABLE_FREETYPE + builder_io = ImGuiFreeType::GetBuilderForFreeType(); +#elif defined(IMGUI_ENABLE_STB_TRUETYPE) + builder_io = ImFontAtlasGetBuilderForStbTruetype(); +#else + IM_ASSERT(0); // Invalid Build function +#endif + } + + // Build + return builder_io->FontBuilder_Build(this); +} + +void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) +{ + for (unsigned int i = 0; i < 256; i++) + { + unsigned int value = (unsigned int)(i * in_brighten_factor); + out_table[i] = value > 255 ? 255 : (value & 0xFF); + } +} + +void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) +{ + IM_ASSERT_PARANOID(w <= stride); + unsigned char* data = pixels + x + y * stride; + for (int j = h; j > 0; j--, data += stride - w) + for (int i = w; i > 0; i--, data++) + *data = table[*data]; +} + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) +// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) +struct ImFontBuildSrcData +{ + stbtt_fontinfo FontInfo; + stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) + stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. + stbtt_packedchar* PackedChars; // Output glyphs + const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) + int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] + int GlyphsHighest; // Highest requested codepoint + int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) + ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet) +}; + +// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) +struct ImFontBuildDstData +{ + int SrcCount; // Number of source fonts targeting this destination font. + int GlyphsHighest; + int GlyphsCount; + ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. +}; + +static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out) +{ + IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); + const ImU32* it_begin = in->Storage.begin(); + const ImU32* it_end = in->Storage.end(); + for (const ImU32* it = it_begin; it < it_end; it++) + if (ImU32 entries_32 = *it) + for (ImU32 bit_n = 0; bit_n < 32; bit_n++) + if (entries_32 & ((ImU32)1 << bit_n)) + out->push_back((int)(((it - it_begin) << 5) + bit_n)); +} + +static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) +{ + IM_ASSERT(atlas->ConfigData.Size > 0); + + ImFontAtlasBuildInit(atlas); + + // Clear atlas + atlas->TexID = (ImTextureID)NULL; + atlas->TexWidth = atlas->TexHeight = 0; + atlas->TexUvScale = ImVec2(0.0f, 0.0f); + atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); + atlas->ClearTexData(); + + // Temporary storage for building + ImVector src_tmp_array; + ImVector dst_tmp_array; + src_tmp_array.resize(atlas->ConfigData.Size); + dst_tmp_array.resize(atlas->Fonts.Size); + memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); + + // 1. Initialize font loading structure, check font data validity + for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); + + // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + src_tmp.DstIndex = -1; + for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) + if (cfg.DstFont == atlas->Fonts[output_i]) + src_tmp.DstIndex = output_i; + if (src_tmp.DstIndex == -1) + { + IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? + return false; + } + // Initialize helper structure for font loading and verify that the TTF/OTF data is correct + const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); + IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); + if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) + { + IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); + return false; + } + + // Measure highest codepoints + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + { + // Check for valid range. This may also help detect *some* dangling pointers, because a common + // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent, + // or to forget to zero-terminate the glyph range array. + IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?"); + src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); + } + dst_tmp.SrcCount++; + dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); + } + + // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. + int total_glyphs_count = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); + + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + { + if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) + continue; + if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? + continue; + + // Add to avail set/counters + src_tmp.GlyphsCount++; + dst_tmp.GlyphsCount++; + src_tmp.GlyphsSet.SetBit(codepoint); + dst_tmp.GlyphsSet.SetBit(codepoint); + total_glyphs_count++; + } + } + + // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); + UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); + src_tmp.GlyphsSet.Clear(); + IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); + } + for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) + dst_tmp_array[dst_i].GlyphsSet.Clear(); + dst_tmp_array.clear(); + + // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) + // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) + ImVector buf_rects; + ImVector buf_packedchars; + buf_rects.resize(total_glyphs_count); + buf_packedchars.resize(total_glyphs_count); + memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); + memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); + + // 4. Gather glyphs sizes so we can pack them in our virtual canvas. + int total_surface = 0; + int buf_rects_out_n = 0; + int buf_packedchars_out_n = 0; + const int pack_padding = atlas->TexGlyphPadding; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + src_tmp.Rects = &buf_rects[buf_rects_out_n]; + src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; + buf_rects_out_n += src_tmp.GlyphsCount; + buf_packedchars_out_n += src_tmp.GlyphsCount; + + // Convert our ranges in the format stb_truetype wants + ImFontConfig& cfg = atlas->ConfigData[src_i]; + src_tmp.PackRange.font_size = cfg.SizePixels * cfg.RasterizerDensity; + src_tmp.PackRange.first_unicode_codepoint_in_range = 0; + src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; + src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; + src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; + src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; + src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; + + // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) + const float scale = (cfg.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity); + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) + { + int x0, y0, x1, y1; + const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); + IM_ASSERT(glyph_index_in_font != 0); + stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); + src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + pack_padding + cfg.OversampleH - 1); + src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + pack_padding + cfg.OversampleV - 1); + total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; + } + } + for (int i = 0; i < atlas->CustomRects.Size; i++) + total_surface += (atlas->CustomRects[i].Width + pack_padding) * (atlas->CustomRects[i].Height + pack_padding); + + // We need a width for the skyline algorithm, any width! + // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. + const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; + atlas->TexHeight = 0; + if (atlas->TexDesiredWidth > 0) + atlas->TexWidth = atlas->TexDesiredWidth; + else + atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; + + // 5. Start packing + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + const int TEX_HEIGHT_MAX = 1024 * 32; + stbtt_pack_context spc = {}; + stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, 0, NULL); + spc.padding = atlas->TexGlyphPadding; // Because we mixup stbtt_PackXXX and stbrp_PackXXX there's a bit of a hack here, not passing the value to stbtt_PackBegin() allows us to still pack a TexWidth-1 wide item. (#8107) + ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); + + // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); + + // Extend texture height and mark missing glyphs as non-packed so we won't render them. + // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + if (src_tmp.Rects[glyph_i].was_packed) + atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + } + + // 7. Allocate texture + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); + memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); + spc.pixels = atlas->TexPixelsAlpha8; + spc.height = atlas->TexHeight; + + // 8. Render/rasterize font characters into the texture + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); + + // Apply multiply operator + if (cfg.RasterizerMultiply != 1.0f) + { + unsigned char multiply_table[256]; + ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); + stbrp_rect* r = &src_tmp.Rects[0]; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) + if (r->was_packed) + ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); + } + src_tmp.Rects = NULL; + } + + // End packing + stbtt_PackEnd(&spc); + buf_rects.clear(); + + // 9. Setup ImFont and glyphs for runtime + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + // When merging fonts with MergeMode=true: + // - We can have multiple input fonts writing into a same destination font. + // - dst_font->ConfigData is != from cfg which is our source configuration. + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFont* dst_font = cfg.DstFont; + + const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + + const float ascent = ImCeil(unscaled_ascent * font_scale); + const float descent = ImFloor(unscaled_descent * font_scale); + ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); + const float font_off_x = cfg.GlyphOffset.x; + const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); + + const float inv_rasterization_scale = 1.0f / cfg.RasterizerDensity; + + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + { + // Register glyph + const int codepoint = src_tmp.GlyphsList[glyph_i]; + const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; + stbtt_aligned_quad q; + float unused_x = 0.0f, unused_y = 0.0f; + stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); + float x0 = q.x0 * inv_rasterization_scale + font_off_x; + float y0 = q.y0 * inv_rasterization_scale + font_off_y; + float x1 = q.x1 * inv_rasterization_scale + font_off_x; + float y1 = q.y1 * inv_rasterization_scale + font_off_y; + dst_font->AddGlyph(&cfg, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale); + } + } + + // Cleanup + src_tmp_array.clear_destruct(); + + ImFontAtlasBuildFinish(atlas); + return true; +} + +const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() +{ + static ImFontBuilderIO io; + io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; + return &io; +} + +#endif // IMGUI_ENABLE_STB_TRUETYPE + +void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas) +{ + for (ImFontConfig& font_cfg : atlas->ConfigData) + { + ImFont* font = font_cfg.DstFont; + if (!font_cfg.MergeMode) + { + font->ConfigData = &font_cfg; + font->ConfigDataCount = 0; + } + font->ConfigDataCount++; + } +} + +void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) +{ + if (!font_config->MergeMode) + { + font->ClearOutputData(); + font->FontSize = font_config->SizePixels; + IM_ASSERT(font->ConfigData == font_config); + font->ContainerAtlas = atlas; + font->Ascent = ascent; + font->Descent = descent; + } +} + +void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) +{ + stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; + IM_ASSERT(pack_context != NULL); + + ImVector& user_rects = atlas->CustomRects; + IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. +#ifdef __GNUC__ + if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343) +#endif + + const int pack_padding = atlas->TexGlyphPadding; + ImVector pack_rects; + pack_rects.resize(user_rects.Size); + memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); + for (int i = 0; i < user_rects.Size; i++) + { + pack_rects[i].w = user_rects[i].Width + pack_padding; + pack_rects[i].h = user_rects[i].Height + pack_padding; + } + stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); + for (int i = 0; i < pack_rects.Size; i++) + if (pack_rects[i].was_packed) + { + user_rects[i].X = (unsigned short)pack_rects[i].x; + user_rects[i].Y = (unsigned short)pack_rects[i].y; + IM_ASSERT(pack_rects[i].w == user_rects[i].Width + pack_padding && pack_rects[i].h == user_rects[i].Height + pack_padding); + atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); + } +} + +void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; +} + +void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; +} + +static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) +{ + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); + IM_ASSERT(r->IsPacked()); + + const int w = atlas->TexWidth; + if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) + { + // White pixels only + IM_ASSERT(r->Width == 2 && r->Height == 2); + const int offset = (int)r->X + (int)r->Y * w; + if (atlas->TexPixelsAlpha8 != NULL) + { + atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + } + else + { + atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; + } + } + else + { + // White pixels and mouse cursor + IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); + const int x_for_white = r->X; + const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + if (atlas->TexPixelsAlpha8 != NULL) + { + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + } + else + { + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); + } + } + atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); +} + +static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) +{ + if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) + return; + + // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); + IM_ASSERT(r->IsPacked()); + for (int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row + { + // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle + int y = n; + int line_width = n; + int pad_left = (r->Width - line_width) / 2; + int pad_right = r->Width - (pad_left + line_width); + + // Write each slice + IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels + if (atlas->TexPixelsAlpha8 != NULL) + { + unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (int i = 0; i < pad_left; i++) + *(write_ptr + i) = 0x00; + + for (int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = 0xFF; + + for (int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = 0x00; + } + else + { + unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (int i = 0; i < pad_left; i++) + *(write_ptr + i) = IM_COL32(255, 255, 255, 0); + + for (int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = IM_COL32_WHITE; + + for (int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); + } + + // Calculate UVs for this line + ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale; + float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts + atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); + } +} + +// Note: this is called / shared by both the stb_truetype and the FreeType builder +void ImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + // Register texture region for mouse cursors or standard white pixels + if (atlas->PackIdMouseCursors < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + else + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); + } + + // Register texture region for thick lines + // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row + if (atlas->PackIdLines < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) + atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + } +} + +// This is called/shared by both the stb_truetype and the FreeType builder. +void ImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + // Render into our custom data blocks + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); + ImFontAtlasBuildRenderDefaultTexData(atlas); + ImFontAtlasBuildRenderLinesTexData(atlas); + + // Register custom rectangle glyphs + for (int i = 0; i < atlas->CustomRects.Size; i++) + { + const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; + if (r->Font == NULL || r->GlyphID == 0) + continue; + + // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH + IM_ASSERT(r->Font->ContainerAtlas == atlas); + ImVec2 uv0, uv1; + atlas->CalcCustomRectUV(r, &uv0, &uv1); + r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); + if (r->GlyphColored) + r->Font->Glyphs.back().Colored = 1; + } + + // Build all fonts lookup tables + for (ImFont* font : atlas->Fonts) + if (font->DirtyLookupTables) + font->BuildLookupTable(); + + atlas->TexReady = true; +} + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas: glyph ranges helpers +//------------------------------------------------------------------------- +// - GetGlyphRangesDefault() +// - GetGlyphRangesGreek() +// - GetGlyphRangesKorean() +// - GetGlyphRangesChineseFull() +// - GetGlyphRangesChineseSimplifiedCommon() +// - GetGlyphRangesJapanese() +// - GetGlyphRangesCyrillic() +// - GetGlyphRangesThai() +// - GetGlyphRangesVietnamese() +//----------------------------------------------------------------------------- + +// Retrieve list of range (2 int per range, values are inclusive) +const ImWchar* ImFontAtlas::GetGlyphRangesDefault() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesGreek() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0370, 0x03FF, // Greek and Coptic + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesKorean() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3131, 0x3163, // Korean alphabets + 0xAC00, 0xD7A3, // Korean characters + 0xFFFD, 0xFFFD, // Invalid + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD, // Invalid + 0x4e00, 0x9FAF, // CJK Ideograms + 0, + }; + return &ranges[0]; +} + +static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges) +{ + for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) + { + out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]); + base_codepoint += accumulative_offsets[n]; + } + out_ranges[0] = 0; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() +{ + // Store 2500 regularly used characters for Simplified Chinese. + // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 + // This table covers 97.97% of all characters used during the month in July, 1987. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, + 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, + 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, + 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, + 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, + 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, + 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, + 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, + 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, + 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, + 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, + 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, + 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, + 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, + 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, + 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, + 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, + 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, + 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, + 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, + 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, + 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, + 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, + 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, + 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, + 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, + 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, + 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, + 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, + 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, + 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, + 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, + 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, + 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, + 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, + 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, + 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, + 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, + 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, + 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() +{ + // 2999 ideograms code points for Japanese + // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points + // - 863 Jinmeiyo (meaning "for personal name") Kanji code points + // - Sourced from official information provided by the government agencies of Japan: + // - List of Joyo Kanji by the Agency for Cultural Affairs + // - https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kijun/naikaku/kanji/ + // - List of Jinmeiyo Kanji by the Ministry of Justice + // - http://www.moj.go.jp/MINJI/minji86.html + // - Available under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0). + // - https://creativecommons.org/licenses/by/4.0/legalcode + // - You can generate this code by the script at: + // - https://github.com/vaiorabbit/everyday_use_kanji + // - References: + // - List of Joyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji + // - List of Jinmeiyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji + // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1, + 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3, + 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8, + 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5, + 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1, + 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30, + 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3, + 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4, + 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14, + 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1, + 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1, + 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1, + 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1, + 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2, + 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7, + 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5, + 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1, + 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7, + 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2, + 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5, + 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6, + 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2, + 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16, + 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11, + 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18, + 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9, + 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3, + 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6, + 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1, + 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8, + 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1, + 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10, + 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5, + 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2, + 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5, + 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1, + 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5, + 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4, + 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7, + 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5, + 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13, + 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21, + 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1, + 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38, + 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4, + 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4, + 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1, + 3,2,1,1,1,1,2,1,1, + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement + 0x2DE0, 0x2DFF, // Cyrillic Extended-A + 0xA640, 0xA69F, // Cyrillic Extended-B + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesThai() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x2010, 0x205E, // Punctuations + 0x0E00, 0x0E7F, // Thai + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, + }; + return &ranges[0]; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontGlyphRangesBuilder +//----------------------------------------------------------------------------- + +void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) +{ + while (text_end ? (text < text_end) : *text) + { + unsigned int c = 0; + int c_len = ImTextCharFromUtf8(&c, text, text_end); + text += c_len; + if (c_len == 0) + break; + AddChar((ImWchar)c); + } +} + +void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) +{ + for (; ranges[0]; ranges += 2) + for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 + AddChar((ImWchar)c); +} + +void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) +{ + const int max_codepoint = IM_UNICODE_CODEPOINT_MAX; + for (int n = 0; n <= max_codepoint; n++) + if (GetBit(n)) + { + out_ranges->push_back((ImWchar)n); + while (n < max_codepoint && GetBit(n + 1)) + n++; + out_ranges->push_back((ImWchar)n); + } + out_ranges->push_back(0); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFont +//----------------------------------------------------------------------------- + +ImFont::ImFont() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + FallbackChar = 0; + EllipsisChar = 0; + EllipsisWidth = EllipsisCharStep = 0.0f; + EllipsisCharCount = 0; + FallbackGlyph = NULL; + ContainerAtlas = NULL; + ConfigData = NULL; + ConfigDataCount = 0; + DirtyLookupTables = false; + Scale = 1.0f; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); +} + +ImFont::~ImFont() +{ + ClearOutputData(); +} + +void ImFont::ClearOutputData() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + Glyphs.clear(); + IndexAdvanceX.clear(); + IndexLookup.clear(); + FallbackGlyph = NULL; + ContainerAtlas = NULL; + DirtyLookupTables = true; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); +} + +static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) +{ + for (int n = 0; n < candidate_chars_count; n++) + if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) + return candidate_chars[n]; + return 0; +} + +void ImFont::BuildLookupTable() +{ + int max_codepoint = 0; + for (int i = 0; i != Glyphs.Size; i++) + max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); + + // Build lookup table + IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!"); + IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved + IndexAdvanceX.clear(); + IndexLookup.clear(); + DirtyLookupTables = false; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); + GrowIndex(max_codepoint + 1); + for (int i = 0; i < Glyphs.Size; i++) + { + int codepoint = (int)Glyphs[i].Codepoint; + IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; + IndexLookup[codepoint] = (ImWchar)i; + + // Mark 4K page as used + const int page_n = codepoint / 4096; + Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); + } + + // Create a glyph to handle TAB + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) + if (FindGlyph((ImWchar)' ')) + { + if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& tab_glyph = Glyphs.back(); + tab_glyph = *FindGlyph((ImWchar)' '); + tab_glyph.Codepoint = '\t'; + tab_glyph.AdvanceX *= IM_TABSIZE; + IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; + IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); + } + + // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) + SetGlyphVisible((ImWchar)' ', false); + SetGlyphVisible((ImWchar)'\t', false); + + // Setup Fallback character + const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackGlyph = &Glyphs.back(); + FallbackChar = (ImWchar)FallbackGlyph->Codepoint; + } + } + FallbackAdvanceX = FallbackGlyph->AdvanceX; + for (int i = 0; i < max_codepoint + 1; i++) + if (IndexAdvanceX[i] < 0.0f) + IndexAdvanceX[i] = FallbackAdvanceX; + + // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { ConfigData->EllipsisChar, (ImWchar)0x2026, (ImWchar)0x0085 }; + const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; + if (EllipsisChar == 0) + EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); + const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); + if (EllipsisChar != 0) + { + EllipsisCharCount = 1; + EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1; + } + else if (dot_char != 0) + { + const ImFontGlyph* dot_glyph = FindGlyph(dot_char); + EllipsisChar = dot_char; + EllipsisCharCount = 3; + EllipsisCharStep = (float)(int)(dot_glyph->X1 - dot_glyph->X0) + 1.0f; + EllipsisWidth = ImMax(dot_glyph->AdvanceX, dot_glyph->X0 + EllipsisCharStep * 3.0f - 1.0f); // FIXME: Slightly odd for normally mono-space fonts but since this is used for trailing contents. + } +} + +// API is designed this way to avoid exposing the 4K page size +// e.g. use with IsGlyphRangeUnused(0, 255) +bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) +{ + unsigned int page_begin = (c_begin / 4096); + unsigned int page_last = (c_last / 4096); + for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) + if ((page_n >> 3) < sizeof(Used4kPagesMap)) + if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) + return false; + return true; +} + +void ImFont::SetGlyphVisible(ImWchar c, bool visible) +{ + if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) + glyph->Visible = visible ? 1 : 0; +} + +void ImFont::GrowIndex(int new_size) +{ + IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); + if (new_size <= IndexLookup.Size) + return; + IndexAdvanceX.resize(new_size, -1.0f); + IndexLookup.resize(new_size, (ImWchar)-1); +} + +// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. +// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). +// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font. +void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) +{ + if (cfg != NULL) + { + // Clamp & recenter if needed + const float advance_x_original = advance_x; + advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); + if (advance_x != advance_x_original) + { + float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; + x0 += char_off_x; + x1 += char_off_x; + } + + // Snap to pixel + if (cfg->PixelSnapH) + advance_x = IM_ROUND(advance_x); + + // Bake spacing + advance_x += cfg->GlyphExtraSpacing.x; + } + + int glyph_idx = Glyphs.Size; + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& glyph = Glyphs[glyph_idx]; + glyph.Codepoint = (unsigned int)codepoint; + glyph.Visible = (x0 != x1) && (y0 != y1); + glyph.Colored = false; + glyph.X0 = x0; + glyph.Y0 = y0; + glyph.X1 = x1; + glyph.Y1 = y1; + glyph.U0 = u0; + glyph.V0 = v0; + glyph.U1 = u1; + glyph.V1 = v1; + glyph.AdvanceX = advance_x; + + // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) + // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. + float pad = ContainerAtlas->TexGlyphPadding + 0.99f; + DirtyLookupTables = true; + MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); +} + +void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) +{ + IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. + unsigned int index_size = (unsigned int)IndexLookup.Size; + + if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists + return; + if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op + return; + + GrowIndex(dst + 1); + IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; + IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; +} + +// Find glyph, return fallback if missing +const ImFontGlyph* ImFont::FindGlyph(ImWchar c) +{ + if (c >= (size_t)IndexLookup.Size) + return FallbackGlyph; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return FallbackGlyph; + return &Glyphs.Data[i]; +} + +const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) +{ + if (c >= (size_t)IndexLookup.Size) + return NULL; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return NULL; + return &Glyphs.Data[i]; +} + +// Trim trailing space and find beginning of next line +static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end) +{ + while (text < text_end && ImCharIsBlankA(*text)) + text++; + if (*text == '\n') + text++; + return text; +} + +#define ImFontGetCharAdvanceX(_FONT, _CH) ((int)(_CH) < (_FONT)->IndexAdvanceX.Size ? (_FONT)->IndexAdvanceX.Data[_CH] : (_FONT)->FallbackAdvanceX) + +// Simple word-wrapping for English, not full-featured. Please submit failing cases! +// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end. +// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) +const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) +{ + // For references, possible wrap point marked with ^ + // "aaa bbb, ccc,ddd. eee fff. ggg!" + // ^ ^ ^ ^ ^__ ^ ^ + + // List of hardcoded separators: .,;!?'" + + // Skip extra blanks after a line returns (that includes not counting them in width computation) + // e.g. "Hello world" --> "Hello" "World" + + // Cut words that cannot possibly fit within one line. + // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" + float line_width = 0.0f; + float word_width = 0.0f; + float blank_width = 0.0f; + wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters + + const char* word_end = text; + const char* prev_word_end = NULL; + bool inside_word = true; + + const char* s = text; + IM_ASSERT(text_end != NULL); + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + const char* next_s; + if (c < 0x80) + next_s = s + 1; + else + next_s = s + ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + line_width = word_width = blank_width = 0.0f; + inside_word = true; + s = next_s; + continue; + } + if (c == '\r') + { + s = next_s; + continue; + } + } + + const float char_width = ImFontGetCharAdvanceX(this, c); + if (ImCharIsBlankW(c)) + { + if (inside_word) + { + line_width += blank_width; + blank_width = 0.0f; + word_end = s; + } + blank_width += char_width; + inside_word = false; + } + else + { + word_width += char_width; + if (inside_word) + { + word_end = next_s; + } + else + { + prev_word_end = word_end; + line_width += word_width + blank_width; + word_width = blank_width = 0.0f; + } + + // Allow wrapping after punctuation. + inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"'); + } + + // We ignore blank width at the end of the line (they can be skipped) + if (line_width + word_width > wrap_width) + { + // Words that cannot possibly fit within an entire line will be cut anywhere. + if (word_width < wrap_width) + s = prev_word_end ? prev_word_end : word_end; + break; + } + + s = next_s; + } + + // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol). + if (s == text && text < text_end) + return s + 1; + return s; +} + +ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. + + const float line_height = size; + const float scale = size / FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + const char* s = text_begin; + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); + + if (s >= word_wrap_eol) + { + if (text_size.x < line_width) + text_size.x = line_width; + text_size.y += line_height; + line_width = 0.0f; + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + const char* prev_s = s; + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + continue; + } + if (c == '\r') + continue; + } + + const float char_width = ImFontGetCharAdvanceX(this, c) * scale; + if (line_width + char_width >= max_width) + { + s = prev_s; + break; + } + + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (line_width > 0 || text_size.y == 0.0f) + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) +{ + const ImFontGlyph* glyph = FindGlyph(c); + if (!glyph || !glyph->Visible) + return; + if (glyph->Colored) + col |= ~IM_COL32_A_MASK; + float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); + draw_list->PrimReserve(6, 4); + draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. + + // Align to be pixel perfect + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); + if (y > clip_rect.w) + return; + + const float scale = size / FontSize; + const float line_height = FontSize * scale; + const float origin_x = x; + const bool word_wrap_enabled = (wrap_width > 0.0f); + + // Fast-forward to first visible line + const char* s = text_begin; + if (y + line_height < clip_rect.y) + while (y + line_height < clip_rect.y && s < text_end) + { + const char* line_end = (const char*)memchr(s, '\n', text_end - s); + if (word_wrap_enabled) + { + // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA(). + // If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both. + // However it is still better than nothing performing the fast-forward! + s = CalcWordWrapPositionA(scale, s, line_end ? line_end : text_end, wrap_width); + s = CalcWordWrapNextLineStartA(s, text_end); + } + else + { + s = line_end ? line_end + 1 : text_end; + } + y += line_height; + } + + // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() + // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) + if (text_end - s > 10000 && !word_wrap_enabled) + { + const char* s_end = s; + float y_end = y; + while (y_end < clip_rect.w && s_end < text_end) + { + s_end = (const char*)memchr(s_end, '\n', text_end - s_end); + s_end = s_end ? s_end + 1 : text_end; + y_end += line_height; + } + text_end = s_end; + } + if (s == text_end) + return; + + // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) + const int vtx_count_max = (int)(text_end - s) * 4; + const int idx_count_max = (int)(text_end - s) * 6; + const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; + draw_list->PrimReserve(idx_count_max, vtx_count_max); + ImDrawVert* vtx_write = draw_list->_VtxWritePtr; + ImDrawIdx* idx_write = draw_list->_IdxWritePtr; + unsigned int vtx_index = draw_list->_VtxCurrentIdx; + + const ImU32 col_untinted = col | ~IM_COL32_A_MASK; + const char* word_wrap_eol = NULL; + + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - origin_x)); + + if (s >= word_wrap_eol) + { + x = origin_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + x = origin_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + continue; + } + if (c == '\r') + continue; + } + + const ImFontGlyph* glyph = FindGlyph((ImWchar)c); + if (glyph == NULL) + continue; + + float char_width = glyph->AdvanceX * scale; + if (glyph->Visible) + { + // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + if (x1 <= clip_rect.z && x2 >= clip_rect.x) + { + // Render a character + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip) + { + if (x1 < clip_rect.x) + { + u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); + x1 = clip_rect.x; + } + if (y1 < clip_rect.y) + { + v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); + y1 = clip_rect.y; + } + if (x2 > clip_rect.z) + { + u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); + x2 = clip_rect.z; + } + if (y2 > clip_rect.w) + { + v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); + y2 = clip_rect.w; + } + if (y1 >= y2) + { + x += char_width; + continue; + } + } + + // Support for untinted glyphs + ImU32 glyph_col = glyph->Colored ? col_untinted : col; + + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: + { + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + idx_write[0] = (ImDrawIdx)(vtx_index); idx_write[1] = (ImDrawIdx)(vtx_index + 1); idx_write[2] = (ImDrawIdx)(vtx_index + 2); + idx_write[3] = (ImDrawIdx)(vtx_index); idx_write[4] = (ImDrawIdx)(vtx_index + 2); idx_write[5] = (ImDrawIdx)(vtx_index + 3); + vtx_write += 4; + vtx_index += 4; + idx_write += 6; + } + } + } + x += char_width; + } + + // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. + draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() + draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); + draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); + draw_list->_VtxWritePtr = vtx_write; + draw_list->_IdxWritePtr = idx_write; + draw_list->_VtxCurrentIdx = vtx_index; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGui Internal Render Helpers +//----------------------------------------------------------------------------- +// Vaguely redesigned to stop accessing ImGui global state: +// - RenderArrow() +// - RenderBullet() +// - RenderCheckMark() +// - RenderArrowDockMenu() +// - RenderArrowPointingAt() +// - RenderRectFilledRangeH() +// - RenderRectFilledWithHole() +//----------------------------------------------------------------------------- +// Function in need of a redesign (legacy mess) +// - RenderColorRectWithAlphaCheckerboard() +//----------------------------------------------------------------------------- + +// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state +void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) +{ + const float h = draw_list->_Data->FontSize * 1.00f; + float r = h * 0.40f * scale; + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); + + ImVec2 a, b, c; + switch (dir) + { + case ImGuiDir_Up: + case ImGuiDir_Down: + if (dir == ImGuiDir_Up) r = -r; + a = ImVec2(+0.000f, +0.750f) * r; + b = ImVec2(-0.866f, -0.750f) * r; + c = ImVec2(+0.866f, -0.750f) * r; + break; + case ImGuiDir_Left: + case ImGuiDir_Right: + if (dir == ImGuiDir_Left) r = -r; + a = ImVec2(+0.750f, +0.000f) * r; + b = ImVec2(-0.750f, +0.866f) * r; + c = ImVec2(-0.750f, -0.866f) * r; + break; + case ImGuiDir_None: + case ImGuiDir_COUNT: + IM_ASSERT(0); + break; + } + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); +} + +void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) +{ + // FIXME-OPT: This should be baked in font. + draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); +} + +void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz) +{ + float thickness = ImMax(sz / 5.0f, 1.0f); + sz -= thickness * 0.5f; + pos += ImVec2(thickness * 0.25f, thickness * 0.25f); + + float third = sz / 3.0f; + float bx = pos.x + third; + float by = pos.y + sz - third * 0.5f; + draw_list->PathLineTo(ImVec2(bx - third, by - third)); + draw_list->PathLineTo(ImVec2(bx, by)); + draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); + draw_list->PathStroke(col, 0, thickness); +} + +// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. +void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) +{ + switch (direction) + { + case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings + } +} + +// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality, +// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. +void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col) +{ + draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col); + RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); +} + +static inline float ImAcos01(float x) +{ + if (x <= 0.0f) return IM_PI * 0.5f; + if (x >= 1.0f) return 0.0f; + return ImAcos(x); + //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. +} + +// FIXME: Cleanup and move code to ImDrawList. +void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) +{ + if (x_end_norm == x_start_norm) + return; + if (x_start_norm > x_end_norm) + ImSwap(x_start_norm, x_end_norm); + + ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); + ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); + if (rounding == 0.0f) + { + draw_list->AddRectFilled(p0, p1, col, 0.0f); + return; + } + + rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); + const float inv_rounding = 1.0f / rounding; + const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); + const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); + const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. + const float x0 = ImMax(p0.x, rect.Min.x + rounding); + if (arc0_b == arc0_e) + { + draw_list->PathLineTo(ImVec2(x0, p1.y)); + draw_list->PathLineTo(ImVec2(x0, p0.y)); + } + else if (arc0_b == 0.0f && arc0_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL + draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR + } + else + { + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e); // TR + } + if (p1.x > rect.Min.x + rounding) + { + const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); + const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); + const float x1 = ImMin(p1.x, rect.Max.x - rounding); + if (arc1_b == arc1_e) + { + draw_list->PathLineTo(ImVec2(x1, p0.y)); + draw_list->PathLineTo(ImVec2(x1, p1.y)); + } + else if (arc1_b == 0.0f && arc1_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR + draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR + } + else + { + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e); // BR + } + } + draw_list->PathFillConvex(col); +} + +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding) +{ + const bool fill_L = (inner.Min.x > outer.Min.x); + const bool fill_R = (inner.Max.x < outer.Max.x); + const bool fill_U = (inner.Min.y > outer.Min.y); + const bool fill_D = (inner.Max.y < outer.Max.y); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); +} + +ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold) +{ + bool round_l = r_in.Min.x <= r_outer.Min.x + threshold; + bool round_r = r_in.Max.x >= r_outer.Max.x - threshold; + bool round_t = r_in.Min.y <= r_outer.Min.y + threshold; + bool round_b = r_in.Max.y >= r_outer.Max.y - threshold; + return ImDrawFlags_RoundCornersNone + | ((round_t && round_l) ? ImDrawFlags_RoundCornersTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundCornersTopRight : 0) + | ((round_b && round_l) ? ImDrawFlags_RoundCornersBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundCornersBottomRight : 0); +} + +// Helper for ColorPicker4() +// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. +// FIXME: uses ImGui::GetColorU32 +void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags) +{ + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags = ImDrawFlags_RoundCornersDefault_; + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); + draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags); + + int yi = 0; + for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) + { + float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); + if (y2 <= y1) + continue; + for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) + { + float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); + if (x2 <= x1) + continue; + ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; + if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; } + + // Combine flags + cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags); + draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags); + } + } + } + else + { + draw_list->AddRectFilled(p_min, p_max, col, rounding, flags); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Decompression code +//----------------------------------------------------------------------------- +// Compressed with stb_compress() then converted to a C array and encoded as base85. +// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file. +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h +//----------------------------------------------------------------------------- + +static unsigned int stb_decompress_length(const unsigned char *input) +{ + return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; +} + +static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; +static const unsigned char *stb__barrier_in_b; +static unsigned char *stb__dout; +static void stb__match(const unsigned char *data, unsigned int length) +{ + // INVERSE of memmove... write each byte before copying the next... + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } + while (length--) *stb__dout++ = *data++; +} + +static void stb__lit(const unsigned char *data, unsigned int length) +{ + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } + memcpy(stb__dout, data, length); + stb__dout += length; +} + +#define stb__in2(x) ((i[x] << 8) + i[(x)+1]) +#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) +#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) + +static const unsigned char *stb_decompress_token(const unsigned char *i) +{ + if (*i >= 0x20) { // use fewer if's for cases that expand small + if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; + else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3; + else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); + } else { // more ifs for cases that expand large, since overhead is amortized + if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4; + else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5; + else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); + else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); + else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5; + else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6; + } + return i; +} + +static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) +{ + const unsigned long ADLER_MOD = 65521; + unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; + unsigned long blocklen = buflen % 5552; + + unsigned long i; + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { + s1 += buffer[0], s2 += s1; + s1 += buffer[1], s2 += s1; + s1 += buffer[2], s2 += s1; + s1 += buffer[3], s2 += s1; + s1 += buffer[4], s2 += s1; + s1 += buffer[5], s2 += s1; + s1 += buffer[6], s2 += s1; + s1 += buffer[7], s2 += s1; + + buffer += 8; + } + + for (; i < blocklen; ++i) + s1 += *buffer++, s2 += s1; + + s1 %= ADLER_MOD, s2 %= ADLER_MOD; + buflen -= blocklen; + blocklen = 5552; + } + return (unsigned int)(s2 << 16) + (unsigned int)s1; +} + +static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) +{ + if (stb__in4(0) != 0x57bC0000) return 0; + if (stb__in4(4) != 0) return 0; // error! stream is > 4GB + const unsigned int olen = stb_decompress_length(i); + stb__barrier_in_b = i; + stb__barrier_out_e = output + olen; + stb__barrier_out_b = output; + i += 16; + + stb__dout = output; + for (;;) { + const unsigned char *old_i = i; + i = stb_decompress_token(i); + if (i == old_i) { + if (*i == 0x05 && i[1] == 0xfa) { + IM_ASSERT(stb__dout == output + olen); + if (stb__dout != output + olen) return 0; + if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2)) + return 0; + return olen; + } else { + IM_ASSERT(0); /* NOTREACHED */ + return 0; + } + } + IM_ASSERT(stb__dout <= output + olen); + if (stb__dout > output + olen) + return 0; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Default font data (ProggyClean.ttf) +//----------------------------------------------------------------------------- +// ProggyClean.ttf +// Copyright (c) 2004, 2005 Tristan Grimmer +// MIT license (see License.txt in http://www.proggyfonts.net/index.php?menu=download) +// Download and more information at http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEFAULT_FONT + +// File: 'ProggyClean.ttf' (41208 bytes) +// Exported using binary_to_compressed_c.exe -u8 "ProggyClean.ttf" proggy_clean_ttf +static const unsigned int proggy_clean_ttf_compressed_size = 9583; +static const unsigned char proggy_clean_ttf_compressed_data[9583] = +{ + 87,188,0,0,0,0,0,0,0,0,160,248,0,4,0,0,55,0,1,0,0,0,12,0,128,0,3,0,64,79,83,47,50,136,235,116,144,0,0,1,72,130,21,44,78,99,109,97,112,2,18,35,117,0,0,3,160,130,19,36,82,99,118,116, + 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7,8,24,74,249,12,76,74,8,91,234,8,67,80,17,131,222,33,253,0,121,30,44,73,0,16,69,15,6,32,0,65,23,38,69,231,12,65,179,6,98,131,16,86,31,27,24,108,157,14,80,160,8,24,65,46,17,33,4,0, + 96,2,18,144,191,65,226,8,68,19,5,171,199,80,9,15,180,199,67,89,5,32,255,24,79,173,28,174,201,24,79,179,50,32,1,24,122,5,10,82,61,10,180,209,83,19,8,32,128,24,80,129,27,111,248,43,131, + 71,24,115,103,8,67,127,41,78,213,24,100,247,19,66,115,39,75,107,5,32,254,165,219,78,170,40,24,112,163,49,32,1,97,203,6,65,173,64,32,0,83,54,7,133,217,88,37,12,32,254,131,28,33,128, + 3,67,71,44,84,183,6,32,5,69,223,33,96,7,7,123,137,16,192,211,24,112,14,9,32,255,67,88,29,68,14,10,84,197,38,33,0,22,116,47,50,32,87,106,99,9,116,49,15,89,225,15,97,231,23,70,41,19, + 82,85,8,93,167,6,32,253,132,236,108,190,7,89,251,5,116,49,58,33,128,128,131,234,32,15,24,74,67,38,70,227,24,24,83,45,23,89,219,12,70,187,12,89,216,19,32,2,69,185,24,141,24,70,143,66, + 24,82,119,56,78,24,10,32,253,133,149,132,6,24,106,233,7,69,198,48,178,203,81,243,12,68,211,15,106,255,23,66,91,15,69,193,7,100,39,10,24,83,72,16,176,204,33,19,0,88,207,45,68,21,12, + 68,17,10,65,157,53,68,17,6,32,254,92,67,10,65,161,25,69,182,43,24,118,91,47,69,183,18,181,209,111,253,12,89,159,8,66,112,12,69,184,45,35,0,0,0,9,24,80,227,26,73,185,16,118,195,15,131, + 15,33,1,0,65,59,15,66,39,27,160,111,66,205,12,148,111,143,110,33,128,128,156,112,24,81,199,8,75,199,23,66,117,20,155,121,32,254,68,126,12,72,213,29,134,239,149,123,89,27,16,148,117, + 65,245,8,24,71,159,14,141,134,134,28,73,51,55,109,77,15,105,131,11,68,67,11,76,169,27,107,209,12,102,174,8,32,128,72,100,18,116,163,56,79,203,11,75,183,44,85,119,19,71,119,23,151,227, + 32,1,93,27,8,65,122,5,77,102,8,110,120,20,66,23,8,66,175,17,66,63,12,133,12,79,35,8,74,235,33,67,149,16,69,243,15,78,57,15,69,235,16,67,177,7,151,192,130,23,67,84,29,141,192,174,187, + 77,67,15,69,11,12,159,187,77,59,10,199,189,24,70,235,50,96,83,19,66,53,23,105,65,19,77,47,12,163,199,66,67,37,78,207,50,67,23,23,174,205,67,228,6,71,107,13,67,22,14,66,85,11,83,187, + 38,124,47,49,95,7,19,66,83,23,67,23,19,24,96,78,17,80,101,16,71,98,40,33,0,7,88,131,22,24,89,245,12,84,45,12,102,213,5,123,12,9,32,2,126,21,14,43,255,0,128,128,0,0,20,0,128,255,128, + 3,126,19,39,32,75,106,51,7,113,129,15,24,110,135,19,126,47,15,115,117,11,69,47,11,32,2,109,76,9,102,109,9,32,128,75,2,10,130,21,32,254,69,47,6,32,3,94,217,47,32,0,65,247,10,69,15,46, + 65,235,31,65,243,15,101,139,10,66,174,14,65,247,16,72,102,28,69,17,14,84,243,9,165,191,88,47,48,66,53,12,32,128,71,108,6,203,193,32,17,75,187,42,73,65,16,65,133,52,114,123,9,167,199, + 69,21,37,86,127,44,75,171,11,180,197,78,213,12,148,200,81,97,46,24,95,243,9,32,4,66,75,33,113,103,9,87,243,36,143,225,24,84,27,31,90,145,8,148,216,67,49,5,24,84,34,14,75,155,27,67, + 52,13,140,13,36,0,20,0,128,255,24,135,99,46,88,59,43,155,249,80,165,7,136,144,71,161,23,32,253,132,33,32,254,88,87,44,136,84,35,128,0,0,21,81,103,5,94,47,44,76,51,12,143,197,151,15, + 65,215,31,24,64,77,13,65,220,20,65,214,14,71,4,40,65,213,13,32,0,130,0,35,21,1,2,0,135,0,34,36,0,72,134,10,36,1,0,26,0,130,134,11,36,2,0,14,0,108,134,11,32,3,138,23,32,4,138,11,34, + 5,0,20,134,33,34,0,0,6,132,23,32,1,134,15,32,18,130,25,133,11,37,1,0,13,0,49,0,133,11,36,2,0,7,0,38,134,11,36,3,0,17,0,45,134,11,32,4,138,35,36,5,0,10,0,62,134,23,32,6,132,23,36,3, + 0,1,4,9,130,87,131,167,133,11,133,167,133,11,133,167,133,11,37,3,0,34,0,122,0,133,11,133,167,133,11,133,167,133,11,133,167,34,50,0,48,130,1,34,52,0,47,134,5,8,49,49,0,53,98,121,32, + 84,114,105,115,116,97,110,32,71,114,105,109,109,101,114,82,101,103,117,108,97,114,84,84,88,32,80,114,111,103,103,121,67,108,101,97,110,84,84,50,48,48,52,47,130,2,53,49,53,0,98,0,121, + 0,32,0,84,0,114,0,105,0,115,0,116,0,97,0,110,130,15,32,71,132,15,36,109,0,109,0,101,130,9,32,82,130,5,36,103,0,117,0,108,130,29,32,114,130,43,34,84,0,88,130,35,32,80,130,25,34,111, + 0,103,130,1,34,121,0,67,130,27,32,101,132,59,32,84,130,31,33,0,0,65,155,9,34,20,0,0,65,11,6,130,8,135,2,33,1,1,130,9,8,120,1,1,2,1,3,1,4,1,5,1,6,1,7,1,8,1,9,1,10,1,11,1,12,1,13,1,14, + 1,15,1,16,1,17,1,18,1,19,1,20,1,21,1,22,1,23,1,24,1,25,1,26,1,27,1,28,1,29,1,30,1,31,1,32,0,3,0,4,0,5,0,6,0,7,0,8,0,9,0,10,0,11,0,12,0,13,0,14,0,15,0,16,0,17,0,18,0,19,0,20,0,21,0, + 22,0,23,0,24,0,25,0,26,0,27,0,28,0,29,0,30,0,31,130,187,8,66,33,0,34,0,35,0,36,0,37,0,38,0,39,0,40,0,41,0,42,0,43,0,44,0,45,0,46,0,47,0,48,0,49,0,50,0,51,0,52,0,53,0,54,0,55,0,56,0, + 57,0,58,0,59,0,60,0,61,0,62,0,63,0,64,0,65,0,66,130,243,9,75,68,0,69,0,70,0,71,0,72,0,73,0,74,0,75,0,76,0,77,0,78,0,79,0,80,0,81,0,82,0,83,0,84,0,85,0,86,0,87,0,88,0,89,0,90,0,91,0, + 92,0,93,0,94,0,95,0,96,0,97,1,33,1,34,1,35,1,36,1,37,1,38,1,39,1,40,1,41,1,42,1,43,1,44,1,45,1,46,1,47,1,48,1,49,1,50,1,51,1,52,1,53,1,54,1,55,1,56,1,57,1,58,1,59,1,60,1,61,1,62,1, + 63,1,64,1,65,0,172,0,163,0,132,0,133,0,189,0,150,0,232,0,134,0,142,0,139,0,157,0,169,0,164,0,239,0,138,0,218,0,131,0,147,0,242,0,243,0,141,0,151,0,136,0,195,0,222,0,241,0,158,0,170, + 0,245,0,244,0,246,0,162,0,173,0,201,0,199,0,174,0,98,0,99,0,144,0,100,0,203,0,101,0,200,0,202,0,207,0,204,0,205,0,206,0,233,0,102,0,211,0,208,0,209,0,175,0,103,0,240,0,145,0,214,0, + 212,0,213,0,104,0,235,0,237,0,137,0,106,0,105,0,107,0,109,0,108,0,110,0,160,0,111,0,113,0,112,0,114,0,115,0,117,0,116,0,118,0,119,0,234,0,120,0,122,0,121,0,123,0,125,0,124,0,184,0, + 161,0,127,0,126,0,128,0,129,0,236,0,238,0,186,14,117,110,105,99,111,100,101,35,48,120,48,48,48,49,141,14,32,50,141,14,32,51,141,14,32,52,141,14,32,53,141,14,32,54,141,14,32,55,141, + 14,32,56,141,14,32,57,141,14,32,97,141,14,32,98,141,14,32,99,141,14,32,100,141,14,32,101,141,14,32,102,140,14,33,49,48,141,14,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49, + 141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,45,49,102,6,100,101,108,101,116,101,4,69,117,114, + 111,140,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236, + 32,56,141,236,32,56,141,236,32,56,65,220,13,32,57,65,220,13,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141, + 239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,35,57,102,0,0,5,250,72,249,98,247, +}; + +static const char* GetDefaultCompressedFontDataTTF(int* out_size) +{ + *out_size = proggy_clean_ttf_compressed_size; + return (const char*)proggy_clean_ttf_compressed_data; +} +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_dx9.cpp b/src/main/imgui/imgui_impl_dx9.cpp new file mode 100644 index 0000000..2cc8681 --- /dev/null +++ b/src/main/imgui/imgui_impl_dx9.cpp @@ -0,0 +1,424 @@ +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. +// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. +// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). +// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file. +// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer. +// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). +// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. +// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_dx9.h" + +// DirectX +#include + +// DirectX data +struct ImGui_ImplDX9_Data +{ + LPDIRECT3DDEVICE9 pd3dDevice; + LPDIRECT3DVERTEXBUFFER9 pVB; + LPDIRECT3DINDEXBUFFER9 pIB; + LPDIRECT3DTEXTURE9 FontTexture; + int VertexBufferSize; + int IndexBufferSize; + bool HasRgbaSupport; + + ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct CUSTOMVERTEX +{ + float pos[3]; + D3DCOLOR col; + float uv[2]; +}; +#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) + +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL) +#else +#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16)) +#endif + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + + // Setup viewport + D3DVIEWPORT9 vp; + vp.X = vp.Y = 0; + vp.Width = (DWORD)draw_data->DisplaySize.x; + vp.Height = (DWORD)draw_data->DisplaySize.y; + vp.MinZ = 0.0f; + vp.MaxZ = 1.0f; + + LPDIRECT3DDEVICE9 device = bd->pd3dDevice; + device->SetViewport(&vp); + + // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. + device->SetPixelShader(nullptr); + device->SetVertexShader(nullptr); + device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); + device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + device->SetRenderState(D3DRS_ZENABLE, FALSE); + device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); + device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); + device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); + device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); + device->SetRenderState(D3DRS_FOGENABLE, FALSE); + device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); + device->SetRenderState(D3DRS_SPECULARENABLE, FALSE); + device->SetRenderState(D3DRS_STENCILENABLE, FALSE); + device->SetRenderState(D3DRS_CLIPPING, TRUE); + device->SetRenderState(D3DRS_LIGHTING, FALSE); + device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); + device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); + device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); + + // Setup orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() + { + float L = draw_data->DisplayPos.x + 0.5f; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; + float T = draw_data->DisplayPos.y + 0.5f; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; + D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } }; + D3DMATRIX mat_projection = + { { { + 2.0f/(R-L), 0.0f, 0.0f, 0.0f, + 0.0f, 2.0f/(T-B), 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f + } } }; + device->SetTransform(D3DTS_WORLD, &mat_identity); + device->SetTransform(D3DTS_VIEW, &mat_identity); + device->SetTransform(D3DTS_PROJECTION, &mat_projection); + } +} + +// Render function. +void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + LPDIRECT3DDEVICE9 device = bd->pd3dDevice; + + // Create and grow buffers if needed + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) + return; + } + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) + { + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) + return; + } + + // Backup the DX9 state + IDirect3DStateBlock9* state_block = nullptr; + if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0) + return; + if (state_block->Capture() < 0) + { + state_block->Release(); + return; + } + + // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) + D3DMATRIX last_world, last_view, last_projection; + device->GetTransform(D3DTS_WORLD, &last_world); + device->GetTransform(D3DTS_VIEW, &last_view); + device->GetTransform(D3DTS_PROJECTION, &last_projection); + + // Allocate buffers + CUSTOMVERTEX* vtx_dst; + ImDrawIdx* idx_dst; + if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + { + state_block->Release(); + return; + } + if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + { + bd->pVB->Unlock(); + state_block->Release(); + return; + } + + // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. + // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and + // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR + // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data; + for (int i = 0; i < draw_list->VtxBuffer.Size; i++) + { + vtx_dst->pos[0] = vtx_src->pos.x; + vtx_dst->pos[1] = vtx_src->pos.y; + vtx_dst->pos[2] = 0.0f; + vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col); + vtx_dst->uv[0] = vtx_src->uv.x; + vtx_dst->uv[1] = vtx_src->uv.y; + vtx_dst++; + vtx_src++; + } + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + idx_dst += draw_list->IdxBuffer.Size; + } + bd->pVB->Unlock(); + bd->pIB->Unlock(); + device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); + device->SetIndices(bd->pIB); + device->SetFVF(D3DFVF_CUSTOMVERTEX); + + // Setup desired DX state + ImGui_ImplDX9_SetupRenderState(draw_data); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX9_SetupRenderState(draw_data); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + device->SetScissorRect(&r); + + // Bind texture, Draw + const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); + device->SetTexture(0, texture); + device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + + // Restore the DX9 transform + device->SetTransform(D3DTS_WORLD, &last_world); + device->SetTransform(D3DTS_VIEW, &last_view); + device->SetTransform(D3DTS_PROJECTION, &last_projection); + + // Restore the DX9 state + state_block->Apply(); + state_block->Release(); +} + +static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format) +{ + LPDIRECT3D9 pd3d = nullptr; + if (pDevice->GetDirect3D(&pd3d) != D3D_OK) + return false; + D3DDEVICE_CREATION_PARAMETERS param = {}; + D3DDISPLAYMODE mode = {}; + if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK) + { + pd3d->Release(); + return false; + } + // Font texture should support linear filter, color blend and write to render-target + bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK; + pd3d->Release(); + return support; +} + +bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx9"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->pd3dDevice = device; + bd->pd3dDevice->AddRef(); + bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8); + + return true; +} + +void ImGui_ImplDX9_Shutdown() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplDX9_InvalidateDeviceObjects(); + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + IM_DELETE(bd); +} + +// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) +static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h) +{ +#ifndef IMGUI_USE_BGRA_PACKED_COLOR + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors); +#else + const bool convert_rgba_to_bgra = false; + IM_UNUSED(tex_use_colors); +#endif + for (int y = 0; y < h; y++) + { + ImU32* src_p = (ImU32*)((unsigned char*)src + src_pitch * y); + ImU32* dst_p = (ImU32*)((unsigned char*)dst + dst_pitch * y); + if (convert_rgba_to_bgra) + for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy + *dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p); + else + memcpy(dst_p, src_p, w * 4); // Raw copy + } +} + +static bool ImGui_ImplDX9_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + unsigned char* pixels; + int width, height, bytes_per_pixel; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); + + // Upload texture to graphics system + bd->FontTexture = nullptr; + if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) + return false; + D3DLOCKED_RECT tex_locked_rect; + if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) + return false; + ImGui_ImplDX9_CopyTextureRegion(io.Fonts->TexPixelsUseColors, (ImU32*)pixels, width * bytes_per_pixel, (ImU32*)tex_locked_rect.pBits, (int)tex_locked_rect.Pitch, width, height); + bd->FontTexture->UnlockRect(0); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)bd->FontTexture); + return true; +} + +bool ImGui_ImplDX9_CreateDeviceObjects() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return false; + if (!ImGui_ImplDX9_CreateFontsTexture()) + return false; + return true; +} + +void ImGui_ImplDX9_InvalidateDeviceObjects() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return; + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. +} + +void ImGui_ImplDX9_NewFrame() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplDX9_CreateDeviceObjects(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_dx9.h b/src/main/imgui/imgui_impl_dx9.h new file mode 100644 index 0000000..b693054 --- /dev/null +++ b/src/main/imgui/imgui_impl_dx9.h @@ -0,0 +1,33 @@ +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct IDirect3DDevice9; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); +IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_win32.cpp b/src/main/imgui/imgui_impl_win32.cpp new file mode 100644 index 0000000..f1cf6ec --- /dev/null +++ b/src/main/imgui/imgui_impl_win32.cpp @@ -0,0 +1,940 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Configuration flags to add in your imconfig file: +//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768) +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. +// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL). +// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window. +// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702) +// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162) +// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode). +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. +// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness. +// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages. +// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1). +// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). +// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). +// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1. +// 2021-01-25: Inputs: Dynamically loading XInput DLL. +// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. +// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) +// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. +// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). +// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. +// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. +// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). +// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. +// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. +// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. +// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_win32.h" +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#include // GET_X_LPARAM(), GET_Y_LPARAM() +#include +#include + +// Using XInput for gamepad (will load DLL dynamically) +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +#include +typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); +typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*); +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif + +struct ImGui_ImplWin32_Data +{ + HWND hWnd; + HWND MouseHwnd; + int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area + int MouseButtonsDown; + INT64 Time; + INT64 TicksPerSecond; + ImGuiMouseCursor LastMouseCursor; + UINT32 KeyboardCodePage; + +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bool HasGamepad; + bool WantUpdateHasGamepad; + HMODULE XInputDLL; + PFN_XInputGetCapabilities XInputGetCapabilities; + PFN_XInputGetState XInputGetState; +#endif + + ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData(ImGuiIO& io) +{ + return (ImGui_ImplWin32_Data*)io.BackendPlatformUserData; +} + +// Functions +static void ImGui_ImplWin32_UpdateKeyboardCodePage(ImGuiIO& io) +{ + // Retrieve keyboard code page, required for handling of non-Unicode Windows. + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + HKL keyboard_layout = ::GetKeyboardLayout(0); + LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT); + if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0) + bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails. +} + +static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + INT64 perf_frequency, perf_counter; + if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) + return false; + if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter)) + return false; + + // Setup backend capabilities flags + ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_win32"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + bd->hWnd = (HWND)hwnd; + bd->TicksPerSecond = perf_frequency; + bd->Time = perf_counter; + bd->LastMouseCursor = ImGuiMouseCursor_COUNT; + ImGui_ImplWin32_UpdateKeyboardCodePage(io); + + // Set platform dependent data in viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd; + IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch + + // Dynamically load XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bd->WantUpdateHasGamepad = true; + const char* xinput_dll_names[] = + { + "xinput1_4.dll", // Windows 8+ + "xinput1_3.dll", // DirectX SDK + "xinput9_1_0.dll", // Windows Vista, Windows 7 + "xinput1_2.dll", // DirectX SDK + "xinput1_1.dll" // DirectX SDK + }; + for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) + if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) + { + bd->XInputDLL = dll; + bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); + bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); + break; + } +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + return true; +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd) +{ + return ImGui_ImplWin32_InitEx(hwnd, false); +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd) +{ + // OpenGL needs CS_OWNDC + return ImGui_ImplWin32_InitEx(hwnd, true); +} + +void ImGui_ImplWin32_Shutdown() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + // Unload XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if (bd->XInputDLL) + ::FreeLibrary(bd->XInputDLL); +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); + IM_DELETE(bd); +} + +static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgui_cursor) +{ + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(nullptr); + } + else + { + // Show OS mouse cursor + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; + } + ::SetCursor(::LoadCursor(nullptr, win32_cursor)); + } + return true; +} + +static bool IsVkDown(int vk) +{ + return (::GetKeyState(vk) & 0x8000) != 0; +} + +static void ImGui_ImplWin32_AddKeyEvent(ImGuiIO& io, ImGuiKey key, bool down, int native_keycode, int native_scancode = -1) +{ + io.AddKeyEvent(key, down); + io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code) + IM_UNUSED(native_scancode); +} + +static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds(ImGuiIO& io) +{ + // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one. + if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, false, VK_LSHIFT); + if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, false, VK_RSHIFT); + + // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW). + if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftSuper, false, VK_LWIN); + if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightSuper, false, VK_RWIN); +} + +static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io) +{ + io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL)); + io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT)); + io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU)); + io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN)); +} + +static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + IM_ASSERT(bd->hWnd != 0); + + HWND focused_window = ::GetForegroundWindow(); + const bool is_app_focused = (focused_window == bd->hWnd); + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + if (io.WantSetMousePos) + { + POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; + if (::ClientToScreen(bd->hWnd, &pos)) + ::SetCursorPos(pos.x, pos.y); + } + + // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) + // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE + if (!io.WantSetMousePos && bd->MouseTrackedArea == 0) + { + POINT pos; + if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos)) + io.AddMousePosEvent((float)pos.x, (float)pos.y); + } + } +} + +// Gamepad navigation mapping +static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io) +{ +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + // return; + + // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. + // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. + if (bd->WantUpdateHasGamepad) + { + XINPUT_CAPABILITIES caps = {}; + bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; + bd->WantUpdateHasGamepad = false; + } + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + XINPUT_STATE xinput_state; + XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); } + #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); } + MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START); + MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X); + MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B); + MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y); + MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A); + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN); + MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER); + MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER); + MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB); + MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + #undef MAP_BUTTON + #undef MAP_ANALOG +#else // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + IM_UNUSED(io); +#endif +} + +void ImGui_ImplWin32_NewFrame() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + RECT rect = { 0, 0, 0, 0 }; + ::GetClientRect(bd->hWnd, &rect); + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + + // Setup time step + INT64 current_time = 0; + ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); + io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; + bd->Time = current_time; + + // Update OS mouse position + ImGui_ImplWin32_UpdateMouseData(io); + + // Process workarounds for known Windows key handling issues + ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io); + + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (bd->LastMouseCursor != mouse_cursor) + { + bd->LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(io, mouse_cursor); + } + + // Update game controllers (if enabled and available) + ImGui_ImplWin32_UpdateGamepads(io); +} + +// Map VK_xxx to ImGuiKey_xxx. +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam); +ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam) +{ + // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED. + if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) + return ImGuiKey_KeypadEnter; + + switch (wParam) + { + case VK_TAB: return ImGuiKey_Tab; + case VK_LEFT: return ImGuiKey_LeftArrow; + case VK_RIGHT: return ImGuiKey_RightArrow; + case VK_UP: return ImGuiKey_UpArrow; + case VK_DOWN: return ImGuiKey_DownArrow; + case VK_PRIOR: return ImGuiKey_PageUp; + case VK_NEXT: return ImGuiKey_PageDown; + case VK_HOME: return ImGuiKey_Home; + case VK_END: return ImGuiKey_End; + case VK_INSERT: return ImGuiKey_Insert; + case VK_DELETE: return ImGuiKey_Delete; + case VK_BACK: return ImGuiKey_Backspace; + case VK_SPACE: return ImGuiKey_Space; + case VK_RETURN: return ImGuiKey_Enter; + case VK_ESCAPE: return ImGuiKey_Escape; + case VK_OEM_7: return ImGuiKey_Apostrophe; + case VK_OEM_COMMA: return ImGuiKey_Comma; + case VK_OEM_MINUS: return ImGuiKey_Minus; + case VK_OEM_PERIOD: return ImGuiKey_Period; + case VK_OEM_2: return ImGuiKey_Slash; + case VK_OEM_1: return ImGuiKey_Semicolon; + case VK_OEM_PLUS: return ImGuiKey_Equal; + case VK_OEM_4: return ImGuiKey_LeftBracket; + case VK_OEM_5: return ImGuiKey_Backslash; + case VK_OEM_6: return ImGuiKey_RightBracket; + case VK_OEM_3: return ImGuiKey_GraveAccent; + case VK_CAPITAL: return ImGuiKey_CapsLock; + case VK_SCROLL: return ImGuiKey_ScrollLock; + case VK_NUMLOCK: return ImGuiKey_NumLock; + case VK_SNAPSHOT: return ImGuiKey_PrintScreen; + case VK_PAUSE: return ImGuiKey_Pause; + case VK_NUMPAD0: return ImGuiKey_Keypad0; + case VK_NUMPAD1: return ImGuiKey_Keypad1; + case VK_NUMPAD2: return ImGuiKey_Keypad2; + case VK_NUMPAD3: return ImGuiKey_Keypad3; + case VK_NUMPAD4: return ImGuiKey_Keypad4; + case VK_NUMPAD5: return ImGuiKey_Keypad5; + case VK_NUMPAD6: return ImGuiKey_Keypad6; + case VK_NUMPAD7: return ImGuiKey_Keypad7; + case VK_NUMPAD8: return ImGuiKey_Keypad8; + case VK_NUMPAD9: return ImGuiKey_Keypad9; + case VK_DECIMAL: return ImGuiKey_KeypadDecimal; + case VK_DIVIDE: return ImGuiKey_KeypadDivide; + case VK_MULTIPLY: return ImGuiKey_KeypadMultiply; + case VK_SUBTRACT: return ImGuiKey_KeypadSubtract; + case VK_ADD: return ImGuiKey_KeypadAdd; + case VK_LSHIFT: return ImGuiKey_LeftShift; + case VK_LCONTROL: return ImGuiKey_LeftCtrl; + case VK_LMENU: return ImGuiKey_LeftAlt; + case VK_LWIN: return ImGuiKey_LeftSuper; + case VK_RSHIFT: return ImGuiKey_RightShift; + case VK_RCONTROL: return ImGuiKey_RightCtrl; + case VK_RMENU: return ImGuiKey_RightAlt; + case VK_RWIN: return ImGuiKey_RightSuper; + case VK_APPS: return ImGuiKey_Menu; + case '0': return ImGuiKey_0; + case '1': return ImGuiKey_1; + case '2': return ImGuiKey_2; + case '3': return ImGuiKey_3; + case '4': return ImGuiKey_4; + case '5': return ImGuiKey_5; + case '6': return ImGuiKey_6; + case '7': return ImGuiKey_7; + case '8': return ImGuiKey_8; + case '9': return ImGuiKey_9; + case 'A': return ImGuiKey_A; + case 'B': return ImGuiKey_B; + case 'C': return ImGuiKey_C; + case 'D': return ImGuiKey_D; + case 'E': return ImGuiKey_E; + case 'F': return ImGuiKey_F; + case 'G': return ImGuiKey_G; + case 'H': return ImGuiKey_H; + case 'I': return ImGuiKey_I; + case 'J': return ImGuiKey_J; + case 'K': return ImGuiKey_K; + case 'L': return ImGuiKey_L; + case 'M': return ImGuiKey_M; + case 'N': return ImGuiKey_N; + case 'O': return ImGuiKey_O; + case 'P': return ImGuiKey_P; + case 'Q': return ImGuiKey_Q; + case 'R': return ImGuiKey_R; + case 'S': return ImGuiKey_S; + case 'T': return ImGuiKey_T; + case 'U': return ImGuiKey_U; + case 'V': return ImGuiKey_V; + case 'W': return ImGuiKey_W; + case 'X': return ImGuiKey_X; + case 'Y': return ImGuiKey_Y; + case 'Z': return ImGuiKey_Z; + case VK_F1: return ImGuiKey_F1; + case VK_F2: return ImGuiKey_F2; + case VK_F3: return ImGuiKey_F3; + case VK_F4: return ImGuiKey_F4; + case VK_F5: return ImGuiKey_F5; + case VK_F6: return ImGuiKey_F6; + case VK_F7: return ImGuiKey_F7; + case VK_F8: return ImGuiKey_F8; + case VK_F9: return ImGuiKey_F9; + case VK_F10: return ImGuiKey_F10; + case VK_F11: return ImGuiKey_F11; + case VK_F12: return ImGuiKey_F12; + case VK_F13: return ImGuiKey_F13; + case VK_F14: return ImGuiKey_F14; + case VK_F15: return ImGuiKey_F15; + case VK_F16: return ImGuiKey_F16; + case VK_F17: return ImGuiKey_F17; + case VK_F18: return ImGuiKey_F18; + case VK_F19: return ImGuiKey_F19; + case VK_F20: return ImGuiKey_F20; + case VK_F21: return ImGuiKey_F21; + case VK_F22: return ImGuiKey_F22; + case VK_F23: return ImGuiKey_F23; + case VK_F24: return ImGuiKey_F24; + case VK_BROWSER_BACK: return ImGuiKey_AppBack; + case VK_BROWSER_FORWARD: return ImGuiKey_AppForward; + default: return ImGuiKey_None; + } +} + +// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. +#ifndef WM_MOUSEHWHEEL +#define WM_MOUSEHWHEEL 0x020E +#endif +#ifndef DBT_DEVNODES_CHANGED +#define DBT_DEVNODES_CHANGED 0x0007 +#endif + +// Helper to obtain the source of mouse messages. +// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages +// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this. +static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} + +// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) +// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. +// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. + +// Copy either line into your .cpp file to forward declare the function: +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext() +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext() + +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow(). + // We silently allow both context or just only backend data to be nullptr. + if (ImGui::GetCurrentContext() == nullptr) + return 0; + return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO()); +} + +// This version is in theory thread-safe in the sense that no path should access ImGui::GetCurrentContext(). +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + if (bd == nullptr) + return 0; + switch (msg) + { + case WM_MOUSEMOVE: + case WM_NCMOUSEMOVE: + { + // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + const int area = (msg == WM_MOUSEMOVE) ? 1 : 2; + bd->MouseHwnd = hwnd; + if (bd->MouseTrackedArea != area) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 }; + if (bd->MouseTrackedArea != 0) + ::TrackMouseEvent(&tme_cancel); + ::TrackMouseEvent(&tme_track); + bd->MouseTrackedArea = area; + } + POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; + if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates. + return 0; + io.AddMouseSourceEvent(mouse_source); + io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); + return 0; + } + case WM_MOUSELEAVE: + case WM_NCMOUSELEAVE: + { + const int area = (msg == WM_MOUSELEAVE) ? 1 : 2; + if (bd->MouseTrackedArea == area) + { + if (bd->MouseHwnd == hwnd) + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + return 0; + } + case WM_DESTROY: + if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + ::TrackMouseEvent(&tme_cancel); + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + return 0; + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + { + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + int button = 0; + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } + if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr) + ::SetCapture(hwnd); // Allow us to read mouse coordinates when dragging mouse outside of our window bounds. + bd->MouseButtonsDown |= 1 << button; + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, true); + return 0; + } + case WM_LBUTTONUP: + case WM_RBUTTONUP: + case WM_MBUTTONUP: + case WM_XBUTTONUP: + { + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + int button = 0; + if (msg == WM_LBUTTONUP) { button = 0; } + if (msg == WM_RBUTTONUP) { button = 1; } + if (msg == WM_MBUTTONUP) { button = 2; } + if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + bd->MouseButtonsDown &= ~(1 << button); + if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) + ::ReleaseCapture(); + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, false); + return 0; + } + case WM_MOUSEWHEEL: + io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA); + return 0; + case WM_MOUSEHWHEEL: + io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f); + return 0; + case WM_KEYDOWN: + case WM_KEYUP: + case WM_SYSKEYDOWN: + case WM_SYSKEYUP: + { + const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN); + if (wParam < 256) + { + // Submit modifiers + ImGui_ImplWin32_UpdateKeyModifiers(io); + + // Obtain virtual key code and convert to ImGuiKey + const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam); + const int vk = (int)wParam; + const int scancode = (int)LOBYTE(HIWORD(lParam)); + + // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event. + if (key == ImGuiKey_PrintScreen && !is_key_down) + ImGui_ImplWin32_AddKeyEvent(io, key, true, vk, scancode); + + // Submit key event + if (key != ImGuiKey_None) + ImGui_ImplWin32_AddKeyEvent(io, key, is_key_down, vk, scancode); + + // Submit individual left/right modifier events + if (vk == VK_SHIFT) + { + // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds() + if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); } + if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); } + } + else if (vk == VK_CONTROL) + { + if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); } + if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); } + } + else if (vk == VK_MENU) + { + if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); } + if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); } + } + } + return 0; + } + case WM_SETFOCUS: + case WM_KILLFOCUS: + io.AddFocusEvent(msg == WM_SETFOCUS); + return 0; + case WM_INPUTLANGCHANGE: + ImGui_ImplWin32_UpdateKeyboardCodePage(io); + return 0; + case WM_CHAR: + if (::IsWindowUnicode(hwnd)) + { + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + if (wParam > 0 && wParam < 0x10000) + io.AddInputCharacterUTF16((unsigned short)wParam); + } + else + { + wchar_t wch = 0; + ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1); + io.AddInputCharacter(wch); + } + return 0; + case WM_SETCURSOR: + // This is required to restore cursor when transitioning from e.g resize borders to client area. + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor)) + return 1; + return 0; + case WM_DEVICECHANGE: +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + bd->WantUpdateHasGamepad = true; +#endif + return 0; + } + return 0; +} + + +//-------------------------------------------------------------------------------------------------------- +// DPI-related helpers (optional) +//-------------------------------------------------------------------------------------------------------- +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +//--------------------------------------------------------------------------------------------------------- +// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. +// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. +// If you are trying to implement your own backend for your own engine, you may ignore that noise. +//--------------------------------------------------------------------------------------------------------- + +// Perform our own check with RtlVerifyVersionInfo() instead of using functions from as they +// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200 +static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) +{ + typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); + static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr; + if (RtlVerifyVersionInfoFn == nullptr) + if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) + RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); + if (RtlVerifyVersionInfoFn == nullptr) + return FALSE; + + RTL_OSVERSIONINFOEXW versionInfo = { }; + ULONGLONG conditionMask = 0; + versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW); + versionInfo.dwMajorVersion = major; + versionInfo.dwMinorVersion = minor; + VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); + VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); + return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; +} + +#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA +#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 +#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE +#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10 + +#ifndef DPI_ENUMS_DECLARED +typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; +typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; +#endif +#ifndef _DPI_AWARENESS_CONTEXTS_ +DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 +#endif +#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 +#endif +typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ +typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ +typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) + +// Helper function to enable DPI awareness without setting up a manifest +void ImGui_ImplWin32_EnableDpiAwareness() +{ + if (_IsWindows10OrGreater()) + { + static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process + if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) + { + SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); + return; + } + } + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) + { + SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); + return; + } + } +#if _WIN32_WINNT >= 0x0600 + ::SetProcessDPIAware(); +#endif +} + +#if defined(_MSC_VER) && !defined(NOGDI) +#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' +#endif + +float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) +{ + UINT xdpi = 96, ydpi = 96; + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr; + if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr) + GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); + if (GetDpiForMonitorFn != nullptr) + { + GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + return xdpi / 96.0f; + } + } +#ifndef NOGDI + const HDC dc = ::GetDC(nullptr); + xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); + ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + ::ReleaseDC(nullptr, dc); +#endif + return xdpi / 96.0f; +} + +float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) +{ + HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); + return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); +} + +//--------------------------------------------------------------------------------------------------------- +// Transparency related helpers (optional) +//-------------------------------------------------------------------------------------------------------- + +#if defined(_MSC_VER) +#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi' +#endif + +// [experimental] +// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c +// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW) +void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) +{ + if (!_IsWindowsVistaOrGreater()) + return; + + BOOL composition; + if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition) + return; + + BOOL opaque; + DWORD color; + if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque)) + { + HRGN region = ::CreateRectRgn(0, 0, -1, -1); + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; + bb.hRgnBlur = region; + bb.fEnable = TRUE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + ::DeleteObject(region); + } + else + { + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + } +} + +//--------------------------------------------------------------------------------------------------------- + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_win32.h b/src/main/imgui/imgui_impl_win32.h new file mode 100644 index 0000000..083fe38 --- /dev/null +++ b/src/main/imgui/imgui_impl_win32.h @@ -0,0 +1,53 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd); +IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); + +// Win32 message handler your application need to call. +// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper. +// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. +// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. + +#if 0 +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +// DPI-related helpers (optional) +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor + +// Transparency related helpers (optional) [experimental] +// - Use to enable alpha compositing transparency with the desktop. +// - Use together with e.g. clearing your framebuffer with zero-alpha. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_internal.h b/src/main/imgui/imgui_internal.h new file mode 100644 index 0000000..bf8792c --- /dev/null +++ b/src/main/imgui/imgui_internal.h @@ -0,0 +1,3899 @@ +// dear imgui, v1.91.7 +// (internal structures/api) + +// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. + +/* + +Index of this file: + +// [SECTION] Header mess +// [SECTION] Forward declarations +// [SECTION] Context pointer +// [SECTION] STB libraries includes +// [SECTION] Macros +// [SECTION] Generic helpers +// [SECTION] ImDrawList support +// [SECTION] Data types support +// [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Popup support +// [SECTION] Inputs support +// [SECTION] Clipper support +// [SECTION] Navigation support +// [SECTION] Typing-select support +// [SECTION] Columns support +// [SECTION] Box-select support +// [SECTION] Multi-select support +// [SECTION] Docking support +// [SECTION] Viewport support +// [SECTION] Settings support +// [SECTION] Localization support +// [SECTION] Error handling, State recovery support +// [SECTION] Metrics, Debug tools +// [SECTION] Generic context hooks +// [SECTION] ImGuiContext (main imgui context) +// [SECTION] ImGuiWindowTempData, ImGuiWindow +// [SECTION] Tab bar, Tab item support +// [SECTION] Table support +// [SECTION] ImGui internal API +// [SECTION] ImFontAtlas internal API +// [SECTION] Test Engine specific hooks (imgui_test_engine) + +*/ + +#pragma once +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#ifndef IMGUI_VERSION +#include "imgui.h" +#endif + +#include // FILE*, sscanf +#include // NULL, malloc, free, qsort, atoi, atof +#include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf +#include // INT_MIN, INT_MAX + +// Enable SSE intrinsics if available +#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE) +#define IMGUI_ENABLE_SSE +#include +#if (defined __AVX__ || defined __SSE4_2__) +#define IMGUI_ENABLE_SSE4_2 +#include +#endif +#endif +// Emscripten has partial SSE 4.2 support where _mm_crc32_u32 is not available. See https://emscripten.org/docs/porting/simd.html#id11 and #8213 +#if defined(IMGUI_ENABLE_SSE4_2) && !defined(IMGUI_USE_LEGACY_CRC32_ADLER) && !defined(__EMSCRIPTEN__) +#define IMGUI_ENABLE_SSE4_2_CRC +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor() +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn' +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#endif + +// In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h +// As they are frequently requested, we do not want to encourage to many people using imgui_internal.h +#if defined(IMGUI_DEFINE_MATH_OPERATORS) && !defined(IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED) +#error Please '#define IMGUI_DEFINE_MATH_OPERATORS' _BEFORE_ including imgui.h! +#endif + +// Legacy defines +#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#endif + +// Enable stb_truetype by default unless FreeType is enabled. +// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together. +#ifndef IMGUI_ENABLE_FREETYPE +#define IMGUI_ENABLE_STB_TRUETYPE +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations +//----------------------------------------------------------------------------- + +struct ImBitVector; // Store 1-bit per value +struct ImRect; // An axis-aligned rectangle (2 points) +struct ImDrawDataBuilder; // Helper to build a ImDrawData instance +struct ImDrawListSharedData; // Data shared between all ImDrawList instances +struct ImGuiBoxSelectState; // Box-selection state (currently used by multi-selection, could potentially be used by others) +struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it +struct ImGuiContext; // Main Dear ImGui context +struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine +struct ImGuiDataVarInfo; // Variable information (e.g. to access style variables from an enum) +struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum +struct ImGuiDeactivatedItemData; // Data for IsItemDeactivated()/IsItemDeactivatedAfterEdit() function. +struct ImGuiDockContext; // Docking system context +struct ImGuiDockRequest; // Docking system dock/undock queued request +struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) +struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) +struct ImGuiErrorRecoveryState; // Storage of stack sizes for error handling and recovery +struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() +struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box +struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a deactivating InputText() while another is stealing active id +struct ImGuiLastItemData; // Status storage for last submitted items +struct ImGuiLocEntry; // A localization entry. +struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only +struct ImGuiMultiSelectState; // Multi-selection persistent state (for focused selection). +struct ImGuiMultiSelectTempData; // Multi-selection temporary state (while traversing). +struct ImGuiNavItemData; // Result of a keyboard/gamepad directional navigation move query result +struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api +struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api +struct ImGuiPopupData; // Storage for current popup stack +struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file +struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it +struct ImGuiTabBar; // Storage for a tab bar +struct ImGuiTabItem; // Storage for a tab item (within a tab bar) +struct ImGuiTable; // Storage for a table +struct ImGuiTableHeaderData; // Storage for TableAngledHeadersRow() +struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableInstanceData; // Storage for one instance of a same table +struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. +struct ImGuiTableSettings; // Storage for a table .ini settings +struct ImGuiTableColumnsSettings; // Storage for a column .ini settings +struct ImGuiTreeNodeStackData; // Temporary storage for TreeNode(). +struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest() +struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public) +struct ImGuiWindow; // Storage for one window +struct ImGuiWindowDockStyle; // Storage for window-style data which needs to be stored for docking purpose +struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) +struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) + +// Enumerations +// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +enum ImGuiLocKey : int; // -> enum ImGuiLocKey // Enum: a localization entry for translation. +typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field +typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical + +// Flags +typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) +typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags +typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags +typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() +typedef int ImGuiLogFlags; // -> enum ImGuiLogFlags_ // Flags: for LogBegin() text capturing function +typedef int ImGuiNavRenderCursorFlags; // -> enum ImGuiNavRenderCursorFlags_//Flags: for RenderNavCursor() +typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests +typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions +typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests +typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() +typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest() +typedef int ImGuiWindowRefreshFlags; // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy() + +//----------------------------------------------------------------------------- +// [SECTION] Context pointer +// See implementation of this variable in imgui.cpp for comments and details. +//----------------------------------------------------------------------------- + +#ifndef GImGui +extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Macros +//----------------------------------------------------------------------------- + +// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow* + +// Debug Printing Into TTY +// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename) +#ifndef IMGUI_DEBUG_PRINTF +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#define IMGUI_DEBUG_PRINTF(_FMT,...) printf(_FMT, __VA_ARGS__) +#else +#define IMGUI_DEBUG_PRINTF(_FMT,...) ((void)0) +#endif +#endif + +// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. +#define IMGUI_DEBUG_LOG_ERROR(...) do { ImGuiContext& g2 = *GImGui; if (g2.DebugLogFlags & ImGuiDebugLogFlags_EventError) IMGUI_DEBUG_LOG(__VA_ARGS__); else g2.DebugLogSkippedErrors++; } while (0) +#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FONT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFont) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) + +// Static Asserts +#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") + +// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. +// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. +//#define IMGUI_DEBUG_PARANOID +#ifdef IMGUI_DEBUG_PARANOID +#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) +#else +#define IM_ASSERT_PARANOID(_EXPR) +#endif + +// Misc Macros +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!) +#else +#define IM_NEWLINE "\n" +#endif +#ifndef IM_TABSIZE // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override +#define IM_TABSIZE (4) +#endif +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 +#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose +#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +#define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // ImTrunc() is not inlined in MSVC debug builds +#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // +#define IM_STRINGIFY_HELPER(_X) #_X +#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#define IM_FLOOR IM_TRUNC +#endif + +// Hint for branch prediction +#if (defined(__cplusplus) && (__cplusplus >= 202002L)) || (defined(_MSVC_LANG) && (_MSVC_LANG >= 202002L)) +#define IM_LIKELY [[likely]] +#define IM_UNLIKELY [[unlikely]] +#else +#define IM_LIKELY +#define IM_UNLIKELY +#endif + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif + +// Warnings +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX)) +#else +#define IM_MSVC_WARNING_SUPPRESS(XXXX) +#endif + +// Debug Tools +// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item. +// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference. +#ifndef IM_DEBUG_BREAK +#if defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#elif defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) +#define IM_DEBUG_BREAK() __asm__ volatile("int3;nop") +#elif defined(__GNUC__) && defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") +#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0") +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK + +// Format specifiers, printing 64-bit hasn't been decently standardized... +// In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define them yourself. +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_PRId64 "I64d" +#define IM_PRIu64 "I64u" +#define IM_PRIX64 "I64X" +#else +#define IM_PRId64 "lld" +#define IM_PRIu64 "llu" +#define IM_PRIX64 "llX" +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Generic helpers +// Note that the ImXXX helpers functions are lower-level than ImGui functions. +// ImGui functions or the ImGui context are never called/used from other ImXXX functions. +//----------------------------------------------------------------------------- +// - Helpers: Hashing +// - Helpers: Sorting +// - Helpers: Bit manipulation +// - Helpers: String +// - Helpers: Formatting +// - Helpers: UTF-8 <> wchar conversions +// - Helpers: ImVec2/ImVec4 operators +// - Helpers: Maths +// - Helpers: Geometry +// - Helper: ImVec1 +// - Helper: ImVec2ih +// - Helper: ImRect +// - Helper: ImBitArray +// - Helper: ImBitVector +// - Helper: ImSpan<>, ImSpanAllocator<> +// - Helper: ImPool<> +// - Helper: ImChunkStream<> +// - Helper: ImGuiTextIndex +// - Helper: ImGuiStorage +//----------------------------------------------------------------------------- + +// Helpers: Hashing +IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImGuiID seed = 0); +IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0); + +// Helpers: Sorting +#ifndef ImQsort +static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } +#endif + +// Helpers: Color Blending +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); + +// Helpers: Bit manipulation +static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } +static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } + +// Helpers: String +IMGUI_API int ImStricmp(const char* str1, const char* str2); // Case insensitive compare. +IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); // Case insensitive compare to a certain count. +IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); // Copy to a certain count and always zero terminate (strncpy doesn't). +IMGUI_API char* ImStrdup(const char* str); // Duplicate a string. +IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); // Copy in provided buffer, recreate buffer if needed. +IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); // Find first occurrence of 'c' in string range. +IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line +IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); // Find a substring in a string range. +IMGUI_API void ImStrTrimBlanks(char* str); // Remove leading and trailing blanks from a buffer. +IMGUI_API const char* ImStrSkipBlank(const char* str); // Find first non-blank character. +IMGUI_API int ImStrlenW(const ImWchar* str); // Computer string length (ImWchar string) +IMGUI_API const char* ImStrbol(const char* buf_mid_line, const char* buf_begin); // Find beginning-of-line +IM_MSVC_RUNTIME_CHECKS_OFF +static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; } +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +static inline bool ImCharIsXdigitA(char c) { return (c >= '0' && c <= '9') || (c >= 'A' && c <= 'F') || (c >= 'a' && c <= 'f'); } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Formatting +IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API const char* ImParseFormatFindStart(const char* format); +IMGUI_API const char* ImParseFormatFindEnd(const char* format); +IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); + +// Helpers: UTF-8 <> wchar conversions +IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf +IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 +IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr); // return previous UTF-8 code-point. +IMGUI_API int ImTextCountLines(const char* in_text, const char* in_text_end); // return number of lines taken by text. trailing carriage return doesn't count as an extra line. + +// Helpers: File System +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef void* ImFileHandle; +static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } +static inline bool ImFileClose(ImFileHandle) { return false; } +static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } +static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } +static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } +#endif +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef FILE* ImFileHandle; +IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode); +IMGUI_API bool ImFileClose(ImFileHandle file); +IMGUI_API ImU64 ImFileGetSize(ImFileHandle file); +IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file); +IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file); +#else +#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions +#endif +IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); + +// Helpers: Maths +IM_MSVC_RUNTIME_CHECKS_OFF +// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) +#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#define ImFabs(X) fabsf(X) +#define ImSqrt(X) sqrtf(X) +#define ImFmod(X, Y) fmodf((X), (Y)) +#define ImCos(X) cosf(X) +#define ImSin(X) sinf(X) +#define ImAcos(X) acosf(X) +#define ImAtan2(Y, X) atan2f((Y), (X)) +#define ImAtof(STR) atof(STR) +#define ImCeil(X) ceilf(X) +static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision +static inline double ImPow(double x, double y) { return pow(x, y); } +static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision +static inline double ImLog(double x) { return log(x); } +static inline int ImAbs(int x) { return x < 0 ? -x : x; } +static inline float ImAbs(float x) { return fabsf(x); } +static inline double ImAbs(double x) { return fabs(x); } +static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument +static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } +#ifdef IMGUI_ENABLE_SSE +static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } +#else +static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } +#endif +static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } +#endif +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for those types) +template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } +template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } +template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * (T)t); } +template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } +// - Misc maths helpers +static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2&mn, const ImVec2&mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } +static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } +static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } +static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } +static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } +static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } +static inline float ImTrunc(float f) { return (float)(int)(f); } +static inline ImVec2 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +static inline float ImFloor(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() +static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2(ImFloor(v.x), ImFloor(v.y)); } +static inline int ImModPositive(int a, int b) { return (a + b) % b; } +static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } +static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } +static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } +static inline float ImLinearRemapClamp(float s0, float s1, float d0, float d1, float x) { return ImSaturate((x - s0) / (s1 - s0)) * (d1 - d0) + d0; } +static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } +static inline float ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Geometry +IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); +IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments +IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol +IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t); +IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); +IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); +inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +inline bool ImTriangleIsClockwise(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ((b.x - a.x) * (c.y - b.y)) - ((c.x - b.x) * (b.y - a.y)) > 0.0f; } + +// Helper: ImVec1 (1D vector) +// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec1 +{ + float x; + constexpr ImVec1() : x(0.0f) { } + constexpr ImVec1(float _x) : x(_x) { } +}; + +// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) +struct ImVec2ih +{ + short x, y; + constexpr ImVec2ih() : x(0), y(0) {} + constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {} + constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {} +}; + +// Helper: ImRect (2D axis aligned bounding-box) +// NB: we can't rely on ImVec2 math operators being available here! +struct IMGUI_API ImRect +{ + ImVec2 Min; // Upper-left + ImVec2 Max; // Lower-right + + constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} + constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } + float GetWidth() const { return Max.x - Min.x; } + float GetHeight() const { return Max.y - Min.y; } + float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); } + ImVec2 GetTL() const { return Min; } // Top-left + ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right + ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool ContainsWithPad(const ImVec2& p, const ImVec2& pad) const { return p.x >= Min.x - pad.x && p.y >= Min.y - pad.y && p.x < Max.x + pad.x && p.y < Max.y + pad.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } + void TranslateX(float dx) { Min.x += dx; Max.x += dx; } + void TranslateY(float dy) { Min.y += dy; Max.y += dy; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + void Floor() { Min.x = IM_TRUNC(Min.x); Min.y = IM_TRUNC(Min.y); Max.x = IM_TRUNC(Max.x); Max.y = IM_TRUNC(Max.y); } + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } + ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } +}; + +// Helper: ImBitArray +#define IM_BITARRAY_TESTBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] & ((ImU32)1 << ((_N) & 31))) != 0) // Macro version of ImBitArrayTestBit(): ensure args have side-effect or are costly! +#define IM_BITARRAY_CLEARBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] &= ~((ImU32)1 << ((_N) & 31)))) // Macro version of ImBitArrayClearBit(): ensure args have side-effect or are costly! +inline size_t ImBitArrayGetStorageSizeInBytes(int bitcount) { return (size_t)((bitcount + 31) >> 5) << 2; } +inline void ImBitArrayClearAllBits(ImU32* arr, int bitcount){ memset(arr, 0, ImBitArrayGetStorageSizeInBytes(bitcount)); } +inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } +inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } +inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } +inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2) +{ + n2--; + while (n <= n2) + { + int a_mod = (n & 31); + int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1; + ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1); + arr[n >> 5] |= mask; + n = (n + 32) & ~31; + } +} + +typedef ImU32* ImBitArrayPtr; // Name for use in structs + +// Helper: ImBitArray class (wrapper over ImBitArray functions) +// Store 1-bit per value. +template +struct ImBitArray +{ + ImU32 Storage[(BITCOUNT + 31) >> 5]; + ImBitArray() { ClearAllBits(); } + void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } + void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } + bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } + void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); } + void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); } + void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) + bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } +}; + +// Helper: ImBitVector +// Store 1-bit per value. +struct IMGUI_API ImBitVector +{ + ImVector Storage; + void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } + void Clear() { Storage.clear(); } + bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return IM_BITARRAY_TESTBIT(Storage.Data, n); } + void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); } + void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helper: ImSpan<> +// Pointing to a span of data we don't own. +template +struct ImSpan +{ + T* Data; + T* DataEnd; + + // Constructors, destructor + inline ImSpan() { Data = DataEnd = NULL; } + inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; } + inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; } + + inline void set(T* data, int size) { Data = data; DataEnd = data + size; } + inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; } + inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); } + inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); } + inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return DataEnd; } + inline const T* end() const { return DataEnd; } + + // Utilities + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; } +}; + +// Helper: ImSpanAllocator<> +// Facilitate storing multiple chunks into a single large block (the "arena") +// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges. +template +struct ImSpanAllocator +{ + char* BasePtr; + int CurrOff; + int CurrIdx; + int Offsets[CHUNKS]; + int Sizes[CHUNKS]; + + ImSpanAllocator() { memset(this, 0, sizeof(*this)); } + inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } + inline int GetArenaSizeInBytes() { return CurrOff; } + inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } + inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); } + inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); } + template + inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } +}; + +// Helper: ImPool<> +// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. +typedef int ImPoolIdx; +template +struct ImPool +{ + ImVector Buf; // Contiguous data + ImGuiStorage Map; // ID->Index + ImPoolIdx FreeIdx; // Next free idx to use + ImPoolIdx AliveCount; // Number of active/alive items (for display purpose) + + ImPool() { FreeIdx = AliveCount = 0; } + ~ImPool() { Clear(); } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; } + void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; } + void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } + + // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... } + // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize() + int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose) + int GetBufSize() const { return Buf.Size; } + int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere + T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } +}; + +// Helper: ImChunkStream<> +// Build and iterate a contiguous stream of variable-sized structures. +// This is used by Settings to store persistent data while reducing allocation count. +// We store the chunk size first, and align the final size on 4 bytes boundaries. +// The tedious/zealous amount of casting is to avoid -Wcast-align warnings. +template +struct ImChunkStream +{ + ImVector Buf; + + void clear() { Buf.clear(); } + bool empty() const { return Buf.Size == 0; } + int size() const { return Buf.Size; } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } + T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } + int chunk_size(const T* p) { return ((const int*)p)[-1]; } + T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } + int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } + T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } + void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } +}; + +// Helper: ImGuiTextIndex +// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API. +struct ImGuiTextIndex +{ + ImVector LineOffsets; + int EndOffset = 0; // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?) + + void clear() { LineOffsets.clear(); EndOffset = 0; } + int size() { return LineOffsets.Size; } + const char* get_line_begin(const char* base, int n) { return base + LineOffsets[n]; } + const char* get_line_end(const char* base, int n) { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); } + void append(const char* base, int old_size, int new_size); +}; + +// Helper: ImGuiStorage +IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key); +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList support +//----------------------------------------------------------------------------- + +// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. +// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693 +// Number of segments (N) is calculated using equation: +// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r +// Our equation is significantly simpler that one in the post thanks for choosing segment that is +// perpendicular to X axis. Follow steps in the article from this starting condition and you will +// will get this result. +// +// Rendering circles with an odd number of segments, while mathematically correct will produce +// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) +#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) + +// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'. +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI)))) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD)) + +// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle. +#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE +#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table. +#endif +#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. + +// Data shared between all ImDrawList instances +// Conceptually this could have been called e.g. ImDrawListSharedContext +// Typically one ImGui context would create and maintain one of this. +// You may want to create your own instance of you try to ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. +struct IMGUI_API ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas + ImFont* Font; // Current/default font (optional, for simplified AddText overload) + float FontSize; // Current/default font size (optional, for simplified AddText overload) + float FontScale; // Current/default font scale (== FontSize / Font->FontSize) + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() + float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + ImVector TempBuffer; // Temporary write buffer + + // Lookup tables + ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. + float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() + ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) + + ImDrawListSharedData(); + void SetCircleTessellationMaxError(float max_error); +}; + +struct ImDrawDataBuilder +{ + ImVector* Layers[2]; // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData. + ImVector LayerData1; + + ImDrawDataBuilder() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Data types support +//----------------------------------------------------------------------------- + +struct ImGuiDataVarInfo +{ + ImGuiDataType Type; + ImU32 Count; // 1+ + ImU32 Offset; // Offset in parent structure + void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } +}; + +struct ImGuiDataTypeStorage +{ + ImU8 Data[8]; // Opaque storage to fit any data up to ImGuiDataType_COUNT +}; + +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + +// Extend ImGuiDataType_ +enum ImGuiDataTypePrivate_ +{ + ImGuiDataType_Pointer = ImGuiDataType_COUNT + 1, + ImGuiDataType_ID, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Widgets support: flags, enums, data structures +//----------------------------------------------------------------------------- + +// Extend ImGuiItemFlags +// - input: PushItemFlag() manipulates g.CurrentItemFlags, g.NextItemData.ItemFlags, ItemAdd() calls may add extra flags too. +// - output: stored in g.LastItemData.ItemFlags +enum ImGuiItemFlagsPrivate_ +{ + // Controlled by user + ImGuiItemFlags_Disabled = 1 << 10, // false // Disable interactions (DOES NOT affect visuals. DO NOT mix direct use of this with BeginDisabled(). See BeginDisabled()/EndDisabled() for full disable feature, and github #211). + ImGuiItemFlags_ReadOnly = 1 << 11, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. + ImGuiItemFlags_MixedValue = 1 << 12, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, // false // Disable hoverable check in ItemHoverable() + ImGuiItemFlags_AllowOverlap = 1 << 14, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame. + ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, // false // Nav keyboard/gamepad mode doesn't disable hover highlight (behave as if NavHighlightItemUnderNav==false). + ImGuiItemFlags_NoMarkEdited = 1 << 16, // false // Skip calling MarkItemEdited() + + // Controlled by widget code + ImGuiItemFlags_Inputable = 1 << 20, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. + ImGuiItemFlags_HasSelectionUserData = 1 << 21, // false // Set by SetNextItemSelectionUserData() + ImGuiItemFlags_IsMultiSelect = 1 << 22, // false // Set by SetNextItemSelectionUserData() + + ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups, // Please don't change, use PushItemFlag() instead. + + // Obsolete + //ImGuiItemFlags_SelectableDontClosePopup = !ImGuiItemFlags_AutoClosePopups, // Can't have a redirect as we inverted the behavior +}; + +// Status flags for an already submitted item +// - output: stored in g.LastItemData.StatusFlags +enum ImGuiItemStatusFlags_ +{ + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid + ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. + ImGuiItemStatusFlags_Visible = 1 << 8, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()). + ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid. + ImGuiItemStatusFlags_HasShortcut = 1 << 10, // g.LastItemData.Shortcut valid. Set by SetNextItemShortcut() -> ItemAdd(). + + // Additional status + semantic for ImGuiTestEngine +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode) + ImGuiItemStatusFlags_Opened = 1 << 21, // Opened status + ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem) + ImGuiItemStatusFlags_Checked = 1 << 23, // Checked status + ImGuiItemStatusFlags_Inputable = 1 << 24, // Item is a text-inputable (e.g. InputText, SliderXXX, DragXXX) +#endif +}; + +// Extend ImGuiHoveredFlags_ +enum ImGuiHoveredFlagsPrivate_ +{ + ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay, + ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, + ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_, +}; + +// Extend ImGuiInputTextFlags_ +enum ImGuiInputTextFlagsPrivate_ +{ + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_MergedItem = 1 << 27, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. + ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, // For internal use by InputScalar() and TempInputScalar() +}; + +// Extend ImGuiButtonFlags_ +enum ImGuiButtonFlagsPrivate_ +{ + ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item + ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + //ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat -> use ImGuiItemFlags_ButtonRepeat instead. + ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable. + //ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press + //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModsAllowed = 1 << 16, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.ItemFlags) + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, +}; + +// Extend ImGuiComboFlags_ +enum ImGuiComboFlagsPrivate_ +{ + ImGuiComboFlags_CustomPreview = 1 << 20, // enable BeginComboPreview() +}; + +// Extend ImGuiSliderFlags_ +enum ImGuiSliderFlagsPrivate_ +{ + ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? + ImGuiSliderFlags_ReadOnly = 1 << 21, // Consider using g.NextItemData.ItemFlags |= ImGuiItemFlags_ReadOnly instead. +}; + +// Extend ImGuiSelectableFlags_ +enum ImGuiSelectableFlagsPrivate_ +{ + // NB: need to be in sync with last value of ImGuiSelectableFlags_ + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API. + ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem) + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, // Disable padding each side with ItemSpacing * 0.5f + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) +}; + +// Extend ImGuiTreeNodeFlags_ +enum ImGuiTreeNodeFlagsPrivate_ +{ + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader() + ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, for reversed trees (#6517) + ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow, +}; + +enum ImGuiSeparatorFlags_ +{ + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, // Make separator cover all columns of a legacy Columns() set. +}; + +// Flags for FocusWindow(). This is not called ImGuiFocusFlags to avoid confusion with public-facing ImGuiFocusedFlags. +// FIXME: Once we finishing replacing more uses of GetTopMostPopupModal()+IsWindowWithinBeginStackOf() +// and FindBlockingModal() with this, we may want to change the flag to be opt-out instead of opt-in. +enum ImGuiFocusRequestFlags_ +{ + ImGuiFocusRequestFlags_None = 0, + ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, // Find last focused child (if any) and focus it instead. + ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, // Do not set focus if the window is below a modal. +}; + +enum ImGuiTextFlags_ +{ + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, +}; + +enum ImGuiTooltipFlags_ +{ + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePrevious = 1 << 1, // Clear/ignore previously submitted tooltip (defaults to append) +}; + +// FIXME: this is in development, not exposed/functional as a generic feature yet. +// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiLayoutType_ +{ + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}; + +// Flags for LogBegin() text capturing function +enum ImGuiLogFlags_ +{ + ImGuiLogFlags_None = 0, + + ImGuiLogFlags_OutputTTY = 1 << 0, + ImGuiLogFlags_OutputFile = 1 << 1, + ImGuiLogFlags_OutputBuffer = 1 << 2, + ImGuiLogFlags_OutputClipboard = 1 << 3, + ImGuiLogFlags_OutputMask_ = ImGuiLogFlags_OutputTTY | ImGuiLogFlags_OutputFile | ImGuiLogFlags_OutputBuffer | ImGuiLogFlags_OutputClipboard, +}; + +// X/Y enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiAxis +{ + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}; + +enum ImGuiPlotType +{ + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram, +}; + +// Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; + +// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } +}; + +// Storage data for BeginComboPreview()/EndComboPreview() +struct IMGUI_API ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; + + ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); } +}; + +// Stacked storage data for BeginGroup()/EndGroup() +struct IMGUI_API ImGuiGroupData +{ + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupDeactivatedIdIsAlive; + bool BackupHoveredIdIsAlive; + bool BackupIsSameLine; + bool EmitItem; +}; + +// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. +struct IMGUI_API ImGuiMenuColumns +{ + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; // Always zero for now + ImU16 OffsetLabel; // Offsets are locked in Update() + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) + + ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); } + void Update(float spacing, bool window_reappearing); + float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark); + void CalcNextTotalWidth(bool update_offsets); +}; + +// Internal temporary state for deactivating InputText() instances. +struct IMGUI_API ImGuiInputTextDeactivatedState +{ + ImGuiID ID; // widget id owning the text state (which just got deactivated) + ImVector TextA; // text buffer + + ImGuiInputTextDeactivatedState() { memset(this, 0, sizeof(*this)); } + void ClearFreeMemory() { ID = 0; TextA.clear(); } +}; + +// Forward declare imstb_textedit.h structure + make its main configuration define accessible +#undef IMSTB_TEXTEDIT_STRING +#undef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_STRING ImGuiInputTextState +#define IMSTB_TEXTEDIT_CHARTYPE char +#define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +namespace ImStb { struct STB_TexteditState; } +typedef ImStb::STB_TexteditState ImStbTexteditState; + +// Internal state of the currently focused/edited text input box +// For a given item ID, access with ImGui::GetInputTextState() +struct IMGUI_API ImGuiInputTextState +{ + ImGuiContext* Ctx; // parent UI context (needs to be set explicitly by parent). + ImStbTexteditState* Stb; // State for stb_textedit.h + ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set. + ImGuiID ID; // widget id owning the text state + int TextLen; // UTF-8 length of the string in TextA (in bytes) + const char* TextSrc; // == TextA.Data unless read-only, in which case == buf passed to InputText(). Field only set and valid _inside_ the call InputText() call. + ImVector TextA; // main UTF8 buffer. TextA.Size is a buffer size! Should always be >= buf_size passed by user (and of course >= CurLenA + 1). + ImVector TextToRevertTo; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered) + ImVector CallbackTextBackup; // temporary storage for callback to support automatic reconcile of undo-stack + int BufCapacity; // end-user buffer capacity (include zero terminator) + ImVec2 Scroll; // horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y) + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + bool Edited; // edited this frame + bool WantReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version. + int ReloadSelectionStart; + int ReloadSelectionEnd; + + ImGuiInputTextState(); + ~ImGuiInputTextState(); + void ClearText() { TextLen = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextA.clear(); TextToRevertTo.clear(); } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + void OnCharPressed(unsigned int c); + + // Cursor & Selection + void CursorAnimReset(); + void CursorClamp(); + bool HasSelection() const; + void ClearSelection(); + int GetCursorPos() const; + int GetSelectionStart() const; + int GetSelectionEnd() const; + void SelectAll(); + + // Reload user buf (WIP #2890) + // If you modify underlying user-passed const char* while active you need to call this (InputText V2 may lift this) + // strcpy(my_buf, "hello"); + // if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item + // state->ReloadUserBufAndSelectAll(); + void ReloadUserBufAndSelectAll(); + void ReloadUserBufAndKeepSelection(); + void ReloadUserBufAndMoveToEnd(); +}; + +enum ImGuiWindowRefreshFlags_ +{ + ImGuiWindowRefreshFlags_None = 0, + ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, // [EXPERIMENTAL] Try to keep existing contents, USER MUST NOT HONOR BEGIN() RETURNING FALSE AND NOT APPEND. + ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, // [EXPERIMENTAL] Always refresh on hover + ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, // [EXPERIMENTAL] Always refresh on focus + // Refresh policy/frequency, Load Balancing etc. +}; + +enum ImGuiNextWindowDataFlags_ +{ + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 9, + ImGuiNextWindowDataFlags_HasViewport = 1 << 10, + ImGuiNextWindowDataFlags_HasDock = 1 << 11, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 12, +}; + +// Storage for SetNexWindow** functions +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + ImGuiChildFlags ChildFlags; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; // Override background alpha + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) + ImGuiWindowRefreshFlags RefreshFlagsVal; + + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } +}; + +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, + ImGuiNextItemDataFlags_HasRefVal = 1 << 3, + ImGuiNextItemDataFlags_HasStorageID = 1 << 4, +}; + +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags HasFlags; // Called HasFlags instead of Flags to avoid mistaking this + ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap and ImGuiItemFlags_HasSelectionUserData. + // Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem() + ImGuiID FocusScopeId; // Set by SetNextItemSelectionUserData() + ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) + float Width; // Set by SetNextItemWidth() + ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut() + ImGuiInputFlags ShortcutFlags; // Set by SetNextItemShortcut() + bool OpenVal; // Set by SetNextItemOpen() + ImU8 OpenCond; // Set by SetNextItemOpen() + ImGuiDataTypeStorage RefVal; // Not exposed yet, for ImGuiInputTextFlags_ParseEmptyAsRefVal + ImGuiID StorageId; // Set by SetNextItemStorageID() + + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; } + inline void ClearFlags() { HasFlags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! +}; + +// Status storage for the last submitted item +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags ItemFlags; // See ImGuiItemFlags_ (called 'InFlags' before v1.91.4). + ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ + ImRect Rect; // Full rectangle + ImRect NavRect; // Navigation scoring rectangle (not displayed) + // Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags are set. + ImRect DisplayRect; // Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) is set. + ImRect ClipRect; // Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasClipRect) is set.. + ImGuiKeyChord Shortcut; // Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasShortcut) is set.. + + ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } +}; + +// Store data emitted by TreeNode() for usage by TreePop() +// - To implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere: store the minimum amount of data +// which we can't infer in TreePop(), to perform the equivalent of NavApplyItemToResult(). +// Only stored when the node is a potential candidate for landing on a Left arrow jump. +struct ImGuiTreeNodeStackData +{ + ImGuiID ID; + ImGuiTreeNodeFlags TreeFlags; + ImGuiItemFlags ItemFlags; // Used for nav landing + ImRect NavRect; // Used for nav landing +}; + +// sizeof() = 20 +struct IMGUI_API ImGuiErrorRecoveryState +{ + short SizeOfWindowStack; + short SizeOfIDStack; + short SizeOfTreeStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; + + ImGuiErrorRecoveryState() { memset(this, 0, sizeof(*this)); } +}; + +// Data saved for each window pushed into the stack +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiErrorRecoveryState StackSizesInBegin; // Store size of various stacks for asserting + bool DisabledOverrideReenable; // Non-child window override disabled flag +}; + +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; + float InitialWidth; +}; + +struct ImGuiPtrOrIndex +{ + void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int Index; // Usually index in a main pool. + + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } +}; + +// Data used by IsItemDeactivated()/IsItemDeactivatedAfterEdit() functions +struct ImGuiDeactivatedItemData +{ + ImGuiID ID; + int ElapseFrame; + bool HasBeenEditedBefore; + bool IsAlive; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Popup support +//----------------------------------------------------------------------------- + +enum ImGuiPopupPositionPolicy +{ + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}; + +// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack) +struct ImGuiPopupData +{ + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* RestoreNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close + int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Inputs support +//----------------------------------------------------------------------------- + +// Bit array for named keys +typedef ImBitArray ImBitArrayForNamedKeys; + +// [Internal] Key ranges +#define ImGuiKey_LegacyNativeKey_BEGIN 0 +#define ImGuiKey_LegacyNativeKey_END 512 +#define ImGuiKey_Keyboard_BEGIN (ImGuiKey_NamedKey_BEGIN) +#define ImGuiKey_Keyboard_END (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_BEGIN (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_END (ImGuiKey_GamepadRStickDown + 1) +#define ImGuiKey_Mouse_BEGIN (ImGuiKey_MouseLeft) +#define ImGuiKey_Mouse_END (ImGuiKey_MouseWheelY + 1) +#define ImGuiKey_Aliases_BEGIN (ImGuiKey_Mouse_BEGIN) +#define ImGuiKey_Aliases_END (ImGuiKey_Mouse_END) + +// [Internal] Named shortcuts for Navigation +#define ImGuiKey_NavKeyboardTweakSlow ImGuiMod_Ctrl +#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift +#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1 +#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1 +#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown) +#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight) +#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft +#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp + +enum ImGuiInputEventType +{ + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}; + +enum ImGuiInputSource +{ + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them. + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_COUNT +}; + +// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension? +// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor' +struct ImGuiInputEventMousePos { float PosX, PosY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseWheel { float WheelX, WheelY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseButton { int Button; bool Down; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseViewport { ImGuiID HoveredViewportID; }; +struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; +struct ImGuiInputEventText { unsigned int Char; }; +struct ImGuiInputEventAppFocused { bool Focused; }; + +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + ImU32 EventId; // Unique, sequential increasing integer to identify an event (if you need to correlate them to other data). + union + { + ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos + ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel + ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton + ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport + ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key + ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text + ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus + }; + bool AddedByTestEngine; + + ImGuiInputEvent() { memset(this, 0, sizeof(*this)); } +}; + +// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior. +#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. +#define ImGuiKeyOwner_NoOwner ((ImGuiID)-1) // Require key to have no owner. +//#define ImGuiKeyOwner_None ImGuiKeyOwner_NoOwner // We previously called this 'ImGuiKeyOwner_None' but it was inconsistent with our pattern that _None values == 0 and quite dangerous. Also using _NoOwner makes the IsKeyPressed() calls more explicit. + +typedef ImS16 ImGuiKeyRoutingIndex; + +// Routing table entry (sizeof() == 16 bytes) +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. + ImU8 RoutingCurrScore; // [DEBUG] For debug display + ImU8 RoutingNextScore; // Lower is better (0: perfect score) + ImGuiID RoutingCurr; + ImGuiID RoutingNext; + + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; } +}; + +// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. +// Stored in main context (1 instance) +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[] + ImVector Entries; + ImVector EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer) + + ImGuiKeyRoutingTable() { Clear(); } + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); } +}; + +// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features) +// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData. +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame. + bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well. + + ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_NoOwner; LockThisFrame = LockUntilRelease = false; } +}; + +// Extend ImGuiInputFlags_ +// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlagsPrivate_ +{ + // Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut() + // - Repeat mode: Repeat rate selection + ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster + // - Repeat mode: Specify when repeating key pressed can be interrupted. + // - In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in. + ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior. + ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut) + ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod. + ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat + + // Flags for SetKeyOwner(), SetItemKeyOwner() + // - Locking key away from non-input aware code. Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary. + ImGuiInputFlags_LockThisFrame = 1 << 20, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. + ImGuiInputFlags_LockUntilRelease = 1 << 21, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. + + // - Condition for SetItemKeyOwner() + ImGuiInputFlags_CondHovered = 1 << 22, // Only set if item is hovered (default to both) + ImGuiInputFlags_CondActive = 1 << 23, // Only set if item is active (default to both) + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + + // [Internal] Mask of which function support which flags + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, + ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways, + ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow, + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, + ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_, + ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Clipper support +//----------------------------------------------------------------------------- + +// Note that Max is exclusive, so perhaps should be using a Begin/End convention. +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later) + ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices + ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices + + static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; } + static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; } +}; + +// Temporary clipper data, buffers shared/reused between instances +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector Ranges; + + ImGuiListClipperData() { memset(this, 0, sizeof(*this)); } + void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Navigation support +//----------------------------------------------------------------------------- + +enum ImGuiActivateFlags_ +{ + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key. + ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used. + ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) + ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request + ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function. +}; + +// Early work-in-progress API for ScrollToItem() +enum ImGuiScrollFlags_ +{ + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis] + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible] + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used] + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used] + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window) + ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to). + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, +}; + +enum ImGuiNavRenderCursorFlags_ +{ + ImGuiNavRenderCursorFlags_None = 0, + ImGuiNavRenderCursorFlags_Compact = 1 << 1, // Compact highlight, no padding/distance from focused item + ImGuiNavRenderCursorFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) even when g.NavCursorVisible == false, aka even when using the mouse. + ImGuiNavRenderCursorFlags_NoRounding = 1 << 3, +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiNavHighlightFlags_None = ImGuiNavRenderCursorFlags_None, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_Compact = ImGuiNavRenderCursorFlags_Compact, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_AlwaysDraw = ImGuiNavRenderCursorFlags_AlwaysDraw, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_NoRounding = ImGuiNavRenderCursorFlags_NoRounding, // Renamed in 1.91.4 +#endif +}; + +enum ImGuiNavMoveFlags_ +{ + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) + ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness + ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result + ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details) + ImGuiNavMoveFlags_IsTabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight + ImGuiNavMoveFlags_IsPageMove = 1 << 11, // Identify a PageDown/PageUp request. + ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item. + ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo + ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, // Do not alter the nav cursor visible state + ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, // (Experimental) Do not clear active id when applying move result +}; + +enum ImGuiNavLayer +{ + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt) + ImGuiNavLayer_COUNT +}; + +// Storage for navigation query/results +struct ImGuiNavItemData +{ + ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) + ImGuiID ID; // Init,Move // Best candidate item ID + ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID + ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space + ImGuiItemFlags ItemFlags; // ????,Move // Best candidate item flags + float DistBox; // Move // Best candidate box distance to current NavId + float DistCenter; // Move // Best candidate center distance to current NavId + float DistAxial; // Move // Best candidate axial distance to current NavId + ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionUserData() value. Valid if (ItemFlags & ImGuiItemFlags_HasSelectionUserData) + + ImGuiNavItemData() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; ItemFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } +}; + +// Storage for PushFocusScope(), g.FocusScopeStack[], g.NavFocusRoute[] +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Typing-select support +//----------------------------------------------------------------------------- + +// Flags for GetTypingSelectRequest() +enum ImGuiTypingSelectFlags_ +{ + ImGuiTypingSelectFlags_None = 0, + ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, // Backspace to delete character inputs. If using: ensure GetTypingSelectRequest() is not called more than once per frame (filter by e.g. focus state) + ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, // Allow "single char" search mode which is activated when pressing the same character multiple times. +}; + +// Returned by GetTypingSelectRequest(), designed to eventually be public. +struct IMGUI_API ImGuiTypingSelectRequest +{ + ImGuiTypingSelectFlags Flags; // Flags passed to GetTypingSelectRequest() + int SearchBufferLen; + const char* SearchBuffer; // Search buffer contents (use full string. unless SingleCharMode is set, in which case use SingleCharSize). + bool SelectRequest; // Set when buffer was modified this frame, requesting a selection. + bool SingleCharMode; // Notify when buffer contains same character repeated, to implement special mode. In this situation it preferred to not display any on-screen search indication. + ImS8 SingleCharSize; // Length in bytes of first letter codepoint (1 for ascii, 2-4 for UTF-8). If (SearchBufferLen==RepeatCharSize) only 1 letter has been input. +}; + +// Storage for GetTypingSelectRequest() +struct IMGUI_API ImGuiTypingSelectState +{ + ImGuiTypingSelectRequest Request; // User-facing data + char SearchBuffer[64]; // Search buffer: no need to make dynamic as this search is very transient. + ImGuiID FocusScope; + int LastRequestFrame = 0; + float LastRequestTime = 0.0f; + bool SingleCharModeLock = false; // After a certain single char repeat count we lock into SingleCharMode. Two benefits: 1) buffer never fill, 2) we can provide an immediate SingleChar mode without timer elapsing. + + ImGuiTypingSelectState() { memset(this, 0, sizeof(*this)); } + void Clear() { SearchBuffer[0] = 0; SingleCharModeLock = false; } // We preserve remaining data for easier debugging +}; + +//----------------------------------------------------------------------------- +// [SECTION] Columns support +//----------------------------------------------------------------------------- + +// Flags for internal's BeginColumns(). This is an obsolete API. Prefer using BeginTable() nowadays! +enum ImGuiOldColumnFlags_ +{ + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, // Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, + //ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, + //ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, + //ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, + //ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, + //ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize, +#endif +}; + +struct ImGuiOldColumnData +{ + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; // Not exposed + ImRect ClipRect; + + ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } +}; + +struct ImGuiOldColumns +{ + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x + float LineMinY, LineMaxY; + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() + ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() + ImVector Columns; + ImDrawListSplitter Splitter; + + ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Box-select support +//----------------------------------------------------------------------------- + +struct ImGuiBoxSelectState +{ + // Active box-selection data (persistent, 1 active at a time) + ImGuiID ID; + bool IsActive; + bool IsStarting; + bool IsStartedFromVoid; // Starting click was not from an item. + bool IsStartedSetNavIdOnce; + bool RequestClear; + ImGuiKeyChord KeyMods : 16; // Latched key-mods for box-select logic. + ImVec2 StartPosRel; // Start position in window-contents relative space (to support scrolling) + ImVec2 EndPosRel; // End position in window-contents relative space + ImVec2 ScrollAccum; // Scrolling accumulator (to behave at high-frame spaces) + ImGuiWindow* Window; + + // Temporary/Transient data + bool UnclipMode; // (Temp/Transient, here in hot area). Set/cleared by the BeginMultiSelect()/EndMultiSelect() owning active box-select. + ImRect UnclipRect; // Rectangle where ItemAdd() clipping may be temporarily disabled. Need support by multi-select supporting widgets. + ImRect BoxSelectRectPrev; // Selection rectangle in absolute coordinates (derived every frame from BoxSelectStartPosRel and MousePos) + ImRect BoxSelectRectCurr; + + ImGuiBoxSelectState() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-select support +//----------------------------------------------------------------------------- + +// We always assume that -1 is an invalid value (which works for indices and pointers) +#define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1) + +// Temporary storage for multi-select +struct IMGUI_API ImGuiMultiSelectTempData +{ + ImGuiMultiSelectIO IO; // MUST BE FIRST FIELD. Requests are set and returned by BeginMultiSelect()/EndMultiSelect() + written to by user during the loop. + ImGuiMultiSelectState* Storage; + ImGuiID FocusScopeId; // Copied from g.CurrentFocusScopeId (unless another selection scope was pushed manually) + ImGuiMultiSelectFlags Flags; + ImVec2 ScopeRectMin; + ImVec2 BackupCursorMaxPos; + ImGuiSelectionUserData LastSubmittedItem; // Copy of last submitted item data, used to merge output ranges. + ImGuiID BoxSelectId; + ImGuiKeyChord KeyMods; + ImS8 LoopRequestSetAll; // -1: no operation, 0: clear all, 1: select all. + bool IsEndIO; // Set when switching IO from BeginMultiSelect() to EndMultiSelect() state. + bool IsFocused; // Set if currently focusing the selection scope (any item of the selection). May be used if you have custom shortcut associated to selection. + bool IsKeyboardSetRange; // Set by BeginMultiSelect() when using Shift+Navigation. Because scrolling may be affected we can't afford a frame of lag with Shift+Navigation. + bool NavIdPassedBy; + bool RangeSrcPassedBy; // Set by the item that matches RangeSrcItem. + bool RangeDstPassedBy; // Set by the item that matches NavJustMovedToId when IsSetRange is set. + + ImGuiMultiSelectTempData() { Clear(); } + void Clear() { size_t io_sz = sizeof(IO); ClearIO(); memset((void*)(&IO + 1), 0, sizeof(*this) - io_sz); } // Zero-clear except IO as we preserve IO.Requests[] buffer allocation. + void ClearIO() { IO.Requests.resize(0); IO.RangeSrcItem = IO.NavIdItem = ImGuiSelectionUserData_Invalid; IO.NavIdSelected = IO.RangeSrcReset = false; } +}; + +// Persistent storage for multi-select (as long as selection is alive) +struct IMGUI_API ImGuiMultiSelectState +{ + ImGuiWindow* Window; + ImGuiID ID; + int LastFrameActive; // Last used frame-count, for GC. + int LastSelectionSize; // Set by BeginMultiSelect() based on optional info provided by user. May be -1 if unknown. + ImS8 RangeSelected; // -1 (don't have) or true/false + ImS8 NavIdSelected; // -1 (don't have) or true/false + ImGuiSelectionUserData RangeSrcItem; // + ImGuiSelectionUserData NavIdItem; // SetNextItemSelectionUserData() value for NavId (if part of submitted items) + + ImGuiMultiSelectState() { Window = NULL; ID = 0; LastFrameActive = LastSelectionSize = 0; RangeSelected = NavIdSelected = -1; RangeSrcItem = NavIdItem = ImGuiSelectionUserData_Invalid; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Docking support +//----------------------------------------------------------------------------- + +#define DOCKING_HOST_DRAW_CHANNEL_BG 0 // Dock host: background fill +#define DOCKING_HOST_DRAW_CHANNEL_FG 1 // Dock host: decorations and contents + +#ifdef IMGUI_HAS_DOCK + +// Extend ImGuiDockNodeFlags_ +enum ImGuiDockNodeFlagsPrivate_ +{ + // [Internal] + ImGuiDockNodeFlags_DockSpace = 1 << 10, // Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. + ImGuiDockNodeFlags_CentralNode = 1 << 11, // Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor. + ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back. + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Saved // Disable window/docking menu (that one that appears instead of the collapse button) + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Saved // Disable close button + ImGuiDockNodeFlags_NoResizeX = 1 << 16, // // + ImGuiDockNodeFlags_NoResizeY = 1 << 17, // // + ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, // // Any docked window will be automatically be focus-route chained (window->ParentWindowForFocusRoute set to this) so Shortcut() in this window can run when any docked window is focused. + + // Disable docking/undocking actions in this dockspace or individual node (existing docked nodes will be preserved) + // Those are not exposed in public because the desirable sharing/inheriting/copy-flag-on-split behaviors are quite difficult to design and understand. + // The two public flags ImGuiDockNodeFlags_NoDockingOverCentralNode/ImGuiDockNodeFlags_NoDockingSplit don't have those issues. + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, // // Disable this node from splitting other windows/nodes. + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, // // Disable other windows/nodes from being docked over this node. + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, // // Disable this node from being docked over another window or non-empty node. + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, // // Disable this node from being docked over an empty node (e.g. DockSpace with no other windows) + ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther, + + // Masks + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + + // When splitting, those local flags are moved to the inheriting child, never duplicated + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, +}; + +// Store the source authority (dock node vs window) of a field +enum ImGuiDataAuthority_ +{ + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window, +}; + +enum ImGuiDockNodeState +{ + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible, +}; + +// sizeof() 156~192 +struct IMGUI_API ImGuiDockNode +{ + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) + ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node + ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows + ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows) + ImGuiDockNodeState State; + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. + ImVector Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order. + ImGuiTabBar* TabBar; + ImVec2 Pos; // Current position + ImVec2 Size; // Current size + ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size. + ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y) + ImGuiWindowClass WindowClass; // [Root node only] + ImU32 LastBgColor; + + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window. + ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node. + ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy. + int CountNodeWithWindows; // [Root node only] + int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly + int LastFrameActive; // Last frame number the node was updated. + int LastFrameFocused; // Last frame number the node was focused. + ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. + ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected. + ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window. + ImGuiID RefViewportId; // Reference viewport ID from visible window when HostWindow == NULL. + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) + bool IsFocused :1; + bool IsBgDrawnThisFrame :1; + bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one. + bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; + bool WantCloseAll :1; // Set when closing all tabs at once. + bool WantLockSizeOnce :1; + bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; + + ImGuiDockNode(ImGuiID id); + ~ImGuiDockNode(); + bool IsRootNode() const { return ParentNode == NULL; } + bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; } + bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; } + bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; } + bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle + bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar + bool IsSplitNode() const { return ChildNodes[0] != NULL; } + bool IsLeafNode() const { return ChildNodes[0] == NULL; } + bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + + void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); } + void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; } +}; + +// List of colors that are stored at the time of Begin() into Docked Windows. +// We currently store the packed colors in a simple array window->DockStyle.Colors[]. +// A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow, +// but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame. +enum ImGuiWindowDockStyleCol +{ + ImGuiWindowDockStyleCol_Text, + ImGuiWindowDockStyleCol_TabHovered, + ImGuiWindowDockStyleCol_TabFocused, + ImGuiWindowDockStyleCol_TabSelected, + ImGuiWindowDockStyleCol_TabSelectedOverline, + ImGuiWindowDockStyleCol_TabDimmed, + ImGuiWindowDockStyleCol_TabDimmedSelected, + ImGuiWindowDockStyleCol_TabDimmedSelectedOverline, + ImGuiWindowDockStyleCol_COUNT +}; + +// We don't store style.Alpha: dock_node->LastBgColor embeds it and otherwise it would only affect the docking tab, which intuitively I would say we don't want to. +struct ImGuiWindowDockStyle +{ + ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; +}; + +struct ImGuiDockContext +{ + ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes + ImVector Requests; + ImVector NodesSettings; + bool WantFullRebuild; + ImGuiDockContext() { memset(this, 0, sizeof(*this)); } +}; + +#endif // #ifdef IMGUI_HAS_DOCK + +//----------------------------------------------------------------------------- +// [SECTION] Viewport support +//----------------------------------------------------------------------------- + +// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) +// Every instance of ImGuiViewport is in fact a ImGuiViewportP. +struct ImGuiViewportP : public ImGuiViewport +{ + ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) + int Idx; + int LastFrameActive; // Last frame number this viewport was activated by a window + int LastFocusedStampCount; // Last stamp number from when a window hosted by this viewport was focused (by comparing this value between two viewport we have an implicit viewport z-order we use as fallback) + ImGuiID LastNameHash; + ImVec2 LastPos; + ImVec2 LastSize; + float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) + float LastAlpha; + bool LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused. + short PlatformMonitor; + int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used + ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; + + // Per-viewport work area + // - Insets are >= 0.0f values, distance from viewport corners to work area. + // - BeginMainMenuBar() and DockspaceOverViewport() tend to use work area to avoid stepping over existing contents. + // - Generally 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + ImVec2 WorkInsetMin; // Work Area inset locked for the frame. GetWorkRect() always fits within GetMainRect(). + ImVec2 WorkInsetMax; // " + ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset + ImVec2 BuildWorkInsetMax; // " + + ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } + ~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); } + void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } + + // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) + ImVec2 CalcWorkRectPos(const ImVec2& inset_min) const { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); } + ImVec2 CalcWorkRectSize(const ImVec2& inset_min, const ImVec2& inset_max) const { return ImVec2(ImMax(0.0f, Size.x - inset_min.x - inset_max.x), ImMax(0.0f, Size.y - inset_min.y - inset_max.y)); } + void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkInsetMin); WorkSize = CalcWorkRectSize(WorkInsetMin, WorkInsetMax); } // Update public fields + + // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) + ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } + ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkInsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkInsetMin, BuildWorkInsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Settings support +//----------------------------------------------------------------------------- + +// Windows data saved in imgui.ini file +// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily. +// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure) +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. + ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. + ImGuiID ClassId; // ID of window class if specified + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + bool Collapsed; + bool IsChild; + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + bool WantDelete; // Set to invalidate/delete the settings entry + + ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); DockOrder = -1; } + char* GetName() { return (char*)(this + 1); } +}; + +struct ImGuiSettingsHandler +{ + const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' + ImGuiID TypeHash; // == ImHashStr(TypeName) + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order) + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order) + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' + void* UserData; + + ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Localization support +//----------------------------------------------------------------------------- + +// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack. +enum ImGuiLocKey : int +{ + ImGuiLocKey_VersionStr, + ImGuiLocKey_TableSizeOne, + ImGuiLocKey_TableSizeAllFit, + ImGuiLocKey_TableSizeAllDefault, + ImGuiLocKey_TableResetOrder, + ImGuiLocKey_WindowingMainMenuBar, + ImGuiLocKey_WindowingPopup, + ImGuiLocKey_WindowingUntitled, + ImGuiLocKey_OpenLink_s, + ImGuiLocKey_CopyLink, + ImGuiLocKey_DockingHideTabBar, + ImGuiLocKey_DockingHoldShiftToDock, + ImGuiLocKey_DockingDragToUndockOrMoveNode, + ImGuiLocKey_COUNT +}; + +struct ImGuiLocEntry +{ + ImGuiLocKey Key; + const char* Text; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Error handling, State recovery support +//----------------------------------------------------------------------------- + +// Macros used by Recoverable Error handling +// - Only dispatch error if _EXPR: evaluate as assert (similar to an assert macro). +// - The message will always be a string literal, in order to increase likelihood of being display by an assert handler. +// - See 'Demo->Configuration->Error Handling' and ImGuiIO definitions for details on error handling. +// - Read https://github.com/ocornut/imgui/wiki/Error-Handling for details on error handling. +#ifndef IM_ASSERT_USER_ERROR +#define IM_ASSERT_USER_ERROR(_EXPR,_MSG) do { if (!(_EXPR) && ImGui::ErrorLog(_MSG)) { IM_ASSERT((_EXPR) && _MSG); } } while (0) // Recoverable User Error +#endif + +// The error callback is currently not public, as it is expected that only advanced users will rely on it. +typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const char* msg); // Function signature for g.ErrorCallback + +//----------------------------------------------------------------------------- +// [SECTION] Metrics, Debug Tools +//----------------------------------------------------------------------------- + +// See IMGUI_DEBUG_LOG() and IMGUI_DEBUG_LOG_XXX() macros. +enum ImGuiDebugLogFlags_ +{ + // Event types + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventError = 1 << 0, // Error submitted by IM_ASSERT_USER_ERROR() + ImGuiDebugLogFlags_EventActiveId = 1 << 1, + ImGuiDebugLogFlags_EventFocus = 1 << 2, + ImGuiDebugLogFlags_EventPopup = 1 << 3, + ImGuiDebugLogFlags_EventNav = 1 << 4, + ImGuiDebugLogFlags_EventClipper = 1 << 5, + ImGuiDebugLogFlags_EventSelection = 1 << 6, + ImGuiDebugLogFlags_EventIO = 1 << 7, + ImGuiDebugLogFlags_EventFont = 1 << 8, + ImGuiDebugLogFlags_EventInputRouting = 1 << 9, + ImGuiDebugLogFlags_EventDocking = 1 << 10, + ImGuiDebugLogFlags_EventViewport = 1 << 11, + + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, + ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY + ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, // Also send output to Test Engine +}; + +struct ImGuiDebugAllocEntry +{ + int FrameCount; + ImS16 AllocCount; + ImS16 FreeCount; +}; + +struct ImGuiDebugAllocInfo +{ + int TotalAllocCount; // Number of call to MemAlloc(). + int TotalFreeCount; + ImS16 LastEntriesIdx; // Current index in buffer + ImGuiDebugAllocEntry LastEntriesBuf[6]; // Track last 6 frames that had allocations + + ImGuiDebugAllocInfo() { memset(this, 0, sizeof(*this)); } +}; + +struct ImGuiMetricsConfig +{ + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowWindowsRects = false; + bool ShowWindowsBeginOrder = false; + bool ShowTablesRects = false; + bool ShowDrawCmdMesh = true; + bool ShowDrawCmdBoundingBoxes = true; + bool ShowTextEncodingViewer = false; + bool ShowAtlasTintedWithTextColor = false; + bool ShowDockingNodes = false; + int ShowWindowsRectsType = -1; + int ShowTablesRectsType = -1; + int HighlightMonitorIdx = -1; + ImGuiID HighlightViewportID = 0; +}; + +struct ImGuiStackLevelInfo +{ + ImGuiID ID; + ImS8 QueryFrameCount; // >= 1: Query in progress + bool QuerySuccess; // Obtained result from DebugHookIdInfo() + ImGuiDataType DataType : 8; + char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed. + + ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } +}; + +// State for ID Stack tool queries +struct ImGuiIDStackTool +{ + int LastActiveFrame; + int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level + ImGuiID QueryId; // ID to query details for + ImVector Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; + + ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Generic context hooks +//----------------------------------------------------------------------------- + +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }; + +struct ImGuiContextHook +{ + ImGuiID HookId; // A unique ID assigned by AddContextHook() + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; + + ImGuiContextHook() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiContext (main Dear ImGui context) +//----------------------------------------------------------------------------- + +struct ImGuiContext +{ + bool Initialized; + bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() + ImGuiConfigFlags ConfigFlagsLastFrame; + ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() + float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. + float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. + float FontScale; // == FontSize / Font->FontSize + float CurrentDpiScale; // Current window/viewport DpiScale == CurrentViewport->DpiScale + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + ImGuiID WithinEndChildID; // Set within EndChild() + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool GcCompactAll; // Request full GC + bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() + void* TestEngine; // Test engine user data + char ContextName[16]; // Storage for a context name (to facilitate debugging multi-context setups) + + // Inputs + ImVector InputEventsQueue; // Input events which will be trickled/written into IO structure. + ImVector InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail. + ImGuiMouseSource InputEventsNextMouseSource; + ImU32 InputEventsNextEventId; + + // Windows state + ImVector Windows; // Windows, sorted in display order, back to front + ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. + ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child + ImVector CurrentWindowStack; + ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* + int WindowsActiveCount; // Number of unique windows submitted by frame + ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING). + ImGuiID DebugBreakInWindow; // Set to break in Begin() call. + ImGuiWindow* CurrentWindow; // Window being drawn into + ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. + ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiWindow* HoveredWindowBeforeClear; // Window the mouse is hovering. Filled even with _NoMouse. This is currently useful for multi-context compositors. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree. + ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. + ImVec2 WheelingWindowRefMousePos; + int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL + int WheelingWindowScrolledFrame; + float WheelingWindowReleaseTimer; + ImVec2 WheelingWindowWheelRemainder; + ImVec2 WheelingAxisAvg; + + // Item/widgets state and tracking information + ImGuiID DebugDrawIdConflicts; // Set when we detect multiple items with the same identifier + ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] + ImGuiID HoveredId; // Hovered widget, filled during the frame + ImGuiID HoveredIdPreviousFrame; + int HoveredIdPreviousFrameItemCount; // Count numbers of items using the same ID as last frame's hovered id + float HoveredIdTimer; // Measure contiguous hovering time + float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active + bool HoveredIdAllowOverlap; + bool HoveredIdIsDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. + bool ItemUnclipByLog; // Disable ItemAdd() clipping, essentially a memory-locality friendly copy of LogEnabled + ImGuiID ActiveId; // Active widget + ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) + float ActiveIdTimer; + bool ActiveIdIsJustActivated; // Set at the time of activation for one frame + bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused. + bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. + bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. + bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdFromShortcut; + int ActiveIdMouseButton : 8; + ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad + ImGuiID ActiveIdPreviousFrame; + ImGuiDeactivatedItemData DeactivatedItemData; + ImGuiDataTypeStorage ActiveIdValueOnActivation; // Backup of initial value at the time of activation. ONLY SET BY SPECIFIC WIDGETS: DragXXX and SliderXXX. + ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. + float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. + + // Key/Input Ownership + Shortcut Routing system + // - The idea is that instead of "eating" a given key, we can link to an owner. + // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. + // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame(). + double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic) + double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic) + double LastKeyboardKeyPressTime; // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed. + ImBitArrayForNamedKeys KeysMayBeCharInput; // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (this is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations) + ImGuiKeyChord DebugBreakInShortcutRouting; // Set to break in SetShortcutRouting()/Shortcut() calls. + //ImU32 ActiveIdUsingNavInputMask; // [OBSOLETE] Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes --> 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' + + // Next window/item data + ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId. + ImGuiItemFlags CurrentItemFlags; // Value for currently appending items == g.ItemFlagsStack.back() + ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + bool DebugShowGroupRects; + + // Shared stacks + ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() + ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() + ImVector OpenPopupStack; // Which popups are open (persistent) + ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImVectorTreeNodeStack; // Stack for TreeNode() + + // Viewports + ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. + ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information. + ImRect PlatformMonitorsFullWorkRect; // Bounding box of all platform monitors + int ViewportCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int PlatformWindowsCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int ViewportFocusedStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter + + // Keyboard/Gamepad Navigation + bool NavCursorVisible; // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move. + bool NavHighlightItemUnderNav; // Disable mouse hovering highlight. Highlight navigation focused item instead of mouse hovered item. + //bool NavDisableHighlight; // Old name for !g.NavCursorVisible before 1.91.4 (2024/10/18). OPPOSITE VALUE (g.NavDisableHighlight == !g.NavCursorVisible) + //bool NavDisableMouseHover; // Old name for g.NavHighlightItemUnderNav before 1.91.1 (2024/10/18) this was called When user starts using keyboard/gamepad, we hide mouse hovering highlight until mouse is touched again. + bool NavMousePosDirty; // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default) + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid + ImGuiID NavId; // Focused item for navigation + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' + ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope) + ImGuiNavLayer NavLayer; // Focused layer (main scrolling layer, or menu/title bar layer) + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() + ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) + ImGuiActivateFlags NavActivateFlags; + ImVector NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain. + ImGuiID NavHighlightActivatedId; + float NavHighlightActivatedTimer; + ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse + ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data. + ImS8 NavCursorHideFrames; + + // Navigation: Init & Move Requests + bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() + bool NavInitRequest; // Init request for appearing window to select first item + bool NavInitRequestFromMove; + ImGuiNavItemData NavInitResult; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) + bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame() + bool NavMoveScoringItems; // Move request submitted, still scoring incoming items + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyChord NavMoveKeyMods; + ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? + ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. + ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted + int NavScoringDebugCount; // Metrics for debugging + int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id + int NavTabbingCounter; // >0 when counting items for tabbing + ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy + + // Navigation: record of last move request + ImGuiID NavJustMovedFromFocusScopeId; // Just navigated from this focus scope id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). + ImGuiKeyChord NavJustMovedToKeyMods; + bool NavJustMovedToIsTabbing; // Copy of ImGuiNavMoveFlags_IsTabbing. Maybe we should store whole flags. + bool NavJustMovedToHasSelectionData; // Copy of move result's ItemFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData. + + // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) + ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828) + ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X) + ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! + ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. + ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + ImGuiKey NavWindowingToggleKey; + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; + + // Render + float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) + + // Drag and Drop + bool DragDropActive; + bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source. + bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target. + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) + ImRect DragDropTargetClipRect; // Store ClipRect at the time of item's drawing + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) + ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) + ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) + int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source + ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press. + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size + unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads + + // Clipper + int ClipperTempDataStacked; + ImVector ClipperTempData; + + // Tables + ImGuiTable* CurrentTable; + ImGuiID DebugBreakInTable; // Set to break in BeginTable() call. + int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) + ImVector TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) + ImPool Tables; // Persistent table data + ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) + ImVector DrawChannelsTempMergeBuffer; + + // Tab bars + ImGuiTabBar* CurrentTabBar; + ImPool TabBars; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; + + // Multi-Select state + ImGuiBoxSelectState BoxSelectState; + ImGuiMultiSelectTempData* CurrentMultiSelect; + int MultiSelectTempDataStacked; // Temporary multi-select data size (because we leave previous instances undestructed, we generally don't use MultiSelectTempData.Size) + ImVector MultiSelectTempData; + ImPool MultiSelectStorage; + + // Hover Delay system + ImGuiID HoverItemDelayId; + ImGuiID HoverItemDelayIdPreviousFrame; + float HoverItemDelayTimer; // Currently used by IsItemHovered() + float HoverItemDelayClearTimer; // Currently used by IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared. + ImGuiID HoverItemUnlockedStationaryId; // Mouse has once been stationary on this item. Only reset after departing the item. + ImGuiID HoverWindowUnlockedStationaryId; // Mouse has once been stationary on this window. Only reset after departing the window. + + // Mouse state + ImGuiMouseCursor MouseCursor; + float MouseStationaryTimer; // Time the mouse has been stationary (with some loose heuristic) + ImVec2 MouseLastValidPos; + + // Widget state + ImGuiInputTextState InputTextState; + ImGuiInputTextDeactivatedState InputTextDeactivatedState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types + int BeginMenuDepth; + int BeginComboDepth; + ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets + ImGuiID ColorEditCurrentID; // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others). + ImGuiID ColorEditSavedID; // ID we are saving/restoring HS for + float ColorEditSavedHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditSavedSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips + ImU32 ColorEditSavedColor; // RGB value with alpha set to 0. + ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + ImGuiComboPreviewData ComboPreviewData; + ImRect WindowResizeBorderExpectedRect; // Expected border rect, switch to relative edit if moving + bool WindowResizeRelativeMode; + short ScrollbarSeekMode; // 0: scroll to clicked location, -1/+1: prev/next page. + float ScrollbarClickDeltaToGrabCenter; // When scrolling to mouse location: distance between mouse and center of grab box, normalized in parent space. + float SliderGrabClickOffset; + float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. + bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? + bool DragCurrentAccumDirty; + float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings + float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio + float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() + short DisabledStackSize; + short TooltipOverrideCount; + ImGuiWindow* TooltipPreviousWindow; // Window of last tooltip submitted during the frame + ImVector ClipboardHandlerData; // If no custom clipboard handler is defined + ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once + ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest() + + // Platform support + ImGuiPlatformImeData PlatformImeData; // Data updated by current frame + ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler. + ImGuiID PlatformImeViewport; + + // Extensions + // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? + ImGuiDockContext DockContext; + void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + + // Settings + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries + ImChunkStream SettingsTables; // ImGuiTable .ini settings entries + ImVector Hooks; // Hooks for extensions (e.g. test engine) + ImGuiID HookIdNext; // Next available HookId + + // Localization + const char* LocalizationTable[ImGuiLocKey_COUNT]; + + // Capture/Logging + bool LogEnabled; // Currently capturing + ImGuiLogFlags LogFlags; // Capture flags/type + ImGuiWindow* LogWindow; + ImFileHandle LogFile; // If != NULL log to stdout/ file + ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + + // Error Handling + ImGuiErrorCallback ErrorCallback; // = NULL. May be exposed in public API eventually. + void* ErrorCallbackUserData; // = NULL + ImVec2 ErrorTooltipLockedPos; + bool ErrorFirst; + int ErrorCountCurrentFrame; // [Internal] Number of errors submitted this frame. + ImGuiErrorRecoveryState StackSizesInNewFrame; // [Internal] + ImGuiErrorRecoveryState*StackSizesInBeginForCurrentWindow; // [Internal] + + // Debug Tools + // (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.) + int DebugDrawIdConflictsCount; // Locked count (preserved when holding CTRL) + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + ImGuiTextIndex DebugLogIndex; + int DebugLogSkippedErrors; + ImGuiDebugLogFlags DebugLogAutoDisableFlags; + ImU8 DebugLogAutoDisableFrames; + ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above. + bool DebugBreakInLocateId; // Debug break in ItemAdd() call for g.DebugLocateId. + ImGuiKeyChord DebugBreakKeyChord; // = ImGuiKey_Pause + ImS8 DebugBeginReturnValueCullDepth; // Cycle between 0..9 then wrap around. + bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) + ImU8 DebugItemPickerMouseButton; + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID + float DebugFlashStyleColorTime; + ImVec4 DebugFlashStyleColorBackup; + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiIDStackTool DebugIDStackTool; + ImGuiDebugAllocInfo DebugAllocInfo; + ImGuiDockNode* DebugHoveredDockNode; // Hovered dock node. + + // Misc + float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames.. + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1. + int WantCaptureKeyboardNextFrame; // " + int WantTextInputNextFrame; + ImVector TempBuffer; // Temporary text buffer + char TempKeychordName[64]; + + ImGuiContext(ImFontAtlas* shared_font_atlas); +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiWindowTempData, ImGuiWindow +//----------------------------------------------------------------------------- + +// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. +// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..) +// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin) +struct IMGUI_API ImGuiWindowTempData +{ + // Layout + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. + ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame. + ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame. + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). + float PrevLineTextBaseOffset; + bool IsSameLine; + bool IsSetPos; + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area. + + // Keyboard/Gamepad navigation + ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) + short NavLayersActiveMask; // Which layers have been written to (result from previous frame) + short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) + bool NavIsScrollPushableX; // Set when current work location may be scrolled horizontally when moving left / right. This is generally always true UNLESS within a column. + bool NavHideHighlightOneFrame; + bool NavWindowHasScrollY; // Set per window when scrolling can be used (== ScrollMax.y > 0.0f) + + // Miscellaneous + bool MenuBarAppending; // FIXME: Remove this + ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement + int TreeDepth; // Current tree depth. + ImU32 TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary. + ImVector ChildWindows; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) + ImGuiOldColumns* CurrentColumns; // Current columns set + int CurrentTableIdx; // Current table index (into g.Tables) + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + ImU32 ModalDimBgColor; + + // Local parameters stacks + // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. + float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). + float TextWrapPos; // Current text wrap pos. + ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) + ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) +}; + +// Storage for one window +struct IMGUI_API ImGuiWindow +{ + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + char* Name; // Window name, owned by the window. + ImGuiID ID; // == ImHashStr(Name) + ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ + ImGuiChildFlags ChildFlags; // Set when window is a child window. See enum ImGuiChildFlags_ + ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() + ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. + ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) + ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive) + int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor + ImVec2 Pos; // Position (always rounded-up to nearest pixel) + ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) + ImVec2 SizeFull; // Size when non collapsed + ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. + float WindowBorderSize; // Window border size at the time of Begin(). + float TitleBarHeight, MenuBarHeight; // Note that those used to be function before 2024/05/28. If you have old code calling TitleBarHeight() you can change it to TitleBarHeight. + float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin(). + float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y). + float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes). + int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! + ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID TabId; // == window->GetID("#TAB") + ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) + ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) + ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered + ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold + ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? + bool ViewportOwned; + bool Active; // Set to true on Begin(), unless Collapsed + bool WasActive; + bool WriteAccessed; // Set to true when any widget access the current window + bool Collapsed; // Set when collapsing window to become only title-bar + bool WantCollapseToggle; + bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool SkipRefresh; // [EXPERIMENTAL] Reuse previous frame drawn contents, Begin() returns false. + bool Appearing; // Set during the frame where the window is appearing (or re-appearing) + bool Hidden; // Do not display (== HiddenFrames*** > 0) + bool IsFallbackWindow; // Set on the "Debug##Default" window. + bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked() + bool HasCloseButton; // Set when the window has a close button (p_open != NULL) + signed char ResizeBorderHovered; // Current border being hovered for resize (-1: none, otherwise 0-3) + signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) + short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) + short BeginCountPreviousFrame; // Number of Begin() during the previous frame + short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. + short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. + ImS8 AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames + ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size + ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only + ImS8 DisableInputsFrames; // Disable window interactions for N frames + ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. + ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. + ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() use. + ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) + ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. + + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) + ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. + + // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. + ImVec2ih HitTestHoleOffset; + + int LastFrameActive; // Last frame number the window was Active. + int LastFrameJustFocused; // Last frame number the window was made Focused. + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector ColumnsStorage; + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() + float FontDpiScale; + int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) + + ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL. + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. + ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. + ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes. + ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. + ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document) + + ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) + ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; // Preferred X/Y position updated when moving on a given axis, reset to FLT_MAX. + ImGuiID NavRootFocusScopeId; // Focus Scope ID at the time of Begin() + + int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; // Set when window extraneous data have been garbage collected + + // Docking + bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1). + bool DockNodeIsVisible :1; + bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected? + bool DockTabWantClose :1; + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + ImGuiWindowDockStyle DockStyle; + ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden. + ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) + ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; + +public: + ImGuiWindow(ImGuiContext* context, const char* name); + ~ImGuiWindow(); + + ImGuiID GetID(const char* str, const char* str_end = NULL); + ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); + ImGuiID GetIDFromPos(const ImVec2& p_abs); + ImGuiID GetIDFromRectangle(const ImRect& r_abs); + + // We don't use g.FontSize because the window may be != g.CurrentWindow. + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + float CalcFontSize() const { ImGuiContext& g = *Ctx; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tab bar, Tab item support +//----------------------------------------------------------------------------- + +// Extend ImGuiTabBarFlags_ +enum ImGuiTabBarFlagsPrivate_ +{ + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22, // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs +}; + +// Extend ImGuiTabItemFlags_ +enum ImGuiTabItemFlagsPrivate_ +{ + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) + ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button + ImGuiTabItemFlags_Unsorted = 1 << 22, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. +}; + +// Storage for one active tab item (sizeof() 48 bytes) +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. + int LastFrameVisible; + int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance + float Offset; // Position relative to beginning of tab + float Width; // Width currently displayed + float ContentWidth; // Width of label, stored during BeginTabItem() call + float RequestedWidth; // Width optionally requested by caller, -1.0f is unused + ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable + ImS16 IndexDuringLayout; // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions. + bool WantClose; // Marked as closed by SetTabItemClosed() + + ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } +}; + +// Storage for a tab bar (sizeof() 160 bytes) +struct IMGUI_API ImGuiTabBar +{ + ImGuiWindow* Window; + ImVector Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; // Zero for tab-bars used by docking + ImGuiID SelectedTabId; // Selected tab/window + ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar + float WidthAllTabs; // Actual width of all tabs (locked during layout) + float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + float SeparatorMinX; + float SeparatorMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame + ImS16 TabsActiveCount; // Number of tabs submitted this frame. + ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() + float ItemSpacingY; + ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. + + ImGuiTabBar(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Table support +//----------------------------------------------------------------------------- + +#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. +#define IMGUI_TABLE_MAX_COLUMNS 512 // May be further lifted + +// Our current column maximum is 64 but we may raise that in the future. +typedef ImS16 ImGuiTableColumnIdx; +typedef ImU16 ImGuiTableDrawChannelIdx; + +// [Internal] sizeof() ~ 112 +// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. +// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping. +// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped". +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_ + float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space. + float MinX; // Absolute positions + float MaxX; + float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() + float WidthAuto; // Automatic width + float WidthMax; // Maximum width (FIXME: overwritten by each instance) + float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. + float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). + ImRect ClipRect; // Clipping rectangle for the column + ImGuiID UserID; // Optional, value passed to TableSetupColumn() + float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column + float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2) + float ItemWidth; // Current item width for the column, preserved across rows + float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width. + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; // Offset into parent ColumnsNames[] + ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users) + ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder) + ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column + ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column + ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort + ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers) + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows + bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0 + bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling). + bool IsUserEnabledNextFrame; + bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). + bool IsVisibleY; + bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not. + bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen). + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte + ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit + ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem + ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3) + ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each) + ImU8 SortDirectionsAvailList; // Ordered list of available sort directions (2-bits each, total 8-bits) + + ImGuiTableColumn() + { + memset(this, 0, sizeof(*this)); + StretchWeight = WidthRequest = -1.0f; + NameOffset = -1; + DisplayOrder = IndexWithinEnabledSet = -1; + PrevEnabledColumn = NextEnabledColumn = -1; + SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1; + } +}; + +// Transient cell data stored per row. +// sizeof() ~ 6 bytes +struct ImGuiTableCellData +{ + ImU32 BgColor; // Actual color + ImGuiTableColumnIdx Column; // Column number +}; + +// Parameters for TableAngledHeadersRowEx() +// This may end up being refactored for more general purpose. +// sizeof() ~ 12 bytes +struct ImGuiTableHeaderData +{ + ImGuiTableColumnIdx Index; // Column index + ImU32 TextColor; + ImU32 BgColor0; + ImU32 BgColor1; +}; + +// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?) +// sizeof() ~ 24 bytes +struct ImGuiTableInstanceData +{ + ImGuiID TableInstanceID; + float LastOuterHeight; // Outer height from last frame + float LastTopHeadersRowHeight; // Height of first consecutive header rows from last frame (FIXME: this is used assuming consecutive headers are in same frozen set) + float LastFrozenHeight; // Height of frozen section from last frame + int HoveredRowLast; // Index of row which was hovered last frame. + int HoveredRowNext; // Index of row hovered this frame, set after encountering it. + + ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastTopHeadersRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; } +}; + +// sizeof() ~ 592 bytes + heap allocs described in TableBeginInitMemory() +struct IMGUI_API ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] + ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] + ImSpan Columns; // Point within RawData[] + ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) + ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. + ImBitArrayPtr EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map + ImBitArrayPtr EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data + ImBitArrayPtr VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) + ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order) + int SettingsOffset; // Offset in g.SettingsTables + int LastFrameActive; + int ColumnsCount; // Number of columns declared in BeginTable() + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched. + ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with + float RowPosY1; + float RowPosY2; + float RowMinHeight; // Height submitted to TableNextRow() + float RowCellPaddingY; // Top and bottom padding. Reloaded during row change. + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_ + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this. + ImU32 RowBgColor[2]; // Background color override for current row. + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; // Padding from each borders. Locked in BeginTable()/Layout. + float CellSpacingX1; // Spacing between non-bordered cells. Locked in BeginTable()/Layout. + float CellSpacingX2; + float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. + float ColumnsGivenWidth; // Sum of current column width + float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window + float ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). + ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries + ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped + ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. + ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. + ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() + ImGuiWindow* OuterWindow; // Parent window for the table + ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) + ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names + ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly + ImGuiTableInstanceData InstanceDataFirst; + ImVector InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns using fixed width (<= ColumnsCount) + ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() + ImGuiTableColumnIdx AngledHeadersCount; // Count columns with angled headers + ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! + ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). + ImGuiTableColumnIdx HighlightColumnHeader; // Index of column which should be highlighted. + ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. + ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. + ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. + ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. + ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) + ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 + ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. + ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. + ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. + ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. + ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot + ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count + ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count + ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row + ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. + bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. + bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). + bool DisableDefaultContextMenu; // Disable default context menu contents. You may submit your own using TableBeginContextMenuPopup()/EndPopup() + bool IsSettingsRequestLoad; + bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. + bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; // Set when we got past the frozen row. + bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() + bool IsActiveIdAliveBeforeTable; + bool IsActiveIdInTable; + bool HasScrollbarYCurr; // Whether ANY instance of this table had a vertical scrollbar during the current frame. + bool HasScrollbarYPrev; // Whether ANY instance of this table had a vertical scrollbar during the previous. + bool MemoryCompacted; + bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis + + ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } + ~ImGuiTable() { IM_FREE(RawData); } +}; + +// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). +// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. +// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. +// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs. +// sizeof() ~ 136 bytes. +struct IMGUI_API ImGuiTableTempData +{ + int TableIndex; // Index in g.Tables.Buf[] pool + float LastTimeActive; // Last timestamp this structure was used + float AngledHeadersExtraWidth; // Used in EndTable() + ImVector AngledHeadersRequests; // Used in TableAngledHeadersRow() + + ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() + ImDrawListSplitter DrawSplitter; + + ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() + ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() + ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() + ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() + ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() + ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() + float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() + int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() + + ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } +}; + +// sizeof() ~ 12 +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImU8 IsEnabled : 1; // "Visible" in ini file + ImU8 IsStretch : 1; + + ImGuiTableColumnSettings() + { + WidthOrWeight = 0.0f; + UserID = 0; + Index = -1; + DisplayOrder = SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + IsEnabled = 1; + IsStretch = 0; + } +}; + +// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.) +struct ImGuiTableSettings +{ + ImGuiID ID; // Set to 0 to invalidate/delete the setting + ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..) + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + + ImGuiTableSettings() { memset(this, 0, sizeof(*this)); } + ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGui internal API +// No guarantee of forward compatibility here! +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Windows + // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) + // If this ever crashes because g.CurrentWindow is NULL, it means that either: + // - ImGui::NewFrame() has never been called, which is illegal. + // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. + IMGUI_API ImGuiIO& GetIOEx(ImGuiContext* ctx); + IMGUI_API ImGuiPlatformIO& GetPlatformIOEx(ImGuiContext* ctx); + inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } + inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } + IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); + IMGUI_API ImGuiWindow* FindWindowByName(const char* name); + IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); + IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window); + IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy); + IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); + IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); + inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } // You may also use SetNextWindowClass()'s FocusRouteParentWindowId field. + inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } + inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } + inline ImVec2 WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); } + inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); } + + // Windows: Display Order and Focus Order + IMGUI_API void FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window); + IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window); + IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); + + // Windows: Idle, Refresh Policies [EXPERIMENTAL] + IMGUI_API void SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags); + + // Fonts, drawing + IMGUI_API void SetCurrentFont(ImFont* font); + inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } + IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list); + + // Init + IMGUI_API void Initialize(); + IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + + // NewFrame + IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); + IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window); + IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock); + IMGUI_API void UpdateMouseMovingWindowNewFrame(); + IMGUI_API void UpdateMouseMovingWindowEndFrame(); + + // Generic context hooks + IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); + IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); + IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); + + // Viewports + IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size); + IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); + IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); + IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport); + IMGUI_API ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos); + + // Settings + IMGUI_API void MarkIniSettingsDirty(); + IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); + IMGUI_API void ClearIniSettings(); + IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler); + IMGUI_API void RemoveSettingsHandler(const char* type_name); + IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + + // Settings - Windows + IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByID(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByWindow(ImGuiWindow* window); + IMGUI_API void ClearWindowSettings(const char* name); + + // Localization + IMGUI_API void LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count); + inline const char* LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : "*Missing Text*"; } + + // Scrolling + IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); + + // Early work-in-progress API (ScrollToItem() will become public) + IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0); + IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); + IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); +//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); } +//#endif + + // Basic Accessors + inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } + inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.ItemFlags; } + inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } + inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } + IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void ClearActiveID(); + IMGUI_API ImGuiID GetHoveredID(); + IMGUI_API void SetHoveredID(ImGuiID id); + IMGUI_API void KeepAliveID(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. + IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes) + IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed); + IMGUI_API ImGuiID GetIDWithSeed(int n, ImGuiID seed); + + // Basic Helpers for widget code + IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); + inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min. + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); + IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags); + IMGUI_API bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0); + IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); + IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); + IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); + IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); + IMGUI_API void PushMultiItemsWidths(int components, float width_full); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + + // Parameter stacks (shared) + IMGUI_API const ImGuiDataVarInfo* GetStyleVarInfo(ImGuiStyleVar idx); + IMGUI_API void BeginDisabledOverrideReenable(); + IMGUI_API void EndDisabledOverrideReenable(); + + // Logging/Capture + IMGUI_API void LogBegin(ImGuiLogFlags flags, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); + + // Childs + IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags); + + // Popups, Modals + IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags); + IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); + IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsExceptModals(); + IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); + IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); + IMGUI_API ImGuiWindow* GetTopMostPopupModal(); + IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); + IMGUI_API ImGuiWindow* FindBlockingModal(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); + + // Tooltips + IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginTooltipHidden(); + + // Menus + IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); + IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true); + IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true); + + // Combos + IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); + IMGUI_API bool BeginComboPreview(); + IMGUI_API void EndComboPreview(); + + // Keyboard/Gamepad Navigation + IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API void NavInitRequestApplyResult(); + IMGUI_API bool NavMoveRequestButNoResultYet(); + IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); + IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data); + IMGUI_API void NavMoveRequestCancel(); + IMGUI_API void NavMoveRequestApplyResult(); + IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavHighlightActivated(ImGuiID id); + IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis); + IMGUI_API void SetNavCursorVisibleAfterMove(); + IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX(); + IMGUI_API void SetNavWindow(ImGuiWindow* window); + IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + IMGUI_API void SetNavFocusScope(ImGuiID focus_scope_id); + + // Focus/Activation + // This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are + // much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones. + IMGUI_API void FocusItem(); // Focus last item (no selection/activation). + IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again. + + // Inputs + // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } + inline bool IsNamedKeyOrMod(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super; } + inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } + inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; } + inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } + inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; } + inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } + inline bool IsLRModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } + ImGuiKeyChord FixupKeyChord(ImGuiKeyChord key_chord); + inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key) + { + if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl; + if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift; + if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt; + if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper; + return key; + } + + IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key); + inline ImGuiKeyData* GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); } + IMGUI_API const char* GetKeyChordName(ImGuiKeyChord key_chord); + inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); } + IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); + IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down); + IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); + IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate); + IMGUI_API void TeleportMousePos(const ImVec2& pos); + IMGUI_API void SetActiveIdUsingAllKeyboardKeys(); + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } + + // [EXPERIMENTAL] Low-Level: Key/Input Ownership + // - The idea is that instead of "eating" a given input, we can link to an owner id. + // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead). + // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. + // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0). + // - Input ownership is automatically released on the frame after a key is released. Therefore: + // - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case). + // - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover). + // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state. + // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step. + // Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved. + IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key); + IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' + inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } + + // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership + // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag. + // - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0) + // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'. + // Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. + // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API. + IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat. + IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id); + + // Shortcut Testing & Routing + // - Set Shortcut() and SetNextItemShortcut() in imgui.h + // - When a policy (except for ImGuiInputFlags_RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(), + // allowing the system to decide where to route the input among other route-aware calls. + // (* using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key) and bypassing route registration and check) + // - When using one of the routing option: + // - The default route is ImGuiInputFlags_RouteFocused (accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.) + // - Routes are requested given a chord (key + modifiers) and a routing policy. + // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame. + // - Each route may be granted to a single owner. When multiple requests are made we have policies to select the winning route (e.g. deep most window). + // - Multiple read sites may use the same owner id can all access the granted route. + // - When owner_id is 0 we use the current Focus Scope ID as a owner ID in order to identify our location. + // - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute() + // e.g. if you have a tool window associated to a document, and you want document shortcuts to run when the tool is focused. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); + IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); // owner_id needs to be explicit and cannot be 0 + IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); + IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); + + // Docking + // (some functions are only declared in imgui.cpp, see Docking section) + IMGUI_API void DockContextInitialize(ImGuiContext* ctx); + IMGUI_API void DockContextShutdown(ImGuiContext* ctx); + IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all + IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx); + IMGUI_API void DockContextEndFrame(ImGuiContext* ctx); + IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx); + IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); + IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); + IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true); + IMGUI_API void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); + IMGUI_API ImGuiDockNode*DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); + IMGUI_API void DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node); + IMGUI_API void DockNodeEndAmendTabBar(); + inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } + inline bool DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; } + inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } + inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); } + inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; } + IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); + IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); + IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window); + IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window); + IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); + + // Docking - Builder function needs to be generally called before the node is used/submitted. + // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability. + // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame. + // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode(). + // You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API. + // - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node. + // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure + // to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable. + // - Call DockBuilderFinish() after you are done. + IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); + IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); + inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; } + IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0); + IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows + IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true); + IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id). + IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); + IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); + IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node. + IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs); + IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs); + IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); + IMGUI_API void DockBuilderFinish(ImGuiID node_id); + + // [EXPERIMENTAL] Focus Scope + // This is generally used to identify a unique input location (for e.g. a selection set) + // There is one per window (automatically set in Begin), but: + // - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set. + // So in order to identify a set multiple lists in same window may each need a focus scope. + // If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope() + // - Shortcut routing also use focus scope as a default location identifier if an owner is not provided. + // We don't use the ID Stack for this as it is common to want them separate. + IMGUI_API void PushFocusScope(ImGuiID id); + IMGUI_API void PopFocusScope(); + inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope() + + // Drag and Drop + IMGUI_API bool IsDragDropActive(); + IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API void ClearDragDrop(); + IMGUI_API bool IsDragDropPayloadBeingAccepted(); + IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect); + + // Typing-Select API + // (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature) + // (this is currently not documented nor used by main library, but should work. See "widgets_typingselect" in imgui_test_suite for usage code. Please let us know if you use this!) + IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None); + IMGUI_API int TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data); + + // Box-Select API + IMGUI_API bool BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags); + IMGUI_API void EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags); + + // Multi-Select API + IMGUI_API void MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags); + IMGUI_API void MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed); + IMGUI_API void MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected); + IMGUI_API void MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item); + inline ImGuiBoxSelectState* GetBoxSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.BoxSelectState.ID == id && g.BoxSelectState.IsActive) ? &g.BoxSelectState : NULL; } + inline ImGuiMultiSelectState* GetMultiSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return g.MultiSelectStorage.GetByKey(id); } + + // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) + IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); + IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns + IMGUI_API void PushColumnClipRect(int column_index); + IMGUI_API void PushColumnsBackground(); + IMGUI_API void PopColumnsBackground(); + IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); + IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset); + + // Tables: Candidates for public API + IMGUI_API void TableOpenContextMenu(int column_n = -1); + IMGUI_API void TableSetColumnWidth(int column_n, float width); + IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); + IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet. + IMGUI_API float TableGetHeaderRowHeight(); + IMGUI_API float TableGetHeaderAngledMaxLabelWidth(); + IMGUI_API void TablePushBackgroundChannel(); + IMGUI_API void TablePopBackgroundChannel(); + IMGUI_API void TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count); + + // Tables: Internals + inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } + IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); + IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); + IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); + IMGUI_API void TableBeginApplyRequests(ImGuiTable* table); + IMGUI_API void TableSetupDrawChannels(ImGuiTable* table); + IMGUI_API void TableUpdateLayout(ImGuiTable* table); + IMGUI_API void TableUpdateBorders(ImGuiTable* table); + IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); + IMGUI_API void TableDrawBorders(ImGuiTable* table); + IMGUI_API void TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display); + IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table); + IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); + inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; } + inline ImGuiID TableGetInstanceID(ImGuiTable* table, int instance_no) { return TableGetInstanceData(table, instance_no)->TableInstanceID; } + IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); + IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); + IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); + IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API void TableBeginRow(ImGuiTable* table); + IMGUI_API void TableEndRow(ImGuiTable* table); + IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n); + IMGUI_API void TableEndCell(ImGuiTable* table); + IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); + IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); + IMGUI_API ImGuiID TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no = 0); + IMGUI_API float TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); + IMGUI_API void TableRemove(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); + IMGUI_API void TableGcCompactSettings(); + + // Tables: Settings + IMGUI_API void TableLoadSettings(ImGuiTable* table); + IMGUI_API void TableSaveSettings(ImGuiTable* table); + IMGUI_API void TableResetSettings(ImGuiTable* table); + IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); + IMGUI_API void TableSettingsAddSettingsHandler(); + IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); + IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); + + // Tab Bars + inline ImGuiTabBar* GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; } + IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); + IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order); + IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); + IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar); + inline int TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); } + IMGUI_API const char* TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window); + IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset); + IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos); + IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker); + IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window); + IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); + IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); + + // Render helpers + // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. + // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) + IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); + IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); + IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders = true, float rounding = 0.0f); + IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); + IMGUI_API void RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None); // Navigation highlight +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None) { RenderNavCursor(bb, id, flags); } // Renamed in 1.91.4 +#endif + IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. + IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); + + // Render helpers (those functions don't access any ImGui state!) + IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); + IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); + IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); + IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); + IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold); + + // Widgets + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0); + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f); + IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width); + IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); + IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); + + // Widgets: Window Decorations + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags draw_rounding_flags = 0); + IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners + IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); + + // Widgets low-level behaviors + IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); + + // Widgets: Tree Nodes + IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API void TreePushOverrideID(ImGuiID id); + IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id); + IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool open); + IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging. + + // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. + // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). + // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " + template IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); + template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); + + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty = NULL); + IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); + IMGUI_API bool DataTypeIsZero(ImGuiDataType data_type, const void* p_data); + + // InputText + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API void InputTextDeactivateHook(ImGuiID id); + IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); + IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active + IMGUI_API void SetNextItemRefVal(ImGuiDataType data_type, void* p_data); + + // Color + IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); + + // Plot + IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg); + + // Shade functions (write over already created vertices) + IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); + IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + IMGUI_API void ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out); + + // Garbage collection + IMGUI_API void GcCompactTransientMiscBuffers(); + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + + // Error handling, State Recovery + IMGUI_API bool ErrorLog(const char* msg); + IMGUI_API void ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out); + IMGUI_API void ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + IMGUI_API void ErrorCheckEndFrameFinalizeErrorTooltip(); + IMGUI_API bool BeginErrorTooltip(); + IMGUI_API void EndErrorTooltip(); + + // Debug Tools + IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free + IMGUI_API void DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end); + IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time! + IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time! + IMGUI_API void DebugLocateItemResolveWithLastItem(); + IMGUI_API void DebugBreakClearData(); + IMGUI_API bool DebugBreakButton(const char* label, const char* description_of_location); + IMGUI_API void DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location); + IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); + IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); + IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label); + IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); + IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); + IMGUI_API void DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph); + IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); + IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); + IMGUI_API void DebugNodeTable(ImGuiTable* table); + IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); + IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state); + IMGUI_API void DebugNodeTypingSelectState(ImGuiTypingSelectState* state); + IMGUI_API void DebugNodeMultiSelectState(ImGuiMultiSelectState* state); + IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); + IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); + IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); + IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); + IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx); + IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list); + IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); + + // Obsolete functions +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 + //inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 + //inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity! + + // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister(): + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' + //inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + //inline void FocusableItemUnregister(ImGuiWindow* window) // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem +#endif + +} // namespace ImGui + + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas internal API +//----------------------------------------------------------------------------- + +// This structure is likely to evolve as we add support for incremental atlas updates. +// Conceptually this could be in ImGuiPlatformIO, but we are far from ready to make this public. +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; + +// Helper for font builder +#ifdef IMGUI_ENABLE_STB_TRUETYPE +IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); +#endif +IMGUI_API void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); +IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); +IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); +IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); + +//----------------------------------------------------------------------------- +// [SECTION] Test Engine specific hooks (imgui_test_engine) +//----------------------------------------------------------------------------- + +#ifdef IMGUI_ENABLE_TEST_ENGINE +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, ImGuiID id, const ImRect& bb, const ImGuiLastItemData* item_data); // item_data may be NULL +extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id); + +// In IMGUI_VERSION_NUM >= 18934: changed IMGUI_TEST_ENGINE_ITEM_ADD(bb,id) to IMGUI_TEST_ENGINE_ITEM_ADD(id,bb,item_data); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _ID, _BB, _ITEM_DATA) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#else +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_tables.cpp b/src/main/imgui/imgui_tables.cpp new file mode 100644 index 0000000..efef5ff --- /dev/null +++ b/src/main/imgui/imgui_tables.cpp @@ -0,0 +1,4499 @@ +// dear imgui, v1.91.7 +// (tables and columns code) + +/* + +Index of this file: + +// [SECTION] Commentary +// [SECTION] Header mess +// [SECTION] Tables: Main code +// [SECTION] Tables: Simple accessors +// [SECTION] Tables: Row changes +// [SECTION] Tables: Columns changes +// [SECTION] Tables: Columns width management +// [SECTION] Tables: Drawing +// [SECTION] Tables: Sorting +// [SECTION] Tables: Headers +// [SECTION] Tables: Context Menu +// [SECTION] Tables: Settings (.ini data) +// [SECTION] Tables: Garbage Collection +// [SECTION] Tables: Debugging +// [SECTION] Columns, BeginColumns, EndColumns, etc. + +*/ + +// Navigating this file: +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. + +//----------------------------------------------------------------------------- +// [SECTION] Commentary +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical tables call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - BeginTable() user begin into a table +// | BeginChild() - (if ScrollX/ScrollY is set) +// | TableBeginInitMemory() - first time table is used +// | TableResetSettings() - on settings reset +// | TableLoadSettings() - on settings load +// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests +// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame) +// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width +// - TableSetupColumn() user submit columns details (optional) +// - TableSetupScrollFreeze() user submit scroll freeze information (optional) +//----------------------------------------------------------------------------- +// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). +// | TableSetupDrawChannels() - setup ImDrawList channels +// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission +// | TableBeginContextMenuPopup() +// | - TableDrawDefaultContextMenu() - draw right-click context menu contents +//----------------------------------------------------------------------------- +// - TableHeadersRow() or TableHeader() user submit a headers row (optional) +// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction +// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu +// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers) +// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow()) +// | TableEndRow() - finish existing row +// | TableBeginRow() - add a new row +// - TableSetColumnIndex() / TableNextColumn() user begin into a cell +// | TableEndCell() - close existing column/cell +// | TableBeginCell() - enter into current column/cell +// - [...] user emit contents +//----------------------------------------------------------------------------- +// - EndTable() user ends the table +// | TableDrawBorders() - draw outer borders, inner vertical borders +// | TableMergeDrawChannels() - merge draw channels if clipping isn't required +// | EndChild() - (if ScrollX/ScrollY is set) +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// TABLE SIZING +//----------------------------------------------------------------------------- +// (Read carefully because this is subtle but it does make sense!) +//----------------------------------------------------------------------------- +// About 'outer_size': +// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags. +// Default value is ImVec2(0.0f, 0.0f). +// X +// - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge. +// - outer_size.x > 0.0f -> Set Fixed width. +// Y with ScrollX/ScrollY disabled: we output table directly in current window +// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful if parent window can vertically scroll. +// - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set) +// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtendY is set) +// Y with ScrollX/ScrollY enabled: using a child window for scrolling +// - outer_size.y < 0.0f -> Bottom-align. Not meaningful if parent window can vertically scroll. +// - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window. +// - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis. +//----------------------------------------------------------------------------- +// Outer size is also affected by the NoHostExtendX/NoHostExtendY flags. +// Important to note how the two flags have slightly different behaviors! +// - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. +// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. +// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height. +// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not useful and not easily noticeable). +//----------------------------------------------------------------------------- +// About 'inner_width': +// With ScrollX disabled: +// - inner_width -> *ignored* +// With ScrollX enabled: +// - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird +// - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns. +// - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space! +//----------------------------------------------------------------------------- +// Details: +// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept +// of "available space" doesn't make sense. +// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding +// of what the value does. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// COLUMNS SIZING POLICIES +// (Reference: ImGuiTableFlags_SizingXXX flags and ImGuiTableColumnFlags_WidthXXX flags) +//----------------------------------------------------------------------------- +// About overriding column sizing policy and width/weight with TableSetupColumn(): +// We use a default parameter of -1 for 'init_width'/'init_weight'. +// - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic +// - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom +// - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f +// - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom +// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f) +// and you can fit a 100.0f wide item in it without clipping and with padding honored. +//----------------------------------------------------------------------------- +// About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag) +// - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width +// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width +// - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f +// - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents +// Default Width and default Weight can be overridden when calling TableSetupColumn(). +//----------------------------------------------------------------------------- +// About mixing Fixed/Auto and Stretch columns together: +// - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! +// that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. +// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents. +// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weights/widths. +//----------------------------------------------------------------------------- +// About using column width: +// If a column is manually resizable or has a width specified with TableSetupColumn(): +// - you may use GetContentRegionAvail().x to query the width available in a given column. +// - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. +// If the column is not resizable and has no width specified with TableSetupColumn(): +// - its width will be automatic and be set to the max of items submitted. +// - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN). +// - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN). +//----------------------------------------------------------------------------- + + +//----------------------------------------------------------------------------- +// TABLES CLIPPING/CULLING +//----------------------------------------------------------------------------- +// About clipping/culling of Rows in Tables: +// - For large numbers of rows, it is recommended you use ImGuiListClipper to submit only visible rows. +// ImGuiListClipper is reliant on the fact that rows are of equal height. +// See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. +// - Note that auto-resizing columns don't play well with using the clipper. +// By default a table with _ScrollX but without _Resizable will have column auto-resize. +// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed. +//----------------------------------------------------------------------------- +// About clipping/culling of Columns in Tables: +// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing +// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know +// it is not going to contribute to row height. +// In many situations, you may skip submitting contents for every column but one (e.g. the first one). +// - Case A: column is not hidden by user, and at least partially in sight (most common case). +// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output. +// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). +// +// [A] [B] [C] +// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() returns false, user can skip submitting items but only if the column doesn't contribute to row height. +// SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. +// ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. +// ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway). +// +// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. +// However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer. +//----------------------------------------------------------------------------- +// About clipping/culling of whole Tables: +// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // intptr_t + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wstrict-overflow" +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Main code +//----------------------------------------------------------------------------- +// - TableFixFlags() [Internal] +// - TableFindByID() [Internal] +// - BeginTable() +// - BeginTableEx() [Internal] +// - TableBeginInitMemory() [Internal] +// - TableBeginApplyRequests() [Internal] +// - TableSetupColumnFlags() [Internal] +// - TableUpdateLayout() [Internal] +// - TableUpdateBorders() [Internal] +// - EndTable() +// - TableSetupColumn() +// - TableSetupScrollFreeze() +//----------------------------------------------------------------------------- + +// Configuration +static const int TABLE_DRAW_CHANNEL_BG0 = 0; +static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1; +static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel) +static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. +static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. +static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. + +// Helper +inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window) +{ + // Adjust flags: set default sizing policy + if ((flags & ImGuiTableFlags_SizingMask_) == 0) + flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame; + + // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame + if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableFlags_NoKeepColumnsVisible; + + // Adjust flags: enforce borders when resizable + if (flags & ImGuiTableFlags_Resizable) + flags |= ImGuiTableFlags_BordersInnerV; + + // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on + if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) + flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY); + + // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody + if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize) + flags &= ~ImGuiTableFlags_NoBordersInBody; + + // Adjust flags: disable saved settings if there's nothing to save + if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0) + flags |= ImGuiTableFlags_NoSavedSettings; + + // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) + if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings) + flags |= ImGuiTableFlags_NoSavedSettings; + + return flags; +} + +ImGuiTable* ImGui::TableFindByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.Tables.GetByKey(id); +} + +// Read about "TABLE SIZING" at the top of this file. +bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiID id = GetID(str_id); + return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width); +} + +bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* outer_window = GetCurrentWindow(); + if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. + return false; + + // Sanity checks + IM_ASSERT(columns_count > 0 && columns_count < IMGUI_TABLE_MAX_COLUMNS); + if (flags & ImGuiTableFlags_ScrollX) + IM_ASSERT(inner_width >= 0.0f); + + // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve. + // FIXME: coarse clipping because access to table data causes two issues: + // - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine. + // - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers. + // The side-effects of accessing table data on coarse clip would be: + // - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations. + // - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[]. + const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; + const ImVec2 avail_size = GetContentRegionAvail(); + const ImVec2 actual_outer_size = ImTrunc(CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f)); + const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); + const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows! + if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size) + { + ItemSize(outer_rect); + ItemAdd(outer_rect, id); + return false; + } + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInTable == id) + IM_DEBUG_BREAK(); + + // Acquire storage for the table + ImGuiTable* table = g.Tables.GetOrAddByKey(id); + + // Acquire temporary buffers + const int table_idx = g.Tables.GetIndex(table); + if (++g.TablesTempDataStacked > g.TablesTempData.Size) + g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData()); + ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1]; + temp_data->TableIndex = table_idx; + table->DrawSplitter = &table->TempData->DrawSplitter; + table->DrawSplitter->Clear(); + + // Fix flags + table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0; + flags = TableFixFlags(flags, outer_window); + + // Initialize + const int previous_frame_active = table->LastFrameActive; + const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1; + const ImGuiTableFlags previous_flags = table->Flags; + table->ID = id; + table->Flags = flags; + table->LastFrameActive = g.FrameCount; + table->OuterWindow = table->InnerWindow = outer_window; + table->ColumnsCount = columns_count; + table->IsLayoutLocked = false; + table->InnerWidth = inner_width; + temp_data->UserOuterSize = outer_size; + + // Instance data (for instance 0, TableID == TableInstanceID) + ImGuiID instance_id; + table->InstanceCurrent = (ImS16)instance_no; + if (instance_no > 0) + { + IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); + if (table->InstanceDataExtra.Size < instance_no) + table->InstanceDataExtra.push_back(ImGuiTableInstanceData()); + instance_id = GetIDWithSeed(instance_no, GetIDWithSeed("##Instances", NULL, id)); // Push "##Instances" followed by (int)instance_no in ID stack. + } + else + { + instance_id = id; + } + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->TableInstanceID = instance_id; + + // When not using a child window, WorkRect.Max will grow as we append contents. + if (use_child_window) + { + // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent + // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing) + ImVec2 override_content_size(FLT_MAX, FLT_MAX); + if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY)) + override_content_size.y = FLT_MIN; + + // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and + // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align + // based on the right side of the child window work rect, which would require knowing ahead if we are going to + // have decoration taking horizontal spaces (typically a vertical scrollbar). + if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f) + override_content_size.x = inner_width; + + if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX) + SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); + + // Reset scroll if we are reactivating it + if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) == 0) + SetNextWindowScroll(ImVec2(0.0f, 0.0f)); + + // Create scrolling region (without border and zero window padding) + ImGuiWindowFlags child_window_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; + BeginChildEx(name, instance_id, outer_rect.GetSize(), ImGuiChildFlags_None, child_window_flags); + table->InnerWindow = g.CurrentWindow; + table->WorkRect = table->InnerWindow->WorkRect; + table->OuterRect = table->InnerWindow->Rect(); + table->InnerRect = table->InnerWindow->InnerRect; + IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); + + // Allow submitting when host is measuring + if (table->InnerWindow->SkipItems && outer_window_is_measuring_size) + table->InnerWindow->SkipItems = false; + + // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned) + if (instance_no == 0) + { + table->HasScrollbarYPrev = table->HasScrollbarYCurr; + table->HasScrollbarYCurr = false; + } + table->HasScrollbarYCurr |= table->InnerWindow->ScrollbarY; + } + else + { + // For non-scrolling tables, WorkRect == OuterRect == InnerRect. + // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). + table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; + table->HasScrollbarYPrev = table->HasScrollbarYCurr = false; + } + + // Push a standardized ID for both child-using and not-child-using tables + PushOverrideID(id); + if (instance_no > 0) + PushOverrideID(instance_id); // FIXME: Somehow this is not resolved by stack-tool, even tho GetIDWithSeed() submitted the symbol. + + // Backup a copy of host window members we will modify + ImGuiWindow* inner_window = table->InnerWindow; + table->HostIndentX = inner_window->DC.Indent.x; + table->HostClipRect = inner_window->ClipRect; + table->HostSkipItems = inner_window->SkipItems; + temp_data->HostBackupWorkRect = inner_window->WorkRect; + temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; + temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; + temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; + temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; + temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; + temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth; + temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; + inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + + // Make borders not overlap our contents by offsetting HostClipRect (#6765, #7428, #3752) + // (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the + // limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap + // problem only affect scrolling tables in this case we can get away with doing it without extra cost). + if (inner_window != outer_window) + { + // FIXME: Because inner_window's Scrollbar doesn't know about border size, since it's not encoded in window->WindowBorderSize, + // it already overlaps it and doesn't need an extra offset. Ideally we should be able to pass custom border size with + // different x/y values to BeginChild(). + if (flags & ImGuiTableFlags_BordersOuterV) + { + table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x); + if (inner_window->DecoOuterSizeX2 == 0.0f) + table->HostClipRect.Max.x = ImMax(table->HostClipRect.Max.x - TABLE_BORDER_SIZE, table->HostClipRect.Min.x); + } + if (flags & ImGuiTableFlags_BordersOuterH) + { + table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y); + if (inner_window->DecoOuterSizeY2 == 0.0f) + table->HostClipRect.Max.y = ImMax(table->HostClipRect.Max.y - TABLE_BORDER_SIZE, table->HostClipRect.Min.y); + } + } + + // Padding and Spacing + // - None ........Content..... Pad .....Content........ + // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | + // - PadInner ........Content.. Pad | Pad ..Content........ + // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad | + const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0; + const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true; + const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f; + const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f; + const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f; + table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border; + table->CellSpacingX2 = inner_spacing_explicit; + table->CellPaddingX = inner_padding_explicit; + + const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; + table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX; + + table->CurrentColumn = -1; + table->CurrentRow = -1; + table->RowBgColorCounter = 0; + table->LastRowFlags = ImGuiTableRowFlags_None; + table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; + table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width + table->InnerClipRect.ClipWithFull(table->HostClipRect); + table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : table->HostClipRect.Max.y; + + table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow + table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() + table->RowCellPaddingY = 0.0f; + table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any + table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; + table->IsUnfrozenRows = true; + table->DeclColumnsCount = table->AngledHeadersCount = 0; + if (previous_frame_active + 1 < g.FrameCount) + table->IsActiveIdInTable = false; + table->AngledHeadersHeight = 0.0f; + temp_data->AngledHeadersExtraWidth = 0.0f; + + // Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders() + table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); + table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); + + // Make table current + g.CurrentTable = table; + outer_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + outer_window->DC.CurrentTableIdx = table_idx; + if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. + inner_window->DC.CurrentTableIdx = table_idx; + + if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) + table->IsResetDisplayOrderRequest = true; + + // Mark as used to avoid GC + if (table_idx >= g.TablesLastTimeActive.Size) + g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); + g.TablesLastTimeActive[table_idx] = (float)g.Time; + temp_data->LastTimeActive = (float)g.Time; + table->MemoryCompacted = false; + + // Setup memory buffer (clear data if columns count changed) + ImGuiTableColumn* old_columns_to_preserve = NULL; + void* old_columns_raw_data = NULL; + const int old_columns_count = table->Columns.size(); + if (old_columns_count != 0 && old_columns_count != columns_count) + { + // Attempt to preserve width on column count change (#4046) + old_columns_to_preserve = table->Columns.Data; + old_columns_raw_data = table->RawData; + table->RawData = NULL; + } + if (table->RawData == NULL) + { + TableBeginInitMemory(table, columns_count); + table->IsInitializing = table->IsSettingsRequestLoad = true; + } + if (table->IsResetAllRequest) + TableResetSettings(table); + if (table->IsInitializing) + { + // Initialize + table->SettingsOffset = -1; + table->IsSortSpecsDirty = true; + table->InstanceInteracted = -1; + table->ContextPopupColumn = -1; + table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1; + table->AutoFitSingleColumn = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + for (int n = 0; n < columns_count; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + if (old_columns_to_preserve && n < old_columns_count) + { + // FIXME: We don't attempt to preserve column order in this path. + *column = old_columns_to_preserve[n]; + } + else + { + float width_auto = column->WidthAuto; + *column = ImGuiTableColumn(); + column->WidthAuto = width_auto; + column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker + column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true; + } + column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; + } + } + if (old_columns_raw_data) + IM_FREE(old_columns_raw_data); + + // Load settings + if (table->IsSettingsRequestLoad) + TableLoadSettings(table); + + // Handle DPI/font resize + // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well. + // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition. + // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory. + // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path. + const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ? + if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) + { + const float scale_factor = new_ref_scale_unit / table->RefScale; + //IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); + for (int n = 0; n < columns_count; n++) + table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; + } + table->RefScale = new_ref_scale_unit; + + // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call.. + // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user. + // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option. + inner_window->SkipItems = true; + + // Clear names + // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn() + if (table->ColumnsNames.Buf.Size > 0) + table->ColumnsNames.Buf.resize(0); + + // Apply queued resizing/reordering/hiding requests + TableBeginApplyRequests(table); + + return true; +} + +// For reference, the average total _allocation count_ for a table is: +// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables[]) +// + 1 (for table->RawData allocated below) +// + 1 (for table->ColumnsNames, if names are used) +// Shared allocations for the maximum number of simultaneously nested tables (generally a very small number) +// + 1 (for table->Splitter._Channels) +// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) +// Where active_channels_count is variable but often == columns_count or == columns_count + 1, see TableSetupDrawChannels() for details. +// Unused channels don't perform their +2 allocations. +void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) +{ + // Allocate single buffer for our arrays + const int columns_bit_array_size = (int)ImBitArrayGetStorageSizeInBytes(columns_count); + ImSpanAllocator<6> span_allocator; + span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); + span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); + span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); + for (int n = 3; n < 6; n++) + span_allocator.Reserve(n, columns_bit_array_size); + table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); + memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); + span_allocator.SetArenaBasePtr(table->RawData); + span_allocator.GetSpan(0, &table->Columns); + span_allocator.GetSpan(1, &table->DisplayOrderToIndex); + span_allocator.GetSpan(2, &table->RowCellData); + table->EnabledMaskByDisplayOrder = (ImU32*)span_allocator.GetSpanPtrBegin(3); + table->EnabledMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(4); + table->VisibleMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(5); +} + +// Apply queued resizing/reordering/hiding requests +void ImGui::TableBeginApplyRequests(ImGuiTable* table) +{ + // Handle resizing request + // (We process this in the TableBegin() of the first instance of each table) + // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling? + if (table->InstanceCurrent == 0) + { + if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX) + TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth); + table->LastResizedColumn = table->ResizedColumn; + table->ResizedColumnNextWidth = FLT_MAX; + table->ResizedColumn = -1; + + // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy. + // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings. + if (table->AutoFitSingleColumn != -1) + { + TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto); + table->AutoFitSingleColumn = -1; + } + } + + // Handle reordering request + // Note: we don't clear ReorderColumn after handling the request. + if (table->InstanceCurrent == 0) + { + if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) + table->ReorderColumn = -1; + table->HeldHeaderColumn = -1; + if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0) + { + // We need to handle reordering across hidden columns. + // In the configuration below, moving C to the right of E will lead to: + // ... C [D] E ---> ... [D] E C (Column name/index) + // ... 2 3 4 ... 2 3 4 (Display order) + const int reorder_dir = table->ReorderColumnDir; + IM_ASSERT(reorder_dir == -1 || reorder_dir == +1); + IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable); + ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn]; + ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn]; + IM_UNUSED(dst_column); + const int src_order = src_column->DisplayOrder; + const int dst_order = dst_column->DisplayOrder; + src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order; + for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) + table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; + IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); + + // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[]. Rebuild later from the former. + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; + table->ReorderColumnDir = 0; + table->IsSettingsDirty = true; + } + } + + // Handle display order reset request + if (table->IsResetDisplayOrderRequest) + { + for (int n = 0; n < table->ColumnsCount; n++) + table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n; + table->IsResetDisplayOrderRequest = false; + table->IsSettingsDirty = true; + } +} + +// Adjust flags: default width mode + stretch columns are not allowed when auto extending +static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in) +{ + ImGuiTableColumnFlags flags = flags_in; + + // Sizing Policy + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) + { + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + else + flags |= ImGuiTableColumnFlags_WidthStretch; + } + else + { + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. + } + + // Resize + if ((table->Flags & ImGuiTableFlags_Resizable) == 0) + flags |= ImGuiTableColumnFlags_NoResize; + + // Sorting + if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending)) + flags |= ImGuiTableColumnFlags_NoSort; + + // Indentation + if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0) + flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable; + + // Alignment + //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) + // flags |= ImGuiTableColumnFlags_AlignCenter; + //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. + + // Preserve status flags + column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_); + + // Build an ordered list of available sort directions + column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0; + if (table->Flags & ImGuiTableFlags_Sortable) + { + int count = 0, mask = 0, list = 0; + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; } + column->SortDirectionsAvailList = (ImU8)list; + column->SortDirectionsAvailMask = (ImU8)mask; + column->SortDirectionsAvailCount = (ImU8)count; + ImGui::TableFixColumnSortDirection(table, column); + } +} + +// Layout columns for the frame. This is in essence the followup to BeginTable() and this is our largest function. +// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() and other TableSetupXXXXX() functions to be called first. +// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns. +// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns? +void ImGui::TableUpdateLayout(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->IsLayoutLocked == false); + + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + table->IsDefaultDisplayOrder = true; + table->ColumnsEnabledCount = 0; + ImBitArrayClearAllBits(table->EnabledMaskByIndex, table->ColumnsCount); + ImBitArrayClearAllBits(table->EnabledMaskByDisplayOrder, table->ColumnsCount); + table->LeftMostEnabledColumn = -1; + table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE + + // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. + // Process columns in their visible orders as we are building the Prev/Next indices. + int count_fixed = 0; // Number of columns that have fixed sizing policies + int count_stretch = 0; // Number of columns that have stretch sizing policies + int prev_visible_column_idx = -1; + bool has_auto_fit_request = false; + bool has_resizable = false; + float stretch_sum_width_auto = 0.0f; + float fixed_max_width_auto = 0.0f; + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + if (column_n != order_n) + table->IsDefaultDisplayOrder = false; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame. + // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway. + // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect. + if (table->DeclColumnsCount <= column_n) + { + TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None); + column->NameOffset = -1; + column->UserID = 0; + column->InitStretchWeightOrWidth = -1.0f; + } + + // Update Enabled state, mark settings and sort specs dirty + if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) + column->IsUserEnabledNextFrame = true; + if (column->IsUserEnabled != column->IsUserEnabledNextFrame) + { + column->IsUserEnabled = column->IsUserEnabledNextFrame; + table->IsSettingsDirty = true; + } + column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0; + + if (column->SortOrder != -1 && !column->IsEnabled) + table->IsSortSpecsDirty = true; + if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti)) + table->IsSortSpecsDirty = true; + + // Auto-fit unsized columns + const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f); + if (start_auto_fit) + column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames + + if (!column->IsEnabled) + { + column->IndexWithinEnabledSet = -1; + continue; + } + + // Mark as enabled and link to previous/next enabled column + column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + column->NextEnabledColumn = -1; + if (prev_visible_column_idx != -1) + table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; + else + table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n; + column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; + ImBitArraySetBit(table->EnabledMaskByIndex, column_n); + ImBitArraySetBit(table->EnabledMaskByDisplayOrder, column->DisplayOrder); + prev_visible_column_idx = column_n; + IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); + + // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) + // Combine width from regular rows + width from headers unless requested not to. + if (!column->IsPreserveWidthAuto && table->InstanceCurrent == 0) + column->WidthAuto = TableGetColumnWidthAuto(table, column); + + // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column_is_resizable) + has_resizable = true; + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable) + column->WidthAuto = column->InitStretchWeightOrWidth; + + if (column->AutoFitQueue != 0x00) + has_auto_fit_request = true; + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + stretch_sum_width_auto += column->WidthAuto; + count_stretch++; + } + else + { + fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto); + count_fixed++; + } + } + if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + table->IsSortSpecsDirty = true; + table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0); + + // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid + // the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). Also see #6510. + // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time. + if (has_auto_fit_request && table->OuterWindow != table->InnerWindow) + table->InnerWindow->SkipItems = false; + if (has_auto_fit_request) + table->IsSettingsDirty = true; + + // [Part 3] Fix column flags and record a few extra information. + float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. + float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. + table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + { + // Apply same widths policy + float width_auto = column->WidthAuto; + if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable)) + width_auto = fixed_max_width_auto; + + // Apply automatic width + // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) + if (column->AutoFitQueue != 0x00) + column->WidthRequest = width_auto; + else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && column->IsRequestOutput) + column->WidthRequest = width_auto; + + // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets + // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very + // large height (= first frame scrollbar display very off + clipper would skip lots of items). + // This is merely making the side-effect less extreme, but doesn't properly fixes it. + // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? + // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. + if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) + column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? + sum_width_requests += column->WidthRequest; + } + else + { + // Initialize stretch weight + if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable) + { + if (column->InitStretchWeightOrWidth > 0.0f) + column->StretchWeight = column->InitStretchWeightOrWidth; + else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp) + column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch; + else + column->StretchWeight = 1.0f; + } + + stretch_sum_weights += column->StretchWeight; + if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder) + table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder) + table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + } + column->IsPreserveWidthAuto = false; + sum_width_requests += table->CellPaddingX * 2.0f; + } + table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; + table->ColumnsStretchSumWeights = stretch_sum_weights; + + // [Part 4] Apply final widths based on requested widths + const ImRect work_rect = table->WorkRect; + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920) + const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed); + const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; + float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; + table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest) + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + float weight_ratio = column->StretchWeight / stretch_sum_weights; + column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); + width_remaining_for_stretched_columns -= column->WidthRequest; + } + + // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column + // See additional comments in TableSetColumnWidth(). + if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1) + column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; + + // Assign final width, record width in case we will need to shrink + column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth)); + table->ColumnsGivenWidth += column->WidthGiven; + } + + // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column). + // Using right-to-left distribution (more likely to match resizing cursor). + if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths)) + for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]]; + if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->WidthRequest += 1.0f; + column->WidthGiven += 1.0f; + width_remaining_for_stretched_columns -= 1.0f; + } + + // Determine if table is hovered which will be used to flag columns as hovered. + // - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + // but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily + // clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem). + // - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->HoveredRowLast = table_instance->HoveredRowNext; + table_instance->HoveredRowNext = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight)); + const ImGuiID backup_active_id = g.ActiveId; + g.ActiveId = 0; + const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None); + g.ActiveId = backup_active_id; + + // Determine skewed MousePos.x to support angled headers. + float mouse_skewed_x = g.IO.MousePos.x; + if (table->AngledHeadersHeight > 0.0f) + if (g.IO.MousePos.y >= table->OuterRect.Min.y && g.IO.MousePos.y <= table->OuterRect.Min.y + table->AngledHeadersHeight) + mouse_skewed_x += ImTrunc((table->OuterRect.Min.y + table->AngledHeadersHeight - g.IO.MousePos.y) * table->AngledHeadersSlope); + + // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column + // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. + int visible_n = 0; + bool has_at_least_one_column_requesting_output = false; + bool offset_x_frozen = (table->FreezeColumnsCount > 0); + float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1; + ImRect host_clip_rect = table->InnerClipRect; + //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; + ImBitArrayClearAllBits(table->VisibleMaskByIndex, table->ColumnsCount); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + + column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen + + if (offset_x_frozen && table->FreezeColumnsCount == visible_n) + { + offset_x += work_rect.Min.x - table->OuterRect.Min.x; + offset_x_frozen = false; + } + + // Clear status flags + column->Flags &= ~ImGuiTableColumnFlags_StatusMask_; + + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + // Hidden column: clear a few fields and we are done with it for the remainder of the function. + // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. + column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x; + column->WidthGiven = 0.0f; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false; + column->IsSkipItems = true; + column->ItemWidth = 1.0f; + continue; + } + + // Lock start position + column->MinX = offset_x; + + // Lock width based on start position and minimum/maximum width for this position + column->WidthMax = TableCalcMaxColumnWidth(table, column_n); + column->WidthGiven = ImMin(column->WidthGiven, column->WidthMax); + column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); + column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + + // Lock other positions + // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. + // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. + // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. + // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. + const float previous_instance_work_min_x = column->WorkMinX; + column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; + column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max + column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f); + column->ClipRect.Min.x = column->MinX; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + + // Mark column as Clipped (not in sight) + // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables. + // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY. + // Taking advantage of LastOuterHeight would yield good results there... + // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x, + // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else). + // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small. + column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x); + column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y); + const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY; + if (is_visible) + ImBitArraySetBit(table->VisibleMaskByIndex, column_n); + + // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output. + column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0; + + // Mark column as SkipItems (ignoring all items/layout) + // (table->HostSkipItems is a copy of inner_window->SkipItems before we cleared it above in Part 2) + column->IsSkipItems = !column->IsEnabled || table->HostSkipItems; + if (column->IsSkipItems) + IM_ASSERT(!is_visible); + if (column->IsRequestOutput && !column->IsSkipItems) + has_at_least_one_column_requesting_output = true; + + // Update status flags + column->Flags |= ImGuiTableColumnFlags_IsEnabled; + if (is_visible) + column->Flags |= ImGuiTableColumnFlags_IsVisible; + if (column->SortOrder != -1) + column->Flags |= ImGuiTableColumnFlags_IsSorted; + + // Detect hovered column + if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x) + { + column->Flags |= ImGuiTableColumnFlags_IsHovered; + table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; + } + + // Alignment + // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in + // many cases (to be able to honor this we might be able to store a log of cells width, per row, for + // visible rows, but nav/programmatic scroll would have visible artifacts.) + //if (column->Flags & ImGuiTableColumnFlags_AlignRight) + // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen); + //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) + // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); + + // Reset content width variables + if (table->InstanceCurrent == 0) + { + column->ContentMaxXFrozen = column->WorkMinX; + column->ContentMaxXUnfrozen = column->WorkMinX; + column->ContentMaxXHeadersUsed = column->WorkMinX; + column->ContentMaxXHeadersIdeal = column->WorkMinX; + } + else + { + // As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation. + const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x; + column->ContentMaxXFrozen += offset_from_previous_instance; + column->ContentMaxXUnfrozen += offset_from_previous_instance; + column->ContentMaxXHeadersUsed += offset_from_previous_instance; + column->ContentMaxXHeadersIdeal += offset_from_previous_instance; + } + + // Don't decrement auto-fit counters until container window got a chance to submit its items + if (table->HostSkipItems == false && table->InstanceCurrent == 0) + { + column->AutoFitQueue >>= 1; + column->CannotSkipItemsQueue >>= 1; + } + + if (visible_n < table->FreezeColumnsCount) + host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x); + + offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + visible_n++; + } + + // In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible. + // Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar. + if (has_at_least_one_column_requesting_output == false) + { + table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true; + table->Columns[table->LeftMostEnabledColumn].IsSkipItems = false; + } + + // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) + // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either + // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. + const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x); + if (is_hovering_table && table->HoveredColumnBody == -1) + if (mouse_skewed_x >= unused_x1) + table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount; + if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) + table->Flags &= ~ImGuiTableFlags_Resizable; + + table->IsActiveIdAliveBeforeTable = (g.ActiveIdIsAlive != 0); + + // [Part 8] Lock actual OuterRect/WorkRect right-most position. + // This is done late to handle the case of fixed-columns tables not claiming more widths that they need. + // Because of this we are careful with uses of WorkRect and InnerClipRect before this point. + if (table->RightMostStretchedColumn != -1) + table->Flags &= ~ImGuiTableFlags_NoHostExtendX; + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1; + table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); + } + table->InnerWindow->ParentWorkRect = table->WorkRect; + table->BorderX1 = table->InnerClipRect.Min.x; + table->BorderX2 = table->InnerClipRect.Max.x; + + // Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call. + float window_content_max_y; + if (table->Flags & ImGuiTableFlags_NoHostExtendY) + window_content_max_y = table->OuterRect.Max.y; + else + window_content_max_y = ImMax(table->InnerWindow->ContentRegionRect.Max.y, (table->Flags & ImGuiTableFlags_ScrollY) ? 0.0f : table->OuterRect.Max.y); + table->InnerWindow->WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table->InnerWindow->WorkRect.Min.y, table->InnerWindow->WorkRect.Max.y); + + // [Part 9] Allocate draw channels and setup background cliprect + TableSetupDrawChannels(table); + + // [Part 10] Hit testing on borders + if (table->Flags & ImGuiTableFlags_Resizable) + TableUpdateBorders(table); + table_instance->LastTopHeadersRowHeight = 0.0f; + table->IsLayoutLocked = true; + table->IsUsingHeaders = false; + + // Highlight header + table->HighlightColumnHeader = -1; + if (table->IsContextPopupOpen && table->ContextPopupColumn != -1 && table->InstanceInteracted == table->InstanceCurrent) + table->HighlightColumnHeader = table->ContextPopupColumn; + else if ((table->Flags & ImGuiTableFlags_HighlightHoveredColumn) && table->HoveredColumnBody != -1 && table->HoveredColumnBody != table->ColumnsCount && table->HoveredColumnBorder == -1) + if (g.ActiveId == 0 || (table->IsActiveIdInTable || g.DragDropActive)) + table->HighlightColumnHeader = table->HoveredColumnBody; + + // [Part 11] Default context menu + // - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup(). + // - To modify or replace this: set table->IsContextPopupNoDefaultContents = true, then call TableBeginContextMenuPopup()/.../EndPopup(). + // - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu, + // e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options. + if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table)) + { + TableDrawDefaultContextMenu(table, table->Flags); + EndPopup(); + } + + // [Part 12] Sanitize and build sort specs before we have a chance to use them for display. + // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) + if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) + TableSortSpecsBuild(table); + + // [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns) + if (table->FreezeColumnsRequest > 0) + table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x; + if (table->FreezeRowsRequest > 0) + table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight; + table_instance->LastFrozenHeight = 0.0f; + + // Initial state + ImGuiWindow* inner_window = table->InnerWindow; + if (table->Flags & ImGuiTableFlags_NoClip) + table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + else + inner_window->DrawList->PushClipRect(inner_window->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); // FIXME: use table->InnerClipRect? +} + +// Process hit-testing on resizing borders. Actual size change will be applied in EndTable() +// - Set table->HoveredColumnBorder with a short delay/timer to reduce visual feedback noise. +void ImGui::TableUpdateBorders(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable); + + // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and + // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not + // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). + // Actual columns highlight/render will be performed in EndTable() and not be affected. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale); + const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight; + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight); + const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight; + + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) + continue; + + // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders() + const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body; + if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) + continue; + + if (!column->IsVisibleX && table->LastResizedColumn != column_n) + continue; + + ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); + ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); + ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav); + //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); + + bool hovered = false, held = false; + bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); + if (pressed && IsMouseDoubleClicked(0)) + { + TableSetColumnWidthAutoSingle(table, column_n); + ClearActiveID(); + held = false; + } + if (held) + { + if (table->LastResizedColumn == -1) + table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX; + table->ResizedColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + } + if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held) + { + table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n; + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + } + } +} + +void ImGui::EndTable() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "EndTable() call should only be done while in BeginTable() scope!"); + return; + } + + // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some + // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) + //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); + + // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our + // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + const ImGuiTableFlags flags = table->Flags; + ImGuiWindow* inner_window = table->InnerWindow; + ImGuiWindow* outer_window = table->OuterWindow; + ImGuiTableTempData* temp_data = table->TempData; + IM_ASSERT(inner_window == g.CurrentWindow); + IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); + + if (table->IsInsideRow) + TableEndRow(table); + + // Context menu in columns body + if (flags & ImGuiTableFlags_ContextMenuInBody) + if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + TableOpenContextMenu((int)table->HoveredColumnBody); + + // Finalize table height + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; + inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; + inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; + const float inner_content_max_y = table->RowPosY2; + IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); + if (inner_window != outer_window) + inner_window->DC.CursorMaxPos.y = inner_content_max_y; + else if (!(flags & ImGuiTableFlags_NoHostExtendY)) + table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height + table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); + table_instance->LastOuterHeight = table->OuterRect.GetHeight(); + + // Setup inner scrolling range + // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, + // but since the later is likely to be impossible to do we'd rather update both axises together. + if (table->Flags & ImGuiTableFlags_ScrollX) + { + const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x; + if (table->RightMostEnabledColumn != -1) + max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); + if (table->ResizedColumn != -1) + max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); + table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth; + } + + // Pop clipping rect + if (!(flags & ImGuiTableFlags_NoClip)) + inner_window->DrawList->PopClipRect(); + inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); + + // Draw borders + if ((flags & ImGuiTableFlags_Borders) != 0) + TableDrawBorders(table); + +#if 0 + // Strip out dummy channel draw calls + // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out) + // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway. + // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices. + if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1) + { + ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel]; + dummy_channel->_CmdBuffer.resize(0); + dummy_channel->_IdxBuffer.resize(0); + } +#endif + + // Flatten channels and merge draw calls + ImDrawListSplitter* splitter = table->DrawSplitter; + splitter->SetCurrentChannel(inner_window->DrawList, 0); + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + TableMergeDrawChannels(table); + splitter->Merge(inner_window->DrawList); + + // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() + float auto_fit_width_for_fixed = 0.0f; + float auto_fit_width_for_stretched = 0.0f; + float auto_fit_width_for_stretched_min = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column); + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + auto_fit_width_for_fixed += column_width_request; + else + auto_fit_width_for_stretched += column_width_request; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0) + auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights)); + } + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min); + + // Update scroll + if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) + { + inner_window->Scroll.x = 0.0f; + } + else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent) + { + // When releasing a column being resized, scroll to keep the resulting column in sight + const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f; + ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; + if (column->MaxX < table->InnerClipRect.Min.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f); + else if (column->MaxX > table->InnerClipRect.Max.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f); + } + + // Apply resizing/dragging at the end of the frame + if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted) + { + ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; + const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale)); + const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); + table->ResizedColumnNextWidth = new_width; + } + + table->IsActiveIdInTable = (g.ActiveIdIsAlive != 0 && table->IsActiveIdAliveBeforeTable == false); + + // Pop from id stack + IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!"); + IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); + if (table->InstanceCurrent > 0) + PopID(); + PopID(); + + // Restore window data that we modified + const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; + inner_window->WorkRect = temp_data->HostBackupWorkRect; + inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect; + inner_window->SkipItems = table->HostSkipItems; + outer_window->DC.CursorPos = table->OuterRect.Min; + outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; + outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize; + outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset; + + // Layout in outer window + // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding + // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) + if (inner_window != outer_window) + { + short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask; + inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently. + g.CurrentTable = NULL; // To avoid error recovery recursing + EndChild(); + g.CurrentTable = table; + inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask; + } + else + { + ItemSize(table->OuterRect.GetSize()); + ItemAdd(table->OuterRect, 0); + } + + // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + // FIXME-TABLE: Could we remove this section? + // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents + IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); + } + else if (temp_data->UserOuterSize.x <= 0.0f) + { + // Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block + // - Checking for ImGuiTableFlags_ScrollX/ScrollY flag makes us a frame ahead when disabling those flags. + // - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback. + const float inner_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; // Slightly misleading name but used for code symmetry with inner_content_max_y + const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.x : 0.0f); + outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, inner_content_max_x + decoration_size - temp_data->UserOuterSize.x); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, inner_content_max_x + decoration_size)); + } + else + { + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x); + } + if (temp_data->UserOuterSize.y <= 0.0f) + { + const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.y : 0.0f; + outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y + decoration_size)); + } + else + { + // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set) + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y); + } + + // Save settings + if (table->IsSettingsDirty) + TableSaveSettings(table); + table->IsInitializing = false; + + // Clear or restore current table, if any + IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); + IM_ASSERT(g.TablesTempDataStacked > 0); + temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL; + g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; + if (g.CurrentTable) + { + g.CurrentTable->TempData = temp_data; + g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter; + } + outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; + NavUpdateCurrentWindowIsScrollPushableX(); +} + +// See "COLUMNS SIZING POLICIES" comments at the top of this file +// If (init_width_or_weight <= 0.0f) it is ignored +void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()"); + if (table->DeclColumnsCount >= table->ColumnsCount) + { + IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!"); + return; + } + + ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount]; + table->DeclColumnsCount++; + + // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. + // Give a grace to users of ImGuiTableFlags_ScrollX. + if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0) + IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); + + // When passing a width automatically enforce WidthFixed policy + // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable) + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) + if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + if (flags & ImGuiTableColumnFlags_AngledHeader) + { + flags |= ImGuiTableColumnFlags_NoHeaderLabel; + table->AngledHeadersCount++; + } + + TableSetupColumnFlags(table, column, flags); + column->UserID = user_id; + flags = column->Flags; + + // Initialize defaults + column->InitStretchWeightOrWidth = init_width_or_weight; + if (table->IsInitializing) + { + // Init width or weight + if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) + { + if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) + column->WidthRequest = init_width_or_weight; + if (flags & ImGuiTableColumnFlags_WidthStretch) + column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; + + // Disable auto-fit if an explicit width/weight has been specified + if (init_width_or_weight > 0.0f) + column->AutoFitQueue = 0x00; + } + + // Init default visibility/sort state + if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) + column->IsUserEnabled = column->IsUserEnabledNextFrame = false; + if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) + { + column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. + column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); + } + } + + // Store name (append with zero-terminator in contiguous buffer) + // FIXME: If we recorded the number of \n in names we could compute header row height + column->NameOffset = -1; + if (label != NULL && label[0] != 0) + { + column->NameOffset = (ImS16)table->ColumnsNames.size(); + table->ColumnsNames.append(label, label + strlen(label) + 1); + } +} + +// [Public] +void ImGui::TableSetupScrollFreeze(int columns, int rows) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); + IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit + + table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0; + table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; + table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; + table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; + table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b + + // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered. + // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section) + for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++) + { + int order_n = table->DisplayOrderToIndex[column_n]; + if (order_n != column_n && order_n >= table->FreezeColumnsRequest) + { + ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder); + ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Simple accessors +//----------------------------------------------------------------------------- +// - TableGetColumnCount() +// - TableGetColumnName() +// - TableGetColumnName() [Internal] +// - TableSetColumnEnabled() +// - TableGetColumnFlags() +// - TableGetCellBgRect() [Internal] +// - TableGetColumnResizeID() [Internal] +// - TableGetHoveredColumn() [Internal] +// - TableGetHoveredRow() [Internal] +// - TableSetBgColor() +//----------------------------------------------------------------------------- + +int ImGui::TableGetColumnCount() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + return table ? table->ColumnsCount : 0; +} + +const char* ImGui::TableGetColumnName(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return NULL; + if (column_n < 0) + column_n = table->CurrentColumn; + return TableGetColumnName(table, column_n); +} + +const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) +{ + if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount) + return ""; // NameOffset is invalid at this point + const ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->NameOffset == -1) + return ""; + return &table->ColumnsNames.Buf[column->NameOffset]; +} + +// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view) +// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) +// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state. +// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable(). +// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0. +// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu. +void ImGui::TableSetColumnEnabled(int column_n, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above + if (column_n < 0) + column_n = table->CurrentColumn; + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column = &table->Columns[column_n]; + column->IsUserEnabledNextFrame = enabled; +} + +// We allow querying for an extra column in order to poll the IsHovered state of the right-most section +ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return ImGuiTableColumnFlags_None; + if (column_n < 0) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) + return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None; + return table->Columns[column_n].Flags; +} + +// Return the cell rectangle based on currently known height. +// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. +// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height. +// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right +// columns report a small offset so their CellBgRect can extend up to the outer border. +// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling. +ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float x1 = column->MinX; + float x2 = column->MaxX; + //if (column->PrevEnabledColumn == -1) + // x1 -= table->OuterPaddingX; + //if (column->NextEnabledColumn == -1) + // x2 += table->OuterPaddingX; + x1 = ImMax(x1, table->WorkRect.Min.x); + x2 = ImMin(x2, table->WorkRect.Max.x); + return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); +} + +// Return the resizing ID for the right-side of the given column. +ImGuiID ImGui::TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no) +{ + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiID instance_id = TableGetInstanceID(table, instance_no); + return instance_id + 1 + column_n; // FIXME: #6140: still not ideal +} + +// Return -1 when table is not hovered. return columns_count if hovering the unused space at the right of the right-most visible column. +int ImGui::TableGetHoveredColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + return (int)table->HoveredColumnBody; +} + +// Return -1 when table is not hovered. Return maxrow+1 if in table but below last submitted row. +// *IMPORTANT* Unlike TableGetHoveredColumn(), this has a one frame latency in updating the value. +// This difference with is the reason why this is not public yet. +int ImGui::TableGetHoveredRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + return (int)table_instance->HoveredRowLast; +} + +void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(target != ImGuiTableBgTarget_None); + + if (color == IM_COL32_DISABLE) + color = 0; + + // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. + switch (target) + { + case ImGuiTableBgTarget_CellBg: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + if (column_n == -1) + column_n = table->CurrentColumn; + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + return; + if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) + table->RowCellDataCurrent++; + ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; + cell_data->BgColor = color; + cell_data->Column = (ImGuiTableColumnIdx)column_n; + break; + } + case ImGuiTableBgTarget_RowBg0: + case ImGuiTableBgTarget_RowBg1: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + IM_ASSERT(column_n == -1); + int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; + table->RowBgColor[bg_idx] = color; + break; + } + default: + IM_ASSERT(0); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Row changes +//------------------------------------------------------------------------- +// - TableGetRowIndex() +// - TableNextRow() +// - TableBeginRow() [Internal] +// - TableEndRow() [Internal] +//------------------------------------------------------------------------- + +// [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows +int ImGui::TableGetRowIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentRow; +} + +// [Public] Starts into the first cell of a new row +void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + if (table->IsInsideRow) + TableEndRow(table); + + table->LastRowFlags = table->RowFlags; + table->RowFlags = row_flags; + table->RowCellPaddingY = g.Style.CellPadding.y; + table->RowMinHeight = row_min_height; + TableBeginRow(table); + + // We honor min_row_height requested by user, but cannot guarantee per-row maximum height, + // because that would essentially require a unique clipping rectangle per-cell. + table->RowPosY2 += table->RowCellPaddingY * 2.0f; + table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); + + // Disable output until user calls TableNextColumn() + table->InnerWindow->SkipItems = true; +} + +// [Internal] Only called by TableNextRow() +void ImGui::TableBeginRow(ImGuiTable* table) +{ + ImGuiWindow* window = table->InnerWindow; + IM_ASSERT(!table->IsInsideRow); + + // New row + table->CurrentRow++; + table->CurrentColumn = -1; + table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE; + table->RowCellDataCurrent = -1; + table->IsInsideRow = true; + + // Begin frozen rows + float next_y1 = table->RowPosY2; + if (table->CurrentRow == 0 && table->FreezeRowsCount > 0) + next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y; + + table->RowPosY1 = table->RowPosY2 = next_y1; + table->RowTextBaseline = 0.0f; + table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent + + window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + table->RowCellPaddingY); // This allows users to call SameLine() to share LineSize between columns. + window->DC.PrevLineSize = window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // This allows users to call SameLine() to share LineSize between columns, and to call it from first column too. + window->DC.IsSameLine = window->DC.IsSetPos = false; + window->DC.CursorMaxPos.y = next_y1; + + // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. + if (table->RowFlags & ImGuiTableRowFlags_Headers) + { + TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg)); + if (table->CurrentRow == 0) + table->IsUsingHeaders = true; + } +} + +// [Internal] Called by TableNextRow() +void ImGui::TableEndRow(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window == table->InnerWindow); + IM_ASSERT(table->IsInsideRow); + + if (table->CurrentColumn != -1) + TableEndCell(table); + + // Logging + if (g.LogEnabled) + LogRenderedText(NULL, "|"); + + // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is + // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. + window->DC.CursorPos.y = table->RowPosY2; + + // Row background fill + const float bg_y1 = table->RowPosY1; + const float bg_y2 = table->RowPosY2; + const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); + const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + if ((table->RowFlags & ImGuiTableRowFlags_Headers) && (table->CurrentRow == 0 || (table->LastRowFlags & ImGuiTableRowFlags_Headers))) + table_instance->LastTopHeadersRowHeight += bg_y2 - bg_y1; + + const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); + if (is_visible) + { + // Update data for TableGetHoveredRow() + if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0) + table_instance->HoveredRowNext = table->CurrentRow; + + // Decide of background color for the row + ImU32 bg_col0 = 0; + ImU32 bg_col1 = 0; + if (table->RowBgColor[0] != IM_COL32_DISABLE) + bg_col0 = table->RowBgColor[0]; + else if (table->Flags & ImGuiTableFlags_RowBg) + bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg); + if (table->RowBgColor[1] != IM_COL32_DISABLE) + bg_col1 = table->RowBgColor[1]; + + // Decide of top border color + ImU32 top_border_col = 0; + const float border_size = TABLE_BORDER_SIZE; + if (table->CurrentRow > 0 && (table->Flags & ImGuiTableFlags_BordersInnerH)) + top_border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; + + const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; + const bool draw_strong_bottom_border = unfreeze_rows_actual; + if ((bg_col0 | bg_col1 | top_border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) + { + // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is + // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4(); + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); + } + + // Draw row background + // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle + if (bg_col0 || bg_col1) + { + ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2); + row_rect.ClipWith(table->BgClipRect); + if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0); + if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1); + } + + // Draw cell background color + if (draw_cell_bg_color) + { + ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; + for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) + { + // As we render the BG here we need to clip things (for layout we would not) + // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling. + const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; + ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); + cell_bg_rect.ClipWith(table->BgClipRect); + cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling + cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); + if (cell_bg_rect.Min.y < cell_bg_rect.Max.y) + window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); + } + } + + // Draw top border + if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), top_border_col, border_size); + + // Draw bottom border at the row unfreezing mark (always strong) + if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size); + } + + // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) + // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and + // get the new cursor position. + if (unfreeze_rows_request) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main; + const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y); + table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y; + + if (unfreeze_rows_actual) + { + IM_ASSERT(table->IsUnfrozenRows == false); + table->IsUnfrozenRows = true; + + // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect + table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, table->InnerClipRect.Max.y); + table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = table->InnerClipRect.Max.y; + table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; + IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); + + float row_height = table->RowPosY2 - table->RowPosY1; + table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; + table->RowPosY1 = table->RowPosY2 - row_height; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->DrawChannelCurrent = column->DrawChannelUnfrozen; + column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; + } + + // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y + SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + } + } + + if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) + table->RowBgColorCounter++; + table->IsInsideRow = false; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns changes +//------------------------------------------------------------------------- +// - TableGetColumnIndex() +// - TableSetColumnIndex() +// - TableNextColumn() +// - TableBeginCell() [Internal] +// - TableEndCell() [Internal] +//------------------------------------------------------------------------- + +int ImGui::TableGetColumnIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentColumn; +} + +// [Public] Append into a specific column +bool ImGui::TableSetColumnIndex(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->CurrentColumn != column_n) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + IM_ASSERT(column_n >= 0 && table->ColumnsCount); + TableBeginCell(table, column_n); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[column_n].IsRequestOutput; +} + +// [Public] Append into the next column, wrap and create a new row when already on last column +bool ImGui::TableNextColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + TableBeginCell(table, table->CurrentColumn + 1); + } + else + { + TableNextRow(); + TableBeginCell(table, 0); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[table->CurrentColumn].IsRequestOutput; +} + + +// [Internal] Called by TableSetColumnIndex()/TableNextColumn() +// This is called very frequently, so we need to be mindful of unnecessary overhead. +// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. +void ImGui::TableBeginCell(ImGuiTable* table, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTableColumn* column = &table->Columns[column_n]; + ImGuiWindow* window = table->InnerWindow; + table->CurrentColumn = column_n; + + // Start position is roughly ~~ CellRect.Min + CellPadding + Indent + float start_x = column->WorkMinX; + if (column->Flags & ImGuiTableColumnFlags_IndentEnable) + start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. + + window->DC.CursorPos.x = start_x; + window->DC.CursorPos.y = table->RowPosY1 + table->RowCellPaddingY; + window->DC.CursorMaxPos.x = window->DC.CursorPos.x; + window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x; // PrevLine.y is preserved. This allows users to call SameLine() to share LineSize between columns. + window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; + window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; + + // Note how WorkRect.Max.y is only set once during layout + window->WorkRect.Min.y = window->DC.CursorPos.y; + window->WorkRect.Min.x = column->WorkMinX; + window->WorkRect.Max.x = column->WorkMaxX; + window->DC.ItemWidth = column->ItemWidth; + + window->SkipItems = column->IsSkipItems; + if (column->IsSkipItems) + { + g.LastItemData.ID = 0; + g.LastItemData.StatusFlags = 0; + } + + if (table->Flags & ImGuiTableFlags_NoClip) + { + // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); + } + else + { + // FIXME-TABLE: Could avoid this if draw channel is dummy channel? + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + } + + // Logging + if (g.LogEnabled && !column->IsSkipItems) + { + LogRenderedText(&window->DC.CursorPos, "|"); + g.LogLinePosY = FLT_MAX; + } +} + +// [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn() +void ImGui::TableEndCell(ImGuiTable* table) +{ + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + ImGuiWindow* window = table->InnerWindow; + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Report maximum position so we can infer content size per column. + float* p_max_pos_x; + if (table->RowFlags & ImGuiTableRowFlags_Headers) + p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call + else + p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; + *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); + if (column->IsEnabled) + table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->RowCellPaddingY); + column->ItemWidth = window->DC.ItemWidth; + + // Propagate text baseline for the entire row + // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one. + table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns width management +//------------------------------------------------------------------------- +// - TableGetMaxColumnWidth() [Internal] +// - TableGetColumnWidthAuto() [Internal] +// - TableSetColumnWidth() +// - TableSetColumnWidthAutoSingle() [Internal] +// - TableSetColumnWidthAutoAll() [Internal] +// - TableUpdateColumnsWeightFromWidth() [Internal] +//------------------------------------------------------------------------- +// Note that actual columns widths are computed in TableUpdateLayout(). +//------------------------------------------------------------------------- + +// Maximum column content width given current layout. Use column->MinX so this value differs on a per-column basis. +float ImGui::TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float max_width = FLT_MAX; + const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2; + if (table->Flags & ImGuiTableFlags_ScrollX) + { + // Frozen columns can't reach beyond visible width else scrolling will naturally break. + // (we use DisplayOrder as within a set of multiple frozen column reordering is possible) + if (column->DisplayOrder < table->FreezeColumnsRequest) + { + max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX; + max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2; + } + } + else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0) + { + // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make + // sure they are all visible. Because of this we also know that all of the columns will always fit in + // table->WorkRect and therefore in table->InnerRect (because ScrollX is off) + // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match. + // See "table_width_distrib" and "table_width_keep_visible" tests + max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX; + //max_width -= table->CellSpacingX1; + max_width -= table->CellSpacingX2; + max_width -= table->CellPaddingX * 2.0f; + max_width -= table->OuterPaddingX; + } + return max_width; +} + +// Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field +float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column) +{ + const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX; + const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX; + float width_auto = content_width_body; + if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) + width_auto = ImMax(width_auto, content_width_headers); + + // Non-resizable fixed columns preserve their requested width + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f) + if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize)) + width_auto = column->InitStretchWeightOrWidth; + + return ImMax(width_auto, table->MinColumnWidth); +} + +// 'width' = inner column width, without padding +void ImGui::TableSetColumnWidth(int column_n, float width) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && table->IsLayoutLocked == false); + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column_0 = &table->Columns[column_n]; + float column_0_width = width; + + // Apply constraints early + // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) + IM_ASSERT(table->MinColumnWidth > 0.0f); + const float min_width = table->MinColumnWidth; + const float max_width = ImMax(min_width, column_0->WidthMax); // Don't use TableCalcMaxColumnWidth() here as it would rely on MinX from last instance (#7933) + column_0_width = ImClamp(column_0_width, min_width, max_width); + if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) + return; + + //IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); + ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; + + // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. + // - All fixed: easy. + // - All stretch: easy. + // - One or more fixed + one stretch: easy. + // - One or more fixed + more than one stretch: tricky. + // Qt when manual resize is enabled only supports a single _trailing_ stretch column, we support more cases here. + + // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. + // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. + // Scenarios: + // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset. + // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered. + // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size. + // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 W3 resize from W1| or W2| --> ok + // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 F3 resize from W1| or W2| --> ok + // - W1 F2 W3 resize from W1| or F2| --> ok + // - F1 W2 F3 resize from W2| --> ok + // - F1 W3 F2 resize from W3| --> ok + // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. + // - W1 F2 F3 resize from F2| --> ok + // All resizes from a Wx columns are locking other columns. + + // Possible improvements: + // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns. + // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix. + + // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). + + // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize. + // This is the preferred resize path + if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed) + if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder) + { + column_0->WidthRequest = column_0_width; + table->IsSettingsDirty = true; + return; + } + + // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column) + if (column_1 == NULL) + column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL; + if (column_1 == NULL) + return; + + // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column. + // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) + float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width); + column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; + IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f); + column_0->WidthRequest = column_0_width; + column_1->WidthRequest = column_1_width; + if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch) + TableUpdateColumnsWeightFromWidth(table); + table->IsSettingsDirty = true; +} + +// Disable clipping then auto-fit, will take 2 frames +// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns) +void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n) +{ + // Single auto width uses auto-fit + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled) + return; + column->CannotSkipItemsQueue = (1 << 0); + table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n; +} + +void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table) +{ + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column + continue; + column->CannotSkipItemsQueue = (1 << 0); + column->AutoFitQueue = (1 << 1); + } +} + +void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1); + + // Measure existing quantities + float visible_weight = 0.0f; + float visible_width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + IM_ASSERT(column->StretchWeight > 0.0f); + visible_weight += column->StretchWeight; + visible_width += column->WidthRequest; + } + IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f); + + // Apply new weights + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight; + IM_ASSERT(column->StretchWeight > 0.0f); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Drawing +//------------------------------------------------------------------------- +// - TablePushBackgroundChannel() [Internal] +// - TablePopBackgroundChannel() [Internal] +// - TableSetupDrawChannels() [Internal] +// - TableMergeDrawChannels() [Internal] +// - TableGetColumnBorderCol() [Internal] +// - TableDrawBorders() [Internal] +//------------------------------------------------------------------------- + +// Bg2 is used by Selectable (and possibly other widgets) to render to the background. +// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. +void ImGui::TablePushBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + table->HostBackupInnerClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); +} + +void ImGui::TablePopBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); +} + +// Allocate draw channels. Called by TableUpdateLayout() +// - We allocate them following storage order instead of display order so reordering columns won't needlessly +// increase overall dormant memory cost. +// - We isolate headers draw commands in their own channels instead of just altering clip rects. +// This is in order to facilitate merging of draw commands. +// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels. +// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other +// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged. +// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for +// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4). +// Draw channel allocation (before merging): +// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call) +// - Clip --> 2+D+N channels +// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) +// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero) +// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. +void ImGui::TableSetupDrawChannels(ImGuiTable* table) +{ + const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; + const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount; + const int channels_for_bg = 1 + 1 * freeze_row_multiplier; + const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || (memcmp(table->VisibleMaskByIndex, table->EnabledMaskByIndex, ImBitArrayGetStorageSizeInBytes(table->ColumnsCount)) != 0)) ? +1 : 0; + const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; + table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); + table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); + table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN; + table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); + + int draw_channel_current = 2; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsVisibleX && column->IsVisibleY) + { + column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current); + column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); + if (!(table->Flags & ImGuiTableFlags_NoClip)) + draw_channel_current++; + } + else + { + column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel; + } + column->DrawChannelCurrent = column->DrawChannelFrozen; + } + + // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default. + // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect. + // (This technically isn't part of setting up draw channels, but is reasonably related to be done here) + table->BgClipRect = table->InnerClipRect; + table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect; + table->Bg2ClipRectForDrawCmd = table->HostClipRect; + IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y); +} + +// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable(). +// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect, +// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels(). +// +// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve +// this we merge their clip rect and make them contiguous in the channel list, so they can be merged +// by the call to DrawSplitter.Merge() following to the call to this function. +// We reorder draw commands by arranging them into a maximum of 4 distinct groups: +// +// 1 group: 2 groups: 2 groups: 4 groups: +// [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze +// [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll +// +// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled). +// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group +// based on its position (within frozen rows/columns groups or not). +// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect. +// This function assume that each column are pointing to a distinct draw channel, +// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask. +// +// Column channels will not be merged into one of the 1-4 groups in the following cases: +// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value). +// Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds +// matches, by e.g. calling SetCursorScreenPos(). +// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here.. +// we could do better but it's going to be rare and probably not worth the hassle. +// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd. +// +// This function is particularly tricky to understand.. take a breath. +void ImGui::TableMergeDrawChannels(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImDrawListSplitter* splitter = table->DrawSplitter; + const bool has_freeze_v = (table->FreezeRowsCount > 0); + const bool has_freeze_h = (table->FreezeColumnsCount > 0); + IM_ASSERT(splitter->_Current == 0); + + // Track which groups we are going to attempt to merge, and which channels goes into each group. + struct MergeGroup + { + ImRect ClipRect; + int ChannelsCount = 0; + ImBitArrayPtr ChannelsMask = NULL; + }; + int merge_group_mask = 0x00; + MergeGroup merge_groups[4]; + + // Use a reusable temp buffer for the merge masks as they are dynamically sized. + const int max_draw_channels = (4 + table->ColumnsCount * 2); + const int size_for_masks_bitarrays_one = (int)ImBitArrayGetStorageSizeInBytes(max_draw_channels); + g.TempBuffer.reserve(size_for_masks_bitarrays_one * 5); + memset(g.TempBuffer.Data, 0, size_for_masks_bitarrays_one * 5); + for (int n = 0; n < IM_ARRAYSIZE(merge_groups); n++) + merge_groups[n].ChannelsMask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * n)); + ImBitArrayPtr remaining_mask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * 4)); + + // 1. Scan channels and take note of those which can be merged + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const int merge_group_sub_count = has_freeze_v ? 2 : 1; + for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++) + { + const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen; + + // Don't attempt to merge if there are multiple draw calls within the column + ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; + if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + src_channel->_CmdBuffer.pop_back(); + if (src_channel->_CmdBuffer.Size != 1) + continue; + + // Find out the width of this merge group and check if it will fit in our column + // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it) + if (!(column->Flags & ImGuiTableColumnFlags_NoClip)) + { + float content_max_x; + if (!has_freeze_v) + content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze + else if (merge_group_sub_n == 0) + content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze + else + content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze + if (content_max_x > column->ClipRect.Max.x) + continue; + } + + const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); + IM_ASSERT(channel_no < max_draw_channels); + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + ImBitArraySetBit(merge_group->ChannelsMask, channel_no); + merge_group->ChannelsCount++; + merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect); + merge_group_mask |= (1 << merge_group_n); + } + + // Invalidate current draw channel + // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) + column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1; + } + + // [DEBUG] Display merge groups +#if 0 + if (g.IO.KeyShift) + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + continue; + char buf[32]; + ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount); + ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4); + ImVec2 text_size = CalcTextSize(buf, NULL); + GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255)); + GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL); + GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255)); + } +#endif + + // 2. Rewrite channel list in our preferred order + if (merge_group_mask != 0) + { + // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels(). + const int LEADING_DRAW_CHANNELS = 2; + g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized + ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; + ImBitArraySetBitRange(remaining_mask, LEADING_DRAW_CHANNELS, splitter->_Count); + ImBitArrayClearBit(remaining_mask, table->Bg2DrawChannelUnfrozen); + IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); + int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); + //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; + ImRect host_rect = table->HostClipRect; + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + ImRect merge_clip_rect = merge_group->ClipRect; + + // Extend outer-most clip limits to match those of host, so draw calls can be merged even if + // outer-most columns have some outer padding offsetting them from their parent ClipRect. + // The principal cases this is dealing with are: + // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge + // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge + // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit + // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect. + if ((merge_group_n & 1) == 0 || !has_freeze_h) + merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x); + if ((merge_group_n & 2) == 0 || !has_freeze_v) + merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y); + if ((merge_group_n & 1) != 0) + merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x); + if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) + merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); + //GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); // [DEBUG] + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); + remaining_count -= merge_group->ChannelsCount; + for (int n = 0; n < (size_for_masks_bitarrays_one >> 2); n++) + remaining_mask[n] &= ~merge_group->ChannelsMask[n]; + for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) + { + // Copy + overwrite new clip rect + if (!IM_BITARRAY_TESTBIT(merge_group->ChannelsMask, n)) + continue; + IM_BITARRAY_CLEARBIT(merge_group->ChannelsMask, n); + merge_channels_count--; + + ImDrawChannel* channel = &splitter->_Channels[n]; + IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); + channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4(); + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + } + } + + // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1) + if (merge_group_n == 1 && has_freeze_v) + memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel)); + } + + // Append unmergeable channels that we didn't reorder at the end of the list + for (int n = 0; n < splitter->_Count && remaining_count != 0; n++) + { + if (!IM_BITARRAY_TESTBIT(remaining_mask, n)) + continue; + ImDrawChannel* channel = &splitter->_Channels[n]; + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + remaining_count--; + } + IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size); + memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel)); + } +} + +static ImU32 TableGetColumnBorderCol(ImGuiTable* table, int order_n, int column_n) +{ + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (is_resized || is_hovered) + return ImGui::GetColorU32(is_resized ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + if (is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize))) + return table->BorderColorStrong; + return table->BorderColorLight; +} + +// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow) +void ImGui::TableDrawBorders(ImGuiTable* table) +{ + ImGuiWindow* inner_window = table->InnerWindow; + if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect)) + return; + + ImDrawList* inner_drawlist = inner_window->DrawList; + table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); + inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); + + // Draw inner border and resizing feedback + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float border_size = TABLE_BORDER_SIZE; + const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f); + const float draw_y2_body = table->InnerRect.Max.y; + const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1; + if (table->Flags & ImGuiTableFlags_BordersInnerV) + { + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (column->MaxX > table->InnerClipRect.Max.x && !is_resized) + continue; + + // Decide whether right-most column is visible + if (column->NextEnabledColumn == -1 && !is_resizable) + if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX)) + continue; + if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. + continue; + + // Draw in outer window so right-most column won't be clipped + // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. + float draw_y2 = (is_hovered || is_resized || is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) == 0) ? draw_y2_body : draw_y2_head; + if (draw_y2 > draw_y1) + inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size); + } + } + + // Draw outer border + // FIXME: could use AddRect or explicit VLine/HLine helper? + if (table->Flags & ImGuiTableFlags_BordersOuter) + { + // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call + // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their + // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part + // of it in inner window, and the part that's over scrollbars in the outer window..) + // Either solution currently won't allow us to use a larger border size: the border would clipped. + const ImRect outer_border = table->OuterRect; + const ImU32 outer_col = table->BorderColorStrong; + if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) + { + inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterV) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterH) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size); + } + } + if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y) + { + // Draw bottom-most row border between it is above outer border. + const float border_y = table->RowPosY2; + if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y) + inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size); + } + + inner_drawlist->PopClipRect(); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Sorting +//------------------------------------------------------------------------- +// - TableGetSortSpecs() +// - TableFixColumnSortDirection() [Internal] +// - TableGetColumnNextSortDirection() [Internal] +// - TableSetColumnSortDirection() [Internal] +// - TableSortSpecsSanitize() [Internal] +// - TableSortSpecsBuild() [Internal] +//------------------------------------------------------------------------- + +// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) +// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have +// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, +// else you may wastefully sort your data every frame! +// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! +ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + + if (!(table->Flags & ImGuiTableFlags_Sortable)) + return NULL; + + // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + TableSortSpecsBuild(table); + return &table->SortSpecs; +} + +static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n) +{ + IM_ASSERT(n < column->SortDirectionsAvailCount); + return (ImGuiSortDirection)((column->SortDirectionsAvailList >> (n << 1)) & 0x03); +} + +// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) +void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column) +{ + if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0) + return; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + table->IsSortSpecsDirty = true; +} + +// Calculate next sort direction that would be set after clicking the column +// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click. +// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op. +IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2); +ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + IM_ASSERT(column->SortDirectionsAvailCount > 0); + if (column->SortOrder == -1) + return TableGetColumnAvailSortDirection(column, 0); + for (int n = 0; n < 3; n++) + if (column->SortDirection == TableGetColumnAvailSortDirection(column, n)) + return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount); + IM_ASSERT(0); + return ImGuiSortDirection_None; +} + +// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert +// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. +void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!(table->Flags & ImGuiTableFlags_SortMulti)) + append_to_sort_specs = false; + if (!(table->Flags & ImGuiTableFlags_SortTristate)) + IM_ASSERT(sort_direction != ImGuiSortDirection_None); + + ImGuiTableColumnIdx sort_order_max = 0; + if (append_to_sort_specs) + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); + + ImGuiTableColumn* column = &table->Columns[column_n]; + column->SortDirection = (ImU8)sort_direction; + if (column->SortDirection == ImGuiSortDirection_None) + column->SortOrder = -1; + else if (column->SortOrder == -1 || !append_to_sort_specs) + column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0; + + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column != column && !append_to_sort_specs) + other_column->SortOrder = -1; + TableFixColumnSortDirection(table, other_column); + } + table->IsSettingsDirty = true; + table->IsSortSpecsDirty = true; +} + +void ImGui::TableSortSpecsSanitize(ImGuiTable* table) +{ + IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); + + // Clear SortOrder from hidden column and verify that there's no gap or duplicate. + int sort_order_count = 0; + ImU64 sort_order_mask = 0x00; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder != -1 && !column->IsEnabled) + column->SortOrder = -1; + if (column->SortOrder == -1) + continue; + sort_order_count++; + sort_order_mask |= ((ImU64)1 << column->SortOrder); + IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); + } + + const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); + const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti); + if (need_fix_linearize || need_fix_single_sort_order) + { + ImU64 fixed_mask = 0x00; + for (int sort_n = 0; sort_n < sort_order_count; sort_n++) + { + // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. + // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) + int column_with_smallest_sort_order = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) + if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) + column_with_smallest_sort_order = column_n; + IM_ASSERT(column_with_smallest_sort_order != -1); + fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); + table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n; + + // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. + if (need_fix_single_sort_order) + { + sort_order_count = 1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (column_n != column_with_smallest_sort_order) + table->Columns[column_n].SortOrder = -1; + break; + } + } + } + + // Fallback default sort order (if no column with the ImGuiTableColumnFlags_DefaultSort flag) + if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + sort_order_count = 1; + column->SortOrder = 0; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + break; + } + } + + table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count; +} + +void ImGui::TableSortSpecsBuild(ImGuiTable* table) +{ + bool dirty = table->IsSortSpecsDirty; + if (dirty) + { + TableSortSpecsSanitize(table); + table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); + table->SortSpecs.SpecsDirty = true; // Mark as dirty for user + table->IsSortSpecsDirty = false; // Mark as not dirty for us + } + + // Write output + // May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable() + ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; + if (dirty && sort_specs != NULL) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder == -1) + continue; + IM_ASSERT(column->SortOrder < table->SortSpecsCount); + ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder]; + sort_spec->ColumnUserID = column->UserID; + sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; + sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; + sort_spec->SortDirection = (ImGuiSortDirection)column->SortDirection; + } + + table->SortSpecs.Specs = sort_specs; + table->SortSpecs.SpecsCount = table->SortSpecsCount; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Headers +//------------------------------------------------------------------------- +// - TableGetHeaderRowHeight() [Internal] +// - TableGetHeaderAngledMaxLabelWidth() [Internal] +// - TableHeadersRow() +// - TableHeader() +// - TableAngledHeadersRow() +// - TableAngledHeadersRowEx() [Internal] +//------------------------------------------------------------------------- + +float ImGui::TableGetHeaderRowHeight() +{ + // Caring for a minor edge case: + // Calculate row height, for the unlikely case that some labels may be taller than others. + // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. + // In your custom header row you may omit this all together and just call TableNextRow() without a height... + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float row_height = g.FontSize; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if ((table->Columns[column_n].Flags & ImGuiTableColumnFlags_NoHeaderLabel) == 0) + row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(table, column_n)).y); + return row_height + g.Style.CellPadding.y * 2.0f; +} + +float ImGui::TableGetHeaderAngledMaxLabelWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader) + width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x); + return width + g.Style.CellPadding.y * 2.0f; // Swap padding +} + +// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). +// The intent is that advanced users willing to create customized headers would not need to use this helper +// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets. +// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. +// This code is intentionally written to not make much use of internal functions, to give you better direction +// if you need to write your own. +// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. +void ImGui::TableHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + + // Call layout if not already done. This is automatically done by TableNextRow: we do it here _only_ to make + // it easier to debug-step in TableUpdateLayout(). Your own version of this function doesn't need this. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + // Open row + const float row_height = TableGetHeaderRowHeight(); + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + const float row_y1 = GetCursorScreenPos().y; + if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. + return; + + const int columns_count = TableGetColumnCount(); + for (int column_n = 0; column_n < columns_count; column_n++) + { + if (!TableSetColumnIndex(column_n)) + continue; + + // Push an id to allow empty/unnamed headers. This is also idiomatic as it ensure there is a consistent ID path to access columns (for e.g. automation) + const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); + PushID(column_n); + TableHeader(name); + PopID(); + } + + // Allow opening popup from the right-most section after the last column. + ImVec2 mouse_pos = ImGui::GetMousePos(); + if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) + if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) + TableOpenContextMenu(columns_count); // Will open a non-column-specific popup. +} + +// Emit a column header (text + optional sort order) +// We cpu-clip text here so that all columns headers can be merged into a same draw call. +// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader() +void ImGui::TableHeader(const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + + IM_ASSERT(table->CurrentColumn != -1); + const int column_n = table->CurrentColumn; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Label + if (label == NULL) + label = ""; + const char* label_end = FindRenderedTextEnd(label); + ImVec2 label_size = CalcTextSize(label, label_end, true); + ImVec2 label_pos = window->DC.CursorPos; + + // If we already got a row height, there's use that. + // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect? + ImRect cell_r = TableGetCellBgRect(table, column_n); + float label_height = ImMax(label_size.y, table->RowMinHeight - table->RowCellPaddingY * 2.0f); + + // Calculate ideal size for sort order arrow + float w_arrow = 0.0f; + float w_sort_text = 0.0f; + bool sort_arrow = false; + char sort_order_suf[4] = ""; + const float ARROW_SCALE = 0.65f; + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); + if (column->SortOrder != -1) + sort_arrow = true; + if (column->SortOrder > 0) + { + ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); + w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x; + } + } + + // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging. + float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; + column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, sort_arrow ? cell_r.Max.x : ImMin(max_pos_x, cell_r.Max.x)); + column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); + + // Keep header highlighted when context menu is open. + ImGuiID id = window->GetID(label); + ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); + ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal + if (!ItemAdd(bb, id)) + return; + + //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + + // Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. + const bool highlight = (table->HighlightColumnHeader == column_n); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap); + if (held || hovered || highlight) + { + const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); + } + else + { + // Submit single cell bg color in the case we didn't submit a full header row + if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); + } + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding); + if (held) + table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; + window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; + + // Drag and drop to re-order columns. + // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. + if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) + { + // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x + table->ReorderColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + + // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder. + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) + if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL) + if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = -1; + if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) + if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL) + if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = +1; + } + + // Sort order arrow + const float ellipsis_max = ImMax(cell_r.Max.x - w_arrow - w_sort_text, label_pos.x); + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + if (column->SortOrder != -1) + { + float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text); + float y = label_pos.y; + if (column->SortOrder > 0) + { + PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f)); + RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf); + PopStyleColor(); + x += w_sort_text; + } + RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); + } + + // Handle clicking on column header to adjust Sort Order + if (pressed && table->ReorderColumn != column_n) + { + ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column); + TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift); + } + } + + // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will + // be merged into a single draw call. + //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); + + const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); + if (text_clipped && hovered && g.ActiveId == 0) + SetItemTooltip("%.*s", (int)(label_end - label), label); + + // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden + if (IsMouseReleased(1) && IsItemHovered()) + TableOpenContextMenu(column_n); +} + +// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets. +// FIXME: No hit-testing/button on the angled header. +void ImGui::TableAngledHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiTableTempData* temp_data = table->TempData; + temp_data->AngledHeadersRequests.resize(0); + temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount); + + // Which column needs highlight? + const ImGuiID row_id = GetID("##AngledHeaders"); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + int highlight_column_n = table->HighlightColumnHeader; + if (highlight_column_n == -1 && table->HoveredColumnBody != -1) + if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive))) + highlight_column_n = table->HoveredColumnBody; + + // Build up request + ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg); + ImU32 col_text = GetColorU32(ImGuiCol_Text); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here. + continue; + ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 }; + temp_data->AngledHeadersRequests.push_back(request); + } + + // Render row + TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size); +} + +// Important: data must be fed left to right +void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiWindow* window = g.CurrentWindow; + ImDrawList* draw_list = window->DrawList; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->CurrentRow == -1 && "Must be first row"); + + if (max_label_width == 0.0f) + max_label_width = TableGetHeaderAngledMaxLabelWidth(); + + // Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user. + const bool flip_label = (angle < 0.0f); + angle -= IM_PI * 0.5f; + const float cos_a = ImCos(angle); + const float sin_a = ImSin(angle); + const float label_cos_a = flip_label ? ImCos(angle + IM_PI) : cos_a; + const float label_sin_a = flip_label ? ImSin(angle + IM_PI) : sin_a; + const ImVec2 unit_right = ImVec2(cos_a, sin_a); + + // Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow() + // FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other. + const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f; + const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y)); + table->AngledHeadersHeight = row_height; + table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f; + const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right + + // Declare row, override and draw our own background + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + TableNextColumn(); + const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2); + table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0); + float clip_rect_min_x = table->BgClipRect.Min.x; + if (table->FreezeColumnsCount > 0) + clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX); + TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel + PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns + draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color. + PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns + + ButtonBehavior(row_r, row_id, NULL, NULL); + KeepAliveID(row_id); + + const float ascent_scaled = g.Font->Ascent * g.FontScale; // FIXME: Standardize those scaling factors better + const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f); + const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component + const ImVec2 align = g.Style.TableAngledHeadersTextAlign; + + // Draw background and labels in first pass, then all borders. + float max_x = -FLT_MAX; + for (int pass = 0; pass < 2; pass++) + for (int order_n = 0; order_n < data_count; order_n++) + { + const ImGuiTableHeaderData* request = &data[order_n]; + const int column_n = request->Index; + ImGuiTableColumn* column = &table->Columns[column_n]; + + ImVec2 bg_shape[4]; + bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y); + bg_shape[1] = ImVec2(column->MinX, row_r.Max.y); + bg_shape[2] = bg_shape[1] + header_angled_vector; + bg_shape[3] = bg_shape[0] + header_angled_vector; + if (pass == 0) + { + // Draw shape + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0); + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight + max_x = ImMax(max_x, bg_shape[3].x); + + // Draw label + // - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset. + // - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated. + const char* label_name = TableGetColumnName(table, column_n); + const char* label_name_end = FindRenderedTextEnd(label_name); + const float line_off_step_x = (g.FontSize / -sin_a); + const int label_lines = ImTextCountLines(label_name, label_name_end); + + // Left<>Right alignment + float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f; + float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x; + line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x; + + // Register header width + column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x); + + while (label_name < label_name_end) + { + const char* label_name_eol = strchr(label_name, '\n'); + if (label_name_eol == NULL) + label_name_eol = label_name_end; + + // FIXME: Individual line clipping for right-most column is broken for negative angles. + ImVec2 label_size = CalcTextSize(label_name, label_name_eol); + float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text. + float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x); + ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height)); + int vtx_idx_begin = draw_list->_VtxCurrentIdx; + PushStyleColor(ImGuiCol_Text, request->TextColor); + RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size); + PopStyleColor(); + int vtx_idx_end = draw_list->_VtxCurrentIdx; + + // Up<>Down alignment + const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f); + const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f); + + // Rotate and offset label + ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y); + ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y); + line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x; + pivot_out += unit_right * padding.y; + if (flip_label) + pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x)); + pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x; + ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset + //if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); } + + label_name = label_name_eol + 1; + } + } + if (pass == 1) + { + // Draw border + draw_list->AddLine(bg_shape[0], bg_shape[3], TableGetColumnBorderCol(table, order_n, column_n)); + } + } + PopClipRect(); + PopClipRect(); + table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Context Menu +//------------------------------------------------------------------------- +// - TableOpenContextMenu() [Internal] +// - TableBeginContextMenuPopup() [Internal] +// - TableDrawDefaultContextMenu() [Internal] +//------------------------------------------------------------------------- + +// Use -1 to open menu not specific to a given column. +void ImGui::TableOpenContextMenu(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn() + column_n = -1; + IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount); + if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + table->IsContextPopupOpen = true; + table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + OpenPopupEx(context_menu_id, ImGuiPopupFlags_None); + } +} + +bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table) +{ + if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted) + return false; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) + return true; + table->IsContextPopupOpen = false; + return false; +} + +// Output context menu into current window (generally a popup) +// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? +// Sections to display are pulled from 'flags_for_section_to_display', which is typically == table->Flags. +// - ImGuiTableFlags_Resizable -> display Sizing menu items +// - ImGuiTableFlags_Reorderable -> display "Reset Order" +////- ImGuiTableFlags_Sortable -> display sorting options (disabled) +// - ImGuiTableFlags_Hideable -> display columns visibility menu items +// It means if you have a custom context menus you can call this section and omit some sections, and add your own. +void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + bool want_separator = false; + const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; + ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; + + // Sizing + if (flags_for_section_to_display & ImGuiTableFlags_Resizable) + { + if (column != NULL) + { + const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne" + TableSetColumnWidthAutoSingle(table, column_n); + } + + const char* size_all_desc; + if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit); // "###SizeAll" All fixed + else + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault); // "###SizeAll" All stretch or mixed + if (MenuItem(size_all_desc, NULL)) + TableSetColumnWidthAutoAll(table); + want_separator = true; + } + + // Ordering + if (flags_for_section_to_display & ImGuiTableFlags_Reorderable) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder)) + table->IsResetDisplayOrderRequest = true; + want_separator = true; + } + + // Reset all (should work but seems unnecessary/noisy to expose?) + //if (MenuItem("Reset all")) + // table->IsResetAllRequest = true; + + // Sorting + // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) +#if 0 + if ((flags_for_section_to_display & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) + { + if (want_separator) + Separator(); + want_separator = true; + + bool append_to_sort_specs = g.IO.KeyShift; + if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs); + if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs); + } +#endif + + // Hiding / Visibility + if (flags_for_section_to_display & ImGuiTableFlags_Hideable) + { + if (want_separator) + Separator(); + want_separator = true; + + PushItemFlag(ImGuiItemFlags_AutoClosePopups, false); + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column->Flags & ImGuiTableColumnFlags_Disabled) + continue; + + const char* name = TableGetColumnName(table, other_column_n); + if (name == NULL || name[0] == 0) + name = ""; + + // Make sure we can't hide the last active column + bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; + if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1) + menu_item_active = false; + if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active)) + other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled; + } + PopItemFlag(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Settings (.ini data) +//------------------------------------------------------------------------- +// FIXME: The binding/finding/creating flow are too confusing. +//------------------------------------------------------------------------- +// - TableSettingsInit() [Internal] +// - TableSettingsCalcChunkSize() [Internal] +// - TableSettingsCreate() [Internal] +// - TableSettingsFindByID() [Internal] +// - TableGetBoundSettings() [Internal] +// - TableResetSettings() +// - TableSaveSettings() [Internal] +// - TableLoadSettings() [Internal] +// - TableSettingsHandler_ClearAll() [Internal] +// - TableSettingsHandler_ApplyAll() [Internal] +// - TableSettingsHandler_ReadOpen() [Internal] +// - TableSettingsHandler_ReadLine() [Internal] +// - TableSettingsHandler_WriteAll() [Internal] +// - TableSettingsInstallHandler() [Internal] +//------------------------------------------------------------------------- +// [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings. +// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table. +// [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty. +// [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file. +//------------------------------------------------------------------------- + +// Clear and initialize empty settings instance +static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max) +{ + IM_PLACEMENT_NEW(settings) ImGuiTableSettings(); + ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings(); + for (int n = 0; n < columns_count_max; n++, settings_column++) + IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings(); + settings->ID = id; + settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count; + settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max; + settings->WantApply = true; +} + +static size_t TableSettingsCalcChunkSize(int columns_count) +{ + return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings); +} + +ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count)); + TableSettingsInit(settings, id, columns_count, columns_count); + return settings; +} + +// Find existing settings +ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id) +{ + // FIXME-OPT: Might want to store a lookup map for this? + ImGuiContext& g = *GImGui; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID == id) + return settings; + return NULL; +} + +// Get settings for a given table, NULL if none +ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table) +{ + if (table->SettingsOffset != -1) + { + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); + IM_ASSERT(settings->ID == table->ID); + if (settings->ColumnsCountMax >= table->ColumnsCount) + return settings; // OK + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return NULL; +} + +// Restore initial state of table (with or without saved settings) +void ImGui::TableResetSettings(ImGuiTable* table) +{ + table->IsInitializing = table->IsSettingsDirty = true; + table->IsResetAllRequest = false; + table->IsSettingsRequestLoad = false; // Don't reload from ini + table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative +} + +void ImGui::TableSaveSettings(ImGuiTable* table) +{ + table->IsSettingsDirty = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind or create settings data + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = TableGetBoundSettings(table); + if (settings == NULL) + { + settings = TableSettingsCreate(table->ID, table->ColumnsCount); + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount; + + // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings + IM_ASSERT(settings->ID == table->ID); + IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount); + ImGuiTableColumn* column = table->Columns.Data; + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + + bool save_ref_scale = false; + settings->SaveFlags = ImGuiTableFlags_None; + for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) + { + const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest; + column_settings->WidthOrWeight = width_or_weight; + column_settings->Index = (ImGuiTableColumnIdx)n; + column_settings->DisplayOrder = column->DisplayOrder; + column_settings->SortOrder = column->SortOrder; + column_settings->SortDirection = column->SortDirection; + column_settings->IsEnabled = column->IsUserEnabled; + column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) + save_ref_scale = true; + + // We skip saving some data in the .ini file when they are unnecessary to restore our state. + // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f. + // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. + if (width_or_weight != column->InitStretchWeightOrWidth) + settings->SaveFlags |= ImGuiTableFlags_Resizable; + if (column->DisplayOrder != n) + settings->SaveFlags |= ImGuiTableFlags_Reorderable; + if (column->SortOrder != -1) + settings->SaveFlags |= ImGuiTableFlags_Sortable; + if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) + settings->SaveFlags |= ImGuiTableFlags_Hideable; + } + settings->SaveFlags &= table->Flags; + settings->RefScale = save_ref_scale ? table->RefScale : 0.0f; + + MarkIniSettingsDirty(); +} + +void ImGui::TableLoadSettings(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + table->IsSettingsRequestLoad = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind settings + ImGuiTableSettings* settings; + if (table->SettingsOffset == -1) + { + settings = TableSettingsFindByID(table->ID); + if (settings == NULL) + return; + if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return... + table->IsSettingsDirty = true; + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + else + { + settings = TableGetBoundSettings(table); + } + + table->SettingsLoadedFlags = settings->SaveFlags; + table->RefScale = settings->RefScale; + + // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + ImU64 display_order_mask = 0; + for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++) + { + int column_n = column_settings->Index; + if (column_n < 0 || column_n >= table->ColumnsCount) + continue; + + ImGuiTableColumn* column = &table->Columns[column_n]; + if (settings->SaveFlags & ImGuiTableFlags_Resizable) + { + if (column_settings->IsStretch) + column->StretchWeight = column_settings->WidthOrWeight; + else + column->WidthRequest = column_settings->WidthOrWeight; + column->AutoFitQueue = 0x00; + } + if (settings->SaveFlags & ImGuiTableFlags_Reorderable) + column->DisplayOrder = column_settings->DisplayOrder; + else + column->DisplayOrder = (ImGuiTableColumnIdx)column_n; + display_order_mask |= (ImU64)1 << column->DisplayOrder; + column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled; + column->SortOrder = column_settings->SortOrder; + column->SortDirection = column_settings->SortDirection; + } + + // Validate and fix invalid display order data + const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1; + if (display_order_mask != expected_display_order_mask) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n; + + // Rebuild index + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; +} + +static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + table->SettingsOffset = -1; + g.SettingsTables.clear(); +} + +// Apply to existing windows (if any) +static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + { + table->IsSettingsRequestLoad = true; + table->SettingsOffset = -1; + } +} + +static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = 0; + int columns_count = 0; + if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2) + return NULL; + + if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id)) + { + if (settings->ColumnsCountMax >= columns_count) + { + TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle + return settings; + } + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return ImGui::TableSettingsCreate(id, columns_count); +} + +static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + ImGuiTableSettings* settings = (ImGuiTableSettings*)entry; + float f = 0.0f; + int column_n = 0, r = 0, n = 0; + + if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; } + + if (sscanf(line, "Column %d%n", &column_n, &r) == 1) + { + if (column_n < 0 || column_n >= settings->ColumnsCount) + return; + line = ImStrSkipBlank(line + r); + char c = 0; + ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n; + column->Index = (ImGuiTableColumnIdx)column_n; + if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; } + if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; } + if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; } + if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; } + } +} + +static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + { + if (settings->ID == 0) // Skip ditched settings + continue; + + // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped + // (e.g. Order was unchanged) + const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0; + const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; + const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; + const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; + if (!save_size && !save_visible && !save_order && !save_sort) + continue; + + buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve + buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); + if (settings->RefScale != 0.0f) + buf->appendf("RefScale=%g\n", settings->RefScale); + ImGuiTableColumnSettings* column = settings->GetColumnSettings(); + for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) + { + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1); + if (!save_column) + continue; + buf->appendf("Column %-2d", column_n); + if (column->UserID != 0) { buf->appendf(" UserID=%08X", column->UserID); } + if (save_size && column->IsStretch) { buf->appendf(" Weight=%.4f", column->WidthOrWeight); } + if (save_size && !column->IsStretch) { buf->appendf(" Width=%d", (int)column->WidthOrWeight); } + if (save_visible) { buf->appendf(" Visible=%d", column->IsEnabled); } + if (save_order) { buf->appendf(" Order=%d", column->DisplayOrder); } + if (save_sort && column->SortOrder != -1) { buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); } + buf->append("\n"); + } + buf->append("\n"); + } +} + +void ImGui::TableSettingsAddSettingsHandler() +{ + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Table"; + ini_handler.TypeHash = ImHashStr("Table"); + ini_handler.ClearAllFn = TableSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Garbage Collection +//------------------------------------------------------------------------- +// - TableRemove() [Internal] +// - TableGcCompactTransientBuffers() [Internal] +// - TableGcCompactSettings() [Internal] +//------------------------------------------------------------------------- + +// Remove Table (currently only used by TestEngine) +void ImGui::TableRemove(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + int table_idx = g.Tables.GetIndex(table); + //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); + //memset(table, 0, sizeof(ImGuiTable)); + g.Tables.Remove(table->ID, table); + g.TablesLastTimeActive[table_idx] = -1.0f; +} + +// Free up/compact internal Table buffers for when it gets unused +void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + IM_ASSERT(table->MemoryCompacted == false); + table->SortSpecs.Specs = NULL; + table->SortSpecsMulti.clear(); + table->IsSortSpecsDirty = true; // FIXME: In theory shouldn't have to leak into user performing a sort on resume. + table->ColumnsNames.clear(); + table->MemoryCompacted = true; + for (int n = 0; n < table->ColumnsCount; n++) + table->Columns[n].NameOffset = -1; + g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; +} + +void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data) +{ + temp_data->DrawSplitter.ClearFreeMemory(); + temp_data->LastTimeActive = -1.0f; +} + +// Compact and remove unused settings data (currently only used by TestEngine) +void ImGui::TableGcCompactSettings() +{ + ImGuiContext& g = *GImGui; + int required_memory = 0; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount); + if (required_memory == g.SettingsTables.Buf.Size) + return; + ImChunkStream new_chunk_stream; + new_chunk_stream.Buf.reserve(required_memory); + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount)); + g.SettingsTables.swap(new_chunk_stream); +} + + +//------------------------------------------------------------------------- +// [SECTION] Tables: Debugging +//------------------------------------------------------------------------- +// - DebugNodeTable() [Internal] +//------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) +{ + sizing_policy &= ImGuiTableFlags_SizingMask_; + if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; } + if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; } + return "N/A"; +} + +void ImGui::DebugNodeTable(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + const bool is_active = (table->LastFrameActive >= g.FrameCount - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); + if (IsItemVisible() && table->HoveredColumnBody != -1) + GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + if (!open) + return; + if (table->InstanceCurrent > 0) + Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + if (DebugBreakButton("**DebugBreak**", "in BeginTable()")) + g.DebugBreakInTable = table->ID; + SameLine(); + } + + bool clear_settings = SmallButton("Clear settings"); + BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); + BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); + BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); + BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); + BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); + for (int n = 0; n < table->InstanceCurrent + 1; n++) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, n); + BulletText("Instance %d: HoveredRow: %d, LastOuterHeight: %.2f", n, table_instance->HoveredRowLast, table_instance->LastOuterHeight); + } + //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); + float sum_weights = 0.0f; + for (int n = 0; n < table->ColumnsCount; n++) + if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch) + sum_weights += table->Columns[n].StretchWeight; + for (int n = 0; n < table->ColumnsCount; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + const char* name = TableGetColumnName(table, n); + char buf[512]; + ImFormatString(buf, IM_ARRAYSIZE(buf), + "Column %d order %d '%s': offset %+.2f to %+.2f%s\n" + "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" + "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n" + "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n" + "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n" + "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..", + n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "", + column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen, + column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f, + column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x, + column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX, + column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags, + (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", + (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", + (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); + Bullet(); + Selectable(buf); + if (IsItemHovered()) + { + ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); + GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); + } + } + if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) + DebugNodeTableSettings(settings); + if (clear_settings) + table->IsResetAllRequest = true; + TreePop(); +} + +void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings) +{ + if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount)) + return; + BulletText("SaveFlags: 0x%08X", settings->SaveFlags); + BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax); + for (int n = 0; n < settings->ColumnsCount; n++) + { + ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n]; + ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None; + BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X", + n, column_settings->DisplayOrder, column_settings->SortOrder, + (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", + column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID); + } + TreePop(); +} + +#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugNodeTable(ImGuiTable*) {} +void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} + +#endif + + +//------------------------------------------------------------------------- +// [SECTION] Columns, BeginColumns, EndColumns, etc. +// (This is a legacy API, prefer using BeginTable/EndTable!) +//------------------------------------------------------------------------- +// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.) +//------------------------------------------------------------------------- +// - SetWindowClipRectBeforeSetChannel() [Internal] +// - GetColumnIndex() +// - GetColumnsCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, +// they would meddle many times with the underlying ImDrawCmd. +// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let +// the subsequent single call to SetCurrentChannel() does it things once. +void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) +{ + ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); + window->ClipRect = clip_rect; + window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; + window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; +} + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f; + +static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return 0.0f; + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return GetContentRegionAvail().x; + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiOldColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + columns->HostBackupClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, 0); +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); +} + +ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiOldColumns()); + ImGuiOldColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiOldColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostInitialClipRect = window->ClipRect; + columns->HostBackupParentWorkRect = window->ParentWorkRect; + window->ParentWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImTrunc(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiOldColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiOldColumnData* column = &columns->Columns[n]; + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWithFull(window->ClipRect); + } + + if (columns->Count > 1) + { + columns->Splitter.Split(window->DrawList, 1 + columns->Count); + columns->Splitter.SetCurrentChannel(window->DrawList, 1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; + window->WorkRect.Max.y = window->ContentRegionRect.Max.y; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + + // Next column + if (++columns->Current == columns->Count) + columns->Current = 0; + + PopItemWidth(); + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() + // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), + ImGuiOldColumnData* column = &columns->Columns[columns->Current]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (columns->Current > 0) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + } + else + { + // New row/line: column 0 honor IndentX. + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.IsSameLine = false; + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + columns->Splitter.Merge(window->DrawList); + } + + const ImGuiOldColumnFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiOldColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale); + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); + if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiOldColumnFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = IM_TRUNC(x); + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = window->ParentWorkRect; + window->ParentWorkRect = columns->HostBackupParentWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + NavUpdateCurrentWindowIsScrollPushableX(); +} + +void ImGui::Columns(int columns_count, const char* id, bool borders) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiOldColumnFlags flags = (borders ? 0 : ImGuiOldColumnFlags_NoBorder); + //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_widgets.cpp b/src/main/imgui/imgui_widgets.cpp new file mode 100644 index 0000000..2cbef83 --- /dev/null +++ b/src/main/imgui/imgui_widgets.cpp @@ -0,0 +1,10473 @@ +// dear imgui, v1.91.7 +// (widgets code) + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Widgets: Text, etc. +// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.) +// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.) +// [SECTION] Widgets: ComboBox +// [SECTION] Data Type and Data Formatting Helpers +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +// [SECTION] Widgets: InputText, InputTextMultiline +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +// [SECTION] Widgets: Selectable +// [SECTION] Widgets: Typing-Select support +// [SECTION] Widgets: Box-Select support +// [SECTION] Widgets: Multi-Select support +// [SECTION] Widgets: Multi-Select helpers +// [SECTION] Widgets: ListBox +// [SECTION] Widgets: PlotLines, PlotHistogram +// [SECTION] Widgets: Value helpers +// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // intptr_t + +//------------------------------------------------------------------------- +// Warnings +//------------------------------------------------------------------------- + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +//------------------------------------------------------------------------- +// Data +//------------------------------------------------------------------------- + +// Widgets +static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior. +static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags. + +// Those MIN/MAX values are not define because we need to point to them +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; +static const unsigned short IM_U16_MIN = 0; +static const unsigned short IM_U16_MAX = 0xFFFF; +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +#ifdef LLONG_MIN +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +#else +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; +#endif +static const ImU64 IM_U64_MIN = 0; +#ifdef ULLONG_MAX +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +#else +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +#endif + +//------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//------------------------------------------------------------------------- + +// For InputTextEx() +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard = false); +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Text, etc. +//------------------------------------------------------------------------- +// - TextEx() [Internal] +// - TextUnformatted() +// - Text() +// - TextV() +// - TextColored() +// - TextColoredV() +// - TextDisabled() +// - TextDisabledV() +// - TextWrapped() +// - TextWrappedV() +// - LabelText() +// - LabelTextV() +// - BulletText() +// - BulletTextV() +//------------------------------------------------------------------------- + +void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Accept null ranges + if (text == text_end) + text = text_end = ""; + + // Calculate length + const char* text_begin = text; + if (text_end == NULL) + text_end = text + strlen(text); // FIXME-OPT + + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + const float wrap_pos_x = window->DC.TextWrapPos; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); + if (text_end - text <= 2000 || wrap_enabled) + { + // Common case + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } + else + { + // Long text! + // Perform manual coarse clipping to optimize for long multi-line text + // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. + const char* line = text; + const float line_height = GetTextLineHeight(); + ImVec2 text_size(0, 0); + + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) + { + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) + { + int lines_skipped = 0; + while (line < text_end && lines_skipped < lines_skippable) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + } + + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0)) + break; + + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + text_size.y = (pos - text_pos).y; + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + ItemAdd(bb, 0); + } +} + +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::Text(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextV(fmt, args); + va_end(args); +} + +void ImGui::TextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const char* text, *text_end; + ImFormatStringToTempBufferV(&text, &text_end, fmt, args); + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextColoredV(col, fmt, args); + va_end(args); +} + +void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, col); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextDisabled(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextDisabledV(fmt, args); + va_end(args); +} + +void ImGui::TextDisabledV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextWrapped(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextWrappedV(fmt, args); + va_end(args); +} + +void ImGui::TextWrappedV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + if (need_backup) + PushTextWrapPos(0.0f); + TextV(fmt, args); + if (need_backup) + PopTextWrapPos(); +} + +void ImGui::LabelText(const char* label, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LabelTextV(label, fmt, args); + va_end(args); +} + +// Add a label+text combo aligned to other label+value widgets +void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float w = CalcItemWidth(); + + const char* value_text_begin, *value_text_end; + ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args); + const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const ImVec2 pos = window->DC.CursorPos; + const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)); + const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0)) + return; + + // Render + RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); +} + +void ImGui::BulletText(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + BulletTextV(fmt, args); + va_end(args); +} + +// Text with a little bullet aligned to the typical tree node. +void ImGui::BulletTextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const char* text_begin, *text_end; + ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args); + const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); + const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(total_size, 0.0f); + const ImRect bb(pos, pos + total_size); + if (!ItemAdd(bb, 0)) + return; + + // Render + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col); + RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Main +//------------------------------------------------------------------------- +// - ButtonBehavior() [Internal] +// - Button() +// - SmallButton() +// - InvisibleButton() +// - ArrowButton() +// - CloseButton() [Internal] +// - CollapseButton() [Internal] +// - GetWindowScrollbarID() [Internal] +// - GetWindowScrollbarRect() [Internal] +// - Scrollbar() [Internal] +// - ScrollbarEx() [Internal] +// - Image() +// - ImageButton() +// - Checkbox() +// - CheckboxFlagsT() [Internal] +// - CheckboxFlags() +// - RadioButton() +// - ProgressBar() +// - Bullet() +// - Hyperlink() +//------------------------------------------------------------------------- + +// The ButtonBehavior() function is key to many interactions and used by many/most widgets. +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. +//------------------------------------------------------------------------------------------------------------------------------------------------ +// The behavior of the return-value changes when ImGuiItemFlags_ButtonRepeat is set: +// Repeat+ Repeat+ Repeat+ Repeat+ +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick +//------------------------------------------------------------------------------------------------------------------------------------------------- +// Frame N+0 (mouse button is down) - true - true +// ... - - - - +// Frame N + RepeatDelay true true - true +// ... - - - - +// Frame N + RepeatDelay + RepeatRate*N true true - true +//------------------------------------------------------------------------------------------------------------------------------------------------- + +// - FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc. +// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);' +// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading. +// - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature. +// One idiom which was previously valid which will now emit a warning is when using multiple overlayed ButtonBehavior() +// with same ID and different MouseButton (see #8030). You can fix it by: +// (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags. +// or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() +bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + // Default behavior inherited from item flags + // Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that. + ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.ItemFlags : g.CurrentItemFlags); + if (flags & ImGuiButtonFlags_AllowOverlap) + item_flags |= ImGuiItemFlags_AllowOverlap; + + // Default only reacts to left mouse button + if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) + flags |= ImGuiButtonFlags_MouseButtonLeft; + + // Default behavior requires click + release inside bounding box + if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) + flags |= (item_flags & ImGuiItemFlags_ButtonRepeat) ? ImGuiButtonFlags_PressedOnClick : ImGuiButtonFlags_PressedOnDefault_; + + ImGuiWindow* backup_hovered_window = g.HoveredWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree; + if (flatten_hovered_children) + g.HoveredWindow = window; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + // Alternate registration spot, for when caller didn't use ItemAdd() + if (g.LastItemData.ID != id) + IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL); +#endif + + bool pressed = false; + bool hovered = ItemHoverable(bb, id, item_flags); + + // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button + if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) + if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + { + hovered = true; + SetHoveredID(id); + if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) + { + pressed = true; + g.DragDropHoldJustPressedId = id; + FocusWindow(window); + } + } + + if (flatten_hovered_children) + g.HoveredWindow = backup_hovered_window; + + // Mouse handling + const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id; + if (hovered) + { + IM_ASSERT(id != 0); // Lazily check inside rare path. + + // Poll mouse buttons + // - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId. + // - Technically we only need some values in one code path, but since this is gated by hovered test this is fine. + int mouse_button_clicked = -1; + int mouse_button_released = -1; + for (int button = 0; button < 3; button++) + if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here. + { + if (IsMouseClicked(button, ImGuiInputFlags_None, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; } + if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; } + } + + // Process initial action + const bool mods_ok = !(flags & ImGuiButtonFlags_NoKeyModsAllowed) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt); + if (mods_ok) + { + if (mouse_button_clicked != -1 && g.ActiveId != id) + { + if (!(flags & ImGuiButtonFlags_NoSetKeyOwner)) + SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id); + if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) + { + SetActiveID(id, window); + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { + SetFocusID(id, window); + FocusWindow(window); + } + else + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } + } + if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2)) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveId) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { + SetFocusID(id, window); + FocusWindow(window); + } + else + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } + } + } + if (flags & ImGuiButtonFlags_PressedOnRelease) + { + if (mouse_button_released != -1) + { + const bool has_repeated_at_least_once = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior + if (!has_repeated_at_least_once) + pressed = true; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); // FIXME: Lack of FocusWindow() call here is inconsistent with other paths. Research why. + ClearActiveID(); + } + } + + // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). + // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. + if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, ImGuiInputFlags_Repeat, test_owner_id)) + pressed = true; + } + + if (pressed && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + + // Keyboard/Gamepad navigation handling + // We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav) + if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) + hovered = true; + if (g.NavActivateDownId == id) + { + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = (g.NavActivatePressedId == id); + if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat)) + { + // Avoid pressing multiple keys from triggering excessive amount of repeat events + const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); + const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter); + const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate); + const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration); + nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + } + if (nav_activated_by_code || nav_activated_by_inputs) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + pressed = true; + SetActiveID(id, window); + g.ActiveIdSource = g.NavInputSource; + if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)) + SetFocusID(id, window); + if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut) + g.ActiveIdFromShortcut = true; + } + } + + // Process while held + bool held = false; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; + + const int mouse_button = g.ActiveIdMouseButton; + if (mouse_button == -1) + { + // Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304). + ClearActiveID(); + } + else if (IsMouseDown(mouse_button, test_owner_id)) + { + held = true; + } + else + { + bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; + if ((release_in || release_anywhere) && !g.DragDropActive) + { + // Report as pressed when releasing the mouse (this is the most common path) + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2; + bool is_repeating_already = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id); + if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned) + pressed = true; + } + ClearActiveID(); + } + if (!(flags & ImGuiButtonFlags_NoNavFocus) && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + // When activated using Nav, we hold on the ActiveID until activation button is released + if (g.NavActivateDownId == id) + held = true; // hovered == true not true as we are already likely hovered on direct activation. + else + ClearActiveID(); + } + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; + } + + // Activation highlight (this may be a remote activation) + if (g.NavHighlightActivatedId == id) + hovered = true; + + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + + return pressed; +} + +bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImVec2 pos = window->DC.CursorPos; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; + ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + + const ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + + if (g.LogEnabled) + LogSetNextTextDecoration("[", "]"); + RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); + + // Automatically close popups + //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) + // CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::Button(const char* label, const ImVec2& size_arg) +{ + return ButtonEx(label, size_arg, ImGuiButtonFlags_None); +} + +// Small buttons fits within text without additional vertical spacing. +bool ImGui::SmallButton(const char* label) +{ + ImGuiContext& g = *GImGui; + float backup_padding_y = g.Style.FramePadding.y; + g.Style.FramePadding.y = 0.0f; + bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); + g.Style.FramePadding.y = backup_padding_y; + return pressed; +} + +// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. +// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. + IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); + + const ImGuiID id = window->GetID(str_id); + ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + if (!ItemAdd(bb, id, NULL, (flags & ImGuiButtonFlags_EnableNav) ? ImGuiItemFlags_None : ImGuiItemFlags_NoNav)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + RenderNavCursor(bb, id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiID id = window->GetID(str_id); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + const float default_size = GetFrameHeight(); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +{ + float sz = GetFrameHeight(); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None); +} + +// Button to close a window +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) + // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + ImRect bb_interact = bb; + const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); + if (area_to_visible_ratio < 1.5f) + bb_interact.Expand(ImTrunc(bb_interact.GetSize() * -0.25f)); + + // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. + // (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer). + bool is_clipped = !ItemAdd(bb_interact, id); + + bool hovered, held; + bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held); + if (is_clipped) + return pressed; + + // Render + ImU32 bg_col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); + if (hovered) + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + ImU32 cross_col = GetColorU32(ImGuiCol_Text); + ImVec2 cross_center = bb.GetCenter() - ImVec2(0.5f, 0.5f); + float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f); + + return pressed; +} + +// The Collapse button also functions as a Dock Menu button. +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + bool is_clipped = !ItemAdd(bb, id); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + if (is_clipped) + return pressed; + + // Render + //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + if (hovered || held) + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + + if (dock_node) + RenderArrowDockMenu(window->DrawList, bb.Min, g.FontSize, text_col); + else + RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + + // Switch to moving the window after mouse is moved beyond the initial drag threshold + if (IsItemActive() && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, dock_node, true); // Undock from window/collapse menu button + + return pressed; +} + +ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +{ + return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); +} + +// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. +ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) +{ + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float border_size = window->WindowBorderSize; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) + IM_ASSERT(scrollbar_size > 0.0f); + if (axis == ImGuiAxis_X) + return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size); + else + return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size); +} + +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = GetWindowScrollbarID(window, axis); + + // Calculate scrollbar bounding box + ImRect bb = GetWindowScrollbarRect(window, axis); + ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; + if (axis == ImGuiAxis_X) + { + rounding_corners |= ImDrawFlags_RoundCornersBottomLeft; + if (!window->ScrollbarY) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + else + { + if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) + rounding_corners |= ImDrawFlags_RoundCornersTopRight; + if (!window->ScrollbarX) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; + float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; + ImS64 scroll = (ImS64)window->Scroll[axis]; + ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_visible, (ImS64)size_contents, rounding_corners); + window->Scroll[axis] = (float)scroll; +} + +// Vertical/Horizontal scrollbar +// The entire piece of code below is rather confusing because: +// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) +// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar +// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. +// Still, the code should probably be made simpler.. +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags draw_rounding_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; + + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return false; + + const ImGuiStyle& style = g.Style; + const bool allow_interaction = (alpha >= 1.0f); + + ImRect bb = bb_frame; + bb.Expand(ImVec2(-ImClamp(IM_TRUNC((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_TRUNC((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), (ImS64)1); + const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v); + const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + + const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_visible_v); + float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space + if (held && allow_interaction && grab_h_norm < 1.0f) + { + const float scrollbar_pos_v = bb.Min[axis]; + const float mouse_pos_v = g.IO.MousePos[axis]; + + // Click position in scrollbar normalized space (0.0f->1.0f) + const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); + + const int held_dir = (clicked_v_norm < grab_v_norm) ? -1 : (clicked_v_norm > grab_v_norm + grab_h_norm) ? +1 : 0; + if (g.ActiveIdIsJustActivated) + { + // On initial click when held_dir == 0 (clicked over grab): calculate the distance between mouse and the center of the grab + const bool scroll_to_clicked_location = (g.IO.ConfigScrollbarScrollByPage == false || g.IO.KeyShift || held_dir == 0); + g.ScrollbarSeekMode = scroll_to_clicked_location ? 0 : (short)held_dir; + g.ScrollbarClickDeltaToGrabCenter = (held_dir == 0 && !g.IO.KeyShift) ? clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f : 0.0f; + } + + // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + if (g.ScrollbarSeekMode == 0) + { + // Absolute seeking + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); + } + else + { + // Page by page + if (IsMouseClicked(ImGuiMouseButton_Left, ImGuiInputFlags_Repeat) && held_dir == g.ScrollbarSeekMode) + { + float page_dir = (g.ScrollbarSeekMode > 0.0f) ? +1.0f : -1.0f; + *p_scroll_v = ImClamp(*p_scroll_v + (ImS64)(page_dir * size_visible_v), (ImS64)0, scroll_max); + } + } + + // Update values for rendering + scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + + // Update distance to grab now that we have seek'ed and saturated + //if (seek_absolute) + // g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Render + const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, draw_rounding_flags); + ImRect grab_rect; + if (axis == ImGuiAxis_X) + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); + else + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + +// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const float border_size = (border_col.w > 0.0f) ? 1.0f : 0.0f; + const ImVec2 padding(border_size, border_size); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + // Render + if (border_size > 0.0f) + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f, ImDrawFlags_None, border_size); + window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); +} + +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImVec2 padding = g.Style.FramePadding; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); + window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + + return pressed; +} + +// - ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button. +// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. (#8165) // FIXME: Maybe that's not the best design? +bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + return ImageButtonEx(window->GetID(str_id), user_texture_id, image_size, uv0, uv1, bg_col, tint_col); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy API obsoleted in 1.89. Two differences with new ImageButton() +// - old ImageButton() used ImTextureID as item id (created issue with multiple buttons with same image, transient texture id values, opaque computation of ID) +// - new ImageButton() requires an explicit 'const char* str_id' +// - old ImageButton() had frame_padding' override argument. +// - new ImageButton() always use style.FramePadding. +/* +bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + // Default to using texture ID as ID. User can still push string/integer prefixes. + PushID((ImTextureID)(intptr_t)user_texture_id); + if (frame_padding >= 0) + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding)); + bool ret = ImageButton("", user_texture_id, size, uv0, uv1, bg_col, tint_col); + if (frame_padding >= 0) + PopStyleVar(); + PopID(); + return ret; +} +*/ +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImGui::Checkbox(const char* label, bool* v) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + const bool is_visible = ItemAdd(total_bb, id); + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(total_bb)) // Extra layer of "no logic clip" for box-select support + { + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return false; + } + + // Range-Selection/Multi-selection support (header) + bool checked = *v; + if (is_multi_select) + MultiSelectItemHeader(id, &checked, NULL); + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + + // Range-Selection/Multi-selection support (footer) + if (is_multi_select) + MultiSelectItemFooter(id, &checked, &pressed); + else if (pressed) + checked = !checked; + + if (*v != checked) + { + *v = checked; + pressed = true; // return value + MarkItemEdited(id); + } + + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const bool mixed_value = (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + if (is_visible) + { + RenderNavCursor(total_bb, id); + RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + if (mixed_value) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) + ImVec2 pad(ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)), ImMax(1.0f, IM_TRUNC(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); + } + } + const ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); + if (is_visible && label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +template +bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) +{ + bool all_on = (*flags & flags_value) == flags_value; + bool any_on = (*flags & flags_value) != 0; + bool pressed; + if (!all_on && any_on) + { + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_MixedValue; + pressed = Checkbox(label, &all_on); + } + else + { + pressed = Checkbox(label, &all_on); + + } + if (pressed) + { + if (all_on) + *flags |= flags_value; + else + *flags &= ~flags_value; + } + return pressed; +} + +bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::RadioButton(const char* label, bool active) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + ImVec2 center = check_bb.GetCenter(); + center.x = IM_ROUND(center.x); + center.y = IM_ROUND(center.y); + const float radius = (square_sz - 1.0f) * 0.5f; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + MarkItemEdited(id); + + RenderNavCursor(total_bb, id); + const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment); + if (active) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark)); + } + + if (style.FrameBorderSize > 0.0f) + { + window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), num_segment, style.FrameBorderSize); + window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), num_segment, style.FrameBorderSize); + } + + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, active ? "(x)" : "( )"); + if (label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. +bool ImGui::RadioButton(const char* label, int* v, int v_button) +{ + const bool pressed = RadioButton(label, *v == v_button); + if (pressed) + *v = v_button; + return pressed; +} + +// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size +void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, 0)) + return; + + // Fraction < 0.0f will display an indeterminate progress bar animation + // The value must be animated along with time, so e.g. passing '-1.0f * ImGui::GetTime()' as fraction works. + const bool is_indeterminate = (fraction < 0.0f); + if (!is_indeterminate) + fraction = ImSaturate(fraction); + + // Out of courtesy we accept a NaN fraction without crashing + float fill_n0 = 0.0f; + float fill_n1 = (fraction == fraction) ? fraction : 0.0f; + + if (is_indeterminate) + { + const float fill_width_n = 0.2f; + fill_n0 = ImFmod(-fraction, 1.0f) * (1.0f + fill_width_n) - fill_width_n; + fill_n1 = ImSaturate(fill_n0 + fill_width_n); + fill_n0 = ImSaturate(fill_n0); + } + + // Render + RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_n0, fill_n1, style.FrameRounding); + + // Default displaying the fraction as percentage string, but user can override it + // Don't display text for indeterminate bars by default + char overlay_buf[32]; + if (!is_indeterminate || overlay != NULL) + { + if (!overlay) + { + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); + overlay = overlay_buf; + } + + ImVec2 overlay_size = CalcTextSize(overlay, NULL); + if (overlay_size.x > 0.0f) + { + float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : ImLerp(bb.Min.x, bb.Max.x, fill_n1) + style.ItemSpacing.x; + RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); + } + } +} + +void ImGui::Bullet() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + { + SameLine(0, style.FramePadding.x * 2); + return; + } + + // Render and stay on same line + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); +} + +// This is provided as a convenience for being an often requested feature. +// FIXME-STYLE: we delayed adding as there is a larger plan to revamp the styling system. +// Because of this we currently don't provide many styling options for this widget +// (e.g. hovered/active colors are automatically inferred from a single color). +bool ImGui::TextLink(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const char* label_end = FindRenderedTextEnd(label); + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcTextSize(label, label_end, true); + ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + RenderNavCursor(bb, id); + + if (hovered) + SetMouseCursor(ImGuiMouseCursor_Hand); + + ImVec4 text_colf = g.Style.Colors[ImGuiCol_TextLink]; + ImVec4 line_colf = text_colf; + { + // FIXME-STYLE: Read comments above. This widget is NOT written in the same style as some earlier widgets, + // as we are currently experimenting/planning a different styling system. + float h, s, v; + ColorConvertRGBtoHSV(text_colf.x, text_colf.y, text_colf.z, h, s, v); + if (held || hovered) + { + v = ImSaturate(v + (held ? 0.4f : 0.3f)); + h = ImFmod(h + 0.02f, 1.0f); + } + ColorConvertHSVtoRGB(h, s, v, text_colf.x, text_colf.y, text_colf.z); + v = ImSaturate(v - 0.20f); + ColorConvertHSVtoRGB(h, s, v, line_colf.x, line_colf.y, line_colf.z); + } + + float line_y = bb.Max.y + ImFloor(g.Font->Descent * g.FontScale * 0.20f); + window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf)); // FIXME-TEXT: Underline mode. + + PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf)); + RenderText(bb.Min, label, label_end); + PopStyleColor(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +void ImGui::TextLinkOpenURL(const char* label, const char* url) +{ + ImGuiContext& g = *GImGui; + if (url == NULL) + url = label; + if (TextLink(label)) + if (g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, url); + SetItemTooltip(LocalizeGetMsg(ImGuiLocKey_OpenLink_s), url); // It is more reassuring for user to _always_ display URL when we same as label + if (BeginPopupContextItem()) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_CopyLink))) + SetClipboardText(url); + EndPopup(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Low-level Layout helpers +//------------------------------------------------------------------------- +// - Spacing() +// - Dummy() +// - NewLine() +// - AlignTextToFramePadding() +// - SeparatorEx() [Internal] +// - Separator() +// - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] +//------------------------------------------------------------------------- + +void ImGui::Spacing() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ItemSize(ImVec2(0, 0)); +} + +void ImGui::Dummy(const ImVec2& size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + ItemAdd(bb, 0); +} + +void ImGui::NewLine() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + ItemSize(ImVec2(0, 0)); + else + ItemSize(ImVec2(0.0f, g.FontSize)); + window->DC.LayoutType = backup_layout_type; +} + +void ImGui::AlignTextToFramePadding() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); +} + +// Horizontal/vertical separating line +// FIXME: Surprisingly, this seemingly trivial widget is a victim of many different legacy/tricky layout issues. +// Note how thickness == 1.0f is handled specifically as not moving CursorPos by 'thickness', but other values are. +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + IM_ASSERT(thickness > 0.0f); + + if (flags & ImGuiSeparatorFlags_Vertical) + { + // Vertical separator, for menu bars (use current line height). + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness, y2)); + ItemSize(ImVec2(thickness, 0.0f)); + if (!ItemAdd(bb, 0)) + return; + + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); + } + else if (flags & ImGuiSeparatorFlags_Horizontal) + { + // Horizontal Separator + float x1 = window->DC.CursorPos.x; + float x2 = window->WorkRect.Max.x; + + // Preserve legacy behavior inside Columns() + // Before Tables API happened, we relied on Separator() to span all columns of a Columns() set. + // We currently don't need to provide the same feature for tables because tables naturally have border features. + ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + { + x1 = window->Pos.x + window->DC.Indent.x; // Used to be Pos.x before 2023/10/03 + x2 = window->Pos.x + window->Size.x; + PushColumnsBackground(); + } + + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) + const float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change. + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness)); + ItemSize(ImVec2(0.0f, thickness_for_layout)); + + if (ItemAdd(bb, 0)) + { + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------\n"); + + } + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + } +} + +void ImGui::Separator() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // Those flags should eventually be configurable by the user + // FIXME: We cannot g.Style.SeparatorTextBorderSize for thickness as it relates to SeparatorText() which is a decorated separator, not defaulting to 1.0f. + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + + // Only applies to legacy Columns() api as they relied on Separator() a lot. + if (window->DC.CurrentColumns) + flags |= ImGuiSeparatorFlags_SpanAllColumns; + + SeparatorEx(flags, 1.0f); +} + +void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStyle& style = g.Style; + + const ImVec2 label_size = CalcTextSize(label, label_end, false); + const ImVec2 pos = window->DC.CursorPos; + const ImVec2 padding = style.SeparatorTextPadding; + + const float separator_thickness = style.SeparatorTextBorderSize; + const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness)); + const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y)); + const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f)); + ItemSize(min_size, text_baseline_y); + if (!ItemAdd(bb, id)) + return; + + const float sep1_x1 = pos.x; + const float sep2_x2 = bb.Max.x; + const float seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f); + + const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f); + const ImVec2 label_pos(pos.x + padding.x + ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y); // FIXME-ALIGN + + // This allows using SameLine() to position something in the 'extra_w' + window->DC.CursorPosPrevLine.x = label_pos.x + label_size.x; + + const ImU32 separator_col = GetColorU32(ImGuiCol_Separator); + if (label_size.x > 0.0f) + { + const float sep1_x2 = label_pos.x - style.ItemSpacing.x; + const float sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x; + if (sep1_x2 > sep1_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep1_x2, seps_y), separator_col, separator_thickness); + if (sep2_x2 > sep2_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + if (g.LogEnabled) + LogSetNextTextDecoration("---", NULL); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, bb.Max.x, label, label_end, &label_size); + } + else + { + if (g.LogEnabled) + LogText("---"); + if (separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + } +} + +void ImGui::SeparatorText(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + // The SeparatorText() vs SeparatorTextEx() distinction is designed to be considerate that we may want: + // - allow separator-text to be draggable items (would require a stable ID + a noticeable highlight) + // - this high-level entry point to allow formatting? (which in turns may require ID separate from formatted string) + // - because of this we probably can't turn 'const char* label' into 'const char* fmt, ...' + // Otherwise, we can decide that users wanting to drag this would layout a dedicated drag-item, + // and then we can turn this into a format function. + SeparatorTextEx(0, label, FindRenderedTextEnd(label), 0.0f); +} + +// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav)) + return false; + + // FIXME: AFAIK the only leftover reason for passing ImGuiButtonFlags_AllowOverlap here is + // to allow caller of SplitterBehavior() to call SetItemAllowOverlap() after the item. + // Nowadays we would instead want to use SetNextItemAllowOverlap() before the item. + ImGuiButtonFlags button_flags = ImGuiButtonFlags_FlattenChildren; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + button_flags |= ImGuiButtonFlags_AllowOverlap; +#endif + + bool hovered, held; + ImRect bb_interact = bb; + bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); + ButtonBehavior(bb_interact, id, &hovered, &held, button_flags); + if (hovered) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb + + if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); + + ImRect bb_render = bb; + if (held) + { + float mouse_delta = (g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min)[axis]; + + // Minimum pane size + float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); + float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); + if (mouse_delta < -size_1_maximum_delta) + mouse_delta = -size_1_maximum_delta; + if (mouse_delta > size_2_maximum_delta) + mouse_delta = size_2_maximum_delta; + + // Apply resize + if (mouse_delta != 0.0f) + { + *size1 = ImMax(*size1 + mouse_delta, min_size1); + *size2 = ImMax(*size2 - mouse_delta, min_size2); + bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); + MarkItemEdited(id); + } + } + + // Render at new position + if (bg_col & IM_COL32_A_MASK) + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f); + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); + + return held; +} + +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +// Set items Width to -1.0f to disable shrinking this item. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +{ + if (count == 1) + { + if (items[0].Width >= 0.0f) + items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + int count_same_width = 1; + while (width_excess > 0.0f && count_same_width < count) + { + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) + count_same_width++; + float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + if (max_width_to_remove_per_item <= 0.0f) + break; + float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + for (int item_n = 0; item_n < count_same_width; item_n++) + items[item_n].Width -= width_to_remove_per_item; + width_excess -= width_to_remove_per_item * count_same_width; + } + + // Round width and redistribute remainder + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. + width_excess = 0.0f; + for (int n = 0; n < count; n++) + { + float width_rounded = ImTrunc(items[n].Width); + width_excess += items[n].Width - width_rounded; + items[n].Width = width_rounded; + } + while (width_excess > 0.0f) + for (int n = 0; n < count && width_excess > 0.0f; n++) + { + float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f); + items[n].Width += width_to_add; + width_excess -= width_to_add; + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ComboBox +//------------------------------------------------------------------------- +// - CalcMaxPopupHeightFromItemCount() [Internal] +// - BeginCombo() +// - BeginComboPopup() [Internal] +// - EndCombo() +// - BeginComboPreview() [Internal] +// - EndComboPreview() [Internal] +// - Combo() +//------------------------------------------------------------------------- + +static float CalcMaxPopupHeightFromItemCount(int items_count) +{ + ImGuiContext& g = *GImGui; + if (items_count <= 0) + return FLT_MAX; + return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); +} + +bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags; + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + if (flags & ImGuiComboFlags_WidthFitPreview) + IM_ASSERT((flags & (ImGuiComboFlags_NoPreview | (ImGuiComboFlags)ImGuiComboFlags_CustomPreview)) == 0); + + const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const float preview_width = ((flags & ImGuiComboFlags_WidthFitPreview) && (preview_value != NULL)) ? CalcTextSize(preview_value, NULL, true).x : 0.0f; + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : ((flags & ImGuiComboFlags_WidthFitPreview) ? (arrow_size + preview_width + style.FramePadding.x * 2.0f) : CalcItemWidth()); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &bb)) + return false; + + // Open on click + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); + bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); + if (pressed && !popup_open) + { + OpenPopupEx(popup_id, ImGuiPopupFlags_None); + popup_open = true; + } + + // Render shape + const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); + RenderNavCursor(bb, id); + if (!(flags & ImGuiComboFlags_NoPreview)) + window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); + if (!(flags & ImGuiComboFlags_NoArrowButton)) + { + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); + if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); + } + RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); + + // Custom preview + if (flags & ImGuiComboFlags_CustomPreview) + { + g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y); + IM_ASSERT(preview_value == NULL || preview_value[0] == 0); + preview_value = NULL; + } + + // Render preview and label + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) + { + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL); + } + if (label_size.x > 0) + RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label); + + if (!popup_open) + return false; + + g.NextWindowData.Flags = backup_next_window_data_flags; + return BeginComboPopup(popup_id, bb, flags); +} + +bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); + return false; + } + + // Set popup size + float w = bb.GetWidth(); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); + } + else + { + if ((flags & ImGuiComboFlags_HeightMask_) == 0) + flags |= ImGuiComboFlags_HeightRegular; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + int popup_max_height_in_items = -1; + if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; + else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; + else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; + ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX); + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size + constraint_min.x = w; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f) + constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items); + SetNextWindowSizeConstraints(constraint_min, constraint_max); + } + + // This is essentially a specialized version of BeginPopupEx() + char name[16]; + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginComboDepth); // Recycle windows based on depth + + // Set position given a custom constraint (peak into expected window size so we can position it) + // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? + // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? + if (ImGuiWindow* popup_window = FindWindowByName(name)) + if (popup_window->WasActive) + { + // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. + ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); + popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)" + ImRect r_outer = GetPopupAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox); + SetNextWindowPos(pos); + } + + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + PushStyleVarX(ImGuiStyleVar_WindowPadding, g.Style.FramePadding.x); // Horizontally align ourselves with the framed text + bool ret = Begin(name, NULL, window_flags); + PopStyleVar(); + if (!ret) + { + EndPopup(); + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + g.BeginComboDepth++; + return true; +} + +void ImGui::EndCombo() +{ + ImGuiContext& g = *GImGui; + EndPopup(); + g.BeginComboDepth--; +} + +// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements +// (Experimental, see GitHub issues: #1658, #4168) +bool ImGui::BeginComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)) + return false; + IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag? + if (!window->ClipRect.Overlaps(preview_data->PreviewRect)) // Narrower test (optional) + return false; + + // FIXME: This could be contained in a PushWorkRect() api + preview_data->BackupCursorPos = window->DC.CursorPos; + preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos; + preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + preview_data->BackupLayout = window->DC.LayoutType; + window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); + + return true; +} + +void ImGui::EndComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future + ImDrawList* draw_list = window->DrawList; + if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y) + if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command + { + draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect; + draw_list->_TryMergeDrawCmds(); + } + PopClipRect(); + window->DC.CursorPos = preview_data->BackupCursorPos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos); + window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; + window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; + window->DC.LayoutType = preview_data->BackupLayout; + window->DC.IsSameLine = false; + preview_data->PreviewRect = ImRect(); +} + +// Getter for the old Combo() API: const char*[] +static const char* Items_ArrayGetter(void* data, int idx) +{ + const char* const* items = (const char* const*)data; + return items[idx]; +} + +// Getter for the old Combo() API: "item1\0item2\0item3\0" +static const char* Items_SingleStringGetter(void* data, int idx) +{ + const char* items_separated_by_zeros = (const char*)data; + int items_count = 0; + const char* p = items_separated_by_zeros; + while (*p) + { + if (idx == items_count) + break; + p += strlen(p) + 1; + items_count++; + } + return *p ? p : NULL; +} + +// Old API, prefer using BeginCombo() nowadays if you can. +bool ImGui::Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Call the getter to obtain the preview string which is a parameter to BeginCombo() + const char* preview_value = NULL; + if (*current_item >= 0 && *current_item < items_count) + preview_value = getter(user_data, *current_item); + + // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. + if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + + if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) + return false; + + // Display items + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count); + clipper.IncludeItemByIndex(*current_item); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected) && *current_item != i) + { + value_changed = true; + *current_item = i; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + + EndCombo(); + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +// Combo box helper allowing to pass an array of strings. +bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) +{ + const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); + return value_changed; +} + +// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" +bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) +{ + int items_count = 0; + const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open + while (*p) + { + p += strlen(p) + 1; + items_count++; + } + bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); + return value_changed; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +struct ImGuiGetNameFromIndexOldToNewCallbackData { void* UserData; bool (*OldCallback)(void*, int, const char**); }; +static const char* ImGuiGetNameFromIndexOldToNewCallback(void* user_data, int idx) +{ + ImGuiGetNameFromIndexOldToNewCallbackData* data = (ImGuiGetNameFromIndexOldToNewCallbackData*)user_data; + const char* s = NULL; + data->OldCallback(data->UserData, idx, &s); + return s; +} + +bool ImGui::ListBox(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return ListBox(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, height_in_items); +} +bool ImGui::Combo(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return Combo(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, popup_max_height_in_items); +} + +#endif + +//------------------------------------------------------------------------- +// [SECTION] Data Type and Data Formatting Helpers [Internal] +//------------------------------------------------------------------------- +// - DataTypeGetInfo() +// - DataTypeFormatString() +// - DataTypeApplyOp() +// - DataTypeApplyFromText() +// - DataTypeCompare() +// - DataTypeClamp() +// - GetMinimumStepAtDecimalPrecision +// - RoundScalarWithFormat<>() +//------------------------------------------------------------------------- + +static const ImGuiDataTypeInfo GDataTypeInfo[] = +{ + { sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "U8", "%u", "%u" }, + { sizeof(short), "S16", "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "U16", "%u", "%u" }, + { sizeof(int), "S32", "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "U32", "%u", "%u" }, +#ifdef _MSC_VER + { sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%I64u","%I64u" }, +#else + { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%llu", "%llu" }, +#endif + { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double + { sizeof(bool), "bool", "%d", "%d" }, // ImGuiDataType_Bool + { 0, "char*","%s", "%s" }, // ImGuiDataType_String +}; +IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); + +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) +{ + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) +{ + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) + return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); + if (data_type == ImGuiDataType_Float) + return ImFormatString(buf, buf_size, format, *(const float*)p_data); + if (data_type == ImGuiDataType_Double) + return ImFormatString(buf, buf_size, format, *(const double*)p_data); + if (data_type == ImGuiDataType_S8) + return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); + IM_ASSERT(0); + return 0; +} + +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2) +{ + IM_ASSERT(op == '+' || op == '-'); + switch (data_type) + { + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; + case ImGuiDataType_S32: + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + return; + case ImGuiDataType_U32: + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + return; + case ImGuiDataType_S64: + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + return; + case ImGuiDataType_U64: + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + return; + case ImGuiDataType_Float: + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } + return; + case ImGuiDataType_Double: + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } + return; + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); +} + +// User can input math operators (e.g. +100) to edit a numerical values. +// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. +bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty) +{ + // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, type_info->Size); + + while (ImCharIsBlankA(*buf)) + buf++; + if (!buf[0]) + { + if (p_data_when_empty != NULL) + { + memcpy(p_data, p_data_when_empty, type_info->Size); + return memcmp(&data_backup, p_data, type_info->Size) != 0; + } + return false; + } + + // Sanitize format + // - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf + // - In theory could treat empty format as using default, but this would only cover rare/bizarre case of using InputScalar() + integer + format string without %. + char format_sanitized[32]; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + format = type_info->ScanFmt; + else + format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized)); + + // Small types need a 32-bit buffer to receive the result from scanf() + int v32 = 0; + if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1) + return false; + if (type_info->Size < 4) + { + if (data_type == ImGuiDataType_S8) + *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + + return memcmp(&data_backup, p_data, type_info->Size) != 0; +} + +template +static int DataTypeCompareT(const T* lhs, const T* rhs) +{ + if (*lhs < *rhs) return -1; + if (*lhs > *rhs) return +1; + return 0; +} + +int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeCompareT((const ImS8* )arg_1, (const ImS8* )arg_2); + case ImGuiDataType_U8: return DataTypeCompareT((const ImU8* )arg_1, (const ImU8* )arg_2); + case ImGuiDataType_S16: return DataTypeCompareT((const ImS16* )arg_1, (const ImS16* )arg_2); + case ImGuiDataType_U16: return DataTypeCompareT((const ImU16* )arg_1, (const ImU16* )arg_2); + case ImGuiDataType_S32: return DataTypeCompareT((const ImS32* )arg_1, (const ImS32* )arg_2); + case ImGuiDataType_U32: return DataTypeCompareT((const ImU32* )arg_1, (const ImU32* )arg_2); + case ImGuiDataType_S64: return DataTypeCompareT((const ImS64* )arg_1, (const ImS64* )arg_2); + case ImGuiDataType_U64: return DataTypeCompareT((const ImU64* )arg_1, (const ImU64* )arg_2); + case ImGuiDataType_Float: return DataTypeCompareT((const float* )arg_1, (const float* )arg_2); + case ImGuiDataType_Double: return DataTypeCompareT((const double*)arg_1, (const double*)arg_2); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return 0; +} + +template +static bool DataTypeClampT(T* v, const T* v_min, const T* v_max) +{ + // Clamp, both sides are optional, return true if modified + if (v_min && *v < *v_min) { *v = *v_min; return true; } + if (v_max && *v > *v_max) { *v = *v_max; return true; } + return false; +} + +bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeClampT((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max); + case ImGuiDataType_U8: return DataTypeClampT((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max); + case ImGuiDataType_S16: return DataTypeClampT((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max); + case ImGuiDataType_U16: return DataTypeClampT((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max); + case ImGuiDataType_S32: return DataTypeClampT((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max); + case ImGuiDataType_U32: return DataTypeClampT((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max); + case ImGuiDataType_S64: return DataTypeClampT((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max); + case ImGuiDataType_U64: return DataTypeClampT((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max); + case ImGuiDataType_Float: return DataTypeClampT((float* )p_data, (const float* )p_min, (const float* )p_max); + case ImGuiDataType_Double: return DataTypeClampT((double*)p_data, (const double*)p_min, (const double*)p_max); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +bool ImGui::DataTypeIsZero(ImGuiDataType data_type, const void* p_data) +{ + ImGuiContext& g = *GImGui; + return DataTypeCompare(data_type, p_data, &g.DataTypeZeroValue) == 0; +} + +static float GetMinimumStepAtDecimalPrecision(int decimal_precision) +{ + static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; + if (decimal_precision < 0) + return FLT_MIN; + return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); +} + +template +TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) +{ + IM_UNUSED(data_type); + IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); + const char* fmt_start = ImParseFormatFindStart(format); + if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string + return v; + + // Sanitize format + char fmt_sanitized[32]; + ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); + fmt_start = fmt_sanitized; + + // Format value with our rounding, and read back + char v_str[64]; + ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); + const char* p = v_str; + while (*p == ' ') + p++; + v = (TYPE)ImAtof(p); + + return v; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +//------------------------------------------------------------------------- +// - DragBehaviorT<>() [Internal] +// - DragBehavior() [Internal] +// - DragScalar() +// - DragScalarN() +// - DragFloat() +// - DragFloat2() +// - DragFloat3() +// - DragFloat4() +// - DragFloatRange2() +// - DragInt() +// - DragInt2() +// - DragInt3() +// - DragInt4() +// - DragIntRange2() +//------------------------------------------------------------------------- + +// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) +template +bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_bounded = (v_min < v_max) || ((v_min == v_max) && (v_min != 0.0f || (flags & ImGuiSliderFlags_ClampZeroRange))); + const bool is_wrapped = is_bounded && (flags & ImGuiSliderFlags_WrapAround); + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + + // Default tweak speed + if (v_speed == 0.0f && is_bounded && (v_max - v_min < FLT_MAX)) + v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); + + // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings + float adjust_delta = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + adjust_delta = g.IO.MouseDelta[axis]; + if (g.IO.KeyAlt && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) + adjust_delta *= 1.0f / 100.0f; + if (g.IO.KeyShift && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) + adjust_delta *= 10.0f; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const float tweak_factor = (flags & ImGuiSliderFlags_NoSpeedTweaks) ? 1.0f : tweak_slow ? 1.0f / 10.0f : tweak_fast ? 10.0f : 1.0f; + adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor; + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); + } + adjust_delta *= v_speed; + + // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. + if (axis == ImGuiAxis_Y) + adjust_delta = -adjust_delta; + + // For logarithmic use our range is effectively 0..1 so scale the delta into that range + if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0 + adjust_delta /= (float)(v_max - v_min); + + // Clear current value on activation + // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. + const bool is_just_activated = g.ActiveIdIsJustActivated; + const bool is_already_past_limits_and_pushing_outward = is_bounded && !is_wrapped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + if (is_just_activated || is_already_past_limits_and_pushing_outward) + { + g.DragCurrentAccum = 0.0f; + g.DragCurrentAccumDirty = false; + } + else if (adjust_delta != 0.0f) + { + g.DragCurrentAccum += adjust_delta; + g.DragCurrentAccumDirty = true; + } + + if (!g.DragCurrentAccumDirty) + return false; + + TYPE v_cur = *v; + FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense) + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + + // Convert to parametric space, apply delta, convert back + float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float v_new_parametric = v_old_parametric + g.DragCurrentAccum; + v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + v_old_ref_for_accum_remainder = v_old_parametric; + } + else + { + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; + } + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + + // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. + g.DragCurrentAccumDirty = false; + if (is_logarithmic) + { + // Convert to parametric space, apply delta, convert back + float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder); + } + else + { + g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); + } + + // Lose zero sign for float/double + if (v_cur == (TYPE)-0) + v_cur = (TYPE)0; + + if (*v != v_cur && is_bounded) + { + if (is_wrapped) + { + // Wrap values + if (v_cur < v_min) + v_cur += v_max - v_min + (is_floating_point ? 0 : 1); + if (v_cur > v_max) + v_cur -= v_max - v_min + (is_floating_point ? 0 : 1); + } + else + { + // Clamp values + handle overflow/wrap-around for integer types. + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) + v_cur = v_min; + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) + v_cur = v_max; + } + } + + // Apply result + if (*v == v_cur) + return false; + *v = v_cur; + return true; +} + +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + { + // Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation. + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + } + if (g.ActiveId != id) + return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. +// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL-clicking on Drag turns it into an InputText + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); + const bool make_active = (clicked || double_clicked || g.NavActivateId == id); + if (make_active && (clicked || double_clicked)) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + // (Optional) simple click (without moving) turns Drag into an InputText + if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) + if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + g.NavActivateId = id; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + temp_input_is_active = true; + } + + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + bool clamp_enabled = false; + if ((flags & ImGuiSliderFlags_ClampOnInput) && (p_min != NULL || p_max != NULL)) + { + const int clamp_range_dir = (p_min != NULL && p_max != NULL) ? DataTypeCompare(data_type, p_min, p_max) : 0; // -1 when *p_min < *p_max, == 0 when *p_min == *p_max + if (p_min == NULL || p_max == NULL || clamp_range_dir < 0) + clamp_enabled = true; + else if (clamp_range_dir == 0) + clamp_enabled = DataTypeIsZero(data_type, p_min) ? ((flags & ImGuiSliderFlags_ClampZeroRange) != 0) : true; + } + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); + if (value_changed) + MarkItemEdited(id); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + float min_min = (v_min >= v_max) ? -FLT_MAX : v_min; + float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + float max_max = (v_min >= v_max) ? FLT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +// NB: v_speed is float to allow adjusting the drag speed with more precision +bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + int min_min = (v_min >= v_max) ? INT_MIN : v_min; + int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + int max_max = (v_min >= v_max) ? INT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +//------------------------------------------------------------------------- +// - ScaleRatioFromValueT<> [Internal] +// - ScaleValueFromRatioT<> [Internal] +// - SliderBehaviorT<>() [Internal] +// - SliderBehavior() [Internal] +// - SliderScalar() +// - SliderScalarN() +// - SliderFloat() +// - SliderFloat2() +// - SliderFloat3() +// - SliderFloat4() +// - SliderAngle() +// - SliderInt() +// - SliderInt2() +// - SliderInt3() +// - SliderInt4() +// - VSliderScalar() +// - VSliderFloat() +// - VSliderInt() +//------------------------------------------------------------------------- + +// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) +template +float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + if (v_min == v_max) + return 0.0f; + IM_UNUSED(data_type); + + const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); + if (is_logarithmic) + { + bool flipped = v_max < v_min; + + if (flipped) // Handle the case where the range is backwards + ImSwap(v_min, v_max); + + // Fudge min/max to avoid getting close to log(0) + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_min == 0.0f) && (v_max < 0.0f)) + v_min_fudged = -logarithmic_zero_epsilon; + else if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float result; + if (v_clamped <= v_min_fudged) + result = 0.0f; // Workaround for values that are in-range but below our fudge + else if (v_clamped >= v_max_fudged) + result = 1.0f; // Workaround for values that are in-range but above our fudge + else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions + { + float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (v == 0.0f) + result = zero_point_center; // Special case for exactly zero + else if (v < 0.0f) + result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L; + else + result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R)); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)); + else + result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)); + + return flipped ? (1.0f - result) : result; + } + else + { + // Linear slider + return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); + } +} + +// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) +template +TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + // We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct" + // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler. + if (t <= 0.0f || v_min == v_max) + return v_min; + if (t >= 1.0f) + return v_max; + + TYPE result = (TYPE)0; + if (is_logarithmic) + { + // Fudge min/max to avoid getting silly results close to zero + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + const bool flipped = v_max < v_min; // Check if range is "backwards" + if (flipped) + ImSwap(v_min_fudged, v_max_fudged); + + // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range + + if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts + { + float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) + result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + else if (t_with_flip < zero_point_center) + result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); + else + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); + } + else + { + // Linear slider + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + if (is_floating_point) + { + result = ImLerp(v_min, v_max, t); + } + else if (t < 1.0) + { + // - For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 + // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. + FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; + result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); + } + } + + return result; +} + +// FIXME: Try to move more of the code into shared SliderBehavior() +template +bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const float v_range_f = (float)(v_min < v_max ? v_max - v_min : v_min - v_max); // We don't need high precision for what we do with it. + + // Calculate bounds + const float grab_padding = 2.0f; // FIXME: Should be part of style. + const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; + float grab_sz = style.GrabMinSize; + if (!is_floating_point && v_range_f >= 0.0f) // v_range_f < 0 may happen on integer overflows + grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + grab_sz = ImMin(grab_sz, slider_sz); + const float slider_usable_sz = slider_sz - grab_sz; + const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; + const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); + } + + // Process interacting with the slider + bool value_changed = false; + if (g.ActiveId == id) + { + bool set_new_value = false; + float clicked_t = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (!g.IO.MouseDown[0]) + { + ClearActiveID(); + } + else + { + const float mouse_abs_pos = g.IO.MousePos[axis]; + if (g.ActiveIdIsJustActivated) + { + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here. + g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f; + } + if (slider_usable_sz > 0.0f) + clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz); + if (axis == ImGuiAxis_Y) + clicked_t = 1.0f - clicked_t; + set_new_value = true; + } + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + if (g.ActiveIdIsJustActivated) + { + g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation + g.SliderCurrentAccumDirty = false; + } + + float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis); + if (input_delta != 0.0f) + { + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + if (decimal_precision > 0) + { + input_delta /= 100.0f; // Keyboard/Gamepad tweak speeds in % of slider bounds + if (tweak_slow) + input_delta /= 10.0f; + } + else + { + if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow) + input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Keyboard/Gamepad tweak speeds in integer steps + else + input_delta /= 100.0f; + } + if (tweak_fast) + input_delta *= 10.0f; + + g.SliderCurrentAccum += input_delta; + g.SliderCurrentAccumDirty = true; + } + + float delta = g.SliderCurrentAccum; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + { + ClearActiveID(); + } + else if (g.SliderCurrentAccumDirty) + { + clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + { + set_new_value = false; + g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate + } + else + { + set_new_value = true; + float old_clicked_t = clicked_t; + clicked_t = ImSaturate(clicked_t + delta); + + // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if (delta > 0) + g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta); + else + g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta); + } + + g.SliderCurrentAccumDirty = false; + } + } + + if (set_new_value) + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + set_new_value = false; + + if (set_new_value) + { + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + + // Apply result + if (*v != v_new) + { + *v = v_new; + value_changed = true; + } + } + } + + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } + else + { + // Output grab position so it can be displayed by the caller + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } + + return value_changed; +} + +// For 32-bit and larger types, slider bounds are limited to half the natural type range. +// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. +// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + IM_ASSERT((flags & ImGuiSliderFlags_WrapAround) == 0); // Not supported by SliderXXX(), only by DragXXX() + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: + IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U32: + IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_S64: + IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U64: + IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Float: + IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Double: + IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL-clicking on Slider turns it into an input box + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + const bool make_active = (clicked || g.NavActivateId == id); + if (make_active && clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + const bool clamp_enabled = (flags & ImGuiSliderFlags_ClampOnInput) != 0; + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; +} + +// Add multiple sliders on 1 line for compact edition of multiple components +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags) +{ + if (format == NULL) + format = "%.0f deg"; + float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); + if (value_changed) + *v_rad = v_deg * (2 * IM_PI) / 360.0f; + return value_changed; +} + +bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(frame_bb, id)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + if (clicked || g.NavActivateId == id) + { + if (clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + // For the vertical slider we allow centered text to overlap the frame padding + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + return value_changed; +} + +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +//------------------------------------------------------------------------- +// - ImParseFormatFindStart() [Internal] +// - ImParseFormatFindEnd() [Internal] +// - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatSanitizeForPrinting() [Internal] +// - ImParseFormatSanitizeForScanning() [Internal] +// - ImParseFormatPrecision() [Internal] +// - TempInputTextScalar() [Internal] +// - InputScalar() +// - InputScalarN() +// - InputFloat() +// - InputFloat2() +// - InputFloat3() +// - InputFloat4() +// - InputInt() +// - InputInt2() +// - InputInt3() +// - InputInt4() +// - InputDouble() +//------------------------------------------------------------------------- + +// We don't use strchr() because our strings are usually very short and often start with '%' +const char* ImParseFormatFindStart(const char* fmt) +{ + while (char c = fmt[0]) + { + if (c == '%' && fmt[1] != '%') + return fmt; + else if (c == '%') + fmt++; + fmt++; + } + return fmt; +} + +const char* ImParseFormatFindEnd(const char* fmt) +{ + // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. + if (fmt[0] != '%') + return fmt; + const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); + const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); + for (char c; (c = *fmt) != 0; fmt++) + { + if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) + return fmt + 1; + if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) + return fmt + 1; + } + return fmt; +} + +// Extract the format out of a format string with leading or trailing decorations +// fmt = "blah blah" -> return "" +// fmt = "%.3f" -> return fmt +// fmt = "hello %.3f" -> return fmt + 6 +// fmt = "%.3f hello" -> return buf written with "%.3f" +const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size) +{ + const char* fmt_start = ImParseFormatFindStart(fmt); + if (fmt_start[0] != '%') + return ""; + const char* fmt_end = ImParseFormatFindEnd(fmt_start); + if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. + return fmt_start; + ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); + return buf; +} + +// Sanitize format +// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi +// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. +void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate +} + +// - For scanning we need to remove all width and precision fields and flags "%+3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d" +const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + const char* fmt_out_begin = fmt_out; + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + bool has_type = false; + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (!has_type && ((c >= '0' && c <= '9') || c == '.' || c == '+' || c == '#')) + continue; + has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate + return fmt_out_begin; +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + +// Parse display precision back from the display format string +// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. +int ImParseFormatPrecision(const char* fmt, int default_precision) +{ + fmt = ImParseFormatFindStart(fmt); + if (fmt[0] != '%') + return default_precision; + fmt++; + while (*fmt >= '0' && *fmt <= '9') + fmt++; + int precision = INT_MAX; + if (*fmt == '.') + { + fmt = ImAtoi(fmt + 1, &precision); + if (precision < 0 || precision > 99) + precision = default_precision; + } + if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation + precision = -1; + if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) + precision = -1; + return (precision == INT_MAX) ? default_precision : precision; +} + +// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) +// FIXME: Facilitate using this in variety of other situations. +// FIXME: Among other things, setting ImGuiItemFlags_AllowDuplicateId in LastItemData is currently correct but +// the expected relationship between TempInputXXX functions and LastItemData is a little fishy. +bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags) +{ + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. + // We clear ActiveID on the first frame to allow the InputText() taking it back. + ImGuiContext& g = *GImGui; + const bool init = (g.TempInputId != id); + if (init) + ClearActiveID(); + + g.CurrentWindow->DC.CursorPos = bb.Min; + g.LastItemData.ItemFlags |= ImGuiItemFlags_AllowDuplicateId; + bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); + if (init) + { + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputId = g.ActiveId; + } + return value_changed; +} + +// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! +// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. +// However this may not be ideal for all uses, as some user code may break on out of bound values. +bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) +{ + // FIXME: May need to clarify display behavior if format doesn't contain %. + // "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405 + ImGuiContext& g = *GImGui; + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + char fmt_buf[32]; + char data_buf[32]; + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + if (format[0] == 0) + format = type_info->PrintFmt; + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); + ImStrTrimBlanks(data_buf); + + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + g.LastItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; // Because TempInputText() uses ImGuiInputTextFlags_MergedItem it doesn't submit a new item, so we poke LastItemData. + bool value_changed = false; + if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) + { + // Backup old value + size_t data_type_size = type_info->Size; + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, data_type_size); + + // Apply new value (or operations) then clamp + DataTypeApplyFromText(data_buf, data_type, p_data, format, NULL); + if (p_clamp_min || p_clamp_max) + { + if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) + ImSwap(p_clamp_min, p_clamp_max); + DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); + } + + // Only mark as edited if new value is different + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; + value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; + if (value_changed) + MarkItemEdited(id); + } + return value_changed; +} + +void ImGui::SetNextItemRefVal(ImGuiDataType data_type, void* p_data) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasRefVal; + memcpy(&g.NextItemData.RefVal, p_data, DataTypeGetInfo(data_type)->Size); +} + +// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. +// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + IM_ASSERT((flags & ImGuiInputTextFlags_EnterReturnsTrue) == 0); // Not supported by InputScalar(). Please open an issue if you this would be useful to you. Otherwise use IsItemDeactivatedAfterEdit()! + + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + void* p_data_default = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasRefVal) ? &g.NextItemData.RefVal : &g.DataTypeZeroValue; + + char buf[64]; + if ((flags & ImGuiInputTextFlags_DisplayEmptyRefVal) && DataTypeCompare(data_type, p_data, p_data_default) == 0) + buf[0] = 0; + else + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); + + // Disable the MarkItemEdited() call in InputText but keep ImGuiItemStatusFlags_Edited. + // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + g.NextItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; + flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + + bool value_changed = false; + if (p_step == NULL) + { + if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); + } + else + { + const float button_size = GetFrameHeight(); + + BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() + PushID(label); + SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + + // Step buttons + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; + if (flags & ImGuiInputTextFlags_ReadOnly) + BeginDisabled(); + PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("-", ImVec2(button_size, button_size))) + { + DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("+", ImVec2(button_size, button_size))) + { + DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + PopItemFlag(); + if (flags & ImGuiInputTextFlags_ReadOnly) + EndDisabled(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + style.FramePadding = backup_frame_padding; + + PopID(); + EndGroup(); + } + + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) +{ + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); +} + +bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) +{ + // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. + const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); +} + +bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) +{ + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint +//------------------------------------------------------------------------- +// - imstb_textedit.h include +// - InputText() +// - InputTextWithHint() +// - InputTextMultiline() +// - InputTextGetCharInfo() [Internal] +// - InputTextReindexLines() [Internal] +// - InputTextReindexLinesRange() [Internal] +// - InputTextEx() [Internal] +// - DebugNodeInputTextState() [Internal] +//------------------------------------------------------------------------- + +namespace ImStb +{ +#include "imstb_textedit.h" +} + +bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint. + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +// This is only used in the path where the multiline widget is inactivate. +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) +{ + int line_count = 0; + const char* s = text_begin; + while (true) + { + const char* s_eol = strchr(s, '\n'); + line_count++; + if (s_eol == NULL) + { + s = s + strlen(s); + break; + } + s = s_eol + 1; + } + *out_text_end = s; + return line_count; +} + +// FIXME: Ideally we'd share code with ImFont::CalcTextSizeA() +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining, ImVec2* out_offset, bool stop_on_new_line) +{ + ImGuiContext& g = *ctx; + ImFont* font = g.Font; + const float line_height = g.FontSize; + const float scale = line_height / font->FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const char* s = text_begin; + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (stop_on_new_line) + break; + continue; + } + if (c == '\r') + continue; + + const float char_width = ((int)c < font->IndexAdvanceX.Size ? font->IndexAdvanceX.Data[c] : font->FallbackAdvanceX) * scale; + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (out_offset) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) +// With our UTF-8 use of stb_textedit: +// - STB_TEXTEDIT_GETCHAR is nothing more than a a "GETBYTE". It's only used to compare to ascii or to copy blocks of text so we are fine. +// - One exception is the STB_TEXTEDIT_IS_SPACE feature which would expect a full char in order to handle full-width space such as 0x3000 (see ImCharIsBlankW). +// - ...but we don't use that feature. +namespace ImStb +{ +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->TextLen; } +static char STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx <= obj->TextLen); return obj->TextSrc[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { unsigned int c; ImTextCharFromUtf8(&c, obj->TextSrc + line_start_idx + char_idx, obj->TextSrc + obj->TextLen); if ((ImWchar)c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance((ImWchar)c) * g.FontScale; } +static char STB_TEXTEDIT_NEWLINE = '\n'; +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) +{ + const char* text = obj->TextSrc; + const char* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSize(obj->Ctx, text + line_start_idx, text + obj->TextLen, &text_remaining, NULL, true); + r->x0 = 0.0f; + r->x1 = size.x; + r->baseline_y_delta = size.y; + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = (int)(text_remaining - (text + line_start_idx)); +} + +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL + +static int IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx >= obj->TextLen) + return obj->TextLen + 1; + unsigned int c; + return idx + ImTextCharFromUtf8(&c, obj->TextSrc + idx, obj->TextSrc + obj->TextLen); +} + +static int IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx <= 0) + return -1; + const char* p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, obj->TextSrc + idx); + return (int)(p - obj->TextSrc); +} + +static bool ImCharIsSeparatorW(unsigned int c) +{ + static const unsigned int separator_list[] = + { + ',', 0x3001, '.', 0x3002, ';', 0xFF1B, '(', 0xFF08, ')', 0xFF09, '{', 0xFF5B, '}', 0xFF5D, + '[', 0x300C, ']', 0x300D, '|', 0xFF5C, '!', 0xFF01, '\\', 0xFFE5, '/', 0x30FB, 0xFF0F, + '\n', '\r', + }; + for (unsigned int separator : separator_list) + if (c == separator) + return true; + return false; +} + +static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) +{ + // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); + return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) +{ + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); + return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + return idx < 0 ? 0 : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) +{ + int len = obj->TextLen; + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + while (idx < len && !is_word_boundary_from_left(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + int len = obj->TextLen; + while (idx < len && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); } +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL + +static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) +{ + // Offset remaining text (+ copy zero terminator) + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + char* dst = obj->TextA.Data + pos; + char* src = obj->TextA.Data + pos + n; + memmove(dst, src, obj->TextLen - n - pos + 1); + obj->Edited = true; + obj->TextLen -= n; +} + +static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len) +{ + const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int text_len = obj->TextLen; + IM_ASSERT(pos <= text_len); + + if (!is_resizable && (new_text_len + obj->TextLen + 1 > obj->BufCapacity)) + return false; + + // Grow internal buffer if needed + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + if (new_text_len + text_len + 1 > obj->TextA.Size) + { + if (!is_resizable) + return false; + obj->TextA.resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1); + obj->TextSrc = obj->TextA.Data; + } + + char* text = obj->TextA.Data; + if (pos != text_len) + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos)); + memcpy(text + pos, new_text, (size_t)new_text_len); + + obj->Edited = true; + obj->TextLen += new_text_len; + obj->TextA[obj->TextLen] = '\0'; + + return true; +} + +// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page +#define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page +#define STB_TEXTEDIT_K_SHIFT 0x400000 + +#define IMSTB_TEXTEDIT_IMPLEMENTATION +#define IMSTB_TEXTEDIT_memmove memmove +#include "imstb_textedit.h" + +// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling +// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) +static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + stb_text_makeundo_replace(str, state, 0, str->TextLen, text_len); + ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->TextLen); + state->cursor = state->select_start = state->select_end = 0; + if (text_len <= 0) + return; + if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) + { + state->cursor = state->select_start = state->select_end = text_len; + state->has_preferred_x = 0; + return; + } + IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() +} + +} // namespace ImStb + +// We added an extra indirection where 'Stb' is heap-allocated, in order facilitate the work of bindings generators. +ImGuiInputTextState::ImGuiInputTextState() +{ + memset(this, 0, sizeof(*this)); + Stb = IM_NEW(ImStbTexteditState); + memset(Stb, 0, sizeof(*Stb)); +} + +ImGuiInputTextState::~ImGuiInputTextState() +{ + IM_DELETE(Stb); +} + +void ImGuiInputTextState::OnKeyPressed(int key) +{ + stb_textedit_key(this, Stb, key); + CursorFollow = true; + CursorAnimReset(); +} + +void ImGuiInputTextState::OnCharPressed(unsigned int c) +{ + // Convert the key to a UTF8 byte sequence. + // The changes we had to make to stb_textedit_key made it very much UTF-8 specific which is not too great. + char utf8[5]; + ImTextCharToUtf8(utf8, c); + stb_textedit_text(this, Stb, utf8, (int)strlen(utf8)); + CursorFollow = true; + CursorAnimReset(); +} + +// Those functions are not inlined in imgui_internal.h, allowing us to hide ImStbTexteditState from that header. +void ImGuiInputTextState::CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking +void ImGuiInputTextState::CursorClamp() { Stb->cursor = ImMin(Stb->cursor, TextLen); Stb->select_start = ImMin(Stb->select_start, TextLen); Stb->select_end = ImMin(Stb->select_end, TextLen); } +bool ImGuiInputTextState::HasSelection() const { return Stb->select_start != Stb->select_end; } +void ImGuiInputTextState::ClearSelection() { Stb->select_start = Stb->select_end = Stb->cursor; } +int ImGuiInputTextState::GetCursorPos() const { return Stb->cursor; } +int ImGuiInputTextState::GetSelectionStart() const { return Stb->select_start; } +int ImGuiInputTextState::GetSelectionEnd() const { return Stb->select_end; } +void ImGuiInputTextState::SelectAll() { Stb->select_start = 0; Stb->cursor = Stb->select_end = TextLen; Stb->has_preferred_x = 0; } +void ImGuiInputTextState::ReloadUserBufAndSelectAll() { WantReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; } +void ImGuiInputTextState::ReloadUserBufAndKeepSelection() { WantReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; } +void ImGuiInputTextState::ReloadUserBufAndMoveToEnd() { WantReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; } + +ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() +{ + memset(this, 0, sizeof(*this)); +} + +// Public API to manipulate UTF-8 text from within a callback. +// FIXME: The existence of this rarely exercised code path is a bit of a nuisance. +// Historically they existed because STB_TEXTEDIT_INSERTCHARS() etc. worked on our ImWchar +// buffer, but nowadays they both work on UTF-8 data. Should aim to merge both. +void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) +{ + IM_ASSERT(pos + bytes_count <= BufTextLen); + char* dst = Buf + pos; + const char* src = Buf + pos + bytes_count; + memmove(dst, src, BufTextLen - bytes_count - pos + 1); + + if (CursorPos >= pos + bytes_count) + CursorPos -= bytes_count; + else if (CursorPos >= pos) + CursorPos = pos; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen -= bytes_count; +} + +void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) +{ + // Accept null ranges + if (new_text == new_text_end) + return; + + // Grow internal buffer if needed + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); + if (new_text_len + BufTextLen >= BufSize) + { + if (!is_resizable) + return; + + ImGuiContext& g = *Ctx; + ImGuiInputTextState* edit_state = &g.InputTextState; + IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); + IM_ASSERT(Buf == edit_state->TextA.Data); + int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; + edit_state->TextA.resize(new_buf_size + 1); + edit_state->TextSrc = edit_state->TextA.Data; + Buf = edit_state->TextA.Data; + BufSize = edit_state->BufCapacity = new_buf_size; + } + + if (BufTextLen != pos) + memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); + memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); + Buf[BufTextLen + new_text_len] = '\0'; + + if (CursorPos >= pos) + CursorPos += new_text_len; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen += new_text_len; +} + +// Return false to discard a character. +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard) +{ + unsigned int c = *p_char; + + // Filter non-printable (NB: isprint is unreliable! see #2467) + bool apply_named_filters = true; + if (c < 0x20) + { + bool pass = false; + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) + pass |= (c == '\t') && (flags & ImGuiInputTextFlags_AllowTabInput) != 0; + if (!pass) + return false; + apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. + } + + if (input_source_is_clipboard == false) + { + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; + + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + } + + // Filter Unicode ranges we are not handling in this build + if (c > IM_UNICODE_CODEPOINT_MAX) + return false; + + // Generic named filters + if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint))) + { + // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'. + // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. + // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. + // Change the default decimal_point with: + // ImGui::GetPlatformIO()->Platform_LocaleDecimalPoint = *localeconv()->decimal_point; + // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. + ImGuiContext& g = *ctx; + const unsigned c_decimal_point = (unsigned int)g.PlatformIO.Platform_LocaleDecimalPoint; + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint)) + if (c == '.' || c == ',') + c = c_decimal_point; + + // Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) + // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may + // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font. + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal)) + if (c >= 0xFF01 && c <= 0xFF5E) + c = c - 0xFF01 + 0x21; + + // Allow 0-9 . - + * / + if (flags & ImGuiInputTextFlags_CharsDecimal) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + return false; + + // Allow 0-9 . - + * / e E + if (flags & ImGuiInputTextFlags_CharsScientific) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + return false; + + // Allow 0-9 a-F A-F + if (flags & ImGuiInputTextFlags_CharsHexadecimal) + if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) + return false; + + // Turn a-z into A-Z + if (flags & ImGuiInputTextFlags_CharsUppercase) + if (c >= 'a' && c <= 'z') + c += (unsigned int)('A' - 'a'); + + if (flags & ImGuiInputTextFlags_CharsNoBlank) + if (ImCharIsBlankW(c)) + return false; + + *p_char = c; + } + + // Custom callback filter + if (flags & ImGuiInputTextFlags_CallbackCharFilter) + { + ImGuiContext& g = *GImGui; + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; + callback_data.EventChar = (ImWchar)c; + callback_data.Flags = flags; + callback_data.UserData = user_data; + if (callback(&callback_data) != 0) + return false; + *p_char = callback_data.EventChar; + if (!callback_data.EventChar) + return false; + } + + return true; +} + +// Find the shortest single replacement we can make to get from old_buf to new_buf +// Note that this doesn't directly alter state->TextA, state->TextLen. They are expected to be made valid separately. +// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly. +static void InputTextReconcileUndoState(ImGuiInputTextState* state, const char* old_buf, int old_length, const char* new_buf, int new_length) +{ + const int shorter_length = ImMin(old_length, new_length); + int first_diff; + for (first_diff = 0; first_diff < shorter_length; first_diff++) + if (old_buf[first_diff] != new_buf[first_diff]) + break; + if (first_diff == old_length && first_diff == new_length) + return; + + int old_last_diff = old_length - 1; + int new_last_diff = new_length - 1; + for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--) + if (old_buf[old_last_diff] != new_buf[new_last_diff]) + break; + + const int insert_len = new_last_diff - first_diff + 1; + const int delete_len = old_last_diff - first_diff + 1; + if (insert_len > 0 || delete_len > 0) + if (IMSTB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb->undostate, first_diff, delete_len, insert_len)) + for (int i = 0; i < delete_len; i++) + p[i] = old_buf[first_diff + i]; +} + +// As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables) +// we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714) +// It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick, +// but that more likely be attractive when we do have _NoLiveEdit flag available. +void ImGui::InputTextDeactivateHook(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputTextState* state = &g.InputTextState; + if (id == 0 || state->ID != id) + return; + g.InputTextDeactivatedState.ID = state->ID; + if (state->Flags & ImGuiInputTextFlags_ReadOnly) + { + g.InputTextDeactivatedState.TextA.resize(0); // In theory this data won't be used, but clear to be neat. + } + else + { + IM_ASSERT(state->TextA.Data != 0); + IM_ASSERT(state->TextA[state->TextLen] == 0); + g.InputTextDeactivatedState.TextA.resize(state->TextLen + 1); + memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->TextLen + 1); + } +} + +// Edit a string of text +// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". +// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match +// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. +// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. +// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h +// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are +// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(buf != NULL && buf_size >= 0); + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + IM_ASSERT(!((flags & ImGuiInputTextFlags_ElideLeft) && (flags & ImGuiInputTextFlags_Multiline))); // Multiline will not work with left-trimming + + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool RENDER_SELECTION_WHEN_INACTIVE = false; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) + BeginGroup(); + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); + + ImGuiWindow* draw_window = window; + ImVec2 inner_size = frame_size; + ImGuiLastItemData item_data_backup; + if (is_multiline) + { + ImVec2 backup_pos = window->DC.CursorPos; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + { + EndGroup(); + return false; + } + item_data_backup = g.LastItemData; + window->DC.CursorPos = backup_pos; + + // Prevent NavActivation from Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping. + if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && (flags & ImGuiInputTextFlags_AllowTabInput)) + g.NavActivateId = 0; + + // Prevent NavActivate reactivating in BeginChild() when we are already active. + const ImGuiID backup_activate_id = g.NavActivateId; + if (g.ActiveId == id) // Prevent reactivation + g.NavActivateId = 0; + + // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); + g.NavActivateId = backup_activate_id; + PopStyleVar(3); + PopStyleColor(); + if (!child_visible) + { + EndChild(); + EndGroup(); + return false; + } + draw_window = g.CurrentWindow; // Child window + draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.CursorPos += style.FramePadding; + inner_size.x -= draw_window->ScrollbarSizes.x; + } + else + { + // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) + ItemSize(total_bb, style.FramePadding.y); + if (!(flags & ImGuiInputTextFlags_MergedItem)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + return false; + } + + // Ensure mouse cursor is set even after switching to keyboard/gamepad mode. May generalize further? (#6417) + bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags | ImGuiItemFlags_NoNavDisableMouseHover); + if (hovered) + SetMouseCursor(ImGuiMouseCursor_TextInput); + if (hovered && g.NavHighlightItemUnderNav) + hovered = false; + + // We are only allowed to access the state if we are already the active widget. + ImGuiInputTextState* state = GetInputTextState(id); + + if (g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) + flags |= ImGuiInputTextFlags_ReadOnly; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard))); + + const bool user_clicked = hovered && io.MouseClicked[0]; + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + bool clear_active_id = false; + bool select_all = false; + + float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; + + const bool init_reload_from_user_buf = (state != NULL && state->WantReloadUserBuf); + const bool init_changed_specs = (state != NULL && state->Stb->single_line != !is_multiline); // state != NULL means its our state. + const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav); + const bool init_state = (init_make_active || user_scroll_active); + if (init_reload_from_user_buf) + { + int new_len = (int)strlen(buf); + IM_ASSERT(new_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?"); + state->WantReloadUserBuf = false; + InputTextReconcileUndoState(state, state->TextA.Data, state->TextLen, buf, new_len); + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextLen = new_len; + memcpy(state->TextA.Data, buf, state->TextLen + 1); + state->Stb->select_start = state->ReloadSelectionStart; + state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd; + state->CursorClamp(); + } + else if ((init_state && g.ActiveId != id) || init_changed_specs) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714) + InputTextDeactivateHook(state->ID); + + // Take a copy of the initial buffer value. + // From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + IM_ASSERT(buf_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?"); + state->TextToRevertTo.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextToRevertTo.Data, buf, buf_len + 1); + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate? + bool recycle_state = (state->ID == id && !init_changed_specs); + if (recycle_state && (state->TextLen != buf_len || (state->TextA.Data == NULL || strncmp(state->TextA.Data, buf, buf_len) != 0))) + recycle_state = false; + + // Start edition + state->ID = id; + state->TextLen = buf_len; + if (!is_readonly) + { + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextA.Data, buf, state->TextLen + 1); + } + + // Find initial scroll position for right alignment + state->Scroll = ImVec2(0.0f, 0.0f); + if (flags & ImGuiInputTextFlags_ElideLeft) + state->Scroll.x += ImMax(0.0f, CalcTextSize(buf).x - frame_size.x + style.FramePadding.x * 2.0f); + + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + if (recycle_state) + state->CursorClamp(); + else + stb_textedit_initialize_state(state->Stb, !is_multiline); + + if (!is_multiline) + { + if (flags & ImGuiInputTextFlags_AutoSelectAll) + select_all = true; + if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) + select_all = true; + if (user_clicked && io.KeyCtrl) + select_all = true; + } + + if (flags & ImGuiInputTextFlags_AlwaysOverwrite) + state->Stb->insert_mode = 1; // stb field name is indeed incorrect (see #2863) + } + + const bool is_osx = io.ConfigMacOSXBehaviors; + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + } + if (g.ActiveId == id) + { + // Declare some inputs, the other are registered and polled via Shortcut() routing system. + // FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combinaison into individual shortcuts. + const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Enter, ImGuiKey_KeypadEnter, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End }; + for (ImGuiKey key : always_owned_keys) + SetKeyOwner(key, id); + if (user_clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + { + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + SetKeyOwner(ImGuiKey_UpArrow, id); + SetKeyOwner(ImGuiKey_DownArrow, id); + } + if (is_multiline) + { + SetKeyOwner(ImGuiKey_PageUp, id); + SetKeyOwner(ImGuiKey_PageDown, id); + } + // FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu + if (is_osx) + SetKeyOwner(ImGuiMod_Alt, id); + + // Expose scroll in a manner that is agnostic to us using a child window + if (is_multiline && state != NULL) + state->Scroll.y = draw_window->Scroll.y; + + // Read-only mode always ever read from source buffer. Refresh TextLen when active. + if (is_readonly && state != NULL) + state->TextLen = (int)strlen(buf); + //if (is_readonly && state != NULL) + // state->TextA.clear(); // Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th allocation. + } + if (state != NULL) + state->TextSrc = is_readonly ? buf : state->TextA.Data; + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + clear_active_id = true; + + // Lock the decision of whether we are going to take the path displaying the cursor or selection + bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool validated = false; + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state; + const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + { + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; + password_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); + PushFont(password_font); + } + + // Process mouse inputs and character inputs + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + state->Edited = false; + state->BufCapacity = buf_size; + state->Flags = flags; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + + // Edit in progress + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->Scroll.x; + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); + + if (select_all) + { + state->SelectAll(); + state->SelectedAllMouseLock = true; + } + else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) + { + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); + const int multiclick_count = (io.MouseClickedCount[0] - 2); + if ((multiclick_count % 2) == 0) + { + // Double-click: Select word + // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant: + // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) + const bool is_bol = (state->Stb->cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor - 1) == '\n'; + if (STB_TEXT_HAS_SELECTION(state->Stb) || !is_bol) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + if (!STB_TEXT_HAS_SELECTION(state->Stb)) + ImStb::stb_textedit_prep_selection_at_cursor(state->Stb); + state->Stb->cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb->cursor); + state->Stb->select_end = state->Stb->cursor; + ImStb::stb_textedit_clamp(state, state->Stb); + } + else + { + // Triple-click: Select line + const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor) == '\n'; + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); + state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); + if (!is_eol && is_multiline) + { + ImSwap(state->Stb->select_start, state->Stb->select_end); + state->Stb->cursor = state->Stb->select_end; + } + state->CursorFollow = false; + } + state->CursorAnimReset(); + } + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) + { + if (hovered) + { + if (io.KeyShift) + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); + else + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; + } + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + state->SelectedAllMouseLock = false; + + // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) + // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes) + if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly) + { + if (Shortcut(ImGuiKey_Tab, ImGuiInputFlags_Repeat, id)) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + // FIXME: Implement Shift+Tab + /* + if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, ImGuiInputFlags_Repeat, id)) + { + } + */ + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl); + if (io.InputQueueCharacters.Size > 0) + { + if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t') // Skip Tab, see above. + continue; + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + + // Consume characters + io.InputQueueCharacters.resize(0); + } + } + + // Process other shortcuts/key-presses + bool revert_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + IM_ASSERT(state != NULL); + + const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); + state->Stb->row_count_per_page = row_count_per_page; + + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + + // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) + // Otherwise we could simply assume that we own the keys as we are active. + const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat; + const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, 0, id)) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, f_repeat, id)) && !is_readonly; + const bool is_undo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || (is_osx && Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id))) && !is_readonly && is_undoable; + const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, 0, id); + + // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); + const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); + const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id)); + + // FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of. + // FIXME-OSX: Missing support for Alt(option)+Right/Left = go to end of line, or next line if already in end of line. + if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) + { + if (!state->HasSelection()) + { + // OSX doesn't seem to have Super+Delete to delete until end-of-line, so we don't emulate that (as opposed to Super+Backspace) + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); + } + else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly) + { + if (!state->HasSelection()) + { + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeyCtrl && !io.KeyAlt && !io.KeySuper) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (is_enter_pressed || is_gamepad_validate) + { + // Determine if we turn Enter into a \n character + bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; + if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + { + validated = true; + if (io.ConfigInputTextEnterKeepActive && !is_multiline) + state->SelectAll(); // No need to scroll + else + clear_active_id = true; + } + else if (!is_readonly) + { + unsigned int c = '\n'; // Insert new line + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + } + else if (is_cancel) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + if (buf[0] != 0) + { + revert_edit = true; + } + else + { + render_cursor = render_selection = false; + clear_active_id = true; + } + } + else + { + clear_active_id = revert_edit = true; + render_cursor = render_selection = false; + } + } + else if (is_undo || is_redo) + { + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); + } + else if (is_select_all) + { + state->SelectAll(); + state->CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + { + // SetClipboardText() only takes null terminated strings + state->TextSrc may point to read-only user buffer, so we need to make a copy. + const int ib = state->HasSelection() ? ImMin(state->Stb->select_start, state->Stb->select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb->select_start, state->Stb->select_end) : state->TextLen; + g.TempBuffer.reserve(ie - ib + 1); + memcpy(g.TempBuffer.Data, state->TextSrc + ib, ie - ib); + g.TempBuffer.Data[ie - ib] = 0; + SetClipboardText(g.TempBuffer.Data); + } + if (is_cut) + { + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, state->Stb); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)strlen(clipboard); + ImVector clipboard_filtered; + clipboard_filtered.reserve(clipboard_len + 1); + for (const char* s = clipboard; *s != 0; ) + { + unsigned int c; + int in_len = ImTextCharFromUtf8(&c, s, NULL); + s += in_len; + if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true)) + continue; + char c_utf8[5]; + ImTextCharToUtf8(c_utf8, c); + int out_len = (int)strlen(c_utf8); + clipboard_filtered.resize(clipboard_filtered.Size + out_len); + memcpy(clipboard_filtered.Data + clipboard_filtered.Size - out_len, c_utf8, out_len); + } + if (clipboard_filtered.Size > 0) // If everything was filtered, ignore the pasting operation + { + clipboard_filtered.push_back(0); + stb_textedit_paste(state, state->Stb, clipboard_filtered.Data, clipboard_filtered.Size - 1); + state->CursorFollow = true; + } + } + } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + } + + // Process callbacks and apply result back to user's buffer. + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + if (revert_edit && !is_readonly) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + // Clear input + IM_ASSERT(buf[0] != 0); + apply_new_text = ""; + apply_new_text_length = 0; + value_changed = true; + IMSTB_TEXTEDIT_CHARTYPE empty_string; + stb_textedit_replace(state, state->Stb, &empty_string, 0); + } + else if (strcmp(buf, state->TextToRevertTo.Data) != 0) + { + apply_new_text = state->TextToRevertTo.Data; + apply_new_text_length = state->TextToRevertTo.Size - 1; + + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + // Push records into the undo stack so we can CTRL+Z the revert operation itself + value_changed = true; + stb_textedit_replace(state, state->Stb, state->TextToRevertTo.Data, state->TextToRevertTo.Size - 1); + } + } + + // FIXME-OPT: We always reapply the live buffer back to the input buffer before clearing ActiveId, + // even though strictly speaking it wasn't modified on this frame. Should mark dirty state from the stb_textedit callbacks. + // If we do that, need to ensure that as special case, 'validated == true' also writes back. + // This also allows the user to use InputText() without maintaining any user-side storage. + // (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object + // unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). + const bool apply_edit_back_to_user_buffer = true;// !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + if (apply_edit_back_to_user_buffer) + { + // Apply current edited text immediately. + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_None; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) + { + event_flag = ImGuiInputTextFlags_CallbackEdit; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + { + event_flag = ImGuiInputTextFlags_CallbackAlways; + } + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = event_flag; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; + + // FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925 + char* callback_buf = is_readonly ? buf : state->TextA.Data; + IM_ASSERT(callback_buf == state->TextSrc); + state->CallbackTextBackup.resize(state->TextLen + 1); + memcpy(state->CallbackTextBackup.Data, callback_buf, state->TextLen + 1); + + callback_data.EventKey = event_key; + callback_data.Buf = callback_buf; + callback_data.BufTextLen = state->TextLen; + callback_data.BufSize = state->BufCapacity; + callback_data.BufDirty = false; + + const int utf8_cursor_pos = callback_data.CursorPos = state->Stb->cursor; + const int utf8_selection_start = callback_data.SelectionStart = state->Stb->select_start; + const int utf8_selection_end = callback_data.SelectionEnd = state->Stb->select_end; + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback + IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacity); + IM_ASSERT(callback_data.Flags == flags); + const bool buf_dirty = callback_data.BufDirty; + if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb->cursor = callback_data.CursorPos; state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb->select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb->cursor : callback_data.SelectionStart; } + if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb->select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb->select_start : callback_data.SelectionEnd; } + if (buf_dirty) + { + // Callback may update buffer and thus set buf_dirty even in read-only mode. + IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + InputTextReconcileUndoState(state, state->CallbackTextBackup.Data, state->CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen); + state->TextLen = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); + } + } + } + + // Will copy result string if modified + if (!is_readonly && strcmp(state->TextSrc, buf) != 0) + { + apply_new_text = state->TextSrc; + apply_new_text_length = state->TextLen; + value_changed = true; + } + } + } + + // Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details) + if (g.InputTextDeactivatedState.ID == id) + { + if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0) + { + apply_new_text = g.InputTextDeactivatedState.TextA.Data; + apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1; + value_changed = true; + //IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text); + } + g.InputTextDeactivatedState.ID = 0; + } + + // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) + if (apply_new_text != NULL) + { + //// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size + //// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used + //// without any storage on user's side. + IM_ASSERT(apply_new_text_length >= 0); + if (is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + //IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + // Otherwise request text input ahead for next frame. + if (g.ActiveId == id && clear_active_id) + ClearActiveID(); + else if (g.ActiveId == id) + g.WantTextInputNextFrame = 1; + + // Render frame + if (!is_multiline) + { + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + } + + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) + { + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->TextLen; + + // Render text (with cursor and selection) + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + const char* text_begin = buf_display; + const char* text_end = text_begin + state->TextLen; + ImVec2 cursor_offset, select_start_offset; + + { + // Find lines numbers straddling cursor and selection min position + int cursor_line_no = render_cursor ? -1 : -1000; + int selmin_line_no = render_selection ? -1 : -1000; + const char* cursor_ptr = render_cursor ? text_begin + state->Stb->cursor : NULL; + const char* selmin_ptr = render_selection ? text_begin + ImMin(state->Stb->select_start, state->Stb->select_end) : NULL; + + // Count lines and find line number for cursor and selection ends + int line_count = 1; + if (is_multiline) + { + for (const char* s = text_begin; (s = (const char*)memchr(s, '\n', (size_t)(text_end - s))) != NULL; s++) + { + if (cursor_line_no == -1 && s >= cursor_ptr) { cursor_line_no = line_count; } + if (selmin_line_no == -1 && s >= selmin_ptr) { selmin_line_no = line_count; } + line_count++; + } + } + if (cursor_line_no == -1) + cursor_line_no = line_count; + if (selmin_line_no == -1) + selmin_line_no = line_count; + + // Calculate 2d position by finding the beginning of the line and measuring distance + cursor_offset.x = InputTextCalcTextSize(&g, ImStrbol(cursor_ptr, text_begin), cursor_ptr).x; + cursor_offset.y = cursor_line_no * g.FontSize; + if (selmin_line_no >= 0) + { + select_start_offset.x = InputTextCalcTextSize(&g, ImStrbol(selmin_ptr, text_begin), selmin_ptr).x; + select_start_offset.y = selmin_line_no * g.FontSize; + } + + // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) + if (is_multiline) + text_size = ImVec2(inner_size.x, line_count * g.FontSize); + } + + // Scroll + if (render_cursor && state->CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = inner_size.x * 0.25f; + const float visible_width = inner_size.x - style.FramePadding.x; + if (cursor_offset.x < state->Scroll.x) + state->Scroll.x = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - visible_width >= state->Scroll.x) + state->Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x); + } + else + { + state->Scroll.y = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + // Test if cursor is vertically visible + if (cursor_offset.y - g.FontSize < scroll_y) + scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y) + scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; + const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); + scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + } + + state->CursorFollow = false; + } + + // Draw selection + const ImVec2 draw_scroll = ImVec2(state->Scroll.x, 0.0f); + if (render_selection) + { + const char* text_selected_begin = text_begin + ImMin(state->Stb->select_start, state->Stb->select_end); + const char* text_selected_end = text_begin + ImMax(state->Stb->select_start, state->Stb->select_end); + + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; + for (const char* p = text_selected_begin; p < text_selected_end; ) + { + if (rect_pos.y > clip_rect.w + g.FontSize) + break; + if (rect_pos.y < clip_rect.y) + { + p = (const char*)memchr((void*)p, '\n', text_selected_end - p); + p = p ? p + 1 : text_selected_end; + } + else + { + ImVec2 rect_size = InputTextCalcTextSize(&g, p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = IM_TRUNC(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); + rect.ClipWith(clip_rect); + if (rect.Overlaps(clip_rect)) + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + rect_pos.x = draw_pos.x - draw_scroll.x; + } + rect_pos.y += g.FontSize; + } + } + + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + // FIXME-OPT: Multiline could submit a smaller amount of contents to AddText() since we already iterated through it. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + + // Draw blinking cursor + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll); + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + { + g.PlatformImeData.WantVisible = true; + g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + g.PlatformImeData.InputLineHeight = g.FontSize; + g.PlatformImeViewport = window->Viewport->ID; + } + } + } + else + { + // Render text only (no selection, no cursor) + if (is_multiline) + text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->TextLen; + else if (!is_displaying_hint) + buf_display_end = buf_display + strlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + // Find render position for right alignment + if (flags & ImGuiInputTextFlags_ElideLeft) + draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - CalcTextSize(buf_display, NULL).x - style.FramePadding.x); + + const ImVec2 draw_scroll = /*state ? ImVec2(state->Scroll.x, 0.0f) :*/ ImVec2(0.0f, 0.0f); // Preserve scroll when inactive? + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + } + + if (is_password && !is_displaying_hint) + PopFont(); + + if (is_multiline) + { + // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (see #4761, #7870)... + Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); + g.NextItemData.ItemFlags |= (ImGuiItemFlags)ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; + EndChild(); + item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); + + // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... + // FIXME: This quite messy/tricky, should attempt to get rid of the child window. + EndGroup(); + if (g.LastItemData.ID == 0 || g.LastItemData.ID != GetWindowScrollbarID(draw_window, ImGuiAxis_Y)) + { + g.LastItemData.ID = id; + g.LastItemData.ItemFlags = item_data_backup.ItemFlags; + g.LastItemData.StatusFlags = item_data_backup.StatusFlags; + } + } + if (state) + state->TextSrc = NULL; + + // Log as text + if (g.LogEnabled && (!is_password || is_displaying_hint)) + { + LogSetNextTextDecoration("{", "}"); + LogRenderedText(&draw_pos, buf_display, buf_display_end); + } + + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if (value_changed) + MarkItemEdited(id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return validated; + else + return value_changed; +} + +void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + ImStb::STB_TexteditState* stb_state = state->Stb; + ImStb::StbUndoState* undo_state = &stb_state->undostate; + Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId); + DebugLocateItemOnHover(state->ID); + Text("CurLenA: %d, Cursor: %d, Selection: %d..%d", state->TextLen, stb_state->cursor, stb_state->select_start, stb_state->select_end); + Text("BufCapacityA: %d", state->BufCapacity); + Text("(Internal Buffer: TextA Size: %d, Capacity: %d)", state->TextA.Size, state->TextA.Capacity); + Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x); + Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point); + if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 10), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) // Visualize undo state + { + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int n = 0; n < IMSTB_TEXTEDIT_UNDOSTATECOUNT; n++) + { + ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n]; + const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' '; + if (undo_rec_type == ' ') + BeginDisabled(); + const int buf_preview_len = (undo_rec_type != ' ' && undo_rec->char_storage != -1) ? undo_rec->insert_length : 0; + const char* buf_preview_str = undo_state->undo_char + undo_rec->char_storage; + Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%.*s\"", + undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf_preview_len, buf_preview_str); + if (undo_rec_type == ' ') + EndDisabled(); + } + PopStyleVar(); + } + EndChild(); +#else + IM_UNUSED(state); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +//------------------------------------------------------------------------- +// - ColorEdit3() +// - ColorEdit4() +// - ColorPicker3() +// - RenderColorRectWithAlphaCheckerboard() [Internal] +// - ColorPicker4() +// - ColorButton() +// - SetColorEditOptions() +// - ColorTooltip() [Internal] +// - ColorEditOptionsPopup() [Internal] +// - ColorPickerOptionsPopup() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); +} + +static void ColorEditRestoreH(const float* col, float* H) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + *H = g.ColorEditSavedHue; +} + +// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation. +// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting. +static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + + // When S == 0, H is undefined. + // When H == 1 it wraps around to 0. + if (*S == 0.0f || (*H == 0.0f && g.ColorEditSavedHue == 1)) + *H = g.ColorEditSavedHue; + + // When V == 0, S is undefined. + if (*V == 0.0f) + *S = g.ColorEditSavedSat; +} + +// Edit colors components (each component in 0.0f..1.0f range). +// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. +bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float square_sz = GetFrameHeight(); + const char* label_display_end = FindRenderedTextEnd(label); + float w_full = CalcItemWidth(); + g.NextItemData.ClearFlags(); + + BeginGroup(); + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + + // If we're not showing any slider there's no point in doing any HSV conversions + const ImGuiColorEditFlags flags_untouched = flags; + if (flags & ImGuiColorEditFlags_NoInputs) + flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; + + // Context menu: display and modify options (before defaults are applied) + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorEditOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_DisplayMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_); + if (!(flags & ImGuiColorEditFlags_DataTypeMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_); + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_); + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + + const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; + const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; + const int components = alpha ? 4 : 3; + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = ImMax(w_full - w_button, 1.0f); + w_full = w_inputs + w_button; + + // Convert to the formats we need + float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + ColorEditRestoreHS(col, &f[0], &f[1], &f[2]); + } + int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; + + bool value_changed = false; + bool value_changed_as_float = false; + + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB/HSV 0..255 Sliders + const float w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1); + + const bool hide_prefix = (IM_TRUNC(w_items / components) <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = + { + { "%3d", "%3d", "%3d", "%3d" }, // Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA + }; + static const char* fmt_table_float[3][4] = + { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA + }; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; + + float prev_split = 0.0f; + for (int n = 0; n < components; n++) + { + if (n > 0) + SameLine(0, style.ItemInnerSpacing.x); + float next_split = IM_TRUNC(w_items * (n + 1) / components); + SetNextItemWidth(ImMax(next_split - prev_split, 1.0f)); + prev_split = next_split; + + // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. + if (flags & ImGuiColorEditFlags_Float) + { + value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed_as_float |= value_changed; + } + else + { + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + } + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB Hexadecimal Input + char buf[64]; + if (alpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); + SetNextItemWidth(w_inputs); + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsUppercase)) + { + value_changed = true; + char* p = buf; + while (*p == '#' || ImCharIsBlankA(*p)) + p++; + i[0] = i[1] = i[2] = 0; + i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) + int r; + if (alpha) + r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + else + r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + + ImGuiWindow* picker_active_window = NULL; + if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) + { + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); + + const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); + if (ColorButton("##ColorButton", col_v4, flags)) + { + if (!(flags & ImGuiColorEditFlags_NoPicker)) + { + // Store current color and open a picker + g.ColorPickerRef = col_v4; + OpenPopup("picker"); + SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y)); + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + if (BeginPopup("picker")) + { + if (g.CurrentWindow->BeginCount == 1) + { + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextEx(label, label_display_end); + Spacing(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); + } + EndPopup(); + } + } + + if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) + { + // Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left), + // but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this. + SameLine(0.0f, style.ItemInnerSpacing.x); + window->DC.CursorPos.x = pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + + // Convert back + if (value_changed && picker_active_window == NULL) + { + if (!value_changed_as_float) + for (int n = 0; n < 4; n++) + f[n] = i[n] / 255.0f; + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + { + g.ColorEditSavedHue = f[0]; + g.ColorEditSavedSat = f[1]; + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0)); + } + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; + } + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + EndGroup(); + + // Drag and Drop Target + // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + { + bool accepted_drag_drop = false; + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 //-V1086 + value_changed = accepted_drag_drop = true; + } + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * components); + value_changed = accepted_drag_drop = true; + } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); + EndDragDropTarget(); + } + + // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). + if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) + g.LastItemData.ID = g.ActiveId; + + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + float col4[4] = { col[0], col[1], col[2], 1.0f }; + if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) + return false; + col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; + return true; +} + +// Helper for ColorPicker4() +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) +{ + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); +} + +// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) +// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) +bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImDrawList* draw_list = window->DrawList; + ImGuiStyle& style = g.Style; + ImGuiIO& io = g.IO; + + const float width = CalcItemWidth(); + const bool is_readonly = ((g.NextItemData.ItemFlags | g.CurrentItemFlags) & ImGuiItemFlags_ReadOnly) != 0; + g.NextItemData.ClearFlags(); + + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + BeginGroup(); + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + flags |= ImGuiColorEditFlags_NoSmallPreview; + + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorPickerOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_; + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); + + // Setup + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; + bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); + ImVec2 picker_pos = window->DC.CursorPos; + float square_sz = GetFrameHeight(); + float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; + float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; + float bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20f); + + float backup_initial_col[4]; + memcpy(backup_initial_col, col, components * sizeof(float)); + + float wheel_thickness = sv_picker_size * 0.08f; + float wheel_r_outer = sv_picker_size * 0.50f; + float wheel_r_inner = wheel_r_outer - wheel_thickness; + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f); + + // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. + float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); + ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. + ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. + ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. + + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + + bool value_changed = false, value_changed_h = false, value_changed_sv = false; + + PushItemFlag(ImGuiItemFlags_NoNav, true); + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Hue wheel + SV triangle logic + InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; + ImVec2 current_off = g.IO.MousePos - wheel_center; + float initial_dist2 = ImLengthSqr(initial_off); + if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1)) + { + // Interactive with Hue wheel + H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f; + if (H < 0.0f) + H += 1.0f; + value_changed = value_changed_h = true; + } + float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); + if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) + { + // Interacting with SV triangle + ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); + if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) + current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); + float uu, vv, ww; + ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); + V = ImClamp(1.0f - vv, 0.0001f, 1.0f); + S = ImClamp(uu / V, 0.0001f, 1.0f); + value_changed = value_changed_sv = true; + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // SV rectangle logic + InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); + V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + ColorEditRestoreH(col, &H); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. + value_changed = value_changed_sv = true; + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + // Hue bar logic + SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); + InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = value_changed_h = true; + } + } + + // Alpha bar logic + if (alpha_bar) + { + SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); + InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = true; + } + } + PopItemFlag(); // ImGuiItemFlags_NoNav + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + SameLine(0, style.ItemInnerSpacing.x); + BeginGroup(); + } + + if (!(flags & ImGuiColorEditFlags_NoLabel)) + { + const char* label_display_end = FindRenderedTextEnd(label); + if (label != label_display_end) + { + if ((flags & ImGuiColorEditFlags_NoSidePreview)) + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + } + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if ((flags & ImGuiColorEditFlags_NoLabel)) + Text("Current"); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); + if (ref_col != NULL) + { + Text("Original"); + ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) + { + memcpy(col, ref_col, components * sizeof(float)); + value_changed = true; + } + } + PopItemFlag(); + EndGroup(); + } + + // Convert back color to RGB + if (value_changed_h || value_changed_sv) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]); + g.ColorEditSavedHue = H; + g.ColorEditSavedSat = S; + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } + + // R,G,B and H,S,V slider color editor + bool value_changed_fix_hue_wrap = false; + if ((flags & ImGuiColorEditFlags_NoInputs) == 0) + { + PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) + { + // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) + value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); + value_changed = true; + } + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); + PopItemWidth(); + } + + // Try to cancel hue wrap (after ColorEdit4 call), if any + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) + { + float new_H, new_S, new_V; + ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); + if (new_H <= 0 && H > 0) + { + if (new_V <= 0 && V != new_V) + ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); + else if (new_S <= 0) + ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); + } + } + + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately. + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! + + ImVec2 sv_cursor_pos; + + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Render Hue Wheel + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); + for (int n = 0; n < 6; n++) + { + const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; + const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; + const int vert_start_idx = draw_list->VtxBuffer.Size; + draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); + draw_list->PathStroke(col_white, 0, wheel_thickness); + const int vert_end_idx = draw_list->VtxBuffer.Size; + + // Paint colors over existing vertices + ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); + ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]); + } + + // Render Cursor + preview on Hue Wheel + float cos_hue_angle = ImCos(H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(H * 2.0f * IM_PI); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); + float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; + int hue_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(hue_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); + + // Render SV triangle (rotated according to hue) + ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); + ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); + ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); + ImVec2 uv_white = GetFontTexUvWhitePixel(); + draw_list->PrimReserve(3, 3); + draw_list->PrimVtx(tra, uv_white, hue_color32); + draw_list->PrimVtx(trb, uv_white, col_black); + draw_list->PrimVtx(trc, uv_white, col_white); + draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); + sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // Render SV Square + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + + // Render Hue Bar + for (int i = 0; i < 6; ++i) + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); + float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); + RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) + float sv_cursor_rad = value_changed_sv ? wheel_thickness * 0.55f : wheel_thickness * 0.40f; + int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments); + + // Render alpha bar + if (alpha_bar) + { + float alpha = ImSaturate(col[3]); + ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); + RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); + RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + EndGroup(); + + if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) + value_changed = false; + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + + return value_changed; +} + +// A little color square. Return true when clicked. +// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. +// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. +// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(desc_id); + const float default_size = GetFrameHeight(); + const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + if (flags & ImGuiColorEditFlags_NoAlpha) + flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); + + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); + float grid_step = ImMin(size.x, size.y) / 2.99f; + float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); + ImRect bb_inner = bb; + float off = 0.0f; + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. + bb_inner.Expand(off); + } + if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) + { + float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); + } + else + { + // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; + if (col_source.w < 1.0f) + RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); + else + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); + } + RenderNavCursor(bb, id); + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + } + + // Drag and Drop Source + // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. + if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); + else + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); + ColorButton(desc_id, col, flags); + SameLine(); + TextEx("Color"); + EndDragDropSource(); + } + + // Tooltip + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered && IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + + return pressed; +} + +// Initialize/override default color options +void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_; + if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_; + if ((flags & ImGuiColorEditFlags_PickerMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_; + if ((flags & ImGuiColorEditFlags_InputMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check only 1 option is selected + g.ColorEditOptions = flags; +} + +// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; + if (text_end > text) + { + TextEx(text, text_end); + Separator(); + } + + ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + SameLine(); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } + EndTooltip(); +} + +void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) +{ + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_); + bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_); + if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) + return; + + ImGuiContext& g = *GImGui; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); + ImGuiColorEditFlags opts = g.ColorEditOptions; + if (allow_opt_inputs) + { + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex; + } + if (allow_opt_datatype) + { + if (allow_opt_inputs) Separator(); + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float; + } + + if (allow_opt_inputs || allow_opt_datatype) + Separator(); + if (Button("Copy as..", ImVec2(-1, 0))) + OpenPopup("Copy"); + if (BeginPopup("Copy")) + { + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + char buf[64]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb); + if (Selectable(buf)) + SetClipboardText(buf); + if (!(flags & ImGuiColorEditFlags_NoAlpha)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + } + EndPopup(); + } + + g.ColorEditOptions = opts; + PopItemFlag(); + EndPopup(); +} + +void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) +{ + bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_); + bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); + if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) + return; + + ImGuiContext& g = *GImGui; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); + if (allow_opt_picker) + { + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + PushItemWidth(picker_size.x); + for (int picker_type = 0; picker_type < 2; picker_type++) + { + // Draw small/thumbnail version of each picker type (over an invisible button for selection) + if (picker_type > 0) Separator(); + PushID(picker_type); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha); + if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; + ImVec2 backup_pos = GetCursorScreenPos(); + if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup + g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_); + SetCursorScreenPos(backup_pos); + ImVec4 previewing_ref_col; + memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); + PopID(); + } + PopItemWidth(); + } + if (allow_opt_alpha_bar) + { + if (allow_opt_picker) Separator(); + CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + } + PopItemFlag(); + EndPopup(); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +//------------------------------------------------------------------------- +// - TreeNode() +// - TreeNodeV() +// - TreeNodeEx() +// - TreeNodeExV() +// - TreeNodeBehavior() [Internal] +// - TreePush() +// - TreePop() +// - GetTreeNodeToLabelSpacing() +// - SetNextItemOpen() +// - CollapsingHeader() +//------------------------------------------------------------------------- + +bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, ImGuiTreeNodeFlags_None, label, NULL); +} + +bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) +{ + return TreeNodeExV(str_id, 0, fmt, args); +} + +bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) +{ + return TreeNodeExV(ptr_id, 0, fmt, args); +} + +bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags, label, NULL); +} + +bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(id, flags, label, label_end); +} + +bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(ptr_id); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(id, flags, label, label_end); +} + +bool ImGui::TreeNodeGetOpen(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + return storage->GetInt(storage_id, 0) != 0; +} + +void ImGui::TreeNodeSetOpen(ImGuiID storage_id, bool open) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + storage->SetInt(storage_id, open ? 1 : 0); +} + +bool ImGui::TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags) +{ + if (flags & ImGuiTreeNodeFlags_Leaf) + return true; + + // We only write to the tree storage if the user clicks, or explicitly use the SetNextItemOpen function + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStorage* storage = window->DC.StateStorage; + + bool is_open; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasOpen) + { + if (g.NextItemData.OpenCond & ImGuiCond_Always) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(storage_id, is_open); + } + else + { + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. + const int stored_value = storage->GetInt(storage_id, -1); + if (stored_value == -1) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(storage_id, is_open); + } + else + { + is_open = stored_value != 0; + } + } + } + else + { + is_open = storage->GetInt(storage_id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + } + + // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). + // NB- If we are above max depth we still allow manually opened nodes to be logged. + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) + is_open = true; + + return is_open; +} + +// Store ImGuiTreeNodeStackData for just submitted node. +// Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase. +static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.TreeNodeStack.resize(g.TreeNodeStack.Size + 1); + ImGuiTreeNodeStackData* tree_node_data = &g.TreeNodeStack.back(); + tree_node_data->ID = g.LastItemData.ID; + tree_node_data->TreeFlags = flags; + tree_node_data->ItemFlags = g.LastItemData.ItemFlags; + tree_node_data->NavRect = g.LastItemData.NavRect; + window->DC.TreeHasStackDataDepthMask |= (1 << window->DC.TreeDepth); +} + +// When using public API, currently 'id == storage_id' is always true, but we separate the values to facilitate advanced user code doing storage queries outside of UI loop. +bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); + + if (!label_end) + label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow + + // We vertically grow up to current line height up the typical widget height. + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); + const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL); + const bool span_all_columns_label = (flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) != 0 && (g.CurrentTable != NULL); + ImRect frame_bb; + frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanLabelWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + frame_height; + if (display_frame) + { + const float outer_extend = IM_TRUNC(window->WindowPadding.x * 0.5f); // Framed header expand a little outside of current limits + frame_bb.Min.x -= outer_extend; + frame_bb.Max.x += outer_extend; + } + + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), padding.y); + + // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing + ImRect interact_bb = frame_bb; + if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanLabelWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f); + + // Compute open and multi-select states before ItemAdd() as it clear NextItem data. + ImGuiID storage_id = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasStorageID) ? g.NextItemData.StorageId : id; + bool is_open = TreeNodeUpdateNextOpen(storage_id, flags); + + bool is_visible; + if (span_all_columns || span_all_columns_label) + { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + is_visible = ItemAdd(interact_bb, id); + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + else + { + is_visible = ItemAdd(interact_bb, id); + } + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + g.LastItemData.DisplayRect = frame_bb; + + // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled: + // Store data for the current depth to allow returning to this node from any child item. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle. + bool store_tree_node_stack_data = false; + if (!(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + { + if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && is_open && !g.NavIdIsAlive) + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + store_tree_node_stack_data = true; + } + + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + if (!is_visible) + { + if (store_tree_node_stack_data && is_open) + TreeNodeStoreStackData(flags); // Call before TreePushOverrideID() + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; + } + + if (span_all_columns || span_all_columns_label) + { + TablePushBackgroundChannel(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; + if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) + button_flags |= ImGuiButtonFlags_AllowOverlap; + if (!is_leaf) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + + // We allow clicking on the arrow section with keyboard modifiers held, in order to easily + // allow browsing a tree while preserving selection with code implementing multi-selection patterns. + // When clicking on the rest of the tree node we always disallow keyboard modifiers. + const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; + const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (is_multi_select) // We absolutely need to distinguish open vs select so _OpenOnArrow comes by default + flags |= (flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 ? ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick : ImGuiTreeNodeFlags_OpenOnArrow; + + // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. + // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. + // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) + // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) + // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) + // It is rather standard that arrow click react on Down rather than Up. + // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. + if (is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_PressedOnClick; + else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + + // Multi-selection support (header) + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + if (is_mouse_x_over_arrow) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + } + else + { + if (window != g.HoveredWindow || !is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_NoKeyModsAllowed; + } + + bool hovered, held; + bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + bool toggled = false; + if (!is_leaf) + { + if (pressed && g.DragDropHoldJustPressedId != id) + { + if ((flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 || (g.NavActivateId == id && !is_multi_select)) + toggled = true; // Single click + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= is_mouse_x_over_arrow && !g.NavHighlightItemUnderNav; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) + toggled = true; // Double click + } + else if (pressed && g.DragDropHoldJustPressedId == id) + { + IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); + if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = true; + else + pressed = false; // Cancel press so it doesn't trigger selection. + } + + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + + if (toggled) + { + is_open = !is_open; + window->DC.StateStorage->SetInt(storage_id, is_open); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; + } + } + + // Multi-selection support (footer) + if (is_multi_select) + { + bool pressed_copy = pressed && !toggled; + MultiSelectItemFooter(id, &selected, &pressed_copy); + if (pressed) + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, interact_bb); + } + + if (selected != was_selected) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + { + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + if (display_frame) + { + // Framed type + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x - padding.x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + if (g.LogEnabled) + LogSetNextTextDecoration("###", "###"); + } + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + } + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogSetNextTextDecoration(">", NULL); + } + + if (span_all_columns && !span_all_columns_label) + TablePopBackgroundChannel(); + + // Label + if (display_frame) + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + else + RenderText(text_pos, label, label_end, false); + + if (span_all_columns_label) + TablePopBackgroundChannel(); + } + + if (store_tree_node_stack_data && is_open) + TreeNodeStoreStackData(flags); // Call before TreePushOverrideID() + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); // Could use TreePush(label) but this avoid computing twice + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; +} + +void ImGui::TreePush(const char* str_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(str_id); +} + +void ImGui::TreePush(const void* ptr_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(ptr_id); +} + +void ImGui::TreePushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Indent(); + window->DC.TreeDepth++; + PushOverrideID(id); +} + +void ImGui::TreePop() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Unindent(); + + window->DC.TreeDepth--; + ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); + + if (window->DC.TreeHasStackDataDepthMask & tree_depth_mask) // Only set during request + { + ImGuiTreeNodeStackData* data = &g.TreeNodeStack.back(); + IM_ASSERT(data->ID == window->IDStack.back()); + if (data->TreeFlags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) + { + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) + if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, data); + } + g.TreeNodeStack.pop_back(); + window->DC.TreeHasStackDataDepthMask &= ~tree_depth_mask; + } + + IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. + PopID(); +} + +// Horizontal distance preceding label when using TreeNode() or Bullet() +float ImGui::GetTreeNodeToLabelSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + (g.Style.FramePadding.x * 2.0f); +} + +// Set next TreeNode/CollapsingHeader open state. +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = (ImU8)(cond ? cond : ImGuiCond_Always); +} + +// Set next TreeNode/CollapsingHeader storage id. +void ImGui::SetNextItemStorageID(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasStorageID; + g.NextItemData.StorageId = storage_id; +} + +// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). +// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). +bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader, label); +} + +// p_visible == NULL : regular collapsing header +// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false +// p_visible != NULL && *p_visible == false : do not show the header at all +// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen. +bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (p_visible && !*p_visible) + return false; + + ImGuiID id = window->GetID(label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader; + if (p_visible) + flags |= ImGuiTreeNodeFlags_AllowOverlap | (ImGuiTreeNodeFlags)ImGuiTreeNodeFlags_ClipLabelForTrailingButton; + bool is_open = TreeNodeBehavior(id, flags, label); + if (p_visible != NULL) + { + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. + ImGuiContext& g = *GImGui; + ImGuiLastItemData last_item_backup = g.LastItemData; + float button_size = g.FontSize; + float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size); + float button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y; + ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); + if (CloseButton(close_button_id, ImVec2(button_x, button_y))) + *p_visible = false; + g.LastItemData = last_item_backup; + } + + return is_open; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Selectable +//------------------------------------------------------------------------- +// - Selectable() +//------------------------------------------------------------------------- + +// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. +// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. +// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowOverlap are also frequently used flags. +// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. +bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. + ImGuiID id = window->GetID(label); + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(size, 0.0f); + + // Fill horizontal space + // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. + const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; + const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; + const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) + size.x = ImMax(label_size.x, max_x - min_x); + + // Text stays at the submission position, but bounding box may be extended on both sides + const ImVec2 text_min = pos; + const ImVec2 text_max(min_x + size.x, pos.y + size.y); + + // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. + // FIXME: Not part of layout so not included in clipper calculation, but ItemSize currently doesn't allow offsetting CursorPos. + ImRect bb(min_x, pos.y, text_max.x, text_max.y); + if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) + { + const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = IM_TRUNC(spacing_x * 0.50f); + const float spacing_U = IM_TRUNC(spacing_y * 0.50f); + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + } + //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } + + const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; + const ImGuiItemFlags extra_item_flags = disabled_item ? (ImGuiItemFlags)ImGuiItemFlags_Disabled : ImGuiItemFlags_None; + bool is_visible; + if (span_all_columns) + { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + else + { + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + } + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(bb)) // Extra layer of "no logic clip" for box-select support (would be more overhead to add to ItemAdd) + return false; + + const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (disabled_item && !disabled_global) // Only testing this as an optimization + BeginDisabled(); + + // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, + // which would be advantageous since most selectable are not selected. + if (span_all_columns) + { + if (g.CurrentTable) + TablePushBackgroundChannel(); + else if (window->DC.CurrentColumns) + PushColumnsBackground(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries + ImGuiButtonFlags button_flags = 0; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } + if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; } + if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } + if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } + if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } + if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; } + + // Multi-selection support (header) + const bool was_selected = selected; + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + } + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + + // Multi-selection support (footer) + if (is_multi_select) + { + MultiSelectItemFooter(id, &selected, &pressed); + } + else + { + // Auto-select when moved into + // - This will be more fully fleshed in the range-select branch + // - This is not exposed as it won't nicely work with some user side handling of shift/control + // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons + // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) + // - (2) usage will fail with clipped items + // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. + if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId) + if (g.NavJustMovedToId == id) + selected = pressed = true; + } + + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with keyboard/gamepad + if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) + { + if (!g.NavHighlightItemUnderNav && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + { + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect) + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + } + if (pressed) + MarkItemEdited(id); + + if (selected != was_selected) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + if (is_visible) + { + const bool highlighted = hovered || (flags & ImGuiSelectableFlags_Highlight); + if (highlighted || selected) + { + // Between 1.91.0 and 1.91.4 we made selected Selectable use an arbitrary lerp between _Header and _HeaderHovered. Removed that now. (#8106) + ImU32 col = GetColorU32((held && highlighted) ? ImGuiCol_HeaderActive : highlighted ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + } + if (g.NavId == id) + { + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + RenderNavCursor(bb, id, nav_render_cursor_flags); + } + } + + if (span_all_columns) + { + if (g.CurrentTable) + TablePopBackgroundChannel(); + else if (window->DC.CurrentColumns) + PopColumnsBackground(); + } + + if (is_visible) + RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); + + // Automatically close popups + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_NoAutoClosePopups) && (g.LastItemData.ItemFlags & ImGuiItemFlags_AutoClosePopups)) + CloseCurrentPopup(); + + if (disabled_item && !disabled_global) + EndDisabled(); + + // Selectable() always returns a pressed state! + // Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui::IsItemToggledSelection() to retrieve + // selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching EndMultiSelect(). + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; //-V1020 +} + +bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + if (Selectable(label, *p_selected, flags, size_arg)) + { + *p_selected = !*p_selected; + return true; + } + return false; +} + + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Typing-Select support +//------------------------------------------------------------------------- + +// [Experimental] Currently not exposed in public API. +// Consume character inputs and return search request, if any. +// This would typically only be called on the focused window or location you want to grab inputs for, e.g. +// if (ImGui::IsWindowFocused(...)) +// if (ImGuiTypingSelectRequest* req = ImGui::GetTypingSelectRequest()) +// focus_idx = ImGui::TypingSelectFindMatch(req, my_items.size(), [](void*, int n) { return my_items[n]->Name; }, &my_items, -1); +// However the code is written in a way where calling it from multiple locations is safe (e.g. to obtain buffer). +ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiTypingSelectState* data = &g.TypingSelectState; + ImGuiTypingSelectRequest* out_request = &data->Request; + + // Clear buffer + const float TYPING_SELECT_RESET_TIMER = 1.80f; // FIXME: Potentially move to IO config. + const int TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK = 4; // Lock single char matching when repeating same char 4 times + if (data->SearchBuffer[0] != 0) + { + bool clear_buffer = false; + clear_buffer |= (g.NavFocusScopeId != data->FocusScope); + clear_buffer |= (data->LastRequestTime + TYPING_SELECT_RESET_TIMER < g.Time); + clear_buffer |= g.NavAnyRequest; + clear_buffer |= g.ActiveId != 0 && g.NavActivateId == 0; // Allow temporary SPACE activation to not interfere + clear_buffer |= IsKeyPressed(ImGuiKey_Escape) || IsKeyPressed(ImGuiKey_Enter); + clear_buffer |= IsKeyPressed(ImGuiKey_Backspace) && (flags & ImGuiTypingSelectFlags_AllowBackspace) == 0; + //if (clear_buffer) { IMGUI_DEBUG_LOG("GetTypingSelectRequest(): Clear SearchBuffer.\n"); } + if (clear_buffer) + data->Clear(); + } + + // Append to buffer + const int buffer_max_len = IM_ARRAYSIZE(data->SearchBuffer) - 1; + int buffer_len = (int)strlen(data->SearchBuffer); + bool select_request = false; + for (ImWchar w : g.IO.InputQueueCharacters) + { + const int w_len = ImTextCountUtf8BytesFromStr(&w, &w + 1); + if (w < 32 || (buffer_len == 0 && ImCharIsBlankW(w)) || (buffer_len + w_len > buffer_max_len)) // Ignore leading blanks + continue; + char w_buf[5]; + ImTextCharToUtf8(w_buf, (unsigned int)w); + if (data->SingleCharModeLock && w_len == out_request->SingleCharSize && memcmp(w_buf, data->SearchBuffer, w_len) == 0) + { + select_request = true; // Same character: don't need to append to buffer. + continue; + } + if (data->SingleCharModeLock) + { + data->Clear(); // Different character: clear + buffer_len = 0; + } + memcpy(data->SearchBuffer + buffer_len, w_buf, w_len + 1); // Append + buffer_len += w_len; + select_request = true; + } + g.IO.InputQueueCharacters.resize(0); + + // Handle backspace + if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, ImGuiInputFlags_Repeat)) + { + char* p = (char*)(void*)ImTextFindPreviousUtf8Codepoint(data->SearchBuffer, data->SearchBuffer + buffer_len); + *p = 0; + buffer_len = (int)(p - data->SearchBuffer); + } + + // Return request if any + if (buffer_len == 0) + return NULL; + if (select_request) + { + data->FocusScope = g.NavFocusScopeId; + data->LastRequestFrame = g.FrameCount; + data->LastRequestTime = (float)g.Time; + } + out_request->Flags = flags; + out_request->SearchBufferLen = buffer_len; + out_request->SearchBuffer = data->SearchBuffer; + out_request->SelectRequest = (data->LastRequestFrame == g.FrameCount); + out_request->SingleCharMode = false; + out_request->SingleCharSize = 0; + + // Calculate if buffer contains the same character repeated. + // - This can be used to implement a special search mode on first character. + // - Performed on UTF-8 codepoint for correctness. + // - SingleCharMode is always set for first input character, because it usually leads to a "next". + if (flags & ImGuiTypingSelectFlags_AllowSingleCharMode) + { + const char* buf_begin = out_request->SearchBuffer; + const char* buf_end = out_request->SearchBuffer + out_request->SearchBufferLen; + const int c0_len = ImTextCountUtf8BytesFromChar(buf_begin, buf_end); + const char* p = buf_begin + c0_len; + for (; p < buf_end; p += c0_len) + if (memcmp(buf_begin, p, (size_t)c0_len) != 0) + break; + const int single_char_count = (p == buf_end) ? (out_request->SearchBufferLen / c0_len) : 0; + out_request->SingleCharMode = (single_char_count > 0 || data->SingleCharModeLock); + out_request->SingleCharSize = (ImS8)c0_len; + data->SingleCharModeLock |= (single_char_count >= TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK); // From now on we stop search matching to lock to single char mode. + } + + return out_request; +} + +static int ImStrimatchlen(const char* s1, const char* s1_end, const char* s2) +{ + int match_len = 0; + while (s1 < s1_end && ImToUpper(*s1++) == ImToUpper(*s2++)) + match_len++; + return match_len; +} + +// Default handler for finding a result for typing-select. You may implement your own. +// You might want to display a tooltip to visualize the current request SearchBuffer +// When SingleCharMode is set: +// - it is better to NOT display a tooltip of other on-screen display indicator. +// - the index of the currently focused item is required. +// if your SetNextItemSelectionUserData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem, otherwise from g.NavLastValidSelectionUserData. +int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + if (req == NULL || req->SelectRequest == false) // Support NULL parameter so both calls can be done from same spot. + return -1; + int idx = -1; + if (req->SingleCharMode && (req->Flags & ImGuiTypingSelectFlags_AllowSingleCharMode)) + idx = TypingSelectFindNextSingleCharMatch(req, items_count, get_item_name_func, user_data, nav_item_idx); + else + idx = TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data); + if (idx != -1) + SetNavCursorVisibleAfterMove(); + return idx; +} + +// Special handling when a single character is repeated: perform search on a single letter and goes to next. +int ImGui::TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + // FIXME: Assume selection user data is index. Would be extremely practical. + //if (nav_item_idx == -1) + // nav_item_idx = (int)g.NavLastValidSelectionUserData; + + int first_match_idx = -1; + bool return_next_match = false; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + if (ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SingleCharSize, item_name) < req->SingleCharSize) + continue; + if (return_next_match) // Return next matching item after current item. + return idx; + if (first_match_idx == -1 && nav_item_idx == -1) // Return first match immediately if we don't have a nav_item_idx value. + return idx; + if (first_match_idx == -1) // Record first match for wrapping. + first_match_idx = idx; + if (nav_item_idx == idx) // Record that we encountering nav_item so we can return next match. + return_next_match = true; + } + return first_match_idx; // First result +} + +int ImGui::TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data) +{ + int longest_match_idx = -1; + int longest_match_len = 0; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + const int match_len = ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SearchBufferLen, item_name); + if (match_len <= longest_match_len) + continue; + longest_match_idx = idx; + longest_match_len = match_len; + if (match_len == req->SearchBufferLen) + break; + } + return longest_match_idx; +} + +void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState* data) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + Text("SearchBuffer = \"%s\"", data->SearchBuffer); + Text("SingleCharMode = %d, Size = %d, Lock = %d", data->Request.SingleCharMode, data->Request.SingleCharSize, data->SingleCharModeLock); + Text("LastRequest = time: %.2f, frame: %d", data->LastRequestTime, data->LastRequestFrame); +#else + IM_UNUSED(data); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Box-Select support +// This has been extracted away from Multi-Select logic in the hope that it could eventually be used elsewhere, but hasn't been yet. +//------------------------------------------------------------------------- +// Extra logic in MultiSelectItemFooter() and ImGuiListClipper::Step() +//------------------------------------------------------------------------- +// - BoxSelectPreStartDrag() [Internal] +// - BoxSelectActivateDrag() [Internal] +// - BoxSelectDeactivateDrag() [Internal] +// - BoxSelectScrollWithMouseDrag() [Internal] +// - BeginBoxSelect() [Internal] +// - EndBoxSelect() [Internal] +//------------------------------------------------------------------------- + +// Call on the initial click. +static void BoxSelectPreStartDrag(ImGuiID id, ImGuiSelectionUserData clicked_item) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + bs->ID = id; + bs->IsStarting = true; // Consider starting box-select. + bs->IsStartedFromVoid = (clicked_item == ImGuiSelectionUserData_Invalid); + bs->IsStartedSetNavIdOnce = bs->IsStartedFromVoid; + bs->KeyMods = g.IO.KeyMods; + bs->StartPosRel = bs->EndPosRel = ImGui::WindowPosAbsToRel(g.CurrentWindow, g.IO.MousePos); + bs->ScrollAccum = ImVec2(0.0f, 0.0f); +} + +static void BoxSelectActivateDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Activate\n", bs->ID); + bs->IsActive = true; + bs->Window = window; + bs->IsStarting = false; + ImGui::SetActiveID(bs->ID, window); + ImGui::SetActiveIdUsingAllKeyboardKeys(); + if (bs->IsStartedFromVoid && (bs->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0) + bs->RequestClear = true; +} + +static void BoxSelectDeactivateDrag(ImGuiBoxSelectState* bs) +{ + ImGuiContext& g = *GImGui; + bs->IsActive = bs->IsStarting = false; + if (g.ActiveId == bs->ID) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Deactivate\n", bs->ID); + ImGui::ClearActiveID(); + } + bs->ID = 0; +} + +static void BoxSelectScrollWithMouseDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window, const ImRect& inner_r) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(bs->Window == window); + for (int n = 0; n < 2; n++) // each axis + { + const float mouse_pos = g.IO.MousePos[n]; + const float dist = (mouse_pos > inner_r.Max[n]) ? mouse_pos - inner_r.Max[n] : (mouse_pos < inner_r.Min[n]) ? mouse_pos - inner_r.Min[n] : 0.0f; + const float scroll_curr = window->Scroll[n]; + if (dist == 0.0f || (dist < 0.0f && scroll_curr < 0.0f) || (dist > 0.0f && scroll_curr >= window->ScrollMax[n])) + continue; + + const float speed_multiplier = ImLinearRemapClamp(g.FontSize, g.FontSize * 5.0f, 1.0f, 4.0f, ImAbs(dist)); // x1 to x4 depending on distance + const float scroll_step = g.FontSize * 35.0f * speed_multiplier * ImSign(dist) * g.IO.DeltaTime; + bs->ScrollAccum[n] += scroll_step; + + // Accumulate into a stored value so we can handle high-framerate + const float scroll_step_i = ImFloor(bs->ScrollAccum[n]); + if (scroll_step_i == 0.0f) + continue; + if (n == 0) + ImGui::SetScrollX(window, scroll_curr + scroll_step_i); + else + ImGui::SetScrollY(window, scroll_curr + scroll_step_i); + bs->ScrollAccum[n] -= scroll_step_i; + } +} + +bool ImGui::BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + KeepAliveID(box_select_id); + if (bs->ID != box_select_id) + return false; + + // IsStarting is set by MultiSelectItemFooter() when considering a possible box-select. We validate it here and lock geometry. + bs->UnclipMode = false; + bs->RequestClear = false; + if (bs->IsStarting && IsMouseDragPastThreshold(0)) + BoxSelectActivateDrag(bs, window); + else if ((bs->IsStarting || bs->IsActive) && g.IO.MouseDown[0] == false) + BoxSelectDeactivateDrag(bs); + if (!bs->IsActive) + return false; + + // Current frame absolute prev/current rectangles are used to toggle selection. + // They are derived from positions relative to scrolling space. + ImVec2 start_pos_abs = WindowPosRelToAbs(window, bs->StartPosRel); + ImVec2 prev_end_pos_abs = WindowPosRelToAbs(window, bs->EndPosRel); // Clamped already + ImVec2 curr_end_pos_abs = g.IO.MousePos; + if (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) // Box-select scrolling only happens with ScopeWindow + curr_end_pos_abs = ImClamp(curr_end_pos_abs, scope_rect.Min, scope_rect.Max); + bs->BoxSelectRectPrev.Min = ImMin(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectPrev.Max = ImMax(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectCurr.Min = ImMin(start_pos_abs, curr_end_pos_abs); + bs->BoxSelectRectCurr.Max = ImMax(start_pos_abs, curr_end_pos_abs); + + // Box-select 2D mode detects horizontal changes (vertical ones are already picked by Clipper) + // Storing an extra rect used by widgets supporting box-select. + if (ms_flags & ImGuiMultiSelectFlags_BoxSelect2d) + if (bs->BoxSelectRectPrev.Min.x != bs->BoxSelectRectCurr.Min.x || bs->BoxSelectRectPrev.Max.x != bs->BoxSelectRectCurr.Max.x) + { + bs->UnclipMode = true; + bs->UnclipRect = bs->BoxSelectRectPrev; // FIXME-OPT: UnclipRect x coordinates could be intersection of Prev and Curr rect on X axis. + bs->UnclipRect.Add(bs->BoxSelectRectCurr); + } + + //GetForegroundDrawList()->AddRect(bs->UnclipRect.Min, bs->UnclipRect.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectPrev.Min, bs->BoxSelectRectPrev.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectCurr.Min, bs->BoxSelectRectCurr.Max, IM_COL32(0,255,0,200), 0.0f, 0, 1.0f); + return true; +} + +void ImGui::EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + IM_ASSERT(bs->IsActive); + bs->UnclipMode = false; + + // Render selection rectangle + bs->EndPosRel = WindowPosAbsToRel(window, ImClamp(g.IO.MousePos, scope_rect.Min, scope_rect.Max)); // Clamp stored position according to current scrolling view + ImRect box_select_r = bs->BoxSelectRectCurr; + box_select_r.ClipWith(scope_rect); + window->DrawList->AddRectFilled(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_SeparatorHovered, 0.30f)); // FIXME-MULTISELECT: Styling + window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT: Styling + + // Scroll + const bool enable_scroll = (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) && (ms_flags & ImGuiMultiSelectFlags_BoxSelectNoScroll) == 0; + if (enable_scroll) + { + ImRect scroll_r = scope_rect; + scroll_r.Expand(-g.FontSize); + //GetForegroundDrawList()->AddRect(scroll_r.Min, scroll_r.Max, IM_COL32(0, 255, 0, 255)); + if (!scroll_r.Contains(g.IO.MousePos)) + BoxSelectScrollWithMouseDrag(bs, window, scroll_r); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select support +//------------------------------------------------------------------------- +// - DebugLogMultiSelectRequests() [Internal] +// - CalcScopeRect() [Internal] +// - BeginMultiSelect() +// - EndMultiSelect() +// - SetNextItemSelectionUserData() +// - MultiSelectItemHeader() [Internal] +// - MultiSelectItemFooter() [Internal] +// - DebugNodeMultiSelectState() [Internal] +//------------------------------------------------------------------------- + +static void DebugLogMultiSelectRequests(const char* function, const ImGuiMultiSelectIO* io) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(function); + for (const ImGuiSelectionRequest& req : io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetAll %d (= %s)\n", function, req.Selected, req.Selected ? "SelectAll" : "Clear"); + if (req.Type == ImGuiSelectionRequestType_SetRange) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetRange %" IM_PRId64 "..%" IM_PRId64 " (0x%" IM_PRIX64 "..0x%" IM_PRIX64 ") = %d (dir %d)\n", function, req.RangeFirstItem, req.RangeLastItem, req.RangeFirstItem, req.RangeLastItem, req.Selected, req.RangeDirection); + } +} + +static ImRect CalcScopeRect(ImGuiMultiSelectTempData* ms, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + { + // Warning: this depends on CursorMaxPos so it means to be called by EndMultiSelect() only + return ImRect(ms->ScopeRectMin, ImMax(window->DC.CursorMaxPos, ms->ScopeRectMin)); + } + else + { + // When a table, pull HostClipRect, which allows us to predict ClipRect before first row/layout is performed. (#7970) + ImRect scope_rect = window->InnerClipRect; + if (g.CurrentTable != NULL) + scope_rect = g.CurrentTable->HostClipRect; + + // Add inner table decoration (#7821) // FIXME: Why not baking in InnerClipRect? + scope_rect.Min = ImMin(scope_rect.Min + ImVec2(window->DecoInnerSizeX1, window->DecoInnerSizeY1), scope_rect.Max); + return scope_rect; + } +} + +// Return ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +// Passing 'selection_size' and 'items_count' parameters is currently optional. +// - 'selection_size' is useful to disable some shortcut routing: e.g. ImGuiMultiSelectFlags_ClearOnEscape won't claim Escape key when selection_size 0, +// allowing a first press to clear selection THEN the second press to leave child window and return to parent. +// - 'items_count' is stored in ImGuiMultiSelectIO which makes it a convenient way to pass the information to your ApplyRequest() handler (but you may pass it differently). +// - If they are costly for you to compute (e.g. external intrusive selection without maintaining size), you may avoid them and pass -1. +// - If you can easily tell if your selection is empty or not, you may pass 0/1, or you may enable ImGuiMultiSelectFlags_ClearOnEscape flag dynamically. +ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size, int items_count) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (++g.MultiSelectTempDataStacked > g.MultiSelectTempData.Size) + g.MultiSelectTempData.resize(g.MultiSelectTempDataStacked, ImGuiMultiSelectTempData()); + ImGuiMultiSelectTempData* ms = &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1]; + IM_STATIC_ASSERT(offsetof(ImGuiMultiSelectTempData, IO) == 0); // Clear() relies on that. + g.CurrentMultiSelect = ms; + if ((flags & (ImGuiMultiSelectFlags_ScopeWindow | ImGuiMultiSelectFlags_ScopeRect)) == 0) + flags |= ImGuiMultiSelectFlags_ScopeWindow; + if (flags & ImGuiMultiSelectFlags_SingleSelect) + flags &= ~(ImGuiMultiSelectFlags_BoxSelect2d | ImGuiMultiSelectFlags_BoxSelect1d); + if (flags & ImGuiMultiSelectFlags_BoxSelect2d) + flags &= ~ImGuiMultiSelectFlags_BoxSelect1d; + + // FIXME: Workaround to the fact we override CursorMaxPos, meaning size measurement are lost. (#8250) + // They should perhaps be stacked properly? + if (ImGuiTable* table = g.CurrentTable) + if (table->CurrentColumn != -1) + TableEndCell(table); // This is currently safe to call multiple time. If that properly is lost we can extract the "save measurement" part of it. + + // FIXME: BeginFocusScope() + const ImGuiID id = window->IDStack.back(); + ms->Clear(); + ms->FocusScopeId = id; + ms->Flags = flags; + ms->IsFocused = (ms->FocusScopeId == g.NavFocusScopeId); + ms->BackupCursorMaxPos = window->DC.CursorMaxPos; + ms->ScopeRectMin = window->DC.CursorMaxPos = window->DC.CursorPos; + PushFocusScope(ms->FocusScopeId); + if (flags & ImGuiMultiSelectFlags_ScopeWindow) // Mark parent child window as navigable into, with highlight. Assume user will always submit interactive items. + window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; + + // Use copy of keyboard mods at the time of the request, otherwise we would requires mods to be held for an extra frame. + ms->KeyMods = g.NavJustMovedToId ? (g.NavJustMovedToIsTabbing ? 0 : g.NavJustMovedToKeyMods) : g.IO.KeyMods; + if (flags & ImGuiMultiSelectFlags_NoRangeSelect) + ms->KeyMods &= ~ImGuiMod_Shift; + + // Bind storage + ImGuiMultiSelectState* storage = g.MultiSelectStorage.GetOrAddByKey(id); + storage->ID = id; + storage->LastFrameActive = g.FrameCount; + storage->LastSelectionSize = selection_size; + storage->Window = window; + ms->Storage = storage; + + // Output to user + ms->IO.Requests.resize(0); + ms->IO.RangeSrcItem = storage->RangeSrcItem; + ms->IO.NavIdItem = storage->NavIdItem; + ms->IO.NavIdSelected = (storage->NavIdSelected == 1) ? true : false; + ms->IO.ItemsCount = items_count; + + // Clear when using Navigation to move within the scope + // (we compare FocusScopeId so it possible to use multiple selections inside a same window) + bool request_clear = false; + bool request_select_all = false; + if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == ms->FocusScopeId && g.NavJustMovedToHasSelectionData) + { + if (ms->KeyMods & ImGuiMod_Shift) + ms->IsKeyboardSetRange = true; + if (ms->IsKeyboardSetRange) + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid); // Not ready -> could clear? + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + else if (g.NavJustMovedFromFocusScopeId == ms->FocusScopeId) + { + // Also clear on leaving scope (may be optional?) + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + + // Box-select handling: update active state. + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + ms->BoxSelectId = GetID("##BoxSelect"); + if (BeginBoxSelect(CalcScopeRect(ms, window), window, ms->BoxSelectId, flags)) + request_clear |= bs->RequestClear; + } + + if (ms->IsFocused) + { + // Shortcut: Clear selection (Escape) + // - Only claim shortcut if selection is not empty, allowing further presses on Escape to e.g. leave current child window. + // - Box select also handle Escape and needs to pass an id to bypass ActiveIdUsingAllKeyboardKeys lock. + if (flags & ImGuiMultiSelectFlags_ClearOnEscape) + { + if (selection_size != 0 || bs->IsActive) + if (Shortcut(ImGuiKey_Escape, ImGuiInputFlags_None, bs->IsActive ? bs->ID : 0)) + { + request_clear = true; + if (bs->IsActive) + BoxSelectDeactivateDrag(bs); + } + } + + // Shortcut: Select all (CTRL+A) + if (!(flags & ImGuiMultiSelectFlags_SingleSelect) && !(flags & ImGuiMultiSelectFlags_NoSelectAll)) + if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_A)) + request_select_all = true; + } + + if (request_clear || request_select_all) + { + MultiSelectAddSetAll(ms, request_select_all); + if (!request_select_all) + storage->LastSelectionSize = 0; + } + ms->LoopRequestSetAll = request_select_all ? 1 : request_clear ? 0 : -1; + ms->LastSubmittedItem = ImGuiSelectionUserData_Invalid; + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("BeginMultiSelect", &ms->IO); + + return &ms->IO; +} + +// Return updated ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +ImGuiMultiSelectIO* ImGui::EndMultiSelect() +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR(ms->FocusScopeId == g.CurrentFocusScopeId, "EndMultiSelect() FocusScope mismatch!"); + IM_ASSERT(g.CurrentMultiSelect != NULL && storage->Window == g.CurrentWindow); + IM_ASSERT(g.MultiSelectTempDataStacked > 0 && &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] == g.CurrentMultiSelect); + + ImRect scope_rect = CalcScopeRect(ms, window); + if (ms->IsFocused) + { + // We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be an easy change here. + if (ms->IO.RangeSrcReset || (ms->RangeSrcPassedBy == false && ms->IO.RangeSrcItem != ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at begining of the scope (see tests for easy failure) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset RangeSrcItem.\n"); // Will set be to NavId. + storage->RangeSrcItem = ImGuiSelectionUserData_Invalid; + } + if (ms->NavIdPassedBy == false && storage->NavIdItem != ImGuiSelectionUserData_Invalid) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset NavIdItem.\n"); + storage->NavIdItem = ImGuiSelectionUserData_Invalid; + storage->NavIdSelected = -1; + } + + if ((ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) && GetBoxSelectState(ms->BoxSelectId)) + EndBoxSelect(scope_rect, ms->Flags); + } + + if (ms->IsEndIO == false) + ms->IO.Requests.resize(0); + + // Clear selection when clicking void? + // We specifically test for IsMouseDragPastThreshold(0) == false to allow box-selection! + // The InnerRect test is necessary for non-child/decorated windows. + bool scope_hovered = IsWindowHovered() && window->InnerRect.Contains(g.IO.MousePos); + if (scope_hovered && (ms->Flags & ImGuiMultiSelectFlags_ScopeRect)) + scope_hovered &= scope_rect.Contains(g.IO.MousePos); + if (scope_hovered && g.HoveredId == 0 && g.ActiveId == 0) + { + if (ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + if (!g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && g.IO.MouseClickedCount[0] == 1) + { + BoxSelectPreStartDrag(ms->BoxSelectId, ImGuiSelectionUserData_Invalid); + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + SetHoveredID(ms->BoxSelectId); + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + SetNavID(0, ImGuiNavLayer_Main, ms->FocusScopeId, ImRect(g.IO.MousePos, g.IO.MousePos)); // Automatically switch FocusScope for initial click from void to box-select. + } + } + + if (ms->Flags & ImGuiMultiSelectFlags_ClearOnClickVoid) + if (IsMouseReleased(0) && IsMouseDragPastThreshold(0) == false && g.IO.KeyMods == ImGuiMod_None) + MultiSelectAddSetAll(ms, false); + } + + // Courtesy nav wrapping helper flag + if (ms->Flags & ImGuiMultiSelectFlags_NavWrapX) + { + IM_ASSERT(ms->Flags & ImGuiMultiSelectFlags_ScopeWindow); // Only supported at window scope + ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + } + + // Unwind + window->DC.CursorMaxPos = ImMax(ms->BackupCursorMaxPos, window->DC.CursorMaxPos); + PopFocusScope(); + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("EndMultiSelect", &ms->IO); + + ms->FocusScopeId = 0; + ms->Flags = ImGuiMultiSelectFlags_None; + g.CurrentMultiSelect = (--g.MultiSelectTempDataStacked > 0) ? &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] : NULL; + + return &ms->IO; +} + +void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data) +{ + // Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code! + // This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api. + ImGuiContext& g = *GImGui; + g.NextItemData.SelectionUserData = selection_user_data; + g.NextItemData.FocusScopeId = g.CurrentFocusScopeId; + + if (ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect) + { + // Auto updating RangeSrcPassedBy for cases were clipper is not used (done before ItemAdd() clipping) + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData | ImGuiItemFlags_IsMultiSelect; + if (ms->IO.RangeSrcItem == selection_user_data) + ms->RangeSrcPassedBy = true; + } + else + { + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData; + } +} + +// In charge of: +// - Applying SetAll for submitted items. +// - Applying SetRange for submitted items and record end points. +// - Altering button behavior flags to facilitate use with drag and drop. +void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + + bool selected = *p_selected; + if (ms->IsFocused) + { + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope"); + + // Apply SetAll (Clear/SelectAll) requests requested by BeginMultiSelect(). + // This is only useful if the user hasn't processed them already, and this only works if the user isn't using the clipper. + // If you are using a clipper you need to process the SetAll request after calling BeginMultiSelect() + if (ms->LoopRequestSetAll != -1) + selected = (ms->LoopRequestSetAll == 1); + + // When using SHIFT+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection) + // For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function) + if (ms->IsKeyboardSetRange) + { + IM_ASSERT(id != 0 && (ms->KeyMods & ImGuiMod_Shift) != 0); + const bool is_range_dst = (ms->RangeDstPassedBy == false) && g.NavJustMovedToId == id; // Assume that g.NavJustMovedToId is not clipped. + if (is_range_dst) + ms->RangeDstPassedBy = true; + if (is_range_dst && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) // If we don't have RangeSrc, assign RangeSrc = RangeDst + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected ? 1 : 0; + } + const bool is_range_src = storage->RangeSrcItem == item_data; + if (is_range_src || is_range_dst || ms->RangeSrcPassedBy != ms->RangeDstPassedBy) + { + // Apply range-select value to visible items + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid && storage->RangeSelected != -1); + selected = (storage->RangeSelected != 0); + } + else if ((ms->KeyMods & ImGuiMod_Ctrl) == 0 && (ms->Flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + // Clear other items + selected = false; + } + } + *p_selected = selected; + } + + // Alter button behavior flags + // To handle drag and drop of multiple items we need to avoid clearing selection on click. + // Enabling this test makes actions using CTRL+SHIFT delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items. + if (p_button_flags != NULL) + { + ImGuiButtonFlags button_flags = *p_button_flags; + button_flags |= ImGuiButtonFlags_NoHoveredOnFocus; + if ((!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore)) && !(ms->Flags & ImGuiMultiSelectFlags_SelectOnClickRelease)) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + *p_button_flags = button_flags; + } +} + +// In charge of: +// - Auto-select on navigation. +// - Box-select toggle handling. +// - Right-click handling. +// - Altering selection based on Ctrl/Shift modifiers, both for keyboard and mouse. +// - Record current selection state for RangeSrc +// This is all rather complex, best to run and refer to "widgets_multiselect_xxx" tests in imgui_test_suite. +void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + bool selected = *p_selected; + bool pressed = *p_pressed; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + if (pressed) + ms->IsFocused = true; + + bool hovered = false; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) + hovered = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (!ms->IsFocused && !hovered) + return; + + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + + ImGuiMultiSelectFlags flags = ms->Flags; + const bool is_singleselect = (flags & ImGuiMultiSelectFlags_SingleSelect) != 0; + bool is_ctrl = (ms->KeyMods & ImGuiMod_Ctrl) != 0; + bool is_shift = (ms->KeyMods & ImGuiMod_Shift) != 0; + + bool apply_to_range_src = false; + + if (g.NavId == id && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + apply_to_range_src = true; + if (ms->IsEndIO == false) + { + ms->IO.Requests.resize(0); + ms->IsEndIO = true; + } + + // Auto-select as you navigate a list + if (g.NavJustMovedToId == id) + { + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + if (is_ctrl && is_shift) + pressed = true; + else if (!is_ctrl) + selected = pressed = true; + } + else + { + // With NoAutoSelect, using Shift+keyboard performs a write/copy + if (is_shift) + pressed = true; + else if (!is_ctrl) + apply_to_range_src = true; // Since if (pressed) {} main block is not running we update this + } + } + + if (apply_to_range_src) + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected; // Will be updated at the end of this function anyway. + } + + // Box-select toggle handling + if (ms->BoxSelectId != 0) + if (ImGuiBoxSelectState* bs = GetBoxSelectState(ms->BoxSelectId)) + { + const bool rect_overlap_curr = bs->BoxSelectRectCurr.Overlaps(g.LastItemData.Rect); + const bool rect_overlap_prev = bs->BoxSelectRectPrev.Overlaps(g.LastItemData.Rect); + if ((rect_overlap_curr && !rect_overlap_prev && !selected) || (rect_overlap_prev && !rect_overlap_curr)) + { + if (storage->LastSelectionSize <= 0 && bs->IsStartedSetNavIdOnce) + { + pressed = true; // First item act as a pressed: code below will emit selection request and set NavId (whatever we emit here will be overridden anyway) + bs->IsStartedSetNavIdOnce = false; + } + else + { + selected = !selected; + MultiSelectAddSetRange(ms, selected, +1, item_data, item_data); + } + storage->LastSelectionSize = ImMax(storage->LastSelectionSize + 1, 1); + } + } + + // Right-click handling. + // FIXME-MULTISELECT: Currently filtered out by ImGuiMultiSelectFlags_NoAutoSelect but maybe should be moved to Selectable(). See https://github.com/ocornut/imgui/pull/5816 + if (hovered && IsMouseClicked(1) && (flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + if (g.ActiveId != 0 && g.ActiveId != id) + ClearActiveID(); + SetFocusID(id, window); + if (!pressed && !selected) + { + pressed = true; + is_ctrl = is_shift = false; + } + } + + // Unlike Space, Enter doesn't alter selection (but can still return a press) unless current item is not selected. + // The later, "unless current item is not select", may become optional? It seems like a better default if Enter doesn't necessarily open something + // (unlike e.g. Windows explorer). For use case where Enter always open something, we might decide to make this optional? + const bool enter_pressed = pressed && (g.NavActivateId == id) && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput); + + // Alter selection + if (pressed && (!enter_pressed || !selected)) + { + // Box-select + ImGuiInputSource input_source = (g.NavJustMovedToId == id || g.NavActivateId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + if (selected == false && !g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && input_source == ImGuiInputSource_Mouse && g.IO.MouseClickedCount[0] == 1) + BoxSelectPreStartDrag(ms->BoxSelectId, item_data); + + //---------------------------------------------------------------------------------------- + // ACTION | Begin | Pressed/Activated | End + //---------------------------------------------------------------------------------------- + // Keys Navigated: | Clear | Src=item, Sel=1 SetRange 1 + // Keys Navigated: Ctrl | n/a | n/a + // Keys Navigated: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Keys Navigated: Ctrl+Shift | n/a | Dst=item, Sel=Src => Clear + SetRange Src-Dst + // Keys Activated: | n/a | Src=item, Sel=1 => Clear + SetRange 1 + // Keys Activated: Ctrl | n/a | Src=item, Sel=!Sel => SetSange 1 + // Keys Activated: Shift | n/a | Dst=item, Sel=1 => Clear + SetSange 1 + //---------------------------------------------------------------------------------------- + // Mouse Pressed: | n/a | Src=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl | n/a | Src=item, Sel=!Sel => SetRange 1 + // Mouse Pressed: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl+Shift | n/a | Dst=item, Sel=!Sel => SetRange Src-Dst + //---------------------------------------------------------------------------------------- + + if ((flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + bool request_clear = false; + if (is_singleselect) + request_clear = true; + else if ((input_source == ImGuiInputSource_Mouse || g.NavActivateId == id) && !is_ctrl) + request_clear = (flags & ImGuiMultiSelectFlags_NoAutoClearOnReselect) ? !selected : true; + else if ((input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Gamepad) && is_shift && !is_ctrl) + request_clear = true; // With is_shift==false the RequestClear was done in BeginIO, not necessary to do again. + if (request_clear) + MultiSelectAddSetAll(ms, false); + } + + int range_direction; + bool range_selected; + if (is_shift && !is_singleselect) + { + //IM_ASSERT(storage->HasRangeSrc && storage->HasRangeValue); + if (storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + storage->RangeSrcItem = item_data; + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + // Shift+Arrow always select + // Ctrl+Shift+Arrow copy source selection state (already stored by BeginMultiSelect() in storage->RangeSelected) + range_selected = (is_ctrl && storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + } + else + { + // Shift+Arrow copy source selection state + // Shift+Click always copy from target selection state + if (ms->IsKeyboardSetRange) + range_selected = (storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + else + range_selected = !selected; + } + range_direction = ms->RangeSrcPassedBy ? +1 : -1; + } + else + { + // Ctrl inverts selection, otherwise always select + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + selected = is_ctrl ? !selected : true; + else + selected = !selected; + storage->RangeSrcItem = item_data; + range_selected = selected; + range_direction = +1; + } + MultiSelectAddSetRange(ms, range_selected, range_direction, storage->RangeSrcItem, item_data); + } + + // Update/store the selection state of the Source item (used by CTRL+SHIFT, when Source is unselected we perform a range unselect) + if (storage->RangeSrcItem == item_data) + storage->RangeSelected = selected ? 1 : 0; + + // Update/store the selection state of focused item + if (g.NavId == id) + { + storage->NavIdItem = item_data; + storage->NavIdSelected = selected ? 1 : 0; + } + if (storage->NavIdItem == item_data) + ms->NavIdPassedBy = true; + ms->LastSubmittedItem = item_data; + + *p_selected = selected; + *p_pressed = pressed; +} + +void ImGui::MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected) +{ + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetAll, selected, 0, ImGuiSelectionUserData_Invalid, ImGuiSelectionUserData_Invalid }; + ms->IO.Requests.resize(0); // Can always clear previous requests + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item) +{ + // Merge contiguous spans into same request (unless NoRangeSelect is set which guarantees single-item ranges) + if (ms->IO.Requests.Size > 0 && first_item == last_item && (ms->Flags & ImGuiMultiSelectFlags_NoRangeSelect) == 0) + { + ImGuiSelectionRequest* prev = &ms->IO.Requests.Data[ms->IO.Requests.Size - 1]; + if (prev->Type == ImGuiSelectionRequestType_SetRange && prev->RangeLastItem == ms->LastSubmittedItem && prev->Selected == selected) + { + prev->RangeLastItem = last_item; + return; + } + } + + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetRange, selected, (ImS8)range_dir, (range_dir > 0) ? first_item : last_item, (range_dir > 0) ? last_item : first_item }; + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::DebugNodeMultiSelectState(ImGuiMultiSelectState* storage) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool is_active = (storage->LastFrameActive >= GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode((void*)(intptr_t)storage->ID, "MultiSelect 0x%08X in '%s'%s", storage->ID, storage->Window ? storage->Window->Name : "N/A", is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (!open) + return; + Text("RangeSrcItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), RangeSelected = %d", storage->RangeSrcItem, storage->RangeSrcItem, storage->RangeSelected); + Text("NavIdItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), NavIdSelected = %d", storage->NavIdItem, storage->NavIdItem, storage->NavIdSelected); + Text("LastSelectionSize = %d", storage->LastSelectionSize); // Provided by user + TreePop(); +#else + IM_UNUSED(storage); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select helpers +//------------------------------------------------------------------------- +// - ImGuiSelectionBasicStorage +// - ImGuiSelectionExternalStorage +//------------------------------------------------------------------------- + +ImGuiSelectionBasicStorage::ImGuiSelectionBasicStorage() +{ + Size = 0; + PreserveOrder = false; + UserData = NULL; + AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage*, int idx) { return (ImGuiID)idx; }; + _SelectionOrder = 1; // Always >0 +} + +void ImGuiSelectionBasicStorage::Clear() +{ + Size = 0; + _SelectionOrder = 1; // Always >0 + _Storage.Data.resize(0); +} + +void ImGuiSelectionBasicStorage::Swap(ImGuiSelectionBasicStorage& r) +{ + ImSwap(Size, r.Size); + ImSwap(_SelectionOrder, r._SelectionOrder); + _Storage.Data.swap(r._Storage.Data); +} + +bool ImGuiSelectionBasicStorage::Contains(ImGuiID id) const +{ + return _Storage.GetInt(id, 0) != 0; +} + +static int IMGUI_CDECL PairComparerByValueInt(const void* lhs, const void* rhs) +{ + int lhs_v = ((const ImGuiStoragePair*)lhs)->val_i; + int rhs_v = ((const ImGuiStoragePair*)rhs)->val_i; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// GetNextSelectedItem() is an abstraction allowing us to change our underlying actual storage system without impacting user. +// (e.g. store unselected vs compact down, compact down on demand, use raw ImVector instead of ImGuiStorage...) +bool ImGuiSelectionBasicStorage::GetNextSelectedItem(void** opaque_it, ImGuiID* out_id) +{ + ImGuiStoragePair* it = (ImGuiStoragePair*)*opaque_it; + ImGuiStoragePair* it_end = _Storage.Data.Data + _Storage.Data.Size; + if (PreserveOrder && it == NULL && it_end != NULL) + ImQsort(_Storage.Data.Data, (size_t)_Storage.Data.Size, sizeof(ImGuiStoragePair), PairComparerByValueInt); // ~ImGuiStorage::BuildSortByValueInt() + if (it == NULL) + it = _Storage.Data.Data; + IM_ASSERT(it >= _Storage.Data.Data && it <= it_end); + if (it != it_end) + while (it->val_i == 0 && it < it_end) + it++; + const bool has_more = (it != it_end); + *opaque_it = has_more ? (void**)(it + 1) : (void**)(it); + *out_id = has_more ? it->key : 0; + if (PreserveOrder && !has_more) + _Storage.BuildSortByKey(); + return has_more; +} + +void ImGuiSelectionBasicStorage::SetItemSelected(ImGuiID id, bool selected) +{ + int* p_int = _Storage.GetIntRef(id, 0); + if (selected && *p_int == 0) { *p_int = _SelectionOrder++; Size++; } + else if (!selected && *p_int != 0) { *p_int = 0; Size--; } +} + +// Optimized for batch edits (with same value of 'selected') +static void ImGuiSelectionBasicStorage_BatchSetItemSelected(ImGuiSelectionBasicStorage* selection, ImGuiID id, bool selected, int size_before_amends, int selection_order) +{ + ImGuiStorage* storage = &selection->_Storage; + ImGuiStoragePair* it = ImLowerBound(storage->Data.Data, storage->Data.Data + size_before_amends, id); + const bool is_contained = (it != storage->Data.Data + size_before_amends) && (it->key == id); + if (selected == (is_contained && it->val_i != 0)) + return; + if (selected && !is_contained) + storage->Data.push_back(ImGuiStoragePair(id, selection_order)); // Push unsorted at end of vector, will be sorted in SelectionMultiAmendsFinish() + else if (is_contained) + it->val_i = selected ? selection_order : 0; // Modify in-place. + selection->Size += selected ? +1 : -1; +} + +static void ImGuiSelectionBasicStorage_BatchFinish(ImGuiSelectionBasicStorage* selection, bool selected, int size_before_amends) +{ + ImGuiStorage* storage = &selection->_Storage; + if (selected && selection->Size != size_before_amends) + storage->BuildSortByKey(); // When done selecting: sort everything +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// - Enable 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen. +// - Honoring SetRange requests requires that you can iterate/interpolate between RangeFirstItem and RangeLastItem. +// - In this demo we often submit indices to SetNextItemSelectionUserData() + store the same indices in persistent selection. +// - Your code may do differently. If you store pointers or objects ID in ImGuiSelectionUserData you may need to perform +// a lookup in order to have some way to iterate/interpolate between two items. +// - A full-featured application is likely to allow search/filtering which is likely to lead to using indices +// and constructing a view index <> object id/ptr data structure anyway. +// WHEN YOUR APPLICATION SETTLES ON A CHOICE, YOU WILL PROBABLY PREFER TO GET RID OF THIS UNNECESSARY 'ImGuiSelectionBasicStorage' INDIRECTION LOGIC. +// Notice that with the simplest adapter (using indices everywhere), all functions return their parameters. +// The most simple implementation (using indices everywhere) would look like: +// for (ImGuiSelectionRequest& req : ms_io->Requests) +// { +// if (req.Type == ImGuiSelectionRequestType_SetAll) { Clear(); if (req.Selected) { for (int n = 0; n < items_count; n++) { SetItemSelected(n, true); } } +// if (req.Type == ImGuiSelectionRequestType_SetRange) { for (int n = (int)ms_io->RangeFirstItem; n <= (int)ms_io->RangeLastItem; n++) { SetItemSelected(n, ms_io->Selected); } } +// } +void ImGuiSelectionBasicStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + // For convenience we obtain ItemsCount as passed to BeginMultiSelect(), which is optional. + // It makes sense when using ImGuiSelectionBasicStorage to simply pass your items count to BeginMultiSelect(). + // Other scheme may handle SetAll differently. + IM_ASSERT(ms_io->ItemsCount != -1 && "Missing value for items_count in BeginMultiSelect() call!"); + IM_ASSERT(AdapterIndexToStorageId != NULL); + + // This is optimized/specialized to cope with very large selections (e.g. 100k+ items) + // - A simpler version could call SetItemSelected() directly instead of ImGuiSelectionBasicStorage_BatchSetItemSelected() + ImGuiSelectionBasicStorage_BatchFinish(). + // - Optimized select can append unsorted, then sort in a second pass. Optimized unselect can clear in-place then compact in a second pass. + // - A more optimal version wouldn't even use ImGuiStorage but directly a ImVector to reduce bandwidth, but this is a reasonable trade off to reuse code. + // - There are many ways this could be better optimized. The worse case scenario being: using BoxSelect2d in a grid, box-select scrolling down while wiggling + // left and right: it affects coarse clipping + can emit multiple SetRange with 1 item each.) + // FIXME-OPT: For each block of consecutive SetRange request: + // - add all requests to a sorted list, store ID, selected, offset in ImGuiStorage. + // - rewrite sorted storage a single time. + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + Clear(); + if (req.Selected) + { + _Storage.Data.reserve(ms_io->ItemsCount); + const int size_before_amends = _Storage.Data.Size; + for (int idx = 0; idx < ms_io->ItemsCount; idx++, _SelectionOrder++) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, _SelectionOrder); + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + const int selection_changes = (int)req.RangeLastItem - (int)req.RangeFirstItem + 1; + //ImGuiContext& g = *GImGui; IMGUI_DEBUG_LOG_SELECTION("Req %d/%d: set %d to %d\n", ms_io->Requests.index_from_ptr(&req), ms_io->Requests.Size, selection_changes, req.Selected); + if (selection_changes == 1 || (selection_changes < Size / 100)) + { + // Multiple sorted insertion + copy likely to be faster. + // Technically we could do a single copy with a little more work (sort sequential SetRange requests) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + SetItemSelected(GetStorageIdFromIndex(idx), req.Selected); + } + else + { + // Append insertion + single sort likely be faster. + // Use req.RangeDirection to set order field so that shift+clicking from 1 to 5 is different than shift+clicking from 5 to 1 + const int size_before_amends = _Storage.Data.Size; + int selection_order = _SelectionOrder + ((req.RangeDirection < 0) ? selection_changes - 1 : 0); + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++, selection_order += req.RangeDirection) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, selection_order); + if (req.Selected) + _SelectionOrder += selection_changes; + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + } +} + +//------------------------------------------------------------------------- + +ImGuiSelectionExternalStorage::ImGuiSelectionExternalStorage() +{ + UserData = NULL; + AdapterSetItemSelected = NULL; +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// We also pull 'ms_io->ItemsCount' as passed for BeginMultiSelect() for consistency with ImGuiSelectionBasicStorage +// This makes no assumption about underlying storage. +void ImGuiSelectionExternalStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + IM_ASSERT(AdapterSetItemSelected); + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + for (int idx = 0; idx < ms_io->ItemsCount; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + if (req.Type == ImGuiSelectionRequestType_SetRange) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ListBox +//------------------------------------------------------------------------- +// - BeginListBox() +// - EndListBox() +// - ListBox() +//------------------------------------------------------------------------- + +// This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. +// This handle some subtleties with capturing info from the label. +// If you don't need a label you can pretty much directly use ImGui::BeginChild() with ImGuiChildFlags_FrameStyle. +// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" +// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.5f * item_height). +bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Size default to hold ~7.25 items. + // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = ImTrunc(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); + ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); + ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + g.NextItemData.ClearFlags(); + + if (!IsRectVisible(bb.Min, bb.Max)) + { + ItemSize(bb.GetSize(), style.FramePadding.y); + ItemAdd(bb, 0, &frame_bb); + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + // FIXME-OPT: We could omit the BeginGroup() if label_size.x == 0.0f but would need to omit the EndGroup() as well. + BeginGroup(); + if (label_size.x > 0.0f) + { + ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); + RenderText(label_pos, label); + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); + AlignTextToFramePadding(); + } + + BeginChild(id, frame_bb.GetSize(), ImGuiChildFlags_FrameStyle); + return true; +} + +void ImGui::EndListBox() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); + IM_UNUSED(window); + + EndChild(); + EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label +} + +bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) +{ + const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); + return value_changed; +} + +// This is merely a helper around BeginListBox(), EndListBox(). +// Considering using those directly to submit custom data or store selection differently. +bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Calculate size from "height_in_items" + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + float height_in_items_f = height_in_items + 0.25f; + ImVec2 size(0.0f, ImTrunc(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); + + if (!BeginListBox(label, size)) + return false; + + // Assume all items have even height (= 1 line of text). If you need items of different height, + // you can create a custom version of ListBox() in your code without using the clipper. + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + clipper.IncludeItemByIndex(*current_item); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected)) + { + *current_item = i; + value_changed = true; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + EndListBox(); + + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: PlotLines, PlotHistogram +//------------------------------------------------------------------------- +// - PlotEx() [Internal] +// - PlotLines() +// - PlotHistogram() +//------------------------------------------------------------------------- +// Plot/Graph widgets are not very good. +// Consider writing your own, or using a third-party one, see: +// - ImPlot https://github.com/epezent/implot +// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions +//------------------------------------------------------------------------- + +int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return -1; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0f); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_NoNav)) + return -1; + bool hovered; + ButtonBehavior(frame_bb, id, &hovered, NULL); + + // Determine scale from values if not specified + if (scale_min == FLT_MAX || scale_max == FLT_MAX) + { + float v_min = FLT_MAX; + float v_max = -FLT_MAX; + for (int i = 0; i < values_count; i++) + { + const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; + v_min = ImMin(v_min, v); + v_max = ImMax(v_max, v); + } + if (scale_min == FLT_MAX) + scale_min = v_min; + if (scale_max == FLT_MAX) + scale_max = v_max; + } + + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + + const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + int idx_hovered = -1; + if (values_count >= values_count_min) + { + int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + + // Tooltip on hover + if (hovered && inner_bb.Contains(g.IO.MousePos)) + { + const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); + const int v_idx = (int)(t * item_count); + IM_ASSERT(v_idx >= 0 && v_idx < values_count); + + const float v0 = values_getter(data, (v_idx + values_offset) % values_count); + const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); + if (plot_type == ImGuiPlotType_Lines) + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1); + else if (plot_type == ImGuiPlotType_Histogram) + SetTooltip("%d: %8.4g", v_idx, v0); + idx_hovered = v_idx; + } + + const float t_step = 1.0f / (float)res_w; + const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); + + float v0 = values_getter(data, (0 + values_offset) % values_count); + float t0 = 0.0f; + ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + + const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); + const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); + + for (int n = 0; n < res_w; n++) + { + const float t1 = t0 + t_step; + const int v1_idx = (int)(t0 * item_count + 0.5f); + IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); + const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); + + // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. + ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); + ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); + if (plot_type == ImGuiPlotType_Lines) + { + window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + else if (plot_type == ImGuiPlotType_Histogram) + { + if (pos1.x >= pos0.x + 2.0f) + pos1.x -= 1.0f; + window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + + t0 = t1; + tp0 = tp1; + } + } + + // Text overlay + if (overlay_text) + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); + + // Return hovered index or -1 if none are hovered. + // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx(). + return idx_hovered; +} + +struct ImGuiPlotArrayGetterData +{ + const float* Values; + int Stride; + + ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } +}; + +static float Plot_ArrayGetter(void* data, int idx) +{ + ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + return v; +} + +void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Value helpers +// Those is not very useful, legacy API. +//------------------------------------------------------------------------- +// - Value() +//------------------------------------------------------------------------- + +void ImGui::Value(const char* prefix, bool b) +{ + Text("%s: %s", prefix, (b ? "true" : "false")); +} + +void ImGui::Value(const char* prefix, int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, unsigned int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, float v, const char* float_format) +{ + if (float_format) + { + char fmt[64]; + ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); + Text(fmt, prefix, v); + } + else + { + Text("%s: %.3f", prefix, v); + } +} + +//------------------------------------------------------------------------- +// [SECTION] MenuItem, BeginMenu, EndMenu, etc. +//------------------------------------------------------------------------- +// - ImGuiMenuColumns [Internal] +// - BeginMenuBar() +// - EndMenuBar() +// - BeginMainMenuBar() +// - EndMainMenuBar() +// - BeginMenu() +// - EndMenu() +// - MenuItemEx() [Internal] +// - MenuItem() +//------------------------------------------------------------------------- + +// Helpers for internal use +void ImGuiMenuColumns::Update(float spacing, bool window_reappearing) +{ + if (window_reappearing) + memset(Widths, 0, sizeof(Widths)); + Spacing = (ImU16)spacing; + CalcNextTotalWidth(true); + memset(Widths, 0, sizeof(Widths)); + TotalWidth = NextTotalWidth; + NextTotalWidth = 0; +} + +void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets) +{ + ImU16 offset = 0; + bool want_spacing = false; + for (int i = 0; i < IM_ARRAYSIZE(Widths); i++) + { + ImU16 width = Widths[i]; + if (want_spacing && width > 0) + offset += Spacing; + want_spacing |= (width > 0); + if (update_offsets) + { + if (i == 1) { OffsetLabel = offset; } + if (i == 2) { OffsetShortcut = offset; } + if (i == 3) { OffsetMark = offset; } + } + offset += width; + } + NextTotalWidth = offset; +} + +float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark) +{ + Widths[0] = ImMax(Widths[0], (ImU16)w_icon); + Widths[1] = ImMax(Widths[1], (ImU16)w_label); + Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut); + Widths[3] = ImMax(Widths[3], (ImU16)w_mark); + CalcNextTotalWidth(false); + return (float)ImMax(TotalWidth, NextTotalWidth); +} + +// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. +bool ImGui::BeginMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + if (!(window->Flags & ImGuiWindowFlags_MenuBar)) + return false; + + IM_ASSERT(!window->DC.MenuBarAppending); + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore + PushID("##menubar"); + + // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + ImRect bar_rect = window->MenuBarRect(); + ImRect clip_rect(ImFloor(bar_rect.Min.x + window->WindowBorderSize), ImFloor(bar_rect.Min.y + window->WindowBorderSize), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), ImFloor(bar_rect.Max.y)); + clip_rect.ClipWith(window->OuterRectClipped); + PushClipRect(clip_rect.Min, clip_rect.Max, false); + + // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). + window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.MenuBarAppending = true; + AlignTextToFramePadding(); + return true; +} + +void ImGui::EndMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. + if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + { + // Try to find out if the request is for one of our child menu + ImGuiWindow* nav_earliest_child = g.NavWindow; + while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) + nav_earliest_child = nav_earliest_child->ParentWindow; + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + { + // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. + // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering) + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary) + FocusWindow(window); + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + // FIXME-NAV: How to deal with this when not using g.IO.ConfigNavCursorVisibleAuto? + if (g.NavCursorVisible) + { + g.NavCursorVisible = false; // Hide nav cursor for the current frame so we don't see the intermediary selection. Will be set again + g.NavCursorHideFrames = 2; + } + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; + NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat + } + } + + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); + IM_ASSERT(window->DC.MenuBarAppending); + PopClipRect(); + PopID(); + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + + // FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here. + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.EmitItem = false; + ImVec2 restore_cursor_max_pos = group_data.BackupCursorMaxPos; + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, window->DC.CursorMaxPos.x - window->Scroll.x); // Convert ideal extents for scrolling layer equivalent. + EndGroup(); // Restore position on layer 0 // FIXME: Misleading to use a group for that backup/restore + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.MenuBarAppending = false; + window->DC.CursorMaxPos = restore_cursor_max_pos; +} + +// Important: calling order matters! +// FIXME: Somehow overlapping with docking tech. +// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts) +bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags) +{ + IM_ASSERT(dir != ImGuiDir_None); + + ImGuiWindow* bar_window = FindWindowByName(name); + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); + if (bar_window == NULL || bar_window->BeginCount == 0) + { + // Calculate and set window size/position + ImRect avail_rect = viewport->GetBuildWorkRect(); + ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + ImVec2 pos = avail_rect.Min; + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + pos[axis] = avail_rect.Max[axis] - axis_size; + ImVec2 size = avail_rect.GetSize(); + size[axis] = axis_size; + SetNextWindowPos(pos); + SetNextWindowSize(size); + + // Report our size into work area (for next frame) using actual window size + if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) + viewport->BuildWorkInsetMin[axis] += axis_size; + else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) + viewport->BuildWorkInsetMax[axis] += axis_size; + } + + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set. + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint + bool is_open = Begin(name, NULL, window_flags); + PopStyleVar(2); + + return is_open; +} + +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + + // Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change + SetCurrentViewport(NULL, viewport); + + // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. + // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea? + // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + float height = GetFrameHeight(); + bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + + if (is_open) + BeginMenuBar(); + else + End(); + return is_open; +} + +void ImGui::EndMainMenuBar() +{ + EndMenuBar(); + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + ImGuiContext& g = *GImGui; + if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) + FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild); + + End(); +} + +static bool IsRootOfOpenMenuSet() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu)) + return false; + + // Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others + // (e.g. inside menu bar vs loose menu items) based on parent ID. + // This would however prevent the use of e.g. PushID() user code submitting menus. + // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag, + // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. + // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup + // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu. + // In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer. + // This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still + // open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart + // it likely won't be a problem anyone runs into. + const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; + if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer) + return false; + return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true, false); +} + +bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); + + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + // The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + window_flags |= ImGuiWindowFlags_ChildWindow; + + // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). + // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. + // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used. + if (g.MenusIdSubmittedThisFrame.contains(id)) + { + if (menu_is_open) + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + else + g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values + return menu_is_open; + } + + // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu + g.MenusIdSubmittedThisFrame.push_back(id); + + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window) + // This is only done for items for the menu set and not the full parent window. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. + ImVec2 popup_pos, pos = window->DC.CursorPos; + PushID(label); + if (!enabled) + BeginDisabled(); + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + bool pressed; + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_NoAutoClosePopups; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Menu inside an horizontal menu bar + // Selectable extend their highlight by half ItemSpacing in each direction. + // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() + popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + float w = label_size.x; + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y)); + LogSetNextTextDecoration("[", "]"); + RenderText(text_pos, label); + PopStyleVar(); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu inside a regular/vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + LogSetNextTextDecoration("", ">"); + RenderText(text_pos, label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); + } + if (!enabled) + EndDisabled(); + + const bool hovered = (g.HoveredId == id) && enabled && !g.NavHighlightItemUnderNav; + if (menuset_is_open) + PopItemFlag(); + + bool want_open = false; + bool want_open_nav_init = false; + bool want_close = false; + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + { + // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu + // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. + bool moving_toward_child_menu = false; + ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below) + ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL) + { + const float ref_unit = g.FontSize; // FIXME-DPI + const float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f; + const ImRect next_window_rect = child_menu_window->Rect(); + ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); + ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + const float pad_farmost_h = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // Add a bit of extra slack. + ta.x += child_dir * -0.5f; + tb.x += child_dir * ref_unit; + tc.x += child_dir * ref_unit; + tb.y = ta.y + ImMax((tb.y - pad_farmost_h) - ta.y, -ref_unit * 8.0f); // Triangle has maximum height to limit the slope and the bias toward large sub-menus + tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, +ref_unit * 8.0f); + moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + } + + // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not) + // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon. + // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.) + if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavHighlightItemUnderNav && g.ActiveId == 0) + want_close = true; + + // Open + // (note: at this point 'hovered' actually includes the NavDisableMouseHover == false test) + if (!menu_is_open && pressed) // Click/activate to open + want_open = true; + else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open + want_open = true; + else if (!menu_is_open && hovered && g.HoveredIdTimer >= 0.30f && g.MouseStationaryTimer >= 0.30f) // Hover to open (timer fallback) + want_open = true; + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + { + want_open = want_open_nav_init = true; + NavMoveRequestCancel(); + SetNavCursorVisibleAfterMove(); + } + } + else + { + // Menu bar + if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it + { + want_close = true; + want_open = menu_is_open = false; + } + else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others + { + want_open = true; + } + else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + + if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' + want_close = true; + if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + PopID(); + + if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) + { + // Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame. + OpenPopup(label); + } + else if (want_open) + { + menu_is_open = true; + OpenPopup(label, ImGuiPopupFlags_NoReopen);// | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0)); + } + + if (menu_is_open) + { + ImGuiLastItemData last_item_in_parent = g.LastItemData; + SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos. + PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + PopStyleVar(); + if (menu_is_open) + { + // Implement what ImGuiPopupFlags_NoReopenAlwaysNavInit would do: + // Perform an init request in the case the popup was already open (via a previous mouse hover) + if (want_open && want_open_nav_init && !g.NavInitRequest) + { + FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags_UnlessBelowModal); + NavInitWindow(g.CurrentWindow, false); + } + + // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu() + // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck) + g.LastItemData = last_item_in_parent; + if (g.HoveredWindow == window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + } + else + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + } + + return menu_is_open; +} + +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + return BeginMenuEx(label, NULL, enabled); +} + +void ImGui::EndMenu() +{ + // Nav: When a left move request our menu failed, close ourselves. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginMenu()/EndMenu() calls + ImGuiWindow* parent_window = window->ParentWindow; // Should always be != NULL is we passed assert. + if (window->BeginCount == window->BeginCountPreviousFrame) + if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet()) + if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical) + { + ClosePopupToLevel(g.BeginPopupStack.Size - 1, true); + NavMoveRequestCancel(); + } + + EndPopup(); +} + +bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 pos = window->DC.CursorPos; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // See BeginMenuEx() for comments about this. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. + bool pressed; + PushID(label); + if (!enabled) + BeginDisabled(); + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover; + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful + // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. + float w = label_size.x; + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); + PopStyleVar(); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + RenderText(text_pos, label); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu item inside a vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame + float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + { + RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + if (shortcut_w > 0.0f) + { + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + LogSetNextTextDecoration("(", ")"); + RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); + } + } + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + if (!enabled) + EndDisabled(); + PopID(); + if (menuset_is_open) + PopItemFlag(); + + return pressed; +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + return MenuItemEx(label, NULL, shortcut, selected, enabled); +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) +{ + if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled)) + { + if (p_selected) + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +//------------------------------------------------------------------------- +// - BeginTabBar() +// - BeginTabBarEx() [Internal] +// - EndTabBar() +// - TabBarLayout() [Internal] +// - TabBarCalcTabID() [Internal] +// - TabBarCalcMaxTabWidth() [Internal] +// - TabBarFindTabById() [Internal] +// - TabBarFindTabByOrder() [Internal] +// - TabBarFindMostRecentlySelectedTabForActiveWindow() [Internal] +// - TabBarGetCurrentTab() [Internal] +// - TabBarGetTabName() [Internal] +// - TabBarAddTab() [Internal] +// - TabBarRemoveTab() [Internal] +// - TabBarCloseTab() [Internal] +// - TabBarScrollClamp() [Internal] +// - TabBarScrollToTab() [Internal] +// - TabBarQueueFocus() [Internal] +// - TabBarQueueReorder() [Internal] +// - TabBarProcessReorderFromMousePos() [Internal] +// - TabBarProcessReorder() [Internal] +// - TabBarScrollingButtons() [Internal] +// - TabBarTabListPopupButton() [Internal] +//------------------------------------------------------------------------- + +struct ImGuiTabBarSection +{ + int TabCount; // Number of tabs in this section. + float Width; // Sum of width of tabs in this section (after shrinking down) + float Spacing; // Horizontal spacing at the end of the section. + + ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); } +}; + +namespace ImGui +{ + static void TabBarLayout(ImGuiTabBar* tab_bar); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window); + static float TabBarCalcMaxTabWidth(); + static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); + static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); +} + +ImGuiTabBar::ImGuiTabBar() +{ + memset(this, 0, sizeof(*this)); + CurrFrameVisible = PrevFrameVisible = -1; + LastTabItemIdx = -1; +} + +static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab) +{ + return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; +} + +static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + const int a_section = TabItemGetSectionIdx(a); + const int b_section = TabItemGetSectionIdx(b); + if (a_section != b_section) + return a_section - b_section; + return (int)(a->IndexDuringLayout - b->IndexDuringLayout); +} + +static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->BeginOrder - b->BeginOrder); +} + +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) +{ + ImGuiContext& g = *GImGui; + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); +} + +static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); +} + +bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + tab_bar->ID = id; + tab_bar->SeparatorMinX = tab_bar->BarRect.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f); + tab_bar->SeparatorMaxX = tab_bar->BarRect.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f); + //if (g.NavWindow && IsWindowChildOf(g.NavWindow, window, false, false)) + flags |= ImGuiTabBarFlags_IsFocused; + return BeginTabBarEx(tab_bar, tab_bar_bb, flags); +} + +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + IM_ASSERT(tab_bar->ID != 0); + if ((flags & ImGuiTabBarFlags_DockNode) == 0) + PushOverrideID(tab_bar->ID); + + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; + tab_bar->Window = window; + + // Append with multiple BeginTabBar()/EndTabBar() pairs. + tab_bar->BackupCursorPos = window->DC.CursorPos; + if (tab_bar->CurrFrameVisible == g.FrameCount) + { + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + tab_bar->BeginCount++; + return true; + } + + // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable + if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) + if ((flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); + tab_bar->TabsAddedNew = false; + + // Flags + if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + + tab_bar->Flags = flags; + tab_bar->BarRect = tab_bar_bb; + tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() + tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; + tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight; + tab_bar->CurrTabsContentsHeight = 0.0f; + tab_bar->ItemSpacingY = g.Style.ItemSpacing.y; + tab_bar->FramePadding = g.Style.FramePadding; + tab_bar->TabsActiveCount = 0; + tab_bar->LastTabItemIdx = -1; + tab_bar->BeginCount = 1; + + // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + + // Draw separator + // (it would be misleading to draw this in EndTabBar() suggesting that it may be drawn over tabs, as tab bar are appendable) + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected); + if (g.Style.TabBarBorderSize > 0.0f) + { + const float y = tab_bar->BarRect.Max.y; + window->DrawList->AddRectFilled(ImVec2(tab_bar->SeparatorMinX, y - g.Style.TabBarBorderSize), ImVec2(tab_bar->SeparatorMaxX, y), col); + } + return true; +} + +void ImGui::EndTabBar() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); + return; + } + + // Fallback in case no TabItem have been submitted + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) + { + tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight); + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight; + } + else + { + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight; + } + if (tab_bar->BeginCount > 1) + window->DC.CursorPos = tab_bar->BackupCursorPos; + + tab_bar->LastTabItemIdx = -1; + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + PopID(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); +} + +// Scrolling happens only in the central section (leading/trailing sections are not scrolling) +static float TabBarCalcScrollableWidth(ImGuiTabBar* tab_bar, ImGuiTabBarSection* sections) +{ + return tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; +} + +// This is called only once a frame before by the first call to ItemTab() +// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. +static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + tab_bar->WantLayout = false; + + // Garbage collect by compacting list + // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section) + int tab_dst_n = 0; + bool need_sort_by_section = false; + ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing + for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose) + { + // Remove tab + if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; } + continue; + } + if (tab_dst_n != tab_src_n) + tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + + tab = &tab_bar->Tabs[tab_dst_n]; + tab->IndexDuringLayout = (ImS16)tab_dst_n; + + // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) + int curr_tab_section_n = TabItemGetSectionIdx(tab); + if (tab_dst_n > 0) + { + ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; + int prev_tab_section_n = TabItemGetSectionIdx(prev_tab); + if (curr_tab_section_n == 0 && prev_tab_section_n != 0) + need_sort_by_section = true; + if (prev_tab_section_n == 2 && curr_tab_section_n != 2) + need_sort_by_section = true; + } + + sections[curr_tab_section_n].TabCount++; + tab_dst_n++; + } + if (tab_bar->Tabs.Size != tab_dst_n) + tab_bar->Tabs.resize(tab_dst_n); + + if (need_sort_by_section) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection); + + // Calculate spacing between sections + sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + + // Setup next selected tab + ImGuiID scroll_to_tab_id = 0; + if (tab_bar->NextSelectedTabId) + { + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; + tab_bar->NextSelectedTabId = 0; + scroll_to_tab_id = tab_bar->SelectedTabId; + } + + // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). + if (tab_bar->ReorderRequestTabId != 0) + { + if (TabBarProcessReorder(tab_bar)) + if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) + scroll_to_tab_id = tab_bar->ReorderRequestTabId; + tab_bar->ReorderRequestTabId = 0; + } + + // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) + const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; + if (tab_list_popup_button) + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! + scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central + // (whereas our tabs are stored as: leading, central, trailing) + int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); + + // Compute ideal tabs widths + store them into shrink buffer + ImGuiTabItem* most_recently_selected_tab = NULL; + int curr_section_n = -1; + bool found_selected_tab_id = false; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); + + if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button)) + most_recently_selected_tab = tab; + if (tab->ID == tab_bar->SelectedTabId) + found_selected_tab_id = true; + if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_to_tab_id = tab->ID; + + // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. + // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, + // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. + const char* tab_name = TabBarGetTabName(tab_bar, tab); + const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x; + + int section_n = TabItemGetSectionIdx(tab); + ImGuiTabBarSection* section = §ions[section_n]; + section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); + curr_section_n = section_n; + + // Store data so we can build an array sorted by width if we need to shrink tabs down + IM_MSVC_WARNING_SUPPRESS(6385); + ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++]; + shrink_width_item->Index = tab_n; + shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth; + tab->Width = ImMax(tab->ContentWidth, 1.0f); + } + + // Compute total ideal width (used for e.g. auto-resizing a window) + tab_bar->WidthAllTabsIdeal = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing; + + // Horizontal scrolling buttons + // (note that TabBarScrollButtons() will alter BarRect.Max.x) + if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) + if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) + { + scroll_to_tab_id = scroll_and_select_tab->ID; + if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab_bar->SelectedTabId = scroll_to_tab_id; + } + + // Shrink widths if full tabs don't fit in their allocated space + float section_0_w = sections[0].Width + sections[0].Spacing; + float section_1_w = sections[1].Width + sections[1].Spacing; + float section_2_w = sections[2].Width + sections[2].Spacing; + bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth(); + float width_excess; + if (central_section_is_visible) + width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section + else + width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section + + // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore + if (width_excess >= 1.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) + { + int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); + int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); + ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess); + + // Apply shrunk values into tabs and sections + for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index]; + float shrinked_width = IM_TRUNC(g.ShrinkWidthBuffer[tab_n].Width); + if (shrinked_width < 0.0f) + continue; + + shrinked_width = ImMax(1.0f, shrinked_width); + int section_n = TabItemGetSectionIdx(tab); + sections[section_n].Width -= (tab->Width - shrinked_width); + tab->Width = shrinked_width; + } + } + + // Layout all active tabs + int section_tab_index = 0; + float tab_offset = 0.0f; + tab_bar->WidthAllTabs = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + { + ImGuiTabBarSection* section = §ions[section_n]; + if (section_n == 2) + tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset); + + for (int tab_n = 0; tab_n < section->TabCount; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; + tab->Offset = tab_offset; + tab->NameOffset = -1; + tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f); + } + tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f); + tab_offset += section->Spacing; + section_tab_index += section->TabCount; + } + + // Clear name buffers + tab_bar->TabsNames.Buf.resize(0); + + // If we have lost the selected tab, select the next most recently active one + if (found_selected_tab_id == false) + tab_bar->SelectedTabId = 0; + if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) + scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + + // Lock in visible tab + tab_bar->VisibleTabId = tab_bar->SelectedTabId; + tab_bar->VisibleTabWasSubmitted = false; + + // CTRL+TAB can override visible tab temporarily + if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) + tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId; + + // Apply request requests + if (scroll_to_tab_id != 0) + TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); + else if ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow)) + { + const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH; + const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX; + if (TestKeyOwner(wheel_key, tab_bar->ID) && wheel != 0.0f) + { + const float scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0f; + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget - scroll_step); + } + SetKeyOwner(wheel_key, tab_bar->ID); + } + + // Update scrolling + tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); + if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } + tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; + tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; + + // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos = tab_bar->BarRect.Min; + ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal); +} + +// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack. +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window) +{ + if (docked_window != NULL) + { + IM_UNUSED(tab_bar); + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + ImGuiID id = docked_window->TabId; + KeepAliveID(id); + return id; + } + else + { + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(label); + } +} + +static float ImGui::TabBarCalcMaxTabWidth() +{ + ImGuiContext& g = *GImGui; + return g.FontSize * 20.0f; +} + +ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (tab_id != 0) + for (int n = 0; n < tab_bar->Tabs.Size; n++) + if (tab_bar->Tabs[n].ID == tab_id) + return &tab_bar->Tabs[n]; + return NULL; +} + +// Order = visible order, not submission order! (which is tab->BeginOrder) +ImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order) +{ + if (order < 0 || order >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[order]; +} + +// FIXME: See references to #2304 in TODO.txt +ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* most_recently_selected_tab = NULL; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + if (tab->Window && tab->Window->WasActive) + most_recently_selected_tab = tab; + } + return most_recently_selected_tab; +} + +ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar) +{ + if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[tab_bar->LastTabItemIdx]; +} + +const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->Window) + return tab->Window->Name; + if (tab->NameOffset == -1) + return "N/A"; + IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size); + return tab_bar->TabsNames.Buf.Data + tab->NameOffset; +} + +// The purpose of this call is to register tab in advance so we can control their order at the time they appear. +// Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function. +void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(TabBarFindTabByID(tab_bar, window->TabId) == NULL); + IM_ASSERT(g.CurrentTabBar != tab_bar); // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame) + + if (!window->HasCloseButton) + tab_flags |= ImGuiTabItemFlags_NoCloseButton; // Set _NoCloseButton immediately because it will be used for first-frame width calculation. + + ImGuiTabItem new_tab; + new_tab.ID = window->TabId; + new_tab.Flags = tab_flags; + new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab + if (new_tab.LastFrameVisible == -1) + new_tab.LastFrameVisible = g.FrameCount - 1; + new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission + tab_bar->Tabs.push_back(new_tab); +} + +// The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. +void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab_bar->Tabs.erase(tab); + if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } +} + +// Called on manual closure attempt +void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->Flags & ImGuiTabItemFlags_Button) + return; // A button appended with TabItemButton(). + + if ((tab->Flags & (ImGuiTabItemFlags_UnsavedDocument | ImGuiTabItemFlags_NoAssumedClosure)) == 0) + { + // This will remove a frame of lag for selecting another tab on closure. + // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure + tab->WantClose = true; + if (tab_bar->VisibleTabId == tab->ID) + { + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } + } + else + { + // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup) + if (tab_bar->VisibleTabId != tab->ID) + TabBarQueueFocus(tab_bar, tab); + } +} + +static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) +{ + scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth()); + return ImMax(scrolling, 0.0f); +} + +// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections) +{ + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id); + if (tab == NULL) + return; + if (tab->Flags & ImGuiTabItemFlags_SectionMask_) + return; + + ImGuiContext& g = *GImGui; + float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) + int order = TabBarGetTabOrder(tab_bar, tab); + + // Scrolling happens only in the central section (leading/trailing sections are not scrolling) + float scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections); + + // We make all tabs positions all relative Sections[0].Width to make code simpler + float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f); + float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width)) + { + // Scroll to the left + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); + tab_bar->ScrollingTarget = tab_x1; + } + else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width) + { + // Scroll to the right + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - scrollable_width; + } +} + +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + tab_bar->NextSelectedTabId = tab->ID; +} + +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name) +{ + IM_ASSERT((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0); // Only supported for manual/explicit tab bars + ImGuiID tab_id = TabBarCalcTabID(tab_bar, tab_name, NULL); + tab_bar->NextSelectedTabId = tab_id; +} + +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset) +{ + IM_ASSERT(offset != 0); + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + tab_bar->ReorderRequestTabId = tab->ID; + tab_bar->ReorderRequestOffset = (ImS16)offset; +} + +void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* src_tab, ImVec2 mouse_pos) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0) + return; + + const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); + + // Count number of contiguous tabs we are crossing over + const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; + const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab); + int dst_idx = src_idx; + for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir) + { + // Reordered tabs must share the same section + const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i]; + if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder) + break; + if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_)) + break; + dst_idx = i; + + // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. + const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x; + const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x; + //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255)); + if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) + break; + } + + if (dst_idx != src_idx) + TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx); +} + +bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId); + if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder)) + return false; + + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = TabBarGetTabOrder(tab_bar, tab1) + tab_bar->ReorderRequestOffset; + if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) + return false; + + // Reordered tabs must share the same section + // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too) + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + if (tab2->Flags & ImGuiTabItemFlags_NoReorder) + return false; + if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_)) + return false; + + ImGuiTabItem item_tmp = *tab1; + ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2; + ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1; + const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; + memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem)); + *tab2 = item_tmp; + + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + return true; +} + +static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); + const float scrolling_buttons_width = arrow_button_size.x * 2.0f; + + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); + + int select_dir = 0; + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + const float backup_repeat_delay = g.IO.KeyRepeatDelay; + const float backup_repeat_rate = g.IO.KeyRepeatRate; + g.IO.KeyRepeatDelay = 0.250f; + g.IO.KeyRepeatRate = 0.200f; + float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width); + window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) + select_dir = -1; + window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) + select_dir = +1; + PopItemFlag(); + PopStyleColor(2); + g.IO.KeyRepeatRate = backup_repeat_rate; + g.IO.KeyRepeatDelay = backup_repeat_delay; + + ImGuiTabItem* tab_to_scroll_to = NULL; + if (select_dir != 0) + if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + { + int selected_order = TabBarGetTabOrder(tab_bar, tab_item); + int target_order = selected_order + select_dir; + + // Skip tab item buttons until another tab item is found or end is reached + while (tab_to_scroll_to == NULL) + { + // If we are at the end of the list, still scroll to make our tab visible + tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; + + // Cross through buttons + // (even if first/last item is a button, return it so we can update the scroll) + if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button) + { + target_order += select_dir; + selected_order += select_dir; + tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; + } + } + } + window->DC.CursorPos = backup_cursor_pos; + tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; + + return tab_to_scroll_to; +} + +static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We use g.Style.FramePadding.y to match the square ArrowButton size + const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); + tab_bar->BarRect.Min.x += tab_list_popup_button_width; + + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest); + PopStyleColor(2); + + ImGuiTabItem* tab_to_select = NULL; + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + + const char* tab_name = TabBarGetTabName(tab_bar, tab); + if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) + tab_to_select = tab; + } + EndCombo(); + } + + window->DC.CursorPos = backup_cursor_pos; + return tab_to_select; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +//------------------------------------------------------------------------- +// - BeginTabItem() +// - EndTabItem() +// - TabItemButton() +// - TabItemEx() [Internal] +// - SetTabItemClosed() +// - TabItemCalcSize() [Internal] +// - TabItemBackground() [Internal] +// - TabItemLabelAndCloseButton() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! + + bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); + if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + } + return ret; +} + +void ImGui::EndTabItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) + PopID(); +} + +bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL); +} + +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) +{ + // Layout whole tab bar if not already done + ImGuiContext& g = *GImGui; + if (tab_bar->WantLayout) + { + ImGuiNextItemData backup_next_item_data = g.NextItemData; + TabBarLayout(tab_bar); + g.NextItemData = backup_next_item_data; + } + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window); + + // If the user called us with *p_open == false, we early out and don't render. + // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + if (p_open && !*p_open) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + return false; + } + + IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button)); + IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing + + // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) + if (flags & ImGuiTabItemFlags_NoCloseButton) + p_open = NULL; + else if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + + // Acquire tab data + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); + bool tab_is_new = false; + if (tab == NULL) + { + tab_bar->Tabs.push_back(ImGuiTabItem()); + tab = &tab_bar->Tabs.back(); + tab->ID = id; + tab_bar->TabsAddedNew = tab_is_new = true; + } + tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument)); + tab->RequestedWidth = -1.0f; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) + size.x = tab->RequestedWidth = g.NextItemData.Width; + if (tab_is_new) + tab->Width = ImMax(1.0f, size.x); + tab->ContentWidth = size.x; + tab->BeginOrder = tab_bar->TabsActiveCount++; + + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; + const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; + tab->LastFrameVisible = g.FrameCount; + tab->Flags = flags; + tab->Window = docked_window; + + // Append name _WITH_ the zero-terminator + // (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar) + if (docked_window != NULL) + { + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + tab->NameOffset = -1; + } + else + { + tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + strlen(label) + 1); + } + + // Update selected tab + if (!is_tab_button) + { + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) + TabBarQueueFocus(tab_bar, tab); // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar + TabBarQueueFocus(tab_bar, tab); + } + + // Lock visibility + // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) + bool tab_contents_visible = (tab_bar->VisibleTabId == id); + if (tab_contents_visible) + tab_bar->VisibleTabWasSubmitted = true; + + // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL) + if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) + tab_contents_visible = true; + + // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted + // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. + if (tab_appearing && (!tab_bar_appearing || tab_is_new)) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + if (is_tab_button) + return false; + return tab_contents_visible; + } + + if (tab_bar->SelectedTabId == id) + tab->LastFrameSelected = g.FrameCount; + + // Backup current layout position + const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; + + // Layout + const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + size.x = tab->Width; + if (is_central_section) + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_TRUNC(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + else + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f); + ImVec2 pos = window->DC.CursorPos; + ImRect bb(pos, pos + size); + + // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) + const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX); + if (want_clip_rect) + PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true); + + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + + if (!ItemAdd(bb, id)) + { + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + return tab_contents_visible; + } + + // Click to Select a tab + ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap); + if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (pressed && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + // Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow() + // will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id. + if (held && docked_window && g.ActiveId == id && g.ActiveIdIsJustActivated) + g.ActiveIdWindow = docked_window; + + // Drag and drop a single floating window node moves it + ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; + const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1); + if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) + { + // Move + StartMouseMovingWindow(docked_window); + } + else if (held && !tab_appearing && IsMouseDragging(0)) + { + // Drag and drop: re-order tabs + int drag_dir = 0; + float drag_distance_from_edge_x = 0.0f; + if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL))) + { + // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) + { + drag_dir = -1; + drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) + { + drag_dir = +1; + drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + } + + // Extract a Dockable window out of it's tab bar + const bool can_undock = docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove) && !(node->MergedFlags & ImGuiDockNodeFlags_NoUndocking); + if (can_undock) + { + // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar + bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id); + if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) + { + float threshold_base = g.FontSize; + float threshold_x = (threshold_base * 2.2f); + float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); + //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] + + float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); + if (distance_from_edge_y >= threshold_y) + undocking_tab = true; + if (drag_distance_from_edge_x > threshold_x) + if ((drag_dir < 0 && TabBarGetTabOrder(tab_bar, tab) == 0) || (drag_dir > 0 && TabBarGetTabOrder(tab_bar, tab) == tab_bar->Tabs.Size - 1)) + undocking_tab = true; + } + + if (undocking_tab) + { + // Undock + // FIXME: refactor to share more code with e.g. StartMouseMovingWindow + DockContextQueueUndockWindow(&g, docked_window); + g.MovingWindow = docked_window; + SetActiveID(g.MovingWindow->MoveId, g.MovingWindow); + g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + } + } + } + +#if 0 + if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) + { + // Enlarge tab display when hovering + bb.Max.x = bb.Min.x + IM_TRUNC(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); + display_draw_list = GetForegroundDrawList(window); + TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); + } +#endif + + // Render tab shape + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabDimmed)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline) && style.TabBarOverlineSize > 0.0f) + { + float x_offset = IM_TRUNC(0.4f * style.TabRounding); + if (x_offset < 2.0f * g.CurrentDpiScale) + x_offset = 0.0f; + float y_offset = 1.0f * g.CurrentDpiScale; + display_draw_list->AddLine(bb.GetTL() + ImVec2(x_offset, y_offset), bb.GetTR() + ImVec2(-x_offset, y_offset), GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline), style.TabBarOverlineSize); + } + RenderNavCursor(bb, id); + + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (tab_bar->SelectedTabId != tab->ID && hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0; + bool just_closed; + bool text_clipped; + TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent) + // That state is copied to window->DockTabItemStatusFlags by our caller. + if (docked_window && (hovered || g.HoveredId == close_button_id)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Restore main window position so user can draw there + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + + // Tooltip + // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) + // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) + // FIXME: This is a mess. + // FIXME: We may want disabled tab to still display the tooltip? + if (text_clipped && g.HoveredId == id && !held) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) + SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + + IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected + if (is_tab_button) + return pressed; + return tab_contents_visible; +} + +// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. +// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar(). +// Tabs closed by the close button will automatically be flagged to avoid this issue. +void ImGui::SetTabItemClosed(const char* label) +{ + ImGuiContext& g = *GImGui; + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); + if (is_within_manual_tab_bar) + { + ImGuiTabBar* tab_bar = g.CurrentTabBar; + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL); + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab->WantClose = true; // Will be processed by next call to TabBarLayout() + } + else if (ImGuiWindow* window = FindWindowByName(label)) + { + if (window->DockIsActive) + if (ImGuiDockNode* node = window->DockNode) + { + ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label, window); + TabBarRemoveTab(node->TabBar, tab_id); + window->DockTabWantClose = true; + } + } +} + +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); + if (has_close_button_or_unsaved_marker) + size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. + else + size.x += g.Style.FramePadding.x + 1.0f; + return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); +} + +ImVec2 ImGui::TabItemCalcSize(ImGuiWindow* window) +{ + return TabItemCalcSize(window->Name, window->HasCloseButton || (window->Flags & ImGuiWindowFlags_UnsavedDocument)); +} + +void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) +{ + // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. + ImGuiContext& g = *GImGui; + const float width = bb.GetWidth(); + IM_UNUSED(flags); + IM_ASSERT(width > 0.0f); + const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f)); + const float y1 = bb.Min.y + 1.0f; + const float y2 = bb.Max.y - g.Style.TabBarBorderSize; + draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); + draw_list->PathFillConvex(col); + if (g.Style.TabBorderSize > 0.0f) + { + draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize); + } +} + +// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic +// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. +void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + if (out_just_closed) + *out_just_closed = false; + if (out_text_clipped) + *out_text_clipped = false; + + if (bb.GetWidth() <= 1.0f) + return; + + // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) + // But right now if you want to alter text color of tabs this is what you need to do. +#if 0 + const float backup_alpha = g.Style.Alpha; + if (!is_contents_visible) + g.Style.Alpha *= 0.7f; +#endif + + // Render text label (with clipping + alpha gradient) + unsaved marker + ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); + ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + + // Return clipped state ignoring the close button + if (out_text_clipped) + { + *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x; + //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); + } + + const float button_sz = g.FontSize; + const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y); + + // Close Button & Unsaved Marker + // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() + // 'hovered' will be true when hovering the Tab but NOT when hovering the close button + // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button + // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false + bool close_button_pressed = false; + bool close_button_visible = false; + if (close_button_id != 0) + if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton)) + if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) + close_button_visible = true; + bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); + + if (close_button_visible) + { + ImGuiLastItemData last_item_backup = g.LastItemData; + if (CloseButton(close_button_id, button_pos)) + close_button_pressed = true; + g.LastItemData = last_item_backup; + + // Close with middle mouse button + if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + close_button_pressed = true; + } + else if (unsaved_marker_visible) + { + const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz)); + RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); + } + + // This is all rather complicated + // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) + // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. + float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + if (close_button_visible || unsaved_marker_visible) + { + text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f); + text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f; + ellipsis_max_x = text_pixel_clip_bb.Max.x; + } + LogSetNextTextDecoration("/", "\\"); + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); + +#if 0 + if (!is_contents_visible) + g.Style.Alpha = backup_alpha; +#endif + + if (out_just_closed) + *out_just_closed = close_button_pressed; +} + + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imstb_rectpack.h b/src/main/imgui/imstb_rectpack.h new file mode 100644 index 0000000..f6917e7 --- /dev/null +++ b/src/main/imgui/imstb_rectpack.h @@ -0,0 +1,627 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_rect_pack.h 1.01. +// Grep for [DEAR IMGUI] to find the changes. +// +// stb_rect_pack.h - v1.01 - public domain - rectangle packing +// Sean Barrett 2014 +// +// Useful for e.g. packing rectangular textures into an atlas. +// Does not do rotation. +// +// Before #including, +// +// #define STB_RECT_PACK_IMPLEMENTATION +// +// in the file that you want to have the implementation. +// +// Not necessarily the awesomest packing method, but better than +// the totally naive one in stb_truetype (which is primarily what +// this is meant to replace). +// +// Has only had a few tests run, may have issues. +// +// More docs to come. +// +// No memory allocations; uses qsort() and assert() from stdlib. +// Can override those by defining STBRP_SORT and STBRP_ASSERT. +// +// This library currently uses the Skyline Bottom-Left algorithm. +// +// Please note: better rectangle packers are welcome! Please +// implement them to the same API, but with a different init +// function. +// +// Credits +// +// Library +// Sean Barrett +// Minor features +// Martins Mozeiko +// github:IntellectualKitty +// +// Bugfixes / warning fixes +// Jeremy Jaussaud +// Fabian Giesen +// +// Version history: +// +// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section +// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles +// 0.99 (2019-02-07) warning fixes +// 0.11 (2017-03-03) return packing success/fail result +// 0.10 (2016-10-25) remove cast-away-const to avoid warnings +// 0.09 (2016-08-27) fix compiler warnings +// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0) +// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0) +// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort +// 0.05: added STBRP_ASSERT to allow replacing assert +// 0.04: fixed minor bug in STBRP_LARGE_RECTS support +// 0.01: initial release +// +// LICENSE +// +// See end of file for license information. + +////////////////////////////////////////////////////////////////////////////// +// +// INCLUDE SECTION +// + +#ifndef STB_INCLUDE_STB_RECT_PACK_H +#define STB_INCLUDE_STB_RECT_PACK_H + +#define STB_RECT_PACK_VERSION 1 + +#ifdef STBRP_STATIC +#define STBRP_DEF static +#else +#define STBRP_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +typedef struct stbrp_context stbrp_context; +typedef struct stbrp_node stbrp_node; +typedef struct stbrp_rect stbrp_rect; + +typedef int stbrp_coord; + +#define STBRP__MAXVAL 0x7fffffff +// Mostly for internal use, but this is the maximum supported coordinate value. + +STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); +// Assign packed locations to rectangles. The rectangles are of type +// 'stbrp_rect' defined below, stored in the array 'rects', and there +// are 'num_rects' many of them. +// +// Rectangles which are successfully packed have the 'was_packed' flag +// set to a non-zero value and 'x' and 'y' store the minimum location +// on each axis (i.e. bottom-left in cartesian coordinates, top-left +// if you imagine y increasing downwards). Rectangles which do not fit +// have the 'was_packed' flag set to 0. +// +// You should not try to access the 'rects' array from another thread +// while this function is running, as the function temporarily reorders +// the array while it executes. +// +// To pack into another rectangle, you need to call stbrp_init_target +// again. To continue packing into the same rectangle, you can call +// this function again. Calling this multiple times with multiple rect +// arrays will probably produce worse packing results than calling it +// a single time with the full rectangle array, but the option is +// available. +// +// The function returns 1 if all of the rectangles were successfully +// packed and 0 otherwise. + +struct stbrp_rect +{ + // reserved for your use: + int id; + + // input: + stbrp_coord w, h; + + // output: + stbrp_coord x, y; + int was_packed; // non-zero if valid packing + +}; // 16 bytes, nominally + + +STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes); +// Initialize a rectangle packer to: +// pack a rectangle that is 'width' by 'height' in dimensions +// using temporary storage provided by the array 'nodes', which is 'num_nodes' long +// +// You must call this function every time you start packing into a new target. +// +// There is no "shutdown" function. The 'nodes' memory must stay valid for +// the following stbrp_pack_rects() call (or calls), but can be freed after +// the call (or calls) finish. +// +// Note: to guarantee best results, either: +// 1. make sure 'num_nodes' >= 'width' +// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1' +// +// If you don't do either of the above things, widths will be quantized to multiples +// of small integers to guarantee the algorithm doesn't run out of temporary storage. +// +// If you do #2, then the non-quantized algorithm will be used, but the algorithm +// may run out of temporary storage and be unable to pack some rectangles. + +STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem); +// Optionally call this function after init but before doing any packing to +// change the handling of the out-of-temp-memory scenario, described above. +// If you call init again, this will be reset to the default (false). + + +STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic); +// Optionally select which packing heuristic the library should use. Different +// heuristics will produce better/worse results for different data sets. +// If you call init again, this will be reset to the default. + +enum +{ + STBRP_HEURISTIC_Skyline_default=0, + STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, + STBRP_HEURISTIC_Skyline_BF_sortHeight +}; + + +////////////////////////////////////////////////////////////////////////////// +// +// the details of the following structures don't matter to you, but they must +// be visible so you can handle the memory allocations for them + +struct stbrp_node +{ + stbrp_coord x,y; + stbrp_node *next; +}; + +struct stbrp_context +{ + int width; + int height; + int align; + int init_mode; + int heuristic; + int num_nodes; + stbrp_node *active_head; + stbrp_node *free_head; + stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' +}; + +#ifdef __cplusplus +} +#endif + +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// IMPLEMENTATION SECTION +// + +#ifdef STB_RECT_PACK_IMPLEMENTATION +#ifndef STBRP_SORT +#include +#define STBRP_SORT qsort +#endif + +#ifndef STBRP_ASSERT +#include +#define STBRP_ASSERT assert +#endif + +#ifdef _MSC_VER +#define STBRP__NOTUSED(v) (void)(v) +#define STBRP__CDECL __cdecl +#else +#define STBRP__NOTUSED(v) (void)sizeof(v) +#define STBRP__CDECL +#endif + +enum +{ + STBRP__INIT_skyline = 1 +}; + +STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic) +{ + switch (context->init_mode) { + case STBRP__INIT_skyline: + STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); + context->heuristic = heuristic; + break; + default: + STBRP_ASSERT(0); + } +} + +STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem) +{ + if (allow_out_of_mem) + // if it's ok to run out of memory, then don't bother aligning them; + // this gives better packing, but may fail due to OOM (even though + // the rectangles easily fit). @TODO a smarter approach would be to only + // quantize once we've hit OOM, then we could get rid of this parameter. + context->align = 1; + else { + // if it's not ok to run out of memory, then quantize the widths + // so that num_nodes is always enough nodes. + // + // I.e. num_nodes * align >= width + // align >= width / num_nodes + // align = ceil(width/num_nodes) + + context->align = (context->width + context->num_nodes-1) / context->num_nodes; + } +} + +STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) +{ + int i; + + for (i=0; i < num_nodes-1; ++i) + nodes[i].next = &nodes[i+1]; + nodes[i].next = NULL; + context->init_mode = STBRP__INIT_skyline; + context->heuristic = STBRP_HEURISTIC_Skyline_default; + context->free_head = &nodes[0]; + context->active_head = &context->extra[0]; + context->width = width; + context->height = height; + context->num_nodes = num_nodes; + stbrp_setup_allow_out_of_mem(context, 0); + + // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) + context->extra[0].x = 0; + context->extra[0].y = 0; + context->extra[0].next = &context->extra[1]; + context->extra[1].x = (stbrp_coord) width; + context->extra[1].y = (1<<30); + context->extra[1].next = NULL; +} + +// find minimum y position if it starts at x1 +static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste) +{ + stbrp_node *node = first; + int x1 = x0 + width; + int min_y, visited_width, waste_area; + + STBRP__NOTUSED(c); + + STBRP_ASSERT(first->x <= x0); + + #if 0 + // skip in case we're past the node + while (node->next->x <= x0) + ++node; + #else + STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency + #endif + + STBRP_ASSERT(node->x <= x0); + + min_y = 0; + waste_area = 0; + visited_width = 0; + while (node->x < x1) { + if (node->y > min_y) { + // raise min_y higher. + // we've accounted for all waste up to min_y, + // but we'll now add more waste for everything we've visted + waste_area += visited_width * (node->y - min_y); + min_y = node->y; + // the first time through, visited_width might be reduced + if (node->x < x0) + visited_width += node->next->x - x0; + else + visited_width += node->next->x - node->x; + } else { + // add waste area + int under_width = node->next->x - node->x; + if (under_width + visited_width > width) + under_width = width - visited_width; + waste_area += under_width * (min_y - node->y); + visited_width += under_width; + } + node = node->next; + } + + *pwaste = waste_area; + return min_y; +} + +typedef struct +{ + int x,y; + stbrp_node **prev_link; +} stbrp__findresult; + +static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height) +{ + int best_waste = (1<<30), best_x, best_y = (1 << 30); + stbrp__findresult fr; + stbrp_node **prev, *node, *tail, **best = NULL; + + // align to multiple of c->align + width = (width + c->align - 1); + width -= width % c->align; + STBRP_ASSERT(width % c->align == 0); + + // if it can't possibly fit, bail immediately + if (width > c->width || height > c->height) { + fr.prev_link = NULL; + fr.x = fr.y = 0; + return fr; + } + + node = c->active_head; + prev = &c->active_head; + while (node->x + width <= c->width) { + int y,waste; + y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); + if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL + // bottom left + if (y < best_y) { + best_y = y; + best = prev; + } + } else { + // best-fit + if (y + height <= c->height) { + // can only use it if it first vertically + if (y < best_y || (y == best_y && waste < best_waste)) { + best_y = y; + best_waste = waste; + best = prev; + } + } + } + prev = &node->next; + node = node->next; + } + + best_x = (best == NULL) ? 0 : (*best)->x; + + // if doing best-fit (BF), we also have to try aligning right edge to each node position + // + // e.g, if fitting + // + // ____________________ + // |____________________| + // + // into + // + // | | + // | ____________| + // |____________| + // + // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned + // + // This makes BF take about 2x the time + + if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) { + tail = c->active_head; + node = c->active_head; + prev = &c->active_head; + // find first node that's admissible + while (tail->x < width) + tail = tail->next; + while (tail) { + int xpos = tail->x - width; + int y,waste; + STBRP_ASSERT(xpos >= 0); + // find the left position that matches this + while (node->next->x <= xpos) { + prev = &node->next; + node = node->next; + } + STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); + y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); + if (y + height <= c->height) { + if (y <= best_y) { + if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { + best_x = xpos; + //STBRP_ASSERT(y <= best_y); [DEAR IMGUI] + best_y = y; + best_waste = waste; + best = prev; + } + } + } + tail = tail->next; + } + } + + fr.prev_link = best; + fr.x = best_x; + fr.y = best_y; + return fr; +} + +static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height) +{ + // find best position according to heuristic + stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); + stbrp_node *node, *cur; + + // bail if: + // 1. it failed + // 2. the best node doesn't fit (we don't always check this) + // 3. we're out of memory + if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) { + res.prev_link = NULL; + return res; + } + + // on success, create new node + node = context->free_head; + node->x = (stbrp_coord) res.x; + node->y = (stbrp_coord) (res.y + height); + + context->free_head = node->next; + + // insert the new node into the right starting point, and + // let 'cur' point to the remaining nodes needing to be + // stiched back in + + cur = *res.prev_link; + if (cur->x < res.x) { + // preserve the existing one, so start testing with the next one + stbrp_node *next = cur->next; + cur->next = node; + cur = next; + } else { + *res.prev_link = node; + } + + // from here, traverse cur and free the nodes, until we get to one + // that shouldn't be freed + while (cur->next && cur->next->x <= res.x + width) { + stbrp_node *next = cur->next; + // move the current node to the free list + cur->next = context->free_head; + context->free_head = cur; + cur = next; + } + + // stitch the list back in + node->next = cur; + + if (cur->x < res.x + width) + cur->x = (stbrp_coord) (res.x + width); + +#ifdef _DEBUG + cur = context->active_head; + while (cur->x < context->width) { + STBRP_ASSERT(cur->x < cur->next->x); + cur = cur->next; + } + STBRP_ASSERT(cur->next == NULL); + + { + int count=0; + cur = context->active_head; + while (cur) { + cur = cur->next; + ++count; + } + cur = context->free_head; + while (cur) { + cur = cur->next; + ++count; + } + STBRP_ASSERT(count == context->num_nodes+2); + } +#endif + + return res; +} + +static int STBRP__CDECL rect_height_compare(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + if (p->h > q->h) + return -1; + if (p->h < q->h) + return 1; + return (p->w > q->w) ? -1 : (p->w < q->w); +} + +static int STBRP__CDECL rect_original_order(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); +} + +STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) +{ + int i, all_rects_packed = 1; + + // we use the 'was_packed' field internally to allow sorting/unsorting + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = i; + } + + // sort according to heuristic + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); + + for (i=0; i < num_rects; ++i) { + if (rects[i].w == 0 || rects[i].h == 0) { + rects[i].x = rects[i].y = 0; // empty rect needs no space + } else { + stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); + if (fr.prev_link) { + rects[i].x = (stbrp_coord) fr.x; + rects[i].y = (stbrp_coord) fr.y; + } else { + rects[i].x = rects[i].y = STBRP__MAXVAL; + } + } + } + + // unsort + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); + + // set was_packed flags and all_rects_packed status + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); + if (!rects[i].was_packed) + all_rects_packed = 0; + } + + // return the all_rects_packed status + return all_rects_packed; +} +#endif + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/src/main/imgui/imstb_textedit.h b/src/main/imgui/imstb_textedit.h new file mode 100644 index 0000000..b7a761c --- /dev/null +++ b/src/main/imgui/imstb_textedit.h @@ -0,0 +1,1469 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_textedit.h 1.14. +// Those changes would need to be pushed into nothings/stb: +// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) +// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783) +// - Added name to struct or it may be forward declared in our code. +// - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925) +// Grep for [DEAR IMGUI] to find the changes. +// - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_* + +// stb_textedit.h - v1.14 - public domain - Sean Barrett +// Development of this library was sponsored by RAD Game Tools +// +// This C header file implements the guts of a multi-line text-editing +// widget; you implement display, word-wrapping, and low-level string +// insertion/deletion, and stb_textedit will map user inputs into +// insertions & deletions, plus updates to the cursor position, +// selection state, and undo state. +// +// It is intended for use in games and other systems that need to build +// their own custom widgets and which do not have heavy text-editing +// requirements (this library is not recommended for use for editing large +// texts, as its performance does not scale and it has limited undo). +// +// Non-trivial behaviors are modelled after Windows text controls. +// +// +// LICENSE +// +// See end of file for license information. +// +// +// DEPENDENCIES +// +// Uses the C runtime function 'memmove', which you can override +// by defining IMSTB_TEXTEDIT_memmove before the implementation. +// Uses no other functions. Performs no runtime allocations. +// +// +// VERSION HISTORY +// +// 1.14 (2021-07-11) page up/down, various fixes +// 1.13 (2019-02-07) fix bug in undo size management +// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash +// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield +// 1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.9 (2016-08-27) customizable move-by-word +// 1.8 (2016-04-02) better keyboard handling when mouse button is down +// 1.7 (2015-09-13) change y range handling in case baseline is non-0 +// 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove +// 1.5 (2014-09-10) add support for secondary keys for OS X +// 1.4 (2014-08-17) fix signed/unsigned warnings +// 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary +// 1.2 (2014-05-27) fix some RAD types that had crept into the new code +// 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE ) +// 1.0 (2012-07-26) improve documentation, initial public release +// 0.3 (2012-02-24) bugfixes, single-line mode; insert mode +// 0.2 (2011-11-28) fixes to undo/redo +// 0.1 (2010-07-08) initial version +// +// ADDITIONAL CONTRIBUTORS +// +// Ulf Winklemann: move-by-word in 1.1 +// Fabian Giesen: secondary key inputs in 1.5 +// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 +// Louis Schnellbach: page up/down in 1.14 +// +// Bugfixes: +// Scott Graham +// Daniel Keller +// Omar Cornut +// Dan Thompson +// +// USAGE +// +// This file behaves differently depending on what symbols you define +// before including it. +// +// +// Header-file mode: +// +// If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this, +// it will operate in "header file" mode. In this mode, it declares a +// single public symbol, STB_TexteditState, which encapsulates the current +// state of a text widget (except for the string, which you will store +// separately). +// +// To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a +// primitive type that defines a single character (e.g. char, wchar_t, etc). +// +// To save space or increase undo-ability, you can optionally define the +// following things that are used by the undo system: +// +// STB_TEXTEDIT_POSITIONTYPE small int type encoding a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// If you don't define these, they are set to permissive types and +// moderate sizes. The undo system does no memory allocations, so +// it grows STB_TexteditState by the worst-case storage which is (in bytes): +// +// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT +// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT +// +// +// Implementation mode: +// +// If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it +// will compile the implementation of the text edit widget, depending +// on a large number of symbols which must be defined before the include. +// +// The implementation is defined only as static functions. You will then +// need to provide your own APIs in the same file which will access the +// static functions. +// +// The basic concept is that you provide a "string" object which +// behaves like an array of characters. stb_textedit uses indices to +// refer to positions in the string, implicitly representing positions +// in the displayed textedit. This is true for both plain text and +// rich text; even with rich text stb_truetype interacts with your +// code as if there was an array of all the displayed characters. +// +// Symbols that must be the same in header-file and implementation mode: +// +// STB_TEXTEDIT_CHARTYPE the character type +// STB_TEXTEDIT_POSITIONTYPE small type that is a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// Symbols you must define for implementation mode: +// +// STB_TEXTEDIT_STRING the type of object representing a string being edited, +// typically this is a wrapper object with other data you need +// +// STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1)) +// STB_TEXTEDIT_LAYOUTROW(&r,obj,n) returns the results of laying out a line of characters +// starting from character #n (see discussion below) +// STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character +// to the xpos of the i+1'th char for a line of characters +// starting at character #n (i.e. accounts for kerning +// with previous char) +// STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character +// (return type is int, -1 means not valid to insert) +// STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based +// STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize +// as manually wordwrapping for end-of-line positioning +// +// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i +// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// +// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key +// +// STB_TEXTEDIT_K_LEFT keyboard input to move cursor left +// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right +// STB_TEXTEDIT_K_UP keyboard input to move cursor up +// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down +// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page +// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page +// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME +// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END +// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME +// STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text // e.g. ctrl-END +// STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor +// STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor +// STB_TEXTEDIT_K_UNDO keyboard input to perform undo +// STB_TEXTEDIT_K_REDO keyboard input to perform redo +// +// Optional: +// STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode +// STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'), +// required for default WORDLEFT/WORDRIGHT handlers +// STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to +// STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to +// STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT +// STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT +// STB_TEXTEDIT_K_LINESTART2 secondary keyboard input to move cursor to start of line +// STB_TEXTEDIT_K_LINEEND2 secondary keyboard input to move cursor to end of line +// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text +// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text +// +// Keyboard input must be encoded as a single integer value; e.g. a character code +// and some bitflags that represent shift states. to simplify the interface, SHIFT must +// be a bitflag, so we can test the shifted state of cursor movements to allow selection, +// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. +// +// You can encode other things, such as CONTROL or ALT, in additional bits, and +// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example, +// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN +// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit, +// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the +// API below. The control keys will only match WM_KEYDOWN events because of the +// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN +// bit so it only decodes WM_CHAR events. +// +// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed +// row of characters assuming they start on the i'th character--the width and +// the height and the number of characters consumed. This allows this library +// to traverse the entire layout incrementally. You need to compute word-wrapping +// here. +// +// Each textfield keeps its own insert mode state, which is not how normal +// applications work. To keep an app-wide insert mode, update/copy the +// "insert_mode" field of STB_TexteditState before/after calling API functions. +// +// API +// +// void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +// +// void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key) +// void stb_textedit_text(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int text_len) +// +// Each of these functions potentially updates the string and updates the +// state. +// +// initialize_state: +// set the textedit state to a known good default state when initially +// constructing the textedit. +// +// click: +// call this with the mouse x,y on a mouse down; it will update the cursor +// and reset the selection start/end to the cursor point. the x,y must +// be relative to the text widget, with (0,0) being the top left. +// +// drag: +// call this with the mouse x,y on a mouse drag/up; it will update the +// cursor and the selection end point +// +// cut: +// call this to delete the current selection; returns true if there was +// one. you should FIRST copy the current selection to the system paste buffer. +// (To copy, just copy the current selection out of the string yourself.) +// +// paste: +// call this to paste text at the current cursor point or over the current +// selection if there is one. +// +// key: +// call this for keyboard inputs sent to the textfield. you can use it +// for "key down" events or for "translated" key events. if you need to +// do both (as in Win32), or distinguish Unicode characters from control +// inputs, set a high bit to distinguish the two; then you can define the +// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit +// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is +// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to +// anything other type you want before including. +// if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are +// transformed into text and stb_textedit_text() is automatically called. +// +// text: [DEAR IMGUI] added 2024-09 +// call this to text inputs sent to the textfield. +// +// +// When rendering, you can read the cursor position and selection state from +// the STB_TexteditState. +// +// +// Notes: +// +// This is designed to be usable in IMGUI, so it allows for the possibility of +// running in an IMGUI that has NOT cached the multi-line layout. For this +// reason, it provides an interface that is compatible with computing the +// layout incrementally--we try to make sure we make as few passes through +// as possible. (For example, to locate the mouse pointer in the text, we +// could define functions that return the X and Y positions of characters +// and binary search Y and then X, but if we're doing dynamic layout this +// will run the layout algorithm many times, so instead we manually search +// forward in one pass. Similar logic applies to e.g. up-arrow and +// down-arrow movement.) +// +// If it's run in a widget that *has* cached the layout, then this is less +// efficient, but it's not horrible on modern computers. But you wouldn't +// want to edit million-line files with it. + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Header-file mode +//// +//// + +#ifndef INCLUDE_IMSTB_TEXTEDIT_H +#define INCLUDE_IMSTB_TEXTEDIT_H + +//////////////////////////////////////////////////////////////////////// +// +// STB_TexteditState +// +// Definition of STB_TexteditState which you should store +// per-textfield; it includes cursor position, selection state, +// and undo state. +// + +#ifndef IMSTB_TEXTEDIT_UNDOSTATECOUNT +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#endif +#ifndef IMSTB_TEXTEDIT_UNDOCHARCOUNT +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +#endif +#ifndef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_CHARTYPE int +#endif +#ifndef IMSTB_TEXTEDIT_POSITIONTYPE +#define IMSTB_TEXTEDIT_POSITIONTYPE int +#endif + +typedef struct +{ + // private data + IMSTB_TEXTEDIT_POSITIONTYPE where; + IMSTB_TEXTEDIT_POSITIONTYPE insert_length; + IMSTB_TEXTEDIT_POSITIONTYPE delete_length; + int char_storage; +} StbUndoRecord; + +typedef struct +{ + // private data + StbUndoRecord undo_rec [IMSTB_TEXTEDIT_UNDOSTATECOUNT]; + IMSTB_TEXTEDIT_CHARTYPE undo_char[IMSTB_TEXTEDIT_UNDOCHARCOUNT]; + short undo_point, redo_point; + int undo_char_point, redo_char_point; +} StbUndoState; + +typedef struct STB_TexteditState +{ + ///////////////////// + // + // public data + // + + int cursor; + // position of the text cursor within the string + + int select_start; // selection start point + int select_end; + // selection start and end point in characters; if equal, no selection. + // note that start may be less than or greater than end (e.g. when + // dragging the mouse, start is where the initial click was, and you + // can drag in either direction) + + unsigned char insert_mode; + // each textfield keeps its own insert mode state. to keep an app-wide + // insert mode, copy this value in/out of the app state + + int row_count_per_page; + // page size in number of row. + // this value MUST be set to >0 for pageup or pagedown in multilines documents. + + ///////////////////// + // + // private data + // + unsigned char cursor_at_end_of_line; // not implemented yet + unsigned char initialized; + unsigned char has_preferred_x; + unsigned char single_line; + unsigned char padding1, padding2, padding3; + float preferred_x; // this determines where the cursor up/down tries to seek to along x + StbUndoState undostate; +} STB_TexteditState; + + +//////////////////////////////////////////////////////////////////////// +// +// StbTexteditRow +// +// Result of layout query, used by stb_textedit to determine where +// the text in each row is. + +// result of layout query +typedef struct +{ + float x0,x1; // starting x location, end x location (allows for align=right, etc) + float baseline_y_delta; // position of baseline relative to previous row's baseline + float ymin,ymax; // height of row above and below baseline + int num_chars; +} StbTexteditRow; +#endif //INCLUDE_IMSTB_TEXTEDIT_H + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Implementation mode +//// +//// + + +// implementation isn't include-guarded, since it might have indirectly +// included just the "header" portion +#ifdef IMSTB_TEXTEDIT_IMPLEMENTATION + +#ifndef IMSTB_TEXTEDIT_memmove +#include +#define IMSTB_TEXTEDIT_memmove memmove +#endif + + +///////////////////////////////////////////////////////////////////////////// +// +// Mouse input handling +// + +// traverse the layout to locate the nearest character to a display position +static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y) +{ + StbTexteditRow r; + int n = STB_TEXTEDIT_STRINGLEN(str); + float base_y = 0, prev_x; + int i=0, k; + + r.x0 = r.x1 = 0; + r.ymin = r.ymax = 0; + r.num_chars = 0; + + // search rows to find one that straddles 'y' + while (i < n) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (r.num_chars <= 0) + return n; + + if (i==0 && y < base_y + r.ymin) + return 0; + + if (y < base_y + r.ymax) + break; + + i += r.num_chars; + base_y += r.baseline_y_delta; + } + + // below all text, return 'after' last character + if (i >= n) + return n; + + // check if it's before the beginning of the line + if (x < r.x0) + return i; + + // check if it's before the end of the line + if (x < r.x1) { + // search characters in row for one that straddles 'x' + prev_x = r.x0; + for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) { + float w = STB_TEXTEDIT_GETWIDTH(str, i, k); + if (x < prev_x+w) { + if (x < prev_x+w/2) + return k+i; + else + return IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k); + } + prev_x += w; + } + // shouldn't happen, but if it does, fall through to end-of-line case + } + + // if the last character is a newline, return that. otherwise return 'after' the last character + if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) + return i+r.num_chars-1; + else + return i+r.num_chars; +} + +// API click: on mouse down, move the cursor to the clicked location, and reset the selection +static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + state->cursor = stb_text_locate_coord(str, x, y); + state->select_start = state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; +} + +// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location +static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + int p = 0; + + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + if (state->select_start == state->select_end) + state->select_start = state->cursor; + + p = stb_text_locate_coord(str, x, y); + state->cursor = state->select_end = p; +} + +///////////////////////////////////////////////////////////////////////////// +// +// Keyboard input handling +// + +// forward declarations +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); + +typedef struct +{ + float x,y; // position of n'th character + float height; // height of line + int first_char, length; // first char of row, and length + int prev_first; // first char of previous row +} StbFindState; + +// find the x/y location of a character, and remember info about the previous row in +// case we get a move-up event (for page up, we'll have to rescan) +static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING *str, int n, int single_line) +{ + StbTexteditRow r; + int prev_start = 0; + int z = STB_TEXTEDIT_STRINGLEN(str); + int i=0, first; + + if (n == z && single_line) { + // special case if it's at the end (may not be needed?) + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + find->y = 0; + find->first_char = 0; + find->length = z; + find->height = r.ymax - r.ymin; + find->x = r.x1; + return; + } + + // search rows to find the one that straddles character n + find->y = 0; + + for(;;) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (n < i + r.num_chars) + break; + if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] special handling for last line + break; // [DEAR IMGUI] + prev_start = i; + i += r.num_chars; + find->y += r.baseline_y_delta; + if (i == z) // [DEAR IMGUI] + { + r.num_chars = 0; // [DEAR IMGUI] + break; // [DEAR IMGUI] + } + } + + find->first_char = first = i; + find->length = r.num_chars; + find->height = r.ymax - r.ymin; + find->prev_first = prev_start; + + // now scan to find xpos + find->x = r.x0; + for (i=0; first+i < n; i = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, first + i) - first) + find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); +} + +#define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) + +// make the selection/cursor state valid if client altered the string +static void stb_textedit_clamp(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + int n = STB_TEXTEDIT_STRINGLEN(str); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start > n) state->select_start = n; + if (state->select_end > n) state->select_end = n; + // if clamping forced them to be equal, move the cursor to match + if (state->select_start == state->select_end) + state->cursor = state->select_start; + } + if (state->cursor > n) state->cursor = n; +} + +// delete characters while updating undo +static void stb_textedit_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) +{ + stb_text_makeundo_delete(str, state, where, len); + STB_TEXTEDIT_DELETECHARS(str, where, len); + state->has_preferred_x = 0; +} + +// delete the section +static void stb_textedit_delete_selection(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + stb_textedit_clamp(str, state); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start < state->select_end) { + stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start); + state->select_end = state->cursor = state->select_start; + } else { + stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end); + state->select_start = state->cursor = state->select_end; + } + state->has_preferred_x = 0; + } +} + +// canoncialize the selection so start <= end +static void stb_textedit_sortselection(STB_TexteditState *state) +{ + if (state->select_end < state->select_start) { + int temp = state->select_end; + state->select_end = state->select_start; + state->select_start = temp; + } +} + +// move cursor to first character of selection +static void stb_textedit_move_to_first(STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + state->cursor = state->select_start; + state->select_end = state->select_start; + state->has_preferred_x = 0; + } +} + +// move cursor to last character of selection +static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->select_start = state->select_end; + state->has_preferred_x = 0; + } +} + +// [DEAR IMGUI] +// Functions must be implemented for UTF8 support +// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit. +// There is not necessarily a '[DEAR IMGUI]' at the usage sites. +#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx) (idx - 1) +#endif +#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx) (idx + 1) +#endif + +#ifdef STB_TEXTEDIT_IS_SPACE +static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx ) +{ + return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1; +} + +#ifndef STB_TEXTEDIT_MOVEWORDLEFT +static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c ) +{ + --c; // always move at least one character + while( c >= 0 && !is_word_boundary( str, c ) ) + --c; + + if( c < 0 ) + c = 0; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous +#endif + +#ifndef STB_TEXTEDIT_MOVEWORDRIGHT +static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c ) +{ + const int len = STB_TEXTEDIT_STRINGLEN(str); + ++c; // always move at least one character + while( c < len && !is_word_boundary( str, c ) ) + ++c; + + if( c > len ) + c = len; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next +#endif + +#endif + +// update selection and cursor to match each other +static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) +{ + if (!STB_TEXT_HAS_SELECTION(state)) + state->select_start = state->select_end = state->cursor; + else + state->cursor = state->select_end; +} + +// API cut: delete selection +static int stb_textedit_cut(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_delete_selection(str,state); // implicitly clamps + state->has_preferred_x = 0; + return 1; + } + return 0; +} + +// API paste: replace existing selection with passed-in text +static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE *text, int len) +{ + // if there's a selection, the paste should delete it + stb_textedit_clamp(str, state); + stb_textedit_delete_selection(str,state); + // try to insert the characters + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { + stb_text_makeundo_insert(state, state->cursor, len); + state->cursor += len; + state->has_preferred_x = 0; + return 1; + } + // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) + return 0; +} + +#ifndef STB_TEXTEDIT_KEYTYPE +#define STB_TEXTEDIT_KEYTYPE int +#endif + +// [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility. +static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + // can't add newline in single-line mode + if (text[0] == '\n' && state->single_line) + return; + + if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { + stb_text_makeundo_replace(str, state, state->cursor, 1, 1); + STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + state->cursor += text_len; + state->has_preferred_x = 0; + } + } + else { + stb_textedit_delete_selection(str, state); // implicitly clamps + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + stb_text_makeundo_insert(state, state->cursor, text_len); + state->cursor += text_len; + state->has_preferred_x = 0; + } + } +} + +// API key: process a keyboard input +static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) +{ +retry: + switch (key) { + default: { +#ifdef STB_TEXTEDIT_KEYTOTEXT + int c = STB_TEXTEDIT_KEYTOTEXT(key); + if (c > 0) { + IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c; + stb_textedit_text(str, state, &ch, 1); + } +#endif + break; + } + +#ifdef STB_TEXTEDIT_K_INSERT + case STB_TEXTEDIT_K_INSERT: + state->insert_mode = !state->insert_mode; + break; +#endif + + case STB_TEXTEDIT_K_UNDO: + stb_text_undo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_REDO: + stb_text_redo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT: + // if currently there's a selection, move cursor to start of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else + if (state->cursor > 0) + state->cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_RIGHT: + // if currently there's a selection, move cursor to end of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + stb_textedit_clamp(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + // move selection left + if (state->select_end > 0) + state->select_end = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->select_end); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_MOVEWORDLEFT + case STB_TEXTEDIT_K_WORDLEFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + +#ifdef STB_TEXTEDIT_MOVEWORDRIGHT + case STB_TEXTEDIT_K_WORDRIGHT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + + case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + // move selection right + state->select_end = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->select_end); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_DOWN: + case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGDOWN: + case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down in single-line behave like left&right + key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + int start = find.first_char + find.length; + + if (find.length == 0) + break; + + // [DEAR IMGUI] + // going down while being on the last line shouldn't bring us to that line end + if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) + break; + + // now find character position down a row + state->cursor = start; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to next line + find.first_char = find.first_char + find.length; + find.length = row.num_chars; + } + break; + } + + case STB_TEXTEDIT_K_UP: + case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGUP: + case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down become left&right + key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + + // can only go up if there's a previous row + if (find.prev_first == find.first_char) + break; + + // now find character position up a row + state->cursor = find.prev_first; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to previous line + // (we need to scan previous line the hard way. maybe we could expose this as a new API function?) + prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; + while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) + --prev_scan; + find.first_char = find.prev_first; + find.prev_first = prev_scan; + } + break; + } + + case STB_TEXTEDIT_K_DELETE: + case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + int n = STB_TEXTEDIT_STRINGLEN(str); + if (state->cursor < n) + stb_textedit_delete(str, state, state->cursor, IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor) - state->cursor); + } + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_BACKSPACE: + case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + stb_textedit_clamp(str, state); + if (state->cursor > 0) { + int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + stb_textedit_delete(str, state, prev, state->cursor - prev); + state->cursor = prev; + } + } + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2: +#endif + case STB_TEXTEDIT_K_TEXTSTART: + state->cursor = state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2: +#endif + case STB_TEXTEDIT_K_TEXTEND: + state->cursor = STB_TEXTEDIT_STRINGLEN(str); + state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str); + state->has_preferred_x = 0; + break; + + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2: +#endif + case STB_TEXTEDIT_K_LINESTART: + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2: +#endif + case STB_TEXTEDIT_K_LINEEND: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->has_preferred_x = 0; + break; + } + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + } + } +} + +///////////////////////////////////////////////////////////////////////////// +// +// Undo processing +// +// @OPTIMIZE: the undo/redo buffer should be circular + +static void stb_textedit_flush_redo(StbUndoState *state) +{ + state->redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; +} + +// discard the oldest entry in the undo list +static void stb_textedit_discard_undo(StbUndoState *state) +{ + if (state->undo_point > 0) { + // if the 0th undo state has characters, clean those up + if (state->undo_rec[0].char_storage >= 0) { + int n = state->undo_rec[0].insert_length, i; + // delete n characters from all other records + state->undo_char_point -= n; + IMSTB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); + for (i=0; i < state->undo_point; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it + } + --state->undo_point; + IMSTB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); + } +} + +// discard the oldest entry in the redo list--it's bad if this +// ever happens, but because undo & redo have to store the actual +// characters in different cases, the redo character buffer can +// fill up even though the undo buffer didn't +static void stb_textedit_discard_redo(StbUndoState *state) +{ + int k = IMSTB_TEXTEDIT_UNDOSTATECOUNT-1; + + if (state->redo_point <= k) { + // if the k'th undo state has characters, clean those up + if (state->undo_rec[k].char_storage >= 0) { + int n = state->undo_rec[k].insert_length, i; + // move the remaining redo character data to the end of the buffer + state->redo_char_point += n; + IMSTB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((IMSTB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); + // adjust the position of all the other records to account for above memmove + for (i=state->redo_point; i < k; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage += n; + } + // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' + // [DEAR IMGUI] + size_t move_size = (size_t)((IMSTB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; + const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; + IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); + IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); + IMSTB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + + // now move redo_point to point to the new one + ++state->redo_point; + } +} + +static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars) +{ + // any time we create a new undo record, we discard redo + stb_textedit_flush_redo(state); + + // if we have no free records, we have to make room, by sliding the + // existing records down + if (state->undo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + stb_textedit_discard_undo(state); + + // if the characters to store won't possibly fit in the buffer, we can't undo + if (numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) { + state->undo_point = 0; + state->undo_char_point = 0; + return NULL; + } + + // if we don't have enough free characters in the buffer, we have to make room + while (state->undo_char_point + numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) + stb_textedit_discard_undo(state); + + return &state->undo_rec[state->undo_point++]; +} + +static IMSTB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) +{ + StbUndoRecord *r = stb_text_create_undo_record(state, insert_len); + if (r == NULL) + return NULL; + + r->where = pos; + r->insert_length = (IMSTB_TEXTEDIT_POSITIONTYPE) insert_len; + r->delete_length = (IMSTB_TEXTEDIT_POSITIONTYPE) delete_len; + + if (insert_len == 0) { + r->char_storage = -1; + return NULL; + } else { + r->char_storage = state->undo_char_point; + state->undo_char_point += insert_len; + return &state->undo_char[r->char_storage]; + } +} + +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord u, *r; + if (s->undo_point == 0) + return; + + // we need to do two things: apply the undo record, and create a redo record + u = s->undo_rec[s->undo_point-1]; + r = &s->undo_rec[s->redo_point-1]; + r->char_storage = -1; + + r->insert_length = u.delete_length; + r->delete_length = u.insert_length; + r->where = u.where; + + if (u.delete_length) { + // if the undo record says to delete characters, then the redo record will + // need to re-insert the characters that get deleted, so we need to store + // them. + + // there are three cases: + // there's enough room to store the characters + // characters stored for *redoing* don't leave room for redo + // characters stored for *undoing* don't leave room for redo + // if the last is true, we have to bail + + if (s->undo_char_point + u.delete_length >= IMSTB_TEXTEDIT_UNDOCHARCOUNT) { + // the undo records take up too much character space; there's no space to store the redo characters + r->insert_length = 0; + } else { + int i; + + // there's definitely room to store the characters eventually + while (s->undo_char_point + u.delete_length > s->redo_char_point) { + // should never happen: + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + return; + // there's currently not enough room, so discard a redo record + stb_textedit_discard_redo(s); + } + r = &s->undo_rec[s->redo_point-1]; + + r->char_storage = s->redo_char_point - u.delete_length; + s->redo_char_point = s->redo_char_point - u.delete_length; + + // now save the characters + for (i=0; i < u.delete_length; ++i) + s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i); + } + + // now we can carry out the deletion + STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length); + } + + // check type of recorded action: + if (u.insert_length) { + // easy case: was a deletion, so we need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); + s->undo_char_point -= u.insert_length; + } + + state->cursor = u.where + u.insert_length; + + s->undo_point--; + s->redo_point--; +} + +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord *u, r; + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + return; + + // we need to do two things: apply the redo record, and create an undo record + u = &s->undo_rec[s->undo_point]; + r = s->undo_rec[s->redo_point]; + + // we KNOW there must be room for the undo record, because the redo record + // was derived from an undo record + + u->delete_length = r.insert_length; + u->insert_length = r.delete_length; + u->where = r.where; + u->char_storage = -1; + + if (r.delete_length) { + // the redo record requires us to delete characters, so the undo record + // needs to store the characters + + if (s->undo_char_point + u->insert_length > s->redo_char_point) { + u->insert_length = 0; + u->delete_length = 0; + } else { + int i; + u->char_storage = s->undo_char_point; + s->undo_char_point = s->undo_char_point + u->insert_length; + + // now save the characters + for (i=0; i < u->insert_length; ++i) + s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i); + } + + STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length); + } + + if (r.insert_length) { + // easy case: need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); + s->redo_char_point += r.insert_length; + } + + state->cursor = r.where + r.insert_length; + + s->undo_point++; + s->redo_point++; +} + +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length) +{ + stb_text_createundo(&state->undostate, where, 0, length); +} + +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) +{ + int i; + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); + if (p) { + for (i=0; i < length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) +{ + int i; + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); + if (p) { + for (i=0; i < old_length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +// reset the state to default +static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line) +{ + state->undostate.undo_point = 0; + state->undostate.undo_char_point = 0; + state->undostate.redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->undostate.redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; + state->select_end = state->select_start = 0; + state->cursor = 0; + state->has_preferred_x = 0; + state->preferred_x = 0; + state->cursor_at_end_of_line = 0; + state->initialized = 1; + state->single_line = (unsigned char) is_single_line; + state->insert_mode = 0; + state->row_count_per_page = 0; +} + +// API initialize +static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +{ + stb_textedit_clear_state(state, is_single_line); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +static int stb_textedit_paste(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE const *ctext, int len) +{ + return stb_textedit_paste_internal(str, state, (IMSTB_TEXTEDIT_CHARTYPE *) ctext, len); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif//IMSTB_TEXTEDIT_IMPLEMENTATION + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/src/main/imgui/imstb_truetype.h b/src/main/imgui/imstb_truetype.h new file mode 100644 index 0000000..976f09c --- /dev/null +++ b/src/main/imgui/imstb_truetype.h @@ -0,0 +1,5085 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_truetype.h 1.26. +// Mostly fixing for compiler and static analyzer warnings. +// Grep for [DEAR IMGUI] to find the changes. + +// stb_truetype.h - v1.26 - public domain +// authored from 2009-2021 by Sean Barrett / RAD Game Tools +// +// ======================================================================= +// +// NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES +// +// This library does no range checking of the offsets found in the file, +// meaning an attacker can use it to read arbitrary memory. +// +// ======================================================================= +// +// This library processes TrueType files: +// parse files +// extract glyph metrics +// extract glyph shapes +// render glyphs to one-channel bitmaps with antialiasing (box filter) +// render glyphs to one-channel SDF bitmaps (signed-distance field/function) +// +// Todo: +// non-MS cmaps +// crashproof on bad data +// hinting? (no longer patented) +// cleartype-style AA? +// optimize: use simple memory allocator for intermediates +// optimize: build edge-list directly from curves +// optimize: rasterize directly from curves? +// +// ADDITIONAL CONTRIBUTORS +// +// Mikko Mononen: compound shape support, more cmap formats +// Tor Andersson: kerning, subpixel rendering +// Dougall Johnson: OpenType / Type 2 font handling +// Daniel Ribeiro Maciel: basic GPOS-based kerning +// +// Misc other: +// Ryan Gordon +// Simon Glass +// github:IntellectualKitty +// Imanol Celaya +// Daniel Ribeiro Maciel +// +// Bug/warning reports/fixes: +// "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe +// Cass Everitt Martins Mozeiko github:aloucks +// stoiko (Haemimont Games) Cap Petschulat github:oyvindjam +// Brian Hook Omar Cornut github:vassvik +// Walter van Niftrik Ryan Griege +// David Gow Peter LaValle +// David Given Sergey Popov +// Ivan-Assen Ivanov Giumo X. Clanjor +// Anthony Pesch Higor Euripedes +// Johan Duparc Thomas Fields +// Hou Qiming Derek Vinyard +// Rob Loach Cort Stratton +// Kenney Phillis Jr. Brian Costabile +// Ken Voskuil (kaesve) +// +// VERSION HISTORY +// +// 1.26 (2021-08-28) fix broken rasterizer +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// variant PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// +// Full history can be found at the end of this file. +// +// LICENSE +// +// See end of file for license information. +// +// USAGE +// +// Include this file in whatever places need to refer to it. In ONE C/C++ +// file, write: +// #define STB_TRUETYPE_IMPLEMENTATION +// before the #include of this file. This expands out the actual +// implementation into that C/C++ file. +// +// To make the implementation private to the file that generates the implementation, +// #define STBTT_STATIC +// +// Simple 3D API (don't ship this, but it's fine for tools and quick start) +// stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture +// stbtt_GetBakedQuad() -- compute quad to draw for a given char +// +// Improved 3D API (more shippable): +// #include "stb_rect_pack.h" -- optional, but you really want it +// stbtt_PackBegin() +// stbtt_PackSetOversampling() -- for improved quality on small fonts +// stbtt_PackFontRanges() -- pack and renders +// stbtt_PackEnd() +// stbtt_GetPackedQuad() +// +// "Load" a font file from a memory buffer (you have to keep the buffer loaded) +// stbtt_InitFont() +// stbtt_GetFontOffsetForIndex() -- indexing for TTC font collections +// stbtt_GetNumberOfFonts() -- number of fonts for TTC font collections +// +// Render a unicode codepoint to a bitmap +// stbtt_GetCodepointBitmap() -- allocates and returns a bitmap +// stbtt_MakeCodepointBitmap() -- renders into bitmap you provide +// stbtt_GetCodepointBitmapBox() -- how big the bitmap must be +// +// Character advance/positioning +// stbtt_GetCodepointHMetrics() +// stbtt_GetFontVMetrics() +// stbtt_GetFontVMetricsOS2() +// stbtt_GetCodepointKernAdvance() +// +// Starting with version 1.06, the rasterizer was replaced with a new, +// faster and generally-more-precise rasterizer. The new rasterizer more +// accurately measures pixel coverage for anti-aliasing, except in the case +// where multiple shapes overlap, in which case it overestimates the AA pixel +// coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If +// this turns out to be a problem, you can re-enable the old rasterizer with +// #define STBTT_RASTERIZER_VERSION 1 +// which will incur about a 15% speed hit. +// +// ADDITIONAL DOCUMENTATION +// +// Immediately after this block comment are a series of sample programs. +// +// After the sample programs is the "header file" section. This section +// includes documentation for each API function. +// +// Some important concepts to understand to use this library: +// +// Codepoint +// Characters are defined by unicode codepoints, e.g. 65 is +// uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is +// the hiragana for "ma". +// +// Glyph +// A visual character shape (every codepoint is rendered as +// some glyph) +// +// Glyph index +// A font-specific integer ID representing a glyph +// +// Baseline +// Glyph shapes are defined relative to a baseline, which is the +// bottom of uppercase characters. Characters extend both above +// and below the baseline. +// +// Current Point +// As you draw text to the screen, you keep track of a "current point" +// which is the origin of each character. The current point's vertical +// position is the baseline. Even "baked fonts" use this model. +// +// Vertical Font Metrics +// The vertical qualities of the font, used to vertically position +// and space the characters. See docs for stbtt_GetFontVMetrics. +// +// Font Size in Pixels or Points +// The preferred interface for specifying font sizes in stb_truetype +// is to specify how tall the font's vertical extent should be in pixels. +// If that sounds good enough, skip the next paragraph. +// +// Most font APIs instead use "points", which are a common typographic +// measurement for describing font size, defined as 72 points per inch. +// stb_truetype provides a point API for compatibility. However, true +// "per inch" conventions don't make much sense on computer displays +// since different monitors have different number of pixels per +// inch. For example, Windows traditionally uses a convention that +// there are 96 pixels per inch, thus making 'inch' measurements have +// nothing to do with inches, and thus effectively defining a point to +// be 1.333 pixels. Additionally, the TrueType font data provides +// an explicit scale factor to scale a given font's glyphs to points, +// but the author has observed that this scale factor is often wrong +// for non-commercial fonts, thus making fonts scaled in points +// according to the TrueType spec incoherently sized in practice. +// +// DETAILED USAGE: +// +// Scale: +// Select how high you want the font to be, in points or pixels. +// Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute +// a scale factor SF that will be used by all other functions. +// +// Baseline: +// You need to select a y-coordinate that is the baseline of where +// your text will appear. Call GetFontBoundingBox to get the baseline-relative +// bounding box for all characters. SF*-y0 will be the distance in pixels +// that the worst-case character could extend above the baseline, so if +// you want the top edge of characters to appear at the top of the +// screen where y=0, then you would set the baseline to SF*-y0. +// +// Current point: +// Set the current point where the first character will appear. The +// first character could extend left of the current point; this is font +// dependent. You can either choose a current point that is the leftmost +// point and hope, or add some padding, or check the bounding box or +// left-side-bearing of the first character to be displayed and set +// the current point based on that. +// +// Displaying a character: +// Compute the bounding box of the character. It will contain signed values +// relative to . I.e. if it returns x0,y0,x1,y1, +// then the character should be displayed in the rectangle from +// to = 32 && *text < 128) { + stbtt_aligned_quad q; + stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9 + glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0); + glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0); + glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1); + glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1); + } + ++text; + } + glEnd(); +} +#endif +// +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program (this compiles): get a single bitmap, print as ASCII art +// +#if 0 +#include +#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation +#include "stb_truetype.h" + +char ttf_buffer[1<<25]; + +int main(int argc, char **argv) +{ + stbtt_fontinfo font; + unsigned char *bitmap; + int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20); + + fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb")); + + stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0)); + bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0); + + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) + putchar(" .:ioVM@"[bitmap[j*w+i]>>5]); + putchar('\n'); + } + return 0; +} +#endif +// +// Output: +// +// .ii. +// @@@@@@. +// V@Mio@@o +// :i. V@V +// :oM@@M +// :@@@MM@M +// @@o o@M +// :@@. M@M +// @@@o@@@@ +// :M@@V:@@. +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program: print "Hello World!" banner, with bugs +// +#if 0 +char buffer[24<<20]; +unsigned char screen[20][79]; + +int main(int arg, char **argv) +{ + stbtt_fontinfo font; + int i,j,ascent,baseline,ch=0; + float scale, xpos=2; // leave a little padding in case the character extends left + char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness + + fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb")); + stbtt_InitFont(&font, buffer, 0); + + scale = stbtt_ScaleForPixelHeight(&font, 15); + stbtt_GetFontVMetrics(&font, &ascent,0,0); + baseline = (int) (ascent*scale); + + while (text[ch]) { + int advance,lsb,x0,y0,x1,y1; + float x_shift = xpos - (float) floor(xpos); + stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb); + stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1); + stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]); + // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong + // because this API is really for baking character bitmaps into textures. if you want to render + // a sequence of characters, you really need to render each bitmap to a temp buffer, then + // "alpha blend" that into the working buffer + xpos += (advance * scale); + if (text[ch+1]) + xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]); + ++ch; + } + + for (j=0; j < 20; ++j) { + for (i=0; i < 78; ++i) + putchar(" .:ioVM@"[screen[j][i]>>5]); + putchar('\n'); + } + + return 0; +} +#endif + + +////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// +//// +//// INTEGRATION WITH YOUR CODEBASE +//// +//// The following sections allow you to supply alternate definitions +//// of C library functions used by stb_truetype, e.g. if you don't +//// link with the C runtime library. + +#ifdef STB_TRUETYPE_IMPLEMENTATION + // #define your own (u)stbtt_int8/16/32 before including to override this + #ifndef stbtt_uint8 + typedef unsigned char stbtt_uint8; + typedef signed char stbtt_int8; + typedef unsigned short stbtt_uint16; + typedef signed short stbtt_int16; + typedef unsigned int stbtt_uint32; + typedef signed int stbtt_int32; + #endif + + typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1]; + typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1]; + + // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h + #ifndef STBTT_ifloor + #include + #define STBTT_ifloor(x) ((int) floor(x)) + #define STBTT_iceil(x) ((int) ceil(x)) + #endif + + #ifndef STBTT_sqrt + #include + #define STBTT_sqrt(x) sqrt(x) + #define STBTT_pow(x,y) pow(x,y) + #endif + + #ifndef STBTT_fmod + #include + #define STBTT_fmod(x,y) fmod(x,y) + #endif + + #ifndef STBTT_cos + #include + #define STBTT_cos(x) cos(x) + #define STBTT_acos(x) acos(x) + #endif + + #ifndef STBTT_fabs + #include + #define STBTT_fabs(x) fabs(x) + #endif + + // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h + #ifndef STBTT_malloc + #include + #define STBTT_malloc(x,u) ((void)(u),malloc(x)) + #define STBTT_free(x,u) ((void)(u),free(x)) + #endif + + #ifndef STBTT_assert + #include + #define STBTT_assert(x) assert(x) + #endif + + #ifndef STBTT_strlen + #include + #define STBTT_strlen(x) strlen(x) + #endif + + #ifndef STBTT_memcpy + #include + #define STBTT_memcpy memcpy + #define STBTT_memset memset + #endif +#endif + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// INTERFACE +//// +//// + +#ifndef __STB_INCLUDE_STB_TRUETYPE_H__ +#define __STB_INCLUDE_STB_TRUETYPE_H__ + +#ifdef STBTT_STATIC +#define STBTT_DEF static +#else +#define STBTT_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +// private structure +typedef struct +{ + unsigned char *data; + int cursor; + int size; +} stbtt__buf; + +////////////////////////////////////////////////////////////////////////////// +// +// TEXTURE BAKING API +// +// If you use this API, you only have to call two functions ever. +// + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; +} stbtt_bakedchar; + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata); // you allocate this, it's num_chars long +// if return is positive, the first unused row of the bitmap +// if return is negative, returns the negative of the number of characters that fit +// if return is 0, no characters fit and no rows were used +// This uses a very crappy packing. + +typedef struct +{ + float x0,y0,s0,t0; // top-left + float x1,y1,s1,t1; // bottom-right +} stbtt_aligned_quad; + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier +// Call GetBakedQuad with char_index = 'character - first_char', and it +// creates the quad you need to draw and advances the current position. +// +// The coordinate system used assumes y increases downwards. +// +// Characters will extend both above and below the current position; +// see discussion of "BASELINE" above. +// +// It's inefficient; you might want to c&p it and optimize it. + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap); +// Query the font vertical metrics without having to create a font first. + + +////////////////////////////////////////////////////////////////////////////// +// +// NEW TEXTURE BAKING API +// +// This provides options for packing multiple fonts into one atlas, not +// perfectly but better than nothing. + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; + float xoff2,yoff2; +} stbtt_packedchar; + +typedef struct stbtt_pack_context stbtt_pack_context; +typedef struct stbtt_fontinfo stbtt_fontinfo; +#ifndef STB_RECT_PACK_VERSION +typedef struct stbrp_rect stbrp_rect; +#endif + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context); +// Initializes a packing context stored in the passed-in stbtt_pack_context. +// Future calls using this context will pack characters into the bitmap passed +// in here: a 1-channel bitmap that is width * height. stride_in_bytes is +// the distance from one row to the next (or 0 to mean they are packed tightly +// together). "padding" is the amount of padding to leave between each +// character (normally you want '1' for bitmaps you'll use as textures with +// bilinear filtering). +// +// Returns 0 on failure, 1 on success. + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc); +// Cleans up the packing context and frees all memory. + +#define STBTT_POINT_SIZE(x) (-(x)) + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range); +// Creates character bitmaps from the font_index'th font found in fontdata (use +// font_index=0 if you don't know what that is). It creates num_chars_in_range +// bitmaps for characters with unicode values starting at first_unicode_char_in_range +// and increasing. Data for how to render them is stored in chardata_for_range; +// pass these to stbtt_GetPackedQuad to get back renderable quads. +// +// font_size is the full height of the character from ascender to descender, +// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed +// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE() +// and pass that result as 'font_size': +// ..., 20 , ... // font max minus min y is 20 pixels tall +// ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall + +typedef struct +{ + float font_size; + int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint + int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints + int num_chars; + stbtt_packedchar *chardata_for_range; // output + unsigned char h_oversample, v_oversample; // don't set these, they're used internally +} stbtt_pack_range; + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges); +// Creates character bitmaps from multiple ranges of characters stored in +// ranges. This will usually create a better-packed bitmap than multiple +// calls to stbtt_PackFontRange. Note that you can call this multiple +// times within a single PackBegin/PackEnd. + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample); +// Oversampling a font increases the quality by allowing higher-quality subpixel +// positioning, and is especially valuable at smaller text sizes. +// +// This function sets the amount of oversampling for all following calls to +// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given +// pack context. The default (no oversampling) is achieved by h_oversample=1 +// and v_oversample=1. The total number of pixels required is +// h_oversample*v_oversample larger than the default; for example, 2x2 +// oversampling requires 4x the storage of 1x1. For best results, render +// oversampled textures with bilinear filtering. Look at the readme in +// stb/tests/oversample for information about oversampled fonts +// +// To use with PackFontRangesGather etc., you must set it before calls +// call to PackFontRangesGatherRects. + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); +// If skip != 0, this tells stb_truetype to skip any codepoints for which +// there is no corresponding glyph. If skip=0, which is the default, then +// codepoints without a glyph received the font's "missing character" glyph, +// typically an empty box by convention. + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int align_to_integer); + +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects); +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +// Calling these functions in sequence is roughly equivalent to calling +// stbtt_PackFontRanges(). If you more control over the packing of multiple +// fonts, or if you want to pack custom data into a font texture, take a look +// at the source to of stbtt_PackFontRanges() and create a custom version +// using these functions, e.g. call GatherRects multiple times, +// building up a single array of rects, then call PackRects once, +// then call RenderIntoRects repeatedly. This may result in a +// better packing than calling PackFontRanges multiple times +// (or it may not). + +// this is an opaque structure that you shouldn't mess with which holds +// all the context needed from PackBegin to PackEnd. +struct stbtt_pack_context { + void *user_allocator_context; + void *pack_info; + int width; + int height; + int stride_in_bytes; + int padding; + int skip_missing; + unsigned int h_oversample, v_oversample; + unsigned char *pixels; + void *nodes; +}; + +////////////////////////////////////////////////////////////////////////////// +// +// FONT LOADING +// +// + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data); +// This function will determine the number of fonts in a font file. TrueType +// collection (.ttc) files may contain multiple fonts, while TrueType font +// (.ttf) files only contain one font. The number of fonts can be used for +// indexing with the previous function where the index is between zero and one +// less than the total fonts. If an error occurs, -1 is returned. + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index); +// Each .ttf/.ttc file may have more than one font. Each font has a sequential +// index number starting from 0. Call this function to get the font offset for +// a given index; it returns -1 if the index is out of range. A regular .ttf +// file will only define one font and it always be at offset 0, so it will +// return '0' for index 0, and -1 for all other indices. + +// The following structure is defined publicly so you can declare one on +// the stack or as a global or etc, but you should treat it as opaque. +struct stbtt_fontinfo +{ + void * userdata; + unsigned char * data; // pointer to .ttf file + int fontstart; // offset of start of font + + int numGlyphs; // number of glyphs, needed for range checking + + int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf + int index_map; // a cmap mapping for our chosen character encoding + int indexToLocFormat; // format needed to map from glyph index to glyph + + stbtt__buf cff; // cff font data + stbtt__buf charstrings; // the charstring index + stbtt__buf gsubrs; // global charstring subroutines index + stbtt__buf subrs; // private charstring subroutines index + stbtt__buf fontdicts; // array of font dicts + stbtt__buf fdselect; // map from glyph to fontdict +}; + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset); +// Given an offset into the file that defines a font, this function builds +// the necessary cached info for the rest of the system. You must allocate +// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't +// need to do anything special to free it, because the contents are pure +// value data with no additional data structures. Returns 0 on failure. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER TO GLYPH-INDEX CONVERSIOn + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint); +// If you're going to perform multiple operations on the same character +// and you want a speed-up, call this function with the character you're +// going to process, then use glyph-based functions instead of the +// codepoint-based functions. +// Returns 0 if the character codepoint is not defined in the font. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER PROPERTIES +// + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose "height" is 'pixels' tall. +// Height is measured as the distance from the highest ascender to the lowest +// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics +// and computing: +// scale = pixels / (ascent - descent) +// so if you prefer to measure height by the ascent only, use a similar calculation. + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose EM size is mapped to +// 'pixels' tall. This is probably what traditional APIs compute, but +// I'm not positive. + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap); +// ascent is the coordinate above the baseline the font extends; descent +// is the coordinate below the baseline the font extends (i.e. it is typically negative) +// lineGap is the spacing between one row's descent and the next row's ascent... +// so you should advance the vertical position by "*ascent - *descent + *lineGap" +// these are expressed in unscaled coordinates, so you must multiply by +// the scale factor for a given size + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap); +// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2 +// table (specific to MS/Windows TTF files). +// +// Returns 1 on success (table present), 0 on failure. + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1); +// the bounding box around all possible characters + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing); +// leftSideBearing is the offset from the current horizontal position to the left edge of the character +// advanceWidth is the offset from the current horizontal position to the next horizontal position +// these are expressed in unscaled coordinates + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2); +// an additional amount to add to the 'advance' value between ch1 and ch2 + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1); +// Gets the bounding box of the visible part of the glyph, in unscaled coordinates + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing); +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2); +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); +// as above, but takes one or more glyph indices for greater efficiency + +typedef struct stbtt_kerningentry +{ + int glyph1; // use stbtt_FindGlyphIndex + int glyph2; + int advance; +} stbtt_kerningentry; + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info); +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length); +// Retrieves a complete list of all of the kerning pairs provided by the font +// stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write. +// The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1) + +////////////////////////////////////////////////////////////////////////////// +// +// GLYPH SHAPES (you probably don't need these, but they have to go before +// the bitmaps for C declaration-order reasons) +// + +#ifndef STBTT_vmove // you can predefine these to use different values (but why?) + enum { + STBTT_vmove=1, + STBTT_vline, + STBTT_vcurve, + STBTT_vcubic + }; +#endif + +#ifndef stbtt_vertex // you can predefine this to use different values + // (we share this with other code at RAD) + #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file + typedef struct + { + stbtt_vertex_type x,y,cx,cy,cx1,cy1; + unsigned char type,padding; + } stbtt_vertex; +#endif + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index); +// returns non-zero if nothing is drawn for this glyph + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices); +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices); +// returns # of vertices and fills *vertices with the pointer to them +// these are expressed in "unscaled" coordinates +// +// The shape is a series of contours. Each one starts with +// a STBTT_moveto, then consists of a series of mixed +// STBTT_lineto and STBTT_curveto segments. A lineto +// draws a line from previous endpoint to its x,y; a curveto +// draws a quadratic bezier from previous endpoint to +// its x,y, using cx,cy as the bezier control point. + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); +// frees the data allocated above + +STBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl); +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg); +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg); +// fills svg with the character's SVG data. +// returns data size or 0 if SVG not found. + +////////////////////////////////////////////////////////////////////////////// +// +// BITMAP RENDERING +// + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata); +// frees the bitmap allocated below + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// allocates a large-enough single-channel 8bpp bitmap and renders the +// specified character/glyph at the specified scale into it, with +// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque). +// *width & *height are filled out with the width & height of the bitmap, +// which is stored left-to-right, top-to-bottom. +// +// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); +// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap +// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap +// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the +// width and height and positioning info for it first. + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint); +// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint); +// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering +// is performed (see stbtt_PackSetOversampling) + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +// get the bbox of the bitmap centered around the glyph origin; so the +// bitmap width is ix1-ix0, height is iy1-iy0, and location to place +// the bitmap top left is (leftSideBearing*scale,iy0). +// (Note that the bitmap uses y-increases-down, but the shape uses +// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.) + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); +// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel +// shift for the character + +// the following functions are equivalent to the above functions, but operate +// on glyph indices instead of Unicode codepoints (for efficiency) +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph); +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); + + +// @TODO: don't expose this structure +typedef struct +{ + int w,h,stride; + unsigned char *pixels; +} stbtt__bitmap; + +// rasterize a shape with quadratic beziers into a bitmap +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into + float flatness_in_pixels, // allowable error of curve in pixels + stbtt_vertex *vertices, // array of vertices defining shape + int num_verts, // number of vertices in above array + float scale_x, float scale_y, // scale applied to input vertices + float shift_x, float shift_y, // translation applied to input vertices + int x_off, int y_off, // another translation applied to input + int invert, // if non-zero, vertically flip shape + void *userdata); // context for to STBTT_MALLOC + +////////////////////////////////////////////////////////////////////////////// +// +// Signed Distance Function (or Field) rendering + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata); +// frees the SDF bitmap allocated below + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +// These functions compute a discretized SDF field for a single character, suitable for storing +// in a single-channel texture, sampling with bilinear filtering, and testing against +// larger than some threshold to produce scalable fonts. +// info -- the font +// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap +// glyph/codepoint -- the character to generate the SDF for +// padding -- extra "pixels" around the character which are filled with the distance to the character (not 0), +// which allows effects like bit outlines +// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character) +// pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale) +// if positive, > onedge_value is inside; if negative, < onedge_value is inside +// width,height -- output height & width of the SDF bitmap (including padding) +// xoff,yoff -- output origin of the character +// return value -- a 2D array of bytes 0..255, width*height in size +// +// pixel_dist_scale & onedge_value are a scale & bias that allows you to make +// optimal use of the limited 0..255 for your application, trading off precision +// and special effects. SDF values outside the range 0..255 are clamped to 0..255. +// +// Example: +// scale = stbtt_ScaleForPixelHeight(22) +// padding = 5 +// onedge_value = 180 +// pixel_dist_scale = 180/5.0 = 36.0 +// +// This will create an SDF bitmap in which the character is about 22 pixels +// high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled +// shape, sample the SDF at each pixel and fill the pixel if the SDF value +// is greater than or equal to 180/255. (You'll actually want to antialias, +// which is beyond the scope of this example.) Additionally, you can compute +// offset outlines (e.g. to stroke the character border inside & outside, +// or only outside). For example, to fill outside the character up to 3 SDF +// pixels, you would compare against (180-36.0*3)/255 = 72/255. The above +// choice of variables maps a range from 5 pixels outside the shape to +// 2 pixels inside the shape to 0..255; this is intended primarily for apply +// outside effects only (the interior range is needed to allow proper +// antialiasing of the font at *smaller* sizes) +// +// The function computes the SDF analytically at each SDF pixel, not by e.g. +// building a higher-res bitmap and approximating it. In theory the quality +// should be as high as possible for an SDF of this size & representation, but +// unclear if this is true in practice (perhaps building a higher-res bitmap +// and computing from that can allow drop-out prevention). +// +// The algorithm has not been optimized at all, so expect it to be slow +// if computing lots of characters or very large sizes. + + + +////////////////////////////////////////////////////////////////////////////// +// +// Finding the right font... +// +// You should really just solve this offline, keep your own tables +// of what font is what, and don't try to get it out of the .ttf file. +// That's because getting it out of the .ttf file is really hard, because +// the names in the file can appear in many possible encodings, in many +// possible languages, and e.g. if you need a case-insensitive comparison, +// the details of that depend on the encoding & language in a complex way +// (actually underspecified in truetype, but also gigantic). +// +// But you can use the provided functions in two possible ways: +// stbtt_FindMatchingFont() will use *case-sensitive* comparisons on +// unicode-encoded names to try to find the font you want; +// you can run this before calling stbtt_InitFont() +// +// stbtt_GetFontNameString() lets you get any of the various strings +// from the file yourself and do your own comparisons on them. +// You have to have called stbtt_InitFont() first. + + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags); +// returns the offset (not index) of the font that matches, or -1 if none +// if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold". +// if you use any other flag, use a font name like "Arial"; this checks +// the 'macStyle' header field; i don't know if fonts set this consistently +#define STBTT_MACSTYLE_DONTCARE 0 +#define STBTT_MACSTYLE_BOLD 1 +#define STBTT_MACSTYLE_ITALIC 2 +#define STBTT_MACSTYLE_UNDERSCORE 4 +#define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0 + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2); +// returns 1/0 whether the first string interpreted as utf8 is identical to +// the second string interpreted as big-endian utf16... useful for strings from next func + +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID); +// returns the string (which may be big-endian double byte, e.g. for unicode) +// and puts the length in bytes in *length. +// +// some of the values for the IDs are below; for more see the truetype spec: +// http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html +// http://www.microsoft.com/typography/otspec/name.htm + +enum { // platformID + STBTT_PLATFORM_ID_UNICODE =0, + STBTT_PLATFORM_ID_MAC =1, + STBTT_PLATFORM_ID_ISO =2, + STBTT_PLATFORM_ID_MICROSOFT =3 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_UNICODE + STBTT_UNICODE_EID_UNICODE_1_0 =0, + STBTT_UNICODE_EID_UNICODE_1_1 =1, + STBTT_UNICODE_EID_ISO_10646 =2, + STBTT_UNICODE_EID_UNICODE_2_0_BMP=3, + STBTT_UNICODE_EID_UNICODE_2_0_FULL=4 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT + STBTT_MS_EID_SYMBOL =0, + STBTT_MS_EID_UNICODE_BMP =1, + STBTT_MS_EID_SHIFTJIS =2, + STBTT_MS_EID_UNICODE_FULL =10 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes + STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4, + STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5, + STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6, + STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7 +}; + +enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID... + // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs + STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410, + STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411, + STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412, + STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419, + STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409, + STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D +}; + +enum { // languageID for STBTT_PLATFORM_ID_MAC + STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11, + STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23, + STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32, + STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 , + STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 , + STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33, + STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19 +}; + +#ifdef __cplusplus +} +#endif + +#endif // __STB_INCLUDE_STB_TRUETYPE_H__ + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// IMPLEMENTATION +//// +//// + +#ifdef STB_TRUETYPE_IMPLEMENTATION + +#ifndef STBTT_MAX_OVERSAMPLE +#define STBTT_MAX_OVERSAMPLE 8 +#endif + +#if STBTT_MAX_OVERSAMPLE > 255 +#error "STBTT_MAX_OVERSAMPLE cannot be > 255" +#endif + +typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1]; + +#ifndef STBTT_RASTERIZER_VERSION +#define STBTT_RASTERIZER_VERSION 2 +#endif + +#ifdef _MSC_VER +#define STBTT__NOTUSED(v) (void)(v) +#else +#define STBTT__NOTUSED(v) (void)sizeof(v) +#endif + +////////////////////////////////////////////////////////////////////////// +// +// stbtt__buf helpers to parse data from file +// + +static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor++]; +} + +static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor]; +} + +static void stbtt__buf_seek(stbtt__buf *b, int o) +{ + STBTT_assert(!(o > b->size || o < 0)); + b->cursor = (o > b->size || o < 0) ? b->size : o; +} + +static void stbtt__buf_skip(stbtt__buf *b, int o) +{ + stbtt__buf_seek(b, b->cursor + o); +} + +static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n) +{ + stbtt_uint32 v = 0; + int i; + STBTT_assert(n >= 1 && n <= 4); + for (i = 0; i < n; i++) + v = (v << 8) | stbtt__buf_get8(b); + return v; +} + +static stbtt__buf stbtt__new_buf(const void *p, size_t size) +{ + stbtt__buf r; + STBTT_assert(size < 0x40000000); + r.data = (stbtt_uint8*) p; + r.size = (int) size; + r.cursor = 0; + return r; +} + +#define stbtt__buf_get16(b) stbtt__buf_get((b), 2) +#define stbtt__buf_get32(b) stbtt__buf_get((b), 4) + +static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s) +{ + stbtt__buf r = stbtt__new_buf(NULL, 0); + if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r; + r.data = b->data + o; + r.size = s; + return r; +} + +static stbtt__buf stbtt__cff_get_index(stbtt__buf *b) +{ + int count, start, offsize; + start = b->cursor; + count = stbtt__buf_get16(b); + if (count) { + offsize = stbtt__buf_get8(b); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(b, offsize * count); + stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1); + } + return stbtt__buf_range(b, start, b->cursor - start); +} + +static stbtt_uint32 stbtt__cff_int(stbtt__buf *b) +{ + int b0 = stbtt__buf_get8(b); + if (b0 >= 32 && b0 <= 246) return b0 - 139; + else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108; + else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108; + else if (b0 == 28) return stbtt__buf_get16(b); + else if (b0 == 29) return stbtt__buf_get32(b); + STBTT_assert(0); + return 0; +} + +static void stbtt__cff_skip_operand(stbtt__buf *b) { + int v, b0 = stbtt__buf_peek8(b); + STBTT_assert(b0 >= 28); + if (b0 == 30) { + stbtt__buf_skip(b, 1); + while (b->cursor < b->size) { + v = stbtt__buf_get8(b); + if ((v & 0xF) == 0xF || (v >> 4) == 0xF) + break; + } + } else { + stbtt__cff_int(b); + } +} + +static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key) +{ + stbtt__buf_seek(b, 0); + while (b->cursor < b->size) { + int start = b->cursor, end, op; + while (stbtt__buf_peek8(b) >= 28) + stbtt__cff_skip_operand(b); + end = b->cursor; + op = stbtt__buf_get8(b); + if (op == 12) op = stbtt__buf_get8(b) | 0x100; + if (op == key) return stbtt__buf_range(b, start, end-start); + } + return stbtt__buf_range(b, 0, 0); +} + +static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out) +{ + int i; + stbtt__buf operands = stbtt__dict_get(b, key); + for (i = 0; i < outcount && operands.cursor < operands.size; i++) + out[i] = stbtt__cff_int(&operands); +} + +static int stbtt__cff_index_count(stbtt__buf *b) +{ + stbtt__buf_seek(b, 0); + return stbtt__buf_get16(b); +} + +static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i) +{ + int count, offsize, start, end; + stbtt__buf_seek(&b, 0); + count = stbtt__buf_get16(&b); + offsize = stbtt__buf_get8(&b); + STBTT_assert(i >= 0 && i < count); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(&b, i*offsize); + start = stbtt__buf_get(&b, offsize); + end = stbtt__buf_get(&b, offsize); + return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start); +} + +////////////////////////////////////////////////////////////////////////// +// +// accessors to parse data from file +// + +// on platforms that don't allow misaligned reads, if we want to allow +// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE + +#define ttBYTE(p) (* (stbtt_uint8 *) (p)) +#define ttCHAR(p) (* (stbtt_int8 *) (p)) +#define ttFixed(p) ttLONG(p) + +static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_int16 ttSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_uint32 ttULONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } +static stbtt_int32 ttLONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } + +#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3)) +#define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3]) + +static int stbtt__isfont(stbtt_uint8 *font) +{ + // check the version number + if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1 + if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this! + if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF + if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0 + if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts + return 0; +} + +// @OPTIMIZE: binary search +static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag) +{ + stbtt_int32 num_tables = ttUSHORT(data+fontstart+4); + stbtt_uint32 tabledir = fontstart + 12; + stbtt_int32 i; + for (i=0; i < num_tables; ++i) { + stbtt_uint32 loc = tabledir + 16*i; + if (stbtt_tag(data+loc+0, tag)) + return ttULONG(data+loc+8); + } + return 0; +} + +static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index) +{ + // if it's just a font, there's only one valid index + if (stbtt__isfont(font_collection)) + return index == 0 ? 0 : -1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + stbtt_int32 n = ttLONG(font_collection+8); + if (index >= n) + return -1; + return ttULONG(font_collection+12+index*4); + } + } + return -1; +} + +static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection) +{ + // if it's just a font, there's only one valid font + if (stbtt__isfont(font_collection)) + return 1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + return ttLONG(font_collection+8); + } + } + return 0; +} + +static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) +{ + stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 }; + stbtt__buf pdict; + stbtt__dict_get_ints(&fontdict, 18, 2, private_loc); + if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0); + pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]); + stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff); + if (!subrsoff) return stbtt__new_buf(NULL, 0); + stbtt__buf_seek(&cff, private_loc[1]+subrsoff); + return stbtt__cff_get_index(&cff); +} + +// since most people won't use this, find this table the first time it's needed +static int stbtt__get_svg(stbtt_fontinfo *info) +{ + stbtt_uint32 t; + if (info->svg < 0) { + t = stbtt__find_table(info->data, info->fontstart, "SVG "); + if (t) { + stbtt_uint32 offset = ttULONG(info->data + t + 2); + info->svg = t + offset; + } else { + info->svg = 0; + } + } + return info->svg; +} + +static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) +{ + stbtt_uint32 cmap, t; + stbtt_int32 i,numTables; + + info->data = data; + info->fontstart = fontstart; + info->cff = stbtt__new_buf(NULL, 0); + + cmap = stbtt__find_table(data, fontstart, "cmap"); // required + info->loca = stbtt__find_table(data, fontstart, "loca"); // required + info->head = stbtt__find_table(data, fontstart, "head"); // required + info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required + info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required + info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required + info->kern = stbtt__find_table(data, fontstart, "kern"); // not required + info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required + + if (!cmap || !info->head || !info->hhea || !info->hmtx) + return 0; + if (info->glyf) { + // required for truetype + if (!info->loca) return 0; + } else { + // initialization for CFF / Type2 fonts (OTF) + stbtt__buf b, topdict, topdictidx; + stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0; + stbtt_uint32 cff; + + cff = stbtt__find_table(data, fontstart, "CFF "); + if (!cff) return 0; + + info->fontdicts = stbtt__new_buf(NULL, 0); + info->fdselect = stbtt__new_buf(NULL, 0); + + // @TODO this should use size from table (not 512MB) + info->cff = stbtt__new_buf(data+cff, 512*1024*1024); + b = info->cff; + + // read the header + stbtt__buf_skip(&b, 2); + stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize + + // @TODO the name INDEX could list multiple fonts, + // but we just use the first one. + stbtt__cff_get_index(&b); // name INDEX + topdictidx = stbtt__cff_get_index(&b); + topdict = stbtt__cff_index_get(topdictidx, 0); + stbtt__cff_get_index(&b); // string INDEX + info->gsubrs = stbtt__cff_get_index(&b); + + stbtt__dict_get_ints(&topdict, 17, 1, &charstrings); + stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype); + stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff); + stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff); + info->subrs = stbtt__get_subrs(b, topdict); + + // we only support Type 2 charstrings + if (cstype != 2) return 0; + if (charstrings == 0) return 0; + + if (fdarrayoff) { + // looks like a CID font + if (!fdselectoff) return 0; + stbtt__buf_seek(&b, fdarrayoff); + info->fontdicts = stbtt__cff_get_index(&b); + info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff); + } + + stbtt__buf_seek(&b, charstrings); + info->charstrings = stbtt__cff_get_index(&b); + } + + t = stbtt__find_table(data, fontstart, "maxp"); + if (t) + info->numGlyphs = ttUSHORT(data+t+4); + else + info->numGlyphs = 0xffff; + + info->svg = -1; + + // find a cmap encoding table we understand *now* to avoid searching + // later. (todo: could make this installable) + // the same regardless of glyph. + numTables = ttUSHORT(data + cmap + 2); + info->index_map = 0; + for (i=0; i < numTables; ++i) { + stbtt_uint32 encoding_record = cmap + 4 + 8 * i; + // find an encoding we understand: + switch(ttUSHORT(data+encoding_record)) { + case STBTT_PLATFORM_ID_MICROSOFT: + switch (ttUSHORT(data+encoding_record+2)) { + case STBTT_MS_EID_UNICODE_BMP: + case STBTT_MS_EID_UNICODE_FULL: + // MS/Unicode + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + break; + case STBTT_PLATFORM_ID_UNICODE: + // Mac/iOS has these + // all the encodingIDs are unicode, so we don't bother to check it + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + } + if (info->index_map == 0) + return 0; + + info->indexToLocFormat = ttUSHORT(data+info->head + 50); + return 1; +} + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint) +{ + stbtt_uint8 *data = info->data; + stbtt_uint32 index_map = info->index_map; + + stbtt_uint16 format = ttUSHORT(data + index_map + 0); + if (format == 0) { // apple byte encoding + stbtt_int32 bytes = ttUSHORT(data + index_map + 2); + if (unicode_codepoint < bytes-6) + return ttBYTE(data + index_map + 6 + unicode_codepoint); + return 0; + } else if (format == 6) { + stbtt_uint32 first = ttUSHORT(data + index_map + 6); + stbtt_uint32 count = ttUSHORT(data + index_map + 8); + if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count) + return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2); + return 0; + } else if (format == 2) { + STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean + return 0; + } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges + stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1; + stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1; + stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10); + stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1; + + // do a binary search of the segments + stbtt_uint32 endCount = index_map + 14; + stbtt_uint32 search = endCount; + + if (unicode_codepoint > 0xffff) + return 0; + + // they lie from endCount .. endCount + segCount + // but searchRange is the nearest power of two, so... + if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2)) + search += rangeShift*2; + + // now decrement to bias correctly to find smallest + search -= 2; + while (entrySelector) { + stbtt_uint16 end; + searchRange >>= 1; + end = ttUSHORT(data + search + searchRange*2); + if (unicode_codepoint > end) + search += searchRange*2; + --entrySelector; + } + search += 2; + + { + stbtt_uint16 offset, start, last; + stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); + + start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); + last = ttUSHORT(data + endCount + 2*item); + if (unicode_codepoint < start || unicode_codepoint > last) + return 0; + + offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); + if (offset == 0) + return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item)); + + return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item); + } + } else if (format == 12 || format == 13) { + stbtt_uint32 ngroups = ttULONG(data+index_map+12); + stbtt_int32 low,high; + low = 0; high = (stbtt_int32)ngroups; + // Binary search the right group. + while (low < high) { + stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high + stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12); + stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4); + if ((stbtt_uint32) unicode_codepoint < start_char) + high = mid; + else if ((stbtt_uint32) unicode_codepoint > end_char) + low = mid+1; + else { + stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8); + if (format == 12) + return start_glyph + unicode_codepoint-start_char; + else // format == 13 + return start_glyph; + } + } + return 0; // not found + } + // @TODO + STBTT_assert(0); + return 0; +} + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices) +{ + return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices); +} + +static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy) +{ + v->type = type; + v->x = (stbtt_int16) x; + v->y = (stbtt_int16) y; + v->cx = (stbtt_int16) cx; + v->cy = (stbtt_int16) cy; +} + +static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index) +{ + int g1,g2; + + STBTT_assert(!info->cff.size); + + if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range + if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format + + if (info->indexToLocFormat == 0) { + g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; + g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; + } else { + g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4); + g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4); + } + + return g1==g2 ? -1 : g1; // if length is 0, return -1 +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); + +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + if (info->cff.size) { + stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1); + } else { + int g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 0; + + if (x0) *x0 = ttSHORT(info->data + g + 2); + if (y0) *y0 = ttSHORT(info->data + g + 4); + if (x1) *x1 = ttSHORT(info->data + g + 6); + if (y1) *y1 = ttSHORT(info->data + g + 8); + } + return 1; +} + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1) +{ + return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1); +} + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt_int16 numberOfContours; + int g; + if (info->cff.size) + return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0; + g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 1; + numberOfContours = ttSHORT(info->data + g); + return numberOfContours == 0; +} + +static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off, + stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy) +{ + if (start_off) { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy); + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy); + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0); + } + return num_vertices; +} + +static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + stbtt_int16 numberOfContours; + stbtt_uint8 *endPtsOfContours; + stbtt_uint8 *data = info->data; + stbtt_vertex *vertices=0; + int num_vertices=0; + int g = stbtt__GetGlyfOffset(info, glyph_index); + + *pvertices = NULL; + + if (g < 0) return 0; + + numberOfContours = ttSHORT(data + g); + + if (numberOfContours > 0) { + stbtt_uint8 flags=0,flagcount; + stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0; + stbtt_int32 x,y,cx,cy,sx,sy, scx,scy; + stbtt_uint8 *points; + endPtsOfContours = (data + g + 10); + ins = ttUSHORT(data + g + 10 + numberOfContours * 2); + points = data + g + 10 + numberOfContours * 2 + 2 + ins; + + n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2); + + m = n + 2*numberOfContours; // a loose bound on how many vertices we might need + vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata); + if (vertices == 0) + return 0; + + next_move = 0; + flagcount=0; + + // in first pass, we load uninterpreted data into the allocated array + // above, shifted to the end of the array so we won't overwrite it when + // we create our final data starting from the front + + off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated + + // first load flags + + for (i=0; i < n; ++i) { + if (flagcount == 0) { + flags = *points++; + if (flags & 8) + flagcount = *points++; + } else + --flagcount; + vertices[off+i].type = flags; + } + + // now load x coordinates + x=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 2) { + stbtt_int16 dx = *points++; + x += (flags & 16) ? dx : -dx; // ??? + } else { + if (!(flags & 16)) { + x = x + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].x = (stbtt_int16) x; + } + + // now load y coordinates + y=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 4) { + stbtt_int16 dy = *points++; + y += (flags & 32) ? dy : -dy; // ??? + } else { + if (!(flags & 32)) { + y = y + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].y = (stbtt_int16) y; + } + + // now convert them to our format + num_vertices=0; + sx = sy = cx = cy = scx = scy = 0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + x = (stbtt_int16) vertices[off+i].x; + y = (stbtt_int16) vertices[off+i].y; + + if (next_move == i) { + if (i != 0) + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + + // now start the new one + start_off = !(flags & 1); + if (start_off) { + // if we start off with an off-curve point, then when we need to find a point on the curve + // where we can start, and we need to save some state for when we wraparound. + scx = x; + scy = y; + if (!(vertices[off+i+1].type & 1)) { + // next point is also a curve point, so interpolate an on-point curve + sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1; + sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1; + } else { + // otherwise just use the next point as our start point + sx = (stbtt_int32) vertices[off+i+1].x; + sy = (stbtt_int32) vertices[off+i+1].y; + ++i; // we're using point i+1 as the starting point, so skip it + } + } else { + sx = x; + sy = y; + } + stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0); + was_off = 0; + next_move = 1 + ttUSHORT(endPtsOfContours+j*2); + ++j; + } else { + if (!(flags & 1)) { // if it's a curve + if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy); + cx = x; + cy = y; + was_off = 1; + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0); + was_off = 0; + } + } + } + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + } else if (numberOfContours < 0) { + // Compound shapes. + int more = 1; + stbtt_uint8 *comp = data + g + 10; + num_vertices = 0; + vertices = 0; + while (more) { + stbtt_uint16 flags, gidx; + int comp_num_verts = 0, i; + stbtt_vertex *comp_verts = 0, *tmp = 0; + float mtx[6] = {1,0,0,1,0,0}, m, n; + + flags = ttSHORT(comp); comp+=2; + gidx = ttSHORT(comp); comp+=2; + + if (flags & 2) { // XY values + if (flags & 1) { // shorts + mtx[4] = ttSHORT(comp); comp+=2; + mtx[5] = ttSHORT(comp); comp+=2; + } else { + mtx[4] = ttCHAR(comp); comp+=1; + mtx[5] = ttCHAR(comp); comp+=1; + } + } + else { + // @TODO handle matching point + STBTT_assert(0); + } + if (flags & (1<<3)) { // WE_HAVE_A_SCALE + mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } + + // Find transformation scales. + m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); + n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); + + // Get indexed glyph. + comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts); + if (comp_num_verts > 0) { + // Transform vertices. + for (i = 0; i < comp_num_verts; ++i) { + stbtt_vertex* v = &comp_verts[i]; + stbtt_vertex_type x,y; + x=v->x; y=v->y; + v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + x=v->cx; y=v->cy; + v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + } + // Append vertices. + tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata); + if (!tmp) { + if (vertices) STBTT_free(vertices, info->userdata); + if (comp_verts) STBTT_free(comp_verts, info->userdata); + return 0; + } + if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); + STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); + if (vertices) STBTT_free(vertices, info->userdata); + vertices = tmp; + STBTT_free(comp_verts, info->userdata); + num_vertices += comp_num_verts; + } + // More components ? + more = flags & (1<<5); + } + } else { + // numberOfCounters == 0, do nothing + } + + *pvertices = vertices; + return num_vertices; +} + +typedef struct +{ + int bounds; + int started; + float first_x, first_y; + float x, y; + stbtt_int32 min_x, max_x, min_y, max_y; + + stbtt_vertex *pvertices; + int num_vertices; +} stbtt__csctx; + +#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0} + +static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y) +{ + if (x > c->max_x || !c->started) c->max_x = x; + if (y > c->max_y || !c->started) c->max_y = y; + if (x < c->min_x || !c->started) c->min_x = x; + if (y < c->min_y || !c->started) c->min_y = y; + c->started = 1; +} + +static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1) +{ + if (c->bounds) { + stbtt__track_vertex(c, x, y); + if (type == STBTT_vcubic) { + stbtt__track_vertex(c, cx, cy); + stbtt__track_vertex(c, cx1, cy1); + } + } else { + stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy); + c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1; + c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1; + } + c->num_vertices++; +} + +static void stbtt__csctx_close_shape(stbtt__csctx *ctx) +{ + if (ctx->first_x != ctx->x || ctx->first_y != ctx->y) + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy) +{ + stbtt__csctx_close_shape(ctx); + ctx->first_x = ctx->x = ctx->x + dx; + ctx->first_y = ctx->y = ctx->y + dy; + stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy) +{ + ctx->x += dx; + ctx->y += dy; + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3) +{ + float cx1 = ctx->x + dx1; + float cy1 = ctx->y + dy1; + float cx2 = cx1 + dx2; + float cy2 = cy1 + dy2; + ctx->x = cx2 + dx3; + ctx->y = cy2 + dy3; + stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2); +} + +static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n) +{ + int count = stbtt__cff_index_count(&idx); + int bias = 107; + if (count >= 33900) + bias = 32768; + else if (count >= 1240) + bias = 1131; + n += bias; + if (n < 0 || n >= count) + return stbtt__new_buf(NULL, 0); + return stbtt__cff_index_get(idx, n); +} + +static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt__buf fdselect = info->fdselect; + int nranges, start, end, v, fmt, fdselector = -1, i; + + stbtt__buf_seek(&fdselect, 0); + fmt = stbtt__buf_get8(&fdselect); + if (fmt == 0) { + // untested + stbtt__buf_skip(&fdselect, glyph_index); + fdselector = stbtt__buf_get8(&fdselect); + } else if (fmt == 3) { + nranges = stbtt__buf_get16(&fdselect); + start = stbtt__buf_get16(&fdselect); + for (i = 0; i < nranges; i++) { + v = stbtt__buf_get8(&fdselect); + end = stbtt__buf_get16(&fdselect); + if (glyph_index >= start && glyph_index < end) { + fdselector = v; + break; + } + start = end; + } + } + if (fdselector == -1) return stbtt__new_buf(NULL, 0); // [DEAR IMGUI] fixed, see #6007 and nothings/stb#1422 + return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); +} + +static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c) +{ + int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0; + int has_subrs = 0, clear_stack; + float s[48]; + stbtt__buf subr_stack[10], subrs = info->subrs, b; + float f; + +#define STBTT__CSERR(s) (0) + + // this currently ignores the initial width value, which isn't needed if we have hmtx + b = stbtt__cff_index_get(info->charstrings, glyph_index); + while (b.cursor < b.size) { + i = 0; + clear_stack = 1; + b0 = stbtt__buf_get8(&b); + switch (b0) { + // @TODO implement hinting + case 0x13: // hintmask + case 0x14: // cntrmask + if (in_header) + maskbits += (sp / 2); // implicit "vstem" + in_header = 0; + stbtt__buf_skip(&b, (maskbits + 7) / 8); + break; + + case 0x01: // hstem + case 0x03: // vstem + case 0x12: // hstemhm + case 0x17: // vstemhm + maskbits += (sp / 2); + break; + + case 0x15: // rmoveto + in_header = 0; + if (sp < 2) return STBTT__CSERR("rmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]); + break; + case 0x04: // vmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("vmoveto stack"); + stbtt__csctx_rmove_to(c, 0, s[sp-1]); + break; + case 0x16: // hmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("hmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-1], 0); + break; + + case 0x05: // rlineto + if (sp < 2) return STBTT__CSERR("rlineto stack"); + for (; i + 1 < sp; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical + // starting from a different place. + + case 0x07: // vlineto + if (sp < 1) return STBTT__CSERR("vlineto stack"); + goto vlineto; + case 0x06: // hlineto + if (sp < 1) return STBTT__CSERR("hlineto stack"); + for (;;) { + if (i >= sp) break; + stbtt__csctx_rline_to(c, s[i], 0); + i++; + vlineto: + if (i >= sp) break; + stbtt__csctx_rline_to(c, 0, s[i]); + i++; + } + break; + + case 0x1F: // hvcurveto + if (sp < 4) return STBTT__CSERR("hvcurveto stack"); + goto hvcurveto; + case 0x1E: // vhcurveto + if (sp < 4) return STBTT__CSERR("vhcurveto stack"); + for (;;) { + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f); + i += 4; + hvcurveto: + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]); + i += 4; + } + break; + + case 0x08: // rrcurveto + if (sp < 6) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x18: // rcurveline + if (sp < 8) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp - 2; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack"); + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + case 0x19: // rlinecurve + if (sp < 8) return STBTT__CSERR("rlinecurve stack"); + for (; i + 1 < sp - 6; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack"); + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x1A: // vvcurveto + case 0x1B: // hhcurveto + if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack"); + f = 0.0; + if (sp & 1) { f = s[i]; i++; } + for (; i + 3 < sp; i += 4) { + if (b0 == 0x1B) + stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0); + else + stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]); + f = 0.0; + } + break; + + case 0x0A: // callsubr + if (!has_subrs) { + if (info->fdselect.size) + subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); + has_subrs = 1; + } + // FALLTHROUGH + case 0x1D: // callgsubr + if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); + v = (int) s[--sp]; + if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit"); + subr_stack[subr_stack_height++] = b; + b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v); + if (b.size == 0) return STBTT__CSERR("subr not found"); + b.cursor = 0; + clear_stack = 0; + break; + + case 0x0B: // return + if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr"); + b = subr_stack[--subr_stack_height]; + clear_stack = 0; + break; + + case 0x0E: // endchar + stbtt__csctx_close_shape(c); + return 1; + + case 0x0C: { // two-byte escape + float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6; + float dx, dy; + int b1 = stbtt__buf_get8(&b); + switch (b1) { + // @TODO These "flex" implementations ignore the flex-depth and resolution, + // and always draw beziers. + case 0x22: // hflex + if (sp < 7) return STBTT__CSERR("hflex stack"); + dx1 = s[0]; + dx2 = s[1]; + dy2 = s[2]; + dx3 = s[3]; + dx4 = s[4]; + dx5 = s[5]; + dx6 = s[6]; + stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0); + break; + + case 0x23: // flex + if (sp < 13) return STBTT__CSERR("flex stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = s[10]; + dy6 = s[11]; + //fd is s[12] + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + case 0x24: // hflex1 + if (sp < 9) return STBTT__CSERR("hflex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dx4 = s[5]; + dx5 = s[6]; + dy5 = s[7]; + dx6 = s[8]; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5)); + break; + + case 0x25: // flex1 + if (sp < 11) return STBTT__CSERR("flex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = dy6 = s[10]; + dx = dx1+dx2+dx3+dx4+dx5; + dy = dy1+dy2+dy3+dy4+dy5; + if (STBTT_fabs(dx) > STBTT_fabs(dy)) + dy6 = -dy; + else + dx6 = -dx; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + default: + return STBTT__CSERR("unimplemented"); + } + } break; + + default: + if (b0 != 255 && b0 != 28 && b0 < 32) + return STBTT__CSERR("reserved operator"); + + // push immediate + if (b0 == 255) { + f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; + } else { + stbtt__buf_skip(&b, -1); + f = (float)(stbtt_int16)stbtt__cff_int(&b); + } + if (sp >= 48) return STBTT__CSERR("push stack overflow"); + s[sp++] = f; + clear_stack = 0; + break; + } + if (clear_stack) sp = 0; + } + return STBTT__CSERR("no endchar"); + +#undef STBTT__CSERR +} + +static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + // runs the charstring twice, once to count and once to output (to avoid realloc) + stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1); + stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0); + if (stbtt__run_charstring(info, glyph_index, &count_ctx)) { + *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata); + output_ctx.pvertices = *pvertices; + if (stbtt__run_charstring(info, glyph_index, &output_ctx)) { + STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices); + return output_ctx.num_vertices; + } + } + *pvertices = NULL; + return 0; +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + stbtt__csctx c = STBTT__CSCTX_INIT(1); + int r = stbtt__run_charstring(info, glyph_index, &c); + if (x0) *x0 = r ? c.min_x : 0; + if (y0) *y0 = r ? c.min_y : 0; + if (x1) *x1 = r ? c.max_x : 0; + if (y1) *y1 = r ? c.max_y : 0; + return r ? c.num_vertices : 0; +} + +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + if (!info->cff.size) + return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices); + else + return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices); +} + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing) +{ + stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34); + if (glyph_index < numOfLongHorMetrics) { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2); + } else { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1)); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics)); + } +} + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info) +{ + stbtt_uint8 *data = info->data + info->kern; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + return ttUSHORT(data+10); +} + +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length) +{ + stbtt_uint8 *data = info->data + info->kern; + int k, length; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + length = ttUSHORT(data+10); + if (table_length < length) + length = table_length; + + for (k = 0; k < length; k++) + { + table[k].glyph1 = ttUSHORT(data+18+(k*6)); + table[k].glyph2 = ttUSHORT(data+20+(k*6)); + table[k].advance = ttSHORT(data+22+(k*6)); + } + + return length; +} + +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint8 *data = info->data + info->kern; + stbtt_uint32 needle, straw; + int l, r, m; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + l = 0; + r = ttUSHORT(data+10) - 1; + needle = glyph1 << 16 | glyph2; + while (l <= r) { + m = (l + r) >> 1; + straw = ttULONG(data+18+(m*6)); // note: unaligned read + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else + return ttSHORT(data+22+(m*6)); + } + return 0; +} + +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) +{ + stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); + switch (coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; + } + } + break; + } + + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; + + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; + } + } + break; + } + + default: return -1; // unsupported + } + + return -1; +} + +static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) +{ + stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); + switch (classDefFormat) + { + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; + + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + break; + } + + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; + + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } + break; + } + + default: + return -1; // Unsupported definition type, return an error. + } + + // "All glyphs not assigned to a class fall into class 0". (OpenType spec) + return 0; +} + +// Define to STBTT_assert(x) if you want to break on unimplemented formats. +#define STBTT_GPOS_TODO_assert(x) + +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint16 lookupListOffset; + stbtt_uint8 *lookupList; + stbtt_uint16 lookupCount; + stbtt_uint8 *data; + stbtt_int32 i, sti; + + if (!info->gpos) return 0; + + data = info->data + info->gpos; + + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 + + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); + + for (i=0; i= pairSetCount) return 0; + + needle=glyph2; + r=pairValueCount-1; + l=0; + + // Binary search. + while (l <= r) { + stbtt_uint16 secondGlyph; + stbtt_uint8 *pairValue; + m = (l + r) >> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } else + return 0; + break; + } + + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats? + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + stbtt_uint8 *class1Records, *class2Records; + stbtt_int16 xAdvance; + + if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed + if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed + + class1Records = table + 16; + class2Records = class1Records + 2 * (glyph1class * class2Count); + xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } else + return 0; + break; + } + + default: + return 0; // Unsupported position format + } + } + } + + return 0; +} + +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) +{ + int xAdvance = 0; + + if (info->gpos) + xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); + else if (info->kern) + xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); + + return xAdvance; +} + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2) +{ + if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs + return 0; + return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2)); +} + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing) +{ + stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing); +} + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap) +{ + if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4); + if (descent) *descent = ttSHORT(info->data+info->hhea + 6); + if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8); +} + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap) +{ + int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); + if (!tab) + return 0; + if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68); + if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70); + if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72); + return 1; +} + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1) +{ + *x0 = ttSHORT(info->data + info->head + 36); + *y0 = ttSHORT(info->data + info->head + 38); + *x1 = ttSHORT(info->data + info->head + 40); + *y1 = ttSHORT(info->data + info->head + 42); +} + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height) +{ + int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6); + return (float) height / fheight; +} + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels) +{ + int unitsPerEm = ttUSHORT(info->data + info->head + 18); + return pixels / unitsPerEm; +} + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) +{ + STBTT_free(v, info->userdata); +} + +STBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl) +{ + int i; + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info); + + int numEntries = ttUSHORT(svg_doc_list); + stbtt_uint8 *svg_docs = svg_doc_list + 2; + + for(i=0; i= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2))) + return svg_doc; + } + return 0; +} + +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg) +{ + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc; + + if (info->svg == 0) + return 0; + + svg_doc = stbtt_FindSVGDoc(info, gl); + if (svg_doc != NULL) { + *svg = (char *) data + info->svg + ttULONG(svg_doc + 4); + return ttULONG(svg_doc + 8); + } else { + return 0; + } +} + +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg) +{ + return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg); +} + +////////////////////////////////////////////////////////////////////////////// +// +// antialiasing software rasterizer +// + +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning + if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) { + // e.g. space character + if (ix0) *ix0 = 0; + if (iy0) *iy0 = 0; + if (ix1) *ix1 = 0; + if (iy1) *iy1 = 0; + } else { + // move to integral bboxes (treating pixels as little squares, what pixels get touched)? + if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x); + if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y); + if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x); + if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y); + } +} + +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1); +} + +////////////////////////////////////////////////////////////////////////////// +// +// Rasterizer + +typedef struct stbtt__hheap_chunk +{ + struct stbtt__hheap_chunk *next; +} stbtt__hheap_chunk; + +typedef struct stbtt__hheap +{ + struct stbtt__hheap_chunk *head; + void *first_free; + int num_remaining_in_head_chunk; +} stbtt__hheap; + +static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata) +{ + if (hh->first_free) { + void *p = hh->first_free; + hh->first_free = * (void **) p; + return p; + } else { + if (hh->num_remaining_in_head_chunk == 0) { + int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); + stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata); + if (c == NULL) + return NULL; + c->next = hh->head; + hh->head = c; + hh->num_remaining_in_head_chunk = count; + } + --hh->num_remaining_in_head_chunk; + return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; + } +} + +static void stbtt__hheap_free(stbtt__hheap *hh, void *p) +{ + *(void **) p = hh->first_free; + hh->first_free = p; +} + +static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata) +{ + stbtt__hheap_chunk *c = hh->head; + while (c) { + stbtt__hheap_chunk *n = c->next; + STBTT_free(c, userdata); + c = n; + } +} + +typedef struct stbtt__edge { + float x0,y0, x1,y1; + int invert; +} stbtt__edge; + + +typedef struct stbtt__active_edge +{ + struct stbtt__active_edge *next; + #if STBTT_RASTERIZER_VERSION==1 + int x,dx; + float ey; + int direction; + #elif STBTT_RASTERIZER_VERSION==2 + float fx,fdx,fdy; + float direction; + float sy; + float ey; + #else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" + #endif +} stbtt__active_edge; + +#if STBTT_RASTERIZER_VERSION == 1 +#define STBTT_FIXSHIFT 10 +#define STBTT_FIX (1 << STBTT_FIXSHIFT) +#define STBTT_FIXMASK (STBTT_FIX-1) + +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + if (!z) return z; + + // round dx down to avoid overshooting + if (dxdy < 0) + z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); + else + z->dx = STBTT_ifloor(STBTT_FIX * dxdy); + + z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount + z->x -= off_x * STBTT_FIX; + + z->ey = e->y1; + z->next = 0; + z->direction = e->invert ? 1 : -1; + return z; +} +#elif STBTT_RASTERIZER_VERSION == 2 +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + //STBTT_assert(e->y0 <= start_point); + if (!z) return z; + z->fdx = dxdy; + z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f; + z->fx = e->x0 + dxdy * (start_point - e->y0); + z->fx -= off_x; + z->direction = e->invert ? 1.0f : -1.0f; + z->sy = e->y0; + z->ey = e->y1; + z->next = 0; + return z; +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#if STBTT_RASTERIZER_VERSION == 1 +// note: this routine clips fills that extend off the edges... ideally this +// wouldn't happen, but it could happen if the truetype glyph bounding boxes +// are wrong, or if the user supplies a too-small bitmap +static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight) +{ + // non-zero winding fill + int x0=0, w=0; + + while (e) { + if (w == 0) { + // if we're currently at zero, we need to record the edge start point + x0 = e->x; w += e->direction; + } else { + int x1 = e->x; w += e->direction; + // if we went to zero, we need to draw + if (w == 0) { + int i = x0 >> STBTT_FIXSHIFT; + int j = x1 >> STBTT_FIXSHIFT; + + if (i < len && j >= 0) { + if (i == j) { + // x0,x1 are the same pixel, so compute combined coverage + scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT); + } else { + if (i >= 0) // add antialiasing for x0 + scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT); + else + i = -1; // clip + + if (j < len) // add antialiasing for x1 + scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT); + else + j = len; // clip + + for (++i; i < j; ++i) // fill pixels between x0 and x1 + scanline[i] = scanline[i] + (stbtt_uint8) max_weight; + } + } + } + } + + e = e->next; + } +} + +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0; + int max_weight = (255 / vsubsample); // weight per vertical scanline + int s; // vertical subsample index + unsigned char scanline_data[512], *scanline; + + if (result->w > 512) + scanline = (unsigned char *) STBTT_malloc(result->w, userdata); + else + scanline = scanline_data; + + y = off_y * vsubsample; + e[n].y0 = (off_y + result->h) * (float) vsubsample + 1; + + while (j < result->h) { + STBTT_memset(scanline, 0, result->w); + for (s=0; s < vsubsample; ++s) { + // find center of pixel for this scanline + float scan_y = y + 0.5f; + stbtt__active_edge **step = &active; + + // update all active edges; + // remove all active edges that terminate before the center of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + z->x += z->dx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + } + + // resort the list if needed + for(;;) { + int changed=0; + step = &active; + while (*step && (*step)->next) { + if ((*step)->x > (*step)->next->x) { + stbtt__active_edge *t = *step; + stbtt__active_edge *q = t->next; + + t->next = q->next; + q->next = t; + *step = q; + changed = 1; + } + step = &(*step)->next; + } + if (!changed) break; + } + + // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline + while (e->y0 <= scan_y) { + if (e->y1 > scan_y) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata); + if (z != NULL) { + // find insertion point + if (active == NULL) + active = z; + else if (z->x < active->x) { + // insert at front + z->next = active; + active = z; + } else { + // find thing to insert AFTER + stbtt__active_edge *p = active; + while (p->next && p->next->x < z->x) + p = p->next; + // at this point, p->next->x is NOT < z->x + z->next = p->next; + p->next = z; + } + } + } + ++e; + } + + // now process all active edges in XOR fashion + if (active) + stbtt__fill_active_edges(scanline, result->w, active, max_weight); + + ++y; + } + STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w); + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} + +#elif STBTT_RASTERIZER_VERSION == 2 + +// the edge passed in here does not cross the vertical line at x or the vertical line at x+1 +// (i.e. it has already been clipped to those) +static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1) +{ + if (y0 == y1) return; + STBTT_assert(y0 < y1); + STBTT_assert(e->sy <= e->ey); + if (y0 > e->ey) return; + if (y1 < e->sy) return; + if (y0 < e->sy) { + x0 += (x1-x0) * (e->sy - y0) / (y1-y0); + y0 = e->sy; + } + if (y1 > e->ey) { + x1 += (x1-x0) * (e->ey - y1) / (y1-y0); + y1 = e->ey; + } + + if (x0 == x) + STBTT_assert(x1 <= x+1); + else if (x0 == x+1) + STBTT_assert(x1 >= x); + else if (x0 <= x) + STBTT_assert(x1 <= x); + else if (x0 >= x+1) + STBTT_assert(x1 >= x+1); + else + STBTT_assert(x1 >= x && x1 <= x+1); + + if (x0 <= x && x1 <= x) + scanline[x] += e->direction * (y1-y0); + else if (x0 >= x+1 && x1 >= x+1) + ; + else { + STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1); + scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position + } +} + +static float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width) +{ + STBTT_assert(top_width >= 0); + STBTT_assert(bottom_width >= 0); + return (top_width + bottom_width) / 2.0f * height; +} + +static float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1) +{ + return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0); +} + +static float stbtt__sized_triangle_area(float height, float width) +{ + return height * width / 2; +} + +static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) +{ + float y_bottom = y_top+1; + + while (e) { + // brute force every pixel + + // compute intersection points with top & bottom + STBTT_assert(e->ey >= y_top); + + if (e->fdx == 0) { + float x0 = e->fx; + if (x0 < len) { + if (x0 >= 0) { + stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom); + stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom); + } else { + stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom); + } + } + } else { + float x0 = e->fx; + float dx = e->fdx; + float xb = x0 + dx; + float x_top, x_bottom; + float sy0,sy1; + float dy = e->fdy; + STBTT_assert(e->sy <= y_bottom && e->ey >= y_top); + + // compute endpoints of line segment clipped to this scanline (if the + // line segment starts on this scanline. x0 is the intersection of the + // line with y_top, but that may be off the line segment. + if (e->sy > y_top) { + x_top = x0 + dx * (e->sy - y_top); + sy0 = e->sy; + } else { + x_top = x0; + sy0 = y_top; + } + if (e->ey < y_bottom) { + x_bottom = x0 + dx * (e->ey - y_top); + sy1 = e->ey; + } else { + x_bottom = xb; + sy1 = y_bottom; + } + + if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) { + // from here on, we don't have to range check x values + + if ((int) x_top == (int) x_bottom) { + float height; + // simple case, only spans one pixel + int x = (int) x_top; + height = (sy1 - sy0) * e->direction; + STBTT_assert(x >= 0 && x < len); + scanline[x] += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f); + scanline_fill[x] += height; // everything right of this pixel is filled + } else { + int x,x1,x2; + float y_crossing, y_final, step, sign, area; + // covers 2+ pixels + if (x_top > x_bottom) { + // flip scanline vertically; signed area is the same + float t; + sy0 = y_bottom - (sy0 - y_top); + sy1 = y_bottom - (sy1 - y_top); + t = sy0, sy0 = sy1, sy1 = t; + t = x_bottom, x_bottom = x_top, x_top = t; + dx = -dx; + dy = -dy; + t = x0, x0 = xb, xb = t; + } + STBTT_assert(dy >= 0); + STBTT_assert(dx >= 0); + + x1 = (int) x_top; + x2 = (int) x_bottom; + // compute intersection with y axis at x1+1 + y_crossing = y_top + dy * (x1+1 - x0); + + // compute intersection with y axis at x2 + y_final = y_top + dy * (x2 - x0); + + // x1 x_top x2 x_bottom + // y_top +------|-----+------------+------------+--------|---+------------+ + // | | | | | | + // | | | | | | + // sy0 | Txxxxx|............|............|............|............| + // y_crossing | *xxxxx.......|............|............|............| + // | | xxxxx..|............|............|............| + // | | /- xx*xxxx........|............|............| + // | | dy < | xxxxxx..|............|............| + // y_final | | \- | xx*xxx.........|............| + // sy1 | | | | xxxxxB...|............| + // | | | | | | + // | | | | | | + // y_bottom +------------+------------+------------+------------+------------+ + // + // goal is to measure the area covered by '.' in each pixel + + // if x2 is right at the right edge of x1, y_crossing can blow up, github #1057 + // @TODO: maybe test against sy1 rather than y_bottom? + if (y_crossing > y_bottom) + y_crossing = y_bottom; + + sign = e->direction; + + // area of the rectangle covered from sy0..y_crossing + area = sign * (y_crossing-sy0); + + // area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing) + scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top); + + // check if final y_crossing is blown up; no test case for this + if (y_final > y_bottom) { + int denom = (x2 - (x1+1)); + y_final = y_bottom; + if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316) + dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom + } + } + + // in second pixel, area covered by line segment found in first pixel + // is always a rectangle 1 wide * the height of that line segment; this + // is exactly what the variable 'area' stores. it also gets a contribution + // from the line segment within it. the THIRD pixel will get the first + // pixel's rectangle contribution, the second pixel's rectangle contribution, + // and its own contribution. the 'own contribution' is the same in every pixel except + // the leftmost and rightmost, a trapezoid that slides down in each pixel. + // the second pixel's contribution to the third pixel will be the + // rectangle 1 wide times the height change in the second pixel, which is dy. + + step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x, + // which multiplied by 1-pixel-width is how much pixel area changes for each step in x + // so the area advances by 'step' every time + + for (x = x1+1; x < x2; ++x) { + scanline[x] += area + step/2; // area of trapezoid is 1*step/2 + area += step; + } + STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down + STBTT_assert(sy1 > y_final-0.01f); + + // area covered in the last pixel is the rectangle from all the pixels to the left, + // plus the trapezoid filled by the line segment in this pixel all the way to the right edge + scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f); + + // the rest of the line is filled based on the total height of the line segment in this pixel + scanline_fill[x2] += sign * (sy1-sy0); + } + } else { + // if edge goes outside of box we're drawing, we require + // clipping logic. since this does not match the intended use + // of this library, we use a different, very slow brute + // force implementation + // note though that this does happen some of the time because + // x_top and x_bottom can be extrapolated at the top & bottom of + // the shape and actually lie outside the bounding box + int x; + for (x=0; x < len; ++x) { + // cases: + // + // there can be up to two intersections with the pixel. any intersection + // with left or right edges can be handled by splitting into two (or three) + // regions. intersections with top & bottom do not necessitate case-wise logic. + // + // the old way of doing this found the intersections with the left & right edges, + // then used some simple logic to produce up to three segments in sorted order + // from top-to-bottom. however, this had a problem: if an x edge was epsilon + // across the x border, then the corresponding y position might not be distinct + // from the other y segment, and it might ignored as an empty segment. to avoid + // that, we need to explicitly produce segments based on x positions. + + // rename variables to clearly-defined pairs + float y0 = y_top; + float x1 = (float) (x); + float x2 = (float) (x+1); + float x3 = xb; + float y3 = y_bottom; + + // x = e->x + e->dx * (y-y_top) + // (y-y_top) = (x - e->x) / e->dx + // y = (x - e->x) / e->dx + y_top + float y1 = (x - x0) / dx + y_top; + float y2 = (x+1 - x0) / dx + y_top; + + if (x0 < x1 && x3 > x2) { // three segments descending down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x1 && x0 > x2) { // three segments descending down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x1 && x3 > x1) { // two segments across x, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x3 < x1 && x0 > x1) { // two segments across x, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else { // one segment + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3); + } + } + } + } + e = e->next; + } +} + +// directly AA rasterize edges w/o supersampling +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0, i; + float scanline_data[129], *scanline, *scanline2; + + STBTT__NOTUSED(vsubsample); + + if (result->w > 64) + scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata); + else + scanline = scanline_data; + + scanline2 = scanline + result->w; + + y = off_y; + e[n].y0 = (float) (off_y + result->h) + 1; + + while (j < result->h) { + // find center of pixel for this scanline + float scan_y_top = y + 0.0f; + float scan_y_bottom = y + 1.0f; + stbtt__active_edge **step = &active; + + STBTT_memset(scanline , 0, result->w*sizeof(scanline[0])); + STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0])); + + // update all active edges; + // remove all active edges that terminate before the top of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y_top) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + step = &((*step)->next); // advance through list + } + } + + // insert all edges that start before the bottom of this scanline + while (e->y0 <= scan_y_bottom) { + if (e->y0 != e->y1) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); + if (z != NULL) { + if (j == 0 && off_y != 0) { + if (z->ey < scan_y_top) { + // this can happen due to subpixel positioning and some kind of fp rounding error i think + z->ey = scan_y_top; + } + } + STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds + // insert at front + z->next = active; + active = z; + } + } + ++e; + } + + // now process all active edges + if (active) + stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top); + + { + float sum = 0; + for (i=0; i < result->w; ++i) { + float k; + int m; + sum += scanline2[i]; + k = scanline[i] + sum; + k = (float) STBTT_fabs(k)*255 + 0.5f; + m = (int) k; + if (m > 255) m = 255; + result->pixels[j*result->stride + i] = (unsigned char) m; + } + } + // advance all the edges + step = &active; + while (*step) { + stbtt__active_edge *z = *step; + z->fx += z->fdx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + + ++y; + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0) + +static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n) +{ + int i,j; + for (i=1; i < n; ++i) { + stbtt__edge t = p[i], *a = &t; + j = i; + while (j > 0) { + stbtt__edge *b = &p[j-1]; + int c = STBTT__COMPARE(a,b); + if (!c) break; + p[j] = p[j-1]; + --j; + } + if (i != j) + p[j] = t; + } +} + +static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n) +{ + /* threshold for transitioning to insertion sort */ + while (n > 12) { + stbtt__edge t; + int c01,c12,c,m,i,j; + + /* compute median of three */ + m = n >> 1; + c01 = STBTT__COMPARE(&p[0],&p[m]); + c12 = STBTT__COMPARE(&p[m],&p[n-1]); + /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ + if (c01 != c12) { + /* otherwise, we'll need to swap something else to middle */ + int z; + c = STBTT__COMPARE(&p[0],&p[n-1]); + /* 0>mid && midn => n; 0 0 */ + /* 0n: 0>n => 0; 0 n */ + z = (c == c12) ? 0 : n-1; + t = p[z]; + p[z] = p[m]; + p[m] = t; + } + /* now p[m] is the median-of-three */ + /* swap it to the beginning so it won't move around */ + t = p[0]; + p[0] = p[m]; + p[m] = t; + + /* partition loop */ + i=1; + j=n-1; + for(;;) { + /* handling of equality is crucial here */ + /* for sentinels & efficiency with duplicates */ + for (;;++i) { + if (!STBTT__COMPARE(&p[i], &p[0])) break; + } + for (;;--j) { + if (!STBTT__COMPARE(&p[0], &p[j])) break; + } + /* make sure we haven't crossed */ + if (i >= j) break; + t = p[i]; + p[i] = p[j]; + p[j] = t; + + ++i; + --j; + } + /* recurse on smaller side, iterate on larger */ + if (j < (n-i)) { + stbtt__sort_edges_quicksort(p,j); + p = p+i; + n = n-i; + } else { + stbtt__sort_edges_quicksort(p+i, n-i); + n = j; + } + } +} + +static void stbtt__sort_edges(stbtt__edge *p, int n) +{ + stbtt__sort_edges_quicksort(p, n); + stbtt__sort_edges_ins_sort(p, n); +} + +typedef struct +{ + float x,y; +} stbtt__point; + +static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata) +{ + float y_scale_inv = invert ? -scale_y : scale_y; + stbtt__edge *e; + int n,i,j,k,m; +#if STBTT_RASTERIZER_VERSION == 1 + int vsubsample = result->h < 8 ? 15 : 5; +#elif STBTT_RASTERIZER_VERSION == 2 + int vsubsample = 1; +#else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + // vsubsample should divide 255 evenly; otherwise we won't reach full opacity + + // now we have to blow out the windings into explicit edge lists + n = 0; + for (i=0; i < windings; ++i) + n += wcount[i]; + + e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel + if (e == 0) return; + n = 0; + + m=0; + for (i=0; i < windings; ++i) { + stbtt__point *p = pts + m; + m += wcount[i]; + j = wcount[i]-1; + for (k=0; k < wcount[i]; j=k++) { + int a=k,b=j; + // skip the edge if horizontal + if (p[j].y == p[k].y) + continue; + // add edge from j to k to the list + e[n].invert = 0; + if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) { + e[n].invert = 1; + a=j,b=k; + } + e[n].x0 = p[a].x * scale_x + shift_x; + e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample; + e[n].x1 = p[b].x * scale_x + shift_x; + e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample; + ++n; + } + } + + // now sort the edges by their highest point (should snap to integer, and then by x) + //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare); + stbtt__sort_edges(e, n); + + // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule + stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata); + + STBTT_free(e, userdata); +} + +static void stbtt__add_point(stbtt__point *points, int n, float x, float y) +{ + if (!points) return; // during first pass, it's unallocated + points[n].x = x; + points[n].y = y; +} + +// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching +static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) +{ + // midpoint + float mx = (x0 + 2*x1 + x2)/4; + float my = (y0 + 2*y1 + y2)/4; + // versus directly drawn line + float dx = (x0+x2)/2 - mx; + float dy = (y0+y2)/2 - my; + if (n > 16) // 65536 segments on one curve better be enough! + return 1; + if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA + stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x2,y2); + *num_points = *num_points+1; + } + return 1; +} + +static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n) +{ + // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough + float dx0 = x1-x0; + float dy0 = y1-y0; + float dx1 = x2-x1; + float dy1 = y2-y1; + float dx2 = x3-x2; + float dy2 = y3-y2; + float dx = x3-x0; + float dy = y3-y0; + float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2)); + float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy); + float flatness_squared = longlen*longlen-shortlen*shortlen; + + if (n > 16) // 65536 segments on one curve better be enough! + return; + + if (flatness_squared > objspace_flatness_squared) { + float x01 = (x0+x1)/2; + float y01 = (y0+y1)/2; + float x12 = (x1+x2)/2; + float y12 = (y1+y2)/2; + float x23 = (x2+x3)/2; + float y23 = (y2+y3)/2; + + float xa = (x01+x12)/2; + float ya = (y01+y12)/2; + float xb = (x12+x23)/2; + float yb = (y12+y23)/2; + + float mx = (xa+xb)/2; + float my = (ya+yb)/2; + + stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x3,y3); + *num_points = *num_points+1; + } +} + +// returns number of contours +static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata) +{ + stbtt__point *points=0; + int num_points=0; + + float objspace_flatness_squared = objspace_flatness * objspace_flatness; + int i,n=0,start=0, pass; + + // count how many "moves" there are to get the contour count + for (i=0; i < num_verts; ++i) + if (vertices[i].type == STBTT_vmove) + ++n; + + *num_contours = n; + if (n == 0) return 0; + + *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata); + + if (*contour_lengths == 0) { + *num_contours = 0; + return 0; + } + + // make two passes through the points so we don't need to realloc + for (pass=0; pass < 2; ++pass) { + float x=0,y=0; + if (pass == 1) { + points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata); + if (points == NULL) goto error; + } + num_points = 0; + n= -1; + for (i=0; i < num_verts; ++i) { + switch (vertices[i].type) { + case STBTT_vmove: + // start the next contour + if (n >= 0) + (*contour_lengths)[n] = num_points - start; + ++n; + start = num_points; + + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x,y); + break; + case STBTT_vline: + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x, y); + break; + case STBTT_vcurve: + stbtt__tesselate_curve(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + case STBTT_vcubic: + stbtt__tesselate_cubic(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].cx1, vertices[i].cy1, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + } + } + (*contour_lengths)[n] = num_points - start; + } + + return points; +error: + STBTT_free(points, userdata); + STBTT_free(*contour_lengths, userdata); + *contour_lengths = 0; + *num_contours = 0; + return NULL; +} + +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata) +{ + float scale = scale_x > scale_y ? scale_y : scale_x; + int winding_count = 0; + int *winding_lengths = NULL; + stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata); + if (windings) { + stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata); + STBTT_free(winding_lengths, userdata); + STBTT_free(windings, userdata); + } +} + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + int ix0,iy0,ix1,iy1; + stbtt__bitmap gbm; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) { + STBTT_free(vertices, info->userdata); + return NULL; + } + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1); + + // now we get the size + gbm.w = (ix1 - ix0); + gbm.h = (iy1 - iy0); + gbm.pixels = NULL; // in case we error + + if (width ) *width = gbm.w; + if (height) *height = gbm.h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + if (gbm.w && gbm.h) { + gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); + if (gbm.pixels) { + gbm.stride = gbm.w; + + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata); + } + } + STBTT_free(vertices, info->userdata); + return gbm.pixels; +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph) +{ + int ix0,iy0; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + stbtt__bitmap gbm; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); + gbm.pixels = output; + gbm.w = out_w; + gbm.h = out_h; + gbm.stride = out_stride; + + if (gbm.w && gbm.h) + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata); + + STBTT_free(vertices, info->userdata); +} + +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) +{ + stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint); +} + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-CRAPPY packing to keep source code small + +static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata) +{ + float scale; + int x,y,bottom_y, i; + stbtt_fontinfo f; + f.userdata = NULL; + if (!stbtt_InitFont(&f, data, offset)) + return -1; + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + x=y=1; + bottom_y = 1; + + scale = stbtt_ScaleForPixelHeight(&f, pixel_height); + + for (i=0; i < num_chars; ++i) { + int advance, lsb, x0,y0,x1,y1,gw,gh; + int g = stbtt_FindGlyphIndex(&f, first_char + i); + stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb); + stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1); + gw = x1-x0; + gh = y1-y0; + if (x + gw + 1 >= pw) + y = bottom_y, x = 1; // advance to next row + if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row + return -i; + STBTT_assert(x+gw < pw); + STBTT_assert(y+gh < ph); + stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g); + chardata[i].x0 = (stbtt_int16) x; + chardata[i].y0 = (stbtt_int16) y; + chardata[i].x1 = (stbtt_int16) (x + gw); + chardata[i].y1 = (stbtt_int16) (y + gh); + chardata[i].xadvance = scale * advance; + chardata[i].xoff = (float) x0; + chardata[i].yoff = (float) y0; + x = x + gw + 1; + if (y+gh+1 > bottom_y) + bottom_y = y+gh+1; + } + return bottom_y; +} + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule) +{ + float d3d_bias = opengl_fillrule ? 0 : -0.5f; + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_bakedchar *b = chardata + char_index; + int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); + int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); + + q->x0 = round_x + d3d_bias; + q->y0 = round_y + d3d_bias; + q->x1 = round_x + b->x1 - b->x0 + d3d_bias; + q->y1 = round_y + b->y1 - b->y0 + d3d_bias; + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// rectangle packing replacement routines if you don't have stb_rect_pack.h +// + +#ifndef STB_RECT_PACK_VERSION + +typedef int stbrp_coord; + +//////////////////////////////////////////////////////////////////////////////////// +// // +// // +// COMPILER WARNING ?!?!? // +// // +// // +// if you get a compile warning due to these symbols being defined more than // +// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h" // +// // +//////////////////////////////////////////////////////////////////////////////////// + +typedef struct +{ + int width,height; + int x,y,bottom_y; +} stbrp_context; + +typedef struct +{ + unsigned char x; +} stbrp_node; + +struct stbrp_rect +{ + stbrp_coord x,y; + int id,w,h,was_packed; +}; + +static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes) +{ + con->width = pw; + con->height = ph; + con->x = 0; + con->y = 0; + con->bottom_y = 0; + STBTT__NOTUSED(nodes); + STBTT__NOTUSED(num_nodes); +} + +static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) +{ + int i; + for (i=0; i < num_rects; ++i) { + if (con->x + rects[i].w > con->width) { + con->x = 0; + con->y = con->bottom_y; + } + if (con->y + rects[i].h > con->height) + break; + rects[i].x = con->x; + rects[i].y = con->y; + rects[i].was_packed = 1; + con->x += rects[i].w; + if (con->y + rects[i].h > con->bottom_y) + con->bottom_y = con->y + rects[i].h; + } + for ( ; i < num_rects; ++i) + rects[i].was_packed = 0; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If +// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy. + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context) +{ + stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context); + int num_nodes = pw - padding; + stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context); + + if (context == NULL || nodes == NULL) { + if (context != NULL) STBTT_free(context, alloc_context); + if (nodes != NULL) STBTT_free(nodes , alloc_context); + return 0; + } + + spc->user_allocator_context = alloc_context; + spc->width = pw; + spc->height = ph; + spc->pixels = pixels; + spc->pack_info = context; + spc->nodes = nodes; + spc->padding = padding; + spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; + spc->h_oversample = 1; + spc->v_oversample = 1; + spc->skip_missing = 0; + + stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); + + if (pixels) + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + + return 1; +} + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc) +{ + STBTT_free(spc->nodes , spc->user_allocator_context); + STBTT_free(spc->pack_info, spc->user_allocator_context); +} + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample) +{ + STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE); + STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE); + if (h_oversample <= STBTT_MAX_OVERSAMPLE) + spc->h_oversample = h_oversample; + if (v_oversample <= STBTT_MAX_OVERSAMPLE) + spc->v_oversample = v_oversample; +} + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip) +{ + spc->skip_missing = skip; +} + +#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1) + +static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_w = w - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < h; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < w; ++i) { + STBTT_assert(pixels[i] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i] = (unsigned char) (total / kernel_width); + } + + pixels += stride_in_bytes; + } +} + +static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_h = h - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < w; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < h; ++i) { + STBTT_assert(pixels[i*stride_in_bytes] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + + pixels += 1; + } +} + +static float stbtt__oversample_shift(int oversample) +{ + if (!oversample) + return 0.0f; + + // The prefilter is a box filter of width "oversample", + // which shifts phase by (oversample - 1)/2 pixels in + // oversampled space. We want to shift in the opposite + // direction to counter this. + return (float)-(oversample - 1) / (2.0f * (float)oversample); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k; + int missing_glyph_added = 0; + + k=0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + ranges[i].h_oversample = (unsigned char) spc->h_oversample; + ranges[i].v_oversample = (unsigned char) spc->v_oversample; + for (j=0; j < ranges[i].num_chars; ++j) { + int x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) { + rects[k].w = rects[k].h = 0; + } else { + stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + &x0,&y0,&x1,&y1); + rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); + rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + if (glyph == 0) + missing_glyph_added = 1; + } + ++k; + } + } + + return k; +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, + output, + out_w - (prefilter_x - 1), + out_h - (prefilter_y - 1), + out_stride, + scale_x, + scale_y, + shift_x, + shift_y, + glyph); + + if (prefilter_x > 1) + stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); + + if (prefilter_y > 1) + stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); + + *sub_x = stbtt__oversample_shift(prefilter_x); + *sub_y = stbtt__oversample_shift(prefilter_y); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k, missing_glyph = -1, return_value = 1; + + // save current values + int old_h_over = spc->h_oversample; + int old_v_over = spc->v_oversample; + + k = 0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + float recip_h,recip_v,sub_x,sub_y; + spc->h_oversample = ranges[i].h_oversample; + spc->v_oversample = ranges[i].v_oversample; + recip_h = 1.0f / spc->h_oversample; + recip_v = 1.0f / spc->v_oversample; + sub_x = stbtt__oversample_shift(spc->h_oversample); + sub_y = stbtt__oversample_shift(spc->v_oversample); + for (j=0; j < ranges[i].num_chars; ++j) { + stbrp_rect *r = &rects[k]; + if (r->was_packed && r->w != 0 && r->h != 0) { + stbtt_packedchar *bc = &ranges[i].chardata_for_range[j]; + int advance, lsb, x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + stbrp_coord pad = (stbrp_coord) spc->padding; + + // pad on left and top + r->x += pad; + r->y += pad; + r->w -= pad; + r->h -= pad; + stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb); + stbtt_GetGlyphBitmapBox(info, glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + &x0,&y0,&x1,&y1); + stbtt_MakeGlyphBitmapSubpixel(info, + spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w - spc->h_oversample+1, + r->h - spc->v_oversample+1, + spc->stride_in_bytes, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + glyph); + + if (spc->h_oversample > 1) + stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->h_oversample); + + if (spc->v_oversample > 1) + stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->v_oversample); + + bc->x0 = (stbtt_int16) r->x; + bc->y0 = (stbtt_int16) r->y; + bc->x1 = (stbtt_int16) (r->x + r->w); + bc->y1 = (stbtt_int16) (r->y + r->h); + bc->xadvance = scale * advance; + bc->xoff = (float) x0 * recip_h + sub_x; + bc->yoff = (float) y0 * recip_v + sub_y; + bc->xoff2 = (x0 + r->w) * recip_h + sub_x; + bc->yoff2 = (y0 + r->h) * recip_v + sub_y; + + if (glyph == 0) + missing_glyph = j; + } else if (spc->skip_missing) { + return_value = 0; + } else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) { + ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph]; + } else { + return_value = 0; // if any fail, report failure + } + + ++k; + } + } + + // restore original values + spc->h_oversample = old_h_over; + spc->v_oversample = old_v_over; + + return return_value; +} + +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects) +{ + stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects); +} + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) +{ + stbtt_fontinfo info; + int i, j, n, return_value; // [DEAR IMGUI] removed = 1; + //stbrp_context *context = (stbrp_context *) spc->pack_info; + stbrp_rect *rects; + + // flag all characters as NOT packed + for (i=0; i < num_ranges; ++i) + for (j=0; j < ranges[i].num_chars; ++j) + ranges[i].chardata_for_range[j].x0 = + ranges[i].chardata_for_range[j].y0 = + ranges[i].chardata_for_range[j].x1 = + ranges[i].chardata_for_range[j].y1 = 0; + + n = 0; + for (i=0; i < num_ranges; ++i) + n += ranges[i].num_chars; + + rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); + if (rects == NULL) + return 0; + + info.userdata = spc->user_allocator_context; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index)); + + n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); + + stbtt_PackFontRangesPackRects(spc, rects, n); + + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); + + STBTT_free(rects, spc->user_allocator_context); + return return_value; +} + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range) +{ + stbtt_pack_range range; + range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range; + range.array_of_unicode_codepoints = NULL; + range.num_chars = num_chars_in_range; + range.chardata_for_range = chardata_for_range; + range.font_size = font_size; + return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); +} + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap) +{ + int i_ascent, i_descent, i_lineGap; + float scale; + stbtt_fontinfo info; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); + scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); + stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); + *ascent = (float) i_ascent * scale; + *descent = (float) i_descent * scale; + *lineGap = (float) i_lineGap * scale; +} + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) +{ + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_packedchar *b = chardata + char_index; + + if (align_to_integer) { + float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f); + float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f); + q->x0 = x; + q->y0 = y; + q->x1 = x + b->xoff2 - b->xoff; + q->y1 = y + b->yoff2 - b->yoff; + } else { + q->x0 = *xpos + b->xoff; + q->y0 = *ypos + b->yoff; + q->x1 = *xpos + b->xoff2; + q->y1 = *ypos + b->yoff2; + } + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// sdf computation +// + +#define STBTT_min(a,b) ((a) < (b) ? (a) : (b)) +#define STBTT_max(a,b) ((a) < (b) ? (b) : (a)) + +static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2]) +{ + float q0perp = q0[1]*ray[0] - q0[0]*ray[1]; + float q1perp = q1[1]*ray[0] - q1[0]*ray[1]; + float q2perp = q2[1]*ray[0] - q2[0]*ray[1]; + float roperp = orig[1]*ray[0] - orig[0]*ray[1]; + + float a = q0perp - 2*q1perp + q2perp; + float b = q1perp - q0perp; + float c = q0perp - roperp; + + float s0 = 0., s1 = 0.; + int num_s = 0; + + if (a != 0.0) { + float discr = b*b - a*c; + if (discr > 0.0) { + float rcpna = -1 / a; + float d = (float) STBTT_sqrt(discr); + s0 = (b+d) * rcpna; + s1 = (b-d) * rcpna; + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) { + if (num_s == 0) s0 = s1; + ++num_s; + } + } + } else { + // 2*b*s + c = 0 + // s = -c / (2*b) + s0 = c / (-2 * b); + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + } + + if (num_s == 0) + return 0; + else { + float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]); + float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; + + float q0d = q0[0]*rayn_x + q0[1]*rayn_y; + float q1d = q1[0]*rayn_x + q1[1]*rayn_y; + float q2d = q2[0]*rayn_x + q2[1]*rayn_y; + float rod = orig[0]*rayn_x + orig[1]*rayn_y; + + float q10d = q1d - q0d; + float q20d = q2d - q0d; + float q0rd = q0d - rod; + + hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d; + hits[0][1] = a*s0+b; + + if (num_s > 1) { + hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d; + hits[1][1] = a*s1+b; + return 2; + } else { + return 1; + } + } +} + +static int equal(float *a, float *b) +{ + return (a[0] == b[0] && a[1] == b[1]); +} + +static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts) +{ + int i; + float orig[2], ray[2] = { 1, 0 }; + float y_frac; + int winding = 0; + + // make sure y never passes through a vertex of the shape + y_frac = (float) STBTT_fmod(y, 1.0f); + if (y_frac < 0.01f) + y += 0.01f; + else if (y_frac > 0.99f) + y -= 0.01f; + + orig[0] = x; + orig[1] = y; + + // test a ray from (-infinity,y) to (x,y) + for (i=0; i < nverts; ++i) { + if (verts[i].type == STBTT_vline) { + int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y; + int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } + if (verts[i].type == STBTT_vcurve) { + int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ; + int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy; + int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ; + int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2)); + int by = STBTT_max(y0,STBTT_max(y1,y2)); + if (y > ay && y < by && x > ax) { + float q0[2],q1[2],q2[2]; + float hits[2][2]; + q0[0] = (float)x0; + q0[1] = (float)y0; + q1[0] = (float)x1; + q1[1] = (float)y1; + q2[0] = (float)x2; + q2[1] = (float)y2; + if (equal(q0,q1) || equal(q1,q2)) { + x0 = (int)verts[i-1].x; + y0 = (int)verts[i-1].y; + x1 = (int)verts[i ].x; + y1 = (int)verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } else { + int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); + if (num_hits >= 1) + if (hits[0][0] < 0) + winding += (hits[0][1] < 0 ? -1 : 1); + if (num_hits >= 2) + if (hits[1][0] < 0) + winding += (hits[1][1] < 0 ? -1 : 1); + } + } + } + } + return winding; +} + +static float stbtt__cuberoot( float x ) +{ + if (x<0) + return -(float) STBTT_pow(-x,1.0f/3.0f); + else + return (float) STBTT_pow( x,1.0f/3.0f); +} + +// x^3 + a*x^2 + b*x + c = 0 +static int stbtt__solve_cubic(float a, float b, float c, float* r) +{ + float s = -a / 3; + float p = b - a*a / 3; + float q = a * (2*a*a - 9*b) / 27 + c; + float p3 = p*p*p; + float d = q*q + 4*p3 / 27; + if (d >= 0) { + float z = (float) STBTT_sqrt(d); + float u = (-q + z) / 2; + float v = (-q - z) / 2; + u = stbtt__cuberoot(u); + v = stbtt__cuberoot(v); + r[0] = s + u + v; + return 1; + } else { + float u = (float) STBTT_sqrt(-p/3); + float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative + float m = (float) STBTT_cos(v); + float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; + r[0] = s + u * 2 * m; + r[1] = s - u * (m + n); + r[2] = s - u * (m - n); + + //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? + //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); + //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); + return 3; + } +} + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + float scale_x = scale, scale_y = scale; + int ix0,iy0,ix1,iy1; + int w,h; + unsigned char *data; + + if (scale == 0) return NULL; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); + + // if empty, return NULL + if (ix0 == ix1 || iy0 == iy1) + return NULL; + + ix0 -= padding; + iy0 -= padding; + ix1 += padding; + iy1 += padding; + + w = (ix1 - ix0); + h = (iy1 - iy0); + + if (width ) *width = w; + if (height) *height = h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + // invert for y-downwards bitmaps + scale_y = -scale_y; + + { + int x,y,i,j; + float *precompute; + stbtt_vertex *verts; + int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); + data = (unsigned char *) STBTT_malloc(w * h, info->userdata); + precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata); + + for (i=0,j=num_verts-1; i < num_verts; j=i++) { + if (verts[i].type == STBTT_vline) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; + float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); + precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; + float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; + float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float len2 = bx*bx + by*by; + if (len2 != 0.0f) + precompute[i] = 1.0f / (bx*bx + by*by); + else + precompute[i] = 0.0f; + } else + precompute[i] = 0.0f; + } + + for (y=iy0; y < iy1; ++y) { + for (x=ix0; x < ix1; ++x) { + float val; + float min_dist = 999999.0f; + float sx = (float) x + 0.5f; + float sy = (float) y + 0.5f; + float x_gspace = (sx / scale_x); + float y_gspace = (sy / scale_y); + + int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path + + for (i=0; i < num_verts; ++i) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + + if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) { + float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; + + float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + // coarse culling against bbox + //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && + // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) + dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + STBTT_assert(i != 0); + if (dist < min_dist) { + // check position along line + // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) + // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) + float dx = x1-x0, dy = y1-y0; + float px = x0-sx, py = y0-sy; + // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy + // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve + float t = -(px*dx + py*dy) / (dx*dx + dy*dy); + if (t >= 0.0f && t <= 1.0f) + min_dist = dist; + } + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y; + float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y; + float box_x0 = STBTT_min(STBTT_min(x0,x1),x2); + float box_y0 = STBTT_min(STBTT_min(y0,y1),y2); + float box_x1 = STBTT_max(STBTT_max(x0,x1),x2); + float box_y1 = STBTT_max(STBTT_max(y0,y1),y2); + // coarse culling against bbox to avoid computing cubic unnecessarily + if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) { + int num=0; + float ax = x1-x0, ay = y1-y0; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float mx = x0 - sx, my = y0 - sy; + float res[3] = {0.f,0.f,0.f}; + float px,py,t,it,dist2; + float a_inv = precompute[i]; + if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula + float a = 3*(ax*bx + ay*by); + float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); + float c = mx*ax+my*ay; + if (a == 0.0) { // if a is 0, it's linear + if (b != 0.0) { + res[num++] = -c/b; + } + } else { + float discriminant = b*b - 4*a*c; + if (discriminant < 0) + num = 0; + else { + float root = (float) STBTT_sqrt(discriminant); + res[0] = (-b - root)/(2*a); + res[1] = (-b + root)/(2*a); + num = 2; // don't bother distinguishing 1-solution case, as code below will still work + } + } + } else { + float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point + float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv; + float d = (mx*ax+my*ay) * a_inv; + num = stbtt__solve_cubic(b, c, d, res); + } + dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { + t = res[0], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) { + t = res[1], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) { + t = res[2], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + } + } + } + if (winding == 0) + min_dist = -min_dist; // if outside the shape, value is negative + val = onedge_value + pixel_dist_scale * min_dist; + if (val < 0) + val = 0; + else if (val > 255) + val = 255; + data[(y-iy0)*w+(x-ix0)] = (unsigned char) val; + } + } + STBTT_free(precompute, info->userdata); + STBTT_free(verts, info->userdata); + } + return data; +} + +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +////////////////////////////////////////////////////////////////////////////// +// +// font name matching -- recommended not to use this +// + +// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string +static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) +{ + stbtt_int32 i=0; + + // convert utf16 to utf8 and compare the results while converting + while (len2) { + stbtt_uint16 ch = s2[0]*256 + s2[1]; + if (ch < 0x80) { + if (i >= len1) return -1; + if (s1[i++] != ch) return -1; + } else if (ch < 0x800) { + if (i+1 >= len1) return -1; + if (s1[i++] != 0xc0 + (ch >> 6)) return -1; + if (s1[i++] != 0x80 + (ch & 0x3f)) return -1; + } else if (ch >= 0xd800 && ch < 0xdc00) { + stbtt_uint32 c; + stbtt_uint16 ch2 = s2[2]*256 + s2[3]; + if (i+3 >= len1) return -1; + c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000; + if (s1[i++] != 0xf0 + (c >> 18)) return -1; + if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1; + s2 += 2; // plus another 2 below + len2 -= 2; + } else if (ch >= 0xdc00 && ch < 0xe000) { + return -1; + } else { + if (i+2 >= len1) return -1; + if (s1[i++] != 0xe0 + (ch >> 12)) return -1; + if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1; + } + s2 += 2; + len2 -= 2; + } + return i; +} + +static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) +{ + return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2); +} + +// returns results in whatever encoding you request... but note that 2-byte encodings +// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID) +{ + stbtt_int32 i,count,stringOffset; + stbtt_uint8 *fc = font->data; + stbtt_uint32 offset = font->fontstart; + stbtt_uint32 nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return NULL; + + count = ttUSHORT(fc+nm+2); + stringOffset = nm + ttUSHORT(fc+nm+4); + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2) + && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) { + *length = ttUSHORT(fc+loc+8); + return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10)); + } + } + return NULL; +} + +static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id) +{ + stbtt_int32 i; + stbtt_int32 count = ttUSHORT(fc+nm+2); + stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4); + + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + stbtt_int32 id = ttUSHORT(fc+loc+6); + if (id == target_id) { + // find the encoding + stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4); + + // is this a Unicode encoding? + if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) { + stbtt_int32 slen = ttUSHORT(fc+loc+8); + stbtt_int32 off = ttUSHORT(fc+loc+10); + + // check if there's a prefix match + stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen); + if (matchlen >= 0) { + // check for target_id+1 immediately following, with same encoding & language + if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) { + slen = ttUSHORT(fc+loc+12+8); + off = ttUSHORT(fc+loc+12+10); + if (slen == 0) { + if (matchlen == nlen) + return 1; + } else if (matchlen < nlen && name[matchlen] == ' ') { + ++matchlen; + if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen)) + return 1; + } + } else { + // if nothing immediately following + if (matchlen == nlen) + return 1; + } + } + } + + // @TODO handle other encodings + } + } + return 0; +} + +static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags) +{ + stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name); + stbtt_uint32 nm,hd; + if (!stbtt__isfont(fc+offset)) return 0; + + // check italics/bold/underline flags in macStyle... + if (flags) { + hd = stbtt__find_table(fc, offset, "head"); + if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0; + } + + nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return 0; + + if (flags) { + // if we checked the macStyle flags, then just check the family and ignore the subfamily + if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } else { + if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } + + return 0; +} + +static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags) +{ + stbtt_int32 i; + for (i=0;;++i) { + stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i); + if (off < 0) return off; + if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags)) + return off; + } +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, + float pixel_height, unsigned char *pixels, int pw, int ph, + int first_char, int num_chars, stbtt_bakedchar *chardata) +{ + return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata); +} + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index) +{ + return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); +} + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data) +{ + return stbtt_GetNumberOfFonts_internal((unsigned char *) data); +} + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset) +{ + return stbtt_InitFont_internal(info, (unsigned char *) data, offset); +} + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags) +{ + return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags); +} + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2) +{ + return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif // STB_TRUETYPE_IMPLEMENTATION + + +// FULL VERSION HISTORY +// +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) allow user-defined fabs() replacement +// fix memory leak if fontsize=0.0 +// fix warning from duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// allow PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// 1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine) +// also more precise AA rasterizer, except if shapes overlap +// remove need for STBTT_sort +// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC +// 1.04 (2015-04-15) typo in example +// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes +// 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++ +// 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match +// non-oversampled; STBTT_POINT_SIZE for packed case only +// 1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling +// 0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg) +// 0.9 (2014-08-07) support certain mac/iOS fonts without an MS platformID +// 0.8b (2014-07-07) fix a warning +// 0.8 (2014-05-25) fix a few more warnings +// 0.7 (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back +// 0.6c (2012-07-24) improve documentation +// 0.6b (2012-07-20) fix a few more warnings +// 0.6 (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels, +// stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty +// 0.5 (2011-12-09) bugfixes: +// subpixel glyph renderer computed wrong bounding box +// first vertex of shape can be off-curve (FreeSans) +// 0.4b (2011-12-03) fixed an error in the font baking example +// 0.4 (2011-12-01) kerning, subpixel rendering (tor) +// bugfixes for: +// codepoint-to-glyph conversion using table fmt=12 +// codepoint-to-glyph conversion using table fmt=4 +// stbtt_GetBakedQuad with non-square texture (Zer) +// updated Hello World! sample to use kerning and subpixel +// fixed some warnings +// 0.3 (2009-06-24) cmap fmt=12, compound shapes (MM) +// userdata, malloc-from-userdata, non-zero fill (stb) +// 0.2 (2009-03-11) Fix unsigned/signed char warnings +// 0.1 (2009-03-09) First public release +// + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ From 4d8c9359a187c8bc231cd053662a3d34a1a0cc49 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 13:22:11 +0100 Subject: [PATCH 058/118] feat: Add warning if vsync is not enabled Something I ran into by accident during testing and development that I had vsync turned off by accident. Increase visibility in the logs. --- src/main/iidxhook-util/d3d9.c | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/src/main/iidxhook-util/d3d9.c b/src/main/iidxhook-util/d3d9.c index 9c87719..a62e3d8 100644 --- a/src/main/iidxhook-util/d3d9.c +++ b/src/main/iidxhook-util/d3d9.c @@ -232,7 +232,7 @@ iidxhook_util_d3d9_log_create_device_params(struct hook_d3d9_irp *irp) "hDeviceWindow %p, Windowed %d, " "EnableAutoDepthStencil " "%d, AutoDepthStencilFormat %d, Flags %lX, " - "FullScreen_RefreshRateInHz %d", + "FullScreen_RefreshRateInHz %d, PresentationInterval %d", irp->args.ctx_create_device.pp->BackBufferWidth, irp->args.ctx_create_device.pp->BackBufferHeight, irp->args.ctx_create_device.pp->BackBufferFormat, @@ -244,7 +244,13 @@ iidxhook_util_d3d9_log_create_device_params(struct hook_d3d9_irp *irp) irp->args.ctx_create_device.pp->EnableAutoDepthStencil, irp->args.ctx_create_device.pp->AutoDepthStencilFormat, irp->args.ctx_create_device.pp->Flags, - irp->args.ctx_create_device.pp->FullScreen_RefreshRateInHz); + irp->args.ctx_create_device.pp->FullScreen_RefreshRateInHz, + irp->args.ctx_create_device.pp->PresentationInterval); + + if (irp->args.ctx_create_device.pp->PresentationInterval != D3DPRESENT_INTERVAL_ONE) { + log_warning("PresentationInterval is not 1, i.e. VSYNC is OFF (!): %d", + irp->args.ctx_create_device.pp->PresentationInterval); + } } static void From 2c00da62328fc9e471a8a6d875ac34be92104037 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 13:23:21 +0100 Subject: [PATCH 059/118] feat: Integrate imgui library MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Version 1.91.7 of the imgui library with the cimgui wrapper. imgui allows us to easily create minimal and powerful UI for use-cases like in-game overlays or separate tooling. The additional wrappers cimgui_impl_dx9 and cimgui_impl_win32 were added to provide a full C linkage integration for the rest of the code base. Tweaks to the makefile were kept to a minimum but enable compilation of C++ since imgui is C++ based. Remark: At this point bemanitools itself is still to be kept a pure C codebase. Due to the lack of proper module/library management with the current build system in bemanitools 5, proper separation of concerns and clean integration with external libraries isn’t possible with reasonable effort. --- GNUmakefile | 32 +- Module.mk | 1 + src/main/imgui/Module.mk | 15 + src/main/imgui/cimconfig.h | 1 + src/main/imgui/cimgui-bt.h | 10 + src/main/imgui/cimgui.cpp | 5917 +++++++ src/main/imgui/cimgui.h | 5062 ++++++ src/main/imgui/cimgui_impl_dx9.cpp | 33 + src/main/imgui/cimgui_impl_dx9.h | 16 + src/main/imgui/cimgui_impl_win32.cpp | 52 + src/main/imgui/cimgui_impl_win32.h | 21 + src/main/imgui/imconfig.h | 142 + src/main/imgui/imgui.cpp | 22779 +++++++++++++++++++++++++ src/main/imgui/imgui.h | 3987 +++++ src/main/imgui/imgui_demo.cpp | 10738 ++++++++++++ src/main/imgui/imgui_draw.cpp | 4855 ++++++ src/main/imgui/imgui_impl_dx9.cpp | 424 + src/main/imgui/imgui_impl_dx9.h | 33 + src/main/imgui/imgui_impl_win32.cpp | 940 + src/main/imgui/imgui_impl_win32.h | 53 + src/main/imgui/imgui_internal.h | 3899 +++++ src/main/imgui/imgui_tables.cpp | 4499 +++++ src/main/imgui/imgui_widgets.cpp | 10473 ++++++++++++ src/main/imgui/imstb_rectpack.h | 627 + src/main/imgui/imstb_textedit.h | 1469 ++ src/main/imgui/imstb_truetype.h | 5085 ++++++ 26 files changed, 81153 insertions(+), 10 deletions(-) create mode 100644 src/main/imgui/Module.mk create mode 100644 src/main/imgui/cimconfig.h create mode 100644 src/main/imgui/cimgui-bt.h create mode 100644 src/main/imgui/cimgui.cpp create mode 100644 src/main/imgui/cimgui.h create mode 100644 src/main/imgui/cimgui_impl_dx9.cpp create mode 100644 src/main/imgui/cimgui_impl_dx9.h create mode 100644 src/main/imgui/cimgui_impl_win32.cpp create mode 100644 src/main/imgui/cimgui_impl_win32.h create mode 100644 src/main/imgui/imconfig.h create mode 100644 src/main/imgui/imgui.cpp create mode 100644 src/main/imgui/imgui.h create mode 100644 src/main/imgui/imgui_demo.cpp create mode 100644 src/main/imgui/imgui_draw.cpp create mode 100644 src/main/imgui/imgui_impl_dx9.cpp create mode 100644 src/main/imgui/imgui_impl_dx9.h create mode 100644 src/main/imgui/imgui_impl_win32.cpp create mode 100644 src/main/imgui/imgui_impl_win32.h create mode 100644 src/main/imgui/imgui_internal.h create mode 100644 src/main/imgui/imgui_tables.cpp create mode 100644 src/main/imgui/imgui_widgets.cpp create mode 100644 src/main/imgui/imstb_rectpack.h create mode 100644 src/main/imgui/imstb_textedit.h create mode 100644 src/main/imgui/imstb_truetype.h diff --git a/GNUmakefile b/GNUmakefile index 8328962..0606b3b 100644 --- a/GNUmakefile +++ b/GNUmakefile @@ -28,7 +28,7 @@ cppflags := -I src -I src/main -I src/test -DGITREV=$(gitrev) cflags := -O2 -pipe -ffunction-sections -fdata-sections \ -Wall -std=c99 -DPSAPI_VERSION=1 cflags_release := -Werror -ldflags := -Wl,--gc-sections -static-libgcc +ldflags := -Wl,--gc-sections -static -static-libgcc -static-libstdc++ # # The first target that GNU Make encounters becomes the default target. @@ -136,8 +136,10 @@ modules := $(dlls) $(exes) $(libs) $(avsdlls) $(avsexes) $(testdlls) $(testexes define t_moddefs cppflags_$3 += $(cppflags) -DBUILD_MODULE=$3 +cxxflags_$3 += $(cxxflags) # Add C++-specific flags cflags_$3 += $(cflags) release: cflags_$3 += $(cflags_release) +release: cxxflags_$3 += $(cxxflags_release) # Add C++-specific release flags ldflags_$3 += $(ldflags) srcdir_$3 ?= src/main/$3 @@ -192,9 +194,11 @@ abslib_$1_$2_$3 := $$(libs_$3:%=$$(bindir_$1_indep)/lib%.a) absdpl_$1_$2_$3 := $$(deplibs_$3:%=$$(bindir_$1_$2)/lib%.a) objdir_$1_$2_$3 := $(objdir)/$$(subdir_$1_$2)/$3 obj_$1_$2_$3 := $$(src_$3:%.c=$$(objdir_$1_$2_$3)/%.o) \ + $$(cppsrc_$3:%.cpp=$$(objdir_$1_$2_$3)/%.o) \ $$(rc_$3:%.rc=$$(objdir_$1_$2_$3)/%_rc.o) -deps += $$(src_$3:%.c=$$(depdir_$1_$2_$3)/%.d) +deps += $$(src_$3:%.c=$$(depdir_$1_$2_$3)/%.d) \ + $$(cppsrc_$3:%.cpp=$$(depdir_$1_$2_$3)/%.d) $$(depdir_$1_$2_$3): $(V)mkdir -p $$@ @@ -203,16 +207,24 @@ $$(objdir_$1_$2_$3): $(V)mkdir -p $$@ $$(volatile_$3:%.c=$$(objdir_$1_$2_$3)/%.o): FORCE +$$(volatile_cpp_$3:%.cpp=$$(objdir_$1_$2_$3)/%.o): FORCE $$(objdir_$1_$2_$3)/%.o: $$(srcdir_$3)/%.c \ | $$(depdir_$1_$2_$3) $$(objdir_$1_$2_$3) - $(V)echo ... $$@ + $(V)echo \(.c\) ... $$@ $(V)$$(toolchain_$1)gcc $$(cflags_$3) $$(cppflags_$3) \ -MMD -MF $$(depdir_$1_$2_$3)/$$*.d -MT $$@ -MP \ -DAVS_VERSION=$2 -c -o $$@ $$< +$$(objdir_$1_$2_$3)/%.o: $$(srcdir_$3)/%.cpp \ + | $$(depdir_$1_$2_$3) $$(objdir_$1_$2_$3) + $(V)echo \(.cpp\) ... $$@ + $(V)$$(toolchain_$1)g++ $$(cxxflags_$3) $$(cppflags_$3) \ + -MMD -MF $$(depdir_$1_$2_$3)/$$*.d -MT $$@ -MP \ + -DAVS_VERSION=$2 -c -o $$@ $$< + $$(objdir_$1_$2_$3)/%_rc.o: $$(srcdir_$3)/%.rc - $(V)echo ... $$@ [windres] + $(V)echo \(.rc\) ... $$@ [windres] $(V)$$(toolchain_$1)windres $$(cppflags_$3) $$< $$@ endef @@ -224,7 +236,7 @@ define t_archive $(t_compile) $$(bindir_$1_$2)/lib$3.a: $$(obj_$1_$2_$3) | $$(bindir_$1_$2) - $(V)echo ... $$@ + $(V)echo \(.a\) ... $$@ $(V)$$(toolchain_$1)ar r $$@ $$^ 2> /dev/null $(V)$$(toolchain_$1)ranlib $$@ @@ -242,8 +254,8 @@ implib_$1_$2_$3 := $$(bindir_$1_$2)/lib$3.a $$(dll_$1_$2_$3) $$(implib_$1_$2_$3): $$(obj_$1_$2_$3) $$(abslib_$1_$2_$3) \ $$(absdpl_$1_$2_$3) \ $$(srcdir_$3)/$3.def | $$(bindir_$1_$2) - $(V)echo ... $$(dll_$1_$2_$3) - $(V)$$(toolchain_$1)gcc -shared \ + $(V)echo \(.dll\) ... $$(dll_$1_$2_$3) + $(V)$$(toolchain_$1)g++ -shared \ -o $$(dll_$1_$2_$3) -Wl,--out-implib,$$(implib_$1_$2_$3) \ -Wl,--start-group $$^ -Wl,--end-group $$(ldflags_$3) $(V)$$(toolchain_$1)strip $$(dll_$1_$2_$3) @@ -261,8 +273,8 @@ exe_$1_$2_$3 := $$(bindir_$1_$2)/$3.exe $$(exe_$1_$2_$3): $$(obj_$1_$2_$3) $$(abslib_$1_$2_$3) $$(absdpl_$1_$2_$3) \ | $$(bindir_$1_$2) - $(V)echo ... $$@ - $(V)$$(toolchain_$1)gcc -o $$@ $$^ $$(ldflags_$3) + $(V)echo \(.exe\) ... $$@ + $(V)$$(toolchain_$1)g++ -o $$@ $$^ $$(ldflags_$3) $(V)$$(toolchain_$1)strip $$@ endef @@ -274,7 +286,7 @@ define t_import impdef_$1_$2_$3 ?= src/imports/import_$1_$2_$3.def $$(bindir_$1_$2)/lib$3.a: $$(impdef_$1_$2_$3) | $$(bindir_$1_$2) - $(V)echo ... $$@ [dlltool] + $(V)echo \(.a\) ... $$@ [dlltool] $(V)$$(toolchain_$1)dlltool --kill-at -l $$@ -d $$< endef diff --git a/Module.mk b/Module.mk index 4c42db6..4ba926c 100644 --- a/Module.mk +++ b/Module.mk @@ -159,6 +159,7 @@ include src/main/iidxio-ezusb/Module.mk include src/main/iidxio-ezusb2/Module.mk include src/main/iidxio/Module.mk include src/main/iidxiotest/Module.mk +include src/main/imgui/Module.mk include src/main/inject/Module.mk include src/main/jbio-magicbox/Module.mk include src/main/jbio-p4io/Module.mk diff --git a/src/main/imgui/Module.mk b/src/main/imgui/Module.mk new file mode 100644 index 0000000..31c7cc2 --- /dev/null +++ b/src/main/imgui/Module.mk @@ -0,0 +1,15 @@ +libs += imgui + +src_imgui := \ + +cppsrc_imgui := \ + cimgui.cpp \ + cimgui_impl_dx9.cpp \ + cimgui_impl_win32.cpp \ + imgui_demo.cpp \ + imgui_draw.cpp \ + imgui_impl_dx9.cpp \ + imgui_impl_win32.cpp \ + imgui_tables.cpp \ + imgui_widgets.cpp \ + imgui.cpp \ diff --git a/src/main/imgui/cimconfig.h b/src/main/imgui/cimconfig.h new file mode 100644 index 0000000..b6585c1 --- /dev/null +++ b/src/main/imgui/cimconfig.h @@ -0,0 +1 @@ +#undef NDEBUG \ No newline at end of file diff --git a/src/main/imgui/cimgui-bt.h b/src/main/imgui/cimgui-bt.h new file mode 100644 index 0000000..fe06ad6 --- /dev/null +++ b/src/main/imgui/cimgui-bt.h @@ -0,0 +1,10 @@ +#ifndef IMGUI_CIMGUI_BT_H +#define IMGUI_CIMGUI_BT_H + +// Comprehnsive header file for including cimgui correctly for integration in this project +#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#include "imgui/cimgui.h" +#include "imgui/cimgui_impl_dx9.h" +#include "imgui/cimgui_impl_win32.h" + +#endif \ No newline at end of file diff --git a/src/main/imgui/cimgui.cpp b/src/main/imgui/cimgui.cpp new file mode 100644 index 0000000..6456294 --- /dev/null +++ b/src/main/imgui/cimgui.cpp @@ -0,0 +1,5917 @@ +//This file is automatically generated by generator.lua from https://github.com/cimgui/cimgui +//based on imgui.h file version "1.91.7" 19170 from Dear ImGui https://github.com/ocornut/imgui +//with imgui_internal.h api +//with imgui_freetype.h api +//docking branch + +#include "imgui.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "misc/freetype/imgui_freetype.h" +#endif +#include "imgui_internal.h" +#include "cimgui.h" + + + +CIMGUI_API ImVec2* ImVec2_ImVec2_Nil(void) +{ + return IM_NEW(ImVec2)(); +} +CIMGUI_API void ImVec2_destroy(ImVec2* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec2* ImVec2_ImVec2_Float(float _x,float _y) +{ + return IM_NEW(ImVec2)(_x,_y); +} +CIMGUI_API ImVec4* ImVec4_ImVec4_Nil(void) +{ + return IM_NEW(ImVec4)(); +} +CIMGUI_API void ImVec4_destroy(ImVec4* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec4* ImVec4_ImVec4_Float(float _x,float _y,float _z,float _w) +{ + return IM_NEW(ImVec4)(_x,_y,_z,_w); +} +CIMGUI_API ImGuiContext* igCreateContext(ImFontAtlas* shared_font_atlas) +{ + return ImGui::CreateContext(shared_font_atlas); +} +CIMGUI_API void igDestroyContext(ImGuiContext* ctx) +{ + return ImGui::DestroyContext(ctx); +} +CIMGUI_API ImGuiContext* igGetCurrentContext() +{ + return ImGui::GetCurrentContext(); +} +CIMGUI_API void igSetCurrentContext(ImGuiContext* ctx) +{ + return ImGui::SetCurrentContext(ctx); +} +CIMGUI_API ImGuiIO* igGetIO() +{ + return &ImGui::GetIO(); +} +CIMGUI_API ImGuiPlatformIO* igGetPlatformIO() +{ + return &ImGui::GetPlatformIO(); +} +CIMGUI_API ImGuiStyle* igGetStyle() +{ + return &ImGui::GetStyle(); +} +CIMGUI_API void igNewFrame() +{ + return ImGui::NewFrame(); +} +CIMGUI_API void igEndFrame() +{ + return ImGui::EndFrame(); +} +CIMGUI_API void igRender() +{ + return ImGui::Render(); +} +CIMGUI_API ImDrawData* igGetDrawData() +{ + return ImGui::GetDrawData(); +} +CIMGUI_API void igShowDemoWindow(bool* p_open) +{ + return ImGui::ShowDemoWindow(p_open); +} +CIMGUI_API void igShowMetricsWindow(bool* p_open) +{ + return ImGui::ShowMetricsWindow(p_open); +} +CIMGUI_API void igShowDebugLogWindow(bool* p_open) +{ + return ImGui::ShowDebugLogWindow(p_open); +} +CIMGUI_API void igShowIDStackToolWindow(bool* p_open) +{ + return ImGui::ShowIDStackToolWindow(p_open); +} +CIMGUI_API void igShowAboutWindow(bool* p_open) +{ + return ImGui::ShowAboutWindow(p_open); +} +CIMGUI_API void igShowStyleEditor(ImGuiStyle* ref) +{ + return ImGui::ShowStyleEditor(ref); +} +CIMGUI_API bool igShowStyleSelector(const char* label) +{ + return ImGui::ShowStyleSelector(label); +} +CIMGUI_API void igShowFontSelector(const char* label) +{ + return ImGui::ShowFontSelector(label); +} +CIMGUI_API void igShowUserGuide() +{ + return ImGui::ShowUserGuide(); +} +CIMGUI_API const char* igGetVersion() +{ + return ImGui::GetVersion(); +} +CIMGUI_API void igStyleColorsDark(ImGuiStyle* dst) +{ + return ImGui::StyleColorsDark(dst); +} +CIMGUI_API void igStyleColorsLight(ImGuiStyle* dst) +{ + return ImGui::StyleColorsLight(dst); +} +CIMGUI_API void igStyleColorsClassic(ImGuiStyle* dst) +{ + return ImGui::StyleColorsClassic(dst); +} +CIMGUI_API bool igBegin(const char* name,bool* p_open,ImGuiWindowFlags flags) +{ + return ImGui::Begin(name,p_open,flags); +} +CIMGUI_API void igEnd() +{ + return ImGui::End(); +} +CIMGUI_API bool igBeginChild_Str(const char* str_id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginChild(str_id,size,child_flags,window_flags); +} +CIMGUI_API bool igBeginChild_ID(ImGuiID id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginChild(id,size,child_flags,window_flags); +} +CIMGUI_API void igEndChild() +{ + return ImGui::EndChild(); +} +CIMGUI_API bool igIsWindowAppearing() +{ + return ImGui::IsWindowAppearing(); +} +CIMGUI_API bool igIsWindowCollapsed() +{ + return ImGui::IsWindowCollapsed(); +} +CIMGUI_API bool igIsWindowFocused(ImGuiFocusedFlags flags) +{ + return ImGui::IsWindowFocused(flags); +} +CIMGUI_API bool igIsWindowHovered(ImGuiHoveredFlags flags) +{ + return ImGui::IsWindowHovered(flags); +} +CIMGUI_API ImDrawList* igGetWindowDrawList() +{ + return ImGui::GetWindowDrawList(); +} +CIMGUI_API float igGetWindowDpiScale() +{ + return ImGui::GetWindowDpiScale(); +} +CIMGUI_API void igGetWindowPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetWindowPos(); +} +CIMGUI_API void igGetWindowSize(ImVec2 *pOut) +{ + *pOut = ImGui::GetWindowSize(); +} +CIMGUI_API float igGetWindowWidth() +{ + return ImGui::GetWindowWidth(); +} +CIMGUI_API float igGetWindowHeight() +{ + return ImGui::GetWindowHeight(); +} +CIMGUI_API ImGuiViewport* igGetWindowViewport() +{ + return ImGui::GetWindowViewport(); +} +CIMGUI_API void igSetNextWindowPos(const ImVec2 pos,ImGuiCond cond,const ImVec2 pivot) +{ + return ImGui::SetNextWindowPos(pos,cond,pivot); +} +CIMGUI_API void igSetNextWindowSize(const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetNextWindowSize(size,cond); +} +CIMGUI_API void igSetNextWindowSizeConstraints(const ImVec2 size_min,const ImVec2 size_max,ImGuiSizeCallback custom_callback,void* custom_callback_data) +{ + return ImGui::SetNextWindowSizeConstraints(size_min,size_max,custom_callback,custom_callback_data); +} +CIMGUI_API void igSetNextWindowContentSize(const ImVec2 size) +{ + return ImGui::SetNextWindowContentSize(size); +} +CIMGUI_API void igSetNextWindowCollapsed(bool collapsed,ImGuiCond cond) +{ + return ImGui::SetNextWindowCollapsed(collapsed,cond); +} +CIMGUI_API void igSetNextWindowFocus() +{ + return ImGui::SetNextWindowFocus(); +} +CIMGUI_API void igSetNextWindowScroll(const ImVec2 scroll) +{ + return ImGui::SetNextWindowScroll(scroll); +} +CIMGUI_API void igSetNextWindowBgAlpha(float alpha) +{ + return ImGui::SetNextWindowBgAlpha(alpha); +} +CIMGUI_API void igSetNextWindowViewport(ImGuiID viewport_id) +{ + return ImGui::SetNextWindowViewport(viewport_id); +} +CIMGUI_API void igSetWindowPos_Vec2(const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(pos,cond); +} +CIMGUI_API void igSetWindowSize_Vec2(const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(size,cond); +} +CIMGUI_API void igSetWindowCollapsed_Bool(bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(collapsed,cond); +} +CIMGUI_API void igSetWindowFocus_Nil() +{ + return ImGui::SetWindowFocus(); +} +CIMGUI_API void igSetWindowFontScale(float scale) +{ + return ImGui::SetWindowFontScale(scale); +} +CIMGUI_API void igSetWindowPos_Str(const char* name,const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(name,pos,cond); +} +CIMGUI_API void igSetWindowSize_Str(const char* name,const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(name,size,cond); +} +CIMGUI_API void igSetWindowCollapsed_Str(const char* name,bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(name,collapsed,cond); +} +CIMGUI_API void igSetWindowFocus_Str(const char* name) +{ + return ImGui::SetWindowFocus(name); +} +CIMGUI_API float igGetScrollX() +{ + return ImGui::GetScrollX(); +} +CIMGUI_API float igGetScrollY() +{ + return ImGui::GetScrollY(); +} +CIMGUI_API void igSetScrollX_Float(float scroll_x) +{ + return ImGui::SetScrollX(scroll_x); +} +CIMGUI_API void igSetScrollY_Float(float scroll_y) +{ + return ImGui::SetScrollY(scroll_y); +} +CIMGUI_API float igGetScrollMaxX() +{ + return ImGui::GetScrollMaxX(); +} +CIMGUI_API float igGetScrollMaxY() +{ + return ImGui::GetScrollMaxY(); +} +CIMGUI_API void igSetScrollHereX(float center_x_ratio) +{ + return ImGui::SetScrollHereX(center_x_ratio); +} +CIMGUI_API void igSetScrollHereY(float center_y_ratio) +{ + return ImGui::SetScrollHereY(center_y_ratio); +} +CIMGUI_API void igSetScrollFromPosX_Float(float local_x,float center_x_ratio) +{ + return ImGui::SetScrollFromPosX(local_x,center_x_ratio); +} +CIMGUI_API void igSetScrollFromPosY_Float(float local_y,float center_y_ratio) +{ + return ImGui::SetScrollFromPosY(local_y,center_y_ratio); +} +CIMGUI_API void igPushFont(ImFont* font) +{ + return ImGui::PushFont(font); +} +CIMGUI_API void igPopFont() +{ + return ImGui::PopFont(); +} +CIMGUI_API void igPushStyleColor_U32(ImGuiCol idx,ImU32 col) +{ + return ImGui::PushStyleColor(idx,col); +} +CIMGUI_API void igPushStyleColor_Vec4(ImGuiCol idx,const ImVec4 col) +{ + return ImGui::PushStyleColor(idx,col); +} +CIMGUI_API void igPopStyleColor(int count) +{ + return ImGui::PopStyleColor(count); +} +CIMGUI_API void igPushStyleVar_Float(ImGuiStyleVar idx,float val) +{ + return ImGui::PushStyleVar(idx,val); +} +CIMGUI_API void igPushStyleVar_Vec2(ImGuiStyleVar idx,const ImVec2 val) +{ + return ImGui::PushStyleVar(idx,val); +} +CIMGUI_API void igPushStyleVarX(ImGuiStyleVar idx,float val_x) +{ + return ImGui::PushStyleVarX(idx,val_x); +} +CIMGUI_API void igPushStyleVarY(ImGuiStyleVar idx,float val_y) +{ + return ImGui::PushStyleVarY(idx,val_y); +} +CIMGUI_API void igPopStyleVar(int count) +{ + return ImGui::PopStyleVar(count); +} +CIMGUI_API void igPushItemFlag(ImGuiItemFlags option,bool enabled) +{ + return ImGui::PushItemFlag(option,enabled); +} +CIMGUI_API void igPopItemFlag() +{ + return ImGui::PopItemFlag(); +} +CIMGUI_API void igPushItemWidth(float item_width) +{ + return ImGui::PushItemWidth(item_width); +} +CIMGUI_API void igPopItemWidth() +{ + return ImGui::PopItemWidth(); +} +CIMGUI_API void igSetNextItemWidth(float item_width) +{ + return ImGui::SetNextItemWidth(item_width); +} +CIMGUI_API float igCalcItemWidth() +{ + return ImGui::CalcItemWidth(); +} +CIMGUI_API void igPushTextWrapPos(float wrap_local_pos_x) +{ + return ImGui::PushTextWrapPos(wrap_local_pos_x); +} +CIMGUI_API void igPopTextWrapPos() +{ + return ImGui::PopTextWrapPos(); +} +CIMGUI_API ImFont* igGetFont() +{ + return ImGui::GetFont(); +} +CIMGUI_API float igGetFontSize() +{ + return ImGui::GetFontSize(); +} +CIMGUI_API void igGetFontTexUvWhitePixel(ImVec2 *pOut) +{ + *pOut = ImGui::GetFontTexUvWhitePixel(); +} +CIMGUI_API ImU32 igGetColorU32_Col(ImGuiCol idx,float alpha_mul) +{ + return ImGui::GetColorU32(idx,alpha_mul); +} +CIMGUI_API ImU32 igGetColorU32_Vec4(const ImVec4 col) +{ + return ImGui::GetColorU32(col); +} +CIMGUI_API ImU32 igGetColorU32_U32(ImU32 col,float alpha_mul) +{ + return ImGui::GetColorU32(col,alpha_mul); +} +CIMGUI_API const ImVec4* igGetStyleColorVec4(ImGuiCol idx) +{ + return &ImGui::GetStyleColorVec4(idx); +} +CIMGUI_API void igGetCursorScreenPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorScreenPos(); +} +CIMGUI_API void igSetCursorScreenPos(const ImVec2 pos) +{ + return ImGui::SetCursorScreenPos(pos); +} +CIMGUI_API void igGetContentRegionAvail(ImVec2 *pOut) +{ + *pOut = ImGui::GetContentRegionAvail(); +} +CIMGUI_API void igGetCursorPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorPos(); +} +CIMGUI_API float igGetCursorPosX() +{ + return ImGui::GetCursorPosX(); +} +CIMGUI_API float igGetCursorPosY() +{ + return ImGui::GetCursorPosY(); +} +CIMGUI_API void igSetCursorPos(const ImVec2 local_pos) +{ + return ImGui::SetCursorPos(local_pos); +} +CIMGUI_API void igSetCursorPosX(float local_x) +{ + return ImGui::SetCursorPosX(local_x); +} +CIMGUI_API void igSetCursorPosY(float local_y) +{ + return ImGui::SetCursorPosY(local_y); +} +CIMGUI_API void igGetCursorStartPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorStartPos(); +} +CIMGUI_API void igSeparator() +{ + return ImGui::Separator(); +} +CIMGUI_API void igSameLine(float offset_from_start_x,float spacing) +{ + return ImGui::SameLine(offset_from_start_x,spacing); +} +CIMGUI_API void igNewLine() +{ + return ImGui::NewLine(); +} +CIMGUI_API void igSpacing() +{ + return ImGui::Spacing(); +} +CIMGUI_API void igDummy(const ImVec2 size) +{ + return ImGui::Dummy(size); +} +CIMGUI_API void igIndent(float indent_w) +{ + return ImGui::Indent(indent_w); +} +CIMGUI_API void igUnindent(float indent_w) +{ + return ImGui::Unindent(indent_w); +} +CIMGUI_API void igBeginGroup() +{ + return ImGui::BeginGroup(); +} +CIMGUI_API void igEndGroup() +{ + return ImGui::EndGroup(); +} +CIMGUI_API void igAlignTextToFramePadding() +{ + return ImGui::AlignTextToFramePadding(); +} +CIMGUI_API float igGetTextLineHeight() +{ + return ImGui::GetTextLineHeight(); +} +CIMGUI_API float igGetTextLineHeightWithSpacing() +{ + return ImGui::GetTextLineHeightWithSpacing(); +} +CIMGUI_API float igGetFrameHeight() +{ + return ImGui::GetFrameHeight(); +} +CIMGUI_API float igGetFrameHeightWithSpacing() +{ + return ImGui::GetFrameHeightWithSpacing(); +} +CIMGUI_API void igPushID_Str(const char* str_id) +{ + return ImGui::PushID(str_id); +} +CIMGUI_API void igPushID_StrStr(const char* str_id_begin,const char* str_id_end) +{ + return ImGui::PushID(str_id_begin,str_id_end); +} +CIMGUI_API void igPushID_Ptr(const void* ptr_id) +{ + return ImGui::PushID(ptr_id); +} +CIMGUI_API void igPushID_Int(int int_id) +{ + return ImGui::PushID(int_id); +} +CIMGUI_API void igPopID() +{ + return ImGui::PopID(); +} +CIMGUI_API ImGuiID igGetID_Str(const char* str_id) +{ + return ImGui::GetID(str_id); +} +CIMGUI_API ImGuiID igGetID_StrStr(const char* str_id_begin,const char* str_id_end) +{ + return ImGui::GetID(str_id_begin,str_id_end); +} +CIMGUI_API ImGuiID igGetID_Ptr(const void* ptr_id) +{ + return ImGui::GetID(ptr_id); +} +CIMGUI_API ImGuiID igGetID_Int(int int_id) +{ + return ImGui::GetID(int_id); +} +CIMGUI_API void igTextUnformatted(const char* text,const char* text_end) +{ + return ImGui::TextUnformatted(text,text_end); +} +CIMGUI_API void igText(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextV(const char* fmt,va_list args) +{ + return ImGui::TextV(fmt,args); +} +CIMGUI_API void igTextColored(const ImVec4 col,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextColoredV(col,fmt,args); + va_end(args); +} +CIMGUI_API void igTextColoredV(const ImVec4 col,const char* fmt,va_list args) +{ + return ImGui::TextColoredV(col,fmt,args); +} +CIMGUI_API void igTextDisabled(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextDisabledV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextDisabledV(const char* fmt,va_list args) +{ + return ImGui::TextDisabledV(fmt,args); +} +CIMGUI_API void igTextWrapped(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextWrappedV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextWrappedV(const char* fmt,va_list args) +{ + return ImGui::TextWrappedV(fmt,args); +} +CIMGUI_API void igLabelText(const char* label,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::LabelTextV(label,fmt,args); + va_end(args); +} +CIMGUI_API void igLabelTextV(const char* label,const char* fmt,va_list args) +{ + return ImGui::LabelTextV(label,fmt,args); +} +CIMGUI_API void igBulletText(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::BulletTextV(fmt,args); + va_end(args); +} +CIMGUI_API void igBulletTextV(const char* fmt,va_list args) +{ + return ImGui::BulletTextV(fmt,args); +} +CIMGUI_API void igSeparatorText(const char* label) +{ + return ImGui::SeparatorText(label); +} +CIMGUI_API bool igButton(const char* label,const ImVec2 size) +{ + return ImGui::Button(label,size); +} +CIMGUI_API bool igSmallButton(const char* label) +{ + return ImGui::SmallButton(label); +} +CIMGUI_API bool igInvisibleButton(const char* str_id,const ImVec2 size,ImGuiButtonFlags flags) +{ + return ImGui::InvisibleButton(str_id,size,flags); +} +CIMGUI_API bool igArrowButton(const char* str_id,ImGuiDir dir) +{ + return ImGui::ArrowButton(str_id,dir); +} +CIMGUI_API bool igCheckbox(const char* label,bool* v) +{ + return ImGui::Checkbox(label,v); +} +CIMGUI_API bool igCheckboxFlags_IntPtr(const char* label,int* flags,int flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCheckboxFlags_UintPtr(const char* label,unsigned int* flags,unsigned int flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igRadioButton_Bool(const char* label,bool active) +{ + return ImGui::RadioButton(label,active); +} +CIMGUI_API bool igRadioButton_IntPtr(const char* label,int* v,int v_button) +{ + return ImGui::RadioButton(label,v,v_button); +} +CIMGUI_API void igProgressBar(float fraction,const ImVec2 size_arg,const char* overlay) +{ + return ImGui::ProgressBar(fraction,size_arg,overlay); +} +CIMGUI_API void igBullet() +{ + return ImGui::Bullet(); +} +CIMGUI_API bool igTextLink(const char* label) +{ + return ImGui::TextLink(label); +} +CIMGUI_API void igTextLinkOpenURL(const char* label,const char* url) +{ + return ImGui::TextLinkOpenURL(label,url); +} +CIMGUI_API void igImage(ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 tint_col,const ImVec4 border_col) +{ + return ImGui::Image(user_texture_id,image_size,uv0,uv1,tint_col,border_col); +} +CIMGUI_API bool igImageButton(const char* str_id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col) +{ + return ImGui::ImageButton(str_id,user_texture_id,image_size,uv0,uv1,bg_col,tint_col); +} +CIMGUI_API bool igBeginCombo(const char* label,const char* preview_value,ImGuiComboFlags flags) +{ + return ImGui::BeginCombo(label,preview_value,flags); +} +CIMGUI_API void igEndCombo() +{ + return ImGui::EndCombo(); +} +CIMGUI_API bool igCombo_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,items,items_count,popup_max_height_in_items); +} +CIMGUI_API bool igCombo_Str(const char* label,int* current_item,const char* items_separated_by_zeros,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,items_separated_by_zeros,popup_max_height_in_items); +} +CIMGUI_API bool igCombo_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,getter,user_data,items_count,popup_max_height_in_items); +} +CIMGUI_API bool igDragFloat(const char* label,float* v,float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat2(const char* label,float v[2],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat2(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat3(const char* label,float v[3],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat3(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat4(const char* label,float v[4],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat4(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloatRange2(const char* label,float* v_current_min,float* v_current_max,float v_speed,float v_min,float v_max,const char* format,const char* format_max,ImGuiSliderFlags flags) +{ + return ImGui::DragFloatRange2(label,v_current_min,v_current_max,v_speed,v_min,v_max,format,format_max,flags); +} +CIMGUI_API bool igDragInt(const char* label,int* v,float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt2(const char* label,int v[2],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt2(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt3(const char* label,int v[3],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt3(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt4(const char* label,int v[4],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt4(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragIntRange2(const char* label,int* v_current_min,int* v_current_max,float v_speed,int v_min,int v_max,const char* format,const char* format_max,ImGuiSliderFlags flags) +{ + return ImGui::DragIntRange2(label,v_current_min,v_current_max,v_speed,v_min,v_max,format,format_max,flags); +} +CIMGUI_API bool igDragScalar(const char* label,ImGuiDataType data_type,void* p_data,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragScalar(label,data_type,p_data,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igDragScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragScalarN(label,data_type,p_data,components,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderFloat(const char* label,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat2(const char* label,float v[2],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat2(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat3(const char* label,float v[3],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat3(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat4(const char* label,float v[4],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat4(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderAngle(const char* label,float* v_rad,float v_degrees_min,float v_degrees_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderAngle(label,v_rad,v_degrees_min,v_degrees_max,format,flags); +} +CIMGUI_API bool igSliderInt(const char* label,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt2(const char* label,int v[2],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt2(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt3(const char* label,int v[3],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt3(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt4(const char* label,int v[4],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt4(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderScalar(label,data_type,p_data,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderScalarN(label,data_type,p_data,components,p_min,p_max,format,flags); +} +CIMGUI_API bool igVSliderFloat(const char* label,const ImVec2 size,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderFloat(label,size,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igVSliderInt(const char* label,const ImVec2 size,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderInt(label,size,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igVSliderScalar(const char* label,const ImVec2 size,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderScalar(label,size,data_type,p_data,p_min,p_max,format,flags); +} +CIMGUI_API bool igInputText(const char* label,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputText(label,buf,buf_size,flags,callback,user_data); +} +CIMGUI_API bool igInputTextMultiline(const char* label,char* buf,size_t buf_size,const ImVec2 size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextMultiline(label,buf,buf_size,size,flags,callback,user_data); +} +CIMGUI_API bool igInputTextWithHint(const char* label,const char* hint,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextWithHint(label,hint,buf,buf_size,flags,callback,user_data); +} +CIMGUI_API bool igInputFloat(const char* label,float* v,float step,float step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat(label,v,step,step_fast,format,flags); +} +CIMGUI_API bool igInputFloat2(const char* label,float v[2],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat2(label,v,format,flags); +} +CIMGUI_API bool igInputFloat3(const char* label,float v[3],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat3(label,v,format,flags); +} +CIMGUI_API bool igInputFloat4(const char* label,float v[4],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat4(label,v,format,flags); +} +CIMGUI_API bool igInputInt(const char* label,int* v,int step,int step_fast,ImGuiInputTextFlags flags) +{ + return ImGui::InputInt(label,v,step,step_fast,flags); +} +CIMGUI_API bool igInputInt2(const char* label,int v[2],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt2(label,v,flags); +} +CIMGUI_API bool igInputInt3(const char* label,int v[3],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt3(label,v,flags); +} +CIMGUI_API bool igInputInt4(const char* label,int v[4],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt4(label,v,flags); +} +CIMGUI_API bool igInputDouble(const char* label,double* v,double step,double step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputDouble(label,v,step,step_fast,format,flags); +} +CIMGUI_API bool igInputScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputScalar(label,data_type,p_data,p_step,p_step_fast,format,flags); +} +CIMGUI_API bool igInputScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputScalarN(label,data_type,p_data,components,p_step,p_step_fast,format,flags); +} +CIMGUI_API bool igColorEdit3(const char* label,float col[3],ImGuiColorEditFlags flags) +{ + return ImGui::ColorEdit3(label,col,flags); +} +CIMGUI_API bool igColorEdit4(const char* label,float col[4],ImGuiColorEditFlags flags) +{ + return ImGui::ColorEdit4(label,col,flags); +} +CIMGUI_API bool igColorPicker3(const char* label,float col[3],ImGuiColorEditFlags flags) +{ + return ImGui::ColorPicker3(label,col,flags); +} +CIMGUI_API bool igColorPicker4(const char* label,float col[4],ImGuiColorEditFlags flags,const float* ref_col) +{ + return ImGui::ColorPicker4(label,col,flags,ref_col); +} +CIMGUI_API bool igColorButton(const char* desc_id,const ImVec4 col,ImGuiColorEditFlags flags,const ImVec2 size) +{ + return ImGui::ColorButton(desc_id,col,flags,size); +} +CIMGUI_API void igSetColorEditOptions(ImGuiColorEditFlags flags) +{ + return ImGui::SetColorEditOptions(flags); +} +CIMGUI_API bool igTreeNode_Str(const char* label) +{ + return ImGui::TreeNode(label); +} +CIMGUI_API bool igTreeNode_StrStr(const char* str_id,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeV(str_id,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNode_Ptr(const void* ptr_id,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeV(ptr_id,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeV_Str(const char* str_id,const char* fmt,va_list args) +{ + return ImGui::TreeNodeV(str_id,fmt,args); +} +CIMGUI_API bool igTreeNodeV_Ptr(const void* ptr_id,const char* fmt,va_list args) +{ + return ImGui::TreeNodeV(ptr_id,fmt,args); +} +CIMGUI_API bool igTreeNodeEx_Str(const char* label,ImGuiTreeNodeFlags flags) +{ + return ImGui::TreeNodeEx(label,flags); +} +CIMGUI_API bool igTreeNodeEx_StrStr(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeExV(str_id,flags,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeEx_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeExV(ptr_id,flags,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeExV_Str(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args) +{ + return ImGui::TreeNodeExV(str_id,flags,fmt,args); +} +CIMGUI_API bool igTreeNodeExV_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args) +{ + return ImGui::TreeNodeExV(ptr_id,flags,fmt,args); +} +CIMGUI_API void igTreePush_Str(const char* str_id) +{ + return ImGui::TreePush(str_id); +} +CIMGUI_API void igTreePush_Ptr(const void* ptr_id) +{ + return ImGui::TreePush(ptr_id); +} +CIMGUI_API void igTreePop() +{ + return ImGui::TreePop(); +} +CIMGUI_API float igGetTreeNodeToLabelSpacing() +{ + return ImGui::GetTreeNodeToLabelSpacing(); +} +CIMGUI_API bool igCollapsingHeader_TreeNodeFlags(const char* label,ImGuiTreeNodeFlags flags) +{ + return ImGui::CollapsingHeader(label,flags); +} +CIMGUI_API bool igCollapsingHeader_BoolPtr(const char* label,bool* p_visible,ImGuiTreeNodeFlags flags) +{ + return ImGui::CollapsingHeader(label,p_visible,flags); +} +CIMGUI_API void igSetNextItemOpen(bool is_open,ImGuiCond cond) +{ + return ImGui::SetNextItemOpen(is_open,cond); +} +CIMGUI_API void igSetNextItemStorageID(ImGuiID storage_id) +{ + return ImGui::SetNextItemStorageID(storage_id); +} +CIMGUI_API bool igSelectable_Bool(const char* label,bool selected,ImGuiSelectableFlags flags,const ImVec2 size) +{ + return ImGui::Selectable(label,selected,flags,size); +} +CIMGUI_API bool igSelectable_BoolPtr(const char* label,bool* p_selected,ImGuiSelectableFlags flags,const ImVec2 size) +{ + return ImGui::Selectable(label,p_selected,flags,size); +} +CIMGUI_API ImGuiMultiSelectIO* igBeginMultiSelect(ImGuiMultiSelectFlags flags,int selection_size,int items_count) +{ + return ImGui::BeginMultiSelect(flags,selection_size,items_count); +} +CIMGUI_API ImGuiMultiSelectIO* igEndMultiSelect() +{ + return ImGui::EndMultiSelect(); +} +CIMGUI_API void igSetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data) +{ + return ImGui::SetNextItemSelectionUserData(selection_user_data); +} +CIMGUI_API bool igIsItemToggledSelection() +{ + return ImGui::IsItemToggledSelection(); +} +CIMGUI_API bool igBeginListBox(const char* label,const ImVec2 size) +{ + return ImGui::BeginListBox(label,size); +} +CIMGUI_API void igEndListBox() +{ + return ImGui::EndListBox(); +} +CIMGUI_API bool igListBox_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int height_in_items) +{ + return ImGui::ListBox(label,current_item,items,items_count,height_in_items); +} +CIMGUI_API bool igListBox_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int height_in_items) +{ + return ImGui::ListBox(label,current_item,getter,user_data,items_count,height_in_items); +} +CIMGUI_API void igPlotLines_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride) +{ + return ImGui::PlotLines(label,values,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size,stride); +} +CIMGUI_API void igPlotLines_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size) +{ + return ImGui::PlotLines(label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size); +} +CIMGUI_API void igPlotHistogram_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride) +{ + return ImGui::PlotHistogram(label,values,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size,stride); +} +CIMGUI_API void igPlotHistogram_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size) +{ + return ImGui::PlotHistogram(label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size); +} +CIMGUI_API void igValue_Bool(const char* prefix,bool b) +{ + return ImGui::Value(prefix,b); +} +CIMGUI_API void igValue_Int(const char* prefix,int v) +{ + return ImGui::Value(prefix,v); +} +CIMGUI_API void igValue_Uint(const char* prefix,unsigned int v) +{ + return ImGui::Value(prefix,v); +} +CIMGUI_API void igValue_Float(const char* prefix,float v,const char* float_format) +{ + return ImGui::Value(prefix,v,float_format); +} +CIMGUI_API bool igBeginMenuBar() +{ + return ImGui::BeginMenuBar(); +} +CIMGUI_API void igEndMenuBar() +{ + return ImGui::EndMenuBar(); +} +CIMGUI_API bool igBeginMainMenuBar() +{ + return ImGui::BeginMainMenuBar(); +} +CIMGUI_API void igEndMainMenuBar() +{ + return ImGui::EndMainMenuBar(); +} +CIMGUI_API bool igBeginMenu(const char* label,bool enabled) +{ + return ImGui::BeginMenu(label,enabled); +} +CIMGUI_API void igEndMenu() +{ + return ImGui::EndMenu(); +} +CIMGUI_API bool igMenuItem_Bool(const char* label,const char* shortcut,bool selected,bool enabled) +{ + return ImGui::MenuItem(label,shortcut,selected,enabled); +} +CIMGUI_API bool igMenuItem_BoolPtr(const char* label,const char* shortcut,bool* p_selected,bool enabled) +{ + return ImGui::MenuItem(label,shortcut,p_selected,enabled); +} +CIMGUI_API bool igBeginTooltip() +{ + return ImGui::BeginTooltip(); +} +CIMGUI_API void igEndTooltip() +{ + return ImGui::EndTooltip(); +} +CIMGUI_API void igSetTooltip(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::SetTooltipV(fmt,args); + va_end(args); +} +CIMGUI_API void igSetTooltipV(const char* fmt,va_list args) +{ + return ImGui::SetTooltipV(fmt,args); +} +CIMGUI_API bool igBeginItemTooltip() +{ + return ImGui::BeginItemTooltip(); +} +CIMGUI_API void igSetItemTooltip(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::SetItemTooltipV(fmt,args); + va_end(args); +} +CIMGUI_API void igSetItemTooltipV(const char* fmt,va_list args) +{ + return ImGui::SetItemTooltipV(fmt,args); +} +CIMGUI_API bool igBeginPopup(const char* str_id,ImGuiWindowFlags flags) +{ + return ImGui::BeginPopup(str_id,flags); +} +CIMGUI_API bool igBeginPopupModal(const char* name,bool* p_open,ImGuiWindowFlags flags) +{ + return ImGui::BeginPopupModal(name,p_open,flags); +} +CIMGUI_API void igEndPopup() +{ + return ImGui::EndPopup(); +} +CIMGUI_API void igOpenPopup_Str(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopup(str_id,popup_flags); +} +CIMGUI_API void igOpenPopup_ID(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopup(id,popup_flags); +} +CIMGUI_API void igOpenPopupOnItemClick(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopupOnItemClick(str_id,popup_flags); +} +CIMGUI_API void igCloseCurrentPopup() +{ + return ImGui::CloseCurrentPopup(); +} +CIMGUI_API bool igBeginPopupContextItem(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextItem(str_id,popup_flags); +} +CIMGUI_API bool igBeginPopupContextWindow(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextWindow(str_id,popup_flags); +} +CIMGUI_API bool igBeginPopupContextVoid(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextVoid(str_id,popup_flags); +} +CIMGUI_API bool igIsPopupOpen_Str(const char* str_id,ImGuiPopupFlags flags) +{ + return ImGui::IsPopupOpen(str_id,flags); +} +CIMGUI_API bool igBeginTable(const char* str_id,int columns,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width) +{ + return ImGui::BeginTable(str_id,columns,flags,outer_size,inner_width); +} +CIMGUI_API void igEndTable() +{ + return ImGui::EndTable(); +} +CIMGUI_API void igTableNextRow(ImGuiTableRowFlags row_flags,float min_row_height) +{ + return ImGui::TableNextRow(row_flags,min_row_height); +} +CIMGUI_API bool igTableNextColumn() +{ + return ImGui::TableNextColumn(); +} +CIMGUI_API bool igTableSetColumnIndex(int column_n) +{ + return ImGui::TableSetColumnIndex(column_n); +} +CIMGUI_API void igTableSetupColumn(const char* label,ImGuiTableColumnFlags flags,float init_width_or_weight,ImGuiID user_id) +{ + return ImGui::TableSetupColumn(label,flags,init_width_or_weight,user_id); +} +CIMGUI_API void igTableSetupScrollFreeze(int cols,int rows) +{ + return ImGui::TableSetupScrollFreeze(cols,rows); +} +CIMGUI_API void igTableHeader(const char* label) +{ + return ImGui::TableHeader(label); +} +CIMGUI_API void igTableHeadersRow() +{ + return ImGui::TableHeadersRow(); +} +CIMGUI_API void igTableAngledHeadersRow() +{ + return ImGui::TableAngledHeadersRow(); +} +CIMGUI_API ImGuiTableSortSpecs* igTableGetSortSpecs() +{ + return ImGui::TableGetSortSpecs(); +} +CIMGUI_API int igTableGetColumnCount() +{ + return ImGui::TableGetColumnCount(); +} +CIMGUI_API int igTableGetColumnIndex() +{ + return ImGui::TableGetColumnIndex(); +} +CIMGUI_API int igTableGetRowIndex() +{ + return ImGui::TableGetRowIndex(); +} +CIMGUI_API const char* igTableGetColumnName_Int(int column_n) +{ + return ImGui::TableGetColumnName(column_n); +} +CIMGUI_API ImGuiTableColumnFlags igTableGetColumnFlags(int column_n) +{ + return ImGui::TableGetColumnFlags(column_n); +} +CIMGUI_API void igTableSetColumnEnabled(int column_n,bool v) +{ + return ImGui::TableSetColumnEnabled(column_n,v); +} +CIMGUI_API int igTableGetHoveredColumn() +{ + return ImGui::TableGetHoveredColumn(); +} +CIMGUI_API void igTableSetBgColor(ImGuiTableBgTarget target,ImU32 color,int column_n) +{ + return ImGui::TableSetBgColor(target,color,column_n); +} +CIMGUI_API void igColumns(int count,const char* id,bool borders) +{ + return ImGui::Columns(count,id,borders); +} +CIMGUI_API void igNextColumn() +{ + return ImGui::NextColumn(); +} +CIMGUI_API int igGetColumnIndex() +{ + return ImGui::GetColumnIndex(); +} +CIMGUI_API float igGetColumnWidth(int column_index) +{ + return ImGui::GetColumnWidth(column_index); +} +CIMGUI_API void igSetColumnWidth(int column_index,float width) +{ + return ImGui::SetColumnWidth(column_index,width); +} +CIMGUI_API float igGetColumnOffset(int column_index) +{ + return ImGui::GetColumnOffset(column_index); +} +CIMGUI_API void igSetColumnOffset(int column_index,float offset_x) +{ + return ImGui::SetColumnOffset(column_index,offset_x); +} +CIMGUI_API int igGetColumnsCount() +{ + return ImGui::GetColumnsCount(); +} +CIMGUI_API bool igBeginTabBar(const char* str_id,ImGuiTabBarFlags flags) +{ + return ImGui::BeginTabBar(str_id,flags); +} +CIMGUI_API void igEndTabBar() +{ + return ImGui::EndTabBar(); +} +CIMGUI_API bool igBeginTabItem(const char* label,bool* p_open,ImGuiTabItemFlags flags) +{ + return ImGui::BeginTabItem(label,p_open,flags); +} +CIMGUI_API void igEndTabItem() +{ + return ImGui::EndTabItem(); +} +CIMGUI_API bool igTabItemButton(const char* label,ImGuiTabItemFlags flags) +{ + return ImGui::TabItemButton(label,flags); +} +CIMGUI_API void igSetTabItemClosed(const char* tab_or_docked_window_label) +{ + return ImGui::SetTabItemClosed(tab_or_docked_window_label); +} +CIMGUI_API ImGuiID igDockSpace(ImGuiID dockspace_id,const ImVec2 size,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class) +{ + return ImGui::DockSpace(dockspace_id,size,flags,window_class); +} +CIMGUI_API ImGuiID igDockSpaceOverViewport(ImGuiID dockspace_id,const ImGuiViewport* viewport,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class) +{ + return ImGui::DockSpaceOverViewport(dockspace_id,viewport,flags,window_class); +} +CIMGUI_API void igSetNextWindowDockID(ImGuiID dock_id,ImGuiCond cond) +{ + return ImGui::SetNextWindowDockID(dock_id,cond); +} +CIMGUI_API void igSetNextWindowClass(const ImGuiWindowClass* window_class) +{ + return ImGui::SetNextWindowClass(window_class); +} +CIMGUI_API ImGuiID igGetWindowDockID() +{ + return ImGui::GetWindowDockID(); +} +CIMGUI_API bool igIsWindowDocked() +{ + return ImGui::IsWindowDocked(); +} +CIMGUI_API void igLogToTTY(int auto_open_depth) +{ + return ImGui::LogToTTY(auto_open_depth); +} +CIMGUI_API void igLogToFile(int auto_open_depth,const char* filename) +{ + return ImGui::LogToFile(auto_open_depth,filename); +} +CIMGUI_API void igLogToClipboard(int auto_open_depth) +{ + return ImGui::LogToClipboard(auto_open_depth); +} +CIMGUI_API void igLogFinish() +{ + return ImGui::LogFinish(); +} +CIMGUI_API void igLogButtons() +{ + return ImGui::LogButtons(); +} +CIMGUI_API void igLogTextV(const char* fmt,va_list args) +{ + return ImGui::LogTextV(fmt,args); +} +CIMGUI_API bool igBeginDragDropSource(ImGuiDragDropFlags flags) +{ + return ImGui::BeginDragDropSource(flags); +} +CIMGUI_API bool igSetDragDropPayload(const char* type,const void* data,size_t sz,ImGuiCond cond) +{ + return ImGui::SetDragDropPayload(type,data,sz,cond); +} +CIMGUI_API void igEndDragDropSource() +{ + return ImGui::EndDragDropSource(); +} +CIMGUI_API bool igBeginDragDropTarget() +{ + return ImGui::BeginDragDropTarget(); +} +CIMGUI_API const ImGuiPayload* igAcceptDragDropPayload(const char* type,ImGuiDragDropFlags flags) +{ + return ImGui::AcceptDragDropPayload(type,flags); +} +CIMGUI_API void igEndDragDropTarget() +{ + return ImGui::EndDragDropTarget(); +} +CIMGUI_API const ImGuiPayload* igGetDragDropPayload() +{ + return ImGui::GetDragDropPayload(); +} +CIMGUI_API void igBeginDisabled(bool disabled) +{ + return ImGui::BeginDisabled(disabled); +} +CIMGUI_API void igEndDisabled() +{ + return ImGui::EndDisabled(); +} +CIMGUI_API void igPushClipRect(const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect) +{ + return ImGui::PushClipRect(clip_rect_min,clip_rect_max,intersect_with_current_clip_rect); +} +CIMGUI_API void igPopClipRect() +{ + return ImGui::PopClipRect(); +} +CIMGUI_API void igSetItemDefaultFocus() +{ + return ImGui::SetItemDefaultFocus(); +} +CIMGUI_API void igSetKeyboardFocusHere(int offset) +{ + return ImGui::SetKeyboardFocusHere(offset); +} +CIMGUI_API void igSetNavCursorVisible(bool visible) +{ + return ImGui::SetNavCursorVisible(visible); +} +CIMGUI_API void igSetNextItemAllowOverlap() +{ + return ImGui::SetNextItemAllowOverlap(); +} +CIMGUI_API bool igIsItemHovered(ImGuiHoveredFlags flags) +{ + return ImGui::IsItemHovered(flags); +} +CIMGUI_API bool igIsItemActive() +{ + return ImGui::IsItemActive(); +} +CIMGUI_API bool igIsItemFocused() +{ + return ImGui::IsItemFocused(); +} +CIMGUI_API bool igIsItemClicked(ImGuiMouseButton mouse_button) +{ + return ImGui::IsItemClicked(mouse_button); +} +CIMGUI_API bool igIsItemVisible() +{ + return ImGui::IsItemVisible(); +} +CIMGUI_API bool igIsItemEdited() +{ + return ImGui::IsItemEdited(); +} +CIMGUI_API bool igIsItemActivated() +{ + return ImGui::IsItemActivated(); +} +CIMGUI_API bool igIsItemDeactivated() +{ + return ImGui::IsItemDeactivated(); +} +CIMGUI_API bool igIsItemDeactivatedAfterEdit() +{ + return ImGui::IsItemDeactivatedAfterEdit(); +} +CIMGUI_API bool igIsItemToggledOpen() +{ + return ImGui::IsItemToggledOpen(); +} +CIMGUI_API bool igIsAnyItemHovered() +{ + return ImGui::IsAnyItemHovered(); +} +CIMGUI_API bool igIsAnyItemActive() +{ + return ImGui::IsAnyItemActive(); +} +CIMGUI_API bool igIsAnyItemFocused() +{ + return ImGui::IsAnyItemFocused(); +} +CIMGUI_API ImGuiID igGetItemID() +{ + return ImGui::GetItemID(); +} +CIMGUI_API void igGetItemRectMin(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectMin(); +} +CIMGUI_API void igGetItemRectMax(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectMax(); +} +CIMGUI_API void igGetItemRectSize(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectSize(); +} +CIMGUI_API ImGuiViewport* igGetMainViewport() +{ + return ImGui::GetMainViewport(); +} +CIMGUI_API ImDrawList* igGetBackgroundDrawList(ImGuiViewport* viewport) +{ + return ImGui::GetBackgroundDrawList(viewport); +} +CIMGUI_API ImDrawList* igGetForegroundDrawList_ViewportPtr(ImGuiViewport* viewport) +{ + return ImGui::GetForegroundDrawList(viewport); +} +CIMGUI_API bool igIsRectVisible_Nil(const ImVec2 size) +{ + return ImGui::IsRectVisible(size); +} +CIMGUI_API bool igIsRectVisible_Vec2(const ImVec2 rect_min,const ImVec2 rect_max) +{ + return ImGui::IsRectVisible(rect_min,rect_max); +} +CIMGUI_API double igGetTime() +{ + return ImGui::GetTime(); +} +CIMGUI_API int igGetFrameCount() +{ + return ImGui::GetFrameCount(); +} +CIMGUI_API ImDrawListSharedData* igGetDrawListSharedData() +{ + return ImGui::GetDrawListSharedData(); +} +CIMGUI_API const char* igGetStyleColorName(ImGuiCol idx) +{ + return ImGui::GetStyleColorName(idx); +} +CIMGUI_API void igSetStateStorage(ImGuiStorage* storage) +{ + return ImGui::SetStateStorage(storage); +} +CIMGUI_API ImGuiStorage* igGetStateStorage() +{ + return ImGui::GetStateStorage(); +} +CIMGUI_API void igCalcTextSize(ImVec2 *pOut,const char* text,const char* text_end,bool hide_text_after_double_hash,float wrap_width) +{ + *pOut = ImGui::CalcTextSize(text,text_end,hide_text_after_double_hash,wrap_width); +} +CIMGUI_API void igColorConvertU32ToFloat4(ImVec4 *pOut,ImU32 in) +{ + *pOut = ImGui::ColorConvertU32ToFloat4(in); +} +CIMGUI_API ImU32 igColorConvertFloat4ToU32(const ImVec4 in) +{ + return ImGui::ColorConvertFloat4ToU32(in); +} +CIMGUI_API void igColorConvertRGBtoHSV(float r,float g,float b,float* out_h,float* out_s,float* out_v) +{ + return ImGui::ColorConvertRGBtoHSV(r,g,b,*out_h,*out_s,*out_v); +} +CIMGUI_API void igColorConvertHSVtoRGB(float h,float s,float v,float* out_r,float* out_g,float* out_b) +{ + return ImGui::ColorConvertHSVtoRGB(h,s,v,*out_r,*out_g,*out_b); +} +CIMGUI_API bool igIsKeyDown_Nil(ImGuiKey key) +{ + return ImGui::IsKeyDown(key); +} +CIMGUI_API bool igIsKeyPressed_Bool(ImGuiKey key,bool repeat) +{ + return ImGui::IsKeyPressed(key,repeat); +} +CIMGUI_API bool igIsKeyReleased_Nil(ImGuiKey key) +{ + return ImGui::IsKeyReleased(key); +} +CIMGUI_API bool igIsKeyChordPressed_Nil(ImGuiKeyChord key_chord) +{ + return ImGui::IsKeyChordPressed(key_chord); +} +CIMGUI_API int igGetKeyPressedAmount(ImGuiKey key,float repeat_delay,float rate) +{ + return ImGui::GetKeyPressedAmount(key,repeat_delay,rate); +} +CIMGUI_API const char* igGetKeyName(ImGuiKey key) +{ + return ImGui::GetKeyName(key); +} +CIMGUI_API void igSetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + return ImGui::SetNextFrameWantCaptureKeyboard(want_capture_keyboard); +} +CIMGUI_API bool igShortcut_Nil(ImGuiKeyChord key_chord,ImGuiInputFlags flags) +{ + return ImGui::Shortcut(key_chord,flags); +} +CIMGUI_API void igSetNextItemShortcut(ImGuiKeyChord key_chord,ImGuiInputFlags flags) +{ + return ImGui::SetNextItemShortcut(key_chord,flags); +} +CIMGUI_API void igSetItemKeyOwner_Nil(ImGuiKey key) +{ + return ImGui::SetItemKeyOwner(key); +} +CIMGUI_API bool igIsMouseDown_Nil(ImGuiMouseButton button) +{ + return ImGui::IsMouseDown(button); +} +CIMGUI_API bool igIsMouseClicked_Bool(ImGuiMouseButton button,bool repeat) +{ + return ImGui::IsMouseClicked(button,repeat); +} +CIMGUI_API bool igIsMouseReleased_Nil(ImGuiMouseButton button) +{ + return ImGui::IsMouseReleased(button); +} +CIMGUI_API bool igIsMouseDoubleClicked_Nil(ImGuiMouseButton button) +{ + return ImGui::IsMouseDoubleClicked(button); +} +CIMGUI_API int igGetMouseClickedCount(ImGuiMouseButton button) +{ + return ImGui::GetMouseClickedCount(button); +} +CIMGUI_API bool igIsMouseHoveringRect(const ImVec2 r_min,const ImVec2 r_max,bool clip) +{ + return ImGui::IsMouseHoveringRect(r_min,r_max,clip); +} +CIMGUI_API bool igIsMousePosValid(const ImVec2* mouse_pos) +{ + return ImGui::IsMousePosValid(mouse_pos); +} +CIMGUI_API bool igIsAnyMouseDown() +{ + return ImGui::IsAnyMouseDown(); +} +CIMGUI_API void igGetMousePos(ImVec2 *pOut) +{ + *pOut = ImGui::GetMousePos(); +} +CIMGUI_API void igGetMousePosOnOpeningCurrentPopup(ImVec2 *pOut) +{ + *pOut = ImGui::GetMousePosOnOpeningCurrentPopup(); +} +CIMGUI_API bool igIsMouseDragging(ImGuiMouseButton button,float lock_threshold) +{ + return ImGui::IsMouseDragging(button,lock_threshold); +} +CIMGUI_API void igGetMouseDragDelta(ImVec2 *pOut,ImGuiMouseButton button,float lock_threshold) +{ + *pOut = ImGui::GetMouseDragDelta(button,lock_threshold); +} +CIMGUI_API void igResetMouseDragDelta(ImGuiMouseButton button) +{ + return ImGui::ResetMouseDragDelta(button); +} +CIMGUI_API ImGuiMouseCursor igGetMouseCursor() +{ + return ImGui::GetMouseCursor(); +} +CIMGUI_API void igSetMouseCursor(ImGuiMouseCursor cursor_type) +{ + return ImGui::SetMouseCursor(cursor_type); +} +CIMGUI_API void igSetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + return ImGui::SetNextFrameWantCaptureMouse(want_capture_mouse); +} +CIMGUI_API const char* igGetClipboardText() +{ + return ImGui::GetClipboardText(); +} +CIMGUI_API void igSetClipboardText(const char* text) +{ + return ImGui::SetClipboardText(text); +} +CIMGUI_API void igLoadIniSettingsFromDisk(const char* ini_filename) +{ + return ImGui::LoadIniSettingsFromDisk(ini_filename); +} +CIMGUI_API void igLoadIniSettingsFromMemory(const char* ini_data,size_t ini_size) +{ + return ImGui::LoadIniSettingsFromMemory(ini_data,ini_size); +} +CIMGUI_API void igSaveIniSettingsToDisk(const char* ini_filename) +{ + return ImGui::SaveIniSettingsToDisk(ini_filename); +} +CIMGUI_API const char* igSaveIniSettingsToMemory(size_t* out_ini_size) +{ + return ImGui::SaveIniSettingsToMemory(out_ini_size); +} +CIMGUI_API void igDebugTextEncoding(const char* text) +{ + return ImGui::DebugTextEncoding(text); +} +CIMGUI_API void igDebugFlashStyleColor(ImGuiCol idx) +{ + return ImGui::DebugFlashStyleColor(idx); +} +CIMGUI_API void igDebugStartItemPicker() +{ + return ImGui::DebugStartItemPicker(); +} +CIMGUI_API bool igDebugCheckVersionAndDataLayout(const char* version_str,size_t sz_io,size_t sz_style,size_t sz_vec2,size_t sz_vec4,size_t sz_drawvert,size_t sz_drawidx) +{ + return ImGui::DebugCheckVersionAndDataLayout(version_str,sz_io,sz_style,sz_vec2,sz_vec4,sz_drawvert,sz_drawidx); +} +CIMGUI_API void igDebugLog(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::DebugLogV(fmt,args); + va_end(args); +} +CIMGUI_API void igDebugLogV(const char* fmt,va_list args) +{ + return ImGui::DebugLogV(fmt,args); +} +CIMGUI_API void igSetAllocatorFunctions(ImGuiMemAllocFunc alloc_func,ImGuiMemFreeFunc free_func,void* user_data) +{ + return ImGui::SetAllocatorFunctions(alloc_func,free_func,user_data); +} +CIMGUI_API void igGetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func,ImGuiMemFreeFunc* p_free_func,void** p_user_data) +{ + return ImGui::GetAllocatorFunctions(p_alloc_func,p_free_func,p_user_data); +} +CIMGUI_API void* igMemAlloc(size_t size) +{ + return ImGui::MemAlloc(size); +} +CIMGUI_API void igMemFree(void* ptr) +{ + return ImGui::MemFree(ptr); +} +CIMGUI_API void igUpdatePlatformWindows() +{ + return ImGui::UpdatePlatformWindows(); +} +CIMGUI_API void igRenderPlatformWindowsDefault(void* platform_render_arg,void* renderer_render_arg) +{ + return ImGui::RenderPlatformWindowsDefault(platform_render_arg,renderer_render_arg); +} +CIMGUI_API void igDestroyPlatformWindows() +{ + return ImGui::DestroyPlatformWindows(); +} +CIMGUI_API ImGuiViewport* igFindViewportByID(ImGuiID id) +{ + return ImGui::FindViewportByID(id); +} +CIMGUI_API ImGuiViewport* igFindViewportByPlatformHandle(void* platform_handle) +{ + return ImGui::FindViewportByPlatformHandle(platform_handle); +} +CIMGUI_API ImGuiTableSortSpecs* ImGuiTableSortSpecs_ImGuiTableSortSpecs(void) +{ + return IM_NEW(ImGuiTableSortSpecs)(); +} +CIMGUI_API void ImGuiTableSortSpecs_destroy(ImGuiTableSortSpecs* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSortSpecs* ImGuiTableColumnSortSpecs_ImGuiTableColumnSortSpecs(void) +{ + return IM_NEW(ImGuiTableColumnSortSpecs)(); +} +CIMGUI_API void ImGuiTableColumnSortSpecs_destroy(ImGuiTableColumnSortSpecs* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStyle* ImGuiStyle_ImGuiStyle(void) +{ + return IM_NEW(ImGuiStyle)(); +} +CIMGUI_API void ImGuiStyle_destroy(ImGuiStyle* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiStyle_ScaleAllSizes(ImGuiStyle* self,float scale_factor) +{ + return self->ScaleAllSizes(scale_factor); +} +CIMGUI_API void ImGuiIO_AddKeyEvent(ImGuiIO* self,ImGuiKey key,bool down) +{ + return self->AddKeyEvent(key,down); +} +CIMGUI_API void ImGuiIO_AddKeyAnalogEvent(ImGuiIO* self,ImGuiKey key,bool down,float v) +{ + return self->AddKeyAnalogEvent(key,down,v); +} +CIMGUI_API void ImGuiIO_AddMousePosEvent(ImGuiIO* self,float x,float y) +{ + return self->AddMousePosEvent(x,y); +} +CIMGUI_API void ImGuiIO_AddMouseButtonEvent(ImGuiIO* self,int button,bool down) +{ + return self->AddMouseButtonEvent(button,down); +} +CIMGUI_API void ImGuiIO_AddMouseWheelEvent(ImGuiIO* self,float wheel_x,float wheel_y) +{ + return self->AddMouseWheelEvent(wheel_x,wheel_y); +} +CIMGUI_API void ImGuiIO_AddMouseSourceEvent(ImGuiIO* self,ImGuiMouseSource source) +{ + return self->AddMouseSourceEvent(source); +} +CIMGUI_API void ImGuiIO_AddMouseViewportEvent(ImGuiIO* self,ImGuiID id) +{ + return self->AddMouseViewportEvent(id); +} +CIMGUI_API void ImGuiIO_AddFocusEvent(ImGuiIO* self,bool focused) +{ + return self->AddFocusEvent(focused); +} +CIMGUI_API void ImGuiIO_AddInputCharacter(ImGuiIO* self,unsigned int c) +{ + return self->AddInputCharacter(c); +} +CIMGUI_API void ImGuiIO_AddInputCharacterUTF16(ImGuiIO* self,ImWchar16 c) +{ + return self->AddInputCharacterUTF16(c); +} +CIMGUI_API void ImGuiIO_AddInputCharactersUTF8(ImGuiIO* self,const char* str) +{ + return self->AddInputCharactersUTF8(str); +} +CIMGUI_API void ImGuiIO_SetKeyEventNativeData(ImGuiIO* self,ImGuiKey key,int native_keycode,int native_scancode,int native_legacy_index) +{ + return self->SetKeyEventNativeData(key,native_keycode,native_scancode,native_legacy_index); +} +CIMGUI_API void ImGuiIO_SetAppAcceptingEvents(ImGuiIO* self,bool accepting_events) +{ + return self->SetAppAcceptingEvents(accepting_events); +} +CIMGUI_API void ImGuiIO_ClearEventsQueue(ImGuiIO* self) +{ + return self->ClearEventsQueue(); +} +CIMGUI_API void ImGuiIO_ClearInputKeys(ImGuiIO* self) +{ + return self->ClearInputKeys(); +} +CIMGUI_API void ImGuiIO_ClearInputMouse(ImGuiIO* self) +{ + return self->ClearInputMouse(); +} +CIMGUI_API ImGuiIO* ImGuiIO_ImGuiIO(void) +{ + return IM_NEW(ImGuiIO)(); +} +CIMGUI_API void ImGuiIO_destroy(ImGuiIO* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiInputTextCallbackData* ImGuiInputTextCallbackData_ImGuiInputTextCallbackData(void) +{ + return IM_NEW(ImGuiInputTextCallbackData)(); +} +CIMGUI_API void ImGuiInputTextCallbackData_destroy(ImGuiInputTextCallbackData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextCallbackData_DeleteChars(ImGuiInputTextCallbackData* self,int pos,int bytes_count) +{ + return self->DeleteChars(pos,bytes_count); +} +CIMGUI_API void ImGuiInputTextCallbackData_InsertChars(ImGuiInputTextCallbackData* self,int pos,const char* text,const char* text_end) +{ + return self->InsertChars(pos,text,text_end); +} +CIMGUI_API void ImGuiInputTextCallbackData_SelectAll(ImGuiInputTextCallbackData* self) +{ + return self->SelectAll(); +} +CIMGUI_API void ImGuiInputTextCallbackData_ClearSelection(ImGuiInputTextCallbackData* self) +{ + return self->ClearSelection(); +} +CIMGUI_API bool ImGuiInputTextCallbackData_HasSelection(ImGuiInputTextCallbackData* self) +{ + return self->HasSelection(); +} +CIMGUI_API ImGuiWindowClass* ImGuiWindowClass_ImGuiWindowClass(void) +{ + return IM_NEW(ImGuiWindowClass)(); +} +CIMGUI_API void ImGuiWindowClass_destroy(ImGuiWindowClass* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPayload* ImGuiPayload_ImGuiPayload(void) +{ + return IM_NEW(ImGuiPayload)(); +} +CIMGUI_API void ImGuiPayload_destroy(ImGuiPayload* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiPayload_Clear(ImGuiPayload* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImGuiPayload_IsDataType(ImGuiPayload* self,const char* type) +{ + return self->IsDataType(type); +} +CIMGUI_API bool ImGuiPayload_IsPreview(ImGuiPayload* self) +{ + return self->IsPreview(); +} +CIMGUI_API bool ImGuiPayload_IsDelivery(ImGuiPayload* self) +{ + return self->IsDelivery(); +} +CIMGUI_API ImGuiOnceUponAFrame* ImGuiOnceUponAFrame_ImGuiOnceUponAFrame(void) +{ + return IM_NEW(ImGuiOnceUponAFrame)(); +} +CIMGUI_API void ImGuiOnceUponAFrame_destroy(ImGuiOnceUponAFrame* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTextFilter* ImGuiTextFilter_ImGuiTextFilter(const char* default_filter) +{ + return IM_NEW(ImGuiTextFilter)(default_filter); +} +CIMGUI_API void ImGuiTextFilter_destroy(ImGuiTextFilter* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImGuiTextFilter_Draw(ImGuiTextFilter* self,const char* label,float width) +{ + return self->Draw(label,width); +} +CIMGUI_API bool ImGuiTextFilter_PassFilter(ImGuiTextFilter* self,const char* text,const char* text_end) +{ + return self->PassFilter(text,text_end); +} +CIMGUI_API void ImGuiTextFilter_Build(ImGuiTextFilter* self) +{ + return self->Build(); +} +CIMGUI_API void ImGuiTextFilter_Clear(ImGuiTextFilter* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImGuiTextFilter_IsActive(ImGuiTextFilter* self) +{ + return self->IsActive(); +} +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Nil(void) +{ + return IM_NEW(ImGuiTextRange)(); +} +CIMGUI_API void ImGuiTextRange_destroy(ImGuiTextRange* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Str(const char* _b,const char* _e) +{ + return IM_NEW(ImGuiTextRange)(_b,_e); +} +CIMGUI_API bool ImGuiTextRange_empty(ImGuiTextRange* self) +{ + return self->empty(); +} +CIMGUI_API void ImGuiTextRange_split(ImGuiTextRange* self,char separator,ImVector_ImGuiTextRange* out) +{ + return self->split(separator,out); +} +CIMGUI_API ImGuiTextBuffer* ImGuiTextBuffer_ImGuiTextBuffer(void) +{ + return IM_NEW(ImGuiTextBuffer)(); +} +CIMGUI_API void ImGuiTextBuffer_destroy(ImGuiTextBuffer* self) +{ + IM_DELETE(self); +} +CIMGUI_API const char* ImGuiTextBuffer_begin(ImGuiTextBuffer* self) +{ + return self->begin(); +} +CIMGUI_API const char* ImGuiTextBuffer_end(ImGuiTextBuffer* self) +{ + return self->end(); +} +CIMGUI_API int ImGuiTextBuffer_size(ImGuiTextBuffer* self) +{ + return self->size(); +} +CIMGUI_API bool ImGuiTextBuffer_empty(ImGuiTextBuffer* self) +{ + return self->empty(); +} +CIMGUI_API void ImGuiTextBuffer_clear(ImGuiTextBuffer* self) +{ + return self->clear(); +} +CIMGUI_API void ImGuiTextBuffer_reserve(ImGuiTextBuffer* self,int capacity) +{ + return self->reserve(capacity); +} +CIMGUI_API const char* ImGuiTextBuffer_c_str(ImGuiTextBuffer* self) +{ + return self->c_str(); +} +CIMGUI_API void ImGuiTextBuffer_append(ImGuiTextBuffer* self,const char* str,const char* str_end) +{ + return self->append(str,str_end); +} +CIMGUI_API void ImGuiTextBuffer_appendfv(ImGuiTextBuffer* self,const char* fmt,va_list args) +{ + return self->appendfv(fmt,args); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Int(ImGuiID _key,int _val) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val); +} +CIMGUI_API void ImGuiStoragePair_destroy(ImGuiStoragePair* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Float(ImGuiID _key,float _val) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Ptr(ImGuiID _key,void* _val) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val); +} +CIMGUI_API void ImGuiStorage_Clear(ImGuiStorage* self) +{ + return self->Clear(); +} +CIMGUI_API int ImGuiStorage_GetInt(ImGuiStorage* self,ImGuiID key,int default_val) +{ + return self->GetInt(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetInt(ImGuiStorage* self,ImGuiID key,int val) +{ + return self->SetInt(key,val); +} +CIMGUI_API bool ImGuiStorage_GetBool(ImGuiStorage* self,ImGuiID key,bool default_val) +{ + return self->GetBool(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetBool(ImGuiStorage* self,ImGuiID key,bool val) +{ + return self->SetBool(key,val); +} +CIMGUI_API float ImGuiStorage_GetFloat(ImGuiStorage* self,ImGuiID key,float default_val) +{ + return self->GetFloat(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetFloat(ImGuiStorage* self,ImGuiID key,float val) +{ + return self->SetFloat(key,val); +} +CIMGUI_API void* ImGuiStorage_GetVoidPtr(ImGuiStorage* self,ImGuiID key) +{ + return self->GetVoidPtr(key); +} +CIMGUI_API void ImGuiStorage_SetVoidPtr(ImGuiStorage* self,ImGuiID key,void* val) +{ + return self->SetVoidPtr(key,val); +} +CIMGUI_API int* ImGuiStorage_GetIntRef(ImGuiStorage* self,ImGuiID key,int default_val) +{ + return self->GetIntRef(key,default_val); +} +CIMGUI_API bool* ImGuiStorage_GetBoolRef(ImGuiStorage* self,ImGuiID key,bool default_val) +{ + return self->GetBoolRef(key,default_val); +} +CIMGUI_API float* ImGuiStorage_GetFloatRef(ImGuiStorage* self,ImGuiID key,float default_val) +{ + return self->GetFloatRef(key,default_val); +} +CIMGUI_API void** ImGuiStorage_GetVoidPtrRef(ImGuiStorage* self,ImGuiID key,void* default_val) +{ + return self->GetVoidPtrRef(key,default_val); +} +CIMGUI_API void ImGuiStorage_BuildSortByKey(ImGuiStorage* self) +{ + return self->BuildSortByKey(); +} +CIMGUI_API void ImGuiStorage_SetAllInt(ImGuiStorage* self,int val) +{ + return self->SetAllInt(val); +} +CIMGUI_API ImGuiListClipper* ImGuiListClipper_ImGuiListClipper(void) +{ + return IM_NEW(ImGuiListClipper)(); +} +CIMGUI_API void ImGuiListClipper_destroy(ImGuiListClipper* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiListClipper_Begin(ImGuiListClipper* self,int items_count,float items_height) +{ + return self->Begin(items_count,items_height); +} +CIMGUI_API void ImGuiListClipper_End(ImGuiListClipper* self) +{ + return self->End(); +} +CIMGUI_API bool ImGuiListClipper_Step(ImGuiListClipper* self) +{ + return self->Step(); +} +CIMGUI_API void ImGuiListClipper_IncludeItemByIndex(ImGuiListClipper* self,int item_index) +{ + return self->IncludeItemByIndex(item_index); +} +CIMGUI_API void ImGuiListClipper_IncludeItemsByIndex(ImGuiListClipper* self,int item_begin,int item_end) +{ + return self->IncludeItemsByIndex(item_begin,item_end); +} +CIMGUI_API void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* self,int item_index) +{ + return self->SeekCursorForItem(item_index); +} +CIMGUI_API ImColor* ImColor_ImColor_Nil(void) +{ + return IM_NEW(ImColor)(); +} +CIMGUI_API void ImColor_destroy(ImColor* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImColor* ImColor_ImColor_Float(float r,float g,float b,float a) +{ + return IM_NEW(ImColor)(r,g,b,a); +} +CIMGUI_API ImColor* ImColor_ImColor_Vec4(const ImVec4 col) +{ + return IM_NEW(ImColor)(col); +} +CIMGUI_API ImColor* ImColor_ImColor_Int(int r,int g,int b,int a) +{ + return IM_NEW(ImColor)(r,g,b,a); +} +CIMGUI_API ImColor* ImColor_ImColor_U32(ImU32 rgba) +{ + return IM_NEW(ImColor)(rgba); +} +CIMGUI_API void ImColor_SetHSV(ImColor* self,float h,float s,float v,float a) +{ + return self->SetHSV(h,s,v,a); +} +CIMGUI_API void ImColor_HSV(ImColor *pOut,float h,float s,float v,float a) +{ + *pOut = ImColor::HSV(h,s,v,a); +} +CIMGUI_API ImGuiSelectionBasicStorage* ImGuiSelectionBasicStorage_ImGuiSelectionBasicStorage(void) +{ + return IM_NEW(ImGuiSelectionBasicStorage)(); +} +CIMGUI_API void ImGuiSelectionBasicStorage_destroy(ImGuiSelectionBasicStorage* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiSelectionBasicStorage_ApplyRequests(ImGuiSelectionBasicStorage* self,ImGuiMultiSelectIO* ms_io) +{ + return self->ApplyRequests(ms_io); +} +CIMGUI_API bool ImGuiSelectionBasicStorage_Contains(ImGuiSelectionBasicStorage* self,ImGuiID id) +{ + return self->Contains(id); +} +CIMGUI_API void ImGuiSelectionBasicStorage_Clear(ImGuiSelectionBasicStorage* self) +{ + return self->Clear(); +} +CIMGUI_API void ImGuiSelectionBasicStorage_Swap(ImGuiSelectionBasicStorage* self,ImGuiSelectionBasicStorage* r) +{ + return self->Swap(*r); +} +CIMGUI_API void ImGuiSelectionBasicStorage_SetItemSelected(ImGuiSelectionBasicStorage* self,ImGuiID id,bool selected) +{ + return self->SetItemSelected(id,selected); +} +CIMGUI_API bool ImGuiSelectionBasicStorage_GetNextSelectedItem(ImGuiSelectionBasicStorage* self,void** opaque_it,ImGuiID* out_id) +{ + return self->GetNextSelectedItem(opaque_it,out_id); +} +CIMGUI_API ImGuiID ImGuiSelectionBasicStorage_GetStorageIdFromIndex(ImGuiSelectionBasicStorage* self,int idx) +{ + return self->GetStorageIdFromIndex(idx); +} +CIMGUI_API ImGuiSelectionExternalStorage* ImGuiSelectionExternalStorage_ImGuiSelectionExternalStorage(void) +{ + return IM_NEW(ImGuiSelectionExternalStorage)(); +} +CIMGUI_API void ImGuiSelectionExternalStorage_destroy(ImGuiSelectionExternalStorage* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiSelectionExternalStorage_ApplyRequests(ImGuiSelectionExternalStorage* self,ImGuiMultiSelectIO* ms_io) +{ + return self->ApplyRequests(ms_io); +} +CIMGUI_API ImDrawCmd* ImDrawCmd_ImDrawCmd(void) +{ + return IM_NEW(ImDrawCmd)(); +} +CIMGUI_API void ImDrawCmd_destroy(ImDrawCmd* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImTextureID ImDrawCmd_GetTexID(ImDrawCmd* self) +{ + return self->GetTexID(); +} +CIMGUI_API ImDrawListSplitter* ImDrawListSplitter_ImDrawListSplitter(void) +{ + return IM_NEW(ImDrawListSplitter)(); +} +CIMGUI_API void ImDrawListSplitter_destroy(ImDrawListSplitter* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawListSplitter_Clear(ImDrawListSplitter* self) +{ + return self->Clear(); +} +CIMGUI_API void ImDrawListSplitter_ClearFreeMemory(ImDrawListSplitter* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API void ImDrawListSplitter_Split(ImDrawListSplitter* self,ImDrawList* draw_list,int count) +{ + return self->Split(draw_list,count); +} +CIMGUI_API void ImDrawListSplitter_Merge(ImDrawListSplitter* self,ImDrawList* draw_list) +{ + return self->Merge(draw_list); +} +CIMGUI_API void ImDrawListSplitter_SetCurrentChannel(ImDrawListSplitter* self,ImDrawList* draw_list,int channel_idx) +{ + return self->SetCurrentChannel(draw_list,channel_idx); +} +CIMGUI_API ImDrawList* ImDrawList_ImDrawList(ImDrawListSharedData* shared_data) +{ + return IM_NEW(ImDrawList)(shared_data); +} +CIMGUI_API void ImDrawList_destroy(ImDrawList* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawList_PushClipRect(ImDrawList* self,const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect) +{ + return self->PushClipRect(clip_rect_min,clip_rect_max,intersect_with_current_clip_rect); +} +CIMGUI_API void ImDrawList_PushClipRectFullScreen(ImDrawList* self) +{ + return self->PushClipRectFullScreen(); +} +CIMGUI_API void ImDrawList_PopClipRect(ImDrawList* self) +{ + return self->PopClipRect(); +} +CIMGUI_API void ImDrawList_PushTextureID(ImDrawList* self,ImTextureID texture_id) +{ + return self->PushTextureID(texture_id); +} +CIMGUI_API void ImDrawList_PopTextureID(ImDrawList* self) +{ + return self->PopTextureID(); +} +CIMGUI_API void ImDrawList_GetClipRectMin(ImVec2 *pOut,ImDrawList* self) +{ + *pOut = self->GetClipRectMin(); +} +CIMGUI_API void ImDrawList_GetClipRectMax(ImVec2 *pOut,ImDrawList* self) +{ + *pOut = self->GetClipRectMax(); +} +CIMGUI_API void ImDrawList_AddLine(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,ImU32 col,float thickness) +{ + return self->AddLine(p1,p2,col,thickness); +} +CIMGUI_API void ImDrawList_AddRect(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags,float thickness) +{ + return self->AddRect(p_min,p_max,col,rounding,flags,thickness); +} +CIMGUI_API void ImDrawList_AddRectFilled(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags) +{ + return self->AddRectFilled(p_min,p_max,col,rounding,flags); +} +CIMGUI_API void ImDrawList_AddRectFilledMultiColor(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col_upr_left,ImU32 col_upr_right,ImU32 col_bot_right,ImU32 col_bot_left) +{ + return self->AddRectFilledMultiColor(p_min,p_max,col_upr_left,col_upr_right,col_bot_right,col_bot_left); +} +CIMGUI_API void ImDrawList_AddQuad(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness) +{ + return self->AddQuad(p1,p2,p3,p4,col,thickness); +} +CIMGUI_API void ImDrawList_AddQuadFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col) +{ + return self->AddQuadFilled(p1,p2,p3,p4,col); +} +CIMGUI_API void ImDrawList_AddTriangle(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness) +{ + return self->AddTriangle(p1,p2,p3,col,thickness); +} +CIMGUI_API void ImDrawList_AddTriangleFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col) +{ + return self->AddTriangleFilled(p1,p2,p3,col); +} +CIMGUI_API void ImDrawList_AddCircle(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness) +{ + return self->AddCircle(center,radius,col,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddCircleFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments) +{ + return self->AddCircleFilled(center,radius,col,num_segments); +} +CIMGUI_API void ImDrawList_AddNgon(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness) +{ + return self->AddNgon(center,radius,col,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddNgonFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments) +{ + return self->AddNgonFilled(center,radius,col,num_segments); +} +CIMGUI_API void ImDrawList_AddEllipse(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments,float thickness) +{ + return self->AddEllipse(center,radius,col,rot,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddEllipseFilled(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments) +{ + return self->AddEllipseFilled(center,radius,col,rot,num_segments); +} +CIMGUI_API void ImDrawList_AddText_Vec2(ImDrawList* self,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end) +{ + return self->AddText(pos,col,text_begin,text_end); +} +CIMGUI_API void ImDrawList_AddText_FontPtr(ImDrawList* self,ImFont* font,float font_size,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end,float wrap_width,const ImVec4* cpu_fine_clip_rect) +{ + return self->AddText(font,font_size,pos,col,text_begin,text_end,wrap_width,cpu_fine_clip_rect); +} +CIMGUI_API void ImDrawList_AddBezierCubic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness,int num_segments) +{ + return self->AddBezierCubic(p1,p2,p3,p4,col,thickness,num_segments); +} +CIMGUI_API void ImDrawList_AddBezierQuadratic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness,int num_segments) +{ + return self->AddBezierQuadratic(p1,p2,p3,col,thickness,num_segments); +} +CIMGUI_API void ImDrawList_AddPolyline(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col,ImDrawFlags flags,float thickness) +{ + return self->AddPolyline(points,num_points,col,flags,thickness); +} +CIMGUI_API void ImDrawList_AddConvexPolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col) +{ + return self->AddConvexPolyFilled(points,num_points,col); +} +CIMGUI_API void ImDrawList_AddConcavePolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col) +{ + return self->AddConcavePolyFilled(points,num_points,col); +} +CIMGUI_API void ImDrawList_AddImage(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col) +{ + return self->AddImage(user_texture_id,p_min,p_max,uv_min,uv_max,col); +} +CIMGUI_API void ImDrawList_AddImageQuad(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 uv1,const ImVec2 uv2,const ImVec2 uv3,const ImVec2 uv4,ImU32 col) +{ + return self->AddImageQuad(user_texture_id,p1,p2,p3,p4,uv1,uv2,uv3,uv4,col); +} +CIMGUI_API void ImDrawList_AddImageRounded(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col,float rounding,ImDrawFlags flags) +{ + return self->AddImageRounded(user_texture_id,p_min,p_max,uv_min,uv_max,col,rounding,flags); +} +CIMGUI_API void ImDrawList_PathClear(ImDrawList* self) +{ + return self->PathClear(); +} +CIMGUI_API void ImDrawList_PathLineTo(ImDrawList* self,const ImVec2 pos) +{ + return self->PathLineTo(pos); +} +CIMGUI_API void ImDrawList_PathLineToMergeDuplicate(ImDrawList* self,const ImVec2 pos) +{ + return self->PathLineToMergeDuplicate(pos); +} +CIMGUI_API void ImDrawList_PathFillConvex(ImDrawList* self,ImU32 col) +{ + return self->PathFillConvex(col); +} +CIMGUI_API void ImDrawList_PathFillConcave(ImDrawList* self,ImU32 col) +{ + return self->PathFillConcave(col); +} +CIMGUI_API void ImDrawList_PathStroke(ImDrawList* self,ImU32 col,ImDrawFlags flags,float thickness) +{ + return self->PathStroke(col,flags,thickness); +} +CIMGUI_API void ImDrawList_PathArcTo(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments) +{ + return self->PathArcTo(center,radius,a_min,a_max,num_segments); +} +CIMGUI_API void ImDrawList_PathArcToFast(ImDrawList* self,const ImVec2 center,float radius,int a_min_of_12,int a_max_of_12) +{ + return self->PathArcToFast(center,radius,a_min_of_12,a_max_of_12); +} +CIMGUI_API void ImDrawList_PathEllipticalArcTo(ImDrawList* self,const ImVec2 center,const ImVec2 radius,float rot,float a_min,float a_max,int num_segments) +{ + return self->PathEllipticalArcTo(center,radius,rot,a_min,a_max,num_segments); +} +CIMGUI_API void ImDrawList_PathBezierCubicCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,int num_segments) +{ + return self->PathBezierCubicCurveTo(p2,p3,p4,num_segments); +} +CIMGUI_API void ImDrawList_PathBezierQuadraticCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,int num_segments) +{ + return self->PathBezierQuadraticCurveTo(p2,p3,num_segments); +} +CIMGUI_API void ImDrawList_PathRect(ImDrawList* self,const ImVec2 rect_min,const ImVec2 rect_max,float rounding,ImDrawFlags flags) +{ + return self->PathRect(rect_min,rect_max,rounding,flags); +} +CIMGUI_API void ImDrawList_AddCallback(ImDrawList* self,ImDrawCallback callback,void* userdata,size_t userdata_size) +{ + return self->AddCallback(callback,userdata,userdata_size); +} +CIMGUI_API void ImDrawList_AddDrawCmd(ImDrawList* self) +{ + return self->AddDrawCmd(); +} +CIMGUI_API ImDrawList* ImDrawList_CloneOutput(ImDrawList* self) +{ + return self->CloneOutput(); +} +CIMGUI_API void ImDrawList_ChannelsSplit(ImDrawList* self,int count) +{ + return self->ChannelsSplit(count); +} +CIMGUI_API void ImDrawList_ChannelsMerge(ImDrawList* self) +{ + return self->ChannelsMerge(); +} +CIMGUI_API void ImDrawList_ChannelsSetCurrent(ImDrawList* self,int n) +{ + return self->ChannelsSetCurrent(n); +} +CIMGUI_API void ImDrawList_PrimReserve(ImDrawList* self,int idx_count,int vtx_count) +{ + return self->PrimReserve(idx_count,vtx_count); +} +CIMGUI_API void ImDrawList_PrimUnreserve(ImDrawList* self,int idx_count,int vtx_count) +{ + return self->PrimUnreserve(idx_count,vtx_count); +} +CIMGUI_API void ImDrawList_PrimRect(ImDrawList* self,const ImVec2 a,const ImVec2 b,ImU32 col) +{ + return self->PrimRect(a,b,col); +} +CIMGUI_API void ImDrawList_PrimRectUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,ImU32 col) +{ + return self->PrimRectUV(a,b,uv_a,uv_b,col); +} +CIMGUI_API void ImDrawList_PrimQuadUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 d,const ImVec2 uv_a,const ImVec2 uv_b,const ImVec2 uv_c,const ImVec2 uv_d,ImU32 col) +{ + return self->PrimQuadUV(a,b,c,d,uv_a,uv_b,uv_c,uv_d,col); +} +CIMGUI_API void ImDrawList_PrimWriteVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col) +{ + return self->PrimWriteVtx(pos,uv,col); +} +CIMGUI_API void ImDrawList_PrimWriteIdx(ImDrawList* self,ImDrawIdx idx) +{ + return self->PrimWriteIdx(idx); +} +CIMGUI_API void ImDrawList_PrimVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col) +{ + return self->PrimVtx(pos,uv,col); +} +CIMGUI_API void ImDrawList__ResetForNewFrame(ImDrawList* self) +{ + return self->_ResetForNewFrame(); +} +CIMGUI_API void ImDrawList__ClearFreeMemory(ImDrawList* self) +{ + return self->_ClearFreeMemory(); +} +CIMGUI_API void ImDrawList__PopUnusedDrawCmd(ImDrawList* self) +{ + return self->_PopUnusedDrawCmd(); +} +CIMGUI_API void ImDrawList__TryMergeDrawCmds(ImDrawList* self) +{ + return self->_TryMergeDrawCmds(); +} +CIMGUI_API void ImDrawList__OnChangedClipRect(ImDrawList* self) +{ + return self->_OnChangedClipRect(); +} +CIMGUI_API void ImDrawList__OnChangedTextureID(ImDrawList* self) +{ + return self->_OnChangedTextureID(); +} +CIMGUI_API void ImDrawList__OnChangedVtxOffset(ImDrawList* self) +{ + return self->_OnChangedVtxOffset(); +} +CIMGUI_API void ImDrawList__SetTextureID(ImDrawList* self,ImTextureID texture_id) +{ + return self->_SetTextureID(texture_id); +} +CIMGUI_API int ImDrawList__CalcCircleAutoSegmentCount(ImDrawList* self,float radius) +{ + return self->_CalcCircleAutoSegmentCount(radius); +} +CIMGUI_API void ImDrawList__PathArcToFastEx(ImDrawList* self,const ImVec2 center,float radius,int a_min_sample,int a_max_sample,int a_step) +{ + return self->_PathArcToFastEx(center,radius,a_min_sample,a_max_sample,a_step); +} +CIMGUI_API void ImDrawList__PathArcToN(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments) +{ + return self->_PathArcToN(center,radius,a_min,a_max,num_segments); +} +CIMGUI_API ImDrawData* ImDrawData_ImDrawData(void) +{ + return IM_NEW(ImDrawData)(); +} +CIMGUI_API void ImDrawData_destroy(ImDrawData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawData_Clear(ImDrawData* self) +{ + return self->Clear(); +} +CIMGUI_API void ImDrawData_AddDrawList(ImDrawData* self,ImDrawList* draw_list) +{ + return self->AddDrawList(draw_list); +} +CIMGUI_API void ImDrawData_DeIndexAllBuffers(ImDrawData* self) +{ + return self->DeIndexAllBuffers(); +} +CIMGUI_API void ImDrawData_ScaleClipRects(ImDrawData* self,const ImVec2 fb_scale) +{ + return self->ScaleClipRects(fb_scale); +} +CIMGUI_API ImFontConfig* ImFontConfig_ImFontConfig(void) +{ + return IM_NEW(ImFontConfig)(); +} +CIMGUI_API void ImFontConfig_destroy(ImFontConfig* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImFontGlyphRangesBuilder* ImFontGlyphRangesBuilder_ImFontGlyphRangesBuilder(void) +{ + return IM_NEW(ImFontGlyphRangesBuilder)(); +} +CIMGUI_API void ImFontGlyphRangesBuilder_destroy(ImFontGlyphRangesBuilder* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImFontGlyphRangesBuilder_Clear(ImFontGlyphRangesBuilder* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImFontGlyphRangesBuilder_GetBit(ImFontGlyphRangesBuilder* self,size_t n) +{ + return self->GetBit(n); +} +CIMGUI_API void ImFontGlyphRangesBuilder_SetBit(ImFontGlyphRangesBuilder* self,size_t n) +{ + return self->SetBit(n); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddChar(ImFontGlyphRangesBuilder* self,ImWchar c) +{ + return self->AddChar(c); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddText(ImFontGlyphRangesBuilder* self,const char* text,const char* text_end) +{ + return self->AddText(text,text_end); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddRanges(ImFontGlyphRangesBuilder* self,const ImWchar* ranges) +{ + return self->AddRanges(ranges); +} +CIMGUI_API void ImFontGlyphRangesBuilder_BuildRanges(ImFontGlyphRangesBuilder* self,ImVector_ImWchar* out_ranges) +{ + return self->BuildRanges(out_ranges); +} +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlasCustomRect_ImFontAtlasCustomRect(void) +{ + return IM_NEW(ImFontAtlasCustomRect)(); +} +CIMGUI_API void ImFontAtlasCustomRect_destroy(ImFontAtlasCustomRect* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImFontAtlasCustomRect_IsPacked(ImFontAtlasCustomRect* self) +{ + return self->IsPacked(); +} +CIMGUI_API ImFontAtlas* ImFontAtlas_ImFontAtlas(void) +{ + return IM_NEW(ImFontAtlas)(); +} +CIMGUI_API void ImFontAtlas_destroy(ImFontAtlas* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImFont* ImFontAtlas_AddFont(ImFontAtlas* self,const ImFontConfig* font_cfg) +{ + return self->AddFont(font_cfg); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontDefault(ImFontAtlas* self,const ImFontConfig* font_cfg) +{ + return self->AddFontDefault(font_cfg); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromFileTTF(ImFontAtlas* self,const char* filename,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromFileTTF(filename,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryTTF(ImFontAtlas* self,void* font_data,int font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryTTF(font_data,font_data_size,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedTTF(ImFontAtlas* self,const void* compressed_font_data,int compressed_font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryCompressedTTF(compressed_font_data,compressed_font_data_size,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(ImFontAtlas* self,const char* compressed_font_data_base85,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryCompressedBase85TTF(compressed_font_data_base85,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API void ImFontAtlas_ClearInputData(ImFontAtlas* self) +{ + return self->ClearInputData(); +} +CIMGUI_API void ImFontAtlas_ClearTexData(ImFontAtlas* self) +{ + return self->ClearTexData(); +} +CIMGUI_API void ImFontAtlas_ClearFonts(ImFontAtlas* self) +{ + return self->ClearFonts(); +} +CIMGUI_API void ImFontAtlas_Clear(ImFontAtlas* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImFontAtlas_Build(ImFontAtlas* self) +{ + return self->Build(); +} +CIMGUI_API void ImFontAtlas_GetTexDataAsAlpha8(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel) +{ + return self->GetTexDataAsAlpha8(out_pixels,out_width,out_height,out_bytes_per_pixel); +} +CIMGUI_API void ImFontAtlas_GetTexDataAsRGBA32(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel) +{ + return self->GetTexDataAsRGBA32(out_pixels,out_width,out_height,out_bytes_per_pixel); +} +CIMGUI_API bool ImFontAtlas_IsBuilt(ImFontAtlas* self) +{ + return self->IsBuilt(); +} +CIMGUI_API void ImFontAtlas_SetTexID(ImFontAtlas* self,ImTextureID id) +{ + return self->SetTexID(id); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesDefault(ImFontAtlas* self) +{ + return self->GetGlyphRangesDefault(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesGreek(ImFontAtlas* self) +{ + return self->GetGlyphRangesGreek(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesKorean(ImFontAtlas* self) +{ + return self->GetGlyphRangesKorean(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesJapanese(ImFontAtlas* self) +{ + return self->GetGlyphRangesJapanese(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseFull(ImFontAtlas* self) +{ + return self->GetGlyphRangesChineseFull(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(ImFontAtlas* self) +{ + return self->GetGlyphRangesChineseSimplifiedCommon(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesCyrillic(ImFontAtlas* self) +{ + return self->GetGlyphRangesCyrillic(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesThai(ImFontAtlas* self) +{ + return self->GetGlyphRangesThai(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesVietnamese(ImFontAtlas* self) +{ + return self->GetGlyphRangesVietnamese(); +} +CIMGUI_API int ImFontAtlas_AddCustomRectRegular(ImFontAtlas* self,int width,int height) +{ + return self->AddCustomRectRegular(width,height); +} +CIMGUI_API int ImFontAtlas_AddCustomRectFontGlyph(ImFontAtlas* self,ImFont* font,ImWchar id,int width,int height,float advance_x,const ImVec2 offset) +{ + return self->AddCustomRectFontGlyph(font,id,width,height,advance_x,offset); +} +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlas_GetCustomRectByIndex(ImFontAtlas* self,int index) +{ + return self->GetCustomRectByIndex(index); +} +CIMGUI_API void ImFontAtlas_CalcCustomRectUV(ImFontAtlas* self,const ImFontAtlasCustomRect* rect,ImVec2* out_uv_min,ImVec2* out_uv_max) +{ + return self->CalcCustomRectUV(rect,out_uv_min,out_uv_max); +} +CIMGUI_API bool ImFontAtlas_GetMouseCursorTexData(ImFontAtlas* self,ImGuiMouseCursor cursor,ImVec2* out_offset,ImVec2* out_size,ImVec2 out_uv_border[2],ImVec2 out_uv_fill[2]) +{ + return self->GetMouseCursorTexData(cursor,out_offset,out_size,out_uv_border,out_uv_fill); +} +CIMGUI_API ImFont* ImFont_ImFont(void) +{ + return IM_NEW(ImFont)(); +} +CIMGUI_API void ImFont_destroy(ImFont* self) +{ + IM_DELETE(self); +} +CIMGUI_API const ImFontGlyph* ImFont_FindGlyph(ImFont* self,ImWchar c) +{ + return self->FindGlyph(c); +} +CIMGUI_API const ImFontGlyph* ImFont_FindGlyphNoFallback(ImFont* self,ImWchar c) +{ + return self->FindGlyphNoFallback(c); +} +CIMGUI_API float ImFont_GetCharAdvance(ImFont* self,ImWchar c) +{ + return self->GetCharAdvance(c); +} +CIMGUI_API bool ImFont_IsLoaded(ImFont* self) +{ + return self->IsLoaded(); +} +CIMGUI_API const char* ImFont_GetDebugName(ImFont* self) +{ + return self->GetDebugName(); +} +CIMGUI_API void ImFont_CalcTextSizeA(ImVec2 *pOut,ImFont* self,float size,float max_width,float wrap_width,const char* text_begin,const char* text_end,const char** remaining) +{ + *pOut = self->CalcTextSizeA(size,max_width,wrap_width,text_begin,text_end,remaining); +} +CIMGUI_API const char* ImFont_CalcWordWrapPositionA(ImFont* self,float scale,const char* text,const char* text_end,float wrap_width) +{ + return self->CalcWordWrapPositionA(scale,text,text_end,wrap_width); +} +CIMGUI_API void ImFont_RenderChar(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,ImWchar c) +{ + return self->RenderChar(draw_list,size,pos,col,c); +} +CIMGUI_API void ImFont_RenderText(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,const ImVec4 clip_rect,const char* text_begin,const char* text_end,float wrap_width,bool cpu_fine_clip) +{ + return self->RenderText(draw_list,size,pos,col,clip_rect,text_begin,text_end,wrap_width,cpu_fine_clip); +} +CIMGUI_API void ImFont_BuildLookupTable(ImFont* self) +{ + return self->BuildLookupTable(); +} +CIMGUI_API void ImFont_ClearOutputData(ImFont* self) +{ + return self->ClearOutputData(); +} +CIMGUI_API void ImFont_GrowIndex(ImFont* self,int new_size) +{ + return self->GrowIndex(new_size); +} +CIMGUI_API void ImFont_AddGlyph(ImFont* self,const ImFontConfig* src_cfg,ImWchar c,float x0,float y0,float x1,float y1,float u0,float v0,float u1,float v1,float advance_x) +{ + return self->AddGlyph(src_cfg,c,x0,y0,x1,y1,u0,v0,u1,v1,advance_x); +} +CIMGUI_API void ImFont_AddRemapChar(ImFont* self,ImWchar dst,ImWchar src,bool overwrite_dst) +{ + return self->AddRemapChar(dst,src,overwrite_dst); +} +CIMGUI_API void ImFont_SetGlyphVisible(ImFont* self,ImWchar c,bool visible) +{ + return self->SetGlyphVisible(c,visible); +} +CIMGUI_API bool ImFont_IsGlyphRangeUnused(ImFont* self,unsigned int c_begin,unsigned int c_last) +{ + return self->IsGlyphRangeUnused(c_begin,c_last); +} +CIMGUI_API ImGuiViewport* ImGuiViewport_ImGuiViewport(void) +{ + return IM_NEW(ImGuiViewport)(); +} +CIMGUI_API void ImGuiViewport_destroy(ImGuiViewport* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiViewport_GetCenter(ImVec2 *pOut,ImGuiViewport* self) +{ + *pOut = self->GetCenter(); +} +CIMGUI_API void ImGuiViewport_GetWorkCenter(ImVec2 *pOut,ImGuiViewport* self) +{ + *pOut = self->GetWorkCenter(); +} +CIMGUI_API ImGuiPlatformIO* ImGuiPlatformIO_ImGuiPlatformIO(void) +{ + return IM_NEW(ImGuiPlatformIO)(); +} +CIMGUI_API void ImGuiPlatformIO_destroy(ImGuiPlatformIO* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPlatformMonitor* ImGuiPlatformMonitor_ImGuiPlatformMonitor(void) +{ + return IM_NEW(ImGuiPlatformMonitor)(); +} +CIMGUI_API void ImGuiPlatformMonitor_destroy(ImGuiPlatformMonitor* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPlatformImeData* ImGuiPlatformImeData_ImGuiPlatformImeData(void) +{ + return IM_NEW(ImGuiPlatformImeData)(); +} +CIMGUI_API void ImGuiPlatformImeData_destroy(ImGuiPlatformImeData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiID igImHashData(const void* data,size_t data_size,ImGuiID seed) +{ + return ImHashData(data,data_size,seed); +} +CIMGUI_API ImGuiID igImHashStr(const char* data,size_t data_size,ImGuiID seed) +{ + return ImHashStr(data,data_size,seed); +} +CIMGUI_API void igImQsort(void* base,size_t count,size_t size_of_element,int(*compare_func)(void const*,void const*)) +{ + return ImQsort(base,count,size_of_element,compare_func); +} +CIMGUI_API ImU32 igImAlphaBlendColors(ImU32 col_a,ImU32 col_b) +{ + return ImAlphaBlendColors(col_a,col_b); +} +CIMGUI_API bool igImIsPowerOfTwo_Int(int v) +{ + return ImIsPowerOfTwo(v); +} +CIMGUI_API bool igImIsPowerOfTwo_U64(ImU64 v) +{ + return ImIsPowerOfTwo(v); +} +CIMGUI_API int igImUpperPowerOfTwo(int v) +{ + return ImUpperPowerOfTwo(v); +} +CIMGUI_API int igImStricmp(const char* str1,const char* str2) +{ + return ImStricmp(str1,str2); +} +CIMGUI_API int igImStrnicmp(const char* str1,const char* str2,size_t count) +{ + return ImStrnicmp(str1,str2,count); +} +CIMGUI_API void igImStrncpy(char* dst,const char* src,size_t count) +{ + return ImStrncpy(dst,src,count); +} +CIMGUI_API char* igImStrdup(const char* str) +{ + return ImStrdup(str); +} +CIMGUI_API char* igImStrdupcpy(char* dst,size_t* p_dst_size,const char* str) +{ + return ImStrdupcpy(dst,p_dst_size,str); +} +CIMGUI_API const char* igImStrchrRange(const char* str_begin,const char* str_end,char c) +{ + return ImStrchrRange(str_begin,str_end,c); +} +CIMGUI_API const char* igImStreolRange(const char* str,const char* str_end) +{ + return ImStreolRange(str,str_end); +} +CIMGUI_API const char* igImStristr(const char* haystack,const char* haystack_end,const char* needle,const char* needle_end) +{ + return ImStristr(haystack,haystack_end,needle,needle_end); +} +CIMGUI_API void igImStrTrimBlanks(char* str) +{ + return ImStrTrimBlanks(str); +} +CIMGUI_API const char* igImStrSkipBlank(const char* str) +{ + return ImStrSkipBlank(str); +} +CIMGUI_API int igImStrlenW(const ImWchar* str) +{ + return ImStrlenW(str); +} +CIMGUI_API const char* igImStrbol(const char* buf_mid_line,const char* buf_begin) +{ + return ImStrbol(buf_mid_line,buf_begin); +} +CIMGUI_API char igImToUpper(char c) +{ + return ImToUpper(c); +} +CIMGUI_API bool igImCharIsBlankA(char c) +{ + return ImCharIsBlankA(c); +} +CIMGUI_API bool igImCharIsBlankW(unsigned int c) +{ + return ImCharIsBlankW(c); +} +CIMGUI_API bool igImCharIsXdigitA(char c) +{ + return ImCharIsXdigitA(c); +} +CIMGUI_API int igImFormatString(char* buf,size_t buf_size,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + int ret = ImFormatStringV(buf,buf_size,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API int igImFormatStringV(char* buf,size_t buf_size,const char* fmt,va_list args) +{ + return ImFormatStringV(buf,buf_size,fmt,args); +} +CIMGUI_API void igImFormatStringToTempBuffer(const char** out_buf,const char** out_buf_end,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImFormatStringToTempBufferV(out_buf,out_buf_end,fmt,args); + va_end(args); +} +CIMGUI_API void igImFormatStringToTempBufferV(const char** out_buf,const char** out_buf_end,const char* fmt,va_list args) +{ + return ImFormatStringToTempBufferV(out_buf,out_buf_end,fmt,args); +} +CIMGUI_API const char* igImParseFormatFindStart(const char* format) +{ + return ImParseFormatFindStart(format); +} +CIMGUI_API const char* igImParseFormatFindEnd(const char* format) +{ + return ImParseFormatFindEnd(format); +} +CIMGUI_API const char* igImParseFormatTrimDecorations(const char* format,char* buf,size_t buf_size) +{ + return ImParseFormatTrimDecorations(format,buf,buf_size); +} +CIMGUI_API void igImParseFormatSanitizeForPrinting(const char* fmt_in,char* fmt_out,size_t fmt_out_size) +{ + return ImParseFormatSanitizeForPrinting(fmt_in,fmt_out,fmt_out_size); +} +CIMGUI_API const char* igImParseFormatSanitizeForScanning(const char* fmt_in,char* fmt_out,size_t fmt_out_size) +{ + return ImParseFormatSanitizeForScanning(fmt_in,fmt_out,fmt_out_size); +} +CIMGUI_API int igImParseFormatPrecision(const char* format,int default_value) +{ + return ImParseFormatPrecision(format,default_value); +} +CIMGUI_API const char* igImTextCharToUtf8(char out_buf[5],unsigned int c) +{ + return ImTextCharToUtf8(out_buf,c); +} +CIMGUI_API int igImTextStrToUtf8(char* out_buf,int out_buf_size,const ImWchar* in_text,const ImWchar* in_text_end) +{ + return ImTextStrToUtf8(out_buf,out_buf_size,in_text,in_text_end); +} +CIMGUI_API int igImTextCharFromUtf8(unsigned int* out_char,const char* in_text,const char* in_text_end) +{ + return ImTextCharFromUtf8(out_char,in_text,in_text_end); +} +CIMGUI_API int igImTextStrFromUtf8(ImWchar* out_buf,int out_buf_size,const char* in_text,const char* in_text_end,const char** in_remaining) +{ + return ImTextStrFromUtf8(out_buf,out_buf_size,in_text,in_text_end,in_remaining); +} +CIMGUI_API int igImTextCountCharsFromUtf8(const char* in_text,const char* in_text_end) +{ + return ImTextCountCharsFromUtf8(in_text,in_text_end); +} +CIMGUI_API int igImTextCountUtf8BytesFromChar(const char* in_text,const char* in_text_end) +{ + return ImTextCountUtf8BytesFromChar(in_text,in_text_end); +} +CIMGUI_API int igImTextCountUtf8BytesFromStr(const ImWchar* in_text,const ImWchar* in_text_end) +{ + return ImTextCountUtf8BytesFromStr(in_text,in_text_end); +} +CIMGUI_API const char* igImTextFindPreviousUtf8Codepoint(const char* in_text_start,const char* in_text_curr) +{ + return ImTextFindPreviousUtf8Codepoint(in_text_start,in_text_curr); +} +CIMGUI_API int igImTextCountLines(const char* in_text,const char* in_text_end) +{ + return ImTextCountLines(in_text,in_text_end); +} +CIMGUI_API ImFileHandle igImFileOpen(const char* filename,const char* mode) +{ + return ImFileOpen(filename,mode); +} +CIMGUI_API bool igImFileClose(ImFileHandle file) +{ + return ImFileClose(file); +} +CIMGUI_API ImU64 igImFileGetSize(ImFileHandle file) +{ + return ImFileGetSize(file); +} +CIMGUI_API ImU64 igImFileRead(void* data,ImU64 size,ImU64 count,ImFileHandle file) +{ + return ImFileRead(data,size,count,file); +} +CIMGUI_API ImU64 igImFileWrite(const void* data,ImU64 size,ImU64 count,ImFileHandle file) +{ + return ImFileWrite(data,size,count,file); +} +CIMGUI_API void* igImFileLoadToMemory(const char* filename,const char* mode,size_t* out_file_size,int padding_bytes) +{ + return ImFileLoadToMemory(filename,mode,out_file_size,padding_bytes); +} +CIMGUI_API float igImPow_Float(float x,float y) +{ + return ImPow(x,y); +} +CIMGUI_API double igImPow_double(double x,double y) +{ + return ImPow(x,y); +} +CIMGUI_API float igImLog_Float(float x) +{ + return ImLog(x); +} +CIMGUI_API double igImLog_double(double x) +{ + return ImLog(x); +} +CIMGUI_API int igImAbs_Int(int x) +{ + return ImAbs(x); +} +CIMGUI_API float igImAbs_Float(float x) +{ + return ImAbs(x); +} +CIMGUI_API double igImAbs_double(double x) +{ + return ImAbs(x); +} +CIMGUI_API float igImSign_Float(float x) +{ + return ImSign(x); +} +CIMGUI_API double igImSign_double(double x) +{ + return ImSign(x); +} +CIMGUI_API float igImRsqrt_Float(float x) +{ + return ImRsqrt(x); +} +CIMGUI_API double igImRsqrt_double(double x) +{ + return ImRsqrt(x); +} +CIMGUI_API void igImMin(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMin(lhs,rhs); +} +CIMGUI_API void igImMax(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMax(lhs,rhs); +} +CIMGUI_API void igImClamp(ImVec2 *pOut,const ImVec2 v,const ImVec2 mn,const ImVec2 mx) +{ + *pOut = ImClamp(v,mn,mx); +} +CIMGUI_API void igImLerp_Vec2Float(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,float t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API void igImLerp_Vec2Vec2(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API void igImLerp_Vec4(ImVec4 *pOut,const ImVec4 a,const ImVec4 b,float t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API float igImSaturate(float f) +{ + return ImSaturate(f); +} +CIMGUI_API float igImLengthSqr_Vec2(const ImVec2 lhs) +{ + return ImLengthSqr(lhs); +} +CIMGUI_API float igImLengthSqr_Vec4(const ImVec4 lhs) +{ + return ImLengthSqr(lhs); +} +CIMGUI_API float igImInvLength(const ImVec2 lhs,float fail_value) +{ + return ImInvLength(lhs,fail_value); +} +CIMGUI_API float igImTrunc_Float(float f) +{ + return ImTrunc(f); +} +CIMGUI_API void igImTrunc_Vec2(ImVec2 *pOut,const ImVec2 v) +{ + *pOut = ImTrunc(v); +} +CIMGUI_API float igImFloor_Float(float f) +{ + return ImFloor(f); +} +CIMGUI_API void igImFloor_Vec2(ImVec2 *pOut,const ImVec2 v) +{ + *pOut = ImFloor(v); +} +CIMGUI_API int igImModPositive(int a,int b) +{ + return ImModPositive(a,b); +} +CIMGUI_API float igImDot(const ImVec2 a,const ImVec2 b) +{ + return ImDot(a,b); +} +CIMGUI_API void igImRotate(ImVec2 *pOut,const ImVec2 v,float cos_a,float sin_a) +{ + *pOut = ImRotate(v,cos_a,sin_a); +} +CIMGUI_API float igImLinearSweep(float current,float target,float speed) +{ + return ImLinearSweep(current,target,speed); +} +CIMGUI_API float igImLinearRemapClamp(float s0,float s1,float d0,float d1,float x) +{ + return ImLinearRemapClamp(s0,s1,d0,d1,x); +} +CIMGUI_API void igImMul(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMul(lhs,rhs); +} +CIMGUI_API bool igImIsFloatAboveGuaranteedIntegerPrecision(float f) +{ + return ImIsFloatAboveGuaranteedIntegerPrecision(f); +} +CIMGUI_API float igImExponentialMovingAverage(float avg,float sample,int n) +{ + return ImExponentialMovingAverage(avg,sample,n); +} +CIMGUI_API void igImBezierCubicCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,float t) +{ + *pOut = ImBezierCubicCalc(p1,p2,p3,p4,t); +} +CIMGUI_API void igImBezierCubicClosestPoint(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,int num_segments) +{ + *pOut = ImBezierCubicClosestPoint(p1,p2,p3,p4,p,num_segments); +} +CIMGUI_API void igImBezierCubicClosestPointCasteljau(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,float tess_tol) +{ + *pOut = ImBezierCubicClosestPointCasteljau(p1,p2,p3,p4,p,tess_tol); +} +CIMGUI_API void igImBezierQuadraticCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,float t) +{ + *pOut = ImBezierQuadraticCalc(p1,p2,p3,t); +} +CIMGUI_API void igImLineClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 p) +{ + *pOut = ImLineClosestPoint(a,b,p); +} +CIMGUI_API bool igImTriangleContainsPoint(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p) +{ + return ImTriangleContainsPoint(a,b,c,p); +} +CIMGUI_API void igImTriangleClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p) +{ + *pOut = ImTriangleClosestPoint(a,b,c,p); +} +CIMGUI_API void igImTriangleBarycentricCoords(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p,float* out_u,float* out_v,float* out_w) +{ + return ImTriangleBarycentricCoords(a,b,c,p,*out_u,*out_v,*out_w); +} +CIMGUI_API float igImTriangleArea(const ImVec2 a,const ImVec2 b,const ImVec2 c) +{ + return ImTriangleArea(a,b,c); +} +CIMGUI_API bool igImTriangleIsClockwise(const ImVec2 a,const ImVec2 b,const ImVec2 c) +{ + return ImTriangleIsClockwise(a,b,c); +} +CIMGUI_API ImVec1* ImVec1_ImVec1_Nil(void) +{ + return IM_NEW(ImVec1)(); +} +CIMGUI_API void ImVec1_destroy(ImVec1* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec1* ImVec1_ImVec1_Float(float _x) +{ + return IM_NEW(ImVec1)(_x); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Nil(void) +{ + return IM_NEW(ImVec2ih)(); +} +CIMGUI_API void ImVec2ih_destroy(ImVec2ih* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_short(short _x,short _y) +{ + return IM_NEW(ImVec2ih)(_x,_y); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Vec2(const ImVec2 rhs) +{ + return IM_NEW(ImVec2ih)(rhs); +} +CIMGUI_API ImRect* ImRect_ImRect_Nil(void) +{ + return IM_NEW(ImRect)(); +} +CIMGUI_API void ImRect_destroy(ImRect* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImRect* ImRect_ImRect_Vec2(const ImVec2 min,const ImVec2 max) +{ + return IM_NEW(ImRect)(min,max); +} +CIMGUI_API ImRect* ImRect_ImRect_Vec4(const ImVec4 v) +{ + return IM_NEW(ImRect)(v); +} +CIMGUI_API ImRect* ImRect_ImRect_Float(float x1,float y1,float x2,float y2) +{ + return IM_NEW(ImRect)(x1,y1,x2,y2); +} +CIMGUI_API void ImRect_GetCenter(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetCenter(); +} +CIMGUI_API void ImRect_GetSize(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetSize(); +} +CIMGUI_API float ImRect_GetWidth(ImRect* self) +{ + return self->GetWidth(); +} +CIMGUI_API float ImRect_GetHeight(ImRect* self) +{ + return self->GetHeight(); +} +CIMGUI_API float ImRect_GetArea(ImRect* self) +{ + return self->GetArea(); +} +CIMGUI_API void ImRect_GetTL(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetTL(); +} +CIMGUI_API void ImRect_GetTR(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetTR(); +} +CIMGUI_API void ImRect_GetBL(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetBL(); +} +CIMGUI_API void ImRect_GetBR(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetBR(); +} +CIMGUI_API bool ImRect_Contains_Vec2(ImRect* self,const ImVec2 p) +{ + return self->Contains(p); +} +CIMGUI_API bool ImRect_Contains_Rect(ImRect* self,const ImRect r) +{ + return self->Contains(r); +} +CIMGUI_API bool ImRect_ContainsWithPad(ImRect* self,const ImVec2 p,const ImVec2 pad) +{ + return self->ContainsWithPad(p,pad); +} +CIMGUI_API bool ImRect_Overlaps(ImRect* self,const ImRect r) +{ + return self->Overlaps(r); +} +CIMGUI_API void ImRect_Add_Vec2(ImRect* self,const ImVec2 p) +{ + return self->Add(p); +} +CIMGUI_API void ImRect_Add_Rect(ImRect* self,const ImRect r) +{ + return self->Add(r); +} +CIMGUI_API void ImRect_Expand_Float(ImRect* self,const float amount) +{ + return self->Expand(amount); +} +CIMGUI_API void ImRect_Expand_Vec2(ImRect* self,const ImVec2 amount) +{ + return self->Expand(amount); +} +CIMGUI_API void ImRect_Translate(ImRect* self,const ImVec2 d) +{ + return self->Translate(d); +} +CIMGUI_API void ImRect_TranslateX(ImRect* self,float dx) +{ + return self->TranslateX(dx); +} +CIMGUI_API void ImRect_TranslateY(ImRect* self,float dy) +{ + return self->TranslateY(dy); +} +CIMGUI_API void ImRect_ClipWith(ImRect* self,const ImRect r) +{ + return self->ClipWith(r); +} +CIMGUI_API void ImRect_ClipWithFull(ImRect* self,const ImRect r) +{ + return self->ClipWithFull(r); +} +CIMGUI_API void ImRect_Floor(ImRect* self) +{ + return self->Floor(); +} +CIMGUI_API bool ImRect_IsInverted(ImRect* self) +{ + return self->IsInverted(); +} +CIMGUI_API void ImRect_ToVec4(ImVec4 *pOut,ImRect* self) +{ + *pOut = self->ToVec4(); +} +CIMGUI_API size_t igImBitArrayGetStorageSizeInBytes(int bitcount) +{ + return ImBitArrayGetStorageSizeInBytes(bitcount); +} +CIMGUI_API void igImBitArrayClearAllBits(ImU32* arr,int bitcount) +{ + return ImBitArrayClearAllBits(arr,bitcount); +} +CIMGUI_API bool igImBitArrayTestBit(const ImU32* arr,int n) +{ + return ImBitArrayTestBit(arr,n); +} +CIMGUI_API void igImBitArrayClearBit(ImU32* arr,int n) +{ + return ImBitArrayClearBit(arr,n); +} +CIMGUI_API void igImBitArraySetBit(ImU32* arr,int n) +{ + return ImBitArraySetBit(arr,n); +} +CIMGUI_API void igImBitArraySetBitRange(ImU32* arr,int n,int n2) +{ + return ImBitArraySetBitRange(arr,n,n2); +} +CIMGUI_API void ImBitVector_Create(ImBitVector* self,int sz) +{ + return self->Create(sz); +} +CIMGUI_API void ImBitVector_Clear(ImBitVector* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImBitVector_TestBit(ImBitVector* self,int n) +{ + return self->TestBit(n); +} +CIMGUI_API void ImBitVector_SetBit(ImBitVector* self,int n) +{ + return self->SetBit(n); +} +CIMGUI_API void ImBitVector_ClearBit(ImBitVector* self,int n) +{ + return self->ClearBit(n); +} +CIMGUI_API void ImGuiTextIndex_clear(ImGuiTextIndex* self) +{ + return self->clear(); +} +CIMGUI_API int ImGuiTextIndex_size(ImGuiTextIndex* self) +{ + return self->size(); +} +CIMGUI_API const char* ImGuiTextIndex_get_line_begin(ImGuiTextIndex* self,const char* base,int n) +{ + return self->get_line_begin(base,n); +} +CIMGUI_API const char* ImGuiTextIndex_get_line_end(ImGuiTextIndex* self,const char* base,int n) +{ + return self->get_line_end(base,n); +} +CIMGUI_API void ImGuiTextIndex_append(ImGuiTextIndex* self,const char* base,int old_size,int new_size) +{ + return self->append(base,old_size,new_size); +} +CIMGUI_API ImGuiStoragePair* igImLowerBound(ImGuiStoragePair* in_begin,ImGuiStoragePair* in_end,ImGuiID key) +{ + return ImLowerBound(in_begin,in_end,key); +} +CIMGUI_API ImDrawListSharedData* ImDrawListSharedData_ImDrawListSharedData(void) +{ + return IM_NEW(ImDrawListSharedData)(); +} +CIMGUI_API void ImDrawListSharedData_destroy(ImDrawListSharedData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawListSharedData_SetCircleTessellationMaxError(ImDrawListSharedData* self,float max_error) +{ + return self->SetCircleTessellationMaxError(max_error); +} +CIMGUI_API ImDrawDataBuilder* ImDrawDataBuilder_ImDrawDataBuilder(void) +{ + return IM_NEW(ImDrawDataBuilder)(); +} +CIMGUI_API void ImDrawDataBuilder_destroy(ImDrawDataBuilder* self) +{ + IM_DELETE(self); +} +CIMGUI_API void* ImGuiDataVarInfo_GetVarPtr(ImGuiDataVarInfo* self,void* parent) +{ + return self->GetVarPtr(parent); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Int(ImGuiStyleVar idx,int v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API void ImGuiStyleMod_destroy(ImGuiStyleMod* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Float(ImGuiStyleVar idx,float v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Vec2(ImGuiStyleVar idx,ImVec2 v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API ImGuiComboPreviewData* ImGuiComboPreviewData_ImGuiComboPreviewData(void) +{ + return IM_NEW(ImGuiComboPreviewData)(); +} +CIMGUI_API void ImGuiComboPreviewData_destroy(ImGuiComboPreviewData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiMenuColumns* ImGuiMenuColumns_ImGuiMenuColumns(void) +{ + return IM_NEW(ImGuiMenuColumns)(); +} +CIMGUI_API void ImGuiMenuColumns_destroy(ImGuiMenuColumns* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiMenuColumns_Update(ImGuiMenuColumns* self,float spacing,bool window_reappearing) +{ + return self->Update(spacing,window_reappearing); +} +CIMGUI_API float ImGuiMenuColumns_DeclColumns(ImGuiMenuColumns* self,float w_icon,float w_label,float w_shortcut,float w_mark) +{ + return self->DeclColumns(w_icon,w_label,w_shortcut,w_mark); +} +CIMGUI_API void ImGuiMenuColumns_CalcNextTotalWidth(ImGuiMenuColumns* self,bool update_offsets) +{ + return self->CalcNextTotalWidth(update_offsets); +} +CIMGUI_API ImGuiInputTextDeactivatedState* ImGuiInputTextDeactivatedState_ImGuiInputTextDeactivatedState(void) +{ + return IM_NEW(ImGuiInputTextDeactivatedState)(); +} +CIMGUI_API void ImGuiInputTextDeactivatedState_destroy(ImGuiInputTextDeactivatedState* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextDeactivatedState_ClearFreeMemory(ImGuiInputTextDeactivatedState* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API ImGuiInputTextState* ImGuiInputTextState_ImGuiInputTextState(void) +{ + return IM_NEW(ImGuiInputTextState)(); +} +CIMGUI_API void ImGuiInputTextState_destroy(ImGuiInputTextState* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextState_ClearText(ImGuiInputTextState* self) +{ + return self->ClearText(); +} +CIMGUI_API void ImGuiInputTextState_ClearFreeMemory(ImGuiInputTextState* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API void ImGuiInputTextState_OnKeyPressed(ImGuiInputTextState* self,int key) +{ + return self->OnKeyPressed(key); +} +CIMGUI_API void ImGuiInputTextState_OnCharPressed(ImGuiInputTextState* self,unsigned int c) +{ + return self->OnCharPressed(c); +} +CIMGUI_API void ImGuiInputTextState_CursorAnimReset(ImGuiInputTextState* self) +{ + return self->CursorAnimReset(); +} +CIMGUI_API void ImGuiInputTextState_CursorClamp(ImGuiInputTextState* self) +{ + return self->CursorClamp(); +} +CIMGUI_API bool ImGuiInputTextState_HasSelection(ImGuiInputTextState* self) +{ + return self->HasSelection(); +} +CIMGUI_API void ImGuiInputTextState_ClearSelection(ImGuiInputTextState* self) +{ + return self->ClearSelection(); +} +CIMGUI_API int ImGuiInputTextState_GetCursorPos(ImGuiInputTextState* self) +{ + return self->GetCursorPos(); +} +CIMGUI_API int ImGuiInputTextState_GetSelectionStart(ImGuiInputTextState* self) +{ + return self->GetSelectionStart(); +} +CIMGUI_API int ImGuiInputTextState_GetSelectionEnd(ImGuiInputTextState* self) +{ + return self->GetSelectionEnd(); +} +CIMGUI_API void ImGuiInputTextState_SelectAll(ImGuiInputTextState* self) +{ + return self->SelectAll(); +} +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndSelectAll(ImGuiInputTextState* self) +{ + return self->ReloadUserBufAndSelectAll(); +} +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndKeepSelection(ImGuiInputTextState* self) +{ + return self->ReloadUserBufAndKeepSelection(); +} +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndMoveToEnd(ImGuiInputTextState* self) +{ + return self->ReloadUserBufAndMoveToEnd(); +} +CIMGUI_API ImGuiNextWindowData* ImGuiNextWindowData_ImGuiNextWindowData(void) +{ + return IM_NEW(ImGuiNextWindowData)(); +} +CIMGUI_API void ImGuiNextWindowData_destroy(ImGuiNextWindowData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNextWindowData_ClearFlags(ImGuiNextWindowData* self) +{ + return self->ClearFlags(); +} +CIMGUI_API ImGuiNextItemData* ImGuiNextItemData_ImGuiNextItemData(void) +{ + return IM_NEW(ImGuiNextItemData)(); +} +CIMGUI_API void ImGuiNextItemData_destroy(ImGuiNextItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNextItemData_ClearFlags(ImGuiNextItemData* self) +{ + return self->ClearFlags(); +} +CIMGUI_API ImGuiLastItemData* ImGuiLastItemData_ImGuiLastItemData(void) +{ + return IM_NEW(ImGuiLastItemData)(); +} +CIMGUI_API void ImGuiLastItemData_destroy(ImGuiLastItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiErrorRecoveryState* ImGuiErrorRecoveryState_ImGuiErrorRecoveryState(void) +{ + return IM_NEW(ImGuiErrorRecoveryState)(); +} +CIMGUI_API void ImGuiErrorRecoveryState_destroy(ImGuiErrorRecoveryState* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Ptr(void* ptr) +{ + return IM_NEW(ImGuiPtrOrIndex)(ptr); +} +CIMGUI_API void ImGuiPtrOrIndex_destroy(ImGuiPtrOrIndex* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Int(int index) +{ + return IM_NEW(ImGuiPtrOrIndex)(index); +} +CIMGUI_API ImGuiPopupData* ImGuiPopupData_ImGuiPopupData(void) +{ + return IM_NEW(ImGuiPopupData)(); +} +CIMGUI_API void ImGuiPopupData_destroy(ImGuiPopupData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiInputEvent* ImGuiInputEvent_ImGuiInputEvent(void) +{ + return IM_NEW(ImGuiInputEvent)(); +} +CIMGUI_API void ImGuiInputEvent_destroy(ImGuiInputEvent* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiKeyRoutingData* ImGuiKeyRoutingData_ImGuiKeyRoutingData(void) +{ + return IM_NEW(ImGuiKeyRoutingData)(); +} +CIMGUI_API void ImGuiKeyRoutingData_destroy(ImGuiKeyRoutingData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiKeyRoutingTable* ImGuiKeyRoutingTable_ImGuiKeyRoutingTable(void) +{ + return IM_NEW(ImGuiKeyRoutingTable)(); +} +CIMGUI_API void ImGuiKeyRoutingTable_destroy(ImGuiKeyRoutingTable* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiKeyRoutingTable_Clear(ImGuiKeyRoutingTable* self) +{ + return self->Clear(); +} +CIMGUI_API ImGuiKeyOwnerData* ImGuiKeyOwnerData_ImGuiKeyOwnerData(void) +{ + return IM_NEW(ImGuiKeyOwnerData)(); +} +CIMGUI_API void ImGuiKeyOwnerData_destroy(ImGuiKeyOwnerData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromIndices(int min,int max) +{ + return ImGuiListClipperRange::FromIndices(min,max); +} +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromPositions(float y1,float y2,int off_min,int off_max) +{ + return ImGuiListClipperRange::FromPositions(y1,y2,off_min,off_max); +} +CIMGUI_API ImGuiListClipperData* ImGuiListClipperData_ImGuiListClipperData(void) +{ + return IM_NEW(ImGuiListClipperData)(); +} +CIMGUI_API void ImGuiListClipperData_destroy(ImGuiListClipperData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiListClipperData_Reset(ImGuiListClipperData* self,ImGuiListClipper* clipper) +{ + return self->Reset(clipper); +} +CIMGUI_API ImGuiNavItemData* ImGuiNavItemData_ImGuiNavItemData(void) +{ + return IM_NEW(ImGuiNavItemData)(); +} +CIMGUI_API void ImGuiNavItemData_destroy(ImGuiNavItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNavItemData_Clear(ImGuiNavItemData* self) +{ + return self->Clear(); +} +CIMGUI_API ImGuiTypingSelectState* ImGuiTypingSelectState_ImGuiTypingSelectState(void) +{ + return IM_NEW(ImGuiTypingSelectState)(); +} +CIMGUI_API void ImGuiTypingSelectState_destroy(ImGuiTypingSelectState* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiTypingSelectState_Clear(ImGuiTypingSelectState* self) +{ + return self->Clear(); +} +CIMGUI_API ImGuiOldColumnData* ImGuiOldColumnData_ImGuiOldColumnData(void) +{ + return IM_NEW(ImGuiOldColumnData)(); +} +CIMGUI_API void ImGuiOldColumnData_destroy(ImGuiOldColumnData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiOldColumns* ImGuiOldColumns_ImGuiOldColumns(void) +{ + return IM_NEW(ImGuiOldColumns)(); +} +CIMGUI_API void ImGuiOldColumns_destroy(ImGuiOldColumns* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiBoxSelectState* ImGuiBoxSelectState_ImGuiBoxSelectState(void) +{ + return IM_NEW(ImGuiBoxSelectState)(); +} +CIMGUI_API void ImGuiBoxSelectState_destroy(ImGuiBoxSelectState* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiMultiSelectTempData* ImGuiMultiSelectTempData_ImGuiMultiSelectTempData(void) +{ + return IM_NEW(ImGuiMultiSelectTempData)(); +} +CIMGUI_API void ImGuiMultiSelectTempData_destroy(ImGuiMultiSelectTempData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiMultiSelectTempData_Clear(ImGuiMultiSelectTempData* self) +{ + return self->Clear(); +} +CIMGUI_API void ImGuiMultiSelectTempData_ClearIO(ImGuiMultiSelectTempData* self) +{ + return self->ClearIO(); +} +CIMGUI_API ImGuiMultiSelectState* ImGuiMultiSelectState_ImGuiMultiSelectState(void) +{ + return IM_NEW(ImGuiMultiSelectState)(); +} +CIMGUI_API void ImGuiMultiSelectState_destroy(ImGuiMultiSelectState* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiDockNode* ImGuiDockNode_ImGuiDockNode(ImGuiID id) +{ + return IM_NEW(ImGuiDockNode)(id); +} +CIMGUI_API void ImGuiDockNode_destroy(ImGuiDockNode* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImGuiDockNode_IsRootNode(ImGuiDockNode* self) +{ + return self->IsRootNode(); +} +CIMGUI_API bool ImGuiDockNode_IsDockSpace(ImGuiDockNode* self) +{ + return self->IsDockSpace(); +} +CIMGUI_API bool ImGuiDockNode_IsFloatingNode(ImGuiDockNode* self) +{ + return self->IsFloatingNode(); +} +CIMGUI_API bool ImGuiDockNode_IsCentralNode(ImGuiDockNode* self) +{ + return self->IsCentralNode(); +} +CIMGUI_API bool ImGuiDockNode_IsHiddenTabBar(ImGuiDockNode* self) +{ + return self->IsHiddenTabBar(); +} +CIMGUI_API bool ImGuiDockNode_IsNoTabBar(ImGuiDockNode* self) +{ + return self->IsNoTabBar(); +} +CIMGUI_API bool ImGuiDockNode_IsSplitNode(ImGuiDockNode* self) +{ + return self->IsSplitNode(); +} +CIMGUI_API bool ImGuiDockNode_IsLeafNode(ImGuiDockNode* self) +{ + return self->IsLeafNode(); +} +CIMGUI_API bool ImGuiDockNode_IsEmpty(ImGuiDockNode* self) +{ + return self->IsEmpty(); +} +CIMGUI_API void ImGuiDockNode_Rect(ImRect *pOut,ImGuiDockNode* self) +{ + *pOut = self->Rect(); +} +CIMGUI_API void ImGuiDockNode_SetLocalFlags(ImGuiDockNode* self,ImGuiDockNodeFlags flags) +{ + return self->SetLocalFlags(flags); +} +CIMGUI_API void ImGuiDockNode_UpdateMergedFlags(ImGuiDockNode* self) +{ + return self->UpdateMergedFlags(); +} +CIMGUI_API ImGuiDockContext* ImGuiDockContext_ImGuiDockContext(void) +{ + return IM_NEW(ImGuiDockContext)(); +} +CIMGUI_API void ImGuiDockContext_destroy(ImGuiDockContext* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiViewportP* ImGuiViewportP_ImGuiViewportP(void) +{ + return IM_NEW(ImGuiViewportP)(); +} +CIMGUI_API void ImGuiViewportP_destroy(ImGuiViewportP* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiViewportP_ClearRequestFlags(ImGuiViewportP* self) +{ + return self->ClearRequestFlags(); +} +CIMGUI_API void ImGuiViewportP_CalcWorkRectPos(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min) +{ + *pOut = self->CalcWorkRectPos(inset_min); +} +CIMGUI_API void ImGuiViewportP_CalcWorkRectSize(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min,const ImVec2 inset_max) +{ + *pOut = self->CalcWorkRectSize(inset_min,inset_max); +} +CIMGUI_API void ImGuiViewportP_UpdateWorkRect(ImGuiViewportP* self) +{ + return self->UpdateWorkRect(); +} +CIMGUI_API void ImGuiViewportP_GetMainRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetMainRect(); +} +CIMGUI_API void ImGuiViewportP_GetWorkRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetWorkRect(); +} +CIMGUI_API void ImGuiViewportP_GetBuildWorkRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetBuildWorkRect(); +} +CIMGUI_API ImGuiWindowSettings* ImGuiWindowSettings_ImGuiWindowSettings(void) +{ + return IM_NEW(ImGuiWindowSettings)(); +} +CIMGUI_API void ImGuiWindowSettings_destroy(ImGuiWindowSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API char* ImGuiWindowSettings_GetName(ImGuiWindowSettings* self) +{ + return self->GetName(); +} +CIMGUI_API ImGuiSettingsHandler* ImGuiSettingsHandler_ImGuiSettingsHandler(void) +{ + return IM_NEW(ImGuiSettingsHandler)(); +} +CIMGUI_API void ImGuiSettingsHandler_destroy(ImGuiSettingsHandler* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiDebugAllocInfo* ImGuiDebugAllocInfo_ImGuiDebugAllocInfo(void) +{ + return IM_NEW(ImGuiDebugAllocInfo)(); +} +CIMGUI_API void ImGuiDebugAllocInfo_destroy(ImGuiDebugAllocInfo* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStackLevelInfo* ImGuiStackLevelInfo_ImGuiStackLevelInfo(void) +{ + return IM_NEW(ImGuiStackLevelInfo)(); +} +CIMGUI_API void ImGuiStackLevelInfo_destroy(ImGuiStackLevelInfo* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiIDStackTool* ImGuiIDStackTool_ImGuiIDStackTool(void) +{ + return IM_NEW(ImGuiIDStackTool)(); +} +CIMGUI_API void ImGuiIDStackTool_destroy(ImGuiIDStackTool* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiContextHook* ImGuiContextHook_ImGuiContextHook(void) +{ + return IM_NEW(ImGuiContextHook)(); +} +CIMGUI_API void ImGuiContextHook_destroy(ImGuiContextHook* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiContext* ImGuiContext_ImGuiContext(ImFontAtlas* shared_font_atlas) +{ + return IM_NEW(ImGuiContext)(shared_font_atlas); +} +CIMGUI_API void ImGuiContext_destroy(ImGuiContext* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiWindow* ImGuiWindow_ImGuiWindow(ImGuiContext* context,const char* name) +{ + return IM_NEW(ImGuiWindow)(context,name); +} +CIMGUI_API void ImGuiWindow_destroy(ImGuiWindow* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Str(ImGuiWindow* self,const char* str,const char* str_end) +{ + return self->GetID(str,str_end); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Ptr(ImGuiWindow* self,const void* ptr) +{ + return self->GetID(ptr); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Int(ImGuiWindow* self,int n) +{ + return self->GetID(n); +} +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromPos(ImGuiWindow* self,const ImVec2 p_abs) +{ + return self->GetIDFromPos(p_abs); +} +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromRectangle(ImGuiWindow* self,const ImRect r_abs) +{ + return self->GetIDFromRectangle(r_abs); +} +CIMGUI_API void ImGuiWindow_Rect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->Rect(); +} +CIMGUI_API float ImGuiWindow_CalcFontSize(ImGuiWindow* self) +{ + return self->CalcFontSize(); +} +CIMGUI_API void ImGuiWindow_TitleBarRect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->TitleBarRect(); +} +CIMGUI_API void ImGuiWindow_MenuBarRect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->MenuBarRect(); +} +CIMGUI_API ImGuiTabItem* ImGuiTabItem_ImGuiTabItem(void) +{ + return IM_NEW(ImGuiTabItem)(); +} +CIMGUI_API void ImGuiTabItem_destroy(ImGuiTabItem* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTabBar* ImGuiTabBar_ImGuiTabBar(void) +{ + return IM_NEW(ImGuiTabBar)(); +} +CIMGUI_API void ImGuiTabBar_destroy(ImGuiTabBar* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumn* ImGuiTableColumn_ImGuiTableColumn(void) +{ + return IM_NEW(ImGuiTableColumn)(); +} +CIMGUI_API void ImGuiTableColumn_destroy(ImGuiTableColumn* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableInstanceData* ImGuiTableInstanceData_ImGuiTableInstanceData(void) +{ + return IM_NEW(ImGuiTableInstanceData)(); +} +CIMGUI_API void ImGuiTableInstanceData_destroy(ImGuiTableInstanceData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTable* ImGuiTable_ImGuiTable(void) +{ + return IM_NEW(ImGuiTable)(); +} +CIMGUI_API void ImGuiTable_destroy(ImGuiTable* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableTempData* ImGuiTableTempData_ImGuiTableTempData(void) +{ + return IM_NEW(ImGuiTableTempData)(); +} +CIMGUI_API void ImGuiTableTempData_destroy(ImGuiTableTempData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableColumnSettings_ImGuiTableColumnSettings(void) +{ + return IM_NEW(ImGuiTableColumnSettings)(); +} +CIMGUI_API void ImGuiTableColumnSettings_destroy(ImGuiTableColumnSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableSettings* ImGuiTableSettings_ImGuiTableSettings(void) +{ + return IM_NEW(ImGuiTableSettings)(); +} +CIMGUI_API void ImGuiTableSettings_destroy(ImGuiTableSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableSettings_GetColumnSettings(ImGuiTableSettings* self) +{ + return self->GetColumnSettings(); +} +CIMGUI_API ImGuiIO* igGetIOEx(ImGuiContext* ctx) +{ + return &ImGui::GetIOEx(ctx); +} +CIMGUI_API ImGuiPlatformIO* igGetPlatformIOEx(ImGuiContext* ctx) +{ + return &ImGui::GetPlatformIOEx(ctx); +} +CIMGUI_API ImGuiWindow* igGetCurrentWindowRead() +{ + return ImGui::GetCurrentWindowRead(); +} +CIMGUI_API ImGuiWindow* igGetCurrentWindow() +{ + return ImGui::GetCurrentWindow(); +} +CIMGUI_API ImGuiWindow* igFindWindowByID(ImGuiID id) +{ + return ImGui::FindWindowByID(id); +} +CIMGUI_API ImGuiWindow* igFindWindowByName(const char* name) +{ + return ImGui::FindWindowByName(name); +} +CIMGUI_API void igUpdateWindowParentAndRootLinks(ImGuiWindow* window,ImGuiWindowFlags flags,ImGuiWindow* parent_window) +{ + return ImGui::UpdateWindowParentAndRootLinks(window,flags,parent_window); +} +CIMGUI_API void igUpdateWindowSkipRefresh(ImGuiWindow* window) +{ + return ImGui::UpdateWindowSkipRefresh(window); +} +CIMGUI_API void igCalcWindowNextAutoFitSize(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::CalcWindowNextAutoFitSize(window); +} +CIMGUI_API bool igIsWindowChildOf(ImGuiWindow* window,ImGuiWindow* potential_parent,bool popup_hierarchy,bool dock_hierarchy) +{ + return ImGui::IsWindowChildOf(window,potential_parent,popup_hierarchy,dock_hierarchy); +} +CIMGUI_API bool igIsWindowWithinBeginStackOf(ImGuiWindow* window,ImGuiWindow* potential_parent) +{ + return ImGui::IsWindowWithinBeginStackOf(window,potential_parent); +} +CIMGUI_API bool igIsWindowAbove(ImGuiWindow* potential_above,ImGuiWindow* potential_below) +{ + return ImGui::IsWindowAbove(potential_above,potential_below); +} +CIMGUI_API bool igIsWindowNavFocusable(ImGuiWindow* window) +{ + return ImGui::IsWindowNavFocusable(window); +} +CIMGUI_API void igSetWindowPos_WindowPtr(ImGuiWindow* window,const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(window,pos,cond); +} +CIMGUI_API void igSetWindowSize_WindowPtr(ImGuiWindow* window,const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(window,size,cond); +} +CIMGUI_API void igSetWindowCollapsed_WindowPtr(ImGuiWindow* window,bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(window,collapsed,cond); +} +CIMGUI_API void igSetWindowHitTestHole(ImGuiWindow* window,const ImVec2 pos,const ImVec2 size) +{ + return ImGui::SetWindowHitTestHole(window,pos,size); +} +CIMGUI_API void igSetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window) +{ + return ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(window); +} +CIMGUI_API void igSetWindowParentWindowForFocusRoute(ImGuiWindow* window,ImGuiWindow* parent_window) +{ + return ImGui::SetWindowParentWindowForFocusRoute(window,parent_window); +} +CIMGUI_API void igWindowRectAbsToRel(ImRect *pOut,ImGuiWindow* window,const ImRect r) +{ + *pOut = ImGui::WindowRectAbsToRel(window,r); +} +CIMGUI_API void igWindowRectRelToAbs(ImRect *pOut,ImGuiWindow* window,const ImRect r) +{ + *pOut = ImGui::WindowRectRelToAbs(window,r); +} +CIMGUI_API void igWindowPosAbsToRel(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p) +{ + *pOut = ImGui::WindowPosAbsToRel(window,p); +} +CIMGUI_API void igWindowPosRelToAbs(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p) +{ + *pOut = ImGui::WindowPosRelToAbs(window,p); +} +CIMGUI_API void igFocusWindow(ImGuiWindow* window,ImGuiFocusRequestFlags flags) +{ + return ImGui::FocusWindow(window,flags); +} +CIMGUI_API void igFocusTopMostWindowUnderOne(ImGuiWindow* under_this_window,ImGuiWindow* ignore_window,ImGuiViewport* filter_viewport,ImGuiFocusRequestFlags flags) +{ + return ImGui::FocusTopMostWindowUnderOne(under_this_window,ignore_window,filter_viewport,flags); +} +CIMGUI_API void igBringWindowToFocusFront(ImGuiWindow* window) +{ + return ImGui::BringWindowToFocusFront(window); +} +CIMGUI_API void igBringWindowToDisplayFront(ImGuiWindow* window) +{ + return ImGui::BringWindowToDisplayFront(window); +} +CIMGUI_API void igBringWindowToDisplayBack(ImGuiWindow* window) +{ + return ImGui::BringWindowToDisplayBack(window); +} +CIMGUI_API void igBringWindowToDisplayBehind(ImGuiWindow* window,ImGuiWindow* above_window) +{ + return ImGui::BringWindowToDisplayBehind(window,above_window); +} +CIMGUI_API int igFindWindowDisplayIndex(ImGuiWindow* window) +{ + return ImGui::FindWindowDisplayIndex(window); +} +CIMGUI_API ImGuiWindow* igFindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window) +{ + return ImGui::FindBottomMostVisibleWindowWithinBeginStack(window); +} +CIMGUI_API void igSetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags) +{ + return ImGui::SetNextWindowRefreshPolicy(flags); +} +CIMGUI_API void igSetCurrentFont(ImFont* font) +{ + return ImGui::SetCurrentFont(font); +} +CIMGUI_API ImFont* igGetDefaultFont() +{ + return ImGui::GetDefaultFont(); +} +CIMGUI_API ImDrawList* igGetForegroundDrawList_WindowPtr(ImGuiWindow* window) +{ + return ImGui::GetForegroundDrawList(window); +} +CIMGUI_API void igAddDrawListToDrawDataEx(ImDrawData* draw_data,ImVector_ImDrawListPtr* out_list,ImDrawList* draw_list) +{ + return ImGui::AddDrawListToDrawDataEx(draw_data,out_list,draw_list); +} +CIMGUI_API void igInitialize() +{ + return ImGui::Initialize(); +} +CIMGUI_API void igShutdown() +{ + return ImGui::Shutdown(); +} +CIMGUI_API void igUpdateInputEvents(bool trickle_fast_inputs) +{ + return ImGui::UpdateInputEvents(trickle_fast_inputs); +} +CIMGUI_API void igUpdateHoveredWindowAndCaptureFlags() +{ + return ImGui::UpdateHoveredWindowAndCaptureFlags(); +} +CIMGUI_API void igFindHoveredWindowEx(const ImVec2 pos,bool find_first_and_in_any_viewport,ImGuiWindow** out_hovered_window,ImGuiWindow** out_hovered_window_under_moving_window) +{ + return ImGui::FindHoveredWindowEx(pos,find_first_and_in_any_viewport,out_hovered_window,out_hovered_window_under_moving_window); +} +CIMGUI_API void igStartMouseMovingWindow(ImGuiWindow* window) +{ + return ImGui::StartMouseMovingWindow(window); +} +CIMGUI_API void igStartMouseMovingWindowOrNode(ImGuiWindow* window,ImGuiDockNode* node,bool undock) +{ + return ImGui::StartMouseMovingWindowOrNode(window,node,undock); +} +CIMGUI_API void igUpdateMouseMovingWindowNewFrame() +{ + return ImGui::UpdateMouseMovingWindowNewFrame(); +} +CIMGUI_API void igUpdateMouseMovingWindowEndFrame() +{ + return ImGui::UpdateMouseMovingWindowEndFrame(); +} +CIMGUI_API ImGuiID igAddContextHook(ImGuiContext* context,const ImGuiContextHook* hook) +{ + return ImGui::AddContextHook(context,hook); +} +CIMGUI_API void igRemoveContextHook(ImGuiContext* context,ImGuiID hook_to_remove) +{ + return ImGui::RemoveContextHook(context,hook_to_remove); +} +CIMGUI_API void igCallContextHooks(ImGuiContext* context,ImGuiContextHookType type) +{ + return ImGui::CallContextHooks(context,type); +} +CIMGUI_API void igTranslateWindowsInViewport(ImGuiViewportP* viewport,const ImVec2 old_pos,const ImVec2 new_pos,const ImVec2 old_size,const ImVec2 new_size) +{ + return ImGui::TranslateWindowsInViewport(viewport,old_pos,new_pos,old_size,new_size); +} +CIMGUI_API void igScaleWindowsInViewport(ImGuiViewportP* viewport,float scale) +{ + return ImGui::ScaleWindowsInViewport(viewport,scale); +} +CIMGUI_API void igDestroyPlatformWindow(ImGuiViewportP* viewport) +{ + return ImGui::DestroyPlatformWindow(viewport); +} +CIMGUI_API void igSetWindowViewport(ImGuiWindow* window,ImGuiViewportP* viewport) +{ + return ImGui::SetWindowViewport(window,viewport); +} +CIMGUI_API void igSetCurrentViewport(ImGuiWindow* window,ImGuiViewportP* viewport) +{ + return ImGui::SetCurrentViewport(window,viewport); +} +CIMGUI_API const ImGuiPlatformMonitor* igGetViewportPlatformMonitor(ImGuiViewport* viewport) +{ + return ImGui::GetViewportPlatformMonitor(viewport); +} +CIMGUI_API ImGuiViewportP* igFindHoveredViewportFromPlatformWindowStack(const ImVec2 mouse_platform_pos) +{ + return ImGui::FindHoveredViewportFromPlatformWindowStack(mouse_platform_pos); +} +CIMGUI_API void igMarkIniSettingsDirty_Nil() +{ + return ImGui::MarkIniSettingsDirty(); +} +CIMGUI_API void igMarkIniSettingsDirty_WindowPtr(ImGuiWindow* window) +{ + return ImGui::MarkIniSettingsDirty(window); +} +CIMGUI_API void igClearIniSettings() +{ + return ImGui::ClearIniSettings(); +} +CIMGUI_API void igAddSettingsHandler(const ImGuiSettingsHandler* handler) +{ + return ImGui::AddSettingsHandler(handler); +} +CIMGUI_API void igRemoveSettingsHandler(const char* type_name) +{ + return ImGui::RemoveSettingsHandler(type_name); +} +CIMGUI_API ImGuiSettingsHandler* igFindSettingsHandler(const char* type_name) +{ + return ImGui::FindSettingsHandler(type_name); +} +CIMGUI_API ImGuiWindowSettings* igCreateNewWindowSettings(const char* name) +{ + return ImGui::CreateNewWindowSettings(name); +} +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByID(ImGuiID id) +{ + return ImGui::FindWindowSettingsByID(id); +} +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByWindow(ImGuiWindow* window) +{ + return ImGui::FindWindowSettingsByWindow(window); +} +CIMGUI_API void igClearWindowSettings(const char* name) +{ + return ImGui::ClearWindowSettings(name); +} +CIMGUI_API void igLocalizeRegisterEntries(const ImGuiLocEntry* entries,int count) +{ + return ImGui::LocalizeRegisterEntries(entries,count); +} +CIMGUI_API const char* igLocalizeGetMsg(ImGuiLocKey key) +{ + return ImGui::LocalizeGetMsg(key); +} +CIMGUI_API void igSetScrollX_WindowPtr(ImGuiWindow* window,float scroll_x) +{ + return ImGui::SetScrollX(window,scroll_x); +} +CIMGUI_API void igSetScrollY_WindowPtr(ImGuiWindow* window,float scroll_y) +{ + return ImGui::SetScrollY(window,scroll_y); +} +CIMGUI_API void igSetScrollFromPosX_WindowPtr(ImGuiWindow* window,float local_x,float center_x_ratio) +{ + return ImGui::SetScrollFromPosX(window,local_x,center_x_ratio); +} +CIMGUI_API void igSetScrollFromPosY_WindowPtr(ImGuiWindow* window,float local_y,float center_y_ratio) +{ + return ImGui::SetScrollFromPosY(window,local_y,center_y_ratio); +} +CIMGUI_API void igScrollToItem(ImGuiScrollFlags flags) +{ + return ImGui::ScrollToItem(flags); +} +CIMGUI_API void igScrollToRect(ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags) +{ + return ImGui::ScrollToRect(window,rect,flags); +} +CIMGUI_API void igScrollToRectEx(ImVec2 *pOut,ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags) +{ + *pOut = ImGui::ScrollToRectEx(window,rect,flags); +} +CIMGUI_API void igScrollToBringRectIntoView(ImGuiWindow* window,const ImRect rect) +{ + return ImGui::ScrollToBringRectIntoView(window,rect); +} +CIMGUI_API ImGuiItemStatusFlags igGetItemStatusFlags() +{ + return ImGui::GetItemStatusFlags(); +} +CIMGUI_API ImGuiItemFlags igGetItemFlags() +{ + return ImGui::GetItemFlags(); +} +CIMGUI_API ImGuiID igGetActiveID() +{ + return ImGui::GetActiveID(); +} +CIMGUI_API ImGuiID igGetFocusID() +{ + return ImGui::GetFocusID(); +} +CIMGUI_API void igSetActiveID(ImGuiID id,ImGuiWindow* window) +{ + return ImGui::SetActiveID(id,window); +} +CIMGUI_API void igSetFocusID(ImGuiID id,ImGuiWindow* window) +{ + return ImGui::SetFocusID(id,window); +} +CIMGUI_API void igClearActiveID() +{ + return ImGui::ClearActiveID(); +} +CIMGUI_API ImGuiID igGetHoveredID() +{ + return ImGui::GetHoveredID(); +} +CIMGUI_API void igSetHoveredID(ImGuiID id) +{ + return ImGui::SetHoveredID(id); +} +CIMGUI_API void igKeepAliveID(ImGuiID id) +{ + return ImGui::KeepAliveID(id); +} +CIMGUI_API void igMarkItemEdited(ImGuiID id) +{ + return ImGui::MarkItemEdited(id); +} +CIMGUI_API void igPushOverrideID(ImGuiID id) +{ + return ImGui::PushOverrideID(id); +} +CIMGUI_API ImGuiID igGetIDWithSeed_Str(const char* str_id_begin,const char* str_id_end,ImGuiID seed) +{ + return ImGui::GetIDWithSeed(str_id_begin,str_id_end,seed); +} +CIMGUI_API ImGuiID igGetIDWithSeed_Int(int n,ImGuiID seed) +{ + return ImGui::GetIDWithSeed(n,seed); +} +CIMGUI_API void igItemSize_Vec2(const ImVec2 size,float text_baseline_y) +{ + return ImGui::ItemSize(size,text_baseline_y); +} +CIMGUI_API void igItemSize_Rect(const ImRect bb,float text_baseline_y) +{ + return ImGui::ItemSize(bb,text_baseline_y); +} +CIMGUI_API bool igItemAdd(const ImRect bb,ImGuiID id,const ImRect* nav_bb,ImGuiItemFlags extra_flags) +{ + return ImGui::ItemAdd(bb,id,nav_bb,extra_flags); +} +CIMGUI_API bool igItemHoverable(const ImRect bb,ImGuiID id,ImGuiItemFlags item_flags) +{ + return ImGui::ItemHoverable(bb,id,item_flags); +} +CIMGUI_API bool igIsWindowContentHoverable(ImGuiWindow* window,ImGuiHoveredFlags flags) +{ + return ImGui::IsWindowContentHoverable(window,flags); +} +CIMGUI_API bool igIsClippedEx(const ImRect bb,ImGuiID id) +{ + return ImGui::IsClippedEx(bb,id); +} +CIMGUI_API void igSetLastItemData(ImGuiID item_id,ImGuiItemFlags in_flags,ImGuiItemStatusFlags status_flags,const ImRect item_rect) +{ + return ImGui::SetLastItemData(item_id,in_flags,status_flags,item_rect); +} +CIMGUI_API void igCalcItemSize(ImVec2 *pOut,ImVec2 size,float default_w,float default_h) +{ + *pOut = ImGui::CalcItemSize(size,default_w,default_h); +} +CIMGUI_API float igCalcWrapWidthForPos(const ImVec2 pos,float wrap_pos_x) +{ + return ImGui::CalcWrapWidthForPos(pos,wrap_pos_x); +} +CIMGUI_API void igPushMultiItemsWidths(int components,float width_full) +{ + return ImGui::PushMultiItemsWidths(components,width_full); +} +CIMGUI_API void igShrinkWidths(ImGuiShrinkWidthItem* items,int count,float width_excess) +{ + return ImGui::ShrinkWidths(items,count,width_excess); +} +CIMGUI_API const ImGuiDataVarInfo* igGetStyleVarInfo(ImGuiStyleVar idx) +{ + return ImGui::GetStyleVarInfo(idx); +} +CIMGUI_API void igBeginDisabledOverrideReenable() +{ + return ImGui::BeginDisabledOverrideReenable(); +} +CIMGUI_API void igEndDisabledOverrideReenable() +{ + return ImGui::EndDisabledOverrideReenable(); +} +CIMGUI_API void igLogBegin(ImGuiLogFlags flags,int auto_open_depth) +{ + return ImGui::LogBegin(flags,auto_open_depth); +} +CIMGUI_API void igLogToBuffer(int auto_open_depth) +{ + return ImGui::LogToBuffer(auto_open_depth); +} +CIMGUI_API void igLogRenderedText(const ImVec2* ref_pos,const char* text,const char* text_end) +{ + return ImGui::LogRenderedText(ref_pos,text,text_end); +} +CIMGUI_API void igLogSetNextTextDecoration(const char* prefix,const char* suffix) +{ + return ImGui::LogSetNextTextDecoration(prefix,suffix); +} +CIMGUI_API bool igBeginChildEx(const char* name,ImGuiID id,const ImVec2 size_arg,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginChildEx(name,id,size_arg,child_flags,window_flags); +} +CIMGUI_API bool igBeginPopupEx(ImGuiID id,ImGuiWindowFlags extra_window_flags) +{ + return ImGui::BeginPopupEx(id,extra_window_flags); +} +CIMGUI_API void igOpenPopupEx(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopupEx(id,popup_flags); +} +CIMGUI_API void igClosePopupToLevel(int remaining,bool restore_focus_to_window_under_popup) +{ + return ImGui::ClosePopupToLevel(remaining,restore_focus_to_window_under_popup); +} +CIMGUI_API void igClosePopupsOverWindow(ImGuiWindow* ref_window,bool restore_focus_to_window_under_popup) +{ + return ImGui::ClosePopupsOverWindow(ref_window,restore_focus_to_window_under_popup); +} +CIMGUI_API void igClosePopupsExceptModals() +{ + return ImGui::ClosePopupsExceptModals(); +} +CIMGUI_API bool igIsPopupOpen_ID(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::IsPopupOpen(id,popup_flags); +} +CIMGUI_API void igGetPopupAllowedExtentRect(ImRect *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::GetPopupAllowedExtentRect(window); +} +CIMGUI_API ImGuiWindow* igGetTopMostPopupModal() +{ + return ImGui::GetTopMostPopupModal(); +} +CIMGUI_API ImGuiWindow* igGetTopMostAndVisiblePopupModal() +{ + return ImGui::GetTopMostAndVisiblePopupModal(); +} +CIMGUI_API ImGuiWindow* igFindBlockingModal(ImGuiWindow* window) +{ + return ImGui::FindBlockingModal(window); +} +CIMGUI_API void igFindBestWindowPosForPopup(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::FindBestWindowPosForPopup(window); +} +CIMGUI_API void igFindBestWindowPosForPopupEx(ImVec2 *pOut,const ImVec2 ref_pos,const ImVec2 size,ImGuiDir* last_dir,const ImRect r_outer,const ImRect r_avoid,ImGuiPopupPositionPolicy policy) +{ + *pOut = ImGui::FindBestWindowPosForPopupEx(ref_pos,size,last_dir,r_outer,r_avoid,policy); +} +CIMGUI_API bool igBeginTooltipEx(ImGuiTooltipFlags tooltip_flags,ImGuiWindowFlags extra_window_flags) +{ + return ImGui::BeginTooltipEx(tooltip_flags,extra_window_flags); +} +CIMGUI_API bool igBeginTooltipHidden() +{ + return ImGui::BeginTooltipHidden(); +} +CIMGUI_API bool igBeginViewportSideBar(const char* name,ImGuiViewport* viewport,ImGuiDir dir,float size,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginViewportSideBar(name,viewport,dir,size,window_flags); +} +CIMGUI_API bool igBeginMenuEx(const char* label,const char* icon,bool enabled) +{ + return ImGui::BeginMenuEx(label,icon,enabled); +} +CIMGUI_API bool igMenuItemEx(const char* label,const char* icon,const char* shortcut,bool selected,bool enabled) +{ + return ImGui::MenuItemEx(label,icon,shortcut,selected,enabled); +} +CIMGUI_API bool igBeginComboPopup(ImGuiID popup_id,const ImRect bb,ImGuiComboFlags flags) +{ + return ImGui::BeginComboPopup(popup_id,bb,flags); +} +CIMGUI_API bool igBeginComboPreview() +{ + return ImGui::BeginComboPreview(); +} +CIMGUI_API void igEndComboPreview() +{ + return ImGui::EndComboPreview(); +} +CIMGUI_API void igNavInitWindow(ImGuiWindow* window,bool force_reinit) +{ + return ImGui::NavInitWindow(window,force_reinit); +} +CIMGUI_API void igNavInitRequestApplyResult() +{ + return ImGui::NavInitRequestApplyResult(); +} +CIMGUI_API bool igNavMoveRequestButNoResultYet() +{ + return ImGui::NavMoveRequestButNoResultYet(); +} +CIMGUI_API void igNavMoveRequestSubmit(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags) +{ + return ImGui::NavMoveRequestSubmit(move_dir,clip_dir,move_flags,scroll_flags); +} +CIMGUI_API void igNavMoveRequestForward(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags) +{ + return ImGui::NavMoveRequestForward(move_dir,clip_dir,move_flags,scroll_flags); +} +CIMGUI_API void igNavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + return ImGui::NavMoveRequestResolveWithLastItem(result); +} +CIMGUI_API void igNavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result,ImGuiTreeNodeStackData* tree_node_data) +{ + return ImGui::NavMoveRequestResolveWithPastTreeNode(result,tree_node_data); +} +CIMGUI_API void igNavMoveRequestCancel() +{ + return ImGui::NavMoveRequestCancel(); +} +CIMGUI_API void igNavMoveRequestApplyResult() +{ + return ImGui::NavMoveRequestApplyResult(); +} +CIMGUI_API void igNavMoveRequestTryWrapping(ImGuiWindow* window,ImGuiNavMoveFlags move_flags) +{ + return ImGui::NavMoveRequestTryWrapping(window,move_flags); +} +CIMGUI_API void igNavHighlightActivated(ImGuiID id) +{ + return ImGui::NavHighlightActivated(id); +} +CIMGUI_API void igNavClearPreferredPosForAxis(ImGuiAxis axis) +{ + return ImGui::NavClearPreferredPosForAxis(axis); +} +CIMGUI_API void igSetNavCursorVisibleAfterMove() +{ + return ImGui::SetNavCursorVisibleAfterMove(); +} +CIMGUI_API void igNavUpdateCurrentWindowIsScrollPushableX() +{ + return ImGui::NavUpdateCurrentWindowIsScrollPushableX(); +} +CIMGUI_API void igSetNavWindow(ImGuiWindow* window) +{ + return ImGui::SetNavWindow(window); +} +CIMGUI_API void igSetNavID(ImGuiID id,ImGuiNavLayer nav_layer,ImGuiID focus_scope_id,const ImRect rect_rel) +{ + return ImGui::SetNavID(id,nav_layer,focus_scope_id,rect_rel); +} +CIMGUI_API void igSetNavFocusScope(ImGuiID focus_scope_id) +{ + return ImGui::SetNavFocusScope(focus_scope_id); +} +CIMGUI_API void igFocusItem() +{ + return ImGui::FocusItem(); +} +CIMGUI_API void igActivateItemByID(ImGuiID id) +{ + return ImGui::ActivateItemByID(id); +} +CIMGUI_API bool igIsNamedKey(ImGuiKey key) +{ + return ImGui::IsNamedKey(key); +} +CIMGUI_API bool igIsNamedKeyOrMod(ImGuiKey key) +{ + return ImGui::IsNamedKeyOrMod(key); +} +CIMGUI_API bool igIsLegacyKey(ImGuiKey key) +{ + return ImGui::IsLegacyKey(key); +} +CIMGUI_API bool igIsKeyboardKey(ImGuiKey key) +{ + return ImGui::IsKeyboardKey(key); +} +CIMGUI_API bool igIsGamepadKey(ImGuiKey key) +{ + return ImGui::IsGamepadKey(key); +} +CIMGUI_API bool igIsMouseKey(ImGuiKey key) +{ + return ImGui::IsMouseKey(key); +} +CIMGUI_API bool igIsAliasKey(ImGuiKey key) +{ + return ImGui::IsAliasKey(key); +} +CIMGUI_API bool igIsLRModKey(ImGuiKey key) +{ + return ImGui::IsLRModKey(key); +} +CIMGUI_API ImGuiKeyChord igFixupKeyChord(ImGuiKeyChord key_chord) +{ + return ImGui::FixupKeyChord(key_chord); +} +CIMGUI_API ImGuiKey igConvertSingleModFlagToKey(ImGuiKey key) +{ + return ImGui::ConvertSingleModFlagToKey(key); +} +CIMGUI_API ImGuiKeyData* igGetKeyData_ContextPtr(ImGuiContext* ctx,ImGuiKey key) +{ + return ImGui::GetKeyData(ctx,key); +} +CIMGUI_API ImGuiKeyData* igGetKeyData_Key(ImGuiKey key) +{ + return ImGui::GetKeyData(key); +} +CIMGUI_API const char* igGetKeyChordName(ImGuiKeyChord key_chord) +{ + return ImGui::GetKeyChordName(key_chord); +} +CIMGUI_API ImGuiKey igMouseButtonToKey(ImGuiMouseButton button) +{ + return ImGui::MouseButtonToKey(button); +} +CIMGUI_API bool igIsMouseDragPastThreshold(ImGuiMouseButton button,float lock_threshold) +{ + return ImGui::IsMouseDragPastThreshold(button,lock_threshold); +} +CIMGUI_API void igGetKeyMagnitude2d(ImVec2 *pOut,ImGuiKey key_left,ImGuiKey key_right,ImGuiKey key_up,ImGuiKey key_down) +{ + *pOut = ImGui::GetKeyMagnitude2d(key_left,key_right,key_up,key_down); +} +CIMGUI_API float igGetNavTweakPressedAmount(ImGuiAxis axis) +{ + return ImGui::GetNavTweakPressedAmount(axis); +} +CIMGUI_API int igCalcTypematicRepeatAmount(float t0,float t1,float repeat_delay,float repeat_rate) +{ + return ImGui::CalcTypematicRepeatAmount(t0,t1,repeat_delay,repeat_rate); +} +CIMGUI_API void igGetTypematicRepeatRate(ImGuiInputFlags flags,float* repeat_delay,float* repeat_rate) +{ + return ImGui::GetTypematicRepeatRate(flags,repeat_delay,repeat_rate); +} +CIMGUI_API void igTeleportMousePos(const ImVec2 pos) +{ + return ImGui::TeleportMousePos(pos); +} +CIMGUI_API void igSetActiveIdUsingAllKeyboardKeys() +{ + return ImGui::SetActiveIdUsingAllKeyboardKeys(); +} +CIMGUI_API bool igIsActiveIdUsingNavDir(ImGuiDir dir) +{ + return ImGui::IsActiveIdUsingNavDir(dir); +} +CIMGUI_API ImGuiID igGetKeyOwner(ImGuiKey key) +{ + return ImGui::GetKeyOwner(key); +} +CIMGUI_API void igSetKeyOwner(ImGuiKey key,ImGuiID owner_id,ImGuiInputFlags flags) +{ + return ImGui::SetKeyOwner(key,owner_id,flags); +} +CIMGUI_API void igSetKeyOwnersForKeyChord(ImGuiKeyChord key,ImGuiID owner_id,ImGuiInputFlags flags) +{ + return ImGui::SetKeyOwnersForKeyChord(key,owner_id,flags); +} +CIMGUI_API void igSetItemKeyOwner_InputFlags(ImGuiKey key,ImGuiInputFlags flags) +{ + return ImGui::SetItemKeyOwner(key,flags); +} +CIMGUI_API bool igTestKeyOwner(ImGuiKey key,ImGuiID owner_id) +{ + return ImGui::TestKeyOwner(key,owner_id); +} +CIMGUI_API ImGuiKeyOwnerData* igGetKeyOwnerData(ImGuiContext* ctx,ImGuiKey key) +{ + return ImGui::GetKeyOwnerData(ctx,key); +} +CIMGUI_API bool igIsKeyDown_ID(ImGuiKey key,ImGuiID owner_id) +{ + return ImGui::IsKeyDown(key,owner_id); +} +CIMGUI_API bool igIsKeyPressed_InputFlags(ImGuiKey key,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::IsKeyPressed(key,flags,owner_id); +} +CIMGUI_API bool igIsKeyReleased_ID(ImGuiKey key,ImGuiID owner_id) +{ + return ImGui::IsKeyReleased(key,owner_id); +} +CIMGUI_API bool igIsKeyChordPressed_InputFlags(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::IsKeyChordPressed(key_chord,flags,owner_id); +} +CIMGUI_API bool igIsMouseDown_ID(ImGuiMouseButton button,ImGuiID owner_id) +{ + return ImGui::IsMouseDown(button,owner_id); +} +CIMGUI_API bool igIsMouseClicked_InputFlags(ImGuiMouseButton button,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::IsMouseClicked(button,flags,owner_id); +} +CIMGUI_API bool igIsMouseReleased_ID(ImGuiMouseButton button,ImGuiID owner_id) +{ + return ImGui::IsMouseReleased(button,owner_id); +} +CIMGUI_API bool igIsMouseDoubleClicked_ID(ImGuiMouseButton button,ImGuiID owner_id) +{ + return ImGui::IsMouseDoubleClicked(button,owner_id); +} +CIMGUI_API bool igShortcut_ID(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::Shortcut(key_chord,flags,owner_id); +} +CIMGUI_API bool igSetShortcutRouting(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::SetShortcutRouting(key_chord,flags,owner_id); +} +CIMGUI_API bool igTestShortcutRouting(ImGuiKeyChord key_chord,ImGuiID owner_id) +{ + return ImGui::TestShortcutRouting(key_chord,owner_id); +} +CIMGUI_API ImGuiKeyRoutingData* igGetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + return ImGui::GetShortcutRoutingData(key_chord); +} +CIMGUI_API void igDockContextInitialize(ImGuiContext* ctx) +{ + return ImGui::DockContextInitialize(ctx); +} +CIMGUI_API void igDockContextShutdown(ImGuiContext* ctx) +{ + return ImGui::DockContextShutdown(ctx); +} +CIMGUI_API void igDockContextClearNodes(ImGuiContext* ctx,ImGuiID root_id,bool clear_settings_refs) +{ + return ImGui::DockContextClearNodes(ctx,root_id,clear_settings_refs); +} +CIMGUI_API void igDockContextRebuildNodes(ImGuiContext* ctx) +{ + return ImGui::DockContextRebuildNodes(ctx); +} +CIMGUI_API void igDockContextNewFrameUpdateUndocking(ImGuiContext* ctx) +{ + return ImGui::DockContextNewFrameUpdateUndocking(ctx); +} +CIMGUI_API void igDockContextNewFrameUpdateDocking(ImGuiContext* ctx) +{ + return ImGui::DockContextNewFrameUpdateDocking(ctx); +} +CIMGUI_API void igDockContextEndFrame(ImGuiContext* ctx) +{ + return ImGui::DockContextEndFrame(ctx); +} +CIMGUI_API ImGuiID igDockContextGenNodeID(ImGuiContext* ctx) +{ + return ImGui::DockContextGenNodeID(ctx); +} +CIMGUI_API void igDockContextQueueDock(ImGuiContext* ctx,ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload,ImGuiDir split_dir,float split_ratio,bool split_outer) +{ + return ImGui::DockContextQueueDock(ctx,target,target_node,payload,split_dir,split_ratio,split_outer); +} +CIMGUI_API void igDockContextQueueUndockWindow(ImGuiContext* ctx,ImGuiWindow* window) +{ + return ImGui::DockContextQueueUndockWindow(ctx,window); +} +CIMGUI_API void igDockContextQueueUndockNode(ImGuiContext* ctx,ImGuiDockNode* node) +{ + return ImGui::DockContextQueueUndockNode(ctx,node); +} +CIMGUI_API void igDockContextProcessUndockWindow(ImGuiContext* ctx,ImGuiWindow* window,bool clear_persistent_docking_ref) +{ + return ImGui::DockContextProcessUndockWindow(ctx,window,clear_persistent_docking_ref); +} +CIMGUI_API void igDockContextProcessUndockNode(ImGuiContext* ctx,ImGuiDockNode* node) +{ + return ImGui::DockContextProcessUndockNode(ctx,node); +} +CIMGUI_API bool igDockContextCalcDropPosForDocking(ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload_window,ImGuiDockNode* payload_node,ImGuiDir split_dir,bool split_outer,ImVec2* out_pos) +{ + return ImGui::DockContextCalcDropPosForDocking(target,target_node,payload_window,payload_node,split_dir,split_outer,out_pos); +} +CIMGUI_API ImGuiDockNode* igDockContextFindNodeByID(ImGuiContext* ctx,ImGuiID id) +{ + return ImGui::DockContextFindNodeByID(ctx,id); +} +CIMGUI_API void igDockNodeWindowMenuHandler_Default(ImGuiContext* ctx,ImGuiDockNode* node,ImGuiTabBar* tab_bar) +{ + return ImGui::DockNodeWindowMenuHandler_Default(ctx,node,tab_bar); +} +CIMGUI_API bool igDockNodeBeginAmendTabBar(ImGuiDockNode* node) +{ + return ImGui::DockNodeBeginAmendTabBar(node); +} +CIMGUI_API void igDockNodeEndAmendTabBar() +{ + return ImGui::DockNodeEndAmendTabBar(); +} +CIMGUI_API ImGuiDockNode* igDockNodeGetRootNode(ImGuiDockNode* node) +{ + return ImGui::DockNodeGetRootNode(node); +} +CIMGUI_API bool igDockNodeIsInHierarchyOf(ImGuiDockNode* node,ImGuiDockNode* parent) +{ + return ImGui::DockNodeIsInHierarchyOf(node,parent); +} +CIMGUI_API int igDockNodeGetDepth(const ImGuiDockNode* node) +{ + return ImGui::DockNodeGetDepth(node); +} +CIMGUI_API ImGuiID igDockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) +{ + return ImGui::DockNodeGetWindowMenuButtonId(node); +} +CIMGUI_API ImGuiDockNode* igGetWindowDockNode() +{ + return ImGui::GetWindowDockNode(); +} +CIMGUI_API bool igGetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) +{ + return ImGui::GetWindowAlwaysWantOwnTabBar(window); +} +CIMGUI_API void igBeginDocked(ImGuiWindow* window,bool* p_open) +{ + return ImGui::BeginDocked(window,p_open); +} +CIMGUI_API void igBeginDockableDragDropSource(ImGuiWindow* window) +{ + return ImGui::BeginDockableDragDropSource(window); +} +CIMGUI_API void igBeginDockableDragDropTarget(ImGuiWindow* window) +{ + return ImGui::BeginDockableDragDropTarget(window); +} +CIMGUI_API void igSetWindowDock(ImGuiWindow* window,ImGuiID dock_id,ImGuiCond cond) +{ + return ImGui::SetWindowDock(window,dock_id,cond); +} +CIMGUI_API void igDockBuilderDockWindow(const char* window_name,ImGuiID node_id) +{ + return ImGui::DockBuilderDockWindow(window_name,node_id); +} +CIMGUI_API ImGuiDockNode* igDockBuilderGetNode(ImGuiID node_id) +{ + return ImGui::DockBuilderGetNode(node_id); +} +CIMGUI_API ImGuiDockNode* igDockBuilderGetCentralNode(ImGuiID node_id) +{ + return ImGui::DockBuilderGetCentralNode(node_id); +} +CIMGUI_API ImGuiID igDockBuilderAddNode(ImGuiID node_id,ImGuiDockNodeFlags flags) +{ + return ImGui::DockBuilderAddNode(node_id,flags); +} +CIMGUI_API void igDockBuilderRemoveNode(ImGuiID node_id) +{ + return ImGui::DockBuilderRemoveNode(node_id); +} +CIMGUI_API void igDockBuilderRemoveNodeDockedWindows(ImGuiID node_id,bool clear_settings_refs) +{ + return ImGui::DockBuilderRemoveNodeDockedWindows(node_id,clear_settings_refs); +} +CIMGUI_API void igDockBuilderRemoveNodeChildNodes(ImGuiID node_id) +{ + return ImGui::DockBuilderRemoveNodeChildNodes(node_id); +} +CIMGUI_API void igDockBuilderSetNodePos(ImGuiID node_id,ImVec2 pos) +{ + return ImGui::DockBuilderSetNodePos(node_id,pos); +} +CIMGUI_API void igDockBuilderSetNodeSize(ImGuiID node_id,ImVec2 size) +{ + return ImGui::DockBuilderSetNodeSize(node_id,size); +} +CIMGUI_API ImGuiID igDockBuilderSplitNode(ImGuiID node_id,ImGuiDir split_dir,float size_ratio_for_node_at_dir,ImGuiID* out_id_at_dir,ImGuiID* out_id_at_opposite_dir) +{ + return ImGui::DockBuilderSplitNode(node_id,split_dir,size_ratio_for_node_at_dir,out_id_at_dir,out_id_at_opposite_dir); +} +CIMGUI_API void igDockBuilderCopyDockSpace(ImGuiID src_dockspace_id,ImGuiID dst_dockspace_id,ImVector_const_charPtr* in_window_remap_pairs) +{ + return ImGui::DockBuilderCopyDockSpace(src_dockspace_id,dst_dockspace_id,in_window_remap_pairs); +} +CIMGUI_API void igDockBuilderCopyNode(ImGuiID src_node_id,ImGuiID dst_node_id,ImVector_ImGuiID* out_node_remap_pairs) +{ + return ImGui::DockBuilderCopyNode(src_node_id,dst_node_id,out_node_remap_pairs); +} +CIMGUI_API void igDockBuilderCopyWindowSettings(const char* src_name,const char* dst_name) +{ + return ImGui::DockBuilderCopyWindowSettings(src_name,dst_name); +} +CIMGUI_API void igDockBuilderFinish(ImGuiID node_id) +{ + return ImGui::DockBuilderFinish(node_id); +} +CIMGUI_API void igPushFocusScope(ImGuiID id) +{ + return ImGui::PushFocusScope(id); +} +CIMGUI_API void igPopFocusScope() +{ + return ImGui::PopFocusScope(); +} +CIMGUI_API ImGuiID igGetCurrentFocusScope() +{ + return ImGui::GetCurrentFocusScope(); +} +CIMGUI_API bool igIsDragDropActive() +{ + return ImGui::IsDragDropActive(); +} +CIMGUI_API bool igBeginDragDropTargetCustom(const ImRect bb,ImGuiID id) +{ + return ImGui::BeginDragDropTargetCustom(bb,id); +} +CIMGUI_API void igClearDragDrop() +{ + return ImGui::ClearDragDrop(); +} +CIMGUI_API bool igIsDragDropPayloadBeingAccepted() +{ + return ImGui::IsDragDropPayloadBeingAccepted(); +} +CIMGUI_API void igRenderDragDropTargetRect(const ImRect bb,const ImRect item_clip_rect) +{ + return ImGui::RenderDragDropTargetRect(bb,item_clip_rect); +} +CIMGUI_API ImGuiTypingSelectRequest* igGetTypingSelectRequest(ImGuiTypingSelectFlags flags) +{ + return ImGui::GetTypingSelectRequest(flags); +} +CIMGUI_API int igTypingSelectFindMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx) +{ + return ImGui::TypingSelectFindMatch(req,items_count,get_item_name_func,user_data,nav_item_idx); +} +CIMGUI_API int igTypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx) +{ + return ImGui::TypingSelectFindNextSingleCharMatch(req,items_count,get_item_name_func,user_data,nav_item_idx); +} +CIMGUI_API int igTypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data) +{ + return ImGui::TypingSelectFindBestLeadingMatch(req,items_count,get_item_name_func,user_data); +} +CIMGUI_API bool igBeginBoxSelect(const ImRect scope_rect,ImGuiWindow* window,ImGuiID box_select_id,ImGuiMultiSelectFlags ms_flags) +{ + return ImGui::BeginBoxSelect(scope_rect,window,box_select_id,ms_flags); +} +CIMGUI_API void igEndBoxSelect(const ImRect scope_rect,ImGuiMultiSelectFlags ms_flags) +{ + return ImGui::EndBoxSelect(scope_rect,ms_flags); +} +CIMGUI_API void igMultiSelectItemHeader(ImGuiID id,bool* p_selected,ImGuiButtonFlags* p_button_flags) +{ + return ImGui::MultiSelectItemHeader(id,p_selected,p_button_flags); +} +CIMGUI_API void igMultiSelectItemFooter(ImGuiID id,bool* p_selected,bool* p_pressed) +{ + return ImGui::MultiSelectItemFooter(id,p_selected,p_pressed); +} +CIMGUI_API void igMultiSelectAddSetAll(ImGuiMultiSelectTempData* ms,bool selected) +{ + return ImGui::MultiSelectAddSetAll(ms,selected); +} +CIMGUI_API void igMultiSelectAddSetRange(ImGuiMultiSelectTempData* ms,bool selected,int range_dir,ImGuiSelectionUserData first_item,ImGuiSelectionUserData last_item) +{ + return ImGui::MultiSelectAddSetRange(ms,selected,range_dir,first_item,last_item); +} +CIMGUI_API ImGuiBoxSelectState* igGetBoxSelectState(ImGuiID id) +{ + return ImGui::GetBoxSelectState(id); +} +CIMGUI_API ImGuiMultiSelectState* igGetMultiSelectState(ImGuiID id) +{ + return ImGui::GetMultiSelectState(id); +} +CIMGUI_API void igSetWindowClipRectBeforeSetChannel(ImGuiWindow* window,const ImRect clip_rect) +{ + return ImGui::SetWindowClipRectBeforeSetChannel(window,clip_rect); +} +CIMGUI_API void igBeginColumns(const char* str_id,int count,ImGuiOldColumnFlags flags) +{ + return ImGui::BeginColumns(str_id,count,flags); +} +CIMGUI_API void igEndColumns() +{ + return ImGui::EndColumns(); +} +CIMGUI_API void igPushColumnClipRect(int column_index) +{ + return ImGui::PushColumnClipRect(column_index); +} +CIMGUI_API void igPushColumnsBackground() +{ + return ImGui::PushColumnsBackground(); +} +CIMGUI_API void igPopColumnsBackground() +{ + return ImGui::PopColumnsBackground(); +} +CIMGUI_API ImGuiID igGetColumnsID(const char* str_id,int count) +{ + return ImGui::GetColumnsID(str_id,count); +} +CIMGUI_API ImGuiOldColumns* igFindOrCreateColumns(ImGuiWindow* window,ImGuiID id) +{ + return ImGui::FindOrCreateColumns(window,id); +} +CIMGUI_API float igGetColumnOffsetFromNorm(const ImGuiOldColumns* columns,float offset_norm) +{ + return ImGui::GetColumnOffsetFromNorm(columns,offset_norm); +} +CIMGUI_API float igGetColumnNormFromOffset(const ImGuiOldColumns* columns,float offset) +{ + return ImGui::GetColumnNormFromOffset(columns,offset); +} +CIMGUI_API void igTableOpenContextMenu(int column_n) +{ + return ImGui::TableOpenContextMenu(column_n); +} +CIMGUI_API void igTableSetColumnWidth(int column_n,float width) +{ + return ImGui::TableSetColumnWidth(column_n,width); +} +CIMGUI_API void igTableSetColumnSortDirection(int column_n,ImGuiSortDirection sort_direction,bool append_to_sort_specs) +{ + return ImGui::TableSetColumnSortDirection(column_n,sort_direction,append_to_sort_specs); +} +CIMGUI_API int igTableGetHoveredRow() +{ + return ImGui::TableGetHoveredRow(); +} +CIMGUI_API float igTableGetHeaderRowHeight() +{ + return ImGui::TableGetHeaderRowHeight(); +} +CIMGUI_API float igTableGetHeaderAngledMaxLabelWidth() +{ + return ImGui::TableGetHeaderAngledMaxLabelWidth(); +} +CIMGUI_API void igTablePushBackgroundChannel() +{ + return ImGui::TablePushBackgroundChannel(); +} +CIMGUI_API void igTablePopBackgroundChannel() +{ + return ImGui::TablePopBackgroundChannel(); +} +CIMGUI_API void igTableAngledHeadersRowEx(ImGuiID row_id,float angle,float max_label_width,const ImGuiTableHeaderData* data,int data_count) +{ + return ImGui::TableAngledHeadersRowEx(row_id,angle,max_label_width,data,data_count); +} +CIMGUI_API ImGuiTable* igGetCurrentTable() +{ + return ImGui::GetCurrentTable(); +} +CIMGUI_API ImGuiTable* igTableFindByID(ImGuiID id) +{ + return ImGui::TableFindByID(id); +} +CIMGUI_API bool igBeginTableEx(const char* name,ImGuiID id,int columns_count,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width) +{ + return ImGui::BeginTableEx(name,id,columns_count,flags,outer_size,inner_width); +} +CIMGUI_API void igTableBeginInitMemory(ImGuiTable* table,int columns_count) +{ + return ImGui::TableBeginInitMemory(table,columns_count); +} +CIMGUI_API void igTableBeginApplyRequests(ImGuiTable* table) +{ + return ImGui::TableBeginApplyRequests(table); +} +CIMGUI_API void igTableSetupDrawChannels(ImGuiTable* table) +{ + return ImGui::TableSetupDrawChannels(table); +} +CIMGUI_API void igTableUpdateLayout(ImGuiTable* table) +{ + return ImGui::TableUpdateLayout(table); +} +CIMGUI_API void igTableUpdateBorders(ImGuiTable* table) +{ + return ImGui::TableUpdateBorders(table); +} +CIMGUI_API void igTableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + return ImGui::TableUpdateColumnsWeightFromWidth(table); +} +CIMGUI_API void igTableDrawBorders(ImGuiTable* table) +{ + return ImGui::TableDrawBorders(table); +} +CIMGUI_API void igTableDrawDefaultContextMenu(ImGuiTable* table,ImGuiTableFlags flags_for_section_to_display) +{ + return ImGui::TableDrawDefaultContextMenu(table,flags_for_section_to_display); +} +CIMGUI_API bool igTableBeginContextMenuPopup(ImGuiTable* table) +{ + return ImGui::TableBeginContextMenuPopup(table); +} +CIMGUI_API void igTableMergeDrawChannels(ImGuiTable* table) +{ + return ImGui::TableMergeDrawChannels(table); +} +CIMGUI_API ImGuiTableInstanceData* igTableGetInstanceData(ImGuiTable* table,int instance_no) +{ + return ImGui::TableGetInstanceData(table,instance_no); +} +CIMGUI_API ImGuiID igTableGetInstanceID(ImGuiTable* table,int instance_no) +{ + return ImGui::TableGetInstanceID(table,instance_no); +} +CIMGUI_API void igTableSortSpecsSanitize(ImGuiTable* table) +{ + return ImGui::TableSortSpecsSanitize(table); +} +CIMGUI_API void igTableSortSpecsBuild(ImGuiTable* table) +{ + return ImGui::TableSortSpecsBuild(table); +} +CIMGUI_API ImGuiSortDirection igTableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + return ImGui::TableGetColumnNextSortDirection(column); +} +CIMGUI_API void igTableFixColumnSortDirection(ImGuiTable* table,ImGuiTableColumn* column) +{ + return ImGui::TableFixColumnSortDirection(table,column); +} +CIMGUI_API float igTableGetColumnWidthAuto(ImGuiTable* table,ImGuiTableColumn* column) +{ + return ImGui::TableGetColumnWidthAuto(table,column); +} +CIMGUI_API void igTableBeginRow(ImGuiTable* table) +{ + return ImGui::TableBeginRow(table); +} +CIMGUI_API void igTableEndRow(ImGuiTable* table) +{ + return ImGui::TableEndRow(table); +} +CIMGUI_API void igTableBeginCell(ImGuiTable* table,int column_n) +{ + return ImGui::TableBeginCell(table,column_n); +} +CIMGUI_API void igTableEndCell(ImGuiTable* table) +{ + return ImGui::TableEndCell(table); +} +CIMGUI_API void igTableGetCellBgRect(ImRect *pOut,const ImGuiTable* table,int column_n) +{ + *pOut = ImGui::TableGetCellBgRect(table,column_n); +} +CIMGUI_API const char* igTableGetColumnName_TablePtr(const ImGuiTable* table,int column_n) +{ + return ImGui::TableGetColumnName(table,column_n); +} +CIMGUI_API ImGuiID igTableGetColumnResizeID(ImGuiTable* table,int column_n,int instance_no) +{ + return ImGui::TableGetColumnResizeID(table,column_n,instance_no); +} +CIMGUI_API float igTableCalcMaxColumnWidth(const ImGuiTable* table,int column_n) +{ + return ImGui::TableCalcMaxColumnWidth(table,column_n); +} +CIMGUI_API void igTableSetColumnWidthAutoSingle(ImGuiTable* table,int column_n) +{ + return ImGui::TableSetColumnWidthAutoSingle(table,column_n); +} +CIMGUI_API void igTableSetColumnWidthAutoAll(ImGuiTable* table) +{ + return ImGui::TableSetColumnWidthAutoAll(table); +} +CIMGUI_API void igTableRemove(ImGuiTable* table) +{ + return ImGui::TableRemove(table); +} +CIMGUI_API void igTableGcCompactTransientBuffers_TablePtr(ImGuiTable* table) +{ + return ImGui::TableGcCompactTransientBuffers(table); +} +CIMGUI_API void igTableGcCompactTransientBuffers_TableTempDataPtr(ImGuiTableTempData* table) +{ + return ImGui::TableGcCompactTransientBuffers(table); +} +CIMGUI_API void igTableGcCompactSettings() +{ + return ImGui::TableGcCompactSettings(); +} +CIMGUI_API void igTableLoadSettings(ImGuiTable* table) +{ + return ImGui::TableLoadSettings(table); +} +CIMGUI_API void igTableSaveSettings(ImGuiTable* table) +{ + return ImGui::TableSaveSettings(table); +} +CIMGUI_API void igTableResetSettings(ImGuiTable* table) +{ + return ImGui::TableResetSettings(table); +} +CIMGUI_API ImGuiTableSettings* igTableGetBoundSettings(ImGuiTable* table) +{ + return ImGui::TableGetBoundSettings(table); +} +CIMGUI_API void igTableSettingsAddSettingsHandler() +{ + return ImGui::TableSettingsAddSettingsHandler(); +} +CIMGUI_API ImGuiTableSettings* igTableSettingsCreate(ImGuiID id,int columns_count) +{ + return ImGui::TableSettingsCreate(id,columns_count); +} +CIMGUI_API ImGuiTableSettings* igTableSettingsFindByID(ImGuiID id) +{ + return ImGui::TableSettingsFindByID(id); +} +CIMGUI_API ImGuiTabBar* igGetCurrentTabBar() +{ + return ImGui::GetCurrentTabBar(); +} +CIMGUI_API bool igBeginTabBarEx(ImGuiTabBar* tab_bar,const ImRect bb,ImGuiTabBarFlags flags) +{ + return ImGui::BeginTabBarEx(tab_bar,bb,flags); +} +CIMGUI_API ImGuiTabItem* igTabBarFindTabByID(ImGuiTabBar* tab_bar,ImGuiID tab_id) +{ + return ImGui::TabBarFindTabByID(tab_bar,tab_id); +} +CIMGUI_API ImGuiTabItem* igTabBarFindTabByOrder(ImGuiTabBar* tab_bar,int order) +{ + return ImGui::TabBarFindTabByOrder(tab_bar,order); +} +CIMGUI_API ImGuiTabItem* igTabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) +{ + return ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(tab_bar); +} +CIMGUI_API ImGuiTabItem* igTabBarGetCurrentTab(ImGuiTabBar* tab_bar) +{ + return ImGui::TabBarGetCurrentTab(tab_bar); +} +CIMGUI_API int igTabBarGetTabOrder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarGetTabOrder(tab_bar,tab); +} +CIMGUI_API const char* igTabBarGetTabName(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarGetTabName(tab_bar,tab); +} +CIMGUI_API void igTabBarAddTab(ImGuiTabBar* tab_bar,ImGuiTabItemFlags tab_flags,ImGuiWindow* window) +{ + return ImGui::TabBarAddTab(tab_bar,tab_flags,window); +} +CIMGUI_API void igTabBarRemoveTab(ImGuiTabBar* tab_bar,ImGuiID tab_id) +{ + return ImGui::TabBarRemoveTab(tab_bar,tab_id); +} +CIMGUI_API void igTabBarCloseTab(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarCloseTab(tab_bar,tab); +} +CIMGUI_API void igTabBarQueueFocus_TabItemPtr(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarQueueFocus(tab_bar,tab); +} +CIMGUI_API void igTabBarQueueFocus_Str(ImGuiTabBar* tab_bar,const char* tab_name) +{ + return ImGui::TabBarQueueFocus(tab_bar,tab_name); +} +CIMGUI_API void igTabBarQueueReorder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,int offset) +{ + return ImGui::TabBarQueueReorder(tab_bar,tab,offset); +} +CIMGUI_API void igTabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,ImVec2 mouse_pos) +{ + return ImGui::TabBarQueueReorderFromMousePos(tab_bar,tab,mouse_pos); +} +CIMGUI_API bool igTabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + return ImGui::TabBarProcessReorder(tab_bar); +} +CIMGUI_API bool igTabItemEx(ImGuiTabBar* tab_bar,const char* label,bool* p_open,ImGuiTabItemFlags flags,ImGuiWindow* docked_window) +{ + return ImGui::TabItemEx(tab_bar,label,p_open,flags,docked_window); +} +CIMGUI_API void igTabItemCalcSize_Str(ImVec2 *pOut,const char* label,bool has_close_button_or_unsaved_marker) +{ + *pOut = ImGui::TabItemCalcSize(label,has_close_button_or_unsaved_marker); +} +CIMGUI_API void igTabItemCalcSize_WindowPtr(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::TabItemCalcSize(window); +} +CIMGUI_API void igTabItemBackground(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImU32 col) +{ + return ImGui::TabItemBackground(draw_list,bb,flags,col); +} +CIMGUI_API void igTabItemLabelAndCloseButton(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImVec2 frame_padding,const char* label,ImGuiID tab_id,ImGuiID close_button_id,bool is_contents_visible,bool* out_just_closed,bool* out_text_clipped) +{ + return ImGui::TabItemLabelAndCloseButton(draw_list,bb,flags,frame_padding,label,tab_id,close_button_id,is_contents_visible,out_just_closed,out_text_clipped); +} +CIMGUI_API void igRenderText(ImVec2 pos,const char* text,const char* text_end,bool hide_text_after_hash) +{ + return ImGui::RenderText(pos,text,text_end,hide_text_after_hash); +} +CIMGUI_API void igRenderTextWrapped(ImVec2 pos,const char* text,const char* text_end,float wrap_width) +{ + return ImGui::RenderTextWrapped(pos,text,text_end,wrap_width); +} +CIMGUI_API void igRenderTextClipped(const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect) +{ + return ImGui::RenderTextClipped(pos_min,pos_max,text,text_end,text_size_if_known,align,clip_rect); +} +CIMGUI_API void igRenderTextClippedEx(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect) +{ + return ImGui::RenderTextClippedEx(draw_list,pos_min,pos_max,text,text_end,text_size_if_known,align,clip_rect); +} +CIMGUI_API void igRenderTextEllipsis(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,float clip_max_x,float ellipsis_max_x,const char* text,const char* text_end,const ImVec2* text_size_if_known) +{ + return ImGui::RenderTextEllipsis(draw_list,pos_min,pos_max,clip_max_x,ellipsis_max_x,text,text_end,text_size_if_known); +} +CIMGUI_API void igRenderFrame(ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,bool borders,float rounding) +{ + return ImGui::RenderFrame(p_min,p_max,fill_col,borders,rounding); +} +CIMGUI_API void igRenderFrameBorder(ImVec2 p_min,ImVec2 p_max,float rounding) +{ + return ImGui::RenderFrameBorder(p_min,p_max,rounding); +} +CIMGUI_API void igRenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list,ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,float grid_step,ImVec2 grid_off,float rounding,ImDrawFlags flags) +{ + return ImGui::RenderColorRectWithAlphaCheckerboard(draw_list,p_min,p_max,fill_col,grid_step,grid_off,rounding,flags); +} +CIMGUI_API void igRenderNavCursor(const ImRect bb,ImGuiID id,ImGuiNavRenderCursorFlags flags) +{ + return ImGui::RenderNavCursor(bb,id,flags); +} +CIMGUI_API const char* igFindRenderedTextEnd(const char* text,const char* text_end) +{ + return ImGui::FindRenderedTextEnd(text,text_end); +} +CIMGUI_API void igRenderMouseCursor(ImVec2 pos,float scale,ImGuiMouseCursor mouse_cursor,ImU32 col_fill,ImU32 col_border,ImU32 col_shadow) +{ + return ImGui::RenderMouseCursor(pos,scale,mouse_cursor,col_fill,col_border,col_shadow); +} +CIMGUI_API void igRenderArrow(ImDrawList* draw_list,ImVec2 pos,ImU32 col,ImGuiDir dir,float scale) +{ + return ImGui::RenderArrow(draw_list,pos,col,dir,scale); +} +CIMGUI_API void igRenderBullet(ImDrawList* draw_list,ImVec2 pos,ImU32 col) +{ + return ImGui::RenderBullet(draw_list,pos,col); +} +CIMGUI_API void igRenderCheckMark(ImDrawList* draw_list,ImVec2 pos,ImU32 col,float sz) +{ + return ImGui::RenderCheckMark(draw_list,pos,col,sz); +} +CIMGUI_API void igRenderArrowPointingAt(ImDrawList* draw_list,ImVec2 pos,ImVec2 half_sz,ImGuiDir direction,ImU32 col) +{ + return ImGui::RenderArrowPointingAt(draw_list,pos,half_sz,direction,col); +} +CIMGUI_API void igRenderArrowDockMenu(ImDrawList* draw_list,ImVec2 p_min,float sz,ImU32 col) +{ + return ImGui::RenderArrowDockMenu(draw_list,p_min,sz,col); +} +CIMGUI_API void igRenderRectFilledRangeH(ImDrawList* draw_list,const ImRect rect,ImU32 col,float x_start_norm,float x_end_norm,float rounding) +{ + return ImGui::RenderRectFilledRangeH(draw_list,rect,col,x_start_norm,x_end_norm,rounding); +} +CIMGUI_API void igRenderRectFilledWithHole(ImDrawList* draw_list,const ImRect outer,const ImRect inner,ImU32 col,float rounding) +{ + return ImGui::RenderRectFilledWithHole(draw_list,outer,inner,col,rounding); +} +CIMGUI_API ImDrawFlags igCalcRoundingFlagsForRectInRect(const ImRect r_in,const ImRect r_outer,float threshold) +{ + return ImGui::CalcRoundingFlagsForRectInRect(r_in,r_outer,threshold); +} +CIMGUI_API void igTextEx(const char* text,const char* text_end,ImGuiTextFlags flags) +{ + return ImGui::TextEx(text,text_end,flags); +} +CIMGUI_API bool igButtonEx(const char* label,const ImVec2 size_arg,ImGuiButtonFlags flags) +{ + return ImGui::ButtonEx(label,size_arg,flags); +} +CIMGUI_API bool igArrowButtonEx(const char* str_id,ImGuiDir dir,ImVec2 size_arg,ImGuiButtonFlags flags) +{ + return ImGui::ArrowButtonEx(str_id,dir,size_arg,flags); +} +CIMGUI_API bool igImageButtonEx(ImGuiID id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col,ImGuiButtonFlags flags) +{ + return ImGui::ImageButtonEx(id,user_texture_id,image_size,uv0,uv1,bg_col,tint_col,flags); +} +CIMGUI_API void igSeparatorEx(ImGuiSeparatorFlags flags,float thickness) +{ + return ImGui::SeparatorEx(flags,thickness); +} +CIMGUI_API void igSeparatorTextEx(ImGuiID id,const char* label,const char* label_end,float extra_width) +{ + return ImGui::SeparatorTextEx(id,label,label_end,extra_width); +} +CIMGUI_API bool igCheckboxFlags_S64Ptr(const char* label,ImS64* flags,ImS64 flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCheckboxFlags_U64Ptr(const char* label,ImU64* flags,ImU64 flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCloseButton(ImGuiID id,const ImVec2 pos) +{ + return ImGui::CloseButton(id,pos); +} +CIMGUI_API bool igCollapseButton(ImGuiID id,const ImVec2 pos,ImGuiDockNode* dock_node) +{ + return ImGui::CollapseButton(id,pos,dock_node); +} +CIMGUI_API void igScrollbar(ImGuiAxis axis) +{ + return ImGui::Scrollbar(axis); +} +CIMGUI_API bool igScrollbarEx(const ImRect bb,ImGuiID id,ImGuiAxis axis,ImS64* p_scroll_v,ImS64 avail_v,ImS64 contents_v,ImDrawFlags draw_rounding_flags) +{ + return ImGui::ScrollbarEx(bb,id,axis,p_scroll_v,avail_v,contents_v,draw_rounding_flags); +} +CIMGUI_API void igGetWindowScrollbarRect(ImRect *pOut,ImGuiWindow* window,ImGuiAxis axis) +{ + *pOut = ImGui::GetWindowScrollbarRect(window,axis); +} +CIMGUI_API ImGuiID igGetWindowScrollbarID(ImGuiWindow* window,ImGuiAxis axis) +{ + return ImGui::GetWindowScrollbarID(window,axis); +} +CIMGUI_API ImGuiID igGetWindowResizeCornerID(ImGuiWindow* window,int n) +{ + return ImGui::GetWindowResizeCornerID(window,n); +} +CIMGUI_API ImGuiID igGetWindowResizeBorderID(ImGuiWindow* window,ImGuiDir dir) +{ + return ImGui::GetWindowResizeBorderID(window,dir); +} +CIMGUI_API bool igButtonBehavior(const ImRect bb,ImGuiID id,bool* out_hovered,bool* out_held,ImGuiButtonFlags flags) +{ + return ImGui::ButtonBehavior(bb,id,out_hovered,out_held,flags); +} +CIMGUI_API bool igDragBehavior(ImGuiID id,ImGuiDataType data_type,void* p_v,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragBehavior(id,data_type,p_v,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderBehavior(const ImRect bb,ImGuiID id,ImGuiDataType data_type,void* p_v,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags,ImRect* out_grab_bb) +{ + return ImGui::SliderBehavior(bb,id,data_type,p_v,p_min,p_max,format,flags,out_grab_bb); +} +CIMGUI_API bool igSplitterBehavior(const ImRect bb,ImGuiID id,ImGuiAxis axis,float* size1,float* size2,float min_size1,float min_size2,float hover_extend,float hover_visibility_delay,ImU32 bg_col) +{ + return ImGui::SplitterBehavior(bb,id,axis,size1,size2,min_size1,min_size2,hover_extend,hover_visibility_delay,bg_col); +} +CIMGUI_API bool igTreeNodeBehavior(ImGuiID id,ImGuiTreeNodeFlags flags,const char* label,const char* label_end) +{ + return ImGui::TreeNodeBehavior(id,flags,label,label_end); +} +CIMGUI_API void igTreePushOverrideID(ImGuiID id) +{ + return ImGui::TreePushOverrideID(id); +} +CIMGUI_API bool igTreeNodeGetOpen(ImGuiID storage_id) +{ + return ImGui::TreeNodeGetOpen(storage_id); +} +CIMGUI_API void igTreeNodeSetOpen(ImGuiID storage_id,bool open) +{ + return ImGui::TreeNodeSetOpen(storage_id,open); +} +CIMGUI_API bool igTreeNodeUpdateNextOpen(ImGuiID storage_id,ImGuiTreeNodeFlags flags) +{ + return ImGui::TreeNodeUpdateNextOpen(storage_id,flags); +} +CIMGUI_API const ImGuiDataTypeInfo* igDataTypeGetInfo(ImGuiDataType data_type) +{ + return ImGui::DataTypeGetInfo(data_type); +} +CIMGUI_API int igDataTypeFormatString(char* buf,int buf_size,ImGuiDataType data_type,const void* p_data,const char* format) +{ + return ImGui::DataTypeFormatString(buf,buf_size,data_type,p_data,format); +} +CIMGUI_API void igDataTypeApplyOp(ImGuiDataType data_type,int op,void* output,const void* arg_1,const void* arg_2) +{ + return ImGui::DataTypeApplyOp(data_type,op,output,arg_1,arg_2); +} +CIMGUI_API bool igDataTypeApplyFromText(const char* buf,ImGuiDataType data_type,void* p_data,const char* format,void* p_data_when_empty) +{ + return ImGui::DataTypeApplyFromText(buf,data_type,p_data,format,p_data_when_empty); +} +CIMGUI_API int igDataTypeCompare(ImGuiDataType data_type,const void* arg_1,const void* arg_2) +{ + return ImGui::DataTypeCompare(data_type,arg_1,arg_2); +} +CIMGUI_API bool igDataTypeClamp(ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max) +{ + return ImGui::DataTypeClamp(data_type,p_data,p_min,p_max); +} +CIMGUI_API bool igDataTypeIsZero(ImGuiDataType data_type,const void* p_data) +{ + return ImGui::DataTypeIsZero(data_type,p_data); +} +CIMGUI_API bool igInputTextEx(const char* label,const char* hint,char* buf,int buf_size,const ImVec2 size_arg,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextEx(label,hint,buf,buf_size,size_arg,flags,callback,user_data); +} +CIMGUI_API void igInputTextDeactivateHook(ImGuiID id) +{ + return ImGui::InputTextDeactivateHook(id); +} +CIMGUI_API bool igTempInputText(const ImRect bb,ImGuiID id,const char* label,char* buf,int buf_size,ImGuiInputTextFlags flags) +{ + return ImGui::TempInputText(bb,id,label,buf,buf_size,flags); +} +CIMGUI_API bool igTempInputScalar(const ImRect bb,ImGuiID id,const char* label,ImGuiDataType data_type,void* p_data,const char* format,const void* p_clamp_min,const void* p_clamp_max) +{ + return ImGui::TempInputScalar(bb,id,label,data_type,p_data,format,p_clamp_min,p_clamp_max); +} +CIMGUI_API bool igTempInputIsActive(ImGuiID id) +{ + return ImGui::TempInputIsActive(id); +} +CIMGUI_API ImGuiInputTextState* igGetInputTextState(ImGuiID id) +{ + return ImGui::GetInputTextState(id); +} +CIMGUI_API void igSetNextItemRefVal(ImGuiDataType data_type,void* p_data) +{ + return ImGui::SetNextItemRefVal(data_type,p_data); +} +CIMGUI_API void igColorTooltip(const char* text,const float* col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorTooltip(text,col,flags); +} +CIMGUI_API void igColorEditOptionsPopup(const float* col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorEditOptionsPopup(col,flags); +} +CIMGUI_API void igColorPickerOptionsPopup(const float* ref_col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorPickerOptionsPopup(ref_col,flags); +} +CIMGUI_API int igPlotEx(ImGuiPlotType plot_type,const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,const ImVec2 size_arg) +{ + return ImGui::PlotEx(plot_type,label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,size_arg); +} +CIMGUI_API void igShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,ImVec2 gradient_p0,ImVec2 gradient_p1,ImU32 col0,ImU32 col1) +{ + return ImGui::ShadeVertsLinearColorGradientKeepAlpha(draw_list,vert_start_idx,vert_end_idx,gradient_p0,gradient_p1,col0,col1); +} +CIMGUI_API void igShadeVertsLinearUV(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,bool clamp) +{ + return ImGui::ShadeVertsLinearUV(draw_list,vert_start_idx,vert_end_idx,a,b,uv_a,uv_b,clamp); +} +CIMGUI_API void igShadeVertsTransformPos(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 pivot_in,float cos_a,float sin_a,const ImVec2 pivot_out) +{ + return ImGui::ShadeVertsTransformPos(draw_list,vert_start_idx,vert_end_idx,pivot_in,cos_a,sin_a,pivot_out); +} +CIMGUI_API void igGcCompactTransientMiscBuffers() +{ + return ImGui::GcCompactTransientMiscBuffers(); +} +CIMGUI_API void igGcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + return ImGui::GcCompactTransientWindowBuffers(window); +} +CIMGUI_API void igGcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + return ImGui::GcAwakeTransientWindowBuffers(window); +} +CIMGUI_API bool igErrorLog(const char* msg) +{ + return ImGui::ErrorLog(msg); +} +CIMGUI_API void igErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out) +{ + return ImGui::ErrorRecoveryStoreState(state_out); +} +CIMGUI_API void igErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in) +{ + return ImGui::ErrorRecoveryTryToRecoverState(state_in); +} +CIMGUI_API void igErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in) +{ + return ImGui::ErrorRecoveryTryToRecoverWindowState(state_in); +} +CIMGUI_API void igErrorCheckUsingSetCursorPosToExtendParentBoundaries() +{ + return ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); +} +CIMGUI_API void igErrorCheckEndFrameFinalizeErrorTooltip() +{ + return ImGui::ErrorCheckEndFrameFinalizeErrorTooltip(); +} +CIMGUI_API bool igBeginErrorTooltip() +{ + return ImGui::BeginErrorTooltip(); +} +CIMGUI_API void igEndErrorTooltip() +{ + return ImGui::EndErrorTooltip(); +} +CIMGUI_API void igDebugAllocHook(ImGuiDebugAllocInfo* info,int frame_count,void* ptr,size_t size) +{ + return ImGui::DebugAllocHook(info,frame_count,ptr,size); +} +CIMGUI_API void igDebugDrawCursorPos(ImU32 col) +{ + return ImGui::DebugDrawCursorPos(col); +} +CIMGUI_API void igDebugDrawLineExtents(ImU32 col) +{ + return ImGui::DebugDrawLineExtents(col); +} +CIMGUI_API void igDebugDrawItemRect(ImU32 col) +{ + return ImGui::DebugDrawItemRect(col); +} +CIMGUI_API void igDebugTextUnformattedWithLocateItem(const char* line_begin,const char* line_end) +{ + return ImGui::DebugTextUnformattedWithLocateItem(line_begin,line_end); +} +CIMGUI_API void igDebugLocateItem(ImGuiID target_id) +{ + return ImGui::DebugLocateItem(target_id); +} +CIMGUI_API void igDebugLocateItemOnHover(ImGuiID target_id) +{ + return ImGui::DebugLocateItemOnHover(target_id); +} +CIMGUI_API void igDebugLocateItemResolveWithLastItem() +{ + return ImGui::DebugLocateItemResolveWithLastItem(); +} +CIMGUI_API void igDebugBreakClearData() +{ + return ImGui::DebugBreakClearData(); +} +CIMGUI_API bool igDebugBreakButton(const char* label,const char* description_of_location) +{ + return ImGui::DebugBreakButton(label,description_of_location); +} +CIMGUI_API void igDebugBreakButtonTooltip(bool keyboard_only,const char* description_of_location) +{ + return ImGui::DebugBreakButtonTooltip(keyboard_only,description_of_location); +} +CIMGUI_API void igShowFontAtlas(ImFontAtlas* atlas) +{ + return ImGui::ShowFontAtlas(atlas); +} +CIMGUI_API void igDebugHookIdInfo(ImGuiID id,ImGuiDataType data_type,const void* data_id,const void* data_id_end) +{ + return ImGui::DebugHookIdInfo(id,data_type,data_id,data_id_end); +} +CIMGUI_API void igDebugNodeColumns(ImGuiOldColumns* columns) +{ + return ImGui::DebugNodeColumns(columns); +} +CIMGUI_API void igDebugNodeDockNode(ImGuiDockNode* node,const char* label) +{ + return ImGui::DebugNodeDockNode(node,label); +} +CIMGUI_API void igDebugNodeDrawList(ImGuiWindow* window,ImGuiViewportP* viewport,const ImDrawList* draw_list,const char* label) +{ + return ImGui::DebugNodeDrawList(window,viewport,draw_list,label); +} +CIMGUI_API void igDebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list,const ImDrawList* draw_list,const ImDrawCmd* draw_cmd,bool show_mesh,bool show_aabb) +{ + return ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(out_draw_list,draw_list,draw_cmd,show_mesh,show_aabb); +} +CIMGUI_API void igDebugNodeFont(ImFont* font) +{ + return ImGui::DebugNodeFont(font); +} +CIMGUI_API void igDebugNodeFontGlyph(ImFont* font,const ImFontGlyph* glyph) +{ + return ImGui::DebugNodeFontGlyph(font,glyph); +} +CIMGUI_API void igDebugNodeStorage(ImGuiStorage* storage,const char* label) +{ + return ImGui::DebugNodeStorage(storage,label); +} +CIMGUI_API void igDebugNodeTabBar(ImGuiTabBar* tab_bar,const char* label) +{ + return ImGui::DebugNodeTabBar(tab_bar,label); +} +CIMGUI_API void igDebugNodeTable(ImGuiTable* table) +{ + return ImGui::DebugNodeTable(table); +} +CIMGUI_API void igDebugNodeTableSettings(ImGuiTableSettings* settings) +{ + return ImGui::DebugNodeTableSettings(settings); +} +CIMGUI_API void igDebugNodeInputTextState(ImGuiInputTextState* state) +{ + return ImGui::DebugNodeInputTextState(state); +} +CIMGUI_API void igDebugNodeTypingSelectState(ImGuiTypingSelectState* state) +{ + return ImGui::DebugNodeTypingSelectState(state); +} +CIMGUI_API void igDebugNodeMultiSelectState(ImGuiMultiSelectState* state) +{ + return ImGui::DebugNodeMultiSelectState(state); +} +CIMGUI_API void igDebugNodeWindow(ImGuiWindow* window,const char* label) +{ + return ImGui::DebugNodeWindow(window,label); +} +CIMGUI_API void igDebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + return ImGui::DebugNodeWindowSettings(settings); +} +CIMGUI_API void igDebugNodeWindowsList(ImVector_ImGuiWindowPtr* windows,const char* label) +{ + return ImGui::DebugNodeWindowsList(windows,label); +} +CIMGUI_API void igDebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows,int windows_size,ImGuiWindow* parent_in_begin_stack) +{ + return ImGui::DebugNodeWindowsListByBeginStackParent(windows,windows_size,parent_in_begin_stack); +} +CIMGUI_API void igDebugNodeViewport(ImGuiViewportP* viewport) +{ + return ImGui::DebugNodeViewport(viewport); +} +CIMGUI_API void igDebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor,const char* label,int idx) +{ + return ImGui::DebugNodePlatformMonitor(monitor,label,idx); +} +CIMGUI_API void igDebugRenderKeyboardPreview(ImDrawList* draw_list) +{ + return ImGui::DebugRenderKeyboardPreview(draw_list); +} +CIMGUI_API void igDebugRenderViewportThumbnail(ImDrawList* draw_list,ImGuiViewportP* viewport,const ImRect bb) +{ + return ImGui::DebugRenderViewportThumbnail(draw_list,viewport,bb); +} +CIMGUI_API const ImFontBuilderIO* igImFontAtlasGetBuilderForStbTruetype() +{ + return ImFontAtlasGetBuilderForStbTruetype(); +} +CIMGUI_API void igImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas) +{ + return ImFontAtlasUpdateConfigDataPointers(atlas); +} +CIMGUI_API void igImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + return ImFontAtlasBuildInit(atlas); +} +CIMGUI_API void igImFontAtlasBuildSetupFont(ImFontAtlas* atlas,ImFont* font,ImFontConfig* font_config,float ascent,float descent) +{ + return ImFontAtlasBuildSetupFont(atlas,font,font_config,ascent,descent); +} +CIMGUI_API void igImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas,void* stbrp_context_opaque) +{ + return ImFontAtlasBuildPackCustomRects(atlas,stbrp_context_opaque); +} +CIMGUI_API void igImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + return ImFontAtlasBuildFinish(atlas); +} +CIMGUI_API void igImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned char in_marker_pixel_value) +{ + return ImFontAtlasBuildRender8bppRectFromString(atlas,x,y,w,h,in_str,in_marker_char,in_marker_pixel_value); +} +CIMGUI_API void igImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned int in_marker_pixel_value) +{ + return ImFontAtlasBuildRender32bppRectFromString(atlas,x,y,w,h,in_str,in_marker_char,in_marker_pixel_value); +} +CIMGUI_API void igImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256],float in_multiply_factor) +{ + return ImFontAtlasBuildMultiplyCalcLookupTable(out_table,in_multiply_factor); +} +CIMGUI_API void igImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256],unsigned char* pixels,int x,int y,int w,int h,int stride) +{ + return ImFontAtlasBuildMultiplyRectAlpha8(table,pixels,x,y,w,h,stride); +} +#ifdef IMGUI_ENABLE_FREETYPE +CIMGUI_API const ImFontBuilderIO* ImGuiFreeType_GetBuilderForFreeType() +{ + return ImGuiFreeType::GetBuilderForFreeType(); +} + +CIMGUI_API void ImGuiFreeType_SetAllocatorFunctions(void*(*alloc_func)(size_t sz,void* user_data),void(*free_func)(void* ptr,void* user_data),void* user_data) +{ + return ImGuiFreeType::SetAllocatorFunctions(alloc_func,free_func,user_data); +} + +#endif + + + +/////////////////////////////manual written functions +CIMGUI_API void igLogText(const char *fmt, ...) +{ + char buffer[256]; + va_list args; + va_start(args, fmt); + vsnprintf(buffer, 256, fmt, args); + va_end(args); + + ImGui::LogText("%s", buffer); +} +CIMGUI_API void ImGuiTextBuffer_appendf(ImGuiTextBuffer *self, const char *fmt, ...) +{ + va_list args; + va_start(args, fmt); + self->appendfv(fmt, args); + va_end(args); +} + +CIMGUI_API float igGET_FLT_MAX() +{ + return FLT_MAX; +} + +CIMGUI_API float igGET_FLT_MIN() +{ + return FLT_MIN; +} + + +CIMGUI_API ImVector_ImWchar* ImVector_ImWchar_create() +{ + return IM_NEW(ImVector) (); +} + +CIMGUI_API void ImVector_ImWchar_destroy(ImVector_ImWchar* self) +{ + IM_DELETE(self); +} + +CIMGUI_API void ImVector_ImWchar_Init(ImVector_ImWchar* p) +{ + IM_PLACEMENT_NEW(p) ImVector(); +} +CIMGUI_API void ImVector_ImWchar_UnInit(ImVector_ImWchar* p) +{ + p->~ImVector(); +} + + +#ifdef IMGUI_HAS_DOCK + +// NOTE: Some function pointers in the ImGuiPlatformIO structure are not C-compatible because of their +// use of a complex return type. To work around this, we store a custom CimguiStorage object inside +// ImGuiIO::BackendLanguageUserData, which contains C-compatible function pointer variants for these +// functions. When a user function pointer is provided, we hook up the underlying ImGuiPlatformIO +// function pointer to a thunk which accesses the user function pointer through CimguiStorage. + +struct CimguiStorage +{ + void(*Platform_GetWindowPos)(ImGuiViewport* vp, ImVec2* out_pos); + void(*Platform_GetWindowSize)(ImGuiViewport* vp, ImVec2* out_pos); +}; + +// Gets a reference to the CimguiStorage object stored in the current ImGui context's BackendLanguageUserData. +CimguiStorage& GetCimguiStorage() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.BackendLanguageUserData == NULL) + { + io.BackendLanguageUserData = IM_NEW(CimguiStorage)(); + } + + return *(CimguiStorage*)io.BackendLanguageUserData; +} + +// Thunk satisfying the signature of ImGuiPlatformIO::Platform_GetWindowPos. +ImVec2 Platform_GetWindowPos_hook(ImGuiViewport* vp) +{ + ImVec2 pos; + GetCimguiStorage().Platform_GetWindowPos(vp, &pos); + return pos; +}; + +// Fully C-compatible function pointer setter for ImGuiPlatformIO::Platform_GetWindowPos. +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowPos(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_pos)) +{ + CimguiStorage& storage = GetCimguiStorage(); + storage.Platform_GetWindowPos = user_callback; + platform_io->Platform_GetWindowPos = &Platform_GetWindowPos_hook; +} + +// Thunk satisfying the signature of ImGuiPlatformIO::Platform_GetWindowSize. +ImVec2 Platform_GetWindowSize_hook(ImGuiViewport* vp) +{ + ImVec2 size; + GetCimguiStorage().Platform_GetWindowSize(vp, &size); + return size; +}; + +// Fully C-compatible function pointer setter for ImGuiPlatformIO::Platform_GetWindowSize. +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowSize(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_size)) +{ + CimguiStorage& storage = GetCimguiStorage(); + storage.Platform_GetWindowSize = user_callback; + platform_io->Platform_GetWindowSize = &Platform_GetWindowSize_hook; +} + +#endif diff --git a/src/main/imgui/cimgui.h b/src/main/imgui/cimgui.h new file mode 100644 index 0000000..6f91a10 --- /dev/null +++ b/src/main/imgui/cimgui.h @@ -0,0 +1,5062 @@ +//This file is automatically generated by generator.lua from https://github.com/cimgui/cimgui +//based on imgui.h file version "1.91.7" 19170 from Dear ImGui https://github.com/ocornut/imgui +//with imgui_internal.h api +//with imgui_freetype.h api +//docking branch +#ifndef CIMGUI_INCLUDED +#define CIMGUI_INCLUDED +#include +#include +#if defined _WIN32 || defined __CYGWIN__ + #ifdef CIMGUI_NO_EXPORT + #define API + #else + #define API __declspec(dllexport) + #endif +#else + #ifdef __GNUC__ + #define API __attribute__((__visibility__("default"))) + #else + #define API + #endif +#endif + +#if defined __cplusplus + #define EXTERN extern "C" +#else + #include + #include + #define EXTERN extern +#endif + +#define CIMGUI_API EXTERN API +#define CONST const + + +#ifdef _MSC_VER +typedef unsigned __int64 ImU64; +#else +//typedef unsigned long long ImU64; +#endif + + +#ifdef CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +typedef struct ImDrawChannel ImDrawChannel; +typedef struct ImDrawCmd ImDrawCmd; +typedef struct ImDrawData ImDrawData; +typedef struct ImDrawList ImDrawList; +typedef struct ImDrawListSharedData ImDrawListSharedData; +typedef struct ImDrawListSplitter ImDrawListSplitter; +typedef struct ImDrawVert ImDrawVert; +typedef struct ImFont ImFont; +typedef struct ImFontAtlas ImFontAtlas; +typedef struct ImFontBuilderIO ImFontBuilderIO; +typedef struct ImFontConfig ImFontConfig; +typedef struct ImFontGlyph ImFontGlyph; +typedef struct ImFontGlyphRangesBuilder ImFontGlyphRangesBuilder; +typedef struct ImColor ImColor; +typedef struct ImGuiContext ImGuiContext; +typedef struct ImGuiIO ImGuiIO; +typedef struct ImGuiInputTextCallbackData ImGuiInputTextCallbackData; +typedef struct ImGuiKeyData ImGuiKeyData; +typedef struct ImGuiListClipper ImGuiListClipper; +typedef struct ImGuiMultiSelectIO ImGuiMultiSelectIO; +typedef struct ImGuiOnceUponAFrame ImGuiOnceUponAFrame; +typedef struct ImGuiPayload ImGuiPayload; +typedef struct ImGuiPlatformIO ImGuiPlatformIO; +typedef struct ImGuiPlatformImeData ImGuiPlatformImeData; +typedef struct ImGuiPlatformMonitor ImGuiPlatformMonitor; +typedef struct ImGuiSelectionBasicStorage ImGuiSelectionBasicStorage; +typedef struct ImGuiSelectionExternalStorage ImGuiSelectionExternalStorage; +typedef struct ImGuiSelectionRequest ImGuiSelectionRequest; +typedef struct ImGuiSizeCallbackData ImGuiSizeCallbackData; +typedef struct ImGuiStorage ImGuiStorage; +typedef struct ImGuiStoragePair ImGuiStoragePair; +typedef struct ImGuiStyle ImGuiStyle; +typedef struct ImGuiTableSortSpecs ImGuiTableSortSpecs; +typedef struct ImGuiTableColumnSortSpecs ImGuiTableColumnSortSpecs; +typedef struct ImGuiTextBuffer ImGuiTextBuffer; +typedef struct ImGuiTextFilter ImGuiTextFilter; +typedef struct ImGuiViewport ImGuiViewport; +typedef struct ImGuiWindowClass ImGuiWindowClass; +typedef struct ImBitVector ImBitVector; +typedef struct ImRect ImRect; +typedef struct ImDrawDataBuilder ImDrawDataBuilder; +typedef struct ImGuiBoxSelectState ImGuiBoxSelectState; +typedef struct ImGuiColorMod ImGuiColorMod; +typedef struct ImGuiContextHook ImGuiContextHook; +typedef struct ImGuiDataVarInfo ImGuiDataVarInfo; +typedef struct ImGuiDataTypeInfo ImGuiDataTypeInfo; +typedef struct ImGuiDeactivatedItemData ImGuiDeactivatedItemData; +typedef struct ImGuiDockContext ImGuiDockContext; +typedef struct ImGuiDockRequest ImGuiDockRequest; +typedef struct ImGuiDockNode ImGuiDockNode; +typedef struct ImGuiDockNodeSettings ImGuiDockNodeSettings; +typedef struct ImGuiErrorRecoveryState ImGuiErrorRecoveryState; +typedef struct ImGuiGroupData ImGuiGroupData; +typedef struct ImGuiInputTextState ImGuiInputTextState; +typedef struct ImGuiInputTextDeactivateData ImGuiInputTextDeactivateData; +typedef struct ImGuiLastItemData ImGuiLastItemData; +typedef struct ImGuiLocEntry ImGuiLocEntry; +typedef struct ImGuiMenuColumns ImGuiMenuColumns; +typedef struct ImGuiMultiSelectState ImGuiMultiSelectState; +typedef struct ImGuiMultiSelectTempData ImGuiMultiSelectTempData; +typedef struct ImGuiNavItemData ImGuiNavItemData; +typedef struct ImGuiMetricsConfig ImGuiMetricsConfig; +typedef struct ImGuiNextWindowData ImGuiNextWindowData; +typedef struct ImGuiNextItemData ImGuiNextItemData; +typedef struct ImGuiOldColumnData ImGuiOldColumnData; +typedef struct ImGuiOldColumns ImGuiOldColumns; +typedef struct ImGuiPopupData ImGuiPopupData; +typedef struct ImGuiSettingsHandler ImGuiSettingsHandler; +typedef struct ImGuiStyleMod ImGuiStyleMod; +typedef struct ImGuiTabBar ImGuiTabBar; +typedef struct ImGuiTabItem ImGuiTabItem; +typedef struct ImGuiTable ImGuiTable; +typedef struct ImGuiTableHeaderData ImGuiTableHeaderData; +typedef struct ImGuiTableColumn ImGuiTableColumn; +typedef struct ImGuiTableInstanceData ImGuiTableInstanceData; +typedef struct ImGuiTableTempData ImGuiTableTempData; +typedef struct ImGuiTableSettings ImGuiTableSettings; +typedef struct ImGuiTableColumnsSettings ImGuiTableColumnsSettings; +typedef struct ImGuiTreeNodeStackData ImGuiTreeNodeStackData; +typedef struct ImGuiTypingSelectState ImGuiTypingSelectState; +typedef struct ImGuiTypingSelectRequest ImGuiTypingSelectRequest; +typedef struct ImGuiWindow ImGuiWindow; +typedef struct ImGuiWindowDockStyle ImGuiWindowDockStyle; +typedef struct ImGuiWindowTempData ImGuiWindowTempData; +typedef struct ImGuiWindowSettings ImGuiWindowSettings; +typedef struct STB_TexteditState STB_TexteditState; +typedef struct ImVector_const_charPtr {int Size;int Capacity;const char** Data;} ImVector_const_charPtr; + +typedef unsigned int ImGuiID; +typedef signed char ImS8; +typedef unsigned char ImU8; +typedef signed short ImS16; +typedef unsigned short ImU16; +typedef signed int ImS32; +typedef unsigned int ImU32; +typedef signed long long ImS64; +typedef unsigned long long ImU64; +struct ImDrawChannel; +struct ImDrawCmd; +struct ImDrawData; +struct ImDrawList; +struct ImDrawListSharedData; +struct ImDrawListSplitter; +struct ImDrawVert; +struct ImFont; +struct ImFontAtlas; +struct ImFontBuilderIO; +struct ImFontConfig; +struct ImFontGlyph; +struct ImFontGlyphRangesBuilder; +struct ImColor; +struct ImGuiContext; +struct ImGuiIO; +struct ImGuiInputTextCallbackData; +struct ImGuiKeyData; +struct ImGuiListClipper; +struct ImGuiMultiSelectIO; +struct ImGuiOnceUponAFrame; +struct ImGuiPayload; +struct ImGuiPlatformIO; +struct ImGuiPlatformImeData; +struct ImGuiPlatformMonitor; +struct ImGuiSelectionBasicStorage; +struct ImGuiSelectionExternalStorage; +struct ImGuiSelectionRequest; +struct ImGuiSizeCallbackData; +struct ImGuiStorage; +struct ImGuiStoragePair; +struct ImGuiStyle; +struct ImGuiTableSortSpecs; +struct ImGuiTableColumnSortSpecs; +struct ImGuiTextBuffer; +struct ImGuiTextFilter; +struct ImGuiViewport; +struct ImGuiWindowClass; +typedef int ImGuiCol; +typedef int ImGuiCond; +typedef int ImGuiDataType; +typedef int ImGuiMouseButton; +typedef int ImGuiMouseCursor; +typedef int ImGuiStyleVar; +typedef int ImGuiTableBgTarget; +typedef int ImDrawFlags; +typedef int ImDrawListFlags; +typedef int ImFontAtlasFlags; +typedef int ImGuiBackendFlags; +typedef int ImGuiButtonFlags; +typedef int ImGuiChildFlags; +typedef int ImGuiColorEditFlags; +typedef int ImGuiConfigFlags; +typedef int ImGuiComboFlags; +typedef int ImGuiDockNodeFlags; +typedef int ImGuiDragDropFlags; +typedef int ImGuiFocusedFlags; +typedef int ImGuiHoveredFlags; +typedef int ImGuiInputFlags; +typedef int ImGuiInputTextFlags; +typedef int ImGuiItemFlags; +typedef int ImGuiKeyChord; +typedef int ImGuiPopupFlags; +typedef int ImGuiMultiSelectFlags; +typedef int ImGuiSelectableFlags; +typedef int ImGuiSliderFlags; +typedef int ImGuiTabBarFlags; +typedef int ImGuiTabItemFlags; +typedef int ImGuiTableFlags; +typedef int ImGuiTableColumnFlags; +typedef int ImGuiTableRowFlags; +typedef int ImGuiTreeNodeFlags; +typedef int ImGuiViewportFlags; +typedef int ImGuiWindowFlags; +typedef ImU64 ImTextureID; +typedef unsigned short ImDrawIdx; +typedef unsigned int ImWchar32; +typedef unsigned short ImWchar16; + +#ifdef IMGUI_USE_WCHAR32 +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF +#endif + +typedef ImS64 ImGuiSelectionUserData; +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); +typedef struct ImVec2 ImVec2; +struct ImVec2 +{ + float x, y; +}; +typedef struct ImVec4 ImVec4; +struct ImVec4 +{ + float x, y, z, w; +}; +typedef enum { + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, + ImGuiWindowFlags_NoResize = 1 << 1, + ImGuiWindowFlags_NoMove = 1 << 2, + ImGuiWindowFlags_NoScrollbar = 1 << 3, + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, + ImGuiWindowFlags_NoCollapse = 1 << 5, + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, + ImGuiWindowFlags_NoBackground = 1 << 7, + ImGuiWindowFlags_NoSavedSettings = 1 << 8, + ImGuiWindowFlags_NoMouseInputs = 1 << 9, + ImGuiWindowFlags_MenuBar = 1 << 10, + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, + ImGuiWindowFlags_NoNavInputs = 1 << 16, + ImGuiWindowFlags_NoNavFocus = 1 << 17, + ImGuiWindowFlags_UnsavedDocument = 1 << 18, + ImGuiWindowFlags_NoDocking = 1 << 19, + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_ChildWindow = 1 << 24, + ImGuiWindowFlags_Tooltip = 1 << 25, + ImGuiWindowFlags_Popup = 1 << 26, + ImGuiWindowFlags_Modal = 1 << 27, + ImGuiWindowFlags_ChildMenu = 1 << 28, + ImGuiWindowFlags_DockNodeHost = 1 << 29, +}ImGuiWindowFlags_; +typedef enum { + ImGuiChildFlags_None = 0, + ImGuiChildFlags_Borders = 1 << 0, + ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, + ImGuiChildFlags_ResizeX = 1 << 2, + ImGuiChildFlags_ResizeY = 1 << 3, + ImGuiChildFlags_AutoResizeX = 1 << 4, + ImGuiChildFlags_AutoResizeY = 1 << 5, + ImGuiChildFlags_AlwaysAutoResize = 1 << 6, + ImGuiChildFlags_FrameStyle = 1 << 7, + ImGuiChildFlags_NavFlattened = 1 << 8, +}ImGuiChildFlags_; +typedef enum { + ImGuiItemFlags_None = 0, + ImGuiItemFlags_NoTabStop = 1 << 0, + ImGuiItemFlags_NoNav = 1 << 1, + ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, + ImGuiItemFlags_ButtonRepeat = 1 << 3, + ImGuiItemFlags_AutoClosePopups = 1 << 4, + ImGuiItemFlags_AllowDuplicateId = 1 << 5, +}ImGuiItemFlags_; +typedef enum { + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, + ImGuiInputTextFlags_CharsScientific = 1 << 2, + ImGuiInputTextFlags_CharsUppercase = 1 << 3, + ImGuiInputTextFlags_CharsNoBlank = 1 << 4, + ImGuiInputTextFlags_AllowTabInput = 1 << 5, + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, + ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, + ImGuiInputTextFlags_ReadOnly = 1 << 9, + ImGuiInputTextFlags_Password = 1 << 10, + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, + ImGuiInputTextFlags_AutoSelectAll = 1 << 12, + ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, + ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, + ImGuiInputTextFlags_ElideLeft = 1 << 17, + ImGuiInputTextFlags_CallbackCompletion = 1 << 18, + ImGuiInputTextFlags_CallbackHistory = 1 << 19, + ImGuiInputTextFlags_CallbackAlways = 1 << 20, + ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, + ImGuiInputTextFlags_CallbackResize = 1 << 22, + ImGuiInputTextFlags_CallbackEdit = 1 << 23, +}ImGuiInputTextFlags_; +typedef enum { + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, + ImGuiTreeNodeFlags_Framed = 1 << 1, + ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, + ImGuiTreeNodeFlags_Leaf = 1 << 8, + ImGuiTreeNodeFlags_Bullet = 1 << 9, + ImGuiTreeNodeFlags_FramePadding = 1 << 10, + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, + ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, + ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 17, + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, +}ImGuiTreeNodeFlags_; +typedef enum { + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, + ImGuiPopupFlags_MouseButtonRight = 1, + ImGuiPopupFlags_MouseButtonMiddle = 2, + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoReopen = 1 << 5, + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, + ImGuiPopupFlags_NoOpenOverItems = 1 << 8, + ImGuiPopupFlags_AnyPopupId = 1 << 10, + ImGuiPopupFlags_AnyPopupLevel = 1 << 11, + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, +}ImGuiPopupFlags_; +typedef enum { + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, + ImGuiSelectableFlags_Disabled = 1 << 3, + ImGuiSelectableFlags_AllowOverlap = 1 << 4, + ImGuiSelectableFlags_Highlight = 1 << 5, +}ImGuiSelectableFlags_; +typedef enum { + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, + ImGuiComboFlags_HeightSmall = 1 << 1, + ImGuiComboFlags_HeightRegular = 1 << 2, + ImGuiComboFlags_HeightLarge = 1 << 3, + ImGuiComboFlags_HeightLargest = 1 << 4, + ImGuiComboFlags_NoArrowButton = 1 << 5, + ImGuiComboFlags_NoPreview = 1 << 6, + ImGuiComboFlags_WidthFitPreview = 1 << 7, + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, +}ImGuiComboFlags_; +typedef enum { + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, + ImGuiTabBarFlags_NoTooltip = 1 << 5, + ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, +}ImGuiTabBarFlags_; +typedef enum { + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, + ImGuiTabItemFlags_SetSelected = 1 << 1, + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, + ImGuiTabItemFlags_NoPushId = 1 << 3, + ImGuiTabItemFlags_NoTooltip = 1 << 4, + ImGuiTabItemFlags_NoReorder = 1 << 5, + ImGuiTabItemFlags_Leading = 1 << 6, + ImGuiTabItemFlags_Trailing = 1 << 7, + ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, +}ImGuiTabItemFlags_; +typedef enum { + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, + ImGuiFocusedFlags_RootWindow = 1 << 1, + ImGuiFocusedFlags_AnyWindow = 1 << 2, + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, + ImGuiFocusedFlags_DockHierarchy = 1 << 4, + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, +}ImGuiFocusedFlags_; +typedef enum { + ImGuiHoveredFlags_None = 0, + ImGuiHoveredFlags_ChildWindows = 1 << 0, + ImGuiHoveredFlags_RootWindow = 1 << 1, + ImGuiHoveredFlags_AnyWindow = 1 << 2, + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, + ImGuiHoveredFlags_DockHierarchy = 1 << 4, + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, + ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, + ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, + ImGuiHoveredFlags_NoNavOverride = 1 << 11, + ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow, + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, + ImGuiHoveredFlags_ForTooltip = 1 << 12, + ImGuiHoveredFlags_Stationary = 1 << 13, + ImGuiHoveredFlags_DelayNone = 1 << 14, + ImGuiHoveredFlags_DelayShort = 1 << 15, + ImGuiHoveredFlags_DelayNormal = 1 << 16, + ImGuiHoveredFlags_NoSharedDelay = 1 << 17, +}ImGuiHoveredFlags_; +typedef enum { + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, + ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, + ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, + ImGuiDockNodeFlags_NoResize = 1 << 5, + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, + ImGuiDockNodeFlags_NoUndocking = 1 << 7, +}ImGuiDockNodeFlags_; +typedef enum { + ImGuiDragDropFlags_None = 0, + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, + ImGuiDragDropFlags_SourceExtern = 1 << 4, + ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, + ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, + ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, +}ImGuiDragDropFlags_; +typedef enum { + ImGuiDataType_S8, + ImGuiDataType_U8, + ImGuiDataType_S16, + ImGuiDataType_U16, + ImGuiDataType_S32, + ImGuiDataType_U32, + ImGuiDataType_S64, + ImGuiDataType_U64, + ImGuiDataType_Float, + ImGuiDataType_Double, + ImGuiDataType_Bool, + ImGuiDataType_String, + ImGuiDataType_COUNT +}ImGuiDataType_; +typedef enum { +ImGuiDir_None=-1, +ImGuiDir_Left=0, +ImGuiDir_Right=1, +ImGuiDir_Up=2, +ImGuiDir_Down=3, +ImGuiDir_COUNT=4, +}ImGuiDir; +typedef enum { +ImGuiSortDirection_None=0, +ImGuiSortDirection_Ascending=1, +ImGuiSortDirection_Descending=2, +}ImGuiSortDirection; +typedef enum { +ImGuiKey_None=0, +ImGuiKey_NamedKey_BEGIN=512, +ImGuiKey_Tab=512, +ImGuiKey_LeftArrow=513, +ImGuiKey_RightArrow=514, +ImGuiKey_UpArrow=515, +ImGuiKey_DownArrow=516, +ImGuiKey_PageUp=517, +ImGuiKey_PageDown=518, +ImGuiKey_Home=519, +ImGuiKey_End=520, +ImGuiKey_Insert=521, +ImGuiKey_Delete=522, +ImGuiKey_Backspace=523, +ImGuiKey_Space=524, +ImGuiKey_Enter=525, +ImGuiKey_Escape=526, +ImGuiKey_LeftCtrl=527, +ImGuiKey_LeftShift=528, +ImGuiKey_LeftAlt=529, +ImGuiKey_LeftSuper=530, +ImGuiKey_RightCtrl=531, +ImGuiKey_RightShift=532, +ImGuiKey_RightAlt=533, +ImGuiKey_RightSuper=534, +ImGuiKey_Menu=535, +ImGuiKey_0=536, +ImGuiKey_1=537, +ImGuiKey_2=538, +ImGuiKey_3=539, +ImGuiKey_4=540, +ImGuiKey_5=541, +ImGuiKey_6=542, +ImGuiKey_7=543, +ImGuiKey_8=544, +ImGuiKey_9=545, +ImGuiKey_A=546, +ImGuiKey_B=547, +ImGuiKey_C=548, +ImGuiKey_D=549, +ImGuiKey_E=550, +ImGuiKey_F=551, +ImGuiKey_G=552, +ImGuiKey_H=553, +ImGuiKey_I=554, +ImGuiKey_J=555, +ImGuiKey_K=556, +ImGuiKey_L=557, +ImGuiKey_M=558, +ImGuiKey_N=559, +ImGuiKey_O=560, +ImGuiKey_P=561, +ImGuiKey_Q=562, +ImGuiKey_R=563, +ImGuiKey_S=564, +ImGuiKey_T=565, +ImGuiKey_U=566, +ImGuiKey_V=567, +ImGuiKey_W=568, +ImGuiKey_X=569, +ImGuiKey_Y=570, +ImGuiKey_Z=571, +ImGuiKey_F1=572, +ImGuiKey_F2=573, +ImGuiKey_F3=574, +ImGuiKey_F4=575, +ImGuiKey_F5=576, +ImGuiKey_F6=577, +ImGuiKey_F7=578, +ImGuiKey_F8=579, +ImGuiKey_F9=580, +ImGuiKey_F10=581, +ImGuiKey_F11=582, +ImGuiKey_F12=583, +ImGuiKey_F13=584, +ImGuiKey_F14=585, +ImGuiKey_F15=586, +ImGuiKey_F16=587, +ImGuiKey_F17=588, +ImGuiKey_F18=589, +ImGuiKey_F19=590, +ImGuiKey_F20=591, +ImGuiKey_F21=592, +ImGuiKey_F22=593, +ImGuiKey_F23=594, +ImGuiKey_F24=595, +ImGuiKey_Apostrophe=596, +ImGuiKey_Comma=597, +ImGuiKey_Minus=598, +ImGuiKey_Period=599, +ImGuiKey_Slash=600, +ImGuiKey_Semicolon=601, +ImGuiKey_Equal=602, +ImGuiKey_LeftBracket=603, +ImGuiKey_Backslash=604, +ImGuiKey_RightBracket=605, +ImGuiKey_GraveAccent=606, +ImGuiKey_CapsLock=607, +ImGuiKey_ScrollLock=608, +ImGuiKey_NumLock=609, +ImGuiKey_PrintScreen=610, +ImGuiKey_Pause=611, +ImGuiKey_Keypad0=612, +ImGuiKey_Keypad1=613, +ImGuiKey_Keypad2=614, +ImGuiKey_Keypad3=615, +ImGuiKey_Keypad4=616, +ImGuiKey_Keypad5=617, +ImGuiKey_Keypad6=618, +ImGuiKey_Keypad7=619, +ImGuiKey_Keypad8=620, +ImGuiKey_Keypad9=621, +ImGuiKey_KeypadDecimal=622, +ImGuiKey_KeypadDivide=623, +ImGuiKey_KeypadMultiply=624, +ImGuiKey_KeypadSubtract=625, +ImGuiKey_KeypadAdd=626, +ImGuiKey_KeypadEnter=627, +ImGuiKey_KeypadEqual=628, +ImGuiKey_AppBack=629, +ImGuiKey_AppForward=630, +ImGuiKey_GamepadStart=631, +ImGuiKey_GamepadBack=632, +ImGuiKey_GamepadFaceLeft=633, +ImGuiKey_GamepadFaceRight=634, +ImGuiKey_GamepadFaceUp=635, +ImGuiKey_GamepadFaceDown=636, +ImGuiKey_GamepadDpadLeft=637, +ImGuiKey_GamepadDpadRight=638, +ImGuiKey_GamepadDpadUp=639, +ImGuiKey_GamepadDpadDown=640, +ImGuiKey_GamepadL1=641, +ImGuiKey_GamepadR1=642, +ImGuiKey_GamepadL2=643, +ImGuiKey_GamepadR2=644, +ImGuiKey_GamepadL3=645, +ImGuiKey_GamepadR3=646, +ImGuiKey_GamepadLStickLeft=647, +ImGuiKey_GamepadLStickRight=648, +ImGuiKey_GamepadLStickUp=649, +ImGuiKey_GamepadLStickDown=650, +ImGuiKey_GamepadRStickLeft=651, +ImGuiKey_GamepadRStickRight=652, +ImGuiKey_GamepadRStickUp=653, +ImGuiKey_GamepadRStickDown=654, +ImGuiKey_MouseLeft=655, +ImGuiKey_MouseRight=656, +ImGuiKey_MouseMiddle=657, +ImGuiKey_MouseX1=658, +ImGuiKey_MouseX2=659, +ImGuiKey_MouseWheelX=660, +ImGuiKey_MouseWheelY=661, +ImGuiKey_ReservedForModCtrl=662, +ImGuiKey_ReservedForModShift=663, +ImGuiKey_ReservedForModAlt=664, +ImGuiKey_ReservedForModSuper=665, +ImGuiKey_NamedKey_END=666, +ImGuiMod_None=0, +ImGuiMod_Ctrl=1 << 12, +ImGuiMod_Shift=1 << 13, +ImGuiMod_Alt=1 << 14, +ImGuiMod_Super=1 << 15, +ImGuiMod_Mask_=0xF000, +ImGuiKey_NamedKey_COUNT=ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, +}ImGuiKey; +typedef enum { + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, + ImGuiInputFlags_RouteActive = 1 << 10, + ImGuiInputFlags_RouteFocused = 1 << 11, + ImGuiInputFlags_RouteGlobal = 1 << 12, + ImGuiInputFlags_RouteAlways = 1 << 13, + ImGuiInputFlags_RouteOverFocused = 1 << 14, + ImGuiInputFlags_RouteOverActive = 1 << 15, + ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, + ImGuiInputFlags_RouteFromRootWindow = 1 << 17, + ImGuiInputFlags_Tooltip = 1 << 18, +}ImGuiInputFlags_; +typedef enum { + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, + ImGuiConfigFlags_NoMouse = 1 << 4, + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, + ImGuiConfigFlags_NoKeyboard = 1 << 6, + ImGuiConfigFlags_DockingEnable = 1 << 7, + ImGuiConfigFlags_ViewportsEnable = 1 << 10, + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, + ImGuiConfigFlags_IsSRGB = 1 << 20, + ImGuiConfigFlags_IsTouchScreen = 1 << 21, +}ImGuiConfigFlags_; +typedef enum { + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, + ImGuiBackendFlags_HasMouseCursors = 1 << 1, + ImGuiBackendFlags_HasSetMousePos = 1 << 2, + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, + ImGuiBackendFlags_PlatformHasViewports = 1 << 10, + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, + ImGuiBackendFlags_RendererHasViewports = 1 << 12, +}ImGuiBackendFlags_; +typedef enum { + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, + ImGuiCol_ChildBg, + ImGuiCol_PopupBg, + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, + ImGuiCol_TitleBgActive, + ImGuiCol_TitleBgCollapsed, + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_TabHovered, + ImGuiCol_Tab, + ImGuiCol_TabSelected, + ImGuiCol_TabSelectedOverline, + ImGuiCol_TabDimmed, + ImGuiCol_TabDimmedSelected, + ImGuiCol_TabDimmedSelectedOverline, + ImGuiCol_DockingPreview, + ImGuiCol_DockingEmptyBg, + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, + ImGuiCol_TableBorderStrong, + ImGuiCol_TableBorderLight, + ImGuiCol_TableRowBg, + ImGuiCol_TableRowBgAlt, + ImGuiCol_TextLink, + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, + ImGuiCol_NavCursor, + ImGuiCol_NavWindowingHighlight, + ImGuiCol_NavWindowingDimBg, + ImGuiCol_ModalWindowDimBg, + ImGuiCol_COUNT, +}ImGuiCol_; +typedef enum { + ImGuiStyleVar_Alpha, + ImGuiStyleVar_DisabledAlpha, + ImGuiStyleVar_WindowPadding, + ImGuiStyleVar_WindowRounding, + ImGuiStyleVar_WindowBorderSize, + ImGuiStyleVar_WindowMinSize, + ImGuiStyleVar_WindowTitleAlign, + ImGuiStyleVar_ChildRounding, + ImGuiStyleVar_ChildBorderSize, + ImGuiStyleVar_PopupRounding, + ImGuiStyleVar_PopupBorderSize, + ImGuiStyleVar_FramePadding, + ImGuiStyleVar_FrameRounding, + ImGuiStyleVar_FrameBorderSize, + ImGuiStyleVar_ItemSpacing, + ImGuiStyleVar_ItemInnerSpacing, + ImGuiStyleVar_IndentSpacing, + ImGuiStyleVar_CellPadding, + ImGuiStyleVar_ScrollbarSize, + ImGuiStyleVar_ScrollbarRounding, + ImGuiStyleVar_GrabMinSize, + ImGuiStyleVar_GrabRounding, + ImGuiStyleVar_TabRounding, + ImGuiStyleVar_TabBorderSize, + ImGuiStyleVar_TabBarBorderSize, + ImGuiStyleVar_TabBarOverlineSize, + ImGuiStyleVar_TableAngledHeadersAngle, + ImGuiStyleVar_TableAngledHeadersTextAlign, + ImGuiStyleVar_ButtonTextAlign, + ImGuiStyleVar_SelectableTextAlign, + ImGuiStyleVar_SeparatorTextBorderSize, + ImGuiStyleVar_SeparatorTextAlign, + ImGuiStyleVar_SeparatorTextPadding, + ImGuiStyleVar_DockingSeparatorSize, + ImGuiStyleVar_COUNT +}ImGuiStyleVar_; +typedef enum { + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, + ImGuiButtonFlags_MouseButtonRight = 1 << 1, + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, + ImGuiButtonFlags_EnableNav = 1 << 3, +}ImGuiButtonFlags_; +typedef enum { + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, + ImGuiColorEditFlags_NoPicker = 1 << 2, + ImGuiColorEditFlags_NoOptions = 1 << 3, + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, + ImGuiColorEditFlags_NoInputs = 1 << 5, + ImGuiColorEditFlags_NoTooltip = 1 << 6, + ImGuiColorEditFlags_NoLabel = 1 << 7, + ImGuiColorEditFlags_NoSidePreview = 1 << 8, + ImGuiColorEditFlags_NoDragDrop = 1 << 9, + ImGuiColorEditFlags_NoBorder = 1 << 10, + ImGuiColorEditFlags_AlphaBar = 1 << 16, + ImGuiColorEditFlags_AlphaPreview = 1 << 17, + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, + ImGuiColorEditFlags_HDR = 1 << 19, + ImGuiColorEditFlags_DisplayRGB = 1 << 20, + ImGuiColorEditFlags_DisplayHSV = 1 << 21, + ImGuiColorEditFlags_DisplayHex = 1 << 22, + ImGuiColorEditFlags_Uint8 = 1 << 23, + ImGuiColorEditFlags_Float = 1 << 24, + ImGuiColorEditFlags_PickerHueBar = 1 << 25, + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, + ImGuiColorEditFlags_InputRGB = 1 << 27, + ImGuiColorEditFlags_InputHSV = 1 << 28, + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, +}ImGuiColorEditFlags_; +typedef enum { + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Logarithmic = 1 << 5, + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, + ImGuiSliderFlags_NoInput = 1 << 7, + ImGuiSliderFlags_WrapAround = 1 << 8, + ImGuiSliderFlags_ClampOnInput = 1 << 9, + ImGuiSliderFlags_ClampZeroRange = 1 << 10, + ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, + ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange, + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, +}ImGuiSliderFlags_; +typedef enum { + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}ImGuiMouseButton_; +typedef enum { + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, + ImGuiMouseCursor_ResizeAll, + ImGuiMouseCursor_ResizeNS, + ImGuiMouseCursor_ResizeEW, + ImGuiMouseCursor_ResizeNESW, + ImGuiMouseCursor_ResizeNWSE, + ImGuiMouseCursor_Hand, + ImGuiMouseCursor_NotAllowed, + ImGuiMouseCursor_COUNT +}ImGuiMouseCursor_; +typedef enum { +ImGuiMouseSource_Mouse=0, +ImGuiMouseSource_TouchScreen=1, +ImGuiMouseSource_Pen=2, +ImGuiMouseSource_COUNT=3, +}ImGuiMouseSource; +typedef enum { + ImGuiCond_None = 0, + ImGuiCond_Always = 1 << 0, + ImGuiCond_Once = 1 << 1, + ImGuiCond_FirstUseEver = 1 << 2, + ImGuiCond_Appearing = 1 << 3, +}ImGuiCond_; +typedef enum { + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, + ImGuiTableFlags_Reorderable = 1 << 1, + ImGuiTableFlags_Hideable = 1 << 2, + ImGuiTableFlags_Sortable = 1 << 3, + ImGuiTableFlags_NoSavedSettings = 1 << 4, + ImGuiTableFlags_ContextMenuInBody = 1 << 5, + ImGuiTableFlags_RowBg = 1 << 6, + ImGuiTableFlags_BordersInnerH = 1 << 7, + ImGuiTableFlags_BordersOuterH = 1 << 8, + ImGuiTableFlags_BordersInnerV = 1 << 9, + ImGuiTableFlags_BordersOuterV = 1 << 10, + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, + ImGuiTableFlags_NoBordersInBody = 1 << 11, + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, + ImGuiTableFlags_SizingFixedFit = 1 << 13, + ImGuiTableFlags_SizingFixedSame = 2 << 13, + ImGuiTableFlags_SizingStretchProp = 3 << 13, + ImGuiTableFlags_SizingStretchSame = 4 << 13, + ImGuiTableFlags_NoHostExtendX = 1 << 16, + ImGuiTableFlags_NoHostExtendY = 1 << 17, + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, + ImGuiTableFlags_PreciseWidths = 1 << 19, + ImGuiTableFlags_NoClip = 1 << 20, + ImGuiTableFlags_PadOuterX = 1 << 21, + ImGuiTableFlags_NoPadOuterX = 1 << 22, + ImGuiTableFlags_NoPadInnerX = 1 << 23, + ImGuiTableFlags_ScrollX = 1 << 24, + ImGuiTableFlags_ScrollY = 1 << 25, + ImGuiTableFlags_SortMulti = 1 << 26, + ImGuiTableFlags_SortTristate = 1 << 27, + ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, +}ImGuiTableFlags_; +typedef enum { + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, + ImGuiTableColumnFlags_DefaultHide = 1 << 1, + ImGuiTableColumnFlags_DefaultSort = 1 << 2, + ImGuiTableColumnFlags_WidthStretch = 1 << 3, + ImGuiTableColumnFlags_WidthFixed = 1 << 4, + ImGuiTableColumnFlags_NoResize = 1 << 5, + ImGuiTableColumnFlags_NoReorder = 1 << 6, + ImGuiTableColumnFlags_NoHide = 1 << 7, + ImGuiTableColumnFlags_NoClip = 1 << 8, + ImGuiTableColumnFlags_NoSort = 1 << 9, + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, + ImGuiTableColumnFlags_IndentEnable = 1 << 16, + ImGuiTableColumnFlags_IndentDisable = 1 << 17, + ImGuiTableColumnFlags_AngledHeader = 1 << 18, + ImGuiTableColumnFlags_IsEnabled = 1 << 24, + ImGuiTableColumnFlags_IsVisible = 1 << 25, + ImGuiTableColumnFlags_IsSorted = 1 << 26, + ImGuiTableColumnFlags_IsHovered = 1 << 27, + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, +}ImGuiTableColumnFlags_; +typedef enum { + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, +}ImGuiTableRowFlags_; +typedef enum { + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, + ImGuiTableBgTarget_RowBg1 = 2, + ImGuiTableBgTarget_CellBg = 3, +}ImGuiTableBgTarget_; +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; + int SpecsCount; + bool SpecsDirty; +}; +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; + ImS16 ColumnIndex; + ImS16 SortOrder; + ImGuiSortDirection SortDirection; +}; +struct ImGuiStyle +{ + float Alpha; + float DisabledAlpha; + ImVec2 WindowPadding; + float WindowRounding; + float WindowBorderSize; + ImVec2 WindowMinSize; + ImVec2 WindowTitleAlign; + ImGuiDir WindowMenuButtonPosition; + float ChildRounding; + float ChildBorderSize; + float PopupRounding; + float PopupBorderSize; + ImVec2 FramePadding; + float FrameRounding; + float FrameBorderSize; + ImVec2 ItemSpacing; + ImVec2 ItemInnerSpacing; + ImVec2 CellPadding; + ImVec2 TouchExtraPadding; + float IndentSpacing; + float ColumnsMinSpacing; + float ScrollbarSize; + float ScrollbarRounding; + float GrabMinSize; + float GrabRounding; + float LogSliderDeadzone; + float TabRounding; + float TabBorderSize; + float TabMinWidthForCloseButton; + float TabBarBorderSize; + float TabBarOverlineSize; + float TableAngledHeadersAngle; + ImVec2 TableAngledHeadersTextAlign; + ImGuiDir ColorButtonPosition; + ImVec2 ButtonTextAlign; + ImVec2 SelectableTextAlign; + float SeparatorTextBorderSize; + ImVec2 SeparatorTextAlign; + ImVec2 SeparatorTextPadding; + ImVec2 DisplayWindowPadding; + ImVec2 DisplaySafeAreaPadding; + float DockingSeparatorSize; + float MouseCursorScale; + bool AntiAliasedLines; + bool AntiAliasedLinesUseTex; + bool AntiAliasedFill; + float CurveTessellationTol; + float CircleTessellationMaxError; + ImVec4 Colors[ImGuiCol_COUNT]; + float HoverStationaryDelay; + float HoverDelayShort; + float HoverDelayNormal; + ImGuiHoveredFlags HoverFlagsForTooltipMouse; + ImGuiHoveredFlags HoverFlagsForTooltipNav; +}; +struct ImGuiKeyData +{ + bool Down; + float DownDuration; + float DownDurationPrev; + float AnalogValue; +}; +typedef struct ImVector_ImWchar {int Size;int Capacity;ImWchar* Data;} ImVector_ImWchar; + +struct ImGuiIO +{ + ImGuiConfigFlags ConfigFlags; + ImGuiBackendFlags BackendFlags; + ImVec2 DisplaySize; + float DeltaTime; + float IniSavingRate; + const char* IniFilename; + const char* LogFilename; + void* UserData; + ImFontAtlas*Fonts; + float FontGlobalScale; + bool FontAllowUserScaling; + ImFont* FontDefault; + ImVec2 DisplayFramebufferScale; + bool ConfigNavSwapGamepadButtons; + bool ConfigNavMoveSetMousePos; + bool ConfigNavCaptureKeyboard; + bool ConfigNavEscapeClearFocusItem; + bool ConfigNavEscapeClearFocusWindow; + bool ConfigNavCursorVisibleAuto; + bool ConfigNavCursorVisibleAlways; + bool ConfigDockingNoSplit; + bool ConfigDockingWithShift; + bool ConfigDockingAlwaysTabBar; + bool ConfigDockingTransparentPayload; + bool ConfigViewportsNoAutoMerge; + bool ConfigViewportsNoTaskBarIcon; + bool ConfigViewportsNoDecoration; + bool ConfigViewportsNoDefaultParent; + bool MouseDrawCursor; + bool ConfigMacOSXBehaviors; + bool ConfigInputTrickleEventQueue; + bool ConfigInputTextCursorBlink; + bool ConfigInputTextEnterKeepActive; + bool ConfigDragClickToInputText; + bool ConfigWindowsResizeFromEdges; + bool ConfigWindowsMoveFromTitleBarOnly; + bool ConfigWindowsCopyContentsWithCtrlC; + bool ConfigScrollbarScrollByPage; + float ConfigMemoryCompactTimer; + float MouseDoubleClickTime; + float MouseDoubleClickMaxDist; + float MouseDragThreshold; + float KeyRepeatDelay; + float KeyRepeatRate; + bool ConfigErrorRecovery; + bool ConfigErrorRecoveryEnableAssert; + bool ConfigErrorRecoveryEnableDebugLog; + bool ConfigErrorRecoveryEnableTooltip; + bool ConfigDebugIsDebuggerPresent; + bool ConfigDebugHighlightIdConflicts; + bool ConfigDebugBeginReturnValueOnce; + bool ConfigDebugBeginReturnValueLoop; + bool ConfigDebugIgnoreFocusLoss; + bool ConfigDebugIniSettings; + const char* BackendPlatformName; + const char* BackendRendererName; + void* BackendPlatformUserData; + void* BackendRendererUserData; + void* BackendLanguageUserData; + bool WantCaptureMouse; + bool WantCaptureKeyboard; + bool WantTextInput; + bool WantSetMousePos; + bool WantSaveIniSettings; + bool NavActive; + bool NavVisible; + float Framerate; + int MetricsRenderVertices; + int MetricsRenderIndices; + int MetricsRenderWindows; + int MetricsActiveWindows; + ImVec2 MouseDelta; + ImGuiContext* Ctx; + ImVec2 MousePos; + bool MouseDown[5]; + float MouseWheel; + float MouseWheelH; + ImGuiMouseSource MouseSource; + ImGuiID MouseHoveredViewport; + bool KeyCtrl; + bool KeyShift; + bool KeyAlt; + bool KeySuper; + ImGuiKeyChord KeyMods; + ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT]; + bool WantCaptureMouseUnlessPopupClose; + ImVec2 MousePosPrev; + ImVec2 MouseClickedPos[5]; + double MouseClickedTime[5]; + bool MouseClicked[5]; + bool MouseDoubleClicked[5]; + ImU16 MouseClickedCount[5]; + ImU16 MouseClickedLastCount[5]; + bool MouseReleased[5]; + bool MouseDownOwned[5]; + bool MouseDownOwnedUnlessPopupClose[5]; + bool MouseWheelRequestAxisSwap; + bool MouseCtrlLeftAsRightClick; + float MouseDownDuration[5]; + float MouseDownDurationPrev[5]; + ImVec2 MouseDragMaxDistanceAbs[5]; + float MouseDragMaxDistanceSqr[5]; + float PenPressure; + bool AppFocusLost; + bool AppAcceptingEvents; + ImWchar16 InputQueueSurrogate; + ImVector_ImWchar InputQueueCharacters; +}; +struct ImGuiInputTextCallbackData +{ + ImGuiContext* Ctx; + ImGuiInputTextFlags EventFlag; + ImGuiInputTextFlags Flags; + void* UserData; + ImWchar EventChar; + ImGuiKey EventKey; + char* Buf; + int BufTextLen; + int BufSize; + bool BufDirty; + int CursorPos; + int SelectionStart; + int SelectionEnd; +}; +struct ImGuiSizeCallbackData +{ + void* UserData; + ImVec2 Pos; + ImVec2 CurrentSize; + ImVec2 DesiredSize; +}; +struct ImGuiWindowClass +{ + ImGuiID ClassId; + ImGuiID ParentViewportId; + ImGuiID FocusRouteParentWindowId; + ImGuiViewportFlags ViewportFlagsOverrideSet; + ImGuiViewportFlags ViewportFlagsOverrideClear; + ImGuiTabItemFlags TabItemFlagsOverrideSet; + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; + bool DockingAlwaysTabBar; + bool DockingAllowUnclassed; +}; +struct ImGuiPayload +{ + void* Data; + int DataSize; + ImGuiID SourceId; + ImGuiID SourceParentId; + int DataFrameCount; + char DataType[32 + 1]; + bool Preview; + bool Delivery; +}; +struct ImGuiOnceUponAFrame +{ + int RefFrame; +}; +struct ImGuiTextRange +{ + const char* b; + const char* e; +}; +typedef struct ImGuiTextRange ImGuiTextRange; + +typedef struct ImVector_ImGuiTextRange {int Size;int Capacity;ImGuiTextRange* Data;} ImVector_ImGuiTextRange; + +struct ImGuiTextFilter +{ + char InputBuf[256]; + ImVector_ImGuiTextRange Filters; + int CountGrep; +}; +typedef struct ImGuiTextRange ImGuiTextRange; +typedef struct ImVector_char {int Size;int Capacity;char* Data;} ImVector_char; + +struct ImGuiTextBuffer +{ + ImVector_char Buf; +}; +struct ImGuiStoragePair +{ + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; +}; +typedef struct ImVector_ImGuiStoragePair {int Size;int Capacity;ImGuiStoragePair* Data;} ImVector_ImGuiStoragePair; + +struct ImGuiStorage +{ + ImVector_ImGuiStoragePair Data; +}; +struct ImGuiListClipper +{ + ImGuiContext* Ctx; + int DisplayStart; + int DisplayEnd; + int ItemsCount; + float ItemsHeight; + float StartPosY; + double StartSeekOffsetY; + void* TempData; +}; +struct ImColor +{ + ImVec4 Value; +}; +typedef enum { + ImGuiMultiSelectFlags_None = 0, + ImGuiMultiSelectFlags_SingleSelect = 1 << 0, + ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, + ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, + ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, + ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, + ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, + ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, + ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, + ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, + ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, + ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, + ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, + ImGuiMultiSelectFlags_ScopeRect = 1 << 12, + ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, + ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, + ImGuiMultiSelectFlags_NavWrapX = 1 << 16, +}ImGuiMultiSelectFlags_; +typedef struct ImVector_ImGuiSelectionRequest {int Size;int Capacity;ImGuiSelectionRequest* Data;} ImVector_ImGuiSelectionRequest; + +struct ImGuiMultiSelectIO +{ + ImVector_ImGuiSelectionRequest Requests; + ImGuiSelectionUserData RangeSrcItem; + ImGuiSelectionUserData NavIdItem; + bool NavIdSelected; + bool RangeSrcReset; + int ItemsCount; +}; +typedef enum { + ImGuiSelectionRequestType_None = 0, + ImGuiSelectionRequestType_SetAll, + ImGuiSelectionRequestType_SetRange, +}ImGuiSelectionRequestType; +struct ImGuiSelectionRequest +{ + ImGuiSelectionRequestType Type; + bool Selected; + ImS8 RangeDirection; + ImGuiSelectionUserData RangeFirstItem; + ImGuiSelectionUserData RangeLastItem; +}; +struct ImGuiSelectionBasicStorage +{ + int Size; + bool PreserveOrder; + void* UserData; + ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); + int _SelectionOrder; + ImGuiStorage _Storage; +}; +struct ImGuiSelectionExternalStorage +{ + void* UserData; + void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); +}; +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +struct ImDrawCmd +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; + unsigned int IdxOffset; + unsigned int ElemCount; + ImDrawCallback UserCallback; + void* UserCallbackData; + int UserCallbackDataSize; + int UserCallbackDataOffset; +}; +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +typedef struct ImDrawCmdHeader ImDrawCmdHeader; +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; +typedef struct ImVector_ImDrawCmd {int Size;int Capacity;ImDrawCmd* Data;} ImVector_ImDrawCmd; + +typedef struct ImVector_ImDrawIdx {int Size;int Capacity;ImDrawIdx* Data;} ImVector_ImDrawIdx; + +struct ImDrawChannel +{ + ImVector_ImDrawCmd _CmdBuffer; + ImVector_ImDrawIdx _IdxBuffer; +}; +typedef struct ImVector_ImDrawChannel {int Size;int Capacity;ImDrawChannel* Data;} ImVector_ImDrawChannel; + +struct ImDrawListSplitter +{ + int _Current; + int _Count; + ImVector_ImDrawChannel _Channels; +}; +typedef enum { + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, + ImDrawFlags_RoundCornersTopLeft = 1 << 4, + ImDrawFlags_RoundCornersTopRight = 1 << 5, + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, + ImDrawFlags_RoundCornersBottomRight = 1 << 7, + ImDrawFlags_RoundCornersNone = 1 << 8, + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, +}ImDrawFlags_; +typedef enum { + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, + ImDrawListFlags_AntiAliasedFill = 1 << 2, + ImDrawListFlags_AllowVtxOffset = 1 << 3, +}ImDrawListFlags_; +typedef struct ImVector_ImDrawVert {int Size;int Capacity;ImDrawVert* Data;} ImVector_ImDrawVert; + +typedef struct ImVector_ImVec2 {int Size;int Capacity;ImVec2* Data;} ImVector_ImVec2; + +typedef struct ImVector_ImVec4 {int Size;int Capacity;ImVec4* Data;} ImVector_ImVec4; + +typedef struct ImVector_ImTextureID {int Size;int Capacity;ImTextureID* Data;} ImVector_ImTextureID; + +typedef struct ImVector_ImU8 {int Size;int Capacity;ImU8* Data;} ImVector_ImU8; + +struct ImDrawList +{ + ImVector_ImDrawCmd CmdBuffer; + ImVector_ImDrawIdx IdxBuffer; + ImVector_ImDrawVert VtxBuffer; + ImDrawListFlags Flags; + unsigned int _VtxCurrentIdx; + ImDrawListSharedData* _Data; + ImDrawVert* _VtxWritePtr; + ImDrawIdx* _IdxWritePtr; + ImVector_ImVec2 _Path; + ImDrawCmdHeader _CmdHeader; + ImDrawListSplitter _Splitter; + ImVector_ImVec4 _ClipRectStack; + ImVector_ImTextureID _TextureIdStack; + ImVector_ImU8 _CallbacksDataBuf; + float _FringeScale; + const char* _OwnerName; +}; +typedef struct ImVector_ImDrawListPtr {int Size;int Capacity;ImDrawList** Data;} ImVector_ImDrawListPtr; + +struct ImDrawData +{ + bool Valid; + int CmdListsCount; + int TotalIdxCount; + int TotalVtxCount; + ImVector_ImDrawListPtr CmdLists; + ImVec2 DisplayPos; + ImVec2 DisplaySize; + ImVec2 FramebufferScale; + ImGuiViewport* OwnerViewport; +}; +struct ImFontConfig +{ + void* FontData; + int FontDataSize; + bool FontDataOwnedByAtlas; + int FontNo; + float SizePixels; + int OversampleH; + int OversampleV; + bool PixelSnapH; + ImVec2 GlyphExtraSpacing; + ImVec2 GlyphOffset; + const ImWchar* GlyphRanges; + float GlyphMinAdvanceX; + float GlyphMaxAdvanceX; + bool MergeMode; + unsigned int FontBuilderFlags; + float RasterizerMultiply; + float RasterizerDensity; + ImWchar EllipsisChar; + char Name[40]; + ImFont* DstFont; +}; +struct ImFontGlyph +{ + unsigned int Colored : 1; + unsigned int Visible : 1; + unsigned int Codepoint : 30; + float AdvanceX; + float X0, Y0, X1, Y1; + float U0, V0, U1, V1; +}; +typedef struct ImVector_ImU32 {int Size;int Capacity;ImU32* Data;} ImVector_ImU32; + +struct ImFontGlyphRangesBuilder +{ + ImVector_ImU32 UsedChars; +}; +typedef struct ImFontAtlasCustomRect ImFontAtlasCustomRect; +struct ImFontAtlasCustomRect +{ + unsigned short X, Y; + unsigned short Width, Height; + unsigned int GlyphID : 31; + unsigned int GlyphColored : 1; + float GlyphAdvanceX; + ImVec2 GlyphOffset; + ImFont* Font; +}; +typedef enum { + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, + ImFontAtlasFlags_NoMouseCursors = 1 << 1, + ImFontAtlasFlags_NoBakedLines = 1 << 2, +}ImFontAtlasFlags_; +typedef struct ImVector_ImFontPtr {int Size;int Capacity;ImFont** Data;} ImVector_ImFontPtr; + +typedef struct ImVector_ImFontAtlasCustomRect {int Size;int Capacity;ImFontAtlasCustomRect* Data;} ImVector_ImFontAtlasCustomRect; + +typedef struct ImVector_ImFontConfig {int Size;int Capacity;ImFontConfig* Data;} ImVector_ImFontConfig; + +struct ImFontAtlas +{ + ImFontAtlasFlags Flags; + ImTextureID TexID; + int TexDesiredWidth; + int TexGlyphPadding; + bool Locked; + void* UserData; + bool TexReady; + bool TexPixelsUseColors; + unsigned char* TexPixelsAlpha8; + unsigned int* TexPixelsRGBA32; + int TexWidth; + int TexHeight; + ImVec2 TexUvScale; + ImVec2 TexUvWhitePixel; + ImVector_ImFontPtr Fonts; + ImVector_ImFontAtlasCustomRect CustomRects; + ImVector_ImFontConfig ConfigData; + ImVec4 TexUvLines[(63) + 1]; + const ImFontBuilderIO* FontBuilderIO; + unsigned int FontBuilderFlags; + int PackIdMouseCursors; + int PackIdLines; +}; +typedef struct ImVector_float {int Size;int Capacity;float* Data;} ImVector_float; + +typedef struct ImVector_ImFontGlyph {int Size;int Capacity;ImFontGlyph* Data;} ImVector_ImFontGlyph; + +struct ImFont +{ + ImVector_float IndexAdvanceX; + float FallbackAdvanceX; + float FontSize; + ImVector_ImWchar IndexLookup; + ImVector_ImFontGlyph Glyphs; + const ImFontGlyph* FallbackGlyph; + ImFontAtlas* ContainerAtlas; + const ImFontConfig* ConfigData; + short ConfigDataCount; + short EllipsisCharCount; + ImWchar EllipsisChar; + ImWchar FallbackChar; + float EllipsisWidth; + float EllipsisCharStep; + bool DirtyLookupTables; + float Scale; + float Ascent, Descent; + int MetricsTotalSurface; + ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX +1)/4096/8]; +}; +typedef enum { + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, + ImGuiViewportFlags_OwnedByApp = 1 << 2, + ImGuiViewportFlags_NoDecoration = 1 << 3, + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, + ImGuiViewportFlags_NoInputs = 1 << 7, + ImGuiViewportFlags_NoRendererClear = 1 << 8, + ImGuiViewportFlags_NoAutoMerge = 1 << 9, + ImGuiViewportFlags_TopMost = 1 << 10, + ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, + ImGuiViewportFlags_IsMinimized = 1 << 12, + ImGuiViewportFlags_IsFocused = 1 << 13, +}ImGuiViewportFlags_; +struct ImGuiViewport +{ + ImGuiID ID; + ImGuiViewportFlags Flags; + ImVec2 Pos; + ImVec2 Size; + ImVec2 WorkPos; + ImVec2 WorkSize; + float DpiScale; + ImGuiID ParentViewportId; + ImDrawData* DrawData; + void* RendererUserData; + void* PlatformUserData; + void* PlatformHandle; + void* PlatformHandleRaw; + bool PlatformWindowCreated; + bool PlatformRequestMove; + bool PlatformRequestResize; + bool PlatformRequestClose; +}; +typedef struct ImVector_ImGuiPlatformMonitor {int Size;int Capacity;ImGuiPlatformMonitor* Data;} ImVector_ImGuiPlatformMonitor; + +typedef struct ImVector_ImGuiViewportPtr {int Size;int Capacity;ImGuiViewport** Data;} ImVector_ImGuiViewportPtr; + +struct ImGuiPlatformIO +{ + const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); + void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text); + void* Platform_ClipboardUserData; + bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); + void* Platform_OpenInShellUserData; + void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* Platform_ImeUserData; + ImWchar Platform_LocaleDecimalPoint; + void* Renderer_RenderState; + void (*Platform_CreateWindow)(ImGuiViewport* vp); + void (*Platform_DestroyWindow)(ImGuiViewport* vp); + void (*Platform_ShowWindow)(ImGuiViewport* vp); + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); + void (*Platform_UpdateWindow)(ImGuiViewport* vp); + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); + ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); + void (*Renderer_CreateWindow)(ImGuiViewport* vp); + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); + ImVector_ImGuiPlatformMonitor Monitors; + ImVector_ImGuiViewportPtr Viewports; +}; +struct ImGuiPlatformMonitor +{ + ImVec2 MainPos, MainSize; + ImVec2 WorkPos, WorkSize; + float DpiScale; + void* PlatformHandle; +}; +struct ImGuiPlatformImeData +{ + bool WantVisible; + ImVec2 InputPos; + float InputLineHeight; +}; +struct ImBitVector; +struct ImRect; +struct ImDrawDataBuilder; +struct ImDrawListSharedData; +struct ImGuiBoxSelectState; +struct ImGuiColorMod; +struct ImGuiContext; +struct ImGuiContextHook; +struct ImGuiDataVarInfo; +struct ImGuiDataTypeInfo; +struct ImGuiDeactivatedItemData; +struct ImGuiDockContext; +struct ImGuiDockRequest; +struct ImGuiDockNode; +struct ImGuiDockNodeSettings; +struct ImGuiErrorRecoveryState; +struct ImGuiGroupData; +struct ImGuiInputTextState; +struct ImGuiInputTextDeactivateData; +struct ImGuiLastItemData; +struct ImGuiLocEntry; +struct ImGuiMenuColumns; +struct ImGuiMultiSelectState; +struct ImGuiMultiSelectTempData; +struct ImGuiNavItemData; +struct ImGuiMetricsConfig; +struct ImGuiNextWindowData; +struct ImGuiNextItemData; +struct ImGuiOldColumnData; +struct ImGuiOldColumns; +struct ImGuiPopupData; +struct ImGuiSettingsHandler; +struct ImGuiStyleMod; +struct ImGuiTabBar; +struct ImGuiTabItem; +struct ImGuiTable; +struct ImGuiTableHeaderData; +struct ImGuiTableColumn; +struct ImGuiTableInstanceData; +struct ImGuiTableTempData; +struct ImGuiTableSettings; +struct ImGuiTableColumnsSettings; +struct ImGuiTreeNodeStackData; +struct ImGuiTypingSelectState; +struct ImGuiTypingSelectRequest; +struct ImGuiWindow; +struct ImGuiWindowDockStyle; +struct ImGuiWindowTempData; +struct ImGuiWindowSettings; +typedef int ImGuiDataAuthority; +typedef int ImGuiLayoutType; +typedef int ImGuiActivateFlags; +typedef int ImGuiDebugLogFlags; +typedef int ImGuiFocusRequestFlags; +typedef int ImGuiItemStatusFlags; +typedef int ImGuiOldColumnFlags; +typedef int ImGuiLogFlags; +typedef int ImGuiNavRenderCursorFlags; +typedef int ImGuiNavMoveFlags; +typedef int ImGuiNextItemDataFlags; +typedef int ImGuiNextWindowDataFlags; +typedef int ImGuiScrollFlags; +typedef int ImGuiSeparatorFlags; +typedef int ImGuiTextFlags; +typedef int ImGuiTooltipFlags; +typedef int ImGuiTypingSelectFlags; +typedef int ImGuiWindowRefreshFlags; +extern ImGuiContext* GImGui; +typedef FILE* ImFileHandle; +typedef struct ImVec1 ImVec1; +struct ImVec1 +{ + float x; +}; +typedef struct ImVec2ih ImVec2ih; +struct ImVec2ih +{ + short x, y; +}; +struct ImRect +{ + ImVec2 Min; + ImVec2 Max; +}; +typedef ImU32* ImBitArrayPtr; +struct ImBitVector +{ + ImVector_ImU32 Storage; +}; +typedef int ImPoolIdx; +typedef struct ImGuiTextIndex ImGuiTextIndex; +typedef struct ImVector_int {int Size;int Capacity;int* Data;} ImVector_int; + +struct ImGuiTextIndex +{ + ImVector_int LineOffsets; + int EndOffset; +}; +struct ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; + const ImVec4* TexUvLines; + ImFont* Font; + float FontSize; + float FontScale; + float CurveTessellationTol; + float CircleSegmentMaxError; + ImVec4 ClipRectFullscreen; + ImDrawListFlags InitialFlags; + ImVector_ImVec2 TempBuffer; + ImVec2 ArcFastVtx[48]; + float ArcFastRadiusCutoff; + ImU8 CircleSegmentCounts[64]; +}; +struct ImDrawDataBuilder +{ + ImVector_ImDrawListPtr* Layers[2]; + ImVector_ImDrawListPtr LayerData1; +}; +struct ImGuiDataVarInfo +{ + ImGuiDataType Type; + ImU32 Count; + ImU32 Offset; +}; +typedef struct ImGuiDataTypeStorage ImGuiDataTypeStorage; +struct ImGuiDataTypeStorage +{ + ImU8 Data[8]; +}; +struct ImGuiDataTypeInfo +{ + size_t Size; + const char* Name; + const char* PrintFmt; + const char* ScanFmt; +}; +typedef enum { + ImGuiDataType_Pointer = ImGuiDataType_COUNT + 1, + ImGuiDataType_ID, +}ImGuiDataTypePrivate_; +typedef enum { + ImGuiItemFlags_Disabled = 1 << 10, + ImGuiItemFlags_ReadOnly = 1 << 11, + ImGuiItemFlags_MixedValue = 1 << 12, + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, + ImGuiItemFlags_AllowOverlap = 1 << 14, + ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, + ImGuiItemFlags_NoMarkEdited = 1 << 16, + ImGuiItemFlags_Inputable = 1 << 20, + ImGuiItemFlags_HasSelectionUserData = 1 << 21, + ImGuiItemFlags_IsMultiSelect = 1 << 22, + ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups, +}ImGuiItemFlagsPrivate_; +typedef enum { + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, + ImGuiItemStatusFlags_Edited = 1 << 2, + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, + ImGuiItemStatusFlags_Deactivated = 1 << 6, + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, + ImGuiItemStatusFlags_Visible = 1 << 8, + ImGuiItemStatusFlags_HasClipRect = 1 << 9, + ImGuiItemStatusFlags_HasShortcut = 1 << 10, +}ImGuiItemStatusFlags_; +typedef enum { + ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay, + ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, + ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_, +}ImGuiHoveredFlagsPrivate_; +typedef enum { + ImGuiInputTextFlags_Multiline = 1 << 26, + ImGuiInputTextFlags_MergedItem = 1 << 27, + ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, +}ImGuiInputTextFlagsPrivate_; +typedef enum { + ImGuiButtonFlags_PressedOnClick = 1 << 4, + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, + ImGuiButtonFlags_PressedOnRelease = 1 << 7, + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, + ImGuiButtonFlags_FlattenChildren = 1 << 11, + ImGuiButtonFlags_AllowOverlap = 1 << 12, + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, + ImGuiButtonFlags_NoKeyModsAllowed = 1 << 16, + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, + ImGuiButtonFlags_NoNavFocus = 1 << 18, + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, +}ImGuiButtonFlagsPrivate_; +typedef enum { + ImGuiComboFlags_CustomPreview = 1 << 20, +}ImGuiComboFlagsPrivate_; +typedef enum { + ImGuiSliderFlags_Vertical = 1 << 20, + ImGuiSliderFlags_ReadOnly = 1 << 21, +}ImGuiSliderFlagsPrivate_; +typedef enum { + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, + ImGuiSelectableFlags_SelectOnClick = 1 << 22, + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, +}ImGuiSelectableFlagsPrivate_; +typedef enum { + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28, + ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29, + ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow, +}ImGuiTreeNodeFlagsPrivate_; +typedef enum { + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, +}ImGuiSeparatorFlags_; +typedef enum { + ImGuiFocusRequestFlags_None = 0, + ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, + ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, +}ImGuiFocusRequestFlags_; +typedef enum { + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, +}ImGuiTextFlags_; +typedef enum { + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePrevious = 1 << 1, +}ImGuiTooltipFlags_; +typedef enum { + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}ImGuiLayoutType_; +typedef enum { + ImGuiLogFlags_None = 0, + ImGuiLogFlags_OutputTTY = 1 << 0, + ImGuiLogFlags_OutputFile = 1 << 1, + ImGuiLogFlags_OutputBuffer = 1 << 2, + ImGuiLogFlags_OutputClipboard = 1 << 3, + ImGuiLogFlags_OutputMask_ = ImGuiLogFlags_OutputTTY | ImGuiLogFlags_OutputFile | ImGuiLogFlags_OutputBuffer | ImGuiLogFlags_OutputClipboard, +}ImGuiLogFlags_; +typedef enum { + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}ImGuiAxis; +typedef enum { + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram, +}ImGuiPlotType; +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; +}; +typedef struct ImGuiComboPreviewData ImGuiComboPreviewData; +struct ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; +}; +struct ImGuiGroupData +{ + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupDeactivatedIdIsAlive; + bool BackupHoveredIdIsAlive; + bool BackupIsSameLine; + bool EmitItem; +}; +struct ImGuiMenuColumns +{ + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; + ImU16 OffsetLabel; + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; +}; +typedef struct ImGuiInputTextDeactivatedState ImGuiInputTextDeactivatedState; +struct ImGuiInputTextDeactivatedState +{ + ImGuiID ID; + ImVector_char TextA; +}; struct STB_TexteditState; +typedef STB_TexteditState ImStbTexteditState; +struct ImGuiInputTextState +{ + ImGuiContext* Ctx; + ImStbTexteditState* Stb; + ImGuiInputTextFlags Flags; + ImGuiID ID; + int TextLen; + const char* TextSrc; + ImVector_char TextA; + ImVector_char TextToRevertTo; + ImVector_char CallbackTextBackup; + int BufCapacity; + ImVec2 Scroll; + float CursorAnim; + bool CursorFollow; + bool SelectedAllMouseLock; + bool Edited; + bool WantReloadUserBuf; + int ReloadSelectionStart; + int ReloadSelectionEnd; +}; +typedef enum { + ImGuiWindowRefreshFlags_None = 0, + ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, + ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, + ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, +}ImGuiWindowRefreshFlags_; +typedef enum { + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 9, + ImGuiNextWindowDataFlags_HasViewport = 1 << 10, + ImGuiNextWindowDataFlags_HasDock = 1 << 11, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 12, +}ImGuiNextWindowDataFlags_; +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + ImGuiChildFlags ChildFlags; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; + ImGuiWindowRefreshFlags RefreshFlagsVal; +}; +typedef enum { + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, + ImGuiNextItemDataFlags_HasRefVal = 1 << 3, + ImGuiNextItemDataFlags_HasStorageID = 1 << 4, +}ImGuiNextItemDataFlags_; +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags HasFlags; + ImGuiItemFlags ItemFlags; + ImGuiID FocusScopeId; + ImGuiSelectionUserData SelectionUserData; + float Width; + ImGuiKeyChord Shortcut; + ImGuiInputFlags ShortcutFlags; + bool OpenVal; + ImU8 OpenCond; + ImGuiDataTypeStorage RefVal; + ImGuiID StorageId; +}; +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags ItemFlags; + ImGuiItemStatusFlags StatusFlags; + ImRect Rect; + ImRect NavRect; + ImRect DisplayRect; + ImRect ClipRect; + ImGuiKeyChord Shortcut; +}; +struct ImGuiTreeNodeStackData +{ + ImGuiID ID; + ImGuiTreeNodeFlags TreeFlags; + ImGuiItemFlags ItemFlags; + ImRect NavRect; +}; +struct ImGuiErrorRecoveryState +{ + short SizeOfWindowStack; + short SizeOfIDStack; + short SizeOfTreeStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; +}; +typedef struct ImGuiWindowStackData ImGuiWindowStackData; +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiErrorRecoveryState StackSizesInBegin; + bool DisabledOverrideReenable; +}; +typedef struct ImGuiShrinkWidthItem ImGuiShrinkWidthItem; +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; + float InitialWidth; +}; +typedef struct ImGuiPtrOrIndex ImGuiPtrOrIndex; +struct ImGuiPtrOrIndex +{ + void* Ptr; + int Index; +}; +struct ImGuiDeactivatedItemData +{ + ImGuiID ID; + int ElapseFrame; + bool HasBeenEditedBefore; + bool IsAlive; +}; +typedef enum { + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}ImGuiPopupPositionPolicy; +struct ImGuiPopupData +{ + ImGuiID PopupId; + ImGuiWindow* Window; + ImGuiWindow* RestoreNavWindow; + int ParentNavLayer; + int OpenFrameCount; + ImGuiID OpenParentId; + ImVec2 OpenPopupPos; + ImVec2 OpenMousePos; +}; +typedef struct ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN {ImU32 Storage[(ImGuiKey_NamedKey_COUNT+31)>>5];} ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN; + +typedef ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN ImBitArrayForNamedKeys; +typedef enum { + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}ImGuiInputEventType; +typedef enum { + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_COUNT +}ImGuiInputSource; +typedef struct ImGuiInputEventMousePos ImGuiInputEventMousePos; +struct ImGuiInputEventMousePos +{ float PosX, PosY; ImGuiMouseSource MouseSource; +}; +typedef struct ImGuiInputEventMouseWheel ImGuiInputEventMouseWheel; +struct ImGuiInputEventMouseWheel +{ float WheelX, WheelY; ImGuiMouseSource MouseSource; +}; +typedef struct ImGuiInputEventMouseButton ImGuiInputEventMouseButton; +struct ImGuiInputEventMouseButton +{ int Button; bool Down; ImGuiMouseSource MouseSource; +}; +typedef struct ImGuiInputEventMouseViewport ImGuiInputEventMouseViewport; +struct ImGuiInputEventMouseViewport +{ ImGuiID HoveredViewportID; +}; +typedef struct ImGuiInputEventKey ImGuiInputEventKey; +struct ImGuiInputEventKey +{ ImGuiKey Key; bool Down; float AnalogValue; +}; +typedef struct ImGuiInputEventText ImGuiInputEventText; +struct ImGuiInputEventText +{ unsigned int Char; +}; +typedef struct ImGuiInputEventAppFocused ImGuiInputEventAppFocused; +struct ImGuiInputEventAppFocused +{ bool Focused; +}; +typedef struct ImGuiInputEvent ImGuiInputEvent; +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + ImU32 EventId; + union + { + ImGuiInputEventMousePos MousePos; + ImGuiInputEventMouseWheel MouseWheel; + ImGuiInputEventMouseButton MouseButton; + ImGuiInputEventMouseViewport MouseViewport; + ImGuiInputEventKey Key; + ImGuiInputEventText Text; + ImGuiInputEventAppFocused AppFocused; + }; + bool AddedByTestEngine; +}; +typedef ImS16 ImGuiKeyRoutingIndex; +typedef struct ImGuiKeyRoutingData ImGuiKeyRoutingData; +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; + ImU8 RoutingCurrScore; + ImU8 RoutingNextScore; + ImGuiID RoutingCurr; + ImGuiID RoutingNext; +}; +typedef struct ImGuiKeyRoutingTable ImGuiKeyRoutingTable; +typedef struct ImVector_ImGuiKeyRoutingData {int Size;int Capacity;ImGuiKeyRoutingData* Data;} ImVector_ImGuiKeyRoutingData; + +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; + ImVector_ImGuiKeyRoutingData Entries; + ImVector_ImGuiKeyRoutingData EntriesNext; +}; +typedef struct ImGuiKeyOwnerData ImGuiKeyOwnerData; +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; + bool LockUntilRelease; +}; +typedef enum { + ImGuiInputFlags_RepeatRateDefault = 1 << 1, + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, + ImGuiInputFlags_RepeatUntilRelease = 1 << 4, + ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, + ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, + ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, + ImGuiInputFlags_LockThisFrame = 1 << 20, + ImGuiInputFlags_LockUntilRelease = 1 << 21, + ImGuiInputFlags_CondHovered = 1 << 22, + ImGuiInputFlags_CondActive = 1 << 23, + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, + ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways, + ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow, + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, + ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_, + ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, +}ImGuiInputFlagsPrivate_; +typedef struct ImGuiListClipperRange ImGuiListClipperRange; +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; + ImS8 PosToIndexOffsetMin; + ImS8 PosToIndexOffsetMax; +}; +typedef struct ImGuiListClipperData ImGuiListClipperData; +typedef struct ImVector_ImGuiListClipperRange {int Size;int Capacity;ImGuiListClipperRange* Data;} ImVector_ImGuiListClipperRange; + +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector_ImGuiListClipperRange Ranges; +}; +typedef enum { + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, + ImGuiActivateFlags_PreferTweak = 1 << 1, + ImGuiActivateFlags_TryToPreserveState = 1 << 2, + ImGuiActivateFlags_FromTabbing = 1 << 3, + ImGuiActivateFlags_FromShortcut = 1 << 4, +}ImGuiActivateFlags_; +typedef enum { + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, + ImGuiScrollFlags_NoScrollParent = 1 << 6, + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, +}ImGuiScrollFlags_; +typedef enum { + ImGuiNavRenderCursorFlags_None = 0, + ImGuiNavRenderCursorFlags_Compact = 1 << 1, + ImGuiNavRenderCursorFlags_AlwaysDraw = 1 << 2, + ImGuiNavRenderCursorFlags_NoRounding = 1 << 3, +}ImGuiNavRenderCursorFlags_; +typedef enum { + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, + ImGuiNavMoveFlags_WrapY = 1 << 3, + ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, + ImGuiNavMoveFlags_FocusApi = 1 << 9, + ImGuiNavMoveFlags_IsTabbing = 1 << 10, + ImGuiNavMoveFlags_IsPageMove = 1 << 11, + ImGuiNavMoveFlags_Activate = 1 << 12, + ImGuiNavMoveFlags_NoSelect = 1 << 13, + ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, + ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, +}ImGuiNavMoveFlags_; +typedef enum { + ImGuiNavLayer_Main = 0, + ImGuiNavLayer_Menu = 1, + ImGuiNavLayer_COUNT +}ImGuiNavLayer; +struct ImGuiNavItemData +{ + ImGuiWindow* Window; + ImGuiID ID; + ImGuiID FocusScopeId; + ImRect RectRel; + ImGuiItemFlags ItemFlags; + float DistBox; + float DistCenter; + float DistAxial; + ImGuiSelectionUserData SelectionUserData; +}; +typedef struct ImGuiFocusScopeData ImGuiFocusScopeData; +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; +}; +typedef enum { + ImGuiTypingSelectFlags_None = 0, + ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, + ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, +}ImGuiTypingSelectFlags_; +struct ImGuiTypingSelectRequest +{ + ImGuiTypingSelectFlags Flags; + int SearchBufferLen; + const char* SearchBuffer; + bool SelectRequest; + bool SingleCharMode; + ImS8 SingleCharSize; +}; +struct ImGuiTypingSelectState +{ + ImGuiTypingSelectRequest Request; + char SearchBuffer[64]; + ImGuiID FocusScope; + int LastRequestFrame; + float LastRequestTime; + bool SingleCharModeLock; +}; +typedef enum { + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, + ImGuiOldColumnFlags_NoResize = 1 << 1, + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, +}ImGuiOldColumnFlags_; +struct ImGuiOldColumnData +{ + float OffsetNorm; + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; + ImRect ClipRect; +}; +typedef struct ImVector_ImGuiOldColumnData {int Size;int Capacity;ImGuiOldColumnData* Data;} ImVector_ImGuiOldColumnData; + +struct ImGuiOldColumns +{ + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; + float LineMinY, LineMaxY; + float HostCursorPosY; + float HostCursorMaxPosX; + ImRect HostInitialClipRect; + ImRect HostBackupClipRect; + ImRect HostBackupParentWorkRect; + ImVector_ImGuiOldColumnData Columns; + ImDrawListSplitter Splitter; +}; +struct ImGuiBoxSelectState +{ + ImGuiID ID; + bool IsActive; + bool IsStarting; + bool IsStartedFromVoid; + bool IsStartedSetNavIdOnce; + bool RequestClear; + ImGuiKeyChord KeyMods : 16; + ImVec2 StartPosRel; + ImVec2 EndPosRel; + ImVec2 ScrollAccum; + ImGuiWindow* Window; + bool UnclipMode; + ImRect UnclipRect; + ImRect BoxSelectRectPrev; + ImRect BoxSelectRectCurr; +}; +struct ImGuiMultiSelectTempData +{ + ImGuiMultiSelectIO IO; + ImGuiMultiSelectState* Storage; + ImGuiID FocusScopeId; + ImGuiMultiSelectFlags Flags; + ImVec2 ScopeRectMin; + ImVec2 BackupCursorMaxPos; + ImGuiSelectionUserData LastSubmittedItem; + ImGuiID BoxSelectId; + ImGuiKeyChord KeyMods; + ImS8 LoopRequestSetAll; + bool IsEndIO; + bool IsFocused; + bool IsKeyboardSetRange; + bool NavIdPassedBy; + bool RangeSrcPassedBy; + bool RangeDstPassedBy; +}; +struct ImGuiMultiSelectState +{ + ImGuiWindow* Window; + ImGuiID ID; + int LastFrameActive; + int LastSelectionSize; + ImS8 RangeSelected; + ImS8 NavIdSelected; + ImGuiSelectionUserData RangeSrcItem; + ImGuiSelectionUserData NavIdItem; +}; +typedef enum { + ImGuiDockNodeFlags_DockSpace = 1 << 10, + ImGuiDockNodeFlags_CentralNode = 1 << 11, + ImGuiDockNodeFlags_NoTabBar = 1 << 12, + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, + ImGuiDockNodeFlags_NoResizeX = 1 << 16, + ImGuiDockNodeFlags_NoResizeY = 1 << 17, + ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, + ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther, + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, +}ImGuiDockNodeFlagsPrivate_; +typedef enum { + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window, +}ImGuiDataAuthority_; +typedef enum { + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible, +}ImGuiDockNodeState; +typedef struct ImVector_ImGuiWindowPtr {int Size;int Capacity;ImGuiWindow** Data;} ImVector_ImGuiWindowPtr; + +struct ImGuiDockNode +{ + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; + ImGuiDockNodeFlags LocalFlags; + ImGuiDockNodeFlags LocalFlagsInWindows; + ImGuiDockNodeFlags MergedFlags; + ImGuiDockNodeState State; + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; + ImVector_ImGuiWindowPtr Windows; + ImGuiTabBar* TabBar; + ImVec2 Pos; + ImVec2 Size; + ImVec2 SizeRef; + ImGuiAxis SplitAxis; + ImGuiWindowClass WindowClass; + ImU32 LastBgColor; + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; + ImGuiDockNode* CentralNode; + ImGuiDockNode* OnlyNodeWithWindows; + int CountNodeWithWindows; + int LastFrameAlive; + int LastFrameActive; + int LastFrameFocused; + ImGuiID LastFocusedNodeId; + ImGuiID SelectedTabId; + ImGuiID WantCloseTabId; + ImGuiID RefViewportId; + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; + bool IsFocused :1; + bool IsBgDrawnThisFrame :1; + bool HasCloseButton :1; + bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; + bool WantCloseAll :1; + bool WantLockSizeOnce :1; + bool WantMouseMove :1; + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; +}; +typedef enum { + ImGuiWindowDockStyleCol_Text, + ImGuiWindowDockStyleCol_TabHovered, + ImGuiWindowDockStyleCol_TabFocused, + ImGuiWindowDockStyleCol_TabSelected, + ImGuiWindowDockStyleCol_TabSelectedOverline, + ImGuiWindowDockStyleCol_TabDimmed, + ImGuiWindowDockStyleCol_TabDimmedSelected, + ImGuiWindowDockStyleCol_TabDimmedSelectedOverline, + ImGuiWindowDockStyleCol_COUNT +}ImGuiWindowDockStyleCol; +struct ImGuiWindowDockStyle +{ + ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; +}; +typedef struct ImVector_ImGuiDockRequest {int Size;int Capacity;ImGuiDockRequest* Data;} ImVector_ImGuiDockRequest; + +typedef struct ImVector_ImGuiDockNodeSettings {int Size;int Capacity;ImGuiDockNodeSettings* Data;} ImVector_ImGuiDockNodeSettings; + +struct ImGuiDockContext +{ + ImGuiStorage Nodes; + ImVector_ImGuiDockRequest Requests; + ImVector_ImGuiDockNodeSettings NodesSettings; + bool WantFullRebuild; +}; +typedef struct ImGuiViewportP ImGuiViewportP; +struct ImGuiViewportP +{ + ImGuiViewport _ImGuiViewport; + ImGuiWindow* Window; + int Idx; + int LastFrameActive; + int LastFocusedStampCount; + ImGuiID LastNameHash; + ImVec2 LastPos; + ImVec2 LastSize; + float Alpha; + float LastAlpha; + bool LastFocusedHadNavWindow; + short PlatformMonitor; + int BgFgDrawListsLastFrame[2]; + ImDrawList* BgFgDrawLists[2]; + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; + ImVec2 WorkInsetMin; + ImVec2 WorkInsetMax; + ImVec2 BuildWorkInsetMin; + ImVec2 BuildWorkInsetMax; +}; +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiID ClassId; + short DockOrder; + bool Collapsed; + bool IsChild; + bool WantApply; + bool WantDelete; +}; +struct ImGuiSettingsHandler +{ + const char* TypeName; + ImGuiID TypeHash; + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); + void* UserData; +}; +typedef enum { +ImGuiLocKey_VersionStr=0, +ImGuiLocKey_TableSizeOne=1, +ImGuiLocKey_TableSizeAllFit=2, +ImGuiLocKey_TableSizeAllDefault=3, +ImGuiLocKey_TableResetOrder=4, +ImGuiLocKey_WindowingMainMenuBar=5, +ImGuiLocKey_WindowingPopup=6, +ImGuiLocKey_WindowingUntitled=7, +ImGuiLocKey_OpenLink_s=8, +ImGuiLocKey_CopyLink=9, +ImGuiLocKey_DockingHideTabBar=10, +ImGuiLocKey_DockingHoldShiftToDock=11, +ImGuiLocKey_DockingDragToUndockOrMoveNode=12, +ImGuiLocKey_COUNT=13, +}ImGuiLocKey; +struct ImGuiLocEntry +{ + ImGuiLocKey Key; + const char* Text; +}; +typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const char* msg); +typedef enum { + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventError = 1 << 0, + ImGuiDebugLogFlags_EventActiveId = 1 << 1, + ImGuiDebugLogFlags_EventFocus = 1 << 2, + ImGuiDebugLogFlags_EventPopup = 1 << 3, + ImGuiDebugLogFlags_EventNav = 1 << 4, + ImGuiDebugLogFlags_EventClipper = 1 << 5, + ImGuiDebugLogFlags_EventSelection = 1 << 6, + ImGuiDebugLogFlags_EventIO = 1 << 7, + ImGuiDebugLogFlags_EventFont = 1 << 8, + ImGuiDebugLogFlags_EventInputRouting = 1 << 9, + ImGuiDebugLogFlags_EventDocking = 1 << 10, + ImGuiDebugLogFlags_EventViewport = 1 << 11, + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, + ImGuiDebugLogFlags_OutputToTTY = 1 << 20, + ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, +}ImGuiDebugLogFlags_; +typedef struct ImGuiDebugAllocEntry ImGuiDebugAllocEntry; +struct ImGuiDebugAllocEntry +{ + int FrameCount; + ImS16 AllocCount; + ImS16 FreeCount; +}; +typedef struct ImGuiDebugAllocInfo ImGuiDebugAllocInfo; +struct ImGuiDebugAllocInfo +{ + int TotalAllocCount; + int TotalFreeCount; + ImS16 LastEntriesIdx; + ImGuiDebugAllocEntry LastEntriesBuf[6]; +}; +struct ImGuiMetricsConfig +{ + bool ShowDebugLog; + bool ShowIDStackTool; + bool ShowWindowsRects; + bool ShowWindowsBeginOrder; + bool ShowTablesRects; + bool ShowDrawCmdMesh; + bool ShowDrawCmdBoundingBoxes; + bool ShowTextEncodingViewer; + bool ShowAtlasTintedWithTextColor; + bool ShowDockingNodes; + int ShowWindowsRectsType; + int ShowTablesRectsType; + int HighlightMonitorIdx; + ImGuiID HighlightViewportID; +}; +typedef struct ImGuiStackLevelInfo ImGuiStackLevelInfo; +struct ImGuiStackLevelInfo +{ + ImGuiID ID; + ImS8 QueryFrameCount; + bool QuerySuccess; + ImGuiDataType DataType : 8; + char Desc[57]; +}; +typedef struct ImGuiIDStackTool ImGuiIDStackTool; +typedef struct ImVector_ImGuiStackLevelInfo {int Size;int Capacity;ImGuiStackLevelInfo* Data;} ImVector_ImGuiStackLevelInfo; + +struct ImGuiIDStackTool +{ + int LastActiveFrame; + int StackLevel; + ImGuiID QueryId; + ImVector_ImGuiStackLevelInfo Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; +}; +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +typedef enum { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }ImGuiContextHookType; +struct ImGuiContextHook +{ + ImGuiID HookId; + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; +}; +typedef struct ImVector_ImGuiInputEvent {int Size;int Capacity;ImGuiInputEvent* Data;} ImVector_ImGuiInputEvent; + +typedef struct ImVector_ImGuiWindowStackData {int Size;int Capacity;ImGuiWindowStackData* Data;} ImVector_ImGuiWindowStackData; + +typedef struct ImVector_ImGuiColorMod {int Size;int Capacity;ImGuiColorMod* Data;} ImVector_ImGuiColorMod; + +typedef struct ImVector_ImGuiStyleMod {int Size;int Capacity;ImGuiStyleMod* Data;} ImVector_ImGuiStyleMod; + +typedef struct ImVector_ImGuiFocusScopeData {int Size;int Capacity;ImGuiFocusScopeData* Data;} ImVector_ImGuiFocusScopeData; + +typedef struct ImVector_ImGuiItemFlags {int Size;int Capacity;ImGuiItemFlags* Data;} ImVector_ImGuiItemFlags; + +typedef struct ImVector_ImGuiGroupData {int Size;int Capacity;ImGuiGroupData* Data;} ImVector_ImGuiGroupData; + +typedef struct ImVector_ImGuiPopupData {int Size;int Capacity;ImGuiPopupData* Data;} ImVector_ImGuiPopupData; + +typedef struct ImVector_ImGuiTreeNodeStackData {int Size;int Capacity;ImGuiTreeNodeStackData* Data;} ImVector_ImGuiTreeNodeStackData; + +typedef struct ImVector_ImGuiViewportPPtr {int Size;int Capacity;ImGuiViewportP** Data;} ImVector_ImGuiViewportPPtr; + +typedef struct ImVector_unsigned_char {int Size;int Capacity;unsigned char* Data;} ImVector_unsigned_char; + +typedef struct ImVector_ImGuiListClipperData {int Size;int Capacity;ImGuiListClipperData* Data;} ImVector_ImGuiListClipperData; + +typedef struct ImVector_ImGuiTableTempData {int Size;int Capacity;ImGuiTableTempData* Data;} ImVector_ImGuiTableTempData; + +typedef struct ImVector_ImGuiTable {int Size;int Capacity;ImGuiTable* Data;} ImVector_ImGuiTable; + +typedef struct ImPool_ImGuiTable {ImVector_ImGuiTable Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiTable; + +typedef struct ImVector_ImGuiTabBar {int Size;int Capacity;ImGuiTabBar* Data;} ImVector_ImGuiTabBar; + +typedef struct ImPool_ImGuiTabBar {ImVector_ImGuiTabBar Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiTabBar; + +typedef struct ImVector_ImGuiPtrOrIndex {int Size;int Capacity;ImGuiPtrOrIndex* Data;} ImVector_ImGuiPtrOrIndex; + +typedef struct ImVector_ImGuiShrinkWidthItem {int Size;int Capacity;ImGuiShrinkWidthItem* Data;} ImVector_ImGuiShrinkWidthItem; + +typedef struct ImVector_ImGuiMultiSelectTempData {int Size;int Capacity;ImGuiMultiSelectTempData* Data;} ImVector_ImGuiMultiSelectTempData; + +typedef struct ImVector_ImGuiMultiSelectState {int Size;int Capacity;ImGuiMultiSelectState* Data;} ImVector_ImGuiMultiSelectState; + +typedef struct ImPool_ImGuiMultiSelectState {ImVector_ImGuiMultiSelectState Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiMultiSelectState; + +typedef struct ImVector_ImGuiID {int Size;int Capacity;ImGuiID* Data;} ImVector_ImGuiID; + +typedef struct ImVector_ImGuiSettingsHandler {int Size;int Capacity;ImGuiSettingsHandler* Data;} ImVector_ImGuiSettingsHandler; + +typedef struct ImChunkStream_ImGuiWindowSettings {ImVector_char Buf;} ImChunkStream_ImGuiWindowSettings; + +typedef struct ImChunkStream_ImGuiTableSettings {ImVector_char Buf;} ImChunkStream_ImGuiTableSettings; + +typedef struct ImVector_ImGuiContextHook {int Size;int Capacity;ImGuiContextHook* Data;} ImVector_ImGuiContextHook; + +struct ImGuiContext +{ + bool Initialized; + bool FontAtlasOwnedByContext; + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; + ImGuiConfigFlags ConfigFlagsLastFrame; + ImFont* Font; + float FontSize; + float FontBaseSize; + float FontScale; + float CurrentDpiScale; + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + ImGuiID WithinEndChildID; + bool WithinFrameScope; + bool WithinFrameScopeWithImplicitWindow; + bool GcCompactAll; + bool TestEngineHookItems; + void* TestEngine; + char ContextName[16]; + ImVector_ImGuiInputEvent InputEventsQueue; + ImVector_ImGuiInputEvent InputEventsTrail; + ImGuiMouseSource InputEventsNextMouseSource; + ImU32 InputEventsNextEventId; + ImVector_ImGuiWindowPtr Windows; + ImVector_ImGuiWindowPtr WindowsFocusOrder; + ImVector_ImGuiWindowPtr WindowsTempSortBuffer; + ImVector_ImGuiWindowStackData CurrentWindowStack; + ImGuiStorage WindowsById; + int WindowsActiveCount; + ImVec2 WindowsHoverPadding; + ImGuiID DebugBreakInWindow; + ImGuiWindow* CurrentWindow; + ImGuiWindow* HoveredWindow; + ImGuiWindow* HoveredWindowUnderMovingWindow; + ImGuiWindow* HoveredWindowBeforeClear; + ImGuiWindow* MovingWindow; + ImGuiWindow* WheelingWindow; + ImVec2 WheelingWindowRefMousePos; + int WheelingWindowStartFrame; + int WheelingWindowScrolledFrame; + float WheelingWindowReleaseTimer; + ImVec2 WheelingWindowWheelRemainder; + ImVec2 WheelingAxisAvg; + ImGuiID DebugDrawIdConflicts; + ImGuiID DebugHookIdInfo; + ImGuiID HoveredId; + ImGuiID HoveredIdPreviousFrame; + int HoveredIdPreviousFrameItemCount; + float HoveredIdTimer; + float HoveredIdNotActiveTimer; + bool HoveredIdAllowOverlap; + bool HoveredIdIsDisabled; + bool ItemUnclipByLog; + ImGuiID ActiveId; + ImGuiID ActiveIdIsAlive; + float ActiveIdTimer; + bool ActiveIdIsJustActivated; + bool ActiveIdAllowOverlap; + bool ActiveIdNoClearOnFocusLoss; + bool ActiveIdHasBeenPressedBefore; + bool ActiveIdHasBeenEditedBefore; + bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdFromShortcut; + int ActiveIdMouseButton : 8; + ImVec2 ActiveIdClickOffset; + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; + ImGuiID ActiveIdPreviousFrame; + ImGuiDeactivatedItemData DeactivatedItemData; + ImGuiDataTypeStorage ActiveIdValueOnActivation; + ImGuiID LastActiveId; + float LastActiveIdTimer; + double LastKeyModsChangeTime; + double LastKeyModsChangeFromNoneTime; + double LastKeyboardKeyPressTime; + ImBitArrayForNamedKeys KeysMayBeCharInput; + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; + ImU32 ActiveIdUsingNavDirMask; + bool ActiveIdUsingAllKeyboardKeys; + ImGuiKeyChord DebugBreakInShortcutRouting; + ImGuiID CurrentFocusScopeId; + ImGuiItemFlags CurrentItemFlags; + ImGuiID DebugLocateId; + ImGuiNextItemData NextItemData; + ImGuiLastItemData LastItemData; + ImGuiNextWindowData NextWindowData; + bool DebugShowGroupRects; + ImGuiCol DebugFlashStyleColorIdx; + ImVector_ImGuiColorMod ColorStack; + ImVector_ImGuiStyleMod StyleVarStack; + ImVector_ImFontPtr FontStack; + ImVector_ImGuiFocusScopeData FocusScopeStack; + ImVector_ImGuiItemFlags ItemFlagsStack; + ImVector_ImGuiGroupData GroupStack; + ImVector_ImGuiPopupData OpenPopupStack; + ImVector_ImGuiPopupData BeginPopupStack; + ImVector_ImGuiTreeNodeStackData TreeNodeStack; + ImVector_ImGuiViewportPPtr Viewports; + ImGuiViewportP* CurrentViewport; + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; + ImRect PlatformMonitorsFullWorkRect; + int ViewportCreatedCount; + int PlatformWindowsCreatedCount; + int ViewportFocusedStampCount; + bool NavCursorVisible; + bool NavHighlightItemUnderNav; + bool NavMousePosDirty; + bool NavIdIsAlive; + ImGuiID NavId; + ImGuiWindow* NavWindow; + ImGuiID NavFocusScopeId; + ImGuiNavLayer NavLayer; + ImGuiID NavActivateId; + ImGuiID NavActivateDownId; + ImGuiID NavActivatePressedId; + ImGuiActivateFlags NavActivateFlags; + ImVector_ImGuiFocusScopeData NavFocusRoute; + ImGuiID NavHighlightActivatedId; + float NavHighlightActivatedTimer; + ImGuiID NavNextActivateId; + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; + ImGuiSelectionUserData NavLastValidSelectionUserData; + ImS8 NavCursorHideFrames; + bool NavAnyRequest; + bool NavInitRequest; + bool NavInitRequestFromMove; + ImGuiNavItemData NavInitResult; + bool NavMoveSubmitted; + bool NavMoveScoringItems; + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyChord NavMoveKeyMods; + ImGuiDir NavMoveDir; + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; + ImRect NavScoringRect; + ImRect NavScoringNoClipRect; + int NavScoringDebugCount; + int NavTabbingDir; + int NavTabbingCounter; + ImGuiNavItemData NavMoveResultLocal; + ImGuiNavItemData NavMoveResultLocalVisible; + ImGuiNavItemData NavMoveResultOther; + ImGuiNavItemData NavTabbingResultFirst; + ImGuiID NavJustMovedFromFocusScopeId; + ImGuiID NavJustMovedToId; + ImGuiID NavJustMovedToFocusScopeId; + ImGuiKeyChord NavJustMovedToKeyMods; + bool NavJustMovedToIsTabbing; + bool NavJustMovedToHasSelectionData; + ImGuiKeyChord ConfigNavWindowingKeyNext; + ImGuiKeyChord ConfigNavWindowingKeyPrev; + ImGuiWindow* NavWindowingTarget; + ImGuiWindow* NavWindowingTargetAnim; + ImGuiWindow* NavWindowingListWindow; + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + ImGuiKey NavWindowingToggleKey; + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; + float DimBgRatio; + bool DragDropActive; + bool DragDropWithinSource; + bool DragDropWithinTarget; + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; + ImRect DragDropTargetClipRect; + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; + ImGuiID DragDropAcceptIdCurr; + ImGuiID DragDropAcceptIdPrev; + int DragDropAcceptFrameCount; + ImGuiID DragDropHoldJustPressedId; + ImVector_unsigned_char DragDropPayloadBufHeap; + unsigned char DragDropPayloadBufLocal[16]; + int ClipperTempDataStacked; + ImVector_ImGuiListClipperData ClipperTempData; + ImGuiTable* CurrentTable; + ImGuiID DebugBreakInTable; + int TablesTempDataStacked; + ImVector_ImGuiTableTempData TablesTempData; + ImPool_ImGuiTable Tables; + ImVector_float TablesLastTimeActive; + ImVector_ImDrawChannel DrawChannelsTempMergeBuffer; + ImGuiTabBar* CurrentTabBar; + ImPool_ImGuiTabBar TabBars; + ImVector_ImGuiPtrOrIndex CurrentTabBarStack; + ImVector_ImGuiShrinkWidthItem ShrinkWidthBuffer; + ImGuiBoxSelectState BoxSelectState; + ImGuiMultiSelectTempData* CurrentMultiSelect; + int MultiSelectTempDataStacked; + ImVector_ImGuiMultiSelectTempData MultiSelectTempData; + ImPool_ImGuiMultiSelectState MultiSelectStorage; + ImGuiID HoverItemDelayId; + ImGuiID HoverItemDelayIdPreviousFrame; + float HoverItemDelayTimer; + float HoverItemDelayClearTimer; + ImGuiID HoverItemUnlockedStationaryId; + ImGuiID HoverWindowUnlockedStationaryId; + ImGuiMouseCursor MouseCursor; + float MouseStationaryTimer; + ImVec2 MouseLastValidPos; + ImGuiInputTextState InputTextState; + ImGuiInputTextDeactivatedState InputTextDeactivatedState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; + ImGuiDataTypeStorage DataTypeZeroValue; + int BeginMenuDepth; + int BeginComboDepth; + ImGuiColorEditFlags ColorEditOptions; + ImGuiID ColorEditCurrentID; + ImGuiID ColorEditSavedID; + float ColorEditSavedHue; + float ColorEditSavedSat; + ImU32 ColorEditSavedColor; + ImVec4 ColorPickerRef; + ImGuiComboPreviewData ComboPreviewData; + ImRect WindowResizeBorderExpectedRect; + bool WindowResizeRelativeMode; + short ScrollbarSeekMode; + float ScrollbarClickDeltaToGrabCenter; + float SliderGrabClickOffset; + float SliderCurrentAccum; + bool SliderCurrentAccumDirty; + bool DragCurrentAccumDirty; + float DragCurrentAccum; + float DragSpeedDefaultRatio; + float DisabledAlphaBackup; + short DisabledStackSize; + short TooltipOverrideCount; + ImGuiWindow* TooltipPreviousWindow; + ImVector_char ClipboardHandlerData; + ImVector_ImGuiID MenusIdSubmittedThisFrame; + ImGuiTypingSelectState TypingSelectState; + ImGuiPlatformImeData PlatformImeData; + ImGuiPlatformImeData PlatformImeDataPrev; + ImGuiID PlatformImeViewport; + ImGuiDockContext DockContext; + void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + bool SettingsLoaded; + float SettingsDirtyTimer; + ImGuiTextBuffer SettingsIniData; + ImVector_ImGuiSettingsHandler SettingsHandlers; + ImChunkStream_ImGuiWindowSettings SettingsWindows; + ImChunkStream_ImGuiTableSettings SettingsTables; + ImVector_ImGuiContextHook Hooks; + ImGuiID HookIdNext; + const char* LocalizationTable[ImGuiLocKey_COUNT]; + bool LogEnabled; + ImGuiLogFlags LogFlags; + ImGuiWindow* LogWindow; + ImFileHandle LogFile; + ImGuiTextBuffer LogBuffer; + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; + ImGuiErrorCallback ErrorCallback; + void* ErrorCallbackUserData; + ImVec2 ErrorTooltipLockedPos; + bool ErrorFirst; + int ErrorCountCurrentFrame; + ImGuiErrorRecoveryState StackSizesInNewFrame; + ImGuiErrorRecoveryState*StackSizesInBeginForCurrentWindow; + int DebugDrawIdConflictsCount; + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + ImGuiTextIndex DebugLogIndex; + int DebugLogSkippedErrors; + ImGuiDebugLogFlags DebugLogAutoDisableFlags; + ImU8 DebugLogAutoDisableFrames; + ImU8 DebugLocateFrames; + bool DebugBreakInLocateId; + ImGuiKeyChord DebugBreakKeyChord; + ImS8 DebugBeginReturnValueCullDepth; + bool DebugItemPickerActive; + ImU8 DebugItemPickerMouseButton; + ImGuiID DebugItemPickerBreakId; + float DebugFlashStyleColorTime; + ImVec4 DebugFlashStyleColorBackup; + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiIDStackTool DebugIDStackTool; + ImGuiDebugAllocInfo DebugAllocInfo; + ImGuiDockNode* DebugHoveredDockNode; + float FramerateSecPerFrame[60]; + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; + int WantCaptureKeyboardNextFrame; + int WantTextInputNextFrame; + ImVector_char TempBuffer; + char TempKeychordName[64]; +}; +struct ImGuiWindowTempData +{ + ImVec2 CursorPos; + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; + ImVec2 CursorMaxPos; + ImVec2 IdealMaxPos; + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; + float PrevLineTextBaseOffset; + bool IsSameLine; + bool IsSetPos; + ImVec1 Indent; + ImVec1 ColumnsOffset; + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness; + ImGuiNavLayer NavLayerCurrent; + short NavLayersActiveMask; + short NavLayersActiveMaskNext; + bool NavIsScrollPushableX; + bool NavHideHighlightOneFrame; + bool NavWindowHasScrollY; + bool MenuBarAppending; + ImVec2 MenuBarOffset; + ImGuiMenuColumns MenuColumns; + int TreeDepth; + ImU32 TreeHasStackDataDepthMask; + ImVector_ImGuiWindowPtr ChildWindows; + ImGuiStorage* StateStorage; + ImGuiOldColumns* CurrentColumns; + int CurrentTableIdx; + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; + ImU32 ModalDimBgColor; + float ItemWidth; + float TextWrapPos; + ImVector_float ItemWidthStack; + ImVector_float TextWrapPosStack; +}; +typedef struct ImVector_ImGuiOldColumns {int Size;int Capacity;ImGuiOldColumns* Data;} ImVector_ImGuiOldColumns; + +struct ImGuiWindow +{ + ImGuiContext* Ctx; + char* Name; + ImGuiID ID; + ImGuiWindowFlags Flags, FlagsPreviousFrame; + ImGuiChildFlags ChildFlags; + ImGuiWindowClass WindowClass; + ImGuiViewportP* Viewport; + ImGuiID ViewportId; + ImVec2 ViewportPos; + int ViewportAllowPlatformMonitorExtend; + ImVec2 Pos; + ImVec2 Size; + ImVec2 SizeFull; + ImVec2 ContentSize; + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; + ImVec2 WindowPadding; + float WindowRounding; + float WindowBorderSize; + float TitleBarHeight, MenuBarHeight; + float DecoOuterSizeX1, DecoOuterSizeY1; + float DecoOuterSizeX2, DecoOuterSizeY2; + float DecoInnerSizeX1, DecoInnerSizeY1; + int NameBufLen; + ImGuiID MoveId; + ImGuiID TabId; + ImGuiID ChildId; + ImGuiID PopupId; + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; + ImVec2 ScrollTargetCenterRatio; + ImVec2 ScrollTargetEdgeSnapDist; + ImVec2 ScrollbarSizes; + bool ScrollbarX, ScrollbarY; + bool ViewportOwned; + bool Active; + bool WasActive; + bool WriteAccessed; + bool Collapsed; + bool WantCollapseToggle; + bool SkipItems; + bool SkipRefresh; + bool Appearing; + bool Hidden; + bool IsFallbackWindow; + bool IsExplicitChild; + bool HasCloseButton; + signed char ResizeBorderHovered; + signed char ResizeBorderHeld; + short BeginCount; + short BeginCountPreviousFrame; + short BeginOrderWithinParent; + short BeginOrderWithinContext; + short FocusOrder; + ImS8 AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; + ImS8 HiddenFramesCannotSkipItems; + ImS8 HiddenFramesForRenderOnly; + ImS8 DisableInputsFrames; + ImGuiCond SetWindowPosAllowFlags : 8; + ImGuiCond SetWindowSizeAllowFlags : 8; + ImGuiCond SetWindowCollapsedAllowFlags : 8; + ImGuiCond SetWindowDockAllowFlags : 8; + ImVec2 SetWindowPosVal; + ImVec2 SetWindowPosPivot; + ImVector_ImGuiID IDStack; + ImGuiWindowTempData DC; + ImRect OuterRectClipped; + ImRect InnerRect; + ImRect InnerClipRect; + ImRect WorkRect; + ImRect ParentWorkRect; + ImRect ClipRect; + ImRect ContentRegionRect; + ImVec2ih HitTestHoleSize; + ImVec2ih HitTestHoleOffset; + int LastFrameActive; + int LastFrameJustFocused; + float LastTimeActive; + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector_ImGuiOldColumns ColumnsStorage; + float FontWindowScale; + float FontDpiScale; + int SettingsOffset; + ImDrawList* DrawList; + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; + ImGuiWindow* RootWindowPopupTree; + ImGuiWindow* RootWindowDockTree; + ImGuiWindow* RootWindowForTitleBarHighlight; + ImGuiWindow* RootWindowForNav; + ImGuiWindow* ParentWindowForFocusRoute; + ImGuiWindow* NavLastChildNavWindow; + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; + ImRect NavRectRel[ImGuiNavLayer_COUNT]; + ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; + ImGuiID NavRootFocusScopeId; + int MemoryDrawListIdxCapacity; + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; + bool DockIsActive :1; + bool DockNodeIsVisible :1; + bool DockTabIsVisible :1; + bool DockTabWantClose :1; + short DockOrder; + ImGuiWindowDockStyle DockStyle; + ImGuiDockNode* DockNode; + ImGuiDockNode* DockNodeAsHost; + ImGuiID DockId; + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; +}; +typedef enum { + ImGuiTabBarFlags_DockNode = 1 << 20, + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22, +}ImGuiTabBarFlagsPrivate_; +typedef enum { + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, + ImGuiTabItemFlags_Button = 1 << 21, + ImGuiTabItemFlags_Unsorted = 1 << 22, +}ImGuiTabItemFlagsPrivate_; +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + ImGuiWindow* Window; + int LastFrameVisible; + int LastFrameSelected; + float Offset; + float Width; + float ContentWidth; + float RequestedWidth; + ImS32 NameOffset; + ImS16 BeginOrder; + ImS16 IndexDuringLayout; + bool WantClose; +}; +typedef struct ImVector_ImGuiTabItem {int Size;int Capacity;ImGuiTabItem* Data;} ImVector_ImGuiTabItem; + +struct ImGuiTabBar +{ + ImGuiWindow* Window; + ImVector_ImGuiTabItem Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; + ImGuiID SelectedTabId; + ImGuiID NextSelectedTabId; + ImGuiID VisibleTabId; + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; + float WidthAllTabs; + float WidthAllTabsIdeal; + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + float SeparatorMinX; + float SeparatorMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; + ImS16 TabsActiveCount; + ImS16 LastTabItemIdx; + float ItemSpacingY; + ImVec2 FramePadding; + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; +}; +typedef ImS16 ImGuiTableColumnIdx; +typedef ImU16 ImGuiTableDrawChannelIdx; +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; + float WidthGiven; + float MinX; + float MaxX; + float WidthRequest; + float WidthAuto; + float WidthMax; + float StretchWeight; + float InitStretchWeightOrWidth; + ImRect ClipRect; + ImGuiID UserID; + float WorkMinX; + float WorkMaxX; + float ItemWidth; + float ContentMaxXFrozen; + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx IndexWithinEnabledSet; + ImGuiTableColumnIdx PrevEnabledColumn; + ImGuiTableColumnIdx NextEnabledColumn; + ImGuiTableColumnIdx SortOrder; + ImGuiTableDrawChannelIdx DrawChannelCurrent; + ImGuiTableDrawChannelIdx DrawChannelFrozen; + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; + bool IsEnabled; + bool IsUserEnabled; + bool IsUserEnabledNextFrame; + bool IsVisibleX; + bool IsVisibleY; + bool IsRequestOutput; + bool IsSkipItems; + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; + ImU8 AutoFitQueue; + ImU8 CannotSkipItemsQueue; + ImU8 SortDirection : 2; + ImU8 SortDirectionsAvailCount : 2; + ImU8 SortDirectionsAvailMask : 4; + ImU8 SortDirectionsAvailList; +}; +typedef struct ImGuiTableCellData ImGuiTableCellData; +struct ImGuiTableCellData +{ + ImU32 BgColor; + ImGuiTableColumnIdx Column; +}; +struct ImGuiTableHeaderData +{ + ImGuiTableColumnIdx Index; + ImU32 TextColor; + ImU32 BgColor0; + ImU32 BgColor1; +}; +struct ImGuiTableInstanceData +{ + ImGuiID TableInstanceID; + float LastOuterHeight; + float LastTopHeadersRowHeight; + float LastFrozenHeight; + int HoveredRowLast; + int HoveredRowNext; +}; +typedef struct ImSpan_ImGuiTableColumn {ImGuiTableColumn* Data;ImGuiTableColumn* DataEnd;} ImSpan_ImGuiTableColumn; + +typedef struct ImSpan_ImGuiTableColumnIdx {ImGuiTableColumnIdx* Data;ImGuiTableColumnIdx* DataEnd;} ImSpan_ImGuiTableColumnIdx; + +typedef struct ImSpan_ImGuiTableCellData {ImGuiTableCellData* Data;ImGuiTableCellData* DataEnd;} ImSpan_ImGuiTableCellData; + +typedef struct ImVector_ImGuiTableInstanceData {int Size;int Capacity;ImGuiTableInstanceData* Data;} ImVector_ImGuiTableInstanceData; + +typedef struct ImVector_ImGuiTableColumnSortSpecs {int Size;int Capacity;ImGuiTableColumnSortSpecs* Data;} ImVector_ImGuiTableColumnSortSpecs; + +struct ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; + ImGuiTableTempData* TempData; + ImSpan_ImGuiTableColumn Columns; + ImSpan_ImGuiTableColumnIdx DisplayOrderToIndex; + ImSpan_ImGuiTableCellData RowCellData; + ImBitArrayPtr EnabledMaskByDisplayOrder; + ImBitArrayPtr EnabledMaskByIndex; + ImBitArrayPtr VisibleMaskByIndex; + ImGuiTableFlags SettingsLoadedFlags; + int SettingsOffset; + int LastFrameActive; + int ColumnsCount; + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; + ImS16 InstanceInteracted; + float RowPosY1; + float RowPosY2; + float RowMinHeight; + float RowCellPaddingY; + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; + ImU32 RowBgColor[2]; + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; + float CellSpacingX1; + float CellSpacingX2; + float InnerWidth; + float ColumnsGivenWidth; + float ColumnsAutoFitWidth; + float ColumnsStretchSumWeights; + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; + float RefScale; + float AngledHeadersHeight; + float AngledHeadersSlope; + ImRect OuterRect; + ImRect InnerRect; + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; + ImRect Bg0ClipRectForDrawCmd; + ImRect Bg2ClipRectForDrawCmd; + ImRect HostClipRect; + ImRect HostBackupInnerClipRect; + ImGuiWindow* OuterWindow; + ImGuiWindow* InnerWindow; + ImGuiTextBuffer ColumnsNames; + ImDrawListSplitter* DrawSplitter; + ImGuiTableInstanceData InstanceDataFirst; + ImVector_ImGuiTableInstanceData InstanceDataExtra; + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector_ImGuiTableColumnSortSpecs SortSpecsMulti; + ImGuiTableSortSpecs SortSpecs; + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; + ImGuiTableColumnIdx ColumnsEnabledFixedCount; + ImGuiTableColumnIdx DeclColumnsCount; + ImGuiTableColumnIdx AngledHeadersCount; + ImGuiTableColumnIdx HoveredColumnBody; + ImGuiTableColumnIdx HoveredColumnBorder; + ImGuiTableColumnIdx HighlightColumnHeader; + ImGuiTableColumnIdx AutoFitSingleColumn; + ImGuiTableColumnIdx ResizedColumn; + ImGuiTableColumnIdx LastResizedColumn; + ImGuiTableColumnIdx HeldHeaderColumn; + ImGuiTableColumnIdx ReorderColumn; + ImGuiTableColumnIdx ReorderColumnDir; + ImGuiTableColumnIdx LeftMostEnabledColumn; + ImGuiTableColumnIdx RightMostEnabledColumn; + ImGuiTableColumnIdx LeftMostStretchedColumn; + ImGuiTableColumnIdx RightMostStretchedColumn; + ImGuiTableColumnIdx ContextPopupColumn; + ImGuiTableColumnIdx FreezeRowsRequest; + ImGuiTableColumnIdx FreezeRowsCount; + ImGuiTableColumnIdx FreezeColumnsRequest; + ImGuiTableColumnIdx FreezeColumnsCount; + ImGuiTableColumnIdx RowCellDataCurrent; + ImGuiTableDrawChannelIdx DummyDrawChannel; + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + bool IsLayoutLocked; + bool IsInsideRow; + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; + bool IsContextPopupOpen; + bool DisableDefaultContextMenu; + bool IsSettingsRequestLoad; + bool IsSettingsDirty; + bool IsDefaultDisplayOrder; + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; + bool IsDefaultSizingPolicy; + bool IsActiveIdAliveBeforeTable; + bool IsActiveIdInTable; + bool HasScrollbarYCurr; + bool HasScrollbarYPrev; + bool MemoryCompacted; + bool HostSkipItems; +}; +typedef struct ImVector_ImGuiTableHeaderData {int Size;int Capacity;ImGuiTableHeaderData* Data;} ImVector_ImGuiTableHeaderData; + +struct ImGuiTableTempData +{ + int TableIndex; + float LastTimeActive; + float AngledHeadersExtraWidth; + ImVector_ImGuiTableHeaderData AngledHeadersRequests; + ImVec2 UserOuterSize; + ImDrawListSplitter DrawSplitter; + ImRect HostBackupWorkRect; + ImRect HostBackupParentWorkRect; + ImVec2 HostBackupPrevLineSize; + ImVec2 HostBackupCurrLineSize; + ImVec2 HostBackupCursorMaxPos; + ImVec1 HostBackupColumnsOffset; + float HostBackupItemWidth; + int HostBackupItemWidthStackSize; +}; +typedef struct ImGuiTableColumnSettings ImGuiTableColumnSettings; +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImU8 IsEnabled : 1; + ImU8 IsStretch : 1; +}; +struct ImGuiTableSettings +{ + ImGuiID ID; + ImGuiTableFlags SaveFlags; + float RefScale; + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; + bool WantApply; +}; +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; +#ifdef IMGUI_ENABLE_FREETYPE +struct ImFontAtlas; +struct ImFontBuilderIO; +typedef enum { + ImGuiFreeTypeBuilderFlags_NoHinting = 1 << 0, + ImGuiFreeTypeBuilderFlags_NoAutoHint = 1 << 1, + ImGuiFreeTypeBuilderFlags_ForceAutoHint = 1 << 2, + ImGuiFreeTypeBuilderFlags_LightHinting = 1 << 3, + ImGuiFreeTypeBuilderFlags_MonoHinting = 1 << 4, + ImGuiFreeTypeBuilderFlags_Bold = 1 << 5, + ImGuiFreeTypeBuilderFlags_Oblique = 1 << 6, + ImGuiFreeTypeBuilderFlags_Monochrome = 1 << 7, + ImGuiFreeTypeBuilderFlags_LoadColor = 1 << 8, + ImGuiFreeTypeBuilderFlags_Bitmap = 1 << 9 +}ImGuiFreeTypeBuilderFlags; +#endif +#define IMGUI_HAS_DOCK 1 + +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) + +#else +struct GLFWwindow; +struct SDL_Window; +typedef union SDL_Event SDL_Event; +#endif // CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +#ifndef CIMGUI_DEFINE_ENUMS_AND_STRUCTS +typedef struct ImGuiTextFilter::ImGuiTextRange ImGuiTextRange; +typedef ImStb::STB_TexteditState STB_TexteditState; +typedef ImChunkStream ImChunkStream_ImGuiTableSettings; +typedef ImChunkStream ImChunkStream_ImGuiWindowSettings; +typedef ImPool ImPool_ImGuiMultiSelectState; +typedef ImPool ImPool_ImGuiTabBar; +typedef ImPool ImPool_ImGuiTable; +typedef ImSpan ImSpan_ImGuiTableCellData; +typedef ImSpan ImSpan_ImGuiTableColumn; +typedef ImSpan ImSpan_ImGuiTableColumnIdx; +typedef ImVector ImVector_ImDrawChannel; +typedef ImVector ImVector_ImDrawCmd; +typedef ImVector ImVector_ImDrawIdx; +typedef ImVector ImVector_ImDrawListPtr; +typedef ImVector ImVector_ImDrawVert; +typedef ImVector ImVector_ImFontPtr; +typedef ImVector ImVector_ImFontAtlasCustomRect; +typedef ImVector ImVector_ImFontConfig; +typedef ImVector ImVector_ImFontGlyph; +typedef ImVector ImVector_ImGuiColorMod; +typedef ImVector ImVector_ImGuiContextHook; +typedef ImVector ImVector_ImGuiDockNodeSettings; +typedef ImVector ImVector_ImGuiDockRequest; +typedef ImVector ImVector_ImGuiFocusScopeData; +typedef ImVector ImVector_ImGuiGroupData; +typedef ImVector ImVector_ImGuiID; +typedef ImVector ImVector_ImGuiInputEvent; +typedef ImVector ImVector_ImGuiItemFlags; +typedef ImVector ImVector_ImGuiKeyRoutingData; +typedef ImVector ImVector_ImGuiListClipperData; +typedef ImVector ImVector_ImGuiListClipperRange; +typedef ImVector ImVector_ImGuiMultiSelectTempData; +typedef ImVector ImVector_ImGuiOldColumnData; +typedef ImVector ImVector_ImGuiOldColumns; +typedef ImVector ImVector_ImGuiPlatformMonitor; +typedef ImVector ImVector_ImGuiPopupData; +typedef ImVector ImVector_ImGuiPtrOrIndex; +typedef ImVector ImVector_ImGuiSelectionRequest; +typedef ImVector ImVector_ImGuiSettingsHandler; +typedef ImVector ImVector_ImGuiShrinkWidthItem; +typedef ImVector ImVector_ImGuiStackLevelInfo; +typedef ImVector ImVector_ImGuiStoragePair; +typedef ImVector ImVector_ImGuiStyleMod; +typedef ImVector ImVector_ImGuiTabItem; +typedef ImVector ImVector_ImGuiTableColumnSortSpecs; +typedef ImVector ImVector_ImGuiTableHeaderData; +typedef ImVector ImVector_ImGuiTableInstanceData; +typedef ImVector ImVector_ImGuiTableTempData; +typedef ImVector ImVector_ImGuiTextRange; +typedef ImVector ImVector_ImGuiTreeNodeStackData; +typedef ImVector ImVector_ImGuiViewportPtr; +typedef ImVector ImVector_ImGuiViewportPPtr; +typedef ImVector ImVector_ImGuiWindowPtr; +typedef ImVector ImVector_ImGuiWindowStackData; +typedef ImVector ImVector_ImTextureID; +typedef ImVector ImVector_ImU32; +typedef ImVector ImVector_ImU8; +typedef ImVector ImVector_ImVec2; +typedef ImVector ImVector_ImVec4; +typedef ImVector ImVector_ImWchar; +typedef ImVector ImVector_char; +typedef ImVector ImVector_const_charPtr; +typedef ImVector ImVector_float; +typedef ImVector ImVector_int; +typedef ImVector ImVector_unsigned_char; +#endif //CIMGUI_DEFINE_ENUMS_AND_STRUCTS +CIMGUI_API ImVec2* ImVec2_ImVec2_Nil(void); +CIMGUI_API void ImVec2_destroy(ImVec2* self); +CIMGUI_API ImVec2* ImVec2_ImVec2_Float(float _x,float _y); +CIMGUI_API ImVec4* ImVec4_ImVec4_Nil(void); +CIMGUI_API void ImVec4_destroy(ImVec4* self); +CIMGUI_API ImVec4* ImVec4_ImVec4_Float(float _x,float _y,float _z,float _w); +CIMGUI_API ImGuiContext* igCreateContext(ImFontAtlas* shared_font_atlas); +CIMGUI_API void igDestroyContext(ImGuiContext* ctx); +CIMGUI_API ImGuiContext* igGetCurrentContext(void); +CIMGUI_API void igSetCurrentContext(ImGuiContext* ctx); +CIMGUI_API ImGuiIO* igGetIO(void); +CIMGUI_API ImGuiPlatformIO* igGetPlatformIO(void); +CIMGUI_API ImGuiStyle* igGetStyle(void); +CIMGUI_API void igNewFrame(void); +CIMGUI_API void igEndFrame(void); +CIMGUI_API void igRender(void); +CIMGUI_API ImDrawData* igGetDrawData(void); +CIMGUI_API void igShowDemoWindow(bool* p_open); +CIMGUI_API void igShowMetricsWindow(bool* p_open); +CIMGUI_API void igShowDebugLogWindow(bool* p_open); +CIMGUI_API void igShowIDStackToolWindow(bool* p_open); +CIMGUI_API void igShowAboutWindow(bool* p_open); +CIMGUI_API void igShowStyleEditor(ImGuiStyle* ref); +CIMGUI_API bool igShowStyleSelector(const char* label); +CIMGUI_API void igShowFontSelector(const char* label); +CIMGUI_API void igShowUserGuide(void); +CIMGUI_API const char* igGetVersion(void); +CIMGUI_API void igStyleColorsDark(ImGuiStyle* dst); +CIMGUI_API void igStyleColorsLight(ImGuiStyle* dst); +CIMGUI_API void igStyleColorsClassic(ImGuiStyle* dst); +CIMGUI_API bool igBegin(const char* name,bool* p_open,ImGuiWindowFlags flags); +CIMGUI_API void igEnd(void); +CIMGUI_API bool igBeginChild_Str(const char* str_id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginChild_ID(ImGuiID id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags); +CIMGUI_API void igEndChild(void); +CIMGUI_API bool igIsWindowAppearing(void); +CIMGUI_API bool igIsWindowCollapsed(void); +CIMGUI_API bool igIsWindowFocused(ImGuiFocusedFlags flags); +CIMGUI_API bool igIsWindowHovered(ImGuiHoveredFlags flags); +CIMGUI_API ImDrawList* igGetWindowDrawList(void); +CIMGUI_API float igGetWindowDpiScale(void); +CIMGUI_API void igGetWindowPos(ImVec2 *pOut); +CIMGUI_API void igGetWindowSize(ImVec2 *pOut); +CIMGUI_API float igGetWindowWidth(void); +CIMGUI_API float igGetWindowHeight(void); +CIMGUI_API ImGuiViewport* igGetWindowViewport(void); +CIMGUI_API void igSetNextWindowPos(const ImVec2 pos,ImGuiCond cond,const ImVec2 pivot); +CIMGUI_API void igSetNextWindowSize(const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetNextWindowSizeConstraints(const ImVec2 size_min,const ImVec2 size_max,ImGuiSizeCallback custom_callback,void* custom_callback_data); +CIMGUI_API void igSetNextWindowContentSize(const ImVec2 size); +CIMGUI_API void igSetNextWindowCollapsed(bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetNextWindowFocus(void); +CIMGUI_API void igSetNextWindowScroll(const ImVec2 scroll); +CIMGUI_API void igSetNextWindowBgAlpha(float alpha); +CIMGUI_API void igSetNextWindowViewport(ImGuiID viewport_id); +CIMGUI_API void igSetWindowPos_Vec2(const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_Vec2(const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_Bool(bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowFocus_Nil(void); +CIMGUI_API void igSetWindowFontScale(float scale); +CIMGUI_API void igSetWindowPos_Str(const char* name,const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_Str(const char* name,const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_Str(const char* name,bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowFocus_Str(const char* name); +CIMGUI_API float igGetScrollX(void); +CIMGUI_API float igGetScrollY(void); +CIMGUI_API void igSetScrollX_Float(float scroll_x); +CIMGUI_API void igSetScrollY_Float(float scroll_y); +CIMGUI_API float igGetScrollMaxX(void); +CIMGUI_API float igGetScrollMaxY(void); +CIMGUI_API void igSetScrollHereX(float center_x_ratio); +CIMGUI_API void igSetScrollHereY(float center_y_ratio); +CIMGUI_API void igSetScrollFromPosX_Float(float local_x,float center_x_ratio); +CIMGUI_API void igSetScrollFromPosY_Float(float local_y,float center_y_ratio); +CIMGUI_API void igPushFont(ImFont* font); +CIMGUI_API void igPopFont(void); +CIMGUI_API void igPushStyleColor_U32(ImGuiCol idx,ImU32 col); +CIMGUI_API void igPushStyleColor_Vec4(ImGuiCol idx,const ImVec4 col); +CIMGUI_API void igPopStyleColor(int count); +CIMGUI_API void igPushStyleVar_Float(ImGuiStyleVar idx,float val); +CIMGUI_API void igPushStyleVar_Vec2(ImGuiStyleVar idx,const ImVec2 val); +CIMGUI_API void igPushStyleVarX(ImGuiStyleVar idx,float val_x); +CIMGUI_API void igPushStyleVarY(ImGuiStyleVar idx,float val_y); +CIMGUI_API void igPopStyleVar(int count); +CIMGUI_API void igPushItemFlag(ImGuiItemFlags option,bool enabled); +CIMGUI_API void igPopItemFlag(void); +CIMGUI_API void igPushItemWidth(float item_width); +CIMGUI_API void igPopItemWidth(void); +CIMGUI_API void igSetNextItemWidth(float item_width); +CIMGUI_API float igCalcItemWidth(void); +CIMGUI_API void igPushTextWrapPos(float wrap_local_pos_x); +CIMGUI_API void igPopTextWrapPos(void); +CIMGUI_API ImFont* igGetFont(void); +CIMGUI_API float igGetFontSize(void); +CIMGUI_API void igGetFontTexUvWhitePixel(ImVec2 *pOut); +CIMGUI_API ImU32 igGetColorU32_Col(ImGuiCol idx,float alpha_mul); +CIMGUI_API ImU32 igGetColorU32_Vec4(const ImVec4 col); +CIMGUI_API ImU32 igGetColorU32_U32(ImU32 col,float alpha_mul); +CIMGUI_API const ImVec4* igGetStyleColorVec4(ImGuiCol idx); +CIMGUI_API void igGetCursorScreenPos(ImVec2 *pOut); +CIMGUI_API void igSetCursorScreenPos(const ImVec2 pos); +CIMGUI_API void igGetContentRegionAvail(ImVec2 *pOut); +CIMGUI_API void igGetCursorPos(ImVec2 *pOut); +CIMGUI_API float igGetCursorPosX(void); +CIMGUI_API float igGetCursorPosY(void); +CIMGUI_API void igSetCursorPos(const ImVec2 local_pos); +CIMGUI_API void igSetCursorPosX(float local_x); +CIMGUI_API void igSetCursorPosY(float local_y); +CIMGUI_API void igGetCursorStartPos(ImVec2 *pOut); +CIMGUI_API void igSeparator(void); +CIMGUI_API void igSameLine(float offset_from_start_x,float spacing); +CIMGUI_API void igNewLine(void); +CIMGUI_API void igSpacing(void); +CIMGUI_API void igDummy(const ImVec2 size); +CIMGUI_API void igIndent(float indent_w); +CIMGUI_API void igUnindent(float indent_w); +CIMGUI_API void igBeginGroup(void); +CIMGUI_API void igEndGroup(void); +CIMGUI_API void igAlignTextToFramePadding(void); +CIMGUI_API float igGetTextLineHeight(void); +CIMGUI_API float igGetTextLineHeightWithSpacing(void); +CIMGUI_API float igGetFrameHeight(void); +CIMGUI_API float igGetFrameHeightWithSpacing(void); +CIMGUI_API void igPushID_Str(const char* str_id); +CIMGUI_API void igPushID_StrStr(const char* str_id_begin,const char* str_id_end); +CIMGUI_API void igPushID_Ptr(const void* ptr_id); +CIMGUI_API void igPushID_Int(int int_id); +CIMGUI_API void igPopID(void); +CIMGUI_API ImGuiID igGetID_Str(const char* str_id); +CIMGUI_API ImGuiID igGetID_StrStr(const char* str_id_begin,const char* str_id_end); +CIMGUI_API ImGuiID igGetID_Ptr(const void* ptr_id); +CIMGUI_API ImGuiID igGetID_Int(int int_id); +CIMGUI_API void igTextUnformatted(const char* text,const char* text_end); +CIMGUI_API void igText(const char* fmt,...); +CIMGUI_API void igTextV(const char* fmt,va_list args); +CIMGUI_API void igTextColored(const ImVec4 col,const char* fmt,...); +CIMGUI_API void igTextColoredV(const ImVec4 col,const char* fmt,va_list args); +CIMGUI_API void igTextDisabled(const char* fmt,...); +CIMGUI_API void igTextDisabledV(const char* fmt,va_list args); +CIMGUI_API void igTextWrapped(const char* fmt,...); +CIMGUI_API void igTextWrappedV(const char* fmt,va_list args); +CIMGUI_API void igLabelText(const char* label,const char* fmt,...); +CIMGUI_API void igLabelTextV(const char* label,const char* fmt,va_list args); +CIMGUI_API void igBulletText(const char* fmt,...); +CIMGUI_API void igBulletTextV(const char* fmt,va_list args); +CIMGUI_API void igSeparatorText(const char* label); +CIMGUI_API bool igButton(const char* label,const ImVec2 size); +CIMGUI_API bool igSmallButton(const char* label); +CIMGUI_API bool igInvisibleButton(const char* str_id,const ImVec2 size,ImGuiButtonFlags flags); +CIMGUI_API bool igArrowButton(const char* str_id,ImGuiDir dir); +CIMGUI_API bool igCheckbox(const char* label,bool* v); +CIMGUI_API bool igCheckboxFlags_IntPtr(const char* label,int* flags,int flags_value); +CIMGUI_API bool igCheckboxFlags_UintPtr(const char* label,unsigned int* flags,unsigned int flags_value); +CIMGUI_API bool igRadioButton_Bool(const char* label,bool active); +CIMGUI_API bool igRadioButton_IntPtr(const char* label,int* v,int v_button); +CIMGUI_API void igProgressBar(float fraction,const ImVec2 size_arg,const char* overlay); +CIMGUI_API void igBullet(void); +CIMGUI_API bool igTextLink(const char* label); +CIMGUI_API void igTextLinkOpenURL(const char* label,const char* url); +CIMGUI_API void igImage(ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 tint_col,const ImVec4 border_col); +CIMGUI_API bool igImageButton(const char* str_id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col); +CIMGUI_API bool igBeginCombo(const char* label,const char* preview_value,ImGuiComboFlags flags); +CIMGUI_API void igEndCombo(void); +CIMGUI_API bool igCombo_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int popup_max_height_in_items); +CIMGUI_API bool igCombo_Str(const char* label,int* current_item,const char* items_separated_by_zeros,int popup_max_height_in_items); +CIMGUI_API bool igCombo_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int popup_max_height_in_items); +CIMGUI_API bool igDragFloat(const char* label,float* v,float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat2(const char* label,float v[2],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat3(const char* label,float v[3],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat4(const char* label,float v[4],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloatRange2(const char* label,float* v_current_min,float* v_current_max,float v_speed,float v_min,float v_max,const char* format,const char* format_max,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt(const char* label,int* v,float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt2(const char* label,int v[2],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt3(const char* label,int v[3],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt4(const char* label,int v[4],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragIntRange2(const char* label,int* v_current_min,int* v_current_max,float v_speed,int v_min,int v_max,const char* format,const char* format_max,ImGuiSliderFlags flags); +CIMGUI_API bool igDragScalar(const char* label,ImGuiDataType data_type,void* p_data,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat(const char* label,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat2(const char* label,float v[2],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat3(const char* label,float v[3],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat4(const char* label,float v[4],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderAngle(const char* label,float* v_rad,float v_degrees_min,float v_degrees_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt(const char* label,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt2(const char* label,int v[2],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt3(const char* label,int v[3],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt4(const char* label,int v[4],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderFloat(const char* label,const ImVec2 size,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderInt(const char* label,const ImVec2 size,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderScalar(const char* label,const ImVec2 size,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igInputText(const char* label,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputTextMultiline(const char* label,char* buf,size_t buf_size,const ImVec2 size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputTextWithHint(const char* label,const char* hint,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputFloat(const char* label,float* v,float step,float step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat2(const char* label,float v[2],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat3(const char* label,float v[3],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat4(const char* label,float v[4],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt(const char* label,int* v,int step,int step_fast,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt2(const char* label,int v[2],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt3(const char* label,int v[3],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt4(const char* label,int v[4],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputDouble(const char* label,double* v,double step,double step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igColorEdit3(const char* label,float col[3],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorEdit4(const char* label,float col[4],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorPicker3(const char* label,float col[3],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorPicker4(const char* label,float col[4],ImGuiColorEditFlags flags,const float* ref_col); +CIMGUI_API bool igColorButton(const char* desc_id,const ImVec4 col,ImGuiColorEditFlags flags,const ImVec2 size); +CIMGUI_API void igSetColorEditOptions(ImGuiColorEditFlags flags); +CIMGUI_API bool igTreeNode_Str(const char* label); +CIMGUI_API bool igTreeNode_StrStr(const char* str_id,const char* fmt,...); +CIMGUI_API bool igTreeNode_Ptr(const void* ptr_id,const char* fmt,...); +CIMGUI_API bool igTreeNodeV_Str(const char* str_id,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeV_Ptr(const void* ptr_id,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeEx_Str(const char* label,ImGuiTreeNodeFlags flags); +CIMGUI_API bool igTreeNodeEx_StrStr(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,...); +CIMGUI_API bool igTreeNodeEx_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,...); +CIMGUI_API bool igTreeNodeExV_Str(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeExV_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args); +CIMGUI_API void igTreePush_Str(const char* str_id); +CIMGUI_API void igTreePush_Ptr(const void* ptr_id); +CIMGUI_API void igTreePop(void); +CIMGUI_API float igGetTreeNodeToLabelSpacing(void); +CIMGUI_API bool igCollapsingHeader_TreeNodeFlags(const char* label,ImGuiTreeNodeFlags flags); +CIMGUI_API bool igCollapsingHeader_BoolPtr(const char* label,bool* p_visible,ImGuiTreeNodeFlags flags); +CIMGUI_API void igSetNextItemOpen(bool is_open,ImGuiCond cond); +CIMGUI_API void igSetNextItemStorageID(ImGuiID storage_id); +CIMGUI_API bool igSelectable_Bool(const char* label,bool selected,ImGuiSelectableFlags flags,const ImVec2 size); +CIMGUI_API bool igSelectable_BoolPtr(const char* label,bool* p_selected,ImGuiSelectableFlags flags,const ImVec2 size); +CIMGUI_API ImGuiMultiSelectIO* igBeginMultiSelect(ImGuiMultiSelectFlags flags,int selection_size,int items_count); +CIMGUI_API ImGuiMultiSelectIO* igEndMultiSelect(void); +CIMGUI_API void igSetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); +CIMGUI_API bool igIsItemToggledSelection(void); +CIMGUI_API bool igBeginListBox(const char* label,const ImVec2 size); +CIMGUI_API void igEndListBox(void); +CIMGUI_API bool igListBox_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int height_in_items); +CIMGUI_API bool igListBox_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int height_in_items); +CIMGUI_API void igPlotLines_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride); +CIMGUI_API void igPlotLines_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size); +CIMGUI_API void igPlotHistogram_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride); +CIMGUI_API void igPlotHistogram_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size); +CIMGUI_API void igValue_Bool(const char* prefix,bool b); +CIMGUI_API void igValue_Int(const char* prefix,int v); +CIMGUI_API void igValue_Uint(const char* prefix,unsigned int v); +CIMGUI_API void igValue_Float(const char* prefix,float v,const char* float_format); +CIMGUI_API bool igBeginMenuBar(void); +CIMGUI_API void igEndMenuBar(void); +CIMGUI_API bool igBeginMainMenuBar(void); +CIMGUI_API void igEndMainMenuBar(void); +CIMGUI_API bool igBeginMenu(const char* label,bool enabled); +CIMGUI_API void igEndMenu(void); +CIMGUI_API bool igMenuItem_Bool(const char* label,const char* shortcut,bool selected,bool enabled); +CIMGUI_API bool igMenuItem_BoolPtr(const char* label,const char* shortcut,bool* p_selected,bool enabled); +CIMGUI_API bool igBeginTooltip(void); +CIMGUI_API void igEndTooltip(void); +CIMGUI_API void igSetTooltip(const char* fmt,...); +CIMGUI_API void igSetTooltipV(const char* fmt,va_list args); +CIMGUI_API bool igBeginItemTooltip(void); +CIMGUI_API void igSetItemTooltip(const char* fmt,...); +CIMGUI_API void igSetItemTooltipV(const char* fmt,va_list args); +CIMGUI_API bool igBeginPopup(const char* str_id,ImGuiWindowFlags flags); +CIMGUI_API bool igBeginPopupModal(const char* name,bool* p_open,ImGuiWindowFlags flags); +CIMGUI_API void igEndPopup(void); +CIMGUI_API void igOpenPopup_Str(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igOpenPopup_ID(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igOpenPopupOnItemClick(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igCloseCurrentPopup(void); +CIMGUI_API bool igBeginPopupContextItem(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igBeginPopupContextWindow(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igBeginPopupContextVoid(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igIsPopupOpen_Str(const char* str_id,ImGuiPopupFlags flags); +CIMGUI_API bool igBeginTable(const char* str_id,int columns,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width); +CIMGUI_API void igEndTable(void); +CIMGUI_API void igTableNextRow(ImGuiTableRowFlags row_flags,float min_row_height); +CIMGUI_API bool igTableNextColumn(void); +CIMGUI_API bool igTableSetColumnIndex(int column_n); +CIMGUI_API void igTableSetupColumn(const char* label,ImGuiTableColumnFlags flags,float init_width_or_weight,ImGuiID user_id); +CIMGUI_API void igTableSetupScrollFreeze(int cols,int rows); +CIMGUI_API void igTableHeader(const char* label); +CIMGUI_API void igTableHeadersRow(void); +CIMGUI_API void igTableAngledHeadersRow(void); +CIMGUI_API ImGuiTableSortSpecs* igTableGetSortSpecs(void); +CIMGUI_API int igTableGetColumnCount(void); +CIMGUI_API int igTableGetColumnIndex(void); +CIMGUI_API int igTableGetRowIndex(void); +CIMGUI_API const char* igTableGetColumnName_Int(int column_n); +CIMGUI_API ImGuiTableColumnFlags igTableGetColumnFlags(int column_n); +CIMGUI_API void igTableSetColumnEnabled(int column_n,bool v); +CIMGUI_API int igTableGetHoveredColumn(void); +CIMGUI_API void igTableSetBgColor(ImGuiTableBgTarget target,ImU32 color,int column_n); +CIMGUI_API void igColumns(int count,const char* id,bool borders); +CIMGUI_API void igNextColumn(void); +CIMGUI_API int igGetColumnIndex(void); +CIMGUI_API float igGetColumnWidth(int column_index); +CIMGUI_API void igSetColumnWidth(int column_index,float width); +CIMGUI_API float igGetColumnOffset(int column_index); +CIMGUI_API void igSetColumnOffset(int column_index,float offset_x); +CIMGUI_API int igGetColumnsCount(void); +CIMGUI_API bool igBeginTabBar(const char* str_id,ImGuiTabBarFlags flags); +CIMGUI_API void igEndTabBar(void); +CIMGUI_API bool igBeginTabItem(const char* label,bool* p_open,ImGuiTabItemFlags flags); +CIMGUI_API void igEndTabItem(void); +CIMGUI_API bool igTabItemButton(const char* label,ImGuiTabItemFlags flags); +CIMGUI_API void igSetTabItemClosed(const char* tab_or_docked_window_label); +CIMGUI_API ImGuiID igDockSpace(ImGuiID dockspace_id,const ImVec2 size,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class); +CIMGUI_API ImGuiID igDockSpaceOverViewport(ImGuiID dockspace_id,const ImGuiViewport* viewport,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class); +CIMGUI_API void igSetNextWindowDockID(ImGuiID dock_id,ImGuiCond cond); +CIMGUI_API void igSetNextWindowClass(const ImGuiWindowClass* window_class); +CIMGUI_API ImGuiID igGetWindowDockID(void); +CIMGUI_API bool igIsWindowDocked(void); +CIMGUI_API void igLogToTTY(int auto_open_depth); +CIMGUI_API void igLogToFile(int auto_open_depth,const char* filename); +CIMGUI_API void igLogToClipboard(int auto_open_depth); +CIMGUI_API void igLogFinish(void); +CIMGUI_API void igLogButtons(void); +CIMGUI_API void igLogTextV(const char* fmt,va_list args); +CIMGUI_API bool igBeginDragDropSource(ImGuiDragDropFlags flags); +CIMGUI_API bool igSetDragDropPayload(const char* type,const void* data,size_t sz,ImGuiCond cond); +CIMGUI_API void igEndDragDropSource(void); +CIMGUI_API bool igBeginDragDropTarget(void); +CIMGUI_API const ImGuiPayload* igAcceptDragDropPayload(const char* type,ImGuiDragDropFlags flags); +CIMGUI_API void igEndDragDropTarget(void); +CIMGUI_API const ImGuiPayload* igGetDragDropPayload(void); +CIMGUI_API void igBeginDisabled(bool disabled); +CIMGUI_API void igEndDisabled(void); +CIMGUI_API void igPushClipRect(const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect); +CIMGUI_API void igPopClipRect(void); +CIMGUI_API void igSetItemDefaultFocus(void); +CIMGUI_API void igSetKeyboardFocusHere(int offset); +CIMGUI_API void igSetNavCursorVisible(bool visible); +CIMGUI_API void igSetNextItemAllowOverlap(void); +CIMGUI_API bool igIsItemHovered(ImGuiHoveredFlags flags); +CIMGUI_API bool igIsItemActive(void); +CIMGUI_API bool igIsItemFocused(void); +CIMGUI_API bool igIsItemClicked(ImGuiMouseButton mouse_button); +CIMGUI_API bool igIsItemVisible(void); +CIMGUI_API bool igIsItemEdited(void); +CIMGUI_API bool igIsItemActivated(void); +CIMGUI_API bool igIsItemDeactivated(void); +CIMGUI_API bool igIsItemDeactivatedAfterEdit(void); +CIMGUI_API bool igIsItemToggledOpen(void); +CIMGUI_API bool igIsAnyItemHovered(void); +CIMGUI_API bool igIsAnyItemActive(void); +CIMGUI_API bool igIsAnyItemFocused(void); +CIMGUI_API ImGuiID igGetItemID(void); +CIMGUI_API void igGetItemRectMin(ImVec2 *pOut); +CIMGUI_API void igGetItemRectMax(ImVec2 *pOut); +CIMGUI_API void igGetItemRectSize(ImVec2 *pOut); +CIMGUI_API ImGuiViewport* igGetMainViewport(void); +CIMGUI_API ImDrawList* igGetBackgroundDrawList(ImGuiViewport* viewport); +CIMGUI_API ImDrawList* igGetForegroundDrawList_ViewportPtr(ImGuiViewport* viewport); +CIMGUI_API bool igIsRectVisible_Nil(const ImVec2 size); +CIMGUI_API bool igIsRectVisible_Vec2(const ImVec2 rect_min,const ImVec2 rect_max); +CIMGUI_API double igGetTime(void); +CIMGUI_API int igGetFrameCount(void); +CIMGUI_API ImDrawListSharedData* igGetDrawListSharedData(void); +CIMGUI_API const char* igGetStyleColorName(ImGuiCol idx); +CIMGUI_API void igSetStateStorage(ImGuiStorage* storage); +CIMGUI_API ImGuiStorage* igGetStateStorage(void); +CIMGUI_API void igCalcTextSize(ImVec2 *pOut,const char* text,const char* text_end,bool hide_text_after_double_hash,float wrap_width); +CIMGUI_API void igColorConvertU32ToFloat4(ImVec4 *pOut,ImU32 in); +CIMGUI_API ImU32 igColorConvertFloat4ToU32(const ImVec4 in); +CIMGUI_API void igColorConvertRGBtoHSV(float r,float g,float b,float* out_h,float* out_s,float* out_v); +CIMGUI_API void igColorConvertHSVtoRGB(float h,float s,float v,float* out_r,float* out_g,float* out_b); +CIMGUI_API bool igIsKeyDown_Nil(ImGuiKey key); +CIMGUI_API bool igIsKeyPressed_Bool(ImGuiKey key,bool repeat); +CIMGUI_API bool igIsKeyReleased_Nil(ImGuiKey key); +CIMGUI_API bool igIsKeyChordPressed_Nil(ImGuiKeyChord key_chord); +CIMGUI_API int igGetKeyPressedAmount(ImGuiKey key,float repeat_delay,float rate); +CIMGUI_API const char* igGetKeyName(ImGuiKey key); +CIMGUI_API void igSetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); +CIMGUI_API bool igShortcut_Nil(ImGuiKeyChord key_chord,ImGuiInputFlags flags); +CIMGUI_API void igSetNextItemShortcut(ImGuiKeyChord key_chord,ImGuiInputFlags flags); +CIMGUI_API void igSetItemKeyOwner_Nil(ImGuiKey key); +CIMGUI_API bool igIsMouseDown_Nil(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseClicked_Bool(ImGuiMouseButton button,bool repeat); +CIMGUI_API bool igIsMouseReleased_Nil(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseDoubleClicked_Nil(ImGuiMouseButton button); +CIMGUI_API int igGetMouseClickedCount(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseHoveringRect(const ImVec2 r_min,const ImVec2 r_max,bool clip); +CIMGUI_API bool igIsMousePosValid(const ImVec2* mouse_pos); +CIMGUI_API bool igIsAnyMouseDown(void); +CIMGUI_API void igGetMousePos(ImVec2 *pOut); +CIMGUI_API void igGetMousePosOnOpeningCurrentPopup(ImVec2 *pOut); +CIMGUI_API bool igIsMouseDragging(ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igGetMouseDragDelta(ImVec2 *pOut,ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igResetMouseDragDelta(ImGuiMouseButton button); +CIMGUI_API ImGuiMouseCursor igGetMouseCursor(void); +CIMGUI_API void igSetMouseCursor(ImGuiMouseCursor cursor_type); +CIMGUI_API void igSetNextFrameWantCaptureMouse(bool want_capture_mouse); +CIMGUI_API const char* igGetClipboardText(void); +CIMGUI_API void igSetClipboardText(const char* text); +CIMGUI_API void igLoadIniSettingsFromDisk(const char* ini_filename); +CIMGUI_API void igLoadIniSettingsFromMemory(const char* ini_data,size_t ini_size); +CIMGUI_API void igSaveIniSettingsToDisk(const char* ini_filename); +CIMGUI_API const char* igSaveIniSettingsToMemory(size_t* out_ini_size); +CIMGUI_API void igDebugTextEncoding(const char* text); +CIMGUI_API void igDebugFlashStyleColor(ImGuiCol idx); +CIMGUI_API void igDebugStartItemPicker(void); +CIMGUI_API bool igDebugCheckVersionAndDataLayout(const char* version_str,size_t sz_io,size_t sz_style,size_t sz_vec2,size_t sz_vec4,size_t sz_drawvert,size_t sz_drawidx); +CIMGUI_API void igDebugLog(const char* fmt,...); +CIMGUI_API void igDebugLogV(const char* fmt,va_list args); +CIMGUI_API void igSetAllocatorFunctions(ImGuiMemAllocFunc alloc_func,ImGuiMemFreeFunc free_func,void* user_data); +CIMGUI_API void igGetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func,ImGuiMemFreeFunc* p_free_func,void** p_user_data); +CIMGUI_API void* igMemAlloc(size_t size); +CIMGUI_API void igMemFree(void* ptr); +CIMGUI_API void igUpdatePlatformWindows(void); +CIMGUI_API void igRenderPlatformWindowsDefault(void* platform_render_arg,void* renderer_render_arg); +CIMGUI_API void igDestroyPlatformWindows(void); +CIMGUI_API ImGuiViewport* igFindViewportByID(ImGuiID id); +CIMGUI_API ImGuiViewport* igFindViewportByPlatformHandle(void* platform_handle); +CIMGUI_API ImGuiTableSortSpecs* ImGuiTableSortSpecs_ImGuiTableSortSpecs(void); +CIMGUI_API void ImGuiTableSortSpecs_destroy(ImGuiTableSortSpecs* self); +CIMGUI_API ImGuiTableColumnSortSpecs* ImGuiTableColumnSortSpecs_ImGuiTableColumnSortSpecs(void); +CIMGUI_API void ImGuiTableColumnSortSpecs_destroy(ImGuiTableColumnSortSpecs* self); +CIMGUI_API ImGuiStyle* ImGuiStyle_ImGuiStyle(void); +CIMGUI_API void ImGuiStyle_destroy(ImGuiStyle* self); +CIMGUI_API void ImGuiStyle_ScaleAllSizes(ImGuiStyle* self,float scale_factor); +CIMGUI_API void ImGuiIO_AddKeyEvent(ImGuiIO* self,ImGuiKey key,bool down); +CIMGUI_API void ImGuiIO_AddKeyAnalogEvent(ImGuiIO* self,ImGuiKey key,bool down,float v); +CIMGUI_API void ImGuiIO_AddMousePosEvent(ImGuiIO* self,float x,float y); +CIMGUI_API void ImGuiIO_AddMouseButtonEvent(ImGuiIO* self,int button,bool down); +CIMGUI_API void ImGuiIO_AddMouseWheelEvent(ImGuiIO* self,float wheel_x,float wheel_y); +CIMGUI_API void ImGuiIO_AddMouseSourceEvent(ImGuiIO* self,ImGuiMouseSource source); +CIMGUI_API void ImGuiIO_AddMouseViewportEvent(ImGuiIO* self,ImGuiID id); +CIMGUI_API void ImGuiIO_AddFocusEvent(ImGuiIO* self,bool focused); +CIMGUI_API void ImGuiIO_AddInputCharacter(ImGuiIO* self,unsigned int c); +CIMGUI_API void ImGuiIO_AddInputCharacterUTF16(ImGuiIO* self,ImWchar16 c); +CIMGUI_API void ImGuiIO_AddInputCharactersUTF8(ImGuiIO* self,const char* str); +CIMGUI_API void ImGuiIO_SetKeyEventNativeData(ImGuiIO* self,ImGuiKey key,int native_keycode,int native_scancode,int native_legacy_index); +CIMGUI_API void ImGuiIO_SetAppAcceptingEvents(ImGuiIO* self,bool accepting_events); +CIMGUI_API void ImGuiIO_ClearEventsQueue(ImGuiIO* self); +CIMGUI_API void ImGuiIO_ClearInputKeys(ImGuiIO* self); +CIMGUI_API void ImGuiIO_ClearInputMouse(ImGuiIO* self); +CIMGUI_API ImGuiIO* ImGuiIO_ImGuiIO(void); +CIMGUI_API void ImGuiIO_destroy(ImGuiIO* self); +CIMGUI_API ImGuiInputTextCallbackData* ImGuiInputTextCallbackData_ImGuiInputTextCallbackData(void); +CIMGUI_API void ImGuiInputTextCallbackData_destroy(ImGuiInputTextCallbackData* self); +CIMGUI_API void ImGuiInputTextCallbackData_DeleteChars(ImGuiInputTextCallbackData* self,int pos,int bytes_count); +CIMGUI_API void ImGuiInputTextCallbackData_InsertChars(ImGuiInputTextCallbackData* self,int pos,const char* text,const char* text_end); +CIMGUI_API void ImGuiInputTextCallbackData_SelectAll(ImGuiInputTextCallbackData* self); +CIMGUI_API void ImGuiInputTextCallbackData_ClearSelection(ImGuiInputTextCallbackData* self); +CIMGUI_API bool ImGuiInputTextCallbackData_HasSelection(ImGuiInputTextCallbackData* self); +CIMGUI_API ImGuiWindowClass* ImGuiWindowClass_ImGuiWindowClass(void); +CIMGUI_API void ImGuiWindowClass_destroy(ImGuiWindowClass* self); +CIMGUI_API ImGuiPayload* ImGuiPayload_ImGuiPayload(void); +CIMGUI_API void ImGuiPayload_destroy(ImGuiPayload* self); +CIMGUI_API void ImGuiPayload_Clear(ImGuiPayload* self); +CIMGUI_API bool ImGuiPayload_IsDataType(ImGuiPayload* self,const char* type); +CIMGUI_API bool ImGuiPayload_IsPreview(ImGuiPayload* self); +CIMGUI_API bool ImGuiPayload_IsDelivery(ImGuiPayload* self); +CIMGUI_API ImGuiOnceUponAFrame* ImGuiOnceUponAFrame_ImGuiOnceUponAFrame(void); +CIMGUI_API void ImGuiOnceUponAFrame_destroy(ImGuiOnceUponAFrame* self); +CIMGUI_API ImGuiTextFilter* ImGuiTextFilter_ImGuiTextFilter(const char* default_filter); +CIMGUI_API void ImGuiTextFilter_destroy(ImGuiTextFilter* self); +CIMGUI_API bool ImGuiTextFilter_Draw(ImGuiTextFilter* self,const char* label,float width); +CIMGUI_API bool ImGuiTextFilter_PassFilter(ImGuiTextFilter* self,const char* text,const char* text_end); +CIMGUI_API void ImGuiTextFilter_Build(ImGuiTextFilter* self); +CIMGUI_API void ImGuiTextFilter_Clear(ImGuiTextFilter* self); +CIMGUI_API bool ImGuiTextFilter_IsActive(ImGuiTextFilter* self); +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Nil(void); +CIMGUI_API void ImGuiTextRange_destroy(ImGuiTextRange* self); +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Str(const char* _b,const char* _e); +CIMGUI_API bool ImGuiTextRange_empty(ImGuiTextRange* self); +CIMGUI_API void ImGuiTextRange_split(ImGuiTextRange* self,char separator,ImVector_ImGuiTextRange* out); +CIMGUI_API ImGuiTextBuffer* ImGuiTextBuffer_ImGuiTextBuffer(void); +CIMGUI_API void ImGuiTextBuffer_destroy(ImGuiTextBuffer* self); +CIMGUI_API const char* ImGuiTextBuffer_begin(ImGuiTextBuffer* self); +CIMGUI_API const char* ImGuiTextBuffer_end(ImGuiTextBuffer* self); +CIMGUI_API int ImGuiTextBuffer_size(ImGuiTextBuffer* self); +CIMGUI_API bool ImGuiTextBuffer_empty(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_clear(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_reserve(ImGuiTextBuffer* self,int capacity); +CIMGUI_API const char* ImGuiTextBuffer_c_str(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_append(ImGuiTextBuffer* self,const char* str,const char* str_end); +CIMGUI_API void ImGuiTextBuffer_appendfv(ImGuiTextBuffer* self,const char* fmt,va_list args); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Int(ImGuiID _key,int _val); +CIMGUI_API void ImGuiStoragePair_destroy(ImGuiStoragePair* self); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Float(ImGuiID _key,float _val); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Ptr(ImGuiID _key,void* _val); +CIMGUI_API void ImGuiStorage_Clear(ImGuiStorage* self); +CIMGUI_API int ImGuiStorage_GetInt(ImGuiStorage* self,ImGuiID key,int default_val); +CIMGUI_API void ImGuiStorage_SetInt(ImGuiStorage* self,ImGuiID key,int val); +CIMGUI_API bool ImGuiStorage_GetBool(ImGuiStorage* self,ImGuiID key,bool default_val); +CIMGUI_API void ImGuiStorage_SetBool(ImGuiStorage* self,ImGuiID key,bool val); +CIMGUI_API float ImGuiStorage_GetFloat(ImGuiStorage* self,ImGuiID key,float default_val); +CIMGUI_API void ImGuiStorage_SetFloat(ImGuiStorage* self,ImGuiID key,float val); +CIMGUI_API void* ImGuiStorage_GetVoidPtr(ImGuiStorage* self,ImGuiID key); +CIMGUI_API void ImGuiStorage_SetVoidPtr(ImGuiStorage* self,ImGuiID key,void* val); +CIMGUI_API int* ImGuiStorage_GetIntRef(ImGuiStorage* self,ImGuiID key,int default_val); +CIMGUI_API bool* ImGuiStorage_GetBoolRef(ImGuiStorage* self,ImGuiID key,bool default_val); +CIMGUI_API float* ImGuiStorage_GetFloatRef(ImGuiStorage* self,ImGuiID key,float default_val); +CIMGUI_API void** ImGuiStorage_GetVoidPtrRef(ImGuiStorage* self,ImGuiID key,void* default_val); +CIMGUI_API void ImGuiStorage_BuildSortByKey(ImGuiStorage* self); +CIMGUI_API void ImGuiStorage_SetAllInt(ImGuiStorage* self,int val); +CIMGUI_API ImGuiListClipper* ImGuiListClipper_ImGuiListClipper(void); +CIMGUI_API void ImGuiListClipper_destroy(ImGuiListClipper* self); +CIMGUI_API void ImGuiListClipper_Begin(ImGuiListClipper* self,int items_count,float items_height); +CIMGUI_API void ImGuiListClipper_End(ImGuiListClipper* self); +CIMGUI_API bool ImGuiListClipper_Step(ImGuiListClipper* self); +CIMGUI_API void ImGuiListClipper_IncludeItemByIndex(ImGuiListClipper* self,int item_index); +CIMGUI_API void ImGuiListClipper_IncludeItemsByIndex(ImGuiListClipper* self,int item_begin,int item_end); +CIMGUI_API void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* self,int item_index); +CIMGUI_API ImColor* ImColor_ImColor_Nil(void); +CIMGUI_API void ImColor_destroy(ImColor* self); +CIMGUI_API ImColor* ImColor_ImColor_Float(float r,float g,float b,float a); +CIMGUI_API ImColor* ImColor_ImColor_Vec4(const ImVec4 col); +CIMGUI_API ImColor* ImColor_ImColor_Int(int r,int g,int b,int a); +CIMGUI_API ImColor* ImColor_ImColor_U32(ImU32 rgba); +CIMGUI_API void ImColor_SetHSV(ImColor* self,float h,float s,float v,float a); +CIMGUI_API void ImColor_HSV(ImColor *pOut,float h,float s,float v,float a); +CIMGUI_API ImGuiSelectionBasicStorage* ImGuiSelectionBasicStorage_ImGuiSelectionBasicStorage(void); +CIMGUI_API void ImGuiSelectionBasicStorage_destroy(ImGuiSelectionBasicStorage* self); +CIMGUI_API void ImGuiSelectionBasicStorage_ApplyRequests(ImGuiSelectionBasicStorage* self,ImGuiMultiSelectIO* ms_io); +CIMGUI_API bool ImGuiSelectionBasicStorage_Contains(ImGuiSelectionBasicStorage* self,ImGuiID id); +CIMGUI_API void ImGuiSelectionBasicStorage_Clear(ImGuiSelectionBasicStorage* self); +CIMGUI_API void ImGuiSelectionBasicStorage_Swap(ImGuiSelectionBasicStorage* self,ImGuiSelectionBasicStorage* r); +CIMGUI_API void ImGuiSelectionBasicStorage_SetItemSelected(ImGuiSelectionBasicStorage* self,ImGuiID id,bool selected); +CIMGUI_API bool ImGuiSelectionBasicStorage_GetNextSelectedItem(ImGuiSelectionBasicStorage* self,void** opaque_it,ImGuiID* out_id); +CIMGUI_API ImGuiID ImGuiSelectionBasicStorage_GetStorageIdFromIndex(ImGuiSelectionBasicStorage* self,int idx); +CIMGUI_API ImGuiSelectionExternalStorage* ImGuiSelectionExternalStorage_ImGuiSelectionExternalStorage(void); +CIMGUI_API void ImGuiSelectionExternalStorage_destroy(ImGuiSelectionExternalStorage* self); +CIMGUI_API void ImGuiSelectionExternalStorage_ApplyRequests(ImGuiSelectionExternalStorage* self,ImGuiMultiSelectIO* ms_io); +CIMGUI_API ImDrawCmd* ImDrawCmd_ImDrawCmd(void); +CIMGUI_API void ImDrawCmd_destroy(ImDrawCmd* self); +CIMGUI_API ImTextureID ImDrawCmd_GetTexID(ImDrawCmd* self); +CIMGUI_API ImDrawListSplitter* ImDrawListSplitter_ImDrawListSplitter(void); +CIMGUI_API void ImDrawListSplitter_destroy(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_Clear(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_ClearFreeMemory(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_Split(ImDrawListSplitter* self,ImDrawList* draw_list,int count); +CIMGUI_API void ImDrawListSplitter_Merge(ImDrawListSplitter* self,ImDrawList* draw_list); +CIMGUI_API void ImDrawListSplitter_SetCurrentChannel(ImDrawListSplitter* self,ImDrawList* draw_list,int channel_idx); +CIMGUI_API ImDrawList* ImDrawList_ImDrawList(ImDrawListSharedData* shared_data); +CIMGUI_API void ImDrawList_destroy(ImDrawList* self); +CIMGUI_API void ImDrawList_PushClipRect(ImDrawList* self,const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect); +CIMGUI_API void ImDrawList_PushClipRectFullScreen(ImDrawList* self); +CIMGUI_API void ImDrawList_PopClipRect(ImDrawList* self); +CIMGUI_API void ImDrawList_PushTextureID(ImDrawList* self,ImTextureID texture_id); +CIMGUI_API void ImDrawList_PopTextureID(ImDrawList* self); +CIMGUI_API void ImDrawList_GetClipRectMin(ImVec2 *pOut,ImDrawList* self); +CIMGUI_API void ImDrawList_GetClipRectMax(ImVec2 *pOut,ImDrawList* self); +CIMGUI_API void ImDrawList_AddLine(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddRect(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_AddRectFilled(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_AddRectFilledMultiColor(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col_upr_left,ImU32 col_upr_right,ImU32 col_bot_right,ImU32 col_bot_left); +CIMGUI_API void ImDrawList_AddQuad(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddQuadFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col); +CIMGUI_API void ImDrawList_AddTriangle(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddTriangleFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col); +CIMGUI_API void ImDrawList_AddCircle(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddCircleFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments); +CIMGUI_API void ImDrawList_AddNgon(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddNgonFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments); +CIMGUI_API void ImDrawList_AddEllipse(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddEllipseFilled(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments); +CIMGUI_API void ImDrawList_AddText_Vec2(ImDrawList* self,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end); +CIMGUI_API void ImDrawList_AddText_FontPtr(ImDrawList* self,ImFont* font,float font_size,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end,float wrap_width,const ImVec4* cpu_fine_clip_rect); +CIMGUI_API void ImDrawList_AddBezierCubic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness,int num_segments); +CIMGUI_API void ImDrawList_AddBezierQuadratic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness,int num_segments); +CIMGUI_API void ImDrawList_AddPolyline(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_AddConvexPolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col); +CIMGUI_API void ImDrawList_AddConcavePolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col); +CIMGUI_API void ImDrawList_AddImage(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col); +CIMGUI_API void ImDrawList_AddImageQuad(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 uv1,const ImVec2 uv2,const ImVec2 uv3,const ImVec2 uv4,ImU32 col); +CIMGUI_API void ImDrawList_AddImageRounded(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_PathClear(ImDrawList* self); +CIMGUI_API void ImDrawList_PathLineTo(ImDrawList* self,const ImVec2 pos); +CIMGUI_API void ImDrawList_PathLineToMergeDuplicate(ImDrawList* self,const ImVec2 pos); +CIMGUI_API void ImDrawList_PathFillConvex(ImDrawList* self,ImU32 col); +CIMGUI_API void ImDrawList_PathFillConcave(ImDrawList* self,ImU32 col); +CIMGUI_API void ImDrawList_PathStroke(ImDrawList* self,ImU32 col,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_PathArcTo(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments); +CIMGUI_API void ImDrawList_PathArcToFast(ImDrawList* self,const ImVec2 center,float radius,int a_min_of_12,int a_max_of_12); +CIMGUI_API void ImDrawList_PathEllipticalArcTo(ImDrawList* self,const ImVec2 center,const ImVec2 radius,float rot,float a_min,float a_max,int num_segments); +CIMGUI_API void ImDrawList_PathBezierCubicCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,int num_segments); +CIMGUI_API void ImDrawList_PathBezierQuadraticCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,int num_segments); +CIMGUI_API void ImDrawList_PathRect(ImDrawList* self,const ImVec2 rect_min,const ImVec2 rect_max,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_AddCallback(ImDrawList* self,ImDrawCallback callback,void* userdata,size_t userdata_size); +CIMGUI_API void ImDrawList_AddDrawCmd(ImDrawList* self); +CIMGUI_API ImDrawList* ImDrawList_CloneOutput(ImDrawList* self); +CIMGUI_API void ImDrawList_ChannelsSplit(ImDrawList* self,int count); +CIMGUI_API void ImDrawList_ChannelsMerge(ImDrawList* self); +CIMGUI_API void ImDrawList_ChannelsSetCurrent(ImDrawList* self,int n); +CIMGUI_API void ImDrawList_PrimReserve(ImDrawList* self,int idx_count,int vtx_count); +CIMGUI_API void ImDrawList_PrimUnreserve(ImDrawList* self,int idx_count,int vtx_count); +CIMGUI_API void ImDrawList_PrimRect(ImDrawList* self,const ImVec2 a,const ImVec2 b,ImU32 col); +CIMGUI_API void ImDrawList_PrimRectUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,ImU32 col); +CIMGUI_API void ImDrawList_PrimQuadUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 d,const ImVec2 uv_a,const ImVec2 uv_b,const ImVec2 uv_c,const ImVec2 uv_d,ImU32 col); +CIMGUI_API void ImDrawList_PrimWriteVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col); +CIMGUI_API void ImDrawList_PrimWriteIdx(ImDrawList* self,ImDrawIdx idx); +CIMGUI_API void ImDrawList_PrimVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col); +CIMGUI_API void ImDrawList__ResetForNewFrame(ImDrawList* self); +CIMGUI_API void ImDrawList__ClearFreeMemory(ImDrawList* self); +CIMGUI_API void ImDrawList__PopUnusedDrawCmd(ImDrawList* self); +CIMGUI_API void ImDrawList__TryMergeDrawCmds(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedClipRect(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedTextureID(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedVtxOffset(ImDrawList* self); +CIMGUI_API void ImDrawList__SetTextureID(ImDrawList* self,ImTextureID texture_id); +CIMGUI_API int ImDrawList__CalcCircleAutoSegmentCount(ImDrawList* self,float radius); +CIMGUI_API void ImDrawList__PathArcToFastEx(ImDrawList* self,const ImVec2 center,float radius,int a_min_sample,int a_max_sample,int a_step); +CIMGUI_API void ImDrawList__PathArcToN(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments); +CIMGUI_API ImDrawData* ImDrawData_ImDrawData(void); +CIMGUI_API void ImDrawData_destroy(ImDrawData* self); +CIMGUI_API void ImDrawData_Clear(ImDrawData* self); +CIMGUI_API void ImDrawData_AddDrawList(ImDrawData* self,ImDrawList* draw_list); +CIMGUI_API void ImDrawData_DeIndexAllBuffers(ImDrawData* self); +CIMGUI_API void ImDrawData_ScaleClipRects(ImDrawData* self,const ImVec2 fb_scale); +CIMGUI_API ImFontConfig* ImFontConfig_ImFontConfig(void); +CIMGUI_API void ImFontConfig_destroy(ImFontConfig* self); +CIMGUI_API ImFontGlyphRangesBuilder* ImFontGlyphRangesBuilder_ImFontGlyphRangesBuilder(void); +CIMGUI_API void ImFontGlyphRangesBuilder_destroy(ImFontGlyphRangesBuilder* self); +CIMGUI_API void ImFontGlyphRangesBuilder_Clear(ImFontGlyphRangesBuilder* self); +CIMGUI_API bool ImFontGlyphRangesBuilder_GetBit(ImFontGlyphRangesBuilder* self,size_t n); +CIMGUI_API void ImFontGlyphRangesBuilder_SetBit(ImFontGlyphRangesBuilder* self,size_t n); +CIMGUI_API void ImFontGlyphRangesBuilder_AddChar(ImFontGlyphRangesBuilder* self,ImWchar c); +CIMGUI_API void ImFontGlyphRangesBuilder_AddText(ImFontGlyphRangesBuilder* self,const char* text,const char* text_end); +CIMGUI_API void ImFontGlyphRangesBuilder_AddRanges(ImFontGlyphRangesBuilder* self,const ImWchar* ranges); +CIMGUI_API void ImFontGlyphRangesBuilder_BuildRanges(ImFontGlyphRangesBuilder* self,ImVector_ImWchar* out_ranges); +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlasCustomRect_ImFontAtlasCustomRect(void); +CIMGUI_API void ImFontAtlasCustomRect_destroy(ImFontAtlasCustomRect* self); +CIMGUI_API bool ImFontAtlasCustomRect_IsPacked(ImFontAtlasCustomRect* self); +CIMGUI_API ImFontAtlas* ImFontAtlas_ImFontAtlas(void); +CIMGUI_API void ImFontAtlas_destroy(ImFontAtlas* self); +CIMGUI_API ImFont* ImFontAtlas_AddFont(ImFontAtlas* self,const ImFontConfig* font_cfg); +CIMGUI_API ImFont* ImFontAtlas_AddFontDefault(ImFontAtlas* self,const ImFontConfig* font_cfg); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromFileTTF(ImFontAtlas* self,const char* filename,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryTTF(ImFontAtlas* self,void* font_data,int font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedTTF(ImFontAtlas* self,const void* compressed_font_data,int compressed_font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(ImFontAtlas* self,const char* compressed_font_data_base85,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API void ImFontAtlas_ClearInputData(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_ClearTexData(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_ClearFonts(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_Clear(ImFontAtlas* self); +CIMGUI_API bool ImFontAtlas_Build(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_GetTexDataAsAlpha8(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel); +CIMGUI_API void ImFontAtlas_GetTexDataAsRGBA32(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel); +CIMGUI_API bool ImFontAtlas_IsBuilt(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_SetTexID(ImFontAtlas* self,ImTextureID id); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesDefault(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesGreek(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesKorean(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesJapanese(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseFull(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesCyrillic(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesThai(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesVietnamese(ImFontAtlas* self); +CIMGUI_API int ImFontAtlas_AddCustomRectRegular(ImFontAtlas* self,int width,int height); +CIMGUI_API int ImFontAtlas_AddCustomRectFontGlyph(ImFontAtlas* self,ImFont* font,ImWchar id,int width,int height,float advance_x,const ImVec2 offset); +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlas_GetCustomRectByIndex(ImFontAtlas* self,int index); +CIMGUI_API void ImFontAtlas_CalcCustomRectUV(ImFontAtlas* self,const ImFontAtlasCustomRect* rect,ImVec2* out_uv_min,ImVec2* out_uv_max); +CIMGUI_API bool ImFontAtlas_GetMouseCursorTexData(ImFontAtlas* self,ImGuiMouseCursor cursor,ImVec2* out_offset,ImVec2* out_size,ImVec2 out_uv_border[2],ImVec2 out_uv_fill[2]); +CIMGUI_API ImFont* ImFont_ImFont(void); +CIMGUI_API void ImFont_destroy(ImFont* self); +CIMGUI_API const ImFontGlyph* ImFont_FindGlyph(ImFont* self,ImWchar c); +CIMGUI_API const ImFontGlyph* ImFont_FindGlyphNoFallback(ImFont* self,ImWchar c); +CIMGUI_API float ImFont_GetCharAdvance(ImFont* self,ImWchar c); +CIMGUI_API bool ImFont_IsLoaded(ImFont* self); +CIMGUI_API const char* ImFont_GetDebugName(ImFont* self); +CIMGUI_API void ImFont_CalcTextSizeA(ImVec2 *pOut,ImFont* self,float size,float max_width,float wrap_width,const char* text_begin,const char* text_end,const char** remaining); +CIMGUI_API const char* ImFont_CalcWordWrapPositionA(ImFont* self,float scale,const char* text,const char* text_end,float wrap_width); +CIMGUI_API void ImFont_RenderChar(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,ImWchar c); +CIMGUI_API void ImFont_RenderText(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,const ImVec4 clip_rect,const char* text_begin,const char* text_end,float wrap_width,bool cpu_fine_clip); +CIMGUI_API void ImFont_BuildLookupTable(ImFont* self); +CIMGUI_API void ImFont_ClearOutputData(ImFont* self); +CIMGUI_API void ImFont_GrowIndex(ImFont* self,int new_size); +CIMGUI_API void ImFont_AddGlyph(ImFont* self,const ImFontConfig* src_cfg,ImWchar c,float x0,float y0,float x1,float y1,float u0,float v0,float u1,float v1,float advance_x); +CIMGUI_API void ImFont_AddRemapChar(ImFont* self,ImWchar dst,ImWchar src,bool overwrite_dst); +CIMGUI_API void ImFont_SetGlyphVisible(ImFont* self,ImWchar c,bool visible); +CIMGUI_API bool ImFont_IsGlyphRangeUnused(ImFont* self,unsigned int c_begin,unsigned int c_last); +CIMGUI_API ImGuiViewport* ImGuiViewport_ImGuiViewport(void); +CIMGUI_API void ImGuiViewport_destroy(ImGuiViewport* self); +CIMGUI_API void ImGuiViewport_GetCenter(ImVec2 *pOut,ImGuiViewport* self); +CIMGUI_API void ImGuiViewport_GetWorkCenter(ImVec2 *pOut,ImGuiViewport* self); +CIMGUI_API ImGuiPlatformIO* ImGuiPlatformIO_ImGuiPlatformIO(void); +CIMGUI_API void ImGuiPlatformIO_destroy(ImGuiPlatformIO* self); +CIMGUI_API ImGuiPlatformMonitor* ImGuiPlatformMonitor_ImGuiPlatformMonitor(void); +CIMGUI_API void ImGuiPlatformMonitor_destroy(ImGuiPlatformMonitor* self); +CIMGUI_API ImGuiPlatformImeData* ImGuiPlatformImeData_ImGuiPlatformImeData(void); +CIMGUI_API void ImGuiPlatformImeData_destroy(ImGuiPlatformImeData* self); +CIMGUI_API ImGuiID igImHashData(const void* data,size_t data_size,ImGuiID seed); +CIMGUI_API ImGuiID igImHashStr(const char* data,size_t data_size,ImGuiID seed); +CIMGUI_API void igImQsort(void* base,size_t count,size_t size_of_element,int(*compare_func)(void const*,void const*)); +CIMGUI_API ImU32 igImAlphaBlendColors(ImU32 col_a,ImU32 col_b); +CIMGUI_API bool igImIsPowerOfTwo_Int(int v); +CIMGUI_API bool igImIsPowerOfTwo_U64(ImU64 v); +CIMGUI_API int igImUpperPowerOfTwo(int v); +CIMGUI_API int igImStricmp(const char* str1,const char* str2); +CIMGUI_API int igImStrnicmp(const char* str1,const char* str2,size_t count); +CIMGUI_API void igImStrncpy(char* dst,const char* src,size_t count); +CIMGUI_API char* igImStrdup(const char* str); +CIMGUI_API char* igImStrdupcpy(char* dst,size_t* p_dst_size,const char* str); +CIMGUI_API const char* igImStrchrRange(const char* str_begin,const char* str_end,char c); +CIMGUI_API const char* igImStreolRange(const char* str,const char* str_end); +CIMGUI_API const char* igImStristr(const char* haystack,const char* haystack_end,const char* needle,const char* needle_end); +CIMGUI_API void igImStrTrimBlanks(char* str); +CIMGUI_API const char* igImStrSkipBlank(const char* str); +CIMGUI_API int igImStrlenW(const ImWchar* str); +CIMGUI_API const char* igImStrbol(const char* buf_mid_line,const char* buf_begin); +CIMGUI_API char igImToUpper(char c); +CIMGUI_API bool igImCharIsBlankA(char c); +CIMGUI_API bool igImCharIsBlankW(unsigned int c); +CIMGUI_API bool igImCharIsXdigitA(char c); +CIMGUI_API int igImFormatString(char* buf,size_t buf_size,const char* fmt,...); +CIMGUI_API int igImFormatStringV(char* buf,size_t buf_size,const char* fmt,va_list args); +CIMGUI_API void igImFormatStringToTempBuffer(const char** out_buf,const char** out_buf_end,const char* fmt,...); +CIMGUI_API void igImFormatStringToTempBufferV(const char** out_buf,const char** out_buf_end,const char* fmt,va_list args); +CIMGUI_API const char* igImParseFormatFindStart(const char* format); +CIMGUI_API const char* igImParseFormatFindEnd(const char* format); +CIMGUI_API const char* igImParseFormatTrimDecorations(const char* format,char* buf,size_t buf_size); +CIMGUI_API void igImParseFormatSanitizeForPrinting(const char* fmt_in,char* fmt_out,size_t fmt_out_size); +CIMGUI_API const char* igImParseFormatSanitizeForScanning(const char* fmt_in,char* fmt_out,size_t fmt_out_size); +CIMGUI_API int igImParseFormatPrecision(const char* format,int default_value); +CIMGUI_API const char* igImTextCharToUtf8(char out_buf[5],unsigned int c); +CIMGUI_API int igImTextStrToUtf8(char* out_buf,int out_buf_size,const ImWchar* in_text,const ImWchar* in_text_end); +CIMGUI_API int igImTextCharFromUtf8(unsigned int* out_char,const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextStrFromUtf8(ImWchar* out_buf,int out_buf_size,const char* in_text,const char* in_text_end,const char** in_remaining); +CIMGUI_API int igImTextCountCharsFromUtf8(const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextCountUtf8BytesFromChar(const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextCountUtf8BytesFromStr(const ImWchar* in_text,const ImWchar* in_text_end); +CIMGUI_API const char* igImTextFindPreviousUtf8Codepoint(const char* in_text_start,const char* in_text_curr); +CIMGUI_API int igImTextCountLines(const char* in_text,const char* in_text_end); +CIMGUI_API ImFileHandle igImFileOpen(const char* filename,const char* mode); +CIMGUI_API bool igImFileClose(ImFileHandle file); +CIMGUI_API ImU64 igImFileGetSize(ImFileHandle file); +CIMGUI_API ImU64 igImFileRead(void* data,ImU64 size,ImU64 count,ImFileHandle file); +CIMGUI_API ImU64 igImFileWrite(const void* data,ImU64 size,ImU64 count,ImFileHandle file); +CIMGUI_API void* igImFileLoadToMemory(const char* filename,const char* mode,size_t* out_file_size,int padding_bytes); +CIMGUI_API float igImPow_Float(float x,float y); +CIMGUI_API double igImPow_double(double x,double y); +CIMGUI_API float igImLog_Float(float x); +CIMGUI_API double igImLog_double(double x); +CIMGUI_API int igImAbs_Int(int x); +CIMGUI_API float igImAbs_Float(float x); +CIMGUI_API double igImAbs_double(double x); +CIMGUI_API float igImSign_Float(float x); +CIMGUI_API double igImSign_double(double x); +CIMGUI_API float igImRsqrt_Float(float x); +CIMGUI_API double igImRsqrt_double(double x); +CIMGUI_API void igImMin(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API void igImMax(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API void igImClamp(ImVec2 *pOut,const ImVec2 v,const ImVec2 mn,const ImVec2 mx); +CIMGUI_API void igImLerp_Vec2Float(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,float t); +CIMGUI_API void igImLerp_Vec2Vec2(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 t); +CIMGUI_API void igImLerp_Vec4(ImVec4 *pOut,const ImVec4 a,const ImVec4 b,float t); +CIMGUI_API float igImSaturate(float f); +CIMGUI_API float igImLengthSqr_Vec2(const ImVec2 lhs); +CIMGUI_API float igImLengthSqr_Vec4(const ImVec4 lhs); +CIMGUI_API float igImInvLength(const ImVec2 lhs,float fail_value); +CIMGUI_API float igImTrunc_Float(float f); +CIMGUI_API void igImTrunc_Vec2(ImVec2 *pOut,const ImVec2 v); +CIMGUI_API float igImFloor_Float(float f); +CIMGUI_API void igImFloor_Vec2(ImVec2 *pOut,const ImVec2 v); +CIMGUI_API int igImModPositive(int a,int b); +CIMGUI_API float igImDot(const ImVec2 a,const ImVec2 b); +CIMGUI_API void igImRotate(ImVec2 *pOut,const ImVec2 v,float cos_a,float sin_a); +CIMGUI_API float igImLinearSweep(float current,float target,float speed); +CIMGUI_API float igImLinearRemapClamp(float s0,float s1,float d0,float d1,float x); +CIMGUI_API void igImMul(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API bool igImIsFloatAboveGuaranteedIntegerPrecision(float f); +CIMGUI_API float igImExponentialMovingAverage(float avg,float sample,int n); +CIMGUI_API void igImBezierCubicCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,float t); +CIMGUI_API void igImBezierCubicClosestPoint(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,int num_segments); +CIMGUI_API void igImBezierCubicClosestPointCasteljau(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,float tess_tol); +CIMGUI_API void igImBezierQuadraticCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,float t); +CIMGUI_API void igImLineClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 p); +CIMGUI_API bool igImTriangleContainsPoint(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p); +CIMGUI_API void igImTriangleClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p); +CIMGUI_API void igImTriangleBarycentricCoords(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p,float* out_u,float* out_v,float* out_w); +CIMGUI_API float igImTriangleArea(const ImVec2 a,const ImVec2 b,const ImVec2 c); +CIMGUI_API bool igImTriangleIsClockwise(const ImVec2 a,const ImVec2 b,const ImVec2 c); +CIMGUI_API ImVec1* ImVec1_ImVec1_Nil(void); +CIMGUI_API void ImVec1_destroy(ImVec1* self); +CIMGUI_API ImVec1* ImVec1_ImVec1_Float(float _x); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Nil(void); +CIMGUI_API void ImVec2ih_destroy(ImVec2ih* self); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_short(short _x,short _y); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Vec2(const ImVec2 rhs); +CIMGUI_API ImRect* ImRect_ImRect_Nil(void); +CIMGUI_API void ImRect_destroy(ImRect* self); +CIMGUI_API ImRect* ImRect_ImRect_Vec2(const ImVec2 min,const ImVec2 max); +CIMGUI_API ImRect* ImRect_ImRect_Vec4(const ImVec4 v); +CIMGUI_API ImRect* ImRect_ImRect_Float(float x1,float y1,float x2,float y2); +CIMGUI_API void ImRect_GetCenter(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetSize(ImVec2 *pOut,ImRect* self); +CIMGUI_API float ImRect_GetWidth(ImRect* self); +CIMGUI_API float ImRect_GetHeight(ImRect* self); +CIMGUI_API float ImRect_GetArea(ImRect* self); +CIMGUI_API void ImRect_GetTL(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetTR(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetBL(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetBR(ImVec2 *pOut,ImRect* self); +CIMGUI_API bool ImRect_Contains_Vec2(ImRect* self,const ImVec2 p); +CIMGUI_API bool ImRect_Contains_Rect(ImRect* self,const ImRect r); +CIMGUI_API bool ImRect_ContainsWithPad(ImRect* self,const ImVec2 p,const ImVec2 pad); +CIMGUI_API bool ImRect_Overlaps(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Add_Vec2(ImRect* self,const ImVec2 p); +CIMGUI_API void ImRect_Add_Rect(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Expand_Float(ImRect* self,const float amount); +CIMGUI_API void ImRect_Expand_Vec2(ImRect* self,const ImVec2 amount); +CIMGUI_API void ImRect_Translate(ImRect* self,const ImVec2 d); +CIMGUI_API void ImRect_TranslateX(ImRect* self,float dx); +CIMGUI_API void ImRect_TranslateY(ImRect* self,float dy); +CIMGUI_API void ImRect_ClipWith(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_ClipWithFull(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Floor(ImRect* self); +CIMGUI_API bool ImRect_IsInverted(ImRect* self); +CIMGUI_API void ImRect_ToVec4(ImVec4 *pOut,ImRect* self); +CIMGUI_API size_t igImBitArrayGetStorageSizeInBytes(int bitcount); +CIMGUI_API void igImBitArrayClearAllBits(ImU32* arr,int bitcount); +CIMGUI_API bool igImBitArrayTestBit(const ImU32* arr,int n); +CIMGUI_API void igImBitArrayClearBit(ImU32* arr,int n); +CIMGUI_API void igImBitArraySetBit(ImU32* arr,int n); +CIMGUI_API void igImBitArraySetBitRange(ImU32* arr,int n,int n2); +CIMGUI_API void ImBitVector_Create(ImBitVector* self,int sz); +CIMGUI_API void ImBitVector_Clear(ImBitVector* self); +CIMGUI_API bool ImBitVector_TestBit(ImBitVector* self,int n); +CIMGUI_API void ImBitVector_SetBit(ImBitVector* self,int n); +CIMGUI_API void ImBitVector_ClearBit(ImBitVector* self,int n); +CIMGUI_API void ImGuiTextIndex_clear(ImGuiTextIndex* self); +CIMGUI_API int ImGuiTextIndex_size(ImGuiTextIndex* self); +CIMGUI_API const char* ImGuiTextIndex_get_line_begin(ImGuiTextIndex* self,const char* base,int n); +CIMGUI_API const char* ImGuiTextIndex_get_line_end(ImGuiTextIndex* self,const char* base,int n); +CIMGUI_API void ImGuiTextIndex_append(ImGuiTextIndex* self,const char* base,int old_size,int new_size); +CIMGUI_API ImGuiStoragePair* igImLowerBound(ImGuiStoragePair* in_begin,ImGuiStoragePair* in_end,ImGuiID key); +CIMGUI_API ImDrawListSharedData* ImDrawListSharedData_ImDrawListSharedData(void); +CIMGUI_API void ImDrawListSharedData_destroy(ImDrawListSharedData* self); +CIMGUI_API void ImDrawListSharedData_SetCircleTessellationMaxError(ImDrawListSharedData* self,float max_error); +CIMGUI_API ImDrawDataBuilder* ImDrawDataBuilder_ImDrawDataBuilder(void); +CIMGUI_API void ImDrawDataBuilder_destroy(ImDrawDataBuilder* self); +CIMGUI_API void* ImGuiDataVarInfo_GetVarPtr(ImGuiDataVarInfo* self,void* parent); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Int(ImGuiStyleVar idx,int v); +CIMGUI_API void ImGuiStyleMod_destroy(ImGuiStyleMod* self); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Float(ImGuiStyleVar idx,float v); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Vec2(ImGuiStyleVar idx,ImVec2 v); +CIMGUI_API ImGuiComboPreviewData* ImGuiComboPreviewData_ImGuiComboPreviewData(void); +CIMGUI_API void ImGuiComboPreviewData_destroy(ImGuiComboPreviewData* self); +CIMGUI_API ImGuiMenuColumns* ImGuiMenuColumns_ImGuiMenuColumns(void); +CIMGUI_API void ImGuiMenuColumns_destroy(ImGuiMenuColumns* self); +CIMGUI_API void ImGuiMenuColumns_Update(ImGuiMenuColumns* self,float spacing,bool window_reappearing); +CIMGUI_API float ImGuiMenuColumns_DeclColumns(ImGuiMenuColumns* self,float w_icon,float w_label,float w_shortcut,float w_mark); +CIMGUI_API void ImGuiMenuColumns_CalcNextTotalWidth(ImGuiMenuColumns* self,bool update_offsets); +CIMGUI_API ImGuiInputTextDeactivatedState* ImGuiInputTextDeactivatedState_ImGuiInputTextDeactivatedState(void); +CIMGUI_API void ImGuiInputTextDeactivatedState_destroy(ImGuiInputTextDeactivatedState* self); +CIMGUI_API void ImGuiInputTextDeactivatedState_ClearFreeMemory(ImGuiInputTextDeactivatedState* self); +CIMGUI_API ImGuiInputTextState* ImGuiInputTextState_ImGuiInputTextState(void); +CIMGUI_API void ImGuiInputTextState_destroy(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearText(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearFreeMemory(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_OnKeyPressed(ImGuiInputTextState* self,int key); +CIMGUI_API void ImGuiInputTextState_OnCharPressed(ImGuiInputTextState* self,unsigned int c); +CIMGUI_API void ImGuiInputTextState_CursorAnimReset(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_CursorClamp(ImGuiInputTextState* self); +CIMGUI_API bool ImGuiInputTextState_HasSelection(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearSelection(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetCursorPos(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetSelectionStart(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetSelectionEnd(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_SelectAll(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndSelectAll(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndKeepSelection(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndMoveToEnd(ImGuiInputTextState* self); +CIMGUI_API ImGuiNextWindowData* ImGuiNextWindowData_ImGuiNextWindowData(void); +CIMGUI_API void ImGuiNextWindowData_destroy(ImGuiNextWindowData* self); +CIMGUI_API void ImGuiNextWindowData_ClearFlags(ImGuiNextWindowData* self); +CIMGUI_API ImGuiNextItemData* ImGuiNextItemData_ImGuiNextItemData(void); +CIMGUI_API void ImGuiNextItemData_destroy(ImGuiNextItemData* self); +CIMGUI_API void ImGuiNextItemData_ClearFlags(ImGuiNextItemData* self); +CIMGUI_API ImGuiLastItemData* ImGuiLastItemData_ImGuiLastItemData(void); +CIMGUI_API void ImGuiLastItemData_destroy(ImGuiLastItemData* self); +CIMGUI_API ImGuiErrorRecoveryState* ImGuiErrorRecoveryState_ImGuiErrorRecoveryState(void); +CIMGUI_API void ImGuiErrorRecoveryState_destroy(ImGuiErrorRecoveryState* self); +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Ptr(void* ptr); +CIMGUI_API void ImGuiPtrOrIndex_destroy(ImGuiPtrOrIndex* self); +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Int(int index); +CIMGUI_API ImGuiPopupData* ImGuiPopupData_ImGuiPopupData(void); +CIMGUI_API void ImGuiPopupData_destroy(ImGuiPopupData* self); +CIMGUI_API ImGuiInputEvent* ImGuiInputEvent_ImGuiInputEvent(void); +CIMGUI_API void ImGuiInputEvent_destroy(ImGuiInputEvent* self); +CIMGUI_API ImGuiKeyRoutingData* ImGuiKeyRoutingData_ImGuiKeyRoutingData(void); +CIMGUI_API void ImGuiKeyRoutingData_destroy(ImGuiKeyRoutingData* self); +CIMGUI_API ImGuiKeyRoutingTable* ImGuiKeyRoutingTable_ImGuiKeyRoutingTable(void); +CIMGUI_API void ImGuiKeyRoutingTable_destroy(ImGuiKeyRoutingTable* self); +CIMGUI_API void ImGuiKeyRoutingTable_Clear(ImGuiKeyRoutingTable* self); +CIMGUI_API ImGuiKeyOwnerData* ImGuiKeyOwnerData_ImGuiKeyOwnerData(void); +CIMGUI_API void ImGuiKeyOwnerData_destroy(ImGuiKeyOwnerData* self); +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromIndices(int min,int max); +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromPositions(float y1,float y2,int off_min,int off_max); +CIMGUI_API ImGuiListClipperData* ImGuiListClipperData_ImGuiListClipperData(void); +CIMGUI_API void ImGuiListClipperData_destroy(ImGuiListClipperData* self); +CIMGUI_API void ImGuiListClipperData_Reset(ImGuiListClipperData* self,ImGuiListClipper* clipper); +CIMGUI_API ImGuiNavItemData* ImGuiNavItemData_ImGuiNavItemData(void); +CIMGUI_API void ImGuiNavItemData_destroy(ImGuiNavItemData* self); +CIMGUI_API void ImGuiNavItemData_Clear(ImGuiNavItemData* self); +CIMGUI_API ImGuiTypingSelectState* ImGuiTypingSelectState_ImGuiTypingSelectState(void); +CIMGUI_API void ImGuiTypingSelectState_destroy(ImGuiTypingSelectState* self); +CIMGUI_API void ImGuiTypingSelectState_Clear(ImGuiTypingSelectState* self); +CIMGUI_API ImGuiOldColumnData* ImGuiOldColumnData_ImGuiOldColumnData(void); +CIMGUI_API void ImGuiOldColumnData_destroy(ImGuiOldColumnData* self); +CIMGUI_API ImGuiOldColumns* ImGuiOldColumns_ImGuiOldColumns(void); +CIMGUI_API void ImGuiOldColumns_destroy(ImGuiOldColumns* self); +CIMGUI_API ImGuiBoxSelectState* ImGuiBoxSelectState_ImGuiBoxSelectState(void); +CIMGUI_API void ImGuiBoxSelectState_destroy(ImGuiBoxSelectState* self); +CIMGUI_API ImGuiMultiSelectTempData* ImGuiMultiSelectTempData_ImGuiMultiSelectTempData(void); +CIMGUI_API void ImGuiMultiSelectTempData_destroy(ImGuiMultiSelectTempData* self); +CIMGUI_API void ImGuiMultiSelectTempData_Clear(ImGuiMultiSelectTempData* self); +CIMGUI_API void ImGuiMultiSelectTempData_ClearIO(ImGuiMultiSelectTempData* self); +CIMGUI_API ImGuiMultiSelectState* ImGuiMultiSelectState_ImGuiMultiSelectState(void); +CIMGUI_API void ImGuiMultiSelectState_destroy(ImGuiMultiSelectState* self); +CIMGUI_API ImGuiDockNode* ImGuiDockNode_ImGuiDockNode(ImGuiID id); +CIMGUI_API void ImGuiDockNode_destroy(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsRootNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsDockSpace(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsFloatingNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsCentralNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsHiddenTabBar(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsNoTabBar(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsSplitNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsLeafNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsEmpty(ImGuiDockNode* self); +CIMGUI_API void ImGuiDockNode_Rect(ImRect *pOut,ImGuiDockNode* self); +CIMGUI_API void ImGuiDockNode_SetLocalFlags(ImGuiDockNode* self,ImGuiDockNodeFlags flags); +CIMGUI_API void ImGuiDockNode_UpdateMergedFlags(ImGuiDockNode* self); +CIMGUI_API ImGuiDockContext* ImGuiDockContext_ImGuiDockContext(void); +CIMGUI_API void ImGuiDockContext_destroy(ImGuiDockContext* self); +CIMGUI_API ImGuiViewportP* ImGuiViewportP_ImGuiViewportP(void); +CIMGUI_API void ImGuiViewportP_destroy(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_ClearRequestFlags(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_CalcWorkRectPos(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min); +CIMGUI_API void ImGuiViewportP_CalcWorkRectSize(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min,const ImVec2 inset_max); +CIMGUI_API void ImGuiViewportP_UpdateWorkRect(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetMainRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetWorkRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetBuildWorkRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API ImGuiWindowSettings* ImGuiWindowSettings_ImGuiWindowSettings(void); +CIMGUI_API void ImGuiWindowSettings_destroy(ImGuiWindowSettings* self); +CIMGUI_API char* ImGuiWindowSettings_GetName(ImGuiWindowSettings* self); +CIMGUI_API ImGuiSettingsHandler* ImGuiSettingsHandler_ImGuiSettingsHandler(void); +CIMGUI_API void ImGuiSettingsHandler_destroy(ImGuiSettingsHandler* self); +CIMGUI_API ImGuiDebugAllocInfo* ImGuiDebugAllocInfo_ImGuiDebugAllocInfo(void); +CIMGUI_API void ImGuiDebugAllocInfo_destroy(ImGuiDebugAllocInfo* self); +CIMGUI_API ImGuiStackLevelInfo* ImGuiStackLevelInfo_ImGuiStackLevelInfo(void); +CIMGUI_API void ImGuiStackLevelInfo_destroy(ImGuiStackLevelInfo* self); +CIMGUI_API ImGuiIDStackTool* ImGuiIDStackTool_ImGuiIDStackTool(void); +CIMGUI_API void ImGuiIDStackTool_destroy(ImGuiIDStackTool* self); +CIMGUI_API ImGuiContextHook* ImGuiContextHook_ImGuiContextHook(void); +CIMGUI_API void ImGuiContextHook_destroy(ImGuiContextHook* self); +CIMGUI_API ImGuiContext* ImGuiContext_ImGuiContext(ImFontAtlas* shared_font_atlas); +CIMGUI_API void ImGuiContext_destroy(ImGuiContext* self); +CIMGUI_API ImGuiWindow* ImGuiWindow_ImGuiWindow(ImGuiContext* context,const char* name); +CIMGUI_API void ImGuiWindow_destroy(ImGuiWindow* self); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Str(ImGuiWindow* self,const char* str,const char* str_end); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Ptr(ImGuiWindow* self,const void* ptr); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Int(ImGuiWindow* self,int n); +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromPos(ImGuiWindow* self,const ImVec2 p_abs); +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromRectangle(ImGuiWindow* self,const ImRect r_abs); +CIMGUI_API void ImGuiWindow_Rect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API float ImGuiWindow_CalcFontSize(ImGuiWindow* self); +CIMGUI_API void ImGuiWindow_TitleBarRect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API void ImGuiWindow_MenuBarRect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API ImGuiTabItem* ImGuiTabItem_ImGuiTabItem(void); +CIMGUI_API void ImGuiTabItem_destroy(ImGuiTabItem* self); +CIMGUI_API ImGuiTabBar* ImGuiTabBar_ImGuiTabBar(void); +CIMGUI_API void ImGuiTabBar_destroy(ImGuiTabBar* self); +CIMGUI_API ImGuiTableColumn* ImGuiTableColumn_ImGuiTableColumn(void); +CIMGUI_API void ImGuiTableColumn_destroy(ImGuiTableColumn* self); +CIMGUI_API ImGuiTableInstanceData* ImGuiTableInstanceData_ImGuiTableInstanceData(void); +CIMGUI_API void ImGuiTableInstanceData_destroy(ImGuiTableInstanceData* self); +CIMGUI_API ImGuiTable* ImGuiTable_ImGuiTable(void); +CIMGUI_API void ImGuiTable_destroy(ImGuiTable* self); +CIMGUI_API ImGuiTableTempData* ImGuiTableTempData_ImGuiTableTempData(void); +CIMGUI_API void ImGuiTableTempData_destroy(ImGuiTableTempData* self); +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableColumnSettings_ImGuiTableColumnSettings(void); +CIMGUI_API void ImGuiTableColumnSettings_destroy(ImGuiTableColumnSettings* self); +CIMGUI_API ImGuiTableSettings* ImGuiTableSettings_ImGuiTableSettings(void); +CIMGUI_API void ImGuiTableSettings_destroy(ImGuiTableSettings* self); +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableSettings_GetColumnSettings(ImGuiTableSettings* self); +CIMGUI_API ImGuiIO* igGetIOEx(ImGuiContext* ctx); +CIMGUI_API ImGuiPlatformIO* igGetPlatformIOEx(ImGuiContext* ctx); +CIMGUI_API ImGuiWindow* igGetCurrentWindowRead(void); +CIMGUI_API ImGuiWindow* igGetCurrentWindow(void); +CIMGUI_API ImGuiWindow* igFindWindowByID(ImGuiID id); +CIMGUI_API ImGuiWindow* igFindWindowByName(const char* name); +CIMGUI_API void igUpdateWindowParentAndRootLinks(ImGuiWindow* window,ImGuiWindowFlags flags,ImGuiWindow* parent_window); +CIMGUI_API void igUpdateWindowSkipRefresh(ImGuiWindow* window); +CIMGUI_API void igCalcWindowNextAutoFitSize(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API bool igIsWindowChildOf(ImGuiWindow* window,ImGuiWindow* potential_parent,bool popup_hierarchy,bool dock_hierarchy); +CIMGUI_API bool igIsWindowWithinBeginStackOf(ImGuiWindow* window,ImGuiWindow* potential_parent); +CIMGUI_API bool igIsWindowAbove(ImGuiWindow* potential_above,ImGuiWindow* potential_below); +CIMGUI_API bool igIsWindowNavFocusable(ImGuiWindow* window); +CIMGUI_API void igSetWindowPos_WindowPtr(ImGuiWindow* window,const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_WindowPtr(ImGuiWindow* window,const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_WindowPtr(ImGuiWindow* window,bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowHitTestHole(ImGuiWindow* window,const ImVec2 pos,const ImVec2 size); +CIMGUI_API void igSetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); +CIMGUI_API void igSetWindowParentWindowForFocusRoute(ImGuiWindow* window,ImGuiWindow* parent_window); +CIMGUI_API void igWindowRectAbsToRel(ImRect *pOut,ImGuiWindow* window,const ImRect r); +CIMGUI_API void igWindowRectRelToAbs(ImRect *pOut,ImGuiWindow* window,const ImRect r); +CIMGUI_API void igWindowPosAbsToRel(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p); +CIMGUI_API void igWindowPosRelToAbs(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p); +CIMGUI_API void igFocusWindow(ImGuiWindow* window,ImGuiFocusRequestFlags flags); +CIMGUI_API void igFocusTopMostWindowUnderOne(ImGuiWindow* under_this_window,ImGuiWindow* ignore_window,ImGuiViewport* filter_viewport,ImGuiFocusRequestFlags flags); +CIMGUI_API void igBringWindowToFocusFront(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayFront(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayBack(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayBehind(ImGuiWindow* window,ImGuiWindow* above_window); +CIMGUI_API int igFindWindowDisplayIndex(ImGuiWindow* window); +CIMGUI_API ImGuiWindow* igFindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); +CIMGUI_API void igSetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags); +CIMGUI_API void igSetCurrentFont(ImFont* font); +CIMGUI_API ImFont* igGetDefaultFont(void); +CIMGUI_API ImDrawList* igGetForegroundDrawList_WindowPtr(ImGuiWindow* window); +CIMGUI_API void igAddDrawListToDrawDataEx(ImDrawData* draw_data,ImVector_ImDrawListPtr* out_list,ImDrawList* draw_list); +CIMGUI_API void igInitialize(void); +CIMGUI_API void igShutdown(void); +CIMGUI_API void igUpdateInputEvents(bool trickle_fast_inputs); +CIMGUI_API void igUpdateHoveredWindowAndCaptureFlags(void); +CIMGUI_API void igFindHoveredWindowEx(const ImVec2 pos,bool find_first_and_in_any_viewport,ImGuiWindow** out_hovered_window,ImGuiWindow** out_hovered_window_under_moving_window); +CIMGUI_API void igStartMouseMovingWindow(ImGuiWindow* window); +CIMGUI_API void igStartMouseMovingWindowOrNode(ImGuiWindow* window,ImGuiDockNode* node,bool undock); +CIMGUI_API void igUpdateMouseMovingWindowNewFrame(void); +CIMGUI_API void igUpdateMouseMovingWindowEndFrame(void); +CIMGUI_API ImGuiID igAddContextHook(ImGuiContext* context,const ImGuiContextHook* hook); +CIMGUI_API void igRemoveContextHook(ImGuiContext* context,ImGuiID hook_to_remove); +CIMGUI_API void igCallContextHooks(ImGuiContext* context,ImGuiContextHookType type); +CIMGUI_API void igTranslateWindowsInViewport(ImGuiViewportP* viewport,const ImVec2 old_pos,const ImVec2 new_pos,const ImVec2 old_size,const ImVec2 new_size); +CIMGUI_API void igScaleWindowsInViewport(ImGuiViewportP* viewport,float scale); +CIMGUI_API void igDestroyPlatformWindow(ImGuiViewportP* viewport); +CIMGUI_API void igSetWindowViewport(ImGuiWindow* window,ImGuiViewportP* viewport); +CIMGUI_API void igSetCurrentViewport(ImGuiWindow* window,ImGuiViewportP* viewport); +CIMGUI_API const ImGuiPlatformMonitor* igGetViewportPlatformMonitor(ImGuiViewport* viewport); +CIMGUI_API ImGuiViewportP* igFindHoveredViewportFromPlatformWindowStack(const ImVec2 mouse_platform_pos); +CIMGUI_API void igMarkIniSettingsDirty_Nil(void); +CIMGUI_API void igMarkIniSettingsDirty_WindowPtr(ImGuiWindow* window); +CIMGUI_API void igClearIniSettings(void); +CIMGUI_API void igAddSettingsHandler(const ImGuiSettingsHandler* handler); +CIMGUI_API void igRemoveSettingsHandler(const char* type_name); +CIMGUI_API ImGuiSettingsHandler* igFindSettingsHandler(const char* type_name); +CIMGUI_API ImGuiWindowSettings* igCreateNewWindowSettings(const char* name); +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByID(ImGuiID id); +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByWindow(ImGuiWindow* window); +CIMGUI_API void igClearWindowSettings(const char* name); +CIMGUI_API void igLocalizeRegisterEntries(const ImGuiLocEntry* entries,int count); +CIMGUI_API const char* igLocalizeGetMsg(ImGuiLocKey key); +CIMGUI_API void igSetScrollX_WindowPtr(ImGuiWindow* window,float scroll_x); +CIMGUI_API void igSetScrollY_WindowPtr(ImGuiWindow* window,float scroll_y); +CIMGUI_API void igSetScrollFromPosX_WindowPtr(ImGuiWindow* window,float local_x,float center_x_ratio); +CIMGUI_API void igSetScrollFromPosY_WindowPtr(ImGuiWindow* window,float local_y,float center_y_ratio); +CIMGUI_API void igScrollToItem(ImGuiScrollFlags flags); +CIMGUI_API void igScrollToRect(ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags); +CIMGUI_API void igScrollToRectEx(ImVec2 *pOut,ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags); +CIMGUI_API void igScrollToBringRectIntoView(ImGuiWindow* window,const ImRect rect); +CIMGUI_API ImGuiItemStatusFlags igGetItemStatusFlags(void); +CIMGUI_API ImGuiItemFlags igGetItemFlags(void); +CIMGUI_API ImGuiID igGetActiveID(void); +CIMGUI_API ImGuiID igGetFocusID(void); +CIMGUI_API void igSetActiveID(ImGuiID id,ImGuiWindow* window); +CIMGUI_API void igSetFocusID(ImGuiID id,ImGuiWindow* window); +CIMGUI_API void igClearActiveID(void); +CIMGUI_API ImGuiID igGetHoveredID(void); +CIMGUI_API void igSetHoveredID(ImGuiID id); +CIMGUI_API void igKeepAliveID(ImGuiID id); +CIMGUI_API void igMarkItemEdited(ImGuiID id); +CIMGUI_API void igPushOverrideID(ImGuiID id); +CIMGUI_API ImGuiID igGetIDWithSeed_Str(const char* str_id_begin,const char* str_id_end,ImGuiID seed); +CIMGUI_API ImGuiID igGetIDWithSeed_Int(int n,ImGuiID seed); +CIMGUI_API void igItemSize_Vec2(const ImVec2 size,float text_baseline_y); +CIMGUI_API void igItemSize_Rect(const ImRect bb,float text_baseline_y); +CIMGUI_API bool igItemAdd(const ImRect bb,ImGuiID id,const ImRect* nav_bb,ImGuiItemFlags extra_flags); +CIMGUI_API bool igItemHoverable(const ImRect bb,ImGuiID id,ImGuiItemFlags item_flags); +CIMGUI_API bool igIsWindowContentHoverable(ImGuiWindow* window,ImGuiHoveredFlags flags); +CIMGUI_API bool igIsClippedEx(const ImRect bb,ImGuiID id); +CIMGUI_API void igSetLastItemData(ImGuiID item_id,ImGuiItemFlags in_flags,ImGuiItemStatusFlags status_flags,const ImRect item_rect); +CIMGUI_API void igCalcItemSize(ImVec2 *pOut,ImVec2 size,float default_w,float default_h); +CIMGUI_API float igCalcWrapWidthForPos(const ImVec2 pos,float wrap_pos_x); +CIMGUI_API void igPushMultiItemsWidths(int components,float width_full); +CIMGUI_API void igShrinkWidths(ImGuiShrinkWidthItem* items,int count,float width_excess); +CIMGUI_API const ImGuiDataVarInfo* igGetStyleVarInfo(ImGuiStyleVar idx); +CIMGUI_API void igBeginDisabledOverrideReenable(void); +CIMGUI_API void igEndDisabledOverrideReenable(void); +CIMGUI_API void igLogBegin(ImGuiLogFlags flags,int auto_open_depth); +CIMGUI_API void igLogToBuffer(int auto_open_depth); +CIMGUI_API void igLogRenderedText(const ImVec2* ref_pos,const char* text,const char* text_end); +CIMGUI_API void igLogSetNextTextDecoration(const char* prefix,const char* suffix); +CIMGUI_API bool igBeginChildEx(const char* name,ImGuiID id,const ImVec2 size_arg,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginPopupEx(ImGuiID id,ImGuiWindowFlags extra_window_flags); +CIMGUI_API void igOpenPopupEx(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igClosePopupToLevel(int remaining,bool restore_focus_to_window_under_popup); +CIMGUI_API void igClosePopupsOverWindow(ImGuiWindow* ref_window,bool restore_focus_to_window_under_popup); +CIMGUI_API void igClosePopupsExceptModals(void); +CIMGUI_API bool igIsPopupOpen_ID(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igGetPopupAllowedExtentRect(ImRect *pOut,ImGuiWindow* window); +CIMGUI_API ImGuiWindow* igGetTopMostPopupModal(void); +CIMGUI_API ImGuiWindow* igGetTopMostAndVisiblePopupModal(void); +CIMGUI_API ImGuiWindow* igFindBlockingModal(ImGuiWindow* window); +CIMGUI_API void igFindBestWindowPosForPopup(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API void igFindBestWindowPosForPopupEx(ImVec2 *pOut,const ImVec2 ref_pos,const ImVec2 size,ImGuiDir* last_dir,const ImRect r_outer,const ImRect r_avoid,ImGuiPopupPositionPolicy policy); +CIMGUI_API bool igBeginTooltipEx(ImGuiTooltipFlags tooltip_flags,ImGuiWindowFlags extra_window_flags); +CIMGUI_API bool igBeginTooltipHidden(void); +CIMGUI_API bool igBeginViewportSideBar(const char* name,ImGuiViewport* viewport,ImGuiDir dir,float size,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginMenuEx(const char* label,const char* icon,bool enabled); +CIMGUI_API bool igMenuItemEx(const char* label,const char* icon,const char* shortcut,bool selected,bool enabled); +CIMGUI_API bool igBeginComboPopup(ImGuiID popup_id,const ImRect bb,ImGuiComboFlags flags); +CIMGUI_API bool igBeginComboPreview(void); +CIMGUI_API void igEndComboPreview(void); +CIMGUI_API void igNavInitWindow(ImGuiWindow* window,bool force_reinit); +CIMGUI_API void igNavInitRequestApplyResult(void); +CIMGUI_API bool igNavMoveRequestButNoResultYet(void); +CIMGUI_API void igNavMoveRequestSubmit(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags); +CIMGUI_API void igNavMoveRequestForward(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags); +CIMGUI_API void igNavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); +CIMGUI_API void igNavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result,ImGuiTreeNodeStackData* tree_node_data); +CIMGUI_API void igNavMoveRequestCancel(void); +CIMGUI_API void igNavMoveRequestApplyResult(void); +CIMGUI_API void igNavMoveRequestTryWrapping(ImGuiWindow* window,ImGuiNavMoveFlags move_flags); +CIMGUI_API void igNavHighlightActivated(ImGuiID id); +CIMGUI_API void igNavClearPreferredPosForAxis(ImGuiAxis axis); +CIMGUI_API void igSetNavCursorVisibleAfterMove(void); +CIMGUI_API void igNavUpdateCurrentWindowIsScrollPushableX(void); +CIMGUI_API void igSetNavWindow(ImGuiWindow* window); +CIMGUI_API void igSetNavID(ImGuiID id,ImGuiNavLayer nav_layer,ImGuiID focus_scope_id,const ImRect rect_rel); +CIMGUI_API void igSetNavFocusScope(ImGuiID focus_scope_id); +CIMGUI_API void igFocusItem(void); +CIMGUI_API void igActivateItemByID(ImGuiID id); +CIMGUI_API bool igIsNamedKey(ImGuiKey key); +CIMGUI_API bool igIsNamedKeyOrMod(ImGuiKey key); +CIMGUI_API bool igIsLegacyKey(ImGuiKey key); +CIMGUI_API bool igIsKeyboardKey(ImGuiKey key); +CIMGUI_API bool igIsGamepadKey(ImGuiKey key); +CIMGUI_API bool igIsMouseKey(ImGuiKey key); +CIMGUI_API bool igIsAliasKey(ImGuiKey key); +CIMGUI_API bool igIsLRModKey(ImGuiKey key); +CIMGUI_API ImGuiKeyChord igFixupKeyChord(ImGuiKeyChord key_chord); +CIMGUI_API ImGuiKey igConvertSingleModFlagToKey(ImGuiKey key); +CIMGUI_API ImGuiKeyData* igGetKeyData_ContextPtr(ImGuiContext* ctx,ImGuiKey key); +CIMGUI_API ImGuiKeyData* igGetKeyData_Key(ImGuiKey key); +CIMGUI_API const char* igGetKeyChordName(ImGuiKeyChord key_chord); +CIMGUI_API ImGuiKey igMouseButtonToKey(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseDragPastThreshold(ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igGetKeyMagnitude2d(ImVec2 *pOut,ImGuiKey key_left,ImGuiKey key_right,ImGuiKey key_up,ImGuiKey key_down); +CIMGUI_API float igGetNavTweakPressedAmount(ImGuiAxis axis); +CIMGUI_API int igCalcTypematicRepeatAmount(float t0,float t1,float repeat_delay,float repeat_rate); +CIMGUI_API void igGetTypematicRepeatRate(ImGuiInputFlags flags,float* repeat_delay,float* repeat_rate); +CIMGUI_API void igTeleportMousePos(const ImVec2 pos); +CIMGUI_API void igSetActiveIdUsingAllKeyboardKeys(void); +CIMGUI_API bool igIsActiveIdUsingNavDir(ImGuiDir dir); +CIMGUI_API ImGuiID igGetKeyOwner(ImGuiKey key); +CIMGUI_API void igSetKeyOwner(ImGuiKey key,ImGuiID owner_id,ImGuiInputFlags flags); +CIMGUI_API void igSetKeyOwnersForKeyChord(ImGuiKeyChord key,ImGuiID owner_id,ImGuiInputFlags flags); +CIMGUI_API void igSetItemKeyOwner_InputFlags(ImGuiKey key,ImGuiInputFlags flags); +CIMGUI_API bool igTestKeyOwner(ImGuiKey key,ImGuiID owner_id); +CIMGUI_API ImGuiKeyOwnerData* igGetKeyOwnerData(ImGuiContext* ctx,ImGuiKey key); +CIMGUI_API bool igIsKeyDown_ID(ImGuiKey key,ImGuiID owner_id); +CIMGUI_API bool igIsKeyPressed_InputFlags(ImGuiKey key,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igIsKeyReleased_ID(ImGuiKey key,ImGuiID owner_id); +CIMGUI_API bool igIsKeyChordPressed_InputFlags(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igIsMouseDown_ID(ImGuiMouseButton button,ImGuiID owner_id); +CIMGUI_API bool igIsMouseClicked_InputFlags(ImGuiMouseButton button,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igIsMouseReleased_ID(ImGuiMouseButton button,ImGuiID owner_id); +CIMGUI_API bool igIsMouseDoubleClicked_ID(ImGuiMouseButton button,ImGuiID owner_id); +CIMGUI_API bool igShortcut_ID(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igSetShortcutRouting(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igTestShortcutRouting(ImGuiKeyChord key_chord,ImGuiID owner_id); +CIMGUI_API ImGuiKeyRoutingData* igGetShortcutRoutingData(ImGuiKeyChord key_chord); +CIMGUI_API void igDockContextInitialize(ImGuiContext* ctx); +CIMGUI_API void igDockContextShutdown(ImGuiContext* ctx); +CIMGUI_API void igDockContextClearNodes(ImGuiContext* ctx,ImGuiID root_id,bool clear_settings_refs); +CIMGUI_API void igDockContextRebuildNodes(ImGuiContext* ctx); +CIMGUI_API void igDockContextNewFrameUpdateUndocking(ImGuiContext* ctx); +CIMGUI_API void igDockContextNewFrameUpdateDocking(ImGuiContext* ctx); +CIMGUI_API void igDockContextEndFrame(ImGuiContext* ctx); +CIMGUI_API ImGuiID igDockContextGenNodeID(ImGuiContext* ctx); +CIMGUI_API void igDockContextQueueDock(ImGuiContext* ctx,ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload,ImGuiDir split_dir,float split_ratio,bool split_outer); +CIMGUI_API void igDockContextQueueUndockWindow(ImGuiContext* ctx,ImGuiWindow* window); +CIMGUI_API void igDockContextQueueUndockNode(ImGuiContext* ctx,ImGuiDockNode* node); +CIMGUI_API void igDockContextProcessUndockWindow(ImGuiContext* ctx,ImGuiWindow* window,bool clear_persistent_docking_ref); +CIMGUI_API void igDockContextProcessUndockNode(ImGuiContext* ctx,ImGuiDockNode* node); +CIMGUI_API bool igDockContextCalcDropPosForDocking(ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload_window,ImGuiDockNode* payload_node,ImGuiDir split_dir,bool split_outer,ImVec2* out_pos); +CIMGUI_API ImGuiDockNode* igDockContextFindNodeByID(ImGuiContext* ctx,ImGuiID id); +CIMGUI_API void igDockNodeWindowMenuHandler_Default(ImGuiContext* ctx,ImGuiDockNode* node,ImGuiTabBar* tab_bar); +CIMGUI_API bool igDockNodeBeginAmendTabBar(ImGuiDockNode* node); +CIMGUI_API void igDockNodeEndAmendTabBar(void); +CIMGUI_API ImGuiDockNode* igDockNodeGetRootNode(ImGuiDockNode* node); +CIMGUI_API bool igDockNodeIsInHierarchyOf(ImGuiDockNode* node,ImGuiDockNode* parent); +CIMGUI_API int igDockNodeGetDepth(const ImGuiDockNode* node); +CIMGUI_API ImGuiID igDockNodeGetWindowMenuButtonId(const ImGuiDockNode* node); +CIMGUI_API ImGuiDockNode* igGetWindowDockNode(void); +CIMGUI_API bool igGetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); +CIMGUI_API void igBeginDocked(ImGuiWindow* window,bool* p_open); +CIMGUI_API void igBeginDockableDragDropSource(ImGuiWindow* window); +CIMGUI_API void igBeginDockableDragDropTarget(ImGuiWindow* window); +CIMGUI_API void igSetWindowDock(ImGuiWindow* window,ImGuiID dock_id,ImGuiCond cond); +CIMGUI_API void igDockBuilderDockWindow(const char* window_name,ImGuiID node_id); +CIMGUI_API ImGuiDockNode* igDockBuilderGetNode(ImGuiID node_id); +CIMGUI_API ImGuiDockNode* igDockBuilderGetCentralNode(ImGuiID node_id); +CIMGUI_API ImGuiID igDockBuilderAddNode(ImGuiID node_id,ImGuiDockNodeFlags flags); +CIMGUI_API void igDockBuilderRemoveNode(ImGuiID node_id); +CIMGUI_API void igDockBuilderRemoveNodeDockedWindows(ImGuiID node_id,bool clear_settings_refs); +CIMGUI_API void igDockBuilderRemoveNodeChildNodes(ImGuiID node_id); +CIMGUI_API void igDockBuilderSetNodePos(ImGuiID node_id,ImVec2 pos); +CIMGUI_API void igDockBuilderSetNodeSize(ImGuiID node_id,ImVec2 size); +CIMGUI_API ImGuiID igDockBuilderSplitNode(ImGuiID node_id,ImGuiDir split_dir,float size_ratio_for_node_at_dir,ImGuiID* out_id_at_dir,ImGuiID* out_id_at_opposite_dir); +CIMGUI_API void igDockBuilderCopyDockSpace(ImGuiID src_dockspace_id,ImGuiID dst_dockspace_id,ImVector_const_charPtr* in_window_remap_pairs); +CIMGUI_API void igDockBuilderCopyNode(ImGuiID src_node_id,ImGuiID dst_node_id,ImVector_ImGuiID* out_node_remap_pairs); +CIMGUI_API void igDockBuilderCopyWindowSettings(const char* src_name,const char* dst_name); +CIMGUI_API void igDockBuilderFinish(ImGuiID node_id); +CIMGUI_API void igPushFocusScope(ImGuiID id); +CIMGUI_API void igPopFocusScope(void); +CIMGUI_API ImGuiID igGetCurrentFocusScope(void); +CIMGUI_API bool igIsDragDropActive(void); +CIMGUI_API bool igBeginDragDropTargetCustom(const ImRect bb,ImGuiID id); +CIMGUI_API void igClearDragDrop(void); +CIMGUI_API bool igIsDragDropPayloadBeingAccepted(void); +CIMGUI_API void igRenderDragDropTargetRect(const ImRect bb,const ImRect item_clip_rect); +CIMGUI_API ImGuiTypingSelectRequest* igGetTypingSelectRequest(ImGuiTypingSelectFlags flags); +CIMGUI_API int igTypingSelectFindMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx); +CIMGUI_API int igTypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx); +CIMGUI_API int igTypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data); +CIMGUI_API bool igBeginBoxSelect(const ImRect scope_rect,ImGuiWindow* window,ImGuiID box_select_id,ImGuiMultiSelectFlags ms_flags); +CIMGUI_API void igEndBoxSelect(const ImRect scope_rect,ImGuiMultiSelectFlags ms_flags); +CIMGUI_API void igMultiSelectItemHeader(ImGuiID id,bool* p_selected,ImGuiButtonFlags* p_button_flags); +CIMGUI_API void igMultiSelectItemFooter(ImGuiID id,bool* p_selected,bool* p_pressed); +CIMGUI_API void igMultiSelectAddSetAll(ImGuiMultiSelectTempData* ms,bool selected); +CIMGUI_API void igMultiSelectAddSetRange(ImGuiMultiSelectTempData* ms,bool selected,int range_dir,ImGuiSelectionUserData first_item,ImGuiSelectionUserData last_item); +CIMGUI_API ImGuiBoxSelectState* igGetBoxSelectState(ImGuiID id); +CIMGUI_API ImGuiMultiSelectState* igGetMultiSelectState(ImGuiID id); +CIMGUI_API void igSetWindowClipRectBeforeSetChannel(ImGuiWindow* window,const ImRect clip_rect); +CIMGUI_API void igBeginColumns(const char* str_id,int count,ImGuiOldColumnFlags flags); +CIMGUI_API void igEndColumns(void); +CIMGUI_API void igPushColumnClipRect(int column_index); +CIMGUI_API void igPushColumnsBackground(void); +CIMGUI_API void igPopColumnsBackground(void); +CIMGUI_API ImGuiID igGetColumnsID(const char* str_id,int count); +CIMGUI_API ImGuiOldColumns* igFindOrCreateColumns(ImGuiWindow* window,ImGuiID id); +CIMGUI_API float igGetColumnOffsetFromNorm(const ImGuiOldColumns* columns,float offset_norm); +CIMGUI_API float igGetColumnNormFromOffset(const ImGuiOldColumns* columns,float offset); +CIMGUI_API void igTableOpenContextMenu(int column_n); +CIMGUI_API void igTableSetColumnWidth(int column_n,float width); +CIMGUI_API void igTableSetColumnSortDirection(int column_n,ImGuiSortDirection sort_direction,bool append_to_sort_specs); +CIMGUI_API int igTableGetHoveredRow(void); +CIMGUI_API float igTableGetHeaderRowHeight(void); +CIMGUI_API float igTableGetHeaderAngledMaxLabelWidth(void); +CIMGUI_API void igTablePushBackgroundChannel(void); +CIMGUI_API void igTablePopBackgroundChannel(void); +CIMGUI_API void igTableAngledHeadersRowEx(ImGuiID row_id,float angle,float max_label_width,const ImGuiTableHeaderData* data,int data_count); +CIMGUI_API ImGuiTable* igGetCurrentTable(void); +CIMGUI_API ImGuiTable* igTableFindByID(ImGuiID id); +CIMGUI_API bool igBeginTableEx(const char* name,ImGuiID id,int columns_count,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width); +CIMGUI_API void igTableBeginInitMemory(ImGuiTable* table,int columns_count); +CIMGUI_API void igTableBeginApplyRequests(ImGuiTable* table); +CIMGUI_API void igTableSetupDrawChannels(ImGuiTable* table); +CIMGUI_API void igTableUpdateLayout(ImGuiTable* table); +CIMGUI_API void igTableUpdateBorders(ImGuiTable* table); +CIMGUI_API void igTableUpdateColumnsWeightFromWidth(ImGuiTable* table); +CIMGUI_API void igTableDrawBorders(ImGuiTable* table); +CIMGUI_API void igTableDrawDefaultContextMenu(ImGuiTable* table,ImGuiTableFlags flags_for_section_to_display); +CIMGUI_API bool igTableBeginContextMenuPopup(ImGuiTable* table); +CIMGUI_API void igTableMergeDrawChannels(ImGuiTable* table); +CIMGUI_API ImGuiTableInstanceData* igTableGetInstanceData(ImGuiTable* table,int instance_no); +CIMGUI_API ImGuiID igTableGetInstanceID(ImGuiTable* table,int instance_no); +CIMGUI_API void igTableSortSpecsSanitize(ImGuiTable* table); +CIMGUI_API void igTableSortSpecsBuild(ImGuiTable* table); +CIMGUI_API ImGuiSortDirection igTableGetColumnNextSortDirection(ImGuiTableColumn* column); +CIMGUI_API void igTableFixColumnSortDirection(ImGuiTable* table,ImGuiTableColumn* column); +CIMGUI_API float igTableGetColumnWidthAuto(ImGuiTable* table,ImGuiTableColumn* column); +CIMGUI_API void igTableBeginRow(ImGuiTable* table); +CIMGUI_API void igTableEndRow(ImGuiTable* table); +CIMGUI_API void igTableBeginCell(ImGuiTable* table,int column_n); +CIMGUI_API void igTableEndCell(ImGuiTable* table); +CIMGUI_API void igTableGetCellBgRect(ImRect *pOut,const ImGuiTable* table,int column_n); +CIMGUI_API const char* igTableGetColumnName_TablePtr(const ImGuiTable* table,int column_n); +CIMGUI_API ImGuiID igTableGetColumnResizeID(ImGuiTable* table,int column_n,int instance_no); +CIMGUI_API float igTableCalcMaxColumnWidth(const ImGuiTable* table,int column_n); +CIMGUI_API void igTableSetColumnWidthAutoSingle(ImGuiTable* table,int column_n); +CIMGUI_API void igTableSetColumnWidthAutoAll(ImGuiTable* table); +CIMGUI_API void igTableRemove(ImGuiTable* table); +CIMGUI_API void igTableGcCompactTransientBuffers_TablePtr(ImGuiTable* table); +CIMGUI_API void igTableGcCompactTransientBuffers_TableTempDataPtr(ImGuiTableTempData* table); +CIMGUI_API void igTableGcCompactSettings(void); +CIMGUI_API void igTableLoadSettings(ImGuiTable* table); +CIMGUI_API void igTableSaveSettings(ImGuiTable* table); +CIMGUI_API void igTableResetSettings(ImGuiTable* table); +CIMGUI_API ImGuiTableSettings* igTableGetBoundSettings(ImGuiTable* table); +CIMGUI_API void igTableSettingsAddSettingsHandler(void); +CIMGUI_API ImGuiTableSettings* igTableSettingsCreate(ImGuiID id,int columns_count); +CIMGUI_API ImGuiTableSettings* igTableSettingsFindByID(ImGuiID id); +CIMGUI_API ImGuiTabBar* igGetCurrentTabBar(void); +CIMGUI_API bool igBeginTabBarEx(ImGuiTabBar* tab_bar,const ImRect bb,ImGuiTabBarFlags flags); +CIMGUI_API ImGuiTabItem* igTabBarFindTabByID(ImGuiTabBar* tab_bar,ImGuiID tab_id); +CIMGUI_API ImGuiTabItem* igTabBarFindTabByOrder(ImGuiTabBar* tab_bar,int order); +CIMGUI_API ImGuiTabItem* igTabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); +CIMGUI_API ImGuiTabItem* igTabBarGetCurrentTab(ImGuiTabBar* tab_bar); +CIMGUI_API int igTabBarGetTabOrder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API const char* igTabBarGetTabName(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarAddTab(ImGuiTabBar* tab_bar,ImGuiTabItemFlags tab_flags,ImGuiWindow* window); +CIMGUI_API void igTabBarRemoveTab(ImGuiTabBar* tab_bar,ImGuiID tab_id); +CIMGUI_API void igTabBarCloseTab(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarQueueFocus_TabItemPtr(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarQueueFocus_Str(ImGuiTabBar* tab_bar,const char* tab_name); +CIMGUI_API void igTabBarQueueReorder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,int offset); +CIMGUI_API void igTabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,ImVec2 mouse_pos); +CIMGUI_API bool igTabBarProcessReorder(ImGuiTabBar* tab_bar); +CIMGUI_API bool igTabItemEx(ImGuiTabBar* tab_bar,const char* label,bool* p_open,ImGuiTabItemFlags flags,ImGuiWindow* docked_window); +CIMGUI_API void igTabItemCalcSize_Str(ImVec2 *pOut,const char* label,bool has_close_button_or_unsaved_marker); +CIMGUI_API void igTabItemCalcSize_WindowPtr(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API void igTabItemBackground(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImU32 col); +CIMGUI_API void igTabItemLabelAndCloseButton(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImVec2 frame_padding,const char* label,ImGuiID tab_id,ImGuiID close_button_id,bool is_contents_visible,bool* out_just_closed,bool* out_text_clipped); +CIMGUI_API void igRenderText(ImVec2 pos,const char* text,const char* text_end,bool hide_text_after_hash); +CIMGUI_API void igRenderTextWrapped(ImVec2 pos,const char* text,const char* text_end,float wrap_width); +CIMGUI_API void igRenderTextClipped(const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect); +CIMGUI_API void igRenderTextClippedEx(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect); +CIMGUI_API void igRenderTextEllipsis(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,float clip_max_x,float ellipsis_max_x,const char* text,const char* text_end,const ImVec2* text_size_if_known); +CIMGUI_API void igRenderFrame(ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,bool borders,float rounding); +CIMGUI_API void igRenderFrameBorder(ImVec2 p_min,ImVec2 p_max,float rounding); +CIMGUI_API void igRenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list,ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,float grid_step,ImVec2 grid_off,float rounding,ImDrawFlags flags); +CIMGUI_API void igRenderNavCursor(const ImRect bb,ImGuiID id,ImGuiNavRenderCursorFlags flags); +CIMGUI_API const char* igFindRenderedTextEnd(const char* text,const char* text_end); +CIMGUI_API void igRenderMouseCursor(ImVec2 pos,float scale,ImGuiMouseCursor mouse_cursor,ImU32 col_fill,ImU32 col_border,ImU32 col_shadow); +CIMGUI_API void igRenderArrow(ImDrawList* draw_list,ImVec2 pos,ImU32 col,ImGuiDir dir,float scale); +CIMGUI_API void igRenderBullet(ImDrawList* draw_list,ImVec2 pos,ImU32 col); +CIMGUI_API void igRenderCheckMark(ImDrawList* draw_list,ImVec2 pos,ImU32 col,float sz); +CIMGUI_API void igRenderArrowPointingAt(ImDrawList* draw_list,ImVec2 pos,ImVec2 half_sz,ImGuiDir direction,ImU32 col); +CIMGUI_API void igRenderArrowDockMenu(ImDrawList* draw_list,ImVec2 p_min,float sz,ImU32 col); +CIMGUI_API void igRenderRectFilledRangeH(ImDrawList* draw_list,const ImRect rect,ImU32 col,float x_start_norm,float x_end_norm,float rounding); +CIMGUI_API void igRenderRectFilledWithHole(ImDrawList* draw_list,const ImRect outer,const ImRect inner,ImU32 col,float rounding); +CIMGUI_API ImDrawFlags igCalcRoundingFlagsForRectInRect(const ImRect r_in,const ImRect r_outer,float threshold); +CIMGUI_API void igTextEx(const char* text,const char* text_end,ImGuiTextFlags flags); +CIMGUI_API bool igButtonEx(const char* label,const ImVec2 size_arg,ImGuiButtonFlags flags); +CIMGUI_API bool igArrowButtonEx(const char* str_id,ImGuiDir dir,ImVec2 size_arg,ImGuiButtonFlags flags); +CIMGUI_API bool igImageButtonEx(ImGuiID id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col,ImGuiButtonFlags flags); +CIMGUI_API void igSeparatorEx(ImGuiSeparatorFlags flags,float thickness); +CIMGUI_API void igSeparatorTextEx(ImGuiID id,const char* label,const char* label_end,float extra_width); +CIMGUI_API bool igCheckboxFlags_S64Ptr(const char* label,ImS64* flags,ImS64 flags_value); +CIMGUI_API bool igCheckboxFlags_U64Ptr(const char* label,ImU64* flags,ImU64 flags_value); +CIMGUI_API bool igCloseButton(ImGuiID id,const ImVec2 pos); +CIMGUI_API bool igCollapseButton(ImGuiID id,const ImVec2 pos,ImGuiDockNode* dock_node); +CIMGUI_API void igScrollbar(ImGuiAxis axis); +CIMGUI_API bool igScrollbarEx(const ImRect bb,ImGuiID id,ImGuiAxis axis,ImS64* p_scroll_v,ImS64 avail_v,ImS64 contents_v,ImDrawFlags draw_rounding_flags); +CIMGUI_API void igGetWindowScrollbarRect(ImRect *pOut,ImGuiWindow* window,ImGuiAxis axis); +CIMGUI_API ImGuiID igGetWindowScrollbarID(ImGuiWindow* window,ImGuiAxis axis); +CIMGUI_API ImGuiID igGetWindowResizeCornerID(ImGuiWindow* window,int n); +CIMGUI_API ImGuiID igGetWindowResizeBorderID(ImGuiWindow* window,ImGuiDir dir); +CIMGUI_API bool igButtonBehavior(const ImRect bb,ImGuiID id,bool* out_hovered,bool* out_held,ImGuiButtonFlags flags); +CIMGUI_API bool igDragBehavior(ImGuiID id,ImGuiDataType data_type,void* p_v,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderBehavior(const ImRect bb,ImGuiID id,ImGuiDataType data_type,void* p_v,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags,ImRect* out_grab_bb); +CIMGUI_API bool igSplitterBehavior(const ImRect bb,ImGuiID id,ImGuiAxis axis,float* size1,float* size2,float min_size1,float min_size2,float hover_extend,float hover_visibility_delay,ImU32 bg_col); +CIMGUI_API bool igTreeNodeBehavior(ImGuiID id,ImGuiTreeNodeFlags flags,const char* label,const char* label_end); +CIMGUI_API void igTreePushOverrideID(ImGuiID id); +CIMGUI_API bool igTreeNodeGetOpen(ImGuiID storage_id); +CIMGUI_API void igTreeNodeSetOpen(ImGuiID storage_id,bool open); +CIMGUI_API bool igTreeNodeUpdateNextOpen(ImGuiID storage_id,ImGuiTreeNodeFlags flags); +CIMGUI_API const ImGuiDataTypeInfo* igDataTypeGetInfo(ImGuiDataType data_type); +CIMGUI_API int igDataTypeFormatString(char* buf,int buf_size,ImGuiDataType data_type,const void* p_data,const char* format); +CIMGUI_API void igDataTypeApplyOp(ImGuiDataType data_type,int op,void* output,const void* arg_1,const void* arg_2); +CIMGUI_API bool igDataTypeApplyFromText(const char* buf,ImGuiDataType data_type,void* p_data,const char* format,void* p_data_when_empty); +CIMGUI_API int igDataTypeCompare(ImGuiDataType data_type,const void* arg_1,const void* arg_2); +CIMGUI_API bool igDataTypeClamp(ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max); +CIMGUI_API bool igDataTypeIsZero(ImGuiDataType data_type,const void* p_data); +CIMGUI_API bool igInputTextEx(const char* label,const char* hint,char* buf,int buf_size,const ImVec2 size_arg,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API void igInputTextDeactivateHook(ImGuiID id); +CIMGUI_API bool igTempInputText(const ImRect bb,ImGuiID id,const char* label,char* buf,int buf_size,ImGuiInputTextFlags flags); +CIMGUI_API bool igTempInputScalar(const ImRect bb,ImGuiID id,const char* label,ImGuiDataType data_type,void* p_data,const char* format,const void* p_clamp_min,const void* p_clamp_max); +CIMGUI_API bool igTempInputIsActive(ImGuiID id); +CIMGUI_API ImGuiInputTextState* igGetInputTextState(ImGuiID id); +CIMGUI_API void igSetNextItemRefVal(ImGuiDataType data_type,void* p_data); +CIMGUI_API void igColorTooltip(const char* text,const float* col,ImGuiColorEditFlags flags); +CIMGUI_API void igColorEditOptionsPopup(const float* col,ImGuiColorEditFlags flags); +CIMGUI_API void igColorPickerOptionsPopup(const float* ref_col,ImGuiColorEditFlags flags); +CIMGUI_API int igPlotEx(ImGuiPlotType plot_type,const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,const ImVec2 size_arg); +CIMGUI_API void igShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,ImVec2 gradient_p0,ImVec2 gradient_p1,ImU32 col0,ImU32 col1); +CIMGUI_API void igShadeVertsLinearUV(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,bool clamp); +CIMGUI_API void igShadeVertsTransformPos(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 pivot_in,float cos_a,float sin_a,const ImVec2 pivot_out); +CIMGUI_API void igGcCompactTransientMiscBuffers(void); +CIMGUI_API void igGcCompactTransientWindowBuffers(ImGuiWindow* window); +CIMGUI_API void igGcAwakeTransientWindowBuffers(ImGuiWindow* window); +CIMGUI_API bool igErrorLog(const char* msg); +CIMGUI_API void igErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out); +CIMGUI_API void igErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in); +CIMGUI_API void igErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in); +CIMGUI_API void igErrorCheckUsingSetCursorPosToExtendParentBoundaries(void); +CIMGUI_API void igErrorCheckEndFrameFinalizeErrorTooltip(void); +CIMGUI_API bool igBeginErrorTooltip(void); +CIMGUI_API void igEndErrorTooltip(void); +CIMGUI_API void igDebugAllocHook(ImGuiDebugAllocInfo* info,int frame_count,void* ptr,size_t size); +CIMGUI_API void igDebugDrawCursorPos(ImU32 col); +CIMGUI_API void igDebugDrawLineExtents(ImU32 col); +CIMGUI_API void igDebugDrawItemRect(ImU32 col); +CIMGUI_API void igDebugTextUnformattedWithLocateItem(const char* line_begin,const char* line_end); +CIMGUI_API void igDebugLocateItem(ImGuiID target_id); +CIMGUI_API void igDebugLocateItemOnHover(ImGuiID target_id); +CIMGUI_API void igDebugLocateItemResolveWithLastItem(void); +CIMGUI_API void igDebugBreakClearData(void); +CIMGUI_API bool igDebugBreakButton(const char* label,const char* description_of_location); +CIMGUI_API void igDebugBreakButtonTooltip(bool keyboard_only,const char* description_of_location); +CIMGUI_API void igShowFontAtlas(ImFontAtlas* atlas); +CIMGUI_API void igDebugHookIdInfo(ImGuiID id,ImGuiDataType data_type,const void* data_id,const void* data_id_end); +CIMGUI_API void igDebugNodeColumns(ImGuiOldColumns* columns); +CIMGUI_API void igDebugNodeDockNode(ImGuiDockNode* node,const char* label); +CIMGUI_API void igDebugNodeDrawList(ImGuiWindow* window,ImGuiViewportP* viewport,const ImDrawList* draw_list,const char* label); +CIMGUI_API void igDebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list,const ImDrawList* draw_list,const ImDrawCmd* draw_cmd,bool show_mesh,bool show_aabb); +CIMGUI_API void igDebugNodeFont(ImFont* font); +CIMGUI_API void igDebugNodeFontGlyph(ImFont* font,const ImFontGlyph* glyph); +CIMGUI_API void igDebugNodeStorage(ImGuiStorage* storage,const char* label); +CIMGUI_API void igDebugNodeTabBar(ImGuiTabBar* tab_bar,const char* label); +CIMGUI_API void igDebugNodeTable(ImGuiTable* table); +CIMGUI_API void igDebugNodeTableSettings(ImGuiTableSettings* settings); +CIMGUI_API void igDebugNodeInputTextState(ImGuiInputTextState* state); +CIMGUI_API void igDebugNodeTypingSelectState(ImGuiTypingSelectState* state); +CIMGUI_API void igDebugNodeMultiSelectState(ImGuiMultiSelectState* state); +CIMGUI_API void igDebugNodeWindow(ImGuiWindow* window,const char* label); +CIMGUI_API void igDebugNodeWindowSettings(ImGuiWindowSettings* settings); +CIMGUI_API void igDebugNodeWindowsList(ImVector_ImGuiWindowPtr* windows,const char* label); +CIMGUI_API void igDebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows,int windows_size,ImGuiWindow* parent_in_begin_stack); +CIMGUI_API void igDebugNodeViewport(ImGuiViewportP* viewport); +CIMGUI_API void igDebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor,const char* label,int idx); +CIMGUI_API void igDebugRenderKeyboardPreview(ImDrawList* draw_list); +CIMGUI_API void igDebugRenderViewportThumbnail(ImDrawList* draw_list,ImGuiViewportP* viewport,const ImRect bb); +CIMGUI_API const ImFontBuilderIO* igImFontAtlasGetBuilderForStbTruetype(void); +CIMGUI_API void igImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildInit(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildSetupFont(ImFontAtlas* atlas,ImFont* font,ImFontConfig* font_config,float ascent,float descent); +CIMGUI_API void igImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas,void* stbrp_context_opaque); +CIMGUI_API void igImFontAtlasBuildFinish(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned char in_marker_pixel_value); +CIMGUI_API void igImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned int in_marker_pixel_value); +CIMGUI_API void igImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256],float in_multiply_factor); +CIMGUI_API void igImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256],unsigned char* pixels,int x,int y,int w,int h,int stride); +#ifdef IMGUI_ENABLE_FREETYPE +CIMGUI_API const ImFontBuilderIO* ImGuiFreeType_GetBuilderForFreeType(void); +CIMGUI_API void ImGuiFreeType_SetAllocatorFunctions(void*(*alloc_func)(size_t sz,void* user_data),void(*free_func)(void* ptr,void* user_data),void* user_data); +#endif + + +/////////////////////////hand written functions +//no LogTextV +CIMGUI_API void igLogText(const char *fmt, ...); +//no appendfV +CIMGUI_API void ImGuiTextBuffer_appendf(ImGuiTextBuffer *self, const char *fmt, ...); +//for getting FLT_MAX in bindings +CIMGUI_API float igGET_FLT_MAX(void); +//for getting FLT_MIN in bindings +CIMGUI_API float igGET_FLT_MIN(void); + + +CIMGUI_API ImVector_ImWchar* ImVector_ImWchar_create(void); +CIMGUI_API void ImVector_ImWchar_destroy(ImVector_ImWchar* self); +CIMGUI_API void ImVector_ImWchar_Init(ImVector_ImWchar* p); +CIMGUI_API void ImVector_ImWchar_UnInit(ImVector_ImWchar* p); + +#ifdef IMGUI_HAS_DOCK +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowPos(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_pos)); +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowSize(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_size)); +#endif + +#endif //CIMGUI_INCLUDED + + + + diff --git a/src/main/imgui/cimgui_impl_dx9.cpp b/src/main/imgui/cimgui_impl_dx9.cpp new file mode 100644 index 0000000..de537c3 --- /dev/null +++ b/src/main/imgui/cimgui_impl_dx9.cpp @@ -0,0 +1,33 @@ +#include "imgui_impl_dx9.h" +#include "imgui_internal.h" +#include "cimgui.h" + +CIMGUI_API bool igImplDX9_Init(IDirect3DDevice9* device) +{ + return ImGui_ImplDX9_Init(device); +} + +CIMGUI_API void igImplDX9_Shutdown() +{ + ImGui_ImplDX9_Shutdown(); +} + +CIMGUI_API void igImplDX9_NewFrame() +{ + ImGui_ImplDX9_NewFrame(); +} + +CIMGUI_API void igImplDX9_RenderDrawData(ImDrawData* draw_data) +{ + ImGui_ImplDX9_RenderDrawData(draw_data); +} + +CIMGUI_API bool igImplDX9_CreateDeviceObjects() +{ + return ImGui_ImplDX9_CreateDeviceObjects(); +} + +CIMGUI_API void igImplDX9_InvalidateDeviceObjects() +{ + ImGui_ImplDX9_InvalidateDeviceObjects(); +} \ No newline at end of file diff --git a/src/main/imgui/cimgui_impl_dx9.h b/src/main/imgui/cimgui_impl_dx9.h new file mode 100644 index 0000000..a8b4187 --- /dev/null +++ b/src/main/imgui/cimgui_impl_dx9.h @@ -0,0 +1,16 @@ +#ifndef CIMGUI_IMPL_DX9_INCLUDED +#define CIMGUI_IMPL_DX9_INCLUDED + +#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#include "cimgui.h" + +typedef struct IDirect3DDevice9 IDirect3DDevice9; + +CIMGUI_API bool igImplDX9_Init(IDirect3DDevice9* device); +CIMGUI_API void igImplDX9_Shutdown(); +CIMGUI_API void igImplDX9_NewFrame(); +CIMGUI_API void igImplDX9_RenderDrawData(ImDrawData* draw_data); +CIMGUI_API bool igImplDX9_CreateDeviceObjects(); +CIMGUI_API void igImplDX9_InvalidateDeviceObjects(); + +#endif // CIMGUI_IMPL_DX9_INCLUDED \ No newline at end of file diff --git a/src/main/imgui/cimgui_impl_win32.cpp b/src/main/imgui/cimgui_impl_win32.cpp new file mode 100644 index 0000000..618afc5 --- /dev/null +++ b/src/main/imgui/cimgui_impl_win32.cpp @@ -0,0 +1,52 @@ +#include + +#include "imgui_impl_win32.h" +#include "imgui_internal.h" +#include "cimgui.h" + +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +CIMGUI_API bool igImplWin32_Init(void* hwnd) +{ + return ImGui_ImplWin32_Init(hwnd); +} + +CIMGUI_API bool igImplWin32_InitForOpenGL(void* hwnd) +{ + return ImGui_ImplWin32_InitForOpenGL(hwnd); +} + +CIMGUI_API void igImplWin32_Shutdown() +{ + ImGui_ImplWin32_Shutdown(); +} + +CIMGUI_API void igImplWin32_NewFrame() +{ + ImGui_ImplWin32_NewFrame(); +} + +CIMGUI_API LRESULT igImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + return ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam); +} + +CIMGUI_API void igImplWin32_EnableDpiAwareness() +{ + ImGui_ImplWin32_EnableDpiAwareness(); +} + +CIMGUI_API float igImplWin32_GetDpiScaleForHwnd(void* hwnd) +{ + return ImGui_ImplWin32_GetDpiScaleForHwnd(hwnd); +} + +CIMGUI_API float igImplWin32_GetDpiScaleForMonitor(void* monitor) +{ + return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); +} + +CIMGUI_API void igImplWin32_EnableAlphaCompositing(void* hwnd) +{ + ImGui_ImplWin32_EnableAlphaCompositing(hwnd); +} \ No newline at end of file diff --git a/src/main/imgui/cimgui_impl_win32.h b/src/main/imgui/cimgui_impl_win32.h new file mode 100644 index 0000000..156dbcc --- /dev/null +++ b/src/main/imgui/cimgui_impl_win32.h @@ -0,0 +1,21 @@ +#ifndef CIMGUI_IMPL_WIN32_INCLUDED +#define CIMGUI_IMPL_WIN32_INCLUDED + +#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#include "cimgui.h" + +CIMGUI_API bool igImplWin32_Init(void* hwnd); +CIMGUI_API bool igImplWin32_InitForOpenGL(void* hwnd); +CIMGUI_API void igImplWin32_Shutdown(); +CIMGUI_API void igImplWin32_NewFrame(); + +#if 0 +CIMGUI_API LRESULT igImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +CIMGUI_API void igImplWin32_EnableDpiAwareness(); +CIMGUI_API float igImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd +CIMGUI_API float igImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor +CIMGUI_API void igImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd + +#endif // CIMGUI_IMPL_WIN32_INCLUDED \ No newline at end of file diff --git a/src/main/imgui/imconfig.h b/src/main/imgui/imconfig.h new file mode 100644 index 0000000..4ad17ec --- /dev/null +++ b/src/main/imgui/imconfig.h @@ -0,0 +1,142 @@ +//----------------------------------------------------------------------------- +// DEAR IMGUI COMPILE-TIME OPTIONS +// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. +// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. +//----------------------------------------------------------------------------- +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it) +// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template. +//----------------------------------------------------------------------------- +// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp +// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. +// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. +// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using. +//----------------------------------------------------------------------------- + +#pragma once + +//---- Define assertion handler. Defaults to calling assert(). +// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. +//#define IM_ASSERT(_EXPR) MyAssert(_EXPR) +#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts + +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows +// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export +//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import +//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden + +//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. +#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//---- Disable all of Dear ImGui or don't implement standard windows/tools. +// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp. +//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. +//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. +//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty. + +//---- Don't implement some functions to reduce linkage requirements. +//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) +//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) +//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME). +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). +//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")). +//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) +//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. +//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. +//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). +//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded font (ProggyClean.ttf), remove ~9.5 KB from output binary. AddFontDefault() will assert. +//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available + +//---- Enable Test Engine / Automation features. +//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details. + +//---- Include imgui_user.h at the end of imgui.h as a convenience +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. +//#define IMGUI_INCLUDE_IMGUI_USER_H +//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h" + +//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support. +//#define IMGUI_USE_BGRA_PACKED_COLOR + +//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate. +//#define IMGUI_USE_LEGACY_CRC32_ADLER + +//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) +//#define IMGUI_USE_WCHAR32 + +//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version +// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined. +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined. + +//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) +// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h. +//#define IMGUI_USE_STB_SPRINTF + +//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) +// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). +// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. +//#define IMGUI_ENABLE_FREETYPE + +//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT) +// Only works in combination with IMGUI_ENABLE_FREETYPE. +// - lunasvg is currently easier to acquire/install, as e.g. it is part of vcpkg. +// - plutosvg will support more fonts and may load them faster. It currently requires to be built manually but it is fairly easy. See misc/freetype/README for instructions. +// - Both require headers to be available in the include path + program to be linked with the library code (not provided). +// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement) +//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG +//#define IMGUI_ENABLE_FREETYPE_LUNASVG + +//---- Use stb_truetype to build and rasterize the font atlas (default) +// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. +//#define IMGUI_ENABLE_STB_TRUETYPE + +//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. +// This will be inlined as part of ImVec2 and ImVec4 class declarations. +/* +#define IM_VEC2_CLASS_EXTRA \ + constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \ + operator MyVec2() const { return MyVec2(x,y); } + +#define IM_VEC4_CLASS_EXTRA \ + constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \ + operator MyVec4() const { return MyVec4(x,y,z,w); } +*/ +//---- ...Or use Dear ImGui's own very basic math operators. +//#define IMGUI_DEFINE_MATH_OPERATORS + +//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. +// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). +// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. +// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. +//#define ImDrawIdx unsigned int + +//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + +//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase) +// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() + +//---- Debug Tools: Enable slower asserts +//#define IMGUI_DEBUG_PARANOID + +//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files) +/* +namespace ImGui +{ + void MyFunction(const char* name, MyMatrix44* mtx); +} +*/ diff --git a/src/main/imgui/imgui.cpp b/src/main/imgui/imgui.cpp new file mode 100644 index 0000000..baa0338 --- /dev/null +++ b/src/main/imgui/imgui.cpp @@ -0,0 +1,22779 @@ +// dear imgui, v1.91.7 +// (main code and documentation) + +// Help: +// - See links below. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Read top of imgui.cpp for more details, links and comments. + +// Resources: +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) + +// For first-time users having issues compiling/linking/running/loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. + +// Copyright (c) 2014-2025 Omar Cornut +// Developed by Omar Cornut and every direct or indirect contributors to the GitHub. +// See LICENSE.txt for copyright and licensing details (standard MIT License). +// This library is free but needs your support to sustain development and maintenance. +// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts. +// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Funding +// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. + +// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. +// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without +// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't +// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you +// to a better solution or official support for them. + +/* + +Index of this file: + +DOCUMENTATION + +- MISSION STATEMENT +- CONTROLS GUIDE +- PROGRAMMER GUIDE + - READ FIRST + - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + - HOW A SIMPLE APPLICATION MAY LOOK LIKE + - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE +- API BREAKING CHANGES (read me when you update!) +- FREQUENTLY ASKED QUESTIONS (FAQ) + - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer) + +CODE +(search for "[SECTION]" in the code to find them) + +// [SECTION] INCLUDES +// [SECTION] FORWARD DECLARATIONS +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +// [SECTION] MISC HELPERS/UTILITIES (File functions) +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// [SECTION] ImGuiStorage +// [SECTION] ImGuiTextFilter +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex +// [SECTION] ImGuiListClipper +// [SECTION] STYLING +// [SECTION] RENDER HELPERS +// [SECTION] INITIALIZATION, SHUTDOWN +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] ID STACK +// [SECTION] INPUTS +// [SECTION] ERROR CHECKING, STATE RECOVERY +// [SECTION] ITEM SUBMISSION +// [SECTION] LAYOUT +// [SECTION] SCROLLING +// [SECTION] TOOLTIPS +// [SECTION] POPUPS +// [SECTION] WINDOW FOCUS +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +// [SECTION] DRAG AND DROP +// [SECTION] LOGGING/CAPTURING +// [SECTION] SETTINGS +// [SECTION] LOCALIZATION +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +// [SECTION] DOCKING +// [SECTION] PLATFORM DEPENDENT HELPERS +// [SECTION] METRICS/DEBUGGER WINDOW +// [SECTION] DEBUG LOG WINDOW +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) + +*/ + +//----------------------------------------------------------------------------- +// DOCUMENTATION +//----------------------------------------------------------------------------- + +/* + + MISSION STATEMENT + ================= + + - Easy to use to create code-driven and data-driven tools. + - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. + - Easy to hack and improve. + - Minimize setup and maintenance. + - Minimize state storage on user side. + - Minimize state synchronization. + - Portable, minimize dependencies, run on target (consoles, phones, etc.). + - Efficient runtime and memory consumption. + + Designed primarily for developers and content-creators, not the typical end-user! + Some of the current weaknesses (which we aim to address in the future) includes: + + - Doesn't look fancy. + - Limited layout features, intricate layouts are typically crafted in code. + + + CONTROLS GUIDE + ============== + + - MOUSE CONTROLS + - Mouse wheel: Scroll vertically. + - SHIFT+Mouse wheel: Scroll horizontally. + - Click [X]: Close a window, available when 'bool* p_open' is passed to ImGui::Begin(). + - Click ^, Double-Click title: Collapse window. + - Drag on corner/border: Resize window (double-click to auto fit window to its contents). + - Drag on any empty space: Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true). + - Left-click outside popup: Close popup stack (right-click over underlying popup: Partially close popup stack). + + - TEXT EDITOR + - Hold SHIFT or Drag Mouse: Select text. + - CTRL+Left/Right: Word jump. + - CTRL+Shift+Left/Right: Select words. + - CTRL+A or Double-Click: Select All. + - CTRL+X, CTRL+C, CTRL+V: Use OS clipboard. + - CTRL+Z, CTRL+Y: Undo, Redo. + - ESCAPE: Revert text to its original value. + - On OSX, controls are automatically adjusted to match standard OSX text editing 2ts and behaviors. + + - KEYBOARD CONTROLS + - Basic: + - Tab, SHIFT+Tab Cycle through text editable fields. + - CTRL+Tab, CTRL+Shift+Tab Cycle through windows. + - CTRL+Click Input text into a Slider or Drag widget. + - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`: + - Tab, SHIFT+Tab: Cycle through every items. + - Arrow keys Move through items using directional navigation. Tweak value. + - Arrow keys + Alt, Shift Tweak slower, tweak faster (when using arrow keys). + - Enter Activate item (prefer text input when possible). + - Space Activate item (prefer tweaking with arrows when possible). + - Escape Deactivate item, leave child window, close popup. + - Page Up, Page Down Previous page, next page. + - Home, End Scroll to top, scroll to bottom. + - Alt Toggle between scrolling layer and menu layer. + - CTRL+Tab then Ctrl+Arrows Move window. Hold SHIFT to resize instead of moving. + - Output when ImGuiConfigFlags_NavEnableKeyboard set, + - io.WantCaptureKeyboard flag is set when keyboard is claimed. + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used). + + - GAMEPAD CONTROLS + - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse! + - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets + - Backend support: backend needs to: + - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. + - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. + Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, + with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + + - REMOTE INPUTS SHARING & MOUSE EMULATION + - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app) + in order to share your PC mouse/keyboard. + - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the io.ConfigNavMoveSetMousePos flag. + Enabling io.ConfigNavMoveSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements. + When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. + When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!) + (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want + to set a boolean to ignore your other external mouse positions until the external source is moved again.) + + + PROGRAMMER GUIDE + ================ + + READ FIRST + ---------- + - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) + - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone! + The UI can be highly dynamic, there are no construction or destruction steps, less superfluous + data retention on your side, less state duplication, less state synchronization, fewer bugs. + - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. + Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version. + - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. + - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. + - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. + For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI, + where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. + - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. + - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). + If you get an assert, read the messages and comments around the assert. + - This codebase aims to be highly optimized: + - A typical idle frame should never call malloc/free. + - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible. + - We put particular energy in making sure performances are decent with typical "Debug" build settings as well. + Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all. + - This codebase aims to be both highly opinionated and highly flexible: + - This code works because of the things it choose to solve or not solve. + - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers, + and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now). + This is to increase compatibility, increase maintainability and facilitate use from other languages. + - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. + See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. + We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally. + - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction + (so don't use ImVector in your code or at our own risk!). + - Building: We don't use nor mandate a build system for the main library. + This is in an effort to ensure that it works in the real world aka with any esoteric build setup. + This is also because providing a build system for the main library would be of little-value. + The build problems are almost never coming from the main library but from specific backends. + + + HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + ---------------------------------------------- + - Update submodule or copy/overwrite every file. + - About imconfig.h: + - You may modify your copy of imconfig.h, in this case don't overwrite it. + - or you may locally branch to modify imconfig.h and merge/rebase latest. + - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to + specify a custom path for your imconfig.h file and instead not have to modify the default one. + + - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h) + - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master". + - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file. + - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. + If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed + from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will + likely be a comment about it. Please report any issue to the GitHub page! + - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file. + - Try to keep your copy of Dear ImGui reasonably up to date! + + + GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + --------------------------------------------------------------- + - See https://github.com/ocornut/imgui/wiki/Getting-Started. + - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. + - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder. + - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system. + It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL). + - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. + - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. + - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. + Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" + phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render(). + - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code. + - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. + + + HOW A SIMPLE APPLICATION MAY LOOK LIKE + -------------------------------------- + EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). + The sub-folders in examples/ contain examples applications following this structure. + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Application main loop + while (true) + { + // Feed inputs to dear imgui, start new frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // Any application code here + ImGui::Text("Hello, world!"); + + // Render dear imgui into screen + ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + g_pSwapChain->Present(1, 0); + } + + // Shutdown + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Build and load the texture atlas into a texture + // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) + int width, height; + unsigned char* pixels = nullptr; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // At this point you've got the texture data and you need to upload that to your graphic system: + // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. + // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. + MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) + io.Fonts->SetTexID((void*)texture); + + // Application main loop + while (true) + { + // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. + // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends) + io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) + io.DisplaySize.x = 1920.0f; // set the current display width + io.DisplaySize.y = 1280.0f; // set the current display height here + io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position + io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states + io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states + + // Call NewFrame(), after this point you can use ImGui::* functions anytime + // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) + ImGui::NewFrame(); + + // Most of your application code here + ImGui::Text("Hello, world!"); + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! + + // Render dear imgui, swap buffers + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) + ImGui::EndFrame(); + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + MyImGuiRenderFunction(draw_data); + SwapBuffers(); + } + + // Shutdown + ImGui::DestroyContext(); + + To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, + you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this. + + + HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + --------------------------------------------- + The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. + + void MyImGuiRenderFunction(ImDrawData* draw_data) + { + // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. + // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // We are using scissoring to clip some objects. All low-level graphics API should support it. + // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches + // (some elements visible outside their bounds) but you can fix that once everything else works! + // - Clipping coordinates are provided in imgui coordinates space: + // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size + // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. + // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) + MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); + + // The texture for the draw call is specified by pcmd->GetTexID(). + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); + + // Render 'pcmd->ElemCount/3' indexed triangles. + // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); + } + } + } + } + + + API BREAKING CHANGES + ==================== + + Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. + Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. + When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + You can read releases logs https://github.com/ocornut/imgui/releases for more details. + +(Docking/Viewport Branch) + - 2025/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: + - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. + you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) + - likewise io.MousePos and GetMousePos() will use OS coordinates. + If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. + + - 2025/01/14 (1.91.7) - renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth for consistency with other names. Kept redirection enum (will obsolete). (#6937) + - 2024/11/27 (1.91.6) - changed CRC32 table from CRC32-adler to CRC32c polynomial in order to be compatible with the result of SSE 4.2 instructions. + As a result, old .ini data may be partially lost (docking and tables information particularly). + Because some users have crafted and storing .ini data as a way to workaround limitations of the docking API, we are providing a '#define IMGUI_USE_LEGACY_CRC32_ADLER' compile-time option to keep using old CRC32 tables if you cannot afford invalidating old .ini data. + - 2024/11/06 (1.91.5) - commented/obsoleted out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before) + - io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). + - io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022). + - pre-1.87 backends are not supported: + - backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields. + - backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields. + - for more reference: + - read 1.87 and 1.88 part of this section or read Changelog for 1.87 and 1.88. + - read https://github.com/ocornut/imgui/issues/4921 + - if you have trouble updating a very old codebase using legacy backend-specific key codes: consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest. + - obsoleted ImGuiKey_COUNT (it is unusually error-prone/misleading since valid keys don't start at 0). probably use ImGuiKey_NamedKey_BEGIN/ImGuiKey_NamedKey_END? + - fonts: removed const qualifiers from most font functions in prevision for upcoming font improvements. + - 2024/10/18 (1.91.4) - renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor (for consistency with newly exposed and reworked features). Kept inline redirection enum (will obsolete). + - 2024/10/14 (1.91.4) - moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool. + moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool (note the inverted value!). + kept legacy names (will obsolete) + code that copies settings once the first time. Dynamically changing the old value won't work. Switch to using the new value! + - 2024/10/10 (1.91.4) - the typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641) + this removes the requirement to redefine it for backends which are e.g. storing descriptor sets or other 64-bits structures when building on 32-bits archs. It therefore simplify various building scripts/helpers. + you may have compile-time issues if you were casting to 'void*' instead of 'ImTextureID' when passing your types to functions taking ImTextureID values, e.g. ImGui::Image(). + in doubt it is almost always better to do an intermediate intptr_t cast, since it allows casting any pointer/integer type without warning: + - May warn: ImGui::Image((void*)MyTextureData, ...); + - May warn: ImGui::Image((void*)(intptr_t)MyTextureData, ...); + - Won't warn: ImGui::Image((ImTextureID)(intptr_t)MyTextureData), ...); + - note that you can always define ImTextureID to be your own high-level structures (with dedicated constructors) if you like. + - 2024/10/03 (1.91.3) - drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is a still special value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76) + - drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed). + although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76) + - 2024/09/10 (1.91.2) - internals: using multiple overlayed ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030) + it was one of the rare case where using same ID is legal. workarounds: (1) use single ButtonBehavior() call with multiple _MouseButton flags, or (2) surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() + - 2024/08/23 (1.91.1) - renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. kept inline redirection flag. + - 2024/08/22 (1.91.1) - moved some functions from ImGuiIO to ImGuiPlatformIO structure: + - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn + changed 'void* user_data' to 'ImGuiContext* ctx'. Pull your user data from platform_io.ClipboardUserData. + - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn + same as above line. + - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn (#7660) + - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn + - io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278) + - access those via GetPlatformIO() instead of GetIO(). + some were introduced very recently and often automatically setup by core library and backends, so for those we are exceptionally not maintaining a legacy redirection symbol. + - commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). As a reminder: + - old ImageButton() before 1.89 used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID) + - new ImageButton() since 1.89 requires an explicit 'const char* str_id' + - old ImageButton() before 1.89 had frame_padding' override argument. + - new ImageButton() since 1.89 always use style.FramePadding, which you can freely override with PushStyleVar()/PopStyleVar(). + - 2024/07/25 (1.91.0) - obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (see #7838 on GitHub for more info) + you should never need those functions. you can do everything with GetCursorScreenPos() and GetContentRegionAvail() in a more simple way. + - instead of: GetWindowContentRegionMax().x - GetCursorPos().x + - you can use: GetContentRegionAvail().x + - instead of: GetWindowContentRegionMax().x + GetWindowPos().x + - you can use: GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window + - instead of: GetContentRegionMax() + - you can use: GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates + - instead of: GetWindowContentRegionMax().x - GetWindowContentRegionMin().x + - you can use: GetContentRegionAvail() // when called from left edge of window + - 2024/07/15 (1.91.0) - renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups. (#1379, #1468, #2200, #4936, #5216, #7302, #7573) + (internals: also renamed ImGuiItemFlags_SelectableDontClosePopup into ImGuiItemFlags_AutoClosePopups with inverted behaviors) + - 2024/07/15 (1.91.0) - obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag(ImGuiItemFlags_ButtonRepeat, ...)/PopItemFlag(). + - 2024/07/02 (1.91.0) - commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456) + - commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456) + - ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc. + - 2024/07/02 (1.91.0) - IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness. + - old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - 2024/06/21 (1.90.9) - BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened); + - new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0); + - 2024/06/21 (1.90.9) - io: ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data, newly added ClearInputMouse() does. + - 2024/06/20 (1.90.9) - renamed ImGuiDragDropFlags_SourceAutoExpirePayload to ImGuiDragDropFlags_PayloadAutoExpire. + - 2024/06/18 (1.90.9) - style: renamed ImGuiCol_TabActive -> ImGuiCol_TabSelected, ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed, ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected. + - 2024/06/10 (1.90.9) - removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to ImGuiStoragePair (simpler for many languages). + - 2024/06/06 (1.90.8) - reordered ImGuiInputTextFlags values. This should not be breaking unless you are using generated headers that have values not matching the main library. + - 2024/06/06 (1.90.8) - removed 'ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft', was mostly unused and misleading. + - 2024/05/27 (1.90.7) - commented out obsolete symbols marked obsolete in 1.88 (May 2022): + - old: CaptureKeyboardFromApp(bool) + - new: SetNextFrameWantCaptureKeyboard(bool) + - old: CaptureMouseFromApp(bool) + - new: SetNextFrameWantCaptureMouse(bool) + - 2024/05/22 (1.90.7) - inputs (internals): renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more explicit and reduce confusion with the default it is a non-zero value and cannot be the default value (never made public, but disclosing as I expect a few users caught on owner-aware inputs). + - inputs (internals): renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest. + - inputs (internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order in function signatures: + - old: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + - new: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0); + - inputs (internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(): swapped last two parameters order in function signatures. + - old: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); + - old: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + for various reasons those changes makes sense. They are being made because making some of those API public. + only past users of imgui_internal.h with the extra parameters will be affected. Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL. + - 2024/05/21 (1.90.7) - docking: changed signature of DockSpaceOverViewport() to add explicit dockspace id if desired. pass 0 to use old behavior. (#7611) + - old: DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - new: DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys. + - it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps. + - removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456) + - 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions. + - 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282) + - old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise). + - new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values. + with the fix, IF you were successfully using TreeNode("")+SameLine(); you will now have extra spacing between your TreeNode and the following item. + You'll need to change the SameLine() call to SameLine(0,0) to remove this extraneous spacing. This seemed like the more sensible fix that's not making things less consistent. + (Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth). + - 2024/03/18 (1.90.5) - merged the radius_x/radius_y parameters in ImDrawList::AddEllipse(), AddEllipseFilled() and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those functions were added in 1.90, we are not adding inline redirection functions. The transition is easy and should affect few users. (#2743, #7417) + - 2024/03/08 (1.90.5) - inputs: more formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. It has been unnecessary and a no-op since 1.87 (it returns the same value as passed when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. + - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges. + - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls. + - 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80. + - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete). + - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete). + those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features. + - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work. + - old: BeginChild("Name", size, true) + - new: BeginChild("Name", size, ImGuiChildFlags_Border) + - old: BeginChild("Name", size, false) + - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None) + **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'** + - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding); + - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0); + - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user). + - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631) + - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete). + - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...) + - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...); + - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions: + - GetWindowContentRegionWidth() -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful. + - ImDrawCornerFlags_XXX -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources. + - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry! + - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878) + - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15). + - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete). + - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior. + - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610) + - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage. + - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3. + - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago: + - ListBoxHeader() -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference) + - ListBoxFooter() -> use EndListBox() + - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin(). + - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices(). + - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago: + - ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp + - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite + - ImDrawList::AddBezierCurve() -> use ImDrawList::AddBezierCubic() + - ImDrawList::PathBezierCurveTo() -> use ImDrawList::PathBezierCubicCurveTo() + - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete). + - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner. + - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h. + Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA, + it has been frequently requested by people to use our own. We had an opt-in define which was + previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164) + - OK: #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h" + - Error: #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h" + - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3. + - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79. + - 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details. + - 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete). + - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl + - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift + - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt + - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super + the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends. + the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions. + exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway. + - 2022/09/20 (1.89) - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. + this will require uses of legacy backend-dependent indices to be casted, e.g. + - with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A); + - with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A') + - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now! + - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr); + - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020): + - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags) + - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. + this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item. + - previously this would make the window content size ~200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - instead, please submit an item: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + - alternative: + Begin(...) + Dummy(ImVec2(200,200)) + End(); + - content size is now only extended when submitting an item! + - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert. + - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it. + - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete). + - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter. + - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values. + - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer. + - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier. + - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this. + - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes). + - Official backends from 1.87+ -> no issue. + - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating! + - Custom backends not writing to io.NavInputs[] -> no issue. + - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing! + - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[]. + - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete). + - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary. + - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO. + - 2022/01/20 (1.87) - inputs: reworded gamepad IO. + - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. + - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). + - 2022/01/17 (1.87) - inputs: reworked mouse IO. + - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() + - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() + - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() + - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] + note: for all calls to IO new functions, the Dear ImGui context should be bound/current. + read https://github.com/ocornut/imgui/issues/4921 for details. + - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(), ImGui::IsKeyDown(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. + - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes). + - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.* + - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. + - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. + - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. + - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) + - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() + - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x + - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); + - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect + - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex + - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings + - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. + - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. + - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): + - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() + - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder + - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). + - if you are using official backends from the source tree: you have nothing to do. + - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). + - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. + - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft + - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight + - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc. + flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. + breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": + - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) + - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) + - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) + - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. + this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. + the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. + legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). + - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): + - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() + - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing. + - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. + - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. + - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed. + - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete). + - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete). + - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete). + - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. + - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. + - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018): + - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). + - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg + - ImGuiInputTextCallback -> use ImGuiTextEditCallback + - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData + - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete). + - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added! + - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API. + - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures + - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018): + - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend + - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow) + - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT + - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT + - removed redirecting functions names that were marked obsolete in 1.61 (May 2018): + - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision. + - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter. + - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). + - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). + - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. + - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. + - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. + - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now! + - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). + replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). + worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions: + - if you omitted the 'power' parameter (likely!), you are not affected. + - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. + - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. + see https://github.com/ocornut/imgui/issues/3361 for all details. + kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. + for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. + - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. + - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79] + - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017. + - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular(). + - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more. + - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead. + - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. + - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): + - ShowTestWindow() -> use ShowDemoWindow() + - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) + - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() + - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg + - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding + - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap + - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS + - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API. + - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). + - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. + - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): + - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed + - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) + - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() + - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) + - ImFont::Glyph -> use ImFontGlyph + - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. + - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). + - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. + - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). + - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). + - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! + - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). + - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). + - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. + - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. + - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. + - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). + - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. + If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. + - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) + - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. + - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). + - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). + - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). + - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. + - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. + - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. + - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). + - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). + old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports. + when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. + - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. + - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. + - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. + If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. + - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", + consistent with other functions. Kept redirection functions (will obsolete). + - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. + - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch). + - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. + - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. + - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. + - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. + - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. + - 2018/02/07 (1.60) - reorganized context handling to be more explicit, + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. + - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. + - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. + - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. + - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). + - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags + - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. + - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. + - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). + - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). + - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). + - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). + - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). + - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. + - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. + - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. + - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. + - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. + - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); + - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. + - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. + - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. + removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] + - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! + - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). + - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). + - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). + - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". + - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! + - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). + - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). + - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. + - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. + - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). + - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). + - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. + - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. + - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))' + - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse + - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. + - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild(). + - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. + - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. + - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal. + - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } + If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. + - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). + - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. + - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). + - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337). + - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) + - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). + - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. + - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you. + - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. + - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. + - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position. + GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. + GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! + - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize + - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. + - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason + - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure. + you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. + - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + this necessary change will break your rendering function! the fix should be very easy. sorry for that :( + - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. + - the signature of the io.RenderDrawListsFn handler has changed! + old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). + parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' + ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. + ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. + - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. + - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! + - 2015/07/10 (1.43) - changed SameLine() parameters from int to float. + - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). + - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. + - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry! + - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). + - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). + - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. + - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened. + - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). + - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50. + - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API + - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. + - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. + - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50. + - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing + - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50. + - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing) + - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50. + - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once. + - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now. + - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior + - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing() + - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) + - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. + - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. + - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. + - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); + you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. + - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID() + - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) + - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets + - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) + - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) + - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility + - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered() + - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly) + - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity) + - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale() + - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn + - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically) + - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite + - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes + + + FREQUENTLY ASKED QUESTIONS (FAQ) + ================================ + + Read all answers online: + https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url) + Read all answers locally (with a text editor or ideally a Markdown viewer): + docs/FAQ.md + Some answers are copied down here to facilitate searching in code. + + Q&A: Basics + =========== + + Q: Where is the documentation? + A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++. + - Run the examples/ applications and explore them. + - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the + examples/ folder to explain how to integrate Dear ImGui with your own engine/application. + - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. + - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. + - Your programming IDE is your friend, find the type or function declaration to find comments + associated with it. + + Q: What is this library called? + Q: Which version should I get? + >> This library is called "Dear ImGui", please don't call it "ImGui" :) + >> See https://www.dearimgui.com/faq for details. + + Q&A: Integration + ================ + + Q: How to get started? + A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. + + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? + A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this. + + Q. How can I enable keyboard or gamepad controls? + Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display) + Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... + Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... + >> See https://www.dearimgui.com/faq + + Q&A: Usage + ---------- + + Q: About the ID Stack system.. + - Why is my widget not reacting when I click on it? + - How can I have widgets with an empty label? + - How can I have multiple widgets with the same label? + - How can I have multiple windows with the same label? + Q: How can I display an image? What is ImTextureID, how does it work? + Q: How can I use my own math types instead of ImVec2? + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + Q: How can I display custom shapes? (using low-level ImDrawList API) + >> See https://www.dearimgui.com/faq + + Q&A: Fonts, Text + ================ + + Q: How should I handle DPI in my application? + Q: How can I load a different font than the default? + Q: How can I easily use icons in my application? + Q: How can I load multiple fonts? + Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? + >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md + + Q&A: Concerns + ============= + + Q: Who uses Dear ImGui? + Q: Can you create elaborate/serious tools with Dear ImGui? + Q: Can you reskin the look of Dear ImGui? + Q: Why using C++ (as opposed to C)? + >> See https://www.dearimgui.com/faq + + Q&A: Community + ============== + + Q: How can I help? + A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui! + We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. + This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project. + >>> See https://github.com/ocornut/imgui/wiki/Funding + - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. + - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help! + - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. + You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers. + But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately). + +*/ + +//------------------------------------------------------------------------- +// [SECTION] INCLUDES +//------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // vsnprintf, sscanf, printf +#include // intptr_t + +// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled +#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif + +// [Windows] OS specific includes (optional) +#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && defined(IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_FUNCTIONS +#endif +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#ifndef NOMINMAX +#define NOMINMAX +#endif +#ifndef __MINGW32__ +#include // _wfopen, OpenClipboard +#else +#include +#endif +#if defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) +// The UWP and GDK Win32 API subsets don't support clipboard nor IME functions +#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif + +// [Apple] OS specific includes +#if defined(__APPLE__) +#include +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +// Debug options +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Hold CTRL to display for all candidates. CTRL+Arrow to change last direction. +#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window + +// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. +static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in +static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear + +static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut. + +// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) +static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). +static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. + +// Tooltip offset +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_MOUSE = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_TOUCH = ImVec2(0, -20); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_PIVOT_TOUCH = ImVec2(0.5f, 1.0f); // Multiplied by g.Style.MouseCursorScale + +// Docking +static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. + +//------------------------------------------------------------------------- +// [SECTION] FORWARD DECLARATIONS +//------------------------------------------------------------------------- + +static void SetCurrentWindow(ImGuiWindow* window); +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); + +// Settings +static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); +static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); + +// Platform Dependents default implementation for ImGuiPlatformIO functions +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx); +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text); +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext* ctx, const char* path); + +namespace ImGui +{ +// Item +static void ItemHandleShortcut(ImGuiID id); + +// Window Focus +static int FindWindowFocusIndex(ImGuiWindow* window); +static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags); + +// Navigation +static void NavUpdate(); +static void NavUpdateWindowing(); +static void NavUpdateWindowingOverlay(); +static void NavUpdateCancelRequest(); +static void NavUpdateCreateMoveRequest(); +static void NavUpdateCreateTabbingRequest(); +static float NavUpdatePageUpPageDown(); +static inline void NavUpdateAnyRequestFlag(); +static void NavUpdateCreateWrappingRequest(); +static void NavEndFrame(); +static bool NavScoreItem(ImGuiNavItemData* result); +static void NavApplyItemToResult(ImGuiNavItemData* result); +static void NavProcessItem(); +static void NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags); +static ImGuiInputSource NavCalcPreferredRefPosSource(); +static ImVec2 NavCalcPreferredRefPos(); +static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); +static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static void NavRestoreLayer(ImGuiNavLayer layer); + +// Error Checking and Debug Tools +static void ErrorCheckNewFrameSanityChecks(); +static void ErrorCheckEndFrameSanityChecks(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static void UpdateDebugToolItemPicker(); +static void UpdateDebugToolStackQueries(); +static void UpdateDebugToolFlashStyleColor(); +#endif + +// Inputs +static void UpdateKeyboardInputs(); +static void UpdateMouseInputs(); +static void UpdateMouseWheel(); +static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt); + +// Misc +static void UpdateSettings(); +static int UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); +static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); +static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); +static void RenderDimmedBackgrounds(); +static void SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect); + +// Viewports +const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. +static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); +static void DestroyViewport(ImGuiViewportP* viewport); +static void UpdateViewportsNewFrame(); +static void UpdateViewportsEndFrame(); +static void WindowSelectViewport(ImGuiWindow* window); +static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack); +static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); +static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); +static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); +static int FindPlatformMonitorForPos(const ImVec2& pos); +static int FindPlatformMonitorForRect(const ImRect& r); +static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); + +} + +//----------------------------------------------------------------------------- +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +//----------------------------------------------------------------------------- + +// DLL users: +// - Heaps and globals are not shared across DLL boundaries! +// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from. +// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL). +// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in). + +// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. +// - ImGui::CreateContext() will automatically set this pointer if it is NULL. +// Change to a different context by calling ImGui::SetCurrentContext(). +// - Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts: +// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace. +// - DLL users: read comments above. +#ifndef GImGui +ImGuiContext* GImGui = NULL; +#endif + +// Memory Allocator functions. Use SetAllocatorFunctions() to change them. +// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - DLL users: read comments above. +#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } +#else +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } +#endif +static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; +static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; +static void* GImAllocatorUserData = NULL; + +//----------------------------------------------------------------------------- +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) +//----------------------------------------------------------------------------- + +ImGuiStyle::ImGuiStyle() +{ + Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. + DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + WindowPadding = ImVec2(8,8); // Padding within a window + WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowMinSize = ImVec2(32,32); // Minimum window size + WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition = ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows + ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. + PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows + PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. + FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) + FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). + FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. + ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines + ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + CellPadding = ImVec2(4,2); // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar + GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize = 0.0f; // Thickness of border around tabs. + TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + TabBarOverlineSize = 2.0f; // Thickness of tab-bar overline, which highlights the selected tab-bar. + TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees). + TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + SeparatorTextBorderSize = 3.0f; // Thickness of border in SeparatorText() + SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + DockingSeparatorSize = 2.0f; // Thickness of resizing border between docked windows + MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). + CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Behaviors + HoverStationaryDelay = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + HoverDelayShort = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + // Default theme + ImGui::StyleColorsDark(this); +} + +// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. +// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. +void ImGuiStyle::ScaleAllSizes(float scale_factor) +{ + WindowPadding = ImTrunc(WindowPadding * scale_factor); + WindowRounding = ImTrunc(WindowRounding * scale_factor); + WindowMinSize = ImTrunc(WindowMinSize * scale_factor); + ChildRounding = ImTrunc(ChildRounding * scale_factor); + PopupRounding = ImTrunc(PopupRounding * scale_factor); + FramePadding = ImTrunc(FramePadding * scale_factor); + FrameRounding = ImTrunc(FrameRounding * scale_factor); + ItemSpacing = ImTrunc(ItemSpacing * scale_factor); + ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor); + CellPadding = ImTrunc(CellPadding * scale_factor); + TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor); + IndentSpacing = ImTrunc(IndentSpacing * scale_factor); + ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor); + ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor); + ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor); + GrabMinSize = ImTrunc(GrabMinSize * scale_factor); + GrabRounding = ImTrunc(GrabRounding * scale_factor); + LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor); + TabRounding = ImTrunc(TabRounding * scale_factor); + TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; + TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor); + SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor); + DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor); + DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor); + DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor); +} + +ImGuiIO::ImGuiIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); + + // Settings + ConfigFlags = ImGuiConfigFlags_None; + BackendFlags = ImGuiBackendFlags_None; + DisplaySize = ImVec2(-1.0f, -1.0f); + DeltaTime = 1.0f / 60.0f; + IniSavingRate = 5.0f; + IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). + LogFilename = "imgui_log.txt"; + UserData = NULL; + + Fonts = NULL; + FontGlobalScale = 1.0f; + FontDefault = NULL; + FontAllowUserScaling = false; + DisplayFramebufferScale = ImVec2(1.0f, 1.0f); + + // Keyboard/Gamepad Navigation options + ConfigNavSwapGamepadButtons = false; + ConfigNavMoveSetMousePos = false; + ConfigNavCaptureKeyboard = true; + ConfigNavEscapeClearFocusItem = true; + ConfigNavEscapeClearFocusWindow = false; + ConfigNavCursorVisibleAuto = true; + ConfigNavCursorVisibleAlways = false; + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + ConfigDockingNoSplit = false; + ConfigDockingWithShift = false; + ConfigDockingAlwaysTabBar = false; + ConfigDockingTransparentPayload = false; + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + ConfigViewportsNoAutoMerge = false; + ConfigViewportsNoTaskBarIcon = false; + ConfigViewportsNoDecoration = true; + ConfigViewportsNoDefaultParent = false; + + // Miscellaneous options + MouseDrawCursor = false; +#ifdef __APPLE__ + ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag +#else + ConfigMacOSXBehaviors = false; +#endif + ConfigInputTrickleEventQueue = true; + ConfigInputTextCursorBlink = true; + ConfigInputTextEnterKeepActive = false; + ConfigDragClickToInputText = false; + ConfigWindowsResizeFromEdges = true; + ConfigWindowsMoveFromTitleBarOnly = false; + ConfigWindowsCopyContentsWithCtrlC = false; + ConfigScrollbarScrollByPage = true; + ConfigMemoryCompactTimer = 60.0f; + ConfigDebugIsDebuggerPresent = false; + ConfigDebugHighlightIdConflicts = true; + ConfigDebugBeginReturnValueOnce = false; + ConfigDebugBeginReturnValueLoop = false; + + ConfigErrorRecovery = true; + ConfigErrorRecoveryEnableAssert = true; + ConfigErrorRecoveryEnableDebugLog = true; + ConfigErrorRecoveryEnableTooltip = true; + + // Inputs Behaviors + MouseDoubleClickTime = 0.30f; + MouseDoubleClickMaxDist = 6.0f; + MouseDragThreshold = 6.0f; + KeyRepeatDelay = 0.275f; + KeyRepeatRate = 0.050f; + + // Platform Functions + // Note: Initialize() will setup default clipboard/ime handlers. + BackendPlatformName = BackendRendererName = NULL; + BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; + + // Input (NB: we already have memset zero the entire structure!) + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); + MouseSource = ImGuiMouseSource_Mouse; + for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } + AppAcceptingEvents = true; +} + +// Pass in translated ASCII characters for text input. +// - with glfw you can get those from the callback set in glfwSetCharCallback() +// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API +void ImGuiIO::AddInputCharacter(unsigned int c) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (c == 0 || !AppAcceptingEvents) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Text; + e.Source = ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Text.Char = c; + g.InputEventsQueue.push_back(e); +} + +// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so +// we should save the high surrogate. +void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) +{ + if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents) + return; + + if ((c & 0xFC00) == 0xD800) // High surrogate, must save + { + if (InputQueueSurrogate != 0) + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + InputQueueSurrogate = c; + return; + } + + ImWchar cp = c; + if (InputQueueSurrogate != 0) + { + if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + { + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + } + else + { +#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF + cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar +#else + cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); +#endif + } + + InputQueueSurrogate = 0; + } + AddInputCharacter((unsigned)cp); +} + +void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) +{ + if (!AppAcceptingEvents) + return; + while (*utf8_chars != 0) + { + unsigned int c = 0; + utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + AddInputCharacter(c); + } +} + +// Clear all incoming events. +void ImGuiIO::ClearEventsQueue() +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsQueue.clear(); +} + +// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. +void ImGuiIO::ClearInputKeys() +{ + ImGuiContext& g = *Ctx; + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) + { + if (ImGui::IsMouseKey((ImGuiKey)key)) + continue; + ImGuiKeyData* key_data = &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; + } + KeyCtrl = KeyShift = KeyAlt = KeySuper = false; + KeyMods = ImGuiMod_None; + InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters(). +} + +void ImGuiIO::ClearInputMouse() +{ + for (ImGuiKey key = ImGuiKey_Mouse_BEGIN; key < ImGuiKey_Mouse_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; + } + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++) + { + MouseDown[n] = false; + MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f; + } + MouseWheel = MouseWheelH = 0.0f; +} + +// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue. +// Current frame character buffer is now also cleared by ClearInputKeys(). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +void ImGuiIO::ClearInputCharacters() +{ + InputQueueCharacters.resize(0); +} +#endif + +static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1) +{ + ImGuiContext& g = *ctx; + for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--) + { + ImGuiInputEvent* e = &g.InputEventsQueue[n]; + if (e->Type != type) + continue; + if (type == ImGuiInputEventType_Key && e->Key.Key != arg) + continue; + if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg) + continue; + return e; + } + return NULL; +} + +// Queue a new key down/up event. +// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) +// - bool down: Is the key down? use false to signify a key release. +// - float analog_value: 0.0f..1.0f +// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE. +// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT. +void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) +{ + //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } + IM_ASSERT(Ctx != NULL); + if (key == ImGuiKey_None || !AppAcceptingEvents) + return; + ImGuiContext& g = *Ctx; + IM_ASSERT(ImGui::IsNamedKeyOrMod(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. + IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. + + // MacOS: swap Cmd(Super) and Ctrl + if (g.IO.ConfigMacOSXBehaviors) + { + if (key == ImGuiMod_Super) { key = ImGuiMod_Ctrl; } + else if (key == ImGuiMod_Ctrl) { key = ImGuiMod_Super; } + else if (key == ImGuiKey_LeftSuper) { key = ImGuiKey_LeftCtrl; } + else if (key == ImGuiKey_RightSuper){ key = ImGuiKey_RightCtrl; } + else if (key == ImGuiKey_LeftCtrl) { key = ImGuiKey_LeftSuper; } + else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; } + } + + // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed) + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key); + const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key); + const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down; + const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue; + if (latest_key_down == down && latest_key_analog == analog_value) + return; + + // Add event + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Key; + e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Key.Key = key; + e.Key.Down = down; + e.Key.AnalogValue = analog_value; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) +{ + if (!AppAcceptingEvents) + return; + AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f); +} + +// [Optional] Call after AddKeyEvent(). +// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices. +// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this. +void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index) +{ + if (key == ImGuiKey_None) + return; + IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 + IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511 + IM_UNUSED(key); // Yet unused + IM_UNUSED(native_keycode); // Yet unused + IM_UNUSED(native_scancode); // Yet unused + IM_UNUSED(native_legacy_index); // Yet unused +} + +// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. +void ImGuiIO::SetAppAcceptingEvents(bool accepting_events) +{ + AppAcceptingEvents = accepting_events; +} + +// Queue a mouse move event +void ImGuiIO::AddMousePosEvent(float x, float y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (!AppAcceptingEvents) + return; + + // Apply same flooring as UpdateMouseInputs() + ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y); + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos); + const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos; + if (latest_pos.x == pos.x && latest_pos.y == pos.y) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MousePos; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MousePos.PosX = pos.x; + e.MousePos.PosY = pos.y; + e.MousePos.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + if (!AppAcceptingEvents) + return; + + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button. + if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick) + { + // Order of both statements matterns: this event will still release mouse button 1 + mouse_button = 1; + if (!down) + MouseCtrlLeftAsRightClick = false; + } + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button); + const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button]; + if (latest_button_down == down) + return; + + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click. + // - Note that this is actual physical Ctrl which is ImGuiMod_Super for us. + // - At this point we want from !down to down, so this is handling the initial press. + if (ConfigMacOSXBehaviors && mouse_button == 0 && down) + { + const ImGuiInputEvent* latest_super_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)ImGuiMod_Super); + if (latest_super_event ? latest_super_event->Key.Down : g.IO.KeySuper) + { + IMGUI_DEBUG_LOG_IO("[io] Super+Left Click aliased into Right Click\n"); + MouseCtrlLeftAsRightClick = true; + AddMouseButtonEvent(1, true); // This is just quicker to write that passing through, as we need to filter duplicate again. + return; + } + } + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseButton; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseButton.Button = mouse_button; + e.MouseButton.Down = down; + e.MouseButton.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// Queue a mouse wheel event (some mouse/API may only have a Y component) +void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate (unlike most events, wheel values are relative and easy to filter) + if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseWheel; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseWheel.WheelX = wheel_x; + e.MouseWheel.WheelY = wheel_y; + e.MouseWheel.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// This is not a real event, the data is latched in order to be stored in actual Mouse events. +// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes. +void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsNextMouseSource = source; +} + +void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport); + if (!AppAcceptingEvents) + return; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport); + const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport; + if (latest_viewport_id == viewport_id) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseViewport; + e.Source = ImGuiInputSource_Mouse; + e.MouseViewport.HoveredViewportID = viewport_id; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddFocusEvent(bool focused) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus); + const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost; + if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Focus; + e.EventId = g.InputEventsNextEventId++; + e.AppFocused.Focused = focused; + g.InputEventsQueue.push_back(e); +} + +ImGuiPlatformIO::ImGuiPlatformIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + Platform_LocaleDecimalPoint = '.'; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +//----------------------------------------------------------------------------- + +ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) +{ + IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau() + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + { + ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + return p_closest; +} + +// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp +static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); + float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + ImVec2 p_current(x4, y4); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + else if (level < 10) + { + float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; + float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; + float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; + float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; + float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; + float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol +// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically. +ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) +{ + IM_ASSERT(tess_tol > 0.0f); + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); + return p_closest; +} + +ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) +{ + ImVec2 ap = p - a; + ImVec2 ab_dir = b - a; + float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; + if (dot < 0.0f) + return a; + float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; + if (dot > ab_len_sqr) + return b; + return a + ab_dir * dot / ab_len_sqr; +} + +bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; + bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; + bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; + return ((b1 == b2) && (b2 == b3)); +} + +void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) +{ + ImVec2 v0 = b - a; + ImVec2 v1 = c - a; + ImVec2 v2 = p - a; + const float denom = v0.x * v1.y - v1.x * v0.y; + out_v = (v2.x * v1.y - v1.x * v2.y) / denom; + out_w = (v0.x * v2.y - v2.x * v0.y) / denom; + out_u = 1.0f - out_v - out_w; +} + +ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + ImVec2 proj_ab = ImLineClosestPoint(a, b, p); + ImVec2 proj_bc = ImLineClosestPoint(b, c, p); + ImVec2 proj_ca = ImLineClosestPoint(c, a, p); + float dist2_ab = ImLengthSqr(p - proj_ab); + float dist2_bc = ImLengthSqr(p - proj_bc); + float dist2_ca = ImLengthSqr(p - proj_ca); + float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); + if (m == dist2_ab) + return proj_ab; + if (m == dist2_bc) + return proj_bc; + return proj_ca; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +//----------------------------------------------------------------------------- + +// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. +int ImStricmp(const char* str1, const char* str2) +{ + int d; + while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; } + return d; +} + +int ImStrnicmp(const char* str1, const char* str2, size_t count) +{ + int d = 0; + while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; } + return d; +} + +void ImStrncpy(char* dst, const char* src, size_t count) +{ + if (count < 1) + return; + if (count > 1) + strncpy(dst, src, count - 1); + dst[count - 1] = 0; +} + +char* ImStrdup(const char* str) +{ + size_t len = strlen(str); + void* buf = IM_ALLOC(len + 1); + return (char*)memcpy(buf, (const void*)str, len + 1); +} + +char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) +{ + size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; + size_t src_size = strlen(src) + 1; + if (dst_buf_size < src_size) + { + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); + if (p_dst_size) + *p_dst_size = src_size; + } + return (char*)memcpy(dst, (const void*)src, src_size); +} + +const char* ImStrchrRange(const char* str, const char* str_end, char c) +{ + const char* p = (const char*)memchr(str, (int)c, str_end - str); + return p; +} + +int ImStrlenW(const ImWchar* str) +{ + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit + int n = 0; + while (*str++) n++; + return n; +} + +// Find end-of-line. Return pointer will point to either first \n, either str_end. +const char* ImStreolRange(const char* str, const char* str_end) +{ + const char* p = (const char*)memchr(str, '\n', str_end - str); + return p ? p : str_end; +} + +const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find beginning-of-line +{ + while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') + buf_mid_line--; + return buf_mid_line; +} + +const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) +{ + if (!needle_end) + needle_end = needle + strlen(needle); + + const char un0 = (char)ImToUpper(*needle); + while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) + { + if (ImToUpper(*haystack) == un0) + { + const char* b = needle + 1; + for (const char* a = haystack + 1; b < needle_end; a++, b++) + if (ImToUpper(*a) != ImToUpper(*b)) + break; + if (b == needle_end) + return haystack; + } + haystack++; + } + return NULL; +} + +// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. +void ImStrTrimBlanks(char* buf) +{ + char* p = buf; + while (p[0] == ' ' || p[0] == '\t') // Leading blanks + p++; + char* p_start = p; + while (*p != 0) // Find end of string + p++; + while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks + p--; + if (p_start != buf) // Copy memory if we had leading blanks + memmove(buf, p_start, p - p_start); + buf[p - p_start] = 0; // Zero terminate +} + +const char* ImStrSkipBlank(const char* str) +{ + while (str[0] == ' ' || str[0] == '\t') + str++; + return str; +} + +// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). +// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. +// B) When buf==NULL vsnprintf() will return the output size. +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h) +// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are +// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) +#ifdef IMGUI_USE_STB_SPRINTF +#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION +#define STB_SPRINTF_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_SPRINTF_FILENAME +#include IMGUI_STB_SPRINTF_FILENAME +#else +#include "stb_sprintf.h" +#endif +#endif // #ifdef IMGUI_USE_STB_SPRINTF + +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + va_end(args); + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} + +int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) +{ +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} +#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args); + va_end(args); +} + +// FIXME: Should rework API toward allowing multiple in-flight temp buffers (easier and safer for caller) +// by making the caller acquire a temp buffer token, with either explicit or destructor release, e.g. +// ImGuiTempBufferToken token; +// ImFormatStringToTempBuffer(token, ...); +void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + { + const char* buf = va_arg(args, const char*); // Skip formatting when using "%s" + if (buf == NULL) + buf = "(null)"; + *out_buf = buf; + if (out_buf_end) { *out_buf_end = buf + strlen(buf); } + } + else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0) + { + int buf_len = va_arg(args, int); // Skip formatting when using "%.*s" + const char* buf = va_arg(args, const char*); + if (buf == NULL) + { + buf = "(null)"; + buf_len = ImMin(buf_len, 6); + } + *out_buf = buf; + *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it. + } + else + { + int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args); + *out_buf = g.TempBuffer.Data; + if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; } + } +} + +#ifndef IMGUI_ENABLE_SSE4_2_CRC +// CRC32 needs a 1KB lookup table (not cache friendly) +// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: +// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. +static const ImU32 GCrc32LookupTable[256] = +{ +#ifdef IMGUI_USE_LEGACY_CRC32_ADLER + // Legacy CRC32-adler table used pre 1.91.6 (before 2024/11/27). Only use if you cannot afford invalidating old .ini data. + 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, + 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, + 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, + 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, + 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, + 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, + 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, + 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, + 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, + 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, + 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, + 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, + 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, + 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, + 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, + 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, +#else + // CRC32c table compatible with SSE 4.2 instructions + 0x00000000,0xF26B8303,0xE13B70F7,0x1350F3F4,0xC79A971F,0x35F1141C,0x26A1E7E8,0xD4CA64EB,0x8AD958CF,0x78B2DBCC,0x6BE22838,0x9989AB3B,0x4D43CFD0,0xBF284CD3,0xAC78BF27,0x5E133C24, + 0x105EC76F,0xE235446C,0xF165B798,0x030E349B,0xD7C45070,0x25AFD373,0x36FF2087,0xC494A384,0x9A879FA0,0x68EC1CA3,0x7BBCEF57,0x89D76C54,0x5D1D08BF,0xAF768BBC,0xBC267848,0x4E4DFB4B, + 0x20BD8EDE,0xD2D60DDD,0xC186FE29,0x33ED7D2A,0xE72719C1,0x154C9AC2,0x061C6936,0xF477EA35,0xAA64D611,0x580F5512,0x4B5FA6E6,0xB93425E5,0x6DFE410E,0x9F95C20D,0x8CC531F9,0x7EAEB2FA, + 0x30E349B1,0xC288CAB2,0xD1D83946,0x23B3BA45,0xF779DEAE,0x05125DAD,0x1642AE59,0xE4292D5A,0xBA3A117E,0x4851927D,0x5B016189,0xA96AE28A,0x7DA08661,0x8FCB0562,0x9C9BF696,0x6EF07595, + 0x417B1DBC,0xB3109EBF,0xA0406D4B,0x522BEE48,0x86E18AA3,0x748A09A0,0x67DAFA54,0x95B17957,0xCBA24573,0x39C9C670,0x2A993584,0xD8F2B687,0x0C38D26C,0xFE53516F,0xED03A29B,0x1F682198, + 0x5125DAD3,0xA34E59D0,0xB01EAA24,0x42752927,0x96BF4DCC,0x64D4CECF,0x77843D3B,0x85EFBE38,0xDBFC821C,0x2997011F,0x3AC7F2EB,0xC8AC71E8,0x1C661503,0xEE0D9600,0xFD5D65F4,0x0F36E6F7, + 0x61C69362,0x93AD1061,0x80FDE395,0x72966096,0xA65C047D,0x5437877E,0x4767748A,0xB50CF789,0xEB1FCBAD,0x197448AE,0x0A24BB5A,0xF84F3859,0x2C855CB2,0xDEEEDFB1,0xCDBE2C45,0x3FD5AF46, + 0x7198540D,0x83F3D70E,0x90A324FA,0x62C8A7F9,0xB602C312,0x44694011,0x5739B3E5,0xA55230E6,0xFB410CC2,0x092A8FC1,0x1A7A7C35,0xE811FF36,0x3CDB9BDD,0xCEB018DE,0xDDE0EB2A,0x2F8B6829, + 0x82F63B78,0x709DB87B,0x63CD4B8F,0x91A6C88C,0x456CAC67,0xB7072F64,0xA457DC90,0x563C5F93,0x082F63B7,0xFA44E0B4,0xE9141340,0x1B7F9043,0xCFB5F4A8,0x3DDE77AB,0x2E8E845F,0xDCE5075C, + 0x92A8FC17,0x60C37F14,0x73938CE0,0x81F80FE3,0x55326B08,0xA759E80B,0xB4091BFF,0x466298FC,0x1871A4D8,0xEA1A27DB,0xF94AD42F,0x0B21572C,0xDFEB33C7,0x2D80B0C4,0x3ED04330,0xCCBBC033, + 0xA24BB5A6,0x502036A5,0x4370C551,0xB11B4652,0x65D122B9,0x97BAA1BA,0x84EA524E,0x7681D14D,0x2892ED69,0xDAF96E6A,0xC9A99D9E,0x3BC21E9D,0xEF087A76,0x1D63F975,0x0E330A81,0xFC588982, + 0xB21572C9,0x407EF1CA,0x532E023E,0xA145813D,0x758FE5D6,0x87E466D5,0x94B49521,0x66DF1622,0x38CC2A06,0xCAA7A905,0xD9F75AF1,0x2B9CD9F2,0xFF56BD19,0x0D3D3E1A,0x1E6DCDEE,0xEC064EED, + 0xC38D26C4,0x31E6A5C7,0x22B65633,0xD0DDD530,0x0417B1DB,0xF67C32D8,0xE52CC12C,0x1747422F,0x49547E0B,0xBB3FFD08,0xA86F0EFC,0x5A048DFF,0x8ECEE914,0x7CA56A17,0x6FF599E3,0x9D9E1AE0, + 0xD3D3E1AB,0x21B862A8,0x32E8915C,0xC083125F,0x144976B4,0xE622F5B7,0xF5720643,0x07198540,0x590AB964,0xAB613A67,0xB831C993,0x4A5A4A90,0x9E902E7B,0x6CFBAD78,0x7FAB5E8C,0x8DC0DD8F, + 0xE330A81A,0x115B2B19,0x020BD8ED,0xF0605BEE,0x24AA3F05,0xD6C1BC06,0xC5914FF2,0x37FACCF1,0x69E9F0D5,0x9B8273D6,0x88D28022,0x7AB90321,0xAE7367CA,0x5C18E4C9,0x4F48173D,0xBD23943E, + 0xF36E6F75,0x0105EC76,0x12551F82,0xE03E9C81,0x34F4F86A,0xC69F7B69,0xD5CF889D,0x27A40B9E,0x79B737BA,0x8BDCB4B9,0x988C474D,0x6AE7C44E,0xBE2DA0A5,0x4C4623A6,0x5F16D052,0xAD7D5351 +#endif +}; +#endif + +// Known size hash +// It is ok to call ImHashData on a string with known length but the ### operator won't be supported. +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed) +{ + ImU32 crc = ~seed; + const unsigned char* data = (const unsigned char*)data_p; + const unsigned char *data_end = (const unsigned char*)data_p + data_size; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + const ImU32* crc32_lut = GCrc32LookupTable; + while (data < data_end) + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; + return ~crc; +#else + while (data + 4 <= data_end) + { + crc = _mm_crc32_u32(crc, *(ImU32*)data); + data += 4; + } + while (data < data_end) + crc = _mm_crc32_u8(crc, *data++); + return ~crc; +#endif +} + +// Zero-terminated string hash, with support for ### to reset back to seed value +// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. +// Because this syntax is rarely used we are optimizing for the common case. +// - If we reach ### in the string we discard the hash so far and reset to the seed. +// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) +{ + seed = ~seed; + ImU32 crc = seed; + const unsigned char* data = (const unsigned char*)data_p; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + const ImU32* crc32_lut = GCrc32LookupTable; +#endif + if (data_size != 0) + { + while (data_size-- != 0) + { + unsigned char c = *data++; + if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') + crc = seed; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif + } + } + else + { + while (unsigned char c = *data++) + { + if (c == '#' && data[0] == '#' && data[1] == '#') + crc = seed; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif + } + } + return ~crc; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (File functions) +//----------------------------------------------------------------------------- + +// Default file functions +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +ImFileHandle ImFileOpen(const char* filename, const char* mode) +{ +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (defined(__MINGW32__) || (!defined(__CYGWIN__) && !defined(__GNUC__))) + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. + // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! + const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); + const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); + + // Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator. + // We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314). + wchar_t local_temp_stack[FILENAME_MAX]; + ImVector local_temp_heap; + if (filename_wsize + mode_wsize > IM_ARRAYSIZE(local_temp_stack)) + local_temp_heap.resize(filename_wsize + mode_wsize); + wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack; + wchar_t* mode_wbuf = filename_wbuf + filename_wsize; + ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize); + return ::_wfopen(filename_wbuf, mode_wbuf); +#else + return fopen(filename, mode); +#endif +} + +// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way. +bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; } +ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; } +ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); } +ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); } +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +// Helper: Load file content into memory +// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() +// This can't really be used with "rt" because fseek size won't match read size. +void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) +{ + IM_ASSERT(filename && mode); + if (out_file_size) + *out_file_size = 0; + + ImFileHandle f; + if ((f = ImFileOpen(filename, mode)) == NULL) + return NULL; + + size_t file_size = (size_t)ImFileGetSize(f); + if (file_size == (size_t)-1) + { + ImFileClose(f); + return NULL; + } + + void* file_data = IM_ALLOC(file_size + padding_bytes); + if (file_data == NULL) + { + ImFileClose(f); + return NULL; + } + if (ImFileRead(file_data, 1, file_size, f) != file_size) + { + ImFileClose(f); + IM_FREE(file_data); + return NULL; + } + if (padding_bytes > 0) + memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); + + ImFileClose(f); + if (out_file_size) + *out_file_size = file_size; + + return file_data; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF + +// Convert UTF-8 to 32-bit character, process single character input. +// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8). +// We handle UTF-8 decoding error by skipping forward. +int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) +{ + static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 }; + static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 }; + static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 }; + static const int shiftc[] = { 0, 18, 12, 6, 0 }; + static const int shifte[] = { 0, 6, 4, 2, 0 }; + int len = lengths[*(const unsigned char*)in_text >> 3]; + int wanted = len + (len ? 0 : 1); + + if (in_text_end == NULL) + in_text_end = in_text + wanted; // Max length, nulls will be taken into account. + + // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here, + // so it is fast even with excessive branching. + unsigned char s[4]; + s[0] = in_text + 0 < in_text_end ? in_text[0] : 0; + s[1] = in_text + 1 < in_text_end ? in_text[1] : 0; + s[2] = in_text + 2 < in_text_end ? in_text[2] : 0; + s[3] = in_text + 3 < in_text_end ? in_text[3] : 0; + + // Assume a four-byte character and load four bytes. Unused bits are shifted out. + *out_char = (uint32_t)(s[0] & masks[len]) << 18; + *out_char |= (uint32_t)(s[1] & 0x3f) << 12; + *out_char |= (uint32_t)(s[2] & 0x3f) << 6; + *out_char |= (uint32_t)(s[3] & 0x3f) << 0; + *out_char >>= shiftc[len]; + + // Accumulate the various error conditions. + int e = 0; + e = (*out_char < mins[len]) << 6; // non-canonical encoding + e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? + e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range? + e |= (s[1] & 0xc0) >> 2; + e |= (s[2] & 0xc0) >> 4; + e |= (s[3] ) >> 6; + e ^= 0x2a; // top two bits of each tail byte correct? + e >>= shifte[len]; + + if (e) + { + // No bytes are consumed when *in_text == 0 || in_text == in_text_end. + // One byte is consumed in case of invalid first byte of in_text. + // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes. + // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s. + wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]); + *out_char = IM_UNICODE_CODEPOINT_INVALID; + } + + return wanted; +} + +int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) +{ + ImWchar* buf_out = buf; + ImWchar* buf_end = buf + buf_size; + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + *buf_out++ = (ImWchar)c; + } + *buf_out = 0; + if (in_text_remaining) + *in_text_remaining = in_text; + return (int)(buf_out - buf); +} + +int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) +{ + int char_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + char_count++; + } + return char_count; +} + +// Based on stb_to_utf8() from github.com/nothings/stb/ +static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c) +{ + if (c < 0x80) + { + buf[0] = (char)c; + return 1; + } + if (c < 0x800) + { + if (buf_size < 2) return 0; + buf[0] = (char)(0xc0 + (c >> 6)); + buf[1] = (char)(0x80 + (c & 0x3f)); + return 2; + } + if (c < 0x10000) + { + if (buf_size < 3) return 0; + buf[0] = (char)(0xe0 + (c >> 12)); + buf[1] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[2] = (char)(0x80 + ((c ) & 0x3f)); + return 3; + } + if (c <= 0x10FFFF) + { + if (buf_size < 4) return 0; + buf[0] = (char)(0xf0 + (c >> 18)); + buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); + buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[3] = (char)(0x80 + ((c ) & 0x3f)); + return 4; + } + // Invalid code point, the max unicode is 0x10FFFF + return 0; +} + +const char* ImTextCharToUtf8(char out_buf[5], unsigned int c) +{ + int count = ImTextCharToUtf8_inline(out_buf, 5, c); + out_buf[count] = 0; + return out_buf; +} + +// Not optimal but we very rarely use this function. +int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) +{ + unsigned int unused = 0; + return ImTextCharFromUtf8(&unused, in_text, in_text_end); +} + +static inline int ImTextCountUtf8BytesFromChar(unsigned int c) +{ + if (c < 0x80) return 1; + if (c < 0x800) return 2; + if (c < 0x10000) return 3; + if (c <= 0x10FFFF) return 4; + return 3; +} + +int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end) +{ + char* buf_p = out_buf; + const char* buf_end = out_buf + out_buf_size; + while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + *buf_p++ = (char)c; + else + buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c); + } + *buf_p = 0; + return (int)(buf_p - out_buf); +} + +int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) +{ + int bytes_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + bytes_count++; + else + bytes_count += ImTextCountUtf8BytesFromChar(c); + } + return bytes_count; +} + +const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr) +{ + while (in_text_curr > in_text_start) + { + in_text_curr--; + if ((*in_text_curr & 0xC0) != 0x80) + return in_text_curr; + } + return in_text_start; +} + +int ImTextCountLines(const char* in_text, const char* in_text_end) +{ + if (in_text_end == NULL) + in_text_end = in_text + strlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now. + int count = 0; + while (in_text < in_text_end) + { + const char* line_end = (const char*)memchr(in_text, '\n', in_text_end - in_text); + in_text = line_end ? line_end + 1 : in_text_end; + count++; + } + return count; +} + +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// Note: The Convert functions are early design which are not consistent with other API. +//----------------------------------------------------------------------------- + +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b) +{ + float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + return IM_COL32(r, g, b, 0xFF); +} + +ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) +{ + float s = 1.0f / 255.0f; + return ImVec4( + ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); +} + +ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) +{ + ImU32 out; + out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; + return out; +} + +// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 +// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv +void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v) +{ + float K = 0.f; + if (g < b) + { + ImSwap(g, b); + K = -1.f; + } + if (r < g) + { + ImSwap(r, g); + K = -2.f / 6.f - K; + } + + const float chroma = r - (g < b ? g : b); + out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); + out_s = chroma / (r + 1e-20f); + out_v = r; +} + +// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 +// also http://en.wikipedia.org/wiki/HSL_and_HSV +void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b) +{ + if (s == 0.0f) + { + // gray + out_r = out_g = out_b = v; + return; + } + + h = ImFmod(h, 1.0f) / (60.0f / 360.0f); + int i = (int)h; + float f = h - (float)i; + float p = v * (1.0f - s); + float q = v * (1.0f - s * f); + float t = v * (1.0f - s * (1.0f - f)); + + switch (i) + { + case 0: out_r = v; out_g = t; out_b = p; break; + case 1: out_r = q; out_g = v; out_b = p; break; + case 2: out_r = p; out_g = v; out_b = t; break; + case 3: out_r = p; out_g = q; out_b = v; break; + case 4: out_r = t; out_g = p; out_b = v; break; + case 5: default: out_r = v; out_g = p; out_b = q; break; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStorage +// Helper: Key->value storage +//----------------------------------------------------------------------------- + +// std::lower_bound but without the bullshit +ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key) +{ + ImGuiStoragePair* in_p = in_begin; + for (size_t count = (size_t)(in_end - in_p); count > 0; ) + { + size_t count2 = count >> 1; + ImGuiStoragePair* mid = in_p + count2; + if (mid->key < key) + { + in_p = ++mid; + count -= count2 + 1; + } + else + { + count = count2; + } + } + return in_p; +} + +IM_MSVC_RUNTIME_CHECKS_OFF +static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs) +{ + // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. + ImGuiID lhs_v = ((const ImGuiStoragePair*)lhs)->key; + ImGuiID rhs_v = ((const ImGuiStoragePair*)rhs)->key; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. +void ImGuiStorage::BuildSortByKey() +{ + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), PairComparerByID); +} + +int ImGuiStorage::GetInt(ImGuiID key, int default_val) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return default_val; + return it->val_i; +} + +bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const +{ + return GetInt(key, default_val ? 1 : 0) != 0; +} + +float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return default_val; + return it->val_f; +} + +void* ImGuiStorage::GetVoidPtr(ImGuiID key) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return NULL; + return it->val_p; +} + +// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. +int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_i; +} + +bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) +{ + return (bool*)GetIntRef(key, default_val ? 1 : 0); +} + +float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_f; +} + +void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_p; +} + +// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) +void ImGuiStorage::SetInt(ImGuiID key, int val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_i = val; +} + +void ImGuiStorage::SetBool(ImGuiID key, bool val) +{ + SetInt(key, val ? 1 : 0); +} + +void ImGuiStorage::SetFloat(ImGuiID key, float val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_f = val; +} + +void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_p = val; +} + +void ImGuiStorage::SetAllInt(int v) +{ + for (int i = 0; i < Data.Size; i++) + Data[i].val_i = v; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextFilter +//----------------------------------------------------------------------------- + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077 +{ + InputBuf[0] = 0; + CountGrep = 0; + if (default_filter) + { + ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); + Build(); + } +} + +bool ImGuiTextFilter::Draw(const char* label, float width) +{ + if (width != 0.0f) + ImGui::SetNextItemWidth(width); + bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); + if (value_changed) + Build(); + return value_changed; +} + +void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const +{ + out->resize(0); + const char* wb = b; + const char* we = wb; + while (we < e) + { + if (*we == separator) + { + out->push_back(ImGuiTextRange(wb, we)); + wb = we + 1; + } + we++; + } + if (wb != we) + out->push_back(ImGuiTextRange(wb, we)); +} + +void ImGuiTextFilter::Build() +{ + Filters.resize(0); + ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf)); + input_range.split(',', &Filters); + + CountGrep = 0; + for (ImGuiTextRange& f : Filters) + { + while (f.b < f.e && ImCharIsBlankA(f.b[0])) + f.b++; + while (f.e > f.b && ImCharIsBlankA(f.e[-1])) + f.e--; + if (f.empty()) + continue; + if (f.b[0] != '-') + CountGrep += 1; + } +} + +bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const +{ + if (Filters.Size == 0) + return true; + + if (text == NULL) + text = text_end = ""; + + for (const ImGuiTextRange& f : Filters) + { + if (f.b == f.e) + continue; + if (f.b[0] == '-') + { + // Subtract + if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) + return false; + } + else + { + // Grep + if (ImStristr(text, text_end, f.b, f.e) != NULL) + return true; + } + } + + // Implicit * grep + if (CountGrep == 0) + return true; + + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex +//----------------------------------------------------------------------------- + +// On some platform vsnprintf() takes va_list by reference and modifies it. +// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it. +#ifndef va_copy +#if defined(__GNUC__) || defined(__clang__) +#define va_copy(dest, src) __builtin_va_copy(dest, src) +#else +#define va_copy(dest, src) (dest = src) +#endif +#endif + +char ImGuiTextBuffer::EmptyString[1] = { 0 }; + +void ImGuiTextBuffer::append(const char* str, const char* str_end) +{ + int len = str_end ? (int)(str_end - str) : (int)strlen(str); + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + memcpy(&Buf[write_off - 1], str, (size_t)len); + Buf[write_off - 1 + len] = 0; +} + +void ImGuiTextBuffer::appendf(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + appendfv(fmt, args); + va_end(args); +} + +// Helper: Text buffer for logging/accumulating text +void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) +{ + va_list args_copy; + va_copy(args_copy, args); + + int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. + if (len <= 0) + { + va_end(args_copy); + return; + } + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); + va_end(args_copy); +} + +void ImGuiTextIndex::append(const char* base, int old_size, int new_size) +{ + IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset); + if (old_size == new_size) + return; + if (EndOffset == 0 || base[EndOffset - 1] == '\n') + LineOffsets.push_back(EndOffset); + const char* base_end = base + new_size; + for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; ) + if (++p < base_end) // Don't push a trailing offset on last \n + LineOffsets.push_back((int)(intptr_t)(p - base)); + EndOffset = ImMax(EndOffset, new_size); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiListClipper +//----------------------------------------------------------------------------- + +// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell. +// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous. +static bool GetSkipItemForListClipping() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); +} + +static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) +{ + if (ranges.Size - offset <= 1) + return; + + // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries) + for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end) + for (int i = offset; i < sort_end + offset; ++i) + if (ranges[i].Min > ranges[i + 1].Min) + ImSwap(ranges[i], ranges[i + 1]); + + // Now fuse ranges together as much as possible. + for (int i = 1 + offset; i < ranges.Size; i++) + { + IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert); + if (ranges[i - 1].Max < ranges[i].Min) + continue; + ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min); + ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max); + ranges.erase(ranges.Data + i); + i--; + } +} + +static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height) +{ + // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. + // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. + // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek? + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float off_y = pos_y - window->DC.CursorPos.y; + window->DC.CursorPos.y = pos_y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. + if (ImGuiOldColumns* columns = window->DC.CurrentColumns) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + if (ImGuiTable* table = g.CurrentTable) + { + if (table->IsInsideRow) + ImGui::TableEndRow(table); + table->RowPosY2 = window->DC.CursorPos.y; + const int row_increase = (int)((off_y / line_height) + 0.5f); + //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow() + table->RowBgColorCounter += row_increase; + } +} + +ImGuiListClipper::ImGuiListClipper() +{ + memset(this, 0, sizeof(*this)); +} + +ImGuiListClipper::~ImGuiListClipper() +{ + End(); +} + +void ImGuiListClipper::Begin(int items_count, float items_height) +{ + if (Ctx == NULL) + Ctx = ImGui::GetCurrentContext(); + + ImGuiContext& g = *Ctx; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name); + + if (ImGuiTable* table = g.CurrentTable) + if (table->IsInsideRow) + ImGui::TableEndRow(table); + + StartPosY = window->DC.CursorPos.y; + ItemsHeight = items_height; + ItemsCount = items_count; + DisplayStart = -1; + DisplayEnd = 0; + + // Acquire temporary buffer + if (++g.ClipperTempDataStacked > g.ClipperTempData.Size) + g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData()); + ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->Reset(this); + data->LossynessOffset = window->DC.CursorStartPosLossyness.y; + TempData = data; + StartSeekOffsetY = data->LossynessOffset; +} + +void ImGuiListClipper::End() +{ + if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData) + { + // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. + ImGuiContext& g = *Ctx; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name); + if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) + SeekCursorForItem(ItemsCount); + + // Restore temporary buffer and fix back pointers which may be invalidated when nesting + IM_ASSERT(data->ListClipper == this); + data->StepNo = data->Ranges.Size; + if (--g.ClipperTempDataStacked > 0) + { + data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->ListClipper->TempData = data; + } + TempData = NULL; + } + ItemsCount = -1; +} + +void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end) +{ + ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; + IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet. + IM_ASSERT(item_begin <= item_end); + if (item_begin < item_end) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end)); +} + +// This is already called while stepping. +// The ONLY reason you may want to call this is if you passed INT_MAX to ImGuiListClipper::Begin() because you couldn't step item count beforehand. +void ImGuiListClipper::SeekCursorForItem(int item_n) +{ + // - Perform the add and multiply with double to allow seeking through larger ranges. + // - StartPosY starts from ItemsFrozen, by adding SeekOffsetY we generally cancel that out (SeekOffsetY == LossynessOffset - ItemsFrozen * ItemsHeight). + // - The reason we store SeekOffsetY instead of inferring it, is because we want to allow user to perform Seek after the last step, where ImGuiListClipperData is already done. + float pos_y = (float)((double)StartPosY + StartSeekOffsetY + (double)item_n * ItemsHeight); + ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, ItemsHeight); +} + +static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) +{ + ImGuiContext& g = *clipper->Ctx; + ImGuiWindow* window = g.CurrentWindow; + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?"); + + ImGuiTable* table = g.CurrentTable; + if (table && table->IsInsideRow) + ImGui::TableEndRow(table); + + // No items + if (clipper->ItemsCount == 0 || GetSkipItemForListClipping()) + return false; + + // While we are in frozen row state, keep displaying items one by one, unclipped + // FIXME: Could be stored as a table-agnostic state. + if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows) + { + clipper->DisplayStart = data->ItemsFrozen; + clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount); + if (clipper->DisplayStart < clipper->DisplayEnd) + data->ItemsFrozen++; + return true; + } + + // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) + bool calc_clipping = false; + if (data->StepNo == 0) + { + clipper->StartPosY = window->DC.CursorPos.y; + if (clipper->ItemsHeight <= 0.0f) + { + // Submit the first item (or range) so we can measure its height (generally the first range is 0..1) + data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1)); + clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); + clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount); + data->StepNo = 1; + return true; + } + calc_clipping = true; // If on the first step with known item height, calculate clipping. + } + + // Step 1: Let the clipper infer height from first range + if (clipper->ItemsHeight <= 0.0f) + { + IM_ASSERT(data->StepNo == 1); + if (table) + IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y); + + clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart); + bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); + if (affected_by_floating_point_precision) + clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. + if (clipper->ItemsHeight == 0.0f && clipper->ItemsCount == INT_MAX) // Accept that no item have been submitted if in indeterminate mode. + return false; + IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); + calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. + } + + // Step 0 or 1: Calculate the actual ranges of visible elements. + const int already_submitted = clipper->DisplayEnd; + if (calc_clipping) + { + // Record seek offset, this is so ImGuiListClipper::Seek() can be called after ImGuiListClipperData is done + clipper->StartSeekOffsetY = (double)data->LossynessOffset - data->ItemsFrozen * (double)clipper->ItemsHeight; + + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount)); + } + else + { + // Add range selected to be included for navigation + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); + if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount)); + + // Add focused/active item + ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]); + if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); + + // Add visible range + float min_y = window->ClipRect.Min.y; + float max_y = window->ClipRect.Max.y; + + // Add box selection range + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (bs->IsActive && bs->Window == window) + { + // FIXME: Selectable() use of half-ItemSpacing isn't consistent in matter of layout, as ItemAdd(bb) stray above ItemSize()'s CursorPos. + // RangeSelect's BoxSelect relies on comparing overlap of previous and current rectangle and is sensitive to that. + // As a workaround we currently half ItemSpacing worth on each side. + min_y -= g.Style.ItemSpacing.y; + max_y += g.Style.ItemSpacing.y; + + // Box-select on 2D area requires different clipping. + if (bs->UnclipMode) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(bs->UnclipRect.Min.y, bs->UnclipRect.Max.y, 0, 0)); + } + + const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; + const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(min_y, max_y, off_min, off_max)); + } + + // Convert position ranges to item index ranges + // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. + // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, + // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. + for (ImGuiListClipperRange& range : data->Ranges) + if (range.PosToIndexConvert) + { + int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight); + int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f); + range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1); + range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount); + range.PosToIndexConvert = false; + } + ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo); + } + + // Step 0+ (if item height is given in advance) or 1+: Display the next range in line. + while (data->StepNo < data->Ranges.Size) + { + clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); + clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount); + if (clipper->DisplayStart > already_submitted) //-V1051 + clipper->SeekCursorForItem(clipper->DisplayStart); + data->StepNo++; + if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size) + continue; + return true; + } + + // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), + // Advance the cursor to the end of the list and then returns 'false' to end the loop. + if (clipper->ItemsCount < INT_MAX) + clipper->SeekCursorForItem(clipper->ItemsCount); + + return false; +} + +bool ImGuiListClipper::Step() +{ + ImGuiContext& g = *Ctx; + bool need_items_height = (ItemsHeight <= 0.0f); + bool ret = ImGuiListClipper_StepInternal(this); + if (ret && (DisplayStart == DisplayEnd)) + ret = false; + if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n"); + if (need_items_height && ItemsHeight > 0.0f) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight); + if (ret) + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd); + } + else + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n"); + End(); + } + return ret; +} + +//----------------------------------------------------------------------------- +// [SECTION] STYLING +//----------------------------------------------------------------------------- + +ImGuiStyle& ImGui::GetStyle() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->Style; +} + +ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = style.Colors[idx]; + c.w *= style.Alpha * alpha_mul; + return ColorConvertFloat4ToU32(c); +} + +ImU32 ImGui::GetColorU32(const ImVec4& col) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = col; + c.w *= style.Alpha; + return ColorConvertFloat4ToU32(c); +} + +const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) +{ + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; +} + +ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + alpha_mul *= style.Alpha; + if (alpha_mul >= 1.0f) + return col; + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); +} + +// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 +void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); +} + +void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = col; +} + +void ImGui::PopStyleColor(int count) +{ + ImGuiContext& g = *GImGui; + if (g.ColorStack.Size < count) + { + IM_ASSERT_USER_ERROR(0, "Calling PopStyleColor() too many times!"); + count = g.ColorStack.Size; + } + while (count > 0) + { + ImGuiColorMod& backup = g.ColorStack.back(); + g.Style.Colors[backup.Col] = backup.BackupValue; + g.ColorStack.pop_back(); + count--; + } +} + +static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] = +{ + ImGuiCol_Text, ImGuiCol_TabHovered, ImGuiCol_Tab, ImGuiCol_TabSelected, ImGuiCol_TabSelectedOverline, ImGuiCol_TabDimmed, ImGuiCol_TabDimmedSelected, ImGuiCol_TabDimmedSelectedOverline, +}; + +static const ImGuiDataVarInfo GStyleVarInfo[] = +{ + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) }, // ImGuiStyleVar_DockingSeparatorSize +}; + +const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx) +{ + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarInfo[idx]; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->x = val_x; +} + +void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->y = val_y; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PopStyleVar(int count) +{ + ImGuiContext& g = *GImGui; + if (g.StyleVarStack.Size < count) + { + IM_ASSERT_USER_ERROR(0, "Calling PopStyleVar() too many times!"); + count = g.StyleVarStack.Size; + } + while (count > 0) + { + // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. + ImGuiStyleMod& backup = g.StyleVarStack.back(); + const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx); + void* data = info->GetVarPtr(&g.Style); + if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + g.StyleVarStack.pop_back(); + count--; + } +} + +const char* ImGui::GetStyleColorName(ImGuiCol idx) +{ + // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; + switch (idx) + { + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabSelected: return "TabSelected"; + case ImGuiCol_TabSelectedOverline: return "TabSelectedOverline"; + case ImGuiCol_TabDimmed: return "TabDimmed"; + case ImGuiCol_TabDimmedSelected: return "TabDimmedSelected"; + case ImGuiCol_TabDimmedSelectedOverline: return "TabDimmedSelectedOverline"; + case ImGuiCol_DockingPreview: return "DockingPreview"; + case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TableHeaderBg: return "TableHeaderBg"; + case ImGuiCol_TableBorderStrong: return "TableBorderStrong"; + case ImGuiCol_TableBorderLight: return "TableBorderLight"; + case ImGuiCol_TableRowBg: return "TableRowBg"; + case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt"; + case ImGuiCol_TextLink: return "TextLink"; + case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_NavCursor: return "NavCursor"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; + case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; + } + IM_ASSERT(0); + return "Unknown"; +} + +//----------------------------------------------------------------------------- +// [SECTION] RENDER HELPERS +// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, +// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context. +// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context. +//----------------------------------------------------------------------------- + +const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) +{ + const char* text_display_end = text; + if (!text_end) + text_end = (const char*)-1; + + while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) + text_display_end++; + return text_display_end; +} + +// Internal ImGui functions to render text +// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() +void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Hide anything after a '##' string + const char* text_display_end; + if (hide_text_after_hash) + { + text_display_end = FindRenderedTextEnd(text, text_end); + } + else + { + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + text_display_end = text_end; + } + + if (text != text_display_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_display_end); + } +} + +void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + + if (text != text_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_end); + } +} + +// Default clip_rect uses (pos_min,pos_max) +// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList. +// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take +// better advantage of the render function taking size into account for coarse clipping. +void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Perform CPU side clipping for single clipped element to avoid using scissor state + ImVec2 pos = pos_min; + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); + + const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; + const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; + bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); + if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min + need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); + + // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. + if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); + if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); + + // Render + if (need_clipping) + { + ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); + } + else + { + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); + } +} + +void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Hide anything after a '##' string + const char* text_display_end = FindRenderedTextEnd(text, text_end); + const int text_len = (int)(text_display_end - text); + if (text_len == 0) + return; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_display_end); +} + +// Another overly complex function until we reorganize everything into a nice all-in-one helper. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); + //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const float font_scale = draw_list->_Data->FontScale; + const char* text_end_ellipsis = NULL; + const float ellipsis_width = font->EllipsisWidth * font_scale; + + // We can now claim the space between pos_max.x and ellipsis_max.x + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) + { + // Always display at least 1 character if there's no room for character + ellipsis + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; + } + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) + { + // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + + // Render text, render ellipsis + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y)); + if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x) + for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale) + font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar); + } + else + { + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); +} + +// Render a rectangle shaped with optional rounding and borders +void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); + const float border_size = g.Style.FrameBorderSize; + if (borders && border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const float border_size = g.Style.FrameBorderSize; + if (border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags) +{ + ImGuiContext& g = *GImGui; + if (id != g.NavId) + return; + if (!g.NavCursorVisible && !(flags & ImGuiNavRenderCursorFlags_AlwaysDraw)) + return; + if (id == g.LastItemData.ID && (g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + return; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.NavHideHighlightOneFrame) + return; + + float rounding = (flags & ImGuiNavRenderCursorFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + ImRect display_rect = bb; + display_rect.ClipWith(window->ClipRect); + const float thickness = 2.0f; + if (flags & ImGuiNavRenderCursorFlags_Compact) + { + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); + } + else + { + const float distance = 3.0f + thickness * 0.5f; + display_rect.Expand(ImVec2(distance, distance)); + bool fully_visible = window->ClipRect.Contains(display_rect); + if (!fully_visible) + window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); + if (!fully_visible) + window->DrawList->PopClipRect(); + } +} + +void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) +{ + ImGuiContext& g = *GImGui; + if (mouse_cursor <= ImGuiMouseCursor_None || mouse_cursor >= ImGuiMouseCursor_COUNT) // We intentionally accept out of bound values. + mouse_cursor = ImGuiMouseCursor_Arrow; + ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas; + for (ImGuiViewportP* viewport : g.Viewports) + { + // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. + ImVec2 offset, size, uv[4]; + if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + continue; + const ImVec2 pos = base_pos - offset; + const float scale = base_scale * viewport->DpiScale; + if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + ImTextureID tex_id = font_atlas->TexID; + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); + draw_list->PopTextureID(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] INITIALIZATION, SHUTDOWN +//----------------------------------------------------------------------------- + +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module +ImGuiContext* ImGui::GetCurrentContext() +{ + return GImGui; +} + +void ImGui::SetCurrentContext(ImGuiContext* ctx) +{ +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else + GImGui = ctx; +#endif +} + +void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) +{ + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; +} + +// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) +void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) +{ + *p_alloc_func = GImAllocatorAllocFunc; + *p_free_func = GImAllocatorFreeFunc; + *p_user_data = GImAllocatorUserData; +} + +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + SetCurrentContext(ctx); + Initialize(); + if (prev_ctx != NULL) + SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one. + return ctx; +} + +void ImGui::DestroyContext(ImGuiContext* ctx) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + if (ctx == NULL) //-V1051 + ctx = prev_ctx; + SetCurrentContext(ctx); + Shutdown(); + SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL); + IM_DELETE(ctx); +} + +// IMPORTANT: interactive elements requires a fixed ###xxx suffix, it must be same in ALL languages to allow for automation. +static const ImGuiLocEntry GLocalizationEntriesEnUS[] = +{ + { ImGuiLocKey_VersionStr, "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" }, + { ImGuiLocKey_TableSizeOne, "Size column to fit###SizeOne" }, + { ImGuiLocKey_TableSizeAllFit, "Size all columns to fit###SizeAll" }, + { ImGuiLocKey_TableSizeAllDefault, "Size all columns to default###SizeAll" }, + { ImGuiLocKey_TableResetOrder, "Reset order###ResetOrder" }, + { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" }, + { ImGuiLocKey_WindowingPopup, "(Popup)" }, + { ImGuiLocKey_WindowingUntitled, "(Untitled)" }, + { ImGuiLocKey_OpenLink_s, "Open '%s'" }, + { ImGuiLocKey_CopyLink, "Copy Link###CopyLink" }, + { ImGuiLocKey_DockingHideTabBar, "Hide tab bar###HideTabBar" }, + { ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window." }, + { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node." }, +}; + +ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) +{ + IO.Ctx = this; + InputTextState.Ctx = this; + + Initialized = false; + ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; + FontAtlasOwnedByContext = shared_font_atlas ? false : true; + Font = NULL; + FontSize = FontBaseSize = FontScale = CurrentDpiScale = 0.0f; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + Time = 0.0f; + FrameCount = 0; + FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; + WithinEndChildID = 0; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = false; + GcCompactAll = false; + TestEngineHookItems = false; + TestEngine = NULL; + memset(ContextName, 0, sizeof(ContextName)); + + InputEventsNextMouseSource = ImGuiMouseSource_Mouse; + InputEventsNextEventId = 1; + + WindowsActiveCount = 0; + CurrentWindow = NULL; + HoveredWindow = NULL; + HoveredWindowUnderMovingWindow = NULL; + HoveredWindowBeforeClear = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1; + WheelingWindowReleaseTimer = 0.0f; + + DebugDrawIdConflicts = 0; + DebugHookIdInfo = 0; + HoveredId = HoveredIdPreviousFrame = 0; + HoveredIdPreviousFrameItemCount = 0; + HoveredIdAllowOverlap = false; + HoveredIdIsDisabled = false; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; + ItemUnclipByLog = false; + ActiveId = 0; + ActiveIdIsAlive = 0; + ActiveIdTimer = 0.0f; + ActiveIdIsJustActivated = false; + ActiveIdAllowOverlap = false; + ActiveIdNoClearOnFocusLoss = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdFromShortcut = false; + ActiveIdClickOffset = ImVec2(-1, -1); + ActiveIdWindow = NULL; + ActiveIdSource = ImGuiInputSource_None; + ActiveIdMouseButton = -1; + ActiveIdPreviousFrame = 0; + memset(&DeactivatedItemData, 0, sizeof(DeactivatedItemData)); + memset(&ActiveIdValueOnActivation, 0, sizeof(ActiveIdValueOnActivation)); + LastActiveId = 0; + LastActiveIdTimer = 0.0f; + + LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0; + + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingAllKeyboardKeys = false; + + CurrentFocusScopeId = 0; + CurrentItemFlags = ImGuiItemFlags_None; + DebugShowGroupRects = false; + + CurrentViewport = NULL; + MouseViewport = MouseLastHoveredViewport = NULL; + PlatformLastFocusedViewportId = 0; + ViewportCreatedCount = PlatformWindowsCreatedCount = 0; + ViewportFocusedStampCount = 0; + + NavCursorVisible = false; + NavHighlightItemUnderNav = false; + NavMousePosDirty = false; + NavIdIsAlive = false; + NavId = 0; + NavWindow = NULL; + NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0; + NavLayer = ImGuiNavLayer_Main; + NavNextActivateId = 0; + NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavHighlightActivatedId = 0; + NavHighlightActivatedTimer = 0.0f; + NavInputSource = ImGuiInputSource_Keyboard; + NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + NavCursorHideFrames = 0; + + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavMoveSubmitted = false; + NavMoveScoringItems = false; + NavMoveForwardToNextFrame = false; + NavMoveFlags = ImGuiNavMoveFlags_None; + NavMoveScrollFlags = ImGuiScrollFlags_None; + NavMoveKeyMods = ImGuiMod_None; + NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; + NavScoringDebugCount = 0; + NavTabbingDir = 0; + NavTabbingCounter = 0; + + NavJustMovedFromFocusScopeId = NavJustMovedToId = NavJustMovedToFocusScopeId = 0; + NavJustMovedToKeyMods = ImGuiMod_None; + NavJustMovedToIsTabbing = false; + NavJustMovedToHasSelectionData = false; + + // All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac... + // FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this.. + ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab); + ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab); + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + NavWindowingToggleKey = ImGuiKey_None; + + DimBgRatio = 0.0f; + + DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; + DragDropSourceFlags = ImGuiDragDropFlags_None; + DragDropSourceFrameCount = -1; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropAcceptFlags = ImGuiDragDropFlags_None; + DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; + DragDropAcceptFrameCount = -1; + DragDropHoldJustPressedId = 0; + memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + + ClipperTempDataStacked = 0; + + CurrentTable = NULL; + TablesTempDataStacked = 0; + CurrentTabBar = NULL; + CurrentMultiSelect = NULL; + MultiSelectTempDataStacked = 0; + + HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0; + HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f; + + MouseCursor = ImGuiMouseCursor_Arrow; + MouseStationaryTimer = 0.0f; + + TempInputId = 0; + memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue)); + BeginMenuDepth = BeginComboDepth = 0; + ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; + ColorEditCurrentID = ColorEditSavedID = 0; + ColorEditSavedHue = ColorEditSavedSat = 0.0f; + ColorEditSavedColor = 0; + WindowResizeRelativeMode = false; + ScrollbarSeekMode = 0; + ScrollbarClickDeltaToGrabCenter = 0.0f; + SliderGrabClickOffset = 0.0f; + SliderCurrentAccum = 0.0f; + SliderCurrentAccumDirty = false; + DragCurrentAccumDirty = false; + DragCurrentAccum = 0.0f; + DragSpeedDefaultRatio = 1.0f / 100.0f; + DisabledAlphaBackup = 0.0f; + DisabledStackSize = 0; + TooltipOverrideCount = 0; + TooltipPreviousWindow = NULL; + + PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); + PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission + PlatformImeViewport = 0; + + DockNodeWindowMenuHandler = NULL; + + SettingsLoaded = false; + SettingsDirtyTimer = 0.0f; + HookIdNext = 0; + + memset(LocalizationTable, 0, sizeof(LocalizationTable)); + + LogEnabled = false; + LogFlags = ImGuiLogFlags_None; + LogWindow = NULL; + LogNextPrefix = LogNextSuffix = NULL; + LogFile = NULL; + LogLinePosY = FLT_MAX; + LogLineFirstItem = false; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + ErrorCallback = NULL; + ErrorCallbackUserData = NULL; + ErrorFirst = true; + ErrorCountCurrentFrame = 0; + StackSizesInBeginForCurrentWindow = NULL; + + DebugDrawIdConflictsCount = 0; + DebugLogFlags = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_OutputToTTY; + DebugLocateId = 0; + DebugLogSkippedErrors = 0; + DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + DebugLogAutoDisableFrames = 0; + DebugLocateFrames = 0; + DebugBeginReturnValueCullDepth = -1; + DebugItemPickerActive = false; + DebugItemPickerMouseButton = ImGuiMouseButton_Left; + DebugItemPickerBreakId = 0; + DebugFlashStyleColorTime = 0.0f; + DebugFlashStyleColorIdx = ImGuiCol_COUNT; + DebugHoveredDockNode = NULL; + + // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations + DebugBreakInWindow = 0; + DebugBreakInTable = 0; + DebugBreakInLocateId = false; + DebugBreakKeyChord = ImGuiKey_Pause; + DebugBreakInShortcutRouting = ImGuiKey_None; + + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); + FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; + FramerateSecPerFrameAccum = 0.0f; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + memset(TempKeychordName, 0, sizeof(TempKeychordName)); +} + +void ImGui::Initialize() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow and ImGuiTable types + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); + } + TableSettingsAddSettingsHandler(); + + // Setup default localization table + LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS)); + + // Setup default ImGuiPlatformIO clipboard/IME handlers. + g.PlatformIO.Platform_GetClipboardTextFn = Platform_GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations + g.PlatformIO.Platform_SetClipboardTextFn = Platform_SetClipboardTextFn_DefaultImpl; + g.PlatformIO.Platform_OpenInShellFn = Platform_OpenInShellFn_DefaultImpl; + g.PlatformIO.Platform_SetImeDataFn = Platform_SetImeDataFn_DefaultImpl; + + // Create default viewport + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; + viewport->Idx = 0; + viewport->PlatformWindowCreated = true; + viewport->Flags = ImGuiViewportFlags_OwnedByApp; + g.Viewports.push_back(viewport); + g.TempBuffer.resize(1024 * 3 + 1, 0); + g.ViewportCreatedCount++; + g.PlatformIO.Viewports.push_back(g.Viewports[0]); + + // Build KeysMayBeCharInput[] lookup table (1 bool per named key) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9) + || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period + || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent + || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual) + g.KeysMayBeCharInput.SetBit(key); + +#ifdef IMGUI_HAS_DOCK + // Initialize Docking + DockContextInitialize(&g); +#endif + + g.Initialized = true; +} + +// This function is merely here to free heap allocations. +void ImGui::Shutdown() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?"); + IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?"); + + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + if (g.IO.Fonts && g.FontAtlasOwnedByContext) + { + g.IO.Fonts->Locked = false; + IM_DELETE(g.IO.Fonts); + } + g.IO.Fonts = NULL; + g.DrawListSharedData.TempBuffer.clear(); + + // Cleanup of other data are conditional on actually having initialized Dear ImGui. + if (!g.Initialized) + return; + + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + + // Destroy platform windows + DestroyPlatformWindows(); + + // Shutdown extensions + DockContextShutdown(&g); + + CallContextHooks(&g, ImGuiContextHookType_Shutdown); + + // Clear everything else + g.Windows.clear_delete(); + g.WindowsFocusOrder.clear(); + g.WindowsTempSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.ActiveIdWindow = NULL; + g.MovingWindow = NULL; + + g.KeysRoutingTable.Clear(); + + g.ColorStack.clear(); + g.StyleVarStack.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.BeginPopupStack.clear(); + g.TreeNodeStack.clear(); + + g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; + g.Viewports.clear_delete(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + + g.ClipperTempData.clear_destruct(); + + g.Tables.Clear(); + g.TablesTempData.clear_destruct(); + g.DrawChannelsTempMergeBuffer.clear(); + + g.MultiSelectStorage.Clear(); + g.MultiSelectTempData.clear_destruct(); + + g.ClipboardHandlerData.clear(); + g.MenusIdSubmittedThisFrame.clear(); + g.InputTextState.ClearFreeMemory(); + g.InputTextDeactivatedState.ClearFreeMemory(); + + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); + + if (g.LogFile) + { +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + if (g.LogFile != stdout) +#endif + ImFileClose(g.LogFile); + g.LogFile = NULL; + } + g.LogBuffer.clear(); + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + + g.Initialized = false; +} + +// No specific ordering/dependency support, will see as needed +ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_); + g.Hooks.push_back(*hook); + g.Hooks.back().HookId = ++g.HookIdNext; + return g.HookIdNext; +} + +// Deferred removal, avoiding issue with changing vector while iterating it +void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook_id != 0); + for (ImGuiContextHook& hook : g.Hooks) + if (hook.HookId == hook_id) + hook.Type = ImGuiContextHookType_PendingRemoval_; +} + +// Call context hooks (used by e.g. test engine) +// We assume a small number of hooks so all stored in same array +void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) +{ + ImGuiContext& g = *ctx; + for (ImGuiContextHook& hook : g.Hooks) + if (hook.Type == hook_type) + hook.Callback(&g, &hook); +} + +//----------------------------------------------------------------------------- +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +//----------------------------------------------------------------------------- + +// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods +ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL) +{ + memset(this, 0, sizeof(*this)); + Ctx = ctx; + Name = ImStrdup(name); + NameBufLen = (int)strlen(name) + 1; + ID = ImHashStr(name); + IDStack.push_back(ID); + ViewportAllowPlatformMonitorExtend = -1; + ViewportPos = ImVec2(FLT_MAX, FLT_MAX); + MoveId = GetID("#MOVE"); + TabId = GetID("#TAB"); + ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); + AutoFitFramesX = AutoFitFramesY = -1; + AutoPosLastDirection = ImGuiDir_None; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0; + SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + LastFrameActive = -1; + LastFrameJustFocused = -1; + LastTimeActive = -1.0f; + FontWindowScale = FontDpiScale = 1.0f; + SettingsOffset = -1; + DockOrder = -1; + DrawList = &DrawListInst; + DrawList->_OwnerName = Name; + DrawList->_Data = &Ctx->DrawListSharedData; + NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX); + IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass(); +} + +ImGuiWindow::~ImGuiWindow() +{ + IM_ASSERT(DrawList == &DrawListInst); + IM_DELETE(Name); + ColumnsStorage.clear_destruct(); +} + +static void SetCurrentWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow = window; + g.StackSizesInBeginForCurrentWindow = g.CurrentWindow ? &g.CurrentWindowStack.back().StackSizesInBegin : NULL; + g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; + if (window) + { + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize; + ImGui::NavUpdateCurrentWindowIsScrollPushableX(); + } +} + +void ImGui::GcCompactTransientMiscBuffers() +{ + ImGuiContext& g = *GImGui; + g.ItemFlagsStack.clear(); + g.GroupStack.clear(); + g.MultiSelectTempDataStacked = 0; + g.MultiSelectTempData.clear_destruct(); + TableGcCompactSettings(); +} + +// Free up/compact internal window buffers, we can use this when a window becomes unused. +// Not freed: +// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data) +// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. +void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + window->MemoryCompacted = true; + window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; + window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; + window->IDStack.clear(); + window->DrawList->_ClearFreeMemory(); + window->DC.ChildWindows.clear(); + window->DC.ItemWidthStack.clear(); + window->DC.TextWrapPosStack.clear(); +} + +void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. + // The other buffers tends to amortize much faster. + window->MemoryCompacted = false; + window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); + window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); + window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; +} + +void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + // Clear previous active id + if (g.ActiveId != 0) + { + // While most behaved code would make an effort to not steal active id during window move/drag operations, + // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch + // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that. + if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n"); + g.MovingWindow = NULL; + } + + // Store deactivate data + ImGuiDeactivatedItemData* deactivated_data = &g.DeactivatedItemData; + deactivated_data->ID = g.ActiveId; + deactivated_data->ElapseFrame = (g.LastItemData.ID == g.ActiveId) ? g.FrameCount : g.FrameCount + 1; // FIXME: OK to use LastItemData? + deactivated_data->HasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; + deactivated_data->IsAlive = (g.ActiveIdIsAlive == g.ActiveId); + + // This could be written in a more general way (e.g associate a hook to ActiveId), + // but since this is currently quite an exception we'll leave it as is. + // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveID() + if (g.InputTextState.ID == g.ActiveId) + InputTextDeactivateHook(g.ActiveId); + } + + // Set active id + g.ActiveIdIsJustActivated = (g.ActiveId != id); + if (g.ActiveIdIsJustActivated) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : ""); + g.ActiveIdTimer = 0.0f; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; + g.ActiveIdMouseButton = -1; + if (id != 0) + { + g.LastActiveId = id; + g.LastActiveIdTimer = 0.0f; + } + } + g.ActiveId = id; + g.ActiveIdAllowOverlap = false; + g.ActiveIdNoClearOnFocusLoss = false; + g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdFromShortcut = false; + if (id) + { + g.ActiveIdIsAlive = id; + g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None); + } + + // Clear declaration of inputs claimed by the widget + // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; +} + +void ImGui::ClearActiveID() +{ + SetActiveID(0, NULL); // g.ActiveId = 0; +} + +void ImGui::SetHoveredID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.HoveredId = id; + g.HoveredIdAllowOverlap = false; + if (id != 0 && g.HoveredIdPreviousFrame != id) + g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; +} + +ImGuiID ImGui::GetHoveredID() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; +} + +void ImGui::MarkItemEdited(ImGuiID id) +{ + // This marking is to be able to provide info for IsItemDeactivatedAfterEdit(). + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data. + ImGuiContext& g = *GImGui; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_NoMarkEdited) + return; + if (g.ActiveId == id || g.ActiveId == 0) + { + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; + } + + // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343) + // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714) + IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id || (g.CurrentMultiSelect != NULL && g.BoxSelectState.IsActive)); + + //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; +} + +bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) +{ + // An active popup disable hovering on other windows (apart from its own children) + // FIXME-OPT: This could be cached/stored within the window. + ImGuiContext& g = *GImGui; + if (g.NavWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree) + if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The 'else' is important because Modal windows are also Popups. + bool want_inhibit = false; + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + want_inhibit = true; + else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + want_inhibit = true; + + // Inhibit hover unless the window is within the stack of our modal/popup + if (want_inhibit) + if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window)) + return false; + } + + // Filter by viewport + if (window->Viewport != g.MouseViewport) + if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree) + return false; + + return true; +} + +static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiHoveredFlags_DelayNormal) + return g.Style.HoverDelayNormal; + if (flags & ImGuiHoveredFlags_DelayShort) + return g.Style.HoverDelayShort; + return 0.0f; +} + +static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags) +{ + // Allow instance flags to override shared flags + if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal)) + shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal); + return user_flags | shared_flags; +} + +// This is roughly matching the behavior of internal-facing ItemHoverable() +// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() +// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId +bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0, "Invalid flags for IsItemHovered()!"); + + if (g.NavHighlightItemUnderNav && g.NavCursorVisible && !(flags & ImGuiHoveredFlags_NoNavOverride)) + { + if (!IsItemFocused()) + return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav); + } + else + { + // Test for bounding box overlap, as updated as ItemAdd() + ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; + if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + + // Done with rectangle culling so we can perform heavier checks now + // Test if we are hovering the right window (our window could be behind another window) + // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable + // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was + // the test that has been running for a long while. + if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0) + return false; + + // Test if another item is active (e.g. being dragged) + const ImGuiID id = g.LastItemData.ID; + if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId) + return false; + + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_NoWindowHoverableCheck)) + return false; + + // Test if the item is disabled + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + // Special handling for calling after Begin() which represent the title bar or tab. + // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin) + // will never be overwritten so we need to detect the case. + if (id == window->MoveId && window->WriteAccessed) + return false; + + // Test if using AllowOverlap and overlapped + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap) && id != 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0) + if (g.HoveredIdPreviousFrame != g.LastItemData.ID) + return false; + } + + // Handle hover delay + // (some ideas: https://www.nngroup.com/articles/timing-exposing-content) + const float delay = CalcDelayFromHoveredFlags(flags); + if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary)) + { + ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromPos(g.LastItemData.Rect.Min); + if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id)) + g.HoverItemDelayTimer = 0.0f; + g.HoverItemDelayId = hover_delay_id; + + // When changing hovered item we requires a bit of stationary delay before activating hover timer, + // but once unlocked on a given item we also moving. + //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); } + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id) + return false; + + if (g.HoverItemDelayTimer < delay) + return false; + } + + return true; +} + +// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). +// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call) +// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28. +// If you used this in your legacy/custom widgets code: +// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.ItemFlags'. +// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable. +bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Detect ID conflicts +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0 && g.HoveredIdPreviousFrame == id && (item_flags & ImGuiItemFlags_AllowDuplicateId) == 0) + { + g.HoveredIdPreviousFrameItemCount++; + if (g.DebugDrawIdConflicts == id) + window->DrawList->AddRect(bb.Min - ImVec2(1,1), bb.Max + ImVec2(1,1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f); + } +#endif + + if (g.HoveredWindow != window) + return false; + if (!IsMouseHoveringRect(bb.Min, bb.Max)) + return false; + + if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) + return false; + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + if (!g.ActiveIdFromShortcut) + return false; + + // Done with rectangle culling so we can perform heavier checks now. + if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) + { + g.HoveredIdIsDisabled = true; + return false; + } + + // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level + // hover test in widgets code. We could also decide to split this function is two. + if (id != 0) + { + // Drag source doesn't report as hovered + if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + return false; + + SetHoveredID(id); + + // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. + // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test. + if (item_flags & ImGuiItemFlags_AllowOverlap) + { + g.HoveredIdAllowOverlap = true; + if (g.HoveredIdPreviousFrame != id) + return false; + } + + // Display shortcut (only works with mouse) + // (ImGuiItemStatusFlags_HasShortcut in LastItemData denotes we want a tooltip) + if (id == g.LastItemData.ID && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasShortcut) && g.ActiveId != id) + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal)) + SetTooltip("%s", GetKeyChordName(g.LastItemData.Shortcut)); + } + + // When disabled we'll return false but still set HoveredId + if (item_flags & ImGuiItemFlags_Disabled) + { + // Release active id if turning disabled + if (g.ActiveId == id && id != 0) + ClearActiveID(); + g.HoveredIdIsDisabled = true; + return false; + } + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + // [DEBUG] Item Picker tool! + // We perform the check here because reaching is path is rare (1~ time a frame), + // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered + // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost. + if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakId == id) + IM_DEBUG_BREAK(); + } +#endif + + if (g.NavHighlightItemUnderNav && (item_flags & ImGuiItemFlags_NoNavDisableMouseHover) == 0) + return false; + + return true; +} + +// FIXME: This is inlined/duplicated in ItemAdd() +// FIXME: The id != 0 path is not used by our codebase, may get rid of it? +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!bb.Overlaps(window->ClipRect)) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) + return true; + return false; +} + +// This is also inlined in ItemAdd() +// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect. +void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) +{ + ImGuiContext& g = *GImGui; + g.LastItemData.ID = item_id; + g.LastItemData.ItemFlags = in_flags; + g.LastItemData.StatusFlags = item_flags; + g.LastItemData.Rect = g.LastItemData.NavRect = item_rect; +} + +float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) +{ + if (wrap_pos_x < 0.0f) + return 0.0f; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (wrap_pos_x == 0.0f) + { + // We could decide to setup a default wrapping max point for auto-resizing windows, + // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function? + //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) + // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x); + //else + wrap_pos_x = window->WorkRect.Max.x; + } + else if (wrap_pos_x > 0.0f) + { + wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space + } + + return ImMax(wrap_pos_x - pos.x, 1.0f); +} + +// IM_ALLOC() == ImGui::MemAlloc() +void* ImGui::MemAlloc(size_t size) +{ + void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size); +#endif + return ptr; +} + +// IM_FREE() == ImGui::MemFree() +void ImGui::MemFree(void* ptr) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ptr != NULL) + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1); +#endif + return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); +} + +// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames" +void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size) +{ + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + IM_UNUSED(ptr); + if (entry->FrameCount != frame_count) + { + info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf); + entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + entry->FrameCount = frame_count; + entry->AllocCount = entry->FreeCount = 0; + } + if (size != (size_t)-1) + { + //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, (int)size, ptr); + entry->AllocCount++; + info->TotalAllocCount++; + } + else + { + //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr); + entry->FreeCount++; + info->TotalFreeCount++; + } +} + +const char* ImGui::GetClipboardText() +{ + ImGuiContext& g = *GImGui; + return g.PlatformIO.Platform_GetClipboardTextFn ? g.PlatformIO.Platform_GetClipboardTextFn(&g) : ""; +} + +void ImGui::SetClipboardText(const char* text) +{ + ImGuiContext& g = *GImGui; + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + g.PlatformIO.Platform_SetClipboardTextFn(&g, text); +} + +const char* ImGui::GetVersion() +{ + return IMGUI_VERSION; +} + +ImGuiIO& ImGui::GetIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->IO; +} + +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiIO& ImGui::GetIOEx(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->IO; +} + +ImGuiPlatformIO& ImGui::GetPlatformIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext()?"); + return GImGui->PlatformIO; +} + +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiPlatformIO& ImGui::GetPlatformIOEx(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->PlatformIO; +} + +// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() +ImDrawData* ImGui::GetDrawData() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = g.Viewports[0]; + return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; +} + +double ImGui::GetTime() +{ + return GImGui->Time; +} + +int ImGui::GetFrameCount() +{ + return GImGui->FrameCount; +} + +static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) +{ + // Create the draw list on demand, because they are not frequently used for all viewports + ImGuiContext& g = *GImGui; + IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists)); + ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no]; + if (draw_list == NULL) + { + draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); + draw_list->_OwnerName = drawlist_name; + viewport->BgFgDrawLists[drawlist_no] = draw_list; + } + + // Our ImDrawList system requires that there is always a command + if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount) + { + draw_list->_ResetForNewFrame(); + draw_list->PushTextureID(g.IO.Fonts->TexID); + draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); + viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount; + } + return draw_list; +} + +ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) +{ + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background"); +} + +ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) +{ + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); +} + +ImDrawListSharedData* ImGui::GetDrawListSharedData() +{ + return &GImGui->DrawListSharedData; +} + +void ImGui::StartMouseMovingWindow(ImGuiWindow* window) +{ + // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. + // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. + // This is because we want ActiveId to be set even when the window is not permitted to move. + ImGuiContext& g = *GImGui; + FocusWindow(window); + SetActiveID(window->MoveId, window); + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + + bool can_move_window = true; + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (ImGuiDockNode* node = window->DockNodeAsHost) + if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (can_move_window) + g.MovingWindow = window; +} + +// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. +void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock) +{ + ImGuiContext& g = *GImGui; + bool can_undock_node = false; + if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0) + { + // Can undock if: + // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window) + // - part of a dockspace node hierarchy: so we can undock the last single visible node too. Undocking from a fixed/central node will create a new node and copy windows. + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that. + can_undock_node = true; + } + + const bool clicked = IsMouseClicked(0); + const bool dragging = IsMouseDragging(0); + if (can_undock_node && dragging) + DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame + else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window) + StartMouseMovingWindow(window); +} + +// Handle mouse moving window +// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() +// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId. +// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, +// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. +void ImGui::UpdateMouseMovingWindowNewFrame() +{ + ImGuiContext& g = *GImGui; + if (g.MovingWindow != NULL) + { + // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). + // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. + KeepAliveID(g.ActiveId); + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree); + ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree; + + // When a window stop being submitted while being dragged, it may will its viewport until next Begin() + const bool window_disappared = (!moving_window->WasActive && !moving_window->Active); + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared) + { + ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; + if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) + { + SetWindowPos(moving_window, pos, ImGuiCond_Always); + if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. + { + moving_window->Viewport->Pos = pos; + moving_window->Viewport->UpdateWorkRect(); + } + } + FocusWindow(g.MovingWindow); + } + else + { + if (!window_disappared) + { + // Try to merge the window back into the main viewport. + // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); + + // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. + if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted()) + g.MouseViewport = moving_window->Viewport; + + // Clear the NoInput window flag set by the Viewport system + if (moving_window->Viewport) + moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; + } + + g.MovingWindow = NULL; + ClearActiveID(); + } + } + else + { + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. + if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) + { + KeepAliveID(g.ActiveId); + if (!g.IO.MouseDown[0]) + ClearActiveID(); + } + } +} + +// Initiate focusing and moving window when clicking on empty space or title bar. +// Initiate focusing window when clicking on a disabled item. +// Handle left-click and right-click focus. +void ImGui::UpdateMouseMovingWindowEndFrame() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId != 0 || (g.HoveredId != 0 && !g.HoveredIdIsDisabled)) + return; + + // Unless we just made a window/popup appear + if (g.NavWindow && g.NavWindow->Appearing) + return; + + // Click on empty space to focus window and start moving + // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) + if (g.IO.MouseClicked[0]) + { + // Handle the edge case of a popup being closed while clicking in its empty space. + // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. + ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; + const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); + + if (root_window != NULL && !is_closed_popup) + { + StartMouseMovingWindow(g.HoveredWindow); //-V595 + + // Cancel moving if clicked outside of title bar + if (g.IO.ConfigWindowsMoveFromTitleBarOnly) + if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive) + if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; + + // Cancel moving if clicked over an item which was disabled or inhibited by popups + // (when g.HoveredIdIsDisabled == true && g.HoveredId == 0 we are inhibited by popups, when g.HoveredIdIsDisabled == true && g.HoveredId != 0 we are over a disabled item)0 already) + if (g.HoveredIdIsDisabled) + g.MovingWindow = NULL; + } + else if (root_window == NULL && g.NavWindow != NULL) + { + // Clicking on void disable focus + FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal); + } + } + + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) + if (g.IO.MouseClicked[1] && g.HoveredId == 0) + { + // Find the top-most window between HoveredWindow and the top-most Modal Window. + // This is where we can trim the popup stack. + ImGuiWindow* modal = GetTopMostPopupModal(); + bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal)); + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + } +} + +// This is called during NewFrame()->UpdateViewportsNewFrame() only. +// Need to keep in sync with SetWindowPos() +static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) +{ + window->Pos += delta; + window->ClipRect.Translate(delta); + window->OuterRectClipped.Translate(delta); + window->InnerRect.Translate(delta); + window->DC.CursorPos += delta; + window->DC.CursorStartPos += delta; + window->DC.CursorMaxPos += delta; + window->DC.IdealMaxPos += delta; +} + +static void ScaleWindow(ImGuiWindow* window, float scale) +{ + ImVec2 origin = window->Viewport->Pos; + window->Pos = ImFloor((window->Pos - origin) * scale + origin); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + window->ContentSize = ImTrunc(window->ContentSize * scale); +} + +static bool IsWindowActiveAndVisible(ImGuiWindow* window) +{ + return (window->Active) && (!window->Hidden); +} + +// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) +void ImGui::UpdateHoveredWindowAndCaptureFlags() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING + // by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow. + g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); + + // Find the window hovered by mouse: + // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. + // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + bool clear_hovered_windows = false; + FindHoveredWindowEx(g.IO.MousePos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow); + IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); + g.HoveredWindowBeforeClear = g.HoveredWindow; + + // Modal windows prevents mouse from hovering behind them. + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ? + clear_hovered_windows = true; + + // Disabled mouse hovering (we don't currently clear MousePos, we could) + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + clear_hovered_windows = true; + + // We track click ownership. When clicked outside of a window the click is owned by the application and + // won't report hovering nor request capture even while dragging over our windows afterward. + const bool has_open_popup = (g.OpenPopupStack.Size > 0); + const bool has_open_modal = (modal_window != NULL); + int mouse_earliest_down = -1; + bool mouse_any_down = false; + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + if (io.MouseClicked[i]) + { + io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup; + io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal; + } + mouse_any_down |= io.MouseDown[i]; + if (io.MouseDown[i] || io.MouseReleased[i]) // Increase release frame for our evaluation of earliest button (#1392) + if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down]) + mouse_earliest_down = i; + } + const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down]; + const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down]; + + // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. + // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) + const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; + if (!mouse_avail && !mouse_dragging_extern_payload) + clear_hovered_windows = true; + + if (clear_hovered_windows) + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app) + // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag + if (g.WantCaptureMouseNextFrame != -1) + { + io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0); + } + else + { + io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup; + io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal; + } + + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) + io.WantCaptureKeyboard = false; + if ((io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) == 0) + { + if ((g.ActiveId != 0) || (modal_window != NULL)) + io.WantCaptureKeyboard = true; + else if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && io.ConfigNavCaptureKeyboard) + io.WantCaptureKeyboard = true; + } + if (g.WantCaptureKeyboardNextFrame != -1) // Manual override + io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible + io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; +} + +// Called once a frame. Followed by SetCurrentFont() which sets up the remaining data. +static void SetupDrawListSharedData() +{ + ImGuiContext& g = *GImGui; + ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiViewportP* viewport : g.Viewports) + virtual_space.Add(viewport->GetMainRect()); + g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedLinesUseTex && !(g.IO.Fonts->Flags & ImFontAtlasFlags_NoBakedLines)) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + + // Remove pending delete hooks before frame start. + // This deferred removal avoid issues of removal while iterating the hook vector + for (int n = g.Hooks.Size - 1; n >= 0; n--) + if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_) + g.Hooks.erase(&g.Hooks[n]); + + CallContextHooks(&g, ImGuiContextHookType_NewFramePre); + + // Check and assert for various common IO and Configuration mistakes + g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame; + ErrorCheckNewFrameSanityChecks(); + g.ConfigFlagsCurrFrame = g.IO.ConfigFlags; + + // Load settings on first frame, save settings when modified (after a delay) + UpdateSettings(); + + g.Time += g.IO.DeltaTime; + g.WithinFrameScope = true; + g.FrameCount += 1; + g.TooltipOverrideCount = 0; + g.WindowsActiveCount = 0; + g.MenusIdSubmittedThisFrame.resize(0); + + // Calculate frame-rate for the user, as a purely luxurious feature + g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); + g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; + + // Process input queue (trickle as many events as possible), turn events into writes to IO structure + g.InputEventsTrail.resize(0); + UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); + + // Update viewports (after processing input queue, so io.MouseHoveredViewport is set) + UpdateViewportsNewFrame(); + + // Setup current font and draw list shared data + // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! + g.IO.Fonts->Locked = true; + SetupDrawListSharedData(); + SetCurrentFont(GetDefaultFont()); + IM_ASSERT(g.Font->IsLoaded()); + + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. + for (ImGuiViewportP* viewport : g.Viewports) + { + viewport->DrawData = NULL; + viewport->DrawDataP.Valid = false; + } + + // Drag and drop keep the source ID alive so even if the source disappear our state is consistent + if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) + KeepAliveID(g.DragDropPayload.SourceId); + + // [DEBUG] + if (!g.IO.ConfigDebugHighlightIdConflicts || !g.IO.KeyCtrl) // Count is locked while holding CTRL + g.DebugDrawIdConflicts = 0; + if (g.IO.ConfigDebugHighlightIdConflicts && g.HoveredIdPreviousFrameItemCount > 1) + g.DebugDrawIdConflicts = g.HoveredIdPreviousFrame; + + // Update HoveredId data + if (!g.HoveredIdPreviousFrame) + g.HoveredIdTimer = 0.0f; + if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) + g.HoveredIdNotActiveTimer = 0.0f; + if (g.HoveredId) + g.HoveredIdTimer += g.IO.DeltaTime; + if (g.HoveredId && g.ActiveId != g.HoveredId) + g.HoveredIdNotActiveTimer += g.IO.DeltaTime; + g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredIdPreviousFrameItemCount = 0; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + g.HoveredIdIsDisabled = false; + + // Clear ActiveID if the item is not alive anymore. + // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd(). + // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves. + if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n"); + ClearActiveID(); + } + + // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) + if (g.ActiveId) + g.ActiveIdTimer += g.IO.DeltaTime; + g.LastActiveIdTimer += g.IO.DeltaTime; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdIsJustActivated = false; + if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) + g.TempInputId = 0; + if (g.ActiveId == 0) + { + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; + } + if (g.DeactivatedItemData.ElapseFrame < g.FrameCount) + g.DeactivatedItemData.ID = 0; + g.DeactivatedItemData.IsAlive = false; + + // Record when we have been stationary as this state is preserved while over same item. + // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values. + // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function. + if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverItemUnlockedStationaryId = g.HoverItemDelayId; + else if (g.HoverItemDelayId == 0) + g.HoverItemUnlockedStationaryId = 0; + if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID; + else if (g.HoveredWindow == NULL) + g.HoverWindowUnlockedStationaryId = 0; + + // Update hover delay for IsItemHovered() with delays and tooltips + g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId; + if (g.HoverItemDelayId != 0) + { + g.HoverItemDelayTimer += g.IO.DeltaTime; + g.HoverItemDelayClearTimer = 0.0f; + g.HoverItemDelayId = 0; + } + else if (g.HoverItemDelayTimer > 0.0f) + { + // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps + // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle. + g.HoverItemDelayClearTimer += g.IO.DeltaTime; + if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate + g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer. + } + + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSource = false; + g.DragDropWithinTarget = false; + g.DragDropHoldJustPressedId = 0; + g.TooltipPreviousWindow = NULL; + + // Close popups on focus lost (currently wip/opt-in) + //if (g.IO.AppFocusLost) + // ClosePopupsExceptModals(); + + // Update keyboard input state + UpdateKeyboardInputs(); + + //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl)); + //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift)); + //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); + //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); + + // Update keyboard/gamepad navigation + NavUpdate(); + + // Update mouse input state + UpdateMouseInputs(); + + // Undocking + // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) + DockContextNewFrameUpdateUndocking(&g); + + // Mark all windows as not visible and compact unused memory. + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); + const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; + for (ImGuiWindow* window : g.Windows) + { + window->WasActive = window->Active; + window->Active = false; + window->WriteAccessed = false; + window->BeginCountPreviousFrame = window->BeginCount; + window->BeginCount = 0; + + // Garbage collect transient buffers of recently unused windows + if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); + } + + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + // (currently needs to be done after the WasActive=Active loop and FindHoveredWindowEx uses ->Active) + UpdateHoveredWindowAndCaptureFlags(); + + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindowNewFrame(); + + // Background darkening/whitening + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); + + g.MouseCursor = ImGuiMouseCursor_Arrow; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; + + // Platform IME data: reset for the frame + g.PlatformImeDataPrev = g.PlatformImeData; + g.PlatformImeData.WantVisible = false; + + // Mouse wheel scrolling, scale + UpdateMouseWheel(); + + // Garbage collect transient buffers of recently unused tables + for (int i = 0; i < g.TablesLastTimeActive.Size; i++) + if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) + TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); + for (ImGuiTableTempData& table_temp_data : g.TablesTempData) + if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time) + TableGcCompactTransientBuffers(&table_temp_data); + if (g.GcCompactAll) + GcCompactTransientMiscBuffers(); + g.GcCompactAll = false; + + // Closing the focused window restore focus to the first active root window in descending z-order + if (g.NavWindow && !g.NavWindow->WasActive) + FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); + + // No window should be open at the beginning of the frame. + // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. + g.CurrentWindowStack.resize(0); + g.BeginPopupStack.resize(0); + g.ItemFlagsStack.resize(0); + g.ItemFlagsStack.push_back(ImGuiItemFlags_AutoClosePopups); // Default flags + g.CurrentItemFlags = g.ItemFlagsStack.back(); + g.GroupStack.resize(0); + + // Docking + DockContextNewFrameUpdateDocking(&g); + + // [DEBUG] Update debug features +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + UpdateDebugToolItemPicker(); + UpdateDebugToolStackQueries(); + UpdateDebugToolFlashStyleColor(); + if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0) + { + g.DebugLocateId = 0; + g.DebugBreakInLocateId = false; + } + if (g.DebugLogAutoDisableFrames > 0 && --g.DebugLogAutoDisableFrames == 0) + { + DebugLog("(Debug Log: Auto-disabled some ImGuiDebugLogFlags after 2 frames)\n"); + g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags; + g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + } +#endif + + // Create implicit/fallback window - which we will only render it if the user has added something to it. + // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. + // This fallback is particularly important as it prevents ImGui:: calls from crashing. + g.WithinFrameScopeWithImplicitWindow = true; + SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); + IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); + + // Store stack sizes + g.ErrorCountCurrentFrame = 0; + ErrorRecoveryStoreState(&g.StackSizesInNewFrame); + + // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack, + // allowing to validate correct Begin/End behavior in user code. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.IO.ConfigDebugBeginReturnValueLoop) + g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10); + else + g.DebugBeginReturnValueCullDepth = -1; +#endif + + CallContextHooks(&g, ImGuiContextHookType_NewFramePost); +} + +// FIXME: Add a more explicit sort order in the window structure. +static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) +{ + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; + if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) + return d; + if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) + return d; + return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); +} + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) +{ + out_sorted_windows->push_back(window); + if (window->Active) + { + int count = window->DC.ChildWindows.Size; + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + for (int i = 0; i < count; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (child->Active) + AddWindowToSortBuffer(out_sorted_windows, child); + } + } +} + +static void AddWindowToDrawData(ImGuiWindow* window, int layer) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = window->Viewport; + IM_ASSERT(viewport != NULL); + g.IO.MetricsRenderWindows++; + if (window->DrawList->_Splitter._Count > 1) + window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows. + ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList); + for (ImGuiWindow* child : window->DC.ChildWindows) + if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active + AddWindowToDrawData(child, layer); +} + +static inline int GetWindowDisplayLayer(ImGuiWindow* window) +{ + return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; +} + +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static inline void AddRootWindowToDrawData(ImGuiWindow* window) +{ + AddWindowToDrawData(window, GetWindowDisplayLayer(window)); +} + +static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder) +{ + int n = builder->Layers[0]->Size; + int full_size = n; + for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++) + full_size += builder->Layers[i]->Size; + builder->Layers[0]->resize(full_size); + for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++) + { + ImVector* layer = builder->Layers[layer_n]; + if (layer->empty()) + continue; + memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*)); + n += layer->Size; + layer->resize(0); + } +} + +static void InitViewportDrawData(ImGuiViewportP* viewport) +{ + ImGuiIO& io = ImGui::GetIO(); + ImDrawData* draw_data = &viewport->DrawDataP; + + viewport->DrawData = draw_data; // Make publicly accessible + viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists; + viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1; + viewport->DrawDataBuilder.Layers[0]->resize(0); + viewport->DrawDataBuilder.Layers[1]->resize(0); + + // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode, + // and to allow applications/backends to easily skip rendering. + // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure. + // This is because the work has been done already, and its wasted! We should fix that and add optimizations for + // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline. + const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0; + + draw_data->Valid = true; + draw_data->CmdListsCount = 0; + draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; + draw_data->DisplayPos = viewport->Pos; + draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; + draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? + draw_data->OwnerViewport = viewport; +} + +// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. +// - When using this function it is sane to ensure that float are perfectly rounded to integer values, +// so that e.g. (int)(max.x-min.x) in user's render produce correct result. +// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect(): +// some frequently called functions which to modify both channels and clipping simultaneously tend to use the +// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds. +// - This is analoguous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack, +// which in the case of ClipRect is not so problematic but tends to be more restrictive for fonts. +void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +void ImGui::PopClipRect() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PopClipRect(); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window) +{ + for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--) + if (IsWindowActiveAndVisible(window->DC.ChildWindows[n])) + return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]); + return window; +} + +static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + ImGuiViewportP* viewport = window->Viewport; + ImRect viewport_rect = viewport->GetMainRect(); + + // Draw behind window by moving the draw command at the FRONT of the draw list + { + // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing. + // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. + ImDrawList* draw_list = window->RootWindowDockTree->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that) + draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); + ImDrawCmd cmd = draw_list->CmdBuffer.back(); + IM_ASSERT(cmd.ElemCount == 6); + draw_list->CmdBuffer.pop_back(); + draw_list->CmdBuffer.push_front(cmd); + draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. + draw_list->PopClipRect(); + } + + // Draw over sibling docking nodes in a same docking tree + if (window->RootWindow->DockIsActive) + { + ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false); + RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding); + draw_list->PopClipRect(); + } +} + +ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* bottom_most_visible_window = parent_window; + for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + if (!IsWindowWithinBeginStackOf(window, parent_window)) + break; + if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window)) + bottom_most_visible_window = window; + } + return bottom_most_visible_window; +} + +// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage. +// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds(). +static void ImGui::RenderDimmedBackgrounds() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal(); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + return; + const bool dim_bg_for_modal = (modal_window != NULL); + const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active); + if (!dim_bg_for_modal && !dim_bg_for_window_list) + return; + + ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL }; + if (dim_bg_for_modal) + { + // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. + ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); + RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio)); + viewports_already_dimmed[0] = modal_window->Viewport; + } + else if (dim_bg_for_window_list) + { + // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window + RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport) + RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport; + viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL; + + // Draw border around CTRL+Tab target window + ImGuiWindow* window = g.NavWindowingTargetAnim; + ImGuiViewport* viewport = window->Viewport; + float distance = g.FontSize; + ImRect bb = window->Rect(); + bb.Expand(distance); + if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y) + bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward + window->DrawList->ChannelsMerge(); + if (window->DrawList->CmdBuffer.Size == 0) + window->DrawList->AddDrawCmd(); + window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); + window->DrawList->PopClipRect(); + } + + // Draw dimming background on _other_ viewports than the ones our windows are in + for (ImGuiViewportP* viewport : g.Viewports) + { + if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1]) + continue; + if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window)) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); + } +} + +// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. +void ImGui::EndFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + // Don't process EndFrame() multiple times. + if (g.FrameCountEnded == g.FrameCount) + return; + IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePre); + + // [EXPERIMENTAL] Recover from errors + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverState(&g.StackSizesInNewFrame); + ErrorCheckEndFrameSanityChecks(); + ErrorCheckEndFrameFinalizeErrorTooltip(); + + // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + ImGuiPlatformImeData* ime_data = &g.PlatformImeData; + if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) + { + ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport); + IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); + if (viewport == NULL) + viewport = GetMainViewport(); + g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data); + } + + // Hide implicit/fallback "Debug" window if it hasn't been used + g.WithinFrameScopeWithImplicitWindow = false; + if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) + g.CurrentWindow->Active = false; + End(); + + // Update navigation: CTRL+Tab, wrap-around requests + NavEndFrame(); + + // Update docking + DockContextEndFrame(&g); + + SetCurrentViewport(NULL, NULL); + + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if (g.DragDropActive) + { + bool is_delivered = g.DragDropPayload.Delivery; + bool is_elapsed = (g.DragDropSourceFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_PayloadAutoExpire) || g.DragDropMouseButton == -1 || !IsMouseDown(g.DragDropMouseButton)); + if (is_delivered || is_elapsed) + ClearDragDrop(); + } + + // Drag and Drop: Fallback for missing source tooltip. This is not ideal but better than nothing. + // If you want to handle source item disappearing: instead of submitting your description tooltip + // in the BeginDragDropSource() block of the dragged item, you can submit them from a safe single spot + // (e.g. end of your item loop, or before EndFrame) by reading payload data. + // In the typical case, the contents of drag tooltip should be possible to infer solely from payload data. + if (g.DragDropActive && g.DragDropSourceFrameCount + 1 < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + g.DragDropWithinSource = true; + SetTooltip("..."); + g.DragDropWithinSource = false; + } + + // End frame + g.WithinFrameScope = false; + g.FrameCountEnded = g.FrameCount; + + // Initiate moving window + handle left-click and right-click focus + UpdateMouseMovingWindowEndFrame(); + + // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) + UpdateViewportsEndFrame(); + + // Sort the window list so that all child windows are after their parent + // We cannot do that on FocusWindow() because children may not exist yet + g.WindowsTempSortBuffer.resize(0); + g.WindowsTempSortBuffer.reserve(g.Windows.Size); + for (ImGuiWindow* window : g.Windows) + { + if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it + continue; + AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); + } + + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. + IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size); + g.Windows.swap(g.WindowsTempSortBuffer); + g.IO.MetricsActiveWindows = g.WindowsActiveCount; + + // Unlock font atlas + g.IO.Fonts->Locked = false; + + // Clear Input data for next frame + g.IO.MousePosPrev = g.IO.MousePos; + g.IO.AppFocusLost = false; + g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; + g.IO.InputQueueCharacters.resize(0); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePost); +} + +// Prepare the data for rendering so you can call GetDrawData() +// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all: +// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) +void ImGui::Render() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + if (g.FrameCountEnded != g.FrameCount) + EndFrame(); + if (g.FrameCountRendered == g.FrameCount) + return; + g.FrameCountRendered = g.FrameCount; + + g.IO.MetricsRenderWindows = 0; + CallContextHooks(&g, ImGuiContextHookType_RenderPre); + + // Add background ImDrawList (for each active viewport) + for (ImGuiViewportP* viewport : g.Viewports) + { + InitViewportDrawData(viewport); + if (viewport->BgFgDrawLists[0] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); + } + + // Draw modal/window whitening backgrounds + RenderDimmedBackgrounds(); + + // Add ImDrawList to render + ImGuiWindow* windows_to_render_top_most[2]; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL; + windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); + for (ImGuiWindow* window : g.Windows) + { + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) + AddRootWindowToDrawData(window); + } + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); + + // Draw software mouse cursor if requested by io.MouseDrawCursor flag + if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None) + RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + + // Setup ImDrawData structures for end-user + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; + for (ImGuiViewportP* viewport : g.Viewports) + { + FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder); + + // Add foreground ImDrawList (for each active viewport) + if (viewport->BgFgDrawLists[1] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); + + // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch). + ImDrawData* draw_data = &viewport->DrawDataP; + IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount); + for (ImDrawList* draw_list : draw_data->CmdLists) + draw_list->_PopUnusedDrawCmd(); + + g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; + g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; + } + + CallContextHooks(&g, ImGuiContextHookType_RenderPost); +} + +// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. +// CalcTextSize("") should return ImVec2(0.0f, g.FontSize) +ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) +{ + ImGuiContext& g = *GImGui; + + const char* text_display_end; + if (hide_text_after_double_hash) + text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string + else + text_display_end = text_end; + + ImFont* font = g.Font; + const float font_size = g.FontSize; + if (text == text_display_end) + return ImVec2(0.0f, font_size); + ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); + + // Round + // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out. + // FIXME: Investigate using ceilf or e.g. + // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c + // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html + text_size.x = IM_TRUNC(text_size.x + 0.99999f); + + return text_size; +} + +// Find window given position, search front-to-back +// - Typically write output back to g.HoveredWindow and g.HoveredWindowUnderMovingWindow. +// - FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// called, aka before the next Begin(). Moving window isn't affected. +// - The 'find_first_and_in_any_viewport = true' mode is only used by TestEngine. It is simpler to maintain here. +void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window_under_moving_window = NULL; + + // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) + ImGuiViewportP* backup_moving_window_viewport = NULL; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + { + backup_moving_window_viewport = g.MovingWindow->Viewport; + g.MovingWindow->Viewport = g.MouseViewport; + if (!(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + hovered_window = g.MovingWindow; + } + + ImVec2 padding_regular = g.Style.TouchExtraPadding; + ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (!window->WasActive || window->Hidden) + continue; + if (window->Flags & ImGuiWindowFlags_NoMouseInputs) + continue; + IM_ASSERT(window->Viewport); + if (window->Viewport != g.MouseViewport) + continue; + + // Using the clipped AABB, a child window will typically be clipped by its parent (not always) + ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize; + if (!window->OuterRectClipped.ContainsWithPad(pos, hit_padding)) + continue; + + // Support for one rectangular hole in any given window + // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) + if (window->HitTestHoleSize.x != 0) + { + ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y); + ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y); + if (ImRect(hole_pos, hole_pos + hole_size).Contains(pos)) + continue; + } + + if (find_first_and_in_any_viewport) + { + hovered_window = window; + break; + } + else + { + if (hovered_window == NULL) + hovered_window = window; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (hovered_window_under_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)) + hovered_window_under_moving_window = window; + if (hovered_window && hovered_window_under_moving_window) + break; + } + } + + *out_hovered_window = hovered_window; + if (out_hovered_window_under_moving_window != NULL) + *out_hovered_window_under_moving_window = hovered_window_under_moving_window; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + g.MovingWindow->Viewport = backup_moving_window_viewport; +} + +bool ImGui::IsItemActive() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + return g.ActiveId == g.LastItemData.ID; + return false; +} + +bool ImGui::IsItemActivated() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID) + return true; + return false; +} + +bool ImGui::IsItemDeactivated() +{ + ImGuiContext& g = *GImGui; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; + return (g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount); +} + +bool ImGui::IsItemDeactivatedAfterEdit() +{ + ImGuiContext& g = *GImGui; + return IsItemDeactivated() && g.DeactivatedItemData.HasBeenEditedBefore; +} + +// == (GetItemID() == GetFocusID() && GetFocusID() != 0) +bool ImGui::IsItemFocused() +{ + ImGuiContext& g = *GImGui; + if (g.NavId != g.LastItemData.ID || g.NavId == 0) + return false; + + // Special handling for the dummy item after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + ImGuiWindow* window = g.CurrentWindow; + if (g.LastItemData.ID == window->ID && window->WriteAccessed) + return false; + + return true; +} + +// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! +// Most widgets have specific reactions based on mouse-up/down state, mouse position etc. +bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) +{ + return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); +} + +bool ImGui::IsItemToggledOpen() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; +} + +// Call after a Selectable() or TreeNode() involved in multi-selection. +// Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose. +// This is only meant to be called inside a BeginMultiSelect()/EndMultiSelect() block. +// (Outside of multi-select, it would be misleading/ambiguous to report this signal, as widgets +// return e.g. a pressed event and user code is in charge of altering selection in ways we cannot predict.) +bool ImGui::IsItemToggledSelection() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentMultiSelect != NULL); // Can only be used inside a BeginMultiSelect()/EndMultiSelect() + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; +} + +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. +bool ImGui::IsAnyItemHovered() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; +} + +bool ImGui::IsAnyItemActive() +{ + ImGuiContext& g = *GImGui; + return g.ActiveId != 0; +} + +bool ImGui::IsAnyItemFocused() +{ + ImGuiContext& g = *GImGui; + return g.NavId != 0 && g.NavCursorVisible; +} + +bool ImGui::IsItemVisible() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0; +} + +bool ImGui::IsItemEdited() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0; +} + +// Allow next item to be overlapped by subsequent items. +// This works by requiring HoveredId to match for two subsequent frames, +// so if a following items overwrite it our interactions will naturally be disabled. +void ImGui::SetNextItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead. +void ImGui::SetItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (g.HoveredId == id) + g.HoveredIdAllowOverlap = true; + if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id. + g.ActiveIdAllowOverlap = true; +} +#endif + +// This is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations. +// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version if needed? +void ImGui::SetActiveIdUsingAllKeyboardKeys() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId != 0); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1; + g.ActiveIdUsingAllKeyboardKeys = true; + NavMoveRequestCancel(); +} + +ImGuiID ImGui::GetItemID() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.ID; +} + +ImVec2 ImGui::GetItemRectMin() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Min; +} + +ImVec2 ImGui::GetItemRectMax() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Max; +} + +ImVec2 ImGui::GetItemRectSize() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.GetSize(); +} + +// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'. +// ImGuiChildFlags_Borders is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details! +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiID id = GetCurrentWindow()->GetID(str_id); + return BeginChildEx(str_id, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + return BeginChildEx(NULL, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + IM_ASSERT(id != 0); + + // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument. + const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle | ImGuiChildFlags_NavFlattened; + IM_UNUSED(ImGuiChildFlags_SupportedMask_); + IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?"); + IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!"); + if (child_flags & ImGuiChildFlags_AlwaysAutoResize) + { + IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding) + child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding; + if (window_flags & ImGuiWindowFlags_NavFlattened) + child_flags |= ImGuiChildFlags_NavFlattened; +#endif + if (child_flags & ImGuiChildFlags_AutoResizeX) + child_flags &= ~ImGuiChildFlags_ResizeX; + if (child_flags & ImGuiChildFlags_AutoResizeY) + child_flags &= ~ImGuiChildFlags_ResizeY; + + // Set window flags + window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking; + window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize)) + window_flags |= ImGuiWindowFlags_AlwaysAutoResize; + if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0) + window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; + + // Special framed style + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding); + child_flags |= ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding; + window_flags |= ImGuiWindowFlags_NoMove; + } + + // Forward size + // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set. + // (the alternative would to store conditional flags per axis, which is possible but more code) + const ImVec2 size_avail = GetContentRegionAvail(); + const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y); + ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y); + + // A SetNextWindowSize() call always has priority (#8020) + // (since the code in Begin() never supported SizeVal==0.0f aka auto-resize via SetNextWindowSize() call, we don't support it here for now) + // FIXME: We only support ImGuiCond_Always in this path. Supporting other paths would requires to obtain window pointer. + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) != 0 && (g.NextWindowData.SizeCond & ImGuiCond_Always) != 0) + { + if (g.NextWindowData.SizeVal.x > 0.0f) + { + size.x = g.NextWindowData.SizeVal.x; + child_flags &= ~ImGuiChildFlags_ResizeX; + } + if (g.NextWindowData.SizeVal.y > 0.0f) + { + size.y = g.NextWindowData.SizeVal.y; + child_flags &= ~ImGuiChildFlags_ResizeY; + } + } + SetNextWindowSize(size); + + // Forward child flags (we allow prior settings to merge but it'll only work for adding flags) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) + g.NextWindowData.ChildFlags |= child_flags; + else + g.NextWindowData.ChildFlags = child_flags; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags; + + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround. + // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it. + const char* temp_window_name; + /*if (name && parent_window->IDStack.back() == parent_window->ID) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack + else*/ + if (name) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id); + else + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id); + + // Set style + const float backup_border_size = g.Style.ChildBorderSize; + if ((child_flags & ImGuiChildFlags_Borders) == 0) + g.Style.ChildBorderSize = 0.0f; + + // Begin into window + const bool ret = Begin(temp_window_name, NULL, window_flags); + + // Restore style + g.Style.ChildBorderSize = backup_border_size; + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PopStyleVar(3); + PopStyleColor(); + } + + ImGuiWindow* child_window = g.CurrentWindow; + child_window->ChildId = id; + + // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. + // While this is not really documented/defined, it seems that the expected thing to do. + if (child_window->BeginCount == 1) + parent_window->DC.CursorPos = child_window->Pos; + + // Process navigation-in immediately so NavInit can run on first frame + // Can enter a child if (A) it has navigable items or (B) it can be scrolled. + const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id); + if (g.ActiveId == temp_id_for_activation) + ClearActiveID(); + if (g.NavActivateId == id && !(child_flags & ImGuiChildFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY)) + { + FocusWindow(child_window); + NavInitWindow(child_window, false); + SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item + g.ActiveIdSource = g.NavInputSource; + } + return ret; +} + +void ImGui::EndChild() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* child_window = g.CurrentWindow; + + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; + IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls + + g.WithinEndChildID = child_window->ID; + ImVec2 child_size = child_window->Size; + End(); + if (child_window->BeginCount == 1) + { + ImGuiWindow* parent_window = g.CurrentWindow; + ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size); + ItemSize(child_size); + const bool nav_flattened = (child_window->ChildFlags & ImGuiChildFlags_NavFlattened) != 0; + if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !nav_flattened) + { + ItemAdd(bb, child_window->ChildId); + RenderNavCursor(bb, child_window->ChildId); + + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) + if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow) + RenderNavCursor(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavRenderCursorFlags_Compact); + } + else + { + // Not navigable into + // - This is a bit of a fringe use case, mostly useful for undecorated, non-scrolling contents childs, or empty childs. + // - We could later decide to not apply this path if ImGuiChildFlags_FrameStyle or ImGuiChildFlags_Borders is set. + ItemAdd(bb, child_window->ChildId, NULL, ImGuiItemFlags_NoNav); + + // But when flattened we directly reach items, adjust active layer mask accordingly + if (nav_flattened) + parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext; + } + if (g.HoveredWindow == child_window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + g.WithinEndChildID = backup_within_end_child_id; + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) +{ + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); + window->SetWindowDockAllowFlags = enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~flags); +} + +ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); +} + +ImGuiWindow* ImGui::FindWindowByName(const char* name) +{ + ImGuiID id = ImHashStr(name); + return FindWindowByID(id); +} + +static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->ViewportPos = main_viewport->Pos; + if (settings->ViewportId) + { + window->ViewportId = settings->ViewportId; + window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); + } + window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y)); + if (settings->Size.x > 0 && settings->Size.y > 0) + window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y)); + window->Collapsed = settings->Collapsed; + window->DockId = settings->DockId; + window->DockOrder = settings->DockOrder; +} + +static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + // Initial window state with e.g. default/arbitrary window position + // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->Pos = main_viewport->Pos + ImVec2(60, 60); + window->Size = window->SizeFull = ImVec2(0, 0); + window->ViewportPos = main_viewport->Pos; + window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + + if (settings != NULL) + { + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); + ApplyWindowSettings(window, settings); + } + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values + + if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) + { + window->AutoFitFramesX = window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } + else + { + if (window->Size.x <= 0.0f) + window->AutoFitFramesX = 2; + if (window->Size.y <= 0.0f) + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); + } +} + +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) +{ + // Create window the first time + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); + window->Flags = flags; + g.WindowsById.SetVoidPtr(window->ID, window); + + ImGuiWindowSettings* settings = NULL; + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0) + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + + InitOrLoadWindowSettings(window, settings); + + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) + g.Windows.push_front(window); // Quite slow but rare and only once + else + g.Windows.push_back(window); + + return window; +} + +static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window) +{ + return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window; +} + +static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) +{ + return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; +} + +static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window) +{ + // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + // FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller. + // Perhaps should tend further a neater test for this. + ImGuiContext& g = *GImGui; + ImVec2 size_min; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) + { + size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f; + } + else + { + size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f; + } + + // Reduce artifacts with very small windows + ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); + size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight + window_for_height->MenuBarHeight + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); + return size_min; +} + +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) +{ + ImGuiContext& g = *GImGui; + ImVec2 new_size = size_desired; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max. + ImRect cr = g.NextWindowData.SizeConstraintRect; + new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; + new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; + if (g.NextWindowData.SizeCallback) + { + ImGuiSizeCallbackData data; + data.UserData = g.NextWindowData.SizeCallbackUserData; + data.Pos = window->Pos; + data.CurrentSize = window->SizeFull; + data.DesiredSize = new_size; + g.NextWindowData.SizeCallback(&data); + new_size = data.DesiredSize; + } + new_size.x = IM_TRUNC(new_size.x); + new_size.y = IM_TRUNC(new_size.y); + } + + // Minimum size + ImVec2 size_min = CalcWindowMinSize(window); + return ImMax(new_size, size_min); +} + +static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal) +{ + bool preserve_old_content_sizes = false; + if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + preserve_old_content_sizes = true; + else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + preserve_old_content_sizes = true; + if (preserve_old_content_sizes) + { + *content_size_current = window->ContentSize; + *content_size_ideal = window->ContentSizeIdeal; + return; + } + + content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); + content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); +} + +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x; + const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y; + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars); + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Tooltip always resize + return size_desired; + } + else + { + // Maximum window size is determined by the viewport size or monitor size + ImVec2 size_min = CalcWindowMinSize(window); + ImVec2 size_max = ImVec2(FLT_MAX, FLT_MAX); + + // Child windows are layed within their parent (unless they are also popups/menus) and thus have no restriction + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || (window->Flags & ImGuiWindowFlags_Popup) != 0) + { + if (!window->ViewportOwned) + size_max = ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; + const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f; + } + + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, size_max)); + + // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one axis may be auto-fit when calculating scrollbars, + // we may need to compute/store three variants of size_auto_fit, for x/y/xy. + // Here we implement a workaround for child windows only, but a full solution would apply to normal windows as well: + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && !(window->ChildFlags & ImGuiChildFlags_ResizeY)) + size_auto_fit.y = window->SizeFull.y; + else if (!(window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->ChildFlags & ImGuiChildFlags_ResizeY)) + size_auto_fit.x = window->SizeFull.x; + + // When the window cannot fit all contents (either because of constraints, either because screen is too small), + // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. + ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + if (will_have_scrollbar_x) + size_auto_fit.y += style.ScrollbarSize; + if (will_have_scrollbar_y) + size_auto_fit.x += style.ScrollbarSize; + return size_auto_fit; + } +} + +ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) +{ + ImVec2 size_contents_current; + ImVec2 size_contents_ideal; + CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + return size_final; +} + +static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window) +{ + if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + return ImGuiCol_PopupBg; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive) + return ImGuiCol_ChildBg; + return ImGuiCol_WindowBg; +} + +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) +{ + ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left + ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right + ImVec2 size_expected = pos_max - pos_min; + ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); + *out_pos = pos_min; + if (corner_norm.x == 0.0f) + out_pos->x -= (size_constrained.x - size_expected.x); + if (corner_norm.y == 0.0f) + out_pos->y -= (size_constrained.y - size_expected.y); + *out_size = size_constrained; +} + +// Data for resizing from resize grip / corner +struct ImGuiResizeGripDef +{ + ImVec2 CornerPosN; + ImVec2 InnerDir; + int AngleMin12, AngleMax12; +}; +static const ImGuiResizeGripDef resize_grip_def[4] = +{ + { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right + { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left + { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused) +}; + +// Data for resizing from borders +struct ImGuiResizeBorderDef +{ + ImVec2 InnerDir; // Normal toward inside + ImVec2 SegmentN1, SegmentN2; // End positions, normalized (0,0: upper left) + float OuterAngle; // Angle toward outside +}; +static const ImGuiResizeBorderDef resize_border_def[4] = +{ + { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left + { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down +}; + +static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) +{ + ImRect rect = window->Rect(); + if (thickness == 0.0f) + rect.Max -= ImVec2(1, 1); + if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } + if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } + IM_ASSERT(0); + return ImRect(); +} + +// 0..3: corners (Lower-right, Lower-left, Unused, Unused) +ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) +{ + IM_ASSERT(n >= 0 && n < 4); + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Borders (Left, Right, Up, Down) +ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) +{ + IM_ASSERT(dir >= 0 && dir < 4); + int n = (int)dir + 4; + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Handle resize for: Resize Grips, Borders, Gamepad +// Return true when using auto-fit (double-click on resize grip) +static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window. + return false; + + int ret_auto_fit_mask = 0x00; + const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float grip_hover_inner_size = (resize_grip_count > 0) ? IM_TRUNC(grip_draw_size * 0.75f) : 0.0f; + const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; + + ImRect clamp_rect = visibility_rect; + const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar); + if (window_move_from_title_bar) + clamp_rect.Min.y -= window->TitleBarHeight; + + ImVec2 pos_target(FLT_MAX, FLT_MAX); + ImVec2 size_target(FLT_MAX, FLT_MAX); + + // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time). + // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. + // This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it. + // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. + // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). + // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup. + const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration); + if (clip_with_viewport_rect) + window->ClipRect = window->Viewport->GetMainRect(); + + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Manual resize grips + PushID("#RESIZE"); + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); + + // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window + bool hovered, held; + ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size); + if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); + if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered || held) + SetMouseCursor((resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE); + + if (held && g.IO.MouseDoubleClicked[0]) + { + // Auto-fit when double-clicking + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit_mask = 0x03; // Both axises + ClearActiveID(); + } + else if (held) + { + // Resize from any of the four corners + // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position + ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX); + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip + corner_target = ImClamp(corner_target, clamp_min, clamp_max); + CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); + } + + // Only lower-left grip is visible before hovering/activating + if (resize_grip_n == 0 || held || hovered) + resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); + } + + int resize_border_mask = 0x00; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0); + else + resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00; + for (int border_n = 0; border_n < 4; border_n++) + { + if ((resize_border_mask & (1 << border_n)) == 0) + continue; + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + + bool hovered, held; + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() + ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) + hovered = false; + if (hovered || held) + SetMouseCursor((axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS); + if (held && g.IO.MouseDoubleClicked[0]) + { + // Double-clicking bottom or right border auto-fit on this axis + // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one side may be auto-fit when calculating scrollbars. + // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases. + if (border_n == 1 || border_n == 3) // Right and bottom border + { + size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis]; + ret_auto_fit_mask |= (1 << axis); + hovered = held = false; // So border doesn't show highlighted at new position + } + ClearActiveID(); + } + else if (held) + { + // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop. + // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually. + // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it! + const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true)); + if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing) + { + g.WindowResizeBorderExpectedRect = border_rect; + g.WindowResizeRelativeMode = false; + } + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0) + g.WindowResizeRelativeMode = true; + + const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size); + const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis]; + const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above. + + // Use absolute mode position + ImVec2 border_target = window->Pos; + border_target[axis] = border_target_abs_mode_for_axis; + + // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position. + bool ignore_resize = false; + if (g.WindowResizeRelativeMode) + { + //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode"); + border_target[axis] = border_target_rel_mode_for_axis; + if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis)) + ignore_resize = true; + } + + // Clamp, apply + ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX); + border_target = ImClamp(border_target, clamp_min, clamp_max); + if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent + { + ImGuiWindow* parent_window = window->ParentWindow; + ImGuiWindowFlags parent_flags = parent_window->Flags; + ImRect border_limit_rect = parent_window->InnerRect; + border_limit_rect.Expand(ImVec2(-ImMax(parent_window->WindowPadding.x, parent_window->WindowBorderSize), -ImMax(parent_window->WindowPadding.y, parent_window->WindowBorderSize))); + if ((axis == ImGuiAxis_X) && ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar))) + border_target.x = ImClamp(border_target.x, border_limit_rect.Min.x, border_limit_rect.Max.x); + if ((axis == ImGuiAxis_Y) && (parent_flags & ImGuiWindowFlags_NoScrollbar)) + border_target.y = ImClamp(border_target.y, border_limit_rect.Min.y, border_limit_rect.Max.y); + } + if (!ignore_resize) + CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); + } + if (hovered) + *border_hovered = border_n; + if (held) + *border_held = border_n; + } + PopID(); + + // Restore nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + // Navigation resize (keyboard/gamepad) + // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user. + // Not even sure the callback works here. + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window) + { + ImVec2 nav_resize_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown); + if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f) + { + const float NAV_RESIZE_SPEED = 600.0f; + const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step; + g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size + g.NavWindowingToggleLayer = false; + g.NavHighlightItemUnderNav = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored); + g.NavWindowingAccumDeltaSize -= accum_floored; + } + } + } + + // Apply back modified position/size to window + const ImVec2 curr_pos = window->Pos; + const ImVec2 curr_size = window->SizeFull; + if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x)) + window->Size.x = window->SizeFull.x = size_target.x; + if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y)) + window->Size.y = window->SizeFull.y = size_target.y; + if (pos_target.x != FLT_MAX && window->Pos.x != ImTrunc(pos_target.x)) + window->Pos.x = ImTrunc(pos_target.x); + if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y)) + window->Pos.y = ImTrunc(pos_target.y); + if (curr_pos.x != window->Pos.x || curr_pos.y != window->Pos.y || curr_size.x != window->SizeFull.x || curr_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); + + // Recalculate next expected border expected coordinates + if (*border_held != -1) + g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + + return ret_auto_fit_mask; +} + +static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImVec2 size_for_clamping = window->Size; + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && window->DockNodeAsHost) + size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here. + else if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + size_for_clamping.y = window->TitleBarHeight; + window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); +} + +static void RenderWindowOuterSingleBorder(ImGuiWindow* window, int border_n, ImU32 border_col, float border_size) +{ + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const float rounding = window->WindowRounding; + const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(border_col, ImDrawFlags_None, border_size); +} + +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + const float border_size = window->WindowBorderSize; + const ImU32 border_col = GetColorU32(ImGuiCol_Border); + if (border_size > 0.0f && (window->Flags & ImGuiWindowFlags_NoBackground) == 0) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, 0, window->WindowBorderSize); + else if (border_size > 0.0f) + { + if (window->ChildFlags & ImGuiChildFlags_ResizeX) // Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border. + RenderWindowOuterSingleBorder(window, 1, border_col, border_size); + if (window->ChildFlags & ImGuiChildFlags_ResizeY) + RenderWindowOuterSingleBorder(window, 3, border_col, border_size); + } + if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1) + { + const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered; + const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // Thicker than usual + } + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + float y = window->Pos.y + window->TitleBarHeight - 1; + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), border_col, g.Style.FrameBorderSize); + } +} + +// Draw background and borders +// Draw and handle scrollbars +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Ensure that Scrollbar() doesn't read last frame's SkipItems + IM_ASSERT(window->BeginCount == 0); + window->SkipItems = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + const float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && g.NavCursorVisible) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse) + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + bool is_docking_transparent_payload = false; + if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) + if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) + is_docking_transparent_payload = true; + + ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); + if (window->ViewportOwned) + { + bg_col |= IM_COL32_A_MASK; // No alpha + if (is_docking_transparent_payload) + window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; + } + else + { + // Adjust alpha. For docking + bool override_alpha = false; + float alpha = 1.0f; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + { + alpha = g.NextWindowData.BgAlphaVal; + override_alpha = true; + } + if (is_docking_transparent_payload) + { + alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override? + override_alpha = true; + } + if (override_alpha) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + } + + // Render, for docked windows and host windows we ensure bg goes before decorations + if (window->DockIsActive) + window->DockNode->LastBgColor = bg_col; + ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + } + if (window->DockIsActive) + window->DockNode->IsBgDrawnThisFrame = true; + + // Title bar + // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, + // in order for their pos/size to be matching their undocking state.) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock + ImGuiDockNode* node = window->DockNode; + if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar()) + { + float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f); + float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f); + ImVec2 p = node->Pos; + ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); + ImGuiID unhide_id = window->GetID("#UNHIDE"); + KeepAliveID(unhide_id); + bool hovered, held; + if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren)) + node->WantHiddenTabBarToggle = true; + else if (held && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button + + // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. + ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImU32 col = resize_grip_col[resize_grip_n]; + if ((col & IM_COL32_A_MASK) == 0) + continue; + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(col); + } + } + + // Borders (for dock node host they will be rendered over after the tab bar) + if (handle_borders_and_resize_grips && !window->DockNodeAsHost) + RenderWindowOuterBorders(window); + } + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; +} + +// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead. +// Render title text, collapse button, close button +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref? + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y); + pad_l += button_sz + style.ItemInnerSpacing.x; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + g.CurrentItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f; + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correctly. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos; + marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x); + marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; + if (marker_pos.x > layout_r.Min.x) + { + RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text)); + clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); + } + } + //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); +} + +void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) +{ + window->ParentWindow = parent_window; + window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + { + window->RootWindowDockTree = parent_window->RootWindowDockTree; + if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) + window->RootWindow = parent_window->RootWindow; + } + if (parent_window && (flags & ImGuiWindowFlags_Popup)) + window->RootWindowPopupTree = parent_window->RootWindowPopupTree; + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ? + window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; + while (window->RootWindowForNav->ChildFlags & ImGuiChildFlags_NavFlattened) + { + IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); + window->RootWindowForNav = window->RootWindowForNav->ParentWindow; + } +} + +// [EXPERIMENTAL] Called by Begin(). NextWindowData is valid at this point. +// This is designed as a toy/test-bed for +void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + window->SkipRefresh = false; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0) + return; + if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh) + { + // FIXME-IDLE: Tests for e.g. mouse clicks or keyboard while focused. + if (window->Appearing) // If currently appearing + return; + if (window->Hidden) // If was hidden (previous frame) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnHover) && g.HoveredWindow) + if (window->RootWindow == g.HoveredWindow->RootWindow || IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, window)) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnFocus) && g.NavWindow) + if (window->RootWindow == g.NavWindow->RootWindow || IsWindowWithinBeginStackOf(g.NavWindow->RootWindow, window)) + return; + window->DrawList = NULL; + window->SkipRefresh = true; + } +} + +static void SetWindowActiveForSkipRefresh(ImGuiWindow* window) +{ + window->Active = true; + for (ImGuiWindow* child : window->DC.ChildWindows) + if (!child->Hidden) + { + child->Active = child->SkipRefresh = true; + SetWindowActiveForSkipRefresh(child); + } +} + +// Push a new Dear ImGui window to add widgets to. +// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. +// - Begin/End can be called multiple times during the frame with the same window name to append content. +// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). +// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. +// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. +// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. +bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required + IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet + + // Find or create + ImGuiWindow* window = FindWindowByName(name); + const bool window_just_created = (window == NULL); + if (window_just_created) + window = CreateNewWindow(name, flags); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInWindow == window->ID) + IM_DEBUG_BREAK(); + + // Automatically disable manual moving/resizing when NoInputs is set + if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) + flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; + + const int current_frame = g.FrameCount; + const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); + + // Update the Appearing flag (note: the BeginDocked() path may also set this to true later) + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed + window_just_activated_by_user |= (window != popup_ref.Window); + } + + // Update Flags, LastFrameActive, BeginOrderXXX fields + const bool window_was_appearing = window->Appearing; + if (first_begin_of_the_frame) + { + UpdateWindowInFocusOrderList(window, window_just_created, flags); + window->Appearing = window_just_activated_by_user; + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + window->FlagsPreviousFrame = window->Flags; + window->Flags = (ImGuiWindowFlags)flags; + window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0; + window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); + } + else + { + flags = window->Flags; + } + + // Docking + // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock) + SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); + if (first_begin_of_the_frame) + { + bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); + bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); + bool dock_node_was_visible = window->DockNodeIsVisible; + bool dock_tab_was_visible = window->DockTabIsVisible; + if (has_dock_node || new_auto_dock_node) + { + BeginDocked(window, p_open); + flags = window->Flags; + if (window->DockIsActive) + { + IM_ASSERT(window->DockNode != NULL); + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints + } + + // Amend the Appearing flag + if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing) + { + window->Appearing = true; + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + } + } + else + { + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + } + } + + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + + // We allow window memory to be compacted so recreate the base stack when needed. + if (window->IDStack.Size == 0) + window->IDStack.push_back(window->ID); + + // Add to stack + g.CurrentWindow = window; + g.CurrentWindowStack.resize(g.CurrentWindowStack.Size + 1); + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); + window_stack_data.Window = window; + window_stack_data.ParentLastItemDataBackup = g.LastItemData; + window_stack_data.DisabledOverrideReenable = (flags & ImGuiWindowFlags_Tooltip) && (g.CurrentItemFlags & ImGuiItemFlags_Disabled); + ErrorRecoveryStoreState(&window_stack_data.StackSizesInBegin); + g.StackSizesInBeginForCurrentWindow = &window_stack_data.StackSizesInBegin; + if (flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuDepth++; + + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if (first_begin_of_the_frame) + { + UpdateWindowParentAndRootLinks(window, flags, parent_window); + window->ParentWindowInBeginStack = parent_window_in_stack; + + // Focus route + // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack, + // Use for e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798) + window->ParentWindowForFocusRoute = (window->RootWindow != window) ? parent_window_in_stack : NULL; + if (window->ParentWindowForFocusRoute == NULL && window->DockNode != NULL) + if (window->DockNode->MergedFlags & ImGuiDockNodeFlags_DockedWindowsInFocusRoute) + window->ParentWindowForFocusRoute = window->DockNode->HostWindow; + + // Override with SetNextWindowClass() field or direct call to SetWindowParentWindowForFocusRoute() + if (window->WindowClass.FocusRouteParentWindowId != 0) + { + window->ParentWindowForFocusRoute = FindWindowByID(window->WindowClass.FocusRouteParentWindowId); + IM_ASSERT(window->ParentWindowForFocusRoute != 0); // Invalid value for FocusRouteParentWindowId. + } + } + + // Add to focus scope stack + PushFocusScope((window->ChildFlags & ImGuiChildFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID); + window->NavRootFocusScopeId = g.CurrentFocusScopeId; + + // Add to popup stacks: update OpenPopupStack[] data, push to BeginPopupStack[] + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + popup_ref.Window = window; + popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent; + g.BeginPopupStack.push_back(popup_ref); + window->PopupId = popup_ref.PopupId; + } + + // Process SetNextWindow***() calls + // (FIXME: Consider splitting the HasXXX flags into X/Y components + bool window_pos_set_by_api = false; + bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) + { + window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; + if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) + { + // May be processed on the next frame if this is our first frame and we are measuring size + // FIXME: Look into removing the branch so everything can go through this same code path for consistency. + window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + } + else + { + SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) + { + window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); + window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild() + g.NextWindowData.SizeVal.x = window->SizeFull.x; + if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) + g.NextWindowData.SizeVal.y = window->SizeFull.y; + SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) + { + if (g.NextWindowData.ScrollVal.x >= 0.0f) + { + window->ScrollTarget.x = g.NextWindowData.ScrollVal.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + if (g.NextWindowData.ScrollVal.y >= 0.0f) + { + window->ScrollTarget.y = g.NextWindowData.ScrollVal.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; + else if (first_begin_of_the_frame) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass) + window->WindowClass = g.NextWindowData.WindowClass; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) + SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) + FocusWindow(window); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + + // [EXPERIMENTAL] Skip Refresh mode + UpdateWindowSkipRefresh(window); + + // Nested root windows (typically tooltips) override disabled state + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + BeginDisabledOverrideReenable(); + + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindow = NULL; + + // When reusing window again multiple times a frame, just append content (don't need to setup again) + if (first_begin_of_the_frame && !window->SkipRefresh) + { + // Initialize + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + window->Active = true; + window->HasCloseButton = (p_open != NULL); + window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); + window->IDStack.resize(1); + window->DrawList->_ResetForNewFrame(); + window->DC.CurrentTableIdx = -1; + if (flags & ImGuiWindowFlags_DockNodeHost) + { + window->DrawList->ChannelsSplit(2); + window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later + } + + // Restore buffer capacity when woken from a compacted state, to avoid + if (window->MemoryCompacted) + GcAwakeTransientWindowBuffers(window); + + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). + // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. + bool window_title_visible_elsewhere = false; + if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive)) + window_title_visible_elsewhere = true; + else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + window_title_visible_elsewhere = true; + if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) + { + size_t buf_len = (size_t)window->NameBufLen; + window->Name = ImStrdupcpy(window->Name, &buf_len, name); + window->NameBufLen = (int)buf_len; + } + + // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS + + // Update contents size from last frame for auto-fitting (or use explicit size) + CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); + + // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors + // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because + // it has a single usage before this code block and may be set below before it is finally checked. + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; + if (window->HiddenFramesForRenderOnly > 0) + window->HiddenFramesForRenderOnly--; + + // Hide new windows for one frame until they calculate their size + if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) + window->HiddenFramesCannotSkipItems = 1; + + // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) + { + window->HiddenFramesCannotSkipItems = 1; + if (flags & ImGuiWindowFlags_AlwaysAutoResize) + { + if (!window_size_x_set_by_api) + window->Size.x = window->SizeFull.x = 0.f; + if (!window_size_y_set_by_api) + window->Size.y = window->SizeFull.y = 0.f; + window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f); + } + } + + // SELECT VIEWPORT + // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. + + WindowSelectViewport(window); + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + flags = window->Flags; + + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style. + + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow)) + window->WindowBorderSize = style.ChildBorderSize; + else + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + window->WindowPadding = style.WindowPadding; + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f) + window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + + // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + window->TitleBarHeight = (flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : g.FontSize + g.Style.FramePadding.y * 2.0f; + window->MenuBarHeight = (flags & ImGuiWindowFlags_MenuBar) ? window->DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0f : 0.0f; + + // Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible. + // Those flags will be altered further down in the function depending on more conditions. + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; + if (window_size_x_set_by_api && window->ContentSizeExplicit.x != 0.0f) + use_current_size_for_scrollbar_x = true; + if (window_size_y_set_by_api && window->ContentSizeExplicit.y != 0.0f) // #7252 + use_current_size_for_scrollbar_y = true; + + // Collapse window by double-clicking on title bar + // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive) + { + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), + // so verify that we don't have items over the title bar. + ImRect title_bar_rect = window->TitleBarRect(); + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && g.ActiveId == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max)) + if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_NoOwner) + window->WantCollapseToggle = true; + if (window->WantCollapseToggle) + { + window->Collapsed = !window->Collapsed; + if (!window->Collapsed) + use_current_size_for_scrollbar_y = true; + MarkIniSettingsDirty(window); + } + } + else + { + window->Collapsed = false; + } + window->WantCollapseToggle = false; + + // SIZE + + // Outer Decoration Sizes + // (we need to clear ScrollbarSize immediately as CalcWindowAutoFitSize() needs it and can be called from other locations). + const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes; + window->DecoOuterSizeX1 = 0.0f; + window->DecoOuterSizeX2 = 0.0f; + window->DecoOuterSizeY1 = window->TitleBarHeight + window->MenuBarHeight; + window->DecoOuterSizeY2 = 0.0f; + window->ScrollbarSizes = ImVec2(0.0f, 0.0f); + + // Calculate auto-fit size, handle automatic resize + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) + { + // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + if (!window_size_x_set_by_api) + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api) + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + } + else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + { + // Auto-fit may only grow window during the first few frames + // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + if (!window->Collapsed) + MarkIniSettingsDirty(window); + } + + // Apply minimum/maximum window size constraints and final size + window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; + + // POSITION + + // Popup latch its initial position, will position itself when it appears next frame + if (window_just_activated_by_user) + { + window->AutoPosLastDirection = ImGuiDir_None; + if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos() + window->Pos = g.BeginPopupStack.back().OpenPopupPos; + } + + // Position child window + if (flags & ImGuiWindowFlags_ChildWindow) + { + IM_ASSERT(parent_window && parent_window->Active); + window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; + parent_window->DC.ChildWindows.push_back(window); + if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = parent_window->DC.CursorPos; + } + + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); + if (window_pos_with_pivot) + SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) + else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = FindBestWindowPosForPopup(window); + + // Late create viewport if we don't fit within our current host viewport. + if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized)) + if (!window->Viewport->GetMainRect().Contains(window->Rect())) + { + // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) + //ImGuiViewport* old_viewport = window->Viewport; + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + + // FIXME-DPI + //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + } + + if (window->ViewportOwned) + WindowSyncOwnedViewport(window, parent_window_in_stack); + + // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) + // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. + ImRect viewport_rect(window->Viewport->GetMainRect()); + ImRect viewport_work_rect(window->Viewport->GetWorkRect()); + ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); + + // Clamp position/size so window stays visible within its viewport or monitor + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + // FIXME: Similar to code in GetWindowAllowedExtentRect() + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow)) + { + if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) + { + ClampWindowPos(window, visibility_rect); + } + else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) + { + if (g.MovingWindow != NULL && window->RootWindowDockTree == g.MovingWindow->RootWindowDockTree) + { + // While moving windows we allow them to straddle monitors (#7299, #3071) + visibility_rect = g.PlatformMonitorsFullWorkRect; + } + else + { + // When not moving ensure visible in its monitor + // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport. + const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport); + visibility_rect = ImRect(monitor->WorkPos, monitor->WorkPos + monitor->WorkSize); + } + visibility_rect.Expand(-visibility_padding); + ClampWindowPos(window, visibility_rect); + } + } + window->Pos = ImTrunc(window->Pos); + + // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) + // Large values tend to lead to variety of artifacts and are not recommended. + if (window->ViewportOwned || window->DockIsActive) + window->WindowRounding = 0.0f; + else + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + + // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. + //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f); + + // Apply window focus (new and reactivated windows are moved to front) + bool want_focus = false; + if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + { + if (flags & ImGuiWindowFlags_Popup) + want_focus = true; + else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip)) + want_focus = true; + } + + // [Test Engine] Register whole window in the item system (before submitting further decorations) +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (g.TestEngineHookItems) + { + IM_ASSERT(window->IDStack.Size == 1); + window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself. + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL); + IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); + window->IDStack.Size = 1; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + } +#endif + + // Decide if we are going to handle borders and resize grips + const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); + + // Handle manual resize: Resize Grips, Borders, Gamepad + int border_hovered = -1, border_held = -1; + ImU32 resize_grip_col[4] = {}; + const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + if (handle_borders_and_resize_grips && !window->Collapsed) + if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) + { + if (auto_fit_mask & (1 << ImGuiAxis_X)) + use_current_size_for_scrollbar_x = true; + if (auto_fit_mask & (1 << ImGuiAxis_Y)) + use_current_size_for_scrollbar_y = true; + } + window->ResizeBorderHovered = (signed char)border_hovered; + window->ResizeBorderHeld = (signed char)border_held; + + // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) + if (window->ViewportOwned) + { + if (!window->Viewport->PlatformRequestMove) + window->Viewport->Pos = window->Pos; + if (!window->Viewport->PlatformRequestResize) + window->Viewport->Size = window->Size; + window->Viewport->UpdateWorkRect(); + viewport_rect = window->Viewport->GetMainRect(); + } + + // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) + window->ViewportPos = window->Viewport->Pos; + + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // Intentionally use previous frame values for InnerRect and ScrollbarSizes. + // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + + // Amend the partially filled window->DecorationXXX values. + window->DecoOuterSizeX2 += window->ScrollbarSizes.x; + window->DecoOuterSizeY2 += window->ScrollbarSizes.y; + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depend on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. + + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + if (window->DockIsActive) + window->OuterRectClipped.Min.y += window->TitleBarHeight; + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - ScrollToRectEx() + // - NavUpdatePageUpPageDown() + // - Scrollbar() + window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1; + window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2; + + // Inner clipping rectangle. + // - Extend a outside of normal work region up to borders. + // - This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // - It also makes clipped items be more noticeable. + // - And is consistent on both axis (prior to 2024/05/03 ClipRect used WindowPadding.x * 0.5f on left and right edge), see #3312 + // - Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + + // Try to match the fact that our border is drawn centered over the window rectangle, rather than inner. + // This is why we do a *0.5f here. We don't currently even technically support large values for WindowBorderSize, + // see e.g #7887 #7888, but may do after we move the window border to become an inner border (and then we can remove the 0.5f here). + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + window->WindowBorderSize * 0.5f); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size * 0.5f); + window->InnerClipRect.Max.x = ImFloor(window->InnerRect.Max.x - window->WindowBorderSize * 0.5f); + window->InnerClipRect.Max.y = ImFloor(window->InnerRect.Max.y - window->WindowBorderSize * 0.5f); + window->InnerClipRect.ClipWithFull(host_rect); + + // Default item width. Make it proportional to window size if window manually resizes + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f); + else + window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f); + + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f; + + // DRAWING + + // Setup draw list and outer clipping rectangle + IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); + window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + PushClipRect(host_rect.Min, host_rect.Max, false); + + // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) + const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; + if (is_undocked_or_docked_visible) + { + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + { + // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) + // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs + ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL; + bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false; + bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0); + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping) + render_decorations_in_parent = true; + } + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; + + // Handle title bar, scrollbar, resize grips and resize borders + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); + + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + } + + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + window->ParentWorkRect = window->WorkRect; + + // [LEGACY] Content Region + // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling. + // Used by: + // - Mouse wheel scrolling + many other things + window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1; + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + + // Setup drawing context + // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) + window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x; + window->DC.GroupOffset.x = 0.0f; + window->DC.ColumnsOffset.x = 0.0f; + + // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. + // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. + double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x; + double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1; + window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y); + window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y)); + window->DC.CursorPos = window->DC.CursorStartPos; + window->DC.CursorPosPrevLine = window->DC.CursorPos; + window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.IdealMaxPos = window->DC.CursorStartPos; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; + window->DC.NavLayersActiveMaskNext = 0x00; + window->DC.NavIsScrollPushableX = true; + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f); + + window->DC.MenuBarAppending = false; + window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); + window->DC.TreeDepth = 0; + window->DC.TreeHasStackDataDepthMask = 0x00; + window->DC.ChildWindows.resize(0); + window->DC.StateStorage = &window->StateStorage; + window->DC.CurrentColumns = NULL; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + + window->DC.ItemWidth = window->ItemWidthDefault; + window->DC.TextWrapPos = -1.0f; // disabled + window->DC.ItemWidthStack.resize(0); + window->DC.TextWrapPosStack.resize(0); + if (flags & ImGuiWindowFlags_Modal) + window->DC.ModalDimBgColor = ColorConvertFloat4ToU32(GetStyleColorVec4(ImGuiCol_ModalWindowDimBg)); + + if (window->AutoFitFramesX > 0) + window->AutoFitFramesX--; + if (window->AutoFitFramesY > 0) + window->AutoFitFramesY--; + + // Clear SetNextWindowXXX data (can aim to move this higher in the function) + g.NextWindowData.ClearFlags(); + + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) + // We ImGuiFocusRequestFlags_UnlessBelowModal to: + // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed. + // - Position window behind the modal that is not a begin-parent of this window. + if (want_focus) + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + if (want_focus && window == g.NavWindow) + NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls + + // Close requested by platform window (apply to all windows in this viewport) + if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport()) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name); + *p_open = false; + g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing. + } + + // Pressing CTRL+C copy window content into the clipboard + // [EXPERIMENTAL] Breaks on nested Begin/End pairs. We need to work that out and add better logging scope. + // [EXPERIMENTAL] Text outputs has many issues. + if (g.IO.ConfigWindowsCopyContentsWithCtrlC) + if (g.NavWindow && g.NavWindow->RootWindow == window && g.ActiveId == 0 && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C)) + LogToClipboard(0); + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); + else if (!(flags & ImGuiWindowFlags_NoTitleBar) && window->DockIsActive) + LogText("%.*s\n", (int)(FindRenderedTextEnd(window->Name) - window->Name), window->Name); + + // Clear hit test shape every frame + window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; + + if (flags & ImGuiWindowFlags_Tooltip) + g.TooltipPreviousWindow = window; + + if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. + // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. + if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0) + BeginDockableDragDropSource(window); + + // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. + if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking)) + if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window) + if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) + BeginDockableDragDropTarget(window); + } + + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. + SetLastItemDataForWindow(window, title_bar_rect); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId)) + DebugLocateItemResolveWithLastItem(); +#endif + + // [Test Engine] Register title bar / tab with MoveId. +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + { + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData); + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + } +#endif + } + else + { + // Skip refresh always mark active + if (window->SkipRefresh) + SetWindowActiveForSkipRefresh(window); + + // Append + SetCurrentViewport(window, window->Viewport); + SetCurrentWindow(window); + g.NextWindowData.ClearFlags(); + SetLastItemDataForWindow(window, window->TitleBarRect()); + } + + if (!(flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); + + // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) + window->WriteAccessed = false; + window->BeginCount++; + + // Update visibility + if (first_begin_of_the_frame && !window->SkipRefresh) + { + // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. + // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. + // This is analogous to regular windows being hidden from one frame. + // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. + if (window->DockIsActive && !window->DockTabIsVisible) + { + if (window->LastFrameJustFocused == g.FrameCount) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu)) + { + // Child window can be out of sight and have "negative" clip windows. + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive); + const bool nav_request = (window->ChildFlags & ImGuiChildFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (!g.LogEnabled && !nav_request) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + { + if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) + window->HiddenFramesCanSkipItems = 1; + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + window->HiddenFramesCannotSkipItems = 1; + } + + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) + window->HiddenFramesCanSkipItems = 1; + + // Update the Hidden flag + bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0); + + // Disable inputs for requested number of frames + if (window->DisableInputsFrames > 0) + { + window->DisableInputsFrames--; + window->Flags |= ImGuiWindowFlags_NoInputs; + } + + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || hidden_regular) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; + + // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value. + if (window->SkipItems) + window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask; + + // Sanity check: there are two spots which can set Appearing = true + // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false + // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert. + if (window->SkipItems && !window->Appearing) + IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177 + } + else if (first_begin_of_the_frame) + { + // Skip refresh mode + window->SkipItems = true; + } + + // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors. + // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing) +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (!window->IsFallbackWindow) + if ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)) + { + if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; } + if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; } + return false; + } +#endif + + return !window->SkipItems; +} + +static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + if (window->DockIsActive) + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect); + else + SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(rect.Min, rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, rect); +} + +void ImGui::End() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Error checking: verify that user hasn't called End() too many times! + if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); + return; + } + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); + + // Error checking: verify that user doesn't directly call End() on a child window. + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive) + IM_ASSERT_USER_ERROR(g.WithinEndChildID == window->ID, "Must call EndChild() and not End()!"); + + // Close anything that is open + if (window->DC.CurrentColumns) + EndColumns(); + if (!(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) // Pop inner window clip rectangle + PopClipRect(); + PopFocusScope(); + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + EndDisabledOverrideReenable(); + + if (window->SkipRefresh) + { + IM_ASSERT(window->DrawList == NULL); + window->DrawList = &window->DrawListInst; + } + + // Stop logging + if (g.LogWindow == window) // FIXME: add more options for scope of logging + LogFinish(); + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Docking: report contents sizes to parent to allow for auto-resize + if (window->DockNode && window->DockTabIsVisible) + if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK + host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding; + + // Pop from window stack + g.LastItemData = window_stack_data.ParentLastItemDataBackup; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuDepth--; + if (window->Flags & ImGuiWindowFlags_Popup) + g.BeginPopupStack.pop_back(); + + // Error handling, state recovery + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverWindowState(&window_stack_data.StackSizesInBegin); + + g.CurrentWindowStack.pop_back(); + SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); + if (g.CurrentWindow) + SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); +} + +// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. +void ImGui::SetCurrentFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? + IM_ASSERT(font->Scale > 0.0f); + g.Font = font; + g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); + g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; + g.FontScale = g.FontSize / g.Font->FontSize; + + ImFontAtlas* atlas = g.Font->ContainerAtlas; + g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; + g.DrawListSharedData.TexUvLines = atlas->TexUvLines; + g.DrawListSharedData.Font = g.Font; + g.DrawListSharedData.FontSize = g.FontSize; + g.DrawListSharedData.FontScale = g.FontScale; +} + +// Use ImDrawList::_SetTextureID(), making our shared g.FontStack[] authorative against window-local ImDrawList. +// - Whereas ImDrawList::PushTextureID()/PopTextureID() is not to be used across Begin() calls. +// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did... +// - Some code paths never really fully worked with multiple atlas textures. +// - The right-ish solution may be to remove _SetTextureID() and make AddText/RenderText lazily call PushTextureID()/PopTextureID() +// the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem +// because we have a concrete need and a test bed for multiple atlas textures. +void ImGui::PushFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + if (font == NULL) + font = GetDefaultFont(); + g.FontStack.push_back(font); + SetCurrentFont(font); + g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PopFont() +{ + ImGuiContext& g = *GImGui; + if (g.FontStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopFont() too many times!"); + return; + } + g.FontStack.pop_back(); + ImFont* font = g.FontStack.Size == 0 ? GetDefaultFont() : g.FontStack.back(); + SetCurrentFont(font); + g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiItemFlags item_flags = g.CurrentItemFlags; + IM_ASSERT(item_flags == g.ItemFlagsStack.back()); + if (enabled) + item_flags |= option; + else + item_flags &= ~option; + g.CurrentItemFlags = item_flags; + g.ItemFlagsStack.push_back(item_flags); +} + +void ImGui::PopItemFlag() +{ + ImGuiContext& g = *GImGui; + if (g.ItemFlagsStack.Size <= 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemFlag() too many times!"); + return; + } + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); +} + +// BeginDisabled()/EndDisabled() +// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) +// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. +// - Feedback welcome at https://github.com/ocornut/imgui/issues/211 +// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions. +// (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) +// - Note: mixing up BeginDisabled() and PushItemFlag(ImGuiItemFlags_Disabled) is currently NOT SUPPORTED. +void ImGui::BeginDisabled(bool disabled) +{ + ImGuiContext& g = *GImGui; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (!was_disabled && disabled) + { + g.DisabledAlphaBackup = g.Style.Alpha; + g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha); + } + if (was_disabled || disabled) + g.CurrentItemFlags |= ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); // FIXME-OPT: can we simply skip this and use DisabledStackSize? + g.DisabledStackSize++; +} + +void ImGui::EndDisabled() +{ + ImGuiContext& g = *GImGui; + if (g.DisabledStackSize <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling EndDisabled() too many times!"); + return; + } + g.DisabledStackSize--; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + //PopItemFlag(); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) + g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); +} + +// Could have been called BeginDisabledDisable() but it didn't want to be award nominated for most awkward function name. +// Ideally we would use a shared e.g. BeginDisabled()->BeginDisabledEx() but earlier needs to be optimal. +// The whole code for this is awkward, will reevaluate if we find a way to implement SetNextItemDisabled(). +void ImGui::BeginDisabledOverrideReenable() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentItemFlags & ImGuiItemFlags_Disabled); + g.Style.Alpha = g.DisabledAlphaBackup; + g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); + g.DisabledStackSize++; +} + +void ImGui::EndDisabledOverrideReenable() +{ + ImGuiContext& g = *GImGui; + g.DisabledStackSize--; + IM_ASSERT(g.DisabledStackSize > 0); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + g.Style.Alpha = g.DisabledAlphaBackup * g.Style.DisabledAlpha; +} + +void ImGui::PushTextWrapPos(float wrap_pos_x) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); + window->DC.TextWrapPos = wrap_pos_x; +} + +void ImGui::PopTextWrapPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.TextWrapPosStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopTextWrapPos() too many times!"); + return; + } + window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); + window->DC.TextWrapPosStack.pop_back(); +} + +static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy) +{ + ImGuiWindow* last_window = NULL; + while (last_window != window) + { + last_window = window; + window = window->RootWindow; + if (popup_hierarchy) + window = window->RootWindowPopupTree; + if (dock_hierarchy) + window = window->RootWindowDockTree; + } + return window; +} + +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy) +{ + ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy); + if (window_root == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + if (window == window_root) // end of chain + return false; + window = window->ParentWindow; + } + return false; +} + +bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +{ + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + window = window->ParentWindowInBeginStack; + } + return false; +} + +bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below) +{ + ImGuiContext& g = *GImGui; + + // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array + const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below); + if (display_layer_delta != 0) + return display_layer_delta > 0; + + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* candidate_window = g.Windows[i]; + if (candidate_window == potential_above) + return true; + if (candidate_window == potential_below) + return false; + } + return false; +} + +// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. +bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0, "Invalid flags for IsWindowHovered()!"); + + ImGuiWindow* ref_window = g.HoveredWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if (ref_window == NULL) + return false; + + if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) + { + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + bool result; + if (flags & ImGuiHoveredFlags_ChildWindows) + result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + result = (ref_window == cur_window); + if (!result) + return false; + } + + if (!IsWindowContentHoverable(ref_window, flags)) + return false; + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId) + return false; + + // When changing hovered window we requires a bit of stationary delay before activating hover timer. + // FIXME: We don't support delay other than stationary one for now, other delay would need a way + // to fulfill the possibility that multiple IsWindowHovered() with varying flag could return true + // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache. + // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow. + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID) + return false; + + return true; +} + +ImGuiID ImGui::GetWindowDockID() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockId; +} + +bool ImGui::IsWindowDocked() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockIsActive; +} + +float ImGui::GetWindowWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.x; +} + +float ImGui::GetWindowHeight() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.y; +} + +ImVec2 ImGui::GetWindowPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return window->Pos; +} + +void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowPosAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); + + // Set + const ImVec2 old_pos = window->Pos; + window->Pos = ImTrunc(pos); + ImVec2 offset = window->Pos - old_pos; + if (offset.x == 0.0f && offset.y == 0.0f) + return; + MarkIniSettingsDirty(window); + // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here. + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.IdealMaxPos += offset; + window->DC.CursorStartPos += offset; +} + +void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + SetWindowPos(window, pos, cond); +} + +void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowPos(window, pos, cond); +} + +ImVec2 ImGui::GetWindowSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Size; +} + +void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0; + + // Set + ImVec2 old_size = window->SizeFull; + if (size.x <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.x = IM_TRUNC(size.x); + if (size.y <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.y = IM_TRUNC(size.y); + if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); +} + +void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) +{ + SetWindowSize(GImGui->CurrentWindow, size, cond); +} + +void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowSize(window, size, cond); +} + +void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) + return; + window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Set + window->Collapsed = collapsed; +} + +void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) +{ + IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters + window->HitTestHoleSize = ImVec2ih(size); + window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); +} + +void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window) +{ + window->Hidden = window->SkipItems = true; + window->HiddenFramesCanSkipItems = 1; +} + +void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); +} + +bool ImGui::IsWindowCollapsed() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Collapsed; +} + +bool ImGui::IsWindowAppearing() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Appearing; +} + +void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowCollapsed(window, collapsed, cond); +} + +void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; + g.NextWindowData.PosVal = pos; + g.NextWindowData.PosPivotVal = pivot; + g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.PosUndock = true; +} + +void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; + g.NextWindowData.SizeVal = size; + g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; +} + +// For each axis: +// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width. +// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint. +// - See "Demo->Examples->Constrained-resizing window" for examples. +void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); + g.NextWindowData.SizeCallback = custom_callback; + g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; +} + +// Content size = inner scrollable rectangle, padded with WindowPadding. +// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. +void ImGui::SetNextWindowContentSize(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = ImTrunc(size); +} + +void ImGui::SetNextWindowScroll(const ImVec2& scroll) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll; + g.NextWindowData.ScrollVal = scroll; +} + +void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; + g.NextWindowData.CollapsedVal = collapsed; + g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowBgAlpha(float alpha) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; + g.NextWindowData.BgAlphaVal = alpha; +} + +void ImGui::SetNextWindowViewport(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport; + g.NextWindowData.ViewportId = id; +} + +void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock; + g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.DockId = id; +} + +void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass; + g.NextWindowData.WindowClass = *window_class; +} + +// This is experimental and meant to be a toy for exploring a future/wider range of features. +void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasRefreshPolicy; + g.NextWindowData.RefreshFlagsVal = flags; +} + +ImDrawList* ImGui::GetWindowDrawList() +{ + ImGuiWindow* window = GetCurrentWindow(); + return window->DrawList; +} + +float ImGui::GetWindowDpiScale() +{ + ImGuiContext& g = *GImGui; + return g.CurrentDpiScale; +} + +ImGuiViewport* ImGui::GetWindowViewport() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport); + return g.CurrentViewport; +} + +ImFont* ImGui::GetFont() +{ + return GImGui->Font; +} + +float ImGui::GetFontSize() +{ + return GImGui->FontSize; +} + +ImVec2 ImGui::GetFontTexUvWhitePixel() +{ + return GImGui->DrawListSharedData.TexUvWhitePixel; +} + +void ImGui::SetWindowFontScale(float scale) +{ + IM_ASSERT(scale > 0.0f); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->FontWindowScale = scale; + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize; +} + +void ImGui::PushFocusScope(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiFocusScopeData data; + data.ID = id; + data.WindowID = g.CurrentWindow->ID; + g.FocusScopeStack.push_back(data); + g.CurrentFocusScopeId = id; +} + +void ImGui::PopFocusScope() +{ + ImGuiContext& g = *GImGui; + if (g.FocusScopeStack.Size <= g.StackSizesInBeginForCurrentWindow->SizeOfFocusScopeStack) + { + IM_ASSERT_USER_ERROR(0, "Calling PopFocusScope() too many times!"); + return; + } + g.FocusScopeStack.pop_back(); + g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0; +} + +void ImGui::SetNavFocusScope(ImGuiID focus_scope_id) +{ + ImGuiContext& g = *GImGui; + g.NavFocusScopeId = focus_scope_id; + g.NavFocusRoute.resize(0); // Invalidate + if (focus_scope_id == 0) + return; + IM_ASSERT(g.NavWindow != NULL); + + // Store current path (in reverse order) + if (focus_scope_id == g.CurrentFocusScopeId) + { + // Top of focus stack contains local focus scopes inside current window + for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--) + g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]); + } + else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId) + g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID }); + else + return; + + // Then follow on manually set ParentWindowForFocusRoute field (#6798) + for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute) + g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID }); + IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3 +} + +// Focus = move navigation cursor, set scrolling, set focus window. +void ImGui::FocusItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name); + if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this? + { + IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n"); + return; + } + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible | ImGuiNavMoveFlags_NoSelect; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + SetNavWindow(window); + NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags); + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); +} + +void ImGui::ActivateItemByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; + g.NavNextActivateFlags = ImGuiActivateFlags_None; +} + +// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system! +// But ActivateItem() should function without altering scroll/focus? +void ImGui::SetKeyboardFocusHere(int offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(offset >= -1); // -1 is allowed but not below + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name); + + // It makes sense in the vast majority of cases to never interrupt a drag and drop. + // When we refactor this function into ActivateItem() we may want to make this an option. + // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but + // is also automatically dropped in the event g.ActiveId is stolen. + if (g.DragDropActive || g.MovingWindow != NULL) + { + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n"); + return; + } + + SetNavWindow(window); + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + if (offset == -1) + { + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); + } + else + { + g.NavTabbingDir = 1; + g.NavTabbingCounter = offset + 1; + } +} + +void ImGui::SetItemDefaultFocus() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!window->Appearing) + return; + if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent) + return; + + g.NavInitRequest = false; + NavApplyItemToResult(&g.NavInitResult); + NavUpdateAnyRequestFlag(); + + // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll) + if (!window->ClipRect.Contains(g.LastItemData.Rect)) + ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None); +} + +void ImGui::SetStateStorage(ImGuiStorage* tree) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->DC.StateStorage = tree ? tree : &window->StateStorage; +} + +ImGuiStorage* ImGui::GetStateStorage() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->DC.StateStorage; +} + +bool ImGui::IsRectVisible(const ImVec2& size) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); +} + +bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); +} + +//----------------------------------------------------------------------------- +// [SECTION] ID STACK +//----------------------------------------------------------------------------- + +// This is one of the very rare legacy case where we use ImGuiWindow methods, +// it should ideally be flattened at some point but it's been used a lots by widgets. +IM_MSVC_RUNTIME_CHECKS_OFF +ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +// This is only used in rare/specific situations to manufacture an ID out of nowhere. +// FIXME: Consider instead storing last non-zero ID + count of successive zero-ID, and combine those? +ImGuiID ImGuiWindow::GetIDFromPos(const ImVec2& p_abs) +{ + ImGuiID seed = IDStack.back(); + ImVec2 p_rel = ImGui::WindowPosAbsToRel(this, p_abs); + ImGuiID id = ImHashData(&p_rel, sizeof(p_rel), seed); + return id; +} + +// " +ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) +{ + ImGuiID seed = IDStack.back(); + ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + return id; +} + +void ImGui::PushID(const char* str_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id_begin, str_id_end); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const void* ptr_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(ptr_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(int int_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(int_id); + window->IDStack.push_back(id); +} + +// Push a given id value ignoring the ID stack as a seed. +void ImGui::PushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); +#endif + window->IDStack.push_back(id); +} + +// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call +// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level. +// for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more) +ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) +{ + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed) +{ + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +void ImGui::PopID() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (window->IDStack.Size <= 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PopID() too many times!"); + return; + } + window->IDStack.pop_back(); +} + +ImGuiID ImGui::GetID(const char* str_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id); +} + +ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id_begin, str_id_end); +} + +ImGuiID ImGui::GetID(const void* ptr_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(ptr_id); +} + +ImGuiID ImGui::GetID(int int_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(int_id); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] INPUTS +//----------------------------------------------------------------------------- +// - GetModForLRModKey() [Internal] +// - FixupKeyChord() [Internal] +// - GetKeyData() [Internal] +// - GetKeyIndex() [Internal] +// - GetKeyName() +// - GetKeyChordName() [Internal] +// - CalcTypematicRepeatAmount() [Internal] +// - GetTypematicRepeatRate() [Internal] +// - GetKeyPressedAmount() [Internal] +// - GetKeyMagnitude2d() [Internal] +//----------------------------------------------------------------------------- +// - UpdateKeyRoutingTable() [Internal] +// - GetRoutingIdFromOwnerId() [Internal] +// - GetShortcutRoutingData() [Internal] +// - CalcRoutingScore() [Internal] +// - SetShortcutRouting() [Internal] +// - TestShortcutRouting() [Internal] +//----------------------------------------------------------------------------- +// - IsKeyDown() +// - IsKeyPressed() +// - IsKeyReleased() +//----------------------------------------------------------------------------- +// - IsMouseDown() +// - IsMouseClicked() +// - IsMouseReleased() +// - IsMouseDoubleClicked() +// - GetMouseClickedCount() +// - IsMouseHoveringRect() [Internal] +// - IsMouseDragPastThreshold() [Internal] +// - IsMouseDragging() +// - GetMousePos() +// - SetMousePos() [Internal] +// - GetMousePosOnOpeningCurrentPopup() +// - IsMousePosValid() +// - IsAnyMouseDown() +// - GetMouseDragDelta() +// - ResetMouseDragDelta() +// - GetMouseCursor() +// - SetMouseCursor() +//----------------------------------------------------------------------------- +// - UpdateAliasKey() +// - GetMergedModsFromKeys() +// - UpdateKeyboardInputs() +// - UpdateMouseInputs() +//----------------------------------------------------------------------------- +// - LockWheelingWindow [Internal] +// - FindBestWheelingWindow [Internal] +// - UpdateMouseWheel() [Internal] +//----------------------------------------------------------------------------- +// - SetNextFrameWantCaptureKeyboard() +// - SetNextFrameWantCaptureMouse() +//----------------------------------------------------------------------------- +// - GetInputSourceName() [Internal] +// - DebugPrintInputEvent() [Internal] +// - UpdateInputEvents() [Internal] +//----------------------------------------------------------------------------- +// - GetKeyOwner() [Internal] +// - TestKeyOwner() [Internal] +// - SetKeyOwner() [Internal] +// - SetItemKeyOwner() [Internal] +// - Shortcut() [Internal] +//----------------------------------------------------------------------------- + +static ImGuiKeyChord GetModForLRModKey(ImGuiKey key) +{ + if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl) + return ImGuiMod_Ctrl; + if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift) + return ImGuiMod_Shift; + if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt) + return ImGuiMod_Alt; + if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper) + return ImGuiMod_Super; + return ImGuiMod_None; +} + +ImGuiKeyChord ImGui::FixupKeyChord(ImGuiKeyChord key_chord) +{ + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord |= GetModForLRModKey(key); + return key_chord; +} + +ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key) +{ + ImGuiContext& g = *ctx; + + // Special storage location for mods + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + + IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); + return &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; +} + +// Those names a provided for debugging purpose and are not meant to be saved persistently not compared. +static const char* const GKeyNames[] = +{ + "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", + "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", + "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", + "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", + "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", + "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", + "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24", + "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", + "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", + "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", + "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", + "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "AppBack", "AppForward", + "GamepadStart", "GamepadBack", + "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", + "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", + "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", + "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown", + "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown", + "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY", + "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names. +}; +IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); + +const char* ImGui::GetKeyName(ImGuiKey key) +{ + if (key == ImGuiKey_None) + return "None"; + IM_ASSERT(IsNamedKeyOrMod(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + if (!IsNamedKey(key)) + return "Unknown"; + + return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; +} + +// Return untranslated names: on macOS, Cmd key will show as Ctrl, Ctrl key will show as super. +// Lifetime of return value: valid until next call to same function. +const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) +{ + ImGuiContext& g = *GImGui; + + const ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord &= ~GetModForLRModKey(key); // Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift" + ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s", + (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "", + (key_chord & ImGuiMod_Shift) ? "Shift+" : "", + (key_chord & ImGuiMod_Alt) ? "Alt+" : "", + (key_chord & ImGuiMod_Super) ? "Super+" : "", + (key != ImGuiKey_None || key_chord == ImGuiKey_None) ? GetKeyName(key) : ""); + size_t len; + if (key == ImGuiKey_None && key_chord != 0) + if ((len = strlen(g.TempKeychordName)) != 0) // Remove trailing '+' + g.TempKeychordName[len - 1] = 0; + return g.TempKeychordName; +} + +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N +int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) +{ + if (t1 == 0.0f) + return 1; + if (t0 >= t1) + return 0; + if (repeat_rate <= 0.0f) + return (t0 < repeat_delay) && (t1 >= repeat_delay); + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; +} + +void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate) +{ + ImGuiContext& g = *GImGui; + switch (flags & ImGuiInputFlags_RepeatRateMask_) + { + case ImGuiInputFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return; + case ImGuiInputFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return; + case ImGuiInputFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return; + } +} + +// Return value representing the number of presses in the last time period, for the given repeat rate +// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate) +int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return 0; + const float t = key_data->DownDuration; + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); +} + +// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values). +ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down) +{ + return ImVec2( + GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue, + GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue); +} + +// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data. +// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D +// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6 +// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation. +static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) +{ + ImGuiContext& g = *GImGui; + rt->EntriesNext.resize(0); + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + const int new_routing_start_idx = rt->EntriesNext.Size; + ImGuiKeyRoutingData* routing_entry; + for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex) + { + routing_entry = &rt->Entries[old_routing_idx]; + routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore; + routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry + routing_entry->RoutingNext = ImGuiKeyOwner_NoOwner; + routing_entry->RoutingNextScore = 255; + if (routing_entry->RoutingCurr == ImGuiKeyOwner_NoOwner) + continue; + rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer + + // Apply routing to owner if there's no owner already (RoutingCurr == None at this point) + // This is the result of previous frame's SetShortcutRouting() call. + if (routing_entry->Mods == g.IO.KeyMods) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) + { + owner_data->OwnerCurr = routing_entry->RoutingCurr; + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr); + } + } + } + + // Rewrite linked-list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1); + for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++) + rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1); + } + rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes +} + +// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope(). +static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + return (owner_id != ImGuiKeyOwner_NoOwner && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId; +} + +ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + // Majority of shortcuts will be Key + any number of Mods + // We accept _Single_ mod with ImGuiKey_None. + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal + // - Shortcut(ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal + ImGuiContext& g = *GImGui; + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + ImGuiKeyRoutingData* routing_data; + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + IM_ASSERT(IsNamedKey(key)); + + // Get (in the majority of case, the linked list will have one element so this should be 2 reads. + // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame). + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex) + { + routing_data = &rt->Entries[idx]; + if (routing_data->Mods == mods) + return routing_data; + } + + // Add to linked-list + ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size; + rt->Entries.push_back(ImGuiKeyRoutingData()); + routing_data = &rt->Entries[routing_data_idx]; + routing_data->Mods = (ImU16)mods; + routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx; + return routing_data; +} + +// Current score encoding (lower is highest priority): +// - 0: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive +// - 1: ImGuiInputFlags_ActiveItem or ImGuiInputFlags_RouteFocused (if item active) +// - 2: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused +// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack) +// - 254: ImGuiInputFlags_RouteGlobal +// - 255: never route +// 'flags' should include an explicit routing policy +static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiInputFlags_RouteFocused) + { + // ActiveID gets top priority + // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + + // Score based on distance to focused window (lower is better) + // Assuming both windows are submitting a routing request, + // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match) + // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best) + // Assuming only WindowA is submitting a routing request, + // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. + // This essentially follow the window->ParentWindowForFocusRoute chain. + if (focus_scope_id == 0) + return 255; + for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++) + if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id) + return 3 + index_in_focus_path; + return 255; + } + else if (flags & ImGuiInputFlags_RouteActive) + { + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + return 255; + } + else if (flags & ImGuiInputFlags_RouteGlobal) + { + if (flags & ImGuiInputFlags_RouteOverActive) + return 0; + if (flags & ImGuiInputFlags_RouteOverFocused) + return 2; + return 254; + } + IM_ASSERT(0); + return 0; +} + +// - We need this to filter some Shortcut() routes when an item e.g. an InputText() is active +// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be. +// - This is also used by UpdateInputEvents() to avoid trickling in the most common case of e.g. pressing ImGuiKey_G also emitting a G character. +static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord) +{ + // Mimic 'ignore_char_inputs' logic in InputText() + ImGuiContext& g = *GImGui; + + // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out. + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Ctrl)); + if (ignore_char_inputs) + return false; + + // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + return false; + return g.KeysMayBeCharInput.TestBit(key); +} + +// Request a desired route for an input chord (key + mods). +// Return true if the route is available this frame. +// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state. +// (Conceptually this does a "Submit for next frame" + "Test for current frame". +// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.) +bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() + else + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used + IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner); + if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused)) + IM_ASSERT(flags & ImGuiInputFlags_RouteGlobal); + + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + key_chord = FixupKeyChord(key_chord); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInShortcutRouting == key_chord) + IM_DEBUG_BREAK(); + + if (flags & ImGuiInputFlags_RouteUnlessBgFocused) + if (g.NavWindow == NULL) + return false; + + // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this? + if (flags & ImGuiInputFlags_RouteAlways) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> always, no register\n", GetKeyChordName(key_chord), flags, owner_id); + return true; + } + + // Specific culling when there's an active item. + if (g.ActiveId != 0 && g.ActiveId != owner_id) + { + if (flags & ImGuiInputFlags_RouteActive) + return false; + + // Cull shortcuts with no modifiers when it could generate a character. + // e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active. + // but Shortcut(Ctrl+G) should generally trigger when InputText() is active. + // TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active. + // (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined) + if (g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord)) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> filtered as potential char input\n", GetKeyChordName(key_chord), flags, owner_id); + return false; + } + + // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId + if ((flags & ImGuiInputFlags_RouteOverActive) == 0 && g.ActiveIdUsingAllKeyboardKeys) + { + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey((ImGuiKey)(key_chord & ImGuiMod_Mask_)); + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + } + } + + // Where do we evaluate route for? + ImGuiID focus_scope_id = g.CurrentFocusScopeId; + if (flags & ImGuiInputFlags_RouteFromRootWindow) + focus_scope_id = g.CurrentWindow->RootWindow->ID; // See PushFocusScope() call in Begin() + + const int score = CalcRoutingScore(focus_scope_id, owner_id, flags); + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d\n", GetKeyChordName(key_chord), flags, owner_id, score); + if (score == 255) + return false; + + // Submit routing for NEXT frame (assuming score is sufficient) + // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); + //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); + if (score < routing_data->RoutingNextScore) + { + routing_data->RoutingNext = owner_id; + routing_data->RoutingNextScore = (ImU8)score; + } + + // Return routing state for CURRENT frame + if (routing_data->RoutingCurr == owner_id) + IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n"); + return routing_data->RoutingCurr == owner_id; +} + +// Currently unused by core (but used by tests) +// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading. +bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id) +{ + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + key_chord = FixupKeyChord(key_chord); + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry. + return routing_data->RoutingCurr == routing_id; +} + +// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. +// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) +bool ImGui::IsKeyDown(ImGuiKey key) +{ + return IsKeyDown(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) +{ + return IsKeyPressed(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. +bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = key_data->DownDuration; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! + if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat + flags |= ImGuiInputFlags_Repeat; + + bool pressed = (t == 0.0f); + if (!pressed && (flags & ImGuiInputFlags_Repeat) != 0) + { + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate); + pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0; + if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_)) + { + // Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value. + // Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code. + ImGuiContext& g = *GImGui; + double key_pressed_time = g.Time - t + 0.00001f; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time)) + pressed = false; + } + } + if (!pressed) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyReleased(ImGuiKey key) +{ + return IsKeyReleased(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (key_data->DownDurationPrev < 0.0f || key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) +{ + return IsMouseClicked(button, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = g.IO.MouseDownDuration[button]; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsMouseClicked) == 0); // Passing flags not supported by this function! // FIXME: Could support RepeatRate and RepeatUntil flags here. + + const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0; + const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0); + if (!pressed) + return false; + + if (!TestKeyOwner(MouseButtonToKey(button), owner_id)) + return false; + + return true; +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any) +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id) +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id); +} + +int ImGui::GetMouseClickedCount(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button]; +} + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Hit testing, expanded for touch input + if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding)) + return false; + if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) + return false; + return true; +} + +// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + return IsMouseDragPastThreshold(button, lock_threshold); +} + +ImVec2 ImGui::GetMousePos() +{ + ImGuiContext& g = *GImGui; + return g.IO.MousePos; +} + +// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well. +// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend. +void ImGui::TeleportMousePos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + g.IO.MousePos = g.IO.MousePosPrev = pos; + g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + g.IO.WantSetMousePos = true; + //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); +} + +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +// Get desired mouse cursor shape. +// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(), +// updated during the frame, and locked in EndFrame()/Render(). +// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + ImGuiContext& g = *GImGui; + return g.MouseCursor; +} + +// We intentionally accept values of ImGuiMouseCursor that are outside our bounds, in case users needs to hack-in a custom cursor value. +// Custom cursors may be handled by custom backends. If you are using a standard backend and want to hack in a custom cursor, you may +// handle it before the backend _NewFrame() call and temporarily set ImGuiConfigFlags_NoMouseCursorChange during the backend _NewFrame() call. +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + ImGuiContext& g = *GImGui; + g.MouseCursor = cursor_type; +} + +static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value) +{ + IM_ASSERT(ImGui::IsAliasKey(key)); + ImGuiKeyData* key_data = ImGui::GetKeyData(key); + key_data->Down = v; + key_data->AnalogValue = analog_value; +} + +// [Internal] Do not use directly +static ImGuiKeyChord GetMergedModsFromKeys() +{ + ImGuiKeyChord mods = 0; + if (ImGui::IsKeyDown(ImGuiMod_Ctrl)) { mods |= ImGuiMod_Ctrl; } + if (ImGui::IsKeyDown(ImGuiMod_Shift)) { mods |= ImGuiMod_Shift; } + if (ImGui::IsKeyDown(ImGuiMod_Alt)) { mods |= ImGuiMod_Alt; } + if (ImGui::IsKeyDown(ImGuiMod_Super)) { mods |= ImGuiMod_Super; } + return mods; +} + +static void ImGui::UpdateKeyboardInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + io.ClearInputKeys(); + + // Update aliases + for (int n = 0; n < ImGuiMouseButton_COUNT; n++) + UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f); + UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH); + UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel); + + // Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values. + // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing. + const ImGuiKeyChord prev_key_mods = io.KeyMods; + io.KeyMods = GetMergedModsFromKeys(); + io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0; + io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0; + io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0; + io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0; + if (prev_key_mods != io.KeyMods) + g.LastKeyModsChangeTime = g.Time; + if (prev_key_mods != io.KeyMods && prev_key_mods == 0) + g.LastKeyModsChangeFromNoneTime = g.Time; + + // Clear gamepad data if disabled + if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) + for (int key = ImGuiKey_Gamepad_BEGIN; key < ImGuiKey_Gamepad_END; key++) + { + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].Down = false; + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].AnalogValue = 0.0f; + } + + // Update keys + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->DownDurationPrev = key_data->DownDuration; + key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f; + if (key_data->DownDuration == 0.0f) + { + if (IsKeyboardKey((ImGuiKey)key)) + g.LastKeyboardKeyPressTime = g.Time; + else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper) + g.LastKeyboardKeyPressTime = g.Time; + } + } + + // Update keys/input owner (named keys only): one entry per key + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; + owner_data->OwnerCurr = owner_data->OwnerNext; + if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp. + owner_data->OwnerNext = ImGuiKeyOwner_NoOwner; + owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore + } + + // Update key routing (for e.g. shortcuts) + UpdateKeyRoutingTable(&g.KeysRoutingTable); +} + +static void ImGui::UpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Mouse Wheel swapping flag + // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead + // - We avoid doing it on OSX as it the OS input layer handles this already. + // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature. + // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source. + io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors; + + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&io.MousePos)) + io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos); + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) + io.MouseDelta = io.MousePos - io.MousePosPrev; + else + io.MouseDelta = ImVec2(0.0f, 0.0f); + + // Update stationary timer. + // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates. + const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework. + const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold); + g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f; + //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer); + + // If mouse moved we re-enable mouse hovering in case it was disabled by keyboard/gamepad. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. + if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) + g.NavHighlightItemUnderNav = false; + + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; + io.MouseClickedCount[i] = 0; // Will be filled below + io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; + io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; + io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; + if (io.MouseClicked[i]) + { + bool is_repeated_click = false; + if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime) + { + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist) + is_repeated_click = true; + } + if (is_repeated_click) + io.MouseClickedLastCount[i]++; + else + io.MouseClickedLastCount[i] = 1; + io.MouseClickedTime[i] = g.Time; + io.MouseClickedPos[i] = io.MousePos; + io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = 0.0f; + } + else if (io.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); + io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); + io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); + } + + // We provide io.MouseDoubleClicked[] as a legacy service + io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); + + // Clicking any mouse button reactivate mouse hovering which may have been deactivated by keyboard/gamepad navigation + if (io.MouseClicked[i]) + g.NavHighlightItemUnderNav = false; + } +} + +static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount) +{ + ImGuiContext& g = *GImGui; + if (window) + g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER); + else + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindow == window) + return; + IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL"); + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + if (window == NULL) + { + g.WheelingWindowStartFrame = -1; + g.WheelingAxisAvg = ImVec2(0.0f, 0.0f); + } +} + +static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel) +{ + // For each axis, find window in the hierarchy that may want to use scrolling + ImGuiContext& g = *GImGui; + ImGuiWindow* windows[2] = { NULL, NULL }; + for (int axis = 0; axis < 2; axis++) + if (wheel[axis] != 0.0f) + for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow) + { + // Bubble up into parent window if: + // - a child window doesn't allow any scrolling. + // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag. + //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP) + const bool has_scrolling = (window->ScrollMax[axis] != 0.0f); + const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs); + //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]); + if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits) + break; // select this window + } + if (windows[0] == NULL && windows[1] == NULL) + return NULL; + + // If there's only one window or only one axis then there's no ambiguity + if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL) + return windows[1] ? windows[1] : windows[0]; + + // If candidate are different windows we need to decide which one to prioritize + // - First frame: only find a winner if one axis is zero. + // - Subsequent frames: only find a winner when one is more than the other. + if (g.WheelingWindowStartFrame == -1) + g.WheelingWindowStartFrame = g.FrameCount; + if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y)) + { + g.WheelingWindowWheelRemainder = wheel; + return NULL; + } + return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1]; +} + +// Called by NewFrame() +void ImGui::UpdateMouseWheel() +{ + // Reset the locked window if we move the mouse or after the timer elapses. + // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795) + ImGuiContext& g = *GImGui; + if (g.WheelingWindow != NULL) + { + g.WheelingWindowReleaseTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindowReleaseTimer <= 0.0f) + LockWheelingWindow(NULL, 0.0f); + } + + ImVec2 wheel; + wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheelH : 0.0f; + wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheel : 0.0f; + + //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y); + ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!mouse_window || mouse_window->Collapsed) + return; + + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + LockWheelingWindow(mouse_window, wheel.y); + ImGuiWindow* window = mouse_window; + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (window == window->RootWindow) + { + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + } + return; + } + if (g.IO.KeyCtrl) + return; + + // Mouse wheel scrolling + // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs() + if (g.IO.MouseWheelRequestAxisSwap) + wheel = ImVec2(wheel.y, 0.0f); + + // Maintain a rough average of moving magnitude on both axises + // FIXME: should by based on wall clock time rather than frame-counter + g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30); + g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30); + + // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now. + wheel += g.WheelingWindowWheelRemainder; + g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f); + if (wheel.x == 0.0f && wheel.y == 0.0f) + return; + + // Mouse wheel scrolling: find target and apply + // - don't renew lock if axis doesn't apply on the window. + // - select a main axis when both axises are being moved. + if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel))) + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f }; + if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y]) + do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false; + if (do_scroll[ImGuiAxis_X]) + { + LockWheelingWindow(window, wheel.x); + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step)); + SetScrollX(window, window->Scroll.x - wheel.x * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + if (do_scroll[ImGuiAxis_Y]) + { + LockWheelingWindow(window, wheel.y); + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step)); + SetScrollY(window, window->Scroll.y - wheel.y * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + } +} + +void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0; +} + +void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0; +} + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static const char* GetInputSourceName(ImGuiInputSource source) +{ + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad" }; + IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); + return input_source_names[source]; +} +static const char* GetMouseSourceName(ImGuiMouseSource source) +{ + const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT); + return mouse_source_names[source]; +} +static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) +{ + ImGuiContext& g = *GImGui; + if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; } + if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; } + if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } + if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } +} +#endif + +// Process input queue +// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'. +// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) +// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87) +void ImGui::UpdateInputEvents(bool trickle_fast_inputs) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Only trickle chars<>key when working with InputText() + // FIXME: InputText() could parse event trail? + // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) + const bool trickle_interleaved_nonchar_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); + + bool mouse_moved = false, mouse_wheeled = false, key_changed = false, key_changed_nonchar = false, text_inputted = false; + int mouse_button_changed = 0x00; + ImBitArray key_changed_mask; + + int event_n = 0; + for (; event_n < g.InputEventsQueue.Size; event_n++) + { + ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; + if (e->Type == ImGuiInputEventType_MousePos) + { + if (g.IO.WantSetMousePos) + continue; + // Trickling Rule: Stop processing queued events if we already handled a mouse button change + ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) + break; + io.MousePos = event_pos; + io.MouseSource = e->MousePos.MouseSource; + mouse_moved = true; + } + else if (e->Type == ImGuiInputEventType_MouseButton) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + const ImGuiMouseButton button = e->MouseButton.Button; + IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); + if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) + break; + if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover. + break; + io.MouseDown[button] = e->MouseButton.Down; + io.MouseSource = e->MouseButton.MouseSource; + mouse_button_changed |= (1 << button); + } + else if (e->Type == ImGuiInputEventType_MouseWheel) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the event + if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) + break; + io.MouseWheelH += e->MouseWheel.WheelX; + io.MouseWheel += e->MouseWheel.WheelY; + io.MouseSource = e->MouseWheel.MouseSource; + mouse_wheeled = true; + } + else if (e->Type == ImGuiInputEventType_MouseViewport) + { + io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID; + } + else if (e->Type == ImGuiInputEventType_Key) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; + ImGuiKey key = e->Key.Key; + IM_ASSERT(key != ImGuiKey_None); + ImGuiKeyData* key_data = GetKeyData(key); + const int key_data_index = (int)(key_data - g.IO.KeysData); + if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || mouse_button_changed != 0)) + break; + + const bool key_is_potentially_for_char_input = IsKeyChordPotentiallyCharInput(GetMergedModsFromKeys() | key); + if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input)) + break; + + key_data->Down = e->Key.Down; + key_data->AnalogValue = e->Key.AnalogValue; + key_changed = true; + key_changed_mask.SetBit(key_data_index); + if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input) + key_changed_nonchar = true; + } + else if (e->Type == ImGuiInputEventType_Text) + { + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; + // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + break; + if (trickle_interleaved_nonchar_keys_and_text && key_changed_nonchar) + break; + unsigned int c = e->Text.Char; + io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + if (trickle_interleaved_nonchar_keys_and_text) + text_inputted = true; + } + else if (e->Type == ImGuiInputEventType_Focus) + { + // We intentionally overwrite this and process in NewFrame(), in order to give a chance + // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. + const bool focus_lost = !e->AppFocused.Focused; + io.AppFocusLost = focus_lost; + } + else + { + IM_ASSERT(0 && "Unknown event!"); + } + } + + // Record trail (for domain-specific applications wanting to access a precise trail) + //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n); + for (int n = 0; n < event_n; n++) + g.InputEventsTrail.push_back(g.InputEventsQueue[n]); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)) + for (int n = 0; n < g.InputEventsQueue.Size; n++) + DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]); +#endif + + // Remaining events will be processed on the next frame + if (event_n == g.InputEventsQueue.Size) + g.InputEventsQueue.resize(0); + else + g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n); + + // Clear buttons state when focus is lost + // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle. + // - we clear in EndFrame() and not now in order allow application/user code polling this flag + // (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event). + if (g.IO.AppFocusLost) + { + g.IO.ClearInputKeys(); + g.IO.ClearInputMouse(); + } +} + +ImGuiID ImGui::GetKeyOwner(ImGuiKey key) +{ + if (!IsNamedKeyOrMod(key)) + return ImGuiKeyOwner_NoOwner; + + ImGuiContext& g = *GImGui; + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + ImGuiID owner_id = owner_data->OwnerCurr; + + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return ImGuiKeyOwner_NoOwner; + + return owner_id; +} + +// TestKeyOwner(..., ID) : (owner == None || owner == ID) +// TestKeyOwner(..., None) : (owner == None) +// TestKeyOwner(..., Any) : no owner test +// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags. +bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) +{ + if (!IsNamedKeyOrMod(key)) + return true; + + ImGuiContext& g = *GImGui; + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_id == ImGuiKeyOwner_Any) + return (owner_data->LockThisFrame == false); + + // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId + // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things. + // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions. + if (owner_data->OwnerCurr != owner_id) + { + if (owner_data->LockThisFrame) + return false; + if (owner_data->OwnerCurr != ImGuiKeyOwner_NoOwner) + return false; + } + + return true; +} + +// _LockXXX flags are useful to lock keys away from code which is not input-owner aware. +// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone. +// - SetKeyOwner(..., None) : clears owner +// - SetKeyOwner(..., Any, !Lock) : illegal (assert) +// - SetKeyOwner(..., Any or None, Lock) : set lock +void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(IsNamedKeyOrMod(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it) + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function! + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X, flags=%08X)\n", GetKeyName(key), owner_id, flags); + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + owner_data->OwnerCurr = owner_data->OwnerNext = owner_id; + + // We cannot lock by default as it would likely break lots of legacy code. + // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test) + owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0; + owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease); +} + +// Rarely used helper +void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + if (key_chord & ImGuiMod_Ctrl) { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); } + if (key_chord & ImGuiMod_Shift) { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); } + if (key_chord & ImGuiMod_Alt) { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); } + if (key_chord & ImGuiMod_Super) { SetKeyOwner(ImGuiMod_Super, owner_id, flags); } + if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); } +} + +// This is more or less equivalent to: +// if (IsItemHovered() || IsItemActive()) +// SetKeyOwner(key, GetItemID()); +// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times. +// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition. +// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority. +void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (id == 0 || (g.HoveredId != id && g.ActiveId != id)) + return; + if ((flags & ImGuiInputFlags_CondMask_) == 0) + flags |= ImGuiInputFlags_CondDefault_; + if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive))) + { + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function! + SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_); + } +} + +void ImGui::SetItemKeyOwner(ImGuiKey key) +{ + SetItemKeyOwner(key, ImGuiInputFlags_None); +} + +// This is the only public API until we expose owner_id versions of the API as replacements. +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord) +{ + return IsKeyChordPressed(key_chord, ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +// This is equivalent to comparing KeyMods + doing a IsKeyPressed() +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + key_chord = FixupKeyChord(key_chord); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (g.IO.KeyMods != mods) + return false; + + // Special storage location for mods + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + if (!IsKeyPressed(key, (flags & ImGuiInputFlags_RepeatMask_), owner_id)) + return false; + return true; +} + +void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasShortcut; + g.NextItemData.Shortcut = key_chord; + g.NextItemData.ShortcutFlags = flags; +} + +// Called from within ItemAdd: at this point we can read from NextItemData and write to LastItemData +void ImGui::ItemHandleShortcut(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputFlags flags = g.NextItemData.ShortcutFlags; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetNextItemShortcut) == 0); // Passing flags not supported by SetNextItemShortcut()! + + if (g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) + return; + if (flags & ImGuiInputFlags_Tooltip) + { + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasShortcut; + g.LastItemData.Shortcut = g.NextItemData.Shortcut; + } + if (!Shortcut(g.NextItemData.Shortcut, flags & ImGuiInputFlags_SupportedByShortcut, id) || g.NavActivateId != 0) + return; + + // FIXME: Generalize Activation queue? + g.NavActivateId = id; // Will effectively disable clipping. + g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut; + //if (g.ActiveId == 0 || g.ActiveId == id) + g.NavActivateDownId = g.NavActivatePressedId = id; + NavHighlightActivated(id); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + return Shortcut(key_chord, flags, ImGuiKeyOwner_Any); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("Shortcut(%s, flags=%X, owner_id=0x%08X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), flags, owner_id); + + // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteFocused; + + // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) + // Effectively makes Shortcut() always input-owner aware. + if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_NoOwner) + owner_id = GetRoutingIdFromOwnerId(owner_id); + + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + return false; + + // Submit route + if (!SetShortcutRouting(key_chord, flags, owner_id)) + return false; + + // Default repeat behavior for Shortcut() + // So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut. + if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0) + flags |= ImGuiInputFlags_RepeatUntilKeyModsChange; + + if (!IsKeyChordPressed(key_chord, flags, owner_id)) + return false; + + // Claim mods during the press + SetKeyOwnersForKeyChord(key_chord & ImGuiMod_Mask_, owner_id); + + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! + return true; +} + +//----------------------------------------------------------------------------- +// [SECTION] ERROR CHECKING, STATE RECOVERY +//----------------------------------------------------------------------------- +// - DebugCheckVersionAndDataLayout() (called via IMGUI_CHECKVERSION() macros) +// - ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +// - ErrorCheckNewFrameSanityChecks() +// - ErrorCheckEndFrameSanityChecks() +// - ErrorRecoveryStoreState() +// - ErrorRecoveryTryToRecoverState() +// - ErrorRecoveryTryToRecoverWindowState() +// - ErrorLog() +//----------------------------------------------------------------------------- + +// Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. +// Called by IMGUI_CHECKVERSION(). +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If this triggers you have mismatched headers and compiled code versions. +// - It could be because of a build issue (using new headers with old compiled code) +// - It could be because of mismatched configuration #define, compilation settings, packing pragma etc. +// THE CONFIGURATION SETTINGS MENTIONED IN imconfig.h MUST BE SET FOR ALL COMPILATION UNITS INVOLVED WITH DEAR IMGUI. +// Which is why it is required you put them in your imconfig file (and NOT only before including imgui.h). +// Otherwise it is possible that different compilation units would see different structure layout. +// If you don't want to modify imconfig.h you can use the IMGUI_USER_CONFIG define to change filename. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) +{ + bool error = false; + if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + return !error; +} + +// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell) +// This is causing issues and ambiguity and we need to retire that. +// See https://github.com/ocornut/imgui/issues/5548 for more details. +// [Scenario 1] +// Previously this would make the window content size ~200x200: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK +// Instead, please submit an item: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK +// Alternative: +// Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK +// [Scenario 2] +// For reference this is one of the issue what we aim to fix with this change: +// BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() +// The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller! +// While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue. +void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->DC.IsSetPos); + window->DC.IsSetPos = false; +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y) + return; + if (window->SkipItems) + return; + IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent."); +#else + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +#endif +} + +static void ImGui::ErrorCheckNewFrameSanityChecks() +{ + ImGuiContext& g = *GImGui; + + // Check user IM_ASSERT macro + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined! + // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. + // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) + // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong! + // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct! + if (true) IM_ASSERT(1); else IM_ASSERT(0); + + // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644) + // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it. +#ifdef __EMSCRIPTEN__ + if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0) + g.IO.DeltaTime = 0.00001f; +#endif + + // Check user data + // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) + IM_ASSERT(g.Initialized); + IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); + IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); + IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right); + + // Error handling: we do not accept 100% silent recovery! Please contact me if you feel this is getting in your way. + if (g.IO.ConfigErrorRecovery) + IM_ASSERT(g.IO.ConfigErrorRecoveryEnableAssert || g.IO.ConfigErrorRecoveryEnableDebugLog || g.IO.ConfigErrorRecoveryEnableTooltip || g.ErrorCallback != NULL); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Remap legacy names + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) + { + g.IO.ConfigNavMoveSetMousePos = true; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavEnableSetMousePos; + } + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) + { + g.IO.ConfigNavCaptureKeyboard = false; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavNoCaptureKeyboard; + } + + // Remap legacy clipboard handlers (OBSOLETED in 1.91.1, August 2024) + if (g.IO.GetClipboardTextFn != NULL && (g.PlatformIO.Platform_GetClipboardTextFn == NULL || g.PlatformIO.Platform_GetClipboardTextFn == Platform_GetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_GetClipboardTextFn = [](ImGuiContext* ctx) { return ctx->IO.GetClipboardTextFn(ctx->IO.ClipboardUserData); }; + if (g.IO.SetClipboardTextFn != NULL && (g.PlatformIO.Platform_SetClipboardTextFn == NULL || g.PlatformIO.Platform_SetClipboardTextFn == Platform_SetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_SetClipboardTextFn = [](ImGuiContext* ctx, const char* text) { return ctx->IO.SetClipboardTextFn(ctx->IO.ClipboardUserData, text); }; +#endif + + // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) + IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) + IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + + // Perform simple checks: multi-viewport and platform windows support + if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) + { + IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); + IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?"); + IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); + if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!"); + } + else + { + // Disable feature, our backends do not support it + g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable; + } + + // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs + for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors) + { + IM_UNUSED(mon); + IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly."); + IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them."); + IM_ASSERT(mon.DpiScale > 0.0f && mon.DpiScale < 99.0f && "Monitor DpiScale is invalid."); // Typical correct values would be between 1.0f and 4.0f + } + } +} + +static void ImGui::ErrorCheckEndFrameSanityChecks() +{ + // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() + // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). + // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will + // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. + // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), + // while still correctly asserting on mid-frame key press events. + ImGuiContext& g = *GImGui; + const ImGuiKeyChord key_mods = GetMergedModsFromKeys(); + IM_UNUSED(g); + IM_UNUSED(key_mods); + IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(key_mods); + + IM_ASSERT(g.CurrentWindowStack.Size == 1); + IM_ASSERT(g.CurrentWindowStack[0].Window->IsFallbackWindow); +} + +// Save current stack sizes. Called e.g. by NewFrame() and by Begin() but may be called for manual recovery. +void ImGui::ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out) +{ + ImGuiContext& g = *GImGui; + state_out->SizeOfWindowStack = (short)g.CurrentWindowStack.Size; + state_out->SizeOfIDStack = (short)g.CurrentWindow->IDStack.Size; + state_out->SizeOfTreeStack = (short)g.CurrentWindow->DC.TreeDepth; // NOT g.TreeNodeStack.Size which is a partial stack! + state_out->SizeOfColorStack = (short)g.ColorStack.Size; + state_out->SizeOfStyleVarStack = (short)g.StyleVarStack.Size; + state_out->SizeOfFontStack = (short)g.FontStack.Size; + state_out->SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; + state_out->SizeOfGroupStack = (short)g.GroupStack.Size; + state_out->SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; + state_out->SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; + state_out->SizeOfDisabledStack = (short)g.DisabledStackSize; +} + +// Chosen name "Try to recover" over e.g. "Restore" to suggest this is not a 100% guaranteed recovery. +// Called by e.g. EndFrame() but may be called for manual recovery. +// Attempt to recover full window stack. +void ImGui::ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in) +{ + // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" + ImGuiContext& g = *GImGui; + while (g.CurrentWindowStack.Size > state_in->SizeOfWindowStack) //-V1044 + { + // Recap: + // - Begin()/BeginChild() return false to indicate the window is collapsed or fully clipped. + // - Always call a matching End() for each Begin() call, regardless of its return value! + // - Begin/End and BeginChild/EndChild logic is KNOWN TO BE INCONSISTENT WITH ALL OTHER BEGIN/END FUNCTIONS. + // - We will fix that in a future major update. + ImGuiWindow* window = g.CurrentWindow; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + { + if (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) + { + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); + EndTable(); + } + else + { + IM_ASSERT_USER_ERROR(0, "Missing EndChild()"); + EndChild(); + } + } + else + { + IM_ASSERT_USER_ERROR(0, "Missing End()"); + End(); + } + } + if (g.CurrentWindowStack.Size == state_in->SizeOfWindowStack) + ErrorRecoveryTryToRecoverWindowState(state_in); +} + +// Called by e.g. End() but may be called for manual recovery. +// Read '// Error Handling [BETA]' block in imgui_internal.h for details. +// Attempt to recover from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. +void ImGui::ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in) +{ + ImGuiContext& g = *GImGui; + + while (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); + EndTable(); + } + + ImGuiWindow* window = g.CurrentWindow; + + // FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. + while (g.CurrentTabBar != NULL && g.CurrentTabBar->Window == window) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndTabBar()"); + EndTabBar(); + } + while (g.CurrentMultiSelect != NULL && g.CurrentMultiSelect->Storage->Window == window) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndMultiSelect()"); + EndMultiSelect(); + } + while (window->DC.TreeDepth > state_in->SizeOfTreeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing TreePop()"); + TreePop(); + } + while (g.GroupStack.Size > state_in->SizeOfGroupStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndGroup()"); + EndGroup(); + } + IM_ASSERT(g.GroupStack.Size == state_in->SizeOfGroupStack); + while (window->IDStack.Size > state_in->SizeOfIDStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopID()"); + PopID(); + } + while (g.DisabledStackSize > state_in->SizeOfDisabledStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndDisabled()"); + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + EndDisabled(); + else + { + EndDisabledOverrideReenable(); + g.CurrentWindowStack.back().DisabledOverrideReenable = false; + } + } + IM_ASSERT(g.DisabledStackSize == state_in->SizeOfDisabledStack); + while (g.ColorStack.Size > state_in->SizeOfColorStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopStyleColor()"); + PopStyleColor(); + } + while (g.ItemFlagsStack.Size > state_in->SizeOfItemFlagsStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopItemFlag()"); + PopItemFlag(); + } + while (g.StyleVarStack.Size > state_in->SizeOfStyleVarStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopStyleVar()"); + PopStyleVar(); + } + while (g.FontStack.Size > state_in->SizeOfFontStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopFont()"); + PopFont(); + } + while (g.FocusScopeStack.Size > state_in->SizeOfFocusScopeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopFocusScope()"); + PopFocusScope(); + } + //IM_ASSERT(g.FocusScopeStack.Size == state_in->SizeOfFocusScopeStack); +} + +bool ImGui::ErrorLog(const char* msg) +{ + ImGuiContext& g = *GImGui; + + // Output to debug log +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiWindow* window = g.CurrentWindow; + + if (g.IO.ConfigErrorRecoveryEnableDebugLog) + { + if (g.ErrorFirst) + IMGUI_DEBUG_LOG_ERROR("[imgui-error] (current settings: Assert=%d, Log=%d, Tooltip=%d)\n", + g.IO.ConfigErrorRecoveryEnableAssert, g.IO.ConfigErrorRecoveryEnableDebugLog, g.IO.ConfigErrorRecoveryEnableTooltip); + IMGUI_DEBUG_LOG_ERROR("[imgui-error] In window '%s': %s\n", window ? window->Name : "NULL", msg); + } + g.ErrorFirst = false; + + // Output to tooltip + if (g.IO.ConfigErrorRecoveryEnableTooltip) + { + if (g.WithinFrameScope && BeginErrorTooltip()) + { + if (g.ErrorCountCurrentFrame < 20) + { + Text("In window '%s': %s", window ? window->Name : "NULL", msg); + if (window && (!window->IsFallbackWindow || window->WasActive)) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 0, 0, 255)); + } + if (g.ErrorCountCurrentFrame == 20) + Text("(and more errors)"); + // EndFrame() will amend debug buttons to this window, after all errors have been submitted. + EndErrorTooltip(); + } + g.ErrorCountCurrentFrame++; + } +#endif + + // Output to callback + if (g.ErrorCallback != NULL) + g.ErrorCallback(&g, g.ErrorCallbackUserData, msg); + + // Return whether we should assert + return g.IO.ConfigErrorRecoveryEnableAssert; +} + +void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip() +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugDrawIdConflicts != 0 && g.IO.KeyCtrl == false) + g.DebugDrawIdConflictsCount = g.HoveredIdPreviousFrameItemCount; + if (g.DebugDrawIdConflicts != 0 && g.DebugItemPickerActive == false && BeginErrorTooltip()) + { + Text("Programmer error: %d visible items with conflicting ID!", g.DebugDrawIdConflictsCount); + BulletText("Code should use PushID()/PopID() in loops, or append \"##xx\" to same-label identifiers!"); + BulletText("Empty label e.g. Button(\"\") == same ID as parent widget/node. Use Button(\"##xx\") instead!"); + //BulletText("Code intending to use duplicate ID may use e.g. PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()"); // Not making this too visible for fear of it being abused. + BulletText("Set io.ConfigDebugHighlightIdConflicts=false to disable this warning in non-programmers builds."); + Separator(); + Text("(Hold CTRL to: use"); + SameLine(); + if (SmallButton("Item Picker")) + DebugStartItemPicker(); + SameLine(); + Text("to break in item call-stack, or"); + SameLine(); + if (SmallButton("Open FAQ->About ID Stack System") && g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage"); + EndErrorTooltip(); + } + + if (g.ErrorCountCurrentFrame > 0 && BeginErrorTooltip()) // Amend at end of frame + { + Separator(); + Text("(Hold CTRL to:"); + SameLine(); + if (SmallButton("Enable Asserts")) + g.IO.ConfigErrorRecoveryEnableAssert = true; + //SameLine(); + //if (SmallButton("Hide Error Tooltips")) + // g.IO.ConfigErrorRecoveryEnableTooltip = false; // Too dangerous + SameLine(0, 0); + Text(")"); + EndErrorTooltip(); + } +#endif +} + +// Pseudo-tooltip. Follow mouse until CTRL is held. When CTRL is held we lock position, allowing to click it. +bool ImGui::BeginErrorTooltip() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName("##Tooltip_Error"); + const bool use_locked_pos = (g.IO.KeyCtrl && window && window->WasActive); + PushStyleColor(ImGuiCol_PopupBg, ImLerp(g.Style.Colors[ImGuiCol_PopupBg], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.15f)); + if (use_locked_pos) + SetNextWindowPos(g.ErrorTooltipLockedPos); + bool is_visible = Begin("##Tooltip_Error", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + PopStyleColor(); + if (is_visible && g.CurrentWindow->BeginCount == 1) + { + SeparatorText("MESSAGE FROM DEAR IMGUI"); + BringWindowToDisplayFront(g.CurrentWindow); + BringWindowToFocusFront(g.CurrentWindow); + g.ErrorTooltipLockedPos = GetWindowPos(); + } + else if (!is_visible) + { + End(); + } + return is_visible; +} + +void ImGui::EndErrorTooltip() +{ + End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ITEM SUBMISSION +//----------------------------------------------------------------------------- +// - KeepAliveID() +// - ItemAdd() +//----------------------------------------------------------------------------- + +// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). +void ImGui::KeepAliveID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.IsAlive = true; +} + +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. +// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN) +IM_MSVC_RUNTIME_CHECKS_OFF +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Set item data + // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) + g.LastItemData.ID = id; + g.LastItemData.Rect = bb; + g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; + g.LastItemData.ItemFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags; + g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; + // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared. + + if (id != 0) + { + KeepAliveID(id); + + // Directional navigation processing + // Runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + if (!(g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + { + // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test. + window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened)) + NavProcessItem(); + } + + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasShortcut) + ItemHandleShortcut(id); + } + + // Lightweight clear of SetNextItemXXX data. + g.NextItemData.HasFlags = ImGuiNextItemDataFlags_None; + g.NextItemData.ItemFlags = ImGuiItemFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData); +#endif + + // Clipping test + // (this is an inline copy of IsClippedEx() so we can reuse the is_rect_visible value, otherwise we'd do 'if (IsClippedEx(bb, id)) return false') + // g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts) + const bool is_rect_visible = bb.Overlaps(window->ClipRect); + if (!is_rect_visible) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) + return false; + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + if (id == g.DebugLocateId) + DebugLocateItemResolveWithLastItem(); + + // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". + // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". + // READ THE FAQ: https://dearimgui.com/faq + IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); + } + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + //if ((g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav) == 0) + // window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG] +#endif + + if (id != 0 && g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.ElapseFrame = g.FrameCount; + + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (is_rect_visible) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible; + if (IsMouseHoveringRect(bb.Min, bb.Max)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] LAYOUT +//----------------------------------------------------------------------------- +// - ItemSize() +// - SameLine() +// - GetCursorScreenPos() +// - SetCursorScreenPos() +// - GetCursorPos(), GetCursorPosX(), GetCursorPosY() +// - SetCursorPos(), SetCursorPosX(), SetCursorPosY() +// - GetCursorStartPos() +// - Indent() +// - Unindent() +// - SetNextItemWidth() +// - PushItemWidth() +// - PushMultiItemsWidths() +// - PopItemWidth() +// - CalcItemWidth() +// - CalcItemSize() +// - GetTextLineHeight() +// - GetTextLineHeightWithSpacing() +// - GetFrameHeight() +// - GetFrameHeightWithSpacing() +// - GetContentRegionMax() +// - GetContentRegionAvail(), +// - BeginGroup() +// - EndGroup() +// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. +//----------------------------------------------------------------------------- + +// Advance cursor given item size for layout. +// Register minimum needed size so it can extend the bounding box used for auto-fit calculation. +// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. +// THIS IS IN THE PERFORMANCE CRITICAL PATH. +IM_MSVC_RUNTIME_CHECKS_OFF +void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // We increase the height in this function to accommodate for baseline offset. + // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, + // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. + const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; + + const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y; + const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y); + + // Always align ourselves on pixel boundaries + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = line_y1; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + window->DC.PrevLineSize.y = line_height; + window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); + window->DC.CurrLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Gets back to previous line and continue with horizontal layout +// offset_from_start_x == 0 : follow right after previous item +// offset_from_start_x != 0 : align to specified x position (relative to window/group left) +// spacing_w < 0 : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float offset_from_start_x, float spacing_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + if (offset_from_start_x != 0.0f) + { + if (spacing_w < 0.0f) + spacing_w = 0.0f; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + else + { + if (spacing_w < 0.0f) + spacing_w = g.Style.ItemSpacing.x; + window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + window->DC.IsSameLine = true; +} + +ImVec2 ImGui::GetCursorScreenPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos; +} + +void ImGui::SetCursorScreenPos(const ImVec2& pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; +} + +// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. +// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. +ImVec2 ImGui::GetCursorPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos - window->Pos + window->Scroll; +} + +float ImGui::GetCursorPosX() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; +} + +float ImGui::GetCursorPosY() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; +} + +void ImGui::SetCursorPos(const ImVec2& local_pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = window->Pos - window->Scroll + local_pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosX(float x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosY(float y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); + window->DC.IsSetPos = true; +} + +ImVec2 ImGui::GetCursorStartPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorStartPos - window->Pos; +} + +void ImGui::Indent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +void ImGui::Unindent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +// Affect large frame+labels widgets only. +void ImGui::SetNextItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; +} + +// FIXME: Remove the == 0.0f behavior? +void ImGui::PushItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PushMultiItemsWidths(int components, float w_full) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(components > 0); + const ImGuiStyle& style = g.Style; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + float w_items = w_full - style.ItemInnerSpacing.x * (components - 1); + float prev_split = w_items; + for (int i = components - 1; i > 0; i--) + { + float next_split = IM_TRUNC(w_items * i / components); + window->DC.ItemWidthStack.push_back(ImMax(prev_split - next_split, 1.0f)); + prev_split = next_split; + } + window->DC.ItemWidth = ImMax(prev_split, 1.0f); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PopItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.ItemWidthStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemWidth() too many times!"); + return; + } + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + window->DC.ItemWidthStack.pop_back(); +} + +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). +// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() +float ImGui::CalcItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float w; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; + else + w = window->DC.ItemWidth; + if (w < 0.0f) + { + float region_avail_x = GetContentRegionAvail().x; + w = ImMax(1.0f, region_avail_x + w); + } + w = IM_TRUNC(w); + return w; +} + +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) +{ + ImVec2 avail; + if (size.x < 0.0f || size.y < 0.0f) + avail = GetContentRegionAvail(); + + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, avail.x + size.x); // <-- size.x is negative here so we are subtracting + + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, avail.y + size.y); // <-- size.y is negative here so we are subtracting + + return size; +} + +float ImGui::GetTextLineHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize; +} + +float ImGui::GetTextLineHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.ItemSpacing.y; +} + +float ImGui::GetFrameHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f; +} + +float ImGui::GetFrameHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; +} + +ImVec2 ImGui::GetContentRegionAvail() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; + return mx - window->DC.CursorPos; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// You should never need those functions. Always use GetCursorScreenPos() and GetContentRegionAvail()! +// They are bizarre local-coordinates which don't play well with scrolling. +ImVec2 ImGui::GetContentRegionMax() +{ + return GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos(); +} + +ImVec2 ImGui::GetWindowContentRegionMin() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Min - window->Pos; +} + +ImVec2 ImGui::GetWindowContentRegionMax() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Max - window->Pos; +} +#endif + +// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) +// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. +// FIXME-OPT: Could we safely early out on ->SkipItems? +void ImGui::BeginGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.GroupStack.resize(g.GroupStack.Size + 1); + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.WindowID = window->ID; + group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; + group_data.BackupIndent = window->DC.Indent; + group_data.BackupGroupOffset = window->DC.GroupOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; + group_data.BackupIsSameLine = window->DC.IsSameLine; + group_data.BackupDeactivatedIdIsAlive = g.DeactivatedItemData.IsAlive; + group_data.EmitItem = true; + + window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; + window->DC.Indent = window->DC.GroupOffset; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +void ImGui::EndGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls + + ImGuiGroupData& group_data = g.GroupStack.back(); + IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Include LastItemData.Rect.Max as a workaround for e.g. EndTable() undershooting with CursorMaxPos report. (#7543) + ImRect group_bb(group_data.BackupCursorPos, ImMax(ImMax(window->DC.CursorMaxPos, g.LastItemData.Rect.Max), group_data.BackupCursorPos)); + window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, group_bb.Max); + window->DC.Indent = group_data.BackupIndent; + window->DC.GroupOffset = group_data.BackupGroupOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; + window->DC.IsSameLine = group_data.BackupIsSameLine; + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return + + if (!group_data.EmitItem) + { + g.GroupStack.pop_back(); + return; + } + + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize()); + ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop); + + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_deactivated_id = (group_data.BackupDeactivatedIdIsAlive == false) && (g.DeactivatedItemData.IsAlive == true); + if (group_contains_curr_active_id) + g.LastItemData.ID = g.ActiveId; + else if (group_contains_deactivated_id) + g.LastItemData.ID = g.DeactivatedItemData.ID; + g.LastItemData.Rect = group_bb; + + // Forward Hovered flag + const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; + if (group_contains_curr_hovered_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Forward Edited flag + if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; + + // Forward Deactivated flag + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_deactivated_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; + + g.GroupStack.pop_back(); + if (g.DebugShowGroupRects) + window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] +} + + +//----------------------------------------------------------------------------- +// [SECTION] SCROLLING +//----------------------------------------------------------------------------- + +// Helper to snap on edges when aiming at an item very close to the edge, +// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. +// When we refactor the scrolling API this may be configurable with a flag? +// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. +static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio) +{ + if (target <= snap_min + snap_threshold) + return ImLerp(snap_min, target, center_ratio); + if (target >= snap_max - snap_threshold) + return ImLerp(target, snap_max, center_ratio); + return target; +} + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) +{ + ImVec2 scroll = window->Scroll; + ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2); + for (int axis = 0; axis < 2; axis++) + { + if (window->ScrollTarget[axis] < FLT_MAX) + { + float center_ratio = window->ScrollTargetCenterRatio[axis]; + float scroll_target = window->ScrollTarget[axis]; + if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f) + { + float snap_min = 0.0f; + float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis]; + scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio); + } + scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]); + } + scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f)); + if (!window->Collapsed && !window->SkipItems) + scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]); + } + return scroll; +} + +void ImGui::ScrollToItem(ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ScrollToRectEx(window, g.LastItemData.NavRect, flags); +} + +void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ScrollToRectEx(window, item_rect, flags); +} + +// Scroll to keep newly navigated item fully into view +ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x); + scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y); + //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG] + //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG] + + // Check that only one behavior is selected per axis + IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_)); + IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_)); + + // Defaults + ImGuiScrollFlags in_flags = flags; + if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX) + flags |= ImGuiScrollFlags_KeepVisibleEdgeX; + if ((flags & ImGuiScrollFlags_MaskY_) == 0) + flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY; + + const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x; + const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y; + const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) + { + if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x) + SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f); + else if (item_rect.Max.x >= scroll_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) + { + if (can_be_fully_visible_x) + SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f); + else + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f); + } + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) + { + if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y) + SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f); + else if (item_rect.Max.y >= scroll_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) + { + if (can_be_fully_visible_y) + SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f); + else + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f); + } + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ImVec2 delta_scroll = next_scroll - window->Scroll; + + // Also scroll parent window to keep us into view if necessary + if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow)) + { + // FIXME-SCROLL: May be an option? + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX; + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY; + delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags); + } + + return delta_scroll; +} + +float ImGui::GetScrollX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; +} + +float ImGui::GetScrollY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; +} + +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} + +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} + +void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x) +{ + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y) +{ + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiContext& g = *GImGui; + SetScrollX(g.CurrentWindow, scroll_x); +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiContext& g = *GImGui; + SetScrollY(g.CurrentWindow, scroll_y); +} + +// Note that a local position will vary depending on initial scroll value, +// This is a little bit confusing so bear with us: +// - local_pos = (absolution_pos - window->Pos) +// - So local_x/local_y are 0.0f for a position at the upper-left corner of a window, +// and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area. +// - They mostly exist because of legacy API. +// Following the rules above, when trying to work with scrolling code, consider that: +// - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect! +// - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense +// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size +void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) +{ + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.x = center_x_ratio; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) +{ + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.y = center_y_ratio; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); + float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio); + SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x); +} + +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y); + float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); + SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y); +} + +//----------------------------------------------------------------------------- +// [SECTION] TOOLTIPS +//----------------------------------------------------------------------------- + +bool ImGui::BeginTooltip() +{ + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginItemTooltip() +{ + if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + return false; + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + + const bool is_dragdrop_tooltip = g.DragDropWithinSource || g.DragDropWithinTarget; + if (is_dragdrop_tooltip) + { + // Drag and Drop tooltips are positioning differently than other tooltips: + // - offset visibility to increase visibility around mouse. + // - never clamp within outer viewport boundary. + // We call SetNextWindowPos() to enforce position and disable clamping. + // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones). + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + const bool is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource_TouchScreen); + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + ImVec2 tooltip_pos = is_touchscreen ? (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_TOUCH * g.Style.MouseCursorScale) : (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_MOUSE * g.Style.MouseCursorScale); + ImVec2 tooltip_pivot = is_touchscreen ? TOOLTIP_DEFAULT_PIVOT_TOUCH : ImVec2(0.0f, 0.0f); + SetNextWindowPos(tooltip_pos, ImGuiCond_None, tooltip_pivot); + } + + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + tooltip_flags |= ImGuiTooltipFlags_OverridePrevious; + } + + const char* window_name_template = is_dragdrop_tooltip ? "##Tooltip_DragDrop_%02d" : "##Tooltip_%02d"; + char window_name[32]; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, g.TooltipOverrideCount); + if ((tooltip_flags & ImGuiTooltipFlags_OverridePrevious) && g.TooltipPreviousWindow != NULL && g.TooltipPreviousWindow->Active) + { + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + //IMGUI_DEBUG_LOG("[tooltip] '%s' already active, using +1 for this frame\n", window_name); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.TooltipPreviousWindow); + ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, ++g.TooltipOverrideCount); + } + + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; + Begin(window_name, NULL, flags | extra_window_flags); + // 2023-03-09: Added bool return value to the API, but currently always returning true. + // If this ever returns false we need to update BeginDragDropSource() accordingly. + //if (!ret) + // End(); + //return ret; + return true; +} + +void ImGui::EndTooltip() +{ + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + End(); +} + +void ImGui::SetTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetTooltipV(const char* fmt, va_list args) +{ + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + TextV(fmt, args); + EndTooltip(); +} + +// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'. +// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse. +void ImGui::SetItemTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetItemTooltipV(const char* fmt, va_list args) +{ + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); +} + + +//----------------------------------------------------------------------------- +// [SECTION] POPUPS +//----------------------------------------------------------------------------- + +// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel +bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + if (popup_flags & ImGuiPopupFlags_AnyPopupId) + { + // Return true if any popup is open at the current BeginPopup() level of the popup stack + // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. + IM_ASSERT(id == 0); + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + return g.OpenPopupStack.Size > 0; + else + return g.OpenPopupStack.Size > g.BeginPopupStack.Size; + } + else + { + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + { + // Return true if the popup is open anywhere in the popup stack + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + if (popup_data.PopupId == id) + return true; + return false; + } + else + { + // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + } + } +} + +bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id); + if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0) + IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally + return IsPopupOpen(id, popup_flags); +} + +// Also see FindBlockingModal(NULL) +ImGuiWindow* ImGui::GetTopMostPopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if (popup->Flags & ImGuiWindowFlags_Modal) + return popup; + return NULL; +} + +// See Demo->Stacked Modal to confirm what this is for. +ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup)) + return popup; + return NULL; +} + + +// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) +// should be positioned behind that modal window, unless the window was created inside the modal begin-stack. +// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. +// - WindowA // FindBlockingModal() returns Modal1 +// - WindowB // .. returns Modal1 +// - Modal1 // .. returns Modal2 +// - WindowC // .. returns Modal2 +// - WindowD // .. returns Modal2 +// - Modal2 // .. returns Modal2 +// - WindowE // .. returns NULL +// Notes: +// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL. +// Only difference is here we check for ->Active/WasActive but it may be unnecessary. +ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= 0) + return NULL; + + // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + { + ImGuiWindow* popup_window = popup_data.Window; + if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) + continue; + if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. + continue; + if (window == NULL) // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click. + return popup_window; + if (IsWindowWithinBeginStackOf(window, popup_window)) // Window may be over modal + continue; + return popup_window; // Place window right below first block modal + } + return NULL; +} + +void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.CurrentWindow->GetID(str_id); + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id); + OpenPopupEx(id, popup_flags); +} + +void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + OpenPopupEx(id, popup_flags); +} + +// Mark popup as open (toggle toward open state). +// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. +// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). +// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) +void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + const int current_stack_size = g.BeginPopupStack.Size; + + if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) + if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId)) + return; + + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + popup_ref.PopupId = id; + popup_ref.Window = NULL; + popup_ref.RestoreNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type). + popup_ref.OpenFrameCount = g.FrameCount; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); + popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; + + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id); + if (g.OpenPopupStack.Size < current_stack_size + 1) + { + g.OpenPopupStack.push_back(popup_ref); + } + else + { + // Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake! + // However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be + // in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer. + // Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags_NoReopen is not specified. + bool keep_existing = false; + if (g.OpenPopupStack[current_stack_size].PopupId == id) + if ((g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) || (popup_flags & ImGuiPopupFlags_NoReopen)) + keep_existing = true; + if (keep_existing) + { + // No reopen + g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; + } + else + { + // Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation) + ClosePopupToLevel(current_stack_size, true); + g.OpenPopupStack.push_back(popup_ref); + } + + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + // This is equivalent to what ClosePopupToLevel() does. + //if (g.OpenPopupStack[current_stack_size].PopupId == id) + // FocusWindow(parent_window); + } +} + +// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. +// This function closes any popups that are over 'ref_window'. +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size == 0) + return; + + // Don't close our own child popup windows. + //IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\") restore_under=%d\n", ref_window ? ref_window->Name : "", restore_focus_to_window_under_popup); + int popup_count_to_keep = 0; + if (ref_window) + { + // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) + for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) + { + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; + if (!popup.Window) + continue; + IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); + + // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) + // - Clicking/Focusing Window2 won't close Popup1: + // Window -> Popup1 -> Window2(Ref) + // - Clicking/focusing Popup1 will close Popup2 and Popup3: + // Window -> Popup1(Ref) -> Popup2 -> Popup3 + // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree! + // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child + // We step through every popup from bottom to top to validate their position relative to reference window. + bool ref_window_is_descendent_of_popup = false; + for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) + //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE + if (IsWindowWithinBeginStackOf(ref_window, popup_window)) + { + ref_window_is_descendent_of_popup = true; + break; + } + if (!ref_window_is_descendent_of_popup) + break; + } + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + { + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : ""); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); + } +} + +void ImGui::ClosePopupsExceptModals() +{ + ImGuiContext& g = *GImGui; + + int popup_count_to_keep; + for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--) + { + ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window; + if (!window || (window->Flags & ImGuiWindowFlags_Modal)) + break; + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + ClosePopupToLevel(popup_count_to_keep, true); +} + +void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_under=%d\n", remaining, restore_focus_to_window_under_popup); + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) + for (int n = remaining; n < g.OpenPopupStack.Size; n++) + IMGUI_DEBUG_LOG_POPUP("[popup] - Closing PopupID 0x%08X Window \"%s\"\n", g.OpenPopupStack[n].PopupId, g.OpenPopupStack[n].Window ? g.OpenPopupStack[n].Window->Name : NULL); + + // Trim open popup stack + ImGuiPopupData prev_popup = g.OpenPopupStack[remaining]; + g.OpenPopupStack.resize(remaining); + + // Restore focus (unless popup window was not yet submitted, and didn't have a chance to take focus anyhow. See #7325 for an edge case) + if (restore_focus_to_window_under_popup && prev_popup.Window) + { + ImGuiWindow* popup_window = prev_popup.Window; + ImGuiWindow* focus_window = (popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : prev_popup.RestoreNavWindow; + if (focus_window && !focus_window->WasActive) + FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback + else + FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None); + } +} + +// Close the popup we have begin-ed into. +void ImGui::CloseCurrentPopup() +{ + ImGuiContext& g = *GImGui; + int popup_idx = g.BeginPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + return; + + // Closing a menu closes its top-most parent popup (unless a modal) + while (popup_idx > 0) + { + ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; + ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; + bool close_parent = false; + if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) + if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar)) + close_parent = true; + if (!close_parent) + break; + popup_idx--; + } + IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + ClosePopupToLevel(popup_idx, true); + + // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. + // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. + // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. + if (ImGuiWindow* window = g.NavWindow) + window->DC.NavHideHighlightOneFrame = true; +} + +// Attention! BeginPopup() adds default flags when calling BeginPopupEx()! +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[20]; + if (extra_window_flags & ImGuiWindowFlags_ChildMenu) + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuDepth); // Recycle windows based on depth + else + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame + + bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + + //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; + + return is_open; +} + +bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; + ImGuiID id = g.CurrentWindow->GetID(str_id); + return BeginPopupEx(id, flags); +} + +// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup). +// - *p_open set back to false in BeginPopupModal() when popup is not open. +// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup. +bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = window->GetID(name); + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (p_open && *p_open) + *p_open = false; + return false; + } + + // Center modal windows by default for increased visibility + // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) + // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + } + + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking; + const bool is_open = Begin(name, p_open, flags); + if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + { + EndPopup(); + if (is_open) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + return false; + } + return is_open; +} + +void ImGui::EndPopup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls + IM_ASSERT(g.BeginPopupStack.Size > 0); + + // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) + if (g.NavWindow == window) + NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); + + // Child-popups don't need to be laid out + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + g.WithinEndChildID = window->ID; + End(); + g.WithinEndChildID = backup_within_end_child_id; +} + +// Helper to open a popup if mouse button is released over the item +// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup() +void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + { + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + OpenPopupEx(id, popup_flags); + } +} + +// This is a helper to handle the simplest case of associating one named popup to one given widget. +// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id. +// - To create a popup with a specific identifier, pass it in str_id. +// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call. +// - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id. +// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// This is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight); +// return BeginPopup(id); +// Which is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) +// OpenPopup(id); +// return BeginPopup(id); +// The main difference being that this is tweaked to avoid computing the ID twice. +bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "window_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "void_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) + if (GetTopMostPopupModal() == NULL) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) +// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. +// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor +// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. +// this allows us to have tooltips/popups displayed out of the parent viewport.) +ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) +{ + ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + + // Combo Box policy (we want a connecting edge) + if (policy == ImGuiPopupPositionPolicy_ComboBox) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + ImVec2 pos; + if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) + if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right + if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left + if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left + if (!r_outer.Contains(ImRect(pos, pos + size))) + continue; + *last_dir = dir; + return pos; + } + } + + // Tooltip and Default popup policy + // (Always first try the direction we used on the last frame, if any) + if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + + const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + + // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) + if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right)) + continue; + if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down)) + continue; + + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + + // Clamp top-left corner of popup + pos.x = ImMax(pos.x, r_outer.Min.x); + pos.y = ImMax(pos.y, r_outer.Min.y); + + *last_dir = dir; + return pos; + } + } + + // Fallback when not enough room: + *last_dir = ImGuiDir_None; + + // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + if (policy == ImGuiPopupPositionPolicy_Tooltip) + return ref_pos + ImVec2(2, 2); + + // Otherwise try to keep within display + ImVec2 pos = ref_pos; + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); + return pos; +} + +// Note that this is used for popups, which can overlap the non work-area of individual viewports. +ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImRect r_screen; + if (window->ViewportAllowPlatformMonitorExtend >= 0) + { + // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend]; + r_screen.Min = monitor.WorkPos; + r_screen.Max = monitor.WorkPos + monitor.WorkSize; + } + else + { + // Use the full viewport area (not work area) for popups + r_screen = window->Viewport->GetMainRect(); + } + ImVec2 padding = g.Style.DisplaySafeAreaPadding; + r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); + return r_screen; +} + +ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + ImRect r_outer = GetPopupAllowedExtentRect(window); + if (window->Flags & ImGuiWindowFlags_ChildMenu) + { + // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. + // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. + ImGuiWindow* parent_window = window->ParentWindow; + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + ImRect r_avoid; + if (parent_window->DC.MenuBarAppending) + r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field + else + r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); + } + if (window->Flags & ImGuiWindowFlags_Popup) + { + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here + } + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Position tooltip (always follows mouse + clamp within outer boundaries) + // FIXME: + // - Too many paths. One problem is that FindBestWindowPosForPopupEx() doesn't allow passing a suggested position (so touch screen path doesn't use it by default). + // - Drag and drop tooltips are not using this path either: BeginTooltipEx() manually sets their position. + // - Require some tidying up. In theory we could handle both cases in same location, but requires a bit of shuffling + // as drag and drop tooltips are calling SetNextWindowPos() leading to 'window_pos_set_by_api' being set in Begin(). + IM_ASSERT(g.CurrentWindow == window); + const float scale = g.Style.MouseCursorScale; + const ImVec2 ref_pos = NavCalcPreferredRefPos(); + + if (g.IO.MouseSource == ImGuiMouseSource_TouchScreen && NavCalcPreferredRefPosSource() == ImGuiInputSource_Mouse) + { + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_TOUCH * scale - (TOOLTIP_DEFAULT_PIVOT_TOUCH * window->Size); + if (r_outer.Contains(ImRect(tooltip_pos, tooltip_pos + window->Size))) + return tooltip_pos; + } + + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale; + ImRect r_avoid; + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && !g.IO.ConfigNavMoveSetMousePos) + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); + else + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255)); + + return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); + } + IM_ASSERT(0); + return window->Pos; +} + +//----------------------------------------------------------------------------- +// [SECTION] WINDOW FOCUS +//---------------------------------------------------------------------------- +// - SetWindowFocus() +// - SetNextWindowFocus() +// - IsWindowFocused() +// - UpdateWindowInFocusOrderList() [Internal] +// - BringWindowToFocusFront() [Internal] +// - BringWindowToDisplayFront() [Internal] +// - BringWindowToDisplayBack() [Internal] +// - BringWindowToDisplayBehind() [Internal] +// - FindWindowDisplayIndex() [Internal] +// - FocusWindow() [Internal] +// - FocusTopMostWindowUnderOne() [Internal] +//----------------------------------------------------------------------------- + +void ImGui::SetWindowFocus() +{ + FocusWindow(GImGui->CurrentWindow); +} + +void ImGui::SetWindowFocus(const char* name) +{ + if (name) + { + if (ImGuiWindow* window = FindWindowByName(name)) + FocusWindow(window); + } + else + { + FocusWindow(NULL); + } +} + +void ImGui::SetNextWindowFocus() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; +} + +// Similar to IsWindowHovered() +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.NavWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + + if (ref_window == NULL) + return false; + if (flags & ImGuiFocusedFlags_AnyWindow) + return true; + + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + if (flags & ImGuiHoveredFlags_ChildWindows) + return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + return (ref_window == cur_window); +} + +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(g); + int order = window->FocusOrder; + IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) + IM_ASSERT(g.WindowsFocusOrder[order] == window); + return order; +} + +static void ImGui::UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) +{ + ImGuiContext& g = *GImGui; + + const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0); + const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; + if ((just_created || child_flag_changed) && !new_is_explicit_child) + { + IM_ASSERT(!g.WindowsFocusOrder.contains(window)); + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + else if (!just_created && child_flag_changed && new_is_explicit_child) + { + IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); + for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) + g.WindowsFocusOrder[n]->FocusOrder--; + g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); + window->FocusOrder = -1; + } + window->IsExplicitChild = new_is_explicit_child; +} + +void ImGui::BringWindowToFocusFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == window->RootWindow); + + const int cur_order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); + if (g.WindowsFocusOrder.back() == window) + return; + + const int new_order = g.WindowsFocusOrder.Size - 1; + for (int n = cur_order; n < new_order; n++) + { + g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; + g.WindowsFocusOrder[n]->FocusOrder--; + IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); + } + g.WindowsFocusOrder[new_order] = window; + window->FocusOrder = (short)new_order; +} + +// Note technically focus related but rather adjacent and close to BringWindowToFocusFront() +void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better) + return; + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.Windows[i] == window) + { + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window) +{ + IM_ASSERT(window != NULL && behind_window != NULL); + ImGuiContext& g = *GImGui; + window = window->RootWindow; + behind_window = behind_window->RootWindow; + int pos_wnd = FindWindowDisplayIndex(window); + int pos_beh = FindWindowDisplayIndex(behind_window); + if (pos_wnd < pos_beh) + { + size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); + g.Windows[pos_beh - 1] = window; + } + else + { + size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); + g.Windows[pos_beh] = window; + } +} + +int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return g.Windows.index_from_ptr(g.Windows.find(window)); +} + +// Moving window to front of display and set focus (which happens to be back of our sorted list) +void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + + // Modal check? + if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case. + if (ImGuiWindow* blocking_modal = FindBlockingModal(window)) + { + // This block would typically be reached in two situations: + // - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags_UnlessBelowModal flag. + // - User clicking on void or anything behind a modal while a modal is open (window == NULL) + IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "", blocking_modal->Name); + if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayBehind(window, blocking_modal); // Still bring right under modal. (FIXME: Could move in focus list too?) + ClosePopupsOverWindow(GetTopMostPopupModal(), false); // Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals + return; + } + + // Find last focused child (if any) and focus it instead. + if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL) + window = NavRestoreLastChildNavWindow(window); + + // Apply focus + if (g.NavWindow != window) + { + SetNavWindow(window); + if (window && g.NavHighlightItemUnderNav) + g.NavMousePosDirty = true; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavLayer = ImGuiNavLayer_Main; + SetNavFocusScope(window ? window->NavRootFocusScopeId : 0); + g.NavIdIsAlive = false; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + + // Close popups if any + ClosePopupsOverWindow(window, false); + } + + // Move the root window to the top of the pile + IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; + ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL; + ImGuiDockNode* dock_node = window ? window->DockNode : NULL; + bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); + + // Steal active widgets. Some of the cases it triggers includes: + // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. + // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) + if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) + ClearActiveID(); + + // Passing NULL allow to disable keyboard focus + if (!window) + return; + window->LastFrameJustFocused = g.FrameCount; + + // Select in dock node + // For #2304 we avoid applying focus immediately before the tabbar is visible. + //if (dock_node && dock_node->TabBar) + // dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId; + + // Bring to front + BringWindowToFocusFront(focus_front_window); + if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(display_front_window); +} + +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + // Aim at root window behind us, if we are in a child window that's our own root (see #4640) + int offset = -1; + while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) + { + under_this_window = under_this_window->ParentWindow; + offset = 0; + } + start_idx = FindWindowFocusIndex(under_this_window) + offset; + } + for (int i = start_idx; i >= 0; i--) + { + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. + ImGuiWindow* window = g.WindowsFocusOrder[i]; + if (window == ignore_window || !window->WasActive) + continue; + if (filter_viewport != NULL && window->Viewport != filter_viewport) + continue; + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set... + // This is failing (lagging by one frame) for docked windows. + // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. + // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) + // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? + FocusWindow(window, flags); + return; + } + } + FocusWindow(NULL, flags); +} + +//----------------------------------------------------------------------------- +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +//----------------------------------------------------------------------------- + +// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked. +// In our terminology those should be interchangeable, yet right now this is super confusing. +// Those two functions are merely a legacy artifact, so at minimum naming should be clarified. + +void ImGui::SetNavCursorVisible(bool visible) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigNavCursorVisibleAlways) + visible = true; + g.NavCursorVisible = visible; +} + +// (was called NavRestoreHighlightAfterMove() before 1.91.4) +void ImGui::SetNavCursorVisibleAfterMove() +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; +} + +void ImGui::SetNavWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow != window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : ""); + g.NavWindow = window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavHighlightActivated(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavHighlightActivatedId = id; + g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER; +} + +void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX; +} + +void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); + g.NavId = id; + g.NavLayer = nav_layer; + SetNavFocusScope(focus_scope_id); + g.NavWindow->NavLastIds[nav_layer] = id; + g.NavWindow->NavRectRel[nav_layer] = rect_rel; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); +} + +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + if (g.NavWindow != window) + SetNavWindow(window); + + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid. + // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; + g.NavId = id; + g.NavLayer = nav_layer; + SetNavFocusScope(g.CurrentFocusScopeId); + window->NavLastIds[nav_layer] = id; + if (g.LastItemData.ID == id) + window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); + + if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + g.NavHighlightItemUnderNav = true; + else if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); +} + +static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) +{ + if (ImFabs(dx) > ImFabs(dy)) + return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; + return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; +} + +static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max) +{ + if (cand_max < curr_min) + return cand_max - curr_min; + if (curr_max < cand_min) + return cand_min - curr_max; + return 0.0f; +} + +// Scoring function for keyboard/gamepad directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool ImGui::NavScoreItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavLayer != window->DC.NavLayerCurrent) + return false; + + // FIXME: Those are not good variables names + ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle + const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringDebugCount++; + + // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring + if (window->ParentWindow == g.NavWindow) + { + IM_ASSERT((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened); + if (!window->ClipRect.Overlaps(cand)) + return false; + cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window + } + + // Compute distance between boxes + // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. + float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + if (dby != 0.0f && dbx != 0.0f) + dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + float dist_box = ImFabs(dbx) + ImFabs(dby); + + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) + + // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance + ImGuiDir quadrant; + float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; + if (dbx != 0.0f || dby != 0.0f) + { + // For non-overlapping boxes, use distance between boxes + // FIXME-NAV: Quadrant may be incorrect because of (1) dbx bias and (2) curr.Max.y bias applied by NavBiasScoringRect() where typically curr.Max.y==curr.Min.y + // One typical case where this happens, with style.WindowMenuButtonPosition == ImGuiDir_Right, pressing Left to navigate from Close to Collapse tends to fail. + // Also see #6344. Calling ImGetDirQuadrantFromDelta() with unbiased values may be good but side-effects are plenty. + dax = dbx; + day = dby; + dist_axial = dist_box; + quadrant = ImGetDirQuadrantFromDelta(dbx, dby); + } + else if (dcx != 0.0f || dcy != 0.0f) + { + // For overlapping boxes with different centers, use distance between centers + dax = dcx; + day = dcy; + dist_axial = dist_center; + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); + } + else + { + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) + quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + } + + const ImGuiDir move_dir = g.NavMoveDir; +#if IMGUI_DEBUG_NAV_SCORING + char buf[200]; + if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate. + { + if (quadrant == move_dir) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80)); + draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200)); + draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf); + } + } + const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max); + const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space)); + if (debug_hovering || debug_tty) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), + "d-box (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c", + dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]); + if (debug_hovering) + { + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200)); + draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200)); + draw_list->AddText(cand.Max, ~0U, buf); + } + if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); } + } +#endif + + // Is it in the quadrant we're interested in moving to? + bool new_best = false; + if (quadrant == move_dir) + { + // Does it beat the current best candidate? + if (dist_box < result->DistBox) + { + result->DistBox = dist_box; + result->DistCenter = dist_center; + return true; + } + if (dist_box == result->DistBox) + { + // Try using distance between center points to break ties + if (dist_center < result->DistCenter) + { + result->DistCenter = dist_center; + new_best = true; + } + else if (dist_center == result->DistCenter) + { + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + new_best = true; + } + } + } + + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? + if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match + if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f)) + { + result->DistAxial = dist_axial; + new_best = true; + } + + return new_best; +} + +static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + result->Window = window; + result->ID = g.LastItemData.ID; + result->FocusScopeId = g.CurrentFocusScopeId; + result->ItemFlags = g.LastItemData.ItemFlags; + result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); + if (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } +} + +// True when current work location may be scrolled horizontally when moving left / right. +// This is generally always true UNLESS within a column. We don't have a vertical equivalent. +void ImGui::NavUpdateCurrentWindowIsScrollPushableX() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL); +} + +// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) +// This is called after LastItemData is set, but NextItemData is also still valid. +static void ImGui::NavProcessItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = g.LastItemData.ID; + const ImGuiItemFlags item_flags = g.LastItemData.ItemFlags; + + // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221) + if (window->DC.NavIsScrollPushableX == false) + { + g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + } + const ImRect nav_bb = g.LastItemData.NavRect; + + // Process Init Request + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0; + if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0) + { + NavApplyItemToResult(&g.NavInitResult); + } + if (candidate_for_nav_default_focus) + { + g.NavInitRequest = false; // Found a match, clear request + NavUpdateAnyRequestFlag(); + } + } + + // Process Move Request (scoring for navigation) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) + if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + if ((g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) || (window->Flags & ImGuiWindowFlags_NoNavInputs) == 0) + { + const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + if (is_tabbing) + { + NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags); + } + else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) + { + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if (NavScoreItem(result)) + NavApplyItemToResult(result); + + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } + } + } + + // Update information for currently focused/navigated item + if (g.NavId == id) + { + if (g.NavWindow != window) + SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window. + g.NavLayer = window->DC.NavLayerCurrent; + SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath + g.NavFocusScopeId = g.CurrentFocusScopeId; + g.NavIdIsAlive = true; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } + window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) + } +} + +// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest(). +// Note that SetKeyboardFocusHere() API calls are considered tabbing requests! +// - Case 1: no nav/active id: set result to first eligible item, stop storing. +// - Case 2: tab forward: on ref id set counter, on counter elapse store result +// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request +// - Case 4: tab backward: store all results, on ref id pick prev, stop storing +// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested +void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + + if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0) + { + if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent) + return; + if (g.NavFocusScopeId != g.CurrentFocusScopeId) + return; + } + + // - Can always land on an item when using API call. + // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item. + // - Tabbing without _NavEnableKeyboard: goes through inputable items only. + bool can_stop; + if (move_flags & ImGuiNavMoveFlags_FocusApi) + can_stop = true; + else + can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable)); + + // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) + ImGuiNavItemData* result = &g.NavMoveResultLocal; + if (g.NavTabbingDir == +1) + { + // Tab Forward or SetKeyboardFocusHere() with >= 0 + if (can_stop && g.NavTabbingResultFirst.ID == 0) + NavApplyItemToResult(&g.NavTabbingResultFirst); + if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0) + NavMoveRequestResolveWithLastItem(result); + else if (g.NavId == id) + g.NavTabbingCounter = 1; + } + else if (g.NavTabbingDir == -1) + { + // Tab Backward + if (g.NavId == id) + { + if (result->ID) + { + g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); + } + } + else if (can_stop) + { + // Keep applying until reaching NavId + NavApplyItemToResult(result); + } + } + else if (g.NavTabbingDir == 0) + { + if (can_stop && g.NavId == id) + NavMoveRequestResolveWithLastItem(result); + if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init + NavApplyItemToResult(&g.NavTabbingResultFirst); + } +} + +bool ImGui::NavMoveRequestButNoResultYet() +{ + ImGuiContext& g = *GImGui; + return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +// FIXME: ScoringRect is not set +void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + //IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestSubmit: dir %c, window \"%s\"\n", "-WENS"[move_dir + 1], g.NavWindow->Name); + + if (move_flags & ImGuiNavMoveFlags_IsTabbing) + move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; + + g.NavMoveSubmitted = g.NavMoveScoringItems = true; + g.NavMoveDir = move_dir; + g.NavMoveDirForDebug = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags; + g.NavMoveScrollFlags = scroll_flags; + g.NavMoveForwardToNextFrame = false; + g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods; + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisible.Clear(); + g.NavMoveResultOther.Clear(); + g.NavTabbingCounter = 0; + g.NavTabbingResultFirst.Clear(); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; // Ensure request doesn't need more processing + NavApplyItemToResult(result); + NavUpdateAnyRequestFlag(); +} + +// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere +void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; + g.LastItemData.ID = tree_node_data->ID; + g.LastItemData.ItemFlags = tree_node_data->ItemFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper). + g.LastItemData.NavRect = tree_node_data->NavRect; + NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult() + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestCancel() +{ + ImGuiContext& g = *GImGui; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +// Forward will reuse the move request again on the next frame (generally with modifications done to it) +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavMoveForwardToNextFrame == false); + NavMoveRequestCancel(); + g.NavMoveForwardToNextFrame = true; + g.NavMoveDir = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded; + g.NavMoveScrollFlags = scroll_flags; +} + +// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire +// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY + + // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it: + // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest(). + if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) + g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags; +} + +// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). +// This way we could find the last focused window among our children. It would be much less confusing this way? +static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) +{ + ImGuiWindow* parent = nav_window; + while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent = parent->ParentWindow; + if (parent && parent != nav_window) + parent->NavLastChildNavWindow = nav_window; +} + +// Restore the last focused child. +// Call when we are expected to land on the Main Layer (0) after FocusWindow() +static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) +{ + if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) + return window->NavLastChildNavWindow; + if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar) + if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar)) + return tab->Window; + return window; +} + +void ImGui::NavRestoreLayer(ImGuiNavLayer layer) +{ + ImGuiContext& g = *GImGui; + if (layer == ImGuiNavLayer_Main) + { + ImGuiWindow* prev_nav_window = g.NavWindow; + g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests? + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + if (prev_nav_window) + IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name); + } + ImGuiWindow* window = g.NavWindow; + if (window->NavLastIds[layer] != 0) + { + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + } + else + { + g.NavLayer = layer; + NavInitWindow(window, true); + } +} + +static inline void ImGui::NavUpdateAnyRequestFlag() +{ + ImGuiContext& g = *GImGui; + g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + if (g.NavAnyRequest) + IM_ASSERT(g.NavWindow != NULL); +} + +// This needs to be called before we submit any widget (aka in or before Begin) +void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) +{ + // FIXME: ChildWindow test here is wrong for docking + ImGuiContext& g = *GImGui; + IM_ASSERT(window == g.NavWindow); + + if (window->Flags & ImGuiWindowFlags_NoNavInputs) + { + g.NavId = 0; + SetNavFocusScope(window->NavRootFocusScopeId); + return; + } + + bool init_for_nav = false; + if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); + if (init_for_nav) + { + SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect()); + g.NavInitRequest = true; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + NavUpdateAnyRequestFlag(); + } + else + { + g.NavId = window->NavLastIds[0]; + SetNavFocusScope(window->NavRootFocusScopeId); + } +} + +static ImGuiInputSource ImGui::NavCalcPreferredRefPosSource() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + + // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag. + if ((!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !window) && !activated_shortcut) + return ImGuiInputSource_Mouse; + else + return ImGuiInputSource_Keyboard; // or Nav in general +} + +static ImVec2 ImGui::NavCalcPreferredRefPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + ImGuiInputSource source = NavCalcPreferredRefPosSource(); + + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + + // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag. + if (source == ImGuiInputSource_Mouse) + { + // Mouse (we need a fallback in case the mouse becomes invalid after being used) + // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. + // In theory we could move that +1.0f offset in OpenPopupEx() + ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos; + return ImVec2(p.x + 1.0f, p.y); + } + else + { + // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item + ImRect ref_rect; + if (activated_shortcut) + ref_rect = g.LastItemData.NavRect; + else + ref_rect = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); + + // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) + if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) + { + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ref_rect.Translate(window->Scroll - next_scroll); + } + ImVec2 pos = ImVec2(ref_rect.Min.x + ImMin(g.Style.FramePadding.x * 4, ref_rect.GetWidth()), ref_rect.Max.y - ImMin(g.Style.FramePadding.y, ref_rect.GetHeight())); + ImGuiViewport* viewport = window->Viewport; + return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. + } +} + +float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate); + + ImGuiKey key_less, key_more; + if (g.NavInputSource == ImGuiInputSource_Gamepad) + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown; + } + else + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow; + } + float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate); + if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase + amount = 0.0f; + return amount; +} + +static void ImGui::NavUpdate() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + io.WantSetMousePos = false; + //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); + + // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard) + // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource? + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown }; + if (nav_gamepad_active) + for (ImGuiKey key : nav_gamepad_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Gamepad; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow }; + if (nav_keyboard_active) + for (ImGuiKey key : nav_keyboard_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Keyboard; + + // Process navigation init request (select first/default focus) + g.NavJustMovedToId = 0; + g.NavJustMovedToFocusScopeId = g.NavJustMovedFromFocusScopeId = 0; + if (g.NavInitResult.ID != 0) + NavInitRequestApplyResult(); + g.NavInitRequest = false; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + + // Process navigation move request + if (g.NavMoveSubmitted) + NavMoveRequestApplyResult(); + g.NavTabbingCounter = 0; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + if (g.NavCursorHideFrames > 0) + if (--g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; + + // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) + bool set_mouse_pos = false; + if (g.NavMousePosDirty && g.NavIdIsAlive) + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && g.NavWindow) + set_mouse_pos = true; + g.NavMousePosDirty = false; + IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); + + // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0 + if (g.NavWindow) + NavSaveLastChildNavWindowIntoParent(g.NavWindow); + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) + g.NavWindow->NavLastChildNavWindow = NULL; + + // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + NavUpdateWindowing(); + + // Set output flags for user application + io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + io.NavVisible = (io.NavActive && g.NavId != 0 && g.NavCursorVisible) || (g.NavWindowingTarget != NULL); + + // Process NavCancel input (to close a popup, get back to parent, clear focus) + NavUpdateCancelRequest(); + + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0; + g.NavActivateFlags = ImGuiActivateFlags_None; + if (g.NavId != 0 && g.NavCursorVisible && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, 0, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, 0, ImGuiKeyOwner_NoOwner))); + const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner)); + const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, 0, ImGuiKeyOwner_NoOwner))); + if (g.ActiveId == 0 && activate_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferTweak; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down)) + g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed)) + { + g.NavActivatePressedId = g.NavId; + NavHighlightActivated(g.NavId); + } + } + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavCursorVisible = false; + else if (g.IO.ConfigNavCursorVisibleAlways && g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; + if (g.NavActivateId != 0) + IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + + // Highlight + if (g.NavHighlightActivatedTimer > 0.0f) + g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime); + if (g.NavHighlightActivatedTimer == 0.0f) + g.NavHighlightActivatedId = 0; + + // Process programmatic activation request + // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) + if (g.NavNextActivateId != 0) + { + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId; + g.NavActivateFlags = g.NavNextActivateFlags; + } + g.NavNextActivateId = 0; + + // Process move requests + NavUpdateCreateMoveRequest(); + if (g.NavMoveDir == ImGuiDir_None) + NavUpdateCreateTabbingRequest(); + NavUpdateAnyRequestFlag(); + g.NavIdIsAlive = false; + + // Scrolling + if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + { + // *Fallback* manual-scroll with Nav directional keys when window has no navigable item + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const ImGuiDir move_dir = g.NavMoveDir; + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None) + { + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) + SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + } + + // *Normal* Manual scroll with LStick + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + if (nav_gamepad_active) + { + const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f; + if (scroll_dir.x != 0.0f && window->ScrollbarX) + SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); + if (scroll_dir.y != 0.0f) + SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); + } + } + + // Always prioritize mouse highlight if navigation is disabled + if (!nav_keyboard_active && !nav_gamepad_active) + { + g.NavCursorVisible = false; + g.NavHighlightItemUnderNav = set_mouse_pos = false; + } + + // Update mouse position if requested + // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) + if (set_mouse_pos && io.ConfigNavMoveSetMousePos && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + TeleportMousePos(NavCalcPreferredRefPos()); + + // [DEBUG] + g.NavScoringDebugCount = 0; +#if IMGUI_DEBUG_NAV_RECTS + if (ImGuiWindow* debug_window = g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(debug_window); + int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); } + //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } +#endif +} + +void ImGui::NavInitRequestApplyResult() +{ + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + ImGuiContext& g = *GImGui; + if (!g.NavWindow) + return; + + ImGuiNavItemData* result = &g.NavInitResult; + if (g.NavId != result->ID) + { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = 0; + g.NavJustMovedToIsTabbing = false; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + } + + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + if (g.NavInitRequestFromMove) + SetNavCursorVisibleAfterMove(); +} + +// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position +static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags) +{ + // Bias initial rect + ImGuiContext& g = *GImGui; + const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos; + + // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias. + // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column. + // - But each successful move sets new bias on one axis, only cleared when using mouse. + if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0) + { + if (preferred_pos_rel.x == FLT_MAX) + preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x; + if (preferred_pos_rel.y == FLT_MAX) + preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y; + } + + // Apply general bias on the other axis + if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX) + r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x; + else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX) + r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y; +} + +void ImGui::NavUpdateCreateMoveRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiWindow* window = g.NavWindow; + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + + if (g.NavMoveForwardToNextFrame && window != NULL) + { + // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) + // (preserve most state, which were already set by the NavMoveRequestForward() function) + IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); + IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); + } + else + { + // Initiate directional inputs request + g.NavMoveDir = ImGuiDir_None; + g.NavMoveFlags = ImGuiNavMoveFlags_None; + g.NavMoveScrollFlags = ImGuiScrollFlags_None; + if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Down; } + } + g.NavMoveClipDir = g.NavMoveDir; + g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + } + + // Update PageUp/PageDown/Home/End scroll + // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? + float scoring_rect_offset_y = 0.0f; + if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) + scoring_rect_offset_y = NavUpdatePageUpPageDown(); + if (scoring_rect_offset_y != 0.0f) + { + g.NavScoringNoClipRect = window->InnerRect; + g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); + } + + // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction. +#if IMGUI_DEBUG_NAV_SCORING + //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) + // g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); + if (io.KeyCtrl) + { + if (g.NavMoveDir == ImGuiDir_None) + g.NavMoveDir = g.NavMoveDirForDebug; + g.NavMoveClipDir = g.NavMoveDir; + g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; + } +#endif + + // Submit + g.NavMoveForwardToNextFrame = false; + if (g.NavMoveDir != ImGuiDir_None) + NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); + + // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match) + if (g.NavMoveSubmitted && g.NavId == 0) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "", g.NavLayer); + g.NavInitRequest = g.NavInitRequestFromMove = true; + g.NavInitResult.ID = 0; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; + } + + // When using gamepad, we project the reference nav bounding box into window visible area. + // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, + // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse). + if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded)) + { + bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0; + bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0; + ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1))); + + // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171) + // Otherwise 'inner_rect_rel' would be off on the move result frame. + inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll); + + if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); + float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f); + float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item + inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; + inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; + inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; + inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX; + window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel); + g.NavId = 0; + } + } + + // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) + ImRect scoring_rect; + if (window != NULL) + { + ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); + scoring_rect.TranslateY(scoring_rect_offset_y); + if (g.NavMoveSubmitted) + NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags); + IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] + //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] + } + g.NavScoringRect = scoring_rect; + g.NavScoringNoClipRect.Add(scoring_rect); +} + +void ImGui::NavUpdateCreateTabbingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + IM_ASSERT(g.NavMoveDir == ImGuiDir_None); + if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) + return; + + const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + if (!tab_pressed) + return; + + // Initiate tabbing request + // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) + // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (nav_keyboard_active) + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavCursorVisible == false && g.ActiveId == 0) ? 0 : +1; + else + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; + NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + g.NavTabbingCounter = -1; +} + +// Apply result from previous frame navigation directional move request. Always called from NavUpdate() +void ImGui::NavMoveRequestApplyResult() +{ + ImGuiContext& g = *GImGui; +#if IMGUI_DEBUG_NAV_SCORING + if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times + return; +#endif + + // Select which result to use + ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; + + // Tabbing forward wrap + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL) + if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID) + result = &g.NavTabbingResultFirst; + + // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + if (result == NULL) + { + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavCursorVisible; + if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); + NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis. + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n"); + return; + } + + // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. + if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId) + result = &g.NavMoveResultLocalVisible; + + // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. + if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) + if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) + result = &g.NavMoveResultOther; + IM_ASSERT(g.NavWindow && result->Window); + + // Scroll to keep newly navigated item fully into view. + if (g.NavLayer == ImGuiNavLayer_Main) + { + ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); + ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); + + if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY) + { + // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge? + float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; + SetScrollY(result->Window, scroll_target); + } + } + + if (g.NavWindow != result->Window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name); + g.NavWindow = result->Window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + + // Clear active id unless requested not to + // FIXME: ImGuiNavMoveFlags_NoClearActiveId is currently unused as we don't have a clear strategy to preserve active id after interaction, + // so this is mostly provided as a gateway for further experiments (see #1418, #2890) + if (g.ActiveId != result->ID && (g.NavMoveFlags & ImGuiNavMoveFlags_NoClearActiveId) == 0) + ClearActiveID(); + + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior. + if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0) + { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = g.NavMoveKeyMods; + g.NavJustMovedToIsTabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + //IMGUI_DEBUG_LOG_NAV("[nav] NavJustMovedFromFocusScopeId = 0x%08X, NavJustMovedToFocusScopeId = 0x%08X\n", g.NavJustMovedFromFocusScopeId, g.NavJustMovedToFocusScopeId); + } + + // Apply new NavID/Focus + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer]; + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + + // Restore last preferred position for current axis + // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0) + { + preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis]; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel; + } + + // Tabbing: Activates Inputable, otherwise only Focus + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->ItemFlags & ImGuiItemFlags_Inputable) == 0) + g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate; + + // Activate + if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_None; + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing; + } + + // Make nav cursor visible + if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); +} + +// Process Escape/NavCancel input (to close a popup, get back to parent, clear focus) +// FIXME: In order to support e.g. Escape to clear a selection we'll need: +// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. +// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept +static void ImGui::NavUpdateCancelRequest() +{ + ImGuiContext& g = *GImGui; + const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, 0, ImGuiKeyOwner_NoOwner)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, 0, ImGuiKeyOwner_NoOwner))) + return; + + IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n"); + if (g.ActiveId != 0) + { + ClearActiveID(); + } + else if (g.NavLayer != ImGuiNavLayer_Main) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + SetNavCursorVisibleAfterMove(); + } + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow->RootWindowForNav; + ImGuiWindow* parent_window = child_window->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect())); + SetNavCursorVisibleAfterMove(); + } + else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + { + // Close open popup/menu + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + } + else + { + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + // FIXME-NAV: This should happen on window appearing. + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup)))// || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + + // Clear nav focus + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + g.NavId = 0; + if (g.IO.ConfigNavEscapeClearFocusWindow) + FocusWindow(NULL); + } +} + +// Handle PageUp/PageDown/Home/End keys +// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request +// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference +// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid? +static float ImGui::NavUpdatePageUpPageDown() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) + return 0.0f; + + const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_NoOwner); + const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_NoOwner); + const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); + const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); + if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out + return 0.0f; + + if (g.NavLayer != ImGuiNavLayer_Main) + NavRestoreLayer(ImGuiNavLayer_Main); + + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY) + { + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(ImGuiKey_PageUp, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else + { + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(ImGuiKey_PageUp, true)) + { + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + } + else if (IsKeyPressed(ImGuiKey_PageDown, true)) + { + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + return nav_scoring_rect_offset_y; + } + return 0.0f; +} + +static void ImGui::NavEndFrame() +{ + ImGuiContext& g = *GImGui; + + // Show CTRL+TAB list window + if (g.NavWindowingTarget != NULL) + NavUpdateWindowingOverlay(); + + // Perform wrap-around in menus + // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly. + // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. + if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + NavUpdateCreateWrappingRequest(); +} + +static void ImGui::NavUpdateCreateWrappingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + + bool do_forward = false; + ImRect bb_rel = window->NavRectRel[g.NavLayer]; + ImGuiDir clip_dir = g.NavMoveDir; + + const ImGuiNavMoveFlags move_flags = g.NavMoveFlags; + //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row + clip_dir = ImGuiDir_Up; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row + clip_dir = ImGuiDir_Down; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column + clip_dir = ImGuiDir_Left; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column + clip_dir = ImGuiDir_Right; + } + do_forward = true; + } + if (!do_forward) + return; + window->NavRectRel[g.NavLayer] = bb_rel; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); +} + +// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) +// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically. +// If you want a window to never be focused, you may use the e.g. NoInputs flag. +bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) +{ + return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); +} + +static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) + return g.WindowsFocusOrder[i]; + return NULL; +} + +static void NavUpdateWindowingTarget(int focus_change_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget); + if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + return; + + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); + ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); + if (!window_target) + window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); + if (window_target) // Don't reset windowing target if there's a single window in the list + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + } + g.NavWindowingToggleLayer = false; +} + +// Windowing management mode +// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) +static void ImGui::NavUpdateWindowing() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + ImGuiWindow* apply_focus_window = NULL; + bool apply_toggle_layer = false; + + ImGuiWindow* modal_window = GetTopMostPopupModal(); + bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal. + if (!allow_windowing) + g.NavWindowingTarget = NULL; + + // Fade out + if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + { + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + g.NavWindowingTargetAnim = NULL; + } + + // Start CTRL+Tab or Square+L/R window selection + // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab) + const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing"); + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_None); + const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard! + bool just_started_windowing_from_null_focus = false; + if (start_windowing_with_gamepad || start_windowing_with_keyboard) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location + g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; + if (g.NavWindow == NULL) + just_started_windowing_from_null_focus = true; + + // Manually register ownership of our mods. Using a global route in the Shortcut() calls instead would probably be correct but may have more side-effects. + if (keyboard_next_window || keyboard_prev_window) + SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id); + } + + // Gamepad update + g.NavWindowingTimer += io.DeltaTime; + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) + { + // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + + // Select window to focus + const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1); + if (focus_change_dir != 0 && !just_started_windowing_from_null_focus) + { + NavUpdateWindowingTarget(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } + + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) + if (!IsKeyDown(ImGuiKey_NavGamepadMenu)) + { + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + if (g.NavWindowingToggleLayer && g.NavWindow) + apply_toggle_layer = true; + else if (!g.NavWindowingToggleLayer) + apply_focus_window = g.NavWindowingTarget; + g.NavWindowingTarget = NULL; + } + } + + // Keyboard: Focus + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_; + IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows. + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f + if ((keyboard_next_window || keyboard_prev_window) && !just_started_windowing_from_null_focus) + NavUpdateWindowingTarget(keyboard_next_window ? -1 : +1); + else if ((io.KeyMods & shared_mods) != shared_mods) + apply_focus_window = g.NavWindowingTarget; + } + + // Keyboard: Press and Release ALT to toggle menu layer + const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt }; + bool windowing_toggle_layer_start = false; + if (g.NavWindow != NULL && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + for (ImGuiKey windowing_toggle_key : windowing_toggle_keys) + if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner)) + { + windowing_toggle_layer_start = true; + g.NavWindowingToggleLayer = true; + g.NavWindowingToggleKey = windowing_toggle_key; + g.NavInputSource = ImGuiInputSource_Keyboard; + break; + } + if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) + // We cancel toggling nav layer when other modifiers are pressed. (See #4439) + // - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). + // We cancel toggling nav layer if an owner has claimed the key. + if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) + g.NavWindowingToggleLayer = false; + else if (windowing_toggle_layer_start == false && g.LastKeyboardKeyPressTime == g.Time) + g.NavWindowingToggleLayer = false; + else if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false) + g.NavWindowingToggleLayer = false; + + // Apply layer toggle on Alt release + // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. + if (IsKeyReleased(g.NavWindowingToggleKey) && g.NavWindowingToggleLayer) + if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) + if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) + apply_toggle_layer = true; + if (!IsKeyDown(g.NavWindowingToggleKey)) + g.NavWindowingToggleLayer = false; + } + + // Move window + if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) + { + ImVec2 nav_move_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f) + { + const float NAV_MOVE_SPEED = 800.0f; + const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaPos += nav_move_dir * move_step; + g.NavHighlightItemUnderNav = true; + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; + SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always); + g.NavWindowingAccumDeltaPos -= accum_floored; + } + } + } + + // Apply final focus + if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) + { + // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow() + // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow() + ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; + ClearActiveID(); + SetNavCursorVisibleAfterMove(); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); + apply_focus_window = g.NavWindow; + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window has ONLY a menu layer (no main layer), select it directly + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + + // Request OS level focus + if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus) + g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport); + } + if (apply_focus_window) + g.NavWindowingTarget = NULL; + + // Apply menu/layer toggle + if (apply_toggle_layer && g.NavWindow) + { + ClearActiveID(); + + // Move to parent menu if necessary + ImGuiWindow* new_nav_window = g.NavWindow; + while (new_nav_window->ParentWindow + && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 + && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + new_nav_window = new_nav_window->ParentWindow; + if (new_nav_window != g.NavWindow) + { + ImGuiWindow* old_nav_window = g.NavWindow; + FocusWindow(new_nav_window); + new_nav_window->NavLastChildNavWindow = old_nav_window; + } + + // Toggle layer + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + if (new_nav_layer != g.NavLayer) + { + // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) + const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); + if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) + g.NavWindow->NavLastIds[new_nav_layer] = 0; + NavRestoreLayer(new_nav_layer); + SetNavCursorVisibleAfterMove(); + } + } +} + +// Window has already passed the IsWindowNavFocusable() +static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) +{ + if (window->Flags & ImGuiWindowFlags_Popup) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup); + if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar); + if (window->DockNodeAsHost) + return "(Dock node)"; // Not normally shown to user. + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled); +} + +// Overlay displayed when using CTRL+TAB. Called by EndFrame(). +void ImGui::NavUpdateWindowingOverlay() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget != NULL); + + if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) + return; + + if (g.NavWindowingListWindow == NULL) + g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); + const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport(); + SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); + Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + if (g.ContextName[0] != 0) + SeparatorText(g.ContextName); + for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) + { + ImGuiWindow* window = g.WindowsFocusOrder[n]; + IM_ASSERT(window != NULL); // Fix static analyzers + if (!IsWindowNavFocusable(window)) + continue; + const char* label = window->Name; + if (label == FindRenderedTextEnd(label)) + label = GetFallbackWindowNameForWindowingList(window); + Selectable(label, g.NavWindowingTarget == window); + } + End(); + PopStyleVar(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DRAG AND DROP +//----------------------------------------------------------------------------- + +bool ImGui::IsDragDropActive() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive; +} + +void ImGui::ClearDragDrop() +{ + ImGuiContext& g = *GImGui; + if (g.DragDropActive) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] ClearDragDrop()\n"); + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; + + g.DragDropPayloadBufHeap.clear(); + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); +} + +bool ImGui::BeginTooltipHidden() +{ + ImGuiContext& g = *GImGui; + bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow); + return ret; +} + +// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +// If the item has an identifier: +// - This assume/require the item to be activated (typically via ButtonBehavior). +// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button. +// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag. +// If the item has no identifier: +// - Currently always assume left mouse button. +bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, + // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; + + bool source_drag_active = false; + ImGuiID source_id = 0; + ImGuiID source_parent_id = 0; + if ((flags & ImGuiDragDropFlags_SourceExtern) == 0) + { + source_id = g.LastItemData.ID; + if (source_id != 0) + { + // Common path: items with ID + if (g.ActiveId != source_id) + return false; + if (g.ActiveIdMouseButton != -1) + mouse_button = g.ActiveIdMouseButton; + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + g.ActiveIdAllowOverlap = false; + } + else + { + // Uncommon path: items without ID + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag. + if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) + { + IM_ASSERT(0); + return false; + } + + // Magic fallback to handle items with no assigned ID, e.g. Text(), Image() + // We build a throwaway ID based on current ID stack + relative AABB of items in window. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. + // Rely on keeping other window->LastItemXXX fields intact. + source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); + KeepAliveID(source_id); + bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.ItemFlags); + if (is_hovered && g.IO.MouseClicked[mouse_button]) + { + SetActiveID(source_id, window); + FocusWindow(window); + } + if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. + g.ActiveIdAllowOverlap = is_hovered; + } + if (g.ActiveId != source_id) + return false; + source_parent_id = window->IDStack.back(); + source_drag_active = IsMouseDragging(mouse_button); + + // Disable navigation and key inputs while dragging + cancel existing request if any + SetActiveIdUsingAllKeyboardKeys(); + } + else + { + // When ImGuiDragDropFlags_SourceExtern is set: + window = NULL; + source_id = ImHashStr("#SourceExtern"); + source_drag_active = true; + mouse_button = g.IO.MouseDown[0] ? 0 : -1; + KeepAliveID(source_id); + SetActiveID(source_id, NULL); + } + + IM_ASSERT(g.DragDropWithinTarget == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + if (!source_drag_active) + return false; + + // Activate drag and drop + if (!g.DragDropActive) + { + IM_ASSERT(source_id != 0); + ClearDragDrop(); + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] BeginDragDropSource() DragDropActive = true, source_id = 0x%08X%s\n", + source_id, (flags & ImGuiDragDropFlags_SourceExtern) ? " (EXTERN)" : ""); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + if (payload.SourceId == g.ActiveId) + g.ActiveIdNoClearOnFocusLoss = true; + } + g.DragDropSourceFrameCount = g.FrameCount; + g.DragDropWithinSource = true; + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + bool ret; + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + ret = BeginTooltipHidden(); + else + ret = BeginTooltip(); + IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame(). + IM_UNUSED(ret); + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; +} + +void ImGui::EndDragDropSource() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?"); + + if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + EndTooltip(); + + // Discard the drag if have not called SetDragDropPayload() + if (g.DragDropPayload.DataFrameCount == -1) + ClearDragDrop(); + g.DragDropWithinSource = false; +} + +// Use 'cond' to choose to submit payload on drag start or every frame +bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + if (cond == 0) + cond = ImGuiCond_Always; + + IM_ASSERT(type != NULL); + IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); + IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + + if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + { + // Copy payload + ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); + g.DragDropPayloadBufHeap.resize(0); + if (data_size > sizeof(g.DragDropPayloadBufLocal)) + { + // Store in heap + g.DragDropPayloadBufHeap.resize((int)data_size); + payload.Data = g.DragDropPayloadBufHeap.Data; + memcpy(payload.Data, data, data_size); + } + else if (data_size > 0) + { + // Store locally + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + payload.Data = g.DragDropPayloadBufLocal; + memcpy(payload.Data, data, data_size); + } + else + { + payload.Data = NULL; + } + payload.DataSize = (int)data_size; + } + payload.DataFrameCount = g.FrameCount; + + // Return whether the payload has been accepted + return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); +} + +bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree) + return false; + IM_ASSERT(id != 0); + if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) + return false; + if (window->SkipItems) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = bb; + g.DragDropTargetClipRect = window->ClipRect; // May want to be overridden by user depending on use case? + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +// We don't use BeginDragDropTargetCustom() and duplicate its code because: +// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. +// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) +bool ImGui::BeginDragDropTarget() +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems) + return false; + + const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; + ImGuiID id = g.LastItemData.ID; + if (id == 0) + { + id = window->GetIDFromRectangle(display_rect); + KeepAliveID(id); + } + if (g.DragDropPayload.SourceId == id) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = display_rect; + g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect; + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +bool ImGui::IsDragDropPayloadBeingAccepted() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive && g.DragDropAcceptIdPrev != 0; +} + +const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? + IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? + if (type != NULL && !payload.IsDataType(type)) + return NULL; + + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! + const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); + ImRect r = g.DragDropTargetRect; + float r_surface = r.GetWidth() * r.GetHeight(); + if (r_surface > g.DragDropAcceptIdCurrRectSurface) + return NULL; + + g.DragDropAcceptFlags = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId); + + // Render default drop visuals + payload.Preview = was_accepted_previously; + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame) + if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) + RenderDragDropTargetRect(r, g.DragDropTargetClipRect); + + g.DragDropAcceptFrameCount = g.FrameCount; + if ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) && g.DragDropMouseButton == -1) + payload.Delivery = was_accepted_previously && (g.DragDropSourceFrameCount < g.FrameCount); + else + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) + return NULL; + + if (payload.Delivery) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] AcceptDragDropPayload(): 0x%08X: payload delivery\n", g.DragDropTargetId); + return &payload; +} + +// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target. +void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImRect bb_display = bb; + bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible. + bb_display.Expand(3.5f); + bool push_clip_rect = !window->ClipRect.Contains(bb_display); + if (push_clip_rect) + window->DrawList->PushClipRectFullScreen(); + window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); + if (push_clip_rect) + window->DrawList->PopClipRect(); +} + +const ImGuiPayload* ImGui::GetDragDropPayload() +{ + ImGuiContext& g = *GImGui; + return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL; +} + +void ImGui::EndDragDropTarget() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinTarget); + g.DragDropWithinTarget = false; + + // Clear drag and drop state payload right after delivery + if (g.DragDropPayload.Delivery) + ClearDragDrop(); +} + +//----------------------------------------------------------------------------- +// [SECTION] LOGGING/CAPTURING +//----------------------------------------------------------------------------- +// All text output from the interface can be captured into tty/file/clipboard. +// By default, tree nodes are automatically opened during logging. +//----------------------------------------------------------------------------- + +// Pass text data straight to log (without being displayed) +static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args) +{ + if (g.LogFile) + { + g.LogBuffer.Buf.resize(0); + g.LogBuffer.appendfv(fmt, args); + ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile); + } + else + { + g.LogBuffer.appendfv(fmt, args); + } +} + +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + LogTextV(g, fmt, args); + va_end(args); +} + +void ImGui::LogTextV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogTextV(g, fmt, args); +} + +// Internal version that takes a position to decide on newline placement and pad items according to their depth. +// We split text into individual lines to add current tree level padding +// FIXME: This code is a little complicated perhaps, considering simplifying the whole system. +void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const char* prefix = g.LogNextPrefix; + const char* suffix = g.LogNextSuffix; + g.LogNextPrefix = g.LogNextSuffix = NULL; + + if (!text_end) + text_end = FindRenderedTextEnd(text, text_end); + + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1); + if (ref_pos) + g.LogLinePosY = ref_pos->y; + if (log_new_line) + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + + if (prefix) + LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. + + // Re-adjust padding if we have popped out of our starting depth + if (g.LogDepthRef > window->DC.TreeDepth) + g.LogDepthRef = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + + const char* text_remaining = text; + for (;;) + { + // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. + // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. + const char* line_start = text_remaining; + const char* line_end = ImStreolRange(line_start, text_end); + const bool is_last_line = (line_end == text_end); + if (line_start != line_end || !is_last_line) + { + const int line_length = (int)(line_end - line_start); + const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1; + LogText("%*s%.*s", indentation, "", line_length, line_start); + g.LogLineFirstItem = false; + if (*line_end == '\n') + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + } + if (is_last_line) + break; + text_remaining = line_end + 1; + } + + if (suffix) + LogRenderedText(ref_pos, suffix, suffix + strlen(suffix)); +} + +// Start logging/capturing text output +void ImGui::LogBegin(ImGuiLogFlags flags, int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.LogEnabled == false); + IM_ASSERT(g.LogFile == NULL && g.LogBuffer.empty()); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiLogFlags_OutputMask_)); // Check that only 1 type flag is used + + g.LogEnabled = g.ItemUnclipByLog = true; + g.LogFlags = flags; + g.LogWindow = window; + g.LogNextPrefix = g.LogNextSuffix = NULL; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; +} + +// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText) +void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix) +{ + ImGuiContext& g = *GImGui; + g.LogNextPrefix = prefix; + g.LogNextSuffix = suffix; +} + +void ImGui::LogToTTY(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + IM_UNUSED(auto_open_depth); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + LogBegin(ImGuiLogFlags_OutputTTY, auto_open_depth); + g.LogFile = stdout; +#endif +} + +// Start logging/capturing text output to given file +void ImGui::LogToFile(int auto_open_depth, const char* filename) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. + // By opening the file in binary mode "ab" we have consistent output everywhere. + if (!filename) + filename = g.IO.LogFilename; + if (!filename || !filename[0]) + return; + ImFileHandle f = ImFileOpen(filename, "ab"); + if (!f) + { + IM_ASSERT(0); + return; + } + + LogBegin(ImGuiLogFlags_OutputFile, auto_open_depth); + g.LogFile = f; +} + +// Start logging/capturing text output to clipboard +void ImGui::LogToClipboard(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogFlags_OutputClipboard, auto_open_depth); +} + +void ImGui::LogToBuffer(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogFlags_OutputBuffer, auto_open_depth); +} + +void ImGui::LogFinish() +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogText(IM_NEWLINE); + switch (g.LogFlags & ImGuiLogFlags_OutputMask_) + { + case ImGuiLogFlags_OutputTTY: +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + fflush(g.LogFile); +#endif + break; + case ImGuiLogFlags_OutputFile: + ImFileClose(g.LogFile); + break; + case ImGuiLogFlags_OutputBuffer: + break; + case ImGuiLogFlags_OutputClipboard: + if (!g.LogBuffer.empty()) + SetClipboardText(g.LogBuffer.begin()); + break; + default: + IM_ASSERT(0); + break; + } + + g.LogEnabled = g.ItemUnclipByLog = false; + g.LogFlags = ImGuiLogFlags_None; + g.LogFile = NULL; + g.LogBuffer.clear(); +} + +// Helper to display logging buttons +// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) +void ImGui::LogButtons() +{ + ImGuiContext& g = *GImGui; + + PushID("LogButtons"); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + const bool log_to_tty = Button("Log To TTY"); SameLine(); +#else + const bool log_to_tty = false; +#endif + const bool log_to_file = Button("Log To File"); SameLine(); + const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); + PushItemFlag(ImGuiItemFlags_NoTabStop, true); + SetNextItemWidth(80.0f); + SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); + PopItemFlag(); + PopID(); + + // Start logging at the end of the function so that the buttons don't appear in the log + if (log_to_tty) + LogToTTY(); + if (log_to_file) + LogToFile(); + if (log_to_clipboard) + LogToClipboard(); +} + +//----------------------------------------------------------------------------- +// [SECTION] SETTINGS +//----------------------------------------------------------------------------- +// - UpdateSettings() [Internal] +// - MarkIniSettingsDirty() [Internal] +// - FindSettingsHandler() [Internal] +// - ClearIniSettings() [Internal] +// - LoadIniSettingsFromDisk() +// - LoadIniSettingsFromMemory() +// - SaveIniSettingsToDisk() +// - SaveIniSettingsToMemory() +//----------------------------------------------------------------------------- +// - CreateNewWindowSettings() [Internal] +// - FindWindowSettingsByID() [Internal] +// - FindWindowSettingsByWindow() [Internal] +// - ClearWindowSettings() [Internal] +// - WindowSettingsHandler_***() [Internal] +//----------------------------------------------------------------------------- + +// Called by NewFrame() +void ImGui::UpdateSettings() +{ + // Load settings on first frame (if not explicitly loaded manually before) + ImGuiContext& g = *GImGui; + if (!g.SettingsLoaded) + { + IM_ASSERT(g.SettingsWindows.empty()); + if (g.IO.IniFilename) + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; + } + + // Save settings (with a delay after the last modification, so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) + { + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) + { + if (g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + else + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. + g.SettingsDirtyTimer = 0.0f; + } + } +} + +void ImGui::MarkIniSettingsDirty() +{ + ImGuiContext& g = *GImGui; + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL); + g.SettingsHandlers.push_back(*handler); +} + +void ImGui::RemoveSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name)) + g.SettingsHandlers.erase(handler); +} + +ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + const ImGuiID type_hash = ImHashStr(type_name); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.TypeHash == type_hash) + return &handler; + return NULL; +} + +// Clear all settings (windows, tables, docking etc.) +void ImGui::ClearIniSettings() +{ + ImGuiContext& g = *GImGui; + g.SettingsIniData.clear(); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ClearAllFn != NULL) + handler.ClearAllFn(&g, &handler); +} + +void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) +{ + size_t file_data_size = 0; + char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); + if (!file_data) + return; + if (file_data_size > 0) + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + IM_FREE(file_data); +} + +// Zero-tolerance, no error reporting, cheap .ini parsing +// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty! +void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()"); + //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + + // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). + // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. + if (ini_size == 0) + ini_size = strlen(ini_data); + g.SettingsIniData.Buf.resize((int)ini_size + 1); + char* const buf = g.SettingsIniData.Buf.Data; + char* const buf_end = buf + ini_size; + memcpy(buf, ini_data, ini_size); + buf_end[0] = 0; + + // Call pre-read handlers + // Some types will clear their data (e.g. dock information) some types will allow merge/override (window) + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ReadInitFn != NULL) + handler.ReadInitFn(&g, &handler); + + void* entry_data = NULL; + ImGuiSettingsHandler* entry_handler = NULL; + + char* line_end = NULL; + for (char* line = buf; line < buf_end; line = line_end + 1) + { + // Skip new lines markers, then find end of the line + while (*line == '\n' || *line == '\r') + line++; + line_end = line; + while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') + line_end++; + line_end[0] = 0; + if (line[0] == ';') + continue; + if (line[0] == '[' && line_end > line && line_end[-1] == ']') + { + // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. + line_end[-1] = 0; + const char* name_end = line_end - 1; + const char* type_start = line + 1; + char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); + const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; + if (!type_end || !name_start) + continue; + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' + entry_handler = FindSettingsHandler(type_start); + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; + } + else if (entry_handler != NULL && entry_data != NULL) + { + // Let type handler parse the line + entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); + } + } + g.SettingsLoaded = true; + + // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary) + memcpy(buf, ini_data, ini_size); + + // Call post-read handlers + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ApplyAllFn != NULL) + handler.ApplyAllFn(&g, &handler); +} + +void ImGui::SaveIniSettingsToDisk(const char* ini_filename) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + if (!ini_filename) + return; + + size_t ini_data_size = 0; + const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); + ImFileHandle f = ImFileOpen(ini_filename, "wt"); + if (!f) + return; + ImFileWrite(ini_data, sizeof(char), ini_data_size, f); + ImFileClose(f); +} + +// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer +const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + g.SettingsIniData.Buf.resize(0); + g.SettingsIniData.Buf.push_back(0); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + handler.WriteAllFn(&g, &handler, &g.SettingsIniData); + if (out_size) + *out_size = (size_t)g.SettingsIniData.size(); + return g.SettingsIniData.c_str(); +} + +ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) +{ + ImGuiContext& g = *GImGui; + + if (g.IO.ConfigDebugIniSettings == false) + { + // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier. + if (const char* p = strstr(name, "###")) + name = p; + } + const size_t name_len = strlen(name); + + // Allocate chunk + const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; + ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); + IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); + settings->ID = ImHashStr(name, name_len); + memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator + + return settings; +} + +// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names. +// This is called once per window .ini entry + once per newly instantiated window. +ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->ID == id && !settings->WantDelete) + return settings; + return NULL; +} + +// This is faster if you are holding on a Window already as we don't need to perform a search. +ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (window->SettingsOffset != -1) + return g.SettingsWindows.ptr_from_offset(window->SettingsOffset); + return FindWindowSettingsByID(window->ID); +} + +// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more. +void ImGui::ClearWindowSettings(const char* name) +{ + //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName(name); + if (window != NULL) + { + window->Flags |= ImGuiWindowFlags_NoSavedSettings; + InitOrLoadWindowSettings(window, NULL); + if (window->DockId != 0) + DockContextProcessUndockWindow(&g, window, true); + } + if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name))) + settings->WantDelete = true; +} + +static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + window->SettingsOffset = -1; + g.SettingsWindows.clear(); +} + +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = ImHashStr(name); + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id); + if (settings) + *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry + else + settings = ImGui::CreateNewWindowSettings(name); + settings->ID = id; + settings->WantApply = true; + return (void*)settings; +} + +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; + int x, y; + int i; + ImU32 u1; + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } + else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } + else if (sscanf(line, "IsChild=%d", &i) == 1) { settings->IsChild = (i != 0); } + else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } + else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } + else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } +} + +// Apply to existing windows (if any) +static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->WantApply) + { + if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID)) + ApplyWindowSettings(window, settings); + settings->WantApply = false; + } +} + +static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + // Gather data from windows that were active during this session + // (if a window wasn't opened in this session we preserve its settings) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->Flags & ImGuiWindowFlags_NoSavedSettings) + continue; + + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window); + if (!settings) + { + settings = ImGui::CreateNewWindowSettings(window->Name); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + } + IM_ASSERT(settings->ID == window->ID); + settings->Pos = ImVec2ih(window->Pos - window->ViewportPos); + settings->Size = ImVec2ih(window->SizeFull); + settings->ViewportId = window->ViewportId; + settings->ViewportPos = ImVec2ih(window->ViewportPos); + IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId); + settings->DockId = window->DockId; + settings->ClassId = window->WindowClass.ClassId; + settings->DockOrder = window->DockOrder; + settings->Collapsed = window->Collapsed; + settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set. + settings->WantDelete = false; + } + + // Write to text buffer + buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + if (settings->WantDelete) + continue; + const char* settings_name = settings->GetName(); + buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); + if (settings->IsChild) + { + buf->appendf("IsChild=1\n"); + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + } + else + { + if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + { + buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y); + buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); + } + if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + if (settings->Size.x != 0 || settings->Size.y != 0) + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + if (settings->DockId != 0) + { + //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier. + if (settings->DockOrder == -1) + buf->appendf("DockId=0x%08X\n", settings->DockId); + else + buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder); + if (settings->ClassId != 0) + buf->appendf("ClassId=0x%08X\n", settings->ClassId); + } + } + buf->append("\n"); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] LOCALIZATION +//----------------------------------------------------------------------------- + +void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count) +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < count; n++) + g.LocalizationTable[entries[n].Key] = entries[n].Text; +} + +//----------------------------------------------------------------------------- +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +//----------------------------------------------------------------------------- +// - GetMainViewport() +// - FindViewportByID() +// - FindViewportByPlatformHandle() +// - SetCurrentViewport() [Internal] +// - SetWindowViewport() [Internal] +// - GetWindowAlwaysWantOwnViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewports() [Internal] +// - TranslateWindowsInViewport() [Internal] +// - ScaleWindowsInViewport() [Internal] +// - FindHoveredViewportFromPlatformWindowStack() [Internal] +// - UpdateViewportsNewFrame() [Internal] +// - UpdateViewportsEndFrame() [Internal] +// - AddUpdateViewport() [Internal] +// - WindowSelectViewport() [Internal] +// - WindowSyncOwnedViewport() [Internal] +// - UpdatePlatformWindows() +// - RenderPlatformWindowsDefault() +// - FindPlatformMonitorForPos() [Internal] +// - FindPlatformMonitorForRect() [Internal] +// - UpdateViewportPlatformMonitor() [Internal] +// - DestroyPlatformWindow() [Internal] +// - DestroyPlatformWindows() +//----------------------------------------------------------------------------- + +ImGuiViewport* ImGui::GetMainViewport() +{ + ImGuiContext& g = *GImGui; + return g.Viewports[0]; +} + +// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236) +ImGuiViewport* ImGui::FindViewportByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->ID == id) + return viewport; + return NULL; +} + +ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle) +{ + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->PlatformHandle == platform_handle) + return viewport; + return NULL; +} + +void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + (void)current_window; + + if (viewport) + viewport->LastFrameActive = g.FrameCount; + if (g.CurrentViewport == viewport) + return; + g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f; + g.CurrentViewport = viewport; + IM_ASSERT(g.CurrentDpiScale > 0.0f && g.CurrentDpiScale < 99.0f); // Typical correct values would be between 1.0f and 4.0f + //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); + + // Notify platform layer of viewport changes + // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI + if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport) + g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport); +} + +void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + // Abandon viewport + if (window->ViewportOwned && window->Viewport->Window == window) + window->Viewport->Size = ImVec2(0.0f, 0.0f); + + window->Viewport = viewport; + window->ViewportId = viewport->ID; + window->ViewportOwned = (viewport->Window == window); +} + +static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) +{ + // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. + ImGuiContext& g = *GImGui; + if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge)) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + if (!window->DockIsActive) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) + if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0) + return true; + return false; +} + +static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (window->Viewport == viewport) + return false; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0) + return false; + if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0) + return false; + if (!viewport->GetMainRect().Contains(window->Rect())) + return false; + if (GetWindowAlwaysWantOwnViewport(window)) + return false; + + // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could.. + for (ImGuiWindow* window_behind : g.Windows) + { + if (window_behind == window) + break; + if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow)) + if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect())) + return false; + } + + // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) + ImGuiViewportP* old_viewport = window->Viewport; + if (window->ViewportOwned) + for (int n = 0; n < g.Windows.Size; n++) + if (g.Windows[n]->Viewport == old_viewport) + SetWindowViewport(g.Windows[n], viewport); + SetWindowViewport(window, viewport); + BringWindowToDisplayFront(window); + + return true; +} + +// FIXME: handle 0 to N host viewports +static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); +} + +// Translate Dear ImGui windows when a Host Viewport has been moved +// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) +void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows)); + + // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently + // translate imgui windows from OS-window-local to absolute coordinates or vice-versa. + // 2) If it's not going to fit into the new size, keep it at same absolute position. + // One problem with this is that most Win32 applications doesn't update their render while dragging, + // and so the window will appear to teleport when releasing the mouse. + const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); + ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size); + ImVec2 delta_pos = new_pos - old_pos; + for (ImGuiWindow* window : g.Windows) // FIXME-OPT + if (translate_all_windows || (window->Viewport == viewport && (old_size == new_size || test_still_fit_rect.Contains(window->Rect())))) + TranslateWindow(window, delta_pos); +} + +// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) +void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) +{ + ImGuiContext& g = *GImGui; + if (viewport->Window) + { + ScaleWindow(viewport->Window, scale); + } + else + { + for (ImGuiWindow* window : g.Windows) + if (window->Viewport == viewport) + ScaleWindow(window, scale); + } +} + +// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves. +// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. +// B) It requires Platform_GetWindowFocus to be implemented by backend. +ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* best_candidate = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos)) + if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount) + best_candidate = viewport; + return best_candidate; +} + +// Update viewports and monitor infos +// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info. +static void ImGui::UpdateViewportsNewFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); + + // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) + // Update Focused status + const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0; + if (viewports_enabled) + { + ImGuiViewportP* focused_viewport = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + { + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available) + { + bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); + if (is_minimized) + viewport->Flags |= ImGuiViewportFlags_IsMinimized; + else + viewport->Flags &= ~ImGuiViewportFlags_IsMinimized; + } + + // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport. + // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored. + if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available) + { + bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport); + if (is_focused) + viewport->Flags |= ImGuiViewportFlags_IsFocused; + else + viewport->Flags &= ~ImGuiViewportFlags_IsFocused; + if (is_focused) + focused_viewport = viewport; + } + } + + // Focused viewport has changed? + if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID); + const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId); + const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false); + + // Store a tag so we can infer z-order easily from all our windows + // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag + // will keep the front most stamp instead of losing it back to their parent viewport. + if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + g.PlatformLastFocusedViewportId = focused_viewport->ID; + + // Focus associated dear imgui window + // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299) + // - if focus didn't happen because we destroyed another window (#6462) + // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well. + const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed; + if (apply_imgui_focus_on_focused_viewport) + { + focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus. + ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild; + if (focused_viewport->Window != NULL) + FocusWindow(focused_viewport->Window, focus_request_flags); + else if (focused_viewport->LastFocusedHadNavWindow) + FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport + else + FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused + } + } + if (focused_viewport) + focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); + } + + // Create/update main viewport with current platform position. + // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. + ImGuiViewportP* main_viewport = g.Viewports[0]; + IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); + IM_ASSERT(main_viewport->Window == NULL); + ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f); + ImVec2 main_viewport_size = g.IO.DisplaySize; + if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized)) + { + main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) + main_viewport_size = main_viewport->Size; + } + AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); + + g.CurrentDpiScale = 0.0f; + g.CurrentViewport = NULL; + g.MouseViewport = NULL; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->Idx = n; + + // Erase unused viewports + if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) + { + DestroyViewport(viewport); + n--; + continue; + } + + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (viewports_enabled) + { + // Update Position and Size (from Platform Window to ImGui) if requested. + // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. + if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available) + { + // Viewport->WorkPos and WorkSize will be updated below + if (viewport->PlatformRequestMove) + viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); + if (viewport->PlatformRequestResize) + viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); + } + } + + // Update/copy monitor info + UpdateViewportPlatformMonitor(viewport); + + // Lock down space taken by menu bars and status bars + query initial insets from backend + // Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc. + viewport->WorkInsetMin = viewport->BuildWorkInsetMin; + viewport->WorkInsetMax = viewport->BuildWorkInsetMax; + viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f); + if (g.PlatformIO.Platform_GetWindowWorkAreaInsets != NULL && platform_funcs_available) + { + ImVec4 insets = g.PlatformIO.Platform_GetWindowWorkAreaInsets(viewport); + IM_ASSERT(insets.x >= 0.0f && insets.y >= 0.0f && insets.z >= 0.0f && insets.w >= 0.0f); + viewport->BuildWorkInsetMin = ImVec2(insets.x, insets.y); + viewport->BuildWorkInsetMax = ImVec2(insets.z, insets.w); + } + viewport->UpdateWorkRect(); + + // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. + viewport->Alpha = 1.0f; + + // Translate Dear ImGui windows when a Host Viewport has been moved + // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) + const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) + TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos, viewport->LastSize, viewport->Size); + + // Update DPI scale + float new_dpi_scale; + if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available) + new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); + else if (viewport->PlatformMonitor != -1) + new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + else + new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f; + IM_ASSERT(new_dpi_scale > 0.0f && new_dpi_scale < 99.0f); // Typical correct values would be between 1.0f and 4.0f + if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) + { + float scale_factor = new_dpi_scale / viewport->DpiScale; + if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + ScaleWindowsInViewport(viewport, scale_factor); + //if (viewport == GetMainViewport()) + // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); + + // Scale our window moving pivot so that the window will rescale roughly around the mouse position. + // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. + // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) + //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) + // g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor); + } + viewport->DpiScale = new_dpi_scale; + } + + // Update fallback monitor + g.PlatformMonitorsFullWorkRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + if (g.PlatformIO.Monitors.Size == 0) + { + ImGuiPlatformMonitor* monitor = &g.FallbackMonitor; + monitor->MainPos = main_viewport->Pos; + monitor->MainSize = main_viewport->Size; + monitor->WorkPos = main_viewport->WorkPos; + monitor->WorkSize = main_viewport->WorkSize; + monitor->DpiScale = main_viewport->DpiScale; + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos + monitor->WorkSize); + } + else + { + g.FallbackMonitor = g.PlatformIO.Monitors[0]; + } + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos + monitor.WorkSize); + } + + if (!viewports_enabled) + { + g.MouseViewport = main_viewport; + return; + } + + // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. + // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set. + ImGuiViewportP* viewport_hovered = NULL; + if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL; + if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback. + } + else + { + // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: + // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. + // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order. + // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); + } + if (viewport_hovered != NULL) + g.MouseLastHoveredViewport = viewport_hovered; + else if (g.MouseLastHoveredViewport == NULL) + g.MouseLastHoveredViewport = g.Viewports[0]; + + // Update mouse reference viewport + // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) + // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details) + if (g.MovingWindow && g.MovingWindow->Viewport) + g.MouseViewport = g.MovingWindow->Viewport; + else + g.MouseViewport = g.MouseLastHoveredViewport; + + // When dragging something, always refer to the last hovered viewport. + // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) + // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) + // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. + // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that. + const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; + if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) + viewport_hovered = g.MouseLastHoveredViewport; + if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown()) + if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + g.MouseViewport = viewport_hovered; + + IM_ASSERT(g.MouseViewport != NULL); +} + +// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) +static void ImGui::UpdateViewportsEndFrame() +{ + ImGuiContext& g = *GImGui; + g.PlatformIO.Viewports.resize(0); + for (int i = 0; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + viewport->LastPos = viewport->Pos; + viewport->LastSize = viewport->Size; + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) + if (i > 0) // Always include main viewport in the list + continue; + if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) + continue; + if (i > 0) + IM_ASSERT(viewport->Window != NULL); + g.PlatformIO.Viewports.push_back(viewport); + } + g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called +} + +// FIXME: We should ideally refactor the system to call this every frame (we currently don't) +ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + flags |= ImGuiViewportFlags_IsPlatformWindow; + if (window != NULL) + { + if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window) + flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing; + if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) + flags |= ImGuiViewportFlags_NoInputs; + if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing) + flags |= ImGuiViewportFlags_NoFocusOnAppearing; + } + + ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id); + if (viewport) + { + // Always update for main viewport as we are already pulling correct platform pos/size (see #4900) + if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Pos = pos; + if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Size = size; + viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags + } + else + { + // New viewport + viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = id; + viewport->Idx = g.Viewports.Size; + viewport->Pos = viewport->LastPos = pos; + viewport->Size = viewport->LastSize = size; + viewport->Flags = flags; + UpdateViewportPlatformMonitor(viewport); + g.Viewports.push_back(viewport); + g.ViewportCreatedCount++; + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : ""); + + // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. + // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame + g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x); + g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y); + g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); + g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); + + // Store initial DpiScale before the OS platform window creation, based on expected monitor data. + // This is so we can select an appropriate font size on the first frame of our window lifetime + if (viewport->PlatformMonitor != -1) + viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + } + + viewport->Window = window; + viewport->LastFrameActive = g.FrameCount; + viewport->UpdateWorkRect(); + IM_ASSERT(window == NULL || viewport->ID == window->ID); + + if (window != NULL) + window->ViewportOwned = true; + + return viewport; +} + +static void ImGui::DestroyViewport(ImGuiViewportP* viewport) +{ + // Clear references to this viewport in windows (window->ViewportId becomes the master data) + ImGuiContext& g = *GImGui; + for (ImGuiWindow* window : g.Windows) + { + if (window->Viewport != viewport) + continue; + window->Viewport = NULL; + window->ViewportOwned = false; + } + if (viewport == g.MouseLastHoveredViewport) + g.MouseLastHoveredViewport = NULL; + + // Destroy + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. + IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); + IM_ASSERT(g.Viewports[viewport->Idx] == viewport); + g.Viewports.erase(g.Viewports.Data + viewport->Idx); + IM_DELETE(viewport); +} + +// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. +static void ImGui::WindowSelectViewport(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + window->ViewportAllowPlatformMonitorExtend = -1; + + // Restore main viewport if multi-viewport is not supported by the backend + ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + { + SetWindowViewport(window, main_viewport); + return; + } + window->ViewportOwned = false; + + // Appearing popups reset their viewport so they can inherit again + if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing) + { + window->Viewport = NULL; + window->ViewportId = 0; + } + + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0) + { + // By default inherit from parent window + if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive)) + window->Viewport = window->ParentWindow->Viewport; + + // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file + if (window->Viewport == NULL && window->ViewportId != 0) + { + window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId); + if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX) + window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None); + } + } + + bool lock_viewport = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) + { + // Code explicitly request a viewport + window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); + window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. + if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL) + { + window->Viewport->Window = window; + window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node) + } + lock_viewport = true; + } + else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) + { + // Always inherit viewport from parent window + if (window->DockNode && window->DockNode->HostWindow) + IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport); + window->Viewport = window->ParentWindow->Viewport; + } + else if (window->DockNode && window->DockNode->HostWindow) + { + // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame + window->Viewport = window->DockNode->HostWindow->Viewport; + } + else if (flags & ImGuiWindowFlags_Tooltip) + { + window->Viewport = g.MouseViewport; + } + else if (GetWindowAlwaysWantOwnViewport(window)) + { + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid()) + { + if (window->Viewport != NULL && window->Viewport->Window == window) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else + { + // Merge into host viewport? + // We cannot test window->ViewportOwned as it set lower in the function. + // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212) + bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap)); + if (try_to_merge_into_host_viewport) + UpdateTryMergeWindowIntoHostViewports(window); + } + + // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport + if (window->Viewport == NULL) + if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport)) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + + // Mark window as allowed to protrude outside of its viewport and into the current monitor + if (!lock_viewport) + { + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + { + // We need to take account of the possibility that mouse may become invalid. + // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. + ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; + bool use_mouse_ref = (!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !g.NavWindow); + bool mouse_valid = IsMousePosValid(&mouse_ref); + if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid)) + window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); + else + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL) + { + // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. + const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; + if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) + { + // Steal/transfer ownership + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name); + window->Viewport->Window = window; + window->Viewport->ID = window->ID; + window->Viewport->LastNameHash = 0; + } + else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge? + { + // New viewport + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + } + } + else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) + { + // Regular (non-child, non-popup) windows by default are also allowed to protrude + // Child windows are kept contained within their parent. + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + } + + // Update flags + window->ViewportOwned = (window == window->Viewport->Window); + window->ViewportId = window->Viewport->ID; + + // If the OS window has a title bar, hide our imgui title bar + //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) + // window->Flags |= ImGuiWindowFlags_NoTitleBar; +} + +void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack) +{ + ImGuiContext& g = *GImGui; + + bool viewport_rect_changed = false; + + // Synchronize window --> viewport in most situations + // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM + if (window->Viewport->PlatformRequestMove) + { + window->Pos = window->Viewport->Pos; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Pos = window->Pos; + } + + if (window->Viewport->PlatformRequestResize) + { + window->Size = window->SizeFull = window->Viewport->Size; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Size = window->Size; + } + window->Viewport->UpdateWorkRect(); + + // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() + // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. + if (viewport_rect_changed) + UpdateViewportPlatformMonitor(window->Viewport); + + // Update common viewport flags + const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; + ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; + ImGuiWindowFlags window_flags = window->Flags; + const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0; + const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; + if (window_flags & ImGuiWindowFlags_Tooltip) + viewport_flags |= ImGuiViewportFlags_TopMost; + if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; + if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) + viewport_flags |= ImGuiViewportFlags_NoDecoration; + + // Not correct to set modal as topmost because: + // - Because other popups can be stacked above a modal (e.g. combo box in a modal) + // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" + //if (flags & ImGuiWindowFlags_Modal) + // viewport_flags |= ImGuiViewportFlags_TopMost; + + // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them + // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). + // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, + // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. + if (is_short_lived_floating_window && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; + + // We can overwrite viewport flags using ImGuiWindowClass (advanced users) + if (window->WindowClass.ViewportFlagsOverrideSet) + viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; + if (window->WindowClass.ViewportFlagsOverrideClear) + viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; + + // We can also tell the backend that clearing the platform window won't be necessary, + // as our window background is filling the viewport and we have disabled BgAlpha. + // FIXME: Work on support for per-viewport transparency (#2766) + if (!(window_flags & ImGuiWindowFlags_NoBackground)) + viewport_flags |= ImGuiViewportFlags_NoRendererClear; + + window->Viewport->Flags = viewport_flags; + + // Update parent viewport ID + // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) + if (window->WindowClass.ParentViewportId != (ImGuiID)-1) + window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; + else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive)) + window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; + else + window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; +} + +// Called by user at the end of the main loop, after EndFrame() +// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api. +void ImGui::UpdatePlatformWindows() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); + IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); + g.FrameCountPlatformEnded = g.FrameCount; + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + return; + + // Create/resize/destroy platform windows to match each active viewport. + // Skip the main viewport (index 0), which is always fully handled by the application! + for (int i = 1; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + + // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window + // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) + bool destroy_platform_window = false; + destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); + destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)); + if (destroy_platform_window) + { + DestroyPlatformWindow(viewport); + continue; + } + + // New windows that appears directly in a new viewport won't always have a size on their first frame + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0) + continue; + + // Create window + const bool is_new_platform_window = (viewport->PlatformWindowCreated == false); + if (is_new_platform_window) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + g.PlatformIO.Platform_CreateWindow(viewport); + if (g.PlatformIO.Renderer_CreateWindow != NULL) + g.PlatformIO.Renderer_CreateWindow(viewport); + g.PlatformWindowsCreatedCount++; + viewport->LastNameHash = 0; + viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?) + viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it. + viewport->PlatformWindowCreated = true; + } + + // Apply Position and Size (from ImGui to Platform/Renderer backends) + if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove) + g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); + if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize) + g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); + if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize) + g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); + viewport->LastPlatformPos = viewport->Pos; + viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size; + + // Update title bar (if it changed) + if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window)) + { + const char* title_begin = window_for_title->Name; + char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); + const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin); + if (viewport->LastNameHash != title_hash) + { + char title_end_backup_c = *title_end; + *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain. + g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); + *title_end = title_end_backup_c; + viewport->LastNameHash = title_hash; + } + } + + // Update alpha (if it changed) + if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha) + g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); + viewport->LastAlpha = viewport->Alpha; + + // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed. + if (g.PlatformIO.Platform_UpdateWindow) + g.PlatformIO.Platform_UpdateWindow(viewport); + + if (is_new_platform_window) + { + // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late) + if (g.FrameCount < 3) + viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; + + // Show window + g.PlatformIO.Platform_ShowWindow(viewport); + + // Even without focus, we assume the window becomes front-most. + // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. + if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + } + + // Clear request flags + viewport->ClearRequestFlags(); + } +} + +// This is a default/basic function for performing the rendering/swap of multiple Platform Windows. +// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves. +// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: +// +// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MyRenderFunction(platform_io.Viewports[i], my_args); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MySwapBufferFunction(platform_io.Viewports[i], my_args); +// +void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg) +{ + // Skip the main viewport (index 0), which is always fully handled by the application! + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); + if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); + } + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); + if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); + } +} + +static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos)) + return monitor_n; + } + return -1; +} + +// Search for the monitor with the largest intersection area with the given rectangle +// We generally try to avoid searching loops but the monitor count should be very small here +// FIXME-OPT: We could test the last monitor used for that viewport first, and early +static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + + const int monitor_count = g.PlatformIO.Monitors.Size; + if (monitor_count <= 1) + return monitor_count - 1; + + // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. + // This is necessary for tooltips which always resize down to zero at first. + const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); + int best_monitor_n = -1; + float best_monitor_surface = 0.001f; + + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize); + if (monitor_rect.Contains(rect)) + return monitor_n; + ImRect overlapping_rect = rect; + overlapping_rect.ClipWithFull(monitor_rect); + float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); + if (overlapping_surface < best_monitor_surface) + continue; + best_monitor_surface = overlapping_surface; + best_monitor_n = monitor_n; + } + return best_monitor_n; +} + +// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor) +static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) +{ + viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); +} + +// Return value is always != NULL, but don't hold on it across frames. +const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p; + int monitor_idx = viewport->PlatformMonitor; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + return &g.PlatformIO.Monitors[monitor_idx]; + return &g.FallbackMonitor; +} + +void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (viewport->PlatformWindowCreated) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + if (g.PlatformIO.Renderer_DestroyWindow) + g.PlatformIO.Renderer_DestroyWindow(viewport); + if (g.PlatformIO.Platform_DestroyWindow) + g.PlatformIO.Platform_DestroyWindow(viewport); + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL); + + // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize() + // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public. + if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID) + viewport->PlatformWindowCreated = false; + } + else + { + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); + } + viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL; + viewport->ClearRequestFlags(); +} + +void ImGui::DestroyPlatformWindows() +{ + // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend + // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. + // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling + // code to operator a consistent manner. + // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without + // crashing if it doesn't have data stored. + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + DestroyPlatformWindow(viewport); +} + + +//----------------------------------------------------------------------------- +// [SECTION] DOCKING +//----------------------------------------------------------------------------- +// Docking: Internal Types +// Docking: Forward Declarations +// Docking: ImGuiDockContext +// Docking: ImGuiDockContext Docking/Undocking functions +// Docking: ImGuiDockNode +// Docking: ImGuiDockNode Tree manipulation functions +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +// Docking: Builder Functions +// Docking: Begin/End Support Functions (called from Begin/End) +// Docking: Settings +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical Docking call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - NewFrame() new dear imgui frame +// | DockContextNewFrameUpdateUndocking() - process queued undocking requests +// | - DockContextProcessUndockWindow() - process one window undocking request +// | - DockContextProcessUndockNode() - process one whole node undocking request +// | DockContextNewFrameUpdateUndocking() - process queue docking requests, create floating dock nodes +// | - update g.HoveredDockNode - [debug] update node hovered by mouse +// | - DockContextProcessDock() - process one docking request +// | - DockNodeUpdate() +// | - DockNodeUpdateForRootNode() +// | - DockNodeUpdateFlagsAndCollapse() +// | - DockNodeFindInfo() +// | - destroy unused node or tab bar +// | - create dock node host window +// | - Begin() etc. +// | - DockNodeStartMouseMovingWindow() +// | - DockNodeTreeUpdatePosSize() +// | - DockNodeTreeUpdateSplitter() +// | - draw node background +// | - DockNodeUpdateTabBar() - create/update tab bar for a docking node +// | - DockNodeAddTabBar() +// | - DockNodeWindowMenuUpdate() +// | - DockNodeCalcTabBarLayout() +// | - BeginTabBarEx() +// | - TabItemEx() calls +// | - EndTabBar() +// | - BeginDockableDragDropTarget() +// | - DockNodeUpdate() - recurse into child nodes... +//----------------------------------------------------------------------------- +// - DockSpace() user submit a dockspace into a window +// | Begin(Child) - create a child window +// | DockNodeUpdate() - call main dock node update function +// | End(Child) +// | ItemSize() +//----------------------------------------------------------------------------- +// - Begin() +// | BeginDocked() +// | BeginDockableDragDropSource() +// | BeginDockableDragDropTarget() +// | - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- +// - EndFrame() +// | DockContextEndFrame() +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Docking: Internal Types +//----------------------------------------------------------------------------- +// - ImGuiDockRequestType +// - ImGuiDockRequest +// - ImGuiDockPreviewData +// - ImGuiDockNodeSettings +// - ImGuiDockContext +//----------------------------------------------------------------------------- + +enum ImGuiDockRequestType +{ + ImGuiDockRequestType_None = 0, + ImGuiDockRequestType_Dock, + ImGuiDockRequestType_Undock, + ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload +}; + +struct ImGuiDockRequest +{ + ImGuiDockRequestType Type; + ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL) + ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into + ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] + ImGuiDir DockSplitDir; + float DockSplitRatio; + bool DockSplitOuter; + ImGuiWindow* UndockTargetWindow; + ImGuiDockNode* UndockTargetNode; + + ImGuiDockRequest() + { + Type = ImGuiDockRequestType_None; + DockTargetWindow = DockPayload = UndockTargetWindow = NULL; + DockTargetNode = UndockTargetNode = NULL; + DockSplitDir = ImGuiDir_None; + DockSplitRatio = 0.5f; + DockSplitOuter = false; + } +}; + +struct ImGuiDockPreviewData +{ + ImGuiDockNode FutureNode; + bool IsDropAllowed; + bool IsCenterAvailable; + bool IsSidesAvailable; // Hold your breath, grammar freaks.. + bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) + ImGuiDockNode* SplitNode; + ImGuiDir SplitDir; + float SplitRatio; + ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() + + ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } +}; + +// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) +struct ImGuiDockNodeSettings +{ + ImGuiID ID; + ImGuiID ParentNodeId; + ImGuiID ParentWindowId; + ImGuiID SelectedTabId; + signed char SplitAxis; + char Depth; + ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih SizeRef; + ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; } +}; + +//----------------------------------------------------------------------------- +// Docking: Forward Declarations +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // ImGuiDockContext + static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); + static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); + static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); + static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); + static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); + static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window); + static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count); + static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all + + // ImGuiDockNode + static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); + static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id); + static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); + static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); + static void DockNodeHideHostWindow(ImGuiDockNode* node); + static void DockNodeUpdate(ImGuiDockNode* node); + static void DockNodeUpdateForRootNode(ImGuiDockNode* node); + static void DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node); + static void DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node); + static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); + static void DockNodeAddTabBar(ImGuiDockNode* node); + static void DockNodeRemoveTabBar(ImGuiDockNode* node); + static void DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar); + static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); + static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); + static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); + static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); + static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); + static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos); + static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); + static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); + static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } + static int DockNodeGetTabOrder(ImGuiWindow* window); + + // ImGuiDockNode tree manipulations + static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); + static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); + static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL); + static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); + static ImGuiDockNode* DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos); + static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); + + // Settings + static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id); + static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count); + static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id); + static void DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); + static void DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); + static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); + static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); + static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext +//----------------------------------------------------------------------------- +// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings, +// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active. +// At boot time only, we run a simple GC to remove nodes that have no references. +// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures), +// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does). +// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data. +//----------------------------------------------------------------------------- +// - DockContextInitialize() +// - DockContextShutdown() +// - DockContextClearNodes() +// - DockContextRebuildNodes() +// - DockContextNewFrameUpdateUndocking() +// - DockContextNewFrameUpdateDocking() +// - DockContextEndFrame() +// - DockContextFindNodeByID() +// - DockContextBindNodeToWindow() +// - DockContextGenNodeID() +// - DockContextAddNode() +// - DockContextRemoveNode() +// - ImGuiDockContextPruneNodeData +// - DockContextPruneUnusedSettingsNodes() +// - DockContextBuildNodesFromSettings() +// - DockContextBuildAddWindowsToNodes() +//----------------------------------------------------------------------------- + +void ImGui::DockContextInitialize(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + + // Add .ini handle for persistent docking data + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Docking"; + ini_handler.TypeHash = ImHashStr("Docking"); + ini_handler.ClearAllFn = DockSettingsHandler_ClearAll; + ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read + ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = DockSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = DockSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + + g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default; +} + +void ImGui::DockContextShutdown(ImGuiContext* ctx) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + IM_DELETE(node); +} + +void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs) +{ + IM_UNUSED(ctx); + IM_ASSERT(ctx == GImGui); + DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs); + DockBuilderRemoveNodeChildNodes(root_id); +} + +// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch +// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!) +void ImGui::DockContextRebuildNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n"); + SaveIniSettingsToMemory(); + ImGuiID root_id = 0; // Rebuild all + DockContextClearNodes(ctx, root_id, false); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, root_id); +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + { + if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0) + DockContextClearNodes(ctx, 0, true); + return; + } + + // Setting NoSplit at runtime merges all nodes + if (g.IO.ConfigDockingNoSplit) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode() && node->IsSplitNode()) + { + DockBuilderRemoveNodeChildNodes(node->ID); + //dc->WantFullRebuild = true; + } + + // Process full rebuild +#if 0 + if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) + dc->WantFullRebuild = true; +#endif + if (dc->WantFullRebuild) + { + DockContextRebuildNodes(ctx); + dc->WantFullRebuild = false; + } + + // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame) + for (ImGuiDockRequest& req : dc->Requests) + { + if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow) + DockContextProcessUndockWindow(ctx, req.UndockTargetWindow); + else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode) + DockContextProcessUndockNode(ctx, req.UndockTargetNode); + } +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // [DEBUG] Store hovered dock node. + // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut. + // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering. + g.DebugHoveredDockNode = NULL; + if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow) + { + if (hovered_window->DockNodeAsHost) + g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos); + else if (hovered_window->RootWindow->DockNode) + g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode; + } + + // Process Docking requests + for (ImGuiDockRequest& req : dc->Requests) + if (req.Type == ImGuiDockRequestType_Dock) + DockContextProcessDock(ctx, &req); + dc->Requests.resize(0); + + // Create windows for each automatic docking nodes + // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsFloatingNode()) + DockNodeUpdate(node); +} + +void ImGui::DockContextEndFrame(ImGuiContext* ctx) +{ + // Draw backgrounds of node missing their window + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &g.DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame) + { + ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size); + ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize); + node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags); + } +} + +ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id) +{ + return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id); +} + +ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) +{ + // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) + // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0 + // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted. + ImGuiID id = 0x0001; + while (DockContextFindNodeByID(ctx, id) != NULL) + id++; + return id; +} + +static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) +{ + // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window. + ImGuiContext& g = *ctx; + if (id == 0) + id = DockContextGenNodeID(ctx); + else + IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); + + // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings! + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id); + ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); + ctx->DockContext.Nodes.SetVoidPtr(node->ID, node); + return node; +} + +static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID); + IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); + IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); + IM_ASSERT(node->Windows.Size == 0); + + if (node->HostWindow) + node->HostWindow->DockNodeAsHost = NULL; + + ImGuiDockNode* parent_node = node->ParentNode; + const bool merge = (merge_sibling_into_parent_node && parent_node != NULL); + if (merge) + { + IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node); + ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]); + DockNodeTreeMerge(&g, parent_node, sibling_node); + } + else + { + for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++) + if (parent_node->ChildNodes[n] == node) + node->ParentNode->ChildNodes[n] = NULL; + dc->Nodes.SetVoidPtr(node->ID, NULL); + IM_DELETE(node); + } +} + +static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs) +{ + const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs; + const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs; + return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a); +} + +// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here. +struct ImGuiDockContextPruneNodeData +{ + int CountWindows, CountChildWindows, CountChildNodes; + ImGuiID RootId; + ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; } +}; + +// Garbage collect unused nodes (run once at init time) +static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IM_ASSERT(g.Windows.Size == 0); + + ImPool pool; + pool.Reserve(dc->NodesSettings.Size); + + // Count child nodes and compute RootID + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0; + pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID; + if (settings->ParentNodeId) + pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++; + } + + // Count reference to dock ids from dockspaces + // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes() + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + if (settings->ParentWindowId != 0) + if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId)) + if (window_settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId)) + data->CountChildNodes++; + } + + // Count reference to dock ids from window settings + // We guard against the possibility of an invalid .ini file (RootID may point to a missing node) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID dock_id = settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id)) + { + data->CountWindows++; + if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId)) + data_root->CountChildWindows++; + } + + // Prune + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID); + if (data->CountWindows > 1) + continue; + ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId); + + bool remove = false; + remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window + remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window + remove |= (data_root->CountChildWindows == 0); + if (remove) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); + DockSettingsRemoveNodeReferences(&settings->ID, 1); + settings->ID = 0; + } + } +} + +static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count) +{ + // Build nodes + for (int node_n = 0; node_n < node_settings_count; node_n++) + { + ImGuiDockNodeSettings* settings = &node_settings_array[node_n]; + if (settings->ID == 0) + continue; + ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); + node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL; + node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); + node->Size = ImVec2(settings->Size.x, settings->Size.y); + node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode; + if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL) + node->ParentNode->ChildNodes[0] = node; + else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) + node->ParentNode->ChildNodes[1] = node; + node->SelectedTabId = settings->SelectedTabId; + node->SplitAxis = (ImGuiAxis)settings->SplitAxis; + node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); + + // Bind host window immediately if it already exist (in case of a rebuild) + // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. + char host_window_title[20]; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title))); + } +} + +void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id) +{ + // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1) + continue; + if (window->DockNode != NULL) + continue; + + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings() + if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id) + DockNodeAddWindow(node, window, true); + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext Docking/Undocking functions +//----------------------------------------------------------------------------- +// - DockContextQueueDock() +// - DockContextQueueUndockWindow() +// - DockContextQueueUndockNode() +// - DockContextQueueNotifyRemovedNode() +// - DockContextProcessDock() +// - DockContextProcessUndockWindow() +// - DockContextProcessUndockNode() +// - DockContextCalcDropPosForDocking() +//----------------------------------------------------------------------------- + +void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer) +{ + IM_ASSERT(target != payload); + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Dock; + req.DockTargetWindow = target; + req.DockTargetNode = target_node; + req.DockPayload = payload; + req.DockSplitDir = split_dir; + req.DockSplitRatio = split_ratio; + req.DockSplitOuter = split_outer; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetWindow = window; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetNode = node; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (ImGuiDockRequest& req : dc->Requests) + if (req.DockTargetNode == node) + req.Type = ImGuiDockRequestType_None; +} + +void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) +{ + IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL)); + IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL); + + ImGuiContext& g = *ctx; + IM_UNUSED(g); + + ImGuiWindow* payload_window = req->DockPayload; // Optional + ImGuiWindow* target_window = req->DockTargetWindow; + ImGuiDockNode* node = req->DockTargetNode; + if (payload_window) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir); + else + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir); + + // Decide which Tab will be selected at the end of the operation + ImGuiID next_selected_id = 0; + ImGuiDockNode* payload_node = NULL; + if (payload_window) + { + payload_node = payload_window->DockNodeAsHost; + payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later. + if (payload_node && payload_node->IsLeafNode()) + next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId; + if (payload_node == NULL) + next_selected_id = payload_window->TabId; + } + + // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well + // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==. + if (node) + IM_ASSERT(node->LastFrameAlive <= g.FrameCount); + if (node && target_window && node == target_window->DockNodeAsHost) + IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode()); + + // Create new node and add existing window to it + if (node == NULL) + { + node = DockContextAddNode(ctx, 0); + node->Pos = target_window->Pos; + node->Size = target_window->Size; + if (target_window->DockNodeAsHost == NULL) + { + DockNodeAddWindow(node, target_window, true); + node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted; + target_window->DockIsActive = true; + } + } + + ImGuiDir split_dir = req->DockSplitDir; + if (split_dir != ImGuiDir_None) + { + // Split into two, one side will be our payload node unless we are dropping a loose window + const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side + const float split_ratio = req->DockSplitRatio; + DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); // payload_node may be NULL here! + ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1]; + new_node->HostWindow = node->HostWindow; + node = new_node; + } + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + + if (node != payload_node) + { + // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!) + if (node->Windows.Size > 0 && node->TabBar == NULL) + { + DockNodeAddTabBar(node); + for (int n = 0; n < node->Windows.Size; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + + if (payload_node != NULL) + { + // Transfer full payload node (with 1+ child windows or child nodes) + if (payload_node->IsSplitNode()) + { + if (node->Windows.Size > 0) + { + // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node. + // In this situation, we move the windows of the target node into the currently visible node of the payload. + // This allows us to preserve some of the underlying dock tree settings nicely. + IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted. + ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows; + if (visible_node->TabBar) + IM_ASSERT(visible_node->TabBar->Tabs.Size > 0); + DockNodeMoveWindows(node, visible_node); + DockNodeMoveWindows(visible_node, node); + DockSettingsRenameNodeReferences(node->ID, visible_node->ID); + } + if (node->IsCentralNode()) + { + // Central node property needs to be moved to a leaf node, pick the last focused one. + // FIXME-DOCK: If we had to transfer other flags here, what would the policy be? + ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId); + IM_ASSERT(last_focused_node != NULL); + ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); + IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node)); + last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode); + last_focused_root_node->CentralNode = last_focused_node; + } + + IM_ASSERT(node->Windows.Size == 0); + DockNodeMoveChildNodes(node, payload_node); + } + else + { + const ImGuiID payload_dock_id = payload_node->ID; + DockNodeMoveWindows(node, payload_node); + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + DockContextRemoveNode(ctx, payload_node, true); + } + else if (payload_window) + { + // Transfer single window + const ImGuiID payload_dock_id = payload_window->DockId; + node->VisibleWindow = payload_window; + DockNodeAddWindow(node, payload_window, true); + if (payload_dock_id != 0) + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + } + else + { + // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar + node->WantHiddenTabBarUpdate = true; + } + + // Update selection immediately + if (ImGuiTabBar* tab_bar = node->TabBar) + tab_bar->NextSelectedTabId = next_selected_id; + MarkIniSettingsDirty(); +} + +// Problem: +// Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more +// than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic +// with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be +// due to missing ImGuiBackendFlags_HasMouseCursors backend flag). +// Solution: +// When undocking a window we currently force its maximum size to 90% of the host viewport or monitor. +// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch). +static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport) +{ + if (ref_viewport == NULL) + return size; + + ImGuiContext& g = *GImGui; + ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f); + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + { + const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport); + max_size = ImTrunc(monitor->WorkSize * 0.90f); + } + return ImMin(size, max_size); +} + +void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref); + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId); + else + window->DockId = 0; + window->Collapsed = false; + window->DockIsActive = false; + window->DockNodeIsVisible = window->DockTabIsVisible = false; + window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport); + + MarkIniSettingsDirty(); +} + +void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Windows.Size >= 1); + + if (node->IsRootNode() || node->IsCentralNode()) + { + // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload. + ImGuiDockNode* new_node = DockContextAddNode(ctx, 0); + new_node->Pos = node->Pos; + new_node->Size = node->Size; + new_node->SizeRef = node->SizeRef; + DockNodeMoveWindows(new_node, node); + DockSettingsRenameNodeReferences(node->ID, new_node->ID); + node = new_node; + } + else + { + // Otherwise extract our node and merge our sibling back into the parent node. + IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; + node->ParentNode->ChildNodes[index_in_parent] = NULL; + DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]); + node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport + node->ParentNode = NULL; + } + for (ImGuiWindow* window : node->Windows) + { + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); + } + node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode; + node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport); + node->WantMouseMove = true; + MarkIniSettingsDirty(); +} + +// This is mostly used for automation. +bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) +{ + if (target != NULL && target_node == NULL) + target_node = target->DockNode; + + // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects + // (which would be functionally identical) we only show the outer one. Reflect this here. + if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None) + split_outer = true; + ImGuiDockPreviewData split_data; + DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer); + if (split_data.DropRectsDraw[split_dir+1].IsInverted()) + return false; + *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); + return true; +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode +//----------------------------------------------------------------------------- +// - DockNodeGetTabOrder() +// - DockNodeAddWindow() +// - DockNodeRemoveWindow() +// - DockNodeMoveChildNodes() +// - DockNodeMoveWindows() +// - DockNodeApplyPosSizeToWindows() +// - DockNodeHideHostWindow() +// - ImGuiDockNodeFindInfoResults +// - DockNodeFindInfo() +// - DockNodeFindWindowByID() +// - DockNodeUpdateFlagsAndCollapse() +// - DockNodeUpdateHasCentralNodeFlag() +// - DockNodeUpdateVisibleFlag() +// - DockNodeStartMouseMovingWindow() +// - DockNodeUpdate() +// - DockNodeUpdateWindowMenu() +// - DockNodeBeginAmendTabBar() +// - DockNodeEndAmendTabBar() +// - DockNodeUpdateTabBar() +// - DockNodeAddTabBar() +// - DockNodeRemoveTabBar() +// - DockNodeIsDropAllowedOne() +// - DockNodeIsDropAllowed() +// - DockNodeCalcTabBarLayout() +// - DockNodeCalcSplitRects() +// - DockNodeCalcDropRectsAndTestMousePos() +// - DockNodePreviewDockSetup() +// - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- + +ImGuiDockNode::ImGuiDockNode(ImGuiID id) +{ + ID = id; + SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None; + ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; + TabBar = NULL; + SplitAxis = ImGuiAxis_None; + + State = ImGuiDockNodeState_Unknown; + LastBgColor = IM_COL32_WHITE; + HostWindow = VisibleWindow = NULL; + CentralNode = OnlyNodeWithWindows = NULL; + CountNodeWithWindows = 0; + LastFrameAlive = LastFrameActive = LastFrameFocused = -1; + LastFocusedNodeId = 0; + SelectedTabId = 0; + WantCloseTabId = 0; + RefViewportId = 0; + AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; + AuthorityForViewport = ImGuiDataAuthority_Auto; + IsVisible = true; + IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false; + IsBgDrawnThisFrame = false; + WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; +} + +ImGuiDockNode::~ImGuiDockNode() +{ + IM_DELETE(TabBar); + TabBar = NULL; + ChildNodes[0] = ChildNodes[1] = NULL; +} + +int ImGui::DockNodeGetTabOrder(ImGuiWindow* window) +{ + ImGuiTabBar* tab_bar = window->DockNode->TabBar; + if (tab_bar == NULL) + return -1; + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId); + return tab ? TabBarGetTabOrder(tab_bar, tab) : -1; +} + +static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window) +{ + window->Hidden = true; + window->HiddenFramesCanSkipItems = window->Active ? 1 : 2; +} + +static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar) +{ + ImGuiContext& g = *GImGui; (void)g; + if (window->DockNode) + { + // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node) + IM_ASSERT(window->DockNode->ID != node->ID); + DockNodeRemoveWindow(window->DockNode, window, 0); + } + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window, + // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame). + // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin() + if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false) + DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]); + + node->Windows.push_back(window); + node->WantHiddenTabBarUpdate = true; + window->DockNode = node; + window->DockId = node->ID; + window->DockIsActive = (node->Windows.Size > 1); + window->DockTabWantClose = false; + + // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. + // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. + if (node->HostWindow == NULL && node->IsFloatingNode()) + { + if (node->AuthorityForPos == ImGuiDataAuthority_Auto) + node->AuthorityForPos = ImGuiDataAuthority_Window; + if (node->AuthorityForSize == ImGuiDataAuthority_Auto) + node->AuthorityForSize = ImGuiDataAuthority_Window; + if (node->AuthorityForViewport == ImGuiDataAuthority_Auto) + node->AuthorityForViewport = ImGuiDataAuthority_Window; + } + + // Add to tab bar if requested + if (add_to_tab_bar) + { + if (node->TabBar == NULL) + { + DockNodeAddTabBar(node); + node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId; + + // Add existing windows + for (int n = 0; n < node->Windows.Size - 1; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window); + } + + DockNodeUpdateVisibleFlag(node); + + // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame. + if (node->HostWindow) + UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow); +} + +static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window->DockNode == node); + //IM_ASSERT(window->RootWindowDockTree == node->HostWindow); + //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() + IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + window->DockNode = NULL; + window->DockIsActive = window->DockTabWantClose = false; + window->DockId = save_dock_id; + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately + + if (node->HostWindow && node->HostWindow->ViewportOwned) + { + // When undocking from a user interaction this will always run in NewFrame() and have not much effect. + // But mid-frame, if we clear viewport we need to mark window as hidden as well. + window->Viewport = NULL; + window->ViewportId = 0; + window->ViewportOwned = false; + window->Hidden = true; + } + + // Remove window + bool erased = false; + for (int n = 0; n < node->Windows.Size; n++) + if (node->Windows[n] == window) + { + node->Windows.erase(node->Windows.Data + n); + erased = true; + break; + } + if (!erased) + IM_ASSERT(erased); + if (node->VisibleWindow == window) + node->VisibleWindow = NULL; + + // Remove tab and possibly tab bar + node->WantHiddenTabBarUpdate = true; + if (node->TabBar) + { + TabBarRemoveTab(node->TabBar, window->TabId); + const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2; + if (node->Windows.Size < tab_count_threshold_for_tab_bar) + DockNodeRemoveTabBar(node); + } + + if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID) + { + // Automatic dock node delete themselves if they are not holding at least one tab + DockContextRemoveNode(&g, node, true); + return; + } + + if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow) + { + ImGuiWindow* remaining_window = node->Windows[0]; + // Note: we used to transport viewport ownership here. + remaining_window->Collapsed = node->HostWindow->Collapsed; + } + + // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree + DockNodeUpdateVisibleFlag(node); +} + +static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + IM_ASSERT(dst_node->Windows.Size == 0); + dst_node->ChildNodes[0] = src_node->ChildNodes[0]; + dst_node->ChildNodes[1] = src_node->ChildNodes[1]; + if (dst_node->ChildNodes[0]) + dst_node->ChildNodes[0]->ParentNode = dst_node; + if (dst_node->ChildNodes[1]) + dst_node->ChildNodes[1]->ParentNode = dst_node; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->SizeRef = src_node->SizeRef; + src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL; +} + +static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered) + IM_ASSERT(src_node && dst_node && dst_node != src_node); + ImGuiTabBar* src_tab_bar = src_node->TabBar; + if (src_tab_bar != NULL) + IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size); + + // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.) + bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL); + if (move_tab_bar) + { + dst_node->TabBar = src_node->TabBar; + src_node->TabBar = NULL; + } + + // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar(). + for (ImGuiWindow* window : src_node->Windows) + { + window->DockNode = NULL; + window->DockIsActive = false; + DockNodeAddWindow(dst_node, window, !move_tab_bar); + } + src_node->Windows.clear(); + + if (!move_tab_bar && src_node->TabBar) + { + if (dst_node->TabBar) + dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId; + DockNodeRemoveTabBar(src_node); + } +} + +static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node) +{ + for (ImGuiWindow* window : node->Windows) + { + SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame + SetWindowSize(window, node->Size, ImGuiCond_Always); + } +} + +static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node) +{ + if (node->HostWindow) + { + if (node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + node->HostWindow = NULL; + } + + if (node->Windows.Size == 1) + { + node->VisibleWindow = node->Windows[0]; + node->Windows[0]->DockIsActive = false; + } + + if (node->TabBar) + DockNodeRemoveTabBar(node); +} + +// Search function called once by root node in DockNodeUpdate() +struct ImGuiDockNodeTreeInfo +{ + ImGuiDockNode* CentralNode; + ImGuiDockNode* FirstNodeWithWindows; + int CountNodesWithWindows; + //ImGuiWindowClass WindowClassForMerges; + + ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); } +}; + +static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info) +{ + if (node->Windows.Size > 0) + { + if (info->FirstNodeWithWindows == NULL) + info->FirstNodeWithWindows = node; + info->CountNodesWithWindows++; + } + if (node->IsCentralNode()) + { + IM_ASSERT(info->CentralNode == NULL); // Should be only one + IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this."); + info->CentralNode = node; + } + if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL) + return; + if (node->ChildNodes[0]) + DockNodeFindInfo(node->ChildNodes[0], info); + if (node->ChildNodes[1]) + DockNodeFindInfo(node->ChildNodes[1], info); +} + +static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id) +{ + IM_ASSERT(id != 0); + for (ImGuiWindow* window : node->Windows) + if (window->ID == id) + return window; + return NULL; +} + +// - Remove inactive windows/nodes. +// - Update visibility flag. +static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + + // Inherit most flags + if (node->ParentNode) + node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + + // Recurse into children + // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. + // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' + // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]); + + // Remove inactive windows, collapse nodes + // Merge node flags overrides stored in windows + node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + IM_ASSERT(window->DockNode == node); + + bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + bool remove = false; + remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount); + remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame + remove |= (window->DockTabWantClose); + if (remove) + { + window->DockTabWantClose = false; + if (node->Windows.Size == 1 && !node->IsCentralNode()) + { + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return + return; + } + DockNodeRemoveWindow(node, window, node->ID); + window_n--; + continue; + } + + // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. + //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear; + node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet; + } + node->UpdateMergedFlags(); + + // Auto-hide tab bar option + ImGuiDockNodeFlags node_flags = node->MergedFlags; + if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar()) + node->WantHiddenTabBarToggle = true; + node->WantHiddenTabBarUpdate = false; + + // Cancel toggling if we know our tab bar is enforced to be hidden at all times + if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar)) + node->WantHiddenTabBarToggle = false; + + // Apply toggles at a single point of the frame (here!) + if (node->Windows.Size > 1) + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + else if (node->WantHiddenTabBarToggle) + node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar); + node->WantHiddenTabBarToggle = false; + + DockNodeUpdateVisibleFlag(node); +} + +// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames. +static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node) +{ + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]); + if (node->IsRootNode()) + { + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } + } +} + +static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node) +{ + // Update visibility flag + bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode(); + is_visible |= (node->Windows.Size > 0); + is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible); + is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible); + node->IsVisible = is_visible; +} + +static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->WantMouseMove == true); + StartMouseMovingWindow(window); + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos; + g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision. + node->WantMouseMove = false; +} + +// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class. +static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node) +{ + DockNodeUpdateFlagsAndCollapse(node); + + // - Setup central node pointers + // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!) + // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing + ImGuiDockNodeTreeInfo info; + DockNodeFindInfo(node, &info); + node->CentralNode = info.CentralNode; + node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL; + node->CountNodeWithWindows = info.CountNodesWithWindows; + if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL) + node->LastFocusedNodeId = info.FirstNodeWithWindows->ID; + + // Copy the window class from of our first window so it can be used for proper dock filtering. + // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy. + // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec. + if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows) + { + node->WindowClass = first_node_with_windows->Windows[0]->WindowClass; + for (int n = 1; n < first_node_with_windows->Windows.Size; n++) + if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false) + { + node->WindowClass = first_node_with_windows->Windows[n]->WindowClass; + break; + } + } + + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } +} + +static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + // Remove ourselves from any previous different host window + // This can happen if a user mistakenly does (see #4295 for details): + // - N+0: DockBuilderAddNode(id, 0) // missing ImGuiDockNodeFlags_DockSpace + // - N+1: NewFrame() // will create floating host window for that node + // - N+1: DockSpace(id) // requalify node as dockspace, moving host window + if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + + host_window->DockNodeAsHost = node; + node->HostWindow = host_window; +} + +static void ImGui::DockNodeUpdate(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->LastFrameActive != g.FrameCount); + node->LastFrameAlive = g.FrameCount; + node->IsBgDrawnThisFrame = false; + + node->CentralNode = node->OnlyNodeWithWindows = NULL; + if (node->IsRootNode()) + DockNodeUpdateForRootNode(node); + + // Remove tab bar if not needed + if (node->TabBar && node->IsNoTabBar()) + DockNodeRemoveTabBar(node); + + // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) + bool want_to_hide_host_window = false; + if (node->IsFloatingNode()) + { + if (node->Windows.Size <= 1 && node->IsLeafNode()) + if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) + want_to_hide_host_window = true; + if (node->CountNodeWithWindows == 0) + want_to_hide_host_window = true; + } + if (want_to_hide_host_window) + { + if (node->Windows.Size == 1) + { + // Floating window pos/size is authoritative + ImGuiWindow* single_window = node->Windows[0]; + node->Pos = single_window->Pos; + node->Size = single_window->SizeFull; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + + // Transfer focus immediately so when we revert to a regular window it is immediately selected + if (node->HostWindow && g.NavWindow == node->HostWindow) + FocusWindow(single_window); + if (node->HostWindow) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name); + single_window->Viewport = node->HostWindow->Viewport; + single_window->ViewportId = node->HostWindow->ViewportId; + if (node->HostWindow->ViewportOwned) + { + single_window->Viewport->ID = single_window->ID; + single_window->Viewport->Window = single_window; + single_window->ViewportOwned = true; + } + } + node->RefViewportId = single_window->ViewportId; + } + + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->HasCloseButton = node->HasWindowMenuButton = false; + node->LastFrameActive = g.FrameCount; + + if (node->WantMouseMove && node->Windows.Size == 1) + DockNodeStartMouseMovingWindow(node, node->Windows[0]); + return; + } + + // In some circumstance we will defer creating the host window (so everything will be kept hidden), + // while the expected visible window is resizing itself. + // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled, + // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up: + // N+0: Begin(): window created (with no known size), node is created + // N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible + // N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible + // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code. + // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin(). + // In reality it isn't very important as user quickly ends up with size data in .ini file. + if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode()) + { + IM_ASSERT(node->Windows.Size > 0); + ImGuiWindow* ref_window = NULL; + if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! + ref_window = DockNodeFindWindowByID(node, node->SelectedTabId); + if (ref_window == NULL) + ref_window = node->Windows[0]; + if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0) + { + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing; + return; + } + } + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + + // Decide if the node will have a close button and a window menu button + node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; + node->HasCloseButton = false; + for (ImGuiWindow* window : node->Windows) + { + // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. + node->HasCloseButton |= window->HasCloseButton; + window->DockIsActive = (node->Windows.Size > 1); + } + if (node_flags & ImGuiDockNodeFlags_NoCloseButton) + node->HasCloseButton = false; + + // Bind or create host window + ImGuiWindow* host_window = NULL; + bool beginned_into_host_window = false; + if (node->IsDockSpace()) + { + // [Explicit root dockspace node] + IM_ASSERT(node->HostWindow); + host_window = node->HostWindow; + } + else + { + // [Automatic root or child nodes] + if (node->IsRootNode() && node->IsVisible) + { + ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + + // Sync Pos + if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window) + SetNextWindowPos(ref_window->Pos); + else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode) + SetNextWindowPos(node->Pos); + + // Sync Size + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowSize(ref_window->SizeFull); + else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode) + SetNextWindowSize(node->Size); + + // Sync Collapsed + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowCollapsed(ref_window->Collapsed); + + // Sync Viewport + if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window) + SetNextWindowViewport(ref_window->ViewportId); + else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0) + SetNextWindowViewport(node->RefViewportId); + + SetNextWindowClass(&node->WindowClass); + + // Begin into the host window + char window_label[20]; + DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoFocusOnAppearing; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse; + window_flags |= ImGuiWindowFlags_NoTitleBar; + + SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); + Begin(window_label, NULL, window_flags); + PopStyleVar(); + beginned_into_host_window = true; + + host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->DC.CursorPos = host_window->Pos; + node->Pos = host_window->Pos; + node->Size = host_window->Size; + + // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) + // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. + // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. + // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window + // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back + // after the dock host window, losing their top-most status. + if (node->HostWindow->Appearing) + BringWindowToDisplayFront(node->HostWindow); + + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + else if (node->ParentNode) + { + node->HostWindow = host_window = node->ParentNode->HostWindow; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + if (node->WantMouseMove && node->HostWindow) + DockNodeStartMouseMovingWindow(node, node->HostWindow); + } + node->RefViewportId = 0; // Clear when we have a host window + + // Update focused node (the one whose title bar is highlight) within a node tree + if (node->IsSplitNode()) + IM_ASSERT(node->TabBar == NULL); + if (node->IsRootNode()) + if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL) + while (p_window != NULL && p_window->DockNode != NULL) + { + ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode); + if (p_node == node) + { + node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID! + break; + } + p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL; + } + + // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace + ImGuiDockNode* central_node = node->CentralNode; + const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty(); + bool central_node_hole_register_hit_test_hole = central_node_hole; + if (central_node_hole) + if (const ImGuiPayload* payload = ImGui::GetDragDropPayload()) + if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data)) + central_node_hole_register_hit_test_hole = false; + if (central_node_hole_register_hit_test_hole) + { + // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. + // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen + // covering passthru node we'd have a gap on the edge not covered by the hole) + IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode + ImGuiDockNode* root_node = DockNodeGetRootNode(central_node); + ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size); + ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size); + if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; } + if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; } + if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; } + if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; } + //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255)); + if (central_node_hole && !hole_rect.IsInverted()) + { + SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min); + if (host_window->ParentWindow) + SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min); + } + } + + // Update position/size, process and draw resizing splitters + if (node->IsRootNode() && host_window) + { + DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size); + PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]); + PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]); + PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]); + DockNodeTreeUpdateSplitter(node); + PopStyleColor(3); + } + + // Draw empty node background (currently can only be the Central Node) + if (host_window && node->IsEmpty() && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg); + if (node->LastBgColor != 0) + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor); + node->IsBgDrawnThisFrame = true; + } + + // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set. + // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size + // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! + const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; + if (render_dockspace_bg && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + if (central_node_hole) + RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f); + else + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f); + } + + // Draw and populate Tab Bar + if (host_window) + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + if (host_window && node->Windows.Size > 0) + { + DockNodeUpdateTabBar(node, host_window); + } + else + { + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->IsFocused = false; + } + if (node->TabBar && node->TabBar->SelectedTabId) + node->SelectedTabId = node->TabBar->SelectedTabId; + else if (node->Windows.Size > 0) + node->SelectedTabId = node->Windows[0]->TabId; + + // Draw payload drop target + if (host_window && node->IsVisible) + if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window)) + BeginDockableDragDropTarget(host_window); + + // We update this after DockNodeUpdateTabBar() + node->LastFrameActive = g.FrameCount; + + // Recurse into children + // FIXME-DOCK FIXME-OPT: Should not need to recurse into children + if (host_window) + { + if (node->ChildNodes[0]) + DockNodeUpdate(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdate(node->ChildNodes[1]); + + // Render outer borders last (after the tab bar) + if (node->IsRootNode()) + RenderWindowOuterBorders(host_window); + } + + // End host window + if (beginned_into_host_window) //-V1020 + End(); +} + +// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame. +static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs) +{ + ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window; + ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window; + if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder)) + return d; + return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); +} + +// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node. +// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented) +// Custom overrides may want to decorate, group, sort entries. +// Please note those are internal structures: if you copy this expect occasional breakage. +// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler) +void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + IM_UNUSED(ctx); + if (tab_bar->Tabs.Size == 1) + { + // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table. + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar())) + node->WantHiddenTabBarToggle = true; + } + else + { + // Display a selectable list of windows in this docking node + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId)) + TabBarQueueFocus(tab_bar, tab); + SameLine(); + Text(" "); + } + } +} + +static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + // Try to position the menu so it is more likely to stays within the same viewport + ImGuiContext& g = *GImGui; + if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f)); + else + SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f)); + if (BeginPopup("#WindowMenu")) + { + node->IsFocused = true; + g.DockNodeWindowMenuHandler(&g, node, tab_bar); + EndPopup(); + } +} + +// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button. +bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL || node->HostWindow == NULL) + return false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return false; + if (node->TabBar->ID == 0) + return false; + Begin(node->HostWindow->Name); + PushOverrideID(node->ID); + bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags); + IM_UNUSED(ret); + IM_ASSERT(ret); + return true; +} + +void ImGui::DockNodeEndAmendTabBar() +{ + EndTabBar(); + PopID(); + End(); +} + +static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node) +{ + // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy) + ImGuiContext& g = *GImGui; + if (g.NavWindowingTarget) + return (g.NavWindowingTarget->DockNode == node); + + // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window) + if (g.NavWindow && root_node->LastFocusedNodeId == node->ID) + { + // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node) + ImGuiWindow* parent_window = g.NavWindow->RootWindow; + while (parent_window->Flags & ImGuiWindowFlags_ChildMenu) + parent_window = parent_window->ParentWindow->RootWindow; + ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode; + for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL) + if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node) + return true; + } + return false; +} + +// Submit the tab bar corresponding to a dock node and various housekeeping details. +static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + const bool closed_all = node->WantCloseAll && node_was_active; + const ImGuiID closed_one = node->WantCloseTabId && node_was_active; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + + // Decide if we should use a focused title bar color + bool is_focused = false; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (IsDockNodeTitleBarHighlighted(node, root_node)) + is_focused = true; + + // Hidden tab bar will show a triangle on the upper-left (in Begin) + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + { + node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + node->IsFocused = is_focused; + if (is_focused) + node->LastFrameFocused = g.FrameCount; + if (node->VisibleWindow) + { + // Notify root of visible window (used to display title in OS task bar) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + if (node->TabBar) + node->TabBar->VisibleTabId = node->VisibleWindow->TabId; + } + return; + } + + // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed + bool backup_skip_item = host_window->SkipItems; + if (!node->IsDockSpace()) + { + host_window->SkipItems = false; + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + } + + // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID. + // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs, + // as docked windows themselves will override the stack with their own root ID. + PushOverrideID(node->ID); + ImGuiTabBar* tab_bar = node->TabBar; + bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden + if (tab_bar == NULL) + { + DockNodeAddTabBar(node); + tab_bar = node->TabBar; + } + + ImGuiID focus_tab_id = 0; + node->IsFocused = is_focused; + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // In a dock node, the Collapse Button turns into the Window Menu button. + // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes? + if (has_window_menu_button && IsPopupOpen("#WindowMenu")) + { + ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId; + DockNodeWindowMenuUpdate(node, tab_bar); + if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id) + focus_tab_id = tab_bar->NextSelectedTabId; + is_focused |= node->IsFocused; + } + + // Layout + ImRect title_bar_rect, tab_bar_rect; + ImVec2 window_menu_button_pos; + ImVec2 close_button_pos; + DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos); + + // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value. + const int tabs_count_old = tab_bar->Tabs.Size; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (TabBarFindTabByID(tab_bar, window->TabId) == NULL) + TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window); + } + + // Title bar + if (is_focused) + node->LastFrameFocused = g.FrameCount; + ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize); + host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags); + + // Docking/Collapse button + if (has_window_menu_button) + { + if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node) + OpenPopup("#WindowMenu"); + if (IsItemActive()) + focus_tab_id = tab_bar->SelectedTabId; + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode)); + } + + // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value + int tabs_unsorted_start = tab_bar->Tabs.Size; + for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--) + { + // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting? + tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted; + tabs_unsorted_start = tab_n; + } + if (tab_bar->Tabs.Size > tabs_unsorted_start) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); + for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_UNUSED(tab); + IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1); + if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) + ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); + } + + // Apply NavWindow focus back to the tab bar + if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node) + tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId; + + // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated + if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId; + else if (tab_bar->Tabs.Size > tabs_count_old) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId; + + // Begin tab bar + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); + tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll; + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; + if (!host_window->Collapsed && is_focused) + tab_bar_flags |= ImGuiTabBarFlags_IsFocused; + tab_bar->ID = GetID("#TabBar"); + tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width + tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize; + BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags); + //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)); + + // Backup style colors + ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT]; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]]; + + // Submit actual tabs + node->VisibleWindow = NULL; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument)) + continue; + if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active) + { + ImGuiTabItemFlags tab_item_flags = 0; + tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet; + if (window->Flags & ImGuiWindowFlags_UnsavedDocument) + tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Apply stored style overrides for the window + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]); + + // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so) + bool tab_open = true; + TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); + if (!tab_open) + node->WantCloseTabId = window->TabId; + if (tab_bar->VisibleTabId == window->TabId) + node->VisibleWindow = window; + + // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call + window->DockTabItemStatusFlags = g.LastItemData.StatusFlags; + window->DockTabItemRect = g.LastItemData.Rect; + + // Update navigation ID on menu layer + if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) + host_window->NavLastIds[1] = window->TabId; + } + } + + // Restore style colors + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n]; + + // Notify root of visible window (used to display title in OS task bar) + if (node->VisibleWindow) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + + // Close button (after VisibleWindow was updated) + // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId + const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton; + const bool close_button_is_visible = node->HasCloseButton; + //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one) + if (close_button_is_visible) + { + if (!close_button_is_enabled) + { + PushItemFlag(ImGuiItemFlags_Disabled, true); + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f)); + } + if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos)) + { + node->WantCloseAll = true; + for (int n = 0; n < tab_bar->Tabs.Size; n++) + TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]); + } + //if (IsItemActive()) + // focus_tab_id = tab_bar->SelectedTabId; + if (!close_button_is_enabled) + { + PopStyleColor(); + PopItemFlag(); + } + } + + // When clicking on the title bar outside of tabs, we still focus the selected tab for that node + // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them. + ImGuiID title_bar_id = host_window->GetID("#TITLEBAR"); + if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id) + { + // AllowOverlap mode required for appending into dock node tab bar, + // otherwise dragging window will steal HoveredId and amended tabs cannot get them. + bool held; + KeepAliveID(title_bar_id); + ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap); + if (g.HoveredId == title_bar_id) + { + g.LastItemData.ID = title_bar_id; + } + if (held) + { + if (IsMouseClicked(0)) + focus_tab_id = tab_bar->SelectedTabId; + + // Forward moving request to selected window + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space + } + } + + // Forward focus from host node to selected window + //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget) + // focus_tab_id = tab_bar->SelectedTabId; + + // When clicked on a tab we requested focus to the docked child + // This overrides the value set by "forward focus from host node to selected window". + if (tab_bar->NextSelectedTabId) + focus_tab_id = tab_bar->NextSelectedTabId; + + // Apply navigation focus + if (focus_tab_id != 0) + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id)) + if (tab->Window) + { + FocusWindow(tab->Window); + NavInitWindow(tab->Window, false); + } + + EndTabBar(); + PopID(); + + // Restore SkipItems flag + if (!node->IsDockSpace()) + { + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + host_window->SkipItems = backup_skip_item; + } +} + +static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node) +{ + IM_ASSERT(node->TabBar == NULL); + node->TabBar = IM_NEW(ImGuiTabBar); +} + +static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL) + return; + IM_DELETE(node->TabBar); + node->TabBar = NULL; +} + +static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window) +{ + if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) + return false; + + ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass; + ImGuiWindowClass* payload_class = &payload->WindowClass; + if (host_class->ClassId != payload_class->ClassId) + { + bool pass = false; + if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0) + pass = true; + if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0) + pass = true; + if (!pass) + return false; + } + + // Prevent docking any window created above a popup + // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features), + // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test. + // But it would requires more work on our end because the dock host windows is technically created in NewFrame() + // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking. + ImGuiContext& g = *GImGui; + for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) + if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window) + if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window)) // Payload is created from within a popup begin stack. + return false; + + return true; +} + +static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload) +{ + if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering + return true; + + const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload; + if (DockNodeIsDropAllowedOne(payload, host_window)) + return true; + } + return false; +} + +// window menu button == collapse button when not in a dock node. +// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code. +static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); + if (out_title_rect) { *out_title_rect = r; } + + r.Min.x += style.WindowBorderSize; + r.Max.x -= style.WindowBorderSize; + + float button_sz = g.FontSize; + r.Min.x += style.FramePadding.x; + r.Max.x -= style.FramePadding.x; + ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y); + if (node->HasCloseButton) + { + if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + r.Min.x += button_sz + style.ItemInnerSpacing.x; + } + else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (out_tab_bar_rect) { *out_tab_bar_rect = r; } + if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; } +} + +void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired) +{ + ImGuiContext& g = *GImGui; + const float dock_spacing = g.Style.ItemInnerSpacing.x; + const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + pos_new[axis ^ 1] = pos_old[axis ^ 1]; + size_new[axis ^ 1] = size_old[axis ^ 1]; + + // Distribute size on given axis (with a desired size or equally) + const float w_avail = size_old[axis] - dock_spacing; + if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) + { + size_new[axis] = size_new_desired[axis]; + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + else + { + size_new[axis] = IM_TRUNC(w_avail * 0.5f); + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + + // Position each node + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + { + pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing; + } + else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up) + { + pos_new[axis] = pos_old[axis]; + pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing; + } +} + +// Retrieve the drop rectangles for a given direction or for the center + perform hit testing. +bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos) +{ + ImGuiContext& g = *GImGui; + + const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight()); + const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f)); + float hs_w; // Half-size, longer axis + float hs_h; // Half-size, smaller axis + ImVec2 off; // Distance from edge or center + if (outer_docking) + { + //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); + //hs_h = ImTrunc(hs_w * 0.15f); + //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); + hs_w = ImTrunc(hs_for_central_nodes * 1.50f); + hs_h = ImTrunc(hs_for_central_nodes * 0.80f); + off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h)); + } + else + { + hs_w = ImTrunc(hs_for_central_nodes); + hs_h = ImTrunc(hs_for_central_nodes * 0.90f); + off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f)); + } + + ImVec2 c = ImTrunc(parent.GetCenter()); + if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); } + else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); } + else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); } + else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); } + else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); } + + if (test_mouse_pos == NULL) + return false; + + ImRect hit_r = out_r; + if (!outer_docking) + { + // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides + hit_r.Expand(ImTrunc(hs_w * 0.30f)); + ImVec2 mouse_delta = (*test_mouse_pos - c); + float mouse_delta_len2 = ImLengthSqr(mouse_delta); + float r_threshold_center = hs_w * 1.4f; + float r_threshold_sides = hs_w * (1.4f + 1.2f); + if (mouse_delta_len2 < r_threshold_center * r_threshold_center) + return (dir == ImGuiDir_None); + if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides) + return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y)); + } + return hit_r.Contains(*test_mouse_pos); +} + +// host_node may be NULL if the window doesn't have a DockNode already. +// FIXME-DOCK: This is misnamed since it's also doing the filtering. +static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking) +{ + ImGuiContext& g = *GImGui; + + // There is an edge case when docking into a dockspace which only has inactive nodes. + // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. + // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. + if (payload_node == NULL) + payload_node = payload_window->DockNodeAsHost; + ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; + if (ref_node_for_rect) + IM_ASSERT(ref_node_for_rect->IsVisible == true); + + // Filter, figure out where we are allowed to dock + ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet; + ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet; + data->IsCenterAvailable = true; + if (is_outer_docking) + data->IsCenterAvailable = false; + else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) + data->IsCenterAvailable = false; + else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode()) + data->IsCenterAvailable = false; + else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split? + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty())) + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty()) + data->IsCenterAvailable = false; + + data->IsSidesAvailable = true; + if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit) + data->IsSidesAvailable = false; + else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode()) + data->IsSidesAvailable = false; + else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther) + data->IsSidesAvailable = false; + + // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split) + data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton); + data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); + data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos; + data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size; + + // Calculate drop shapes geometry for allowed splitting directions + IM_ASSERT(ImGuiDir_None == -1); + data->SplitNode = host_node; + data->SplitDir = ImGuiDir_None; + data->IsSplitDirExplicit = false; + if (!host_window->Collapsed) + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (dir == ImGuiDir_None && !data->IsCenterAvailable) + continue; + if (dir != ImGuiDir_None && !data->IsSidesAvailable) + continue; + if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos)) + { + data->SplitDir = (ImGuiDir)dir; + data->IsSplitDirExplicit = true; + } + } + + // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar + data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable); + if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift) + data->IsDropAllowed = false; + + // Calculate split area + data->SplitRatio = 0.0f; + if (data->SplitDir != ImGuiDir_None) + { + ImGuiDir split_dir = data->SplitDir; + ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + ImVec2 pos_new, pos_old = data->FutureNode.Pos; + ImVec2 size_new, size_old = data->FutureNode.Size; + DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size); + + // Calculate split ratio so we can pass it down the docking request + float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]); + data->FutureNode.Pos = pos_new; + data->FutureNode.Size = size_new; + data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio); + } +} + +static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes + + // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent. + // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes. + const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload; + + // In case the two windows involved are on different viewports, we will draw the overlay on each of them. + int overlay_draw_lists_count = 0; + ImDrawList* overlay_draw_lists[2]; + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport); + if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload) + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport); + + // Draw main preview rectangle + const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f); + const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f); + const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f); + const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f); + + // Display area preview + const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0); + if (data->IsDropAllowed) + { + ImRect overlay_rect = data->FutureNode.Rect(); + if (data->SplitDir == ImGuiDir_None && can_preview_tabs) + overlay_rect.Min.y += GetFrameHeight(); + if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable) + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize)); + } + + // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) + if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable) + { + // Compute target tab bar geometry so we can locate our preview tabs + ImRect tab_bar_rect; + DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL); + ImVec2 tab_pos = tab_bar_rect.Min; + if (host_node && host_node->TabBar) + { + if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar()) + tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission. + else + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x; + } + else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost)) + { + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar + } + + // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows) + if (root_payload->DockNodeAsHost) + IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size); + ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL; + const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + // DockNode's TabBar may have non-window Tabs manually appended by user + ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload; + if (tab_bar_with_payload && payload_window == NULL) + continue; + if (!DockNodeIsDropAllowedOne(payload_window, host_window)) + continue; + + // Calculate the tab bounding box for each payload window + ImVec2 tab_size = TabItemCalcSize(payload_window); + ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y); + tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x; + const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]); + const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabSelected]); + PushStyleColor(ImGuiCol_Text, overlay_col_text); + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0; + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max); + TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs); + TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL); + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PopClipRect(); + } + PopStyleColor(); + } + } + + // Display drop boxes + const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding); + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (!data->DropRectsDraw[dir + 1].IsInverted()) + { + ImRect draw_r = data->DropRectsDraw[dir + 1]; + ImRect draw_r_in = draw_r; + draw_r_in.Expand(-2.0f); + ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop; + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImVec2 center = ImFloor(draw_r_in.GetCenter()); + overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding); + overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding); + if (dir == ImGuiDir_Left || dir == ImGuiDir_Right) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines); + if (dir == ImGuiDir_Up || dir == ImGuiDir_Down) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); + } + } + + // Stop after ImGuiDir_None + if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit) + return; + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode Tree manipulation functions +//----------------------------------------------------------------------------- +// - DockNodeTreeSplit() +// - DockNodeTreeMerge() +// - DockNodeTreeUpdatePosSize() +// - DockNodeTreeUpdateSplitterFindTouchingNode() +// - DockNodeTreeUpdateSplitter() +// - DockNodeTreeFindFallbackLeafNode() +// - DockNodeTreeFindNodeByPos() +//----------------------------------------------------------------------------- + +void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_axis != ImGuiAxis_None); + + ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0); + child_0->ParentNode = parent_node; + + ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0); + child_1->ParentNode = parent_node; + + ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1; + DockNodeMoveChildNodes(child_inheritor, parent_node); + parent_node->ChildNodes[0] = child_0; + parent_node->ChildNodes[1] = child_1; + parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow; + parent_node->SplitAxis = split_axis; + parent_node->VisibleWindow = NULL; + parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode; + + float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize); + size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); + IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. + child_0->SizeRef = child_1->SizeRef = parent_node->Size; + child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio); + child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]); + + DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); + DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node)); + DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size); + + // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property) + child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; + child_0->UpdateMergedFlags(); + child_1->UpdateMergedFlags(); + parent_node->UpdateMergedFlags(); + if (child_inheritor->IsCentralNode()) + DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor; +} + +void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child) +{ + // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL. + ImGuiContext& g = *GImGui; + ImGuiDockNode* child_0 = parent_node->ChildNodes[0]; + ImGuiDockNode* child_1 = parent_node->ChildNodes[1]; + IM_ASSERT(child_0 || child_1); + IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1); + if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0)) + { + IM_ASSERT(parent_node->TabBar == NULL); + IM_ASSERT(parent_node->Windows.Size == 0); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID); + + ImVec2 backup_last_explicit_size = parent_node->SizeRef; + DockNodeMoveChildNodes(parent_node, merge_lead_child); + if (child_0) + { + DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows + DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID); + } + if (child_1) + { + DockNodeMoveWindows(parent_node, child_1); + DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID); + } + DockNodeApplyPosSizeToWindows(parent_node); + parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto; + parent_node->VisibleWindow = merge_lead_child->VisibleWindow; + parent_node->SizeRef = backup_last_explicit_size; + + // Flags transfer + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag + parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows + parent_node->UpdateMergedFlags(); + + if (child_0) + { + ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL); + IM_DELETE(child_0); + } + if (child_1) + { + ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL); + IM_DELETE(child_1); + } +} + +// Update Pos/Size for a node hierarchy (don't affect child Windows yet) +// (Depth-first, Pre-Order) +void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node) +{ + // During the regular dock node update we write to all nodes. + // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away. + ImGuiContext& g = *GImGui; + const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node; + if (write_to_node) + { + node->Pos = pos; + node->Size = size; + } + + if (node->IsLeafNode()) + return; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + ImVec2 child_0_pos = pos, child_1_pos = pos; + ImVec2 child_0_size = size, child_1_size = size; + + const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0)); + const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1)); + const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node; + const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node; + + if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible) + { + const float spacing = g.Style.DockingSeparatorSize; + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + const float size_avail = ImMax(size[axis] - spacing, 0.0f); + + // Size allocation policy + // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. + const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); + + // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing. + // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc() + // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce + + // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) + if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce) + { + child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce) + { + child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce) + { + // FIXME-DOCK: We cannot honor the requested size, so apply ratio. + // Currently this path will only be taken if code programmatically sets WantLockSizeOnce + float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + + // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node + else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild) + { + child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild) + { + child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]); + child_0_size[axis] = (size_avail - child_1_size[axis]); + } + else + { + // 4) Otherwise distribute according to the relative ratio of each SizeRef value + float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); + child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f)); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + + child_1_pos[axis] += spacing + child_0_size[axis]; + } + + if (only_write_to_single_node == NULL) + child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false; + + const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible; + const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible; + if (child_0_recurse) + DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size); + if (child_1_recurse) + DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size); +} + +static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector* touching_nodes) +{ + if (node->IsLeafNode()) + { + touching_nodes->push_back(node); + return; + } + if (node->ChildNodes[0]->IsVisible) + if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes); + if (node->ChildNodes[1]->IsVisible) + if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); +} + +// (Depth-First, Pre-Order) +void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return; + + ImGuiContext& g = *GImGui; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + if (child_0->IsVisible && child_1->IsVisible) + { + // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally) + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + IM_ASSERT(axis != ImGuiAxis_None); + ImRect bb; + bb.Min = child_0->Pos; + bb.Max = child_1->Pos; + bb.Min[axis] += child_0->Size[axis]; + bb.Max[axis ^ 1] += child_1->Size[axis ^ 1]; + //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)); + + const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs + const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY; + if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag)) + { + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding); + } + else + { + //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node. + //bb.Max[axis] -= 1; + PushID(node->ID); + + // Find resizing limits by gathering list of nodes that are touching the splitter line. + ImVector touching_nodes[2]; + float min_size = g.Style.WindowMinSize[axis]; + float resize_limits[2]; + resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size; + resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size; + + ImGuiID splitter_id = GetID("##Splitter"); + if (g.ActiveId == splitter_id) // Only process when splitter is active + { + DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]); + DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]); + for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++) + resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size); + for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++) + resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); + + // [DEBUG] Render touching nodes & limits + /* + ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + for (int n = 0; n < 2; n++) + { + for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++) + draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255)); + if (axis == ImGuiAxis_X) + draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); + else + draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f); + } + */ + } + + // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters + float cur_size_0 = child_0->Size[axis]; + float cur_size_1 = child_1->Size[axis]; + float min_size_0 = resize_limits[0] - child_0->Pos[axis]; + float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; + ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg); + if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col)) + { + if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) + { + child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0; + child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis]; + child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1; + + // Lock the size of every node that is a sibling of the node we are touching + // This might be less desirable if we can merge sibling of a same axis into the same parental level. + for (int side_n = 0; side_n < 2; side_n++) + for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) + { + ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; + //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); + while (touching_node->ParentNode != node) + { + if (touching_node->ParentNode->SplitAxis == axis) + { + // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize(). + ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n]; + node_to_preserve->WantLockSizeOnce = true; + //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255)); + //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100)); + } + touching_node = touching_node->ParentNode; + } + } + + DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size); + DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size); + MarkIniSettingsDirty(); + } + } + PopID(); + } + } + + if (child_0->IsVisible) + DockNodeTreeUpdateSplitter(child_0); + if (child_1->IsVisible) + DockNodeTreeUpdateSplitter(child_1); +} + +ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0])) + return leaf_node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1])) + return leaf_node; + return NULL; +} + +ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos) +{ + if (!node->IsVisible) + return NULL; + + const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE? + ImRect r(node->Pos, node->Pos + node->Size); + r.Expand(dock_spacing * 0.5f); + bool inside = r.Contains(pos); + if (!inside) + return NULL; + + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos)) + return hovered_node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos)) + return hovered_node; + + // This means we are hovering over the splitter/spacing of a parent node + return node; +} + +//----------------------------------------------------------------------------- +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +//----------------------------------------------------------------------------- +// - SetWindowDock() [Internal] +// - DockSpace() +// - DockSpaceOverViewport() +//----------------------------------------------------------------------------- + +// [Internal] Called via SetNextWindowDockID() +void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowDockAllowFlags & cond) == 0) + return; + window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + if (window->DockId == dock_id) + return; + + // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot + ImGuiContext& g = *GImGui; + if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, dock_id)) + if (new_node->IsSplitNode()) + { + // Policy: Find central node or latest focused node. We first move back to our root node. + new_node = DockNodeGetRootNode(new_node); + if (new_node->CentralNode) + { + IM_ASSERT(new_node->CentralNode->IsCentralNode()); + dock_id = new_node->CentralNode->ID; + } + else + { + dock_id = new_node->LastFocusedNodeId; + } + } + + if (window->DockId == dock_id) + return; + + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, 0); + window->DockId = dock_id; +} + +// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. +// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. +// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. +// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location). +ImGuiID ImGui::DockSpace(ImGuiID dockspace_id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindowRead(); + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return 0; + + // Early out if parent window is hidden/collapsed + // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960. + // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true. + if (window->SkipItems) + flags |= ImGuiDockNodeFlags_KeepAliveOnly; + if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0) + window = GetCurrentWindow(); // call to set window->WriteAccessed = true; + + IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! + IM_ASSERT((flags & ImGuiDockNodeFlags_CentralNode) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! (#8145) + + IM_ASSERT(dockspace_id != 0); + ImGuiDockNode* node = DockContextFindNodeByID(&g, dockspace_id); + if (node == NULL) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", dockspace_id); + node = DockContextAddNode(&g, dockspace_id); + node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode); + } + if (window_class && window_class->ClassId != node->WindowClass.ClassId) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", dockspace_id, node->WindowClass.ClassId, window_class->ClassId); + node->SharedFlags = flags; + node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); + + // When a DockSpace transitioned form implicit to explicit this may be called a second time + // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again. + if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) + { + IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + return dockspace_id; + } + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + + // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible + if (flags & ImGuiDockNodeFlags_KeepAliveOnly) + { + node->LastFrameAlive = g.FrameCount; + return dockspace_id; + } + + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImTrunc(size_arg); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + + node->Pos = window->DC.CursorPos; + node->Size = node->SizeRef = size; + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; + + // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window? + // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented) + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; + window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; + window_flags |= ImGuiWindowFlags_NoBackground; + + char title[256]; + ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, dockspace_id); + + PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); + Begin(title, NULL, window_flags); + PopStyleVar(); + + ImGuiWindow* host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->ChildId = window->GetID(title); + node->OnlyNodeWithWindows = NULL; + + IM_ASSERT(node->IsRootNode()); + + // We need to handle the rare case were a central node is missing. + // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace. + // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split. + // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining. + // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property, + // as it doesn't make sense for an empty dockspace to not have this property. + if (node->IsLeafNode() && !node->IsCentralNode()) + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + + // Update the node + DockNodeUpdate(node); + + End(); + + ImRect bb(node->Pos, node->Pos + size); + ItemSize(size); + ItemAdd(bb, dockspace_id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?) + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild() + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + return dockspace_id; +} + +// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! +// The limitation with this call is that your window won't have a local menu bar, but you can also use BeginMainMenuBar(). +// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. +// If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. +ImGuiID ImGui::DockSpaceOverViewport(ImGuiID dockspace_id, const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) +{ + if (viewport == NULL) + viewport = GetMainViewport(); + + // Submit a window filling the entire viewport + SetNextWindowPos(viewport->WorkPos); + SetNextWindowSize(viewport->WorkSize); + SetNextWindowViewport(viewport->ID); + + ImGuiWindowFlags host_window_flags = 0; + host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + host_window_flags |= ImGuiWindowFlags_NoBackground; + + // FIXME-OPT: When using ImGuiDockNodeFlags_KeepAliveOnly with DockSpaceOverViewport() we might be able to spare submitting the window, + // since DockSpace() with that flag doesn't need a window. We'd only need to compute the default ID accordingly. + if (dockspace_flags & ImGuiDockNodeFlags_KeepAliveOnly) + host_window_flags |= ImGuiWindowFlags_NoMouseInputs; + + char label[32]; + ImFormatString(label, IM_ARRAYSIZE(label), "WindowOverViewport_%08X", viewport->ID); + + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + Begin(label, NULL, host_window_flags); + PopStyleVar(3); + + // Submit the dockspace + if (dockspace_id == 0) + dockspace_id = GetID("DockSpace"); + DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class); + + End(); + + return dockspace_id; +} + +//----------------------------------------------------------------------------- +// Docking: Builder Functions +//----------------------------------------------------------------------------- +// Very early end-user API to manipulate dock nodes. +// Only available in imgui_internal.h. Expect this API to change/break! +// It is expected that those functions are all called _before_ the dockspace node submission. +//----------------------------------------------------------------------------- +// - DockBuilderDockWindow() +// - DockBuilderGetNode() +// - DockBuilderSetNodePos() +// - DockBuilderSetNodeSize() +// - DockBuilderAddNode() +// - DockBuilderRemoveNode() +// - DockBuilderRemoveNodeChildNodes() +// - DockBuilderRemoveNodeDockedWindows() +// - DockBuilderSplitNode() +// - DockBuilderCopyNodeRec() +// - DockBuilderCopyNode() +// - DockBuilderCopyWindowSettings() +// - DockBuilderCopyDockSpace() +// - DockBuilderFinish() +//----------------------------------------------------------------------------- + +void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) +{ + // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1) + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id); + ImGuiID window_id = ImHashStr(window_name); + if (ImGuiWindow* window = FindWindowByID(window_id)) + { + // Apply to created window + ImGuiID prev_node_id = window->DockId; + SetWindowDock(window, node_id, ImGuiCond_Always); + if (window->DockId != prev_node_id) + window->DockOrder = -1; + } + else + { + // Apply to settings + ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id); + if (settings == NULL) + settings = CreateNewWindowSettings(window_name); + if (settings->DockId != node_id) + settings->DockOrder = -1; + settings->DockId = node_id; + } +} + +ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; + return DockContextFindNodeByID(&g, node_id); +} + +void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + node->Pos = pos; + node->AuthorityForPos = ImGuiDataAuthority_DockNode; +} + +void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + node->Size = node->SizeRef = size; + node->AuthorityForSize = ImGuiDataAuthority_DockNode; +} + +// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node! +// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node. +// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary. +// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand! +// For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect. +// - Use (id == 0) to let the system allocate a node identifier. +// - Existing node with a same id will be removed. +ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags); + + if (node_id != 0) + DockBuilderRemoveNode(node_id); + + ImGuiDockNode* node = NULL; + if (flags & ImGuiDockNodeFlags_DockSpace) + { + DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); + node = DockContextFindNodeByID(&g, node_id); + } + else + { + node = DockContextAddNode(&g, node_id); + node->SetLocalFlags(flags); + } + node->LastFrameAlive = g.FrameCount; // Set this otherwise BeginDocked will undock during the same frame. + return node->ID; +} + +void ImGui::DockBuilderRemoveNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + DockBuilderRemoveNodeDockedWindows(node_id, true); + DockBuilderRemoveNodeChildNodes(node_id); + // Node may have moved or deleted if e.g. any merge happened + node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + if (node->IsCentralNode() && node->ParentNode) + node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode); + DockContextRemoveNode(&g, node, true); +} + +// root_id = 0 to remove all, root_id != 0 to remove child of given node. +void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + ImGuiDockContext* dc = &g.DockContext; + + ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL; + if (root_id && root_node == NULL) + return; + bool has_central_node = false; + + ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto; + ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto; + + // Process active windows + ImVector nodes_to_remove; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + { + bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id); + if (want_removal) + { + if (node->IsCentralNode()) + has_central_node = true; + if (root_id != 0) + DockContextQueueNotifyRemovedNode(&g, node); + if (root_node) + { + DockNodeMoveWindows(root_node, node); + DockSettingsRenameNodeReferences(node->ID, root_node->ID); + } + nodes_to_remove.push_back(node); + } + } + + // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge) + // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead) + if (root_node) + { + root_node->AuthorityForPos = backup_root_node_authority_for_pos; + root_node->AuthorityForSize = backup_root_node_authority_for_size; + } + + // Apply to settings + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID window_settings_dock_id = settings->DockId) + for (int n = 0; n < nodes_to_remove.Size; n++) + if (nodes_to_remove[n]->ID == window_settings_dock_id) + { + settings->DockId = root_id; + break; + } + + // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes + if (nodes_to_remove.Size > 1) + ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst); + for (int n = 0; n < nodes_to_remove.Size; n++) + DockContextRemoveNode(&g, nodes_to_remove[n], false); + + if (root_id == 0) + { + dc->Nodes.Clear(); + dc->Requests.clear(); + } + else if (has_central_node) + { + root_node->CentralNode = root_node; + root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + } +} + +void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs) +{ + // Clear references in settings + ImGuiContext& g = *GImGui; + if (clear_settings_refs) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + bool want_removal = (root_id == 0) || (settings->DockId == root_id); + if (!want_removal && settings->DockId != 0) + if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId)) + if (DockNodeGetRootNode(node)->ID == root_id) + want_removal = true; + if (want_removal) + settings->DockId = 0; + } + } + + // Clear references in windows + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id); + if (want_removal) + { + const ImGuiID backup_dock_id = window->DockId; + IM_UNUSED(backup_dock_id); + DockContextProcessUndockWindow(&g, window, clear_settings_refs); + if (!clear_settings_refs) + IM_ASSERT(window->DockId == backup_dock_id); + } + } +} + +// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created. +// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set. +// FIXME-DOCK: We are not exposing nor using split_outer. +ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_dir != ImGuiDir_None); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, id); + if (node == NULL) + { + IM_ASSERT(node != NULL); + return 0; + } + + IM_ASSERT(!node->IsSplitNode()); // Assert if already Split + + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Split; + req.DockTargetWindow = NULL; + req.DockTargetNode = node; + req.DockPayload = NULL; + req.DockSplitDir = split_dir; + req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir); + req.DockSplitOuter = false; + DockContextProcessDock(&g, &req); + + ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; + ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; + if (out_id_at_dir) + *out_id_at_dir = id_at_dir; + if (out_id_at_opposite_dir) + *out_id_at_opposite_dir = id_at_opposite_dir; + return id_at_dir; +} + +static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known); + dst_node->SharedFlags = src_node->SharedFlags; + dst_node->LocalFlags = src_node->LocalFlags; + dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + dst_node->Pos = src_node->Pos; + dst_node->Size = src_node->Size; + dst_node->SizeRef = src_node->SizeRef; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->UpdateMergedFlags(); + + out_node_remap_pairs->push_back(src_node->ID); + out_node_remap_pairs->push_back(dst_node->ID); + + for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++) + if (src_node->ChildNodes[child_n]) + { + dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs); + dst_node->ChildNodes[child_n]->ParentNode = dst_node; + } + + IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); + return dst_node; +} + +void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_node_id != 0); + IM_ASSERT(dst_node_id != 0); + IM_ASSERT(out_node_remap_pairs != NULL); + + DockBuilderRemoveNode(dst_node_id); + + ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id); + IM_ASSERT(src_node != NULL); + + out_node_remap_pairs->clear(); + DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs); + + IM_ASSERT((out_node_remap_pairs->Size % 2) == 0); +} + +void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name) +{ + ImGuiWindow* src_window = FindWindowByName(src_name); + if (src_window == NULL) + return; + if (ImGuiWindow* dst_window = FindWindowByName(dst_name)) + { + dst_window->Pos = src_window->Pos; + dst_window->Size = src_window->Size; + dst_window->SizeFull = src_window->SizeFull; + dst_window->Collapsed = src_window->Collapsed; + } + else + { + ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name)); + if (!dst_settings) + dst_settings = CreateNewWindowSettings(dst_name); + ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos); + if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID) + { + dst_settings->ViewportPos = window_pos_2ih; + dst_settings->ViewportId = src_window->ViewportId; + dst_settings->Pos = ImVec2ih(0, 0); + } + else + { + dst_settings->Pos = window_pos_2ih; + } + dst_settings->Size = ImVec2ih(src_window->SizeFull); + dst_settings->Collapsed = src_window->Collapsed; + } +} + +// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed. +void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_dockspace_id != 0); + IM_ASSERT(dst_dockspace_id != 0); + IM_ASSERT(in_window_remap_pairs != NULL); + IM_ASSERT((in_window_remap_pairs->Size % 2) == 0); + + // Duplicate entire dock + // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart, + // whereas we could attempt to at least keep them together in a new, same floating node. + ImVector node_remap_pairs; + DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs); + + // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes + // (The windows associated to src_dockspace_id are staying in place) + ImVector src_windows; + for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2) + { + const char* src_window_name = (*in_window_remap_pairs)[remap_window_n]; + const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1]; + ImGuiID src_window_id = ImHashStr(src_window_name); + src_windows.push_back(src_window_id); + + // Search in the remapping tables + ImGuiID src_dock_id = 0; + if (ImGuiWindow* src_window = FindWindowByID(src_window_id)) + src_dock_id = src_window->DockId; + else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id)) + src_dock_id = src_window_settings->DockId; + ImGuiID dst_dock_id = 0; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (node_remap_pairs[dock_remap_n] == src_dock_id) + { + dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear + break; + } + + if (dst_dock_id != 0) + { + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id); + DockBuilderDockWindow(dst_window_name, dst_dock_id); + } + else + { + // Floating windows gets their settings transferred (regardless of whether the new window already exist or not) + // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name); + DockBuilderCopyWindowSettings(src_window_name, dst_window_name); + } + } + + // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list. + // Find those windows and move to them to the cloned dock node. This may be optional? + // Dock those are a second step as undocking would invalidate source dock nodes. + struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } }; + ImVector dock_remaining_windows; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n]) + { + ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + ImGuiDockNode* node = DockBuilderGetNode(src_dock_id); + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (src_windows.contains(window->ID)) + continue; + + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); + dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id)); + } + } + for (const DockRemainingWindowTask& task : dock_remaining_windows) + DockBuilderDockWindow(task.Window->Name, task.DockId); +} + +// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node. +void ImGui::DockBuilderFinish(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + //DockContextRebuild(&g); + DockContextBuildAddWindowsToNodes(&g, root_id); +} + +//----------------------------------------------------------------------------- +// Docking: Begin/End Support Functions (called from Begin/End) +//----------------------------------------------------------------------------- +// - GetWindowAlwaysWantOwnTabBar() +// - DockContextBindNodeToWindow() +// - BeginDocked() +// - BeginDockableDragDropSource() +// - BeginDockableDragDropTarget() +//----------------------------------------------------------------------------- + +bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0) + if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise + return true; + return false; +} + +static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiContext& g = *ctx; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(window->DockNode == NULL); + + // We should not be docking into a split node (SetWindowDock should avoid this) + if (node && node->IsSplitNode()) + { + DockContextProcessUndockWindow(ctx, window); + return NULL; + } + + // Create node + if (node == NULL) + { + node = DockContextAddNode(ctx, window->DockId); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + node->LastFrameAlive = g.FrameCount; + } + + // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet, + // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node). + // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout. + // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame. + if (!node->IsVisible) + { + ImGuiDockNode* ancestor_node = node; + while (!ancestor_node->IsVisible && ancestor_node->ParentNode) + ancestor_node = ancestor_node->ParentNode; + IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node)); + DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node); + } + + // Add window to node + bool node_was_visible = node->IsVisible; + DockNodeAddWindow(node, window, true); + node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see) + IM_ASSERT(node == window->DockNode); + return node; +} + +static void StoreDockStyleForWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + window->DockStyle.Colors[color_n] = ImGui::ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); +} + +void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) +{ + ImGuiContext& g = *GImGui; + + // Clear fields ahead so most early-out paths don't have to do it + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + + const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); + if (auto_dock_node) + { + if (window->DockId == 0) + { + IM_ASSERT(window->DockNode == NULL); + window->DockId = DockContextGenNodeID(&g); + } + } + else + { + // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) + bool want_undock = false; + want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; + want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; + if (want_undock) + { + DockContextProcessUndockWindow(&g, window); + return; + } + } + + // Bind to our dock node + ImGuiDockNode* node = window->DockNode; + if (node != NULL) + IM_ASSERT(window->DockId == node->ID); + if (window->DockId != 0 && node == NULL) + { + node = DockContextBindNodeToWindow(&g, window); + if (node == NULL) + return; + } + +#if 0 + // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set + if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode)) + { + DockContextProcessUndockWindow(ctx, window); + return; + } +#endif + + // Undock if our dockspace node disappeared + // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly. + if (node->LastFrameAlive < g.FrameCount) + { + // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking() + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->LastFrameAlive < g.FrameCount) + DockContextProcessUndockWindow(&g, window); + else + window->DockIsActive = true; + return; + } + + // Store style overrides + StoreDockStyleForWindow(window); + + // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, + // and never create neither a host window neither a tab bar. + // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) + if (node->HostWindow == NULL) + { + if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing) + window->DockIsActive = true; + if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window + DockNodeHideWindowDuringHostWindowCreation(window); + return; + } + + // We can have zero-sized nodes (e.g. children of a small-size dockspace) + IM_ASSERT(node->HostWindow); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f); + node->State = ImGuiDockNodeState_HostWindowVisible; + + // Undock if we are submitted earlier than the host window + if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) + { + DockContextProcessUndockWindow(&g, window); + return; + } + + // Position/Size window + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() + window->DockIsActive = true; + window->DockNodeIsVisible = true; + window->DockTabIsVisible = false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return; + + // When the window is selected we mark it as visible. + if (node->VisibleWindow == window) + window->DockTabIsVisible = true; + + // Update window flag + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0); + window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize; + window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding; + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + window->Flags |= ImGuiWindowFlags_NoTitleBar; + else + window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed! + + // Save new dock order only if the window has been visible once already + // This allows multiple windows to be created in the same frame and have their respective dock orders preserved. + if (node->TabBar && window->WasActive) + window->DockOrder = (short)DockNodeGetTabOrder(window); + + if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL) + *p_open = false; + + // Update ChildId to allow returning from Child to Parent with Escape + ImGuiWindow* parent_window = window->DockNode->HostWindow; + window->ChildId = parent_window->GetID(window->Name); +} + +void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == window->MoveId); + IM_ASSERT(g.MovingWindow == window); + IM_ASSERT(g.CurrentWindow == window); + + // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking. + if (g.IO.ConfigDockingWithShift != g.IO.KeyShift) + { + // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance. + // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active + // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function) + IM_ASSERT(g.NextWindowData.Flags == 0); + if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock)); + return; + } + + g.LastItemData.ID = window->MoveId; + window = window->RootWindowDockTree; + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit + ImGuiDragDropFlags drag_drop_flags = ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_PayloadAutoExpire | ImGuiDragDropFlags_PayloadNoCrossContext | ImGuiDragDropFlags_PayloadNoCrossProcess; + if (is_drag_docking && BeginDragDropSource(drag_drop_flags)) + { + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); + EndDragDropSource(); + StoreDockStyleForWindow(window); // Store style overrides while dragging (even when not docked) because docking preview may need it. + } +} + +void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + if (!g.DragDropActive) + return; + //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!BeginDragDropTargetCustom(window->Rect(), window->ID)) + return; + + // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering + // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) + const ImGuiPayload* payload = &g.DragDropPayload; + if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data)) + { + EndDragDropTarget(); + return; + } + + ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data; + if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)) + { + // Select target node + // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation) + bool dock_into_floating_window = false; + ImGuiDockNode* node = NULL; + if (window->DockNodeAsHost) + { + // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos(). + node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos); + + // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active) + // In this case we need to fallback into any leaf mode, possibly the central node. + // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first. + if (node && node->IsDockSpace() && node->IsRootNode()) + node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node); + } + else + { + if (window->DockNode) + node = window->DockNode; + else + dock_into_floating_window = true; // Dock into a regular window + } + + const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight())); + const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); + + // Preview docking request and find out split direction/ratio + //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. + const bool do_preview = payload->IsPreview() || payload->IsDelivery(); + if (do_preview && (node != NULL || dock_into_floating_window)) + { + // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear. + ImGuiDockPreviewData split_inner; + ImGuiDockPreviewData split_outer; + ImGuiDockPreviewData* split_data = &split_inner; + if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode())) + if (ImGuiDockNode* root_node = DockNodeGetRootNode(node)) + { + DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true); + if (split_outer.IsSplitDirExplicit) + split_data = &split_outer; + } + if (!node || node->IsLeafNode()) + DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false); + if (split_data == &split_outer) + split_inner.IsDropAllowed = false; + + // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes + DockNodePreviewDockRender(window, node, payload_window, &split_inner); + DockNodePreviewDockRender(window, node, payload_window, &split_outer); + + // Queue docking request + if (split_data->IsDropAllowed && payload->IsDelivery()) + DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); + } + } + EndDragDropTarget(); +} + +//----------------------------------------------------------------------------- +// Docking: Settings +//----------------------------------------------------------------------------- +// - DockSettingsRenameNodeReferences() +// - DockSettingsRemoveNodeReferences() +// - DockSettingsFindNodeSettings() +// - DockSettingsHandler_ApplyAll() +// - DockSettingsHandler_ReadOpen() +// - DockSettingsHandler_ReadLine() +// - DockSettingsHandler_DockNodeToSettings() +// - DockSettingsHandler_WriteAll() +//----------------------------------------------------------------------------- + +static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id); + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + { + ImGuiWindow* window = g.Windows[window_n]; + if (window->DockId == old_node_id && window->DockNode == NULL) + window->DockId = new_node_id; + } + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == old_node_id) + settings->DockId = new_node_id; +} + +// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings +static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count) +{ + ImGuiContext& g = *GImGui; + int found = 0; + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + for (int node_n = 0; node_n < node_ids_count; node_n++) + if (settings->DockId == node_ids[node_n]) + { + settings->DockId = 0; + settings->DockOrder = -1; + if (++found < node_ids_count) + break; + return; + } +} + +static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id) +{ + // FIXME-OPT + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->NodesSettings.Size; n++) + if (dc->NodesSettings[n].ID == id) + return &dc->NodesSettings[n]; + return NULL; +} + +// Clear settings data +static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiDockContext* dc = &ctx->DockContext; + dc->NodesSettings.clear(); + DockContextClearNodes(ctx, 0, true); +} + +// Recreate nodes based on settings data +static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + // Prune settings at boot time only + ImGuiDockContext* dc = &ctx->DockContext; + if (ctx->Windows.Size == 0) + DockContextPruneUnusedSettingsNodes(ctx); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, 0); +} + +static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + if (strcmp(name, "Data") != 0) + return NULL; + return (void*)1; +} + +static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line) +{ + char c = 0; + int x = 0, y = 0; + int r = 0; + + // Parsing, e.g. + // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " + // " DockNode ID=0x00000002 Parent=0x00000001 " + // Important: this code expect currently fields in a fixed order. + ImGuiDockNodeSettings node; + line = ImStrSkipBlank(line); + if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); } + else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; } + else return; + if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; + if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1) { line += r; if (node.ParentNodeId == 0) return; } + if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; } + if (node.ParentNodeId == 0) + { + if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return; + if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return; + } + else + { + if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); } + } + if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; } + if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; } + if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; } + if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; } + if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; } + if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; } + if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; } + if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; } + if (node.ParentNodeId != 0) + if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId)) + node.Depth = parent_settings->Depth + 1; + ctx->DockContext.NodesSettings.push_back(node); +} + +static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth) +{ + ImGuiDockNodeSettings node_settings; + IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3))); + node_settings.ID = node->ID; + node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0; + node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0; + node_settings.SelectedTabId = node->SelectedTabId; + node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None); + node_settings.Depth = (char)depth; + node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); + node_settings.Pos = ImVec2ih(node->Pos); + node_settings.Size = ImVec2ih(node->Size); + node_settings.SizeRef = ImVec2ih(node->SizeRef); + dc->NodesSettings.push_back(node_settings); + if (node->ChildNodes[0]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1); + if (node->ChildNodes[1]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1); +} + +static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // Gather settings data + // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer) + dc->NodesSettings.resize(0); + dc->NodesSettings.reserve(dc->Nodes.Data.Size); + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode()) + DockSettingsHandler_DockNodeToSettings(dc, node, 0); + + int max_depth = 0; + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth); + + // Write to text buffer + buf->appendf("[%s][Data]\n", handler->TypeName); + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + { + const int line_start_pos = buf->size(); (void)line_start_pos; + const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n]; + buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file + buf->appendf(" ID=0x%08X", node_settings->ID); + if (node_settings->ParentNodeId) + { + buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y); + } + else + { + if (node_settings->ParentWindowId) + buf->appendf(" Window=0x%08X", node_settings->ParentWindowId); + buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); + } + if (node_settings->SplitAxis != ImGuiAxis_None) + buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y'); + if (node_settings->Flags & ImGuiDockNodeFlags_NoResize) + buf->appendf(" NoResize=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode) + buf->appendf(" CentralNode=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar) + buf->appendf(" NoTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar) + buf->appendf(" HiddenTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton) + buf->appendf(" NoWindowMenuButton=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton) + buf->appendf(" NoCloseButton=1"); + if (node_settings->SelectedTabId) + buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId); + + // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!) + if (g.IO.ConfigDebugIniSettings) + if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) + { + buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything + if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) + buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name); + // Iterate settings so we can give info about windows that didn't exist during the session. + int contains_window = 0; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == node_settings->ID) + { + if (contains_window++ == 0) + buf->appendf(" ; contains "); + buf->appendf("'%s' ", settings->GetName()); + } + } + + buf->appendf("\n"); + } + buf->appendf("\n"); +} + + +//----------------------------------------------------------------------------- +// [SECTION] PLATFORM DEPENDENT HELPERS +//----------------------------------------------------------------------------- +// - Default clipboard handlers +// - Default shell function handlers +// - Default IME handlers +//----------------------------------------------------------------------------- + +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) + +#ifdef _MSC_VER +#pragma comment(lib, "user32") +#pragma comment(lib, "kernel32") +#endif + +// Win32 clipboard implementation +// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + g.ClipboardHandlerData.clear(); + if (!::OpenClipboard(NULL)) + return NULL; + HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return NULL; + } + if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle)) + { + int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL); + g.ClipboardHandlerData.resize(buf_len); + ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL); + } + ::GlobalUnlock(wbuf_handle); + ::CloseClipboard(); + return g.ClipboardHandlerData.Data; +} + +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +{ + if (!::OpenClipboard(NULL)) + return; + const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return; + } + WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle); + ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length); + ::GlobalUnlock(wbuf_handle); + ::EmptyClipboard(); + if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) + ::GlobalFree(wbuf_handle); + ::CloseClipboard(); +} + +#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) + +#include // Use old API to avoid need for separate .mm file +static PasteboardRef main_clipboard = 0; + +// OSX clipboard implementation +// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + for (ItemCount i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + g.ClipboardHandlerData.clear(); + int length = (int)CFDataGetLength(cf_data); + g.ClipboardHandlerData.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data); + g.ClipboardHandlerData[length] = 0; + CFRelease(cf_data); + return g.ClipboardHandlerData.Data; + } + } + } + return NULL; +} + +#else + +// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); +} + +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text) +{ + ImGuiContext& g = *ctx; + g.ClipboardHandlerData.clear(); + const char* text_end = text + strlen(text); + g.ClipboardHandlerData.resize((int)(text_end - text) + 1); + memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text)); + g.ClipboardHandlerData[(int)(text_end - text)] = 0; +} + +#endif // Default clipboard handlers + +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#if defined(__APPLE__) && TARGET_OS_IPHONE +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif + +#if defined(_WIN32) && defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#ifdef _WIN32 +#include // ShellExecuteA() +#ifdef _MSC_VER +#pragma comment(lib, "shell32") +#endif +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ + return (INT_PTR)::ShellExecuteA(NULL, "open", path, NULL, NULL, SW_SHOWDEFAULT) > 32; +} +#else +#include +#include +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ +#if defined(__APPLE__) + const char* args[] { "open", "--", path, NULL }; +#else + const char* args[] { "xdg-open", path, NULL }; +#endif + pid_t pid = fork(); + if (pid < 0) + return false; + if (!pid) + { + execvp(args[0], const_cast(args)); + exit(-1); + } + else + { + int status; + waitpid(pid, &status, 0); + return WEXITSTATUS(status) == 0; + } +} +#endif +#else +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char*) { return false; } +#endif // Default shell handlers + +//----------------------------------------------------------------------------- + +// Win32 API IME support (for Asian languages, etc.) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) + +#include +#ifdef _MSC_VER +#pragma comment(lib, "imm32") +#endif + +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) +{ + // Notify OS Input Method Editor of text input position + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + if (hwnd == 0) + return; + + //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0); + if (HIMC himc = ::ImmGetContext(hwnd)) + { + COMPOSITIONFORM composition_form = {}; + composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + composition_form.dwStyle = CFS_FORCE_POSITION; + ::ImmSetCompositionWindow(himc, &composition_form); + CANDIDATEFORM candidate_form = {}; + candidate_form.dwStyle = CFS_CANDIDATEPOS; + candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + ::ImmSetCandidateWindow(himc, &candidate_form); + ::ImmReleaseContext(hwnd, himc); + } +} + +#else + +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData*) {} + +#endif // Default IME handlers + +//----------------------------------------------------------------------------- +// [SECTION] METRICS/DEBUGGER WINDOW +//----------------------------------------------------------------------------- +// - DebugRenderViewportThumbnail() [Internal] +// - RenderViewportsThumbnails() [Internal] +// - DebugTextEncoding() +// - MetricsHelpMarker() [Internal] +// - ShowFontAtlas() [Internal] +// - ShowMetricsWindow() +// - DebugNodeColumns() [Internal] +// - DebugNodeDockNode() [Internal] +// - DebugNodeDrawList() [Internal] +// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] +// - DebugNodeFont() [Internal] +// - DebugNodeFontGlyph() [Internal] +// - DebugNodeStorage() [Internal] +// - DebugNodeTabBar() [Internal] +// - DebugNodeViewport() [Internal] +// - DebugNodeWindow() [Internal] +// - DebugNodeWindowSettings() [Internal] +// - DebugNodeWindowsList() [Internal] +// - DebugNodeWindowsListByBeginStackParent() [Internal] +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImVec2 scale = bb.GetSize() / viewport->Size; + ImVec2 off = bb.Min - viewport->Pos * scale; + float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); + for (ImGuiWindow* thumb_window : g.Windows) + { + if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) + continue; + if (thumb_window->Viewport != viewport) + continue; + + ImRect thumb_r = thumb_window->Rect(); + ImRect title_r = thumb_window->TitleBarRect(); + thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale)); + title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y + title_r.GetHeight() * 3.0f) * scale)); // Exaggerate title bar height + thumb_r.ClipWithFull(bb); + title_r.ClipWithFull(bb); + const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); + window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); + } + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + if (viewport->ID == g.DebugMetricsConfig.HighlightViewportID) + window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); +} + +static void RenderViewportsThumbnails() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Draw monitor and calculate their boundaries + float SCALE = 1.0f / 8.0f; + ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + bb_full.Add(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize)); + ImVec2 p = window->DC.CursorPos; + ImVec2 off = p - bb_full.Min * SCALE; + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + ImRect monitor_draw_bb(off + (monitor.MainPos) * SCALE, off + (monitor.MainPos + monitor.MainSize) * SCALE); + window->DrawList->AddRect(monitor_draw_bb.Min, monitor_draw_bb.Max, (g.DebugMetricsConfig.HighlightMonitorIdx == g.PlatformIO.Monitors.index_from_ptr(&monitor)) ? IM_COL32(255, 255, 0, 255) : ImGui::GetColorU32(ImGuiCol_Border), 4.0f); + window->DrawList->AddRectFilled(monitor_draw_bb.Min, monitor_draw_bb.Max, ImGui::GetColorU32(ImGuiCol_Border, 0.10f), 4.0f); + } + + // Draw viewports + for (ImGuiViewportP* viewport : g.Viewports) + { + ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); + ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); + } + ImGui::Dummy(bb_full.GetSize() * SCALE); +} + +static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs) +{ + const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs; + const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs; + return b->LastFocusedStampCount - a->LastFocusedStampCount; +} + +// Draw an arbitrary US keyboard layout to visualize translated keys +void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list) +{ + const float scale = ImGui::GetFontSize() / 13.0f; + const ImVec2 key_size = ImVec2(35.0f, 35.0f) * scale; + const float key_rounding = 3.0f * scale; + const ImVec2 key_face_size = ImVec2(25.0f, 25.0f) * scale; + const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f) * scale; + const float key_face_rounding = 2.0f * scale; + const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f) * scale; + const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); + const float key_row_offset = 9.0f * scale; + + ImVec2 board_min = GetCursorScreenPos(); + ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f); + ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y); + + struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; }; + const KeyLayoutData keys_to_display[] = + { + { 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R }, + { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F }, + { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V } + }; + + // Elements rendered manually via ImDrawList API are not clipped automatically. + // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view. + Dummy(board_max - board_min); + if (!IsItemVisible()) + return; + draw_list->PushClipRect(board_min, board_max, true); + for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++) + { + const KeyLayoutData* key_data = &keys_to_display[n]; + ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y); + ImVec2 key_max = key_min + key_size; + draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding); + draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding); + ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y); + ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y); + draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f); + draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding); + ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y); + draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label); + if (IsKeyDown(key_data->Key)) + draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding); + } + draw_list->PopClipRect(); +} + +// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct. +void ImGui::DebugTextEncoding(const char* str) +{ + Text("Text: \"%s\"", str); + if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable)) + return; + TableSetupColumn("Offset"); + TableSetupColumn("UTF-8"); + TableSetupColumn("Glyph"); + TableSetupColumn("Codepoint"); + TableHeadersRow(); + for (const char* p = str; *p != 0; ) + { + unsigned int c; + const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL); + TableNextColumn(); + Text("%d", (int)(p - str)); + TableNextColumn(); + for (int byte_index = 0; byte_index < c_utf8_len; byte_index++) + { + if (byte_index > 0) + SameLine(); + Text("0x%02X", (int)(unsigned char)p[byte_index]); + } + TableNextColumn(); + if (GetFont()->FindGlyphNoFallback((ImWchar)c)) + TextUnformatted(p, p + c_utf8_len); + else + TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]"); + TableNextColumn(); + Text("U+%04X", (int)c); + p += c_utf8_len; + } + EndTable(); +} + +static void DebugFlashStyleColorStop() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT) + g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup; + g.DebugFlashStyleColorIdx = ImGuiCol_COUNT; +} + +// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls. +void ImGui::DebugFlashStyleColor(ImGuiCol idx) +{ + ImGuiContext& g = *GImGui; + DebugFlashStyleColorStop(); + g.DebugFlashStyleColorTime = 0.5f; + g.DebugFlashStyleColorIdx = idx; + g.DebugFlashStyleColorBackup = g.Style.Colors[idx]; +} + +void ImGui::UpdateDebugToolFlashStyleColor() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorTime <= 0.0f) + return; + ColorConvertHSVtoRGB(ImCos(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z); + g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f; + if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f) + DebugFlashStyleColorStop(); +} + +static const char* FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id) +{ + union { void* ptr; int integer; } tex_id_opaque; + memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id))); + if (sizeof(tex_id) >= sizeof(void*)) + ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr); + else + ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer); + return buf; +} + +// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. +static void MetricsHelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +// [DEBUG] List fonts in a font atlas and display its texture +void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +{ + for (ImFont* font : atlas->Fonts) + { + PushID(font); + DebugNodeFont(font); + PopID(); + } + if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons + ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border); + Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); + TreePop(); + } +} + +void ImGui::ShowMetricsWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + if (cfg->ShowDebugLog) + ShowDebugLogWindow(&cfg->ShowDebugLog); + if (cfg->ShowIDStackTool) + ShowIDStackToolWindow(&cfg->ShowIDStackTool); + + if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // [DEBUG] Clear debug breaks hooks after exactly one cycle. + DebugBreakClearData(); + + // Basic info + Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + if (g.ContextName[0] != 0) + { + SameLine(); + Text("(Context Name: \"%s\")", g.ContextName); + } + Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); + Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount); + //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } + + Separator(); + + // Debugging enums + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" }; + enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type + const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" }; + if (cfg->ShowWindowsRectsType < 0) + cfg->ShowWindowsRectsType = WRT_WorkRect; + if (cfg->ShowTablesRectsType < 0) + cfg->ShowTablesRectsType = TRT_WorkRect; + + struct Funcs + { + static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance + if (rect_type == TRT_OuterRect) { return table->OuterRect; } + else if (rect_type == TRT_InnerRect) { return table->InnerRect; } + else if (rect_type == TRT_WorkRect) { return table->WorkRect; } + else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } + else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } + else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } + else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); } + else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } + else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } + else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate + else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } + else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); } + else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } + IM_ASSERT(0); + return ImRect(); + } + + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); } + else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + }; + + // Tools + if (TreeNode("Tools")) + { + // Debug Break features + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + SeparatorTextEx(0, "Debug breaks", NULL, CalcTextSize("(?)").x + g.Style.SeparatorTextPadding.x); + SameLine(); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) + DebugStartItemPicker(); + Checkbox("Show \"Debug Break\" buttons in other sections (io.ConfigDebugIsDebuggerPresent)", &g.IO.ConfigDebugIsDebuggerPresent); + + SeparatorText("Visualize"); + + Checkbox("Show Debug Log", &cfg->ShowDebugLog); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code."); + + Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code."); + + Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); + Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count); + if (cfg->ShowWindowsRects && g.NavWindow != NULL) + { + BulletText("'%s':", g.NavWindow->Name); + Indent(); + for (int rect_n = 0; rect_n < WRT_Count; rect_n++) + { + ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); + Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); + } + Unindent(); + } + + Checkbox("Show tables rectangles", &cfg->ShowTablesRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); + if (cfg->ShowTablesRects && g.NavWindow != NULL) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) + continue; + + BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + Indent(); + char buf[128]; + for (int rect_n = 0; rect_n < TRT_Count; rect_n++) + { + if (rect_n >= TRT_ColumnsRect) + { + if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect) + continue; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, rect_n, column_n); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, rect_n, -1); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + Unindent(); + } + } + Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data + + SeparatorText("Validate"); + + Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop); + SameLine(); + MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + + Checkbox("UTF-8 Encoding viewer", &cfg->ShowTextEncodingViewer); + SameLine(); + MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct."); + if (cfg->ShowTextEncodingViewer) + { + static char buf[64] = ""; + SetNextItemWidth(-FLT_MIN); + InputText("##DebugTextEncodingBuf", buf, IM_ARRAYSIZE(buf)); + if (buf[0] != 0) + DebugTextEncoding(buf); + } + + TreePop(); + } + + // Windows + if (TreeNode("Windows", "Windows (%d)", g.Windows.Size)) + { + //SetNextItemOpen(true, ImGuiCond_Once); + DebugNodeWindowsList(&g.Windows, "By display order"); + DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)"); + if (TreeNode("By submission order (begin stack)")) + { + // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship! + ImVector& temp_buffer = g.WindowsTempSortBuffer; + temp_buffer.resize(0); + for (ImGuiWindow* window : g.Windows) + if (window->LastFrameActive + 1 >= g.FrameCount) + temp_buffer.push_back(window); + struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } }; + ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder); + DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL); + TreePop(); + } + + TreePop(); + } + + // DrawLists + int drawlist_count = 0; + for (ImGuiViewportP* viewport : g.Viewports) + drawlist_count += viewport->DrawDataP.CmdLists.Size; + if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) + { + Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); + Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); + for (ImGuiViewportP* viewport : g.Viewports) + { + bool viewport_has_drawlist = false; + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + { + if (!viewport_has_drawlist) + Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID); + viewport_has_drawlist = true; + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + } + } + TreePop(); + } + + // Viewports + if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) + { + cfg->HighlightMonitorIdx = -1; + bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size); + SameLine(); + MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors."); + if (open) + { + for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) + { + DebugNodePlatformMonitor(&g.PlatformIO.Monitors[i], "Monitor", i); + if (IsItemHovered()) + cfg->HighlightMonitorIdx = i; + } + DebugNodePlatformMonitor(&g.FallbackMonitor, "Fallback", 0); + TreePop(); + } + + SetNextItemOpen(true, ImGuiCond_Once); + if (TreeNode("Windows Minimap")) + { + RenderViewportsThumbnails(); + TreePop(); + } + cfg->HighlightViewportID = 0; + + BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + if (TreeNode("Inferred Z order (front-to-back)")) + { + static ImVector viewports; + viewports.resize(g.Viewports.Size); + memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes()); + if (viewports.Size > 1) + ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount); + for (ImGuiViewportP* viewport : viewports) + { + BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"", + viewport->Idx, viewport->ID, viewport->LastFocusedStampCount, + (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A", + viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + cfg->HighlightViewportID = viewport->ID; + } + TreePop(); + } + + for (ImGuiViewportP* viewport : g.Viewports) + DebugNodeViewport(viewport); + TreePop(); + } + + // Details for Popups + if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) + { + for (const ImGuiPopupData& popup_data : g.OpenPopupStack) + { + // As it's difficult to interact with tree nodes while popups are open, we display everything inline. + ImGuiWindow* window = popup_data.Window; + BulletText("PopupID: %08x, Window: '%s' (%s%s), RestoreNavWindow '%s', ParentWindow '%s'", + popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "", + popup_data.RestoreNavWindow ? popup_data.RestoreNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL"); + } + TreePop(); + } + + // Details for TabBars + if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount())) + { + for (int n = 0; n < g.TabBars.GetMapSize(); n++) + if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n)) + { + PushID(tab_bar); + DebugNodeTabBar(tab_bar, "TabBar"); + PopID(); + } + TreePop(); + } + + // Details for Tables + if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount())) + { + for (int n = 0; n < g.Tables.GetMapSize(); n++) + if (ImGuiTable* table = g.Tables.TryGetMapData(n)) + DebugNodeTable(table); + TreePop(); + } + + // Details for Fonts + ImFontAtlas* atlas = g.IO.Fonts; + if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) + { + ShowFontAtlas(atlas); + TreePop(); + } + + // Details for InputText + if (TreeNode("InputText")) + { + DebugNodeInputTextState(&g.InputTextState); + TreePop(); + } + + // Details for TypingSelect + if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0)) + { + DebugNodeTypingSelectState(&g.TypingSelectState); + TreePop(); + } + + // Details for MultiSelect + if (TreeNode("MultiSelect", "MultiSelect (%d)", g.MultiSelectStorage.GetAliveCount())) + { + ImGuiBoxSelectState* bs = &g.BoxSelectState; + BulletText("BoxSelect ID=0x%08X, Starting = %d, Active %d", bs->ID, bs->IsStarting, bs->IsActive); + for (int n = 0; n < g.MultiSelectStorage.GetMapSize(); n++) + if (ImGuiMultiSelectState* state = g.MultiSelectStorage.TryGetMapData(n)) + DebugNodeMultiSelectState(state); + TreePop(); + } + + // Details for Docking +#ifdef IMGUI_HAS_DOCK + if (TreeNode("Docking")) + { + static bool root_nodes_only = true; + ImGuiDockContext* dc = &g.DockContext; + Checkbox("List root nodes", &root_nodes_only); + Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes); + if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); } + SameLine(); + if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (!root_nodes_only || node->IsRootNode()) + DebugNodeDockNode(node, "Node"); + TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + // Settings + if (TreeNode("Settings")) + { + if (SmallButton("Clear")) + ClearIniSettings(); + SameLine(); + if (SmallButton("Save to memory")) + SaveIniSettingsToMemory(); + SameLine(); + if (SmallButton("Save to disk")) + SaveIniSettingsToDisk(g.IO.IniFilename); + SameLine(); + if (g.IO.IniFilename) + Text("\"%s\"", g.IO.IniFilename); + else + TextUnformatted(""); + Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); + if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) + { + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + BulletText("\"%s\"", handler.TypeName); + TreePop(); + } + if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + DebugNodeWindowSettings(settings); + TreePop(); + } + + if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) + { + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + DebugNodeTableSettings(settings); + TreePop(); + } + +#ifdef IMGUI_HAS_DOCK + if (TreeNode("SettingsDocking", "Settings packed data: Docking")) + { + ImGuiDockContext* dc = &g.DockContext; + Text("In SettingsWindows:"); + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId != 0) + BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder); + Text("In SettingsNodes:"); + for (int n = 0; n < dc->NodesSettings.Size; n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[n]; + const char* selected_tab_name = NULL; + if (settings->SelectedTabId) + { + if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId)) + selected_tab_name = window->Name; + else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId)) + selected_tab_name = window_settings->GetName(); + } + BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : ""); + } + TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) + { + InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly); + TreePop(); + } + TreePop(); + } + + // Settings + if (TreeNode("Memory allocations")) + { + ImGuiDebugAllocInfo* info = &g.DebugAllocInfo; + Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount); + if (SmallButton("GC now")) { g.GcCompactAll = true; } + Text("Recent frames with allocations:"); + int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf); + for (int n = buf_size - 1; n >= 0; n--) + { + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size]; + BulletText("Frame %06d: %+3d ( %2d alloc, %2d free )", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount); + if (n == 0) + { + SameLine(); + Text("<- %d frames ago", g.FrameCount - entry->FrameCount); + } + } + TreePop(); + } + + if (TreeNode("Inputs")) + { + Text("KEYBOARD/GAMEPAD/MOUSE KEYS"); + { + // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. + Indent(); + Text("Keys down:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); } + Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys released:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + DebugRenderKeyboardPreview(GetWindowDrawList()); + Unindent(); + } + + Text("MOUSE STATE"); + { + Indent(); + if (IsMousePosValid()) + Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + Text("Mouse pos: "); + Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + int count = IM_ARRAYSIZE(io.MouseDown); + Text("Mouse down:"); for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); } + Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); } + Text("Mouse wheel: %.1f", io.MouseWheel); + Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer); + Text("Mouse source: %s", GetMouseSourceName(io.MouseSource)); + Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused + Unindent(); + } + + Text("MOUSE WHEELING"); + { + Indent(); + Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL"); + Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer); + Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : ""); + Unindent(); + } + + Text("KEY OWNERS"); + { + Indent(); + if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) + continue; + Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr, + owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : ""); + DebugLocateItemOnHover(owner_data->OwnerCurr); + } + EndChild(); + Unindent(); + } + Text("SHORTCUT ROUTING"); + SameLine(); + MetricsHelpMarker("Declared shortcut routes automatically set key owner when mods matches."); + { + Indent(); + if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; ) + { + ImGuiKeyRoutingData* routing_data = &rt->Entries[idx]; + ImGuiKeyChord key_chord = key | routing_data->Mods; + Text("%s: 0x%08X (scored %d)", GetKeyChordName(key_chord), routing_data->RoutingCurr, routing_data->RoutingCurrScore); + DebugLocateItemOnHover(routing_data->RoutingCurr); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + SameLine(); + if (DebugBreakButton("**DebugBreak**", "in SetShortcutRouting() for this KeyChord")) + g.DebugBreakInShortcutRouting = key_chord; + } + idx = routing_data->NextEntryIndex; + } + } + EndChild(); + Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Unindent(); + } + TreePop(); + } + + if (TreeNode("Internal state")) + { + Text("WINDOWING"); + Indent(); + Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); + Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL"); + Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0); + Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + Unindent(); + + Text("ITEMS"); + Indent(); + Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource)); + DebugLocateItemOnHover(g.ActiveId); + Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame + Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer); + Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + DebugLocateItemOnHover(g.DragDropPayload.SourceId); + Unindent(); + + Text("NAV,FOCUS"); + Indent(); + Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); + Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); + DebugLocateItemOnHover(g.NavId); + Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); + Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData); + Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); + Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId); + Text("NavActivateFlags: %04X", g.NavActivateFlags); + Text("NavCursorVisible: %d, NavHighlightItemUnderNav: %d", g.NavCursorVisible, g.NavHighlightItemUnderNav); + Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); + Text("NavFocusRoute[] = "); + for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--) + { + const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n]; + SameLine(0.0f, 0.0f); + Text("0x%08X/", focus_scope.ID); + SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name); + } + Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); + Unindent(); + + TreePop(); + } + + // Overlay: Display windows Rectangles and Begin Order + if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder) + { + for (ImGuiWindow* window : g.Windows) + { + if (!window->WasActive) + continue; + ImDrawList* draw_list = GetForegroundDrawList(window); + if (cfg->ShowWindowsRects) + { + ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + char buf[32]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); + float font_size = GetFontSize(); + draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); + draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); + } + } + } + + // Overlay: Display Tables Rectangles + if (cfg->ShowTablesRects) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1) + continue; + ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); + if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n); + ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255); + float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f; + draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + } + } + +#ifdef IMGUI_HAS_DOCK + // Overlay: Display Docking info + if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode) + { + char buf[64] = ""; + char* p = buf; + ImGuiDockNode* node = g.DebugHoveredDockNode; + ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); + int depth = DockNodeGetDepth(node); + overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); + ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth; + overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255)); + overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf); + } +#endif // #ifdef IMGUI_HAS_DOCK + + End(); +} + +void ImGui::DebugBreakClearData() +{ + // Those fields are scattered in their respective subsystem to stay in hot-data locations + ImGuiContext& g = *GImGui; + g.DebugBreakInWindow = 0; + g.DebugBreakInTable = 0; + g.DebugBreakInShortcutRouting = ImGuiKey_None; +} + +void ImGui::DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location) +{ + if (!BeginItemTooltip()) + return; + Text("To call IM_DEBUG_BREAK() %s:", description_of_location); + Separator(); + TextUnformatted(keyboard_only ? "- Press 'Pause/Break' on keyboard." : "- Press 'Pause/Break' on keyboard.\n- or Click (may alter focus/active id).\n- or navigate using keyboard and press space."); + Separator(); + TextUnformatted("Choose one way that doesn't interfere with what you are trying to debug!\nYou need a debugger attached or this will crash!"); + EndTooltip(); +} + +// Special button that doesn't take focus, doesn't take input owner, and can be activated without a click etc. +// In order to reduce interferences with the contents we are trying to debug into. +bool ImGui::DebugBreakButton(const char* label, const char* description_of_location) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrLineTextBaseOffset); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x * 2.0f, label_size.y); + + const ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + // WE DO NOT USE ButtonEx() or ButtonBehavior() in order to reduce our side-effects. + bool hovered = ItemHoverable(bb, id, g.CurrentItemFlags); + bool pressed = hovered && (IsKeyChordPressed(g.DebugBreakKeyChord) || IsMouseClicked(0) || g.NavActivateId == id); + DebugBreakButtonTooltip(false, description_of_location); + + ImVec4 col4f = GetStyleColorVec4(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImVec4 hsv; + ColorConvertRGBtoHSV(col4f.x, col4f.y, col4f.z, hsv.x, hsv.y, hsv.z); + ColorConvertHSVtoRGB(hsv.x + 0.20f, hsv.y, hsv.z, col4f.x, col4f.y, col4f.z); + + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, GetColorU32(col4f), true, g.Style.FrameRounding); + RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, g.Style.ButtonTextAlign, &bb); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// [DEBUG] Display contents of Columns +void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) +{ + if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) + return; + BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); + for (ImGuiOldColumnData& column : columns->Columns) + BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm)); + TreePop(); +} + +static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled) +{ + using namespace ImGui; + PushID(label); + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f)); + Text("%s:", label); + if (!enabled) + BeginDisabled(); + CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize); + CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX); + CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY); + CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar); + CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar); + CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton); + CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton); + CheckboxFlags("DockedWindowsInFocusRoute", p_flags, ImGuiDockNodeFlags_DockedWindowsInFocusRoute); + CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags + CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit); + CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther); + CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe); + CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther); + CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty); + CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking); + if (!enabled) + EndDisabled(); + PopStyleVar(); + PopID(); +} + +// [DEBUG] Display contents of ImDockNode +void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) +{ + ImGuiContext& g = *GImGui; + const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2); // Submitted with ImGuiDockNodeFlags_KeepAliveOnly + const bool is_active = (g.FrameCount - node->LastFrameActive < 2); // Submitted + if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open; + ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (node->Windows.Size > 0) + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + else + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + if (!is_alive) { PopStyleColor(); } + if (is_active && IsItemHovered()) + if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow) + GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255)); + if (open) + { + IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); + IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); + BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", + node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); + DebugNodeWindow(node->HostWindow, "HostWindow"); + DebugNodeWindow(node->VisibleWindow, "VisibleWindow"); + BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId); + BulletText("Misc:%s%s%s%s%s%s%s", + node->IsDockSpace() ? " IsDockSpace" : "", + node->IsCentralNode() ? " IsCentralNode" : "", + is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "", + node->WantLockSizeOnce ? " WantLockSizeOnce" : "", + node->HasCentralNodeChild ? " HasCentralNodeChild" : ""); + if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags)) + { + if (BeginTable("flags", 4)) + { + TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true); + EndTable(); + } + TreePop(); + } + if (node->ParentNode) + DebugNodeDockNode(node->ParentNode, "ParentNode"); + if (node->ChildNodes[0]) + DebugNodeDockNode(node->ChildNodes[0], "Child[0]"); + if (node->ChildNodes[1]) + DebugNodeDockNode(node->ChildNodes[1], "Child[1]"); + if (node->TabBar) + DebugNodeTabBar(node->TabBar, "TabBar"); + DebugNodeWindowsList(&node->Windows, "Windows"); + + TreePop(); + } +} + +// [DEBUG] Display contents of ImDrawList +// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport. +void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + int cmd_count = draw_list->CmdBuffer.Size; + if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) + cmd_count--; + bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count); + if (draw_list == GetWindowDrawList()) + { + SameLine(); + TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + if (node_open) + TreePop(); + return; + } + + ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list + if (window && IsItemHovered() && fg_draw_list) + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!node_open) + return; + + if (window && !window->WasActive) + TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); + + for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++) + { + if (pcmd->UserCallback) + { + BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); + continue; + } + + char texid_desc[20]; + FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TextureId); + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); + if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes); + if (!pcmd_node_open) + continue; + + // Calculate approximate coverage area (touched pixel count) + // This will be in pixels squared as long there's no post-scaling happening to the renderer output. + const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset; + float total_area = 0.0f; + for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; ) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos; + total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); + } + + // Display vertex information summary. Hover to get all triangles drawn in wire-frame + ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); + Selectable(buf); + if (IsItemHovered() && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false); + + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGuiListClipper clipper; + clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + while (clipper.Step()) + for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) + { + char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf); + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_i++) + { + const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; + triangle[n] = v.pos; + buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", + (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + } + + Selectable(buf, false); + if (fg_draw_list && IsItemHovered()) + { + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); + fg_draw_list->Flags = backup_flags; + } + } + TreePop(); + } + TreePop(); +} + +// [DEBUG] Display mesh/aabb of a ImDrawCmd +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb) +{ + IM_ASSERT(show_mesh || show_aabb); + + // Draw wire-frame version of all triangles + ImRect clip_rect = draw_cmd->ClipRect; + ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + ImDrawListFlags backup_flags = out_draw_list->Flags; + out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; ) + { + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list + ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; + + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); + if (show_mesh) + out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles + } + // Draw bounding boxes + if (show_aabb) + { + out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + } + out_draw_list->Flags = backup_flags; +} + +// [DEBUG] Display details for a single font, called by ShowStyleEditor(). +void ImGui::DebugNodeFont(ImFont* font) +{ + bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", + font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); + SameLine(); + if (SmallButton("Set as default")) + GetIO().FontDefault = font; + if (!opened) + return; + + // Display preview text + PushFont(font); + Text("The quick brown fox jumps over the lazy dog"); + PopFont(); + + // Display details + SetNextItemWidth(GetFontSize() * 8); + DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); + SameLine(); MetricsHelpMarker( + "Note that the default embedded font is NOT meant to be scaled.\n\n" + "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " + "You may oversample them to get some flexibility with scaling. " + "You can also render at multiple sizes and select which one to use at runtime.\n\n" + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); + Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + char c_str[5]; + Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); + Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); + const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); + Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) + if (font->ConfigData) + if (const ImFontConfig* cfg = &font->ConfigData[config_i]) + BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); + + // Display all glyphs of the fonts in separate pages of 256 characters + if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + { + ImDrawList* draw_list = GetWindowDrawList(); + const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); + const float cell_size = font->FontSize * 1; + const float cell_spacing = GetStyle().ItemSpacing.y; + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) + { + base += 4096 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (font->FindGlyphNoFallback((ImWchar)(base + n))) + count++; + if (count <= 0) + continue; + if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + + // Draw a 16x16 grid of glyphs + ImVec2 base_pos = GetCursorScreenPos(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (!glyph) + continue; + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip()) + { + DebugNodeFontGlyph(font, glyph); + EndTooltip(); + } + } + Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + TreePop(); + } + TreePop(); + } + TreePop(); +} + +void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph) +{ + Text("Codepoint: U+%04X", glyph->Codepoint); + Separator(); + Text("Visible: %d", glyph->Visible); + Text("AdvanceX: %.1f", glyph->AdvanceX); + Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); +} + +// [DEBUG] Display contents of ImGuiStorage +void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) +{ + if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) + return; + for (const ImGuiStoragePair& p : storage->Data) + { + BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. + DebugLocateItemOnHover(p.key); + } + TreePop(); +} + +// [DEBUG] Display contents of ImGuiTabBar +void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) +{ + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); + p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); + for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab)); + } + p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(label, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (is_active && IsItemHovered()) + { + ImDrawList* draw_list = GetForegroundDrawList(); + draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + } + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + PushID(tab); + if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); + if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); + Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f", + tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth); + PopID(); + } + TreePop(); + } +} + +void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + SetNextItemOpen(true, ImGuiCond_Once); + bool open = TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + g.DebugMetricsConfig.HighlightViewportID = viewport->ID; + if (open) + { + ImGuiWindowFlags flags = viewport->Flags; + BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%", + viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, + viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y, + viewport->PlatformMonitor, viewport->DpiScale * 100.0f); + if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } } + BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags, + //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard + (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", + (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "", + (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "", + (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "", + (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", + (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "", + (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", + (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "", + (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", + (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", + (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "", + (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "", + (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : ""); + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + TreePop(); + } +} + +void ImGui::DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx) +{ + BulletText("%s %d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", + label, idx, monitor->DpiScale * 100.0f, + monitor->MainPos.x, monitor->MainPos.y, monitor->MainPos.x + monitor->MainSize.x, monitor->MainPos.y + monitor->MainSize.y, monitor->MainSize.x, monitor->MainSize.y, + monitor->WorkPos.x, monitor->WorkPos.y, monitor->WorkPos.x + monitor->WorkSize.x, monitor->WorkPos.y + monitor->WorkSize.y, monitor->WorkSize.x, monitor->WorkSize.y); +} + +void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) +{ + if (window == NULL) + { + BulletText("%s: NULL", label); + return; + } + + ImGuiContext& g = *GImGui; + const bool is_active = window->WasActive; + ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered() && is_active) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!open) + return; + + if (window->MemoryCompacted) + TextDisabled("Note: some memory buffers have been compacted/freed."); + + if (g.IO.ConfigDebugIsDebuggerPresent && DebugBreakButton("**DebugBreak**", "in Begin()")) + g.DebugBreakInWindow = window->ID; + + ImGuiWindowFlags flags = window->Flags; + DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); + BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); + BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + if (flags & ImGuiWindowFlags_ChildWindow) + BulletText("ChildFlags: 0x%08X (%s%s%s%s..)", window->ChildFlags, + (window->ChildFlags & ImGuiChildFlags_Borders) ? "Borders " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeX) ? "ResizeX " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeY) ? "ResizeY " : "", + (window->ChildFlags & ImGuiChildFlags_NavFlattened) ? "NavFlattened " : ""); + BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId); + BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); + BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); + BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + { + ImRect r = window->NavRectRel[layer]; + if (r.Min.x >= r.Max.x && r.Min.y >= r.Max.y) + BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); + else + BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); + DebugLocateItemOnHover(window->NavLastIds[layer]); + } + const ImVec2* pr = window->NavPreferredScoringPosRel; + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater. + BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + + BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); + BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); + BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible); + if (window->DockNode || window->DockNodeAsHost) + DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); + + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); } + if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } + if (window->ParentWindowForFocusRoute != NULL) { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); } + if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } + if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) + { + for (ImGuiOldColumns& columns : window->ColumnsStorage) + DebugNodeColumns(&columns); + TreePop(); + } + DebugNodeStorage(&window->StateStorage, "Storage"); + TreePop(); +} + +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + if (settings->WantDelete) + BeginDisabled(); + Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", + settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); + if (settings->WantDelete) + EndDisabled(); +} + +void ImGui::DebugNodeWindowsList(ImVector* windows, const char* label) +{ + if (!TreeNode(label, "%s (%d)", label, windows->Size)) + return; + for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back + { + PushID((*windows)[i]); + DebugNodeWindow((*windows)[i], "Window"); + PopID(); + } + TreePop(); +} + +// FIXME-OPT: This is technically suboptimal, but it is simpler this way. +void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack) +{ + for (int i = 0; i < windows_size; i++) + { + ImGuiWindow* window = windows[i]; + if (window->ParentWindowInBeginStack != parent_in_begin_stack) + continue; + char buf[20]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext); + //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name); + DebugNodeWindow(window, buf); + Indent(); + DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); + Unindent(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DEBUG LOG WINDOW +//----------------------------------------------------------------------------- + +void ImGui::DebugLog(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + DebugLogV(fmt, args); + va_end(args); +} + +void ImGui::DebugLogV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const int old_size = g.DebugLogBuf.size(); + if (g.ContextName[0] != 0) + g.DebugLogBuf.appendf("[%s] [%05d] ", g.ContextName, g.FrameCount); + else + g.DebugLogBuf.appendf("[%05d] ", g.FrameCount); + g.DebugLogBuf.appendfv(fmt, args); + g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size()); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY) + IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size); +#ifdef IMGUI_ENABLE_TEST_ENGINE + // IMGUI_TEST_ENGINE_LOG() adds a trailing \n automatically + const int new_size = g.DebugLogBuf.size(); + const bool trailing_carriage_return = (g.DebugLogBuf[new_size - 1] == '\n'); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine) + IMGUI_TEST_ENGINE_LOG("%.*s", new_size - old_size - (trailing_carriage_return ? 1 : 0), g.DebugLogBuf.begin() + old_size); +#endif +} + +// FIXME-LAYOUT: To be done automatically via layout mode once we rework ItemSize/ItemAdd into ItemLayout. +static void SameLineOrWrap(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos(window->DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window->DC.CursorPosPrevLine.y); + if (window->WorkRect.Contains(ImRect(pos, pos + size))) + ImGui::SameLine(); +} + +static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags) +{ + ImGuiContext& g = *GImGui; + ImVec2 size(ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x + ImGui::CalcTextSize(name).x, ImGui::GetFrameHeight()); + SameLineOrWrap(size); // FIXME-LAYOUT: To be done automatically once we rework ItemSize/ItemAdd into ItemLayout. + + bool highlight_errors = (flags == ImGuiDebugLogFlags_EventError && g.DebugLogSkippedErrors > 0); + if (highlight_errors) + ImGui::PushStyleColor(ImGuiCol_Text, ImLerp(g.Style.Colors[ImGuiCol_Text], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.30f)); + if (ImGui::CheckboxFlags(name, &g.DebugLogFlags, flags) && g.IO.KeyShift && (g.DebugLogFlags & flags) != 0) + { + g.DebugLogAutoDisableFrames = 2; + g.DebugLogAutoDisableFlags |= flags; + } + if (highlight_errors) + { + ImGui::PopStyleColor(); + ImGui::SetItemTooltip("%d past errors skipped.", g.DebugLogSkippedErrors); + } + else + { + ImGui::SetItemTooltip("Hold SHIFT when clicking to enable for 2 frames only (useful for spammy log entries)"); + } +} + +void ImGui::ShowDebugLogWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + ImGuiDebugLogFlags all_enable_flags = ImGuiDebugLogFlags_EventMask_ & ~ImGuiDebugLogFlags_EventInputRouting; + CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags); + SetItemTooltip("(except InputRouting which is spammy)"); + + ShowDebugLogFlag("Errors", ImGuiDebugLogFlags_EventError); + ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId); + ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper); + ShowDebugLogFlag("Docking", ImGuiDebugLogFlags_EventDocking); + ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus); + ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO); + //ShowDebugLogFlag("Font", ImGuiDebugLogFlags_EventFont); + ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav); + ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup); + ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection); + ShowDebugLogFlag("Viewport", ImGuiDebugLogFlags_EventViewport); + ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting); + + if (SmallButton("Clear")) + { + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + g.DebugLogSkippedErrors = 0; + } + SameLine(); + if (SmallButton("Copy")) + SetClipboardText(g.DebugLogBuf.c_str()); + SameLine(); + if (SmallButton("Configure Outputs..")) + OpenPopup("Outputs"); + if (BeginPopup("Outputs")) + { + CheckboxFlags("OutputToTTY", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTTY); +#ifndef IMGUI_ENABLE_TEST_ENGINE + BeginDisabled(); +#endif + CheckboxFlags("OutputToTestEngine", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTestEngine); +#ifndef IMGUI_ENABLE_TEST_ENGINE + EndDisabled(); +#endif + EndPopup(); + } + + BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + + const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags; + g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper; + + ImGuiListClipper clipper; + clipper.Begin(g.DebugLogIndex.size()); + while (clipper.Step()) + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + DebugTextUnformattedWithLocateItem(g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no), g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no)); + g.DebugLogFlags = backup_log_flags; + if (GetScrollY() >= GetScrollMaxY()) + SetScrollHereY(1.0f); + EndChild(); + + End(); +} + +// Display line, search for 0xXXXXXXXX identifiers and call DebugLocateItemOnHover() when hovered. +void ImGui::DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end) +{ + TextUnformatted(line_begin, line_end); + if (!IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + return; + ImGuiContext& g = *GImGui; + ImRect text_rect = g.LastItemData.Rect; + for (const char* p = line_begin; p <= line_end - 10; p++) + { + ImGuiID id = 0; + if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1 || ImCharIsXdigitA(p[10])) + continue; + ImVec2 p0 = CalcTextSize(line_begin, p); + ImVec2 p1 = CalcTextSize(p, p + 10); + g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y)); + if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true)) + DebugLocateItemOnHover(id); + p += 10; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) +//----------------------------------------------------------------------------- + +// Draw a small cross at current CursorPos in current window's DrawList +void ImGui::DebugDrawCursorPos(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos = window->DC.CursorPos; + window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f); + window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f); +} + +// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList +void ImGui::DebugDrawLineExtents(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float curr_x = window->DC.CursorPos.x; + float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y); + float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f); +} + +// Draw last item rect in ForegroundDrawList (so it is always visible) +void ImGui::DebugDrawItemRect(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); +} + +// [DEBUG] Locate item position/rectangle given an ID. +static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255); // Green + +void ImGui::DebugLocateItem(ImGuiID target_id) +{ + ImGuiContext& g = *GImGui; + g.DebugLocateId = target_id; + g.DebugLocateFrames = 2; + g.DebugBreakInLocateId = false; +} + +// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow. +void ImGui::DebugLocateItemOnHover(ImGuiID target_id) +{ + if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return; + ImGuiContext& g = *GImGui; + DebugLocateItem(target_id); + GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR); + + // Can't easily use a context menu here because it will mess with focus, active id etc. + if (g.IO.ConfigDebugIsDebuggerPresent && g.MouseStationaryTimer > 1.0f) + { + DebugBreakButtonTooltip(false, "in ItemAdd()"); + if (IsKeyChordPressed(g.DebugBreakKeyChord)) + g.DebugBreakInLocateId = true; + } +} + +void ImGui::DebugLocateItemResolveWithLastItem() +{ + ImGuiContext& g = *GImGui; + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInLocateId) + IM_DEBUG_BREAK(); + + ImGuiLastItemData item_data = g.LastItemData; + g.DebugLocateId = 0; + ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow); + ImRect r = item_data.Rect; + r.Expand(3.0f); + ImVec2 p1 = g.IO.MousePos; + ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y); + draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR); + draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR); +} + +void ImGui::DebugStartItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerActive = true; +} + +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakId = 0; + if (!g.DebugItemPickerActive) + return; + + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + SetMouseCursor(ImGuiMouseCursor_Hand); + if (IsKeyPressed(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift); + if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id) + { + g.DebugItemPickerBreakId = hovered_id; + g.DebugItemPickerActive = false; + } + for (int mouse_button = 0; mouse_button < 3; mouse_button++) + if (change_mapping && IsMouseClicked(mouse_button)) + g.DebugItemPickerMouseButton = (ImU8)mouse_button; + SetNextWindowBgAlpha(0.70f); + if (!BeginTooltip()) + return; + Text("HoveredId: 0x%08X", hovered_id); + Text("Press ESC to abort picking."); + const char* mouse_button_names[] = { "Left", "Right", "Middle" }; + if (change_mapping) + Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button."); + else + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]); + EndTooltip(); +} + +// [DEBUG] ID Stack Tool: update queries. Called by NewFrame() +void ImGui::UpdateDebugToolStackQueries() +{ + ImGuiContext& g = *GImGui; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Clear hook when id stack tool is not visible + g.DebugHookIdInfo = 0; + if (g.FrameCount != tool->LastActiveFrame + 1) + return; + + // Update queries. The steps are: -1: query Stack, >= 0: query each stack item + // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time + const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; + if (tool->QueryId != query_id) + { + tool->QueryId = query_id; + tool->StackLevel = -1; + tool->Results.resize(0); + } + if (query_id == 0) + return; + + // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) + int stack_level = tool->StackLevel; + if (stack_level >= 0 && stack_level < tool->Results.Size) + if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) + tool->StackLevel++; + + // Update hook + stack_level = tool->StackLevel; + if (stack_level == -1) + g.DebugHookIdInfo = query_id; + if (stack_level >= 0 && stack_level < tool->Results.Size) + { + g.DebugHookIdInfo = tool->Results[stack_level].ID; + tool->Results[stack_level].QueryFrameCount++; + } +} + +// [DEBUG] ID Stack tool: hooks called by GetID() family functions +void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Step 0: stack query + // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget. + if (tool->StackLevel == -1) + { + tool->StackLevel++; + tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); + for (int n = 0; n < window->IDStack.Size + 1; n++) + tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; + return; + } + + // Step 1+: query for individual level + IM_ASSERT(tool->StackLevel >= 0); + if (tool->StackLevel != window->IDStack.Size) + return; + ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; + IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); + + switch (data_type) + { + case ImGuiDataType_S32: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); + break; + case ImGuiDataType_String: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id); + break; + case ImGuiDataType_Pointer: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); + break; + case ImGuiDataType_ID: + if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. + return; + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); + break; + default: + IM_ASSERT(0); + } + info->QuerySuccess = true; + info->DataType = data_type; +} + +static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size) +{ + ImGuiStackLevelInfo* info = &tool->Results[n]; + ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name); + if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc); + if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + return (*buf = 0); +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label); +#endif + return ImFormatString(buf, buf_size, "???"); +} + +// ID Stack Tool: Display UI +void ImGui::ShowIDStackToolWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // Display hovered/active status + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + const ImGuiID active_id = g.ActiveId; +#ifdef IMGUI_ENABLE_TEST_ENGINE + Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : ""); +#else + Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id); +#endif + SameLine(); + MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); + + // CTRL+C to copy path + const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime; + Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC); + SameLine(); + TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*"); + if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused)) + { + tool->CopyToClipboardLastTime = (float)g.Time; + char* p = g.TempBuffer.Data; + char* p_end = p + g.TempBuffer.Size; + for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++) + { + *p++ = '/'; + char level_desc[256]; + StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); + for (int n = 0; level_desc[n] && p + 2 < p_end; n++) + { + if (level_desc[n] == '/') + *p++ = '\\'; + *p++ = level_desc[n]; + } + } + *p = '\0'; + SetClipboardText(g.TempBuffer.Data); + } + + // Display decorated stack + tool->LastActiveFrame = g.FrameCount; + if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) + { + const float id_width = CalcTextSize("0xDDDDDDDD").x; + TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); + TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); + TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); + TableHeadersRow(); + for (int n = 0; n < tool->Results.Size; n++) + { + ImGuiStackLevelInfo* info = &tool->Results[n]; + TableNextColumn(); + Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); + TableNextColumn(); + StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size); + TextUnformatted(g.TempBuffer.Data); + TableNextColumn(); + Text("0x%08X", info->ID); + if (n == tool->Results.Size - 1) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); + } + EndTable(); + } + End(); +} + +#else + +void ImGui::ShowMetricsWindow(bool*) {} +void ImGui::ShowFontAtlas(ImFontAtlas*) {} +void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} +void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {} +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} +void ImGui::DebugNodeFont(ImFont*) {} +void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} +void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} +void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} +void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} +void ImGui::DebugNodeViewport(ImGuiViewportP*) {} + +void ImGui::ShowDebugLogWindow(bool*) {} +void ImGui::ShowIDStackToolWindow(bool*) {} +void ImGui::DebugStartItemPicker() {} +void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} + +#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +//----------------------------------------------------------------------------- + +// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. +// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github. +#ifdef IMGUI_INCLUDE_IMGUI_USER_INL +#include "imgui_user.inl" +#endif + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui.h b/src/main/imgui/imgui.h new file mode 100644 index 0000000..897d43e --- /dev/null +++ b/src/main/imgui/imgui.h @@ -0,0 +1,3987 @@ +// dear imgui, v1.91.7 +// (headers) + +// Help: +// - See links below. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Read top of imgui.cpp for more details, links and comments. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. + +// Resources: +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) + +// For first-time users having issues compiling/linking/running/loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. + +// Library Version +// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') +#define IMGUI_VERSION "1.91.7" +#define IMGUI_VERSION_NUM 19170 +#define IMGUI_HAS_TABLE +#define IMGUI_HAS_VIEWPORT // Viewport WIP branch +#define IMGUI_HAS_DOCK // Docking WIP branch + +/* + +Index of this file: +// [SECTION] Header mess +// [SECTION] Forward declarations and basic types +// [SECTION] Dear ImGui end-user API functions +// [SECTION] Flags & Enumerations +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<> +// [SECTION] ImGuiStyle +// [SECTION] ImGuiIO +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload) +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage) +// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) +// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) +// [SECTION] Obsolete functions and types + +*/ + +#pragma once + +// Configuration file with compile-time options +// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system) +#ifdef IMGUI_USER_CONFIG +#include IMGUI_USER_CONFIG +#endif +#include "imconfig.h" + +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +// Includes +#include // FLT_MIN, FLT_MAX +#include // va_list, va_start, va_end +#include // ptrdiff_t, NULL +#include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp + +// Define attributes of all API symbols declarations (e.g. for DLL under Windows) +// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h) +// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up. +#ifndef IMGUI_API +#define IMGUI_API +#endif +#ifndef IMGUI_IMPL_API +#define IMGUI_IMPL_API IMGUI_API +#endif + +// Helper Macros +#ifndef IM_ASSERT +#include +#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h +#endif +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! +#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. + +// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details. +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) + +// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. +// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different +// location. e.g. #include + void myprintf(_Printf_format_string_ const char* format, ...)) +#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) +#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) +#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) +#else +#define IM_FMTARGS(FMT) +#define IM_FMTLIST(FMT) +#endif + +// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) +#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID) +#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) +#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) +#else +#define IM_MSVC_RUNTIME_CHECKS_OFF +#define IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#endif +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations and basic types +//----------------------------------------------------------------------------- + +// Scalar data types +typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string) +typedef signed char ImS8; // 8-bit signed integer +typedef unsigned char ImU8; // 8-bit unsigned integer +typedef signed short ImS16; // 16-bit signed integer +typedef unsigned short ImU16; // 16-bit unsigned integer +typedef signed int ImS32; // 32-bit signed integer == int +typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) +typedef signed long long ImS64; // 64-bit signed integer +typedef unsigned long long ImU64; // 64-bit unsigned integer + +// Forward declarations +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) +struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. +struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) +struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImFont; // Runtime data for a single font within a parent ImFontAtlas +struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). +struct ImFontConfig; // Configuration data when adding a font or merging fonts +struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) +struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) +struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) +struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO) +struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. +struct ImGuiListClipper; // Helper to manually clip large list of items +struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame +struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO. +struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function. +struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors +struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests. +struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage. +struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO) +struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) +struct ImGuiStorage; // Helper for key->value storage (container sorted by key) +struct ImGuiStoragePair; // Helper for key->value storage (pair) +struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table +struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") +struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor +struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) + +// Enumerations +// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down) +enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) +enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen) +enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending) +typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions +typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type +typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape +typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling +typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() + +// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build +typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() +typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild() +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. +typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags +typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() +typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() +typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. +typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut() +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items +typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. +typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() +typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect() +typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() +typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() +typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn() +typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() + +// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] +// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. +// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. +// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators. +// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings) +#ifndef ImTextureID +typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) +#endif + +// ImDrawIdx: vertex index. [Compile-time configurable type] +// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). +// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) +#endif + +// Character types +// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) +typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. +typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. +#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif + +// Multi-Selection item index or identifier when using BeginMultiSelect() +// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure. +// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details. +typedef ImS64 ImGuiSelectionUserData; + +// Callback and functions types +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() + +// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] +// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec2 +{ + float x, y; + constexpr ImVec2() : x(0.0f), y(0.0f) { } + constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { } + float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine. + float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; } +#ifdef IM_VEC2_CLASS_EXTRA + IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. +#endif +}; + +// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] +struct ImVec4 +{ + float x, y, z, w; + constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { } + constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { } +#ifdef IM_VEC4_CLASS_EXTRA + IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. +#endif +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] Dear ImGui end-user API functions +// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Context creation and access + // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. + IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); + IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context + IMGUI_API ImGuiContext* GetCurrentContext(); + IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + + // Main + IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.) + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame! + IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. + + // Demo, Debug, Information + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. + IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events. + IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) + IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. + IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. + IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls). + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) + + // Styles + IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) + IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style + + // Windows + // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. + // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, + // which clicking will set the boolean to false when clicked. + // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. + // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). + // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + // - Note that the bottom of window stack always contains a window called "Debug". + IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); + IMGUI_API void End(); + + // Child Windows + // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. + // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". + // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true. + // Consider updating your old code: + // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); + // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders); + // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): + // == 0.0f: use remaining parent window size for this axis. + // > 0.0f: use specified size for this axis. + // < 0.0f: right/bottom-align to specified distance from available content boundaries. + // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents. + // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended. + // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value. + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API void EndChild(); + + // Windows Utilities + // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. + IMGUI_API bool IsWindowAppearing(); + IMGUI_API bool IsWindowCollapsed(); + IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. + IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. + IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x. + IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y. + IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. + + // Window manipulation + // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. + IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() + IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis). + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). + IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. + IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. + IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. + + // Windows Scrolling + // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). + // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). + IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + + // Parameters stacks (shared) + IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font + IMGUI_API void PopFont(); + IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); + IMGUI_API void PopStyleColor(int count = 1); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()! + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. " + IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. " + IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. " + IMGUI_API void PopStyleVar(int count = 1); + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true) + IMGUI_API void PopItemFlag(); + + // Parameters stacks (current window) + IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). + IMGUI_API void PopItemWidth(); + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side) + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API void PopTextWrapPos(); + + // Style read access + // - Use the ShowStyleEditor() function to interactively see/edit the colors. + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. + + // Layout cursor positioning + // - By "cursor" we mean the current output position. + // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. + // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail(). + // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: + // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward. + // - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos() + // - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM. + // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it. + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API). + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend. + IMGUI_API float GetCursorPosX(); // [window-local] " + IMGUI_API float GetCursorPosY(); // [window-local] " + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] " + IMGUI_API void SetCursorPosX(float local_x); // [window-local] " + IMGUI_API void SetCursorPosY(float local_y); // [window-local] " + IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version. + + // Other layout functions + IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. + IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context. + IMGUI_API void Spacing(); // add vertical spacing. + IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. + IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void BeginGroup(); // lock horizontal starting position + IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) + IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) + IMGUI_API float GetTextLineHeight(); // ~ FontSize + IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) + IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 + IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) + + // ID stack/scopes + // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui. + // - Those questions are answered and impacted by understanding of the ID stack system: + // - "Q: Why is my widget not reacting when I click on it?" + // - "Q: How can I have widgets with an empty label?" + // - "Q: How can I have multiple widgets with the same label?" + // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely + // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not normally displayed. + IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). + IMGUI_API void PopID(); // pop from the ID stack. + IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself + IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); + IMGUI_API ImGuiID GetID(const void* ptr_id); + IMGUI_API ImGuiID GetID(int int_id); + + // Widgets: Text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text + IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). + IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets + IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() + IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line + + // Widgets: Main + // - Most widgets return true when the value has been changed or when pressed/selected + // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. + IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button + IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape + IMGUI_API bool Checkbox(const char* label, bool* v); + IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); + IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); + IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } + IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); + IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked + IMGUI_API void TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked + + // Widgets: Images + // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. + // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size. + // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0)); + IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + + // Widgets: Combo Box (Dropdown) + // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); + IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! + IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" + IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1); + + // Widgets: Drag Sliders + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', + // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. + // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. + // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. + // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Regular Sliders + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. + IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Input with Keyboard + // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. + // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. + IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + + // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) + // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. + // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x + IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. + IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. + + // Widgets: Trees + // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. + IMGUI_API bool TreeNode(const char* label); + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " + IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); + IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. + IMGUI_API void TreePush(const void* ptr_id); // " + IMGUI_API void TreePop(); // ~ Unindent()+PopID() + IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode + IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). + IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id). + + // Widgets: Selectables + // - A selectable highlights when hovered, and can display another color when selected. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. + IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height + IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + + // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA] + // - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used. + // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else). + // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo. + // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree, + // which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo. + // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them. + IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1); + IMGUI_API ImGuiMultiSelectIO* EndMultiSelect(); + IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly. + + // Widgets: List Boxes + // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result. + // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items. + // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. + // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth + // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items + IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region + IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! + IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1); + + // Widgets: Data Plotting + // - Consider using ImPlot (https://github.com/epezent/implot) which is much better! + IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + + // Widgets: Value() Helpers. + // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) + IMGUI_API void Value(const char* prefix, bool b); + IMGUI_API void Value(const char* prefix, int v); + IMGUI_API void Value(const char* prefix, unsigned int v); + IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); + + // Widgets: Menus + // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. + // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. + // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. + // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. + IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). + IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! + IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. + IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL + + // Tooltips + // - Tooltips are windows following the mouse. They do not take focus away. + // - A tooltip window can contain items of any types. + // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip) + IMGUI_API bool BeginTooltip(); // begin/append a tooltip window. + IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true! + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip(). + IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Tooltips: helpers for showing a tooltip when hovering an item + // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom. + // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom. + // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered. + IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip(). + IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Popups, Modals + // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. + // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. + // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). + // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. + // This is sometimes leading to confusing mistakes. May rework this in the future. + // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window. + // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar. + IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + + // Popups: open/close functions + // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. + // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). + // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. + // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter + IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). + IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks + IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. + + // Popups: open+begin combined functions helpers + // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. + // - They are convenient to easily create context menus, hence the name. + // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. + // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). + + // Popups: query functions + // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. + IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. + + // Tables + // - Full-featured replacement for old Columns API. + // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary. + // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. + // The typical call flow is: + // - 1. Call BeginTable(), early out if returning false. + // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. + // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. + // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. + // - 5. Populate contents: + // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. + // - If you are using tables as a sort of grid, where every column is holding the same type of contents, + // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). + // TableNextColumn() will automatically wrap-around into the next row if needed. + // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! + // - Summary of possible call flow: + // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK + // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK + // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! + // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! + // - 5. Call EndTable() + IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); + IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! + IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. + IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. + IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. + + // Tables: Headers & Columns declaration + // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. + // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. + // Headers are required to perform: reordering, sorting, and opening the context menu. + // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. + // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in + // some advanced use cases (e.g. adding custom widgets in header row). + // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); + IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu + IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW. + + // Tables: Sorting & Miscellaneous functions + // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. + // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have + // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, + // else you may wastefully sort your data every frame! + // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. + IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). + IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) + IMGUI_API int TableGetColumnIndex(); // return current column index. + IMGUI_API int TableGetRowIndex(); // return current row index. + IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. + IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. + IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) + IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. + IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. + + // Legacy Columns API (prefer using Tables!) + // - You can also use SameLine(pos_x) to mimic simplified columns. + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true); + IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished + IMGUI_API int GetColumnIndex(); // get current column index + IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column + IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column + IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f + IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column + IMGUI_API int GetColumnsCount(); + + // Tab Bars, Tabs + // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself. + IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar + IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. + IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. + IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + + // Docking + // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. + // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! + // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. + // - Drag from window menu button (upper-left button) to undock an entire node (all windows). + // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. + // About dockspaces: + // - Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it. + // This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent. + // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. + // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! + // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. + // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. + IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id + IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship) + IMGUI_API ImGuiID GetWindowDockID(); + IMGUI_API bool IsWindowDocked(); // is current window docked into another window? + + // Logging/Capture + // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard + IMGUI_API void LogFinish(); // stop logging (close file, etc.) + IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard + IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Drag and Drop + // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). + // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) + // - An item can be both drag source and drop target. + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted. + IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! + IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() + IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. + IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! + IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type. + + // Disabling [BETA API] + // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) + // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) + // - Tooltips windows by exception are opted out of disabling. + // - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) + IMGUI_API void BeginDisabled(bool disabled = true); + IMGUI_API void EndDisabled(); + + // Clipping + // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); + IMGUI_API void PopClipRect(); + + // Focus, Activation + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of of a newly appearing window. + IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. + + // Keyboard/Gamepad Navigation + IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse. + + // Overlapping mode + IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this. + + // Item/Widgets Utilities and Query Functions + // - Most of the functions are referring to the previous Item that has been submitted. + // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. + IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. + IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) + IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. + IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) + IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. + IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). + IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing. + IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand) + IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectSize(); // get size of last item + + // Viewports + // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. + // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. + // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. + IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. + + // Background/Foreground Draw Lists + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport = NULL); // get background draw list for the given viewport or viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport = NULL); // get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents. + + // Miscellaneous Utilities + IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. + IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. + IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. + IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). + IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) + IMGUI_API ImGuiStorage* GetStateStorage(); + + // Text Utilities + IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); + + // Color Utilities + IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); + IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); + IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); + IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); + + // Inputs Utilities: Keyboard/Mouse/Gamepad + // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). + // - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921) + // - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices) + IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. + IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead. + IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. + IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call. + + // Inputs Utilities: Shortcut Testing & Routing [BETA] + // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. + // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments) + // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments) + // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values. + // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it. + // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. + // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts) + // Child2 -> no call // When Child2 is focused, Parent gets the shortcut. + // The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical. + // This is an important property as it facilitate working with foreign code or larger codebase. + // - To understand the difference: + // - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect. + // - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route. + // - Visualize registered routes in 'Metrics/Debugger->Inputs'. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + + // Inputs Utilities: Key/Input Ownership [BETA] + // - One common use case would be to allow your items to disable standard inputs behaviors such + // as Tab or Alt key handling, Mouse Wheel scrolling, etc. + // e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling. + // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them. + // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version. + IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + + // Inputs Utilities: Mouse + // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. + // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. + // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') + IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available + IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) + IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) + IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) + IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape + IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call. + + // Clipboard Utilities + // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. + IMGUI_API const char* GetClipboardText(); + IMGUI_API void SetClipboardText(const char* text); + + // Settings/.Ini Utilities + // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). + // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. + // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). + IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). + IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). + IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. + + // Debug Utilities + // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger + IMGUI_API void DebugTextEncoding(const char* text); + IMGUI_API void DebugFlashStyleColor(ImGuiCol idx); + IMGUI_API void DebugStartItemPicker(); + IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code! + IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1); +#endif + + // Memory Allocators + // - Those functions are not reliant on the current context. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. + IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); + IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); + IMGUI_API void* MemAlloc(size_t size); + IMGUI_API void MemFree(void* ptr); + + // (Optional) Platform/OS interface for multi-viewport support + // Read comments around the ImGuiPlatformIO structure for more details. + // Note: You may use GetWindowViewport() to get the current viewport of the current window. + IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. + IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. + IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). + IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends. + IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.) + +} // namespace ImGui + +//----------------------------------------------------------------------------- +// [SECTION] Flags & Enumerations +//----------------------------------------------------------------------------- + +// Flags for ImGui::Begin() +// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly) +enum ImGuiWindowFlags_ +{ + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar + ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip + ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window + ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. + ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node). + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame + ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). + ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file + ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. + ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) + ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + + // [Internal] + ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() + ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() + ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() + ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() + ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() + ImGuiWindowFlags_DockNodeHost = 1 << 29, // Don't use! For internal use by Begin()/NewFrame() + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call. + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call. +#endif +}; + +// Flags for ImGui::BeginChild() +// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'. +// About using AutoResizeX/AutoResizeY flags: +// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). +// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. +// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped. +// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch. +// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view. +// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping. +enum ImGuiChildFlags_ +{ + ImGuiChildFlags_None = 0, + ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason) + ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense) + ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags) + ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). " + ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED. + ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding. + ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows. + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency. +#endif +}; + +// Flags for ImGui::PushItemFlag() +// (Those are shared by all items) +enum ImGuiItemFlags_ +{ + ImGuiItemFlags_None = 0, // (Default) + ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav. + ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls). + ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items). + ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held. + ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window. + ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set. +}; + +// Flags for ImGui::InputText() +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) +enum ImGuiInputTextFlags_ +{ + // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter) + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef + ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input) + ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z + ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs + + // Inputs + ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead! + ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert) + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter). + + // Other options + ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode + ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode + ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus + ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value. + ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal. + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + + // Elide display / Alignment + ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only! + + // Callback features + ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + ImGuiInputTextFlags_CallbackResize = 1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. + + // Obsolete names + //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior +}; + +// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() +enum ImGuiTreeNodeFlags_ +{ + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected + ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) + ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). + ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag! + ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node. + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area). + ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text. + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column) + ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 17, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7 + ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth,// Renamed in 1.90.7 +#endif +}; + +// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. +// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags', +// we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. +// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. +// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. +// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter +// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly. +// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). +enum ImGuiPopupFlags_ +{ + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left) + ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right) + ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation) + //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening. + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack + ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space + ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. + ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, +}; + +// Flags for ImGui::Selectable() +enum ImGuiSelectableFlags_ +{ + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups) + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column) + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one + ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0 + ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7 +#endif +}; + +// Flags for ImGui::BeginCombo() +enum ImGuiComboFlags_ +{ + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default + ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() + ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) + ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible + ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible + ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button + ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button + ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, +}; + +// Flags for ImGui::BeginTabBar() +enum ImGuiTabBarFlags_ +{ + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) + ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab + ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, // Resize tabs when they don't fit + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, // Add scroll buttons when tabs don't fit + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, +}; + +// Flags for ImGui::BeginTabItem() +enum ImGuiTabItemFlags_ +{ + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure. + ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem() + ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab + ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab + ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) + ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons) + ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. +}; + +// Flags for ImGui::IsWindowFocused() +enum ImGuiFocusedFlags_ +{ + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, +}; + +// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +enum ImGuiHoveredFlags_ +{ + ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. + ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered + ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) + ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item. + ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window. + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled + ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse + ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow, + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, + + // Tooltips mode + // - typically used in IsItemHovered() + SetTooltip() sequence. + // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior. + // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often. + // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay. + ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence. + + // (Advanced) Mouse Hovering delays. + // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags. + // - use those if you need specific overrides. + ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay. + ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this. + ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays) +}; + +// Flags for ImGui::DockSpace(), shared/inherited by child nodes. +// (Some flags can be applied to individual nodes directly) +// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. +enum ImGuiDockNodeFlags_ +{ + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. + //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty) + ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty. + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. + ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node. + ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces. + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node. + ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90 + ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90 +#endif +}; + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +enum ImGuiDragDropFlags_ +{ + ImGuiDragDropFlags_None = 0, + // BeginDragDropSource() flags + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior. + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item. + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) + ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context. + ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process. + // AcceptDragDropPayload() flags + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9 +#endif +}; + +// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. +#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. + +// A primary data type +enum ImGuiDataType_ +{ + ImGuiDataType_S8, // signed char / char (with sensible compilers) + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short + ImGuiDataType_S32, // int + ImGuiDataType_U32, // unsigned int + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 + ImGuiDataType_Float, // float + ImGuiDataType_Double, // double + ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets) + ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets) + ImGuiDataType_COUNT +}; + +// A cardinal direction +enum ImGuiDir : int +{ + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT +}; + +// A sorting direction +enum ImGuiSortDirection : ImU8 +{ + ImGuiSortDirection_None = 0, + ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. + ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. +}; + +// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. +// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87). +// Support for legacy keys was completely removed in 1.91.5. +// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921 +// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter(). +// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps. +enum ImGuiKey : int +{ + // Keyboard + ImGuiKey_None = 0, + ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0) + + ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + ImGuiKey_Space, + ImGuiKey_Enter, + ImGuiKey_Escape, + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, + ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, + ImGuiKey_Menu, + ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, + ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, + ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, + ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, + ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, + ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, + ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18, + ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24, + ImGuiKey_Apostrophe, // ' + ImGuiKey_Comma, // , + ImGuiKey_Minus, // - + ImGuiKey_Period, // . + ImGuiKey_Slash, // / + ImGuiKey_Semicolon, // ; + ImGuiKey_Equal, // = + ImGuiKey_LeftBracket, // [ + ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash) + ImGuiKey_RightBracket, // ] + ImGuiKey_GraveAccent, // ` + ImGuiKey_CapsLock, + ImGuiKey_ScrollLock, + ImGuiKey_NumLock, + ImGuiKey_PrintScreen, + ImGuiKey_Pause, + ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, + ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, + ImGuiKey_KeypadDecimal, + ImGuiKey_KeypadDivide, + ImGuiKey_KeypadMultiply, + ImGuiKey_KeypadSubtract, + ImGuiKey_KeypadAdd, + ImGuiKey_KeypadEnter, + ImGuiKey_KeypadEqual, + ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back" + ImGuiKey_AppForward, + + // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION + // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets) + ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) + ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) + ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows) + ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit + ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard + ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak + ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode) + ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode) + ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog] + ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog] + ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS) + ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS) + ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadRStickLeft, // [Analog] + ImGuiKey_GamepadRStickRight, // [Analog] + ImGuiKey_GamepadRStickUp, // [Analog] + ImGuiKey_GamepadRStickDown, // [Analog] + + // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls) + // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API. + ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY, + + // [Internal] Reserved for mod storage + ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper, + ImGuiKey_NamedKey_END, + + // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) + // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing + // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. + // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those + // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl). + // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. + // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and + // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... + // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call. + ImGuiMod_None = 0, + ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS) + ImGuiMod_Shift = 1 << 13, // Shift + ImGuiMod_Alt = 1 << 14, // Option/Menu + ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS) + ImGuiMod_Mask_ = 0xF000, // 4-bits + + // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END. + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, + //ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys + //ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_NamedKey_BEGIN) index. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was extremely misleading (since named keys don't start at 0 anymore) + ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl + ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 + //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 +#endif +}; + +// Flags for Shortcut(), SetNextItemShortcut(), +// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h) +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlags_ +{ + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + + // Flags for Shortcut(), SetNextItemShortcut() + // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal. + // - Default policy is RouteFocused. Can select only 1 policy among all available. + ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only. + ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window. + ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route). + ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly. + // - Routing options + ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route). + ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active. + ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. + ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window. + + // Flags for SetNextItemShortcut() + ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out) +}; + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +enum ImGuiConfigFlags_ +{ + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions. + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states. + + // [BETA] Docking + ImGuiConfigFlags_DockingEnable = 1 << 7, // Docking enable flags. + + // [BETA] Viewports + // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. + ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends) + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application. + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. + + // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui) + ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. + ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard +#endif +}; + +// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. +enum ImGuiBackendFlags_ +{ + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. + + // [BETA] Viewports + ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports. + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under. + ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports. +}; + +// Enumeration for PushStyleColor() / PopStyleColor() +enum ImGuiCol_ +{ + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, // Background of normal windows + ImGuiCol_ChildBg, // Background of child windows + ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, // Title bar + ImGuiCol_TitleBgActive, // Title bar when focused + ImGuiCol_TitleBgCollapsed, // Title bar when collapsed + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows. + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_TabHovered, // Tab background, when hovered + ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected + ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected + ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected + ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected + ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected + ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected + ImGuiCol_DockingPreview, // Preview overlay color when about to docking something + ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, // Table header background + ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here) + ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) + ImGuiCol_TableRowBg, // Table row background (even rows) + ImGuiCol_TableRowBgAlt, // Table row background (odd rows) + ImGuiCol_TextLink, // Hyperlink color + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target + ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible + ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB + ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active + ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active + ImGuiCol_COUNT, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9] + ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9] + ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9] + ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4] +#endif +}; + +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. +// During initialization or between frames, feel free to just poke into ImGuiStyle directly. +// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +enum ImGuiStyleVar_ +{ + // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + ImGuiStyleVar_Alpha, // float Alpha + ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha + ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding + ImGuiStyleVar_WindowRounding, // float WindowRounding + ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize + ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize + ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign + ImGuiStyleVar_ChildRounding, // float ChildRounding + ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize + ImGuiStyleVar_PopupRounding, // float PopupRounding + ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize + ImGuiStyleVar_FramePadding, // ImVec2 FramePadding + ImGuiStyleVar_FrameRounding, // float FrameRounding + ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize + ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing + ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing + ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_CellPadding, // ImVec2 CellPadding + ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize + ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding + ImGuiStyleVar_GrabMinSize, // float GrabMinSize + ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_TabRounding, // float TabRounding + ImGuiStyleVar_TabBorderSize, // float TabBorderSize + ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize + ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize + ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle + ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign + ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign + ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize + ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign + ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding + ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize + ImGuiStyleVar_COUNT +}; + +// Flags for InvisibleButton() [extended in imgui_internal.h] +enum ImGuiButtonFlags_ +{ + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) + ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal] + ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default. +}; + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +enum ImGuiColorEditFlags_ +{ + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). + ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square. + ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) + ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). + ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. + ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). + ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. + ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) + + // User Options (right-click on widget to change some of them). + ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. + ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. + ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " + ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. + ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to + // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + + // [Internal] Masks + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, + + // Obsolete names + //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] +}; + +// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText) +enum ImGuiSliderFlags_ +{ + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits). + ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget. + ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now. + ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. + ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it. + ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic. + ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange, + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. +}; + +// Identify a mouse button. +// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. +enum ImGuiMouseButton_ +{ + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}; + +// Enumeration for GetMouseCursor() +// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +enum ImGuiMouseCursor_ +{ + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) + ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border + ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column + ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window + ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. + ImGuiMouseCursor_COUNT +}; + +// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data. +// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent() +// But that "Mouse" data can come from different source which occasionally may be useful for application to know about. +// You can submit a change of pointer type using io.AddMouseSourceEvent(). +enum ImGuiMouseSource : int +{ + ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse. + ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible). + ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates). + ImGuiMouseSource_COUNT +}; + +// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +enum ImGuiCond_ +{ + ImGuiCond_None = 0, // No condition (always set the variable), same as _Always + ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None + ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) + ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) + ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +//----------------------------------------------------------------------------- + +// Flags for ImGui::BeginTable() +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +enum ImGuiTableFlags_ +{ + // Features + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. + ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) + ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. + ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. + ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. + ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). + // Decorations + ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) + ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. + ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. + ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. + ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. + ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style + // Sizing Policy (read above for defaults) + ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. + ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. + ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. + ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). + // Sizing Extra Options + ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. + ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. + ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. + // Clipping + ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). + // Padding + ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers. + ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding. + ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). + // Scrolling + ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX. + ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. + // Sorting + ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). + ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). + // Miscellaneous + ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight) + + // [Internal] Combinations and masks + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, +}; + +// Flags for ImGui::TableSetupColumn() +enum ImGuiTableColumnFlags_ +{ + // Input configuration flags + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) + ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. + ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. + ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). + ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). + ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. + ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. + ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. + ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). + ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call. + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. + ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). + ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. + ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row. + + // Output status flags, read-only via TableGetColumnFlags() + ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. + ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. + ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs + ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse + + // [Internal] Combinations and masks + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) +}; + +// Flags for ImGui::TableNextRow() +enum ImGuiTableRowFlags_ +{ + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width) +}; + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +enum ImGuiTableBgTarget_ +{ + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) + ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) + ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color) +}; + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. + int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. + + ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +// Sorting specification for one column of a table (sizeof == 12 bytes) +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) + ImS16 ColumnIndex; // Index of the column + ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + + ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<> +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Debug Logging into ShowDebugLogWindow(), tty and more. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__) +#else +#define IMGUI_DEBUG_LOG(...) ((void)0) +#endif + +//----------------------------------------------------------------------------- +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- + +struct ImNewWrapper {}; +inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) +#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } + +//----------------------------------------------------------------------------- +// ImVector<> +// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). +//----------------------------------------------------------------------------- +// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. +// - We use std-like naming convention here, which is a little unusual for this codebase. +// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF +template +struct ImVector +{ + int Size; + int Capacity; + T* Data; + + // Provide standard typedefs but we don't use them ourselves. + typedef T value_type; + typedef value_type* iterator; + typedef const value_type* const_iterator; + + // Constructors, destructor + inline ImVector() { Size = Capacity = 0; Data = NULL; } + inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything + inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit. + inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit. + + inline bool empty() const { return Size == 0; } + inline int size() const { return Size; } + inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); } + inline int capacity() const { return Capacity; } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return Data + Size; } + inline const T* end() const { return Data + Size; } + inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } + inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } + inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } + + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } + inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; } + + // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. + inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStyle +//----------------------------------------------------------------------------- +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +//----------------------------------------------------------------------------- + +struct ImGuiStyle +{ + float Alpha; // Global alpha applies to everything in Dear ImGui. + float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + ImVec2 WindowPadding; // Padding within a window. + float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). + ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. + float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). + float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. + ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + float ScrollbarRounding; // Radius of grab corners for scrollbar. + float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. + float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + float TabBorderSize; // Thickness of border around tabs. + float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar. + float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). + ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + float SeparatorTextBorderSize; // Thickness of border in SeparatorText() + ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. + ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured). + float DockingSeparatorSize; // Thickness of resizing border between docked windows + float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. + bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + ImVec4 Colors[ImGuiCol_COUNT]; + + // Behaviors + // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO) + float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiIO +//----------------------------------------------------------------------------- +// Communicate most settings and inputs/outputs to Dear ImGui using this structure. +// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. +// It is generally expected that: +// - initialization: backends and user code writes to ImGuiIO. +// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO. +//----------------------------------------------------------------------------- +// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc. +//----------------------------------------------------------------------------- + +// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. +struct ImGuiKeyData +{ + bool Down; // True for if key is down + float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + float DownDurationPrev; // Last frame duration the key has been down + float AnalogValue; // 0.0f..1.0f for gamepad values +}; + +struct ImGuiIO +{ + //------------------------------------------------------------------ + // Configuration // Default value + //------------------------------------------------------------------ + + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. + ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. + float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. + const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + void* UserData; // = NULL // Store your own data. + + // Font system + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + float FontGlobalScale; // = 1.0f // Global scale all fonts + bool FontAllowUserScaling; // = false // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel. + ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. + + // Keyboard/Gamepad Navigation options + bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout. + bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true. + bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set. + bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on. + bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem). + bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor. + bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible. + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. + bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) + bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. + bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. + bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. + bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). + bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = , expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows. + + // Miscellaneous options + // (you can visualize and interact with all options in 'Demo->Configuration') + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. + bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only). + bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] CTRL+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order. + bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location. + float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. + + // Inputs Behaviors + // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle) + float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + + //------------------------------------------------------------------ + // Debug options + //------------------------------------------------------------------ + + // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL] + // - Error recovery is provided as a way to facilitate: + // - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running). + // - Recovery after running an exception handler or any error processing which may skip code after an error has been detected. + // - Error recovery is not perfect nor guaranteed! It is a feature to ease development. + // You not are not supposed to rely on it in the course of a normal application run. + // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT(). + // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked! + // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls! + // Otherwise it would severely hinder your ability to catch and correct mistakes! + // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details. + // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!) + // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.) + // - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings. + bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled. + bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR() + bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors. + bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled. + + // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro. + // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability. + // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application. + // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version). + bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK(). + + // Tools to detect code submitting items with conflicting/duplicate IDs + // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers. + // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead! + // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system + bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message when multiple items have conflicting identifiers. + + // Tools to test correct Begin/End and BeginChild/EndChild behaviors. + // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX() + // - This is inconsistent with other BeginXXX functions and create confusion for many users. + // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior. + bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows. + bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running. + + // Option to deactivate io.AddFocusEvent(false) handling. + // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data. + // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them. + bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing. + + // Option to audit .ini data + bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower) + + //------------------------------------------------------------------ + // Platform Identifiers + // (the imgui_impl_xxxx backend files are setting those up for you) + //------------------------------------------------------------------ + + // Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons. + // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. + const char* BackendPlatformName; // = NULL + const char* BackendRendererName; // = NULL + void* BackendPlatformUserData; // = NULL // User data for platform backend + void* BackendRendererUserData; // = NULL // User data for renderer backend + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend + + //------------------------------------------------------------------ + // Input - Call before calling NewFrame() + //------------------------------------------------------------------ + + // Input Functions + IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) + IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend. + IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered) + IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change + IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left. + IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen) + IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support). + IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) + IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string + + IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. + IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. + IMGUI_API void ClearEventsQueue(); // Clear all incoming events. + IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. + IMGUI_API void ClearInputMouse(); // Clear current mouse state. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). +#endif + + //------------------------------------------------------------------ + // Output - Updated by NewFrame() or EndFrame()/Render() + // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is + // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) + //------------------------------------------------------------------ + + bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + //------------------------------------------------------------------ + // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! + //------------------------------------------------------------------ + + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + + // Main Input State + // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) + // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll. + float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. + ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen). + ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). + bool KeyCtrl; // Keyboard modifier down: Control + bool KeyShift; // Keyboard modifier down: Shift + bool KeyAlt; // Keyboard modifier down: Alt + bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows + + // Other state maintained from data above + IO function calls + ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame() + ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. Use IsKeyXXX() functions to access this. + bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + bool MouseReleased[5]; // Mouse button went from Down to !Down + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. + bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. + bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) + float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + bool AppFocusLost; // Only modify via AddFocusEvent() + bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents() + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + + // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. + // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). + // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) + // Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) + // Read https://github.com/ocornut/imgui/issues/4921 for details. + //int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. + //bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. + //float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. + //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. + + // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO. + // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; +#endif + + IMGUI_API ImGuiIO(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) +//----------------------------------------------------------------------------- + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +struct ImGuiInputTextCallbackData +{ + ImGuiContext* Ctx; // Parent UI context + ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only + ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only + void* UserData; // What user passed to InputText() // Read-only + + // Arguments for the different callback events + // - During Resize callback, Buf will be same as your input buffer. + // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback. + // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. + // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. + ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + int CursorPos; // // Read-write // [Completion,History,Always] + int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) + int SelectionEnd; // // Read-write // [Completion,History,Always] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + IMGUI_API ImGuiInputTextCallbackData(); + IMGUI_API void DeleteChars(int pos, int bytes_count); + IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); + void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; } + void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } + bool HasSelection() const { return SelectionStart != SelectionEnd; } +}; + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +struct ImGuiSizeCallbackData +{ + void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>). + ImVec2 Pos; // Read-only. Window position, for reference. + ImVec2 CurrentSize; // Read-only. Current window size. + ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +}; + +// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. +// Important: the content of this class is still highly WIP and likely to change and be refactored +// before we stabilize Docking features. Please be mindful if using this. +// Provide hints: +// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) +// - To the platform backend for OS level parent/child relationships of viewport. +// - To the docking system for various options and filtering. +struct ImGuiWindowClass +{ + ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. + ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. + ImGuiID FocusRouteParentWindowId; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused. + ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) + bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) + bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? + + ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; } +}; + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +struct ImGuiPayload +{ + // Members + void* Data; // Data (copied and owned by dear imgui) + int DataSize; // Data size + + // [Internal] + ImGuiID SourceId; // Source item id + ImGuiID SourceParentId; // Source parent id (if available) + int DataFrameCount; // Data timestamp + char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max) + bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. + + ImGuiPayload() { Clear(); } + void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } + bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } + bool IsPreview() const { return Preview; } + bool IsDelivery() const { return Delivery; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +//----------------------------------------------------------------------------- + +// Helper: Unicode defines +#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. +#endif + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +struct ImGuiOnceUponAFrame +{ + ImGuiOnceUponAFrame() { RefFrame = -1; } + mutable int RefFrame; + operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } +}; + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +struct ImGuiTextFilter +{ + IMGUI_API ImGuiTextFilter(const char* default_filter = ""); + IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build + IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; + IMGUI_API void Build(); + void Clear() { InputBuf[0] = 0; Build(); } + bool IsActive() const { return !Filters.empty(); } + + // [Internal] + struct ImGuiTextRange + { + const char* b; + const char* e; + + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; + }; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; +}; + +// Helper: Growable text buffer for logging/accumulating text +// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') +struct ImGuiTextBuffer +{ + ImVector Buf; + IMGUI_API static char EmptyString[1]; + + ImGuiTextBuffer() { } + inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + int size() const { return Buf.Size ? Buf.Size - 1 : 0; } + bool empty() const { return Buf.Size <= 1; } + void clear() { Buf.clear(); } + void reserve(int capacity) { Buf.reserve(capacity); } + const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } + IMGUI_API void append(const char* str, const char* str_end = NULL); + IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); + IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); +}; + +// [Internal] Key+Value for ImGuiStorage +struct ImGuiStoragePair +{ + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; + ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; } + ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; } + ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; } +}; + +// Helper: Key->Value storage +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +struct ImGuiStorage +{ + // [Internal] + ImVector Data; + + // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) + // - Set***() functions find pair, insertion on demand if missing. + // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. + void Clear() { Data.clear(); } + IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; + IMGUI_API void SetInt(ImGuiID key, int val); + IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; + IMGUI_API void SetBool(ImGuiID key, bool val); + IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; + IMGUI_API void SetFloat(ImGuiID key, float val); + IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL + IMGUI_API void SetVoidPtr(ImGuiID key, void* val); + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); + IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); + IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); + IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); + + // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + IMGUI_API void BuildSortByKey(); + // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes) + IMGUI_API void SetAllInt(int val); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct +#endif +}; + +// Helper: Manually clip large list of items. +// If you have lots evenly spaced items and you have random access to the list, you can perform coarse +// clipping based on visibility to only submit items that are in view. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) +// Usage: +// ImGuiListClipper clipper; +// clipper.Begin(1000); // We have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// Generally what happens is: +// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. +// - User code submit that one element. +// - Clipper can measure the height of the first element +// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. +// - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. +struct ImGuiListClipper +{ + ImGuiContext* Ctx; // Parent UI context + int DisplayStart; // First item to display, updated by each call to Step() + int DisplayEnd; // End of items to display (exclusive) + int ItemsCount; // [Internal] Number of items + float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it + float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows. + void* TempData; // [Internal] Internal data + + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need) + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + IMGUI_API ImGuiListClipper(); + IMGUI_API ~ImGuiListClipper(); + IMGUI_API void Begin(int items_count, float items_height = -1.0f); + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + + // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility. + // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range). + inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); } + IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped. + + // Seek cursor toward given item. This is automatically called while stepping. + // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time. + // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count). + IMGUI_API void SeekCursorForItem(int item_index); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9] + inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6] + //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] +#endif +}; + +// Helpers: ImVec2/ImVec4 operators +// - It is important that we are keeping those disabled by default so they don't leak in user space. +// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h) +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +// - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface for possible user mistake. +#ifdef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED +IM_MSVC_RUNTIME_CHECKS_OFF +static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } +static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } +static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } +static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); } +static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } +static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } +static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } +static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } +static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } +static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } +static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +static inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; } +static inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; } +IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Helpers macros to generate 32-bit encoded colors +// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9. +#ifndef IM_COL32_R_SHIFT +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IM_COL32_R_SHIFT 16 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 0 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#else +#define IM_COL32_R_SHIFT 0 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 16 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#endif +#endif +#define IM_COL32(R,G,B,A) (((ImU32)(A)<> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {} + inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } + inline operator ImVec4() const { return Value; } + + // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. + inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage) +//----------------------------------------------------------------------------- + +// Multi-selection system +// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select +// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this. +// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc) +// with support for clipper (skipping non-visible items), box-select and many other details. +// - Selectable(), Checkbox() are supported but custom widgets may use it as well. +// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree, +// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it. +// - In the spirit of Dear ImGui design, your code owns actual selection data. +// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash. +// About ImGuiSelectionBasicStorage: +// - This is an optional helper to store a selection state and apply selection requests. +// - It is used by our demos and provided as a convenience to quickly implement multi-selection. +// Usage: +// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set. +// - Store and maintain actual selection data using persistent object identifiers. +// - Usage flow: +// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6. +// - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work. +// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls. +// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2. +// If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps. +// About ImGuiSelectionUserData: +// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData(). +// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO. +// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because +// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection. +// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData. +// Our system never assume that you identify items by indices, it never attempts to interpolate between two values. +// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate +// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work. +// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*, +// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside. + +// Flags for BeginMultiSelect() +enum ImGuiMultiSelectFlags_ +{ + ImGuiMultiSelectFlags_None = 0, + ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho! + ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all. + ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests. + ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item. + ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space. + ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items. + ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope. + ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused. + ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope. + ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window. + ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window. + ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default) + ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection. + //ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does. + ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one. +}; + +// Main IO structure returned by BeginMultiSelect()/EndMultiSelect(). +// This mainly contains a list of selection requests. +// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen. +// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo) +// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code. +struct ImGuiMultiSelectIO +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImVector Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data. + ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted. + ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items). + bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items). + bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection). + int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally. +}; + +// Selection request type +enum ImGuiSelectionRequestType +{ + ImGuiSelectionRequestType_None = 0, + ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index) + ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false. +}; + +// Selection request item +struct ImGuiSelectionRequest +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range. + bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect) + ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click. + ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom). + ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive! +}; + +// Optional helper to store multi-selection state + apply multi-selection requests. +// - Used by our demos and provided as a convenience to easily implement basic multi-selection. +// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' +// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate. +// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API. +// To store a multi-selection, in your application you could: +// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set replacement. +// - Use your own external storage: e.g. std::set, std::vector, interval trees, intrusively stored selection etc. +// In ImGuiSelectionBasicStorage we: +// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO) +// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index. +// - use decently optimized logic to allow queries and insertion of very large selection sets. +// - do not preserve selection order. +// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection. +// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing. +// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper. +struct ImGuiSelectionBasicStorage +{ + // Members + int Size; // // Number of selected items, maintained by this helper. + bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved) + void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; }; + int _SelectionOrder;// [Internal] Increasing counter to store selection order + ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set. Prefer not accessing directly: iterate with GetNextSelectedItem(). + + // Methods + IMGUI_API ImGuiSelectionBasicStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect() + IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection. + IMGUI_API void Clear(); // Clear selection + IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections + IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function) + IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' + inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter. +}; + +// Optional helper to apply multi-selection requests to existing randomly accessible storage. +// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state. +struct ImGuiSelectionExternalStorage +{ + // Members + void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; } + + // Methods + IMGUI_API ImGuiSelectionExternalStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls +}; + +//----------------------------------------------------------------------------- +// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. +//----------------------------------------------------------------------------- + +// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking. +#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX +#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63) +#endif + +// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] +// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, +// you can poke into the draw list for that! Draw callback may be useful for example to: +// A) Change your GPU render state, +// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. +// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly. +#ifndef ImDrawCallback +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +#endif + +// Special Draw callback value to request renderer backend to reset the graphics/render state. +// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address. +// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored. +// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) + +// Typically, 1 command = 1 GPU draw call (unless command is a callback) +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. +// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +struct ImDrawCmd +{ + ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. + unsigned int IdxOffset; // 4 // Start offset in index buffer. + unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + void* UserCallbackData; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored. + int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0. + int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1. + + ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed + + // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) + inline ImTextureID GetTexID() const { return TextureId; } +}; + +// Vertex layout +#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +#else +// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h +// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up. +// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. +IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; +#endif + +// [Internal] For use by ImDrawList +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; + +// [Internal] For use by ImDrawListSplitter +struct ImDrawChannel +{ + ImVector _CmdBuffer; + ImVector _IdxBuffer; +}; + + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. +struct ImDrawListSplitter +{ + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + + inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); +}; + +// Flags for ImDrawList functions +// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused) +enum ImDrawFlags_ +{ + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason) + ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01. + ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02. + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04. + ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08. + ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, +}; + +// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// It is however possible to temporarily alter flags between calls to ImDrawList:: functions. +enum ImDrawListFlags_ +{ + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). + ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. +}; + +// Draw command list +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. +// You can interleave normal ImGui:: calls and adding primitives to the current draw list. +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. +struct ImDrawList +{ + // This is what you have to render + ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those + ImVector VtxBuffer; // Vertex buffer. + ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + // [Internal, used while building lists] + unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImVector _Path; // [Internal] current path building + ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). + ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + ImVector _ClipRectStack; // [Internal] + ImVector _TextureIdStack; // [Internal] + ImVector _CallbacksDataBuf; // [Internal] + float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content + const char* _OwnerName; // Pointer to owner window's name for debugging + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData(). + // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved) + IMGUI_API ImDrawList(ImDrawListSharedData* shared_data); + IMGUI_API ~ImDrawList(); + + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRectFullScreen(); + IMGUI_API void PopClipRect(); + IMGUI_API void PushTextureID(ImTextureID texture_id); + IMGUI_API void PopTextureID(); + inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } + inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } + + // Primitives + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides. + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); + IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); + IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); + IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0); + IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); + IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); + IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) + + // General polygon + // - Only simple polygons are supported by filling functions (no self-intersections, no holes). + // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library. + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); + IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col); + + // Image primitives + // - Read FAQ to understand what ImTextureID is. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); + + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex(). + inline void PathClear() { _Path.Size = 0; } + inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } + inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse + IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); + + // Advanced: Draw Callbacks + // - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible). + // - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default. + // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this. + // - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState. + // - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer). + // - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render. + // - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data. + // - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*. + IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0); + + // Advanced: Miscellaneous + IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) + // - This API shouldn't have been in ImDrawList in the first place! + // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. + // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. + IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); + IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) + IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); + IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); + inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } + inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } + inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index + + // Obsolete names + //inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + + // [Internal helpers] + IMGUI_API void _ResetForNewFrame(); + IMGUI_API void _ClearFreeMemory(); + IMGUI_API void _PopUnusedDrawCmd(); + IMGUI_API void _TryMergeDrawCmds(); + IMGUI_API void _OnChangedClipRect(); + IMGUI_API void _OnChangedTextureID(); + IMGUI_API void _OnChangedVtxOffset(); + IMGUI_API void _SetTextureID(ImTextureID texture_id); + IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; + IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); + IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); +}; + +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +struct ImDrawData +{ + bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. + int CmdListsCount; // Number of ImDrawList* to render + int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size + int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size + ImVector CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. + ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). + + // Functions + ImDrawData() { Clear(); } + IMGUI_API void Clear(); + IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData. + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. +}; + +//----------------------------------------------------------------------------- +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) +//----------------------------------------------------------------------------- + +struct ImFontConfig +{ + void* FontData; // // TTF/OTF data + int FontDataSize; // // TTF/OTF data size + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). + int FontNo; // 0 // Index of font within TTF/OTF file + float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). + int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. + bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. + ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. + const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). + float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font + float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. + float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered. + ImWchar EllipsisChar; // 0 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + + // [Internal] + char Name[40]; // Name (strictly to ease debugging) + ImFont* DstFont; + + IMGUI_API ImFontConfig(); +}; + +// Hold rendering data for one glyph. +// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) +struct ImFontGlyph +{ + unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + unsigned int Codepoint : 30; // 0x0000..0x10FFFF + float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) + float X0, Y0, X1, Y1; // Glyph corners + float U0, V0, U1, V1; // Texture coordinates +}; + +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +struct ImFontGlyphRangesBuilder +{ + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges +}; + +// See ImFontAtlas::AddCustomRectXXX functions. +struct ImFontAtlasCustomRect +{ + unsigned short X, Y; // Output // Packed position in Atlas + + // [Internal] + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned int GlyphID : 31; // Input // For custom font glyphs only (ID < 0x110000) + unsigned int GlyphColored : 1; // Input // For custom font glyphs only: glyph is colored, removed tinting. + float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset + ImFont* Font; // Input // For custom font glyphs only: target font + ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +}; + +// Flags for ImFontAtlas build +enum ImFontAtlasFlags_ +{ + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two + ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) + ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). +}; + +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: +// - One or more fonts. +// - Custom graphics data needed to render the shapes needed by Dear ImGui. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. +// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. +// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. +// Common pitfalls: +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. +// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future! +struct ImFontAtlas +{ + IMGUI_API ImFontAtlas(); + IMGUI_API ~ImFontAtlas(); + IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); + IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); + IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. + IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). + IMGUI_API void Clear(); // Clear all input and output. + + // Build atlas, retrieve pixel data. + // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // The pitch is always = Width * BytesPerPixels (1 or 4) + // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. + IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. + IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel + IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent... + void SetTexID(ImTextureID id) { TexID = id; } + + //------------------------------------------- + // Glyph Ranges + //------------------------------------------- + + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. + // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. + IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin + IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic + IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters + IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese + IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters + IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters + + //------------------------------------------- + // [BETA] Custom Rectangles/Glyphs API + //------------------------------------------- + + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. + // - After calling Build(), you can query the rectangle position and render your pixels. + // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format. + // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. + IMGUI_API int AddCustomRectRegular(int width, int height); + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); + ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } + + // [Internal] + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; + IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + + //------------------------------------------- + // Members + //------------------------------------------- + + ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) + ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. + int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). + bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. + void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas). + + // [Internal] + // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + bool TexReady; // Set when texture was built matching current font input + bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. + unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight + unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + int TexWidth; // Texture width calculated during Build(). + int TexHeight; // Texture height calculated during Build(). + ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel + ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector ConfigData; // Configuration data + ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines + + // [Internal] Font builder + const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). + unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. + + // [Internal] Packing data + int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors + int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines + + // [Obsolete] + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +}; + +// Font runtime data and rendering +// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). +struct ImFont +{ + // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX + float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) + + // [Internal] Members: Hot ~28/40 bytes (for RenderText loop) + ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // // All glyphs. + const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + + // [Internal] Members: Cold ~32/40 bytes + // Conceptually ConfigData[] is the list of font sources merged to create this font. + ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into + const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData to ConfigDataCount instances + short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. + short EllipsisCharCount; // 1 // out // 1 or 3 + ImWchar EllipsisChar; // 2-4 // out // = '...'/'.'// Character used for ellipsis rendering. + ImWchar FallbackChar; // 2-4 // out // = FFFD/'?' // Character used if a glyph isn't found. + float EllipsisWidth; // 4 // out // Width + float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0 + bool DirtyLookupTables; // 1 // out // + float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + + // Methods + IMGUI_API ImFont(); + IMGUI_API ~ImFont(); + IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c); + IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c); + float GetCharAdvance(ImWchar c) { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } + bool IsLoaded() const { return ContainerAtlas != NULL; } + const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } + + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL); // utf8 + IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c); + IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false); + + // [Internal] Don't use! + IMGUI_API void BuildLookupTable(); + IMGUI_API void ClearOutputData(); + IMGUI_API void GrowIndex(int new_size); + IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); + IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. + IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); + IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Viewports +//----------------------------------------------------------------------------- + +// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. +enum ImGuiViewportFlags_ +{ + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the user application? (rather than our backend) + ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created. + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on. + ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. + ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). + ImGuiViewportFlags_NoAutoMerge = 1 << 9, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). + ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only). + ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport". + + // Output status flags (from Platform) + ImGuiViewportFlags_IsMinimized = 1 << 12, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. + ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true) +}; + +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - With multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +struct ImGuiViewport +{ + ImGuiID ID; // Unique identifier for the viewport + ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ + ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + ImVec2 Size; // Main Area: Size of the viewport. + ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + float DpiScale; // 1.0f = 96 DPI = No extra scale. + ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. + ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). + + // Platform/Backend Dependent Data + // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others. + // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled + // by the same system and you may not need to use all the UserData/Handle fields. + // The library never uses those fields, they are merely storage to facilitate backend implementation. + void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. + void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. + void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*), for FindViewportByPlatformHandle(). + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) + bool PlatformWindowCreated; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created. + bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) + bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) + + ImGuiViewport() { memset(this, 0, sizeof(*this)); } + ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } + + // Helpers + ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } + ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) +//----------------------------------------------------------------------------- + +// [BETA] (Optional) Multi-Viewport Support! +// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now. +// +// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport. +// This is achieved by creating new Platform/OS windows on the fly, and rendering into them. +// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports. +// +// See Recap: https://github.com/ocornut/imgui/wiki/Multi-Viewports +// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology. +// +// About the coordinates system: +// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!) +// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor! +// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position. +// +// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder: +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// Steps to use multi-viewports in your application, when using a custom backend: +// - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here! +// It's also an experimental feature, so some of the requirements may evolve. +// Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details. +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below). +// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'. +// Update ImGuiPlatformIO's Monitors list every frame. +// Update MousePos every frame, in absolute coordinates. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below. +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// About ImGui::RenderPlatformWindowsDefault(): +// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends. +// - You can check its simple source code to understand what it does. +// It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available: +// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers() +// Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault(). +// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.), +// you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg. +// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers, +// or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface. +//----------------------------------------------------------------------------- + +// Access via ImGui::GetPlatformIO() +struct ImGuiPlatformIO +{ + IMGUI_API ImGuiPlatformIO(); + + //------------------------------------------------------------------ + // Interface with OS and Platform backend (basic) + //------------------------------------------------------------------ + + // Optional: Access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) + const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); + void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text); + void* Platform_ClipboardUserData; + + // Optional: Open link/folder/file in OS Shell + // (default to use ShellExecuteA() on Windows, system() on Linux/Mac) + bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); + void* Platform_OpenInShellUserData; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* Platform_ImeUserData; + //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1] + + // Optional: Platform locale + // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point + ImWchar Platform_LocaleDecimalPoint; // '.' + + //------------------------------------------------------------------ + // Interface with Renderer Backend + //------------------------------------------------------------------ + + // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure. + void* Renderer_RenderState; + + //------------------------------------------------------------------ + // Input - Interface with OS/backends (Multi-Viewport support!) + //------------------------------------------------------------------ + + // For reference, the second column shows which function are generally calling the Platform Functions: + // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position) + // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame + // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows + // R = ImGui::RenderPlatformWindowsDefault() ~ render + // D = ImGui::DestroyPlatformWindows() ~ shutdown + // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it. + + // The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend. + // Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions. + // Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way. + + // Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by ----- + void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport + void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D // + void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area) + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . // + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . // + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string) + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) + void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. + ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). + + // Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by ----- + void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + + // (Optional) Monitor list + // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. + // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. + ImVector Monitors; + + //------------------------------------------------------------------ + // Output - List of viewports to render into platform windows + //------------------------------------------------------------------ + + // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render) + // (in the future we will attempt to organize this feature to remove the need for a "main viewport") + ImVector Viewports; // Main viewports, followed by all secondary viewports. +}; + +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. +struct ImGuiPlatformMonitor +{ + ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + float DpiScale; // 1.0f = 96 DPI + void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*) + ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; } +}; + +// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. +struct ImGuiPlatformImeData +{ + bool WantVisible; // A widget wants the IME to be visible + ImVec2 InputPos; // Position of the input cursor + float InputLineHeight; // Line height + + ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Obsolete functions and types +// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui +{ + // OBSOLETED in 1.91.0 (from July 2024) + static inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); } + static inline void PopButtonRepeat() { PopItemFlag(); } + static inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + static inline void PopTabStop() { PopItemFlag(); } + IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + // OBSOLETED in 1.90.0 (from September 2023) + static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); } + static inline void EndChildFrame() { EndChild(); } + //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); } + IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); + // OBSOLETED in 1.89.7 (from June 2023) + IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item. + // OBSOLETED in 1.89.4 (from March 2023) + static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + static inline void PopAllowKeyboardFocus() { PopItemFlag(); } + + // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) + //-- OBSOLETED in 1.89 (from August 2022) + //IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version. + //-- OBSOLETED in 1.88 (from May 2022) + //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. + //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. + //-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024) + //IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value! + //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; } + //-- OBSOLETED in 1.86 (from November 2021) + //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper. + //-- OBSOLETED in 1.85 (from August 2021) + //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } + //-- OBSOLETED in 1.81 (from February 2021) + //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } + //static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items + //static inline void ListBoxFooter() { EndListBox(); } + //-- OBSOLETED in 1.79 (from August 2020) + //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details. + //IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //-- OBSOLETED in 1.77 and before + //static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020) + //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019) + //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019) + //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019) + //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019) + //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) + //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) + //-- OBSOLETED in 1.60 and before + //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018) + //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha(). + //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead. + //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //-- OBSOLETED in 1.50 and before + //static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49 + //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48 + //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48 + //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42 +} + +//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() +//typedef ImDrawFlags ImDrawCornerFlags; +//enum ImDrawCornerFlags_ +//{ +// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit +// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). +// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. +// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. +// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. +// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 +// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, +// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, +// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, +// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, +//}; + +// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022) +// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place. +//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there. +//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super }; +//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int +//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super }; + +#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version) + +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022) +#ifdef IMGUI_DISABLE_METRICS_WINDOW +#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name. +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +// Include imgui_user.h at the end of imgui.h +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. +#ifdef IMGUI_INCLUDE_IMGUI_USER_H +#ifdef IMGUI_USER_H_FILENAME +#include IMGUI_USER_H_FILENAME +#else +#include "imgui_user.h" +#endif +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_demo.cpp b/src/main/imgui/imgui_demo.cpp new file mode 100644 index 0000000..1770375 --- /dev/null +++ b/src/main/imgui/imgui_demo.cpp @@ -0,0 +1,10738 @@ +// dear imgui, v1.91.7 +// (demo code) + +// Help: +// - Read FAQ at http://dearimgui.com/faq +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Need help integrating Dear ImGui in your codebase? +// - Read Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started +// - Read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// Read top of imgui.cpp and imgui.h for many details, documentation, comments, links. +// Get the latest version at https://github.com/ocornut/imgui + +// How to easily locate code? +// - Use Tools->Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Browse an online version the demo with code linked to hovered widgets: https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html +// - Find a visible string and search for it in the code! + +//--------------------------------------------------- +// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT! +//--------------------------------------------------- +// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: +// Think again! It is the most useful reference code that you and other coders will want to refer to and call. +// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app! +// Also include Metrics! ItemPicker! DebugLog! and other debug features. +// Removing this file from your project is hindering access to documentation for everyone in your team, +// likely leading you to poorer usage of the library. +// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). +// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be +// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. +// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference. +// Thank you, +// -Your beloved friend, imgui_demo.cpp (which you won't delete) + +//-------------------------------------------- +// ABOUT THE MEANING OF THE 'static' KEYWORD: +//-------------------------------------------- +// In this demo code, we frequently use 'static' variables inside functions. +// A static variable persists across calls. It is essentially a global variable but declared inside the scope of the function. +// Think of "static int n = 0;" as "global int n = 0;" ! +// We do this IN THE DEMO because we want: +// - to gather code and data in the same place. +// - to make the demo source code faster to read, faster to change, smaller in size. +// - it is also a convenient way of storing simple UI related information as long as your function +// doesn't need to be reentrant or used in multiple threads. +// This might be a pattern you will want to use in your code, but most of the data you would be working +// with in a complex codebase is likely going to be stored outside your functions. + +//----------------------------------------- +// ABOUT THE CODING STYLE OF OUR DEMO CODE +//----------------------------------------- +// The Demo code in this file is designed to be easy to copy-and-paste into your application! +// Because of this: +// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace. +// - We try to declare static variables in the local scope, as close as possible to the code using them. +// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API. +// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided +// by imgui.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional +// and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. +// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. + +// Navigating this file: +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - You can search/grep for all sections listed in the index to find the section. + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Helpers +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) +// [SECTION] Demo Window / ShowDemoWindow() +// [SECTION] ShowDemoWindowMenuBar() +// [SECTION] ShowDemoWindowWidgets() +// [SECTION] ShowDemoWindowMultiSelect() +// [SECTION] ShowDemoWindowLayout() +// [SECTION] ShowDemoWindowPopups() +// [SECTION] ShowDemoWindowTables() +// [SECTION] ShowDemoWindowInputs() +// [SECTION] About Window / ShowAboutWindow() +// [SECTION] Style Editor / ShowStyleEditor() +// [SECTION] User Guide / ShowUserGuide() +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +// System includes +#include // toupper +#include // INT_MIN, INT_MAX +#include // sqrtf, powf, cosf, sinf, floorf, ceilf +#include // vsnprintf, sscanf, printf +#include // NULL, malloc, free, atoi +#include // intptr_t +#if !defined(_MSC_VER) || _MSC_VER >= 1800 +#include // PRId64/PRIu64, not avail in some MinGW headers. +#endif +#ifdef __EMSCRIPTEN__ +#include // __EMSCRIPTEN_major__ etc. +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code) +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type +#pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure) +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" +#else +#define IM_NEWLINE "\n" +#endif + +// Helpers +#if defined(_MSC_VER) && !defined(snprintf) +#define snprintf _snprintf +#endif +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +// Format specifiers for 64-bit values (hasn't been decently standardized before VS2013) +#if !defined(PRId64) && defined(_MSC_VER) +#define PRId64 "I64d" +#define PRIu64 "I64u" +#elif !defined(PRId64) +#define PRId64 "lld" +#define PRIu64 "llu" +#endif + +// Helpers macros +// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste, +// but making an exception here as those are largely simplifying code... +// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo. +#define IM_MIN(A, B) (((A) < (B)) ? (A) : (B)) +#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) +#define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V)) + +// Enforce cdecl calling convention for functions called by the standard library, +// in case compilation settings changed the default to e.g. __vectorcall +#ifndef IMGUI_CDECL +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//----------------------------------------------------------------------------- + +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) + +// Forward Declarations +struct ImGuiDemoWindowData; +static void ShowExampleAppMainMenuBar(); +static void ShowExampleAppAssetsBrowser(bool* p_open); +static void ShowExampleAppConsole(bool* p_open); +static void ShowExampleAppCustomRendering(bool* p_open); +static void ShowExampleAppDockSpace(bool* p_open); +static void ShowExampleAppDocuments(bool* p_open); +static void ShowExampleAppLog(bool* p_open); +static void ShowExampleAppLayout(bool* p_open); +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data); +static void ShowExampleAppSimpleOverlay(bool* p_open); +static void ShowExampleAppAutoResize(bool* p_open); +static void ShowExampleAppConstrainedResize(bool* p_open); +static void ShowExampleAppFullscreen(bool* p_open); +static void ShowExampleAppLongText(bool* p_open); +static void ShowExampleAppWindowTitles(bool* p_open); +static void ShowExampleMenuFile(); + +// We split the contents of the big ShowDemoWindow() function into smaller functions +// (because the link time of very large functions tends to grow non-linearly) +static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowLayout(); +static void ShowDemoWindowPopups(); +static void ShowDemoWindowTables(); +static void ShowDemoWindowColumns(); +static void ShowDemoWindowInputs(); + +//----------------------------------------------------------------------------- +// [SECTION] Helpers +//----------------------------------------------------------------------------- + +// Helper to display a little (?) mark which shows a tooltip when hovered. +// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md) +static void HelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void ShowDockingDisabledMessage() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration."); + ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or "); + ImGui::SameLine(0.0f, 0.0f); + if (ImGui::SmallButton("click here")) + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; +} + +// Helper to wire demo markers located in code to an interactive browser +typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data); +extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; +extern void* GImGuiDemoMarkerCallbackUserData; +ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL; +void* GImGuiDemoMarkerCallbackUserData = NULL; +#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor etc.) +//----------------------------------------------------------------------------- + +// Simple representation for a tree +// (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.) +struct ExampleTreeNode +{ + // Tree structure + char Name[28] = ""; + int UID = 0; + ExampleTreeNode* Parent = NULL; + ImVector Childs; + unsigned short IndexInParent = 0; // Maintaining this allows us to implement linear traversal more easily + + // Leaf Data + bool HasData = false; // All leaves have data + bool DataMyBool = true; + int DataMyInt = 128; + ImVec2 DataMyVec2 = ImVec2(0.0f, 3.141592f); +}; + +// Simple representation of struct metadata/serialization data. +// (this is a minimal version of what a typical advanced application may provide) +struct ExampleMemberInfo +{ + const char* Name; // Member name + ImGuiDataType DataType; // Member type + int DataCount; // Member count (1 when scalar) + int Offset; // Offset inside parent structure +}; + +// Metadata description of ExampleTreeNode struct. +static const ExampleMemberInfo ExampleTreeNodeMemberInfos[] +{ + { "MyName", ImGuiDataType_String, 1, offsetof(ExampleTreeNode, Name) }, + { "MyBool", ImGuiDataType_Bool, 1, offsetof(ExampleTreeNode, DataMyBool) }, + { "MyInt", ImGuiDataType_S32, 1, offsetof(ExampleTreeNode, DataMyInt) }, + { "MyVec2", ImGuiDataType_Float, 2, offsetof(ExampleTreeNode, DataMyVec2) }, +}; + +static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent) +{ + ExampleTreeNode* node = IM_NEW(ExampleTreeNode); + snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name); + node->UID = uid; + node->Parent = parent; + node->IndexInParent = parent ? (unsigned short)parent->Childs.Size : 0; + if (parent) + parent->Childs.push_back(node); + return node; +} + +static void ExampleTree_DestroyNode(ExampleTreeNode* node) +{ + for (ExampleTreeNode* child_node : node->Childs) + ExampleTree_DestroyNode(child_node); + IM_DELETE(node); +} + +// Create example tree data +// (this allocates _many_ more times than most other code in either Dear ImGui or others demo) +static ExampleTreeNode* ExampleTree_CreateDemoTree() +{ + static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" }; + const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name); + char name_buf[NAME_MAX_LEN]; + int uid = 0; + ExampleTreeNode* node_L0 = ExampleTree_CreateNode("", ++uid, NULL); + const int root_items_multiplier = 2; + for (int idx_L0 = 0; idx_L0 < IM_ARRAYSIZE(root_names) * root_items_multiplier; idx_L0++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "%s %d", root_names[idx_L0 / root_items_multiplier], idx_L0 % root_items_multiplier); + ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0); + const int number_of_childs = (int)strlen(node_L1->Name); + for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Child %d", idx_L1); + ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1); + node_L2->HasData = true; + if (idx_L1 == 0) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Sub-child %d", 0); + ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2); + node_L3->HasData = true; + } + } + } + return node_L0; +} + +//----------------------------------------------------------------------------- +// [SECTION] Demo Window / ShowDemoWindow() +//----------------------------------------------------------------------------- + +// Data to be shared across different functions of the demo. +struct ImGuiDemoWindowData +{ + // Examples Apps (accessible from the "Examples" menu) + bool ShowMainMenuBar = false; + bool ShowAppAssetsBrowser = false; + bool ShowAppConsole = false; + bool ShowAppCustomRendering = false; + bool ShowAppDocuments = false; + bool ShowAppDockSpace = false; + bool ShowAppLog = false; + bool ShowAppLayout = false; + bool ShowAppPropertyEditor = false; + bool ShowAppSimpleOverlay = false; + bool ShowAppAutoResize = false; + bool ShowAppConstrainedResize = false; + bool ShowAppFullscreen = false; + bool ShowAppLongText = false; + bool ShowAppWindowTitles = false; + + // Dear ImGui Tools (accessible from the "Tools" menu) + bool ShowMetrics = false; + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowStyleEditor = false; + bool ShowAbout = false; + + // Other data + ExampleTreeNode* DemoTree = NULL; + + ~ImGuiDemoWindowData() { if (DemoTree) ExampleTree_DestroyNode(DemoTree); } +}; + +// Demonstrate most Dear ImGui features (this is big function!) +// You may execute this function to experiment with the UI and understand what it does. +// You may then search for keywords in the code when you are interested by a specific feature. +void ImGui::ShowDemoWindow(bool* p_open) +{ + // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup + // Most functions would normally just assert/crash if the context is missing. + IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing Dear ImGui context. Refer to examples app!"); + + // Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. + IMGUI_CHECKVERSION(); + + // Stored data + static ImGuiDemoWindowData demo_data; + + // Examples Apps (accessible from the "Examples" menu) + if (demo_data.ShowMainMenuBar) { ShowExampleAppMainMenuBar(); } + if (demo_data.ShowAppDockSpace) { ShowExampleAppDockSpace(&demo_data.ShowAppDockSpace); } // Important: Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) + if (demo_data.ShowAppDocuments) { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); } // ...process the Document app next, as it may also use a DockSpace() + if (demo_data.ShowAppAssetsBrowser) { ShowExampleAppAssetsBrowser(&demo_data.ShowAppAssetsBrowser); } + if (demo_data.ShowAppConsole) { ShowExampleAppConsole(&demo_data.ShowAppConsole); } + if (demo_data.ShowAppCustomRendering) { ShowExampleAppCustomRendering(&demo_data.ShowAppCustomRendering); } + if (demo_data.ShowAppLog) { ShowExampleAppLog(&demo_data.ShowAppLog); } + if (demo_data.ShowAppLayout) { ShowExampleAppLayout(&demo_data.ShowAppLayout); } + if (demo_data.ShowAppPropertyEditor) { ShowExampleAppPropertyEditor(&demo_data.ShowAppPropertyEditor, &demo_data); } + if (demo_data.ShowAppSimpleOverlay) { ShowExampleAppSimpleOverlay(&demo_data.ShowAppSimpleOverlay); } + if (demo_data.ShowAppAutoResize) { ShowExampleAppAutoResize(&demo_data.ShowAppAutoResize); } + if (demo_data.ShowAppConstrainedResize) { ShowExampleAppConstrainedResize(&demo_data.ShowAppConstrainedResize); } + if (demo_data.ShowAppFullscreen) { ShowExampleAppFullscreen(&demo_data.ShowAppFullscreen); } + if (demo_data.ShowAppLongText) { ShowExampleAppLongText(&demo_data.ShowAppLongText); } + if (demo_data.ShowAppWindowTitles) { ShowExampleAppWindowTitles(&demo_data.ShowAppWindowTitles); } + + // Dear ImGui Tools (accessible from the "Tools" menu) + if (demo_data.ShowMetrics) { ImGui::ShowMetricsWindow(&demo_data.ShowMetrics); } + if (demo_data.ShowDebugLog) { ImGui::ShowDebugLogWindow(&demo_data.ShowDebugLog); } + if (demo_data.ShowIDStackTool) { ImGui::ShowIDStackToolWindow(&demo_data.ShowIDStackTool); } + if (demo_data.ShowAbout) { ImGui::ShowAboutWindow(&demo_data.ShowAbout); } + if (demo_data.ShowStyleEditor) + { + ImGui::Begin("Dear ImGui Style Editor", &demo_data.ShowStyleEditor); + ImGui::ShowStyleEditor(); + ImGui::End(); + } + + // Demonstrate the various window flags. Typically you would just use the default! + static bool no_titlebar = false; + static bool no_scrollbar = false; + static bool no_menu = false; + static bool no_move = false; + static bool no_resize = false; + static bool no_collapse = false; + static bool no_close = false; + static bool no_nav = false; + static bool no_background = false; + static bool no_bring_to_front = false; + static bool no_docking = false; + static bool unsaved_document = false; + + ImGuiWindowFlags window_flags = 0; + if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; + if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; + if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; + if (no_move) window_flags |= ImGuiWindowFlags_NoMove; + if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; + if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; + if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; + if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; + if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; + if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking; + if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument; + if (no_close) p_open = NULL; // Don't pass our bool* to Begin + + // We specify a default position/size in case there's no data in the .ini file. + // We only do it to make the demo applications a little more welcoming, but typically this isn't required. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); + + // Main body of the Demo window starts here. + if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) + { + // Early out if the window is collapsed, as an optimization. + ImGui::End(); + return; + } + + // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. + //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) + + // Menu Bar + ShowDemoWindowMenuBar(&demo_data); + + ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Spacing(); + + IMGUI_DEMO_MARKER("Help"); + if (ImGui::CollapsingHeader("Help")) + { + ImGui::SeparatorText("ABOUT THIS DEMO:"); + ImGui::BulletText("Sections below are demonstrating many aspects of the library."); + ImGui::BulletText("The \"Examples\" menu above leads to more demo contents."); + ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" + "and Metrics/Debugger (general purpose Dear ImGui debugging tool)."); + + ImGui::SeparatorText("PROGRAMMER GUIDE:"); + ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); + ImGui::BulletText("See comments in imgui.cpp."); + ImGui::BulletText("See example applications in the examples/ folder."); + ImGui::BulletText("Read the FAQ at "); + ImGui::SameLine(0, 0); + ImGui::TextLinkOpenURL("https://www.dearimgui.com/faq/"); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); + + ImGui::SeparatorText("USER GUIDE:"); + ImGui::ShowUserGuide(); + } + + IMGUI_DEMO_MARKER("Configuration"); + if (ImGui::CollapsingHeader("Configuration")) + { + ImGuiIO& io = ImGui::GetIO(); + + if (ImGui::TreeNode("Configuration##2")) + { + ImGui::SeparatorText("General"); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); + ImGui::SameLine(); HelpMarker("Enable keyboard controls."); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); + ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable mouse inputs and interactions."); + + // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + { + if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) + { + ImGui::SameLine(); + ImGui::Text("<>"); + } + // Prevent both being checked + if (ImGui::IsKeyPressed(ImGuiKey_Space) || (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)) + io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; + } + + ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); + ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility."); + ImGui::CheckboxFlags("io.ConfigFlags: NoKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NoKeyboard); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable keyboard inputs and interactions."); + + ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue); + ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates."); + ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); + ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + + ImGui::SeparatorText("Keyboard/Gamepad Navigation"); + ImGui::Checkbox("io.ConfigNavSwapGamepadButtons", &io.ConfigNavSwapGamepadButtons); + ImGui::Checkbox("io.ConfigNavMoveSetMousePos", &io.ConfigNavMoveSetMousePos); + ImGui::SameLine(); HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult"); + ImGui::Checkbox("io.ConfigNavCaptureKeyboard", &io.ConfigNavCaptureKeyboard); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusItem", &io.ConfigNavEscapeClearFocusItem); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused item."); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusWindow", &io.ConfigNavEscapeClearFocusWindow); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused window."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAuto", &io.ConfigNavCursorVisibleAuto); + ImGui::SameLine(); HelpMarker("Using directional navigation key makes the cursor visible. Mouse click hides the cursor."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAlways", &io.ConfigNavCursorVisibleAlways); + ImGui::SameLine(); HelpMarker("Navigation cursor is always visible."); + + ImGui::SeparatorText("Docking"); + ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable); + ImGui::SameLine(); + if (io.ConfigDockingWithShift) + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + else + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit); + ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); + ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); + ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)"); + ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); + ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); + ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); + ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge."); + ImGui::Unindent(); + } + + ImGui::SeparatorText("Multi-viewports"); + ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable); + ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details."); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge); + ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it."); + ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the task bar icon state right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the decoration right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the parenting right away)."); + ImGui::Unindent(); + } + + ImGui::SeparatorText("Windows"); + ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); + ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback."); + ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); + ImGui::Checkbox("io.ConfigWindowsCopyContentsWithCtrlC", &io.ConfigWindowsCopyContentsWithCtrlC); // [EXPERIMENTAL] + ImGui::SameLine(); HelpMarker("*EXPERIMENTAL* CTRL+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order."); + ImGui::Checkbox("io.ConfigScrollbarScrollByPage", &io.ConfigScrollbarScrollByPage); + ImGui::SameLine(); HelpMarker("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location."); + + ImGui::SeparatorText("Widgets"); + ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); + ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); + ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive); + ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only)."); + ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText); + ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); + ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors); + ImGui::SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors."); + ImGui::Text("Also see Style->Rendering for rendering options."); + + // Also read: https://github.com/ocornut/imgui/wiki/Error-Handling + ImGui::SeparatorText("Error Handling"); + + ImGui::Checkbox("io.ConfigErrorRecovery", &io.ConfigErrorRecovery); + ImGui::SameLine(); HelpMarker( + "Options to configure how we handle recoverable errors.\n" + "- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n" + "- You not are not supposed to rely on it in the course of a normal application run.\n" + "- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n" + "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call!" + "Otherwise it would severely hinder your ability to catch and correct mistakes!"); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableAssert", &io.ConfigErrorRecoveryEnableAssert); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableDebugLog", &io.ConfigErrorRecoveryEnableDebugLog); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableTooltip", &io.ConfigErrorRecoveryEnableTooltip); + if (!io.ConfigErrorRecoveryEnableAssert && !io.ConfigErrorRecoveryEnableDebugLog && !io.ConfigErrorRecoveryEnableTooltip) + io.ConfigErrorRecoveryEnableAssert = io.ConfigErrorRecoveryEnableDebugLog = io.ConfigErrorRecoveryEnableTooltip = true; + + // Also read: https://github.com/ocornut/imgui/wiki/Debug-Tools + ImGui::SeparatorText("Debug"); + ImGui::Checkbox("io.ConfigDebugIsDebuggerPresent", &io.ConfigDebugIsDebuggerPresent); + ImGui::SameLine(); HelpMarker("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application."); + ImGui::Checkbox("io.ConfigDebugHighlightIdConflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::SameLine(); HelpMarker("Highlight and show an error message when multiple items have conflicting identifiers."); + ImGui::BeginDisabled(); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); + ImGui::EndDisabled(); + ImGui::SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover."); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueLoop", &io.ConfigDebugBeginReturnValueLoop); + ImGui::SameLine(); HelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + ImGui::Checkbox("io.ConfigDebugIgnoreFocusLoss", &io.ConfigDebugIgnoreFocusLoss); + ImGui::SameLine(); HelpMarker("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data."); + ImGui::Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + ImGui::SameLine(); HelpMarker("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)."); + + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Backend Flags"); + if (ImGui::TreeNode("Backend Flags")) + { + HelpMarker( + "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" + "Here we expose them as read-only fields to avoid breaking interactions with your backend."); + + // Make a local copy to avoid modifying actual backend flags. + // FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright? + ImGui::BeginDisabled(); + ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &io.BackendFlags, ImGuiBackendFlags_HasGamepad); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports); + ImGui::EndDisabled(); + + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Style"); + if (ImGui::TreeNode("Style")) + { + ImGui::Checkbox("Style Editor", &demo_data.ShowStyleEditor); + ImGui::SameLine(); + HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Capture, Logging"); + if (ImGui::TreeNode("Capture/Logging")) + { + HelpMarker( + "The logging API redirects all text output so you can easily capture the content of " + "a window or a block. Tree nodes can be automatically expanded.\n" + "Try opening any of the contents below in this window and then click one of the \"Log To\" button."); + ImGui::LogButtons(); + + HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output."); + if (ImGui::Button("Copy \"Hello, world!\" to clipboard")) + { + ImGui::LogToClipboard(); + ImGui::LogText("Hello, world!"); + ImGui::LogFinish(); + } + ImGui::TreePop(); + } + } + + IMGUI_DEMO_MARKER("Window options"); + if (ImGui::CollapsingHeader("Window options")) + { + if (ImGui::BeginTable("split", 3)) + { + ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar); + ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar); + ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu); + ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move); + ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize); + ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse); + ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close); + ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav); + ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background); + ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front); + ImGui::TableNextColumn(); ImGui::Checkbox("No docking", &no_docking); + ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document); + ImGui::EndTable(); + } + } + + // All demo contents + ShowDemoWindowWidgets(&demo_data); + ShowDemoWindowLayout(); + ShowDemoWindowPopups(); + ShowDemoWindowTables(); + ShowDemoWindowInputs(); + + // End of ShowDemoWindow() + ImGui::PopItemWidth(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowMenuBar() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Menu"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + IMGUI_DEMO_MARKER("Menu/File"); + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Examples")) + { + IMGUI_DEMO_MARKER("Menu/Examples"); + ImGui::MenuItem("Main menu bar", NULL, &demo_data->ShowMainMenuBar); + + ImGui::SeparatorText("Mini apps"); + ImGui::MenuItem("Assets Browser", NULL, &demo_data->ShowAppAssetsBrowser); + ImGui::MenuItem("Console", NULL, &demo_data->ShowAppConsole); + ImGui::MenuItem("Custom rendering", NULL, &demo_data->ShowAppCustomRendering); + ImGui::MenuItem("Documents", NULL, &demo_data->ShowAppDocuments); + ImGui::MenuItem("Dockspace", NULL, &demo_data->ShowAppDockSpace); + ImGui::MenuItem("Log", NULL, &demo_data->ShowAppLog); + ImGui::MenuItem("Property editor", NULL, &demo_data->ShowAppPropertyEditor); + ImGui::MenuItem("Simple layout", NULL, &demo_data->ShowAppLayout); + ImGui::MenuItem("Simple overlay", NULL, &demo_data->ShowAppSimpleOverlay); + + ImGui::SeparatorText("Concepts"); + ImGui::MenuItem("Auto-resizing window", NULL, &demo_data->ShowAppAutoResize); + ImGui::MenuItem("Constrained-resizing window", NULL, &demo_data->ShowAppConstrainedResize); + ImGui::MenuItem("Fullscreen window", NULL, &demo_data->ShowAppFullscreen); + ImGui::MenuItem("Long text display", NULL, &demo_data->ShowAppLongText); + ImGui::MenuItem("Manipulating window titles", NULL, &demo_data->ShowAppWindowTitles); + + ImGui::EndMenu(); + } + //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! + if (ImGui::BeginMenu("Tools")) + { + IMGUI_DEMO_MARKER("Menu/Tools"); + ImGuiIO& io = ImGui::GetIO(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool has_debug_tools = true; +#else + const bool has_debug_tools = false; +#endif + ImGui::MenuItem("Metrics/Debugger", NULL, &demo_data->ShowMetrics, has_debug_tools); + if (ImGui::BeginMenu("Debug Options")) + { + ImGui::BeginDisabled(!has_debug_tools); + ImGui::Checkbox("Highlight ID Conflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::EndDisabled(); + ImGui::Checkbox("Assert on error recovery", &io.ConfigErrorRecoveryEnableAssert); + ImGui::TextDisabled("(see Demo->Configuration for details & more)"); + ImGui::EndMenu(); + } + ImGui::MenuItem("Debug Log", NULL, &demo_data->ShowDebugLog, has_debug_tools); + ImGui::MenuItem("ID Stack Tool", NULL, &demo_data->ShowIDStackTool, has_debug_tools); + bool is_debugger_present = io.ConfigDebugIsDebuggerPresent; + if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools))// && is_debugger_present)) + ImGui::DebugStartItemPicker(); + if (!is_debugger_present) + ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable some extra features to avoid casual users crashing the application."); + ImGui::MenuItem("Style Editor", NULL, &demo_data->ShowStyleEditor); + ImGui::MenuItem("About Dear ImGui", NULL, &demo_data->ShowAbout); + + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowWidgets() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (!ImGui::CollapsingHeader("Widgets")) + return; + + static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom + if (disable_all) + ImGui::BeginDisabled(); + + IMGUI_DEMO_MARKER("Widgets/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::SeparatorText("General"); + + IMGUI_DEMO_MARKER("Widgets/Basic/Button"); + static int clicked = 0; + if (ImGui::Button("Button")) + clicked++; + if (clicked & 1) + { + ImGui::SameLine(); + ImGui::Text("Thanks for clicking me!"); + } + + IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox"); + static bool check = true; + ImGui::Checkbox("checkbox", &check); + + IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton"); + static int e = 0; + ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); + ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); + ImGui::RadioButton("radio c", &e, 2); + + // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)"); + for (int i = 0; i < 7; i++) + { + if (i > 0) + ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f)); + ImGui::Button("Click"); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + + // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements + // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) + // See 'Demo->Layout->Text Baseline Alignment' for details. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Hold to repeat:"); + ImGui::SameLine(); + + // Arrow buttons with Repeater + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)"); + static int counter = 0; + float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } + ImGui::SameLine(0.0f, spacing); + if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } + ImGui::PopItemFlag(); + ImGui::SameLine(); + ImGui::Text("%d", counter); + + ImGui::Button("Tooltip"); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::LabelText("label", "Value"); + + ImGui::SeparatorText("Inputs"); + + { + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Basic/InputText"); + static char str0[128] = "Hello, world!"; + ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); + ImGui::SameLine(); HelpMarker( + "USER:\n" + "Hold SHIFT or use mouse to select text.\n" + "CTRL+Left/Right to word jump.\n" + "CTRL+A or Double-Click to select all.\n" + "CTRL+X,CTRL+C,CTRL+V clipboard.\n" + "CTRL+Z,CTRL+Y undo/redo.\n" + "ESCAPE to revert.\n\n" + "PROGRAMMER:\n" + "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " + "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " + "in imgui_demo.cpp)."); + + static char str1[128] = ""; + ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); + + IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat"); + static int i0 = 123; + ImGui::InputInt("input int", &i0); + + static float f0 = 0.001f; + ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); + + static double d0 = 999999.00000001; + ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f"); + + static float f1 = 1.e10f; + ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); + ImGui::SameLine(); HelpMarker( + "You can input value using the scientific notation,\n" + " e.g. \"1e+8\" becomes \"100000000\"."); + + static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + ImGui::InputFloat3("input float3", vec4a); + } + + ImGui::SeparatorText("Drags"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat"); + static int i1 = 50, i2 = 42, i3 = 128; + ImGui::DragInt("drag int", &i1, 1); + ImGui::SameLine(); HelpMarker( + "Click and drag to edit value.\n" + "Hold SHIFT/ALT for faster/slower edit.\n" + "Double-click or CTRL+click to input value."); + ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragInt("drag int wrap 100..200", &i3, 1, 100, 200, "%d", ImGuiSliderFlags_WrapAround); + + static float f1 = 1.00f, f2 = 0.0067f; + ImGui::DragFloat("drag float", &f1, 0.005f); + ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); + //ImGui::DragFloat("drag wrap -1..1", &f3, 0.005f, -1.0f, 1.0f, NULL, ImGuiSliderFlags_WrapAround); + } + + ImGui::SeparatorText("Sliders"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat"); + static int i1 = 0; + ImGui::SliderInt("slider int", &i1, -1, 3); + ImGui::SameLine(); HelpMarker("CTRL+click to input value."); + + static float f1 = 0.123f, f2 = 0.0f; + ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); + ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle"); + static float angle = 0.0f; + ImGui::SliderAngle("slider angle", &angle); + + // Using the format string to display a name instead of an integer. + // Here we completely omit '%d' from the format string, so it'll only display a name. + // This technique can also be used with DragInt(). + IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)"); + enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; + static int elem = Element_Fire; + const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; + const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; + ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable CTRL+Click here. + ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); + } + + ImGui::SeparatorText("Selectors/Pickers"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4"); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "Click and hold to use drag and drop.\n" + "Right-click on the color square to show options.\n" + "CTRL+click on individual component to input value.\n"); + + ImGui::ColorEdit4("color 2", col2); + } + + { + // Using the _simplified_ one-liner Combo() api here + // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. + IMGUI_DEMO_MARKER("Widgets/Basic/Combo"); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; + static int item_current = 0; + ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner Combo API here.\n" + "Refer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API."); + } + + { + // Using the _simplified_ one-liner ListBox() api here + // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. + IMGUI_DEMO_MARKER("Widgets/Basic/ListBox"); + const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; + static int item_current = 1; + ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner ListBox API here.\n" + "Refer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tooltips"); + if (ImGui::TreeNode("Tooltips")) + { + // Tooltips are windows following the mouse. They do not take focus away. + ImGui::SeparatorText("General"); + + // Typical use cases: + // - Short-form (text only): SetItemTooltip("Hello"); + // - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); } + + // - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); } + // - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); } + + HelpMarker( + "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n" + "We provide a helper SetItemTooltip() function to perform the two with standards flags."); + + ImVec2 sz = ImVec2(-FLT_MIN, 0.0f); + + ImGui::Button("Basic", sz); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::Button("Fancy", sz); + if (ImGui::BeginItemTooltip()) + { + ImGui::Text("I am a fancy tooltip"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); + ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime())); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Always On"); + + // Showcase NOT relying on a IsItemHovered() to emit a tooltip. + // Here the tooltip is always emitted when 'always_on == true'. + static int always_on = 0; + ImGui::RadioButton("Off", &always_on, 0); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Simple)", &always_on, 1); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Advanced)", &always_on, 2); + if (always_on == 1) + ImGui::SetTooltip("I am following you around."); + else if (always_on == 2 && ImGui::BeginTooltip()) + { + ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f)); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Custom"); + + HelpMarker( + "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize" + "tooltip activation details across your application. You may however decide to use custom" + "flags for a specific tooltip instance."); + + // The following examples are passed for documentation purpose but may not be useful to most users. + // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from + // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used. + // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary. + ImGui::Button("Manual", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a manually emitted tooltip."); + + ImGui::Button("DelayNone", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone)) + ImGui::SetTooltip("I am a tooltip with no delay."); + + ImGui::Button("DelayShort", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort); + + ImGui::Button("DelayLong", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal); + + ImGui::Button("Stationary", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary)) + ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating."); + + // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav', + // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag. + ImGui::BeginDisabled(); + ImGui::Button("Disabled item", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a a tooltip for a disabled item."); + ImGui::EndDisabled(); + + ImGui::TreePop(); + } + + // Testing ImGuiOnceUponAFrame helper. + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) + // if (once) + // ImGui::Text("This will be displayed only once."); + + IMGUI_DEMO_MARKER("Widgets/Tree Nodes"); + if (ImGui::TreeNode("Tree Nodes")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees"); + if (ImGui::TreeNode("Basic trees")) + { + for (int i = 0; i < 5; i++) + { + // Use SetNextItemOpen() so set the default state of a node to be open. We could + // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + + // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict. + // An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)', + // aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine. + ImGui::PushID(i); + if (ImGui::TreeNode("", "Child %d", i)) + { + ImGui::Text("blah blah"); + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + ImGui::TreePop(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes"); + if (ImGui::TreeNode("Advanced, with Selectable nodes")) + { + HelpMarker( + "This is a more typical looking tree with selectable nodes.\n" + "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; + static bool align_label_with_current_x_position = false; + static bool test_drag_and_drop = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &base_flags, ImGuiTreeNodeFlags_SpanLabelWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsBackHere", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsBackHere); + ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); + ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); + ImGui::Text("Hello!"); + if (align_label_with_current_x_position) + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + + // 'selection_mask' is dumb representation of what may be user-side selection state. + // You may retain selection state inside or outside your objects in whatever format you see fit. + // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end + /// of the loop. May be a pointer to your own node type, etc. + static int selection_mask = (1 << 2); + int node_clicked = -1; + for (int i = 0; i < 6; i++) + { + // Disable the default "open on single-click behavior" + set Selected flag according to our selection. + // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)) != 0; + if (is_selected) + node_flags |= ImGuiTreeNodeFlags_Selected; + if (i < 3) + { + // Items 0..2 are Tree Node + bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + if (i == 2 && (base_flags & ImGuiTreeNodeFlags_SpanLabelWidth)) + { + // Item 2 has an additional inline button to help demonstrate SpanLabelWidth. + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + } + if (node_open) + { + ImGui::BulletText("Blah blah\nBlah Blah"); + ImGui::SameLine(); + ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + } + else + { + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can + // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). + node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet + ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + } + } + if (node_clicked != -1) + { + // Update selection state + // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) + if (ImGui::GetIO().KeyCtrl) + selection_mask ^= (1 << node_clicked); // CTRL+click to toggle + else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection + selection_mask = (1 << node_clicked); // Click to single-select + } + if (align_label_with_current_x_position) + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); + if (ImGui::TreeNode("Collapsing Headers")) + { + static bool closable_group = true; + ImGui::Checkbox("Show 2nd header", &closable_group); + if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("Some content %d", i); + } + if (ImGui::CollapsingHeader("Header with a close button", &closable_group)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("More content %d", i); + } + /* + if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + */ + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Bullets"); + if (ImGui::TreeNode("Bullets")) + { + ImGui::BulletText("Bullet point 1"); + ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) + { + ImGui::BulletText("Another bullet point"); + ImGui::TreePop(); + } + ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); + ImGui::Bullet(); ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text"); + if (ImGui::TreeNode("Text")) + { + IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); + if (ImGui::TreeNode("Colorful Text")) + { + // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. + ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); + ImGui::TextDisabled("Disabled"); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); + if (ImGui::TreeNode("Word Wrapping")) + { + // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. + ImGui::TextWrapped( + "This text should automatically wrap on the edge of the window. The current implementation " + "for text wrapping follows simple rules suitable for English and possibly other languages."); + ImGui::Spacing(); + + static float wrap_width = 200.0f; + ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); + + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (int n = 0; n < 2; n++) + { + ImGui::Text("Test paragraph %d:", n); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); + ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + if (n == 0) + ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); + else + ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + + // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) + draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); + ImGui::PopTextWrapPos(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); + if (ImGui::TreeNode("UTF-8 Text")) + { + // UTF-8 test with Japanese characters + // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) + // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 + // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you + // can save your source files as 'UTF-8 without signature'). + // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 + // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. + // Don't do this in your application! Please use u8"text in any language" in your application! + // Note that characters values are preserved even by InputText() if the font cannot be displayed, + // so you can safely copy & paste garbled characters into another application. + ImGui::TextWrapped( + "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " + "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " + "Read docs/FONTS.md for details."); + ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); + ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); + static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; + //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis + ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Images"); + if (ImGui::TreeNode("Images")) + { + ImGuiIO& io = ImGui::GetIO(); + ImGui::TextWrapped( + "Below we are displaying the font texture (which is the only texture we have access to in this demo). " + "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " + "Hover the texture for a zoomed view!"); + + // Below we are displaying the font texture because it is the only texture we have access to inside the demo! + // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that + // will be passed to the rendering backend via the ImDrawCmd structure. + // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top + // of their respective source file to specify what they expect to be stored in ImTextureID, for example: + // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer + // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. + // More: + // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers + // to ImGui::Image(), and gather width/height through your own functions, etc. + // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, + // it will help you debug issues if you are confused about it. + // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). + // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md + // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImTextureID my_tex_id = io.Fonts->TexID; + float my_tex_w = (float)io.Fonts->TexWidth; + float my_tex_h = (float)io.Fonts->TexHeight; + { + static bool use_text_color_for_tint = false; + ImGui::Checkbox("Use Text Color for Tint", &use_text_color_for_tint); + ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left + ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right + ImVec4 tint_col = use_text_color_for_tint ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + ImVec4 border_col = ImGui::GetStyleColorVec4(ImGuiCol_Border); + ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); + if (ImGui::BeginItemTooltip()) + { + float region_sz = 32.0f; + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; + float zoom = 4.0f; + if (region_x < 0.0f) { region_x = 0.0f; } + else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } + if (region_y < 0.0f) { region_y = 0.0f; } + else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } + ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); + ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); + ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); + ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); + ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col); + ImGui::EndTooltip(); + } + } + + IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); + ImGui::TextWrapped("And now some textured buttons.."); + static int pressed_count = 0; + for (int i = 0; i < 8; i++) + { + // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. + // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. + // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImGui::PushID(i); + if (i > 0) + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f)); + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col)) + pressed_count += 1; + if (i > 0) + ImGui::PopStyleVar(); + ImGui::PopID(); + ImGui::SameLine(); + } + ImGui::NewLine(); + ImGui::Text("Pressed %d times.", pressed_count); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Combo"); + if (ImGui::TreeNode("Combo")) + { + // Combo Boxes are also called "Dropdown" in other systems + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) + flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview)) + flags &= ~ImGuiComboFlags_NoPreview; + + // Override default popup height + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest); + + // Using the generic BeginCombo() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selection data as an index. + + // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[]) + const char* combo_preview_value = items[item_selected_idx]; + + if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + + ImGui::Spacing(); + ImGui::SeparatorText("One-liner variants"); + HelpMarker("Flags above don't apply to this section."); + + // Simplified one-liner Combo() API, using values packed in a single constant string + // This is a convenience for when the selection set is small and known at compile-time. + static int item_current_2 = 0; + ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); + + // Simplified one-liner Combo() using an accessor function + static int item_current_4 = 0; + ImGui::Combo("combo 4 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items)); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/List Boxes"); + if (ImGui::TreeNode("List boxes")) + { + // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() + // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild() + // to always be called (inconsistent with BeginListBox()/EndListBox()). + + // Using the generic BeginListBox() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selected data as an index. + + static bool item_highlight = false; + int item_highlighted_idx = -1; // Here we store our highlighted data as an index. + ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight); + + if (ImGui::BeginListBox("listbox 1")) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + if (item_highlight && ImGui::IsItemHovered()) + item_highlighted_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes."); + + // Custom size: use all width, 5 items tall + ImGui::Text("Full-width:"); + if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + bool is_selected = (item_selected_idx == n); + ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0; + if (ImGui::Selectable(items[n], is_selected, flags)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Selectables")) + { + // Selectable() has 2 overloads: + // - The one taking "bool selected" as a read-only selection information. + // When Selectable() has been clicked it returns true and you can alter selection state accordingly. + // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) + // The earlier is more flexible, as in real application your selection may be stored in many different ways + // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). + IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); + if (ImGui::TreeNode("Basic")) + { + static bool selection[5] = { false, true, false, false }; + ImGui::Selectable("1. I am selectable", &selection[0]); + ImGui::Selectable("2. I am selectable", &selection[1]); + ImGui::Selectable("3. I am selectable", &selection[2]); + if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick)) + if (ImGui::IsMouseDoubleClicked(0)) + selection[3] = !selection[3]; + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line"); + if (ImGui::TreeNode("Rendering more items on the same line")) + { + // (1) Using SetNextItemAllowOverlap() + // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. + static bool selected[3] = { false, false, false }; + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables"); + if (ImGui::TreeNode("In Tables")) + { + static bool selected[10] = {}; + + if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap + } + ImGui::EndTable(); + } + ImGui::Spacing(); + if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns); + ImGui::TableNextColumn(); + ImGui::Text("Some other contents"); + ImGui::TableNextColumn(); + ImGui::Text("123456"); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); + if (ImGui::TreeNode("Grid")) + { + static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; + + // Add in a bit of silly fun... + const float time = (float)ImGui::GetTime(); + const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected... + if (winning_state) + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); + + for (int y = 0; y < 4; y++) + for (int x = 0; x < 4; x++) + { + if (x > 0) + ImGui::SameLine(); + ImGui::PushID(y * 4 + x); + if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) + { + // Toggle clicked cell + toggle neighbors + selected[y][x] ^= 1; + if (x > 0) { selected[y][x - 1] ^= 1; } + if (x < 3) { selected[y][x + 1] ^= 1; } + if (y > 0) { selected[y - 1][x] ^= 1; } + if (y < 3) { selected[y + 1][x] ^= 1; } + } + ImGui::PopID(); + } + + if (winning_state) + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); + if (ImGui::TreeNode("Alignment")) + { + HelpMarker( + "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " + "basis using PushStyleVar(). You'll probably want to always keep your default situation to " + "left-align otherwise it becomes difficult to layout multiple items on a same line"); + static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; + for (int y = 0; y < 3; y++) + { + for (int x = 0; x < 3; x++) + { + ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); + char name[32]; + sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); + if (x > 0) ImGui::SameLine(); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); + ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); + ImGui::PopStyleVar(); + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + ShowDemoWindowMultiSelect(demo_data); + + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Text Input"); + if (ImGui::TreeNode("Text Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); + if (ImGui::TreeNode("Multi-line Text Input")) + { + // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize + // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. + static char text[1024 * 16] = + "/*\n" + " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" + " the hexadecimal encoding of one offending instruction,\n" + " more formally, the invalid operand with locked CMPXCHG8B\n" + " instruction bug, is a design flaw in the majority of\n" + " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" + " processors (all in the P5 microarchitecture).\n" + "*/\n\n" + "label:\n" + "\tlock cmpxchg8b eax\n"; + + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets."); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); + if (ImGui::TreeNode("Filtered Text Input")) + { + struct TextFilters + { + // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback) + static int FilterCasingSwap(ImGuiInputTextCallbackData* data) + { + if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase + else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase + return 0; + } + + // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out) + static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) + { + if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) + return 0; + return 1; + } + }; + + static char buf1[32] = ""; ImGui::InputText("default", buf1, 32); + static char buf2[32] = ""; ImGui::InputText("decimal", buf2, 32, ImGuiInputTextFlags_CharsDecimal); + static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, 32, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, 32, ImGuiInputTextFlags_CharsUppercase); + static char buf5[32] = ""; ImGui::InputText("no blank", buf5, 32, ImGuiInputTextFlags_CharsNoBlank); + static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters. + static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters. + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Password input"); + if (ImGui::TreeNode("Password Input")) + { + static char password[64] = "password123"; + ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks"); + if (ImGui::TreeNode("Completion, History, Edit Callbacks")) + { + struct Funcs + { + static int MyCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) + { + data->InsertChars(data->CursorPos, ".."); + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) + { + if (data->EventKey == ImGuiKey_UpArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Up!"); + data->SelectAll(); + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Down!"); + data->SelectAll(); + } + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) + { + // Toggle casing of first character + char c = data->Buf[0]; + if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32; + data->BufDirty = true; + + // Increment a counter + int* p_int = (int*)data->UserData; + *p_int = *p_int + 1; + } + return 0; + } + }; + static char buf1[64]; + ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we append \"..\" each time Tab is pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf2[64]; + ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we replace and select text each time Up/Down are pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf3[64]; + static int edit_count = 0; + ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); + ImGui::SameLine(); HelpMarker( + "Here we toggle the casing of the first character on every edit + count edits."); + ImGui::SameLine(); ImGui::Text("(%d)", edit_count); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); + if (ImGui::TreeNode("Resize Callback")) + { + // To wire InputText() with std::string or any other custom string type, + // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper + // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. + HelpMarker( + "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" + "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); + struct Funcs + { + static int MyResizeCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + ImVector* my_str = (ImVector*)data->UserData; + IM_ASSERT(my_str->begin() == data->Buf); + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + data->Buf = my_str->begin(); + } + return 0; + } + + // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. + // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) + { + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + } + }; + + // For this demo we are using ImVector as a string container. + // Note that because we need to store a terminating zero character, our size/capacity are 1 more + // than usually reported by a typical string class. + static ImVector my_str; + if (my_str.empty()) + my_str.push_back(0); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Eliding, Alignment"); + if (ImGui::TreeNode("Eliding, Alignment")) + { + static char buf1[128] = "/path/to/some/folder/with/long/filename.cpp"; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_ElideLeft; + ImGui::CheckboxFlags("ImGuiInputTextFlags_ElideLeft", &flags, ImGuiInputTextFlags_ElideLeft); + ImGui::InputText("Path", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous"); + if (ImGui::TreeNode("Miscellaneous")) + { + static char buf1[16]; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll; + ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo); + ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + // Tabs + IMGUI_DEMO_MARKER("Widgets/Tabs"); + if (ImGui::TreeNode("Tabs")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + if (ImGui::BeginTabItem("Avocado")) + { + ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Broccoli")) + { + ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Cucumber")) + { + ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); + if (ImGui::TreeNode("Advanced & Close Button")) + { + // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; + ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", &tab_bar_flags, ImGuiTabBarFlags_DrawSelectedOverline); + if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + // Tab Bar + ImGui::AlignTextToFramePadding(); + ImGui::Text("Opened:"); + const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; + static bool opened[4] = { true, true, true, true }; // Persistent user state + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + { + ImGui::SameLine(); + ImGui::Checkbox(names[n], &opened[n]); + } + + // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): + // the underlying bool will be set to false when the tab is closed. + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", names[n]); + if (n & 1) + ImGui::Text("I am an odd tab."); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); + if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) + { + static ImVector active_tabs; + static int next_tab_id = 0; + if (next_tab_id == 0) // Initialize with some default tabs + for (int i = 0; i < 3; i++) + active_tabs.push_back(next_tab_id++); + + // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. + // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... + // but they tend to make more sense together) + static bool show_leading_button = true; + static bool show_trailing_button = true; + ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); + ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); + + // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown; + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + // Demo a Leading TabItemButton(): click the "?" button to open a menu + if (show_leading_button) + if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) + ImGui::OpenPopup("MyHelpMenu"); + if (ImGui::BeginPopup("MyHelpMenu")) + { + ImGui::Selectable("Hello!"); + ImGui::EndPopup(); + } + + // Demo Trailing Tabs: click the "+" button to add a new tab. + // (In your app you may want to use a font icon instead of the "+") + // We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end. + if (show_trailing_button) + if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) + active_tabs.push_back(next_tab_id++); // Add new tab + + // Submit our regular tabs + for (int n = 0; n < active_tabs.Size; ) + { + bool open = true; + char name[16]; + snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); + if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", name); + ImGui::EndTabItem(); + } + + if (!open) + active_tabs.erase(active_tabs.Data + n); + else + n++; + } + + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Plot/Graph widgets are not very good. + // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot + // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) + IMGUI_DEMO_MARKER("Widgets/Plotting"); + if (ImGui::TreeNode("Plotting")) + { + static bool animate = true; + ImGui::Checkbox("Animate", &animate); + + // Plot as lines and plot as histogram + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); + //ImGui::SameLine(); HelpMarker("Consider using ImPlot instead!"); + + // Fill an array of contiguous float values to plot + // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float + // and the sizeof() of your structure in the "stride" parameter. + static float values[90] = {}; + static int values_offset = 0; + static double refresh_time = 0.0; + if (!animate || refresh_time == 0.0) + refresh_time = ImGui::GetTime(); + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo + { + static float phase = 0.0f; + values[values_offset] = cosf(phase); + values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); + phase += 0.10f * values_offset; + refresh_time += 1.0f / 60.0f; + } + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + average /= (float)IM_ARRAYSIZE(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); + } + + // Use functions to generate output + // FIXME: This is actually VERY awkward because current plot API only pass in indices. + // We probably want an API passing floats and user provide sample rate/count. + struct Funcs + { + static float Sin(void*, int i) { return sinf(i * 0.1f); } + static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + }; + static int func_type = 0, display_count = 70; + ImGui::SeparatorText("Functions"); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + ImGui::SameLine(); + ImGui::SliderInt("Sample count", &display_count, 1, 400); + float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; + ImGui::PlotLines("Lines##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::Separator(); + + ImGui::Text("Need better plotting and graphing? Consider using ImPlot:"); + ImGui::TextLinkOpenURL("https://github.com/epezent/implot"); + ImGui::Separator(); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Progress Bars"); + if (ImGui::TreeNode("Progress Bars")) + { + // Animate a simple progress bar + static float progress = 0.0f, progress_dir = 1.0f; + progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; + if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } + if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } + + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Progress Bar"); + + float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); + char buf[32]; + sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); + + // Pass an animated negative value, e.g. -1.0f * (float)ImGui::GetTime() is the recommended value. + // Adjust the factor if you want to adjust the animation speed. + ImGui::ProgressBar(-1.0f * (float)ImGui::GetTime(), ImVec2(0.0f, 0.0f), "Searching.."); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Indeterminate"); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Color"); + if (ImGui::TreeNode("Color/Picker Widgets")) + { + static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); + + static bool alpha_preview = true; + static bool alpha_half_preview = false; + static bool drag_and_drop = true; + static bool options_menu = true; + static bool hdr = false; + ImGui::SeparatorText("Options"); + ImGui::Checkbox("With Alpha Preview", &alpha_preview); + ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); + ImGui::Checkbox("With Drag and Drop", &drag_and_drop); + ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); + ImGui::SeparatorText("Inline color editor"); + ImGui::Text("Color widget:"); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "CTRL+click on individual component to input value.\n"); + ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); + ImGui::Text("Color widget HSV with Alpha:"); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); + ImGui::Text("Color widget with Float Display:"); + ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)"); + ImGui::Text("Color button with Picker:"); + ImGui::SameLine(); HelpMarker( + "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" + "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " + "be used for the tooltip and picker popup."); + ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)"); + ImGui::Text("Color button with Custom Picker Popup:"); + + // Generate a default palette. The palette will persist and can be edited. + static bool saved_palette_init = true; + static ImVec4 saved_palette[32] = {}; + if (saved_palette_init) + { + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, + saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); + saved_palette[n].w = 1.0f; // Alpha + } + saved_palette_init = false; + } + + static ImVec4 backup_color; + bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); + open_popup |= ImGui::Button("Palette"); + if (open_popup) + { + ImGui::OpenPopup("mypicker"); + backup_color = color; + } + if (ImGui::BeginPopup("mypicker")) + { + ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); + ImGui::Separator(); + ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + ImGui::Text("Current"); + ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); + ImGui::Text("Previous"); + if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) + color = backup_color; + ImGui::Separator(); + ImGui::Text("Palette"); + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::PushID(n); + if ((n % 8) != 0) + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); + + ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; + if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) + color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! + + // Allow user to drop colors into each palette entry. Note that ColorButton() is already a + // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); + ImGui::EndDragDropTarget(); + } + + ImGui::PopID(); + } + ImGui::EndGroup(); + ImGui::EndPopup(); + } + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)"); + ImGui::Text("Color button only:"); + static bool no_border = false; + ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); + ImGui::SeparatorText("Color picker"); + static bool alpha = true; + static bool alpha_bar = true; + static bool side_preview = true; + static bool ref_color = false; + static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); + static int display_mode = 0; + static int picker_mode = 0; + ImGui::Checkbox("With Alpha", &alpha); + ImGui::Checkbox("With Alpha Bar", &alpha_bar); + ImGui::Checkbox("With Side Preview", &side_preview); + if (side_preview) + { + ImGui::SameLine(); + ImGui::Checkbox("With Ref Color", &ref_color); + if (ref_color) + { + ImGui::SameLine(); + ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); + } + } + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); + ImGui::SameLine(); HelpMarker( + "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " + "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex " + "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); + ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode."); + ImGuiColorEditFlags flags = misc_flags; + if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() + if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; + if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; + if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; + if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays + if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode + if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; + if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; + ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); + + ImGui::Text("Set defaults in code:"); + ImGui::SameLine(); HelpMarker( + "SetColorEditOptions() is designed to allow you to set boot-time default.\n" + "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," + "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" + "encouraging you to persistently save values that aren't forward-compatible."); + if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); + if (ImGui::Button("Default: Float + HDR + Hue Wheel")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); + + // Always display a small version of both types of pickers + // (that's in order to make it more visible in the demo to people who are skimming quickly through it) + ImGui::Text("Both types:"); + float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f; + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + ImGui::SameLine(); + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) + static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! + ImGui::Spacing(); + ImGui::Text("HSV encoded colors"); + ImGui::SameLine(); HelpMarker( + "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" + "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" + "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); + ImGui::Text("Color widget with InputHSV:"); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); + if (ImGui::TreeNode("Drag/Slider Flags")) + { + // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! + static ImGuiSliderFlags flags = ImGuiSliderFlags_None; + ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput); + ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds."); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange); + ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp."); + ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); + ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); + ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoSpeedTweaks", &flags, ImGuiSliderFlags_NoSpeedTweaks); + ImGui::SameLine(); HelpMarker("Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic."); + ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround); + ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)"); + + // Drags + static float drag_f = 0.5f; + static int drag_i = 50; + ImGui::Text("Underlying float value: %f", drag_f); + ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); + //ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags); // To test ClampZeroRange + //ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags); + ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + + // Sliders + static float slider_f = 0.5f; + static int slider_i = 50; + const ImGuiSliderFlags flags_for_sliders = flags & ~ImGuiSliderFlags_WrapAround; + ImGui::Text("Underlying float value: %f", slider_f); + ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders); + ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Range Widgets"); + if (ImGui::TreeNode("Range Widgets")) + { + static float begin = 10, end = 90; + static int begin_i = 100, end_i = 1000; + ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); + ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Data Types"); + if (ImGui::TreeNode("Data Types")) + { + // DragScalar/InputScalar/SliderScalar functions allow various data types + // - signed/unsigned + // - 8/16/32/64-bits + // - integer/float/double + // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum + // to pass the type, and passing all arguments by pointer. + // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type. + // In practice, if you frequently use a given type that is not covered by the normal API entry points, + // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, + // and then pass their address to the generic function. For example: + // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") + // { + // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); + // } + + // Setup limits (as helper variables so we can take their address, as explained above) + // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. + #ifndef LLONG_MIN + ImS64 LLONG_MIN = -9223372036854775807LL - 1; + ImS64 LLONG_MAX = 9223372036854775807LL; + ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); + #endif + const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; + const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; + const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; + const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; + const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; + const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; + const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; + const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; + const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; + const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; + + // State + static char s8_v = 127; + static ImU8 u8_v = 255; + static short s16_v = 32767; + static ImU16 u16_v = 65535; + static ImS32 s32_v = -1; + static ImU32 u32_v = (ImU32)-1; + static ImS64 s64_v = -1; + static ImU64 u64_v = (ImU64)-1; + static float f32_v = 0.123f; + static double f64_v = 90000.01234567890123456789; + + const float drag_speed = 0.2f; + static bool drag_clamp = false; + IMGUI_DEMO_MARKER("Widgets/Data Types/Drags"); + ImGui::SeparatorText("Drags"); + ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); + ImGui::SameLine(); HelpMarker( + "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n" + "You can override the clamping limits by using CTRL+Click to input a value."); + ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); + ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X"); + ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); + ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); + ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); + ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic); + ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams"); + ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders"); + ImGui::SeparatorText("Sliders"); + ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); + ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); + ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); + ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); + ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); + ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); + ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); + ImGui::SliderScalar("slider s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X"); + ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); + ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); + ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" PRId64); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" PRId64); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); + ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); + ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); + ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); + + ImGui::SeparatorText("Sliders (reverse)"); + ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); + ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); + ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); + ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); + ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" PRId64); + ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms"); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs"); + static bool inputs_step = true; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None; + ImGui::SeparatorText("Inputs"); + ImGui::Checkbox("Show step buttons", &inputs_step); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", &flags, ImGuiInputTextFlags_ParseEmptyRefVal); + ImGui::CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", &flags, ImGuiInputTextFlags_DisplayEmptyRefVal); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X", flags); + ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", flags); + ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL, NULL, NULL, flags); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); + if (ImGui::TreeNode("Multi-component Widgets")) + { + static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + static int vec4i[4] = { 1, 5, 100, 255 }; + + ImGui::SeparatorText("2-wide"); + ImGui::InputFloat2("input float2", vec4f); + ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); + ImGui::InputInt2("input int2", vec4i); + ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); + ImGui::SliderInt2("slider int2", vec4i, 0, 255); + + ImGui::SeparatorText("3-wide"); + ImGui::InputFloat3("input float3", vec4f); + ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); + ImGui::InputInt3("input int3", vec4i); + ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); + ImGui::SliderInt3("slider int3", vec4i, 0, 255); + + ImGui::SeparatorText("4-wide"); + ImGui::InputFloat4("input float4", vec4f); + ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); + ImGui::InputInt4("input int4", vec4i); + ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); + ImGui::SliderInt4("slider int4", vec4i, 0, 255); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); + if (ImGui::TreeNode("Vertical Sliders")) + { + const float spacing = 4; + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); + + static int int_value = 0; + ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5); + ImGui::SameLine(); + + static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; + ImGui::PushID("set1"); + for (int i = 0; i < 7; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); + ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values[i]); + ImGui::PopStyleColor(4); + ImGui::PopID(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set2"); + static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; + const int rows = 3; + const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); + for (int nx = 0; nx < 4; nx++) + { + if (nx > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + for (int ny = 0; ny < rows; ny++) + { + ImGui::PushID(nx * rows + ny); + ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values2[nx]); + ImGui::PopID(); + } + ImGui::EndGroup(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set3"); + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); + ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); + ImGui::PopStyleVar(); + ImGui::PopID(); + } + ImGui::PopID(); + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop"); + if (ImGui::TreeNode("Drag and Drop")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets"); + if (ImGui::TreeNode("Drag and drop in standard widgets")) + { + // ColorEdit widgets automatically act as drag source and drag target. + // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F + // to allow your own widgets to use colors in their drag and drop interaction. + // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. + HelpMarker("You can drag from the color squares."); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::ColorEdit4("color 2", col2); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items"); + if (ImGui::TreeNode("Drag and drop to copy/swap items")) + { + enum Mode + { + Mode_Copy, + Mode_Move, + Mode_Swap + }; + static int mode = 0; + if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); + if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); + if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } + static const char* names[9] = + { + "Bobby", "Beatrice", "Betty", + "Brianna", "Barry", "Bernard", + "Bibi", "Blaine", "Bryn" + }; + for (int n = 0; n < IM_ARRAYSIZE(names); n++) + { + ImGui::PushID(n); + if ((n % 3) != 0) + ImGui::SameLine(); + ImGui::Button(names[n], ImVec2(60, 60)); + + // Our buttons are both drag sources and drag targets here! + if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) + { + // Set payload to carry the index of our item (could be anything) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); + + // Display preview (could be anything, e.g. when dragging an image we could decide to display + // the filename and a small preview of the image, etc.) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } + if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } + if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } + ImGui::EndDragDropSource(); + } + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) + { + IM_ASSERT(payload->DataSize == sizeof(int)); + int payload_n = *(const int*)payload->Data; + if (mode == Mode_Copy) + { + names[n] = names[payload_n]; + } + if (mode == Mode_Move) + { + names[n] = names[payload_n]; + names[payload_n] = ""; + } + if (mode == Mode_Swap) + { + const char* tmp = names[n]; + names[n] = names[payload_n]; + names[payload_n] = tmp; + } + } + ImGui::EndDragDropTarget(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); + if (ImGui::TreeNode("Drag to reorder items (simple)")) + { + // FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice. + // This code was always slightly faulty but in a way which was not easily noticeable. + // Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue. + ImGui::PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); + + // Simple reordering + HelpMarker( + "We don't use the drag and drop api at all here! " + "Instead we query when the item is held but not hovered, and order items accordingly."); + static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; + for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) + { + const char* item = item_names[n]; + ImGui::Selectable(item); + + if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) + { + int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); + if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) + { + item_names[n] = item_names[n_next]; + item_names[n_next] = item; + ImGui::ResetMouseDragDelta(); + } + } + } + + ImGui::PopItemFlag(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location"); + if (ImGui::TreeNode("Tooltip at target location")) + { + for (int n = 0; n < 2; n++) + { + // Drop targets + ImGui::Button(n ? "drop here##1" : "drop here##0"); + if (ImGui::BeginDragDropTarget()) + { + ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip; + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags)) + { + IM_UNUSED(payload); + ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed); + ImGui::SetTooltip("Cannot drop here!"); + } + ImGui::EndDragDropTarget(); + } + + // Drop source + static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f }; + if (n == 0) + ImGui::ColorButton("drag me", col4); + + } + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); + if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) + { + // Select an item type + const char* item_names[] = + { + "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", + "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" + }; + static int item_type = 4; + static bool item_disabled = false; + ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); + ImGui::SameLine(); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); + ImGui::Checkbox("Item Disabled", &item_disabled); + + // Submit selected items so we can query their status in the code following it. + bool ret = false; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; + if (item_disabled) + ImGui::BeginDisabled(true); + if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction + if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button + if (item_type == 2) { ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); ret = ImGui::Button("ITEM: Button"); ImGui::PopItemFlag(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window) + if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item + if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } + if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + + bool hovered_delay_none = ImGui::IsItemHovered(); + bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary); + bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort); + bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal); + bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary + + // Display the values of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code. + ImGui::BulletText( + "Return value = %d\n" + "IsItemFocused() = %d\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n" + "IsItemHovered(_AllowWhenDisabled) = %d\n" + "IsItemHovered(_RectOnly) = %d\n" + "IsItemActive() = %d\n" + "IsItemEdited() = %d\n" + "IsItemActivated() = %d\n" + "IsItemDeactivated() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" + "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" + "GetItemRectMin() = (%.1f, %.1f)\n" + "GetItemRectMax() = (%.1f, %.1f)\n" + "GetItemRectSize() = (%.1f, %.1f)", + ret, + ImGui::IsItemFocused(), + ImGui::IsItemHovered(), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), + ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), + ImGui::IsItemActive(), + ImGui::IsItemEdited(), + ImGui::IsItemActivated(), + ImGui::IsItemDeactivated(), + ImGui::IsItemDeactivatedAfterEdit(), + ImGui::IsItemVisible(), + ImGui::IsItemClicked(), + ImGui::IsItemToggledOpen(), + ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, + ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, + ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y + ); + ImGui::BulletText( + "with Hovering Delay or Stationary test:\n" + "IsItemHovered() = = %d\n" + "IsItemHovered(_Stationary) = %d\n" + "IsItemHovered(_DelayShort) = %d\n" + "IsItemHovered(_DelayNormal) = %d\n" + "IsItemHovered(_Tooltip) = %d", + hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip); + + if (item_disabled) + ImGui::EndDisabled(); + + char buf[1] = ""; + ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly); + ImGui::SameLine(); + HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); + if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) + { + static bool embed_all_inside_a_child_window = false; + ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); + if (embed_all_inside_a_child_window) + ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Borders); + + // Testing IsWindowFocused() function with its various flags. + ImGui::BulletText( + "IsWindowFocused() = %d\n" + "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_AnyWindow) = %d\n", + ImGui::IsWindowFocused(), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); + + // Testing IsWindowHovered() function with its various flags. + ImGui::BulletText( + "IsWindowHovered() = %d\n" + "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AnyWindow) = %d\n" + "IsWindowHovered(_Stationary) = %d\n", + ImGui::IsWindowHovered(), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary)); + + ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Borders); + ImGui::Text("This is another child window for testing the _ChildWindows flag."); + ImGui::EndChild(); + if (embed_all_inside_a_child_window) + ImGui::EndChild(); + + // Calling IsItemHovered() after begin returns the hovered status of the title bar. + // This is useful in particular if you want to create a context menu associated to the title bar of a window. + // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). + static bool test_window = false; + ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); + if (test_window) + { + // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. + // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? + ImGui::Begin("Title bar Hovered/Active tests", &test_window); + if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() + { + if (ImGui::MenuItem("Close")) { test_window = false; } + ImGui::EndPopup(); + } + ImGui::Text( + "IsItemHovered() after begin = %d (== is title bar hovered)\n" + "IsItemActive() after begin = %d (== is window being clicked/moved)\n", + ImGui::IsItemHovered(), ImGui::IsItemActive()); + ImGui::End(); + } + + ImGui::TreePop(); + } + + // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd: + // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space) + if (disable_all) + ImGui::EndDisabled(); + + IMGUI_DEMO_MARKER("Widgets/Disable Block"); + if (ImGui::TreeNode("Disable block")) + { + ImGui::Checkbox("Disable entire section above", &disable_all); + ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Filter"); + if (ImGui::TreeNode("Text Filter")) + { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. + HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings."); + static ImGuiTextFilter filter; + ImGui::Text("Filter usage:\n" + " \"\" display all lines\n" + " \"xxx\" display lines containing \"xxx\"\n" + " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" + " \"-xxx\" hide lines containing \"xxx\""); + filter.Draw(); + const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; + for (int i = 0; i < IM_ARRAYSIZE(lines); i++) + if (filter.PassFilter(lines[i])) + ImGui::BulletText("%s", lines[i]); + ImGui::TreePop(); + } +} + +static const char* ExampleNames[] = +{ + "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper", + "Bitter Gourd", "Bok Choy", "Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage", "Calabash", "Capers", "Carrot", "Cassava", + "Cauliflower", "Celery", "Celery Root", "Celcuce", "Chayote", "Chinese Broccoli", "Corn", "Cucumber" +}; + +// Extra functions to add deletion support to ImGuiSelectionBasicStorage +struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage +{ + // Find which item should be Focused after deletion. + // Call _before_ item submission. Retunr an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it. + // The subsequent ApplyDeletionPostLoop() code will use it to apply Selection. + // - We cannot provide this logic in core Dear ImGui because we don't have access to selection data. + // - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility. + // - Important: Deletion only works if the underlying ImGuiID for your items are stable: aka not depend on their index, but on e.g. item id/ptr. + // FIXME-MULTISELECT: Doesn't take account of the possibility focus target will be moved during deletion. Need refocus or scroll offset. + int ApplyDeletionPreLoop(ImGuiMultiSelectIO* ms_io, int items_count) + { + if (Size == 0) + return -1; + + // If focused item is not selected... + const int focused_idx = (int)ms_io->NavIdItem; // Index of currently focused item + if (ms_io->NavIdSelected == false) // This is merely a shortcut, == Contains(adapter->IndexToStorage(items, focused_idx)) + { + ms_io->RangeSrcReset = true; // Request to recover RangeSrc from NavId next frame. Would be ok to reset even when NavIdSelected==true, but it would take an extra frame to recover RangeSrc when deleting a selected item. + return focused_idx; // Request to focus same item after deletion. + } + + // If focused item is selected: land on first unselected item after focused item. + for (int idx = focused_idx + 1; idx < items_count; idx++) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + // If focused item is selected: otherwise return last unselected item before focused item. + for (int idx = IM_MIN(focused_idx, items_count) - 1; idx >= 0; idx--) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + return -1; + } + + // Rewrite item list (delete items) + update selection. + // - Call after EndMultiSelect() + // - We cannot provide this logic in core Dear ImGui because we don't have access to your items, nor to selection data. + template + void ApplyDeletionPostLoop(ImGuiMultiSelectIO* ms_io, ImVector& items, int item_curr_idx_to_select) + { + // Rewrite item list (delete items) + convert old selection index (before deletion) to new selection index (after selection). + // If NavId was not part of selection, we will stay on same item. + ImVector new_items; + new_items.reserve(items.Size - Size); + int item_next_idx_to_select = -1; + for (int idx = 0; idx < items.Size; idx++) + { + if (!Contains(GetStorageIdFromIndex(idx))) + new_items.push_back(items[idx]); + if (item_curr_idx_to_select == idx) + item_next_idx_to_select = new_items.Size - 1; + } + items.swap(new_items); + + // Update selection + Clear(); + if (item_next_idx_to_select != -1 && ms_io->NavIdSelected) + SetItemSelected(GetStorageIdFromIndex(item_next_idx_to_select), true); + } +}; + +// Example: Implement dual list box storage and interface +struct ExampleDualListBox +{ + ImVector Items[2]; // ID is index into ExampleName[] + ImGuiSelectionBasicStorage Selections[2]; // Store ExampleItemId into selection + bool OptKeepSorted = true; + + void MoveAll(int src, int dst) + { + IM_ASSERT((src == 0 && dst == 1) || (src == 1 && dst == 0)); + for (ImGuiID item_id : Items[src]) + Items[dst].push_back(item_id); + Items[src].clear(); + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void MoveSelected(int src, int dst) + { + for (int src_n = 0; src_n < Items[src].Size; src_n++) + { + ImGuiID item_id = Items[src][src_n]; + if (!Selections[src].Contains(item_id)) + continue; + Items[src].erase(&Items[src][src_n]); // FIXME-OPT: Could be implemented more optimally (rebuild src items and swap) + Items[dst].push_back(item_id); + src_n--; + } + if (OptKeepSorted) + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, int side) + { + // In this example we store item id in selection (instead of item index) + Selections[side].UserData = Items[side].Data; + Selections[side].AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImGuiID* items = (ImGuiID*)self->UserData; return items[idx]; }; + Selections[side].ApplyRequests(ms_io); + } + static int IMGUI_CDECL CompareItemsByValue(const void* lhs, const void* rhs) + { + const int* a = (const int*)lhs; + const int* b = (const int*)rhs; + return (*a - *b) > 0 ? +1 : -1; + } + void SortItems(int n) + { + qsort(Items[n].Data, (size_t)Items[n].Size, sizeof(Items[n][0]), CompareItemsByValue); + } + void Show() + { + //ImGui::Checkbox("Sorted", &OptKeepSorted); + if (ImGui::BeginTable("split", 3, ImGuiTableFlags_None)) + { + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Left side + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); // Buttons + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Right side + ImGui::TableNextRow(); + + int request_move_selected = -1; + int request_move_all = -1; + float child_height_0 = 0.0f; + for (int side = 0; side < 2; side++) + { + // FIXME-MULTISELECT: Dual List Box: Add context menus + // FIXME-NAV: Using ImGuiWindowFlags_NavFlattened exhibit many issues. + ImVector& items = Items[side]; + ImGuiSelectionBasicStorage& selection = Selections[side]; + + ImGui::TableSetColumnIndex((side == 0) ? 0 : 2); + ImGui::Text("%s (%d)", (side == 0) ? "Available" : "Basket", items.Size); + + // Submit scrolling range to avoid glitches on moving/deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + bool child_visible; + if (side == 0) + { + // Left child is resizable + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetFrameHeightWithSpacing() * 4), ImVec2(FLT_MAX, FLT_MAX)); + child_visible = ImGui::BeginChild("0", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY); + child_height_0 = ImGui::GetWindowSize().y; + } + else + { + // Right child use same height as left one + child_visible = ImGui::BeginChild("1", ImVec2(-FLT_MIN, child_height_0), ImGuiChildFlags_FrameStyle); + } + if (child_visible) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_None; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + ApplySelectionRequests(ms_io, side); + + for (int item_n = 0; item_n < items.Size; item_n++) + { + ImGuiID item_id = items[item_n]; + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(item_n); + ImGui::Selectable(ExampleNames[item_id], item_is_selected, ImGuiSelectableFlags_AllowDoubleClick); + if (ImGui::IsItemFocused()) + { + // FIXME-MULTISELECT: Dual List Box: Transfer focus + if (ImGui::IsKeyPressed(ImGuiKey_Enter) || ImGui::IsKeyPressed(ImGuiKey_KeypadEnter)) + request_move_selected = side; + if (ImGui::IsMouseDoubleClicked(0)) // FIXME-MULTISELECT: Double-click on multi-selection? + request_move_selected = side; + } + } + + ms_io = ImGui::EndMultiSelect(); + ApplySelectionRequests(ms_io, side); + } + ImGui::EndChild(); + } + + // Buttons columns + ImGui::TableSetColumnIndex(1); + ImGui::NewLine(); + //ImVec2 button_sz = { ImGui::CalcTextSize(">>").x + ImGui::GetStyle().FramePadding.x * 2.0f, ImGui::GetFrameHeight() + padding.y * 2.0f }; + ImVec2 button_sz = { ImGui::GetFrameHeight(), ImGui::GetFrameHeight() }; + + // (Using BeginDisabled()/EndDisabled() works but feels distracting given how it is currently visualized) + if (ImGui::Button(">>", button_sz)) + request_move_all = 0; + if (ImGui::Button(">", button_sz)) + request_move_selected = 0; + if (ImGui::Button("<", button_sz)) + request_move_selected = 1; + if (ImGui::Button("<<", button_sz)) + request_move_all = 1; + + // Process requests + if (request_move_all != -1) + MoveAll(request_move_all, request_move_all ^ 1); + if (request_move_selected != -1) + MoveSelected(request_move_selected, request_move_selected ^ 1); + + // FIXME-MULTISELECT: Support action from outside + /* + if (OptKeepSorted == false) + { + ImGui::NewLine(); + if (ImGui::ArrowButton("MoveUp", ImGuiDir_Up)) {} + if (ImGui::ArrowButton("MoveDown", ImGuiDir_Down)) {} + } + */ + + ImGui::EndTable(); + } + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowMultiSelect() +//----------------------------------------------------------------------------- +// Multi-selection demos +// Also read: https://github.com/ocornut/imgui/wiki/Multi-Select +//----------------------------------------------------------------------------- + +static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select"); + if (ImGui::TreeNode("Selection State & Multi-Select")) + { + HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data."); + + // Without any fancy API: manage single-selection yourself. + IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select"); + if (ImGui::TreeNode("Single-Select")) + { + static int selected = -1; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selected == n)) + selected = n; + } + ImGui::TreePop(); + } + + // Demonstrate implementation a most-basic form of multi-selection manually + // This doesn't support the SHIFT modifier which requires BeginMultiSelect()! + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)"); + if (ImGui::TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)")) + { + HelpMarker("Hold CTRL and click to select multiple items."); + static bool selection[5] = { false, false, false, false, false }; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selection[n])) + { + if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held + memset(selection, 0, sizeof(selection)); + selection[n] ^= 1; // Toggle current item + } + } + ImGui::TreePop(); + } + + // Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API. + // SHIFT+Click w/ CTRL and other standard features are supported. + // We use the ImGuiSelectionBasicStorage helper which you may freely reimplement. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select"); + if (ImGui::TreeNode("Multi-Select")) + { + ImGui::Text("Supported features:"); + ImGui::BulletText("Keyboard navigation (arrows, page up/down, home/end, space)."); + ImGui::BulletText("Ctrl modifier to preserve and toggle selection."); + ImGui::BulletText("Shift modifier for range selection."); + ImGui::BulletText("CTRL+A to select all."); + ImGui::BulletText("Escape to clear selection."); + ImGui::BulletText("Click and drag to box-select."); + ImGui::Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen."); + + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int ITEMS_COUNT = 50; + static ImGuiSelectionBasicStorage selection; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + + // The BeginChild() has no purpose for selection logic, other that offering a scrolling region. + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with clipper)"); + if (ImGui::TreeNode("Multi-Select (with clipper)")) + { + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImGuiSelectionBasicStorage selection; + + ImGui::Text("Added features:"); + ImGui::BulletText("Using ImGuiListClipper."); + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate dynamic item list + deletion support using the BeginMultiSelect/EndMultiSelect API. + // In order to support Deletion without any glitches you need to: + // - (1) If items are submitted in their own scrolling area, submit contents size SetNextWindowContentSize() ahead of time to prevent one-frame readjustment of scrolling. + // - (2) Items needs to have persistent ID Stack identifier = ID needs to not depends on their index. PushID(index) = KO. PushID(item_id) = OK. This is in order to focus items reliably after a selection. + // - (3) BeginXXXX process + // - (4) Focus process + // - (5) EndXXXX process + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with deletion)"); + if (ImGui::TreeNode("Multi-Select (with deletion)")) + { + // Storing items data separately from selection data. + // (you may decide to store selection data inside your item (aka intrusive storage) if you don't need multiple views over same items) + // Use a custom selection.Adapter: store item identifier in Selection (instead of index) + static ImVector items; + static ExampleSelectionWithDeletion selection; + selection.UserData = (void*)&items; + selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImVector* p_items = (ImVector*)self->UserData; return (*p_items)[idx]; }; // Index -> ID + + ImGui::Text("Added features:"); + ImGui::BulletText("Dynamic list with Delete key support."); + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + // Initialize default list with 50 items + button to add/remove items. + static ImGuiID items_next_id = 0; + if (items_next_id == 0) + for (ImGuiID n = 0; n < 50; n++) + items.push_back(items_next_id++); + if (ImGui::SmallButton("Add 20 items")) { for (int n = 0; n < 20; n++) { items.push_back(items_next_id++); } } + ImGui::SameLine(); + if (ImGui::SmallButton("Remove 20 items")) { for (int n = IM_MIN(20, items.Size); n > 0; n--) { selection.SetItemSelected(items.back(), false); items.pop_back(); } } + + // (1) Extra to support deletion: Submit scrolling range to avoid glitches on deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0); + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + + for (int n = 0; n < items.Size; n++) + { + const ImGuiID item_id = items[n]; + char label[64]; + sprintf(label, "Object %05u: %s", item_id, ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]); + + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Implement a Dual List Box (#6648) + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (dual list box)"); + if (ImGui::TreeNode("Multi-Select (dual list box)")) + { + // Init default state + static ExampleDualListBox dlb; + if (dlb.Items[0].Size == 0 && dlb.Items[1].Size == 0) + for (int item_id = 0; item_id < IM_ARRAYSIZE(ExampleNames); item_id++) + dlb.Items[0].push_back((ImGuiID)item_id); + + // Show + dlb.Show(); + + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)"); + if (ImGui::TreeNode("Multi-Select (in a table)")) + { + static ImGuiSelectionBasicStorage selection; + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter)) + { + ImGui::TableSetupColumn("Object"); + ImGui::TableSetupColumn("Action"); + ImGui::TableSetupScrollFreeze(0, 1); + ImGui::TableHeadersRow(); + + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap); + ImGui::TableNextColumn(); + ImGui::SmallButton("hello"); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)"); + if (ImGui::TreeNode("Multi-Select (checkboxes)")) + { + ImGui::Text("In a list of checkboxes (not selectable):"); + ImGui::BulletText("Using _NoAutoSelect + _NoAutoClear flags."); + ImGui::BulletText("Shift+Click to check multiple boxes."); + ImGui::BulletText("Shift+Keyboard to copy current value to other boxes."); + + // If you have an array of checkboxes, you may want to use NoAutoSelect + NoAutoClear and the ImGuiSelectionExternalStorage helper. + static bool items[20] = {}; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_ClearOnEscape; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); // Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width. + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, -1, IM_ARRAYSIZE(items)); + ImGuiSelectionExternalStorage storage_wrapper; + storage_wrapper.UserData = (void*)items; + storage_wrapper.AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int n, bool selected) { bool* array = (bool*)self->UserData; array[n] = selected; }; + storage_wrapper.ApplyRequests(ms_io); + for (int n = 0; n < 20; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Checkbox(label, &items[n]); + } + ms_io = ImGui::EndMultiSelect(); + storage_wrapper.ApplyRequests(ms_io); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Demonstrate individual selection scopes in same window + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (multiple scopes)"); + if (ImGui::TreeNode("Multi-Select (multiple scopes)")) + { + // Use default select: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int SCOPES_COUNT = 3; + const int ITEMS_COUNT = 8; // Per scope + static ImGuiSelectionBasicStorage selections_data[SCOPES_COUNT]; + + // Use ImGuiMultiSelectFlags_ScopeRect to not affect other selections in same window. + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ScopeRect | ImGuiMultiSelectFlags_ClearOnEscape;// | ImGuiMultiSelectFlags_ClearOnClickVoid; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + + for (int selection_scope_n = 0; selection_scope_n < SCOPES_COUNT; selection_scope_n++) + { + ImGui::PushID(selection_scope_n); + ImGuiSelectionBasicStorage* selection = &selections_data[selection_scope_n]; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection->Size, ITEMS_COUNT); + selection->ApplyRequests(ms_io); + + ImGui::SeparatorText("Selection scope"); + ImGui::Text("Selection size: %d/%d", selection->Size, ITEMS_COUNT); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection->Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection->ApplyRequests(ms_io); + ImGui::PopID(); + } + ImGui::TreePop(); + } + + // See ShowExampleAppAssetsBrowser() + if (ImGui::TreeNode("Multi-Select (tiled assets browser)")) + { + ImGui::Checkbox("Assets Browser", &demo_data->ShowAppAssetsBrowser); + ImGui::Text("(also access from 'Examples->Assets Browser' in menu)"); + ImGui::TreePop(); + } + + // Demonstrate supporting multiple-selection in a tree. + // - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly! + // This showcase how SetNextItemSelectionUserData() never assume indices! + // - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request. + // We want this interpolation to match what the user sees: in visible order, skipping closed nodes. + // This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper. + // - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you + // are more likely to build an array mapping sequential indices to visible tree nodes, since your + // filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier. + // - Consider this a prototype: we are working toward simplifying some of it. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)"); + if (ImGui::TreeNode("Multi-Select (trees)")) + { + HelpMarker( + "This is rather advanced and experimental. If you are getting started with multi-select," + "please don't start by looking at how to use it for a tree!\n\n" + "Future versions will try to simplify and formalize some of this."); + + struct ExampleTreeFuncs + { + static void DrawNode(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + tree_node_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Enable pressing left to jump to parent + if (node->Childs.Size == 0) + tree_node_flags |= ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_Leaf; + if (selection->Contains((ImGuiID)node->UID)) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + + // Using SetNextItemStorageID() to specify storage id, so we can easily peek into + // the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions. + ImGui::SetNextItemSelectionUserData((ImGuiSelectionUserData)(intptr_t)node); + ImGui::SetNextItemStorageID((ImGuiID)node->UID); + if (ImGui::TreeNodeEx(node->Name, tree_node_flags)) + { + for (ExampleTreeNode* child : node->Childs) + DrawNode(child, selection); + ImGui::TreePop(); + } + else if (ImGui::IsItemToggledOpen()) + { + TreeCloseAndUnselectChildNodes(node, selection); + } + } + + static bool TreeNodeGetOpen(ExampleTreeNode* node) + { + return ImGui::GetStateStorage()->GetBool((ImGuiID)node->UID); + } + + static void TreeNodeSetOpen(ExampleTreeNode* node, bool open) + { + ImGui::GetStateStorage()->SetBool((ImGuiID)node->UID, open); + } + + // When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected. + // FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node + // features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc. + static int TreeCloseAndUnselectChildNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, int depth = 0) + { + // Recursive close (the test for depth == 0 is because we call this on a node that was just closed!) + int unselected_count = selection->Contains((ImGuiID)node->UID) ? 1 : 0; + if (depth == 0 || TreeNodeGetOpen(node)) + { + for (ExampleTreeNode* child : node->Childs) + unselected_count += TreeCloseAndUnselectChildNodes(child, selection, depth + 1); + TreeNodeSetOpen(node, false); + } + + // Select root node if any of its child was selected, otherwise unselect + selection->SetItemSelected((ImGuiID)node->UID, (depth == 0 && unselected_count > 0)); + return unselected_count; + } + + // Apply multi-selection requests + static void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, ExampleTreeNode* tree, ImGuiSelectionBasicStorage* selection) + { + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + if (req.Selected) + TreeSetAllInOpenNodes(tree, selection, req.Selected); + else + selection->Clear(); + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + ExampleTreeNode* first_node = (ExampleTreeNode*)(intptr_t)req.RangeFirstItem; + ExampleTreeNode* last_node = (ExampleTreeNode*)(intptr_t)req.RangeLastItem; + for (ExampleTreeNode* node = first_node; node != NULL; node = TreeGetNextNodeInVisibleOrder(node, last_node)) + selection->SetItemSelected((ImGuiID)node->UID, req.Selected); + } + } + } + + static void TreeSetAllInOpenNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, bool selected) + { + if (node->Parent != NULL) // Root node isn't visible nor selectable in our scheme + selection->SetItemSelected((ImGuiID)node->UID, selected); + if (node->Parent == NULL || TreeNodeGetOpen(node)) + for (ExampleTreeNode* child : node->Childs) + TreeSetAllInOpenNodes(child, selection, selected); + } + + // Interpolate in *user-visible order* AND only *over opened nodes*. + // If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler. + // Here the tricks are that: + // - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion. + // this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)' + // which would only be called when crossing from child to a parent, aka not too much. + // - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack, + // making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location. + static ExampleTreeNode* TreeGetNextNodeInVisibleOrder(ExampleTreeNode* curr_node, ExampleTreeNode* last_node) + { + // Reached last node + if (curr_node == last_node) + return NULL; + + // Recurse into childs. Query storage to tell if the node is open. + if (curr_node->Childs.Size > 0 && TreeNodeGetOpen(curr_node)) + return curr_node->Childs[0]; + + // Next sibling, then into our own parent + while (curr_node->Parent != NULL) + { + if (curr_node->IndexInParent + 1 < curr_node->Parent->Childs.Size) + return curr_node->Parent->Childs[curr_node->IndexInParent + 1]; + curr_node = curr_node->Parent; + } + return NULL; + } + + }; // ExampleTreeFuncs + + static ImGuiSelectionBasicStorage selection; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); // Create tree once + ImGui::Text("Selection size: %d", selection.Size); + + if (ImGui::BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ExampleTreeNode* tree = demo_data->DemoTree; + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, selection.Size, -1); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + for (ExampleTreeNode* node : tree->Childs) + ExampleTreeFuncs::DrawNode(node, &selection); + ms_io = ImGui::EndMultiSelect(); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Advanced demonstration of BeginMultiSelect() + // - Showcase clipping. + // - Showcase deletion. + // - Showcase basic drag and drop. + // - Showcase TreeNode variant (note that tree node don't expand in the demo: supporting expanding tree nodes + clipping a separate thing). + // - Showcase using inside a table. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (advanced)"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Multi-Select (advanced)")) + { + // Options + enum WidgetType { WidgetType_Selectable, WidgetType_TreeNode }; + static bool use_clipper = true; + static bool use_deletion = true; + static bool use_drag_drop = true; + static bool show_in_table = false; + static bool show_color_button = true; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + static WidgetType widget_type = WidgetType_Selectable; + + if (ImGui::TreeNode("Options")) + { + if (ImGui::RadioButton("Selectables", widget_type == WidgetType_Selectable)) { widget_type = WidgetType_Selectable; } + ImGui::SameLine(); + if (ImGui::RadioButton("Tree nodes", widget_type == WidgetType_TreeNode)) { widget_type = WidgetType_TreeNode; } + ImGui::SameLine(); + HelpMarker("TreeNode() is technically supported but... using this correctly is more complicated (you need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. We will work toward simplifying and demoing this.\n\nFor now the tree demo is actually a little bit meaningless because it is an empty tree with only root nodes."); + ImGui::Checkbox("Enable clipper", &use_clipper); + ImGui::Checkbox("Enable deletion", &use_deletion); + ImGui::Checkbox("Enable drag & drop", &use_drag_drop); + ImGui::Checkbox("Show in a table", &show_in_table); + ImGui::Checkbox("Show color button", &show_color_button); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SingleSelect", &flags, ImGuiMultiSelectFlags_SingleSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectAll", &flags, ImGuiMultiSelectFlags_NoSelectAll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoRangeSelect", &flags, ImGuiMultiSelectFlags_NoRangeSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", &flags, ImGuiMultiSelectFlags_NoAutoClearOnReselect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", &flags, ImGuiMultiSelectFlags_BoxSelectNoScroll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnEscape", &flags, ImGuiMultiSelectFlags_ClearOnEscape); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClick", &flags, ImGuiMultiSelectFlags_SelectOnClick) && (flags & ImGuiMultiSelectFlags_SelectOnClick)) + flags &= ~ImGuiMultiSelectFlags_SelectOnClickRelease; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", &flags, ImGuiMultiSelectFlags_SelectOnClickRelease) && (flags & ImGuiMultiSelectFlags_SelectOnClickRelease)) + flags &= ~ImGuiMultiSelectFlags_SelectOnClick; + ImGui::SameLine(); HelpMarker("Allow dragging an unselected item without altering selection."); + ImGui::TreePop(); + } + + // Initialize default list with 1000 items. + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImVector items; + static int items_next_id = 0; + if (items_next_id == 0) { for (int n = 0; n < 1000; n++) { items.push_back(items_next_id++); } } + static ExampleSelectionWithDeletion selection; + static bool request_deletion_from_menu = false; // Queue deletion triggered from context menu + + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + const float items_height = (widget_type == WidgetType_TreeNode) ? ImGui::GetTextLineHeight() : ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize()); + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f); + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0)) || request_deletion_from_menu; + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + request_deletion_from_menu = false; + + if (show_in_table) + { + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(0.0f, 0.0f)); + ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f); + //ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacingY, 0.0f); + } + + ImGuiListClipper clipper; + if (use_clipper) + { + clipper.Begin(items.Size); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus); // Ensure focused item is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + } + + while (!use_clipper || clipper.Step()) + { + const int item_begin = use_clipper ? clipper.DisplayStart : 0; + const int item_end = use_clipper ? clipper.DisplayEnd : items.Size; + for (int n = item_begin; n < item_end; n++) + { + if (show_in_table) + ImGui::TableNextColumn(); + + const int item_id = items[n]; + const char* item_category = ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]; + char label[64]; + sprintf(label, "Object %05d: %s", item_id, item_category); + + // IMPORTANT: for deletion refocus to work we need object ID to be stable, + // aka not depend on their index in the list. Here we use our persistent item_id + // instead of index to build a unique ID that will persist. + // (If we used PushID(index) instead, focus wouldn't be restored correctly after deletion). + ImGui::PushID(item_id); + + // Emit a color button, to test that Shift+LeftArrow landing on an item that is not part + // of the selection scope doesn't erroneously alter our selection. + if (show_color_button) + { + ImU32 dummy_col = (ImU32)((unsigned int)n * 0xC250B74B) | IM_COL32_A_MASK; + ImGui::ColorButton("##", ImColor(dummy_col), ImGuiColorEditFlags_NoTooltip, color_button_sz); + ImGui::SameLine(); + } + + // Submit item + bool item_is_selected = selection.Contains((ImGuiID)n); + bool item_is_open = false; + ImGui::SetNextItemSelectionUserData(n); + if (widget_type == WidgetType_Selectable) + { + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_None); + } + else if (widget_type == WidgetType_TreeNode) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + if (item_is_selected) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + item_is_open = ImGui::TreeNodeEx(label, tree_node_flags); + } + + // Focus (for after deletion) + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and Drop + if (use_drag_drop && ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_id); + else + while (selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back((int)id); + ImGui::SetDragDropPayload("MULTISELECT_DEMO_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int* payload_items = (int*)payload->Data; + const int payload_count = (int)payload->DataSize / (int)sizeof(int); + if (payload_count == 1) + ImGui::Text("Object %05d: %s", payload_items[0], ExampleNames[payload_items[0] % IM_ARRAYSIZE(ExampleNames)]); + else + ImGui::Text("Dragging %d objects", payload_count); + + ImGui::EndDragDropSource(); + } + + if (widget_type == WidgetType_TreeNode && item_is_open) + ImGui::TreePop(); + + // Right-click: context menu + if (ImGui::BeginPopupContextItem()) + { + ImGui::BeginDisabled(!use_deletion || selection.Size == 0); + sprintf(label, "Delete %d item(s)###DeleteSelected", selection.Size); + if (ImGui::Selectable(label)) + request_deletion_from_menu = true; + ImGui::EndDisabled(); + ImGui::Selectable("Close"); + ImGui::EndPopup(); + } + + // Demo content within a table + if (show_in_table) + { + ImGui::TableNextColumn(); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::InputText("###NoLabel", (char*)(void*)item_category, strlen(item_category), ImGuiInputTextFlags_ReadOnly); + ImGui::PopStyleVar(); + } + + ImGui::PopID(); + } + if (!use_clipper) + break; + } + + if (show_in_table) + { + ImGui::EndTable(); + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowLayout() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowLayout() +{ + IMGUI_DEMO_MARKER("Layout"); + if (!ImGui::CollapsingHeader("Layout & Scrolling")) + return; + + IMGUI_DEMO_MARKER("Layout/Child windows"); + if (ImGui::TreeNode("Child windows")) + { + ImGui::SeparatorText("Child windows"); + + HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); + static bool disable_mouse_wheel = false; + static bool disable_menu = false; + ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); + ImGui::Checkbox("Disable Menu", &disable_menu); + + // Child 1: no border, enable horizontal scrollbar + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), ImGuiChildFlags_None, window_flags); + for (int i = 0; i < 100; i++) + ImGui::Text("%04d: scrollable region", i); + ImGui::EndChild(); + } + + ImGui::SameLine(); + + // Child 2: rounded border + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_None; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + if (!disable_menu) + window_flags |= ImGuiWindowFlags_MenuBar; + ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); + ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Borders, window_flags); + if (!disable_menu && ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) + { + for (int i = 0; i < 100; i++) + { + char buf[32]; + sprintf(buf, "%03d", i); + ImGui::TableNextColumn(); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + ImGui::EndTable(); + } + ImGui::EndChild(); + ImGui::PopStyleVar(); + } + + // Child 3: manual-resize + ImGui::SeparatorText("Manual-resize"); + { + HelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents."); + //if (ImGui::Button("Set Height to 200")) + // ImGui::SetNextWindowSize(ImVec2(-FLT_MIN, 200.0f)); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImGui::GetStyleColorVec4(ImGuiCol_FrameBg)); + if (ImGui::BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + for (int n = 0; n < 10; n++) + ImGui::Text("Line %04d", n); + ImGui::PopStyleColor(); + ImGui::EndChild(); + } + + // Child 4: auto-resizing height with a limit + ImGui::SeparatorText("Auto-resize with constraints"); + { + static int draw_lines = 3; + static int max_height_in_lines = 10; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Lines Count", &draw_lines, 0.2f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Max Height (in Lines)", &max_height_in_lines, 0.2f); + + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui::GetTextLineHeightWithSpacing() * max_height_in_lines)); + if (ImGui::BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0f), ImGuiChildFlags_Borders | ImGuiChildFlags_AutoResizeY)) + for (int n = 0; n < draw_lines; n++) + ImGui::Text("Line %04d", n); + ImGui::EndChild(); + } + + ImGui::SeparatorText("Misc/Advanced"); + + // Demonstrate a few extra things + // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) + // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) + // You can also call SetNextWindowPos() to position the child window. The parent window will effectively + // layout from this position. + // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from + // the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details. + { + static int offset_x = 0; + static bool override_bg_color = true; + static ImGuiChildFlags child_flags = ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); + ImGui::Checkbox("Override ChildBg color", &override_bg_color); + ImGui::CheckboxFlags("ImGuiChildFlags_Borders", &child_flags, ImGuiChildFlags_Borders); + ImGui::CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", &child_flags, ImGuiChildFlags_AlwaysUseWindowPadding); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeX", &child_flags, ImGuiChildFlags_ResizeX); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeY", &child_flags, ImGuiChildFlags_ResizeY); + ImGui::CheckboxFlags("ImGuiChildFlags_FrameStyle", &child_flags, ImGuiChildFlags_FrameStyle); + ImGui::SameLine(); HelpMarker("Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding."); + if (child_flags & ImGuiChildFlags_FrameStyle) + override_bg_color = false; + + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); + if (override_bg_color) + ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); + ImGui::BeginChild("Red", ImVec2(200, 100), child_flags, ImGuiWindowFlags_None); + if (override_bg_color) + ImGui::PopStyleColor(); + + for (int n = 0; n < 50; n++) + ImGui::Text("Some test %d", n); + ImGui::EndChild(); + bool child_is_hovered = ImGui::IsItemHovered(); + ImVec2 child_rect_min = ImGui::GetItemRectMin(); + ImVec2 child_rect_max = ImGui::GetItemRectMax(); + ImGui::Text("Hovered: %d", child_is_hovered); + ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Widgets Width"); + if (ImGui::TreeNode("Widgets Width")) + { + static float f = 0.0f; + static bool show_indented_items = true; + ImGui::Checkbox("Show indented items", &show_indented_items); + + // Use SetNextItemWidth() to set the width of a single upcoming item. + // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. + // In real code use you'll probably want to choose width values that are proportional to your font size + // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. + + ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); + ImGui::SameLine(); HelpMarker("Fixed width."); + ImGui::PushItemWidth(100); + ImGui::DragFloat("float##1b", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##1b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); + ImGui::PushItemWidth(-100); + ImGui::DragFloat("float##2a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##2b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); + ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##3a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##3b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus half"); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##4a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##4b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + // Demonstrate using PushItemWidth to surround three items. + // Calling SetNextItemWidth() before each of them would have the same effect. + ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); + ImGui::SameLine(); HelpMarker("Align to right edge"); + ImGui::PushItemWidth(-FLT_MIN); + ImGui::DragFloat("##float5a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##5b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout"); + if (ImGui::TreeNode("Basic Horizontal Layout")) + { + ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); + + // Text + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine"); + ImGui::Text("Two items: Hello"); ImGui::SameLine(); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Adjust spacing + ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Button + ImGui::AlignTextToFramePadding(); + ImGui::Text("Normal buttons"); ImGui::SameLine(); + ImGui::Button("Banana"); ImGui::SameLine(); + ImGui::Button("Apple"); ImGui::SameLine(); + ImGui::Button("Corniflower"); + + // Button + ImGui::Text("Small buttons"); ImGui::SameLine(); + ImGui::SmallButton("Like this one"); ImGui::SameLine(); + ImGui::Text("can fit within a text block."); + + // Aligned to arbitrary position. Easy/cheap column. + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::Text("x=150"); + ImGui::SameLine(300); ImGui::Text("x=300"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::SmallButton("x=150"); + ImGui::SameLine(300); ImGui::SmallButton("x=300"); + + // Checkbox + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)"); + static bool c1 = false, c2 = false, c3 = false, c4 = false; + ImGui::Checkbox("My", &c1); ImGui::SameLine(); + ImGui::Checkbox("Tailor", &c2); ImGui::SameLine(); + ImGui::Checkbox("Is", &c3); ImGui::SameLine(); + ImGui::Checkbox("Rich", &c4); + + // Various + static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f; + ImGui::PushItemWidth(80); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; + static int item = -1; + ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); + ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); + ImGui::PopItemWidth(); + + ImGui::PushItemWidth(80); + ImGui::Text("Lists:"); + static int selection[4] = { 0, 1, 2, 3 }; + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); + ImGui::PopID(); + //ImGui::SetItemTooltip("ListBox %d hovered", i); + } + ImGui::PopItemWidth(); + + // Dummy + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy"); + ImVec2 button_sz(40, 40); + ImGui::Button("A", button_sz); ImGui::SameLine(); + ImGui::Dummy(button_sz); ImGui::SameLine(); + ImGui::Button("B", button_sz); + + // Manually wrapping + // (we should eventually provide this as an automatic layout feature, but for now you can do it manually) + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping"); + ImGui::Text("Manual wrapping:"); + ImGuiStyle& style = ImGui::GetStyle(); + int buttons_count = 20; + float window_visible_x2 = ImGui::GetCursorScreenPos().x + ImGui::GetContentRegionAvail().x; + for (int n = 0; n < buttons_count; n++) + { + ImGui::PushID(n); + ImGui::Button("Box", button_sz); + float last_button_x2 = ImGui::GetItemRectMax().x; + float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line + if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) + ImGui::SameLine(); + ImGui::PopID(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Groups"); + if (ImGui::TreeNode("Groups")) + { + HelpMarker( + "BeginGroup() basically locks the horizontal position for new line. " + "EndGroup() bundles the whole group so that you can use \"item\" functions such as " + "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); + ImGui::BeginGroup(); + { + ImGui::BeginGroup(); + ImGui::Button("AAA"); + ImGui::SameLine(); + ImGui::Button("BBB"); + ImGui::SameLine(); + ImGui::BeginGroup(); + ImGui::Button("CCC"); + ImGui::Button("DDD"); + ImGui::EndGroup(); + ImGui::SameLine(); + ImGui::Button("EEE"); + ImGui::EndGroup(); + ImGui::SetItemTooltip("First group hovered"); + } + // Capture the group size and create widgets using the same size + ImVec2 size = ImGui::GetItemRectSize(); + const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; + ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); + + ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::SameLine(); + ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::EndGroup(); + ImGui::SameLine(); + + ImGui::Button("LEVERAGE\nBUZZWORD", size); + ImGui::SameLine(); + + if (ImGui::BeginListBox("List", size)) + { + ImGui::Selectable("Selected", true); + ImGui::Selectable("Not Selected", false); + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment"); + if (ImGui::TreeNode("Text Baseline Alignment")) + { + { + ImGui::BulletText("Text baseline:"); + ImGui::SameLine(); HelpMarker( + "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " + "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets."); + ImGui::Indent(); + + ImGui::Text("KO Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("Baseline of button will look misaligned with text.."); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + // (because we don't know what's coming after the Text() statement, we need to move the text baseline + // down by FramePadding.y ahead of time) + ImGui::AlignTextToFramePadding(); + ImGui::Text("OK Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item##2"); ImGui::SameLine(); + HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); + + // SmallButton() uses the same vertical padding as Text + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); + ImGui::SmallButton("TEST##2"); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Text aligned to framed item"); ImGui::SameLine(); + ImGui::Button("Item##1"); ImGui::SameLine(); + ImGui::Text("Item"); ImGui::SameLine(); + ImGui::SmallButton("Item##2"); ImGui::SameLine(); + ImGui::Button("Item##3"); + + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Multi-line text:"); + ImGui::Indent(); + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); + + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Misc items:"); + ImGui::Indent(); + + // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button. + ImGui::Button("80x80", ImVec2(80, 80)); + ImGui::SameLine(); + ImGui::Button("50x50", ImVec2(50, 50)); + ImGui::SameLine(); + ImGui::Button("Button()"); + ImGui::SameLine(); + ImGui::SmallButton("SmallButton()"); + + // Tree + const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::Button("Button##1"); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNode("Node##1")) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. + // Otherwise you can use SmallButton() (smaller fit). + ImGui::AlignTextToFramePadding(); + + // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add + // other contents below the node. + bool node_open = ImGui::TreeNode("Node##2"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + if (node_open) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Bullet + ImGui::Button("Button##3"); + ImGui::SameLine(0.0f, spacing); + ImGui::BulletText("Bullet text"); + + ImGui::AlignTextToFramePadding(); + ImGui::BulletText("Node"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::Unindent(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Scrolling"); + if (ImGui::TreeNode("Scrolling")) + { + // Vertical scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical"); + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); + + static int track_item = 50; + static bool enable_track = true; + static bool enable_extra_decorations = false; + static float scroll_to_off_px = 0.0f; + static float scroll_to_pos_px = 200.0f; + + ImGui::Checkbox("Decoration", &enable_extra_decorations); + + ImGui::Checkbox("Track", &enable_track); + ImGui::PushItemWidth(100); + ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + + bool scroll_to_off = ImGui::Button("Scroll Offset"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + + bool scroll_to_pos = ImGui::Button("Scroll To Pos"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + ImGui::PopItemWidth(); + + if (scroll_to_off || scroll_to_pos) + enable_track = false; + + ImGuiStyle& style = ImGui::GetStyle(); + float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; + if (child_w < 1.0f) + child_w = 1.0f; + ImGui::PushID("##VerticalScrolling"); + for (int i = 0; i < 5; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; + ImGui::TextUnformatted(names[i]); + + const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; + const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Borders, child_flags); + if (ImGui::BeginMenuBar()) + { + ImGui::TextUnformatted("abc"); + ImGui::EndMenuBar(); + } + if (scroll_to_off) + ImGui::SetScrollY(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_y = ImGui::GetScrollY(); + float scroll_max_y = ImGui::GetScrollMaxY(); + ImGui::EndChild(); + ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); + ImGui::EndGroup(); + } + ImGui::PopID(); + + // Horizontal scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal"); + ImGui::Spacing(); + HelpMarker( + "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" + "Because the clipping rectangle of most window hides half worth of WindowPadding on the " + "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " + "equivalent SetScrollFromPosY(+1) wouldn't."); + ImGui::PushID("##HorizontalScrolling"); + for (int i = 0; i < 5; i++) + { + float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags_Borders, child_flags); + if (scroll_to_off) + ImGui::SetScrollX(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (item > 0) + ImGui::SameLine(); + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::SameLine(); + const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; + ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); + ImGui::Spacing(); + } + ImGui::PopID(); + + // Miscellaneous Horizontal Scrolling Demo + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)"); + HelpMarker( + "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" + "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin()."); + static int lines = 7; + ImGui::SliderInt("Lines", &lines, 1, 15); + ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); + ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30); + ImGui::BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags_Borders, ImGuiWindowFlags_HorizontalScrollbar); + for (int line = 0; line < lines; line++) + { + // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() + // If you want to create your own time line for a real application you may be better off manipulating + // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets + // yourself. You may also want to use the lower-level ImDrawList API. + int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); + for (int n = 0; n < num_buttons; n++) + { + if (n > 0) ImGui::SameLine(); + ImGui::PushID(n + line * 1000); + char num_buf[16]; + sprintf(num_buf, "%d", n); + const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf; + float hue = n * 0.05f; + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); + ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f)); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::PopStyleVar(2); + float scroll_x_delta = 0.0f; + ImGui::SmallButton("<<"); + if (ImGui::IsItemActive()) + scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("Scroll from code"); ImGui::SameLine(); + ImGui::SmallButton(">>"); + if (ImGui::IsItemActive()) + scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x); + if (scroll_x_delta != 0.0f) + { + // Demonstrate a trick: you can use Begin to set yourself in the context of another window + // (here we are already out of your child window) + ImGui::BeginChild("scrolling"); + ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); + ImGui::EndChild(); + } + ImGui::Spacing(); + + static bool show_horizontal_contents_size_demo_window = false; + ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); + + if (show_horizontal_contents_size_demo_window) + { + static bool show_h_scrollbar = true; + static bool show_button = true; + static bool show_tree_nodes = true; + static bool show_text_wrapped = false; + static bool show_columns = true; + static bool show_tab_bar = true; + static bool show_child = false; + static bool explicit_content_size = false; + static float contents_size_x = 300.0f; + if (explicit_content_size) + ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); + ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window"); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); + HelpMarker( + "Test how different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\n" + "Use 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); + ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) + ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size + ImGui::Checkbox("Columns", &show_columns); // Will use contents size + ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Child", &show_child); // Will grow and use contents size + ImGui::Checkbox("Explicit content size", &explicit_content_size); + ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); + if (explicit_content_size) + { + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("##csx", &contents_size_x); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); + ImGui::Dummy(ImVec2(0, 10)); + } + ImGui::PopStyleVar(2); + ImGui::Separator(); + if (show_button) + { + ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); + } + if (show_tree_nodes) + { + bool open = true; + if (ImGui::TreeNode("this is a tree node")) + { + if (ImGui::TreeNode("another one of those tree node...")) + { + ImGui::Text("Some tree contents"); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::CollapsingHeader("CollapsingHeader", &open); + } + if (show_text_wrapped) + { + ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); + } + if (show_columns) + { + ImGui::Text("Tables:"); + if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders)) + { + for (int n = 0; n < 4; n++) + { + ImGui::TableNextColumn(); + ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x); + } + ImGui::EndTable(); + } + ImGui::Text("Columns:"); + ImGui::Columns(4); + for (int n = 0; n < 4; n++) + { + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::NextColumn(); + } + ImGui::Columns(1); + } + if (show_tab_bar && ImGui::BeginTabBar("Hello")) + { + if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } + ImGui::EndTabBar(); + } + if (show_child) + { + ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Borders); + ImGui::EndChild(); + } + ImGui::End(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Text Clipping"); + if (ImGui::TreeNode("Text Clipping")) + { + static ImVec2 size(100.0f, 100.0f); + static ImVec2 offset(30.0f, 30.0f); + ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); + ImGui::TextWrapped("(Click and drag to scroll)"); + + HelpMarker( + "(Left) Using ImGui::PushClipRect():\n" + "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" + "(use this if you want your clipping rectangle to affect interactions)\n\n" + "(Center) Using ImDrawList::PushClipRect():\n" + "Will alter ImDrawList rendering only.\n" + "(use this as a shortcut if you are only using ImDrawList calls)\n\n" + "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n" + "Will alter only this specific ImDrawList::AddText() rendering.\n" + "This is often used internally to avoid altering the clipping rectangle and minimize draw calls."); + + for (int n = 0; n < 3; n++) + { + if (n > 0) + ImGui::SameLine(); + + ImGui::PushID(n); + ImGui::InvisibleButton("##canvas", size); + if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) + { + offset.x += ImGui::GetIO().MouseDelta.x; + offset.y += ImGui::GetIO().MouseDelta.y; + } + ImGui::PopID(); + if (!ImGui::IsItemVisible()) // Skip rendering as ImDrawList elements are not clipped. + continue; + + const ImVec2 p0 = ImGui::GetItemRectMin(); + const ImVec2 p1 = ImGui::GetItemRectMax(); + const char* text_str = "Line 1 hello\nLine 2 clip me!"; + const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + switch (n) + { + case 0: + ImGui::PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + ImGui::PopClipRect(); + break; + case 1: + draw_list->PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + draw_list->PopClipRect(); + break; + case 2: + ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert. + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); + break; + } + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Overlap Mode"); + if (ImGui::TreeNode("Overlap Mode")) + { + static bool enable_allow_overlap = true; + + HelpMarker( + "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n" + "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. " + "Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state."); + ImGui::Checkbox("Enable AllowOverlap", &enable_allow_overlap); + + ImVec2 button1_pos = ImGui::GetCursorScreenPos(); + ImVec2 button2_pos = ImVec2(button1_pos.x + 50.0f, button1_pos.y + 50.0f); + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Button("Button 1", ImVec2(80, 80)); + ImGui::SetCursorScreenPos(button2_pos); + ImGui::Button("Button 2", ImVec2(80, 80)); + + // This is typically used with width-spanning items. + // (note that Selectable() has a dedicated flag ImGuiSelectableFlags_AllowOverlap, which is a shortcut + // for using SetNextItemAllowOverlap(). For demo purpose we use SetNextItemAllowOverlap() here.) + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Selectable("Some Selectable", false); + ImGui::SameLine(); + ImGui::SmallButton("++"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowPopups() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowPopups() +{ + IMGUI_DEMO_MARKER("Popups"); + if (!ImGui::CollapsingHeader("Popups & Modal windows")) + return; + + // The properties of popups windows are: + // - They block normal mouse hovering detection outside them. (*) + // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as + // we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup(). + // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even + // when normally blocked by a popup. + // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close + // popups at any time. + + // Typical use for regular windows: + // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); + // Typical use for popups: + // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } + + // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. + // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. + + IMGUI_DEMO_MARKER("Popups/Popups"); + if (ImGui::TreeNode("Popups")) + { + ImGui::TextWrapped( + "When a popup is active, it inhibits interacting with windows that are behind the popup. " + "Clicking outside the popup closes it."); + + static int selected_fish = -1; + const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" }; + static bool toggles[] = { true, false, false, false, false }; + + // Simple selection popup (if you want to show the current selection inside the Button itself, + // you may want to build a string using the "###" operator to preserve a constant ID with a variable label) + if (ImGui::Button("Select..")) + ImGui::OpenPopup("my_select_popup"); + ImGui::SameLine(); + ImGui::TextUnformatted(selected_fish == -1 ? "" : names[selected_fish]); + if (ImGui::BeginPopup("my_select_popup")) + { + ImGui::SeparatorText("Aquarium"); + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + if (ImGui::Selectable(names[i])) + selected_fish = i; + ImGui::EndPopup(); + } + + // Showing a menu with toggles + if (ImGui::Button("Toggle..")) + ImGui::OpenPopup("my_toggle_popup"); + if (ImGui::BeginPopup("my_toggle_popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + ImGui::EndMenu(); + } + + ImGui::Separator(); + ImGui::Text("Tooltip here"); + ImGui::SetItemTooltip("I am a tooltip over a popup"); + + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + ImGui::Text("I am the last one here."); + ImGui::EndPopup(); + } + ImGui::EndMenu(); + } + ImGui::EndPopup(); + } + ImGui::EndPopup(); + } + + // Call the more complete ShowExampleMenuFile which we use in various places of this demo + if (ImGui::Button("With a menu..")) + ImGui::OpenPopup("my_file_popup"); + if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + ImGui::MenuItem("Dummy"); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from popup!"); + ImGui::Button("This is a dummy button.."); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier."); + + // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: + // if (id == 0) + // id = GetItemID(); // Use last item id + // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + // OpenPopup(id); + // return BeginPopup(id); + // For advanced uses you may want to replicate and customize this code. + // See more details in BeginPopupContextItem(). + + // Example 1 + // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), + // and BeginPopupContextItem() will use the last item ID as the popup ID. + { + const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" }; + static int selected = -1; + for (int n = 0; n < 5; n++) + { + if (ImGui::Selectable(names[n], selected == n)) + selected = n; + if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id + { + selected = n; + ImGui::Text("This a popup for \"%s\"!", names[n]); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SetItemTooltip("Right-click to open popup"); + } + } + + // Example 2 + // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem(). + // Using an explicit identifier is also convenient if you want to activate the popups from different locations. + { + HelpMarker("Text() elements don't have stable identifiers so we need to provide one."); + static float value = 0.5f; + ImGui::Text("Value = %.3f <-- (1) right-click this text", value); + if (ImGui::BeginPopupContextItem("my popup")) + { + if (ImGui::Selectable("Set to zero")) value = 0.0f; + if (ImGui::Selectable("Set to PI")) value = 3.1415f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); + ImGui::EndPopup(); + } + + // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup. + // Here we make it that right-clicking this other text element opens the same popup as above. + // The popup itself will be submitted by the code above. + ImGui::Text("(2) Or right-click this text"); + ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight); + + // Back to square one: manually open the same popup. + if (ImGui::Button("(3) Or click this button")) + ImGui::OpenPopup("my popup"); + } + + // Example 3 + // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID), + // we need to make sure your item identifier is stable. + // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ). + { + HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator."); + static char name[32] = "Label1"; + char buf[64]; + sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label + ImGui::Button(buf); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("Edit name:"); + ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Modals"); + if (ImGui::TreeNode("Modals")) + { + ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside."); + + if (ImGui::Button("Delete..")) + ImGui::OpenPopup("Delete?"); + + // Always center this window when appearing + ImVec2 center = ImGui::GetMainViewport()->GetCenter(); + ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + + if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!"); + ImGui::Separator(); + + //static int unused_i = 0; + //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0"); + + static bool dont_ask_me_next_time = false; + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time); + ImGui::PopStyleVar(); + + if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::SetItemDefaultFocus(); + ImGui::SameLine(); + if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::EndPopup(); + } + + if (ImGui::Button("Stacked modals..")) + ImGui::OpenPopup("Stacked 1"); + if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Some menu item")) {} + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it."); + + // Testing behavior of widgets stacking their own regular popups over the modal. + static int item = 1; + static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + ImGui::ColorEdit4("Color", color); + + if (ImGui::Button("Add another modal..")) + ImGui::OpenPopup("Stacked 2"); + + // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which + // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value + // of the bool actually doesn't matter here. + bool unused_open = true; + if (ImGui::BeginPopupModal("Stacked 2", &unused_open)) + { + ImGui::Text("Hello from Stacked The Second!"); + ImGui::ColorEdit4("Color", color); // Allow opening another nested popup + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Menus inside a regular window"); + if (ImGui::TreeNode("Menus inside a regular window")) + { + ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); + ImGui::Separator(); + + ImGui::MenuItem("Menu item", "CTRL+M"); + if (ImGui::BeginMenu("Menu inside a regular window")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::Separator(); + ImGui::TreePop(); + } +} + +// Dummy data structure that we use for the Table demo. +// (pre-C++11 doesn't allow us to instantiate ImVector template if this structure is defined inside the demo function) +namespace +{ +// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. +// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID. +// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex) +// If you don't use sorting, you will generally never care about giving column an ID! +enum MyItemColumnID +{ + MyItemColumnID_ID, + MyItemColumnID_Name, + MyItemColumnID_Action, + MyItemColumnID_Quantity, + MyItemColumnID_Description +}; + +struct MyItem +{ + int ID; + const char* Name; + int Quantity; + + // We have a problem which is affecting _only this demo_ and should not affect your code: + // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(), + // however qsort doesn't allow passing user data to comparing function. + // As a workaround, we are storing the sort specs in a static/global for the comparing function to access. + // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global. + // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called + // very often by the sorting algorithm it would be a little wasteful. + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, MyItem* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), MyItem::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const MyItem* a = (const MyItem*)lhs; + const MyItem* b = (const MyItem*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn() + // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler! + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + switch (sort_spec->ColumnUserID) + { + case MyItemColumnID_ID: delta = (a->ID - b->ID); break; + case MyItemColumnID_Name: delta = (strcmp(a->Name, b->Name)); break; + case MyItemColumnID_Quantity: delta = (a->Quantity - b->Quantity); break; + case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break; + default: IM_ASSERT(0); break; + } + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + + // qsort() is instable so always return a way to differenciate items. + // Your own compare function may want to avoid fallback on implicit sort specs. + // e.g. a Name compare if it wasn't already part of the sort specs. + return (a->ID - b->ID); + } +}; +const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; +} + +// Make the UI compact because there are so many fields +static void PushStyleCompact() +{ + ImGuiStyle& style = ImGui::GetStyle(); + ImGui::PushStyleVarY(ImGuiStyleVar_FramePadding, (float)(int)(style.FramePadding.y * 0.60f)); + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, (float)(int)(style.ItemSpacing.y * 0.60f)); +} + +static void PopStyleCompact() +{ + ImGui::PopStyleVar(2); +} + +// Show a combo box with a choice of sizing policies +static void EditTableSizingFlags(ImGuiTableFlags* p_flags) +{ + struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; }; + static const EnumDesc policies[] = + { + { ImGuiTableFlags_None, "Default", "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." }, + { ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, + { ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." }, + { ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", "Columns default to _WidthStretch with weights proportional to their widths." }, + { ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." } + }; + int idx; + for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++) + if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_)) + break; + const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : ""; + if (ImGui::BeginCombo("Sizing Policy", preview_text)) + { + for (int n = 0; n < IM_ARRAYSIZE(policies); n++) + if (ImGui::Selectable(policies[n].Name, idx == n)) + *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value; + ImGui::EndCombo(); + } + ImGui::SameLine(); + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f); + for (int m = 0; m < IM_ARRAYSIZE(policies); m++) + { + ImGui::Separator(); + ImGui::Text("%s:", policies[m].Name); + ImGui::Separator(); + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f); + ImGui::TextUnformatted(policies[m].Tooltip); + } + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) +{ + ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)"); + ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide); + ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort); + if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch); + if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed); + ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize); + ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder); + ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide); + ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip); + ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort); + ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending); + ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending); + ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel); + ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth); + ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending); + ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending); + ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0"); + ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0"); + ImGui::CheckboxFlags("_AngledHeader", p_flags, ImGuiTableColumnFlags_AngledHeader); +} + +static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) +{ + ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled); + ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible); + ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted); + ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered); +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowTables() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowTables() +{ + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + IMGUI_DEMO_MARKER("Tables"); + if (!ImGui::CollapsingHeader("Tables & Columns")) + return; + + // Using those as a base value to create width/height that are factor of the size of our font + const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x; + const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing(); + + ImGui::PushID("Tables"); + + int open_action = -1; + if (ImGui::Button("Expand all")) + open_action = 1; + ImGui::SameLine(); + if (ImGui::Button("Collapse all")) + open_action = 0; + ImGui::SameLine(); + + // Options + static bool disable_indent = false; + ImGui::Checkbox("Disable tree indentation", &disable_indent); + ImGui::SameLine(); + HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width."); + ImGui::Separator(); + if (disable_indent) + ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); + + // About Styling of tables + // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs. + // There are however a few settings that a shared and part of the ImGuiStyle structure: + // style.CellPadding // Padding within each cell + // style.Colors[ImGuiCol_TableHeaderBg] // Table header background + // style.Colors[ImGuiCol_TableBorderStrong] // Table outer and header borders + // style.Colors[ImGuiCol_TableBorderLight] // Table inner borders + // style.Colors[ImGuiCol_TableRowBg] // Table row background when ImGuiTableFlags_RowBg is enabled (even rows) + // style.Colors[ImGuiCol_TableRowBgAlt] // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows) + + // Demos + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Basic"); + if (ImGui::TreeNode("Basic")) + { + // Here we will showcase three different ways to output a table. + // They are very simple variations of a same thing! + + // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. + // In many situations, this is the most flexible and easy to use pattern. + HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop."); + if (ImGui::BeginTable("table1", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Row %d Column %d", row, column); + } + } + ImGui::EndTable(); + } + + // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). + // This is generally more convenient when you have code manually submitting the contents of each column. + HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually."); + if (ImGui::BeginTable("table2", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("Row %d", row); + ImGui::TableNextColumn(); + ImGui::Text("Some contents"); + ImGui::TableNextColumn(); + ImGui::Text("123.456"); + } + ImGui::EndTable(); + } + + // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), + // as TableNextColumn() will automatically wrap around and create new rows as needed. + // This is generally more convenient when your cells all contains the same type of data. + HelpMarker( + "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains " + "the same type of contents.\n This is also more similar to the old NextColumn() function of the " + "Columns API, and provided to facilitate the Columns->Tables API transition."); + if (ImGui::BeginTable("table3", 3)) + { + for (int item = 0; item < 14; item++) + { + ImGui::TableNextColumn(); + ImGui::Text("Item %d", item); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Borders, background"); + if (ImGui::TreeNode("Borders, background")) + { + // Expose a few Borders related flags interactively + enum ContentsType { CT_Text, CT_FillButton }; + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static bool display_headers = false; + static int contents_type = CT_Text; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerH\n | ImGuiTableFlags_BordersOuterH"); + ImGui::Indent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner); + ImGui::Unindent(); + + ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:"); + ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text); + ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); + ImGui::Checkbox("Display headers", &display_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Display headers so we can inspect their interaction with borders + // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them now. See other sections for details) + if (display_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + if (contents_type == CT_Text) + ImGui::TextUnformatted(buf); + else if (contents_type == CT_FillButton) + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, stretch"); + if (ImGui::TreeNode("Resizable, stretch")) + { + // By default, if we don't enable ScrollX the sizing policy for each column is "Stretch" + // All columns maintain a sizing weight, and they will occupy all available width. + static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::SameLine(); HelpMarker( + "Using the _Resizable flag automatically enables the _BordersInnerV flag as well, " + "this is why the resize borders are still showing when unchecking this."); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, fixed"); + if (ImGui::TreeNode("Resizable, fixed")) + { + // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) + // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) + // If there is not enough available width to fit all columns, they will however be resized down. + // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings + HelpMarker( + "Using _Resizable + _SizingFixedFit flags.\n" + "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" + "Double-click a column border to auto-fit the column to its contents."); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, mixed"); + if (ImGui::TreeNode("Resizable, mixed")) + { + HelpMarker( + "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" + "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch."); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + if (ImGui::BeginTable("table1", 3, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 6, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 6; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers"); + if (ImGui::TreeNode("Reorderable, hideable, with headers")) + { + HelpMarker( + "Click and drag column headers to reorder columns.\n\n" + "Right-click on a header to open a context menu."); + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column. + // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.) + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Use outer_size.x == 0.0f instead of default to make the table as tight as possible + // (only valid when no scrolling and no stretch column) + if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Fixed %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Padding"); + if (ImGui::TreeNode("Padding")) + { + // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. + // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding. + HelpMarker( + "We often want outer padding activated when any using features which makes the edges of a column visible:\n" + "e.g.:\n" + "- BorderOuterV\n" + "- any form of row selection\n" + "Because of this, activating BorderOuterV sets the default to PadOuterX. " + "Using PadOuterX or NoPadOuterX you can override the default.\n\n" + "Actual padding values are using style.CellPadding.\n\n" + "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX); + ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX); + ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX); + ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)"); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV); + static bool show_headers = false; + ImGui::Checkbox("show_headers", &show_headers); + PopStyleCompact(); + + if (ImGui::BeginTable("table_padding", 3, flags1)) + { + if (show_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + { + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + } + else + { + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) + // ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255)); + } + } + ImGui::EndTable(); + } + + // Second example: set style.CellPadding to (0.0) or a custom value. + // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one... + HelpMarker("Setting style.CellPadding to (0,0) or a custom value."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static ImVec2 cell_padding(0.0f, 0.0f); + static bool show_widget_frame_bg = true; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable); + ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg); + ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f"); + PopStyleCompact(); + + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding); + if (ImGui::BeginTable("table_padding_2", 3, flags2)) + { + static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells + static bool init = true; + if (!show_widget_frame_bg) + ImGui::PushStyleColor(ImGuiCol_FrameBg, 0); + for (int cell = 0; cell < 3 * 5; cell++) + { + ImGui::TableNextColumn(); + if (init) + strcpy(text_bufs[cell], "edit me"); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushID(cell); + ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell])); + ImGui::PopID(); + } + if (!show_widget_frame_bg) + ImGui::PopStyleColor(); + init = false; + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Explicit widths"); + if (ImGui::TreeNode("Sizing policies")) + { + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame }; + for (int table_n = 0; table_n < 4; table_n++) + { + ImGui::PushID(table_n); + ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&sizing_policy_flags[table_n]); + + // To make it easier to understand the different sizing policy, + // For each policy: we display one table where the columns have equal contents width, + // and one where the columns have different contents width. + if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("AAAA"); + ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB"); + ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC"); + } + ImGui::EndTable(); + } + ImGui::PopID(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Advanced"); + ImGui::SameLine(); + HelpMarker( + "This section allows you to interact and see the effect of various sizing policies " + "depending on whether Scroll is enabled and the contents of your columns."); + + enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText }; + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable; + static int contents_type = CT_ShowWidth; + static int column_count = 3; + + PushStyleCompact(); + ImGui::PushID("Advanced"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&flags); + ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0"); + if (contents_type == CT_FillButton) + { + ImGui::SameLine(); + HelpMarker( + "Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop " + "where contents width can feed into auto-column width can feed into contents width."); + } + ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + + if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7))) + { + for (int cell = 0; cell < 10 * column_count; cell++) + { + ImGui::TableNextColumn(); + int column = ImGui::TableGetColumnIndex(); + int row = ImGui::TableGetRowIndex(); + + ImGui::PushID(cell); + char label[32]; + static char text_buf[32] = ""; + sprintf(label, "Hello %d,%d", column, row); + switch (contents_type) + { + case CT_ShortText: ImGui::TextUnformatted(label); break; + case CT_LongText: ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break; + case CT_ShowWidth: ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break; + case CT_Button: ImGui::Button(label); break; + case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break; + case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break; + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping"); + if (ImGui::TreeNode("Vertical scrolling, with clipping")) + { + HelpMarker( + "Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\n" + "We also demonstrate using ImGuiListClipper to virtualize the submission of many items."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible + ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None); + ImGui::TableHeadersRow(); + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(1000); + while (clipper.Step()) + { + for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Horizontal scrolling"); + if (ImGui::TreeNode("Horizontal scrolling")) + { + HelpMarker( + "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " + "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" + "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX, " + "because the container window won't automatically extend vertically to fix contents " + "(this may be improved in future versions)."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + static int freeze_cols = 1; + static int freeze_rows = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze() + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableSetupColumn("Four"); + ImGui::TableSetupColumn("Five"); + ImGui::TableSetupColumn("Six"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 20; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 7; column++) + { + // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement. + // Because here we know that: + // - A) all our columns are contributing the same to row height + // - B) column 0 is always visible, + // We only always submit this one column and can skip others. + // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags(). + if (!ImGui::TableSetColumnIndex(column) && column > 0) + continue; + if (column == 0) + ImGui::Text("Line %d", row); + else + ImGui::Text("Hello world %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Stretch + ScrollX"); + ImGui::SameLine(); + HelpMarker( + "Showcase using Stretch columns + ScrollX together: " + "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" + "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns " + "along with ScrollX doesn't make sense."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + static float inner_width = 1000.0f; + PushStyleCompact(); + ImGui::PushID("flags3"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX); + ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f"); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width)) + { + for (int cell = 0; cell < 20 * 7; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex()); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns flags"); + if (ImGui::TreeNode("Columns flags")) + { + // Create a first table just to show all the options/flags we want to make visible in our example! + const int column_count = 3; + const char* column_names[column_count] = { "One", "Two", "Three" }; + static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide }; + static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags() + + if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None)) + { + PushStyleCompact(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableNextColumn(); + ImGui::PushID(column); + ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns + ImGui::Text("'%s'", column_names[column]); + ImGui::Spacing(); + ImGui::Text("Input flags:"); + EditTableColumnsFlags(&column_flags[column]); + ImGui::Spacing(); + ImGui::Text("Output flags:"); + ImGui::BeginDisabled(); + ShowTableColumnsStatusFlags(column_flags_out[column]); + ImGui::EndDisabled(); + ImGui::PopID(); + } + PopStyleCompact(); + ImGui::EndTable(); + } + + // Create the real table we care about for the example! + // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, + // otherwise in a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + // + resizing the parent window down). + const ImGuiTableFlags flags + = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV + | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable; + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9); + if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size)) + { + bool has_angled_header = false; + for (int column = 0; column < column_count; column++) + { + has_angled_header |= (column_flags[column] & ImGuiTableColumnFlags_AngledHeader) != 0; + ImGui::TableSetupColumn(column_names[column], column_flags[column]); + } + if (has_angled_header) + ImGui::TableAngledHeadersRow(); + ImGui::TableHeadersRow(); + for (int column = 0; column < column_count; column++) + column_flags_out[column] = ImGui::TableGetColumnFlags(column); + float indent_step = (float)((int)TEXT_BASE_WIDTH / 2); + for (int row = 0; row < 8; row++) + { + // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. + ImGui::Indent(indent_step); + ImGui::TableNextRow(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column)); + } + } + ImGui::Unindent(indent_step * 8.0f); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns widths"); + if (ImGui::TreeNode("Columns widths")) + { + HelpMarker("Using TableSetupColumn() to setup default width."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize); + PopStyleCompact(); + if (ImGui::BeginTable("table1", 3, flags1)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f + ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f + ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + HelpMarker( + "Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, " + "fixed columns with set width may still be shrunk down if there's not enough space in the host."); + + static ImGuiTableFlags flags2 = ImGuiTableFlags_None; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 4, flags2)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and then all columns + // will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 4; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Nested tables"); + if (ImGui::TreeNode("Nested tables")) + { + HelpMarker("This demonstrates embedding a table into another table cell."); + + if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("A0"); + ImGui::TableSetupColumn("A1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextColumn(); + ImGui::Text("A0 Row 0"); + { + float rows_height = TEXT_BASE_HEIGHT * 2; + if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("B0"); + ImGui::TableSetupColumn("B1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 0"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 0"); + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 1"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 1"); + + ImGui::EndTable(); + } + } + ImGui::TableNextColumn(); ImGui::Text("A1 Row 0"); + ImGui::TableNextColumn(); ImGui::Text("A0 Row 1"); + ImGui::TableNextColumn(); ImGui::Text("A1 Row 1"); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Row height"); + if (ImGui::TreeNode("Row height")) + { + HelpMarker( + "You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, " + "so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\n" + "We cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row."); + if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_Borders)) + { + for (int row = 0; row < 8; row++) + { + float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row); + ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height); + ImGui::TableNextColumn(); + ImGui::Text("min_row_height = %.2f", min_row_height); + } + ImGui::EndTable(); + } + + HelpMarker( + "Showcase using SameLine(0,0) to share Current Line Height between cells.\n\n" + "Please note that Tables Row Height is not the same thing as Current Line Height, " + "as a table cell may contains multiple lines."); + if (ImGui::BeginTable("table_share_lineheight", 2, ImGuiTableFlags_Borders)) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##1", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::Text("Line 1"); + ImGui::Text("Line 2"); + + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##2", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::SameLine(0.0f, 0.0f); // Reuse line height from previous column + ImGui::Text("Line 1, with SameLine(0,0)"); + ImGui::Text("Line 2"); + + ImGui::EndTable(); + } + + HelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table."); + if (ImGui::BeginTable("table_changing_cellpadding_y", 1, ImGuiTableFlags_Borders)) + { + ImGuiStyle& style = ImGui::GetStyle(); + for (int row = 0; row < 8; row++) + { + if ((row % 3) == 2) + ImGui::PushStyleVarY(ImGuiStyleVar_CellPadding, 20.0f); + ImGui::TableNextRow(ImGuiTableRowFlags_None); + ImGui::TableNextColumn(); + ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y); + if ((row % 3) == 2) + ImGui::PopStyleVar(); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Outer size"); + if (ImGui::TreeNode("Outer size")) + { + // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY + // Important to that note how the two flags have slightly different behaviors! + ImGui::Text("Using NoHostExtendX and NoHostExtendY:"); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + PopStyleCompact(); + + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f); + if (ImGui::BeginTable("table1", 3, flags, outer_size)) + { + for (int row = 0; row < 10; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + ImGui::Text("Hello!"); + + ImGui::Spacing(); + + ImGui::Text("Using explicit size:"); + if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Background color"); + if (ImGui::TreeNode("Background color")) + { + static ImGuiTableFlags flags = ImGuiTableFlags_RowBg; + static int row_bg_type = 1; + static int row_bg_target = 1; + static int cell_bg_type = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style."); + ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0"); + ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them."); + ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here."); + IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2); + IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1); + IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 5, flags)) + { + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + + // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)' + // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag. + if (row_bg_type != 0) + { + ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient? + ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color); + } + + // Fill cells + for (int column = 0; column < 5; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%c%c", 'A' + row, '0' + column); + + // Change background of Cells B1->C2 + // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)' + // (the CellBg color will be blended over the RowBg and ColumnBg colors) + // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop. + if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1) + { + ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f)); + ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Tree view"); + if (ImGui::TreeNode("Tree view")) + { + static ImGuiTableFlags table_flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; + + static ImGuiTreeNodeFlags tree_node_flags_base = ImGuiTreeNodeFlags_SpanAllColumns; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanLabelWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanAllColumns); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_LabelSpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_LabelSpanAllColumns); + ImGui::SameLine(); HelpMarker("Useful if you know that you aren't displaying contents in other columns"); + + HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns."); + if (ImGui::BeginTable("3ways", 3, table_flags)) + { + // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide); + ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f); + ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f); + ImGui::TableHeadersRow(); + + // Simple storage to output a dummy file-system. + struct MyTreeNode + { + const char* Name; + const char* Type; + int Size; + int ChildIdx; + int ChildCount; + static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + const bool is_folder = (node->ChildCount > 0); + + ImGuiTreeNodeFlags node_flags = tree_node_flags_base; + if (node != &all_nodes[0]) + node_flags &= ~ImGuiTreeNodeFlags_LabelSpanAllColumns; // Only demonstrate this on the root node. + + if (is_folder) + { + bool open = ImGui::TreeNodeEx(node->Name, node_flags); + if ((node_flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) == 0) + { + ImGui::TableNextColumn(); + ImGui::TextDisabled("--"); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + if (open) + { + for (int child_n = 0; child_n < node->ChildCount; child_n++) + DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes); + ImGui::TreePop(); + } + } + else + { + ImGui::TreeNodeEx(node->Name, node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen); + ImGui::TableNextColumn(); + ImGui::Text("%d", node->Size); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + } + }; + static const MyTreeNode nodes[] = + { + { "Root with Long Name", "Folder", -1, 1, 3 }, // 0 + { "Music", "Folder", -1, 4, 2 }, // 1 + { "Textures", "Folder", -1, 6, 3 }, // 2 + { "desktop.ini", "System file", 1024, -1,-1 }, // 3 + { "File1_a.wav", "Audio file", 123000, -1,-1 }, // 4 + { "File1_b.wav", "Audio file", 456000, -1,-1 }, // 5 + { "Image001.png", "Image file", 203128, -1,-1 }, // 6 + { "Copy of Image001.png", "Image file", 203256, -1,-1 }, // 7 + { "Copy of Image001 (Final2).png","Image file", 203512, -1,-1 }, // 8 + }; + + MyTreeNode::DisplayNode(&nodes[0], nodes); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Item width"); + if (ImGui::TreeNode("Item width")) + { + HelpMarker( + "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" + "Note that on auto-resizing non-resizable fixed columns, querying the content width for " + "e.g. right-alignment doesn't make sense."); + if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders)) + { + ImGui::TableSetupColumn("small"); + ImGui::TableSetupColumn("half"); + ImGui::TableSetupColumn("right-align"); + ImGui::TableHeadersRow(); + + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + if (row == 0) + { + // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) + ImGui::TableSetColumnIndex(0); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small + ImGui::TableSetColumnIndex(1); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::TableSetColumnIndex(2); + ImGui::PushItemWidth(-FLT_MIN); // Right-aligned + } + + // Draw our contents + static float dummy_f = 0.0f; + ImGui::PushID(row); + ImGui::TableSetColumnIndex(0); + ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(1); + ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(2); + ImGui::SliderFloat("##float2", &dummy_f, 0.0f, 1.0f); // No visible label since right-aligned + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using TableHeader() calls instead of TableHeadersRow() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Custom headers"); + if (ImGui::TreeNode("Custom headers")) + { + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("Apricot"); + ImGui::TableSetupColumn("Banana"); + ImGui::TableSetupColumn("Cherry"); + + // Dummy entire-column selection storage + // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. + static bool column_selected[3] = {}; + + // Instead of calling TableHeadersRow() we'll submit custom headers ourselves. + // (A different approach is also possible: + // - Specify ImGuiTableColumnFlags_NoHeaderLabel in some TableSetupColumn() call. + // - Call TableHeadersRow() normally. This will submit TableHeader() with no name. + // - Then call TableSetColumnIndex() to position yourself in the column and submit your stuff e.g. Checkbox().) + ImGui::TableNextRow(ImGuiTableRowFlags_Headers); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn() + ImGui::PushID(column); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("##checkall", &column_selected[column]); + ImGui::PopStyleVar(); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::TableHeader(column_name); + ImGui::PopID(); + } + + // Submit table contents + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + char buf[32]; + sprintf(buf, "Cell %d,%d", column, row); + ImGui::TableSetColumnIndex(column); + ImGui::Selectable(buf, column_selected[column]); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using ImGuiTableColumnFlags_AngledHeader flag to create angled headers + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Angled headers"); + if (ImGui::TreeNode("Angled headers")) + { + const char* column_names[] = { "Track", "cabasa", "ride", "smash", "tom-hi", "tom-mid", "tom-low", "hihat-o", "hihat-c", "snare-s", "snare-c", "clap", "rim", "kick" }; + const int columns_count = IM_ARRAYSIZE(column_names); + const int rows_count = 12; + + static ImGuiTableFlags table_flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_Hideable | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_HighlightHoveredColumn; + static ImGuiTableColumnFlags column_flags = ImGuiTableColumnFlags_AngledHeader | ImGuiTableColumnFlags_WidthFixed; + static bool bools[columns_count * rows_count] = {}; // Dummy storage selection storage + static int frozen_cols = 1; + static int frozen_rows = 2; + ImGui::CheckboxFlags("_ScrollX", &table_flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("_ScrollY", &table_flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("_Resizable", &table_flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("_Sortable", &table_flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("_NoBordersInBody", &table_flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("_HighlightHoveredColumn", &table_flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen columns", &frozen_cols, 0, 2); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen rows", &frozen_rows, 0, 2); + ImGui::CheckboxFlags("Disable header contributing to column width", &column_flags, ImGuiTableColumnFlags_NoHeaderWidth); + + if (ImGui::TreeNode("Style settings")) + { + ImGui::SameLine(); + HelpMarker("Giving access to some ImGuiStyle value in this demo for convenience."); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderAngle("style.TableAngledHeadersAngle", &ImGui::GetStyle().TableAngledHeadersAngle, -50.0f, +50.0f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderFloat2("style.TableAngledHeadersTextAlign", (float*)&ImGui::GetStyle().TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::TreePop(); + } + + if (ImGui::BeginTable("table_angled_headers", columns_count, table_flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 12))) + { + ImGui::TableSetupColumn(column_names[0], ImGuiTableColumnFlags_NoHide | ImGuiTableColumnFlags_NoReorder); + for (int n = 1; n < columns_count; n++) + ImGui::TableSetupColumn(column_names[n], column_flags); + ImGui::TableSetupScrollFreeze(frozen_cols, frozen_rows); + + ImGui::TableAngledHeadersRow(); // Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag. + ImGui::TableHeadersRow(); // Draw remaining headers and allow access to context-menu and other functions. + for (int row = 0; row < rows_count; row++) + { + ImGui::PushID(row); + ImGui::TableNextRow(); + ImGui::TableSetColumnIndex(0); + ImGui::AlignTextToFramePadding(); + ImGui::Text("Track %d", row); + for (int column = 1; column < columns_count; column++) + if (ImGui::TableSetColumnIndex(column)) + { + ImGui::PushID(column); + ImGui::Checkbox("", &bools[row * columns_count + column]); + ImGui::PopID(); + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate creating custom context menus inside columns, + // while playing it nice with context menus provided by TableHeadersRow()/TableHeader() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker( + "By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\n" + "Using ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); + static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody); + PopStyleCompact(); + + // Context Menus: first example + // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + + // Submit dummy contents + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Context Menus: second example + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [2.2] Right-click on the ".." to open a custom popup + // [2.3] Right-click in columns to open another custom popup + HelpMarker( + "Demonstrate mixing table context menu (over header), item context button (over button) " + "and custom per-colunm context menu (over column body)."); + ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + // Submit dummy contents + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + ImGui::SameLine(); + + // [2.2] Right-click on the ".." to open a custom popup + ImGui::PushID(row * COLUMNS_COUNT + column); + ImGui::SmallButton(".."); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + } + + // [2.3] Right-click anywhere in columns to open another custom popup + // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup + // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping) + int hovered_column = -1; + for (int column = 0; column < COLUMNS_COUNT + 1; column++) + { + ImGui::PushID(column); + if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered) + hovered_column = column; + if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1)) + ImGui::OpenPopup("MyPopup"); + if (ImGui::BeginPopup("MyPopup")) + { + if (column == COLUMNS_COUNT) + ImGui::Text("This is a custom popup for unused space after the last column."); + else + ImGui::Text("This is a custom popup for Column %d", column); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + + ImGui::EndTable(); + ImGui::Text("Hovered column: %d", hovered_column); + } + ImGui::TreePop(); + } + + // Demonstrate creating multiple tables with the same ID + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Synced instances"); + if (ImGui::TreeNode("Synced instances")) + { + HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); + + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings; + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_SizingFixedFit", &flags, ImGuiTableFlags_SizingFixedFit); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + for (int n = 0; n < 3; n++) + { + char buf[32]; + sprintf(buf, "Synced Table %d", n); + bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen); + if (open && ImGui::BeginTable("Table", 3, flags, ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 5))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + const int cell_count = (n == 1) ? 27 : 9; // Make second table have a scrollbar to verify that additional decoration is not affecting column positions. + for (int cell = 0; cell < cell_count; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("this cell %d", cell); + } + ImGui::EndTable(); + } + } + ImGui::TreePop(); + } + + // Demonstrate using Sorting facilities + // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting. + // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified) + static const char* template_items_names[] = + { + "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", + "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" + }; + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Sorting"); + if (ImGui::TreeNode("Sorting")) + { + // Create item list + static ImVector items; + if (items.Size == 0) + { + items.resize(50, MyItem()); + for (int n = 0; n < items.Size; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (n * n - n) % 20; // Assign default quantities + } + } + + // Options + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollY; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + PopStyleCompact(); + + if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + // Demonstrate using a mixture of flags among available sort-related flags: + // - ImGuiTableColumnFlags_DefaultSort + // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending + // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending + ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible + ImGui::TableHeadersRow(); + + // Sort our data if sort specs have been changed! + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) + { + // Display a data item + MyItem* item = &items[row_n]; + ImGui::PushID(item->ID); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("%04d", item->ID); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(item->Name); + ImGui::TableNextColumn(); + ImGui::SmallButton("None"); + ImGui::TableNextColumn(); + ImGui::Text("%d", item->Quantity); + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // In this example we'll expose most table flags and settings. + // For specific flags and settings refer to the corresponding section for more detailed explanation. + // This section is mostly useful to experiment with combining certain flags or settings with each others. + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Advanced"); + if (ImGui::TreeNode("Advanced")) + { + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable + | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_SizingFixedFit; + static ImGuiTableColumnFlags columns_base_flags = ImGuiTableColumnFlags_None; + + enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow }; + static int contents_type = CT_SelectableSpanRow; + const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" }; + static int freeze_cols = 1; + static int freeze_rows = 1; + static int items_count = IM_ARRAYSIZE(template_items_names) * 2; + static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12); + static float row_min_height = 0.0f; // Auto + static float inner_width_with_scroll = 0.0f; // Auto-extend + static bool outer_size_enabled = true; + static bool show_headers = true; + static bool show_wrapped_text = false; + //static ImGuiTextFilter filter; + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing + if (ImGui::TreeNode("Options")) + { + // Make the UI compact because there are so many fields + PushStyleCompact(); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f); + + if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen)) + { + EditTableSizingFlags(&flags); + ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled."); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Headers:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_headers", &show_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", &columns_base_flags, ImGuiTableColumnFlags_AngledHeader); + ImGui::SameLine(); HelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_wrapped_text", &show_wrapped_text); + + ImGui::DragFloat2("##OuterSize", &outer_size_value.x); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Checkbox("outer_size", &outer_size_enabled); + ImGui::SameLine(); + HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" + "- The table is output directly in the parent window.\n" + "- OuterSize.x < 0.0f will right-align the table.\n" + "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n" + "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set)."); + + // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. + // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled. + ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX); + + ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX); + ImGui::SameLine(); HelpMarker("Specify height of the Selectable item."); + + ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999); + ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names)); + //filter.Draw("filter"); + ImGui::TreePop(); + } + + ImGui::PopItemWidth(); + PopStyleCompact(); + ImGui::Spacing(); + ImGui::TreePop(); + } + + // Update item list if we changed the number of items + static ImVector items; + static ImVector selection; + static bool items_need_sort = false; + if (items.Size != items_count) + { + items.resize(items_count, MyItem()); + for (int n = 0; n < items_count; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities + } + } + + const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList(); + const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size; + ImVec2 table_scroll_cur, table_scroll_max; // For debug display + const ImDrawList* table_draw_list = NULL; // " + + // Submit table + const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f; + if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + ImGui::TableSetupColumn("ID", columns_base_flags | ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", columns_base_flags | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", columns_base_flags | ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", columns_base_flags | ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupColumn("Description", columns_base_flags | ((flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch), 0.0f, MyItemColumnID_Description); + ImGui::TableSetupColumn("Hidden", columns_base_flags | ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + + // Sort our data if sort specs have been changed! + ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs(); + if (sort_specs && sort_specs->SpecsDirty) + items_need_sort = true; + if (sort_specs && items_need_sort && items.Size > 1) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + items_need_sort = false; + + // Take note of whether we are currently sorting based on the Quantity field, + // we will use this to trigger sorting when we know the data of this column has been modified. + const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0; + + // Show headers + if (show_headers && (columns_base_flags & ImGuiTableColumnFlags_AngledHeader) != 0) + ImGui::TableAngledHeadersRow(); + if (show_headers) + ImGui::TableHeadersRow(); + + // Show data + // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? +#if 1 + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + { + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) +#else + // Without clipper + { + for (int row_n = 0; row_n < items.Size; row_n++) +#endif + { + MyItem* item = &items[row_n]; + //if (!filter.PassFilter(item->Name)) + // continue; + + const bool item_is_selected = selection.contains(item->ID); + ImGui::PushID(item->ID); + ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height); + + // For the demo purpose we can select among different type of items submitted in the first column + ImGui::TableSetColumnIndex(0); + char label[32]; + sprintf(label, "%04d", item->ID); + if (contents_type == CT_Text) + ImGui::TextUnformatted(label); + else if (contents_type == CT_Button) + ImGui::Button(label); + else if (contents_type == CT_SmallButton) + ImGui::SmallButton(label); + else if (contents_type == CT_FillButton) + ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); + else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow) + { + ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap : ImGuiSelectableFlags_None; + if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height))) + { + if (ImGui::GetIO().KeyCtrl) + { + if (item_is_selected) + selection.find_erase_unsorted(item->ID); + else + selection.push_back(item->ID); + } + else + { + selection.clear(); + selection.push_back(item->ID); + } + } + } + + if (ImGui::TableSetColumnIndex(1)) + ImGui::TextUnformatted(item->Name); + + // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, + // and we are currently sorting on the column showing the Quantity. + // To avoid triggering a sort while holding the button, we only trigger it when the button has been released. + // You will probably need some extra logic if you want to automatically sort when a specific entry changes. + if (ImGui::TableSetColumnIndex(2)) + { + if (ImGui::SmallButton("Chop")) { item->Quantity += 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + ImGui::SameLine(); + if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + } + + if (ImGui::TableSetColumnIndex(3)) + ImGui::Text("%d", item->Quantity); + + ImGui::TableSetColumnIndex(4); + if (show_wrapped_text) + ImGui::TextWrapped("Lorem ipsum dolor sit amet"); + else + ImGui::Text("Lorem ipsum dolor sit amet"); + + if (ImGui::TableSetColumnIndex(5)) + ImGui::Text("1234"); + + ImGui::PopID(); + } + } + + // Store some info to display debug details below + table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY()); + table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY()); + table_draw_list = ImGui::GetWindowDrawList(); + ImGui::EndTable(); + } + static bool show_debug_details = false; + ImGui::Checkbox("Debug details", &show_debug_details); + if (show_debug_details && table_draw_list) + { + ImGui::SameLine(0.0f, 0.0f); + const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size; + if (table_draw_list == parent_draw_list) + ImGui::Text(": DrawCmd: +%d (in same window)", + table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count); + else + ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", + table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y); + } + ImGui::TreePop(); + } + + ImGui::PopID(); + + ShowDemoWindowColumns(); + + if (disable_indent) + ImGui::PopStyleVar(); +} + +// Demonstrate old/legacy Columns API! +// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!] +static void ShowDemoWindowColumns() +{ + IMGUI_DEMO_MARKER("Columns (legacy API)"); + bool open = ImGui::TreeNode("Legacy Columns API"); + ImGui::SameLine(); + HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!"); + if (!open) + return; + + // Basic columns + IMGUI_DEMO_MARKER("Columns (legacy API)/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::Text("Without border:"); + ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border + ImGui::Separator(); + for (int n = 0; n < 14; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + if (ImGui::Selectable(label)) {} + //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} + ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + + ImGui::Text("With border:"); + ImGui::Columns(4, "mycolumns"); // 4-ways, with border + ImGui::Separator(); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Text("Hovered"); ImGui::NextColumn(); + ImGui::Separator(); + const char* names[3] = { "One", "Two", "Three" }; + const char* paths[3] = { "/path/one", "/path/two", "/path/three" }; + static int selected = -1; + for (int i = 0; i < 3; i++) + { + char label[32]; + sprintf(label, "%04d", i); + if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns)) + selected = i; + bool hovered = ImGui::IsItemHovered(); + ImGui::NextColumn(); + ImGui::Text(names[i]); ImGui::NextColumn(); + ImGui::Text(paths[i]); ImGui::NextColumn(); + ImGui::Text("%d", hovered); ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Borders"); + if (ImGui::TreeNode("Borders")) + { + // NB: Future columns API should allow automatic horizontal borders. + static bool h_borders = true; + static bool v_borders = true; + static int columns_count = 4; + const int lines_count = 3; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); + if (columns_count < 2) + columns_count = 2; + ImGui::SameLine(); + ImGui::Checkbox("horizontal", &h_borders); + ImGui::SameLine(); + ImGui::Checkbox("vertical", &v_borders); + ImGui::Columns(columns_count, NULL, v_borders); + for (int i = 0; i < columns_count * lines_count; i++) + { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); + ImGui::PushID(i); + ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::PopID(); + ImGui::NextColumn(); + } + ImGui::Columns(1); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + + // Create multiple items in a same cell before switching to next column + IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items"); + if (ImGui::TreeNode("Mixed items")) + { + ImGui::Columns(3, "mixed"); + ImGui::Separator(); + + ImGui::Text("Hello"); + ImGui::Button("Banana"); + ImGui::NextColumn(); + + ImGui::Text("ImGui"); + ImGui::Button("Apple"); + static float foo = 1.0f; + ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f"); + ImGui::Text("An extra line here."); + ImGui::NextColumn(); + + ImGui::Text("Sailor"); + ImGui::Button("Corniflower"); + static float bar = 1.0f; + ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f"); + ImGui::NextColumn(); + + if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + // Word wrapping + IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping"); + if (ImGui::TreeNode("Word-wrapping")) + { + ImGui::Columns(2, "word-wrapping"); + ImGui::Separator(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Left"); + ImGui::NextColumn(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Right"); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling"); + if (ImGui::TreeNode("Horizontal Scrolling")) + { + ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); + ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f); + ImGui::BeginChild("##ScrollingRegion", child_size, ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::Columns(10); + + // Also demonstrate using clipper for large vertical lists + int ITEMS_COUNT = 2000; + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + while (clipper.Step()) + { + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + for (int j = 0; j < 10; j++) + { + ImGui::Text("Line %d Column %d...", i, j); + ImGui::NextColumn(); + } + } + ImGui::Columns(1); + ImGui::EndChild(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Tree"); + if (ImGui::TreeNode("Tree")) + { + ImGui::Columns(2, "tree", true); + for (int x = 0; x < 3; x++) + { + bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + ImGui::NextColumn(); + if (open1) + { + for (int y = 0; y < 3; y++) + { + bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + if (open2) + { + ImGui::Text("Even more contents"); + if (ImGui::TreeNode("Tree in column")) + { + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::TreePop(); + } + } + ImGui::NextColumn(); + if (open2) + ImGui::TreePop(); + } + ImGui::TreePop(); + } + } + ImGui::Columns(1); + ImGui::TreePop(); + } + + ImGui::TreePop(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowInputs() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowInputs() +{ + IMGUI_DEMO_MARKER("Inputs & Focus"); + if (ImGui::CollapsingHeader("Inputs & Focus")) + { + ImGuiIO& io = ImGui::GetIO(); + + // Display inputs submitted to ImGuiIO + IMGUI_DEMO_MARKER("Inputs & Focus/Inputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + bool inputs_opened = ImGui::TreeNode("Inputs"); + ImGui::SameLine(); + HelpMarker( + "This is a simplified view. See more detailed input state:\n" + "- in 'Tools->Metrics/Debugger->Inputs'.\n" + "- in 'Tools->Debug Log->IO'."); + if (inputs_opened) + { + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse pos: "); + ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + ImGui::Text("Mouse down:"); + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); + + // We iterate both legacy native range and named ImGuiKey ranges. This is a little unusual/odd but this allows + // displaying the data for old/new backends. + // User code should never have to go through such hoops! + // You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; + ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN; + ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); } + ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + + ImGui::TreePop(); + } + + // Display ImGuiIO output flags + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + bool outputs_opened = ImGui::TreeNode("Outputs"); + ImGui::SameLine(); + HelpMarker( + "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui " + "to instruct your application of how to route inputs. Typically, when a value is true, it means " + "Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n" + "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, " + "and underlying application should ignore mouse inputs (in practice there are many and more subtle " + "rules leading to how those flags are set)."); + if (outputs_opened) + { + ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse); + ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); + ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard); + ImGui::Text("io.WantTextInput: %d", io.WantTextInput); + ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos); + ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible); + + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/WantCapture override"); + if (ImGui::TreeNode("WantCapture override")) + { + HelpMarker( + "Hovering the colored canvas will override io.WantCaptureXXX fields.\n" + "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering " + "and true when clicking."); + static int capture_override_mouse = -1; + static int capture_override_keyboard = -1; + const char* capture_override_desc[] = { "None", "Set to false", "Set to true" }; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureMouse() on hover", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureKeyboard() on hover", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp); + + ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(128.0f, 96.0f)); // Dummy item + if (ImGui::IsItemHovered() && capture_override_mouse != -1) + ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1); + if (ImGui::IsItemHovered() && capture_override_keyboard != -1) + ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1); + + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Demonstrate using Shortcut() and Routing Policies. + // The general flow is: + // - Code interested in a chord (e.g. "Ctrl+A") declares their intent. + // - Multiple locations may be interested in same chord! Routing helps find a winner. + // - Every frame, we resolve all claims and assign one owner if the modifiers are matching. + // - The lower-level function is 'bool SetShortcutRouting()', returns true when caller got the route. + // - Most of the times, SetShortcutRouting() is not called directly. User mostly calls Shortcut() with routing flags. + // - If you call Shortcut() WITHOUT any routing option, it uses ImGuiInputFlags_RouteFocused. + // TL;DR: Most uses will simply be: + // - Shortcut(ImGuiMod_Ctrl | ImGuiKey_A); // Use ImGuiInputFlags_RouteFocused policy. + IMGUI_DEMO_MARKER("Inputs & Focus/Shortcuts"); + if (ImGui::TreeNode("Shortcuts")) + { + static ImGuiInputFlags route_options = ImGuiInputFlags_Repeat; + static ImGuiInputFlags route_type = ImGuiInputFlags_RouteFocused; + ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &route_options, ImGuiInputFlags_Repeat); + ImGui::RadioButton("ImGuiInputFlags_RouteActive", &route_type, ImGuiInputFlags_RouteActive); + ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &route_type, ImGuiInputFlags_RouteFocused); + ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &route_type, ImGuiInputFlags_RouteGlobal); + ImGui::Indent(); + ImGui::BeginDisabled(route_type != ImGuiInputFlags_RouteGlobal); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverFocused", &route_options, ImGuiInputFlags_RouteOverFocused); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverActive", &route_options, ImGuiInputFlags_RouteOverActive); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteUnlessBgFocused", &route_options, ImGuiInputFlags_RouteUnlessBgFocused); + ImGui::EndDisabled(); + ImGui::Unindent(); + ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &route_type, ImGuiInputFlags_RouteAlways); + ImGuiInputFlags flags = route_type | route_options; // Merged flags + if (route_type != ImGuiInputFlags_RouteGlobal) + flags &= ~(ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused); + + ImGui::SeparatorText("Using SetNextItemShortcut()"); + ImGui::Text("Ctrl+S"); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, flags | ImGuiInputFlags_Tooltip); + ImGui::Button("Save"); + ImGui::Text("Alt+F"); + ImGui::SetNextItemShortcut(ImGuiMod_Alt | ImGuiKey_F, flags | ImGuiInputFlags_Tooltip); + static float f = 0.5f; + ImGui::SliderFloat("Factor", &f, 0.0f, 1.0f); + + ImGui::SeparatorText("Using Shortcut()"); + const float line_height = ImGui::GetTextLineHeightWithSpacing(); + const ImGuiKeyChord key_chord = ImGuiMod_Ctrl | ImGuiKey_A; + + ImGui::Text("Ctrl+A"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(1.0f, 0.0f, 1.0f, 0.1f)); + + ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 14), true); + ImGui::Text("Press CTRL+A and see who receives it!"); + ImGui::Separator(); + + // 1: Window polling for CTRL+A + ImGui::Text("(in WindowA)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + // 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active) + // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //char str[16] = "Press CTRL+A"; + //ImGui::Spacing(); + //ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); + //ImGuiID item_id = ImGui::GetItemID(); + //ImGui::SameLine(); HelpMarker("Internal widgets always use _RouteFocused"); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, item_id) ? "PRESSED" : "..."); + + // 3: Dummy child is not claiming the route: focusing them shouldn't steal route away from WindowA + ImGui::BeginChild("ChildD", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildD: not using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused()); + ImGui::EndChild(); + + // 4: Child window polling for CTRL+A. It is deeper than WindowA and gets priority when focused. + ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildE: using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + ImGui::EndChild(); + + // 5: In a popup + if (ImGui::Button("Open Popup")) + ImGui::OpenPopup("PopupF"); + if (ImGui::BeginPopup("PopupF")) + { + ImGui::Text("(in PopupF)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //ImGui::InputText("InputTextG", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, ImGui::GetItemID()) ? "PRESSED" : "..."); + ImGui::EndPopup(); + } + ImGui::EndChild(); + ImGui::PopStyleColor(); + + ImGui::TreePop(); + } + + // Display mouse cursors + IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors"); + if (ImGui::TreeNode("Mouse Cursors")) + { + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); + + ImGuiMouseCursor current = ImGui::GetMouseCursor(); + const char* cursor_name = (current >= ImGuiMouseCursor_Arrow) && (current < ImGuiMouseCursor_COUNT) ? mouse_cursors_names[current] : "N/A"; + ImGui::Text("Current mouse cursor = %d: %s", current, cursor_name); + ImGui::BeginDisabled(true); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::EndDisabled(); + + ImGui::Text("Hover to see mouse cursors:"); + ImGui::SameLine(); HelpMarker( + "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " + "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " + "otherwise your backend needs to handle it."); + for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) + { + char label[32]; + sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); + ImGui::Bullet(); ImGui::Selectable(label, false); + if (ImGui::IsItemHovered()) + ImGui::SetMouseCursor(i); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing"); + if (ImGui::TreeNode("Tabbing")) + { + ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); + static char buf[32] = "hello"; + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); + ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopItemFlag(); + ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code"); + if (ImGui::TreeNode("Focus from code")) + { + bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine(); + bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine(); + bool focus_3 = ImGui::Button("Focus on 3"); + int has_focus = 0; + static char buf[128] = "click on a button to set focus"; + + if (focus_1) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 1; + + if (focus_2) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 2; + + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); + if (focus_3) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 3; + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopItemFlag(); + + if (has_focus) + ImGui::Text("Item with focus: %d", has_focus); + else + ImGui::Text("Item with focus: "); + + // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item + static float f3[3] = { 0.0f, 0.0f, 0.0f }; + int focus_ahead = -1; + if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine(); + if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine(); + if (ImGui::Button("Focus on Z")) { focus_ahead = 2; } + if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); + ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); + + ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Dragging"); + if (ImGui::TreeNode("Dragging")) + { + ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); + for (int button = 0; button < 3; button++) + { + ImGui::Text("IsMouseDragging(%d):", button); + ImGui::Text(" w/ default threshold: %d,", ImGui::IsMouseDragging(button)); + ImGui::Text(" w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f)); + ImGui::Text(" w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f)); + } + + ImGui::Button("Drag Me"); + if (ImGui::IsItemActive()) + ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor + + // Drag operations gets "unlocked" when the mouse has moved past a certain threshold + // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher + // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta(). + ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); + ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); + ImVec2 mouse_delta = io.MouseDelta; + ImGui::Text("GetMouseDragDelta(0):"); + ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y); + ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y); + ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y); + ImGui::TreePop(); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] About Window / ShowAboutWindow() +// Access from Dear ImGui Demo -> Tools -> About +//----------------------------------------------------------------------------- + +void ImGui::ShowAboutWindow(bool* p_open) +{ + if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Tools/About Dear ImGui"); + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + + ImGui::TextLinkOpenURL("Homepage", "https://github.com/ocornut/imgui"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("FAQ", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Wiki", "https://github.com/ocornut/imgui/wiki"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Releases", "https://github.com/ocornut/imgui/releases"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Funding", "https://github.com/ocornut/imgui/wiki/Funding"); + + ImGui::Separator(); + ImGui::Text("(c) 2014-2025 Omar Cornut"); + ImGui::Text("Developed by Omar Cornut and all Dear ImGui contributors."); + ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); + ImGui::Text("If your company uses this, please consider funding the project."); + + static bool show_config_info = false; + ImGui::Checkbox("Config/Build Information", &show_config_info); + if (show_config_info) + { + ImGuiIO& io = ImGui::GetIO(); + ImGuiStyle& style = ImGui::GetStyle(); + + bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); + ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18); + ImGui::BeginChild(ImGui::GetID("cfg_infos"), child_size, ImGuiChildFlags_FrameStyle); + if (copy_to_clipboard) + { + ImGui::LogToClipboard(); + ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub + } + + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Separator(); + ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); + ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); +#endif +#ifdef IMGUI_USE_BGRA_PACKED_COLOR + ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR"); +#endif +#ifdef _WIN32 + ImGui::Text("define: _WIN32"); +#endif +#ifdef _WIN64 + ImGui::Text("define: _WIN64"); +#endif +#ifdef __linux__ + ImGui::Text("define: __linux__"); +#endif +#ifdef __APPLE__ + ImGui::Text("define: __APPLE__"); +#endif +#ifdef _MSC_VER + ImGui::Text("define: _MSC_VER=%d", _MSC_VER); +#endif +#ifdef _MSVC_LANG + ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG); +#endif +#ifdef __MINGW32__ + ImGui::Text("define: __MINGW32__"); +#endif +#ifdef __MINGW64__ + ImGui::Text("define: __MINGW64__"); +#endif +#ifdef __GNUC__ + ImGui::Text("define: __GNUC__=%d", (int)__GNUC__); +#endif +#ifdef __clang_version__ + ImGui::Text("define: __clang_version__=%s", __clang_version__); +#endif +#ifdef __EMSCRIPTEN__ + ImGui::Text("define: __EMSCRIPTEN__"); + ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_major__, __EMSCRIPTEN_minor__, __EMSCRIPTEN_tiny__); +#endif +#ifdef IMGUI_HAS_VIEWPORT + ImGui::Text("define: IMGUI_HAS_VIEWPORT"); +#endif +#ifdef IMGUI_HAS_DOCK + ImGui::Text("define: IMGUI_HAS_DOCK"); +#endif + ImGui::Separator(); + ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); + ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); + ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) ImGui::Text(" NoKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ImGui::Text(" DpiEnableScaleViewports"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ImGui::Text(" DpiEnableScaleFonts"); + if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge"); + if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon"); + if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration"); + if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); + if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); + if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); + if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); + if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); + if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); + if (io.ConfigNavMoveSetMousePos) ImGui::Text("io.ConfigNavMoveSetMousePos"); + if (io.ConfigNavCaptureKeyboard) ImGui::Text("io.ConfigNavCaptureKeyboard"); + if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); + if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); + if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + if (io.ConfigMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer); + ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); + if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); + if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); + ImGui::Separator(); + ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); + ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); + ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + ImGui::Separator(); + ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y); + ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize); + ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y); + ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding); + ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize); + ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y); + ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); + + if (copy_to_clipboard) + { + ImGui::LogText("\n```\n"); + ImGui::LogFinish(); + } + ImGui::EndChild(); + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Style Editor / ShowStyleEditor() +//----------------------------------------------------------------------------- +// - ShowFontSelector() +// - ShowStyleSelector() +// - ShowStyleEditor() +//----------------------------------------------------------------------------- + +// Forward declare ShowFontAtlas() which isn't worth putting in public API yet +namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); } + +// Demo helper function to select among loaded fonts. +// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. +void ImGui::ShowFontSelector(const char* label) +{ + ImGuiIO& io = ImGui::GetIO(); + ImFont* font_current = ImGui::GetFont(); + if (ImGui::BeginCombo(label, font_current->GetDebugName())) + { + for (ImFont* font : io.Fonts->Fonts) + { + ImGui::PushID((void*)font); + if (ImGui::Selectable(font->GetDebugName(), font == font_current)) + io.FontDefault = font; + if (font == font_current) + ImGui::SetItemDefaultFocus(); + ImGui::PopID(); + } + ImGui::EndCombo(); + } + ImGui::SameLine(); + HelpMarker( + "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" + "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" + "- Read FAQ and docs/FONTS.md for more details.\n" + "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); +} + +// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. +// Here we use the simplified Combo() api that packs items into a single literal string. +// Useful for quick combo boxes where the choices are known locally. +bool ImGui::ShowStyleSelector(const char* label) +{ + static int style_idx = -1; + if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0")) + { + switch (style_idx) + { + case 0: ImGui::StyleColorsDark(); break; + case 1: ImGui::StyleColorsLight(); break; + case 2: ImGui::StyleColorsClassic(); break; + } + return true; + } + return false; +} + +void ImGui::ShowStyleEditor(ImGuiStyle* ref) +{ + IMGUI_DEMO_MARKER("Tools/Style Editor"); + // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to + // (without a reference style pointer, we will use one compared locally as a reference) + ImGuiStyle& style = ImGui::GetStyle(); + static ImGuiStyle ref_saved_style; + + // Default to using internal storage as reference + static bool init = true; + if (init && ref == NULL) + ref_saved_style = style; + init = false; + if (ref == NULL) + ref = &ref_saved_style; + + ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f); + + if (ImGui::ShowStyleSelector("Colors##Selector")) + ref_saved_style = style; + ImGui::ShowFontSelector("Fonts##Selector"); + + // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) + if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) + style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding + { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } + + // Save/Revert button + if (ImGui::Button("Save Ref")) + *ref = ref_saved_style = style; + ImGui::SameLine(); + if (ImGui::Button("Revert Ref")) + style = *ref; + ImGui::SameLine(); + HelpMarker( + "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " + "Use \"Export\" below to save them somewhere."); + + ImGui::Separator(); + + if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Sizes")) + { + ImGui::SeparatorText("Main"); + ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); + ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); + + ImGui::SeparatorText("Borders"); + ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f"); + ImGui::SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, 2.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set."); + + ImGui::SeparatorText("Rounding"); + ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Tables"); + ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f); + ImGui::SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + + ImGui::SeparatorText("Widgets"); + ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + int window_menu_button_position = style.WindowMenuButtonPosition + 1; + if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + style.WindowMenuButtonPosition = (ImGuiDir)(window_menu_button_position - 1); + ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); + ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); + ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); + ImGui::SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f"); + ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Docking"); + ImGui::SliderFloat("DockingSplitterSize", &style.DockingSeparatorSize, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Tooltips"); + for (int n = 0; n < 2; n++) + if (ImGui::TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav")) + { + ImGuiHoveredFlags* p = (n == 0) ? &style.HoverFlagsForTooltipMouse : &style.HoverFlagsForTooltipNav; + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone); + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort); + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal); + ImGui::CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary); + ImGui::CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay); + ImGui::TreePop(); + } + + ImGui::SeparatorText("Misc"); + ImGui::SliderFloat2("DisplayWindowPadding", (float*)&style.DisplayWindowPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen."); + ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Colors")) + { + static int output_dest = 0; + static bool output_only_modified = true; + if (ImGui::Button("Export")) + { + if (output_dest == 0) + ImGui::LogToClipboard(); + else + ImGui::LogToTTY(); + ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const ImVec4& col = style.Colors[i]; + const char* name = ImGui::GetStyleColorName(i); + if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) + ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, + name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); + } + ImGui::LogFinish(); + } + ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); + + static ImGuiTextFilter filter; + filter.Draw("Filter colors", ImGui::GetFontSize() * 16); + + static ImGuiColorEditFlags alpha_flags = 0; + if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); + if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); + if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); + HelpMarker( + "In the color list:\n" + "Left-click on color square to open color picker,\n" + "Right-click to open edit options menu."); + + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX)); + ImGui::BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName(i); + if (!filter.PassFilter(name)) + continue; + ImGui::PushID(i); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ImGui::Button("?")) + ImGui::DebugFlashStyleColor((ImGuiCol)i); + ImGui::SetItemTooltip("Flash given color to identify places where it is used."); + ImGui::SameLine(); +#endif + ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); + if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) + { + // Tips: in a real user application, you may want to merge and use an icon font into the main font, + // so instead of "Save"/"Revert" you'd use icons! + // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; } + } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); + ImGui::TextUnformatted(name); + ImGui::PopID(); + } + ImGui::PopItemWidth(); + ImGui::EndChild(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Fonts")) + { + ImGuiIO& io = ImGui::GetIO(); + ImFontAtlas* atlas = io.Fonts; + HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); + ImGui::ShowFontAtlas(atlas); + + // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. + // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). + const float MIN_SCALE = 0.3f; + const float MAX_SCALE = 2.0f; + HelpMarker( + "Those are old settings provided for convenience.\n" + "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " + "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" + "Using those settings here will give you poor quality results."); + static float window_scale = 1.0f; + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window + ImGui::SetWindowFontScale(window_scale); + ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Rendering")) + { + ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); + ImGui::SameLine(); + HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); + + ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); + ImGui::SameLine(); + HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); + + ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); + if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; + + // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. + ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); + const bool show_samples = ImGui::IsItemActive(); + if (show_samples) + ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); + if (show_samples && ImGui::BeginTooltip()) + { + ImGui::TextUnformatted("(R = radius, N = approx number of segments)"); + ImGui::Spacing(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + const float min_widget_width = ImGui::CalcTextSize("R: MMM\nN: MMM").x; + for (int n = 0; n < 8; n++) + { + const float RAD_MIN = 5.0f; + const float RAD_MAX = 70.0f; + const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); + + ImGui::BeginGroup(); + + // N is not always exact here due to how PathArcTo() function work internally + ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); + + const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f); + const float offset_x = floorf(canvas_width * 0.5f); + const float offset_y = floorf(RAD_MAX); + + const ImVec2 p1 = ImGui::GetCursorScreenPos(); + draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + + /* + const ImVec2 p2 = ImGui::GetCursorScreenPos(); + draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + */ + + ImGui::EndGroup(); + ImGui::SameLine(); + } + ImGui::EndTooltip(); + } + ImGui::SameLine(); + HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically."); + + ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. + ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::PopItemWidth(); +} + +//----------------------------------------------------------------------------- +// [SECTION] User Guide / ShowUserGuide() +//----------------------------------------------------------------------------- + +void ImGui::ShowUserGuide() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::BulletText("Double-click on title bar to collapse window."); + ImGui::BulletText( + "Click and drag on lower corner to resize window\n" + "(double-click to auto fit window to its contents)."); + ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); + ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); + ImGui::BulletText("CTRL+Tab to select a window."); + if (io.FontAllowUserScaling) + ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); + ImGui::BulletText("While inputing text:\n"); + ImGui::Indent(); + ImGui::BulletText("CTRL+Left/Right to word jump."); + ImGui::BulletText("CTRL+A or double-click to select all."); + ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); + ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); + ImGui::BulletText("ESCAPE to revert."); + ImGui::Unindent(); + ImGui::BulletText("With keyboard navigation enabled:"); + ImGui::Indent(); + ImGui::BulletText("Arrow keys to navigate."); + ImGui::BulletText("Space to activate a widget."); + ImGui::BulletText("Return to input text into a widget."); + ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); + ImGui::BulletText("Alt to jump to the menu layer of a window."); + ImGui::Unindent(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +//----------------------------------------------------------------------------- +// - ShowExampleAppMainMenuBar() +// - ShowExampleMenuFile() +//----------------------------------------------------------------------------- + +// Demonstrate creating a "main" fullscreen menu bar and populating it. +// Note the difference between BeginMainMenuBar() and BeginMenuBar(): +// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!) +// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. +static void ShowExampleAppMainMenuBar() +{ + if (ImGui::BeginMainMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Undo", "CTRL+Z")) {} + if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item + ImGui::Separator(); + if (ImGui::MenuItem("Cut", "CTRL+X")) {} + if (ImGui::MenuItem("Copy", "CTRL+C")) {} + if (ImGui::MenuItem("Paste", "CTRL+V")) {} + ImGui::EndMenu(); + } + ImGui::EndMainMenuBar(); + } +} + +// Note that shortcuts are currently provided for display only +// (future version will add explicit flags to BeginMenu() to request processing shortcuts) +static void ShowExampleMenuFile() +{ + IMGUI_DEMO_MARKER("Examples/Menu"); + ImGui::MenuItem("(demo menu)", NULL, false, false); + if (ImGui::MenuItem("New")) {} + if (ImGui::MenuItem("Open", "Ctrl+O")) {} + if (ImGui::BeginMenu("Open Recent")) + { + ImGui::MenuItem("fish_hat.c"); + ImGui::MenuItem("fish_hat.inl"); + ImGui::MenuItem("fish_hat.h"); + if (ImGui::BeginMenu("More..")) + { + ImGui::MenuItem("Hello"); + ImGui::MenuItem("Sailor"); + if (ImGui::BeginMenu("Recurse..")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Save", "Ctrl+S")) {} + if (ImGui::MenuItem("Save As..")) {} + + ImGui::Separator(); + IMGUI_DEMO_MARKER("Examples/Menu/Options"); + if (ImGui::BeginMenu("Options")) + { + static bool enabled = true; + ImGui::MenuItem("Enabled", "", &enabled); + ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Borders); + for (int i = 0; i < 10; i++) + ImGui::Text("Scrolling Text %d", i); + ImGui::EndChild(); + static float f = 0.5f; + static int n = 0; + ImGui::SliderFloat("Value", &f, 0.0f, 1.0f); + ImGui::InputFloat("Input", &f, 0.1f); + ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0"); + ImGui::EndMenu(); + } + + IMGUI_DEMO_MARKER("Examples/Menu/Colors"); + if (ImGui::BeginMenu("Colors")) + { + float sz = ImGui::GetTextLineHeight(); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName((ImGuiCol)i); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i)); + ImGui::Dummy(ImVec2(sz, sz)); + ImGui::SameLine(); + ImGui::MenuItem(name); + } + ImGui::EndMenu(); + } + + // Here we demonstrate appending again to the "Options" menu (which we already created above) + // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. + // In a real code-base using it would make senses to use this feature from very different code locations. + if (ImGui::BeginMenu("Options")) // <-- Append! + { + IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu"); + static bool b = true; + ImGui::Checkbox("SomeOption", &b); + ImGui::EndMenu(); + } + + if (ImGui::BeginMenu("Disabled", false)) // Disabled + { + IM_ASSERT(0); + } + if (ImGui::MenuItem("Checked", NULL, true)) {} + ImGui::Separator(); + if (ImGui::MenuItem("Quit", "Alt+F4")) {} +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple console window, with scrolling, filtering, completion and history. +// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions. +struct ExampleAppConsole +{ + char InputBuf[256]; + ImVector Items; + ImVector Commands; + ImVector History; + int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. + ImGuiTextFilter Filter; + bool AutoScroll; + bool ScrollToBottom; + + ExampleAppConsole() + { + IMGUI_DEMO_MARKER("Examples/Console"); + ClearLog(); + memset(InputBuf, 0, sizeof(InputBuf)); + HistoryPos = -1; + + // "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches. + Commands.push_back("HELP"); + Commands.push_back("HISTORY"); + Commands.push_back("CLEAR"); + Commands.push_back("CLASSIFY"); + AutoScroll = true; + ScrollToBottom = false; + AddLog("Welcome to Dear ImGui!"); + } + ~ExampleAppConsole() + { + ClearLog(); + for (int i = 0; i < History.Size; i++) + ImGui::MemFree(History[i]); + } + + // Portable helpers + static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } + static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } + static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = ImGui::MemAlloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } + static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } + + void ClearLog() + { + for (int i = 0; i < Items.Size; i++) + ImGui::MemFree(Items[i]); + Items.clear(); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + // FIXME-OPT + char buf[1024]; + va_list args; + va_start(args, fmt); + vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args); + buf[IM_ARRAYSIZE(buf)-1] = 0; + va_end(args); + Items.push_back(Strdup(buf)); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. + // So e.g. IsItemHovered() will return true when hovering the title bar. + // Here we create a context menu only available from the title bar. + if (ImGui::BeginPopupContextItem()) + { + if (ImGui::MenuItem("Close Console")) + *p_open = false; + ImGui::EndPopup(); + } + + ImGui::TextWrapped( + "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate " + "implementation may want to store entries along with extra data such as timestamp, emitter, etc."); + ImGui::TextWrapped("Enter 'HELP' for help."); + + // TODO: display items starting from the bottom + + if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Clear")) { ClearLog(); } + ImGui::SameLine(); + bool copy_to_clipboard = ImGui::SmallButton("Copy"); + //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } + + ImGui::Separator(); + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Options, Filter + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_O, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); + ImGui::Separator(); + + // Reserve enough left-over height for 1 separator + 1 input text + const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); + if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::Selectable("Clear")) ClearLog(); + ImGui::EndPopup(); + } + + // Display every line as a separate entry so we can change their color or add custom widgets. + // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); + // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping + // to only process visible items. The clipper will automatically measure the height of your first item and then + // "seek" to display only items in the visible area. + // To use the clipper we can replace your standard loop: + // for (int i = 0; i < Items.Size; i++) + // With: + // ImGuiListClipper clipper; + // clipper.Begin(Items.Size); + // while (clipper.Step()) + // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + // - That your items are evenly spaced (same height) + // - That you have cheap random access to your elements (you can access them given their index, + // without processing all the ones before) + // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. + // We would need random-access on the post-filtered list. + // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices + // or offsets of items that passed the filtering test, recomputing this array when user changes the filter, + // and appending newly elements as they are inserted. This is left as a task to the user until we can manage + // to improve this example code! + // If your items are of variable height: + // - Split them into same height items would be simpler and facilitate random-seeking into your list. + // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing + if (copy_to_clipboard) + ImGui::LogToClipboard(); + for (const char* item : Items) + { + if (!Filter.PassFilter(item)) + continue; + + // Normally you would store more information in your item than just a string. + // (e.g. make Items[] an array of structure, store color/type etc.) + ImVec4 color; + bool has_color = false; + if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } + else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } + if (has_color) + ImGui::PushStyleColor(ImGuiCol_Text, color); + ImGui::TextUnformatted(item); + if (has_color) + ImGui::PopStyleColor(); + } + if (copy_to_clipboard) + ImGui::LogFinish(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) + ImGui::SetScrollHereY(1.0f); + ScrollToBottom = false; + + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::Separator(); + + // Command-line + bool reclaim_focus = false; + ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; + if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) + { + char* s = InputBuf; + Strtrim(s); + if (s[0]) + ExecCommand(s); + strcpy(s, ""); + reclaim_focus = true; + } + + // Auto-focus on window apparition + ImGui::SetItemDefaultFocus(); + if (reclaim_focus) + ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget + + ImGui::End(); + } + + void ExecCommand(const char* command_line) + { + AddLog("# %s\n", command_line); + + // Insert into history. First find match and delete it so it can be pushed to the back. + // This isn't trying to be smart or optimal. + HistoryPos = -1; + for (int i = History.Size - 1; i >= 0; i--) + if (Stricmp(History[i], command_line) == 0) + { + ImGui::MemFree(History[i]); + History.erase(History.begin() + i); + break; + } + History.push_back(Strdup(command_line)); + + // Process command + if (Stricmp(command_line, "CLEAR") == 0) + { + ClearLog(); + } + else if (Stricmp(command_line, "HELP") == 0) + { + AddLog("Commands:"); + for (int i = 0; i < Commands.Size; i++) + AddLog("- %s", Commands[i]); + } + else if (Stricmp(command_line, "HISTORY") == 0) + { + int first = History.Size - 10; + for (int i = first > 0 ? first : 0; i < History.Size; i++) + AddLog("%3d: %s\n", i, History[i]); + } + else + { + AddLog("Unknown command: '%s'\n", command_line); + } + + // On command input, we scroll to bottom even if AutoScroll==false + ScrollToBottom = true; + } + + // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks + static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) + { + ExampleAppConsole* console = (ExampleAppConsole*)data->UserData; + return console->TextEditCallback(data); + } + + int TextEditCallback(ImGuiInputTextCallbackData* data) + { + //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd); + switch (data->EventFlag) + { + case ImGuiInputTextFlags_CallbackCompletion: + { + // Example of TEXT COMPLETION + + // Locate beginning of current word + const char* word_end = data->Buf + data->CursorPos; + const char* word_start = word_end; + while (word_start > data->Buf) + { + const char c = word_start[-1]; + if (c == ' ' || c == '\t' || c == ',' || c == ';') + break; + word_start--; + } + + // Build a list of candidates + ImVector candidates; + for (int i = 0; i < Commands.Size; i++) + if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0) + candidates.push_back(Commands[i]); + + if (candidates.Size == 0) + { + // No match + AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start); + } + else if (candidates.Size == 1) + { + // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0]); + data->InsertChars(data->CursorPos, " "); + } + else + { + // Multiple matches. Complete as much as we can.. + // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. + int match_len = (int)(word_end - word_start); + for (;;) + { + int c = 0; + bool all_candidates_matches = true; + for (int i = 0; i < candidates.Size && all_candidates_matches; i++) + if (i == 0) + c = toupper(candidates[i][match_len]); + else if (c == 0 || c != toupper(candidates[i][match_len])) + all_candidates_matches = false; + if (!all_candidates_matches) + break; + match_len++; + } + + if (match_len > 0) + { + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); + } + + // List matches + AddLog("Possible matches:\n"); + for (int i = 0; i < candidates.Size; i++) + AddLog("- %s\n", candidates[i]); + } + + break; + } + case ImGuiInputTextFlags_CallbackHistory: + { + // Example of HISTORY + const int prev_history_pos = HistoryPos; + if (data->EventKey == ImGuiKey_UpArrow) + { + if (HistoryPos == -1) + HistoryPos = History.Size - 1; + else if (HistoryPos > 0) + HistoryPos--; + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + if (HistoryPos != -1) + if (++HistoryPos >= History.Size) + HistoryPos = -1; + } + + // A better implementation would preserve the data on the current input line along with cursor position. + if (prev_history_pos != HistoryPos) + { + const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : ""; + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, history_str); + } + } + } + return 0; + } +}; + +static void ShowExampleAppConsole(bool* p_open) +{ + static ExampleAppConsole console; + console.Draw("Example: Console", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +//----------------------------------------------------------------------------- + +// Usage: +// static ExampleAppLog my_log; +// my_log.AddLog("Hello %d world\n", 123); +// my_log.Draw("title"); +struct ExampleAppLog +{ + ImGuiTextBuffer Buf; + ImGuiTextFilter Filter; + ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls. + bool AutoScroll; // Keep scrolling if already at the bottom. + + ExampleAppLog() + { + AutoScroll = true; + Clear(); + } + + void Clear() + { + Buf.clear(); + LineOffsets.clear(); + LineOffsets.push_back(0); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + int old_size = Buf.size(); + va_list args; + va_start(args, fmt); + Buf.appendfv(fmt, args); + va_end(args); + for (int new_size = Buf.size(); old_size < new_size; old_size++) + if (Buf[old_size] == '\n') + LineOffsets.push_back(old_size + 1); + } + + void Draw(const char* title, bool* p_open = NULL) + { + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Main window + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + bool clear = ImGui::Button("Clear"); + ImGui::SameLine(); + bool copy = ImGui::Button("Copy"); + ImGui::SameLine(); + Filter.Draw("Filter", -100.0f); + + ImGui::Separator(); + + if (ImGui::BeginChild("scrolling", ImVec2(0, 0), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (clear) + Clear(); + if (copy) + ImGui::LogToClipboard(); + + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + const char* buf = Buf.begin(); + const char* buf_end = Buf.end(); + if (Filter.IsActive()) + { + // In this example we don't use the clipper when Filter is enabled. + // This is because we don't have random access to the result of our filter. + // A real application processing logs with ten of thousands of entries may want to store the result of + // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). + for (int line_no = 0; line_no < LineOffsets.Size; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + if (Filter.PassFilter(line_start, line_end)) + ImGui::TextUnformatted(line_start, line_end); + } + } + else + { + // The simplest and easy way to display the entire buffer: + // ImGui::TextUnformatted(buf_begin, buf_end); + // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward + // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are + // within the visible area. + // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them + // on your side is recommended. Using ImGuiListClipper requires + // - A) random access into your data + // - B) items all being the same height, + // both of which we can handle since we have an array pointing to the beginning of each line of text. + // When using the filter (in the block of code above) we don't have random access into the data to display + // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make + // it possible (and would be recommended if you want to search through tens of thousands of entries). + ImGuiListClipper clipper; + clipper.Begin(LineOffsets.Size); + while (clipper.Step()) + { + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + ImGui::TextUnformatted(line_start, line_end); + } + } + clipper.End(); + } + ImGui::PopStyleVar(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) + ImGui::SetScrollHereY(1.0f); + } + ImGui::EndChild(); + ImGui::End(); + } +}; + +// Demonstrate creating a simple log window with basic filtering. +static void ShowExampleAppLog(bool* p_open) +{ + static ExampleAppLog log; + + // For the demo: add a debug button _BEFORE_ the normal log window contents + // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. + // Most of the contents of the window will be added by the log.Draw() call. + ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); + ImGui::Begin("Example: Log", p_open); + IMGUI_DEMO_MARKER("Examples/Log"); + if (ImGui::SmallButton("[Debug] Add 5 entries")) + { + static int counter = 0; + const char* categories[3] = { "info", "warn", "error" }; + const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; + for (int n = 0; n < 5; n++) + { + const char* category = categories[counter % IM_ARRAYSIZE(categories)]; + const char* word = words[counter % IM_ARRAYSIZE(words)]; + log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", + ImGui::GetFrameCount(), category, ImGui::GetTime(), word); + counter++; + } + } + ImGui::End(); + + // Actually call in the regular Log helper (which will Begin() into the same window as we just did) + log.Draw("Example: Log", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +//----------------------------------------------------------------------------- + +// Demonstrate create a window with multiple child windows. +static void ShowExampleAppLayout(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); + if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar)) + { + IMGUI_DEMO_MARKER("Examples/Simple layout"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Close", "Ctrl+W")) { *p_open = false; } + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Left + static int selected = 0; + { + ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX); + for (int i = 0; i < 100; i++) + { + // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav + char label[128]; + sprintf(label, "MyObject %d", i); + if (ImGui::Selectable(label, selected == i)) + selected = i; + } + ImGui::EndChild(); + } + ImGui::SameLine(); + + // Right + { + ImGui::BeginGroup(); + ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us + ImGui::Text("MyObject: %d", selected); + ImGui::Separator(); + if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Description")) + { + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Details")) + { + ImGui::Text("ID: 0123456789"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::EndChild(); + if (ImGui::Button("Revert")) {} + ImGui::SameLine(); + if (ImGui::Button("Save")) {} + ImGui::EndGroup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +//----------------------------------------------------------------------------- +// Some of the interactions are a bit lack-luster: +// - We would want pressing validating or leaving the filter to somehow restore focus. +// - We may want more advanced filtering (child nodes) and clipper support: both will need extra work. +// - We would want to customize some keyboard interactions to easily keyboard navigate between the tree and the properties. +//----------------------------------------------------------------------------- + +struct ExampleAppPropertyEditor +{ + ImGuiTextFilter Filter; + ExampleTreeNode* VisibleNode = NULL; + + void Draw(ExampleTreeNode* root_node) + { + // Left side: draw tree + // - Currently using a table to benefit from RowBg feature + if (ImGui::BeginChild("##tree", ImVec2(300, 0), ImGuiChildFlags_ResizeX | ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened)) + { + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F, ImGuiInputFlags_Tooltip); + ImGui::PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + if (ImGui::InputTextWithHint("##Filter", "incl,-excl", Filter.InputBuf, IM_ARRAYSIZE(Filter.InputBuf), ImGuiInputTextFlags_EscapeClearsAll)) + Filter.Build(); + ImGui::PopItemFlag(); + + if (ImGui::BeginTable("##bg", 1, ImGuiTableFlags_RowBg)) + { + for (ExampleTreeNode* node : root_node->Childs) + if (Filter.PassFilter(node->Name)) // Filter root node + DrawTreeNode(node); + ImGui::EndTable(); + } + } + ImGui::EndChild(); + + // Right side: draw properties + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + if (ExampleTreeNode* node = VisibleNode) + { + ImGui::Text("%s", node->Name); + ImGui::TextDisabled("UID: 0x%08X", node->UID); + ImGui::Separator(); + if (ImGui::BeginTable("##properties", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY)) + { + // Push object ID after we entered the table, so table is shared for all objects + ImGui::PushID((int)node->UID); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 2.0f); // Default twice larger + if (node->HasData) + { + // In a typical application, the structure description would be derived from a data-driven system. + // - We try to mimic this with our ExampleMemberInfo structure and the ExampleTreeNodeMemberInfos[] array. + // - Limits and some details are hard-coded to simplify the demo. + for (const ExampleMemberInfo& field_desc : ExampleTreeNodeMemberInfos) + { + ImGui::TableNextRow(); + ImGui::PushID(field_desc.Name); + ImGui::TableNextColumn(); + ImGui::AlignTextToFramePadding(); + ImGui::TextUnformatted(field_desc.Name); + ImGui::TableNextColumn(); + void* field_ptr = (void*)(((unsigned char*)node) + field_desc.Offset); + switch (field_desc.DataType) + { + case ImGuiDataType_Bool: + { + IM_ASSERT(field_desc.DataCount == 1); + ImGui::Checkbox("##Editor", (bool*)field_ptr); + break; + } + case ImGuiDataType_S32: + { + int v_min = INT_MIN, v_max = INT_MAX; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, 1.0f, &v_min, &v_max); + break; + } + case ImGuiDataType_Float: + { + float v_min = 0.0f, v_max = 1.0f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SliderScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, &v_min, &v_max); + break; + } + case ImGuiDataType_String: + { + ImGui::InputText("##Editor", reinterpret_cast(field_ptr), 28); + break; + } + } + ImGui::PopID(); + } + } + ImGui::PopID(); + ImGui::EndTable(); + } + } + ImGui::EndGroup(); + } + + void DrawTreeNode(ExampleTreeNode* node) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::PushID(node->UID); + ImGuiTreeNodeFlags tree_flags = ImGuiTreeNodeFlags_None; + tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; // Standard opening mode as we are likely to want to add selection afterwards + tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Left arrow support + if (node == VisibleNode) + tree_flags |= ImGuiTreeNodeFlags_Selected; + if (node->Childs.Size == 0) + tree_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet; + if (node->DataMyBool == false) + ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetStyle().Colors[ImGuiCol_TextDisabled]); + bool node_open = ImGui::TreeNodeEx("", tree_flags, "%s", node->Name); + if (node->DataMyBool == false) + ImGui::PopStyleColor(); + if (ImGui::IsItemFocused()) + VisibleNode = node; + if (node_open) + { + for (ExampleTreeNode* child : node->Childs) + DrawTreeNode(child); + ImGui::TreePop(); + } + ImGui::PopID(); + } +}; + +// Demonstrate creating a simple property editor. +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data) +{ + ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Property editor", p_open)) + { + ImGui::End(); + return; + } + + IMGUI_DEMO_MARKER("Examples/Property Editor"); + static ExampleAppPropertyEditor property_editor; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); + property_editor.Draw(demo_data->DemoTree); + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +//----------------------------------------------------------------------------- + +// Demonstrate/test rendering huge amount of text, and the incidence of clipping. +static void ShowExampleAppLongText(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Long text display", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Long text display"); + + static int test_type = 0; + static ImGuiTextBuffer log; + static int lines = 0; + ImGui::Text("Printing unusually long amount of text."); + ImGui::Combo("Test type", &test_type, + "Single call to TextUnformatted()\0" + "Multiple calls to Text(), clipped\0" + "Multiple calls to Text(), not clipped (slow)\0"); + ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); + if (ImGui::Button("Clear")) { log.clear(); lines = 0; } + ImGui::SameLine(); + if (ImGui::Button("Add 1000 lines")) + { + for (int i = 0; i < 1000; i++) + log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i); + lines += 1000; + } + ImGui::BeginChild("Log"); + switch (test_type) + { + case 0: + // Single call to TextUnformatted() with a big buffer + ImGui::TextUnformatted(log.begin(), log.end()); + break; + case 1: + { + // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiListClipper clipper; + clipper.Begin(lines); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + case 2: + // Multiple calls to Text(), not clipped (slow) + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int i = 0; i < lines; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + ImGui::EndChild(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window which gets auto-resized according to its content. +static void ShowExampleAppAutoResize(bool* p_open) +{ + if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Auto-resizing window"); + + static int lines = 10; + ImGui::TextUnformatted( + "Window will resize every-frame to the size of its content.\n" + "Note that you probably don't want to query the window size to\n" + "output your content because that would create a feedback loop."); + ImGui::SliderInt("Number of lines", &lines, 1, 20); + for (int i = 0; i < lines; i++) + ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window with custom resize constraints. +// Note that size constraints currently don't work on a docked window (when in 'docking' branch) +static void ShowExampleAppConstrainedResize(bool* p_open) +{ + struct CustomConstraints + { + // Helper functions to demonstrate programmatic constraints + // FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier. + // FIXME: None of the three demos works consistently when resizing from borders. + static void AspectRatio(ImGuiSizeCallbackData* data) + { + float aspect_ratio = *(float*)data->UserData; + data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio); + } + static void Square(ImGuiSizeCallbackData* data) + { + data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); + } + static void Step(ImGuiSizeCallbackData* data) + { + float step = *(float*)data->UserData; + data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); + } + }; + + const char* test_desc[] = + { + "Between 100x100 and 500x500", + "At least 100x100", + "Resize vertical + lock current width", + "Resize horizontal + lock current height", + "Width Between 400 and 500", + "Height at least 400", + "Custom: Aspect Ratio 16:9", + "Custom: Always Square", + "Custom: Fixed Steps (100)", + }; + + // Options + static bool auto_resize = false; + static bool window_padding = true; + static int type = 6; // Aspect Ratio + static int display_lines = 10; + + // Submit constraint + float aspect_ratio = 16.0f / 9.0f; + float fixed_step = 100.0f; + if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500)); // Between 100x100 and 500x500 + if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 + if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Resize vertical + lock current width + if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Resize horizontal + lock current height + if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width Between and 400 and 500 + if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, FLT_MAX)); // Height at least 400 + if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio); // Aspect ratio + if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square + if (type == 8) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step); // Fixed Step + + // Submit window + if (!window_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + const ImGuiWindowFlags window_flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; + const bool window_open = ImGui::Begin("Example: Constrained Resize", p_open, window_flags); + if (!window_padding) + ImGui::PopStyleVar(); + if (window_open) + { + IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); + if (ImGui::GetIO().KeyShift) + { + // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture. + ImVec2 avail_size = ImGui::GetContentRegionAvail(); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size); + ImGui::SetCursorScreenPos(ImVec2(pos.x + 10, pos.y + 10)); + ImGui::Text("%.2f x %.2f", avail_size.x, avail_size.y); + } + else + { + ImGui::Text("(Hold SHIFT to display a dummy viewport)"); + if (ImGui::IsWindowDocked()) + ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!"); + if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); + if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); + if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); + ImGui::Checkbox("Auto-resize", &auto_resize); + ImGui::Checkbox("Window padding", &window_padding); + for (int i = 0; i < display_lines; i++) + ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple static window with no decoration +// + a context-menu to choose which corner of the screen to use. +static void ShowExampleAppSimpleOverlay(bool* p_open) +{ + static int location = 0; + ImGuiIO& io = ImGui::GetIO(); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; + if (location >= 0) + { + const float PAD = 10.0f; + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any! + ImVec2 work_size = viewport->WorkSize; + ImVec2 window_pos, window_pos_pivot; + window_pos.x = (location & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); + window_pos.y = (location & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); + window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f; + window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f; + ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); + ImGui::SetNextWindowViewport(viewport->ID); + window_flags |= ImGuiWindowFlags_NoMove; + } + else if (location == -2) + { + // Center window + ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + window_flags |= ImGuiWindowFlags_NoMove; + } + ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background + if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) + { + IMGUI_DEMO_MARKER("Examples/Simple Overlay"); + ImGui::Text("Simple overlay\n" "(right-click to change position)"); + ImGui::Separator(); + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse Position: "); + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::MenuItem("Custom", NULL, location == -1)) location = -1; + if (ImGui::MenuItem("Center", NULL, location == -2)) location = -2; + if (ImGui::MenuItem("Top-left", NULL, location == 0)) location = 0; + if (ImGui::MenuItem("Top-right", NULL, location == 1)) location = 1; + if (ImGui::MenuItem("Bottom-left", NULL, location == 2)) location = 2; + if (ImGui::MenuItem("Bottom-right", NULL, location == 3)) location = 3; + if (p_open && ImGui::MenuItem("Close")) *p_open = false; + ImGui::EndPopup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window covering the entire screen/viewport +static void ShowExampleAppFullscreen(bool* p_open) +{ + static bool use_work_area = true; + static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings; + + // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) + // Based on your use case you may want one or the other. + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos); + ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); + + if (ImGui::Begin("Example: Fullscreen window", p_open, flags)) + { + ImGui::Checkbox("Use work area instead of main area", &use_work_area); + ImGui::SameLine(); + HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); + + ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar); + ImGui::Unindent(); + + if (p_open && ImGui::Button("Close this window")) + *p_open = false; + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() +//----------------------------------------------------------------------------- + +// Demonstrate the use of "##" and "###" in identifiers to manipulate ID generation. +// This applies to all regular items as well. +// Read FAQ section "How can I have multiple widgets with the same label?" for details. +static void ShowExampleAppWindowTitles(bool*) +{ + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + const ImVec2 base_pos = viewport->Pos; + + // By default, Windows are uniquely identified by their title. + // You can use the "##" and "###" markers to manipulate the display/ID. + + // Using "##" to display same title but have unique identifier. + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##1"); + IMGUI_DEMO_MARKER("Examples/Manipulating window titles"); + ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); + ImGui::End(); + + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##2"); + ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); + ImGui::End(); + + // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" + char buf[128]; + sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver); + ImGui::Begin(buf); + ImGui::Text("This window has a changing title."); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +//----------------------------------------------------------------------------- + +// Add a |_| looking shape +static void PathConcaveShape(ImDrawList* draw_list, float x, float y, float sz) +{ + const ImVec2 pos_norms[] = { { 0.0f, 0.0f }, { 0.3f, 0.0f }, { 0.3f, 0.7f }, { 0.7f, 0.7f }, { 0.7f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 1.0f } }; + for (const ImVec2& p : pos_norms) + draw_list->PathLineTo(ImVec2(x + 0.5f + (int)(sz * p.x), y + 0.5f + (int)(sz * p.y))); +} + +// Demonstrate using the low-level ImDrawList to draw custom shapes. +static void ShowExampleAppCustomRendering(bool* p_open) +{ + if (!ImGui::Begin("Example: Custom rendering", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Custom Rendering"); + + // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of + // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your + // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not + // exposed outside (to avoid messing with your types) In this example we are not using the maths operators! + + if (ImGui::BeginTabBar("##TabBar")) + { + if (ImGui::BeginTabItem("Primitives")) + { + ImGui::PushItemWidth(-ImGui::GetFontSize() * 15); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + // Draw gradients + // (note that those are currently exacerbating our sRGB/Linear issues) + // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. + ImGui::Text("Gradients"); + ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight()); + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient1", gradient_size); + } + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient2", gradient_size); + } + + // Draw a bunch of primitives + ImGui::Text("All primitives"); + static float sz = 36.0f; + static float thickness = 3.0f; + static int ngon_sides = 6; + static bool circle_segments_override = false; + static int circle_segments_override_v = 12; + static bool curve_segments_override = false; + static int curve_segments_override_v = 8; + static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f"); + ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); + ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12); + ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40); + ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40); + ImGui::ColorEdit4("Color", &colf.x); + + const ImVec2 p = ImGui::GetCursorScreenPos(); + const ImU32 col = ImColor(colf); + const float spacing = 10.0f; + const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight; + const float rounding = sz / 5.0f; + const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; + const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; + const ImVec2 cp3[3] = { ImVec2(0.0f, sz * 0.6f), ImVec2(sz * 0.5f, -sz * 0.4f), ImVec2(sz, sz) }; // Control points for curves + const ImVec2 cp4[4] = { ImVec2(0.0f, 0.0f), ImVec2(sz * 1.3f, sz * 0.3f), ImVec2(sz - sz * 1.3f, sz - sz * 0.3f), ImVec2(sz, sz) }; + + float x = p.x + 4.0f; + float y = p.y + 4.0f; + for (int n = 0; n < 2; n++) + { + // First line uses a thickness of 1.0f, second line uses the configurable thickness + float th = (n == 0) ? 1.0f : thickness; + draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle + draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle + //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathStroke(col, ImDrawFlags_Closed, th); x += sz + spacing; // Concave Shape + //draw_list->AddPolyline(concave_shape, IM_ARRAYSIZE(concave_shape), col, ImDrawFlags_Closed, th); + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + + // Path + draw_list->PathArcTo(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, 3.141592f, 3.141592f * -0.5f); + draw_list->PathStroke(col, ImDrawFlags_None, th); + x += sz + spacing; + + // Quadratic Bezier Curve (3 control points) + draw_list->AddBezierQuadratic(ImVec2(x + cp3[0].x, y + cp3[0].y), ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), col, th, curve_segments); + x += sz + spacing; + + // Cubic Bezier Curve (4 control points) + draw_list->AddBezierCubic(ImVec2(x + cp4[0].x, y + cp4[0].y), ImVec2(x + cp4[1].x, y + cp4[1].y), ImVec2(x + cp4[2].x, y + cp4[2].y), ImVec2(x + cp4[3].x, y + cp4[3].y), col, th, curve_segments); + + x = p.x + 4; + y += sz + spacing; + } + + // Filled shapes + draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, ngon_sides); x += sz + spacing; // N-gon + draw_list->AddCircleFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, circle_segments); x += sz + spacing; // Circle + draw_list->AddEllipseFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), ImVec2(sz * 0.5f, sz * 0.3f), col, -0.3f, circle_segments); x += sz + spacing;// Ellipse + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle + //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathFillConcave(col); x += sz + spacing; // Concave shape + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) + + // Path + draw_list->PathArcTo(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, 3.141592f * -0.5f, 3.141592f); + draw_list->PathFillConvex(col); + x += sz + spacing; + + // Quadratic Bezier Curve (3 control points) + draw_list->PathLineTo(ImVec2(x + cp3[0].x, y + cp3[0].y)); + draw_list->PathBezierQuadraticCurveTo(ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), curve_segments); + draw_list->PathFillConvex(col); + x += sz + spacing; + + draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); + x += sz + spacing; + + ImGui::Dummy(ImVec2((sz + spacing) * 13.2f, (sz + spacing) * 3.0f)); + ImGui::PopItemWidth(); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Canvas")) + { + static ImVector points; + static ImVec2 scrolling(0.0f, 0.0f); + static bool opt_enable_grid = true; + static bool opt_enable_context_menu = true; + static bool adding_line = false; + + ImGui::Checkbox("Enable grid", &opt_enable_grid); + ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); + ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); + + // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. + // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. + // To use a child window instead we could use, e.g: + // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding + // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); + // ImGui::PopStyleColor(); + // ImGui::PopStyleVar(); + // [...] + // ImGui::EndChild(); + + // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() + ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available + if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f; + if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f; + ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); + + // Draw border and background color + ImGuiIO& io = ImGui::GetIO(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)); + draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)); + + // This will catch our interactions + ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight); + const bool is_hovered = ImGui::IsItemHovered(); // Hovered + const bool is_active = ImGui::IsItemActive(); // Held + const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin + const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y); + + // Add first and second point + if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) + { + points.push_back(mouse_pos_in_canvas); + points.push_back(mouse_pos_in_canvas); + adding_line = true; + } + if (adding_line) + { + points.back() = mouse_pos_in_canvas; + if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) + adding_line = false; + } + + // Pan (we use a zero mouse threshold when there's no context menu) + // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. + const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f; + if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) + { + scrolling.x += io.MouseDelta.x; + scrolling.y += io.MouseDelta.y; + } + + // Context menu (under default mouse threshold) + ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); + if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f) + ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + if (ImGui::BeginPopup("context")) + { + if (adding_line) + points.resize(points.size() - 2); + adding_line = false; + if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); } + if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); } + ImGui::EndPopup(); + } + + // Draw grid + all lines in the canvas + draw_list->PushClipRect(canvas_p0, canvas_p1, true); + if (opt_enable_grid) + { + const float GRID_STEP = 64.0f; + for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40)); + for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); + } + for (int n = 0; n < points.Size; n += 2) + draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); + draw_list->PopClipRect(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("BG/FG draw lists")) + { + static bool draw_bg = true; + static bool draw_fg = true; + ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); + ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); + ImVec2 window_pos = ImGui::GetWindowPos(); + ImVec2 window_size = ImGui::GetWindowSize(); + ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); + if (draw_bg) + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4); + if (draw_fg) + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); + ImGui::EndTabItem(); + } + + // Demonstrate out-of-order rendering via channels splitting + // We use functions in ImDrawList as each draw list contains a convenience splitter, + // but you can also instantiate your own ImDrawListSplitter if you need to nest them. + if (ImGui::BeginTabItem("Draw Channels")) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + { + ImGui::Text("Blue shape is drawn first: appears in back"); + ImGui::Text("Red shape is drawn after: appears in front"); + ImVec2 p0 = ImGui::GetCursorScreenPos(); + draw_list->AddRectFilled(ImVec2(p0.x, p0.y), ImVec2(p0.x + 50, p0.y + 50), IM_COL32(0, 0, 255, 255)); // Blue + draw_list->AddRectFilled(ImVec2(p0.x + 25, p0.y + 25), ImVec2(p0.x + 75, p0.y + 75), IM_COL32(255, 0, 0, 255)); // Red + ImGui::Dummy(ImVec2(75, 75)); + } + ImGui::Separator(); + { + ImGui::Text("Blue shape is drawn first, into channel 1: appears in front"); + ImGui::Text("Red shape is drawn after, into channel 0: appears in back"); + ImVec2 p1 = ImGui::GetCursorScreenPos(); + + // Create 2 channels and draw a Blue shape THEN a Red shape. + // You can create any number of channels. Tables API use 1 channel per column in order to better batch draw calls. + draw_list->ChannelsSplit(2); + draw_list->ChannelsSetCurrent(1); + draw_list->AddRectFilled(ImVec2(p1.x, p1.y), ImVec2(p1.x + 50, p1.y + 50), IM_COL32(0, 0, 255, 255)); // Blue + draw_list->ChannelsSetCurrent(0); + draw_list->AddRectFilled(ImVec2(p1.x + 25, p1.y + 25), ImVec2(p1.x + 75, p1.y + 75), IM_COL32(255, 0, 0, 255)); // Red + + // Flatten/reorder channels. Red shape is in channel 0 and it appears below the Blue shape in channel 1. + // This works by copying draw indices only (vertices are not copied). + draw_list->ChannelsMerge(); + ImGui::Dummy(ImVec2(75, 75)); + ImGui::Text("After reordering, contents of channel 0 appears below channel 1."); + } + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +//----------------------------------------------------------------------------- + +// Demonstrate using DockSpace() to create an explicit docking node within an existing window. +// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! +// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. +// - Drag from window menu button (upper-left button) to undock an entire node (all windows). +// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. +// About dockspaces: +// - Use DockSpace() to create an explicit dock node _within_ an existing window. +// - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. +// This is often used with ImGuiDockNodeFlags_PassthruCentralNode. +// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! (*) +// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. +// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. +// (*) because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node, +// because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can create +// your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to use. +void ShowExampleAppDockSpace(bool* p_open) +{ + // READ THIS !!! + // TL;DR; this demo is more complicated than what most users you would normally use. + // If we remove all options we are showcasing, this demo would become: + // void ShowExampleAppDockSpace() + // { + // ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport()); + // } + // In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below! + // In this specific demo, we are not using DockSpaceOverViewport() because: + // - (1) we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false) + // - (2) we allow the host window to have padding (when opt_padding == true) + // - (3) we expose many flags and need a way to have them visible. + // - (4) we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() + // in your code, but we don't here because we allow the window to be floating) + + static bool opt_fullscreen = true; + static bool opt_padding = false; + static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; + + // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, + // because it would be confusing to have two docking targets within each others. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; + if (opt_fullscreen) + { + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(viewport->WorkPos); + ImGui::SetNextWindowSize(viewport->WorkSize); + ImGui::SetNextWindowViewport(viewport->ID); + ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + } + else + { + dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; + } + + // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background + // and handle the pass-thru hole, so we ask Begin() to not render a background. + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + window_flags |= ImGuiWindowFlags_NoBackground; + + // Important: note that we proceed even if Begin() returns false (aka window is collapsed). + // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, + // all active windows docked into it will lose their parent and become undocked. + // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise + // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. + if (!opt_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + ImGui::Begin("DockSpace Demo", p_open, window_flags); + if (!opt_padding) + ImGui::PopStyleVar(); + + if (opt_fullscreen) + ImGui::PopStyleVar(2); + + // Submit the DockSpace + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); + } + else + { + ShowDockingDisabledMessage(); + } + + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Options")) + { + // Disabling fullscreen would allow the window to be moved to the front of other windows, + // which we can't undo at the moment without finer window depth/z control. + ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen); + ImGui::MenuItem("Padding", NULL, &opt_padding); + ImGui::Separator(); + + if (ImGui::MenuItem("Flag: NoDockingOverCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingOverCentralNode; } + if (ImGui::MenuItem("Flag: NoDockingSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingSplit) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingSplit; } + if (ImGui::MenuItem("Flag: NoUndocking", "", (dockspace_flags & ImGuiDockNodeFlags_NoUndocking) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoUndocking; } + if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoResize; } + if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; } + if (ImGui::MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) { dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; } + ImGui::Separator(); + + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + HelpMarker( + "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n" + "- Drag from window title bar or their tab to dock/undock." "\n" + "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n" + "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n" + "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)" "\n" + "This demo app has nothing to do with enabling docking!" "\n\n" + "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n" + "Read comments in ShowExampleAppDockSpace() for more details."); + + ImGui::EndMenuBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +//----------------------------------------------------------------------------- + +// Simplified structure to mimic a Document model +struct MyDocument +{ + char Name[32]; // Document title + int UID; // Unique ID (necessary as we can change title) + bool Open; // Set when open (we keep an array of all available documents to simplify demo code!) + bool OpenPrev; // Copy of Open from last update. + bool Dirty; // Set when the document has been modified + ImVec4 Color; // An arbitrary variable associated to the document + + MyDocument(int uid, const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) + { + UID = uid; + snprintf(Name, sizeof(Name), "%s", name); + Open = OpenPrev = open; + Dirty = false; + Color = color; + } + void DoOpen() { Open = true; } + void DoForceClose() { Open = false; Dirty = false; } + void DoSave() { Dirty = false; } +}; + +struct ExampleAppDocuments +{ + ImVector Documents; + ImVector CloseQueue; + MyDocument* RenamingDoc = NULL; + bool RenamingStarted = false; + + ExampleAppDocuments() + { + Documents.push_back(MyDocument(0, "Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(1, "Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); + Documents.push_back(MyDocument(2, "Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); + Documents.push_back(MyDocument(3, "Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(4, "A Rather Long Title", false, ImVec4(0.4f, 0.8f, 0.8f, 1.0f))); + Documents.push_back(MyDocument(5, "Some Document", false, ImVec4(0.8f, 0.8f, 1.0f, 1.0f))); + } + + // As we allow to change document name, we append a never-changing document ID so tabs are stable + void GetTabName(MyDocument* doc, char* out_buf, size_t out_buf_size) + { + snprintf(out_buf, out_buf_size, "%s###doc%d", doc->Name, doc->UID); + } + + // Display placeholder contents for the Document + void DisplayDocContents(MyDocument* doc) + { + ImGui::PushID(doc); + ImGui::Text("Document \"%s\"", doc->Name); + ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); + ImGui::PopStyleColor(); + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_R, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Rename..")) + { + RenamingDoc = doc; + RenamingStarted = true; + } + ImGui::SameLine(); + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_M, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Modify")) + doc->Dirty = true; + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Save")) + doc->DoSave(); + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_W, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Close")) + CloseQueue.push_back(doc); + ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. + ImGui::PopID(); + } + + // Display context menu for the Document + void DisplayDocContextMenu(MyDocument* doc) + { + if (!ImGui::BeginPopupContextItem()) + return; + + char buf[256]; + sprintf(buf, "Save %s", doc->Name); + if (ImGui::MenuItem(buf, "Ctrl+S", false, doc->Open)) + doc->DoSave(); + if (ImGui::MenuItem("Rename...", "Ctrl+R", false, doc->Open)) + RenamingDoc = doc; + if (ImGui::MenuItem("Close", "Ctrl+W", false, doc->Open)) + CloseQueue.push_back(doc); + ImGui::EndPopup(); + } + + // [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. + // If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, + // as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for + // the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has + // disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively + // give the impression of a flicker for one frame. + // We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. + // Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. + void NotifyOfDocumentsClosedElsewhere() + { + for (MyDocument& doc : Documents) + { + if (!doc.Open && doc.OpenPrev) + ImGui::SetTabItemClosed(doc.Name); + doc.OpenPrev = doc.Open; + } + } +}; + +void ShowExampleAppDocuments(bool* p_open) +{ + static ExampleAppDocuments app; + + // Options + enum Target + { + Target_None, + Target_Tab, // Create documents as local tab into a local tab bar + Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace + }; + static Target opt_target = Target_Tab; + static bool opt_reorderable = true; + static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; + + // When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") + // that we emit gets docked into the same spot as the parent window ("Example: Documents"). + // This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab + // not visible, which in turn would stop submitting the "Eggplant" window. + // We avoid this problem by submitting our documents window even if our parent window is not currently visible. + // Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking. + + bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); + if (!window_contents_visible && opt_target != Target_DockSpaceAndWindow) + { + ImGui::End(); + return; + } + + // Menu + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + int open_count = 0; + for (MyDocument& doc : app.Documents) + open_count += doc.Open ? 1 : 0; + + if (ImGui::BeginMenu("Open", open_count < app.Documents.Size)) + { + for (MyDocument& doc : app.Documents) + if (!doc.Open && ImGui::MenuItem(doc.Name)) + doc.DoOpen(); + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) + for (MyDocument& doc : app.Documents) + app.CloseQueue.push_back(&doc); + if (ImGui::MenuItem("Exit") && p_open) + *p_open = false; + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // [Debug] List documents with one checkbox for each + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument& doc = app.Documents[doc_n]; + if (doc_n > 0) + ImGui::SameLine(); + ImGui::PushID(&doc); + if (ImGui::Checkbox(doc.Name, &doc.Open)) + if (!doc.Open) + doc.DoForceClose(); + ImGui::PopID(); + } + ImGui::PushItemWidth(ImGui::GetFontSize() * 12); + ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0"); + ImGui::PopItemWidth(); + bool redock_all = false; + if (opt_target == Target_Tab) { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); } + if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); } + + ImGui::Separator(); + + // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags. + // They have multiple effects: + // - Display a dot next to the title. + // - Tab is selected when clicking the X close button. + // - Closure is not assumed (will wait for user to stop submitting the tab). + // Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + // We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty + // hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. + // The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. + + // Tabs + if (opt_target == Target_Tab) + { + ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; + if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) + { + if (opt_reorderable) + app.NotifyOfDocumentsClosedElsewhere(); + + // [DEBUG] Stress tests + //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. + //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. + + // Submit Tabs + for (MyDocument& doc : app.Documents) + { + if (!doc.Open) + continue; + + // As we allow to change document name, we append a never-changing document id so tabs are stable + char doc_name_buf[64]; + app.GetTabName(&doc, doc_name_buf, sizeof(doc_name_buf)); + ImGuiTabItemFlags tab_flags = (doc.Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); + bool visible = ImGui::BeginTabItem(doc_name_buf, &doc.Open, tab_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc.Open && doc.Dirty) + { + doc.Open = true; + app.CloseQueue.push_back(&doc); + } + + app.DisplayDocContextMenu(&doc); + if (visible) + { + app.DisplayDocContents(&doc); + ImGui::EndTabItem(); + } + } + + ImGui::EndTabBar(); + } + } + else if (opt_target == Target_DockSpaceAndWindow) + { + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + app.NotifyOfDocumentsClosedElsewhere(); + + // Create a DockSpace node where any window can be docked + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id); + + // Create Windows + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + continue; + + ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver); + ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0); + bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc->Open && doc->Dirty) + { + doc->Open = true; + app.CloseQueue.push_back(doc); + } + + app.DisplayDocContextMenu(doc); + if (visible) + app.DisplayDocContents(doc); + + ImGui::End(); + } + } + else + { + ShowDockingDisabledMessage(); + } + } + + // Early out other contents + if (!window_contents_visible) + { + ImGui::End(); + return; + } + + // Display renaming UI + if (app.RenamingDoc != NULL) + { + if (app.RenamingStarted) + ImGui::OpenPopup("Rename"); + if (ImGui::BeginPopup("Rename")) + { + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 30); + if (ImGui::InputText("###Name", app.RenamingDoc->Name, IM_ARRAYSIZE(app.RenamingDoc->Name), ImGuiInputTextFlags_EnterReturnsTrue)) + { + ImGui::CloseCurrentPopup(); + app.RenamingDoc = NULL; + } + if (app.RenamingStarted) + ImGui::SetKeyboardFocusHere(-1); + ImGui::EndPopup(); + } + else + { + app.RenamingDoc = NULL; + } + app.RenamingStarted = false; + } + + // Display closing confirmation UI + if (!app.CloseQueue.empty()) + { + int close_queue_unsaved_documents = 0; + for (int n = 0; n < app.CloseQueue.Size; n++) + if (app.CloseQueue[n]->Dirty) + close_queue_unsaved_documents++; + + if (close_queue_unsaved_documents == 0) + { + // Close documents when all are unsaved + for (int n = 0; n < app.CloseQueue.Size; n++) + app.CloseQueue[n]->DoForceClose(); + app.CloseQueue.clear(); + } + else + { + if (!ImGui::IsPopupOpen("Save?")) + ImGui::OpenPopup("Save?"); + if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("Save change to the following items?"); + float item_height = ImGui::GetTextLineHeightWithSpacing(); + if (ImGui::BeginChild(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height), ImGuiChildFlags_FrameStyle)) + for (MyDocument* doc : app.CloseQueue) + if (doc->Dirty) + ImGui::Text("%s", doc->Name); + ImGui::EndChild(); + + ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f); + if (ImGui::Button("Yes", button_size)) + { + for (MyDocument* doc : app.CloseQueue) + { + if (doc->Dirty) + doc->DoSave(); + doc->DoForceClose(); + } + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("No", button_size)) + { + for (MyDocument* doc : app.CloseQueue) + doc->DoForceClose(); + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("Cancel", button_size)) + { + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::EndPopup(); + } + } + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() +//----------------------------------------------------------------------------- + +//#include "imgui_internal.h" // NavMoveRequestTryWrapping() + +struct ExampleAsset +{ + ImGuiID ID; + int Type; + + ExampleAsset(ImGuiID id, int type) { ID = id; Type = type; } + + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, ExampleAsset* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), ExampleAsset::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const ExampleAsset* a = (const ExampleAsset*)lhs; + const ExampleAsset* b = (const ExampleAsset*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + if (sort_spec->ColumnIndex == 0) + delta = ((int)a->ID - (int)b->ID); + else if (sort_spec->ColumnIndex == 1) + delta = (a->Type - b->Type); + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + return ((int)a->ID - (int)b->ID); + } +}; +const ImGuiTableSortSpecs* ExampleAsset::s_current_sort_specs = NULL; + +struct ExampleAssetsBrowser +{ + // Options + bool ShowTypeOverlay = true; + bool AllowSorting = true; + bool AllowDragUnselected = false; + bool AllowBoxSelect = true; + float IconSize = 32.0f; + int IconSpacing = 10; + int IconHitSpacing = 4; // Increase hit-spacing if you want to make it possible to clear or box-select from gaps. Some spacing is required to able to amend with Shift+box-select. Value is small in Explorer. + bool StretchSpacing = true; + + // State + ImVector Items; // Our items + ExampleSelectionWithDeletion Selection; // Our selection (ImGuiSelectionBasicStorage + helper funcs to handle deletion) + ImGuiID NextItemId = 0; // Unique identifier when creating new items + bool RequestDelete = false; // Deferred deletion request + bool RequestSort = false; // Deferred sort request + float ZoomWheelAccum = 0.0f; // Mouse wheel accumulator to handle smooth wheels better + + // Calculated sizes for layout, output of UpdateLayoutSizes(). Could be locals but our code is simpler this way. + ImVec2 LayoutItemSize; + ImVec2 LayoutItemStep; // == LayoutItemSize + LayoutItemSpacing + float LayoutItemSpacing = 0.0f; + float LayoutSelectableSpacing = 0.0f; + float LayoutOuterPadding = 0.0f; + int LayoutColumnCount = 0; + int LayoutLineCount = 0; + + // Functions + ExampleAssetsBrowser() + { + AddItems(10000); + } + void AddItems(int count) + { + if (Items.Size == 0) + NextItemId = 0; + Items.reserve(Items.Size + count); + for (int n = 0; n < count; n++, NextItemId++) + Items.push_back(ExampleAsset(NextItemId, (NextItemId % 20) < 15 ? 0 : (NextItemId % 20) < 18 ? 1 : 2)); + RequestSort = true; + } + void ClearItems() + { + Items.clear(); + Selection.Clear(); + } + + // Logic would be written in the main code BeginChild() and outputing to local variables. + // We extracted it into a function so we can call it easily from multiple places. + void UpdateLayoutSizes(float avail_width) + { + // Layout: when not stretching: allow extending into right-most spacing. + LayoutItemSpacing = (float)IconSpacing; + if (StretchSpacing == false) + avail_width += floorf(LayoutItemSpacing * 0.5f); + + // Layout: calculate number of icon per line and number of lines + LayoutItemSize = ImVec2(floorf(IconSize), floorf(IconSize)); + LayoutColumnCount = IM_MAX((int)(avail_width / (LayoutItemSize.x + LayoutItemSpacing)), 1); + LayoutLineCount = (Items.Size + LayoutColumnCount - 1) / LayoutColumnCount; + + // Layout: when stretching: allocate remaining space to more spacing. Round before division, so item_spacing may be non-integer. + if (StretchSpacing && LayoutColumnCount > 1) + LayoutItemSpacing = floorf(avail_width - LayoutItemSize.x * LayoutColumnCount) / LayoutColumnCount; + + LayoutItemStep = ImVec2(LayoutItemSize.x + LayoutItemSpacing, LayoutItemSize.y + LayoutItemSpacing); + LayoutSelectableSpacing = IM_MAX(floorf(LayoutItemSpacing) - IconHitSpacing, 0.0f); + LayoutOuterPadding = floorf(LayoutItemSpacing * 0.5f); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(IconSize * 25, IconSize * 15), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open, ImGuiWindowFlags_MenuBar)) + { + ImGui::End(); + return; + } + + // Menu bar + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Add 10000 items")) + AddItems(10000); + if (ImGui::MenuItem("Clear items")) + ClearItems(); + ImGui::Separator(); + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Options")) + { + ImGui::PushItemWidth(ImGui::GetFontSize() * 10); + + ImGui::SeparatorText("Contents"); + ImGui::Checkbox("Show Type Overlay", &ShowTypeOverlay); + ImGui::Checkbox("Allow Sorting", &AllowSorting); + + ImGui::SeparatorText("Selection Behavior"); + ImGui::Checkbox("Allow dragging unselected item", &AllowDragUnselected); + ImGui::Checkbox("Allow box-selection", &AllowBoxSelect); + + ImGui::SeparatorText("Layout"); + ImGui::SliderFloat("Icon Size", &IconSize, 16.0f, 128.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Use CTRL+Wheel to zoom"); + ImGui::SliderInt("Icon Spacing", &IconSpacing, 0, 32); + ImGui::SliderInt("Icon Hit Spacing", &IconHitSpacing, 0, 32); + ImGui::Checkbox("Stretch Spacing", &StretchSpacing); + ImGui::PopItemWidth(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Show a table with ONLY one header row to showcase the idea/possibility of using this to provide a sorting UI + if (AllowSorting) + { + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiTableFlags table_flags_for_sort_specs = ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("for_sort_specs_only", 2, table_flags_for_sort_specs, ImVec2(0.0f, ImGui::GetFrameHeight()))) + { + ImGui::TableSetupColumn("Index"); + ImGui::TableSetupColumn("Type"); + ImGui::TableHeadersRow(); + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty || RequestSort) + { + ExampleAsset::SortWithSortSpecs(sort_specs, Items.Data, Items.Size); + sort_specs->SpecsDirty = RequestSort = false; + } + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + } + + ImGuiIO& io = ImGui::GetIO(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.y + LayoutItemSpacing))); + if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove)) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + const float avail_width = ImGui::GetContentRegionAvail().x; + UpdateLayoutSizes(avail_width); + + // Calculate and store start position. + ImVec2 start_pos = ImGui::GetCursorScreenPos(); + start_pos = ImVec2(start_pos.x + LayoutOuterPadding, start_pos.y + LayoutOuterPadding); + ImGui::SetCursorScreenPos(start_pos); + + // Multi-select + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_ClearOnClickVoid; + + // - Enable box-select (in 2D mode, so that changing box-select rectangle X1/X2 boundaries will affect clipped items) + if (AllowBoxSelect) + ms_flags |= ImGuiMultiSelectFlags_BoxSelect2d; + + // - This feature allows dragging an unselected item without selecting it (rarely used) + if (AllowDragUnselected) + ms_flags |= ImGuiMultiSelectFlags_SelectOnClickRelease; + + // - Enable keyboard wrapping on X axis + // (FIXME-MULTISELECT: We haven't designed/exposed a general nav wrapping api yet, so this flag is provided as a courtesy to avoid doing: + // ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + // When we finish implementing a more general API for this, we will obsolete this flag in favor of the new system) + ms_flags |= ImGuiMultiSelectFlags_NavWrapX; + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, Selection.Size, Items.Size); + + // Use custom selection adapter: store ID in selection (recommended) + Selection.UserData = this; + Selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self_, int idx) { ExampleAssetsBrowser* self = (ExampleAssetsBrowser*)self_->UserData; return self->Items[idx].ID; }; + Selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (Selection.Size > 0)) || RequestDelete; + const int item_curr_idx_to_focus = want_delete ? Selection.ApplyDeletionPreLoop(ms_io, Items.Size) : -1; + RequestDelete = false; + + // Push LayoutSelectableSpacing (which is LayoutItemSpacing minus hit-spacing, if we decide to have hit gaps between items) + // Altering style ItemSpacing may seem unnecessary as we position every items using SetCursorScreenPos()... + // But it is necessary for two reasons: + // - Selectables uses it by default to visually fill the space between two items. + // - The vertical spacing would be measured by Clipper to calculate line height if we didn't provide it explicitly (here we do). + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(LayoutSelectableSpacing, LayoutSelectableSpacing)); + + // Rendering parameters + const ImU32 icon_type_overlay_colors[3] = { 0, IM_COL32(200, 70, 70, 255), IM_COL32(70, 170, 70, 255) }; + const ImU32 icon_bg_color = ImGui::GetColorU32(IM_COL32(35, 35, 35, 220)); + const ImVec2 icon_type_overlay_size = ImVec2(4.0f, 4.0f); + const bool display_label = (LayoutItemSize.x >= ImGui::CalcTextSize("999").x); + + const int column_count = LayoutColumnCount; + ImGuiListClipper clipper; + clipper.Begin(LayoutLineCount, LayoutItemStep.y); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus / column_count); // Ensure focused item line is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem / column_count); // Ensure RangeSrc item line is not clipped. + while (clipper.Step()) + { + for (int line_idx = clipper.DisplayStart; line_idx < clipper.DisplayEnd; line_idx++) + { + const int item_min_idx_for_current_line = line_idx * column_count; + const int item_max_idx_for_current_line = IM_MIN((line_idx + 1) * column_count, Items.Size); + for (int item_idx = item_min_idx_for_current_line; item_idx < item_max_idx_for_current_line; ++item_idx) + { + ExampleAsset* item_data = &Items[item_idx]; + ImGui::PushID((int)item_data->ID); + + // Position item + ImVec2 pos = ImVec2(start_pos.x + (item_idx % column_count) * LayoutItemStep.x, start_pos.y + line_idx * LayoutItemStep.y); + ImGui::SetCursorScreenPos(pos); + + ImGui::SetNextItemSelectionUserData(item_idx); + bool item_is_selected = Selection.Contains((ImGuiID)item_data->ID); + bool item_is_visible = ImGui::IsRectVisible(LayoutItemSize); + ImGui::Selectable("", item_is_selected, ImGuiSelectableFlags_None, LayoutItemSize); + + // Update our selection state immediately (without waiting for EndMultiSelect() requests) + // because we use this to alter the color of our text/icon. + if (ImGui::IsItemToggledSelection()) + item_is_selected = !item_is_selected; + + // Focus (for after deletion) + if (item_curr_idx_to_focus == item_idx) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and drop + if (ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_data->ID); + else + while (Selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back(id); + ImGui::SetDragDropPayload("ASSETS_BROWSER_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip, by extracting it from the payload data + // (we could read from selection, but it is more correct and reusable to read from payload) + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int payload_count = (int)payload->DataSize / (int)sizeof(ImGuiID); + ImGui::Text("%d assets", payload_count); + + ImGui::EndDragDropSource(); + } + + // Render icon (a real app would likely display an image/thumbnail here) + // Because we use ImGuiMultiSelectFlags_BoxSelect2d, clipping vertical may occasionally be larger, so we coarse-clip our rendering as well. + if (item_is_visible) + { + ImVec2 box_min(pos.x - 1, pos.y - 1); + ImVec2 box_max(box_min.x + LayoutItemSize.x + 2, box_min.y + LayoutItemSize.y + 2); // Dubious + draw_list->AddRectFilled(box_min, box_max, icon_bg_color); // Background color + if (ShowTypeOverlay && item_data->Type != 0) + { + ImU32 type_col = icon_type_overlay_colors[item_data->Type % IM_ARRAYSIZE(icon_type_overlay_colors)]; + draw_list->AddRectFilled(ImVec2(box_max.x - 2 - icon_type_overlay_size.x, box_min.y + 2), ImVec2(box_max.x - 2, box_min.y + 2 + icon_type_overlay_size.y), type_col); + } + if (display_label) + { + ImU32 label_col = ImGui::GetColorU32(item_is_selected ? ImGuiCol_Text : ImGuiCol_TextDisabled); + char label[32]; + sprintf(label, "%d", item_data->ID); + draw_list->AddText(ImVec2(box_min.x, box_max.y - ImGui::GetFontSize()), label_col, label); + } + } + + ImGui::PopID(); + } + } + } + clipper.End(); + ImGui::PopStyleVar(); // ImGuiStyleVar_ItemSpacing + + // Context menu + if (ImGui::BeginPopupContextWindow()) + { + ImGui::Text("Selection: %d items", Selection.Size); + ImGui::Separator(); + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndPopup(); + } + + ms_io = ImGui::EndMultiSelect(); + Selection.ApplyRequests(ms_io); + if (want_delete) + Selection.ApplyDeletionPostLoop(ms_io, Items, item_curr_idx_to_focus); + + // Zooming with CTRL+Wheel + if (ImGui::IsWindowAppearing()) + ZoomWheelAccum = 0.0f; + if (ImGui::IsWindowHovered() && io.MouseWheel != 0.0f && ImGui::IsKeyDown(ImGuiMod_Ctrl) && ImGui::IsAnyItemActive() == false) + { + ZoomWheelAccum += io.MouseWheel; + if (fabsf(ZoomWheelAccum) >= 1.0f) + { + // Calculate hovered item index from mouse location + // FIXME: Locking aiming on 'hovered_item_idx' (with a cool-down timer) would ensure zoom keeps on it. + const float hovered_item_nx = (io.MousePos.x - start_pos.x + LayoutItemSpacing * 0.5f) / LayoutItemStep.x; + const float hovered_item_ny = (io.MousePos.y - start_pos.y + LayoutItemSpacing * 0.5f) / LayoutItemStep.y; + const int hovered_item_idx = ((int)hovered_item_ny * LayoutColumnCount) + (int)hovered_item_nx; + //ImGui::SetTooltip("%f,%f -> item %d", hovered_item_nx, hovered_item_ny, hovered_item_idx); // Move those 4 lines in block above for easy debugging + + // Zoom + IconSize *= powf(1.1f, (float)(int)ZoomWheelAccum); + IconSize = IM_CLAMP(IconSize, 16.0f, 128.0f); + ZoomWheelAccum -= (int)ZoomWheelAccum; + UpdateLayoutSizes(avail_width); + + // Manipulate scroll to that we will land at the same Y location of currently hovered item. + // - Calculate next frame position of item under mouse + // - Set new scroll position to be used in next ImGui::BeginChild() call. + float hovered_item_rel_pos_y = ((float)(hovered_item_idx / LayoutColumnCount) + fmodf(hovered_item_ny, 1.0f)) * LayoutItemStep.y; + hovered_item_rel_pos_y += ImGui::GetStyle().WindowPadding.y; + float mouse_local_y = io.MousePos.y - ImGui::GetWindowPos().y; + ImGui::SetScrollY(hovered_item_rel_pos_y - mouse_local_y); + } + } + } + ImGui::EndChild(); + + ImGui::Text("Selected: %d/%d items", Selection.Size, Items.Size); + ImGui::End(); + } +}; + +void ShowExampleAppAssetsBrowser(bool* p_open) +{ + IMGUI_DEMO_MARKER("Examples/Assets Browser"); + static ExampleAssetsBrowser assets_browser; + assets_browser.Draw("Example: Assets Browser", p_open); +} + +// End of Demo code +#else + +void ImGui::ShowAboutWindow(bool*) {} +void ImGui::ShowDemoWindow(bool*) {} +void ImGui::ShowUserGuide() {} +void ImGui::ShowStyleEditor(ImGuiStyle*) {} +bool ImGui::ShowStyleSelector(const char* label) { return false; } +void ImGui::ShowFontSelector(const char* label) {} + +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_draw.cpp b/src/main/imgui/imgui_draw.cpp new file mode 100644 index 0000000..c4e4458 --- /dev/null +++ b/src/main/imgui/imgui_draw.cpp @@ -0,0 +1,4855 @@ +// dear imgui, v1.91.7 +// (drawing and font code) + +/* + +Index of this file: + +// [SECTION] STB libraries implementation +// [SECTION] Style functions +// [SECTION] ImDrawList +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +// [SECTION] ImDrawListSplitter +// [SECTION] ImDrawData +// [SECTION] Helpers ShadeVertsXXX functions +// [SECTION] ImFontConfig +// [SECTION] ImFontAtlas +// [SECTION] ImFontAtlas: glyph ranges helpers +// [SECTION] ImFontGlyphRangesBuilder +// [SECTION] ImFont +// [SECTION] ImGui Internal Render Helpers +// [SECTION] Decompression code +// [SECTION] Default font data (ProggyClean.ttf) + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "misc/freetype/imgui_freetype.h" +#endif + +#include // vsnprintf, sscanf, printf + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +//------------------------------------------------------------------------- +// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack) +//------------------------------------------------------------------------- + +// Compile time options: +//#define IMGUI_STB_NAMESPACE ImStb +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE +{ +#endif + +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. +#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. +#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. +#endif + +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma clang diagnostic ignored "-Wmissing-prototypes" +#pragma clang diagnostic ignored "-Wimplicit-fallthrough" +#endif + +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] +#pragma GCC diagnostic ignored "-Wimplicit-fallthrough" // warning: this statement may fall through +#endif + +#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBRP_STATIC +#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) +#define STBRP_SORT ImQsort +#define STB_RECT_PACK_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else +#include "imstb_rectpack.h" +#endif +#endif + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) +#define STBTT_free(x,u) ((void)(u), IM_FREE(x)) +#define STBTT_assert(x) do { IM_ASSERT(x); } while(0) +#define STBTT_fmod(x,y) ImFmod(x,y) +#define STBTT_sqrt(x) ImSqrt(x) +#define STBTT_pow(x,y) ImPow(x,y) +#define STBTT_fabs(x) ImFabs(x) +#define STBTT_ifloor(x) ((int)ImFloor(x)) +#define STBTT_iceil(x) ((int)ImCeil(x)) +#define STBTT_STATIC +#define STB_TRUETYPE_IMPLEMENTATION +#else +#define STBTT_DEF extern +#endif +#ifdef IMGUI_STB_TRUETYPE_FILENAME +#include IMGUI_STB_TRUETYPE_FILENAME +#else +#include "imstb_truetype.h" +#endif +#endif +#endif // IMGUI_ENABLE_STB_TRUETYPE + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#if defined(_MSC_VER) +#pragma warning (pop) +#endif + +#ifdef IMGUI_STB_NAMESPACE +} // namespace ImStb +using namespace IMGUI_STB_NAMESPACE; +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Style functions +//----------------------------------------------------------------------------- + +void ImGui::StyleColorsDark(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); +} + +void ImGui::StyleColorsClassic(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); + colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); + colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); + colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.53f, 0.53f, 0.87f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +// Those light colors are better suited with a thicker font than the default one + FrameBorder +void ImGui::StyleColorsLight(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); + colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList +//----------------------------------------------------------------------------- + +ImDrawListSharedData::ImDrawListSharedData() +{ + memset(this, 0, sizeof(*this)); + for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) + { + const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); + ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) +{ + if (CircleSegmentMaxError == max_error) + return; + + IM_ASSERT(max_error > 0.0f); + CircleSegmentMaxError = max_error; + for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) + { + const float radius = (float)i; + CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +ImDrawList::ImDrawList(ImDrawListSharedData* shared_data) +{ + memset(this, 0, sizeof(*this)); + _Data = shared_data; +} + +ImDrawList::~ImDrawList() +{ + _ClearFreeMemory(); +} + +// Initialize before use in a new frame. We always have a command ready in the buffer. +// In the majority of cases, you would want to call PushClipRect() and PushTextureID() after this. +void ImDrawList::_ResetForNewFrame() +{ + // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. + IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, TextureId) == sizeof(ImVec4)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + if (_Splitter._Count > 1) + _Splitter.Merge(this); + + CmdBuffer.resize(0); + IdxBuffer.resize(0); + VtxBuffer.resize(0); + Flags = _Data->InitialFlags; + memset(&_CmdHeader, 0, sizeof(_CmdHeader)); + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.resize(0); + _TextureIdStack.resize(0); + _CallbacksDataBuf.resize(0); + _Path.resize(0); + _Splitter.Clear(); + CmdBuffer.push_back(ImDrawCmd()); + _FringeScale = 1.0f; +} + +void ImDrawList::_ClearFreeMemory() +{ + CmdBuffer.clear(); + IdxBuffer.clear(); + VtxBuffer.clear(); + Flags = ImDrawListFlags_None; + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.clear(); + _TextureIdStack.clear(); + _CallbacksDataBuf.clear(); + _Path.clear(); + _Splitter.ClearFreeMemory(); +} + +ImDrawList* ImDrawList::CloneOutput() const +{ + ImDrawList* dst = IM_NEW(ImDrawList(_Data)); + dst->CmdBuffer = CmdBuffer; + dst->IdxBuffer = IdxBuffer; + dst->VtxBuffer = VtxBuffer; + dst->Flags = Flags; + return dst; +} + +void ImDrawList::AddDrawCmd() +{ + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() + draw_cmd.TextureId = _CmdHeader.TextureId; + draw_cmd.VtxOffset = _CmdHeader.VtxOffset; + draw_cmd.IdxOffset = IdxBuffer.Size; + + IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); + CmdBuffer.push_back(draw_cmd); +} + +// Pop trailing draw command (used before merging or presenting to user) +// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL +void ImDrawList::_PopUnusedDrawCmd() +{ + while (CmdBuffer.Size > 0) + { + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL) + return;// break; + CmdBuffer.pop_back(); + } +} + +void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size) +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + IM_ASSERT(curr_cmd->UserCallback == NULL); + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + } + + curr_cmd->UserCallback = callback; + if (userdata_size == 0) + { + // Store user data directly in command (no indirection) + curr_cmd->UserCallbackData = userdata; + curr_cmd->UserCallbackDataSize = 0; + curr_cmd->UserCallbackDataOffset = -1; + } + else + { + // Copy and store user data in a buffer + IM_ASSERT(userdata != NULL); + IM_ASSERT(userdata_size < (1u << 31)); + curr_cmd->UserCallbackData = NULL; // Will be resolved during Render() + curr_cmd->UserCallbackDataSize = (int)userdata_size; + curr_cmd->UserCallbackDataOffset = _CallbacksDataBuf.Size; + _CallbacksDataBuf.resize(_CallbacksDataBuf.Size + (int)userdata_size); + memcpy(_CallbacksDataBuf.Data + (size_t)curr_cmd->UserCallbackDataOffset, userdata, userdata_size); + } + + AddDrawCmd(); // Force a new command after us (see comment below) +} + +// Compare ClipRect, TextureId and VtxOffset with a single memcmp() +#define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) + +// Try to merge two last draw commands +void ImDrawList::_TryMergeDrawCmds() +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) + { + prev_cmd->ElemCount += curr_cmd->ElemCount; + CmdBuffer.pop_back(); + } +} + +// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. +// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. +void ImDrawList::_OnChangedClipRect() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + curr_cmd->ClipRect = _CmdHeader.ClipRect; +} + +void ImDrawList::_OnChangedTextureID() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + curr_cmd->TextureId = _CmdHeader.TextureId; +} + +void ImDrawList::_OnChangedVtxOffset() +{ + // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. + _VtxCurrentIdx = 0; + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + curr_cmd->VtxOffset = _CmdHeader.VtxOffset; +} + +int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const +{ + // Automatic segment count + const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy + if (radius_idx >= 0 && radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + return _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); +} + +// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) +void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect) +{ + ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); + if (intersect_with_current_clip_rect) + { + ImVec4 current = _CmdHeader.ClipRect; + if (cr.x < current.x) cr.x = current.x; + if (cr.y < current.y) cr.y = current.y; + if (cr.z > current.z) cr.z = current.z; + if (cr.w > current.w) cr.w = current.w; + } + cr.z = ImMax(cr.x, cr.z); + cr.w = ImMax(cr.y, cr.w); + + _ClipRectStack.push_back(cr); + _CmdHeader.ClipRect = cr; + _OnChangedClipRect(); +} + +void ImDrawList::PushClipRectFullScreen() +{ + PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); +} + +void ImDrawList::PopClipRect() +{ + _ClipRectStack.pop_back(); + _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; + _OnChangedClipRect(); +} + +void ImDrawList::PushTextureID(ImTextureID texture_id) +{ + _TextureIdStack.push_back(texture_id); + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); +} + +void ImDrawList::PopTextureID() +{ + _TextureIdStack.pop_back(); + _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; + _OnChangedTextureID(); +} + +// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTextureID()/PopTextureID(). +void ImDrawList::_SetTextureID(ImTextureID texture_id) +{ + if (_CmdHeader.TextureId == texture_id) + return; + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); +} + +// Reserve space for a number of vertices and indices. +// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or +// submit the intermediate results. PrimUnreserve() can be used to release unused allocations. +void ImDrawList::PrimReserve(int idx_count, int vtx_count) +{ + // Large mesh support (when enabled) + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) + { + // FIXME: In theory we should be testing that vtx_count <64k here. + // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us + // to not make that check until we rework the text functions to handle clipping and large horizontal lines better. + _CmdHeader.VtxOffset = VtxBuffer.Size; + _OnChangedVtxOffset(); + } + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount += idx_count; + + int vtx_buffer_old_size = VtxBuffer.Size; + VtxBuffer.resize(vtx_buffer_old_size + vtx_count); + _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size; + + int idx_buffer_old_size = IdxBuffer.Size; + IdxBuffer.resize(idx_buffer_old_size + idx_count); + _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; +} + +// Release the number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). +void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) +{ + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount -= idx_count; + VtxBuffer.shrink(VtxBuffer.Size - vtx_count); + IdxBuffer.shrink(IdxBuffer.Size - idx_count); +} + +// Fully unrolled with inline call to keep our debug builds decently fast. +void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +{ + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. +// - Those macros expects l-values and need to be used as their own statement. +// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0 +#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0 + +// TODO: Thickness anti-aliased lines cap are missing their AA fringe. +// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) +{ + if (points_count < 2 || (col & IM_COL32_A_MASK) == 0) + return; + + const bool closed = (flags & ImDrawFlags_Closed) != 0; + const ImVec2 opaque_uv = _Data->TexUvWhitePixel; + const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw + const bool thick_line = (thickness > _FringeScale); + + if (Flags & ImDrawListFlags_AntiAliasedLines) + { + // Anti-aliased stroke + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + + // Thicknesses <1.0 should behave like thickness 1.0 + thickness = ImMax(thickness, 1.0f); + const int integer_thickness = (int)thickness; + const float fractional_thickness = thickness - integer_thickness; + + // Do we want to draw this line using a texture? + // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. + // - If AA_SIZE is not 1.0f we cannot use the texture path. + const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); + + // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off + IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); + + const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); + const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); + PrimReserve(idx_count, vtx_count); + + // Temporary buffer + // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point + _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5)); + ImVec2* temp_normals = _Data->TempBuffer.Data; + ImVec2* temp_points = temp_normals + points_count; + + // Calculate normals (tangents) for each line segment + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + float dx = points[i2].x - points[i1].x; + float dy = points[i2].y - points[i1].y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i1].x = dy; + temp_normals[i1].y = -dx; + } + if (!closed) + temp_normals[points_count - 1] = temp_normals[points_count - 2]; + + // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point + if (use_texture || !thick_line) + { + // [PATH 1] Texture-based lines (thick or non-thick) + // [PATH 2] Non texture-based lines (non-thick) + + // The width of the geometry we need to draw - this is essentially pixels for the line itself, plus "one pixel" for AA. + // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture + // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code. + // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to + // allow scaling geometry while preserving one-screen-pixel AA fringe). + const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + temp_points[0] = points[0] + temp_normals[0] * half_draw_size; + temp_points[1] = points[0] - temp_normals[0] * half_draw_size; + temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size; + temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size; + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment + const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area + dm_y *= half_draw_size; + + // Add temporary vertexes for the outer edges + ImVec2* out_vtx = &temp_points[i2 * 2]; + out_vtx[0].x = points[i2].x + dm_x; + out_vtx[0].y = points[i2].y + dm_y; + out_vtx[1].x = points[i2].x - dm_x; + out_vtx[1].y = points[i2].y - dm_y; + + if (use_texture) + { + // Add indices for two triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri + _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri + _IdxWritePtr += 6; + } + else + { + // Add indexes for four triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1 + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2 + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1 + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2 + _IdxWritePtr += 12; + } + + idx1 = idx2; + } + + // Add vertexes for each point on the line + if (use_texture) + { + // If we're using textures we only need to emit the left/right edge vertices + ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; + /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false! + { + const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; + tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() + tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; + tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; + tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; + }*/ + ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); + ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge + _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge + _VtxWritePtr += 2; + } + } + else + { + // If we're not using a texture, we need the center vertex as well + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line + _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge + _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge + _VtxWritePtr += 3; + } + } + } + else + { + // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point + const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + const int points_last = points_count - 1; + temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); + temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); + temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment + const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); + float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); + float dm_in_x = dm_x * half_inner_thickness; + float dm_in_y = dm_y * half_inner_thickness; + + // Add temporary vertices + ImVec2* out_vtx = &temp_points[i2 * 4]; + out_vtx[0].x = points[i2].x + dm_out_x; + out_vtx[0].y = points[i2].y + dm_out_y; + out_vtx[1].x = points[i2].x + dm_in_x; + out_vtx[1].y = points[i2].y + dm_in_y; + out_vtx[2].x = points[i2].x - dm_in_x; + out_vtx[2].y = points[i2].y - dm_in_y; + out_vtx[3].x = points[i2].x - dm_out_x; + out_vtx[3].y = points[i2].y - dm_out_y; + + // Add indexes + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3); + _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2); + _IdxWritePtr += 18; + + idx1 = idx2; + } + + // Add vertices + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans; + _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans; + _VtxWritePtr += 4; + } + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // [PATH 4] Non texture-based, Non anti-aliased lines + const int idx_count = count * 6; + const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges + PrimReserve(idx_count, vtx_count); + + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + const ImVec2& p1 = points[i1]; + const ImVec2& p2 = points[i2]; + + float dx = p2.x - p1.x; + float dy = p2.y - p1.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + dx *= (thickness * 0.5f); + dy *= (thickness * 0.5f); + + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2); + _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3); + _IdxWritePtr += 6; + _VtxCurrentIdx += 4; + } + } +} + +// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. +void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2)*3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2)*3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + // Calculate arc auto segment step size + if (a_step <= 0) + a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius); + + // Make sure we never do steps larger than one quarter of the circle + a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); + + const int sample_range = ImAbs(a_max_sample - a_min_sample); + const int a_next_step = a_step; + + int samples = sample_range + 1; + bool extra_max_sample = false; + if (a_step > 1) + { + samples = sample_range / a_step + 1; + const int overstep = sample_range % a_step; + + if (overstep > 0) + { + extra_max_sample = true; + samples++; + + // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, + // distribute first step range evenly between them by reducing first step size. + if (sample_range > 0) + a_step -= (a_step - overstep) / 2; + } + } + + _Path.resize(_Path.Size + samples); + ImVec2* out_ptr = _Path.Data + (_Path.Size - samples); + + int sample_index = a_min_sample; + if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + { + sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + } + + if (a_max_sample >= a_min_sample) + { + for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + else + { + for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + + if (extra_max_sample) + { + int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (normalized_max_sample < 0) + normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + + IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr); +} + +void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + // Note that we are adding a point at both a_min and a_max. + // If you are trying to draw a full closed circle you don't want the overlapping points! + _Path.reserve(_Path.Size + (num_segments + 1)); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); + } +} + +// 0: East, 3: South, 6: West, 9: North, 12: East +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); +} + +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + if (num_segments > 0) + { + _PathArcToN(center, radius, a_min, a_max, num_segments); + return; + } + + // Automatic segment count + if (radius <= _Data->ArcFastRadiusCutoff) + { + const bool a_is_reverse = a_max < a_min; + + // We are going to use precomputed values for mid samples. + // Determine first and last sample in lookup table that belong to the arc. + const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); + const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); + + const int a_min_sample = a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f); + const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f); + const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); + + const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f; + const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f; + + _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); + if (a_emit_start) + _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)); + if (a_mid_samples > 0) + _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0); + if (a_emit_end) + _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)); + } + else + { + const float arc_length = ImAbs(a_max - a_min); + const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); + const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); + _PathArcToN(center, radius, a_min, a_max, arc_segment_count); + } +} + +void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments) +{ + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + _Path.reserve(_Path.Size + (num_segments + 1)); + + const float cos_rot = ImCos(rot); + const float sin_rot = ImSin(rot); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + ImVec2 point(ImCos(a) * radius.x, ImSin(a) * radius.y); + const ImVec2 rel((point.x * cos_rot) - (point.y * sin_rot), (point.x * sin_rot) + (point.y * cos_rot)); + point.x = rel.x + center.x; + point.y = rel.y + center.y; + _Path.push_back(point); + } +} + +ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) +{ + float u = 1.0f - t; + float w1 = u * u * u; + float w2 = 3 * u * u * t; + float w3 = 3 * u * t * t; + float w4 = t * t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y); +} + +ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t) +{ + float u = 1.0f - t; + float w1 = u * u; + float w2 = 2 * u * t; + float w3 = t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y); +} + +// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp +static void PathBezierCubicCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = (x2 - x4) * dy - (y2 - y4) * dx; + float d3 = (x3 - x4) * dy - (y3 - y4) * dx; + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x4, y4)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; + float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; + PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +static void PathBezierQuadraticCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level) +{ + float dx = x3 - x1, dy = y3 - y1; + float det = (x2 - x3) * dy - (y2 - y3) * dx; + if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x3, y3)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1); + PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1); + } +} + +void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step)); + } +} + +void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step)); + } +} + +static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) +{ + /* + IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Obsoleted in 1.82 (from February 2021). This code was stripped/simplified and mostly commented in 1.90 (from September 2023) + // - Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) + if (flags == ~0) { return ImDrawFlags_RoundCornersAll; } + // - Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations). Read details in older version of this code. + if (flags >= 0x01 && flags <= 0x0F) { return (flags << 4); } + // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' +#endif + */ + // If this assert triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. + // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc. anyway. + // See details in 1.82 Changelog as well as 2021/03/12 and 2023/09/08 entries in "API BREAKING CHANGES" section. + IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); + + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags |= ImDrawFlags_RoundCornersAll; + + return flags; +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) +{ + if (rounding >= 0.5f) + { + flags = FixRectCornerFlags(flags); + rounding = ImMin(rounding, ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f); + } + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PathLineTo(a); + PathLineTo(ImVec2(b.x, a.y)); + PathLineTo(b); + PathLineTo(ImVec2(a.x, b.y)); + } + else + { + const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; + const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; + const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f; + const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; + PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); + PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); + PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); + PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6); + } +} + +void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + PathLineTo(p1 + ImVec2(0.5f, 0.5f)); + PathLineTo(p2 + ImVec2(0.5f, 0.5f)); + PathStroke(col, 0, thickness); +} + +// p_min = upper-left, p_max = lower-right +// Note we don't render 1 pixels sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (Flags & ImDrawListFlags_AntiAliasedLines) + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags); + else + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PrimReserve(6, 4); + PrimRect(p_min, p_max, col); + } + else + { + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + } +} + +// p_min = upper-left, p_max = lower-right +void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +{ + if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + PrimReserve(6, 4); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); + PrimWriteVtx(p_min, uv, col_upr_left); + PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); + PrimWriteVtx(p_max, uv, col_bot_right); + PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); +} + +void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathFillConvex(col); +} + +void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathFillConvex(col); +} + +void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + } + + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + } + + PathFillConvex(col); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Ellipse +void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Cubic Bezier takes 4 controls points +void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierCubicCurveTo(p2, p3, p4, num_segments); + PathStroke(col, 0, thickness); +} + +// Quadratic Bezier takes 3 controls points +void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierQuadraticCurveTo(p2, p3, num_segments); + PathStroke(col, 0, thickness); +} + +void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + // Accept null ranges + if (text_begin == text_end || text_begin[0] == 0) + return; + if (text_end == NULL) + text_end = text_begin + strlen(text_begin); + + // Pull default font/size from the shared ImDrawListSharedData instance + if (font == NULL) + font = _Data->Font; + if (font_size == 0.0f) + font_size = _Data->FontSize; + + IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. + + ImVec4 clip_rect = _CmdHeader.ClipRect; + if (cpu_fine_clip_rect) + { + clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); + clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y); + clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); + clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); + } + font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); +} + +void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) +{ + AddText(NULL, 0.0f, pos, col, text_begin, text_end); +} + +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimRectUV(p_min, p_max, uv_min, uv_max, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + flags = FixRectCornerFlags(flags); + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); + return; + } + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + int vert_start_idx = VtxBuffer.Size; + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + int vert_end_idx = VtxBuffer.Size; + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); + + if (push_texture_id) + PopTextureID(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +//----------------------------------------------------------------------------- +// Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity. +// Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf +// Provided as a convenience for user but not used by main library. +//----------------------------------------------------------------------------- +// - ImTriangulator [Internal] +// - AddConcavePolyFilled() +//----------------------------------------------------------------------------- + +enum ImTriangulatorNodeType +{ + ImTriangulatorNodeType_Convex, + ImTriangulatorNodeType_Ear, + ImTriangulatorNodeType_Reflex +}; + +struct ImTriangulatorNode +{ + ImTriangulatorNodeType Type; + int Index; + ImVec2 Pos; + ImTriangulatorNode* Next; + ImTriangulatorNode* Prev; + + void Unlink() { Next->Prev = Prev; Prev->Next = Next; } +}; + +struct ImTriangulatorNodeSpan +{ + ImTriangulatorNode** Data = NULL; + int Size = 0; + + void push_back(ImTriangulatorNode* node) { Data[Size++] = node; } + void find_erase_unsorted(int idx) { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } } +}; + +struct ImTriangulator +{ + static int EstimateTriangleCount(int points_count) { return (points_count < 3) ? 0 : points_count - 2; } + static int EstimateScratchBufferSize(int points_count) { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; } + + void Init(const ImVec2* points, int points_count, void* scratch_buffer); + void GetNextTriangle(unsigned int out_triangle[3]); // Return relative indexes for next triangle + + // Internal functions + void BuildNodes(const ImVec2* points, int points_count); + void BuildReflexes(); + void BuildEars(); + void FlipNodeList(); + bool IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const; + void ReclassifyNode(ImTriangulatorNode* node); + + // Internal members + int _TrianglesLeft = 0; + ImTriangulatorNode* _Nodes = NULL; + ImTriangulatorNodeSpan _Ears; + ImTriangulatorNodeSpan _Reflexes; +}; + +// Distribute storage for nodes, ears and reflexes. +// FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer +// (this would require first building reflexes to bail to convex if empty, without even building nodes) +void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer) +{ + IM_ASSERT(scratch_buffer != NULL && points_count >= 3); + _TrianglesLeft = EstimateTriangleCount(points_count); + _Nodes = (ImTriangulatorNode*)scratch_buffer; // points_count x Node + _Ears.Data = (ImTriangulatorNode**)(_Nodes + points_count); // points_count x Node* + _Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node* + BuildNodes(points, points_count); + BuildReflexes(); + BuildEars(); +} + +void ImTriangulator::BuildNodes(const ImVec2* points, int points_count) +{ + for (int i = 0; i < points_count; i++) + { + _Nodes[i].Type = ImTriangulatorNodeType_Convex; + _Nodes[i].Index = i; + _Nodes[i].Pos = points[i]; + _Nodes[i].Next = _Nodes + i + 1; + _Nodes[i].Prev = _Nodes + i - 1; + } + _Nodes[0].Prev = _Nodes + points_count - 1; + _Nodes[points_count - 1].Next = _Nodes; +} + +void ImTriangulator::BuildReflexes() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Reflex; + _Reflexes.push_back(n1); + } +} + +void ImTriangulator::BuildEars() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (n1->Type != ImTriangulatorNodeType_Convex) + continue; + if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Ear; + _Ears.push_back(n1); + } +} + +void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3]) +{ + if (_Ears.Size == 0) + { + FlipNodeList(); + + ImTriangulatorNode* node = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next) + node->Type = ImTriangulatorNodeType_Convex; + _Reflexes.Size = 0; + BuildReflexes(); + BuildEars(); + + // If we still don't have ears, it means geometry is degenerated. + if (_Ears.Size == 0) + { + // Return first triangle available, mimicking the behavior of convex fill. + IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated + _Ears.Data[0] = _Nodes; + _Ears.Size = 1; + } + } + + ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size]; + out_triangle[0] = ear->Prev->Index; + out_triangle[1] = ear->Index; + out_triangle[2] = ear->Next->Index; + + ear->Unlink(); + if (ear == _Nodes) + _Nodes = ear->Next; + + ReclassifyNode(ear->Prev); + ReclassifyNode(ear->Next); + _TrianglesLeft--; +} + +void ImTriangulator::FlipNodeList() +{ + ImTriangulatorNode* prev = _Nodes; + ImTriangulatorNode* temp = _Nodes; + ImTriangulatorNode* current = _Nodes->Next; + prev->Next = prev; + prev->Prev = prev; + while (current != _Nodes) + { + temp = current->Next; + + current->Next = prev; + prev->Prev = current; + _Nodes->Next = current; + current->Prev = _Nodes; + + prev = current; + current = temp; + } + _Nodes = prev; +} + +// A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm) +bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const +{ + ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size; + for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++) + { + ImTriangulatorNode* reflex = *p; + if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2) + if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos)) + return false; + } + return true; +} + +void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1) +{ + // Classify node + ImTriangulatorNodeType type; + const ImTriangulatorNode* n0 = n1->Prev; + const ImTriangulatorNode* n2 = n1->Next; + if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Reflex; + else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Ear; + else + type = ImTriangulatorNodeType_Convex; + + // Update lists when a type changes + if (type == n1->Type) + return; + if (n1->Type == ImTriangulatorNodeType_Reflex) + _Reflexes.find_erase_unsorted(n1->Index); + else if (n1->Type == ImTriangulatorNodeType_Ear) + _Ears.find_erase_unsorted(n1->Index); + if (type == ImTriangulatorNodeType_Reflex) + _Reflexes.push_back(n1); + else if (type == ImTriangulatorNodeType_Ear) + _Ears.push_back(n1); + n1->Type = type; +} + +// Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes). +// (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer! +// It is up to caller to ensure not making costly calls that will be outside of visible area. +// As concave fill is noticeably more expensive than other primitives, be mindful of this... +// Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false') +void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + ImTriangulator triangulator; + unsigned int triangle[3]; + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2) * 3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2) * 3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawListSplitter +//----------------------------------------------------------------------------- +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. +//----------------------------------------------------------------------------- + +void ImDrawListSplitter::ClearFreeMemory() +{ + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); +} + +void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) +{ + IM_UNUSED(draw_list); + IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + { + _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable + _Channels.resize(channels_count); + } + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); + } + } +} + +void ImDrawListSplitter::Merge(ImDrawList* draw_list) +{ + // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + draw_list->_PopUnusedDrawCmd(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + ch._CmdBuffer.pop_back(); + + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) + { + // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. + // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. + ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; + if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += next_cmd->ElemCount; + idx_offset += next_cmd->ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. + } + } + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) + { + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + + // Ensure there's always a non-callback draw command trailing the command-buffer + if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL) + draw_list->AddDrawCmd(); + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); + + _Count = 1; +} + +void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) +{ + IM_ASSERT(idx >= 0 && idx < _Count); + if (_Current == idx) + return; + + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd == NULL) + draw_list->AddDrawCmd(); + else if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawData +//----------------------------------------------------------------------------- + +void ImDrawData::Clear() +{ + Valid = false; + CmdListsCount = TotalIdxCount = TotalVtxCount = 0; + CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them. + DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f); + OwnerViewport = NULL; +} + +// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list +// as long at it is expected that the result will be later merged into draw_data->CmdLists[]. +void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list) +{ + if (draw_list->CmdBuffer.Size == 0) + return; + if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL) + return; + + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + + // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) + // If this assert triggers because you are drawing lots of stuff manually: + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // Be mindful that the lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. + // - If you want large meshes with more than 64K vertices, you can either: + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example backends already support this from 1.71. Pre-1.71 backends won't. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + // Resolve callback data pointers + if (draw_list->_CallbacksDataBuf.Size > 0) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + if (cmd.UserCallback != NULL && cmd.UserCallbackDataOffset != -1 && cmd.UserCallbackDataSize > 0) + cmd.UserCallbackData = draw_list->_CallbacksDataBuf.Data + cmd.UserCallbackDataOffset; + + // Add to output list + records state in ImDrawData + out_list->push_back(draw_list); + draw_data->CmdListsCount++; + draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; +} + +void ImDrawData::AddDrawList(ImDrawList* draw_list) +{ + IM_ASSERT(CmdLists.Size == CmdListsCount); + draw_list->_PopUnusedDrawCmd(); + ImGui::AddDrawListToDrawDataEx(this, &CmdLists, draw_list); +} + +// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! +void ImDrawData::DeIndexAllBuffers() +{ + ImVector new_vtx_buffer; + TotalVtxCount = TotalIdxCount = 0; + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + if (cmd_list->IdxBuffer.empty()) + continue; + new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); + for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) + new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; + cmd_list->VtxBuffer.swap(new_vtx_buffer); + cmd_list->IdxBuffer.resize(0); + TotalVtxCount += cmd_list->VtxBuffer.Size; + } +} + +// Helper to scale the ClipRect field of each ImDrawCmd. +// Use if your final output buffer is at a different scale than draw_data->DisplaySize, +// or if there is a difference between your window resolution and framebuffer resolution. +void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) +{ + for (ImDrawList* draw_list : CmdLists) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + cmd.ClipRect = ImVec4(cmd.ClipRect.x * fb_scale.x, cmd.ClipRect.y * fb_scale.y, cmd.ClipRect.z * fb_scale.x, cmd.ClipRect.w * fb_scale.y); +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers ShadeVertsXXX functions +//----------------------------------------------------------------------------- + +// Generic linear color gradient, write to RGB fields, leave A untouched. +void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) +{ + ImVec2 gradient_extent = gradient_p1 - gradient_p0; + float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF; + const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF; + const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF; + const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r; + const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g; + const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b; + for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) + { + float d = ImDot(vert->pos - gradient_p0, gradient_extent); + float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); + int r = (int)(col0_r + col_delta_r * t); + int g = (int)(col0_g + col_delta_g * t); + int b = (int)(col0_b + col_delta_b * t); + vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); + } +} + +// Distribute UV over (a, b) rectangle +void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp) +{ + const ImVec2 size = b - a; + const ImVec2 uv_size = uv_b - uv_a; + const ImVec2 scale = ImVec2( + size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, + size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); + + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + if (clamp) + { + const ImVec2 min = ImMin(uv_a, uv_b); + const ImVec2 max = ImMax(uv_a, uv_b); + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); + } + else + { + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale); + } +} + +void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out) +{ + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontConfig +//----------------------------------------------------------------------------- + +ImFontConfig::ImFontConfig() +{ + memset(this, 0, sizeof(*this)); + FontDataOwnedByAtlas = true; + OversampleH = 2; + OversampleV = 1; + GlyphMaxAdvanceX = FLT_MAX; + RasterizerMultiply = 1.0f; + RasterizerDensity = 1.0f; + EllipsisChar = 0; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas +//----------------------------------------------------------------------------- +// - Default texture data encoded in ASCII +// - ImFontAtlas::ClearInputData() +// - ImFontAtlas::ClearTexData() +// - ImFontAtlas::ClearFonts() +// - ImFontAtlas::Clear() +// - ImFontAtlas::GetTexDataAsAlpha8() +// - ImFontAtlas::GetTexDataAsRGBA32() +// - ImFontAtlas::AddFont() +// - ImFontAtlas::AddFontDefault() +// - ImFontAtlas::AddFontFromFileTTF() +// - ImFontAtlas::AddFontFromMemoryTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedBase85TTF() +// - ImFontAtlas::AddCustomRectRegular() +// - ImFontAtlas::AddCustomRectFontGlyph() +// - ImFontAtlas::CalcCustomRectUV() +// - ImFontAtlas::GetMouseCursorTexData() +// - ImFontAtlas::Build() +// - ImFontAtlasBuildMultiplyCalcLookupTable() +// - ImFontAtlasBuildMultiplyRectAlpha8() +// - ImFontAtlasBuildWithStbTruetype() +// - ImFontAtlasGetBuilderForStbTruetype() +// - ImFontAtlasUpdateConfigDataPointers() +// - ImFontAtlasBuildSetupFont() +// - ImFontAtlasBuildPackCustomRects() +// - ImFontAtlasBuildRender8bppRectFromString() +// - ImFontAtlasBuildRender32bppRectFromString() +// - ImFontAtlasBuildRenderDefaultTexData() +// - ImFontAtlasBuildRenderLinesTexData() +// - ImFontAtlasBuildInit() +// - ImFontAtlasBuildFinish() +//----------------------------------------------------------------------------- + +// A work of art lies ahead! (. = white layer, X = black layer, others are blank) +// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. +// (This is used when io.MouseDrawCursor = true) +const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing. +const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; +static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = +{ + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX " + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" + "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " + " X..X - - X...X - X...X - X..X X..X - - X........X - " + " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " + "------------- - X - X -X.....................X- ------------------- " + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " +}; + +static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = +{ + // Pos ........ Size ......... Offset ...... + { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow + { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll + { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS + { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW + { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW + { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE + { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand + { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed +}; + +ImFontAtlas::ImFontAtlas() +{ + memset(this, 0, sizeof(*this)); + TexGlyphPadding = 1; + PackIdMouseCursors = PackIdLines = -1; +} + +ImFontAtlas::~ImFontAtlas() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Clear(); +} + +void ImFontAtlas::ClearInputData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + for (ImFontConfig& font_cfg : ConfigData) + if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas) + { + IM_FREE(font_cfg.FontData); + font_cfg.FontData = NULL; + } + + // When clearing this we lose access to the font name and other information used to build the font. + for (ImFont* font : Fonts) + if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size) + { + font->ConfigData = NULL; + font->ConfigDataCount = 0; + } + ConfigData.clear(); + CustomRects.clear(); + PackIdMouseCursors = PackIdLines = -1; + // Important: we leave TexReady untouched +} + +void ImFontAtlas::ClearTexData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + if (TexPixelsAlpha8) + IM_FREE(TexPixelsAlpha8); + if (TexPixelsRGBA32) + IM_FREE(TexPixelsRGBA32); + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; + TexPixelsUseColors = false; + // Important: we leave TexReady untouched +} + +void ImFontAtlas::ClearFonts() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Fonts.clear_delete(); + TexReady = false; +} + +void ImFontAtlas::Clear() +{ + ClearInputData(); + ClearTexData(); + ClearFonts(); +} + +void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Build atlas on demand + if (TexPixelsAlpha8 == NULL) + Build(); + + *out_pixels = TexPixelsAlpha8; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; +} + +void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Convert to RGBA32 format on demand + // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp + if (!TexPixelsRGBA32) + { + unsigned char* pixels = NULL; + GetTexDataAsAlpha8(&pixels, NULL, NULL); + if (pixels) + { + TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); + const unsigned char* src = pixels; + unsigned int* dst = TexPixelsRGBA32; + for (int n = TexWidth * TexHeight; n > 0; n--) + *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); + } + } + + *out_pixels = (unsigned char*)TexPixelsRGBA32; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; +} + +ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); + IM_ASSERT(font_cfg->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?"); + IM_ASSERT(font_cfg->OversampleH > 0 && font_cfg->OversampleV > 0 && "Is ImFontConfig struct correctly initialized?"); + IM_ASSERT(font_cfg->RasterizerDensity > 0.0f); + + // Create new font + if (!font_cfg->MergeMode) + Fonts.push_back(IM_NEW(ImFont)); + else + IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. + + ConfigData.push_back(*font_cfg); + ImFontConfig& new_font_cfg = ConfigData.back(); + if (new_font_cfg.DstFont == NULL) + new_font_cfg.DstFont = Fonts.back(); + if (!new_font_cfg.FontDataOwnedByAtlas) + { + new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); + new_font_cfg.FontDataOwnedByAtlas = true; + memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); + } + + // Round font size + // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet. + // - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes. + // - We may support it better later and remove this rounding. + new_font_cfg.SizePixels = ImTrunc(new_font_cfg.SizePixels); + + // Pointers to ConfigData and BuilderData are otherwise dangling + ImFontAtlasUpdateConfigDataPointers(this); + + // Invalidate texture + TexReady = false; + ClearTexData(); + return new_font_cfg.DstFont; +} + +// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) +static unsigned int stb_decompress_length(const unsigned char* input); +static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); +static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } +static void Decode85(const unsigned char* src, unsigned char* dst) +{ + while (*src) + { + unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4])))); + dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. + src += 5; + dst += 4; + } +} +#ifndef IMGUI_DISABLE_DEFAULT_FONT +static const char* GetDefaultCompressedFontDataTTF(int* out_size); +#endif + +// Load embedded ProggyClean.ttf at size 13, disable oversampling +ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) +{ +#ifndef IMGUI_DISABLE_DEFAULT_FONT + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (!font_cfg_template) + { + font_cfg.OversampleH = font_cfg.OversampleV = 1; + font_cfg.PixelSnapH = true; + } + if (font_cfg.SizePixels <= 0.0f) + font_cfg.SizePixels = 13.0f * 1.0f; + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + font_cfg.EllipsisChar = (ImWchar)0x0085; + font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units + + int ttf_compressed_size = 0; + const char* ttf_compressed = GetDefaultCompressedFontDataTTF(&ttf_compressed_size); + const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); + ImFont* font = AddFontFromMemoryCompressedTTF(ttf_compressed, ttf_compressed_size, font_cfg.SizePixels, &font_cfg, glyph_ranges); + return font; +#else + IM_ASSERT(0 && "AddFontDefault() disabled in this build."); + IM_UNUSED(font_cfg_template); + return NULL; +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT +} + +ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + size_t data_size = 0; + void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); + if (!data) + { + IM_ASSERT_USER_ERROR(0, "Could not load font file!"); + return NULL; + } + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (font_cfg.Name[0] == '\0') + { + // Store a short copy of filename into into the font name for convenience + const char* p; + for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); + } + return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); +} + +// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). +ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size. + font_cfg.FontData = font_data; + font_cfg.FontDataSize = font_data_size; + font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; + if (glyph_ranges) + font_cfg.GlyphRanges = glyph_ranges; + return AddFont(&font_cfg); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); + unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size); + stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); + + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontDataOwnedByAtlas = true; + return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) +{ + int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); + Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); + ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); + IM_FREE(compressed_ttf); + return font; +} + +int ImFontAtlas::AddCustomRectRegular(int width, int height) +{ + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) +{ +#ifdef IMGUI_USE_WCHAR32 + IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); +#endif + IM_ASSERT(font != NULL); + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + r.GlyphID = id; + r.GlyphColored = 0; // Set to 1 manually to mark glyph as colored // FIXME: No official API for that (#8133) + r.GlyphAdvanceX = advance_x; + r.GlyphOffset = offset; + r.Font = font; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const +{ + IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates + IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed + *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); + *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); +} + +bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) +{ + if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) + return false; + if (Flags & ImFontAtlasFlags_NoMouseCursors) + return false; + + IM_ASSERT(PackIdMouseCursors != -1); + ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); + ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; + *out_size = size; + *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; + out_uv_border[0] = (pos) * TexUvScale; + out_uv_border[1] = (pos + size) * TexUvScale; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + out_uv_fill[0] = (pos) * TexUvScale; + out_uv_fill[1] = (pos + size) * TexUvScale; + return true; +} + +bool ImFontAtlas::Build() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + + // Default font is none are specified + if (ConfigData.Size == 0) + AddFontDefault(); + + // Select builder + // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which + // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are + // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere + // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. + const ImFontBuilderIO* builder_io = FontBuilderIO; + if (builder_io == NULL) + { +#ifdef IMGUI_ENABLE_FREETYPE + builder_io = ImGuiFreeType::GetBuilderForFreeType(); +#elif defined(IMGUI_ENABLE_STB_TRUETYPE) + builder_io = ImFontAtlasGetBuilderForStbTruetype(); +#else + IM_ASSERT(0); // Invalid Build function +#endif + } + + // Build + return builder_io->FontBuilder_Build(this); +} + +void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) +{ + for (unsigned int i = 0; i < 256; i++) + { + unsigned int value = (unsigned int)(i * in_brighten_factor); + out_table[i] = value > 255 ? 255 : (value & 0xFF); + } +} + +void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) +{ + IM_ASSERT_PARANOID(w <= stride); + unsigned char* data = pixels + x + y * stride; + for (int j = h; j > 0; j--, data += stride - w) + for (int i = w; i > 0; i--, data++) + *data = table[*data]; +} + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) +// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) +struct ImFontBuildSrcData +{ + stbtt_fontinfo FontInfo; + stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) + stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. + stbtt_packedchar* PackedChars; // Output glyphs + const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) + int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] + int GlyphsHighest; // Highest requested codepoint + int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) + ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet) +}; + +// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) +struct ImFontBuildDstData +{ + int SrcCount; // Number of source fonts targeting this destination font. + int GlyphsHighest; + int GlyphsCount; + ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. +}; + +static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out) +{ + IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); + const ImU32* it_begin = in->Storage.begin(); + const ImU32* it_end = in->Storage.end(); + for (const ImU32* it = it_begin; it < it_end; it++) + if (ImU32 entries_32 = *it) + for (ImU32 bit_n = 0; bit_n < 32; bit_n++) + if (entries_32 & ((ImU32)1 << bit_n)) + out->push_back((int)(((it - it_begin) << 5) + bit_n)); +} + +static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) +{ + IM_ASSERT(atlas->ConfigData.Size > 0); + + ImFontAtlasBuildInit(atlas); + + // Clear atlas + atlas->TexID = (ImTextureID)NULL; + atlas->TexWidth = atlas->TexHeight = 0; + atlas->TexUvScale = ImVec2(0.0f, 0.0f); + atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); + atlas->ClearTexData(); + + // Temporary storage for building + ImVector src_tmp_array; + ImVector dst_tmp_array; + src_tmp_array.resize(atlas->ConfigData.Size); + dst_tmp_array.resize(atlas->Fonts.Size); + memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); + + // 1. Initialize font loading structure, check font data validity + for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); + + // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + src_tmp.DstIndex = -1; + for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) + if (cfg.DstFont == atlas->Fonts[output_i]) + src_tmp.DstIndex = output_i; + if (src_tmp.DstIndex == -1) + { + IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? + return false; + } + // Initialize helper structure for font loading and verify that the TTF/OTF data is correct + const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); + IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); + if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) + { + IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); + return false; + } + + // Measure highest codepoints + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + { + // Check for valid range. This may also help detect *some* dangling pointers, because a common + // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent, + // or to forget to zero-terminate the glyph range array. + IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?"); + src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); + } + dst_tmp.SrcCount++; + dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); + } + + // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. + int total_glyphs_count = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); + + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + { + if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) + continue; + if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? + continue; + + // Add to avail set/counters + src_tmp.GlyphsCount++; + dst_tmp.GlyphsCount++; + src_tmp.GlyphsSet.SetBit(codepoint); + dst_tmp.GlyphsSet.SetBit(codepoint); + total_glyphs_count++; + } + } + + // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); + UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); + src_tmp.GlyphsSet.Clear(); + IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); + } + for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) + dst_tmp_array[dst_i].GlyphsSet.Clear(); + dst_tmp_array.clear(); + + // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) + // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) + ImVector buf_rects; + ImVector buf_packedchars; + buf_rects.resize(total_glyphs_count); + buf_packedchars.resize(total_glyphs_count); + memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); + memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); + + // 4. Gather glyphs sizes so we can pack them in our virtual canvas. + int total_surface = 0; + int buf_rects_out_n = 0; + int buf_packedchars_out_n = 0; + const int pack_padding = atlas->TexGlyphPadding; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + src_tmp.Rects = &buf_rects[buf_rects_out_n]; + src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; + buf_rects_out_n += src_tmp.GlyphsCount; + buf_packedchars_out_n += src_tmp.GlyphsCount; + + // Convert our ranges in the format stb_truetype wants + ImFontConfig& cfg = atlas->ConfigData[src_i]; + src_tmp.PackRange.font_size = cfg.SizePixels * cfg.RasterizerDensity; + src_tmp.PackRange.first_unicode_codepoint_in_range = 0; + src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; + src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; + src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; + src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; + src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; + + // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) + const float scale = (cfg.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity); + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) + { + int x0, y0, x1, y1; + const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); + IM_ASSERT(glyph_index_in_font != 0); + stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); + src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + pack_padding + cfg.OversampleH - 1); + src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + pack_padding + cfg.OversampleV - 1); + total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; + } + } + for (int i = 0; i < atlas->CustomRects.Size; i++) + total_surface += (atlas->CustomRects[i].Width + pack_padding) * (atlas->CustomRects[i].Height + pack_padding); + + // We need a width for the skyline algorithm, any width! + // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. + const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; + atlas->TexHeight = 0; + if (atlas->TexDesiredWidth > 0) + atlas->TexWidth = atlas->TexDesiredWidth; + else + atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; + + // 5. Start packing + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + const int TEX_HEIGHT_MAX = 1024 * 32; + stbtt_pack_context spc = {}; + stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, 0, NULL); + spc.padding = atlas->TexGlyphPadding; // Because we mixup stbtt_PackXXX and stbrp_PackXXX there's a bit of a hack here, not passing the value to stbtt_PackBegin() allows us to still pack a TexWidth-1 wide item. (#8107) + ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); + + // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); + + // Extend texture height and mark missing glyphs as non-packed so we won't render them. + // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + if (src_tmp.Rects[glyph_i].was_packed) + atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + } + + // 7. Allocate texture + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); + memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); + spc.pixels = atlas->TexPixelsAlpha8; + spc.height = atlas->TexHeight; + + // 8. Render/rasterize font characters into the texture + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); + + // Apply multiply operator + if (cfg.RasterizerMultiply != 1.0f) + { + unsigned char multiply_table[256]; + ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); + stbrp_rect* r = &src_tmp.Rects[0]; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) + if (r->was_packed) + ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); + } + src_tmp.Rects = NULL; + } + + // End packing + stbtt_PackEnd(&spc); + buf_rects.clear(); + + // 9. Setup ImFont and glyphs for runtime + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + // When merging fonts with MergeMode=true: + // - We can have multiple input fonts writing into a same destination font. + // - dst_font->ConfigData is != from cfg which is our source configuration. + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFont* dst_font = cfg.DstFont; + + const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + + const float ascent = ImCeil(unscaled_ascent * font_scale); + const float descent = ImFloor(unscaled_descent * font_scale); + ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); + const float font_off_x = cfg.GlyphOffset.x; + const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); + + const float inv_rasterization_scale = 1.0f / cfg.RasterizerDensity; + + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + { + // Register glyph + const int codepoint = src_tmp.GlyphsList[glyph_i]; + const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; + stbtt_aligned_quad q; + float unused_x = 0.0f, unused_y = 0.0f; + stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); + float x0 = q.x0 * inv_rasterization_scale + font_off_x; + float y0 = q.y0 * inv_rasterization_scale + font_off_y; + float x1 = q.x1 * inv_rasterization_scale + font_off_x; + float y1 = q.y1 * inv_rasterization_scale + font_off_y; + dst_font->AddGlyph(&cfg, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale); + } + } + + // Cleanup + src_tmp_array.clear_destruct(); + + ImFontAtlasBuildFinish(atlas); + return true; +} + +const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() +{ + static ImFontBuilderIO io; + io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; + return &io; +} + +#endif // IMGUI_ENABLE_STB_TRUETYPE + +void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas) +{ + for (ImFontConfig& font_cfg : atlas->ConfigData) + { + ImFont* font = font_cfg.DstFont; + if (!font_cfg.MergeMode) + { + font->ConfigData = &font_cfg; + font->ConfigDataCount = 0; + } + font->ConfigDataCount++; + } +} + +void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) +{ + if (!font_config->MergeMode) + { + font->ClearOutputData(); + font->FontSize = font_config->SizePixels; + IM_ASSERT(font->ConfigData == font_config); + font->ContainerAtlas = atlas; + font->Ascent = ascent; + font->Descent = descent; + } +} + +void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) +{ + stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; + IM_ASSERT(pack_context != NULL); + + ImVector& user_rects = atlas->CustomRects; + IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. +#ifdef __GNUC__ + if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343) +#endif + + const int pack_padding = atlas->TexGlyphPadding; + ImVector pack_rects; + pack_rects.resize(user_rects.Size); + memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); + for (int i = 0; i < user_rects.Size; i++) + { + pack_rects[i].w = user_rects[i].Width + pack_padding; + pack_rects[i].h = user_rects[i].Height + pack_padding; + } + stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); + for (int i = 0; i < pack_rects.Size; i++) + if (pack_rects[i].was_packed) + { + user_rects[i].X = (unsigned short)pack_rects[i].x; + user_rects[i].Y = (unsigned short)pack_rects[i].y; + IM_ASSERT(pack_rects[i].w == user_rects[i].Width + pack_padding && pack_rects[i].h == user_rects[i].Height + pack_padding); + atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); + } +} + +void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; +} + +void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; +} + +static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) +{ + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); + IM_ASSERT(r->IsPacked()); + + const int w = atlas->TexWidth; + if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) + { + // White pixels only + IM_ASSERT(r->Width == 2 && r->Height == 2); + const int offset = (int)r->X + (int)r->Y * w; + if (atlas->TexPixelsAlpha8 != NULL) + { + atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + } + else + { + atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; + } + } + else + { + // White pixels and mouse cursor + IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); + const int x_for_white = r->X; + const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + if (atlas->TexPixelsAlpha8 != NULL) + { + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + } + else + { + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); + } + } + atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); +} + +static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) +{ + if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) + return; + + // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); + IM_ASSERT(r->IsPacked()); + for (int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row + { + // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle + int y = n; + int line_width = n; + int pad_left = (r->Width - line_width) / 2; + int pad_right = r->Width - (pad_left + line_width); + + // Write each slice + IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels + if (atlas->TexPixelsAlpha8 != NULL) + { + unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (int i = 0; i < pad_left; i++) + *(write_ptr + i) = 0x00; + + for (int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = 0xFF; + + for (int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = 0x00; + } + else + { + unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (int i = 0; i < pad_left; i++) + *(write_ptr + i) = IM_COL32(255, 255, 255, 0); + + for (int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = IM_COL32_WHITE; + + for (int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); + } + + // Calculate UVs for this line + ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale; + float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts + atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); + } +} + +// Note: this is called / shared by both the stb_truetype and the FreeType builder +void ImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + // Register texture region for mouse cursors or standard white pixels + if (atlas->PackIdMouseCursors < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + else + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); + } + + // Register texture region for thick lines + // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row + if (atlas->PackIdLines < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) + atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + } +} + +// This is called/shared by both the stb_truetype and the FreeType builder. +void ImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + // Render into our custom data blocks + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); + ImFontAtlasBuildRenderDefaultTexData(atlas); + ImFontAtlasBuildRenderLinesTexData(atlas); + + // Register custom rectangle glyphs + for (int i = 0; i < atlas->CustomRects.Size; i++) + { + const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; + if (r->Font == NULL || r->GlyphID == 0) + continue; + + // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH + IM_ASSERT(r->Font->ContainerAtlas == atlas); + ImVec2 uv0, uv1; + atlas->CalcCustomRectUV(r, &uv0, &uv1); + r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); + if (r->GlyphColored) + r->Font->Glyphs.back().Colored = 1; + } + + // Build all fonts lookup tables + for (ImFont* font : atlas->Fonts) + if (font->DirtyLookupTables) + font->BuildLookupTable(); + + atlas->TexReady = true; +} + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas: glyph ranges helpers +//------------------------------------------------------------------------- +// - GetGlyphRangesDefault() +// - GetGlyphRangesGreek() +// - GetGlyphRangesKorean() +// - GetGlyphRangesChineseFull() +// - GetGlyphRangesChineseSimplifiedCommon() +// - GetGlyphRangesJapanese() +// - GetGlyphRangesCyrillic() +// - GetGlyphRangesThai() +// - GetGlyphRangesVietnamese() +//----------------------------------------------------------------------------- + +// Retrieve list of range (2 int per range, values are inclusive) +const ImWchar* ImFontAtlas::GetGlyphRangesDefault() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesGreek() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0370, 0x03FF, // Greek and Coptic + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesKorean() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3131, 0x3163, // Korean alphabets + 0xAC00, 0xD7A3, // Korean characters + 0xFFFD, 0xFFFD, // Invalid + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD, // Invalid + 0x4e00, 0x9FAF, // CJK Ideograms + 0, + }; + return &ranges[0]; +} + +static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges) +{ + for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) + { + out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]); + base_codepoint += accumulative_offsets[n]; + } + out_ranges[0] = 0; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() +{ + // Store 2500 regularly used characters for Simplified Chinese. + // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 + // This table covers 97.97% of all characters used during the month in July, 1987. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, + 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, + 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, + 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, + 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, + 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, + 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, + 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, + 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, + 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, + 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, + 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, + 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, + 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, + 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, + 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, + 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, + 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, + 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, + 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, + 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, + 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, + 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, + 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, + 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, + 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, + 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, + 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, + 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, + 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, + 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, + 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, + 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, + 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, + 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, + 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, + 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, + 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, + 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, + 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() +{ + // 2999 ideograms code points for Japanese + // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points + // - 863 Jinmeiyo (meaning "for personal name") Kanji code points + // - Sourced from official information provided by the government agencies of Japan: + // - List of Joyo Kanji by the Agency for Cultural Affairs + // - https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kijun/naikaku/kanji/ + // - List of Jinmeiyo Kanji by the Ministry of Justice + // - http://www.moj.go.jp/MINJI/minji86.html + // - Available under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0). + // - https://creativecommons.org/licenses/by/4.0/legalcode + // - You can generate this code by the script at: + // - https://github.com/vaiorabbit/everyday_use_kanji + // - References: + // - List of Joyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji + // - List of Jinmeiyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji + // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1, + 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3, + 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8, + 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5, + 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1, + 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30, + 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3, + 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4, + 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14, + 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1, + 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1, + 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1, + 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1, + 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2, + 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7, + 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5, + 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1, + 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7, + 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2, + 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5, + 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6, + 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2, + 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16, + 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11, + 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18, + 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9, + 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3, + 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6, + 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1, + 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8, + 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1, + 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10, + 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5, + 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2, + 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5, + 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1, + 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5, + 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4, + 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7, + 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5, + 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13, + 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21, + 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1, + 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38, + 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4, + 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4, + 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1, + 3,2,1,1,1,1,2,1,1, + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement + 0x2DE0, 0x2DFF, // Cyrillic Extended-A + 0xA640, 0xA69F, // Cyrillic Extended-B + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesThai() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x2010, 0x205E, // Punctuations + 0x0E00, 0x0E7F, // Thai + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, + }; + return &ranges[0]; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontGlyphRangesBuilder +//----------------------------------------------------------------------------- + +void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) +{ + while (text_end ? (text < text_end) : *text) + { + unsigned int c = 0; + int c_len = ImTextCharFromUtf8(&c, text, text_end); + text += c_len; + if (c_len == 0) + break; + AddChar((ImWchar)c); + } +} + +void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) +{ + for (; ranges[0]; ranges += 2) + for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 + AddChar((ImWchar)c); +} + +void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) +{ + const int max_codepoint = IM_UNICODE_CODEPOINT_MAX; + for (int n = 0; n <= max_codepoint; n++) + if (GetBit(n)) + { + out_ranges->push_back((ImWchar)n); + while (n < max_codepoint && GetBit(n + 1)) + n++; + out_ranges->push_back((ImWchar)n); + } + out_ranges->push_back(0); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFont +//----------------------------------------------------------------------------- + +ImFont::ImFont() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + FallbackChar = 0; + EllipsisChar = 0; + EllipsisWidth = EllipsisCharStep = 0.0f; + EllipsisCharCount = 0; + FallbackGlyph = NULL; + ContainerAtlas = NULL; + ConfigData = NULL; + ConfigDataCount = 0; + DirtyLookupTables = false; + Scale = 1.0f; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); +} + +ImFont::~ImFont() +{ + ClearOutputData(); +} + +void ImFont::ClearOutputData() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + Glyphs.clear(); + IndexAdvanceX.clear(); + IndexLookup.clear(); + FallbackGlyph = NULL; + ContainerAtlas = NULL; + DirtyLookupTables = true; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); +} + +static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) +{ + for (int n = 0; n < candidate_chars_count; n++) + if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) + return candidate_chars[n]; + return 0; +} + +void ImFont::BuildLookupTable() +{ + int max_codepoint = 0; + for (int i = 0; i != Glyphs.Size; i++) + max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); + + // Build lookup table + IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!"); + IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved + IndexAdvanceX.clear(); + IndexLookup.clear(); + DirtyLookupTables = false; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); + GrowIndex(max_codepoint + 1); + for (int i = 0; i < Glyphs.Size; i++) + { + int codepoint = (int)Glyphs[i].Codepoint; + IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; + IndexLookup[codepoint] = (ImWchar)i; + + // Mark 4K page as used + const int page_n = codepoint / 4096; + Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); + } + + // Create a glyph to handle TAB + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) + if (FindGlyph((ImWchar)' ')) + { + if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& tab_glyph = Glyphs.back(); + tab_glyph = *FindGlyph((ImWchar)' '); + tab_glyph.Codepoint = '\t'; + tab_glyph.AdvanceX *= IM_TABSIZE; + IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; + IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); + } + + // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) + SetGlyphVisible((ImWchar)' ', false); + SetGlyphVisible((ImWchar)'\t', false); + + // Setup Fallback character + const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackGlyph = &Glyphs.back(); + FallbackChar = (ImWchar)FallbackGlyph->Codepoint; + } + } + FallbackAdvanceX = FallbackGlyph->AdvanceX; + for (int i = 0; i < max_codepoint + 1; i++) + if (IndexAdvanceX[i] < 0.0f) + IndexAdvanceX[i] = FallbackAdvanceX; + + // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { ConfigData->EllipsisChar, (ImWchar)0x2026, (ImWchar)0x0085 }; + const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; + if (EllipsisChar == 0) + EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); + const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); + if (EllipsisChar != 0) + { + EllipsisCharCount = 1; + EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1; + } + else if (dot_char != 0) + { + const ImFontGlyph* dot_glyph = FindGlyph(dot_char); + EllipsisChar = dot_char; + EllipsisCharCount = 3; + EllipsisCharStep = (float)(int)(dot_glyph->X1 - dot_glyph->X0) + 1.0f; + EllipsisWidth = ImMax(dot_glyph->AdvanceX, dot_glyph->X0 + EllipsisCharStep * 3.0f - 1.0f); // FIXME: Slightly odd for normally mono-space fonts but since this is used for trailing contents. + } +} + +// API is designed this way to avoid exposing the 4K page size +// e.g. use with IsGlyphRangeUnused(0, 255) +bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) +{ + unsigned int page_begin = (c_begin / 4096); + unsigned int page_last = (c_last / 4096); + for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) + if ((page_n >> 3) < sizeof(Used4kPagesMap)) + if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) + return false; + return true; +} + +void ImFont::SetGlyphVisible(ImWchar c, bool visible) +{ + if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) + glyph->Visible = visible ? 1 : 0; +} + +void ImFont::GrowIndex(int new_size) +{ + IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); + if (new_size <= IndexLookup.Size) + return; + IndexAdvanceX.resize(new_size, -1.0f); + IndexLookup.resize(new_size, (ImWchar)-1); +} + +// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. +// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). +// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font. +void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) +{ + if (cfg != NULL) + { + // Clamp & recenter if needed + const float advance_x_original = advance_x; + advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); + if (advance_x != advance_x_original) + { + float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; + x0 += char_off_x; + x1 += char_off_x; + } + + // Snap to pixel + if (cfg->PixelSnapH) + advance_x = IM_ROUND(advance_x); + + // Bake spacing + advance_x += cfg->GlyphExtraSpacing.x; + } + + int glyph_idx = Glyphs.Size; + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& glyph = Glyphs[glyph_idx]; + glyph.Codepoint = (unsigned int)codepoint; + glyph.Visible = (x0 != x1) && (y0 != y1); + glyph.Colored = false; + glyph.X0 = x0; + glyph.Y0 = y0; + glyph.X1 = x1; + glyph.Y1 = y1; + glyph.U0 = u0; + glyph.V0 = v0; + glyph.U1 = u1; + glyph.V1 = v1; + glyph.AdvanceX = advance_x; + + // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) + // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. + float pad = ContainerAtlas->TexGlyphPadding + 0.99f; + DirtyLookupTables = true; + MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); +} + +void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) +{ + IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. + unsigned int index_size = (unsigned int)IndexLookup.Size; + + if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists + return; + if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op + return; + + GrowIndex(dst + 1); + IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; + IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; +} + +// Find glyph, return fallback if missing +const ImFontGlyph* ImFont::FindGlyph(ImWchar c) +{ + if (c >= (size_t)IndexLookup.Size) + return FallbackGlyph; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return FallbackGlyph; + return &Glyphs.Data[i]; +} + +const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) +{ + if (c >= (size_t)IndexLookup.Size) + return NULL; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return NULL; + return &Glyphs.Data[i]; +} + +// Trim trailing space and find beginning of next line +static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end) +{ + while (text < text_end && ImCharIsBlankA(*text)) + text++; + if (*text == '\n') + text++; + return text; +} + +#define ImFontGetCharAdvanceX(_FONT, _CH) ((int)(_CH) < (_FONT)->IndexAdvanceX.Size ? (_FONT)->IndexAdvanceX.Data[_CH] : (_FONT)->FallbackAdvanceX) + +// Simple word-wrapping for English, not full-featured. Please submit failing cases! +// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end. +// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) +const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) +{ + // For references, possible wrap point marked with ^ + // "aaa bbb, ccc,ddd. eee fff. ggg!" + // ^ ^ ^ ^ ^__ ^ ^ + + // List of hardcoded separators: .,;!?'" + + // Skip extra blanks after a line returns (that includes not counting them in width computation) + // e.g. "Hello world" --> "Hello" "World" + + // Cut words that cannot possibly fit within one line. + // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" + float line_width = 0.0f; + float word_width = 0.0f; + float blank_width = 0.0f; + wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters + + const char* word_end = text; + const char* prev_word_end = NULL; + bool inside_word = true; + + const char* s = text; + IM_ASSERT(text_end != NULL); + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + const char* next_s; + if (c < 0x80) + next_s = s + 1; + else + next_s = s + ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + line_width = word_width = blank_width = 0.0f; + inside_word = true; + s = next_s; + continue; + } + if (c == '\r') + { + s = next_s; + continue; + } + } + + const float char_width = ImFontGetCharAdvanceX(this, c); + if (ImCharIsBlankW(c)) + { + if (inside_word) + { + line_width += blank_width; + blank_width = 0.0f; + word_end = s; + } + blank_width += char_width; + inside_word = false; + } + else + { + word_width += char_width; + if (inside_word) + { + word_end = next_s; + } + else + { + prev_word_end = word_end; + line_width += word_width + blank_width; + word_width = blank_width = 0.0f; + } + + // Allow wrapping after punctuation. + inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"'); + } + + // We ignore blank width at the end of the line (they can be skipped) + if (line_width + word_width > wrap_width) + { + // Words that cannot possibly fit within an entire line will be cut anywhere. + if (word_width < wrap_width) + s = prev_word_end ? prev_word_end : word_end; + break; + } + + s = next_s; + } + + // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol). + if (s == text && text < text_end) + return s + 1; + return s; +} + +ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. + + const float line_height = size; + const float scale = size / FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + const char* s = text_begin; + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); + + if (s >= word_wrap_eol) + { + if (text_size.x < line_width) + text_size.x = line_width; + text_size.y += line_height; + line_width = 0.0f; + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + const char* prev_s = s; + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + continue; + } + if (c == '\r') + continue; + } + + const float char_width = ImFontGetCharAdvanceX(this, c) * scale; + if (line_width + char_width >= max_width) + { + s = prev_s; + break; + } + + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (line_width > 0 || text_size.y == 0.0f) + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) +{ + const ImFontGlyph* glyph = FindGlyph(c); + if (!glyph || !glyph->Visible) + return; + if (glyph->Colored) + col |= ~IM_COL32_A_MASK; + float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); + draw_list->PrimReserve(6, 4); + draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. + + // Align to be pixel perfect + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); + if (y > clip_rect.w) + return; + + const float scale = size / FontSize; + const float line_height = FontSize * scale; + const float origin_x = x; + const bool word_wrap_enabled = (wrap_width > 0.0f); + + // Fast-forward to first visible line + const char* s = text_begin; + if (y + line_height < clip_rect.y) + while (y + line_height < clip_rect.y && s < text_end) + { + const char* line_end = (const char*)memchr(s, '\n', text_end - s); + if (word_wrap_enabled) + { + // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA(). + // If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both. + // However it is still better than nothing performing the fast-forward! + s = CalcWordWrapPositionA(scale, s, line_end ? line_end : text_end, wrap_width); + s = CalcWordWrapNextLineStartA(s, text_end); + } + else + { + s = line_end ? line_end + 1 : text_end; + } + y += line_height; + } + + // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() + // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) + if (text_end - s > 10000 && !word_wrap_enabled) + { + const char* s_end = s; + float y_end = y; + while (y_end < clip_rect.w && s_end < text_end) + { + s_end = (const char*)memchr(s_end, '\n', text_end - s_end); + s_end = s_end ? s_end + 1 : text_end; + y_end += line_height; + } + text_end = s_end; + } + if (s == text_end) + return; + + // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) + const int vtx_count_max = (int)(text_end - s) * 4; + const int idx_count_max = (int)(text_end - s) * 6; + const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; + draw_list->PrimReserve(idx_count_max, vtx_count_max); + ImDrawVert* vtx_write = draw_list->_VtxWritePtr; + ImDrawIdx* idx_write = draw_list->_IdxWritePtr; + unsigned int vtx_index = draw_list->_VtxCurrentIdx; + + const ImU32 col_untinted = col | ~IM_COL32_A_MASK; + const char* word_wrap_eol = NULL; + + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - origin_x)); + + if (s >= word_wrap_eol) + { + x = origin_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + x = origin_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + continue; + } + if (c == '\r') + continue; + } + + const ImFontGlyph* glyph = FindGlyph((ImWchar)c); + if (glyph == NULL) + continue; + + float char_width = glyph->AdvanceX * scale; + if (glyph->Visible) + { + // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + if (x1 <= clip_rect.z && x2 >= clip_rect.x) + { + // Render a character + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip) + { + if (x1 < clip_rect.x) + { + u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); + x1 = clip_rect.x; + } + if (y1 < clip_rect.y) + { + v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); + y1 = clip_rect.y; + } + if (x2 > clip_rect.z) + { + u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); + x2 = clip_rect.z; + } + if (y2 > clip_rect.w) + { + v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); + y2 = clip_rect.w; + } + if (y1 >= y2) + { + x += char_width; + continue; + } + } + + // Support for untinted glyphs + ImU32 glyph_col = glyph->Colored ? col_untinted : col; + + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: + { + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + idx_write[0] = (ImDrawIdx)(vtx_index); idx_write[1] = (ImDrawIdx)(vtx_index + 1); idx_write[2] = (ImDrawIdx)(vtx_index + 2); + idx_write[3] = (ImDrawIdx)(vtx_index); idx_write[4] = (ImDrawIdx)(vtx_index + 2); idx_write[5] = (ImDrawIdx)(vtx_index + 3); + vtx_write += 4; + vtx_index += 4; + idx_write += 6; + } + } + } + x += char_width; + } + + // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. + draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() + draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); + draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); + draw_list->_VtxWritePtr = vtx_write; + draw_list->_IdxWritePtr = idx_write; + draw_list->_VtxCurrentIdx = vtx_index; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGui Internal Render Helpers +//----------------------------------------------------------------------------- +// Vaguely redesigned to stop accessing ImGui global state: +// - RenderArrow() +// - RenderBullet() +// - RenderCheckMark() +// - RenderArrowDockMenu() +// - RenderArrowPointingAt() +// - RenderRectFilledRangeH() +// - RenderRectFilledWithHole() +//----------------------------------------------------------------------------- +// Function in need of a redesign (legacy mess) +// - RenderColorRectWithAlphaCheckerboard() +//----------------------------------------------------------------------------- + +// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state +void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) +{ + const float h = draw_list->_Data->FontSize * 1.00f; + float r = h * 0.40f * scale; + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); + + ImVec2 a, b, c; + switch (dir) + { + case ImGuiDir_Up: + case ImGuiDir_Down: + if (dir == ImGuiDir_Up) r = -r; + a = ImVec2(+0.000f, +0.750f) * r; + b = ImVec2(-0.866f, -0.750f) * r; + c = ImVec2(+0.866f, -0.750f) * r; + break; + case ImGuiDir_Left: + case ImGuiDir_Right: + if (dir == ImGuiDir_Left) r = -r; + a = ImVec2(+0.750f, +0.000f) * r; + b = ImVec2(-0.750f, +0.866f) * r; + c = ImVec2(-0.750f, -0.866f) * r; + break; + case ImGuiDir_None: + case ImGuiDir_COUNT: + IM_ASSERT(0); + break; + } + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); +} + +void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) +{ + // FIXME-OPT: This should be baked in font. + draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); +} + +void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz) +{ + float thickness = ImMax(sz / 5.0f, 1.0f); + sz -= thickness * 0.5f; + pos += ImVec2(thickness * 0.25f, thickness * 0.25f); + + float third = sz / 3.0f; + float bx = pos.x + third; + float by = pos.y + sz - third * 0.5f; + draw_list->PathLineTo(ImVec2(bx - third, by - third)); + draw_list->PathLineTo(ImVec2(bx, by)); + draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); + draw_list->PathStroke(col, 0, thickness); +} + +// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. +void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) +{ + switch (direction) + { + case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings + } +} + +// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality, +// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. +void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col) +{ + draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col); + RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); +} + +static inline float ImAcos01(float x) +{ + if (x <= 0.0f) return IM_PI * 0.5f; + if (x >= 1.0f) return 0.0f; + return ImAcos(x); + //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. +} + +// FIXME: Cleanup and move code to ImDrawList. +void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) +{ + if (x_end_norm == x_start_norm) + return; + if (x_start_norm > x_end_norm) + ImSwap(x_start_norm, x_end_norm); + + ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); + ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); + if (rounding == 0.0f) + { + draw_list->AddRectFilled(p0, p1, col, 0.0f); + return; + } + + rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); + const float inv_rounding = 1.0f / rounding; + const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); + const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); + const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. + const float x0 = ImMax(p0.x, rect.Min.x + rounding); + if (arc0_b == arc0_e) + { + draw_list->PathLineTo(ImVec2(x0, p1.y)); + draw_list->PathLineTo(ImVec2(x0, p0.y)); + } + else if (arc0_b == 0.0f && arc0_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL + draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR + } + else + { + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e); // TR + } + if (p1.x > rect.Min.x + rounding) + { + const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); + const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); + const float x1 = ImMin(p1.x, rect.Max.x - rounding); + if (arc1_b == arc1_e) + { + draw_list->PathLineTo(ImVec2(x1, p0.y)); + draw_list->PathLineTo(ImVec2(x1, p1.y)); + } + else if (arc1_b == 0.0f && arc1_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR + draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR + } + else + { + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e); // BR + } + } + draw_list->PathFillConvex(col); +} + +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding) +{ + const bool fill_L = (inner.Min.x > outer.Min.x); + const bool fill_R = (inner.Max.x < outer.Max.x); + const bool fill_U = (inner.Min.y > outer.Min.y); + const bool fill_D = (inner.Max.y < outer.Max.y); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); +} + +ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold) +{ + bool round_l = r_in.Min.x <= r_outer.Min.x + threshold; + bool round_r = r_in.Max.x >= r_outer.Max.x - threshold; + bool round_t = r_in.Min.y <= r_outer.Min.y + threshold; + bool round_b = r_in.Max.y >= r_outer.Max.y - threshold; + return ImDrawFlags_RoundCornersNone + | ((round_t && round_l) ? ImDrawFlags_RoundCornersTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundCornersTopRight : 0) + | ((round_b && round_l) ? ImDrawFlags_RoundCornersBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundCornersBottomRight : 0); +} + +// Helper for ColorPicker4() +// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. +// FIXME: uses ImGui::GetColorU32 +void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags) +{ + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags = ImDrawFlags_RoundCornersDefault_; + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); + draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags); + + int yi = 0; + for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) + { + float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); + if (y2 <= y1) + continue; + for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) + { + float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); + if (x2 <= x1) + continue; + ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; + if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; } + + // Combine flags + cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags); + draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags); + } + } + } + else + { + draw_list->AddRectFilled(p_min, p_max, col, rounding, flags); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Decompression code +//----------------------------------------------------------------------------- +// Compressed with stb_compress() then converted to a C array and encoded as base85. +// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file. +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h +//----------------------------------------------------------------------------- + +static unsigned int stb_decompress_length(const unsigned char *input) +{ + return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; +} + +static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; +static const unsigned char *stb__barrier_in_b; +static unsigned char *stb__dout; +static void stb__match(const unsigned char *data, unsigned int length) +{ + // INVERSE of memmove... write each byte before copying the next... + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } + while (length--) *stb__dout++ = *data++; +} + +static void stb__lit(const unsigned char *data, unsigned int length) +{ + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } + memcpy(stb__dout, data, length); + stb__dout += length; +} + +#define stb__in2(x) ((i[x] << 8) + i[(x)+1]) +#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) +#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) + +static const unsigned char *stb_decompress_token(const unsigned char *i) +{ + if (*i >= 0x20) { // use fewer if's for cases that expand small + if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; + else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3; + else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); + } else { // more ifs for cases that expand large, since overhead is amortized + if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4; + else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5; + else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); + else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); + else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5; + else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6; + } + return i; +} + +static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) +{ + const unsigned long ADLER_MOD = 65521; + unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; + unsigned long blocklen = buflen % 5552; + + unsigned long i; + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { + s1 += buffer[0], s2 += s1; + s1 += buffer[1], s2 += s1; + s1 += buffer[2], s2 += s1; + s1 += buffer[3], s2 += s1; + s1 += buffer[4], s2 += s1; + s1 += buffer[5], s2 += s1; + s1 += buffer[6], s2 += s1; + s1 += buffer[7], s2 += s1; + + buffer += 8; + } + + for (; i < blocklen; ++i) + s1 += *buffer++, s2 += s1; + + s1 %= ADLER_MOD, s2 %= ADLER_MOD; + buflen -= blocklen; + blocklen = 5552; + } + return (unsigned int)(s2 << 16) + (unsigned int)s1; +} + +static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) +{ + if (stb__in4(0) != 0x57bC0000) return 0; + if (stb__in4(4) != 0) return 0; // error! stream is > 4GB + const unsigned int olen = stb_decompress_length(i); + stb__barrier_in_b = i; + stb__barrier_out_e = output + olen; + stb__barrier_out_b = output; + i += 16; + + stb__dout = output; + for (;;) { + const unsigned char *old_i = i; + i = stb_decompress_token(i); + if (i == old_i) { + if (*i == 0x05 && i[1] == 0xfa) { + IM_ASSERT(stb__dout == output + olen); + if (stb__dout != output + olen) return 0; + if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2)) + return 0; + return olen; + } else { + IM_ASSERT(0); /* NOTREACHED */ + return 0; + } + } + IM_ASSERT(stb__dout <= output + olen); + if (stb__dout > output + olen) + return 0; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Default font data (ProggyClean.ttf) +//----------------------------------------------------------------------------- +// ProggyClean.ttf +// Copyright (c) 2004, 2005 Tristan Grimmer +// MIT license (see License.txt in http://www.proggyfonts.net/index.php?menu=download) +// Download and more information at http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEFAULT_FONT + +// File: 'ProggyClean.ttf' (41208 bytes) +// Exported using binary_to_compressed_c.exe -u8 "ProggyClean.ttf" proggy_clean_ttf +static const unsigned int proggy_clean_ttf_compressed_size = 9583; +static const unsigned char proggy_clean_ttf_compressed_data[9583] = +{ + 87,188,0,0,0,0,0,0,0,0,160,248,0,4,0,0,55,0,1,0,0,0,12,0,128,0,3,0,64,79,83,47,50,136,235,116,144,0,0,1,72,130,21,44,78,99,109,97,112,2,18,35,117,0,0,3,160,130,19,36,82,99,118,116, + 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7,8,24,74,249,12,76,74,8,91,234,8,67,80,17,131,222,33,253,0,121,30,44,73,0,16,69,15,6,32,0,65,23,38,69,231,12,65,179,6,98,131,16,86,31,27,24,108,157,14,80,160,8,24,65,46,17,33,4,0, + 96,2,18,144,191,65,226,8,68,19,5,171,199,80,9,15,180,199,67,89,5,32,255,24,79,173,28,174,201,24,79,179,50,32,1,24,122,5,10,82,61,10,180,209,83,19,8,32,128,24,80,129,27,111,248,43,131, + 71,24,115,103,8,67,127,41,78,213,24,100,247,19,66,115,39,75,107,5,32,254,165,219,78,170,40,24,112,163,49,32,1,97,203,6,65,173,64,32,0,83,54,7,133,217,88,37,12,32,254,131,28,33,128, + 3,67,71,44,84,183,6,32,5,69,223,33,96,7,7,123,137,16,192,211,24,112,14,9,32,255,67,88,29,68,14,10,84,197,38,33,0,22,116,47,50,32,87,106,99,9,116,49,15,89,225,15,97,231,23,70,41,19, + 82,85,8,93,167,6,32,253,132,236,108,190,7,89,251,5,116,49,58,33,128,128,131,234,32,15,24,74,67,38,70,227,24,24,83,45,23,89,219,12,70,187,12,89,216,19,32,2,69,185,24,141,24,70,143,66, + 24,82,119,56,78,24,10,32,253,133,149,132,6,24,106,233,7,69,198,48,178,203,81,243,12,68,211,15,106,255,23,66,91,15,69,193,7,100,39,10,24,83,72,16,176,204,33,19,0,88,207,45,68,21,12, + 68,17,10,65,157,53,68,17,6,32,254,92,67,10,65,161,25,69,182,43,24,118,91,47,69,183,18,181,209,111,253,12,89,159,8,66,112,12,69,184,45,35,0,0,0,9,24,80,227,26,73,185,16,118,195,15,131, + 15,33,1,0,65,59,15,66,39,27,160,111,66,205,12,148,111,143,110,33,128,128,156,112,24,81,199,8,75,199,23,66,117,20,155,121,32,254,68,126,12,72,213,29,134,239,149,123,89,27,16,148,117, + 65,245,8,24,71,159,14,141,134,134,28,73,51,55,109,77,15,105,131,11,68,67,11,76,169,27,107,209,12,102,174,8,32,128,72,100,18,116,163,56,79,203,11,75,183,44,85,119,19,71,119,23,151,227, + 32,1,93,27,8,65,122,5,77,102,8,110,120,20,66,23,8,66,175,17,66,63,12,133,12,79,35,8,74,235,33,67,149,16,69,243,15,78,57,15,69,235,16,67,177,7,151,192,130,23,67,84,29,141,192,174,187, + 77,67,15,69,11,12,159,187,77,59,10,199,189,24,70,235,50,96,83,19,66,53,23,105,65,19,77,47,12,163,199,66,67,37,78,207,50,67,23,23,174,205,67,228,6,71,107,13,67,22,14,66,85,11,83,187, + 38,124,47,49,95,7,19,66,83,23,67,23,19,24,96,78,17,80,101,16,71,98,40,33,0,7,88,131,22,24,89,245,12,84,45,12,102,213,5,123,12,9,32,2,126,21,14,43,255,0,128,128,0,0,20,0,128,255,128, + 3,126,19,39,32,75,106,51,7,113,129,15,24,110,135,19,126,47,15,115,117,11,69,47,11,32,2,109,76,9,102,109,9,32,128,75,2,10,130,21,32,254,69,47,6,32,3,94,217,47,32,0,65,247,10,69,15,46, + 65,235,31,65,243,15,101,139,10,66,174,14,65,247,16,72,102,28,69,17,14,84,243,9,165,191,88,47,48,66,53,12,32,128,71,108,6,203,193,32,17,75,187,42,73,65,16,65,133,52,114,123,9,167,199, + 69,21,37,86,127,44,75,171,11,180,197,78,213,12,148,200,81,97,46,24,95,243,9,32,4,66,75,33,113,103,9,87,243,36,143,225,24,84,27,31,90,145,8,148,216,67,49,5,24,84,34,14,75,155,27,67, + 52,13,140,13,36,0,20,0,128,255,24,135,99,46,88,59,43,155,249,80,165,7,136,144,71,161,23,32,253,132,33,32,254,88,87,44,136,84,35,128,0,0,21,81,103,5,94,47,44,76,51,12,143,197,151,15, + 65,215,31,24,64,77,13,65,220,20,65,214,14,71,4,40,65,213,13,32,0,130,0,35,21,1,2,0,135,0,34,36,0,72,134,10,36,1,0,26,0,130,134,11,36,2,0,14,0,108,134,11,32,3,138,23,32,4,138,11,34, + 5,0,20,134,33,34,0,0,6,132,23,32,1,134,15,32,18,130,25,133,11,37,1,0,13,0,49,0,133,11,36,2,0,7,0,38,134,11,36,3,0,17,0,45,134,11,32,4,138,35,36,5,0,10,0,62,134,23,32,6,132,23,36,3, + 0,1,4,9,130,87,131,167,133,11,133,167,133,11,133,167,133,11,37,3,0,34,0,122,0,133,11,133,167,133,11,133,167,133,11,133,167,34,50,0,48,130,1,34,52,0,47,134,5,8,49,49,0,53,98,121,32, + 84,114,105,115,116,97,110,32,71,114,105,109,109,101,114,82,101,103,117,108,97,114,84,84,88,32,80,114,111,103,103,121,67,108,101,97,110,84,84,50,48,48,52,47,130,2,53,49,53,0,98,0,121, + 0,32,0,84,0,114,0,105,0,115,0,116,0,97,0,110,130,15,32,71,132,15,36,109,0,109,0,101,130,9,32,82,130,5,36,103,0,117,0,108,130,29,32,114,130,43,34,84,0,88,130,35,32,80,130,25,34,111, + 0,103,130,1,34,121,0,67,130,27,32,101,132,59,32,84,130,31,33,0,0,65,155,9,34,20,0,0,65,11,6,130,8,135,2,33,1,1,130,9,8,120,1,1,2,1,3,1,4,1,5,1,6,1,7,1,8,1,9,1,10,1,11,1,12,1,13,1,14, + 1,15,1,16,1,17,1,18,1,19,1,20,1,21,1,22,1,23,1,24,1,25,1,26,1,27,1,28,1,29,1,30,1,31,1,32,0,3,0,4,0,5,0,6,0,7,0,8,0,9,0,10,0,11,0,12,0,13,0,14,0,15,0,16,0,17,0,18,0,19,0,20,0,21,0, + 22,0,23,0,24,0,25,0,26,0,27,0,28,0,29,0,30,0,31,130,187,8,66,33,0,34,0,35,0,36,0,37,0,38,0,39,0,40,0,41,0,42,0,43,0,44,0,45,0,46,0,47,0,48,0,49,0,50,0,51,0,52,0,53,0,54,0,55,0,56,0, + 57,0,58,0,59,0,60,0,61,0,62,0,63,0,64,0,65,0,66,130,243,9,75,68,0,69,0,70,0,71,0,72,0,73,0,74,0,75,0,76,0,77,0,78,0,79,0,80,0,81,0,82,0,83,0,84,0,85,0,86,0,87,0,88,0,89,0,90,0,91,0, + 92,0,93,0,94,0,95,0,96,0,97,1,33,1,34,1,35,1,36,1,37,1,38,1,39,1,40,1,41,1,42,1,43,1,44,1,45,1,46,1,47,1,48,1,49,1,50,1,51,1,52,1,53,1,54,1,55,1,56,1,57,1,58,1,59,1,60,1,61,1,62,1, + 63,1,64,1,65,0,172,0,163,0,132,0,133,0,189,0,150,0,232,0,134,0,142,0,139,0,157,0,169,0,164,0,239,0,138,0,218,0,131,0,147,0,242,0,243,0,141,0,151,0,136,0,195,0,222,0,241,0,158,0,170, + 0,245,0,244,0,246,0,162,0,173,0,201,0,199,0,174,0,98,0,99,0,144,0,100,0,203,0,101,0,200,0,202,0,207,0,204,0,205,0,206,0,233,0,102,0,211,0,208,0,209,0,175,0,103,0,240,0,145,0,214,0, + 212,0,213,0,104,0,235,0,237,0,137,0,106,0,105,0,107,0,109,0,108,0,110,0,160,0,111,0,113,0,112,0,114,0,115,0,117,0,116,0,118,0,119,0,234,0,120,0,122,0,121,0,123,0,125,0,124,0,184,0, + 161,0,127,0,126,0,128,0,129,0,236,0,238,0,186,14,117,110,105,99,111,100,101,35,48,120,48,48,48,49,141,14,32,50,141,14,32,51,141,14,32,52,141,14,32,53,141,14,32,54,141,14,32,55,141, + 14,32,56,141,14,32,57,141,14,32,97,141,14,32,98,141,14,32,99,141,14,32,100,141,14,32,101,141,14,32,102,140,14,33,49,48,141,14,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49, + 141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,45,49,102,6,100,101,108,101,116,101,4,69,117,114, + 111,140,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236, + 32,56,141,236,32,56,141,236,32,56,65,220,13,32,57,65,220,13,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141, + 239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,35,57,102,0,0,5,250,72,249,98,247, +}; + +static const char* GetDefaultCompressedFontDataTTF(int* out_size) +{ + *out_size = proggy_clean_ttf_compressed_size; + return (const char*)proggy_clean_ttf_compressed_data; +} +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_dx9.cpp b/src/main/imgui/imgui_impl_dx9.cpp new file mode 100644 index 0000000..2cc8681 --- /dev/null +++ b/src/main/imgui/imgui_impl_dx9.cpp @@ -0,0 +1,424 @@ +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. +// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. +// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). +// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file. +// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer. +// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). +// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. +// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_dx9.h" + +// DirectX +#include + +// DirectX data +struct ImGui_ImplDX9_Data +{ + LPDIRECT3DDEVICE9 pd3dDevice; + LPDIRECT3DVERTEXBUFFER9 pVB; + LPDIRECT3DINDEXBUFFER9 pIB; + LPDIRECT3DTEXTURE9 FontTexture; + int VertexBufferSize; + int IndexBufferSize; + bool HasRgbaSupport; + + ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct CUSTOMVERTEX +{ + float pos[3]; + D3DCOLOR col; + float uv[2]; +}; +#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) + +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL) +#else +#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16)) +#endif + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + + // Setup viewport + D3DVIEWPORT9 vp; + vp.X = vp.Y = 0; + vp.Width = (DWORD)draw_data->DisplaySize.x; + vp.Height = (DWORD)draw_data->DisplaySize.y; + vp.MinZ = 0.0f; + vp.MaxZ = 1.0f; + + LPDIRECT3DDEVICE9 device = bd->pd3dDevice; + device->SetViewport(&vp); + + // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. + device->SetPixelShader(nullptr); + device->SetVertexShader(nullptr); + device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); + device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + device->SetRenderState(D3DRS_ZENABLE, FALSE); + device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); + device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); + device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); + device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); + device->SetRenderState(D3DRS_FOGENABLE, FALSE); + device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); + device->SetRenderState(D3DRS_SPECULARENABLE, FALSE); + device->SetRenderState(D3DRS_STENCILENABLE, FALSE); + device->SetRenderState(D3DRS_CLIPPING, TRUE); + device->SetRenderState(D3DRS_LIGHTING, FALSE); + device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); + device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); + device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); + + // Setup orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() + { + float L = draw_data->DisplayPos.x + 0.5f; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; + float T = draw_data->DisplayPos.y + 0.5f; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; + D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } }; + D3DMATRIX mat_projection = + { { { + 2.0f/(R-L), 0.0f, 0.0f, 0.0f, + 0.0f, 2.0f/(T-B), 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f + } } }; + device->SetTransform(D3DTS_WORLD, &mat_identity); + device->SetTransform(D3DTS_VIEW, &mat_identity); + device->SetTransform(D3DTS_PROJECTION, &mat_projection); + } +} + +// Render function. +void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + LPDIRECT3DDEVICE9 device = bd->pd3dDevice; + + // Create and grow buffers if needed + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) + return; + } + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) + { + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) + return; + } + + // Backup the DX9 state + IDirect3DStateBlock9* state_block = nullptr; + if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0) + return; + if (state_block->Capture() < 0) + { + state_block->Release(); + return; + } + + // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) + D3DMATRIX last_world, last_view, last_projection; + device->GetTransform(D3DTS_WORLD, &last_world); + device->GetTransform(D3DTS_VIEW, &last_view); + device->GetTransform(D3DTS_PROJECTION, &last_projection); + + // Allocate buffers + CUSTOMVERTEX* vtx_dst; + ImDrawIdx* idx_dst; + if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + { + state_block->Release(); + return; + } + if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + { + bd->pVB->Unlock(); + state_block->Release(); + return; + } + + // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. + // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and + // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR + // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data; + for (int i = 0; i < draw_list->VtxBuffer.Size; i++) + { + vtx_dst->pos[0] = vtx_src->pos.x; + vtx_dst->pos[1] = vtx_src->pos.y; + vtx_dst->pos[2] = 0.0f; + vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col); + vtx_dst->uv[0] = vtx_src->uv.x; + vtx_dst->uv[1] = vtx_src->uv.y; + vtx_dst++; + vtx_src++; + } + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + idx_dst += draw_list->IdxBuffer.Size; + } + bd->pVB->Unlock(); + bd->pIB->Unlock(); + device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); + device->SetIndices(bd->pIB); + device->SetFVF(D3DFVF_CUSTOMVERTEX); + + // Setup desired DX state + ImGui_ImplDX9_SetupRenderState(draw_data); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX9_SetupRenderState(draw_data); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + device->SetScissorRect(&r); + + // Bind texture, Draw + const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); + device->SetTexture(0, texture); + device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + + // Restore the DX9 transform + device->SetTransform(D3DTS_WORLD, &last_world); + device->SetTransform(D3DTS_VIEW, &last_view); + device->SetTransform(D3DTS_PROJECTION, &last_projection); + + // Restore the DX9 state + state_block->Apply(); + state_block->Release(); +} + +static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format) +{ + LPDIRECT3D9 pd3d = nullptr; + if (pDevice->GetDirect3D(&pd3d) != D3D_OK) + return false; + D3DDEVICE_CREATION_PARAMETERS param = {}; + D3DDISPLAYMODE mode = {}; + if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK) + { + pd3d->Release(); + return false; + } + // Font texture should support linear filter, color blend and write to render-target + bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK; + pd3d->Release(); + return support; +} + +bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx9"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->pd3dDevice = device; + bd->pd3dDevice->AddRef(); + bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8); + + return true; +} + +void ImGui_ImplDX9_Shutdown() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplDX9_InvalidateDeviceObjects(); + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + IM_DELETE(bd); +} + +// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) +static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h) +{ +#ifndef IMGUI_USE_BGRA_PACKED_COLOR + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors); +#else + const bool convert_rgba_to_bgra = false; + IM_UNUSED(tex_use_colors); +#endif + for (int y = 0; y < h; y++) + { + ImU32* src_p = (ImU32*)((unsigned char*)src + src_pitch * y); + ImU32* dst_p = (ImU32*)((unsigned char*)dst + dst_pitch * y); + if (convert_rgba_to_bgra) + for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy + *dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p); + else + memcpy(dst_p, src_p, w * 4); // Raw copy + } +} + +static bool ImGui_ImplDX9_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + unsigned char* pixels; + int width, height, bytes_per_pixel; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); + + // Upload texture to graphics system + bd->FontTexture = nullptr; + if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) + return false; + D3DLOCKED_RECT tex_locked_rect; + if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) + return false; + ImGui_ImplDX9_CopyTextureRegion(io.Fonts->TexPixelsUseColors, (ImU32*)pixels, width * bytes_per_pixel, (ImU32*)tex_locked_rect.pBits, (int)tex_locked_rect.Pitch, width, height); + bd->FontTexture->UnlockRect(0); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)bd->FontTexture); + return true; +} + +bool ImGui_ImplDX9_CreateDeviceObjects() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return false; + if (!ImGui_ImplDX9_CreateFontsTexture()) + return false; + return true; +} + +void ImGui_ImplDX9_InvalidateDeviceObjects() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return; + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. +} + +void ImGui_ImplDX9_NewFrame() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplDX9_CreateDeviceObjects(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_dx9.h b/src/main/imgui/imgui_impl_dx9.h new file mode 100644 index 0000000..b693054 --- /dev/null +++ b/src/main/imgui/imgui_impl_dx9.h @@ -0,0 +1,33 @@ +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct IDirect3DDevice9; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); +IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_win32.cpp b/src/main/imgui/imgui_impl_win32.cpp new file mode 100644 index 0000000..f1cf6ec --- /dev/null +++ b/src/main/imgui/imgui_impl_win32.cpp @@ -0,0 +1,940 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Configuration flags to add in your imconfig file: +//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768) +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. +// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL). +// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window. +// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702) +// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162) +// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode). +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. +// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness. +// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages. +// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1). +// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). +// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). +// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1. +// 2021-01-25: Inputs: Dynamically loading XInput DLL. +// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. +// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) +// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. +// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). +// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. +// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. +// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). +// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. +// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. +// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. +// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_win32.h" +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#include // GET_X_LPARAM(), GET_Y_LPARAM() +#include +#include + +// Using XInput for gamepad (will load DLL dynamically) +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +#include +typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); +typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*); +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif + +struct ImGui_ImplWin32_Data +{ + HWND hWnd; + HWND MouseHwnd; + int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area + int MouseButtonsDown; + INT64 Time; + INT64 TicksPerSecond; + ImGuiMouseCursor LastMouseCursor; + UINT32 KeyboardCodePage; + +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bool HasGamepad; + bool WantUpdateHasGamepad; + HMODULE XInputDLL; + PFN_XInputGetCapabilities XInputGetCapabilities; + PFN_XInputGetState XInputGetState; +#endif + + ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData(ImGuiIO& io) +{ + return (ImGui_ImplWin32_Data*)io.BackendPlatformUserData; +} + +// Functions +static void ImGui_ImplWin32_UpdateKeyboardCodePage(ImGuiIO& io) +{ + // Retrieve keyboard code page, required for handling of non-Unicode Windows. + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + HKL keyboard_layout = ::GetKeyboardLayout(0); + LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT); + if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0) + bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails. +} + +static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + INT64 perf_frequency, perf_counter; + if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) + return false; + if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter)) + return false; + + // Setup backend capabilities flags + ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_win32"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + bd->hWnd = (HWND)hwnd; + bd->TicksPerSecond = perf_frequency; + bd->Time = perf_counter; + bd->LastMouseCursor = ImGuiMouseCursor_COUNT; + ImGui_ImplWin32_UpdateKeyboardCodePage(io); + + // Set platform dependent data in viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd; + IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch + + // Dynamically load XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bd->WantUpdateHasGamepad = true; + const char* xinput_dll_names[] = + { + "xinput1_4.dll", // Windows 8+ + "xinput1_3.dll", // DirectX SDK + "xinput9_1_0.dll", // Windows Vista, Windows 7 + "xinput1_2.dll", // DirectX SDK + "xinput1_1.dll" // DirectX SDK + }; + for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) + if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) + { + bd->XInputDLL = dll; + bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); + bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); + break; + } +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + return true; +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd) +{ + return ImGui_ImplWin32_InitEx(hwnd, false); +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd) +{ + // OpenGL needs CS_OWNDC + return ImGui_ImplWin32_InitEx(hwnd, true); +} + +void ImGui_ImplWin32_Shutdown() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + // Unload XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if (bd->XInputDLL) + ::FreeLibrary(bd->XInputDLL); +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); + IM_DELETE(bd); +} + +static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgui_cursor) +{ + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(nullptr); + } + else + { + // Show OS mouse cursor + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; + } + ::SetCursor(::LoadCursor(nullptr, win32_cursor)); + } + return true; +} + +static bool IsVkDown(int vk) +{ + return (::GetKeyState(vk) & 0x8000) != 0; +} + +static void ImGui_ImplWin32_AddKeyEvent(ImGuiIO& io, ImGuiKey key, bool down, int native_keycode, int native_scancode = -1) +{ + io.AddKeyEvent(key, down); + io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code) + IM_UNUSED(native_scancode); +} + +static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds(ImGuiIO& io) +{ + // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one. + if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, false, VK_LSHIFT); + if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, false, VK_RSHIFT); + + // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW). + if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftSuper, false, VK_LWIN); + if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightSuper, false, VK_RWIN); +} + +static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io) +{ + io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL)); + io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT)); + io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU)); + io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN)); +} + +static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + IM_ASSERT(bd->hWnd != 0); + + HWND focused_window = ::GetForegroundWindow(); + const bool is_app_focused = (focused_window == bd->hWnd); + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + if (io.WantSetMousePos) + { + POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; + if (::ClientToScreen(bd->hWnd, &pos)) + ::SetCursorPos(pos.x, pos.y); + } + + // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) + // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE + if (!io.WantSetMousePos && bd->MouseTrackedArea == 0) + { + POINT pos; + if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos)) + io.AddMousePosEvent((float)pos.x, (float)pos.y); + } + } +} + +// Gamepad navigation mapping +static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io) +{ +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + // return; + + // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. + // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. + if (bd->WantUpdateHasGamepad) + { + XINPUT_CAPABILITIES caps = {}; + bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; + bd->WantUpdateHasGamepad = false; + } + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + XINPUT_STATE xinput_state; + XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); } + #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); } + MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START); + MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X); + MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B); + MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y); + MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A); + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN); + MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER); + MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER); + MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB); + MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + #undef MAP_BUTTON + #undef MAP_ANALOG +#else // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + IM_UNUSED(io); +#endif +} + +void ImGui_ImplWin32_NewFrame() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + RECT rect = { 0, 0, 0, 0 }; + ::GetClientRect(bd->hWnd, &rect); + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + + // Setup time step + INT64 current_time = 0; + ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); + io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; + bd->Time = current_time; + + // Update OS mouse position + ImGui_ImplWin32_UpdateMouseData(io); + + // Process workarounds for known Windows key handling issues + ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io); + + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (bd->LastMouseCursor != mouse_cursor) + { + bd->LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(io, mouse_cursor); + } + + // Update game controllers (if enabled and available) + ImGui_ImplWin32_UpdateGamepads(io); +} + +// Map VK_xxx to ImGuiKey_xxx. +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam); +ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam) +{ + // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED. + if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) + return ImGuiKey_KeypadEnter; + + switch (wParam) + { + case VK_TAB: return ImGuiKey_Tab; + case VK_LEFT: return ImGuiKey_LeftArrow; + case VK_RIGHT: return ImGuiKey_RightArrow; + case VK_UP: return ImGuiKey_UpArrow; + case VK_DOWN: return ImGuiKey_DownArrow; + case VK_PRIOR: return ImGuiKey_PageUp; + case VK_NEXT: return ImGuiKey_PageDown; + case VK_HOME: return ImGuiKey_Home; + case VK_END: return ImGuiKey_End; + case VK_INSERT: return ImGuiKey_Insert; + case VK_DELETE: return ImGuiKey_Delete; + case VK_BACK: return ImGuiKey_Backspace; + case VK_SPACE: return ImGuiKey_Space; + case VK_RETURN: return ImGuiKey_Enter; + case VK_ESCAPE: return ImGuiKey_Escape; + case VK_OEM_7: return ImGuiKey_Apostrophe; + case VK_OEM_COMMA: return ImGuiKey_Comma; + case VK_OEM_MINUS: return ImGuiKey_Minus; + case VK_OEM_PERIOD: return ImGuiKey_Period; + case VK_OEM_2: return ImGuiKey_Slash; + case VK_OEM_1: return ImGuiKey_Semicolon; + case VK_OEM_PLUS: return ImGuiKey_Equal; + case VK_OEM_4: return ImGuiKey_LeftBracket; + case VK_OEM_5: return ImGuiKey_Backslash; + case VK_OEM_6: return ImGuiKey_RightBracket; + case VK_OEM_3: return ImGuiKey_GraveAccent; + case VK_CAPITAL: return ImGuiKey_CapsLock; + case VK_SCROLL: return ImGuiKey_ScrollLock; + case VK_NUMLOCK: return ImGuiKey_NumLock; + case VK_SNAPSHOT: return ImGuiKey_PrintScreen; + case VK_PAUSE: return ImGuiKey_Pause; + case VK_NUMPAD0: return ImGuiKey_Keypad0; + case VK_NUMPAD1: return ImGuiKey_Keypad1; + case VK_NUMPAD2: return ImGuiKey_Keypad2; + case VK_NUMPAD3: return ImGuiKey_Keypad3; + case VK_NUMPAD4: return ImGuiKey_Keypad4; + case VK_NUMPAD5: return ImGuiKey_Keypad5; + case VK_NUMPAD6: return ImGuiKey_Keypad6; + case VK_NUMPAD7: return ImGuiKey_Keypad7; + case VK_NUMPAD8: return ImGuiKey_Keypad8; + case VK_NUMPAD9: return ImGuiKey_Keypad9; + case VK_DECIMAL: return ImGuiKey_KeypadDecimal; + case VK_DIVIDE: return ImGuiKey_KeypadDivide; + case VK_MULTIPLY: return ImGuiKey_KeypadMultiply; + case VK_SUBTRACT: return ImGuiKey_KeypadSubtract; + case VK_ADD: return ImGuiKey_KeypadAdd; + case VK_LSHIFT: return ImGuiKey_LeftShift; + case VK_LCONTROL: return ImGuiKey_LeftCtrl; + case VK_LMENU: return ImGuiKey_LeftAlt; + case VK_LWIN: return ImGuiKey_LeftSuper; + case VK_RSHIFT: return ImGuiKey_RightShift; + case VK_RCONTROL: return ImGuiKey_RightCtrl; + case VK_RMENU: return ImGuiKey_RightAlt; + case VK_RWIN: return ImGuiKey_RightSuper; + case VK_APPS: return ImGuiKey_Menu; + case '0': return ImGuiKey_0; + case '1': return ImGuiKey_1; + case '2': return ImGuiKey_2; + case '3': return ImGuiKey_3; + case '4': return ImGuiKey_4; + case '5': return ImGuiKey_5; + case '6': return ImGuiKey_6; + case '7': return ImGuiKey_7; + case '8': return ImGuiKey_8; + case '9': return ImGuiKey_9; + case 'A': return ImGuiKey_A; + case 'B': return ImGuiKey_B; + case 'C': return ImGuiKey_C; + case 'D': return ImGuiKey_D; + case 'E': return ImGuiKey_E; + case 'F': return ImGuiKey_F; + case 'G': return ImGuiKey_G; + case 'H': return ImGuiKey_H; + case 'I': return ImGuiKey_I; + case 'J': return ImGuiKey_J; + case 'K': return ImGuiKey_K; + case 'L': return ImGuiKey_L; + case 'M': return ImGuiKey_M; + case 'N': return ImGuiKey_N; + case 'O': return ImGuiKey_O; + case 'P': return ImGuiKey_P; + case 'Q': return ImGuiKey_Q; + case 'R': return ImGuiKey_R; + case 'S': return ImGuiKey_S; + case 'T': return ImGuiKey_T; + case 'U': return ImGuiKey_U; + case 'V': return ImGuiKey_V; + case 'W': return ImGuiKey_W; + case 'X': return ImGuiKey_X; + case 'Y': return ImGuiKey_Y; + case 'Z': return ImGuiKey_Z; + case VK_F1: return ImGuiKey_F1; + case VK_F2: return ImGuiKey_F2; + case VK_F3: return ImGuiKey_F3; + case VK_F4: return ImGuiKey_F4; + case VK_F5: return ImGuiKey_F5; + case VK_F6: return ImGuiKey_F6; + case VK_F7: return ImGuiKey_F7; + case VK_F8: return ImGuiKey_F8; + case VK_F9: return ImGuiKey_F9; + case VK_F10: return ImGuiKey_F10; + case VK_F11: return ImGuiKey_F11; + case VK_F12: return ImGuiKey_F12; + case VK_F13: return ImGuiKey_F13; + case VK_F14: return ImGuiKey_F14; + case VK_F15: return ImGuiKey_F15; + case VK_F16: return ImGuiKey_F16; + case VK_F17: return ImGuiKey_F17; + case VK_F18: return ImGuiKey_F18; + case VK_F19: return ImGuiKey_F19; + case VK_F20: return ImGuiKey_F20; + case VK_F21: return ImGuiKey_F21; + case VK_F22: return ImGuiKey_F22; + case VK_F23: return ImGuiKey_F23; + case VK_F24: return ImGuiKey_F24; + case VK_BROWSER_BACK: return ImGuiKey_AppBack; + case VK_BROWSER_FORWARD: return ImGuiKey_AppForward; + default: return ImGuiKey_None; + } +} + +// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. +#ifndef WM_MOUSEHWHEEL +#define WM_MOUSEHWHEEL 0x020E +#endif +#ifndef DBT_DEVNODES_CHANGED +#define DBT_DEVNODES_CHANGED 0x0007 +#endif + +// Helper to obtain the source of mouse messages. +// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages +// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this. +static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} + +// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) +// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. +// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. + +// Copy either line into your .cpp file to forward declare the function: +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext() +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext() + +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow(). + // We silently allow both context or just only backend data to be nullptr. + if (ImGui::GetCurrentContext() == nullptr) + return 0; + return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO()); +} + +// This version is in theory thread-safe in the sense that no path should access ImGui::GetCurrentContext(). +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + if (bd == nullptr) + return 0; + switch (msg) + { + case WM_MOUSEMOVE: + case WM_NCMOUSEMOVE: + { + // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + const int area = (msg == WM_MOUSEMOVE) ? 1 : 2; + bd->MouseHwnd = hwnd; + if (bd->MouseTrackedArea != area) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 }; + if (bd->MouseTrackedArea != 0) + ::TrackMouseEvent(&tme_cancel); + ::TrackMouseEvent(&tme_track); + bd->MouseTrackedArea = area; + } + POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; + if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates. + return 0; + io.AddMouseSourceEvent(mouse_source); + io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); + return 0; + } + case WM_MOUSELEAVE: + case WM_NCMOUSELEAVE: + { + const int area = (msg == WM_MOUSELEAVE) ? 1 : 2; + if (bd->MouseTrackedArea == area) + { + if (bd->MouseHwnd == hwnd) + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + return 0; + } + case WM_DESTROY: + if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + ::TrackMouseEvent(&tme_cancel); + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + return 0; + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + { + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + int button = 0; + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } + if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr) + ::SetCapture(hwnd); // Allow us to read mouse coordinates when dragging mouse outside of our window bounds. + bd->MouseButtonsDown |= 1 << button; + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, true); + return 0; + } + case WM_LBUTTONUP: + case WM_RBUTTONUP: + case WM_MBUTTONUP: + case WM_XBUTTONUP: + { + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + int button = 0; + if (msg == WM_LBUTTONUP) { button = 0; } + if (msg == WM_RBUTTONUP) { button = 1; } + if (msg == WM_MBUTTONUP) { button = 2; } + if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + bd->MouseButtonsDown &= ~(1 << button); + if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) + ::ReleaseCapture(); + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, false); + return 0; + } + case WM_MOUSEWHEEL: + io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA); + return 0; + case WM_MOUSEHWHEEL: + io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f); + return 0; + case WM_KEYDOWN: + case WM_KEYUP: + case WM_SYSKEYDOWN: + case WM_SYSKEYUP: + { + const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN); + if (wParam < 256) + { + // Submit modifiers + ImGui_ImplWin32_UpdateKeyModifiers(io); + + // Obtain virtual key code and convert to ImGuiKey + const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam); + const int vk = (int)wParam; + const int scancode = (int)LOBYTE(HIWORD(lParam)); + + // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event. + if (key == ImGuiKey_PrintScreen && !is_key_down) + ImGui_ImplWin32_AddKeyEvent(io, key, true, vk, scancode); + + // Submit key event + if (key != ImGuiKey_None) + ImGui_ImplWin32_AddKeyEvent(io, key, is_key_down, vk, scancode); + + // Submit individual left/right modifier events + if (vk == VK_SHIFT) + { + // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds() + if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); } + if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); } + } + else if (vk == VK_CONTROL) + { + if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); } + if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); } + } + else if (vk == VK_MENU) + { + if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); } + if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); } + } + } + return 0; + } + case WM_SETFOCUS: + case WM_KILLFOCUS: + io.AddFocusEvent(msg == WM_SETFOCUS); + return 0; + case WM_INPUTLANGCHANGE: + ImGui_ImplWin32_UpdateKeyboardCodePage(io); + return 0; + case WM_CHAR: + if (::IsWindowUnicode(hwnd)) + { + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + if (wParam > 0 && wParam < 0x10000) + io.AddInputCharacterUTF16((unsigned short)wParam); + } + else + { + wchar_t wch = 0; + ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1); + io.AddInputCharacter(wch); + } + return 0; + case WM_SETCURSOR: + // This is required to restore cursor when transitioning from e.g resize borders to client area. + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor)) + return 1; + return 0; + case WM_DEVICECHANGE: +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + bd->WantUpdateHasGamepad = true; +#endif + return 0; + } + return 0; +} + + +//-------------------------------------------------------------------------------------------------------- +// DPI-related helpers (optional) +//-------------------------------------------------------------------------------------------------------- +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +//--------------------------------------------------------------------------------------------------------- +// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. +// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. +// If you are trying to implement your own backend for your own engine, you may ignore that noise. +//--------------------------------------------------------------------------------------------------------- + +// Perform our own check with RtlVerifyVersionInfo() instead of using functions from as they +// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200 +static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) +{ + typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); + static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr; + if (RtlVerifyVersionInfoFn == nullptr) + if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) + RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); + if (RtlVerifyVersionInfoFn == nullptr) + return FALSE; + + RTL_OSVERSIONINFOEXW versionInfo = { }; + ULONGLONG conditionMask = 0; + versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW); + versionInfo.dwMajorVersion = major; + versionInfo.dwMinorVersion = minor; + VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); + VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); + return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; +} + +#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA +#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 +#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE +#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10 + +#ifndef DPI_ENUMS_DECLARED +typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; +typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; +#endif +#ifndef _DPI_AWARENESS_CONTEXTS_ +DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 +#endif +#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 +#endif +typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ +typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ +typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) + +// Helper function to enable DPI awareness without setting up a manifest +void ImGui_ImplWin32_EnableDpiAwareness() +{ + if (_IsWindows10OrGreater()) + { + static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process + if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) + { + SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); + return; + } + } + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) + { + SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); + return; + } + } +#if _WIN32_WINNT >= 0x0600 + ::SetProcessDPIAware(); +#endif +} + +#if defined(_MSC_VER) && !defined(NOGDI) +#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' +#endif + +float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) +{ + UINT xdpi = 96, ydpi = 96; + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr; + if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr) + GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); + if (GetDpiForMonitorFn != nullptr) + { + GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + return xdpi / 96.0f; + } + } +#ifndef NOGDI + const HDC dc = ::GetDC(nullptr); + xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); + ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + ::ReleaseDC(nullptr, dc); +#endif + return xdpi / 96.0f; +} + +float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) +{ + HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); + return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); +} + +//--------------------------------------------------------------------------------------------------------- +// Transparency related helpers (optional) +//-------------------------------------------------------------------------------------------------------- + +#if defined(_MSC_VER) +#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi' +#endif + +// [experimental] +// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c +// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW) +void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) +{ + if (!_IsWindowsVistaOrGreater()) + return; + + BOOL composition; + if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition) + return; + + BOOL opaque; + DWORD color; + if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque)) + { + HRGN region = ::CreateRectRgn(0, 0, -1, -1); + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; + bb.hRgnBlur = region; + bb.fEnable = TRUE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + ::DeleteObject(region); + } + else + { + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + } +} + +//--------------------------------------------------------------------------------------------------------- + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_win32.h b/src/main/imgui/imgui_impl_win32.h new file mode 100644 index 0000000..083fe38 --- /dev/null +++ b/src/main/imgui/imgui_impl_win32.h @@ -0,0 +1,53 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd); +IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); + +// Win32 message handler your application need to call. +// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper. +// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. +// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. + +#if 0 +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +// DPI-related helpers (optional) +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor + +// Transparency related helpers (optional) [experimental] +// - Use to enable alpha compositing transparency with the desktop. +// - Use together with e.g. clearing your framebuffer with zero-alpha. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_internal.h b/src/main/imgui/imgui_internal.h new file mode 100644 index 0000000..bf8792c --- /dev/null +++ b/src/main/imgui/imgui_internal.h @@ -0,0 +1,3899 @@ +// dear imgui, v1.91.7 +// (internal structures/api) + +// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. + +/* + +Index of this file: + +// [SECTION] Header mess +// [SECTION] Forward declarations +// [SECTION] Context pointer +// [SECTION] STB libraries includes +// [SECTION] Macros +// [SECTION] Generic helpers +// [SECTION] ImDrawList support +// [SECTION] Data types support +// [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Popup support +// [SECTION] Inputs support +// [SECTION] Clipper support +// [SECTION] Navigation support +// [SECTION] Typing-select support +// [SECTION] Columns support +// [SECTION] Box-select support +// [SECTION] Multi-select support +// [SECTION] Docking support +// [SECTION] Viewport support +// [SECTION] Settings support +// [SECTION] Localization support +// [SECTION] Error handling, State recovery support +// [SECTION] Metrics, Debug tools +// [SECTION] Generic context hooks +// [SECTION] ImGuiContext (main imgui context) +// [SECTION] ImGuiWindowTempData, ImGuiWindow +// [SECTION] Tab bar, Tab item support +// [SECTION] Table support +// [SECTION] ImGui internal API +// [SECTION] ImFontAtlas internal API +// [SECTION] Test Engine specific hooks (imgui_test_engine) + +*/ + +#pragma once +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#ifndef IMGUI_VERSION +#include "imgui.h" +#endif + +#include // FILE*, sscanf +#include // NULL, malloc, free, qsort, atoi, atof +#include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf +#include // INT_MIN, INT_MAX + +// Enable SSE intrinsics if available +#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE) +#define IMGUI_ENABLE_SSE +#include +#if (defined __AVX__ || defined __SSE4_2__) +#define IMGUI_ENABLE_SSE4_2 +#include +#endif +#endif +// Emscripten has partial SSE 4.2 support where _mm_crc32_u32 is not available. See https://emscripten.org/docs/porting/simd.html#id11 and #8213 +#if defined(IMGUI_ENABLE_SSE4_2) && !defined(IMGUI_USE_LEGACY_CRC32_ADLER) && !defined(__EMSCRIPTEN__) +#define IMGUI_ENABLE_SSE4_2_CRC +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor() +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn' +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#endif + +// In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h +// As they are frequently requested, we do not want to encourage to many people using imgui_internal.h +#if defined(IMGUI_DEFINE_MATH_OPERATORS) && !defined(IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED) +#error Please '#define IMGUI_DEFINE_MATH_OPERATORS' _BEFORE_ including imgui.h! +#endif + +// Legacy defines +#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#endif + +// Enable stb_truetype by default unless FreeType is enabled. +// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together. +#ifndef IMGUI_ENABLE_FREETYPE +#define IMGUI_ENABLE_STB_TRUETYPE +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations +//----------------------------------------------------------------------------- + +struct ImBitVector; // Store 1-bit per value +struct ImRect; // An axis-aligned rectangle (2 points) +struct ImDrawDataBuilder; // Helper to build a ImDrawData instance +struct ImDrawListSharedData; // Data shared between all ImDrawList instances +struct ImGuiBoxSelectState; // Box-selection state (currently used by multi-selection, could potentially be used by others) +struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it +struct ImGuiContext; // Main Dear ImGui context +struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine +struct ImGuiDataVarInfo; // Variable information (e.g. to access style variables from an enum) +struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum +struct ImGuiDeactivatedItemData; // Data for IsItemDeactivated()/IsItemDeactivatedAfterEdit() function. +struct ImGuiDockContext; // Docking system context +struct ImGuiDockRequest; // Docking system dock/undock queued request +struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) +struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) +struct ImGuiErrorRecoveryState; // Storage of stack sizes for error handling and recovery +struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() +struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box +struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a deactivating InputText() while another is stealing active id +struct ImGuiLastItemData; // Status storage for last submitted items +struct ImGuiLocEntry; // A localization entry. +struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only +struct ImGuiMultiSelectState; // Multi-selection persistent state (for focused selection). +struct ImGuiMultiSelectTempData; // Multi-selection temporary state (while traversing). +struct ImGuiNavItemData; // Result of a keyboard/gamepad directional navigation move query result +struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api +struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api +struct ImGuiPopupData; // Storage for current popup stack +struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file +struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it +struct ImGuiTabBar; // Storage for a tab bar +struct ImGuiTabItem; // Storage for a tab item (within a tab bar) +struct ImGuiTable; // Storage for a table +struct ImGuiTableHeaderData; // Storage for TableAngledHeadersRow() +struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableInstanceData; // Storage for one instance of a same table +struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. +struct ImGuiTableSettings; // Storage for a table .ini settings +struct ImGuiTableColumnsSettings; // Storage for a column .ini settings +struct ImGuiTreeNodeStackData; // Temporary storage for TreeNode(). +struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest() +struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public) +struct ImGuiWindow; // Storage for one window +struct ImGuiWindowDockStyle; // Storage for window-style data which needs to be stored for docking purpose +struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) +struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) + +// Enumerations +// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +enum ImGuiLocKey : int; // -> enum ImGuiLocKey // Enum: a localization entry for translation. +typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field +typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical + +// Flags +typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) +typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags +typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags +typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() +typedef int ImGuiLogFlags; // -> enum ImGuiLogFlags_ // Flags: for LogBegin() text capturing function +typedef int ImGuiNavRenderCursorFlags; // -> enum ImGuiNavRenderCursorFlags_//Flags: for RenderNavCursor() +typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests +typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions +typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests +typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() +typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest() +typedef int ImGuiWindowRefreshFlags; // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy() + +//----------------------------------------------------------------------------- +// [SECTION] Context pointer +// See implementation of this variable in imgui.cpp for comments and details. +//----------------------------------------------------------------------------- + +#ifndef GImGui +extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Macros +//----------------------------------------------------------------------------- + +// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow* + +// Debug Printing Into TTY +// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename) +#ifndef IMGUI_DEBUG_PRINTF +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#define IMGUI_DEBUG_PRINTF(_FMT,...) printf(_FMT, __VA_ARGS__) +#else +#define IMGUI_DEBUG_PRINTF(_FMT,...) ((void)0) +#endif +#endif + +// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. +#define IMGUI_DEBUG_LOG_ERROR(...) do { ImGuiContext& g2 = *GImGui; if (g2.DebugLogFlags & ImGuiDebugLogFlags_EventError) IMGUI_DEBUG_LOG(__VA_ARGS__); else g2.DebugLogSkippedErrors++; } while (0) +#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FONT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFont) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) + +// Static Asserts +#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") + +// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. +// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. +//#define IMGUI_DEBUG_PARANOID +#ifdef IMGUI_DEBUG_PARANOID +#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) +#else +#define IM_ASSERT_PARANOID(_EXPR) +#endif + +// Misc Macros +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!) +#else +#define IM_NEWLINE "\n" +#endif +#ifndef IM_TABSIZE // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override +#define IM_TABSIZE (4) +#endif +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 +#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose +#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +#define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // ImTrunc() is not inlined in MSVC debug builds +#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // +#define IM_STRINGIFY_HELPER(_X) #_X +#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#define IM_FLOOR IM_TRUNC +#endif + +// Hint for branch prediction +#if (defined(__cplusplus) && (__cplusplus >= 202002L)) || (defined(_MSVC_LANG) && (_MSVC_LANG >= 202002L)) +#define IM_LIKELY [[likely]] +#define IM_UNLIKELY [[unlikely]] +#else +#define IM_LIKELY +#define IM_UNLIKELY +#endif + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif + +// Warnings +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX)) +#else +#define IM_MSVC_WARNING_SUPPRESS(XXXX) +#endif + +// Debug Tools +// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item. +// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference. +#ifndef IM_DEBUG_BREAK +#if defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#elif defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) +#define IM_DEBUG_BREAK() __asm__ volatile("int3;nop") +#elif defined(__GNUC__) && defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") +#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0") +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK + +// Format specifiers, printing 64-bit hasn't been decently standardized... +// In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define them yourself. +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_PRId64 "I64d" +#define IM_PRIu64 "I64u" +#define IM_PRIX64 "I64X" +#else +#define IM_PRId64 "lld" +#define IM_PRIu64 "llu" +#define IM_PRIX64 "llX" +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Generic helpers +// Note that the ImXXX helpers functions are lower-level than ImGui functions. +// ImGui functions or the ImGui context are never called/used from other ImXXX functions. +//----------------------------------------------------------------------------- +// - Helpers: Hashing +// - Helpers: Sorting +// - Helpers: Bit manipulation +// - Helpers: String +// - Helpers: Formatting +// - Helpers: UTF-8 <> wchar conversions +// - Helpers: ImVec2/ImVec4 operators +// - Helpers: Maths +// - Helpers: Geometry +// - Helper: ImVec1 +// - Helper: ImVec2ih +// - Helper: ImRect +// - Helper: ImBitArray +// - Helper: ImBitVector +// - Helper: ImSpan<>, ImSpanAllocator<> +// - Helper: ImPool<> +// - Helper: ImChunkStream<> +// - Helper: ImGuiTextIndex +// - Helper: ImGuiStorage +//----------------------------------------------------------------------------- + +// Helpers: Hashing +IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImGuiID seed = 0); +IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0); + +// Helpers: Sorting +#ifndef ImQsort +static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } +#endif + +// Helpers: Color Blending +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); + +// Helpers: Bit manipulation +static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } +static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } + +// Helpers: String +IMGUI_API int ImStricmp(const char* str1, const char* str2); // Case insensitive compare. +IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); // Case insensitive compare to a certain count. +IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); // Copy to a certain count and always zero terminate (strncpy doesn't). +IMGUI_API char* ImStrdup(const char* str); // Duplicate a string. +IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); // Copy in provided buffer, recreate buffer if needed. +IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); // Find first occurrence of 'c' in string range. +IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line +IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); // Find a substring in a string range. +IMGUI_API void ImStrTrimBlanks(char* str); // Remove leading and trailing blanks from a buffer. +IMGUI_API const char* ImStrSkipBlank(const char* str); // Find first non-blank character. +IMGUI_API int ImStrlenW(const ImWchar* str); // Computer string length (ImWchar string) +IMGUI_API const char* ImStrbol(const char* buf_mid_line, const char* buf_begin); // Find beginning-of-line +IM_MSVC_RUNTIME_CHECKS_OFF +static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; } +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +static inline bool ImCharIsXdigitA(char c) { return (c >= '0' && c <= '9') || (c >= 'A' && c <= 'F') || (c >= 'a' && c <= 'f'); } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Formatting +IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API const char* ImParseFormatFindStart(const char* format); +IMGUI_API const char* ImParseFormatFindEnd(const char* format); +IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); + +// Helpers: UTF-8 <> wchar conversions +IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf +IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 +IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr); // return previous UTF-8 code-point. +IMGUI_API int ImTextCountLines(const char* in_text, const char* in_text_end); // return number of lines taken by text. trailing carriage return doesn't count as an extra line. + +// Helpers: File System +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef void* ImFileHandle; +static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } +static inline bool ImFileClose(ImFileHandle) { return false; } +static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } +static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } +static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } +#endif +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef FILE* ImFileHandle; +IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode); +IMGUI_API bool ImFileClose(ImFileHandle file); +IMGUI_API ImU64 ImFileGetSize(ImFileHandle file); +IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file); +IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file); +#else +#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions +#endif +IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); + +// Helpers: Maths +IM_MSVC_RUNTIME_CHECKS_OFF +// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) +#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#define ImFabs(X) fabsf(X) +#define ImSqrt(X) sqrtf(X) +#define ImFmod(X, Y) fmodf((X), (Y)) +#define ImCos(X) cosf(X) +#define ImSin(X) sinf(X) +#define ImAcos(X) acosf(X) +#define ImAtan2(Y, X) atan2f((Y), (X)) +#define ImAtof(STR) atof(STR) +#define ImCeil(X) ceilf(X) +static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision +static inline double ImPow(double x, double y) { return pow(x, y); } +static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision +static inline double ImLog(double x) { return log(x); } +static inline int ImAbs(int x) { return x < 0 ? -x : x; } +static inline float ImAbs(float x) { return fabsf(x); } +static inline double ImAbs(double x) { return fabs(x); } +static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument +static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } +#ifdef IMGUI_ENABLE_SSE +static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } +#else +static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } +#endif +static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } +#endif +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for those types) +template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } +template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } +template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * (T)t); } +template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } +// - Misc maths helpers +static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2&mn, const ImVec2&mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } +static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } +static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } +static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } +static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } +static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } +static inline float ImTrunc(float f) { return (float)(int)(f); } +static inline ImVec2 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +static inline float ImFloor(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() +static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2(ImFloor(v.x), ImFloor(v.y)); } +static inline int ImModPositive(int a, int b) { return (a + b) % b; } +static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } +static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } +static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } +static inline float ImLinearRemapClamp(float s0, float s1, float d0, float d1, float x) { return ImSaturate((x - s0) / (s1 - s0)) * (d1 - d0) + d0; } +static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } +static inline float ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Geometry +IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); +IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments +IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol +IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t); +IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); +IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); +inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +inline bool ImTriangleIsClockwise(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ((b.x - a.x) * (c.y - b.y)) - ((c.x - b.x) * (b.y - a.y)) > 0.0f; } + +// Helper: ImVec1 (1D vector) +// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec1 +{ + float x; + constexpr ImVec1() : x(0.0f) { } + constexpr ImVec1(float _x) : x(_x) { } +}; + +// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) +struct ImVec2ih +{ + short x, y; + constexpr ImVec2ih() : x(0), y(0) {} + constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {} + constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {} +}; + +// Helper: ImRect (2D axis aligned bounding-box) +// NB: we can't rely on ImVec2 math operators being available here! +struct IMGUI_API ImRect +{ + ImVec2 Min; // Upper-left + ImVec2 Max; // Lower-right + + constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} + constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } + float GetWidth() const { return Max.x - Min.x; } + float GetHeight() const { return Max.y - Min.y; } + float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); } + ImVec2 GetTL() const { return Min; } // Top-left + ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right + ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool ContainsWithPad(const ImVec2& p, const ImVec2& pad) const { return p.x >= Min.x - pad.x && p.y >= Min.y - pad.y && p.x < Max.x + pad.x && p.y < Max.y + pad.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } + void TranslateX(float dx) { Min.x += dx; Max.x += dx; } + void TranslateY(float dy) { Min.y += dy; Max.y += dy; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + void Floor() { Min.x = IM_TRUNC(Min.x); Min.y = IM_TRUNC(Min.y); Max.x = IM_TRUNC(Max.x); Max.y = IM_TRUNC(Max.y); } + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } + ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } +}; + +// Helper: ImBitArray +#define IM_BITARRAY_TESTBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] & ((ImU32)1 << ((_N) & 31))) != 0) // Macro version of ImBitArrayTestBit(): ensure args have side-effect or are costly! +#define IM_BITARRAY_CLEARBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] &= ~((ImU32)1 << ((_N) & 31)))) // Macro version of ImBitArrayClearBit(): ensure args have side-effect or are costly! +inline size_t ImBitArrayGetStorageSizeInBytes(int bitcount) { return (size_t)((bitcount + 31) >> 5) << 2; } +inline void ImBitArrayClearAllBits(ImU32* arr, int bitcount){ memset(arr, 0, ImBitArrayGetStorageSizeInBytes(bitcount)); } +inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } +inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } +inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } +inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2) +{ + n2--; + while (n <= n2) + { + int a_mod = (n & 31); + int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1; + ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1); + arr[n >> 5] |= mask; + n = (n + 32) & ~31; + } +} + +typedef ImU32* ImBitArrayPtr; // Name for use in structs + +// Helper: ImBitArray class (wrapper over ImBitArray functions) +// Store 1-bit per value. +template +struct ImBitArray +{ + ImU32 Storage[(BITCOUNT + 31) >> 5]; + ImBitArray() { ClearAllBits(); } + void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } + void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } + bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } + void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); } + void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); } + void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) + bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } +}; + +// Helper: ImBitVector +// Store 1-bit per value. +struct IMGUI_API ImBitVector +{ + ImVector Storage; + void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } + void Clear() { Storage.clear(); } + bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return IM_BITARRAY_TESTBIT(Storage.Data, n); } + void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); } + void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helper: ImSpan<> +// Pointing to a span of data we don't own. +template +struct ImSpan +{ + T* Data; + T* DataEnd; + + // Constructors, destructor + inline ImSpan() { Data = DataEnd = NULL; } + inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; } + inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; } + + inline void set(T* data, int size) { Data = data; DataEnd = data + size; } + inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; } + inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); } + inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); } + inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return DataEnd; } + inline const T* end() const { return DataEnd; } + + // Utilities + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; } +}; + +// Helper: ImSpanAllocator<> +// Facilitate storing multiple chunks into a single large block (the "arena") +// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges. +template +struct ImSpanAllocator +{ + char* BasePtr; + int CurrOff; + int CurrIdx; + int Offsets[CHUNKS]; + int Sizes[CHUNKS]; + + ImSpanAllocator() { memset(this, 0, sizeof(*this)); } + inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } + inline int GetArenaSizeInBytes() { return CurrOff; } + inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } + inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); } + inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); } + template + inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } +}; + +// Helper: ImPool<> +// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. +typedef int ImPoolIdx; +template +struct ImPool +{ + ImVector Buf; // Contiguous data + ImGuiStorage Map; // ID->Index + ImPoolIdx FreeIdx; // Next free idx to use + ImPoolIdx AliveCount; // Number of active/alive items (for display purpose) + + ImPool() { FreeIdx = AliveCount = 0; } + ~ImPool() { Clear(); } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; } + void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; } + void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } + + // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... } + // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize() + int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose) + int GetBufSize() const { return Buf.Size; } + int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere + T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } +}; + +// Helper: ImChunkStream<> +// Build and iterate a contiguous stream of variable-sized structures. +// This is used by Settings to store persistent data while reducing allocation count. +// We store the chunk size first, and align the final size on 4 bytes boundaries. +// The tedious/zealous amount of casting is to avoid -Wcast-align warnings. +template +struct ImChunkStream +{ + ImVector Buf; + + void clear() { Buf.clear(); } + bool empty() const { return Buf.Size == 0; } + int size() const { return Buf.Size; } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } + T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } + int chunk_size(const T* p) { return ((const int*)p)[-1]; } + T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } + int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } + T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } + void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } +}; + +// Helper: ImGuiTextIndex +// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API. +struct ImGuiTextIndex +{ + ImVector LineOffsets; + int EndOffset = 0; // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?) + + void clear() { LineOffsets.clear(); EndOffset = 0; } + int size() { return LineOffsets.Size; } + const char* get_line_begin(const char* base, int n) { return base + LineOffsets[n]; } + const char* get_line_end(const char* base, int n) { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); } + void append(const char* base, int old_size, int new_size); +}; + +// Helper: ImGuiStorage +IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key); +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList support +//----------------------------------------------------------------------------- + +// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. +// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693 +// Number of segments (N) is calculated using equation: +// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r +// Our equation is significantly simpler that one in the post thanks for choosing segment that is +// perpendicular to X axis. Follow steps in the article from this starting condition and you will +// will get this result. +// +// Rendering circles with an odd number of segments, while mathematically correct will produce +// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) +#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) + +// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'. +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI)))) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD)) + +// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle. +#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE +#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table. +#endif +#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. + +// Data shared between all ImDrawList instances +// Conceptually this could have been called e.g. ImDrawListSharedContext +// Typically one ImGui context would create and maintain one of this. +// You may want to create your own instance of you try to ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. +struct IMGUI_API ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas + ImFont* Font; // Current/default font (optional, for simplified AddText overload) + float FontSize; // Current/default font size (optional, for simplified AddText overload) + float FontScale; // Current/default font scale (== FontSize / Font->FontSize) + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() + float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + ImVector TempBuffer; // Temporary write buffer + + // Lookup tables + ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. + float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() + ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) + + ImDrawListSharedData(); + void SetCircleTessellationMaxError(float max_error); +}; + +struct ImDrawDataBuilder +{ + ImVector* Layers[2]; // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData. + ImVector LayerData1; + + ImDrawDataBuilder() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Data types support +//----------------------------------------------------------------------------- + +struct ImGuiDataVarInfo +{ + ImGuiDataType Type; + ImU32 Count; // 1+ + ImU32 Offset; // Offset in parent structure + void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } +}; + +struct ImGuiDataTypeStorage +{ + ImU8 Data[8]; // Opaque storage to fit any data up to ImGuiDataType_COUNT +}; + +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + +// Extend ImGuiDataType_ +enum ImGuiDataTypePrivate_ +{ + ImGuiDataType_Pointer = ImGuiDataType_COUNT + 1, + ImGuiDataType_ID, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Widgets support: flags, enums, data structures +//----------------------------------------------------------------------------- + +// Extend ImGuiItemFlags +// - input: PushItemFlag() manipulates g.CurrentItemFlags, g.NextItemData.ItemFlags, ItemAdd() calls may add extra flags too. +// - output: stored in g.LastItemData.ItemFlags +enum ImGuiItemFlagsPrivate_ +{ + // Controlled by user + ImGuiItemFlags_Disabled = 1 << 10, // false // Disable interactions (DOES NOT affect visuals. DO NOT mix direct use of this with BeginDisabled(). See BeginDisabled()/EndDisabled() for full disable feature, and github #211). + ImGuiItemFlags_ReadOnly = 1 << 11, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. + ImGuiItemFlags_MixedValue = 1 << 12, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, // false // Disable hoverable check in ItemHoverable() + ImGuiItemFlags_AllowOverlap = 1 << 14, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame. + ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, // false // Nav keyboard/gamepad mode doesn't disable hover highlight (behave as if NavHighlightItemUnderNav==false). + ImGuiItemFlags_NoMarkEdited = 1 << 16, // false // Skip calling MarkItemEdited() + + // Controlled by widget code + ImGuiItemFlags_Inputable = 1 << 20, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. + ImGuiItemFlags_HasSelectionUserData = 1 << 21, // false // Set by SetNextItemSelectionUserData() + ImGuiItemFlags_IsMultiSelect = 1 << 22, // false // Set by SetNextItemSelectionUserData() + + ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups, // Please don't change, use PushItemFlag() instead. + + // Obsolete + //ImGuiItemFlags_SelectableDontClosePopup = !ImGuiItemFlags_AutoClosePopups, // Can't have a redirect as we inverted the behavior +}; + +// Status flags for an already submitted item +// - output: stored in g.LastItemData.StatusFlags +enum ImGuiItemStatusFlags_ +{ + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid + ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. + ImGuiItemStatusFlags_Visible = 1 << 8, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()). + ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid. + ImGuiItemStatusFlags_HasShortcut = 1 << 10, // g.LastItemData.Shortcut valid. Set by SetNextItemShortcut() -> ItemAdd(). + + // Additional status + semantic for ImGuiTestEngine +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode) + ImGuiItemStatusFlags_Opened = 1 << 21, // Opened status + ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem) + ImGuiItemStatusFlags_Checked = 1 << 23, // Checked status + ImGuiItemStatusFlags_Inputable = 1 << 24, // Item is a text-inputable (e.g. InputText, SliderXXX, DragXXX) +#endif +}; + +// Extend ImGuiHoveredFlags_ +enum ImGuiHoveredFlagsPrivate_ +{ + ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay, + ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, + ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_, +}; + +// Extend ImGuiInputTextFlags_ +enum ImGuiInputTextFlagsPrivate_ +{ + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_MergedItem = 1 << 27, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. + ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, // For internal use by InputScalar() and TempInputScalar() +}; + +// Extend ImGuiButtonFlags_ +enum ImGuiButtonFlagsPrivate_ +{ + ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item + ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + //ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat -> use ImGuiItemFlags_ButtonRepeat instead. + ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable. + //ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press + //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModsAllowed = 1 << 16, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.ItemFlags) + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, +}; + +// Extend ImGuiComboFlags_ +enum ImGuiComboFlagsPrivate_ +{ + ImGuiComboFlags_CustomPreview = 1 << 20, // enable BeginComboPreview() +}; + +// Extend ImGuiSliderFlags_ +enum ImGuiSliderFlagsPrivate_ +{ + ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? + ImGuiSliderFlags_ReadOnly = 1 << 21, // Consider using g.NextItemData.ItemFlags |= ImGuiItemFlags_ReadOnly instead. +}; + +// Extend ImGuiSelectableFlags_ +enum ImGuiSelectableFlagsPrivate_ +{ + // NB: need to be in sync with last value of ImGuiSelectableFlags_ + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API. + ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem) + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, // Disable padding each side with ItemSpacing * 0.5f + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) +}; + +// Extend ImGuiTreeNodeFlags_ +enum ImGuiTreeNodeFlagsPrivate_ +{ + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader() + ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, for reversed trees (#6517) + ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow, +}; + +enum ImGuiSeparatorFlags_ +{ + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, // Make separator cover all columns of a legacy Columns() set. +}; + +// Flags for FocusWindow(). This is not called ImGuiFocusFlags to avoid confusion with public-facing ImGuiFocusedFlags. +// FIXME: Once we finishing replacing more uses of GetTopMostPopupModal()+IsWindowWithinBeginStackOf() +// and FindBlockingModal() with this, we may want to change the flag to be opt-out instead of opt-in. +enum ImGuiFocusRequestFlags_ +{ + ImGuiFocusRequestFlags_None = 0, + ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, // Find last focused child (if any) and focus it instead. + ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, // Do not set focus if the window is below a modal. +}; + +enum ImGuiTextFlags_ +{ + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, +}; + +enum ImGuiTooltipFlags_ +{ + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePrevious = 1 << 1, // Clear/ignore previously submitted tooltip (defaults to append) +}; + +// FIXME: this is in development, not exposed/functional as a generic feature yet. +// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiLayoutType_ +{ + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}; + +// Flags for LogBegin() text capturing function +enum ImGuiLogFlags_ +{ + ImGuiLogFlags_None = 0, + + ImGuiLogFlags_OutputTTY = 1 << 0, + ImGuiLogFlags_OutputFile = 1 << 1, + ImGuiLogFlags_OutputBuffer = 1 << 2, + ImGuiLogFlags_OutputClipboard = 1 << 3, + ImGuiLogFlags_OutputMask_ = ImGuiLogFlags_OutputTTY | ImGuiLogFlags_OutputFile | ImGuiLogFlags_OutputBuffer | ImGuiLogFlags_OutputClipboard, +}; + +// X/Y enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiAxis +{ + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}; + +enum ImGuiPlotType +{ + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram, +}; + +// Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; + +// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } +}; + +// Storage data for BeginComboPreview()/EndComboPreview() +struct IMGUI_API ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; + + ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); } +}; + +// Stacked storage data for BeginGroup()/EndGroup() +struct IMGUI_API ImGuiGroupData +{ + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupDeactivatedIdIsAlive; + bool BackupHoveredIdIsAlive; + bool BackupIsSameLine; + bool EmitItem; +}; + +// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. +struct IMGUI_API ImGuiMenuColumns +{ + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; // Always zero for now + ImU16 OffsetLabel; // Offsets are locked in Update() + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) + + ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); } + void Update(float spacing, bool window_reappearing); + float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark); + void CalcNextTotalWidth(bool update_offsets); +}; + +// Internal temporary state for deactivating InputText() instances. +struct IMGUI_API ImGuiInputTextDeactivatedState +{ + ImGuiID ID; // widget id owning the text state (which just got deactivated) + ImVector TextA; // text buffer + + ImGuiInputTextDeactivatedState() { memset(this, 0, sizeof(*this)); } + void ClearFreeMemory() { ID = 0; TextA.clear(); } +}; + +// Forward declare imstb_textedit.h structure + make its main configuration define accessible +#undef IMSTB_TEXTEDIT_STRING +#undef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_STRING ImGuiInputTextState +#define IMSTB_TEXTEDIT_CHARTYPE char +#define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +namespace ImStb { struct STB_TexteditState; } +typedef ImStb::STB_TexteditState ImStbTexteditState; + +// Internal state of the currently focused/edited text input box +// For a given item ID, access with ImGui::GetInputTextState() +struct IMGUI_API ImGuiInputTextState +{ + ImGuiContext* Ctx; // parent UI context (needs to be set explicitly by parent). + ImStbTexteditState* Stb; // State for stb_textedit.h + ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set. + ImGuiID ID; // widget id owning the text state + int TextLen; // UTF-8 length of the string in TextA (in bytes) + const char* TextSrc; // == TextA.Data unless read-only, in which case == buf passed to InputText(). Field only set and valid _inside_ the call InputText() call. + ImVector TextA; // main UTF8 buffer. TextA.Size is a buffer size! Should always be >= buf_size passed by user (and of course >= CurLenA + 1). + ImVector TextToRevertTo; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered) + ImVector CallbackTextBackup; // temporary storage for callback to support automatic reconcile of undo-stack + int BufCapacity; // end-user buffer capacity (include zero terminator) + ImVec2 Scroll; // horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y) + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + bool Edited; // edited this frame + bool WantReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version. + int ReloadSelectionStart; + int ReloadSelectionEnd; + + ImGuiInputTextState(); + ~ImGuiInputTextState(); + void ClearText() { TextLen = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextA.clear(); TextToRevertTo.clear(); } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + void OnCharPressed(unsigned int c); + + // Cursor & Selection + void CursorAnimReset(); + void CursorClamp(); + bool HasSelection() const; + void ClearSelection(); + int GetCursorPos() const; + int GetSelectionStart() const; + int GetSelectionEnd() const; + void SelectAll(); + + // Reload user buf (WIP #2890) + // If you modify underlying user-passed const char* while active you need to call this (InputText V2 may lift this) + // strcpy(my_buf, "hello"); + // if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item + // state->ReloadUserBufAndSelectAll(); + void ReloadUserBufAndSelectAll(); + void ReloadUserBufAndKeepSelection(); + void ReloadUserBufAndMoveToEnd(); +}; + +enum ImGuiWindowRefreshFlags_ +{ + ImGuiWindowRefreshFlags_None = 0, + ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, // [EXPERIMENTAL] Try to keep existing contents, USER MUST NOT HONOR BEGIN() RETURNING FALSE AND NOT APPEND. + ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, // [EXPERIMENTAL] Always refresh on hover + ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, // [EXPERIMENTAL] Always refresh on focus + // Refresh policy/frequency, Load Balancing etc. +}; + +enum ImGuiNextWindowDataFlags_ +{ + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 9, + ImGuiNextWindowDataFlags_HasViewport = 1 << 10, + ImGuiNextWindowDataFlags_HasDock = 1 << 11, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 12, +}; + +// Storage for SetNexWindow** functions +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + ImGuiChildFlags ChildFlags; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; // Override background alpha + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) + ImGuiWindowRefreshFlags RefreshFlagsVal; + + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } +}; + +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, + ImGuiNextItemDataFlags_HasRefVal = 1 << 3, + ImGuiNextItemDataFlags_HasStorageID = 1 << 4, +}; + +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags HasFlags; // Called HasFlags instead of Flags to avoid mistaking this + ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap and ImGuiItemFlags_HasSelectionUserData. + // Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem() + ImGuiID FocusScopeId; // Set by SetNextItemSelectionUserData() + ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) + float Width; // Set by SetNextItemWidth() + ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut() + ImGuiInputFlags ShortcutFlags; // Set by SetNextItemShortcut() + bool OpenVal; // Set by SetNextItemOpen() + ImU8 OpenCond; // Set by SetNextItemOpen() + ImGuiDataTypeStorage RefVal; // Not exposed yet, for ImGuiInputTextFlags_ParseEmptyAsRefVal + ImGuiID StorageId; // Set by SetNextItemStorageID() + + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; } + inline void ClearFlags() { HasFlags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! +}; + +// Status storage for the last submitted item +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags ItemFlags; // See ImGuiItemFlags_ (called 'InFlags' before v1.91.4). + ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ + ImRect Rect; // Full rectangle + ImRect NavRect; // Navigation scoring rectangle (not displayed) + // Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags are set. + ImRect DisplayRect; // Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) is set. + ImRect ClipRect; // Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasClipRect) is set.. + ImGuiKeyChord Shortcut; // Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasShortcut) is set.. + + ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } +}; + +// Store data emitted by TreeNode() for usage by TreePop() +// - To implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere: store the minimum amount of data +// which we can't infer in TreePop(), to perform the equivalent of NavApplyItemToResult(). +// Only stored when the node is a potential candidate for landing on a Left arrow jump. +struct ImGuiTreeNodeStackData +{ + ImGuiID ID; + ImGuiTreeNodeFlags TreeFlags; + ImGuiItemFlags ItemFlags; // Used for nav landing + ImRect NavRect; // Used for nav landing +}; + +// sizeof() = 20 +struct IMGUI_API ImGuiErrorRecoveryState +{ + short SizeOfWindowStack; + short SizeOfIDStack; + short SizeOfTreeStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; + + ImGuiErrorRecoveryState() { memset(this, 0, sizeof(*this)); } +}; + +// Data saved for each window pushed into the stack +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiErrorRecoveryState StackSizesInBegin; // Store size of various stacks for asserting + bool DisabledOverrideReenable; // Non-child window override disabled flag +}; + +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; + float InitialWidth; +}; + +struct ImGuiPtrOrIndex +{ + void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int Index; // Usually index in a main pool. + + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } +}; + +// Data used by IsItemDeactivated()/IsItemDeactivatedAfterEdit() functions +struct ImGuiDeactivatedItemData +{ + ImGuiID ID; + int ElapseFrame; + bool HasBeenEditedBefore; + bool IsAlive; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Popup support +//----------------------------------------------------------------------------- + +enum ImGuiPopupPositionPolicy +{ + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}; + +// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack) +struct ImGuiPopupData +{ + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* RestoreNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close + int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Inputs support +//----------------------------------------------------------------------------- + +// Bit array for named keys +typedef ImBitArray ImBitArrayForNamedKeys; + +// [Internal] Key ranges +#define ImGuiKey_LegacyNativeKey_BEGIN 0 +#define ImGuiKey_LegacyNativeKey_END 512 +#define ImGuiKey_Keyboard_BEGIN (ImGuiKey_NamedKey_BEGIN) +#define ImGuiKey_Keyboard_END (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_BEGIN (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_END (ImGuiKey_GamepadRStickDown + 1) +#define ImGuiKey_Mouse_BEGIN (ImGuiKey_MouseLeft) +#define ImGuiKey_Mouse_END (ImGuiKey_MouseWheelY + 1) +#define ImGuiKey_Aliases_BEGIN (ImGuiKey_Mouse_BEGIN) +#define ImGuiKey_Aliases_END (ImGuiKey_Mouse_END) + +// [Internal] Named shortcuts for Navigation +#define ImGuiKey_NavKeyboardTweakSlow ImGuiMod_Ctrl +#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift +#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1 +#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1 +#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown) +#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight) +#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft +#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp + +enum ImGuiInputEventType +{ + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}; + +enum ImGuiInputSource +{ + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them. + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_COUNT +}; + +// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension? +// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor' +struct ImGuiInputEventMousePos { float PosX, PosY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseWheel { float WheelX, WheelY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseButton { int Button; bool Down; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseViewport { ImGuiID HoveredViewportID; }; +struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; +struct ImGuiInputEventText { unsigned int Char; }; +struct ImGuiInputEventAppFocused { bool Focused; }; + +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + ImU32 EventId; // Unique, sequential increasing integer to identify an event (if you need to correlate them to other data). + union + { + ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos + ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel + ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton + ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport + ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key + ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text + ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus + }; + bool AddedByTestEngine; + + ImGuiInputEvent() { memset(this, 0, sizeof(*this)); } +}; + +// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior. +#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. +#define ImGuiKeyOwner_NoOwner ((ImGuiID)-1) // Require key to have no owner. +//#define ImGuiKeyOwner_None ImGuiKeyOwner_NoOwner // We previously called this 'ImGuiKeyOwner_None' but it was inconsistent with our pattern that _None values == 0 and quite dangerous. Also using _NoOwner makes the IsKeyPressed() calls more explicit. + +typedef ImS16 ImGuiKeyRoutingIndex; + +// Routing table entry (sizeof() == 16 bytes) +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. + ImU8 RoutingCurrScore; // [DEBUG] For debug display + ImU8 RoutingNextScore; // Lower is better (0: perfect score) + ImGuiID RoutingCurr; + ImGuiID RoutingNext; + + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; } +}; + +// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. +// Stored in main context (1 instance) +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[] + ImVector Entries; + ImVector EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer) + + ImGuiKeyRoutingTable() { Clear(); } + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); } +}; + +// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features) +// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData. +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame. + bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well. + + ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_NoOwner; LockThisFrame = LockUntilRelease = false; } +}; + +// Extend ImGuiInputFlags_ +// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlagsPrivate_ +{ + // Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut() + // - Repeat mode: Repeat rate selection + ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster + // - Repeat mode: Specify when repeating key pressed can be interrupted. + // - In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in. + ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior. + ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut) + ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod. + ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat + + // Flags for SetKeyOwner(), SetItemKeyOwner() + // - Locking key away from non-input aware code. Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary. + ImGuiInputFlags_LockThisFrame = 1 << 20, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. + ImGuiInputFlags_LockUntilRelease = 1 << 21, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. + + // - Condition for SetItemKeyOwner() + ImGuiInputFlags_CondHovered = 1 << 22, // Only set if item is hovered (default to both) + ImGuiInputFlags_CondActive = 1 << 23, // Only set if item is active (default to both) + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + + // [Internal] Mask of which function support which flags + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, + ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways, + ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow, + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, + ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_, + ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Clipper support +//----------------------------------------------------------------------------- + +// Note that Max is exclusive, so perhaps should be using a Begin/End convention. +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later) + ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices + ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices + + static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; } + static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; } +}; + +// Temporary clipper data, buffers shared/reused between instances +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector Ranges; + + ImGuiListClipperData() { memset(this, 0, sizeof(*this)); } + void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Navigation support +//----------------------------------------------------------------------------- + +enum ImGuiActivateFlags_ +{ + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key. + ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used. + ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) + ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request + ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function. +}; + +// Early work-in-progress API for ScrollToItem() +enum ImGuiScrollFlags_ +{ + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis] + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible] + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used] + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used] + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window) + ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to). + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, +}; + +enum ImGuiNavRenderCursorFlags_ +{ + ImGuiNavRenderCursorFlags_None = 0, + ImGuiNavRenderCursorFlags_Compact = 1 << 1, // Compact highlight, no padding/distance from focused item + ImGuiNavRenderCursorFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) even when g.NavCursorVisible == false, aka even when using the mouse. + ImGuiNavRenderCursorFlags_NoRounding = 1 << 3, +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiNavHighlightFlags_None = ImGuiNavRenderCursorFlags_None, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_Compact = ImGuiNavRenderCursorFlags_Compact, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_AlwaysDraw = ImGuiNavRenderCursorFlags_AlwaysDraw, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_NoRounding = ImGuiNavRenderCursorFlags_NoRounding, // Renamed in 1.91.4 +#endif +}; + +enum ImGuiNavMoveFlags_ +{ + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) + ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness + ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result + ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details) + ImGuiNavMoveFlags_IsTabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight + ImGuiNavMoveFlags_IsPageMove = 1 << 11, // Identify a PageDown/PageUp request. + ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item. + ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo + ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, // Do not alter the nav cursor visible state + ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, // (Experimental) Do not clear active id when applying move result +}; + +enum ImGuiNavLayer +{ + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt) + ImGuiNavLayer_COUNT +}; + +// Storage for navigation query/results +struct ImGuiNavItemData +{ + ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) + ImGuiID ID; // Init,Move // Best candidate item ID + ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID + ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space + ImGuiItemFlags ItemFlags; // ????,Move // Best candidate item flags + float DistBox; // Move // Best candidate box distance to current NavId + float DistCenter; // Move // Best candidate center distance to current NavId + float DistAxial; // Move // Best candidate axial distance to current NavId + ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionUserData() value. Valid if (ItemFlags & ImGuiItemFlags_HasSelectionUserData) + + ImGuiNavItemData() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; ItemFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } +}; + +// Storage for PushFocusScope(), g.FocusScopeStack[], g.NavFocusRoute[] +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Typing-select support +//----------------------------------------------------------------------------- + +// Flags for GetTypingSelectRequest() +enum ImGuiTypingSelectFlags_ +{ + ImGuiTypingSelectFlags_None = 0, + ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, // Backspace to delete character inputs. If using: ensure GetTypingSelectRequest() is not called more than once per frame (filter by e.g. focus state) + ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, // Allow "single char" search mode which is activated when pressing the same character multiple times. +}; + +// Returned by GetTypingSelectRequest(), designed to eventually be public. +struct IMGUI_API ImGuiTypingSelectRequest +{ + ImGuiTypingSelectFlags Flags; // Flags passed to GetTypingSelectRequest() + int SearchBufferLen; + const char* SearchBuffer; // Search buffer contents (use full string. unless SingleCharMode is set, in which case use SingleCharSize). + bool SelectRequest; // Set when buffer was modified this frame, requesting a selection. + bool SingleCharMode; // Notify when buffer contains same character repeated, to implement special mode. In this situation it preferred to not display any on-screen search indication. + ImS8 SingleCharSize; // Length in bytes of first letter codepoint (1 for ascii, 2-4 for UTF-8). If (SearchBufferLen==RepeatCharSize) only 1 letter has been input. +}; + +// Storage for GetTypingSelectRequest() +struct IMGUI_API ImGuiTypingSelectState +{ + ImGuiTypingSelectRequest Request; // User-facing data + char SearchBuffer[64]; // Search buffer: no need to make dynamic as this search is very transient. + ImGuiID FocusScope; + int LastRequestFrame = 0; + float LastRequestTime = 0.0f; + bool SingleCharModeLock = false; // After a certain single char repeat count we lock into SingleCharMode. Two benefits: 1) buffer never fill, 2) we can provide an immediate SingleChar mode without timer elapsing. + + ImGuiTypingSelectState() { memset(this, 0, sizeof(*this)); } + void Clear() { SearchBuffer[0] = 0; SingleCharModeLock = false; } // We preserve remaining data for easier debugging +}; + +//----------------------------------------------------------------------------- +// [SECTION] Columns support +//----------------------------------------------------------------------------- + +// Flags for internal's BeginColumns(). This is an obsolete API. Prefer using BeginTable() nowadays! +enum ImGuiOldColumnFlags_ +{ + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, // Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, + //ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, + //ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, + //ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, + //ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, + //ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize, +#endif +}; + +struct ImGuiOldColumnData +{ + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; // Not exposed + ImRect ClipRect; + + ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } +}; + +struct ImGuiOldColumns +{ + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x + float LineMinY, LineMaxY; + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() + ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() + ImVector Columns; + ImDrawListSplitter Splitter; + + ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Box-select support +//----------------------------------------------------------------------------- + +struct ImGuiBoxSelectState +{ + // Active box-selection data (persistent, 1 active at a time) + ImGuiID ID; + bool IsActive; + bool IsStarting; + bool IsStartedFromVoid; // Starting click was not from an item. + bool IsStartedSetNavIdOnce; + bool RequestClear; + ImGuiKeyChord KeyMods : 16; // Latched key-mods for box-select logic. + ImVec2 StartPosRel; // Start position in window-contents relative space (to support scrolling) + ImVec2 EndPosRel; // End position in window-contents relative space + ImVec2 ScrollAccum; // Scrolling accumulator (to behave at high-frame spaces) + ImGuiWindow* Window; + + // Temporary/Transient data + bool UnclipMode; // (Temp/Transient, here in hot area). Set/cleared by the BeginMultiSelect()/EndMultiSelect() owning active box-select. + ImRect UnclipRect; // Rectangle where ItemAdd() clipping may be temporarily disabled. Need support by multi-select supporting widgets. + ImRect BoxSelectRectPrev; // Selection rectangle in absolute coordinates (derived every frame from BoxSelectStartPosRel and MousePos) + ImRect BoxSelectRectCurr; + + ImGuiBoxSelectState() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-select support +//----------------------------------------------------------------------------- + +// We always assume that -1 is an invalid value (which works for indices and pointers) +#define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1) + +// Temporary storage for multi-select +struct IMGUI_API ImGuiMultiSelectTempData +{ + ImGuiMultiSelectIO IO; // MUST BE FIRST FIELD. Requests are set and returned by BeginMultiSelect()/EndMultiSelect() + written to by user during the loop. + ImGuiMultiSelectState* Storage; + ImGuiID FocusScopeId; // Copied from g.CurrentFocusScopeId (unless another selection scope was pushed manually) + ImGuiMultiSelectFlags Flags; + ImVec2 ScopeRectMin; + ImVec2 BackupCursorMaxPos; + ImGuiSelectionUserData LastSubmittedItem; // Copy of last submitted item data, used to merge output ranges. + ImGuiID BoxSelectId; + ImGuiKeyChord KeyMods; + ImS8 LoopRequestSetAll; // -1: no operation, 0: clear all, 1: select all. + bool IsEndIO; // Set when switching IO from BeginMultiSelect() to EndMultiSelect() state. + bool IsFocused; // Set if currently focusing the selection scope (any item of the selection). May be used if you have custom shortcut associated to selection. + bool IsKeyboardSetRange; // Set by BeginMultiSelect() when using Shift+Navigation. Because scrolling may be affected we can't afford a frame of lag with Shift+Navigation. + bool NavIdPassedBy; + bool RangeSrcPassedBy; // Set by the item that matches RangeSrcItem. + bool RangeDstPassedBy; // Set by the item that matches NavJustMovedToId when IsSetRange is set. + + ImGuiMultiSelectTempData() { Clear(); } + void Clear() { size_t io_sz = sizeof(IO); ClearIO(); memset((void*)(&IO + 1), 0, sizeof(*this) - io_sz); } // Zero-clear except IO as we preserve IO.Requests[] buffer allocation. + void ClearIO() { IO.Requests.resize(0); IO.RangeSrcItem = IO.NavIdItem = ImGuiSelectionUserData_Invalid; IO.NavIdSelected = IO.RangeSrcReset = false; } +}; + +// Persistent storage for multi-select (as long as selection is alive) +struct IMGUI_API ImGuiMultiSelectState +{ + ImGuiWindow* Window; + ImGuiID ID; + int LastFrameActive; // Last used frame-count, for GC. + int LastSelectionSize; // Set by BeginMultiSelect() based on optional info provided by user. May be -1 if unknown. + ImS8 RangeSelected; // -1 (don't have) or true/false + ImS8 NavIdSelected; // -1 (don't have) or true/false + ImGuiSelectionUserData RangeSrcItem; // + ImGuiSelectionUserData NavIdItem; // SetNextItemSelectionUserData() value for NavId (if part of submitted items) + + ImGuiMultiSelectState() { Window = NULL; ID = 0; LastFrameActive = LastSelectionSize = 0; RangeSelected = NavIdSelected = -1; RangeSrcItem = NavIdItem = ImGuiSelectionUserData_Invalid; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Docking support +//----------------------------------------------------------------------------- + +#define DOCKING_HOST_DRAW_CHANNEL_BG 0 // Dock host: background fill +#define DOCKING_HOST_DRAW_CHANNEL_FG 1 // Dock host: decorations and contents + +#ifdef IMGUI_HAS_DOCK + +// Extend ImGuiDockNodeFlags_ +enum ImGuiDockNodeFlagsPrivate_ +{ + // [Internal] + ImGuiDockNodeFlags_DockSpace = 1 << 10, // Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. + ImGuiDockNodeFlags_CentralNode = 1 << 11, // Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor. + ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back. + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Saved // Disable window/docking menu (that one that appears instead of the collapse button) + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Saved // Disable close button + ImGuiDockNodeFlags_NoResizeX = 1 << 16, // // + ImGuiDockNodeFlags_NoResizeY = 1 << 17, // // + ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, // // Any docked window will be automatically be focus-route chained (window->ParentWindowForFocusRoute set to this) so Shortcut() in this window can run when any docked window is focused. + + // Disable docking/undocking actions in this dockspace or individual node (existing docked nodes will be preserved) + // Those are not exposed in public because the desirable sharing/inheriting/copy-flag-on-split behaviors are quite difficult to design and understand. + // The two public flags ImGuiDockNodeFlags_NoDockingOverCentralNode/ImGuiDockNodeFlags_NoDockingSplit don't have those issues. + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, // // Disable this node from splitting other windows/nodes. + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, // // Disable other windows/nodes from being docked over this node. + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, // // Disable this node from being docked over another window or non-empty node. + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, // // Disable this node from being docked over an empty node (e.g. DockSpace with no other windows) + ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther, + + // Masks + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + + // When splitting, those local flags are moved to the inheriting child, never duplicated + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, +}; + +// Store the source authority (dock node vs window) of a field +enum ImGuiDataAuthority_ +{ + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window, +}; + +enum ImGuiDockNodeState +{ + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible, +}; + +// sizeof() 156~192 +struct IMGUI_API ImGuiDockNode +{ + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) + ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node + ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows + ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows) + ImGuiDockNodeState State; + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. + ImVector Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order. + ImGuiTabBar* TabBar; + ImVec2 Pos; // Current position + ImVec2 Size; // Current size + ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size. + ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y) + ImGuiWindowClass WindowClass; // [Root node only] + ImU32 LastBgColor; + + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window. + ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node. + ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy. + int CountNodeWithWindows; // [Root node only] + int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly + int LastFrameActive; // Last frame number the node was updated. + int LastFrameFocused; // Last frame number the node was focused. + ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. + ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected. + ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window. + ImGuiID RefViewportId; // Reference viewport ID from visible window when HostWindow == NULL. + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) + bool IsFocused :1; + bool IsBgDrawnThisFrame :1; + bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one. + bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; + bool WantCloseAll :1; // Set when closing all tabs at once. + bool WantLockSizeOnce :1; + bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; + + ImGuiDockNode(ImGuiID id); + ~ImGuiDockNode(); + bool IsRootNode() const { return ParentNode == NULL; } + bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; } + bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; } + bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; } + bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle + bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar + bool IsSplitNode() const { return ChildNodes[0] != NULL; } + bool IsLeafNode() const { return ChildNodes[0] == NULL; } + bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + + void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); } + void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; } +}; + +// List of colors that are stored at the time of Begin() into Docked Windows. +// We currently store the packed colors in a simple array window->DockStyle.Colors[]. +// A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow, +// but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame. +enum ImGuiWindowDockStyleCol +{ + ImGuiWindowDockStyleCol_Text, + ImGuiWindowDockStyleCol_TabHovered, + ImGuiWindowDockStyleCol_TabFocused, + ImGuiWindowDockStyleCol_TabSelected, + ImGuiWindowDockStyleCol_TabSelectedOverline, + ImGuiWindowDockStyleCol_TabDimmed, + ImGuiWindowDockStyleCol_TabDimmedSelected, + ImGuiWindowDockStyleCol_TabDimmedSelectedOverline, + ImGuiWindowDockStyleCol_COUNT +}; + +// We don't store style.Alpha: dock_node->LastBgColor embeds it and otherwise it would only affect the docking tab, which intuitively I would say we don't want to. +struct ImGuiWindowDockStyle +{ + ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; +}; + +struct ImGuiDockContext +{ + ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes + ImVector Requests; + ImVector NodesSettings; + bool WantFullRebuild; + ImGuiDockContext() { memset(this, 0, sizeof(*this)); } +}; + +#endif // #ifdef IMGUI_HAS_DOCK + +//----------------------------------------------------------------------------- +// [SECTION] Viewport support +//----------------------------------------------------------------------------- + +// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) +// Every instance of ImGuiViewport is in fact a ImGuiViewportP. +struct ImGuiViewportP : public ImGuiViewport +{ + ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) + int Idx; + int LastFrameActive; // Last frame number this viewport was activated by a window + int LastFocusedStampCount; // Last stamp number from when a window hosted by this viewport was focused (by comparing this value between two viewport we have an implicit viewport z-order we use as fallback) + ImGuiID LastNameHash; + ImVec2 LastPos; + ImVec2 LastSize; + float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) + float LastAlpha; + bool LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused. + short PlatformMonitor; + int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used + ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; + + // Per-viewport work area + // - Insets are >= 0.0f values, distance from viewport corners to work area. + // - BeginMainMenuBar() and DockspaceOverViewport() tend to use work area to avoid stepping over existing contents. + // - Generally 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + ImVec2 WorkInsetMin; // Work Area inset locked for the frame. GetWorkRect() always fits within GetMainRect(). + ImVec2 WorkInsetMax; // " + ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset + ImVec2 BuildWorkInsetMax; // " + + ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } + ~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); } + void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } + + // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) + ImVec2 CalcWorkRectPos(const ImVec2& inset_min) const { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); } + ImVec2 CalcWorkRectSize(const ImVec2& inset_min, const ImVec2& inset_max) const { return ImVec2(ImMax(0.0f, Size.x - inset_min.x - inset_max.x), ImMax(0.0f, Size.y - inset_min.y - inset_max.y)); } + void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkInsetMin); WorkSize = CalcWorkRectSize(WorkInsetMin, WorkInsetMax); } // Update public fields + + // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) + ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } + ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkInsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkInsetMin, BuildWorkInsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Settings support +//----------------------------------------------------------------------------- + +// Windows data saved in imgui.ini file +// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily. +// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure) +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. + ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. + ImGuiID ClassId; // ID of window class if specified + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + bool Collapsed; + bool IsChild; + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + bool WantDelete; // Set to invalidate/delete the settings entry + + ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); DockOrder = -1; } + char* GetName() { return (char*)(this + 1); } +}; + +struct ImGuiSettingsHandler +{ + const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' + ImGuiID TypeHash; // == ImHashStr(TypeName) + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order) + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order) + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' + void* UserData; + + ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Localization support +//----------------------------------------------------------------------------- + +// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack. +enum ImGuiLocKey : int +{ + ImGuiLocKey_VersionStr, + ImGuiLocKey_TableSizeOne, + ImGuiLocKey_TableSizeAllFit, + ImGuiLocKey_TableSizeAllDefault, + ImGuiLocKey_TableResetOrder, + ImGuiLocKey_WindowingMainMenuBar, + ImGuiLocKey_WindowingPopup, + ImGuiLocKey_WindowingUntitled, + ImGuiLocKey_OpenLink_s, + ImGuiLocKey_CopyLink, + ImGuiLocKey_DockingHideTabBar, + ImGuiLocKey_DockingHoldShiftToDock, + ImGuiLocKey_DockingDragToUndockOrMoveNode, + ImGuiLocKey_COUNT +}; + +struct ImGuiLocEntry +{ + ImGuiLocKey Key; + const char* Text; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Error handling, State recovery support +//----------------------------------------------------------------------------- + +// Macros used by Recoverable Error handling +// - Only dispatch error if _EXPR: evaluate as assert (similar to an assert macro). +// - The message will always be a string literal, in order to increase likelihood of being display by an assert handler. +// - See 'Demo->Configuration->Error Handling' and ImGuiIO definitions for details on error handling. +// - Read https://github.com/ocornut/imgui/wiki/Error-Handling for details on error handling. +#ifndef IM_ASSERT_USER_ERROR +#define IM_ASSERT_USER_ERROR(_EXPR,_MSG) do { if (!(_EXPR) && ImGui::ErrorLog(_MSG)) { IM_ASSERT((_EXPR) && _MSG); } } while (0) // Recoverable User Error +#endif + +// The error callback is currently not public, as it is expected that only advanced users will rely on it. +typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const char* msg); // Function signature for g.ErrorCallback + +//----------------------------------------------------------------------------- +// [SECTION] Metrics, Debug Tools +//----------------------------------------------------------------------------- + +// See IMGUI_DEBUG_LOG() and IMGUI_DEBUG_LOG_XXX() macros. +enum ImGuiDebugLogFlags_ +{ + // Event types + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventError = 1 << 0, // Error submitted by IM_ASSERT_USER_ERROR() + ImGuiDebugLogFlags_EventActiveId = 1 << 1, + ImGuiDebugLogFlags_EventFocus = 1 << 2, + ImGuiDebugLogFlags_EventPopup = 1 << 3, + ImGuiDebugLogFlags_EventNav = 1 << 4, + ImGuiDebugLogFlags_EventClipper = 1 << 5, + ImGuiDebugLogFlags_EventSelection = 1 << 6, + ImGuiDebugLogFlags_EventIO = 1 << 7, + ImGuiDebugLogFlags_EventFont = 1 << 8, + ImGuiDebugLogFlags_EventInputRouting = 1 << 9, + ImGuiDebugLogFlags_EventDocking = 1 << 10, + ImGuiDebugLogFlags_EventViewport = 1 << 11, + + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, + ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY + ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, // Also send output to Test Engine +}; + +struct ImGuiDebugAllocEntry +{ + int FrameCount; + ImS16 AllocCount; + ImS16 FreeCount; +}; + +struct ImGuiDebugAllocInfo +{ + int TotalAllocCount; // Number of call to MemAlloc(). + int TotalFreeCount; + ImS16 LastEntriesIdx; // Current index in buffer + ImGuiDebugAllocEntry LastEntriesBuf[6]; // Track last 6 frames that had allocations + + ImGuiDebugAllocInfo() { memset(this, 0, sizeof(*this)); } +}; + +struct ImGuiMetricsConfig +{ + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowWindowsRects = false; + bool ShowWindowsBeginOrder = false; + bool ShowTablesRects = false; + bool ShowDrawCmdMesh = true; + bool ShowDrawCmdBoundingBoxes = true; + bool ShowTextEncodingViewer = false; + bool ShowAtlasTintedWithTextColor = false; + bool ShowDockingNodes = false; + int ShowWindowsRectsType = -1; + int ShowTablesRectsType = -1; + int HighlightMonitorIdx = -1; + ImGuiID HighlightViewportID = 0; +}; + +struct ImGuiStackLevelInfo +{ + ImGuiID ID; + ImS8 QueryFrameCount; // >= 1: Query in progress + bool QuerySuccess; // Obtained result from DebugHookIdInfo() + ImGuiDataType DataType : 8; + char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed. + + ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } +}; + +// State for ID Stack tool queries +struct ImGuiIDStackTool +{ + int LastActiveFrame; + int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level + ImGuiID QueryId; // ID to query details for + ImVector Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; + + ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Generic context hooks +//----------------------------------------------------------------------------- + +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }; + +struct ImGuiContextHook +{ + ImGuiID HookId; // A unique ID assigned by AddContextHook() + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; + + ImGuiContextHook() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiContext (main Dear ImGui context) +//----------------------------------------------------------------------------- + +struct ImGuiContext +{ + bool Initialized; + bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() + ImGuiConfigFlags ConfigFlagsLastFrame; + ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() + float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. + float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. + float FontScale; // == FontSize / Font->FontSize + float CurrentDpiScale; // Current window/viewport DpiScale == CurrentViewport->DpiScale + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + ImGuiID WithinEndChildID; // Set within EndChild() + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool GcCompactAll; // Request full GC + bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() + void* TestEngine; // Test engine user data + char ContextName[16]; // Storage for a context name (to facilitate debugging multi-context setups) + + // Inputs + ImVector InputEventsQueue; // Input events which will be trickled/written into IO structure. + ImVector InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail. + ImGuiMouseSource InputEventsNextMouseSource; + ImU32 InputEventsNextEventId; + + // Windows state + ImVector Windows; // Windows, sorted in display order, back to front + ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. + ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child + ImVector CurrentWindowStack; + ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* + int WindowsActiveCount; // Number of unique windows submitted by frame + ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING). + ImGuiID DebugBreakInWindow; // Set to break in Begin() call. + ImGuiWindow* CurrentWindow; // Window being drawn into + ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. + ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiWindow* HoveredWindowBeforeClear; // Window the mouse is hovering. Filled even with _NoMouse. This is currently useful for multi-context compositors. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree. + ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. + ImVec2 WheelingWindowRefMousePos; + int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL + int WheelingWindowScrolledFrame; + float WheelingWindowReleaseTimer; + ImVec2 WheelingWindowWheelRemainder; + ImVec2 WheelingAxisAvg; + + // Item/widgets state and tracking information + ImGuiID DebugDrawIdConflicts; // Set when we detect multiple items with the same identifier + ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] + ImGuiID HoveredId; // Hovered widget, filled during the frame + ImGuiID HoveredIdPreviousFrame; + int HoveredIdPreviousFrameItemCount; // Count numbers of items using the same ID as last frame's hovered id + float HoveredIdTimer; // Measure contiguous hovering time + float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active + bool HoveredIdAllowOverlap; + bool HoveredIdIsDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. + bool ItemUnclipByLog; // Disable ItemAdd() clipping, essentially a memory-locality friendly copy of LogEnabled + ImGuiID ActiveId; // Active widget + ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) + float ActiveIdTimer; + bool ActiveIdIsJustActivated; // Set at the time of activation for one frame + bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused. + bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. + bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. + bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdFromShortcut; + int ActiveIdMouseButton : 8; + ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad + ImGuiID ActiveIdPreviousFrame; + ImGuiDeactivatedItemData DeactivatedItemData; + ImGuiDataTypeStorage ActiveIdValueOnActivation; // Backup of initial value at the time of activation. ONLY SET BY SPECIFIC WIDGETS: DragXXX and SliderXXX. + ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. + float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. + + // Key/Input Ownership + Shortcut Routing system + // - The idea is that instead of "eating" a given key, we can link to an owner. + // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. + // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame(). + double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic) + double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic) + double LastKeyboardKeyPressTime; // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed. + ImBitArrayForNamedKeys KeysMayBeCharInput; // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (this is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations) + ImGuiKeyChord DebugBreakInShortcutRouting; // Set to break in SetShortcutRouting()/Shortcut() calls. + //ImU32 ActiveIdUsingNavInputMask; // [OBSOLETE] Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes --> 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' + + // Next window/item data + ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId. + ImGuiItemFlags CurrentItemFlags; // Value for currently appending items == g.ItemFlagsStack.back() + ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + bool DebugShowGroupRects; + + // Shared stacks + ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() + ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() + ImVector OpenPopupStack; // Which popups are open (persistent) + ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImVectorTreeNodeStack; // Stack for TreeNode() + + // Viewports + ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. + ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information. + ImRect PlatformMonitorsFullWorkRect; // Bounding box of all platform monitors + int ViewportCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int PlatformWindowsCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int ViewportFocusedStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter + + // Keyboard/Gamepad Navigation + bool NavCursorVisible; // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move. + bool NavHighlightItemUnderNav; // Disable mouse hovering highlight. Highlight navigation focused item instead of mouse hovered item. + //bool NavDisableHighlight; // Old name for !g.NavCursorVisible before 1.91.4 (2024/10/18). OPPOSITE VALUE (g.NavDisableHighlight == !g.NavCursorVisible) + //bool NavDisableMouseHover; // Old name for g.NavHighlightItemUnderNav before 1.91.1 (2024/10/18) this was called When user starts using keyboard/gamepad, we hide mouse hovering highlight until mouse is touched again. + bool NavMousePosDirty; // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default) + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid + ImGuiID NavId; // Focused item for navigation + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' + ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope) + ImGuiNavLayer NavLayer; // Focused layer (main scrolling layer, or menu/title bar layer) + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() + ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) + ImGuiActivateFlags NavActivateFlags; + ImVector NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain. + ImGuiID NavHighlightActivatedId; + float NavHighlightActivatedTimer; + ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse + ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data. + ImS8 NavCursorHideFrames; + + // Navigation: Init & Move Requests + bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() + bool NavInitRequest; // Init request for appearing window to select first item + bool NavInitRequestFromMove; + ImGuiNavItemData NavInitResult; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) + bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame() + bool NavMoveScoringItems; // Move request submitted, still scoring incoming items + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyChord NavMoveKeyMods; + ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? + ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. + ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted + int NavScoringDebugCount; // Metrics for debugging + int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id + int NavTabbingCounter; // >0 when counting items for tabbing + ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy + + // Navigation: record of last move request + ImGuiID NavJustMovedFromFocusScopeId; // Just navigated from this focus scope id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). + ImGuiKeyChord NavJustMovedToKeyMods; + bool NavJustMovedToIsTabbing; // Copy of ImGuiNavMoveFlags_IsTabbing. Maybe we should store whole flags. + bool NavJustMovedToHasSelectionData; // Copy of move result's ItemFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData. + + // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) + ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828) + ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X) + ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! + ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. + ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + ImGuiKey NavWindowingToggleKey; + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; + + // Render + float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) + + // Drag and Drop + bool DragDropActive; + bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source. + bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target. + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) + ImRect DragDropTargetClipRect; // Store ClipRect at the time of item's drawing + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) + ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) + ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) + int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source + ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press. + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size + unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads + + // Clipper + int ClipperTempDataStacked; + ImVector ClipperTempData; + + // Tables + ImGuiTable* CurrentTable; + ImGuiID DebugBreakInTable; // Set to break in BeginTable() call. + int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) + ImVector TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) + ImPool Tables; // Persistent table data + ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) + ImVector DrawChannelsTempMergeBuffer; + + // Tab bars + ImGuiTabBar* CurrentTabBar; + ImPool TabBars; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; + + // Multi-Select state + ImGuiBoxSelectState BoxSelectState; + ImGuiMultiSelectTempData* CurrentMultiSelect; + int MultiSelectTempDataStacked; // Temporary multi-select data size (because we leave previous instances undestructed, we generally don't use MultiSelectTempData.Size) + ImVector MultiSelectTempData; + ImPool MultiSelectStorage; + + // Hover Delay system + ImGuiID HoverItemDelayId; + ImGuiID HoverItemDelayIdPreviousFrame; + float HoverItemDelayTimer; // Currently used by IsItemHovered() + float HoverItemDelayClearTimer; // Currently used by IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared. + ImGuiID HoverItemUnlockedStationaryId; // Mouse has once been stationary on this item. Only reset after departing the item. + ImGuiID HoverWindowUnlockedStationaryId; // Mouse has once been stationary on this window. Only reset after departing the window. + + // Mouse state + ImGuiMouseCursor MouseCursor; + float MouseStationaryTimer; // Time the mouse has been stationary (with some loose heuristic) + ImVec2 MouseLastValidPos; + + // Widget state + ImGuiInputTextState InputTextState; + ImGuiInputTextDeactivatedState InputTextDeactivatedState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types + int BeginMenuDepth; + int BeginComboDepth; + ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets + ImGuiID ColorEditCurrentID; // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others). + ImGuiID ColorEditSavedID; // ID we are saving/restoring HS for + float ColorEditSavedHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditSavedSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips + ImU32 ColorEditSavedColor; // RGB value with alpha set to 0. + ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + ImGuiComboPreviewData ComboPreviewData; + ImRect WindowResizeBorderExpectedRect; // Expected border rect, switch to relative edit if moving + bool WindowResizeRelativeMode; + short ScrollbarSeekMode; // 0: scroll to clicked location, -1/+1: prev/next page. + float ScrollbarClickDeltaToGrabCenter; // When scrolling to mouse location: distance between mouse and center of grab box, normalized in parent space. + float SliderGrabClickOffset; + float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. + bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? + bool DragCurrentAccumDirty; + float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings + float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio + float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() + short DisabledStackSize; + short TooltipOverrideCount; + ImGuiWindow* TooltipPreviousWindow; // Window of last tooltip submitted during the frame + ImVector ClipboardHandlerData; // If no custom clipboard handler is defined + ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once + ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest() + + // Platform support + ImGuiPlatformImeData PlatformImeData; // Data updated by current frame + ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler. + ImGuiID PlatformImeViewport; + + // Extensions + // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? + ImGuiDockContext DockContext; + void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + + // Settings + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries + ImChunkStream SettingsTables; // ImGuiTable .ini settings entries + ImVector Hooks; // Hooks for extensions (e.g. test engine) + ImGuiID HookIdNext; // Next available HookId + + // Localization + const char* LocalizationTable[ImGuiLocKey_COUNT]; + + // Capture/Logging + bool LogEnabled; // Currently capturing + ImGuiLogFlags LogFlags; // Capture flags/type + ImGuiWindow* LogWindow; + ImFileHandle LogFile; // If != NULL log to stdout/ file + ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + + // Error Handling + ImGuiErrorCallback ErrorCallback; // = NULL. May be exposed in public API eventually. + void* ErrorCallbackUserData; // = NULL + ImVec2 ErrorTooltipLockedPos; + bool ErrorFirst; + int ErrorCountCurrentFrame; // [Internal] Number of errors submitted this frame. + ImGuiErrorRecoveryState StackSizesInNewFrame; // [Internal] + ImGuiErrorRecoveryState*StackSizesInBeginForCurrentWindow; // [Internal] + + // Debug Tools + // (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.) + int DebugDrawIdConflictsCount; // Locked count (preserved when holding CTRL) + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + ImGuiTextIndex DebugLogIndex; + int DebugLogSkippedErrors; + ImGuiDebugLogFlags DebugLogAutoDisableFlags; + ImU8 DebugLogAutoDisableFrames; + ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above. + bool DebugBreakInLocateId; // Debug break in ItemAdd() call for g.DebugLocateId. + ImGuiKeyChord DebugBreakKeyChord; // = ImGuiKey_Pause + ImS8 DebugBeginReturnValueCullDepth; // Cycle between 0..9 then wrap around. + bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) + ImU8 DebugItemPickerMouseButton; + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID + float DebugFlashStyleColorTime; + ImVec4 DebugFlashStyleColorBackup; + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiIDStackTool DebugIDStackTool; + ImGuiDebugAllocInfo DebugAllocInfo; + ImGuiDockNode* DebugHoveredDockNode; // Hovered dock node. + + // Misc + float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames.. + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1. + int WantCaptureKeyboardNextFrame; // " + int WantTextInputNextFrame; + ImVector TempBuffer; // Temporary text buffer + char TempKeychordName[64]; + + ImGuiContext(ImFontAtlas* shared_font_atlas); +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiWindowTempData, ImGuiWindow +//----------------------------------------------------------------------------- + +// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. +// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..) +// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin) +struct IMGUI_API ImGuiWindowTempData +{ + // Layout + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. + ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame. + ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame. + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). + float PrevLineTextBaseOffset; + bool IsSameLine; + bool IsSetPos; + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area. + + // Keyboard/Gamepad navigation + ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) + short NavLayersActiveMask; // Which layers have been written to (result from previous frame) + short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) + bool NavIsScrollPushableX; // Set when current work location may be scrolled horizontally when moving left / right. This is generally always true UNLESS within a column. + bool NavHideHighlightOneFrame; + bool NavWindowHasScrollY; // Set per window when scrolling can be used (== ScrollMax.y > 0.0f) + + // Miscellaneous + bool MenuBarAppending; // FIXME: Remove this + ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement + int TreeDepth; // Current tree depth. + ImU32 TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary. + ImVector ChildWindows; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) + ImGuiOldColumns* CurrentColumns; // Current columns set + int CurrentTableIdx; // Current table index (into g.Tables) + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + ImU32 ModalDimBgColor; + + // Local parameters stacks + // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. + float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). + float TextWrapPos; // Current text wrap pos. + ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) + ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) +}; + +// Storage for one window +struct IMGUI_API ImGuiWindow +{ + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + char* Name; // Window name, owned by the window. + ImGuiID ID; // == ImHashStr(Name) + ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ + ImGuiChildFlags ChildFlags; // Set when window is a child window. See enum ImGuiChildFlags_ + ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() + ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. + ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) + ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive) + int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor + ImVec2 Pos; // Position (always rounded-up to nearest pixel) + ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) + ImVec2 SizeFull; // Size when non collapsed + ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. + float WindowBorderSize; // Window border size at the time of Begin(). + float TitleBarHeight, MenuBarHeight; // Note that those used to be function before 2024/05/28. If you have old code calling TitleBarHeight() you can change it to TitleBarHeight. + float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin(). + float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y). + float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes). + int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! + ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID TabId; // == window->GetID("#TAB") + ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) + ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) + ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered + ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold + ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? + bool ViewportOwned; + bool Active; // Set to true on Begin(), unless Collapsed + bool WasActive; + bool WriteAccessed; // Set to true when any widget access the current window + bool Collapsed; // Set when collapsing window to become only title-bar + bool WantCollapseToggle; + bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool SkipRefresh; // [EXPERIMENTAL] Reuse previous frame drawn contents, Begin() returns false. + bool Appearing; // Set during the frame where the window is appearing (or re-appearing) + bool Hidden; // Do not display (== HiddenFrames*** > 0) + bool IsFallbackWindow; // Set on the "Debug##Default" window. + bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked() + bool HasCloseButton; // Set when the window has a close button (p_open != NULL) + signed char ResizeBorderHovered; // Current border being hovered for resize (-1: none, otherwise 0-3) + signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) + short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) + short BeginCountPreviousFrame; // Number of Begin() during the previous frame + short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. + short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. + ImS8 AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames + ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size + ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only + ImS8 DisableInputsFrames; // Disable window interactions for N frames + ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. + ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. + ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() use. + ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) + ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. + + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) + ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. + + // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. + ImVec2ih HitTestHoleOffset; + + int LastFrameActive; // Last frame number the window was Active. + int LastFrameJustFocused; // Last frame number the window was made Focused. + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector ColumnsStorage; + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() + float FontDpiScale; + int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) + + ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL. + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. + ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. + ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes. + ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. + ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document) + + ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) + ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; // Preferred X/Y position updated when moving on a given axis, reset to FLT_MAX. + ImGuiID NavRootFocusScopeId; // Focus Scope ID at the time of Begin() + + int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; // Set when window extraneous data have been garbage collected + + // Docking + bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1). + bool DockNodeIsVisible :1; + bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected? + bool DockTabWantClose :1; + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + ImGuiWindowDockStyle DockStyle; + ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden. + ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) + ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; + +public: + ImGuiWindow(ImGuiContext* context, const char* name); + ~ImGuiWindow(); + + ImGuiID GetID(const char* str, const char* str_end = NULL); + ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); + ImGuiID GetIDFromPos(const ImVec2& p_abs); + ImGuiID GetIDFromRectangle(const ImRect& r_abs); + + // We don't use g.FontSize because the window may be != g.CurrentWindow. + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + float CalcFontSize() const { ImGuiContext& g = *Ctx; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tab bar, Tab item support +//----------------------------------------------------------------------------- + +// Extend ImGuiTabBarFlags_ +enum ImGuiTabBarFlagsPrivate_ +{ + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22, // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs +}; + +// Extend ImGuiTabItemFlags_ +enum ImGuiTabItemFlagsPrivate_ +{ + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) + ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button + ImGuiTabItemFlags_Unsorted = 1 << 22, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. +}; + +// Storage for one active tab item (sizeof() 48 bytes) +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. + int LastFrameVisible; + int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance + float Offset; // Position relative to beginning of tab + float Width; // Width currently displayed + float ContentWidth; // Width of label, stored during BeginTabItem() call + float RequestedWidth; // Width optionally requested by caller, -1.0f is unused + ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable + ImS16 IndexDuringLayout; // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions. + bool WantClose; // Marked as closed by SetTabItemClosed() + + ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } +}; + +// Storage for a tab bar (sizeof() 160 bytes) +struct IMGUI_API ImGuiTabBar +{ + ImGuiWindow* Window; + ImVector Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; // Zero for tab-bars used by docking + ImGuiID SelectedTabId; // Selected tab/window + ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar + float WidthAllTabs; // Actual width of all tabs (locked during layout) + float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + float SeparatorMinX; + float SeparatorMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame + ImS16 TabsActiveCount; // Number of tabs submitted this frame. + ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() + float ItemSpacingY; + ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. + + ImGuiTabBar(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Table support +//----------------------------------------------------------------------------- + +#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. +#define IMGUI_TABLE_MAX_COLUMNS 512 // May be further lifted + +// Our current column maximum is 64 but we may raise that in the future. +typedef ImS16 ImGuiTableColumnIdx; +typedef ImU16 ImGuiTableDrawChannelIdx; + +// [Internal] sizeof() ~ 112 +// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. +// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping. +// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped". +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_ + float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space. + float MinX; // Absolute positions + float MaxX; + float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() + float WidthAuto; // Automatic width + float WidthMax; // Maximum width (FIXME: overwritten by each instance) + float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. + float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). + ImRect ClipRect; // Clipping rectangle for the column + ImGuiID UserID; // Optional, value passed to TableSetupColumn() + float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column + float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2) + float ItemWidth; // Current item width for the column, preserved across rows + float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width. + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; // Offset into parent ColumnsNames[] + ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users) + ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder) + ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column + ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column + ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort + ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers) + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows + bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0 + bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling). + bool IsUserEnabledNextFrame; + bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). + bool IsVisibleY; + bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not. + bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen). + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte + ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit + ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem + ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3) + ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each) + ImU8 SortDirectionsAvailList; // Ordered list of available sort directions (2-bits each, total 8-bits) + + ImGuiTableColumn() + { + memset(this, 0, sizeof(*this)); + StretchWeight = WidthRequest = -1.0f; + NameOffset = -1; + DisplayOrder = IndexWithinEnabledSet = -1; + PrevEnabledColumn = NextEnabledColumn = -1; + SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1; + } +}; + +// Transient cell data stored per row. +// sizeof() ~ 6 bytes +struct ImGuiTableCellData +{ + ImU32 BgColor; // Actual color + ImGuiTableColumnIdx Column; // Column number +}; + +// Parameters for TableAngledHeadersRowEx() +// This may end up being refactored for more general purpose. +// sizeof() ~ 12 bytes +struct ImGuiTableHeaderData +{ + ImGuiTableColumnIdx Index; // Column index + ImU32 TextColor; + ImU32 BgColor0; + ImU32 BgColor1; +}; + +// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?) +// sizeof() ~ 24 bytes +struct ImGuiTableInstanceData +{ + ImGuiID TableInstanceID; + float LastOuterHeight; // Outer height from last frame + float LastTopHeadersRowHeight; // Height of first consecutive header rows from last frame (FIXME: this is used assuming consecutive headers are in same frozen set) + float LastFrozenHeight; // Height of frozen section from last frame + int HoveredRowLast; // Index of row which was hovered last frame. + int HoveredRowNext; // Index of row hovered this frame, set after encountering it. + + ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastTopHeadersRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; } +}; + +// sizeof() ~ 592 bytes + heap allocs described in TableBeginInitMemory() +struct IMGUI_API ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] + ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] + ImSpan Columns; // Point within RawData[] + ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) + ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. + ImBitArrayPtr EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map + ImBitArrayPtr EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data + ImBitArrayPtr VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) + ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order) + int SettingsOffset; // Offset in g.SettingsTables + int LastFrameActive; + int ColumnsCount; // Number of columns declared in BeginTable() + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched. + ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with + float RowPosY1; + float RowPosY2; + float RowMinHeight; // Height submitted to TableNextRow() + float RowCellPaddingY; // Top and bottom padding. Reloaded during row change. + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_ + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this. + ImU32 RowBgColor[2]; // Background color override for current row. + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; // Padding from each borders. Locked in BeginTable()/Layout. + float CellSpacingX1; // Spacing between non-bordered cells. Locked in BeginTable()/Layout. + float CellSpacingX2; + float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. + float ColumnsGivenWidth; // Sum of current column width + float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window + float ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). + ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries + ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped + ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. + ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. + ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() + ImGuiWindow* OuterWindow; // Parent window for the table + ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) + ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names + ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly + ImGuiTableInstanceData InstanceDataFirst; + ImVector InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns using fixed width (<= ColumnsCount) + ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() + ImGuiTableColumnIdx AngledHeadersCount; // Count columns with angled headers + ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! + ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). + ImGuiTableColumnIdx HighlightColumnHeader; // Index of column which should be highlighted. + ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. + ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. + ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. + ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. + ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) + ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 + ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. + ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. + ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. + ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. + ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot + ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count + ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count + ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row + ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. + bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. + bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). + bool DisableDefaultContextMenu; // Disable default context menu contents. You may submit your own using TableBeginContextMenuPopup()/EndPopup() + bool IsSettingsRequestLoad; + bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. + bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; // Set when we got past the frozen row. + bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() + bool IsActiveIdAliveBeforeTable; + bool IsActiveIdInTable; + bool HasScrollbarYCurr; // Whether ANY instance of this table had a vertical scrollbar during the current frame. + bool HasScrollbarYPrev; // Whether ANY instance of this table had a vertical scrollbar during the previous. + bool MemoryCompacted; + bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis + + ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } + ~ImGuiTable() { IM_FREE(RawData); } +}; + +// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). +// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. +// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. +// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs. +// sizeof() ~ 136 bytes. +struct IMGUI_API ImGuiTableTempData +{ + int TableIndex; // Index in g.Tables.Buf[] pool + float LastTimeActive; // Last timestamp this structure was used + float AngledHeadersExtraWidth; // Used in EndTable() + ImVector AngledHeadersRequests; // Used in TableAngledHeadersRow() + + ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() + ImDrawListSplitter DrawSplitter; + + ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() + ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() + ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() + ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() + ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() + ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() + float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() + int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() + + ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } +}; + +// sizeof() ~ 12 +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImU8 IsEnabled : 1; // "Visible" in ini file + ImU8 IsStretch : 1; + + ImGuiTableColumnSettings() + { + WidthOrWeight = 0.0f; + UserID = 0; + Index = -1; + DisplayOrder = SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + IsEnabled = 1; + IsStretch = 0; + } +}; + +// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.) +struct ImGuiTableSettings +{ + ImGuiID ID; // Set to 0 to invalidate/delete the setting + ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..) + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + + ImGuiTableSettings() { memset(this, 0, sizeof(*this)); } + ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGui internal API +// No guarantee of forward compatibility here! +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Windows + // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) + // If this ever crashes because g.CurrentWindow is NULL, it means that either: + // - ImGui::NewFrame() has never been called, which is illegal. + // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. + IMGUI_API ImGuiIO& GetIOEx(ImGuiContext* ctx); + IMGUI_API ImGuiPlatformIO& GetPlatformIOEx(ImGuiContext* ctx); + inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } + inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } + IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); + IMGUI_API ImGuiWindow* FindWindowByName(const char* name); + IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); + IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window); + IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy); + IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); + IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); + inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } // You may also use SetNextWindowClass()'s FocusRouteParentWindowId field. + inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } + inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } + inline ImVec2 WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); } + inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); } + + // Windows: Display Order and Focus Order + IMGUI_API void FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window); + IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window); + IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); + + // Windows: Idle, Refresh Policies [EXPERIMENTAL] + IMGUI_API void SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags); + + // Fonts, drawing + IMGUI_API void SetCurrentFont(ImFont* font); + inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } + IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list); + + // Init + IMGUI_API void Initialize(); + IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + + // NewFrame + IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); + IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window); + IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock); + IMGUI_API void UpdateMouseMovingWindowNewFrame(); + IMGUI_API void UpdateMouseMovingWindowEndFrame(); + + // Generic context hooks + IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); + IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); + IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); + + // Viewports + IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size); + IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); + IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); + IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport); + IMGUI_API ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos); + + // Settings + IMGUI_API void MarkIniSettingsDirty(); + IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); + IMGUI_API void ClearIniSettings(); + IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler); + IMGUI_API void RemoveSettingsHandler(const char* type_name); + IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + + // Settings - Windows + IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByID(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByWindow(ImGuiWindow* window); + IMGUI_API void ClearWindowSettings(const char* name); + + // Localization + IMGUI_API void LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count); + inline const char* LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : "*Missing Text*"; } + + // Scrolling + IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); + + // Early work-in-progress API (ScrollToItem() will become public) + IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0); + IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); + IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); +//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); } +//#endif + + // Basic Accessors + inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } + inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.ItemFlags; } + inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } + inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } + IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void ClearActiveID(); + IMGUI_API ImGuiID GetHoveredID(); + IMGUI_API void SetHoveredID(ImGuiID id); + IMGUI_API void KeepAliveID(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. + IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes) + IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed); + IMGUI_API ImGuiID GetIDWithSeed(int n, ImGuiID seed); + + // Basic Helpers for widget code + IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); + inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min. + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); + IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags); + IMGUI_API bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0); + IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); + IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); + IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); + IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); + IMGUI_API void PushMultiItemsWidths(int components, float width_full); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + + // Parameter stacks (shared) + IMGUI_API const ImGuiDataVarInfo* GetStyleVarInfo(ImGuiStyleVar idx); + IMGUI_API void BeginDisabledOverrideReenable(); + IMGUI_API void EndDisabledOverrideReenable(); + + // Logging/Capture + IMGUI_API void LogBegin(ImGuiLogFlags flags, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); + + // Childs + IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags); + + // Popups, Modals + IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags); + IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); + IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsExceptModals(); + IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); + IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); + IMGUI_API ImGuiWindow* GetTopMostPopupModal(); + IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); + IMGUI_API ImGuiWindow* FindBlockingModal(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); + + // Tooltips + IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginTooltipHidden(); + + // Menus + IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); + IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true); + IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true); + + // Combos + IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); + IMGUI_API bool BeginComboPreview(); + IMGUI_API void EndComboPreview(); + + // Keyboard/Gamepad Navigation + IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API void NavInitRequestApplyResult(); + IMGUI_API bool NavMoveRequestButNoResultYet(); + IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); + IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data); + IMGUI_API void NavMoveRequestCancel(); + IMGUI_API void NavMoveRequestApplyResult(); + IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavHighlightActivated(ImGuiID id); + IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis); + IMGUI_API void SetNavCursorVisibleAfterMove(); + IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX(); + IMGUI_API void SetNavWindow(ImGuiWindow* window); + IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + IMGUI_API void SetNavFocusScope(ImGuiID focus_scope_id); + + // Focus/Activation + // This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are + // much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones. + IMGUI_API void FocusItem(); // Focus last item (no selection/activation). + IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again. + + // Inputs + // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } + inline bool IsNamedKeyOrMod(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super; } + inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } + inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; } + inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } + inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; } + inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } + inline bool IsLRModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } + ImGuiKeyChord FixupKeyChord(ImGuiKeyChord key_chord); + inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key) + { + if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl; + if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift; + if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt; + if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper; + return key; + } + + IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key); + inline ImGuiKeyData* GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); } + IMGUI_API const char* GetKeyChordName(ImGuiKeyChord key_chord); + inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); } + IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); + IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down); + IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); + IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate); + IMGUI_API void TeleportMousePos(const ImVec2& pos); + IMGUI_API void SetActiveIdUsingAllKeyboardKeys(); + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } + + // [EXPERIMENTAL] Low-Level: Key/Input Ownership + // - The idea is that instead of "eating" a given input, we can link to an owner id. + // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead). + // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. + // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0). + // - Input ownership is automatically released on the frame after a key is released. Therefore: + // - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case). + // - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover). + // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state. + // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step. + // Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved. + IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key); + IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' + inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } + + // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership + // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag. + // - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0) + // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'. + // Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. + // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API. + IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat. + IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id); + + // Shortcut Testing & Routing + // - Set Shortcut() and SetNextItemShortcut() in imgui.h + // - When a policy (except for ImGuiInputFlags_RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(), + // allowing the system to decide where to route the input among other route-aware calls. + // (* using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key) and bypassing route registration and check) + // - When using one of the routing option: + // - The default route is ImGuiInputFlags_RouteFocused (accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.) + // - Routes are requested given a chord (key + modifiers) and a routing policy. + // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame. + // - Each route may be granted to a single owner. When multiple requests are made we have policies to select the winning route (e.g. deep most window). + // - Multiple read sites may use the same owner id can all access the granted route. + // - When owner_id is 0 we use the current Focus Scope ID as a owner ID in order to identify our location. + // - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute() + // e.g. if you have a tool window associated to a document, and you want document shortcuts to run when the tool is focused. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); + IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); // owner_id needs to be explicit and cannot be 0 + IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); + IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); + + // Docking + // (some functions are only declared in imgui.cpp, see Docking section) + IMGUI_API void DockContextInitialize(ImGuiContext* ctx); + IMGUI_API void DockContextShutdown(ImGuiContext* ctx); + IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all + IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx); + IMGUI_API void DockContextEndFrame(ImGuiContext* ctx); + IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx); + IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); + IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); + IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true); + IMGUI_API void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); + IMGUI_API ImGuiDockNode*DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); + IMGUI_API void DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node); + IMGUI_API void DockNodeEndAmendTabBar(); + inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } + inline bool DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; } + inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } + inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); } + inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; } + IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); + IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); + IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window); + IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window); + IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); + + // Docking - Builder function needs to be generally called before the node is used/submitted. + // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability. + // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame. + // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode(). + // You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API. + // - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node. + // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure + // to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable. + // - Call DockBuilderFinish() after you are done. + IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); + IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); + inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; } + IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0); + IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows + IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true); + IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id). + IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); + IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); + IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node. + IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs); + IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs); + IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); + IMGUI_API void DockBuilderFinish(ImGuiID node_id); + + // [EXPERIMENTAL] Focus Scope + // This is generally used to identify a unique input location (for e.g. a selection set) + // There is one per window (automatically set in Begin), but: + // - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set. + // So in order to identify a set multiple lists in same window may each need a focus scope. + // If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope() + // - Shortcut routing also use focus scope as a default location identifier if an owner is not provided. + // We don't use the ID Stack for this as it is common to want them separate. + IMGUI_API void PushFocusScope(ImGuiID id); + IMGUI_API void PopFocusScope(); + inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope() + + // Drag and Drop + IMGUI_API bool IsDragDropActive(); + IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API void ClearDragDrop(); + IMGUI_API bool IsDragDropPayloadBeingAccepted(); + IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect); + + // Typing-Select API + // (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature) + // (this is currently not documented nor used by main library, but should work. See "widgets_typingselect" in imgui_test_suite for usage code. Please let us know if you use this!) + IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None); + IMGUI_API int TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data); + + // Box-Select API + IMGUI_API bool BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags); + IMGUI_API void EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags); + + // Multi-Select API + IMGUI_API void MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags); + IMGUI_API void MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed); + IMGUI_API void MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected); + IMGUI_API void MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item); + inline ImGuiBoxSelectState* GetBoxSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.BoxSelectState.ID == id && g.BoxSelectState.IsActive) ? &g.BoxSelectState : NULL; } + inline ImGuiMultiSelectState* GetMultiSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return g.MultiSelectStorage.GetByKey(id); } + + // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) + IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); + IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns + IMGUI_API void PushColumnClipRect(int column_index); + IMGUI_API void PushColumnsBackground(); + IMGUI_API void PopColumnsBackground(); + IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); + IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset); + + // Tables: Candidates for public API + IMGUI_API void TableOpenContextMenu(int column_n = -1); + IMGUI_API void TableSetColumnWidth(int column_n, float width); + IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); + IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet. + IMGUI_API float TableGetHeaderRowHeight(); + IMGUI_API float TableGetHeaderAngledMaxLabelWidth(); + IMGUI_API void TablePushBackgroundChannel(); + IMGUI_API void TablePopBackgroundChannel(); + IMGUI_API void TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count); + + // Tables: Internals + inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } + IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); + IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); + IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); + IMGUI_API void TableBeginApplyRequests(ImGuiTable* table); + IMGUI_API void TableSetupDrawChannels(ImGuiTable* table); + IMGUI_API void TableUpdateLayout(ImGuiTable* table); + IMGUI_API void TableUpdateBorders(ImGuiTable* table); + IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); + IMGUI_API void TableDrawBorders(ImGuiTable* table); + IMGUI_API void TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display); + IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table); + IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); + inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; } + inline ImGuiID TableGetInstanceID(ImGuiTable* table, int instance_no) { return TableGetInstanceData(table, instance_no)->TableInstanceID; } + IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); + IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); + IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); + IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API void TableBeginRow(ImGuiTable* table); + IMGUI_API void TableEndRow(ImGuiTable* table); + IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n); + IMGUI_API void TableEndCell(ImGuiTable* table); + IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); + IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); + IMGUI_API ImGuiID TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no = 0); + IMGUI_API float TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); + IMGUI_API void TableRemove(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); + IMGUI_API void TableGcCompactSettings(); + + // Tables: Settings + IMGUI_API void TableLoadSettings(ImGuiTable* table); + IMGUI_API void TableSaveSettings(ImGuiTable* table); + IMGUI_API void TableResetSettings(ImGuiTable* table); + IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); + IMGUI_API void TableSettingsAddSettingsHandler(); + IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); + IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); + + // Tab Bars + inline ImGuiTabBar* GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; } + IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); + IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order); + IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); + IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar); + inline int TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); } + IMGUI_API const char* TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window); + IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset); + IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos); + IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker); + IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window); + IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); + IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); + + // Render helpers + // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. + // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) + IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); + IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); + IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders = true, float rounding = 0.0f); + IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); + IMGUI_API void RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None); // Navigation highlight +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None) { RenderNavCursor(bb, id, flags); } // Renamed in 1.91.4 +#endif + IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. + IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); + + // Render helpers (those functions don't access any ImGui state!) + IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); + IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); + IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); + IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); + IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold); + + // Widgets + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0); + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f); + IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width); + IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); + IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); + + // Widgets: Window Decorations + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags draw_rounding_flags = 0); + IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners + IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); + + // Widgets low-level behaviors + IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); + + // Widgets: Tree Nodes + IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API void TreePushOverrideID(ImGuiID id); + IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id); + IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool open); + IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging. + + // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. + // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). + // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " + template IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); + template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); + + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty = NULL); + IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); + IMGUI_API bool DataTypeIsZero(ImGuiDataType data_type, const void* p_data); + + // InputText + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API void InputTextDeactivateHook(ImGuiID id); + IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); + IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active + IMGUI_API void SetNextItemRefVal(ImGuiDataType data_type, void* p_data); + + // Color + IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); + + // Plot + IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg); + + // Shade functions (write over already created vertices) + IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); + IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + IMGUI_API void ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out); + + // Garbage collection + IMGUI_API void GcCompactTransientMiscBuffers(); + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + + // Error handling, State Recovery + IMGUI_API bool ErrorLog(const char* msg); + IMGUI_API void ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out); + IMGUI_API void ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + IMGUI_API void ErrorCheckEndFrameFinalizeErrorTooltip(); + IMGUI_API bool BeginErrorTooltip(); + IMGUI_API void EndErrorTooltip(); + + // Debug Tools + IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free + IMGUI_API void DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end); + IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time! + IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time! + IMGUI_API void DebugLocateItemResolveWithLastItem(); + IMGUI_API void DebugBreakClearData(); + IMGUI_API bool DebugBreakButton(const char* label, const char* description_of_location); + IMGUI_API void DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location); + IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); + IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); + IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label); + IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); + IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); + IMGUI_API void DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph); + IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); + IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); + IMGUI_API void DebugNodeTable(ImGuiTable* table); + IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); + IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state); + IMGUI_API void DebugNodeTypingSelectState(ImGuiTypingSelectState* state); + IMGUI_API void DebugNodeMultiSelectState(ImGuiMultiSelectState* state); + IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); + IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); + IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); + IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); + IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx); + IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list); + IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); + + // Obsolete functions +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 + //inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 + //inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity! + + // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister(): + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' + //inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + //inline void FocusableItemUnregister(ImGuiWindow* window) // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem +#endif + +} // namespace ImGui + + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas internal API +//----------------------------------------------------------------------------- + +// This structure is likely to evolve as we add support for incremental atlas updates. +// Conceptually this could be in ImGuiPlatformIO, but we are far from ready to make this public. +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; + +// Helper for font builder +#ifdef IMGUI_ENABLE_STB_TRUETYPE +IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); +#endif +IMGUI_API void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); +IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); +IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); +IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); + +//----------------------------------------------------------------------------- +// [SECTION] Test Engine specific hooks (imgui_test_engine) +//----------------------------------------------------------------------------- + +#ifdef IMGUI_ENABLE_TEST_ENGINE +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, ImGuiID id, const ImRect& bb, const ImGuiLastItemData* item_data); // item_data may be NULL +extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id); + +// In IMGUI_VERSION_NUM >= 18934: changed IMGUI_TEST_ENGINE_ITEM_ADD(bb,id) to IMGUI_TEST_ENGINE_ITEM_ADD(id,bb,item_data); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _ID, _BB, _ITEM_DATA) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#else +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_tables.cpp b/src/main/imgui/imgui_tables.cpp new file mode 100644 index 0000000..efef5ff --- /dev/null +++ b/src/main/imgui/imgui_tables.cpp @@ -0,0 +1,4499 @@ +// dear imgui, v1.91.7 +// (tables and columns code) + +/* + +Index of this file: + +// [SECTION] Commentary +// [SECTION] Header mess +// [SECTION] Tables: Main code +// [SECTION] Tables: Simple accessors +// [SECTION] Tables: Row changes +// [SECTION] Tables: Columns changes +// [SECTION] Tables: Columns width management +// [SECTION] Tables: Drawing +// [SECTION] Tables: Sorting +// [SECTION] Tables: Headers +// [SECTION] Tables: Context Menu +// [SECTION] Tables: Settings (.ini data) +// [SECTION] Tables: Garbage Collection +// [SECTION] Tables: Debugging +// [SECTION] Columns, BeginColumns, EndColumns, etc. + +*/ + +// Navigating this file: +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. + +//----------------------------------------------------------------------------- +// [SECTION] Commentary +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical tables call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - BeginTable() user begin into a table +// | BeginChild() - (if ScrollX/ScrollY is set) +// | TableBeginInitMemory() - first time table is used +// | TableResetSettings() - on settings reset +// | TableLoadSettings() - on settings load +// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests +// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame) +// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width +// - TableSetupColumn() user submit columns details (optional) +// - TableSetupScrollFreeze() user submit scroll freeze information (optional) +//----------------------------------------------------------------------------- +// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). +// | TableSetupDrawChannels() - setup ImDrawList channels +// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission +// | TableBeginContextMenuPopup() +// | - TableDrawDefaultContextMenu() - draw right-click context menu contents +//----------------------------------------------------------------------------- +// - TableHeadersRow() or TableHeader() user submit a headers row (optional) +// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction +// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu +// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers) +// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow()) +// | TableEndRow() - finish existing row +// | TableBeginRow() - add a new row +// - TableSetColumnIndex() / TableNextColumn() user begin into a cell +// | TableEndCell() - close existing column/cell +// | TableBeginCell() - enter into current column/cell +// - [...] user emit contents +//----------------------------------------------------------------------------- +// - EndTable() user ends the table +// | TableDrawBorders() - draw outer borders, inner vertical borders +// | TableMergeDrawChannels() - merge draw channels if clipping isn't required +// | EndChild() - (if ScrollX/ScrollY is set) +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// TABLE SIZING +//----------------------------------------------------------------------------- +// (Read carefully because this is subtle but it does make sense!) +//----------------------------------------------------------------------------- +// About 'outer_size': +// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags. +// Default value is ImVec2(0.0f, 0.0f). +// X +// - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge. +// - outer_size.x > 0.0f -> Set Fixed width. +// Y with ScrollX/ScrollY disabled: we output table directly in current window +// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful if parent window can vertically scroll. +// - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set) +// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtendY is set) +// Y with ScrollX/ScrollY enabled: using a child window for scrolling +// - outer_size.y < 0.0f -> Bottom-align. Not meaningful if parent window can vertically scroll. +// - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window. +// - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis. +//----------------------------------------------------------------------------- +// Outer size is also affected by the NoHostExtendX/NoHostExtendY flags. +// Important to note how the two flags have slightly different behaviors! +// - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. +// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. +// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height. +// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not useful and not easily noticeable). +//----------------------------------------------------------------------------- +// About 'inner_width': +// With ScrollX disabled: +// - inner_width -> *ignored* +// With ScrollX enabled: +// - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird +// - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns. +// - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space! +//----------------------------------------------------------------------------- +// Details: +// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept +// of "available space" doesn't make sense. +// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding +// of what the value does. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// COLUMNS SIZING POLICIES +// (Reference: ImGuiTableFlags_SizingXXX flags and ImGuiTableColumnFlags_WidthXXX flags) +//----------------------------------------------------------------------------- +// About overriding column sizing policy and width/weight with TableSetupColumn(): +// We use a default parameter of -1 for 'init_width'/'init_weight'. +// - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic +// - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom +// - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f +// - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom +// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f) +// and you can fit a 100.0f wide item in it without clipping and with padding honored. +//----------------------------------------------------------------------------- +// About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag) +// - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width +// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width +// - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f +// - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents +// Default Width and default Weight can be overridden when calling TableSetupColumn(). +//----------------------------------------------------------------------------- +// About mixing Fixed/Auto and Stretch columns together: +// - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! +// that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. +// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents. +// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weights/widths. +//----------------------------------------------------------------------------- +// About using column width: +// If a column is manually resizable or has a width specified with TableSetupColumn(): +// - you may use GetContentRegionAvail().x to query the width available in a given column. +// - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. +// If the column is not resizable and has no width specified with TableSetupColumn(): +// - its width will be automatic and be set to the max of items submitted. +// - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN). +// - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN). +//----------------------------------------------------------------------------- + + +//----------------------------------------------------------------------------- +// TABLES CLIPPING/CULLING +//----------------------------------------------------------------------------- +// About clipping/culling of Rows in Tables: +// - For large numbers of rows, it is recommended you use ImGuiListClipper to submit only visible rows. +// ImGuiListClipper is reliant on the fact that rows are of equal height. +// See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. +// - Note that auto-resizing columns don't play well with using the clipper. +// By default a table with _ScrollX but without _Resizable will have column auto-resize. +// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed. +//----------------------------------------------------------------------------- +// About clipping/culling of Columns in Tables: +// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing +// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know +// it is not going to contribute to row height. +// In many situations, you may skip submitting contents for every column but one (e.g. the first one). +// - Case A: column is not hidden by user, and at least partially in sight (most common case). +// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output. +// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). +// +// [A] [B] [C] +// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() returns false, user can skip submitting items but only if the column doesn't contribute to row height. +// SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. +// ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. +// ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway). +// +// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. +// However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer. +//----------------------------------------------------------------------------- +// About clipping/culling of whole Tables: +// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // intptr_t + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wstrict-overflow" +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Main code +//----------------------------------------------------------------------------- +// - TableFixFlags() [Internal] +// - TableFindByID() [Internal] +// - BeginTable() +// - BeginTableEx() [Internal] +// - TableBeginInitMemory() [Internal] +// - TableBeginApplyRequests() [Internal] +// - TableSetupColumnFlags() [Internal] +// - TableUpdateLayout() [Internal] +// - TableUpdateBorders() [Internal] +// - EndTable() +// - TableSetupColumn() +// - TableSetupScrollFreeze() +//----------------------------------------------------------------------------- + +// Configuration +static const int TABLE_DRAW_CHANNEL_BG0 = 0; +static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1; +static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel) +static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. +static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. +static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. + +// Helper +inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window) +{ + // Adjust flags: set default sizing policy + if ((flags & ImGuiTableFlags_SizingMask_) == 0) + flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame; + + // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame + if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableFlags_NoKeepColumnsVisible; + + // Adjust flags: enforce borders when resizable + if (flags & ImGuiTableFlags_Resizable) + flags |= ImGuiTableFlags_BordersInnerV; + + // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on + if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) + flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY); + + // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody + if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize) + flags &= ~ImGuiTableFlags_NoBordersInBody; + + // Adjust flags: disable saved settings if there's nothing to save + if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0) + flags |= ImGuiTableFlags_NoSavedSettings; + + // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) + if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings) + flags |= ImGuiTableFlags_NoSavedSettings; + + return flags; +} + +ImGuiTable* ImGui::TableFindByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.Tables.GetByKey(id); +} + +// Read about "TABLE SIZING" at the top of this file. +bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiID id = GetID(str_id); + return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width); +} + +bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* outer_window = GetCurrentWindow(); + if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. + return false; + + // Sanity checks + IM_ASSERT(columns_count > 0 && columns_count < IMGUI_TABLE_MAX_COLUMNS); + if (flags & ImGuiTableFlags_ScrollX) + IM_ASSERT(inner_width >= 0.0f); + + // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve. + // FIXME: coarse clipping because access to table data causes two issues: + // - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine. + // - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers. + // The side-effects of accessing table data on coarse clip would be: + // - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations. + // - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[]. + const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; + const ImVec2 avail_size = GetContentRegionAvail(); + const ImVec2 actual_outer_size = ImTrunc(CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f)); + const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); + const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows! + if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size) + { + ItemSize(outer_rect); + ItemAdd(outer_rect, id); + return false; + } + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInTable == id) + IM_DEBUG_BREAK(); + + // Acquire storage for the table + ImGuiTable* table = g.Tables.GetOrAddByKey(id); + + // Acquire temporary buffers + const int table_idx = g.Tables.GetIndex(table); + if (++g.TablesTempDataStacked > g.TablesTempData.Size) + g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData()); + ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1]; + temp_data->TableIndex = table_idx; + table->DrawSplitter = &table->TempData->DrawSplitter; + table->DrawSplitter->Clear(); + + // Fix flags + table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0; + flags = TableFixFlags(flags, outer_window); + + // Initialize + const int previous_frame_active = table->LastFrameActive; + const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1; + const ImGuiTableFlags previous_flags = table->Flags; + table->ID = id; + table->Flags = flags; + table->LastFrameActive = g.FrameCount; + table->OuterWindow = table->InnerWindow = outer_window; + table->ColumnsCount = columns_count; + table->IsLayoutLocked = false; + table->InnerWidth = inner_width; + temp_data->UserOuterSize = outer_size; + + // Instance data (for instance 0, TableID == TableInstanceID) + ImGuiID instance_id; + table->InstanceCurrent = (ImS16)instance_no; + if (instance_no > 0) + { + IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); + if (table->InstanceDataExtra.Size < instance_no) + table->InstanceDataExtra.push_back(ImGuiTableInstanceData()); + instance_id = GetIDWithSeed(instance_no, GetIDWithSeed("##Instances", NULL, id)); // Push "##Instances" followed by (int)instance_no in ID stack. + } + else + { + instance_id = id; + } + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->TableInstanceID = instance_id; + + // When not using a child window, WorkRect.Max will grow as we append contents. + if (use_child_window) + { + // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent + // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing) + ImVec2 override_content_size(FLT_MAX, FLT_MAX); + if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY)) + override_content_size.y = FLT_MIN; + + // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and + // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align + // based on the right side of the child window work rect, which would require knowing ahead if we are going to + // have decoration taking horizontal spaces (typically a vertical scrollbar). + if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f) + override_content_size.x = inner_width; + + if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX) + SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); + + // Reset scroll if we are reactivating it + if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) == 0) + SetNextWindowScroll(ImVec2(0.0f, 0.0f)); + + // Create scrolling region (without border and zero window padding) + ImGuiWindowFlags child_window_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; + BeginChildEx(name, instance_id, outer_rect.GetSize(), ImGuiChildFlags_None, child_window_flags); + table->InnerWindow = g.CurrentWindow; + table->WorkRect = table->InnerWindow->WorkRect; + table->OuterRect = table->InnerWindow->Rect(); + table->InnerRect = table->InnerWindow->InnerRect; + IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); + + // Allow submitting when host is measuring + if (table->InnerWindow->SkipItems && outer_window_is_measuring_size) + table->InnerWindow->SkipItems = false; + + // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned) + if (instance_no == 0) + { + table->HasScrollbarYPrev = table->HasScrollbarYCurr; + table->HasScrollbarYCurr = false; + } + table->HasScrollbarYCurr |= table->InnerWindow->ScrollbarY; + } + else + { + // For non-scrolling tables, WorkRect == OuterRect == InnerRect. + // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). + table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; + table->HasScrollbarYPrev = table->HasScrollbarYCurr = false; + } + + // Push a standardized ID for both child-using and not-child-using tables + PushOverrideID(id); + if (instance_no > 0) + PushOverrideID(instance_id); // FIXME: Somehow this is not resolved by stack-tool, even tho GetIDWithSeed() submitted the symbol. + + // Backup a copy of host window members we will modify + ImGuiWindow* inner_window = table->InnerWindow; + table->HostIndentX = inner_window->DC.Indent.x; + table->HostClipRect = inner_window->ClipRect; + table->HostSkipItems = inner_window->SkipItems; + temp_data->HostBackupWorkRect = inner_window->WorkRect; + temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; + temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; + temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; + temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; + temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; + temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth; + temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; + inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + + // Make borders not overlap our contents by offsetting HostClipRect (#6765, #7428, #3752) + // (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the + // limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap + // problem only affect scrolling tables in this case we can get away with doing it without extra cost). + if (inner_window != outer_window) + { + // FIXME: Because inner_window's Scrollbar doesn't know about border size, since it's not encoded in window->WindowBorderSize, + // it already overlaps it and doesn't need an extra offset. Ideally we should be able to pass custom border size with + // different x/y values to BeginChild(). + if (flags & ImGuiTableFlags_BordersOuterV) + { + table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x); + if (inner_window->DecoOuterSizeX2 == 0.0f) + table->HostClipRect.Max.x = ImMax(table->HostClipRect.Max.x - TABLE_BORDER_SIZE, table->HostClipRect.Min.x); + } + if (flags & ImGuiTableFlags_BordersOuterH) + { + table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y); + if (inner_window->DecoOuterSizeY2 == 0.0f) + table->HostClipRect.Max.y = ImMax(table->HostClipRect.Max.y - TABLE_BORDER_SIZE, table->HostClipRect.Min.y); + } + } + + // Padding and Spacing + // - None ........Content..... Pad .....Content........ + // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | + // - PadInner ........Content.. Pad | Pad ..Content........ + // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad | + const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0; + const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true; + const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f; + const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f; + const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f; + table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border; + table->CellSpacingX2 = inner_spacing_explicit; + table->CellPaddingX = inner_padding_explicit; + + const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; + table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX; + + table->CurrentColumn = -1; + table->CurrentRow = -1; + table->RowBgColorCounter = 0; + table->LastRowFlags = ImGuiTableRowFlags_None; + table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; + table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width + table->InnerClipRect.ClipWithFull(table->HostClipRect); + table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : table->HostClipRect.Max.y; + + table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow + table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() + table->RowCellPaddingY = 0.0f; + table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any + table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; + table->IsUnfrozenRows = true; + table->DeclColumnsCount = table->AngledHeadersCount = 0; + if (previous_frame_active + 1 < g.FrameCount) + table->IsActiveIdInTable = false; + table->AngledHeadersHeight = 0.0f; + temp_data->AngledHeadersExtraWidth = 0.0f; + + // Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders() + table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); + table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); + + // Make table current + g.CurrentTable = table; + outer_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + outer_window->DC.CurrentTableIdx = table_idx; + if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. + inner_window->DC.CurrentTableIdx = table_idx; + + if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) + table->IsResetDisplayOrderRequest = true; + + // Mark as used to avoid GC + if (table_idx >= g.TablesLastTimeActive.Size) + g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); + g.TablesLastTimeActive[table_idx] = (float)g.Time; + temp_data->LastTimeActive = (float)g.Time; + table->MemoryCompacted = false; + + // Setup memory buffer (clear data if columns count changed) + ImGuiTableColumn* old_columns_to_preserve = NULL; + void* old_columns_raw_data = NULL; + const int old_columns_count = table->Columns.size(); + if (old_columns_count != 0 && old_columns_count != columns_count) + { + // Attempt to preserve width on column count change (#4046) + old_columns_to_preserve = table->Columns.Data; + old_columns_raw_data = table->RawData; + table->RawData = NULL; + } + if (table->RawData == NULL) + { + TableBeginInitMemory(table, columns_count); + table->IsInitializing = table->IsSettingsRequestLoad = true; + } + if (table->IsResetAllRequest) + TableResetSettings(table); + if (table->IsInitializing) + { + // Initialize + table->SettingsOffset = -1; + table->IsSortSpecsDirty = true; + table->InstanceInteracted = -1; + table->ContextPopupColumn = -1; + table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1; + table->AutoFitSingleColumn = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + for (int n = 0; n < columns_count; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + if (old_columns_to_preserve && n < old_columns_count) + { + // FIXME: We don't attempt to preserve column order in this path. + *column = old_columns_to_preserve[n]; + } + else + { + float width_auto = column->WidthAuto; + *column = ImGuiTableColumn(); + column->WidthAuto = width_auto; + column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker + column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true; + } + column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; + } + } + if (old_columns_raw_data) + IM_FREE(old_columns_raw_data); + + // Load settings + if (table->IsSettingsRequestLoad) + TableLoadSettings(table); + + // Handle DPI/font resize + // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well. + // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition. + // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory. + // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path. + const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ? + if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) + { + const float scale_factor = new_ref_scale_unit / table->RefScale; + //IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); + for (int n = 0; n < columns_count; n++) + table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; + } + table->RefScale = new_ref_scale_unit; + + // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call.. + // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user. + // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option. + inner_window->SkipItems = true; + + // Clear names + // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn() + if (table->ColumnsNames.Buf.Size > 0) + table->ColumnsNames.Buf.resize(0); + + // Apply queued resizing/reordering/hiding requests + TableBeginApplyRequests(table); + + return true; +} + +// For reference, the average total _allocation count_ for a table is: +// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables[]) +// + 1 (for table->RawData allocated below) +// + 1 (for table->ColumnsNames, if names are used) +// Shared allocations for the maximum number of simultaneously nested tables (generally a very small number) +// + 1 (for table->Splitter._Channels) +// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) +// Where active_channels_count is variable but often == columns_count or == columns_count + 1, see TableSetupDrawChannels() for details. +// Unused channels don't perform their +2 allocations. +void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) +{ + // Allocate single buffer for our arrays + const int columns_bit_array_size = (int)ImBitArrayGetStorageSizeInBytes(columns_count); + ImSpanAllocator<6> span_allocator; + span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); + span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); + span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); + for (int n = 3; n < 6; n++) + span_allocator.Reserve(n, columns_bit_array_size); + table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); + memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); + span_allocator.SetArenaBasePtr(table->RawData); + span_allocator.GetSpan(0, &table->Columns); + span_allocator.GetSpan(1, &table->DisplayOrderToIndex); + span_allocator.GetSpan(2, &table->RowCellData); + table->EnabledMaskByDisplayOrder = (ImU32*)span_allocator.GetSpanPtrBegin(3); + table->EnabledMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(4); + table->VisibleMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(5); +} + +// Apply queued resizing/reordering/hiding requests +void ImGui::TableBeginApplyRequests(ImGuiTable* table) +{ + // Handle resizing request + // (We process this in the TableBegin() of the first instance of each table) + // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling? + if (table->InstanceCurrent == 0) + { + if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX) + TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth); + table->LastResizedColumn = table->ResizedColumn; + table->ResizedColumnNextWidth = FLT_MAX; + table->ResizedColumn = -1; + + // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy. + // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings. + if (table->AutoFitSingleColumn != -1) + { + TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto); + table->AutoFitSingleColumn = -1; + } + } + + // Handle reordering request + // Note: we don't clear ReorderColumn after handling the request. + if (table->InstanceCurrent == 0) + { + if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) + table->ReorderColumn = -1; + table->HeldHeaderColumn = -1; + if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0) + { + // We need to handle reordering across hidden columns. + // In the configuration below, moving C to the right of E will lead to: + // ... C [D] E ---> ... [D] E C (Column name/index) + // ... 2 3 4 ... 2 3 4 (Display order) + const int reorder_dir = table->ReorderColumnDir; + IM_ASSERT(reorder_dir == -1 || reorder_dir == +1); + IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable); + ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn]; + ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn]; + IM_UNUSED(dst_column); + const int src_order = src_column->DisplayOrder; + const int dst_order = dst_column->DisplayOrder; + src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order; + for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) + table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; + IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); + + // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[]. Rebuild later from the former. + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; + table->ReorderColumnDir = 0; + table->IsSettingsDirty = true; + } + } + + // Handle display order reset request + if (table->IsResetDisplayOrderRequest) + { + for (int n = 0; n < table->ColumnsCount; n++) + table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n; + table->IsResetDisplayOrderRequest = false; + table->IsSettingsDirty = true; + } +} + +// Adjust flags: default width mode + stretch columns are not allowed when auto extending +static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in) +{ + ImGuiTableColumnFlags flags = flags_in; + + // Sizing Policy + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) + { + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + else + flags |= ImGuiTableColumnFlags_WidthStretch; + } + else + { + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. + } + + // Resize + if ((table->Flags & ImGuiTableFlags_Resizable) == 0) + flags |= ImGuiTableColumnFlags_NoResize; + + // Sorting + if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending)) + flags |= ImGuiTableColumnFlags_NoSort; + + // Indentation + if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0) + flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable; + + // Alignment + //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) + // flags |= ImGuiTableColumnFlags_AlignCenter; + //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. + + // Preserve status flags + column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_); + + // Build an ordered list of available sort directions + column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0; + if (table->Flags & ImGuiTableFlags_Sortable) + { + int count = 0, mask = 0, list = 0; + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; } + column->SortDirectionsAvailList = (ImU8)list; + column->SortDirectionsAvailMask = (ImU8)mask; + column->SortDirectionsAvailCount = (ImU8)count; + ImGui::TableFixColumnSortDirection(table, column); + } +} + +// Layout columns for the frame. This is in essence the followup to BeginTable() and this is our largest function. +// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() and other TableSetupXXXXX() functions to be called first. +// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns. +// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns? +void ImGui::TableUpdateLayout(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->IsLayoutLocked == false); + + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + table->IsDefaultDisplayOrder = true; + table->ColumnsEnabledCount = 0; + ImBitArrayClearAllBits(table->EnabledMaskByIndex, table->ColumnsCount); + ImBitArrayClearAllBits(table->EnabledMaskByDisplayOrder, table->ColumnsCount); + table->LeftMostEnabledColumn = -1; + table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE + + // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. + // Process columns in their visible orders as we are building the Prev/Next indices. + int count_fixed = 0; // Number of columns that have fixed sizing policies + int count_stretch = 0; // Number of columns that have stretch sizing policies + int prev_visible_column_idx = -1; + bool has_auto_fit_request = false; + bool has_resizable = false; + float stretch_sum_width_auto = 0.0f; + float fixed_max_width_auto = 0.0f; + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + if (column_n != order_n) + table->IsDefaultDisplayOrder = false; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame. + // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway. + // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect. + if (table->DeclColumnsCount <= column_n) + { + TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None); + column->NameOffset = -1; + column->UserID = 0; + column->InitStretchWeightOrWidth = -1.0f; + } + + // Update Enabled state, mark settings and sort specs dirty + if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) + column->IsUserEnabledNextFrame = true; + if (column->IsUserEnabled != column->IsUserEnabledNextFrame) + { + column->IsUserEnabled = column->IsUserEnabledNextFrame; + table->IsSettingsDirty = true; + } + column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0; + + if (column->SortOrder != -1 && !column->IsEnabled) + table->IsSortSpecsDirty = true; + if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti)) + table->IsSortSpecsDirty = true; + + // Auto-fit unsized columns + const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f); + if (start_auto_fit) + column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames + + if (!column->IsEnabled) + { + column->IndexWithinEnabledSet = -1; + continue; + } + + // Mark as enabled and link to previous/next enabled column + column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + column->NextEnabledColumn = -1; + if (prev_visible_column_idx != -1) + table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; + else + table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n; + column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; + ImBitArraySetBit(table->EnabledMaskByIndex, column_n); + ImBitArraySetBit(table->EnabledMaskByDisplayOrder, column->DisplayOrder); + prev_visible_column_idx = column_n; + IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); + + // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) + // Combine width from regular rows + width from headers unless requested not to. + if (!column->IsPreserveWidthAuto && table->InstanceCurrent == 0) + column->WidthAuto = TableGetColumnWidthAuto(table, column); + + // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column_is_resizable) + has_resizable = true; + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable) + column->WidthAuto = column->InitStretchWeightOrWidth; + + if (column->AutoFitQueue != 0x00) + has_auto_fit_request = true; + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + stretch_sum_width_auto += column->WidthAuto; + count_stretch++; + } + else + { + fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto); + count_fixed++; + } + } + if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + table->IsSortSpecsDirty = true; + table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0); + + // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid + // the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). Also see #6510. + // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time. + if (has_auto_fit_request && table->OuterWindow != table->InnerWindow) + table->InnerWindow->SkipItems = false; + if (has_auto_fit_request) + table->IsSettingsDirty = true; + + // [Part 3] Fix column flags and record a few extra information. + float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. + float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. + table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + { + // Apply same widths policy + float width_auto = column->WidthAuto; + if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable)) + width_auto = fixed_max_width_auto; + + // Apply automatic width + // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) + if (column->AutoFitQueue != 0x00) + column->WidthRequest = width_auto; + else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && column->IsRequestOutput) + column->WidthRequest = width_auto; + + // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets + // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very + // large height (= first frame scrollbar display very off + clipper would skip lots of items). + // This is merely making the side-effect less extreme, but doesn't properly fixes it. + // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? + // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. + if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) + column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? + sum_width_requests += column->WidthRequest; + } + else + { + // Initialize stretch weight + if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable) + { + if (column->InitStretchWeightOrWidth > 0.0f) + column->StretchWeight = column->InitStretchWeightOrWidth; + else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp) + column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch; + else + column->StretchWeight = 1.0f; + } + + stretch_sum_weights += column->StretchWeight; + if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder) + table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder) + table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + } + column->IsPreserveWidthAuto = false; + sum_width_requests += table->CellPaddingX * 2.0f; + } + table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; + table->ColumnsStretchSumWeights = stretch_sum_weights; + + // [Part 4] Apply final widths based on requested widths + const ImRect work_rect = table->WorkRect; + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920) + const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed); + const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; + float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; + table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest) + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + float weight_ratio = column->StretchWeight / stretch_sum_weights; + column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); + width_remaining_for_stretched_columns -= column->WidthRequest; + } + + // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column + // See additional comments in TableSetColumnWidth(). + if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1) + column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; + + // Assign final width, record width in case we will need to shrink + column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth)); + table->ColumnsGivenWidth += column->WidthGiven; + } + + // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column). + // Using right-to-left distribution (more likely to match resizing cursor). + if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths)) + for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]]; + if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->WidthRequest += 1.0f; + column->WidthGiven += 1.0f; + width_remaining_for_stretched_columns -= 1.0f; + } + + // Determine if table is hovered which will be used to flag columns as hovered. + // - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + // but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily + // clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem). + // - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->HoveredRowLast = table_instance->HoveredRowNext; + table_instance->HoveredRowNext = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight)); + const ImGuiID backup_active_id = g.ActiveId; + g.ActiveId = 0; + const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None); + g.ActiveId = backup_active_id; + + // Determine skewed MousePos.x to support angled headers. + float mouse_skewed_x = g.IO.MousePos.x; + if (table->AngledHeadersHeight > 0.0f) + if (g.IO.MousePos.y >= table->OuterRect.Min.y && g.IO.MousePos.y <= table->OuterRect.Min.y + table->AngledHeadersHeight) + mouse_skewed_x += ImTrunc((table->OuterRect.Min.y + table->AngledHeadersHeight - g.IO.MousePos.y) * table->AngledHeadersSlope); + + // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column + // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. + int visible_n = 0; + bool has_at_least_one_column_requesting_output = false; + bool offset_x_frozen = (table->FreezeColumnsCount > 0); + float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1; + ImRect host_clip_rect = table->InnerClipRect; + //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; + ImBitArrayClearAllBits(table->VisibleMaskByIndex, table->ColumnsCount); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + + column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen + + if (offset_x_frozen && table->FreezeColumnsCount == visible_n) + { + offset_x += work_rect.Min.x - table->OuterRect.Min.x; + offset_x_frozen = false; + } + + // Clear status flags + column->Flags &= ~ImGuiTableColumnFlags_StatusMask_; + + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + // Hidden column: clear a few fields and we are done with it for the remainder of the function. + // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. + column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x; + column->WidthGiven = 0.0f; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false; + column->IsSkipItems = true; + column->ItemWidth = 1.0f; + continue; + } + + // Lock start position + column->MinX = offset_x; + + // Lock width based on start position and minimum/maximum width for this position + column->WidthMax = TableCalcMaxColumnWidth(table, column_n); + column->WidthGiven = ImMin(column->WidthGiven, column->WidthMax); + column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); + column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + + // Lock other positions + // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. + // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. + // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. + // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. + const float previous_instance_work_min_x = column->WorkMinX; + column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; + column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max + column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f); + column->ClipRect.Min.x = column->MinX; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + + // Mark column as Clipped (not in sight) + // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables. + // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY. + // Taking advantage of LastOuterHeight would yield good results there... + // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x, + // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else). + // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small. + column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x); + column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y); + const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY; + if (is_visible) + ImBitArraySetBit(table->VisibleMaskByIndex, column_n); + + // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output. + column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0; + + // Mark column as SkipItems (ignoring all items/layout) + // (table->HostSkipItems is a copy of inner_window->SkipItems before we cleared it above in Part 2) + column->IsSkipItems = !column->IsEnabled || table->HostSkipItems; + if (column->IsSkipItems) + IM_ASSERT(!is_visible); + if (column->IsRequestOutput && !column->IsSkipItems) + has_at_least_one_column_requesting_output = true; + + // Update status flags + column->Flags |= ImGuiTableColumnFlags_IsEnabled; + if (is_visible) + column->Flags |= ImGuiTableColumnFlags_IsVisible; + if (column->SortOrder != -1) + column->Flags |= ImGuiTableColumnFlags_IsSorted; + + // Detect hovered column + if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x) + { + column->Flags |= ImGuiTableColumnFlags_IsHovered; + table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; + } + + // Alignment + // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in + // many cases (to be able to honor this we might be able to store a log of cells width, per row, for + // visible rows, but nav/programmatic scroll would have visible artifacts.) + //if (column->Flags & ImGuiTableColumnFlags_AlignRight) + // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen); + //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) + // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); + + // Reset content width variables + if (table->InstanceCurrent == 0) + { + column->ContentMaxXFrozen = column->WorkMinX; + column->ContentMaxXUnfrozen = column->WorkMinX; + column->ContentMaxXHeadersUsed = column->WorkMinX; + column->ContentMaxXHeadersIdeal = column->WorkMinX; + } + else + { + // As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation. + const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x; + column->ContentMaxXFrozen += offset_from_previous_instance; + column->ContentMaxXUnfrozen += offset_from_previous_instance; + column->ContentMaxXHeadersUsed += offset_from_previous_instance; + column->ContentMaxXHeadersIdeal += offset_from_previous_instance; + } + + // Don't decrement auto-fit counters until container window got a chance to submit its items + if (table->HostSkipItems == false && table->InstanceCurrent == 0) + { + column->AutoFitQueue >>= 1; + column->CannotSkipItemsQueue >>= 1; + } + + if (visible_n < table->FreezeColumnsCount) + host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x); + + offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + visible_n++; + } + + // In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible. + // Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar. + if (has_at_least_one_column_requesting_output == false) + { + table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true; + table->Columns[table->LeftMostEnabledColumn].IsSkipItems = false; + } + + // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) + // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either + // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. + const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x); + if (is_hovering_table && table->HoveredColumnBody == -1) + if (mouse_skewed_x >= unused_x1) + table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount; + if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) + table->Flags &= ~ImGuiTableFlags_Resizable; + + table->IsActiveIdAliveBeforeTable = (g.ActiveIdIsAlive != 0); + + // [Part 8] Lock actual OuterRect/WorkRect right-most position. + // This is done late to handle the case of fixed-columns tables not claiming more widths that they need. + // Because of this we are careful with uses of WorkRect and InnerClipRect before this point. + if (table->RightMostStretchedColumn != -1) + table->Flags &= ~ImGuiTableFlags_NoHostExtendX; + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1; + table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); + } + table->InnerWindow->ParentWorkRect = table->WorkRect; + table->BorderX1 = table->InnerClipRect.Min.x; + table->BorderX2 = table->InnerClipRect.Max.x; + + // Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call. + float window_content_max_y; + if (table->Flags & ImGuiTableFlags_NoHostExtendY) + window_content_max_y = table->OuterRect.Max.y; + else + window_content_max_y = ImMax(table->InnerWindow->ContentRegionRect.Max.y, (table->Flags & ImGuiTableFlags_ScrollY) ? 0.0f : table->OuterRect.Max.y); + table->InnerWindow->WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table->InnerWindow->WorkRect.Min.y, table->InnerWindow->WorkRect.Max.y); + + // [Part 9] Allocate draw channels and setup background cliprect + TableSetupDrawChannels(table); + + // [Part 10] Hit testing on borders + if (table->Flags & ImGuiTableFlags_Resizable) + TableUpdateBorders(table); + table_instance->LastTopHeadersRowHeight = 0.0f; + table->IsLayoutLocked = true; + table->IsUsingHeaders = false; + + // Highlight header + table->HighlightColumnHeader = -1; + if (table->IsContextPopupOpen && table->ContextPopupColumn != -1 && table->InstanceInteracted == table->InstanceCurrent) + table->HighlightColumnHeader = table->ContextPopupColumn; + else if ((table->Flags & ImGuiTableFlags_HighlightHoveredColumn) && table->HoveredColumnBody != -1 && table->HoveredColumnBody != table->ColumnsCount && table->HoveredColumnBorder == -1) + if (g.ActiveId == 0 || (table->IsActiveIdInTable || g.DragDropActive)) + table->HighlightColumnHeader = table->HoveredColumnBody; + + // [Part 11] Default context menu + // - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup(). + // - To modify or replace this: set table->IsContextPopupNoDefaultContents = true, then call TableBeginContextMenuPopup()/.../EndPopup(). + // - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu, + // e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options. + if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table)) + { + TableDrawDefaultContextMenu(table, table->Flags); + EndPopup(); + } + + // [Part 12] Sanitize and build sort specs before we have a chance to use them for display. + // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) + if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) + TableSortSpecsBuild(table); + + // [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns) + if (table->FreezeColumnsRequest > 0) + table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x; + if (table->FreezeRowsRequest > 0) + table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight; + table_instance->LastFrozenHeight = 0.0f; + + // Initial state + ImGuiWindow* inner_window = table->InnerWindow; + if (table->Flags & ImGuiTableFlags_NoClip) + table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + else + inner_window->DrawList->PushClipRect(inner_window->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); // FIXME: use table->InnerClipRect? +} + +// Process hit-testing on resizing borders. Actual size change will be applied in EndTable() +// - Set table->HoveredColumnBorder with a short delay/timer to reduce visual feedback noise. +void ImGui::TableUpdateBorders(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable); + + // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and + // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not + // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). + // Actual columns highlight/render will be performed in EndTable() and not be affected. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale); + const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight; + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight); + const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight; + + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) + continue; + + // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders() + const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body; + if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) + continue; + + if (!column->IsVisibleX && table->LastResizedColumn != column_n) + continue; + + ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); + ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); + ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav); + //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); + + bool hovered = false, held = false; + bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); + if (pressed && IsMouseDoubleClicked(0)) + { + TableSetColumnWidthAutoSingle(table, column_n); + ClearActiveID(); + held = false; + } + if (held) + { + if (table->LastResizedColumn == -1) + table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX; + table->ResizedColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + } + if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held) + { + table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n; + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + } + } +} + +void ImGui::EndTable() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "EndTable() call should only be done while in BeginTable() scope!"); + return; + } + + // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some + // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) + //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); + + // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our + // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + const ImGuiTableFlags flags = table->Flags; + ImGuiWindow* inner_window = table->InnerWindow; + ImGuiWindow* outer_window = table->OuterWindow; + ImGuiTableTempData* temp_data = table->TempData; + IM_ASSERT(inner_window == g.CurrentWindow); + IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); + + if (table->IsInsideRow) + TableEndRow(table); + + // Context menu in columns body + if (flags & ImGuiTableFlags_ContextMenuInBody) + if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + TableOpenContextMenu((int)table->HoveredColumnBody); + + // Finalize table height + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; + inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; + inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; + const float inner_content_max_y = table->RowPosY2; + IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); + if (inner_window != outer_window) + inner_window->DC.CursorMaxPos.y = inner_content_max_y; + else if (!(flags & ImGuiTableFlags_NoHostExtendY)) + table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height + table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); + table_instance->LastOuterHeight = table->OuterRect.GetHeight(); + + // Setup inner scrolling range + // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, + // but since the later is likely to be impossible to do we'd rather update both axises together. + if (table->Flags & ImGuiTableFlags_ScrollX) + { + const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x; + if (table->RightMostEnabledColumn != -1) + max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); + if (table->ResizedColumn != -1) + max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); + table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth; + } + + // Pop clipping rect + if (!(flags & ImGuiTableFlags_NoClip)) + inner_window->DrawList->PopClipRect(); + inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); + + // Draw borders + if ((flags & ImGuiTableFlags_Borders) != 0) + TableDrawBorders(table); + +#if 0 + // Strip out dummy channel draw calls + // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out) + // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway. + // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices. + if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1) + { + ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel]; + dummy_channel->_CmdBuffer.resize(0); + dummy_channel->_IdxBuffer.resize(0); + } +#endif + + // Flatten channels and merge draw calls + ImDrawListSplitter* splitter = table->DrawSplitter; + splitter->SetCurrentChannel(inner_window->DrawList, 0); + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + TableMergeDrawChannels(table); + splitter->Merge(inner_window->DrawList); + + // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() + float auto_fit_width_for_fixed = 0.0f; + float auto_fit_width_for_stretched = 0.0f; + float auto_fit_width_for_stretched_min = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column); + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + auto_fit_width_for_fixed += column_width_request; + else + auto_fit_width_for_stretched += column_width_request; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0) + auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights)); + } + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min); + + // Update scroll + if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) + { + inner_window->Scroll.x = 0.0f; + } + else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent) + { + // When releasing a column being resized, scroll to keep the resulting column in sight + const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f; + ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; + if (column->MaxX < table->InnerClipRect.Min.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f); + else if (column->MaxX > table->InnerClipRect.Max.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f); + } + + // Apply resizing/dragging at the end of the frame + if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted) + { + ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; + const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale)); + const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); + table->ResizedColumnNextWidth = new_width; + } + + table->IsActiveIdInTable = (g.ActiveIdIsAlive != 0 && table->IsActiveIdAliveBeforeTable == false); + + // Pop from id stack + IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!"); + IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); + if (table->InstanceCurrent > 0) + PopID(); + PopID(); + + // Restore window data that we modified + const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; + inner_window->WorkRect = temp_data->HostBackupWorkRect; + inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect; + inner_window->SkipItems = table->HostSkipItems; + outer_window->DC.CursorPos = table->OuterRect.Min; + outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; + outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize; + outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset; + + // Layout in outer window + // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding + // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) + if (inner_window != outer_window) + { + short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask; + inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently. + g.CurrentTable = NULL; // To avoid error recovery recursing + EndChild(); + g.CurrentTable = table; + inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask; + } + else + { + ItemSize(table->OuterRect.GetSize()); + ItemAdd(table->OuterRect, 0); + } + + // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + // FIXME-TABLE: Could we remove this section? + // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents + IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); + } + else if (temp_data->UserOuterSize.x <= 0.0f) + { + // Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block + // - Checking for ImGuiTableFlags_ScrollX/ScrollY flag makes us a frame ahead when disabling those flags. + // - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback. + const float inner_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; // Slightly misleading name but used for code symmetry with inner_content_max_y + const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.x : 0.0f); + outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, inner_content_max_x + decoration_size - temp_data->UserOuterSize.x); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, inner_content_max_x + decoration_size)); + } + else + { + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x); + } + if (temp_data->UserOuterSize.y <= 0.0f) + { + const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.y : 0.0f; + outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y + decoration_size)); + } + else + { + // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set) + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y); + } + + // Save settings + if (table->IsSettingsDirty) + TableSaveSettings(table); + table->IsInitializing = false; + + // Clear or restore current table, if any + IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); + IM_ASSERT(g.TablesTempDataStacked > 0); + temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL; + g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; + if (g.CurrentTable) + { + g.CurrentTable->TempData = temp_data; + g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter; + } + outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; + NavUpdateCurrentWindowIsScrollPushableX(); +} + +// See "COLUMNS SIZING POLICIES" comments at the top of this file +// If (init_width_or_weight <= 0.0f) it is ignored +void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()"); + if (table->DeclColumnsCount >= table->ColumnsCount) + { + IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!"); + return; + } + + ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount]; + table->DeclColumnsCount++; + + // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. + // Give a grace to users of ImGuiTableFlags_ScrollX. + if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0) + IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); + + // When passing a width automatically enforce WidthFixed policy + // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable) + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) + if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + if (flags & ImGuiTableColumnFlags_AngledHeader) + { + flags |= ImGuiTableColumnFlags_NoHeaderLabel; + table->AngledHeadersCount++; + } + + TableSetupColumnFlags(table, column, flags); + column->UserID = user_id; + flags = column->Flags; + + // Initialize defaults + column->InitStretchWeightOrWidth = init_width_or_weight; + if (table->IsInitializing) + { + // Init width or weight + if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) + { + if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) + column->WidthRequest = init_width_or_weight; + if (flags & ImGuiTableColumnFlags_WidthStretch) + column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; + + // Disable auto-fit if an explicit width/weight has been specified + if (init_width_or_weight > 0.0f) + column->AutoFitQueue = 0x00; + } + + // Init default visibility/sort state + if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) + column->IsUserEnabled = column->IsUserEnabledNextFrame = false; + if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) + { + column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. + column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); + } + } + + // Store name (append with zero-terminator in contiguous buffer) + // FIXME: If we recorded the number of \n in names we could compute header row height + column->NameOffset = -1; + if (label != NULL && label[0] != 0) + { + column->NameOffset = (ImS16)table->ColumnsNames.size(); + table->ColumnsNames.append(label, label + strlen(label) + 1); + } +} + +// [Public] +void ImGui::TableSetupScrollFreeze(int columns, int rows) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); + IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit + + table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0; + table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; + table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; + table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; + table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b + + // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered. + // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section) + for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++) + { + int order_n = table->DisplayOrderToIndex[column_n]; + if (order_n != column_n && order_n >= table->FreezeColumnsRequest) + { + ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder); + ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Simple accessors +//----------------------------------------------------------------------------- +// - TableGetColumnCount() +// - TableGetColumnName() +// - TableGetColumnName() [Internal] +// - TableSetColumnEnabled() +// - TableGetColumnFlags() +// - TableGetCellBgRect() [Internal] +// - TableGetColumnResizeID() [Internal] +// - TableGetHoveredColumn() [Internal] +// - TableGetHoveredRow() [Internal] +// - TableSetBgColor() +//----------------------------------------------------------------------------- + +int ImGui::TableGetColumnCount() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + return table ? table->ColumnsCount : 0; +} + +const char* ImGui::TableGetColumnName(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return NULL; + if (column_n < 0) + column_n = table->CurrentColumn; + return TableGetColumnName(table, column_n); +} + +const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) +{ + if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount) + return ""; // NameOffset is invalid at this point + const ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->NameOffset == -1) + return ""; + return &table->ColumnsNames.Buf[column->NameOffset]; +} + +// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view) +// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) +// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state. +// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable(). +// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0. +// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu. +void ImGui::TableSetColumnEnabled(int column_n, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above + if (column_n < 0) + column_n = table->CurrentColumn; + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column = &table->Columns[column_n]; + column->IsUserEnabledNextFrame = enabled; +} + +// We allow querying for an extra column in order to poll the IsHovered state of the right-most section +ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return ImGuiTableColumnFlags_None; + if (column_n < 0) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) + return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None; + return table->Columns[column_n].Flags; +} + +// Return the cell rectangle based on currently known height. +// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. +// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height. +// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right +// columns report a small offset so their CellBgRect can extend up to the outer border. +// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling. +ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float x1 = column->MinX; + float x2 = column->MaxX; + //if (column->PrevEnabledColumn == -1) + // x1 -= table->OuterPaddingX; + //if (column->NextEnabledColumn == -1) + // x2 += table->OuterPaddingX; + x1 = ImMax(x1, table->WorkRect.Min.x); + x2 = ImMin(x2, table->WorkRect.Max.x); + return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); +} + +// Return the resizing ID for the right-side of the given column. +ImGuiID ImGui::TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no) +{ + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiID instance_id = TableGetInstanceID(table, instance_no); + return instance_id + 1 + column_n; // FIXME: #6140: still not ideal +} + +// Return -1 when table is not hovered. return columns_count if hovering the unused space at the right of the right-most visible column. +int ImGui::TableGetHoveredColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + return (int)table->HoveredColumnBody; +} + +// Return -1 when table is not hovered. Return maxrow+1 if in table but below last submitted row. +// *IMPORTANT* Unlike TableGetHoveredColumn(), this has a one frame latency in updating the value. +// This difference with is the reason why this is not public yet. +int ImGui::TableGetHoveredRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + return (int)table_instance->HoveredRowLast; +} + +void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(target != ImGuiTableBgTarget_None); + + if (color == IM_COL32_DISABLE) + color = 0; + + // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. + switch (target) + { + case ImGuiTableBgTarget_CellBg: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + if (column_n == -1) + column_n = table->CurrentColumn; + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + return; + if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) + table->RowCellDataCurrent++; + ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; + cell_data->BgColor = color; + cell_data->Column = (ImGuiTableColumnIdx)column_n; + break; + } + case ImGuiTableBgTarget_RowBg0: + case ImGuiTableBgTarget_RowBg1: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + IM_ASSERT(column_n == -1); + int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; + table->RowBgColor[bg_idx] = color; + break; + } + default: + IM_ASSERT(0); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Row changes +//------------------------------------------------------------------------- +// - TableGetRowIndex() +// - TableNextRow() +// - TableBeginRow() [Internal] +// - TableEndRow() [Internal] +//------------------------------------------------------------------------- + +// [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows +int ImGui::TableGetRowIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentRow; +} + +// [Public] Starts into the first cell of a new row +void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + if (table->IsInsideRow) + TableEndRow(table); + + table->LastRowFlags = table->RowFlags; + table->RowFlags = row_flags; + table->RowCellPaddingY = g.Style.CellPadding.y; + table->RowMinHeight = row_min_height; + TableBeginRow(table); + + // We honor min_row_height requested by user, but cannot guarantee per-row maximum height, + // because that would essentially require a unique clipping rectangle per-cell. + table->RowPosY2 += table->RowCellPaddingY * 2.0f; + table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); + + // Disable output until user calls TableNextColumn() + table->InnerWindow->SkipItems = true; +} + +// [Internal] Only called by TableNextRow() +void ImGui::TableBeginRow(ImGuiTable* table) +{ + ImGuiWindow* window = table->InnerWindow; + IM_ASSERT(!table->IsInsideRow); + + // New row + table->CurrentRow++; + table->CurrentColumn = -1; + table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE; + table->RowCellDataCurrent = -1; + table->IsInsideRow = true; + + // Begin frozen rows + float next_y1 = table->RowPosY2; + if (table->CurrentRow == 0 && table->FreezeRowsCount > 0) + next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y; + + table->RowPosY1 = table->RowPosY2 = next_y1; + table->RowTextBaseline = 0.0f; + table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent + + window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + table->RowCellPaddingY); // This allows users to call SameLine() to share LineSize between columns. + window->DC.PrevLineSize = window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // This allows users to call SameLine() to share LineSize between columns, and to call it from first column too. + window->DC.IsSameLine = window->DC.IsSetPos = false; + window->DC.CursorMaxPos.y = next_y1; + + // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. + if (table->RowFlags & ImGuiTableRowFlags_Headers) + { + TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg)); + if (table->CurrentRow == 0) + table->IsUsingHeaders = true; + } +} + +// [Internal] Called by TableNextRow() +void ImGui::TableEndRow(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window == table->InnerWindow); + IM_ASSERT(table->IsInsideRow); + + if (table->CurrentColumn != -1) + TableEndCell(table); + + // Logging + if (g.LogEnabled) + LogRenderedText(NULL, "|"); + + // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is + // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. + window->DC.CursorPos.y = table->RowPosY2; + + // Row background fill + const float bg_y1 = table->RowPosY1; + const float bg_y2 = table->RowPosY2; + const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); + const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + if ((table->RowFlags & ImGuiTableRowFlags_Headers) && (table->CurrentRow == 0 || (table->LastRowFlags & ImGuiTableRowFlags_Headers))) + table_instance->LastTopHeadersRowHeight += bg_y2 - bg_y1; + + const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); + if (is_visible) + { + // Update data for TableGetHoveredRow() + if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0) + table_instance->HoveredRowNext = table->CurrentRow; + + // Decide of background color for the row + ImU32 bg_col0 = 0; + ImU32 bg_col1 = 0; + if (table->RowBgColor[0] != IM_COL32_DISABLE) + bg_col0 = table->RowBgColor[0]; + else if (table->Flags & ImGuiTableFlags_RowBg) + bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg); + if (table->RowBgColor[1] != IM_COL32_DISABLE) + bg_col1 = table->RowBgColor[1]; + + // Decide of top border color + ImU32 top_border_col = 0; + const float border_size = TABLE_BORDER_SIZE; + if (table->CurrentRow > 0 && (table->Flags & ImGuiTableFlags_BordersInnerH)) + top_border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; + + const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; + const bool draw_strong_bottom_border = unfreeze_rows_actual; + if ((bg_col0 | bg_col1 | top_border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) + { + // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is + // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4(); + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); + } + + // Draw row background + // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle + if (bg_col0 || bg_col1) + { + ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2); + row_rect.ClipWith(table->BgClipRect); + if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0); + if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1); + } + + // Draw cell background color + if (draw_cell_bg_color) + { + ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; + for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) + { + // As we render the BG here we need to clip things (for layout we would not) + // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling. + const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; + ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); + cell_bg_rect.ClipWith(table->BgClipRect); + cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling + cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); + if (cell_bg_rect.Min.y < cell_bg_rect.Max.y) + window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); + } + } + + // Draw top border + if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), top_border_col, border_size); + + // Draw bottom border at the row unfreezing mark (always strong) + if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size); + } + + // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) + // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and + // get the new cursor position. + if (unfreeze_rows_request) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main; + const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y); + table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y; + + if (unfreeze_rows_actual) + { + IM_ASSERT(table->IsUnfrozenRows == false); + table->IsUnfrozenRows = true; + + // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect + table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, table->InnerClipRect.Max.y); + table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = table->InnerClipRect.Max.y; + table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; + IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); + + float row_height = table->RowPosY2 - table->RowPosY1; + table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; + table->RowPosY1 = table->RowPosY2 - row_height; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->DrawChannelCurrent = column->DrawChannelUnfrozen; + column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; + } + + // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y + SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + } + } + + if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) + table->RowBgColorCounter++; + table->IsInsideRow = false; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns changes +//------------------------------------------------------------------------- +// - TableGetColumnIndex() +// - TableSetColumnIndex() +// - TableNextColumn() +// - TableBeginCell() [Internal] +// - TableEndCell() [Internal] +//------------------------------------------------------------------------- + +int ImGui::TableGetColumnIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentColumn; +} + +// [Public] Append into a specific column +bool ImGui::TableSetColumnIndex(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->CurrentColumn != column_n) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + IM_ASSERT(column_n >= 0 && table->ColumnsCount); + TableBeginCell(table, column_n); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[column_n].IsRequestOutput; +} + +// [Public] Append into the next column, wrap and create a new row when already on last column +bool ImGui::TableNextColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + TableBeginCell(table, table->CurrentColumn + 1); + } + else + { + TableNextRow(); + TableBeginCell(table, 0); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[table->CurrentColumn].IsRequestOutput; +} + + +// [Internal] Called by TableSetColumnIndex()/TableNextColumn() +// This is called very frequently, so we need to be mindful of unnecessary overhead. +// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. +void ImGui::TableBeginCell(ImGuiTable* table, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTableColumn* column = &table->Columns[column_n]; + ImGuiWindow* window = table->InnerWindow; + table->CurrentColumn = column_n; + + // Start position is roughly ~~ CellRect.Min + CellPadding + Indent + float start_x = column->WorkMinX; + if (column->Flags & ImGuiTableColumnFlags_IndentEnable) + start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. + + window->DC.CursorPos.x = start_x; + window->DC.CursorPos.y = table->RowPosY1 + table->RowCellPaddingY; + window->DC.CursorMaxPos.x = window->DC.CursorPos.x; + window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x; // PrevLine.y is preserved. This allows users to call SameLine() to share LineSize between columns. + window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; + window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; + + // Note how WorkRect.Max.y is only set once during layout + window->WorkRect.Min.y = window->DC.CursorPos.y; + window->WorkRect.Min.x = column->WorkMinX; + window->WorkRect.Max.x = column->WorkMaxX; + window->DC.ItemWidth = column->ItemWidth; + + window->SkipItems = column->IsSkipItems; + if (column->IsSkipItems) + { + g.LastItemData.ID = 0; + g.LastItemData.StatusFlags = 0; + } + + if (table->Flags & ImGuiTableFlags_NoClip) + { + // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); + } + else + { + // FIXME-TABLE: Could avoid this if draw channel is dummy channel? + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + } + + // Logging + if (g.LogEnabled && !column->IsSkipItems) + { + LogRenderedText(&window->DC.CursorPos, "|"); + g.LogLinePosY = FLT_MAX; + } +} + +// [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn() +void ImGui::TableEndCell(ImGuiTable* table) +{ + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + ImGuiWindow* window = table->InnerWindow; + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Report maximum position so we can infer content size per column. + float* p_max_pos_x; + if (table->RowFlags & ImGuiTableRowFlags_Headers) + p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call + else + p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; + *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); + if (column->IsEnabled) + table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->RowCellPaddingY); + column->ItemWidth = window->DC.ItemWidth; + + // Propagate text baseline for the entire row + // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one. + table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns width management +//------------------------------------------------------------------------- +// - TableGetMaxColumnWidth() [Internal] +// - TableGetColumnWidthAuto() [Internal] +// - TableSetColumnWidth() +// - TableSetColumnWidthAutoSingle() [Internal] +// - TableSetColumnWidthAutoAll() [Internal] +// - TableUpdateColumnsWeightFromWidth() [Internal] +//------------------------------------------------------------------------- +// Note that actual columns widths are computed in TableUpdateLayout(). +//------------------------------------------------------------------------- + +// Maximum column content width given current layout. Use column->MinX so this value differs on a per-column basis. +float ImGui::TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float max_width = FLT_MAX; + const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2; + if (table->Flags & ImGuiTableFlags_ScrollX) + { + // Frozen columns can't reach beyond visible width else scrolling will naturally break. + // (we use DisplayOrder as within a set of multiple frozen column reordering is possible) + if (column->DisplayOrder < table->FreezeColumnsRequest) + { + max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX; + max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2; + } + } + else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0) + { + // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make + // sure they are all visible. Because of this we also know that all of the columns will always fit in + // table->WorkRect and therefore in table->InnerRect (because ScrollX is off) + // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match. + // See "table_width_distrib" and "table_width_keep_visible" tests + max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX; + //max_width -= table->CellSpacingX1; + max_width -= table->CellSpacingX2; + max_width -= table->CellPaddingX * 2.0f; + max_width -= table->OuterPaddingX; + } + return max_width; +} + +// Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field +float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column) +{ + const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX; + const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX; + float width_auto = content_width_body; + if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) + width_auto = ImMax(width_auto, content_width_headers); + + // Non-resizable fixed columns preserve their requested width + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f) + if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize)) + width_auto = column->InitStretchWeightOrWidth; + + return ImMax(width_auto, table->MinColumnWidth); +} + +// 'width' = inner column width, without padding +void ImGui::TableSetColumnWidth(int column_n, float width) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && table->IsLayoutLocked == false); + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column_0 = &table->Columns[column_n]; + float column_0_width = width; + + // Apply constraints early + // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) + IM_ASSERT(table->MinColumnWidth > 0.0f); + const float min_width = table->MinColumnWidth; + const float max_width = ImMax(min_width, column_0->WidthMax); // Don't use TableCalcMaxColumnWidth() here as it would rely on MinX from last instance (#7933) + column_0_width = ImClamp(column_0_width, min_width, max_width); + if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) + return; + + //IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); + ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; + + // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. + // - All fixed: easy. + // - All stretch: easy. + // - One or more fixed + one stretch: easy. + // - One or more fixed + more than one stretch: tricky. + // Qt when manual resize is enabled only supports a single _trailing_ stretch column, we support more cases here. + + // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. + // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. + // Scenarios: + // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset. + // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered. + // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size. + // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 W3 resize from W1| or W2| --> ok + // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 F3 resize from W1| or W2| --> ok + // - W1 F2 W3 resize from W1| or F2| --> ok + // - F1 W2 F3 resize from W2| --> ok + // - F1 W3 F2 resize from W3| --> ok + // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. + // - W1 F2 F3 resize from F2| --> ok + // All resizes from a Wx columns are locking other columns. + + // Possible improvements: + // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns. + // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix. + + // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). + + // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize. + // This is the preferred resize path + if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed) + if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder) + { + column_0->WidthRequest = column_0_width; + table->IsSettingsDirty = true; + return; + } + + // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column) + if (column_1 == NULL) + column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL; + if (column_1 == NULL) + return; + + // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column. + // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) + float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width); + column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; + IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f); + column_0->WidthRequest = column_0_width; + column_1->WidthRequest = column_1_width; + if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch) + TableUpdateColumnsWeightFromWidth(table); + table->IsSettingsDirty = true; +} + +// Disable clipping then auto-fit, will take 2 frames +// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns) +void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n) +{ + // Single auto width uses auto-fit + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled) + return; + column->CannotSkipItemsQueue = (1 << 0); + table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n; +} + +void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table) +{ + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column + continue; + column->CannotSkipItemsQueue = (1 << 0); + column->AutoFitQueue = (1 << 1); + } +} + +void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1); + + // Measure existing quantities + float visible_weight = 0.0f; + float visible_width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + IM_ASSERT(column->StretchWeight > 0.0f); + visible_weight += column->StretchWeight; + visible_width += column->WidthRequest; + } + IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f); + + // Apply new weights + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight; + IM_ASSERT(column->StretchWeight > 0.0f); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Drawing +//------------------------------------------------------------------------- +// - TablePushBackgroundChannel() [Internal] +// - TablePopBackgroundChannel() [Internal] +// - TableSetupDrawChannels() [Internal] +// - TableMergeDrawChannels() [Internal] +// - TableGetColumnBorderCol() [Internal] +// - TableDrawBorders() [Internal] +//------------------------------------------------------------------------- + +// Bg2 is used by Selectable (and possibly other widgets) to render to the background. +// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. +void ImGui::TablePushBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + table->HostBackupInnerClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); +} + +void ImGui::TablePopBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); +} + +// Allocate draw channels. Called by TableUpdateLayout() +// - We allocate them following storage order instead of display order so reordering columns won't needlessly +// increase overall dormant memory cost. +// - We isolate headers draw commands in their own channels instead of just altering clip rects. +// This is in order to facilitate merging of draw commands. +// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels. +// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other +// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged. +// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for +// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4). +// Draw channel allocation (before merging): +// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call) +// - Clip --> 2+D+N channels +// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) +// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero) +// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. +void ImGui::TableSetupDrawChannels(ImGuiTable* table) +{ + const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; + const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount; + const int channels_for_bg = 1 + 1 * freeze_row_multiplier; + const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || (memcmp(table->VisibleMaskByIndex, table->EnabledMaskByIndex, ImBitArrayGetStorageSizeInBytes(table->ColumnsCount)) != 0)) ? +1 : 0; + const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; + table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); + table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); + table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN; + table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); + + int draw_channel_current = 2; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsVisibleX && column->IsVisibleY) + { + column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current); + column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); + if (!(table->Flags & ImGuiTableFlags_NoClip)) + draw_channel_current++; + } + else + { + column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel; + } + column->DrawChannelCurrent = column->DrawChannelFrozen; + } + + // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default. + // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect. + // (This technically isn't part of setting up draw channels, but is reasonably related to be done here) + table->BgClipRect = table->InnerClipRect; + table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect; + table->Bg2ClipRectForDrawCmd = table->HostClipRect; + IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y); +} + +// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable(). +// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect, +// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels(). +// +// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve +// this we merge their clip rect and make them contiguous in the channel list, so they can be merged +// by the call to DrawSplitter.Merge() following to the call to this function. +// We reorder draw commands by arranging them into a maximum of 4 distinct groups: +// +// 1 group: 2 groups: 2 groups: 4 groups: +// [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze +// [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll +// +// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled). +// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group +// based on its position (within frozen rows/columns groups or not). +// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect. +// This function assume that each column are pointing to a distinct draw channel, +// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask. +// +// Column channels will not be merged into one of the 1-4 groups in the following cases: +// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value). +// Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds +// matches, by e.g. calling SetCursorScreenPos(). +// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here.. +// we could do better but it's going to be rare and probably not worth the hassle. +// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd. +// +// This function is particularly tricky to understand.. take a breath. +void ImGui::TableMergeDrawChannels(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImDrawListSplitter* splitter = table->DrawSplitter; + const bool has_freeze_v = (table->FreezeRowsCount > 0); + const bool has_freeze_h = (table->FreezeColumnsCount > 0); + IM_ASSERT(splitter->_Current == 0); + + // Track which groups we are going to attempt to merge, and which channels goes into each group. + struct MergeGroup + { + ImRect ClipRect; + int ChannelsCount = 0; + ImBitArrayPtr ChannelsMask = NULL; + }; + int merge_group_mask = 0x00; + MergeGroup merge_groups[4]; + + // Use a reusable temp buffer for the merge masks as they are dynamically sized. + const int max_draw_channels = (4 + table->ColumnsCount * 2); + const int size_for_masks_bitarrays_one = (int)ImBitArrayGetStorageSizeInBytes(max_draw_channels); + g.TempBuffer.reserve(size_for_masks_bitarrays_one * 5); + memset(g.TempBuffer.Data, 0, size_for_masks_bitarrays_one * 5); + for (int n = 0; n < IM_ARRAYSIZE(merge_groups); n++) + merge_groups[n].ChannelsMask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * n)); + ImBitArrayPtr remaining_mask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * 4)); + + // 1. Scan channels and take note of those which can be merged + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const int merge_group_sub_count = has_freeze_v ? 2 : 1; + for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++) + { + const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen; + + // Don't attempt to merge if there are multiple draw calls within the column + ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; + if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + src_channel->_CmdBuffer.pop_back(); + if (src_channel->_CmdBuffer.Size != 1) + continue; + + // Find out the width of this merge group and check if it will fit in our column + // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it) + if (!(column->Flags & ImGuiTableColumnFlags_NoClip)) + { + float content_max_x; + if (!has_freeze_v) + content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze + else if (merge_group_sub_n == 0) + content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze + else + content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze + if (content_max_x > column->ClipRect.Max.x) + continue; + } + + const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); + IM_ASSERT(channel_no < max_draw_channels); + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + ImBitArraySetBit(merge_group->ChannelsMask, channel_no); + merge_group->ChannelsCount++; + merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect); + merge_group_mask |= (1 << merge_group_n); + } + + // Invalidate current draw channel + // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) + column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1; + } + + // [DEBUG] Display merge groups +#if 0 + if (g.IO.KeyShift) + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + continue; + char buf[32]; + ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount); + ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4); + ImVec2 text_size = CalcTextSize(buf, NULL); + GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255)); + GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL); + GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255)); + } +#endif + + // 2. Rewrite channel list in our preferred order + if (merge_group_mask != 0) + { + // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels(). + const int LEADING_DRAW_CHANNELS = 2; + g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized + ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; + ImBitArraySetBitRange(remaining_mask, LEADING_DRAW_CHANNELS, splitter->_Count); + ImBitArrayClearBit(remaining_mask, table->Bg2DrawChannelUnfrozen); + IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); + int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); + //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; + ImRect host_rect = table->HostClipRect; + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + ImRect merge_clip_rect = merge_group->ClipRect; + + // Extend outer-most clip limits to match those of host, so draw calls can be merged even if + // outer-most columns have some outer padding offsetting them from their parent ClipRect. + // The principal cases this is dealing with are: + // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge + // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge + // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit + // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect. + if ((merge_group_n & 1) == 0 || !has_freeze_h) + merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x); + if ((merge_group_n & 2) == 0 || !has_freeze_v) + merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y); + if ((merge_group_n & 1) != 0) + merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x); + if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) + merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); + //GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); // [DEBUG] + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); + remaining_count -= merge_group->ChannelsCount; + for (int n = 0; n < (size_for_masks_bitarrays_one >> 2); n++) + remaining_mask[n] &= ~merge_group->ChannelsMask[n]; + for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) + { + // Copy + overwrite new clip rect + if (!IM_BITARRAY_TESTBIT(merge_group->ChannelsMask, n)) + continue; + IM_BITARRAY_CLEARBIT(merge_group->ChannelsMask, n); + merge_channels_count--; + + ImDrawChannel* channel = &splitter->_Channels[n]; + IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); + channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4(); + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + } + } + + // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1) + if (merge_group_n == 1 && has_freeze_v) + memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel)); + } + + // Append unmergeable channels that we didn't reorder at the end of the list + for (int n = 0; n < splitter->_Count && remaining_count != 0; n++) + { + if (!IM_BITARRAY_TESTBIT(remaining_mask, n)) + continue; + ImDrawChannel* channel = &splitter->_Channels[n]; + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + remaining_count--; + } + IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size); + memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel)); + } +} + +static ImU32 TableGetColumnBorderCol(ImGuiTable* table, int order_n, int column_n) +{ + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (is_resized || is_hovered) + return ImGui::GetColorU32(is_resized ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + if (is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize))) + return table->BorderColorStrong; + return table->BorderColorLight; +} + +// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow) +void ImGui::TableDrawBorders(ImGuiTable* table) +{ + ImGuiWindow* inner_window = table->InnerWindow; + if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect)) + return; + + ImDrawList* inner_drawlist = inner_window->DrawList; + table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); + inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); + + // Draw inner border and resizing feedback + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float border_size = TABLE_BORDER_SIZE; + const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f); + const float draw_y2_body = table->InnerRect.Max.y; + const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1; + if (table->Flags & ImGuiTableFlags_BordersInnerV) + { + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (column->MaxX > table->InnerClipRect.Max.x && !is_resized) + continue; + + // Decide whether right-most column is visible + if (column->NextEnabledColumn == -1 && !is_resizable) + if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX)) + continue; + if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. + continue; + + // Draw in outer window so right-most column won't be clipped + // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. + float draw_y2 = (is_hovered || is_resized || is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) == 0) ? draw_y2_body : draw_y2_head; + if (draw_y2 > draw_y1) + inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size); + } + } + + // Draw outer border + // FIXME: could use AddRect or explicit VLine/HLine helper? + if (table->Flags & ImGuiTableFlags_BordersOuter) + { + // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call + // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their + // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part + // of it in inner window, and the part that's over scrollbars in the outer window..) + // Either solution currently won't allow us to use a larger border size: the border would clipped. + const ImRect outer_border = table->OuterRect; + const ImU32 outer_col = table->BorderColorStrong; + if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) + { + inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterV) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterH) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size); + } + } + if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y) + { + // Draw bottom-most row border between it is above outer border. + const float border_y = table->RowPosY2; + if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y) + inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size); + } + + inner_drawlist->PopClipRect(); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Sorting +//------------------------------------------------------------------------- +// - TableGetSortSpecs() +// - TableFixColumnSortDirection() [Internal] +// - TableGetColumnNextSortDirection() [Internal] +// - TableSetColumnSortDirection() [Internal] +// - TableSortSpecsSanitize() [Internal] +// - TableSortSpecsBuild() [Internal] +//------------------------------------------------------------------------- + +// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) +// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have +// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, +// else you may wastefully sort your data every frame! +// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! +ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + + if (!(table->Flags & ImGuiTableFlags_Sortable)) + return NULL; + + // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + TableSortSpecsBuild(table); + return &table->SortSpecs; +} + +static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n) +{ + IM_ASSERT(n < column->SortDirectionsAvailCount); + return (ImGuiSortDirection)((column->SortDirectionsAvailList >> (n << 1)) & 0x03); +} + +// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) +void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column) +{ + if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0) + return; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + table->IsSortSpecsDirty = true; +} + +// Calculate next sort direction that would be set after clicking the column +// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click. +// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op. +IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2); +ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + IM_ASSERT(column->SortDirectionsAvailCount > 0); + if (column->SortOrder == -1) + return TableGetColumnAvailSortDirection(column, 0); + for (int n = 0; n < 3; n++) + if (column->SortDirection == TableGetColumnAvailSortDirection(column, n)) + return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount); + IM_ASSERT(0); + return ImGuiSortDirection_None; +} + +// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert +// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. +void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!(table->Flags & ImGuiTableFlags_SortMulti)) + append_to_sort_specs = false; + if (!(table->Flags & ImGuiTableFlags_SortTristate)) + IM_ASSERT(sort_direction != ImGuiSortDirection_None); + + ImGuiTableColumnIdx sort_order_max = 0; + if (append_to_sort_specs) + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); + + ImGuiTableColumn* column = &table->Columns[column_n]; + column->SortDirection = (ImU8)sort_direction; + if (column->SortDirection == ImGuiSortDirection_None) + column->SortOrder = -1; + else if (column->SortOrder == -1 || !append_to_sort_specs) + column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0; + + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column != column && !append_to_sort_specs) + other_column->SortOrder = -1; + TableFixColumnSortDirection(table, other_column); + } + table->IsSettingsDirty = true; + table->IsSortSpecsDirty = true; +} + +void ImGui::TableSortSpecsSanitize(ImGuiTable* table) +{ + IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); + + // Clear SortOrder from hidden column and verify that there's no gap or duplicate. + int sort_order_count = 0; + ImU64 sort_order_mask = 0x00; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder != -1 && !column->IsEnabled) + column->SortOrder = -1; + if (column->SortOrder == -1) + continue; + sort_order_count++; + sort_order_mask |= ((ImU64)1 << column->SortOrder); + IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); + } + + const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); + const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti); + if (need_fix_linearize || need_fix_single_sort_order) + { + ImU64 fixed_mask = 0x00; + for (int sort_n = 0; sort_n < sort_order_count; sort_n++) + { + // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. + // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) + int column_with_smallest_sort_order = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) + if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) + column_with_smallest_sort_order = column_n; + IM_ASSERT(column_with_smallest_sort_order != -1); + fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); + table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n; + + // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. + if (need_fix_single_sort_order) + { + sort_order_count = 1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (column_n != column_with_smallest_sort_order) + table->Columns[column_n].SortOrder = -1; + break; + } + } + } + + // Fallback default sort order (if no column with the ImGuiTableColumnFlags_DefaultSort flag) + if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + sort_order_count = 1; + column->SortOrder = 0; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + break; + } + } + + table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count; +} + +void ImGui::TableSortSpecsBuild(ImGuiTable* table) +{ + bool dirty = table->IsSortSpecsDirty; + if (dirty) + { + TableSortSpecsSanitize(table); + table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); + table->SortSpecs.SpecsDirty = true; // Mark as dirty for user + table->IsSortSpecsDirty = false; // Mark as not dirty for us + } + + // Write output + // May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable() + ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; + if (dirty && sort_specs != NULL) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder == -1) + continue; + IM_ASSERT(column->SortOrder < table->SortSpecsCount); + ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder]; + sort_spec->ColumnUserID = column->UserID; + sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; + sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; + sort_spec->SortDirection = (ImGuiSortDirection)column->SortDirection; + } + + table->SortSpecs.Specs = sort_specs; + table->SortSpecs.SpecsCount = table->SortSpecsCount; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Headers +//------------------------------------------------------------------------- +// - TableGetHeaderRowHeight() [Internal] +// - TableGetHeaderAngledMaxLabelWidth() [Internal] +// - TableHeadersRow() +// - TableHeader() +// - TableAngledHeadersRow() +// - TableAngledHeadersRowEx() [Internal] +//------------------------------------------------------------------------- + +float ImGui::TableGetHeaderRowHeight() +{ + // Caring for a minor edge case: + // Calculate row height, for the unlikely case that some labels may be taller than others. + // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. + // In your custom header row you may omit this all together and just call TableNextRow() without a height... + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float row_height = g.FontSize; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if ((table->Columns[column_n].Flags & ImGuiTableColumnFlags_NoHeaderLabel) == 0) + row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(table, column_n)).y); + return row_height + g.Style.CellPadding.y * 2.0f; +} + +float ImGui::TableGetHeaderAngledMaxLabelWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader) + width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x); + return width + g.Style.CellPadding.y * 2.0f; // Swap padding +} + +// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). +// The intent is that advanced users willing to create customized headers would not need to use this helper +// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets. +// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. +// This code is intentionally written to not make much use of internal functions, to give you better direction +// if you need to write your own. +// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. +void ImGui::TableHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + + // Call layout if not already done. This is automatically done by TableNextRow: we do it here _only_ to make + // it easier to debug-step in TableUpdateLayout(). Your own version of this function doesn't need this. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + // Open row + const float row_height = TableGetHeaderRowHeight(); + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + const float row_y1 = GetCursorScreenPos().y; + if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. + return; + + const int columns_count = TableGetColumnCount(); + for (int column_n = 0; column_n < columns_count; column_n++) + { + if (!TableSetColumnIndex(column_n)) + continue; + + // Push an id to allow empty/unnamed headers. This is also idiomatic as it ensure there is a consistent ID path to access columns (for e.g. automation) + const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); + PushID(column_n); + TableHeader(name); + PopID(); + } + + // Allow opening popup from the right-most section after the last column. + ImVec2 mouse_pos = ImGui::GetMousePos(); + if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) + if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) + TableOpenContextMenu(columns_count); // Will open a non-column-specific popup. +} + +// Emit a column header (text + optional sort order) +// We cpu-clip text here so that all columns headers can be merged into a same draw call. +// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader() +void ImGui::TableHeader(const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + + IM_ASSERT(table->CurrentColumn != -1); + const int column_n = table->CurrentColumn; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Label + if (label == NULL) + label = ""; + const char* label_end = FindRenderedTextEnd(label); + ImVec2 label_size = CalcTextSize(label, label_end, true); + ImVec2 label_pos = window->DC.CursorPos; + + // If we already got a row height, there's use that. + // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect? + ImRect cell_r = TableGetCellBgRect(table, column_n); + float label_height = ImMax(label_size.y, table->RowMinHeight - table->RowCellPaddingY * 2.0f); + + // Calculate ideal size for sort order arrow + float w_arrow = 0.0f; + float w_sort_text = 0.0f; + bool sort_arrow = false; + char sort_order_suf[4] = ""; + const float ARROW_SCALE = 0.65f; + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); + if (column->SortOrder != -1) + sort_arrow = true; + if (column->SortOrder > 0) + { + ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); + w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x; + } + } + + // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging. + float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; + column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, sort_arrow ? cell_r.Max.x : ImMin(max_pos_x, cell_r.Max.x)); + column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); + + // Keep header highlighted when context menu is open. + ImGuiID id = window->GetID(label); + ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); + ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal + if (!ItemAdd(bb, id)) + return; + + //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + + // Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. + const bool highlight = (table->HighlightColumnHeader == column_n); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap); + if (held || hovered || highlight) + { + const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); + } + else + { + // Submit single cell bg color in the case we didn't submit a full header row + if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); + } + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding); + if (held) + table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; + window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; + + // Drag and drop to re-order columns. + // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. + if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) + { + // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x + table->ReorderColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + + // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder. + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) + if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL) + if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = -1; + if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) + if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL) + if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = +1; + } + + // Sort order arrow + const float ellipsis_max = ImMax(cell_r.Max.x - w_arrow - w_sort_text, label_pos.x); + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + if (column->SortOrder != -1) + { + float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text); + float y = label_pos.y; + if (column->SortOrder > 0) + { + PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f)); + RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf); + PopStyleColor(); + x += w_sort_text; + } + RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); + } + + // Handle clicking on column header to adjust Sort Order + if (pressed && table->ReorderColumn != column_n) + { + ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column); + TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift); + } + } + + // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will + // be merged into a single draw call. + //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); + + const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); + if (text_clipped && hovered && g.ActiveId == 0) + SetItemTooltip("%.*s", (int)(label_end - label), label); + + // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden + if (IsMouseReleased(1) && IsItemHovered()) + TableOpenContextMenu(column_n); +} + +// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets. +// FIXME: No hit-testing/button on the angled header. +void ImGui::TableAngledHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiTableTempData* temp_data = table->TempData; + temp_data->AngledHeadersRequests.resize(0); + temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount); + + // Which column needs highlight? + const ImGuiID row_id = GetID("##AngledHeaders"); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + int highlight_column_n = table->HighlightColumnHeader; + if (highlight_column_n == -1 && table->HoveredColumnBody != -1) + if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive))) + highlight_column_n = table->HoveredColumnBody; + + // Build up request + ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg); + ImU32 col_text = GetColorU32(ImGuiCol_Text); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here. + continue; + ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 }; + temp_data->AngledHeadersRequests.push_back(request); + } + + // Render row + TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size); +} + +// Important: data must be fed left to right +void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiWindow* window = g.CurrentWindow; + ImDrawList* draw_list = window->DrawList; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->CurrentRow == -1 && "Must be first row"); + + if (max_label_width == 0.0f) + max_label_width = TableGetHeaderAngledMaxLabelWidth(); + + // Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user. + const bool flip_label = (angle < 0.0f); + angle -= IM_PI * 0.5f; + const float cos_a = ImCos(angle); + const float sin_a = ImSin(angle); + const float label_cos_a = flip_label ? ImCos(angle + IM_PI) : cos_a; + const float label_sin_a = flip_label ? ImSin(angle + IM_PI) : sin_a; + const ImVec2 unit_right = ImVec2(cos_a, sin_a); + + // Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow() + // FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other. + const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f; + const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y)); + table->AngledHeadersHeight = row_height; + table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f; + const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right + + // Declare row, override and draw our own background + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + TableNextColumn(); + const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2); + table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0); + float clip_rect_min_x = table->BgClipRect.Min.x; + if (table->FreezeColumnsCount > 0) + clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX); + TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel + PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns + draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color. + PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns + + ButtonBehavior(row_r, row_id, NULL, NULL); + KeepAliveID(row_id); + + const float ascent_scaled = g.Font->Ascent * g.FontScale; // FIXME: Standardize those scaling factors better + const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f); + const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component + const ImVec2 align = g.Style.TableAngledHeadersTextAlign; + + // Draw background and labels in first pass, then all borders. + float max_x = -FLT_MAX; + for (int pass = 0; pass < 2; pass++) + for (int order_n = 0; order_n < data_count; order_n++) + { + const ImGuiTableHeaderData* request = &data[order_n]; + const int column_n = request->Index; + ImGuiTableColumn* column = &table->Columns[column_n]; + + ImVec2 bg_shape[4]; + bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y); + bg_shape[1] = ImVec2(column->MinX, row_r.Max.y); + bg_shape[2] = bg_shape[1] + header_angled_vector; + bg_shape[3] = bg_shape[0] + header_angled_vector; + if (pass == 0) + { + // Draw shape + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0); + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight + max_x = ImMax(max_x, bg_shape[3].x); + + // Draw label + // - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset. + // - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated. + const char* label_name = TableGetColumnName(table, column_n); + const char* label_name_end = FindRenderedTextEnd(label_name); + const float line_off_step_x = (g.FontSize / -sin_a); + const int label_lines = ImTextCountLines(label_name, label_name_end); + + // Left<>Right alignment + float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f; + float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x; + line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x; + + // Register header width + column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x); + + while (label_name < label_name_end) + { + const char* label_name_eol = strchr(label_name, '\n'); + if (label_name_eol == NULL) + label_name_eol = label_name_end; + + // FIXME: Individual line clipping for right-most column is broken for negative angles. + ImVec2 label_size = CalcTextSize(label_name, label_name_eol); + float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text. + float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x); + ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height)); + int vtx_idx_begin = draw_list->_VtxCurrentIdx; + PushStyleColor(ImGuiCol_Text, request->TextColor); + RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size); + PopStyleColor(); + int vtx_idx_end = draw_list->_VtxCurrentIdx; + + // Up<>Down alignment + const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f); + const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f); + + // Rotate and offset label + ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y); + ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y); + line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x; + pivot_out += unit_right * padding.y; + if (flip_label) + pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x)); + pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x; + ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset + //if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); } + + label_name = label_name_eol + 1; + } + } + if (pass == 1) + { + // Draw border + draw_list->AddLine(bg_shape[0], bg_shape[3], TableGetColumnBorderCol(table, order_n, column_n)); + } + } + PopClipRect(); + PopClipRect(); + table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Context Menu +//------------------------------------------------------------------------- +// - TableOpenContextMenu() [Internal] +// - TableBeginContextMenuPopup() [Internal] +// - TableDrawDefaultContextMenu() [Internal] +//------------------------------------------------------------------------- + +// Use -1 to open menu not specific to a given column. +void ImGui::TableOpenContextMenu(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn() + column_n = -1; + IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount); + if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + table->IsContextPopupOpen = true; + table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + OpenPopupEx(context_menu_id, ImGuiPopupFlags_None); + } +} + +bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table) +{ + if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted) + return false; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) + return true; + table->IsContextPopupOpen = false; + return false; +} + +// Output context menu into current window (generally a popup) +// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? +// Sections to display are pulled from 'flags_for_section_to_display', which is typically == table->Flags. +// - ImGuiTableFlags_Resizable -> display Sizing menu items +// - ImGuiTableFlags_Reorderable -> display "Reset Order" +////- ImGuiTableFlags_Sortable -> display sorting options (disabled) +// - ImGuiTableFlags_Hideable -> display columns visibility menu items +// It means if you have a custom context menus you can call this section and omit some sections, and add your own. +void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + bool want_separator = false; + const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; + ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; + + // Sizing + if (flags_for_section_to_display & ImGuiTableFlags_Resizable) + { + if (column != NULL) + { + const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne" + TableSetColumnWidthAutoSingle(table, column_n); + } + + const char* size_all_desc; + if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit); // "###SizeAll" All fixed + else + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault); // "###SizeAll" All stretch or mixed + if (MenuItem(size_all_desc, NULL)) + TableSetColumnWidthAutoAll(table); + want_separator = true; + } + + // Ordering + if (flags_for_section_to_display & ImGuiTableFlags_Reorderable) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder)) + table->IsResetDisplayOrderRequest = true; + want_separator = true; + } + + // Reset all (should work but seems unnecessary/noisy to expose?) + //if (MenuItem("Reset all")) + // table->IsResetAllRequest = true; + + // Sorting + // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) +#if 0 + if ((flags_for_section_to_display & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) + { + if (want_separator) + Separator(); + want_separator = true; + + bool append_to_sort_specs = g.IO.KeyShift; + if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs); + if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs); + } +#endif + + // Hiding / Visibility + if (flags_for_section_to_display & ImGuiTableFlags_Hideable) + { + if (want_separator) + Separator(); + want_separator = true; + + PushItemFlag(ImGuiItemFlags_AutoClosePopups, false); + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column->Flags & ImGuiTableColumnFlags_Disabled) + continue; + + const char* name = TableGetColumnName(table, other_column_n); + if (name == NULL || name[0] == 0) + name = ""; + + // Make sure we can't hide the last active column + bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; + if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1) + menu_item_active = false; + if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active)) + other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled; + } + PopItemFlag(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Settings (.ini data) +//------------------------------------------------------------------------- +// FIXME: The binding/finding/creating flow are too confusing. +//------------------------------------------------------------------------- +// - TableSettingsInit() [Internal] +// - TableSettingsCalcChunkSize() [Internal] +// - TableSettingsCreate() [Internal] +// - TableSettingsFindByID() [Internal] +// - TableGetBoundSettings() [Internal] +// - TableResetSettings() +// - TableSaveSettings() [Internal] +// - TableLoadSettings() [Internal] +// - TableSettingsHandler_ClearAll() [Internal] +// - TableSettingsHandler_ApplyAll() [Internal] +// - TableSettingsHandler_ReadOpen() [Internal] +// - TableSettingsHandler_ReadLine() [Internal] +// - TableSettingsHandler_WriteAll() [Internal] +// - TableSettingsInstallHandler() [Internal] +//------------------------------------------------------------------------- +// [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings. +// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table. +// [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty. +// [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file. +//------------------------------------------------------------------------- + +// Clear and initialize empty settings instance +static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max) +{ + IM_PLACEMENT_NEW(settings) ImGuiTableSettings(); + ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings(); + for (int n = 0; n < columns_count_max; n++, settings_column++) + IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings(); + settings->ID = id; + settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count; + settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max; + settings->WantApply = true; +} + +static size_t TableSettingsCalcChunkSize(int columns_count) +{ + return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings); +} + +ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count)); + TableSettingsInit(settings, id, columns_count, columns_count); + return settings; +} + +// Find existing settings +ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id) +{ + // FIXME-OPT: Might want to store a lookup map for this? + ImGuiContext& g = *GImGui; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID == id) + return settings; + return NULL; +} + +// Get settings for a given table, NULL if none +ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table) +{ + if (table->SettingsOffset != -1) + { + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); + IM_ASSERT(settings->ID == table->ID); + if (settings->ColumnsCountMax >= table->ColumnsCount) + return settings; // OK + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return NULL; +} + +// Restore initial state of table (with or without saved settings) +void ImGui::TableResetSettings(ImGuiTable* table) +{ + table->IsInitializing = table->IsSettingsDirty = true; + table->IsResetAllRequest = false; + table->IsSettingsRequestLoad = false; // Don't reload from ini + table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative +} + +void ImGui::TableSaveSettings(ImGuiTable* table) +{ + table->IsSettingsDirty = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind or create settings data + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = TableGetBoundSettings(table); + if (settings == NULL) + { + settings = TableSettingsCreate(table->ID, table->ColumnsCount); + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount; + + // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings + IM_ASSERT(settings->ID == table->ID); + IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount); + ImGuiTableColumn* column = table->Columns.Data; + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + + bool save_ref_scale = false; + settings->SaveFlags = ImGuiTableFlags_None; + for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) + { + const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest; + column_settings->WidthOrWeight = width_or_weight; + column_settings->Index = (ImGuiTableColumnIdx)n; + column_settings->DisplayOrder = column->DisplayOrder; + column_settings->SortOrder = column->SortOrder; + column_settings->SortDirection = column->SortDirection; + column_settings->IsEnabled = column->IsUserEnabled; + column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) + save_ref_scale = true; + + // We skip saving some data in the .ini file when they are unnecessary to restore our state. + // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f. + // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. + if (width_or_weight != column->InitStretchWeightOrWidth) + settings->SaveFlags |= ImGuiTableFlags_Resizable; + if (column->DisplayOrder != n) + settings->SaveFlags |= ImGuiTableFlags_Reorderable; + if (column->SortOrder != -1) + settings->SaveFlags |= ImGuiTableFlags_Sortable; + if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) + settings->SaveFlags |= ImGuiTableFlags_Hideable; + } + settings->SaveFlags &= table->Flags; + settings->RefScale = save_ref_scale ? table->RefScale : 0.0f; + + MarkIniSettingsDirty(); +} + +void ImGui::TableLoadSettings(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + table->IsSettingsRequestLoad = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind settings + ImGuiTableSettings* settings; + if (table->SettingsOffset == -1) + { + settings = TableSettingsFindByID(table->ID); + if (settings == NULL) + return; + if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return... + table->IsSettingsDirty = true; + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + else + { + settings = TableGetBoundSettings(table); + } + + table->SettingsLoadedFlags = settings->SaveFlags; + table->RefScale = settings->RefScale; + + // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + ImU64 display_order_mask = 0; + for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++) + { + int column_n = column_settings->Index; + if (column_n < 0 || column_n >= table->ColumnsCount) + continue; + + ImGuiTableColumn* column = &table->Columns[column_n]; + if (settings->SaveFlags & ImGuiTableFlags_Resizable) + { + if (column_settings->IsStretch) + column->StretchWeight = column_settings->WidthOrWeight; + else + column->WidthRequest = column_settings->WidthOrWeight; + column->AutoFitQueue = 0x00; + } + if (settings->SaveFlags & ImGuiTableFlags_Reorderable) + column->DisplayOrder = column_settings->DisplayOrder; + else + column->DisplayOrder = (ImGuiTableColumnIdx)column_n; + display_order_mask |= (ImU64)1 << column->DisplayOrder; + column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled; + column->SortOrder = column_settings->SortOrder; + column->SortDirection = column_settings->SortDirection; + } + + // Validate and fix invalid display order data + const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1; + if (display_order_mask != expected_display_order_mask) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n; + + // Rebuild index + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; +} + +static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + table->SettingsOffset = -1; + g.SettingsTables.clear(); +} + +// Apply to existing windows (if any) +static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + { + table->IsSettingsRequestLoad = true; + table->SettingsOffset = -1; + } +} + +static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = 0; + int columns_count = 0; + if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2) + return NULL; + + if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id)) + { + if (settings->ColumnsCountMax >= columns_count) + { + TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle + return settings; + } + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return ImGui::TableSettingsCreate(id, columns_count); +} + +static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + ImGuiTableSettings* settings = (ImGuiTableSettings*)entry; + float f = 0.0f; + int column_n = 0, r = 0, n = 0; + + if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; } + + if (sscanf(line, "Column %d%n", &column_n, &r) == 1) + { + if (column_n < 0 || column_n >= settings->ColumnsCount) + return; + line = ImStrSkipBlank(line + r); + char c = 0; + ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n; + column->Index = (ImGuiTableColumnIdx)column_n; + if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; } + if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; } + if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; } + if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; } + } +} + +static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + { + if (settings->ID == 0) // Skip ditched settings + continue; + + // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped + // (e.g. Order was unchanged) + const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0; + const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; + const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; + const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; + if (!save_size && !save_visible && !save_order && !save_sort) + continue; + + buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve + buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); + if (settings->RefScale != 0.0f) + buf->appendf("RefScale=%g\n", settings->RefScale); + ImGuiTableColumnSettings* column = settings->GetColumnSettings(); + for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) + { + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1); + if (!save_column) + continue; + buf->appendf("Column %-2d", column_n); + if (column->UserID != 0) { buf->appendf(" UserID=%08X", column->UserID); } + if (save_size && column->IsStretch) { buf->appendf(" Weight=%.4f", column->WidthOrWeight); } + if (save_size && !column->IsStretch) { buf->appendf(" Width=%d", (int)column->WidthOrWeight); } + if (save_visible) { buf->appendf(" Visible=%d", column->IsEnabled); } + if (save_order) { buf->appendf(" Order=%d", column->DisplayOrder); } + if (save_sort && column->SortOrder != -1) { buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); } + buf->append("\n"); + } + buf->append("\n"); + } +} + +void ImGui::TableSettingsAddSettingsHandler() +{ + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Table"; + ini_handler.TypeHash = ImHashStr("Table"); + ini_handler.ClearAllFn = TableSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Garbage Collection +//------------------------------------------------------------------------- +// - TableRemove() [Internal] +// - TableGcCompactTransientBuffers() [Internal] +// - TableGcCompactSettings() [Internal] +//------------------------------------------------------------------------- + +// Remove Table (currently only used by TestEngine) +void ImGui::TableRemove(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + int table_idx = g.Tables.GetIndex(table); + //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); + //memset(table, 0, sizeof(ImGuiTable)); + g.Tables.Remove(table->ID, table); + g.TablesLastTimeActive[table_idx] = -1.0f; +} + +// Free up/compact internal Table buffers for when it gets unused +void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + IM_ASSERT(table->MemoryCompacted == false); + table->SortSpecs.Specs = NULL; + table->SortSpecsMulti.clear(); + table->IsSortSpecsDirty = true; // FIXME: In theory shouldn't have to leak into user performing a sort on resume. + table->ColumnsNames.clear(); + table->MemoryCompacted = true; + for (int n = 0; n < table->ColumnsCount; n++) + table->Columns[n].NameOffset = -1; + g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; +} + +void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data) +{ + temp_data->DrawSplitter.ClearFreeMemory(); + temp_data->LastTimeActive = -1.0f; +} + +// Compact and remove unused settings data (currently only used by TestEngine) +void ImGui::TableGcCompactSettings() +{ + ImGuiContext& g = *GImGui; + int required_memory = 0; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount); + if (required_memory == g.SettingsTables.Buf.Size) + return; + ImChunkStream new_chunk_stream; + new_chunk_stream.Buf.reserve(required_memory); + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount)); + g.SettingsTables.swap(new_chunk_stream); +} + + +//------------------------------------------------------------------------- +// [SECTION] Tables: Debugging +//------------------------------------------------------------------------- +// - DebugNodeTable() [Internal] +//------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) +{ + sizing_policy &= ImGuiTableFlags_SizingMask_; + if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; } + if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; } + return "N/A"; +} + +void ImGui::DebugNodeTable(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + const bool is_active = (table->LastFrameActive >= g.FrameCount - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); + if (IsItemVisible() && table->HoveredColumnBody != -1) + GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + if (!open) + return; + if (table->InstanceCurrent > 0) + Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + if (DebugBreakButton("**DebugBreak**", "in BeginTable()")) + g.DebugBreakInTable = table->ID; + SameLine(); + } + + bool clear_settings = SmallButton("Clear settings"); + BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); + BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); + BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); + BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); + BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); + for (int n = 0; n < table->InstanceCurrent + 1; n++) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, n); + BulletText("Instance %d: HoveredRow: %d, LastOuterHeight: %.2f", n, table_instance->HoveredRowLast, table_instance->LastOuterHeight); + } + //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); + float sum_weights = 0.0f; + for (int n = 0; n < table->ColumnsCount; n++) + if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch) + sum_weights += table->Columns[n].StretchWeight; + for (int n = 0; n < table->ColumnsCount; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + const char* name = TableGetColumnName(table, n); + char buf[512]; + ImFormatString(buf, IM_ARRAYSIZE(buf), + "Column %d order %d '%s': offset %+.2f to %+.2f%s\n" + "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" + "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n" + "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n" + "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n" + "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..", + n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "", + column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen, + column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f, + column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x, + column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX, + column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags, + (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", + (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", + (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); + Bullet(); + Selectable(buf); + if (IsItemHovered()) + { + ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); + GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); + } + } + if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) + DebugNodeTableSettings(settings); + if (clear_settings) + table->IsResetAllRequest = true; + TreePop(); +} + +void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings) +{ + if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount)) + return; + BulletText("SaveFlags: 0x%08X", settings->SaveFlags); + BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax); + for (int n = 0; n < settings->ColumnsCount; n++) + { + ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n]; + ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None; + BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X", + n, column_settings->DisplayOrder, column_settings->SortOrder, + (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", + column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID); + } + TreePop(); +} + +#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugNodeTable(ImGuiTable*) {} +void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} + +#endif + + +//------------------------------------------------------------------------- +// [SECTION] Columns, BeginColumns, EndColumns, etc. +// (This is a legacy API, prefer using BeginTable/EndTable!) +//------------------------------------------------------------------------- +// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.) +//------------------------------------------------------------------------- +// - SetWindowClipRectBeforeSetChannel() [Internal] +// - GetColumnIndex() +// - GetColumnsCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, +// they would meddle many times with the underlying ImDrawCmd. +// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let +// the subsequent single call to SetCurrentChannel() does it things once. +void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) +{ + ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); + window->ClipRect = clip_rect; + window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; + window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; +} + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f; + +static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return 0.0f; + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return GetContentRegionAvail().x; + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiOldColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + columns->HostBackupClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, 0); +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); +} + +ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiOldColumns()); + ImGuiOldColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiOldColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostInitialClipRect = window->ClipRect; + columns->HostBackupParentWorkRect = window->ParentWorkRect; + window->ParentWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImTrunc(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiOldColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiOldColumnData* column = &columns->Columns[n]; + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWithFull(window->ClipRect); + } + + if (columns->Count > 1) + { + columns->Splitter.Split(window->DrawList, 1 + columns->Count); + columns->Splitter.SetCurrentChannel(window->DrawList, 1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; + window->WorkRect.Max.y = window->ContentRegionRect.Max.y; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + + // Next column + if (++columns->Current == columns->Count) + columns->Current = 0; + + PopItemWidth(); + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() + // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), + ImGuiOldColumnData* column = &columns->Columns[columns->Current]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (columns->Current > 0) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + } + else + { + // New row/line: column 0 honor IndentX. + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.IsSameLine = false; + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + columns->Splitter.Merge(window->DrawList); + } + + const ImGuiOldColumnFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiOldColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale); + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); + if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiOldColumnFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = IM_TRUNC(x); + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = window->ParentWorkRect; + window->ParentWorkRect = columns->HostBackupParentWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + NavUpdateCurrentWindowIsScrollPushableX(); +} + +void ImGui::Columns(int columns_count, const char* id, bool borders) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiOldColumnFlags flags = (borders ? 0 : ImGuiOldColumnFlags_NoBorder); + //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_widgets.cpp b/src/main/imgui/imgui_widgets.cpp new file mode 100644 index 0000000..2cbef83 --- /dev/null +++ b/src/main/imgui/imgui_widgets.cpp @@ -0,0 +1,10473 @@ +// dear imgui, v1.91.7 +// (widgets code) + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Widgets: Text, etc. +// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.) +// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.) +// [SECTION] Widgets: ComboBox +// [SECTION] Data Type and Data Formatting Helpers +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +// [SECTION] Widgets: InputText, InputTextMultiline +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +// [SECTION] Widgets: Selectable +// [SECTION] Widgets: Typing-Select support +// [SECTION] Widgets: Box-Select support +// [SECTION] Widgets: Multi-Select support +// [SECTION] Widgets: Multi-Select helpers +// [SECTION] Widgets: ListBox +// [SECTION] Widgets: PlotLines, PlotHistogram +// [SECTION] Widgets: Value helpers +// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // intptr_t + +//------------------------------------------------------------------------- +// Warnings +//------------------------------------------------------------------------- + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +//------------------------------------------------------------------------- +// Data +//------------------------------------------------------------------------- + +// Widgets +static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior. +static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags. + +// Those MIN/MAX values are not define because we need to point to them +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; +static const unsigned short IM_U16_MIN = 0; +static const unsigned short IM_U16_MAX = 0xFFFF; +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +#ifdef LLONG_MIN +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +#else +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; +#endif +static const ImU64 IM_U64_MIN = 0; +#ifdef ULLONG_MAX +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +#else +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +#endif + +//------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//------------------------------------------------------------------------- + +// For InputTextEx() +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard = false); +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Text, etc. +//------------------------------------------------------------------------- +// - TextEx() [Internal] +// - TextUnformatted() +// - Text() +// - TextV() +// - TextColored() +// - TextColoredV() +// - TextDisabled() +// - TextDisabledV() +// - TextWrapped() +// - TextWrappedV() +// - LabelText() +// - LabelTextV() +// - BulletText() +// - BulletTextV() +//------------------------------------------------------------------------- + +void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Accept null ranges + if (text == text_end) + text = text_end = ""; + + // Calculate length + const char* text_begin = text; + if (text_end == NULL) + text_end = text + strlen(text); // FIXME-OPT + + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + const float wrap_pos_x = window->DC.TextWrapPos; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); + if (text_end - text <= 2000 || wrap_enabled) + { + // Common case + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } + else + { + // Long text! + // Perform manual coarse clipping to optimize for long multi-line text + // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. + const char* line = text; + const float line_height = GetTextLineHeight(); + ImVec2 text_size(0, 0); + + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) + { + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) + { + int lines_skipped = 0; + while (line < text_end && lines_skipped < lines_skippable) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + } + + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0)) + break; + + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + text_size.y = (pos - text_pos).y; + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + ItemAdd(bb, 0); + } +} + +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::Text(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextV(fmt, args); + va_end(args); +} + +void ImGui::TextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const char* text, *text_end; + ImFormatStringToTempBufferV(&text, &text_end, fmt, args); + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextColoredV(col, fmt, args); + va_end(args); +} + +void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, col); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextDisabled(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextDisabledV(fmt, args); + va_end(args); +} + +void ImGui::TextDisabledV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextWrapped(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextWrappedV(fmt, args); + va_end(args); +} + +void ImGui::TextWrappedV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + if (need_backup) + PushTextWrapPos(0.0f); + TextV(fmt, args); + if (need_backup) + PopTextWrapPos(); +} + +void ImGui::LabelText(const char* label, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LabelTextV(label, fmt, args); + va_end(args); +} + +// Add a label+text combo aligned to other label+value widgets +void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float w = CalcItemWidth(); + + const char* value_text_begin, *value_text_end; + ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args); + const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const ImVec2 pos = window->DC.CursorPos; + const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)); + const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0)) + return; + + // Render + RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); +} + +void ImGui::BulletText(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + BulletTextV(fmt, args); + va_end(args); +} + +// Text with a little bullet aligned to the typical tree node. +void ImGui::BulletTextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const char* text_begin, *text_end; + ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args); + const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); + const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(total_size, 0.0f); + const ImRect bb(pos, pos + total_size); + if (!ItemAdd(bb, 0)) + return; + + // Render + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col); + RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Main +//------------------------------------------------------------------------- +// - ButtonBehavior() [Internal] +// - Button() +// - SmallButton() +// - InvisibleButton() +// - ArrowButton() +// - CloseButton() [Internal] +// - CollapseButton() [Internal] +// - GetWindowScrollbarID() [Internal] +// - GetWindowScrollbarRect() [Internal] +// - Scrollbar() [Internal] +// - ScrollbarEx() [Internal] +// - Image() +// - ImageButton() +// - Checkbox() +// - CheckboxFlagsT() [Internal] +// - CheckboxFlags() +// - RadioButton() +// - ProgressBar() +// - Bullet() +// - Hyperlink() +//------------------------------------------------------------------------- + +// The ButtonBehavior() function is key to many interactions and used by many/most widgets. +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. +//------------------------------------------------------------------------------------------------------------------------------------------------ +// The behavior of the return-value changes when ImGuiItemFlags_ButtonRepeat is set: +// Repeat+ Repeat+ Repeat+ Repeat+ +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick +//------------------------------------------------------------------------------------------------------------------------------------------------- +// Frame N+0 (mouse button is down) - true - true +// ... - - - - +// Frame N + RepeatDelay true true - true +// ... - - - - +// Frame N + RepeatDelay + RepeatRate*N true true - true +//------------------------------------------------------------------------------------------------------------------------------------------------- + +// - FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc. +// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);' +// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading. +// - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature. +// One idiom which was previously valid which will now emit a warning is when using multiple overlayed ButtonBehavior() +// with same ID and different MouseButton (see #8030). You can fix it by: +// (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags. +// or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() +bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + // Default behavior inherited from item flags + // Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that. + ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.ItemFlags : g.CurrentItemFlags); + if (flags & ImGuiButtonFlags_AllowOverlap) + item_flags |= ImGuiItemFlags_AllowOverlap; + + // Default only reacts to left mouse button + if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) + flags |= ImGuiButtonFlags_MouseButtonLeft; + + // Default behavior requires click + release inside bounding box + if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) + flags |= (item_flags & ImGuiItemFlags_ButtonRepeat) ? ImGuiButtonFlags_PressedOnClick : ImGuiButtonFlags_PressedOnDefault_; + + ImGuiWindow* backup_hovered_window = g.HoveredWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree; + if (flatten_hovered_children) + g.HoveredWindow = window; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + // Alternate registration spot, for when caller didn't use ItemAdd() + if (g.LastItemData.ID != id) + IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL); +#endif + + bool pressed = false; + bool hovered = ItemHoverable(bb, id, item_flags); + + // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button + if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) + if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + { + hovered = true; + SetHoveredID(id); + if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) + { + pressed = true; + g.DragDropHoldJustPressedId = id; + FocusWindow(window); + } + } + + if (flatten_hovered_children) + g.HoveredWindow = backup_hovered_window; + + // Mouse handling + const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id; + if (hovered) + { + IM_ASSERT(id != 0); // Lazily check inside rare path. + + // Poll mouse buttons + // - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId. + // - Technically we only need some values in one code path, but since this is gated by hovered test this is fine. + int mouse_button_clicked = -1; + int mouse_button_released = -1; + for (int button = 0; button < 3; button++) + if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here. + { + if (IsMouseClicked(button, ImGuiInputFlags_None, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; } + if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; } + } + + // Process initial action + const bool mods_ok = !(flags & ImGuiButtonFlags_NoKeyModsAllowed) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt); + if (mods_ok) + { + if (mouse_button_clicked != -1 && g.ActiveId != id) + { + if (!(flags & ImGuiButtonFlags_NoSetKeyOwner)) + SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id); + if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) + { + SetActiveID(id, window); + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { + SetFocusID(id, window); + FocusWindow(window); + } + else + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } + } + if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2)) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveId) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { + SetFocusID(id, window); + FocusWindow(window); + } + else + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } + } + } + if (flags & ImGuiButtonFlags_PressedOnRelease) + { + if (mouse_button_released != -1) + { + const bool has_repeated_at_least_once = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior + if (!has_repeated_at_least_once) + pressed = true; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); // FIXME: Lack of FocusWindow() call here is inconsistent with other paths. Research why. + ClearActiveID(); + } + } + + // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). + // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. + if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, ImGuiInputFlags_Repeat, test_owner_id)) + pressed = true; + } + + if (pressed && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + + // Keyboard/Gamepad navigation handling + // We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav) + if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) + hovered = true; + if (g.NavActivateDownId == id) + { + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = (g.NavActivatePressedId == id); + if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat)) + { + // Avoid pressing multiple keys from triggering excessive amount of repeat events + const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); + const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter); + const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate); + const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration); + nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + } + if (nav_activated_by_code || nav_activated_by_inputs) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + pressed = true; + SetActiveID(id, window); + g.ActiveIdSource = g.NavInputSource; + if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)) + SetFocusID(id, window); + if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut) + g.ActiveIdFromShortcut = true; + } + } + + // Process while held + bool held = false; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; + + const int mouse_button = g.ActiveIdMouseButton; + if (mouse_button == -1) + { + // Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304). + ClearActiveID(); + } + else if (IsMouseDown(mouse_button, test_owner_id)) + { + held = true; + } + else + { + bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; + if ((release_in || release_anywhere) && !g.DragDropActive) + { + // Report as pressed when releasing the mouse (this is the most common path) + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2; + bool is_repeating_already = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id); + if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned) + pressed = true; + } + ClearActiveID(); + } + if (!(flags & ImGuiButtonFlags_NoNavFocus) && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + // When activated using Nav, we hold on the ActiveID until activation button is released + if (g.NavActivateDownId == id) + held = true; // hovered == true not true as we are already likely hovered on direct activation. + else + ClearActiveID(); + } + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; + } + + // Activation highlight (this may be a remote activation) + if (g.NavHighlightActivatedId == id) + hovered = true; + + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + + return pressed; +} + +bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImVec2 pos = window->DC.CursorPos; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; + ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + + const ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + + if (g.LogEnabled) + LogSetNextTextDecoration("[", "]"); + RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); + + // Automatically close popups + //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) + // CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::Button(const char* label, const ImVec2& size_arg) +{ + return ButtonEx(label, size_arg, ImGuiButtonFlags_None); +} + +// Small buttons fits within text without additional vertical spacing. +bool ImGui::SmallButton(const char* label) +{ + ImGuiContext& g = *GImGui; + float backup_padding_y = g.Style.FramePadding.y; + g.Style.FramePadding.y = 0.0f; + bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); + g.Style.FramePadding.y = backup_padding_y; + return pressed; +} + +// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. +// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. + IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); + + const ImGuiID id = window->GetID(str_id); + ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + if (!ItemAdd(bb, id, NULL, (flags & ImGuiButtonFlags_EnableNav) ? ImGuiItemFlags_None : ImGuiItemFlags_NoNav)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + RenderNavCursor(bb, id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiID id = window->GetID(str_id); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + const float default_size = GetFrameHeight(); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +{ + float sz = GetFrameHeight(); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None); +} + +// Button to close a window +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) + // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + ImRect bb_interact = bb; + const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); + if (area_to_visible_ratio < 1.5f) + bb_interact.Expand(ImTrunc(bb_interact.GetSize() * -0.25f)); + + // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. + // (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer). + bool is_clipped = !ItemAdd(bb_interact, id); + + bool hovered, held; + bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held); + if (is_clipped) + return pressed; + + // Render + ImU32 bg_col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); + if (hovered) + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + ImU32 cross_col = GetColorU32(ImGuiCol_Text); + ImVec2 cross_center = bb.GetCenter() - ImVec2(0.5f, 0.5f); + float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f); + + return pressed; +} + +// The Collapse button also functions as a Dock Menu button. +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + bool is_clipped = !ItemAdd(bb, id); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + if (is_clipped) + return pressed; + + // Render + //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + if (hovered || held) + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + + if (dock_node) + RenderArrowDockMenu(window->DrawList, bb.Min, g.FontSize, text_col); + else + RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + + // Switch to moving the window after mouse is moved beyond the initial drag threshold + if (IsItemActive() && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, dock_node, true); // Undock from window/collapse menu button + + return pressed; +} + +ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +{ + return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); +} + +// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. +ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) +{ + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float border_size = window->WindowBorderSize; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) + IM_ASSERT(scrollbar_size > 0.0f); + if (axis == ImGuiAxis_X) + return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size); + else + return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size); +} + +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = GetWindowScrollbarID(window, axis); + + // Calculate scrollbar bounding box + ImRect bb = GetWindowScrollbarRect(window, axis); + ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; + if (axis == ImGuiAxis_X) + { + rounding_corners |= ImDrawFlags_RoundCornersBottomLeft; + if (!window->ScrollbarY) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + else + { + if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) + rounding_corners |= ImDrawFlags_RoundCornersTopRight; + if (!window->ScrollbarX) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; + float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; + ImS64 scroll = (ImS64)window->Scroll[axis]; + ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_visible, (ImS64)size_contents, rounding_corners); + window->Scroll[axis] = (float)scroll; +} + +// Vertical/Horizontal scrollbar +// The entire piece of code below is rather confusing because: +// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) +// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar +// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. +// Still, the code should probably be made simpler.. +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags draw_rounding_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; + + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return false; + + const ImGuiStyle& style = g.Style; + const bool allow_interaction = (alpha >= 1.0f); + + ImRect bb = bb_frame; + bb.Expand(ImVec2(-ImClamp(IM_TRUNC((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_TRUNC((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), (ImS64)1); + const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v); + const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + + const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_visible_v); + float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space + if (held && allow_interaction && grab_h_norm < 1.0f) + { + const float scrollbar_pos_v = bb.Min[axis]; + const float mouse_pos_v = g.IO.MousePos[axis]; + + // Click position in scrollbar normalized space (0.0f->1.0f) + const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); + + const int held_dir = (clicked_v_norm < grab_v_norm) ? -1 : (clicked_v_norm > grab_v_norm + grab_h_norm) ? +1 : 0; + if (g.ActiveIdIsJustActivated) + { + // On initial click when held_dir == 0 (clicked over grab): calculate the distance between mouse and the center of the grab + const bool scroll_to_clicked_location = (g.IO.ConfigScrollbarScrollByPage == false || g.IO.KeyShift || held_dir == 0); + g.ScrollbarSeekMode = scroll_to_clicked_location ? 0 : (short)held_dir; + g.ScrollbarClickDeltaToGrabCenter = (held_dir == 0 && !g.IO.KeyShift) ? clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f : 0.0f; + } + + // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + if (g.ScrollbarSeekMode == 0) + { + // Absolute seeking + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); + } + else + { + // Page by page + if (IsMouseClicked(ImGuiMouseButton_Left, ImGuiInputFlags_Repeat) && held_dir == g.ScrollbarSeekMode) + { + float page_dir = (g.ScrollbarSeekMode > 0.0f) ? +1.0f : -1.0f; + *p_scroll_v = ImClamp(*p_scroll_v + (ImS64)(page_dir * size_visible_v), (ImS64)0, scroll_max); + } + } + + // Update values for rendering + scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + + // Update distance to grab now that we have seek'ed and saturated + //if (seek_absolute) + // g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Render + const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, draw_rounding_flags); + ImRect grab_rect; + if (axis == ImGuiAxis_X) + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); + else + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + +// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const float border_size = (border_col.w > 0.0f) ? 1.0f : 0.0f; + const ImVec2 padding(border_size, border_size); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + // Render + if (border_size > 0.0f) + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f, ImDrawFlags_None, border_size); + window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); +} + +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImVec2 padding = g.Style.FramePadding; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); + window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + + return pressed; +} + +// - ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button. +// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. (#8165) // FIXME: Maybe that's not the best design? +bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + return ImageButtonEx(window->GetID(str_id), user_texture_id, image_size, uv0, uv1, bg_col, tint_col); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy API obsoleted in 1.89. Two differences with new ImageButton() +// - old ImageButton() used ImTextureID as item id (created issue with multiple buttons with same image, transient texture id values, opaque computation of ID) +// - new ImageButton() requires an explicit 'const char* str_id' +// - old ImageButton() had frame_padding' override argument. +// - new ImageButton() always use style.FramePadding. +/* +bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + // Default to using texture ID as ID. User can still push string/integer prefixes. + PushID((ImTextureID)(intptr_t)user_texture_id); + if (frame_padding >= 0) + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding)); + bool ret = ImageButton("", user_texture_id, size, uv0, uv1, bg_col, tint_col); + if (frame_padding >= 0) + PopStyleVar(); + PopID(); + return ret; +} +*/ +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImGui::Checkbox(const char* label, bool* v) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + const bool is_visible = ItemAdd(total_bb, id); + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(total_bb)) // Extra layer of "no logic clip" for box-select support + { + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return false; + } + + // Range-Selection/Multi-selection support (header) + bool checked = *v; + if (is_multi_select) + MultiSelectItemHeader(id, &checked, NULL); + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + + // Range-Selection/Multi-selection support (footer) + if (is_multi_select) + MultiSelectItemFooter(id, &checked, &pressed); + else if (pressed) + checked = !checked; + + if (*v != checked) + { + *v = checked; + pressed = true; // return value + MarkItemEdited(id); + } + + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const bool mixed_value = (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + if (is_visible) + { + RenderNavCursor(total_bb, id); + RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + if (mixed_value) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) + ImVec2 pad(ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)), ImMax(1.0f, IM_TRUNC(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); + } + } + const ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); + if (is_visible && label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +template +bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) +{ + bool all_on = (*flags & flags_value) == flags_value; + bool any_on = (*flags & flags_value) != 0; + bool pressed; + if (!all_on && any_on) + { + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_MixedValue; + pressed = Checkbox(label, &all_on); + } + else + { + pressed = Checkbox(label, &all_on); + + } + if (pressed) + { + if (all_on) + *flags |= flags_value; + else + *flags &= ~flags_value; + } + return pressed; +} + +bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::RadioButton(const char* label, bool active) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + ImVec2 center = check_bb.GetCenter(); + center.x = IM_ROUND(center.x); + center.y = IM_ROUND(center.y); + const float radius = (square_sz - 1.0f) * 0.5f; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + MarkItemEdited(id); + + RenderNavCursor(total_bb, id); + const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment); + if (active) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark)); + } + + if (style.FrameBorderSize > 0.0f) + { + window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), num_segment, style.FrameBorderSize); + window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), num_segment, style.FrameBorderSize); + } + + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, active ? "(x)" : "( )"); + if (label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. +bool ImGui::RadioButton(const char* label, int* v, int v_button) +{ + const bool pressed = RadioButton(label, *v == v_button); + if (pressed) + *v = v_button; + return pressed; +} + +// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size +void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, 0)) + return; + + // Fraction < 0.0f will display an indeterminate progress bar animation + // The value must be animated along with time, so e.g. passing '-1.0f * ImGui::GetTime()' as fraction works. + const bool is_indeterminate = (fraction < 0.0f); + if (!is_indeterminate) + fraction = ImSaturate(fraction); + + // Out of courtesy we accept a NaN fraction without crashing + float fill_n0 = 0.0f; + float fill_n1 = (fraction == fraction) ? fraction : 0.0f; + + if (is_indeterminate) + { + const float fill_width_n = 0.2f; + fill_n0 = ImFmod(-fraction, 1.0f) * (1.0f + fill_width_n) - fill_width_n; + fill_n1 = ImSaturate(fill_n0 + fill_width_n); + fill_n0 = ImSaturate(fill_n0); + } + + // Render + RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_n0, fill_n1, style.FrameRounding); + + // Default displaying the fraction as percentage string, but user can override it + // Don't display text for indeterminate bars by default + char overlay_buf[32]; + if (!is_indeterminate || overlay != NULL) + { + if (!overlay) + { + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); + overlay = overlay_buf; + } + + ImVec2 overlay_size = CalcTextSize(overlay, NULL); + if (overlay_size.x > 0.0f) + { + float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : ImLerp(bb.Min.x, bb.Max.x, fill_n1) + style.ItemSpacing.x; + RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); + } + } +} + +void ImGui::Bullet() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + { + SameLine(0, style.FramePadding.x * 2); + return; + } + + // Render and stay on same line + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); +} + +// This is provided as a convenience for being an often requested feature. +// FIXME-STYLE: we delayed adding as there is a larger plan to revamp the styling system. +// Because of this we currently don't provide many styling options for this widget +// (e.g. hovered/active colors are automatically inferred from a single color). +bool ImGui::TextLink(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const char* label_end = FindRenderedTextEnd(label); + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcTextSize(label, label_end, true); + ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + RenderNavCursor(bb, id); + + if (hovered) + SetMouseCursor(ImGuiMouseCursor_Hand); + + ImVec4 text_colf = g.Style.Colors[ImGuiCol_TextLink]; + ImVec4 line_colf = text_colf; + { + // FIXME-STYLE: Read comments above. This widget is NOT written in the same style as some earlier widgets, + // as we are currently experimenting/planning a different styling system. + float h, s, v; + ColorConvertRGBtoHSV(text_colf.x, text_colf.y, text_colf.z, h, s, v); + if (held || hovered) + { + v = ImSaturate(v + (held ? 0.4f : 0.3f)); + h = ImFmod(h + 0.02f, 1.0f); + } + ColorConvertHSVtoRGB(h, s, v, text_colf.x, text_colf.y, text_colf.z); + v = ImSaturate(v - 0.20f); + ColorConvertHSVtoRGB(h, s, v, line_colf.x, line_colf.y, line_colf.z); + } + + float line_y = bb.Max.y + ImFloor(g.Font->Descent * g.FontScale * 0.20f); + window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf)); // FIXME-TEXT: Underline mode. + + PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf)); + RenderText(bb.Min, label, label_end); + PopStyleColor(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +void ImGui::TextLinkOpenURL(const char* label, const char* url) +{ + ImGuiContext& g = *GImGui; + if (url == NULL) + url = label; + if (TextLink(label)) + if (g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, url); + SetItemTooltip(LocalizeGetMsg(ImGuiLocKey_OpenLink_s), url); // It is more reassuring for user to _always_ display URL when we same as label + if (BeginPopupContextItem()) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_CopyLink))) + SetClipboardText(url); + EndPopup(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Low-level Layout helpers +//------------------------------------------------------------------------- +// - Spacing() +// - Dummy() +// - NewLine() +// - AlignTextToFramePadding() +// - SeparatorEx() [Internal] +// - Separator() +// - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] +//------------------------------------------------------------------------- + +void ImGui::Spacing() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ItemSize(ImVec2(0, 0)); +} + +void ImGui::Dummy(const ImVec2& size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + ItemAdd(bb, 0); +} + +void ImGui::NewLine() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + ItemSize(ImVec2(0, 0)); + else + ItemSize(ImVec2(0.0f, g.FontSize)); + window->DC.LayoutType = backup_layout_type; +} + +void ImGui::AlignTextToFramePadding() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); +} + +// Horizontal/vertical separating line +// FIXME: Surprisingly, this seemingly trivial widget is a victim of many different legacy/tricky layout issues. +// Note how thickness == 1.0f is handled specifically as not moving CursorPos by 'thickness', but other values are. +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + IM_ASSERT(thickness > 0.0f); + + if (flags & ImGuiSeparatorFlags_Vertical) + { + // Vertical separator, for menu bars (use current line height). + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness, y2)); + ItemSize(ImVec2(thickness, 0.0f)); + if (!ItemAdd(bb, 0)) + return; + + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); + } + else if (flags & ImGuiSeparatorFlags_Horizontal) + { + // Horizontal Separator + float x1 = window->DC.CursorPos.x; + float x2 = window->WorkRect.Max.x; + + // Preserve legacy behavior inside Columns() + // Before Tables API happened, we relied on Separator() to span all columns of a Columns() set. + // We currently don't need to provide the same feature for tables because tables naturally have border features. + ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + { + x1 = window->Pos.x + window->DC.Indent.x; // Used to be Pos.x before 2023/10/03 + x2 = window->Pos.x + window->Size.x; + PushColumnsBackground(); + } + + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) + const float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change. + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness)); + ItemSize(ImVec2(0.0f, thickness_for_layout)); + + if (ItemAdd(bb, 0)) + { + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------\n"); + + } + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + } +} + +void ImGui::Separator() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // Those flags should eventually be configurable by the user + // FIXME: We cannot g.Style.SeparatorTextBorderSize for thickness as it relates to SeparatorText() which is a decorated separator, not defaulting to 1.0f. + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + + // Only applies to legacy Columns() api as they relied on Separator() a lot. + if (window->DC.CurrentColumns) + flags |= ImGuiSeparatorFlags_SpanAllColumns; + + SeparatorEx(flags, 1.0f); +} + +void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStyle& style = g.Style; + + const ImVec2 label_size = CalcTextSize(label, label_end, false); + const ImVec2 pos = window->DC.CursorPos; + const ImVec2 padding = style.SeparatorTextPadding; + + const float separator_thickness = style.SeparatorTextBorderSize; + const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness)); + const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y)); + const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f)); + ItemSize(min_size, text_baseline_y); + if (!ItemAdd(bb, id)) + return; + + const float sep1_x1 = pos.x; + const float sep2_x2 = bb.Max.x; + const float seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f); + + const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f); + const ImVec2 label_pos(pos.x + padding.x + ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y); // FIXME-ALIGN + + // This allows using SameLine() to position something in the 'extra_w' + window->DC.CursorPosPrevLine.x = label_pos.x + label_size.x; + + const ImU32 separator_col = GetColorU32(ImGuiCol_Separator); + if (label_size.x > 0.0f) + { + const float sep1_x2 = label_pos.x - style.ItemSpacing.x; + const float sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x; + if (sep1_x2 > sep1_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep1_x2, seps_y), separator_col, separator_thickness); + if (sep2_x2 > sep2_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + if (g.LogEnabled) + LogSetNextTextDecoration("---", NULL); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, bb.Max.x, label, label_end, &label_size); + } + else + { + if (g.LogEnabled) + LogText("---"); + if (separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + } +} + +void ImGui::SeparatorText(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + // The SeparatorText() vs SeparatorTextEx() distinction is designed to be considerate that we may want: + // - allow separator-text to be draggable items (would require a stable ID + a noticeable highlight) + // - this high-level entry point to allow formatting? (which in turns may require ID separate from formatted string) + // - because of this we probably can't turn 'const char* label' into 'const char* fmt, ...' + // Otherwise, we can decide that users wanting to drag this would layout a dedicated drag-item, + // and then we can turn this into a format function. + SeparatorTextEx(0, label, FindRenderedTextEnd(label), 0.0f); +} + +// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav)) + return false; + + // FIXME: AFAIK the only leftover reason for passing ImGuiButtonFlags_AllowOverlap here is + // to allow caller of SplitterBehavior() to call SetItemAllowOverlap() after the item. + // Nowadays we would instead want to use SetNextItemAllowOverlap() before the item. + ImGuiButtonFlags button_flags = ImGuiButtonFlags_FlattenChildren; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + button_flags |= ImGuiButtonFlags_AllowOverlap; +#endif + + bool hovered, held; + ImRect bb_interact = bb; + bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); + ButtonBehavior(bb_interact, id, &hovered, &held, button_flags); + if (hovered) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb + + if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); + + ImRect bb_render = bb; + if (held) + { + float mouse_delta = (g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min)[axis]; + + // Minimum pane size + float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); + float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); + if (mouse_delta < -size_1_maximum_delta) + mouse_delta = -size_1_maximum_delta; + if (mouse_delta > size_2_maximum_delta) + mouse_delta = size_2_maximum_delta; + + // Apply resize + if (mouse_delta != 0.0f) + { + *size1 = ImMax(*size1 + mouse_delta, min_size1); + *size2 = ImMax(*size2 - mouse_delta, min_size2); + bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); + MarkItemEdited(id); + } + } + + // Render at new position + if (bg_col & IM_COL32_A_MASK) + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f); + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); + + return held; +} + +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +// Set items Width to -1.0f to disable shrinking this item. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +{ + if (count == 1) + { + if (items[0].Width >= 0.0f) + items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + int count_same_width = 1; + while (width_excess > 0.0f && count_same_width < count) + { + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) + count_same_width++; + float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + if (max_width_to_remove_per_item <= 0.0f) + break; + float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + for (int item_n = 0; item_n < count_same_width; item_n++) + items[item_n].Width -= width_to_remove_per_item; + width_excess -= width_to_remove_per_item * count_same_width; + } + + // Round width and redistribute remainder + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. + width_excess = 0.0f; + for (int n = 0; n < count; n++) + { + float width_rounded = ImTrunc(items[n].Width); + width_excess += items[n].Width - width_rounded; + items[n].Width = width_rounded; + } + while (width_excess > 0.0f) + for (int n = 0; n < count && width_excess > 0.0f; n++) + { + float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f); + items[n].Width += width_to_add; + width_excess -= width_to_add; + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ComboBox +//------------------------------------------------------------------------- +// - CalcMaxPopupHeightFromItemCount() [Internal] +// - BeginCombo() +// - BeginComboPopup() [Internal] +// - EndCombo() +// - BeginComboPreview() [Internal] +// - EndComboPreview() [Internal] +// - Combo() +//------------------------------------------------------------------------- + +static float CalcMaxPopupHeightFromItemCount(int items_count) +{ + ImGuiContext& g = *GImGui; + if (items_count <= 0) + return FLT_MAX; + return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); +} + +bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags; + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + if (flags & ImGuiComboFlags_WidthFitPreview) + IM_ASSERT((flags & (ImGuiComboFlags_NoPreview | (ImGuiComboFlags)ImGuiComboFlags_CustomPreview)) == 0); + + const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const float preview_width = ((flags & ImGuiComboFlags_WidthFitPreview) && (preview_value != NULL)) ? CalcTextSize(preview_value, NULL, true).x : 0.0f; + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : ((flags & ImGuiComboFlags_WidthFitPreview) ? (arrow_size + preview_width + style.FramePadding.x * 2.0f) : CalcItemWidth()); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &bb)) + return false; + + // Open on click + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); + bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); + if (pressed && !popup_open) + { + OpenPopupEx(popup_id, ImGuiPopupFlags_None); + popup_open = true; + } + + // Render shape + const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); + RenderNavCursor(bb, id); + if (!(flags & ImGuiComboFlags_NoPreview)) + window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); + if (!(flags & ImGuiComboFlags_NoArrowButton)) + { + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); + if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); + } + RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); + + // Custom preview + if (flags & ImGuiComboFlags_CustomPreview) + { + g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y); + IM_ASSERT(preview_value == NULL || preview_value[0] == 0); + preview_value = NULL; + } + + // Render preview and label + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) + { + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL); + } + if (label_size.x > 0) + RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label); + + if (!popup_open) + return false; + + g.NextWindowData.Flags = backup_next_window_data_flags; + return BeginComboPopup(popup_id, bb, flags); +} + +bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); + return false; + } + + // Set popup size + float w = bb.GetWidth(); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); + } + else + { + if ((flags & ImGuiComboFlags_HeightMask_) == 0) + flags |= ImGuiComboFlags_HeightRegular; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + int popup_max_height_in_items = -1; + if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; + else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; + else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; + ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX); + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size + constraint_min.x = w; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f) + constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items); + SetNextWindowSizeConstraints(constraint_min, constraint_max); + } + + // This is essentially a specialized version of BeginPopupEx() + char name[16]; + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginComboDepth); // Recycle windows based on depth + + // Set position given a custom constraint (peak into expected window size so we can position it) + // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? + // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? + if (ImGuiWindow* popup_window = FindWindowByName(name)) + if (popup_window->WasActive) + { + // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. + ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); + popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)" + ImRect r_outer = GetPopupAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox); + SetNextWindowPos(pos); + } + + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + PushStyleVarX(ImGuiStyleVar_WindowPadding, g.Style.FramePadding.x); // Horizontally align ourselves with the framed text + bool ret = Begin(name, NULL, window_flags); + PopStyleVar(); + if (!ret) + { + EndPopup(); + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + g.BeginComboDepth++; + return true; +} + +void ImGui::EndCombo() +{ + ImGuiContext& g = *GImGui; + EndPopup(); + g.BeginComboDepth--; +} + +// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements +// (Experimental, see GitHub issues: #1658, #4168) +bool ImGui::BeginComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)) + return false; + IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag? + if (!window->ClipRect.Overlaps(preview_data->PreviewRect)) // Narrower test (optional) + return false; + + // FIXME: This could be contained in a PushWorkRect() api + preview_data->BackupCursorPos = window->DC.CursorPos; + preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos; + preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + preview_data->BackupLayout = window->DC.LayoutType; + window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); + + return true; +} + +void ImGui::EndComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future + ImDrawList* draw_list = window->DrawList; + if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y) + if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command + { + draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect; + draw_list->_TryMergeDrawCmds(); + } + PopClipRect(); + window->DC.CursorPos = preview_data->BackupCursorPos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos); + window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; + window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; + window->DC.LayoutType = preview_data->BackupLayout; + window->DC.IsSameLine = false; + preview_data->PreviewRect = ImRect(); +} + +// Getter for the old Combo() API: const char*[] +static const char* Items_ArrayGetter(void* data, int idx) +{ + const char* const* items = (const char* const*)data; + return items[idx]; +} + +// Getter for the old Combo() API: "item1\0item2\0item3\0" +static const char* Items_SingleStringGetter(void* data, int idx) +{ + const char* items_separated_by_zeros = (const char*)data; + int items_count = 0; + const char* p = items_separated_by_zeros; + while (*p) + { + if (idx == items_count) + break; + p += strlen(p) + 1; + items_count++; + } + return *p ? p : NULL; +} + +// Old API, prefer using BeginCombo() nowadays if you can. +bool ImGui::Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Call the getter to obtain the preview string which is a parameter to BeginCombo() + const char* preview_value = NULL; + if (*current_item >= 0 && *current_item < items_count) + preview_value = getter(user_data, *current_item); + + // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. + if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + + if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) + return false; + + // Display items + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count); + clipper.IncludeItemByIndex(*current_item); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected) && *current_item != i) + { + value_changed = true; + *current_item = i; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + + EndCombo(); + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +// Combo box helper allowing to pass an array of strings. +bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) +{ + const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); + return value_changed; +} + +// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" +bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) +{ + int items_count = 0; + const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open + while (*p) + { + p += strlen(p) + 1; + items_count++; + } + bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); + return value_changed; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +struct ImGuiGetNameFromIndexOldToNewCallbackData { void* UserData; bool (*OldCallback)(void*, int, const char**); }; +static const char* ImGuiGetNameFromIndexOldToNewCallback(void* user_data, int idx) +{ + ImGuiGetNameFromIndexOldToNewCallbackData* data = (ImGuiGetNameFromIndexOldToNewCallbackData*)user_data; + const char* s = NULL; + data->OldCallback(data->UserData, idx, &s); + return s; +} + +bool ImGui::ListBox(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return ListBox(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, height_in_items); +} +bool ImGui::Combo(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return Combo(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, popup_max_height_in_items); +} + +#endif + +//------------------------------------------------------------------------- +// [SECTION] Data Type and Data Formatting Helpers [Internal] +//------------------------------------------------------------------------- +// - DataTypeGetInfo() +// - DataTypeFormatString() +// - DataTypeApplyOp() +// - DataTypeApplyFromText() +// - DataTypeCompare() +// - DataTypeClamp() +// - GetMinimumStepAtDecimalPrecision +// - RoundScalarWithFormat<>() +//------------------------------------------------------------------------- + +static const ImGuiDataTypeInfo GDataTypeInfo[] = +{ + { sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "U8", "%u", "%u" }, + { sizeof(short), "S16", "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "U16", "%u", "%u" }, + { sizeof(int), "S32", "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "U32", "%u", "%u" }, +#ifdef _MSC_VER + { sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%I64u","%I64u" }, +#else + { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%llu", "%llu" }, +#endif + { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double + { sizeof(bool), "bool", "%d", "%d" }, // ImGuiDataType_Bool + { 0, "char*","%s", "%s" }, // ImGuiDataType_String +}; +IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); + +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) +{ + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) +{ + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) + return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); + if (data_type == ImGuiDataType_Float) + return ImFormatString(buf, buf_size, format, *(const float*)p_data); + if (data_type == ImGuiDataType_Double) + return ImFormatString(buf, buf_size, format, *(const double*)p_data); + if (data_type == ImGuiDataType_S8) + return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); + IM_ASSERT(0); + return 0; +} + +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2) +{ + IM_ASSERT(op == '+' || op == '-'); + switch (data_type) + { + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; + case ImGuiDataType_S32: + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + return; + case ImGuiDataType_U32: + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + return; + case ImGuiDataType_S64: + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + return; + case ImGuiDataType_U64: + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + return; + case ImGuiDataType_Float: + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } + return; + case ImGuiDataType_Double: + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } + return; + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); +} + +// User can input math operators (e.g. +100) to edit a numerical values. +// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. +bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty) +{ + // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, type_info->Size); + + while (ImCharIsBlankA(*buf)) + buf++; + if (!buf[0]) + { + if (p_data_when_empty != NULL) + { + memcpy(p_data, p_data_when_empty, type_info->Size); + return memcmp(&data_backup, p_data, type_info->Size) != 0; + } + return false; + } + + // Sanitize format + // - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf + // - In theory could treat empty format as using default, but this would only cover rare/bizarre case of using InputScalar() + integer + format string without %. + char format_sanitized[32]; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + format = type_info->ScanFmt; + else + format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized)); + + // Small types need a 32-bit buffer to receive the result from scanf() + int v32 = 0; + if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1) + return false; + if (type_info->Size < 4) + { + if (data_type == ImGuiDataType_S8) + *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + + return memcmp(&data_backup, p_data, type_info->Size) != 0; +} + +template +static int DataTypeCompareT(const T* lhs, const T* rhs) +{ + if (*lhs < *rhs) return -1; + if (*lhs > *rhs) return +1; + return 0; +} + +int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeCompareT((const ImS8* )arg_1, (const ImS8* )arg_2); + case ImGuiDataType_U8: return DataTypeCompareT((const ImU8* )arg_1, (const ImU8* )arg_2); + case ImGuiDataType_S16: return DataTypeCompareT((const ImS16* )arg_1, (const ImS16* )arg_2); + case ImGuiDataType_U16: return DataTypeCompareT((const ImU16* )arg_1, (const ImU16* )arg_2); + case ImGuiDataType_S32: return DataTypeCompareT((const ImS32* )arg_1, (const ImS32* )arg_2); + case ImGuiDataType_U32: return DataTypeCompareT((const ImU32* )arg_1, (const ImU32* )arg_2); + case ImGuiDataType_S64: return DataTypeCompareT((const ImS64* )arg_1, (const ImS64* )arg_2); + case ImGuiDataType_U64: return DataTypeCompareT((const ImU64* )arg_1, (const ImU64* )arg_2); + case ImGuiDataType_Float: return DataTypeCompareT((const float* )arg_1, (const float* )arg_2); + case ImGuiDataType_Double: return DataTypeCompareT((const double*)arg_1, (const double*)arg_2); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return 0; +} + +template +static bool DataTypeClampT(T* v, const T* v_min, const T* v_max) +{ + // Clamp, both sides are optional, return true if modified + if (v_min && *v < *v_min) { *v = *v_min; return true; } + if (v_max && *v > *v_max) { *v = *v_max; return true; } + return false; +} + +bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeClampT((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max); + case ImGuiDataType_U8: return DataTypeClampT((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max); + case ImGuiDataType_S16: return DataTypeClampT((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max); + case ImGuiDataType_U16: return DataTypeClampT((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max); + case ImGuiDataType_S32: return DataTypeClampT((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max); + case ImGuiDataType_U32: return DataTypeClampT((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max); + case ImGuiDataType_S64: return DataTypeClampT((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max); + case ImGuiDataType_U64: return DataTypeClampT((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max); + case ImGuiDataType_Float: return DataTypeClampT((float* )p_data, (const float* )p_min, (const float* )p_max); + case ImGuiDataType_Double: return DataTypeClampT((double*)p_data, (const double*)p_min, (const double*)p_max); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +bool ImGui::DataTypeIsZero(ImGuiDataType data_type, const void* p_data) +{ + ImGuiContext& g = *GImGui; + return DataTypeCompare(data_type, p_data, &g.DataTypeZeroValue) == 0; +} + +static float GetMinimumStepAtDecimalPrecision(int decimal_precision) +{ + static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; + if (decimal_precision < 0) + return FLT_MIN; + return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); +} + +template +TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) +{ + IM_UNUSED(data_type); + IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); + const char* fmt_start = ImParseFormatFindStart(format); + if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string + return v; + + // Sanitize format + char fmt_sanitized[32]; + ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); + fmt_start = fmt_sanitized; + + // Format value with our rounding, and read back + char v_str[64]; + ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); + const char* p = v_str; + while (*p == ' ') + p++; + v = (TYPE)ImAtof(p); + + return v; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +//------------------------------------------------------------------------- +// - DragBehaviorT<>() [Internal] +// - DragBehavior() [Internal] +// - DragScalar() +// - DragScalarN() +// - DragFloat() +// - DragFloat2() +// - DragFloat3() +// - DragFloat4() +// - DragFloatRange2() +// - DragInt() +// - DragInt2() +// - DragInt3() +// - DragInt4() +// - DragIntRange2() +//------------------------------------------------------------------------- + +// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) +template +bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_bounded = (v_min < v_max) || ((v_min == v_max) && (v_min != 0.0f || (flags & ImGuiSliderFlags_ClampZeroRange))); + const bool is_wrapped = is_bounded && (flags & ImGuiSliderFlags_WrapAround); + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + + // Default tweak speed + if (v_speed == 0.0f && is_bounded && (v_max - v_min < FLT_MAX)) + v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); + + // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings + float adjust_delta = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + adjust_delta = g.IO.MouseDelta[axis]; + if (g.IO.KeyAlt && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) + adjust_delta *= 1.0f / 100.0f; + if (g.IO.KeyShift && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) + adjust_delta *= 10.0f; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const float tweak_factor = (flags & ImGuiSliderFlags_NoSpeedTweaks) ? 1.0f : tweak_slow ? 1.0f / 10.0f : tweak_fast ? 10.0f : 1.0f; + adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor; + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); + } + adjust_delta *= v_speed; + + // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. + if (axis == ImGuiAxis_Y) + adjust_delta = -adjust_delta; + + // For logarithmic use our range is effectively 0..1 so scale the delta into that range + if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0 + adjust_delta /= (float)(v_max - v_min); + + // Clear current value on activation + // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. + const bool is_just_activated = g.ActiveIdIsJustActivated; + const bool is_already_past_limits_and_pushing_outward = is_bounded && !is_wrapped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + if (is_just_activated || is_already_past_limits_and_pushing_outward) + { + g.DragCurrentAccum = 0.0f; + g.DragCurrentAccumDirty = false; + } + else if (adjust_delta != 0.0f) + { + g.DragCurrentAccum += adjust_delta; + g.DragCurrentAccumDirty = true; + } + + if (!g.DragCurrentAccumDirty) + return false; + + TYPE v_cur = *v; + FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense) + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + + // Convert to parametric space, apply delta, convert back + float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float v_new_parametric = v_old_parametric + g.DragCurrentAccum; + v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + v_old_ref_for_accum_remainder = v_old_parametric; + } + else + { + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; + } + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + + // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. + g.DragCurrentAccumDirty = false; + if (is_logarithmic) + { + // Convert to parametric space, apply delta, convert back + float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder); + } + else + { + g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); + } + + // Lose zero sign for float/double + if (v_cur == (TYPE)-0) + v_cur = (TYPE)0; + + if (*v != v_cur && is_bounded) + { + if (is_wrapped) + { + // Wrap values + if (v_cur < v_min) + v_cur += v_max - v_min + (is_floating_point ? 0 : 1); + if (v_cur > v_max) + v_cur -= v_max - v_min + (is_floating_point ? 0 : 1); + } + else + { + // Clamp values + handle overflow/wrap-around for integer types. + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) + v_cur = v_min; + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) + v_cur = v_max; + } + } + + // Apply result + if (*v == v_cur) + return false; + *v = v_cur; + return true; +} + +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + { + // Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation. + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + } + if (g.ActiveId != id) + return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. +// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL-clicking on Drag turns it into an InputText + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); + const bool make_active = (clicked || double_clicked || g.NavActivateId == id); + if (make_active && (clicked || double_clicked)) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + // (Optional) simple click (without moving) turns Drag into an InputText + if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) + if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + g.NavActivateId = id; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + temp_input_is_active = true; + } + + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + bool clamp_enabled = false; + if ((flags & ImGuiSliderFlags_ClampOnInput) && (p_min != NULL || p_max != NULL)) + { + const int clamp_range_dir = (p_min != NULL && p_max != NULL) ? DataTypeCompare(data_type, p_min, p_max) : 0; // -1 when *p_min < *p_max, == 0 when *p_min == *p_max + if (p_min == NULL || p_max == NULL || clamp_range_dir < 0) + clamp_enabled = true; + else if (clamp_range_dir == 0) + clamp_enabled = DataTypeIsZero(data_type, p_min) ? ((flags & ImGuiSliderFlags_ClampZeroRange) != 0) : true; + } + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); + if (value_changed) + MarkItemEdited(id); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + float min_min = (v_min >= v_max) ? -FLT_MAX : v_min; + float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + float max_max = (v_min >= v_max) ? FLT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +// NB: v_speed is float to allow adjusting the drag speed with more precision +bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + int min_min = (v_min >= v_max) ? INT_MIN : v_min; + int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + int max_max = (v_min >= v_max) ? INT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +//------------------------------------------------------------------------- +// - ScaleRatioFromValueT<> [Internal] +// - ScaleValueFromRatioT<> [Internal] +// - SliderBehaviorT<>() [Internal] +// - SliderBehavior() [Internal] +// - SliderScalar() +// - SliderScalarN() +// - SliderFloat() +// - SliderFloat2() +// - SliderFloat3() +// - SliderFloat4() +// - SliderAngle() +// - SliderInt() +// - SliderInt2() +// - SliderInt3() +// - SliderInt4() +// - VSliderScalar() +// - VSliderFloat() +// - VSliderInt() +//------------------------------------------------------------------------- + +// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) +template +float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + if (v_min == v_max) + return 0.0f; + IM_UNUSED(data_type); + + const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); + if (is_logarithmic) + { + bool flipped = v_max < v_min; + + if (flipped) // Handle the case where the range is backwards + ImSwap(v_min, v_max); + + // Fudge min/max to avoid getting close to log(0) + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_min == 0.0f) && (v_max < 0.0f)) + v_min_fudged = -logarithmic_zero_epsilon; + else if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float result; + if (v_clamped <= v_min_fudged) + result = 0.0f; // Workaround for values that are in-range but below our fudge + else if (v_clamped >= v_max_fudged) + result = 1.0f; // Workaround for values that are in-range but above our fudge + else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions + { + float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (v == 0.0f) + result = zero_point_center; // Special case for exactly zero + else if (v < 0.0f) + result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L; + else + result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R)); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)); + else + result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)); + + return flipped ? (1.0f - result) : result; + } + else + { + // Linear slider + return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); + } +} + +// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) +template +TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + // We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct" + // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler. + if (t <= 0.0f || v_min == v_max) + return v_min; + if (t >= 1.0f) + return v_max; + + TYPE result = (TYPE)0; + if (is_logarithmic) + { + // Fudge min/max to avoid getting silly results close to zero + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + const bool flipped = v_max < v_min; // Check if range is "backwards" + if (flipped) + ImSwap(v_min_fudged, v_max_fudged); + + // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range + + if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts + { + float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) + result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + else if (t_with_flip < zero_point_center) + result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); + else + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); + } + else + { + // Linear slider + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + if (is_floating_point) + { + result = ImLerp(v_min, v_max, t); + } + else if (t < 1.0) + { + // - For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 + // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. + FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; + result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); + } + } + + return result; +} + +// FIXME: Try to move more of the code into shared SliderBehavior() +template +bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const float v_range_f = (float)(v_min < v_max ? v_max - v_min : v_min - v_max); // We don't need high precision for what we do with it. + + // Calculate bounds + const float grab_padding = 2.0f; // FIXME: Should be part of style. + const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; + float grab_sz = style.GrabMinSize; + if (!is_floating_point && v_range_f >= 0.0f) // v_range_f < 0 may happen on integer overflows + grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + grab_sz = ImMin(grab_sz, slider_sz); + const float slider_usable_sz = slider_sz - grab_sz; + const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; + const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); + } + + // Process interacting with the slider + bool value_changed = false; + if (g.ActiveId == id) + { + bool set_new_value = false; + float clicked_t = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (!g.IO.MouseDown[0]) + { + ClearActiveID(); + } + else + { + const float mouse_abs_pos = g.IO.MousePos[axis]; + if (g.ActiveIdIsJustActivated) + { + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here. + g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f; + } + if (slider_usable_sz > 0.0f) + clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz); + if (axis == ImGuiAxis_Y) + clicked_t = 1.0f - clicked_t; + set_new_value = true; + } + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + if (g.ActiveIdIsJustActivated) + { + g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation + g.SliderCurrentAccumDirty = false; + } + + float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis); + if (input_delta != 0.0f) + { + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + if (decimal_precision > 0) + { + input_delta /= 100.0f; // Keyboard/Gamepad tweak speeds in % of slider bounds + if (tweak_slow) + input_delta /= 10.0f; + } + else + { + if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow) + input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Keyboard/Gamepad tweak speeds in integer steps + else + input_delta /= 100.0f; + } + if (tweak_fast) + input_delta *= 10.0f; + + g.SliderCurrentAccum += input_delta; + g.SliderCurrentAccumDirty = true; + } + + float delta = g.SliderCurrentAccum; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + { + ClearActiveID(); + } + else if (g.SliderCurrentAccumDirty) + { + clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + { + set_new_value = false; + g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate + } + else + { + set_new_value = true; + float old_clicked_t = clicked_t; + clicked_t = ImSaturate(clicked_t + delta); + + // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if (delta > 0) + g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta); + else + g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta); + } + + g.SliderCurrentAccumDirty = false; + } + } + + if (set_new_value) + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + set_new_value = false; + + if (set_new_value) + { + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + + // Apply result + if (*v != v_new) + { + *v = v_new; + value_changed = true; + } + } + } + + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } + else + { + // Output grab position so it can be displayed by the caller + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } + + return value_changed; +} + +// For 32-bit and larger types, slider bounds are limited to half the natural type range. +// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. +// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + IM_ASSERT((flags & ImGuiSliderFlags_WrapAround) == 0); // Not supported by SliderXXX(), only by DragXXX() + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: + IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U32: + IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_S64: + IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U64: + IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Float: + IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Double: + IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL-clicking on Slider turns it into an input box + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + const bool make_active = (clicked || g.NavActivateId == id); + if (make_active && clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + const bool clamp_enabled = (flags & ImGuiSliderFlags_ClampOnInput) != 0; + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; +} + +// Add multiple sliders on 1 line for compact edition of multiple components +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags) +{ + if (format == NULL) + format = "%.0f deg"; + float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); + if (value_changed) + *v_rad = v_deg * (2 * IM_PI) / 360.0f; + return value_changed; +} + +bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(frame_bb, id)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + if (clicked || g.NavActivateId == id) + { + if (clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + // For the vertical slider we allow centered text to overlap the frame padding + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + return value_changed; +} + +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +//------------------------------------------------------------------------- +// - ImParseFormatFindStart() [Internal] +// - ImParseFormatFindEnd() [Internal] +// - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatSanitizeForPrinting() [Internal] +// - ImParseFormatSanitizeForScanning() [Internal] +// - ImParseFormatPrecision() [Internal] +// - TempInputTextScalar() [Internal] +// - InputScalar() +// - InputScalarN() +// - InputFloat() +// - InputFloat2() +// - InputFloat3() +// - InputFloat4() +// - InputInt() +// - InputInt2() +// - InputInt3() +// - InputInt4() +// - InputDouble() +//------------------------------------------------------------------------- + +// We don't use strchr() because our strings are usually very short and often start with '%' +const char* ImParseFormatFindStart(const char* fmt) +{ + while (char c = fmt[0]) + { + if (c == '%' && fmt[1] != '%') + return fmt; + else if (c == '%') + fmt++; + fmt++; + } + return fmt; +} + +const char* ImParseFormatFindEnd(const char* fmt) +{ + // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. + if (fmt[0] != '%') + return fmt; + const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); + const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); + for (char c; (c = *fmt) != 0; fmt++) + { + if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) + return fmt + 1; + if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) + return fmt + 1; + } + return fmt; +} + +// Extract the format out of a format string with leading or trailing decorations +// fmt = "blah blah" -> return "" +// fmt = "%.3f" -> return fmt +// fmt = "hello %.3f" -> return fmt + 6 +// fmt = "%.3f hello" -> return buf written with "%.3f" +const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size) +{ + const char* fmt_start = ImParseFormatFindStart(fmt); + if (fmt_start[0] != '%') + return ""; + const char* fmt_end = ImParseFormatFindEnd(fmt_start); + if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. + return fmt_start; + ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); + return buf; +} + +// Sanitize format +// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi +// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. +void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate +} + +// - For scanning we need to remove all width and precision fields and flags "%+3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d" +const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + const char* fmt_out_begin = fmt_out; + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + bool has_type = false; + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (!has_type && ((c >= '0' && c <= '9') || c == '.' || c == '+' || c == '#')) + continue; + has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate + return fmt_out_begin; +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + +// Parse display precision back from the display format string +// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. +int ImParseFormatPrecision(const char* fmt, int default_precision) +{ + fmt = ImParseFormatFindStart(fmt); + if (fmt[0] != '%') + return default_precision; + fmt++; + while (*fmt >= '0' && *fmt <= '9') + fmt++; + int precision = INT_MAX; + if (*fmt == '.') + { + fmt = ImAtoi(fmt + 1, &precision); + if (precision < 0 || precision > 99) + precision = default_precision; + } + if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation + precision = -1; + if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) + precision = -1; + return (precision == INT_MAX) ? default_precision : precision; +} + +// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) +// FIXME: Facilitate using this in variety of other situations. +// FIXME: Among other things, setting ImGuiItemFlags_AllowDuplicateId in LastItemData is currently correct but +// the expected relationship between TempInputXXX functions and LastItemData is a little fishy. +bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags) +{ + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. + // We clear ActiveID on the first frame to allow the InputText() taking it back. + ImGuiContext& g = *GImGui; + const bool init = (g.TempInputId != id); + if (init) + ClearActiveID(); + + g.CurrentWindow->DC.CursorPos = bb.Min; + g.LastItemData.ItemFlags |= ImGuiItemFlags_AllowDuplicateId; + bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); + if (init) + { + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputId = g.ActiveId; + } + return value_changed; +} + +// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! +// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. +// However this may not be ideal for all uses, as some user code may break on out of bound values. +bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) +{ + // FIXME: May need to clarify display behavior if format doesn't contain %. + // "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405 + ImGuiContext& g = *GImGui; + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + char fmt_buf[32]; + char data_buf[32]; + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + if (format[0] == 0) + format = type_info->PrintFmt; + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); + ImStrTrimBlanks(data_buf); + + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + g.LastItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; // Because TempInputText() uses ImGuiInputTextFlags_MergedItem it doesn't submit a new item, so we poke LastItemData. + bool value_changed = false; + if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) + { + // Backup old value + size_t data_type_size = type_info->Size; + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, data_type_size); + + // Apply new value (or operations) then clamp + DataTypeApplyFromText(data_buf, data_type, p_data, format, NULL); + if (p_clamp_min || p_clamp_max) + { + if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) + ImSwap(p_clamp_min, p_clamp_max); + DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); + } + + // Only mark as edited if new value is different + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; + value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; + if (value_changed) + MarkItemEdited(id); + } + return value_changed; +} + +void ImGui::SetNextItemRefVal(ImGuiDataType data_type, void* p_data) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasRefVal; + memcpy(&g.NextItemData.RefVal, p_data, DataTypeGetInfo(data_type)->Size); +} + +// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. +// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + IM_ASSERT((flags & ImGuiInputTextFlags_EnterReturnsTrue) == 0); // Not supported by InputScalar(). Please open an issue if you this would be useful to you. Otherwise use IsItemDeactivatedAfterEdit()! + + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + void* p_data_default = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasRefVal) ? &g.NextItemData.RefVal : &g.DataTypeZeroValue; + + char buf[64]; + if ((flags & ImGuiInputTextFlags_DisplayEmptyRefVal) && DataTypeCompare(data_type, p_data, p_data_default) == 0) + buf[0] = 0; + else + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); + + // Disable the MarkItemEdited() call in InputText but keep ImGuiItemStatusFlags_Edited. + // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + g.NextItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; + flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + + bool value_changed = false; + if (p_step == NULL) + { + if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); + } + else + { + const float button_size = GetFrameHeight(); + + BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() + PushID(label); + SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + + // Step buttons + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; + if (flags & ImGuiInputTextFlags_ReadOnly) + BeginDisabled(); + PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("-", ImVec2(button_size, button_size))) + { + DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("+", ImVec2(button_size, button_size))) + { + DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + PopItemFlag(); + if (flags & ImGuiInputTextFlags_ReadOnly) + EndDisabled(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + style.FramePadding = backup_frame_padding; + + PopID(); + EndGroup(); + } + + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) +{ + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); +} + +bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) +{ + // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. + const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); +} + +bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) +{ + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint +//------------------------------------------------------------------------- +// - imstb_textedit.h include +// - InputText() +// - InputTextWithHint() +// - InputTextMultiline() +// - InputTextGetCharInfo() [Internal] +// - InputTextReindexLines() [Internal] +// - InputTextReindexLinesRange() [Internal] +// - InputTextEx() [Internal] +// - DebugNodeInputTextState() [Internal] +//------------------------------------------------------------------------- + +namespace ImStb +{ +#include "imstb_textedit.h" +} + +bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint. + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +// This is only used in the path where the multiline widget is inactivate. +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) +{ + int line_count = 0; + const char* s = text_begin; + while (true) + { + const char* s_eol = strchr(s, '\n'); + line_count++; + if (s_eol == NULL) + { + s = s + strlen(s); + break; + } + s = s_eol + 1; + } + *out_text_end = s; + return line_count; +} + +// FIXME: Ideally we'd share code with ImFont::CalcTextSizeA() +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining, ImVec2* out_offset, bool stop_on_new_line) +{ + ImGuiContext& g = *ctx; + ImFont* font = g.Font; + const float line_height = g.FontSize; + const float scale = line_height / font->FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const char* s = text_begin; + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (stop_on_new_line) + break; + continue; + } + if (c == '\r') + continue; + + const float char_width = ((int)c < font->IndexAdvanceX.Size ? font->IndexAdvanceX.Data[c] : font->FallbackAdvanceX) * scale; + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (out_offset) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) +// With our UTF-8 use of stb_textedit: +// - STB_TEXTEDIT_GETCHAR is nothing more than a a "GETBYTE". It's only used to compare to ascii or to copy blocks of text so we are fine. +// - One exception is the STB_TEXTEDIT_IS_SPACE feature which would expect a full char in order to handle full-width space such as 0x3000 (see ImCharIsBlankW). +// - ...but we don't use that feature. +namespace ImStb +{ +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->TextLen; } +static char STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx <= obj->TextLen); return obj->TextSrc[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { unsigned int c; ImTextCharFromUtf8(&c, obj->TextSrc + line_start_idx + char_idx, obj->TextSrc + obj->TextLen); if ((ImWchar)c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance((ImWchar)c) * g.FontScale; } +static char STB_TEXTEDIT_NEWLINE = '\n'; +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) +{ + const char* text = obj->TextSrc; + const char* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSize(obj->Ctx, text + line_start_idx, text + obj->TextLen, &text_remaining, NULL, true); + r->x0 = 0.0f; + r->x1 = size.x; + r->baseline_y_delta = size.y; + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = (int)(text_remaining - (text + line_start_idx)); +} + +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL + +static int IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx >= obj->TextLen) + return obj->TextLen + 1; + unsigned int c; + return idx + ImTextCharFromUtf8(&c, obj->TextSrc + idx, obj->TextSrc + obj->TextLen); +} + +static int IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx <= 0) + return -1; + const char* p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, obj->TextSrc + idx); + return (int)(p - obj->TextSrc); +} + +static bool ImCharIsSeparatorW(unsigned int c) +{ + static const unsigned int separator_list[] = + { + ',', 0x3001, '.', 0x3002, ';', 0xFF1B, '(', 0xFF08, ')', 0xFF09, '{', 0xFF5B, '}', 0xFF5D, + '[', 0x300C, ']', 0x300D, '|', 0xFF5C, '!', 0xFF01, '\\', 0xFFE5, '/', 0x30FB, 0xFF0F, + '\n', '\r', + }; + for (unsigned int separator : separator_list) + if (c == separator) + return true; + return false; +} + +static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) +{ + // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); + return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) +{ + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); + return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + return idx < 0 ? 0 : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) +{ + int len = obj->TextLen; + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + while (idx < len && !is_word_boundary_from_left(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + int len = obj->TextLen; + while (idx < len && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); } +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL + +static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) +{ + // Offset remaining text (+ copy zero terminator) + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + char* dst = obj->TextA.Data + pos; + char* src = obj->TextA.Data + pos + n; + memmove(dst, src, obj->TextLen - n - pos + 1); + obj->Edited = true; + obj->TextLen -= n; +} + +static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len) +{ + const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int text_len = obj->TextLen; + IM_ASSERT(pos <= text_len); + + if (!is_resizable && (new_text_len + obj->TextLen + 1 > obj->BufCapacity)) + return false; + + // Grow internal buffer if needed + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + if (new_text_len + text_len + 1 > obj->TextA.Size) + { + if (!is_resizable) + return false; + obj->TextA.resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1); + obj->TextSrc = obj->TextA.Data; + } + + char* text = obj->TextA.Data; + if (pos != text_len) + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos)); + memcpy(text + pos, new_text, (size_t)new_text_len); + + obj->Edited = true; + obj->TextLen += new_text_len; + obj->TextA[obj->TextLen] = '\0'; + + return true; +} + +// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page +#define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page +#define STB_TEXTEDIT_K_SHIFT 0x400000 + +#define IMSTB_TEXTEDIT_IMPLEMENTATION +#define IMSTB_TEXTEDIT_memmove memmove +#include "imstb_textedit.h" + +// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling +// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) +static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + stb_text_makeundo_replace(str, state, 0, str->TextLen, text_len); + ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->TextLen); + state->cursor = state->select_start = state->select_end = 0; + if (text_len <= 0) + return; + if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) + { + state->cursor = state->select_start = state->select_end = text_len; + state->has_preferred_x = 0; + return; + } + IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() +} + +} // namespace ImStb + +// We added an extra indirection where 'Stb' is heap-allocated, in order facilitate the work of bindings generators. +ImGuiInputTextState::ImGuiInputTextState() +{ + memset(this, 0, sizeof(*this)); + Stb = IM_NEW(ImStbTexteditState); + memset(Stb, 0, sizeof(*Stb)); +} + +ImGuiInputTextState::~ImGuiInputTextState() +{ + IM_DELETE(Stb); +} + +void ImGuiInputTextState::OnKeyPressed(int key) +{ + stb_textedit_key(this, Stb, key); + CursorFollow = true; + CursorAnimReset(); +} + +void ImGuiInputTextState::OnCharPressed(unsigned int c) +{ + // Convert the key to a UTF8 byte sequence. + // The changes we had to make to stb_textedit_key made it very much UTF-8 specific which is not too great. + char utf8[5]; + ImTextCharToUtf8(utf8, c); + stb_textedit_text(this, Stb, utf8, (int)strlen(utf8)); + CursorFollow = true; + CursorAnimReset(); +} + +// Those functions are not inlined in imgui_internal.h, allowing us to hide ImStbTexteditState from that header. +void ImGuiInputTextState::CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking +void ImGuiInputTextState::CursorClamp() { Stb->cursor = ImMin(Stb->cursor, TextLen); Stb->select_start = ImMin(Stb->select_start, TextLen); Stb->select_end = ImMin(Stb->select_end, TextLen); } +bool ImGuiInputTextState::HasSelection() const { return Stb->select_start != Stb->select_end; } +void ImGuiInputTextState::ClearSelection() { Stb->select_start = Stb->select_end = Stb->cursor; } +int ImGuiInputTextState::GetCursorPos() const { return Stb->cursor; } +int ImGuiInputTextState::GetSelectionStart() const { return Stb->select_start; } +int ImGuiInputTextState::GetSelectionEnd() const { return Stb->select_end; } +void ImGuiInputTextState::SelectAll() { Stb->select_start = 0; Stb->cursor = Stb->select_end = TextLen; Stb->has_preferred_x = 0; } +void ImGuiInputTextState::ReloadUserBufAndSelectAll() { WantReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; } +void ImGuiInputTextState::ReloadUserBufAndKeepSelection() { WantReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; } +void ImGuiInputTextState::ReloadUserBufAndMoveToEnd() { WantReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; } + +ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() +{ + memset(this, 0, sizeof(*this)); +} + +// Public API to manipulate UTF-8 text from within a callback. +// FIXME: The existence of this rarely exercised code path is a bit of a nuisance. +// Historically they existed because STB_TEXTEDIT_INSERTCHARS() etc. worked on our ImWchar +// buffer, but nowadays they both work on UTF-8 data. Should aim to merge both. +void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) +{ + IM_ASSERT(pos + bytes_count <= BufTextLen); + char* dst = Buf + pos; + const char* src = Buf + pos + bytes_count; + memmove(dst, src, BufTextLen - bytes_count - pos + 1); + + if (CursorPos >= pos + bytes_count) + CursorPos -= bytes_count; + else if (CursorPos >= pos) + CursorPos = pos; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen -= bytes_count; +} + +void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) +{ + // Accept null ranges + if (new_text == new_text_end) + return; + + // Grow internal buffer if needed + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); + if (new_text_len + BufTextLen >= BufSize) + { + if (!is_resizable) + return; + + ImGuiContext& g = *Ctx; + ImGuiInputTextState* edit_state = &g.InputTextState; + IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); + IM_ASSERT(Buf == edit_state->TextA.Data); + int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; + edit_state->TextA.resize(new_buf_size + 1); + edit_state->TextSrc = edit_state->TextA.Data; + Buf = edit_state->TextA.Data; + BufSize = edit_state->BufCapacity = new_buf_size; + } + + if (BufTextLen != pos) + memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); + memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); + Buf[BufTextLen + new_text_len] = '\0'; + + if (CursorPos >= pos) + CursorPos += new_text_len; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen += new_text_len; +} + +// Return false to discard a character. +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard) +{ + unsigned int c = *p_char; + + // Filter non-printable (NB: isprint is unreliable! see #2467) + bool apply_named_filters = true; + if (c < 0x20) + { + bool pass = false; + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) + pass |= (c == '\t') && (flags & ImGuiInputTextFlags_AllowTabInput) != 0; + if (!pass) + return false; + apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. + } + + if (input_source_is_clipboard == false) + { + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; + + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + } + + // Filter Unicode ranges we are not handling in this build + if (c > IM_UNICODE_CODEPOINT_MAX) + return false; + + // Generic named filters + if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint))) + { + // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'. + // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. + // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. + // Change the default decimal_point with: + // ImGui::GetPlatformIO()->Platform_LocaleDecimalPoint = *localeconv()->decimal_point; + // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. + ImGuiContext& g = *ctx; + const unsigned c_decimal_point = (unsigned int)g.PlatformIO.Platform_LocaleDecimalPoint; + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint)) + if (c == '.' || c == ',') + c = c_decimal_point; + + // Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) + // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may + // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font. + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal)) + if (c >= 0xFF01 && c <= 0xFF5E) + c = c - 0xFF01 + 0x21; + + // Allow 0-9 . - + * / + if (flags & ImGuiInputTextFlags_CharsDecimal) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + return false; + + // Allow 0-9 . - + * / e E + if (flags & ImGuiInputTextFlags_CharsScientific) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + return false; + + // Allow 0-9 a-F A-F + if (flags & ImGuiInputTextFlags_CharsHexadecimal) + if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) + return false; + + // Turn a-z into A-Z + if (flags & ImGuiInputTextFlags_CharsUppercase) + if (c >= 'a' && c <= 'z') + c += (unsigned int)('A' - 'a'); + + if (flags & ImGuiInputTextFlags_CharsNoBlank) + if (ImCharIsBlankW(c)) + return false; + + *p_char = c; + } + + // Custom callback filter + if (flags & ImGuiInputTextFlags_CallbackCharFilter) + { + ImGuiContext& g = *GImGui; + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; + callback_data.EventChar = (ImWchar)c; + callback_data.Flags = flags; + callback_data.UserData = user_data; + if (callback(&callback_data) != 0) + return false; + *p_char = callback_data.EventChar; + if (!callback_data.EventChar) + return false; + } + + return true; +} + +// Find the shortest single replacement we can make to get from old_buf to new_buf +// Note that this doesn't directly alter state->TextA, state->TextLen. They are expected to be made valid separately. +// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly. +static void InputTextReconcileUndoState(ImGuiInputTextState* state, const char* old_buf, int old_length, const char* new_buf, int new_length) +{ + const int shorter_length = ImMin(old_length, new_length); + int first_diff; + for (first_diff = 0; first_diff < shorter_length; first_diff++) + if (old_buf[first_diff] != new_buf[first_diff]) + break; + if (first_diff == old_length && first_diff == new_length) + return; + + int old_last_diff = old_length - 1; + int new_last_diff = new_length - 1; + for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--) + if (old_buf[old_last_diff] != new_buf[new_last_diff]) + break; + + const int insert_len = new_last_diff - first_diff + 1; + const int delete_len = old_last_diff - first_diff + 1; + if (insert_len > 0 || delete_len > 0) + if (IMSTB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb->undostate, first_diff, delete_len, insert_len)) + for (int i = 0; i < delete_len; i++) + p[i] = old_buf[first_diff + i]; +} + +// As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables) +// we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714) +// It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick, +// but that more likely be attractive when we do have _NoLiveEdit flag available. +void ImGui::InputTextDeactivateHook(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputTextState* state = &g.InputTextState; + if (id == 0 || state->ID != id) + return; + g.InputTextDeactivatedState.ID = state->ID; + if (state->Flags & ImGuiInputTextFlags_ReadOnly) + { + g.InputTextDeactivatedState.TextA.resize(0); // In theory this data won't be used, but clear to be neat. + } + else + { + IM_ASSERT(state->TextA.Data != 0); + IM_ASSERT(state->TextA[state->TextLen] == 0); + g.InputTextDeactivatedState.TextA.resize(state->TextLen + 1); + memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->TextLen + 1); + } +} + +// Edit a string of text +// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". +// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match +// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. +// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. +// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h +// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are +// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(buf != NULL && buf_size >= 0); + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + IM_ASSERT(!((flags & ImGuiInputTextFlags_ElideLeft) && (flags & ImGuiInputTextFlags_Multiline))); // Multiline will not work with left-trimming + + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool RENDER_SELECTION_WHEN_INACTIVE = false; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) + BeginGroup(); + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); + + ImGuiWindow* draw_window = window; + ImVec2 inner_size = frame_size; + ImGuiLastItemData item_data_backup; + if (is_multiline) + { + ImVec2 backup_pos = window->DC.CursorPos; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + { + EndGroup(); + return false; + } + item_data_backup = g.LastItemData; + window->DC.CursorPos = backup_pos; + + // Prevent NavActivation from Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping. + if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && (flags & ImGuiInputTextFlags_AllowTabInput)) + g.NavActivateId = 0; + + // Prevent NavActivate reactivating in BeginChild() when we are already active. + const ImGuiID backup_activate_id = g.NavActivateId; + if (g.ActiveId == id) // Prevent reactivation + g.NavActivateId = 0; + + // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); + g.NavActivateId = backup_activate_id; + PopStyleVar(3); + PopStyleColor(); + if (!child_visible) + { + EndChild(); + EndGroup(); + return false; + } + draw_window = g.CurrentWindow; // Child window + draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.CursorPos += style.FramePadding; + inner_size.x -= draw_window->ScrollbarSizes.x; + } + else + { + // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) + ItemSize(total_bb, style.FramePadding.y); + if (!(flags & ImGuiInputTextFlags_MergedItem)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + return false; + } + + // Ensure mouse cursor is set even after switching to keyboard/gamepad mode. May generalize further? (#6417) + bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags | ImGuiItemFlags_NoNavDisableMouseHover); + if (hovered) + SetMouseCursor(ImGuiMouseCursor_TextInput); + if (hovered && g.NavHighlightItemUnderNav) + hovered = false; + + // We are only allowed to access the state if we are already the active widget. + ImGuiInputTextState* state = GetInputTextState(id); + + if (g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) + flags |= ImGuiInputTextFlags_ReadOnly; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard))); + + const bool user_clicked = hovered && io.MouseClicked[0]; + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + bool clear_active_id = false; + bool select_all = false; + + float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; + + const bool init_reload_from_user_buf = (state != NULL && state->WantReloadUserBuf); + const bool init_changed_specs = (state != NULL && state->Stb->single_line != !is_multiline); // state != NULL means its our state. + const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav); + const bool init_state = (init_make_active || user_scroll_active); + if (init_reload_from_user_buf) + { + int new_len = (int)strlen(buf); + IM_ASSERT(new_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?"); + state->WantReloadUserBuf = false; + InputTextReconcileUndoState(state, state->TextA.Data, state->TextLen, buf, new_len); + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextLen = new_len; + memcpy(state->TextA.Data, buf, state->TextLen + 1); + state->Stb->select_start = state->ReloadSelectionStart; + state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd; + state->CursorClamp(); + } + else if ((init_state && g.ActiveId != id) || init_changed_specs) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714) + InputTextDeactivateHook(state->ID); + + // Take a copy of the initial buffer value. + // From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + IM_ASSERT(buf_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?"); + state->TextToRevertTo.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextToRevertTo.Data, buf, buf_len + 1); + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate? + bool recycle_state = (state->ID == id && !init_changed_specs); + if (recycle_state && (state->TextLen != buf_len || (state->TextA.Data == NULL || strncmp(state->TextA.Data, buf, buf_len) != 0))) + recycle_state = false; + + // Start edition + state->ID = id; + state->TextLen = buf_len; + if (!is_readonly) + { + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextA.Data, buf, state->TextLen + 1); + } + + // Find initial scroll position for right alignment + state->Scroll = ImVec2(0.0f, 0.0f); + if (flags & ImGuiInputTextFlags_ElideLeft) + state->Scroll.x += ImMax(0.0f, CalcTextSize(buf).x - frame_size.x + style.FramePadding.x * 2.0f); + + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + if (recycle_state) + state->CursorClamp(); + else + stb_textedit_initialize_state(state->Stb, !is_multiline); + + if (!is_multiline) + { + if (flags & ImGuiInputTextFlags_AutoSelectAll) + select_all = true; + if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) + select_all = true; + if (user_clicked && io.KeyCtrl) + select_all = true; + } + + if (flags & ImGuiInputTextFlags_AlwaysOverwrite) + state->Stb->insert_mode = 1; // stb field name is indeed incorrect (see #2863) + } + + const bool is_osx = io.ConfigMacOSXBehaviors; + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + } + if (g.ActiveId == id) + { + // Declare some inputs, the other are registered and polled via Shortcut() routing system. + // FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combinaison into individual shortcuts. + const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Enter, ImGuiKey_KeypadEnter, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End }; + for (ImGuiKey key : always_owned_keys) + SetKeyOwner(key, id); + if (user_clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + { + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + SetKeyOwner(ImGuiKey_UpArrow, id); + SetKeyOwner(ImGuiKey_DownArrow, id); + } + if (is_multiline) + { + SetKeyOwner(ImGuiKey_PageUp, id); + SetKeyOwner(ImGuiKey_PageDown, id); + } + // FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu + if (is_osx) + SetKeyOwner(ImGuiMod_Alt, id); + + // Expose scroll in a manner that is agnostic to us using a child window + if (is_multiline && state != NULL) + state->Scroll.y = draw_window->Scroll.y; + + // Read-only mode always ever read from source buffer. Refresh TextLen when active. + if (is_readonly && state != NULL) + state->TextLen = (int)strlen(buf); + //if (is_readonly && state != NULL) + // state->TextA.clear(); // Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th allocation. + } + if (state != NULL) + state->TextSrc = is_readonly ? buf : state->TextA.Data; + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + clear_active_id = true; + + // Lock the decision of whether we are going to take the path displaying the cursor or selection + bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool validated = false; + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state; + const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + { + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; + password_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); + PushFont(password_font); + } + + // Process mouse inputs and character inputs + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + state->Edited = false; + state->BufCapacity = buf_size; + state->Flags = flags; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + + // Edit in progress + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->Scroll.x; + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); + + if (select_all) + { + state->SelectAll(); + state->SelectedAllMouseLock = true; + } + else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) + { + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); + const int multiclick_count = (io.MouseClickedCount[0] - 2); + if ((multiclick_count % 2) == 0) + { + // Double-click: Select word + // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant: + // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) + const bool is_bol = (state->Stb->cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor - 1) == '\n'; + if (STB_TEXT_HAS_SELECTION(state->Stb) || !is_bol) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + if (!STB_TEXT_HAS_SELECTION(state->Stb)) + ImStb::stb_textedit_prep_selection_at_cursor(state->Stb); + state->Stb->cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb->cursor); + state->Stb->select_end = state->Stb->cursor; + ImStb::stb_textedit_clamp(state, state->Stb); + } + else + { + // Triple-click: Select line + const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor) == '\n'; + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); + state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); + if (!is_eol && is_multiline) + { + ImSwap(state->Stb->select_start, state->Stb->select_end); + state->Stb->cursor = state->Stb->select_end; + } + state->CursorFollow = false; + } + state->CursorAnimReset(); + } + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) + { + if (hovered) + { + if (io.KeyShift) + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); + else + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; + } + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + state->SelectedAllMouseLock = false; + + // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) + // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes) + if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly) + { + if (Shortcut(ImGuiKey_Tab, ImGuiInputFlags_Repeat, id)) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + // FIXME: Implement Shift+Tab + /* + if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, ImGuiInputFlags_Repeat, id)) + { + } + */ + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl); + if (io.InputQueueCharacters.Size > 0) + { + if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t') // Skip Tab, see above. + continue; + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + + // Consume characters + io.InputQueueCharacters.resize(0); + } + } + + // Process other shortcuts/key-presses + bool revert_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + IM_ASSERT(state != NULL); + + const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); + state->Stb->row_count_per_page = row_count_per_page; + + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + + // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) + // Otherwise we could simply assume that we own the keys as we are active. + const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat; + const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, 0, id)) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, f_repeat, id)) && !is_readonly; + const bool is_undo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || (is_osx && Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id))) && !is_readonly && is_undoable; + const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, 0, id); + + // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); + const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); + const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id)); + + // FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of. + // FIXME-OSX: Missing support for Alt(option)+Right/Left = go to end of line, or next line if already in end of line. + if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) + { + if (!state->HasSelection()) + { + // OSX doesn't seem to have Super+Delete to delete until end-of-line, so we don't emulate that (as opposed to Super+Backspace) + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); + } + else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly) + { + if (!state->HasSelection()) + { + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeyCtrl && !io.KeyAlt && !io.KeySuper) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (is_enter_pressed || is_gamepad_validate) + { + // Determine if we turn Enter into a \n character + bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; + if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + { + validated = true; + if (io.ConfigInputTextEnterKeepActive && !is_multiline) + state->SelectAll(); // No need to scroll + else + clear_active_id = true; + } + else if (!is_readonly) + { + unsigned int c = '\n'; // Insert new line + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + } + else if (is_cancel) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + if (buf[0] != 0) + { + revert_edit = true; + } + else + { + render_cursor = render_selection = false; + clear_active_id = true; + } + } + else + { + clear_active_id = revert_edit = true; + render_cursor = render_selection = false; + } + } + else if (is_undo || is_redo) + { + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); + } + else if (is_select_all) + { + state->SelectAll(); + state->CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + { + // SetClipboardText() only takes null terminated strings + state->TextSrc may point to read-only user buffer, so we need to make a copy. + const int ib = state->HasSelection() ? ImMin(state->Stb->select_start, state->Stb->select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb->select_start, state->Stb->select_end) : state->TextLen; + g.TempBuffer.reserve(ie - ib + 1); + memcpy(g.TempBuffer.Data, state->TextSrc + ib, ie - ib); + g.TempBuffer.Data[ie - ib] = 0; + SetClipboardText(g.TempBuffer.Data); + } + if (is_cut) + { + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, state->Stb); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)strlen(clipboard); + ImVector clipboard_filtered; + clipboard_filtered.reserve(clipboard_len + 1); + for (const char* s = clipboard; *s != 0; ) + { + unsigned int c; + int in_len = ImTextCharFromUtf8(&c, s, NULL); + s += in_len; + if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true)) + continue; + char c_utf8[5]; + ImTextCharToUtf8(c_utf8, c); + int out_len = (int)strlen(c_utf8); + clipboard_filtered.resize(clipboard_filtered.Size + out_len); + memcpy(clipboard_filtered.Data + clipboard_filtered.Size - out_len, c_utf8, out_len); + } + if (clipboard_filtered.Size > 0) // If everything was filtered, ignore the pasting operation + { + clipboard_filtered.push_back(0); + stb_textedit_paste(state, state->Stb, clipboard_filtered.Data, clipboard_filtered.Size - 1); + state->CursorFollow = true; + } + } + } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + } + + // Process callbacks and apply result back to user's buffer. + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + if (revert_edit && !is_readonly) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + // Clear input + IM_ASSERT(buf[0] != 0); + apply_new_text = ""; + apply_new_text_length = 0; + value_changed = true; + IMSTB_TEXTEDIT_CHARTYPE empty_string; + stb_textedit_replace(state, state->Stb, &empty_string, 0); + } + else if (strcmp(buf, state->TextToRevertTo.Data) != 0) + { + apply_new_text = state->TextToRevertTo.Data; + apply_new_text_length = state->TextToRevertTo.Size - 1; + + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + // Push records into the undo stack so we can CTRL+Z the revert operation itself + value_changed = true; + stb_textedit_replace(state, state->Stb, state->TextToRevertTo.Data, state->TextToRevertTo.Size - 1); + } + } + + // FIXME-OPT: We always reapply the live buffer back to the input buffer before clearing ActiveId, + // even though strictly speaking it wasn't modified on this frame. Should mark dirty state from the stb_textedit callbacks. + // If we do that, need to ensure that as special case, 'validated == true' also writes back. + // This also allows the user to use InputText() without maintaining any user-side storage. + // (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object + // unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). + const bool apply_edit_back_to_user_buffer = true;// !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + if (apply_edit_back_to_user_buffer) + { + // Apply current edited text immediately. + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_None; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) + { + event_flag = ImGuiInputTextFlags_CallbackEdit; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + { + event_flag = ImGuiInputTextFlags_CallbackAlways; + } + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = event_flag; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; + + // FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925 + char* callback_buf = is_readonly ? buf : state->TextA.Data; + IM_ASSERT(callback_buf == state->TextSrc); + state->CallbackTextBackup.resize(state->TextLen + 1); + memcpy(state->CallbackTextBackup.Data, callback_buf, state->TextLen + 1); + + callback_data.EventKey = event_key; + callback_data.Buf = callback_buf; + callback_data.BufTextLen = state->TextLen; + callback_data.BufSize = state->BufCapacity; + callback_data.BufDirty = false; + + const int utf8_cursor_pos = callback_data.CursorPos = state->Stb->cursor; + const int utf8_selection_start = callback_data.SelectionStart = state->Stb->select_start; + const int utf8_selection_end = callback_data.SelectionEnd = state->Stb->select_end; + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback + IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacity); + IM_ASSERT(callback_data.Flags == flags); + const bool buf_dirty = callback_data.BufDirty; + if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb->cursor = callback_data.CursorPos; state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb->select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb->cursor : callback_data.SelectionStart; } + if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb->select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb->select_start : callback_data.SelectionEnd; } + if (buf_dirty) + { + // Callback may update buffer and thus set buf_dirty even in read-only mode. + IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + InputTextReconcileUndoState(state, state->CallbackTextBackup.Data, state->CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen); + state->TextLen = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); + } + } + } + + // Will copy result string if modified + if (!is_readonly && strcmp(state->TextSrc, buf) != 0) + { + apply_new_text = state->TextSrc; + apply_new_text_length = state->TextLen; + value_changed = true; + } + } + } + + // Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details) + if (g.InputTextDeactivatedState.ID == id) + { + if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0) + { + apply_new_text = g.InputTextDeactivatedState.TextA.Data; + apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1; + value_changed = true; + //IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text); + } + g.InputTextDeactivatedState.ID = 0; + } + + // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) + if (apply_new_text != NULL) + { + //// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size + //// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used + //// without any storage on user's side. + IM_ASSERT(apply_new_text_length >= 0); + if (is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + //IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + // Otherwise request text input ahead for next frame. + if (g.ActiveId == id && clear_active_id) + ClearActiveID(); + else if (g.ActiveId == id) + g.WantTextInputNextFrame = 1; + + // Render frame + if (!is_multiline) + { + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + } + + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) + { + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->TextLen; + + // Render text (with cursor and selection) + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + const char* text_begin = buf_display; + const char* text_end = text_begin + state->TextLen; + ImVec2 cursor_offset, select_start_offset; + + { + // Find lines numbers straddling cursor and selection min position + int cursor_line_no = render_cursor ? -1 : -1000; + int selmin_line_no = render_selection ? -1 : -1000; + const char* cursor_ptr = render_cursor ? text_begin + state->Stb->cursor : NULL; + const char* selmin_ptr = render_selection ? text_begin + ImMin(state->Stb->select_start, state->Stb->select_end) : NULL; + + // Count lines and find line number for cursor and selection ends + int line_count = 1; + if (is_multiline) + { + for (const char* s = text_begin; (s = (const char*)memchr(s, '\n', (size_t)(text_end - s))) != NULL; s++) + { + if (cursor_line_no == -1 && s >= cursor_ptr) { cursor_line_no = line_count; } + if (selmin_line_no == -1 && s >= selmin_ptr) { selmin_line_no = line_count; } + line_count++; + } + } + if (cursor_line_no == -1) + cursor_line_no = line_count; + if (selmin_line_no == -1) + selmin_line_no = line_count; + + // Calculate 2d position by finding the beginning of the line and measuring distance + cursor_offset.x = InputTextCalcTextSize(&g, ImStrbol(cursor_ptr, text_begin), cursor_ptr).x; + cursor_offset.y = cursor_line_no * g.FontSize; + if (selmin_line_no >= 0) + { + select_start_offset.x = InputTextCalcTextSize(&g, ImStrbol(selmin_ptr, text_begin), selmin_ptr).x; + select_start_offset.y = selmin_line_no * g.FontSize; + } + + // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) + if (is_multiline) + text_size = ImVec2(inner_size.x, line_count * g.FontSize); + } + + // Scroll + if (render_cursor && state->CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = inner_size.x * 0.25f; + const float visible_width = inner_size.x - style.FramePadding.x; + if (cursor_offset.x < state->Scroll.x) + state->Scroll.x = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - visible_width >= state->Scroll.x) + state->Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x); + } + else + { + state->Scroll.y = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + // Test if cursor is vertically visible + if (cursor_offset.y - g.FontSize < scroll_y) + scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y) + scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; + const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); + scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + } + + state->CursorFollow = false; + } + + // Draw selection + const ImVec2 draw_scroll = ImVec2(state->Scroll.x, 0.0f); + if (render_selection) + { + const char* text_selected_begin = text_begin + ImMin(state->Stb->select_start, state->Stb->select_end); + const char* text_selected_end = text_begin + ImMax(state->Stb->select_start, state->Stb->select_end); + + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; + for (const char* p = text_selected_begin; p < text_selected_end; ) + { + if (rect_pos.y > clip_rect.w + g.FontSize) + break; + if (rect_pos.y < clip_rect.y) + { + p = (const char*)memchr((void*)p, '\n', text_selected_end - p); + p = p ? p + 1 : text_selected_end; + } + else + { + ImVec2 rect_size = InputTextCalcTextSize(&g, p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = IM_TRUNC(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); + rect.ClipWith(clip_rect); + if (rect.Overlaps(clip_rect)) + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + rect_pos.x = draw_pos.x - draw_scroll.x; + } + rect_pos.y += g.FontSize; + } + } + + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + // FIXME-OPT: Multiline could submit a smaller amount of contents to AddText() since we already iterated through it. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + + // Draw blinking cursor + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll); + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + { + g.PlatformImeData.WantVisible = true; + g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + g.PlatformImeData.InputLineHeight = g.FontSize; + g.PlatformImeViewport = window->Viewport->ID; + } + } + } + else + { + // Render text only (no selection, no cursor) + if (is_multiline) + text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->TextLen; + else if (!is_displaying_hint) + buf_display_end = buf_display + strlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + // Find render position for right alignment + if (flags & ImGuiInputTextFlags_ElideLeft) + draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - CalcTextSize(buf_display, NULL).x - style.FramePadding.x); + + const ImVec2 draw_scroll = /*state ? ImVec2(state->Scroll.x, 0.0f) :*/ ImVec2(0.0f, 0.0f); // Preserve scroll when inactive? + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + } + + if (is_password && !is_displaying_hint) + PopFont(); + + if (is_multiline) + { + // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (see #4761, #7870)... + Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); + g.NextItemData.ItemFlags |= (ImGuiItemFlags)ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; + EndChild(); + item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); + + // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... + // FIXME: This quite messy/tricky, should attempt to get rid of the child window. + EndGroup(); + if (g.LastItemData.ID == 0 || g.LastItemData.ID != GetWindowScrollbarID(draw_window, ImGuiAxis_Y)) + { + g.LastItemData.ID = id; + g.LastItemData.ItemFlags = item_data_backup.ItemFlags; + g.LastItemData.StatusFlags = item_data_backup.StatusFlags; + } + } + if (state) + state->TextSrc = NULL; + + // Log as text + if (g.LogEnabled && (!is_password || is_displaying_hint)) + { + LogSetNextTextDecoration("{", "}"); + LogRenderedText(&draw_pos, buf_display, buf_display_end); + } + + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if (value_changed) + MarkItemEdited(id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return validated; + else + return value_changed; +} + +void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + ImStb::STB_TexteditState* stb_state = state->Stb; + ImStb::StbUndoState* undo_state = &stb_state->undostate; + Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId); + DebugLocateItemOnHover(state->ID); + Text("CurLenA: %d, Cursor: %d, Selection: %d..%d", state->TextLen, stb_state->cursor, stb_state->select_start, stb_state->select_end); + Text("BufCapacityA: %d", state->BufCapacity); + Text("(Internal Buffer: TextA Size: %d, Capacity: %d)", state->TextA.Size, state->TextA.Capacity); + Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x); + Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point); + if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 10), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) // Visualize undo state + { + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int n = 0; n < IMSTB_TEXTEDIT_UNDOSTATECOUNT; n++) + { + ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n]; + const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' '; + if (undo_rec_type == ' ') + BeginDisabled(); + const int buf_preview_len = (undo_rec_type != ' ' && undo_rec->char_storage != -1) ? undo_rec->insert_length : 0; + const char* buf_preview_str = undo_state->undo_char + undo_rec->char_storage; + Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%.*s\"", + undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf_preview_len, buf_preview_str); + if (undo_rec_type == ' ') + EndDisabled(); + } + PopStyleVar(); + } + EndChild(); +#else + IM_UNUSED(state); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +//------------------------------------------------------------------------- +// - ColorEdit3() +// - ColorEdit4() +// - ColorPicker3() +// - RenderColorRectWithAlphaCheckerboard() [Internal] +// - ColorPicker4() +// - ColorButton() +// - SetColorEditOptions() +// - ColorTooltip() [Internal] +// - ColorEditOptionsPopup() [Internal] +// - ColorPickerOptionsPopup() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); +} + +static void ColorEditRestoreH(const float* col, float* H) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + *H = g.ColorEditSavedHue; +} + +// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation. +// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting. +static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + + // When S == 0, H is undefined. + // When H == 1 it wraps around to 0. + if (*S == 0.0f || (*H == 0.0f && g.ColorEditSavedHue == 1)) + *H = g.ColorEditSavedHue; + + // When V == 0, S is undefined. + if (*V == 0.0f) + *S = g.ColorEditSavedSat; +} + +// Edit colors components (each component in 0.0f..1.0f range). +// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. +bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float square_sz = GetFrameHeight(); + const char* label_display_end = FindRenderedTextEnd(label); + float w_full = CalcItemWidth(); + g.NextItemData.ClearFlags(); + + BeginGroup(); + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + + // If we're not showing any slider there's no point in doing any HSV conversions + const ImGuiColorEditFlags flags_untouched = flags; + if (flags & ImGuiColorEditFlags_NoInputs) + flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; + + // Context menu: display and modify options (before defaults are applied) + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorEditOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_DisplayMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_); + if (!(flags & ImGuiColorEditFlags_DataTypeMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_); + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_); + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + + const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; + const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; + const int components = alpha ? 4 : 3; + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = ImMax(w_full - w_button, 1.0f); + w_full = w_inputs + w_button; + + // Convert to the formats we need + float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + ColorEditRestoreHS(col, &f[0], &f[1], &f[2]); + } + int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; + + bool value_changed = false; + bool value_changed_as_float = false; + + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB/HSV 0..255 Sliders + const float w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1); + + const bool hide_prefix = (IM_TRUNC(w_items / components) <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = + { + { "%3d", "%3d", "%3d", "%3d" }, // Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA + }; + static const char* fmt_table_float[3][4] = + { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA + }; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; + + float prev_split = 0.0f; + for (int n = 0; n < components; n++) + { + if (n > 0) + SameLine(0, style.ItemInnerSpacing.x); + float next_split = IM_TRUNC(w_items * (n + 1) / components); + SetNextItemWidth(ImMax(next_split - prev_split, 1.0f)); + prev_split = next_split; + + // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. + if (flags & ImGuiColorEditFlags_Float) + { + value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed_as_float |= value_changed; + } + else + { + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + } + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB Hexadecimal Input + char buf[64]; + if (alpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); + SetNextItemWidth(w_inputs); + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsUppercase)) + { + value_changed = true; + char* p = buf; + while (*p == '#' || ImCharIsBlankA(*p)) + p++; + i[0] = i[1] = i[2] = 0; + i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) + int r; + if (alpha) + r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + else + r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + + ImGuiWindow* picker_active_window = NULL; + if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) + { + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); + + const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); + if (ColorButton("##ColorButton", col_v4, flags)) + { + if (!(flags & ImGuiColorEditFlags_NoPicker)) + { + // Store current color and open a picker + g.ColorPickerRef = col_v4; + OpenPopup("picker"); + SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y)); + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + if (BeginPopup("picker")) + { + if (g.CurrentWindow->BeginCount == 1) + { + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextEx(label, label_display_end); + Spacing(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); + } + EndPopup(); + } + } + + if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) + { + // Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left), + // but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this. + SameLine(0.0f, style.ItemInnerSpacing.x); + window->DC.CursorPos.x = pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + + // Convert back + if (value_changed && picker_active_window == NULL) + { + if (!value_changed_as_float) + for (int n = 0; n < 4; n++) + f[n] = i[n] / 255.0f; + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + { + g.ColorEditSavedHue = f[0]; + g.ColorEditSavedSat = f[1]; + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0)); + } + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; + } + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + EndGroup(); + + // Drag and Drop Target + // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + { + bool accepted_drag_drop = false; + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 //-V1086 + value_changed = accepted_drag_drop = true; + } + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * components); + value_changed = accepted_drag_drop = true; + } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); + EndDragDropTarget(); + } + + // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). + if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) + g.LastItemData.ID = g.ActiveId; + + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + float col4[4] = { col[0], col[1], col[2], 1.0f }; + if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) + return false; + col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; + return true; +} + +// Helper for ColorPicker4() +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) +{ + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); +} + +// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) +// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) +bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImDrawList* draw_list = window->DrawList; + ImGuiStyle& style = g.Style; + ImGuiIO& io = g.IO; + + const float width = CalcItemWidth(); + const bool is_readonly = ((g.NextItemData.ItemFlags | g.CurrentItemFlags) & ImGuiItemFlags_ReadOnly) != 0; + g.NextItemData.ClearFlags(); + + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + BeginGroup(); + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + flags |= ImGuiColorEditFlags_NoSmallPreview; + + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorPickerOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_; + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); + + // Setup + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; + bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); + ImVec2 picker_pos = window->DC.CursorPos; + float square_sz = GetFrameHeight(); + float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; + float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; + float bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20f); + + float backup_initial_col[4]; + memcpy(backup_initial_col, col, components * sizeof(float)); + + float wheel_thickness = sv_picker_size * 0.08f; + float wheel_r_outer = sv_picker_size * 0.50f; + float wheel_r_inner = wheel_r_outer - wheel_thickness; + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f); + + // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. + float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); + ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. + ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. + ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. + + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + + bool value_changed = false, value_changed_h = false, value_changed_sv = false; + + PushItemFlag(ImGuiItemFlags_NoNav, true); + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Hue wheel + SV triangle logic + InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; + ImVec2 current_off = g.IO.MousePos - wheel_center; + float initial_dist2 = ImLengthSqr(initial_off); + if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1)) + { + // Interactive with Hue wheel + H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f; + if (H < 0.0f) + H += 1.0f; + value_changed = value_changed_h = true; + } + float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); + if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) + { + // Interacting with SV triangle + ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); + if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) + current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); + float uu, vv, ww; + ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); + V = ImClamp(1.0f - vv, 0.0001f, 1.0f); + S = ImClamp(uu / V, 0.0001f, 1.0f); + value_changed = value_changed_sv = true; + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // SV rectangle logic + InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); + V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + ColorEditRestoreH(col, &H); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. + value_changed = value_changed_sv = true; + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + // Hue bar logic + SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); + InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = value_changed_h = true; + } + } + + // Alpha bar logic + if (alpha_bar) + { + SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); + InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = true; + } + } + PopItemFlag(); // ImGuiItemFlags_NoNav + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + SameLine(0, style.ItemInnerSpacing.x); + BeginGroup(); + } + + if (!(flags & ImGuiColorEditFlags_NoLabel)) + { + const char* label_display_end = FindRenderedTextEnd(label); + if (label != label_display_end) + { + if ((flags & ImGuiColorEditFlags_NoSidePreview)) + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + } + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if ((flags & ImGuiColorEditFlags_NoLabel)) + Text("Current"); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); + if (ref_col != NULL) + { + Text("Original"); + ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) + { + memcpy(col, ref_col, components * sizeof(float)); + value_changed = true; + } + } + PopItemFlag(); + EndGroup(); + } + + // Convert back color to RGB + if (value_changed_h || value_changed_sv) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]); + g.ColorEditSavedHue = H; + g.ColorEditSavedSat = S; + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } + + // R,G,B and H,S,V slider color editor + bool value_changed_fix_hue_wrap = false; + if ((flags & ImGuiColorEditFlags_NoInputs) == 0) + { + PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) + { + // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) + value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); + value_changed = true; + } + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); + PopItemWidth(); + } + + // Try to cancel hue wrap (after ColorEdit4 call), if any + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) + { + float new_H, new_S, new_V; + ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); + if (new_H <= 0 && H > 0) + { + if (new_V <= 0 && V != new_V) + ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); + else if (new_S <= 0) + ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); + } + } + + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately. + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! + + ImVec2 sv_cursor_pos; + + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Render Hue Wheel + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); + for (int n = 0; n < 6; n++) + { + const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; + const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; + const int vert_start_idx = draw_list->VtxBuffer.Size; + draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); + draw_list->PathStroke(col_white, 0, wheel_thickness); + const int vert_end_idx = draw_list->VtxBuffer.Size; + + // Paint colors over existing vertices + ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); + ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]); + } + + // Render Cursor + preview on Hue Wheel + float cos_hue_angle = ImCos(H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(H * 2.0f * IM_PI); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); + float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; + int hue_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(hue_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); + + // Render SV triangle (rotated according to hue) + ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); + ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); + ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); + ImVec2 uv_white = GetFontTexUvWhitePixel(); + draw_list->PrimReserve(3, 3); + draw_list->PrimVtx(tra, uv_white, hue_color32); + draw_list->PrimVtx(trb, uv_white, col_black); + draw_list->PrimVtx(trc, uv_white, col_white); + draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); + sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // Render SV Square + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + + // Render Hue Bar + for (int i = 0; i < 6; ++i) + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); + float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); + RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) + float sv_cursor_rad = value_changed_sv ? wheel_thickness * 0.55f : wheel_thickness * 0.40f; + int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments); + + // Render alpha bar + if (alpha_bar) + { + float alpha = ImSaturate(col[3]); + ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); + RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); + RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + EndGroup(); + + if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) + value_changed = false; + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + + return value_changed; +} + +// A little color square. Return true when clicked. +// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. +// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. +// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(desc_id); + const float default_size = GetFrameHeight(); + const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + if (flags & ImGuiColorEditFlags_NoAlpha) + flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); + + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); + float grid_step = ImMin(size.x, size.y) / 2.99f; + float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); + ImRect bb_inner = bb; + float off = 0.0f; + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. + bb_inner.Expand(off); + } + if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) + { + float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); + } + else + { + // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; + if (col_source.w < 1.0f) + RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); + else + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); + } + RenderNavCursor(bb, id); + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + } + + // Drag and Drop Source + // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. + if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); + else + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); + ColorButton(desc_id, col, flags); + SameLine(); + TextEx("Color"); + EndDragDropSource(); + } + + // Tooltip + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered && IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + + return pressed; +} + +// Initialize/override default color options +void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_; + if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_; + if ((flags & ImGuiColorEditFlags_PickerMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_; + if ((flags & ImGuiColorEditFlags_InputMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check only 1 option is selected + g.ColorEditOptions = flags; +} + +// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; + if (text_end > text) + { + TextEx(text, text_end); + Separator(); + } + + ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + SameLine(); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } + EndTooltip(); +} + +void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) +{ + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_); + bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_); + if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) + return; + + ImGuiContext& g = *GImGui; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); + ImGuiColorEditFlags opts = g.ColorEditOptions; + if (allow_opt_inputs) + { + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex; + } + if (allow_opt_datatype) + { + if (allow_opt_inputs) Separator(); + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float; + } + + if (allow_opt_inputs || allow_opt_datatype) + Separator(); + if (Button("Copy as..", ImVec2(-1, 0))) + OpenPopup("Copy"); + if (BeginPopup("Copy")) + { + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + char buf[64]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb); + if (Selectable(buf)) + SetClipboardText(buf); + if (!(flags & ImGuiColorEditFlags_NoAlpha)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + } + EndPopup(); + } + + g.ColorEditOptions = opts; + PopItemFlag(); + EndPopup(); +} + +void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) +{ + bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_); + bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); + if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) + return; + + ImGuiContext& g = *GImGui; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); + if (allow_opt_picker) + { + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + PushItemWidth(picker_size.x); + for (int picker_type = 0; picker_type < 2; picker_type++) + { + // Draw small/thumbnail version of each picker type (over an invisible button for selection) + if (picker_type > 0) Separator(); + PushID(picker_type); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha); + if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; + ImVec2 backup_pos = GetCursorScreenPos(); + if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup + g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_); + SetCursorScreenPos(backup_pos); + ImVec4 previewing_ref_col; + memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); + PopID(); + } + PopItemWidth(); + } + if (allow_opt_alpha_bar) + { + if (allow_opt_picker) Separator(); + CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + } + PopItemFlag(); + EndPopup(); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +//------------------------------------------------------------------------- +// - TreeNode() +// - TreeNodeV() +// - TreeNodeEx() +// - TreeNodeExV() +// - TreeNodeBehavior() [Internal] +// - TreePush() +// - TreePop() +// - GetTreeNodeToLabelSpacing() +// - SetNextItemOpen() +// - CollapsingHeader() +//------------------------------------------------------------------------- + +bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, ImGuiTreeNodeFlags_None, label, NULL); +} + +bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) +{ + return TreeNodeExV(str_id, 0, fmt, args); +} + +bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) +{ + return TreeNodeExV(ptr_id, 0, fmt, args); +} + +bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags, label, NULL); +} + +bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(id, flags, label, label_end); +} + +bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(ptr_id); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(id, flags, label, label_end); +} + +bool ImGui::TreeNodeGetOpen(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + return storage->GetInt(storage_id, 0) != 0; +} + +void ImGui::TreeNodeSetOpen(ImGuiID storage_id, bool open) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + storage->SetInt(storage_id, open ? 1 : 0); +} + +bool ImGui::TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags) +{ + if (flags & ImGuiTreeNodeFlags_Leaf) + return true; + + // We only write to the tree storage if the user clicks, or explicitly use the SetNextItemOpen function + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStorage* storage = window->DC.StateStorage; + + bool is_open; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasOpen) + { + if (g.NextItemData.OpenCond & ImGuiCond_Always) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(storage_id, is_open); + } + else + { + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. + const int stored_value = storage->GetInt(storage_id, -1); + if (stored_value == -1) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(storage_id, is_open); + } + else + { + is_open = stored_value != 0; + } + } + } + else + { + is_open = storage->GetInt(storage_id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + } + + // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). + // NB- If we are above max depth we still allow manually opened nodes to be logged. + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) + is_open = true; + + return is_open; +} + +// Store ImGuiTreeNodeStackData for just submitted node. +// Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase. +static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.TreeNodeStack.resize(g.TreeNodeStack.Size + 1); + ImGuiTreeNodeStackData* tree_node_data = &g.TreeNodeStack.back(); + tree_node_data->ID = g.LastItemData.ID; + tree_node_data->TreeFlags = flags; + tree_node_data->ItemFlags = g.LastItemData.ItemFlags; + tree_node_data->NavRect = g.LastItemData.NavRect; + window->DC.TreeHasStackDataDepthMask |= (1 << window->DC.TreeDepth); +} + +// When using public API, currently 'id == storage_id' is always true, but we separate the values to facilitate advanced user code doing storage queries outside of UI loop. +bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); + + if (!label_end) + label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow + + // We vertically grow up to current line height up the typical widget height. + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); + const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL); + const bool span_all_columns_label = (flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) != 0 && (g.CurrentTable != NULL); + ImRect frame_bb; + frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanLabelWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + frame_height; + if (display_frame) + { + const float outer_extend = IM_TRUNC(window->WindowPadding.x * 0.5f); // Framed header expand a little outside of current limits + frame_bb.Min.x -= outer_extend; + frame_bb.Max.x += outer_extend; + } + + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), padding.y); + + // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing + ImRect interact_bb = frame_bb; + if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanLabelWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f); + + // Compute open and multi-select states before ItemAdd() as it clear NextItem data. + ImGuiID storage_id = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasStorageID) ? g.NextItemData.StorageId : id; + bool is_open = TreeNodeUpdateNextOpen(storage_id, flags); + + bool is_visible; + if (span_all_columns || span_all_columns_label) + { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + is_visible = ItemAdd(interact_bb, id); + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + else + { + is_visible = ItemAdd(interact_bb, id); + } + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + g.LastItemData.DisplayRect = frame_bb; + + // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled: + // Store data for the current depth to allow returning to this node from any child item. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle. + bool store_tree_node_stack_data = false; + if (!(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + { + if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && is_open && !g.NavIdIsAlive) + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + store_tree_node_stack_data = true; + } + + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + if (!is_visible) + { + if (store_tree_node_stack_data && is_open) + TreeNodeStoreStackData(flags); // Call before TreePushOverrideID() + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; + } + + if (span_all_columns || span_all_columns_label) + { + TablePushBackgroundChannel(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; + if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) + button_flags |= ImGuiButtonFlags_AllowOverlap; + if (!is_leaf) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + + // We allow clicking on the arrow section with keyboard modifiers held, in order to easily + // allow browsing a tree while preserving selection with code implementing multi-selection patterns. + // When clicking on the rest of the tree node we always disallow keyboard modifiers. + const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; + const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (is_multi_select) // We absolutely need to distinguish open vs select so _OpenOnArrow comes by default + flags |= (flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 ? ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick : ImGuiTreeNodeFlags_OpenOnArrow; + + // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. + // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. + // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) + // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) + // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) + // It is rather standard that arrow click react on Down rather than Up. + // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. + if (is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_PressedOnClick; + else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + + // Multi-selection support (header) + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + if (is_mouse_x_over_arrow) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + } + else + { + if (window != g.HoveredWindow || !is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_NoKeyModsAllowed; + } + + bool hovered, held; + bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + bool toggled = false; + if (!is_leaf) + { + if (pressed && g.DragDropHoldJustPressedId != id) + { + if ((flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 || (g.NavActivateId == id && !is_multi_select)) + toggled = true; // Single click + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= is_mouse_x_over_arrow && !g.NavHighlightItemUnderNav; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) + toggled = true; // Double click + } + else if (pressed && g.DragDropHoldJustPressedId == id) + { + IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); + if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = true; + else + pressed = false; // Cancel press so it doesn't trigger selection. + } + + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + + if (toggled) + { + is_open = !is_open; + window->DC.StateStorage->SetInt(storage_id, is_open); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; + } + } + + // Multi-selection support (footer) + if (is_multi_select) + { + bool pressed_copy = pressed && !toggled; + MultiSelectItemFooter(id, &selected, &pressed_copy); + if (pressed) + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, interact_bb); + } + + if (selected != was_selected) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + { + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + if (display_frame) + { + // Framed type + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x - padding.x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + if (g.LogEnabled) + LogSetNextTextDecoration("###", "###"); + } + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + } + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogSetNextTextDecoration(">", NULL); + } + + if (span_all_columns && !span_all_columns_label) + TablePopBackgroundChannel(); + + // Label + if (display_frame) + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + else + RenderText(text_pos, label, label_end, false); + + if (span_all_columns_label) + TablePopBackgroundChannel(); + } + + if (store_tree_node_stack_data && is_open) + TreeNodeStoreStackData(flags); // Call before TreePushOverrideID() + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); // Could use TreePush(label) but this avoid computing twice + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; +} + +void ImGui::TreePush(const char* str_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(str_id); +} + +void ImGui::TreePush(const void* ptr_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(ptr_id); +} + +void ImGui::TreePushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Indent(); + window->DC.TreeDepth++; + PushOverrideID(id); +} + +void ImGui::TreePop() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Unindent(); + + window->DC.TreeDepth--; + ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); + + if (window->DC.TreeHasStackDataDepthMask & tree_depth_mask) // Only set during request + { + ImGuiTreeNodeStackData* data = &g.TreeNodeStack.back(); + IM_ASSERT(data->ID == window->IDStack.back()); + if (data->TreeFlags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) + { + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) + if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, data); + } + g.TreeNodeStack.pop_back(); + window->DC.TreeHasStackDataDepthMask &= ~tree_depth_mask; + } + + IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. + PopID(); +} + +// Horizontal distance preceding label when using TreeNode() or Bullet() +float ImGui::GetTreeNodeToLabelSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + (g.Style.FramePadding.x * 2.0f); +} + +// Set next TreeNode/CollapsingHeader open state. +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = (ImU8)(cond ? cond : ImGuiCond_Always); +} + +// Set next TreeNode/CollapsingHeader storage id. +void ImGui::SetNextItemStorageID(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasStorageID; + g.NextItemData.StorageId = storage_id; +} + +// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). +// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). +bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader, label); +} + +// p_visible == NULL : regular collapsing header +// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false +// p_visible != NULL && *p_visible == false : do not show the header at all +// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen. +bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (p_visible && !*p_visible) + return false; + + ImGuiID id = window->GetID(label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader; + if (p_visible) + flags |= ImGuiTreeNodeFlags_AllowOverlap | (ImGuiTreeNodeFlags)ImGuiTreeNodeFlags_ClipLabelForTrailingButton; + bool is_open = TreeNodeBehavior(id, flags, label); + if (p_visible != NULL) + { + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. + ImGuiContext& g = *GImGui; + ImGuiLastItemData last_item_backup = g.LastItemData; + float button_size = g.FontSize; + float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size); + float button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y; + ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); + if (CloseButton(close_button_id, ImVec2(button_x, button_y))) + *p_visible = false; + g.LastItemData = last_item_backup; + } + + return is_open; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Selectable +//------------------------------------------------------------------------- +// - Selectable() +//------------------------------------------------------------------------- + +// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. +// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. +// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowOverlap are also frequently used flags. +// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. +bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. + ImGuiID id = window->GetID(label); + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(size, 0.0f); + + // Fill horizontal space + // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. + const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; + const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; + const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) + size.x = ImMax(label_size.x, max_x - min_x); + + // Text stays at the submission position, but bounding box may be extended on both sides + const ImVec2 text_min = pos; + const ImVec2 text_max(min_x + size.x, pos.y + size.y); + + // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. + // FIXME: Not part of layout so not included in clipper calculation, but ItemSize currently doesn't allow offsetting CursorPos. + ImRect bb(min_x, pos.y, text_max.x, text_max.y); + if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) + { + const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = IM_TRUNC(spacing_x * 0.50f); + const float spacing_U = IM_TRUNC(spacing_y * 0.50f); + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + } + //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } + + const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; + const ImGuiItemFlags extra_item_flags = disabled_item ? (ImGuiItemFlags)ImGuiItemFlags_Disabled : ImGuiItemFlags_None; + bool is_visible; + if (span_all_columns) + { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + else + { + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + } + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(bb)) // Extra layer of "no logic clip" for box-select support (would be more overhead to add to ItemAdd) + return false; + + const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (disabled_item && !disabled_global) // Only testing this as an optimization + BeginDisabled(); + + // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, + // which would be advantageous since most selectable are not selected. + if (span_all_columns) + { + if (g.CurrentTable) + TablePushBackgroundChannel(); + else if (window->DC.CurrentColumns) + PushColumnsBackground(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries + ImGuiButtonFlags button_flags = 0; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } + if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; } + if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } + if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } + if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } + if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; } + + // Multi-selection support (header) + const bool was_selected = selected; + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + } + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + + // Multi-selection support (footer) + if (is_multi_select) + { + MultiSelectItemFooter(id, &selected, &pressed); + } + else + { + // Auto-select when moved into + // - This will be more fully fleshed in the range-select branch + // - This is not exposed as it won't nicely work with some user side handling of shift/control + // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons + // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) + // - (2) usage will fail with clipped items + // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. + if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId) + if (g.NavJustMovedToId == id) + selected = pressed = true; + } + + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with keyboard/gamepad + if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) + { + if (!g.NavHighlightItemUnderNav && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + { + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect) + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + } + if (pressed) + MarkItemEdited(id); + + if (selected != was_selected) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + if (is_visible) + { + const bool highlighted = hovered || (flags & ImGuiSelectableFlags_Highlight); + if (highlighted || selected) + { + // Between 1.91.0 and 1.91.4 we made selected Selectable use an arbitrary lerp between _Header and _HeaderHovered. Removed that now. (#8106) + ImU32 col = GetColorU32((held && highlighted) ? ImGuiCol_HeaderActive : highlighted ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + } + if (g.NavId == id) + { + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + RenderNavCursor(bb, id, nav_render_cursor_flags); + } + } + + if (span_all_columns) + { + if (g.CurrentTable) + TablePopBackgroundChannel(); + else if (window->DC.CurrentColumns) + PopColumnsBackground(); + } + + if (is_visible) + RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); + + // Automatically close popups + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_NoAutoClosePopups) && (g.LastItemData.ItemFlags & ImGuiItemFlags_AutoClosePopups)) + CloseCurrentPopup(); + + if (disabled_item && !disabled_global) + EndDisabled(); + + // Selectable() always returns a pressed state! + // Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui::IsItemToggledSelection() to retrieve + // selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching EndMultiSelect(). + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; //-V1020 +} + +bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + if (Selectable(label, *p_selected, flags, size_arg)) + { + *p_selected = !*p_selected; + return true; + } + return false; +} + + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Typing-Select support +//------------------------------------------------------------------------- + +// [Experimental] Currently not exposed in public API. +// Consume character inputs and return search request, if any. +// This would typically only be called on the focused window or location you want to grab inputs for, e.g. +// if (ImGui::IsWindowFocused(...)) +// if (ImGuiTypingSelectRequest* req = ImGui::GetTypingSelectRequest()) +// focus_idx = ImGui::TypingSelectFindMatch(req, my_items.size(), [](void*, int n) { return my_items[n]->Name; }, &my_items, -1); +// However the code is written in a way where calling it from multiple locations is safe (e.g. to obtain buffer). +ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiTypingSelectState* data = &g.TypingSelectState; + ImGuiTypingSelectRequest* out_request = &data->Request; + + // Clear buffer + const float TYPING_SELECT_RESET_TIMER = 1.80f; // FIXME: Potentially move to IO config. + const int TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK = 4; // Lock single char matching when repeating same char 4 times + if (data->SearchBuffer[0] != 0) + { + bool clear_buffer = false; + clear_buffer |= (g.NavFocusScopeId != data->FocusScope); + clear_buffer |= (data->LastRequestTime + TYPING_SELECT_RESET_TIMER < g.Time); + clear_buffer |= g.NavAnyRequest; + clear_buffer |= g.ActiveId != 0 && g.NavActivateId == 0; // Allow temporary SPACE activation to not interfere + clear_buffer |= IsKeyPressed(ImGuiKey_Escape) || IsKeyPressed(ImGuiKey_Enter); + clear_buffer |= IsKeyPressed(ImGuiKey_Backspace) && (flags & ImGuiTypingSelectFlags_AllowBackspace) == 0; + //if (clear_buffer) { IMGUI_DEBUG_LOG("GetTypingSelectRequest(): Clear SearchBuffer.\n"); } + if (clear_buffer) + data->Clear(); + } + + // Append to buffer + const int buffer_max_len = IM_ARRAYSIZE(data->SearchBuffer) - 1; + int buffer_len = (int)strlen(data->SearchBuffer); + bool select_request = false; + for (ImWchar w : g.IO.InputQueueCharacters) + { + const int w_len = ImTextCountUtf8BytesFromStr(&w, &w + 1); + if (w < 32 || (buffer_len == 0 && ImCharIsBlankW(w)) || (buffer_len + w_len > buffer_max_len)) // Ignore leading blanks + continue; + char w_buf[5]; + ImTextCharToUtf8(w_buf, (unsigned int)w); + if (data->SingleCharModeLock && w_len == out_request->SingleCharSize && memcmp(w_buf, data->SearchBuffer, w_len) == 0) + { + select_request = true; // Same character: don't need to append to buffer. + continue; + } + if (data->SingleCharModeLock) + { + data->Clear(); // Different character: clear + buffer_len = 0; + } + memcpy(data->SearchBuffer + buffer_len, w_buf, w_len + 1); // Append + buffer_len += w_len; + select_request = true; + } + g.IO.InputQueueCharacters.resize(0); + + // Handle backspace + if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, ImGuiInputFlags_Repeat)) + { + char* p = (char*)(void*)ImTextFindPreviousUtf8Codepoint(data->SearchBuffer, data->SearchBuffer + buffer_len); + *p = 0; + buffer_len = (int)(p - data->SearchBuffer); + } + + // Return request if any + if (buffer_len == 0) + return NULL; + if (select_request) + { + data->FocusScope = g.NavFocusScopeId; + data->LastRequestFrame = g.FrameCount; + data->LastRequestTime = (float)g.Time; + } + out_request->Flags = flags; + out_request->SearchBufferLen = buffer_len; + out_request->SearchBuffer = data->SearchBuffer; + out_request->SelectRequest = (data->LastRequestFrame == g.FrameCount); + out_request->SingleCharMode = false; + out_request->SingleCharSize = 0; + + // Calculate if buffer contains the same character repeated. + // - This can be used to implement a special search mode on first character. + // - Performed on UTF-8 codepoint for correctness. + // - SingleCharMode is always set for first input character, because it usually leads to a "next". + if (flags & ImGuiTypingSelectFlags_AllowSingleCharMode) + { + const char* buf_begin = out_request->SearchBuffer; + const char* buf_end = out_request->SearchBuffer + out_request->SearchBufferLen; + const int c0_len = ImTextCountUtf8BytesFromChar(buf_begin, buf_end); + const char* p = buf_begin + c0_len; + for (; p < buf_end; p += c0_len) + if (memcmp(buf_begin, p, (size_t)c0_len) != 0) + break; + const int single_char_count = (p == buf_end) ? (out_request->SearchBufferLen / c0_len) : 0; + out_request->SingleCharMode = (single_char_count > 0 || data->SingleCharModeLock); + out_request->SingleCharSize = (ImS8)c0_len; + data->SingleCharModeLock |= (single_char_count >= TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK); // From now on we stop search matching to lock to single char mode. + } + + return out_request; +} + +static int ImStrimatchlen(const char* s1, const char* s1_end, const char* s2) +{ + int match_len = 0; + while (s1 < s1_end && ImToUpper(*s1++) == ImToUpper(*s2++)) + match_len++; + return match_len; +} + +// Default handler for finding a result for typing-select. You may implement your own. +// You might want to display a tooltip to visualize the current request SearchBuffer +// When SingleCharMode is set: +// - it is better to NOT display a tooltip of other on-screen display indicator. +// - the index of the currently focused item is required. +// if your SetNextItemSelectionUserData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem, otherwise from g.NavLastValidSelectionUserData. +int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + if (req == NULL || req->SelectRequest == false) // Support NULL parameter so both calls can be done from same spot. + return -1; + int idx = -1; + if (req->SingleCharMode && (req->Flags & ImGuiTypingSelectFlags_AllowSingleCharMode)) + idx = TypingSelectFindNextSingleCharMatch(req, items_count, get_item_name_func, user_data, nav_item_idx); + else + idx = TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data); + if (idx != -1) + SetNavCursorVisibleAfterMove(); + return idx; +} + +// Special handling when a single character is repeated: perform search on a single letter and goes to next. +int ImGui::TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + // FIXME: Assume selection user data is index. Would be extremely practical. + //if (nav_item_idx == -1) + // nav_item_idx = (int)g.NavLastValidSelectionUserData; + + int first_match_idx = -1; + bool return_next_match = false; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + if (ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SingleCharSize, item_name) < req->SingleCharSize) + continue; + if (return_next_match) // Return next matching item after current item. + return idx; + if (first_match_idx == -1 && nav_item_idx == -1) // Return first match immediately if we don't have a nav_item_idx value. + return idx; + if (first_match_idx == -1) // Record first match for wrapping. + first_match_idx = idx; + if (nav_item_idx == idx) // Record that we encountering nav_item so we can return next match. + return_next_match = true; + } + return first_match_idx; // First result +} + +int ImGui::TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data) +{ + int longest_match_idx = -1; + int longest_match_len = 0; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + const int match_len = ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SearchBufferLen, item_name); + if (match_len <= longest_match_len) + continue; + longest_match_idx = idx; + longest_match_len = match_len; + if (match_len == req->SearchBufferLen) + break; + } + return longest_match_idx; +} + +void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState* data) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + Text("SearchBuffer = \"%s\"", data->SearchBuffer); + Text("SingleCharMode = %d, Size = %d, Lock = %d", data->Request.SingleCharMode, data->Request.SingleCharSize, data->SingleCharModeLock); + Text("LastRequest = time: %.2f, frame: %d", data->LastRequestTime, data->LastRequestFrame); +#else + IM_UNUSED(data); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Box-Select support +// This has been extracted away from Multi-Select logic in the hope that it could eventually be used elsewhere, but hasn't been yet. +//------------------------------------------------------------------------- +// Extra logic in MultiSelectItemFooter() and ImGuiListClipper::Step() +//------------------------------------------------------------------------- +// - BoxSelectPreStartDrag() [Internal] +// - BoxSelectActivateDrag() [Internal] +// - BoxSelectDeactivateDrag() [Internal] +// - BoxSelectScrollWithMouseDrag() [Internal] +// - BeginBoxSelect() [Internal] +// - EndBoxSelect() [Internal] +//------------------------------------------------------------------------- + +// Call on the initial click. +static void BoxSelectPreStartDrag(ImGuiID id, ImGuiSelectionUserData clicked_item) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + bs->ID = id; + bs->IsStarting = true; // Consider starting box-select. + bs->IsStartedFromVoid = (clicked_item == ImGuiSelectionUserData_Invalid); + bs->IsStartedSetNavIdOnce = bs->IsStartedFromVoid; + bs->KeyMods = g.IO.KeyMods; + bs->StartPosRel = bs->EndPosRel = ImGui::WindowPosAbsToRel(g.CurrentWindow, g.IO.MousePos); + bs->ScrollAccum = ImVec2(0.0f, 0.0f); +} + +static void BoxSelectActivateDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Activate\n", bs->ID); + bs->IsActive = true; + bs->Window = window; + bs->IsStarting = false; + ImGui::SetActiveID(bs->ID, window); + ImGui::SetActiveIdUsingAllKeyboardKeys(); + if (bs->IsStartedFromVoid && (bs->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0) + bs->RequestClear = true; +} + +static void BoxSelectDeactivateDrag(ImGuiBoxSelectState* bs) +{ + ImGuiContext& g = *GImGui; + bs->IsActive = bs->IsStarting = false; + if (g.ActiveId == bs->ID) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Deactivate\n", bs->ID); + ImGui::ClearActiveID(); + } + bs->ID = 0; +} + +static void BoxSelectScrollWithMouseDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window, const ImRect& inner_r) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(bs->Window == window); + for (int n = 0; n < 2; n++) // each axis + { + const float mouse_pos = g.IO.MousePos[n]; + const float dist = (mouse_pos > inner_r.Max[n]) ? mouse_pos - inner_r.Max[n] : (mouse_pos < inner_r.Min[n]) ? mouse_pos - inner_r.Min[n] : 0.0f; + const float scroll_curr = window->Scroll[n]; + if (dist == 0.0f || (dist < 0.0f && scroll_curr < 0.0f) || (dist > 0.0f && scroll_curr >= window->ScrollMax[n])) + continue; + + const float speed_multiplier = ImLinearRemapClamp(g.FontSize, g.FontSize * 5.0f, 1.0f, 4.0f, ImAbs(dist)); // x1 to x4 depending on distance + const float scroll_step = g.FontSize * 35.0f * speed_multiplier * ImSign(dist) * g.IO.DeltaTime; + bs->ScrollAccum[n] += scroll_step; + + // Accumulate into a stored value so we can handle high-framerate + const float scroll_step_i = ImFloor(bs->ScrollAccum[n]); + if (scroll_step_i == 0.0f) + continue; + if (n == 0) + ImGui::SetScrollX(window, scroll_curr + scroll_step_i); + else + ImGui::SetScrollY(window, scroll_curr + scroll_step_i); + bs->ScrollAccum[n] -= scroll_step_i; + } +} + +bool ImGui::BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + KeepAliveID(box_select_id); + if (bs->ID != box_select_id) + return false; + + // IsStarting is set by MultiSelectItemFooter() when considering a possible box-select. We validate it here and lock geometry. + bs->UnclipMode = false; + bs->RequestClear = false; + if (bs->IsStarting && IsMouseDragPastThreshold(0)) + BoxSelectActivateDrag(bs, window); + else if ((bs->IsStarting || bs->IsActive) && g.IO.MouseDown[0] == false) + BoxSelectDeactivateDrag(bs); + if (!bs->IsActive) + return false; + + // Current frame absolute prev/current rectangles are used to toggle selection. + // They are derived from positions relative to scrolling space. + ImVec2 start_pos_abs = WindowPosRelToAbs(window, bs->StartPosRel); + ImVec2 prev_end_pos_abs = WindowPosRelToAbs(window, bs->EndPosRel); // Clamped already + ImVec2 curr_end_pos_abs = g.IO.MousePos; + if (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) // Box-select scrolling only happens with ScopeWindow + curr_end_pos_abs = ImClamp(curr_end_pos_abs, scope_rect.Min, scope_rect.Max); + bs->BoxSelectRectPrev.Min = ImMin(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectPrev.Max = ImMax(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectCurr.Min = ImMin(start_pos_abs, curr_end_pos_abs); + bs->BoxSelectRectCurr.Max = ImMax(start_pos_abs, curr_end_pos_abs); + + // Box-select 2D mode detects horizontal changes (vertical ones are already picked by Clipper) + // Storing an extra rect used by widgets supporting box-select. + if (ms_flags & ImGuiMultiSelectFlags_BoxSelect2d) + if (bs->BoxSelectRectPrev.Min.x != bs->BoxSelectRectCurr.Min.x || bs->BoxSelectRectPrev.Max.x != bs->BoxSelectRectCurr.Max.x) + { + bs->UnclipMode = true; + bs->UnclipRect = bs->BoxSelectRectPrev; // FIXME-OPT: UnclipRect x coordinates could be intersection of Prev and Curr rect on X axis. + bs->UnclipRect.Add(bs->BoxSelectRectCurr); + } + + //GetForegroundDrawList()->AddRect(bs->UnclipRect.Min, bs->UnclipRect.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectPrev.Min, bs->BoxSelectRectPrev.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectCurr.Min, bs->BoxSelectRectCurr.Max, IM_COL32(0,255,0,200), 0.0f, 0, 1.0f); + return true; +} + +void ImGui::EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + IM_ASSERT(bs->IsActive); + bs->UnclipMode = false; + + // Render selection rectangle + bs->EndPosRel = WindowPosAbsToRel(window, ImClamp(g.IO.MousePos, scope_rect.Min, scope_rect.Max)); // Clamp stored position according to current scrolling view + ImRect box_select_r = bs->BoxSelectRectCurr; + box_select_r.ClipWith(scope_rect); + window->DrawList->AddRectFilled(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_SeparatorHovered, 0.30f)); // FIXME-MULTISELECT: Styling + window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT: Styling + + // Scroll + const bool enable_scroll = (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) && (ms_flags & ImGuiMultiSelectFlags_BoxSelectNoScroll) == 0; + if (enable_scroll) + { + ImRect scroll_r = scope_rect; + scroll_r.Expand(-g.FontSize); + //GetForegroundDrawList()->AddRect(scroll_r.Min, scroll_r.Max, IM_COL32(0, 255, 0, 255)); + if (!scroll_r.Contains(g.IO.MousePos)) + BoxSelectScrollWithMouseDrag(bs, window, scroll_r); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select support +//------------------------------------------------------------------------- +// - DebugLogMultiSelectRequests() [Internal] +// - CalcScopeRect() [Internal] +// - BeginMultiSelect() +// - EndMultiSelect() +// - SetNextItemSelectionUserData() +// - MultiSelectItemHeader() [Internal] +// - MultiSelectItemFooter() [Internal] +// - DebugNodeMultiSelectState() [Internal] +//------------------------------------------------------------------------- + +static void DebugLogMultiSelectRequests(const char* function, const ImGuiMultiSelectIO* io) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(function); + for (const ImGuiSelectionRequest& req : io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetAll %d (= %s)\n", function, req.Selected, req.Selected ? "SelectAll" : "Clear"); + if (req.Type == ImGuiSelectionRequestType_SetRange) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetRange %" IM_PRId64 "..%" IM_PRId64 " (0x%" IM_PRIX64 "..0x%" IM_PRIX64 ") = %d (dir %d)\n", function, req.RangeFirstItem, req.RangeLastItem, req.RangeFirstItem, req.RangeLastItem, req.Selected, req.RangeDirection); + } +} + +static ImRect CalcScopeRect(ImGuiMultiSelectTempData* ms, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + { + // Warning: this depends on CursorMaxPos so it means to be called by EndMultiSelect() only + return ImRect(ms->ScopeRectMin, ImMax(window->DC.CursorMaxPos, ms->ScopeRectMin)); + } + else + { + // When a table, pull HostClipRect, which allows us to predict ClipRect before first row/layout is performed. (#7970) + ImRect scope_rect = window->InnerClipRect; + if (g.CurrentTable != NULL) + scope_rect = g.CurrentTable->HostClipRect; + + // Add inner table decoration (#7821) // FIXME: Why not baking in InnerClipRect? + scope_rect.Min = ImMin(scope_rect.Min + ImVec2(window->DecoInnerSizeX1, window->DecoInnerSizeY1), scope_rect.Max); + return scope_rect; + } +} + +// Return ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +// Passing 'selection_size' and 'items_count' parameters is currently optional. +// - 'selection_size' is useful to disable some shortcut routing: e.g. ImGuiMultiSelectFlags_ClearOnEscape won't claim Escape key when selection_size 0, +// allowing a first press to clear selection THEN the second press to leave child window and return to parent. +// - 'items_count' is stored in ImGuiMultiSelectIO which makes it a convenient way to pass the information to your ApplyRequest() handler (but you may pass it differently). +// - If they are costly for you to compute (e.g. external intrusive selection without maintaining size), you may avoid them and pass -1. +// - If you can easily tell if your selection is empty or not, you may pass 0/1, or you may enable ImGuiMultiSelectFlags_ClearOnEscape flag dynamically. +ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size, int items_count) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (++g.MultiSelectTempDataStacked > g.MultiSelectTempData.Size) + g.MultiSelectTempData.resize(g.MultiSelectTempDataStacked, ImGuiMultiSelectTempData()); + ImGuiMultiSelectTempData* ms = &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1]; + IM_STATIC_ASSERT(offsetof(ImGuiMultiSelectTempData, IO) == 0); // Clear() relies on that. + g.CurrentMultiSelect = ms; + if ((flags & (ImGuiMultiSelectFlags_ScopeWindow | ImGuiMultiSelectFlags_ScopeRect)) == 0) + flags |= ImGuiMultiSelectFlags_ScopeWindow; + if (flags & ImGuiMultiSelectFlags_SingleSelect) + flags &= ~(ImGuiMultiSelectFlags_BoxSelect2d | ImGuiMultiSelectFlags_BoxSelect1d); + if (flags & ImGuiMultiSelectFlags_BoxSelect2d) + flags &= ~ImGuiMultiSelectFlags_BoxSelect1d; + + // FIXME: Workaround to the fact we override CursorMaxPos, meaning size measurement are lost. (#8250) + // They should perhaps be stacked properly? + if (ImGuiTable* table = g.CurrentTable) + if (table->CurrentColumn != -1) + TableEndCell(table); // This is currently safe to call multiple time. If that properly is lost we can extract the "save measurement" part of it. + + // FIXME: BeginFocusScope() + const ImGuiID id = window->IDStack.back(); + ms->Clear(); + ms->FocusScopeId = id; + ms->Flags = flags; + ms->IsFocused = (ms->FocusScopeId == g.NavFocusScopeId); + ms->BackupCursorMaxPos = window->DC.CursorMaxPos; + ms->ScopeRectMin = window->DC.CursorMaxPos = window->DC.CursorPos; + PushFocusScope(ms->FocusScopeId); + if (flags & ImGuiMultiSelectFlags_ScopeWindow) // Mark parent child window as navigable into, with highlight. Assume user will always submit interactive items. + window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; + + // Use copy of keyboard mods at the time of the request, otherwise we would requires mods to be held for an extra frame. + ms->KeyMods = g.NavJustMovedToId ? (g.NavJustMovedToIsTabbing ? 0 : g.NavJustMovedToKeyMods) : g.IO.KeyMods; + if (flags & ImGuiMultiSelectFlags_NoRangeSelect) + ms->KeyMods &= ~ImGuiMod_Shift; + + // Bind storage + ImGuiMultiSelectState* storage = g.MultiSelectStorage.GetOrAddByKey(id); + storage->ID = id; + storage->LastFrameActive = g.FrameCount; + storage->LastSelectionSize = selection_size; + storage->Window = window; + ms->Storage = storage; + + // Output to user + ms->IO.Requests.resize(0); + ms->IO.RangeSrcItem = storage->RangeSrcItem; + ms->IO.NavIdItem = storage->NavIdItem; + ms->IO.NavIdSelected = (storage->NavIdSelected == 1) ? true : false; + ms->IO.ItemsCount = items_count; + + // Clear when using Navigation to move within the scope + // (we compare FocusScopeId so it possible to use multiple selections inside a same window) + bool request_clear = false; + bool request_select_all = false; + if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == ms->FocusScopeId && g.NavJustMovedToHasSelectionData) + { + if (ms->KeyMods & ImGuiMod_Shift) + ms->IsKeyboardSetRange = true; + if (ms->IsKeyboardSetRange) + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid); // Not ready -> could clear? + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + else if (g.NavJustMovedFromFocusScopeId == ms->FocusScopeId) + { + // Also clear on leaving scope (may be optional?) + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + + // Box-select handling: update active state. + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + ms->BoxSelectId = GetID("##BoxSelect"); + if (BeginBoxSelect(CalcScopeRect(ms, window), window, ms->BoxSelectId, flags)) + request_clear |= bs->RequestClear; + } + + if (ms->IsFocused) + { + // Shortcut: Clear selection (Escape) + // - Only claim shortcut if selection is not empty, allowing further presses on Escape to e.g. leave current child window. + // - Box select also handle Escape and needs to pass an id to bypass ActiveIdUsingAllKeyboardKeys lock. + if (flags & ImGuiMultiSelectFlags_ClearOnEscape) + { + if (selection_size != 0 || bs->IsActive) + if (Shortcut(ImGuiKey_Escape, ImGuiInputFlags_None, bs->IsActive ? bs->ID : 0)) + { + request_clear = true; + if (bs->IsActive) + BoxSelectDeactivateDrag(bs); + } + } + + // Shortcut: Select all (CTRL+A) + if (!(flags & ImGuiMultiSelectFlags_SingleSelect) && !(flags & ImGuiMultiSelectFlags_NoSelectAll)) + if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_A)) + request_select_all = true; + } + + if (request_clear || request_select_all) + { + MultiSelectAddSetAll(ms, request_select_all); + if (!request_select_all) + storage->LastSelectionSize = 0; + } + ms->LoopRequestSetAll = request_select_all ? 1 : request_clear ? 0 : -1; + ms->LastSubmittedItem = ImGuiSelectionUserData_Invalid; + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("BeginMultiSelect", &ms->IO); + + return &ms->IO; +} + +// Return updated ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +ImGuiMultiSelectIO* ImGui::EndMultiSelect() +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR(ms->FocusScopeId == g.CurrentFocusScopeId, "EndMultiSelect() FocusScope mismatch!"); + IM_ASSERT(g.CurrentMultiSelect != NULL && storage->Window == g.CurrentWindow); + IM_ASSERT(g.MultiSelectTempDataStacked > 0 && &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] == g.CurrentMultiSelect); + + ImRect scope_rect = CalcScopeRect(ms, window); + if (ms->IsFocused) + { + // We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be an easy change here. + if (ms->IO.RangeSrcReset || (ms->RangeSrcPassedBy == false && ms->IO.RangeSrcItem != ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at begining of the scope (see tests for easy failure) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset RangeSrcItem.\n"); // Will set be to NavId. + storage->RangeSrcItem = ImGuiSelectionUserData_Invalid; + } + if (ms->NavIdPassedBy == false && storage->NavIdItem != ImGuiSelectionUserData_Invalid) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset NavIdItem.\n"); + storage->NavIdItem = ImGuiSelectionUserData_Invalid; + storage->NavIdSelected = -1; + } + + if ((ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) && GetBoxSelectState(ms->BoxSelectId)) + EndBoxSelect(scope_rect, ms->Flags); + } + + if (ms->IsEndIO == false) + ms->IO.Requests.resize(0); + + // Clear selection when clicking void? + // We specifically test for IsMouseDragPastThreshold(0) == false to allow box-selection! + // The InnerRect test is necessary for non-child/decorated windows. + bool scope_hovered = IsWindowHovered() && window->InnerRect.Contains(g.IO.MousePos); + if (scope_hovered && (ms->Flags & ImGuiMultiSelectFlags_ScopeRect)) + scope_hovered &= scope_rect.Contains(g.IO.MousePos); + if (scope_hovered && g.HoveredId == 0 && g.ActiveId == 0) + { + if (ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + if (!g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && g.IO.MouseClickedCount[0] == 1) + { + BoxSelectPreStartDrag(ms->BoxSelectId, ImGuiSelectionUserData_Invalid); + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + SetHoveredID(ms->BoxSelectId); + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + SetNavID(0, ImGuiNavLayer_Main, ms->FocusScopeId, ImRect(g.IO.MousePos, g.IO.MousePos)); // Automatically switch FocusScope for initial click from void to box-select. + } + } + + if (ms->Flags & ImGuiMultiSelectFlags_ClearOnClickVoid) + if (IsMouseReleased(0) && IsMouseDragPastThreshold(0) == false && g.IO.KeyMods == ImGuiMod_None) + MultiSelectAddSetAll(ms, false); + } + + // Courtesy nav wrapping helper flag + if (ms->Flags & ImGuiMultiSelectFlags_NavWrapX) + { + IM_ASSERT(ms->Flags & ImGuiMultiSelectFlags_ScopeWindow); // Only supported at window scope + ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + } + + // Unwind + window->DC.CursorMaxPos = ImMax(ms->BackupCursorMaxPos, window->DC.CursorMaxPos); + PopFocusScope(); + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("EndMultiSelect", &ms->IO); + + ms->FocusScopeId = 0; + ms->Flags = ImGuiMultiSelectFlags_None; + g.CurrentMultiSelect = (--g.MultiSelectTempDataStacked > 0) ? &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] : NULL; + + return &ms->IO; +} + +void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data) +{ + // Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code! + // This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api. + ImGuiContext& g = *GImGui; + g.NextItemData.SelectionUserData = selection_user_data; + g.NextItemData.FocusScopeId = g.CurrentFocusScopeId; + + if (ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect) + { + // Auto updating RangeSrcPassedBy for cases were clipper is not used (done before ItemAdd() clipping) + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData | ImGuiItemFlags_IsMultiSelect; + if (ms->IO.RangeSrcItem == selection_user_data) + ms->RangeSrcPassedBy = true; + } + else + { + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData; + } +} + +// In charge of: +// - Applying SetAll for submitted items. +// - Applying SetRange for submitted items and record end points. +// - Altering button behavior flags to facilitate use with drag and drop. +void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + + bool selected = *p_selected; + if (ms->IsFocused) + { + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope"); + + // Apply SetAll (Clear/SelectAll) requests requested by BeginMultiSelect(). + // This is only useful if the user hasn't processed them already, and this only works if the user isn't using the clipper. + // If you are using a clipper you need to process the SetAll request after calling BeginMultiSelect() + if (ms->LoopRequestSetAll != -1) + selected = (ms->LoopRequestSetAll == 1); + + // When using SHIFT+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection) + // For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function) + if (ms->IsKeyboardSetRange) + { + IM_ASSERT(id != 0 && (ms->KeyMods & ImGuiMod_Shift) != 0); + const bool is_range_dst = (ms->RangeDstPassedBy == false) && g.NavJustMovedToId == id; // Assume that g.NavJustMovedToId is not clipped. + if (is_range_dst) + ms->RangeDstPassedBy = true; + if (is_range_dst && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) // If we don't have RangeSrc, assign RangeSrc = RangeDst + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected ? 1 : 0; + } + const bool is_range_src = storage->RangeSrcItem == item_data; + if (is_range_src || is_range_dst || ms->RangeSrcPassedBy != ms->RangeDstPassedBy) + { + // Apply range-select value to visible items + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid && storage->RangeSelected != -1); + selected = (storage->RangeSelected != 0); + } + else if ((ms->KeyMods & ImGuiMod_Ctrl) == 0 && (ms->Flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + // Clear other items + selected = false; + } + } + *p_selected = selected; + } + + // Alter button behavior flags + // To handle drag and drop of multiple items we need to avoid clearing selection on click. + // Enabling this test makes actions using CTRL+SHIFT delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items. + if (p_button_flags != NULL) + { + ImGuiButtonFlags button_flags = *p_button_flags; + button_flags |= ImGuiButtonFlags_NoHoveredOnFocus; + if ((!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore)) && !(ms->Flags & ImGuiMultiSelectFlags_SelectOnClickRelease)) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + *p_button_flags = button_flags; + } +} + +// In charge of: +// - Auto-select on navigation. +// - Box-select toggle handling. +// - Right-click handling. +// - Altering selection based on Ctrl/Shift modifiers, both for keyboard and mouse. +// - Record current selection state for RangeSrc +// This is all rather complex, best to run and refer to "widgets_multiselect_xxx" tests in imgui_test_suite. +void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + bool selected = *p_selected; + bool pressed = *p_pressed; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + if (pressed) + ms->IsFocused = true; + + bool hovered = false; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) + hovered = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (!ms->IsFocused && !hovered) + return; + + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + + ImGuiMultiSelectFlags flags = ms->Flags; + const bool is_singleselect = (flags & ImGuiMultiSelectFlags_SingleSelect) != 0; + bool is_ctrl = (ms->KeyMods & ImGuiMod_Ctrl) != 0; + bool is_shift = (ms->KeyMods & ImGuiMod_Shift) != 0; + + bool apply_to_range_src = false; + + if (g.NavId == id && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + apply_to_range_src = true; + if (ms->IsEndIO == false) + { + ms->IO.Requests.resize(0); + ms->IsEndIO = true; + } + + // Auto-select as you navigate a list + if (g.NavJustMovedToId == id) + { + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + if (is_ctrl && is_shift) + pressed = true; + else if (!is_ctrl) + selected = pressed = true; + } + else + { + // With NoAutoSelect, using Shift+keyboard performs a write/copy + if (is_shift) + pressed = true; + else if (!is_ctrl) + apply_to_range_src = true; // Since if (pressed) {} main block is not running we update this + } + } + + if (apply_to_range_src) + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected; // Will be updated at the end of this function anyway. + } + + // Box-select toggle handling + if (ms->BoxSelectId != 0) + if (ImGuiBoxSelectState* bs = GetBoxSelectState(ms->BoxSelectId)) + { + const bool rect_overlap_curr = bs->BoxSelectRectCurr.Overlaps(g.LastItemData.Rect); + const bool rect_overlap_prev = bs->BoxSelectRectPrev.Overlaps(g.LastItemData.Rect); + if ((rect_overlap_curr && !rect_overlap_prev && !selected) || (rect_overlap_prev && !rect_overlap_curr)) + { + if (storage->LastSelectionSize <= 0 && bs->IsStartedSetNavIdOnce) + { + pressed = true; // First item act as a pressed: code below will emit selection request and set NavId (whatever we emit here will be overridden anyway) + bs->IsStartedSetNavIdOnce = false; + } + else + { + selected = !selected; + MultiSelectAddSetRange(ms, selected, +1, item_data, item_data); + } + storage->LastSelectionSize = ImMax(storage->LastSelectionSize + 1, 1); + } + } + + // Right-click handling. + // FIXME-MULTISELECT: Currently filtered out by ImGuiMultiSelectFlags_NoAutoSelect but maybe should be moved to Selectable(). See https://github.com/ocornut/imgui/pull/5816 + if (hovered && IsMouseClicked(1) && (flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + if (g.ActiveId != 0 && g.ActiveId != id) + ClearActiveID(); + SetFocusID(id, window); + if (!pressed && !selected) + { + pressed = true; + is_ctrl = is_shift = false; + } + } + + // Unlike Space, Enter doesn't alter selection (but can still return a press) unless current item is not selected. + // The later, "unless current item is not select", may become optional? It seems like a better default if Enter doesn't necessarily open something + // (unlike e.g. Windows explorer). For use case where Enter always open something, we might decide to make this optional? + const bool enter_pressed = pressed && (g.NavActivateId == id) && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput); + + // Alter selection + if (pressed && (!enter_pressed || !selected)) + { + // Box-select + ImGuiInputSource input_source = (g.NavJustMovedToId == id || g.NavActivateId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + if (selected == false && !g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && input_source == ImGuiInputSource_Mouse && g.IO.MouseClickedCount[0] == 1) + BoxSelectPreStartDrag(ms->BoxSelectId, item_data); + + //---------------------------------------------------------------------------------------- + // ACTION | Begin | Pressed/Activated | End + //---------------------------------------------------------------------------------------- + // Keys Navigated: | Clear | Src=item, Sel=1 SetRange 1 + // Keys Navigated: Ctrl | n/a | n/a + // Keys Navigated: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Keys Navigated: Ctrl+Shift | n/a | Dst=item, Sel=Src => Clear + SetRange Src-Dst + // Keys Activated: | n/a | Src=item, Sel=1 => Clear + SetRange 1 + // Keys Activated: Ctrl | n/a | Src=item, Sel=!Sel => SetSange 1 + // Keys Activated: Shift | n/a | Dst=item, Sel=1 => Clear + SetSange 1 + //---------------------------------------------------------------------------------------- + // Mouse Pressed: | n/a | Src=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl | n/a | Src=item, Sel=!Sel => SetRange 1 + // Mouse Pressed: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl+Shift | n/a | Dst=item, Sel=!Sel => SetRange Src-Dst + //---------------------------------------------------------------------------------------- + + if ((flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + bool request_clear = false; + if (is_singleselect) + request_clear = true; + else if ((input_source == ImGuiInputSource_Mouse || g.NavActivateId == id) && !is_ctrl) + request_clear = (flags & ImGuiMultiSelectFlags_NoAutoClearOnReselect) ? !selected : true; + else if ((input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Gamepad) && is_shift && !is_ctrl) + request_clear = true; // With is_shift==false the RequestClear was done in BeginIO, not necessary to do again. + if (request_clear) + MultiSelectAddSetAll(ms, false); + } + + int range_direction; + bool range_selected; + if (is_shift && !is_singleselect) + { + //IM_ASSERT(storage->HasRangeSrc && storage->HasRangeValue); + if (storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + storage->RangeSrcItem = item_data; + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + // Shift+Arrow always select + // Ctrl+Shift+Arrow copy source selection state (already stored by BeginMultiSelect() in storage->RangeSelected) + range_selected = (is_ctrl && storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + } + else + { + // Shift+Arrow copy source selection state + // Shift+Click always copy from target selection state + if (ms->IsKeyboardSetRange) + range_selected = (storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + else + range_selected = !selected; + } + range_direction = ms->RangeSrcPassedBy ? +1 : -1; + } + else + { + // Ctrl inverts selection, otherwise always select + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + selected = is_ctrl ? !selected : true; + else + selected = !selected; + storage->RangeSrcItem = item_data; + range_selected = selected; + range_direction = +1; + } + MultiSelectAddSetRange(ms, range_selected, range_direction, storage->RangeSrcItem, item_data); + } + + // Update/store the selection state of the Source item (used by CTRL+SHIFT, when Source is unselected we perform a range unselect) + if (storage->RangeSrcItem == item_data) + storage->RangeSelected = selected ? 1 : 0; + + // Update/store the selection state of focused item + if (g.NavId == id) + { + storage->NavIdItem = item_data; + storage->NavIdSelected = selected ? 1 : 0; + } + if (storage->NavIdItem == item_data) + ms->NavIdPassedBy = true; + ms->LastSubmittedItem = item_data; + + *p_selected = selected; + *p_pressed = pressed; +} + +void ImGui::MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected) +{ + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetAll, selected, 0, ImGuiSelectionUserData_Invalid, ImGuiSelectionUserData_Invalid }; + ms->IO.Requests.resize(0); // Can always clear previous requests + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item) +{ + // Merge contiguous spans into same request (unless NoRangeSelect is set which guarantees single-item ranges) + if (ms->IO.Requests.Size > 0 && first_item == last_item && (ms->Flags & ImGuiMultiSelectFlags_NoRangeSelect) == 0) + { + ImGuiSelectionRequest* prev = &ms->IO.Requests.Data[ms->IO.Requests.Size - 1]; + if (prev->Type == ImGuiSelectionRequestType_SetRange && prev->RangeLastItem == ms->LastSubmittedItem && prev->Selected == selected) + { + prev->RangeLastItem = last_item; + return; + } + } + + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetRange, selected, (ImS8)range_dir, (range_dir > 0) ? first_item : last_item, (range_dir > 0) ? last_item : first_item }; + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::DebugNodeMultiSelectState(ImGuiMultiSelectState* storage) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool is_active = (storage->LastFrameActive >= GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode((void*)(intptr_t)storage->ID, "MultiSelect 0x%08X in '%s'%s", storage->ID, storage->Window ? storage->Window->Name : "N/A", is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (!open) + return; + Text("RangeSrcItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), RangeSelected = %d", storage->RangeSrcItem, storage->RangeSrcItem, storage->RangeSelected); + Text("NavIdItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), NavIdSelected = %d", storage->NavIdItem, storage->NavIdItem, storage->NavIdSelected); + Text("LastSelectionSize = %d", storage->LastSelectionSize); // Provided by user + TreePop(); +#else + IM_UNUSED(storage); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select helpers +//------------------------------------------------------------------------- +// - ImGuiSelectionBasicStorage +// - ImGuiSelectionExternalStorage +//------------------------------------------------------------------------- + +ImGuiSelectionBasicStorage::ImGuiSelectionBasicStorage() +{ + Size = 0; + PreserveOrder = false; + UserData = NULL; + AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage*, int idx) { return (ImGuiID)idx; }; + _SelectionOrder = 1; // Always >0 +} + +void ImGuiSelectionBasicStorage::Clear() +{ + Size = 0; + _SelectionOrder = 1; // Always >0 + _Storage.Data.resize(0); +} + +void ImGuiSelectionBasicStorage::Swap(ImGuiSelectionBasicStorage& r) +{ + ImSwap(Size, r.Size); + ImSwap(_SelectionOrder, r._SelectionOrder); + _Storage.Data.swap(r._Storage.Data); +} + +bool ImGuiSelectionBasicStorage::Contains(ImGuiID id) const +{ + return _Storage.GetInt(id, 0) != 0; +} + +static int IMGUI_CDECL PairComparerByValueInt(const void* lhs, const void* rhs) +{ + int lhs_v = ((const ImGuiStoragePair*)lhs)->val_i; + int rhs_v = ((const ImGuiStoragePair*)rhs)->val_i; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// GetNextSelectedItem() is an abstraction allowing us to change our underlying actual storage system without impacting user. +// (e.g. store unselected vs compact down, compact down on demand, use raw ImVector instead of ImGuiStorage...) +bool ImGuiSelectionBasicStorage::GetNextSelectedItem(void** opaque_it, ImGuiID* out_id) +{ + ImGuiStoragePair* it = (ImGuiStoragePair*)*opaque_it; + ImGuiStoragePair* it_end = _Storage.Data.Data + _Storage.Data.Size; + if (PreserveOrder && it == NULL && it_end != NULL) + ImQsort(_Storage.Data.Data, (size_t)_Storage.Data.Size, sizeof(ImGuiStoragePair), PairComparerByValueInt); // ~ImGuiStorage::BuildSortByValueInt() + if (it == NULL) + it = _Storage.Data.Data; + IM_ASSERT(it >= _Storage.Data.Data && it <= it_end); + if (it != it_end) + while (it->val_i == 0 && it < it_end) + it++; + const bool has_more = (it != it_end); + *opaque_it = has_more ? (void**)(it + 1) : (void**)(it); + *out_id = has_more ? it->key : 0; + if (PreserveOrder && !has_more) + _Storage.BuildSortByKey(); + return has_more; +} + +void ImGuiSelectionBasicStorage::SetItemSelected(ImGuiID id, bool selected) +{ + int* p_int = _Storage.GetIntRef(id, 0); + if (selected && *p_int == 0) { *p_int = _SelectionOrder++; Size++; } + else if (!selected && *p_int != 0) { *p_int = 0; Size--; } +} + +// Optimized for batch edits (with same value of 'selected') +static void ImGuiSelectionBasicStorage_BatchSetItemSelected(ImGuiSelectionBasicStorage* selection, ImGuiID id, bool selected, int size_before_amends, int selection_order) +{ + ImGuiStorage* storage = &selection->_Storage; + ImGuiStoragePair* it = ImLowerBound(storage->Data.Data, storage->Data.Data + size_before_amends, id); + const bool is_contained = (it != storage->Data.Data + size_before_amends) && (it->key == id); + if (selected == (is_contained && it->val_i != 0)) + return; + if (selected && !is_contained) + storage->Data.push_back(ImGuiStoragePair(id, selection_order)); // Push unsorted at end of vector, will be sorted in SelectionMultiAmendsFinish() + else if (is_contained) + it->val_i = selected ? selection_order : 0; // Modify in-place. + selection->Size += selected ? +1 : -1; +} + +static void ImGuiSelectionBasicStorage_BatchFinish(ImGuiSelectionBasicStorage* selection, bool selected, int size_before_amends) +{ + ImGuiStorage* storage = &selection->_Storage; + if (selected && selection->Size != size_before_amends) + storage->BuildSortByKey(); // When done selecting: sort everything +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// - Enable 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen. +// - Honoring SetRange requests requires that you can iterate/interpolate between RangeFirstItem and RangeLastItem. +// - In this demo we often submit indices to SetNextItemSelectionUserData() + store the same indices in persistent selection. +// - Your code may do differently. If you store pointers or objects ID in ImGuiSelectionUserData you may need to perform +// a lookup in order to have some way to iterate/interpolate between two items. +// - A full-featured application is likely to allow search/filtering which is likely to lead to using indices +// and constructing a view index <> object id/ptr data structure anyway. +// WHEN YOUR APPLICATION SETTLES ON A CHOICE, YOU WILL PROBABLY PREFER TO GET RID OF THIS UNNECESSARY 'ImGuiSelectionBasicStorage' INDIRECTION LOGIC. +// Notice that with the simplest adapter (using indices everywhere), all functions return their parameters. +// The most simple implementation (using indices everywhere) would look like: +// for (ImGuiSelectionRequest& req : ms_io->Requests) +// { +// if (req.Type == ImGuiSelectionRequestType_SetAll) { Clear(); if (req.Selected) { for (int n = 0; n < items_count; n++) { SetItemSelected(n, true); } } +// if (req.Type == ImGuiSelectionRequestType_SetRange) { for (int n = (int)ms_io->RangeFirstItem; n <= (int)ms_io->RangeLastItem; n++) { SetItemSelected(n, ms_io->Selected); } } +// } +void ImGuiSelectionBasicStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + // For convenience we obtain ItemsCount as passed to BeginMultiSelect(), which is optional. + // It makes sense when using ImGuiSelectionBasicStorage to simply pass your items count to BeginMultiSelect(). + // Other scheme may handle SetAll differently. + IM_ASSERT(ms_io->ItemsCount != -1 && "Missing value for items_count in BeginMultiSelect() call!"); + IM_ASSERT(AdapterIndexToStorageId != NULL); + + // This is optimized/specialized to cope with very large selections (e.g. 100k+ items) + // - A simpler version could call SetItemSelected() directly instead of ImGuiSelectionBasicStorage_BatchSetItemSelected() + ImGuiSelectionBasicStorage_BatchFinish(). + // - Optimized select can append unsorted, then sort in a second pass. Optimized unselect can clear in-place then compact in a second pass. + // - A more optimal version wouldn't even use ImGuiStorage but directly a ImVector to reduce bandwidth, but this is a reasonable trade off to reuse code. + // - There are many ways this could be better optimized. The worse case scenario being: using BoxSelect2d in a grid, box-select scrolling down while wiggling + // left and right: it affects coarse clipping + can emit multiple SetRange with 1 item each.) + // FIXME-OPT: For each block of consecutive SetRange request: + // - add all requests to a sorted list, store ID, selected, offset in ImGuiStorage. + // - rewrite sorted storage a single time. + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + Clear(); + if (req.Selected) + { + _Storage.Data.reserve(ms_io->ItemsCount); + const int size_before_amends = _Storage.Data.Size; + for (int idx = 0; idx < ms_io->ItemsCount; idx++, _SelectionOrder++) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, _SelectionOrder); + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + const int selection_changes = (int)req.RangeLastItem - (int)req.RangeFirstItem + 1; + //ImGuiContext& g = *GImGui; IMGUI_DEBUG_LOG_SELECTION("Req %d/%d: set %d to %d\n", ms_io->Requests.index_from_ptr(&req), ms_io->Requests.Size, selection_changes, req.Selected); + if (selection_changes == 1 || (selection_changes < Size / 100)) + { + // Multiple sorted insertion + copy likely to be faster. + // Technically we could do a single copy with a little more work (sort sequential SetRange requests) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + SetItemSelected(GetStorageIdFromIndex(idx), req.Selected); + } + else + { + // Append insertion + single sort likely be faster. + // Use req.RangeDirection to set order field so that shift+clicking from 1 to 5 is different than shift+clicking from 5 to 1 + const int size_before_amends = _Storage.Data.Size; + int selection_order = _SelectionOrder + ((req.RangeDirection < 0) ? selection_changes - 1 : 0); + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++, selection_order += req.RangeDirection) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, selection_order); + if (req.Selected) + _SelectionOrder += selection_changes; + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + } +} + +//------------------------------------------------------------------------- + +ImGuiSelectionExternalStorage::ImGuiSelectionExternalStorage() +{ + UserData = NULL; + AdapterSetItemSelected = NULL; +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// We also pull 'ms_io->ItemsCount' as passed for BeginMultiSelect() for consistency with ImGuiSelectionBasicStorage +// This makes no assumption about underlying storage. +void ImGuiSelectionExternalStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + IM_ASSERT(AdapterSetItemSelected); + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + for (int idx = 0; idx < ms_io->ItemsCount; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + if (req.Type == ImGuiSelectionRequestType_SetRange) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ListBox +//------------------------------------------------------------------------- +// - BeginListBox() +// - EndListBox() +// - ListBox() +//------------------------------------------------------------------------- + +// This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. +// This handle some subtleties with capturing info from the label. +// If you don't need a label you can pretty much directly use ImGui::BeginChild() with ImGuiChildFlags_FrameStyle. +// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" +// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.5f * item_height). +bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Size default to hold ~7.25 items. + // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = ImTrunc(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); + ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); + ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + g.NextItemData.ClearFlags(); + + if (!IsRectVisible(bb.Min, bb.Max)) + { + ItemSize(bb.GetSize(), style.FramePadding.y); + ItemAdd(bb, 0, &frame_bb); + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + // FIXME-OPT: We could omit the BeginGroup() if label_size.x == 0.0f but would need to omit the EndGroup() as well. + BeginGroup(); + if (label_size.x > 0.0f) + { + ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); + RenderText(label_pos, label); + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); + AlignTextToFramePadding(); + } + + BeginChild(id, frame_bb.GetSize(), ImGuiChildFlags_FrameStyle); + return true; +} + +void ImGui::EndListBox() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); + IM_UNUSED(window); + + EndChild(); + EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label +} + +bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) +{ + const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); + return value_changed; +} + +// This is merely a helper around BeginListBox(), EndListBox(). +// Considering using those directly to submit custom data or store selection differently. +bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Calculate size from "height_in_items" + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + float height_in_items_f = height_in_items + 0.25f; + ImVec2 size(0.0f, ImTrunc(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); + + if (!BeginListBox(label, size)) + return false; + + // Assume all items have even height (= 1 line of text). If you need items of different height, + // you can create a custom version of ListBox() in your code without using the clipper. + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + clipper.IncludeItemByIndex(*current_item); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected)) + { + *current_item = i; + value_changed = true; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + EndListBox(); + + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: PlotLines, PlotHistogram +//------------------------------------------------------------------------- +// - PlotEx() [Internal] +// - PlotLines() +// - PlotHistogram() +//------------------------------------------------------------------------- +// Plot/Graph widgets are not very good. +// Consider writing your own, or using a third-party one, see: +// - ImPlot https://github.com/epezent/implot +// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions +//------------------------------------------------------------------------- + +int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return -1; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0f); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_NoNav)) + return -1; + bool hovered; + ButtonBehavior(frame_bb, id, &hovered, NULL); + + // Determine scale from values if not specified + if (scale_min == FLT_MAX || scale_max == FLT_MAX) + { + float v_min = FLT_MAX; + float v_max = -FLT_MAX; + for (int i = 0; i < values_count; i++) + { + const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; + v_min = ImMin(v_min, v); + v_max = ImMax(v_max, v); + } + if (scale_min == FLT_MAX) + scale_min = v_min; + if (scale_max == FLT_MAX) + scale_max = v_max; + } + + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + + const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + int idx_hovered = -1; + if (values_count >= values_count_min) + { + int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + + // Tooltip on hover + if (hovered && inner_bb.Contains(g.IO.MousePos)) + { + const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); + const int v_idx = (int)(t * item_count); + IM_ASSERT(v_idx >= 0 && v_idx < values_count); + + const float v0 = values_getter(data, (v_idx + values_offset) % values_count); + const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); + if (plot_type == ImGuiPlotType_Lines) + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1); + else if (plot_type == ImGuiPlotType_Histogram) + SetTooltip("%d: %8.4g", v_idx, v0); + idx_hovered = v_idx; + } + + const float t_step = 1.0f / (float)res_w; + const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); + + float v0 = values_getter(data, (0 + values_offset) % values_count); + float t0 = 0.0f; + ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + + const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); + const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); + + for (int n = 0; n < res_w; n++) + { + const float t1 = t0 + t_step; + const int v1_idx = (int)(t0 * item_count + 0.5f); + IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); + const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); + + // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. + ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); + ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); + if (plot_type == ImGuiPlotType_Lines) + { + window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + else if (plot_type == ImGuiPlotType_Histogram) + { + if (pos1.x >= pos0.x + 2.0f) + pos1.x -= 1.0f; + window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + + t0 = t1; + tp0 = tp1; + } + } + + // Text overlay + if (overlay_text) + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); + + // Return hovered index or -1 if none are hovered. + // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx(). + return idx_hovered; +} + +struct ImGuiPlotArrayGetterData +{ + const float* Values; + int Stride; + + ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } +}; + +static float Plot_ArrayGetter(void* data, int idx) +{ + ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + return v; +} + +void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Value helpers +// Those is not very useful, legacy API. +//------------------------------------------------------------------------- +// - Value() +//------------------------------------------------------------------------- + +void ImGui::Value(const char* prefix, bool b) +{ + Text("%s: %s", prefix, (b ? "true" : "false")); +} + +void ImGui::Value(const char* prefix, int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, unsigned int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, float v, const char* float_format) +{ + if (float_format) + { + char fmt[64]; + ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); + Text(fmt, prefix, v); + } + else + { + Text("%s: %.3f", prefix, v); + } +} + +//------------------------------------------------------------------------- +// [SECTION] MenuItem, BeginMenu, EndMenu, etc. +//------------------------------------------------------------------------- +// - ImGuiMenuColumns [Internal] +// - BeginMenuBar() +// - EndMenuBar() +// - BeginMainMenuBar() +// - EndMainMenuBar() +// - BeginMenu() +// - EndMenu() +// - MenuItemEx() [Internal] +// - MenuItem() +//------------------------------------------------------------------------- + +// Helpers for internal use +void ImGuiMenuColumns::Update(float spacing, bool window_reappearing) +{ + if (window_reappearing) + memset(Widths, 0, sizeof(Widths)); + Spacing = (ImU16)spacing; + CalcNextTotalWidth(true); + memset(Widths, 0, sizeof(Widths)); + TotalWidth = NextTotalWidth; + NextTotalWidth = 0; +} + +void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets) +{ + ImU16 offset = 0; + bool want_spacing = false; + for (int i = 0; i < IM_ARRAYSIZE(Widths); i++) + { + ImU16 width = Widths[i]; + if (want_spacing && width > 0) + offset += Spacing; + want_spacing |= (width > 0); + if (update_offsets) + { + if (i == 1) { OffsetLabel = offset; } + if (i == 2) { OffsetShortcut = offset; } + if (i == 3) { OffsetMark = offset; } + } + offset += width; + } + NextTotalWidth = offset; +} + +float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark) +{ + Widths[0] = ImMax(Widths[0], (ImU16)w_icon); + Widths[1] = ImMax(Widths[1], (ImU16)w_label); + Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut); + Widths[3] = ImMax(Widths[3], (ImU16)w_mark); + CalcNextTotalWidth(false); + return (float)ImMax(TotalWidth, NextTotalWidth); +} + +// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. +bool ImGui::BeginMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + if (!(window->Flags & ImGuiWindowFlags_MenuBar)) + return false; + + IM_ASSERT(!window->DC.MenuBarAppending); + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore + PushID("##menubar"); + + // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + ImRect bar_rect = window->MenuBarRect(); + ImRect clip_rect(ImFloor(bar_rect.Min.x + window->WindowBorderSize), ImFloor(bar_rect.Min.y + window->WindowBorderSize), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), ImFloor(bar_rect.Max.y)); + clip_rect.ClipWith(window->OuterRectClipped); + PushClipRect(clip_rect.Min, clip_rect.Max, false); + + // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). + window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.MenuBarAppending = true; + AlignTextToFramePadding(); + return true; +} + +void ImGui::EndMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. + if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + { + // Try to find out if the request is for one of our child menu + ImGuiWindow* nav_earliest_child = g.NavWindow; + while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) + nav_earliest_child = nav_earliest_child->ParentWindow; + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + { + // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. + // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering) + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary) + FocusWindow(window); + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + // FIXME-NAV: How to deal with this when not using g.IO.ConfigNavCursorVisibleAuto? + if (g.NavCursorVisible) + { + g.NavCursorVisible = false; // Hide nav cursor for the current frame so we don't see the intermediary selection. Will be set again + g.NavCursorHideFrames = 2; + } + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; + NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat + } + } + + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); + IM_ASSERT(window->DC.MenuBarAppending); + PopClipRect(); + PopID(); + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + + // FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here. + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.EmitItem = false; + ImVec2 restore_cursor_max_pos = group_data.BackupCursorMaxPos; + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, window->DC.CursorMaxPos.x - window->Scroll.x); // Convert ideal extents for scrolling layer equivalent. + EndGroup(); // Restore position on layer 0 // FIXME: Misleading to use a group for that backup/restore + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.MenuBarAppending = false; + window->DC.CursorMaxPos = restore_cursor_max_pos; +} + +// Important: calling order matters! +// FIXME: Somehow overlapping with docking tech. +// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts) +bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags) +{ + IM_ASSERT(dir != ImGuiDir_None); + + ImGuiWindow* bar_window = FindWindowByName(name); + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); + if (bar_window == NULL || bar_window->BeginCount == 0) + { + // Calculate and set window size/position + ImRect avail_rect = viewport->GetBuildWorkRect(); + ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + ImVec2 pos = avail_rect.Min; + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + pos[axis] = avail_rect.Max[axis] - axis_size; + ImVec2 size = avail_rect.GetSize(); + size[axis] = axis_size; + SetNextWindowPos(pos); + SetNextWindowSize(size); + + // Report our size into work area (for next frame) using actual window size + if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) + viewport->BuildWorkInsetMin[axis] += axis_size; + else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) + viewport->BuildWorkInsetMax[axis] += axis_size; + } + + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set. + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint + bool is_open = Begin(name, NULL, window_flags); + PopStyleVar(2); + + return is_open; +} + +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + + // Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change + SetCurrentViewport(NULL, viewport); + + // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. + // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea? + // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + float height = GetFrameHeight(); + bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + + if (is_open) + BeginMenuBar(); + else + End(); + return is_open; +} + +void ImGui::EndMainMenuBar() +{ + EndMenuBar(); + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + ImGuiContext& g = *GImGui; + if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) + FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild); + + End(); +} + +static bool IsRootOfOpenMenuSet() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu)) + return false; + + // Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others + // (e.g. inside menu bar vs loose menu items) based on parent ID. + // This would however prevent the use of e.g. PushID() user code submitting menus. + // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag, + // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. + // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup + // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu. + // In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer. + // This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still + // open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart + // it likely won't be a problem anyone runs into. + const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; + if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer) + return false; + return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true, false); +} + +bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); + + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + // The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + window_flags |= ImGuiWindowFlags_ChildWindow; + + // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). + // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. + // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used. + if (g.MenusIdSubmittedThisFrame.contains(id)) + { + if (menu_is_open) + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + else + g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values + return menu_is_open; + } + + // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu + g.MenusIdSubmittedThisFrame.push_back(id); + + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window) + // This is only done for items for the menu set and not the full parent window. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. + ImVec2 popup_pos, pos = window->DC.CursorPos; + PushID(label); + if (!enabled) + BeginDisabled(); + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + bool pressed; + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_NoAutoClosePopups; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Menu inside an horizontal menu bar + // Selectable extend their highlight by half ItemSpacing in each direction. + // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() + popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + float w = label_size.x; + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y)); + LogSetNextTextDecoration("[", "]"); + RenderText(text_pos, label); + PopStyleVar(); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu inside a regular/vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + LogSetNextTextDecoration("", ">"); + RenderText(text_pos, label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); + } + if (!enabled) + EndDisabled(); + + const bool hovered = (g.HoveredId == id) && enabled && !g.NavHighlightItemUnderNav; + if (menuset_is_open) + PopItemFlag(); + + bool want_open = false; + bool want_open_nav_init = false; + bool want_close = false; + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + { + // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu + // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. + bool moving_toward_child_menu = false; + ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below) + ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL) + { + const float ref_unit = g.FontSize; // FIXME-DPI + const float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f; + const ImRect next_window_rect = child_menu_window->Rect(); + ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); + ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + const float pad_farmost_h = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // Add a bit of extra slack. + ta.x += child_dir * -0.5f; + tb.x += child_dir * ref_unit; + tc.x += child_dir * ref_unit; + tb.y = ta.y + ImMax((tb.y - pad_farmost_h) - ta.y, -ref_unit * 8.0f); // Triangle has maximum height to limit the slope and the bias toward large sub-menus + tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, +ref_unit * 8.0f); + moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + } + + // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not) + // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon. + // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.) + if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavHighlightItemUnderNav && g.ActiveId == 0) + want_close = true; + + // Open + // (note: at this point 'hovered' actually includes the NavDisableMouseHover == false test) + if (!menu_is_open && pressed) // Click/activate to open + want_open = true; + else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open + want_open = true; + else if (!menu_is_open && hovered && g.HoveredIdTimer >= 0.30f && g.MouseStationaryTimer >= 0.30f) // Hover to open (timer fallback) + want_open = true; + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + { + want_open = want_open_nav_init = true; + NavMoveRequestCancel(); + SetNavCursorVisibleAfterMove(); + } + } + else + { + // Menu bar + if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it + { + want_close = true; + want_open = menu_is_open = false; + } + else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others + { + want_open = true; + } + else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + + if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' + want_close = true; + if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + PopID(); + + if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) + { + // Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame. + OpenPopup(label); + } + else if (want_open) + { + menu_is_open = true; + OpenPopup(label, ImGuiPopupFlags_NoReopen);// | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0)); + } + + if (menu_is_open) + { + ImGuiLastItemData last_item_in_parent = g.LastItemData; + SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos. + PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + PopStyleVar(); + if (menu_is_open) + { + // Implement what ImGuiPopupFlags_NoReopenAlwaysNavInit would do: + // Perform an init request in the case the popup was already open (via a previous mouse hover) + if (want_open && want_open_nav_init && !g.NavInitRequest) + { + FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags_UnlessBelowModal); + NavInitWindow(g.CurrentWindow, false); + } + + // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu() + // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck) + g.LastItemData = last_item_in_parent; + if (g.HoveredWindow == window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + } + else + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + } + + return menu_is_open; +} + +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + return BeginMenuEx(label, NULL, enabled); +} + +void ImGui::EndMenu() +{ + // Nav: When a left move request our menu failed, close ourselves. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginMenu()/EndMenu() calls + ImGuiWindow* parent_window = window->ParentWindow; // Should always be != NULL is we passed assert. + if (window->BeginCount == window->BeginCountPreviousFrame) + if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet()) + if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical) + { + ClosePopupToLevel(g.BeginPopupStack.Size - 1, true); + NavMoveRequestCancel(); + } + + EndPopup(); +} + +bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 pos = window->DC.CursorPos; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // See BeginMenuEx() for comments about this. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. + bool pressed; + PushID(label); + if (!enabled) + BeginDisabled(); + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover; + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful + // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. + float w = label_size.x; + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); + PopStyleVar(); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + RenderText(text_pos, label); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu item inside a vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame + float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + { + RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + if (shortcut_w > 0.0f) + { + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + LogSetNextTextDecoration("(", ")"); + RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); + } + } + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + if (!enabled) + EndDisabled(); + PopID(); + if (menuset_is_open) + PopItemFlag(); + + return pressed; +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + return MenuItemEx(label, NULL, shortcut, selected, enabled); +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) +{ + if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled)) + { + if (p_selected) + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +//------------------------------------------------------------------------- +// - BeginTabBar() +// - BeginTabBarEx() [Internal] +// - EndTabBar() +// - TabBarLayout() [Internal] +// - TabBarCalcTabID() [Internal] +// - TabBarCalcMaxTabWidth() [Internal] +// - TabBarFindTabById() [Internal] +// - TabBarFindTabByOrder() [Internal] +// - TabBarFindMostRecentlySelectedTabForActiveWindow() [Internal] +// - TabBarGetCurrentTab() [Internal] +// - TabBarGetTabName() [Internal] +// - TabBarAddTab() [Internal] +// - TabBarRemoveTab() [Internal] +// - TabBarCloseTab() [Internal] +// - TabBarScrollClamp() [Internal] +// - TabBarScrollToTab() [Internal] +// - TabBarQueueFocus() [Internal] +// - TabBarQueueReorder() [Internal] +// - TabBarProcessReorderFromMousePos() [Internal] +// - TabBarProcessReorder() [Internal] +// - TabBarScrollingButtons() [Internal] +// - TabBarTabListPopupButton() [Internal] +//------------------------------------------------------------------------- + +struct ImGuiTabBarSection +{ + int TabCount; // Number of tabs in this section. + float Width; // Sum of width of tabs in this section (after shrinking down) + float Spacing; // Horizontal spacing at the end of the section. + + ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); } +}; + +namespace ImGui +{ + static void TabBarLayout(ImGuiTabBar* tab_bar); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window); + static float TabBarCalcMaxTabWidth(); + static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); + static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); +} + +ImGuiTabBar::ImGuiTabBar() +{ + memset(this, 0, sizeof(*this)); + CurrFrameVisible = PrevFrameVisible = -1; + LastTabItemIdx = -1; +} + +static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab) +{ + return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; +} + +static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + const int a_section = TabItemGetSectionIdx(a); + const int b_section = TabItemGetSectionIdx(b); + if (a_section != b_section) + return a_section - b_section; + return (int)(a->IndexDuringLayout - b->IndexDuringLayout); +} + +static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->BeginOrder - b->BeginOrder); +} + +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) +{ + ImGuiContext& g = *GImGui; + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); +} + +static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); +} + +bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + tab_bar->ID = id; + tab_bar->SeparatorMinX = tab_bar->BarRect.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f); + tab_bar->SeparatorMaxX = tab_bar->BarRect.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f); + //if (g.NavWindow && IsWindowChildOf(g.NavWindow, window, false, false)) + flags |= ImGuiTabBarFlags_IsFocused; + return BeginTabBarEx(tab_bar, tab_bar_bb, flags); +} + +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + IM_ASSERT(tab_bar->ID != 0); + if ((flags & ImGuiTabBarFlags_DockNode) == 0) + PushOverrideID(tab_bar->ID); + + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; + tab_bar->Window = window; + + // Append with multiple BeginTabBar()/EndTabBar() pairs. + tab_bar->BackupCursorPos = window->DC.CursorPos; + if (tab_bar->CurrFrameVisible == g.FrameCount) + { + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + tab_bar->BeginCount++; + return true; + } + + // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable + if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) + if ((flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); + tab_bar->TabsAddedNew = false; + + // Flags + if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + + tab_bar->Flags = flags; + tab_bar->BarRect = tab_bar_bb; + tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() + tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; + tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight; + tab_bar->CurrTabsContentsHeight = 0.0f; + tab_bar->ItemSpacingY = g.Style.ItemSpacing.y; + tab_bar->FramePadding = g.Style.FramePadding; + tab_bar->TabsActiveCount = 0; + tab_bar->LastTabItemIdx = -1; + tab_bar->BeginCount = 1; + + // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + + // Draw separator + // (it would be misleading to draw this in EndTabBar() suggesting that it may be drawn over tabs, as tab bar are appendable) + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected); + if (g.Style.TabBarBorderSize > 0.0f) + { + const float y = tab_bar->BarRect.Max.y; + window->DrawList->AddRectFilled(ImVec2(tab_bar->SeparatorMinX, y - g.Style.TabBarBorderSize), ImVec2(tab_bar->SeparatorMaxX, y), col); + } + return true; +} + +void ImGui::EndTabBar() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); + return; + } + + // Fallback in case no TabItem have been submitted + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) + { + tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight); + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight; + } + else + { + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight; + } + if (tab_bar->BeginCount > 1) + window->DC.CursorPos = tab_bar->BackupCursorPos; + + tab_bar->LastTabItemIdx = -1; + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + PopID(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); +} + +// Scrolling happens only in the central section (leading/trailing sections are not scrolling) +static float TabBarCalcScrollableWidth(ImGuiTabBar* tab_bar, ImGuiTabBarSection* sections) +{ + return tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; +} + +// This is called only once a frame before by the first call to ItemTab() +// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. +static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + tab_bar->WantLayout = false; + + // Garbage collect by compacting list + // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section) + int tab_dst_n = 0; + bool need_sort_by_section = false; + ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing + for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose) + { + // Remove tab + if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; } + continue; + } + if (tab_dst_n != tab_src_n) + tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + + tab = &tab_bar->Tabs[tab_dst_n]; + tab->IndexDuringLayout = (ImS16)tab_dst_n; + + // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) + int curr_tab_section_n = TabItemGetSectionIdx(tab); + if (tab_dst_n > 0) + { + ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; + int prev_tab_section_n = TabItemGetSectionIdx(prev_tab); + if (curr_tab_section_n == 0 && prev_tab_section_n != 0) + need_sort_by_section = true; + if (prev_tab_section_n == 2 && curr_tab_section_n != 2) + need_sort_by_section = true; + } + + sections[curr_tab_section_n].TabCount++; + tab_dst_n++; + } + if (tab_bar->Tabs.Size != tab_dst_n) + tab_bar->Tabs.resize(tab_dst_n); + + if (need_sort_by_section) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection); + + // Calculate spacing between sections + sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + + // Setup next selected tab + ImGuiID scroll_to_tab_id = 0; + if (tab_bar->NextSelectedTabId) + { + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; + tab_bar->NextSelectedTabId = 0; + scroll_to_tab_id = tab_bar->SelectedTabId; + } + + // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). + if (tab_bar->ReorderRequestTabId != 0) + { + if (TabBarProcessReorder(tab_bar)) + if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) + scroll_to_tab_id = tab_bar->ReorderRequestTabId; + tab_bar->ReorderRequestTabId = 0; + } + + // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) + const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; + if (tab_list_popup_button) + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! + scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central + // (whereas our tabs are stored as: leading, central, trailing) + int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); + + // Compute ideal tabs widths + store them into shrink buffer + ImGuiTabItem* most_recently_selected_tab = NULL; + int curr_section_n = -1; + bool found_selected_tab_id = false; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); + + if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button)) + most_recently_selected_tab = tab; + if (tab->ID == tab_bar->SelectedTabId) + found_selected_tab_id = true; + if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_to_tab_id = tab->ID; + + // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. + // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, + // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. + const char* tab_name = TabBarGetTabName(tab_bar, tab); + const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x; + + int section_n = TabItemGetSectionIdx(tab); + ImGuiTabBarSection* section = §ions[section_n]; + section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); + curr_section_n = section_n; + + // Store data so we can build an array sorted by width if we need to shrink tabs down + IM_MSVC_WARNING_SUPPRESS(6385); + ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++]; + shrink_width_item->Index = tab_n; + shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth; + tab->Width = ImMax(tab->ContentWidth, 1.0f); + } + + // Compute total ideal width (used for e.g. auto-resizing a window) + tab_bar->WidthAllTabsIdeal = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing; + + // Horizontal scrolling buttons + // (note that TabBarScrollButtons() will alter BarRect.Max.x) + if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) + if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) + { + scroll_to_tab_id = scroll_and_select_tab->ID; + if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab_bar->SelectedTabId = scroll_to_tab_id; + } + + // Shrink widths if full tabs don't fit in their allocated space + float section_0_w = sections[0].Width + sections[0].Spacing; + float section_1_w = sections[1].Width + sections[1].Spacing; + float section_2_w = sections[2].Width + sections[2].Spacing; + bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth(); + float width_excess; + if (central_section_is_visible) + width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section + else + width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section + + // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore + if (width_excess >= 1.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) + { + int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); + int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); + ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess); + + // Apply shrunk values into tabs and sections + for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index]; + float shrinked_width = IM_TRUNC(g.ShrinkWidthBuffer[tab_n].Width); + if (shrinked_width < 0.0f) + continue; + + shrinked_width = ImMax(1.0f, shrinked_width); + int section_n = TabItemGetSectionIdx(tab); + sections[section_n].Width -= (tab->Width - shrinked_width); + tab->Width = shrinked_width; + } + } + + // Layout all active tabs + int section_tab_index = 0; + float tab_offset = 0.0f; + tab_bar->WidthAllTabs = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + { + ImGuiTabBarSection* section = §ions[section_n]; + if (section_n == 2) + tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset); + + for (int tab_n = 0; tab_n < section->TabCount; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; + tab->Offset = tab_offset; + tab->NameOffset = -1; + tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f); + } + tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f); + tab_offset += section->Spacing; + section_tab_index += section->TabCount; + } + + // Clear name buffers + tab_bar->TabsNames.Buf.resize(0); + + // If we have lost the selected tab, select the next most recently active one + if (found_selected_tab_id == false) + tab_bar->SelectedTabId = 0; + if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) + scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + + // Lock in visible tab + tab_bar->VisibleTabId = tab_bar->SelectedTabId; + tab_bar->VisibleTabWasSubmitted = false; + + // CTRL+TAB can override visible tab temporarily + if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) + tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId; + + // Apply request requests + if (scroll_to_tab_id != 0) + TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); + else if ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow)) + { + const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH; + const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX; + if (TestKeyOwner(wheel_key, tab_bar->ID) && wheel != 0.0f) + { + const float scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0f; + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget - scroll_step); + } + SetKeyOwner(wheel_key, tab_bar->ID); + } + + // Update scrolling + tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); + if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } + tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; + tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; + + // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos = tab_bar->BarRect.Min; + ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal); +} + +// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack. +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window) +{ + if (docked_window != NULL) + { + IM_UNUSED(tab_bar); + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + ImGuiID id = docked_window->TabId; + KeepAliveID(id); + return id; + } + else + { + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(label); + } +} + +static float ImGui::TabBarCalcMaxTabWidth() +{ + ImGuiContext& g = *GImGui; + return g.FontSize * 20.0f; +} + +ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (tab_id != 0) + for (int n = 0; n < tab_bar->Tabs.Size; n++) + if (tab_bar->Tabs[n].ID == tab_id) + return &tab_bar->Tabs[n]; + return NULL; +} + +// Order = visible order, not submission order! (which is tab->BeginOrder) +ImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order) +{ + if (order < 0 || order >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[order]; +} + +// FIXME: See references to #2304 in TODO.txt +ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* most_recently_selected_tab = NULL; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + if (tab->Window && tab->Window->WasActive) + most_recently_selected_tab = tab; + } + return most_recently_selected_tab; +} + +ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar) +{ + if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[tab_bar->LastTabItemIdx]; +} + +const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->Window) + return tab->Window->Name; + if (tab->NameOffset == -1) + return "N/A"; + IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size); + return tab_bar->TabsNames.Buf.Data + tab->NameOffset; +} + +// The purpose of this call is to register tab in advance so we can control their order at the time they appear. +// Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function. +void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(TabBarFindTabByID(tab_bar, window->TabId) == NULL); + IM_ASSERT(g.CurrentTabBar != tab_bar); // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame) + + if (!window->HasCloseButton) + tab_flags |= ImGuiTabItemFlags_NoCloseButton; // Set _NoCloseButton immediately because it will be used for first-frame width calculation. + + ImGuiTabItem new_tab; + new_tab.ID = window->TabId; + new_tab.Flags = tab_flags; + new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab + if (new_tab.LastFrameVisible == -1) + new_tab.LastFrameVisible = g.FrameCount - 1; + new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission + tab_bar->Tabs.push_back(new_tab); +} + +// The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. +void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab_bar->Tabs.erase(tab); + if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } +} + +// Called on manual closure attempt +void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->Flags & ImGuiTabItemFlags_Button) + return; // A button appended with TabItemButton(). + + if ((tab->Flags & (ImGuiTabItemFlags_UnsavedDocument | ImGuiTabItemFlags_NoAssumedClosure)) == 0) + { + // This will remove a frame of lag for selecting another tab on closure. + // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure + tab->WantClose = true; + if (tab_bar->VisibleTabId == tab->ID) + { + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } + } + else + { + // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup) + if (tab_bar->VisibleTabId != tab->ID) + TabBarQueueFocus(tab_bar, tab); + } +} + +static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) +{ + scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth()); + return ImMax(scrolling, 0.0f); +} + +// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections) +{ + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id); + if (tab == NULL) + return; + if (tab->Flags & ImGuiTabItemFlags_SectionMask_) + return; + + ImGuiContext& g = *GImGui; + float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) + int order = TabBarGetTabOrder(tab_bar, tab); + + // Scrolling happens only in the central section (leading/trailing sections are not scrolling) + float scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections); + + // We make all tabs positions all relative Sections[0].Width to make code simpler + float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f); + float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width)) + { + // Scroll to the left + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); + tab_bar->ScrollingTarget = tab_x1; + } + else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width) + { + // Scroll to the right + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - scrollable_width; + } +} + +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + tab_bar->NextSelectedTabId = tab->ID; +} + +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name) +{ + IM_ASSERT((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0); // Only supported for manual/explicit tab bars + ImGuiID tab_id = TabBarCalcTabID(tab_bar, tab_name, NULL); + tab_bar->NextSelectedTabId = tab_id; +} + +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset) +{ + IM_ASSERT(offset != 0); + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + tab_bar->ReorderRequestTabId = tab->ID; + tab_bar->ReorderRequestOffset = (ImS16)offset; +} + +void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* src_tab, ImVec2 mouse_pos) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0) + return; + + const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); + + // Count number of contiguous tabs we are crossing over + const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; + const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab); + int dst_idx = src_idx; + for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir) + { + // Reordered tabs must share the same section + const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i]; + if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder) + break; + if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_)) + break; + dst_idx = i; + + // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. + const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x; + const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x; + //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255)); + if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) + break; + } + + if (dst_idx != src_idx) + TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx); +} + +bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId); + if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder)) + return false; + + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = TabBarGetTabOrder(tab_bar, tab1) + tab_bar->ReorderRequestOffset; + if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) + return false; + + // Reordered tabs must share the same section + // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too) + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + if (tab2->Flags & ImGuiTabItemFlags_NoReorder) + return false; + if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_)) + return false; + + ImGuiTabItem item_tmp = *tab1; + ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2; + ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1; + const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; + memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem)); + *tab2 = item_tmp; + + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + return true; +} + +static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); + const float scrolling_buttons_width = arrow_button_size.x * 2.0f; + + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); + + int select_dir = 0; + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + const float backup_repeat_delay = g.IO.KeyRepeatDelay; + const float backup_repeat_rate = g.IO.KeyRepeatRate; + g.IO.KeyRepeatDelay = 0.250f; + g.IO.KeyRepeatRate = 0.200f; + float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width); + window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) + select_dir = -1; + window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) + select_dir = +1; + PopItemFlag(); + PopStyleColor(2); + g.IO.KeyRepeatRate = backup_repeat_rate; + g.IO.KeyRepeatDelay = backup_repeat_delay; + + ImGuiTabItem* tab_to_scroll_to = NULL; + if (select_dir != 0) + if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + { + int selected_order = TabBarGetTabOrder(tab_bar, tab_item); + int target_order = selected_order + select_dir; + + // Skip tab item buttons until another tab item is found or end is reached + while (tab_to_scroll_to == NULL) + { + // If we are at the end of the list, still scroll to make our tab visible + tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; + + // Cross through buttons + // (even if first/last item is a button, return it so we can update the scroll) + if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button) + { + target_order += select_dir; + selected_order += select_dir; + tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; + } + } + } + window->DC.CursorPos = backup_cursor_pos; + tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; + + return tab_to_scroll_to; +} + +static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We use g.Style.FramePadding.y to match the square ArrowButton size + const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); + tab_bar->BarRect.Min.x += tab_list_popup_button_width; + + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest); + PopStyleColor(2); + + ImGuiTabItem* tab_to_select = NULL; + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + + const char* tab_name = TabBarGetTabName(tab_bar, tab); + if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) + tab_to_select = tab; + } + EndCombo(); + } + + window->DC.CursorPos = backup_cursor_pos; + return tab_to_select; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +//------------------------------------------------------------------------- +// - BeginTabItem() +// - EndTabItem() +// - TabItemButton() +// - TabItemEx() [Internal] +// - SetTabItemClosed() +// - TabItemCalcSize() [Internal] +// - TabItemBackground() [Internal] +// - TabItemLabelAndCloseButton() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! + + bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); + if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + } + return ret; +} + +void ImGui::EndTabItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) + PopID(); +} + +bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL); +} + +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) +{ + // Layout whole tab bar if not already done + ImGuiContext& g = *GImGui; + if (tab_bar->WantLayout) + { + ImGuiNextItemData backup_next_item_data = g.NextItemData; + TabBarLayout(tab_bar); + g.NextItemData = backup_next_item_data; + } + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window); + + // If the user called us with *p_open == false, we early out and don't render. + // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + if (p_open && !*p_open) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + return false; + } + + IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button)); + IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing + + // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) + if (flags & ImGuiTabItemFlags_NoCloseButton) + p_open = NULL; + else if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + + // Acquire tab data + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); + bool tab_is_new = false; + if (tab == NULL) + { + tab_bar->Tabs.push_back(ImGuiTabItem()); + tab = &tab_bar->Tabs.back(); + tab->ID = id; + tab_bar->TabsAddedNew = tab_is_new = true; + } + tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument)); + tab->RequestedWidth = -1.0f; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) + size.x = tab->RequestedWidth = g.NextItemData.Width; + if (tab_is_new) + tab->Width = ImMax(1.0f, size.x); + tab->ContentWidth = size.x; + tab->BeginOrder = tab_bar->TabsActiveCount++; + + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; + const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; + tab->LastFrameVisible = g.FrameCount; + tab->Flags = flags; + tab->Window = docked_window; + + // Append name _WITH_ the zero-terminator + // (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar) + if (docked_window != NULL) + { + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + tab->NameOffset = -1; + } + else + { + tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + strlen(label) + 1); + } + + // Update selected tab + if (!is_tab_button) + { + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) + TabBarQueueFocus(tab_bar, tab); // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar + TabBarQueueFocus(tab_bar, tab); + } + + // Lock visibility + // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) + bool tab_contents_visible = (tab_bar->VisibleTabId == id); + if (tab_contents_visible) + tab_bar->VisibleTabWasSubmitted = true; + + // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL) + if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) + tab_contents_visible = true; + + // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted + // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. + if (tab_appearing && (!tab_bar_appearing || tab_is_new)) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + if (is_tab_button) + return false; + return tab_contents_visible; + } + + if (tab_bar->SelectedTabId == id) + tab->LastFrameSelected = g.FrameCount; + + // Backup current layout position + const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; + + // Layout + const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + size.x = tab->Width; + if (is_central_section) + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_TRUNC(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + else + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f); + ImVec2 pos = window->DC.CursorPos; + ImRect bb(pos, pos + size); + + // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) + const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX); + if (want_clip_rect) + PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true); + + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + + if (!ItemAdd(bb, id)) + { + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + return tab_contents_visible; + } + + // Click to Select a tab + ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap); + if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (pressed && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + // Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow() + // will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id. + if (held && docked_window && g.ActiveId == id && g.ActiveIdIsJustActivated) + g.ActiveIdWindow = docked_window; + + // Drag and drop a single floating window node moves it + ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; + const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1); + if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) + { + // Move + StartMouseMovingWindow(docked_window); + } + else if (held && !tab_appearing && IsMouseDragging(0)) + { + // Drag and drop: re-order tabs + int drag_dir = 0; + float drag_distance_from_edge_x = 0.0f; + if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL))) + { + // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) + { + drag_dir = -1; + drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) + { + drag_dir = +1; + drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + } + + // Extract a Dockable window out of it's tab bar + const bool can_undock = docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove) && !(node->MergedFlags & ImGuiDockNodeFlags_NoUndocking); + if (can_undock) + { + // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar + bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id); + if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) + { + float threshold_base = g.FontSize; + float threshold_x = (threshold_base * 2.2f); + float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); + //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] + + float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); + if (distance_from_edge_y >= threshold_y) + undocking_tab = true; + if (drag_distance_from_edge_x > threshold_x) + if ((drag_dir < 0 && TabBarGetTabOrder(tab_bar, tab) == 0) || (drag_dir > 0 && TabBarGetTabOrder(tab_bar, tab) == tab_bar->Tabs.Size - 1)) + undocking_tab = true; + } + + if (undocking_tab) + { + // Undock + // FIXME: refactor to share more code with e.g. StartMouseMovingWindow + DockContextQueueUndockWindow(&g, docked_window); + g.MovingWindow = docked_window; + SetActiveID(g.MovingWindow->MoveId, g.MovingWindow); + g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + } + } + } + +#if 0 + if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) + { + // Enlarge tab display when hovering + bb.Max.x = bb.Min.x + IM_TRUNC(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); + display_draw_list = GetForegroundDrawList(window); + TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); + } +#endif + + // Render tab shape + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabDimmed)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline) && style.TabBarOverlineSize > 0.0f) + { + float x_offset = IM_TRUNC(0.4f * style.TabRounding); + if (x_offset < 2.0f * g.CurrentDpiScale) + x_offset = 0.0f; + float y_offset = 1.0f * g.CurrentDpiScale; + display_draw_list->AddLine(bb.GetTL() + ImVec2(x_offset, y_offset), bb.GetTR() + ImVec2(-x_offset, y_offset), GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline), style.TabBarOverlineSize); + } + RenderNavCursor(bb, id); + + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (tab_bar->SelectedTabId != tab->ID && hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0; + bool just_closed; + bool text_clipped; + TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent) + // That state is copied to window->DockTabItemStatusFlags by our caller. + if (docked_window && (hovered || g.HoveredId == close_button_id)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Restore main window position so user can draw there + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + + // Tooltip + // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) + // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) + // FIXME: This is a mess. + // FIXME: We may want disabled tab to still display the tooltip? + if (text_clipped && g.HoveredId == id && !held) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) + SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + + IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected + if (is_tab_button) + return pressed; + return tab_contents_visible; +} + +// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. +// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar(). +// Tabs closed by the close button will automatically be flagged to avoid this issue. +void ImGui::SetTabItemClosed(const char* label) +{ + ImGuiContext& g = *GImGui; + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); + if (is_within_manual_tab_bar) + { + ImGuiTabBar* tab_bar = g.CurrentTabBar; + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL); + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab->WantClose = true; // Will be processed by next call to TabBarLayout() + } + else if (ImGuiWindow* window = FindWindowByName(label)) + { + if (window->DockIsActive) + if (ImGuiDockNode* node = window->DockNode) + { + ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label, window); + TabBarRemoveTab(node->TabBar, tab_id); + window->DockTabWantClose = true; + } + } +} + +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); + if (has_close_button_or_unsaved_marker) + size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. + else + size.x += g.Style.FramePadding.x + 1.0f; + return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); +} + +ImVec2 ImGui::TabItemCalcSize(ImGuiWindow* window) +{ + return TabItemCalcSize(window->Name, window->HasCloseButton || (window->Flags & ImGuiWindowFlags_UnsavedDocument)); +} + +void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) +{ + // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. + ImGuiContext& g = *GImGui; + const float width = bb.GetWidth(); + IM_UNUSED(flags); + IM_ASSERT(width > 0.0f); + const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f)); + const float y1 = bb.Min.y + 1.0f; + const float y2 = bb.Max.y - g.Style.TabBarBorderSize; + draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); + draw_list->PathFillConvex(col); + if (g.Style.TabBorderSize > 0.0f) + { + draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize); + } +} + +// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic +// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. +void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + if (out_just_closed) + *out_just_closed = false; + if (out_text_clipped) + *out_text_clipped = false; + + if (bb.GetWidth() <= 1.0f) + return; + + // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) + // But right now if you want to alter text color of tabs this is what you need to do. +#if 0 + const float backup_alpha = g.Style.Alpha; + if (!is_contents_visible) + g.Style.Alpha *= 0.7f; +#endif + + // Render text label (with clipping + alpha gradient) + unsaved marker + ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); + ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + + // Return clipped state ignoring the close button + if (out_text_clipped) + { + *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x; + //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); + } + + const float button_sz = g.FontSize; + const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y); + + // Close Button & Unsaved Marker + // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() + // 'hovered' will be true when hovering the Tab but NOT when hovering the close button + // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button + // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false + bool close_button_pressed = false; + bool close_button_visible = false; + if (close_button_id != 0) + if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton)) + if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) + close_button_visible = true; + bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); + + if (close_button_visible) + { + ImGuiLastItemData last_item_backup = g.LastItemData; + if (CloseButton(close_button_id, button_pos)) + close_button_pressed = true; + g.LastItemData = last_item_backup; + + // Close with middle mouse button + if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + close_button_pressed = true; + } + else if (unsaved_marker_visible) + { + const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz)); + RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); + } + + // This is all rather complicated + // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) + // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. + float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + if (close_button_visible || unsaved_marker_visible) + { + text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f); + text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f; + ellipsis_max_x = text_pixel_clip_bb.Max.x; + } + LogSetNextTextDecoration("/", "\\"); + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); + +#if 0 + if (!is_contents_visible) + g.Style.Alpha = backup_alpha; +#endif + + if (out_just_closed) + *out_just_closed = close_button_pressed; +} + + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imstb_rectpack.h b/src/main/imgui/imstb_rectpack.h new file mode 100644 index 0000000..f6917e7 --- /dev/null +++ b/src/main/imgui/imstb_rectpack.h @@ -0,0 +1,627 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_rect_pack.h 1.01. +// Grep for [DEAR IMGUI] to find the changes. +// +// stb_rect_pack.h - v1.01 - public domain - rectangle packing +// Sean Barrett 2014 +// +// Useful for e.g. packing rectangular textures into an atlas. +// Does not do rotation. +// +// Before #including, +// +// #define STB_RECT_PACK_IMPLEMENTATION +// +// in the file that you want to have the implementation. +// +// Not necessarily the awesomest packing method, but better than +// the totally naive one in stb_truetype (which is primarily what +// this is meant to replace). +// +// Has only had a few tests run, may have issues. +// +// More docs to come. +// +// No memory allocations; uses qsort() and assert() from stdlib. +// Can override those by defining STBRP_SORT and STBRP_ASSERT. +// +// This library currently uses the Skyline Bottom-Left algorithm. +// +// Please note: better rectangle packers are welcome! Please +// implement them to the same API, but with a different init +// function. +// +// Credits +// +// Library +// Sean Barrett +// Minor features +// Martins Mozeiko +// github:IntellectualKitty +// +// Bugfixes / warning fixes +// Jeremy Jaussaud +// Fabian Giesen +// +// Version history: +// +// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section +// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles +// 0.99 (2019-02-07) warning fixes +// 0.11 (2017-03-03) return packing success/fail result +// 0.10 (2016-10-25) remove cast-away-const to avoid warnings +// 0.09 (2016-08-27) fix compiler warnings +// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0) +// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0) +// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort +// 0.05: added STBRP_ASSERT to allow replacing assert +// 0.04: fixed minor bug in STBRP_LARGE_RECTS support +// 0.01: initial release +// +// LICENSE +// +// See end of file for license information. + +////////////////////////////////////////////////////////////////////////////// +// +// INCLUDE SECTION +// + +#ifndef STB_INCLUDE_STB_RECT_PACK_H +#define STB_INCLUDE_STB_RECT_PACK_H + +#define STB_RECT_PACK_VERSION 1 + +#ifdef STBRP_STATIC +#define STBRP_DEF static +#else +#define STBRP_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +typedef struct stbrp_context stbrp_context; +typedef struct stbrp_node stbrp_node; +typedef struct stbrp_rect stbrp_rect; + +typedef int stbrp_coord; + +#define STBRP__MAXVAL 0x7fffffff +// Mostly for internal use, but this is the maximum supported coordinate value. + +STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); +// Assign packed locations to rectangles. The rectangles are of type +// 'stbrp_rect' defined below, stored in the array 'rects', and there +// are 'num_rects' many of them. +// +// Rectangles which are successfully packed have the 'was_packed' flag +// set to a non-zero value and 'x' and 'y' store the minimum location +// on each axis (i.e. bottom-left in cartesian coordinates, top-left +// if you imagine y increasing downwards). Rectangles which do not fit +// have the 'was_packed' flag set to 0. +// +// You should not try to access the 'rects' array from another thread +// while this function is running, as the function temporarily reorders +// the array while it executes. +// +// To pack into another rectangle, you need to call stbrp_init_target +// again. To continue packing into the same rectangle, you can call +// this function again. Calling this multiple times with multiple rect +// arrays will probably produce worse packing results than calling it +// a single time with the full rectangle array, but the option is +// available. +// +// The function returns 1 if all of the rectangles were successfully +// packed and 0 otherwise. + +struct stbrp_rect +{ + // reserved for your use: + int id; + + // input: + stbrp_coord w, h; + + // output: + stbrp_coord x, y; + int was_packed; // non-zero if valid packing + +}; // 16 bytes, nominally + + +STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes); +// Initialize a rectangle packer to: +// pack a rectangle that is 'width' by 'height' in dimensions +// using temporary storage provided by the array 'nodes', which is 'num_nodes' long +// +// You must call this function every time you start packing into a new target. +// +// There is no "shutdown" function. The 'nodes' memory must stay valid for +// the following stbrp_pack_rects() call (or calls), but can be freed after +// the call (or calls) finish. +// +// Note: to guarantee best results, either: +// 1. make sure 'num_nodes' >= 'width' +// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1' +// +// If you don't do either of the above things, widths will be quantized to multiples +// of small integers to guarantee the algorithm doesn't run out of temporary storage. +// +// If you do #2, then the non-quantized algorithm will be used, but the algorithm +// may run out of temporary storage and be unable to pack some rectangles. + +STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem); +// Optionally call this function after init but before doing any packing to +// change the handling of the out-of-temp-memory scenario, described above. +// If you call init again, this will be reset to the default (false). + + +STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic); +// Optionally select which packing heuristic the library should use. Different +// heuristics will produce better/worse results for different data sets. +// If you call init again, this will be reset to the default. + +enum +{ + STBRP_HEURISTIC_Skyline_default=0, + STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, + STBRP_HEURISTIC_Skyline_BF_sortHeight +}; + + +////////////////////////////////////////////////////////////////////////////// +// +// the details of the following structures don't matter to you, but they must +// be visible so you can handle the memory allocations for them + +struct stbrp_node +{ + stbrp_coord x,y; + stbrp_node *next; +}; + +struct stbrp_context +{ + int width; + int height; + int align; + int init_mode; + int heuristic; + int num_nodes; + stbrp_node *active_head; + stbrp_node *free_head; + stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' +}; + +#ifdef __cplusplus +} +#endif + +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// IMPLEMENTATION SECTION +// + +#ifdef STB_RECT_PACK_IMPLEMENTATION +#ifndef STBRP_SORT +#include +#define STBRP_SORT qsort +#endif + +#ifndef STBRP_ASSERT +#include +#define STBRP_ASSERT assert +#endif + +#ifdef _MSC_VER +#define STBRP__NOTUSED(v) (void)(v) +#define STBRP__CDECL __cdecl +#else +#define STBRP__NOTUSED(v) (void)sizeof(v) +#define STBRP__CDECL +#endif + +enum +{ + STBRP__INIT_skyline = 1 +}; + +STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic) +{ + switch (context->init_mode) { + case STBRP__INIT_skyline: + STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); + context->heuristic = heuristic; + break; + default: + STBRP_ASSERT(0); + } +} + +STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem) +{ + if (allow_out_of_mem) + // if it's ok to run out of memory, then don't bother aligning them; + // this gives better packing, but may fail due to OOM (even though + // the rectangles easily fit). @TODO a smarter approach would be to only + // quantize once we've hit OOM, then we could get rid of this parameter. + context->align = 1; + else { + // if it's not ok to run out of memory, then quantize the widths + // so that num_nodes is always enough nodes. + // + // I.e. num_nodes * align >= width + // align >= width / num_nodes + // align = ceil(width/num_nodes) + + context->align = (context->width + context->num_nodes-1) / context->num_nodes; + } +} + +STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) +{ + int i; + + for (i=0; i < num_nodes-1; ++i) + nodes[i].next = &nodes[i+1]; + nodes[i].next = NULL; + context->init_mode = STBRP__INIT_skyline; + context->heuristic = STBRP_HEURISTIC_Skyline_default; + context->free_head = &nodes[0]; + context->active_head = &context->extra[0]; + context->width = width; + context->height = height; + context->num_nodes = num_nodes; + stbrp_setup_allow_out_of_mem(context, 0); + + // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) + context->extra[0].x = 0; + context->extra[0].y = 0; + context->extra[0].next = &context->extra[1]; + context->extra[1].x = (stbrp_coord) width; + context->extra[1].y = (1<<30); + context->extra[1].next = NULL; +} + +// find minimum y position if it starts at x1 +static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste) +{ + stbrp_node *node = first; + int x1 = x0 + width; + int min_y, visited_width, waste_area; + + STBRP__NOTUSED(c); + + STBRP_ASSERT(first->x <= x0); + + #if 0 + // skip in case we're past the node + while (node->next->x <= x0) + ++node; + #else + STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency + #endif + + STBRP_ASSERT(node->x <= x0); + + min_y = 0; + waste_area = 0; + visited_width = 0; + while (node->x < x1) { + if (node->y > min_y) { + // raise min_y higher. + // we've accounted for all waste up to min_y, + // but we'll now add more waste for everything we've visted + waste_area += visited_width * (node->y - min_y); + min_y = node->y; + // the first time through, visited_width might be reduced + if (node->x < x0) + visited_width += node->next->x - x0; + else + visited_width += node->next->x - node->x; + } else { + // add waste area + int under_width = node->next->x - node->x; + if (under_width + visited_width > width) + under_width = width - visited_width; + waste_area += under_width * (min_y - node->y); + visited_width += under_width; + } + node = node->next; + } + + *pwaste = waste_area; + return min_y; +} + +typedef struct +{ + int x,y; + stbrp_node **prev_link; +} stbrp__findresult; + +static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height) +{ + int best_waste = (1<<30), best_x, best_y = (1 << 30); + stbrp__findresult fr; + stbrp_node **prev, *node, *tail, **best = NULL; + + // align to multiple of c->align + width = (width + c->align - 1); + width -= width % c->align; + STBRP_ASSERT(width % c->align == 0); + + // if it can't possibly fit, bail immediately + if (width > c->width || height > c->height) { + fr.prev_link = NULL; + fr.x = fr.y = 0; + return fr; + } + + node = c->active_head; + prev = &c->active_head; + while (node->x + width <= c->width) { + int y,waste; + y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); + if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL + // bottom left + if (y < best_y) { + best_y = y; + best = prev; + } + } else { + // best-fit + if (y + height <= c->height) { + // can only use it if it first vertically + if (y < best_y || (y == best_y && waste < best_waste)) { + best_y = y; + best_waste = waste; + best = prev; + } + } + } + prev = &node->next; + node = node->next; + } + + best_x = (best == NULL) ? 0 : (*best)->x; + + // if doing best-fit (BF), we also have to try aligning right edge to each node position + // + // e.g, if fitting + // + // ____________________ + // |____________________| + // + // into + // + // | | + // | ____________| + // |____________| + // + // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned + // + // This makes BF take about 2x the time + + if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) { + tail = c->active_head; + node = c->active_head; + prev = &c->active_head; + // find first node that's admissible + while (tail->x < width) + tail = tail->next; + while (tail) { + int xpos = tail->x - width; + int y,waste; + STBRP_ASSERT(xpos >= 0); + // find the left position that matches this + while (node->next->x <= xpos) { + prev = &node->next; + node = node->next; + } + STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); + y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); + if (y + height <= c->height) { + if (y <= best_y) { + if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { + best_x = xpos; + //STBRP_ASSERT(y <= best_y); [DEAR IMGUI] + best_y = y; + best_waste = waste; + best = prev; + } + } + } + tail = tail->next; + } + } + + fr.prev_link = best; + fr.x = best_x; + fr.y = best_y; + return fr; +} + +static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height) +{ + // find best position according to heuristic + stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); + stbrp_node *node, *cur; + + // bail if: + // 1. it failed + // 2. the best node doesn't fit (we don't always check this) + // 3. we're out of memory + if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) { + res.prev_link = NULL; + return res; + } + + // on success, create new node + node = context->free_head; + node->x = (stbrp_coord) res.x; + node->y = (stbrp_coord) (res.y + height); + + context->free_head = node->next; + + // insert the new node into the right starting point, and + // let 'cur' point to the remaining nodes needing to be + // stiched back in + + cur = *res.prev_link; + if (cur->x < res.x) { + // preserve the existing one, so start testing with the next one + stbrp_node *next = cur->next; + cur->next = node; + cur = next; + } else { + *res.prev_link = node; + } + + // from here, traverse cur and free the nodes, until we get to one + // that shouldn't be freed + while (cur->next && cur->next->x <= res.x + width) { + stbrp_node *next = cur->next; + // move the current node to the free list + cur->next = context->free_head; + context->free_head = cur; + cur = next; + } + + // stitch the list back in + node->next = cur; + + if (cur->x < res.x + width) + cur->x = (stbrp_coord) (res.x + width); + +#ifdef _DEBUG + cur = context->active_head; + while (cur->x < context->width) { + STBRP_ASSERT(cur->x < cur->next->x); + cur = cur->next; + } + STBRP_ASSERT(cur->next == NULL); + + { + int count=0; + cur = context->active_head; + while (cur) { + cur = cur->next; + ++count; + } + cur = context->free_head; + while (cur) { + cur = cur->next; + ++count; + } + STBRP_ASSERT(count == context->num_nodes+2); + } +#endif + + return res; +} + +static int STBRP__CDECL rect_height_compare(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + if (p->h > q->h) + return -1; + if (p->h < q->h) + return 1; + return (p->w > q->w) ? -1 : (p->w < q->w); +} + +static int STBRP__CDECL rect_original_order(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); +} + +STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) +{ + int i, all_rects_packed = 1; + + // we use the 'was_packed' field internally to allow sorting/unsorting + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = i; + } + + // sort according to heuristic + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); + + for (i=0; i < num_rects; ++i) { + if (rects[i].w == 0 || rects[i].h == 0) { + rects[i].x = rects[i].y = 0; // empty rect needs no space + } else { + stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); + if (fr.prev_link) { + rects[i].x = (stbrp_coord) fr.x; + rects[i].y = (stbrp_coord) fr.y; + } else { + rects[i].x = rects[i].y = STBRP__MAXVAL; + } + } + } + + // unsort + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); + + // set was_packed flags and all_rects_packed status + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); + if (!rects[i].was_packed) + all_rects_packed = 0; + } + + // return the all_rects_packed status + return all_rects_packed; +} +#endif + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/src/main/imgui/imstb_textedit.h b/src/main/imgui/imstb_textedit.h new file mode 100644 index 0000000..b7a761c --- /dev/null +++ b/src/main/imgui/imstb_textedit.h @@ -0,0 +1,1469 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_textedit.h 1.14. +// Those changes would need to be pushed into nothings/stb: +// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) +// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783) +// - Added name to struct or it may be forward declared in our code. +// - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925) +// Grep for [DEAR IMGUI] to find the changes. +// - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_* + +// stb_textedit.h - v1.14 - public domain - Sean Barrett +// Development of this library was sponsored by RAD Game Tools +// +// This C header file implements the guts of a multi-line text-editing +// widget; you implement display, word-wrapping, and low-level string +// insertion/deletion, and stb_textedit will map user inputs into +// insertions & deletions, plus updates to the cursor position, +// selection state, and undo state. +// +// It is intended for use in games and other systems that need to build +// their own custom widgets and which do not have heavy text-editing +// requirements (this library is not recommended for use for editing large +// texts, as its performance does not scale and it has limited undo). +// +// Non-trivial behaviors are modelled after Windows text controls. +// +// +// LICENSE +// +// See end of file for license information. +// +// +// DEPENDENCIES +// +// Uses the C runtime function 'memmove', which you can override +// by defining IMSTB_TEXTEDIT_memmove before the implementation. +// Uses no other functions. Performs no runtime allocations. +// +// +// VERSION HISTORY +// +// 1.14 (2021-07-11) page up/down, various fixes +// 1.13 (2019-02-07) fix bug in undo size management +// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash +// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield +// 1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.9 (2016-08-27) customizable move-by-word +// 1.8 (2016-04-02) better keyboard handling when mouse button is down +// 1.7 (2015-09-13) change y range handling in case baseline is non-0 +// 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove +// 1.5 (2014-09-10) add support for secondary keys for OS X +// 1.4 (2014-08-17) fix signed/unsigned warnings +// 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary +// 1.2 (2014-05-27) fix some RAD types that had crept into the new code +// 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE ) +// 1.0 (2012-07-26) improve documentation, initial public release +// 0.3 (2012-02-24) bugfixes, single-line mode; insert mode +// 0.2 (2011-11-28) fixes to undo/redo +// 0.1 (2010-07-08) initial version +// +// ADDITIONAL CONTRIBUTORS +// +// Ulf Winklemann: move-by-word in 1.1 +// Fabian Giesen: secondary key inputs in 1.5 +// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 +// Louis Schnellbach: page up/down in 1.14 +// +// Bugfixes: +// Scott Graham +// Daniel Keller +// Omar Cornut +// Dan Thompson +// +// USAGE +// +// This file behaves differently depending on what symbols you define +// before including it. +// +// +// Header-file mode: +// +// If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this, +// it will operate in "header file" mode. In this mode, it declares a +// single public symbol, STB_TexteditState, which encapsulates the current +// state of a text widget (except for the string, which you will store +// separately). +// +// To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a +// primitive type that defines a single character (e.g. char, wchar_t, etc). +// +// To save space or increase undo-ability, you can optionally define the +// following things that are used by the undo system: +// +// STB_TEXTEDIT_POSITIONTYPE small int type encoding a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// If you don't define these, they are set to permissive types and +// moderate sizes. The undo system does no memory allocations, so +// it grows STB_TexteditState by the worst-case storage which is (in bytes): +// +// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT +// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT +// +// +// Implementation mode: +// +// If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it +// will compile the implementation of the text edit widget, depending +// on a large number of symbols which must be defined before the include. +// +// The implementation is defined only as static functions. You will then +// need to provide your own APIs in the same file which will access the +// static functions. +// +// The basic concept is that you provide a "string" object which +// behaves like an array of characters. stb_textedit uses indices to +// refer to positions in the string, implicitly representing positions +// in the displayed textedit. This is true for both plain text and +// rich text; even with rich text stb_truetype interacts with your +// code as if there was an array of all the displayed characters. +// +// Symbols that must be the same in header-file and implementation mode: +// +// STB_TEXTEDIT_CHARTYPE the character type +// STB_TEXTEDIT_POSITIONTYPE small type that is a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// Symbols you must define for implementation mode: +// +// STB_TEXTEDIT_STRING the type of object representing a string being edited, +// typically this is a wrapper object with other data you need +// +// STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1)) +// STB_TEXTEDIT_LAYOUTROW(&r,obj,n) returns the results of laying out a line of characters +// starting from character #n (see discussion below) +// STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character +// to the xpos of the i+1'th char for a line of characters +// starting at character #n (i.e. accounts for kerning +// with previous char) +// STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character +// (return type is int, -1 means not valid to insert) +// STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based +// STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize +// as manually wordwrapping for end-of-line positioning +// +// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i +// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// +// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key +// +// STB_TEXTEDIT_K_LEFT keyboard input to move cursor left +// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right +// STB_TEXTEDIT_K_UP keyboard input to move cursor up +// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down +// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page +// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page +// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME +// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END +// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME +// STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text // e.g. ctrl-END +// STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor +// STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor +// STB_TEXTEDIT_K_UNDO keyboard input to perform undo +// STB_TEXTEDIT_K_REDO keyboard input to perform redo +// +// Optional: +// STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode +// STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'), +// required for default WORDLEFT/WORDRIGHT handlers +// STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to +// STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to +// STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT +// STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT +// STB_TEXTEDIT_K_LINESTART2 secondary keyboard input to move cursor to start of line +// STB_TEXTEDIT_K_LINEEND2 secondary keyboard input to move cursor to end of line +// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text +// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text +// +// Keyboard input must be encoded as a single integer value; e.g. a character code +// and some bitflags that represent shift states. to simplify the interface, SHIFT must +// be a bitflag, so we can test the shifted state of cursor movements to allow selection, +// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. +// +// You can encode other things, such as CONTROL or ALT, in additional bits, and +// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example, +// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN +// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit, +// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the +// API below. The control keys will only match WM_KEYDOWN events because of the +// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN +// bit so it only decodes WM_CHAR events. +// +// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed +// row of characters assuming they start on the i'th character--the width and +// the height and the number of characters consumed. This allows this library +// to traverse the entire layout incrementally. You need to compute word-wrapping +// here. +// +// Each textfield keeps its own insert mode state, which is not how normal +// applications work. To keep an app-wide insert mode, update/copy the +// "insert_mode" field of STB_TexteditState before/after calling API functions. +// +// API +// +// void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +// +// void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key) +// void stb_textedit_text(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int text_len) +// +// Each of these functions potentially updates the string and updates the +// state. +// +// initialize_state: +// set the textedit state to a known good default state when initially +// constructing the textedit. +// +// click: +// call this with the mouse x,y on a mouse down; it will update the cursor +// and reset the selection start/end to the cursor point. the x,y must +// be relative to the text widget, with (0,0) being the top left. +// +// drag: +// call this with the mouse x,y on a mouse drag/up; it will update the +// cursor and the selection end point +// +// cut: +// call this to delete the current selection; returns true if there was +// one. you should FIRST copy the current selection to the system paste buffer. +// (To copy, just copy the current selection out of the string yourself.) +// +// paste: +// call this to paste text at the current cursor point or over the current +// selection if there is one. +// +// key: +// call this for keyboard inputs sent to the textfield. you can use it +// for "key down" events or for "translated" key events. if you need to +// do both (as in Win32), or distinguish Unicode characters from control +// inputs, set a high bit to distinguish the two; then you can define the +// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit +// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is +// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to +// anything other type you want before including. +// if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are +// transformed into text and stb_textedit_text() is automatically called. +// +// text: [DEAR IMGUI] added 2024-09 +// call this to text inputs sent to the textfield. +// +// +// When rendering, you can read the cursor position and selection state from +// the STB_TexteditState. +// +// +// Notes: +// +// This is designed to be usable in IMGUI, so it allows for the possibility of +// running in an IMGUI that has NOT cached the multi-line layout. For this +// reason, it provides an interface that is compatible with computing the +// layout incrementally--we try to make sure we make as few passes through +// as possible. (For example, to locate the mouse pointer in the text, we +// could define functions that return the X and Y positions of characters +// and binary search Y and then X, but if we're doing dynamic layout this +// will run the layout algorithm many times, so instead we manually search +// forward in one pass. Similar logic applies to e.g. up-arrow and +// down-arrow movement.) +// +// If it's run in a widget that *has* cached the layout, then this is less +// efficient, but it's not horrible on modern computers. But you wouldn't +// want to edit million-line files with it. + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Header-file mode +//// +//// + +#ifndef INCLUDE_IMSTB_TEXTEDIT_H +#define INCLUDE_IMSTB_TEXTEDIT_H + +//////////////////////////////////////////////////////////////////////// +// +// STB_TexteditState +// +// Definition of STB_TexteditState which you should store +// per-textfield; it includes cursor position, selection state, +// and undo state. +// + +#ifndef IMSTB_TEXTEDIT_UNDOSTATECOUNT +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#endif +#ifndef IMSTB_TEXTEDIT_UNDOCHARCOUNT +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +#endif +#ifndef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_CHARTYPE int +#endif +#ifndef IMSTB_TEXTEDIT_POSITIONTYPE +#define IMSTB_TEXTEDIT_POSITIONTYPE int +#endif + +typedef struct +{ + // private data + IMSTB_TEXTEDIT_POSITIONTYPE where; + IMSTB_TEXTEDIT_POSITIONTYPE insert_length; + IMSTB_TEXTEDIT_POSITIONTYPE delete_length; + int char_storage; +} StbUndoRecord; + +typedef struct +{ + // private data + StbUndoRecord undo_rec [IMSTB_TEXTEDIT_UNDOSTATECOUNT]; + IMSTB_TEXTEDIT_CHARTYPE undo_char[IMSTB_TEXTEDIT_UNDOCHARCOUNT]; + short undo_point, redo_point; + int undo_char_point, redo_char_point; +} StbUndoState; + +typedef struct STB_TexteditState +{ + ///////////////////// + // + // public data + // + + int cursor; + // position of the text cursor within the string + + int select_start; // selection start point + int select_end; + // selection start and end point in characters; if equal, no selection. + // note that start may be less than or greater than end (e.g. when + // dragging the mouse, start is where the initial click was, and you + // can drag in either direction) + + unsigned char insert_mode; + // each textfield keeps its own insert mode state. to keep an app-wide + // insert mode, copy this value in/out of the app state + + int row_count_per_page; + // page size in number of row. + // this value MUST be set to >0 for pageup or pagedown in multilines documents. + + ///////////////////// + // + // private data + // + unsigned char cursor_at_end_of_line; // not implemented yet + unsigned char initialized; + unsigned char has_preferred_x; + unsigned char single_line; + unsigned char padding1, padding2, padding3; + float preferred_x; // this determines where the cursor up/down tries to seek to along x + StbUndoState undostate; +} STB_TexteditState; + + +//////////////////////////////////////////////////////////////////////// +// +// StbTexteditRow +// +// Result of layout query, used by stb_textedit to determine where +// the text in each row is. + +// result of layout query +typedef struct +{ + float x0,x1; // starting x location, end x location (allows for align=right, etc) + float baseline_y_delta; // position of baseline relative to previous row's baseline + float ymin,ymax; // height of row above and below baseline + int num_chars; +} StbTexteditRow; +#endif //INCLUDE_IMSTB_TEXTEDIT_H + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Implementation mode +//// +//// + + +// implementation isn't include-guarded, since it might have indirectly +// included just the "header" portion +#ifdef IMSTB_TEXTEDIT_IMPLEMENTATION + +#ifndef IMSTB_TEXTEDIT_memmove +#include +#define IMSTB_TEXTEDIT_memmove memmove +#endif + + +///////////////////////////////////////////////////////////////////////////// +// +// Mouse input handling +// + +// traverse the layout to locate the nearest character to a display position +static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y) +{ + StbTexteditRow r; + int n = STB_TEXTEDIT_STRINGLEN(str); + float base_y = 0, prev_x; + int i=0, k; + + r.x0 = r.x1 = 0; + r.ymin = r.ymax = 0; + r.num_chars = 0; + + // search rows to find one that straddles 'y' + while (i < n) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (r.num_chars <= 0) + return n; + + if (i==0 && y < base_y + r.ymin) + return 0; + + if (y < base_y + r.ymax) + break; + + i += r.num_chars; + base_y += r.baseline_y_delta; + } + + // below all text, return 'after' last character + if (i >= n) + return n; + + // check if it's before the beginning of the line + if (x < r.x0) + return i; + + // check if it's before the end of the line + if (x < r.x1) { + // search characters in row for one that straddles 'x' + prev_x = r.x0; + for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) { + float w = STB_TEXTEDIT_GETWIDTH(str, i, k); + if (x < prev_x+w) { + if (x < prev_x+w/2) + return k+i; + else + return IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k); + } + prev_x += w; + } + // shouldn't happen, but if it does, fall through to end-of-line case + } + + // if the last character is a newline, return that. otherwise return 'after' the last character + if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) + return i+r.num_chars-1; + else + return i+r.num_chars; +} + +// API click: on mouse down, move the cursor to the clicked location, and reset the selection +static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + state->cursor = stb_text_locate_coord(str, x, y); + state->select_start = state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; +} + +// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location +static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + int p = 0; + + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + if (state->select_start == state->select_end) + state->select_start = state->cursor; + + p = stb_text_locate_coord(str, x, y); + state->cursor = state->select_end = p; +} + +///////////////////////////////////////////////////////////////////////////// +// +// Keyboard input handling +// + +// forward declarations +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); + +typedef struct +{ + float x,y; // position of n'th character + float height; // height of line + int first_char, length; // first char of row, and length + int prev_first; // first char of previous row +} StbFindState; + +// find the x/y location of a character, and remember info about the previous row in +// case we get a move-up event (for page up, we'll have to rescan) +static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING *str, int n, int single_line) +{ + StbTexteditRow r; + int prev_start = 0; + int z = STB_TEXTEDIT_STRINGLEN(str); + int i=0, first; + + if (n == z && single_line) { + // special case if it's at the end (may not be needed?) + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + find->y = 0; + find->first_char = 0; + find->length = z; + find->height = r.ymax - r.ymin; + find->x = r.x1; + return; + } + + // search rows to find the one that straddles character n + find->y = 0; + + for(;;) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (n < i + r.num_chars) + break; + if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] special handling for last line + break; // [DEAR IMGUI] + prev_start = i; + i += r.num_chars; + find->y += r.baseline_y_delta; + if (i == z) // [DEAR IMGUI] + { + r.num_chars = 0; // [DEAR IMGUI] + break; // [DEAR IMGUI] + } + } + + find->first_char = first = i; + find->length = r.num_chars; + find->height = r.ymax - r.ymin; + find->prev_first = prev_start; + + // now scan to find xpos + find->x = r.x0; + for (i=0; first+i < n; i = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, first + i) - first) + find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); +} + +#define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) + +// make the selection/cursor state valid if client altered the string +static void stb_textedit_clamp(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + int n = STB_TEXTEDIT_STRINGLEN(str); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start > n) state->select_start = n; + if (state->select_end > n) state->select_end = n; + // if clamping forced them to be equal, move the cursor to match + if (state->select_start == state->select_end) + state->cursor = state->select_start; + } + if (state->cursor > n) state->cursor = n; +} + +// delete characters while updating undo +static void stb_textedit_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) +{ + stb_text_makeundo_delete(str, state, where, len); + STB_TEXTEDIT_DELETECHARS(str, where, len); + state->has_preferred_x = 0; +} + +// delete the section +static void stb_textedit_delete_selection(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + stb_textedit_clamp(str, state); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start < state->select_end) { + stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start); + state->select_end = state->cursor = state->select_start; + } else { + stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end); + state->select_start = state->cursor = state->select_end; + } + state->has_preferred_x = 0; + } +} + +// canoncialize the selection so start <= end +static void stb_textedit_sortselection(STB_TexteditState *state) +{ + if (state->select_end < state->select_start) { + int temp = state->select_end; + state->select_end = state->select_start; + state->select_start = temp; + } +} + +// move cursor to first character of selection +static void stb_textedit_move_to_first(STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + state->cursor = state->select_start; + state->select_end = state->select_start; + state->has_preferred_x = 0; + } +} + +// move cursor to last character of selection +static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->select_start = state->select_end; + state->has_preferred_x = 0; + } +} + +// [DEAR IMGUI] +// Functions must be implemented for UTF8 support +// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit. +// There is not necessarily a '[DEAR IMGUI]' at the usage sites. +#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx) (idx - 1) +#endif +#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx) (idx + 1) +#endif + +#ifdef STB_TEXTEDIT_IS_SPACE +static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx ) +{ + return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1; +} + +#ifndef STB_TEXTEDIT_MOVEWORDLEFT +static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c ) +{ + --c; // always move at least one character + while( c >= 0 && !is_word_boundary( str, c ) ) + --c; + + if( c < 0 ) + c = 0; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous +#endif + +#ifndef STB_TEXTEDIT_MOVEWORDRIGHT +static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c ) +{ + const int len = STB_TEXTEDIT_STRINGLEN(str); + ++c; // always move at least one character + while( c < len && !is_word_boundary( str, c ) ) + ++c; + + if( c > len ) + c = len; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next +#endif + +#endif + +// update selection and cursor to match each other +static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) +{ + if (!STB_TEXT_HAS_SELECTION(state)) + state->select_start = state->select_end = state->cursor; + else + state->cursor = state->select_end; +} + +// API cut: delete selection +static int stb_textedit_cut(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_delete_selection(str,state); // implicitly clamps + state->has_preferred_x = 0; + return 1; + } + return 0; +} + +// API paste: replace existing selection with passed-in text +static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE *text, int len) +{ + // if there's a selection, the paste should delete it + stb_textedit_clamp(str, state); + stb_textedit_delete_selection(str,state); + // try to insert the characters + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { + stb_text_makeundo_insert(state, state->cursor, len); + state->cursor += len; + state->has_preferred_x = 0; + return 1; + } + // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) + return 0; +} + +#ifndef STB_TEXTEDIT_KEYTYPE +#define STB_TEXTEDIT_KEYTYPE int +#endif + +// [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility. +static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + // can't add newline in single-line mode + if (text[0] == '\n' && state->single_line) + return; + + if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { + stb_text_makeundo_replace(str, state, state->cursor, 1, 1); + STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + state->cursor += text_len; + state->has_preferred_x = 0; + } + } + else { + stb_textedit_delete_selection(str, state); // implicitly clamps + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + stb_text_makeundo_insert(state, state->cursor, text_len); + state->cursor += text_len; + state->has_preferred_x = 0; + } + } +} + +// API key: process a keyboard input +static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) +{ +retry: + switch (key) { + default: { +#ifdef STB_TEXTEDIT_KEYTOTEXT + int c = STB_TEXTEDIT_KEYTOTEXT(key); + if (c > 0) { + IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c; + stb_textedit_text(str, state, &ch, 1); + } +#endif + break; + } + +#ifdef STB_TEXTEDIT_K_INSERT + case STB_TEXTEDIT_K_INSERT: + state->insert_mode = !state->insert_mode; + break; +#endif + + case STB_TEXTEDIT_K_UNDO: + stb_text_undo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_REDO: + stb_text_redo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT: + // if currently there's a selection, move cursor to start of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else + if (state->cursor > 0) + state->cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_RIGHT: + // if currently there's a selection, move cursor to end of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + stb_textedit_clamp(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + // move selection left + if (state->select_end > 0) + state->select_end = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->select_end); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_MOVEWORDLEFT + case STB_TEXTEDIT_K_WORDLEFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + +#ifdef STB_TEXTEDIT_MOVEWORDRIGHT + case STB_TEXTEDIT_K_WORDRIGHT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + + case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + // move selection right + state->select_end = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->select_end); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_DOWN: + case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGDOWN: + case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down in single-line behave like left&right + key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + int start = find.first_char + find.length; + + if (find.length == 0) + break; + + // [DEAR IMGUI] + // going down while being on the last line shouldn't bring us to that line end + if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) + break; + + // now find character position down a row + state->cursor = start; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to next line + find.first_char = find.first_char + find.length; + find.length = row.num_chars; + } + break; + } + + case STB_TEXTEDIT_K_UP: + case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGUP: + case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down become left&right + key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + + // can only go up if there's a previous row + if (find.prev_first == find.first_char) + break; + + // now find character position up a row + state->cursor = find.prev_first; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to previous line + // (we need to scan previous line the hard way. maybe we could expose this as a new API function?) + prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; + while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) + --prev_scan; + find.first_char = find.prev_first; + find.prev_first = prev_scan; + } + break; + } + + case STB_TEXTEDIT_K_DELETE: + case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + int n = STB_TEXTEDIT_STRINGLEN(str); + if (state->cursor < n) + stb_textedit_delete(str, state, state->cursor, IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor) - state->cursor); + } + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_BACKSPACE: + case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + stb_textedit_clamp(str, state); + if (state->cursor > 0) { + int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + stb_textedit_delete(str, state, prev, state->cursor - prev); + state->cursor = prev; + } + } + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2: +#endif + case STB_TEXTEDIT_K_TEXTSTART: + state->cursor = state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2: +#endif + case STB_TEXTEDIT_K_TEXTEND: + state->cursor = STB_TEXTEDIT_STRINGLEN(str); + state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str); + state->has_preferred_x = 0; + break; + + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2: +#endif + case STB_TEXTEDIT_K_LINESTART: + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2: +#endif + case STB_TEXTEDIT_K_LINEEND: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->has_preferred_x = 0; + break; + } + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + } + } +} + +///////////////////////////////////////////////////////////////////////////// +// +// Undo processing +// +// @OPTIMIZE: the undo/redo buffer should be circular + +static void stb_textedit_flush_redo(StbUndoState *state) +{ + state->redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; +} + +// discard the oldest entry in the undo list +static void stb_textedit_discard_undo(StbUndoState *state) +{ + if (state->undo_point > 0) { + // if the 0th undo state has characters, clean those up + if (state->undo_rec[0].char_storage >= 0) { + int n = state->undo_rec[0].insert_length, i; + // delete n characters from all other records + state->undo_char_point -= n; + IMSTB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); + for (i=0; i < state->undo_point; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it + } + --state->undo_point; + IMSTB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); + } +} + +// discard the oldest entry in the redo list--it's bad if this +// ever happens, but because undo & redo have to store the actual +// characters in different cases, the redo character buffer can +// fill up even though the undo buffer didn't +static void stb_textedit_discard_redo(StbUndoState *state) +{ + int k = IMSTB_TEXTEDIT_UNDOSTATECOUNT-1; + + if (state->redo_point <= k) { + // if the k'th undo state has characters, clean those up + if (state->undo_rec[k].char_storage >= 0) { + int n = state->undo_rec[k].insert_length, i; + // move the remaining redo character data to the end of the buffer + state->redo_char_point += n; + IMSTB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((IMSTB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); + // adjust the position of all the other records to account for above memmove + for (i=state->redo_point; i < k; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage += n; + } + // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' + // [DEAR IMGUI] + size_t move_size = (size_t)((IMSTB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; + const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; + IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); + IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); + IMSTB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + + // now move redo_point to point to the new one + ++state->redo_point; + } +} + +static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars) +{ + // any time we create a new undo record, we discard redo + stb_textedit_flush_redo(state); + + // if we have no free records, we have to make room, by sliding the + // existing records down + if (state->undo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + stb_textedit_discard_undo(state); + + // if the characters to store won't possibly fit in the buffer, we can't undo + if (numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) { + state->undo_point = 0; + state->undo_char_point = 0; + return NULL; + } + + // if we don't have enough free characters in the buffer, we have to make room + while (state->undo_char_point + numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) + stb_textedit_discard_undo(state); + + return &state->undo_rec[state->undo_point++]; +} + +static IMSTB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) +{ + StbUndoRecord *r = stb_text_create_undo_record(state, insert_len); + if (r == NULL) + return NULL; + + r->where = pos; + r->insert_length = (IMSTB_TEXTEDIT_POSITIONTYPE) insert_len; + r->delete_length = (IMSTB_TEXTEDIT_POSITIONTYPE) delete_len; + + if (insert_len == 0) { + r->char_storage = -1; + return NULL; + } else { + r->char_storage = state->undo_char_point; + state->undo_char_point += insert_len; + return &state->undo_char[r->char_storage]; + } +} + +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord u, *r; + if (s->undo_point == 0) + return; + + // we need to do two things: apply the undo record, and create a redo record + u = s->undo_rec[s->undo_point-1]; + r = &s->undo_rec[s->redo_point-1]; + r->char_storage = -1; + + r->insert_length = u.delete_length; + r->delete_length = u.insert_length; + r->where = u.where; + + if (u.delete_length) { + // if the undo record says to delete characters, then the redo record will + // need to re-insert the characters that get deleted, so we need to store + // them. + + // there are three cases: + // there's enough room to store the characters + // characters stored for *redoing* don't leave room for redo + // characters stored for *undoing* don't leave room for redo + // if the last is true, we have to bail + + if (s->undo_char_point + u.delete_length >= IMSTB_TEXTEDIT_UNDOCHARCOUNT) { + // the undo records take up too much character space; there's no space to store the redo characters + r->insert_length = 0; + } else { + int i; + + // there's definitely room to store the characters eventually + while (s->undo_char_point + u.delete_length > s->redo_char_point) { + // should never happen: + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + return; + // there's currently not enough room, so discard a redo record + stb_textedit_discard_redo(s); + } + r = &s->undo_rec[s->redo_point-1]; + + r->char_storage = s->redo_char_point - u.delete_length; + s->redo_char_point = s->redo_char_point - u.delete_length; + + // now save the characters + for (i=0; i < u.delete_length; ++i) + s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i); + } + + // now we can carry out the deletion + STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length); + } + + // check type of recorded action: + if (u.insert_length) { + // easy case: was a deletion, so we need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); + s->undo_char_point -= u.insert_length; + } + + state->cursor = u.where + u.insert_length; + + s->undo_point--; + s->redo_point--; +} + +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord *u, r; + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + return; + + // we need to do two things: apply the redo record, and create an undo record + u = &s->undo_rec[s->undo_point]; + r = s->undo_rec[s->redo_point]; + + // we KNOW there must be room for the undo record, because the redo record + // was derived from an undo record + + u->delete_length = r.insert_length; + u->insert_length = r.delete_length; + u->where = r.where; + u->char_storage = -1; + + if (r.delete_length) { + // the redo record requires us to delete characters, so the undo record + // needs to store the characters + + if (s->undo_char_point + u->insert_length > s->redo_char_point) { + u->insert_length = 0; + u->delete_length = 0; + } else { + int i; + u->char_storage = s->undo_char_point; + s->undo_char_point = s->undo_char_point + u->insert_length; + + // now save the characters + for (i=0; i < u->insert_length; ++i) + s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i); + } + + STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length); + } + + if (r.insert_length) { + // easy case: need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); + s->redo_char_point += r.insert_length; + } + + state->cursor = r.where + r.insert_length; + + s->undo_point++; + s->redo_point++; +} + +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length) +{ + stb_text_createundo(&state->undostate, where, 0, length); +} + +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) +{ + int i; + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); + if (p) { + for (i=0; i < length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) +{ + int i; + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); + if (p) { + for (i=0; i < old_length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +// reset the state to default +static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line) +{ + state->undostate.undo_point = 0; + state->undostate.undo_char_point = 0; + state->undostate.redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->undostate.redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; + state->select_end = state->select_start = 0; + state->cursor = 0; + state->has_preferred_x = 0; + state->preferred_x = 0; + state->cursor_at_end_of_line = 0; + state->initialized = 1; + state->single_line = (unsigned char) is_single_line; + state->insert_mode = 0; + state->row_count_per_page = 0; +} + +// API initialize +static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +{ + stb_textedit_clear_state(state, is_single_line); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +static int stb_textedit_paste(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE const *ctext, int len) +{ + return stb_textedit_paste_internal(str, state, (IMSTB_TEXTEDIT_CHARTYPE *) ctext, len); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif//IMSTB_TEXTEDIT_IMPLEMENTATION + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/src/main/imgui/imstb_truetype.h b/src/main/imgui/imstb_truetype.h new file mode 100644 index 0000000..976f09c --- /dev/null +++ b/src/main/imgui/imstb_truetype.h @@ -0,0 +1,5085 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_truetype.h 1.26. +// Mostly fixing for compiler and static analyzer warnings. +// Grep for [DEAR IMGUI] to find the changes. + +// stb_truetype.h - v1.26 - public domain +// authored from 2009-2021 by Sean Barrett / RAD Game Tools +// +// ======================================================================= +// +// NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES +// +// This library does no range checking of the offsets found in the file, +// meaning an attacker can use it to read arbitrary memory. +// +// ======================================================================= +// +// This library processes TrueType files: +// parse files +// extract glyph metrics +// extract glyph shapes +// render glyphs to one-channel bitmaps with antialiasing (box filter) +// render glyphs to one-channel SDF bitmaps (signed-distance field/function) +// +// Todo: +// non-MS cmaps +// crashproof on bad data +// hinting? (no longer patented) +// cleartype-style AA? +// optimize: use simple memory allocator for intermediates +// optimize: build edge-list directly from curves +// optimize: rasterize directly from curves? +// +// ADDITIONAL CONTRIBUTORS +// +// Mikko Mononen: compound shape support, more cmap formats +// Tor Andersson: kerning, subpixel rendering +// Dougall Johnson: OpenType / Type 2 font handling +// Daniel Ribeiro Maciel: basic GPOS-based kerning +// +// Misc other: +// Ryan Gordon +// Simon Glass +// github:IntellectualKitty +// Imanol Celaya +// Daniel Ribeiro Maciel +// +// Bug/warning reports/fixes: +// "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe +// Cass Everitt Martins Mozeiko github:aloucks +// stoiko (Haemimont Games) Cap Petschulat github:oyvindjam +// Brian Hook Omar Cornut github:vassvik +// Walter van Niftrik Ryan Griege +// David Gow Peter LaValle +// David Given Sergey Popov +// Ivan-Assen Ivanov Giumo X. Clanjor +// Anthony Pesch Higor Euripedes +// Johan Duparc Thomas Fields +// Hou Qiming Derek Vinyard +// Rob Loach Cort Stratton +// Kenney Phillis Jr. Brian Costabile +// Ken Voskuil (kaesve) +// +// VERSION HISTORY +// +// 1.26 (2021-08-28) fix broken rasterizer +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// variant PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// +// Full history can be found at the end of this file. +// +// LICENSE +// +// See end of file for license information. +// +// USAGE +// +// Include this file in whatever places need to refer to it. In ONE C/C++ +// file, write: +// #define STB_TRUETYPE_IMPLEMENTATION +// before the #include of this file. This expands out the actual +// implementation into that C/C++ file. +// +// To make the implementation private to the file that generates the implementation, +// #define STBTT_STATIC +// +// Simple 3D API (don't ship this, but it's fine for tools and quick start) +// stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture +// stbtt_GetBakedQuad() -- compute quad to draw for a given char +// +// Improved 3D API (more shippable): +// #include "stb_rect_pack.h" -- optional, but you really want it +// stbtt_PackBegin() +// stbtt_PackSetOversampling() -- for improved quality on small fonts +// stbtt_PackFontRanges() -- pack and renders +// stbtt_PackEnd() +// stbtt_GetPackedQuad() +// +// "Load" a font file from a memory buffer (you have to keep the buffer loaded) +// stbtt_InitFont() +// stbtt_GetFontOffsetForIndex() -- indexing for TTC font collections +// stbtt_GetNumberOfFonts() -- number of fonts for TTC font collections +// +// Render a unicode codepoint to a bitmap +// stbtt_GetCodepointBitmap() -- allocates and returns a bitmap +// stbtt_MakeCodepointBitmap() -- renders into bitmap you provide +// stbtt_GetCodepointBitmapBox() -- how big the bitmap must be +// +// Character advance/positioning +// stbtt_GetCodepointHMetrics() +// stbtt_GetFontVMetrics() +// stbtt_GetFontVMetricsOS2() +// stbtt_GetCodepointKernAdvance() +// +// Starting with version 1.06, the rasterizer was replaced with a new, +// faster and generally-more-precise rasterizer. The new rasterizer more +// accurately measures pixel coverage for anti-aliasing, except in the case +// where multiple shapes overlap, in which case it overestimates the AA pixel +// coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If +// this turns out to be a problem, you can re-enable the old rasterizer with +// #define STBTT_RASTERIZER_VERSION 1 +// which will incur about a 15% speed hit. +// +// ADDITIONAL DOCUMENTATION +// +// Immediately after this block comment are a series of sample programs. +// +// After the sample programs is the "header file" section. This section +// includes documentation for each API function. +// +// Some important concepts to understand to use this library: +// +// Codepoint +// Characters are defined by unicode codepoints, e.g. 65 is +// uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is +// the hiragana for "ma". +// +// Glyph +// A visual character shape (every codepoint is rendered as +// some glyph) +// +// Glyph index +// A font-specific integer ID representing a glyph +// +// Baseline +// Glyph shapes are defined relative to a baseline, which is the +// bottom of uppercase characters. Characters extend both above +// and below the baseline. +// +// Current Point +// As you draw text to the screen, you keep track of a "current point" +// which is the origin of each character. The current point's vertical +// position is the baseline. Even "baked fonts" use this model. +// +// Vertical Font Metrics +// The vertical qualities of the font, used to vertically position +// and space the characters. See docs for stbtt_GetFontVMetrics. +// +// Font Size in Pixels or Points +// The preferred interface for specifying font sizes in stb_truetype +// is to specify how tall the font's vertical extent should be in pixels. +// If that sounds good enough, skip the next paragraph. +// +// Most font APIs instead use "points", which are a common typographic +// measurement for describing font size, defined as 72 points per inch. +// stb_truetype provides a point API for compatibility. However, true +// "per inch" conventions don't make much sense on computer displays +// since different monitors have different number of pixels per +// inch. For example, Windows traditionally uses a convention that +// there are 96 pixels per inch, thus making 'inch' measurements have +// nothing to do with inches, and thus effectively defining a point to +// be 1.333 pixels. Additionally, the TrueType font data provides +// an explicit scale factor to scale a given font's glyphs to points, +// but the author has observed that this scale factor is often wrong +// for non-commercial fonts, thus making fonts scaled in points +// according to the TrueType spec incoherently sized in practice. +// +// DETAILED USAGE: +// +// Scale: +// Select how high you want the font to be, in points or pixels. +// Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute +// a scale factor SF that will be used by all other functions. +// +// Baseline: +// You need to select a y-coordinate that is the baseline of where +// your text will appear. Call GetFontBoundingBox to get the baseline-relative +// bounding box for all characters. SF*-y0 will be the distance in pixels +// that the worst-case character could extend above the baseline, so if +// you want the top edge of characters to appear at the top of the +// screen where y=0, then you would set the baseline to SF*-y0. +// +// Current point: +// Set the current point where the first character will appear. The +// first character could extend left of the current point; this is font +// dependent. You can either choose a current point that is the leftmost +// point and hope, or add some padding, or check the bounding box or +// left-side-bearing of the first character to be displayed and set +// the current point based on that. +// +// Displaying a character: +// Compute the bounding box of the character. It will contain signed values +// relative to . I.e. if it returns x0,y0,x1,y1, +// then the character should be displayed in the rectangle from +// to = 32 && *text < 128) { + stbtt_aligned_quad q; + stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9 + glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0); + glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0); + glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1); + glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1); + } + ++text; + } + glEnd(); +} +#endif +// +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program (this compiles): get a single bitmap, print as ASCII art +// +#if 0 +#include +#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation +#include "stb_truetype.h" + +char ttf_buffer[1<<25]; + +int main(int argc, char **argv) +{ + stbtt_fontinfo font; + unsigned char *bitmap; + int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20); + + fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb")); + + stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0)); + bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0); + + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) + putchar(" .:ioVM@"[bitmap[j*w+i]>>5]); + putchar('\n'); + } + return 0; +} +#endif +// +// Output: +// +// .ii. +// @@@@@@. +// V@Mio@@o +// :i. V@V +// :oM@@M +// :@@@MM@M +// @@o o@M +// :@@. M@M +// @@@o@@@@ +// :M@@V:@@. +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program: print "Hello World!" banner, with bugs +// +#if 0 +char buffer[24<<20]; +unsigned char screen[20][79]; + +int main(int arg, char **argv) +{ + stbtt_fontinfo font; + int i,j,ascent,baseline,ch=0; + float scale, xpos=2; // leave a little padding in case the character extends left + char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness + + fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb")); + stbtt_InitFont(&font, buffer, 0); + + scale = stbtt_ScaleForPixelHeight(&font, 15); + stbtt_GetFontVMetrics(&font, &ascent,0,0); + baseline = (int) (ascent*scale); + + while (text[ch]) { + int advance,lsb,x0,y0,x1,y1; + float x_shift = xpos - (float) floor(xpos); + stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb); + stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1); + stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]); + // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong + // because this API is really for baking character bitmaps into textures. if you want to render + // a sequence of characters, you really need to render each bitmap to a temp buffer, then + // "alpha blend" that into the working buffer + xpos += (advance * scale); + if (text[ch+1]) + xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]); + ++ch; + } + + for (j=0; j < 20; ++j) { + for (i=0; i < 78; ++i) + putchar(" .:ioVM@"[screen[j][i]>>5]); + putchar('\n'); + } + + return 0; +} +#endif + + +////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// +//// +//// INTEGRATION WITH YOUR CODEBASE +//// +//// The following sections allow you to supply alternate definitions +//// of C library functions used by stb_truetype, e.g. if you don't +//// link with the C runtime library. + +#ifdef STB_TRUETYPE_IMPLEMENTATION + // #define your own (u)stbtt_int8/16/32 before including to override this + #ifndef stbtt_uint8 + typedef unsigned char stbtt_uint8; + typedef signed char stbtt_int8; + typedef unsigned short stbtt_uint16; + typedef signed short stbtt_int16; + typedef unsigned int stbtt_uint32; + typedef signed int stbtt_int32; + #endif + + typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1]; + typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1]; + + // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h + #ifndef STBTT_ifloor + #include + #define STBTT_ifloor(x) ((int) floor(x)) + #define STBTT_iceil(x) ((int) ceil(x)) + #endif + + #ifndef STBTT_sqrt + #include + #define STBTT_sqrt(x) sqrt(x) + #define STBTT_pow(x,y) pow(x,y) + #endif + + #ifndef STBTT_fmod + #include + #define STBTT_fmod(x,y) fmod(x,y) + #endif + + #ifndef STBTT_cos + #include + #define STBTT_cos(x) cos(x) + #define STBTT_acos(x) acos(x) + #endif + + #ifndef STBTT_fabs + #include + #define STBTT_fabs(x) fabs(x) + #endif + + // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h + #ifndef STBTT_malloc + #include + #define STBTT_malloc(x,u) ((void)(u),malloc(x)) + #define STBTT_free(x,u) ((void)(u),free(x)) + #endif + + #ifndef STBTT_assert + #include + #define STBTT_assert(x) assert(x) + #endif + + #ifndef STBTT_strlen + #include + #define STBTT_strlen(x) strlen(x) + #endif + + #ifndef STBTT_memcpy + #include + #define STBTT_memcpy memcpy + #define STBTT_memset memset + #endif +#endif + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// INTERFACE +//// +//// + +#ifndef __STB_INCLUDE_STB_TRUETYPE_H__ +#define __STB_INCLUDE_STB_TRUETYPE_H__ + +#ifdef STBTT_STATIC +#define STBTT_DEF static +#else +#define STBTT_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +// private structure +typedef struct +{ + unsigned char *data; + int cursor; + int size; +} stbtt__buf; + +////////////////////////////////////////////////////////////////////////////// +// +// TEXTURE BAKING API +// +// If you use this API, you only have to call two functions ever. +// + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; +} stbtt_bakedchar; + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata); // you allocate this, it's num_chars long +// if return is positive, the first unused row of the bitmap +// if return is negative, returns the negative of the number of characters that fit +// if return is 0, no characters fit and no rows were used +// This uses a very crappy packing. + +typedef struct +{ + float x0,y0,s0,t0; // top-left + float x1,y1,s1,t1; // bottom-right +} stbtt_aligned_quad; + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier +// Call GetBakedQuad with char_index = 'character - first_char', and it +// creates the quad you need to draw and advances the current position. +// +// The coordinate system used assumes y increases downwards. +// +// Characters will extend both above and below the current position; +// see discussion of "BASELINE" above. +// +// It's inefficient; you might want to c&p it and optimize it. + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap); +// Query the font vertical metrics without having to create a font first. + + +////////////////////////////////////////////////////////////////////////////// +// +// NEW TEXTURE BAKING API +// +// This provides options for packing multiple fonts into one atlas, not +// perfectly but better than nothing. + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; + float xoff2,yoff2; +} stbtt_packedchar; + +typedef struct stbtt_pack_context stbtt_pack_context; +typedef struct stbtt_fontinfo stbtt_fontinfo; +#ifndef STB_RECT_PACK_VERSION +typedef struct stbrp_rect stbrp_rect; +#endif + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context); +// Initializes a packing context stored in the passed-in stbtt_pack_context. +// Future calls using this context will pack characters into the bitmap passed +// in here: a 1-channel bitmap that is width * height. stride_in_bytes is +// the distance from one row to the next (or 0 to mean they are packed tightly +// together). "padding" is the amount of padding to leave between each +// character (normally you want '1' for bitmaps you'll use as textures with +// bilinear filtering). +// +// Returns 0 on failure, 1 on success. + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc); +// Cleans up the packing context and frees all memory. + +#define STBTT_POINT_SIZE(x) (-(x)) + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range); +// Creates character bitmaps from the font_index'th font found in fontdata (use +// font_index=0 if you don't know what that is). It creates num_chars_in_range +// bitmaps for characters with unicode values starting at first_unicode_char_in_range +// and increasing. Data for how to render them is stored in chardata_for_range; +// pass these to stbtt_GetPackedQuad to get back renderable quads. +// +// font_size is the full height of the character from ascender to descender, +// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed +// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE() +// and pass that result as 'font_size': +// ..., 20 , ... // font max minus min y is 20 pixels tall +// ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall + +typedef struct +{ + float font_size; + int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint + int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints + int num_chars; + stbtt_packedchar *chardata_for_range; // output + unsigned char h_oversample, v_oversample; // don't set these, they're used internally +} stbtt_pack_range; + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges); +// Creates character bitmaps from multiple ranges of characters stored in +// ranges. This will usually create a better-packed bitmap than multiple +// calls to stbtt_PackFontRange. Note that you can call this multiple +// times within a single PackBegin/PackEnd. + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample); +// Oversampling a font increases the quality by allowing higher-quality subpixel +// positioning, and is especially valuable at smaller text sizes. +// +// This function sets the amount of oversampling for all following calls to +// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given +// pack context. The default (no oversampling) is achieved by h_oversample=1 +// and v_oversample=1. The total number of pixels required is +// h_oversample*v_oversample larger than the default; for example, 2x2 +// oversampling requires 4x the storage of 1x1. For best results, render +// oversampled textures with bilinear filtering. Look at the readme in +// stb/tests/oversample for information about oversampled fonts +// +// To use with PackFontRangesGather etc., you must set it before calls +// call to PackFontRangesGatherRects. + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); +// If skip != 0, this tells stb_truetype to skip any codepoints for which +// there is no corresponding glyph. If skip=0, which is the default, then +// codepoints without a glyph received the font's "missing character" glyph, +// typically an empty box by convention. + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int align_to_integer); + +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects); +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +// Calling these functions in sequence is roughly equivalent to calling +// stbtt_PackFontRanges(). If you more control over the packing of multiple +// fonts, or if you want to pack custom data into a font texture, take a look +// at the source to of stbtt_PackFontRanges() and create a custom version +// using these functions, e.g. call GatherRects multiple times, +// building up a single array of rects, then call PackRects once, +// then call RenderIntoRects repeatedly. This may result in a +// better packing than calling PackFontRanges multiple times +// (or it may not). + +// this is an opaque structure that you shouldn't mess with which holds +// all the context needed from PackBegin to PackEnd. +struct stbtt_pack_context { + void *user_allocator_context; + void *pack_info; + int width; + int height; + int stride_in_bytes; + int padding; + int skip_missing; + unsigned int h_oversample, v_oversample; + unsigned char *pixels; + void *nodes; +}; + +////////////////////////////////////////////////////////////////////////////// +// +// FONT LOADING +// +// + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data); +// This function will determine the number of fonts in a font file. TrueType +// collection (.ttc) files may contain multiple fonts, while TrueType font +// (.ttf) files only contain one font. The number of fonts can be used for +// indexing with the previous function where the index is between zero and one +// less than the total fonts. If an error occurs, -1 is returned. + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index); +// Each .ttf/.ttc file may have more than one font. Each font has a sequential +// index number starting from 0. Call this function to get the font offset for +// a given index; it returns -1 if the index is out of range. A regular .ttf +// file will only define one font and it always be at offset 0, so it will +// return '0' for index 0, and -1 for all other indices. + +// The following structure is defined publicly so you can declare one on +// the stack or as a global or etc, but you should treat it as opaque. +struct stbtt_fontinfo +{ + void * userdata; + unsigned char * data; // pointer to .ttf file + int fontstart; // offset of start of font + + int numGlyphs; // number of glyphs, needed for range checking + + int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf + int index_map; // a cmap mapping for our chosen character encoding + int indexToLocFormat; // format needed to map from glyph index to glyph + + stbtt__buf cff; // cff font data + stbtt__buf charstrings; // the charstring index + stbtt__buf gsubrs; // global charstring subroutines index + stbtt__buf subrs; // private charstring subroutines index + stbtt__buf fontdicts; // array of font dicts + stbtt__buf fdselect; // map from glyph to fontdict +}; + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset); +// Given an offset into the file that defines a font, this function builds +// the necessary cached info for the rest of the system. You must allocate +// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't +// need to do anything special to free it, because the contents are pure +// value data with no additional data structures. Returns 0 on failure. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER TO GLYPH-INDEX CONVERSIOn + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint); +// If you're going to perform multiple operations on the same character +// and you want a speed-up, call this function with the character you're +// going to process, then use glyph-based functions instead of the +// codepoint-based functions. +// Returns 0 if the character codepoint is not defined in the font. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER PROPERTIES +// + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose "height" is 'pixels' tall. +// Height is measured as the distance from the highest ascender to the lowest +// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics +// and computing: +// scale = pixels / (ascent - descent) +// so if you prefer to measure height by the ascent only, use a similar calculation. + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose EM size is mapped to +// 'pixels' tall. This is probably what traditional APIs compute, but +// I'm not positive. + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap); +// ascent is the coordinate above the baseline the font extends; descent +// is the coordinate below the baseline the font extends (i.e. it is typically negative) +// lineGap is the spacing between one row's descent and the next row's ascent... +// so you should advance the vertical position by "*ascent - *descent + *lineGap" +// these are expressed in unscaled coordinates, so you must multiply by +// the scale factor for a given size + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap); +// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2 +// table (specific to MS/Windows TTF files). +// +// Returns 1 on success (table present), 0 on failure. + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1); +// the bounding box around all possible characters + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing); +// leftSideBearing is the offset from the current horizontal position to the left edge of the character +// advanceWidth is the offset from the current horizontal position to the next horizontal position +// these are expressed in unscaled coordinates + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2); +// an additional amount to add to the 'advance' value between ch1 and ch2 + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1); +// Gets the bounding box of the visible part of the glyph, in unscaled coordinates + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing); +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2); +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); +// as above, but takes one or more glyph indices for greater efficiency + +typedef struct stbtt_kerningentry +{ + int glyph1; // use stbtt_FindGlyphIndex + int glyph2; + int advance; +} stbtt_kerningentry; + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info); +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length); +// Retrieves a complete list of all of the kerning pairs provided by the font +// stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write. +// The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1) + +////////////////////////////////////////////////////////////////////////////// +// +// GLYPH SHAPES (you probably don't need these, but they have to go before +// the bitmaps for C declaration-order reasons) +// + +#ifndef STBTT_vmove // you can predefine these to use different values (but why?) + enum { + STBTT_vmove=1, + STBTT_vline, + STBTT_vcurve, + STBTT_vcubic + }; +#endif + +#ifndef stbtt_vertex // you can predefine this to use different values + // (we share this with other code at RAD) + #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file + typedef struct + { + stbtt_vertex_type x,y,cx,cy,cx1,cy1; + unsigned char type,padding; + } stbtt_vertex; +#endif + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index); +// returns non-zero if nothing is drawn for this glyph + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices); +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices); +// returns # of vertices and fills *vertices with the pointer to them +// these are expressed in "unscaled" coordinates +// +// The shape is a series of contours. Each one starts with +// a STBTT_moveto, then consists of a series of mixed +// STBTT_lineto and STBTT_curveto segments. A lineto +// draws a line from previous endpoint to its x,y; a curveto +// draws a quadratic bezier from previous endpoint to +// its x,y, using cx,cy as the bezier control point. + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); +// frees the data allocated above + +STBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl); +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg); +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg); +// fills svg with the character's SVG data. +// returns data size or 0 if SVG not found. + +////////////////////////////////////////////////////////////////////////////// +// +// BITMAP RENDERING +// + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata); +// frees the bitmap allocated below + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// allocates a large-enough single-channel 8bpp bitmap and renders the +// specified character/glyph at the specified scale into it, with +// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque). +// *width & *height are filled out with the width & height of the bitmap, +// which is stored left-to-right, top-to-bottom. +// +// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); +// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap +// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap +// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the +// width and height and positioning info for it first. + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint); +// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint); +// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering +// is performed (see stbtt_PackSetOversampling) + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +// get the bbox of the bitmap centered around the glyph origin; so the +// bitmap width is ix1-ix0, height is iy1-iy0, and location to place +// the bitmap top left is (leftSideBearing*scale,iy0). +// (Note that the bitmap uses y-increases-down, but the shape uses +// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.) + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); +// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel +// shift for the character + +// the following functions are equivalent to the above functions, but operate +// on glyph indices instead of Unicode codepoints (for efficiency) +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph); +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); + + +// @TODO: don't expose this structure +typedef struct +{ + int w,h,stride; + unsigned char *pixels; +} stbtt__bitmap; + +// rasterize a shape with quadratic beziers into a bitmap +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into + float flatness_in_pixels, // allowable error of curve in pixels + stbtt_vertex *vertices, // array of vertices defining shape + int num_verts, // number of vertices in above array + float scale_x, float scale_y, // scale applied to input vertices + float shift_x, float shift_y, // translation applied to input vertices + int x_off, int y_off, // another translation applied to input + int invert, // if non-zero, vertically flip shape + void *userdata); // context for to STBTT_MALLOC + +////////////////////////////////////////////////////////////////////////////// +// +// Signed Distance Function (or Field) rendering + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata); +// frees the SDF bitmap allocated below + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +// These functions compute a discretized SDF field for a single character, suitable for storing +// in a single-channel texture, sampling with bilinear filtering, and testing against +// larger than some threshold to produce scalable fonts. +// info -- the font +// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap +// glyph/codepoint -- the character to generate the SDF for +// padding -- extra "pixels" around the character which are filled with the distance to the character (not 0), +// which allows effects like bit outlines +// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character) +// pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale) +// if positive, > onedge_value is inside; if negative, < onedge_value is inside +// width,height -- output height & width of the SDF bitmap (including padding) +// xoff,yoff -- output origin of the character +// return value -- a 2D array of bytes 0..255, width*height in size +// +// pixel_dist_scale & onedge_value are a scale & bias that allows you to make +// optimal use of the limited 0..255 for your application, trading off precision +// and special effects. SDF values outside the range 0..255 are clamped to 0..255. +// +// Example: +// scale = stbtt_ScaleForPixelHeight(22) +// padding = 5 +// onedge_value = 180 +// pixel_dist_scale = 180/5.0 = 36.0 +// +// This will create an SDF bitmap in which the character is about 22 pixels +// high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled +// shape, sample the SDF at each pixel and fill the pixel if the SDF value +// is greater than or equal to 180/255. (You'll actually want to antialias, +// which is beyond the scope of this example.) Additionally, you can compute +// offset outlines (e.g. to stroke the character border inside & outside, +// or only outside). For example, to fill outside the character up to 3 SDF +// pixels, you would compare against (180-36.0*3)/255 = 72/255. The above +// choice of variables maps a range from 5 pixels outside the shape to +// 2 pixels inside the shape to 0..255; this is intended primarily for apply +// outside effects only (the interior range is needed to allow proper +// antialiasing of the font at *smaller* sizes) +// +// The function computes the SDF analytically at each SDF pixel, not by e.g. +// building a higher-res bitmap and approximating it. In theory the quality +// should be as high as possible for an SDF of this size & representation, but +// unclear if this is true in practice (perhaps building a higher-res bitmap +// and computing from that can allow drop-out prevention). +// +// The algorithm has not been optimized at all, so expect it to be slow +// if computing lots of characters or very large sizes. + + + +////////////////////////////////////////////////////////////////////////////// +// +// Finding the right font... +// +// You should really just solve this offline, keep your own tables +// of what font is what, and don't try to get it out of the .ttf file. +// That's because getting it out of the .ttf file is really hard, because +// the names in the file can appear in many possible encodings, in many +// possible languages, and e.g. if you need a case-insensitive comparison, +// the details of that depend on the encoding & language in a complex way +// (actually underspecified in truetype, but also gigantic). +// +// But you can use the provided functions in two possible ways: +// stbtt_FindMatchingFont() will use *case-sensitive* comparisons on +// unicode-encoded names to try to find the font you want; +// you can run this before calling stbtt_InitFont() +// +// stbtt_GetFontNameString() lets you get any of the various strings +// from the file yourself and do your own comparisons on them. +// You have to have called stbtt_InitFont() first. + + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags); +// returns the offset (not index) of the font that matches, or -1 if none +// if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold". +// if you use any other flag, use a font name like "Arial"; this checks +// the 'macStyle' header field; i don't know if fonts set this consistently +#define STBTT_MACSTYLE_DONTCARE 0 +#define STBTT_MACSTYLE_BOLD 1 +#define STBTT_MACSTYLE_ITALIC 2 +#define STBTT_MACSTYLE_UNDERSCORE 4 +#define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0 + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2); +// returns 1/0 whether the first string interpreted as utf8 is identical to +// the second string interpreted as big-endian utf16... useful for strings from next func + +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID); +// returns the string (which may be big-endian double byte, e.g. for unicode) +// and puts the length in bytes in *length. +// +// some of the values for the IDs are below; for more see the truetype spec: +// http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html +// http://www.microsoft.com/typography/otspec/name.htm + +enum { // platformID + STBTT_PLATFORM_ID_UNICODE =0, + STBTT_PLATFORM_ID_MAC =1, + STBTT_PLATFORM_ID_ISO =2, + STBTT_PLATFORM_ID_MICROSOFT =3 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_UNICODE + STBTT_UNICODE_EID_UNICODE_1_0 =0, + STBTT_UNICODE_EID_UNICODE_1_1 =1, + STBTT_UNICODE_EID_ISO_10646 =2, + STBTT_UNICODE_EID_UNICODE_2_0_BMP=3, + STBTT_UNICODE_EID_UNICODE_2_0_FULL=4 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT + STBTT_MS_EID_SYMBOL =0, + STBTT_MS_EID_UNICODE_BMP =1, + STBTT_MS_EID_SHIFTJIS =2, + STBTT_MS_EID_UNICODE_FULL =10 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes + STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4, + STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5, + STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6, + STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7 +}; + +enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID... + // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs + STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410, + STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411, + STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412, + STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419, + STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409, + STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D +}; + +enum { // languageID for STBTT_PLATFORM_ID_MAC + STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11, + STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23, + STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32, + STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 , + STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 , + STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33, + STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19 +}; + +#ifdef __cplusplus +} +#endif + +#endif // __STB_INCLUDE_STB_TRUETYPE_H__ + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// IMPLEMENTATION +//// +//// + +#ifdef STB_TRUETYPE_IMPLEMENTATION + +#ifndef STBTT_MAX_OVERSAMPLE +#define STBTT_MAX_OVERSAMPLE 8 +#endif + +#if STBTT_MAX_OVERSAMPLE > 255 +#error "STBTT_MAX_OVERSAMPLE cannot be > 255" +#endif + +typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1]; + +#ifndef STBTT_RASTERIZER_VERSION +#define STBTT_RASTERIZER_VERSION 2 +#endif + +#ifdef _MSC_VER +#define STBTT__NOTUSED(v) (void)(v) +#else +#define STBTT__NOTUSED(v) (void)sizeof(v) +#endif + +////////////////////////////////////////////////////////////////////////// +// +// stbtt__buf helpers to parse data from file +// + +static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor++]; +} + +static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor]; +} + +static void stbtt__buf_seek(stbtt__buf *b, int o) +{ + STBTT_assert(!(o > b->size || o < 0)); + b->cursor = (o > b->size || o < 0) ? b->size : o; +} + +static void stbtt__buf_skip(stbtt__buf *b, int o) +{ + stbtt__buf_seek(b, b->cursor + o); +} + +static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n) +{ + stbtt_uint32 v = 0; + int i; + STBTT_assert(n >= 1 && n <= 4); + for (i = 0; i < n; i++) + v = (v << 8) | stbtt__buf_get8(b); + return v; +} + +static stbtt__buf stbtt__new_buf(const void *p, size_t size) +{ + stbtt__buf r; + STBTT_assert(size < 0x40000000); + r.data = (stbtt_uint8*) p; + r.size = (int) size; + r.cursor = 0; + return r; +} + +#define stbtt__buf_get16(b) stbtt__buf_get((b), 2) +#define stbtt__buf_get32(b) stbtt__buf_get((b), 4) + +static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s) +{ + stbtt__buf r = stbtt__new_buf(NULL, 0); + if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r; + r.data = b->data + o; + r.size = s; + return r; +} + +static stbtt__buf stbtt__cff_get_index(stbtt__buf *b) +{ + int count, start, offsize; + start = b->cursor; + count = stbtt__buf_get16(b); + if (count) { + offsize = stbtt__buf_get8(b); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(b, offsize * count); + stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1); + } + return stbtt__buf_range(b, start, b->cursor - start); +} + +static stbtt_uint32 stbtt__cff_int(stbtt__buf *b) +{ + int b0 = stbtt__buf_get8(b); + if (b0 >= 32 && b0 <= 246) return b0 - 139; + else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108; + else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108; + else if (b0 == 28) return stbtt__buf_get16(b); + else if (b0 == 29) return stbtt__buf_get32(b); + STBTT_assert(0); + return 0; +} + +static void stbtt__cff_skip_operand(stbtt__buf *b) { + int v, b0 = stbtt__buf_peek8(b); + STBTT_assert(b0 >= 28); + if (b0 == 30) { + stbtt__buf_skip(b, 1); + while (b->cursor < b->size) { + v = stbtt__buf_get8(b); + if ((v & 0xF) == 0xF || (v >> 4) == 0xF) + break; + } + } else { + stbtt__cff_int(b); + } +} + +static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key) +{ + stbtt__buf_seek(b, 0); + while (b->cursor < b->size) { + int start = b->cursor, end, op; + while (stbtt__buf_peek8(b) >= 28) + stbtt__cff_skip_operand(b); + end = b->cursor; + op = stbtt__buf_get8(b); + if (op == 12) op = stbtt__buf_get8(b) | 0x100; + if (op == key) return stbtt__buf_range(b, start, end-start); + } + return stbtt__buf_range(b, 0, 0); +} + +static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out) +{ + int i; + stbtt__buf operands = stbtt__dict_get(b, key); + for (i = 0; i < outcount && operands.cursor < operands.size; i++) + out[i] = stbtt__cff_int(&operands); +} + +static int stbtt__cff_index_count(stbtt__buf *b) +{ + stbtt__buf_seek(b, 0); + return stbtt__buf_get16(b); +} + +static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i) +{ + int count, offsize, start, end; + stbtt__buf_seek(&b, 0); + count = stbtt__buf_get16(&b); + offsize = stbtt__buf_get8(&b); + STBTT_assert(i >= 0 && i < count); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(&b, i*offsize); + start = stbtt__buf_get(&b, offsize); + end = stbtt__buf_get(&b, offsize); + return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start); +} + +////////////////////////////////////////////////////////////////////////// +// +// accessors to parse data from file +// + +// on platforms that don't allow misaligned reads, if we want to allow +// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE + +#define ttBYTE(p) (* (stbtt_uint8 *) (p)) +#define ttCHAR(p) (* (stbtt_int8 *) (p)) +#define ttFixed(p) ttLONG(p) + +static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_int16 ttSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_uint32 ttULONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } +static stbtt_int32 ttLONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } + +#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3)) +#define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3]) + +static int stbtt__isfont(stbtt_uint8 *font) +{ + // check the version number + if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1 + if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this! + if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF + if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0 + if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts + return 0; +} + +// @OPTIMIZE: binary search +static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag) +{ + stbtt_int32 num_tables = ttUSHORT(data+fontstart+4); + stbtt_uint32 tabledir = fontstart + 12; + stbtt_int32 i; + for (i=0; i < num_tables; ++i) { + stbtt_uint32 loc = tabledir + 16*i; + if (stbtt_tag(data+loc+0, tag)) + return ttULONG(data+loc+8); + } + return 0; +} + +static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index) +{ + // if it's just a font, there's only one valid index + if (stbtt__isfont(font_collection)) + return index == 0 ? 0 : -1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + stbtt_int32 n = ttLONG(font_collection+8); + if (index >= n) + return -1; + return ttULONG(font_collection+12+index*4); + } + } + return -1; +} + +static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection) +{ + // if it's just a font, there's only one valid font + if (stbtt__isfont(font_collection)) + return 1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + return ttLONG(font_collection+8); + } + } + return 0; +} + +static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) +{ + stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 }; + stbtt__buf pdict; + stbtt__dict_get_ints(&fontdict, 18, 2, private_loc); + if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0); + pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]); + stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff); + if (!subrsoff) return stbtt__new_buf(NULL, 0); + stbtt__buf_seek(&cff, private_loc[1]+subrsoff); + return stbtt__cff_get_index(&cff); +} + +// since most people won't use this, find this table the first time it's needed +static int stbtt__get_svg(stbtt_fontinfo *info) +{ + stbtt_uint32 t; + if (info->svg < 0) { + t = stbtt__find_table(info->data, info->fontstart, "SVG "); + if (t) { + stbtt_uint32 offset = ttULONG(info->data + t + 2); + info->svg = t + offset; + } else { + info->svg = 0; + } + } + return info->svg; +} + +static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) +{ + stbtt_uint32 cmap, t; + stbtt_int32 i,numTables; + + info->data = data; + info->fontstart = fontstart; + info->cff = stbtt__new_buf(NULL, 0); + + cmap = stbtt__find_table(data, fontstart, "cmap"); // required + info->loca = stbtt__find_table(data, fontstart, "loca"); // required + info->head = stbtt__find_table(data, fontstart, "head"); // required + info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required + info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required + info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required + info->kern = stbtt__find_table(data, fontstart, "kern"); // not required + info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required + + if (!cmap || !info->head || !info->hhea || !info->hmtx) + return 0; + if (info->glyf) { + // required for truetype + if (!info->loca) return 0; + } else { + // initialization for CFF / Type2 fonts (OTF) + stbtt__buf b, topdict, topdictidx; + stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0; + stbtt_uint32 cff; + + cff = stbtt__find_table(data, fontstart, "CFF "); + if (!cff) return 0; + + info->fontdicts = stbtt__new_buf(NULL, 0); + info->fdselect = stbtt__new_buf(NULL, 0); + + // @TODO this should use size from table (not 512MB) + info->cff = stbtt__new_buf(data+cff, 512*1024*1024); + b = info->cff; + + // read the header + stbtt__buf_skip(&b, 2); + stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize + + // @TODO the name INDEX could list multiple fonts, + // but we just use the first one. + stbtt__cff_get_index(&b); // name INDEX + topdictidx = stbtt__cff_get_index(&b); + topdict = stbtt__cff_index_get(topdictidx, 0); + stbtt__cff_get_index(&b); // string INDEX + info->gsubrs = stbtt__cff_get_index(&b); + + stbtt__dict_get_ints(&topdict, 17, 1, &charstrings); + stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype); + stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff); + stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff); + info->subrs = stbtt__get_subrs(b, topdict); + + // we only support Type 2 charstrings + if (cstype != 2) return 0; + if (charstrings == 0) return 0; + + if (fdarrayoff) { + // looks like a CID font + if (!fdselectoff) return 0; + stbtt__buf_seek(&b, fdarrayoff); + info->fontdicts = stbtt__cff_get_index(&b); + info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff); + } + + stbtt__buf_seek(&b, charstrings); + info->charstrings = stbtt__cff_get_index(&b); + } + + t = stbtt__find_table(data, fontstart, "maxp"); + if (t) + info->numGlyphs = ttUSHORT(data+t+4); + else + info->numGlyphs = 0xffff; + + info->svg = -1; + + // find a cmap encoding table we understand *now* to avoid searching + // later. (todo: could make this installable) + // the same regardless of glyph. + numTables = ttUSHORT(data + cmap + 2); + info->index_map = 0; + for (i=0; i < numTables; ++i) { + stbtt_uint32 encoding_record = cmap + 4 + 8 * i; + // find an encoding we understand: + switch(ttUSHORT(data+encoding_record)) { + case STBTT_PLATFORM_ID_MICROSOFT: + switch (ttUSHORT(data+encoding_record+2)) { + case STBTT_MS_EID_UNICODE_BMP: + case STBTT_MS_EID_UNICODE_FULL: + // MS/Unicode + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + break; + case STBTT_PLATFORM_ID_UNICODE: + // Mac/iOS has these + // all the encodingIDs are unicode, so we don't bother to check it + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + } + if (info->index_map == 0) + return 0; + + info->indexToLocFormat = ttUSHORT(data+info->head + 50); + return 1; +} + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint) +{ + stbtt_uint8 *data = info->data; + stbtt_uint32 index_map = info->index_map; + + stbtt_uint16 format = ttUSHORT(data + index_map + 0); + if (format == 0) { // apple byte encoding + stbtt_int32 bytes = ttUSHORT(data + index_map + 2); + if (unicode_codepoint < bytes-6) + return ttBYTE(data + index_map + 6 + unicode_codepoint); + return 0; + } else if (format == 6) { + stbtt_uint32 first = ttUSHORT(data + index_map + 6); + stbtt_uint32 count = ttUSHORT(data + index_map + 8); + if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count) + return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2); + return 0; + } else if (format == 2) { + STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean + return 0; + } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges + stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1; + stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1; + stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10); + stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1; + + // do a binary search of the segments + stbtt_uint32 endCount = index_map + 14; + stbtt_uint32 search = endCount; + + if (unicode_codepoint > 0xffff) + return 0; + + // they lie from endCount .. endCount + segCount + // but searchRange is the nearest power of two, so... + if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2)) + search += rangeShift*2; + + // now decrement to bias correctly to find smallest + search -= 2; + while (entrySelector) { + stbtt_uint16 end; + searchRange >>= 1; + end = ttUSHORT(data + search + searchRange*2); + if (unicode_codepoint > end) + search += searchRange*2; + --entrySelector; + } + search += 2; + + { + stbtt_uint16 offset, start, last; + stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); + + start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); + last = ttUSHORT(data + endCount + 2*item); + if (unicode_codepoint < start || unicode_codepoint > last) + return 0; + + offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); + if (offset == 0) + return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item)); + + return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item); + } + } else if (format == 12 || format == 13) { + stbtt_uint32 ngroups = ttULONG(data+index_map+12); + stbtt_int32 low,high; + low = 0; high = (stbtt_int32)ngroups; + // Binary search the right group. + while (low < high) { + stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high + stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12); + stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4); + if ((stbtt_uint32) unicode_codepoint < start_char) + high = mid; + else if ((stbtt_uint32) unicode_codepoint > end_char) + low = mid+1; + else { + stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8); + if (format == 12) + return start_glyph + unicode_codepoint-start_char; + else // format == 13 + return start_glyph; + } + } + return 0; // not found + } + // @TODO + STBTT_assert(0); + return 0; +} + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices) +{ + return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices); +} + +static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy) +{ + v->type = type; + v->x = (stbtt_int16) x; + v->y = (stbtt_int16) y; + v->cx = (stbtt_int16) cx; + v->cy = (stbtt_int16) cy; +} + +static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index) +{ + int g1,g2; + + STBTT_assert(!info->cff.size); + + if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range + if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format + + if (info->indexToLocFormat == 0) { + g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; + g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; + } else { + g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4); + g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4); + } + + return g1==g2 ? -1 : g1; // if length is 0, return -1 +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); + +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + if (info->cff.size) { + stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1); + } else { + int g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 0; + + if (x0) *x0 = ttSHORT(info->data + g + 2); + if (y0) *y0 = ttSHORT(info->data + g + 4); + if (x1) *x1 = ttSHORT(info->data + g + 6); + if (y1) *y1 = ttSHORT(info->data + g + 8); + } + return 1; +} + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1) +{ + return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1); +} + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt_int16 numberOfContours; + int g; + if (info->cff.size) + return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0; + g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 1; + numberOfContours = ttSHORT(info->data + g); + return numberOfContours == 0; +} + +static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off, + stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy) +{ + if (start_off) { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy); + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy); + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0); + } + return num_vertices; +} + +static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + stbtt_int16 numberOfContours; + stbtt_uint8 *endPtsOfContours; + stbtt_uint8 *data = info->data; + stbtt_vertex *vertices=0; + int num_vertices=0; + int g = stbtt__GetGlyfOffset(info, glyph_index); + + *pvertices = NULL; + + if (g < 0) return 0; + + numberOfContours = ttSHORT(data + g); + + if (numberOfContours > 0) { + stbtt_uint8 flags=0,flagcount; + stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0; + stbtt_int32 x,y,cx,cy,sx,sy, scx,scy; + stbtt_uint8 *points; + endPtsOfContours = (data + g + 10); + ins = ttUSHORT(data + g + 10 + numberOfContours * 2); + points = data + g + 10 + numberOfContours * 2 + 2 + ins; + + n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2); + + m = n + 2*numberOfContours; // a loose bound on how many vertices we might need + vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata); + if (vertices == 0) + return 0; + + next_move = 0; + flagcount=0; + + // in first pass, we load uninterpreted data into the allocated array + // above, shifted to the end of the array so we won't overwrite it when + // we create our final data starting from the front + + off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated + + // first load flags + + for (i=0; i < n; ++i) { + if (flagcount == 0) { + flags = *points++; + if (flags & 8) + flagcount = *points++; + } else + --flagcount; + vertices[off+i].type = flags; + } + + // now load x coordinates + x=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 2) { + stbtt_int16 dx = *points++; + x += (flags & 16) ? dx : -dx; // ??? + } else { + if (!(flags & 16)) { + x = x + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].x = (stbtt_int16) x; + } + + // now load y coordinates + y=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 4) { + stbtt_int16 dy = *points++; + y += (flags & 32) ? dy : -dy; // ??? + } else { + if (!(flags & 32)) { + y = y + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].y = (stbtt_int16) y; + } + + // now convert them to our format + num_vertices=0; + sx = sy = cx = cy = scx = scy = 0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + x = (stbtt_int16) vertices[off+i].x; + y = (stbtt_int16) vertices[off+i].y; + + if (next_move == i) { + if (i != 0) + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + + // now start the new one + start_off = !(flags & 1); + if (start_off) { + // if we start off with an off-curve point, then when we need to find a point on the curve + // where we can start, and we need to save some state for when we wraparound. + scx = x; + scy = y; + if (!(vertices[off+i+1].type & 1)) { + // next point is also a curve point, so interpolate an on-point curve + sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1; + sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1; + } else { + // otherwise just use the next point as our start point + sx = (stbtt_int32) vertices[off+i+1].x; + sy = (stbtt_int32) vertices[off+i+1].y; + ++i; // we're using point i+1 as the starting point, so skip it + } + } else { + sx = x; + sy = y; + } + stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0); + was_off = 0; + next_move = 1 + ttUSHORT(endPtsOfContours+j*2); + ++j; + } else { + if (!(flags & 1)) { // if it's a curve + if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy); + cx = x; + cy = y; + was_off = 1; + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0); + was_off = 0; + } + } + } + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + } else if (numberOfContours < 0) { + // Compound shapes. + int more = 1; + stbtt_uint8 *comp = data + g + 10; + num_vertices = 0; + vertices = 0; + while (more) { + stbtt_uint16 flags, gidx; + int comp_num_verts = 0, i; + stbtt_vertex *comp_verts = 0, *tmp = 0; + float mtx[6] = {1,0,0,1,0,0}, m, n; + + flags = ttSHORT(comp); comp+=2; + gidx = ttSHORT(comp); comp+=2; + + if (flags & 2) { // XY values + if (flags & 1) { // shorts + mtx[4] = ttSHORT(comp); comp+=2; + mtx[5] = ttSHORT(comp); comp+=2; + } else { + mtx[4] = ttCHAR(comp); comp+=1; + mtx[5] = ttCHAR(comp); comp+=1; + } + } + else { + // @TODO handle matching point + STBTT_assert(0); + } + if (flags & (1<<3)) { // WE_HAVE_A_SCALE + mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } + + // Find transformation scales. + m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); + n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); + + // Get indexed glyph. + comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts); + if (comp_num_verts > 0) { + // Transform vertices. + for (i = 0; i < comp_num_verts; ++i) { + stbtt_vertex* v = &comp_verts[i]; + stbtt_vertex_type x,y; + x=v->x; y=v->y; + v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + x=v->cx; y=v->cy; + v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + } + // Append vertices. + tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata); + if (!tmp) { + if (vertices) STBTT_free(vertices, info->userdata); + if (comp_verts) STBTT_free(comp_verts, info->userdata); + return 0; + } + if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); + STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); + if (vertices) STBTT_free(vertices, info->userdata); + vertices = tmp; + STBTT_free(comp_verts, info->userdata); + num_vertices += comp_num_verts; + } + // More components ? + more = flags & (1<<5); + } + } else { + // numberOfCounters == 0, do nothing + } + + *pvertices = vertices; + return num_vertices; +} + +typedef struct +{ + int bounds; + int started; + float first_x, first_y; + float x, y; + stbtt_int32 min_x, max_x, min_y, max_y; + + stbtt_vertex *pvertices; + int num_vertices; +} stbtt__csctx; + +#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0} + +static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y) +{ + if (x > c->max_x || !c->started) c->max_x = x; + if (y > c->max_y || !c->started) c->max_y = y; + if (x < c->min_x || !c->started) c->min_x = x; + if (y < c->min_y || !c->started) c->min_y = y; + c->started = 1; +} + +static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1) +{ + if (c->bounds) { + stbtt__track_vertex(c, x, y); + if (type == STBTT_vcubic) { + stbtt__track_vertex(c, cx, cy); + stbtt__track_vertex(c, cx1, cy1); + } + } else { + stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy); + c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1; + c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1; + } + c->num_vertices++; +} + +static void stbtt__csctx_close_shape(stbtt__csctx *ctx) +{ + if (ctx->first_x != ctx->x || ctx->first_y != ctx->y) + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy) +{ + stbtt__csctx_close_shape(ctx); + ctx->first_x = ctx->x = ctx->x + dx; + ctx->first_y = ctx->y = ctx->y + dy; + stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy) +{ + ctx->x += dx; + ctx->y += dy; + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3) +{ + float cx1 = ctx->x + dx1; + float cy1 = ctx->y + dy1; + float cx2 = cx1 + dx2; + float cy2 = cy1 + dy2; + ctx->x = cx2 + dx3; + ctx->y = cy2 + dy3; + stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2); +} + +static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n) +{ + int count = stbtt__cff_index_count(&idx); + int bias = 107; + if (count >= 33900) + bias = 32768; + else if (count >= 1240) + bias = 1131; + n += bias; + if (n < 0 || n >= count) + return stbtt__new_buf(NULL, 0); + return stbtt__cff_index_get(idx, n); +} + +static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt__buf fdselect = info->fdselect; + int nranges, start, end, v, fmt, fdselector = -1, i; + + stbtt__buf_seek(&fdselect, 0); + fmt = stbtt__buf_get8(&fdselect); + if (fmt == 0) { + // untested + stbtt__buf_skip(&fdselect, glyph_index); + fdselector = stbtt__buf_get8(&fdselect); + } else if (fmt == 3) { + nranges = stbtt__buf_get16(&fdselect); + start = stbtt__buf_get16(&fdselect); + for (i = 0; i < nranges; i++) { + v = stbtt__buf_get8(&fdselect); + end = stbtt__buf_get16(&fdselect); + if (glyph_index >= start && glyph_index < end) { + fdselector = v; + break; + } + start = end; + } + } + if (fdselector == -1) return stbtt__new_buf(NULL, 0); // [DEAR IMGUI] fixed, see #6007 and nothings/stb#1422 + return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); +} + +static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c) +{ + int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0; + int has_subrs = 0, clear_stack; + float s[48]; + stbtt__buf subr_stack[10], subrs = info->subrs, b; + float f; + +#define STBTT__CSERR(s) (0) + + // this currently ignores the initial width value, which isn't needed if we have hmtx + b = stbtt__cff_index_get(info->charstrings, glyph_index); + while (b.cursor < b.size) { + i = 0; + clear_stack = 1; + b0 = stbtt__buf_get8(&b); + switch (b0) { + // @TODO implement hinting + case 0x13: // hintmask + case 0x14: // cntrmask + if (in_header) + maskbits += (sp / 2); // implicit "vstem" + in_header = 0; + stbtt__buf_skip(&b, (maskbits + 7) / 8); + break; + + case 0x01: // hstem + case 0x03: // vstem + case 0x12: // hstemhm + case 0x17: // vstemhm + maskbits += (sp / 2); + break; + + case 0x15: // rmoveto + in_header = 0; + if (sp < 2) return STBTT__CSERR("rmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]); + break; + case 0x04: // vmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("vmoveto stack"); + stbtt__csctx_rmove_to(c, 0, s[sp-1]); + break; + case 0x16: // hmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("hmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-1], 0); + break; + + case 0x05: // rlineto + if (sp < 2) return STBTT__CSERR("rlineto stack"); + for (; i + 1 < sp; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical + // starting from a different place. + + case 0x07: // vlineto + if (sp < 1) return STBTT__CSERR("vlineto stack"); + goto vlineto; + case 0x06: // hlineto + if (sp < 1) return STBTT__CSERR("hlineto stack"); + for (;;) { + if (i >= sp) break; + stbtt__csctx_rline_to(c, s[i], 0); + i++; + vlineto: + if (i >= sp) break; + stbtt__csctx_rline_to(c, 0, s[i]); + i++; + } + break; + + case 0x1F: // hvcurveto + if (sp < 4) return STBTT__CSERR("hvcurveto stack"); + goto hvcurveto; + case 0x1E: // vhcurveto + if (sp < 4) return STBTT__CSERR("vhcurveto stack"); + for (;;) { + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f); + i += 4; + hvcurveto: + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]); + i += 4; + } + break; + + case 0x08: // rrcurveto + if (sp < 6) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x18: // rcurveline + if (sp < 8) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp - 2; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack"); + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + case 0x19: // rlinecurve + if (sp < 8) return STBTT__CSERR("rlinecurve stack"); + for (; i + 1 < sp - 6; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack"); + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x1A: // vvcurveto + case 0x1B: // hhcurveto + if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack"); + f = 0.0; + if (sp & 1) { f = s[i]; i++; } + for (; i + 3 < sp; i += 4) { + if (b0 == 0x1B) + stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0); + else + stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]); + f = 0.0; + } + break; + + case 0x0A: // callsubr + if (!has_subrs) { + if (info->fdselect.size) + subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); + has_subrs = 1; + } + // FALLTHROUGH + case 0x1D: // callgsubr + if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); + v = (int) s[--sp]; + if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit"); + subr_stack[subr_stack_height++] = b; + b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v); + if (b.size == 0) return STBTT__CSERR("subr not found"); + b.cursor = 0; + clear_stack = 0; + break; + + case 0x0B: // return + if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr"); + b = subr_stack[--subr_stack_height]; + clear_stack = 0; + break; + + case 0x0E: // endchar + stbtt__csctx_close_shape(c); + return 1; + + case 0x0C: { // two-byte escape + float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6; + float dx, dy; + int b1 = stbtt__buf_get8(&b); + switch (b1) { + // @TODO These "flex" implementations ignore the flex-depth and resolution, + // and always draw beziers. + case 0x22: // hflex + if (sp < 7) return STBTT__CSERR("hflex stack"); + dx1 = s[0]; + dx2 = s[1]; + dy2 = s[2]; + dx3 = s[3]; + dx4 = s[4]; + dx5 = s[5]; + dx6 = s[6]; + stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0); + break; + + case 0x23: // flex + if (sp < 13) return STBTT__CSERR("flex stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = s[10]; + dy6 = s[11]; + //fd is s[12] + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + case 0x24: // hflex1 + if (sp < 9) return STBTT__CSERR("hflex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dx4 = s[5]; + dx5 = s[6]; + dy5 = s[7]; + dx6 = s[8]; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5)); + break; + + case 0x25: // flex1 + if (sp < 11) return STBTT__CSERR("flex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = dy6 = s[10]; + dx = dx1+dx2+dx3+dx4+dx5; + dy = dy1+dy2+dy3+dy4+dy5; + if (STBTT_fabs(dx) > STBTT_fabs(dy)) + dy6 = -dy; + else + dx6 = -dx; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + default: + return STBTT__CSERR("unimplemented"); + } + } break; + + default: + if (b0 != 255 && b0 != 28 && b0 < 32) + return STBTT__CSERR("reserved operator"); + + // push immediate + if (b0 == 255) { + f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; + } else { + stbtt__buf_skip(&b, -1); + f = (float)(stbtt_int16)stbtt__cff_int(&b); + } + if (sp >= 48) return STBTT__CSERR("push stack overflow"); + s[sp++] = f; + clear_stack = 0; + break; + } + if (clear_stack) sp = 0; + } + return STBTT__CSERR("no endchar"); + +#undef STBTT__CSERR +} + +static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + // runs the charstring twice, once to count and once to output (to avoid realloc) + stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1); + stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0); + if (stbtt__run_charstring(info, glyph_index, &count_ctx)) { + *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata); + output_ctx.pvertices = *pvertices; + if (stbtt__run_charstring(info, glyph_index, &output_ctx)) { + STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices); + return output_ctx.num_vertices; + } + } + *pvertices = NULL; + return 0; +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + stbtt__csctx c = STBTT__CSCTX_INIT(1); + int r = stbtt__run_charstring(info, glyph_index, &c); + if (x0) *x0 = r ? c.min_x : 0; + if (y0) *y0 = r ? c.min_y : 0; + if (x1) *x1 = r ? c.max_x : 0; + if (y1) *y1 = r ? c.max_y : 0; + return r ? c.num_vertices : 0; +} + +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + if (!info->cff.size) + return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices); + else + return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices); +} + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing) +{ + stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34); + if (glyph_index < numOfLongHorMetrics) { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2); + } else { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1)); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics)); + } +} + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info) +{ + stbtt_uint8 *data = info->data + info->kern; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + return ttUSHORT(data+10); +} + +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length) +{ + stbtt_uint8 *data = info->data + info->kern; + int k, length; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + length = ttUSHORT(data+10); + if (table_length < length) + length = table_length; + + for (k = 0; k < length; k++) + { + table[k].glyph1 = ttUSHORT(data+18+(k*6)); + table[k].glyph2 = ttUSHORT(data+20+(k*6)); + table[k].advance = ttSHORT(data+22+(k*6)); + } + + return length; +} + +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint8 *data = info->data + info->kern; + stbtt_uint32 needle, straw; + int l, r, m; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + l = 0; + r = ttUSHORT(data+10) - 1; + needle = glyph1 << 16 | glyph2; + while (l <= r) { + m = (l + r) >> 1; + straw = ttULONG(data+18+(m*6)); // note: unaligned read + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else + return ttSHORT(data+22+(m*6)); + } + return 0; +} + +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) +{ + stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); + switch (coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; + } + } + break; + } + + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; + + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; + } + } + break; + } + + default: return -1; // unsupported + } + + return -1; +} + +static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) +{ + stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); + switch (classDefFormat) + { + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; + + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + break; + } + + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; + + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } + break; + } + + default: + return -1; // Unsupported definition type, return an error. + } + + // "All glyphs not assigned to a class fall into class 0". (OpenType spec) + return 0; +} + +// Define to STBTT_assert(x) if you want to break on unimplemented formats. +#define STBTT_GPOS_TODO_assert(x) + +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint16 lookupListOffset; + stbtt_uint8 *lookupList; + stbtt_uint16 lookupCount; + stbtt_uint8 *data; + stbtt_int32 i, sti; + + if (!info->gpos) return 0; + + data = info->data + info->gpos; + + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 + + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); + + for (i=0; i= pairSetCount) return 0; + + needle=glyph2; + r=pairValueCount-1; + l=0; + + // Binary search. + while (l <= r) { + stbtt_uint16 secondGlyph; + stbtt_uint8 *pairValue; + m = (l + r) >> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } else + return 0; + break; + } + + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats? + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + stbtt_uint8 *class1Records, *class2Records; + stbtt_int16 xAdvance; + + if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed + if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed + + class1Records = table + 16; + class2Records = class1Records + 2 * (glyph1class * class2Count); + xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } else + return 0; + break; + } + + default: + return 0; // Unsupported position format + } + } + } + + return 0; +} + +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) +{ + int xAdvance = 0; + + if (info->gpos) + xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); + else if (info->kern) + xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); + + return xAdvance; +} + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2) +{ + if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs + return 0; + return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2)); +} + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing) +{ + stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing); +} + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap) +{ + if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4); + if (descent) *descent = ttSHORT(info->data+info->hhea + 6); + if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8); +} + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap) +{ + int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); + if (!tab) + return 0; + if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68); + if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70); + if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72); + return 1; +} + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1) +{ + *x0 = ttSHORT(info->data + info->head + 36); + *y0 = ttSHORT(info->data + info->head + 38); + *x1 = ttSHORT(info->data + info->head + 40); + *y1 = ttSHORT(info->data + info->head + 42); +} + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height) +{ + int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6); + return (float) height / fheight; +} + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels) +{ + int unitsPerEm = ttUSHORT(info->data + info->head + 18); + return pixels / unitsPerEm; +} + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) +{ + STBTT_free(v, info->userdata); +} + +STBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl) +{ + int i; + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info); + + int numEntries = ttUSHORT(svg_doc_list); + stbtt_uint8 *svg_docs = svg_doc_list + 2; + + for(i=0; i= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2))) + return svg_doc; + } + return 0; +} + +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg) +{ + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc; + + if (info->svg == 0) + return 0; + + svg_doc = stbtt_FindSVGDoc(info, gl); + if (svg_doc != NULL) { + *svg = (char *) data + info->svg + ttULONG(svg_doc + 4); + return ttULONG(svg_doc + 8); + } else { + return 0; + } +} + +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg) +{ + return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg); +} + +////////////////////////////////////////////////////////////////////////////// +// +// antialiasing software rasterizer +// + +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning + if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) { + // e.g. space character + if (ix0) *ix0 = 0; + if (iy0) *iy0 = 0; + if (ix1) *ix1 = 0; + if (iy1) *iy1 = 0; + } else { + // move to integral bboxes (treating pixels as little squares, what pixels get touched)? + if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x); + if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y); + if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x); + if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y); + } +} + +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1); +} + +////////////////////////////////////////////////////////////////////////////// +// +// Rasterizer + +typedef struct stbtt__hheap_chunk +{ + struct stbtt__hheap_chunk *next; +} stbtt__hheap_chunk; + +typedef struct stbtt__hheap +{ + struct stbtt__hheap_chunk *head; + void *first_free; + int num_remaining_in_head_chunk; +} stbtt__hheap; + +static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata) +{ + if (hh->first_free) { + void *p = hh->first_free; + hh->first_free = * (void **) p; + return p; + } else { + if (hh->num_remaining_in_head_chunk == 0) { + int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); + stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata); + if (c == NULL) + return NULL; + c->next = hh->head; + hh->head = c; + hh->num_remaining_in_head_chunk = count; + } + --hh->num_remaining_in_head_chunk; + return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; + } +} + +static void stbtt__hheap_free(stbtt__hheap *hh, void *p) +{ + *(void **) p = hh->first_free; + hh->first_free = p; +} + +static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata) +{ + stbtt__hheap_chunk *c = hh->head; + while (c) { + stbtt__hheap_chunk *n = c->next; + STBTT_free(c, userdata); + c = n; + } +} + +typedef struct stbtt__edge { + float x0,y0, x1,y1; + int invert; +} stbtt__edge; + + +typedef struct stbtt__active_edge +{ + struct stbtt__active_edge *next; + #if STBTT_RASTERIZER_VERSION==1 + int x,dx; + float ey; + int direction; + #elif STBTT_RASTERIZER_VERSION==2 + float fx,fdx,fdy; + float direction; + float sy; + float ey; + #else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" + #endif +} stbtt__active_edge; + +#if STBTT_RASTERIZER_VERSION == 1 +#define STBTT_FIXSHIFT 10 +#define STBTT_FIX (1 << STBTT_FIXSHIFT) +#define STBTT_FIXMASK (STBTT_FIX-1) + +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + if (!z) return z; + + // round dx down to avoid overshooting + if (dxdy < 0) + z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); + else + z->dx = STBTT_ifloor(STBTT_FIX * dxdy); + + z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount + z->x -= off_x * STBTT_FIX; + + z->ey = e->y1; + z->next = 0; + z->direction = e->invert ? 1 : -1; + return z; +} +#elif STBTT_RASTERIZER_VERSION == 2 +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + //STBTT_assert(e->y0 <= start_point); + if (!z) return z; + z->fdx = dxdy; + z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f; + z->fx = e->x0 + dxdy * (start_point - e->y0); + z->fx -= off_x; + z->direction = e->invert ? 1.0f : -1.0f; + z->sy = e->y0; + z->ey = e->y1; + z->next = 0; + return z; +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#if STBTT_RASTERIZER_VERSION == 1 +// note: this routine clips fills that extend off the edges... ideally this +// wouldn't happen, but it could happen if the truetype glyph bounding boxes +// are wrong, or if the user supplies a too-small bitmap +static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight) +{ + // non-zero winding fill + int x0=0, w=0; + + while (e) { + if (w == 0) { + // if we're currently at zero, we need to record the edge start point + x0 = e->x; w += e->direction; + } else { + int x1 = e->x; w += e->direction; + // if we went to zero, we need to draw + if (w == 0) { + int i = x0 >> STBTT_FIXSHIFT; + int j = x1 >> STBTT_FIXSHIFT; + + if (i < len && j >= 0) { + if (i == j) { + // x0,x1 are the same pixel, so compute combined coverage + scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT); + } else { + if (i >= 0) // add antialiasing for x0 + scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT); + else + i = -1; // clip + + if (j < len) // add antialiasing for x1 + scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT); + else + j = len; // clip + + for (++i; i < j; ++i) // fill pixels between x0 and x1 + scanline[i] = scanline[i] + (stbtt_uint8) max_weight; + } + } + } + } + + e = e->next; + } +} + +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0; + int max_weight = (255 / vsubsample); // weight per vertical scanline + int s; // vertical subsample index + unsigned char scanline_data[512], *scanline; + + if (result->w > 512) + scanline = (unsigned char *) STBTT_malloc(result->w, userdata); + else + scanline = scanline_data; + + y = off_y * vsubsample; + e[n].y0 = (off_y + result->h) * (float) vsubsample + 1; + + while (j < result->h) { + STBTT_memset(scanline, 0, result->w); + for (s=0; s < vsubsample; ++s) { + // find center of pixel for this scanline + float scan_y = y + 0.5f; + stbtt__active_edge **step = &active; + + // update all active edges; + // remove all active edges that terminate before the center of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + z->x += z->dx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + } + + // resort the list if needed + for(;;) { + int changed=0; + step = &active; + while (*step && (*step)->next) { + if ((*step)->x > (*step)->next->x) { + stbtt__active_edge *t = *step; + stbtt__active_edge *q = t->next; + + t->next = q->next; + q->next = t; + *step = q; + changed = 1; + } + step = &(*step)->next; + } + if (!changed) break; + } + + // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline + while (e->y0 <= scan_y) { + if (e->y1 > scan_y) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata); + if (z != NULL) { + // find insertion point + if (active == NULL) + active = z; + else if (z->x < active->x) { + // insert at front + z->next = active; + active = z; + } else { + // find thing to insert AFTER + stbtt__active_edge *p = active; + while (p->next && p->next->x < z->x) + p = p->next; + // at this point, p->next->x is NOT < z->x + z->next = p->next; + p->next = z; + } + } + } + ++e; + } + + // now process all active edges in XOR fashion + if (active) + stbtt__fill_active_edges(scanline, result->w, active, max_weight); + + ++y; + } + STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w); + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} + +#elif STBTT_RASTERIZER_VERSION == 2 + +// the edge passed in here does not cross the vertical line at x or the vertical line at x+1 +// (i.e. it has already been clipped to those) +static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1) +{ + if (y0 == y1) return; + STBTT_assert(y0 < y1); + STBTT_assert(e->sy <= e->ey); + if (y0 > e->ey) return; + if (y1 < e->sy) return; + if (y0 < e->sy) { + x0 += (x1-x0) * (e->sy - y0) / (y1-y0); + y0 = e->sy; + } + if (y1 > e->ey) { + x1 += (x1-x0) * (e->ey - y1) / (y1-y0); + y1 = e->ey; + } + + if (x0 == x) + STBTT_assert(x1 <= x+1); + else if (x0 == x+1) + STBTT_assert(x1 >= x); + else if (x0 <= x) + STBTT_assert(x1 <= x); + else if (x0 >= x+1) + STBTT_assert(x1 >= x+1); + else + STBTT_assert(x1 >= x && x1 <= x+1); + + if (x0 <= x && x1 <= x) + scanline[x] += e->direction * (y1-y0); + else if (x0 >= x+1 && x1 >= x+1) + ; + else { + STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1); + scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position + } +} + +static float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width) +{ + STBTT_assert(top_width >= 0); + STBTT_assert(bottom_width >= 0); + return (top_width + bottom_width) / 2.0f * height; +} + +static float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1) +{ + return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0); +} + +static float stbtt__sized_triangle_area(float height, float width) +{ + return height * width / 2; +} + +static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) +{ + float y_bottom = y_top+1; + + while (e) { + // brute force every pixel + + // compute intersection points with top & bottom + STBTT_assert(e->ey >= y_top); + + if (e->fdx == 0) { + float x0 = e->fx; + if (x0 < len) { + if (x0 >= 0) { + stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom); + stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom); + } else { + stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom); + } + } + } else { + float x0 = e->fx; + float dx = e->fdx; + float xb = x0 + dx; + float x_top, x_bottom; + float sy0,sy1; + float dy = e->fdy; + STBTT_assert(e->sy <= y_bottom && e->ey >= y_top); + + // compute endpoints of line segment clipped to this scanline (if the + // line segment starts on this scanline. x0 is the intersection of the + // line with y_top, but that may be off the line segment. + if (e->sy > y_top) { + x_top = x0 + dx * (e->sy - y_top); + sy0 = e->sy; + } else { + x_top = x0; + sy0 = y_top; + } + if (e->ey < y_bottom) { + x_bottom = x0 + dx * (e->ey - y_top); + sy1 = e->ey; + } else { + x_bottom = xb; + sy1 = y_bottom; + } + + if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) { + // from here on, we don't have to range check x values + + if ((int) x_top == (int) x_bottom) { + float height; + // simple case, only spans one pixel + int x = (int) x_top; + height = (sy1 - sy0) * e->direction; + STBTT_assert(x >= 0 && x < len); + scanline[x] += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f); + scanline_fill[x] += height; // everything right of this pixel is filled + } else { + int x,x1,x2; + float y_crossing, y_final, step, sign, area; + // covers 2+ pixels + if (x_top > x_bottom) { + // flip scanline vertically; signed area is the same + float t; + sy0 = y_bottom - (sy0 - y_top); + sy1 = y_bottom - (sy1 - y_top); + t = sy0, sy0 = sy1, sy1 = t; + t = x_bottom, x_bottom = x_top, x_top = t; + dx = -dx; + dy = -dy; + t = x0, x0 = xb, xb = t; + } + STBTT_assert(dy >= 0); + STBTT_assert(dx >= 0); + + x1 = (int) x_top; + x2 = (int) x_bottom; + // compute intersection with y axis at x1+1 + y_crossing = y_top + dy * (x1+1 - x0); + + // compute intersection with y axis at x2 + y_final = y_top + dy * (x2 - x0); + + // x1 x_top x2 x_bottom + // y_top +------|-----+------------+------------+--------|---+------------+ + // | | | | | | + // | | | | | | + // sy0 | Txxxxx|............|............|............|............| + // y_crossing | *xxxxx.......|............|............|............| + // | | xxxxx..|............|............|............| + // | | /- xx*xxxx........|............|............| + // | | dy < | xxxxxx..|............|............| + // y_final | | \- | xx*xxx.........|............| + // sy1 | | | | xxxxxB...|............| + // | | | | | | + // | | | | | | + // y_bottom +------------+------------+------------+------------+------------+ + // + // goal is to measure the area covered by '.' in each pixel + + // if x2 is right at the right edge of x1, y_crossing can blow up, github #1057 + // @TODO: maybe test against sy1 rather than y_bottom? + if (y_crossing > y_bottom) + y_crossing = y_bottom; + + sign = e->direction; + + // area of the rectangle covered from sy0..y_crossing + area = sign * (y_crossing-sy0); + + // area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing) + scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top); + + // check if final y_crossing is blown up; no test case for this + if (y_final > y_bottom) { + int denom = (x2 - (x1+1)); + y_final = y_bottom; + if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316) + dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom + } + } + + // in second pixel, area covered by line segment found in first pixel + // is always a rectangle 1 wide * the height of that line segment; this + // is exactly what the variable 'area' stores. it also gets a contribution + // from the line segment within it. the THIRD pixel will get the first + // pixel's rectangle contribution, the second pixel's rectangle contribution, + // and its own contribution. the 'own contribution' is the same in every pixel except + // the leftmost and rightmost, a trapezoid that slides down in each pixel. + // the second pixel's contribution to the third pixel will be the + // rectangle 1 wide times the height change in the second pixel, which is dy. + + step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x, + // which multiplied by 1-pixel-width is how much pixel area changes for each step in x + // so the area advances by 'step' every time + + for (x = x1+1; x < x2; ++x) { + scanline[x] += area + step/2; // area of trapezoid is 1*step/2 + area += step; + } + STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down + STBTT_assert(sy1 > y_final-0.01f); + + // area covered in the last pixel is the rectangle from all the pixels to the left, + // plus the trapezoid filled by the line segment in this pixel all the way to the right edge + scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f); + + // the rest of the line is filled based on the total height of the line segment in this pixel + scanline_fill[x2] += sign * (sy1-sy0); + } + } else { + // if edge goes outside of box we're drawing, we require + // clipping logic. since this does not match the intended use + // of this library, we use a different, very slow brute + // force implementation + // note though that this does happen some of the time because + // x_top and x_bottom can be extrapolated at the top & bottom of + // the shape and actually lie outside the bounding box + int x; + for (x=0; x < len; ++x) { + // cases: + // + // there can be up to two intersections with the pixel. any intersection + // with left or right edges can be handled by splitting into two (or three) + // regions. intersections with top & bottom do not necessitate case-wise logic. + // + // the old way of doing this found the intersections with the left & right edges, + // then used some simple logic to produce up to three segments in sorted order + // from top-to-bottom. however, this had a problem: if an x edge was epsilon + // across the x border, then the corresponding y position might not be distinct + // from the other y segment, and it might ignored as an empty segment. to avoid + // that, we need to explicitly produce segments based on x positions. + + // rename variables to clearly-defined pairs + float y0 = y_top; + float x1 = (float) (x); + float x2 = (float) (x+1); + float x3 = xb; + float y3 = y_bottom; + + // x = e->x + e->dx * (y-y_top) + // (y-y_top) = (x - e->x) / e->dx + // y = (x - e->x) / e->dx + y_top + float y1 = (x - x0) / dx + y_top; + float y2 = (x+1 - x0) / dx + y_top; + + if (x0 < x1 && x3 > x2) { // three segments descending down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x1 && x0 > x2) { // three segments descending down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x1 && x3 > x1) { // two segments across x, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x3 < x1 && x0 > x1) { // two segments across x, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else { // one segment + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3); + } + } + } + } + e = e->next; + } +} + +// directly AA rasterize edges w/o supersampling +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0, i; + float scanline_data[129], *scanline, *scanline2; + + STBTT__NOTUSED(vsubsample); + + if (result->w > 64) + scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata); + else + scanline = scanline_data; + + scanline2 = scanline + result->w; + + y = off_y; + e[n].y0 = (float) (off_y + result->h) + 1; + + while (j < result->h) { + // find center of pixel for this scanline + float scan_y_top = y + 0.0f; + float scan_y_bottom = y + 1.0f; + stbtt__active_edge **step = &active; + + STBTT_memset(scanline , 0, result->w*sizeof(scanline[0])); + STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0])); + + // update all active edges; + // remove all active edges that terminate before the top of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y_top) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + step = &((*step)->next); // advance through list + } + } + + // insert all edges that start before the bottom of this scanline + while (e->y0 <= scan_y_bottom) { + if (e->y0 != e->y1) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); + if (z != NULL) { + if (j == 0 && off_y != 0) { + if (z->ey < scan_y_top) { + // this can happen due to subpixel positioning and some kind of fp rounding error i think + z->ey = scan_y_top; + } + } + STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds + // insert at front + z->next = active; + active = z; + } + } + ++e; + } + + // now process all active edges + if (active) + stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top); + + { + float sum = 0; + for (i=0; i < result->w; ++i) { + float k; + int m; + sum += scanline2[i]; + k = scanline[i] + sum; + k = (float) STBTT_fabs(k)*255 + 0.5f; + m = (int) k; + if (m > 255) m = 255; + result->pixels[j*result->stride + i] = (unsigned char) m; + } + } + // advance all the edges + step = &active; + while (*step) { + stbtt__active_edge *z = *step; + z->fx += z->fdx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + + ++y; + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0) + +static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n) +{ + int i,j; + for (i=1; i < n; ++i) { + stbtt__edge t = p[i], *a = &t; + j = i; + while (j > 0) { + stbtt__edge *b = &p[j-1]; + int c = STBTT__COMPARE(a,b); + if (!c) break; + p[j] = p[j-1]; + --j; + } + if (i != j) + p[j] = t; + } +} + +static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n) +{ + /* threshold for transitioning to insertion sort */ + while (n > 12) { + stbtt__edge t; + int c01,c12,c,m,i,j; + + /* compute median of three */ + m = n >> 1; + c01 = STBTT__COMPARE(&p[0],&p[m]); + c12 = STBTT__COMPARE(&p[m],&p[n-1]); + /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ + if (c01 != c12) { + /* otherwise, we'll need to swap something else to middle */ + int z; + c = STBTT__COMPARE(&p[0],&p[n-1]); + /* 0>mid && midn => n; 0 0 */ + /* 0n: 0>n => 0; 0 n */ + z = (c == c12) ? 0 : n-1; + t = p[z]; + p[z] = p[m]; + p[m] = t; + } + /* now p[m] is the median-of-three */ + /* swap it to the beginning so it won't move around */ + t = p[0]; + p[0] = p[m]; + p[m] = t; + + /* partition loop */ + i=1; + j=n-1; + for(;;) { + /* handling of equality is crucial here */ + /* for sentinels & efficiency with duplicates */ + for (;;++i) { + if (!STBTT__COMPARE(&p[i], &p[0])) break; + } + for (;;--j) { + if (!STBTT__COMPARE(&p[0], &p[j])) break; + } + /* make sure we haven't crossed */ + if (i >= j) break; + t = p[i]; + p[i] = p[j]; + p[j] = t; + + ++i; + --j; + } + /* recurse on smaller side, iterate on larger */ + if (j < (n-i)) { + stbtt__sort_edges_quicksort(p,j); + p = p+i; + n = n-i; + } else { + stbtt__sort_edges_quicksort(p+i, n-i); + n = j; + } + } +} + +static void stbtt__sort_edges(stbtt__edge *p, int n) +{ + stbtt__sort_edges_quicksort(p, n); + stbtt__sort_edges_ins_sort(p, n); +} + +typedef struct +{ + float x,y; +} stbtt__point; + +static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata) +{ + float y_scale_inv = invert ? -scale_y : scale_y; + stbtt__edge *e; + int n,i,j,k,m; +#if STBTT_RASTERIZER_VERSION == 1 + int vsubsample = result->h < 8 ? 15 : 5; +#elif STBTT_RASTERIZER_VERSION == 2 + int vsubsample = 1; +#else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + // vsubsample should divide 255 evenly; otherwise we won't reach full opacity + + // now we have to blow out the windings into explicit edge lists + n = 0; + for (i=0; i < windings; ++i) + n += wcount[i]; + + e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel + if (e == 0) return; + n = 0; + + m=0; + for (i=0; i < windings; ++i) { + stbtt__point *p = pts + m; + m += wcount[i]; + j = wcount[i]-1; + for (k=0; k < wcount[i]; j=k++) { + int a=k,b=j; + // skip the edge if horizontal + if (p[j].y == p[k].y) + continue; + // add edge from j to k to the list + e[n].invert = 0; + if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) { + e[n].invert = 1; + a=j,b=k; + } + e[n].x0 = p[a].x * scale_x + shift_x; + e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample; + e[n].x1 = p[b].x * scale_x + shift_x; + e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample; + ++n; + } + } + + // now sort the edges by their highest point (should snap to integer, and then by x) + //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare); + stbtt__sort_edges(e, n); + + // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule + stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata); + + STBTT_free(e, userdata); +} + +static void stbtt__add_point(stbtt__point *points, int n, float x, float y) +{ + if (!points) return; // during first pass, it's unallocated + points[n].x = x; + points[n].y = y; +} + +// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching +static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) +{ + // midpoint + float mx = (x0 + 2*x1 + x2)/4; + float my = (y0 + 2*y1 + y2)/4; + // versus directly drawn line + float dx = (x0+x2)/2 - mx; + float dy = (y0+y2)/2 - my; + if (n > 16) // 65536 segments on one curve better be enough! + return 1; + if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA + stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x2,y2); + *num_points = *num_points+1; + } + return 1; +} + +static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n) +{ + // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough + float dx0 = x1-x0; + float dy0 = y1-y0; + float dx1 = x2-x1; + float dy1 = y2-y1; + float dx2 = x3-x2; + float dy2 = y3-y2; + float dx = x3-x0; + float dy = y3-y0; + float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2)); + float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy); + float flatness_squared = longlen*longlen-shortlen*shortlen; + + if (n > 16) // 65536 segments on one curve better be enough! + return; + + if (flatness_squared > objspace_flatness_squared) { + float x01 = (x0+x1)/2; + float y01 = (y0+y1)/2; + float x12 = (x1+x2)/2; + float y12 = (y1+y2)/2; + float x23 = (x2+x3)/2; + float y23 = (y2+y3)/2; + + float xa = (x01+x12)/2; + float ya = (y01+y12)/2; + float xb = (x12+x23)/2; + float yb = (y12+y23)/2; + + float mx = (xa+xb)/2; + float my = (ya+yb)/2; + + stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x3,y3); + *num_points = *num_points+1; + } +} + +// returns number of contours +static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata) +{ + stbtt__point *points=0; + int num_points=0; + + float objspace_flatness_squared = objspace_flatness * objspace_flatness; + int i,n=0,start=0, pass; + + // count how many "moves" there are to get the contour count + for (i=0; i < num_verts; ++i) + if (vertices[i].type == STBTT_vmove) + ++n; + + *num_contours = n; + if (n == 0) return 0; + + *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata); + + if (*contour_lengths == 0) { + *num_contours = 0; + return 0; + } + + // make two passes through the points so we don't need to realloc + for (pass=0; pass < 2; ++pass) { + float x=0,y=0; + if (pass == 1) { + points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata); + if (points == NULL) goto error; + } + num_points = 0; + n= -1; + for (i=0; i < num_verts; ++i) { + switch (vertices[i].type) { + case STBTT_vmove: + // start the next contour + if (n >= 0) + (*contour_lengths)[n] = num_points - start; + ++n; + start = num_points; + + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x,y); + break; + case STBTT_vline: + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x, y); + break; + case STBTT_vcurve: + stbtt__tesselate_curve(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + case STBTT_vcubic: + stbtt__tesselate_cubic(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].cx1, vertices[i].cy1, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + } + } + (*contour_lengths)[n] = num_points - start; + } + + return points; +error: + STBTT_free(points, userdata); + STBTT_free(*contour_lengths, userdata); + *contour_lengths = 0; + *num_contours = 0; + return NULL; +} + +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata) +{ + float scale = scale_x > scale_y ? scale_y : scale_x; + int winding_count = 0; + int *winding_lengths = NULL; + stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata); + if (windings) { + stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata); + STBTT_free(winding_lengths, userdata); + STBTT_free(windings, userdata); + } +} + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + int ix0,iy0,ix1,iy1; + stbtt__bitmap gbm; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) { + STBTT_free(vertices, info->userdata); + return NULL; + } + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1); + + // now we get the size + gbm.w = (ix1 - ix0); + gbm.h = (iy1 - iy0); + gbm.pixels = NULL; // in case we error + + if (width ) *width = gbm.w; + if (height) *height = gbm.h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + if (gbm.w && gbm.h) { + gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); + if (gbm.pixels) { + gbm.stride = gbm.w; + + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata); + } + } + STBTT_free(vertices, info->userdata); + return gbm.pixels; +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph) +{ + int ix0,iy0; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + stbtt__bitmap gbm; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); + gbm.pixels = output; + gbm.w = out_w; + gbm.h = out_h; + gbm.stride = out_stride; + + if (gbm.w && gbm.h) + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata); + + STBTT_free(vertices, info->userdata); +} + +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) +{ + stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint); +} + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-CRAPPY packing to keep source code small + +static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata) +{ + float scale; + int x,y,bottom_y, i; + stbtt_fontinfo f; + f.userdata = NULL; + if (!stbtt_InitFont(&f, data, offset)) + return -1; + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + x=y=1; + bottom_y = 1; + + scale = stbtt_ScaleForPixelHeight(&f, pixel_height); + + for (i=0; i < num_chars; ++i) { + int advance, lsb, x0,y0,x1,y1,gw,gh; + int g = stbtt_FindGlyphIndex(&f, first_char + i); + stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb); + stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1); + gw = x1-x0; + gh = y1-y0; + if (x + gw + 1 >= pw) + y = bottom_y, x = 1; // advance to next row + if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row + return -i; + STBTT_assert(x+gw < pw); + STBTT_assert(y+gh < ph); + stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g); + chardata[i].x0 = (stbtt_int16) x; + chardata[i].y0 = (stbtt_int16) y; + chardata[i].x1 = (stbtt_int16) (x + gw); + chardata[i].y1 = (stbtt_int16) (y + gh); + chardata[i].xadvance = scale * advance; + chardata[i].xoff = (float) x0; + chardata[i].yoff = (float) y0; + x = x + gw + 1; + if (y+gh+1 > bottom_y) + bottom_y = y+gh+1; + } + return bottom_y; +} + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule) +{ + float d3d_bias = opengl_fillrule ? 0 : -0.5f; + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_bakedchar *b = chardata + char_index; + int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); + int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); + + q->x0 = round_x + d3d_bias; + q->y0 = round_y + d3d_bias; + q->x1 = round_x + b->x1 - b->x0 + d3d_bias; + q->y1 = round_y + b->y1 - b->y0 + d3d_bias; + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// rectangle packing replacement routines if you don't have stb_rect_pack.h +// + +#ifndef STB_RECT_PACK_VERSION + +typedef int stbrp_coord; + +//////////////////////////////////////////////////////////////////////////////////// +// // +// // +// COMPILER WARNING ?!?!? // +// // +// // +// if you get a compile warning due to these symbols being defined more than // +// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h" // +// // +//////////////////////////////////////////////////////////////////////////////////// + +typedef struct +{ + int width,height; + int x,y,bottom_y; +} stbrp_context; + +typedef struct +{ + unsigned char x; +} stbrp_node; + +struct stbrp_rect +{ + stbrp_coord x,y; + int id,w,h,was_packed; +}; + +static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes) +{ + con->width = pw; + con->height = ph; + con->x = 0; + con->y = 0; + con->bottom_y = 0; + STBTT__NOTUSED(nodes); + STBTT__NOTUSED(num_nodes); +} + +static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) +{ + int i; + for (i=0; i < num_rects; ++i) { + if (con->x + rects[i].w > con->width) { + con->x = 0; + con->y = con->bottom_y; + } + if (con->y + rects[i].h > con->height) + break; + rects[i].x = con->x; + rects[i].y = con->y; + rects[i].was_packed = 1; + con->x += rects[i].w; + if (con->y + rects[i].h > con->bottom_y) + con->bottom_y = con->y + rects[i].h; + } + for ( ; i < num_rects; ++i) + rects[i].was_packed = 0; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If +// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy. + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context) +{ + stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context); + int num_nodes = pw - padding; + stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context); + + if (context == NULL || nodes == NULL) { + if (context != NULL) STBTT_free(context, alloc_context); + if (nodes != NULL) STBTT_free(nodes , alloc_context); + return 0; + } + + spc->user_allocator_context = alloc_context; + spc->width = pw; + spc->height = ph; + spc->pixels = pixels; + spc->pack_info = context; + spc->nodes = nodes; + spc->padding = padding; + spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; + spc->h_oversample = 1; + spc->v_oversample = 1; + spc->skip_missing = 0; + + stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); + + if (pixels) + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + + return 1; +} + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc) +{ + STBTT_free(spc->nodes , spc->user_allocator_context); + STBTT_free(spc->pack_info, spc->user_allocator_context); +} + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample) +{ + STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE); + STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE); + if (h_oversample <= STBTT_MAX_OVERSAMPLE) + spc->h_oversample = h_oversample; + if (v_oversample <= STBTT_MAX_OVERSAMPLE) + spc->v_oversample = v_oversample; +} + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip) +{ + spc->skip_missing = skip; +} + +#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1) + +static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_w = w - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < h; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < w; ++i) { + STBTT_assert(pixels[i] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i] = (unsigned char) (total / kernel_width); + } + + pixels += stride_in_bytes; + } +} + +static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_h = h - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < w; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < h; ++i) { + STBTT_assert(pixels[i*stride_in_bytes] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + + pixels += 1; + } +} + +static float stbtt__oversample_shift(int oversample) +{ + if (!oversample) + return 0.0f; + + // The prefilter is a box filter of width "oversample", + // which shifts phase by (oversample - 1)/2 pixels in + // oversampled space. We want to shift in the opposite + // direction to counter this. + return (float)-(oversample - 1) / (2.0f * (float)oversample); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k; + int missing_glyph_added = 0; + + k=0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + ranges[i].h_oversample = (unsigned char) spc->h_oversample; + ranges[i].v_oversample = (unsigned char) spc->v_oversample; + for (j=0; j < ranges[i].num_chars; ++j) { + int x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) { + rects[k].w = rects[k].h = 0; + } else { + stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + &x0,&y0,&x1,&y1); + rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); + rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + if (glyph == 0) + missing_glyph_added = 1; + } + ++k; + } + } + + return k; +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, + output, + out_w - (prefilter_x - 1), + out_h - (prefilter_y - 1), + out_stride, + scale_x, + scale_y, + shift_x, + shift_y, + glyph); + + if (prefilter_x > 1) + stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); + + if (prefilter_y > 1) + stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); + + *sub_x = stbtt__oversample_shift(prefilter_x); + *sub_y = stbtt__oversample_shift(prefilter_y); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k, missing_glyph = -1, return_value = 1; + + // save current values + int old_h_over = spc->h_oversample; + int old_v_over = spc->v_oversample; + + k = 0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + float recip_h,recip_v,sub_x,sub_y; + spc->h_oversample = ranges[i].h_oversample; + spc->v_oversample = ranges[i].v_oversample; + recip_h = 1.0f / spc->h_oversample; + recip_v = 1.0f / spc->v_oversample; + sub_x = stbtt__oversample_shift(spc->h_oversample); + sub_y = stbtt__oversample_shift(spc->v_oversample); + for (j=0; j < ranges[i].num_chars; ++j) { + stbrp_rect *r = &rects[k]; + if (r->was_packed && r->w != 0 && r->h != 0) { + stbtt_packedchar *bc = &ranges[i].chardata_for_range[j]; + int advance, lsb, x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + stbrp_coord pad = (stbrp_coord) spc->padding; + + // pad on left and top + r->x += pad; + r->y += pad; + r->w -= pad; + r->h -= pad; + stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb); + stbtt_GetGlyphBitmapBox(info, glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + &x0,&y0,&x1,&y1); + stbtt_MakeGlyphBitmapSubpixel(info, + spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w - spc->h_oversample+1, + r->h - spc->v_oversample+1, + spc->stride_in_bytes, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + glyph); + + if (spc->h_oversample > 1) + stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->h_oversample); + + if (spc->v_oversample > 1) + stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->v_oversample); + + bc->x0 = (stbtt_int16) r->x; + bc->y0 = (stbtt_int16) r->y; + bc->x1 = (stbtt_int16) (r->x + r->w); + bc->y1 = (stbtt_int16) (r->y + r->h); + bc->xadvance = scale * advance; + bc->xoff = (float) x0 * recip_h + sub_x; + bc->yoff = (float) y0 * recip_v + sub_y; + bc->xoff2 = (x0 + r->w) * recip_h + sub_x; + bc->yoff2 = (y0 + r->h) * recip_v + sub_y; + + if (glyph == 0) + missing_glyph = j; + } else if (spc->skip_missing) { + return_value = 0; + } else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) { + ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph]; + } else { + return_value = 0; // if any fail, report failure + } + + ++k; + } + } + + // restore original values + spc->h_oversample = old_h_over; + spc->v_oversample = old_v_over; + + return return_value; +} + +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects) +{ + stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects); +} + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) +{ + stbtt_fontinfo info; + int i, j, n, return_value; // [DEAR IMGUI] removed = 1; + //stbrp_context *context = (stbrp_context *) spc->pack_info; + stbrp_rect *rects; + + // flag all characters as NOT packed + for (i=0; i < num_ranges; ++i) + for (j=0; j < ranges[i].num_chars; ++j) + ranges[i].chardata_for_range[j].x0 = + ranges[i].chardata_for_range[j].y0 = + ranges[i].chardata_for_range[j].x1 = + ranges[i].chardata_for_range[j].y1 = 0; + + n = 0; + for (i=0; i < num_ranges; ++i) + n += ranges[i].num_chars; + + rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); + if (rects == NULL) + return 0; + + info.userdata = spc->user_allocator_context; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index)); + + n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); + + stbtt_PackFontRangesPackRects(spc, rects, n); + + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); + + STBTT_free(rects, spc->user_allocator_context); + return return_value; +} + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range) +{ + stbtt_pack_range range; + range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range; + range.array_of_unicode_codepoints = NULL; + range.num_chars = num_chars_in_range; + range.chardata_for_range = chardata_for_range; + range.font_size = font_size; + return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); +} + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap) +{ + int i_ascent, i_descent, i_lineGap; + float scale; + stbtt_fontinfo info; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); + scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); + stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); + *ascent = (float) i_ascent * scale; + *descent = (float) i_descent * scale; + *lineGap = (float) i_lineGap * scale; +} + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) +{ + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_packedchar *b = chardata + char_index; + + if (align_to_integer) { + float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f); + float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f); + q->x0 = x; + q->y0 = y; + q->x1 = x + b->xoff2 - b->xoff; + q->y1 = y + b->yoff2 - b->yoff; + } else { + q->x0 = *xpos + b->xoff; + q->y0 = *ypos + b->yoff; + q->x1 = *xpos + b->xoff2; + q->y1 = *ypos + b->yoff2; + } + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// sdf computation +// + +#define STBTT_min(a,b) ((a) < (b) ? (a) : (b)) +#define STBTT_max(a,b) ((a) < (b) ? (b) : (a)) + +static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2]) +{ + float q0perp = q0[1]*ray[0] - q0[0]*ray[1]; + float q1perp = q1[1]*ray[0] - q1[0]*ray[1]; + float q2perp = q2[1]*ray[0] - q2[0]*ray[1]; + float roperp = orig[1]*ray[0] - orig[0]*ray[1]; + + float a = q0perp - 2*q1perp + q2perp; + float b = q1perp - q0perp; + float c = q0perp - roperp; + + float s0 = 0., s1 = 0.; + int num_s = 0; + + if (a != 0.0) { + float discr = b*b - a*c; + if (discr > 0.0) { + float rcpna = -1 / a; + float d = (float) STBTT_sqrt(discr); + s0 = (b+d) * rcpna; + s1 = (b-d) * rcpna; + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) { + if (num_s == 0) s0 = s1; + ++num_s; + } + } + } else { + // 2*b*s + c = 0 + // s = -c / (2*b) + s0 = c / (-2 * b); + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + } + + if (num_s == 0) + return 0; + else { + float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]); + float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; + + float q0d = q0[0]*rayn_x + q0[1]*rayn_y; + float q1d = q1[0]*rayn_x + q1[1]*rayn_y; + float q2d = q2[0]*rayn_x + q2[1]*rayn_y; + float rod = orig[0]*rayn_x + orig[1]*rayn_y; + + float q10d = q1d - q0d; + float q20d = q2d - q0d; + float q0rd = q0d - rod; + + hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d; + hits[0][1] = a*s0+b; + + if (num_s > 1) { + hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d; + hits[1][1] = a*s1+b; + return 2; + } else { + return 1; + } + } +} + +static int equal(float *a, float *b) +{ + return (a[0] == b[0] && a[1] == b[1]); +} + +static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts) +{ + int i; + float orig[2], ray[2] = { 1, 0 }; + float y_frac; + int winding = 0; + + // make sure y never passes through a vertex of the shape + y_frac = (float) STBTT_fmod(y, 1.0f); + if (y_frac < 0.01f) + y += 0.01f; + else if (y_frac > 0.99f) + y -= 0.01f; + + orig[0] = x; + orig[1] = y; + + // test a ray from (-infinity,y) to (x,y) + for (i=0; i < nverts; ++i) { + if (verts[i].type == STBTT_vline) { + int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y; + int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } + if (verts[i].type == STBTT_vcurve) { + int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ; + int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy; + int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ; + int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2)); + int by = STBTT_max(y0,STBTT_max(y1,y2)); + if (y > ay && y < by && x > ax) { + float q0[2],q1[2],q2[2]; + float hits[2][2]; + q0[0] = (float)x0; + q0[1] = (float)y0; + q1[0] = (float)x1; + q1[1] = (float)y1; + q2[0] = (float)x2; + q2[1] = (float)y2; + if (equal(q0,q1) || equal(q1,q2)) { + x0 = (int)verts[i-1].x; + y0 = (int)verts[i-1].y; + x1 = (int)verts[i ].x; + y1 = (int)verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } else { + int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); + if (num_hits >= 1) + if (hits[0][0] < 0) + winding += (hits[0][1] < 0 ? -1 : 1); + if (num_hits >= 2) + if (hits[1][0] < 0) + winding += (hits[1][1] < 0 ? -1 : 1); + } + } + } + } + return winding; +} + +static float stbtt__cuberoot( float x ) +{ + if (x<0) + return -(float) STBTT_pow(-x,1.0f/3.0f); + else + return (float) STBTT_pow( x,1.0f/3.0f); +} + +// x^3 + a*x^2 + b*x + c = 0 +static int stbtt__solve_cubic(float a, float b, float c, float* r) +{ + float s = -a / 3; + float p = b - a*a / 3; + float q = a * (2*a*a - 9*b) / 27 + c; + float p3 = p*p*p; + float d = q*q + 4*p3 / 27; + if (d >= 0) { + float z = (float) STBTT_sqrt(d); + float u = (-q + z) / 2; + float v = (-q - z) / 2; + u = stbtt__cuberoot(u); + v = stbtt__cuberoot(v); + r[0] = s + u + v; + return 1; + } else { + float u = (float) STBTT_sqrt(-p/3); + float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative + float m = (float) STBTT_cos(v); + float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; + r[0] = s + u * 2 * m; + r[1] = s - u * (m + n); + r[2] = s - u * (m - n); + + //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? + //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); + //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); + return 3; + } +} + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + float scale_x = scale, scale_y = scale; + int ix0,iy0,ix1,iy1; + int w,h; + unsigned char *data; + + if (scale == 0) return NULL; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); + + // if empty, return NULL + if (ix0 == ix1 || iy0 == iy1) + return NULL; + + ix0 -= padding; + iy0 -= padding; + ix1 += padding; + iy1 += padding; + + w = (ix1 - ix0); + h = (iy1 - iy0); + + if (width ) *width = w; + if (height) *height = h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + // invert for y-downwards bitmaps + scale_y = -scale_y; + + { + int x,y,i,j; + float *precompute; + stbtt_vertex *verts; + int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); + data = (unsigned char *) STBTT_malloc(w * h, info->userdata); + precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata); + + for (i=0,j=num_verts-1; i < num_verts; j=i++) { + if (verts[i].type == STBTT_vline) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; + float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); + precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; + float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; + float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float len2 = bx*bx + by*by; + if (len2 != 0.0f) + precompute[i] = 1.0f / (bx*bx + by*by); + else + precompute[i] = 0.0f; + } else + precompute[i] = 0.0f; + } + + for (y=iy0; y < iy1; ++y) { + for (x=ix0; x < ix1; ++x) { + float val; + float min_dist = 999999.0f; + float sx = (float) x + 0.5f; + float sy = (float) y + 0.5f; + float x_gspace = (sx / scale_x); + float y_gspace = (sy / scale_y); + + int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path + + for (i=0; i < num_verts; ++i) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + + if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) { + float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; + + float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + // coarse culling against bbox + //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && + // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) + dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + STBTT_assert(i != 0); + if (dist < min_dist) { + // check position along line + // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) + // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) + float dx = x1-x0, dy = y1-y0; + float px = x0-sx, py = y0-sy; + // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy + // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve + float t = -(px*dx + py*dy) / (dx*dx + dy*dy); + if (t >= 0.0f && t <= 1.0f) + min_dist = dist; + } + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y; + float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y; + float box_x0 = STBTT_min(STBTT_min(x0,x1),x2); + float box_y0 = STBTT_min(STBTT_min(y0,y1),y2); + float box_x1 = STBTT_max(STBTT_max(x0,x1),x2); + float box_y1 = STBTT_max(STBTT_max(y0,y1),y2); + // coarse culling against bbox to avoid computing cubic unnecessarily + if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) { + int num=0; + float ax = x1-x0, ay = y1-y0; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float mx = x0 - sx, my = y0 - sy; + float res[3] = {0.f,0.f,0.f}; + float px,py,t,it,dist2; + float a_inv = precompute[i]; + if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula + float a = 3*(ax*bx + ay*by); + float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); + float c = mx*ax+my*ay; + if (a == 0.0) { // if a is 0, it's linear + if (b != 0.0) { + res[num++] = -c/b; + } + } else { + float discriminant = b*b - 4*a*c; + if (discriminant < 0) + num = 0; + else { + float root = (float) STBTT_sqrt(discriminant); + res[0] = (-b - root)/(2*a); + res[1] = (-b + root)/(2*a); + num = 2; // don't bother distinguishing 1-solution case, as code below will still work + } + } + } else { + float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point + float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv; + float d = (mx*ax+my*ay) * a_inv; + num = stbtt__solve_cubic(b, c, d, res); + } + dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { + t = res[0], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) { + t = res[1], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) { + t = res[2], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + } + } + } + if (winding == 0) + min_dist = -min_dist; // if outside the shape, value is negative + val = onedge_value + pixel_dist_scale * min_dist; + if (val < 0) + val = 0; + else if (val > 255) + val = 255; + data[(y-iy0)*w+(x-ix0)] = (unsigned char) val; + } + } + STBTT_free(precompute, info->userdata); + STBTT_free(verts, info->userdata); + } + return data; +} + +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +////////////////////////////////////////////////////////////////////////////// +// +// font name matching -- recommended not to use this +// + +// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string +static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) +{ + stbtt_int32 i=0; + + // convert utf16 to utf8 and compare the results while converting + while (len2) { + stbtt_uint16 ch = s2[0]*256 + s2[1]; + if (ch < 0x80) { + if (i >= len1) return -1; + if (s1[i++] != ch) return -1; + } else if (ch < 0x800) { + if (i+1 >= len1) return -1; + if (s1[i++] != 0xc0 + (ch >> 6)) return -1; + if (s1[i++] != 0x80 + (ch & 0x3f)) return -1; + } else if (ch >= 0xd800 && ch < 0xdc00) { + stbtt_uint32 c; + stbtt_uint16 ch2 = s2[2]*256 + s2[3]; + if (i+3 >= len1) return -1; + c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000; + if (s1[i++] != 0xf0 + (c >> 18)) return -1; + if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1; + s2 += 2; // plus another 2 below + len2 -= 2; + } else if (ch >= 0xdc00 && ch < 0xe000) { + return -1; + } else { + if (i+2 >= len1) return -1; + if (s1[i++] != 0xe0 + (ch >> 12)) return -1; + if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1; + } + s2 += 2; + len2 -= 2; + } + return i; +} + +static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) +{ + return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2); +} + +// returns results in whatever encoding you request... but note that 2-byte encodings +// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID) +{ + stbtt_int32 i,count,stringOffset; + stbtt_uint8 *fc = font->data; + stbtt_uint32 offset = font->fontstart; + stbtt_uint32 nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return NULL; + + count = ttUSHORT(fc+nm+2); + stringOffset = nm + ttUSHORT(fc+nm+4); + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2) + && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) { + *length = ttUSHORT(fc+loc+8); + return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10)); + } + } + return NULL; +} + +static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id) +{ + stbtt_int32 i; + stbtt_int32 count = ttUSHORT(fc+nm+2); + stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4); + + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + stbtt_int32 id = ttUSHORT(fc+loc+6); + if (id == target_id) { + // find the encoding + stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4); + + // is this a Unicode encoding? + if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) { + stbtt_int32 slen = ttUSHORT(fc+loc+8); + stbtt_int32 off = ttUSHORT(fc+loc+10); + + // check if there's a prefix match + stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen); + if (matchlen >= 0) { + // check for target_id+1 immediately following, with same encoding & language + if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) { + slen = ttUSHORT(fc+loc+12+8); + off = ttUSHORT(fc+loc+12+10); + if (slen == 0) { + if (matchlen == nlen) + return 1; + } else if (matchlen < nlen && name[matchlen] == ' ') { + ++matchlen; + if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen)) + return 1; + } + } else { + // if nothing immediately following + if (matchlen == nlen) + return 1; + } + } + } + + // @TODO handle other encodings + } + } + return 0; +} + +static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags) +{ + stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name); + stbtt_uint32 nm,hd; + if (!stbtt__isfont(fc+offset)) return 0; + + // check italics/bold/underline flags in macStyle... + if (flags) { + hd = stbtt__find_table(fc, offset, "head"); + if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0; + } + + nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return 0; + + if (flags) { + // if we checked the macStyle flags, then just check the family and ignore the subfamily + if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } else { + if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } + + return 0; +} + +static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags) +{ + stbtt_int32 i; + for (i=0;;++i) { + stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i); + if (off < 0) return off; + if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags)) + return off; + } +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, + float pixel_height, unsigned char *pixels, int pw, int ph, + int first_char, int num_chars, stbtt_bakedchar *chardata) +{ + return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata); +} + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index) +{ + return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); +} + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data) +{ + return stbtt_GetNumberOfFonts_internal((unsigned char *) data); +} + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset) +{ + return stbtt_InitFont_internal(info, (unsigned char *) data, offset); +} + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags) +{ + return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags); +} + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2) +{ + return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif // STB_TRUETYPE_IMPLEMENTATION + + +// FULL VERSION HISTORY +// +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) allow user-defined fabs() replacement +// fix memory leak if fontsize=0.0 +// fix warning from duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// allow PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// 1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine) +// also more precise AA rasterizer, except if shapes overlap +// remove need for STBTT_sort +// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC +// 1.04 (2015-04-15) typo in example +// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes +// 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++ +// 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match +// non-oversampled; STBTT_POINT_SIZE for packed case only +// 1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling +// 0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg) +// 0.9 (2014-08-07) support certain mac/iOS fonts without an MS platformID +// 0.8b (2014-07-07) fix a warning +// 0.8 (2014-05-25) fix a few more warnings +// 0.7 (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back +// 0.6c (2012-07-24) improve documentation +// 0.6b (2012-07-20) fix a few more warnings +// 0.6 (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels, +// stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty +// 0.5 (2011-12-09) bugfixes: +// subpixel glyph renderer computed wrong bounding box +// first vertex of shape can be off-curve (FreeSans) +// 0.4b (2011-12-03) fixed an error in the font baking example +// 0.4 (2011-12-01) kerning, subpixel rendering (tor) +// bugfixes for: +// codepoint-to-glyph conversion using table fmt=12 +// codepoint-to-glyph conversion using table fmt=4 +// stbtt_GetBakedQuad with non-square texture (Zer) +// updated Hello World! sample to use kerning and subpixel +// fixed some warnings +// 0.3 (2009-06-24) cmap fmt=12, compound shapes (MM) +// userdata, malloc-from-userdata, non-zero fill (stb) +// 0.2 (2009-03-11) Fix unsigned/signed char warnings +// 0.1 (2009-03-09) First public release +// + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ From 8282a9f3f49fcbcd375a3a08db50c1516f17b496 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 14:20:27 +0100 Subject: [PATCH 060/118] TODO split to two features: imgui-bt abstraction layer + first component frame graph Summary: Test Plan: Summary: Test Plan: --- Module.mk | 2 + src/main/iidxhook-util/Module.mk | 1 + src/main/iidxhook-util/config-debug.c | 34 ++++ src/main/iidxhook-util/config-debug.h | 17 ++ src/main/iidxhook1/Module.mk | 6 + src/main/iidxhook1/dllmain.c | 22 ++ src/main/iidxhook2/Module.mk | 6 + src/main/iidxhook2/dllmain.c | 22 ++ src/main/iidxhook3/Module.mk | 7 + src/main/iidxhook3/dllmain.c | 22 ++ src/main/iidxhook4-cn/Module.mk | 6 + src/main/iidxhook4-cn/dllmain.c | 22 ++ src/main/iidxhook4/Module.mk | 6 + src/main/iidxhook4/dllmain.c | 22 ++ src/main/iidxhook5-cn/Module.mk | 6 + src/main/iidxhook5-cn/dllmain.c | 22 ++ src/main/iidxhook5/Module.mk | 6 + src/main/iidxhook5/dllmain.c | 22 ++ src/main/iidxhook6/Module.mk | 6 + src/main/iidxhook6/dllmain.c | 22 ++ src/main/iidxhook7/Module.mk | 5 + src/main/iidxhook7/dllmain.c | 26 +++ src/main/iidxhook8/Module.mk | 8 +- src/main/iidxhook8/dllmain.c | 21 ++ src/main/imgui-bt/Module.mk | 10 + src/main/imgui-bt/cimgui.h | 10 + src/main/imgui-bt/component.h | 12 ++ src/main/imgui-bt/imgui-d3d9-hook.c | 143 +++++++++++++ src/main/imgui-bt/imgui-d3d9-hook.h | 13 ++ src/main/imgui-debug/Module.mk | 10 + src/main/imgui-debug/frame-perf-graph.c | 258 ++++++++++++++++++++++++ src/main/imgui-debug/frame-perf-graph.h | 10 + src/main/imgui-debug/time-history.c | 63 ++++++ src/main/imgui-debug/time-history.h | 23 +++ src/main/imgui/cimgui-bt.h | 10 - src/main/util/Module.mk | 1 + src/main/util/proc.c | 251 +++++++++++++++++++---- src/main/util/proc.h | 33 ++- 38 files changed, 1129 insertions(+), 57 deletions(-) create mode 100644 src/main/iidxhook-util/config-debug.c create mode 100644 src/main/iidxhook-util/config-debug.h create mode 100644 src/main/imgui-bt/Module.mk create mode 100644 src/main/imgui-bt/cimgui.h create mode 100644 src/main/imgui-bt/component.h create mode 100644 src/main/imgui-bt/imgui-d3d9-hook.c create mode 100644 src/main/imgui-bt/imgui-d3d9-hook.h create mode 100644 src/main/imgui-debug/Module.mk create mode 100644 src/main/imgui-debug/frame-perf-graph.c create mode 100644 src/main/imgui-debug/frame-perf-graph.h create mode 100644 src/main/imgui-debug/time-history.c create mode 100644 src/main/imgui-debug/time-history.h delete mode 100644 src/main/imgui/cimgui-bt.h diff --git a/Module.mk b/Module.mk index 4ba926c..170ac9e 100644 --- a/Module.mk +++ b/Module.mk @@ -160,6 +160,8 @@ include src/main/iidxio-ezusb2/Module.mk include src/main/iidxio/Module.mk include src/main/iidxiotest/Module.mk include src/main/imgui/Module.mk +include src/main/imgui-bt/Module.mk +include src/main/imgui-debug/Module.mk include src/main/inject/Module.mk include src/main/jbio-magicbox/Module.mk include src/main/jbio-p4io/Module.mk diff --git a/src/main/iidxhook-util/Module.mk b/src/main/iidxhook-util/Module.mk index 92fe44d..1e5bbbe 100644 --- a/src/main/iidxhook-util/Module.mk +++ b/src/main/iidxhook-util/Module.mk @@ -7,6 +7,7 @@ src_iidxhook-util := \ acio.c \ chart-patch.c \ clock.c \ + config-debug.c \ config-eamuse.c \ config-ezusb.c \ config-gfx.c \ diff --git a/src/main/iidxhook-util/config-debug.c b/src/main/iidxhook-util/config-debug.c new file mode 100644 index 0000000..85a031e --- /dev/null +++ b/src/main/iidxhook-util/config-debug.c @@ -0,0 +1,34 @@ +#include "cconfig/cconfig-util.h" + +#include "iidxhook-util/config-debug.h" + +#include "util/log.h" + +#define IIDXHOOK_CONFIG_DEBUG_ENABLE_FRAME_PERF_GRAPH_KEY "debug.enable_frame_perf_graph" + +#define IIDXHOOK_CONFIG_DEBUG_DEFAULT_ENABLE_FRAME_PERF_GRAPH_VALUE false + +void iidxhook_config_debug_init(struct cconfig *config) +{ + cconfig_util_set_bool( + config, + IIDXHOOK_CONFIG_DEBUG_ENABLE_FRAME_PERF_GRAPH_KEY, + IIDXHOOK_CONFIG_DEBUG_DEFAULT_ENABLE_FRAME_PERF_GRAPH_VALUE, + "Enable frame performance graph overlay"); +} + +void iidxhook_config_debug_get( + struct iidxhook_config_debug *config_debug, struct cconfig *config) +{ + if (!cconfig_util_get_bool( + config, + IIDXHOOK_CONFIG_DEBUG_ENABLE_FRAME_PERF_GRAPH_KEY, + &config_debug->enable_frame_perf_graph, + IIDXHOOK_CONFIG_DEBUG_DEFAULT_ENABLE_FRAME_PERF_GRAPH_VALUE)) { + log_warning( + "Invalid value for key '%s' specified, fallback " + "to default '%d'", + IIDXHOOK_CONFIG_DEBUG_ENABLE_FRAME_PERF_GRAPH_KEY, + IIDXHOOK_CONFIG_DEBUG_DEFAULT_ENABLE_FRAME_PERF_GRAPH_VALUE); + } +} diff --git a/src/main/iidxhook-util/config-debug.h b/src/main/iidxhook-util/config-debug.h new file mode 100644 index 0000000..f97568e --- /dev/null +++ b/src/main/iidxhook-util/config-debug.h @@ -0,0 +1,17 @@ +#ifndef IIDXHOOK_CONFIG_DEBUG_H +#define IIDXHOOK_CONFIG_DEBUG_H + +#include + +#include "cconfig/cconfig.h" + +struct iidxhook_config_debug { + bool enable_frame_perf_graph; +}; + +void iidxhook_config_debug_init(struct cconfig *config); + +void iidxhook_config_debug_get( + struct iidxhook_config_debug *config_debug, struct cconfig *config); + +#endif \ No newline at end of file diff --git a/src/main/iidxhook1/Module.mk b/src/main/iidxhook1/Module.mk index fcfad98..e692987 100644 --- a/src/main/iidxhook1/Module.mk +++ b/src/main/iidxhook1/Module.mk @@ -3,6 +3,9 @@ dlls += iidxhook1 ldflags_iidxhook1 := \ -lws2_32 \ -liphlpapi \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ libs_iidxhook1 := \ iidxhook-util \ @@ -18,6 +21,9 @@ libs_iidxhook1 := \ cconfig \ util \ ezusb \ + imgui-bt \ + imgui-debug \ + imgui \ src_iidxhook1 := \ config-iidxhook1.c \ diff --git a/src/main/iidxhook1/dllmain.c b/src/main/iidxhook1/dllmain.c index a3a4a35..5340909 100644 --- a/src/main/iidxhook1/dllmain.c +++ b/src/main/iidxhook1/dllmain.c @@ -27,6 +27,7 @@ #include "iidxhook-util/chart-patch.h" #include "iidxhook-util/clock.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-eamuse.h" #include "iidxhook-util/config-ezusb.h" #include "iidxhook-util/config-gfx.h" @@ -41,6 +42,10 @@ #include "iidxhook1/ezusb-mon.h" #include "iidxhook1/log-ezusb.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "util/defs.h" #include "util/log.h" #include "util/thread.h" @@ -53,6 +58,7 @@ static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler }; static HANDLE STDCALL my_OpenProcess(DWORD, BOOL, DWORD); @@ -68,6 +74,17 @@ static const struct hook_symbol init_hook_syms[] = { }, }; +static void iidxhook1_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} + static void iidxhook1_setup_d3d9_hooks( const struct iidxhook_config_gfx *config_gfx, const struct iidxhook_config_iidxhook1 *config_iidxhook1) @@ -125,6 +142,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_util_config_ezusb config_ezusb; struct iidxhook_util_config_eamuse config_eamuse; struct iidxhook_config_gfx config_gfx; @@ -144,6 +162,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_util_config_ezusb_init(config); iidxhook_util_config_eamuse_init(config); iidxhook_config_gfx_init(config); @@ -159,6 +178,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) exit(EXIT_FAILURE); } + iidxhook_config_debug_get(&config_debug, config); iidxhook_util_config_ezusb_get(&config_ezusb, config); iidxhook_util_config_eamuse_get(&config_eamuse, config); iidxhook_config_gfx_get(&config_gfx, config); @@ -202,6 +222,8 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) settings_hook_set_path(config_misc.settings_path); } + iidxhook1_setup_imgui_debug_components(&config_debug); + /* Direct3D and USER32 hooks */ iidxhook1_setup_d3d9_hooks(&config_gfx, &config_iidxhook1); diff --git a/src/main/iidxhook2/Module.mk b/src/main/iidxhook2/Module.mk index c9fd438..292f496 100644 --- a/src/main/iidxhook2/Module.mk +++ b/src/main/iidxhook2/Module.mk @@ -3,6 +3,9 @@ avsdlls += iidxhook2 ldflags_iidxhook2 := \ -lws2_32 \ -liphlpapi \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ libs_iidxhook2 := \ iidxhook-util \ @@ -18,6 +21,9 @@ libs_iidxhook2 := \ cconfig \ util \ ezusb \ + imgui-bt \ + imgui-debug \ + imgui \ src_iidxhook2 := \ config-iidxhook2.c \ diff --git a/src/main/iidxhook2/dllmain.c b/src/main/iidxhook2/dllmain.c index 25a76ed..f85ddd7 100644 --- a/src/main/iidxhook2/dllmain.c +++ b/src/main/iidxhook2/dllmain.c @@ -29,6 +29,7 @@ #include "iidxhook-util/acio.h" #include "iidxhook-util/chart-patch.h" #include "iidxhook-util/clock.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-eamuse.h" #include "iidxhook-util/config-ezusb.h" #include "iidxhook-util/config-gfx.h" @@ -41,6 +42,10 @@ #include "iidxhook2/config-iidxhook2.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "util/log.h" #include "util/thread.h" @@ -52,6 +57,7 @@ static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler, }; static HANDLE STDCALL my_OpenProcess(DWORD, BOOL, DWORD); @@ -65,6 +71,17 @@ static const struct hook_symbol init_hook_syms[] = { .link = (void **) &real_OpenProcess}, }; +static void iidxhook2_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} + static void iidxhook2_setup_d3d9_hooks( const struct iidxhook_config_gfx *config_gfx, const struct iidxhook_config_iidxhook2 *config_iidxhook2) @@ -122,6 +139,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_util_config_ezusb config_ezusb; struct iidxhook_util_config_eamuse config_eamuse; struct iidxhook_config_gfx config_gfx; @@ -141,6 +159,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_util_config_ezusb_init(config); iidxhook_util_config_eamuse_init(config); iidxhook_config_gfx_init(config); @@ -156,6 +175,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) exit(EXIT_FAILURE); } + iidxhook_config_debug_get(&config_debug, config); iidxhook_util_config_ezusb_get(&config_ezusb, config); iidxhook_util_config_eamuse_get(&config_eamuse, config); iidxhook_config_gfx_get(&config_gfx, config); @@ -194,6 +214,8 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) settings_hook_set_path(config_misc.settings_path); } + iidxhook2_setup_imgui_debug_components(&config_debug); + /* Direct3D and USER32 hooks */ iidxhook2_setup_d3d9_hooks(&config_gfx, &config_iidxhook2); diff --git a/src/main/iidxhook3/Module.mk b/src/main/iidxhook3/Module.mk index e328bec..a79b2e9 100644 --- a/src/main/iidxhook3/Module.mk +++ b/src/main/iidxhook3/Module.mk @@ -3,9 +3,13 @@ avsdlls += iidxhook3 ldflags_iidxhook3 := \ -lws2_32 \ -liphlpapi \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ libs_iidxhook3 := \ iidxhook-util \ + iidxhook-d3d9 \ ezusb-emu \ ezusb-iidx-16seg-emu \ ezusb2-emu \ @@ -20,6 +24,9 @@ libs_iidxhook3 := \ cconfig \ util \ ezusb \ + imgui-bt \ + imgui-debug \ + imgui \ src_iidxhook3 := \ dllmain.c \ diff --git a/src/main/iidxhook3/dllmain.c b/src/main/iidxhook3/dllmain.c index b2e0e41..092b9fe 100644 --- a/src/main/iidxhook3/dllmain.c +++ b/src/main/iidxhook3/dllmain.c @@ -30,6 +30,7 @@ #include "iidxhook-util/acio.h" #include "iidxhook-util/chart-patch.h" #include "iidxhook-util/clock.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-eamuse.h" #include "iidxhook-util/config-gfx.h" #include "iidxhook-util/config-misc.h" @@ -38,6 +39,10 @@ #include "iidxhook-util/eamuse.h" #include "iidxhook-util/settings.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "security/rp-sign-key.h" #include "util/log.h" @@ -52,6 +57,7 @@ static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler, }; static HANDLE STDCALL my_OpenProcess(DWORD, BOOL, DWORD); @@ -64,6 +70,17 @@ static const struct hook_symbol init_hook_syms[] = { .link = (void **) &real_OpenProcess}, }; +static void iidxhook3_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} + static void iidxhook3_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -120,6 +137,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_util_config_eamuse config_eamuse; struct iidxhook_config_gfx config_gfx; struct iidxhook_config_misc config_misc; @@ -137,6 +155,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_util_config_eamuse_init(config); iidxhook_config_gfx_init(config); iidxhook_config_misc_init(config); @@ -150,6 +169,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) exit(EXIT_FAILURE); } + iidxhook_config_debug_get(&config_debug, config); iidxhook_util_config_eamuse_get(&config_eamuse, config); iidxhook_config_gfx_get(&config_gfx, config); iidxhook_config_misc_get(&config_misc, config); @@ -187,6 +207,8 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) settings_hook_set_path(config_misc.settings_path); } + iidxhook3_setup_imgui_debug_components(&config_debug); + /* Direct3D and USER32 hooks */ iidxhook3_setup_d3d9_hooks(&config_gfx); diff --git a/src/main/iidxhook4-cn/Module.mk b/src/main/iidxhook4-cn/Module.mk index 0f7bcee..6cd0edf 100644 --- a/src/main/iidxhook4-cn/Module.mk +++ b/src/main/iidxhook4-cn/Module.mk @@ -3,6 +3,9 @@ avsdlls += iidxhook4-cn ldflags_iidxhook4-cn := \ -liphlpapi \ -lws2_32 \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ deplibs_iidxhook4-cn := \ avs \ @@ -20,6 +23,9 @@ libs_iidxhook4-cn := \ cconfig \ util \ ezusb \ + imgui-bt \ + imgui-debug \ + imgui \ src_iidxhook4-cn := \ avs-boot.c \ diff --git a/src/main/iidxhook4-cn/dllmain.c b/src/main/iidxhook4-cn/dllmain.c index ea2f42a..072e266 100644 --- a/src/main/iidxhook4-cn/dllmain.c +++ b/src/main/iidxhook4-cn/dllmain.c @@ -25,6 +25,7 @@ #include "iidxhook4-cn/path.h" #include "iidxhook-util/chart-patch.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-eamuse.h" #include "iidxhook-util/config-gfx.h" #include "iidxhook-util/config-io.h" @@ -33,6 +34,10 @@ #include "iidxhook-util/d3d9.h" #include "iidxhook-util/settings.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "security/rp-sign-key.h" #include "imports/avs.h" @@ -51,6 +56,7 @@ static bool iidxhook_init_check; static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler, }; static const struct hook_symbol init_hook_syms[] = { @@ -61,6 +67,17 @@ static const struct hook_symbol init_hook_syms[] = { static struct iidxhook_config_io config_io; +static void iidxhook4_cn_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} + static void iidxhook4_cn_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -117,6 +134,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_util_config_eamuse config_eamuse; struct iidxhook_config_gfx config_gfx; struct iidxhook_config_sec config_sec; @@ -134,6 +152,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_util_config_eamuse_init(config); iidxhook_config_gfx_init(config); iidxhook_config_io_init(config); @@ -148,6 +167,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) exit(EXIT_FAILURE); } + iidxhook_config_debug_get(&config_debug, config); iidxhook_util_config_eamuse_get(&config_eamuse, config); iidxhook_config_gfx_get(&config_gfx, config); iidxhook_config_io_get(&config_io, config); @@ -174,6 +194,8 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) &config_sec.black_plug_mcode); ezusb_iidx_emu_node_security_plug_set_pcbid(&config_eamuse.pcbid); + iidxhook4_cn_setup_imgui_debug_components(&config_debug); + iidxhook4_cn_setup_d3d9_hooks(&config_gfx); if (strlen(config_misc.settings_path) > 0) { diff --git a/src/main/iidxhook4/Module.mk b/src/main/iidxhook4/Module.mk index 40f40b0..184a3b1 100644 --- a/src/main/iidxhook4/Module.mk +++ b/src/main/iidxhook4/Module.mk @@ -2,6 +2,9 @@ avsdlls += iidxhook4 ldflags_iidxhook4 := \ -liphlpapi \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ deplibs_iidxhook4 := \ avs \ @@ -22,6 +25,9 @@ libs_iidxhook4 := \ cconfig \ util \ ezusb \ + imgui-bt \ + imgui-debug \ + imgui \ src_iidxhook4 := \ dllmain.c \ diff --git a/src/main/iidxhook4/dllmain.c b/src/main/iidxhook4/dllmain.c index d7993dd..afe3149 100644 --- a/src/main/iidxhook4/dllmain.c +++ b/src/main/iidxhook4/dllmain.c @@ -27,6 +27,7 @@ #include "iidxhook-util/acio.h" #include "iidxhook-util/chart-patch.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-gfx.h" #include "iidxhook-util/config-io.h" #include "iidxhook-util/config-misc.h" @@ -34,6 +35,10 @@ #include "iidxhook-util/log-server.h" #include "iidxhook-util/settings.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "imports/avs.h" #include "util/log.h" @@ -48,10 +53,22 @@ static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler, }; static struct iidxhook_config_io config_io; +static void iidxhook4_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} + static void iidxhook4_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -101,6 +118,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_config_gfx config_gfx; struct iidxhook_config_misc config_misc; @@ -111,6 +129,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_config_gfx_init(config); iidxhook_config_io_init(config); iidxhook_config_misc_init(config); @@ -124,6 +143,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) exit(EXIT_FAILURE); } + iidxhook_config_debug_get(&config_debug, config); iidxhook_config_gfx_get(&config_gfx, config); iidxhook_config_io_get(&config_io, config); iidxhook_config_misc_get(&config_misc, config); @@ -133,6 +153,8 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) log_info(IIDXHOOK4_INFO_HEADER); log_info("Initializing iidxhook..."); + iidxhook4_setup_imgui_debug_components(&config_debug); + iidxhook4_setup_d3d9_hooks(&config_gfx); if (strlen(config_misc.settings_path) > 0) { diff --git a/src/main/iidxhook5-cn/Module.mk b/src/main/iidxhook5-cn/Module.mk index feea3d4..351bec1 100644 --- a/src/main/iidxhook5-cn/Module.mk +++ b/src/main/iidxhook5-cn/Module.mk @@ -3,6 +3,9 @@ avsdlls += iidxhook5-cn ldflags_iidxhook5-cn := \ -liphlpapi \ -lws2_32 \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ deplibs_iidxhook5-cn := \ avs \ @@ -20,6 +23,9 @@ libs_iidxhook5-cn := \ cconfig \ util \ ezusb \ + imgui-bt \ + imgui-debug \ + imgui \ src_iidxhook5-cn := \ avs-boot.c \ diff --git a/src/main/iidxhook5-cn/dllmain.c b/src/main/iidxhook5-cn/dllmain.c index 711c906..aae9a07 100644 --- a/src/main/iidxhook5-cn/dllmain.c +++ b/src/main/iidxhook5-cn/dllmain.c @@ -25,6 +25,7 @@ #include "iidxhook5-cn/avs-boot.h" #include "iidxhook5-cn/path.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-eamuse.h" #include "iidxhook-util/config-gfx.h" #include "iidxhook-util/config-io.h" @@ -33,6 +34,10 @@ #include "iidxhook-util/d3d9.h" #include "iidxhook-util/settings.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "security/rp-sign-key.h" #include "imports/avs.h" @@ -51,6 +56,7 @@ static bool iidxhook_init_check; static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler, }; static const struct hook_symbol init_hook_user32_syms[] = { @@ -61,6 +67,17 @@ static const struct hook_symbol init_hook_user32_syms[] = { static struct iidxhook_config_io config_io; +static void iidxhook5_cn_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} + static void iidxhook5_cn_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -97,6 +114,7 @@ static ATOM WINAPI my_RegisterClassA(const WNDCLASSA *lpWndClass) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_util_config_eamuse config_eamuse; struct iidxhook_config_gfx config_gfx; struct iidxhook_config_sec config_sec; @@ -114,6 +132,7 @@ static ATOM WINAPI my_RegisterClassA(const WNDCLASSA *lpWndClass) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_util_config_eamuse_init(config); iidxhook_config_gfx_init(config); iidxhook_config_io_init(config); @@ -128,6 +147,7 @@ static ATOM WINAPI my_RegisterClassA(const WNDCLASSA *lpWndClass) exit(EXIT_FAILURE); } + iidxhook_config_debug_get(&config_debug, config); iidxhook_util_config_eamuse_get(&config_eamuse, config); iidxhook_config_gfx_get(&config_gfx, config); iidxhook_config_io_get(&config_io, config); @@ -154,6 +174,8 @@ static ATOM WINAPI my_RegisterClassA(const WNDCLASSA *lpWndClass) &config_sec.black_plug_mcode); ezusb_iidx_emu_node_security_plug_set_pcbid(&config_eamuse.pcbid); + iidxhook5_cn_setup_imgui_debug_components(&config_debug); + iidxhook5_cn_setup_d3d9_hooks(&config_gfx); if (strlen(config_misc.settings_path) > 0) { diff --git a/src/main/iidxhook5/Module.mk b/src/main/iidxhook5/Module.mk index 78ea307..7f0274a 100644 --- a/src/main/iidxhook5/Module.mk +++ b/src/main/iidxhook5/Module.mk @@ -2,6 +2,9 @@ avsdlls += iidxhook5 ldflags_iidxhook5 := \ -liphlpapi \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ deplibs_iidxhook5 := \ avs \ @@ -22,6 +25,9 @@ libs_iidxhook5 := \ cconfig \ util \ ezusb \ + imgui-bt \ + imgui-debug \ + imgui \ src_iidxhook5 := \ dllmain.c \ diff --git a/src/main/iidxhook5/dllmain.c b/src/main/iidxhook5/dllmain.c index 268bf39..dbee76d 100644 --- a/src/main/iidxhook5/dllmain.c +++ b/src/main/iidxhook5/dllmain.c @@ -27,6 +27,7 @@ #include "iidxhook-util/acio.h" #include "iidxhook-util/chart-patch.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-gfx.h" #include "iidxhook-util/config-io.h" #include "iidxhook-util/config-misc.h" @@ -34,6 +35,10 @@ #include "iidxhook-util/log-server.h" #include "iidxhook-util/settings.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "imports/avs.h" #include "util/log.h" @@ -50,10 +55,22 @@ static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler, }; static struct iidxhook_config_io config_io; +static void iidxhook5_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} + static void iidxhook5_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -103,6 +120,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_config_gfx config_gfx; struct iidxhook_config_misc config_misc; @@ -113,6 +131,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_config_gfx_init(config); iidxhook_config_io_init(config); iidxhook_config_misc_init(config); @@ -126,6 +145,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) exit(EXIT_FAILURE); } + iidxhook_config_debug_get(&config_debug, config); iidxhook_config_gfx_get(&config_gfx, config); iidxhook_config_io_get(&config_io, config); iidxhook_config_misc_get(&config_misc, config); @@ -135,6 +155,8 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) log_info(IIDXHOOK5_INFO_HEADER); log_info("Initializing iidxhook..."); + iidxhook5_setup_imgui_debug_components(&config_debug); + iidxhook5_setup_d3d9_hooks(&config_gfx); if (strlen(config_misc.settings_path) > 0) { diff --git a/src/main/iidxhook6/Module.mk b/src/main/iidxhook6/Module.mk index 7fda87b..d664a1e 100644 --- a/src/main/iidxhook6/Module.mk +++ b/src/main/iidxhook6/Module.mk @@ -2,6 +2,9 @@ avsdlls += iidxhook6 ldflags_iidxhook6 := \ -liphlpapi \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ deplibs_iidxhook6 := \ avs \ @@ -23,6 +26,9 @@ libs_iidxhook6 := \ cconfig \ util \ ezusb \ + imgui-bt \ + imgui-debug \ + imgui \ src_iidxhook6 := \ dllmain.c \ diff --git a/src/main/iidxhook6/dllmain.c b/src/main/iidxhook6/dllmain.c index b4ca65a..7ecbefc 100644 --- a/src/main/iidxhook6/dllmain.c +++ b/src/main/iidxhook6/dllmain.c @@ -28,11 +28,16 @@ #include "iidxhook-d3d9/bb-scale-hd.h" #include "iidxhook-util/acio.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-gfx.h" #include "iidxhook-util/config-io.h" #include "iidxhook-util/d3d9.h" #include "iidxhook-util/log-server.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "imports/avs.h" #include "util/log.h" @@ -48,10 +53,22 @@ static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_d3d9_bb_scale_hd_d3d9_irp_handler, iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler, }; static struct iidxhook_config_io config_io; +static void iidxhook6_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} + static void iidxhook6_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -87,6 +104,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_config_gfx config_gfx; log_server_init(); @@ -96,6 +114,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_config_gfx_init(config); iidxhook_config_io_init(config); @@ -108,6 +127,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) exit(EXIT_FAILURE); } + iidxhook_config_debug_get(&config_debug, config); iidxhook_config_gfx_get(&config_gfx, config); iidxhook_config_io_get(&config_io, config); @@ -116,6 +136,8 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) log_info(IIDXHOOK6_INFO_HEADER); log_info("Initializing iidxhook..."); + iidxhook6_setup_imgui_debug_components(&config_debug); + iidxhook6_setup_d3d9_hooks(&config_gfx); if (!config_io.disable_io_emu) { diff --git a/src/main/iidxhook7/Module.mk b/src/main/iidxhook7/Module.mk index a40366a..4c592a4 100644 --- a/src/main/iidxhook7/Module.mk +++ b/src/main/iidxhook7/Module.mk @@ -3,6 +3,8 @@ avsdlls += iidxhook7 ldflags_iidxhook7 := \ -liphlpapi \ -ld3d9 \ + -ldwmapi\ + -lgdi32 \ deplibs_iidxhook7 := \ avs \ @@ -24,6 +26,9 @@ libs_iidxhook7 := \ iidxio \ util \ ezusb \ + imgui-bt \ + imgui-debug \ + imgui \ src_iidxhook7 := \ dllmain.c \ diff --git a/src/main/iidxhook7/dllmain.c b/src/main/iidxhook7/dllmain.c index af948f6..80fb158 100644 --- a/src/main/iidxhook7/dllmain.c +++ b/src/main/iidxhook7/dllmain.c @@ -28,11 +28,16 @@ #include "iidxhook-d3d9/bb-scale-hd.h" #include "iidxhook-util/acio.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-gfx.h" #include "iidxhook-util/config-io.h" #include "iidxhook-util/d3d9.h" #include "iidxhook-util/log-server.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "imports/avs.h" #include "util/log.h" @@ -48,10 +53,22 @@ static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_d3d9_bb_scale_hd_d3d9_irp_handler, iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler, }; static struct iidxhook_config_io config_io; +static void iidxhook7_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} + static void iidxhook7_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -87,6 +104,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_config_gfx config_gfx; log_server_init(); @@ -96,6 +114,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_config_gfx_init(config); iidxhook_config_io_init(config); @@ -108,6 +127,11 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) exit(EXIT_FAILURE); } + iidxhook_config_debug_init(config); + iidxhook_config_gfx_init(config); + iidxhook_config_io_init(config); + + iidxhook_config_debug_get(&config_debug, config); iidxhook_config_gfx_get(&config_gfx, config); iidxhook_config_io_get(&config_io, config); @@ -116,6 +140,8 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) log_info(IIDXHOOK7_INFO_HEADER); log_info("Initializing iidxhook..."); + iidxhook7_setup_imgui_debug_components(&config_debug); + iidxhook7_setup_d3d9_hooks(&config_gfx); if (!config_io.disable_io_emu) { diff --git a/src/main/iidxhook8/Module.mk b/src/main/iidxhook8/Module.mk index e71c8c2..954191c 100644 --- a/src/main/iidxhook8/Module.mk +++ b/src/main/iidxhook8/Module.mk @@ -7,6 +7,9 @@ ldflags_iidxhook8 := \ -lmf \ -lmfplat \ -lole32 \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ deplibs_iidxhook8 := \ avs \ @@ -24,7 +27,10 @@ libs_iidxhook8 := \ cconfig \ util \ eamio \ - + imgui-bt \ + imgui-debug \ + imgui \ + src_iidxhook8 := \ config-io.c \ dllmain.c \ diff --git a/src/main/iidxhook8/dllmain.c b/src/main/iidxhook8/dllmain.c index 13509be..d1c95ab 100644 --- a/src/main/iidxhook8/dllmain.c +++ b/src/main/iidxhook8/dllmain.c @@ -21,10 +21,15 @@ #include "iidxhook-d3d9/bb-scale-hd.h" #include "iidxhook-util/acio.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-gfx.h" #include "iidxhook-util/d3d9.h" #include "iidxhook-util/log-server.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "bio2emu-iidx/bi2a.h" #include "bio2emu/emu.h" @@ -47,8 +52,19 @@ static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_d3d9_bb_scale_hd_d3d9_irp_handler, iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler, }; +static void iidxhook8_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} static void iidxhook8_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -93,6 +109,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_config_gfx config_gfx; // log_server_init is required due to IO occuring in a non avs_thread @@ -104,6 +121,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_config_gfx_init(config); iidxhook8_config_io_init(config); camhook_config_cam_init(config, 2); @@ -117,6 +135,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) exit(EXIT_FAILURE); } + iidxhook_config_debug_get(&config_debug, config); iidxhook_config_gfx_get(&config_gfx, config); iidxhook8_config_io_get(&iidxhook8_config_io, config); camhook_config_cam_get(&config_cam, config, 2); @@ -126,6 +145,8 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) log_info(IIDXHOOK8_INFO_HEADER); log_info("Initializing iidxhook..."); + iidxhook8_setup_imgui_debug_components(&config_debug); + iidxhook8_setup_d3d9_hooks(&config_gfx); /* Start up IIDXIO.DLL */ diff --git a/src/main/imgui-bt/Module.mk b/src/main/imgui-bt/Module.mk new file mode 100644 index 0000000..fcf1676 --- /dev/null +++ b/src/main/imgui-bt/Module.mk @@ -0,0 +1,10 @@ +libs += imgui-bt + +libs_imgui-bt := \ + hook \ + hooklib \ + util \ + imgui \ + +src_imgui-bt := \ + imgui-d3d9-hook.c \ diff --git a/src/main/imgui-bt/cimgui.h b/src/main/imgui-bt/cimgui.h new file mode 100644 index 0000000..75b8f3e --- /dev/null +++ b/src/main/imgui-bt/cimgui.h @@ -0,0 +1,10 @@ +#ifndef IMGUI_BT_CIMGUI_H +#define IMGUI_BT_CIMGUI_H + +// Comprehensive header file for including cimgui correctly for integration in this project +#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#include "imgui/cimgui.h" +#include "imgui/cimgui_impl_dx9.h" +#include "imgui/cimgui_impl_win32.h" + +#endif \ No newline at end of file diff --git a/src/main/imgui-bt/component.h b/src/main/imgui-bt/component.h new file mode 100644 index 0000000..fc479a8 --- /dev/null +++ b/src/main/imgui-bt/component.h @@ -0,0 +1,12 @@ +#ifndef IMGUI_BT_COMPONENT_H +#define IMGUI_BT_COMPONENT_H + +#include "imgui-bt/cimgui.h" + +typedef void (*imgui_bt_component_frame_update_t)(ImGuiContext *ctx); + +typedef struct imgui_bt_component { + imgui_bt_component_frame_update_t frame_update; +} imgui_bt_component_t; + +#endif diff --git a/src/main/imgui-bt/imgui-d3d9-hook.c b/src/main/imgui-bt/imgui-d3d9-hook.c new file mode 100644 index 0000000..6f230fc --- /dev/null +++ b/src/main/imgui-bt/imgui-d3d9-hook.c @@ -0,0 +1,143 @@ +#define LOG_MODULE "imgui-d3d9-hook" + +#include "hook/d3d9.h" +#include "hook/table.h" + +#include "imgui-bt/cimgui.h" +#include "imgui-bt/component.h" + +#include "util/defs.h" +#include "util/log.h" +#include "util/mem.h" + +typedef LRESULT WINAPI (*RegisterClassA_t)(WNDCLASSA *lpwcx); +typedef LRESULT WINAPI (*WndProc_t)(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +static LRESULT WINAPI _imgui_d3d9_hook_RegisterClassA(WNDCLASSA *lpwcx); + +static bool _imgui_d3d9_hook_initialized; +static ImGuiContext *_imgui_d3d9_hook_imgui_ctx; +static RegisterClassA_t _imgui_d3d9_hook_original_RegisterClassA; +static WndProc_t _imgui_d3d9_hook_original_wndproc; +static imgui_bt_component_t *_imgui_d3d9_hook_components; +static size_t _imgui_d3d9_hook_component_count; + +static const struct hook_symbol _imgui_d3d9_hook_syms[] = { + {.name = "RegisterClassA", + .patch = _imgui_d3d9_hook_RegisterClassA, + .link = (void **) &_imgui_d3d9_hook_original_RegisterClassA}, +}; + +CIMGUI_API LRESULT igImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +static LRESULT WINAPI _imgui_d3d9_hook_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + LRESULT result; + + result = igImplWin32_WndProcHandler(hWnd, msg, wParam, lParam); + + if (result) { + return result; + } + + return _imgui_d3d9_hook_original_wndproc(hWnd, msg, wParam, lParam); +} + +static LRESULT WINAPI _imgui_d3d9_hook_RegisterClassA(WNDCLASSA *lpwcx) +{ + log_info("Swapping out WndProc handler for wrapper handler in RegisterClassA %s", lpwcx->lpszClassName); + + _imgui_d3d9_hook_original_wndproc = lpwcx->lpfnWndProc; + lpwcx->lpfnWndProc = _imgui_d3d9_hook_WndProc; + + return _imgui_d3d9_hook_original_RegisterClassA(lpwcx); +} + +void imgui_d3d9_hook_init(const imgui_bt_component_t *components, size_t component_count) +{ + ImGuiIO *io; + ImGuiStyle* style; + + log_assert(components); + log_assert(component_count > 0); + + _imgui_d3d9_hook_components = (imgui_bt_component_t *) xmalloc(component_count * sizeof(imgui_bt_component_t)); + memcpy(_imgui_d3d9_hook_components, components, component_count * sizeof(imgui_bt_component_t)); + _imgui_d3d9_hook_component_count = component_count; + + _imgui_d3d9_hook_imgui_ctx = igCreateContext(NULL); + io = igGetIO(); + + io->ConfigFlags = ImGuiConfigFlags_NavEnableKeyboard + | ImGuiConfigFlags_DockingEnable + | ImGuiConfigFlags_ViewportsEnable; + + io->MouseDrawCursor = true; + io->IniFilename = NULL; + io->FontAllowUserScaling = true; + + hook_table_apply(NULL, "user32.dll", _imgui_d3d9_hook_syms, lengthof(_imgui_d3d9_hook_syms)); + + // Setup style + style = igGetStyle(); + style->Colors[ImGuiCol_WindowBg] = (ImVec4){0.0f, 0.0f, 0.0f, 1.0f}; + style->Colors[ImGuiCol_PlotLines] = (ImVec4){1.0f, 1.0f, 0.0f, 1.0f}; + + _imgui_d3d9_hook_initialized = true; +} + +void imgui_d3d9_hook_fini() +{ + hook_table_revert(NULL, "user32.dll", _imgui_d3d9_hook_syms, lengthof(_imgui_d3d9_hook_syms)); + + igImplDX9_Shutdown(); + igImplWin32_Shutdown(); + igDestroyContext(NULL); + + _imgui_d3d9_hook_initialized = false; +} + +HRESULT imgui_hook_d3d9_irp_handler(struct hook_d3d9_irp *irp) +{ + HRESULT hr; + + log_assert(irp); + + if (!_imgui_d3d9_hook_initialized) { + return hook_d3d9_irp_invoke_next(irp); + } + + switch (irp->op) { + case HOOK_D3D9_IRP_OP_CTX_CREATE_DEVICE: + hr = hook_d3d9_irp_invoke_next(irp); + + if (hr == S_OK) { + igImplWin32_Init(irp->args.ctx_create_device.hwnd); + igImplDX9_Init(*irp->args.ctx_create_device.pdev); + } + + return hr; + + case HOOK_D3D9_IRP_OP_DEV_BEGIN_SCENE: + igImplDX9_NewFrame(); + igImplWin32_NewFrame(); + igNewFrame(); + + for (size_t i = 0; i < _imgui_d3d9_hook_component_count; i++) { + _imgui_d3d9_hook_components[i].frame_update(_imgui_d3d9_hook_imgui_ctx); + } + + return hook_d3d9_irp_invoke_next(irp); + + case HOOK_D3D9_IRP_OP_DEV_END_SCENE: + igRender(); + igImplDX9_RenderDrawData(igGetDrawData()); + + return hook_d3d9_irp_invoke_next(irp); + + default: + return hook_d3d9_irp_invoke_next(irp); + } + + log_fatal("Illegal state"); +} \ No newline at end of file diff --git a/src/main/imgui-bt/imgui-d3d9-hook.h b/src/main/imgui-bt/imgui-d3d9-hook.h new file mode 100644 index 0000000..59e0f0e --- /dev/null +++ b/src/main/imgui-bt/imgui-d3d9-hook.h @@ -0,0 +1,13 @@ +#ifndef IMGUI_D3D9_HOOK_H +#define IMGUI_D3D9_HOOK_H + +#include "hook/d3d9.h" + +#include "imgui-bt/component.h" + +void imgui_d3d9_hook_init(const imgui_bt_component_t *components, size_t component_count); +void imgui_d3d9_hook_fini(); + +HRESULT imgui_hook_d3d9_irp_handler(struct hook_d3d9_irp *irp); + +#endif \ No newline at end of file diff --git a/src/main/imgui-debug/Module.mk b/src/main/imgui-debug/Module.mk new file mode 100644 index 0000000..5a4073f --- /dev/null +++ b/src/main/imgui-debug/Module.mk @@ -0,0 +1,10 @@ +libs += imgui-debug + +libs_imgui-debug := \ + imgui-bt \ + imgui \ + util \ + +src_imgui-debug := \ + frame-perf-graph.c \ + time-history.c \ diff --git a/src/main/imgui-debug/frame-perf-graph.c b/src/main/imgui-debug/frame-perf-graph.c new file mode 100644 index 0000000..9228f96 --- /dev/null +++ b/src/main/imgui-debug/frame-perf-graph.c @@ -0,0 +1,258 @@ +#include + +#include "imgui-bt/cimgui.h" + +#include "imgui-debug/frame-perf-graph.h" +#include "imgui-debug/time-history.h" + +#include "util/log.h" + +typedef struct imgui_debug_frame_perf_graph { + float target_time_ms; + float y_axis_min_time_ms; + float y_axis_max_time_ms; +} imgui_debug_frame_perf_graph_t; + +static const ImVec2 WINDOW_MIN_SIZE = {320, 240}; + +static imgui_debug_time_history_t _imgui_debug_frame_perf_graph_history; +static imgui_debug_frame_perf_graph_t _imgui_debug_frame_perf_graph; + +static void _imgui_debug_frame_perf_graph_draw( + imgui_debug_frame_perf_graph_t *graph, + const imgui_debug_time_history_t *history) +{ + float current_value; + ImVec2 window_size; + static bool show_labels = true; + static bool show_target_line = true; + static bool show_avg_line = true; + + log_assert(history); + + current_value = imgui_debug_time_history_recent_value_get(history); + + igSetNextWindowSize(WINDOW_MIN_SIZE, ImGuiCond_FirstUseEver); + igSetNextWindowSizeConstraints(WINDOW_MIN_SIZE, igGetIO()->DisplaySize, NULL, NULL); + + igBegin("Frame Time Graph", NULL, ImGuiWindowFlags_MenuBar); + + // Add menu bar + if (igBeginMenuBar()) { + if (igBeginMenu("Settings", true)) { + igPushItemWidth(110); + + float min_time_slider = graph->y_axis_min_time_ms; + float max_time_slider = graph->y_axis_max_time_ms; + float target_time_input = graph->target_time_ms; + + if (igDragFloat("y-axis min time (ms)", &min_time_slider, 0.1f, 0.1f, max_time_slider - 0.1f, "%.1f", ImGuiSliderFlags_None)) { + graph->y_axis_min_time_ms = min_time_slider; + } + + if (igDragFloat("y-axis max time (ms)", &max_time_slider, 0.1f, min_time_slider + 0.1f, 100.0f, "%.1f", ImGuiSliderFlags_None)) { + graph->y_axis_max_time_ms = max_time_slider; + } + + if (igInputFloat("Target time reference (ms)", &target_time_input, 0.0f, 0.0f, "%.3f", ImGuiInputTextFlags_EnterReturnsTrue)) { + if (target_time_input >= 0.1f && target_time_input <= 100.0f) { + graph->target_time_ms = target_time_input; + } else { + target_time_input = graph->target_time_ms; + } + } + + igCheckbox("Show reference line labels", &show_labels); + igCheckbox("Show target reference line", &show_target_line); + igCheckbox("Show average reference line", &show_avg_line); + + if (igButton("Focus on average", (ImVec2){0, 0})) { + // Convert +/- 10 fps around average to milliseconds + float avg_fps = 1000.0f / history->avg_time_ms; + graph->y_axis_min_time_ms = 1000.0f / (avg_fps + 10.0f); + graph->y_axis_max_time_ms = 1000.0f / fmaxf(avg_fps - 10.0f, 1.0f); + } + + igSameLine(0, -1); + + if (igButton("Focus on target", (ImVec2){0, 0})) { + // Convert +/- 10 fps around target to milliseconds + float target_fps = 1000.0f / graph->target_time_ms; + graph->y_axis_min_time_ms = 1000.0f / (target_fps + 10.0f); + graph->y_axis_max_time_ms = 1000.0f / fmaxf(target_fps - 10.0f, 1.0f); + } + + igPopItemWidth(); + igEndMenu(); + } + igEndMenuBar(); + } + + igGetContentRegionAvail(&window_size); + + igPushStyleColor_Vec4(ImGuiCol_Text, (ImVec4){1, 1, 0, 1}); + igText("Now %.3f ms", current_value); + igPopStyleColor(1); + igSameLine(0, -1); + igPushStyleColor_Vec4(ImGuiCol_Text, (ImVec4){1, 0, 0, 1}); + igText("Target %.3f ms", graph->target_time_ms); + igPopStyleColor(1); + igPushStyleColor_Vec4(ImGuiCol_Text, (ImVec4){0, 1, 0, 1}); + igText("Avg %.3f ms", history->avg_time_ms); + igPopStyleColor(1); + igSameLine(0, -1); + igText(" Min %.3f ms Max %.3f ms", history->min_time_ms, history->max_time_ms); + + // Setup plot area using actual window size, with extra space at top for "ms" label + ImVec2 plot_pos; + igGetCursorScreenPos(&plot_pos); + plot_pos.y += 15; // Add space at top for "ms" label + ImVec2 plot_size = {window_size.x - 50, window_size.y - 65}; // Adjusted for extra top space + + // Plot frame times in ms + ImVec2 plot_pos_offset = {plot_pos.x + 50, plot_pos.y}; + igSetCursorScreenPos(plot_pos_offset); + + igPlotLines_FloatPtr("##framegraph", + history->time_values_ms, + history->size, + history->current_index, + "", + graph->y_axis_min_time_ms, + graph->y_axis_max_time_ms, + plot_size, + sizeof(float)); + + // Draw Y axis (ms) + ImDrawList* draw_list = igGetWindowDrawList(); + char y_label[32]; + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y}, + (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), 1.0f); + + // Draw "ms" label at top of y-axis + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, plot_pos.y - 15}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), "ms", NULL); + + // Scale number of reference points based on plot height + int num_reference_points = (int)(plot_size.y / 25); // One point per ~40 pixels + if (num_reference_points < 4) num_reference_points = 4; + + float time_min = graph->y_axis_min_time_ms; + float time_max = graph->y_axis_max_time_ms; + float time_step = (time_max - time_min) / (num_reference_points + 1); + + // Draw min time value at top of y-axis and reference line + snprintf(y_label, sizeof(y_label), "%.2f", time_min); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, plot_pos.y + plot_size.y - 10}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), y_label, NULL); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y}, + (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y + plot_size.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,0.3f}), 1.0f); + + // Draw reference points and lines on side of y-axis + for (int i = 1; i <= num_reference_points; i++) { + float value = time_max - (time_step * i); + float normalized_pos = (time_max - value) / (time_max - time_min); + float y_pos = plot_pos.y + (plot_size.y * normalized_pos); + snprintf(y_label, sizeof(y_label), "%.2f", value); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, y_pos - 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), y_label, NULL); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, y_pos}, + (ImVec2){plot_pos.x + plot_size.x + 50, y_pos}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,0.2f}), 1.0f); + } + + // Draw max time value at bottom of y-axis and reference line + snprintf(y_label, sizeof(y_label), "%.2f", time_max); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, plot_pos.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), y_label, NULL); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y}, + (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,0.3f}), 1.0f); + + // Draw target frame time reference line if within plot area + if (show_target_line && graph->target_time_ms >= time_min && graph->target_time_ms <= time_max) { + float normalized_target = (time_max - graph->target_time_ms) / (time_max - time_min); + float y_pos_target = plot_pos.y + (plot_size.y * normalized_target); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, y_pos_target}, + (ImVec2){plot_pos.x + plot_size.x + 50, y_pos_target}, + igColorConvertFloat4ToU32((ImVec4){1,0,0,1.0f}), 1.0f); + if (show_labels) { + snprintf(y_label, sizeof(y_label), "%.3f", graph->target_time_ms); + ImDrawList_AddText_Vec2(draw_list, + (ImVec2){plot_pos.x + 50 + plot_size.x/2 - 10, y_pos_target + 5}, + igColorConvertFloat4ToU32((ImVec4){1,0,0,1}), y_label, NULL); + } + } + + // Draw reference line for current average if within plot area + if (show_avg_line && history->avg_time_ms >= time_min && history->avg_time_ms <= time_max) { + float normalized_avg = (time_max - history->avg_time_ms) / (time_max - time_min); + float y_pos_avg = plot_pos.y + (plot_size.y * normalized_avg); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, y_pos_avg}, + (ImVec2){plot_pos.x + plot_size.x + 50, y_pos_avg}, + igColorConvertFloat4ToU32((ImVec4){0,1,0,1.0f}), 1.0f); + if (show_labels) { + snprintf(y_label, sizeof(y_label), "%.3f", history->avg_time_ms); + ImDrawList_AddText_Vec2(draw_list, + (ImVec2){plot_pos.x + 50 + plot_size.x/2 - 10, y_pos_avg + 5}, + igColorConvertFloat4ToU32((ImVec4){0,1,0,1}), y_label, NULL); + } + } + + // Draw X axis (time in frames) + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y}, + (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y + plot_size.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), 1.0f); + + // Draw "frames" label centered on x-axis + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 50 + (plot_size.x / 2) - 20, plot_pos.y + plot_size.y + 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), "frames ago", NULL); + + char x_label[32]; + snprintf(x_label, sizeof(x_label), "%d", history->size); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y + 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), x_label, NULL); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y + plot_size.y + 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), "0", NULL); + + igEnd(); +} + +static void _imgui_debug_frame_perf_graph_component_frame_update(ImGuiContext *ctx) +{ + ImGuiIO *io; + + log_assert(ctx); + + igSetCurrentContext(ctx); + io = igGetIO(); + + imgui_debug_time_history_update(&_imgui_debug_frame_perf_graph_history, 1000.0f / io->Framerate); + + _imgui_debug_frame_perf_graph_draw(&_imgui_debug_frame_perf_graph, &_imgui_debug_frame_perf_graph_history); +} + +void imgui_debug_frame_perf_graph_init( + float target_fps, + imgui_bt_component_t *component) +{ + log_assert(target_fps > 0.0f); + log_assert(component); + + imgui_debug_time_history_init(ceilf(10 * target_fps), &_imgui_debug_frame_perf_graph_history); + + _imgui_debug_frame_perf_graph.target_time_ms = 1000.0f / target_fps; + _imgui_debug_frame_perf_graph.y_axis_min_time_ms = 1000.0f / fmaxf(0.0f, target_fps - 20.0f); + _imgui_debug_frame_perf_graph.y_axis_max_time_ms = 1000.0f / fminf(target_fps + 20.0f, 1000.0f); + + component->frame_update = _imgui_debug_frame_perf_graph_component_frame_update; +} \ No newline at end of file diff --git a/src/main/imgui-debug/frame-perf-graph.h b/src/main/imgui-debug/frame-perf-graph.h new file mode 100644 index 0000000..e2040a0 --- /dev/null +++ b/src/main/imgui-debug/frame-perf-graph.h @@ -0,0 +1,10 @@ +#ifndef IMGUI_DEBUG_FRAME_PERF_GRAPH_H +#define IMGUI_DEBUG_FRAME_PERF_GRAPH_H + +#include "imgui-bt/component.h" + +void imgui_debug_frame_perf_graph_init( + float target_fps, + imgui_bt_component_t *component); + +#endif \ No newline at end of file diff --git a/src/main/imgui-debug/time-history.c b/src/main/imgui-debug/time-history.c new file mode 100644 index 0000000..000320f --- /dev/null +++ b/src/main/imgui-debug/time-history.c @@ -0,0 +1,63 @@ +#include +#include + +#include "time-history.h" + +#include "util/log.h" +#include "util/mem.h" + +void imgui_debug_time_history_init(uint32_t size, imgui_debug_time_history_t *history) +{ + log_assert(size > 0); + log_assert(history); + + memset(history, 0, sizeof(imgui_debug_time_history_t)); + + history->size = size; + history->time_values_ms = (float *) xmalloc(size * sizeof(float)); +} + +void imgui_debug_time_history_update(imgui_debug_time_history_t *history, float time_ms) +{ + log_assert(history); + + history->time_values_ms[history->current_index] = time_ms; + history->current_index = (history->current_index + 1) % history->size; + + history->min_time_ms = history->time_values_ms[0]; + history->max_time_ms = history->time_values_ms[0]; + history->avg_time_ms = 0; + + for (uint32_t i = 0; i < history->size; i++) { + if (history->time_values_ms[i] < history->min_time_ms) { + history->min_time_ms = history->time_values_ms[i]; + } + + if (history->time_values_ms[i] > history->max_time_ms) { + history->max_time_ms = history->time_values_ms[i]; + } + + history->avg_time_ms += history->time_values_ms[i]; + } + + history->avg_time_ms /= history->size; +} + +float imgui_debug_time_history_recent_value_get(const imgui_debug_time_history_t *history) +{ + log_assert(history); + + if (history->current_index == 0) { + return history->time_values_ms[history->size - 1]; + } else { + return history->time_values_ms[history->current_index - 1]; + } +} + +void imgui_debug_time_history_free(imgui_debug_time_history_t *history) +{ + log_assert(history); + log_assert(history->time_values_ms); + + free(history->time_values_ms); +} \ No newline at end of file diff --git a/src/main/imgui-debug/time-history.h b/src/main/imgui-debug/time-history.h new file mode 100644 index 0000000..0a56f51 --- /dev/null +++ b/src/main/imgui-debug/time-history.h @@ -0,0 +1,23 @@ +#ifndef IMGUI_DEBUG_TIME_HISTORY_H +#define IMGUI_DEBUG_TIME_HISTORY_H + +#include + +typedef struct imgui_debug_time_history { + uint32_t size; + float *time_values_ms; + uint32_t current_index; + float min_time_ms; + float max_time_ms; + float avg_time_ms; +} imgui_debug_time_history_t; + +void imgui_debug_time_history_init(uint32_t size, imgui_debug_time_history_t *history); + +void imgui_debug_time_history_update(imgui_debug_time_history_t *history, float time_ms); + +float imgui_debug_time_history_recent_value_get(const imgui_debug_time_history_t *history); + +void imgui_debug_time_history_free(imgui_debug_time_history_t *history); + +#endif \ No newline at end of file diff --git a/src/main/imgui/cimgui-bt.h b/src/main/imgui/cimgui-bt.h deleted file mode 100644 index fe06ad6..0000000 --- a/src/main/imgui/cimgui-bt.h +++ /dev/null @@ -1,10 +0,0 @@ -#ifndef IMGUI_CIMGUI_BT_H -#define IMGUI_CIMGUI_BT_H - -// Comprehnsive header file for including cimgui correctly for integration in this project -#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS -#include "imgui/cimgui.h" -#include "imgui/cimgui_impl_dx9.h" -#include "imgui/cimgui_impl_win32.h" - -#endif \ No newline at end of file diff --git a/src/main/util/Module.mk b/src/main/util/Module.mk index ab8d495..1a48cd3 100644 --- a/src/main/util/Module.mk +++ b/src/main/util/Module.mk @@ -20,5 +20,6 @@ src_util := \ str.c \ thread.c \ time.c \ + winerr.c \ winres.c \ diff --git a/src/main/util/proc.c b/src/main/util/proc.c index 8473113..47c5d3a 100644 --- a/src/main/util/proc.c +++ b/src/main/util/proc.c @@ -1,54 +1,25 @@ #define LOG_MODULE "util-proc" #include -#include - -#include -#include +#include +#include +#include +#include "util/defs.h" #include "util/log.h" +#include "util/mem.h" +#include "util/str.h" +#include "util/winerr.h" -bool proc_is_running_as_admin_user() -{ - SID_IDENTIFIER_AUTHORITY authority = SECURITY_NT_AUTHORITY; - PSID sid; - BOOL res; - BOOL is_admin; +#include "proc.h" - res = AllocateAndInitializeSid( - &authority, - 2, - SECURITY_BUILTIN_DOMAIN_RID, - DOMAIN_ALIAS_RID_ADMINS, - 0, - 0, - 0, - 0, - 0, - 0, - &sid); - - if (!res) { - log_warning( - "Failed to allocate memory for is admin check: %lX", - GetLastError()); - return false; - } - - is_admin = false; - - res = CheckTokenMembership(NULL, sid, &is_admin); - - if (!res) { - log_warning( - "Failed to check admin group membership: %lX", GetLastError()); - return false; - } - - FreeSid(sid); - - return is_admin; -} +typedef NTSTATUS (NTAPI *PNtQueryInformationThread)( + HANDLE ThreadHandle, + THREADINFOCLASS ThreadInformationClass, + PVOID ThreadInformation, + ULONG ThreadInformationLength, + PULONG ReturnLength +); void proc_terminate_current_process(uint32_t exit_code) { @@ -58,4 +29,196 @@ void proc_terminate_current_process(uint32_t exit_code) SYNCHRONIZE | PROCESS_TERMINATE, TRUE, GetCurrentProcessId()); TerminateProcess(hnd, exit_code); +} + +void* proc_thread_get_proc_address(int thread_id) +{ + HANDLE thread; + char* err_str; + HMODULE nt_dll; + PNtQueryInformationThread ntQueryInformationThread; + NTSTATUS status; + PVOID thread_start_address; + ULONG return_len; + + thread = proc_thread_get_handle(thread_id); + + if (thread == NULL) { + err_str = util_winerr_format_last_error_code(); + log_fatal("Failed to open thread with id %d: %s", thread_id, err_str); + } + + nt_dll = LoadLibrary("ntdll.dll"); + ntQueryInformationThread = (PNtQueryInformationThread) GetProcAddress(nt_dll, "NtQueryInformationThread"); + + status = ntQueryInformationThread(thread, ThreadQuerySetWin32StartAddress, &thread_start_address, sizeof(thread_start_address), &return_len); + + CloseHandle(thread); + FreeLibrary(nt_dll); + + if (status != STATUS_SUCCESS) { + log_fatal("Failed to get start address for thread %d: 0x%lx\n", thread_id, status); + } + + return thread_start_address; +} + +HMODULE proc_thread_proc_get_origin_module(void* proc_addr) +{ + HMODULE module; + + log_assert(proc_addr); + + if (!GetModuleHandleEx(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS | GET_MODULE_HANDLE_EX_FLAG_UNCHANGED_REFCOUNT, + (LPCTSTR) proc_addr, &module)) { + return NULL; + } else { + return module; + } +} + +bool proc_thread_proc_get_origin_module_path(void* proc_addr, char* buffer, size_t len) +{ + HMODULE module; + + module = proc_thread_proc_get_origin_module(proc_addr); + + if (module != NULL) { + if (GetModuleFileNameA(module, buffer, len) == 0) { + return false; + } else { + return true; + } + } else { + return false; + } +} + +bool proc_thread_proc_get_origin_module_name(void* proc_addr, char* buffer, size_t len) +{ + HMODULE module; + char path_buffer[MAX_PATH]; + const char* filename; + + module = proc_thread_proc_get_origin_module(proc_addr); + + if (module != NULL) { + if (GetModuleFileNameA(module, path_buffer, sizeof(path_buffer)) == 0) { + return false; + } else { + filename = strrchr(path_buffer, '\\'); + + if (filename == NULL) { + // no backslashes found, use the entire path + filename = path_buffer; + } else { + // skip the backslash + filename++; + } + + str_cpy(buffer, len, filename); + + return true; + } + } else { + return false; + } +} + +size_t proc_thread_scan_threads_current_process(struct proc_thread_info** info) +{ + DWORD pid; + HANDLE snapshot; + char* err_str; + THREADENTRY32 thread_entry; + size_t idx; + HANDLE thread; + + log_assert(info); + + pid = GetCurrentProcessId(); + + // Create a snapshot of the running threads in the target process. + snapshot = CreateToolhelp32Snapshot(TH32CS_SNAPTHREAD, pid); + + if (snapshot == INVALID_HANDLE_VALUE) { + err_str = util_winerr_format_last_error_code(); + log_fatal("Failed to create snapshot of threads: %s", err_str); + } + + thread_entry.dwSize = sizeof(THREADENTRY32); + + idx = 0; + *info = NULL; + + // Count entries for allocation of return value + if (Thread32First(snapshot, &thread_entry)) { + do { + if (thread_entry.th32OwnerProcessID == pid) { + *info = xrealloc(*info, (idx + 1) * sizeof(struct proc_thread_info)); + + thread = proc_thread_get_handle(thread_entry.th32ThreadID); + + (*info)[idx].id = thread_entry.th32ThreadID; + (*info)[idx].proc = proc_thread_get_proc_address(thread_entry.th32ThreadID); + (*info)[idx].priority = GetThreadPriority(thread); + (*info)[idx].origin_module = proc_thread_proc_get_origin_module((*info)[idx].proc); + + CloseHandle(thread); + + idx++; + } + } while (Thread32Next(snapshot, &thread_entry)); + } + + CloseHandle(snapshot); + + return idx; +} + +HANDLE proc_thread_get_handle(int thread_id) +{ + HANDLE handle; + + handle = OpenThread(THREAD_ALL_ACCESS, FALSE, thread_id); + + return handle; +} + +bool proc_thread_set_priority(int thread_id, int priority) +{ + HANDLE thread; + BOOL res; + + thread = proc_thread_get_handle(thread_id); + + if (thread == NULL) { + return false; + } + + res = SetThreadPriority(thread, priority); + + CloseHandle(thread); + + return res; +} + +bool proc_thread_set_affinity(int thread_id, uint32_t cpu_mask) +{ + HANDLE thread; + DWORD_PTR affinity_mask; + DWORD_PTR prev_affinity_mask; + + thread = proc_thread_get_handle(thread_id); + + if (thread == NULL) { + return false; + } + + affinity_mask = cpu_mask; + prev_affinity_mask = SetThreadAffinityMask(thread, affinity_mask); + + CloseHandle(thread); + + return prev_affinity_mask != 0; } \ No newline at end of file diff --git a/src/main/util/proc.h b/src/main/util/proc.h index be47a40..246ee75 100644 --- a/src/main/util/proc.h +++ b/src/main/util/proc.h @@ -1,8 +1,37 @@ #pragma once +#include + #include #include +#include -bool proc_is_running_as_admin_user(); +#define PROC_THREAD_CPU_AFFINITY_CORE(c) (1 << c) -void proc_terminate_current_process(uint32_t exit_code); \ No newline at end of file +struct proc_thread_info { + int id; + void* proc; + // According to + // https://learn.microsoft.com/en-us/windows/win32/api/processthreadsapi/nf-processthreadsapi-getthreadpriority#return-value + int priority; + HMODULE origin_module; +}; + +void proc_terminate_current_process(uint32_t exit_code); + +void* proc_thread_get_proc_address(int thread_id); + +HMODULE proc_thread_proc_get_origin_module(void* proc_addr); + +bool proc_thread_proc_get_origin_module_path(void* proc_addr, char* buffer, size_t len); + +bool proc_thread_proc_get_origin_module_name(void* proc_addr, char* buffer, size_t len); + +size_t proc_thread_scan_threads_current_process(struct proc_thread_info** info); + +HANDLE proc_thread_get_handle(int thread_id); + +bool proc_thread_set_priority(int thread_id, int priority); + +// cpu starts with 0, specify multiple to set affinity to these cores +bool proc_thread_set_affinity(int thread_id, uint32_t cpu_mask); \ No newline at end of file From d25d49b668c5e0e3aa704a460d0a9be085ca2921 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 15:03:46 +0100 Subject: [PATCH 061/118] fix: Add missing hook_table_revert function The function signature was already defined in the header but the implementation in the module missing --- src/main/hook/table.c | 83 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 83 insertions(+) diff --git a/src/main/hook/table.c b/src/main/hook/table.c index ed67b3b..285a43d 100644 --- a/src/main/hook/table.c +++ b/src/main/hook/table.c @@ -15,12 +15,21 @@ static const size_t apiset_prefix_len = sizeof(apiset_prefix) - 1; static void hook_table_apply_to_all( const char *depname, const struct hook_symbol *syms, size_t nsyms); +static void hook_table_revert_to_all( + const char *depname, const struct hook_symbol *syms, size_t nsyms); + static void hook_table_apply_to_iid( HMODULE target, const pe_iid_t *iid, const struct hook_symbol *syms, size_t nsyms); +static void hook_table_revert_to_iid( + HMODULE target, + const pe_iid_t *iid, + const struct hook_symbol *syms, + size_t nsyms); + static bool hook_table_match_module( HMODULE target, const char *iid_name, const char *depname); @@ -44,6 +53,23 @@ static void hook_table_apply_to_all( } } +static void hook_table_revert_to_all( + const char *depname, const struct hook_symbol *syms, size_t nsyms) +{ + const peb_dll_t *dll; + HMODULE pe; + + for (dll = peb_dll_get_first(); dll != NULL; dll = peb_dll_get_next(dll)) { + pe = peb_dll_get_base(dll); + + if (pe == NULL) { + continue; /* ?? Happens sometimes. */ + } + + hook_table_revert(pe, depname, syms, nsyms); + } +} + void hook_table_apply( HMODULE target, const char *depname, @@ -73,6 +99,35 @@ void hook_table_apply( } } +void hook_table_revert( + HMODULE target, + const char *depname, + const struct hook_symbol *syms, + size_t nsyms) +{ + const pe_iid_t *iid; + const char *iid_name; + + assert(depname != NULL); + assert(syms != NULL || nsyms == 0); + + if (target == NULL) { + /* Call out, which will then call us back repeatedly. Awkward, but + viewed from the outside it's good for usability. */ + + hook_table_revert_to_all(depname, syms, nsyms); + } else { + for (iid = pe_iid_get_first(target); iid != NULL; + iid = pe_iid_get_next(target, iid)) { + iid_name = pe_iid_get_name(target, iid); + + if (hook_table_match_module(target, iid_name, depname)) { + hook_table_revert_to_iid(target, iid, syms, nsyms); + } + } + } +} + static void hook_table_apply_to_iid( HMODULE target, const pe_iid_t *iid, @@ -101,6 +156,34 @@ static void hook_table_apply_to_iid( } } +static void hook_table_revert_to_iid( + HMODULE target, + const pe_iid_t *iid, + const struct hook_symbol *syms, + size_t nsyms) +{ + struct pe_iat_entry iate; + size_t i; + size_t j; + const struct hook_symbol *sym; + + i = 0; + + while (pe_iid_get_iat_entry(target, iid, i++, &iate) == S_OK) { + for (j = 0; j < nsyms; j++) { + sym = &syms[j]; + + if (hook_table_match_proc(&iate, sym)) { + // Only revert-able if the original pointer was stored + // previously + if (sym->link != NULL && *sym->link != NULL) { + pe_patch(iate.ppointer, sym->link, sizeof(*sym->link)); + } + } + } + } +} + static bool hook_table_match_module( HMODULE target, const char *iid_name, const char *depname) { From d977a0bf356bd83338e14ac934a2523607f201ce Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 15:10:30 +0100 Subject: [PATCH 062/118] feat: Integrate imgui library, squash to initial integration MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Version 1.91.7 of the imgui library with the cimgui wrapper. imgui allows us to easily create minimal and powerful UI for use-cases like in-game overlays or separate tooling. The additional wrappers cimgui_impl_dx9 and cimgui_impl_win32 were added to provide a full C linkage integration for the rest of the code base. Tweaks to the makefile were kept to a minimum but enable compilation of C++ since imgui is C++ based. Remark: At this point bemanitools itself is still to be kept a pure C codebase. Due to the lack of proper module/library management with the current build system in bemanitools 5, proper separation of concerns and clean integration with external libraries isn’t possible with reasonable effort. Summary: Test Plan: --- GNUmakefile | 32 +- Module.mk | 1 + src/main/imgui/Module.mk | 15 + src/main/imgui/cimconfig.h | 1 + src/main/imgui/cimgui.cpp | 5917 +++++++ src/main/imgui/cimgui.h | 5062 ++++++ src/main/imgui/cimgui_impl_dx9.cpp | 33 + src/main/imgui/cimgui_impl_dx9.h | 16 + src/main/imgui/cimgui_impl_win32.cpp | 52 + src/main/imgui/cimgui_impl_win32.h | 21 + src/main/imgui/imconfig.h | 142 + src/main/imgui/imgui.cpp | 22779 +++++++++++++++++++++++++ src/main/imgui/imgui.h | 3987 +++++ src/main/imgui/imgui_demo.cpp | 10738 ++++++++++++ src/main/imgui/imgui_draw.cpp | 4855 ++++++ src/main/imgui/imgui_impl_dx9.cpp | 424 + src/main/imgui/imgui_impl_dx9.h | 33 + src/main/imgui/imgui_impl_win32.cpp | 940 + src/main/imgui/imgui_impl_win32.h | 53 + src/main/imgui/imgui_internal.h | 3899 +++++ src/main/imgui/imgui_tables.cpp | 4499 +++++ src/main/imgui/imgui_widgets.cpp | 10473 ++++++++++++ src/main/imgui/imstb_rectpack.h | 627 + src/main/imgui/imstb_textedit.h | 1469 ++ src/main/imgui/imstb_truetype.h | 5085 ++++++ 25 files changed, 81143 insertions(+), 10 deletions(-) create mode 100644 src/main/imgui/Module.mk create mode 100644 src/main/imgui/cimconfig.h create mode 100644 src/main/imgui/cimgui.cpp create mode 100644 src/main/imgui/cimgui.h create mode 100644 src/main/imgui/cimgui_impl_dx9.cpp create mode 100644 src/main/imgui/cimgui_impl_dx9.h create mode 100644 src/main/imgui/cimgui_impl_win32.cpp create mode 100644 src/main/imgui/cimgui_impl_win32.h create mode 100644 src/main/imgui/imconfig.h create mode 100644 src/main/imgui/imgui.cpp create mode 100644 src/main/imgui/imgui.h create mode 100644 src/main/imgui/imgui_demo.cpp create mode 100644 src/main/imgui/imgui_draw.cpp create mode 100644 src/main/imgui/imgui_impl_dx9.cpp create mode 100644 src/main/imgui/imgui_impl_dx9.h create mode 100644 src/main/imgui/imgui_impl_win32.cpp create mode 100644 src/main/imgui/imgui_impl_win32.h create mode 100644 src/main/imgui/imgui_internal.h create mode 100644 src/main/imgui/imgui_tables.cpp create mode 100644 src/main/imgui/imgui_widgets.cpp create mode 100644 src/main/imgui/imstb_rectpack.h create mode 100644 src/main/imgui/imstb_textedit.h create mode 100644 src/main/imgui/imstb_truetype.h diff --git a/GNUmakefile b/GNUmakefile index 8328962..0606b3b 100644 --- a/GNUmakefile +++ b/GNUmakefile @@ -28,7 +28,7 @@ cppflags := -I src -I src/main -I src/test -DGITREV=$(gitrev) cflags := -O2 -pipe -ffunction-sections -fdata-sections \ -Wall -std=c99 -DPSAPI_VERSION=1 cflags_release := -Werror -ldflags := -Wl,--gc-sections -static-libgcc +ldflags := -Wl,--gc-sections -static -static-libgcc -static-libstdc++ # # The first target that GNU Make encounters becomes the default target. @@ -136,8 +136,10 @@ modules := $(dlls) $(exes) $(libs) $(avsdlls) $(avsexes) $(testdlls) $(testexes define t_moddefs cppflags_$3 += $(cppflags) -DBUILD_MODULE=$3 +cxxflags_$3 += $(cxxflags) # Add C++-specific flags cflags_$3 += $(cflags) release: cflags_$3 += $(cflags_release) +release: cxxflags_$3 += $(cxxflags_release) # Add C++-specific release flags ldflags_$3 += $(ldflags) srcdir_$3 ?= src/main/$3 @@ -192,9 +194,11 @@ abslib_$1_$2_$3 := $$(libs_$3:%=$$(bindir_$1_indep)/lib%.a) absdpl_$1_$2_$3 := $$(deplibs_$3:%=$$(bindir_$1_$2)/lib%.a) objdir_$1_$2_$3 := $(objdir)/$$(subdir_$1_$2)/$3 obj_$1_$2_$3 := $$(src_$3:%.c=$$(objdir_$1_$2_$3)/%.o) \ + $$(cppsrc_$3:%.cpp=$$(objdir_$1_$2_$3)/%.o) \ $$(rc_$3:%.rc=$$(objdir_$1_$2_$3)/%_rc.o) -deps += $$(src_$3:%.c=$$(depdir_$1_$2_$3)/%.d) +deps += $$(src_$3:%.c=$$(depdir_$1_$2_$3)/%.d) \ + $$(cppsrc_$3:%.cpp=$$(depdir_$1_$2_$3)/%.d) $$(depdir_$1_$2_$3): $(V)mkdir -p $$@ @@ -203,16 +207,24 @@ $$(objdir_$1_$2_$3): $(V)mkdir -p $$@ $$(volatile_$3:%.c=$$(objdir_$1_$2_$3)/%.o): FORCE +$$(volatile_cpp_$3:%.cpp=$$(objdir_$1_$2_$3)/%.o): FORCE $$(objdir_$1_$2_$3)/%.o: $$(srcdir_$3)/%.c \ | $$(depdir_$1_$2_$3) $$(objdir_$1_$2_$3) - $(V)echo ... $$@ + $(V)echo \(.c\) ... $$@ $(V)$$(toolchain_$1)gcc $$(cflags_$3) $$(cppflags_$3) \ -MMD -MF $$(depdir_$1_$2_$3)/$$*.d -MT $$@ -MP \ -DAVS_VERSION=$2 -c -o $$@ $$< +$$(objdir_$1_$2_$3)/%.o: $$(srcdir_$3)/%.cpp \ + | $$(depdir_$1_$2_$3) $$(objdir_$1_$2_$3) + $(V)echo \(.cpp\) ... $$@ + $(V)$$(toolchain_$1)g++ $$(cxxflags_$3) $$(cppflags_$3) \ + -MMD -MF $$(depdir_$1_$2_$3)/$$*.d -MT $$@ -MP \ + -DAVS_VERSION=$2 -c -o $$@ $$< + $$(objdir_$1_$2_$3)/%_rc.o: $$(srcdir_$3)/%.rc - $(V)echo ... $$@ [windres] + $(V)echo \(.rc\) ... $$@ [windres] $(V)$$(toolchain_$1)windres $$(cppflags_$3) $$< $$@ endef @@ -224,7 +236,7 @@ define t_archive $(t_compile) $$(bindir_$1_$2)/lib$3.a: $$(obj_$1_$2_$3) | $$(bindir_$1_$2) - $(V)echo ... $$@ + $(V)echo \(.a\) ... $$@ $(V)$$(toolchain_$1)ar r $$@ $$^ 2> /dev/null $(V)$$(toolchain_$1)ranlib $$@ @@ -242,8 +254,8 @@ implib_$1_$2_$3 := $$(bindir_$1_$2)/lib$3.a $$(dll_$1_$2_$3) $$(implib_$1_$2_$3): $$(obj_$1_$2_$3) $$(abslib_$1_$2_$3) \ $$(absdpl_$1_$2_$3) \ $$(srcdir_$3)/$3.def | $$(bindir_$1_$2) - $(V)echo ... $$(dll_$1_$2_$3) - $(V)$$(toolchain_$1)gcc -shared \ + $(V)echo \(.dll\) ... $$(dll_$1_$2_$3) + $(V)$$(toolchain_$1)g++ -shared \ -o $$(dll_$1_$2_$3) -Wl,--out-implib,$$(implib_$1_$2_$3) \ -Wl,--start-group $$^ -Wl,--end-group $$(ldflags_$3) $(V)$$(toolchain_$1)strip $$(dll_$1_$2_$3) @@ -261,8 +273,8 @@ exe_$1_$2_$3 := $$(bindir_$1_$2)/$3.exe $$(exe_$1_$2_$3): $$(obj_$1_$2_$3) $$(abslib_$1_$2_$3) $$(absdpl_$1_$2_$3) \ | $$(bindir_$1_$2) - $(V)echo ... $$@ - $(V)$$(toolchain_$1)gcc -o $$@ $$^ $$(ldflags_$3) + $(V)echo \(.exe\) ... $$@ + $(V)$$(toolchain_$1)g++ -o $$@ $$^ $$(ldflags_$3) $(V)$$(toolchain_$1)strip $$@ endef @@ -274,7 +286,7 @@ define t_import impdef_$1_$2_$3 ?= src/imports/import_$1_$2_$3.def $$(bindir_$1_$2)/lib$3.a: $$(impdef_$1_$2_$3) | $$(bindir_$1_$2) - $(V)echo ... $$@ [dlltool] + $(V)echo \(.a\) ... $$@ [dlltool] $(V)$$(toolchain_$1)dlltool --kill-at -l $$@ -d $$< endef diff --git a/Module.mk b/Module.mk index 4c42db6..4ba926c 100644 --- a/Module.mk +++ b/Module.mk @@ -159,6 +159,7 @@ include src/main/iidxio-ezusb/Module.mk include src/main/iidxio-ezusb2/Module.mk include src/main/iidxio/Module.mk include src/main/iidxiotest/Module.mk +include src/main/imgui/Module.mk include src/main/inject/Module.mk include src/main/jbio-magicbox/Module.mk include src/main/jbio-p4io/Module.mk diff --git a/src/main/imgui/Module.mk b/src/main/imgui/Module.mk new file mode 100644 index 0000000..31c7cc2 --- /dev/null +++ b/src/main/imgui/Module.mk @@ -0,0 +1,15 @@ +libs += imgui + +src_imgui := \ + +cppsrc_imgui := \ + cimgui.cpp \ + cimgui_impl_dx9.cpp \ + cimgui_impl_win32.cpp \ + imgui_demo.cpp \ + imgui_draw.cpp \ + imgui_impl_dx9.cpp \ + imgui_impl_win32.cpp \ + imgui_tables.cpp \ + imgui_widgets.cpp \ + imgui.cpp \ diff --git a/src/main/imgui/cimconfig.h b/src/main/imgui/cimconfig.h new file mode 100644 index 0000000..b6585c1 --- /dev/null +++ b/src/main/imgui/cimconfig.h @@ -0,0 +1 @@ +#undef NDEBUG \ No newline at end of file diff --git a/src/main/imgui/cimgui.cpp b/src/main/imgui/cimgui.cpp new file mode 100644 index 0000000..6456294 --- /dev/null +++ b/src/main/imgui/cimgui.cpp @@ -0,0 +1,5917 @@ +//This file is automatically generated by generator.lua from https://github.com/cimgui/cimgui +//based on imgui.h file version "1.91.7" 19170 from Dear ImGui https://github.com/ocornut/imgui +//with imgui_internal.h api +//with imgui_freetype.h api +//docking branch + +#include "imgui.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "misc/freetype/imgui_freetype.h" +#endif +#include "imgui_internal.h" +#include "cimgui.h" + + + +CIMGUI_API ImVec2* ImVec2_ImVec2_Nil(void) +{ + return IM_NEW(ImVec2)(); +} +CIMGUI_API void ImVec2_destroy(ImVec2* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec2* ImVec2_ImVec2_Float(float _x,float _y) +{ + return IM_NEW(ImVec2)(_x,_y); +} +CIMGUI_API ImVec4* ImVec4_ImVec4_Nil(void) +{ + return IM_NEW(ImVec4)(); +} +CIMGUI_API void ImVec4_destroy(ImVec4* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec4* ImVec4_ImVec4_Float(float _x,float _y,float _z,float _w) +{ + return IM_NEW(ImVec4)(_x,_y,_z,_w); +} +CIMGUI_API ImGuiContext* igCreateContext(ImFontAtlas* shared_font_atlas) +{ + return ImGui::CreateContext(shared_font_atlas); +} +CIMGUI_API void igDestroyContext(ImGuiContext* ctx) +{ + return ImGui::DestroyContext(ctx); +} +CIMGUI_API ImGuiContext* igGetCurrentContext() +{ + return ImGui::GetCurrentContext(); +} +CIMGUI_API void igSetCurrentContext(ImGuiContext* ctx) +{ + return ImGui::SetCurrentContext(ctx); +} +CIMGUI_API ImGuiIO* igGetIO() +{ + return &ImGui::GetIO(); +} +CIMGUI_API ImGuiPlatformIO* igGetPlatformIO() +{ + return &ImGui::GetPlatformIO(); +} +CIMGUI_API ImGuiStyle* igGetStyle() +{ + return &ImGui::GetStyle(); +} +CIMGUI_API void igNewFrame() +{ + return ImGui::NewFrame(); +} +CIMGUI_API void igEndFrame() +{ + return ImGui::EndFrame(); +} +CIMGUI_API void igRender() +{ + return ImGui::Render(); +} +CIMGUI_API ImDrawData* igGetDrawData() +{ + return ImGui::GetDrawData(); +} +CIMGUI_API void igShowDemoWindow(bool* p_open) +{ + return ImGui::ShowDemoWindow(p_open); +} +CIMGUI_API void igShowMetricsWindow(bool* p_open) +{ + return ImGui::ShowMetricsWindow(p_open); +} +CIMGUI_API void igShowDebugLogWindow(bool* p_open) +{ + return ImGui::ShowDebugLogWindow(p_open); +} +CIMGUI_API void igShowIDStackToolWindow(bool* p_open) +{ + return ImGui::ShowIDStackToolWindow(p_open); +} +CIMGUI_API void igShowAboutWindow(bool* p_open) +{ + return ImGui::ShowAboutWindow(p_open); +} +CIMGUI_API void igShowStyleEditor(ImGuiStyle* ref) +{ + return ImGui::ShowStyleEditor(ref); +} +CIMGUI_API bool igShowStyleSelector(const char* label) +{ + return ImGui::ShowStyleSelector(label); +} +CIMGUI_API void igShowFontSelector(const char* label) +{ + return ImGui::ShowFontSelector(label); +} +CIMGUI_API void igShowUserGuide() +{ + return ImGui::ShowUserGuide(); +} +CIMGUI_API const char* igGetVersion() +{ + return ImGui::GetVersion(); +} +CIMGUI_API void igStyleColorsDark(ImGuiStyle* dst) +{ + return ImGui::StyleColorsDark(dst); +} +CIMGUI_API void igStyleColorsLight(ImGuiStyle* dst) +{ + return ImGui::StyleColorsLight(dst); +} +CIMGUI_API void igStyleColorsClassic(ImGuiStyle* dst) +{ + return ImGui::StyleColorsClassic(dst); +} +CIMGUI_API bool igBegin(const char* name,bool* p_open,ImGuiWindowFlags flags) +{ + return ImGui::Begin(name,p_open,flags); +} +CIMGUI_API void igEnd() +{ + return ImGui::End(); +} +CIMGUI_API bool igBeginChild_Str(const char* str_id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginChild(str_id,size,child_flags,window_flags); +} +CIMGUI_API bool igBeginChild_ID(ImGuiID id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginChild(id,size,child_flags,window_flags); +} +CIMGUI_API void igEndChild() +{ + return ImGui::EndChild(); +} +CIMGUI_API bool igIsWindowAppearing() +{ + return ImGui::IsWindowAppearing(); +} +CIMGUI_API bool igIsWindowCollapsed() +{ + return ImGui::IsWindowCollapsed(); +} +CIMGUI_API bool igIsWindowFocused(ImGuiFocusedFlags flags) +{ + return ImGui::IsWindowFocused(flags); +} +CIMGUI_API bool igIsWindowHovered(ImGuiHoveredFlags flags) +{ + return ImGui::IsWindowHovered(flags); +} +CIMGUI_API ImDrawList* igGetWindowDrawList() +{ + return ImGui::GetWindowDrawList(); +} +CIMGUI_API float igGetWindowDpiScale() +{ + return ImGui::GetWindowDpiScale(); +} +CIMGUI_API void igGetWindowPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetWindowPos(); +} +CIMGUI_API void igGetWindowSize(ImVec2 *pOut) +{ + *pOut = ImGui::GetWindowSize(); +} +CIMGUI_API float igGetWindowWidth() +{ + return ImGui::GetWindowWidth(); +} +CIMGUI_API float igGetWindowHeight() +{ + return ImGui::GetWindowHeight(); +} +CIMGUI_API ImGuiViewport* igGetWindowViewport() +{ + return ImGui::GetWindowViewport(); +} +CIMGUI_API void igSetNextWindowPos(const ImVec2 pos,ImGuiCond cond,const ImVec2 pivot) +{ + return ImGui::SetNextWindowPos(pos,cond,pivot); +} +CIMGUI_API void igSetNextWindowSize(const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetNextWindowSize(size,cond); +} +CIMGUI_API void igSetNextWindowSizeConstraints(const ImVec2 size_min,const ImVec2 size_max,ImGuiSizeCallback custom_callback,void* custom_callback_data) +{ + return ImGui::SetNextWindowSizeConstraints(size_min,size_max,custom_callback,custom_callback_data); +} +CIMGUI_API void igSetNextWindowContentSize(const ImVec2 size) +{ + return ImGui::SetNextWindowContentSize(size); +} +CIMGUI_API void igSetNextWindowCollapsed(bool collapsed,ImGuiCond cond) +{ + return ImGui::SetNextWindowCollapsed(collapsed,cond); +} +CIMGUI_API void igSetNextWindowFocus() +{ + return ImGui::SetNextWindowFocus(); +} +CIMGUI_API void igSetNextWindowScroll(const ImVec2 scroll) +{ + return ImGui::SetNextWindowScroll(scroll); +} +CIMGUI_API void igSetNextWindowBgAlpha(float alpha) +{ + return ImGui::SetNextWindowBgAlpha(alpha); +} +CIMGUI_API void igSetNextWindowViewport(ImGuiID viewport_id) +{ + return ImGui::SetNextWindowViewport(viewport_id); +} +CIMGUI_API void igSetWindowPos_Vec2(const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(pos,cond); +} +CIMGUI_API void igSetWindowSize_Vec2(const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(size,cond); +} +CIMGUI_API void igSetWindowCollapsed_Bool(bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(collapsed,cond); +} +CIMGUI_API void igSetWindowFocus_Nil() +{ + return ImGui::SetWindowFocus(); +} +CIMGUI_API void igSetWindowFontScale(float scale) +{ + return ImGui::SetWindowFontScale(scale); +} +CIMGUI_API void igSetWindowPos_Str(const char* name,const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(name,pos,cond); +} +CIMGUI_API void igSetWindowSize_Str(const char* name,const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(name,size,cond); +} +CIMGUI_API void igSetWindowCollapsed_Str(const char* name,bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(name,collapsed,cond); +} +CIMGUI_API void igSetWindowFocus_Str(const char* name) +{ + return ImGui::SetWindowFocus(name); +} +CIMGUI_API float igGetScrollX() +{ + return ImGui::GetScrollX(); +} +CIMGUI_API float igGetScrollY() +{ + return ImGui::GetScrollY(); +} +CIMGUI_API void igSetScrollX_Float(float scroll_x) +{ + return ImGui::SetScrollX(scroll_x); +} +CIMGUI_API void igSetScrollY_Float(float scroll_y) +{ + return ImGui::SetScrollY(scroll_y); +} +CIMGUI_API float igGetScrollMaxX() +{ + return ImGui::GetScrollMaxX(); +} +CIMGUI_API float igGetScrollMaxY() +{ + return ImGui::GetScrollMaxY(); +} +CIMGUI_API void igSetScrollHereX(float center_x_ratio) +{ + return ImGui::SetScrollHereX(center_x_ratio); +} +CIMGUI_API void igSetScrollHereY(float center_y_ratio) +{ + return ImGui::SetScrollHereY(center_y_ratio); +} +CIMGUI_API void igSetScrollFromPosX_Float(float local_x,float center_x_ratio) +{ + return ImGui::SetScrollFromPosX(local_x,center_x_ratio); +} +CIMGUI_API void igSetScrollFromPosY_Float(float local_y,float center_y_ratio) +{ + return ImGui::SetScrollFromPosY(local_y,center_y_ratio); +} +CIMGUI_API void igPushFont(ImFont* font) +{ + return ImGui::PushFont(font); +} +CIMGUI_API void igPopFont() +{ + return ImGui::PopFont(); +} +CIMGUI_API void igPushStyleColor_U32(ImGuiCol idx,ImU32 col) +{ + return ImGui::PushStyleColor(idx,col); +} +CIMGUI_API void igPushStyleColor_Vec4(ImGuiCol idx,const ImVec4 col) +{ + return ImGui::PushStyleColor(idx,col); +} +CIMGUI_API void igPopStyleColor(int count) +{ + return ImGui::PopStyleColor(count); +} +CIMGUI_API void igPushStyleVar_Float(ImGuiStyleVar idx,float val) +{ + return ImGui::PushStyleVar(idx,val); +} +CIMGUI_API void igPushStyleVar_Vec2(ImGuiStyleVar idx,const ImVec2 val) +{ + return ImGui::PushStyleVar(idx,val); +} +CIMGUI_API void igPushStyleVarX(ImGuiStyleVar idx,float val_x) +{ + return ImGui::PushStyleVarX(idx,val_x); +} +CIMGUI_API void igPushStyleVarY(ImGuiStyleVar idx,float val_y) +{ + return ImGui::PushStyleVarY(idx,val_y); +} +CIMGUI_API void igPopStyleVar(int count) +{ + return ImGui::PopStyleVar(count); +} +CIMGUI_API void igPushItemFlag(ImGuiItemFlags option,bool enabled) +{ + return ImGui::PushItemFlag(option,enabled); +} +CIMGUI_API void igPopItemFlag() +{ + return ImGui::PopItemFlag(); +} +CIMGUI_API void igPushItemWidth(float item_width) +{ + return ImGui::PushItemWidth(item_width); +} +CIMGUI_API void igPopItemWidth() +{ + return ImGui::PopItemWidth(); +} +CIMGUI_API void igSetNextItemWidth(float item_width) +{ + return ImGui::SetNextItemWidth(item_width); +} +CIMGUI_API float igCalcItemWidth() +{ + return ImGui::CalcItemWidth(); +} +CIMGUI_API void igPushTextWrapPos(float wrap_local_pos_x) +{ + return ImGui::PushTextWrapPos(wrap_local_pos_x); +} +CIMGUI_API void igPopTextWrapPos() +{ + return ImGui::PopTextWrapPos(); +} +CIMGUI_API ImFont* igGetFont() +{ + return ImGui::GetFont(); +} +CIMGUI_API float igGetFontSize() +{ + return ImGui::GetFontSize(); +} +CIMGUI_API void igGetFontTexUvWhitePixel(ImVec2 *pOut) +{ + *pOut = ImGui::GetFontTexUvWhitePixel(); +} +CIMGUI_API ImU32 igGetColorU32_Col(ImGuiCol idx,float alpha_mul) +{ + return ImGui::GetColorU32(idx,alpha_mul); +} +CIMGUI_API ImU32 igGetColorU32_Vec4(const ImVec4 col) +{ + return ImGui::GetColorU32(col); +} +CIMGUI_API ImU32 igGetColorU32_U32(ImU32 col,float alpha_mul) +{ + return ImGui::GetColorU32(col,alpha_mul); +} +CIMGUI_API const ImVec4* igGetStyleColorVec4(ImGuiCol idx) +{ + return &ImGui::GetStyleColorVec4(idx); +} +CIMGUI_API void igGetCursorScreenPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorScreenPos(); +} +CIMGUI_API void igSetCursorScreenPos(const ImVec2 pos) +{ + return ImGui::SetCursorScreenPos(pos); +} +CIMGUI_API void igGetContentRegionAvail(ImVec2 *pOut) +{ + *pOut = ImGui::GetContentRegionAvail(); +} +CIMGUI_API void igGetCursorPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorPos(); +} +CIMGUI_API float igGetCursorPosX() +{ + return ImGui::GetCursorPosX(); +} +CIMGUI_API float igGetCursorPosY() +{ + return ImGui::GetCursorPosY(); +} +CIMGUI_API void igSetCursorPos(const ImVec2 local_pos) +{ + return ImGui::SetCursorPos(local_pos); +} +CIMGUI_API void igSetCursorPosX(float local_x) +{ + return ImGui::SetCursorPosX(local_x); +} +CIMGUI_API void igSetCursorPosY(float local_y) +{ + return ImGui::SetCursorPosY(local_y); +} +CIMGUI_API void igGetCursorStartPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorStartPos(); +} +CIMGUI_API void igSeparator() +{ + return ImGui::Separator(); +} +CIMGUI_API void igSameLine(float offset_from_start_x,float spacing) +{ + return ImGui::SameLine(offset_from_start_x,spacing); +} +CIMGUI_API void igNewLine() +{ + return ImGui::NewLine(); +} +CIMGUI_API void igSpacing() +{ + return ImGui::Spacing(); +} +CIMGUI_API void igDummy(const ImVec2 size) +{ + return ImGui::Dummy(size); +} +CIMGUI_API void igIndent(float indent_w) +{ + return ImGui::Indent(indent_w); +} +CIMGUI_API void igUnindent(float indent_w) +{ + return ImGui::Unindent(indent_w); +} +CIMGUI_API void igBeginGroup() +{ + return ImGui::BeginGroup(); +} +CIMGUI_API void igEndGroup() +{ + return ImGui::EndGroup(); +} +CIMGUI_API void igAlignTextToFramePadding() +{ + return ImGui::AlignTextToFramePadding(); +} +CIMGUI_API float igGetTextLineHeight() +{ + return ImGui::GetTextLineHeight(); +} +CIMGUI_API float igGetTextLineHeightWithSpacing() +{ + return ImGui::GetTextLineHeightWithSpacing(); +} +CIMGUI_API float igGetFrameHeight() +{ + return ImGui::GetFrameHeight(); +} +CIMGUI_API float igGetFrameHeightWithSpacing() +{ + return ImGui::GetFrameHeightWithSpacing(); +} +CIMGUI_API void igPushID_Str(const char* str_id) +{ + return ImGui::PushID(str_id); +} +CIMGUI_API void igPushID_StrStr(const char* str_id_begin,const char* str_id_end) +{ + return ImGui::PushID(str_id_begin,str_id_end); +} +CIMGUI_API void igPushID_Ptr(const void* ptr_id) +{ + return ImGui::PushID(ptr_id); +} +CIMGUI_API void igPushID_Int(int int_id) +{ + return ImGui::PushID(int_id); +} +CIMGUI_API void igPopID() +{ + return ImGui::PopID(); +} +CIMGUI_API ImGuiID igGetID_Str(const char* str_id) +{ + return ImGui::GetID(str_id); +} +CIMGUI_API ImGuiID igGetID_StrStr(const char* str_id_begin,const char* str_id_end) +{ + return ImGui::GetID(str_id_begin,str_id_end); +} +CIMGUI_API ImGuiID igGetID_Ptr(const void* ptr_id) +{ + return ImGui::GetID(ptr_id); +} +CIMGUI_API ImGuiID igGetID_Int(int int_id) +{ + return ImGui::GetID(int_id); +} +CIMGUI_API void igTextUnformatted(const char* text,const char* text_end) +{ + return ImGui::TextUnformatted(text,text_end); +} +CIMGUI_API void igText(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextV(const char* fmt,va_list args) +{ + return ImGui::TextV(fmt,args); +} +CIMGUI_API void igTextColored(const ImVec4 col,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextColoredV(col,fmt,args); + va_end(args); +} +CIMGUI_API void igTextColoredV(const ImVec4 col,const char* fmt,va_list args) +{ + return ImGui::TextColoredV(col,fmt,args); +} +CIMGUI_API void igTextDisabled(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextDisabledV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextDisabledV(const char* fmt,va_list args) +{ + return ImGui::TextDisabledV(fmt,args); +} +CIMGUI_API void igTextWrapped(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextWrappedV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextWrappedV(const char* fmt,va_list args) +{ + return ImGui::TextWrappedV(fmt,args); +} +CIMGUI_API void igLabelText(const char* label,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::LabelTextV(label,fmt,args); + va_end(args); +} +CIMGUI_API void igLabelTextV(const char* label,const char* fmt,va_list args) +{ + return ImGui::LabelTextV(label,fmt,args); +} +CIMGUI_API void igBulletText(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::BulletTextV(fmt,args); + va_end(args); +} +CIMGUI_API void igBulletTextV(const char* fmt,va_list args) +{ + return ImGui::BulletTextV(fmt,args); +} +CIMGUI_API void igSeparatorText(const char* label) +{ + return ImGui::SeparatorText(label); +} +CIMGUI_API bool igButton(const char* label,const ImVec2 size) +{ + return ImGui::Button(label,size); +} +CIMGUI_API bool igSmallButton(const char* label) +{ + return ImGui::SmallButton(label); +} +CIMGUI_API bool igInvisibleButton(const char* str_id,const ImVec2 size,ImGuiButtonFlags flags) +{ + return ImGui::InvisibleButton(str_id,size,flags); +} +CIMGUI_API bool igArrowButton(const char* str_id,ImGuiDir dir) +{ + return ImGui::ArrowButton(str_id,dir); +} +CIMGUI_API bool igCheckbox(const char* label,bool* v) +{ + return ImGui::Checkbox(label,v); +} +CIMGUI_API bool igCheckboxFlags_IntPtr(const char* label,int* flags,int flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCheckboxFlags_UintPtr(const char* label,unsigned int* flags,unsigned int flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igRadioButton_Bool(const char* label,bool active) +{ + return ImGui::RadioButton(label,active); +} +CIMGUI_API bool igRadioButton_IntPtr(const char* label,int* v,int v_button) +{ + return ImGui::RadioButton(label,v,v_button); +} +CIMGUI_API void igProgressBar(float fraction,const ImVec2 size_arg,const char* overlay) +{ + return ImGui::ProgressBar(fraction,size_arg,overlay); +} +CIMGUI_API void igBullet() +{ + return ImGui::Bullet(); +} +CIMGUI_API bool igTextLink(const char* label) +{ + return ImGui::TextLink(label); +} +CIMGUI_API void igTextLinkOpenURL(const char* label,const char* url) +{ + return ImGui::TextLinkOpenURL(label,url); +} +CIMGUI_API void igImage(ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 tint_col,const ImVec4 border_col) +{ + return ImGui::Image(user_texture_id,image_size,uv0,uv1,tint_col,border_col); +} +CIMGUI_API bool igImageButton(const char* str_id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col) +{ + return ImGui::ImageButton(str_id,user_texture_id,image_size,uv0,uv1,bg_col,tint_col); +} +CIMGUI_API bool igBeginCombo(const char* label,const char* preview_value,ImGuiComboFlags flags) +{ + return ImGui::BeginCombo(label,preview_value,flags); +} +CIMGUI_API void igEndCombo() +{ + return ImGui::EndCombo(); +} +CIMGUI_API bool igCombo_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,items,items_count,popup_max_height_in_items); +} +CIMGUI_API bool igCombo_Str(const char* label,int* current_item,const char* items_separated_by_zeros,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,items_separated_by_zeros,popup_max_height_in_items); +} +CIMGUI_API bool igCombo_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,getter,user_data,items_count,popup_max_height_in_items); +} +CIMGUI_API bool igDragFloat(const char* label,float* v,float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat2(const char* label,float v[2],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat2(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat3(const char* label,float v[3],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat3(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat4(const char* label,float v[4],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat4(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloatRange2(const char* label,float* v_current_min,float* v_current_max,float v_speed,float v_min,float v_max,const char* format,const char* format_max,ImGuiSliderFlags flags) +{ + return ImGui::DragFloatRange2(label,v_current_min,v_current_max,v_speed,v_min,v_max,format,format_max,flags); +} +CIMGUI_API bool igDragInt(const char* label,int* v,float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt2(const char* label,int v[2],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt2(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt3(const char* label,int v[3],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt3(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt4(const char* label,int v[4],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt4(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragIntRange2(const char* label,int* v_current_min,int* v_current_max,float v_speed,int v_min,int v_max,const char* format,const char* format_max,ImGuiSliderFlags flags) +{ + return ImGui::DragIntRange2(label,v_current_min,v_current_max,v_speed,v_min,v_max,format,format_max,flags); +} +CIMGUI_API bool igDragScalar(const char* label,ImGuiDataType data_type,void* p_data,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragScalar(label,data_type,p_data,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igDragScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragScalarN(label,data_type,p_data,components,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderFloat(const char* label,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat2(const char* label,float v[2],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat2(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat3(const char* label,float v[3],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat3(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat4(const char* label,float v[4],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat4(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderAngle(const char* label,float* v_rad,float v_degrees_min,float v_degrees_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderAngle(label,v_rad,v_degrees_min,v_degrees_max,format,flags); +} +CIMGUI_API bool igSliderInt(const char* label,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt2(const char* label,int v[2],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt2(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt3(const char* label,int v[3],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt3(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt4(const char* label,int v[4],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt4(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderScalar(label,data_type,p_data,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderScalarN(label,data_type,p_data,components,p_min,p_max,format,flags); +} +CIMGUI_API bool igVSliderFloat(const char* label,const ImVec2 size,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderFloat(label,size,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igVSliderInt(const char* label,const ImVec2 size,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderInt(label,size,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igVSliderScalar(const char* label,const ImVec2 size,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderScalar(label,size,data_type,p_data,p_min,p_max,format,flags); +} +CIMGUI_API bool igInputText(const char* label,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputText(label,buf,buf_size,flags,callback,user_data); +} +CIMGUI_API bool igInputTextMultiline(const char* label,char* buf,size_t buf_size,const ImVec2 size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextMultiline(label,buf,buf_size,size,flags,callback,user_data); +} +CIMGUI_API bool igInputTextWithHint(const char* label,const char* hint,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextWithHint(label,hint,buf,buf_size,flags,callback,user_data); +} +CIMGUI_API bool igInputFloat(const char* label,float* v,float step,float step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat(label,v,step,step_fast,format,flags); +} +CIMGUI_API bool igInputFloat2(const char* label,float v[2],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat2(label,v,format,flags); +} +CIMGUI_API bool igInputFloat3(const char* label,float v[3],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat3(label,v,format,flags); +} +CIMGUI_API bool igInputFloat4(const char* label,float v[4],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat4(label,v,format,flags); +} +CIMGUI_API bool igInputInt(const char* label,int* v,int step,int step_fast,ImGuiInputTextFlags flags) +{ + return ImGui::InputInt(label,v,step,step_fast,flags); +} +CIMGUI_API bool igInputInt2(const char* label,int v[2],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt2(label,v,flags); +} +CIMGUI_API bool igInputInt3(const char* label,int v[3],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt3(label,v,flags); +} +CIMGUI_API bool igInputInt4(const char* label,int v[4],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt4(label,v,flags); +} +CIMGUI_API bool igInputDouble(const char* label,double* v,double step,double step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputDouble(label,v,step,step_fast,format,flags); +} +CIMGUI_API bool igInputScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputScalar(label,data_type,p_data,p_step,p_step_fast,format,flags); +} +CIMGUI_API bool igInputScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputScalarN(label,data_type,p_data,components,p_step,p_step_fast,format,flags); +} +CIMGUI_API bool igColorEdit3(const char* label,float col[3],ImGuiColorEditFlags flags) +{ + return ImGui::ColorEdit3(label,col,flags); +} +CIMGUI_API bool igColorEdit4(const char* label,float col[4],ImGuiColorEditFlags flags) +{ + return ImGui::ColorEdit4(label,col,flags); +} +CIMGUI_API bool igColorPicker3(const char* label,float col[3],ImGuiColorEditFlags flags) +{ + return ImGui::ColorPicker3(label,col,flags); +} +CIMGUI_API bool igColorPicker4(const char* label,float col[4],ImGuiColorEditFlags flags,const float* ref_col) +{ + return ImGui::ColorPicker4(label,col,flags,ref_col); +} +CIMGUI_API bool igColorButton(const char* desc_id,const ImVec4 col,ImGuiColorEditFlags flags,const ImVec2 size) +{ + return ImGui::ColorButton(desc_id,col,flags,size); +} +CIMGUI_API void igSetColorEditOptions(ImGuiColorEditFlags flags) +{ + return ImGui::SetColorEditOptions(flags); +} +CIMGUI_API bool igTreeNode_Str(const char* label) +{ + return ImGui::TreeNode(label); +} +CIMGUI_API bool igTreeNode_StrStr(const char* str_id,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeV(str_id,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNode_Ptr(const void* ptr_id,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeV(ptr_id,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeV_Str(const char* str_id,const char* fmt,va_list args) +{ + return ImGui::TreeNodeV(str_id,fmt,args); +} +CIMGUI_API bool igTreeNodeV_Ptr(const void* ptr_id,const char* fmt,va_list args) +{ + return ImGui::TreeNodeV(ptr_id,fmt,args); +} +CIMGUI_API bool igTreeNodeEx_Str(const char* label,ImGuiTreeNodeFlags flags) +{ + return ImGui::TreeNodeEx(label,flags); +} +CIMGUI_API bool igTreeNodeEx_StrStr(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeExV(str_id,flags,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeEx_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeExV(ptr_id,flags,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeExV_Str(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args) +{ + return ImGui::TreeNodeExV(str_id,flags,fmt,args); +} +CIMGUI_API bool igTreeNodeExV_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args) +{ + return ImGui::TreeNodeExV(ptr_id,flags,fmt,args); +} +CIMGUI_API void igTreePush_Str(const char* str_id) +{ + return ImGui::TreePush(str_id); +} +CIMGUI_API void igTreePush_Ptr(const void* ptr_id) +{ + return ImGui::TreePush(ptr_id); +} +CIMGUI_API void igTreePop() +{ + return ImGui::TreePop(); +} +CIMGUI_API float igGetTreeNodeToLabelSpacing() +{ + return ImGui::GetTreeNodeToLabelSpacing(); +} +CIMGUI_API bool igCollapsingHeader_TreeNodeFlags(const char* label,ImGuiTreeNodeFlags flags) +{ + return ImGui::CollapsingHeader(label,flags); +} +CIMGUI_API bool igCollapsingHeader_BoolPtr(const char* label,bool* p_visible,ImGuiTreeNodeFlags flags) +{ + return ImGui::CollapsingHeader(label,p_visible,flags); +} +CIMGUI_API void igSetNextItemOpen(bool is_open,ImGuiCond cond) +{ + return ImGui::SetNextItemOpen(is_open,cond); +} +CIMGUI_API void igSetNextItemStorageID(ImGuiID storage_id) +{ + return ImGui::SetNextItemStorageID(storage_id); +} +CIMGUI_API bool igSelectable_Bool(const char* label,bool selected,ImGuiSelectableFlags flags,const ImVec2 size) +{ + return ImGui::Selectable(label,selected,flags,size); +} +CIMGUI_API bool igSelectable_BoolPtr(const char* label,bool* p_selected,ImGuiSelectableFlags flags,const ImVec2 size) +{ + return ImGui::Selectable(label,p_selected,flags,size); +} +CIMGUI_API ImGuiMultiSelectIO* igBeginMultiSelect(ImGuiMultiSelectFlags flags,int selection_size,int items_count) +{ + return ImGui::BeginMultiSelect(flags,selection_size,items_count); +} +CIMGUI_API ImGuiMultiSelectIO* igEndMultiSelect() +{ + return ImGui::EndMultiSelect(); +} +CIMGUI_API void igSetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data) +{ + return ImGui::SetNextItemSelectionUserData(selection_user_data); +} +CIMGUI_API bool igIsItemToggledSelection() +{ + return ImGui::IsItemToggledSelection(); +} +CIMGUI_API bool igBeginListBox(const char* label,const ImVec2 size) +{ + return ImGui::BeginListBox(label,size); +} +CIMGUI_API void igEndListBox() +{ + return ImGui::EndListBox(); +} +CIMGUI_API bool igListBox_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int height_in_items) +{ + return ImGui::ListBox(label,current_item,items,items_count,height_in_items); +} +CIMGUI_API bool igListBox_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int height_in_items) +{ + return ImGui::ListBox(label,current_item,getter,user_data,items_count,height_in_items); +} +CIMGUI_API void igPlotLines_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride) +{ + return ImGui::PlotLines(label,values,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size,stride); +} +CIMGUI_API void igPlotLines_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size) +{ + return ImGui::PlotLines(label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size); +} +CIMGUI_API void igPlotHistogram_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride) +{ + return ImGui::PlotHistogram(label,values,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size,stride); +} +CIMGUI_API void igPlotHistogram_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size) +{ + return ImGui::PlotHistogram(label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size); +} +CIMGUI_API void igValue_Bool(const char* prefix,bool b) +{ + return ImGui::Value(prefix,b); +} +CIMGUI_API void igValue_Int(const char* prefix,int v) +{ + return ImGui::Value(prefix,v); +} +CIMGUI_API void igValue_Uint(const char* prefix,unsigned int v) +{ + return ImGui::Value(prefix,v); +} +CIMGUI_API void igValue_Float(const char* prefix,float v,const char* float_format) +{ + return ImGui::Value(prefix,v,float_format); +} +CIMGUI_API bool igBeginMenuBar() +{ + return ImGui::BeginMenuBar(); +} +CIMGUI_API void igEndMenuBar() +{ + return ImGui::EndMenuBar(); +} +CIMGUI_API bool igBeginMainMenuBar() +{ + return ImGui::BeginMainMenuBar(); +} +CIMGUI_API void igEndMainMenuBar() +{ + return ImGui::EndMainMenuBar(); +} +CIMGUI_API bool igBeginMenu(const char* label,bool enabled) +{ + return ImGui::BeginMenu(label,enabled); +} +CIMGUI_API void igEndMenu() +{ + return ImGui::EndMenu(); +} +CIMGUI_API bool igMenuItem_Bool(const char* label,const char* shortcut,bool selected,bool enabled) +{ + return ImGui::MenuItem(label,shortcut,selected,enabled); +} +CIMGUI_API bool igMenuItem_BoolPtr(const char* label,const char* shortcut,bool* p_selected,bool enabled) +{ + return ImGui::MenuItem(label,shortcut,p_selected,enabled); +} +CIMGUI_API bool igBeginTooltip() +{ + return ImGui::BeginTooltip(); +} +CIMGUI_API void igEndTooltip() +{ + return ImGui::EndTooltip(); +} +CIMGUI_API void igSetTooltip(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::SetTooltipV(fmt,args); + va_end(args); +} +CIMGUI_API void igSetTooltipV(const char* fmt,va_list args) +{ + return ImGui::SetTooltipV(fmt,args); +} +CIMGUI_API bool igBeginItemTooltip() +{ + return ImGui::BeginItemTooltip(); +} +CIMGUI_API void igSetItemTooltip(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::SetItemTooltipV(fmt,args); + va_end(args); +} +CIMGUI_API void igSetItemTooltipV(const char* fmt,va_list args) +{ + return ImGui::SetItemTooltipV(fmt,args); +} +CIMGUI_API bool igBeginPopup(const char* str_id,ImGuiWindowFlags flags) +{ + return ImGui::BeginPopup(str_id,flags); +} +CIMGUI_API bool igBeginPopupModal(const char* name,bool* p_open,ImGuiWindowFlags flags) +{ + return ImGui::BeginPopupModal(name,p_open,flags); +} +CIMGUI_API void igEndPopup() +{ + return ImGui::EndPopup(); +} +CIMGUI_API void igOpenPopup_Str(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopup(str_id,popup_flags); +} +CIMGUI_API void igOpenPopup_ID(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopup(id,popup_flags); +} +CIMGUI_API void igOpenPopupOnItemClick(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopupOnItemClick(str_id,popup_flags); +} +CIMGUI_API void igCloseCurrentPopup() +{ + return ImGui::CloseCurrentPopup(); +} +CIMGUI_API bool igBeginPopupContextItem(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextItem(str_id,popup_flags); +} +CIMGUI_API bool igBeginPopupContextWindow(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextWindow(str_id,popup_flags); +} +CIMGUI_API bool igBeginPopupContextVoid(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextVoid(str_id,popup_flags); +} +CIMGUI_API bool igIsPopupOpen_Str(const char* str_id,ImGuiPopupFlags flags) +{ + return ImGui::IsPopupOpen(str_id,flags); +} +CIMGUI_API bool igBeginTable(const char* str_id,int columns,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width) +{ + return ImGui::BeginTable(str_id,columns,flags,outer_size,inner_width); +} +CIMGUI_API void igEndTable() +{ + return ImGui::EndTable(); +} +CIMGUI_API void igTableNextRow(ImGuiTableRowFlags row_flags,float min_row_height) +{ + return ImGui::TableNextRow(row_flags,min_row_height); +} +CIMGUI_API bool igTableNextColumn() +{ + return ImGui::TableNextColumn(); +} +CIMGUI_API bool igTableSetColumnIndex(int column_n) +{ + return ImGui::TableSetColumnIndex(column_n); +} +CIMGUI_API void igTableSetupColumn(const char* label,ImGuiTableColumnFlags flags,float init_width_or_weight,ImGuiID user_id) +{ + return ImGui::TableSetupColumn(label,flags,init_width_or_weight,user_id); +} +CIMGUI_API void igTableSetupScrollFreeze(int cols,int rows) +{ + return ImGui::TableSetupScrollFreeze(cols,rows); +} +CIMGUI_API void igTableHeader(const char* label) +{ + return ImGui::TableHeader(label); +} +CIMGUI_API void igTableHeadersRow() +{ + return ImGui::TableHeadersRow(); +} +CIMGUI_API void igTableAngledHeadersRow() +{ + return ImGui::TableAngledHeadersRow(); +} +CIMGUI_API ImGuiTableSortSpecs* igTableGetSortSpecs() +{ + return ImGui::TableGetSortSpecs(); +} +CIMGUI_API int igTableGetColumnCount() +{ + return ImGui::TableGetColumnCount(); +} +CIMGUI_API int igTableGetColumnIndex() +{ + return ImGui::TableGetColumnIndex(); +} +CIMGUI_API int igTableGetRowIndex() +{ + return ImGui::TableGetRowIndex(); +} +CIMGUI_API const char* igTableGetColumnName_Int(int column_n) +{ + return ImGui::TableGetColumnName(column_n); +} +CIMGUI_API ImGuiTableColumnFlags igTableGetColumnFlags(int column_n) +{ + return ImGui::TableGetColumnFlags(column_n); +} +CIMGUI_API void igTableSetColumnEnabled(int column_n,bool v) +{ + return ImGui::TableSetColumnEnabled(column_n,v); +} +CIMGUI_API int igTableGetHoveredColumn() +{ + return ImGui::TableGetHoveredColumn(); +} +CIMGUI_API void igTableSetBgColor(ImGuiTableBgTarget target,ImU32 color,int column_n) +{ + return ImGui::TableSetBgColor(target,color,column_n); +} +CIMGUI_API void igColumns(int count,const char* id,bool borders) +{ + return ImGui::Columns(count,id,borders); +} +CIMGUI_API void igNextColumn() +{ + return ImGui::NextColumn(); +} +CIMGUI_API int igGetColumnIndex() +{ + return ImGui::GetColumnIndex(); +} +CIMGUI_API float igGetColumnWidth(int column_index) +{ + return ImGui::GetColumnWidth(column_index); +} +CIMGUI_API void igSetColumnWidth(int column_index,float width) +{ + return ImGui::SetColumnWidth(column_index,width); +} +CIMGUI_API float igGetColumnOffset(int column_index) +{ + return ImGui::GetColumnOffset(column_index); +} +CIMGUI_API void igSetColumnOffset(int column_index,float offset_x) +{ + return ImGui::SetColumnOffset(column_index,offset_x); +} +CIMGUI_API int igGetColumnsCount() +{ + return ImGui::GetColumnsCount(); +} +CIMGUI_API bool igBeginTabBar(const char* str_id,ImGuiTabBarFlags flags) +{ + return ImGui::BeginTabBar(str_id,flags); +} +CIMGUI_API void igEndTabBar() +{ + return ImGui::EndTabBar(); +} +CIMGUI_API bool igBeginTabItem(const char* label,bool* p_open,ImGuiTabItemFlags flags) +{ + return ImGui::BeginTabItem(label,p_open,flags); +} +CIMGUI_API void igEndTabItem() +{ + return ImGui::EndTabItem(); +} +CIMGUI_API bool igTabItemButton(const char* label,ImGuiTabItemFlags flags) +{ + return ImGui::TabItemButton(label,flags); +} +CIMGUI_API void igSetTabItemClosed(const char* tab_or_docked_window_label) +{ + return ImGui::SetTabItemClosed(tab_or_docked_window_label); +} +CIMGUI_API ImGuiID igDockSpace(ImGuiID dockspace_id,const ImVec2 size,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class) +{ + return ImGui::DockSpace(dockspace_id,size,flags,window_class); +} +CIMGUI_API ImGuiID igDockSpaceOverViewport(ImGuiID dockspace_id,const ImGuiViewport* viewport,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class) +{ + return ImGui::DockSpaceOverViewport(dockspace_id,viewport,flags,window_class); +} +CIMGUI_API void igSetNextWindowDockID(ImGuiID dock_id,ImGuiCond cond) +{ + return ImGui::SetNextWindowDockID(dock_id,cond); +} +CIMGUI_API void igSetNextWindowClass(const ImGuiWindowClass* window_class) +{ + return ImGui::SetNextWindowClass(window_class); +} +CIMGUI_API ImGuiID igGetWindowDockID() +{ + return ImGui::GetWindowDockID(); +} +CIMGUI_API bool igIsWindowDocked() +{ + return ImGui::IsWindowDocked(); +} +CIMGUI_API void igLogToTTY(int auto_open_depth) +{ + return ImGui::LogToTTY(auto_open_depth); +} +CIMGUI_API void igLogToFile(int auto_open_depth,const char* filename) +{ + return ImGui::LogToFile(auto_open_depth,filename); +} +CIMGUI_API void igLogToClipboard(int auto_open_depth) +{ + return ImGui::LogToClipboard(auto_open_depth); +} +CIMGUI_API void igLogFinish() +{ + return ImGui::LogFinish(); +} +CIMGUI_API void igLogButtons() +{ + return ImGui::LogButtons(); +} +CIMGUI_API void igLogTextV(const char* fmt,va_list args) +{ + return ImGui::LogTextV(fmt,args); +} +CIMGUI_API bool igBeginDragDropSource(ImGuiDragDropFlags flags) +{ + return ImGui::BeginDragDropSource(flags); +} +CIMGUI_API bool igSetDragDropPayload(const char* type,const void* data,size_t sz,ImGuiCond cond) +{ + return ImGui::SetDragDropPayload(type,data,sz,cond); +} +CIMGUI_API void igEndDragDropSource() +{ + return ImGui::EndDragDropSource(); +} +CIMGUI_API bool igBeginDragDropTarget() +{ + return ImGui::BeginDragDropTarget(); +} +CIMGUI_API const ImGuiPayload* igAcceptDragDropPayload(const char* type,ImGuiDragDropFlags flags) +{ + return ImGui::AcceptDragDropPayload(type,flags); +} +CIMGUI_API void igEndDragDropTarget() +{ + return ImGui::EndDragDropTarget(); +} +CIMGUI_API const ImGuiPayload* igGetDragDropPayload() +{ + return ImGui::GetDragDropPayload(); +} +CIMGUI_API void igBeginDisabled(bool disabled) +{ + return ImGui::BeginDisabled(disabled); +} +CIMGUI_API void igEndDisabled() +{ + return ImGui::EndDisabled(); +} +CIMGUI_API void igPushClipRect(const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect) +{ + return ImGui::PushClipRect(clip_rect_min,clip_rect_max,intersect_with_current_clip_rect); +} +CIMGUI_API void igPopClipRect() +{ + return ImGui::PopClipRect(); +} +CIMGUI_API void igSetItemDefaultFocus() +{ + return ImGui::SetItemDefaultFocus(); +} +CIMGUI_API void igSetKeyboardFocusHere(int offset) +{ + return ImGui::SetKeyboardFocusHere(offset); +} +CIMGUI_API void igSetNavCursorVisible(bool visible) +{ + return ImGui::SetNavCursorVisible(visible); +} +CIMGUI_API void igSetNextItemAllowOverlap() +{ + return ImGui::SetNextItemAllowOverlap(); +} +CIMGUI_API bool igIsItemHovered(ImGuiHoveredFlags flags) +{ + return ImGui::IsItemHovered(flags); +} +CIMGUI_API bool igIsItemActive() +{ + return ImGui::IsItemActive(); +} +CIMGUI_API bool igIsItemFocused() +{ + return ImGui::IsItemFocused(); +} +CIMGUI_API bool igIsItemClicked(ImGuiMouseButton mouse_button) +{ + return ImGui::IsItemClicked(mouse_button); +} +CIMGUI_API bool igIsItemVisible() +{ + return ImGui::IsItemVisible(); +} +CIMGUI_API bool igIsItemEdited() +{ + return ImGui::IsItemEdited(); +} +CIMGUI_API bool igIsItemActivated() +{ + return ImGui::IsItemActivated(); +} +CIMGUI_API bool igIsItemDeactivated() +{ + return ImGui::IsItemDeactivated(); +} +CIMGUI_API bool igIsItemDeactivatedAfterEdit() +{ + return ImGui::IsItemDeactivatedAfterEdit(); +} +CIMGUI_API bool igIsItemToggledOpen() +{ + return ImGui::IsItemToggledOpen(); +} +CIMGUI_API bool igIsAnyItemHovered() +{ + return ImGui::IsAnyItemHovered(); +} +CIMGUI_API bool igIsAnyItemActive() +{ + return ImGui::IsAnyItemActive(); +} +CIMGUI_API bool igIsAnyItemFocused() +{ + return ImGui::IsAnyItemFocused(); +} +CIMGUI_API ImGuiID igGetItemID() +{ + return ImGui::GetItemID(); +} +CIMGUI_API void igGetItemRectMin(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectMin(); +} +CIMGUI_API void igGetItemRectMax(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectMax(); +} +CIMGUI_API void igGetItemRectSize(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectSize(); +} +CIMGUI_API ImGuiViewport* igGetMainViewport() +{ + return ImGui::GetMainViewport(); +} +CIMGUI_API ImDrawList* igGetBackgroundDrawList(ImGuiViewport* viewport) +{ + return ImGui::GetBackgroundDrawList(viewport); +} +CIMGUI_API ImDrawList* igGetForegroundDrawList_ViewportPtr(ImGuiViewport* viewport) +{ + return ImGui::GetForegroundDrawList(viewport); +} +CIMGUI_API bool igIsRectVisible_Nil(const ImVec2 size) +{ + return ImGui::IsRectVisible(size); +} +CIMGUI_API bool igIsRectVisible_Vec2(const ImVec2 rect_min,const ImVec2 rect_max) +{ + return ImGui::IsRectVisible(rect_min,rect_max); +} +CIMGUI_API double igGetTime() +{ + return ImGui::GetTime(); +} +CIMGUI_API int igGetFrameCount() +{ + return ImGui::GetFrameCount(); +} +CIMGUI_API ImDrawListSharedData* igGetDrawListSharedData() +{ + return ImGui::GetDrawListSharedData(); +} +CIMGUI_API const char* igGetStyleColorName(ImGuiCol idx) +{ + return ImGui::GetStyleColorName(idx); +} +CIMGUI_API void igSetStateStorage(ImGuiStorage* storage) +{ + return ImGui::SetStateStorage(storage); +} +CIMGUI_API ImGuiStorage* igGetStateStorage() +{ + return ImGui::GetStateStorage(); +} +CIMGUI_API void igCalcTextSize(ImVec2 *pOut,const char* text,const char* text_end,bool hide_text_after_double_hash,float wrap_width) +{ + *pOut = ImGui::CalcTextSize(text,text_end,hide_text_after_double_hash,wrap_width); +} +CIMGUI_API void igColorConvertU32ToFloat4(ImVec4 *pOut,ImU32 in) +{ + *pOut = ImGui::ColorConvertU32ToFloat4(in); +} +CIMGUI_API ImU32 igColorConvertFloat4ToU32(const ImVec4 in) +{ + return ImGui::ColorConvertFloat4ToU32(in); +} +CIMGUI_API void igColorConvertRGBtoHSV(float r,float g,float b,float* out_h,float* out_s,float* out_v) +{ + return ImGui::ColorConvertRGBtoHSV(r,g,b,*out_h,*out_s,*out_v); +} +CIMGUI_API void igColorConvertHSVtoRGB(float h,float s,float v,float* out_r,float* out_g,float* out_b) +{ + return ImGui::ColorConvertHSVtoRGB(h,s,v,*out_r,*out_g,*out_b); +} +CIMGUI_API bool igIsKeyDown_Nil(ImGuiKey key) +{ + return ImGui::IsKeyDown(key); +} +CIMGUI_API bool igIsKeyPressed_Bool(ImGuiKey key,bool repeat) +{ + return ImGui::IsKeyPressed(key,repeat); +} +CIMGUI_API bool igIsKeyReleased_Nil(ImGuiKey key) +{ + return ImGui::IsKeyReleased(key); +} +CIMGUI_API bool igIsKeyChordPressed_Nil(ImGuiKeyChord key_chord) +{ + return ImGui::IsKeyChordPressed(key_chord); +} +CIMGUI_API int igGetKeyPressedAmount(ImGuiKey key,float repeat_delay,float rate) +{ + return ImGui::GetKeyPressedAmount(key,repeat_delay,rate); +} +CIMGUI_API const char* igGetKeyName(ImGuiKey key) +{ + return ImGui::GetKeyName(key); +} +CIMGUI_API void igSetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + return ImGui::SetNextFrameWantCaptureKeyboard(want_capture_keyboard); +} +CIMGUI_API bool igShortcut_Nil(ImGuiKeyChord key_chord,ImGuiInputFlags flags) +{ + return ImGui::Shortcut(key_chord,flags); +} +CIMGUI_API void igSetNextItemShortcut(ImGuiKeyChord key_chord,ImGuiInputFlags flags) +{ + return ImGui::SetNextItemShortcut(key_chord,flags); +} +CIMGUI_API void igSetItemKeyOwner_Nil(ImGuiKey key) +{ + return ImGui::SetItemKeyOwner(key); +} +CIMGUI_API bool igIsMouseDown_Nil(ImGuiMouseButton button) +{ + return ImGui::IsMouseDown(button); +} +CIMGUI_API bool igIsMouseClicked_Bool(ImGuiMouseButton button,bool repeat) +{ + return ImGui::IsMouseClicked(button,repeat); +} +CIMGUI_API bool igIsMouseReleased_Nil(ImGuiMouseButton button) +{ + return ImGui::IsMouseReleased(button); +} +CIMGUI_API bool igIsMouseDoubleClicked_Nil(ImGuiMouseButton button) +{ + return ImGui::IsMouseDoubleClicked(button); +} +CIMGUI_API int igGetMouseClickedCount(ImGuiMouseButton button) +{ + return ImGui::GetMouseClickedCount(button); +} +CIMGUI_API bool igIsMouseHoveringRect(const ImVec2 r_min,const ImVec2 r_max,bool clip) +{ + return ImGui::IsMouseHoveringRect(r_min,r_max,clip); +} +CIMGUI_API bool igIsMousePosValid(const ImVec2* mouse_pos) +{ + return ImGui::IsMousePosValid(mouse_pos); +} +CIMGUI_API bool igIsAnyMouseDown() +{ + return ImGui::IsAnyMouseDown(); +} +CIMGUI_API void igGetMousePos(ImVec2 *pOut) +{ + *pOut = ImGui::GetMousePos(); +} +CIMGUI_API void igGetMousePosOnOpeningCurrentPopup(ImVec2 *pOut) +{ + *pOut = ImGui::GetMousePosOnOpeningCurrentPopup(); +} +CIMGUI_API bool igIsMouseDragging(ImGuiMouseButton button,float lock_threshold) +{ + return ImGui::IsMouseDragging(button,lock_threshold); +} +CIMGUI_API void igGetMouseDragDelta(ImVec2 *pOut,ImGuiMouseButton button,float lock_threshold) +{ + *pOut = ImGui::GetMouseDragDelta(button,lock_threshold); +} +CIMGUI_API void igResetMouseDragDelta(ImGuiMouseButton button) +{ + return ImGui::ResetMouseDragDelta(button); +} +CIMGUI_API ImGuiMouseCursor igGetMouseCursor() +{ + return ImGui::GetMouseCursor(); +} +CIMGUI_API void igSetMouseCursor(ImGuiMouseCursor cursor_type) +{ + return ImGui::SetMouseCursor(cursor_type); +} +CIMGUI_API void igSetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + return ImGui::SetNextFrameWantCaptureMouse(want_capture_mouse); +} +CIMGUI_API const char* igGetClipboardText() +{ + return ImGui::GetClipboardText(); +} +CIMGUI_API void igSetClipboardText(const char* text) +{ + return ImGui::SetClipboardText(text); +} +CIMGUI_API void igLoadIniSettingsFromDisk(const char* ini_filename) +{ + return ImGui::LoadIniSettingsFromDisk(ini_filename); +} +CIMGUI_API void igLoadIniSettingsFromMemory(const char* ini_data,size_t ini_size) +{ + return ImGui::LoadIniSettingsFromMemory(ini_data,ini_size); +} +CIMGUI_API void igSaveIniSettingsToDisk(const char* ini_filename) +{ + return ImGui::SaveIniSettingsToDisk(ini_filename); +} +CIMGUI_API const char* igSaveIniSettingsToMemory(size_t* out_ini_size) +{ + return ImGui::SaveIniSettingsToMemory(out_ini_size); +} +CIMGUI_API void igDebugTextEncoding(const char* text) +{ + return ImGui::DebugTextEncoding(text); +} +CIMGUI_API void igDebugFlashStyleColor(ImGuiCol idx) +{ + return ImGui::DebugFlashStyleColor(idx); +} +CIMGUI_API void igDebugStartItemPicker() +{ + return ImGui::DebugStartItemPicker(); +} +CIMGUI_API bool igDebugCheckVersionAndDataLayout(const char* version_str,size_t sz_io,size_t sz_style,size_t sz_vec2,size_t sz_vec4,size_t sz_drawvert,size_t sz_drawidx) +{ + return ImGui::DebugCheckVersionAndDataLayout(version_str,sz_io,sz_style,sz_vec2,sz_vec4,sz_drawvert,sz_drawidx); +} +CIMGUI_API void igDebugLog(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::DebugLogV(fmt,args); + va_end(args); +} +CIMGUI_API void igDebugLogV(const char* fmt,va_list args) +{ + return ImGui::DebugLogV(fmt,args); +} +CIMGUI_API void igSetAllocatorFunctions(ImGuiMemAllocFunc alloc_func,ImGuiMemFreeFunc free_func,void* user_data) +{ + return ImGui::SetAllocatorFunctions(alloc_func,free_func,user_data); +} +CIMGUI_API void igGetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func,ImGuiMemFreeFunc* p_free_func,void** p_user_data) +{ + return ImGui::GetAllocatorFunctions(p_alloc_func,p_free_func,p_user_data); +} +CIMGUI_API void* igMemAlloc(size_t size) +{ + return ImGui::MemAlloc(size); +} +CIMGUI_API void igMemFree(void* ptr) +{ + return ImGui::MemFree(ptr); +} +CIMGUI_API void igUpdatePlatformWindows() +{ + return ImGui::UpdatePlatformWindows(); +} +CIMGUI_API void igRenderPlatformWindowsDefault(void* platform_render_arg,void* renderer_render_arg) +{ + return ImGui::RenderPlatformWindowsDefault(platform_render_arg,renderer_render_arg); +} +CIMGUI_API void igDestroyPlatformWindows() +{ + return ImGui::DestroyPlatformWindows(); +} +CIMGUI_API ImGuiViewport* igFindViewportByID(ImGuiID id) +{ + return ImGui::FindViewportByID(id); +} +CIMGUI_API ImGuiViewport* igFindViewportByPlatformHandle(void* platform_handle) +{ + return ImGui::FindViewportByPlatformHandle(platform_handle); +} +CIMGUI_API ImGuiTableSortSpecs* ImGuiTableSortSpecs_ImGuiTableSortSpecs(void) +{ + return IM_NEW(ImGuiTableSortSpecs)(); +} +CIMGUI_API void ImGuiTableSortSpecs_destroy(ImGuiTableSortSpecs* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSortSpecs* ImGuiTableColumnSortSpecs_ImGuiTableColumnSortSpecs(void) +{ + return IM_NEW(ImGuiTableColumnSortSpecs)(); +} +CIMGUI_API void ImGuiTableColumnSortSpecs_destroy(ImGuiTableColumnSortSpecs* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStyle* ImGuiStyle_ImGuiStyle(void) +{ + return IM_NEW(ImGuiStyle)(); +} +CIMGUI_API void ImGuiStyle_destroy(ImGuiStyle* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiStyle_ScaleAllSizes(ImGuiStyle* self,float scale_factor) +{ + return self->ScaleAllSizes(scale_factor); +} +CIMGUI_API void ImGuiIO_AddKeyEvent(ImGuiIO* self,ImGuiKey key,bool down) +{ + return self->AddKeyEvent(key,down); +} +CIMGUI_API void ImGuiIO_AddKeyAnalogEvent(ImGuiIO* self,ImGuiKey key,bool down,float v) +{ + return self->AddKeyAnalogEvent(key,down,v); +} +CIMGUI_API void ImGuiIO_AddMousePosEvent(ImGuiIO* self,float x,float y) +{ + return self->AddMousePosEvent(x,y); +} +CIMGUI_API void ImGuiIO_AddMouseButtonEvent(ImGuiIO* self,int button,bool down) +{ + return self->AddMouseButtonEvent(button,down); +} +CIMGUI_API void ImGuiIO_AddMouseWheelEvent(ImGuiIO* self,float wheel_x,float wheel_y) +{ + return self->AddMouseWheelEvent(wheel_x,wheel_y); +} +CIMGUI_API void ImGuiIO_AddMouseSourceEvent(ImGuiIO* self,ImGuiMouseSource source) +{ + return self->AddMouseSourceEvent(source); +} +CIMGUI_API void ImGuiIO_AddMouseViewportEvent(ImGuiIO* self,ImGuiID id) +{ + return self->AddMouseViewportEvent(id); +} +CIMGUI_API void ImGuiIO_AddFocusEvent(ImGuiIO* self,bool focused) +{ + return self->AddFocusEvent(focused); +} +CIMGUI_API void ImGuiIO_AddInputCharacter(ImGuiIO* self,unsigned int c) +{ + return self->AddInputCharacter(c); +} +CIMGUI_API void ImGuiIO_AddInputCharacterUTF16(ImGuiIO* self,ImWchar16 c) +{ + return self->AddInputCharacterUTF16(c); +} +CIMGUI_API void ImGuiIO_AddInputCharactersUTF8(ImGuiIO* self,const char* str) +{ + return self->AddInputCharactersUTF8(str); +} +CIMGUI_API void ImGuiIO_SetKeyEventNativeData(ImGuiIO* self,ImGuiKey key,int native_keycode,int native_scancode,int native_legacy_index) +{ + return self->SetKeyEventNativeData(key,native_keycode,native_scancode,native_legacy_index); +} +CIMGUI_API void ImGuiIO_SetAppAcceptingEvents(ImGuiIO* self,bool accepting_events) +{ + return self->SetAppAcceptingEvents(accepting_events); +} +CIMGUI_API void ImGuiIO_ClearEventsQueue(ImGuiIO* self) +{ + return self->ClearEventsQueue(); +} +CIMGUI_API void ImGuiIO_ClearInputKeys(ImGuiIO* self) +{ + return self->ClearInputKeys(); +} +CIMGUI_API void ImGuiIO_ClearInputMouse(ImGuiIO* self) +{ + return self->ClearInputMouse(); +} +CIMGUI_API ImGuiIO* ImGuiIO_ImGuiIO(void) +{ + return IM_NEW(ImGuiIO)(); +} +CIMGUI_API void ImGuiIO_destroy(ImGuiIO* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiInputTextCallbackData* ImGuiInputTextCallbackData_ImGuiInputTextCallbackData(void) +{ + return IM_NEW(ImGuiInputTextCallbackData)(); +} +CIMGUI_API void ImGuiInputTextCallbackData_destroy(ImGuiInputTextCallbackData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextCallbackData_DeleteChars(ImGuiInputTextCallbackData* self,int pos,int bytes_count) +{ + return self->DeleteChars(pos,bytes_count); +} +CIMGUI_API void ImGuiInputTextCallbackData_InsertChars(ImGuiInputTextCallbackData* self,int pos,const char* text,const char* text_end) +{ + return self->InsertChars(pos,text,text_end); +} +CIMGUI_API void ImGuiInputTextCallbackData_SelectAll(ImGuiInputTextCallbackData* self) +{ + return self->SelectAll(); +} +CIMGUI_API void ImGuiInputTextCallbackData_ClearSelection(ImGuiInputTextCallbackData* self) +{ + return self->ClearSelection(); +} +CIMGUI_API bool ImGuiInputTextCallbackData_HasSelection(ImGuiInputTextCallbackData* self) +{ + return self->HasSelection(); +} +CIMGUI_API ImGuiWindowClass* ImGuiWindowClass_ImGuiWindowClass(void) +{ + return IM_NEW(ImGuiWindowClass)(); +} +CIMGUI_API void ImGuiWindowClass_destroy(ImGuiWindowClass* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPayload* ImGuiPayload_ImGuiPayload(void) +{ + return IM_NEW(ImGuiPayload)(); +} +CIMGUI_API void ImGuiPayload_destroy(ImGuiPayload* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiPayload_Clear(ImGuiPayload* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImGuiPayload_IsDataType(ImGuiPayload* self,const char* type) +{ + return self->IsDataType(type); +} +CIMGUI_API bool ImGuiPayload_IsPreview(ImGuiPayload* self) +{ + return self->IsPreview(); +} +CIMGUI_API bool ImGuiPayload_IsDelivery(ImGuiPayload* self) +{ + return self->IsDelivery(); +} +CIMGUI_API ImGuiOnceUponAFrame* ImGuiOnceUponAFrame_ImGuiOnceUponAFrame(void) +{ + return IM_NEW(ImGuiOnceUponAFrame)(); +} +CIMGUI_API void ImGuiOnceUponAFrame_destroy(ImGuiOnceUponAFrame* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTextFilter* ImGuiTextFilter_ImGuiTextFilter(const char* default_filter) +{ + return IM_NEW(ImGuiTextFilter)(default_filter); +} +CIMGUI_API void ImGuiTextFilter_destroy(ImGuiTextFilter* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImGuiTextFilter_Draw(ImGuiTextFilter* self,const char* label,float width) +{ + return self->Draw(label,width); +} +CIMGUI_API bool ImGuiTextFilter_PassFilter(ImGuiTextFilter* self,const char* text,const char* text_end) +{ + return self->PassFilter(text,text_end); +} +CIMGUI_API void ImGuiTextFilter_Build(ImGuiTextFilter* self) +{ + return self->Build(); +} +CIMGUI_API void ImGuiTextFilter_Clear(ImGuiTextFilter* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImGuiTextFilter_IsActive(ImGuiTextFilter* self) +{ + return self->IsActive(); +} +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Nil(void) +{ + return IM_NEW(ImGuiTextRange)(); +} +CIMGUI_API void ImGuiTextRange_destroy(ImGuiTextRange* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Str(const char* _b,const char* _e) +{ + return IM_NEW(ImGuiTextRange)(_b,_e); +} +CIMGUI_API bool ImGuiTextRange_empty(ImGuiTextRange* self) +{ + return self->empty(); +} +CIMGUI_API void ImGuiTextRange_split(ImGuiTextRange* self,char separator,ImVector_ImGuiTextRange* out) +{ + return self->split(separator,out); +} +CIMGUI_API ImGuiTextBuffer* ImGuiTextBuffer_ImGuiTextBuffer(void) +{ + return IM_NEW(ImGuiTextBuffer)(); +} +CIMGUI_API void ImGuiTextBuffer_destroy(ImGuiTextBuffer* self) +{ + IM_DELETE(self); +} +CIMGUI_API const char* ImGuiTextBuffer_begin(ImGuiTextBuffer* self) +{ + return self->begin(); +} +CIMGUI_API const char* ImGuiTextBuffer_end(ImGuiTextBuffer* self) +{ + return self->end(); +} +CIMGUI_API int ImGuiTextBuffer_size(ImGuiTextBuffer* self) +{ + return self->size(); +} +CIMGUI_API bool ImGuiTextBuffer_empty(ImGuiTextBuffer* self) +{ + return self->empty(); +} +CIMGUI_API void ImGuiTextBuffer_clear(ImGuiTextBuffer* self) +{ + return self->clear(); +} +CIMGUI_API void ImGuiTextBuffer_reserve(ImGuiTextBuffer* self,int capacity) +{ + return self->reserve(capacity); +} +CIMGUI_API const char* ImGuiTextBuffer_c_str(ImGuiTextBuffer* self) +{ + return self->c_str(); +} +CIMGUI_API void ImGuiTextBuffer_append(ImGuiTextBuffer* self,const char* str,const char* str_end) +{ + return self->append(str,str_end); +} +CIMGUI_API void ImGuiTextBuffer_appendfv(ImGuiTextBuffer* self,const char* fmt,va_list args) +{ + return self->appendfv(fmt,args); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Int(ImGuiID _key,int _val) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val); +} +CIMGUI_API void ImGuiStoragePair_destroy(ImGuiStoragePair* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Float(ImGuiID _key,float _val) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Ptr(ImGuiID _key,void* _val) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val); +} +CIMGUI_API void ImGuiStorage_Clear(ImGuiStorage* self) +{ + return self->Clear(); +} +CIMGUI_API int ImGuiStorage_GetInt(ImGuiStorage* self,ImGuiID key,int default_val) +{ + return self->GetInt(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetInt(ImGuiStorage* self,ImGuiID key,int val) +{ + return self->SetInt(key,val); +} +CIMGUI_API bool ImGuiStorage_GetBool(ImGuiStorage* self,ImGuiID key,bool default_val) +{ + return self->GetBool(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetBool(ImGuiStorage* self,ImGuiID key,bool val) +{ + return self->SetBool(key,val); +} +CIMGUI_API float ImGuiStorage_GetFloat(ImGuiStorage* self,ImGuiID key,float default_val) +{ + return self->GetFloat(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetFloat(ImGuiStorage* self,ImGuiID key,float val) +{ + return self->SetFloat(key,val); +} +CIMGUI_API void* ImGuiStorage_GetVoidPtr(ImGuiStorage* self,ImGuiID key) +{ + return self->GetVoidPtr(key); +} +CIMGUI_API void ImGuiStorage_SetVoidPtr(ImGuiStorage* self,ImGuiID key,void* val) +{ + return self->SetVoidPtr(key,val); +} +CIMGUI_API int* ImGuiStorage_GetIntRef(ImGuiStorage* self,ImGuiID key,int default_val) +{ + return self->GetIntRef(key,default_val); +} +CIMGUI_API bool* ImGuiStorage_GetBoolRef(ImGuiStorage* self,ImGuiID key,bool default_val) +{ + return self->GetBoolRef(key,default_val); +} +CIMGUI_API float* ImGuiStorage_GetFloatRef(ImGuiStorage* self,ImGuiID key,float default_val) +{ + return self->GetFloatRef(key,default_val); +} +CIMGUI_API void** ImGuiStorage_GetVoidPtrRef(ImGuiStorage* self,ImGuiID key,void* default_val) +{ + return self->GetVoidPtrRef(key,default_val); +} +CIMGUI_API void ImGuiStorage_BuildSortByKey(ImGuiStorage* self) +{ + return self->BuildSortByKey(); +} +CIMGUI_API void ImGuiStorage_SetAllInt(ImGuiStorage* self,int val) +{ + return self->SetAllInt(val); +} +CIMGUI_API ImGuiListClipper* ImGuiListClipper_ImGuiListClipper(void) +{ + return IM_NEW(ImGuiListClipper)(); +} +CIMGUI_API void ImGuiListClipper_destroy(ImGuiListClipper* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiListClipper_Begin(ImGuiListClipper* self,int items_count,float items_height) +{ + return self->Begin(items_count,items_height); +} +CIMGUI_API void ImGuiListClipper_End(ImGuiListClipper* self) +{ + return self->End(); +} +CIMGUI_API bool ImGuiListClipper_Step(ImGuiListClipper* self) +{ + return self->Step(); +} +CIMGUI_API void ImGuiListClipper_IncludeItemByIndex(ImGuiListClipper* self,int item_index) +{ + return self->IncludeItemByIndex(item_index); +} +CIMGUI_API void ImGuiListClipper_IncludeItemsByIndex(ImGuiListClipper* self,int item_begin,int item_end) +{ + return self->IncludeItemsByIndex(item_begin,item_end); +} +CIMGUI_API void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* self,int item_index) +{ + return self->SeekCursorForItem(item_index); +} +CIMGUI_API ImColor* ImColor_ImColor_Nil(void) +{ + return IM_NEW(ImColor)(); +} +CIMGUI_API void ImColor_destroy(ImColor* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImColor* ImColor_ImColor_Float(float r,float g,float b,float a) +{ + return IM_NEW(ImColor)(r,g,b,a); +} +CIMGUI_API ImColor* ImColor_ImColor_Vec4(const ImVec4 col) +{ + return IM_NEW(ImColor)(col); +} +CIMGUI_API ImColor* ImColor_ImColor_Int(int r,int g,int b,int a) +{ + return IM_NEW(ImColor)(r,g,b,a); +} +CIMGUI_API ImColor* ImColor_ImColor_U32(ImU32 rgba) +{ + return IM_NEW(ImColor)(rgba); +} +CIMGUI_API void ImColor_SetHSV(ImColor* self,float h,float s,float v,float a) +{ + return self->SetHSV(h,s,v,a); +} +CIMGUI_API void ImColor_HSV(ImColor *pOut,float h,float s,float v,float a) +{ + *pOut = ImColor::HSV(h,s,v,a); +} +CIMGUI_API ImGuiSelectionBasicStorage* ImGuiSelectionBasicStorage_ImGuiSelectionBasicStorage(void) +{ + return IM_NEW(ImGuiSelectionBasicStorage)(); +} +CIMGUI_API void ImGuiSelectionBasicStorage_destroy(ImGuiSelectionBasicStorage* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiSelectionBasicStorage_ApplyRequests(ImGuiSelectionBasicStorage* self,ImGuiMultiSelectIO* ms_io) +{ + return self->ApplyRequests(ms_io); +} +CIMGUI_API bool ImGuiSelectionBasicStorage_Contains(ImGuiSelectionBasicStorage* self,ImGuiID id) +{ + return self->Contains(id); +} +CIMGUI_API void ImGuiSelectionBasicStorage_Clear(ImGuiSelectionBasicStorage* self) +{ + return self->Clear(); +} +CIMGUI_API void ImGuiSelectionBasicStorage_Swap(ImGuiSelectionBasicStorage* self,ImGuiSelectionBasicStorage* r) +{ + return self->Swap(*r); +} +CIMGUI_API void ImGuiSelectionBasicStorage_SetItemSelected(ImGuiSelectionBasicStorage* self,ImGuiID id,bool selected) +{ + return self->SetItemSelected(id,selected); +} +CIMGUI_API bool ImGuiSelectionBasicStorage_GetNextSelectedItem(ImGuiSelectionBasicStorage* self,void** opaque_it,ImGuiID* out_id) +{ + return self->GetNextSelectedItem(opaque_it,out_id); +} +CIMGUI_API ImGuiID ImGuiSelectionBasicStorage_GetStorageIdFromIndex(ImGuiSelectionBasicStorage* self,int idx) +{ + return self->GetStorageIdFromIndex(idx); +} +CIMGUI_API ImGuiSelectionExternalStorage* ImGuiSelectionExternalStorage_ImGuiSelectionExternalStorage(void) +{ + return IM_NEW(ImGuiSelectionExternalStorage)(); +} +CIMGUI_API void ImGuiSelectionExternalStorage_destroy(ImGuiSelectionExternalStorage* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiSelectionExternalStorage_ApplyRequests(ImGuiSelectionExternalStorage* self,ImGuiMultiSelectIO* ms_io) +{ + return self->ApplyRequests(ms_io); +} +CIMGUI_API ImDrawCmd* ImDrawCmd_ImDrawCmd(void) +{ + return IM_NEW(ImDrawCmd)(); +} +CIMGUI_API void ImDrawCmd_destroy(ImDrawCmd* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImTextureID ImDrawCmd_GetTexID(ImDrawCmd* self) +{ + return self->GetTexID(); +} +CIMGUI_API ImDrawListSplitter* ImDrawListSplitter_ImDrawListSplitter(void) +{ + return IM_NEW(ImDrawListSplitter)(); +} +CIMGUI_API void ImDrawListSplitter_destroy(ImDrawListSplitter* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawListSplitter_Clear(ImDrawListSplitter* self) +{ + return self->Clear(); +} +CIMGUI_API void ImDrawListSplitter_ClearFreeMemory(ImDrawListSplitter* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API void ImDrawListSplitter_Split(ImDrawListSplitter* self,ImDrawList* draw_list,int count) +{ + return self->Split(draw_list,count); +} +CIMGUI_API void ImDrawListSplitter_Merge(ImDrawListSplitter* self,ImDrawList* draw_list) +{ + return self->Merge(draw_list); +} +CIMGUI_API void ImDrawListSplitter_SetCurrentChannel(ImDrawListSplitter* self,ImDrawList* draw_list,int channel_idx) +{ + return self->SetCurrentChannel(draw_list,channel_idx); +} +CIMGUI_API ImDrawList* ImDrawList_ImDrawList(ImDrawListSharedData* shared_data) +{ + return IM_NEW(ImDrawList)(shared_data); +} +CIMGUI_API void ImDrawList_destroy(ImDrawList* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawList_PushClipRect(ImDrawList* self,const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect) +{ + return self->PushClipRect(clip_rect_min,clip_rect_max,intersect_with_current_clip_rect); +} +CIMGUI_API void ImDrawList_PushClipRectFullScreen(ImDrawList* self) +{ + return self->PushClipRectFullScreen(); +} +CIMGUI_API void ImDrawList_PopClipRect(ImDrawList* self) +{ + return self->PopClipRect(); +} +CIMGUI_API void ImDrawList_PushTextureID(ImDrawList* self,ImTextureID texture_id) +{ + return self->PushTextureID(texture_id); +} +CIMGUI_API void ImDrawList_PopTextureID(ImDrawList* self) +{ + return self->PopTextureID(); +} +CIMGUI_API void ImDrawList_GetClipRectMin(ImVec2 *pOut,ImDrawList* self) +{ + *pOut = self->GetClipRectMin(); +} +CIMGUI_API void ImDrawList_GetClipRectMax(ImVec2 *pOut,ImDrawList* self) +{ + *pOut = self->GetClipRectMax(); +} +CIMGUI_API void ImDrawList_AddLine(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,ImU32 col,float thickness) +{ + return self->AddLine(p1,p2,col,thickness); +} +CIMGUI_API void ImDrawList_AddRect(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags,float thickness) +{ + return self->AddRect(p_min,p_max,col,rounding,flags,thickness); +} +CIMGUI_API void ImDrawList_AddRectFilled(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags) +{ + return self->AddRectFilled(p_min,p_max,col,rounding,flags); +} +CIMGUI_API void ImDrawList_AddRectFilledMultiColor(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col_upr_left,ImU32 col_upr_right,ImU32 col_bot_right,ImU32 col_bot_left) +{ + return self->AddRectFilledMultiColor(p_min,p_max,col_upr_left,col_upr_right,col_bot_right,col_bot_left); +} +CIMGUI_API void ImDrawList_AddQuad(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness) +{ + return self->AddQuad(p1,p2,p3,p4,col,thickness); +} +CIMGUI_API void ImDrawList_AddQuadFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col) +{ + return self->AddQuadFilled(p1,p2,p3,p4,col); +} +CIMGUI_API void ImDrawList_AddTriangle(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness) +{ + return self->AddTriangle(p1,p2,p3,col,thickness); +} +CIMGUI_API void ImDrawList_AddTriangleFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col) +{ + return self->AddTriangleFilled(p1,p2,p3,col); +} +CIMGUI_API void ImDrawList_AddCircle(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness) +{ + return self->AddCircle(center,radius,col,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddCircleFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments) +{ + return self->AddCircleFilled(center,radius,col,num_segments); +} +CIMGUI_API void ImDrawList_AddNgon(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness) +{ + return self->AddNgon(center,radius,col,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddNgonFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments) +{ + return self->AddNgonFilled(center,radius,col,num_segments); +} +CIMGUI_API void ImDrawList_AddEllipse(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments,float thickness) +{ + return self->AddEllipse(center,radius,col,rot,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddEllipseFilled(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments) +{ + return self->AddEllipseFilled(center,radius,col,rot,num_segments); +} +CIMGUI_API void ImDrawList_AddText_Vec2(ImDrawList* self,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end) +{ + return self->AddText(pos,col,text_begin,text_end); +} +CIMGUI_API void ImDrawList_AddText_FontPtr(ImDrawList* self,ImFont* font,float font_size,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end,float wrap_width,const ImVec4* cpu_fine_clip_rect) +{ + return self->AddText(font,font_size,pos,col,text_begin,text_end,wrap_width,cpu_fine_clip_rect); +} +CIMGUI_API void ImDrawList_AddBezierCubic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness,int num_segments) +{ + return self->AddBezierCubic(p1,p2,p3,p4,col,thickness,num_segments); +} +CIMGUI_API void ImDrawList_AddBezierQuadratic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness,int num_segments) +{ + return self->AddBezierQuadratic(p1,p2,p3,col,thickness,num_segments); +} +CIMGUI_API void ImDrawList_AddPolyline(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col,ImDrawFlags flags,float thickness) +{ + return self->AddPolyline(points,num_points,col,flags,thickness); +} +CIMGUI_API void ImDrawList_AddConvexPolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col) +{ + return self->AddConvexPolyFilled(points,num_points,col); +} +CIMGUI_API void ImDrawList_AddConcavePolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col) +{ + return self->AddConcavePolyFilled(points,num_points,col); +} +CIMGUI_API void ImDrawList_AddImage(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col) +{ + return self->AddImage(user_texture_id,p_min,p_max,uv_min,uv_max,col); +} +CIMGUI_API void ImDrawList_AddImageQuad(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 uv1,const ImVec2 uv2,const ImVec2 uv3,const ImVec2 uv4,ImU32 col) +{ + return self->AddImageQuad(user_texture_id,p1,p2,p3,p4,uv1,uv2,uv3,uv4,col); +} +CIMGUI_API void ImDrawList_AddImageRounded(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col,float rounding,ImDrawFlags flags) +{ + return self->AddImageRounded(user_texture_id,p_min,p_max,uv_min,uv_max,col,rounding,flags); +} +CIMGUI_API void ImDrawList_PathClear(ImDrawList* self) +{ + return self->PathClear(); +} +CIMGUI_API void ImDrawList_PathLineTo(ImDrawList* self,const ImVec2 pos) +{ + return self->PathLineTo(pos); +} +CIMGUI_API void ImDrawList_PathLineToMergeDuplicate(ImDrawList* self,const ImVec2 pos) +{ + return self->PathLineToMergeDuplicate(pos); +} +CIMGUI_API void ImDrawList_PathFillConvex(ImDrawList* self,ImU32 col) +{ + return self->PathFillConvex(col); +} +CIMGUI_API void ImDrawList_PathFillConcave(ImDrawList* self,ImU32 col) +{ + return self->PathFillConcave(col); +} +CIMGUI_API void ImDrawList_PathStroke(ImDrawList* self,ImU32 col,ImDrawFlags flags,float thickness) +{ + return self->PathStroke(col,flags,thickness); +} +CIMGUI_API void ImDrawList_PathArcTo(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments) +{ + return self->PathArcTo(center,radius,a_min,a_max,num_segments); +} +CIMGUI_API void ImDrawList_PathArcToFast(ImDrawList* self,const ImVec2 center,float radius,int a_min_of_12,int a_max_of_12) +{ + return self->PathArcToFast(center,radius,a_min_of_12,a_max_of_12); +} +CIMGUI_API void ImDrawList_PathEllipticalArcTo(ImDrawList* self,const ImVec2 center,const ImVec2 radius,float rot,float a_min,float a_max,int num_segments) +{ + return self->PathEllipticalArcTo(center,radius,rot,a_min,a_max,num_segments); +} +CIMGUI_API void ImDrawList_PathBezierCubicCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,int num_segments) +{ + return self->PathBezierCubicCurveTo(p2,p3,p4,num_segments); +} +CIMGUI_API void ImDrawList_PathBezierQuadraticCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,int num_segments) +{ + return self->PathBezierQuadraticCurveTo(p2,p3,num_segments); +} +CIMGUI_API void ImDrawList_PathRect(ImDrawList* self,const ImVec2 rect_min,const ImVec2 rect_max,float rounding,ImDrawFlags flags) +{ + return self->PathRect(rect_min,rect_max,rounding,flags); +} +CIMGUI_API void ImDrawList_AddCallback(ImDrawList* self,ImDrawCallback callback,void* userdata,size_t userdata_size) +{ + return self->AddCallback(callback,userdata,userdata_size); +} +CIMGUI_API void ImDrawList_AddDrawCmd(ImDrawList* self) +{ + return self->AddDrawCmd(); +} +CIMGUI_API ImDrawList* ImDrawList_CloneOutput(ImDrawList* self) +{ + return self->CloneOutput(); +} +CIMGUI_API void ImDrawList_ChannelsSplit(ImDrawList* self,int count) +{ + return self->ChannelsSplit(count); +} +CIMGUI_API void ImDrawList_ChannelsMerge(ImDrawList* self) +{ + return self->ChannelsMerge(); +} +CIMGUI_API void ImDrawList_ChannelsSetCurrent(ImDrawList* self,int n) +{ + return self->ChannelsSetCurrent(n); +} +CIMGUI_API void ImDrawList_PrimReserve(ImDrawList* self,int idx_count,int vtx_count) +{ + return self->PrimReserve(idx_count,vtx_count); +} +CIMGUI_API void ImDrawList_PrimUnreserve(ImDrawList* self,int idx_count,int vtx_count) +{ + return self->PrimUnreserve(idx_count,vtx_count); +} +CIMGUI_API void ImDrawList_PrimRect(ImDrawList* self,const ImVec2 a,const ImVec2 b,ImU32 col) +{ + return self->PrimRect(a,b,col); +} +CIMGUI_API void ImDrawList_PrimRectUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,ImU32 col) +{ + return self->PrimRectUV(a,b,uv_a,uv_b,col); +} +CIMGUI_API void ImDrawList_PrimQuadUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 d,const ImVec2 uv_a,const ImVec2 uv_b,const ImVec2 uv_c,const ImVec2 uv_d,ImU32 col) +{ + return self->PrimQuadUV(a,b,c,d,uv_a,uv_b,uv_c,uv_d,col); +} +CIMGUI_API void ImDrawList_PrimWriteVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col) +{ + return self->PrimWriteVtx(pos,uv,col); +} +CIMGUI_API void ImDrawList_PrimWriteIdx(ImDrawList* self,ImDrawIdx idx) +{ + return self->PrimWriteIdx(idx); +} +CIMGUI_API void ImDrawList_PrimVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col) +{ + return self->PrimVtx(pos,uv,col); +} +CIMGUI_API void ImDrawList__ResetForNewFrame(ImDrawList* self) +{ + return self->_ResetForNewFrame(); +} +CIMGUI_API void ImDrawList__ClearFreeMemory(ImDrawList* self) +{ + return self->_ClearFreeMemory(); +} +CIMGUI_API void ImDrawList__PopUnusedDrawCmd(ImDrawList* self) +{ + return self->_PopUnusedDrawCmd(); +} +CIMGUI_API void ImDrawList__TryMergeDrawCmds(ImDrawList* self) +{ + return self->_TryMergeDrawCmds(); +} +CIMGUI_API void ImDrawList__OnChangedClipRect(ImDrawList* self) +{ + return self->_OnChangedClipRect(); +} +CIMGUI_API void ImDrawList__OnChangedTextureID(ImDrawList* self) +{ + return self->_OnChangedTextureID(); +} +CIMGUI_API void ImDrawList__OnChangedVtxOffset(ImDrawList* self) +{ + return self->_OnChangedVtxOffset(); +} +CIMGUI_API void ImDrawList__SetTextureID(ImDrawList* self,ImTextureID texture_id) +{ + return self->_SetTextureID(texture_id); +} +CIMGUI_API int ImDrawList__CalcCircleAutoSegmentCount(ImDrawList* self,float radius) +{ + return self->_CalcCircleAutoSegmentCount(radius); +} +CIMGUI_API void ImDrawList__PathArcToFastEx(ImDrawList* self,const ImVec2 center,float radius,int a_min_sample,int a_max_sample,int a_step) +{ + return self->_PathArcToFastEx(center,radius,a_min_sample,a_max_sample,a_step); +} +CIMGUI_API void ImDrawList__PathArcToN(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments) +{ + return self->_PathArcToN(center,radius,a_min,a_max,num_segments); +} +CIMGUI_API ImDrawData* ImDrawData_ImDrawData(void) +{ + return IM_NEW(ImDrawData)(); +} +CIMGUI_API void ImDrawData_destroy(ImDrawData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawData_Clear(ImDrawData* self) +{ + return self->Clear(); +} +CIMGUI_API void ImDrawData_AddDrawList(ImDrawData* self,ImDrawList* draw_list) +{ + return self->AddDrawList(draw_list); +} +CIMGUI_API void ImDrawData_DeIndexAllBuffers(ImDrawData* self) +{ + return self->DeIndexAllBuffers(); +} +CIMGUI_API void ImDrawData_ScaleClipRects(ImDrawData* self,const ImVec2 fb_scale) +{ + return self->ScaleClipRects(fb_scale); +} +CIMGUI_API ImFontConfig* ImFontConfig_ImFontConfig(void) +{ + return IM_NEW(ImFontConfig)(); +} +CIMGUI_API void ImFontConfig_destroy(ImFontConfig* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImFontGlyphRangesBuilder* ImFontGlyphRangesBuilder_ImFontGlyphRangesBuilder(void) +{ + return IM_NEW(ImFontGlyphRangesBuilder)(); +} +CIMGUI_API void ImFontGlyphRangesBuilder_destroy(ImFontGlyphRangesBuilder* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImFontGlyphRangesBuilder_Clear(ImFontGlyphRangesBuilder* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImFontGlyphRangesBuilder_GetBit(ImFontGlyphRangesBuilder* self,size_t n) +{ + return self->GetBit(n); +} +CIMGUI_API void ImFontGlyphRangesBuilder_SetBit(ImFontGlyphRangesBuilder* self,size_t n) +{ + return self->SetBit(n); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddChar(ImFontGlyphRangesBuilder* self,ImWchar c) +{ + return self->AddChar(c); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddText(ImFontGlyphRangesBuilder* self,const char* text,const char* text_end) +{ + return self->AddText(text,text_end); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddRanges(ImFontGlyphRangesBuilder* self,const ImWchar* ranges) +{ + return self->AddRanges(ranges); +} +CIMGUI_API void ImFontGlyphRangesBuilder_BuildRanges(ImFontGlyphRangesBuilder* self,ImVector_ImWchar* out_ranges) +{ + return self->BuildRanges(out_ranges); +} +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlasCustomRect_ImFontAtlasCustomRect(void) +{ + return IM_NEW(ImFontAtlasCustomRect)(); +} +CIMGUI_API void ImFontAtlasCustomRect_destroy(ImFontAtlasCustomRect* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImFontAtlasCustomRect_IsPacked(ImFontAtlasCustomRect* self) +{ + return self->IsPacked(); +} +CIMGUI_API ImFontAtlas* ImFontAtlas_ImFontAtlas(void) +{ + return IM_NEW(ImFontAtlas)(); +} +CIMGUI_API void ImFontAtlas_destroy(ImFontAtlas* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImFont* ImFontAtlas_AddFont(ImFontAtlas* self,const ImFontConfig* font_cfg) +{ + return self->AddFont(font_cfg); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontDefault(ImFontAtlas* self,const ImFontConfig* font_cfg) +{ + return self->AddFontDefault(font_cfg); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromFileTTF(ImFontAtlas* self,const char* filename,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromFileTTF(filename,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryTTF(ImFontAtlas* self,void* font_data,int font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryTTF(font_data,font_data_size,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedTTF(ImFontAtlas* self,const void* compressed_font_data,int compressed_font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryCompressedTTF(compressed_font_data,compressed_font_data_size,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(ImFontAtlas* self,const char* compressed_font_data_base85,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryCompressedBase85TTF(compressed_font_data_base85,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API void ImFontAtlas_ClearInputData(ImFontAtlas* self) +{ + return self->ClearInputData(); +} +CIMGUI_API void ImFontAtlas_ClearTexData(ImFontAtlas* self) +{ + return self->ClearTexData(); +} +CIMGUI_API void ImFontAtlas_ClearFonts(ImFontAtlas* self) +{ + return self->ClearFonts(); +} +CIMGUI_API void ImFontAtlas_Clear(ImFontAtlas* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImFontAtlas_Build(ImFontAtlas* self) +{ + return self->Build(); +} +CIMGUI_API void ImFontAtlas_GetTexDataAsAlpha8(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel) +{ + return self->GetTexDataAsAlpha8(out_pixels,out_width,out_height,out_bytes_per_pixel); +} +CIMGUI_API void ImFontAtlas_GetTexDataAsRGBA32(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel) +{ + return self->GetTexDataAsRGBA32(out_pixels,out_width,out_height,out_bytes_per_pixel); +} +CIMGUI_API bool ImFontAtlas_IsBuilt(ImFontAtlas* self) +{ + return self->IsBuilt(); +} +CIMGUI_API void ImFontAtlas_SetTexID(ImFontAtlas* self,ImTextureID id) +{ + return self->SetTexID(id); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesDefault(ImFontAtlas* self) +{ + return self->GetGlyphRangesDefault(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesGreek(ImFontAtlas* self) +{ + return self->GetGlyphRangesGreek(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesKorean(ImFontAtlas* self) +{ + return self->GetGlyphRangesKorean(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesJapanese(ImFontAtlas* self) +{ + return self->GetGlyphRangesJapanese(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseFull(ImFontAtlas* self) +{ + return self->GetGlyphRangesChineseFull(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(ImFontAtlas* self) +{ + return self->GetGlyphRangesChineseSimplifiedCommon(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesCyrillic(ImFontAtlas* self) +{ + return self->GetGlyphRangesCyrillic(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesThai(ImFontAtlas* self) +{ + return self->GetGlyphRangesThai(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesVietnamese(ImFontAtlas* self) +{ + return self->GetGlyphRangesVietnamese(); +} +CIMGUI_API int ImFontAtlas_AddCustomRectRegular(ImFontAtlas* self,int width,int height) +{ + return self->AddCustomRectRegular(width,height); +} +CIMGUI_API int ImFontAtlas_AddCustomRectFontGlyph(ImFontAtlas* self,ImFont* font,ImWchar id,int width,int height,float advance_x,const ImVec2 offset) +{ + return self->AddCustomRectFontGlyph(font,id,width,height,advance_x,offset); +} +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlas_GetCustomRectByIndex(ImFontAtlas* self,int index) +{ + return self->GetCustomRectByIndex(index); +} +CIMGUI_API void ImFontAtlas_CalcCustomRectUV(ImFontAtlas* self,const ImFontAtlasCustomRect* rect,ImVec2* out_uv_min,ImVec2* out_uv_max) +{ + return self->CalcCustomRectUV(rect,out_uv_min,out_uv_max); +} +CIMGUI_API bool ImFontAtlas_GetMouseCursorTexData(ImFontAtlas* self,ImGuiMouseCursor cursor,ImVec2* out_offset,ImVec2* out_size,ImVec2 out_uv_border[2],ImVec2 out_uv_fill[2]) +{ + return self->GetMouseCursorTexData(cursor,out_offset,out_size,out_uv_border,out_uv_fill); +} +CIMGUI_API ImFont* ImFont_ImFont(void) +{ + return IM_NEW(ImFont)(); +} +CIMGUI_API void ImFont_destroy(ImFont* self) +{ + IM_DELETE(self); +} +CIMGUI_API const ImFontGlyph* ImFont_FindGlyph(ImFont* self,ImWchar c) +{ + return self->FindGlyph(c); +} +CIMGUI_API const ImFontGlyph* ImFont_FindGlyphNoFallback(ImFont* self,ImWchar c) +{ + return self->FindGlyphNoFallback(c); +} +CIMGUI_API float ImFont_GetCharAdvance(ImFont* self,ImWchar c) +{ + return self->GetCharAdvance(c); +} +CIMGUI_API bool ImFont_IsLoaded(ImFont* self) +{ + return self->IsLoaded(); +} +CIMGUI_API const char* ImFont_GetDebugName(ImFont* self) +{ + return self->GetDebugName(); +} +CIMGUI_API void ImFont_CalcTextSizeA(ImVec2 *pOut,ImFont* self,float size,float max_width,float wrap_width,const char* text_begin,const char* text_end,const char** remaining) +{ + *pOut = self->CalcTextSizeA(size,max_width,wrap_width,text_begin,text_end,remaining); +} +CIMGUI_API const char* ImFont_CalcWordWrapPositionA(ImFont* self,float scale,const char* text,const char* text_end,float wrap_width) +{ + return self->CalcWordWrapPositionA(scale,text,text_end,wrap_width); +} +CIMGUI_API void ImFont_RenderChar(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,ImWchar c) +{ + return self->RenderChar(draw_list,size,pos,col,c); +} +CIMGUI_API void ImFont_RenderText(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,const ImVec4 clip_rect,const char* text_begin,const char* text_end,float wrap_width,bool cpu_fine_clip) +{ + return self->RenderText(draw_list,size,pos,col,clip_rect,text_begin,text_end,wrap_width,cpu_fine_clip); +} +CIMGUI_API void ImFont_BuildLookupTable(ImFont* self) +{ + return self->BuildLookupTable(); +} +CIMGUI_API void ImFont_ClearOutputData(ImFont* self) +{ + return self->ClearOutputData(); +} +CIMGUI_API void ImFont_GrowIndex(ImFont* self,int new_size) +{ + return self->GrowIndex(new_size); +} +CIMGUI_API void ImFont_AddGlyph(ImFont* self,const ImFontConfig* src_cfg,ImWchar c,float x0,float y0,float x1,float y1,float u0,float v0,float u1,float v1,float advance_x) +{ + return self->AddGlyph(src_cfg,c,x0,y0,x1,y1,u0,v0,u1,v1,advance_x); +} +CIMGUI_API void ImFont_AddRemapChar(ImFont* self,ImWchar dst,ImWchar src,bool overwrite_dst) +{ + return self->AddRemapChar(dst,src,overwrite_dst); +} +CIMGUI_API void ImFont_SetGlyphVisible(ImFont* self,ImWchar c,bool visible) +{ + return self->SetGlyphVisible(c,visible); +} +CIMGUI_API bool ImFont_IsGlyphRangeUnused(ImFont* self,unsigned int c_begin,unsigned int c_last) +{ + return self->IsGlyphRangeUnused(c_begin,c_last); +} +CIMGUI_API ImGuiViewport* ImGuiViewport_ImGuiViewport(void) +{ + return IM_NEW(ImGuiViewport)(); +} +CIMGUI_API void ImGuiViewport_destroy(ImGuiViewport* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiViewport_GetCenter(ImVec2 *pOut,ImGuiViewport* self) +{ + *pOut = self->GetCenter(); +} +CIMGUI_API void ImGuiViewport_GetWorkCenter(ImVec2 *pOut,ImGuiViewport* self) +{ + *pOut = self->GetWorkCenter(); +} +CIMGUI_API ImGuiPlatformIO* ImGuiPlatformIO_ImGuiPlatformIO(void) +{ + return IM_NEW(ImGuiPlatformIO)(); +} +CIMGUI_API void ImGuiPlatformIO_destroy(ImGuiPlatformIO* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPlatformMonitor* ImGuiPlatformMonitor_ImGuiPlatformMonitor(void) +{ + return IM_NEW(ImGuiPlatformMonitor)(); +} +CIMGUI_API void ImGuiPlatformMonitor_destroy(ImGuiPlatformMonitor* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPlatformImeData* ImGuiPlatformImeData_ImGuiPlatformImeData(void) +{ + return IM_NEW(ImGuiPlatformImeData)(); +} +CIMGUI_API void ImGuiPlatformImeData_destroy(ImGuiPlatformImeData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiID igImHashData(const void* data,size_t data_size,ImGuiID seed) +{ + return ImHashData(data,data_size,seed); +} +CIMGUI_API ImGuiID igImHashStr(const char* data,size_t data_size,ImGuiID seed) +{ + return ImHashStr(data,data_size,seed); +} +CIMGUI_API void igImQsort(void* base,size_t count,size_t size_of_element,int(*compare_func)(void const*,void const*)) +{ + return ImQsort(base,count,size_of_element,compare_func); +} +CIMGUI_API ImU32 igImAlphaBlendColors(ImU32 col_a,ImU32 col_b) +{ + return ImAlphaBlendColors(col_a,col_b); +} +CIMGUI_API bool igImIsPowerOfTwo_Int(int v) +{ + return ImIsPowerOfTwo(v); +} +CIMGUI_API bool igImIsPowerOfTwo_U64(ImU64 v) +{ + return ImIsPowerOfTwo(v); +} +CIMGUI_API int igImUpperPowerOfTwo(int v) +{ + return ImUpperPowerOfTwo(v); +} +CIMGUI_API int igImStricmp(const char* str1,const char* str2) +{ + return ImStricmp(str1,str2); +} +CIMGUI_API int igImStrnicmp(const char* str1,const char* str2,size_t count) +{ + return ImStrnicmp(str1,str2,count); +} +CIMGUI_API void igImStrncpy(char* dst,const char* src,size_t count) +{ + return ImStrncpy(dst,src,count); +} +CIMGUI_API char* igImStrdup(const char* str) +{ + return ImStrdup(str); +} +CIMGUI_API char* igImStrdupcpy(char* dst,size_t* p_dst_size,const char* str) +{ + return ImStrdupcpy(dst,p_dst_size,str); +} +CIMGUI_API const char* igImStrchrRange(const char* str_begin,const char* str_end,char c) +{ + return ImStrchrRange(str_begin,str_end,c); +} +CIMGUI_API const char* igImStreolRange(const char* str,const char* str_end) +{ + return ImStreolRange(str,str_end); +} +CIMGUI_API const char* igImStristr(const char* haystack,const char* haystack_end,const char* needle,const char* needle_end) +{ + return ImStristr(haystack,haystack_end,needle,needle_end); +} +CIMGUI_API void igImStrTrimBlanks(char* str) +{ + return ImStrTrimBlanks(str); +} +CIMGUI_API const char* igImStrSkipBlank(const char* str) +{ + return ImStrSkipBlank(str); +} +CIMGUI_API int igImStrlenW(const ImWchar* str) +{ + return ImStrlenW(str); +} +CIMGUI_API const char* igImStrbol(const char* buf_mid_line,const char* buf_begin) +{ + return ImStrbol(buf_mid_line,buf_begin); +} +CIMGUI_API char igImToUpper(char c) +{ + return ImToUpper(c); +} +CIMGUI_API bool igImCharIsBlankA(char c) +{ + return ImCharIsBlankA(c); +} +CIMGUI_API bool igImCharIsBlankW(unsigned int c) +{ + return ImCharIsBlankW(c); +} +CIMGUI_API bool igImCharIsXdigitA(char c) +{ + return ImCharIsXdigitA(c); +} +CIMGUI_API int igImFormatString(char* buf,size_t buf_size,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + int ret = ImFormatStringV(buf,buf_size,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API int igImFormatStringV(char* buf,size_t buf_size,const char* fmt,va_list args) +{ + return ImFormatStringV(buf,buf_size,fmt,args); +} +CIMGUI_API void igImFormatStringToTempBuffer(const char** out_buf,const char** out_buf_end,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImFormatStringToTempBufferV(out_buf,out_buf_end,fmt,args); + va_end(args); +} +CIMGUI_API void igImFormatStringToTempBufferV(const char** out_buf,const char** out_buf_end,const char* fmt,va_list args) +{ + return ImFormatStringToTempBufferV(out_buf,out_buf_end,fmt,args); +} +CIMGUI_API const char* igImParseFormatFindStart(const char* format) +{ + return ImParseFormatFindStart(format); +} +CIMGUI_API const char* igImParseFormatFindEnd(const char* format) +{ + return ImParseFormatFindEnd(format); +} +CIMGUI_API const char* igImParseFormatTrimDecorations(const char* format,char* buf,size_t buf_size) +{ + return ImParseFormatTrimDecorations(format,buf,buf_size); +} +CIMGUI_API void igImParseFormatSanitizeForPrinting(const char* fmt_in,char* fmt_out,size_t fmt_out_size) +{ + return ImParseFormatSanitizeForPrinting(fmt_in,fmt_out,fmt_out_size); +} +CIMGUI_API const char* igImParseFormatSanitizeForScanning(const char* fmt_in,char* fmt_out,size_t fmt_out_size) +{ + return ImParseFormatSanitizeForScanning(fmt_in,fmt_out,fmt_out_size); +} +CIMGUI_API int igImParseFormatPrecision(const char* format,int default_value) +{ + return ImParseFormatPrecision(format,default_value); +} +CIMGUI_API const char* igImTextCharToUtf8(char out_buf[5],unsigned int c) +{ + return ImTextCharToUtf8(out_buf,c); +} +CIMGUI_API int igImTextStrToUtf8(char* out_buf,int out_buf_size,const ImWchar* in_text,const ImWchar* in_text_end) +{ + return ImTextStrToUtf8(out_buf,out_buf_size,in_text,in_text_end); +} +CIMGUI_API int igImTextCharFromUtf8(unsigned int* out_char,const char* in_text,const char* in_text_end) +{ + return ImTextCharFromUtf8(out_char,in_text,in_text_end); +} +CIMGUI_API int igImTextStrFromUtf8(ImWchar* out_buf,int out_buf_size,const char* in_text,const char* in_text_end,const char** in_remaining) +{ + return ImTextStrFromUtf8(out_buf,out_buf_size,in_text,in_text_end,in_remaining); +} +CIMGUI_API int igImTextCountCharsFromUtf8(const char* in_text,const char* in_text_end) +{ + return ImTextCountCharsFromUtf8(in_text,in_text_end); +} +CIMGUI_API int igImTextCountUtf8BytesFromChar(const char* in_text,const char* in_text_end) +{ + return ImTextCountUtf8BytesFromChar(in_text,in_text_end); +} +CIMGUI_API int igImTextCountUtf8BytesFromStr(const ImWchar* in_text,const ImWchar* in_text_end) +{ + return ImTextCountUtf8BytesFromStr(in_text,in_text_end); +} +CIMGUI_API const char* igImTextFindPreviousUtf8Codepoint(const char* in_text_start,const char* in_text_curr) +{ + return ImTextFindPreviousUtf8Codepoint(in_text_start,in_text_curr); +} +CIMGUI_API int igImTextCountLines(const char* in_text,const char* in_text_end) +{ + return ImTextCountLines(in_text,in_text_end); +} +CIMGUI_API ImFileHandle igImFileOpen(const char* filename,const char* mode) +{ + return ImFileOpen(filename,mode); +} +CIMGUI_API bool igImFileClose(ImFileHandle file) +{ + return ImFileClose(file); +} +CIMGUI_API ImU64 igImFileGetSize(ImFileHandle file) +{ + return ImFileGetSize(file); +} +CIMGUI_API ImU64 igImFileRead(void* data,ImU64 size,ImU64 count,ImFileHandle file) +{ + return ImFileRead(data,size,count,file); +} +CIMGUI_API ImU64 igImFileWrite(const void* data,ImU64 size,ImU64 count,ImFileHandle file) +{ + return ImFileWrite(data,size,count,file); +} +CIMGUI_API void* igImFileLoadToMemory(const char* filename,const char* mode,size_t* out_file_size,int padding_bytes) +{ + return ImFileLoadToMemory(filename,mode,out_file_size,padding_bytes); +} +CIMGUI_API float igImPow_Float(float x,float y) +{ + return ImPow(x,y); +} +CIMGUI_API double igImPow_double(double x,double y) +{ + return ImPow(x,y); +} +CIMGUI_API float igImLog_Float(float x) +{ + return ImLog(x); +} +CIMGUI_API double igImLog_double(double x) +{ + return ImLog(x); +} +CIMGUI_API int igImAbs_Int(int x) +{ + return ImAbs(x); +} +CIMGUI_API float igImAbs_Float(float x) +{ + return ImAbs(x); +} +CIMGUI_API double igImAbs_double(double x) +{ + return ImAbs(x); +} +CIMGUI_API float igImSign_Float(float x) +{ + return ImSign(x); +} +CIMGUI_API double igImSign_double(double x) +{ + return ImSign(x); +} +CIMGUI_API float igImRsqrt_Float(float x) +{ + return ImRsqrt(x); +} +CIMGUI_API double igImRsqrt_double(double x) +{ + return ImRsqrt(x); +} +CIMGUI_API void igImMin(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMin(lhs,rhs); +} +CIMGUI_API void igImMax(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMax(lhs,rhs); +} +CIMGUI_API void igImClamp(ImVec2 *pOut,const ImVec2 v,const ImVec2 mn,const ImVec2 mx) +{ + *pOut = ImClamp(v,mn,mx); +} +CIMGUI_API void igImLerp_Vec2Float(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,float t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API void igImLerp_Vec2Vec2(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API void igImLerp_Vec4(ImVec4 *pOut,const ImVec4 a,const ImVec4 b,float t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API float igImSaturate(float f) +{ + return ImSaturate(f); +} +CIMGUI_API float igImLengthSqr_Vec2(const ImVec2 lhs) +{ + return ImLengthSqr(lhs); +} +CIMGUI_API float igImLengthSqr_Vec4(const ImVec4 lhs) +{ + return ImLengthSqr(lhs); +} +CIMGUI_API float igImInvLength(const ImVec2 lhs,float fail_value) +{ + return ImInvLength(lhs,fail_value); +} +CIMGUI_API float igImTrunc_Float(float f) +{ + return ImTrunc(f); +} +CIMGUI_API void igImTrunc_Vec2(ImVec2 *pOut,const ImVec2 v) +{ + *pOut = ImTrunc(v); +} +CIMGUI_API float igImFloor_Float(float f) +{ + return ImFloor(f); +} +CIMGUI_API void igImFloor_Vec2(ImVec2 *pOut,const ImVec2 v) +{ + *pOut = ImFloor(v); +} +CIMGUI_API int igImModPositive(int a,int b) +{ + return ImModPositive(a,b); +} +CIMGUI_API float igImDot(const ImVec2 a,const ImVec2 b) +{ + return ImDot(a,b); +} +CIMGUI_API void igImRotate(ImVec2 *pOut,const ImVec2 v,float cos_a,float sin_a) +{ + *pOut = ImRotate(v,cos_a,sin_a); +} +CIMGUI_API float igImLinearSweep(float current,float target,float speed) +{ + return ImLinearSweep(current,target,speed); +} +CIMGUI_API float igImLinearRemapClamp(float s0,float s1,float d0,float d1,float x) +{ + return ImLinearRemapClamp(s0,s1,d0,d1,x); +} +CIMGUI_API void igImMul(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMul(lhs,rhs); +} +CIMGUI_API bool igImIsFloatAboveGuaranteedIntegerPrecision(float f) +{ + return ImIsFloatAboveGuaranteedIntegerPrecision(f); +} +CIMGUI_API float igImExponentialMovingAverage(float avg,float sample,int n) +{ + return ImExponentialMovingAverage(avg,sample,n); +} +CIMGUI_API void igImBezierCubicCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,float t) +{ + *pOut = ImBezierCubicCalc(p1,p2,p3,p4,t); +} +CIMGUI_API void igImBezierCubicClosestPoint(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,int num_segments) +{ + *pOut = ImBezierCubicClosestPoint(p1,p2,p3,p4,p,num_segments); +} +CIMGUI_API void igImBezierCubicClosestPointCasteljau(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,float tess_tol) +{ + *pOut = ImBezierCubicClosestPointCasteljau(p1,p2,p3,p4,p,tess_tol); +} +CIMGUI_API void igImBezierQuadraticCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,float t) +{ + *pOut = ImBezierQuadraticCalc(p1,p2,p3,t); +} +CIMGUI_API void igImLineClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 p) +{ + *pOut = ImLineClosestPoint(a,b,p); +} +CIMGUI_API bool igImTriangleContainsPoint(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p) +{ + return ImTriangleContainsPoint(a,b,c,p); +} +CIMGUI_API void igImTriangleClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p) +{ + *pOut = ImTriangleClosestPoint(a,b,c,p); +} +CIMGUI_API void igImTriangleBarycentricCoords(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p,float* out_u,float* out_v,float* out_w) +{ + return ImTriangleBarycentricCoords(a,b,c,p,*out_u,*out_v,*out_w); +} +CIMGUI_API float igImTriangleArea(const ImVec2 a,const ImVec2 b,const ImVec2 c) +{ + return ImTriangleArea(a,b,c); +} +CIMGUI_API bool igImTriangleIsClockwise(const ImVec2 a,const ImVec2 b,const ImVec2 c) +{ + return ImTriangleIsClockwise(a,b,c); +} +CIMGUI_API ImVec1* ImVec1_ImVec1_Nil(void) +{ + return IM_NEW(ImVec1)(); +} +CIMGUI_API void ImVec1_destroy(ImVec1* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec1* ImVec1_ImVec1_Float(float _x) +{ + return IM_NEW(ImVec1)(_x); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Nil(void) +{ + return IM_NEW(ImVec2ih)(); +} +CIMGUI_API void ImVec2ih_destroy(ImVec2ih* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_short(short _x,short _y) +{ + return IM_NEW(ImVec2ih)(_x,_y); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Vec2(const ImVec2 rhs) +{ + return IM_NEW(ImVec2ih)(rhs); +} +CIMGUI_API ImRect* ImRect_ImRect_Nil(void) +{ + return IM_NEW(ImRect)(); +} +CIMGUI_API void ImRect_destroy(ImRect* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImRect* ImRect_ImRect_Vec2(const ImVec2 min,const ImVec2 max) +{ + return IM_NEW(ImRect)(min,max); +} +CIMGUI_API ImRect* ImRect_ImRect_Vec4(const ImVec4 v) +{ + return IM_NEW(ImRect)(v); +} +CIMGUI_API ImRect* ImRect_ImRect_Float(float x1,float y1,float x2,float y2) +{ + return IM_NEW(ImRect)(x1,y1,x2,y2); +} +CIMGUI_API void ImRect_GetCenter(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetCenter(); +} +CIMGUI_API void ImRect_GetSize(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetSize(); +} +CIMGUI_API float ImRect_GetWidth(ImRect* self) +{ + return self->GetWidth(); +} +CIMGUI_API float ImRect_GetHeight(ImRect* self) +{ + return self->GetHeight(); +} +CIMGUI_API float ImRect_GetArea(ImRect* self) +{ + return self->GetArea(); +} +CIMGUI_API void ImRect_GetTL(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetTL(); +} +CIMGUI_API void ImRect_GetTR(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetTR(); +} +CIMGUI_API void ImRect_GetBL(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetBL(); +} +CIMGUI_API void ImRect_GetBR(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetBR(); +} +CIMGUI_API bool ImRect_Contains_Vec2(ImRect* self,const ImVec2 p) +{ + return self->Contains(p); +} +CIMGUI_API bool ImRect_Contains_Rect(ImRect* self,const ImRect r) +{ + return self->Contains(r); +} +CIMGUI_API bool ImRect_ContainsWithPad(ImRect* self,const ImVec2 p,const ImVec2 pad) +{ + return self->ContainsWithPad(p,pad); +} +CIMGUI_API bool ImRect_Overlaps(ImRect* self,const ImRect r) +{ + return self->Overlaps(r); +} +CIMGUI_API void ImRect_Add_Vec2(ImRect* self,const ImVec2 p) +{ + return self->Add(p); +} +CIMGUI_API void ImRect_Add_Rect(ImRect* self,const ImRect r) +{ + return self->Add(r); +} +CIMGUI_API void ImRect_Expand_Float(ImRect* self,const float amount) +{ + return self->Expand(amount); +} +CIMGUI_API void ImRect_Expand_Vec2(ImRect* self,const ImVec2 amount) +{ + return self->Expand(amount); +} +CIMGUI_API void ImRect_Translate(ImRect* self,const ImVec2 d) +{ + return self->Translate(d); +} +CIMGUI_API void ImRect_TranslateX(ImRect* self,float dx) +{ + return self->TranslateX(dx); +} +CIMGUI_API void ImRect_TranslateY(ImRect* self,float dy) +{ + return self->TranslateY(dy); +} +CIMGUI_API void ImRect_ClipWith(ImRect* self,const ImRect r) +{ + return self->ClipWith(r); +} +CIMGUI_API void ImRect_ClipWithFull(ImRect* self,const ImRect r) +{ + return self->ClipWithFull(r); +} +CIMGUI_API void ImRect_Floor(ImRect* self) +{ + return self->Floor(); +} +CIMGUI_API bool ImRect_IsInverted(ImRect* self) +{ + return self->IsInverted(); +} +CIMGUI_API void ImRect_ToVec4(ImVec4 *pOut,ImRect* self) +{ + *pOut = self->ToVec4(); +} +CIMGUI_API size_t igImBitArrayGetStorageSizeInBytes(int bitcount) +{ + return ImBitArrayGetStorageSizeInBytes(bitcount); +} +CIMGUI_API void igImBitArrayClearAllBits(ImU32* arr,int bitcount) +{ + return ImBitArrayClearAllBits(arr,bitcount); +} +CIMGUI_API bool igImBitArrayTestBit(const ImU32* arr,int n) +{ + return ImBitArrayTestBit(arr,n); +} +CIMGUI_API void igImBitArrayClearBit(ImU32* arr,int n) +{ + return ImBitArrayClearBit(arr,n); +} +CIMGUI_API void igImBitArraySetBit(ImU32* arr,int n) +{ + return ImBitArraySetBit(arr,n); +} +CIMGUI_API void igImBitArraySetBitRange(ImU32* arr,int n,int n2) +{ + return ImBitArraySetBitRange(arr,n,n2); +} +CIMGUI_API void ImBitVector_Create(ImBitVector* self,int sz) +{ + return self->Create(sz); +} +CIMGUI_API void ImBitVector_Clear(ImBitVector* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImBitVector_TestBit(ImBitVector* self,int n) +{ + return self->TestBit(n); +} +CIMGUI_API void ImBitVector_SetBit(ImBitVector* self,int n) +{ + return self->SetBit(n); +} +CIMGUI_API void ImBitVector_ClearBit(ImBitVector* self,int n) +{ + return self->ClearBit(n); +} +CIMGUI_API void ImGuiTextIndex_clear(ImGuiTextIndex* self) +{ + return self->clear(); +} +CIMGUI_API int ImGuiTextIndex_size(ImGuiTextIndex* self) +{ + return self->size(); +} +CIMGUI_API const char* ImGuiTextIndex_get_line_begin(ImGuiTextIndex* self,const char* base,int n) +{ + return self->get_line_begin(base,n); +} +CIMGUI_API const char* ImGuiTextIndex_get_line_end(ImGuiTextIndex* self,const char* base,int n) +{ + return self->get_line_end(base,n); +} +CIMGUI_API void ImGuiTextIndex_append(ImGuiTextIndex* self,const char* base,int old_size,int new_size) +{ + return self->append(base,old_size,new_size); +} +CIMGUI_API ImGuiStoragePair* igImLowerBound(ImGuiStoragePair* in_begin,ImGuiStoragePair* in_end,ImGuiID key) +{ + return ImLowerBound(in_begin,in_end,key); +} +CIMGUI_API ImDrawListSharedData* ImDrawListSharedData_ImDrawListSharedData(void) +{ + return IM_NEW(ImDrawListSharedData)(); +} +CIMGUI_API void ImDrawListSharedData_destroy(ImDrawListSharedData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawListSharedData_SetCircleTessellationMaxError(ImDrawListSharedData* self,float max_error) +{ + return self->SetCircleTessellationMaxError(max_error); +} +CIMGUI_API ImDrawDataBuilder* ImDrawDataBuilder_ImDrawDataBuilder(void) +{ + return IM_NEW(ImDrawDataBuilder)(); +} +CIMGUI_API void ImDrawDataBuilder_destroy(ImDrawDataBuilder* self) +{ + IM_DELETE(self); +} +CIMGUI_API void* ImGuiDataVarInfo_GetVarPtr(ImGuiDataVarInfo* self,void* parent) +{ + return self->GetVarPtr(parent); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Int(ImGuiStyleVar idx,int v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API void ImGuiStyleMod_destroy(ImGuiStyleMod* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Float(ImGuiStyleVar idx,float v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Vec2(ImGuiStyleVar idx,ImVec2 v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API ImGuiComboPreviewData* ImGuiComboPreviewData_ImGuiComboPreviewData(void) +{ + return IM_NEW(ImGuiComboPreviewData)(); +} +CIMGUI_API void ImGuiComboPreviewData_destroy(ImGuiComboPreviewData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiMenuColumns* ImGuiMenuColumns_ImGuiMenuColumns(void) +{ + return IM_NEW(ImGuiMenuColumns)(); +} +CIMGUI_API void ImGuiMenuColumns_destroy(ImGuiMenuColumns* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiMenuColumns_Update(ImGuiMenuColumns* self,float spacing,bool window_reappearing) +{ + return self->Update(spacing,window_reappearing); +} +CIMGUI_API float ImGuiMenuColumns_DeclColumns(ImGuiMenuColumns* self,float w_icon,float w_label,float w_shortcut,float w_mark) +{ + return self->DeclColumns(w_icon,w_label,w_shortcut,w_mark); +} +CIMGUI_API void ImGuiMenuColumns_CalcNextTotalWidth(ImGuiMenuColumns* self,bool update_offsets) +{ + return self->CalcNextTotalWidth(update_offsets); +} +CIMGUI_API ImGuiInputTextDeactivatedState* ImGuiInputTextDeactivatedState_ImGuiInputTextDeactivatedState(void) +{ + return IM_NEW(ImGuiInputTextDeactivatedState)(); +} +CIMGUI_API void ImGuiInputTextDeactivatedState_destroy(ImGuiInputTextDeactivatedState* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextDeactivatedState_ClearFreeMemory(ImGuiInputTextDeactivatedState* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API ImGuiInputTextState* ImGuiInputTextState_ImGuiInputTextState(void) +{ + return IM_NEW(ImGuiInputTextState)(); +} +CIMGUI_API void ImGuiInputTextState_destroy(ImGuiInputTextState* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextState_ClearText(ImGuiInputTextState* self) +{ + return self->ClearText(); +} +CIMGUI_API void ImGuiInputTextState_ClearFreeMemory(ImGuiInputTextState* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API void ImGuiInputTextState_OnKeyPressed(ImGuiInputTextState* self,int key) +{ + return self->OnKeyPressed(key); +} +CIMGUI_API void ImGuiInputTextState_OnCharPressed(ImGuiInputTextState* self,unsigned int c) +{ + return self->OnCharPressed(c); +} +CIMGUI_API void ImGuiInputTextState_CursorAnimReset(ImGuiInputTextState* self) +{ + return self->CursorAnimReset(); +} +CIMGUI_API void ImGuiInputTextState_CursorClamp(ImGuiInputTextState* self) +{ + return self->CursorClamp(); +} +CIMGUI_API bool ImGuiInputTextState_HasSelection(ImGuiInputTextState* self) +{ + return self->HasSelection(); +} +CIMGUI_API void ImGuiInputTextState_ClearSelection(ImGuiInputTextState* self) +{ + return self->ClearSelection(); +} +CIMGUI_API int ImGuiInputTextState_GetCursorPos(ImGuiInputTextState* self) +{ + return self->GetCursorPos(); +} +CIMGUI_API int ImGuiInputTextState_GetSelectionStart(ImGuiInputTextState* self) +{ + return self->GetSelectionStart(); +} +CIMGUI_API int ImGuiInputTextState_GetSelectionEnd(ImGuiInputTextState* self) +{ + return self->GetSelectionEnd(); +} +CIMGUI_API void ImGuiInputTextState_SelectAll(ImGuiInputTextState* self) +{ + return self->SelectAll(); +} +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndSelectAll(ImGuiInputTextState* self) +{ + return self->ReloadUserBufAndSelectAll(); +} +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndKeepSelection(ImGuiInputTextState* self) +{ + return self->ReloadUserBufAndKeepSelection(); +} +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndMoveToEnd(ImGuiInputTextState* self) +{ + return self->ReloadUserBufAndMoveToEnd(); +} +CIMGUI_API ImGuiNextWindowData* ImGuiNextWindowData_ImGuiNextWindowData(void) +{ + return IM_NEW(ImGuiNextWindowData)(); +} +CIMGUI_API void ImGuiNextWindowData_destroy(ImGuiNextWindowData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNextWindowData_ClearFlags(ImGuiNextWindowData* self) +{ + return self->ClearFlags(); +} +CIMGUI_API ImGuiNextItemData* ImGuiNextItemData_ImGuiNextItemData(void) +{ + return IM_NEW(ImGuiNextItemData)(); +} +CIMGUI_API void ImGuiNextItemData_destroy(ImGuiNextItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNextItemData_ClearFlags(ImGuiNextItemData* self) +{ + return self->ClearFlags(); +} +CIMGUI_API ImGuiLastItemData* ImGuiLastItemData_ImGuiLastItemData(void) +{ + return IM_NEW(ImGuiLastItemData)(); +} +CIMGUI_API void ImGuiLastItemData_destroy(ImGuiLastItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiErrorRecoveryState* ImGuiErrorRecoveryState_ImGuiErrorRecoveryState(void) +{ + return IM_NEW(ImGuiErrorRecoveryState)(); +} +CIMGUI_API void ImGuiErrorRecoveryState_destroy(ImGuiErrorRecoveryState* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Ptr(void* ptr) +{ + return IM_NEW(ImGuiPtrOrIndex)(ptr); +} +CIMGUI_API void ImGuiPtrOrIndex_destroy(ImGuiPtrOrIndex* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Int(int index) +{ + return IM_NEW(ImGuiPtrOrIndex)(index); +} +CIMGUI_API ImGuiPopupData* ImGuiPopupData_ImGuiPopupData(void) +{ + return IM_NEW(ImGuiPopupData)(); +} +CIMGUI_API void ImGuiPopupData_destroy(ImGuiPopupData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiInputEvent* ImGuiInputEvent_ImGuiInputEvent(void) +{ + return IM_NEW(ImGuiInputEvent)(); +} +CIMGUI_API void ImGuiInputEvent_destroy(ImGuiInputEvent* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiKeyRoutingData* ImGuiKeyRoutingData_ImGuiKeyRoutingData(void) +{ + return IM_NEW(ImGuiKeyRoutingData)(); +} +CIMGUI_API void ImGuiKeyRoutingData_destroy(ImGuiKeyRoutingData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiKeyRoutingTable* ImGuiKeyRoutingTable_ImGuiKeyRoutingTable(void) +{ + return IM_NEW(ImGuiKeyRoutingTable)(); +} +CIMGUI_API void ImGuiKeyRoutingTable_destroy(ImGuiKeyRoutingTable* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiKeyRoutingTable_Clear(ImGuiKeyRoutingTable* self) +{ + return self->Clear(); +} +CIMGUI_API ImGuiKeyOwnerData* ImGuiKeyOwnerData_ImGuiKeyOwnerData(void) +{ + return IM_NEW(ImGuiKeyOwnerData)(); +} +CIMGUI_API void ImGuiKeyOwnerData_destroy(ImGuiKeyOwnerData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromIndices(int min,int max) +{ + return ImGuiListClipperRange::FromIndices(min,max); +} +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromPositions(float y1,float y2,int off_min,int off_max) +{ + return ImGuiListClipperRange::FromPositions(y1,y2,off_min,off_max); +} +CIMGUI_API ImGuiListClipperData* ImGuiListClipperData_ImGuiListClipperData(void) +{ + return IM_NEW(ImGuiListClipperData)(); +} +CIMGUI_API void ImGuiListClipperData_destroy(ImGuiListClipperData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiListClipperData_Reset(ImGuiListClipperData* self,ImGuiListClipper* clipper) +{ + return self->Reset(clipper); +} +CIMGUI_API ImGuiNavItemData* ImGuiNavItemData_ImGuiNavItemData(void) +{ + return IM_NEW(ImGuiNavItemData)(); +} +CIMGUI_API void ImGuiNavItemData_destroy(ImGuiNavItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNavItemData_Clear(ImGuiNavItemData* self) +{ + return self->Clear(); +} +CIMGUI_API ImGuiTypingSelectState* ImGuiTypingSelectState_ImGuiTypingSelectState(void) +{ + return IM_NEW(ImGuiTypingSelectState)(); +} +CIMGUI_API void ImGuiTypingSelectState_destroy(ImGuiTypingSelectState* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiTypingSelectState_Clear(ImGuiTypingSelectState* self) +{ + return self->Clear(); +} +CIMGUI_API ImGuiOldColumnData* ImGuiOldColumnData_ImGuiOldColumnData(void) +{ + return IM_NEW(ImGuiOldColumnData)(); +} +CIMGUI_API void ImGuiOldColumnData_destroy(ImGuiOldColumnData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiOldColumns* ImGuiOldColumns_ImGuiOldColumns(void) +{ + return IM_NEW(ImGuiOldColumns)(); +} +CIMGUI_API void ImGuiOldColumns_destroy(ImGuiOldColumns* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiBoxSelectState* ImGuiBoxSelectState_ImGuiBoxSelectState(void) +{ + return IM_NEW(ImGuiBoxSelectState)(); +} +CIMGUI_API void ImGuiBoxSelectState_destroy(ImGuiBoxSelectState* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiMultiSelectTempData* ImGuiMultiSelectTempData_ImGuiMultiSelectTempData(void) +{ + return IM_NEW(ImGuiMultiSelectTempData)(); +} +CIMGUI_API void ImGuiMultiSelectTempData_destroy(ImGuiMultiSelectTempData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiMultiSelectTempData_Clear(ImGuiMultiSelectTempData* self) +{ + return self->Clear(); +} +CIMGUI_API void ImGuiMultiSelectTempData_ClearIO(ImGuiMultiSelectTempData* self) +{ + return self->ClearIO(); +} +CIMGUI_API ImGuiMultiSelectState* ImGuiMultiSelectState_ImGuiMultiSelectState(void) +{ + return IM_NEW(ImGuiMultiSelectState)(); +} +CIMGUI_API void ImGuiMultiSelectState_destroy(ImGuiMultiSelectState* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiDockNode* ImGuiDockNode_ImGuiDockNode(ImGuiID id) +{ + return IM_NEW(ImGuiDockNode)(id); +} +CIMGUI_API void ImGuiDockNode_destroy(ImGuiDockNode* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImGuiDockNode_IsRootNode(ImGuiDockNode* self) +{ + return self->IsRootNode(); +} +CIMGUI_API bool ImGuiDockNode_IsDockSpace(ImGuiDockNode* self) +{ + return self->IsDockSpace(); +} +CIMGUI_API bool ImGuiDockNode_IsFloatingNode(ImGuiDockNode* self) +{ + return self->IsFloatingNode(); +} +CIMGUI_API bool ImGuiDockNode_IsCentralNode(ImGuiDockNode* self) +{ + return self->IsCentralNode(); +} +CIMGUI_API bool ImGuiDockNode_IsHiddenTabBar(ImGuiDockNode* self) +{ + return self->IsHiddenTabBar(); +} +CIMGUI_API bool ImGuiDockNode_IsNoTabBar(ImGuiDockNode* self) +{ + return self->IsNoTabBar(); +} +CIMGUI_API bool ImGuiDockNode_IsSplitNode(ImGuiDockNode* self) +{ + return self->IsSplitNode(); +} +CIMGUI_API bool ImGuiDockNode_IsLeafNode(ImGuiDockNode* self) +{ + return self->IsLeafNode(); +} +CIMGUI_API bool ImGuiDockNode_IsEmpty(ImGuiDockNode* self) +{ + return self->IsEmpty(); +} +CIMGUI_API void ImGuiDockNode_Rect(ImRect *pOut,ImGuiDockNode* self) +{ + *pOut = self->Rect(); +} +CIMGUI_API void ImGuiDockNode_SetLocalFlags(ImGuiDockNode* self,ImGuiDockNodeFlags flags) +{ + return self->SetLocalFlags(flags); +} +CIMGUI_API void ImGuiDockNode_UpdateMergedFlags(ImGuiDockNode* self) +{ + return self->UpdateMergedFlags(); +} +CIMGUI_API ImGuiDockContext* ImGuiDockContext_ImGuiDockContext(void) +{ + return IM_NEW(ImGuiDockContext)(); +} +CIMGUI_API void ImGuiDockContext_destroy(ImGuiDockContext* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiViewportP* ImGuiViewportP_ImGuiViewportP(void) +{ + return IM_NEW(ImGuiViewportP)(); +} +CIMGUI_API void ImGuiViewportP_destroy(ImGuiViewportP* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiViewportP_ClearRequestFlags(ImGuiViewportP* self) +{ + return self->ClearRequestFlags(); +} +CIMGUI_API void ImGuiViewportP_CalcWorkRectPos(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min) +{ + *pOut = self->CalcWorkRectPos(inset_min); +} +CIMGUI_API void ImGuiViewportP_CalcWorkRectSize(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min,const ImVec2 inset_max) +{ + *pOut = self->CalcWorkRectSize(inset_min,inset_max); +} +CIMGUI_API void ImGuiViewportP_UpdateWorkRect(ImGuiViewportP* self) +{ + return self->UpdateWorkRect(); +} +CIMGUI_API void ImGuiViewportP_GetMainRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetMainRect(); +} +CIMGUI_API void ImGuiViewportP_GetWorkRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetWorkRect(); +} +CIMGUI_API void ImGuiViewportP_GetBuildWorkRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetBuildWorkRect(); +} +CIMGUI_API ImGuiWindowSettings* ImGuiWindowSettings_ImGuiWindowSettings(void) +{ + return IM_NEW(ImGuiWindowSettings)(); +} +CIMGUI_API void ImGuiWindowSettings_destroy(ImGuiWindowSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API char* ImGuiWindowSettings_GetName(ImGuiWindowSettings* self) +{ + return self->GetName(); +} +CIMGUI_API ImGuiSettingsHandler* ImGuiSettingsHandler_ImGuiSettingsHandler(void) +{ + return IM_NEW(ImGuiSettingsHandler)(); +} +CIMGUI_API void ImGuiSettingsHandler_destroy(ImGuiSettingsHandler* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiDebugAllocInfo* ImGuiDebugAllocInfo_ImGuiDebugAllocInfo(void) +{ + return IM_NEW(ImGuiDebugAllocInfo)(); +} +CIMGUI_API void ImGuiDebugAllocInfo_destroy(ImGuiDebugAllocInfo* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStackLevelInfo* ImGuiStackLevelInfo_ImGuiStackLevelInfo(void) +{ + return IM_NEW(ImGuiStackLevelInfo)(); +} +CIMGUI_API void ImGuiStackLevelInfo_destroy(ImGuiStackLevelInfo* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiIDStackTool* ImGuiIDStackTool_ImGuiIDStackTool(void) +{ + return IM_NEW(ImGuiIDStackTool)(); +} +CIMGUI_API void ImGuiIDStackTool_destroy(ImGuiIDStackTool* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiContextHook* ImGuiContextHook_ImGuiContextHook(void) +{ + return IM_NEW(ImGuiContextHook)(); +} +CIMGUI_API void ImGuiContextHook_destroy(ImGuiContextHook* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiContext* ImGuiContext_ImGuiContext(ImFontAtlas* shared_font_atlas) +{ + return IM_NEW(ImGuiContext)(shared_font_atlas); +} +CIMGUI_API void ImGuiContext_destroy(ImGuiContext* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiWindow* ImGuiWindow_ImGuiWindow(ImGuiContext* context,const char* name) +{ + return IM_NEW(ImGuiWindow)(context,name); +} +CIMGUI_API void ImGuiWindow_destroy(ImGuiWindow* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Str(ImGuiWindow* self,const char* str,const char* str_end) +{ + return self->GetID(str,str_end); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Ptr(ImGuiWindow* self,const void* ptr) +{ + return self->GetID(ptr); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Int(ImGuiWindow* self,int n) +{ + return self->GetID(n); +} +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromPos(ImGuiWindow* self,const ImVec2 p_abs) +{ + return self->GetIDFromPos(p_abs); +} +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromRectangle(ImGuiWindow* self,const ImRect r_abs) +{ + return self->GetIDFromRectangle(r_abs); +} +CIMGUI_API void ImGuiWindow_Rect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->Rect(); +} +CIMGUI_API float ImGuiWindow_CalcFontSize(ImGuiWindow* self) +{ + return self->CalcFontSize(); +} +CIMGUI_API void ImGuiWindow_TitleBarRect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->TitleBarRect(); +} +CIMGUI_API void ImGuiWindow_MenuBarRect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->MenuBarRect(); +} +CIMGUI_API ImGuiTabItem* ImGuiTabItem_ImGuiTabItem(void) +{ + return IM_NEW(ImGuiTabItem)(); +} +CIMGUI_API void ImGuiTabItem_destroy(ImGuiTabItem* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTabBar* ImGuiTabBar_ImGuiTabBar(void) +{ + return IM_NEW(ImGuiTabBar)(); +} +CIMGUI_API void ImGuiTabBar_destroy(ImGuiTabBar* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumn* ImGuiTableColumn_ImGuiTableColumn(void) +{ + return IM_NEW(ImGuiTableColumn)(); +} +CIMGUI_API void ImGuiTableColumn_destroy(ImGuiTableColumn* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableInstanceData* ImGuiTableInstanceData_ImGuiTableInstanceData(void) +{ + return IM_NEW(ImGuiTableInstanceData)(); +} +CIMGUI_API void ImGuiTableInstanceData_destroy(ImGuiTableInstanceData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTable* ImGuiTable_ImGuiTable(void) +{ + return IM_NEW(ImGuiTable)(); +} +CIMGUI_API void ImGuiTable_destroy(ImGuiTable* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableTempData* ImGuiTableTempData_ImGuiTableTempData(void) +{ + return IM_NEW(ImGuiTableTempData)(); +} +CIMGUI_API void ImGuiTableTempData_destroy(ImGuiTableTempData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableColumnSettings_ImGuiTableColumnSettings(void) +{ + return IM_NEW(ImGuiTableColumnSettings)(); +} +CIMGUI_API void ImGuiTableColumnSettings_destroy(ImGuiTableColumnSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableSettings* ImGuiTableSettings_ImGuiTableSettings(void) +{ + return IM_NEW(ImGuiTableSettings)(); +} +CIMGUI_API void ImGuiTableSettings_destroy(ImGuiTableSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableSettings_GetColumnSettings(ImGuiTableSettings* self) +{ + return self->GetColumnSettings(); +} +CIMGUI_API ImGuiIO* igGetIOEx(ImGuiContext* ctx) +{ + return &ImGui::GetIOEx(ctx); +} +CIMGUI_API ImGuiPlatformIO* igGetPlatformIOEx(ImGuiContext* ctx) +{ + return &ImGui::GetPlatformIOEx(ctx); +} +CIMGUI_API ImGuiWindow* igGetCurrentWindowRead() +{ + return ImGui::GetCurrentWindowRead(); +} +CIMGUI_API ImGuiWindow* igGetCurrentWindow() +{ + return ImGui::GetCurrentWindow(); +} +CIMGUI_API ImGuiWindow* igFindWindowByID(ImGuiID id) +{ + return ImGui::FindWindowByID(id); +} +CIMGUI_API ImGuiWindow* igFindWindowByName(const char* name) +{ + return ImGui::FindWindowByName(name); +} +CIMGUI_API void igUpdateWindowParentAndRootLinks(ImGuiWindow* window,ImGuiWindowFlags flags,ImGuiWindow* parent_window) +{ + return ImGui::UpdateWindowParentAndRootLinks(window,flags,parent_window); +} +CIMGUI_API void igUpdateWindowSkipRefresh(ImGuiWindow* window) +{ + return ImGui::UpdateWindowSkipRefresh(window); +} +CIMGUI_API void igCalcWindowNextAutoFitSize(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::CalcWindowNextAutoFitSize(window); +} +CIMGUI_API bool igIsWindowChildOf(ImGuiWindow* window,ImGuiWindow* potential_parent,bool popup_hierarchy,bool dock_hierarchy) +{ + return ImGui::IsWindowChildOf(window,potential_parent,popup_hierarchy,dock_hierarchy); +} +CIMGUI_API bool igIsWindowWithinBeginStackOf(ImGuiWindow* window,ImGuiWindow* potential_parent) +{ + return ImGui::IsWindowWithinBeginStackOf(window,potential_parent); +} +CIMGUI_API bool igIsWindowAbove(ImGuiWindow* potential_above,ImGuiWindow* potential_below) +{ + return ImGui::IsWindowAbove(potential_above,potential_below); +} +CIMGUI_API bool igIsWindowNavFocusable(ImGuiWindow* window) +{ + return ImGui::IsWindowNavFocusable(window); +} +CIMGUI_API void igSetWindowPos_WindowPtr(ImGuiWindow* window,const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(window,pos,cond); +} +CIMGUI_API void igSetWindowSize_WindowPtr(ImGuiWindow* window,const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(window,size,cond); +} +CIMGUI_API void igSetWindowCollapsed_WindowPtr(ImGuiWindow* window,bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(window,collapsed,cond); +} +CIMGUI_API void igSetWindowHitTestHole(ImGuiWindow* window,const ImVec2 pos,const ImVec2 size) +{ + return ImGui::SetWindowHitTestHole(window,pos,size); +} +CIMGUI_API void igSetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window) +{ + return ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(window); +} +CIMGUI_API void igSetWindowParentWindowForFocusRoute(ImGuiWindow* window,ImGuiWindow* parent_window) +{ + return ImGui::SetWindowParentWindowForFocusRoute(window,parent_window); +} +CIMGUI_API void igWindowRectAbsToRel(ImRect *pOut,ImGuiWindow* window,const ImRect r) +{ + *pOut = ImGui::WindowRectAbsToRel(window,r); +} +CIMGUI_API void igWindowRectRelToAbs(ImRect *pOut,ImGuiWindow* window,const ImRect r) +{ + *pOut = ImGui::WindowRectRelToAbs(window,r); +} +CIMGUI_API void igWindowPosAbsToRel(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p) +{ + *pOut = ImGui::WindowPosAbsToRel(window,p); +} +CIMGUI_API void igWindowPosRelToAbs(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p) +{ + *pOut = ImGui::WindowPosRelToAbs(window,p); +} +CIMGUI_API void igFocusWindow(ImGuiWindow* window,ImGuiFocusRequestFlags flags) +{ + return ImGui::FocusWindow(window,flags); +} +CIMGUI_API void igFocusTopMostWindowUnderOne(ImGuiWindow* under_this_window,ImGuiWindow* ignore_window,ImGuiViewport* filter_viewport,ImGuiFocusRequestFlags flags) +{ + return ImGui::FocusTopMostWindowUnderOne(under_this_window,ignore_window,filter_viewport,flags); +} +CIMGUI_API void igBringWindowToFocusFront(ImGuiWindow* window) +{ + return ImGui::BringWindowToFocusFront(window); +} +CIMGUI_API void igBringWindowToDisplayFront(ImGuiWindow* window) +{ + return ImGui::BringWindowToDisplayFront(window); +} +CIMGUI_API void igBringWindowToDisplayBack(ImGuiWindow* window) +{ + return ImGui::BringWindowToDisplayBack(window); +} +CIMGUI_API void igBringWindowToDisplayBehind(ImGuiWindow* window,ImGuiWindow* above_window) +{ + return ImGui::BringWindowToDisplayBehind(window,above_window); +} +CIMGUI_API int igFindWindowDisplayIndex(ImGuiWindow* window) +{ + return ImGui::FindWindowDisplayIndex(window); +} +CIMGUI_API ImGuiWindow* igFindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window) +{ + return ImGui::FindBottomMostVisibleWindowWithinBeginStack(window); +} +CIMGUI_API void igSetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags) +{ + return ImGui::SetNextWindowRefreshPolicy(flags); +} +CIMGUI_API void igSetCurrentFont(ImFont* font) +{ + return ImGui::SetCurrentFont(font); +} +CIMGUI_API ImFont* igGetDefaultFont() +{ + return ImGui::GetDefaultFont(); +} +CIMGUI_API ImDrawList* igGetForegroundDrawList_WindowPtr(ImGuiWindow* window) +{ + return ImGui::GetForegroundDrawList(window); +} +CIMGUI_API void igAddDrawListToDrawDataEx(ImDrawData* draw_data,ImVector_ImDrawListPtr* out_list,ImDrawList* draw_list) +{ + return ImGui::AddDrawListToDrawDataEx(draw_data,out_list,draw_list); +} +CIMGUI_API void igInitialize() +{ + return ImGui::Initialize(); +} +CIMGUI_API void igShutdown() +{ + return ImGui::Shutdown(); +} +CIMGUI_API void igUpdateInputEvents(bool trickle_fast_inputs) +{ + return ImGui::UpdateInputEvents(trickle_fast_inputs); +} +CIMGUI_API void igUpdateHoveredWindowAndCaptureFlags() +{ + return ImGui::UpdateHoveredWindowAndCaptureFlags(); +} +CIMGUI_API void igFindHoveredWindowEx(const ImVec2 pos,bool find_first_and_in_any_viewport,ImGuiWindow** out_hovered_window,ImGuiWindow** out_hovered_window_under_moving_window) +{ + return ImGui::FindHoveredWindowEx(pos,find_first_and_in_any_viewport,out_hovered_window,out_hovered_window_under_moving_window); +} +CIMGUI_API void igStartMouseMovingWindow(ImGuiWindow* window) +{ + return ImGui::StartMouseMovingWindow(window); +} +CIMGUI_API void igStartMouseMovingWindowOrNode(ImGuiWindow* window,ImGuiDockNode* node,bool undock) +{ + return ImGui::StartMouseMovingWindowOrNode(window,node,undock); +} +CIMGUI_API void igUpdateMouseMovingWindowNewFrame() +{ + return ImGui::UpdateMouseMovingWindowNewFrame(); +} +CIMGUI_API void igUpdateMouseMovingWindowEndFrame() +{ + return ImGui::UpdateMouseMovingWindowEndFrame(); +} +CIMGUI_API ImGuiID igAddContextHook(ImGuiContext* context,const ImGuiContextHook* hook) +{ + return ImGui::AddContextHook(context,hook); +} +CIMGUI_API void igRemoveContextHook(ImGuiContext* context,ImGuiID hook_to_remove) +{ + return ImGui::RemoveContextHook(context,hook_to_remove); +} +CIMGUI_API void igCallContextHooks(ImGuiContext* context,ImGuiContextHookType type) +{ + return ImGui::CallContextHooks(context,type); +} +CIMGUI_API void igTranslateWindowsInViewport(ImGuiViewportP* viewport,const ImVec2 old_pos,const ImVec2 new_pos,const ImVec2 old_size,const ImVec2 new_size) +{ + return ImGui::TranslateWindowsInViewport(viewport,old_pos,new_pos,old_size,new_size); +} +CIMGUI_API void igScaleWindowsInViewport(ImGuiViewportP* viewport,float scale) +{ + return ImGui::ScaleWindowsInViewport(viewport,scale); +} +CIMGUI_API void igDestroyPlatformWindow(ImGuiViewportP* viewport) +{ + return ImGui::DestroyPlatformWindow(viewport); +} +CIMGUI_API void igSetWindowViewport(ImGuiWindow* window,ImGuiViewportP* viewport) +{ + return ImGui::SetWindowViewport(window,viewport); +} +CIMGUI_API void igSetCurrentViewport(ImGuiWindow* window,ImGuiViewportP* viewport) +{ + return ImGui::SetCurrentViewport(window,viewport); +} +CIMGUI_API const ImGuiPlatformMonitor* igGetViewportPlatformMonitor(ImGuiViewport* viewport) +{ + return ImGui::GetViewportPlatformMonitor(viewport); +} +CIMGUI_API ImGuiViewportP* igFindHoveredViewportFromPlatformWindowStack(const ImVec2 mouse_platform_pos) +{ + return ImGui::FindHoveredViewportFromPlatformWindowStack(mouse_platform_pos); +} +CIMGUI_API void igMarkIniSettingsDirty_Nil() +{ + return ImGui::MarkIniSettingsDirty(); +} +CIMGUI_API void igMarkIniSettingsDirty_WindowPtr(ImGuiWindow* window) +{ + return ImGui::MarkIniSettingsDirty(window); +} +CIMGUI_API void igClearIniSettings() +{ + return ImGui::ClearIniSettings(); +} +CIMGUI_API void igAddSettingsHandler(const ImGuiSettingsHandler* handler) +{ + return ImGui::AddSettingsHandler(handler); +} +CIMGUI_API void igRemoveSettingsHandler(const char* type_name) +{ + return ImGui::RemoveSettingsHandler(type_name); +} +CIMGUI_API ImGuiSettingsHandler* igFindSettingsHandler(const char* type_name) +{ + return ImGui::FindSettingsHandler(type_name); +} +CIMGUI_API ImGuiWindowSettings* igCreateNewWindowSettings(const char* name) +{ + return ImGui::CreateNewWindowSettings(name); +} +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByID(ImGuiID id) +{ + return ImGui::FindWindowSettingsByID(id); +} +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByWindow(ImGuiWindow* window) +{ + return ImGui::FindWindowSettingsByWindow(window); +} +CIMGUI_API void igClearWindowSettings(const char* name) +{ + return ImGui::ClearWindowSettings(name); +} +CIMGUI_API void igLocalizeRegisterEntries(const ImGuiLocEntry* entries,int count) +{ + return ImGui::LocalizeRegisterEntries(entries,count); +} +CIMGUI_API const char* igLocalizeGetMsg(ImGuiLocKey key) +{ + return ImGui::LocalizeGetMsg(key); +} +CIMGUI_API void igSetScrollX_WindowPtr(ImGuiWindow* window,float scroll_x) +{ + return ImGui::SetScrollX(window,scroll_x); +} +CIMGUI_API void igSetScrollY_WindowPtr(ImGuiWindow* window,float scroll_y) +{ + return ImGui::SetScrollY(window,scroll_y); +} +CIMGUI_API void igSetScrollFromPosX_WindowPtr(ImGuiWindow* window,float local_x,float center_x_ratio) +{ + return ImGui::SetScrollFromPosX(window,local_x,center_x_ratio); +} +CIMGUI_API void igSetScrollFromPosY_WindowPtr(ImGuiWindow* window,float local_y,float center_y_ratio) +{ + return ImGui::SetScrollFromPosY(window,local_y,center_y_ratio); +} +CIMGUI_API void igScrollToItem(ImGuiScrollFlags flags) +{ + return ImGui::ScrollToItem(flags); +} +CIMGUI_API void igScrollToRect(ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags) +{ + return ImGui::ScrollToRect(window,rect,flags); +} +CIMGUI_API void igScrollToRectEx(ImVec2 *pOut,ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags) +{ + *pOut = ImGui::ScrollToRectEx(window,rect,flags); +} +CIMGUI_API void igScrollToBringRectIntoView(ImGuiWindow* window,const ImRect rect) +{ + return ImGui::ScrollToBringRectIntoView(window,rect); +} +CIMGUI_API ImGuiItemStatusFlags igGetItemStatusFlags() +{ + return ImGui::GetItemStatusFlags(); +} +CIMGUI_API ImGuiItemFlags igGetItemFlags() +{ + return ImGui::GetItemFlags(); +} +CIMGUI_API ImGuiID igGetActiveID() +{ + return ImGui::GetActiveID(); +} +CIMGUI_API ImGuiID igGetFocusID() +{ + return ImGui::GetFocusID(); +} +CIMGUI_API void igSetActiveID(ImGuiID id,ImGuiWindow* window) +{ + return ImGui::SetActiveID(id,window); +} +CIMGUI_API void igSetFocusID(ImGuiID id,ImGuiWindow* window) +{ + return ImGui::SetFocusID(id,window); +} +CIMGUI_API void igClearActiveID() +{ + return ImGui::ClearActiveID(); +} +CIMGUI_API ImGuiID igGetHoveredID() +{ + return ImGui::GetHoveredID(); +} +CIMGUI_API void igSetHoveredID(ImGuiID id) +{ + return ImGui::SetHoveredID(id); +} +CIMGUI_API void igKeepAliveID(ImGuiID id) +{ + return ImGui::KeepAliveID(id); +} +CIMGUI_API void igMarkItemEdited(ImGuiID id) +{ + return ImGui::MarkItemEdited(id); +} +CIMGUI_API void igPushOverrideID(ImGuiID id) +{ + return ImGui::PushOverrideID(id); +} +CIMGUI_API ImGuiID igGetIDWithSeed_Str(const char* str_id_begin,const char* str_id_end,ImGuiID seed) +{ + return ImGui::GetIDWithSeed(str_id_begin,str_id_end,seed); +} +CIMGUI_API ImGuiID igGetIDWithSeed_Int(int n,ImGuiID seed) +{ + return ImGui::GetIDWithSeed(n,seed); +} +CIMGUI_API void igItemSize_Vec2(const ImVec2 size,float text_baseline_y) +{ + return ImGui::ItemSize(size,text_baseline_y); +} +CIMGUI_API void igItemSize_Rect(const ImRect bb,float text_baseline_y) +{ + return ImGui::ItemSize(bb,text_baseline_y); +} +CIMGUI_API bool igItemAdd(const ImRect bb,ImGuiID id,const ImRect* nav_bb,ImGuiItemFlags extra_flags) +{ + return ImGui::ItemAdd(bb,id,nav_bb,extra_flags); +} +CIMGUI_API bool igItemHoverable(const ImRect bb,ImGuiID id,ImGuiItemFlags item_flags) +{ + return ImGui::ItemHoverable(bb,id,item_flags); +} +CIMGUI_API bool igIsWindowContentHoverable(ImGuiWindow* window,ImGuiHoveredFlags flags) +{ + return ImGui::IsWindowContentHoverable(window,flags); +} +CIMGUI_API bool igIsClippedEx(const ImRect bb,ImGuiID id) +{ + return ImGui::IsClippedEx(bb,id); +} +CIMGUI_API void igSetLastItemData(ImGuiID item_id,ImGuiItemFlags in_flags,ImGuiItemStatusFlags status_flags,const ImRect item_rect) +{ + return ImGui::SetLastItemData(item_id,in_flags,status_flags,item_rect); +} +CIMGUI_API void igCalcItemSize(ImVec2 *pOut,ImVec2 size,float default_w,float default_h) +{ + *pOut = ImGui::CalcItemSize(size,default_w,default_h); +} +CIMGUI_API float igCalcWrapWidthForPos(const ImVec2 pos,float wrap_pos_x) +{ + return ImGui::CalcWrapWidthForPos(pos,wrap_pos_x); +} +CIMGUI_API void igPushMultiItemsWidths(int components,float width_full) +{ + return ImGui::PushMultiItemsWidths(components,width_full); +} +CIMGUI_API void igShrinkWidths(ImGuiShrinkWidthItem* items,int count,float width_excess) +{ + return ImGui::ShrinkWidths(items,count,width_excess); +} +CIMGUI_API const ImGuiDataVarInfo* igGetStyleVarInfo(ImGuiStyleVar idx) +{ + return ImGui::GetStyleVarInfo(idx); +} +CIMGUI_API void igBeginDisabledOverrideReenable() +{ + return ImGui::BeginDisabledOverrideReenable(); +} +CIMGUI_API void igEndDisabledOverrideReenable() +{ + return ImGui::EndDisabledOverrideReenable(); +} +CIMGUI_API void igLogBegin(ImGuiLogFlags flags,int auto_open_depth) +{ + return ImGui::LogBegin(flags,auto_open_depth); +} +CIMGUI_API void igLogToBuffer(int auto_open_depth) +{ + return ImGui::LogToBuffer(auto_open_depth); +} +CIMGUI_API void igLogRenderedText(const ImVec2* ref_pos,const char* text,const char* text_end) +{ + return ImGui::LogRenderedText(ref_pos,text,text_end); +} +CIMGUI_API void igLogSetNextTextDecoration(const char* prefix,const char* suffix) +{ + return ImGui::LogSetNextTextDecoration(prefix,suffix); +} +CIMGUI_API bool igBeginChildEx(const char* name,ImGuiID id,const ImVec2 size_arg,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginChildEx(name,id,size_arg,child_flags,window_flags); +} +CIMGUI_API bool igBeginPopupEx(ImGuiID id,ImGuiWindowFlags extra_window_flags) +{ + return ImGui::BeginPopupEx(id,extra_window_flags); +} +CIMGUI_API void igOpenPopupEx(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopupEx(id,popup_flags); +} +CIMGUI_API void igClosePopupToLevel(int remaining,bool restore_focus_to_window_under_popup) +{ + return ImGui::ClosePopupToLevel(remaining,restore_focus_to_window_under_popup); +} +CIMGUI_API void igClosePopupsOverWindow(ImGuiWindow* ref_window,bool restore_focus_to_window_under_popup) +{ + return ImGui::ClosePopupsOverWindow(ref_window,restore_focus_to_window_under_popup); +} +CIMGUI_API void igClosePopupsExceptModals() +{ + return ImGui::ClosePopupsExceptModals(); +} +CIMGUI_API bool igIsPopupOpen_ID(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::IsPopupOpen(id,popup_flags); +} +CIMGUI_API void igGetPopupAllowedExtentRect(ImRect *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::GetPopupAllowedExtentRect(window); +} +CIMGUI_API ImGuiWindow* igGetTopMostPopupModal() +{ + return ImGui::GetTopMostPopupModal(); +} +CIMGUI_API ImGuiWindow* igGetTopMostAndVisiblePopupModal() +{ + return ImGui::GetTopMostAndVisiblePopupModal(); +} +CIMGUI_API ImGuiWindow* igFindBlockingModal(ImGuiWindow* window) +{ + return ImGui::FindBlockingModal(window); +} +CIMGUI_API void igFindBestWindowPosForPopup(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::FindBestWindowPosForPopup(window); +} +CIMGUI_API void igFindBestWindowPosForPopupEx(ImVec2 *pOut,const ImVec2 ref_pos,const ImVec2 size,ImGuiDir* last_dir,const ImRect r_outer,const ImRect r_avoid,ImGuiPopupPositionPolicy policy) +{ + *pOut = ImGui::FindBestWindowPosForPopupEx(ref_pos,size,last_dir,r_outer,r_avoid,policy); +} +CIMGUI_API bool igBeginTooltipEx(ImGuiTooltipFlags tooltip_flags,ImGuiWindowFlags extra_window_flags) +{ + return ImGui::BeginTooltipEx(tooltip_flags,extra_window_flags); +} +CIMGUI_API bool igBeginTooltipHidden() +{ + return ImGui::BeginTooltipHidden(); +} +CIMGUI_API bool igBeginViewportSideBar(const char* name,ImGuiViewport* viewport,ImGuiDir dir,float size,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginViewportSideBar(name,viewport,dir,size,window_flags); +} +CIMGUI_API bool igBeginMenuEx(const char* label,const char* icon,bool enabled) +{ + return ImGui::BeginMenuEx(label,icon,enabled); +} +CIMGUI_API bool igMenuItemEx(const char* label,const char* icon,const char* shortcut,bool selected,bool enabled) +{ + return ImGui::MenuItemEx(label,icon,shortcut,selected,enabled); +} +CIMGUI_API bool igBeginComboPopup(ImGuiID popup_id,const ImRect bb,ImGuiComboFlags flags) +{ + return ImGui::BeginComboPopup(popup_id,bb,flags); +} +CIMGUI_API bool igBeginComboPreview() +{ + return ImGui::BeginComboPreview(); +} +CIMGUI_API void igEndComboPreview() +{ + return ImGui::EndComboPreview(); +} +CIMGUI_API void igNavInitWindow(ImGuiWindow* window,bool force_reinit) +{ + return ImGui::NavInitWindow(window,force_reinit); +} +CIMGUI_API void igNavInitRequestApplyResult() +{ + return ImGui::NavInitRequestApplyResult(); +} +CIMGUI_API bool igNavMoveRequestButNoResultYet() +{ + return ImGui::NavMoveRequestButNoResultYet(); +} +CIMGUI_API void igNavMoveRequestSubmit(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags) +{ + return ImGui::NavMoveRequestSubmit(move_dir,clip_dir,move_flags,scroll_flags); +} +CIMGUI_API void igNavMoveRequestForward(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags) +{ + return ImGui::NavMoveRequestForward(move_dir,clip_dir,move_flags,scroll_flags); +} +CIMGUI_API void igNavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + return ImGui::NavMoveRequestResolveWithLastItem(result); +} +CIMGUI_API void igNavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result,ImGuiTreeNodeStackData* tree_node_data) +{ + return ImGui::NavMoveRequestResolveWithPastTreeNode(result,tree_node_data); +} +CIMGUI_API void igNavMoveRequestCancel() +{ + return ImGui::NavMoveRequestCancel(); +} +CIMGUI_API void igNavMoveRequestApplyResult() +{ + return ImGui::NavMoveRequestApplyResult(); +} +CIMGUI_API void igNavMoveRequestTryWrapping(ImGuiWindow* window,ImGuiNavMoveFlags move_flags) +{ + return ImGui::NavMoveRequestTryWrapping(window,move_flags); +} +CIMGUI_API void igNavHighlightActivated(ImGuiID id) +{ + return ImGui::NavHighlightActivated(id); +} +CIMGUI_API void igNavClearPreferredPosForAxis(ImGuiAxis axis) +{ + return ImGui::NavClearPreferredPosForAxis(axis); +} +CIMGUI_API void igSetNavCursorVisibleAfterMove() +{ + return ImGui::SetNavCursorVisibleAfterMove(); +} +CIMGUI_API void igNavUpdateCurrentWindowIsScrollPushableX() +{ + return ImGui::NavUpdateCurrentWindowIsScrollPushableX(); +} +CIMGUI_API void igSetNavWindow(ImGuiWindow* window) +{ + return ImGui::SetNavWindow(window); +} +CIMGUI_API void igSetNavID(ImGuiID id,ImGuiNavLayer nav_layer,ImGuiID focus_scope_id,const ImRect rect_rel) +{ + return ImGui::SetNavID(id,nav_layer,focus_scope_id,rect_rel); +} +CIMGUI_API void igSetNavFocusScope(ImGuiID focus_scope_id) +{ + return ImGui::SetNavFocusScope(focus_scope_id); +} +CIMGUI_API void igFocusItem() +{ + return ImGui::FocusItem(); +} +CIMGUI_API void igActivateItemByID(ImGuiID id) +{ + return ImGui::ActivateItemByID(id); +} +CIMGUI_API bool igIsNamedKey(ImGuiKey key) +{ + return ImGui::IsNamedKey(key); +} +CIMGUI_API bool igIsNamedKeyOrMod(ImGuiKey key) +{ + return ImGui::IsNamedKeyOrMod(key); +} +CIMGUI_API bool igIsLegacyKey(ImGuiKey key) +{ + return ImGui::IsLegacyKey(key); +} +CIMGUI_API bool igIsKeyboardKey(ImGuiKey key) +{ + return ImGui::IsKeyboardKey(key); +} +CIMGUI_API bool igIsGamepadKey(ImGuiKey key) +{ + return ImGui::IsGamepadKey(key); +} +CIMGUI_API bool igIsMouseKey(ImGuiKey key) +{ + return ImGui::IsMouseKey(key); +} +CIMGUI_API bool igIsAliasKey(ImGuiKey key) +{ + return ImGui::IsAliasKey(key); +} +CIMGUI_API bool igIsLRModKey(ImGuiKey key) +{ + return ImGui::IsLRModKey(key); +} +CIMGUI_API ImGuiKeyChord igFixupKeyChord(ImGuiKeyChord key_chord) +{ + return ImGui::FixupKeyChord(key_chord); +} +CIMGUI_API ImGuiKey igConvertSingleModFlagToKey(ImGuiKey key) +{ + return ImGui::ConvertSingleModFlagToKey(key); +} +CIMGUI_API ImGuiKeyData* igGetKeyData_ContextPtr(ImGuiContext* ctx,ImGuiKey key) +{ + return ImGui::GetKeyData(ctx,key); +} +CIMGUI_API ImGuiKeyData* igGetKeyData_Key(ImGuiKey key) +{ + return ImGui::GetKeyData(key); +} +CIMGUI_API const char* igGetKeyChordName(ImGuiKeyChord key_chord) +{ + return ImGui::GetKeyChordName(key_chord); +} +CIMGUI_API ImGuiKey igMouseButtonToKey(ImGuiMouseButton button) +{ + return ImGui::MouseButtonToKey(button); +} +CIMGUI_API bool igIsMouseDragPastThreshold(ImGuiMouseButton button,float lock_threshold) +{ + return ImGui::IsMouseDragPastThreshold(button,lock_threshold); +} +CIMGUI_API void igGetKeyMagnitude2d(ImVec2 *pOut,ImGuiKey key_left,ImGuiKey key_right,ImGuiKey key_up,ImGuiKey key_down) +{ + *pOut = ImGui::GetKeyMagnitude2d(key_left,key_right,key_up,key_down); +} +CIMGUI_API float igGetNavTweakPressedAmount(ImGuiAxis axis) +{ + return ImGui::GetNavTweakPressedAmount(axis); +} +CIMGUI_API int igCalcTypematicRepeatAmount(float t0,float t1,float repeat_delay,float repeat_rate) +{ + return ImGui::CalcTypematicRepeatAmount(t0,t1,repeat_delay,repeat_rate); +} +CIMGUI_API void igGetTypematicRepeatRate(ImGuiInputFlags flags,float* repeat_delay,float* repeat_rate) +{ + return ImGui::GetTypematicRepeatRate(flags,repeat_delay,repeat_rate); +} +CIMGUI_API void igTeleportMousePos(const ImVec2 pos) +{ + return ImGui::TeleportMousePos(pos); +} +CIMGUI_API void igSetActiveIdUsingAllKeyboardKeys() +{ + return ImGui::SetActiveIdUsingAllKeyboardKeys(); +} +CIMGUI_API bool igIsActiveIdUsingNavDir(ImGuiDir dir) +{ + return ImGui::IsActiveIdUsingNavDir(dir); +} +CIMGUI_API ImGuiID igGetKeyOwner(ImGuiKey key) +{ + return ImGui::GetKeyOwner(key); +} +CIMGUI_API void igSetKeyOwner(ImGuiKey key,ImGuiID owner_id,ImGuiInputFlags flags) +{ + return ImGui::SetKeyOwner(key,owner_id,flags); +} +CIMGUI_API void igSetKeyOwnersForKeyChord(ImGuiKeyChord key,ImGuiID owner_id,ImGuiInputFlags flags) +{ + return ImGui::SetKeyOwnersForKeyChord(key,owner_id,flags); +} +CIMGUI_API void igSetItemKeyOwner_InputFlags(ImGuiKey key,ImGuiInputFlags flags) +{ + return ImGui::SetItemKeyOwner(key,flags); +} +CIMGUI_API bool igTestKeyOwner(ImGuiKey key,ImGuiID owner_id) +{ + return ImGui::TestKeyOwner(key,owner_id); +} +CIMGUI_API ImGuiKeyOwnerData* igGetKeyOwnerData(ImGuiContext* ctx,ImGuiKey key) +{ + return ImGui::GetKeyOwnerData(ctx,key); +} +CIMGUI_API bool igIsKeyDown_ID(ImGuiKey key,ImGuiID owner_id) +{ + return ImGui::IsKeyDown(key,owner_id); +} +CIMGUI_API bool igIsKeyPressed_InputFlags(ImGuiKey key,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::IsKeyPressed(key,flags,owner_id); +} +CIMGUI_API bool igIsKeyReleased_ID(ImGuiKey key,ImGuiID owner_id) +{ + return ImGui::IsKeyReleased(key,owner_id); +} +CIMGUI_API bool igIsKeyChordPressed_InputFlags(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::IsKeyChordPressed(key_chord,flags,owner_id); +} +CIMGUI_API bool igIsMouseDown_ID(ImGuiMouseButton button,ImGuiID owner_id) +{ + return ImGui::IsMouseDown(button,owner_id); +} +CIMGUI_API bool igIsMouseClicked_InputFlags(ImGuiMouseButton button,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::IsMouseClicked(button,flags,owner_id); +} +CIMGUI_API bool igIsMouseReleased_ID(ImGuiMouseButton button,ImGuiID owner_id) +{ + return ImGui::IsMouseReleased(button,owner_id); +} +CIMGUI_API bool igIsMouseDoubleClicked_ID(ImGuiMouseButton button,ImGuiID owner_id) +{ + return ImGui::IsMouseDoubleClicked(button,owner_id); +} +CIMGUI_API bool igShortcut_ID(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::Shortcut(key_chord,flags,owner_id); +} +CIMGUI_API bool igSetShortcutRouting(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::SetShortcutRouting(key_chord,flags,owner_id); +} +CIMGUI_API bool igTestShortcutRouting(ImGuiKeyChord key_chord,ImGuiID owner_id) +{ + return ImGui::TestShortcutRouting(key_chord,owner_id); +} +CIMGUI_API ImGuiKeyRoutingData* igGetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + return ImGui::GetShortcutRoutingData(key_chord); +} +CIMGUI_API void igDockContextInitialize(ImGuiContext* ctx) +{ + return ImGui::DockContextInitialize(ctx); +} +CIMGUI_API void igDockContextShutdown(ImGuiContext* ctx) +{ + return ImGui::DockContextShutdown(ctx); +} +CIMGUI_API void igDockContextClearNodes(ImGuiContext* ctx,ImGuiID root_id,bool clear_settings_refs) +{ + return ImGui::DockContextClearNodes(ctx,root_id,clear_settings_refs); +} +CIMGUI_API void igDockContextRebuildNodes(ImGuiContext* ctx) +{ + return ImGui::DockContextRebuildNodes(ctx); +} +CIMGUI_API void igDockContextNewFrameUpdateUndocking(ImGuiContext* ctx) +{ + return ImGui::DockContextNewFrameUpdateUndocking(ctx); +} +CIMGUI_API void igDockContextNewFrameUpdateDocking(ImGuiContext* ctx) +{ + return ImGui::DockContextNewFrameUpdateDocking(ctx); +} +CIMGUI_API void igDockContextEndFrame(ImGuiContext* ctx) +{ + return ImGui::DockContextEndFrame(ctx); +} +CIMGUI_API ImGuiID igDockContextGenNodeID(ImGuiContext* ctx) +{ + return ImGui::DockContextGenNodeID(ctx); +} +CIMGUI_API void igDockContextQueueDock(ImGuiContext* ctx,ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload,ImGuiDir split_dir,float split_ratio,bool split_outer) +{ + return ImGui::DockContextQueueDock(ctx,target,target_node,payload,split_dir,split_ratio,split_outer); +} +CIMGUI_API void igDockContextQueueUndockWindow(ImGuiContext* ctx,ImGuiWindow* window) +{ + return ImGui::DockContextQueueUndockWindow(ctx,window); +} +CIMGUI_API void igDockContextQueueUndockNode(ImGuiContext* ctx,ImGuiDockNode* node) +{ + return ImGui::DockContextQueueUndockNode(ctx,node); +} +CIMGUI_API void igDockContextProcessUndockWindow(ImGuiContext* ctx,ImGuiWindow* window,bool clear_persistent_docking_ref) +{ + return ImGui::DockContextProcessUndockWindow(ctx,window,clear_persistent_docking_ref); +} +CIMGUI_API void igDockContextProcessUndockNode(ImGuiContext* ctx,ImGuiDockNode* node) +{ + return ImGui::DockContextProcessUndockNode(ctx,node); +} +CIMGUI_API bool igDockContextCalcDropPosForDocking(ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload_window,ImGuiDockNode* payload_node,ImGuiDir split_dir,bool split_outer,ImVec2* out_pos) +{ + return ImGui::DockContextCalcDropPosForDocking(target,target_node,payload_window,payload_node,split_dir,split_outer,out_pos); +} +CIMGUI_API ImGuiDockNode* igDockContextFindNodeByID(ImGuiContext* ctx,ImGuiID id) +{ + return ImGui::DockContextFindNodeByID(ctx,id); +} +CIMGUI_API void igDockNodeWindowMenuHandler_Default(ImGuiContext* ctx,ImGuiDockNode* node,ImGuiTabBar* tab_bar) +{ + return ImGui::DockNodeWindowMenuHandler_Default(ctx,node,tab_bar); +} +CIMGUI_API bool igDockNodeBeginAmendTabBar(ImGuiDockNode* node) +{ + return ImGui::DockNodeBeginAmendTabBar(node); +} +CIMGUI_API void igDockNodeEndAmendTabBar() +{ + return ImGui::DockNodeEndAmendTabBar(); +} +CIMGUI_API ImGuiDockNode* igDockNodeGetRootNode(ImGuiDockNode* node) +{ + return ImGui::DockNodeGetRootNode(node); +} +CIMGUI_API bool igDockNodeIsInHierarchyOf(ImGuiDockNode* node,ImGuiDockNode* parent) +{ + return ImGui::DockNodeIsInHierarchyOf(node,parent); +} +CIMGUI_API int igDockNodeGetDepth(const ImGuiDockNode* node) +{ + return ImGui::DockNodeGetDepth(node); +} +CIMGUI_API ImGuiID igDockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) +{ + return ImGui::DockNodeGetWindowMenuButtonId(node); +} +CIMGUI_API ImGuiDockNode* igGetWindowDockNode() +{ + return ImGui::GetWindowDockNode(); +} +CIMGUI_API bool igGetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) +{ + return ImGui::GetWindowAlwaysWantOwnTabBar(window); +} +CIMGUI_API void igBeginDocked(ImGuiWindow* window,bool* p_open) +{ + return ImGui::BeginDocked(window,p_open); +} +CIMGUI_API void igBeginDockableDragDropSource(ImGuiWindow* window) +{ + return ImGui::BeginDockableDragDropSource(window); +} +CIMGUI_API void igBeginDockableDragDropTarget(ImGuiWindow* window) +{ + return ImGui::BeginDockableDragDropTarget(window); +} +CIMGUI_API void igSetWindowDock(ImGuiWindow* window,ImGuiID dock_id,ImGuiCond cond) +{ + return ImGui::SetWindowDock(window,dock_id,cond); +} +CIMGUI_API void igDockBuilderDockWindow(const char* window_name,ImGuiID node_id) +{ + return ImGui::DockBuilderDockWindow(window_name,node_id); +} +CIMGUI_API ImGuiDockNode* igDockBuilderGetNode(ImGuiID node_id) +{ + return ImGui::DockBuilderGetNode(node_id); +} +CIMGUI_API ImGuiDockNode* igDockBuilderGetCentralNode(ImGuiID node_id) +{ + return ImGui::DockBuilderGetCentralNode(node_id); +} +CIMGUI_API ImGuiID igDockBuilderAddNode(ImGuiID node_id,ImGuiDockNodeFlags flags) +{ + return ImGui::DockBuilderAddNode(node_id,flags); +} +CIMGUI_API void igDockBuilderRemoveNode(ImGuiID node_id) +{ + return ImGui::DockBuilderRemoveNode(node_id); +} +CIMGUI_API void igDockBuilderRemoveNodeDockedWindows(ImGuiID node_id,bool clear_settings_refs) +{ + return ImGui::DockBuilderRemoveNodeDockedWindows(node_id,clear_settings_refs); +} +CIMGUI_API void igDockBuilderRemoveNodeChildNodes(ImGuiID node_id) +{ + return ImGui::DockBuilderRemoveNodeChildNodes(node_id); +} +CIMGUI_API void igDockBuilderSetNodePos(ImGuiID node_id,ImVec2 pos) +{ + return ImGui::DockBuilderSetNodePos(node_id,pos); +} +CIMGUI_API void igDockBuilderSetNodeSize(ImGuiID node_id,ImVec2 size) +{ + return ImGui::DockBuilderSetNodeSize(node_id,size); +} +CIMGUI_API ImGuiID igDockBuilderSplitNode(ImGuiID node_id,ImGuiDir split_dir,float size_ratio_for_node_at_dir,ImGuiID* out_id_at_dir,ImGuiID* out_id_at_opposite_dir) +{ + return ImGui::DockBuilderSplitNode(node_id,split_dir,size_ratio_for_node_at_dir,out_id_at_dir,out_id_at_opposite_dir); +} +CIMGUI_API void igDockBuilderCopyDockSpace(ImGuiID src_dockspace_id,ImGuiID dst_dockspace_id,ImVector_const_charPtr* in_window_remap_pairs) +{ + return ImGui::DockBuilderCopyDockSpace(src_dockspace_id,dst_dockspace_id,in_window_remap_pairs); +} +CIMGUI_API void igDockBuilderCopyNode(ImGuiID src_node_id,ImGuiID dst_node_id,ImVector_ImGuiID* out_node_remap_pairs) +{ + return ImGui::DockBuilderCopyNode(src_node_id,dst_node_id,out_node_remap_pairs); +} +CIMGUI_API void igDockBuilderCopyWindowSettings(const char* src_name,const char* dst_name) +{ + return ImGui::DockBuilderCopyWindowSettings(src_name,dst_name); +} +CIMGUI_API void igDockBuilderFinish(ImGuiID node_id) +{ + return ImGui::DockBuilderFinish(node_id); +} +CIMGUI_API void igPushFocusScope(ImGuiID id) +{ + return ImGui::PushFocusScope(id); +} +CIMGUI_API void igPopFocusScope() +{ + return ImGui::PopFocusScope(); +} +CIMGUI_API ImGuiID igGetCurrentFocusScope() +{ + return ImGui::GetCurrentFocusScope(); +} +CIMGUI_API bool igIsDragDropActive() +{ + return ImGui::IsDragDropActive(); +} +CIMGUI_API bool igBeginDragDropTargetCustom(const ImRect bb,ImGuiID id) +{ + return ImGui::BeginDragDropTargetCustom(bb,id); +} +CIMGUI_API void igClearDragDrop() +{ + return ImGui::ClearDragDrop(); +} +CIMGUI_API bool igIsDragDropPayloadBeingAccepted() +{ + return ImGui::IsDragDropPayloadBeingAccepted(); +} +CIMGUI_API void igRenderDragDropTargetRect(const ImRect bb,const ImRect item_clip_rect) +{ + return ImGui::RenderDragDropTargetRect(bb,item_clip_rect); +} +CIMGUI_API ImGuiTypingSelectRequest* igGetTypingSelectRequest(ImGuiTypingSelectFlags flags) +{ + return ImGui::GetTypingSelectRequest(flags); +} +CIMGUI_API int igTypingSelectFindMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx) +{ + return ImGui::TypingSelectFindMatch(req,items_count,get_item_name_func,user_data,nav_item_idx); +} +CIMGUI_API int igTypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx) +{ + return ImGui::TypingSelectFindNextSingleCharMatch(req,items_count,get_item_name_func,user_data,nav_item_idx); +} +CIMGUI_API int igTypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data) +{ + return ImGui::TypingSelectFindBestLeadingMatch(req,items_count,get_item_name_func,user_data); +} +CIMGUI_API bool igBeginBoxSelect(const ImRect scope_rect,ImGuiWindow* window,ImGuiID box_select_id,ImGuiMultiSelectFlags ms_flags) +{ + return ImGui::BeginBoxSelect(scope_rect,window,box_select_id,ms_flags); +} +CIMGUI_API void igEndBoxSelect(const ImRect scope_rect,ImGuiMultiSelectFlags ms_flags) +{ + return ImGui::EndBoxSelect(scope_rect,ms_flags); +} +CIMGUI_API void igMultiSelectItemHeader(ImGuiID id,bool* p_selected,ImGuiButtonFlags* p_button_flags) +{ + return ImGui::MultiSelectItemHeader(id,p_selected,p_button_flags); +} +CIMGUI_API void igMultiSelectItemFooter(ImGuiID id,bool* p_selected,bool* p_pressed) +{ + return ImGui::MultiSelectItemFooter(id,p_selected,p_pressed); +} +CIMGUI_API void igMultiSelectAddSetAll(ImGuiMultiSelectTempData* ms,bool selected) +{ + return ImGui::MultiSelectAddSetAll(ms,selected); +} +CIMGUI_API void igMultiSelectAddSetRange(ImGuiMultiSelectTempData* ms,bool selected,int range_dir,ImGuiSelectionUserData first_item,ImGuiSelectionUserData last_item) +{ + return ImGui::MultiSelectAddSetRange(ms,selected,range_dir,first_item,last_item); +} +CIMGUI_API ImGuiBoxSelectState* igGetBoxSelectState(ImGuiID id) +{ + return ImGui::GetBoxSelectState(id); +} +CIMGUI_API ImGuiMultiSelectState* igGetMultiSelectState(ImGuiID id) +{ + return ImGui::GetMultiSelectState(id); +} +CIMGUI_API void igSetWindowClipRectBeforeSetChannel(ImGuiWindow* window,const ImRect clip_rect) +{ + return ImGui::SetWindowClipRectBeforeSetChannel(window,clip_rect); +} +CIMGUI_API void igBeginColumns(const char* str_id,int count,ImGuiOldColumnFlags flags) +{ + return ImGui::BeginColumns(str_id,count,flags); +} +CIMGUI_API void igEndColumns() +{ + return ImGui::EndColumns(); +} +CIMGUI_API void igPushColumnClipRect(int column_index) +{ + return ImGui::PushColumnClipRect(column_index); +} +CIMGUI_API void igPushColumnsBackground() +{ + return ImGui::PushColumnsBackground(); +} +CIMGUI_API void igPopColumnsBackground() +{ + return ImGui::PopColumnsBackground(); +} +CIMGUI_API ImGuiID igGetColumnsID(const char* str_id,int count) +{ + return ImGui::GetColumnsID(str_id,count); +} +CIMGUI_API ImGuiOldColumns* igFindOrCreateColumns(ImGuiWindow* window,ImGuiID id) +{ + return ImGui::FindOrCreateColumns(window,id); +} +CIMGUI_API float igGetColumnOffsetFromNorm(const ImGuiOldColumns* columns,float offset_norm) +{ + return ImGui::GetColumnOffsetFromNorm(columns,offset_norm); +} +CIMGUI_API float igGetColumnNormFromOffset(const ImGuiOldColumns* columns,float offset) +{ + return ImGui::GetColumnNormFromOffset(columns,offset); +} +CIMGUI_API void igTableOpenContextMenu(int column_n) +{ + return ImGui::TableOpenContextMenu(column_n); +} +CIMGUI_API void igTableSetColumnWidth(int column_n,float width) +{ + return ImGui::TableSetColumnWidth(column_n,width); +} +CIMGUI_API void igTableSetColumnSortDirection(int column_n,ImGuiSortDirection sort_direction,bool append_to_sort_specs) +{ + return ImGui::TableSetColumnSortDirection(column_n,sort_direction,append_to_sort_specs); +} +CIMGUI_API int igTableGetHoveredRow() +{ + return ImGui::TableGetHoveredRow(); +} +CIMGUI_API float igTableGetHeaderRowHeight() +{ + return ImGui::TableGetHeaderRowHeight(); +} +CIMGUI_API float igTableGetHeaderAngledMaxLabelWidth() +{ + return ImGui::TableGetHeaderAngledMaxLabelWidth(); +} +CIMGUI_API void igTablePushBackgroundChannel() +{ + return ImGui::TablePushBackgroundChannel(); +} +CIMGUI_API void igTablePopBackgroundChannel() +{ + return ImGui::TablePopBackgroundChannel(); +} +CIMGUI_API void igTableAngledHeadersRowEx(ImGuiID row_id,float angle,float max_label_width,const ImGuiTableHeaderData* data,int data_count) +{ + return ImGui::TableAngledHeadersRowEx(row_id,angle,max_label_width,data,data_count); +} +CIMGUI_API ImGuiTable* igGetCurrentTable() +{ + return ImGui::GetCurrentTable(); +} +CIMGUI_API ImGuiTable* igTableFindByID(ImGuiID id) +{ + return ImGui::TableFindByID(id); +} +CIMGUI_API bool igBeginTableEx(const char* name,ImGuiID id,int columns_count,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width) +{ + return ImGui::BeginTableEx(name,id,columns_count,flags,outer_size,inner_width); +} +CIMGUI_API void igTableBeginInitMemory(ImGuiTable* table,int columns_count) +{ + return ImGui::TableBeginInitMemory(table,columns_count); +} +CIMGUI_API void igTableBeginApplyRequests(ImGuiTable* table) +{ + return ImGui::TableBeginApplyRequests(table); +} +CIMGUI_API void igTableSetupDrawChannels(ImGuiTable* table) +{ + return ImGui::TableSetupDrawChannels(table); +} +CIMGUI_API void igTableUpdateLayout(ImGuiTable* table) +{ + return ImGui::TableUpdateLayout(table); +} +CIMGUI_API void igTableUpdateBorders(ImGuiTable* table) +{ + return ImGui::TableUpdateBorders(table); +} +CIMGUI_API void igTableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + return ImGui::TableUpdateColumnsWeightFromWidth(table); +} +CIMGUI_API void igTableDrawBorders(ImGuiTable* table) +{ + return ImGui::TableDrawBorders(table); +} +CIMGUI_API void igTableDrawDefaultContextMenu(ImGuiTable* table,ImGuiTableFlags flags_for_section_to_display) +{ + return ImGui::TableDrawDefaultContextMenu(table,flags_for_section_to_display); +} +CIMGUI_API bool igTableBeginContextMenuPopup(ImGuiTable* table) +{ + return ImGui::TableBeginContextMenuPopup(table); +} +CIMGUI_API void igTableMergeDrawChannels(ImGuiTable* table) +{ + return ImGui::TableMergeDrawChannels(table); +} +CIMGUI_API ImGuiTableInstanceData* igTableGetInstanceData(ImGuiTable* table,int instance_no) +{ + return ImGui::TableGetInstanceData(table,instance_no); +} +CIMGUI_API ImGuiID igTableGetInstanceID(ImGuiTable* table,int instance_no) +{ + return ImGui::TableGetInstanceID(table,instance_no); +} +CIMGUI_API void igTableSortSpecsSanitize(ImGuiTable* table) +{ + return ImGui::TableSortSpecsSanitize(table); +} +CIMGUI_API void igTableSortSpecsBuild(ImGuiTable* table) +{ + return ImGui::TableSortSpecsBuild(table); +} +CIMGUI_API ImGuiSortDirection igTableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + return ImGui::TableGetColumnNextSortDirection(column); +} +CIMGUI_API void igTableFixColumnSortDirection(ImGuiTable* table,ImGuiTableColumn* column) +{ + return ImGui::TableFixColumnSortDirection(table,column); +} +CIMGUI_API float igTableGetColumnWidthAuto(ImGuiTable* table,ImGuiTableColumn* column) +{ + return ImGui::TableGetColumnWidthAuto(table,column); +} +CIMGUI_API void igTableBeginRow(ImGuiTable* table) +{ + return ImGui::TableBeginRow(table); +} +CIMGUI_API void igTableEndRow(ImGuiTable* table) +{ + return ImGui::TableEndRow(table); +} +CIMGUI_API void igTableBeginCell(ImGuiTable* table,int column_n) +{ + return ImGui::TableBeginCell(table,column_n); +} +CIMGUI_API void igTableEndCell(ImGuiTable* table) +{ + return ImGui::TableEndCell(table); +} +CIMGUI_API void igTableGetCellBgRect(ImRect *pOut,const ImGuiTable* table,int column_n) +{ + *pOut = ImGui::TableGetCellBgRect(table,column_n); +} +CIMGUI_API const char* igTableGetColumnName_TablePtr(const ImGuiTable* table,int column_n) +{ + return ImGui::TableGetColumnName(table,column_n); +} +CIMGUI_API ImGuiID igTableGetColumnResizeID(ImGuiTable* table,int column_n,int instance_no) +{ + return ImGui::TableGetColumnResizeID(table,column_n,instance_no); +} +CIMGUI_API float igTableCalcMaxColumnWidth(const ImGuiTable* table,int column_n) +{ + return ImGui::TableCalcMaxColumnWidth(table,column_n); +} +CIMGUI_API void igTableSetColumnWidthAutoSingle(ImGuiTable* table,int column_n) +{ + return ImGui::TableSetColumnWidthAutoSingle(table,column_n); +} +CIMGUI_API void igTableSetColumnWidthAutoAll(ImGuiTable* table) +{ + return ImGui::TableSetColumnWidthAutoAll(table); +} +CIMGUI_API void igTableRemove(ImGuiTable* table) +{ + return ImGui::TableRemove(table); +} +CIMGUI_API void igTableGcCompactTransientBuffers_TablePtr(ImGuiTable* table) +{ + return ImGui::TableGcCompactTransientBuffers(table); +} +CIMGUI_API void igTableGcCompactTransientBuffers_TableTempDataPtr(ImGuiTableTempData* table) +{ + return ImGui::TableGcCompactTransientBuffers(table); +} +CIMGUI_API void igTableGcCompactSettings() +{ + return ImGui::TableGcCompactSettings(); +} +CIMGUI_API void igTableLoadSettings(ImGuiTable* table) +{ + return ImGui::TableLoadSettings(table); +} +CIMGUI_API void igTableSaveSettings(ImGuiTable* table) +{ + return ImGui::TableSaveSettings(table); +} +CIMGUI_API void igTableResetSettings(ImGuiTable* table) +{ + return ImGui::TableResetSettings(table); +} +CIMGUI_API ImGuiTableSettings* igTableGetBoundSettings(ImGuiTable* table) +{ + return ImGui::TableGetBoundSettings(table); +} +CIMGUI_API void igTableSettingsAddSettingsHandler() +{ + return ImGui::TableSettingsAddSettingsHandler(); +} +CIMGUI_API ImGuiTableSettings* igTableSettingsCreate(ImGuiID id,int columns_count) +{ + return ImGui::TableSettingsCreate(id,columns_count); +} +CIMGUI_API ImGuiTableSettings* igTableSettingsFindByID(ImGuiID id) +{ + return ImGui::TableSettingsFindByID(id); +} +CIMGUI_API ImGuiTabBar* igGetCurrentTabBar() +{ + return ImGui::GetCurrentTabBar(); +} +CIMGUI_API bool igBeginTabBarEx(ImGuiTabBar* tab_bar,const ImRect bb,ImGuiTabBarFlags flags) +{ + return ImGui::BeginTabBarEx(tab_bar,bb,flags); +} +CIMGUI_API ImGuiTabItem* igTabBarFindTabByID(ImGuiTabBar* tab_bar,ImGuiID tab_id) +{ + return ImGui::TabBarFindTabByID(tab_bar,tab_id); +} +CIMGUI_API ImGuiTabItem* igTabBarFindTabByOrder(ImGuiTabBar* tab_bar,int order) +{ + return ImGui::TabBarFindTabByOrder(tab_bar,order); +} +CIMGUI_API ImGuiTabItem* igTabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) +{ + return ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(tab_bar); +} +CIMGUI_API ImGuiTabItem* igTabBarGetCurrentTab(ImGuiTabBar* tab_bar) +{ + return ImGui::TabBarGetCurrentTab(tab_bar); +} +CIMGUI_API int igTabBarGetTabOrder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarGetTabOrder(tab_bar,tab); +} +CIMGUI_API const char* igTabBarGetTabName(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarGetTabName(tab_bar,tab); +} +CIMGUI_API void igTabBarAddTab(ImGuiTabBar* tab_bar,ImGuiTabItemFlags tab_flags,ImGuiWindow* window) +{ + return ImGui::TabBarAddTab(tab_bar,tab_flags,window); +} +CIMGUI_API void igTabBarRemoveTab(ImGuiTabBar* tab_bar,ImGuiID tab_id) +{ + return ImGui::TabBarRemoveTab(tab_bar,tab_id); +} +CIMGUI_API void igTabBarCloseTab(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarCloseTab(tab_bar,tab); +} +CIMGUI_API void igTabBarQueueFocus_TabItemPtr(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarQueueFocus(tab_bar,tab); +} +CIMGUI_API void igTabBarQueueFocus_Str(ImGuiTabBar* tab_bar,const char* tab_name) +{ + return ImGui::TabBarQueueFocus(tab_bar,tab_name); +} +CIMGUI_API void igTabBarQueueReorder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,int offset) +{ + return ImGui::TabBarQueueReorder(tab_bar,tab,offset); +} +CIMGUI_API void igTabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,ImVec2 mouse_pos) +{ + return ImGui::TabBarQueueReorderFromMousePos(tab_bar,tab,mouse_pos); +} +CIMGUI_API bool igTabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + return ImGui::TabBarProcessReorder(tab_bar); +} +CIMGUI_API bool igTabItemEx(ImGuiTabBar* tab_bar,const char* label,bool* p_open,ImGuiTabItemFlags flags,ImGuiWindow* docked_window) +{ + return ImGui::TabItemEx(tab_bar,label,p_open,flags,docked_window); +} +CIMGUI_API void igTabItemCalcSize_Str(ImVec2 *pOut,const char* label,bool has_close_button_or_unsaved_marker) +{ + *pOut = ImGui::TabItemCalcSize(label,has_close_button_or_unsaved_marker); +} +CIMGUI_API void igTabItemCalcSize_WindowPtr(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::TabItemCalcSize(window); +} +CIMGUI_API void igTabItemBackground(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImU32 col) +{ + return ImGui::TabItemBackground(draw_list,bb,flags,col); +} +CIMGUI_API void igTabItemLabelAndCloseButton(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImVec2 frame_padding,const char* label,ImGuiID tab_id,ImGuiID close_button_id,bool is_contents_visible,bool* out_just_closed,bool* out_text_clipped) +{ + return ImGui::TabItemLabelAndCloseButton(draw_list,bb,flags,frame_padding,label,tab_id,close_button_id,is_contents_visible,out_just_closed,out_text_clipped); +} +CIMGUI_API void igRenderText(ImVec2 pos,const char* text,const char* text_end,bool hide_text_after_hash) +{ + return ImGui::RenderText(pos,text,text_end,hide_text_after_hash); +} +CIMGUI_API void igRenderTextWrapped(ImVec2 pos,const char* text,const char* text_end,float wrap_width) +{ + return ImGui::RenderTextWrapped(pos,text,text_end,wrap_width); +} +CIMGUI_API void igRenderTextClipped(const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect) +{ + return ImGui::RenderTextClipped(pos_min,pos_max,text,text_end,text_size_if_known,align,clip_rect); +} +CIMGUI_API void igRenderTextClippedEx(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect) +{ + return ImGui::RenderTextClippedEx(draw_list,pos_min,pos_max,text,text_end,text_size_if_known,align,clip_rect); +} +CIMGUI_API void igRenderTextEllipsis(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,float clip_max_x,float ellipsis_max_x,const char* text,const char* text_end,const ImVec2* text_size_if_known) +{ + return ImGui::RenderTextEllipsis(draw_list,pos_min,pos_max,clip_max_x,ellipsis_max_x,text,text_end,text_size_if_known); +} +CIMGUI_API void igRenderFrame(ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,bool borders,float rounding) +{ + return ImGui::RenderFrame(p_min,p_max,fill_col,borders,rounding); +} +CIMGUI_API void igRenderFrameBorder(ImVec2 p_min,ImVec2 p_max,float rounding) +{ + return ImGui::RenderFrameBorder(p_min,p_max,rounding); +} +CIMGUI_API void igRenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list,ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,float grid_step,ImVec2 grid_off,float rounding,ImDrawFlags flags) +{ + return ImGui::RenderColorRectWithAlphaCheckerboard(draw_list,p_min,p_max,fill_col,grid_step,grid_off,rounding,flags); +} +CIMGUI_API void igRenderNavCursor(const ImRect bb,ImGuiID id,ImGuiNavRenderCursorFlags flags) +{ + return ImGui::RenderNavCursor(bb,id,flags); +} +CIMGUI_API const char* igFindRenderedTextEnd(const char* text,const char* text_end) +{ + return ImGui::FindRenderedTextEnd(text,text_end); +} +CIMGUI_API void igRenderMouseCursor(ImVec2 pos,float scale,ImGuiMouseCursor mouse_cursor,ImU32 col_fill,ImU32 col_border,ImU32 col_shadow) +{ + return ImGui::RenderMouseCursor(pos,scale,mouse_cursor,col_fill,col_border,col_shadow); +} +CIMGUI_API void igRenderArrow(ImDrawList* draw_list,ImVec2 pos,ImU32 col,ImGuiDir dir,float scale) +{ + return ImGui::RenderArrow(draw_list,pos,col,dir,scale); +} +CIMGUI_API void igRenderBullet(ImDrawList* draw_list,ImVec2 pos,ImU32 col) +{ + return ImGui::RenderBullet(draw_list,pos,col); +} +CIMGUI_API void igRenderCheckMark(ImDrawList* draw_list,ImVec2 pos,ImU32 col,float sz) +{ + return ImGui::RenderCheckMark(draw_list,pos,col,sz); +} +CIMGUI_API void igRenderArrowPointingAt(ImDrawList* draw_list,ImVec2 pos,ImVec2 half_sz,ImGuiDir direction,ImU32 col) +{ + return ImGui::RenderArrowPointingAt(draw_list,pos,half_sz,direction,col); +} +CIMGUI_API void igRenderArrowDockMenu(ImDrawList* draw_list,ImVec2 p_min,float sz,ImU32 col) +{ + return ImGui::RenderArrowDockMenu(draw_list,p_min,sz,col); +} +CIMGUI_API void igRenderRectFilledRangeH(ImDrawList* draw_list,const ImRect rect,ImU32 col,float x_start_norm,float x_end_norm,float rounding) +{ + return ImGui::RenderRectFilledRangeH(draw_list,rect,col,x_start_norm,x_end_norm,rounding); +} +CIMGUI_API void igRenderRectFilledWithHole(ImDrawList* draw_list,const ImRect outer,const ImRect inner,ImU32 col,float rounding) +{ + return ImGui::RenderRectFilledWithHole(draw_list,outer,inner,col,rounding); +} +CIMGUI_API ImDrawFlags igCalcRoundingFlagsForRectInRect(const ImRect r_in,const ImRect r_outer,float threshold) +{ + return ImGui::CalcRoundingFlagsForRectInRect(r_in,r_outer,threshold); +} +CIMGUI_API void igTextEx(const char* text,const char* text_end,ImGuiTextFlags flags) +{ + return ImGui::TextEx(text,text_end,flags); +} +CIMGUI_API bool igButtonEx(const char* label,const ImVec2 size_arg,ImGuiButtonFlags flags) +{ + return ImGui::ButtonEx(label,size_arg,flags); +} +CIMGUI_API bool igArrowButtonEx(const char* str_id,ImGuiDir dir,ImVec2 size_arg,ImGuiButtonFlags flags) +{ + return ImGui::ArrowButtonEx(str_id,dir,size_arg,flags); +} +CIMGUI_API bool igImageButtonEx(ImGuiID id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col,ImGuiButtonFlags flags) +{ + return ImGui::ImageButtonEx(id,user_texture_id,image_size,uv0,uv1,bg_col,tint_col,flags); +} +CIMGUI_API void igSeparatorEx(ImGuiSeparatorFlags flags,float thickness) +{ + return ImGui::SeparatorEx(flags,thickness); +} +CIMGUI_API void igSeparatorTextEx(ImGuiID id,const char* label,const char* label_end,float extra_width) +{ + return ImGui::SeparatorTextEx(id,label,label_end,extra_width); +} +CIMGUI_API bool igCheckboxFlags_S64Ptr(const char* label,ImS64* flags,ImS64 flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCheckboxFlags_U64Ptr(const char* label,ImU64* flags,ImU64 flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCloseButton(ImGuiID id,const ImVec2 pos) +{ + return ImGui::CloseButton(id,pos); +} +CIMGUI_API bool igCollapseButton(ImGuiID id,const ImVec2 pos,ImGuiDockNode* dock_node) +{ + return ImGui::CollapseButton(id,pos,dock_node); +} +CIMGUI_API void igScrollbar(ImGuiAxis axis) +{ + return ImGui::Scrollbar(axis); +} +CIMGUI_API bool igScrollbarEx(const ImRect bb,ImGuiID id,ImGuiAxis axis,ImS64* p_scroll_v,ImS64 avail_v,ImS64 contents_v,ImDrawFlags draw_rounding_flags) +{ + return ImGui::ScrollbarEx(bb,id,axis,p_scroll_v,avail_v,contents_v,draw_rounding_flags); +} +CIMGUI_API void igGetWindowScrollbarRect(ImRect *pOut,ImGuiWindow* window,ImGuiAxis axis) +{ + *pOut = ImGui::GetWindowScrollbarRect(window,axis); +} +CIMGUI_API ImGuiID igGetWindowScrollbarID(ImGuiWindow* window,ImGuiAxis axis) +{ + return ImGui::GetWindowScrollbarID(window,axis); +} +CIMGUI_API ImGuiID igGetWindowResizeCornerID(ImGuiWindow* window,int n) +{ + return ImGui::GetWindowResizeCornerID(window,n); +} +CIMGUI_API ImGuiID igGetWindowResizeBorderID(ImGuiWindow* window,ImGuiDir dir) +{ + return ImGui::GetWindowResizeBorderID(window,dir); +} +CIMGUI_API bool igButtonBehavior(const ImRect bb,ImGuiID id,bool* out_hovered,bool* out_held,ImGuiButtonFlags flags) +{ + return ImGui::ButtonBehavior(bb,id,out_hovered,out_held,flags); +} +CIMGUI_API bool igDragBehavior(ImGuiID id,ImGuiDataType data_type,void* p_v,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragBehavior(id,data_type,p_v,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderBehavior(const ImRect bb,ImGuiID id,ImGuiDataType data_type,void* p_v,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags,ImRect* out_grab_bb) +{ + return ImGui::SliderBehavior(bb,id,data_type,p_v,p_min,p_max,format,flags,out_grab_bb); +} +CIMGUI_API bool igSplitterBehavior(const ImRect bb,ImGuiID id,ImGuiAxis axis,float* size1,float* size2,float min_size1,float min_size2,float hover_extend,float hover_visibility_delay,ImU32 bg_col) +{ + return ImGui::SplitterBehavior(bb,id,axis,size1,size2,min_size1,min_size2,hover_extend,hover_visibility_delay,bg_col); +} +CIMGUI_API bool igTreeNodeBehavior(ImGuiID id,ImGuiTreeNodeFlags flags,const char* label,const char* label_end) +{ + return ImGui::TreeNodeBehavior(id,flags,label,label_end); +} +CIMGUI_API void igTreePushOverrideID(ImGuiID id) +{ + return ImGui::TreePushOverrideID(id); +} +CIMGUI_API bool igTreeNodeGetOpen(ImGuiID storage_id) +{ + return ImGui::TreeNodeGetOpen(storage_id); +} +CIMGUI_API void igTreeNodeSetOpen(ImGuiID storage_id,bool open) +{ + return ImGui::TreeNodeSetOpen(storage_id,open); +} +CIMGUI_API bool igTreeNodeUpdateNextOpen(ImGuiID storage_id,ImGuiTreeNodeFlags flags) +{ + return ImGui::TreeNodeUpdateNextOpen(storage_id,flags); +} +CIMGUI_API const ImGuiDataTypeInfo* igDataTypeGetInfo(ImGuiDataType data_type) +{ + return ImGui::DataTypeGetInfo(data_type); +} +CIMGUI_API int igDataTypeFormatString(char* buf,int buf_size,ImGuiDataType data_type,const void* p_data,const char* format) +{ + return ImGui::DataTypeFormatString(buf,buf_size,data_type,p_data,format); +} +CIMGUI_API void igDataTypeApplyOp(ImGuiDataType data_type,int op,void* output,const void* arg_1,const void* arg_2) +{ + return ImGui::DataTypeApplyOp(data_type,op,output,arg_1,arg_2); +} +CIMGUI_API bool igDataTypeApplyFromText(const char* buf,ImGuiDataType data_type,void* p_data,const char* format,void* p_data_when_empty) +{ + return ImGui::DataTypeApplyFromText(buf,data_type,p_data,format,p_data_when_empty); +} +CIMGUI_API int igDataTypeCompare(ImGuiDataType data_type,const void* arg_1,const void* arg_2) +{ + return ImGui::DataTypeCompare(data_type,arg_1,arg_2); +} +CIMGUI_API bool igDataTypeClamp(ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max) +{ + return ImGui::DataTypeClamp(data_type,p_data,p_min,p_max); +} +CIMGUI_API bool igDataTypeIsZero(ImGuiDataType data_type,const void* p_data) +{ + return ImGui::DataTypeIsZero(data_type,p_data); +} +CIMGUI_API bool igInputTextEx(const char* label,const char* hint,char* buf,int buf_size,const ImVec2 size_arg,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextEx(label,hint,buf,buf_size,size_arg,flags,callback,user_data); +} +CIMGUI_API void igInputTextDeactivateHook(ImGuiID id) +{ + return ImGui::InputTextDeactivateHook(id); +} +CIMGUI_API bool igTempInputText(const ImRect bb,ImGuiID id,const char* label,char* buf,int buf_size,ImGuiInputTextFlags flags) +{ + return ImGui::TempInputText(bb,id,label,buf,buf_size,flags); +} +CIMGUI_API bool igTempInputScalar(const ImRect bb,ImGuiID id,const char* label,ImGuiDataType data_type,void* p_data,const char* format,const void* p_clamp_min,const void* p_clamp_max) +{ + return ImGui::TempInputScalar(bb,id,label,data_type,p_data,format,p_clamp_min,p_clamp_max); +} +CIMGUI_API bool igTempInputIsActive(ImGuiID id) +{ + return ImGui::TempInputIsActive(id); +} +CIMGUI_API ImGuiInputTextState* igGetInputTextState(ImGuiID id) +{ + return ImGui::GetInputTextState(id); +} +CIMGUI_API void igSetNextItemRefVal(ImGuiDataType data_type,void* p_data) +{ + return ImGui::SetNextItemRefVal(data_type,p_data); +} +CIMGUI_API void igColorTooltip(const char* text,const float* col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorTooltip(text,col,flags); +} +CIMGUI_API void igColorEditOptionsPopup(const float* col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorEditOptionsPopup(col,flags); +} +CIMGUI_API void igColorPickerOptionsPopup(const float* ref_col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorPickerOptionsPopup(ref_col,flags); +} +CIMGUI_API int igPlotEx(ImGuiPlotType plot_type,const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,const ImVec2 size_arg) +{ + return ImGui::PlotEx(plot_type,label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,size_arg); +} +CIMGUI_API void igShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,ImVec2 gradient_p0,ImVec2 gradient_p1,ImU32 col0,ImU32 col1) +{ + return ImGui::ShadeVertsLinearColorGradientKeepAlpha(draw_list,vert_start_idx,vert_end_idx,gradient_p0,gradient_p1,col0,col1); +} +CIMGUI_API void igShadeVertsLinearUV(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,bool clamp) +{ + return ImGui::ShadeVertsLinearUV(draw_list,vert_start_idx,vert_end_idx,a,b,uv_a,uv_b,clamp); +} +CIMGUI_API void igShadeVertsTransformPos(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 pivot_in,float cos_a,float sin_a,const ImVec2 pivot_out) +{ + return ImGui::ShadeVertsTransformPos(draw_list,vert_start_idx,vert_end_idx,pivot_in,cos_a,sin_a,pivot_out); +} +CIMGUI_API void igGcCompactTransientMiscBuffers() +{ + return ImGui::GcCompactTransientMiscBuffers(); +} +CIMGUI_API void igGcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + return ImGui::GcCompactTransientWindowBuffers(window); +} +CIMGUI_API void igGcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + return ImGui::GcAwakeTransientWindowBuffers(window); +} +CIMGUI_API bool igErrorLog(const char* msg) +{ + return ImGui::ErrorLog(msg); +} +CIMGUI_API void igErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out) +{ + return ImGui::ErrorRecoveryStoreState(state_out); +} +CIMGUI_API void igErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in) +{ + return ImGui::ErrorRecoveryTryToRecoverState(state_in); +} +CIMGUI_API void igErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in) +{ + return ImGui::ErrorRecoveryTryToRecoverWindowState(state_in); +} +CIMGUI_API void igErrorCheckUsingSetCursorPosToExtendParentBoundaries() +{ + return ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); +} +CIMGUI_API void igErrorCheckEndFrameFinalizeErrorTooltip() +{ + return ImGui::ErrorCheckEndFrameFinalizeErrorTooltip(); +} +CIMGUI_API bool igBeginErrorTooltip() +{ + return ImGui::BeginErrorTooltip(); +} +CIMGUI_API void igEndErrorTooltip() +{ + return ImGui::EndErrorTooltip(); +} +CIMGUI_API void igDebugAllocHook(ImGuiDebugAllocInfo* info,int frame_count,void* ptr,size_t size) +{ + return ImGui::DebugAllocHook(info,frame_count,ptr,size); +} +CIMGUI_API void igDebugDrawCursorPos(ImU32 col) +{ + return ImGui::DebugDrawCursorPos(col); +} +CIMGUI_API void igDebugDrawLineExtents(ImU32 col) +{ + return ImGui::DebugDrawLineExtents(col); +} +CIMGUI_API void igDebugDrawItemRect(ImU32 col) +{ + return ImGui::DebugDrawItemRect(col); +} +CIMGUI_API void igDebugTextUnformattedWithLocateItem(const char* line_begin,const char* line_end) +{ + return ImGui::DebugTextUnformattedWithLocateItem(line_begin,line_end); +} +CIMGUI_API void igDebugLocateItem(ImGuiID target_id) +{ + return ImGui::DebugLocateItem(target_id); +} +CIMGUI_API void igDebugLocateItemOnHover(ImGuiID target_id) +{ + return ImGui::DebugLocateItemOnHover(target_id); +} +CIMGUI_API void igDebugLocateItemResolveWithLastItem() +{ + return ImGui::DebugLocateItemResolveWithLastItem(); +} +CIMGUI_API void igDebugBreakClearData() +{ + return ImGui::DebugBreakClearData(); +} +CIMGUI_API bool igDebugBreakButton(const char* label,const char* description_of_location) +{ + return ImGui::DebugBreakButton(label,description_of_location); +} +CIMGUI_API void igDebugBreakButtonTooltip(bool keyboard_only,const char* description_of_location) +{ + return ImGui::DebugBreakButtonTooltip(keyboard_only,description_of_location); +} +CIMGUI_API void igShowFontAtlas(ImFontAtlas* atlas) +{ + return ImGui::ShowFontAtlas(atlas); +} +CIMGUI_API void igDebugHookIdInfo(ImGuiID id,ImGuiDataType data_type,const void* data_id,const void* data_id_end) +{ + return ImGui::DebugHookIdInfo(id,data_type,data_id,data_id_end); +} +CIMGUI_API void igDebugNodeColumns(ImGuiOldColumns* columns) +{ + return ImGui::DebugNodeColumns(columns); +} +CIMGUI_API void igDebugNodeDockNode(ImGuiDockNode* node,const char* label) +{ + return ImGui::DebugNodeDockNode(node,label); +} +CIMGUI_API void igDebugNodeDrawList(ImGuiWindow* window,ImGuiViewportP* viewport,const ImDrawList* draw_list,const char* label) +{ + return ImGui::DebugNodeDrawList(window,viewport,draw_list,label); +} +CIMGUI_API void igDebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list,const ImDrawList* draw_list,const ImDrawCmd* draw_cmd,bool show_mesh,bool show_aabb) +{ + return ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(out_draw_list,draw_list,draw_cmd,show_mesh,show_aabb); +} +CIMGUI_API void igDebugNodeFont(ImFont* font) +{ + return ImGui::DebugNodeFont(font); +} +CIMGUI_API void igDebugNodeFontGlyph(ImFont* font,const ImFontGlyph* glyph) +{ + return ImGui::DebugNodeFontGlyph(font,glyph); +} +CIMGUI_API void igDebugNodeStorage(ImGuiStorage* storage,const char* label) +{ + return ImGui::DebugNodeStorage(storage,label); +} +CIMGUI_API void igDebugNodeTabBar(ImGuiTabBar* tab_bar,const char* label) +{ + return ImGui::DebugNodeTabBar(tab_bar,label); +} +CIMGUI_API void igDebugNodeTable(ImGuiTable* table) +{ + return ImGui::DebugNodeTable(table); +} +CIMGUI_API void igDebugNodeTableSettings(ImGuiTableSettings* settings) +{ + return ImGui::DebugNodeTableSettings(settings); +} +CIMGUI_API void igDebugNodeInputTextState(ImGuiInputTextState* state) +{ + return ImGui::DebugNodeInputTextState(state); +} +CIMGUI_API void igDebugNodeTypingSelectState(ImGuiTypingSelectState* state) +{ + return ImGui::DebugNodeTypingSelectState(state); +} +CIMGUI_API void igDebugNodeMultiSelectState(ImGuiMultiSelectState* state) +{ + return ImGui::DebugNodeMultiSelectState(state); +} +CIMGUI_API void igDebugNodeWindow(ImGuiWindow* window,const char* label) +{ + return ImGui::DebugNodeWindow(window,label); +} +CIMGUI_API void igDebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + return ImGui::DebugNodeWindowSettings(settings); +} +CIMGUI_API void igDebugNodeWindowsList(ImVector_ImGuiWindowPtr* windows,const char* label) +{ + return ImGui::DebugNodeWindowsList(windows,label); +} +CIMGUI_API void igDebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows,int windows_size,ImGuiWindow* parent_in_begin_stack) +{ + return ImGui::DebugNodeWindowsListByBeginStackParent(windows,windows_size,parent_in_begin_stack); +} +CIMGUI_API void igDebugNodeViewport(ImGuiViewportP* viewport) +{ + return ImGui::DebugNodeViewport(viewport); +} +CIMGUI_API void igDebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor,const char* label,int idx) +{ + return ImGui::DebugNodePlatformMonitor(monitor,label,idx); +} +CIMGUI_API void igDebugRenderKeyboardPreview(ImDrawList* draw_list) +{ + return ImGui::DebugRenderKeyboardPreview(draw_list); +} +CIMGUI_API void igDebugRenderViewportThumbnail(ImDrawList* draw_list,ImGuiViewportP* viewport,const ImRect bb) +{ + return ImGui::DebugRenderViewportThumbnail(draw_list,viewport,bb); +} +CIMGUI_API const ImFontBuilderIO* igImFontAtlasGetBuilderForStbTruetype() +{ + return ImFontAtlasGetBuilderForStbTruetype(); +} +CIMGUI_API void igImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas) +{ + return ImFontAtlasUpdateConfigDataPointers(atlas); +} +CIMGUI_API void igImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + return ImFontAtlasBuildInit(atlas); +} +CIMGUI_API void igImFontAtlasBuildSetupFont(ImFontAtlas* atlas,ImFont* font,ImFontConfig* font_config,float ascent,float descent) +{ + return ImFontAtlasBuildSetupFont(atlas,font,font_config,ascent,descent); +} +CIMGUI_API void igImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas,void* stbrp_context_opaque) +{ + return ImFontAtlasBuildPackCustomRects(atlas,stbrp_context_opaque); +} +CIMGUI_API void igImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + return ImFontAtlasBuildFinish(atlas); +} +CIMGUI_API void igImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned char in_marker_pixel_value) +{ + return ImFontAtlasBuildRender8bppRectFromString(atlas,x,y,w,h,in_str,in_marker_char,in_marker_pixel_value); +} +CIMGUI_API void igImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned int in_marker_pixel_value) +{ + return ImFontAtlasBuildRender32bppRectFromString(atlas,x,y,w,h,in_str,in_marker_char,in_marker_pixel_value); +} +CIMGUI_API void igImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256],float in_multiply_factor) +{ + return ImFontAtlasBuildMultiplyCalcLookupTable(out_table,in_multiply_factor); +} +CIMGUI_API void igImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256],unsigned char* pixels,int x,int y,int w,int h,int stride) +{ + return ImFontAtlasBuildMultiplyRectAlpha8(table,pixels,x,y,w,h,stride); +} +#ifdef IMGUI_ENABLE_FREETYPE +CIMGUI_API const ImFontBuilderIO* ImGuiFreeType_GetBuilderForFreeType() +{ + return ImGuiFreeType::GetBuilderForFreeType(); +} + +CIMGUI_API void ImGuiFreeType_SetAllocatorFunctions(void*(*alloc_func)(size_t sz,void* user_data),void(*free_func)(void* ptr,void* user_data),void* user_data) +{ + return ImGuiFreeType::SetAllocatorFunctions(alloc_func,free_func,user_data); +} + +#endif + + + +/////////////////////////////manual written functions +CIMGUI_API void igLogText(const char *fmt, ...) +{ + char buffer[256]; + va_list args; + va_start(args, fmt); + vsnprintf(buffer, 256, fmt, args); + va_end(args); + + ImGui::LogText("%s", buffer); +} +CIMGUI_API void ImGuiTextBuffer_appendf(ImGuiTextBuffer *self, const char *fmt, ...) +{ + va_list args; + va_start(args, fmt); + self->appendfv(fmt, args); + va_end(args); +} + +CIMGUI_API float igGET_FLT_MAX() +{ + return FLT_MAX; +} + +CIMGUI_API float igGET_FLT_MIN() +{ + return FLT_MIN; +} + + +CIMGUI_API ImVector_ImWchar* ImVector_ImWchar_create() +{ + return IM_NEW(ImVector) (); +} + +CIMGUI_API void ImVector_ImWchar_destroy(ImVector_ImWchar* self) +{ + IM_DELETE(self); +} + +CIMGUI_API void ImVector_ImWchar_Init(ImVector_ImWchar* p) +{ + IM_PLACEMENT_NEW(p) ImVector(); +} +CIMGUI_API void ImVector_ImWchar_UnInit(ImVector_ImWchar* p) +{ + p->~ImVector(); +} + + +#ifdef IMGUI_HAS_DOCK + +// NOTE: Some function pointers in the ImGuiPlatformIO structure are not C-compatible because of their +// use of a complex return type. To work around this, we store a custom CimguiStorage object inside +// ImGuiIO::BackendLanguageUserData, which contains C-compatible function pointer variants for these +// functions. When a user function pointer is provided, we hook up the underlying ImGuiPlatformIO +// function pointer to a thunk which accesses the user function pointer through CimguiStorage. + +struct CimguiStorage +{ + void(*Platform_GetWindowPos)(ImGuiViewport* vp, ImVec2* out_pos); + void(*Platform_GetWindowSize)(ImGuiViewport* vp, ImVec2* out_pos); +}; + +// Gets a reference to the CimguiStorage object stored in the current ImGui context's BackendLanguageUserData. +CimguiStorage& GetCimguiStorage() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.BackendLanguageUserData == NULL) + { + io.BackendLanguageUserData = IM_NEW(CimguiStorage)(); + } + + return *(CimguiStorage*)io.BackendLanguageUserData; +} + +// Thunk satisfying the signature of ImGuiPlatformIO::Platform_GetWindowPos. +ImVec2 Platform_GetWindowPos_hook(ImGuiViewport* vp) +{ + ImVec2 pos; + GetCimguiStorage().Platform_GetWindowPos(vp, &pos); + return pos; +}; + +// Fully C-compatible function pointer setter for ImGuiPlatformIO::Platform_GetWindowPos. +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowPos(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_pos)) +{ + CimguiStorage& storage = GetCimguiStorage(); + storage.Platform_GetWindowPos = user_callback; + platform_io->Platform_GetWindowPos = &Platform_GetWindowPos_hook; +} + +// Thunk satisfying the signature of ImGuiPlatformIO::Platform_GetWindowSize. +ImVec2 Platform_GetWindowSize_hook(ImGuiViewport* vp) +{ + ImVec2 size; + GetCimguiStorage().Platform_GetWindowSize(vp, &size); + return size; +}; + +// Fully C-compatible function pointer setter for ImGuiPlatformIO::Platform_GetWindowSize. +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowSize(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_size)) +{ + CimguiStorage& storage = GetCimguiStorage(); + storage.Platform_GetWindowSize = user_callback; + platform_io->Platform_GetWindowSize = &Platform_GetWindowSize_hook; +} + +#endif diff --git a/src/main/imgui/cimgui.h b/src/main/imgui/cimgui.h new file mode 100644 index 0000000..6f91a10 --- /dev/null +++ b/src/main/imgui/cimgui.h @@ -0,0 +1,5062 @@ +//This file is automatically generated by generator.lua from https://github.com/cimgui/cimgui +//based on imgui.h file version "1.91.7" 19170 from Dear ImGui https://github.com/ocornut/imgui +//with imgui_internal.h api +//with imgui_freetype.h api +//docking branch +#ifndef CIMGUI_INCLUDED +#define CIMGUI_INCLUDED +#include +#include +#if defined _WIN32 || defined __CYGWIN__ + #ifdef CIMGUI_NO_EXPORT + #define API + #else + #define API __declspec(dllexport) + #endif +#else + #ifdef __GNUC__ + #define API __attribute__((__visibility__("default"))) + #else + #define API + #endif +#endif + +#if defined __cplusplus + #define EXTERN extern "C" +#else + #include + #include + #define EXTERN extern +#endif + +#define CIMGUI_API EXTERN API +#define CONST const + + +#ifdef _MSC_VER +typedef unsigned __int64 ImU64; +#else +//typedef unsigned long long ImU64; +#endif + + +#ifdef CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +typedef struct ImDrawChannel ImDrawChannel; +typedef struct ImDrawCmd ImDrawCmd; +typedef struct ImDrawData ImDrawData; +typedef struct ImDrawList ImDrawList; +typedef struct ImDrawListSharedData ImDrawListSharedData; +typedef struct ImDrawListSplitter ImDrawListSplitter; +typedef struct ImDrawVert ImDrawVert; +typedef struct ImFont ImFont; +typedef struct ImFontAtlas ImFontAtlas; +typedef struct ImFontBuilderIO ImFontBuilderIO; +typedef struct ImFontConfig ImFontConfig; +typedef struct ImFontGlyph ImFontGlyph; +typedef struct ImFontGlyphRangesBuilder ImFontGlyphRangesBuilder; +typedef struct ImColor ImColor; +typedef struct ImGuiContext ImGuiContext; +typedef struct ImGuiIO ImGuiIO; +typedef struct ImGuiInputTextCallbackData ImGuiInputTextCallbackData; +typedef struct ImGuiKeyData ImGuiKeyData; +typedef struct ImGuiListClipper ImGuiListClipper; +typedef struct ImGuiMultiSelectIO ImGuiMultiSelectIO; +typedef struct ImGuiOnceUponAFrame ImGuiOnceUponAFrame; +typedef struct ImGuiPayload ImGuiPayload; +typedef struct ImGuiPlatformIO ImGuiPlatformIO; +typedef struct ImGuiPlatformImeData ImGuiPlatformImeData; +typedef struct ImGuiPlatformMonitor ImGuiPlatformMonitor; +typedef struct ImGuiSelectionBasicStorage ImGuiSelectionBasicStorage; +typedef struct ImGuiSelectionExternalStorage ImGuiSelectionExternalStorage; +typedef struct ImGuiSelectionRequest ImGuiSelectionRequest; +typedef struct ImGuiSizeCallbackData ImGuiSizeCallbackData; +typedef struct ImGuiStorage ImGuiStorage; +typedef struct ImGuiStoragePair ImGuiStoragePair; +typedef struct ImGuiStyle ImGuiStyle; +typedef struct ImGuiTableSortSpecs ImGuiTableSortSpecs; +typedef struct ImGuiTableColumnSortSpecs ImGuiTableColumnSortSpecs; +typedef struct ImGuiTextBuffer ImGuiTextBuffer; +typedef struct ImGuiTextFilter ImGuiTextFilter; +typedef struct ImGuiViewport ImGuiViewport; +typedef struct ImGuiWindowClass ImGuiWindowClass; +typedef struct ImBitVector ImBitVector; +typedef struct ImRect ImRect; +typedef struct ImDrawDataBuilder ImDrawDataBuilder; +typedef struct ImGuiBoxSelectState ImGuiBoxSelectState; +typedef struct ImGuiColorMod ImGuiColorMod; +typedef struct ImGuiContextHook ImGuiContextHook; +typedef struct ImGuiDataVarInfo ImGuiDataVarInfo; +typedef struct ImGuiDataTypeInfo ImGuiDataTypeInfo; +typedef struct ImGuiDeactivatedItemData ImGuiDeactivatedItemData; +typedef struct ImGuiDockContext ImGuiDockContext; +typedef struct ImGuiDockRequest ImGuiDockRequest; +typedef struct ImGuiDockNode ImGuiDockNode; +typedef struct ImGuiDockNodeSettings ImGuiDockNodeSettings; +typedef struct ImGuiErrorRecoveryState ImGuiErrorRecoveryState; +typedef struct ImGuiGroupData ImGuiGroupData; +typedef struct ImGuiInputTextState ImGuiInputTextState; +typedef struct ImGuiInputTextDeactivateData ImGuiInputTextDeactivateData; +typedef struct ImGuiLastItemData ImGuiLastItemData; +typedef struct ImGuiLocEntry ImGuiLocEntry; +typedef struct ImGuiMenuColumns ImGuiMenuColumns; +typedef struct ImGuiMultiSelectState ImGuiMultiSelectState; +typedef struct ImGuiMultiSelectTempData ImGuiMultiSelectTempData; +typedef struct ImGuiNavItemData ImGuiNavItemData; +typedef struct ImGuiMetricsConfig ImGuiMetricsConfig; +typedef struct ImGuiNextWindowData ImGuiNextWindowData; +typedef struct ImGuiNextItemData ImGuiNextItemData; +typedef struct ImGuiOldColumnData ImGuiOldColumnData; +typedef struct ImGuiOldColumns ImGuiOldColumns; +typedef struct ImGuiPopupData ImGuiPopupData; +typedef struct ImGuiSettingsHandler ImGuiSettingsHandler; +typedef struct ImGuiStyleMod ImGuiStyleMod; +typedef struct ImGuiTabBar ImGuiTabBar; +typedef struct ImGuiTabItem ImGuiTabItem; +typedef struct ImGuiTable ImGuiTable; +typedef struct ImGuiTableHeaderData ImGuiTableHeaderData; +typedef struct ImGuiTableColumn ImGuiTableColumn; +typedef struct ImGuiTableInstanceData ImGuiTableInstanceData; +typedef struct ImGuiTableTempData ImGuiTableTempData; +typedef struct ImGuiTableSettings ImGuiTableSettings; +typedef struct ImGuiTableColumnsSettings ImGuiTableColumnsSettings; +typedef struct ImGuiTreeNodeStackData ImGuiTreeNodeStackData; +typedef struct ImGuiTypingSelectState ImGuiTypingSelectState; +typedef struct ImGuiTypingSelectRequest ImGuiTypingSelectRequest; +typedef struct ImGuiWindow ImGuiWindow; +typedef struct ImGuiWindowDockStyle ImGuiWindowDockStyle; +typedef struct ImGuiWindowTempData ImGuiWindowTempData; +typedef struct ImGuiWindowSettings ImGuiWindowSettings; +typedef struct STB_TexteditState STB_TexteditState; +typedef struct ImVector_const_charPtr {int Size;int Capacity;const char** Data;} ImVector_const_charPtr; + +typedef unsigned int ImGuiID; +typedef signed char ImS8; +typedef unsigned char ImU8; +typedef signed short ImS16; +typedef unsigned short ImU16; +typedef signed int ImS32; +typedef unsigned int ImU32; +typedef signed long long ImS64; +typedef unsigned long long ImU64; +struct ImDrawChannel; +struct ImDrawCmd; +struct ImDrawData; +struct ImDrawList; +struct ImDrawListSharedData; +struct ImDrawListSplitter; +struct ImDrawVert; +struct ImFont; +struct ImFontAtlas; +struct ImFontBuilderIO; +struct ImFontConfig; +struct ImFontGlyph; +struct ImFontGlyphRangesBuilder; +struct ImColor; +struct ImGuiContext; +struct ImGuiIO; +struct ImGuiInputTextCallbackData; +struct ImGuiKeyData; +struct ImGuiListClipper; +struct ImGuiMultiSelectIO; +struct ImGuiOnceUponAFrame; +struct ImGuiPayload; +struct ImGuiPlatformIO; +struct ImGuiPlatformImeData; +struct ImGuiPlatformMonitor; +struct ImGuiSelectionBasicStorage; +struct ImGuiSelectionExternalStorage; +struct ImGuiSelectionRequest; +struct ImGuiSizeCallbackData; +struct ImGuiStorage; +struct ImGuiStoragePair; +struct ImGuiStyle; +struct ImGuiTableSortSpecs; +struct ImGuiTableColumnSortSpecs; +struct ImGuiTextBuffer; +struct ImGuiTextFilter; +struct ImGuiViewport; +struct ImGuiWindowClass; +typedef int ImGuiCol; +typedef int ImGuiCond; +typedef int ImGuiDataType; +typedef int ImGuiMouseButton; +typedef int ImGuiMouseCursor; +typedef int ImGuiStyleVar; +typedef int ImGuiTableBgTarget; +typedef int ImDrawFlags; +typedef int ImDrawListFlags; +typedef int ImFontAtlasFlags; +typedef int ImGuiBackendFlags; +typedef int ImGuiButtonFlags; +typedef int ImGuiChildFlags; +typedef int ImGuiColorEditFlags; +typedef int ImGuiConfigFlags; +typedef int ImGuiComboFlags; +typedef int ImGuiDockNodeFlags; +typedef int ImGuiDragDropFlags; +typedef int ImGuiFocusedFlags; +typedef int ImGuiHoveredFlags; +typedef int ImGuiInputFlags; +typedef int ImGuiInputTextFlags; +typedef int ImGuiItemFlags; +typedef int ImGuiKeyChord; +typedef int ImGuiPopupFlags; +typedef int ImGuiMultiSelectFlags; +typedef int ImGuiSelectableFlags; +typedef int ImGuiSliderFlags; +typedef int ImGuiTabBarFlags; +typedef int ImGuiTabItemFlags; +typedef int ImGuiTableFlags; +typedef int ImGuiTableColumnFlags; +typedef int ImGuiTableRowFlags; +typedef int ImGuiTreeNodeFlags; +typedef int ImGuiViewportFlags; +typedef int ImGuiWindowFlags; +typedef ImU64 ImTextureID; +typedef unsigned short ImDrawIdx; +typedef unsigned int ImWchar32; +typedef unsigned short ImWchar16; + +#ifdef IMGUI_USE_WCHAR32 +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF +#endif + +typedef ImS64 ImGuiSelectionUserData; +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); +typedef struct ImVec2 ImVec2; +struct ImVec2 +{ + float x, y; +}; +typedef struct ImVec4 ImVec4; +struct ImVec4 +{ + float x, y, z, w; +}; +typedef enum { + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, + ImGuiWindowFlags_NoResize = 1 << 1, + ImGuiWindowFlags_NoMove = 1 << 2, + ImGuiWindowFlags_NoScrollbar = 1 << 3, + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, + ImGuiWindowFlags_NoCollapse = 1 << 5, + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, + ImGuiWindowFlags_NoBackground = 1 << 7, + ImGuiWindowFlags_NoSavedSettings = 1 << 8, + ImGuiWindowFlags_NoMouseInputs = 1 << 9, + ImGuiWindowFlags_MenuBar = 1 << 10, + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, + ImGuiWindowFlags_NoNavInputs = 1 << 16, + ImGuiWindowFlags_NoNavFocus = 1 << 17, + ImGuiWindowFlags_UnsavedDocument = 1 << 18, + ImGuiWindowFlags_NoDocking = 1 << 19, + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_ChildWindow = 1 << 24, + ImGuiWindowFlags_Tooltip = 1 << 25, + ImGuiWindowFlags_Popup = 1 << 26, + ImGuiWindowFlags_Modal = 1 << 27, + ImGuiWindowFlags_ChildMenu = 1 << 28, + ImGuiWindowFlags_DockNodeHost = 1 << 29, +}ImGuiWindowFlags_; +typedef enum { + ImGuiChildFlags_None = 0, + ImGuiChildFlags_Borders = 1 << 0, + ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, + ImGuiChildFlags_ResizeX = 1 << 2, + ImGuiChildFlags_ResizeY = 1 << 3, + ImGuiChildFlags_AutoResizeX = 1 << 4, + ImGuiChildFlags_AutoResizeY = 1 << 5, + ImGuiChildFlags_AlwaysAutoResize = 1 << 6, + ImGuiChildFlags_FrameStyle = 1 << 7, + ImGuiChildFlags_NavFlattened = 1 << 8, +}ImGuiChildFlags_; +typedef enum { + ImGuiItemFlags_None = 0, + ImGuiItemFlags_NoTabStop = 1 << 0, + ImGuiItemFlags_NoNav = 1 << 1, + ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, + ImGuiItemFlags_ButtonRepeat = 1 << 3, + ImGuiItemFlags_AutoClosePopups = 1 << 4, + ImGuiItemFlags_AllowDuplicateId = 1 << 5, +}ImGuiItemFlags_; +typedef enum { + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, + ImGuiInputTextFlags_CharsScientific = 1 << 2, + ImGuiInputTextFlags_CharsUppercase = 1 << 3, + ImGuiInputTextFlags_CharsNoBlank = 1 << 4, + ImGuiInputTextFlags_AllowTabInput = 1 << 5, + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, + ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, + ImGuiInputTextFlags_ReadOnly = 1 << 9, + ImGuiInputTextFlags_Password = 1 << 10, + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, + ImGuiInputTextFlags_AutoSelectAll = 1 << 12, + ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, + ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, + ImGuiInputTextFlags_ElideLeft = 1 << 17, + ImGuiInputTextFlags_CallbackCompletion = 1 << 18, + ImGuiInputTextFlags_CallbackHistory = 1 << 19, + ImGuiInputTextFlags_CallbackAlways = 1 << 20, + ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, + ImGuiInputTextFlags_CallbackResize = 1 << 22, + ImGuiInputTextFlags_CallbackEdit = 1 << 23, +}ImGuiInputTextFlags_; +typedef enum { + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, + ImGuiTreeNodeFlags_Framed = 1 << 1, + ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, + ImGuiTreeNodeFlags_Leaf = 1 << 8, + ImGuiTreeNodeFlags_Bullet = 1 << 9, + ImGuiTreeNodeFlags_FramePadding = 1 << 10, + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, + ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, + ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 17, + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, +}ImGuiTreeNodeFlags_; +typedef enum { + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, + ImGuiPopupFlags_MouseButtonRight = 1, + ImGuiPopupFlags_MouseButtonMiddle = 2, + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoReopen = 1 << 5, + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, + ImGuiPopupFlags_NoOpenOverItems = 1 << 8, + ImGuiPopupFlags_AnyPopupId = 1 << 10, + ImGuiPopupFlags_AnyPopupLevel = 1 << 11, + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, +}ImGuiPopupFlags_; +typedef enum { + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, + ImGuiSelectableFlags_Disabled = 1 << 3, + ImGuiSelectableFlags_AllowOverlap = 1 << 4, + ImGuiSelectableFlags_Highlight = 1 << 5, +}ImGuiSelectableFlags_; +typedef enum { + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, + ImGuiComboFlags_HeightSmall = 1 << 1, + ImGuiComboFlags_HeightRegular = 1 << 2, + ImGuiComboFlags_HeightLarge = 1 << 3, + ImGuiComboFlags_HeightLargest = 1 << 4, + ImGuiComboFlags_NoArrowButton = 1 << 5, + ImGuiComboFlags_NoPreview = 1 << 6, + ImGuiComboFlags_WidthFitPreview = 1 << 7, + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, +}ImGuiComboFlags_; +typedef enum { + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, + ImGuiTabBarFlags_NoTooltip = 1 << 5, + ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, +}ImGuiTabBarFlags_; +typedef enum { + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, + ImGuiTabItemFlags_SetSelected = 1 << 1, + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, + ImGuiTabItemFlags_NoPushId = 1 << 3, + ImGuiTabItemFlags_NoTooltip = 1 << 4, + ImGuiTabItemFlags_NoReorder = 1 << 5, + ImGuiTabItemFlags_Leading = 1 << 6, + ImGuiTabItemFlags_Trailing = 1 << 7, + ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, +}ImGuiTabItemFlags_; +typedef enum { + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, + ImGuiFocusedFlags_RootWindow = 1 << 1, + ImGuiFocusedFlags_AnyWindow = 1 << 2, + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, + ImGuiFocusedFlags_DockHierarchy = 1 << 4, + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, +}ImGuiFocusedFlags_; +typedef enum { + ImGuiHoveredFlags_None = 0, + ImGuiHoveredFlags_ChildWindows = 1 << 0, + ImGuiHoveredFlags_RootWindow = 1 << 1, + ImGuiHoveredFlags_AnyWindow = 1 << 2, + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, + ImGuiHoveredFlags_DockHierarchy = 1 << 4, + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, + ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, + ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, + ImGuiHoveredFlags_NoNavOverride = 1 << 11, + ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow, + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, + ImGuiHoveredFlags_ForTooltip = 1 << 12, + ImGuiHoveredFlags_Stationary = 1 << 13, + ImGuiHoveredFlags_DelayNone = 1 << 14, + ImGuiHoveredFlags_DelayShort = 1 << 15, + ImGuiHoveredFlags_DelayNormal = 1 << 16, + ImGuiHoveredFlags_NoSharedDelay = 1 << 17, +}ImGuiHoveredFlags_; +typedef enum { + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, + ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, + ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, + ImGuiDockNodeFlags_NoResize = 1 << 5, + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, + ImGuiDockNodeFlags_NoUndocking = 1 << 7, +}ImGuiDockNodeFlags_; +typedef enum { + ImGuiDragDropFlags_None = 0, + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, + ImGuiDragDropFlags_SourceExtern = 1 << 4, + ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, + ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, + ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, +}ImGuiDragDropFlags_; +typedef enum { + ImGuiDataType_S8, + ImGuiDataType_U8, + ImGuiDataType_S16, + ImGuiDataType_U16, + ImGuiDataType_S32, + ImGuiDataType_U32, + ImGuiDataType_S64, + ImGuiDataType_U64, + ImGuiDataType_Float, + ImGuiDataType_Double, + ImGuiDataType_Bool, + ImGuiDataType_String, + ImGuiDataType_COUNT +}ImGuiDataType_; +typedef enum { +ImGuiDir_None=-1, +ImGuiDir_Left=0, +ImGuiDir_Right=1, +ImGuiDir_Up=2, +ImGuiDir_Down=3, +ImGuiDir_COUNT=4, +}ImGuiDir; +typedef enum { +ImGuiSortDirection_None=0, +ImGuiSortDirection_Ascending=1, +ImGuiSortDirection_Descending=2, +}ImGuiSortDirection; +typedef enum { +ImGuiKey_None=0, +ImGuiKey_NamedKey_BEGIN=512, +ImGuiKey_Tab=512, +ImGuiKey_LeftArrow=513, +ImGuiKey_RightArrow=514, +ImGuiKey_UpArrow=515, +ImGuiKey_DownArrow=516, +ImGuiKey_PageUp=517, +ImGuiKey_PageDown=518, +ImGuiKey_Home=519, +ImGuiKey_End=520, +ImGuiKey_Insert=521, +ImGuiKey_Delete=522, +ImGuiKey_Backspace=523, +ImGuiKey_Space=524, +ImGuiKey_Enter=525, +ImGuiKey_Escape=526, +ImGuiKey_LeftCtrl=527, +ImGuiKey_LeftShift=528, +ImGuiKey_LeftAlt=529, +ImGuiKey_LeftSuper=530, +ImGuiKey_RightCtrl=531, +ImGuiKey_RightShift=532, +ImGuiKey_RightAlt=533, +ImGuiKey_RightSuper=534, +ImGuiKey_Menu=535, +ImGuiKey_0=536, +ImGuiKey_1=537, +ImGuiKey_2=538, +ImGuiKey_3=539, +ImGuiKey_4=540, +ImGuiKey_5=541, +ImGuiKey_6=542, +ImGuiKey_7=543, +ImGuiKey_8=544, +ImGuiKey_9=545, +ImGuiKey_A=546, +ImGuiKey_B=547, +ImGuiKey_C=548, +ImGuiKey_D=549, +ImGuiKey_E=550, +ImGuiKey_F=551, +ImGuiKey_G=552, +ImGuiKey_H=553, +ImGuiKey_I=554, +ImGuiKey_J=555, +ImGuiKey_K=556, +ImGuiKey_L=557, +ImGuiKey_M=558, +ImGuiKey_N=559, +ImGuiKey_O=560, +ImGuiKey_P=561, +ImGuiKey_Q=562, +ImGuiKey_R=563, +ImGuiKey_S=564, +ImGuiKey_T=565, +ImGuiKey_U=566, +ImGuiKey_V=567, +ImGuiKey_W=568, +ImGuiKey_X=569, +ImGuiKey_Y=570, +ImGuiKey_Z=571, +ImGuiKey_F1=572, +ImGuiKey_F2=573, +ImGuiKey_F3=574, +ImGuiKey_F4=575, +ImGuiKey_F5=576, +ImGuiKey_F6=577, +ImGuiKey_F7=578, +ImGuiKey_F8=579, +ImGuiKey_F9=580, +ImGuiKey_F10=581, +ImGuiKey_F11=582, +ImGuiKey_F12=583, +ImGuiKey_F13=584, +ImGuiKey_F14=585, +ImGuiKey_F15=586, +ImGuiKey_F16=587, +ImGuiKey_F17=588, +ImGuiKey_F18=589, +ImGuiKey_F19=590, +ImGuiKey_F20=591, +ImGuiKey_F21=592, +ImGuiKey_F22=593, +ImGuiKey_F23=594, +ImGuiKey_F24=595, +ImGuiKey_Apostrophe=596, +ImGuiKey_Comma=597, +ImGuiKey_Minus=598, +ImGuiKey_Period=599, +ImGuiKey_Slash=600, +ImGuiKey_Semicolon=601, +ImGuiKey_Equal=602, +ImGuiKey_LeftBracket=603, +ImGuiKey_Backslash=604, +ImGuiKey_RightBracket=605, +ImGuiKey_GraveAccent=606, +ImGuiKey_CapsLock=607, +ImGuiKey_ScrollLock=608, +ImGuiKey_NumLock=609, +ImGuiKey_PrintScreen=610, +ImGuiKey_Pause=611, +ImGuiKey_Keypad0=612, +ImGuiKey_Keypad1=613, +ImGuiKey_Keypad2=614, +ImGuiKey_Keypad3=615, +ImGuiKey_Keypad4=616, +ImGuiKey_Keypad5=617, +ImGuiKey_Keypad6=618, +ImGuiKey_Keypad7=619, +ImGuiKey_Keypad8=620, +ImGuiKey_Keypad9=621, +ImGuiKey_KeypadDecimal=622, +ImGuiKey_KeypadDivide=623, +ImGuiKey_KeypadMultiply=624, +ImGuiKey_KeypadSubtract=625, +ImGuiKey_KeypadAdd=626, +ImGuiKey_KeypadEnter=627, +ImGuiKey_KeypadEqual=628, +ImGuiKey_AppBack=629, +ImGuiKey_AppForward=630, +ImGuiKey_GamepadStart=631, +ImGuiKey_GamepadBack=632, +ImGuiKey_GamepadFaceLeft=633, +ImGuiKey_GamepadFaceRight=634, +ImGuiKey_GamepadFaceUp=635, +ImGuiKey_GamepadFaceDown=636, +ImGuiKey_GamepadDpadLeft=637, +ImGuiKey_GamepadDpadRight=638, +ImGuiKey_GamepadDpadUp=639, +ImGuiKey_GamepadDpadDown=640, +ImGuiKey_GamepadL1=641, +ImGuiKey_GamepadR1=642, +ImGuiKey_GamepadL2=643, +ImGuiKey_GamepadR2=644, +ImGuiKey_GamepadL3=645, +ImGuiKey_GamepadR3=646, +ImGuiKey_GamepadLStickLeft=647, +ImGuiKey_GamepadLStickRight=648, +ImGuiKey_GamepadLStickUp=649, +ImGuiKey_GamepadLStickDown=650, +ImGuiKey_GamepadRStickLeft=651, +ImGuiKey_GamepadRStickRight=652, +ImGuiKey_GamepadRStickUp=653, +ImGuiKey_GamepadRStickDown=654, +ImGuiKey_MouseLeft=655, +ImGuiKey_MouseRight=656, +ImGuiKey_MouseMiddle=657, +ImGuiKey_MouseX1=658, +ImGuiKey_MouseX2=659, +ImGuiKey_MouseWheelX=660, +ImGuiKey_MouseWheelY=661, +ImGuiKey_ReservedForModCtrl=662, +ImGuiKey_ReservedForModShift=663, +ImGuiKey_ReservedForModAlt=664, +ImGuiKey_ReservedForModSuper=665, +ImGuiKey_NamedKey_END=666, +ImGuiMod_None=0, +ImGuiMod_Ctrl=1 << 12, +ImGuiMod_Shift=1 << 13, +ImGuiMod_Alt=1 << 14, +ImGuiMod_Super=1 << 15, +ImGuiMod_Mask_=0xF000, +ImGuiKey_NamedKey_COUNT=ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, +}ImGuiKey; +typedef enum { + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, + ImGuiInputFlags_RouteActive = 1 << 10, + ImGuiInputFlags_RouteFocused = 1 << 11, + ImGuiInputFlags_RouteGlobal = 1 << 12, + ImGuiInputFlags_RouteAlways = 1 << 13, + ImGuiInputFlags_RouteOverFocused = 1 << 14, + ImGuiInputFlags_RouteOverActive = 1 << 15, + ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, + ImGuiInputFlags_RouteFromRootWindow = 1 << 17, + ImGuiInputFlags_Tooltip = 1 << 18, +}ImGuiInputFlags_; +typedef enum { + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, + ImGuiConfigFlags_NoMouse = 1 << 4, + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, + ImGuiConfigFlags_NoKeyboard = 1 << 6, + ImGuiConfigFlags_DockingEnable = 1 << 7, + ImGuiConfigFlags_ViewportsEnable = 1 << 10, + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, + ImGuiConfigFlags_IsSRGB = 1 << 20, + ImGuiConfigFlags_IsTouchScreen = 1 << 21, +}ImGuiConfigFlags_; +typedef enum { + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, + ImGuiBackendFlags_HasMouseCursors = 1 << 1, + ImGuiBackendFlags_HasSetMousePos = 1 << 2, + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, + ImGuiBackendFlags_PlatformHasViewports = 1 << 10, + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, + ImGuiBackendFlags_RendererHasViewports = 1 << 12, +}ImGuiBackendFlags_; +typedef enum { + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, + ImGuiCol_ChildBg, + ImGuiCol_PopupBg, + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, + ImGuiCol_TitleBgActive, + ImGuiCol_TitleBgCollapsed, + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_TabHovered, + ImGuiCol_Tab, + ImGuiCol_TabSelected, + ImGuiCol_TabSelectedOverline, + ImGuiCol_TabDimmed, + ImGuiCol_TabDimmedSelected, + ImGuiCol_TabDimmedSelectedOverline, + ImGuiCol_DockingPreview, + ImGuiCol_DockingEmptyBg, + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, + ImGuiCol_TableBorderStrong, + ImGuiCol_TableBorderLight, + ImGuiCol_TableRowBg, + ImGuiCol_TableRowBgAlt, + ImGuiCol_TextLink, + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, + ImGuiCol_NavCursor, + ImGuiCol_NavWindowingHighlight, + ImGuiCol_NavWindowingDimBg, + ImGuiCol_ModalWindowDimBg, + ImGuiCol_COUNT, +}ImGuiCol_; +typedef enum { + ImGuiStyleVar_Alpha, + ImGuiStyleVar_DisabledAlpha, + ImGuiStyleVar_WindowPadding, + ImGuiStyleVar_WindowRounding, + ImGuiStyleVar_WindowBorderSize, + ImGuiStyleVar_WindowMinSize, + ImGuiStyleVar_WindowTitleAlign, + ImGuiStyleVar_ChildRounding, + ImGuiStyleVar_ChildBorderSize, + ImGuiStyleVar_PopupRounding, + ImGuiStyleVar_PopupBorderSize, + ImGuiStyleVar_FramePadding, + ImGuiStyleVar_FrameRounding, + ImGuiStyleVar_FrameBorderSize, + ImGuiStyleVar_ItemSpacing, + ImGuiStyleVar_ItemInnerSpacing, + ImGuiStyleVar_IndentSpacing, + ImGuiStyleVar_CellPadding, + ImGuiStyleVar_ScrollbarSize, + ImGuiStyleVar_ScrollbarRounding, + ImGuiStyleVar_GrabMinSize, + ImGuiStyleVar_GrabRounding, + ImGuiStyleVar_TabRounding, + ImGuiStyleVar_TabBorderSize, + ImGuiStyleVar_TabBarBorderSize, + ImGuiStyleVar_TabBarOverlineSize, + ImGuiStyleVar_TableAngledHeadersAngle, + ImGuiStyleVar_TableAngledHeadersTextAlign, + ImGuiStyleVar_ButtonTextAlign, + ImGuiStyleVar_SelectableTextAlign, + ImGuiStyleVar_SeparatorTextBorderSize, + ImGuiStyleVar_SeparatorTextAlign, + ImGuiStyleVar_SeparatorTextPadding, + ImGuiStyleVar_DockingSeparatorSize, + ImGuiStyleVar_COUNT +}ImGuiStyleVar_; +typedef enum { + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, + ImGuiButtonFlags_MouseButtonRight = 1 << 1, + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, + ImGuiButtonFlags_EnableNav = 1 << 3, +}ImGuiButtonFlags_; +typedef enum { + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, + ImGuiColorEditFlags_NoPicker = 1 << 2, + ImGuiColorEditFlags_NoOptions = 1 << 3, + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, + ImGuiColorEditFlags_NoInputs = 1 << 5, + ImGuiColorEditFlags_NoTooltip = 1 << 6, + ImGuiColorEditFlags_NoLabel = 1 << 7, + ImGuiColorEditFlags_NoSidePreview = 1 << 8, + ImGuiColorEditFlags_NoDragDrop = 1 << 9, + ImGuiColorEditFlags_NoBorder = 1 << 10, + ImGuiColorEditFlags_AlphaBar = 1 << 16, + ImGuiColorEditFlags_AlphaPreview = 1 << 17, + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, + ImGuiColorEditFlags_HDR = 1 << 19, + ImGuiColorEditFlags_DisplayRGB = 1 << 20, + ImGuiColorEditFlags_DisplayHSV = 1 << 21, + ImGuiColorEditFlags_DisplayHex = 1 << 22, + ImGuiColorEditFlags_Uint8 = 1 << 23, + ImGuiColorEditFlags_Float = 1 << 24, + ImGuiColorEditFlags_PickerHueBar = 1 << 25, + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, + ImGuiColorEditFlags_InputRGB = 1 << 27, + ImGuiColorEditFlags_InputHSV = 1 << 28, + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, +}ImGuiColorEditFlags_; +typedef enum { + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Logarithmic = 1 << 5, + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, + ImGuiSliderFlags_NoInput = 1 << 7, + ImGuiSliderFlags_WrapAround = 1 << 8, + ImGuiSliderFlags_ClampOnInput = 1 << 9, + ImGuiSliderFlags_ClampZeroRange = 1 << 10, + ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, + ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange, + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, +}ImGuiSliderFlags_; +typedef enum { + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}ImGuiMouseButton_; +typedef enum { + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, + ImGuiMouseCursor_ResizeAll, + ImGuiMouseCursor_ResizeNS, + ImGuiMouseCursor_ResizeEW, + ImGuiMouseCursor_ResizeNESW, + ImGuiMouseCursor_ResizeNWSE, + ImGuiMouseCursor_Hand, + ImGuiMouseCursor_NotAllowed, + ImGuiMouseCursor_COUNT +}ImGuiMouseCursor_; +typedef enum { +ImGuiMouseSource_Mouse=0, +ImGuiMouseSource_TouchScreen=1, +ImGuiMouseSource_Pen=2, +ImGuiMouseSource_COUNT=3, +}ImGuiMouseSource; +typedef enum { + ImGuiCond_None = 0, + ImGuiCond_Always = 1 << 0, + ImGuiCond_Once = 1 << 1, + ImGuiCond_FirstUseEver = 1 << 2, + ImGuiCond_Appearing = 1 << 3, +}ImGuiCond_; +typedef enum { + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, + ImGuiTableFlags_Reorderable = 1 << 1, + ImGuiTableFlags_Hideable = 1 << 2, + ImGuiTableFlags_Sortable = 1 << 3, + ImGuiTableFlags_NoSavedSettings = 1 << 4, + ImGuiTableFlags_ContextMenuInBody = 1 << 5, + ImGuiTableFlags_RowBg = 1 << 6, + ImGuiTableFlags_BordersInnerH = 1 << 7, + ImGuiTableFlags_BordersOuterH = 1 << 8, + ImGuiTableFlags_BordersInnerV = 1 << 9, + ImGuiTableFlags_BordersOuterV = 1 << 10, + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, + ImGuiTableFlags_NoBordersInBody = 1 << 11, + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, + ImGuiTableFlags_SizingFixedFit = 1 << 13, + ImGuiTableFlags_SizingFixedSame = 2 << 13, + ImGuiTableFlags_SizingStretchProp = 3 << 13, + ImGuiTableFlags_SizingStretchSame = 4 << 13, + ImGuiTableFlags_NoHostExtendX = 1 << 16, + ImGuiTableFlags_NoHostExtendY = 1 << 17, + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, + ImGuiTableFlags_PreciseWidths = 1 << 19, + ImGuiTableFlags_NoClip = 1 << 20, + ImGuiTableFlags_PadOuterX = 1 << 21, + ImGuiTableFlags_NoPadOuterX = 1 << 22, + ImGuiTableFlags_NoPadInnerX = 1 << 23, + ImGuiTableFlags_ScrollX = 1 << 24, + ImGuiTableFlags_ScrollY = 1 << 25, + ImGuiTableFlags_SortMulti = 1 << 26, + ImGuiTableFlags_SortTristate = 1 << 27, + ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, +}ImGuiTableFlags_; +typedef enum { + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, + ImGuiTableColumnFlags_DefaultHide = 1 << 1, + ImGuiTableColumnFlags_DefaultSort = 1 << 2, + ImGuiTableColumnFlags_WidthStretch = 1 << 3, + ImGuiTableColumnFlags_WidthFixed = 1 << 4, + ImGuiTableColumnFlags_NoResize = 1 << 5, + ImGuiTableColumnFlags_NoReorder = 1 << 6, + ImGuiTableColumnFlags_NoHide = 1 << 7, + ImGuiTableColumnFlags_NoClip = 1 << 8, + ImGuiTableColumnFlags_NoSort = 1 << 9, + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, + ImGuiTableColumnFlags_IndentEnable = 1 << 16, + ImGuiTableColumnFlags_IndentDisable = 1 << 17, + ImGuiTableColumnFlags_AngledHeader = 1 << 18, + ImGuiTableColumnFlags_IsEnabled = 1 << 24, + ImGuiTableColumnFlags_IsVisible = 1 << 25, + ImGuiTableColumnFlags_IsSorted = 1 << 26, + ImGuiTableColumnFlags_IsHovered = 1 << 27, + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, +}ImGuiTableColumnFlags_; +typedef enum { + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, +}ImGuiTableRowFlags_; +typedef enum { + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, + ImGuiTableBgTarget_RowBg1 = 2, + ImGuiTableBgTarget_CellBg = 3, +}ImGuiTableBgTarget_; +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; + int SpecsCount; + bool SpecsDirty; +}; +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; + ImS16 ColumnIndex; + ImS16 SortOrder; + ImGuiSortDirection SortDirection; +}; +struct ImGuiStyle +{ + float Alpha; + float DisabledAlpha; + ImVec2 WindowPadding; + float WindowRounding; + float WindowBorderSize; + ImVec2 WindowMinSize; + ImVec2 WindowTitleAlign; + ImGuiDir WindowMenuButtonPosition; + float ChildRounding; + float ChildBorderSize; + float PopupRounding; + float PopupBorderSize; + ImVec2 FramePadding; + float FrameRounding; + float FrameBorderSize; + ImVec2 ItemSpacing; + ImVec2 ItemInnerSpacing; + ImVec2 CellPadding; + ImVec2 TouchExtraPadding; + float IndentSpacing; + float ColumnsMinSpacing; + float ScrollbarSize; + float ScrollbarRounding; + float GrabMinSize; + float GrabRounding; + float LogSliderDeadzone; + float TabRounding; + float TabBorderSize; + float TabMinWidthForCloseButton; + float TabBarBorderSize; + float TabBarOverlineSize; + float TableAngledHeadersAngle; + ImVec2 TableAngledHeadersTextAlign; + ImGuiDir ColorButtonPosition; + ImVec2 ButtonTextAlign; + ImVec2 SelectableTextAlign; + float SeparatorTextBorderSize; + ImVec2 SeparatorTextAlign; + ImVec2 SeparatorTextPadding; + ImVec2 DisplayWindowPadding; + ImVec2 DisplaySafeAreaPadding; + float DockingSeparatorSize; + float MouseCursorScale; + bool AntiAliasedLines; + bool AntiAliasedLinesUseTex; + bool AntiAliasedFill; + float CurveTessellationTol; + float CircleTessellationMaxError; + ImVec4 Colors[ImGuiCol_COUNT]; + float HoverStationaryDelay; + float HoverDelayShort; + float HoverDelayNormal; + ImGuiHoveredFlags HoverFlagsForTooltipMouse; + ImGuiHoveredFlags HoverFlagsForTooltipNav; +}; +struct ImGuiKeyData +{ + bool Down; + float DownDuration; + float DownDurationPrev; + float AnalogValue; +}; +typedef struct ImVector_ImWchar {int Size;int Capacity;ImWchar* Data;} ImVector_ImWchar; + +struct ImGuiIO +{ + ImGuiConfigFlags ConfigFlags; + ImGuiBackendFlags BackendFlags; + ImVec2 DisplaySize; + float DeltaTime; + float IniSavingRate; + const char* IniFilename; + const char* LogFilename; + void* UserData; + ImFontAtlas*Fonts; + float FontGlobalScale; + bool FontAllowUserScaling; + ImFont* FontDefault; + ImVec2 DisplayFramebufferScale; + bool ConfigNavSwapGamepadButtons; + bool ConfigNavMoveSetMousePos; + bool ConfigNavCaptureKeyboard; + bool ConfigNavEscapeClearFocusItem; + bool ConfigNavEscapeClearFocusWindow; + bool ConfigNavCursorVisibleAuto; + bool ConfigNavCursorVisibleAlways; + bool ConfigDockingNoSplit; + bool ConfigDockingWithShift; + bool ConfigDockingAlwaysTabBar; + bool ConfigDockingTransparentPayload; + bool ConfigViewportsNoAutoMerge; + bool ConfigViewportsNoTaskBarIcon; + bool ConfigViewportsNoDecoration; + bool ConfigViewportsNoDefaultParent; + bool MouseDrawCursor; + bool ConfigMacOSXBehaviors; + bool ConfigInputTrickleEventQueue; + bool ConfigInputTextCursorBlink; + bool ConfigInputTextEnterKeepActive; + bool ConfigDragClickToInputText; + bool ConfigWindowsResizeFromEdges; + bool ConfigWindowsMoveFromTitleBarOnly; + bool ConfigWindowsCopyContentsWithCtrlC; + bool ConfigScrollbarScrollByPage; + float ConfigMemoryCompactTimer; + float MouseDoubleClickTime; + float MouseDoubleClickMaxDist; + float MouseDragThreshold; + float KeyRepeatDelay; + float KeyRepeatRate; + bool ConfigErrorRecovery; + bool ConfigErrorRecoveryEnableAssert; + bool ConfigErrorRecoveryEnableDebugLog; + bool ConfigErrorRecoveryEnableTooltip; + bool ConfigDebugIsDebuggerPresent; + bool ConfigDebugHighlightIdConflicts; + bool ConfigDebugBeginReturnValueOnce; + bool ConfigDebugBeginReturnValueLoop; + bool ConfigDebugIgnoreFocusLoss; + bool ConfigDebugIniSettings; + const char* BackendPlatformName; + const char* BackendRendererName; + void* BackendPlatformUserData; + void* BackendRendererUserData; + void* BackendLanguageUserData; + bool WantCaptureMouse; + bool WantCaptureKeyboard; + bool WantTextInput; + bool WantSetMousePos; + bool WantSaveIniSettings; + bool NavActive; + bool NavVisible; + float Framerate; + int MetricsRenderVertices; + int MetricsRenderIndices; + int MetricsRenderWindows; + int MetricsActiveWindows; + ImVec2 MouseDelta; + ImGuiContext* Ctx; + ImVec2 MousePos; + bool MouseDown[5]; + float MouseWheel; + float MouseWheelH; + ImGuiMouseSource MouseSource; + ImGuiID MouseHoveredViewport; + bool KeyCtrl; + bool KeyShift; + bool KeyAlt; + bool KeySuper; + ImGuiKeyChord KeyMods; + ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT]; + bool WantCaptureMouseUnlessPopupClose; + ImVec2 MousePosPrev; + ImVec2 MouseClickedPos[5]; + double MouseClickedTime[5]; + bool MouseClicked[5]; + bool MouseDoubleClicked[5]; + ImU16 MouseClickedCount[5]; + ImU16 MouseClickedLastCount[5]; + bool MouseReleased[5]; + bool MouseDownOwned[5]; + bool MouseDownOwnedUnlessPopupClose[5]; + bool MouseWheelRequestAxisSwap; + bool MouseCtrlLeftAsRightClick; + float MouseDownDuration[5]; + float MouseDownDurationPrev[5]; + ImVec2 MouseDragMaxDistanceAbs[5]; + float MouseDragMaxDistanceSqr[5]; + float PenPressure; + bool AppFocusLost; + bool AppAcceptingEvents; + ImWchar16 InputQueueSurrogate; + ImVector_ImWchar InputQueueCharacters; +}; +struct ImGuiInputTextCallbackData +{ + ImGuiContext* Ctx; + ImGuiInputTextFlags EventFlag; + ImGuiInputTextFlags Flags; + void* UserData; + ImWchar EventChar; + ImGuiKey EventKey; + char* Buf; + int BufTextLen; + int BufSize; + bool BufDirty; + int CursorPos; + int SelectionStart; + int SelectionEnd; +}; +struct ImGuiSizeCallbackData +{ + void* UserData; + ImVec2 Pos; + ImVec2 CurrentSize; + ImVec2 DesiredSize; +}; +struct ImGuiWindowClass +{ + ImGuiID ClassId; + ImGuiID ParentViewportId; + ImGuiID FocusRouteParentWindowId; + ImGuiViewportFlags ViewportFlagsOverrideSet; + ImGuiViewportFlags ViewportFlagsOverrideClear; + ImGuiTabItemFlags TabItemFlagsOverrideSet; + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; + bool DockingAlwaysTabBar; + bool DockingAllowUnclassed; +}; +struct ImGuiPayload +{ + void* Data; + int DataSize; + ImGuiID SourceId; + ImGuiID SourceParentId; + int DataFrameCount; + char DataType[32 + 1]; + bool Preview; + bool Delivery; +}; +struct ImGuiOnceUponAFrame +{ + int RefFrame; +}; +struct ImGuiTextRange +{ + const char* b; + const char* e; +}; +typedef struct ImGuiTextRange ImGuiTextRange; + +typedef struct ImVector_ImGuiTextRange {int Size;int Capacity;ImGuiTextRange* Data;} ImVector_ImGuiTextRange; + +struct ImGuiTextFilter +{ + char InputBuf[256]; + ImVector_ImGuiTextRange Filters; + int CountGrep; +}; +typedef struct ImGuiTextRange ImGuiTextRange; +typedef struct ImVector_char {int Size;int Capacity;char* Data;} ImVector_char; + +struct ImGuiTextBuffer +{ + ImVector_char Buf; +}; +struct ImGuiStoragePair +{ + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; +}; +typedef struct ImVector_ImGuiStoragePair {int Size;int Capacity;ImGuiStoragePair* Data;} ImVector_ImGuiStoragePair; + +struct ImGuiStorage +{ + ImVector_ImGuiStoragePair Data; +}; +struct ImGuiListClipper +{ + ImGuiContext* Ctx; + int DisplayStart; + int DisplayEnd; + int ItemsCount; + float ItemsHeight; + float StartPosY; + double StartSeekOffsetY; + void* TempData; +}; +struct ImColor +{ + ImVec4 Value; +}; +typedef enum { + ImGuiMultiSelectFlags_None = 0, + ImGuiMultiSelectFlags_SingleSelect = 1 << 0, + ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, + ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, + ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, + ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, + ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, + ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, + ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, + ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, + ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, + ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, + ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, + ImGuiMultiSelectFlags_ScopeRect = 1 << 12, + ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, + ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, + ImGuiMultiSelectFlags_NavWrapX = 1 << 16, +}ImGuiMultiSelectFlags_; +typedef struct ImVector_ImGuiSelectionRequest {int Size;int Capacity;ImGuiSelectionRequest* Data;} ImVector_ImGuiSelectionRequest; + +struct ImGuiMultiSelectIO +{ + ImVector_ImGuiSelectionRequest Requests; + ImGuiSelectionUserData RangeSrcItem; + ImGuiSelectionUserData NavIdItem; + bool NavIdSelected; + bool RangeSrcReset; + int ItemsCount; +}; +typedef enum { + ImGuiSelectionRequestType_None = 0, + ImGuiSelectionRequestType_SetAll, + ImGuiSelectionRequestType_SetRange, +}ImGuiSelectionRequestType; +struct ImGuiSelectionRequest +{ + ImGuiSelectionRequestType Type; + bool Selected; + ImS8 RangeDirection; + ImGuiSelectionUserData RangeFirstItem; + ImGuiSelectionUserData RangeLastItem; +}; +struct ImGuiSelectionBasicStorage +{ + int Size; + bool PreserveOrder; + void* UserData; + ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); + int _SelectionOrder; + ImGuiStorage _Storage; +}; +struct ImGuiSelectionExternalStorage +{ + void* UserData; + void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); +}; +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +struct ImDrawCmd +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; + unsigned int IdxOffset; + unsigned int ElemCount; + ImDrawCallback UserCallback; + void* UserCallbackData; + int UserCallbackDataSize; + int UserCallbackDataOffset; +}; +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +typedef struct ImDrawCmdHeader ImDrawCmdHeader; +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; +typedef struct ImVector_ImDrawCmd {int Size;int Capacity;ImDrawCmd* Data;} ImVector_ImDrawCmd; + +typedef struct ImVector_ImDrawIdx {int Size;int Capacity;ImDrawIdx* Data;} ImVector_ImDrawIdx; + +struct ImDrawChannel +{ + ImVector_ImDrawCmd _CmdBuffer; + ImVector_ImDrawIdx _IdxBuffer; +}; +typedef struct ImVector_ImDrawChannel {int Size;int Capacity;ImDrawChannel* Data;} ImVector_ImDrawChannel; + +struct ImDrawListSplitter +{ + int _Current; + int _Count; + ImVector_ImDrawChannel _Channels; +}; +typedef enum { + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, + ImDrawFlags_RoundCornersTopLeft = 1 << 4, + ImDrawFlags_RoundCornersTopRight = 1 << 5, + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, + ImDrawFlags_RoundCornersBottomRight = 1 << 7, + ImDrawFlags_RoundCornersNone = 1 << 8, + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, +}ImDrawFlags_; +typedef enum { + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, + ImDrawListFlags_AntiAliasedFill = 1 << 2, + ImDrawListFlags_AllowVtxOffset = 1 << 3, +}ImDrawListFlags_; +typedef struct ImVector_ImDrawVert {int Size;int Capacity;ImDrawVert* Data;} ImVector_ImDrawVert; + +typedef struct ImVector_ImVec2 {int Size;int Capacity;ImVec2* Data;} ImVector_ImVec2; + +typedef struct ImVector_ImVec4 {int Size;int Capacity;ImVec4* Data;} ImVector_ImVec4; + +typedef struct ImVector_ImTextureID {int Size;int Capacity;ImTextureID* Data;} ImVector_ImTextureID; + +typedef struct ImVector_ImU8 {int Size;int Capacity;ImU8* Data;} ImVector_ImU8; + +struct ImDrawList +{ + ImVector_ImDrawCmd CmdBuffer; + ImVector_ImDrawIdx IdxBuffer; + ImVector_ImDrawVert VtxBuffer; + ImDrawListFlags Flags; + unsigned int _VtxCurrentIdx; + ImDrawListSharedData* _Data; + ImDrawVert* _VtxWritePtr; + ImDrawIdx* _IdxWritePtr; + ImVector_ImVec2 _Path; + ImDrawCmdHeader _CmdHeader; + ImDrawListSplitter _Splitter; + ImVector_ImVec4 _ClipRectStack; + ImVector_ImTextureID _TextureIdStack; + ImVector_ImU8 _CallbacksDataBuf; + float _FringeScale; + const char* _OwnerName; +}; +typedef struct ImVector_ImDrawListPtr {int Size;int Capacity;ImDrawList** Data;} ImVector_ImDrawListPtr; + +struct ImDrawData +{ + bool Valid; + int CmdListsCount; + int TotalIdxCount; + int TotalVtxCount; + ImVector_ImDrawListPtr CmdLists; + ImVec2 DisplayPos; + ImVec2 DisplaySize; + ImVec2 FramebufferScale; + ImGuiViewport* OwnerViewport; +}; +struct ImFontConfig +{ + void* FontData; + int FontDataSize; + bool FontDataOwnedByAtlas; + int FontNo; + float SizePixels; + int OversampleH; + int OversampleV; + bool PixelSnapH; + ImVec2 GlyphExtraSpacing; + ImVec2 GlyphOffset; + const ImWchar* GlyphRanges; + float GlyphMinAdvanceX; + float GlyphMaxAdvanceX; + bool MergeMode; + unsigned int FontBuilderFlags; + float RasterizerMultiply; + float RasterizerDensity; + ImWchar EllipsisChar; + char Name[40]; + ImFont* DstFont; +}; +struct ImFontGlyph +{ + unsigned int Colored : 1; + unsigned int Visible : 1; + unsigned int Codepoint : 30; + float AdvanceX; + float X0, Y0, X1, Y1; + float U0, V0, U1, V1; +}; +typedef struct ImVector_ImU32 {int Size;int Capacity;ImU32* Data;} ImVector_ImU32; + +struct ImFontGlyphRangesBuilder +{ + ImVector_ImU32 UsedChars; +}; +typedef struct ImFontAtlasCustomRect ImFontAtlasCustomRect; +struct ImFontAtlasCustomRect +{ + unsigned short X, Y; + unsigned short Width, Height; + unsigned int GlyphID : 31; + unsigned int GlyphColored : 1; + float GlyphAdvanceX; + ImVec2 GlyphOffset; + ImFont* Font; +}; +typedef enum { + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, + ImFontAtlasFlags_NoMouseCursors = 1 << 1, + ImFontAtlasFlags_NoBakedLines = 1 << 2, +}ImFontAtlasFlags_; +typedef struct ImVector_ImFontPtr {int Size;int Capacity;ImFont** Data;} ImVector_ImFontPtr; + +typedef struct ImVector_ImFontAtlasCustomRect {int Size;int Capacity;ImFontAtlasCustomRect* Data;} ImVector_ImFontAtlasCustomRect; + +typedef struct ImVector_ImFontConfig {int Size;int Capacity;ImFontConfig* Data;} ImVector_ImFontConfig; + +struct ImFontAtlas +{ + ImFontAtlasFlags Flags; + ImTextureID TexID; + int TexDesiredWidth; + int TexGlyphPadding; + bool Locked; + void* UserData; + bool TexReady; + bool TexPixelsUseColors; + unsigned char* TexPixelsAlpha8; + unsigned int* TexPixelsRGBA32; + int TexWidth; + int TexHeight; + ImVec2 TexUvScale; + ImVec2 TexUvWhitePixel; + ImVector_ImFontPtr Fonts; + ImVector_ImFontAtlasCustomRect CustomRects; + ImVector_ImFontConfig ConfigData; + ImVec4 TexUvLines[(63) + 1]; + const ImFontBuilderIO* FontBuilderIO; + unsigned int FontBuilderFlags; + int PackIdMouseCursors; + int PackIdLines; +}; +typedef struct ImVector_float {int Size;int Capacity;float* Data;} ImVector_float; + +typedef struct ImVector_ImFontGlyph {int Size;int Capacity;ImFontGlyph* Data;} ImVector_ImFontGlyph; + +struct ImFont +{ + ImVector_float IndexAdvanceX; + float FallbackAdvanceX; + float FontSize; + ImVector_ImWchar IndexLookup; + ImVector_ImFontGlyph Glyphs; + const ImFontGlyph* FallbackGlyph; + ImFontAtlas* ContainerAtlas; + const ImFontConfig* ConfigData; + short ConfigDataCount; + short EllipsisCharCount; + ImWchar EllipsisChar; + ImWchar FallbackChar; + float EllipsisWidth; + float EllipsisCharStep; + bool DirtyLookupTables; + float Scale; + float Ascent, Descent; + int MetricsTotalSurface; + ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX +1)/4096/8]; +}; +typedef enum { + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, + ImGuiViewportFlags_OwnedByApp = 1 << 2, + ImGuiViewportFlags_NoDecoration = 1 << 3, + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, + ImGuiViewportFlags_NoInputs = 1 << 7, + ImGuiViewportFlags_NoRendererClear = 1 << 8, + ImGuiViewportFlags_NoAutoMerge = 1 << 9, + ImGuiViewportFlags_TopMost = 1 << 10, + ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, + ImGuiViewportFlags_IsMinimized = 1 << 12, + ImGuiViewportFlags_IsFocused = 1 << 13, +}ImGuiViewportFlags_; +struct ImGuiViewport +{ + ImGuiID ID; + ImGuiViewportFlags Flags; + ImVec2 Pos; + ImVec2 Size; + ImVec2 WorkPos; + ImVec2 WorkSize; + float DpiScale; + ImGuiID ParentViewportId; + ImDrawData* DrawData; + void* RendererUserData; + void* PlatformUserData; + void* PlatformHandle; + void* PlatformHandleRaw; + bool PlatformWindowCreated; + bool PlatformRequestMove; + bool PlatformRequestResize; + bool PlatformRequestClose; +}; +typedef struct ImVector_ImGuiPlatformMonitor {int Size;int Capacity;ImGuiPlatformMonitor* Data;} ImVector_ImGuiPlatformMonitor; + +typedef struct ImVector_ImGuiViewportPtr {int Size;int Capacity;ImGuiViewport** Data;} ImVector_ImGuiViewportPtr; + +struct ImGuiPlatformIO +{ + const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); + void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text); + void* Platform_ClipboardUserData; + bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); + void* Platform_OpenInShellUserData; + void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* Platform_ImeUserData; + ImWchar Platform_LocaleDecimalPoint; + void* Renderer_RenderState; + void (*Platform_CreateWindow)(ImGuiViewport* vp); + void (*Platform_DestroyWindow)(ImGuiViewport* vp); + void (*Platform_ShowWindow)(ImGuiViewport* vp); + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); + void (*Platform_UpdateWindow)(ImGuiViewport* vp); + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); + ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); + void (*Renderer_CreateWindow)(ImGuiViewport* vp); + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); + ImVector_ImGuiPlatformMonitor Monitors; + ImVector_ImGuiViewportPtr Viewports; +}; +struct ImGuiPlatformMonitor +{ + ImVec2 MainPos, MainSize; + ImVec2 WorkPos, WorkSize; + float DpiScale; + void* PlatformHandle; +}; +struct ImGuiPlatformImeData +{ + bool WantVisible; + ImVec2 InputPos; + float InputLineHeight; +}; +struct ImBitVector; +struct ImRect; +struct ImDrawDataBuilder; +struct ImDrawListSharedData; +struct ImGuiBoxSelectState; +struct ImGuiColorMod; +struct ImGuiContext; +struct ImGuiContextHook; +struct ImGuiDataVarInfo; +struct ImGuiDataTypeInfo; +struct ImGuiDeactivatedItemData; +struct ImGuiDockContext; +struct ImGuiDockRequest; +struct ImGuiDockNode; +struct ImGuiDockNodeSettings; +struct ImGuiErrorRecoveryState; +struct ImGuiGroupData; +struct ImGuiInputTextState; +struct ImGuiInputTextDeactivateData; +struct ImGuiLastItemData; +struct ImGuiLocEntry; +struct ImGuiMenuColumns; +struct ImGuiMultiSelectState; +struct ImGuiMultiSelectTempData; +struct ImGuiNavItemData; +struct ImGuiMetricsConfig; +struct ImGuiNextWindowData; +struct ImGuiNextItemData; +struct ImGuiOldColumnData; +struct ImGuiOldColumns; +struct ImGuiPopupData; +struct ImGuiSettingsHandler; +struct ImGuiStyleMod; +struct ImGuiTabBar; +struct ImGuiTabItem; +struct ImGuiTable; +struct ImGuiTableHeaderData; +struct ImGuiTableColumn; +struct ImGuiTableInstanceData; +struct ImGuiTableTempData; +struct ImGuiTableSettings; +struct ImGuiTableColumnsSettings; +struct ImGuiTreeNodeStackData; +struct ImGuiTypingSelectState; +struct ImGuiTypingSelectRequest; +struct ImGuiWindow; +struct ImGuiWindowDockStyle; +struct ImGuiWindowTempData; +struct ImGuiWindowSettings; +typedef int ImGuiDataAuthority; +typedef int ImGuiLayoutType; +typedef int ImGuiActivateFlags; +typedef int ImGuiDebugLogFlags; +typedef int ImGuiFocusRequestFlags; +typedef int ImGuiItemStatusFlags; +typedef int ImGuiOldColumnFlags; +typedef int ImGuiLogFlags; +typedef int ImGuiNavRenderCursorFlags; +typedef int ImGuiNavMoveFlags; +typedef int ImGuiNextItemDataFlags; +typedef int ImGuiNextWindowDataFlags; +typedef int ImGuiScrollFlags; +typedef int ImGuiSeparatorFlags; +typedef int ImGuiTextFlags; +typedef int ImGuiTooltipFlags; +typedef int ImGuiTypingSelectFlags; +typedef int ImGuiWindowRefreshFlags; +extern ImGuiContext* GImGui; +typedef FILE* ImFileHandle; +typedef struct ImVec1 ImVec1; +struct ImVec1 +{ + float x; +}; +typedef struct ImVec2ih ImVec2ih; +struct ImVec2ih +{ + short x, y; +}; +struct ImRect +{ + ImVec2 Min; + ImVec2 Max; +}; +typedef ImU32* ImBitArrayPtr; +struct ImBitVector +{ + ImVector_ImU32 Storage; +}; +typedef int ImPoolIdx; +typedef struct ImGuiTextIndex ImGuiTextIndex; +typedef struct ImVector_int {int Size;int Capacity;int* Data;} ImVector_int; + +struct ImGuiTextIndex +{ + ImVector_int LineOffsets; + int EndOffset; +}; +struct ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; + const ImVec4* TexUvLines; + ImFont* Font; + float FontSize; + float FontScale; + float CurveTessellationTol; + float CircleSegmentMaxError; + ImVec4 ClipRectFullscreen; + ImDrawListFlags InitialFlags; + ImVector_ImVec2 TempBuffer; + ImVec2 ArcFastVtx[48]; + float ArcFastRadiusCutoff; + ImU8 CircleSegmentCounts[64]; +}; +struct ImDrawDataBuilder +{ + ImVector_ImDrawListPtr* Layers[2]; + ImVector_ImDrawListPtr LayerData1; +}; +struct ImGuiDataVarInfo +{ + ImGuiDataType Type; + ImU32 Count; + ImU32 Offset; +}; +typedef struct ImGuiDataTypeStorage ImGuiDataTypeStorage; +struct ImGuiDataTypeStorage +{ + ImU8 Data[8]; +}; +struct ImGuiDataTypeInfo +{ + size_t Size; + const char* Name; + const char* PrintFmt; + const char* ScanFmt; +}; +typedef enum { + ImGuiDataType_Pointer = ImGuiDataType_COUNT + 1, + ImGuiDataType_ID, +}ImGuiDataTypePrivate_; +typedef enum { + ImGuiItemFlags_Disabled = 1 << 10, + ImGuiItemFlags_ReadOnly = 1 << 11, + ImGuiItemFlags_MixedValue = 1 << 12, + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, + ImGuiItemFlags_AllowOverlap = 1 << 14, + ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, + ImGuiItemFlags_NoMarkEdited = 1 << 16, + ImGuiItemFlags_Inputable = 1 << 20, + ImGuiItemFlags_HasSelectionUserData = 1 << 21, + ImGuiItemFlags_IsMultiSelect = 1 << 22, + ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups, +}ImGuiItemFlagsPrivate_; +typedef enum { + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, + ImGuiItemStatusFlags_Edited = 1 << 2, + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, + ImGuiItemStatusFlags_Deactivated = 1 << 6, + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, + ImGuiItemStatusFlags_Visible = 1 << 8, + ImGuiItemStatusFlags_HasClipRect = 1 << 9, + ImGuiItemStatusFlags_HasShortcut = 1 << 10, +}ImGuiItemStatusFlags_; +typedef enum { + ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay, + ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, + ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_, +}ImGuiHoveredFlagsPrivate_; +typedef enum { + ImGuiInputTextFlags_Multiline = 1 << 26, + ImGuiInputTextFlags_MergedItem = 1 << 27, + ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, +}ImGuiInputTextFlagsPrivate_; +typedef enum { + ImGuiButtonFlags_PressedOnClick = 1 << 4, + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, + ImGuiButtonFlags_PressedOnRelease = 1 << 7, + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, + ImGuiButtonFlags_FlattenChildren = 1 << 11, + ImGuiButtonFlags_AllowOverlap = 1 << 12, + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, + ImGuiButtonFlags_NoKeyModsAllowed = 1 << 16, + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, + ImGuiButtonFlags_NoNavFocus = 1 << 18, + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, +}ImGuiButtonFlagsPrivate_; +typedef enum { + ImGuiComboFlags_CustomPreview = 1 << 20, +}ImGuiComboFlagsPrivate_; +typedef enum { + ImGuiSliderFlags_Vertical = 1 << 20, + ImGuiSliderFlags_ReadOnly = 1 << 21, +}ImGuiSliderFlagsPrivate_; +typedef enum { + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, + ImGuiSelectableFlags_SelectOnClick = 1 << 22, + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, +}ImGuiSelectableFlagsPrivate_; +typedef enum { + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28, + ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29, + ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow, +}ImGuiTreeNodeFlagsPrivate_; +typedef enum { + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, +}ImGuiSeparatorFlags_; +typedef enum { + ImGuiFocusRequestFlags_None = 0, + ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, + ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, +}ImGuiFocusRequestFlags_; +typedef enum { + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, +}ImGuiTextFlags_; +typedef enum { + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePrevious = 1 << 1, +}ImGuiTooltipFlags_; +typedef enum { + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}ImGuiLayoutType_; +typedef enum { + ImGuiLogFlags_None = 0, + ImGuiLogFlags_OutputTTY = 1 << 0, + ImGuiLogFlags_OutputFile = 1 << 1, + ImGuiLogFlags_OutputBuffer = 1 << 2, + ImGuiLogFlags_OutputClipboard = 1 << 3, + ImGuiLogFlags_OutputMask_ = ImGuiLogFlags_OutputTTY | ImGuiLogFlags_OutputFile | ImGuiLogFlags_OutputBuffer | ImGuiLogFlags_OutputClipboard, +}ImGuiLogFlags_; +typedef enum { + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}ImGuiAxis; +typedef enum { + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram, +}ImGuiPlotType; +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; +}; +typedef struct ImGuiComboPreviewData ImGuiComboPreviewData; +struct ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; +}; +struct ImGuiGroupData +{ + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupDeactivatedIdIsAlive; + bool BackupHoveredIdIsAlive; + bool BackupIsSameLine; + bool EmitItem; +}; +struct ImGuiMenuColumns +{ + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; + ImU16 OffsetLabel; + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; +}; +typedef struct ImGuiInputTextDeactivatedState ImGuiInputTextDeactivatedState; +struct ImGuiInputTextDeactivatedState +{ + ImGuiID ID; + ImVector_char TextA; +}; struct STB_TexteditState; +typedef STB_TexteditState ImStbTexteditState; +struct ImGuiInputTextState +{ + ImGuiContext* Ctx; + ImStbTexteditState* Stb; + ImGuiInputTextFlags Flags; + ImGuiID ID; + int TextLen; + const char* TextSrc; + ImVector_char TextA; + ImVector_char TextToRevertTo; + ImVector_char CallbackTextBackup; + int BufCapacity; + ImVec2 Scroll; + float CursorAnim; + bool CursorFollow; + bool SelectedAllMouseLock; + bool Edited; + bool WantReloadUserBuf; + int ReloadSelectionStart; + int ReloadSelectionEnd; +}; +typedef enum { + ImGuiWindowRefreshFlags_None = 0, + ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, + ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, + ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, +}ImGuiWindowRefreshFlags_; +typedef enum { + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 9, + ImGuiNextWindowDataFlags_HasViewport = 1 << 10, + ImGuiNextWindowDataFlags_HasDock = 1 << 11, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 12, +}ImGuiNextWindowDataFlags_; +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + ImGuiChildFlags ChildFlags; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; + ImGuiWindowRefreshFlags RefreshFlagsVal; +}; +typedef enum { + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, + ImGuiNextItemDataFlags_HasRefVal = 1 << 3, + ImGuiNextItemDataFlags_HasStorageID = 1 << 4, +}ImGuiNextItemDataFlags_; +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags HasFlags; + ImGuiItemFlags ItemFlags; + ImGuiID FocusScopeId; + ImGuiSelectionUserData SelectionUserData; + float Width; + ImGuiKeyChord Shortcut; + ImGuiInputFlags ShortcutFlags; + bool OpenVal; + ImU8 OpenCond; + ImGuiDataTypeStorage RefVal; + ImGuiID StorageId; +}; +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags ItemFlags; + ImGuiItemStatusFlags StatusFlags; + ImRect Rect; + ImRect NavRect; + ImRect DisplayRect; + ImRect ClipRect; + ImGuiKeyChord Shortcut; +}; +struct ImGuiTreeNodeStackData +{ + ImGuiID ID; + ImGuiTreeNodeFlags TreeFlags; + ImGuiItemFlags ItemFlags; + ImRect NavRect; +}; +struct ImGuiErrorRecoveryState +{ + short SizeOfWindowStack; + short SizeOfIDStack; + short SizeOfTreeStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; +}; +typedef struct ImGuiWindowStackData ImGuiWindowStackData; +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiErrorRecoveryState StackSizesInBegin; + bool DisabledOverrideReenable; +}; +typedef struct ImGuiShrinkWidthItem ImGuiShrinkWidthItem; +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; + float InitialWidth; +}; +typedef struct ImGuiPtrOrIndex ImGuiPtrOrIndex; +struct ImGuiPtrOrIndex +{ + void* Ptr; + int Index; +}; +struct ImGuiDeactivatedItemData +{ + ImGuiID ID; + int ElapseFrame; + bool HasBeenEditedBefore; + bool IsAlive; +}; +typedef enum { + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}ImGuiPopupPositionPolicy; +struct ImGuiPopupData +{ + ImGuiID PopupId; + ImGuiWindow* Window; + ImGuiWindow* RestoreNavWindow; + int ParentNavLayer; + int OpenFrameCount; + ImGuiID OpenParentId; + ImVec2 OpenPopupPos; + ImVec2 OpenMousePos; +}; +typedef struct ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN {ImU32 Storage[(ImGuiKey_NamedKey_COUNT+31)>>5];} ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN; + +typedef ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN ImBitArrayForNamedKeys; +typedef enum { + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}ImGuiInputEventType; +typedef enum { + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_COUNT +}ImGuiInputSource; +typedef struct ImGuiInputEventMousePos ImGuiInputEventMousePos; +struct ImGuiInputEventMousePos +{ float PosX, PosY; ImGuiMouseSource MouseSource; +}; +typedef struct ImGuiInputEventMouseWheel ImGuiInputEventMouseWheel; +struct ImGuiInputEventMouseWheel +{ float WheelX, WheelY; ImGuiMouseSource MouseSource; +}; +typedef struct ImGuiInputEventMouseButton ImGuiInputEventMouseButton; +struct ImGuiInputEventMouseButton +{ int Button; bool Down; ImGuiMouseSource MouseSource; +}; +typedef struct ImGuiInputEventMouseViewport ImGuiInputEventMouseViewport; +struct ImGuiInputEventMouseViewport +{ ImGuiID HoveredViewportID; +}; +typedef struct ImGuiInputEventKey ImGuiInputEventKey; +struct ImGuiInputEventKey +{ ImGuiKey Key; bool Down; float AnalogValue; +}; +typedef struct ImGuiInputEventText ImGuiInputEventText; +struct ImGuiInputEventText +{ unsigned int Char; +}; +typedef struct ImGuiInputEventAppFocused ImGuiInputEventAppFocused; +struct ImGuiInputEventAppFocused +{ bool Focused; +}; +typedef struct ImGuiInputEvent ImGuiInputEvent; +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + ImU32 EventId; + union + { + ImGuiInputEventMousePos MousePos; + ImGuiInputEventMouseWheel MouseWheel; + ImGuiInputEventMouseButton MouseButton; + ImGuiInputEventMouseViewport MouseViewport; + ImGuiInputEventKey Key; + ImGuiInputEventText Text; + ImGuiInputEventAppFocused AppFocused; + }; + bool AddedByTestEngine; +}; +typedef ImS16 ImGuiKeyRoutingIndex; +typedef struct ImGuiKeyRoutingData ImGuiKeyRoutingData; +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; + ImU8 RoutingCurrScore; + ImU8 RoutingNextScore; + ImGuiID RoutingCurr; + ImGuiID RoutingNext; +}; +typedef struct ImGuiKeyRoutingTable ImGuiKeyRoutingTable; +typedef struct ImVector_ImGuiKeyRoutingData {int Size;int Capacity;ImGuiKeyRoutingData* Data;} ImVector_ImGuiKeyRoutingData; + +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; + ImVector_ImGuiKeyRoutingData Entries; + ImVector_ImGuiKeyRoutingData EntriesNext; +}; +typedef struct ImGuiKeyOwnerData ImGuiKeyOwnerData; +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; + bool LockUntilRelease; +}; +typedef enum { + ImGuiInputFlags_RepeatRateDefault = 1 << 1, + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, + ImGuiInputFlags_RepeatUntilRelease = 1 << 4, + ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, + ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, + ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, + ImGuiInputFlags_LockThisFrame = 1 << 20, + ImGuiInputFlags_LockUntilRelease = 1 << 21, + ImGuiInputFlags_CondHovered = 1 << 22, + ImGuiInputFlags_CondActive = 1 << 23, + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, + ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways, + ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow, + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, + ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_, + ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, +}ImGuiInputFlagsPrivate_; +typedef struct ImGuiListClipperRange ImGuiListClipperRange; +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; + ImS8 PosToIndexOffsetMin; + ImS8 PosToIndexOffsetMax; +}; +typedef struct ImGuiListClipperData ImGuiListClipperData; +typedef struct ImVector_ImGuiListClipperRange {int Size;int Capacity;ImGuiListClipperRange* Data;} ImVector_ImGuiListClipperRange; + +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector_ImGuiListClipperRange Ranges; +}; +typedef enum { + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, + ImGuiActivateFlags_PreferTweak = 1 << 1, + ImGuiActivateFlags_TryToPreserveState = 1 << 2, + ImGuiActivateFlags_FromTabbing = 1 << 3, + ImGuiActivateFlags_FromShortcut = 1 << 4, +}ImGuiActivateFlags_; +typedef enum { + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, + ImGuiScrollFlags_NoScrollParent = 1 << 6, + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, +}ImGuiScrollFlags_; +typedef enum { + ImGuiNavRenderCursorFlags_None = 0, + ImGuiNavRenderCursorFlags_Compact = 1 << 1, + ImGuiNavRenderCursorFlags_AlwaysDraw = 1 << 2, + ImGuiNavRenderCursorFlags_NoRounding = 1 << 3, +}ImGuiNavRenderCursorFlags_; +typedef enum { + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, + ImGuiNavMoveFlags_WrapY = 1 << 3, + ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, + ImGuiNavMoveFlags_FocusApi = 1 << 9, + ImGuiNavMoveFlags_IsTabbing = 1 << 10, + ImGuiNavMoveFlags_IsPageMove = 1 << 11, + ImGuiNavMoveFlags_Activate = 1 << 12, + ImGuiNavMoveFlags_NoSelect = 1 << 13, + ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, + ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, +}ImGuiNavMoveFlags_; +typedef enum { + ImGuiNavLayer_Main = 0, + ImGuiNavLayer_Menu = 1, + ImGuiNavLayer_COUNT +}ImGuiNavLayer; +struct ImGuiNavItemData +{ + ImGuiWindow* Window; + ImGuiID ID; + ImGuiID FocusScopeId; + ImRect RectRel; + ImGuiItemFlags ItemFlags; + float DistBox; + float DistCenter; + float DistAxial; + ImGuiSelectionUserData SelectionUserData; +}; +typedef struct ImGuiFocusScopeData ImGuiFocusScopeData; +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; +}; +typedef enum { + ImGuiTypingSelectFlags_None = 0, + ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, + ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, +}ImGuiTypingSelectFlags_; +struct ImGuiTypingSelectRequest +{ + ImGuiTypingSelectFlags Flags; + int SearchBufferLen; + const char* SearchBuffer; + bool SelectRequest; + bool SingleCharMode; + ImS8 SingleCharSize; +}; +struct ImGuiTypingSelectState +{ + ImGuiTypingSelectRequest Request; + char SearchBuffer[64]; + ImGuiID FocusScope; + int LastRequestFrame; + float LastRequestTime; + bool SingleCharModeLock; +}; +typedef enum { + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, + ImGuiOldColumnFlags_NoResize = 1 << 1, + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, +}ImGuiOldColumnFlags_; +struct ImGuiOldColumnData +{ + float OffsetNorm; + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; + ImRect ClipRect; +}; +typedef struct ImVector_ImGuiOldColumnData {int Size;int Capacity;ImGuiOldColumnData* Data;} ImVector_ImGuiOldColumnData; + +struct ImGuiOldColumns +{ + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; + float LineMinY, LineMaxY; + float HostCursorPosY; + float HostCursorMaxPosX; + ImRect HostInitialClipRect; + ImRect HostBackupClipRect; + ImRect HostBackupParentWorkRect; + ImVector_ImGuiOldColumnData Columns; + ImDrawListSplitter Splitter; +}; +struct ImGuiBoxSelectState +{ + ImGuiID ID; + bool IsActive; + bool IsStarting; + bool IsStartedFromVoid; + bool IsStartedSetNavIdOnce; + bool RequestClear; + ImGuiKeyChord KeyMods : 16; + ImVec2 StartPosRel; + ImVec2 EndPosRel; + ImVec2 ScrollAccum; + ImGuiWindow* Window; + bool UnclipMode; + ImRect UnclipRect; + ImRect BoxSelectRectPrev; + ImRect BoxSelectRectCurr; +}; +struct ImGuiMultiSelectTempData +{ + ImGuiMultiSelectIO IO; + ImGuiMultiSelectState* Storage; + ImGuiID FocusScopeId; + ImGuiMultiSelectFlags Flags; + ImVec2 ScopeRectMin; + ImVec2 BackupCursorMaxPos; + ImGuiSelectionUserData LastSubmittedItem; + ImGuiID BoxSelectId; + ImGuiKeyChord KeyMods; + ImS8 LoopRequestSetAll; + bool IsEndIO; + bool IsFocused; + bool IsKeyboardSetRange; + bool NavIdPassedBy; + bool RangeSrcPassedBy; + bool RangeDstPassedBy; +}; +struct ImGuiMultiSelectState +{ + ImGuiWindow* Window; + ImGuiID ID; + int LastFrameActive; + int LastSelectionSize; + ImS8 RangeSelected; + ImS8 NavIdSelected; + ImGuiSelectionUserData RangeSrcItem; + ImGuiSelectionUserData NavIdItem; +}; +typedef enum { + ImGuiDockNodeFlags_DockSpace = 1 << 10, + ImGuiDockNodeFlags_CentralNode = 1 << 11, + ImGuiDockNodeFlags_NoTabBar = 1 << 12, + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, + ImGuiDockNodeFlags_NoResizeX = 1 << 16, + ImGuiDockNodeFlags_NoResizeY = 1 << 17, + ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, + ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther, + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, +}ImGuiDockNodeFlagsPrivate_; +typedef enum { + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window, +}ImGuiDataAuthority_; +typedef enum { + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible, +}ImGuiDockNodeState; +typedef struct ImVector_ImGuiWindowPtr {int Size;int Capacity;ImGuiWindow** Data;} ImVector_ImGuiWindowPtr; + +struct ImGuiDockNode +{ + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; + ImGuiDockNodeFlags LocalFlags; + ImGuiDockNodeFlags LocalFlagsInWindows; + ImGuiDockNodeFlags MergedFlags; + ImGuiDockNodeState State; + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; + ImVector_ImGuiWindowPtr Windows; + ImGuiTabBar* TabBar; + ImVec2 Pos; + ImVec2 Size; + ImVec2 SizeRef; + ImGuiAxis SplitAxis; + ImGuiWindowClass WindowClass; + ImU32 LastBgColor; + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; + ImGuiDockNode* CentralNode; + ImGuiDockNode* OnlyNodeWithWindows; + int CountNodeWithWindows; + int LastFrameAlive; + int LastFrameActive; + int LastFrameFocused; + ImGuiID LastFocusedNodeId; + ImGuiID SelectedTabId; + ImGuiID WantCloseTabId; + ImGuiID RefViewportId; + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; + bool IsFocused :1; + bool IsBgDrawnThisFrame :1; + bool HasCloseButton :1; + bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; + bool WantCloseAll :1; + bool WantLockSizeOnce :1; + bool WantMouseMove :1; + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; +}; +typedef enum { + ImGuiWindowDockStyleCol_Text, + ImGuiWindowDockStyleCol_TabHovered, + ImGuiWindowDockStyleCol_TabFocused, + ImGuiWindowDockStyleCol_TabSelected, + ImGuiWindowDockStyleCol_TabSelectedOverline, + ImGuiWindowDockStyleCol_TabDimmed, + ImGuiWindowDockStyleCol_TabDimmedSelected, + ImGuiWindowDockStyleCol_TabDimmedSelectedOverline, + ImGuiWindowDockStyleCol_COUNT +}ImGuiWindowDockStyleCol; +struct ImGuiWindowDockStyle +{ + ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; +}; +typedef struct ImVector_ImGuiDockRequest {int Size;int Capacity;ImGuiDockRequest* Data;} ImVector_ImGuiDockRequest; + +typedef struct ImVector_ImGuiDockNodeSettings {int Size;int Capacity;ImGuiDockNodeSettings* Data;} ImVector_ImGuiDockNodeSettings; + +struct ImGuiDockContext +{ + ImGuiStorage Nodes; + ImVector_ImGuiDockRequest Requests; + ImVector_ImGuiDockNodeSettings NodesSettings; + bool WantFullRebuild; +}; +typedef struct ImGuiViewportP ImGuiViewportP; +struct ImGuiViewportP +{ + ImGuiViewport _ImGuiViewport; + ImGuiWindow* Window; + int Idx; + int LastFrameActive; + int LastFocusedStampCount; + ImGuiID LastNameHash; + ImVec2 LastPos; + ImVec2 LastSize; + float Alpha; + float LastAlpha; + bool LastFocusedHadNavWindow; + short PlatformMonitor; + int BgFgDrawListsLastFrame[2]; + ImDrawList* BgFgDrawLists[2]; + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; + ImVec2 WorkInsetMin; + ImVec2 WorkInsetMax; + ImVec2 BuildWorkInsetMin; + ImVec2 BuildWorkInsetMax; +}; +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiID ClassId; + short DockOrder; + bool Collapsed; + bool IsChild; + bool WantApply; + bool WantDelete; +}; +struct ImGuiSettingsHandler +{ + const char* TypeName; + ImGuiID TypeHash; + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); + void* UserData; +}; +typedef enum { +ImGuiLocKey_VersionStr=0, +ImGuiLocKey_TableSizeOne=1, +ImGuiLocKey_TableSizeAllFit=2, +ImGuiLocKey_TableSizeAllDefault=3, +ImGuiLocKey_TableResetOrder=4, +ImGuiLocKey_WindowingMainMenuBar=5, +ImGuiLocKey_WindowingPopup=6, +ImGuiLocKey_WindowingUntitled=7, +ImGuiLocKey_OpenLink_s=8, +ImGuiLocKey_CopyLink=9, +ImGuiLocKey_DockingHideTabBar=10, +ImGuiLocKey_DockingHoldShiftToDock=11, +ImGuiLocKey_DockingDragToUndockOrMoveNode=12, +ImGuiLocKey_COUNT=13, +}ImGuiLocKey; +struct ImGuiLocEntry +{ + ImGuiLocKey Key; + const char* Text; +}; +typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const char* msg); +typedef enum { + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventError = 1 << 0, + ImGuiDebugLogFlags_EventActiveId = 1 << 1, + ImGuiDebugLogFlags_EventFocus = 1 << 2, + ImGuiDebugLogFlags_EventPopup = 1 << 3, + ImGuiDebugLogFlags_EventNav = 1 << 4, + ImGuiDebugLogFlags_EventClipper = 1 << 5, + ImGuiDebugLogFlags_EventSelection = 1 << 6, + ImGuiDebugLogFlags_EventIO = 1 << 7, + ImGuiDebugLogFlags_EventFont = 1 << 8, + ImGuiDebugLogFlags_EventInputRouting = 1 << 9, + ImGuiDebugLogFlags_EventDocking = 1 << 10, + ImGuiDebugLogFlags_EventViewport = 1 << 11, + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, + ImGuiDebugLogFlags_OutputToTTY = 1 << 20, + ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, +}ImGuiDebugLogFlags_; +typedef struct ImGuiDebugAllocEntry ImGuiDebugAllocEntry; +struct ImGuiDebugAllocEntry +{ + int FrameCount; + ImS16 AllocCount; + ImS16 FreeCount; +}; +typedef struct ImGuiDebugAllocInfo ImGuiDebugAllocInfo; +struct ImGuiDebugAllocInfo +{ + int TotalAllocCount; + int TotalFreeCount; + ImS16 LastEntriesIdx; + ImGuiDebugAllocEntry LastEntriesBuf[6]; +}; +struct ImGuiMetricsConfig +{ + bool ShowDebugLog; + bool ShowIDStackTool; + bool ShowWindowsRects; + bool ShowWindowsBeginOrder; + bool ShowTablesRects; + bool ShowDrawCmdMesh; + bool ShowDrawCmdBoundingBoxes; + bool ShowTextEncodingViewer; + bool ShowAtlasTintedWithTextColor; + bool ShowDockingNodes; + int ShowWindowsRectsType; + int ShowTablesRectsType; + int HighlightMonitorIdx; + ImGuiID HighlightViewportID; +}; +typedef struct ImGuiStackLevelInfo ImGuiStackLevelInfo; +struct ImGuiStackLevelInfo +{ + ImGuiID ID; + ImS8 QueryFrameCount; + bool QuerySuccess; + ImGuiDataType DataType : 8; + char Desc[57]; +}; +typedef struct ImGuiIDStackTool ImGuiIDStackTool; +typedef struct ImVector_ImGuiStackLevelInfo {int Size;int Capacity;ImGuiStackLevelInfo* Data;} ImVector_ImGuiStackLevelInfo; + +struct ImGuiIDStackTool +{ + int LastActiveFrame; + int StackLevel; + ImGuiID QueryId; + ImVector_ImGuiStackLevelInfo Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; +}; +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +typedef enum { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }ImGuiContextHookType; +struct ImGuiContextHook +{ + ImGuiID HookId; + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; +}; +typedef struct ImVector_ImGuiInputEvent {int Size;int Capacity;ImGuiInputEvent* Data;} ImVector_ImGuiInputEvent; + +typedef struct ImVector_ImGuiWindowStackData {int Size;int Capacity;ImGuiWindowStackData* Data;} ImVector_ImGuiWindowStackData; + +typedef struct ImVector_ImGuiColorMod {int Size;int Capacity;ImGuiColorMod* Data;} ImVector_ImGuiColorMod; + +typedef struct ImVector_ImGuiStyleMod {int Size;int Capacity;ImGuiStyleMod* Data;} ImVector_ImGuiStyleMod; + +typedef struct ImVector_ImGuiFocusScopeData {int Size;int Capacity;ImGuiFocusScopeData* Data;} ImVector_ImGuiFocusScopeData; + +typedef struct ImVector_ImGuiItemFlags {int Size;int Capacity;ImGuiItemFlags* Data;} ImVector_ImGuiItemFlags; + +typedef struct ImVector_ImGuiGroupData {int Size;int Capacity;ImGuiGroupData* Data;} ImVector_ImGuiGroupData; + +typedef struct ImVector_ImGuiPopupData {int Size;int Capacity;ImGuiPopupData* Data;} ImVector_ImGuiPopupData; + +typedef struct ImVector_ImGuiTreeNodeStackData {int Size;int Capacity;ImGuiTreeNodeStackData* Data;} ImVector_ImGuiTreeNodeStackData; + +typedef struct ImVector_ImGuiViewportPPtr {int Size;int Capacity;ImGuiViewportP** Data;} ImVector_ImGuiViewportPPtr; + +typedef struct ImVector_unsigned_char {int Size;int Capacity;unsigned char* Data;} ImVector_unsigned_char; + +typedef struct ImVector_ImGuiListClipperData {int Size;int Capacity;ImGuiListClipperData* Data;} ImVector_ImGuiListClipperData; + +typedef struct ImVector_ImGuiTableTempData {int Size;int Capacity;ImGuiTableTempData* Data;} ImVector_ImGuiTableTempData; + +typedef struct ImVector_ImGuiTable {int Size;int Capacity;ImGuiTable* Data;} ImVector_ImGuiTable; + +typedef struct ImPool_ImGuiTable {ImVector_ImGuiTable Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiTable; + +typedef struct ImVector_ImGuiTabBar {int Size;int Capacity;ImGuiTabBar* Data;} ImVector_ImGuiTabBar; + +typedef struct ImPool_ImGuiTabBar {ImVector_ImGuiTabBar Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiTabBar; + +typedef struct ImVector_ImGuiPtrOrIndex {int Size;int Capacity;ImGuiPtrOrIndex* Data;} ImVector_ImGuiPtrOrIndex; + +typedef struct ImVector_ImGuiShrinkWidthItem {int Size;int Capacity;ImGuiShrinkWidthItem* Data;} ImVector_ImGuiShrinkWidthItem; + +typedef struct ImVector_ImGuiMultiSelectTempData {int Size;int Capacity;ImGuiMultiSelectTempData* Data;} ImVector_ImGuiMultiSelectTempData; + +typedef struct ImVector_ImGuiMultiSelectState {int Size;int Capacity;ImGuiMultiSelectState* Data;} ImVector_ImGuiMultiSelectState; + +typedef struct ImPool_ImGuiMultiSelectState {ImVector_ImGuiMultiSelectState Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiMultiSelectState; + +typedef struct ImVector_ImGuiID {int Size;int Capacity;ImGuiID* Data;} ImVector_ImGuiID; + +typedef struct ImVector_ImGuiSettingsHandler {int Size;int Capacity;ImGuiSettingsHandler* Data;} ImVector_ImGuiSettingsHandler; + +typedef struct ImChunkStream_ImGuiWindowSettings {ImVector_char Buf;} ImChunkStream_ImGuiWindowSettings; + +typedef struct ImChunkStream_ImGuiTableSettings {ImVector_char Buf;} ImChunkStream_ImGuiTableSettings; + +typedef struct ImVector_ImGuiContextHook {int Size;int Capacity;ImGuiContextHook* Data;} ImVector_ImGuiContextHook; + +struct ImGuiContext +{ + bool Initialized; + bool FontAtlasOwnedByContext; + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; + ImGuiConfigFlags ConfigFlagsLastFrame; + ImFont* Font; + float FontSize; + float FontBaseSize; + float FontScale; + float CurrentDpiScale; + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + ImGuiID WithinEndChildID; + bool WithinFrameScope; + bool WithinFrameScopeWithImplicitWindow; + bool GcCompactAll; + bool TestEngineHookItems; + void* TestEngine; + char ContextName[16]; + ImVector_ImGuiInputEvent InputEventsQueue; + ImVector_ImGuiInputEvent InputEventsTrail; + ImGuiMouseSource InputEventsNextMouseSource; + ImU32 InputEventsNextEventId; + ImVector_ImGuiWindowPtr Windows; + ImVector_ImGuiWindowPtr WindowsFocusOrder; + ImVector_ImGuiWindowPtr WindowsTempSortBuffer; + ImVector_ImGuiWindowStackData CurrentWindowStack; + ImGuiStorage WindowsById; + int WindowsActiveCount; + ImVec2 WindowsHoverPadding; + ImGuiID DebugBreakInWindow; + ImGuiWindow* CurrentWindow; + ImGuiWindow* HoveredWindow; + ImGuiWindow* HoveredWindowUnderMovingWindow; + ImGuiWindow* HoveredWindowBeforeClear; + ImGuiWindow* MovingWindow; + ImGuiWindow* WheelingWindow; + ImVec2 WheelingWindowRefMousePos; + int WheelingWindowStartFrame; + int WheelingWindowScrolledFrame; + float WheelingWindowReleaseTimer; + ImVec2 WheelingWindowWheelRemainder; + ImVec2 WheelingAxisAvg; + ImGuiID DebugDrawIdConflicts; + ImGuiID DebugHookIdInfo; + ImGuiID HoveredId; + ImGuiID HoveredIdPreviousFrame; + int HoveredIdPreviousFrameItemCount; + float HoveredIdTimer; + float HoveredIdNotActiveTimer; + bool HoveredIdAllowOverlap; + bool HoveredIdIsDisabled; + bool ItemUnclipByLog; + ImGuiID ActiveId; + ImGuiID ActiveIdIsAlive; + float ActiveIdTimer; + bool ActiveIdIsJustActivated; + bool ActiveIdAllowOverlap; + bool ActiveIdNoClearOnFocusLoss; + bool ActiveIdHasBeenPressedBefore; + bool ActiveIdHasBeenEditedBefore; + bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdFromShortcut; + int ActiveIdMouseButton : 8; + ImVec2 ActiveIdClickOffset; + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; + ImGuiID ActiveIdPreviousFrame; + ImGuiDeactivatedItemData DeactivatedItemData; + ImGuiDataTypeStorage ActiveIdValueOnActivation; + ImGuiID LastActiveId; + float LastActiveIdTimer; + double LastKeyModsChangeTime; + double LastKeyModsChangeFromNoneTime; + double LastKeyboardKeyPressTime; + ImBitArrayForNamedKeys KeysMayBeCharInput; + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; + ImU32 ActiveIdUsingNavDirMask; + bool ActiveIdUsingAllKeyboardKeys; + ImGuiKeyChord DebugBreakInShortcutRouting; + ImGuiID CurrentFocusScopeId; + ImGuiItemFlags CurrentItemFlags; + ImGuiID DebugLocateId; + ImGuiNextItemData NextItemData; + ImGuiLastItemData LastItemData; + ImGuiNextWindowData NextWindowData; + bool DebugShowGroupRects; + ImGuiCol DebugFlashStyleColorIdx; + ImVector_ImGuiColorMod ColorStack; + ImVector_ImGuiStyleMod StyleVarStack; + ImVector_ImFontPtr FontStack; + ImVector_ImGuiFocusScopeData FocusScopeStack; + ImVector_ImGuiItemFlags ItemFlagsStack; + ImVector_ImGuiGroupData GroupStack; + ImVector_ImGuiPopupData OpenPopupStack; + ImVector_ImGuiPopupData BeginPopupStack; + ImVector_ImGuiTreeNodeStackData TreeNodeStack; + ImVector_ImGuiViewportPPtr Viewports; + ImGuiViewportP* CurrentViewport; + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; + ImRect PlatformMonitorsFullWorkRect; + int ViewportCreatedCount; + int PlatformWindowsCreatedCount; + int ViewportFocusedStampCount; + bool NavCursorVisible; + bool NavHighlightItemUnderNav; + bool NavMousePosDirty; + bool NavIdIsAlive; + ImGuiID NavId; + ImGuiWindow* NavWindow; + ImGuiID NavFocusScopeId; + ImGuiNavLayer NavLayer; + ImGuiID NavActivateId; + ImGuiID NavActivateDownId; + ImGuiID NavActivatePressedId; + ImGuiActivateFlags NavActivateFlags; + ImVector_ImGuiFocusScopeData NavFocusRoute; + ImGuiID NavHighlightActivatedId; + float NavHighlightActivatedTimer; + ImGuiID NavNextActivateId; + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; + ImGuiSelectionUserData NavLastValidSelectionUserData; + ImS8 NavCursorHideFrames; + bool NavAnyRequest; + bool NavInitRequest; + bool NavInitRequestFromMove; + ImGuiNavItemData NavInitResult; + bool NavMoveSubmitted; + bool NavMoveScoringItems; + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyChord NavMoveKeyMods; + ImGuiDir NavMoveDir; + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; + ImRect NavScoringRect; + ImRect NavScoringNoClipRect; + int NavScoringDebugCount; + int NavTabbingDir; + int NavTabbingCounter; + ImGuiNavItemData NavMoveResultLocal; + ImGuiNavItemData NavMoveResultLocalVisible; + ImGuiNavItemData NavMoveResultOther; + ImGuiNavItemData NavTabbingResultFirst; + ImGuiID NavJustMovedFromFocusScopeId; + ImGuiID NavJustMovedToId; + ImGuiID NavJustMovedToFocusScopeId; + ImGuiKeyChord NavJustMovedToKeyMods; + bool NavJustMovedToIsTabbing; + bool NavJustMovedToHasSelectionData; + ImGuiKeyChord ConfigNavWindowingKeyNext; + ImGuiKeyChord ConfigNavWindowingKeyPrev; + ImGuiWindow* NavWindowingTarget; + ImGuiWindow* NavWindowingTargetAnim; + ImGuiWindow* NavWindowingListWindow; + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + ImGuiKey NavWindowingToggleKey; + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; + float DimBgRatio; + bool DragDropActive; + bool DragDropWithinSource; + bool DragDropWithinTarget; + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; + ImRect DragDropTargetClipRect; + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; + ImGuiID DragDropAcceptIdCurr; + ImGuiID DragDropAcceptIdPrev; + int DragDropAcceptFrameCount; + ImGuiID DragDropHoldJustPressedId; + ImVector_unsigned_char DragDropPayloadBufHeap; + unsigned char DragDropPayloadBufLocal[16]; + int ClipperTempDataStacked; + ImVector_ImGuiListClipperData ClipperTempData; + ImGuiTable* CurrentTable; + ImGuiID DebugBreakInTable; + int TablesTempDataStacked; + ImVector_ImGuiTableTempData TablesTempData; + ImPool_ImGuiTable Tables; + ImVector_float TablesLastTimeActive; + ImVector_ImDrawChannel DrawChannelsTempMergeBuffer; + ImGuiTabBar* CurrentTabBar; + ImPool_ImGuiTabBar TabBars; + ImVector_ImGuiPtrOrIndex CurrentTabBarStack; + ImVector_ImGuiShrinkWidthItem ShrinkWidthBuffer; + ImGuiBoxSelectState BoxSelectState; + ImGuiMultiSelectTempData* CurrentMultiSelect; + int MultiSelectTempDataStacked; + ImVector_ImGuiMultiSelectTempData MultiSelectTempData; + ImPool_ImGuiMultiSelectState MultiSelectStorage; + ImGuiID HoverItemDelayId; + ImGuiID HoverItemDelayIdPreviousFrame; + float HoverItemDelayTimer; + float HoverItemDelayClearTimer; + ImGuiID HoverItemUnlockedStationaryId; + ImGuiID HoverWindowUnlockedStationaryId; + ImGuiMouseCursor MouseCursor; + float MouseStationaryTimer; + ImVec2 MouseLastValidPos; + ImGuiInputTextState InputTextState; + ImGuiInputTextDeactivatedState InputTextDeactivatedState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; + ImGuiDataTypeStorage DataTypeZeroValue; + int BeginMenuDepth; + int BeginComboDepth; + ImGuiColorEditFlags ColorEditOptions; + ImGuiID ColorEditCurrentID; + ImGuiID ColorEditSavedID; + float ColorEditSavedHue; + float ColorEditSavedSat; + ImU32 ColorEditSavedColor; + ImVec4 ColorPickerRef; + ImGuiComboPreviewData ComboPreviewData; + ImRect WindowResizeBorderExpectedRect; + bool WindowResizeRelativeMode; + short ScrollbarSeekMode; + float ScrollbarClickDeltaToGrabCenter; + float SliderGrabClickOffset; + float SliderCurrentAccum; + bool SliderCurrentAccumDirty; + bool DragCurrentAccumDirty; + float DragCurrentAccum; + float DragSpeedDefaultRatio; + float DisabledAlphaBackup; + short DisabledStackSize; + short TooltipOverrideCount; + ImGuiWindow* TooltipPreviousWindow; + ImVector_char ClipboardHandlerData; + ImVector_ImGuiID MenusIdSubmittedThisFrame; + ImGuiTypingSelectState TypingSelectState; + ImGuiPlatformImeData PlatformImeData; + ImGuiPlatformImeData PlatformImeDataPrev; + ImGuiID PlatformImeViewport; + ImGuiDockContext DockContext; + void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + bool SettingsLoaded; + float SettingsDirtyTimer; + ImGuiTextBuffer SettingsIniData; + ImVector_ImGuiSettingsHandler SettingsHandlers; + ImChunkStream_ImGuiWindowSettings SettingsWindows; + ImChunkStream_ImGuiTableSettings SettingsTables; + ImVector_ImGuiContextHook Hooks; + ImGuiID HookIdNext; + const char* LocalizationTable[ImGuiLocKey_COUNT]; + bool LogEnabled; + ImGuiLogFlags LogFlags; + ImGuiWindow* LogWindow; + ImFileHandle LogFile; + ImGuiTextBuffer LogBuffer; + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; + ImGuiErrorCallback ErrorCallback; + void* ErrorCallbackUserData; + ImVec2 ErrorTooltipLockedPos; + bool ErrorFirst; + int ErrorCountCurrentFrame; + ImGuiErrorRecoveryState StackSizesInNewFrame; + ImGuiErrorRecoveryState*StackSizesInBeginForCurrentWindow; + int DebugDrawIdConflictsCount; + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + ImGuiTextIndex DebugLogIndex; + int DebugLogSkippedErrors; + ImGuiDebugLogFlags DebugLogAutoDisableFlags; + ImU8 DebugLogAutoDisableFrames; + ImU8 DebugLocateFrames; + bool DebugBreakInLocateId; + ImGuiKeyChord DebugBreakKeyChord; + ImS8 DebugBeginReturnValueCullDepth; + bool DebugItemPickerActive; + ImU8 DebugItemPickerMouseButton; + ImGuiID DebugItemPickerBreakId; + float DebugFlashStyleColorTime; + ImVec4 DebugFlashStyleColorBackup; + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiIDStackTool DebugIDStackTool; + ImGuiDebugAllocInfo DebugAllocInfo; + ImGuiDockNode* DebugHoveredDockNode; + float FramerateSecPerFrame[60]; + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; + int WantCaptureKeyboardNextFrame; + int WantTextInputNextFrame; + ImVector_char TempBuffer; + char TempKeychordName[64]; +}; +struct ImGuiWindowTempData +{ + ImVec2 CursorPos; + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; + ImVec2 CursorMaxPos; + ImVec2 IdealMaxPos; + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; + float PrevLineTextBaseOffset; + bool IsSameLine; + bool IsSetPos; + ImVec1 Indent; + ImVec1 ColumnsOffset; + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness; + ImGuiNavLayer NavLayerCurrent; + short NavLayersActiveMask; + short NavLayersActiveMaskNext; + bool NavIsScrollPushableX; + bool NavHideHighlightOneFrame; + bool NavWindowHasScrollY; + bool MenuBarAppending; + ImVec2 MenuBarOffset; + ImGuiMenuColumns MenuColumns; + int TreeDepth; + ImU32 TreeHasStackDataDepthMask; + ImVector_ImGuiWindowPtr ChildWindows; + ImGuiStorage* StateStorage; + ImGuiOldColumns* CurrentColumns; + int CurrentTableIdx; + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; + ImU32 ModalDimBgColor; + float ItemWidth; + float TextWrapPos; + ImVector_float ItemWidthStack; + ImVector_float TextWrapPosStack; +}; +typedef struct ImVector_ImGuiOldColumns {int Size;int Capacity;ImGuiOldColumns* Data;} ImVector_ImGuiOldColumns; + +struct ImGuiWindow +{ + ImGuiContext* Ctx; + char* Name; + ImGuiID ID; + ImGuiWindowFlags Flags, FlagsPreviousFrame; + ImGuiChildFlags ChildFlags; + ImGuiWindowClass WindowClass; + ImGuiViewportP* Viewport; + ImGuiID ViewportId; + ImVec2 ViewportPos; + int ViewportAllowPlatformMonitorExtend; + ImVec2 Pos; + ImVec2 Size; + ImVec2 SizeFull; + ImVec2 ContentSize; + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; + ImVec2 WindowPadding; + float WindowRounding; + float WindowBorderSize; + float TitleBarHeight, MenuBarHeight; + float DecoOuterSizeX1, DecoOuterSizeY1; + float DecoOuterSizeX2, DecoOuterSizeY2; + float DecoInnerSizeX1, DecoInnerSizeY1; + int NameBufLen; + ImGuiID MoveId; + ImGuiID TabId; + ImGuiID ChildId; + ImGuiID PopupId; + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; + ImVec2 ScrollTargetCenterRatio; + ImVec2 ScrollTargetEdgeSnapDist; + ImVec2 ScrollbarSizes; + bool ScrollbarX, ScrollbarY; + bool ViewportOwned; + bool Active; + bool WasActive; + bool WriteAccessed; + bool Collapsed; + bool WantCollapseToggle; + bool SkipItems; + bool SkipRefresh; + bool Appearing; + bool Hidden; + bool IsFallbackWindow; + bool IsExplicitChild; + bool HasCloseButton; + signed char ResizeBorderHovered; + signed char ResizeBorderHeld; + short BeginCount; + short BeginCountPreviousFrame; + short BeginOrderWithinParent; + short BeginOrderWithinContext; + short FocusOrder; + ImS8 AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; + ImS8 HiddenFramesCannotSkipItems; + ImS8 HiddenFramesForRenderOnly; + ImS8 DisableInputsFrames; + ImGuiCond SetWindowPosAllowFlags : 8; + ImGuiCond SetWindowSizeAllowFlags : 8; + ImGuiCond SetWindowCollapsedAllowFlags : 8; + ImGuiCond SetWindowDockAllowFlags : 8; + ImVec2 SetWindowPosVal; + ImVec2 SetWindowPosPivot; + ImVector_ImGuiID IDStack; + ImGuiWindowTempData DC; + ImRect OuterRectClipped; + ImRect InnerRect; + ImRect InnerClipRect; + ImRect WorkRect; + ImRect ParentWorkRect; + ImRect ClipRect; + ImRect ContentRegionRect; + ImVec2ih HitTestHoleSize; + ImVec2ih HitTestHoleOffset; + int LastFrameActive; + int LastFrameJustFocused; + float LastTimeActive; + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector_ImGuiOldColumns ColumnsStorage; + float FontWindowScale; + float FontDpiScale; + int SettingsOffset; + ImDrawList* DrawList; + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; + ImGuiWindow* RootWindowPopupTree; + ImGuiWindow* RootWindowDockTree; + ImGuiWindow* RootWindowForTitleBarHighlight; + ImGuiWindow* RootWindowForNav; + ImGuiWindow* ParentWindowForFocusRoute; + ImGuiWindow* NavLastChildNavWindow; + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; + ImRect NavRectRel[ImGuiNavLayer_COUNT]; + ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; + ImGuiID NavRootFocusScopeId; + int MemoryDrawListIdxCapacity; + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; + bool DockIsActive :1; + bool DockNodeIsVisible :1; + bool DockTabIsVisible :1; + bool DockTabWantClose :1; + short DockOrder; + ImGuiWindowDockStyle DockStyle; + ImGuiDockNode* DockNode; + ImGuiDockNode* DockNodeAsHost; + ImGuiID DockId; + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; +}; +typedef enum { + ImGuiTabBarFlags_DockNode = 1 << 20, + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22, +}ImGuiTabBarFlagsPrivate_; +typedef enum { + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, + ImGuiTabItemFlags_Button = 1 << 21, + ImGuiTabItemFlags_Unsorted = 1 << 22, +}ImGuiTabItemFlagsPrivate_; +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + ImGuiWindow* Window; + int LastFrameVisible; + int LastFrameSelected; + float Offset; + float Width; + float ContentWidth; + float RequestedWidth; + ImS32 NameOffset; + ImS16 BeginOrder; + ImS16 IndexDuringLayout; + bool WantClose; +}; +typedef struct ImVector_ImGuiTabItem {int Size;int Capacity;ImGuiTabItem* Data;} ImVector_ImGuiTabItem; + +struct ImGuiTabBar +{ + ImGuiWindow* Window; + ImVector_ImGuiTabItem Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; + ImGuiID SelectedTabId; + ImGuiID NextSelectedTabId; + ImGuiID VisibleTabId; + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; + float WidthAllTabs; + float WidthAllTabsIdeal; + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + float SeparatorMinX; + float SeparatorMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; + ImS16 TabsActiveCount; + ImS16 LastTabItemIdx; + float ItemSpacingY; + ImVec2 FramePadding; + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; +}; +typedef ImS16 ImGuiTableColumnIdx; +typedef ImU16 ImGuiTableDrawChannelIdx; +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; + float WidthGiven; + float MinX; + float MaxX; + float WidthRequest; + float WidthAuto; + float WidthMax; + float StretchWeight; + float InitStretchWeightOrWidth; + ImRect ClipRect; + ImGuiID UserID; + float WorkMinX; + float WorkMaxX; + float ItemWidth; + float ContentMaxXFrozen; + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx IndexWithinEnabledSet; + ImGuiTableColumnIdx PrevEnabledColumn; + ImGuiTableColumnIdx NextEnabledColumn; + ImGuiTableColumnIdx SortOrder; + ImGuiTableDrawChannelIdx DrawChannelCurrent; + ImGuiTableDrawChannelIdx DrawChannelFrozen; + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; + bool IsEnabled; + bool IsUserEnabled; + bool IsUserEnabledNextFrame; + bool IsVisibleX; + bool IsVisibleY; + bool IsRequestOutput; + bool IsSkipItems; + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; + ImU8 AutoFitQueue; + ImU8 CannotSkipItemsQueue; + ImU8 SortDirection : 2; + ImU8 SortDirectionsAvailCount : 2; + ImU8 SortDirectionsAvailMask : 4; + ImU8 SortDirectionsAvailList; +}; +typedef struct ImGuiTableCellData ImGuiTableCellData; +struct ImGuiTableCellData +{ + ImU32 BgColor; + ImGuiTableColumnIdx Column; +}; +struct ImGuiTableHeaderData +{ + ImGuiTableColumnIdx Index; + ImU32 TextColor; + ImU32 BgColor0; + ImU32 BgColor1; +}; +struct ImGuiTableInstanceData +{ + ImGuiID TableInstanceID; + float LastOuterHeight; + float LastTopHeadersRowHeight; + float LastFrozenHeight; + int HoveredRowLast; + int HoveredRowNext; +}; +typedef struct ImSpan_ImGuiTableColumn {ImGuiTableColumn* Data;ImGuiTableColumn* DataEnd;} ImSpan_ImGuiTableColumn; + +typedef struct ImSpan_ImGuiTableColumnIdx {ImGuiTableColumnIdx* Data;ImGuiTableColumnIdx* DataEnd;} ImSpan_ImGuiTableColumnIdx; + +typedef struct ImSpan_ImGuiTableCellData {ImGuiTableCellData* Data;ImGuiTableCellData* DataEnd;} ImSpan_ImGuiTableCellData; + +typedef struct ImVector_ImGuiTableInstanceData {int Size;int Capacity;ImGuiTableInstanceData* Data;} ImVector_ImGuiTableInstanceData; + +typedef struct ImVector_ImGuiTableColumnSortSpecs {int Size;int Capacity;ImGuiTableColumnSortSpecs* Data;} ImVector_ImGuiTableColumnSortSpecs; + +struct ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; + ImGuiTableTempData* TempData; + ImSpan_ImGuiTableColumn Columns; + ImSpan_ImGuiTableColumnIdx DisplayOrderToIndex; + ImSpan_ImGuiTableCellData RowCellData; + ImBitArrayPtr EnabledMaskByDisplayOrder; + ImBitArrayPtr EnabledMaskByIndex; + ImBitArrayPtr VisibleMaskByIndex; + ImGuiTableFlags SettingsLoadedFlags; + int SettingsOffset; + int LastFrameActive; + int ColumnsCount; + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; + ImS16 InstanceInteracted; + float RowPosY1; + float RowPosY2; + float RowMinHeight; + float RowCellPaddingY; + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; + ImU32 RowBgColor[2]; + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; + float CellSpacingX1; + float CellSpacingX2; + float InnerWidth; + float ColumnsGivenWidth; + float ColumnsAutoFitWidth; + float ColumnsStretchSumWeights; + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; + float RefScale; + float AngledHeadersHeight; + float AngledHeadersSlope; + ImRect OuterRect; + ImRect InnerRect; + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; + ImRect Bg0ClipRectForDrawCmd; + ImRect Bg2ClipRectForDrawCmd; + ImRect HostClipRect; + ImRect HostBackupInnerClipRect; + ImGuiWindow* OuterWindow; + ImGuiWindow* InnerWindow; + ImGuiTextBuffer ColumnsNames; + ImDrawListSplitter* DrawSplitter; + ImGuiTableInstanceData InstanceDataFirst; + ImVector_ImGuiTableInstanceData InstanceDataExtra; + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector_ImGuiTableColumnSortSpecs SortSpecsMulti; + ImGuiTableSortSpecs SortSpecs; + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; + ImGuiTableColumnIdx ColumnsEnabledFixedCount; + ImGuiTableColumnIdx DeclColumnsCount; + ImGuiTableColumnIdx AngledHeadersCount; + ImGuiTableColumnIdx HoveredColumnBody; + ImGuiTableColumnIdx HoveredColumnBorder; + ImGuiTableColumnIdx HighlightColumnHeader; + ImGuiTableColumnIdx AutoFitSingleColumn; + ImGuiTableColumnIdx ResizedColumn; + ImGuiTableColumnIdx LastResizedColumn; + ImGuiTableColumnIdx HeldHeaderColumn; + ImGuiTableColumnIdx ReorderColumn; + ImGuiTableColumnIdx ReorderColumnDir; + ImGuiTableColumnIdx LeftMostEnabledColumn; + ImGuiTableColumnIdx RightMostEnabledColumn; + ImGuiTableColumnIdx LeftMostStretchedColumn; + ImGuiTableColumnIdx RightMostStretchedColumn; + ImGuiTableColumnIdx ContextPopupColumn; + ImGuiTableColumnIdx FreezeRowsRequest; + ImGuiTableColumnIdx FreezeRowsCount; + ImGuiTableColumnIdx FreezeColumnsRequest; + ImGuiTableColumnIdx FreezeColumnsCount; + ImGuiTableColumnIdx RowCellDataCurrent; + ImGuiTableDrawChannelIdx DummyDrawChannel; + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + bool IsLayoutLocked; + bool IsInsideRow; + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; + bool IsContextPopupOpen; + bool DisableDefaultContextMenu; + bool IsSettingsRequestLoad; + bool IsSettingsDirty; + bool IsDefaultDisplayOrder; + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; + bool IsDefaultSizingPolicy; + bool IsActiveIdAliveBeforeTable; + bool IsActiveIdInTable; + bool HasScrollbarYCurr; + bool HasScrollbarYPrev; + bool MemoryCompacted; + bool HostSkipItems; +}; +typedef struct ImVector_ImGuiTableHeaderData {int Size;int Capacity;ImGuiTableHeaderData* Data;} ImVector_ImGuiTableHeaderData; + +struct ImGuiTableTempData +{ + int TableIndex; + float LastTimeActive; + float AngledHeadersExtraWidth; + ImVector_ImGuiTableHeaderData AngledHeadersRequests; + ImVec2 UserOuterSize; + ImDrawListSplitter DrawSplitter; + ImRect HostBackupWorkRect; + ImRect HostBackupParentWorkRect; + ImVec2 HostBackupPrevLineSize; + ImVec2 HostBackupCurrLineSize; + ImVec2 HostBackupCursorMaxPos; + ImVec1 HostBackupColumnsOffset; + float HostBackupItemWidth; + int HostBackupItemWidthStackSize; +}; +typedef struct ImGuiTableColumnSettings ImGuiTableColumnSettings; +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImU8 IsEnabled : 1; + ImU8 IsStretch : 1; +}; +struct ImGuiTableSettings +{ + ImGuiID ID; + ImGuiTableFlags SaveFlags; + float RefScale; + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; + bool WantApply; +}; +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; +#ifdef IMGUI_ENABLE_FREETYPE +struct ImFontAtlas; +struct ImFontBuilderIO; +typedef enum { + ImGuiFreeTypeBuilderFlags_NoHinting = 1 << 0, + ImGuiFreeTypeBuilderFlags_NoAutoHint = 1 << 1, + ImGuiFreeTypeBuilderFlags_ForceAutoHint = 1 << 2, + ImGuiFreeTypeBuilderFlags_LightHinting = 1 << 3, + ImGuiFreeTypeBuilderFlags_MonoHinting = 1 << 4, + ImGuiFreeTypeBuilderFlags_Bold = 1 << 5, + ImGuiFreeTypeBuilderFlags_Oblique = 1 << 6, + ImGuiFreeTypeBuilderFlags_Monochrome = 1 << 7, + ImGuiFreeTypeBuilderFlags_LoadColor = 1 << 8, + ImGuiFreeTypeBuilderFlags_Bitmap = 1 << 9 +}ImGuiFreeTypeBuilderFlags; +#endif +#define IMGUI_HAS_DOCK 1 + +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) + +#else +struct GLFWwindow; +struct SDL_Window; +typedef union SDL_Event SDL_Event; +#endif // CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +#ifndef CIMGUI_DEFINE_ENUMS_AND_STRUCTS +typedef struct ImGuiTextFilter::ImGuiTextRange ImGuiTextRange; +typedef ImStb::STB_TexteditState STB_TexteditState; +typedef ImChunkStream ImChunkStream_ImGuiTableSettings; +typedef ImChunkStream ImChunkStream_ImGuiWindowSettings; +typedef ImPool ImPool_ImGuiMultiSelectState; +typedef ImPool ImPool_ImGuiTabBar; +typedef ImPool ImPool_ImGuiTable; +typedef ImSpan ImSpan_ImGuiTableCellData; +typedef ImSpan ImSpan_ImGuiTableColumn; +typedef ImSpan ImSpan_ImGuiTableColumnIdx; +typedef ImVector ImVector_ImDrawChannel; +typedef ImVector ImVector_ImDrawCmd; +typedef ImVector ImVector_ImDrawIdx; +typedef ImVector ImVector_ImDrawListPtr; +typedef ImVector ImVector_ImDrawVert; +typedef ImVector ImVector_ImFontPtr; +typedef ImVector ImVector_ImFontAtlasCustomRect; +typedef ImVector ImVector_ImFontConfig; +typedef ImVector ImVector_ImFontGlyph; +typedef ImVector ImVector_ImGuiColorMod; +typedef ImVector ImVector_ImGuiContextHook; +typedef ImVector ImVector_ImGuiDockNodeSettings; +typedef ImVector ImVector_ImGuiDockRequest; +typedef ImVector ImVector_ImGuiFocusScopeData; +typedef ImVector ImVector_ImGuiGroupData; +typedef ImVector ImVector_ImGuiID; +typedef ImVector ImVector_ImGuiInputEvent; +typedef ImVector ImVector_ImGuiItemFlags; +typedef ImVector ImVector_ImGuiKeyRoutingData; +typedef ImVector ImVector_ImGuiListClipperData; +typedef ImVector ImVector_ImGuiListClipperRange; +typedef ImVector ImVector_ImGuiMultiSelectTempData; +typedef ImVector ImVector_ImGuiOldColumnData; +typedef ImVector ImVector_ImGuiOldColumns; +typedef ImVector ImVector_ImGuiPlatformMonitor; +typedef ImVector ImVector_ImGuiPopupData; +typedef ImVector ImVector_ImGuiPtrOrIndex; +typedef ImVector ImVector_ImGuiSelectionRequest; +typedef ImVector ImVector_ImGuiSettingsHandler; +typedef ImVector ImVector_ImGuiShrinkWidthItem; +typedef ImVector ImVector_ImGuiStackLevelInfo; +typedef ImVector ImVector_ImGuiStoragePair; +typedef ImVector ImVector_ImGuiStyleMod; +typedef ImVector ImVector_ImGuiTabItem; +typedef ImVector ImVector_ImGuiTableColumnSortSpecs; +typedef ImVector ImVector_ImGuiTableHeaderData; +typedef ImVector ImVector_ImGuiTableInstanceData; +typedef ImVector ImVector_ImGuiTableTempData; +typedef ImVector ImVector_ImGuiTextRange; +typedef ImVector ImVector_ImGuiTreeNodeStackData; +typedef ImVector ImVector_ImGuiViewportPtr; +typedef ImVector ImVector_ImGuiViewportPPtr; +typedef ImVector ImVector_ImGuiWindowPtr; +typedef ImVector ImVector_ImGuiWindowStackData; +typedef ImVector ImVector_ImTextureID; +typedef ImVector ImVector_ImU32; +typedef ImVector ImVector_ImU8; +typedef ImVector ImVector_ImVec2; +typedef ImVector ImVector_ImVec4; +typedef ImVector ImVector_ImWchar; +typedef ImVector ImVector_char; +typedef ImVector ImVector_const_charPtr; +typedef ImVector ImVector_float; +typedef ImVector ImVector_int; +typedef ImVector ImVector_unsigned_char; +#endif //CIMGUI_DEFINE_ENUMS_AND_STRUCTS +CIMGUI_API ImVec2* ImVec2_ImVec2_Nil(void); +CIMGUI_API void ImVec2_destroy(ImVec2* self); +CIMGUI_API ImVec2* ImVec2_ImVec2_Float(float _x,float _y); +CIMGUI_API ImVec4* ImVec4_ImVec4_Nil(void); +CIMGUI_API void ImVec4_destroy(ImVec4* self); +CIMGUI_API ImVec4* ImVec4_ImVec4_Float(float _x,float _y,float _z,float _w); +CIMGUI_API ImGuiContext* igCreateContext(ImFontAtlas* shared_font_atlas); +CIMGUI_API void igDestroyContext(ImGuiContext* ctx); +CIMGUI_API ImGuiContext* igGetCurrentContext(void); +CIMGUI_API void igSetCurrentContext(ImGuiContext* ctx); +CIMGUI_API ImGuiIO* igGetIO(void); +CIMGUI_API ImGuiPlatformIO* igGetPlatformIO(void); +CIMGUI_API ImGuiStyle* igGetStyle(void); +CIMGUI_API void igNewFrame(void); +CIMGUI_API void igEndFrame(void); +CIMGUI_API void igRender(void); +CIMGUI_API ImDrawData* igGetDrawData(void); +CIMGUI_API void igShowDemoWindow(bool* p_open); +CIMGUI_API void igShowMetricsWindow(bool* p_open); +CIMGUI_API void igShowDebugLogWindow(bool* p_open); +CIMGUI_API void igShowIDStackToolWindow(bool* p_open); +CIMGUI_API void igShowAboutWindow(bool* p_open); +CIMGUI_API void igShowStyleEditor(ImGuiStyle* ref); +CIMGUI_API bool igShowStyleSelector(const char* label); +CIMGUI_API void igShowFontSelector(const char* label); +CIMGUI_API void igShowUserGuide(void); +CIMGUI_API const char* igGetVersion(void); +CIMGUI_API void igStyleColorsDark(ImGuiStyle* dst); +CIMGUI_API void igStyleColorsLight(ImGuiStyle* dst); +CIMGUI_API void igStyleColorsClassic(ImGuiStyle* dst); +CIMGUI_API bool igBegin(const char* name,bool* p_open,ImGuiWindowFlags flags); +CIMGUI_API void igEnd(void); +CIMGUI_API bool igBeginChild_Str(const char* str_id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginChild_ID(ImGuiID id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags); +CIMGUI_API void igEndChild(void); +CIMGUI_API bool igIsWindowAppearing(void); +CIMGUI_API bool igIsWindowCollapsed(void); +CIMGUI_API bool igIsWindowFocused(ImGuiFocusedFlags flags); +CIMGUI_API bool igIsWindowHovered(ImGuiHoveredFlags flags); +CIMGUI_API ImDrawList* igGetWindowDrawList(void); +CIMGUI_API float igGetWindowDpiScale(void); +CIMGUI_API void igGetWindowPos(ImVec2 *pOut); +CIMGUI_API void igGetWindowSize(ImVec2 *pOut); +CIMGUI_API float igGetWindowWidth(void); +CIMGUI_API float igGetWindowHeight(void); +CIMGUI_API ImGuiViewport* igGetWindowViewport(void); +CIMGUI_API void igSetNextWindowPos(const ImVec2 pos,ImGuiCond cond,const ImVec2 pivot); +CIMGUI_API void igSetNextWindowSize(const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetNextWindowSizeConstraints(const ImVec2 size_min,const ImVec2 size_max,ImGuiSizeCallback custom_callback,void* custom_callback_data); +CIMGUI_API void igSetNextWindowContentSize(const ImVec2 size); +CIMGUI_API void igSetNextWindowCollapsed(bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetNextWindowFocus(void); +CIMGUI_API void igSetNextWindowScroll(const ImVec2 scroll); +CIMGUI_API void igSetNextWindowBgAlpha(float alpha); +CIMGUI_API void igSetNextWindowViewport(ImGuiID viewport_id); +CIMGUI_API void igSetWindowPos_Vec2(const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_Vec2(const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_Bool(bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowFocus_Nil(void); +CIMGUI_API void igSetWindowFontScale(float scale); +CIMGUI_API void igSetWindowPos_Str(const char* name,const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_Str(const char* name,const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_Str(const char* name,bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowFocus_Str(const char* name); +CIMGUI_API float igGetScrollX(void); +CIMGUI_API float igGetScrollY(void); +CIMGUI_API void igSetScrollX_Float(float scroll_x); +CIMGUI_API void igSetScrollY_Float(float scroll_y); +CIMGUI_API float igGetScrollMaxX(void); +CIMGUI_API float igGetScrollMaxY(void); +CIMGUI_API void igSetScrollHereX(float center_x_ratio); +CIMGUI_API void igSetScrollHereY(float center_y_ratio); +CIMGUI_API void igSetScrollFromPosX_Float(float local_x,float center_x_ratio); +CIMGUI_API void igSetScrollFromPosY_Float(float local_y,float center_y_ratio); +CIMGUI_API void igPushFont(ImFont* font); +CIMGUI_API void igPopFont(void); +CIMGUI_API void igPushStyleColor_U32(ImGuiCol idx,ImU32 col); +CIMGUI_API void igPushStyleColor_Vec4(ImGuiCol idx,const ImVec4 col); +CIMGUI_API void igPopStyleColor(int count); +CIMGUI_API void igPushStyleVar_Float(ImGuiStyleVar idx,float val); +CIMGUI_API void igPushStyleVar_Vec2(ImGuiStyleVar idx,const ImVec2 val); +CIMGUI_API void igPushStyleVarX(ImGuiStyleVar idx,float val_x); +CIMGUI_API void igPushStyleVarY(ImGuiStyleVar idx,float val_y); +CIMGUI_API void igPopStyleVar(int count); +CIMGUI_API void igPushItemFlag(ImGuiItemFlags option,bool enabled); +CIMGUI_API void igPopItemFlag(void); +CIMGUI_API void igPushItemWidth(float item_width); +CIMGUI_API void igPopItemWidth(void); +CIMGUI_API void igSetNextItemWidth(float item_width); +CIMGUI_API float igCalcItemWidth(void); +CIMGUI_API void igPushTextWrapPos(float wrap_local_pos_x); +CIMGUI_API void igPopTextWrapPos(void); +CIMGUI_API ImFont* igGetFont(void); +CIMGUI_API float igGetFontSize(void); +CIMGUI_API void igGetFontTexUvWhitePixel(ImVec2 *pOut); +CIMGUI_API ImU32 igGetColorU32_Col(ImGuiCol idx,float alpha_mul); +CIMGUI_API ImU32 igGetColorU32_Vec4(const ImVec4 col); +CIMGUI_API ImU32 igGetColorU32_U32(ImU32 col,float alpha_mul); +CIMGUI_API const ImVec4* igGetStyleColorVec4(ImGuiCol idx); +CIMGUI_API void igGetCursorScreenPos(ImVec2 *pOut); +CIMGUI_API void igSetCursorScreenPos(const ImVec2 pos); +CIMGUI_API void igGetContentRegionAvail(ImVec2 *pOut); +CIMGUI_API void igGetCursorPos(ImVec2 *pOut); +CIMGUI_API float igGetCursorPosX(void); +CIMGUI_API float igGetCursorPosY(void); +CIMGUI_API void igSetCursorPos(const ImVec2 local_pos); +CIMGUI_API void igSetCursorPosX(float local_x); +CIMGUI_API void igSetCursorPosY(float local_y); +CIMGUI_API void igGetCursorStartPos(ImVec2 *pOut); +CIMGUI_API void igSeparator(void); +CIMGUI_API void igSameLine(float offset_from_start_x,float spacing); +CIMGUI_API void igNewLine(void); +CIMGUI_API void igSpacing(void); +CIMGUI_API void igDummy(const ImVec2 size); +CIMGUI_API void igIndent(float indent_w); +CIMGUI_API void igUnindent(float indent_w); +CIMGUI_API void igBeginGroup(void); +CIMGUI_API void igEndGroup(void); +CIMGUI_API void igAlignTextToFramePadding(void); +CIMGUI_API float igGetTextLineHeight(void); +CIMGUI_API float igGetTextLineHeightWithSpacing(void); +CIMGUI_API float igGetFrameHeight(void); +CIMGUI_API float igGetFrameHeightWithSpacing(void); +CIMGUI_API void igPushID_Str(const char* str_id); +CIMGUI_API void igPushID_StrStr(const char* str_id_begin,const char* str_id_end); +CIMGUI_API void igPushID_Ptr(const void* ptr_id); +CIMGUI_API void igPushID_Int(int int_id); +CIMGUI_API void igPopID(void); +CIMGUI_API ImGuiID igGetID_Str(const char* str_id); +CIMGUI_API ImGuiID igGetID_StrStr(const char* str_id_begin,const char* str_id_end); +CIMGUI_API ImGuiID igGetID_Ptr(const void* ptr_id); +CIMGUI_API ImGuiID igGetID_Int(int int_id); +CIMGUI_API void igTextUnformatted(const char* text,const char* text_end); +CIMGUI_API void igText(const char* fmt,...); +CIMGUI_API void igTextV(const char* fmt,va_list args); +CIMGUI_API void igTextColored(const ImVec4 col,const char* fmt,...); +CIMGUI_API void igTextColoredV(const ImVec4 col,const char* fmt,va_list args); +CIMGUI_API void igTextDisabled(const char* fmt,...); +CIMGUI_API void igTextDisabledV(const char* fmt,va_list args); +CIMGUI_API void igTextWrapped(const char* fmt,...); +CIMGUI_API void igTextWrappedV(const char* fmt,va_list args); +CIMGUI_API void igLabelText(const char* label,const char* fmt,...); +CIMGUI_API void igLabelTextV(const char* label,const char* fmt,va_list args); +CIMGUI_API void igBulletText(const char* fmt,...); +CIMGUI_API void igBulletTextV(const char* fmt,va_list args); +CIMGUI_API void igSeparatorText(const char* label); +CIMGUI_API bool igButton(const char* label,const ImVec2 size); +CIMGUI_API bool igSmallButton(const char* label); +CIMGUI_API bool igInvisibleButton(const char* str_id,const ImVec2 size,ImGuiButtonFlags flags); +CIMGUI_API bool igArrowButton(const char* str_id,ImGuiDir dir); +CIMGUI_API bool igCheckbox(const char* label,bool* v); +CIMGUI_API bool igCheckboxFlags_IntPtr(const char* label,int* flags,int flags_value); +CIMGUI_API bool igCheckboxFlags_UintPtr(const char* label,unsigned int* flags,unsigned int flags_value); +CIMGUI_API bool igRadioButton_Bool(const char* label,bool active); +CIMGUI_API bool igRadioButton_IntPtr(const char* label,int* v,int v_button); +CIMGUI_API void igProgressBar(float fraction,const ImVec2 size_arg,const char* overlay); +CIMGUI_API void igBullet(void); +CIMGUI_API bool igTextLink(const char* label); +CIMGUI_API void igTextLinkOpenURL(const char* label,const char* url); +CIMGUI_API void igImage(ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 tint_col,const ImVec4 border_col); +CIMGUI_API bool igImageButton(const char* str_id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col); +CIMGUI_API bool igBeginCombo(const char* label,const char* preview_value,ImGuiComboFlags flags); +CIMGUI_API void igEndCombo(void); +CIMGUI_API bool igCombo_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int popup_max_height_in_items); +CIMGUI_API bool igCombo_Str(const char* label,int* current_item,const char* items_separated_by_zeros,int popup_max_height_in_items); +CIMGUI_API bool igCombo_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int popup_max_height_in_items); +CIMGUI_API bool igDragFloat(const char* label,float* v,float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat2(const char* label,float v[2],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat3(const char* label,float v[3],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat4(const char* label,float v[4],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloatRange2(const char* label,float* v_current_min,float* v_current_max,float v_speed,float v_min,float v_max,const char* format,const char* format_max,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt(const char* label,int* v,float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt2(const char* label,int v[2],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt3(const char* label,int v[3],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt4(const char* label,int v[4],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragIntRange2(const char* label,int* v_current_min,int* v_current_max,float v_speed,int v_min,int v_max,const char* format,const char* format_max,ImGuiSliderFlags flags); +CIMGUI_API bool igDragScalar(const char* label,ImGuiDataType data_type,void* p_data,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat(const char* label,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat2(const char* label,float v[2],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat3(const char* label,float v[3],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat4(const char* label,float v[4],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderAngle(const char* label,float* v_rad,float v_degrees_min,float v_degrees_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt(const char* label,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt2(const char* label,int v[2],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt3(const char* label,int v[3],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt4(const char* label,int v[4],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderFloat(const char* label,const ImVec2 size,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderInt(const char* label,const ImVec2 size,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderScalar(const char* label,const ImVec2 size,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igInputText(const char* label,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputTextMultiline(const char* label,char* buf,size_t buf_size,const ImVec2 size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputTextWithHint(const char* label,const char* hint,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputFloat(const char* label,float* v,float step,float step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat2(const char* label,float v[2],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat3(const char* label,float v[3],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat4(const char* label,float v[4],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt(const char* label,int* v,int step,int step_fast,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt2(const char* label,int v[2],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt3(const char* label,int v[3],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt4(const char* label,int v[4],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputDouble(const char* label,double* v,double step,double step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igColorEdit3(const char* label,float col[3],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorEdit4(const char* label,float col[4],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorPicker3(const char* label,float col[3],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorPicker4(const char* label,float col[4],ImGuiColorEditFlags flags,const float* ref_col); +CIMGUI_API bool igColorButton(const char* desc_id,const ImVec4 col,ImGuiColorEditFlags flags,const ImVec2 size); +CIMGUI_API void igSetColorEditOptions(ImGuiColorEditFlags flags); +CIMGUI_API bool igTreeNode_Str(const char* label); +CIMGUI_API bool igTreeNode_StrStr(const char* str_id,const char* fmt,...); +CIMGUI_API bool igTreeNode_Ptr(const void* ptr_id,const char* fmt,...); +CIMGUI_API bool igTreeNodeV_Str(const char* str_id,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeV_Ptr(const void* ptr_id,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeEx_Str(const char* label,ImGuiTreeNodeFlags flags); +CIMGUI_API bool igTreeNodeEx_StrStr(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,...); +CIMGUI_API bool igTreeNodeEx_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,...); +CIMGUI_API bool igTreeNodeExV_Str(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeExV_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args); +CIMGUI_API void igTreePush_Str(const char* str_id); +CIMGUI_API void igTreePush_Ptr(const void* ptr_id); +CIMGUI_API void igTreePop(void); +CIMGUI_API float igGetTreeNodeToLabelSpacing(void); +CIMGUI_API bool igCollapsingHeader_TreeNodeFlags(const char* label,ImGuiTreeNodeFlags flags); +CIMGUI_API bool igCollapsingHeader_BoolPtr(const char* label,bool* p_visible,ImGuiTreeNodeFlags flags); +CIMGUI_API void igSetNextItemOpen(bool is_open,ImGuiCond cond); +CIMGUI_API void igSetNextItemStorageID(ImGuiID storage_id); +CIMGUI_API bool igSelectable_Bool(const char* label,bool selected,ImGuiSelectableFlags flags,const ImVec2 size); +CIMGUI_API bool igSelectable_BoolPtr(const char* label,bool* p_selected,ImGuiSelectableFlags flags,const ImVec2 size); +CIMGUI_API ImGuiMultiSelectIO* igBeginMultiSelect(ImGuiMultiSelectFlags flags,int selection_size,int items_count); +CIMGUI_API ImGuiMultiSelectIO* igEndMultiSelect(void); +CIMGUI_API void igSetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); +CIMGUI_API bool igIsItemToggledSelection(void); +CIMGUI_API bool igBeginListBox(const char* label,const ImVec2 size); +CIMGUI_API void igEndListBox(void); +CIMGUI_API bool igListBox_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int height_in_items); +CIMGUI_API bool igListBox_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int height_in_items); +CIMGUI_API void igPlotLines_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride); +CIMGUI_API void igPlotLines_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size); +CIMGUI_API void igPlotHistogram_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride); +CIMGUI_API void igPlotHistogram_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size); +CIMGUI_API void igValue_Bool(const char* prefix,bool b); +CIMGUI_API void igValue_Int(const char* prefix,int v); +CIMGUI_API void igValue_Uint(const char* prefix,unsigned int v); +CIMGUI_API void igValue_Float(const char* prefix,float v,const char* float_format); +CIMGUI_API bool igBeginMenuBar(void); +CIMGUI_API void igEndMenuBar(void); +CIMGUI_API bool igBeginMainMenuBar(void); +CIMGUI_API void igEndMainMenuBar(void); +CIMGUI_API bool igBeginMenu(const char* label,bool enabled); +CIMGUI_API void igEndMenu(void); +CIMGUI_API bool igMenuItem_Bool(const char* label,const char* shortcut,bool selected,bool enabled); +CIMGUI_API bool igMenuItem_BoolPtr(const char* label,const char* shortcut,bool* p_selected,bool enabled); +CIMGUI_API bool igBeginTooltip(void); +CIMGUI_API void igEndTooltip(void); +CIMGUI_API void igSetTooltip(const char* fmt,...); +CIMGUI_API void igSetTooltipV(const char* fmt,va_list args); +CIMGUI_API bool igBeginItemTooltip(void); +CIMGUI_API void igSetItemTooltip(const char* fmt,...); +CIMGUI_API void igSetItemTooltipV(const char* fmt,va_list args); +CIMGUI_API bool igBeginPopup(const char* str_id,ImGuiWindowFlags flags); +CIMGUI_API bool igBeginPopupModal(const char* name,bool* p_open,ImGuiWindowFlags flags); +CIMGUI_API void igEndPopup(void); +CIMGUI_API void igOpenPopup_Str(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igOpenPopup_ID(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igOpenPopupOnItemClick(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igCloseCurrentPopup(void); +CIMGUI_API bool igBeginPopupContextItem(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igBeginPopupContextWindow(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igBeginPopupContextVoid(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igIsPopupOpen_Str(const char* str_id,ImGuiPopupFlags flags); +CIMGUI_API bool igBeginTable(const char* str_id,int columns,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width); +CIMGUI_API void igEndTable(void); +CIMGUI_API void igTableNextRow(ImGuiTableRowFlags row_flags,float min_row_height); +CIMGUI_API bool igTableNextColumn(void); +CIMGUI_API bool igTableSetColumnIndex(int column_n); +CIMGUI_API void igTableSetupColumn(const char* label,ImGuiTableColumnFlags flags,float init_width_or_weight,ImGuiID user_id); +CIMGUI_API void igTableSetupScrollFreeze(int cols,int rows); +CIMGUI_API void igTableHeader(const char* label); +CIMGUI_API void igTableHeadersRow(void); +CIMGUI_API void igTableAngledHeadersRow(void); +CIMGUI_API ImGuiTableSortSpecs* igTableGetSortSpecs(void); +CIMGUI_API int igTableGetColumnCount(void); +CIMGUI_API int igTableGetColumnIndex(void); +CIMGUI_API int igTableGetRowIndex(void); +CIMGUI_API const char* igTableGetColumnName_Int(int column_n); +CIMGUI_API ImGuiTableColumnFlags igTableGetColumnFlags(int column_n); +CIMGUI_API void igTableSetColumnEnabled(int column_n,bool v); +CIMGUI_API int igTableGetHoveredColumn(void); +CIMGUI_API void igTableSetBgColor(ImGuiTableBgTarget target,ImU32 color,int column_n); +CIMGUI_API void igColumns(int count,const char* id,bool borders); +CIMGUI_API void igNextColumn(void); +CIMGUI_API int igGetColumnIndex(void); +CIMGUI_API float igGetColumnWidth(int column_index); +CIMGUI_API void igSetColumnWidth(int column_index,float width); +CIMGUI_API float igGetColumnOffset(int column_index); +CIMGUI_API void igSetColumnOffset(int column_index,float offset_x); +CIMGUI_API int igGetColumnsCount(void); +CIMGUI_API bool igBeginTabBar(const char* str_id,ImGuiTabBarFlags flags); +CIMGUI_API void igEndTabBar(void); +CIMGUI_API bool igBeginTabItem(const char* label,bool* p_open,ImGuiTabItemFlags flags); +CIMGUI_API void igEndTabItem(void); +CIMGUI_API bool igTabItemButton(const char* label,ImGuiTabItemFlags flags); +CIMGUI_API void igSetTabItemClosed(const char* tab_or_docked_window_label); +CIMGUI_API ImGuiID igDockSpace(ImGuiID dockspace_id,const ImVec2 size,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class); +CIMGUI_API ImGuiID igDockSpaceOverViewport(ImGuiID dockspace_id,const ImGuiViewport* viewport,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class); +CIMGUI_API void igSetNextWindowDockID(ImGuiID dock_id,ImGuiCond cond); +CIMGUI_API void igSetNextWindowClass(const ImGuiWindowClass* window_class); +CIMGUI_API ImGuiID igGetWindowDockID(void); +CIMGUI_API bool igIsWindowDocked(void); +CIMGUI_API void igLogToTTY(int auto_open_depth); +CIMGUI_API void igLogToFile(int auto_open_depth,const char* filename); +CIMGUI_API void igLogToClipboard(int auto_open_depth); +CIMGUI_API void igLogFinish(void); +CIMGUI_API void igLogButtons(void); +CIMGUI_API void igLogTextV(const char* fmt,va_list args); +CIMGUI_API bool igBeginDragDropSource(ImGuiDragDropFlags flags); +CIMGUI_API bool igSetDragDropPayload(const char* type,const void* data,size_t sz,ImGuiCond cond); +CIMGUI_API void igEndDragDropSource(void); +CIMGUI_API bool igBeginDragDropTarget(void); +CIMGUI_API const ImGuiPayload* igAcceptDragDropPayload(const char* type,ImGuiDragDropFlags flags); +CIMGUI_API void igEndDragDropTarget(void); +CIMGUI_API const ImGuiPayload* igGetDragDropPayload(void); +CIMGUI_API void igBeginDisabled(bool disabled); +CIMGUI_API void igEndDisabled(void); +CIMGUI_API void igPushClipRect(const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect); +CIMGUI_API void igPopClipRect(void); +CIMGUI_API void igSetItemDefaultFocus(void); +CIMGUI_API void igSetKeyboardFocusHere(int offset); +CIMGUI_API void igSetNavCursorVisible(bool visible); +CIMGUI_API void igSetNextItemAllowOverlap(void); +CIMGUI_API bool igIsItemHovered(ImGuiHoveredFlags flags); +CIMGUI_API bool igIsItemActive(void); +CIMGUI_API bool igIsItemFocused(void); +CIMGUI_API bool igIsItemClicked(ImGuiMouseButton mouse_button); +CIMGUI_API bool igIsItemVisible(void); +CIMGUI_API bool igIsItemEdited(void); +CIMGUI_API bool igIsItemActivated(void); +CIMGUI_API bool igIsItemDeactivated(void); +CIMGUI_API bool igIsItemDeactivatedAfterEdit(void); +CIMGUI_API bool igIsItemToggledOpen(void); +CIMGUI_API bool igIsAnyItemHovered(void); +CIMGUI_API bool igIsAnyItemActive(void); +CIMGUI_API bool igIsAnyItemFocused(void); +CIMGUI_API ImGuiID igGetItemID(void); +CIMGUI_API void igGetItemRectMin(ImVec2 *pOut); +CIMGUI_API void igGetItemRectMax(ImVec2 *pOut); +CIMGUI_API void igGetItemRectSize(ImVec2 *pOut); +CIMGUI_API ImGuiViewport* igGetMainViewport(void); +CIMGUI_API ImDrawList* igGetBackgroundDrawList(ImGuiViewport* viewport); +CIMGUI_API ImDrawList* igGetForegroundDrawList_ViewportPtr(ImGuiViewport* viewport); +CIMGUI_API bool igIsRectVisible_Nil(const ImVec2 size); +CIMGUI_API bool igIsRectVisible_Vec2(const ImVec2 rect_min,const ImVec2 rect_max); +CIMGUI_API double igGetTime(void); +CIMGUI_API int igGetFrameCount(void); +CIMGUI_API ImDrawListSharedData* igGetDrawListSharedData(void); +CIMGUI_API const char* igGetStyleColorName(ImGuiCol idx); +CIMGUI_API void igSetStateStorage(ImGuiStorage* storage); +CIMGUI_API ImGuiStorage* igGetStateStorage(void); +CIMGUI_API void igCalcTextSize(ImVec2 *pOut,const char* text,const char* text_end,bool hide_text_after_double_hash,float wrap_width); +CIMGUI_API void igColorConvertU32ToFloat4(ImVec4 *pOut,ImU32 in); +CIMGUI_API ImU32 igColorConvertFloat4ToU32(const ImVec4 in); +CIMGUI_API void igColorConvertRGBtoHSV(float r,float g,float b,float* out_h,float* out_s,float* out_v); +CIMGUI_API void igColorConvertHSVtoRGB(float h,float s,float v,float* out_r,float* out_g,float* out_b); +CIMGUI_API bool igIsKeyDown_Nil(ImGuiKey key); +CIMGUI_API bool igIsKeyPressed_Bool(ImGuiKey key,bool repeat); +CIMGUI_API bool igIsKeyReleased_Nil(ImGuiKey key); +CIMGUI_API bool igIsKeyChordPressed_Nil(ImGuiKeyChord key_chord); +CIMGUI_API int igGetKeyPressedAmount(ImGuiKey key,float repeat_delay,float rate); +CIMGUI_API const char* igGetKeyName(ImGuiKey key); +CIMGUI_API void igSetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); +CIMGUI_API bool igShortcut_Nil(ImGuiKeyChord key_chord,ImGuiInputFlags flags); +CIMGUI_API void igSetNextItemShortcut(ImGuiKeyChord key_chord,ImGuiInputFlags flags); +CIMGUI_API void igSetItemKeyOwner_Nil(ImGuiKey key); +CIMGUI_API bool igIsMouseDown_Nil(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseClicked_Bool(ImGuiMouseButton button,bool repeat); +CIMGUI_API bool igIsMouseReleased_Nil(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseDoubleClicked_Nil(ImGuiMouseButton button); +CIMGUI_API int igGetMouseClickedCount(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseHoveringRect(const ImVec2 r_min,const ImVec2 r_max,bool clip); +CIMGUI_API bool igIsMousePosValid(const ImVec2* mouse_pos); +CIMGUI_API bool igIsAnyMouseDown(void); +CIMGUI_API void igGetMousePos(ImVec2 *pOut); +CIMGUI_API void igGetMousePosOnOpeningCurrentPopup(ImVec2 *pOut); +CIMGUI_API bool igIsMouseDragging(ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igGetMouseDragDelta(ImVec2 *pOut,ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igResetMouseDragDelta(ImGuiMouseButton button); +CIMGUI_API ImGuiMouseCursor igGetMouseCursor(void); +CIMGUI_API void igSetMouseCursor(ImGuiMouseCursor cursor_type); +CIMGUI_API void igSetNextFrameWantCaptureMouse(bool want_capture_mouse); +CIMGUI_API const char* igGetClipboardText(void); +CIMGUI_API void igSetClipboardText(const char* text); +CIMGUI_API void igLoadIniSettingsFromDisk(const char* ini_filename); +CIMGUI_API void igLoadIniSettingsFromMemory(const char* ini_data,size_t ini_size); +CIMGUI_API void igSaveIniSettingsToDisk(const char* ini_filename); +CIMGUI_API const char* igSaveIniSettingsToMemory(size_t* out_ini_size); +CIMGUI_API void igDebugTextEncoding(const char* text); +CIMGUI_API void igDebugFlashStyleColor(ImGuiCol idx); +CIMGUI_API void igDebugStartItemPicker(void); +CIMGUI_API bool igDebugCheckVersionAndDataLayout(const char* version_str,size_t sz_io,size_t sz_style,size_t sz_vec2,size_t sz_vec4,size_t sz_drawvert,size_t sz_drawidx); +CIMGUI_API void igDebugLog(const char* fmt,...); +CIMGUI_API void igDebugLogV(const char* fmt,va_list args); +CIMGUI_API void igSetAllocatorFunctions(ImGuiMemAllocFunc alloc_func,ImGuiMemFreeFunc free_func,void* user_data); +CIMGUI_API void igGetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func,ImGuiMemFreeFunc* p_free_func,void** p_user_data); +CIMGUI_API void* igMemAlloc(size_t size); +CIMGUI_API void igMemFree(void* ptr); +CIMGUI_API void igUpdatePlatformWindows(void); +CIMGUI_API void igRenderPlatformWindowsDefault(void* platform_render_arg,void* renderer_render_arg); +CIMGUI_API void igDestroyPlatformWindows(void); +CIMGUI_API ImGuiViewport* igFindViewportByID(ImGuiID id); +CIMGUI_API ImGuiViewport* igFindViewportByPlatformHandle(void* platform_handle); +CIMGUI_API ImGuiTableSortSpecs* ImGuiTableSortSpecs_ImGuiTableSortSpecs(void); +CIMGUI_API void ImGuiTableSortSpecs_destroy(ImGuiTableSortSpecs* self); +CIMGUI_API ImGuiTableColumnSortSpecs* ImGuiTableColumnSortSpecs_ImGuiTableColumnSortSpecs(void); +CIMGUI_API void ImGuiTableColumnSortSpecs_destroy(ImGuiTableColumnSortSpecs* self); +CIMGUI_API ImGuiStyle* ImGuiStyle_ImGuiStyle(void); +CIMGUI_API void ImGuiStyle_destroy(ImGuiStyle* self); +CIMGUI_API void ImGuiStyle_ScaleAllSizes(ImGuiStyle* self,float scale_factor); +CIMGUI_API void ImGuiIO_AddKeyEvent(ImGuiIO* self,ImGuiKey key,bool down); +CIMGUI_API void ImGuiIO_AddKeyAnalogEvent(ImGuiIO* self,ImGuiKey key,bool down,float v); +CIMGUI_API void ImGuiIO_AddMousePosEvent(ImGuiIO* self,float x,float y); +CIMGUI_API void ImGuiIO_AddMouseButtonEvent(ImGuiIO* self,int button,bool down); +CIMGUI_API void ImGuiIO_AddMouseWheelEvent(ImGuiIO* self,float wheel_x,float wheel_y); +CIMGUI_API void ImGuiIO_AddMouseSourceEvent(ImGuiIO* self,ImGuiMouseSource source); +CIMGUI_API void ImGuiIO_AddMouseViewportEvent(ImGuiIO* self,ImGuiID id); +CIMGUI_API void ImGuiIO_AddFocusEvent(ImGuiIO* self,bool focused); +CIMGUI_API void ImGuiIO_AddInputCharacter(ImGuiIO* self,unsigned int c); +CIMGUI_API void ImGuiIO_AddInputCharacterUTF16(ImGuiIO* self,ImWchar16 c); +CIMGUI_API void ImGuiIO_AddInputCharactersUTF8(ImGuiIO* self,const char* str); +CIMGUI_API void ImGuiIO_SetKeyEventNativeData(ImGuiIO* self,ImGuiKey key,int native_keycode,int native_scancode,int native_legacy_index); +CIMGUI_API void ImGuiIO_SetAppAcceptingEvents(ImGuiIO* self,bool accepting_events); +CIMGUI_API void ImGuiIO_ClearEventsQueue(ImGuiIO* self); +CIMGUI_API void ImGuiIO_ClearInputKeys(ImGuiIO* self); +CIMGUI_API void ImGuiIO_ClearInputMouse(ImGuiIO* self); +CIMGUI_API ImGuiIO* ImGuiIO_ImGuiIO(void); +CIMGUI_API void ImGuiIO_destroy(ImGuiIO* self); +CIMGUI_API ImGuiInputTextCallbackData* ImGuiInputTextCallbackData_ImGuiInputTextCallbackData(void); +CIMGUI_API void ImGuiInputTextCallbackData_destroy(ImGuiInputTextCallbackData* self); +CIMGUI_API void ImGuiInputTextCallbackData_DeleteChars(ImGuiInputTextCallbackData* self,int pos,int bytes_count); +CIMGUI_API void ImGuiInputTextCallbackData_InsertChars(ImGuiInputTextCallbackData* self,int pos,const char* text,const char* text_end); +CIMGUI_API void ImGuiInputTextCallbackData_SelectAll(ImGuiInputTextCallbackData* self); +CIMGUI_API void ImGuiInputTextCallbackData_ClearSelection(ImGuiInputTextCallbackData* self); +CIMGUI_API bool ImGuiInputTextCallbackData_HasSelection(ImGuiInputTextCallbackData* self); +CIMGUI_API ImGuiWindowClass* ImGuiWindowClass_ImGuiWindowClass(void); +CIMGUI_API void ImGuiWindowClass_destroy(ImGuiWindowClass* self); +CIMGUI_API ImGuiPayload* ImGuiPayload_ImGuiPayload(void); +CIMGUI_API void ImGuiPayload_destroy(ImGuiPayload* self); +CIMGUI_API void ImGuiPayload_Clear(ImGuiPayload* self); +CIMGUI_API bool ImGuiPayload_IsDataType(ImGuiPayload* self,const char* type); +CIMGUI_API bool ImGuiPayload_IsPreview(ImGuiPayload* self); +CIMGUI_API bool ImGuiPayload_IsDelivery(ImGuiPayload* self); +CIMGUI_API ImGuiOnceUponAFrame* ImGuiOnceUponAFrame_ImGuiOnceUponAFrame(void); +CIMGUI_API void ImGuiOnceUponAFrame_destroy(ImGuiOnceUponAFrame* self); +CIMGUI_API ImGuiTextFilter* ImGuiTextFilter_ImGuiTextFilter(const char* default_filter); +CIMGUI_API void ImGuiTextFilter_destroy(ImGuiTextFilter* self); +CIMGUI_API bool ImGuiTextFilter_Draw(ImGuiTextFilter* self,const char* label,float width); +CIMGUI_API bool ImGuiTextFilter_PassFilter(ImGuiTextFilter* self,const char* text,const char* text_end); +CIMGUI_API void ImGuiTextFilter_Build(ImGuiTextFilter* self); +CIMGUI_API void ImGuiTextFilter_Clear(ImGuiTextFilter* self); +CIMGUI_API bool ImGuiTextFilter_IsActive(ImGuiTextFilter* self); +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Nil(void); +CIMGUI_API void ImGuiTextRange_destroy(ImGuiTextRange* self); +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Str(const char* _b,const char* _e); +CIMGUI_API bool ImGuiTextRange_empty(ImGuiTextRange* self); +CIMGUI_API void ImGuiTextRange_split(ImGuiTextRange* self,char separator,ImVector_ImGuiTextRange* out); +CIMGUI_API ImGuiTextBuffer* ImGuiTextBuffer_ImGuiTextBuffer(void); +CIMGUI_API void ImGuiTextBuffer_destroy(ImGuiTextBuffer* self); +CIMGUI_API const char* ImGuiTextBuffer_begin(ImGuiTextBuffer* self); +CIMGUI_API const char* ImGuiTextBuffer_end(ImGuiTextBuffer* self); +CIMGUI_API int ImGuiTextBuffer_size(ImGuiTextBuffer* self); +CIMGUI_API bool ImGuiTextBuffer_empty(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_clear(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_reserve(ImGuiTextBuffer* self,int capacity); +CIMGUI_API const char* ImGuiTextBuffer_c_str(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_append(ImGuiTextBuffer* self,const char* str,const char* str_end); +CIMGUI_API void ImGuiTextBuffer_appendfv(ImGuiTextBuffer* self,const char* fmt,va_list args); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Int(ImGuiID _key,int _val); +CIMGUI_API void ImGuiStoragePair_destroy(ImGuiStoragePair* self); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Float(ImGuiID _key,float _val); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Ptr(ImGuiID _key,void* _val); +CIMGUI_API void ImGuiStorage_Clear(ImGuiStorage* self); +CIMGUI_API int ImGuiStorage_GetInt(ImGuiStorage* self,ImGuiID key,int default_val); +CIMGUI_API void ImGuiStorage_SetInt(ImGuiStorage* self,ImGuiID key,int val); +CIMGUI_API bool ImGuiStorage_GetBool(ImGuiStorage* self,ImGuiID key,bool default_val); +CIMGUI_API void ImGuiStorage_SetBool(ImGuiStorage* self,ImGuiID key,bool val); +CIMGUI_API float ImGuiStorage_GetFloat(ImGuiStorage* self,ImGuiID key,float default_val); +CIMGUI_API void ImGuiStorage_SetFloat(ImGuiStorage* self,ImGuiID key,float val); +CIMGUI_API void* ImGuiStorage_GetVoidPtr(ImGuiStorage* self,ImGuiID key); +CIMGUI_API void ImGuiStorage_SetVoidPtr(ImGuiStorage* self,ImGuiID key,void* val); +CIMGUI_API int* ImGuiStorage_GetIntRef(ImGuiStorage* self,ImGuiID key,int default_val); +CIMGUI_API bool* ImGuiStorage_GetBoolRef(ImGuiStorage* self,ImGuiID key,bool default_val); +CIMGUI_API float* ImGuiStorage_GetFloatRef(ImGuiStorage* self,ImGuiID key,float default_val); +CIMGUI_API void** ImGuiStorage_GetVoidPtrRef(ImGuiStorage* self,ImGuiID key,void* default_val); +CIMGUI_API void ImGuiStorage_BuildSortByKey(ImGuiStorage* self); +CIMGUI_API void ImGuiStorage_SetAllInt(ImGuiStorage* self,int val); +CIMGUI_API ImGuiListClipper* ImGuiListClipper_ImGuiListClipper(void); +CIMGUI_API void ImGuiListClipper_destroy(ImGuiListClipper* self); +CIMGUI_API void ImGuiListClipper_Begin(ImGuiListClipper* self,int items_count,float items_height); +CIMGUI_API void ImGuiListClipper_End(ImGuiListClipper* self); +CIMGUI_API bool ImGuiListClipper_Step(ImGuiListClipper* self); +CIMGUI_API void ImGuiListClipper_IncludeItemByIndex(ImGuiListClipper* self,int item_index); +CIMGUI_API void ImGuiListClipper_IncludeItemsByIndex(ImGuiListClipper* self,int item_begin,int item_end); +CIMGUI_API void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* self,int item_index); +CIMGUI_API ImColor* ImColor_ImColor_Nil(void); +CIMGUI_API void ImColor_destroy(ImColor* self); +CIMGUI_API ImColor* ImColor_ImColor_Float(float r,float g,float b,float a); +CIMGUI_API ImColor* ImColor_ImColor_Vec4(const ImVec4 col); +CIMGUI_API ImColor* ImColor_ImColor_Int(int r,int g,int b,int a); +CIMGUI_API ImColor* ImColor_ImColor_U32(ImU32 rgba); +CIMGUI_API void ImColor_SetHSV(ImColor* self,float h,float s,float v,float a); +CIMGUI_API void ImColor_HSV(ImColor *pOut,float h,float s,float v,float a); +CIMGUI_API ImGuiSelectionBasicStorage* ImGuiSelectionBasicStorage_ImGuiSelectionBasicStorage(void); +CIMGUI_API void ImGuiSelectionBasicStorage_destroy(ImGuiSelectionBasicStorage* self); +CIMGUI_API void ImGuiSelectionBasicStorage_ApplyRequests(ImGuiSelectionBasicStorage* self,ImGuiMultiSelectIO* ms_io); +CIMGUI_API bool ImGuiSelectionBasicStorage_Contains(ImGuiSelectionBasicStorage* self,ImGuiID id); +CIMGUI_API void ImGuiSelectionBasicStorage_Clear(ImGuiSelectionBasicStorage* self); +CIMGUI_API void ImGuiSelectionBasicStorage_Swap(ImGuiSelectionBasicStorage* self,ImGuiSelectionBasicStorage* r); +CIMGUI_API void ImGuiSelectionBasicStorage_SetItemSelected(ImGuiSelectionBasicStorage* self,ImGuiID id,bool selected); +CIMGUI_API bool ImGuiSelectionBasicStorage_GetNextSelectedItem(ImGuiSelectionBasicStorage* self,void** opaque_it,ImGuiID* out_id); +CIMGUI_API ImGuiID ImGuiSelectionBasicStorage_GetStorageIdFromIndex(ImGuiSelectionBasicStorage* self,int idx); +CIMGUI_API ImGuiSelectionExternalStorage* ImGuiSelectionExternalStorage_ImGuiSelectionExternalStorage(void); +CIMGUI_API void ImGuiSelectionExternalStorage_destroy(ImGuiSelectionExternalStorage* self); +CIMGUI_API void ImGuiSelectionExternalStorage_ApplyRequests(ImGuiSelectionExternalStorage* self,ImGuiMultiSelectIO* ms_io); +CIMGUI_API ImDrawCmd* ImDrawCmd_ImDrawCmd(void); +CIMGUI_API void ImDrawCmd_destroy(ImDrawCmd* self); +CIMGUI_API ImTextureID ImDrawCmd_GetTexID(ImDrawCmd* self); +CIMGUI_API ImDrawListSplitter* ImDrawListSplitter_ImDrawListSplitter(void); +CIMGUI_API void ImDrawListSplitter_destroy(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_Clear(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_ClearFreeMemory(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_Split(ImDrawListSplitter* self,ImDrawList* draw_list,int count); +CIMGUI_API void ImDrawListSplitter_Merge(ImDrawListSplitter* self,ImDrawList* draw_list); +CIMGUI_API void ImDrawListSplitter_SetCurrentChannel(ImDrawListSplitter* self,ImDrawList* draw_list,int channel_idx); +CIMGUI_API ImDrawList* ImDrawList_ImDrawList(ImDrawListSharedData* shared_data); +CIMGUI_API void ImDrawList_destroy(ImDrawList* self); +CIMGUI_API void ImDrawList_PushClipRect(ImDrawList* self,const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect); +CIMGUI_API void ImDrawList_PushClipRectFullScreen(ImDrawList* self); +CIMGUI_API void ImDrawList_PopClipRect(ImDrawList* self); +CIMGUI_API void ImDrawList_PushTextureID(ImDrawList* self,ImTextureID texture_id); +CIMGUI_API void ImDrawList_PopTextureID(ImDrawList* self); +CIMGUI_API void ImDrawList_GetClipRectMin(ImVec2 *pOut,ImDrawList* self); +CIMGUI_API void ImDrawList_GetClipRectMax(ImVec2 *pOut,ImDrawList* self); +CIMGUI_API void ImDrawList_AddLine(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddRect(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_AddRectFilled(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_AddRectFilledMultiColor(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col_upr_left,ImU32 col_upr_right,ImU32 col_bot_right,ImU32 col_bot_left); +CIMGUI_API void ImDrawList_AddQuad(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddQuadFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col); +CIMGUI_API void ImDrawList_AddTriangle(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddTriangleFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col); +CIMGUI_API void ImDrawList_AddCircle(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddCircleFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments); +CIMGUI_API void ImDrawList_AddNgon(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddNgonFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments); +CIMGUI_API void ImDrawList_AddEllipse(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddEllipseFilled(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments); +CIMGUI_API void ImDrawList_AddText_Vec2(ImDrawList* self,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end); +CIMGUI_API void ImDrawList_AddText_FontPtr(ImDrawList* self,ImFont* font,float font_size,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end,float wrap_width,const ImVec4* cpu_fine_clip_rect); +CIMGUI_API void ImDrawList_AddBezierCubic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness,int num_segments); +CIMGUI_API void ImDrawList_AddBezierQuadratic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness,int num_segments); +CIMGUI_API void ImDrawList_AddPolyline(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_AddConvexPolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col); +CIMGUI_API void ImDrawList_AddConcavePolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col); +CIMGUI_API void ImDrawList_AddImage(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col); +CIMGUI_API void ImDrawList_AddImageQuad(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 uv1,const ImVec2 uv2,const ImVec2 uv3,const ImVec2 uv4,ImU32 col); +CIMGUI_API void ImDrawList_AddImageRounded(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_PathClear(ImDrawList* self); +CIMGUI_API void ImDrawList_PathLineTo(ImDrawList* self,const ImVec2 pos); +CIMGUI_API void ImDrawList_PathLineToMergeDuplicate(ImDrawList* self,const ImVec2 pos); +CIMGUI_API void ImDrawList_PathFillConvex(ImDrawList* self,ImU32 col); +CIMGUI_API void ImDrawList_PathFillConcave(ImDrawList* self,ImU32 col); +CIMGUI_API void ImDrawList_PathStroke(ImDrawList* self,ImU32 col,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_PathArcTo(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments); +CIMGUI_API void ImDrawList_PathArcToFast(ImDrawList* self,const ImVec2 center,float radius,int a_min_of_12,int a_max_of_12); +CIMGUI_API void ImDrawList_PathEllipticalArcTo(ImDrawList* self,const ImVec2 center,const ImVec2 radius,float rot,float a_min,float a_max,int num_segments); +CIMGUI_API void ImDrawList_PathBezierCubicCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,int num_segments); +CIMGUI_API void ImDrawList_PathBezierQuadraticCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,int num_segments); +CIMGUI_API void ImDrawList_PathRect(ImDrawList* self,const ImVec2 rect_min,const ImVec2 rect_max,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_AddCallback(ImDrawList* self,ImDrawCallback callback,void* userdata,size_t userdata_size); +CIMGUI_API void ImDrawList_AddDrawCmd(ImDrawList* self); +CIMGUI_API ImDrawList* ImDrawList_CloneOutput(ImDrawList* self); +CIMGUI_API void ImDrawList_ChannelsSplit(ImDrawList* self,int count); +CIMGUI_API void ImDrawList_ChannelsMerge(ImDrawList* self); +CIMGUI_API void ImDrawList_ChannelsSetCurrent(ImDrawList* self,int n); +CIMGUI_API void ImDrawList_PrimReserve(ImDrawList* self,int idx_count,int vtx_count); +CIMGUI_API void ImDrawList_PrimUnreserve(ImDrawList* self,int idx_count,int vtx_count); +CIMGUI_API void ImDrawList_PrimRect(ImDrawList* self,const ImVec2 a,const ImVec2 b,ImU32 col); +CIMGUI_API void ImDrawList_PrimRectUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,ImU32 col); +CIMGUI_API void ImDrawList_PrimQuadUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 d,const ImVec2 uv_a,const ImVec2 uv_b,const ImVec2 uv_c,const ImVec2 uv_d,ImU32 col); +CIMGUI_API void ImDrawList_PrimWriteVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col); +CIMGUI_API void ImDrawList_PrimWriteIdx(ImDrawList* self,ImDrawIdx idx); +CIMGUI_API void ImDrawList_PrimVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col); +CIMGUI_API void ImDrawList__ResetForNewFrame(ImDrawList* self); +CIMGUI_API void ImDrawList__ClearFreeMemory(ImDrawList* self); +CIMGUI_API void ImDrawList__PopUnusedDrawCmd(ImDrawList* self); +CIMGUI_API void ImDrawList__TryMergeDrawCmds(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedClipRect(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedTextureID(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedVtxOffset(ImDrawList* self); +CIMGUI_API void ImDrawList__SetTextureID(ImDrawList* self,ImTextureID texture_id); +CIMGUI_API int ImDrawList__CalcCircleAutoSegmentCount(ImDrawList* self,float radius); +CIMGUI_API void ImDrawList__PathArcToFastEx(ImDrawList* self,const ImVec2 center,float radius,int a_min_sample,int a_max_sample,int a_step); +CIMGUI_API void ImDrawList__PathArcToN(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments); +CIMGUI_API ImDrawData* ImDrawData_ImDrawData(void); +CIMGUI_API void ImDrawData_destroy(ImDrawData* self); +CIMGUI_API void ImDrawData_Clear(ImDrawData* self); +CIMGUI_API void ImDrawData_AddDrawList(ImDrawData* self,ImDrawList* draw_list); +CIMGUI_API void ImDrawData_DeIndexAllBuffers(ImDrawData* self); +CIMGUI_API void ImDrawData_ScaleClipRects(ImDrawData* self,const ImVec2 fb_scale); +CIMGUI_API ImFontConfig* ImFontConfig_ImFontConfig(void); +CIMGUI_API void ImFontConfig_destroy(ImFontConfig* self); +CIMGUI_API ImFontGlyphRangesBuilder* ImFontGlyphRangesBuilder_ImFontGlyphRangesBuilder(void); +CIMGUI_API void ImFontGlyphRangesBuilder_destroy(ImFontGlyphRangesBuilder* self); +CIMGUI_API void ImFontGlyphRangesBuilder_Clear(ImFontGlyphRangesBuilder* self); +CIMGUI_API bool ImFontGlyphRangesBuilder_GetBit(ImFontGlyphRangesBuilder* self,size_t n); +CIMGUI_API void ImFontGlyphRangesBuilder_SetBit(ImFontGlyphRangesBuilder* self,size_t n); +CIMGUI_API void ImFontGlyphRangesBuilder_AddChar(ImFontGlyphRangesBuilder* self,ImWchar c); +CIMGUI_API void ImFontGlyphRangesBuilder_AddText(ImFontGlyphRangesBuilder* self,const char* text,const char* text_end); +CIMGUI_API void ImFontGlyphRangesBuilder_AddRanges(ImFontGlyphRangesBuilder* self,const ImWchar* ranges); +CIMGUI_API void ImFontGlyphRangesBuilder_BuildRanges(ImFontGlyphRangesBuilder* self,ImVector_ImWchar* out_ranges); +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlasCustomRect_ImFontAtlasCustomRect(void); +CIMGUI_API void ImFontAtlasCustomRect_destroy(ImFontAtlasCustomRect* self); +CIMGUI_API bool ImFontAtlasCustomRect_IsPacked(ImFontAtlasCustomRect* self); +CIMGUI_API ImFontAtlas* ImFontAtlas_ImFontAtlas(void); +CIMGUI_API void ImFontAtlas_destroy(ImFontAtlas* self); +CIMGUI_API ImFont* ImFontAtlas_AddFont(ImFontAtlas* self,const ImFontConfig* font_cfg); +CIMGUI_API ImFont* ImFontAtlas_AddFontDefault(ImFontAtlas* self,const ImFontConfig* font_cfg); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromFileTTF(ImFontAtlas* self,const char* filename,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryTTF(ImFontAtlas* self,void* font_data,int font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedTTF(ImFontAtlas* self,const void* compressed_font_data,int compressed_font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(ImFontAtlas* self,const char* compressed_font_data_base85,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API void ImFontAtlas_ClearInputData(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_ClearTexData(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_ClearFonts(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_Clear(ImFontAtlas* self); +CIMGUI_API bool ImFontAtlas_Build(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_GetTexDataAsAlpha8(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel); +CIMGUI_API void ImFontAtlas_GetTexDataAsRGBA32(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel); +CIMGUI_API bool ImFontAtlas_IsBuilt(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_SetTexID(ImFontAtlas* self,ImTextureID id); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesDefault(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesGreek(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesKorean(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesJapanese(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseFull(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesCyrillic(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesThai(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesVietnamese(ImFontAtlas* self); +CIMGUI_API int ImFontAtlas_AddCustomRectRegular(ImFontAtlas* self,int width,int height); +CIMGUI_API int ImFontAtlas_AddCustomRectFontGlyph(ImFontAtlas* self,ImFont* font,ImWchar id,int width,int height,float advance_x,const ImVec2 offset); +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlas_GetCustomRectByIndex(ImFontAtlas* self,int index); +CIMGUI_API void ImFontAtlas_CalcCustomRectUV(ImFontAtlas* self,const ImFontAtlasCustomRect* rect,ImVec2* out_uv_min,ImVec2* out_uv_max); +CIMGUI_API bool ImFontAtlas_GetMouseCursorTexData(ImFontAtlas* self,ImGuiMouseCursor cursor,ImVec2* out_offset,ImVec2* out_size,ImVec2 out_uv_border[2],ImVec2 out_uv_fill[2]); +CIMGUI_API ImFont* ImFont_ImFont(void); +CIMGUI_API void ImFont_destroy(ImFont* self); +CIMGUI_API const ImFontGlyph* ImFont_FindGlyph(ImFont* self,ImWchar c); +CIMGUI_API const ImFontGlyph* ImFont_FindGlyphNoFallback(ImFont* self,ImWchar c); +CIMGUI_API float ImFont_GetCharAdvance(ImFont* self,ImWchar c); +CIMGUI_API bool ImFont_IsLoaded(ImFont* self); +CIMGUI_API const char* ImFont_GetDebugName(ImFont* self); +CIMGUI_API void ImFont_CalcTextSizeA(ImVec2 *pOut,ImFont* self,float size,float max_width,float wrap_width,const char* text_begin,const char* text_end,const char** remaining); +CIMGUI_API const char* ImFont_CalcWordWrapPositionA(ImFont* self,float scale,const char* text,const char* text_end,float wrap_width); +CIMGUI_API void ImFont_RenderChar(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,ImWchar c); +CIMGUI_API void ImFont_RenderText(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,const ImVec4 clip_rect,const char* text_begin,const char* text_end,float wrap_width,bool cpu_fine_clip); +CIMGUI_API void ImFont_BuildLookupTable(ImFont* self); +CIMGUI_API void ImFont_ClearOutputData(ImFont* self); +CIMGUI_API void ImFont_GrowIndex(ImFont* self,int new_size); +CIMGUI_API void ImFont_AddGlyph(ImFont* self,const ImFontConfig* src_cfg,ImWchar c,float x0,float y0,float x1,float y1,float u0,float v0,float u1,float v1,float advance_x); +CIMGUI_API void ImFont_AddRemapChar(ImFont* self,ImWchar dst,ImWchar src,bool overwrite_dst); +CIMGUI_API void ImFont_SetGlyphVisible(ImFont* self,ImWchar c,bool visible); +CIMGUI_API bool ImFont_IsGlyphRangeUnused(ImFont* self,unsigned int c_begin,unsigned int c_last); +CIMGUI_API ImGuiViewport* ImGuiViewport_ImGuiViewport(void); +CIMGUI_API void ImGuiViewport_destroy(ImGuiViewport* self); +CIMGUI_API void ImGuiViewport_GetCenter(ImVec2 *pOut,ImGuiViewport* self); +CIMGUI_API void ImGuiViewport_GetWorkCenter(ImVec2 *pOut,ImGuiViewport* self); +CIMGUI_API ImGuiPlatformIO* ImGuiPlatformIO_ImGuiPlatformIO(void); +CIMGUI_API void ImGuiPlatformIO_destroy(ImGuiPlatformIO* self); +CIMGUI_API ImGuiPlatformMonitor* ImGuiPlatformMonitor_ImGuiPlatformMonitor(void); +CIMGUI_API void ImGuiPlatformMonitor_destroy(ImGuiPlatformMonitor* self); +CIMGUI_API ImGuiPlatformImeData* ImGuiPlatformImeData_ImGuiPlatformImeData(void); +CIMGUI_API void ImGuiPlatformImeData_destroy(ImGuiPlatformImeData* self); +CIMGUI_API ImGuiID igImHashData(const void* data,size_t data_size,ImGuiID seed); +CIMGUI_API ImGuiID igImHashStr(const char* data,size_t data_size,ImGuiID seed); +CIMGUI_API void igImQsort(void* base,size_t count,size_t size_of_element,int(*compare_func)(void const*,void const*)); +CIMGUI_API ImU32 igImAlphaBlendColors(ImU32 col_a,ImU32 col_b); +CIMGUI_API bool igImIsPowerOfTwo_Int(int v); +CIMGUI_API bool igImIsPowerOfTwo_U64(ImU64 v); +CIMGUI_API int igImUpperPowerOfTwo(int v); +CIMGUI_API int igImStricmp(const char* str1,const char* str2); +CIMGUI_API int igImStrnicmp(const char* str1,const char* str2,size_t count); +CIMGUI_API void igImStrncpy(char* dst,const char* src,size_t count); +CIMGUI_API char* igImStrdup(const char* str); +CIMGUI_API char* igImStrdupcpy(char* dst,size_t* p_dst_size,const char* str); +CIMGUI_API const char* igImStrchrRange(const char* str_begin,const char* str_end,char c); +CIMGUI_API const char* igImStreolRange(const char* str,const char* str_end); +CIMGUI_API const char* igImStristr(const char* haystack,const char* haystack_end,const char* needle,const char* needle_end); +CIMGUI_API void igImStrTrimBlanks(char* str); +CIMGUI_API const char* igImStrSkipBlank(const char* str); +CIMGUI_API int igImStrlenW(const ImWchar* str); +CIMGUI_API const char* igImStrbol(const char* buf_mid_line,const char* buf_begin); +CIMGUI_API char igImToUpper(char c); +CIMGUI_API bool igImCharIsBlankA(char c); +CIMGUI_API bool igImCharIsBlankW(unsigned int c); +CIMGUI_API bool igImCharIsXdigitA(char c); +CIMGUI_API int igImFormatString(char* buf,size_t buf_size,const char* fmt,...); +CIMGUI_API int igImFormatStringV(char* buf,size_t buf_size,const char* fmt,va_list args); +CIMGUI_API void igImFormatStringToTempBuffer(const char** out_buf,const char** out_buf_end,const char* fmt,...); +CIMGUI_API void igImFormatStringToTempBufferV(const char** out_buf,const char** out_buf_end,const char* fmt,va_list args); +CIMGUI_API const char* igImParseFormatFindStart(const char* format); +CIMGUI_API const char* igImParseFormatFindEnd(const char* format); +CIMGUI_API const char* igImParseFormatTrimDecorations(const char* format,char* buf,size_t buf_size); +CIMGUI_API void igImParseFormatSanitizeForPrinting(const char* fmt_in,char* fmt_out,size_t fmt_out_size); +CIMGUI_API const char* igImParseFormatSanitizeForScanning(const char* fmt_in,char* fmt_out,size_t fmt_out_size); +CIMGUI_API int igImParseFormatPrecision(const char* format,int default_value); +CIMGUI_API const char* igImTextCharToUtf8(char out_buf[5],unsigned int c); +CIMGUI_API int igImTextStrToUtf8(char* out_buf,int out_buf_size,const ImWchar* in_text,const ImWchar* in_text_end); +CIMGUI_API int igImTextCharFromUtf8(unsigned int* out_char,const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextStrFromUtf8(ImWchar* out_buf,int out_buf_size,const char* in_text,const char* in_text_end,const char** in_remaining); +CIMGUI_API int igImTextCountCharsFromUtf8(const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextCountUtf8BytesFromChar(const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextCountUtf8BytesFromStr(const ImWchar* in_text,const ImWchar* in_text_end); +CIMGUI_API const char* igImTextFindPreviousUtf8Codepoint(const char* in_text_start,const char* in_text_curr); +CIMGUI_API int igImTextCountLines(const char* in_text,const char* in_text_end); +CIMGUI_API ImFileHandle igImFileOpen(const char* filename,const char* mode); +CIMGUI_API bool igImFileClose(ImFileHandle file); +CIMGUI_API ImU64 igImFileGetSize(ImFileHandle file); +CIMGUI_API ImU64 igImFileRead(void* data,ImU64 size,ImU64 count,ImFileHandle file); +CIMGUI_API ImU64 igImFileWrite(const void* data,ImU64 size,ImU64 count,ImFileHandle file); +CIMGUI_API void* igImFileLoadToMemory(const char* filename,const char* mode,size_t* out_file_size,int padding_bytes); +CIMGUI_API float igImPow_Float(float x,float y); +CIMGUI_API double igImPow_double(double x,double y); +CIMGUI_API float igImLog_Float(float x); +CIMGUI_API double igImLog_double(double x); +CIMGUI_API int igImAbs_Int(int x); +CIMGUI_API float igImAbs_Float(float x); +CIMGUI_API double igImAbs_double(double x); +CIMGUI_API float igImSign_Float(float x); +CIMGUI_API double igImSign_double(double x); +CIMGUI_API float igImRsqrt_Float(float x); +CIMGUI_API double igImRsqrt_double(double x); +CIMGUI_API void igImMin(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API void igImMax(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API void igImClamp(ImVec2 *pOut,const ImVec2 v,const ImVec2 mn,const ImVec2 mx); +CIMGUI_API void igImLerp_Vec2Float(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,float t); +CIMGUI_API void igImLerp_Vec2Vec2(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 t); +CIMGUI_API void igImLerp_Vec4(ImVec4 *pOut,const ImVec4 a,const ImVec4 b,float t); +CIMGUI_API float igImSaturate(float f); +CIMGUI_API float igImLengthSqr_Vec2(const ImVec2 lhs); +CIMGUI_API float igImLengthSqr_Vec4(const ImVec4 lhs); +CIMGUI_API float igImInvLength(const ImVec2 lhs,float fail_value); +CIMGUI_API float igImTrunc_Float(float f); +CIMGUI_API void igImTrunc_Vec2(ImVec2 *pOut,const ImVec2 v); +CIMGUI_API float igImFloor_Float(float f); +CIMGUI_API void igImFloor_Vec2(ImVec2 *pOut,const ImVec2 v); +CIMGUI_API int igImModPositive(int a,int b); +CIMGUI_API float igImDot(const ImVec2 a,const ImVec2 b); +CIMGUI_API void igImRotate(ImVec2 *pOut,const ImVec2 v,float cos_a,float sin_a); +CIMGUI_API float igImLinearSweep(float current,float target,float speed); +CIMGUI_API float igImLinearRemapClamp(float s0,float s1,float d0,float d1,float x); +CIMGUI_API void igImMul(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API bool igImIsFloatAboveGuaranteedIntegerPrecision(float f); +CIMGUI_API float igImExponentialMovingAverage(float avg,float sample,int n); +CIMGUI_API void igImBezierCubicCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,float t); +CIMGUI_API void igImBezierCubicClosestPoint(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,int num_segments); +CIMGUI_API void igImBezierCubicClosestPointCasteljau(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,float tess_tol); +CIMGUI_API void igImBezierQuadraticCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,float t); +CIMGUI_API void igImLineClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 p); +CIMGUI_API bool igImTriangleContainsPoint(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p); +CIMGUI_API void igImTriangleClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p); +CIMGUI_API void igImTriangleBarycentricCoords(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p,float* out_u,float* out_v,float* out_w); +CIMGUI_API float igImTriangleArea(const ImVec2 a,const ImVec2 b,const ImVec2 c); +CIMGUI_API bool igImTriangleIsClockwise(const ImVec2 a,const ImVec2 b,const ImVec2 c); +CIMGUI_API ImVec1* ImVec1_ImVec1_Nil(void); +CIMGUI_API void ImVec1_destroy(ImVec1* self); +CIMGUI_API ImVec1* ImVec1_ImVec1_Float(float _x); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Nil(void); +CIMGUI_API void ImVec2ih_destroy(ImVec2ih* self); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_short(short _x,short _y); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Vec2(const ImVec2 rhs); +CIMGUI_API ImRect* ImRect_ImRect_Nil(void); +CIMGUI_API void ImRect_destroy(ImRect* self); +CIMGUI_API ImRect* ImRect_ImRect_Vec2(const ImVec2 min,const ImVec2 max); +CIMGUI_API ImRect* ImRect_ImRect_Vec4(const ImVec4 v); +CIMGUI_API ImRect* ImRect_ImRect_Float(float x1,float y1,float x2,float y2); +CIMGUI_API void ImRect_GetCenter(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetSize(ImVec2 *pOut,ImRect* self); +CIMGUI_API float ImRect_GetWidth(ImRect* self); +CIMGUI_API float ImRect_GetHeight(ImRect* self); +CIMGUI_API float ImRect_GetArea(ImRect* self); +CIMGUI_API void ImRect_GetTL(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetTR(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetBL(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetBR(ImVec2 *pOut,ImRect* self); +CIMGUI_API bool ImRect_Contains_Vec2(ImRect* self,const ImVec2 p); +CIMGUI_API bool ImRect_Contains_Rect(ImRect* self,const ImRect r); +CIMGUI_API bool ImRect_ContainsWithPad(ImRect* self,const ImVec2 p,const ImVec2 pad); +CIMGUI_API bool ImRect_Overlaps(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Add_Vec2(ImRect* self,const ImVec2 p); +CIMGUI_API void ImRect_Add_Rect(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Expand_Float(ImRect* self,const float amount); +CIMGUI_API void ImRect_Expand_Vec2(ImRect* self,const ImVec2 amount); +CIMGUI_API void ImRect_Translate(ImRect* self,const ImVec2 d); +CIMGUI_API void ImRect_TranslateX(ImRect* self,float dx); +CIMGUI_API void ImRect_TranslateY(ImRect* self,float dy); +CIMGUI_API void ImRect_ClipWith(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_ClipWithFull(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Floor(ImRect* self); +CIMGUI_API bool ImRect_IsInverted(ImRect* self); +CIMGUI_API void ImRect_ToVec4(ImVec4 *pOut,ImRect* self); +CIMGUI_API size_t igImBitArrayGetStorageSizeInBytes(int bitcount); +CIMGUI_API void igImBitArrayClearAllBits(ImU32* arr,int bitcount); +CIMGUI_API bool igImBitArrayTestBit(const ImU32* arr,int n); +CIMGUI_API void igImBitArrayClearBit(ImU32* arr,int n); +CIMGUI_API void igImBitArraySetBit(ImU32* arr,int n); +CIMGUI_API void igImBitArraySetBitRange(ImU32* arr,int n,int n2); +CIMGUI_API void ImBitVector_Create(ImBitVector* self,int sz); +CIMGUI_API void ImBitVector_Clear(ImBitVector* self); +CIMGUI_API bool ImBitVector_TestBit(ImBitVector* self,int n); +CIMGUI_API void ImBitVector_SetBit(ImBitVector* self,int n); +CIMGUI_API void ImBitVector_ClearBit(ImBitVector* self,int n); +CIMGUI_API void ImGuiTextIndex_clear(ImGuiTextIndex* self); +CIMGUI_API int ImGuiTextIndex_size(ImGuiTextIndex* self); +CIMGUI_API const char* ImGuiTextIndex_get_line_begin(ImGuiTextIndex* self,const char* base,int n); +CIMGUI_API const char* ImGuiTextIndex_get_line_end(ImGuiTextIndex* self,const char* base,int n); +CIMGUI_API void ImGuiTextIndex_append(ImGuiTextIndex* self,const char* base,int old_size,int new_size); +CIMGUI_API ImGuiStoragePair* igImLowerBound(ImGuiStoragePair* in_begin,ImGuiStoragePair* in_end,ImGuiID key); +CIMGUI_API ImDrawListSharedData* ImDrawListSharedData_ImDrawListSharedData(void); +CIMGUI_API void ImDrawListSharedData_destroy(ImDrawListSharedData* self); +CIMGUI_API void ImDrawListSharedData_SetCircleTessellationMaxError(ImDrawListSharedData* self,float max_error); +CIMGUI_API ImDrawDataBuilder* ImDrawDataBuilder_ImDrawDataBuilder(void); +CIMGUI_API void ImDrawDataBuilder_destroy(ImDrawDataBuilder* self); +CIMGUI_API void* ImGuiDataVarInfo_GetVarPtr(ImGuiDataVarInfo* self,void* parent); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Int(ImGuiStyleVar idx,int v); +CIMGUI_API void ImGuiStyleMod_destroy(ImGuiStyleMod* self); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Float(ImGuiStyleVar idx,float v); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Vec2(ImGuiStyleVar idx,ImVec2 v); +CIMGUI_API ImGuiComboPreviewData* ImGuiComboPreviewData_ImGuiComboPreviewData(void); +CIMGUI_API void ImGuiComboPreviewData_destroy(ImGuiComboPreviewData* self); +CIMGUI_API ImGuiMenuColumns* ImGuiMenuColumns_ImGuiMenuColumns(void); +CIMGUI_API void ImGuiMenuColumns_destroy(ImGuiMenuColumns* self); +CIMGUI_API void ImGuiMenuColumns_Update(ImGuiMenuColumns* self,float spacing,bool window_reappearing); +CIMGUI_API float ImGuiMenuColumns_DeclColumns(ImGuiMenuColumns* self,float w_icon,float w_label,float w_shortcut,float w_mark); +CIMGUI_API void ImGuiMenuColumns_CalcNextTotalWidth(ImGuiMenuColumns* self,bool update_offsets); +CIMGUI_API ImGuiInputTextDeactivatedState* ImGuiInputTextDeactivatedState_ImGuiInputTextDeactivatedState(void); +CIMGUI_API void ImGuiInputTextDeactivatedState_destroy(ImGuiInputTextDeactivatedState* self); +CIMGUI_API void ImGuiInputTextDeactivatedState_ClearFreeMemory(ImGuiInputTextDeactivatedState* self); +CIMGUI_API ImGuiInputTextState* ImGuiInputTextState_ImGuiInputTextState(void); +CIMGUI_API void ImGuiInputTextState_destroy(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearText(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearFreeMemory(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_OnKeyPressed(ImGuiInputTextState* self,int key); +CIMGUI_API void ImGuiInputTextState_OnCharPressed(ImGuiInputTextState* self,unsigned int c); +CIMGUI_API void ImGuiInputTextState_CursorAnimReset(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_CursorClamp(ImGuiInputTextState* self); +CIMGUI_API bool ImGuiInputTextState_HasSelection(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearSelection(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetCursorPos(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetSelectionStart(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetSelectionEnd(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_SelectAll(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndSelectAll(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndKeepSelection(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndMoveToEnd(ImGuiInputTextState* self); +CIMGUI_API ImGuiNextWindowData* ImGuiNextWindowData_ImGuiNextWindowData(void); +CIMGUI_API void ImGuiNextWindowData_destroy(ImGuiNextWindowData* self); +CIMGUI_API void ImGuiNextWindowData_ClearFlags(ImGuiNextWindowData* self); +CIMGUI_API ImGuiNextItemData* ImGuiNextItemData_ImGuiNextItemData(void); +CIMGUI_API void ImGuiNextItemData_destroy(ImGuiNextItemData* self); +CIMGUI_API void ImGuiNextItemData_ClearFlags(ImGuiNextItemData* self); +CIMGUI_API ImGuiLastItemData* ImGuiLastItemData_ImGuiLastItemData(void); +CIMGUI_API void ImGuiLastItemData_destroy(ImGuiLastItemData* self); +CIMGUI_API ImGuiErrorRecoveryState* ImGuiErrorRecoveryState_ImGuiErrorRecoveryState(void); +CIMGUI_API void ImGuiErrorRecoveryState_destroy(ImGuiErrorRecoveryState* self); +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Ptr(void* ptr); +CIMGUI_API void ImGuiPtrOrIndex_destroy(ImGuiPtrOrIndex* self); +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Int(int index); +CIMGUI_API ImGuiPopupData* ImGuiPopupData_ImGuiPopupData(void); +CIMGUI_API void ImGuiPopupData_destroy(ImGuiPopupData* self); +CIMGUI_API ImGuiInputEvent* ImGuiInputEvent_ImGuiInputEvent(void); +CIMGUI_API void ImGuiInputEvent_destroy(ImGuiInputEvent* self); +CIMGUI_API ImGuiKeyRoutingData* ImGuiKeyRoutingData_ImGuiKeyRoutingData(void); +CIMGUI_API void ImGuiKeyRoutingData_destroy(ImGuiKeyRoutingData* self); +CIMGUI_API ImGuiKeyRoutingTable* ImGuiKeyRoutingTable_ImGuiKeyRoutingTable(void); +CIMGUI_API void ImGuiKeyRoutingTable_destroy(ImGuiKeyRoutingTable* self); +CIMGUI_API void ImGuiKeyRoutingTable_Clear(ImGuiKeyRoutingTable* self); +CIMGUI_API ImGuiKeyOwnerData* ImGuiKeyOwnerData_ImGuiKeyOwnerData(void); +CIMGUI_API void ImGuiKeyOwnerData_destroy(ImGuiKeyOwnerData* self); +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromIndices(int min,int max); +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromPositions(float y1,float y2,int off_min,int off_max); +CIMGUI_API ImGuiListClipperData* ImGuiListClipperData_ImGuiListClipperData(void); +CIMGUI_API void ImGuiListClipperData_destroy(ImGuiListClipperData* self); +CIMGUI_API void ImGuiListClipperData_Reset(ImGuiListClipperData* self,ImGuiListClipper* clipper); +CIMGUI_API ImGuiNavItemData* ImGuiNavItemData_ImGuiNavItemData(void); +CIMGUI_API void ImGuiNavItemData_destroy(ImGuiNavItemData* self); +CIMGUI_API void ImGuiNavItemData_Clear(ImGuiNavItemData* self); +CIMGUI_API ImGuiTypingSelectState* ImGuiTypingSelectState_ImGuiTypingSelectState(void); +CIMGUI_API void ImGuiTypingSelectState_destroy(ImGuiTypingSelectState* self); +CIMGUI_API void ImGuiTypingSelectState_Clear(ImGuiTypingSelectState* self); +CIMGUI_API ImGuiOldColumnData* ImGuiOldColumnData_ImGuiOldColumnData(void); +CIMGUI_API void ImGuiOldColumnData_destroy(ImGuiOldColumnData* self); +CIMGUI_API ImGuiOldColumns* ImGuiOldColumns_ImGuiOldColumns(void); +CIMGUI_API void ImGuiOldColumns_destroy(ImGuiOldColumns* self); +CIMGUI_API ImGuiBoxSelectState* ImGuiBoxSelectState_ImGuiBoxSelectState(void); +CIMGUI_API void ImGuiBoxSelectState_destroy(ImGuiBoxSelectState* self); +CIMGUI_API ImGuiMultiSelectTempData* ImGuiMultiSelectTempData_ImGuiMultiSelectTempData(void); +CIMGUI_API void ImGuiMultiSelectTempData_destroy(ImGuiMultiSelectTempData* self); +CIMGUI_API void ImGuiMultiSelectTempData_Clear(ImGuiMultiSelectTempData* self); +CIMGUI_API void ImGuiMultiSelectTempData_ClearIO(ImGuiMultiSelectTempData* self); +CIMGUI_API ImGuiMultiSelectState* ImGuiMultiSelectState_ImGuiMultiSelectState(void); +CIMGUI_API void ImGuiMultiSelectState_destroy(ImGuiMultiSelectState* self); +CIMGUI_API ImGuiDockNode* ImGuiDockNode_ImGuiDockNode(ImGuiID id); +CIMGUI_API void ImGuiDockNode_destroy(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsRootNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsDockSpace(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsFloatingNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsCentralNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsHiddenTabBar(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsNoTabBar(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsSplitNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsLeafNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsEmpty(ImGuiDockNode* self); +CIMGUI_API void ImGuiDockNode_Rect(ImRect *pOut,ImGuiDockNode* self); +CIMGUI_API void ImGuiDockNode_SetLocalFlags(ImGuiDockNode* self,ImGuiDockNodeFlags flags); +CIMGUI_API void ImGuiDockNode_UpdateMergedFlags(ImGuiDockNode* self); +CIMGUI_API ImGuiDockContext* ImGuiDockContext_ImGuiDockContext(void); +CIMGUI_API void ImGuiDockContext_destroy(ImGuiDockContext* self); +CIMGUI_API ImGuiViewportP* ImGuiViewportP_ImGuiViewportP(void); +CIMGUI_API void ImGuiViewportP_destroy(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_ClearRequestFlags(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_CalcWorkRectPos(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min); +CIMGUI_API void ImGuiViewportP_CalcWorkRectSize(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min,const ImVec2 inset_max); +CIMGUI_API void ImGuiViewportP_UpdateWorkRect(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetMainRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetWorkRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetBuildWorkRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API ImGuiWindowSettings* ImGuiWindowSettings_ImGuiWindowSettings(void); +CIMGUI_API void ImGuiWindowSettings_destroy(ImGuiWindowSettings* self); +CIMGUI_API char* ImGuiWindowSettings_GetName(ImGuiWindowSettings* self); +CIMGUI_API ImGuiSettingsHandler* ImGuiSettingsHandler_ImGuiSettingsHandler(void); +CIMGUI_API void ImGuiSettingsHandler_destroy(ImGuiSettingsHandler* self); +CIMGUI_API ImGuiDebugAllocInfo* ImGuiDebugAllocInfo_ImGuiDebugAllocInfo(void); +CIMGUI_API void ImGuiDebugAllocInfo_destroy(ImGuiDebugAllocInfo* self); +CIMGUI_API ImGuiStackLevelInfo* ImGuiStackLevelInfo_ImGuiStackLevelInfo(void); +CIMGUI_API void ImGuiStackLevelInfo_destroy(ImGuiStackLevelInfo* self); +CIMGUI_API ImGuiIDStackTool* ImGuiIDStackTool_ImGuiIDStackTool(void); +CIMGUI_API void ImGuiIDStackTool_destroy(ImGuiIDStackTool* self); +CIMGUI_API ImGuiContextHook* ImGuiContextHook_ImGuiContextHook(void); +CIMGUI_API void ImGuiContextHook_destroy(ImGuiContextHook* self); +CIMGUI_API ImGuiContext* ImGuiContext_ImGuiContext(ImFontAtlas* shared_font_atlas); +CIMGUI_API void ImGuiContext_destroy(ImGuiContext* self); +CIMGUI_API ImGuiWindow* ImGuiWindow_ImGuiWindow(ImGuiContext* context,const char* name); +CIMGUI_API void ImGuiWindow_destroy(ImGuiWindow* self); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Str(ImGuiWindow* self,const char* str,const char* str_end); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Ptr(ImGuiWindow* self,const void* ptr); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Int(ImGuiWindow* self,int n); +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromPos(ImGuiWindow* self,const ImVec2 p_abs); +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromRectangle(ImGuiWindow* self,const ImRect r_abs); +CIMGUI_API void ImGuiWindow_Rect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API float ImGuiWindow_CalcFontSize(ImGuiWindow* self); +CIMGUI_API void ImGuiWindow_TitleBarRect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API void ImGuiWindow_MenuBarRect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API ImGuiTabItem* ImGuiTabItem_ImGuiTabItem(void); +CIMGUI_API void ImGuiTabItem_destroy(ImGuiTabItem* self); +CIMGUI_API ImGuiTabBar* ImGuiTabBar_ImGuiTabBar(void); +CIMGUI_API void ImGuiTabBar_destroy(ImGuiTabBar* self); +CIMGUI_API ImGuiTableColumn* ImGuiTableColumn_ImGuiTableColumn(void); +CIMGUI_API void ImGuiTableColumn_destroy(ImGuiTableColumn* self); +CIMGUI_API ImGuiTableInstanceData* ImGuiTableInstanceData_ImGuiTableInstanceData(void); +CIMGUI_API void ImGuiTableInstanceData_destroy(ImGuiTableInstanceData* self); +CIMGUI_API ImGuiTable* ImGuiTable_ImGuiTable(void); +CIMGUI_API void ImGuiTable_destroy(ImGuiTable* self); +CIMGUI_API ImGuiTableTempData* ImGuiTableTempData_ImGuiTableTempData(void); +CIMGUI_API void ImGuiTableTempData_destroy(ImGuiTableTempData* self); +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableColumnSettings_ImGuiTableColumnSettings(void); +CIMGUI_API void ImGuiTableColumnSettings_destroy(ImGuiTableColumnSettings* self); +CIMGUI_API ImGuiTableSettings* ImGuiTableSettings_ImGuiTableSettings(void); +CIMGUI_API void ImGuiTableSettings_destroy(ImGuiTableSettings* self); +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableSettings_GetColumnSettings(ImGuiTableSettings* self); +CIMGUI_API ImGuiIO* igGetIOEx(ImGuiContext* ctx); +CIMGUI_API ImGuiPlatformIO* igGetPlatformIOEx(ImGuiContext* ctx); +CIMGUI_API ImGuiWindow* igGetCurrentWindowRead(void); +CIMGUI_API ImGuiWindow* igGetCurrentWindow(void); +CIMGUI_API ImGuiWindow* igFindWindowByID(ImGuiID id); +CIMGUI_API ImGuiWindow* igFindWindowByName(const char* name); +CIMGUI_API void igUpdateWindowParentAndRootLinks(ImGuiWindow* window,ImGuiWindowFlags flags,ImGuiWindow* parent_window); +CIMGUI_API void igUpdateWindowSkipRefresh(ImGuiWindow* window); +CIMGUI_API void igCalcWindowNextAutoFitSize(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API bool igIsWindowChildOf(ImGuiWindow* window,ImGuiWindow* potential_parent,bool popup_hierarchy,bool dock_hierarchy); +CIMGUI_API bool igIsWindowWithinBeginStackOf(ImGuiWindow* window,ImGuiWindow* potential_parent); +CIMGUI_API bool igIsWindowAbove(ImGuiWindow* potential_above,ImGuiWindow* potential_below); +CIMGUI_API bool igIsWindowNavFocusable(ImGuiWindow* window); +CIMGUI_API void igSetWindowPos_WindowPtr(ImGuiWindow* window,const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_WindowPtr(ImGuiWindow* window,const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_WindowPtr(ImGuiWindow* window,bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowHitTestHole(ImGuiWindow* window,const ImVec2 pos,const ImVec2 size); +CIMGUI_API void igSetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); +CIMGUI_API void igSetWindowParentWindowForFocusRoute(ImGuiWindow* window,ImGuiWindow* parent_window); +CIMGUI_API void igWindowRectAbsToRel(ImRect *pOut,ImGuiWindow* window,const ImRect r); +CIMGUI_API void igWindowRectRelToAbs(ImRect *pOut,ImGuiWindow* window,const ImRect r); +CIMGUI_API void igWindowPosAbsToRel(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p); +CIMGUI_API void igWindowPosRelToAbs(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p); +CIMGUI_API void igFocusWindow(ImGuiWindow* window,ImGuiFocusRequestFlags flags); +CIMGUI_API void igFocusTopMostWindowUnderOne(ImGuiWindow* under_this_window,ImGuiWindow* ignore_window,ImGuiViewport* filter_viewport,ImGuiFocusRequestFlags flags); +CIMGUI_API void igBringWindowToFocusFront(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayFront(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayBack(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayBehind(ImGuiWindow* window,ImGuiWindow* above_window); +CIMGUI_API int igFindWindowDisplayIndex(ImGuiWindow* window); +CIMGUI_API ImGuiWindow* igFindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); +CIMGUI_API void igSetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags); +CIMGUI_API void igSetCurrentFont(ImFont* font); +CIMGUI_API ImFont* igGetDefaultFont(void); +CIMGUI_API ImDrawList* igGetForegroundDrawList_WindowPtr(ImGuiWindow* window); +CIMGUI_API void igAddDrawListToDrawDataEx(ImDrawData* draw_data,ImVector_ImDrawListPtr* out_list,ImDrawList* draw_list); +CIMGUI_API void igInitialize(void); +CIMGUI_API void igShutdown(void); +CIMGUI_API void igUpdateInputEvents(bool trickle_fast_inputs); +CIMGUI_API void igUpdateHoveredWindowAndCaptureFlags(void); +CIMGUI_API void igFindHoveredWindowEx(const ImVec2 pos,bool find_first_and_in_any_viewport,ImGuiWindow** out_hovered_window,ImGuiWindow** out_hovered_window_under_moving_window); +CIMGUI_API void igStartMouseMovingWindow(ImGuiWindow* window); +CIMGUI_API void igStartMouseMovingWindowOrNode(ImGuiWindow* window,ImGuiDockNode* node,bool undock); +CIMGUI_API void igUpdateMouseMovingWindowNewFrame(void); +CIMGUI_API void igUpdateMouseMovingWindowEndFrame(void); +CIMGUI_API ImGuiID igAddContextHook(ImGuiContext* context,const ImGuiContextHook* hook); +CIMGUI_API void igRemoveContextHook(ImGuiContext* context,ImGuiID hook_to_remove); +CIMGUI_API void igCallContextHooks(ImGuiContext* context,ImGuiContextHookType type); +CIMGUI_API void igTranslateWindowsInViewport(ImGuiViewportP* viewport,const ImVec2 old_pos,const ImVec2 new_pos,const ImVec2 old_size,const ImVec2 new_size); +CIMGUI_API void igScaleWindowsInViewport(ImGuiViewportP* viewport,float scale); +CIMGUI_API void igDestroyPlatformWindow(ImGuiViewportP* viewport); +CIMGUI_API void igSetWindowViewport(ImGuiWindow* window,ImGuiViewportP* viewport); +CIMGUI_API void igSetCurrentViewport(ImGuiWindow* window,ImGuiViewportP* viewport); +CIMGUI_API const ImGuiPlatformMonitor* igGetViewportPlatformMonitor(ImGuiViewport* viewport); +CIMGUI_API ImGuiViewportP* igFindHoveredViewportFromPlatformWindowStack(const ImVec2 mouse_platform_pos); +CIMGUI_API void igMarkIniSettingsDirty_Nil(void); +CIMGUI_API void igMarkIniSettingsDirty_WindowPtr(ImGuiWindow* window); +CIMGUI_API void igClearIniSettings(void); +CIMGUI_API void igAddSettingsHandler(const ImGuiSettingsHandler* handler); +CIMGUI_API void igRemoveSettingsHandler(const char* type_name); +CIMGUI_API ImGuiSettingsHandler* igFindSettingsHandler(const char* type_name); +CIMGUI_API ImGuiWindowSettings* igCreateNewWindowSettings(const char* name); +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByID(ImGuiID id); +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByWindow(ImGuiWindow* window); +CIMGUI_API void igClearWindowSettings(const char* name); +CIMGUI_API void igLocalizeRegisterEntries(const ImGuiLocEntry* entries,int count); +CIMGUI_API const char* igLocalizeGetMsg(ImGuiLocKey key); +CIMGUI_API void igSetScrollX_WindowPtr(ImGuiWindow* window,float scroll_x); +CIMGUI_API void igSetScrollY_WindowPtr(ImGuiWindow* window,float scroll_y); +CIMGUI_API void igSetScrollFromPosX_WindowPtr(ImGuiWindow* window,float local_x,float center_x_ratio); +CIMGUI_API void igSetScrollFromPosY_WindowPtr(ImGuiWindow* window,float local_y,float center_y_ratio); +CIMGUI_API void igScrollToItem(ImGuiScrollFlags flags); +CIMGUI_API void igScrollToRect(ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags); +CIMGUI_API void igScrollToRectEx(ImVec2 *pOut,ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags); +CIMGUI_API void igScrollToBringRectIntoView(ImGuiWindow* window,const ImRect rect); +CIMGUI_API ImGuiItemStatusFlags igGetItemStatusFlags(void); +CIMGUI_API ImGuiItemFlags igGetItemFlags(void); +CIMGUI_API ImGuiID igGetActiveID(void); +CIMGUI_API ImGuiID igGetFocusID(void); +CIMGUI_API void igSetActiveID(ImGuiID id,ImGuiWindow* window); +CIMGUI_API void igSetFocusID(ImGuiID id,ImGuiWindow* window); +CIMGUI_API void igClearActiveID(void); +CIMGUI_API ImGuiID igGetHoveredID(void); +CIMGUI_API void igSetHoveredID(ImGuiID id); +CIMGUI_API void igKeepAliveID(ImGuiID id); +CIMGUI_API void igMarkItemEdited(ImGuiID id); +CIMGUI_API void igPushOverrideID(ImGuiID id); +CIMGUI_API ImGuiID igGetIDWithSeed_Str(const char* str_id_begin,const char* str_id_end,ImGuiID seed); +CIMGUI_API ImGuiID igGetIDWithSeed_Int(int n,ImGuiID seed); +CIMGUI_API void igItemSize_Vec2(const ImVec2 size,float text_baseline_y); +CIMGUI_API void igItemSize_Rect(const ImRect bb,float text_baseline_y); +CIMGUI_API bool igItemAdd(const ImRect bb,ImGuiID id,const ImRect* nav_bb,ImGuiItemFlags extra_flags); +CIMGUI_API bool igItemHoverable(const ImRect bb,ImGuiID id,ImGuiItemFlags item_flags); +CIMGUI_API bool igIsWindowContentHoverable(ImGuiWindow* window,ImGuiHoveredFlags flags); +CIMGUI_API bool igIsClippedEx(const ImRect bb,ImGuiID id); +CIMGUI_API void igSetLastItemData(ImGuiID item_id,ImGuiItemFlags in_flags,ImGuiItemStatusFlags status_flags,const ImRect item_rect); +CIMGUI_API void igCalcItemSize(ImVec2 *pOut,ImVec2 size,float default_w,float default_h); +CIMGUI_API float igCalcWrapWidthForPos(const ImVec2 pos,float wrap_pos_x); +CIMGUI_API void igPushMultiItemsWidths(int components,float width_full); +CIMGUI_API void igShrinkWidths(ImGuiShrinkWidthItem* items,int count,float width_excess); +CIMGUI_API const ImGuiDataVarInfo* igGetStyleVarInfo(ImGuiStyleVar idx); +CIMGUI_API void igBeginDisabledOverrideReenable(void); +CIMGUI_API void igEndDisabledOverrideReenable(void); +CIMGUI_API void igLogBegin(ImGuiLogFlags flags,int auto_open_depth); +CIMGUI_API void igLogToBuffer(int auto_open_depth); +CIMGUI_API void igLogRenderedText(const ImVec2* ref_pos,const char* text,const char* text_end); +CIMGUI_API void igLogSetNextTextDecoration(const char* prefix,const char* suffix); +CIMGUI_API bool igBeginChildEx(const char* name,ImGuiID id,const ImVec2 size_arg,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginPopupEx(ImGuiID id,ImGuiWindowFlags extra_window_flags); +CIMGUI_API void igOpenPopupEx(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igClosePopupToLevel(int remaining,bool restore_focus_to_window_under_popup); +CIMGUI_API void igClosePopupsOverWindow(ImGuiWindow* ref_window,bool restore_focus_to_window_under_popup); +CIMGUI_API void igClosePopupsExceptModals(void); +CIMGUI_API bool igIsPopupOpen_ID(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igGetPopupAllowedExtentRect(ImRect *pOut,ImGuiWindow* window); +CIMGUI_API ImGuiWindow* igGetTopMostPopupModal(void); +CIMGUI_API ImGuiWindow* igGetTopMostAndVisiblePopupModal(void); +CIMGUI_API ImGuiWindow* igFindBlockingModal(ImGuiWindow* window); +CIMGUI_API void igFindBestWindowPosForPopup(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API void igFindBestWindowPosForPopupEx(ImVec2 *pOut,const ImVec2 ref_pos,const ImVec2 size,ImGuiDir* last_dir,const ImRect r_outer,const ImRect r_avoid,ImGuiPopupPositionPolicy policy); +CIMGUI_API bool igBeginTooltipEx(ImGuiTooltipFlags tooltip_flags,ImGuiWindowFlags extra_window_flags); +CIMGUI_API bool igBeginTooltipHidden(void); +CIMGUI_API bool igBeginViewportSideBar(const char* name,ImGuiViewport* viewport,ImGuiDir dir,float size,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginMenuEx(const char* label,const char* icon,bool enabled); +CIMGUI_API bool igMenuItemEx(const char* label,const char* icon,const char* shortcut,bool selected,bool enabled); +CIMGUI_API bool igBeginComboPopup(ImGuiID popup_id,const ImRect bb,ImGuiComboFlags flags); +CIMGUI_API bool igBeginComboPreview(void); +CIMGUI_API void igEndComboPreview(void); +CIMGUI_API void igNavInitWindow(ImGuiWindow* window,bool force_reinit); +CIMGUI_API void igNavInitRequestApplyResult(void); +CIMGUI_API bool igNavMoveRequestButNoResultYet(void); +CIMGUI_API void igNavMoveRequestSubmit(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags); +CIMGUI_API void igNavMoveRequestForward(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags); +CIMGUI_API void igNavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); +CIMGUI_API void igNavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result,ImGuiTreeNodeStackData* tree_node_data); +CIMGUI_API void igNavMoveRequestCancel(void); +CIMGUI_API void igNavMoveRequestApplyResult(void); +CIMGUI_API void igNavMoveRequestTryWrapping(ImGuiWindow* window,ImGuiNavMoveFlags move_flags); +CIMGUI_API void igNavHighlightActivated(ImGuiID id); +CIMGUI_API void igNavClearPreferredPosForAxis(ImGuiAxis axis); +CIMGUI_API void igSetNavCursorVisibleAfterMove(void); +CIMGUI_API void igNavUpdateCurrentWindowIsScrollPushableX(void); +CIMGUI_API void igSetNavWindow(ImGuiWindow* window); +CIMGUI_API void igSetNavID(ImGuiID id,ImGuiNavLayer nav_layer,ImGuiID focus_scope_id,const ImRect rect_rel); +CIMGUI_API void igSetNavFocusScope(ImGuiID focus_scope_id); +CIMGUI_API void igFocusItem(void); +CIMGUI_API void igActivateItemByID(ImGuiID id); +CIMGUI_API bool igIsNamedKey(ImGuiKey key); +CIMGUI_API bool igIsNamedKeyOrMod(ImGuiKey key); +CIMGUI_API bool igIsLegacyKey(ImGuiKey key); +CIMGUI_API bool igIsKeyboardKey(ImGuiKey key); +CIMGUI_API bool igIsGamepadKey(ImGuiKey key); +CIMGUI_API bool igIsMouseKey(ImGuiKey key); +CIMGUI_API bool igIsAliasKey(ImGuiKey key); +CIMGUI_API bool igIsLRModKey(ImGuiKey key); +CIMGUI_API ImGuiKeyChord igFixupKeyChord(ImGuiKeyChord key_chord); +CIMGUI_API ImGuiKey igConvertSingleModFlagToKey(ImGuiKey key); +CIMGUI_API ImGuiKeyData* igGetKeyData_ContextPtr(ImGuiContext* ctx,ImGuiKey key); +CIMGUI_API ImGuiKeyData* igGetKeyData_Key(ImGuiKey key); +CIMGUI_API const char* igGetKeyChordName(ImGuiKeyChord key_chord); +CIMGUI_API ImGuiKey igMouseButtonToKey(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseDragPastThreshold(ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igGetKeyMagnitude2d(ImVec2 *pOut,ImGuiKey key_left,ImGuiKey key_right,ImGuiKey key_up,ImGuiKey key_down); +CIMGUI_API float igGetNavTweakPressedAmount(ImGuiAxis axis); +CIMGUI_API int igCalcTypematicRepeatAmount(float t0,float t1,float repeat_delay,float repeat_rate); +CIMGUI_API void igGetTypematicRepeatRate(ImGuiInputFlags flags,float* repeat_delay,float* repeat_rate); +CIMGUI_API void igTeleportMousePos(const ImVec2 pos); +CIMGUI_API void igSetActiveIdUsingAllKeyboardKeys(void); +CIMGUI_API bool igIsActiveIdUsingNavDir(ImGuiDir dir); +CIMGUI_API ImGuiID igGetKeyOwner(ImGuiKey key); +CIMGUI_API void igSetKeyOwner(ImGuiKey key,ImGuiID owner_id,ImGuiInputFlags flags); +CIMGUI_API void igSetKeyOwnersForKeyChord(ImGuiKeyChord key,ImGuiID owner_id,ImGuiInputFlags flags); +CIMGUI_API void igSetItemKeyOwner_InputFlags(ImGuiKey key,ImGuiInputFlags flags); +CIMGUI_API bool igTestKeyOwner(ImGuiKey key,ImGuiID owner_id); +CIMGUI_API ImGuiKeyOwnerData* igGetKeyOwnerData(ImGuiContext* ctx,ImGuiKey key); +CIMGUI_API bool igIsKeyDown_ID(ImGuiKey key,ImGuiID owner_id); +CIMGUI_API bool igIsKeyPressed_InputFlags(ImGuiKey key,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igIsKeyReleased_ID(ImGuiKey key,ImGuiID owner_id); +CIMGUI_API bool igIsKeyChordPressed_InputFlags(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igIsMouseDown_ID(ImGuiMouseButton button,ImGuiID owner_id); +CIMGUI_API bool igIsMouseClicked_InputFlags(ImGuiMouseButton button,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igIsMouseReleased_ID(ImGuiMouseButton button,ImGuiID owner_id); +CIMGUI_API bool igIsMouseDoubleClicked_ID(ImGuiMouseButton button,ImGuiID owner_id); +CIMGUI_API bool igShortcut_ID(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igSetShortcutRouting(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igTestShortcutRouting(ImGuiKeyChord key_chord,ImGuiID owner_id); +CIMGUI_API ImGuiKeyRoutingData* igGetShortcutRoutingData(ImGuiKeyChord key_chord); +CIMGUI_API void igDockContextInitialize(ImGuiContext* ctx); +CIMGUI_API void igDockContextShutdown(ImGuiContext* ctx); +CIMGUI_API void igDockContextClearNodes(ImGuiContext* ctx,ImGuiID root_id,bool clear_settings_refs); +CIMGUI_API void igDockContextRebuildNodes(ImGuiContext* ctx); +CIMGUI_API void igDockContextNewFrameUpdateUndocking(ImGuiContext* ctx); +CIMGUI_API void igDockContextNewFrameUpdateDocking(ImGuiContext* ctx); +CIMGUI_API void igDockContextEndFrame(ImGuiContext* ctx); +CIMGUI_API ImGuiID igDockContextGenNodeID(ImGuiContext* ctx); +CIMGUI_API void igDockContextQueueDock(ImGuiContext* ctx,ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload,ImGuiDir split_dir,float split_ratio,bool split_outer); +CIMGUI_API void igDockContextQueueUndockWindow(ImGuiContext* ctx,ImGuiWindow* window); +CIMGUI_API void igDockContextQueueUndockNode(ImGuiContext* ctx,ImGuiDockNode* node); +CIMGUI_API void igDockContextProcessUndockWindow(ImGuiContext* ctx,ImGuiWindow* window,bool clear_persistent_docking_ref); +CIMGUI_API void igDockContextProcessUndockNode(ImGuiContext* ctx,ImGuiDockNode* node); +CIMGUI_API bool igDockContextCalcDropPosForDocking(ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload_window,ImGuiDockNode* payload_node,ImGuiDir split_dir,bool split_outer,ImVec2* out_pos); +CIMGUI_API ImGuiDockNode* igDockContextFindNodeByID(ImGuiContext* ctx,ImGuiID id); +CIMGUI_API void igDockNodeWindowMenuHandler_Default(ImGuiContext* ctx,ImGuiDockNode* node,ImGuiTabBar* tab_bar); +CIMGUI_API bool igDockNodeBeginAmendTabBar(ImGuiDockNode* node); +CIMGUI_API void igDockNodeEndAmendTabBar(void); +CIMGUI_API ImGuiDockNode* igDockNodeGetRootNode(ImGuiDockNode* node); +CIMGUI_API bool igDockNodeIsInHierarchyOf(ImGuiDockNode* node,ImGuiDockNode* parent); +CIMGUI_API int igDockNodeGetDepth(const ImGuiDockNode* node); +CIMGUI_API ImGuiID igDockNodeGetWindowMenuButtonId(const ImGuiDockNode* node); +CIMGUI_API ImGuiDockNode* igGetWindowDockNode(void); +CIMGUI_API bool igGetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); +CIMGUI_API void igBeginDocked(ImGuiWindow* window,bool* p_open); +CIMGUI_API void igBeginDockableDragDropSource(ImGuiWindow* window); +CIMGUI_API void igBeginDockableDragDropTarget(ImGuiWindow* window); +CIMGUI_API void igSetWindowDock(ImGuiWindow* window,ImGuiID dock_id,ImGuiCond cond); +CIMGUI_API void igDockBuilderDockWindow(const char* window_name,ImGuiID node_id); +CIMGUI_API ImGuiDockNode* igDockBuilderGetNode(ImGuiID node_id); +CIMGUI_API ImGuiDockNode* igDockBuilderGetCentralNode(ImGuiID node_id); +CIMGUI_API ImGuiID igDockBuilderAddNode(ImGuiID node_id,ImGuiDockNodeFlags flags); +CIMGUI_API void igDockBuilderRemoveNode(ImGuiID node_id); +CIMGUI_API void igDockBuilderRemoveNodeDockedWindows(ImGuiID node_id,bool clear_settings_refs); +CIMGUI_API void igDockBuilderRemoveNodeChildNodes(ImGuiID node_id); +CIMGUI_API void igDockBuilderSetNodePos(ImGuiID node_id,ImVec2 pos); +CIMGUI_API void igDockBuilderSetNodeSize(ImGuiID node_id,ImVec2 size); +CIMGUI_API ImGuiID igDockBuilderSplitNode(ImGuiID node_id,ImGuiDir split_dir,float size_ratio_for_node_at_dir,ImGuiID* out_id_at_dir,ImGuiID* out_id_at_opposite_dir); +CIMGUI_API void igDockBuilderCopyDockSpace(ImGuiID src_dockspace_id,ImGuiID dst_dockspace_id,ImVector_const_charPtr* in_window_remap_pairs); +CIMGUI_API void igDockBuilderCopyNode(ImGuiID src_node_id,ImGuiID dst_node_id,ImVector_ImGuiID* out_node_remap_pairs); +CIMGUI_API void igDockBuilderCopyWindowSettings(const char* src_name,const char* dst_name); +CIMGUI_API void igDockBuilderFinish(ImGuiID node_id); +CIMGUI_API void igPushFocusScope(ImGuiID id); +CIMGUI_API void igPopFocusScope(void); +CIMGUI_API ImGuiID igGetCurrentFocusScope(void); +CIMGUI_API bool igIsDragDropActive(void); +CIMGUI_API bool igBeginDragDropTargetCustom(const ImRect bb,ImGuiID id); +CIMGUI_API void igClearDragDrop(void); +CIMGUI_API bool igIsDragDropPayloadBeingAccepted(void); +CIMGUI_API void igRenderDragDropTargetRect(const ImRect bb,const ImRect item_clip_rect); +CIMGUI_API ImGuiTypingSelectRequest* igGetTypingSelectRequest(ImGuiTypingSelectFlags flags); +CIMGUI_API int igTypingSelectFindMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx); +CIMGUI_API int igTypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx); +CIMGUI_API int igTypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data); +CIMGUI_API bool igBeginBoxSelect(const ImRect scope_rect,ImGuiWindow* window,ImGuiID box_select_id,ImGuiMultiSelectFlags ms_flags); +CIMGUI_API void igEndBoxSelect(const ImRect scope_rect,ImGuiMultiSelectFlags ms_flags); +CIMGUI_API void igMultiSelectItemHeader(ImGuiID id,bool* p_selected,ImGuiButtonFlags* p_button_flags); +CIMGUI_API void igMultiSelectItemFooter(ImGuiID id,bool* p_selected,bool* p_pressed); +CIMGUI_API void igMultiSelectAddSetAll(ImGuiMultiSelectTempData* ms,bool selected); +CIMGUI_API void igMultiSelectAddSetRange(ImGuiMultiSelectTempData* ms,bool selected,int range_dir,ImGuiSelectionUserData first_item,ImGuiSelectionUserData last_item); +CIMGUI_API ImGuiBoxSelectState* igGetBoxSelectState(ImGuiID id); +CIMGUI_API ImGuiMultiSelectState* igGetMultiSelectState(ImGuiID id); +CIMGUI_API void igSetWindowClipRectBeforeSetChannel(ImGuiWindow* window,const ImRect clip_rect); +CIMGUI_API void igBeginColumns(const char* str_id,int count,ImGuiOldColumnFlags flags); +CIMGUI_API void igEndColumns(void); +CIMGUI_API void igPushColumnClipRect(int column_index); +CIMGUI_API void igPushColumnsBackground(void); +CIMGUI_API void igPopColumnsBackground(void); +CIMGUI_API ImGuiID igGetColumnsID(const char* str_id,int count); +CIMGUI_API ImGuiOldColumns* igFindOrCreateColumns(ImGuiWindow* window,ImGuiID id); +CIMGUI_API float igGetColumnOffsetFromNorm(const ImGuiOldColumns* columns,float offset_norm); +CIMGUI_API float igGetColumnNormFromOffset(const ImGuiOldColumns* columns,float offset); +CIMGUI_API void igTableOpenContextMenu(int column_n); +CIMGUI_API void igTableSetColumnWidth(int column_n,float width); +CIMGUI_API void igTableSetColumnSortDirection(int column_n,ImGuiSortDirection sort_direction,bool append_to_sort_specs); +CIMGUI_API int igTableGetHoveredRow(void); +CIMGUI_API float igTableGetHeaderRowHeight(void); +CIMGUI_API float igTableGetHeaderAngledMaxLabelWidth(void); +CIMGUI_API void igTablePushBackgroundChannel(void); +CIMGUI_API void igTablePopBackgroundChannel(void); +CIMGUI_API void igTableAngledHeadersRowEx(ImGuiID row_id,float angle,float max_label_width,const ImGuiTableHeaderData* data,int data_count); +CIMGUI_API ImGuiTable* igGetCurrentTable(void); +CIMGUI_API ImGuiTable* igTableFindByID(ImGuiID id); +CIMGUI_API bool igBeginTableEx(const char* name,ImGuiID id,int columns_count,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width); +CIMGUI_API void igTableBeginInitMemory(ImGuiTable* table,int columns_count); +CIMGUI_API void igTableBeginApplyRequests(ImGuiTable* table); +CIMGUI_API void igTableSetupDrawChannels(ImGuiTable* table); +CIMGUI_API void igTableUpdateLayout(ImGuiTable* table); +CIMGUI_API void igTableUpdateBorders(ImGuiTable* table); +CIMGUI_API void igTableUpdateColumnsWeightFromWidth(ImGuiTable* table); +CIMGUI_API void igTableDrawBorders(ImGuiTable* table); +CIMGUI_API void igTableDrawDefaultContextMenu(ImGuiTable* table,ImGuiTableFlags flags_for_section_to_display); +CIMGUI_API bool igTableBeginContextMenuPopup(ImGuiTable* table); +CIMGUI_API void igTableMergeDrawChannels(ImGuiTable* table); +CIMGUI_API ImGuiTableInstanceData* igTableGetInstanceData(ImGuiTable* table,int instance_no); +CIMGUI_API ImGuiID igTableGetInstanceID(ImGuiTable* table,int instance_no); +CIMGUI_API void igTableSortSpecsSanitize(ImGuiTable* table); +CIMGUI_API void igTableSortSpecsBuild(ImGuiTable* table); +CIMGUI_API ImGuiSortDirection igTableGetColumnNextSortDirection(ImGuiTableColumn* column); +CIMGUI_API void igTableFixColumnSortDirection(ImGuiTable* table,ImGuiTableColumn* column); +CIMGUI_API float igTableGetColumnWidthAuto(ImGuiTable* table,ImGuiTableColumn* column); +CIMGUI_API void igTableBeginRow(ImGuiTable* table); +CIMGUI_API void igTableEndRow(ImGuiTable* table); +CIMGUI_API void igTableBeginCell(ImGuiTable* table,int column_n); +CIMGUI_API void igTableEndCell(ImGuiTable* table); +CIMGUI_API void igTableGetCellBgRect(ImRect *pOut,const ImGuiTable* table,int column_n); +CIMGUI_API const char* igTableGetColumnName_TablePtr(const ImGuiTable* table,int column_n); +CIMGUI_API ImGuiID igTableGetColumnResizeID(ImGuiTable* table,int column_n,int instance_no); +CIMGUI_API float igTableCalcMaxColumnWidth(const ImGuiTable* table,int column_n); +CIMGUI_API void igTableSetColumnWidthAutoSingle(ImGuiTable* table,int column_n); +CIMGUI_API void igTableSetColumnWidthAutoAll(ImGuiTable* table); +CIMGUI_API void igTableRemove(ImGuiTable* table); +CIMGUI_API void igTableGcCompactTransientBuffers_TablePtr(ImGuiTable* table); +CIMGUI_API void igTableGcCompactTransientBuffers_TableTempDataPtr(ImGuiTableTempData* table); +CIMGUI_API void igTableGcCompactSettings(void); +CIMGUI_API void igTableLoadSettings(ImGuiTable* table); +CIMGUI_API void igTableSaveSettings(ImGuiTable* table); +CIMGUI_API void igTableResetSettings(ImGuiTable* table); +CIMGUI_API ImGuiTableSettings* igTableGetBoundSettings(ImGuiTable* table); +CIMGUI_API void igTableSettingsAddSettingsHandler(void); +CIMGUI_API ImGuiTableSettings* igTableSettingsCreate(ImGuiID id,int columns_count); +CIMGUI_API ImGuiTableSettings* igTableSettingsFindByID(ImGuiID id); +CIMGUI_API ImGuiTabBar* igGetCurrentTabBar(void); +CIMGUI_API bool igBeginTabBarEx(ImGuiTabBar* tab_bar,const ImRect bb,ImGuiTabBarFlags flags); +CIMGUI_API ImGuiTabItem* igTabBarFindTabByID(ImGuiTabBar* tab_bar,ImGuiID tab_id); +CIMGUI_API ImGuiTabItem* igTabBarFindTabByOrder(ImGuiTabBar* tab_bar,int order); +CIMGUI_API ImGuiTabItem* igTabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); +CIMGUI_API ImGuiTabItem* igTabBarGetCurrentTab(ImGuiTabBar* tab_bar); +CIMGUI_API int igTabBarGetTabOrder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API const char* igTabBarGetTabName(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarAddTab(ImGuiTabBar* tab_bar,ImGuiTabItemFlags tab_flags,ImGuiWindow* window); +CIMGUI_API void igTabBarRemoveTab(ImGuiTabBar* tab_bar,ImGuiID tab_id); +CIMGUI_API void igTabBarCloseTab(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarQueueFocus_TabItemPtr(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarQueueFocus_Str(ImGuiTabBar* tab_bar,const char* tab_name); +CIMGUI_API void igTabBarQueueReorder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,int offset); +CIMGUI_API void igTabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,ImVec2 mouse_pos); +CIMGUI_API bool igTabBarProcessReorder(ImGuiTabBar* tab_bar); +CIMGUI_API bool igTabItemEx(ImGuiTabBar* tab_bar,const char* label,bool* p_open,ImGuiTabItemFlags flags,ImGuiWindow* docked_window); +CIMGUI_API void igTabItemCalcSize_Str(ImVec2 *pOut,const char* label,bool has_close_button_or_unsaved_marker); +CIMGUI_API void igTabItemCalcSize_WindowPtr(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API void igTabItemBackground(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImU32 col); +CIMGUI_API void igTabItemLabelAndCloseButton(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImVec2 frame_padding,const char* label,ImGuiID tab_id,ImGuiID close_button_id,bool is_contents_visible,bool* out_just_closed,bool* out_text_clipped); +CIMGUI_API void igRenderText(ImVec2 pos,const char* text,const char* text_end,bool hide_text_after_hash); +CIMGUI_API void igRenderTextWrapped(ImVec2 pos,const char* text,const char* text_end,float wrap_width); +CIMGUI_API void igRenderTextClipped(const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect); +CIMGUI_API void igRenderTextClippedEx(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect); +CIMGUI_API void igRenderTextEllipsis(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,float clip_max_x,float ellipsis_max_x,const char* text,const char* text_end,const ImVec2* text_size_if_known); +CIMGUI_API void igRenderFrame(ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,bool borders,float rounding); +CIMGUI_API void igRenderFrameBorder(ImVec2 p_min,ImVec2 p_max,float rounding); +CIMGUI_API void igRenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list,ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,float grid_step,ImVec2 grid_off,float rounding,ImDrawFlags flags); +CIMGUI_API void igRenderNavCursor(const ImRect bb,ImGuiID id,ImGuiNavRenderCursorFlags flags); +CIMGUI_API const char* igFindRenderedTextEnd(const char* text,const char* text_end); +CIMGUI_API void igRenderMouseCursor(ImVec2 pos,float scale,ImGuiMouseCursor mouse_cursor,ImU32 col_fill,ImU32 col_border,ImU32 col_shadow); +CIMGUI_API void igRenderArrow(ImDrawList* draw_list,ImVec2 pos,ImU32 col,ImGuiDir dir,float scale); +CIMGUI_API void igRenderBullet(ImDrawList* draw_list,ImVec2 pos,ImU32 col); +CIMGUI_API void igRenderCheckMark(ImDrawList* draw_list,ImVec2 pos,ImU32 col,float sz); +CIMGUI_API void igRenderArrowPointingAt(ImDrawList* draw_list,ImVec2 pos,ImVec2 half_sz,ImGuiDir direction,ImU32 col); +CIMGUI_API void igRenderArrowDockMenu(ImDrawList* draw_list,ImVec2 p_min,float sz,ImU32 col); +CIMGUI_API void igRenderRectFilledRangeH(ImDrawList* draw_list,const ImRect rect,ImU32 col,float x_start_norm,float x_end_norm,float rounding); +CIMGUI_API void igRenderRectFilledWithHole(ImDrawList* draw_list,const ImRect outer,const ImRect inner,ImU32 col,float rounding); +CIMGUI_API ImDrawFlags igCalcRoundingFlagsForRectInRect(const ImRect r_in,const ImRect r_outer,float threshold); +CIMGUI_API void igTextEx(const char* text,const char* text_end,ImGuiTextFlags flags); +CIMGUI_API bool igButtonEx(const char* label,const ImVec2 size_arg,ImGuiButtonFlags flags); +CIMGUI_API bool igArrowButtonEx(const char* str_id,ImGuiDir dir,ImVec2 size_arg,ImGuiButtonFlags flags); +CIMGUI_API bool igImageButtonEx(ImGuiID id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col,ImGuiButtonFlags flags); +CIMGUI_API void igSeparatorEx(ImGuiSeparatorFlags flags,float thickness); +CIMGUI_API void igSeparatorTextEx(ImGuiID id,const char* label,const char* label_end,float extra_width); +CIMGUI_API bool igCheckboxFlags_S64Ptr(const char* label,ImS64* flags,ImS64 flags_value); +CIMGUI_API bool igCheckboxFlags_U64Ptr(const char* label,ImU64* flags,ImU64 flags_value); +CIMGUI_API bool igCloseButton(ImGuiID id,const ImVec2 pos); +CIMGUI_API bool igCollapseButton(ImGuiID id,const ImVec2 pos,ImGuiDockNode* dock_node); +CIMGUI_API void igScrollbar(ImGuiAxis axis); +CIMGUI_API bool igScrollbarEx(const ImRect bb,ImGuiID id,ImGuiAxis axis,ImS64* p_scroll_v,ImS64 avail_v,ImS64 contents_v,ImDrawFlags draw_rounding_flags); +CIMGUI_API void igGetWindowScrollbarRect(ImRect *pOut,ImGuiWindow* window,ImGuiAxis axis); +CIMGUI_API ImGuiID igGetWindowScrollbarID(ImGuiWindow* window,ImGuiAxis axis); +CIMGUI_API ImGuiID igGetWindowResizeCornerID(ImGuiWindow* window,int n); +CIMGUI_API ImGuiID igGetWindowResizeBorderID(ImGuiWindow* window,ImGuiDir dir); +CIMGUI_API bool igButtonBehavior(const ImRect bb,ImGuiID id,bool* out_hovered,bool* out_held,ImGuiButtonFlags flags); +CIMGUI_API bool igDragBehavior(ImGuiID id,ImGuiDataType data_type,void* p_v,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderBehavior(const ImRect bb,ImGuiID id,ImGuiDataType data_type,void* p_v,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags,ImRect* out_grab_bb); +CIMGUI_API bool igSplitterBehavior(const ImRect bb,ImGuiID id,ImGuiAxis axis,float* size1,float* size2,float min_size1,float min_size2,float hover_extend,float hover_visibility_delay,ImU32 bg_col); +CIMGUI_API bool igTreeNodeBehavior(ImGuiID id,ImGuiTreeNodeFlags flags,const char* label,const char* label_end); +CIMGUI_API void igTreePushOverrideID(ImGuiID id); +CIMGUI_API bool igTreeNodeGetOpen(ImGuiID storage_id); +CIMGUI_API void igTreeNodeSetOpen(ImGuiID storage_id,bool open); +CIMGUI_API bool igTreeNodeUpdateNextOpen(ImGuiID storage_id,ImGuiTreeNodeFlags flags); +CIMGUI_API const ImGuiDataTypeInfo* igDataTypeGetInfo(ImGuiDataType data_type); +CIMGUI_API int igDataTypeFormatString(char* buf,int buf_size,ImGuiDataType data_type,const void* p_data,const char* format); +CIMGUI_API void igDataTypeApplyOp(ImGuiDataType data_type,int op,void* output,const void* arg_1,const void* arg_2); +CIMGUI_API bool igDataTypeApplyFromText(const char* buf,ImGuiDataType data_type,void* p_data,const char* format,void* p_data_when_empty); +CIMGUI_API int igDataTypeCompare(ImGuiDataType data_type,const void* arg_1,const void* arg_2); +CIMGUI_API bool igDataTypeClamp(ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max); +CIMGUI_API bool igDataTypeIsZero(ImGuiDataType data_type,const void* p_data); +CIMGUI_API bool igInputTextEx(const char* label,const char* hint,char* buf,int buf_size,const ImVec2 size_arg,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API void igInputTextDeactivateHook(ImGuiID id); +CIMGUI_API bool igTempInputText(const ImRect bb,ImGuiID id,const char* label,char* buf,int buf_size,ImGuiInputTextFlags flags); +CIMGUI_API bool igTempInputScalar(const ImRect bb,ImGuiID id,const char* label,ImGuiDataType data_type,void* p_data,const char* format,const void* p_clamp_min,const void* p_clamp_max); +CIMGUI_API bool igTempInputIsActive(ImGuiID id); +CIMGUI_API ImGuiInputTextState* igGetInputTextState(ImGuiID id); +CIMGUI_API void igSetNextItemRefVal(ImGuiDataType data_type,void* p_data); +CIMGUI_API void igColorTooltip(const char* text,const float* col,ImGuiColorEditFlags flags); +CIMGUI_API void igColorEditOptionsPopup(const float* col,ImGuiColorEditFlags flags); +CIMGUI_API void igColorPickerOptionsPopup(const float* ref_col,ImGuiColorEditFlags flags); +CIMGUI_API int igPlotEx(ImGuiPlotType plot_type,const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,const ImVec2 size_arg); +CIMGUI_API void igShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,ImVec2 gradient_p0,ImVec2 gradient_p1,ImU32 col0,ImU32 col1); +CIMGUI_API void igShadeVertsLinearUV(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,bool clamp); +CIMGUI_API void igShadeVertsTransformPos(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 pivot_in,float cos_a,float sin_a,const ImVec2 pivot_out); +CIMGUI_API void igGcCompactTransientMiscBuffers(void); +CIMGUI_API void igGcCompactTransientWindowBuffers(ImGuiWindow* window); +CIMGUI_API void igGcAwakeTransientWindowBuffers(ImGuiWindow* window); +CIMGUI_API bool igErrorLog(const char* msg); +CIMGUI_API void igErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out); +CIMGUI_API void igErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in); +CIMGUI_API void igErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in); +CIMGUI_API void igErrorCheckUsingSetCursorPosToExtendParentBoundaries(void); +CIMGUI_API void igErrorCheckEndFrameFinalizeErrorTooltip(void); +CIMGUI_API bool igBeginErrorTooltip(void); +CIMGUI_API void igEndErrorTooltip(void); +CIMGUI_API void igDebugAllocHook(ImGuiDebugAllocInfo* info,int frame_count,void* ptr,size_t size); +CIMGUI_API void igDebugDrawCursorPos(ImU32 col); +CIMGUI_API void igDebugDrawLineExtents(ImU32 col); +CIMGUI_API void igDebugDrawItemRect(ImU32 col); +CIMGUI_API void igDebugTextUnformattedWithLocateItem(const char* line_begin,const char* line_end); +CIMGUI_API void igDebugLocateItem(ImGuiID target_id); +CIMGUI_API void igDebugLocateItemOnHover(ImGuiID target_id); +CIMGUI_API void igDebugLocateItemResolveWithLastItem(void); +CIMGUI_API void igDebugBreakClearData(void); +CIMGUI_API bool igDebugBreakButton(const char* label,const char* description_of_location); +CIMGUI_API void igDebugBreakButtonTooltip(bool keyboard_only,const char* description_of_location); +CIMGUI_API void igShowFontAtlas(ImFontAtlas* atlas); +CIMGUI_API void igDebugHookIdInfo(ImGuiID id,ImGuiDataType data_type,const void* data_id,const void* data_id_end); +CIMGUI_API void igDebugNodeColumns(ImGuiOldColumns* columns); +CIMGUI_API void igDebugNodeDockNode(ImGuiDockNode* node,const char* label); +CIMGUI_API void igDebugNodeDrawList(ImGuiWindow* window,ImGuiViewportP* viewport,const ImDrawList* draw_list,const char* label); +CIMGUI_API void igDebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list,const ImDrawList* draw_list,const ImDrawCmd* draw_cmd,bool show_mesh,bool show_aabb); +CIMGUI_API void igDebugNodeFont(ImFont* font); +CIMGUI_API void igDebugNodeFontGlyph(ImFont* font,const ImFontGlyph* glyph); +CIMGUI_API void igDebugNodeStorage(ImGuiStorage* storage,const char* label); +CIMGUI_API void igDebugNodeTabBar(ImGuiTabBar* tab_bar,const char* label); +CIMGUI_API void igDebugNodeTable(ImGuiTable* table); +CIMGUI_API void igDebugNodeTableSettings(ImGuiTableSettings* settings); +CIMGUI_API void igDebugNodeInputTextState(ImGuiInputTextState* state); +CIMGUI_API void igDebugNodeTypingSelectState(ImGuiTypingSelectState* state); +CIMGUI_API void igDebugNodeMultiSelectState(ImGuiMultiSelectState* state); +CIMGUI_API void igDebugNodeWindow(ImGuiWindow* window,const char* label); +CIMGUI_API void igDebugNodeWindowSettings(ImGuiWindowSettings* settings); +CIMGUI_API void igDebugNodeWindowsList(ImVector_ImGuiWindowPtr* windows,const char* label); +CIMGUI_API void igDebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows,int windows_size,ImGuiWindow* parent_in_begin_stack); +CIMGUI_API void igDebugNodeViewport(ImGuiViewportP* viewport); +CIMGUI_API void igDebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor,const char* label,int idx); +CIMGUI_API void igDebugRenderKeyboardPreview(ImDrawList* draw_list); +CIMGUI_API void igDebugRenderViewportThumbnail(ImDrawList* draw_list,ImGuiViewportP* viewport,const ImRect bb); +CIMGUI_API const ImFontBuilderIO* igImFontAtlasGetBuilderForStbTruetype(void); +CIMGUI_API void igImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildInit(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildSetupFont(ImFontAtlas* atlas,ImFont* font,ImFontConfig* font_config,float ascent,float descent); +CIMGUI_API void igImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas,void* stbrp_context_opaque); +CIMGUI_API void igImFontAtlasBuildFinish(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned char in_marker_pixel_value); +CIMGUI_API void igImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned int in_marker_pixel_value); +CIMGUI_API void igImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256],float in_multiply_factor); +CIMGUI_API void igImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256],unsigned char* pixels,int x,int y,int w,int h,int stride); +#ifdef IMGUI_ENABLE_FREETYPE +CIMGUI_API const ImFontBuilderIO* ImGuiFreeType_GetBuilderForFreeType(void); +CIMGUI_API void ImGuiFreeType_SetAllocatorFunctions(void*(*alloc_func)(size_t sz,void* user_data),void(*free_func)(void* ptr,void* user_data),void* user_data); +#endif + + +/////////////////////////hand written functions +//no LogTextV +CIMGUI_API void igLogText(const char *fmt, ...); +//no appendfV +CIMGUI_API void ImGuiTextBuffer_appendf(ImGuiTextBuffer *self, const char *fmt, ...); +//for getting FLT_MAX in bindings +CIMGUI_API float igGET_FLT_MAX(void); +//for getting FLT_MIN in bindings +CIMGUI_API float igGET_FLT_MIN(void); + + +CIMGUI_API ImVector_ImWchar* ImVector_ImWchar_create(void); +CIMGUI_API void ImVector_ImWchar_destroy(ImVector_ImWchar* self); +CIMGUI_API void ImVector_ImWchar_Init(ImVector_ImWchar* p); +CIMGUI_API void ImVector_ImWchar_UnInit(ImVector_ImWchar* p); + +#ifdef IMGUI_HAS_DOCK +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowPos(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_pos)); +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowSize(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_size)); +#endif + +#endif //CIMGUI_INCLUDED + + + + diff --git a/src/main/imgui/cimgui_impl_dx9.cpp b/src/main/imgui/cimgui_impl_dx9.cpp new file mode 100644 index 0000000..de537c3 --- /dev/null +++ b/src/main/imgui/cimgui_impl_dx9.cpp @@ -0,0 +1,33 @@ +#include "imgui_impl_dx9.h" +#include "imgui_internal.h" +#include "cimgui.h" + +CIMGUI_API bool igImplDX9_Init(IDirect3DDevice9* device) +{ + return ImGui_ImplDX9_Init(device); +} + +CIMGUI_API void igImplDX9_Shutdown() +{ + ImGui_ImplDX9_Shutdown(); +} + +CIMGUI_API void igImplDX9_NewFrame() +{ + ImGui_ImplDX9_NewFrame(); +} + +CIMGUI_API void igImplDX9_RenderDrawData(ImDrawData* draw_data) +{ + ImGui_ImplDX9_RenderDrawData(draw_data); +} + +CIMGUI_API bool igImplDX9_CreateDeviceObjects() +{ + return ImGui_ImplDX9_CreateDeviceObjects(); +} + +CIMGUI_API void igImplDX9_InvalidateDeviceObjects() +{ + ImGui_ImplDX9_InvalidateDeviceObjects(); +} \ No newline at end of file diff --git a/src/main/imgui/cimgui_impl_dx9.h b/src/main/imgui/cimgui_impl_dx9.h new file mode 100644 index 0000000..a8b4187 --- /dev/null +++ b/src/main/imgui/cimgui_impl_dx9.h @@ -0,0 +1,16 @@ +#ifndef CIMGUI_IMPL_DX9_INCLUDED +#define CIMGUI_IMPL_DX9_INCLUDED + +#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#include "cimgui.h" + +typedef struct IDirect3DDevice9 IDirect3DDevice9; + +CIMGUI_API bool igImplDX9_Init(IDirect3DDevice9* device); +CIMGUI_API void igImplDX9_Shutdown(); +CIMGUI_API void igImplDX9_NewFrame(); +CIMGUI_API void igImplDX9_RenderDrawData(ImDrawData* draw_data); +CIMGUI_API bool igImplDX9_CreateDeviceObjects(); +CIMGUI_API void igImplDX9_InvalidateDeviceObjects(); + +#endif // CIMGUI_IMPL_DX9_INCLUDED \ No newline at end of file diff --git a/src/main/imgui/cimgui_impl_win32.cpp b/src/main/imgui/cimgui_impl_win32.cpp new file mode 100644 index 0000000..618afc5 --- /dev/null +++ b/src/main/imgui/cimgui_impl_win32.cpp @@ -0,0 +1,52 @@ +#include + +#include "imgui_impl_win32.h" +#include "imgui_internal.h" +#include "cimgui.h" + +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +CIMGUI_API bool igImplWin32_Init(void* hwnd) +{ + return ImGui_ImplWin32_Init(hwnd); +} + +CIMGUI_API bool igImplWin32_InitForOpenGL(void* hwnd) +{ + return ImGui_ImplWin32_InitForOpenGL(hwnd); +} + +CIMGUI_API void igImplWin32_Shutdown() +{ + ImGui_ImplWin32_Shutdown(); +} + +CIMGUI_API void igImplWin32_NewFrame() +{ + ImGui_ImplWin32_NewFrame(); +} + +CIMGUI_API LRESULT igImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + return ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam); +} + +CIMGUI_API void igImplWin32_EnableDpiAwareness() +{ + ImGui_ImplWin32_EnableDpiAwareness(); +} + +CIMGUI_API float igImplWin32_GetDpiScaleForHwnd(void* hwnd) +{ + return ImGui_ImplWin32_GetDpiScaleForHwnd(hwnd); +} + +CIMGUI_API float igImplWin32_GetDpiScaleForMonitor(void* monitor) +{ + return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); +} + +CIMGUI_API void igImplWin32_EnableAlphaCompositing(void* hwnd) +{ + ImGui_ImplWin32_EnableAlphaCompositing(hwnd); +} \ No newline at end of file diff --git a/src/main/imgui/cimgui_impl_win32.h b/src/main/imgui/cimgui_impl_win32.h new file mode 100644 index 0000000..156dbcc --- /dev/null +++ b/src/main/imgui/cimgui_impl_win32.h @@ -0,0 +1,21 @@ +#ifndef CIMGUI_IMPL_WIN32_INCLUDED +#define CIMGUI_IMPL_WIN32_INCLUDED + +#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#include "cimgui.h" + +CIMGUI_API bool igImplWin32_Init(void* hwnd); +CIMGUI_API bool igImplWin32_InitForOpenGL(void* hwnd); +CIMGUI_API void igImplWin32_Shutdown(); +CIMGUI_API void igImplWin32_NewFrame(); + +#if 0 +CIMGUI_API LRESULT igImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +CIMGUI_API void igImplWin32_EnableDpiAwareness(); +CIMGUI_API float igImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd +CIMGUI_API float igImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor +CIMGUI_API void igImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd + +#endif // CIMGUI_IMPL_WIN32_INCLUDED \ No newline at end of file diff --git a/src/main/imgui/imconfig.h b/src/main/imgui/imconfig.h new file mode 100644 index 0000000..4ad17ec --- /dev/null +++ b/src/main/imgui/imconfig.h @@ -0,0 +1,142 @@ +//----------------------------------------------------------------------------- +// DEAR IMGUI COMPILE-TIME OPTIONS +// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. +// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. +//----------------------------------------------------------------------------- +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it) +// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template. +//----------------------------------------------------------------------------- +// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp +// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. +// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. +// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using. +//----------------------------------------------------------------------------- + +#pragma once + +//---- Define assertion handler. Defaults to calling assert(). +// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. +//#define IM_ASSERT(_EXPR) MyAssert(_EXPR) +#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts + +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows +// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export +//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import +//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden + +//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. +#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//---- Disable all of Dear ImGui or don't implement standard windows/tools. +// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp. +//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. +//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. +//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty. + +//---- Don't implement some functions to reduce linkage requirements. +//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) +//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) +//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME). +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). +//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")). +//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) +//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. +//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. +//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). +//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded font (ProggyClean.ttf), remove ~9.5 KB from output binary. AddFontDefault() will assert. +//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available + +//---- Enable Test Engine / Automation features. +//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details. + +//---- Include imgui_user.h at the end of imgui.h as a convenience +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. +//#define IMGUI_INCLUDE_IMGUI_USER_H +//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h" + +//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support. +//#define IMGUI_USE_BGRA_PACKED_COLOR + +//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate. +//#define IMGUI_USE_LEGACY_CRC32_ADLER + +//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) +//#define IMGUI_USE_WCHAR32 + +//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version +// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined. +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined. + +//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) +// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h. +//#define IMGUI_USE_STB_SPRINTF + +//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) +// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). +// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. +//#define IMGUI_ENABLE_FREETYPE + +//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT) +// Only works in combination with IMGUI_ENABLE_FREETYPE. +// - lunasvg is currently easier to acquire/install, as e.g. it is part of vcpkg. +// - plutosvg will support more fonts and may load them faster. It currently requires to be built manually but it is fairly easy. See misc/freetype/README for instructions. +// - Both require headers to be available in the include path + program to be linked with the library code (not provided). +// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement) +//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG +//#define IMGUI_ENABLE_FREETYPE_LUNASVG + +//---- Use stb_truetype to build and rasterize the font atlas (default) +// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. +//#define IMGUI_ENABLE_STB_TRUETYPE + +//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. +// This will be inlined as part of ImVec2 and ImVec4 class declarations. +/* +#define IM_VEC2_CLASS_EXTRA \ + constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \ + operator MyVec2() const { return MyVec2(x,y); } + +#define IM_VEC4_CLASS_EXTRA \ + constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \ + operator MyVec4() const { return MyVec4(x,y,z,w); } +*/ +//---- ...Or use Dear ImGui's own very basic math operators. +//#define IMGUI_DEFINE_MATH_OPERATORS + +//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. +// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). +// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. +// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. +//#define ImDrawIdx unsigned int + +//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + +//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase) +// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() + +//---- Debug Tools: Enable slower asserts +//#define IMGUI_DEBUG_PARANOID + +//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files) +/* +namespace ImGui +{ + void MyFunction(const char* name, MyMatrix44* mtx); +} +*/ diff --git a/src/main/imgui/imgui.cpp b/src/main/imgui/imgui.cpp new file mode 100644 index 0000000..baa0338 --- /dev/null +++ b/src/main/imgui/imgui.cpp @@ -0,0 +1,22779 @@ +// dear imgui, v1.91.7 +// (main code and documentation) + +// Help: +// - See links below. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Read top of imgui.cpp for more details, links and comments. + +// Resources: +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) + +// For first-time users having issues compiling/linking/running/loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. + +// Copyright (c) 2014-2025 Omar Cornut +// Developed by Omar Cornut and every direct or indirect contributors to the GitHub. +// See LICENSE.txt for copyright and licensing details (standard MIT License). +// This library is free but needs your support to sustain development and maintenance. +// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts. +// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Funding +// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. + +// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. +// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without +// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't +// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you +// to a better solution or official support for them. + +/* + +Index of this file: + +DOCUMENTATION + +- MISSION STATEMENT +- CONTROLS GUIDE +- PROGRAMMER GUIDE + - READ FIRST + - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + - HOW A SIMPLE APPLICATION MAY LOOK LIKE + - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE +- API BREAKING CHANGES (read me when you update!) +- FREQUENTLY ASKED QUESTIONS (FAQ) + - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer) + +CODE +(search for "[SECTION]" in the code to find them) + +// [SECTION] INCLUDES +// [SECTION] FORWARD DECLARATIONS +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +// [SECTION] MISC HELPERS/UTILITIES (File functions) +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// [SECTION] ImGuiStorage +// [SECTION] ImGuiTextFilter +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex +// [SECTION] ImGuiListClipper +// [SECTION] STYLING +// [SECTION] RENDER HELPERS +// [SECTION] INITIALIZATION, SHUTDOWN +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] ID STACK +// [SECTION] INPUTS +// [SECTION] ERROR CHECKING, STATE RECOVERY +// [SECTION] ITEM SUBMISSION +// [SECTION] LAYOUT +// [SECTION] SCROLLING +// [SECTION] TOOLTIPS +// [SECTION] POPUPS +// [SECTION] WINDOW FOCUS +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +// [SECTION] DRAG AND DROP +// [SECTION] LOGGING/CAPTURING +// [SECTION] SETTINGS +// [SECTION] LOCALIZATION +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +// [SECTION] DOCKING +// [SECTION] PLATFORM DEPENDENT HELPERS +// [SECTION] METRICS/DEBUGGER WINDOW +// [SECTION] DEBUG LOG WINDOW +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) + +*/ + +//----------------------------------------------------------------------------- +// DOCUMENTATION +//----------------------------------------------------------------------------- + +/* + + MISSION STATEMENT + ================= + + - Easy to use to create code-driven and data-driven tools. + - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. + - Easy to hack and improve. + - Minimize setup and maintenance. + - Minimize state storage on user side. + - Minimize state synchronization. + - Portable, minimize dependencies, run on target (consoles, phones, etc.). + - Efficient runtime and memory consumption. + + Designed primarily for developers and content-creators, not the typical end-user! + Some of the current weaknesses (which we aim to address in the future) includes: + + - Doesn't look fancy. + - Limited layout features, intricate layouts are typically crafted in code. + + + CONTROLS GUIDE + ============== + + - MOUSE CONTROLS + - Mouse wheel: Scroll vertically. + - SHIFT+Mouse wheel: Scroll horizontally. + - Click [X]: Close a window, available when 'bool* p_open' is passed to ImGui::Begin(). + - Click ^, Double-Click title: Collapse window. + - Drag on corner/border: Resize window (double-click to auto fit window to its contents). + - Drag on any empty space: Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true). + - Left-click outside popup: Close popup stack (right-click over underlying popup: Partially close popup stack). + + - TEXT EDITOR + - Hold SHIFT or Drag Mouse: Select text. + - CTRL+Left/Right: Word jump. + - CTRL+Shift+Left/Right: Select words. + - CTRL+A or Double-Click: Select All. + - CTRL+X, CTRL+C, CTRL+V: Use OS clipboard. + - CTRL+Z, CTRL+Y: Undo, Redo. + - ESCAPE: Revert text to its original value. + - On OSX, controls are automatically adjusted to match standard OSX text editing 2ts and behaviors. + + - KEYBOARD CONTROLS + - Basic: + - Tab, SHIFT+Tab Cycle through text editable fields. + - CTRL+Tab, CTRL+Shift+Tab Cycle through windows. + - CTRL+Click Input text into a Slider or Drag widget. + - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`: + - Tab, SHIFT+Tab: Cycle through every items. + - Arrow keys Move through items using directional navigation. Tweak value. + - Arrow keys + Alt, Shift Tweak slower, tweak faster (when using arrow keys). + - Enter Activate item (prefer text input when possible). + - Space Activate item (prefer tweaking with arrows when possible). + - Escape Deactivate item, leave child window, close popup. + - Page Up, Page Down Previous page, next page. + - Home, End Scroll to top, scroll to bottom. + - Alt Toggle between scrolling layer and menu layer. + - CTRL+Tab then Ctrl+Arrows Move window. Hold SHIFT to resize instead of moving. + - Output when ImGuiConfigFlags_NavEnableKeyboard set, + - io.WantCaptureKeyboard flag is set when keyboard is claimed. + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used). + + - GAMEPAD CONTROLS + - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse! + - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets + - Backend support: backend needs to: + - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. + - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. + Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, + with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + + - REMOTE INPUTS SHARING & MOUSE EMULATION + - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app) + in order to share your PC mouse/keyboard. + - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the io.ConfigNavMoveSetMousePos flag. + Enabling io.ConfigNavMoveSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements. + When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. + When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!) + (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want + to set a boolean to ignore your other external mouse positions until the external source is moved again.) + + + PROGRAMMER GUIDE + ================ + + READ FIRST + ---------- + - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) + - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone! + The UI can be highly dynamic, there are no construction or destruction steps, less superfluous + data retention on your side, less state duplication, less state synchronization, fewer bugs. + - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. + Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version. + - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. + - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. + - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. + For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI, + where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. + - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. + - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). + If you get an assert, read the messages and comments around the assert. + - This codebase aims to be highly optimized: + - A typical idle frame should never call malloc/free. + - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible. + - We put particular energy in making sure performances are decent with typical "Debug" build settings as well. + Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all. + - This codebase aims to be both highly opinionated and highly flexible: + - This code works because of the things it choose to solve or not solve. + - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers, + and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now). + This is to increase compatibility, increase maintainability and facilitate use from other languages. + - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. + See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. + We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally. + - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction + (so don't use ImVector in your code or at our own risk!). + - Building: We don't use nor mandate a build system for the main library. + This is in an effort to ensure that it works in the real world aka with any esoteric build setup. + This is also because providing a build system for the main library would be of little-value. + The build problems are almost never coming from the main library but from specific backends. + + + HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + ---------------------------------------------- + - Update submodule or copy/overwrite every file. + - About imconfig.h: + - You may modify your copy of imconfig.h, in this case don't overwrite it. + - or you may locally branch to modify imconfig.h and merge/rebase latest. + - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to + specify a custom path for your imconfig.h file and instead not have to modify the default one. + + - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h) + - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master". + - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file. + - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. + If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed + from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will + likely be a comment about it. Please report any issue to the GitHub page! + - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file. + - Try to keep your copy of Dear ImGui reasonably up to date! + + + GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + --------------------------------------------------------------- + - See https://github.com/ocornut/imgui/wiki/Getting-Started. + - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. + - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder. + - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system. + It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL). + - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. + - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. + - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. + Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" + phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render(). + - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code. + - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. + + + HOW A SIMPLE APPLICATION MAY LOOK LIKE + -------------------------------------- + EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). + The sub-folders in examples/ contain examples applications following this structure. + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Application main loop + while (true) + { + // Feed inputs to dear imgui, start new frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // Any application code here + ImGui::Text("Hello, world!"); + + // Render dear imgui into screen + ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + g_pSwapChain->Present(1, 0); + } + + // Shutdown + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Build and load the texture atlas into a texture + // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) + int width, height; + unsigned char* pixels = nullptr; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // At this point you've got the texture data and you need to upload that to your graphic system: + // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. + // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. + MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) + io.Fonts->SetTexID((void*)texture); + + // Application main loop + while (true) + { + // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. + // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends) + io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) + io.DisplaySize.x = 1920.0f; // set the current display width + io.DisplaySize.y = 1280.0f; // set the current display height here + io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position + io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states + io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states + + // Call NewFrame(), after this point you can use ImGui::* functions anytime + // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) + ImGui::NewFrame(); + + // Most of your application code here + ImGui::Text("Hello, world!"); + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! + + // Render dear imgui, swap buffers + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) + ImGui::EndFrame(); + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + MyImGuiRenderFunction(draw_data); + SwapBuffers(); + } + + // Shutdown + ImGui::DestroyContext(); + + To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, + you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this. + + + HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + --------------------------------------------- + The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. + + void MyImGuiRenderFunction(ImDrawData* draw_data) + { + // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. + // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // We are using scissoring to clip some objects. All low-level graphics API should support it. + // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches + // (some elements visible outside their bounds) but you can fix that once everything else works! + // - Clipping coordinates are provided in imgui coordinates space: + // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size + // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. + // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) + MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); + + // The texture for the draw call is specified by pcmd->GetTexID(). + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); + + // Render 'pcmd->ElemCount/3' indexed triangles. + // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); + } + } + } + } + + + API BREAKING CHANGES + ==================== + + Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. + Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. + When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + You can read releases logs https://github.com/ocornut/imgui/releases for more details. + +(Docking/Viewport Branch) + - 2025/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: + - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. + you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) + - likewise io.MousePos and GetMousePos() will use OS coordinates. + If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. + + - 2025/01/14 (1.91.7) - renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth for consistency with other names. Kept redirection enum (will obsolete). (#6937) + - 2024/11/27 (1.91.6) - changed CRC32 table from CRC32-adler to CRC32c polynomial in order to be compatible with the result of SSE 4.2 instructions. + As a result, old .ini data may be partially lost (docking and tables information particularly). + Because some users have crafted and storing .ini data as a way to workaround limitations of the docking API, we are providing a '#define IMGUI_USE_LEGACY_CRC32_ADLER' compile-time option to keep using old CRC32 tables if you cannot afford invalidating old .ini data. + - 2024/11/06 (1.91.5) - commented/obsoleted out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before) + - io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). + - io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022). + - pre-1.87 backends are not supported: + - backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields. + - backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields. + - for more reference: + - read 1.87 and 1.88 part of this section or read Changelog for 1.87 and 1.88. + - read https://github.com/ocornut/imgui/issues/4921 + - if you have trouble updating a very old codebase using legacy backend-specific key codes: consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest. + - obsoleted ImGuiKey_COUNT (it is unusually error-prone/misleading since valid keys don't start at 0). probably use ImGuiKey_NamedKey_BEGIN/ImGuiKey_NamedKey_END? + - fonts: removed const qualifiers from most font functions in prevision for upcoming font improvements. + - 2024/10/18 (1.91.4) - renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor (for consistency with newly exposed and reworked features). Kept inline redirection enum (will obsolete). + - 2024/10/14 (1.91.4) - moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool. + moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool (note the inverted value!). + kept legacy names (will obsolete) + code that copies settings once the first time. Dynamically changing the old value won't work. Switch to using the new value! + - 2024/10/10 (1.91.4) - the typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641) + this removes the requirement to redefine it for backends which are e.g. storing descriptor sets or other 64-bits structures when building on 32-bits archs. It therefore simplify various building scripts/helpers. + you may have compile-time issues if you were casting to 'void*' instead of 'ImTextureID' when passing your types to functions taking ImTextureID values, e.g. ImGui::Image(). + in doubt it is almost always better to do an intermediate intptr_t cast, since it allows casting any pointer/integer type without warning: + - May warn: ImGui::Image((void*)MyTextureData, ...); + - May warn: ImGui::Image((void*)(intptr_t)MyTextureData, ...); + - Won't warn: ImGui::Image((ImTextureID)(intptr_t)MyTextureData), ...); + - note that you can always define ImTextureID to be your own high-level structures (with dedicated constructors) if you like. + - 2024/10/03 (1.91.3) - drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is a still special value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76) + - drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed). + although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76) + - 2024/09/10 (1.91.2) - internals: using multiple overlayed ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030) + it was one of the rare case where using same ID is legal. workarounds: (1) use single ButtonBehavior() call with multiple _MouseButton flags, or (2) surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() + - 2024/08/23 (1.91.1) - renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. kept inline redirection flag. + - 2024/08/22 (1.91.1) - moved some functions from ImGuiIO to ImGuiPlatformIO structure: + - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn + changed 'void* user_data' to 'ImGuiContext* ctx'. Pull your user data from platform_io.ClipboardUserData. + - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn + same as above line. + - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn (#7660) + - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn + - io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278) + - access those via GetPlatformIO() instead of GetIO(). + some were introduced very recently and often automatically setup by core library and backends, so for those we are exceptionally not maintaining a legacy redirection symbol. + - commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). As a reminder: + - old ImageButton() before 1.89 used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID) + - new ImageButton() since 1.89 requires an explicit 'const char* str_id' + - old ImageButton() before 1.89 had frame_padding' override argument. + - new ImageButton() since 1.89 always use style.FramePadding, which you can freely override with PushStyleVar()/PopStyleVar(). + - 2024/07/25 (1.91.0) - obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (see #7838 on GitHub for more info) + you should never need those functions. you can do everything with GetCursorScreenPos() and GetContentRegionAvail() in a more simple way. + - instead of: GetWindowContentRegionMax().x - GetCursorPos().x + - you can use: GetContentRegionAvail().x + - instead of: GetWindowContentRegionMax().x + GetWindowPos().x + - you can use: GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window + - instead of: GetContentRegionMax() + - you can use: GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates + - instead of: GetWindowContentRegionMax().x - GetWindowContentRegionMin().x + - you can use: GetContentRegionAvail() // when called from left edge of window + - 2024/07/15 (1.91.0) - renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups. (#1379, #1468, #2200, #4936, #5216, #7302, #7573) + (internals: also renamed ImGuiItemFlags_SelectableDontClosePopup into ImGuiItemFlags_AutoClosePopups with inverted behaviors) + - 2024/07/15 (1.91.0) - obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag(ImGuiItemFlags_ButtonRepeat, ...)/PopItemFlag(). + - 2024/07/02 (1.91.0) - commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456) + - commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456) + - ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc. + - 2024/07/02 (1.91.0) - IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness. + - old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - 2024/06/21 (1.90.9) - BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened); + - new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0); + - 2024/06/21 (1.90.9) - io: ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data, newly added ClearInputMouse() does. + - 2024/06/20 (1.90.9) - renamed ImGuiDragDropFlags_SourceAutoExpirePayload to ImGuiDragDropFlags_PayloadAutoExpire. + - 2024/06/18 (1.90.9) - style: renamed ImGuiCol_TabActive -> ImGuiCol_TabSelected, ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed, ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected. + - 2024/06/10 (1.90.9) - removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to ImGuiStoragePair (simpler for many languages). + - 2024/06/06 (1.90.8) - reordered ImGuiInputTextFlags values. This should not be breaking unless you are using generated headers that have values not matching the main library. + - 2024/06/06 (1.90.8) - removed 'ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft', was mostly unused and misleading. + - 2024/05/27 (1.90.7) - commented out obsolete symbols marked obsolete in 1.88 (May 2022): + - old: CaptureKeyboardFromApp(bool) + - new: SetNextFrameWantCaptureKeyboard(bool) + - old: CaptureMouseFromApp(bool) + - new: SetNextFrameWantCaptureMouse(bool) + - 2024/05/22 (1.90.7) - inputs (internals): renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more explicit and reduce confusion with the default it is a non-zero value and cannot be the default value (never made public, but disclosing as I expect a few users caught on owner-aware inputs). + - inputs (internals): renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest. + - inputs (internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order in function signatures: + - old: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + - new: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0); + - inputs (internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(): swapped last two parameters order in function signatures. + - old: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); + - old: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + for various reasons those changes makes sense. They are being made because making some of those API public. + only past users of imgui_internal.h with the extra parameters will be affected. Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL. + - 2024/05/21 (1.90.7) - docking: changed signature of DockSpaceOverViewport() to add explicit dockspace id if desired. pass 0 to use old behavior. (#7611) + - old: DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - new: DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys. + - it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps. + - removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456) + - 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions. + - 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282) + - old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise). + - new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values. + with the fix, IF you were successfully using TreeNode("")+SameLine(); you will now have extra spacing between your TreeNode and the following item. + You'll need to change the SameLine() call to SameLine(0,0) to remove this extraneous spacing. This seemed like the more sensible fix that's not making things less consistent. + (Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth). + - 2024/03/18 (1.90.5) - merged the radius_x/radius_y parameters in ImDrawList::AddEllipse(), AddEllipseFilled() and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those functions were added in 1.90, we are not adding inline redirection functions. The transition is easy and should affect few users. (#2743, #7417) + - 2024/03/08 (1.90.5) - inputs: more formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. It has been unnecessary and a no-op since 1.87 (it returns the same value as passed when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. + - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges. + - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls. + - 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80. + - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete). + - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete). + those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features. + - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work. + - old: BeginChild("Name", size, true) + - new: BeginChild("Name", size, ImGuiChildFlags_Border) + - old: BeginChild("Name", size, false) + - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None) + **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'** + - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding); + - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0); + - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user). + - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631) + - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete). + - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...) + - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...); + - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions: + - GetWindowContentRegionWidth() -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful. + - ImDrawCornerFlags_XXX -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources. + - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry! + - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878) + - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15). + - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete). + - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior. + - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610) + - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage. + - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3. + - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago: + - ListBoxHeader() -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference) + - ListBoxFooter() -> use EndListBox() + - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin(). + - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices(). + - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago: + - ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp + - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite + - ImDrawList::AddBezierCurve() -> use ImDrawList::AddBezierCubic() + - ImDrawList::PathBezierCurveTo() -> use ImDrawList::PathBezierCubicCurveTo() + - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete). + - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner. + - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h. + Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA, + it has been frequently requested by people to use our own. We had an opt-in define which was + previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164) + - OK: #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h" + - Error: #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h" + - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3. + - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79. + - 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details. + - 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete). + - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl + - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift + - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt + - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super + the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends. + the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions. + exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway. + - 2022/09/20 (1.89) - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. + this will require uses of legacy backend-dependent indices to be casted, e.g. + - with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A); + - with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A') + - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now! + - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr); + - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020): + - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags) + - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. + this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item. + - previously this would make the window content size ~200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - instead, please submit an item: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + - alternative: + Begin(...) + Dummy(ImVec2(200,200)) + End(); + - content size is now only extended when submitting an item! + - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert. + - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it. + - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete). + - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter. + - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values. + - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer. + - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier. + - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this. + - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes). + - Official backends from 1.87+ -> no issue. + - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating! + - Custom backends not writing to io.NavInputs[] -> no issue. + - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing! + - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[]. + - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete). + - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary. + - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO. + - 2022/01/20 (1.87) - inputs: reworded gamepad IO. + - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. + - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). + - 2022/01/17 (1.87) - inputs: reworked mouse IO. + - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() + - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() + - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() + - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] + note: for all calls to IO new functions, the Dear ImGui context should be bound/current. + read https://github.com/ocornut/imgui/issues/4921 for details. + - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(), ImGui::IsKeyDown(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. + - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes). + - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.* + - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. + - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. + - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. + - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) + - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() + - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x + - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); + - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect + - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex + - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings + - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. + - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. + - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): + - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() + - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder + - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). + - if you are using official backends from the source tree: you have nothing to do. + - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). + - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. + - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft + - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight + - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc. + flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. + breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": + - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) + - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) + - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) + - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. + this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. + the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. + legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). + - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): + - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() + - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing. + - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. + - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. + - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed. + - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete). + - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete). + - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete). + - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. + - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. + - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018): + - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). + - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg + - ImGuiInputTextCallback -> use ImGuiTextEditCallback + - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData + - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete). + - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added! + - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API. + - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures + - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018): + - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend + - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow) + - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT + - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT + - removed redirecting functions names that were marked obsolete in 1.61 (May 2018): + - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision. + - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter. + - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). + - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). + - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. + - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. + - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. + - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now! + - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). + replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). + worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions: + - if you omitted the 'power' parameter (likely!), you are not affected. + - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. + - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. + see https://github.com/ocornut/imgui/issues/3361 for all details. + kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. + for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. + - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. + - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79] + - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017. + - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular(). + - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more. + - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead. + - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. + - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): + - ShowTestWindow() -> use ShowDemoWindow() + - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) + - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() + - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg + - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding + - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap + - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS + - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API. + - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). + - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. + - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): + - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed + - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) + - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() + - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) + - ImFont::Glyph -> use ImFontGlyph + - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. + - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). + - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. + - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). + - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). + - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! + - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). + - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). + - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. + - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. + - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. + - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). + - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. + If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. + - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) + - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. + - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). + - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). + - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). + - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. + - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. + - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. + - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). + - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). + old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports. + when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. + - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. + - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. + - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. + If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. + - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", + consistent with other functions. Kept redirection functions (will obsolete). + - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. + - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch). + - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. + - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. + - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. + - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. + - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. + - 2018/02/07 (1.60) - reorganized context handling to be more explicit, + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. + - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. + - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. + - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. + - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). + - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags + - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. + - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. + - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). + - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). + - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). + - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). + - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). + - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. + - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. + - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. + - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. + - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. + - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); + - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. + - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. + - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. + removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] + - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! + - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). + - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). + - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). + - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". + - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! + - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). + - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). + - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. + - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. + - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). + - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). + - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. + - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. + - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))' + - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse + - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. + - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild(). + - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. + - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. + - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal. + - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } + If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. + - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). + - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. + - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). + - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337). + - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) + - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). + - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. + - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you. + - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. + - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. + - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position. + GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. + GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! + - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize + - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. + - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason + - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure. + you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. + - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + this necessary change will break your rendering function! the fix should be very easy. sorry for that :( + - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. + - the signature of the io.RenderDrawListsFn handler has changed! + old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). + parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' + ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. + ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. + - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. + - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! + - 2015/07/10 (1.43) - changed SameLine() parameters from int to float. + - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). + - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. + - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry! + - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). + - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). + - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. + - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened. + - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). + - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50. + - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API + - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. + - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. + - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50. + - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing + - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50. + - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing) + - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50. + - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once. + - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now. + - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior + - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing() + - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) + - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. + - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. + - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. + - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); + you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. + - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID() + - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) + - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets + - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) + - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) + - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility + - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered() + - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly) + - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity) + - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale() + - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn + - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically) + - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite + - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes + + + FREQUENTLY ASKED QUESTIONS (FAQ) + ================================ + + Read all answers online: + https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url) + Read all answers locally (with a text editor or ideally a Markdown viewer): + docs/FAQ.md + Some answers are copied down here to facilitate searching in code. + + Q&A: Basics + =========== + + Q: Where is the documentation? + A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++. + - Run the examples/ applications and explore them. + - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the + examples/ folder to explain how to integrate Dear ImGui with your own engine/application. + - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. + - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. + - Your programming IDE is your friend, find the type or function declaration to find comments + associated with it. + + Q: What is this library called? + Q: Which version should I get? + >> This library is called "Dear ImGui", please don't call it "ImGui" :) + >> See https://www.dearimgui.com/faq for details. + + Q&A: Integration + ================ + + Q: How to get started? + A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. + + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? + A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this. + + Q. How can I enable keyboard or gamepad controls? + Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display) + Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... + Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... + >> See https://www.dearimgui.com/faq + + Q&A: Usage + ---------- + + Q: About the ID Stack system.. + - Why is my widget not reacting when I click on it? + - How can I have widgets with an empty label? + - How can I have multiple widgets with the same label? + - How can I have multiple windows with the same label? + Q: How can I display an image? What is ImTextureID, how does it work? + Q: How can I use my own math types instead of ImVec2? + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + Q: How can I display custom shapes? (using low-level ImDrawList API) + >> See https://www.dearimgui.com/faq + + Q&A: Fonts, Text + ================ + + Q: How should I handle DPI in my application? + Q: How can I load a different font than the default? + Q: How can I easily use icons in my application? + Q: How can I load multiple fonts? + Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? + >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md + + Q&A: Concerns + ============= + + Q: Who uses Dear ImGui? + Q: Can you create elaborate/serious tools with Dear ImGui? + Q: Can you reskin the look of Dear ImGui? + Q: Why using C++ (as opposed to C)? + >> See https://www.dearimgui.com/faq + + Q&A: Community + ============== + + Q: How can I help? + A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui! + We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. + This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project. + >>> See https://github.com/ocornut/imgui/wiki/Funding + - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. + - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help! + - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. + You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers. + But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately). + +*/ + +//------------------------------------------------------------------------- +// [SECTION] INCLUDES +//------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // vsnprintf, sscanf, printf +#include // intptr_t + +// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled +#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif + +// [Windows] OS specific includes (optional) +#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && defined(IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_FUNCTIONS +#endif +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#ifndef NOMINMAX +#define NOMINMAX +#endif +#ifndef __MINGW32__ +#include // _wfopen, OpenClipboard +#else +#include +#endif +#if defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) +// The UWP and GDK Win32 API subsets don't support clipboard nor IME functions +#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif + +// [Apple] OS specific includes +#if defined(__APPLE__) +#include +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +// Debug options +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Hold CTRL to display for all candidates. CTRL+Arrow to change last direction. +#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window + +// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. +static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in +static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear + +static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut. + +// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) +static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). +static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. + +// Tooltip offset +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_MOUSE = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_TOUCH = ImVec2(0, -20); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_PIVOT_TOUCH = ImVec2(0.5f, 1.0f); // Multiplied by g.Style.MouseCursorScale + +// Docking +static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. + +//------------------------------------------------------------------------- +// [SECTION] FORWARD DECLARATIONS +//------------------------------------------------------------------------- + +static void SetCurrentWindow(ImGuiWindow* window); +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); + +// Settings +static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); +static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); + +// Platform Dependents default implementation for ImGuiPlatformIO functions +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx); +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text); +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext* ctx, const char* path); + +namespace ImGui +{ +// Item +static void ItemHandleShortcut(ImGuiID id); + +// Window Focus +static int FindWindowFocusIndex(ImGuiWindow* window); +static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags); + +// Navigation +static void NavUpdate(); +static void NavUpdateWindowing(); +static void NavUpdateWindowingOverlay(); +static void NavUpdateCancelRequest(); +static void NavUpdateCreateMoveRequest(); +static void NavUpdateCreateTabbingRequest(); +static float NavUpdatePageUpPageDown(); +static inline void NavUpdateAnyRequestFlag(); +static void NavUpdateCreateWrappingRequest(); +static void NavEndFrame(); +static bool NavScoreItem(ImGuiNavItemData* result); +static void NavApplyItemToResult(ImGuiNavItemData* result); +static void NavProcessItem(); +static void NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags); +static ImGuiInputSource NavCalcPreferredRefPosSource(); +static ImVec2 NavCalcPreferredRefPos(); +static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); +static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static void NavRestoreLayer(ImGuiNavLayer layer); + +// Error Checking and Debug Tools +static void ErrorCheckNewFrameSanityChecks(); +static void ErrorCheckEndFrameSanityChecks(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static void UpdateDebugToolItemPicker(); +static void UpdateDebugToolStackQueries(); +static void UpdateDebugToolFlashStyleColor(); +#endif + +// Inputs +static void UpdateKeyboardInputs(); +static void UpdateMouseInputs(); +static void UpdateMouseWheel(); +static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt); + +// Misc +static void UpdateSettings(); +static int UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); +static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); +static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); +static void RenderDimmedBackgrounds(); +static void SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect); + +// Viewports +const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. +static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); +static void DestroyViewport(ImGuiViewportP* viewport); +static void UpdateViewportsNewFrame(); +static void UpdateViewportsEndFrame(); +static void WindowSelectViewport(ImGuiWindow* window); +static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack); +static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); +static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); +static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); +static int FindPlatformMonitorForPos(const ImVec2& pos); +static int FindPlatformMonitorForRect(const ImRect& r); +static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); + +} + +//----------------------------------------------------------------------------- +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +//----------------------------------------------------------------------------- + +// DLL users: +// - Heaps and globals are not shared across DLL boundaries! +// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from. +// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL). +// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in). + +// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. +// - ImGui::CreateContext() will automatically set this pointer if it is NULL. +// Change to a different context by calling ImGui::SetCurrentContext(). +// - Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts: +// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace. +// - DLL users: read comments above. +#ifndef GImGui +ImGuiContext* GImGui = NULL; +#endif + +// Memory Allocator functions. Use SetAllocatorFunctions() to change them. +// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - DLL users: read comments above. +#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } +#else +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } +#endif +static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; +static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; +static void* GImAllocatorUserData = NULL; + +//----------------------------------------------------------------------------- +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) +//----------------------------------------------------------------------------- + +ImGuiStyle::ImGuiStyle() +{ + Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. + DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + WindowPadding = ImVec2(8,8); // Padding within a window + WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowMinSize = ImVec2(32,32); // Minimum window size + WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition = ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows + ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. + PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows + PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. + FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) + FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). + FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. + ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines + ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + CellPadding = ImVec2(4,2); // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar + GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize = 0.0f; // Thickness of border around tabs. + TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + TabBarOverlineSize = 2.0f; // Thickness of tab-bar overline, which highlights the selected tab-bar. + TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees). + TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + SeparatorTextBorderSize = 3.0f; // Thickness of border in SeparatorText() + SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + DockingSeparatorSize = 2.0f; // Thickness of resizing border between docked windows + MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). + CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Behaviors + HoverStationaryDelay = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + HoverDelayShort = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + // Default theme + ImGui::StyleColorsDark(this); +} + +// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. +// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. +void ImGuiStyle::ScaleAllSizes(float scale_factor) +{ + WindowPadding = ImTrunc(WindowPadding * scale_factor); + WindowRounding = ImTrunc(WindowRounding * scale_factor); + WindowMinSize = ImTrunc(WindowMinSize * scale_factor); + ChildRounding = ImTrunc(ChildRounding * scale_factor); + PopupRounding = ImTrunc(PopupRounding * scale_factor); + FramePadding = ImTrunc(FramePadding * scale_factor); + FrameRounding = ImTrunc(FrameRounding * scale_factor); + ItemSpacing = ImTrunc(ItemSpacing * scale_factor); + ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor); + CellPadding = ImTrunc(CellPadding * scale_factor); + TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor); + IndentSpacing = ImTrunc(IndentSpacing * scale_factor); + ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor); + ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor); + ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor); + GrabMinSize = ImTrunc(GrabMinSize * scale_factor); + GrabRounding = ImTrunc(GrabRounding * scale_factor); + LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor); + TabRounding = ImTrunc(TabRounding * scale_factor); + TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; + TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor); + SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor); + DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor); + DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor); + DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor); +} + +ImGuiIO::ImGuiIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); + + // Settings + ConfigFlags = ImGuiConfigFlags_None; + BackendFlags = ImGuiBackendFlags_None; + DisplaySize = ImVec2(-1.0f, -1.0f); + DeltaTime = 1.0f / 60.0f; + IniSavingRate = 5.0f; + IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). + LogFilename = "imgui_log.txt"; + UserData = NULL; + + Fonts = NULL; + FontGlobalScale = 1.0f; + FontDefault = NULL; + FontAllowUserScaling = false; + DisplayFramebufferScale = ImVec2(1.0f, 1.0f); + + // Keyboard/Gamepad Navigation options + ConfigNavSwapGamepadButtons = false; + ConfigNavMoveSetMousePos = false; + ConfigNavCaptureKeyboard = true; + ConfigNavEscapeClearFocusItem = true; + ConfigNavEscapeClearFocusWindow = false; + ConfigNavCursorVisibleAuto = true; + ConfigNavCursorVisibleAlways = false; + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + ConfigDockingNoSplit = false; + ConfigDockingWithShift = false; + ConfigDockingAlwaysTabBar = false; + ConfigDockingTransparentPayload = false; + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + ConfigViewportsNoAutoMerge = false; + ConfigViewportsNoTaskBarIcon = false; + ConfigViewportsNoDecoration = true; + ConfigViewportsNoDefaultParent = false; + + // Miscellaneous options + MouseDrawCursor = false; +#ifdef __APPLE__ + ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag +#else + ConfigMacOSXBehaviors = false; +#endif + ConfigInputTrickleEventQueue = true; + ConfigInputTextCursorBlink = true; + ConfigInputTextEnterKeepActive = false; + ConfigDragClickToInputText = false; + ConfigWindowsResizeFromEdges = true; + ConfigWindowsMoveFromTitleBarOnly = false; + ConfigWindowsCopyContentsWithCtrlC = false; + ConfigScrollbarScrollByPage = true; + ConfigMemoryCompactTimer = 60.0f; + ConfigDebugIsDebuggerPresent = false; + ConfigDebugHighlightIdConflicts = true; + ConfigDebugBeginReturnValueOnce = false; + ConfigDebugBeginReturnValueLoop = false; + + ConfigErrorRecovery = true; + ConfigErrorRecoveryEnableAssert = true; + ConfigErrorRecoveryEnableDebugLog = true; + ConfigErrorRecoveryEnableTooltip = true; + + // Inputs Behaviors + MouseDoubleClickTime = 0.30f; + MouseDoubleClickMaxDist = 6.0f; + MouseDragThreshold = 6.0f; + KeyRepeatDelay = 0.275f; + KeyRepeatRate = 0.050f; + + // Platform Functions + // Note: Initialize() will setup default clipboard/ime handlers. + BackendPlatformName = BackendRendererName = NULL; + BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; + + // Input (NB: we already have memset zero the entire structure!) + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); + MouseSource = ImGuiMouseSource_Mouse; + for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } + AppAcceptingEvents = true; +} + +// Pass in translated ASCII characters for text input. +// - with glfw you can get those from the callback set in glfwSetCharCallback() +// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API +void ImGuiIO::AddInputCharacter(unsigned int c) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (c == 0 || !AppAcceptingEvents) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Text; + e.Source = ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Text.Char = c; + g.InputEventsQueue.push_back(e); +} + +// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so +// we should save the high surrogate. +void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) +{ + if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents) + return; + + if ((c & 0xFC00) == 0xD800) // High surrogate, must save + { + if (InputQueueSurrogate != 0) + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + InputQueueSurrogate = c; + return; + } + + ImWchar cp = c; + if (InputQueueSurrogate != 0) + { + if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + { + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + } + else + { +#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF + cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar +#else + cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); +#endif + } + + InputQueueSurrogate = 0; + } + AddInputCharacter((unsigned)cp); +} + +void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) +{ + if (!AppAcceptingEvents) + return; + while (*utf8_chars != 0) + { + unsigned int c = 0; + utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + AddInputCharacter(c); + } +} + +// Clear all incoming events. +void ImGuiIO::ClearEventsQueue() +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsQueue.clear(); +} + +// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. +void ImGuiIO::ClearInputKeys() +{ + ImGuiContext& g = *Ctx; + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) + { + if (ImGui::IsMouseKey((ImGuiKey)key)) + continue; + ImGuiKeyData* key_data = &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; + } + KeyCtrl = KeyShift = KeyAlt = KeySuper = false; + KeyMods = ImGuiMod_None; + InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters(). +} + +void ImGuiIO::ClearInputMouse() +{ + for (ImGuiKey key = ImGuiKey_Mouse_BEGIN; key < ImGuiKey_Mouse_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; + } + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++) + { + MouseDown[n] = false; + MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f; + } + MouseWheel = MouseWheelH = 0.0f; +} + +// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue. +// Current frame character buffer is now also cleared by ClearInputKeys(). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +void ImGuiIO::ClearInputCharacters() +{ + InputQueueCharacters.resize(0); +} +#endif + +static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1) +{ + ImGuiContext& g = *ctx; + for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--) + { + ImGuiInputEvent* e = &g.InputEventsQueue[n]; + if (e->Type != type) + continue; + if (type == ImGuiInputEventType_Key && e->Key.Key != arg) + continue; + if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg) + continue; + return e; + } + return NULL; +} + +// Queue a new key down/up event. +// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) +// - bool down: Is the key down? use false to signify a key release. +// - float analog_value: 0.0f..1.0f +// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE. +// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT. +void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) +{ + //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } + IM_ASSERT(Ctx != NULL); + if (key == ImGuiKey_None || !AppAcceptingEvents) + return; + ImGuiContext& g = *Ctx; + IM_ASSERT(ImGui::IsNamedKeyOrMod(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. + IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. + + // MacOS: swap Cmd(Super) and Ctrl + if (g.IO.ConfigMacOSXBehaviors) + { + if (key == ImGuiMod_Super) { key = ImGuiMod_Ctrl; } + else if (key == ImGuiMod_Ctrl) { key = ImGuiMod_Super; } + else if (key == ImGuiKey_LeftSuper) { key = ImGuiKey_LeftCtrl; } + else if (key == ImGuiKey_RightSuper){ key = ImGuiKey_RightCtrl; } + else if (key == ImGuiKey_LeftCtrl) { key = ImGuiKey_LeftSuper; } + else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; } + } + + // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed) + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key); + const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key); + const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down; + const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue; + if (latest_key_down == down && latest_key_analog == analog_value) + return; + + // Add event + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Key; + e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Key.Key = key; + e.Key.Down = down; + e.Key.AnalogValue = analog_value; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) +{ + if (!AppAcceptingEvents) + return; + AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f); +} + +// [Optional] Call after AddKeyEvent(). +// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices. +// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this. +void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index) +{ + if (key == ImGuiKey_None) + return; + IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 + IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511 + IM_UNUSED(key); // Yet unused + IM_UNUSED(native_keycode); // Yet unused + IM_UNUSED(native_scancode); // Yet unused + IM_UNUSED(native_legacy_index); // Yet unused +} + +// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. +void ImGuiIO::SetAppAcceptingEvents(bool accepting_events) +{ + AppAcceptingEvents = accepting_events; +} + +// Queue a mouse move event +void ImGuiIO::AddMousePosEvent(float x, float y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (!AppAcceptingEvents) + return; + + // Apply same flooring as UpdateMouseInputs() + ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y); + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos); + const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos; + if (latest_pos.x == pos.x && latest_pos.y == pos.y) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MousePos; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MousePos.PosX = pos.x; + e.MousePos.PosY = pos.y; + e.MousePos.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + if (!AppAcceptingEvents) + return; + + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button. + if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick) + { + // Order of both statements matterns: this event will still release mouse button 1 + mouse_button = 1; + if (!down) + MouseCtrlLeftAsRightClick = false; + } + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button); + const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button]; + if (latest_button_down == down) + return; + + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click. + // - Note that this is actual physical Ctrl which is ImGuiMod_Super for us. + // - At this point we want from !down to down, so this is handling the initial press. + if (ConfigMacOSXBehaviors && mouse_button == 0 && down) + { + const ImGuiInputEvent* latest_super_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)ImGuiMod_Super); + if (latest_super_event ? latest_super_event->Key.Down : g.IO.KeySuper) + { + IMGUI_DEBUG_LOG_IO("[io] Super+Left Click aliased into Right Click\n"); + MouseCtrlLeftAsRightClick = true; + AddMouseButtonEvent(1, true); // This is just quicker to write that passing through, as we need to filter duplicate again. + return; + } + } + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseButton; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseButton.Button = mouse_button; + e.MouseButton.Down = down; + e.MouseButton.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// Queue a mouse wheel event (some mouse/API may only have a Y component) +void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate (unlike most events, wheel values are relative and easy to filter) + if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseWheel; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseWheel.WheelX = wheel_x; + e.MouseWheel.WheelY = wheel_y; + e.MouseWheel.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// This is not a real event, the data is latched in order to be stored in actual Mouse events. +// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes. +void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsNextMouseSource = source; +} + +void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport); + if (!AppAcceptingEvents) + return; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport); + const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport; + if (latest_viewport_id == viewport_id) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseViewport; + e.Source = ImGuiInputSource_Mouse; + e.MouseViewport.HoveredViewportID = viewport_id; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddFocusEvent(bool focused) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus); + const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost; + if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Focus; + e.EventId = g.InputEventsNextEventId++; + e.AppFocused.Focused = focused; + g.InputEventsQueue.push_back(e); +} + +ImGuiPlatformIO::ImGuiPlatformIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + Platform_LocaleDecimalPoint = '.'; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +//----------------------------------------------------------------------------- + +ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) +{ + IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau() + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + { + ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + return p_closest; +} + +// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp +static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); + float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + ImVec2 p_current(x4, y4); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + else if (level < 10) + { + float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; + float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; + float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; + float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; + float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; + float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol +// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically. +ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) +{ + IM_ASSERT(tess_tol > 0.0f); + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); + return p_closest; +} + +ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) +{ + ImVec2 ap = p - a; + ImVec2 ab_dir = b - a; + float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; + if (dot < 0.0f) + return a; + float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; + if (dot > ab_len_sqr) + return b; + return a + ab_dir * dot / ab_len_sqr; +} + +bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; + bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; + bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; + return ((b1 == b2) && (b2 == b3)); +} + +void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) +{ + ImVec2 v0 = b - a; + ImVec2 v1 = c - a; + ImVec2 v2 = p - a; + const float denom = v0.x * v1.y - v1.x * v0.y; + out_v = (v2.x * v1.y - v1.x * v2.y) / denom; + out_w = (v0.x * v2.y - v2.x * v0.y) / denom; + out_u = 1.0f - out_v - out_w; +} + +ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + ImVec2 proj_ab = ImLineClosestPoint(a, b, p); + ImVec2 proj_bc = ImLineClosestPoint(b, c, p); + ImVec2 proj_ca = ImLineClosestPoint(c, a, p); + float dist2_ab = ImLengthSqr(p - proj_ab); + float dist2_bc = ImLengthSqr(p - proj_bc); + float dist2_ca = ImLengthSqr(p - proj_ca); + float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); + if (m == dist2_ab) + return proj_ab; + if (m == dist2_bc) + return proj_bc; + return proj_ca; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +//----------------------------------------------------------------------------- + +// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. +int ImStricmp(const char* str1, const char* str2) +{ + int d; + while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; } + return d; +} + +int ImStrnicmp(const char* str1, const char* str2, size_t count) +{ + int d = 0; + while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; } + return d; +} + +void ImStrncpy(char* dst, const char* src, size_t count) +{ + if (count < 1) + return; + if (count > 1) + strncpy(dst, src, count - 1); + dst[count - 1] = 0; +} + +char* ImStrdup(const char* str) +{ + size_t len = strlen(str); + void* buf = IM_ALLOC(len + 1); + return (char*)memcpy(buf, (const void*)str, len + 1); +} + +char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) +{ + size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; + size_t src_size = strlen(src) + 1; + if (dst_buf_size < src_size) + { + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); + if (p_dst_size) + *p_dst_size = src_size; + } + return (char*)memcpy(dst, (const void*)src, src_size); +} + +const char* ImStrchrRange(const char* str, const char* str_end, char c) +{ + const char* p = (const char*)memchr(str, (int)c, str_end - str); + return p; +} + +int ImStrlenW(const ImWchar* str) +{ + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit + int n = 0; + while (*str++) n++; + return n; +} + +// Find end-of-line. Return pointer will point to either first \n, either str_end. +const char* ImStreolRange(const char* str, const char* str_end) +{ + const char* p = (const char*)memchr(str, '\n', str_end - str); + return p ? p : str_end; +} + +const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find beginning-of-line +{ + while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') + buf_mid_line--; + return buf_mid_line; +} + +const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) +{ + if (!needle_end) + needle_end = needle + strlen(needle); + + const char un0 = (char)ImToUpper(*needle); + while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) + { + if (ImToUpper(*haystack) == un0) + { + const char* b = needle + 1; + for (const char* a = haystack + 1; b < needle_end; a++, b++) + if (ImToUpper(*a) != ImToUpper(*b)) + break; + if (b == needle_end) + return haystack; + } + haystack++; + } + return NULL; +} + +// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. +void ImStrTrimBlanks(char* buf) +{ + char* p = buf; + while (p[0] == ' ' || p[0] == '\t') // Leading blanks + p++; + char* p_start = p; + while (*p != 0) // Find end of string + p++; + while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks + p--; + if (p_start != buf) // Copy memory if we had leading blanks + memmove(buf, p_start, p - p_start); + buf[p - p_start] = 0; // Zero terminate +} + +const char* ImStrSkipBlank(const char* str) +{ + while (str[0] == ' ' || str[0] == '\t') + str++; + return str; +} + +// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). +// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. +// B) When buf==NULL vsnprintf() will return the output size. +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h) +// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are +// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) +#ifdef IMGUI_USE_STB_SPRINTF +#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION +#define STB_SPRINTF_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_SPRINTF_FILENAME +#include IMGUI_STB_SPRINTF_FILENAME +#else +#include "stb_sprintf.h" +#endif +#endif // #ifdef IMGUI_USE_STB_SPRINTF + +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + va_end(args); + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} + +int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) +{ +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} +#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args); + va_end(args); +} + +// FIXME: Should rework API toward allowing multiple in-flight temp buffers (easier and safer for caller) +// by making the caller acquire a temp buffer token, with either explicit or destructor release, e.g. +// ImGuiTempBufferToken token; +// ImFormatStringToTempBuffer(token, ...); +void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + { + const char* buf = va_arg(args, const char*); // Skip formatting when using "%s" + if (buf == NULL) + buf = "(null)"; + *out_buf = buf; + if (out_buf_end) { *out_buf_end = buf + strlen(buf); } + } + else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0) + { + int buf_len = va_arg(args, int); // Skip formatting when using "%.*s" + const char* buf = va_arg(args, const char*); + if (buf == NULL) + { + buf = "(null)"; + buf_len = ImMin(buf_len, 6); + } + *out_buf = buf; + *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it. + } + else + { + int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args); + *out_buf = g.TempBuffer.Data; + if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; } + } +} + +#ifndef IMGUI_ENABLE_SSE4_2_CRC +// CRC32 needs a 1KB lookup table (not cache friendly) +// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: +// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. +static const ImU32 GCrc32LookupTable[256] = +{ +#ifdef IMGUI_USE_LEGACY_CRC32_ADLER + // Legacy CRC32-adler table used pre 1.91.6 (before 2024/11/27). Only use if you cannot afford invalidating old .ini data. + 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, + 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, + 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, + 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, + 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, + 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, + 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, + 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, + 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, + 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, + 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, + 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, + 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, + 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, + 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, + 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, +#else + // CRC32c table compatible with SSE 4.2 instructions + 0x00000000,0xF26B8303,0xE13B70F7,0x1350F3F4,0xC79A971F,0x35F1141C,0x26A1E7E8,0xD4CA64EB,0x8AD958CF,0x78B2DBCC,0x6BE22838,0x9989AB3B,0x4D43CFD0,0xBF284CD3,0xAC78BF27,0x5E133C24, + 0x105EC76F,0xE235446C,0xF165B798,0x030E349B,0xD7C45070,0x25AFD373,0x36FF2087,0xC494A384,0x9A879FA0,0x68EC1CA3,0x7BBCEF57,0x89D76C54,0x5D1D08BF,0xAF768BBC,0xBC267848,0x4E4DFB4B, + 0x20BD8EDE,0xD2D60DDD,0xC186FE29,0x33ED7D2A,0xE72719C1,0x154C9AC2,0x061C6936,0xF477EA35,0xAA64D611,0x580F5512,0x4B5FA6E6,0xB93425E5,0x6DFE410E,0x9F95C20D,0x8CC531F9,0x7EAEB2FA, + 0x30E349B1,0xC288CAB2,0xD1D83946,0x23B3BA45,0xF779DEAE,0x05125DAD,0x1642AE59,0xE4292D5A,0xBA3A117E,0x4851927D,0x5B016189,0xA96AE28A,0x7DA08661,0x8FCB0562,0x9C9BF696,0x6EF07595, + 0x417B1DBC,0xB3109EBF,0xA0406D4B,0x522BEE48,0x86E18AA3,0x748A09A0,0x67DAFA54,0x95B17957,0xCBA24573,0x39C9C670,0x2A993584,0xD8F2B687,0x0C38D26C,0xFE53516F,0xED03A29B,0x1F682198, + 0x5125DAD3,0xA34E59D0,0xB01EAA24,0x42752927,0x96BF4DCC,0x64D4CECF,0x77843D3B,0x85EFBE38,0xDBFC821C,0x2997011F,0x3AC7F2EB,0xC8AC71E8,0x1C661503,0xEE0D9600,0xFD5D65F4,0x0F36E6F7, + 0x61C69362,0x93AD1061,0x80FDE395,0x72966096,0xA65C047D,0x5437877E,0x4767748A,0xB50CF789,0xEB1FCBAD,0x197448AE,0x0A24BB5A,0xF84F3859,0x2C855CB2,0xDEEEDFB1,0xCDBE2C45,0x3FD5AF46, + 0x7198540D,0x83F3D70E,0x90A324FA,0x62C8A7F9,0xB602C312,0x44694011,0x5739B3E5,0xA55230E6,0xFB410CC2,0x092A8FC1,0x1A7A7C35,0xE811FF36,0x3CDB9BDD,0xCEB018DE,0xDDE0EB2A,0x2F8B6829, + 0x82F63B78,0x709DB87B,0x63CD4B8F,0x91A6C88C,0x456CAC67,0xB7072F64,0xA457DC90,0x563C5F93,0x082F63B7,0xFA44E0B4,0xE9141340,0x1B7F9043,0xCFB5F4A8,0x3DDE77AB,0x2E8E845F,0xDCE5075C, + 0x92A8FC17,0x60C37F14,0x73938CE0,0x81F80FE3,0x55326B08,0xA759E80B,0xB4091BFF,0x466298FC,0x1871A4D8,0xEA1A27DB,0xF94AD42F,0x0B21572C,0xDFEB33C7,0x2D80B0C4,0x3ED04330,0xCCBBC033, + 0xA24BB5A6,0x502036A5,0x4370C551,0xB11B4652,0x65D122B9,0x97BAA1BA,0x84EA524E,0x7681D14D,0x2892ED69,0xDAF96E6A,0xC9A99D9E,0x3BC21E9D,0xEF087A76,0x1D63F975,0x0E330A81,0xFC588982, + 0xB21572C9,0x407EF1CA,0x532E023E,0xA145813D,0x758FE5D6,0x87E466D5,0x94B49521,0x66DF1622,0x38CC2A06,0xCAA7A905,0xD9F75AF1,0x2B9CD9F2,0xFF56BD19,0x0D3D3E1A,0x1E6DCDEE,0xEC064EED, + 0xC38D26C4,0x31E6A5C7,0x22B65633,0xD0DDD530,0x0417B1DB,0xF67C32D8,0xE52CC12C,0x1747422F,0x49547E0B,0xBB3FFD08,0xA86F0EFC,0x5A048DFF,0x8ECEE914,0x7CA56A17,0x6FF599E3,0x9D9E1AE0, + 0xD3D3E1AB,0x21B862A8,0x32E8915C,0xC083125F,0x144976B4,0xE622F5B7,0xF5720643,0x07198540,0x590AB964,0xAB613A67,0xB831C993,0x4A5A4A90,0x9E902E7B,0x6CFBAD78,0x7FAB5E8C,0x8DC0DD8F, + 0xE330A81A,0x115B2B19,0x020BD8ED,0xF0605BEE,0x24AA3F05,0xD6C1BC06,0xC5914FF2,0x37FACCF1,0x69E9F0D5,0x9B8273D6,0x88D28022,0x7AB90321,0xAE7367CA,0x5C18E4C9,0x4F48173D,0xBD23943E, + 0xF36E6F75,0x0105EC76,0x12551F82,0xE03E9C81,0x34F4F86A,0xC69F7B69,0xD5CF889D,0x27A40B9E,0x79B737BA,0x8BDCB4B9,0x988C474D,0x6AE7C44E,0xBE2DA0A5,0x4C4623A6,0x5F16D052,0xAD7D5351 +#endif +}; +#endif + +// Known size hash +// It is ok to call ImHashData on a string with known length but the ### operator won't be supported. +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed) +{ + ImU32 crc = ~seed; + const unsigned char* data = (const unsigned char*)data_p; + const unsigned char *data_end = (const unsigned char*)data_p + data_size; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + const ImU32* crc32_lut = GCrc32LookupTable; + while (data < data_end) + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; + return ~crc; +#else + while (data + 4 <= data_end) + { + crc = _mm_crc32_u32(crc, *(ImU32*)data); + data += 4; + } + while (data < data_end) + crc = _mm_crc32_u8(crc, *data++); + return ~crc; +#endif +} + +// Zero-terminated string hash, with support for ### to reset back to seed value +// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. +// Because this syntax is rarely used we are optimizing for the common case. +// - If we reach ### in the string we discard the hash so far and reset to the seed. +// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) +{ + seed = ~seed; + ImU32 crc = seed; + const unsigned char* data = (const unsigned char*)data_p; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + const ImU32* crc32_lut = GCrc32LookupTable; +#endif + if (data_size != 0) + { + while (data_size-- != 0) + { + unsigned char c = *data++; + if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') + crc = seed; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif + } + } + else + { + while (unsigned char c = *data++) + { + if (c == '#' && data[0] == '#' && data[1] == '#') + crc = seed; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif + } + } + return ~crc; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (File functions) +//----------------------------------------------------------------------------- + +// Default file functions +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +ImFileHandle ImFileOpen(const char* filename, const char* mode) +{ +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (defined(__MINGW32__) || (!defined(__CYGWIN__) && !defined(__GNUC__))) + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. + // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! + const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); + const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); + + // Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator. + // We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314). + wchar_t local_temp_stack[FILENAME_MAX]; + ImVector local_temp_heap; + if (filename_wsize + mode_wsize > IM_ARRAYSIZE(local_temp_stack)) + local_temp_heap.resize(filename_wsize + mode_wsize); + wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack; + wchar_t* mode_wbuf = filename_wbuf + filename_wsize; + ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize); + return ::_wfopen(filename_wbuf, mode_wbuf); +#else + return fopen(filename, mode); +#endif +} + +// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way. +bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; } +ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; } +ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); } +ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); } +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +// Helper: Load file content into memory +// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() +// This can't really be used with "rt" because fseek size won't match read size. +void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) +{ + IM_ASSERT(filename && mode); + if (out_file_size) + *out_file_size = 0; + + ImFileHandle f; + if ((f = ImFileOpen(filename, mode)) == NULL) + return NULL; + + size_t file_size = (size_t)ImFileGetSize(f); + if (file_size == (size_t)-1) + { + ImFileClose(f); + return NULL; + } + + void* file_data = IM_ALLOC(file_size + padding_bytes); + if (file_data == NULL) + { + ImFileClose(f); + return NULL; + } + if (ImFileRead(file_data, 1, file_size, f) != file_size) + { + ImFileClose(f); + IM_FREE(file_data); + return NULL; + } + if (padding_bytes > 0) + memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); + + ImFileClose(f); + if (out_file_size) + *out_file_size = file_size; + + return file_data; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF + +// Convert UTF-8 to 32-bit character, process single character input. +// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8). +// We handle UTF-8 decoding error by skipping forward. +int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) +{ + static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 }; + static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 }; + static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 }; + static const int shiftc[] = { 0, 18, 12, 6, 0 }; + static const int shifte[] = { 0, 6, 4, 2, 0 }; + int len = lengths[*(const unsigned char*)in_text >> 3]; + int wanted = len + (len ? 0 : 1); + + if (in_text_end == NULL) + in_text_end = in_text + wanted; // Max length, nulls will be taken into account. + + // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here, + // so it is fast even with excessive branching. + unsigned char s[4]; + s[0] = in_text + 0 < in_text_end ? in_text[0] : 0; + s[1] = in_text + 1 < in_text_end ? in_text[1] : 0; + s[2] = in_text + 2 < in_text_end ? in_text[2] : 0; + s[3] = in_text + 3 < in_text_end ? in_text[3] : 0; + + // Assume a four-byte character and load four bytes. Unused bits are shifted out. + *out_char = (uint32_t)(s[0] & masks[len]) << 18; + *out_char |= (uint32_t)(s[1] & 0x3f) << 12; + *out_char |= (uint32_t)(s[2] & 0x3f) << 6; + *out_char |= (uint32_t)(s[3] & 0x3f) << 0; + *out_char >>= shiftc[len]; + + // Accumulate the various error conditions. + int e = 0; + e = (*out_char < mins[len]) << 6; // non-canonical encoding + e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? + e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range? + e |= (s[1] & 0xc0) >> 2; + e |= (s[2] & 0xc0) >> 4; + e |= (s[3] ) >> 6; + e ^= 0x2a; // top two bits of each tail byte correct? + e >>= shifte[len]; + + if (e) + { + // No bytes are consumed when *in_text == 0 || in_text == in_text_end. + // One byte is consumed in case of invalid first byte of in_text. + // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes. + // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s. + wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]); + *out_char = IM_UNICODE_CODEPOINT_INVALID; + } + + return wanted; +} + +int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) +{ + ImWchar* buf_out = buf; + ImWchar* buf_end = buf + buf_size; + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + *buf_out++ = (ImWchar)c; + } + *buf_out = 0; + if (in_text_remaining) + *in_text_remaining = in_text; + return (int)(buf_out - buf); +} + +int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) +{ + int char_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + char_count++; + } + return char_count; +} + +// Based on stb_to_utf8() from github.com/nothings/stb/ +static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c) +{ + if (c < 0x80) + { + buf[0] = (char)c; + return 1; + } + if (c < 0x800) + { + if (buf_size < 2) return 0; + buf[0] = (char)(0xc0 + (c >> 6)); + buf[1] = (char)(0x80 + (c & 0x3f)); + return 2; + } + if (c < 0x10000) + { + if (buf_size < 3) return 0; + buf[0] = (char)(0xe0 + (c >> 12)); + buf[1] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[2] = (char)(0x80 + ((c ) & 0x3f)); + return 3; + } + if (c <= 0x10FFFF) + { + if (buf_size < 4) return 0; + buf[0] = (char)(0xf0 + (c >> 18)); + buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); + buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[3] = (char)(0x80 + ((c ) & 0x3f)); + return 4; + } + // Invalid code point, the max unicode is 0x10FFFF + return 0; +} + +const char* ImTextCharToUtf8(char out_buf[5], unsigned int c) +{ + int count = ImTextCharToUtf8_inline(out_buf, 5, c); + out_buf[count] = 0; + return out_buf; +} + +// Not optimal but we very rarely use this function. +int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) +{ + unsigned int unused = 0; + return ImTextCharFromUtf8(&unused, in_text, in_text_end); +} + +static inline int ImTextCountUtf8BytesFromChar(unsigned int c) +{ + if (c < 0x80) return 1; + if (c < 0x800) return 2; + if (c < 0x10000) return 3; + if (c <= 0x10FFFF) return 4; + return 3; +} + +int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end) +{ + char* buf_p = out_buf; + const char* buf_end = out_buf + out_buf_size; + while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + *buf_p++ = (char)c; + else + buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c); + } + *buf_p = 0; + return (int)(buf_p - out_buf); +} + +int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) +{ + int bytes_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + bytes_count++; + else + bytes_count += ImTextCountUtf8BytesFromChar(c); + } + return bytes_count; +} + +const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr) +{ + while (in_text_curr > in_text_start) + { + in_text_curr--; + if ((*in_text_curr & 0xC0) != 0x80) + return in_text_curr; + } + return in_text_start; +} + +int ImTextCountLines(const char* in_text, const char* in_text_end) +{ + if (in_text_end == NULL) + in_text_end = in_text + strlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now. + int count = 0; + while (in_text < in_text_end) + { + const char* line_end = (const char*)memchr(in_text, '\n', in_text_end - in_text); + in_text = line_end ? line_end + 1 : in_text_end; + count++; + } + return count; +} + +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// Note: The Convert functions are early design which are not consistent with other API. +//----------------------------------------------------------------------------- + +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b) +{ + float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + return IM_COL32(r, g, b, 0xFF); +} + +ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) +{ + float s = 1.0f / 255.0f; + return ImVec4( + ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); +} + +ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) +{ + ImU32 out; + out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; + return out; +} + +// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 +// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv +void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v) +{ + float K = 0.f; + if (g < b) + { + ImSwap(g, b); + K = -1.f; + } + if (r < g) + { + ImSwap(r, g); + K = -2.f / 6.f - K; + } + + const float chroma = r - (g < b ? g : b); + out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); + out_s = chroma / (r + 1e-20f); + out_v = r; +} + +// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 +// also http://en.wikipedia.org/wiki/HSL_and_HSV +void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b) +{ + if (s == 0.0f) + { + // gray + out_r = out_g = out_b = v; + return; + } + + h = ImFmod(h, 1.0f) / (60.0f / 360.0f); + int i = (int)h; + float f = h - (float)i; + float p = v * (1.0f - s); + float q = v * (1.0f - s * f); + float t = v * (1.0f - s * (1.0f - f)); + + switch (i) + { + case 0: out_r = v; out_g = t; out_b = p; break; + case 1: out_r = q; out_g = v; out_b = p; break; + case 2: out_r = p; out_g = v; out_b = t; break; + case 3: out_r = p; out_g = q; out_b = v; break; + case 4: out_r = t; out_g = p; out_b = v; break; + case 5: default: out_r = v; out_g = p; out_b = q; break; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStorage +// Helper: Key->value storage +//----------------------------------------------------------------------------- + +// std::lower_bound but without the bullshit +ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key) +{ + ImGuiStoragePair* in_p = in_begin; + for (size_t count = (size_t)(in_end - in_p); count > 0; ) + { + size_t count2 = count >> 1; + ImGuiStoragePair* mid = in_p + count2; + if (mid->key < key) + { + in_p = ++mid; + count -= count2 + 1; + } + else + { + count = count2; + } + } + return in_p; +} + +IM_MSVC_RUNTIME_CHECKS_OFF +static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs) +{ + // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. + ImGuiID lhs_v = ((const ImGuiStoragePair*)lhs)->key; + ImGuiID rhs_v = ((const ImGuiStoragePair*)rhs)->key; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. +void ImGuiStorage::BuildSortByKey() +{ + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), PairComparerByID); +} + +int ImGuiStorage::GetInt(ImGuiID key, int default_val) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return default_val; + return it->val_i; +} + +bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const +{ + return GetInt(key, default_val ? 1 : 0) != 0; +} + +float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return default_val; + return it->val_f; +} + +void* ImGuiStorage::GetVoidPtr(ImGuiID key) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return NULL; + return it->val_p; +} + +// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. +int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_i; +} + +bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) +{ + return (bool*)GetIntRef(key, default_val ? 1 : 0); +} + +float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_f; +} + +void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_p; +} + +// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) +void ImGuiStorage::SetInt(ImGuiID key, int val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_i = val; +} + +void ImGuiStorage::SetBool(ImGuiID key, bool val) +{ + SetInt(key, val ? 1 : 0); +} + +void ImGuiStorage::SetFloat(ImGuiID key, float val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_f = val; +} + +void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_p = val; +} + +void ImGuiStorage::SetAllInt(int v) +{ + for (int i = 0; i < Data.Size; i++) + Data[i].val_i = v; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextFilter +//----------------------------------------------------------------------------- + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077 +{ + InputBuf[0] = 0; + CountGrep = 0; + if (default_filter) + { + ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); + Build(); + } +} + +bool ImGuiTextFilter::Draw(const char* label, float width) +{ + if (width != 0.0f) + ImGui::SetNextItemWidth(width); + bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); + if (value_changed) + Build(); + return value_changed; +} + +void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const +{ + out->resize(0); + const char* wb = b; + const char* we = wb; + while (we < e) + { + if (*we == separator) + { + out->push_back(ImGuiTextRange(wb, we)); + wb = we + 1; + } + we++; + } + if (wb != we) + out->push_back(ImGuiTextRange(wb, we)); +} + +void ImGuiTextFilter::Build() +{ + Filters.resize(0); + ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf)); + input_range.split(',', &Filters); + + CountGrep = 0; + for (ImGuiTextRange& f : Filters) + { + while (f.b < f.e && ImCharIsBlankA(f.b[0])) + f.b++; + while (f.e > f.b && ImCharIsBlankA(f.e[-1])) + f.e--; + if (f.empty()) + continue; + if (f.b[0] != '-') + CountGrep += 1; + } +} + +bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const +{ + if (Filters.Size == 0) + return true; + + if (text == NULL) + text = text_end = ""; + + for (const ImGuiTextRange& f : Filters) + { + if (f.b == f.e) + continue; + if (f.b[0] == '-') + { + // Subtract + if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) + return false; + } + else + { + // Grep + if (ImStristr(text, text_end, f.b, f.e) != NULL) + return true; + } + } + + // Implicit * grep + if (CountGrep == 0) + return true; + + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex +//----------------------------------------------------------------------------- + +// On some platform vsnprintf() takes va_list by reference and modifies it. +// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it. +#ifndef va_copy +#if defined(__GNUC__) || defined(__clang__) +#define va_copy(dest, src) __builtin_va_copy(dest, src) +#else +#define va_copy(dest, src) (dest = src) +#endif +#endif + +char ImGuiTextBuffer::EmptyString[1] = { 0 }; + +void ImGuiTextBuffer::append(const char* str, const char* str_end) +{ + int len = str_end ? (int)(str_end - str) : (int)strlen(str); + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + memcpy(&Buf[write_off - 1], str, (size_t)len); + Buf[write_off - 1 + len] = 0; +} + +void ImGuiTextBuffer::appendf(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + appendfv(fmt, args); + va_end(args); +} + +// Helper: Text buffer for logging/accumulating text +void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) +{ + va_list args_copy; + va_copy(args_copy, args); + + int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. + if (len <= 0) + { + va_end(args_copy); + return; + } + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); + va_end(args_copy); +} + +void ImGuiTextIndex::append(const char* base, int old_size, int new_size) +{ + IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset); + if (old_size == new_size) + return; + if (EndOffset == 0 || base[EndOffset - 1] == '\n') + LineOffsets.push_back(EndOffset); + const char* base_end = base + new_size; + for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; ) + if (++p < base_end) // Don't push a trailing offset on last \n + LineOffsets.push_back((int)(intptr_t)(p - base)); + EndOffset = ImMax(EndOffset, new_size); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiListClipper +//----------------------------------------------------------------------------- + +// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell. +// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous. +static bool GetSkipItemForListClipping() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); +} + +static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) +{ + if (ranges.Size - offset <= 1) + return; + + // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries) + for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end) + for (int i = offset; i < sort_end + offset; ++i) + if (ranges[i].Min > ranges[i + 1].Min) + ImSwap(ranges[i], ranges[i + 1]); + + // Now fuse ranges together as much as possible. + for (int i = 1 + offset; i < ranges.Size; i++) + { + IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert); + if (ranges[i - 1].Max < ranges[i].Min) + continue; + ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min); + ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max); + ranges.erase(ranges.Data + i); + i--; + } +} + +static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height) +{ + // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. + // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. + // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek? + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float off_y = pos_y - window->DC.CursorPos.y; + window->DC.CursorPos.y = pos_y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. + if (ImGuiOldColumns* columns = window->DC.CurrentColumns) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + if (ImGuiTable* table = g.CurrentTable) + { + if (table->IsInsideRow) + ImGui::TableEndRow(table); + table->RowPosY2 = window->DC.CursorPos.y; + const int row_increase = (int)((off_y / line_height) + 0.5f); + //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow() + table->RowBgColorCounter += row_increase; + } +} + +ImGuiListClipper::ImGuiListClipper() +{ + memset(this, 0, sizeof(*this)); +} + +ImGuiListClipper::~ImGuiListClipper() +{ + End(); +} + +void ImGuiListClipper::Begin(int items_count, float items_height) +{ + if (Ctx == NULL) + Ctx = ImGui::GetCurrentContext(); + + ImGuiContext& g = *Ctx; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name); + + if (ImGuiTable* table = g.CurrentTable) + if (table->IsInsideRow) + ImGui::TableEndRow(table); + + StartPosY = window->DC.CursorPos.y; + ItemsHeight = items_height; + ItemsCount = items_count; + DisplayStart = -1; + DisplayEnd = 0; + + // Acquire temporary buffer + if (++g.ClipperTempDataStacked > g.ClipperTempData.Size) + g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData()); + ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->Reset(this); + data->LossynessOffset = window->DC.CursorStartPosLossyness.y; + TempData = data; + StartSeekOffsetY = data->LossynessOffset; +} + +void ImGuiListClipper::End() +{ + if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData) + { + // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. + ImGuiContext& g = *Ctx; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name); + if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) + SeekCursorForItem(ItemsCount); + + // Restore temporary buffer and fix back pointers which may be invalidated when nesting + IM_ASSERT(data->ListClipper == this); + data->StepNo = data->Ranges.Size; + if (--g.ClipperTempDataStacked > 0) + { + data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->ListClipper->TempData = data; + } + TempData = NULL; + } + ItemsCount = -1; +} + +void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end) +{ + ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; + IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet. + IM_ASSERT(item_begin <= item_end); + if (item_begin < item_end) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end)); +} + +// This is already called while stepping. +// The ONLY reason you may want to call this is if you passed INT_MAX to ImGuiListClipper::Begin() because you couldn't step item count beforehand. +void ImGuiListClipper::SeekCursorForItem(int item_n) +{ + // - Perform the add and multiply with double to allow seeking through larger ranges. + // - StartPosY starts from ItemsFrozen, by adding SeekOffsetY we generally cancel that out (SeekOffsetY == LossynessOffset - ItemsFrozen * ItemsHeight). + // - The reason we store SeekOffsetY instead of inferring it, is because we want to allow user to perform Seek after the last step, where ImGuiListClipperData is already done. + float pos_y = (float)((double)StartPosY + StartSeekOffsetY + (double)item_n * ItemsHeight); + ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, ItemsHeight); +} + +static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) +{ + ImGuiContext& g = *clipper->Ctx; + ImGuiWindow* window = g.CurrentWindow; + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?"); + + ImGuiTable* table = g.CurrentTable; + if (table && table->IsInsideRow) + ImGui::TableEndRow(table); + + // No items + if (clipper->ItemsCount == 0 || GetSkipItemForListClipping()) + return false; + + // While we are in frozen row state, keep displaying items one by one, unclipped + // FIXME: Could be stored as a table-agnostic state. + if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows) + { + clipper->DisplayStart = data->ItemsFrozen; + clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount); + if (clipper->DisplayStart < clipper->DisplayEnd) + data->ItemsFrozen++; + return true; + } + + // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) + bool calc_clipping = false; + if (data->StepNo == 0) + { + clipper->StartPosY = window->DC.CursorPos.y; + if (clipper->ItemsHeight <= 0.0f) + { + // Submit the first item (or range) so we can measure its height (generally the first range is 0..1) + data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1)); + clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); + clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount); + data->StepNo = 1; + return true; + } + calc_clipping = true; // If on the first step with known item height, calculate clipping. + } + + // Step 1: Let the clipper infer height from first range + if (clipper->ItemsHeight <= 0.0f) + { + IM_ASSERT(data->StepNo == 1); + if (table) + IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y); + + clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart); + bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); + if (affected_by_floating_point_precision) + clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. + if (clipper->ItemsHeight == 0.0f && clipper->ItemsCount == INT_MAX) // Accept that no item have been submitted if in indeterminate mode. + return false; + IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); + calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. + } + + // Step 0 or 1: Calculate the actual ranges of visible elements. + const int already_submitted = clipper->DisplayEnd; + if (calc_clipping) + { + // Record seek offset, this is so ImGuiListClipper::Seek() can be called after ImGuiListClipperData is done + clipper->StartSeekOffsetY = (double)data->LossynessOffset - data->ItemsFrozen * (double)clipper->ItemsHeight; + + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount)); + } + else + { + // Add range selected to be included for navigation + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); + if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount)); + + // Add focused/active item + ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]); + if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); + + // Add visible range + float min_y = window->ClipRect.Min.y; + float max_y = window->ClipRect.Max.y; + + // Add box selection range + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (bs->IsActive && bs->Window == window) + { + // FIXME: Selectable() use of half-ItemSpacing isn't consistent in matter of layout, as ItemAdd(bb) stray above ItemSize()'s CursorPos. + // RangeSelect's BoxSelect relies on comparing overlap of previous and current rectangle and is sensitive to that. + // As a workaround we currently half ItemSpacing worth on each side. + min_y -= g.Style.ItemSpacing.y; + max_y += g.Style.ItemSpacing.y; + + // Box-select on 2D area requires different clipping. + if (bs->UnclipMode) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(bs->UnclipRect.Min.y, bs->UnclipRect.Max.y, 0, 0)); + } + + const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; + const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(min_y, max_y, off_min, off_max)); + } + + // Convert position ranges to item index ranges + // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. + // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, + // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. + for (ImGuiListClipperRange& range : data->Ranges) + if (range.PosToIndexConvert) + { + int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight); + int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f); + range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1); + range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount); + range.PosToIndexConvert = false; + } + ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo); + } + + // Step 0+ (if item height is given in advance) or 1+: Display the next range in line. + while (data->StepNo < data->Ranges.Size) + { + clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); + clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount); + if (clipper->DisplayStart > already_submitted) //-V1051 + clipper->SeekCursorForItem(clipper->DisplayStart); + data->StepNo++; + if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size) + continue; + return true; + } + + // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), + // Advance the cursor to the end of the list and then returns 'false' to end the loop. + if (clipper->ItemsCount < INT_MAX) + clipper->SeekCursorForItem(clipper->ItemsCount); + + return false; +} + +bool ImGuiListClipper::Step() +{ + ImGuiContext& g = *Ctx; + bool need_items_height = (ItemsHeight <= 0.0f); + bool ret = ImGuiListClipper_StepInternal(this); + if (ret && (DisplayStart == DisplayEnd)) + ret = false; + if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n"); + if (need_items_height && ItemsHeight > 0.0f) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight); + if (ret) + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd); + } + else + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n"); + End(); + } + return ret; +} + +//----------------------------------------------------------------------------- +// [SECTION] STYLING +//----------------------------------------------------------------------------- + +ImGuiStyle& ImGui::GetStyle() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->Style; +} + +ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = style.Colors[idx]; + c.w *= style.Alpha * alpha_mul; + return ColorConvertFloat4ToU32(c); +} + +ImU32 ImGui::GetColorU32(const ImVec4& col) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = col; + c.w *= style.Alpha; + return ColorConvertFloat4ToU32(c); +} + +const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) +{ + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; +} + +ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + alpha_mul *= style.Alpha; + if (alpha_mul >= 1.0f) + return col; + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); +} + +// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 +void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); +} + +void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = col; +} + +void ImGui::PopStyleColor(int count) +{ + ImGuiContext& g = *GImGui; + if (g.ColorStack.Size < count) + { + IM_ASSERT_USER_ERROR(0, "Calling PopStyleColor() too many times!"); + count = g.ColorStack.Size; + } + while (count > 0) + { + ImGuiColorMod& backup = g.ColorStack.back(); + g.Style.Colors[backup.Col] = backup.BackupValue; + g.ColorStack.pop_back(); + count--; + } +} + +static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] = +{ + ImGuiCol_Text, ImGuiCol_TabHovered, ImGuiCol_Tab, ImGuiCol_TabSelected, ImGuiCol_TabSelectedOverline, ImGuiCol_TabDimmed, ImGuiCol_TabDimmedSelected, ImGuiCol_TabDimmedSelectedOverline, +}; + +static const ImGuiDataVarInfo GStyleVarInfo[] = +{ + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) }, // ImGuiStyleVar_DockingSeparatorSize +}; + +const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx) +{ + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarInfo[idx]; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->x = val_x; +} + +void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->y = val_y; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PopStyleVar(int count) +{ + ImGuiContext& g = *GImGui; + if (g.StyleVarStack.Size < count) + { + IM_ASSERT_USER_ERROR(0, "Calling PopStyleVar() too many times!"); + count = g.StyleVarStack.Size; + } + while (count > 0) + { + // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. + ImGuiStyleMod& backup = g.StyleVarStack.back(); + const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx); + void* data = info->GetVarPtr(&g.Style); + if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + g.StyleVarStack.pop_back(); + count--; + } +} + +const char* ImGui::GetStyleColorName(ImGuiCol idx) +{ + // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; + switch (idx) + { + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabSelected: return "TabSelected"; + case ImGuiCol_TabSelectedOverline: return "TabSelectedOverline"; + case ImGuiCol_TabDimmed: return "TabDimmed"; + case ImGuiCol_TabDimmedSelected: return "TabDimmedSelected"; + case ImGuiCol_TabDimmedSelectedOverline: return "TabDimmedSelectedOverline"; + case ImGuiCol_DockingPreview: return "DockingPreview"; + case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TableHeaderBg: return "TableHeaderBg"; + case ImGuiCol_TableBorderStrong: return "TableBorderStrong"; + case ImGuiCol_TableBorderLight: return "TableBorderLight"; + case ImGuiCol_TableRowBg: return "TableRowBg"; + case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt"; + case ImGuiCol_TextLink: return "TextLink"; + case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_NavCursor: return "NavCursor"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; + case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; + } + IM_ASSERT(0); + return "Unknown"; +} + +//----------------------------------------------------------------------------- +// [SECTION] RENDER HELPERS +// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, +// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context. +// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context. +//----------------------------------------------------------------------------- + +const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) +{ + const char* text_display_end = text; + if (!text_end) + text_end = (const char*)-1; + + while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) + text_display_end++; + return text_display_end; +} + +// Internal ImGui functions to render text +// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() +void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Hide anything after a '##' string + const char* text_display_end; + if (hide_text_after_hash) + { + text_display_end = FindRenderedTextEnd(text, text_end); + } + else + { + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + text_display_end = text_end; + } + + if (text != text_display_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_display_end); + } +} + +void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + + if (text != text_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_end); + } +} + +// Default clip_rect uses (pos_min,pos_max) +// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList. +// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take +// better advantage of the render function taking size into account for coarse clipping. +void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Perform CPU side clipping for single clipped element to avoid using scissor state + ImVec2 pos = pos_min; + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); + + const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; + const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; + bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); + if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min + need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); + + // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. + if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); + if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); + + // Render + if (need_clipping) + { + ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); + } + else + { + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); + } +} + +void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Hide anything after a '##' string + const char* text_display_end = FindRenderedTextEnd(text, text_end); + const int text_len = (int)(text_display_end - text); + if (text_len == 0) + return; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_display_end); +} + +// Another overly complex function until we reorganize everything into a nice all-in-one helper. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); + //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const float font_scale = draw_list->_Data->FontScale; + const char* text_end_ellipsis = NULL; + const float ellipsis_width = font->EllipsisWidth * font_scale; + + // We can now claim the space between pos_max.x and ellipsis_max.x + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) + { + // Always display at least 1 character if there's no room for character + ellipsis + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; + } + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) + { + // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + + // Render text, render ellipsis + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y)); + if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x) + for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale) + font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar); + } + else + { + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); +} + +// Render a rectangle shaped with optional rounding and borders +void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); + const float border_size = g.Style.FrameBorderSize; + if (borders && border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const float border_size = g.Style.FrameBorderSize; + if (border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags) +{ + ImGuiContext& g = *GImGui; + if (id != g.NavId) + return; + if (!g.NavCursorVisible && !(flags & ImGuiNavRenderCursorFlags_AlwaysDraw)) + return; + if (id == g.LastItemData.ID && (g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + return; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.NavHideHighlightOneFrame) + return; + + float rounding = (flags & ImGuiNavRenderCursorFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + ImRect display_rect = bb; + display_rect.ClipWith(window->ClipRect); + const float thickness = 2.0f; + if (flags & ImGuiNavRenderCursorFlags_Compact) + { + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); + } + else + { + const float distance = 3.0f + thickness * 0.5f; + display_rect.Expand(ImVec2(distance, distance)); + bool fully_visible = window->ClipRect.Contains(display_rect); + if (!fully_visible) + window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); + if (!fully_visible) + window->DrawList->PopClipRect(); + } +} + +void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) +{ + ImGuiContext& g = *GImGui; + if (mouse_cursor <= ImGuiMouseCursor_None || mouse_cursor >= ImGuiMouseCursor_COUNT) // We intentionally accept out of bound values. + mouse_cursor = ImGuiMouseCursor_Arrow; + ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas; + for (ImGuiViewportP* viewport : g.Viewports) + { + // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. + ImVec2 offset, size, uv[4]; + if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + continue; + const ImVec2 pos = base_pos - offset; + const float scale = base_scale * viewport->DpiScale; + if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + ImTextureID tex_id = font_atlas->TexID; + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); + draw_list->PopTextureID(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] INITIALIZATION, SHUTDOWN +//----------------------------------------------------------------------------- + +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module +ImGuiContext* ImGui::GetCurrentContext() +{ + return GImGui; +} + +void ImGui::SetCurrentContext(ImGuiContext* ctx) +{ +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else + GImGui = ctx; +#endif +} + +void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) +{ + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; +} + +// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) +void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) +{ + *p_alloc_func = GImAllocatorAllocFunc; + *p_free_func = GImAllocatorFreeFunc; + *p_user_data = GImAllocatorUserData; +} + +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + SetCurrentContext(ctx); + Initialize(); + if (prev_ctx != NULL) + SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one. + return ctx; +} + +void ImGui::DestroyContext(ImGuiContext* ctx) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + if (ctx == NULL) //-V1051 + ctx = prev_ctx; + SetCurrentContext(ctx); + Shutdown(); + SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL); + IM_DELETE(ctx); +} + +// IMPORTANT: interactive elements requires a fixed ###xxx suffix, it must be same in ALL languages to allow for automation. +static const ImGuiLocEntry GLocalizationEntriesEnUS[] = +{ + { ImGuiLocKey_VersionStr, "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" }, + { ImGuiLocKey_TableSizeOne, "Size column to fit###SizeOne" }, + { ImGuiLocKey_TableSizeAllFit, "Size all columns to fit###SizeAll" }, + { ImGuiLocKey_TableSizeAllDefault, "Size all columns to default###SizeAll" }, + { ImGuiLocKey_TableResetOrder, "Reset order###ResetOrder" }, + { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" }, + { ImGuiLocKey_WindowingPopup, "(Popup)" }, + { ImGuiLocKey_WindowingUntitled, "(Untitled)" }, + { ImGuiLocKey_OpenLink_s, "Open '%s'" }, + { ImGuiLocKey_CopyLink, "Copy Link###CopyLink" }, + { ImGuiLocKey_DockingHideTabBar, "Hide tab bar###HideTabBar" }, + { ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window." }, + { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node." }, +}; + +ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) +{ + IO.Ctx = this; + InputTextState.Ctx = this; + + Initialized = false; + ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; + FontAtlasOwnedByContext = shared_font_atlas ? false : true; + Font = NULL; + FontSize = FontBaseSize = FontScale = CurrentDpiScale = 0.0f; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + Time = 0.0f; + FrameCount = 0; + FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; + WithinEndChildID = 0; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = false; + GcCompactAll = false; + TestEngineHookItems = false; + TestEngine = NULL; + memset(ContextName, 0, sizeof(ContextName)); + + InputEventsNextMouseSource = ImGuiMouseSource_Mouse; + InputEventsNextEventId = 1; + + WindowsActiveCount = 0; + CurrentWindow = NULL; + HoveredWindow = NULL; + HoveredWindowUnderMovingWindow = NULL; + HoveredWindowBeforeClear = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1; + WheelingWindowReleaseTimer = 0.0f; + + DebugDrawIdConflicts = 0; + DebugHookIdInfo = 0; + HoveredId = HoveredIdPreviousFrame = 0; + HoveredIdPreviousFrameItemCount = 0; + HoveredIdAllowOverlap = false; + HoveredIdIsDisabled = false; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; + ItemUnclipByLog = false; + ActiveId = 0; + ActiveIdIsAlive = 0; + ActiveIdTimer = 0.0f; + ActiveIdIsJustActivated = false; + ActiveIdAllowOverlap = false; + ActiveIdNoClearOnFocusLoss = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdFromShortcut = false; + ActiveIdClickOffset = ImVec2(-1, -1); + ActiveIdWindow = NULL; + ActiveIdSource = ImGuiInputSource_None; + ActiveIdMouseButton = -1; + ActiveIdPreviousFrame = 0; + memset(&DeactivatedItemData, 0, sizeof(DeactivatedItemData)); + memset(&ActiveIdValueOnActivation, 0, sizeof(ActiveIdValueOnActivation)); + LastActiveId = 0; + LastActiveIdTimer = 0.0f; + + LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0; + + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingAllKeyboardKeys = false; + + CurrentFocusScopeId = 0; + CurrentItemFlags = ImGuiItemFlags_None; + DebugShowGroupRects = false; + + CurrentViewport = NULL; + MouseViewport = MouseLastHoveredViewport = NULL; + PlatformLastFocusedViewportId = 0; + ViewportCreatedCount = PlatformWindowsCreatedCount = 0; + ViewportFocusedStampCount = 0; + + NavCursorVisible = false; + NavHighlightItemUnderNav = false; + NavMousePosDirty = false; + NavIdIsAlive = false; + NavId = 0; + NavWindow = NULL; + NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0; + NavLayer = ImGuiNavLayer_Main; + NavNextActivateId = 0; + NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavHighlightActivatedId = 0; + NavHighlightActivatedTimer = 0.0f; + NavInputSource = ImGuiInputSource_Keyboard; + NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + NavCursorHideFrames = 0; + + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavMoveSubmitted = false; + NavMoveScoringItems = false; + NavMoveForwardToNextFrame = false; + NavMoveFlags = ImGuiNavMoveFlags_None; + NavMoveScrollFlags = ImGuiScrollFlags_None; + NavMoveKeyMods = ImGuiMod_None; + NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; + NavScoringDebugCount = 0; + NavTabbingDir = 0; + NavTabbingCounter = 0; + + NavJustMovedFromFocusScopeId = NavJustMovedToId = NavJustMovedToFocusScopeId = 0; + NavJustMovedToKeyMods = ImGuiMod_None; + NavJustMovedToIsTabbing = false; + NavJustMovedToHasSelectionData = false; + + // All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac... + // FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this.. + ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab); + ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab); + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + NavWindowingToggleKey = ImGuiKey_None; + + DimBgRatio = 0.0f; + + DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; + DragDropSourceFlags = ImGuiDragDropFlags_None; + DragDropSourceFrameCount = -1; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropAcceptFlags = ImGuiDragDropFlags_None; + DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; + DragDropAcceptFrameCount = -1; + DragDropHoldJustPressedId = 0; + memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + + ClipperTempDataStacked = 0; + + CurrentTable = NULL; + TablesTempDataStacked = 0; + CurrentTabBar = NULL; + CurrentMultiSelect = NULL; + MultiSelectTempDataStacked = 0; + + HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0; + HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f; + + MouseCursor = ImGuiMouseCursor_Arrow; + MouseStationaryTimer = 0.0f; + + TempInputId = 0; + memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue)); + BeginMenuDepth = BeginComboDepth = 0; + ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; + ColorEditCurrentID = ColorEditSavedID = 0; + ColorEditSavedHue = ColorEditSavedSat = 0.0f; + ColorEditSavedColor = 0; + WindowResizeRelativeMode = false; + ScrollbarSeekMode = 0; + ScrollbarClickDeltaToGrabCenter = 0.0f; + SliderGrabClickOffset = 0.0f; + SliderCurrentAccum = 0.0f; + SliderCurrentAccumDirty = false; + DragCurrentAccumDirty = false; + DragCurrentAccum = 0.0f; + DragSpeedDefaultRatio = 1.0f / 100.0f; + DisabledAlphaBackup = 0.0f; + DisabledStackSize = 0; + TooltipOverrideCount = 0; + TooltipPreviousWindow = NULL; + + PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); + PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission + PlatformImeViewport = 0; + + DockNodeWindowMenuHandler = NULL; + + SettingsLoaded = false; + SettingsDirtyTimer = 0.0f; + HookIdNext = 0; + + memset(LocalizationTable, 0, sizeof(LocalizationTable)); + + LogEnabled = false; + LogFlags = ImGuiLogFlags_None; + LogWindow = NULL; + LogNextPrefix = LogNextSuffix = NULL; + LogFile = NULL; + LogLinePosY = FLT_MAX; + LogLineFirstItem = false; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + ErrorCallback = NULL; + ErrorCallbackUserData = NULL; + ErrorFirst = true; + ErrorCountCurrentFrame = 0; + StackSizesInBeginForCurrentWindow = NULL; + + DebugDrawIdConflictsCount = 0; + DebugLogFlags = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_OutputToTTY; + DebugLocateId = 0; + DebugLogSkippedErrors = 0; + DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + DebugLogAutoDisableFrames = 0; + DebugLocateFrames = 0; + DebugBeginReturnValueCullDepth = -1; + DebugItemPickerActive = false; + DebugItemPickerMouseButton = ImGuiMouseButton_Left; + DebugItemPickerBreakId = 0; + DebugFlashStyleColorTime = 0.0f; + DebugFlashStyleColorIdx = ImGuiCol_COUNT; + DebugHoveredDockNode = NULL; + + // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations + DebugBreakInWindow = 0; + DebugBreakInTable = 0; + DebugBreakInLocateId = false; + DebugBreakKeyChord = ImGuiKey_Pause; + DebugBreakInShortcutRouting = ImGuiKey_None; + + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); + FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; + FramerateSecPerFrameAccum = 0.0f; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + memset(TempKeychordName, 0, sizeof(TempKeychordName)); +} + +void ImGui::Initialize() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow and ImGuiTable types + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); + } + TableSettingsAddSettingsHandler(); + + // Setup default localization table + LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS)); + + // Setup default ImGuiPlatformIO clipboard/IME handlers. + g.PlatformIO.Platform_GetClipboardTextFn = Platform_GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations + g.PlatformIO.Platform_SetClipboardTextFn = Platform_SetClipboardTextFn_DefaultImpl; + g.PlatformIO.Platform_OpenInShellFn = Platform_OpenInShellFn_DefaultImpl; + g.PlatformIO.Platform_SetImeDataFn = Platform_SetImeDataFn_DefaultImpl; + + // Create default viewport + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; + viewport->Idx = 0; + viewport->PlatformWindowCreated = true; + viewport->Flags = ImGuiViewportFlags_OwnedByApp; + g.Viewports.push_back(viewport); + g.TempBuffer.resize(1024 * 3 + 1, 0); + g.ViewportCreatedCount++; + g.PlatformIO.Viewports.push_back(g.Viewports[0]); + + // Build KeysMayBeCharInput[] lookup table (1 bool per named key) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9) + || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period + || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent + || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual) + g.KeysMayBeCharInput.SetBit(key); + +#ifdef IMGUI_HAS_DOCK + // Initialize Docking + DockContextInitialize(&g); +#endif + + g.Initialized = true; +} + +// This function is merely here to free heap allocations. +void ImGui::Shutdown() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?"); + IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?"); + + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + if (g.IO.Fonts && g.FontAtlasOwnedByContext) + { + g.IO.Fonts->Locked = false; + IM_DELETE(g.IO.Fonts); + } + g.IO.Fonts = NULL; + g.DrawListSharedData.TempBuffer.clear(); + + // Cleanup of other data are conditional on actually having initialized Dear ImGui. + if (!g.Initialized) + return; + + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + + // Destroy platform windows + DestroyPlatformWindows(); + + // Shutdown extensions + DockContextShutdown(&g); + + CallContextHooks(&g, ImGuiContextHookType_Shutdown); + + // Clear everything else + g.Windows.clear_delete(); + g.WindowsFocusOrder.clear(); + g.WindowsTempSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.ActiveIdWindow = NULL; + g.MovingWindow = NULL; + + g.KeysRoutingTable.Clear(); + + g.ColorStack.clear(); + g.StyleVarStack.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.BeginPopupStack.clear(); + g.TreeNodeStack.clear(); + + g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; + g.Viewports.clear_delete(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + + g.ClipperTempData.clear_destruct(); + + g.Tables.Clear(); + g.TablesTempData.clear_destruct(); + g.DrawChannelsTempMergeBuffer.clear(); + + g.MultiSelectStorage.Clear(); + g.MultiSelectTempData.clear_destruct(); + + g.ClipboardHandlerData.clear(); + g.MenusIdSubmittedThisFrame.clear(); + g.InputTextState.ClearFreeMemory(); + g.InputTextDeactivatedState.ClearFreeMemory(); + + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); + + if (g.LogFile) + { +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + if (g.LogFile != stdout) +#endif + ImFileClose(g.LogFile); + g.LogFile = NULL; + } + g.LogBuffer.clear(); + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + + g.Initialized = false; +} + +// No specific ordering/dependency support, will see as needed +ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_); + g.Hooks.push_back(*hook); + g.Hooks.back().HookId = ++g.HookIdNext; + return g.HookIdNext; +} + +// Deferred removal, avoiding issue with changing vector while iterating it +void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook_id != 0); + for (ImGuiContextHook& hook : g.Hooks) + if (hook.HookId == hook_id) + hook.Type = ImGuiContextHookType_PendingRemoval_; +} + +// Call context hooks (used by e.g. test engine) +// We assume a small number of hooks so all stored in same array +void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) +{ + ImGuiContext& g = *ctx; + for (ImGuiContextHook& hook : g.Hooks) + if (hook.Type == hook_type) + hook.Callback(&g, &hook); +} + +//----------------------------------------------------------------------------- +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +//----------------------------------------------------------------------------- + +// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods +ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL) +{ + memset(this, 0, sizeof(*this)); + Ctx = ctx; + Name = ImStrdup(name); + NameBufLen = (int)strlen(name) + 1; + ID = ImHashStr(name); + IDStack.push_back(ID); + ViewportAllowPlatformMonitorExtend = -1; + ViewportPos = ImVec2(FLT_MAX, FLT_MAX); + MoveId = GetID("#MOVE"); + TabId = GetID("#TAB"); + ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); + AutoFitFramesX = AutoFitFramesY = -1; + AutoPosLastDirection = ImGuiDir_None; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0; + SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + LastFrameActive = -1; + LastFrameJustFocused = -1; + LastTimeActive = -1.0f; + FontWindowScale = FontDpiScale = 1.0f; + SettingsOffset = -1; + DockOrder = -1; + DrawList = &DrawListInst; + DrawList->_OwnerName = Name; + DrawList->_Data = &Ctx->DrawListSharedData; + NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX); + IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass(); +} + +ImGuiWindow::~ImGuiWindow() +{ + IM_ASSERT(DrawList == &DrawListInst); + IM_DELETE(Name); + ColumnsStorage.clear_destruct(); +} + +static void SetCurrentWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow = window; + g.StackSizesInBeginForCurrentWindow = g.CurrentWindow ? &g.CurrentWindowStack.back().StackSizesInBegin : NULL; + g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; + if (window) + { + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize; + ImGui::NavUpdateCurrentWindowIsScrollPushableX(); + } +} + +void ImGui::GcCompactTransientMiscBuffers() +{ + ImGuiContext& g = *GImGui; + g.ItemFlagsStack.clear(); + g.GroupStack.clear(); + g.MultiSelectTempDataStacked = 0; + g.MultiSelectTempData.clear_destruct(); + TableGcCompactSettings(); +} + +// Free up/compact internal window buffers, we can use this when a window becomes unused. +// Not freed: +// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data) +// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. +void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + window->MemoryCompacted = true; + window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; + window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; + window->IDStack.clear(); + window->DrawList->_ClearFreeMemory(); + window->DC.ChildWindows.clear(); + window->DC.ItemWidthStack.clear(); + window->DC.TextWrapPosStack.clear(); +} + +void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. + // The other buffers tends to amortize much faster. + window->MemoryCompacted = false; + window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); + window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); + window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; +} + +void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + // Clear previous active id + if (g.ActiveId != 0) + { + // While most behaved code would make an effort to not steal active id during window move/drag operations, + // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch + // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that. + if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n"); + g.MovingWindow = NULL; + } + + // Store deactivate data + ImGuiDeactivatedItemData* deactivated_data = &g.DeactivatedItemData; + deactivated_data->ID = g.ActiveId; + deactivated_data->ElapseFrame = (g.LastItemData.ID == g.ActiveId) ? g.FrameCount : g.FrameCount + 1; // FIXME: OK to use LastItemData? + deactivated_data->HasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; + deactivated_data->IsAlive = (g.ActiveIdIsAlive == g.ActiveId); + + // This could be written in a more general way (e.g associate a hook to ActiveId), + // but since this is currently quite an exception we'll leave it as is. + // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveID() + if (g.InputTextState.ID == g.ActiveId) + InputTextDeactivateHook(g.ActiveId); + } + + // Set active id + g.ActiveIdIsJustActivated = (g.ActiveId != id); + if (g.ActiveIdIsJustActivated) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : ""); + g.ActiveIdTimer = 0.0f; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; + g.ActiveIdMouseButton = -1; + if (id != 0) + { + g.LastActiveId = id; + g.LastActiveIdTimer = 0.0f; + } + } + g.ActiveId = id; + g.ActiveIdAllowOverlap = false; + g.ActiveIdNoClearOnFocusLoss = false; + g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdFromShortcut = false; + if (id) + { + g.ActiveIdIsAlive = id; + g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None); + } + + // Clear declaration of inputs claimed by the widget + // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; +} + +void ImGui::ClearActiveID() +{ + SetActiveID(0, NULL); // g.ActiveId = 0; +} + +void ImGui::SetHoveredID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.HoveredId = id; + g.HoveredIdAllowOverlap = false; + if (id != 0 && g.HoveredIdPreviousFrame != id) + g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; +} + +ImGuiID ImGui::GetHoveredID() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; +} + +void ImGui::MarkItemEdited(ImGuiID id) +{ + // This marking is to be able to provide info for IsItemDeactivatedAfterEdit(). + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data. + ImGuiContext& g = *GImGui; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_NoMarkEdited) + return; + if (g.ActiveId == id || g.ActiveId == 0) + { + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; + } + + // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343) + // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714) + IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id || (g.CurrentMultiSelect != NULL && g.BoxSelectState.IsActive)); + + //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; +} + +bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) +{ + // An active popup disable hovering on other windows (apart from its own children) + // FIXME-OPT: This could be cached/stored within the window. + ImGuiContext& g = *GImGui; + if (g.NavWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree) + if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The 'else' is important because Modal windows are also Popups. + bool want_inhibit = false; + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + want_inhibit = true; + else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + want_inhibit = true; + + // Inhibit hover unless the window is within the stack of our modal/popup + if (want_inhibit) + if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window)) + return false; + } + + // Filter by viewport + if (window->Viewport != g.MouseViewport) + if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree) + return false; + + return true; +} + +static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiHoveredFlags_DelayNormal) + return g.Style.HoverDelayNormal; + if (flags & ImGuiHoveredFlags_DelayShort) + return g.Style.HoverDelayShort; + return 0.0f; +} + +static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags) +{ + // Allow instance flags to override shared flags + if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal)) + shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal); + return user_flags | shared_flags; +} + +// This is roughly matching the behavior of internal-facing ItemHoverable() +// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() +// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId +bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0, "Invalid flags for IsItemHovered()!"); + + if (g.NavHighlightItemUnderNav && g.NavCursorVisible && !(flags & ImGuiHoveredFlags_NoNavOverride)) + { + if (!IsItemFocused()) + return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav); + } + else + { + // Test for bounding box overlap, as updated as ItemAdd() + ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; + if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + + // Done with rectangle culling so we can perform heavier checks now + // Test if we are hovering the right window (our window could be behind another window) + // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable + // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was + // the test that has been running for a long while. + if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0) + return false; + + // Test if another item is active (e.g. being dragged) + const ImGuiID id = g.LastItemData.ID; + if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId) + return false; + + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_NoWindowHoverableCheck)) + return false; + + // Test if the item is disabled + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + // Special handling for calling after Begin() which represent the title bar or tab. + // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin) + // will never be overwritten so we need to detect the case. + if (id == window->MoveId && window->WriteAccessed) + return false; + + // Test if using AllowOverlap and overlapped + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap) && id != 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0) + if (g.HoveredIdPreviousFrame != g.LastItemData.ID) + return false; + } + + // Handle hover delay + // (some ideas: https://www.nngroup.com/articles/timing-exposing-content) + const float delay = CalcDelayFromHoveredFlags(flags); + if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary)) + { + ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromPos(g.LastItemData.Rect.Min); + if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id)) + g.HoverItemDelayTimer = 0.0f; + g.HoverItemDelayId = hover_delay_id; + + // When changing hovered item we requires a bit of stationary delay before activating hover timer, + // but once unlocked on a given item we also moving. + //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); } + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id) + return false; + + if (g.HoverItemDelayTimer < delay) + return false; + } + + return true; +} + +// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). +// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call) +// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28. +// If you used this in your legacy/custom widgets code: +// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.ItemFlags'. +// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable. +bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Detect ID conflicts +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0 && g.HoveredIdPreviousFrame == id && (item_flags & ImGuiItemFlags_AllowDuplicateId) == 0) + { + g.HoveredIdPreviousFrameItemCount++; + if (g.DebugDrawIdConflicts == id) + window->DrawList->AddRect(bb.Min - ImVec2(1,1), bb.Max + ImVec2(1,1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f); + } +#endif + + if (g.HoveredWindow != window) + return false; + if (!IsMouseHoveringRect(bb.Min, bb.Max)) + return false; + + if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) + return false; + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + if (!g.ActiveIdFromShortcut) + return false; + + // Done with rectangle culling so we can perform heavier checks now. + if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) + { + g.HoveredIdIsDisabled = true; + return false; + } + + // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level + // hover test in widgets code. We could also decide to split this function is two. + if (id != 0) + { + // Drag source doesn't report as hovered + if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + return false; + + SetHoveredID(id); + + // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. + // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test. + if (item_flags & ImGuiItemFlags_AllowOverlap) + { + g.HoveredIdAllowOverlap = true; + if (g.HoveredIdPreviousFrame != id) + return false; + } + + // Display shortcut (only works with mouse) + // (ImGuiItemStatusFlags_HasShortcut in LastItemData denotes we want a tooltip) + if (id == g.LastItemData.ID && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasShortcut) && g.ActiveId != id) + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal)) + SetTooltip("%s", GetKeyChordName(g.LastItemData.Shortcut)); + } + + // When disabled we'll return false but still set HoveredId + if (item_flags & ImGuiItemFlags_Disabled) + { + // Release active id if turning disabled + if (g.ActiveId == id && id != 0) + ClearActiveID(); + g.HoveredIdIsDisabled = true; + return false; + } + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + // [DEBUG] Item Picker tool! + // We perform the check here because reaching is path is rare (1~ time a frame), + // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered + // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost. + if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakId == id) + IM_DEBUG_BREAK(); + } +#endif + + if (g.NavHighlightItemUnderNav && (item_flags & ImGuiItemFlags_NoNavDisableMouseHover) == 0) + return false; + + return true; +} + +// FIXME: This is inlined/duplicated in ItemAdd() +// FIXME: The id != 0 path is not used by our codebase, may get rid of it? +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!bb.Overlaps(window->ClipRect)) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) + return true; + return false; +} + +// This is also inlined in ItemAdd() +// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect. +void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) +{ + ImGuiContext& g = *GImGui; + g.LastItemData.ID = item_id; + g.LastItemData.ItemFlags = in_flags; + g.LastItemData.StatusFlags = item_flags; + g.LastItemData.Rect = g.LastItemData.NavRect = item_rect; +} + +float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) +{ + if (wrap_pos_x < 0.0f) + return 0.0f; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (wrap_pos_x == 0.0f) + { + // We could decide to setup a default wrapping max point for auto-resizing windows, + // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function? + //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) + // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x); + //else + wrap_pos_x = window->WorkRect.Max.x; + } + else if (wrap_pos_x > 0.0f) + { + wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space + } + + return ImMax(wrap_pos_x - pos.x, 1.0f); +} + +// IM_ALLOC() == ImGui::MemAlloc() +void* ImGui::MemAlloc(size_t size) +{ + void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size); +#endif + return ptr; +} + +// IM_FREE() == ImGui::MemFree() +void ImGui::MemFree(void* ptr) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ptr != NULL) + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1); +#endif + return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); +} + +// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames" +void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size) +{ + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + IM_UNUSED(ptr); + if (entry->FrameCount != frame_count) + { + info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf); + entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + entry->FrameCount = frame_count; + entry->AllocCount = entry->FreeCount = 0; + } + if (size != (size_t)-1) + { + //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, (int)size, ptr); + entry->AllocCount++; + info->TotalAllocCount++; + } + else + { + //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr); + entry->FreeCount++; + info->TotalFreeCount++; + } +} + +const char* ImGui::GetClipboardText() +{ + ImGuiContext& g = *GImGui; + return g.PlatformIO.Platform_GetClipboardTextFn ? g.PlatformIO.Platform_GetClipboardTextFn(&g) : ""; +} + +void ImGui::SetClipboardText(const char* text) +{ + ImGuiContext& g = *GImGui; + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + g.PlatformIO.Platform_SetClipboardTextFn(&g, text); +} + +const char* ImGui::GetVersion() +{ + return IMGUI_VERSION; +} + +ImGuiIO& ImGui::GetIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->IO; +} + +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiIO& ImGui::GetIOEx(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->IO; +} + +ImGuiPlatformIO& ImGui::GetPlatformIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext()?"); + return GImGui->PlatformIO; +} + +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiPlatformIO& ImGui::GetPlatformIOEx(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->PlatformIO; +} + +// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() +ImDrawData* ImGui::GetDrawData() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = g.Viewports[0]; + return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; +} + +double ImGui::GetTime() +{ + return GImGui->Time; +} + +int ImGui::GetFrameCount() +{ + return GImGui->FrameCount; +} + +static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) +{ + // Create the draw list on demand, because they are not frequently used for all viewports + ImGuiContext& g = *GImGui; + IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists)); + ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no]; + if (draw_list == NULL) + { + draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); + draw_list->_OwnerName = drawlist_name; + viewport->BgFgDrawLists[drawlist_no] = draw_list; + } + + // Our ImDrawList system requires that there is always a command + if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount) + { + draw_list->_ResetForNewFrame(); + draw_list->PushTextureID(g.IO.Fonts->TexID); + draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); + viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount; + } + return draw_list; +} + +ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) +{ + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background"); +} + +ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) +{ + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); +} + +ImDrawListSharedData* ImGui::GetDrawListSharedData() +{ + return &GImGui->DrawListSharedData; +} + +void ImGui::StartMouseMovingWindow(ImGuiWindow* window) +{ + // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. + // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. + // This is because we want ActiveId to be set even when the window is not permitted to move. + ImGuiContext& g = *GImGui; + FocusWindow(window); + SetActiveID(window->MoveId, window); + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + + bool can_move_window = true; + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (ImGuiDockNode* node = window->DockNodeAsHost) + if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (can_move_window) + g.MovingWindow = window; +} + +// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. +void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock) +{ + ImGuiContext& g = *GImGui; + bool can_undock_node = false; + if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0) + { + // Can undock if: + // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window) + // - part of a dockspace node hierarchy: so we can undock the last single visible node too. Undocking from a fixed/central node will create a new node and copy windows. + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that. + can_undock_node = true; + } + + const bool clicked = IsMouseClicked(0); + const bool dragging = IsMouseDragging(0); + if (can_undock_node && dragging) + DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame + else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window) + StartMouseMovingWindow(window); +} + +// Handle mouse moving window +// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() +// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId. +// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, +// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. +void ImGui::UpdateMouseMovingWindowNewFrame() +{ + ImGuiContext& g = *GImGui; + if (g.MovingWindow != NULL) + { + // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). + // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. + KeepAliveID(g.ActiveId); + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree); + ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree; + + // When a window stop being submitted while being dragged, it may will its viewport until next Begin() + const bool window_disappared = (!moving_window->WasActive && !moving_window->Active); + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared) + { + ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; + if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) + { + SetWindowPos(moving_window, pos, ImGuiCond_Always); + if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. + { + moving_window->Viewport->Pos = pos; + moving_window->Viewport->UpdateWorkRect(); + } + } + FocusWindow(g.MovingWindow); + } + else + { + if (!window_disappared) + { + // Try to merge the window back into the main viewport. + // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); + + // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. + if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted()) + g.MouseViewport = moving_window->Viewport; + + // Clear the NoInput window flag set by the Viewport system + if (moving_window->Viewport) + moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; + } + + g.MovingWindow = NULL; + ClearActiveID(); + } + } + else + { + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. + if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) + { + KeepAliveID(g.ActiveId); + if (!g.IO.MouseDown[0]) + ClearActiveID(); + } + } +} + +// Initiate focusing and moving window when clicking on empty space or title bar. +// Initiate focusing window when clicking on a disabled item. +// Handle left-click and right-click focus. +void ImGui::UpdateMouseMovingWindowEndFrame() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId != 0 || (g.HoveredId != 0 && !g.HoveredIdIsDisabled)) + return; + + // Unless we just made a window/popup appear + if (g.NavWindow && g.NavWindow->Appearing) + return; + + // Click on empty space to focus window and start moving + // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) + if (g.IO.MouseClicked[0]) + { + // Handle the edge case of a popup being closed while clicking in its empty space. + // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. + ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; + const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); + + if (root_window != NULL && !is_closed_popup) + { + StartMouseMovingWindow(g.HoveredWindow); //-V595 + + // Cancel moving if clicked outside of title bar + if (g.IO.ConfigWindowsMoveFromTitleBarOnly) + if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive) + if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; + + // Cancel moving if clicked over an item which was disabled or inhibited by popups + // (when g.HoveredIdIsDisabled == true && g.HoveredId == 0 we are inhibited by popups, when g.HoveredIdIsDisabled == true && g.HoveredId != 0 we are over a disabled item)0 already) + if (g.HoveredIdIsDisabled) + g.MovingWindow = NULL; + } + else if (root_window == NULL && g.NavWindow != NULL) + { + // Clicking on void disable focus + FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal); + } + } + + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) + if (g.IO.MouseClicked[1] && g.HoveredId == 0) + { + // Find the top-most window between HoveredWindow and the top-most Modal Window. + // This is where we can trim the popup stack. + ImGuiWindow* modal = GetTopMostPopupModal(); + bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal)); + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + } +} + +// This is called during NewFrame()->UpdateViewportsNewFrame() only. +// Need to keep in sync with SetWindowPos() +static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) +{ + window->Pos += delta; + window->ClipRect.Translate(delta); + window->OuterRectClipped.Translate(delta); + window->InnerRect.Translate(delta); + window->DC.CursorPos += delta; + window->DC.CursorStartPos += delta; + window->DC.CursorMaxPos += delta; + window->DC.IdealMaxPos += delta; +} + +static void ScaleWindow(ImGuiWindow* window, float scale) +{ + ImVec2 origin = window->Viewport->Pos; + window->Pos = ImFloor((window->Pos - origin) * scale + origin); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + window->ContentSize = ImTrunc(window->ContentSize * scale); +} + +static bool IsWindowActiveAndVisible(ImGuiWindow* window) +{ + return (window->Active) && (!window->Hidden); +} + +// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) +void ImGui::UpdateHoveredWindowAndCaptureFlags() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING + // by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow. + g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); + + // Find the window hovered by mouse: + // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. + // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + bool clear_hovered_windows = false; + FindHoveredWindowEx(g.IO.MousePos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow); + IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); + g.HoveredWindowBeforeClear = g.HoveredWindow; + + // Modal windows prevents mouse from hovering behind them. + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ? + clear_hovered_windows = true; + + // Disabled mouse hovering (we don't currently clear MousePos, we could) + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + clear_hovered_windows = true; + + // We track click ownership. When clicked outside of a window the click is owned by the application and + // won't report hovering nor request capture even while dragging over our windows afterward. + const bool has_open_popup = (g.OpenPopupStack.Size > 0); + const bool has_open_modal = (modal_window != NULL); + int mouse_earliest_down = -1; + bool mouse_any_down = false; + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + if (io.MouseClicked[i]) + { + io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup; + io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal; + } + mouse_any_down |= io.MouseDown[i]; + if (io.MouseDown[i] || io.MouseReleased[i]) // Increase release frame for our evaluation of earliest button (#1392) + if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down]) + mouse_earliest_down = i; + } + const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down]; + const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down]; + + // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. + // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) + const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; + if (!mouse_avail && !mouse_dragging_extern_payload) + clear_hovered_windows = true; + + if (clear_hovered_windows) + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app) + // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag + if (g.WantCaptureMouseNextFrame != -1) + { + io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0); + } + else + { + io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup; + io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal; + } + + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) + io.WantCaptureKeyboard = false; + if ((io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) == 0) + { + if ((g.ActiveId != 0) || (modal_window != NULL)) + io.WantCaptureKeyboard = true; + else if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && io.ConfigNavCaptureKeyboard) + io.WantCaptureKeyboard = true; + } + if (g.WantCaptureKeyboardNextFrame != -1) // Manual override + io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible + io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; +} + +// Called once a frame. Followed by SetCurrentFont() which sets up the remaining data. +static void SetupDrawListSharedData() +{ + ImGuiContext& g = *GImGui; + ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiViewportP* viewport : g.Viewports) + virtual_space.Add(viewport->GetMainRect()); + g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedLinesUseTex && !(g.IO.Fonts->Flags & ImFontAtlasFlags_NoBakedLines)) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + + // Remove pending delete hooks before frame start. + // This deferred removal avoid issues of removal while iterating the hook vector + for (int n = g.Hooks.Size - 1; n >= 0; n--) + if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_) + g.Hooks.erase(&g.Hooks[n]); + + CallContextHooks(&g, ImGuiContextHookType_NewFramePre); + + // Check and assert for various common IO and Configuration mistakes + g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame; + ErrorCheckNewFrameSanityChecks(); + g.ConfigFlagsCurrFrame = g.IO.ConfigFlags; + + // Load settings on first frame, save settings when modified (after a delay) + UpdateSettings(); + + g.Time += g.IO.DeltaTime; + g.WithinFrameScope = true; + g.FrameCount += 1; + g.TooltipOverrideCount = 0; + g.WindowsActiveCount = 0; + g.MenusIdSubmittedThisFrame.resize(0); + + // Calculate frame-rate for the user, as a purely luxurious feature + g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); + g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; + + // Process input queue (trickle as many events as possible), turn events into writes to IO structure + g.InputEventsTrail.resize(0); + UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); + + // Update viewports (after processing input queue, so io.MouseHoveredViewport is set) + UpdateViewportsNewFrame(); + + // Setup current font and draw list shared data + // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! + g.IO.Fonts->Locked = true; + SetupDrawListSharedData(); + SetCurrentFont(GetDefaultFont()); + IM_ASSERT(g.Font->IsLoaded()); + + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. + for (ImGuiViewportP* viewport : g.Viewports) + { + viewport->DrawData = NULL; + viewport->DrawDataP.Valid = false; + } + + // Drag and drop keep the source ID alive so even if the source disappear our state is consistent + if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) + KeepAliveID(g.DragDropPayload.SourceId); + + // [DEBUG] + if (!g.IO.ConfigDebugHighlightIdConflicts || !g.IO.KeyCtrl) // Count is locked while holding CTRL + g.DebugDrawIdConflicts = 0; + if (g.IO.ConfigDebugHighlightIdConflicts && g.HoveredIdPreviousFrameItemCount > 1) + g.DebugDrawIdConflicts = g.HoveredIdPreviousFrame; + + // Update HoveredId data + if (!g.HoveredIdPreviousFrame) + g.HoveredIdTimer = 0.0f; + if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) + g.HoveredIdNotActiveTimer = 0.0f; + if (g.HoveredId) + g.HoveredIdTimer += g.IO.DeltaTime; + if (g.HoveredId && g.ActiveId != g.HoveredId) + g.HoveredIdNotActiveTimer += g.IO.DeltaTime; + g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredIdPreviousFrameItemCount = 0; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + g.HoveredIdIsDisabled = false; + + // Clear ActiveID if the item is not alive anymore. + // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd(). + // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves. + if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n"); + ClearActiveID(); + } + + // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) + if (g.ActiveId) + g.ActiveIdTimer += g.IO.DeltaTime; + g.LastActiveIdTimer += g.IO.DeltaTime; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdIsJustActivated = false; + if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) + g.TempInputId = 0; + if (g.ActiveId == 0) + { + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; + } + if (g.DeactivatedItemData.ElapseFrame < g.FrameCount) + g.DeactivatedItemData.ID = 0; + g.DeactivatedItemData.IsAlive = false; + + // Record when we have been stationary as this state is preserved while over same item. + // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values. + // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function. + if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverItemUnlockedStationaryId = g.HoverItemDelayId; + else if (g.HoverItemDelayId == 0) + g.HoverItemUnlockedStationaryId = 0; + if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID; + else if (g.HoveredWindow == NULL) + g.HoverWindowUnlockedStationaryId = 0; + + // Update hover delay for IsItemHovered() with delays and tooltips + g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId; + if (g.HoverItemDelayId != 0) + { + g.HoverItemDelayTimer += g.IO.DeltaTime; + g.HoverItemDelayClearTimer = 0.0f; + g.HoverItemDelayId = 0; + } + else if (g.HoverItemDelayTimer > 0.0f) + { + // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps + // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle. + g.HoverItemDelayClearTimer += g.IO.DeltaTime; + if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate + g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer. + } + + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSource = false; + g.DragDropWithinTarget = false; + g.DragDropHoldJustPressedId = 0; + g.TooltipPreviousWindow = NULL; + + // Close popups on focus lost (currently wip/opt-in) + //if (g.IO.AppFocusLost) + // ClosePopupsExceptModals(); + + // Update keyboard input state + UpdateKeyboardInputs(); + + //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl)); + //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift)); + //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); + //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); + + // Update keyboard/gamepad navigation + NavUpdate(); + + // Update mouse input state + UpdateMouseInputs(); + + // Undocking + // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) + DockContextNewFrameUpdateUndocking(&g); + + // Mark all windows as not visible and compact unused memory. + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); + const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; + for (ImGuiWindow* window : g.Windows) + { + window->WasActive = window->Active; + window->Active = false; + window->WriteAccessed = false; + window->BeginCountPreviousFrame = window->BeginCount; + window->BeginCount = 0; + + // Garbage collect transient buffers of recently unused windows + if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); + } + + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + // (currently needs to be done after the WasActive=Active loop and FindHoveredWindowEx uses ->Active) + UpdateHoveredWindowAndCaptureFlags(); + + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindowNewFrame(); + + // Background darkening/whitening + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); + + g.MouseCursor = ImGuiMouseCursor_Arrow; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; + + // Platform IME data: reset for the frame + g.PlatformImeDataPrev = g.PlatformImeData; + g.PlatformImeData.WantVisible = false; + + // Mouse wheel scrolling, scale + UpdateMouseWheel(); + + // Garbage collect transient buffers of recently unused tables + for (int i = 0; i < g.TablesLastTimeActive.Size; i++) + if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) + TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); + for (ImGuiTableTempData& table_temp_data : g.TablesTempData) + if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time) + TableGcCompactTransientBuffers(&table_temp_data); + if (g.GcCompactAll) + GcCompactTransientMiscBuffers(); + g.GcCompactAll = false; + + // Closing the focused window restore focus to the first active root window in descending z-order + if (g.NavWindow && !g.NavWindow->WasActive) + FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); + + // No window should be open at the beginning of the frame. + // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. + g.CurrentWindowStack.resize(0); + g.BeginPopupStack.resize(0); + g.ItemFlagsStack.resize(0); + g.ItemFlagsStack.push_back(ImGuiItemFlags_AutoClosePopups); // Default flags + g.CurrentItemFlags = g.ItemFlagsStack.back(); + g.GroupStack.resize(0); + + // Docking + DockContextNewFrameUpdateDocking(&g); + + // [DEBUG] Update debug features +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + UpdateDebugToolItemPicker(); + UpdateDebugToolStackQueries(); + UpdateDebugToolFlashStyleColor(); + if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0) + { + g.DebugLocateId = 0; + g.DebugBreakInLocateId = false; + } + if (g.DebugLogAutoDisableFrames > 0 && --g.DebugLogAutoDisableFrames == 0) + { + DebugLog("(Debug Log: Auto-disabled some ImGuiDebugLogFlags after 2 frames)\n"); + g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags; + g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + } +#endif + + // Create implicit/fallback window - which we will only render it if the user has added something to it. + // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. + // This fallback is particularly important as it prevents ImGui:: calls from crashing. + g.WithinFrameScopeWithImplicitWindow = true; + SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); + IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); + + // Store stack sizes + g.ErrorCountCurrentFrame = 0; + ErrorRecoveryStoreState(&g.StackSizesInNewFrame); + + // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack, + // allowing to validate correct Begin/End behavior in user code. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.IO.ConfigDebugBeginReturnValueLoop) + g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10); + else + g.DebugBeginReturnValueCullDepth = -1; +#endif + + CallContextHooks(&g, ImGuiContextHookType_NewFramePost); +} + +// FIXME: Add a more explicit sort order in the window structure. +static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) +{ + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; + if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) + return d; + if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) + return d; + return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); +} + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) +{ + out_sorted_windows->push_back(window); + if (window->Active) + { + int count = window->DC.ChildWindows.Size; + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + for (int i = 0; i < count; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (child->Active) + AddWindowToSortBuffer(out_sorted_windows, child); + } + } +} + +static void AddWindowToDrawData(ImGuiWindow* window, int layer) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = window->Viewport; + IM_ASSERT(viewport != NULL); + g.IO.MetricsRenderWindows++; + if (window->DrawList->_Splitter._Count > 1) + window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows. + ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList); + for (ImGuiWindow* child : window->DC.ChildWindows) + if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active + AddWindowToDrawData(child, layer); +} + +static inline int GetWindowDisplayLayer(ImGuiWindow* window) +{ + return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; +} + +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static inline void AddRootWindowToDrawData(ImGuiWindow* window) +{ + AddWindowToDrawData(window, GetWindowDisplayLayer(window)); +} + +static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder) +{ + int n = builder->Layers[0]->Size; + int full_size = n; + for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++) + full_size += builder->Layers[i]->Size; + builder->Layers[0]->resize(full_size); + for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++) + { + ImVector* layer = builder->Layers[layer_n]; + if (layer->empty()) + continue; + memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*)); + n += layer->Size; + layer->resize(0); + } +} + +static void InitViewportDrawData(ImGuiViewportP* viewport) +{ + ImGuiIO& io = ImGui::GetIO(); + ImDrawData* draw_data = &viewport->DrawDataP; + + viewport->DrawData = draw_data; // Make publicly accessible + viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists; + viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1; + viewport->DrawDataBuilder.Layers[0]->resize(0); + viewport->DrawDataBuilder.Layers[1]->resize(0); + + // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode, + // and to allow applications/backends to easily skip rendering. + // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure. + // This is because the work has been done already, and its wasted! We should fix that and add optimizations for + // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline. + const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0; + + draw_data->Valid = true; + draw_data->CmdListsCount = 0; + draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; + draw_data->DisplayPos = viewport->Pos; + draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; + draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? + draw_data->OwnerViewport = viewport; +} + +// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. +// - When using this function it is sane to ensure that float are perfectly rounded to integer values, +// so that e.g. (int)(max.x-min.x) in user's render produce correct result. +// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect(): +// some frequently called functions which to modify both channels and clipping simultaneously tend to use the +// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds. +// - This is analoguous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack, +// which in the case of ClipRect is not so problematic but tends to be more restrictive for fonts. +void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +void ImGui::PopClipRect() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PopClipRect(); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window) +{ + for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--) + if (IsWindowActiveAndVisible(window->DC.ChildWindows[n])) + return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]); + return window; +} + +static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + ImGuiViewportP* viewport = window->Viewport; + ImRect viewport_rect = viewport->GetMainRect(); + + // Draw behind window by moving the draw command at the FRONT of the draw list + { + // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing. + // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. + ImDrawList* draw_list = window->RootWindowDockTree->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that) + draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); + ImDrawCmd cmd = draw_list->CmdBuffer.back(); + IM_ASSERT(cmd.ElemCount == 6); + draw_list->CmdBuffer.pop_back(); + draw_list->CmdBuffer.push_front(cmd); + draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. + draw_list->PopClipRect(); + } + + // Draw over sibling docking nodes in a same docking tree + if (window->RootWindow->DockIsActive) + { + ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false); + RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding); + draw_list->PopClipRect(); + } +} + +ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* bottom_most_visible_window = parent_window; + for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + if (!IsWindowWithinBeginStackOf(window, parent_window)) + break; + if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window)) + bottom_most_visible_window = window; + } + return bottom_most_visible_window; +} + +// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage. +// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds(). +static void ImGui::RenderDimmedBackgrounds() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal(); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + return; + const bool dim_bg_for_modal = (modal_window != NULL); + const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active); + if (!dim_bg_for_modal && !dim_bg_for_window_list) + return; + + ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL }; + if (dim_bg_for_modal) + { + // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. + ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); + RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio)); + viewports_already_dimmed[0] = modal_window->Viewport; + } + else if (dim_bg_for_window_list) + { + // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window + RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport) + RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport; + viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL; + + // Draw border around CTRL+Tab target window + ImGuiWindow* window = g.NavWindowingTargetAnim; + ImGuiViewport* viewport = window->Viewport; + float distance = g.FontSize; + ImRect bb = window->Rect(); + bb.Expand(distance); + if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y) + bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward + window->DrawList->ChannelsMerge(); + if (window->DrawList->CmdBuffer.Size == 0) + window->DrawList->AddDrawCmd(); + window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); + window->DrawList->PopClipRect(); + } + + // Draw dimming background on _other_ viewports than the ones our windows are in + for (ImGuiViewportP* viewport : g.Viewports) + { + if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1]) + continue; + if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window)) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); + } +} + +// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. +void ImGui::EndFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + // Don't process EndFrame() multiple times. + if (g.FrameCountEnded == g.FrameCount) + return; + IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePre); + + // [EXPERIMENTAL] Recover from errors + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverState(&g.StackSizesInNewFrame); + ErrorCheckEndFrameSanityChecks(); + ErrorCheckEndFrameFinalizeErrorTooltip(); + + // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + ImGuiPlatformImeData* ime_data = &g.PlatformImeData; + if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) + { + ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport); + IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); + if (viewport == NULL) + viewport = GetMainViewport(); + g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data); + } + + // Hide implicit/fallback "Debug" window if it hasn't been used + g.WithinFrameScopeWithImplicitWindow = false; + if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) + g.CurrentWindow->Active = false; + End(); + + // Update navigation: CTRL+Tab, wrap-around requests + NavEndFrame(); + + // Update docking + DockContextEndFrame(&g); + + SetCurrentViewport(NULL, NULL); + + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if (g.DragDropActive) + { + bool is_delivered = g.DragDropPayload.Delivery; + bool is_elapsed = (g.DragDropSourceFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_PayloadAutoExpire) || g.DragDropMouseButton == -1 || !IsMouseDown(g.DragDropMouseButton)); + if (is_delivered || is_elapsed) + ClearDragDrop(); + } + + // Drag and Drop: Fallback for missing source tooltip. This is not ideal but better than nothing. + // If you want to handle source item disappearing: instead of submitting your description tooltip + // in the BeginDragDropSource() block of the dragged item, you can submit them from a safe single spot + // (e.g. end of your item loop, or before EndFrame) by reading payload data. + // In the typical case, the contents of drag tooltip should be possible to infer solely from payload data. + if (g.DragDropActive && g.DragDropSourceFrameCount + 1 < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + g.DragDropWithinSource = true; + SetTooltip("..."); + g.DragDropWithinSource = false; + } + + // End frame + g.WithinFrameScope = false; + g.FrameCountEnded = g.FrameCount; + + // Initiate moving window + handle left-click and right-click focus + UpdateMouseMovingWindowEndFrame(); + + // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) + UpdateViewportsEndFrame(); + + // Sort the window list so that all child windows are after their parent + // We cannot do that on FocusWindow() because children may not exist yet + g.WindowsTempSortBuffer.resize(0); + g.WindowsTempSortBuffer.reserve(g.Windows.Size); + for (ImGuiWindow* window : g.Windows) + { + if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it + continue; + AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); + } + + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. + IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size); + g.Windows.swap(g.WindowsTempSortBuffer); + g.IO.MetricsActiveWindows = g.WindowsActiveCount; + + // Unlock font atlas + g.IO.Fonts->Locked = false; + + // Clear Input data for next frame + g.IO.MousePosPrev = g.IO.MousePos; + g.IO.AppFocusLost = false; + g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; + g.IO.InputQueueCharacters.resize(0); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePost); +} + +// Prepare the data for rendering so you can call GetDrawData() +// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all: +// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) +void ImGui::Render() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + if (g.FrameCountEnded != g.FrameCount) + EndFrame(); + if (g.FrameCountRendered == g.FrameCount) + return; + g.FrameCountRendered = g.FrameCount; + + g.IO.MetricsRenderWindows = 0; + CallContextHooks(&g, ImGuiContextHookType_RenderPre); + + // Add background ImDrawList (for each active viewport) + for (ImGuiViewportP* viewport : g.Viewports) + { + InitViewportDrawData(viewport); + if (viewport->BgFgDrawLists[0] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); + } + + // Draw modal/window whitening backgrounds + RenderDimmedBackgrounds(); + + // Add ImDrawList to render + ImGuiWindow* windows_to_render_top_most[2]; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL; + windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); + for (ImGuiWindow* window : g.Windows) + { + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) + AddRootWindowToDrawData(window); + } + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); + + // Draw software mouse cursor if requested by io.MouseDrawCursor flag + if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None) + RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + + // Setup ImDrawData structures for end-user + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; + for (ImGuiViewportP* viewport : g.Viewports) + { + FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder); + + // Add foreground ImDrawList (for each active viewport) + if (viewport->BgFgDrawLists[1] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); + + // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch). + ImDrawData* draw_data = &viewport->DrawDataP; + IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount); + for (ImDrawList* draw_list : draw_data->CmdLists) + draw_list->_PopUnusedDrawCmd(); + + g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; + g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; + } + + CallContextHooks(&g, ImGuiContextHookType_RenderPost); +} + +// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. +// CalcTextSize("") should return ImVec2(0.0f, g.FontSize) +ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) +{ + ImGuiContext& g = *GImGui; + + const char* text_display_end; + if (hide_text_after_double_hash) + text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string + else + text_display_end = text_end; + + ImFont* font = g.Font; + const float font_size = g.FontSize; + if (text == text_display_end) + return ImVec2(0.0f, font_size); + ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); + + // Round + // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out. + // FIXME: Investigate using ceilf or e.g. + // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c + // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html + text_size.x = IM_TRUNC(text_size.x + 0.99999f); + + return text_size; +} + +// Find window given position, search front-to-back +// - Typically write output back to g.HoveredWindow and g.HoveredWindowUnderMovingWindow. +// - FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// called, aka before the next Begin(). Moving window isn't affected. +// - The 'find_first_and_in_any_viewport = true' mode is only used by TestEngine. It is simpler to maintain here. +void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window_under_moving_window = NULL; + + // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) + ImGuiViewportP* backup_moving_window_viewport = NULL; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + { + backup_moving_window_viewport = g.MovingWindow->Viewport; + g.MovingWindow->Viewport = g.MouseViewport; + if (!(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + hovered_window = g.MovingWindow; + } + + ImVec2 padding_regular = g.Style.TouchExtraPadding; + ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (!window->WasActive || window->Hidden) + continue; + if (window->Flags & ImGuiWindowFlags_NoMouseInputs) + continue; + IM_ASSERT(window->Viewport); + if (window->Viewport != g.MouseViewport) + continue; + + // Using the clipped AABB, a child window will typically be clipped by its parent (not always) + ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize; + if (!window->OuterRectClipped.ContainsWithPad(pos, hit_padding)) + continue; + + // Support for one rectangular hole in any given window + // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) + if (window->HitTestHoleSize.x != 0) + { + ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y); + ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y); + if (ImRect(hole_pos, hole_pos + hole_size).Contains(pos)) + continue; + } + + if (find_first_and_in_any_viewport) + { + hovered_window = window; + break; + } + else + { + if (hovered_window == NULL) + hovered_window = window; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (hovered_window_under_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)) + hovered_window_under_moving_window = window; + if (hovered_window && hovered_window_under_moving_window) + break; + } + } + + *out_hovered_window = hovered_window; + if (out_hovered_window_under_moving_window != NULL) + *out_hovered_window_under_moving_window = hovered_window_under_moving_window; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + g.MovingWindow->Viewport = backup_moving_window_viewport; +} + +bool ImGui::IsItemActive() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + return g.ActiveId == g.LastItemData.ID; + return false; +} + +bool ImGui::IsItemActivated() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID) + return true; + return false; +} + +bool ImGui::IsItemDeactivated() +{ + ImGuiContext& g = *GImGui; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; + return (g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount); +} + +bool ImGui::IsItemDeactivatedAfterEdit() +{ + ImGuiContext& g = *GImGui; + return IsItemDeactivated() && g.DeactivatedItemData.HasBeenEditedBefore; +} + +// == (GetItemID() == GetFocusID() && GetFocusID() != 0) +bool ImGui::IsItemFocused() +{ + ImGuiContext& g = *GImGui; + if (g.NavId != g.LastItemData.ID || g.NavId == 0) + return false; + + // Special handling for the dummy item after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + ImGuiWindow* window = g.CurrentWindow; + if (g.LastItemData.ID == window->ID && window->WriteAccessed) + return false; + + return true; +} + +// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! +// Most widgets have specific reactions based on mouse-up/down state, mouse position etc. +bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) +{ + return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); +} + +bool ImGui::IsItemToggledOpen() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; +} + +// Call after a Selectable() or TreeNode() involved in multi-selection. +// Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose. +// This is only meant to be called inside a BeginMultiSelect()/EndMultiSelect() block. +// (Outside of multi-select, it would be misleading/ambiguous to report this signal, as widgets +// return e.g. a pressed event and user code is in charge of altering selection in ways we cannot predict.) +bool ImGui::IsItemToggledSelection() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentMultiSelect != NULL); // Can only be used inside a BeginMultiSelect()/EndMultiSelect() + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; +} + +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. +bool ImGui::IsAnyItemHovered() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; +} + +bool ImGui::IsAnyItemActive() +{ + ImGuiContext& g = *GImGui; + return g.ActiveId != 0; +} + +bool ImGui::IsAnyItemFocused() +{ + ImGuiContext& g = *GImGui; + return g.NavId != 0 && g.NavCursorVisible; +} + +bool ImGui::IsItemVisible() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0; +} + +bool ImGui::IsItemEdited() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0; +} + +// Allow next item to be overlapped by subsequent items. +// This works by requiring HoveredId to match for two subsequent frames, +// so if a following items overwrite it our interactions will naturally be disabled. +void ImGui::SetNextItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead. +void ImGui::SetItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (g.HoveredId == id) + g.HoveredIdAllowOverlap = true; + if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id. + g.ActiveIdAllowOverlap = true; +} +#endif + +// This is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations. +// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version if needed? +void ImGui::SetActiveIdUsingAllKeyboardKeys() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId != 0); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1; + g.ActiveIdUsingAllKeyboardKeys = true; + NavMoveRequestCancel(); +} + +ImGuiID ImGui::GetItemID() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.ID; +} + +ImVec2 ImGui::GetItemRectMin() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Min; +} + +ImVec2 ImGui::GetItemRectMax() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Max; +} + +ImVec2 ImGui::GetItemRectSize() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.GetSize(); +} + +// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'. +// ImGuiChildFlags_Borders is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details! +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiID id = GetCurrentWindow()->GetID(str_id); + return BeginChildEx(str_id, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + return BeginChildEx(NULL, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + IM_ASSERT(id != 0); + + // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument. + const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle | ImGuiChildFlags_NavFlattened; + IM_UNUSED(ImGuiChildFlags_SupportedMask_); + IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?"); + IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!"); + if (child_flags & ImGuiChildFlags_AlwaysAutoResize) + { + IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding) + child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding; + if (window_flags & ImGuiWindowFlags_NavFlattened) + child_flags |= ImGuiChildFlags_NavFlattened; +#endif + if (child_flags & ImGuiChildFlags_AutoResizeX) + child_flags &= ~ImGuiChildFlags_ResizeX; + if (child_flags & ImGuiChildFlags_AutoResizeY) + child_flags &= ~ImGuiChildFlags_ResizeY; + + // Set window flags + window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking; + window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize)) + window_flags |= ImGuiWindowFlags_AlwaysAutoResize; + if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0) + window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; + + // Special framed style + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding); + child_flags |= ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding; + window_flags |= ImGuiWindowFlags_NoMove; + } + + // Forward size + // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set. + // (the alternative would to store conditional flags per axis, which is possible but more code) + const ImVec2 size_avail = GetContentRegionAvail(); + const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y); + ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y); + + // A SetNextWindowSize() call always has priority (#8020) + // (since the code in Begin() never supported SizeVal==0.0f aka auto-resize via SetNextWindowSize() call, we don't support it here for now) + // FIXME: We only support ImGuiCond_Always in this path. Supporting other paths would requires to obtain window pointer. + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) != 0 && (g.NextWindowData.SizeCond & ImGuiCond_Always) != 0) + { + if (g.NextWindowData.SizeVal.x > 0.0f) + { + size.x = g.NextWindowData.SizeVal.x; + child_flags &= ~ImGuiChildFlags_ResizeX; + } + if (g.NextWindowData.SizeVal.y > 0.0f) + { + size.y = g.NextWindowData.SizeVal.y; + child_flags &= ~ImGuiChildFlags_ResizeY; + } + } + SetNextWindowSize(size); + + // Forward child flags (we allow prior settings to merge but it'll only work for adding flags) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) + g.NextWindowData.ChildFlags |= child_flags; + else + g.NextWindowData.ChildFlags = child_flags; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags; + + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround. + // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it. + const char* temp_window_name; + /*if (name && parent_window->IDStack.back() == parent_window->ID) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack + else*/ + if (name) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id); + else + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id); + + // Set style + const float backup_border_size = g.Style.ChildBorderSize; + if ((child_flags & ImGuiChildFlags_Borders) == 0) + g.Style.ChildBorderSize = 0.0f; + + // Begin into window + const bool ret = Begin(temp_window_name, NULL, window_flags); + + // Restore style + g.Style.ChildBorderSize = backup_border_size; + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PopStyleVar(3); + PopStyleColor(); + } + + ImGuiWindow* child_window = g.CurrentWindow; + child_window->ChildId = id; + + // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. + // While this is not really documented/defined, it seems that the expected thing to do. + if (child_window->BeginCount == 1) + parent_window->DC.CursorPos = child_window->Pos; + + // Process navigation-in immediately so NavInit can run on first frame + // Can enter a child if (A) it has navigable items or (B) it can be scrolled. + const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id); + if (g.ActiveId == temp_id_for_activation) + ClearActiveID(); + if (g.NavActivateId == id && !(child_flags & ImGuiChildFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY)) + { + FocusWindow(child_window); + NavInitWindow(child_window, false); + SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item + g.ActiveIdSource = g.NavInputSource; + } + return ret; +} + +void ImGui::EndChild() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* child_window = g.CurrentWindow; + + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; + IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls + + g.WithinEndChildID = child_window->ID; + ImVec2 child_size = child_window->Size; + End(); + if (child_window->BeginCount == 1) + { + ImGuiWindow* parent_window = g.CurrentWindow; + ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size); + ItemSize(child_size); + const bool nav_flattened = (child_window->ChildFlags & ImGuiChildFlags_NavFlattened) != 0; + if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !nav_flattened) + { + ItemAdd(bb, child_window->ChildId); + RenderNavCursor(bb, child_window->ChildId); + + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) + if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow) + RenderNavCursor(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavRenderCursorFlags_Compact); + } + else + { + // Not navigable into + // - This is a bit of a fringe use case, mostly useful for undecorated, non-scrolling contents childs, or empty childs. + // - We could later decide to not apply this path if ImGuiChildFlags_FrameStyle or ImGuiChildFlags_Borders is set. + ItemAdd(bb, child_window->ChildId, NULL, ImGuiItemFlags_NoNav); + + // But when flattened we directly reach items, adjust active layer mask accordingly + if (nav_flattened) + parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext; + } + if (g.HoveredWindow == child_window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + g.WithinEndChildID = backup_within_end_child_id; + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) +{ + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); + window->SetWindowDockAllowFlags = enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~flags); +} + +ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); +} + +ImGuiWindow* ImGui::FindWindowByName(const char* name) +{ + ImGuiID id = ImHashStr(name); + return FindWindowByID(id); +} + +static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->ViewportPos = main_viewport->Pos; + if (settings->ViewportId) + { + window->ViewportId = settings->ViewportId; + window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); + } + window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y)); + if (settings->Size.x > 0 && settings->Size.y > 0) + window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y)); + window->Collapsed = settings->Collapsed; + window->DockId = settings->DockId; + window->DockOrder = settings->DockOrder; +} + +static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + // Initial window state with e.g. default/arbitrary window position + // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->Pos = main_viewport->Pos + ImVec2(60, 60); + window->Size = window->SizeFull = ImVec2(0, 0); + window->ViewportPos = main_viewport->Pos; + window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + + if (settings != NULL) + { + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); + ApplyWindowSettings(window, settings); + } + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values + + if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) + { + window->AutoFitFramesX = window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } + else + { + if (window->Size.x <= 0.0f) + window->AutoFitFramesX = 2; + if (window->Size.y <= 0.0f) + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); + } +} + +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) +{ + // Create window the first time + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); + window->Flags = flags; + g.WindowsById.SetVoidPtr(window->ID, window); + + ImGuiWindowSettings* settings = NULL; + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0) + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + + InitOrLoadWindowSettings(window, settings); + + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) + g.Windows.push_front(window); // Quite slow but rare and only once + else + g.Windows.push_back(window); + + return window; +} + +static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window) +{ + return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window; +} + +static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) +{ + return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; +} + +static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window) +{ + // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + // FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller. + // Perhaps should tend further a neater test for this. + ImGuiContext& g = *GImGui; + ImVec2 size_min; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) + { + size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f; + } + else + { + size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f; + } + + // Reduce artifacts with very small windows + ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); + size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight + window_for_height->MenuBarHeight + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); + return size_min; +} + +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) +{ + ImGuiContext& g = *GImGui; + ImVec2 new_size = size_desired; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max. + ImRect cr = g.NextWindowData.SizeConstraintRect; + new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; + new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; + if (g.NextWindowData.SizeCallback) + { + ImGuiSizeCallbackData data; + data.UserData = g.NextWindowData.SizeCallbackUserData; + data.Pos = window->Pos; + data.CurrentSize = window->SizeFull; + data.DesiredSize = new_size; + g.NextWindowData.SizeCallback(&data); + new_size = data.DesiredSize; + } + new_size.x = IM_TRUNC(new_size.x); + new_size.y = IM_TRUNC(new_size.y); + } + + // Minimum size + ImVec2 size_min = CalcWindowMinSize(window); + return ImMax(new_size, size_min); +} + +static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal) +{ + bool preserve_old_content_sizes = false; + if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + preserve_old_content_sizes = true; + else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + preserve_old_content_sizes = true; + if (preserve_old_content_sizes) + { + *content_size_current = window->ContentSize; + *content_size_ideal = window->ContentSizeIdeal; + return; + } + + content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); + content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); +} + +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x; + const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y; + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars); + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Tooltip always resize + return size_desired; + } + else + { + // Maximum window size is determined by the viewport size or monitor size + ImVec2 size_min = CalcWindowMinSize(window); + ImVec2 size_max = ImVec2(FLT_MAX, FLT_MAX); + + // Child windows are layed within their parent (unless they are also popups/menus) and thus have no restriction + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || (window->Flags & ImGuiWindowFlags_Popup) != 0) + { + if (!window->ViewportOwned) + size_max = ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; + const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f; + } + + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, size_max)); + + // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one axis may be auto-fit when calculating scrollbars, + // we may need to compute/store three variants of size_auto_fit, for x/y/xy. + // Here we implement a workaround for child windows only, but a full solution would apply to normal windows as well: + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && !(window->ChildFlags & ImGuiChildFlags_ResizeY)) + size_auto_fit.y = window->SizeFull.y; + else if (!(window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->ChildFlags & ImGuiChildFlags_ResizeY)) + size_auto_fit.x = window->SizeFull.x; + + // When the window cannot fit all contents (either because of constraints, either because screen is too small), + // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. + ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + if (will_have_scrollbar_x) + size_auto_fit.y += style.ScrollbarSize; + if (will_have_scrollbar_y) + size_auto_fit.x += style.ScrollbarSize; + return size_auto_fit; + } +} + +ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) +{ + ImVec2 size_contents_current; + ImVec2 size_contents_ideal; + CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + return size_final; +} + +static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window) +{ + if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + return ImGuiCol_PopupBg; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive) + return ImGuiCol_ChildBg; + return ImGuiCol_WindowBg; +} + +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) +{ + ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left + ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right + ImVec2 size_expected = pos_max - pos_min; + ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); + *out_pos = pos_min; + if (corner_norm.x == 0.0f) + out_pos->x -= (size_constrained.x - size_expected.x); + if (corner_norm.y == 0.0f) + out_pos->y -= (size_constrained.y - size_expected.y); + *out_size = size_constrained; +} + +// Data for resizing from resize grip / corner +struct ImGuiResizeGripDef +{ + ImVec2 CornerPosN; + ImVec2 InnerDir; + int AngleMin12, AngleMax12; +}; +static const ImGuiResizeGripDef resize_grip_def[4] = +{ + { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right + { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left + { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused) +}; + +// Data for resizing from borders +struct ImGuiResizeBorderDef +{ + ImVec2 InnerDir; // Normal toward inside + ImVec2 SegmentN1, SegmentN2; // End positions, normalized (0,0: upper left) + float OuterAngle; // Angle toward outside +}; +static const ImGuiResizeBorderDef resize_border_def[4] = +{ + { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left + { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down +}; + +static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) +{ + ImRect rect = window->Rect(); + if (thickness == 0.0f) + rect.Max -= ImVec2(1, 1); + if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } + if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } + IM_ASSERT(0); + return ImRect(); +} + +// 0..3: corners (Lower-right, Lower-left, Unused, Unused) +ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) +{ + IM_ASSERT(n >= 0 && n < 4); + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Borders (Left, Right, Up, Down) +ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) +{ + IM_ASSERT(dir >= 0 && dir < 4); + int n = (int)dir + 4; + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Handle resize for: Resize Grips, Borders, Gamepad +// Return true when using auto-fit (double-click on resize grip) +static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window. + return false; + + int ret_auto_fit_mask = 0x00; + const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float grip_hover_inner_size = (resize_grip_count > 0) ? IM_TRUNC(grip_draw_size * 0.75f) : 0.0f; + const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; + + ImRect clamp_rect = visibility_rect; + const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar); + if (window_move_from_title_bar) + clamp_rect.Min.y -= window->TitleBarHeight; + + ImVec2 pos_target(FLT_MAX, FLT_MAX); + ImVec2 size_target(FLT_MAX, FLT_MAX); + + // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time). + // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. + // This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it. + // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. + // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). + // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup. + const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration); + if (clip_with_viewport_rect) + window->ClipRect = window->Viewport->GetMainRect(); + + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Manual resize grips + PushID("#RESIZE"); + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); + + // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window + bool hovered, held; + ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size); + if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); + if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered || held) + SetMouseCursor((resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE); + + if (held && g.IO.MouseDoubleClicked[0]) + { + // Auto-fit when double-clicking + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit_mask = 0x03; // Both axises + ClearActiveID(); + } + else if (held) + { + // Resize from any of the four corners + // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position + ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX); + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip + corner_target = ImClamp(corner_target, clamp_min, clamp_max); + CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); + } + + // Only lower-left grip is visible before hovering/activating + if (resize_grip_n == 0 || held || hovered) + resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); + } + + int resize_border_mask = 0x00; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0); + else + resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00; + for (int border_n = 0; border_n < 4; border_n++) + { + if ((resize_border_mask & (1 << border_n)) == 0) + continue; + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + + bool hovered, held; + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() + ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) + hovered = false; + if (hovered || held) + SetMouseCursor((axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS); + if (held && g.IO.MouseDoubleClicked[0]) + { + // Double-clicking bottom or right border auto-fit on this axis + // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one side may be auto-fit when calculating scrollbars. + // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases. + if (border_n == 1 || border_n == 3) // Right and bottom border + { + size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis]; + ret_auto_fit_mask |= (1 << axis); + hovered = held = false; // So border doesn't show highlighted at new position + } + ClearActiveID(); + } + else if (held) + { + // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop. + // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually. + // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it! + const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true)); + if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing) + { + g.WindowResizeBorderExpectedRect = border_rect; + g.WindowResizeRelativeMode = false; + } + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0) + g.WindowResizeRelativeMode = true; + + const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size); + const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis]; + const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above. + + // Use absolute mode position + ImVec2 border_target = window->Pos; + border_target[axis] = border_target_abs_mode_for_axis; + + // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position. + bool ignore_resize = false; + if (g.WindowResizeRelativeMode) + { + //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode"); + border_target[axis] = border_target_rel_mode_for_axis; + if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis)) + ignore_resize = true; + } + + // Clamp, apply + ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX); + border_target = ImClamp(border_target, clamp_min, clamp_max); + if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent + { + ImGuiWindow* parent_window = window->ParentWindow; + ImGuiWindowFlags parent_flags = parent_window->Flags; + ImRect border_limit_rect = parent_window->InnerRect; + border_limit_rect.Expand(ImVec2(-ImMax(parent_window->WindowPadding.x, parent_window->WindowBorderSize), -ImMax(parent_window->WindowPadding.y, parent_window->WindowBorderSize))); + if ((axis == ImGuiAxis_X) && ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar))) + border_target.x = ImClamp(border_target.x, border_limit_rect.Min.x, border_limit_rect.Max.x); + if ((axis == ImGuiAxis_Y) && (parent_flags & ImGuiWindowFlags_NoScrollbar)) + border_target.y = ImClamp(border_target.y, border_limit_rect.Min.y, border_limit_rect.Max.y); + } + if (!ignore_resize) + CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); + } + if (hovered) + *border_hovered = border_n; + if (held) + *border_held = border_n; + } + PopID(); + + // Restore nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + // Navigation resize (keyboard/gamepad) + // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user. + // Not even sure the callback works here. + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window) + { + ImVec2 nav_resize_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown); + if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f) + { + const float NAV_RESIZE_SPEED = 600.0f; + const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step; + g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size + g.NavWindowingToggleLayer = false; + g.NavHighlightItemUnderNav = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored); + g.NavWindowingAccumDeltaSize -= accum_floored; + } + } + } + + // Apply back modified position/size to window + const ImVec2 curr_pos = window->Pos; + const ImVec2 curr_size = window->SizeFull; + if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x)) + window->Size.x = window->SizeFull.x = size_target.x; + if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y)) + window->Size.y = window->SizeFull.y = size_target.y; + if (pos_target.x != FLT_MAX && window->Pos.x != ImTrunc(pos_target.x)) + window->Pos.x = ImTrunc(pos_target.x); + if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y)) + window->Pos.y = ImTrunc(pos_target.y); + if (curr_pos.x != window->Pos.x || curr_pos.y != window->Pos.y || curr_size.x != window->SizeFull.x || curr_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); + + // Recalculate next expected border expected coordinates + if (*border_held != -1) + g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + + return ret_auto_fit_mask; +} + +static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImVec2 size_for_clamping = window->Size; + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && window->DockNodeAsHost) + size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here. + else if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + size_for_clamping.y = window->TitleBarHeight; + window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); +} + +static void RenderWindowOuterSingleBorder(ImGuiWindow* window, int border_n, ImU32 border_col, float border_size) +{ + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const float rounding = window->WindowRounding; + const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(border_col, ImDrawFlags_None, border_size); +} + +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + const float border_size = window->WindowBorderSize; + const ImU32 border_col = GetColorU32(ImGuiCol_Border); + if (border_size > 0.0f && (window->Flags & ImGuiWindowFlags_NoBackground) == 0) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, 0, window->WindowBorderSize); + else if (border_size > 0.0f) + { + if (window->ChildFlags & ImGuiChildFlags_ResizeX) // Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border. + RenderWindowOuterSingleBorder(window, 1, border_col, border_size); + if (window->ChildFlags & ImGuiChildFlags_ResizeY) + RenderWindowOuterSingleBorder(window, 3, border_col, border_size); + } + if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1) + { + const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered; + const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // Thicker than usual + } + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + float y = window->Pos.y + window->TitleBarHeight - 1; + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), border_col, g.Style.FrameBorderSize); + } +} + +// Draw background and borders +// Draw and handle scrollbars +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Ensure that Scrollbar() doesn't read last frame's SkipItems + IM_ASSERT(window->BeginCount == 0); + window->SkipItems = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + const float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && g.NavCursorVisible) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse) + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + bool is_docking_transparent_payload = false; + if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) + if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) + is_docking_transparent_payload = true; + + ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); + if (window->ViewportOwned) + { + bg_col |= IM_COL32_A_MASK; // No alpha + if (is_docking_transparent_payload) + window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; + } + else + { + // Adjust alpha. For docking + bool override_alpha = false; + float alpha = 1.0f; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + { + alpha = g.NextWindowData.BgAlphaVal; + override_alpha = true; + } + if (is_docking_transparent_payload) + { + alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override? + override_alpha = true; + } + if (override_alpha) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + } + + // Render, for docked windows and host windows we ensure bg goes before decorations + if (window->DockIsActive) + window->DockNode->LastBgColor = bg_col; + ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + } + if (window->DockIsActive) + window->DockNode->IsBgDrawnThisFrame = true; + + // Title bar + // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, + // in order for their pos/size to be matching their undocking state.) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock + ImGuiDockNode* node = window->DockNode; + if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar()) + { + float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f); + float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f); + ImVec2 p = node->Pos; + ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); + ImGuiID unhide_id = window->GetID("#UNHIDE"); + KeepAliveID(unhide_id); + bool hovered, held; + if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren)) + node->WantHiddenTabBarToggle = true; + else if (held && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button + + // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. + ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImU32 col = resize_grip_col[resize_grip_n]; + if ((col & IM_COL32_A_MASK) == 0) + continue; + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(col); + } + } + + // Borders (for dock node host they will be rendered over after the tab bar) + if (handle_borders_and_resize_grips && !window->DockNodeAsHost) + RenderWindowOuterBorders(window); + } + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; +} + +// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead. +// Render title text, collapse button, close button +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref? + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y); + pad_l += button_sz + style.ItemInnerSpacing.x; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + g.CurrentItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f; + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correctly. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos; + marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x); + marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; + if (marker_pos.x > layout_r.Min.x) + { + RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text)); + clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); + } + } + //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); +} + +void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) +{ + window->ParentWindow = parent_window; + window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + { + window->RootWindowDockTree = parent_window->RootWindowDockTree; + if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) + window->RootWindow = parent_window->RootWindow; + } + if (parent_window && (flags & ImGuiWindowFlags_Popup)) + window->RootWindowPopupTree = parent_window->RootWindowPopupTree; + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ? + window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; + while (window->RootWindowForNav->ChildFlags & ImGuiChildFlags_NavFlattened) + { + IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); + window->RootWindowForNav = window->RootWindowForNav->ParentWindow; + } +} + +// [EXPERIMENTAL] Called by Begin(). NextWindowData is valid at this point. +// This is designed as a toy/test-bed for +void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + window->SkipRefresh = false; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0) + return; + if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh) + { + // FIXME-IDLE: Tests for e.g. mouse clicks or keyboard while focused. + if (window->Appearing) // If currently appearing + return; + if (window->Hidden) // If was hidden (previous frame) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnHover) && g.HoveredWindow) + if (window->RootWindow == g.HoveredWindow->RootWindow || IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, window)) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnFocus) && g.NavWindow) + if (window->RootWindow == g.NavWindow->RootWindow || IsWindowWithinBeginStackOf(g.NavWindow->RootWindow, window)) + return; + window->DrawList = NULL; + window->SkipRefresh = true; + } +} + +static void SetWindowActiveForSkipRefresh(ImGuiWindow* window) +{ + window->Active = true; + for (ImGuiWindow* child : window->DC.ChildWindows) + if (!child->Hidden) + { + child->Active = child->SkipRefresh = true; + SetWindowActiveForSkipRefresh(child); + } +} + +// Push a new Dear ImGui window to add widgets to. +// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. +// - Begin/End can be called multiple times during the frame with the same window name to append content. +// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). +// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. +// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. +// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. +bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required + IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet + + // Find or create + ImGuiWindow* window = FindWindowByName(name); + const bool window_just_created = (window == NULL); + if (window_just_created) + window = CreateNewWindow(name, flags); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInWindow == window->ID) + IM_DEBUG_BREAK(); + + // Automatically disable manual moving/resizing when NoInputs is set + if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) + flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; + + const int current_frame = g.FrameCount; + const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); + + // Update the Appearing flag (note: the BeginDocked() path may also set this to true later) + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed + window_just_activated_by_user |= (window != popup_ref.Window); + } + + // Update Flags, LastFrameActive, BeginOrderXXX fields + const bool window_was_appearing = window->Appearing; + if (first_begin_of_the_frame) + { + UpdateWindowInFocusOrderList(window, window_just_created, flags); + window->Appearing = window_just_activated_by_user; + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + window->FlagsPreviousFrame = window->Flags; + window->Flags = (ImGuiWindowFlags)flags; + window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0; + window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); + } + else + { + flags = window->Flags; + } + + // Docking + // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock) + SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); + if (first_begin_of_the_frame) + { + bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); + bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); + bool dock_node_was_visible = window->DockNodeIsVisible; + bool dock_tab_was_visible = window->DockTabIsVisible; + if (has_dock_node || new_auto_dock_node) + { + BeginDocked(window, p_open); + flags = window->Flags; + if (window->DockIsActive) + { + IM_ASSERT(window->DockNode != NULL); + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints + } + + // Amend the Appearing flag + if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing) + { + window->Appearing = true; + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + } + } + else + { + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + } + } + + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + + // We allow window memory to be compacted so recreate the base stack when needed. + if (window->IDStack.Size == 0) + window->IDStack.push_back(window->ID); + + // Add to stack + g.CurrentWindow = window; + g.CurrentWindowStack.resize(g.CurrentWindowStack.Size + 1); + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); + window_stack_data.Window = window; + window_stack_data.ParentLastItemDataBackup = g.LastItemData; + window_stack_data.DisabledOverrideReenable = (flags & ImGuiWindowFlags_Tooltip) && (g.CurrentItemFlags & ImGuiItemFlags_Disabled); + ErrorRecoveryStoreState(&window_stack_data.StackSizesInBegin); + g.StackSizesInBeginForCurrentWindow = &window_stack_data.StackSizesInBegin; + if (flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuDepth++; + + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if (first_begin_of_the_frame) + { + UpdateWindowParentAndRootLinks(window, flags, parent_window); + window->ParentWindowInBeginStack = parent_window_in_stack; + + // Focus route + // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack, + // Use for e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798) + window->ParentWindowForFocusRoute = (window->RootWindow != window) ? parent_window_in_stack : NULL; + if (window->ParentWindowForFocusRoute == NULL && window->DockNode != NULL) + if (window->DockNode->MergedFlags & ImGuiDockNodeFlags_DockedWindowsInFocusRoute) + window->ParentWindowForFocusRoute = window->DockNode->HostWindow; + + // Override with SetNextWindowClass() field or direct call to SetWindowParentWindowForFocusRoute() + if (window->WindowClass.FocusRouteParentWindowId != 0) + { + window->ParentWindowForFocusRoute = FindWindowByID(window->WindowClass.FocusRouteParentWindowId); + IM_ASSERT(window->ParentWindowForFocusRoute != 0); // Invalid value for FocusRouteParentWindowId. + } + } + + // Add to focus scope stack + PushFocusScope((window->ChildFlags & ImGuiChildFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID); + window->NavRootFocusScopeId = g.CurrentFocusScopeId; + + // Add to popup stacks: update OpenPopupStack[] data, push to BeginPopupStack[] + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + popup_ref.Window = window; + popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent; + g.BeginPopupStack.push_back(popup_ref); + window->PopupId = popup_ref.PopupId; + } + + // Process SetNextWindow***() calls + // (FIXME: Consider splitting the HasXXX flags into X/Y components + bool window_pos_set_by_api = false; + bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) + { + window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; + if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) + { + // May be processed on the next frame if this is our first frame and we are measuring size + // FIXME: Look into removing the branch so everything can go through this same code path for consistency. + window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + } + else + { + SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) + { + window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); + window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild() + g.NextWindowData.SizeVal.x = window->SizeFull.x; + if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) + g.NextWindowData.SizeVal.y = window->SizeFull.y; + SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) + { + if (g.NextWindowData.ScrollVal.x >= 0.0f) + { + window->ScrollTarget.x = g.NextWindowData.ScrollVal.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + if (g.NextWindowData.ScrollVal.y >= 0.0f) + { + window->ScrollTarget.y = g.NextWindowData.ScrollVal.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; + else if (first_begin_of_the_frame) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass) + window->WindowClass = g.NextWindowData.WindowClass; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) + SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) + FocusWindow(window); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + + // [EXPERIMENTAL] Skip Refresh mode + UpdateWindowSkipRefresh(window); + + // Nested root windows (typically tooltips) override disabled state + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + BeginDisabledOverrideReenable(); + + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindow = NULL; + + // When reusing window again multiple times a frame, just append content (don't need to setup again) + if (first_begin_of_the_frame && !window->SkipRefresh) + { + // Initialize + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + window->Active = true; + window->HasCloseButton = (p_open != NULL); + window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); + window->IDStack.resize(1); + window->DrawList->_ResetForNewFrame(); + window->DC.CurrentTableIdx = -1; + if (flags & ImGuiWindowFlags_DockNodeHost) + { + window->DrawList->ChannelsSplit(2); + window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later + } + + // Restore buffer capacity when woken from a compacted state, to avoid + if (window->MemoryCompacted) + GcAwakeTransientWindowBuffers(window); + + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). + // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. + bool window_title_visible_elsewhere = false; + if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive)) + window_title_visible_elsewhere = true; + else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + window_title_visible_elsewhere = true; + if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) + { + size_t buf_len = (size_t)window->NameBufLen; + window->Name = ImStrdupcpy(window->Name, &buf_len, name); + window->NameBufLen = (int)buf_len; + } + + // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS + + // Update contents size from last frame for auto-fitting (or use explicit size) + CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); + + // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors + // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because + // it has a single usage before this code block and may be set below before it is finally checked. + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; + if (window->HiddenFramesForRenderOnly > 0) + window->HiddenFramesForRenderOnly--; + + // Hide new windows for one frame until they calculate their size + if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) + window->HiddenFramesCannotSkipItems = 1; + + // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) + { + window->HiddenFramesCannotSkipItems = 1; + if (flags & ImGuiWindowFlags_AlwaysAutoResize) + { + if (!window_size_x_set_by_api) + window->Size.x = window->SizeFull.x = 0.f; + if (!window_size_y_set_by_api) + window->Size.y = window->SizeFull.y = 0.f; + window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f); + } + } + + // SELECT VIEWPORT + // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. + + WindowSelectViewport(window); + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + flags = window->Flags; + + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style. + + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow)) + window->WindowBorderSize = style.ChildBorderSize; + else + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + window->WindowPadding = style.WindowPadding; + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f) + window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + + // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + window->TitleBarHeight = (flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : g.FontSize + g.Style.FramePadding.y * 2.0f; + window->MenuBarHeight = (flags & ImGuiWindowFlags_MenuBar) ? window->DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0f : 0.0f; + + // Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible. + // Those flags will be altered further down in the function depending on more conditions. + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; + if (window_size_x_set_by_api && window->ContentSizeExplicit.x != 0.0f) + use_current_size_for_scrollbar_x = true; + if (window_size_y_set_by_api && window->ContentSizeExplicit.y != 0.0f) // #7252 + use_current_size_for_scrollbar_y = true; + + // Collapse window by double-clicking on title bar + // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive) + { + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), + // so verify that we don't have items over the title bar. + ImRect title_bar_rect = window->TitleBarRect(); + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && g.ActiveId == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max)) + if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_NoOwner) + window->WantCollapseToggle = true; + if (window->WantCollapseToggle) + { + window->Collapsed = !window->Collapsed; + if (!window->Collapsed) + use_current_size_for_scrollbar_y = true; + MarkIniSettingsDirty(window); + } + } + else + { + window->Collapsed = false; + } + window->WantCollapseToggle = false; + + // SIZE + + // Outer Decoration Sizes + // (we need to clear ScrollbarSize immediately as CalcWindowAutoFitSize() needs it and can be called from other locations). + const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes; + window->DecoOuterSizeX1 = 0.0f; + window->DecoOuterSizeX2 = 0.0f; + window->DecoOuterSizeY1 = window->TitleBarHeight + window->MenuBarHeight; + window->DecoOuterSizeY2 = 0.0f; + window->ScrollbarSizes = ImVec2(0.0f, 0.0f); + + // Calculate auto-fit size, handle automatic resize + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) + { + // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + if (!window_size_x_set_by_api) + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api) + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + } + else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + { + // Auto-fit may only grow window during the first few frames + // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + if (!window->Collapsed) + MarkIniSettingsDirty(window); + } + + // Apply minimum/maximum window size constraints and final size + window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; + + // POSITION + + // Popup latch its initial position, will position itself when it appears next frame + if (window_just_activated_by_user) + { + window->AutoPosLastDirection = ImGuiDir_None; + if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos() + window->Pos = g.BeginPopupStack.back().OpenPopupPos; + } + + // Position child window + if (flags & ImGuiWindowFlags_ChildWindow) + { + IM_ASSERT(parent_window && parent_window->Active); + window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; + parent_window->DC.ChildWindows.push_back(window); + if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = parent_window->DC.CursorPos; + } + + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); + if (window_pos_with_pivot) + SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) + else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = FindBestWindowPosForPopup(window); + + // Late create viewport if we don't fit within our current host viewport. + if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized)) + if (!window->Viewport->GetMainRect().Contains(window->Rect())) + { + // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) + //ImGuiViewport* old_viewport = window->Viewport; + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + + // FIXME-DPI + //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + } + + if (window->ViewportOwned) + WindowSyncOwnedViewport(window, parent_window_in_stack); + + // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) + // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. + ImRect viewport_rect(window->Viewport->GetMainRect()); + ImRect viewport_work_rect(window->Viewport->GetWorkRect()); + ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); + + // Clamp position/size so window stays visible within its viewport or monitor + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + // FIXME: Similar to code in GetWindowAllowedExtentRect() + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow)) + { + if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) + { + ClampWindowPos(window, visibility_rect); + } + else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) + { + if (g.MovingWindow != NULL && window->RootWindowDockTree == g.MovingWindow->RootWindowDockTree) + { + // While moving windows we allow them to straddle monitors (#7299, #3071) + visibility_rect = g.PlatformMonitorsFullWorkRect; + } + else + { + // When not moving ensure visible in its monitor + // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport. + const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport); + visibility_rect = ImRect(monitor->WorkPos, monitor->WorkPos + monitor->WorkSize); + } + visibility_rect.Expand(-visibility_padding); + ClampWindowPos(window, visibility_rect); + } + } + window->Pos = ImTrunc(window->Pos); + + // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) + // Large values tend to lead to variety of artifacts and are not recommended. + if (window->ViewportOwned || window->DockIsActive) + window->WindowRounding = 0.0f; + else + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + + // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. + //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f); + + // Apply window focus (new and reactivated windows are moved to front) + bool want_focus = false; + if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + { + if (flags & ImGuiWindowFlags_Popup) + want_focus = true; + else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip)) + want_focus = true; + } + + // [Test Engine] Register whole window in the item system (before submitting further decorations) +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (g.TestEngineHookItems) + { + IM_ASSERT(window->IDStack.Size == 1); + window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself. + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL); + IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); + window->IDStack.Size = 1; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + } +#endif + + // Decide if we are going to handle borders and resize grips + const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); + + // Handle manual resize: Resize Grips, Borders, Gamepad + int border_hovered = -1, border_held = -1; + ImU32 resize_grip_col[4] = {}; + const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + if (handle_borders_and_resize_grips && !window->Collapsed) + if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) + { + if (auto_fit_mask & (1 << ImGuiAxis_X)) + use_current_size_for_scrollbar_x = true; + if (auto_fit_mask & (1 << ImGuiAxis_Y)) + use_current_size_for_scrollbar_y = true; + } + window->ResizeBorderHovered = (signed char)border_hovered; + window->ResizeBorderHeld = (signed char)border_held; + + // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) + if (window->ViewportOwned) + { + if (!window->Viewport->PlatformRequestMove) + window->Viewport->Pos = window->Pos; + if (!window->Viewport->PlatformRequestResize) + window->Viewport->Size = window->Size; + window->Viewport->UpdateWorkRect(); + viewport_rect = window->Viewport->GetMainRect(); + } + + // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) + window->ViewportPos = window->Viewport->Pos; + + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // Intentionally use previous frame values for InnerRect and ScrollbarSizes. + // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + + // Amend the partially filled window->DecorationXXX values. + window->DecoOuterSizeX2 += window->ScrollbarSizes.x; + window->DecoOuterSizeY2 += window->ScrollbarSizes.y; + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depend on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. + + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + if (window->DockIsActive) + window->OuterRectClipped.Min.y += window->TitleBarHeight; + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - ScrollToRectEx() + // - NavUpdatePageUpPageDown() + // - Scrollbar() + window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1; + window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2; + + // Inner clipping rectangle. + // - Extend a outside of normal work region up to borders. + // - This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // - It also makes clipped items be more noticeable. + // - And is consistent on both axis (prior to 2024/05/03 ClipRect used WindowPadding.x * 0.5f on left and right edge), see #3312 + // - Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + + // Try to match the fact that our border is drawn centered over the window rectangle, rather than inner. + // This is why we do a *0.5f here. We don't currently even technically support large values for WindowBorderSize, + // see e.g #7887 #7888, but may do after we move the window border to become an inner border (and then we can remove the 0.5f here). + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + window->WindowBorderSize * 0.5f); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size * 0.5f); + window->InnerClipRect.Max.x = ImFloor(window->InnerRect.Max.x - window->WindowBorderSize * 0.5f); + window->InnerClipRect.Max.y = ImFloor(window->InnerRect.Max.y - window->WindowBorderSize * 0.5f); + window->InnerClipRect.ClipWithFull(host_rect); + + // Default item width. Make it proportional to window size if window manually resizes + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f); + else + window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f); + + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f; + + // DRAWING + + // Setup draw list and outer clipping rectangle + IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); + window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + PushClipRect(host_rect.Min, host_rect.Max, false); + + // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) + const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; + if (is_undocked_or_docked_visible) + { + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + { + // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) + // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs + ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL; + bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false; + bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0); + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping) + render_decorations_in_parent = true; + } + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; + + // Handle title bar, scrollbar, resize grips and resize borders + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); + + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + } + + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + window->ParentWorkRect = window->WorkRect; + + // [LEGACY] Content Region + // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling. + // Used by: + // - Mouse wheel scrolling + many other things + window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1; + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + + // Setup drawing context + // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) + window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x; + window->DC.GroupOffset.x = 0.0f; + window->DC.ColumnsOffset.x = 0.0f; + + // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. + // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. + double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x; + double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1; + window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y); + window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y)); + window->DC.CursorPos = window->DC.CursorStartPos; + window->DC.CursorPosPrevLine = window->DC.CursorPos; + window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.IdealMaxPos = window->DC.CursorStartPos; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; + window->DC.NavLayersActiveMaskNext = 0x00; + window->DC.NavIsScrollPushableX = true; + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f); + + window->DC.MenuBarAppending = false; + window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); + window->DC.TreeDepth = 0; + window->DC.TreeHasStackDataDepthMask = 0x00; + window->DC.ChildWindows.resize(0); + window->DC.StateStorage = &window->StateStorage; + window->DC.CurrentColumns = NULL; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + + window->DC.ItemWidth = window->ItemWidthDefault; + window->DC.TextWrapPos = -1.0f; // disabled + window->DC.ItemWidthStack.resize(0); + window->DC.TextWrapPosStack.resize(0); + if (flags & ImGuiWindowFlags_Modal) + window->DC.ModalDimBgColor = ColorConvertFloat4ToU32(GetStyleColorVec4(ImGuiCol_ModalWindowDimBg)); + + if (window->AutoFitFramesX > 0) + window->AutoFitFramesX--; + if (window->AutoFitFramesY > 0) + window->AutoFitFramesY--; + + // Clear SetNextWindowXXX data (can aim to move this higher in the function) + g.NextWindowData.ClearFlags(); + + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) + // We ImGuiFocusRequestFlags_UnlessBelowModal to: + // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed. + // - Position window behind the modal that is not a begin-parent of this window. + if (want_focus) + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + if (want_focus && window == g.NavWindow) + NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls + + // Close requested by platform window (apply to all windows in this viewport) + if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport()) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name); + *p_open = false; + g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing. + } + + // Pressing CTRL+C copy window content into the clipboard + // [EXPERIMENTAL] Breaks on nested Begin/End pairs. We need to work that out and add better logging scope. + // [EXPERIMENTAL] Text outputs has many issues. + if (g.IO.ConfigWindowsCopyContentsWithCtrlC) + if (g.NavWindow && g.NavWindow->RootWindow == window && g.ActiveId == 0 && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C)) + LogToClipboard(0); + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); + else if (!(flags & ImGuiWindowFlags_NoTitleBar) && window->DockIsActive) + LogText("%.*s\n", (int)(FindRenderedTextEnd(window->Name) - window->Name), window->Name); + + // Clear hit test shape every frame + window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; + + if (flags & ImGuiWindowFlags_Tooltip) + g.TooltipPreviousWindow = window; + + if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. + // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. + if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0) + BeginDockableDragDropSource(window); + + // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. + if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking)) + if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window) + if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) + BeginDockableDragDropTarget(window); + } + + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. + SetLastItemDataForWindow(window, title_bar_rect); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId)) + DebugLocateItemResolveWithLastItem(); +#endif + + // [Test Engine] Register title bar / tab with MoveId. +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + { + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData); + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + } +#endif + } + else + { + // Skip refresh always mark active + if (window->SkipRefresh) + SetWindowActiveForSkipRefresh(window); + + // Append + SetCurrentViewport(window, window->Viewport); + SetCurrentWindow(window); + g.NextWindowData.ClearFlags(); + SetLastItemDataForWindow(window, window->TitleBarRect()); + } + + if (!(flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); + + // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) + window->WriteAccessed = false; + window->BeginCount++; + + // Update visibility + if (first_begin_of_the_frame && !window->SkipRefresh) + { + // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. + // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. + // This is analogous to regular windows being hidden from one frame. + // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. + if (window->DockIsActive && !window->DockTabIsVisible) + { + if (window->LastFrameJustFocused == g.FrameCount) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu)) + { + // Child window can be out of sight and have "negative" clip windows. + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive); + const bool nav_request = (window->ChildFlags & ImGuiChildFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (!g.LogEnabled && !nav_request) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + { + if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) + window->HiddenFramesCanSkipItems = 1; + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + window->HiddenFramesCannotSkipItems = 1; + } + + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) + window->HiddenFramesCanSkipItems = 1; + + // Update the Hidden flag + bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0); + + // Disable inputs for requested number of frames + if (window->DisableInputsFrames > 0) + { + window->DisableInputsFrames--; + window->Flags |= ImGuiWindowFlags_NoInputs; + } + + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || hidden_regular) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; + + // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value. + if (window->SkipItems) + window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask; + + // Sanity check: there are two spots which can set Appearing = true + // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false + // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert. + if (window->SkipItems && !window->Appearing) + IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177 + } + else if (first_begin_of_the_frame) + { + // Skip refresh mode + window->SkipItems = true; + } + + // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors. + // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing) +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (!window->IsFallbackWindow) + if ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)) + { + if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; } + if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; } + return false; + } +#endif + + return !window->SkipItems; +} + +static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + if (window->DockIsActive) + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect); + else + SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(rect.Min, rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, rect); +} + +void ImGui::End() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Error checking: verify that user hasn't called End() too many times! + if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); + return; + } + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); + + // Error checking: verify that user doesn't directly call End() on a child window. + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive) + IM_ASSERT_USER_ERROR(g.WithinEndChildID == window->ID, "Must call EndChild() and not End()!"); + + // Close anything that is open + if (window->DC.CurrentColumns) + EndColumns(); + if (!(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) // Pop inner window clip rectangle + PopClipRect(); + PopFocusScope(); + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + EndDisabledOverrideReenable(); + + if (window->SkipRefresh) + { + IM_ASSERT(window->DrawList == NULL); + window->DrawList = &window->DrawListInst; + } + + // Stop logging + if (g.LogWindow == window) // FIXME: add more options for scope of logging + LogFinish(); + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Docking: report contents sizes to parent to allow for auto-resize + if (window->DockNode && window->DockTabIsVisible) + if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK + host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding; + + // Pop from window stack + g.LastItemData = window_stack_data.ParentLastItemDataBackup; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuDepth--; + if (window->Flags & ImGuiWindowFlags_Popup) + g.BeginPopupStack.pop_back(); + + // Error handling, state recovery + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverWindowState(&window_stack_data.StackSizesInBegin); + + g.CurrentWindowStack.pop_back(); + SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); + if (g.CurrentWindow) + SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); +} + +// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. +void ImGui::SetCurrentFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? + IM_ASSERT(font->Scale > 0.0f); + g.Font = font; + g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); + g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; + g.FontScale = g.FontSize / g.Font->FontSize; + + ImFontAtlas* atlas = g.Font->ContainerAtlas; + g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; + g.DrawListSharedData.TexUvLines = atlas->TexUvLines; + g.DrawListSharedData.Font = g.Font; + g.DrawListSharedData.FontSize = g.FontSize; + g.DrawListSharedData.FontScale = g.FontScale; +} + +// Use ImDrawList::_SetTextureID(), making our shared g.FontStack[] authorative against window-local ImDrawList. +// - Whereas ImDrawList::PushTextureID()/PopTextureID() is not to be used across Begin() calls. +// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did... +// - Some code paths never really fully worked with multiple atlas textures. +// - The right-ish solution may be to remove _SetTextureID() and make AddText/RenderText lazily call PushTextureID()/PopTextureID() +// the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem +// because we have a concrete need and a test bed for multiple atlas textures. +void ImGui::PushFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + if (font == NULL) + font = GetDefaultFont(); + g.FontStack.push_back(font); + SetCurrentFont(font); + g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PopFont() +{ + ImGuiContext& g = *GImGui; + if (g.FontStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopFont() too many times!"); + return; + } + g.FontStack.pop_back(); + ImFont* font = g.FontStack.Size == 0 ? GetDefaultFont() : g.FontStack.back(); + SetCurrentFont(font); + g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiItemFlags item_flags = g.CurrentItemFlags; + IM_ASSERT(item_flags == g.ItemFlagsStack.back()); + if (enabled) + item_flags |= option; + else + item_flags &= ~option; + g.CurrentItemFlags = item_flags; + g.ItemFlagsStack.push_back(item_flags); +} + +void ImGui::PopItemFlag() +{ + ImGuiContext& g = *GImGui; + if (g.ItemFlagsStack.Size <= 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemFlag() too many times!"); + return; + } + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); +} + +// BeginDisabled()/EndDisabled() +// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) +// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. +// - Feedback welcome at https://github.com/ocornut/imgui/issues/211 +// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions. +// (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) +// - Note: mixing up BeginDisabled() and PushItemFlag(ImGuiItemFlags_Disabled) is currently NOT SUPPORTED. +void ImGui::BeginDisabled(bool disabled) +{ + ImGuiContext& g = *GImGui; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (!was_disabled && disabled) + { + g.DisabledAlphaBackup = g.Style.Alpha; + g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha); + } + if (was_disabled || disabled) + g.CurrentItemFlags |= ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); // FIXME-OPT: can we simply skip this and use DisabledStackSize? + g.DisabledStackSize++; +} + +void ImGui::EndDisabled() +{ + ImGuiContext& g = *GImGui; + if (g.DisabledStackSize <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling EndDisabled() too many times!"); + return; + } + g.DisabledStackSize--; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + //PopItemFlag(); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) + g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); +} + +// Could have been called BeginDisabledDisable() but it didn't want to be award nominated for most awkward function name. +// Ideally we would use a shared e.g. BeginDisabled()->BeginDisabledEx() but earlier needs to be optimal. +// The whole code for this is awkward, will reevaluate if we find a way to implement SetNextItemDisabled(). +void ImGui::BeginDisabledOverrideReenable() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentItemFlags & ImGuiItemFlags_Disabled); + g.Style.Alpha = g.DisabledAlphaBackup; + g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); + g.DisabledStackSize++; +} + +void ImGui::EndDisabledOverrideReenable() +{ + ImGuiContext& g = *GImGui; + g.DisabledStackSize--; + IM_ASSERT(g.DisabledStackSize > 0); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + g.Style.Alpha = g.DisabledAlphaBackup * g.Style.DisabledAlpha; +} + +void ImGui::PushTextWrapPos(float wrap_pos_x) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); + window->DC.TextWrapPos = wrap_pos_x; +} + +void ImGui::PopTextWrapPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.TextWrapPosStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopTextWrapPos() too many times!"); + return; + } + window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); + window->DC.TextWrapPosStack.pop_back(); +} + +static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy) +{ + ImGuiWindow* last_window = NULL; + while (last_window != window) + { + last_window = window; + window = window->RootWindow; + if (popup_hierarchy) + window = window->RootWindowPopupTree; + if (dock_hierarchy) + window = window->RootWindowDockTree; + } + return window; +} + +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy) +{ + ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy); + if (window_root == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + if (window == window_root) // end of chain + return false; + window = window->ParentWindow; + } + return false; +} + +bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +{ + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + window = window->ParentWindowInBeginStack; + } + return false; +} + +bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below) +{ + ImGuiContext& g = *GImGui; + + // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array + const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below); + if (display_layer_delta != 0) + return display_layer_delta > 0; + + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* candidate_window = g.Windows[i]; + if (candidate_window == potential_above) + return true; + if (candidate_window == potential_below) + return false; + } + return false; +} + +// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. +bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0, "Invalid flags for IsWindowHovered()!"); + + ImGuiWindow* ref_window = g.HoveredWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if (ref_window == NULL) + return false; + + if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) + { + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + bool result; + if (flags & ImGuiHoveredFlags_ChildWindows) + result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + result = (ref_window == cur_window); + if (!result) + return false; + } + + if (!IsWindowContentHoverable(ref_window, flags)) + return false; + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId) + return false; + + // When changing hovered window we requires a bit of stationary delay before activating hover timer. + // FIXME: We don't support delay other than stationary one for now, other delay would need a way + // to fulfill the possibility that multiple IsWindowHovered() with varying flag could return true + // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache. + // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow. + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID) + return false; + + return true; +} + +ImGuiID ImGui::GetWindowDockID() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockId; +} + +bool ImGui::IsWindowDocked() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockIsActive; +} + +float ImGui::GetWindowWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.x; +} + +float ImGui::GetWindowHeight() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.y; +} + +ImVec2 ImGui::GetWindowPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return window->Pos; +} + +void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowPosAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); + + // Set + const ImVec2 old_pos = window->Pos; + window->Pos = ImTrunc(pos); + ImVec2 offset = window->Pos - old_pos; + if (offset.x == 0.0f && offset.y == 0.0f) + return; + MarkIniSettingsDirty(window); + // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here. + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.IdealMaxPos += offset; + window->DC.CursorStartPos += offset; +} + +void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + SetWindowPos(window, pos, cond); +} + +void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowPos(window, pos, cond); +} + +ImVec2 ImGui::GetWindowSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Size; +} + +void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0; + + // Set + ImVec2 old_size = window->SizeFull; + if (size.x <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.x = IM_TRUNC(size.x); + if (size.y <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.y = IM_TRUNC(size.y); + if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); +} + +void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) +{ + SetWindowSize(GImGui->CurrentWindow, size, cond); +} + +void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowSize(window, size, cond); +} + +void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) + return; + window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Set + window->Collapsed = collapsed; +} + +void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) +{ + IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters + window->HitTestHoleSize = ImVec2ih(size); + window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); +} + +void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window) +{ + window->Hidden = window->SkipItems = true; + window->HiddenFramesCanSkipItems = 1; +} + +void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); +} + +bool ImGui::IsWindowCollapsed() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Collapsed; +} + +bool ImGui::IsWindowAppearing() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Appearing; +} + +void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowCollapsed(window, collapsed, cond); +} + +void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; + g.NextWindowData.PosVal = pos; + g.NextWindowData.PosPivotVal = pivot; + g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.PosUndock = true; +} + +void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; + g.NextWindowData.SizeVal = size; + g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; +} + +// For each axis: +// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width. +// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint. +// - See "Demo->Examples->Constrained-resizing window" for examples. +void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); + g.NextWindowData.SizeCallback = custom_callback; + g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; +} + +// Content size = inner scrollable rectangle, padded with WindowPadding. +// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. +void ImGui::SetNextWindowContentSize(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = ImTrunc(size); +} + +void ImGui::SetNextWindowScroll(const ImVec2& scroll) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll; + g.NextWindowData.ScrollVal = scroll; +} + +void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; + g.NextWindowData.CollapsedVal = collapsed; + g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowBgAlpha(float alpha) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; + g.NextWindowData.BgAlphaVal = alpha; +} + +void ImGui::SetNextWindowViewport(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport; + g.NextWindowData.ViewportId = id; +} + +void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock; + g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.DockId = id; +} + +void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass; + g.NextWindowData.WindowClass = *window_class; +} + +// This is experimental and meant to be a toy for exploring a future/wider range of features. +void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasRefreshPolicy; + g.NextWindowData.RefreshFlagsVal = flags; +} + +ImDrawList* ImGui::GetWindowDrawList() +{ + ImGuiWindow* window = GetCurrentWindow(); + return window->DrawList; +} + +float ImGui::GetWindowDpiScale() +{ + ImGuiContext& g = *GImGui; + return g.CurrentDpiScale; +} + +ImGuiViewport* ImGui::GetWindowViewport() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport); + return g.CurrentViewport; +} + +ImFont* ImGui::GetFont() +{ + return GImGui->Font; +} + +float ImGui::GetFontSize() +{ + return GImGui->FontSize; +} + +ImVec2 ImGui::GetFontTexUvWhitePixel() +{ + return GImGui->DrawListSharedData.TexUvWhitePixel; +} + +void ImGui::SetWindowFontScale(float scale) +{ + IM_ASSERT(scale > 0.0f); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->FontWindowScale = scale; + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize; +} + +void ImGui::PushFocusScope(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiFocusScopeData data; + data.ID = id; + data.WindowID = g.CurrentWindow->ID; + g.FocusScopeStack.push_back(data); + g.CurrentFocusScopeId = id; +} + +void ImGui::PopFocusScope() +{ + ImGuiContext& g = *GImGui; + if (g.FocusScopeStack.Size <= g.StackSizesInBeginForCurrentWindow->SizeOfFocusScopeStack) + { + IM_ASSERT_USER_ERROR(0, "Calling PopFocusScope() too many times!"); + return; + } + g.FocusScopeStack.pop_back(); + g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0; +} + +void ImGui::SetNavFocusScope(ImGuiID focus_scope_id) +{ + ImGuiContext& g = *GImGui; + g.NavFocusScopeId = focus_scope_id; + g.NavFocusRoute.resize(0); // Invalidate + if (focus_scope_id == 0) + return; + IM_ASSERT(g.NavWindow != NULL); + + // Store current path (in reverse order) + if (focus_scope_id == g.CurrentFocusScopeId) + { + // Top of focus stack contains local focus scopes inside current window + for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--) + g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]); + } + else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId) + g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID }); + else + return; + + // Then follow on manually set ParentWindowForFocusRoute field (#6798) + for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute) + g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID }); + IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3 +} + +// Focus = move navigation cursor, set scrolling, set focus window. +void ImGui::FocusItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name); + if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this? + { + IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n"); + return; + } + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible | ImGuiNavMoveFlags_NoSelect; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + SetNavWindow(window); + NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags); + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); +} + +void ImGui::ActivateItemByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; + g.NavNextActivateFlags = ImGuiActivateFlags_None; +} + +// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system! +// But ActivateItem() should function without altering scroll/focus? +void ImGui::SetKeyboardFocusHere(int offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(offset >= -1); // -1 is allowed but not below + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name); + + // It makes sense in the vast majority of cases to never interrupt a drag and drop. + // When we refactor this function into ActivateItem() we may want to make this an option. + // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but + // is also automatically dropped in the event g.ActiveId is stolen. + if (g.DragDropActive || g.MovingWindow != NULL) + { + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n"); + return; + } + + SetNavWindow(window); + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + if (offset == -1) + { + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); + } + else + { + g.NavTabbingDir = 1; + g.NavTabbingCounter = offset + 1; + } +} + +void ImGui::SetItemDefaultFocus() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!window->Appearing) + return; + if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent) + return; + + g.NavInitRequest = false; + NavApplyItemToResult(&g.NavInitResult); + NavUpdateAnyRequestFlag(); + + // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll) + if (!window->ClipRect.Contains(g.LastItemData.Rect)) + ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None); +} + +void ImGui::SetStateStorage(ImGuiStorage* tree) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->DC.StateStorage = tree ? tree : &window->StateStorage; +} + +ImGuiStorage* ImGui::GetStateStorage() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->DC.StateStorage; +} + +bool ImGui::IsRectVisible(const ImVec2& size) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); +} + +bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); +} + +//----------------------------------------------------------------------------- +// [SECTION] ID STACK +//----------------------------------------------------------------------------- + +// This is one of the very rare legacy case where we use ImGuiWindow methods, +// it should ideally be flattened at some point but it's been used a lots by widgets. +IM_MSVC_RUNTIME_CHECKS_OFF +ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +// This is only used in rare/specific situations to manufacture an ID out of nowhere. +// FIXME: Consider instead storing last non-zero ID + count of successive zero-ID, and combine those? +ImGuiID ImGuiWindow::GetIDFromPos(const ImVec2& p_abs) +{ + ImGuiID seed = IDStack.back(); + ImVec2 p_rel = ImGui::WindowPosAbsToRel(this, p_abs); + ImGuiID id = ImHashData(&p_rel, sizeof(p_rel), seed); + return id; +} + +// " +ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) +{ + ImGuiID seed = IDStack.back(); + ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + return id; +} + +void ImGui::PushID(const char* str_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id_begin, str_id_end); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const void* ptr_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(ptr_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(int int_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(int_id); + window->IDStack.push_back(id); +} + +// Push a given id value ignoring the ID stack as a seed. +void ImGui::PushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); +#endif + window->IDStack.push_back(id); +} + +// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call +// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level. +// for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more) +ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) +{ + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed) +{ + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +void ImGui::PopID() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (window->IDStack.Size <= 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PopID() too many times!"); + return; + } + window->IDStack.pop_back(); +} + +ImGuiID ImGui::GetID(const char* str_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id); +} + +ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id_begin, str_id_end); +} + +ImGuiID ImGui::GetID(const void* ptr_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(ptr_id); +} + +ImGuiID ImGui::GetID(int int_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(int_id); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] INPUTS +//----------------------------------------------------------------------------- +// - GetModForLRModKey() [Internal] +// - FixupKeyChord() [Internal] +// - GetKeyData() [Internal] +// - GetKeyIndex() [Internal] +// - GetKeyName() +// - GetKeyChordName() [Internal] +// - CalcTypematicRepeatAmount() [Internal] +// - GetTypematicRepeatRate() [Internal] +// - GetKeyPressedAmount() [Internal] +// - GetKeyMagnitude2d() [Internal] +//----------------------------------------------------------------------------- +// - UpdateKeyRoutingTable() [Internal] +// - GetRoutingIdFromOwnerId() [Internal] +// - GetShortcutRoutingData() [Internal] +// - CalcRoutingScore() [Internal] +// - SetShortcutRouting() [Internal] +// - TestShortcutRouting() [Internal] +//----------------------------------------------------------------------------- +// - IsKeyDown() +// - IsKeyPressed() +// - IsKeyReleased() +//----------------------------------------------------------------------------- +// - IsMouseDown() +// - IsMouseClicked() +// - IsMouseReleased() +// - IsMouseDoubleClicked() +// - GetMouseClickedCount() +// - IsMouseHoveringRect() [Internal] +// - IsMouseDragPastThreshold() [Internal] +// - IsMouseDragging() +// - GetMousePos() +// - SetMousePos() [Internal] +// - GetMousePosOnOpeningCurrentPopup() +// - IsMousePosValid() +// - IsAnyMouseDown() +// - GetMouseDragDelta() +// - ResetMouseDragDelta() +// - GetMouseCursor() +// - SetMouseCursor() +//----------------------------------------------------------------------------- +// - UpdateAliasKey() +// - GetMergedModsFromKeys() +// - UpdateKeyboardInputs() +// - UpdateMouseInputs() +//----------------------------------------------------------------------------- +// - LockWheelingWindow [Internal] +// - FindBestWheelingWindow [Internal] +// - UpdateMouseWheel() [Internal] +//----------------------------------------------------------------------------- +// - SetNextFrameWantCaptureKeyboard() +// - SetNextFrameWantCaptureMouse() +//----------------------------------------------------------------------------- +// - GetInputSourceName() [Internal] +// - DebugPrintInputEvent() [Internal] +// - UpdateInputEvents() [Internal] +//----------------------------------------------------------------------------- +// - GetKeyOwner() [Internal] +// - TestKeyOwner() [Internal] +// - SetKeyOwner() [Internal] +// - SetItemKeyOwner() [Internal] +// - Shortcut() [Internal] +//----------------------------------------------------------------------------- + +static ImGuiKeyChord GetModForLRModKey(ImGuiKey key) +{ + if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl) + return ImGuiMod_Ctrl; + if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift) + return ImGuiMod_Shift; + if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt) + return ImGuiMod_Alt; + if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper) + return ImGuiMod_Super; + return ImGuiMod_None; +} + +ImGuiKeyChord ImGui::FixupKeyChord(ImGuiKeyChord key_chord) +{ + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord |= GetModForLRModKey(key); + return key_chord; +} + +ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key) +{ + ImGuiContext& g = *ctx; + + // Special storage location for mods + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + + IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); + return &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; +} + +// Those names a provided for debugging purpose and are not meant to be saved persistently not compared. +static const char* const GKeyNames[] = +{ + "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", + "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", + "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", + "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", + "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", + "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", + "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24", + "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", + "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", + "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", + "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", + "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "AppBack", "AppForward", + "GamepadStart", "GamepadBack", + "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", + "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", + "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", + "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown", + "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown", + "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY", + "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names. +}; +IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); + +const char* ImGui::GetKeyName(ImGuiKey key) +{ + if (key == ImGuiKey_None) + return "None"; + IM_ASSERT(IsNamedKeyOrMod(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + if (!IsNamedKey(key)) + return "Unknown"; + + return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; +} + +// Return untranslated names: on macOS, Cmd key will show as Ctrl, Ctrl key will show as super. +// Lifetime of return value: valid until next call to same function. +const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) +{ + ImGuiContext& g = *GImGui; + + const ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord &= ~GetModForLRModKey(key); // Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift" + ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s", + (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "", + (key_chord & ImGuiMod_Shift) ? "Shift+" : "", + (key_chord & ImGuiMod_Alt) ? "Alt+" : "", + (key_chord & ImGuiMod_Super) ? "Super+" : "", + (key != ImGuiKey_None || key_chord == ImGuiKey_None) ? GetKeyName(key) : ""); + size_t len; + if (key == ImGuiKey_None && key_chord != 0) + if ((len = strlen(g.TempKeychordName)) != 0) // Remove trailing '+' + g.TempKeychordName[len - 1] = 0; + return g.TempKeychordName; +} + +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N +int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) +{ + if (t1 == 0.0f) + return 1; + if (t0 >= t1) + return 0; + if (repeat_rate <= 0.0f) + return (t0 < repeat_delay) && (t1 >= repeat_delay); + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; +} + +void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate) +{ + ImGuiContext& g = *GImGui; + switch (flags & ImGuiInputFlags_RepeatRateMask_) + { + case ImGuiInputFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return; + case ImGuiInputFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return; + case ImGuiInputFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return; + } +} + +// Return value representing the number of presses in the last time period, for the given repeat rate +// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate) +int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return 0; + const float t = key_data->DownDuration; + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); +} + +// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values). +ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down) +{ + return ImVec2( + GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue, + GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue); +} + +// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data. +// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D +// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6 +// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation. +static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) +{ + ImGuiContext& g = *GImGui; + rt->EntriesNext.resize(0); + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + const int new_routing_start_idx = rt->EntriesNext.Size; + ImGuiKeyRoutingData* routing_entry; + for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex) + { + routing_entry = &rt->Entries[old_routing_idx]; + routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore; + routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry + routing_entry->RoutingNext = ImGuiKeyOwner_NoOwner; + routing_entry->RoutingNextScore = 255; + if (routing_entry->RoutingCurr == ImGuiKeyOwner_NoOwner) + continue; + rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer + + // Apply routing to owner if there's no owner already (RoutingCurr == None at this point) + // This is the result of previous frame's SetShortcutRouting() call. + if (routing_entry->Mods == g.IO.KeyMods) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) + { + owner_data->OwnerCurr = routing_entry->RoutingCurr; + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr); + } + } + } + + // Rewrite linked-list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1); + for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++) + rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1); + } + rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes +} + +// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope(). +static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + return (owner_id != ImGuiKeyOwner_NoOwner && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId; +} + +ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + // Majority of shortcuts will be Key + any number of Mods + // We accept _Single_ mod with ImGuiKey_None. + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal + // - Shortcut(ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal + ImGuiContext& g = *GImGui; + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + ImGuiKeyRoutingData* routing_data; + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + IM_ASSERT(IsNamedKey(key)); + + // Get (in the majority of case, the linked list will have one element so this should be 2 reads. + // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame). + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex) + { + routing_data = &rt->Entries[idx]; + if (routing_data->Mods == mods) + return routing_data; + } + + // Add to linked-list + ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size; + rt->Entries.push_back(ImGuiKeyRoutingData()); + routing_data = &rt->Entries[routing_data_idx]; + routing_data->Mods = (ImU16)mods; + routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx; + return routing_data; +} + +// Current score encoding (lower is highest priority): +// - 0: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive +// - 1: ImGuiInputFlags_ActiveItem or ImGuiInputFlags_RouteFocused (if item active) +// - 2: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused +// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack) +// - 254: ImGuiInputFlags_RouteGlobal +// - 255: never route +// 'flags' should include an explicit routing policy +static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiInputFlags_RouteFocused) + { + // ActiveID gets top priority + // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + + // Score based on distance to focused window (lower is better) + // Assuming both windows are submitting a routing request, + // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match) + // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best) + // Assuming only WindowA is submitting a routing request, + // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. + // This essentially follow the window->ParentWindowForFocusRoute chain. + if (focus_scope_id == 0) + return 255; + for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++) + if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id) + return 3 + index_in_focus_path; + return 255; + } + else if (flags & ImGuiInputFlags_RouteActive) + { + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + return 255; + } + else if (flags & ImGuiInputFlags_RouteGlobal) + { + if (flags & ImGuiInputFlags_RouteOverActive) + return 0; + if (flags & ImGuiInputFlags_RouteOverFocused) + return 2; + return 254; + } + IM_ASSERT(0); + return 0; +} + +// - We need this to filter some Shortcut() routes when an item e.g. an InputText() is active +// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be. +// - This is also used by UpdateInputEvents() to avoid trickling in the most common case of e.g. pressing ImGuiKey_G also emitting a G character. +static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord) +{ + // Mimic 'ignore_char_inputs' logic in InputText() + ImGuiContext& g = *GImGui; + + // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out. + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Ctrl)); + if (ignore_char_inputs) + return false; + + // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + return false; + return g.KeysMayBeCharInput.TestBit(key); +} + +// Request a desired route for an input chord (key + mods). +// Return true if the route is available this frame. +// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state. +// (Conceptually this does a "Submit for next frame" + "Test for current frame". +// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.) +bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() + else + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used + IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner); + if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused)) + IM_ASSERT(flags & ImGuiInputFlags_RouteGlobal); + + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + key_chord = FixupKeyChord(key_chord); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInShortcutRouting == key_chord) + IM_DEBUG_BREAK(); + + if (flags & ImGuiInputFlags_RouteUnlessBgFocused) + if (g.NavWindow == NULL) + return false; + + // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this? + if (flags & ImGuiInputFlags_RouteAlways) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> always, no register\n", GetKeyChordName(key_chord), flags, owner_id); + return true; + } + + // Specific culling when there's an active item. + if (g.ActiveId != 0 && g.ActiveId != owner_id) + { + if (flags & ImGuiInputFlags_RouteActive) + return false; + + // Cull shortcuts with no modifiers when it could generate a character. + // e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active. + // but Shortcut(Ctrl+G) should generally trigger when InputText() is active. + // TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active. + // (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined) + if (g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord)) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> filtered as potential char input\n", GetKeyChordName(key_chord), flags, owner_id); + return false; + } + + // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId + if ((flags & ImGuiInputFlags_RouteOverActive) == 0 && g.ActiveIdUsingAllKeyboardKeys) + { + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey((ImGuiKey)(key_chord & ImGuiMod_Mask_)); + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + } + } + + // Where do we evaluate route for? + ImGuiID focus_scope_id = g.CurrentFocusScopeId; + if (flags & ImGuiInputFlags_RouteFromRootWindow) + focus_scope_id = g.CurrentWindow->RootWindow->ID; // See PushFocusScope() call in Begin() + + const int score = CalcRoutingScore(focus_scope_id, owner_id, flags); + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d\n", GetKeyChordName(key_chord), flags, owner_id, score); + if (score == 255) + return false; + + // Submit routing for NEXT frame (assuming score is sufficient) + // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); + //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); + if (score < routing_data->RoutingNextScore) + { + routing_data->RoutingNext = owner_id; + routing_data->RoutingNextScore = (ImU8)score; + } + + // Return routing state for CURRENT frame + if (routing_data->RoutingCurr == owner_id) + IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n"); + return routing_data->RoutingCurr == owner_id; +} + +// Currently unused by core (but used by tests) +// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading. +bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id) +{ + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + key_chord = FixupKeyChord(key_chord); + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry. + return routing_data->RoutingCurr == routing_id; +} + +// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. +// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) +bool ImGui::IsKeyDown(ImGuiKey key) +{ + return IsKeyDown(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) +{ + return IsKeyPressed(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. +bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = key_data->DownDuration; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! + if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat + flags |= ImGuiInputFlags_Repeat; + + bool pressed = (t == 0.0f); + if (!pressed && (flags & ImGuiInputFlags_Repeat) != 0) + { + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate); + pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0; + if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_)) + { + // Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value. + // Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code. + ImGuiContext& g = *GImGui; + double key_pressed_time = g.Time - t + 0.00001f; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time)) + pressed = false; + } + } + if (!pressed) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyReleased(ImGuiKey key) +{ + return IsKeyReleased(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (key_data->DownDurationPrev < 0.0f || key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) +{ + return IsMouseClicked(button, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = g.IO.MouseDownDuration[button]; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsMouseClicked) == 0); // Passing flags not supported by this function! // FIXME: Could support RepeatRate and RepeatUntil flags here. + + const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0; + const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0); + if (!pressed) + return false; + + if (!TestKeyOwner(MouseButtonToKey(button), owner_id)) + return false; + + return true; +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any) +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id) +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id); +} + +int ImGui::GetMouseClickedCount(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button]; +} + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Hit testing, expanded for touch input + if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding)) + return false; + if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) + return false; + return true; +} + +// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + return IsMouseDragPastThreshold(button, lock_threshold); +} + +ImVec2 ImGui::GetMousePos() +{ + ImGuiContext& g = *GImGui; + return g.IO.MousePos; +} + +// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well. +// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend. +void ImGui::TeleportMousePos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + g.IO.MousePos = g.IO.MousePosPrev = pos; + g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + g.IO.WantSetMousePos = true; + //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); +} + +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +// Get desired mouse cursor shape. +// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(), +// updated during the frame, and locked in EndFrame()/Render(). +// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + ImGuiContext& g = *GImGui; + return g.MouseCursor; +} + +// We intentionally accept values of ImGuiMouseCursor that are outside our bounds, in case users needs to hack-in a custom cursor value. +// Custom cursors may be handled by custom backends. If you are using a standard backend and want to hack in a custom cursor, you may +// handle it before the backend _NewFrame() call and temporarily set ImGuiConfigFlags_NoMouseCursorChange during the backend _NewFrame() call. +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + ImGuiContext& g = *GImGui; + g.MouseCursor = cursor_type; +} + +static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value) +{ + IM_ASSERT(ImGui::IsAliasKey(key)); + ImGuiKeyData* key_data = ImGui::GetKeyData(key); + key_data->Down = v; + key_data->AnalogValue = analog_value; +} + +// [Internal] Do not use directly +static ImGuiKeyChord GetMergedModsFromKeys() +{ + ImGuiKeyChord mods = 0; + if (ImGui::IsKeyDown(ImGuiMod_Ctrl)) { mods |= ImGuiMod_Ctrl; } + if (ImGui::IsKeyDown(ImGuiMod_Shift)) { mods |= ImGuiMod_Shift; } + if (ImGui::IsKeyDown(ImGuiMod_Alt)) { mods |= ImGuiMod_Alt; } + if (ImGui::IsKeyDown(ImGuiMod_Super)) { mods |= ImGuiMod_Super; } + return mods; +} + +static void ImGui::UpdateKeyboardInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + io.ClearInputKeys(); + + // Update aliases + for (int n = 0; n < ImGuiMouseButton_COUNT; n++) + UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f); + UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH); + UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel); + + // Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values. + // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing. + const ImGuiKeyChord prev_key_mods = io.KeyMods; + io.KeyMods = GetMergedModsFromKeys(); + io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0; + io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0; + io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0; + io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0; + if (prev_key_mods != io.KeyMods) + g.LastKeyModsChangeTime = g.Time; + if (prev_key_mods != io.KeyMods && prev_key_mods == 0) + g.LastKeyModsChangeFromNoneTime = g.Time; + + // Clear gamepad data if disabled + if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) + for (int key = ImGuiKey_Gamepad_BEGIN; key < ImGuiKey_Gamepad_END; key++) + { + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].Down = false; + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].AnalogValue = 0.0f; + } + + // Update keys + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->DownDurationPrev = key_data->DownDuration; + key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f; + if (key_data->DownDuration == 0.0f) + { + if (IsKeyboardKey((ImGuiKey)key)) + g.LastKeyboardKeyPressTime = g.Time; + else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper) + g.LastKeyboardKeyPressTime = g.Time; + } + } + + // Update keys/input owner (named keys only): one entry per key + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; + owner_data->OwnerCurr = owner_data->OwnerNext; + if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp. + owner_data->OwnerNext = ImGuiKeyOwner_NoOwner; + owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore + } + + // Update key routing (for e.g. shortcuts) + UpdateKeyRoutingTable(&g.KeysRoutingTable); +} + +static void ImGui::UpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Mouse Wheel swapping flag + // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead + // - We avoid doing it on OSX as it the OS input layer handles this already. + // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature. + // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source. + io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors; + + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&io.MousePos)) + io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos); + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) + io.MouseDelta = io.MousePos - io.MousePosPrev; + else + io.MouseDelta = ImVec2(0.0f, 0.0f); + + // Update stationary timer. + // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates. + const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework. + const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold); + g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f; + //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer); + + // If mouse moved we re-enable mouse hovering in case it was disabled by keyboard/gamepad. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. + if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) + g.NavHighlightItemUnderNav = false; + + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; + io.MouseClickedCount[i] = 0; // Will be filled below + io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; + io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; + io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; + if (io.MouseClicked[i]) + { + bool is_repeated_click = false; + if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime) + { + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist) + is_repeated_click = true; + } + if (is_repeated_click) + io.MouseClickedLastCount[i]++; + else + io.MouseClickedLastCount[i] = 1; + io.MouseClickedTime[i] = g.Time; + io.MouseClickedPos[i] = io.MousePos; + io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = 0.0f; + } + else if (io.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); + io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); + io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); + } + + // We provide io.MouseDoubleClicked[] as a legacy service + io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); + + // Clicking any mouse button reactivate mouse hovering which may have been deactivated by keyboard/gamepad navigation + if (io.MouseClicked[i]) + g.NavHighlightItemUnderNav = false; + } +} + +static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount) +{ + ImGuiContext& g = *GImGui; + if (window) + g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER); + else + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindow == window) + return; + IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL"); + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + if (window == NULL) + { + g.WheelingWindowStartFrame = -1; + g.WheelingAxisAvg = ImVec2(0.0f, 0.0f); + } +} + +static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel) +{ + // For each axis, find window in the hierarchy that may want to use scrolling + ImGuiContext& g = *GImGui; + ImGuiWindow* windows[2] = { NULL, NULL }; + for (int axis = 0; axis < 2; axis++) + if (wheel[axis] != 0.0f) + for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow) + { + // Bubble up into parent window if: + // - a child window doesn't allow any scrolling. + // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag. + //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP) + const bool has_scrolling = (window->ScrollMax[axis] != 0.0f); + const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs); + //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]); + if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits) + break; // select this window + } + if (windows[0] == NULL && windows[1] == NULL) + return NULL; + + // If there's only one window or only one axis then there's no ambiguity + if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL) + return windows[1] ? windows[1] : windows[0]; + + // If candidate are different windows we need to decide which one to prioritize + // - First frame: only find a winner if one axis is zero. + // - Subsequent frames: only find a winner when one is more than the other. + if (g.WheelingWindowStartFrame == -1) + g.WheelingWindowStartFrame = g.FrameCount; + if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y)) + { + g.WheelingWindowWheelRemainder = wheel; + return NULL; + } + return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1]; +} + +// Called by NewFrame() +void ImGui::UpdateMouseWheel() +{ + // Reset the locked window if we move the mouse or after the timer elapses. + // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795) + ImGuiContext& g = *GImGui; + if (g.WheelingWindow != NULL) + { + g.WheelingWindowReleaseTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindowReleaseTimer <= 0.0f) + LockWheelingWindow(NULL, 0.0f); + } + + ImVec2 wheel; + wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheelH : 0.0f; + wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheel : 0.0f; + + //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y); + ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!mouse_window || mouse_window->Collapsed) + return; + + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + LockWheelingWindow(mouse_window, wheel.y); + ImGuiWindow* window = mouse_window; + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (window == window->RootWindow) + { + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + } + return; + } + if (g.IO.KeyCtrl) + return; + + // Mouse wheel scrolling + // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs() + if (g.IO.MouseWheelRequestAxisSwap) + wheel = ImVec2(wheel.y, 0.0f); + + // Maintain a rough average of moving magnitude on both axises + // FIXME: should by based on wall clock time rather than frame-counter + g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30); + g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30); + + // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now. + wheel += g.WheelingWindowWheelRemainder; + g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f); + if (wheel.x == 0.0f && wheel.y == 0.0f) + return; + + // Mouse wheel scrolling: find target and apply + // - don't renew lock if axis doesn't apply on the window. + // - select a main axis when both axises are being moved. + if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel))) + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f }; + if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y]) + do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false; + if (do_scroll[ImGuiAxis_X]) + { + LockWheelingWindow(window, wheel.x); + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step)); + SetScrollX(window, window->Scroll.x - wheel.x * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + if (do_scroll[ImGuiAxis_Y]) + { + LockWheelingWindow(window, wheel.y); + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step)); + SetScrollY(window, window->Scroll.y - wheel.y * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + } +} + +void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0; +} + +void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0; +} + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static const char* GetInputSourceName(ImGuiInputSource source) +{ + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad" }; + IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); + return input_source_names[source]; +} +static const char* GetMouseSourceName(ImGuiMouseSource source) +{ + const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT); + return mouse_source_names[source]; +} +static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) +{ + ImGuiContext& g = *GImGui; + if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; } + if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; } + if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } + if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } +} +#endif + +// Process input queue +// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'. +// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) +// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87) +void ImGui::UpdateInputEvents(bool trickle_fast_inputs) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Only trickle chars<>key when working with InputText() + // FIXME: InputText() could parse event trail? + // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) + const bool trickle_interleaved_nonchar_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); + + bool mouse_moved = false, mouse_wheeled = false, key_changed = false, key_changed_nonchar = false, text_inputted = false; + int mouse_button_changed = 0x00; + ImBitArray key_changed_mask; + + int event_n = 0; + for (; event_n < g.InputEventsQueue.Size; event_n++) + { + ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; + if (e->Type == ImGuiInputEventType_MousePos) + { + if (g.IO.WantSetMousePos) + continue; + // Trickling Rule: Stop processing queued events if we already handled a mouse button change + ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) + break; + io.MousePos = event_pos; + io.MouseSource = e->MousePos.MouseSource; + mouse_moved = true; + } + else if (e->Type == ImGuiInputEventType_MouseButton) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + const ImGuiMouseButton button = e->MouseButton.Button; + IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); + if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) + break; + if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover. + break; + io.MouseDown[button] = e->MouseButton.Down; + io.MouseSource = e->MouseButton.MouseSource; + mouse_button_changed |= (1 << button); + } + else if (e->Type == ImGuiInputEventType_MouseWheel) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the event + if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) + break; + io.MouseWheelH += e->MouseWheel.WheelX; + io.MouseWheel += e->MouseWheel.WheelY; + io.MouseSource = e->MouseWheel.MouseSource; + mouse_wheeled = true; + } + else if (e->Type == ImGuiInputEventType_MouseViewport) + { + io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID; + } + else if (e->Type == ImGuiInputEventType_Key) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; + ImGuiKey key = e->Key.Key; + IM_ASSERT(key != ImGuiKey_None); + ImGuiKeyData* key_data = GetKeyData(key); + const int key_data_index = (int)(key_data - g.IO.KeysData); + if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || mouse_button_changed != 0)) + break; + + const bool key_is_potentially_for_char_input = IsKeyChordPotentiallyCharInput(GetMergedModsFromKeys() | key); + if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input)) + break; + + key_data->Down = e->Key.Down; + key_data->AnalogValue = e->Key.AnalogValue; + key_changed = true; + key_changed_mask.SetBit(key_data_index); + if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input) + key_changed_nonchar = true; + } + else if (e->Type == ImGuiInputEventType_Text) + { + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; + // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + break; + if (trickle_interleaved_nonchar_keys_and_text && key_changed_nonchar) + break; + unsigned int c = e->Text.Char; + io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + if (trickle_interleaved_nonchar_keys_and_text) + text_inputted = true; + } + else if (e->Type == ImGuiInputEventType_Focus) + { + // We intentionally overwrite this and process in NewFrame(), in order to give a chance + // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. + const bool focus_lost = !e->AppFocused.Focused; + io.AppFocusLost = focus_lost; + } + else + { + IM_ASSERT(0 && "Unknown event!"); + } + } + + // Record trail (for domain-specific applications wanting to access a precise trail) + //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n); + for (int n = 0; n < event_n; n++) + g.InputEventsTrail.push_back(g.InputEventsQueue[n]); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)) + for (int n = 0; n < g.InputEventsQueue.Size; n++) + DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]); +#endif + + // Remaining events will be processed on the next frame + if (event_n == g.InputEventsQueue.Size) + g.InputEventsQueue.resize(0); + else + g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n); + + // Clear buttons state when focus is lost + // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle. + // - we clear in EndFrame() and not now in order allow application/user code polling this flag + // (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event). + if (g.IO.AppFocusLost) + { + g.IO.ClearInputKeys(); + g.IO.ClearInputMouse(); + } +} + +ImGuiID ImGui::GetKeyOwner(ImGuiKey key) +{ + if (!IsNamedKeyOrMod(key)) + return ImGuiKeyOwner_NoOwner; + + ImGuiContext& g = *GImGui; + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + ImGuiID owner_id = owner_data->OwnerCurr; + + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return ImGuiKeyOwner_NoOwner; + + return owner_id; +} + +// TestKeyOwner(..., ID) : (owner == None || owner == ID) +// TestKeyOwner(..., None) : (owner == None) +// TestKeyOwner(..., Any) : no owner test +// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags. +bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) +{ + if (!IsNamedKeyOrMod(key)) + return true; + + ImGuiContext& g = *GImGui; + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_id == ImGuiKeyOwner_Any) + return (owner_data->LockThisFrame == false); + + // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId + // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things. + // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions. + if (owner_data->OwnerCurr != owner_id) + { + if (owner_data->LockThisFrame) + return false; + if (owner_data->OwnerCurr != ImGuiKeyOwner_NoOwner) + return false; + } + + return true; +} + +// _LockXXX flags are useful to lock keys away from code which is not input-owner aware. +// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone. +// - SetKeyOwner(..., None) : clears owner +// - SetKeyOwner(..., Any, !Lock) : illegal (assert) +// - SetKeyOwner(..., Any or None, Lock) : set lock +void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(IsNamedKeyOrMod(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it) + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function! + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X, flags=%08X)\n", GetKeyName(key), owner_id, flags); + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + owner_data->OwnerCurr = owner_data->OwnerNext = owner_id; + + // We cannot lock by default as it would likely break lots of legacy code. + // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test) + owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0; + owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease); +} + +// Rarely used helper +void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + if (key_chord & ImGuiMod_Ctrl) { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); } + if (key_chord & ImGuiMod_Shift) { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); } + if (key_chord & ImGuiMod_Alt) { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); } + if (key_chord & ImGuiMod_Super) { SetKeyOwner(ImGuiMod_Super, owner_id, flags); } + if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); } +} + +// This is more or less equivalent to: +// if (IsItemHovered() || IsItemActive()) +// SetKeyOwner(key, GetItemID()); +// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times. +// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition. +// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority. +void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (id == 0 || (g.HoveredId != id && g.ActiveId != id)) + return; + if ((flags & ImGuiInputFlags_CondMask_) == 0) + flags |= ImGuiInputFlags_CondDefault_; + if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive))) + { + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function! + SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_); + } +} + +void ImGui::SetItemKeyOwner(ImGuiKey key) +{ + SetItemKeyOwner(key, ImGuiInputFlags_None); +} + +// This is the only public API until we expose owner_id versions of the API as replacements. +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord) +{ + return IsKeyChordPressed(key_chord, ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +// This is equivalent to comparing KeyMods + doing a IsKeyPressed() +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + key_chord = FixupKeyChord(key_chord); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (g.IO.KeyMods != mods) + return false; + + // Special storage location for mods + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + if (!IsKeyPressed(key, (flags & ImGuiInputFlags_RepeatMask_), owner_id)) + return false; + return true; +} + +void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasShortcut; + g.NextItemData.Shortcut = key_chord; + g.NextItemData.ShortcutFlags = flags; +} + +// Called from within ItemAdd: at this point we can read from NextItemData and write to LastItemData +void ImGui::ItemHandleShortcut(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputFlags flags = g.NextItemData.ShortcutFlags; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetNextItemShortcut) == 0); // Passing flags not supported by SetNextItemShortcut()! + + if (g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) + return; + if (flags & ImGuiInputFlags_Tooltip) + { + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasShortcut; + g.LastItemData.Shortcut = g.NextItemData.Shortcut; + } + if (!Shortcut(g.NextItemData.Shortcut, flags & ImGuiInputFlags_SupportedByShortcut, id) || g.NavActivateId != 0) + return; + + // FIXME: Generalize Activation queue? + g.NavActivateId = id; // Will effectively disable clipping. + g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut; + //if (g.ActiveId == 0 || g.ActiveId == id) + g.NavActivateDownId = g.NavActivatePressedId = id; + NavHighlightActivated(id); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + return Shortcut(key_chord, flags, ImGuiKeyOwner_Any); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("Shortcut(%s, flags=%X, owner_id=0x%08X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), flags, owner_id); + + // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteFocused; + + // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) + // Effectively makes Shortcut() always input-owner aware. + if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_NoOwner) + owner_id = GetRoutingIdFromOwnerId(owner_id); + + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + return false; + + // Submit route + if (!SetShortcutRouting(key_chord, flags, owner_id)) + return false; + + // Default repeat behavior for Shortcut() + // So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut. + if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0) + flags |= ImGuiInputFlags_RepeatUntilKeyModsChange; + + if (!IsKeyChordPressed(key_chord, flags, owner_id)) + return false; + + // Claim mods during the press + SetKeyOwnersForKeyChord(key_chord & ImGuiMod_Mask_, owner_id); + + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! + return true; +} + +//----------------------------------------------------------------------------- +// [SECTION] ERROR CHECKING, STATE RECOVERY +//----------------------------------------------------------------------------- +// - DebugCheckVersionAndDataLayout() (called via IMGUI_CHECKVERSION() macros) +// - ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +// - ErrorCheckNewFrameSanityChecks() +// - ErrorCheckEndFrameSanityChecks() +// - ErrorRecoveryStoreState() +// - ErrorRecoveryTryToRecoverState() +// - ErrorRecoveryTryToRecoverWindowState() +// - ErrorLog() +//----------------------------------------------------------------------------- + +// Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. +// Called by IMGUI_CHECKVERSION(). +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If this triggers you have mismatched headers and compiled code versions. +// - It could be because of a build issue (using new headers with old compiled code) +// - It could be because of mismatched configuration #define, compilation settings, packing pragma etc. +// THE CONFIGURATION SETTINGS MENTIONED IN imconfig.h MUST BE SET FOR ALL COMPILATION UNITS INVOLVED WITH DEAR IMGUI. +// Which is why it is required you put them in your imconfig file (and NOT only before including imgui.h). +// Otherwise it is possible that different compilation units would see different structure layout. +// If you don't want to modify imconfig.h you can use the IMGUI_USER_CONFIG define to change filename. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) +{ + bool error = false; + if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + return !error; +} + +// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell) +// This is causing issues and ambiguity and we need to retire that. +// See https://github.com/ocornut/imgui/issues/5548 for more details. +// [Scenario 1] +// Previously this would make the window content size ~200x200: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK +// Instead, please submit an item: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK +// Alternative: +// Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK +// [Scenario 2] +// For reference this is one of the issue what we aim to fix with this change: +// BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() +// The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller! +// While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue. +void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->DC.IsSetPos); + window->DC.IsSetPos = false; +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y) + return; + if (window->SkipItems) + return; + IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent."); +#else + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +#endif +} + +static void ImGui::ErrorCheckNewFrameSanityChecks() +{ + ImGuiContext& g = *GImGui; + + // Check user IM_ASSERT macro + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined! + // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. + // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) + // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong! + // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct! + if (true) IM_ASSERT(1); else IM_ASSERT(0); + + // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644) + // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it. +#ifdef __EMSCRIPTEN__ + if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0) + g.IO.DeltaTime = 0.00001f; +#endif + + // Check user data + // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) + IM_ASSERT(g.Initialized); + IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); + IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); + IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right); + + // Error handling: we do not accept 100% silent recovery! Please contact me if you feel this is getting in your way. + if (g.IO.ConfigErrorRecovery) + IM_ASSERT(g.IO.ConfigErrorRecoveryEnableAssert || g.IO.ConfigErrorRecoveryEnableDebugLog || g.IO.ConfigErrorRecoveryEnableTooltip || g.ErrorCallback != NULL); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Remap legacy names + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) + { + g.IO.ConfigNavMoveSetMousePos = true; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavEnableSetMousePos; + } + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) + { + g.IO.ConfigNavCaptureKeyboard = false; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavNoCaptureKeyboard; + } + + // Remap legacy clipboard handlers (OBSOLETED in 1.91.1, August 2024) + if (g.IO.GetClipboardTextFn != NULL && (g.PlatformIO.Platform_GetClipboardTextFn == NULL || g.PlatformIO.Platform_GetClipboardTextFn == Platform_GetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_GetClipboardTextFn = [](ImGuiContext* ctx) { return ctx->IO.GetClipboardTextFn(ctx->IO.ClipboardUserData); }; + if (g.IO.SetClipboardTextFn != NULL && (g.PlatformIO.Platform_SetClipboardTextFn == NULL || g.PlatformIO.Platform_SetClipboardTextFn == Platform_SetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_SetClipboardTextFn = [](ImGuiContext* ctx, const char* text) { return ctx->IO.SetClipboardTextFn(ctx->IO.ClipboardUserData, text); }; +#endif + + // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) + IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) + IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + + // Perform simple checks: multi-viewport and platform windows support + if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) + { + IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); + IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?"); + IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); + if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!"); + } + else + { + // Disable feature, our backends do not support it + g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable; + } + + // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs + for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors) + { + IM_UNUSED(mon); + IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly."); + IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them."); + IM_ASSERT(mon.DpiScale > 0.0f && mon.DpiScale < 99.0f && "Monitor DpiScale is invalid."); // Typical correct values would be between 1.0f and 4.0f + } + } +} + +static void ImGui::ErrorCheckEndFrameSanityChecks() +{ + // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() + // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). + // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will + // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. + // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), + // while still correctly asserting on mid-frame key press events. + ImGuiContext& g = *GImGui; + const ImGuiKeyChord key_mods = GetMergedModsFromKeys(); + IM_UNUSED(g); + IM_UNUSED(key_mods); + IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(key_mods); + + IM_ASSERT(g.CurrentWindowStack.Size == 1); + IM_ASSERT(g.CurrentWindowStack[0].Window->IsFallbackWindow); +} + +// Save current stack sizes. Called e.g. by NewFrame() and by Begin() but may be called for manual recovery. +void ImGui::ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out) +{ + ImGuiContext& g = *GImGui; + state_out->SizeOfWindowStack = (short)g.CurrentWindowStack.Size; + state_out->SizeOfIDStack = (short)g.CurrentWindow->IDStack.Size; + state_out->SizeOfTreeStack = (short)g.CurrentWindow->DC.TreeDepth; // NOT g.TreeNodeStack.Size which is a partial stack! + state_out->SizeOfColorStack = (short)g.ColorStack.Size; + state_out->SizeOfStyleVarStack = (short)g.StyleVarStack.Size; + state_out->SizeOfFontStack = (short)g.FontStack.Size; + state_out->SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; + state_out->SizeOfGroupStack = (short)g.GroupStack.Size; + state_out->SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; + state_out->SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; + state_out->SizeOfDisabledStack = (short)g.DisabledStackSize; +} + +// Chosen name "Try to recover" over e.g. "Restore" to suggest this is not a 100% guaranteed recovery. +// Called by e.g. EndFrame() but may be called for manual recovery. +// Attempt to recover full window stack. +void ImGui::ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in) +{ + // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" + ImGuiContext& g = *GImGui; + while (g.CurrentWindowStack.Size > state_in->SizeOfWindowStack) //-V1044 + { + // Recap: + // - Begin()/BeginChild() return false to indicate the window is collapsed or fully clipped. + // - Always call a matching End() for each Begin() call, regardless of its return value! + // - Begin/End and BeginChild/EndChild logic is KNOWN TO BE INCONSISTENT WITH ALL OTHER BEGIN/END FUNCTIONS. + // - We will fix that in a future major update. + ImGuiWindow* window = g.CurrentWindow; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + { + if (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) + { + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); + EndTable(); + } + else + { + IM_ASSERT_USER_ERROR(0, "Missing EndChild()"); + EndChild(); + } + } + else + { + IM_ASSERT_USER_ERROR(0, "Missing End()"); + End(); + } + } + if (g.CurrentWindowStack.Size == state_in->SizeOfWindowStack) + ErrorRecoveryTryToRecoverWindowState(state_in); +} + +// Called by e.g. End() but may be called for manual recovery. +// Read '// Error Handling [BETA]' block in imgui_internal.h for details. +// Attempt to recover from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. +void ImGui::ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in) +{ + ImGuiContext& g = *GImGui; + + while (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); + EndTable(); + } + + ImGuiWindow* window = g.CurrentWindow; + + // FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. + while (g.CurrentTabBar != NULL && g.CurrentTabBar->Window == window) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndTabBar()"); + EndTabBar(); + } + while (g.CurrentMultiSelect != NULL && g.CurrentMultiSelect->Storage->Window == window) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndMultiSelect()"); + EndMultiSelect(); + } + while (window->DC.TreeDepth > state_in->SizeOfTreeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing TreePop()"); + TreePop(); + } + while (g.GroupStack.Size > state_in->SizeOfGroupStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndGroup()"); + EndGroup(); + } + IM_ASSERT(g.GroupStack.Size == state_in->SizeOfGroupStack); + while (window->IDStack.Size > state_in->SizeOfIDStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopID()"); + PopID(); + } + while (g.DisabledStackSize > state_in->SizeOfDisabledStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndDisabled()"); + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + EndDisabled(); + else + { + EndDisabledOverrideReenable(); + g.CurrentWindowStack.back().DisabledOverrideReenable = false; + } + } + IM_ASSERT(g.DisabledStackSize == state_in->SizeOfDisabledStack); + while (g.ColorStack.Size > state_in->SizeOfColorStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopStyleColor()"); + PopStyleColor(); + } + while (g.ItemFlagsStack.Size > state_in->SizeOfItemFlagsStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopItemFlag()"); + PopItemFlag(); + } + while (g.StyleVarStack.Size > state_in->SizeOfStyleVarStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopStyleVar()"); + PopStyleVar(); + } + while (g.FontStack.Size > state_in->SizeOfFontStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopFont()"); + PopFont(); + } + while (g.FocusScopeStack.Size > state_in->SizeOfFocusScopeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopFocusScope()"); + PopFocusScope(); + } + //IM_ASSERT(g.FocusScopeStack.Size == state_in->SizeOfFocusScopeStack); +} + +bool ImGui::ErrorLog(const char* msg) +{ + ImGuiContext& g = *GImGui; + + // Output to debug log +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiWindow* window = g.CurrentWindow; + + if (g.IO.ConfigErrorRecoveryEnableDebugLog) + { + if (g.ErrorFirst) + IMGUI_DEBUG_LOG_ERROR("[imgui-error] (current settings: Assert=%d, Log=%d, Tooltip=%d)\n", + g.IO.ConfigErrorRecoveryEnableAssert, g.IO.ConfigErrorRecoveryEnableDebugLog, g.IO.ConfigErrorRecoveryEnableTooltip); + IMGUI_DEBUG_LOG_ERROR("[imgui-error] In window '%s': %s\n", window ? window->Name : "NULL", msg); + } + g.ErrorFirst = false; + + // Output to tooltip + if (g.IO.ConfigErrorRecoveryEnableTooltip) + { + if (g.WithinFrameScope && BeginErrorTooltip()) + { + if (g.ErrorCountCurrentFrame < 20) + { + Text("In window '%s': %s", window ? window->Name : "NULL", msg); + if (window && (!window->IsFallbackWindow || window->WasActive)) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 0, 0, 255)); + } + if (g.ErrorCountCurrentFrame == 20) + Text("(and more errors)"); + // EndFrame() will amend debug buttons to this window, after all errors have been submitted. + EndErrorTooltip(); + } + g.ErrorCountCurrentFrame++; + } +#endif + + // Output to callback + if (g.ErrorCallback != NULL) + g.ErrorCallback(&g, g.ErrorCallbackUserData, msg); + + // Return whether we should assert + return g.IO.ConfigErrorRecoveryEnableAssert; +} + +void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip() +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugDrawIdConflicts != 0 && g.IO.KeyCtrl == false) + g.DebugDrawIdConflictsCount = g.HoveredIdPreviousFrameItemCount; + if (g.DebugDrawIdConflicts != 0 && g.DebugItemPickerActive == false && BeginErrorTooltip()) + { + Text("Programmer error: %d visible items with conflicting ID!", g.DebugDrawIdConflictsCount); + BulletText("Code should use PushID()/PopID() in loops, or append \"##xx\" to same-label identifiers!"); + BulletText("Empty label e.g. Button(\"\") == same ID as parent widget/node. Use Button(\"##xx\") instead!"); + //BulletText("Code intending to use duplicate ID may use e.g. PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()"); // Not making this too visible for fear of it being abused. + BulletText("Set io.ConfigDebugHighlightIdConflicts=false to disable this warning in non-programmers builds."); + Separator(); + Text("(Hold CTRL to: use"); + SameLine(); + if (SmallButton("Item Picker")) + DebugStartItemPicker(); + SameLine(); + Text("to break in item call-stack, or"); + SameLine(); + if (SmallButton("Open FAQ->About ID Stack System") && g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage"); + EndErrorTooltip(); + } + + if (g.ErrorCountCurrentFrame > 0 && BeginErrorTooltip()) // Amend at end of frame + { + Separator(); + Text("(Hold CTRL to:"); + SameLine(); + if (SmallButton("Enable Asserts")) + g.IO.ConfigErrorRecoveryEnableAssert = true; + //SameLine(); + //if (SmallButton("Hide Error Tooltips")) + // g.IO.ConfigErrorRecoveryEnableTooltip = false; // Too dangerous + SameLine(0, 0); + Text(")"); + EndErrorTooltip(); + } +#endif +} + +// Pseudo-tooltip. Follow mouse until CTRL is held. When CTRL is held we lock position, allowing to click it. +bool ImGui::BeginErrorTooltip() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName("##Tooltip_Error"); + const bool use_locked_pos = (g.IO.KeyCtrl && window && window->WasActive); + PushStyleColor(ImGuiCol_PopupBg, ImLerp(g.Style.Colors[ImGuiCol_PopupBg], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.15f)); + if (use_locked_pos) + SetNextWindowPos(g.ErrorTooltipLockedPos); + bool is_visible = Begin("##Tooltip_Error", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + PopStyleColor(); + if (is_visible && g.CurrentWindow->BeginCount == 1) + { + SeparatorText("MESSAGE FROM DEAR IMGUI"); + BringWindowToDisplayFront(g.CurrentWindow); + BringWindowToFocusFront(g.CurrentWindow); + g.ErrorTooltipLockedPos = GetWindowPos(); + } + else if (!is_visible) + { + End(); + } + return is_visible; +} + +void ImGui::EndErrorTooltip() +{ + End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ITEM SUBMISSION +//----------------------------------------------------------------------------- +// - KeepAliveID() +// - ItemAdd() +//----------------------------------------------------------------------------- + +// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). +void ImGui::KeepAliveID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.IsAlive = true; +} + +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. +// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN) +IM_MSVC_RUNTIME_CHECKS_OFF +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Set item data + // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) + g.LastItemData.ID = id; + g.LastItemData.Rect = bb; + g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; + g.LastItemData.ItemFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags; + g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; + // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared. + + if (id != 0) + { + KeepAliveID(id); + + // Directional navigation processing + // Runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + if (!(g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + { + // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test. + window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened)) + NavProcessItem(); + } + + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasShortcut) + ItemHandleShortcut(id); + } + + // Lightweight clear of SetNextItemXXX data. + g.NextItemData.HasFlags = ImGuiNextItemDataFlags_None; + g.NextItemData.ItemFlags = ImGuiItemFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData); +#endif + + // Clipping test + // (this is an inline copy of IsClippedEx() so we can reuse the is_rect_visible value, otherwise we'd do 'if (IsClippedEx(bb, id)) return false') + // g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts) + const bool is_rect_visible = bb.Overlaps(window->ClipRect); + if (!is_rect_visible) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) + return false; + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + if (id == g.DebugLocateId) + DebugLocateItemResolveWithLastItem(); + + // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". + // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". + // READ THE FAQ: https://dearimgui.com/faq + IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); + } + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + //if ((g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav) == 0) + // window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG] +#endif + + if (id != 0 && g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.ElapseFrame = g.FrameCount; + + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (is_rect_visible) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible; + if (IsMouseHoveringRect(bb.Min, bb.Max)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] LAYOUT +//----------------------------------------------------------------------------- +// - ItemSize() +// - SameLine() +// - GetCursorScreenPos() +// - SetCursorScreenPos() +// - GetCursorPos(), GetCursorPosX(), GetCursorPosY() +// - SetCursorPos(), SetCursorPosX(), SetCursorPosY() +// - GetCursorStartPos() +// - Indent() +// - Unindent() +// - SetNextItemWidth() +// - PushItemWidth() +// - PushMultiItemsWidths() +// - PopItemWidth() +// - CalcItemWidth() +// - CalcItemSize() +// - GetTextLineHeight() +// - GetTextLineHeightWithSpacing() +// - GetFrameHeight() +// - GetFrameHeightWithSpacing() +// - GetContentRegionMax() +// - GetContentRegionAvail(), +// - BeginGroup() +// - EndGroup() +// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. +//----------------------------------------------------------------------------- + +// Advance cursor given item size for layout. +// Register minimum needed size so it can extend the bounding box used for auto-fit calculation. +// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. +// THIS IS IN THE PERFORMANCE CRITICAL PATH. +IM_MSVC_RUNTIME_CHECKS_OFF +void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // We increase the height in this function to accommodate for baseline offset. + // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, + // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. + const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; + + const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y; + const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y); + + // Always align ourselves on pixel boundaries + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = line_y1; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + window->DC.PrevLineSize.y = line_height; + window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); + window->DC.CurrLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Gets back to previous line and continue with horizontal layout +// offset_from_start_x == 0 : follow right after previous item +// offset_from_start_x != 0 : align to specified x position (relative to window/group left) +// spacing_w < 0 : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float offset_from_start_x, float spacing_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + if (offset_from_start_x != 0.0f) + { + if (spacing_w < 0.0f) + spacing_w = 0.0f; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + else + { + if (spacing_w < 0.0f) + spacing_w = g.Style.ItemSpacing.x; + window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + window->DC.IsSameLine = true; +} + +ImVec2 ImGui::GetCursorScreenPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos; +} + +void ImGui::SetCursorScreenPos(const ImVec2& pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; +} + +// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. +// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. +ImVec2 ImGui::GetCursorPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos - window->Pos + window->Scroll; +} + +float ImGui::GetCursorPosX() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; +} + +float ImGui::GetCursorPosY() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; +} + +void ImGui::SetCursorPos(const ImVec2& local_pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = window->Pos - window->Scroll + local_pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosX(float x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosY(float y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); + window->DC.IsSetPos = true; +} + +ImVec2 ImGui::GetCursorStartPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorStartPos - window->Pos; +} + +void ImGui::Indent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +void ImGui::Unindent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +// Affect large frame+labels widgets only. +void ImGui::SetNextItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; +} + +// FIXME: Remove the == 0.0f behavior? +void ImGui::PushItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PushMultiItemsWidths(int components, float w_full) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(components > 0); + const ImGuiStyle& style = g.Style; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + float w_items = w_full - style.ItemInnerSpacing.x * (components - 1); + float prev_split = w_items; + for (int i = components - 1; i > 0; i--) + { + float next_split = IM_TRUNC(w_items * i / components); + window->DC.ItemWidthStack.push_back(ImMax(prev_split - next_split, 1.0f)); + prev_split = next_split; + } + window->DC.ItemWidth = ImMax(prev_split, 1.0f); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PopItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.ItemWidthStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemWidth() too many times!"); + return; + } + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + window->DC.ItemWidthStack.pop_back(); +} + +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). +// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() +float ImGui::CalcItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float w; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; + else + w = window->DC.ItemWidth; + if (w < 0.0f) + { + float region_avail_x = GetContentRegionAvail().x; + w = ImMax(1.0f, region_avail_x + w); + } + w = IM_TRUNC(w); + return w; +} + +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) +{ + ImVec2 avail; + if (size.x < 0.0f || size.y < 0.0f) + avail = GetContentRegionAvail(); + + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, avail.x + size.x); // <-- size.x is negative here so we are subtracting + + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, avail.y + size.y); // <-- size.y is negative here so we are subtracting + + return size; +} + +float ImGui::GetTextLineHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize; +} + +float ImGui::GetTextLineHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.ItemSpacing.y; +} + +float ImGui::GetFrameHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f; +} + +float ImGui::GetFrameHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; +} + +ImVec2 ImGui::GetContentRegionAvail() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; + return mx - window->DC.CursorPos; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// You should never need those functions. Always use GetCursorScreenPos() and GetContentRegionAvail()! +// They are bizarre local-coordinates which don't play well with scrolling. +ImVec2 ImGui::GetContentRegionMax() +{ + return GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos(); +} + +ImVec2 ImGui::GetWindowContentRegionMin() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Min - window->Pos; +} + +ImVec2 ImGui::GetWindowContentRegionMax() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Max - window->Pos; +} +#endif + +// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) +// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. +// FIXME-OPT: Could we safely early out on ->SkipItems? +void ImGui::BeginGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.GroupStack.resize(g.GroupStack.Size + 1); + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.WindowID = window->ID; + group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; + group_data.BackupIndent = window->DC.Indent; + group_data.BackupGroupOffset = window->DC.GroupOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; + group_data.BackupIsSameLine = window->DC.IsSameLine; + group_data.BackupDeactivatedIdIsAlive = g.DeactivatedItemData.IsAlive; + group_data.EmitItem = true; + + window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; + window->DC.Indent = window->DC.GroupOffset; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +void ImGui::EndGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls + + ImGuiGroupData& group_data = g.GroupStack.back(); + IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Include LastItemData.Rect.Max as a workaround for e.g. EndTable() undershooting with CursorMaxPos report. (#7543) + ImRect group_bb(group_data.BackupCursorPos, ImMax(ImMax(window->DC.CursorMaxPos, g.LastItemData.Rect.Max), group_data.BackupCursorPos)); + window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, group_bb.Max); + window->DC.Indent = group_data.BackupIndent; + window->DC.GroupOffset = group_data.BackupGroupOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; + window->DC.IsSameLine = group_data.BackupIsSameLine; + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return + + if (!group_data.EmitItem) + { + g.GroupStack.pop_back(); + return; + } + + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize()); + ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop); + + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_deactivated_id = (group_data.BackupDeactivatedIdIsAlive == false) && (g.DeactivatedItemData.IsAlive == true); + if (group_contains_curr_active_id) + g.LastItemData.ID = g.ActiveId; + else if (group_contains_deactivated_id) + g.LastItemData.ID = g.DeactivatedItemData.ID; + g.LastItemData.Rect = group_bb; + + // Forward Hovered flag + const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; + if (group_contains_curr_hovered_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Forward Edited flag + if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; + + // Forward Deactivated flag + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_deactivated_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; + + g.GroupStack.pop_back(); + if (g.DebugShowGroupRects) + window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] +} + + +//----------------------------------------------------------------------------- +// [SECTION] SCROLLING +//----------------------------------------------------------------------------- + +// Helper to snap on edges when aiming at an item very close to the edge, +// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. +// When we refactor the scrolling API this may be configurable with a flag? +// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. +static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio) +{ + if (target <= snap_min + snap_threshold) + return ImLerp(snap_min, target, center_ratio); + if (target >= snap_max - snap_threshold) + return ImLerp(target, snap_max, center_ratio); + return target; +} + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) +{ + ImVec2 scroll = window->Scroll; + ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2); + for (int axis = 0; axis < 2; axis++) + { + if (window->ScrollTarget[axis] < FLT_MAX) + { + float center_ratio = window->ScrollTargetCenterRatio[axis]; + float scroll_target = window->ScrollTarget[axis]; + if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f) + { + float snap_min = 0.0f; + float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis]; + scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio); + } + scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]); + } + scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f)); + if (!window->Collapsed && !window->SkipItems) + scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]); + } + return scroll; +} + +void ImGui::ScrollToItem(ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ScrollToRectEx(window, g.LastItemData.NavRect, flags); +} + +void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ScrollToRectEx(window, item_rect, flags); +} + +// Scroll to keep newly navigated item fully into view +ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x); + scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y); + //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG] + //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG] + + // Check that only one behavior is selected per axis + IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_)); + IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_)); + + // Defaults + ImGuiScrollFlags in_flags = flags; + if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX) + flags |= ImGuiScrollFlags_KeepVisibleEdgeX; + if ((flags & ImGuiScrollFlags_MaskY_) == 0) + flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY; + + const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x; + const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y; + const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) + { + if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x) + SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f); + else if (item_rect.Max.x >= scroll_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) + { + if (can_be_fully_visible_x) + SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f); + else + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f); + } + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) + { + if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y) + SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f); + else if (item_rect.Max.y >= scroll_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) + { + if (can_be_fully_visible_y) + SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f); + else + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f); + } + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ImVec2 delta_scroll = next_scroll - window->Scroll; + + // Also scroll parent window to keep us into view if necessary + if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow)) + { + // FIXME-SCROLL: May be an option? + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX; + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY; + delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags); + } + + return delta_scroll; +} + +float ImGui::GetScrollX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; +} + +float ImGui::GetScrollY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; +} + +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} + +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} + +void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x) +{ + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y) +{ + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiContext& g = *GImGui; + SetScrollX(g.CurrentWindow, scroll_x); +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiContext& g = *GImGui; + SetScrollY(g.CurrentWindow, scroll_y); +} + +// Note that a local position will vary depending on initial scroll value, +// This is a little bit confusing so bear with us: +// - local_pos = (absolution_pos - window->Pos) +// - So local_x/local_y are 0.0f for a position at the upper-left corner of a window, +// and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area. +// - They mostly exist because of legacy API. +// Following the rules above, when trying to work with scrolling code, consider that: +// - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect! +// - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense +// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size +void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) +{ + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.x = center_x_ratio; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) +{ + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.y = center_y_ratio; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); + float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio); + SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x); +} + +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y); + float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); + SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y); +} + +//----------------------------------------------------------------------------- +// [SECTION] TOOLTIPS +//----------------------------------------------------------------------------- + +bool ImGui::BeginTooltip() +{ + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginItemTooltip() +{ + if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + return false; + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + + const bool is_dragdrop_tooltip = g.DragDropWithinSource || g.DragDropWithinTarget; + if (is_dragdrop_tooltip) + { + // Drag and Drop tooltips are positioning differently than other tooltips: + // - offset visibility to increase visibility around mouse. + // - never clamp within outer viewport boundary. + // We call SetNextWindowPos() to enforce position and disable clamping. + // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones). + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + const bool is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource_TouchScreen); + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + ImVec2 tooltip_pos = is_touchscreen ? (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_TOUCH * g.Style.MouseCursorScale) : (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_MOUSE * g.Style.MouseCursorScale); + ImVec2 tooltip_pivot = is_touchscreen ? TOOLTIP_DEFAULT_PIVOT_TOUCH : ImVec2(0.0f, 0.0f); + SetNextWindowPos(tooltip_pos, ImGuiCond_None, tooltip_pivot); + } + + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + tooltip_flags |= ImGuiTooltipFlags_OverridePrevious; + } + + const char* window_name_template = is_dragdrop_tooltip ? "##Tooltip_DragDrop_%02d" : "##Tooltip_%02d"; + char window_name[32]; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, g.TooltipOverrideCount); + if ((tooltip_flags & ImGuiTooltipFlags_OverridePrevious) && g.TooltipPreviousWindow != NULL && g.TooltipPreviousWindow->Active) + { + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + //IMGUI_DEBUG_LOG("[tooltip] '%s' already active, using +1 for this frame\n", window_name); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.TooltipPreviousWindow); + ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, ++g.TooltipOverrideCount); + } + + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; + Begin(window_name, NULL, flags | extra_window_flags); + // 2023-03-09: Added bool return value to the API, but currently always returning true. + // If this ever returns false we need to update BeginDragDropSource() accordingly. + //if (!ret) + // End(); + //return ret; + return true; +} + +void ImGui::EndTooltip() +{ + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + End(); +} + +void ImGui::SetTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetTooltipV(const char* fmt, va_list args) +{ + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + TextV(fmt, args); + EndTooltip(); +} + +// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'. +// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse. +void ImGui::SetItemTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetItemTooltipV(const char* fmt, va_list args) +{ + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); +} + + +//----------------------------------------------------------------------------- +// [SECTION] POPUPS +//----------------------------------------------------------------------------- + +// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel +bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + if (popup_flags & ImGuiPopupFlags_AnyPopupId) + { + // Return true if any popup is open at the current BeginPopup() level of the popup stack + // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. + IM_ASSERT(id == 0); + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + return g.OpenPopupStack.Size > 0; + else + return g.OpenPopupStack.Size > g.BeginPopupStack.Size; + } + else + { + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + { + // Return true if the popup is open anywhere in the popup stack + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + if (popup_data.PopupId == id) + return true; + return false; + } + else + { + // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + } + } +} + +bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id); + if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0) + IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally + return IsPopupOpen(id, popup_flags); +} + +// Also see FindBlockingModal(NULL) +ImGuiWindow* ImGui::GetTopMostPopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if (popup->Flags & ImGuiWindowFlags_Modal) + return popup; + return NULL; +} + +// See Demo->Stacked Modal to confirm what this is for. +ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup)) + return popup; + return NULL; +} + + +// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) +// should be positioned behind that modal window, unless the window was created inside the modal begin-stack. +// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. +// - WindowA // FindBlockingModal() returns Modal1 +// - WindowB // .. returns Modal1 +// - Modal1 // .. returns Modal2 +// - WindowC // .. returns Modal2 +// - WindowD // .. returns Modal2 +// - Modal2 // .. returns Modal2 +// - WindowE // .. returns NULL +// Notes: +// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL. +// Only difference is here we check for ->Active/WasActive but it may be unnecessary. +ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= 0) + return NULL; + + // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + { + ImGuiWindow* popup_window = popup_data.Window; + if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) + continue; + if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. + continue; + if (window == NULL) // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click. + return popup_window; + if (IsWindowWithinBeginStackOf(window, popup_window)) // Window may be over modal + continue; + return popup_window; // Place window right below first block modal + } + return NULL; +} + +void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.CurrentWindow->GetID(str_id); + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id); + OpenPopupEx(id, popup_flags); +} + +void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + OpenPopupEx(id, popup_flags); +} + +// Mark popup as open (toggle toward open state). +// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. +// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). +// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) +void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + const int current_stack_size = g.BeginPopupStack.Size; + + if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) + if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId)) + return; + + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + popup_ref.PopupId = id; + popup_ref.Window = NULL; + popup_ref.RestoreNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type). + popup_ref.OpenFrameCount = g.FrameCount; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); + popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; + + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id); + if (g.OpenPopupStack.Size < current_stack_size + 1) + { + g.OpenPopupStack.push_back(popup_ref); + } + else + { + // Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake! + // However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be + // in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer. + // Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags_NoReopen is not specified. + bool keep_existing = false; + if (g.OpenPopupStack[current_stack_size].PopupId == id) + if ((g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) || (popup_flags & ImGuiPopupFlags_NoReopen)) + keep_existing = true; + if (keep_existing) + { + // No reopen + g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; + } + else + { + // Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation) + ClosePopupToLevel(current_stack_size, true); + g.OpenPopupStack.push_back(popup_ref); + } + + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + // This is equivalent to what ClosePopupToLevel() does. + //if (g.OpenPopupStack[current_stack_size].PopupId == id) + // FocusWindow(parent_window); + } +} + +// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. +// This function closes any popups that are over 'ref_window'. +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size == 0) + return; + + // Don't close our own child popup windows. + //IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\") restore_under=%d\n", ref_window ? ref_window->Name : "", restore_focus_to_window_under_popup); + int popup_count_to_keep = 0; + if (ref_window) + { + // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) + for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) + { + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; + if (!popup.Window) + continue; + IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); + + // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) + // - Clicking/Focusing Window2 won't close Popup1: + // Window -> Popup1 -> Window2(Ref) + // - Clicking/focusing Popup1 will close Popup2 and Popup3: + // Window -> Popup1(Ref) -> Popup2 -> Popup3 + // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree! + // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child + // We step through every popup from bottom to top to validate their position relative to reference window. + bool ref_window_is_descendent_of_popup = false; + for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) + //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE + if (IsWindowWithinBeginStackOf(ref_window, popup_window)) + { + ref_window_is_descendent_of_popup = true; + break; + } + if (!ref_window_is_descendent_of_popup) + break; + } + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + { + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : ""); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); + } +} + +void ImGui::ClosePopupsExceptModals() +{ + ImGuiContext& g = *GImGui; + + int popup_count_to_keep; + for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--) + { + ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window; + if (!window || (window->Flags & ImGuiWindowFlags_Modal)) + break; + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + ClosePopupToLevel(popup_count_to_keep, true); +} + +void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_under=%d\n", remaining, restore_focus_to_window_under_popup); + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) + for (int n = remaining; n < g.OpenPopupStack.Size; n++) + IMGUI_DEBUG_LOG_POPUP("[popup] - Closing PopupID 0x%08X Window \"%s\"\n", g.OpenPopupStack[n].PopupId, g.OpenPopupStack[n].Window ? g.OpenPopupStack[n].Window->Name : NULL); + + // Trim open popup stack + ImGuiPopupData prev_popup = g.OpenPopupStack[remaining]; + g.OpenPopupStack.resize(remaining); + + // Restore focus (unless popup window was not yet submitted, and didn't have a chance to take focus anyhow. See #7325 for an edge case) + if (restore_focus_to_window_under_popup && prev_popup.Window) + { + ImGuiWindow* popup_window = prev_popup.Window; + ImGuiWindow* focus_window = (popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : prev_popup.RestoreNavWindow; + if (focus_window && !focus_window->WasActive) + FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback + else + FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None); + } +} + +// Close the popup we have begin-ed into. +void ImGui::CloseCurrentPopup() +{ + ImGuiContext& g = *GImGui; + int popup_idx = g.BeginPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + return; + + // Closing a menu closes its top-most parent popup (unless a modal) + while (popup_idx > 0) + { + ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; + ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; + bool close_parent = false; + if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) + if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar)) + close_parent = true; + if (!close_parent) + break; + popup_idx--; + } + IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + ClosePopupToLevel(popup_idx, true); + + // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. + // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. + // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. + if (ImGuiWindow* window = g.NavWindow) + window->DC.NavHideHighlightOneFrame = true; +} + +// Attention! BeginPopup() adds default flags when calling BeginPopupEx()! +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[20]; + if (extra_window_flags & ImGuiWindowFlags_ChildMenu) + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuDepth); // Recycle windows based on depth + else + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame + + bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + + //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; + + return is_open; +} + +bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; + ImGuiID id = g.CurrentWindow->GetID(str_id); + return BeginPopupEx(id, flags); +} + +// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup). +// - *p_open set back to false in BeginPopupModal() when popup is not open. +// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup. +bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = window->GetID(name); + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (p_open && *p_open) + *p_open = false; + return false; + } + + // Center modal windows by default for increased visibility + // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) + // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + } + + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking; + const bool is_open = Begin(name, p_open, flags); + if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + { + EndPopup(); + if (is_open) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + return false; + } + return is_open; +} + +void ImGui::EndPopup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls + IM_ASSERT(g.BeginPopupStack.Size > 0); + + // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) + if (g.NavWindow == window) + NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); + + // Child-popups don't need to be laid out + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + g.WithinEndChildID = window->ID; + End(); + g.WithinEndChildID = backup_within_end_child_id; +} + +// Helper to open a popup if mouse button is released over the item +// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup() +void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + { + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + OpenPopupEx(id, popup_flags); + } +} + +// This is a helper to handle the simplest case of associating one named popup to one given widget. +// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id. +// - To create a popup with a specific identifier, pass it in str_id. +// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call. +// - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id. +// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// This is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight); +// return BeginPopup(id); +// Which is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) +// OpenPopup(id); +// return BeginPopup(id); +// The main difference being that this is tweaked to avoid computing the ID twice. +bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "window_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "void_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) + if (GetTopMostPopupModal() == NULL) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) +// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. +// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor +// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. +// this allows us to have tooltips/popups displayed out of the parent viewport.) +ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) +{ + ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + + // Combo Box policy (we want a connecting edge) + if (policy == ImGuiPopupPositionPolicy_ComboBox) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + ImVec2 pos; + if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) + if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right + if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left + if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left + if (!r_outer.Contains(ImRect(pos, pos + size))) + continue; + *last_dir = dir; + return pos; + } + } + + // Tooltip and Default popup policy + // (Always first try the direction we used on the last frame, if any) + if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + + const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + + // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) + if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right)) + continue; + if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down)) + continue; + + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + + // Clamp top-left corner of popup + pos.x = ImMax(pos.x, r_outer.Min.x); + pos.y = ImMax(pos.y, r_outer.Min.y); + + *last_dir = dir; + return pos; + } + } + + // Fallback when not enough room: + *last_dir = ImGuiDir_None; + + // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + if (policy == ImGuiPopupPositionPolicy_Tooltip) + return ref_pos + ImVec2(2, 2); + + // Otherwise try to keep within display + ImVec2 pos = ref_pos; + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); + return pos; +} + +// Note that this is used for popups, which can overlap the non work-area of individual viewports. +ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImRect r_screen; + if (window->ViewportAllowPlatformMonitorExtend >= 0) + { + // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend]; + r_screen.Min = monitor.WorkPos; + r_screen.Max = monitor.WorkPos + monitor.WorkSize; + } + else + { + // Use the full viewport area (not work area) for popups + r_screen = window->Viewport->GetMainRect(); + } + ImVec2 padding = g.Style.DisplaySafeAreaPadding; + r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); + return r_screen; +} + +ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + ImRect r_outer = GetPopupAllowedExtentRect(window); + if (window->Flags & ImGuiWindowFlags_ChildMenu) + { + // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. + // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. + ImGuiWindow* parent_window = window->ParentWindow; + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + ImRect r_avoid; + if (parent_window->DC.MenuBarAppending) + r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field + else + r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); + } + if (window->Flags & ImGuiWindowFlags_Popup) + { + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here + } + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Position tooltip (always follows mouse + clamp within outer boundaries) + // FIXME: + // - Too many paths. One problem is that FindBestWindowPosForPopupEx() doesn't allow passing a suggested position (so touch screen path doesn't use it by default). + // - Drag and drop tooltips are not using this path either: BeginTooltipEx() manually sets their position. + // - Require some tidying up. In theory we could handle both cases in same location, but requires a bit of shuffling + // as drag and drop tooltips are calling SetNextWindowPos() leading to 'window_pos_set_by_api' being set in Begin(). + IM_ASSERT(g.CurrentWindow == window); + const float scale = g.Style.MouseCursorScale; + const ImVec2 ref_pos = NavCalcPreferredRefPos(); + + if (g.IO.MouseSource == ImGuiMouseSource_TouchScreen && NavCalcPreferredRefPosSource() == ImGuiInputSource_Mouse) + { + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_TOUCH * scale - (TOOLTIP_DEFAULT_PIVOT_TOUCH * window->Size); + if (r_outer.Contains(ImRect(tooltip_pos, tooltip_pos + window->Size))) + return tooltip_pos; + } + + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale; + ImRect r_avoid; + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && !g.IO.ConfigNavMoveSetMousePos) + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); + else + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255)); + + return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); + } + IM_ASSERT(0); + return window->Pos; +} + +//----------------------------------------------------------------------------- +// [SECTION] WINDOW FOCUS +//---------------------------------------------------------------------------- +// - SetWindowFocus() +// - SetNextWindowFocus() +// - IsWindowFocused() +// - UpdateWindowInFocusOrderList() [Internal] +// - BringWindowToFocusFront() [Internal] +// - BringWindowToDisplayFront() [Internal] +// - BringWindowToDisplayBack() [Internal] +// - BringWindowToDisplayBehind() [Internal] +// - FindWindowDisplayIndex() [Internal] +// - FocusWindow() [Internal] +// - FocusTopMostWindowUnderOne() [Internal] +//----------------------------------------------------------------------------- + +void ImGui::SetWindowFocus() +{ + FocusWindow(GImGui->CurrentWindow); +} + +void ImGui::SetWindowFocus(const char* name) +{ + if (name) + { + if (ImGuiWindow* window = FindWindowByName(name)) + FocusWindow(window); + } + else + { + FocusWindow(NULL); + } +} + +void ImGui::SetNextWindowFocus() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; +} + +// Similar to IsWindowHovered() +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.NavWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + + if (ref_window == NULL) + return false; + if (flags & ImGuiFocusedFlags_AnyWindow) + return true; + + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + if (flags & ImGuiHoveredFlags_ChildWindows) + return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + return (ref_window == cur_window); +} + +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(g); + int order = window->FocusOrder; + IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) + IM_ASSERT(g.WindowsFocusOrder[order] == window); + return order; +} + +static void ImGui::UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) +{ + ImGuiContext& g = *GImGui; + + const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0); + const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; + if ((just_created || child_flag_changed) && !new_is_explicit_child) + { + IM_ASSERT(!g.WindowsFocusOrder.contains(window)); + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + else if (!just_created && child_flag_changed && new_is_explicit_child) + { + IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); + for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) + g.WindowsFocusOrder[n]->FocusOrder--; + g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); + window->FocusOrder = -1; + } + window->IsExplicitChild = new_is_explicit_child; +} + +void ImGui::BringWindowToFocusFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == window->RootWindow); + + const int cur_order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); + if (g.WindowsFocusOrder.back() == window) + return; + + const int new_order = g.WindowsFocusOrder.Size - 1; + for (int n = cur_order; n < new_order; n++) + { + g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; + g.WindowsFocusOrder[n]->FocusOrder--; + IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); + } + g.WindowsFocusOrder[new_order] = window; + window->FocusOrder = (short)new_order; +} + +// Note technically focus related but rather adjacent and close to BringWindowToFocusFront() +void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better) + return; + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.Windows[i] == window) + { + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window) +{ + IM_ASSERT(window != NULL && behind_window != NULL); + ImGuiContext& g = *GImGui; + window = window->RootWindow; + behind_window = behind_window->RootWindow; + int pos_wnd = FindWindowDisplayIndex(window); + int pos_beh = FindWindowDisplayIndex(behind_window); + if (pos_wnd < pos_beh) + { + size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); + g.Windows[pos_beh - 1] = window; + } + else + { + size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); + g.Windows[pos_beh] = window; + } +} + +int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return g.Windows.index_from_ptr(g.Windows.find(window)); +} + +// Moving window to front of display and set focus (which happens to be back of our sorted list) +void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + + // Modal check? + if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case. + if (ImGuiWindow* blocking_modal = FindBlockingModal(window)) + { + // This block would typically be reached in two situations: + // - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags_UnlessBelowModal flag. + // - User clicking on void or anything behind a modal while a modal is open (window == NULL) + IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "", blocking_modal->Name); + if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayBehind(window, blocking_modal); // Still bring right under modal. (FIXME: Could move in focus list too?) + ClosePopupsOverWindow(GetTopMostPopupModal(), false); // Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals + return; + } + + // Find last focused child (if any) and focus it instead. + if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL) + window = NavRestoreLastChildNavWindow(window); + + // Apply focus + if (g.NavWindow != window) + { + SetNavWindow(window); + if (window && g.NavHighlightItemUnderNav) + g.NavMousePosDirty = true; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavLayer = ImGuiNavLayer_Main; + SetNavFocusScope(window ? window->NavRootFocusScopeId : 0); + g.NavIdIsAlive = false; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + + // Close popups if any + ClosePopupsOverWindow(window, false); + } + + // Move the root window to the top of the pile + IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; + ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL; + ImGuiDockNode* dock_node = window ? window->DockNode : NULL; + bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); + + // Steal active widgets. Some of the cases it triggers includes: + // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. + // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) + if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) + ClearActiveID(); + + // Passing NULL allow to disable keyboard focus + if (!window) + return; + window->LastFrameJustFocused = g.FrameCount; + + // Select in dock node + // For #2304 we avoid applying focus immediately before the tabbar is visible. + //if (dock_node && dock_node->TabBar) + // dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId; + + // Bring to front + BringWindowToFocusFront(focus_front_window); + if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(display_front_window); +} + +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + // Aim at root window behind us, if we are in a child window that's our own root (see #4640) + int offset = -1; + while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) + { + under_this_window = under_this_window->ParentWindow; + offset = 0; + } + start_idx = FindWindowFocusIndex(under_this_window) + offset; + } + for (int i = start_idx; i >= 0; i--) + { + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. + ImGuiWindow* window = g.WindowsFocusOrder[i]; + if (window == ignore_window || !window->WasActive) + continue; + if (filter_viewport != NULL && window->Viewport != filter_viewport) + continue; + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set... + // This is failing (lagging by one frame) for docked windows. + // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. + // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) + // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? + FocusWindow(window, flags); + return; + } + } + FocusWindow(NULL, flags); +} + +//----------------------------------------------------------------------------- +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +//----------------------------------------------------------------------------- + +// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked. +// In our terminology those should be interchangeable, yet right now this is super confusing. +// Those two functions are merely a legacy artifact, so at minimum naming should be clarified. + +void ImGui::SetNavCursorVisible(bool visible) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigNavCursorVisibleAlways) + visible = true; + g.NavCursorVisible = visible; +} + +// (was called NavRestoreHighlightAfterMove() before 1.91.4) +void ImGui::SetNavCursorVisibleAfterMove() +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; +} + +void ImGui::SetNavWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow != window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : ""); + g.NavWindow = window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavHighlightActivated(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavHighlightActivatedId = id; + g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER; +} + +void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX; +} + +void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); + g.NavId = id; + g.NavLayer = nav_layer; + SetNavFocusScope(focus_scope_id); + g.NavWindow->NavLastIds[nav_layer] = id; + g.NavWindow->NavRectRel[nav_layer] = rect_rel; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); +} + +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + if (g.NavWindow != window) + SetNavWindow(window); + + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid. + // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; + g.NavId = id; + g.NavLayer = nav_layer; + SetNavFocusScope(g.CurrentFocusScopeId); + window->NavLastIds[nav_layer] = id; + if (g.LastItemData.ID == id) + window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); + + if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + g.NavHighlightItemUnderNav = true; + else if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); +} + +static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) +{ + if (ImFabs(dx) > ImFabs(dy)) + return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; + return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; +} + +static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max) +{ + if (cand_max < curr_min) + return cand_max - curr_min; + if (curr_max < cand_min) + return cand_min - curr_max; + return 0.0f; +} + +// Scoring function for keyboard/gamepad directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool ImGui::NavScoreItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavLayer != window->DC.NavLayerCurrent) + return false; + + // FIXME: Those are not good variables names + ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle + const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringDebugCount++; + + // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring + if (window->ParentWindow == g.NavWindow) + { + IM_ASSERT((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened); + if (!window->ClipRect.Overlaps(cand)) + return false; + cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window + } + + // Compute distance between boxes + // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. + float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + if (dby != 0.0f && dbx != 0.0f) + dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + float dist_box = ImFabs(dbx) + ImFabs(dby); + + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) + + // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance + ImGuiDir quadrant; + float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; + if (dbx != 0.0f || dby != 0.0f) + { + // For non-overlapping boxes, use distance between boxes + // FIXME-NAV: Quadrant may be incorrect because of (1) dbx bias and (2) curr.Max.y bias applied by NavBiasScoringRect() where typically curr.Max.y==curr.Min.y + // One typical case where this happens, with style.WindowMenuButtonPosition == ImGuiDir_Right, pressing Left to navigate from Close to Collapse tends to fail. + // Also see #6344. Calling ImGetDirQuadrantFromDelta() with unbiased values may be good but side-effects are plenty. + dax = dbx; + day = dby; + dist_axial = dist_box; + quadrant = ImGetDirQuadrantFromDelta(dbx, dby); + } + else if (dcx != 0.0f || dcy != 0.0f) + { + // For overlapping boxes with different centers, use distance between centers + dax = dcx; + day = dcy; + dist_axial = dist_center; + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); + } + else + { + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) + quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + } + + const ImGuiDir move_dir = g.NavMoveDir; +#if IMGUI_DEBUG_NAV_SCORING + char buf[200]; + if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate. + { + if (quadrant == move_dir) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80)); + draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200)); + draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf); + } + } + const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max); + const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space)); + if (debug_hovering || debug_tty) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), + "d-box (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c", + dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]); + if (debug_hovering) + { + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200)); + draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200)); + draw_list->AddText(cand.Max, ~0U, buf); + } + if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); } + } +#endif + + // Is it in the quadrant we're interested in moving to? + bool new_best = false; + if (quadrant == move_dir) + { + // Does it beat the current best candidate? + if (dist_box < result->DistBox) + { + result->DistBox = dist_box; + result->DistCenter = dist_center; + return true; + } + if (dist_box == result->DistBox) + { + // Try using distance between center points to break ties + if (dist_center < result->DistCenter) + { + result->DistCenter = dist_center; + new_best = true; + } + else if (dist_center == result->DistCenter) + { + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + new_best = true; + } + } + } + + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? + if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match + if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f)) + { + result->DistAxial = dist_axial; + new_best = true; + } + + return new_best; +} + +static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + result->Window = window; + result->ID = g.LastItemData.ID; + result->FocusScopeId = g.CurrentFocusScopeId; + result->ItemFlags = g.LastItemData.ItemFlags; + result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); + if (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } +} + +// True when current work location may be scrolled horizontally when moving left / right. +// This is generally always true UNLESS within a column. We don't have a vertical equivalent. +void ImGui::NavUpdateCurrentWindowIsScrollPushableX() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL); +} + +// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) +// This is called after LastItemData is set, but NextItemData is also still valid. +static void ImGui::NavProcessItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = g.LastItemData.ID; + const ImGuiItemFlags item_flags = g.LastItemData.ItemFlags; + + // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221) + if (window->DC.NavIsScrollPushableX == false) + { + g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + } + const ImRect nav_bb = g.LastItemData.NavRect; + + // Process Init Request + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0; + if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0) + { + NavApplyItemToResult(&g.NavInitResult); + } + if (candidate_for_nav_default_focus) + { + g.NavInitRequest = false; // Found a match, clear request + NavUpdateAnyRequestFlag(); + } + } + + // Process Move Request (scoring for navigation) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) + if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + if ((g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) || (window->Flags & ImGuiWindowFlags_NoNavInputs) == 0) + { + const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + if (is_tabbing) + { + NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags); + } + else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) + { + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if (NavScoreItem(result)) + NavApplyItemToResult(result); + + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } + } + } + + // Update information for currently focused/navigated item + if (g.NavId == id) + { + if (g.NavWindow != window) + SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window. + g.NavLayer = window->DC.NavLayerCurrent; + SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath + g.NavFocusScopeId = g.CurrentFocusScopeId; + g.NavIdIsAlive = true; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } + window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) + } +} + +// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest(). +// Note that SetKeyboardFocusHere() API calls are considered tabbing requests! +// - Case 1: no nav/active id: set result to first eligible item, stop storing. +// - Case 2: tab forward: on ref id set counter, on counter elapse store result +// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request +// - Case 4: tab backward: store all results, on ref id pick prev, stop storing +// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested +void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + + if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0) + { + if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent) + return; + if (g.NavFocusScopeId != g.CurrentFocusScopeId) + return; + } + + // - Can always land on an item when using API call. + // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item. + // - Tabbing without _NavEnableKeyboard: goes through inputable items only. + bool can_stop; + if (move_flags & ImGuiNavMoveFlags_FocusApi) + can_stop = true; + else + can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable)); + + // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) + ImGuiNavItemData* result = &g.NavMoveResultLocal; + if (g.NavTabbingDir == +1) + { + // Tab Forward or SetKeyboardFocusHere() with >= 0 + if (can_stop && g.NavTabbingResultFirst.ID == 0) + NavApplyItemToResult(&g.NavTabbingResultFirst); + if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0) + NavMoveRequestResolveWithLastItem(result); + else if (g.NavId == id) + g.NavTabbingCounter = 1; + } + else if (g.NavTabbingDir == -1) + { + // Tab Backward + if (g.NavId == id) + { + if (result->ID) + { + g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); + } + } + else if (can_stop) + { + // Keep applying until reaching NavId + NavApplyItemToResult(result); + } + } + else if (g.NavTabbingDir == 0) + { + if (can_stop && g.NavId == id) + NavMoveRequestResolveWithLastItem(result); + if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init + NavApplyItemToResult(&g.NavTabbingResultFirst); + } +} + +bool ImGui::NavMoveRequestButNoResultYet() +{ + ImGuiContext& g = *GImGui; + return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +// FIXME: ScoringRect is not set +void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + //IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestSubmit: dir %c, window \"%s\"\n", "-WENS"[move_dir + 1], g.NavWindow->Name); + + if (move_flags & ImGuiNavMoveFlags_IsTabbing) + move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; + + g.NavMoveSubmitted = g.NavMoveScoringItems = true; + g.NavMoveDir = move_dir; + g.NavMoveDirForDebug = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags; + g.NavMoveScrollFlags = scroll_flags; + g.NavMoveForwardToNextFrame = false; + g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods; + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisible.Clear(); + g.NavMoveResultOther.Clear(); + g.NavTabbingCounter = 0; + g.NavTabbingResultFirst.Clear(); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; // Ensure request doesn't need more processing + NavApplyItemToResult(result); + NavUpdateAnyRequestFlag(); +} + +// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere +void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; + g.LastItemData.ID = tree_node_data->ID; + g.LastItemData.ItemFlags = tree_node_data->ItemFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper). + g.LastItemData.NavRect = tree_node_data->NavRect; + NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult() + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestCancel() +{ + ImGuiContext& g = *GImGui; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +// Forward will reuse the move request again on the next frame (generally with modifications done to it) +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavMoveForwardToNextFrame == false); + NavMoveRequestCancel(); + g.NavMoveForwardToNextFrame = true; + g.NavMoveDir = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded; + g.NavMoveScrollFlags = scroll_flags; +} + +// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire +// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY + + // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it: + // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest(). + if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) + g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags; +} + +// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). +// This way we could find the last focused window among our children. It would be much less confusing this way? +static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) +{ + ImGuiWindow* parent = nav_window; + while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent = parent->ParentWindow; + if (parent && parent != nav_window) + parent->NavLastChildNavWindow = nav_window; +} + +// Restore the last focused child. +// Call when we are expected to land on the Main Layer (0) after FocusWindow() +static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) +{ + if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) + return window->NavLastChildNavWindow; + if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar) + if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar)) + return tab->Window; + return window; +} + +void ImGui::NavRestoreLayer(ImGuiNavLayer layer) +{ + ImGuiContext& g = *GImGui; + if (layer == ImGuiNavLayer_Main) + { + ImGuiWindow* prev_nav_window = g.NavWindow; + g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests? + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + if (prev_nav_window) + IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name); + } + ImGuiWindow* window = g.NavWindow; + if (window->NavLastIds[layer] != 0) + { + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + } + else + { + g.NavLayer = layer; + NavInitWindow(window, true); + } +} + +static inline void ImGui::NavUpdateAnyRequestFlag() +{ + ImGuiContext& g = *GImGui; + g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + if (g.NavAnyRequest) + IM_ASSERT(g.NavWindow != NULL); +} + +// This needs to be called before we submit any widget (aka in or before Begin) +void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) +{ + // FIXME: ChildWindow test here is wrong for docking + ImGuiContext& g = *GImGui; + IM_ASSERT(window == g.NavWindow); + + if (window->Flags & ImGuiWindowFlags_NoNavInputs) + { + g.NavId = 0; + SetNavFocusScope(window->NavRootFocusScopeId); + return; + } + + bool init_for_nav = false; + if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); + if (init_for_nav) + { + SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect()); + g.NavInitRequest = true; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + NavUpdateAnyRequestFlag(); + } + else + { + g.NavId = window->NavLastIds[0]; + SetNavFocusScope(window->NavRootFocusScopeId); + } +} + +static ImGuiInputSource ImGui::NavCalcPreferredRefPosSource() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + + // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag. + if ((!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !window) && !activated_shortcut) + return ImGuiInputSource_Mouse; + else + return ImGuiInputSource_Keyboard; // or Nav in general +} + +static ImVec2 ImGui::NavCalcPreferredRefPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + ImGuiInputSource source = NavCalcPreferredRefPosSource(); + + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + + // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag. + if (source == ImGuiInputSource_Mouse) + { + // Mouse (we need a fallback in case the mouse becomes invalid after being used) + // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. + // In theory we could move that +1.0f offset in OpenPopupEx() + ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos; + return ImVec2(p.x + 1.0f, p.y); + } + else + { + // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item + ImRect ref_rect; + if (activated_shortcut) + ref_rect = g.LastItemData.NavRect; + else + ref_rect = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); + + // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) + if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) + { + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ref_rect.Translate(window->Scroll - next_scroll); + } + ImVec2 pos = ImVec2(ref_rect.Min.x + ImMin(g.Style.FramePadding.x * 4, ref_rect.GetWidth()), ref_rect.Max.y - ImMin(g.Style.FramePadding.y, ref_rect.GetHeight())); + ImGuiViewport* viewport = window->Viewport; + return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. + } +} + +float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate); + + ImGuiKey key_less, key_more; + if (g.NavInputSource == ImGuiInputSource_Gamepad) + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown; + } + else + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow; + } + float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate); + if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase + amount = 0.0f; + return amount; +} + +static void ImGui::NavUpdate() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + io.WantSetMousePos = false; + //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); + + // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard) + // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource? + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown }; + if (nav_gamepad_active) + for (ImGuiKey key : nav_gamepad_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Gamepad; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow }; + if (nav_keyboard_active) + for (ImGuiKey key : nav_keyboard_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Keyboard; + + // Process navigation init request (select first/default focus) + g.NavJustMovedToId = 0; + g.NavJustMovedToFocusScopeId = g.NavJustMovedFromFocusScopeId = 0; + if (g.NavInitResult.ID != 0) + NavInitRequestApplyResult(); + g.NavInitRequest = false; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + + // Process navigation move request + if (g.NavMoveSubmitted) + NavMoveRequestApplyResult(); + g.NavTabbingCounter = 0; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + if (g.NavCursorHideFrames > 0) + if (--g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; + + // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) + bool set_mouse_pos = false; + if (g.NavMousePosDirty && g.NavIdIsAlive) + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && g.NavWindow) + set_mouse_pos = true; + g.NavMousePosDirty = false; + IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); + + // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0 + if (g.NavWindow) + NavSaveLastChildNavWindowIntoParent(g.NavWindow); + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) + g.NavWindow->NavLastChildNavWindow = NULL; + + // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + NavUpdateWindowing(); + + // Set output flags for user application + io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + io.NavVisible = (io.NavActive && g.NavId != 0 && g.NavCursorVisible) || (g.NavWindowingTarget != NULL); + + // Process NavCancel input (to close a popup, get back to parent, clear focus) + NavUpdateCancelRequest(); + + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0; + g.NavActivateFlags = ImGuiActivateFlags_None; + if (g.NavId != 0 && g.NavCursorVisible && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, 0, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, 0, ImGuiKeyOwner_NoOwner))); + const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner)); + const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, 0, ImGuiKeyOwner_NoOwner))); + if (g.ActiveId == 0 && activate_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferTweak; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down)) + g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed)) + { + g.NavActivatePressedId = g.NavId; + NavHighlightActivated(g.NavId); + } + } + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavCursorVisible = false; + else if (g.IO.ConfigNavCursorVisibleAlways && g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; + if (g.NavActivateId != 0) + IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + + // Highlight + if (g.NavHighlightActivatedTimer > 0.0f) + g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime); + if (g.NavHighlightActivatedTimer == 0.0f) + g.NavHighlightActivatedId = 0; + + // Process programmatic activation request + // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) + if (g.NavNextActivateId != 0) + { + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId; + g.NavActivateFlags = g.NavNextActivateFlags; + } + g.NavNextActivateId = 0; + + // Process move requests + NavUpdateCreateMoveRequest(); + if (g.NavMoveDir == ImGuiDir_None) + NavUpdateCreateTabbingRequest(); + NavUpdateAnyRequestFlag(); + g.NavIdIsAlive = false; + + // Scrolling + if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + { + // *Fallback* manual-scroll with Nav directional keys when window has no navigable item + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const ImGuiDir move_dir = g.NavMoveDir; + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None) + { + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) + SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + } + + // *Normal* Manual scroll with LStick + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + if (nav_gamepad_active) + { + const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f; + if (scroll_dir.x != 0.0f && window->ScrollbarX) + SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); + if (scroll_dir.y != 0.0f) + SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); + } + } + + // Always prioritize mouse highlight if navigation is disabled + if (!nav_keyboard_active && !nav_gamepad_active) + { + g.NavCursorVisible = false; + g.NavHighlightItemUnderNav = set_mouse_pos = false; + } + + // Update mouse position if requested + // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) + if (set_mouse_pos && io.ConfigNavMoveSetMousePos && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + TeleportMousePos(NavCalcPreferredRefPos()); + + // [DEBUG] + g.NavScoringDebugCount = 0; +#if IMGUI_DEBUG_NAV_RECTS + if (ImGuiWindow* debug_window = g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(debug_window); + int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); } + //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } +#endif +} + +void ImGui::NavInitRequestApplyResult() +{ + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + ImGuiContext& g = *GImGui; + if (!g.NavWindow) + return; + + ImGuiNavItemData* result = &g.NavInitResult; + if (g.NavId != result->ID) + { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = 0; + g.NavJustMovedToIsTabbing = false; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + } + + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + if (g.NavInitRequestFromMove) + SetNavCursorVisibleAfterMove(); +} + +// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position +static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags) +{ + // Bias initial rect + ImGuiContext& g = *GImGui; + const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos; + + // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias. + // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column. + // - But each successful move sets new bias on one axis, only cleared when using mouse. + if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0) + { + if (preferred_pos_rel.x == FLT_MAX) + preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x; + if (preferred_pos_rel.y == FLT_MAX) + preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y; + } + + // Apply general bias on the other axis + if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX) + r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x; + else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX) + r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y; +} + +void ImGui::NavUpdateCreateMoveRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiWindow* window = g.NavWindow; + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + + if (g.NavMoveForwardToNextFrame && window != NULL) + { + // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) + // (preserve most state, which were already set by the NavMoveRequestForward() function) + IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); + IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); + } + else + { + // Initiate directional inputs request + g.NavMoveDir = ImGuiDir_None; + g.NavMoveFlags = ImGuiNavMoveFlags_None; + g.NavMoveScrollFlags = ImGuiScrollFlags_None; + if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Down; } + } + g.NavMoveClipDir = g.NavMoveDir; + g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + } + + // Update PageUp/PageDown/Home/End scroll + // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? + float scoring_rect_offset_y = 0.0f; + if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) + scoring_rect_offset_y = NavUpdatePageUpPageDown(); + if (scoring_rect_offset_y != 0.0f) + { + g.NavScoringNoClipRect = window->InnerRect; + g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); + } + + // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction. +#if IMGUI_DEBUG_NAV_SCORING + //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) + // g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); + if (io.KeyCtrl) + { + if (g.NavMoveDir == ImGuiDir_None) + g.NavMoveDir = g.NavMoveDirForDebug; + g.NavMoveClipDir = g.NavMoveDir; + g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; + } +#endif + + // Submit + g.NavMoveForwardToNextFrame = false; + if (g.NavMoveDir != ImGuiDir_None) + NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); + + // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match) + if (g.NavMoveSubmitted && g.NavId == 0) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "", g.NavLayer); + g.NavInitRequest = g.NavInitRequestFromMove = true; + g.NavInitResult.ID = 0; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; + } + + // When using gamepad, we project the reference nav bounding box into window visible area. + // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, + // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse). + if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded)) + { + bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0; + bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0; + ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1))); + + // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171) + // Otherwise 'inner_rect_rel' would be off on the move result frame. + inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll); + + if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); + float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f); + float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item + inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; + inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; + inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; + inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX; + window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel); + g.NavId = 0; + } + } + + // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) + ImRect scoring_rect; + if (window != NULL) + { + ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); + scoring_rect.TranslateY(scoring_rect_offset_y); + if (g.NavMoveSubmitted) + NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags); + IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] + //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] + } + g.NavScoringRect = scoring_rect; + g.NavScoringNoClipRect.Add(scoring_rect); +} + +void ImGui::NavUpdateCreateTabbingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + IM_ASSERT(g.NavMoveDir == ImGuiDir_None); + if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) + return; + + const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + if (!tab_pressed) + return; + + // Initiate tabbing request + // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) + // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (nav_keyboard_active) + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavCursorVisible == false && g.ActiveId == 0) ? 0 : +1; + else + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; + NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + g.NavTabbingCounter = -1; +} + +// Apply result from previous frame navigation directional move request. Always called from NavUpdate() +void ImGui::NavMoveRequestApplyResult() +{ + ImGuiContext& g = *GImGui; +#if IMGUI_DEBUG_NAV_SCORING + if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times + return; +#endif + + // Select which result to use + ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; + + // Tabbing forward wrap + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL) + if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID) + result = &g.NavTabbingResultFirst; + + // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + if (result == NULL) + { + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavCursorVisible; + if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); + NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis. + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n"); + return; + } + + // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. + if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId) + result = &g.NavMoveResultLocalVisible; + + // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. + if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) + if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) + result = &g.NavMoveResultOther; + IM_ASSERT(g.NavWindow && result->Window); + + // Scroll to keep newly navigated item fully into view. + if (g.NavLayer == ImGuiNavLayer_Main) + { + ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); + ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); + + if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY) + { + // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge? + float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; + SetScrollY(result->Window, scroll_target); + } + } + + if (g.NavWindow != result->Window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name); + g.NavWindow = result->Window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + + // Clear active id unless requested not to + // FIXME: ImGuiNavMoveFlags_NoClearActiveId is currently unused as we don't have a clear strategy to preserve active id after interaction, + // so this is mostly provided as a gateway for further experiments (see #1418, #2890) + if (g.ActiveId != result->ID && (g.NavMoveFlags & ImGuiNavMoveFlags_NoClearActiveId) == 0) + ClearActiveID(); + + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior. + if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0) + { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = g.NavMoveKeyMods; + g.NavJustMovedToIsTabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + //IMGUI_DEBUG_LOG_NAV("[nav] NavJustMovedFromFocusScopeId = 0x%08X, NavJustMovedToFocusScopeId = 0x%08X\n", g.NavJustMovedFromFocusScopeId, g.NavJustMovedToFocusScopeId); + } + + // Apply new NavID/Focus + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer]; + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + + // Restore last preferred position for current axis + // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0) + { + preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis]; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel; + } + + // Tabbing: Activates Inputable, otherwise only Focus + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->ItemFlags & ImGuiItemFlags_Inputable) == 0) + g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate; + + // Activate + if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_None; + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing; + } + + // Make nav cursor visible + if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); +} + +// Process Escape/NavCancel input (to close a popup, get back to parent, clear focus) +// FIXME: In order to support e.g. Escape to clear a selection we'll need: +// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. +// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept +static void ImGui::NavUpdateCancelRequest() +{ + ImGuiContext& g = *GImGui; + const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, 0, ImGuiKeyOwner_NoOwner)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, 0, ImGuiKeyOwner_NoOwner))) + return; + + IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n"); + if (g.ActiveId != 0) + { + ClearActiveID(); + } + else if (g.NavLayer != ImGuiNavLayer_Main) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + SetNavCursorVisibleAfterMove(); + } + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow->RootWindowForNav; + ImGuiWindow* parent_window = child_window->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect())); + SetNavCursorVisibleAfterMove(); + } + else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + { + // Close open popup/menu + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + } + else + { + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + // FIXME-NAV: This should happen on window appearing. + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup)))// || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + + // Clear nav focus + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + g.NavId = 0; + if (g.IO.ConfigNavEscapeClearFocusWindow) + FocusWindow(NULL); + } +} + +// Handle PageUp/PageDown/Home/End keys +// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request +// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference +// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid? +static float ImGui::NavUpdatePageUpPageDown() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) + return 0.0f; + + const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_NoOwner); + const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_NoOwner); + const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); + const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); + if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out + return 0.0f; + + if (g.NavLayer != ImGuiNavLayer_Main) + NavRestoreLayer(ImGuiNavLayer_Main); + + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY) + { + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(ImGuiKey_PageUp, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else + { + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(ImGuiKey_PageUp, true)) + { + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + } + else if (IsKeyPressed(ImGuiKey_PageDown, true)) + { + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + return nav_scoring_rect_offset_y; + } + return 0.0f; +} + +static void ImGui::NavEndFrame() +{ + ImGuiContext& g = *GImGui; + + // Show CTRL+TAB list window + if (g.NavWindowingTarget != NULL) + NavUpdateWindowingOverlay(); + + // Perform wrap-around in menus + // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly. + // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. + if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + NavUpdateCreateWrappingRequest(); +} + +static void ImGui::NavUpdateCreateWrappingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + + bool do_forward = false; + ImRect bb_rel = window->NavRectRel[g.NavLayer]; + ImGuiDir clip_dir = g.NavMoveDir; + + const ImGuiNavMoveFlags move_flags = g.NavMoveFlags; + //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row + clip_dir = ImGuiDir_Up; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row + clip_dir = ImGuiDir_Down; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column + clip_dir = ImGuiDir_Left; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column + clip_dir = ImGuiDir_Right; + } + do_forward = true; + } + if (!do_forward) + return; + window->NavRectRel[g.NavLayer] = bb_rel; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); +} + +// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) +// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically. +// If you want a window to never be focused, you may use the e.g. NoInputs flag. +bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) +{ + return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); +} + +static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) + return g.WindowsFocusOrder[i]; + return NULL; +} + +static void NavUpdateWindowingTarget(int focus_change_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget); + if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + return; + + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); + ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); + if (!window_target) + window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); + if (window_target) // Don't reset windowing target if there's a single window in the list + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + } + g.NavWindowingToggleLayer = false; +} + +// Windowing management mode +// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) +static void ImGui::NavUpdateWindowing() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + ImGuiWindow* apply_focus_window = NULL; + bool apply_toggle_layer = false; + + ImGuiWindow* modal_window = GetTopMostPopupModal(); + bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal. + if (!allow_windowing) + g.NavWindowingTarget = NULL; + + // Fade out + if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + { + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + g.NavWindowingTargetAnim = NULL; + } + + // Start CTRL+Tab or Square+L/R window selection + // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab) + const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing"); + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_None); + const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard! + bool just_started_windowing_from_null_focus = false; + if (start_windowing_with_gamepad || start_windowing_with_keyboard) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location + g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; + if (g.NavWindow == NULL) + just_started_windowing_from_null_focus = true; + + // Manually register ownership of our mods. Using a global route in the Shortcut() calls instead would probably be correct but may have more side-effects. + if (keyboard_next_window || keyboard_prev_window) + SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id); + } + + // Gamepad update + g.NavWindowingTimer += io.DeltaTime; + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) + { + // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + + // Select window to focus + const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1); + if (focus_change_dir != 0 && !just_started_windowing_from_null_focus) + { + NavUpdateWindowingTarget(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } + + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) + if (!IsKeyDown(ImGuiKey_NavGamepadMenu)) + { + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + if (g.NavWindowingToggleLayer && g.NavWindow) + apply_toggle_layer = true; + else if (!g.NavWindowingToggleLayer) + apply_focus_window = g.NavWindowingTarget; + g.NavWindowingTarget = NULL; + } + } + + // Keyboard: Focus + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_; + IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows. + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f + if ((keyboard_next_window || keyboard_prev_window) && !just_started_windowing_from_null_focus) + NavUpdateWindowingTarget(keyboard_next_window ? -1 : +1); + else if ((io.KeyMods & shared_mods) != shared_mods) + apply_focus_window = g.NavWindowingTarget; + } + + // Keyboard: Press and Release ALT to toggle menu layer + const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt }; + bool windowing_toggle_layer_start = false; + if (g.NavWindow != NULL && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + for (ImGuiKey windowing_toggle_key : windowing_toggle_keys) + if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner)) + { + windowing_toggle_layer_start = true; + g.NavWindowingToggleLayer = true; + g.NavWindowingToggleKey = windowing_toggle_key; + g.NavInputSource = ImGuiInputSource_Keyboard; + break; + } + if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) + // We cancel toggling nav layer when other modifiers are pressed. (See #4439) + // - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). + // We cancel toggling nav layer if an owner has claimed the key. + if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) + g.NavWindowingToggleLayer = false; + else if (windowing_toggle_layer_start == false && g.LastKeyboardKeyPressTime == g.Time) + g.NavWindowingToggleLayer = false; + else if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false) + g.NavWindowingToggleLayer = false; + + // Apply layer toggle on Alt release + // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. + if (IsKeyReleased(g.NavWindowingToggleKey) && g.NavWindowingToggleLayer) + if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) + if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) + apply_toggle_layer = true; + if (!IsKeyDown(g.NavWindowingToggleKey)) + g.NavWindowingToggleLayer = false; + } + + // Move window + if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) + { + ImVec2 nav_move_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f) + { + const float NAV_MOVE_SPEED = 800.0f; + const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaPos += nav_move_dir * move_step; + g.NavHighlightItemUnderNav = true; + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; + SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always); + g.NavWindowingAccumDeltaPos -= accum_floored; + } + } + } + + // Apply final focus + if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) + { + // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow() + // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow() + ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; + ClearActiveID(); + SetNavCursorVisibleAfterMove(); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); + apply_focus_window = g.NavWindow; + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window has ONLY a menu layer (no main layer), select it directly + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + + // Request OS level focus + if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus) + g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport); + } + if (apply_focus_window) + g.NavWindowingTarget = NULL; + + // Apply menu/layer toggle + if (apply_toggle_layer && g.NavWindow) + { + ClearActiveID(); + + // Move to parent menu if necessary + ImGuiWindow* new_nav_window = g.NavWindow; + while (new_nav_window->ParentWindow + && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 + && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + new_nav_window = new_nav_window->ParentWindow; + if (new_nav_window != g.NavWindow) + { + ImGuiWindow* old_nav_window = g.NavWindow; + FocusWindow(new_nav_window); + new_nav_window->NavLastChildNavWindow = old_nav_window; + } + + // Toggle layer + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + if (new_nav_layer != g.NavLayer) + { + // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) + const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); + if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) + g.NavWindow->NavLastIds[new_nav_layer] = 0; + NavRestoreLayer(new_nav_layer); + SetNavCursorVisibleAfterMove(); + } + } +} + +// Window has already passed the IsWindowNavFocusable() +static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) +{ + if (window->Flags & ImGuiWindowFlags_Popup) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup); + if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar); + if (window->DockNodeAsHost) + return "(Dock node)"; // Not normally shown to user. + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled); +} + +// Overlay displayed when using CTRL+TAB. Called by EndFrame(). +void ImGui::NavUpdateWindowingOverlay() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget != NULL); + + if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) + return; + + if (g.NavWindowingListWindow == NULL) + g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); + const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport(); + SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); + Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + if (g.ContextName[0] != 0) + SeparatorText(g.ContextName); + for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) + { + ImGuiWindow* window = g.WindowsFocusOrder[n]; + IM_ASSERT(window != NULL); // Fix static analyzers + if (!IsWindowNavFocusable(window)) + continue; + const char* label = window->Name; + if (label == FindRenderedTextEnd(label)) + label = GetFallbackWindowNameForWindowingList(window); + Selectable(label, g.NavWindowingTarget == window); + } + End(); + PopStyleVar(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DRAG AND DROP +//----------------------------------------------------------------------------- + +bool ImGui::IsDragDropActive() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive; +} + +void ImGui::ClearDragDrop() +{ + ImGuiContext& g = *GImGui; + if (g.DragDropActive) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] ClearDragDrop()\n"); + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; + + g.DragDropPayloadBufHeap.clear(); + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); +} + +bool ImGui::BeginTooltipHidden() +{ + ImGuiContext& g = *GImGui; + bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow); + return ret; +} + +// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +// If the item has an identifier: +// - This assume/require the item to be activated (typically via ButtonBehavior). +// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button. +// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag. +// If the item has no identifier: +// - Currently always assume left mouse button. +bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, + // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; + + bool source_drag_active = false; + ImGuiID source_id = 0; + ImGuiID source_parent_id = 0; + if ((flags & ImGuiDragDropFlags_SourceExtern) == 0) + { + source_id = g.LastItemData.ID; + if (source_id != 0) + { + // Common path: items with ID + if (g.ActiveId != source_id) + return false; + if (g.ActiveIdMouseButton != -1) + mouse_button = g.ActiveIdMouseButton; + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + g.ActiveIdAllowOverlap = false; + } + else + { + // Uncommon path: items without ID + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag. + if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) + { + IM_ASSERT(0); + return false; + } + + // Magic fallback to handle items with no assigned ID, e.g. Text(), Image() + // We build a throwaway ID based on current ID stack + relative AABB of items in window. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. + // Rely on keeping other window->LastItemXXX fields intact. + source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); + KeepAliveID(source_id); + bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.ItemFlags); + if (is_hovered && g.IO.MouseClicked[mouse_button]) + { + SetActiveID(source_id, window); + FocusWindow(window); + } + if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. + g.ActiveIdAllowOverlap = is_hovered; + } + if (g.ActiveId != source_id) + return false; + source_parent_id = window->IDStack.back(); + source_drag_active = IsMouseDragging(mouse_button); + + // Disable navigation and key inputs while dragging + cancel existing request if any + SetActiveIdUsingAllKeyboardKeys(); + } + else + { + // When ImGuiDragDropFlags_SourceExtern is set: + window = NULL; + source_id = ImHashStr("#SourceExtern"); + source_drag_active = true; + mouse_button = g.IO.MouseDown[0] ? 0 : -1; + KeepAliveID(source_id); + SetActiveID(source_id, NULL); + } + + IM_ASSERT(g.DragDropWithinTarget == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + if (!source_drag_active) + return false; + + // Activate drag and drop + if (!g.DragDropActive) + { + IM_ASSERT(source_id != 0); + ClearDragDrop(); + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] BeginDragDropSource() DragDropActive = true, source_id = 0x%08X%s\n", + source_id, (flags & ImGuiDragDropFlags_SourceExtern) ? " (EXTERN)" : ""); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + if (payload.SourceId == g.ActiveId) + g.ActiveIdNoClearOnFocusLoss = true; + } + g.DragDropSourceFrameCount = g.FrameCount; + g.DragDropWithinSource = true; + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + bool ret; + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + ret = BeginTooltipHidden(); + else + ret = BeginTooltip(); + IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame(). + IM_UNUSED(ret); + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; +} + +void ImGui::EndDragDropSource() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?"); + + if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + EndTooltip(); + + // Discard the drag if have not called SetDragDropPayload() + if (g.DragDropPayload.DataFrameCount == -1) + ClearDragDrop(); + g.DragDropWithinSource = false; +} + +// Use 'cond' to choose to submit payload on drag start or every frame +bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + if (cond == 0) + cond = ImGuiCond_Always; + + IM_ASSERT(type != NULL); + IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); + IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + + if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + { + // Copy payload + ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); + g.DragDropPayloadBufHeap.resize(0); + if (data_size > sizeof(g.DragDropPayloadBufLocal)) + { + // Store in heap + g.DragDropPayloadBufHeap.resize((int)data_size); + payload.Data = g.DragDropPayloadBufHeap.Data; + memcpy(payload.Data, data, data_size); + } + else if (data_size > 0) + { + // Store locally + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + payload.Data = g.DragDropPayloadBufLocal; + memcpy(payload.Data, data, data_size); + } + else + { + payload.Data = NULL; + } + payload.DataSize = (int)data_size; + } + payload.DataFrameCount = g.FrameCount; + + // Return whether the payload has been accepted + return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); +} + +bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree) + return false; + IM_ASSERT(id != 0); + if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) + return false; + if (window->SkipItems) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = bb; + g.DragDropTargetClipRect = window->ClipRect; // May want to be overridden by user depending on use case? + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +// We don't use BeginDragDropTargetCustom() and duplicate its code because: +// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. +// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) +bool ImGui::BeginDragDropTarget() +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems) + return false; + + const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; + ImGuiID id = g.LastItemData.ID; + if (id == 0) + { + id = window->GetIDFromRectangle(display_rect); + KeepAliveID(id); + } + if (g.DragDropPayload.SourceId == id) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = display_rect; + g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect; + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +bool ImGui::IsDragDropPayloadBeingAccepted() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive && g.DragDropAcceptIdPrev != 0; +} + +const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? + IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? + if (type != NULL && !payload.IsDataType(type)) + return NULL; + + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! + const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); + ImRect r = g.DragDropTargetRect; + float r_surface = r.GetWidth() * r.GetHeight(); + if (r_surface > g.DragDropAcceptIdCurrRectSurface) + return NULL; + + g.DragDropAcceptFlags = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId); + + // Render default drop visuals + payload.Preview = was_accepted_previously; + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame) + if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) + RenderDragDropTargetRect(r, g.DragDropTargetClipRect); + + g.DragDropAcceptFrameCount = g.FrameCount; + if ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) && g.DragDropMouseButton == -1) + payload.Delivery = was_accepted_previously && (g.DragDropSourceFrameCount < g.FrameCount); + else + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) + return NULL; + + if (payload.Delivery) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] AcceptDragDropPayload(): 0x%08X: payload delivery\n", g.DragDropTargetId); + return &payload; +} + +// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target. +void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImRect bb_display = bb; + bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible. + bb_display.Expand(3.5f); + bool push_clip_rect = !window->ClipRect.Contains(bb_display); + if (push_clip_rect) + window->DrawList->PushClipRectFullScreen(); + window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); + if (push_clip_rect) + window->DrawList->PopClipRect(); +} + +const ImGuiPayload* ImGui::GetDragDropPayload() +{ + ImGuiContext& g = *GImGui; + return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL; +} + +void ImGui::EndDragDropTarget() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinTarget); + g.DragDropWithinTarget = false; + + // Clear drag and drop state payload right after delivery + if (g.DragDropPayload.Delivery) + ClearDragDrop(); +} + +//----------------------------------------------------------------------------- +// [SECTION] LOGGING/CAPTURING +//----------------------------------------------------------------------------- +// All text output from the interface can be captured into tty/file/clipboard. +// By default, tree nodes are automatically opened during logging. +//----------------------------------------------------------------------------- + +// Pass text data straight to log (without being displayed) +static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args) +{ + if (g.LogFile) + { + g.LogBuffer.Buf.resize(0); + g.LogBuffer.appendfv(fmt, args); + ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile); + } + else + { + g.LogBuffer.appendfv(fmt, args); + } +} + +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + LogTextV(g, fmt, args); + va_end(args); +} + +void ImGui::LogTextV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogTextV(g, fmt, args); +} + +// Internal version that takes a position to decide on newline placement and pad items according to their depth. +// We split text into individual lines to add current tree level padding +// FIXME: This code is a little complicated perhaps, considering simplifying the whole system. +void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const char* prefix = g.LogNextPrefix; + const char* suffix = g.LogNextSuffix; + g.LogNextPrefix = g.LogNextSuffix = NULL; + + if (!text_end) + text_end = FindRenderedTextEnd(text, text_end); + + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1); + if (ref_pos) + g.LogLinePosY = ref_pos->y; + if (log_new_line) + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + + if (prefix) + LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. + + // Re-adjust padding if we have popped out of our starting depth + if (g.LogDepthRef > window->DC.TreeDepth) + g.LogDepthRef = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + + const char* text_remaining = text; + for (;;) + { + // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. + // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. + const char* line_start = text_remaining; + const char* line_end = ImStreolRange(line_start, text_end); + const bool is_last_line = (line_end == text_end); + if (line_start != line_end || !is_last_line) + { + const int line_length = (int)(line_end - line_start); + const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1; + LogText("%*s%.*s", indentation, "", line_length, line_start); + g.LogLineFirstItem = false; + if (*line_end == '\n') + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + } + if (is_last_line) + break; + text_remaining = line_end + 1; + } + + if (suffix) + LogRenderedText(ref_pos, suffix, suffix + strlen(suffix)); +} + +// Start logging/capturing text output +void ImGui::LogBegin(ImGuiLogFlags flags, int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.LogEnabled == false); + IM_ASSERT(g.LogFile == NULL && g.LogBuffer.empty()); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiLogFlags_OutputMask_)); // Check that only 1 type flag is used + + g.LogEnabled = g.ItemUnclipByLog = true; + g.LogFlags = flags; + g.LogWindow = window; + g.LogNextPrefix = g.LogNextSuffix = NULL; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; +} + +// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText) +void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix) +{ + ImGuiContext& g = *GImGui; + g.LogNextPrefix = prefix; + g.LogNextSuffix = suffix; +} + +void ImGui::LogToTTY(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + IM_UNUSED(auto_open_depth); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + LogBegin(ImGuiLogFlags_OutputTTY, auto_open_depth); + g.LogFile = stdout; +#endif +} + +// Start logging/capturing text output to given file +void ImGui::LogToFile(int auto_open_depth, const char* filename) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. + // By opening the file in binary mode "ab" we have consistent output everywhere. + if (!filename) + filename = g.IO.LogFilename; + if (!filename || !filename[0]) + return; + ImFileHandle f = ImFileOpen(filename, "ab"); + if (!f) + { + IM_ASSERT(0); + return; + } + + LogBegin(ImGuiLogFlags_OutputFile, auto_open_depth); + g.LogFile = f; +} + +// Start logging/capturing text output to clipboard +void ImGui::LogToClipboard(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogFlags_OutputClipboard, auto_open_depth); +} + +void ImGui::LogToBuffer(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogFlags_OutputBuffer, auto_open_depth); +} + +void ImGui::LogFinish() +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogText(IM_NEWLINE); + switch (g.LogFlags & ImGuiLogFlags_OutputMask_) + { + case ImGuiLogFlags_OutputTTY: +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + fflush(g.LogFile); +#endif + break; + case ImGuiLogFlags_OutputFile: + ImFileClose(g.LogFile); + break; + case ImGuiLogFlags_OutputBuffer: + break; + case ImGuiLogFlags_OutputClipboard: + if (!g.LogBuffer.empty()) + SetClipboardText(g.LogBuffer.begin()); + break; + default: + IM_ASSERT(0); + break; + } + + g.LogEnabled = g.ItemUnclipByLog = false; + g.LogFlags = ImGuiLogFlags_None; + g.LogFile = NULL; + g.LogBuffer.clear(); +} + +// Helper to display logging buttons +// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) +void ImGui::LogButtons() +{ + ImGuiContext& g = *GImGui; + + PushID("LogButtons"); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + const bool log_to_tty = Button("Log To TTY"); SameLine(); +#else + const bool log_to_tty = false; +#endif + const bool log_to_file = Button("Log To File"); SameLine(); + const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); + PushItemFlag(ImGuiItemFlags_NoTabStop, true); + SetNextItemWidth(80.0f); + SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); + PopItemFlag(); + PopID(); + + // Start logging at the end of the function so that the buttons don't appear in the log + if (log_to_tty) + LogToTTY(); + if (log_to_file) + LogToFile(); + if (log_to_clipboard) + LogToClipboard(); +} + +//----------------------------------------------------------------------------- +// [SECTION] SETTINGS +//----------------------------------------------------------------------------- +// - UpdateSettings() [Internal] +// - MarkIniSettingsDirty() [Internal] +// - FindSettingsHandler() [Internal] +// - ClearIniSettings() [Internal] +// - LoadIniSettingsFromDisk() +// - LoadIniSettingsFromMemory() +// - SaveIniSettingsToDisk() +// - SaveIniSettingsToMemory() +//----------------------------------------------------------------------------- +// - CreateNewWindowSettings() [Internal] +// - FindWindowSettingsByID() [Internal] +// - FindWindowSettingsByWindow() [Internal] +// - ClearWindowSettings() [Internal] +// - WindowSettingsHandler_***() [Internal] +//----------------------------------------------------------------------------- + +// Called by NewFrame() +void ImGui::UpdateSettings() +{ + // Load settings on first frame (if not explicitly loaded manually before) + ImGuiContext& g = *GImGui; + if (!g.SettingsLoaded) + { + IM_ASSERT(g.SettingsWindows.empty()); + if (g.IO.IniFilename) + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; + } + + // Save settings (with a delay after the last modification, so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) + { + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) + { + if (g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + else + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. + g.SettingsDirtyTimer = 0.0f; + } + } +} + +void ImGui::MarkIniSettingsDirty() +{ + ImGuiContext& g = *GImGui; + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL); + g.SettingsHandlers.push_back(*handler); +} + +void ImGui::RemoveSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name)) + g.SettingsHandlers.erase(handler); +} + +ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + const ImGuiID type_hash = ImHashStr(type_name); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.TypeHash == type_hash) + return &handler; + return NULL; +} + +// Clear all settings (windows, tables, docking etc.) +void ImGui::ClearIniSettings() +{ + ImGuiContext& g = *GImGui; + g.SettingsIniData.clear(); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ClearAllFn != NULL) + handler.ClearAllFn(&g, &handler); +} + +void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) +{ + size_t file_data_size = 0; + char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); + if (!file_data) + return; + if (file_data_size > 0) + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + IM_FREE(file_data); +} + +// Zero-tolerance, no error reporting, cheap .ini parsing +// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty! +void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()"); + //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + + // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). + // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. + if (ini_size == 0) + ini_size = strlen(ini_data); + g.SettingsIniData.Buf.resize((int)ini_size + 1); + char* const buf = g.SettingsIniData.Buf.Data; + char* const buf_end = buf + ini_size; + memcpy(buf, ini_data, ini_size); + buf_end[0] = 0; + + // Call pre-read handlers + // Some types will clear their data (e.g. dock information) some types will allow merge/override (window) + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ReadInitFn != NULL) + handler.ReadInitFn(&g, &handler); + + void* entry_data = NULL; + ImGuiSettingsHandler* entry_handler = NULL; + + char* line_end = NULL; + for (char* line = buf; line < buf_end; line = line_end + 1) + { + // Skip new lines markers, then find end of the line + while (*line == '\n' || *line == '\r') + line++; + line_end = line; + while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') + line_end++; + line_end[0] = 0; + if (line[0] == ';') + continue; + if (line[0] == '[' && line_end > line && line_end[-1] == ']') + { + // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. + line_end[-1] = 0; + const char* name_end = line_end - 1; + const char* type_start = line + 1; + char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); + const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; + if (!type_end || !name_start) + continue; + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' + entry_handler = FindSettingsHandler(type_start); + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; + } + else if (entry_handler != NULL && entry_data != NULL) + { + // Let type handler parse the line + entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); + } + } + g.SettingsLoaded = true; + + // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary) + memcpy(buf, ini_data, ini_size); + + // Call post-read handlers + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ApplyAllFn != NULL) + handler.ApplyAllFn(&g, &handler); +} + +void ImGui::SaveIniSettingsToDisk(const char* ini_filename) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + if (!ini_filename) + return; + + size_t ini_data_size = 0; + const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); + ImFileHandle f = ImFileOpen(ini_filename, "wt"); + if (!f) + return; + ImFileWrite(ini_data, sizeof(char), ini_data_size, f); + ImFileClose(f); +} + +// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer +const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + g.SettingsIniData.Buf.resize(0); + g.SettingsIniData.Buf.push_back(0); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + handler.WriteAllFn(&g, &handler, &g.SettingsIniData); + if (out_size) + *out_size = (size_t)g.SettingsIniData.size(); + return g.SettingsIniData.c_str(); +} + +ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) +{ + ImGuiContext& g = *GImGui; + + if (g.IO.ConfigDebugIniSettings == false) + { + // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier. + if (const char* p = strstr(name, "###")) + name = p; + } + const size_t name_len = strlen(name); + + // Allocate chunk + const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; + ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); + IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); + settings->ID = ImHashStr(name, name_len); + memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator + + return settings; +} + +// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names. +// This is called once per window .ini entry + once per newly instantiated window. +ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->ID == id && !settings->WantDelete) + return settings; + return NULL; +} + +// This is faster if you are holding on a Window already as we don't need to perform a search. +ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (window->SettingsOffset != -1) + return g.SettingsWindows.ptr_from_offset(window->SettingsOffset); + return FindWindowSettingsByID(window->ID); +} + +// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more. +void ImGui::ClearWindowSettings(const char* name) +{ + //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName(name); + if (window != NULL) + { + window->Flags |= ImGuiWindowFlags_NoSavedSettings; + InitOrLoadWindowSettings(window, NULL); + if (window->DockId != 0) + DockContextProcessUndockWindow(&g, window, true); + } + if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name))) + settings->WantDelete = true; +} + +static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + window->SettingsOffset = -1; + g.SettingsWindows.clear(); +} + +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = ImHashStr(name); + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id); + if (settings) + *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry + else + settings = ImGui::CreateNewWindowSettings(name); + settings->ID = id; + settings->WantApply = true; + return (void*)settings; +} + +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; + int x, y; + int i; + ImU32 u1; + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } + else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } + else if (sscanf(line, "IsChild=%d", &i) == 1) { settings->IsChild = (i != 0); } + else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } + else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } + else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } +} + +// Apply to existing windows (if any) +static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->WantApply) + { + if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID)) + ApplyWindowSettings(window, settings); + settings->WantApply = false; + } +} + +static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + // Gather data from windows that were active during this session + // (if a window wasn't opened in this session we preserve its settings) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->Flags & ImGuiWindowFlags_NoSavedSettings) + continue; + + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window); + if (!settings) + { + settings = ImGui::CreateNewWindowSettings(window->Name); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + } + IM_ASSERT(settings->ID == window->ID); + settings->Pos = ImVec2ih(window->Pos - window->ViewportPos); + settings->Size = ImVec2ih(window->SizeFull); + settings->ViewportId = window->ViewportId; + settings->ViewportPos = ImVec2ih(window->ViewportPos); + IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId); + settings->DockId = window->DockId; + settings->ClassId = window->WindowClass.ClassId; + settings->DockOrder = window->DockOrder; + settings->Collapsed = window->Collapsed; + settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set. + settings->WantDelete = false; + } + + // Write to text buffer + buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + if (settings->WantDelete) + continue; + const char* settings_name = settings->GetName(); + buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); + if (settings->IsChild) + { + buf->appendf("IsChild=1\n"); + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + } + else + { + if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + { + buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y); + buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); + } + if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + if (settings->Size.x != 0 || settings->Size.y != 0) + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + if (settings->DockId != 0) + { + //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier. + if (settings->DockOrder == -1) + buf->appendf("DockId=0x%08X\n", settings->DockId); + else + buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder); + if (settings->ClassId != 0) + buf->appendf("ClassId=0x%08X\n", settings->ClassId); + } + } + buf->append("\n"); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] LOCALIZATION +//----------------------------------------------------------------------------- + +void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count) +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < count; n++) + g.LocalizationTable[entries[n].Key] = entries[n].Text; +} + +//----------------------------------------------------------------------------- +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +//----------------------------------------------------------------------------- +// - GetMainViewport() +// - FindViewportByID() +// - FindViewportByPlatformHandle() +// - SetCurrentViewport() [Internal] +// - SetWindowViewport() [Internal] +// - GetWindowAlwaysWantOwnViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewports() [Internal] +// - TranslateWindowsInViewport() [Internal] +// - ScaleWindowsInViewport() [Internal] +// - FindHoveredViewportFromPlatformWindowStack() [Internal] +// - UpdateViewportsNewFrame() [Internal] +// - UpdateViewportsEndFrame() [Internal] +// - AddUpdateViewport() [Internal] +// - WindowSelectViewport() [Internal] +// - WindowSyncOwnedViewport() [Internal] +// - UpdatePlatformWindows() +// - RenderPlatformWindowsDefault() +// - FindPlatformMonitorForPos() [Internal] +// - FindPlatformMonitorForRect() [Internal] +// - UpdateViewportPlatformMonitor() [Internal] +// - DestroyPlatformWindow() [Internal] +// - DestroyPlatformWindows() +//----------------------------------------------------------------------------- + +ImGuiViewport* ImGui::GetMainViewport() +{ + ImGuiContext& g = *GImGui; + return g.Viewports[0]; +} + +// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236) +ImGuiViewport* ImGui::FindViewportByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->ID == id) + return viewport; + return NULL; +} + +ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle) +{ + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->PlatformHandle == platform_handle) + return viewport; + return NULL; +} + +void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + (void)current_window; + + if (viewport) + viewport->LastFrameActive = g.FrameCount; + if (g.CurrentViewport == viewport) + return; + g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f; + g.CurrentViewport = viewport; + IM_ASSERT(g.CurrentDpiScale > 0.0f && g.CurrentDpiScale < 99.0f); // Typical correct values would be between 1.0f and 4.0f + //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); + + // Notify platform layer of viewport changes + // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI + if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport) + g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport); +} + +void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + // Abandon viewport + if (window->ViewportOwned && window->Viewport->Window == window) + window->Viewport->Size = ImVec2(0.0f, 0.0f); + + window->Viewport = viewport; + window->ViewportId = viewport->ID; + window->ViewportOwned = (viewport->Window == window); +} + +static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) +{ + // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. + ImGuiContext& g = *GImGui; + if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge)) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + if (!window->DockIsActive) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) + if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0) + return true; + return false; +} + +static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (window->Viewport == viewport) + return false; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0) + return false; + if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0) + return false; + if (!viewport->GetMainRect().Contains(window->Rect())) + return false; + if (GetWindowAlwaysWantOwnViewport(window)) + return false; + + // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could.. + for (ImGuiWindow* window_behind : g.Windows) + { + if (window_behind == window) + break; + if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow)) + if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect())) + return false; + } + + // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) + ImGuiViewportP* old_viewport = window->Viewport; + if (window->ViewportOwned) + for (int n = 0; n < g.Windows.Size; n++) + if (g.Windows[n]->Viewport == old_viewport) + SetWindowViewport(g.Windows[n], viewport); + SetWindowViewport(window, viewport); + BringWindowToDisplayFront(window); + + return true; +} + +// FIXME: handle 0 to N host viewports +static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); +} + +// Translate Dear ImGui windows when a Host Viewport has been moved +// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) +void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows)); + + // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently + // translate imgui windows from OS-window-local to absolute coordinates or vice-versa. + // 2) If it's not going to fit into the new size, keep it at same absolute position. + // One problem with this is that most Win32 applications doesn't update their render while dragging, + // and so the window will appear to teleport when releasing the mouse. + const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); + ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size); + ImVec2 delta_pos = new_pos - old_pos; + for (ImGuiWindow* window : g.Windows) // FIXME-OPT + if (translate_all_windows || (window->Viewport == viewport && (old_size == new_size || test_still_fit_rect.Contains(window->Rect())))) + TranslateWindow(window, delta_pos); +} + +// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) +void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) +{ + ImGuiContext& g = *GImGui; + if (viewport->Window) + { + ScaleWindow(viewport->Window, scale); + } + else + { + for (ImGuiWindow* window : g.Windows) + if (window->Viewport == viewport) + ScaleWindow(window, scale); + } +} + +// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves. +// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. +// B) It requires Platform_GetWindowFocus to be implemented by backend. +ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* best_candidate = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos)) + if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount) + best_candidate = viewport; + return best_candidate; +} + +// Update viewports and monitor infos +// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info. +static void ImGui::UpdateViewportsNewFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); + + // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) + // Update Focused status + const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0; + if (viewports_enabled) + { + ImGuiViewportP* focused_viewport = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + { + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available) + { + bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); + if (is_minimized) + viewport->Flags |= ImGuiViewportFlags_IsMinimized; + else + viewport->Flags &= ~ImGuiViewportFlags_IsMinimized; + } + + // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport. + // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored. + if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available) + { + bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport); + if (is_focused) + viewport->Flags |= ImGuiViewportFlags_IsFocused; + else + viewport->Flags &= ~ImGuiViewportFlags_IsFocused; + if (is_focused) + focused_viewport = viewport; + } + } + + // Focused viewport has changed? + if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID); + const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId); + const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false); + + // Store a tag so we can infer z-order easily from all our windows + // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag + // will keep the front most stamp instead of losing it back to their parent viewport. + if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + g.PlatformLastFocusedViewportId = focused_viewport->ID; + + // Focus associated dear imgui window + // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299) + // - if focus didn't happen because we destroyed another window (#6462) + // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well. + const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed; + if (apply_imgui_focus_on_focused_viewport) + { + focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus. + ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild; + if (focused_viewport->Window != NULL) + FocusWindow(focused_viewport->Window, focus_request_flags); + else if (focused_viewport->LastFocusedHadNavWindow) + FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport + else + FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused + } + } + if (focused_viewport) + focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); + } + + // Create/update main viewport with current platform position. + // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. + ImGuiViewportP* main_viewport = g.Viewports[0]; + IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); + IM_ASSERT(main_viewport->Window == NULL); + ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f); + ImVec2 main_viewport_size = g.IO.DisplaySize; + if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized)) + { + main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) + main_viewport_size = main_viewport->Size; + } + AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); + + g.CurrentDpiScale = 0.0f; + g.CurrentViewport = NULL; + g.MouseViewport = NULL; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->Idx = n; + + // Erase unused viewports + if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) + { + DestroyViewport(viewport); + n--; + continue; + } + + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (viewports_enabled) + { + // Update Position and Size (from Platform Window to ImGui) if requested. + // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. + if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available) + { + // Viewport->WorkPos and WorkSize will be updated below + if (viewport->PlatformRequestMove) + viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); + if (viewport->PlatformRequestResize) + viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); + } + } + + // Update/copy monitor info + UpdateViewportPlatformMonitor(viewport); + + // Lock down space taken by menu bars and status bars + query initial insets from backend + // Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc. + viewport->WorkInsetMin = viewport->BuildWorkInsetMin; + viewport->WorkInsetMax = viewport->BuildWorkInsetMax; + viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f); + if (g.PlatformIO.Platform_GetWindowWorkAreaInsets != NULL && platform_funcs_available) + { + ImVec4 insets = g.PlatformIO.Platform_GetWindowWorkAreaInsets(viewport); + IM_ASSERT(insets.x >= 0.0f && insets.y >= 0.0f && insets.z >= 0.0f && insets.w >= 0.0f); + viewport->BuildWorkInsetMin = ImVec2(insets.x, insets.y); + viewport->BuildWorkInsetMax = ImVec2(insets.z, insets.w); + } + viewport->UpdateWorkRect(); + + // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. + viewport->Alpha = 1.0f; + + // Translate Dear ImGui windows when a Host Viewport has been moved + // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) + const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) + TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos, viewport->LastSize, viewport->Size); + + // Update DPI scale + float new_dpi_scale; + if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available) + new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); + else if (viewport->PlatformMonitor != -1) + new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + else + new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f; + IM_ASSERT(new_dpi_scale > 0.0f && new_dpi_scale < 99.0f); // Typical correct values would be between 1.0f and 4.0f + if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) + { + float scale_factor = new_dpi_scale / viewport->DpiScale; + if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + ScaleWindowsInViewport(viewport, scale_factor); + //if (viewport == GetMainViewport()) + // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); + + // Scale our window moving pivot so that the window will rescale roughly around the mouse position. + // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. + // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) + //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) + // g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor); + } + viewport->DpiScale = new_dpi_scale; + } + + // Update fallback monitor + g.PlatformMonitorsFullWorkRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + if (g.PlatformIO.Monitors.Size == 0) + { + ImGuiPlatformMonitor* monitor = &g.FallbackMonitor; + monitor->MainPos = main_viewport->Pos; + monitor->MainSize = main_viewport->Size; + monitor->WorkPos = main_viewport->WorkPos; + monitor->WorkSize = main_viewport->WorkSize; + monitor->DpiScale = main_viewport->DpiScale; + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos + monitor->WorkSize); + } + else + { + g.FallbackMonitor = g.PlatformIO.Monitors[0]; + } + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos + monitor.WorkSize); + } + + if (!viewports_enabled) + { + g.MouseViewport = main_viewport; + return; + } + + // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. + // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set. + ImGuiViewportP* viewport_hovered = NULL; + if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL; + if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback. + } + else + { + // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: + // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. + // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order. + // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); + } + if (viewport_hovered != NULL) + g.MouseLastHoveredViewport = viewport_hovered; + else if (g.MouseLastHoveredViewport == NULL) + g.MouseLastHoveredViewport = g.Viewports[0]; + + // Update mouse reference viewport + // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) + // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details) + if (g.MovingWindow && g.MovingWindow->Viewport) + g.MouseViewport = g.MovingWindow->Viewport; + else + g.MouseViewport = g.MouseLastHoveredViewport; + + // When dragging something, always refer to the last hovered viewport. + // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) + // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) + // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. + // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that. + const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; + if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) + viewport_hovered = g.MouseLastHoveredViewport; + if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown()) + if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + g.MouseViewport = viewport_hovered; + + IM_ASSERT(g.MouseViewport != NULL); +} + +// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) +static void ImGui::UpdateViewportsEndFrame() +{ + ImGuiContext& g = *GImGui; + g.PlatformIO.Viewports.resize(0); + for (int i = 0; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + viewport->LastPos = viewport->Pos; + viewport->LastSize = viewport->Size; + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) + if (i > 0) // Always include main viewport in the list + continue; + if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) + continue; + if (i > 0) + IM_ASSERT(viewport->Window != NULL); + g.PlatformIO.Viewports.push_back(viewport); + } + g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called +} + +// FIXME: We should ideally refactor the system to call this every frame (we currently don't) +ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + flags |= ImGuiViewportFlags_IsPlatformWindow; + if (window != NULL) + { + if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window) + flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing; + if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) + flags |= ImGuiViewportFlags_NoInputs; + if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing) + flags |= ImGuiViewportFlags_NoFocusOnAppearing; + } + + ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id); + if (viewport) + { + // Always update for main viewport as we are already pulling correct platform pos/size (see #4900) + if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Pos = pos; + if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Size = size; + viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags + } + else + { + // New viewport + viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = id; + viewport->Idx = g.Viewports.Size; + viewport->Pos = viewport->LastPos = pos; + viewport->Size = viewport->LastSize = size; + viewport->Flags = flags; + UpdateViewportPlatformMonitor(viewport); + g.Viewports.push_back(viewport); + g.ViewportCreatedCount++; + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : ""); + + // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. + // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame + g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x); + g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y); + g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); + g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); + + // Store initial DpiScale before the OS platform window creation, based on expected monitor data. + // This is so we can select an appropriate font size on the first frame of our window lifetime + if (viewport->PlatformMonitor != -1) + viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + } + + viewport->Window = window; + viewport->LastFrameActive = g.FrameCount; + viewport->UpdateWorkRect(); + IM_ASSERT(window == NULL || viewport->ID == window->ID); + + if (window != NULL) + window->ViewportOwned = true; + + return viewport; +} + +static void ImGui::DestroyViewport(ImGuiViewportP* viewport) +{ + // Clear references to this viewport in windows (window->ViewportId becomes the master data) + ImGuiContext& g = *GImGui; + for (ImGuiWindow* window : g.Windows) + { + if (window->Viewport != viewport) + continue; + window->Viewport = NULL; + window->ViewportOwned = false; + } + if (viewport == g.MouseLastHoveredViewport) + g.MouseLastHoveredViewport = NULL; + + // Destroy + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. + IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); + IM_ASSERT(g.Viewports[viewport->Idx] == viewport); + g.Viewports.erase(g.Viewports.Data + viewport->Idx); + IM_DELETE(viewport); +} + +// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. +static void ImGui::WindowSelectViewport(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + window->ViewportAllowPlatformMonitorExtend = -1; + + // Restore main viewport if multi-viewport is not supported by the backend + ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + { + SetWindowViewport(window, main_viewport); + return; + } + window->ViewportOwned = false; + + // Appearing popups reset their viewport so they can inherit again + if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing) + { + window->Viewport = NULL; + window->ViewportId = 0; + } + + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0) + { + // By default inherit from parent window + if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive)) + window->Viewport = window->ParentWindow->Viewport; + + // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file + if (window->Viewport == NULL && window->ViewportId != 0) + { + window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId); + if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX) + window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None); + } + } + + bool lock_viewport = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) + { + // Code explicitly request a viewport + window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); + window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. + if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL) + { + window->Viewport->Window = window; + window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node) + } + lock_viewport = true; + } + else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) + { + // Always inherit viewport from parent window + if (window->DockNode && window->DockNode->HostWindow) + IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport); + window->Viewport = window->ParentWindow->Viewport; + } + else if (window->DockNode && window->DockNode->HostWindow) + { + // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame + window->Viewport = window->DockNode->HostWindow->Viewport; + } + else if (flags & ImGuiWindowFlags_Tooltip) + { + window->Viewport = g.MouseViewport; + } + else if (GetWindowAlwaysWantOwnViewport(window)) + { + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid()) + { + if (window->Viewport != NULL && window->Viewport->Window == window) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else + { + // Merge into host viewport? + // We cannot test window->ViewportOwned as it set lower in the function. + // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212) + bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap)); + if (try_to_merge_into_host_viewport) + UpdateTryMergeWindowIntoHostViewports(window); + } + + // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport + if (window->Viewport == NULL) + if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport)) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + + // Mark window as allowed to protrude outside of its viewport and into the current monitor + if (!lock_viewport) + { + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + { + // We need to take account of the possibility that mouse may become invalid. + // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. + ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; + bool use_mouse_ref = (!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !g.NavWindow); + bool mouse_valid = IsMousePosValid(&mouse_ref); + if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid)) + window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); + else + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL) + { + // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. + const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; + if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) + { + // Steal/transfer ownership + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name); + window->Viewport->Window = window; + window->Viewport->ID = window->ID; + window->Viewport->LastNameHash = 0; + } + else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge? + { + // New viewport + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + } + } + else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) + { + // Regular (non-child, non-popup) windows by default are also allowed to protrude + // Child windows are kept contained within their parent. + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + } + + // Update flags + window->ViewportOwned = (window == window->Viewport->Window); + window->ViewportId = window->Viewport->ID; + + // If the OS window has a title bar, hide our imgui title bar + //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) + // window->Flags |= ImGuiWindowFlags_NoTitleBar; +} + +void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack) +{ + ImGuiContext& g = *GImGui; + + bool viewport_rect_changed = false; + + // Synchronize window --> viewport in most situations + // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM + if (window->Viewport->PlatformRequestMove) + { + window->Pos = window->Viewport->Pos; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Pos = window->Pos; + } + + if (window->Viewport->PlatformRequestResize) + { + window->Size = window->SizeFull = window->Viewport->Size; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Size = window->Size; + } + window->Viewport->UpdateWorkRect(); + + // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() + // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. + if (viewport_rect_changed) + UpdateViewportPlatformMonitor(window->Viewport); + + // Update common viewport flags + const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; + ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; + ImGuiWindowFlags window_flags = window->Flags; + const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0; + const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; + if (window_flags & ImGuiWindowFlags_Tooltip) + viewport_flags |= ImGuiViewportFlags_TopMost; + if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; + if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) + viewport_flags |= ImGuiViewportFlags_NoDecoration; + + // Not correct to set modal as topmost because: + // - Because other popups can be stacked above a modal (e.g. combo box in a modal) + // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" + //if (flags & ImGuiWindowFlags_Modal) + // viewport_flags |= ImGuiViewportFlags_TopMost; + + // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them + // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). + // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, + // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. + if (is_short_lived_floating_window && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; + + // We can overwrite viewport flags using ImGuiWindowClass (advanced users) + if (window->WindowClass.ViewportFlagsOverrideSet) + viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; + if (window->WindowClass.ViewportFlagsOverrideClear) + viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; + + // We can also tell the backend that clearing the platform window won't be necessary, + // as our window background is filling the viewport and we have disabled BgAlpha. + // FIXME: Work on support for per-viewport transparency (#2766) + if (!(window_flags & ImGuiWindowFlags_NoBackground)) + viewport_flags |= ImGuiViewportFlags_NoRendererClear; + + window->Viewport->Flags = viewport_flags; + + // Update parent viewport ID + // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) + if (window->WindowClass.ParentViewportId != (ImGuiID)-1) + window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; + else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive)) + window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; + else + window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; +} + +// Called by user at the end of the main loop, after EndFrame() +// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api. +void ImGui::UpdatePlatformWindows() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); + IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); + g.FrameCountPlatformEnded = g.FrameCount; + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + return; + + // Create/resize/destroy platform windows to match each active viewport. + // Skip the main viewport (index 0), which is always fully handled by the application! + for (int i = 1; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + + // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window + // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) + bool destroy_platform_window = false; + destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); + destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)); + if (destroy_platform_window) + { + DestroyPlatformWindow(viewport); + continue; + } + + // New windows that appears directly in a new viewport won't always have a size on their first frame + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0) + continue; + + // Create window + const bool is_new_platform_window = (viewport->PlatformWindowCreated == false); + if (is_new_platform_window) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + g.PlatformIO.Platform_CreateWindow(viewport); + if (g.PlatformIO.Renderer_CreateWindow != NULL) + g.PlatformIO.Renderer_CreateWindow(viewport); + g.PlatformWindowsCreatedCount++; + viewport->LastNameHash = 0; + viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?) + viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it. + viewport->PlatformWindowCreated = true; + } + + // Apply Position and Size (from ImGui to Platform/Renderer backends) + if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove) + g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); + if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize) + g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); + if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize) + g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); + viewport->LastPlatformPos = viewport->Pos; + viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size; + + // Update title bar (if it changed) + if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window)) + { + const char* title_begin = window_for_title->Name; + char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); + const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin); + if (viewport->LastNameHash != title_hash) + { + char title_end_backup_c = *title_end; + *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain. + g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); + *title_end = title_end_backup_c; + viewport->LastNameHash = title_hash; + } + } + + // Update alpha (if it changed) + if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha) + g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); + viewport->LastAlpha = viewport->Alpha; + + // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed. + if (g.PlatformIO.Platform_UpdateWindow) + g.PlatformIO.Platform_UpdateWindow(viewport); + + if (is_new_platform_window) + { + // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late) + if (g.FrameCount < 3) + viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; + + // Show window + g.PlatformIO.Platform_ShowWindow(viewport); + + // Even without focus, we assume the window becomes front-most. + // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. + if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + } + + // Clear request flags + viewport->ClearRequestFlags(); + } +} + +// This is a default/basic function for performing the rendering/swap of multiple Platform Windows. +// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves. +// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: +// +// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MyRenderFunction(platform_io.Viewports[i], my_args); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MySwapBufferFunction(platform_io.Viewports[i], my_args); +// +void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg) +{ + // Skip the main viewport (index 0), which is always fully handled by the application! + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); + if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); + } + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); + if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); + } +} + +static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos)) + return monitor_n; + } + return -1; +} + +// Search for the monitor with the largest intersection area with the given rectangle +// We generally try to avoid searching loops but the monitor count should be very small here +// FIXME-OPT: We could test the last monitor used for that viewport first, and early +static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + + const int monitor_count = g.PlatformIO.Monitors.Size; + if (monitor_count <= 1) + return monitor_count - 1; + + // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. + // This is necessary for tooltips which always resize down to zero at first. + const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); + int best_monitor_n = -1; + float best_monitor_surface = 0.001f; + + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize); + if (monitor_rect.Contains(rect)) + return monitor_n; + ImRect overlapping_rect = rect; + overlapping_rect.ClipWithFull(monitor_rect); + float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); + if (overlapping_surface < best_monitor_surface) + continue; + best_monitor_surface = overlapping_surface; + best_monitor_n = monitor_n; + } + return best_monitor_n; +} + +// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor) +static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) +{ + viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); +} + +// Return value is always != NULL, but don't hold on it across frames. +const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p; + int monitor_idx = viewport->PlatformMonitor; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + return &g.PlatformIO.Monitors[monitor_idx]; + return &g.FallbackMonitor; +} + +void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (viewport->PlatformWindowCreated) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + if (g.PlatformIO.Renderer_DestroyWindow) + g.PlatformIO.Renderer_DestroyWindow(viewport); + if (g.PlatformIO.Platform_DestroyWindow) + g.PlatformIO.Platform_DestroyWindow(viewport); + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL); + + // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize() + // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public. + if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID) + viewport->PlatformWindowCreated = false; + } + else + { + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); + } + viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL; + viewport->ClearRequestFlags(); +} + +void ImGui::DestroyPlatformWindows() +{ + // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend + // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. + // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling + // code to operator a consistent manner. + // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without + // crashing if it doesn't have data stored. + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + DestroyPlatformWindow(viewport); +} + + +//----------------------------------------------------------------------------- +// [SECTION] DOCKING +//----------------------------------------------------------------------------- +// Docking: Internal Types +// Docking: Forward Declarations +// Docking: ImGuiDockContext +// Docking: ImGuiDockContext Docking/Undocking functions +// Docking: ImGuiDockNode +// Docking: ImGuiDockNode Tree manipulation functions +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +// Docking: Builder Functions +// Docking: Begin/End Support Functions (called from Begin/End) +// Docking: Settings +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical Docking call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - NewFrame() new dear imgui frame +// | DockContextNewFrameUpdateUndocking() - process queued undocking requests +// | - DockContextProcessUndockWindow() - process one window undocking request +// | - DockContextProcessUndockNode() - process one whole node undocking request +// | DockContextNewFrameUpdateUndocking() - process queue docking requests, create floating dock nodes +// | - update g.HoveredDockNode - [debug] update node hovered by mouse +// | - DockContextProcessDock() - process one docking request +// | - DockNodeUpdate() +// | - DockNodeUpdateForRootNode() +// | - DockNodeUpdateFlagsAndCollapse() +// | - DockNodeFindInfo() +// | - destroy unused node or tab bar +// | - create dock node host window +// | - Begin() etc. +// | - DockNodeStartMouseMovingWindow() +// | - DockNodeTreeUpdatePosSize() +// | - DockNodeTreeUpdateSplitter() +// | - draw node background +// | - DockNodeUpdateTabBar() - create/update tab bar for a docking node +// | - DockNodeAddTabBar() +// | - DockNodeWindowMenuUpdate() +// | - DockNodeCalcTabBarLayout() +// | - BeginTabBarEx() +// | - TabItemEx() calls +// | - EndTabBar() +// | - BeginDockableDragDropTarget() +// | - DockNodeUpdate() - recurse into child nodes... +//----------------------------------------------------------------------------- +// - DockSpace() user submit a dockspace into a window +// | Begin(Child) - create a child window +// | DockNodeUpdate() - call main dock node update function +// | End(Child) +// | ItemSize() +//----------------------------------------------------------------------------- +// - Begin() +// | BeginDocked() +// | BeginDockableDragDropSource() +// | BeginDockableDragDropTarget() +// | - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- +// - EndFrame() +// | DockContextEndFrame() +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Docking: Internal Types +//----------------------------------------------------------------------------- +// - ImGuiDockRequestType +// - ImGuiDockRequest +// - ImGuiDockPreviewData +// - ImGuiDockNodeSettings +// - ImGuiDockContext +//----------------------------------------------------------------------------- + +enum ImGuiDockRequestType +{ + ImGuiDockRequestType_None = 0, + ImGuiDockRequestType_Dock, + ImGuiDockRequestType_Undock, + ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload +}; + +struct ImGuiDockRequest +{ + ImGuiDockRequestType Type; + ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL) + ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into + ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] + ImGuiDir DockSplitDir; + float DockSplitRatio; + bool DockSplitOuter; + ImGuiWindow* UndockTargetWindow; + ImGuiDockNode* UndockTargetNode; + + ImGuiDockRequest() + { + Type = ImGuiDockRequestType_None; + DockTargetWindow = DockPayload = UndockTargetWindow = NULL; + DockTargetNode = UndockTargetNode = NULL; + DockSplitDir = ImGuiDir_None; + DockSplitRatio = 0.5f; + DockSplitOuter = false; + } +}; + +struct ImGuiDockPreviewData +{ + ImGuiDockNode FutureNode; + bool IsDropAllowed; + bool IsCenterAvailable; + bool IsSidesAvailable; // Hold your breath, grammar freaks.. + bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) + ImGuiDockNode* SplitNode; + ImGuiDir SplitDir; + float SplitRatio; + ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() + + ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } +}; + +// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) +struct ImGuiDockNodeSettings +{ + ImGuiID ID; + ImGuiID ParentNodeId; + ImGuiID ParentWindowId; + ImGuiID SelectedTabId; + signed char SplitAxis; + char Depth; + ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih SizeRef; + ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; } +}; + +//----------------------------------------------------------------------------- +// Docking: Forward Declarations +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // ImGuiDockContext + static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); + static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); + static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); + static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); + static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); + static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window); + static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count); + static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all + + // ImGuiDockNode + static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); + static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id); + static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); + static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); + static void DockNodeHideHostWindow(ImGuiDockNode* node); + static void DockNodeUpdate(ImGuiDockNode* node); + static void DockNodeUpdateForRootNode(ImGuiDockNode* node); + static void DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node); + static void DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node); + static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); + static void DockNodeAddTabBar(ImGuiDockNode* node); + static void DockNodeRemoveTabBar(ImGuiDockNode* node); + static void DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar); + static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); + static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); + static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); + static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); + static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); + static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos); + static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); + static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); + static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } + static int DockNodeGetTabOrder(ImGuiWindow* window); + + // ImGuiDockNode tree manipulations + static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); + static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); + static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL); + static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); + static ImGuiDockNode* DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos); + static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); + + // Settings + static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id); + static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count); + static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id); + static void DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); + static void DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); + static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); + static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); + static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext +//----------------------------------------------------------------------------- +// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings, +// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active. +// At boot time only, we run a simple GC to remove nodes that have no references. +// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures), +// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does). +// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data. +//----------------------------------------------------------------------------- +// - DockContextInitialize() +// - DockContextShutdown() +// - DockContextClearNodes() +// - DockContextRebuildNodes() +// - DockContextNewFrameUpdateUndocking() +// - DockContextNewFrameUpdateDocking() +// - DockContextEndFrame() +// - DockContextFindNodeByID() +// - DockContextBindNodeToWindow() +// - DockContextGenNodeID() +// - DockContextAddNode() +// - DockContextRemoveNode() +// - ImGuiDockContextPruneNodeData +// - DockContextPruneUnusedSettingsNodes() +// - DockContextBuildNodesFromSettings() +// - DockContextBuildAddWindowsToNodes() +//----------------------------------------------------------------------------- + +void ImGui::DockContextInitialize(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + + // Add .ini handle for persistent docking data + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Docking"; + ini_handler.TypeHash = ImHashStr("Docking"); + ini_handler.ClearAllFn = DockSettingsHandler_ClearAll; + ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read + ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = DockSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = DockSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + + g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default; +} + +void ImGui::DockContextShutdown(ImGuiContext* ctx) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + IM_DELETE(node); +} + +void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs) +{ + IM_UNUSED(ctx); + IM_ASSERT(ctx == GImGui); + DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs); + DockBuilderRemoveNodeChildNodes(root_id); +} + +// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch +// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!) +void ImGui::DockContextRebuildNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n"); + SaveIniSettingsToMemory(); + ImGuiID root_id = 0; // Rebuild all + DockContextClearNodes(ctx, root_id, false); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, root_id); +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + { + if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0) + DockContextClearNodes(ctx, 0, true); + return; + } + + // Setting NoSplit at runtime merges all nodes + if (g.IO.ConfigDockingNoSplit) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode() && node->IsSplitNode()) + { + DockBuilderRemoveNodeChildNodes(node->ID); + //dc->WantFullRebuild = true; + } + + // Process full rebuild +#if 0 + if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) + dc->WantFullRebuild = true; +#endif + if (dc->WantFullRebuild) + { + DockContextRebuildNodes(ctx); + dc->WantFullRebuild = false; + } + + // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame) + for (ImGuiDockRequest& req : dc->Requests) + { + if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow) + DockContextProcessUndockWindow(ctx, req.UndockTargetWindow); + else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode) + DockContextProcessUndockNode(ctx, req.UndockTargetNode); + } +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // [DEBUG] Store hovered dock node. + // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut. + // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering. + g.DebugHoveredDockNode = NULL; + if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow) + { + if (hovered_window->DockNodeAsHost) + g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos); + else if (hovered_window->RootWindow->DockNode) + g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode; + } + + // Process Docking requests + for (ImGuiDockRequest& req : dc->Requests) + if (req.Type == ImGuiDockRequestType_Dock) + DockContextProcessDock(ctx, &req); + dc->Requests.resize(0); + + // Create windows for each automatic docking nodes + // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsFloatingNode()) + DockNodeUpdate(node); +} + +void ImGui::DockContextEndFrame(ImGuiContext* ctx) +{ + // Draw backgrounds of node missing their window + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &g.DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame) + { + ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size); + ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize); + node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags); + } +} + +ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id) +{ + return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id); +} + +ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) +{ + // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) + // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0 + // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted. + ImGuiID id = 0x0001; + while (DockContextFindNodeByID(ctx, id) != NULL) + id++; + return id; +} + +static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) +{ + // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window. + ImGuiContext& g = *ctx; + if (id == 0) + id = DockContextGenNodeID(ctx); + else + IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); + + // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings! + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id); + ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); + ctx->DockContext.Nodes.SetVoidPtr(node->ID, node); + return node; +} + +static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID); + IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); + IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); + IM_ASSERT(node->Windows.Size == 0); + + if (node->HostWindow) + node->HostWindow->DockNodeAsHost = NULL; + + ImGuiDockNode* parent_node = node->ParentNode; + const bool merge = (merge_sibling_into_parent_node && parent_node != NULL); + if (merge) + { + IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node); + ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]); + DockNodeTreeMerge(&g, parent_node, sibling_node); + } + else + { + for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++) + if (parent_node->ChildNodes[n] == node) + node->ParentNode->ChildNodes[n] = NULL; + dc->Nodes.SetVoidPtr(node->ID, NULL); + IM_DELETE(node); + } +} + +static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs) +{ + const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs; + const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs; + return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a); +} + +// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here. +struct ImGuiDockContextPruneNodeData +{ + int CountWindows, CountChildWindows, CountChildNodes; + ImGuiID RootId; + ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; } +}; + +// Garbage collect unused nodes (run once at init time) +static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IM_ASSERT(g.Windows.Size == 0); + + ImPool pool; + pool.Reserve(dc->NodesSettings.Size); + + // Count child nodes and compute RootID + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0; + pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID; + if (settings->ParentNodeId) + pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++; + } + + // Count reference to dock ids from dockspaces + // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes() + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + if (settings->ParentWindowId != 0) + if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId)) + if (window_settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId)) + data->CountChildNodes++; + } + + // Count reference to dock ids from window settings + // We guard against the possibility of an invalid .ini file (RootID may point to a missing node) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID dock_id = settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id)) + { + data->CountWindows++; + if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId)) + data_root->CountChildWindows++; + } + + // Prune + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID); + if (data->CountWindows > 1) + continue; + ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId); + + bool remove = false; + remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window + remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window + remove |= (data_root->CountChildWindows == 0); + if (remove) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); + DockSettingsRemoveNodeReferences(&settings->ID, 1); + settings->ID = 0; + } + } +} + +static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count) +{ + // Build nodes + for (int node_n = 0; node_n < node_settings_count; node_n++) + { + ImGuiDockNodeSettings* settings = &node_settings_array[node_n]; + if (settings->ID == 0) + continue; + ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); + node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL; + node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); + node->Size = ImVec2(settings->Size.x, settings->Size.y); + node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode; + if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL) + node->ParentNode->ChildNodes[0] = node; + else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) + node->ParentNode->ChildNodes[1] = node; + node->SelectedTabId = settings->SelectedTabId; + node->SplitAxis = (ImGuiAxis)settings->SplitAxis; + node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); + + // Bind host window immediately if it already exist (in case of a rebuild) + // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. + char host_window_title[20]; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title))); + } +} + +void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id) +{ + // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1) + continue; + if (window->DockNode != NULL) + continue; + + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings() + if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id) + DockNodeAddWindow(node, window, true); + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext Docking/Undocking functions +//----------------------------------------------------------------------------- +// - DockContextQueueDock() +// - DockContextQueueUndockWindow() +// - DockContextQueueUndockNode() +// - DockContextQueueNotifyRemovedNode() +// - DockContextProcessDock() +// - DockContextProcessUndockWindow() +// - DockContextProcessUndockNode() +// - DockContextCalcDropPosForDocking() +//----------------------------------------------------------------------------- + +void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer) +{ + IM_ASSERT(target != payload); + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Dock; + req.DockTargetWindow = target; + req.DockTargetNode = target_node; + req.DockPayload = payload; + req.DockSplitDir = split_dir; + req.DockSplitRatio = split_ratio; + req.DockSplitOuter = split_outer; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetWindow = window; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetNode = node; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (ImGuiDockRequest& req : dc->Requests) + if (req.DockTargetNode == node) + req.Type = ImGuiDockRequestType_None; +} + +void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) +{ + IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL)); + IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL); + + ImGuiContext& g = *ctx; + IM_UNUSED(g); + + ImGuiWindow* payload_window = req->DockPayload; // Optional + ImGuiWindow* target_window = req->DockTargetWindow; + ImGuiDockNode* node = req->DockTargetNode; + if (payload_window) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir); + else + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir); + + // Decide which Tab will be selected at the end of the operation + ImGuiID next_selected_id = 0; + ImGuiDockNode* payload_node = NULL; + if (payload_window) + { + payload_node = payload_window->DockNodeAsHost; + payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later. + if (payload_node && payload_node->IsLeafNode()) + next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId; + if (payload_node == NULL) + next_selected_id = payload_window->TabId; + } + + // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well + // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==. + if (node) + IM_ASSERT(node->LastFrameAlive <= g.FrameCount); + if (node && target_window && node == target_window->DockNodeAsHost) + IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode()); + + // Create new node and add existing window to it + if (node == NULL) + { + node = DockContextAddNode(ctx, 0); + node->Pos = target_window->Pos; + node->Size = target_window->Size; + if (target_window->DockNodeAsHost == NULL) + { + DockNodeAddWindow(node, target_window, true); + node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted; + target_window->DockIsActive = true; + } + } + + ImGuiDir split_dir = req->DockSplitDir; + if (split_dir != ImGuiDir_None) + { + // Split into two, one side will be our payload node unless we are dropping a loose window + const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side + const float split_ratio = req->DockSplitRatio; + DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); // payload_node may be NULL here! + ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1]; + new_node->HostWindow = node->HostWindow; + node = new_node; + } + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + + if (node != payload_node) + { + // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!) + if (node->Windows.Size > 0 && node->TabBar == NULL) + { + DockNodeAddTabBar(node); + for (int n = 0; n < node->Windows.Size; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + + if (payload_node != NULL) + { + // Transfer full payload node (with 1+ child windows or child nodes) + if (payload_node->IsSplitNode()) + { + if (node->Windows.Size > 0) + { + // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node. + // In this situation, we move the windows of the target node into the currently visible node of the payload. + // This allows us to preserve some of the underlying dock tree settings nicely. + IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted. + ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows; + if (visible_node->TabBar) + IM_ASSERT(visible_node->TabBar->Tabs.Size > 0); + DockNodeMoveWindows(node, visible_node); + DockNodeMoveWindows(visible_node, node); + DockSettingsRenameNodeReferences(node->ID, visible_node->ID); + } + if (node->IsCentralNode()) + { + // Central node property needs to be moved to a leaf node, pick the last focused one. + // FIXME-DOCK: If we had to transfer other flags here, what would the policy be? + ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId); + IM_ASSERT(last_focused_node != NULL); + ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); + IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node)); + last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode); + last_focused_root_node->CentralNode = last_focused_node; + } + + IM_ASSERT(node->Windows.Size == 0); + DockNodeMoveChildNodes(node, payload_node); + } + else + { + const ImGuiID payload_dock_id = payload_node->ID; + DockNodeMoveWindows(node, payload_node); + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + DockContextRemoveNode(ctx, payload_node, true); + } + else if (payload_window) + { + // Transfer single window + const ImGuiID payload_dock_id = payload_window->DockId; + node->VisibleWindow = payload_window; + DockNodeAddWindow(node, payload_window, true); + if (payload_dock_id != 0) + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + } + else + { + // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar + node->WantHiddenTabBarUpdate = true; + } + + // Update selection immediately + if (ImGuiTabBar* tab_bar = node->TabBar) + tab_bar->NextSelectedTabId = next_selected_id; + MarkIniSettingsDirty(); +} + +// Problem: +// Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more +// than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic +// with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be +// due to missing ImGuiBackendFlags_HasMouseCursors backend flag). +// Solution: +// When undocking a window we currently force its maximum size to 90% of the host viewport or monitor. +// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch). +static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport) +{ + if (ref_viewport == NULL) + return size; + + ImGuiContext& g = *GImGui; + ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f); + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + { + const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport); + max_size = ImTrunc(monitor->WorkSize * 0.90f); + } + return ImMin(size, max_size); +} + +void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref); + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId); + else + window->DockId = 0; + window->Collapsed = false; + window->DockIsActive = false; + window->DockNodeIsVisible = window->DockTabIsVisible = false; + window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport); + + MarkIniSettingsDirty(); +} + +void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Windows.Size >= 1); + + if (node->IsRootNode() || node->IsCentralNode()) + { + // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload. + ImGuiDockNode* new_node = DockContextAddNode(ctx, 0); + new_node->Pos = node->Pos; + new_node->Size = node->Size; + new_node->SizeRef = node->SizeRef; + DockNodeMoveWindows(new_node, node); + DockSettingsRenameNodeReferences(node->ID, new_node->ID); + node = new_node; + } + else + { + // Otherwise extract our node and merge our sibling back into the parent node. + IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; + node->ParentNode->ChildNodes[index_in_parent] = NULL; + DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]); + node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport + node->ParentNode = NULL; + } + for (ImGuiWindow* window : node->Windows) + { + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); + } + node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode; + node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport); + node->WantMouseMove = true; + MarkIniSettingsDirty(); +} + +// This is mostly used for automation. +bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) +{ + if (target != NULL && target_node == NULL) + target_node = target->DockNode; + + // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects + // (which would be functionally identical) we only show the outer one. Reflect this here. + if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None) + split_outer = true; + ImGuiDockPreviewData split_data; + DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer); + if (split_data.DropRectsDraw[split_dir+1].IsInverted()) + return false; + *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); + return true; +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode +//----------------------------------------------------------------------------- +// - DockNodeGetTabOrder() +// - DockNodeAddWindow() +// - DockNodeRemoveWindow() +// - DockNodeMoveChildNodes() +// - DockNodeMoveWindows() +// - DockNodeApplyPosSizeToWindows() +// - DockNodeHideHostWindow() +// - ImGuiDockNodeFindInfoResults +// - DockNodeFindInfo() +// - DockNodeFindWindowByID() +// - DockNodeUpdateFlagsAndCollapse() +// - DockNodeUpdateHasCentralNodeFlag() +// - DockNodeUpdateVisibleFlag() +// - DockNodeStartMouseMovingWindow() +// - DockNodeUpdate() +// - DockNodeUpdateWindowMenu() +// - DockNodeBeginAmendTabBar() +// - DockNodeEndAmendTabBar() +// - DockNodeUpdateTabBar() +// - DockNodeAddTabBar() +// - DockNodeRemoveTabBar() +// - DockNodeIsDropAllowedOne() +// - DockNodeIsDropAllowed() +// - DockNodeCalcTabBarLayout() +// - DockNodeCalcSplitRects() +// - DockNodeCalcDropRectsAndTestMousePos() +// - DockNodePreviewDockSetup() +// - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- + +ImGuiDockNode::ImGuiDockNode(ImGuiID id) +{ + ID = id; + SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None; + ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; + TabBar = NULL; + SplitAxis = ImGuiAxis_None; + + State = ImGuiDockNodeState_Unknown; + LastBgColor = IM_COL32_WHITE; + HostWindow = VisibleWindow = NULL; + CentralNode = OnlyNodeWithWindows = NULL; + CountNodeWithWindows = 0; + LastFrameAlive = LastFrameActive = LastFrameFocused = -1; + LastFocusedNodeId = 0; + SelectedTabId = 0; + WantCloseTabId = 0; + RefViewportId = 0; + AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; + AuthorityForViewport = ImGuiDataAuthority_Auto; + IsVisible = true; + IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false; + IsBgDrawnThisFrame = false; + WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; +} + +ImGuiDockNode::~ImGuiDockNode() +{ + IM_DELETE(TabBar); + TabBar = NULL; + ChildNodes[0] = ChildNodes[1] = NULL; +} + +int ImGui::DockNodeGetTabOrder(ImGuiWindow* window) +{ + ImGuiTabBar* tab_bar = window->DockNode->TabBar; + if (tab_bar == NULL) + return -1; + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId); + return tab ? TabBarGetTabOrder(tab_bar, tab) : -1; +} + +static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window) +{ + window->Hidden = true; + window->HiddenFramesCanSkipItems = window->Active ? 1 : 2; +} + +static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar) +{ + ImGuiContext& g = *GImGui; (void)g; + if (window->DockNode) + { + // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node) + IM_ASSERT(window->DockNode->ID != node->ID); + DockNodeRemoveWindow(window->DockNode, window, 0); + } + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window, + // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame). + // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin() + if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false) + DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]); + + node->Windows.push_back(window); + node->WantHiddenTabBarUpdate = true; + window->DockNode = node; + window->DockId = node->ID; + window->DockIsActive = (node->Windows.Size > 1); + window->DockTabWantClose = false; + + // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. + // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. + if (node->HostWindow == NULL && node->IsFloatingNode()) + { + if (node->AuthorityForPos == ImGuiDataAuthority_Auto) + node->AuthorityForPos = ImGuiDataAuthority_Window; + if (node->AuthorityForSize == ImGuiDataAuthority_Auto) + node->AuthorityForSize = ImGuiDataAuthority_Window; + if (node->AuthorityForViewport == ImGuiDataAuthority_Auto) + node->AuthorityForViewport = ImGuiDataAuthority_Window; + } + + // Add to tab bar if requested + if (add_to_tab_bar) + { + if (node->TabBar == NULL) + { + DockNodeAddTabBar(node); + node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId; + + // Add existing windows + for (int n = 0; n < node->Windows.Size - 1; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window); + } + + DockNodeUpdateVisibleFlag(node); + + // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame. + if (node->HostWindow) + UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow); +} + +static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window->DockNode == node); + //IM_ASSERT(window->RootWindowDockTree == node->HostWindow); + //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() + IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + window->DockNode = NULL; + window->DockIsActive = window->DockTabWantClose = false; + window->DockId = save_dock_id; + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately + + if (node->HostWindow && node->HostWindow->ViewportOwned) + { + // When undocking from a user interaction this will always run in NewFrame() and have not much effect. + // But mid-frame, if we clear viewport we need to mark window as hidden as well. + window->Viewport = NULL; + window->ViewportId = 0; + window->ViewportOwned = false; + window->Hidden = true; + } + + // Remove window + bool erased = false; + for (int n = 0; n < node->Windows.Size; n++) + if (node->Windows[n] == window) + { + node->Windows.erase(node->Windows.Data + n); + erased = true; + break; + } + if (!erased) + IM_ASSERT(erased); + if (node->VisibleWindow == window) + node->VisibleWindow = NULL; + + // Remove tab and possibly tab bar + node->WantHiddenTabBarUpdate = true; + if (node->TabBar) + { + TabBarRemoveTab(node->TabBar, window->TabId); + const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2; + if (node->Windows.Size < tab_count_threshold_for_tab_bar) + DockNodeRemoveTabBar(node); + } + + if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID) + { + // Automatic dock node delete themselves if they are not holding at least one tab + DockContextRemoveNode(&g, node, true); + return; + } + + if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow) + { + ImGuiWindow* remaining_window = node->Windows[0]; + // Note: we used to transport viewport ownership here. + remaining_window->Collapsed = node->HostWindow->Collapsed; + } + + // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree + DockNodeUpdateVisibleFlag(node); +} + +static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + IM_ASSERT(dst_node->Windows.Size == 0); + dst_node->ChildNodes[0] = src_node->ChildNodes[0]; + dst_node->ChildNodes[1] = src_node->ChildNodes[1]; + if (dst_node->ChildNodes[0]) + dst_node->ChildNodes[0]->ParentNode = dst_node; + if (dst_node->ChildNodes[1]) + dst_node->ChildNodes[1]->ParentNode = dst_node; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->SizeRef = src_node->SizeRef; + src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL; +} + +static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered) + IM_ASSERT(src_node && dst_node && dst_node != src_node); + ImGuiTabBar* src_tab_bar = src_node->TabBar; + if (src_tab_bar != NULL) + IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size); + + // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.) + bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL); + if (move_tab_bar) + { + dst_node->TabBar = src_node->TabBar; + src_node->TabBar = NULL; + } + + // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar(). + for (ImGuiWindow* window : src_node->Windows) + { + window->DockNode = NULL; + window->DockIsActive = false; + DockNodeAddWindow(dst_node, window, !move_tab_bar); + } + src_node->Windows.clear(); + + if (!move_tab_bar && src_node->TabBar) + { + if (dst_node->TabBar) + dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId; + DockNodeRemoveTabBar(src_node); + } +} + +static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node) +{ + for (ImGuiWindow* window : node->Windows) + { + SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame + SetWindowSize(window, node->Size, ImGuiCond_Always); + } +} + +static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node) +{ + if (node->HostWindow) + { + if (node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + node->HostWindow = NULL; + } + + if (node->Windows.Size == 1) + { + node->VisibleWindow = node->Windows[0]; + node->Windows[0]->DockIsActive = false; + } + + if (node->TabBar) + DockNodeRemoveTabBar(node); +} + +// Search function called once by root node in DockNodeUpdate() +struct ImGuiDockNodeTreeInfo +{ + ImGuiDockNode* CentralNode; + ImGuiDockNode* FirstNodeWithWindows; + int CountNodesWithWindows; + //ImGuiWindowClass WindowClassForMerges; + + ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); } +}; + +static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info) +{ + if (node->Windows.Size > 0) + { + if (info->FirstNodeWithWindows == NULL) + info->FirstNodeWithWindows = node; + info->CountNodesWithWindows++; + } + if (node->IsCentralNode()) + { + IM_ASSERT(info->CentralNode == NULL); // Should be only one + IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this."); + info->CentralNode = node; + } + if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL) + return; + if (node->ChildNodes[0]) + DockNodeFindInfo(node->ChildNodes[0], info); + if (node->ChildNodes[1]) + DockNodeFindInfo(node->ChildNodes[1], info); +} + +static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id) +{ + IM_ASSERT(id != 0); + for (ImGuiWindow* window : node->Windows) + if (window->ID == id) + return window; + return NULL; +} + +// - Remove inactive windows/nodes. +// - Update visibility flag. +static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + + // Inherit most flags + if (node->ParentNode) + node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + + // Recurse into children + // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. + // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' + // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]); + + // Remove inactive windows, collapse nodes + // Merge node flags overrides stored in windows + node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + IM_ASSERT(window->DockNode == node); + + bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + bool remove = false; + remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount); + remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame + remove |= (window->DockTabWantClose); + if (remove) + { + window->DockTabWantClose = false; + if (node->Windows.Size == 1 && !node->IsCentralNode()) + { + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return + return; + } + DockNodeRemoveWindow(node, window, node->ID); + window_n--; + continue; + } + + // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. + //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear; + node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet; + } + node->UpdateMergedFlags(); + + // Auto-hide tab bar option + ImGuiDockNodeFlags node_flags = node->MergedFlags; + if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar()) + node->WantHiddenTabBarToggle = true; + node->WantHiddenTabBarUpdate = false; + + // Cancel toggling if we know our tab bar is enforced to be hidden at all times + if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar)) + node->WantHiddenTabBarToggle = false; + + // Apply toggles at a single point of the frame (here!) + if (node->Windows.Size > 1) + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + else if (node->WantHiddenTabBarToggle) + node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar); + node->WantHiddenTabBarToggle = false; + + DockNodeUpdateVisibleFlag(node); +} + +// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames. +static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node) +{ + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]); + if (node->IsRootNode()) + { + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } + } +} + +static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node) +{ + // Update visibility flag + bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode(); + is_visible |= (node->Windows.Size > 0); + is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible); + is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible); + node->IsVisible = is_visible; +} + +static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->WantMouseMove == true); + StartMouseMovingWindow(window); + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos; + g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision. + node->WantMouseMove = false; +} + +// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class. +static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node) +{ + DockNodeUpdateFlagsAndCollapse(node); + + // - Setup central node pointers + // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!) + // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing + ImGuiDockNodeTreeInfo info; + DockNodeFindInfo(node, &info); + node->CentralNode = info.CentralNode; + node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL; + node->CountNodeWithWindows = info.CountNodesWithWindows; + if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL) + node->LastFocusedNodeId = info.FirstNodeWithWindows->ID; + + // Copy the window class from of our first window so it can be used for proper dock filtering. + // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy. + // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec. + if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows) + { + node->WindowClass = first_node_with_windows->Windows[0]->WindowClass; + for (int n = 1; n < first_node_with_windows->Windows.Size; n++) + if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false) + { + node->WindowClass = first_node_with_windows->Windows[n]->WindowClass; + break; + } + } + + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } +} + +static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + // Remove ourselves from any previous different host window + // This can happen if a user mistakenly does (see #4295 for details): + // - N+0: DockBuilderAddNode(id, 0) // missing ImGuiDockNodeFlags_DockSpace + // - N+1: NewFrame() // will create floating host window for that node + // - N+1: DockSpace(id) // requalify node as dockspace, moving host window + if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + + host_window->DockNodeAsHost = node; + node->HostWindow = host_window; +} + +static void ImGui::DockNodeUpdate(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->LastFrameActive != g.FrameCount); + node->LastFrameAlive = g.FrameCount; + node->IsBgDrawnThisFrame = false; + + node->CentralNode = node->OnlyNodeWithWindows = NULL; + if (node->IsRootNode()) + DockNodeUpdateForRootNode(node); + + // Remove tab bar if not needed + if (node->TabBar && node->IsNoTabBar()) + DockNodeRemoveTabBar(node); + + // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) + bool want_to_hide_host_window = false; + if (node->IsFloatingNode()) + { + if (node->Windows.Size <= 1 && node->IsLeafNode()) + if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) + want_to_hide_host_window = true; + if (node->CountNodeWithWindows == 0) + want_to_hide_host_window = true; + } + if (want_to_hide_host_window) + { + if (node->Windows.Size == 1) + { + // Floating window pos/size is authoritative + ImGuiWindow* single_window = node->Windows[0]; + node->Pos = single_window->Pos; + node->Size = single_window->SizeFull; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + + // Transfer focus immediately so when we revert to a regular window it is immediately selected + if (node->HostWindow && g.NavWindow == node->HostWindow) + FocusWindow(single_window); + if (node->HostWindow) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name); + single_window->Viewport = node->HostWindow->Viewport; + single_window->ViewportId = node->HostWindow->ViewportId; + if (node->HostWindow->ViewportOwned) + { + single_window->Viewport->ID = single_window->ID; + single_window->Viewport->Window = single_window; + single_window->ViewportOwned = true; + } + } + node->RefViewportId = single_window->ViewportId; + } + + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->HasCloseButton = node->HasWindowMenuButton = false; + node->LastFrameActive = g.FrameCount; + + if (node->WantMouseMove && node->Windows.Size == 1) + DockNodeStartMouseMovingWindow(node, node->Windows[0]); + return; + } + + // In some circumstance we will defer creating the host window (so everything will be kept hidden), + // while the expected visible window is resizing itself. + // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled, + // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up: + // N+0: Begin(): window created (with no known size), node is created + // N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible + // N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible + // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code. + // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin(). + // In reality it isn't very important as user quickly ends up with size data in .ini file. + if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode()) + { + IM_ASSERT(node->Windows.Size > 0); + ImGuiWindow* ref_window = NULL; + if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! + ref_window = DockNodeFindWindowByID(node, node->SelectedTabId); + if (ref_window == NULL) + ref_window = node->Windows[0]; + if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0) + { + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing; + return; + } + } + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + + // Decide if the node will have a close button and a window menu button + node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; + node->HasCloseButton = false; + for (ImGuiWindow* window : node->Windows) + { + // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. + node->HasCloseButton |= window->HasCloseButton; + window->DockIsActive = (node->Windows.Size > 1); + } + if (node_flags & ImGuiDockNodeFlags_NoCloseButton) + node->HasCloseButton = false; + + // Bind or create host window + ImGuiWindow* host_window = NULL; + bool beginned_into_host_window = false; + if (node->IsDockSpace()) + { + // [Explicit root dockspace node] + IM_ASSERT(node->HostWindow); + host_window = node->HostWindow; + } + else + { + // [Automatic root or child nodes] + if (node->IsRootNode() && node->IsVisible) + { + ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + + // Sync Pos + if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window) + SetNextWindowPos(ref_window->Pos); + else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode) + SetNextWindowPos(node->Pos); + + // Sync Size + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowSize(ref_window->SizeFull); + else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode) + SetNextWindowSize(node->Size); + + // Sync Collapsed + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowCollapsed(ref_window->Collapsed); + + // Sync Viewport + if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window) + SetNextWindowViewport(ref_window->ViewportId); + else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0) + SetNextWindowViewport(node->RefViewportId); + + SetNextWindowClass(&node->WindowClass); + + // Begin into the host window + char window_label[20]; + DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoFocusOnAppearing; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse; + window_flags |= ImGuiWindowFlags_NoTitleBar; + + SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); + Begin(window_label, NULL, window_flags); + PopStyleVar(); + beginned_into_host_window = true; + + host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->DC.CursorPos = host_window->Pos; + node->Pos = host_window->Pos; + node->Size = host_window->Size; + + // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) + // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. + // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. + // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window + // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back + // after the dock host window, losing their top-most status. + if (node->HostWindow->Appearing) + BringWindowToDisplayFront(node->HostWindow); + + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + else if (node->ParentNode) + { + node->HostWindow = host_window = node->ParentNode->HostWindow; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + if (node->WantMouseMove && node->HostWindow) + DockNodeStartMouseMovingWindow(node, node->HostWindow); + } + node->RefViewportId = 0; // Clear when we have a host window + + // Update focused node (the one whose title bar is highlight) within a node tree + if (node->IsSplitNode()) + IM_ASSERT(node->TabBar == NULL); + if (node->IsRootNode()) + if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL) + while (p_window != NULL && p_window->DockNode != NULL) + { + ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode); + if (p_node == node) + { + node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID! + break; + } + p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL; + } + + // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace + ImGuiDockNode* central_node = node->CentralNode; + const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty(); + bool central_node_hole_register_hit_test_hole = central_node_hole; + if (central_node_hole) + if (const ImGuiPayload* payload = ImGui::GetDragDropPayload()) + if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data)) + central_node_hole_register_hit_test_hole = false; + if (central_node_hole_register_hit_test_hole) + { + // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. + // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen + // covering passthru node we'd have a gap on the edge not covered by the hole) + IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode + ImGuiDockNode* root_node = DockNodeGetRootNode(central_node); + ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size); + ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size); + if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; } + if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; } + if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; } + if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; } + //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255)); + if (central_node_hole && !hole_rect.IsInverted()) + { + SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min); + if (host_window->ParentWindow) + SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min); + } + } + + // Update position/size, process and draw resizing splitters + if (node->IsRootNode() && host_window) + { + DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size); + PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]); + PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]); + PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]); + DockNodeTreeUpdateSplitter(node); + PopStyleColor(3); + } + + // Draw empty node background (currently can only be the Central Node) + if (host_window && node->IsEmpty() && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg); + if (node->LastBgColor != 0) + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor); + node->IsBgDrawnThisFrame = true; + } + + // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set. + // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size + // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! + const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; + if (render_dockspace_bg && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + if (central_node_hole) + RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f); + else + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f); + } + + // Draw and populate Tab Bar + if (host_window) + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + if (host_window && node->Windows.Size > 0) + { + DockNodeUpdateTabBar(node, host_window); + } + else + { + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->IsFocused = false; + } + if (node->TabBar && node->TabBar->SelectedTabId) + node->SelectedTabId = node->TabBar->SelectedTabId; + else if (node->Windows.Size > 0) + node->SelectedTabId = node->Windows[0]->TabId; + + // Draw payload drop target + if (host_window && node->IsVisible) + if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window)) + BeginDockableDragDropTarget(host_window); + + // We update this after DockNodeUpdateTabBar() + node->LastFrameActive = g.FrameCount; + + // Recurse into children + // FIXME-DOCK FIXME-OPT: Should not need to recurse into children + if (host_window) + { + if (node->ChildNodes[0]) + DockNodeUpdate(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdate(node->ChildNodes[1]); + + // Render outer borders last (after the tab bar) + if (node->IsRootNode()) + RenderWindowOuterBorders(host_window); + } + + // End host window + if (beginned_into_host_window) //-V1020 + End(); +} + +// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame. +static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs) +{ + ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window; + ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window; + if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder)) + return d; + return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); +} + +// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node. +// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented) +// Custom overrides may want to decorate, group, sort entries. +// Please note those are internal structures: if you copy this expect occasional breakage. +// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler) +void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + IM_UNUSED(ctx); + if (tab_bar->Tabs.Size == 1) + { + // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table. + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar())) + node->WantHiddenTabBarToggle = true; + } + else + { + // Display a selectable list of windows in this docking node + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId)) + TabBarQueueFocus(tab_bar, tab); + SameLine(); + Text(" "); + } + } +} + +static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + // Try to position the menu so it is more likely to stays within the same viewport + ImGuiContext& g = *GImGui; + if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f)); + else + SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f)); + if (BeginPopup("#WindowMenu")) + { + node->IsFocused = true; + g.DockNodeWindowMenuHandler(&g, node, tab_bar); + EndPopup(); + } +} + +// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button. +bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL || node->HostWindow == NULL) + return false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return false; + if (node->TabBar->ID == 0) + return false; + Begin(node->HostWindow->Name); + PushOverrideID(node->ID); + bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags); + IM_UNUSED(ret); + IM_ASSERT(ret); + return true; +} + +void ImGui::DockNodeEndAmendTabBar() +{ + EndTabBar(); + PopID(); + End(); +} + +static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node) +{ + // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy) + ImGuiContext& g = *GImGui; + if (g.NavWindowingTarget) + return (g.NavWindowingTarget->DockNode == node); + + // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window) + if (g.NavWindow && root_node->LastFocusedNodeId == node->ID) + { + // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node) + ImGuiWindow* parent_window = g.NavWindow->RootWindow; + while (parent_window->Flags & ImGuiWindowFlags_ChildMenu) + parent_window = parent_window->ParentWindow->RootWindow; + ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode; + for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL) + if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node) + return true; + } + return false; +} + +// Submit the tab bar corresponding to a dock node and various housekeeping details. +static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + const bool closed_all = node->WantCloseAll && node_was_active; + const ImGuiID closed_one = node->WantCloseTabId && node_was_active; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + + // Decide if we should use a focused title bar color + bool is_focused = false; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (IsDockNodeTitleBarHighlighted(node, root_node)) + is_focused = true; + + // Hidden tab bar will show a triangle on the upper-left (in Begin) + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + { + node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + node->IsFocused = is_focused; + if (is_focused) + node->LastFrameFocused = g.FrameCount; + if (node->VisibleWindow) + { + // Notify root of visible window (used to display title in OS task bar) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + if (node->TabBar) + node->TabBar->VisibleTabId = node->VisibleWindow->TabId; + } + return; + } + + // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed + bool backup_skip_item = host_window->SkipItems; + if (!node->IsDockSpace()) + { + host_window->SkipItems = false; + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + } + + // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID. + // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs, + // as docked windows themselves will override the stack with their own root ID. + PushOverrideID(node->ID); + ImGuiTabBar* tab_bar = node->TabBar; + bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden + if (tab_bar == NULL) + { + DockNodeAddTabBar(node); + tab_bar = node->TabBar; + } + + ImGuiID focus_tab_id = 0; + node->IsFocused = is_focused; + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // In a dock node, the Collapse Button turns into the Window Menu button. + // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes? + if (has_window_menu_button && IsPopupOpen("#WindowMenu")) + { + ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId; + DockNodeWindowMenuUpdate(node, tab_bar); + if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id) + focus_tab_id = tab_bar->NextSelectedTabId; + is_focused |= node->IsFocused; + } + + // Layout + ImRect title_bar_rect, tab_bar_rect; + ImVec2 window_menu_button_pos; + ImVec2 close_button_pos; + DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos); + + // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value. + const int tabs_count_old = tab_bar->Tabs.Size; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (TabBarFindTabByID(tab_bar, window->TabId) == NULL) + TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window); + } + + // Title bar + if (is_focused) + node->LastFrameFocused = g.FrameCount; + ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize); + host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags); + + // Docking/Collapse button + if (has_window_menu_button) + { + if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node) + OpenPopup("#WindowMenu"); + if (IsItemActive()) + focus_tab_id = tab_bar->SelectedTabId; + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode)); + } + + // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value + int tabs_unsorted_start = tab_bar->Tabs.Size; + for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--) + { + // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting? + tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted; + tabs_unsorted_start = tab_n; + } + if (tab_bar->Tabs.Size > tabs_unsorted_start) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); + for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_UNUSED(tab); + IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1); + if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) + ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); + } + + // Apply NavWindow focus back to the tab bar + if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node) + tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId; + + // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated + if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId; + else if (tab_bar->Tabs.Size > tabs_count_old) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId; + + // Begin tab bar + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); + tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll; + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; + if (!host_window->Collapsed && is_focused) + tab_bar_flags |= ImGuiTabBarFlags_IsFocused; + tab_bar->ID = GetID("#TabBar"); + tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width + tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize; + BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags); + //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)); + + // Backup style colors + ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT]; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]]; + + // Submit actual tabs + node->VisibleWindow = NULL; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument)) + continue; + if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active) + { + ImGuiTabItemFlags tab_item_flags = 0; + tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet; + if (window->Flags & ImGuiWindowFlags_UnsavedDocument) + tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Apply stored style overrides for the window + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]); + + // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so) + bool tab_open = true; + TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); + if (!tab_open) + node->WantCloseTabId = window->TabId; + if (tab_bar->VisibleTabId == window->TabId) + node->VisibleWindow = window; + + // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call + window->DockTabItemStatusFlags = g.LastItemData.StatusFlags; + window->DockTabItemRect = g.LastItemData.Rect; + + // Update navigation ID on menu layer + if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) + host_window->NavLastIds[1] = window->TabId; + } + } + + // Restore style colors + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n]; + + // Notify root of visible window (used to display title in OS task bar) + if (node->VisibleWindow) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + + // Close button (after VisibleWindow was updated) + // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId + const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton; + const bool close_button_is_visible = node->HasCloseButton; + //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one) + if (close_button_is_visible) + { + if (!close_button_is_enabled) + { + PushItemFlag(ImGuiItemFlags_Disabled, true); + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f)); + } + if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos)) + { + node->WantCloseAll = true; + for (int n = 0; n < tab_bar->Tabs.Size; n++) + TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]); + } + //if (IsItemActive()) + // focus_tab_id = tab_bar->SelectedTabId; + if (!close_button_is_enabled) + { + PopStyleColor(); + PopItemFlag(); + } + } + + // When clicking on the title bar outside of tabs, we still focus the selected tab for that node + // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them. + ImGuiID title_bar_id = host_window->GetID("#TITLEBAR"); + if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id) + { + // AllowOverlap mode required for appending into dock node tab bar, + // otherwise dragging window will steal HoveredId and amended tabs cannot get them. + bool held; + KeepAliveID(title_bar_id); + ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap); + if (g.HoveredId == title_bar_id) + { + g.LastItemData.ID = title_bar_id; + } + if (held) + { + if (IsMouseClicked(0)) + focus_tab_id = tab_bar->SelectedTabId; + + // Forward moving request to selected window + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space + } + } + + // Forward focus from host node to selected window + //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget) + // focus_tab_id = tab_bar->SelectedTabId; + + // When clicked on a tab we requested focus to the docked child + // This overrides the value set by "forward focus from host node to selected window". + if (tab_bar->NextSelectedTabId) + focus_tab_id = tab_bar->NextSelectedTabId; + + // Apply navigation focus + if (focus_tab_id != 0) + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id)) + if (tab->Window) + { + FocusWindow(tab->Window); + NavInitWindow(tab->Window, false); + } + + EndTabBar(); + PopID(); + + // Restore SkipItems flag + if (!node->IsDockSpace()) + { + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + host_window->SkipItems = backup_skip_item; + } +} + +static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node) +{ + IM_ASSERT(node->TabBar == NULL); + node->TabBar = IM_NEW(ImGuiTabBar); +} + +static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL) + return; + IM_DELETE(node->TabBar); + node->TabBar = NULL; +} + +static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window) +{ + if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) + return false; + + ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass; + ImGuiWindowClass* payload_class = &payload->WindowClass; + if (host_class->ClassId != payload_class->ClassId) + { + bool pass = false; + if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0) + pass = true; + if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0) + pass = true; + if (!pass) + return false; + } + + // Prevent docking any window created above a popup + // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features), + // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test. + // But it would requires more work on our end because the dock host windows is technically created in NewFrame() + // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking. + ImGuiContext& g = *GImGui; + for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) + if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window) + if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window)) // Payload is created from within a popup begin stack. + return false; + + return true; +} + +static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload) +{ + if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering + return true; + + const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload; + if (DockNodeIsDropAllowedOne(payload, host_window)) + return true; + } + return false; +} + +// window menu button == collapse button when not in a dock node. +// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code. +static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); + if (out_title_rect) { *out_title_rect = r; } + + r.Min.x += style.WindowBorderSize; + r.Max.x -= style.WindowBorderSize; + + float button_sz = g.FontSize; + r.Min.x += style.FramePadding.x; + r.Max.x -= style.FramePadding.x; + ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y); + if (node->HasCloseButton) + { + if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + r.Min.x += button_sz + style.ItemInnerSpacing.x; + } + else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (out_tab_bar_rect) { *out_tab_bar_rect = r; } + if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; } +} + +void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired) +{ + ImGuiContext& g = *GImGui; + const float dock_spacing = g.Style.ItemInnerSpacing.x; + const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + pos_new[axis ^ 1] = pos_old[axis ^ 1]; + size_new[axis ^ 1] = size_old[axis ^ 1]; + + // Distribute size on given axis (with a desired size or equally) + const float w_avail = size_old[axis] - dock_spacing; + if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) + { + size_new[axis] = size_new_desired[axis]; + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + else + { + size_new[axis] = IM_TRUNC(w_avail * 0.5f); + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + + // Position each node + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + { + pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing; + } + else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up) + { + pos_new[axis] = pos_old[axis]; + pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing; + } +} + +// Retrieve the drop rectangles for a given direction or for the center + perform hit testing. +bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos) +{ + ImGuiContext& g = *GImGui; + + const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight()); + const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f)); + float hs_w; // Half-size, longer axis + float hs_h; // Half-size, smaller axis + ImVec2 off; // Distance from edge or center + if (outer_docking) + { + //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); + //hs_h = ImTrunc(hs_w * 0.15f); + //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); + hs_w = ImTrunc(hs_for_central_nodes * 1.50f); + hs_h = ImTrunc(hs_for_central_nodes * 0.80f); + off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h)); + } + else + { + hs_w = ImTrunc(hs_for_central_nodes); + hs_h = ImTrunc(hs_for_central_nodes * 0.90f); + off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f)); + } + + ImVec2 c = ImTrunc(parent.GetCenter()); + if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); } + else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); } + else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); } + else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); } + else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); } + + if (test_mouse_pos == NULL) + return false; + + ImRect hit_r = out_r; + if (!outer_docking) + { + // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides + hit_r.Expand(ImTrunc(hs_w * 0.30f)); + ImVec2 mouse_delta = (*test_mouse_pos - c); + float mouse_delta_len2 = ImLengthSqr(mouse_delta); + float r_threshold_center = hs_w * 1.4f; + float r_threshold_sides = hs_w * (1.4f + 1.2f); + if (mouse_delta_len2 < r_threshold_center * r_threshold_center) + return (dir == ImGuiDir_None); + if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides) + return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y)); + } + return hit_r.Contains(*test_mouse_pos); +} + +// host_node may be NULL if the window doesn't have a DockNode already. +// FIXME-DOCK: This is misnamed since it's also doing the filtering. +static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking) +{ + ImGuiContext& g = *GImGui; + + // There is an edge case when docking into a dockspace which only has inactive nodes. + // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. + // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. + if (payload_node == NULL) + payload_node = payload_window->DockNodeAsHost; + ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; + if (ref_node_for_rect) + IM_ASSERT(ref_node_for_rect->IsVisible == true); + + // Filter, figure out where we are allowed to dock + ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet; + ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet; + data->IsCenterAvailable = true; + if (is_outer_docking) + data->IsCenterAvailable = false; + else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) + data->IsCenterAvailable = false; + else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode()) + data->IsCenterAvailable = false; + else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split? + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty())) + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty()) + data->IsCenterAvailable = false; + + data->IsSidesAvailable = true; + if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit) + data->IsSidesAvailable = false; + else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode()) + data->IsSidesAvailable = false; + else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther) + data->IsSidesAvailable = false; + + // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split) + data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton); + data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); + data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos; + data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size; + + // Calculate drop shapes geometry for allowed splitting directions + IM_ASSERT(ImGuiDir_None == -1); + data->SplitNode = host_node; + data->SplitDir = ImGuiDir_None; + data->IsSplitDirExplicit = false; + if (!host_window->Collapsed) + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (dir == ImGuiDir_None && !data->IsCenterAvailable) + continue; + if (dir != ImGuiDir_None && !data->IsSidesAvailable) + continue; + if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos)) + { + data->SplitDir = (ImGuiDir)dir; + data->IsSplitDirExplicit = true; + } + } + + // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar + data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable); + if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift) + data->IsDropAllowed = false; + + // Calculate split area + data->SplitRatio = 0.0f; + if (data->SplitDir != ImGuiDir_None) + { + ImGuiDir split_dir = data->SplitDir; + ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + ImVec2 pos_new, pos_old = data->FutureNode.Pos; + ImVec2 size_new, size_old = data->FutureNode.Size; + DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size); + + // Calculate split ratio so we can pass it down the docking request + float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]); + data->FutureNode.Pos = pos_new; + data->FutureNode.Size = size_new; + data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio); + } +} + +static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes + + // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent. + // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes. + const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload; + + // In case the two windows involved are on different viewports, we will draw the overlay on each of them. + int overlay_draw_lists_count = 0; + ImDrawList* overlay_draw_lists[2]; + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport); + if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload) + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport); + + // Draw main preview rectangle + const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f); + const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f); + const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f); + const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f); + + // Display area preview + const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0); + if (data->IsDropAllowed) + { + ImRect overlay_rect = data->FutureNode.Rect(); + if (data->SplitDir == ImGuiDir_None && can_preview_tabs) + overlay_rect.Min.y += GetFrameHeight(); + if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable) + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize)); + } + + // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) + if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable) + { + // Compute target tab bar geometry so we can locate our preview tabs + ImRect tab_bar_rect; + DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL); + ImVec2 tab_pos = tab_bar_rect.Min; + if (host_node && host_node->TabBar) + { + if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar()) + tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission. + else + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x; + } + else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost)) + { + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar + } + + // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows) + if (root_payload->DockNodeAsHost) + IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size); + ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL; + const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + // DockNode's TabBar may have non-window Tabs manually appended by user + ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload; + if (tab_bar_with_payload && payload_window == NULL) + continue; + if (!DockNodeIsDropAllowedOne(payload_window, host_window)) + continue; + + // Calculate the tab bounding box for each payload window + ImVec2 tab_size = TabItemCalcSize(payload_window); + ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y); + tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x; + const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]); + const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabSelected]); + PushStyleColor(ImGuiCol_Text, overlay_col_text); + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0; + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max); + TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs); + TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL); + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PopClipRect(); + } + PopStyleColor(); + } + } + + // Display drop boxes + const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding); + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (!data->DropRectsDraw[dir + 1].IsInverted()) + { + ImRect draw_r = data->DropRectsDraw[dir + 1]; + ImRect draw_r_in = draw_r; + draw_r_in.Expand(-2.0f); + ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop; + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImVec2 center = ImFloor(draw_r_in.GetCenter()); + overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding); + overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding); + if (dir == ImGuiDir_Left || dir == ImGuiDir_Right) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines); + if (dir == ImGuiDir_Up || dir == ImGuiDir_Down) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); + } + } + + // Stop after ImGuiDir_None + if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit) + return; + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode Tree manipulation functions +//----------------------------------------------------------------------------- +// - DockNodeTreeSplit() +// - DockNodeTreeMerge() +// - DockNodeTreeUpdatePosSize() +// - DockNodeTreeUpdateSplitterFindTouchingNode() +// - DockNodeTreeUpdateSplitter() +// - DockNodeTreeFindFallbackLeafNode() +// - DockNodeTreeFindNodeByPos() +//----------------------------------------------------------------------------- + +void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_axis != ImGuiAxis_None); + + ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0); + child_0->ParentNode = parent_node; + + ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0); + child_1->ParentNode = parent_node; + + ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1; + DockNodeMoveChildNodes(child_inheritor, parent_node); + parent_node->ChildNodes[0] = child_0; + parent_node->ChildNodes[1] = child_1; + parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow; + parent_node->SplitAxis = split_axis; + parent_node->VisibleWindow = NULL; + parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode; + + float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize); + size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); + IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. + child_0->SizeRef = child_1->SizeRef = parent_node->Size; + child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio); + child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]); + + DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); + DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node)); + DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size); + + // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property) + child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; + child_0->UpdateMergedFlags(); + child_1->UpdateMergedFlags(); + parent_node->UpdateMergedFlags(); + if (child_inheritor->IsCentralNode()) + DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor; +} + +void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child) +{ + // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL. + ImGuiContext& g = *GImGui; + ImGuiDockNode* child_0 = parent_node->ChildNodes[0]; + ImGuiDockNode* child_1 = parent_node->ChildNodes[1]; + IM_ASSERT(child_0 || child_1); + IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1); + if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0)) + { + IM_ASSERT(parent_node->TabBar == NULL); + IM_ASSERT(parent_node->Windows.Size == 0); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID); + + ImVec2 backup_last_explicit_size = parent_node->SizeRef; + DockNodeMoveChildNodes(parent_node, merge_lead_child); + if (child_0) + { + DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows + DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID); + } + if (child_1) + { + DockNodeMoveWindows(parent_node, child_1); + DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID); + } + DockNodeApplyPosSizeToWindows(parent_node); + parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto; + parent_node->VisibleWindow = merge_lead_child->VisibleWindow; + parent_node->SizeRef = backup_last_explicit_size; + + // Flags transfer + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag + parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows + parent_node->UpdateMergedFlags(); + + if (child_0) + { + ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL); + IM_DELETE(child_0); + } + if (child_1) + { + ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL); + IM_DELETE(child_1); + } +} + +// Update Pos/Size for a node hierarchy (don't affect child Windows yet) +// (Depth-first, Pre-Order) +void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node) +{ + // During the regular dock node update we write to all nodes. + // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away. + ImGuiContext& g = *GImGui; + const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node; + if (write_to_node) + { + node->Pos = pos; + node->Size = size; + } + + if (node->IsLeafNode()) + return; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + ImVec2 child_0_pos = pos, child_1_pos = pos; + ImVec2 child_0_size = size, child_1_size = size; + + const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0)); + const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1)); + const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node; + const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node; + + if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible) + { + const float spacing = g.Style.DockingSeparatorSize; + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + const float size_avail = ImMax(size[axis] - spacing, 0.0f); + + // Size allocation policy + // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. + const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); + + // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing. + // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc() + // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce + + // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) + if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce) + { + child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce) + { + child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce) + { + // FIXME-DOCK: We cannot honor the requested size, so apply ratio. + // Currently this path will only be taken if code programmatically sets WantLockSizeOnce + float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + + // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node + else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild) + { + child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild) + { + child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]); + child_0_size[axis] = (size_avail - child_1_size[axis]); + } + else + { + // 4) Otherwise distribute according to the relative ratio of each SizeRef value + float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); + child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f)); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + + child_1_pos[axis] += spacing + child_0_size[axis]; + } + + if (only_write_to_single_node == NULL) + child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false; + + const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible; + const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible; + if (child_0_recurse) + DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size); + if (child_1_recurse) + DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size); +} + +static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector* touching_nodes) +{ + if (node->IsLeafNode()) + { + touching_nodes->push_back(node); + return; + } + if (node->ChildNodes[0]->IsVisible) + if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes); + if (node->ChildNodes[1]->IsVisible) + if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); +} + +// (Depth-First, Pre-Order) +void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return; + + ImGuiContext& g = *GImGui; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + if (child_0->IsVisible && child_1->IsVisible) + { + // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally) + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + IM_ASSERT(axis != ImGuiAxis_None); + ImRect bb; + bb.Min = child_0->Pos; + bb.Max = child_1->Pos; + bb.Min[axis] += child_0->Size[axis]; + bb.Max[axis ^ 1] += child_1->Size[axis ^ 1]; + //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)); + + const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs + const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY; + if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag)) + { + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding); + } + else + { + //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node. + //bb.Max[axis] -= 1; + PushID(node->ID); + + // Find resizing limits by gathering list of nodes that are touching the splitter line. + ImVector touching_nodes[2]; + float min_size = g.Style.WindowMinSize[axis]; + float resize_limits[2]; + resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size; + resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size; + + ImGuiID splitter_id = GetID("##Splitter"); + if (g.ActiveId == splitter_id) // Only process when splitter is active + { + DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]); + DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]); + for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++) + resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size); + for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++) + resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); + + // [DEBUG] Render touching nodes & limits + /* + ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + for (int n = 0; n < 2; n++) + { + for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++) + draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255)); + if (axis == ImGuiAxis_X) + draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); + else + draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f); + } + */ + } + + // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters + float cur_size_0 = child_0->Size[axis]; + float cur_size_1 = child_1->Size[axis]; + float min_size_0 = resize_limits[0] - child_0->Pos[axis]; + float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; + ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg); + if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col)) + { + if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) + { + child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0; + child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis]; + child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1; + + // Lock the size of every node that is a sibling of the node we are touching + // This might be less desirable if we can merge sibling of a same axis into the same parental level. + for (int side_n = 0; side_n < 2; side_n++) + for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) + { + ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; + //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); + while (touching_node->ParentNode != node) + { + if (touching_node->ParentNode->SplitAxis == axis) + { + // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize(). + ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n]; + node_to_preserve->WantLockSizeOnce = true; + //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255)); + //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100)); + } + touching_node = touching_node->ParentNode; + } + } + + DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size); + DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size); + MarkIniSettingsDirty(); + } + } + PopID(); + } + } + + if (child_0->IsVisible) + DockNodeTreeUpdateSplitter(child_0); + if (child_1->IsVisible) + DockNodeTreeUpdateSplitter(child_1); +} + +ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0])) + return leaf_node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1])) + return leaf_node; + return NULL; +} + +ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos) +{ + if (!node->IsVisible) + return NULL; + + const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE? + ImRect r(node->Pos, node->Pos + node->Size); + r.Expand(dock_spacing * 0.5f); + bool inside = r.Contains(pos); + if (!inside) + return NULL; + + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos)) + return hovered_node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos)) + return hovered_node; + + // This means we are hovering over the splitter/spacing of a parent node + return node; +} + +//----------------------------------------------------------------------------- +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +//----------------------------------------------------------------------------- +// - SetWindowDock() [Internal] +// - DockSpace() +// - DockSpaceOverViewport() +//----------------------------------------------------------------------------- + +// [Internal] Called via SetNextWindowDockID() +void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowDockAllowFlags & cond) == 0) + return; + window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + if (window->DockId == dock_id) + return; + + // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot + ImGuiContext& g = *GImGui; + if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, dock_id)) + if (new_node->IsSplitNode()) + { + // Policy: Find central node or latest focused node. We first move back to our root node. + new_node = DockNodeGetRootNode(new_node); + if (new_node->CentralNode) + { + IM_ASSERT(new_node->CentralNode->IsCentralNode()); + dock_id = new_node->CentralNode->ID; + } + else + { + dock_id = new_node->LastFocusedNodeId; + } + } + + if (window->DockId == dock_id) + return; + + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, 0); + window->DockId = dock_id; +} + +// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. +// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. +// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. +// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location). +ImGuiID ImGui::DockSpace(ImGuiID dockspace_id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindowRead(); + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return 0; + + // Early out if parent window is hidden/collapsed + // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960. + // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true. + if (window->SkipItems) + flags |= ImGuiDockNodeFlags_KeepAliveOnly; + if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0) + window = GetCurrentWindow(); // call to set window->WriteAccessed = true; + + IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! + IM_ASSERT((flags & ImGuiDockNodeFlags_CentralNode) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! (#8145) + + IM_ASSERT(dockspace_id != 0); + ImGuiDockNode* node = DockContextFindNodeByID(&g, dockspace_id); + if (node == NULL) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", dockspace_id); + node = DockContextAddNode(&g, dockspace_id); + node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode); + } + if (window_class && window_class->ClassId != node->WindowClass.ClassId) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", dockspace_id, node->WindowClass.ClassId, window_class->ClassId); + node->SharedFlags = flags; + node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); + + // When a DockSpace transitioned form implicit to explicit this may be called a second time + // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again. + if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) + { + IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + return dockspace_id; + } + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + + // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible + if (flags & ImGuiDockNodeFlags_KeepAliveOnly) + { + node->LastFrameAlive = g.FrameCount; + return dockspace_id; + } + + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImTrunc(size_arg); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + + node->Pos = window->DC.CursorPos; + node->Size = node->SizeRef = size; + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; + + // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window? + // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented) + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; + window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; + window_flags |= ImGuiWindowFlags_NoBackground; + + char title[256]; + ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, dockspace_id); + + PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); + Begin(title, NULL, window_flags); + PopStyleVar(); + + ImGuiWindow* host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->ChildId = window->GetID(title); + node->OnlyNodeWithWindows = NULL; + + IM_ASSERT(node->IsRootNode()); + + // We need to handle the rare case were a central node is missing. + // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace. + // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split. + // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining. + // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property, + // as it doesn't make sense for an empty dockspace to not have this property. + if (node->IsLeafNode() && !node->IsCentralNode()) + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + + // Update the node + DockNodeUpdate(node); + + End(); + + ImRect bb(node->Pos, node->Pos + size); + ItemSize(size); + ItemAdd(bb, dockspace_id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?) + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild() + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + return dockspace_id; +} + +// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! +// The limitation with this call is that your window won't have a local menu bar, but you can also use BeginMainMenuBar(). +// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. +// If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. +ImGuiID ImGui::DockSpaceOverViewport(ImGuiID dockspace_id, const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) +{ + if (viewport == NULL) + viewport = GetMainViewport(); + + // Submit a window filling the entire viewport + SetNextWindowPos(viewport->WorkPos); + SetNextWindowSize(viewport->WorkSize); + SetNextWindowViewport(viewport->ID); + + ImGuiWindowFlags host_window_flags = 0; + host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + host_window_flags |= ImGuiWindowFlags_NoBackground; + + // FIXME-OPT: When using ImGuiDockNodeFlags_KeepAliveOnly with DockSpaceOverViewport() we might be able to spare submitting the window, + // since DockSpace() with that flag doesn't need a window. We'd only need to compute the default ID accordingly. + if (dockspace_flags & ImGuiDockNodeFlags_KeepAliveOnly) + host_window_flags |= ImGuiWindowFlags_NoMouseInputs; + + char label[32]; + ImFormatString(label, IM_ARRAYSIZE(label), "WindowOverViewport_%08X", viewport->ID); + + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + Begin(label, NULL, host_window_flags); + PopStyleVar(3); + + // Submit the dockspace + if (dockspace_id == 0) + dockspace_id = GetID("DockSpace"); + DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class); + + End(); + + return dockspace_id; +} + +//----------------------------------------------------------------------------- +// Docking: Builder Functions +//----------------------------------------------------------------------------- +// Very early end-user API to manipulate dock nodes. +// Only available in imgui_internal.h. Expect this API to change/break! +// It is expected that those functions are all called _before_ the dockspace node submission. +//----------------------------------------------------------------------------- +// - DockBuilderDockWindow() +// - DockBuilderGetNode() +// - DockBuilderSetNodePos() +// - DockBuilderSetNodeSize() +// - DockBuilderAddNode() +// - DockBuilderRemoveNode() +// - DockBuilderRemoveNodeChildNodes() +// - DockBuilderRemoveNodeDockedWindows() +// - DockBuilderSplitNode() +// - DockBuilderCopyNodeRec() +// - DockBuilderCopyNode() +// - DockBuilderCopyWindowSettings() +// - DockBuilderCopyDockSpace() +// - DockBuilderFinish() +//----------------------------------------------------------------------------- + +void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) +{ + // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1) + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id); + ImGuiID window_id = ImHashStr(window_name); + if (ImGuiWindow* window = FindWindowByID(window_id)) + { + // Apply to created window + ImGuiID prev_node_id = window->DockId; + SetWindowDock(window, node_id, ImGuiCond_Always); + if (window->DockId != prev_node_id) + window->DockOrder = -1; + } + else + { + // Apply to settings + ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id); + if (settings == NULL) + settings = CreateNewWindowSettings(window_name); + if (settings->DockId != node_id) + settings->DockOrder = -1; + settings->DockId = node_id; + } +} + +ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; + return DockContextFindNodeByID(&g, node_id); +} + +void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + node->Pos = pos; + node->AuthorityForPos = ImGuiDataAuthority_DockNode; +} + +void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + node->Size = node->SizeRef = size; + node->AuthorityForSize = ImGuiDataAuthority_DockNode; +} + +// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node! +// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node. +// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary. +// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand! +// For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect. +// - Use (id == 0) to let the system allocate a node identifier. +// - Existing node with a same id will be removed. +ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags); + + if (node_id != 0) + DockBuilderRemoveNode(node_id); + + ImGuiDockNode* node = NULL; + if (flags & ImGuiDockNodeFlags_DockSpace) + { + DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); + node = DockContextFindNodeByID(&g, node_id); + } + else + { + node = DockContextAddNode(&g, node_id); + node->SetLocalFlags(flags); + } + node->LastFrameAlive = g.FrameCount; // Set this otherwise BeginDocked will undock during the same frame. + return node->ID; +} + +void ImGui::DockBuilderRemoveNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + DockBuilderRemoveNodeDockedWindows(node_id, true); + DockBuilderRemoveNodeChildNodes(node_id); + // Node may have moved or deleted if e.g. any merge happened + node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + if (node->IsCentralNode() && node->ParentNode) + node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode); + DockContextRemoveNode(&g, node, true); +} + +// root_id = 0 to remove all, root_id != 0 to remove child of given node. +void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + ImGuiDockContext* dc = &g.DockContext; + + ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL; + if (root_id && root_node == NULL) + return; + bool has_central_node = false; + + ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto; + ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto; + + // Process active windows + ImVector nodes_to_remove; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + { + bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id); + if (want_removal) + { + if (node->IsCentralNode()) + has_central_node = true; + if (root_id != 0) + DockContextQueueNotifyRemovedNode(&g, node); + if (root_node) + { + DockNodeMoveWindows(root_node, node); + DockSettingsRenameNodeReferences(node->ID, root_node->ID); + } + nodes_to_remove.push_back(node); + } + } + + // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge) + // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead) + if (root_node) + { + root_node->AuthorityForPos = backup_root_node_authority_for_pos; + root_node->AuthorityForSize = backup_root_node_authority_for_size; + } + + // Apply to settings + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID window_settings_dock_id = settings->DockId) + for (int n = 0; n < nodes_to_remove.Size; n++) + if (nodes_to_remove[n]->ID == window_settings_dock_id) + { + settings->DockId = root_id; + break; + } + + // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes + if (nodes_to_remove.Size > 1) + ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst); + for (int n = 0; n < nodes_to_remove.Size; n++) + DockContextRemoveNode(&g, nodes_to_remove[n], false); + + if (root_id == 0) + { + dc->Nodes.Clear(); + dc->Requests.clear(); + } + else if (has_central_node) + { + root_node->CentralNode = root_node; + root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + } +} + +void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs) +{ + // Clear references in settings + ImGuiContext& g = *GImGui; + if (clear_settings_refs) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + bool want_removal = (root_id == 0) || (settings->DockId == root_id); + if (!want_removal && settings->DockId != 0) + if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId)) + if (DockNodeGetRootNode(node)->ID == root_id) + want_removal = true; + if (want_removal) + settings->DockId = 0; + } + } + + // Clear references in windows + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id); + if (want_removal) + { + const ImGuiID backup_dock_id = window->DockId; + IM_UNUSED(backup_dock_id); + DockContextProcessUndockWindow(&g, window, clear_settings_refs); + if (!clear_settings_refs) + IM_ASSERT(window->DockId == backup_dock_id); + } + } +} + +// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created. +// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set. +// FIXME-DOCK: We are not exposing nor using split_outer. +ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_dir != ImGuiDir_None); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, id); + if (node == NULL) + { + IM_ASSERT(node != NULL); + return 0; + } + + IM_ASSERT(!node->IsSplitNode()); // Assert if already Split + + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Split; + req.DockTargetWindow = NULL; + req.DockTargetNode = node; + req.DockPayload = NULL; + req.DockSplitDir = split_dir; + req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir); + req.DockSplitOuter = false; + DockContextProcessDock(&g, &req); + + ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; + ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; + if (out_id_at_dir) + *out_id_at_dir = id_at_dir; + if (out_id_at_opposite_dir) + *out_id_at_opposite_dir = id_at_opposite_dir; + return id_at_dir; +} + +static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known); + dst_node->SharedFlags = src_node->SharedFlags; + dst_node->LocalFlags = src_node->LocalFlags; + dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + dst_node->Pos = src_node->Pos; + dst_node->Size = src_node->Size; + dst_node->SizeRef = src_node->SizeRef; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->UpdateMergedFlags(); + + out_node_remap_pairs->push_back(src_node->ID); + out_node_remap_pairs->push_back(dst_node->ID); + + for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++) + if (src_node->ChildNodes[child_n]) + { + dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs); + dst_node->ChildNodes[child_n]->ParentNode = dst_node; + } + + IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); + return dst_node; +} + +void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_node_id != 0); + IM_ASSERT(dst_node_id != 0); + IM_ASSERT(out_node_remap_pairs != NULL); + + DockBuilderRemoveNode(dst_node_id); + + ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id); + IM_ASSERT(src_node != NULL); + + out_node_remap_pairs->clear(); + DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs); + + IM_ASSERT((out_node_remap_pairs->Size % 2) == 0); +} + +void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name) +{ + ImGuiWindow* src_window = FindWindowByName(src_name); + if (src_window == NULL) + return; + if (ImGuiWindow* dst_window = FindWindowByName(dst_name)) + { + dst_window->Pos = src_window->Pos; + dst_window->Size = src_window->Size; + dst_window->SizeFull = src_window->SizeFull; + dst_window->Collapsed = src_window->Collapsed; + } + else + { + ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name)); + if (!dst_settings) + dst_settings = CreateNewWindowSettings(dst_name); + ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos); + if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID) + { + dst_settings->ViewportPos = window_pos_2ih; + dst_settings->ViewportId = src_window->ViewportId; + dst_settings->Pos = ImVec2ih(0, 0); + } + else + { + dst_settings->Pos = window_pos_2ih; + } + dst_settings->Size = ImVec2ih(src_window->SizeFull); + dst_settings->Collapsed = src_window->Collapsed; + } +} + +// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed. +void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_dockspace_id != 0); + IM_ASSERT(dst_dockspace_id != 0); + IM_ASSERT(in_window_remap_pairs != NULL); + IM_ASSERT((in_window_remap_pairs->Size % 2) == 0); + + // Duplicate entire dock + // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart, + // whereas we could attempt to at least keep them together in a new, same floating node. + ImVector node_remap_pairs; + DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs); + + // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes + // (The windows associated to src_dockspace_id are staying in place) + ImVector src_windows; + for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2) + { + const char* src_window_name = (*in_window_remap_pairs)[remap_window_n]; + const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1]; + ImGuiID src_window_id = ImHashStr(src_window_name); + src_windows.push_back(src_window_id); + + // Search in the remapping tables + ImGuiID src_dock_id = 0; + if (ImGuiWindow* src_window = FindWindowByID(src_window_id)) + src_dock_id = src_window->DockId; + else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id)) + src_dock_id = src_window_settings->DockId; + ImGuiID dst_dock_id = 0; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (node_remap_pairs[dock_remap_n] == src_dock_id) + { + dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear + break; + } + + if (dst_dock_id != 0) + { + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id); + DockBuilderDockWindow(dst_window_name, dst_dock_id); + } + else + { + // Floating windows gets their settings transferred (regardless of whether the new window already exist or not) + // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name); + DockBuilderCopyWindowSettings(src_window_name, dst_window_name); + } + } + + // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list. + // Find those windows and move to them to the cloned dock node. This may be optional? + // Dock those are a second step as undocking would invalidate source dock nodes. + struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } }; + ImVector dock_remaining_windows; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n]) + { + ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + ImGuiDockNode* node = DockBuilderGetNode(src_dock_id); + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (src_windows.contains(window->ID)) + continue; + + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); + dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id)); + } + } + for (const DockRemainingWindowTask& task : dock_remaining_windows) + DockBuilderDockWindow(task.Window->Name, task.DockId); +} + +// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node. +void ImGui::DockBuilderFinish(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + //DockContextRebuild(&g); + DockContextBuildAddWindowsToNodes(&g, root_id); +} + +//----------------------------------------------------------------------------- +// Docking: Begin/End Support Functions (called from Begin/End) +//----------------------------------------------------------------------------- +// - GetWindowAlwaysWantOwnTabBar() +// - DockContextBindNodeToWindow() +// - BeginDocked() +// - BeginDockableDragDropSource() +// - BeginDockableDragDropTarget() +//----------------------------------------------------------------------------- + +bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0) + if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise + return true; + return false; +} + +static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiContext& g = *ctx; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(window->DockNode == NULL); + + // We should not be docking into a split node (SetWindowDock should avoid this) + if (node && node->IsSplitNode()) + { + DockContextProcessUndockWindow(ctx, window); + return NULL; + } + + // Create node + if (node == NULL) + { + node = DockContextAddNode(ctx, window->DockId); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + node->LastFrameAlive = g.FrameCount; + } + + // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet, + // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node). + // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout. + // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame. + if (!node->IsVisible) + { + ImGuiDockNode* ancestor_node = node; + while (!ancestor_node->IsVisible && ancestor_node->ParentNode) + ancestor_node = ancestor_node->ParentNode; + IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node)); + DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node); + } + + // Add window to node + bool node_was_visible = node->IsVisible; + DockNodeAddWindow(node, window, true); + node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see) + IM_ASSERT(node == window->DockNode); + return node; +} + +static void StoreDockStyleForWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + window->DockStyle.Colors[color_n] = ImGui::ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); +} + +void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) +{ + ImGuiContext& g = *GImGui; + + // Clear fields ahead so most early-out paths don't have to do it + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + + const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); + if (auto_dock_node) + { + if (window->DockId == 0) + { + IM_ASSERT(window->DockNode == NULL); + window->DockId = DockContextGenNodeID(&g); + } + } + else + { + // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) + bool want_undock = false; + want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; + want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; + if (want_undock) + { + DockContextProcessUndockWindow(&g, window); + return; + } + } + + // Bind to our dock node + ImGuiDockNode* node = window->DockNode; + if (node != NULL) + IM_ASSERT(window->DockId == node->ID); + if (window->DockId != 0 && node == NULL) + { + node = DockContextBindNodeToWindow(&g, window); + if (node == NULL) + return; + } + +#if 0 + // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set + if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode)) + { + DockContextProcessUndockWindow(ctx, window); + return; + } +#endif + + // Undock if our dockspace node disappeared + // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly. + if (node->LastFrameAlive < g.FrameCount) + { + // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking() + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->LastFrameAlive < g.FrameCount) + DockContextProcessUndockWindow(&g, window); + else + window->DockIsActive = true; + return; + } + + // Store style overrides + StoreDockStyleForWindow(window); + + // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, + // and never create neither a host window neither a tab bar. + // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) + if (node->HostWindow == NULL) + { + if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing) + window->DockIsActive = true; + if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window + DockNodeHideWindowDuringHostWindowCreation(window); + return; + } + + // We can have zero-sized nodes (e.g. children of a small-size dockspace) + IM_ASSERT(node->HostWindow); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f); + node->State = ImGuiDockNodeState_HostWindowVisible; + + // Undock if we are submitted earlier than the host window + if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) + { + DockContextProcessUndockWindow(&g, window); + return; + } + + // Position/Size window + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() + window->DockIsActive = true; + window->DockNodeIsVisible = true; + window->DockTabIsVisible = false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return; + + // When the window is selected we mark it as visible. + if (node->VisibleWindow == window) + window->DockTabIsVisible = true; + + // Update window flag + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0); + window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize; + window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding; + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + window->Flags |= ImGuiWindowFlags_NoTitleBar; + else + window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed! + + // Save new dock order only if the window has been visible once already + // This allows multiple windows to be created in the same frame and have their respective dock orders preserved. + if (node->TabBar && window->WasActive) + window->DockOrder = (short)DockNodeGetTabOrder(window); + + if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL) + *p_open = false; + + // Update ChildId to allow returning from Child to Parent with Escape + ImGuiWindow* parent_window = window->DockNode->HostWindow; + window->ChildId = parent_window->GetID(window->Name); +} + +void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == window->MoveId); + IM_ASSERT(g.MovingWindow == window); + IM_ASSERT(g.CurrentWindow == window); + + // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking. + if (g.IO.ConfigDockingWithShift != g.IO.KeyShift) + { + // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance. + // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active + // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function) + IM_ASSERT(g.NextWindowData.Flags == 0); + if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock)); + return; + } + + g.LastItemData.ID = window->MoveId; + window = window->RootWindowDockTree; + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit + ImGuiDragDropFlags drag_drop_flags = ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_PayloadAutoExpire | ImGuiDragDropFlags_PayloadNoCrossContext | ImGuiDragDropFlags_PayloadNoCrossProcess; + if (is_drag_docking && BeginDragDropSource(drag_drop_flags)) + { + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); + EndDragDropSource(); + StoreDockStyleForWindow(window); // Store style overrides while dragging (even when not docked) because docking preview may need it. + } +} + +void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + if (!g.DragDropActive) + return; + //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!BeginDragDropTargetCustom(window->Rect(), window->ID)) + return; + + // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering + // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) + const ImGuiPayload* payload = &g.DragDropPayload; + if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data)) + { + EndDragDropTarget(); + return; + } + + ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data; + if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)) + { + // Select target node + // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation) + bool dock_into_floating_window = false; + ImGuiDockNode* node = NULL; + if (window->DockNodeAsHost) + { + // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos(). + node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos); + + // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active) + // In this case we need to fallback into any leaf mode, possibly the central node. + // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first. + if (node && node->IsDockSpace() && node->IsRootNode()) + node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node); + } + else + { + if (window->DockNode) + node = window->DockNode; + else + dock_into_floating_window = true; // Dock into a regular window + } + + const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight())); + const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); + + // Preview docking request and find out split direction/ratio + //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. + const bool do_preview = payload->IsPreview() || payload->IsDelivery(); + if (do_preview && (node != NULL || dock_into_floating_window)) + { + // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear. + ImGuiDockPreviewData split_inner; + ImGuiDockPreviewData split_outer; + ImGuiDockPreviewData* split_data = &split_inner; + if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode())) + if (ImGuiDockNode* root_node = DockNodeGetRootNode(node)) + { + DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true); + if (split_outer.IsSplitDirExplicit) + split_data = &split_outer; + } + if (!node || node->IsLeafNode()) + DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false); + if (split_data == &split_outer) + split_inner.IsDropAllowed = false; + + // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes + DockNodePreviewDockRender(window, node, payload_window, &split_inner); + DockNodePreviewDockRender(window, node, payload_window, &split_outer); + + // Queue docking request + if (split_data->IsDropAllowed && payload->IsDelivery()) + DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); + } + } + EndDragDropTarget(); +} + +//----------------------------------------------------------------------------- +// Docking: Settings +//----------------------------------------------------------------------------- +// - DockSettingsRenameNodeReferences() +// - DockSettingsRemoveNodeReferences() +// - DockSettingsFindNodeSettings() +// - DockSettingsHandler_ApplyAll() +// - DockSettingsHandler_ReadOpen() +// - DockSettingsHandler_ReadLine() +// - DockSettingsHandler_DockNodeToSettings() +// - DockSettingsHandler_WriteAll() +//----------------------------------------------------------------------------- + +static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id); + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + { + ImGuiWindow* window = g.Windows[window_n]; + if (window->DockId == old_node_id && window->DockNode == NULL) + window->DockId = new_node_id; + } + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == old_node_id) + settings->DockId = new_node_id; +} + +// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings +static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count) +{ + ImGuiContext& g = *GImGui; + int found = 0; + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + for (int node_n = 0; node_n < node_ids_count; node_n++) + if (settings->DockId == node_ids[node_n]) + { + settings->DockId = 0; + settings->DockOrder = -1; + if (++found < node_ids_count) + break; + return; + } +} + +static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id) +{ + // FIXME-OPT + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->NodesSettings.Size; n++) + if (dc->NodesSettings[n].ID == id) + return &dc->NodesSettings[n]; + return NULL; +} + +// Clear settings data +static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiDockContext* dc = &ctx->DockContext; + dc->NodesSettings.clear(); + DockContextClearNodes(ctx, 0, true); +} + +// Recreate nodes based on settings data +static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + // Prune settings at boot time only + ImGuiDockContext* dc = &ctx->DockContext; + if (ctx->Windows.Size == 0) + DockContextPruneUnusedSettingsNodes(ctx); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, 0); +} + +static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + if (strcmp(name, "Data") != 0) + return NULL; + return (void*)1; +} + +static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line) +{ + char c = 0; + int x = 0, y = 0; + int r = 0; + + // Parsing, e.g. + // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " + // " DockNode ID=0x00000002 Parent=0x00000001 " + // Important: this code expect currently fields in a fixed order. + ImGuiDockNodeSettings node; + line = ImStrSkipBlank(line); + if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); } + else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; } + else return; + if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; + if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1) { line += r; if (node.ParentNodeId == 0) return; } + if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; } + if (node.ParentNodeId == 0) + { + if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return; + if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return; + } + else + { + if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); } + } + if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; } + if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; } + if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; } + if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; } + if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; } + if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; } + if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; } + if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; } + if (node.ParentNodeId != 0) + if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId)) + node.Depth = parent_settings->Depth + 1; + ctx->DockContext.NodesSettings.push_back(node); +} + +static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth) +{ + ImGuiDockNodeSettings node_settings; + IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3))); + node_settings.ID = node->ID; + node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0; + node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0; + node_settings.SelectedTabId = node->SelectedTabId; + node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None); + node_settings.Depth = (char)depth; + node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); + node_settings.Pos = ImVec2ih(node->Pos); + node_settings.Size = ImVec2ih(node->Size); + node_settings.SizeRef = ImVec2ih(node->SizeRef); + dc->NodesSettings.push_back(node_settings); + if (node->ChildNodes[0]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1); + if (node->ChildNodes[1]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1); +} + +static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // Gather settings data + // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer) + dc->NodesSettings.resize(0); + dc->NodesSettings.reserve(dc->Nodes.Data.Size); + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode()) + DockSettingsHandler_DockNodeToSettings(dc, node, 0); + + int max_depth = 0; + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth); + + // Write to text buffer + buf->appendf("[%s][Data]\n", handler->TypeName); + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + { + const int line_start_pos = buf->size(); (void)line_start_pos; + const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n]; + buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file + buf->appendf(" ID=0x%08X", node_settings->ID); + if (node_settings->ParentNodeId) + { + buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y); + } + else + { + if (node_settings->ParentWindowId) + buf->appendf(" Window=0x%08X", node_settings->ParentWindowId); + buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); + } + if (node_settings->SplitAxis != ImGuiAxis_None) + buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y'); + if (node_settings->Flags & ImGuiDockNodeFlags_NoResize) + buf->appendf(" NoResize=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode) + buf->appendf(" CentralNode=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar) + buf->appendf(" NoTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar) + buf->appendf(" HiddenTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton) + buf->appendf(" NoWindowMenuButton=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton) + buf->appendf(" NoCloseButton=1"); + if (node_settings->SelectedTabId) + buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId); + + // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!) + if (g.IO.ConfigDebugIniSettings) + if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) + { + buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything + if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) + buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name); + // Iterate settings so we can give info about windows that didn't exist during the session. + int contains_window = 0; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == node_settings->ID) + { + if (contains_window++ == 0) + buf->appendf(" ; contains "); + buf->appendf("'%s' ", settings->GetName()); + } + } + + buf->appendf("\n"); + } + buf->appendf("\n"); +} + + +//----------------------------------------------------------------------------- +// [SECTION] PLATFORM DEPENDENT HELPERS +//----------------------------------------------------------------------------- +// - Default clipboard handlers +// - Default shell function handlers +// - Default IME handlers +//----------------------------------------------------------------------------- + +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) + +#ifdef _MSC_VER +#pragma comment(lib, "user32") +#pragma comment(lib, "kernel32") +#endif + +// Win32 clipboard implementation +// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + g.ClipboardHandlerData.clear(); + if (!::OpenClipboard(NULL)) + return NULL; + HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return NULL; + } + if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle)) + { + int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL); + g.ClipboardHandlerData.resize(buf_len); + ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL); + } + ::GlobalUnlock(wbuf_handle); + ::CloseClipboard(); + return g.ClipboardHandlerData.Data; +} + +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +{ + if (!::OpenClipboard(NULL)) + return; + const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return; + } + WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle); + ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length); + ::GlobalUnlock(wbuf_handle); + ::EmptyClipboard(); + if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) + ::GlobalFree(wbuf_handle); + ::CloseClipboard(); +} + +#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) + +#include // Use old API to avoid need for separate .mm file +static PasteboardRef main_clipboard = 0; + +// OSX clipboard implementation +// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + for (ItemCount i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + g.ClipboardHandlerData.clear(); + int length = (int)CFDataGetLength(cf_data); + g.ClipboardHandlerData.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data); + g.ClipboardHandlerData[length] = 0; + CFRelease(cf_data); + return g.ClipboardHandlerData.Data; + } + } + } + return NULL; +} + +#else + +// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); +} + +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text) +{ + ImGuiContext& g = *ctx; + g.ClipboardHandlerData.clear(); + const char* text_end = text + strlen(text); + g.ClipboardHandlerData.resize((int)(text_end - text) + 1); + memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text)); + g.ClipboardHandlerData[(int)(text_end - text)] = 0; +} + +#endif // Default clipboard handlers + +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#if defined(__APPLE__) && TARGET_OS_IPHONE +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif + +#if defined(_WIN32) && defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#ifdef _WIN32 +#include // ShellExecuteA() +#ifdef _MSC_VER +#pragma comment(lib, "shell32") +#endif +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ + return (INT_PTR)::ShellExecuteA(NULL, "open", path, NULL, NULL, SW_SHOWDEFAULT) > 32; +} +#else +#include +#include +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ +#if defined(__APPLE__) + const char* args[] { "open", "--", path, NULL }; +#else + const char* args[] { "xdg-open", path, NULL }; +#endif + pid_t pid = fork(); + if (pid < 0) + return false; + if (!pid) + { + execvp(args[0], const_cast(args)); + exit(-1); + } + else + { + int status; + waitpid(pid, &status, 0); + return WEXITSTATUS(status) == 0; + } +} +#endif +#else +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char*) { return false; } +#endif // Default shell handlers + +//----------------------------------------------------------------------------- + +// Win32 API IME support (for Asian languages, etc.) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) + +#include +#ifdef _MSC_VER +#pragma comment(lib, "imm32") +#endif + +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) +{ + // Notify OS Input Method Editor of text input position + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + if (hwnd == 0) + return; + + //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0); + if (HIMC himc = ::ImmGetContext(hwnd)) + { + COMPOSITIONFORM composition_form = {}; + composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + composition_form.dwStyle = CFS_FORCE_POSITION; + ::ImmSetCompositionWindow(himc, &composition_form); + CANDIDATEFORM candidate_form = {}; + candidate_form.dwStyle = CFS_CANDIDATEPOS; + candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + ::ImmSetCandidateWindow(himc, &candidate_form); + ::ImmReleaseContext(hwnd, himc); + } +} + +#else + +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData*) {} + +#endif // Default IME handlers + +//----------------------------------------------------------------------------- +// [SECTION] METRICS/DEBUGGER WINDOW +//----------------------------------------------------------------------------- +// - DebugRenderViewportThumbnail() [Internal] +// - RenderViewportsThumbnails() [Internal] +// - DebugTextEncoding() +// - MetricsHelpMarker() [Internal] +// - ShowFontAtlas() [Internal] +// - ShowMetricsWindow() +// - DebugNodeColumns() [Internal] +// - DebugNodeDockNode() [Internal] +// - DebugNodeDrawList() [Internal] +// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] +// - DebugNodeFont() [Internal] +// - DebugNodeFontGlyph() [Internal] +// - DebugNodeStorage() [Internal] +// - DebugNodeTabBar() [Internal] +// - DebugNodeViewport() [Internal] +// - DebugNodeWindow() [Internal] +// - DebugNodeWindowSettings() [Internal] +// - DebugNodeWindowsList() [Internal] +// - DebugNodeWindowsListByBeginStackParent() [Internal] +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImVec2 scale = bb.GetSize() / viewport->Size; + ImVec2 off = bb.Min - viewport->Pos * scale; + float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); + for (ImGuiWindow* thumb_window : g.Windows) + { + if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) + continue; + if (thumb_window->Viewport != viewport) + continue; + + ImRect thumb_r = thumb_window->Rect(); + ImRect title_r = thumb_window->TitleBarRect(); + thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale)); + title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y + title_r.GetHeight() * 3.0f) * scale)); // Exaggerate title bar height + thumb_r.ClipWithFull(bb); + title_r.ClipWithFull(bb); + const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); + window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); + } + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + if (viewport->ID == g.DebugMetricsConfig.HighlightViewportID) + window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); +} + +static void RenderViewportsThumbnails() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Draw monitor and calculate their boundaries + float SCALE = 1.0f / 8.0f; + ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + bb_full.Add(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize)); + ImVec2 p = window->DC.CursorPos; + ImVec2 off = p - bb_full.Min * SCALE; + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + ImRect monitor_draw_bb(off + (monitor.MainPos) * SCALE, off + (monitor.MainPos + monitor.MainSize) * SCALE); + window->DrawList->AddRect(monitor_draw_bb.Min, monitor_draw_bb.Max, (g.DebugMetricsConfig.HighlightMonitorIdx == g.PlatformIO.Monitors.index_from_ptr(&monitor)) ? IM_COL32(255, 255, 0, 255) : ImGui::GetColorU32(ImGuiCol_Border), 4.0f); + window->DrawList->AddRectFilled(monitor_draw_bb.Min, monitor_draw_bb.Max, ImGui::GetColorU32(ImGuiCol_Border, 0.10f), 4.0f); + } + + // Draw viewports + for (ImGuiViewportP* viewport : g.Viewports) + { + ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); + ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); + } + ImGui::Dummy(bb_full.GetSize() * SCALE); +} + +static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs) +{ + const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs; + const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs; + return b->LastFocusedStampCount - a->LastFocusedStampCount; +} + +// Draw an arbitrary US keyboard layout to visualize translated keys +void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list) +{ + const float scale = ImGui::GetFontSize() / 13.0f; + const ImVec2 key_size = ImVec2(35.0f, 35.0f) * scale; + const float key_rounding = 3.0f * scale; + const ImVec2 key_face_size = ImVec2(25.0f, 25.0f) * scale; + const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f) * scale; + const float key_face_rounding = 2.0f * scale; + const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f) * scale; + const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); + const float key_row_offset = 9.0f * scale; + + ImVec2 board_min = GetCursorScreenPos(); + ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f); + ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y); + + struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; }; + const KeyLayoutData keys_to_display[] = + { + { 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R }, + { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F }, + { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V } + }; + + // Elements rendered manually via ImDrawList API are not clipped automatically. + // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view. + Dummy(board_max - board_min); + if (!IsItemVisible()) + return; + draw_list->PushClipRect(board_min, board_max, true); + for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++) + { + const KeyLayoutData* key_data = &keys_to_display[n]; + ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y); + ImVec2 key_max = key_min + key_size; + draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding); + draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding); + ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y); + ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y); + draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f); + draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding); + ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y); + draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label); + if (IsKeyDown(key_data->Key)) + draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding); + } + draw_list->PopClipRect(); +} + +// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct. +void ImGui::DebugTextEncoding(const char* str) +{ + Text("Text: \"%s\"", str); + if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable)) + return; + TableSetupColumn("Offset"); + TableSetupColumn("UTF-8"); + TableSetupColumn("Glyph"); + TableSetupColumn("Codepoint"); + TableHeadersRow(); + for (const char* p = str; *p != 0; ) + { + unsigned int c; + const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL); + TableNextColumn(); + Text("%d", (int)(p - str)); + TableNextColumn(); + for (int byte_index = 0; byte_index < c_utf8_len; byte_index++) + { + if (byte_index > 0) + SameLine(); + Text("0x%02X", (int)(unsigned char)p[byte_index]); + } + TableNextColumn(); + if (GetFont()->FindGlyphNoFallback((ImWchar)c)) + TextUnformatted(p, p + c_utf8_len); + else + TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]"); + TableNextColumn(); + Text("U+%04X", (int)c); + p += c_utf8_len; + } + EndTable(); +} + +static void DebugFlashStyleColorStop() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT) + g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup; + g.DebugFlashStyleColorIdx = ImGuiCol_COUNT; +} + +// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls. +void ImGui::DebugFlashStyleColor(ImGuiCol idx) +{ + ImGuiContext& g = *GImGui; + DebugFlashStyleColorStop(); + g.DebugFlashStyleColorTime = 0.5f; + g.DebugFlashStyleColorIdx = idx; + g.DebugFlashStyleColorBackup = g.Style.Colors[idx]; +} + +void ImGui::UpdateDebugToolFlashStyleColor() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorTime <= 0.0f) + return; + ColorConvertHSVtoRGB(ImCos(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z); + g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f; + if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f) + DebugFlashStyleColorStop(); +} + +static const char* FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id) +{ + union { void* ptr; int integer; } tex_id_opaque; + memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id))); + if (sizeof(tex_id) >= sizeof(void*)) + ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr); + else + ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer); + return buf; +} + +// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. +static void MetricsHelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +// [DEBUG] List fonts in a font atlas and display its texture +void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +{ + for (ImFont* font : atlas->Fonts) + { + PushID(font); + DebugNodeFont(font); + PopID(); + } + if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons + ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border); + Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); + TreePop(); + } +} + +void ImGui::ShowMetricsWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + if (cfg->ShowDebugLog) + ShowDebugLogWindow(&cfg->ShowDebugLog); + if (cfg->ShowIDStackTool) + ShowIDStackToolWindow(&cfg->ShowIDStackTool); + + if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // [DEBUG] Clear debug breaks hooks after exactly one cycle. + DebugBreakClearData(); + + // Basic info + Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + if (g.ContextName[0] != 0) + { + SameLine(); + Text("(Context Name: \"%s\")", g.ContextName); + } + Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); + Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount); + //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } + + Separator(); + + // Debugging enums + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" }; + enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type + const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" }; + if (cfg->ShowWindowsRectsType < 0) + cfg->ShowWindowsRectsType = WRT_WorkRect; + if (cfg->ShowTablesRectsType < 0) + cfg->ShowTablesRectsType = TRT_WorkRect; + + struct Funcs + { + static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance + if (rect_type == TRT_OuterRect) { return table->OuterRect; } + else if (rect_type == TRT_InnerRect) { return table->InnerRect; } + else if (rect_type == TRT_WorkRect) { return table->WorkRect; } + else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } + else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } + else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } + else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); } + else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } + else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } + else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate + else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } + else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); } + else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } + IM_ASSERT(0); + return ImRect(); + } + + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); } + else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + }; + + // Tools + if (TreeNode("Tools")) + { + // Debug Break features + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + SeparatorTextEx(0, "Debug breaks", NULL, CalcTextSize("(?)").x + g.Style.SeparatorTextPadding.x); + SameLine(); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) + DebugStartItemPicker(); + Checkbox("Show \"Debug Break\" buttons in other sections (io.ConfigDebugIsDebuggerPresent)", &g.IO.ConfigDebugIsDebuggerPresent); + + SeparatorText("Visualize"); + + Checkbox("Show Debug Log", &cfg->ShowDebugLog); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code."); + + Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code."); + + Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); + Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count); + if (cfg->ShowWindowsRects && g.NavWindow != NULL) + { + BulletText("'%s':", g.NavWindow->Name); + Indent(); + for (int rect_n = 0; rect_n < WRT_Count; rect_n++) + { + ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); + Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); + } + Unindent(); + } + + Checkbox("Show tables rectangles", &cfg->ShowTablesRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); + if (cfg->ShowTablesRects && g.NavWindow != NULL) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) + continue; + + BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + Indent(); + char buf[128]; + for (int rect_n = 0; rect_n < TRT_Count; rect_n++) + { + if (rect_n >= TRT_ColumnsRect) + { + if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect) + continue; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, rect_n, column_n); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, rect_n, -1); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + Unindent(); + } + } + Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data + + SeparatorText("Validate"); + + Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop); + SameLine(); + MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + + Checkbox("UTF-8 Encoding viewer", &cfg->ShowTextEncodingViewer); + SameLine(); + MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct."); + if (cfg->ShowTextEncodingViewer) + { + static char buf[64] = ""; + SetNextItemWidth(-FLT_MIN); + InputText("##DebugTextEncodingBuf", buf, IM_ARRAYSIZE(buf)); + if (buf[0] != 0) + DebugTextEncoding(buf); + } + + TreePop(); + } + + // Windows + if (TreeNode("Windows", "Windows (%d)", g.Windows.Size)) + { + //SetNextItemOpen(true, ImGuiCond_Once); + DebugNodeWindowsList(&g.Windows, "By display order"); + DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)"); + if (TreeNode("By submission order (begin stack)")) + { + // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship! + ImVector& temp_buffer = g.WindowsTempSortBuffer; + temp_buffer.resize(0); + for (ImGuiWindow* window : g.Windows) + if (window->LastFrameActive + 1 >= g.FrameCount) + temp_buffer.push_back(window); + struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } }; + ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder); + DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL); + TreePop(); + } + + TreePop(); + } + + // DrawLists + int drawlist_count = 0; + for (ImGuiViewportP* viewport : g.Viewports) + drawlist_count += viewport->DrawDataP.CmdLists.Size; + if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) + { + Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); + Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); + for (ImGuiViewportP* viewport : g.Viewports) + { + bool viewport_has_drawlist = false; + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + { + if (!viewport_has_drawlist) + Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID); + viewport_has_drawlist = true; + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + } + } + TreePop(); + } + + // Viewports + if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) + { + cfg->HighlightMonitorIdx = -1; + bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size); + SameLine(); + MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors."); + if (open) + { + for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) + { + DebugNodePlatformMonitor(&g.PlatformIO.Monitors[i], "Monitor", i); + if (IsItemHovered()) + cfg->HighlightMonitorIdx = i; + } + DebugNodePlatformMonitor(&g.FallbackMonitor, "Fallback", 0); + TreePop(); + } + + SetNextItemOpen(true, ImGuiCond_Once); + if (TreeNode("Windows Minimap")) + { + RenderViewportsThumbnails(); + TreePop(); + } + cfg->HighlightViewportID = 0; + + BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + if (TreeNode("Inferred Z order (front-to-back)")) + { + static ImVector viewports; + viewports.resize(g.Viewports.Size); + memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes()); + if (viewports.Size > 1) + ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount); + for (ImGuiViewportP* viewport : viewports) + { + BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"", + viewport->Idx, viewport->ID, viewport->LastFocusedStampCount, + (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A", + viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + cfg->HighlightViewportID = viewport->ID; + } + TreePop(); + } + + for (ImGuiViewportP* viewport : g.Viewports) + DebugNodeViewport(viewport); + TreePop(); + } + + // Details for Popups + if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) + { + for (const ImGuiPopupData& popup_data : g.OpenPopupStack) + { + // As it's difficult to interact with tree nodes while popups are open, we display everything inline. + ImGuiWindow* window = popup_data.Window; + BulletText("PopupID: %08x, Window: '%s' (%s%s), RestoreNavWindow '%s', ParentWindow '%s'", + popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "", + popup_data.RestoreNavWindow ? popup_data.RestoreNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL"); + } + TreePop(); + } + + // Details for TabBars + if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount())) + { + for (int n = 0; n < g.TabBars.GetMapSize(); n++) + if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n)) + { + PushID(tab_bar); + DebugNodeTabBar(tab_bar, "TabBar"); + PopID(); + } + TreePop(); + } + + // Details for Tables + if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount())) + { + for (int n = 0; n < g.Tables.GetMapSize(); n++) + if (ImGuiTable* table = g.Tables.TryGetMapData(n)) + DebugNodeTable(table); + TreePop(); + } + + // Details for Fonts + ImFontAtlas* atlas = g.IO.Fonts; + if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) + { + ShowFontAtlas(atlas); + TreePop(); + } + + // Details for InputText + if (TreeNode("InputText")) + { + DebugNodeInputTextState(&g.InputTextState); + TreePop(); + } + + // Details for TypingSelect + if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0)) + { + DebugNodeTypingSelectState(&g.TypingSelectState); + TreePop(); + } + + // Details for MultiSelect + if (TreeNode("MultiSelect", "MultiSelect (%d)", g.MultiSelectStorage.GetAliveCount())) + { + ImGuiBoxSelectState* bs = &g.BoxSelectState; + BulletText("BoxSelect ID=0x%08X, Starting = %d, Active %d", bs->ID, bs->IsStarting, bs->IsActive); + for (int n = 0; n < g.MultiSelectStorage.GetMapSize(); n++) + if (ImGuiMultiSelectState* state = g.MultiSelectStorage.TryGetMapData(n)) + DebugNodeMultiSelectState(state); + TreePop(); + } + + // Details for Docking +#ifdef IMGUI_HAS_DOCK + if (TreeNode("Docking")) + { + static bool root_nodes_only = true; + ImGuiDockContext* dc = &g.DockContext; + Checkbox("List root nodes", &root_nodes_only); + Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes); + if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); } + SameLine(); + if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (!root_nodes_only || node->IsRootNode()) + DebugNodeDockNode(node, "Node"); + TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + // Settings + if (TreeNode("Settings")) + { + if (SmallButton("Clear")) + ClearIniSettings(); + SameLine(); + if (SmallButton("Save to memory")) + SaveIniSettingsToMemory(); + SameLine(); + if (SmallButton("Save to disk")) + SaveIniSettingsToDisk(g.IO.IniFilename); + SameLine(); + if (g.IO.IniFilename) + Text("\"%s\"", g.IO.IniFilename); + else + TextUnformatted(""); + Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); + if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) + { + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + BulletText("\"%s\"", handler.TypeName); + TreePop(); + } + if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + DebugNodeWindowSettings(settings); + TreePop(); + } + + if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) + { + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + DebugNodeTableSettings(settings); + TreePop(); + } + +#ifdef IMGUI_HAS_DOCK + if (TreeNode("SettingsDocking", "Settings packed data: Docking")) + { + ImGuiDockContext* dc = &g.DockContext; + Text("In SettingsWindows:"); + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId != 0) + BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder); + Text("In SettingsNodes:"); + for (int n = 0; n < dc->NodesSettings.Size; n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[n]; + const char* selected_tab_name = NULL; + if (settings->SelectedTabId) + { + if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId)) + selected_tab_name = window->Name; + else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId)) + selected_tab_name = window_settings->GetName(); + } + BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : ""); + } + TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) + { + InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly); + TreePop(); + } + TreePop(); + } + + // Settings + if (TreeNode("Memory allocations")) + { + ImGuiDebugAllocInfo* info = &g.DebugAllocInfo; + Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount); + if (SmallButton("GC now")) { g.GcCompactAll = true; } + Text("Recent frames with allocations:"); + int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf); + for (int n = buf_size - 1; n >= 0; n--) + { + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size]; + BulletText("Frame %06d: %+3d ( %2d alloc, %2d free )", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount); + if (n == 0) + { + SameLine(); + Text("<- %d frames ago", g.FrameCount - entry->FrameCount); + } + } + TreePop(); + } + + if (TreeNode("Inputs")) + { + Text("KEYBOARD/GAMEPAD/MOUSE KEYS"); + { + // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. + Indent(); + Text("Keys down:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); } + Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys released:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + DebugRenderKeyboardPreview(GetWindowDrawList()); + Unindent(); + } + + Text("MOUSE STATE"); + { + Indent(); + if (IsMousePosValid()) + Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + Text("Mouse pos: "); + Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + int count = IM_ARRAYSIZE(io.MouseDown); + Text("Mouse down:"); for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); } + Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); } + Text("Mouse wheel: %.1f", io.MouseWheel); + Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer); + Text("Mouse source: %s", GetMouseSourceName(io.MouseSource)); + Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused + Unindent(); + } + + Text("MOUSE WHEELING"); + { + Indent(); + Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL"); + Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer); + Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : ""); + Unindent(); + } + + Text("KEY OWNERS"); + { + Indent(); + if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) + continue; + Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr, + owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : ""); + DebugLocateItemOnHover(owner_data->OwnerCurr); + } + EndChild(); + Unindent(); + } + Text("SHORTCUT ROUTING"); + SameLine(); + MetricsHelpMarker("Declared shortcut routes automatically set key owner when mods matches."); + { + Indent(); + if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; ) + { + ImGuiKeyRoutingData* routing_data = &rt->Entries[idx]; + ImGuiKeyChord key_chord = key | routing_data->Mods; + Text("%s: 0x%08X (scored %d)", GetKeyChordName(key_chord), routing_data->RoutingCurr, routing_data->RoutingCurrScore); + DebugLocateItemOnHover(routing_data->RoutingCurr); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + SameLine(); + if (DebugBreakButton("**DebugBreak**", "in SetShortcutRouting() for this KeyChord")) + g.DebugBreakInShortcutRouting = key_chord; + } + idx = routing_data->NextEntryIndex; + } + } + EndChild(); + Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Unindent(); + } + TreePop(); + } + + if (TreeNode("Internal state")) + { + Text("WINDOWING"); + Indent(); + Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); + Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL"); + Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0); + Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + Unindent(); + + Text("ITEMS"); + Indent(); + Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource)); + DebugLocateItemOnHover(g.ActiveId); + Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame + Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer); + Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + DebugLocateItemOnHover(g.DragDropPayload.SourceId); + Unindent(); + + Text("NAV,FOCUS"); + Indent(); + Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); + Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); + DebugLocateItemOnHover(g.NavId); + Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); + Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData); + Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); + Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId); + Text("NavActivateFlags: %04X", g.NavActivateFlags); + Text("NavCursorVisible: %d, NavHighlightItemUnderNav: %d", g.NavCursorVisible, g.NavHighlightItemUnderNav); + Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); + Text("NavFocusRoute[] = "); + for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--) + { + const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n]; + SameLine(0.0f, 0.0f); + Text("0x%08X/", focus_scope.ID); + SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name); + } + Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); + Unindent(); + + TreePop(); + } + + // Overlay: Display windows Rectangles and Begin Order + if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder) + { + for (ImGuiWindow* window : g.Windows) + { + if (!window->WasActive) + continue; + ImDrawList* draw_list = GetForegroundDrawList(window); + if (cfg->ShowWindowsRects) + { + ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + char buf[32]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); + float font_size = GetFontSize(); + draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); + draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); + } + } + } + + // Overlay: Display Tables Rectangles + if (cfg->ShowTablesRects) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1) + continue; + ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); + if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n); + ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255); + float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f; + draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + } + } + +#ifdef IMGUI_HAS_DOCK + // Overlay: Display Docking info + if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode) + { + char buf[64] = ""; + char* p = buf; + ImGuiDockNode* node = g.DebugHoveredDockNode; + ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); + int depth = DockNodeGetDepth(node); + overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); + ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth; + overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255)); + overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf); + } +#endif // #ifdef IMGUI_HAS_DOCK + + End(); +} + +void ImGui::DebugBreakClearData() +{ + // Those fields are scattered in their respective subsystem to stay in hot-data locations + ImGuiContext& g = *GImGui; + g.DebugBreakInWindow = 0; + g.DebugBreakInTable = 0; + g.DebugBreakInShortcutRouting = ImGuiKey_None; +} + +void ImGui::DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location) +{ + if (!BeginItemTooltip()) + return; + Text("To call IM_DEBUG_BREAK() %s:", description_of_location); + Separator(); + TextUnformatted(keyboard_only ? "- Press 'Pause/Break' on keyboard." : "- Press 'Pause/Break' on keyboard.\n- or Click (may alter focus/active id).\n- or navigate using keyboard and press space."); + Separator(); + TextUnformatted("Choose one way that doesn't interfere with what you are trying to debug!\nYou need a debugger attached or this will crash!"); + EndTooltip(); +} + +// Special button that doesn't take focus, doesn't take input owner, and can be activated without a click etc. +// In order to reduce interferences with the contents we are trying to debug into. +bool ImGui::DebugBreakButton(const char* label, const char* description_of_location) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrLineTextBaseOffset); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x * 2.0f, label_size.y); + + const ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + // WE DO NOT USE ButtonEx() or ButtonBehavior() in order to reduce our side-effects. + bool hovered = ItemHoverable(bb, id, g.CurrentItemFlags); + bool pressed = hovered && (IsKeyChordPressed(g.DebugBreakKeyChord) || IsMouseClicked(0) || g.NavActivateId == id); + DebugBreakButtonTooltip(false, description_of_location); + + ImVec4 col4f = GetStyleColorVec4(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImVec4 hsv; + ColorConvertRGBtoHSV(col4f.x, col4f.y, col4f.z, hsv.x, hsv.y, hsv.z); + ColorConvertHSVtoRGB(hsv.x + 0.20f, hsv.y, hsv.z, col4f.x, col4f.y, col4f.z); + + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, GetColorU32(col4f), true, g.Style.FrameRounding); + RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, g.Style.ButtonTextAlign, &bb); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// [DEBUG] Display contents of Columns +void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) +{ + if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) + return; + BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); + for (ImGuiOldColumnData& column : columns->Columns) + BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm)); + TreePop(); +} + +static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled) +{ + using namespace ImGui; + PushID(label); + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f)); + Text("%s:", label); + if (!enabled) + BeginDisabled(); + CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize); + CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX); + CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY); + CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar); + CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar); + CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton); + CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton); + CheckboxFlags("DockedWindowsInFocusRoute", p_flags, ImGuiDockNodeFlags_DockedWindowsInFocusRoute); + CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags + CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit); + CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther); + CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe); + CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther); + CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty); + CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking); + if (!enabled) + EndDisabled(); + PopStyleVar(); + PopID(); +} + +// [DEBUG] Display contents of ImDockNode +void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) +{ + ImGuiContext& g = *GImGui; + const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2); // Submitted with ImGuiDockNodeFlags_KeepAliveOnly + const bool is_active = (g.FrameCount - node->LastFrameActive < 2); // Submitted + if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open; + ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (node->Windows.Size > 0) + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + else + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + if (!is_alive) { PopStyleColor(); } + if (is_active && IsItemHovered()) + if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow) + GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255)); + if (open) + { + IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); + IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); + BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", + node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); + DebugNodeWindow(node->HostWindow, "HostWindow"); + DebugNodeWindow(node->VisibleWindow, "VisibleWindow"); + BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId); + BulletText("Misc:%s%s%s%s%s%s%s", + node->IsDockSpace() ? " IsDockSpace" : "", + node->IsCentralNode() ? " IsCentralNode" : "", + is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "", + node->WantLockSizeOnce ? " WantLockSizeOnce" : "", + node->HasCentralNodeChild ? " HasCentralNodeChild" : ""); + if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags)) + { + if (BeginTable("flags", 4)) + { + TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true); + EndTable(); + } + TreePop(); + } + if (node->ParentNode) + DebugNodeDockNode(node->ParentNode, "ParentNode"); + if (node->ChildNodes[0]) + DebugNodeDockNode(node->ChildNodes[0], "Child[0]"); + if (node->ChildNodes[1]) + DebugNodeDockNode(node->ChildNodes[1], "Child[1]"); + if (node->TabBar) + DebugNodeTabBar(node->TabBar, "TabBar"); + DebugNodeWindowsList(&node->Windows, "Windows"); + + TreePop(); + } +} + +// [DEBUG] Display contents of ImDrawList +// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport. +void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + int cmd_count = draw_list->CmdBuffer.Size; + if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) + cmd_count--; + bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count); + if (draw_list == GetWindowDrawList()) + { + SameLine(); + TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + if (node_open) + TreePop(); + return; + } + + ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list + if (window && IsItemHovered() && fg_draw_list) + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!node_open) + return; + + if (window && !window->WasActive) + TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); + + for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++) + { + if (pcmd->UserCallback) + { + BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); + continue; + } + + char texid_desc[20]; + FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TextureId); + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); + if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes); + if (!pcmd_node_open) + continue; + + // Calculate approximate coverage area (touched pixel count) + // This will be in pixels squared as long there's no post-scaling happening to the renderer output. + const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset; + float total_area = 0.0f; + for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; ) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos; + total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); + } + + // Display vertex information summary. Hover to get all triangles drawn in wire-frame + ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); + Selectable(buf); + if (IsItemHovered() && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false); + + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGuiListClipper clipper; + clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + while (clipper.Step()) + for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) + { + char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf); + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_i++) + { + const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; + triangle[n] = v.pos; + buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", + (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + } + + Selectable(buf, false); + if (fg_draw_list && IsItemHovered()) + { + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); + fg_draw_list->Flags = backup_flags; + } + } + TreePop(); + } + TreePop(); +} + +// [DEBUG] Display mesh/aabb of a ImDrawCmd +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb) +{ + IM_ASSERT(show_mesh || show_aabb); + + // Draw wire-frame version of all triangles + ImRect clip_rect = draw_cmd->ClipRect; + ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + ImDrawListFlags backup_flags = out_draw_list->Flags; + out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; ) + { + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list + ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; + + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); + if (show_mesh) + out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles + } + // Draw bounding boxes + if (show_aabb) + { + out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + } + out_draw_list->Flags = backup_flags; +} + +// [DEBUG] Display details for a single font, called by ShowStyleEditor(). +void ImGui::DebugNodeFont(ImFont* font) +{ + bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", + font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); + SameLine(); + if (SmallButton("Set as default")) + GetIO().FontDefault = font; + if (!opened) + return; + + // Display preview text + PushFont(font); + Text("The quick brown fox jumps over the lazy dog"); + PopFont(); + + // Display details + SetNextItemWidth(GetFontSize() * 8); + DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); + SameLine(); MetricsHelpMarker( + "Note that the default embedded font is NOT meant to be scaled.\n\n" + "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " + "You may oversample them to get some flexibility with scaling. " + "You can also render at multiple sizes and select which one to use at runtime.\n\n" + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); + Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + char c_str[5]; + Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); + Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); + const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); + Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) + if (font->ConfigData) + if (const ImFontConfig* cfg = &font->ConfigData[config_i]) + BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); + + // Display all glyphs of the fonts in separate pages of 256 characters + if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + { + ImDrawList* draw_list = GetWindowDrawList(); + const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); + const float cell_size = font->FontSize * 1; + const float cell_spacing = GetStyle().ItemSpacing.y; + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) + { + base += 4096 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (font->FindGlyphNoFallback((ImWchar)(base + n))) + count++; + if (count <= 0) + continue; + if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + + // Draw a 16x16 grid of glyphs + ImVec2 base_pos = GetCursorScreenPos(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (!glyph) + continue; + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip()) + { + DebugNodeFontGlyph(font, glyph); + EndTooltip(); + } + } + Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + TreePop(); + } + TreePop(); + } + TreePop(); +} + +void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph) +{ + Text("Codepoint: U+%04X", glyph->Codepoint); + Separator(); + Text("Visible: %d", glyph->Visible); + Text("AdvanceX: %.1f", glyph->AdvanceX); + Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); +} + +// [DEBUG] Display contents of ImGuiStorage +void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) +{ + if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) + return; + for (const ImGuiStoragePair& p : storage->Data) + { + BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. + DebugLocateItemOnHover(p.key); + } + TreePop(); +} + +// [DEBUG] Display contents of ImGuiTabBar +void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) +{ + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); + p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); + for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab)); + } + p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(label, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (is_active && IsItemHovered()) + { + ImDrawList* draw_list = GetForegroundDrawList(); + draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + } + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + PushID(tab); + if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); + if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); + Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f", + tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth); + PopID(); + } + TreePop(); + } +} + +void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + SetNextItemOpen(true, ImGuiCond_Once); + bool open = TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + g.DebugMetricsConfig.HighlightViewportID = viewport->ID; + if (open) + { + ImGuiWindowFlags flags = viewport->Flags; + BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%", + viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, + viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y, + viewport->PlatformMonitor, viewport->DpiScale * 100.0f); + if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } } + BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags, + //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard + (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", + (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "", + (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "", + (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "", + (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", + (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "", + (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", + (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "", + (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", + (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", + (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "", + (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "", + (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : ""); + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + TreePop(); + } +} + +void ImGui::DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx) +{ + BulletText("%s %d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", + label, idx, monitor->DpiScale * 100.0f, + monitor->MainPos.x, monitor->MainPos.y, monitor->MainPos.x + monitor->MainSize.x, monitor->MainPos.y + monitor->MainSize.y, monitor->MainSize.x, monitor->MainSize.y, + monitor->WorkPos.x, monitor->WorkPos.y, monitor->WorkPos.x + monitor->WorkSize.x, monitor->WorkPos.y + monitor->WorkSize.y, monitor->WorkSize.x, monitor->WorkSize.y); +} + +void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) +{ + if (window == NULL) + { + BulletText("%s: NULL", label); + return; + } + + ImGuiContext& g = *GImGui; + const bool is_active = window->WasActive; + ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered() && is_active) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!open) + return; + + if (window->MemoryCompacted) + TextDisabled("Note: some memory buffers have been compacted/freed."); + + if (g.IO.ConfigDebugIsDebuggerPresent && DebugBreakButton("**DebugBreak**", "in Begin()")) + g.DebugBreakInWindow = window->ID; + + ImGuiWindowFlags flags = window->Flags; + DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); + BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); + BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + if (flags & ImGuiWindowFlags_ChildWindow) + BulletText("ChildFlags: 0x%08X (%s%s%s%s..)", window->ChildFlags, + (window->ChildFlags & ImGuiChildFlags_Borders) ? "Borders " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeX) ? "ResizeX " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeY) ? "ResizeY " : "", + (window->ChildFlags & ImGuiChildFlags_NavFlattened) ? "NavFlattened " : ""); + BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId); + BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); + BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); + BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + { + ImRect r = window->NavRectRel[layer]; + if (r.Min.x >= r.Max.x && r.Min.y >= r.Max.y) + BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); + else + BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); + DebugLocateItemOnHover(window->NavLastIds[layer]); + } + const ImVec2* pr = window->NavPreferredScoringPosRel; + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater. + BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + + BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); + BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); + BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible); + if (window->DockNode || window->DockNodeAsHost) + DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); + + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); } + if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } + if (window->ParentWindowForFocusRoute != NULL) { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); } + if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } + if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) + { + for (ImGuiOldColumns& columns : window->ColumnsStorage) + DebugNodeColumns(&columns); + TreePop(); + } + DebugNodeStorage(&window->StateStorage, "Storage"); + TreePop(); +} + +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + if (settings->WantDelete) + BeginDisabled(); + Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", + settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); + if (settings->WantDelete) + EndDisabled(); +} + +void ImGui::DebugNodeWindowsList(ImVector* windows, const char* label) +{ + if (!TreeNode(label, "%s (%d)", label, windows->Size)) + return; + for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back + { + PushID((*windows)[i]); + DebugNodeWindow((*windows)[i], "Window"); + PopID(); + } + TreePop(); +} + +// FIXME-OPT: This is technically suboptimal, but it is simpler this way. +void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack) +{ + for (int i = 0; i < windows_size; i++) + { + ImGuiWindow* window = windows[i]; + if (window->ParentWindowInBeginStack != parent_in_begin_stack) + continue; + char buf[20]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext); + //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name); + DebugNodeWindow(window, buf); + Indent(); + DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); + Unindent(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DEBUG LOG WINDOW +//----------------------------------------------------------------------------- + +void ImGui::DebugLog(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + DebugLogV(fmt, args); + va_end(args); +} + +void ImGui::DebugLogV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const int old_size = g.DebugLogBuf.size(); + if (g.ContextName[0] != 0) + g.DebugLogBuf.appendf("[%s] [%05d] ", g.ContextName, g.FrameCount); + else + g.DebugLogBuf.appendf("[%05d] ", g.FrameCount); + g.DebugLogBuf.appendfv(fmt, args); + g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size()); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY) + IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size); +#ifdef IMGUI_ENABLE_TEST_ENGINE + // IMGUI_TEST_ENGINE_LOG() adds a trailing \n automatically + const int new_size = g.DebugLogBuf.size(); + const bool trailing_carriage_return = (g.DebugLogBuf[new_size - 1] == '\n'); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine) + IMGUI_TEST_ENGINE_LOG("%.*s", new_size - old_size - (trailing_carriage_return ? 1 : 0), g.DebugLogBuf.begin() + old_size); +#endif +} + +// FIXME-LAYOUT: To be done automatically via layout mode once we rework ItemSize/ItemAdd into ItemLayout. +static void SameLineOrWrap(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos(window->DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window->DC.CursorPosPrevLine.y); + if (window->WorkRect.Contains(ImRect(pos, pos + size))) + ImGui::SameLine(); +} + +static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags) +{ + ImGuiContext& g = *GImGui; + ImVec2 size(ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x + ImGui::CalcTextSize(name).x, ImGui::GetFrameHeight()); + SameLineOrWrap(size); // FIXME-LAYOUT: To be done automatically once we rework ItemSize/ItemAdd into ItemLayout. + + bool highlight_errors = (flags == ImGuiDebugLogFlags_EventError && g.DebugLogSkippedErrors > 0); + if (highlight_errors) + ImGui::PushStyleColor(ImGuiCol_Text, ImLerp(g.Style.Colors[ImGuiCol_Text], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.30f)); + if (ImGui::CheckboxFlags(name, &g.DebugLogFlags, flags) && g.IO.KeyShift && (g.DebugLogFlags & flags) != 0) + { + g.DebugLogAutoDisableFrames = 2; + g.DebugLogAutoDisableFlags |= flags; + } + if (highlight_errors) + { + ImGui::PopStyleColor(); + ImGui::SetItemTooltip("%d past errors skipped.", g.DebugLogSkippedErrors); + } + else + { + ImGui::SetItemTooltip("Hold SHIFT when clicking to enable for 2 frames only (useful for spammy log entries)"); + } +} + +void ImGui::ShowDebugLogWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + ImGuiDebugLogFlags all_enable_flags = ImGuiDebugLogFlags_EventMask_ & ~ImGuiDebugLogFlags_EventInputRouting; + CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags); + SetItemTooltip("(except InputRouting which is spammy)"); + + ShowDebugLogFlag("Errors", ImGuiDebugLogFlags_EventError); + ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId); + ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper); + ShowDebugLogFlag("Docking", ImGuiDebugLogFlags_EventDocking); + ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus); + ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO); + //ShowDebugLogFlag("Font", ImGuiDebugLogFlags_EventFont); + ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav); + ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup); + ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection); + ShowDebugLogFlag("Viewport", ImGuiDebugLogFlags_EventViewport); + ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting); + + if (SmallButton("Clear")) + { + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + g.DebugLogSkippedErrors = 0; + } + SameLine(); + if (SmallButton("Copy")) + SetClipboardText(g.DebugLogBuf.c_str()); + SameLine(); + if (SmallButton("Configure Outputs..")) + OpenPopup("Outputs"); + if (BeginPopup("Outputs")) + { + CheckboxFlags("OutputToTTY", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTTY); +#ifndef IMGUI_ENABLE_TEST_ENGINE + BeginDisabled(); +#endif + CheckboxFlags("OutputToTestEngine", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTestEngine); +#ifndef IMGUI_ENABLE_TEST_ENGINE + EndDisabled(); +#endif + EndPopup(); + } + + BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + + const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags; + g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper; + + ImGuiListClipper clipper; + clipper.Begin(g.DebugLogIndex.size()); + while (clipper.Step()) + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + DebugTextUnformattedWithLocateItem(g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no), g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no)); + g.DebugLogFlags = backup_log_flags; + if (GetScrollY() >= GetScrollMaxY()) + SetScrollHereY(1.0f); + EndChild(); + + End(); +} + +// Display line, search for 0xXXXXXXXX identifiers and call DebugLocateItemOnHover() when hovered. +void ImGui::DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end) +{ + TextUnformatted(line_begin, line_end); + if (!IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + return; + ImGuiContext& g = *GImGui; + ImRect text_rect = g.LastItemData.Rect; + for (const char* p = line_begin; p <= line_end - 10; p++) + { + ImGuiID id = 0; + if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1 || ImCharIsXdigitA(p[10])) + continue; + ImVec2 p0 = CalcTextSize(line_begin, p); + ImVec2 p1 = CalcTextSize(p, p + 10); + g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y)); + if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true)) + DebugLocateItemOnHover(id); + p += 10; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) +//----------------------------------------------------------------------------- + +// Draw a small cross at current CursorPos in current window's DrawList +void ImGui::DebugDrawCursorPos(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos = window->DC.CursorPos; + window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f); + window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f); +} + +// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList +void ImGui::DebugDrawLineExtents(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float curr_x = window->DC.CursorPos.x; + float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y); + float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f); +} + +// Draw last item rect in ForegroundDrawList (so it is always visible) +void ImGui::DebugDrawItemRect(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); +} + +// [DEBUG] Locate item position/rectangle given an ID. +static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255); // Green + +void ImGui::DebugLocateItem(ImGuiID target_id) +{ + ImGuiContext& g = *GImGui; + g.DebugLocateId = target_id; + g.DebugLocateFrames = 2; + g.DebugBreakInLocateId = false; +} + +// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow. +void ImGui::DebugLocateItemOnHover(ImGuiID target_id) +{ + if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return; + ImGuiContext& g = *GImGui; + DebugLocateItem(target_id); + GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR); + + // Can't easily use a context menu here because it will mess with focus, active id etc. + if (g.IO.ConfigDebugIsDebuggerPresent && g.MouseStationaryTimer > 1.0f) + { + DebugBreakButtonTooltip(false, "in ItemAdd()"); + if (IsKeyChordPressed(g.DebugBreakKeyChord)) + g.DebugBreakInLocateId = true; + } +} + +void ImGui::DebugLocateItemResolveWithLastItem() +{ + ImGuiContext& g = *GImGui; + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInLocateId) + IM_DEBUG_BREAK(); + + ImGuiLastItemData item_data = g.LastItemData; + g.DebugLocateId = 0; + ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow); + ImRect r = item_data.Rect; + r.Expand(3.0f); + ImVec2 p1 = g.IO.MousePos; + ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y); + draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR); + draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR); +} + +void ImGui::DebugStartItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerActive = true; +} + +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakId = 0; + if (!g.DebugItemPickerActive) + return; + + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + SetMouseCursor(ImGuiMouseCursor_Hand); + if (IsKeyPressed(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift); + if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id) + { + g.DebugItemPickerBreakId = hovered_id; + g.DebugItemPickerActive = false; + } + for (int mouse_button = 0; mouse_button < 3; mouse_button++) + if (change_mapping && IsMouseClicked(mouse_button)) + g.DebugItemPickerMouseButton = (ImU8)mouse_button; + SetNextWindowBgAlpha(0.70f); + if (!BeginTooltip()) + return; + Text("HoveredId: 0x%08X", hovered_id); + Text("Press ESC to abort picking."); + const char* mouse_button_names[] = { "Left", "Right", "Middle" }; + if (change_mapping) + Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button."); + else + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]); + EndTooltip(); +} + +// [DEBUG] ID Stack Tool: update queries. Called by NewFrame() +void ImGui::UpdateDebugToolStackQueries() +{ + ImGuiContext& g = *GImGui; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Clear hook when id stack tool is not visible + g.DebugHookIdInfo = 0; + if (g.FrameCount != tool->LastActiveFrame + 1) + return; + + // Update queries. The steps are: -1: query Stack, >= 0: query each stack item + // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time + const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; + if (tool->QueryId != query_id) + { + tool->QueryId = query_id; + tool->StackLevel = -1; + tool->Results.resize(0); + } + if (query_id == 0) + return; + + // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) + int stack_level = tool->StackLevel; + if (stack_level >= 0 && stack_level < tool->Results.Size) + if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) + tool->StackLevel++; + + // Update hook + stack_level = tool->StackLevel; + if (stack_level == -1) + g.DebugHookIdInfo = query_id; + if (stack_level >= 0 && stack_level < tool->Results.Size) + { + g.DebugHookIdInfo = tool->Results[stack_level].ID; + tool->Results[stack_level].QueryFrameCount++; + } +} + +// [DEBUG] ID Stack tool: hooks called by GetID() family functions +void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Step 0: stack query + // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget. + if (tool->StackLevel == -1) + { + tool->StackLevel++; + tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); + for (int n = 0; n < window->IDStack.Size + 1; n++) + tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; + return; + } + + // Step 1+: query for individual level + IM_ASSERT(tool->StackLevel >= 0); + if (tool->StackLevel != window->IDStack.Size) + return; + ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; + IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); + + switch (data_type) + { + case ImGuiDataType_S32: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); + break; + case ImGuiDataType_String: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id); + break; + case ImGuiDataType_Pointer: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); + break; + case ImGuiDataType_ID: + if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. + return; + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); + break; + default: + IM_ASSERT(0); + } + info->QuerySuccess = true; + info->DataType = data_type; +} + +static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size) +{ + ImGuiStackLevelInfo* info = &tool->Results[n]; + ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name); + if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc); + if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + return (*buf = 0); +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label); +#endif + return ImFormatString(buf, buf_size, "???"); +} + +// ID Stack Tool: Display UI +void ImGui::ShowIDStackToolWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // Display hovered/active status + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + const ImGuiID active_id = g.ActiveId; +#ifdef IMGUI_ENABLE_TEST_ENGINE + Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : ""); +#else + Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id); +#endif + SameLine(); + MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); + + // CTRL+C to copy path + const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime; + Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC); + SameLine(); + TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*"); + if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused)) + { + tool->CopyToClipboardLastTime = (float)g.Time; + char* p = g.TempBuffer.Data; + char* p_end = p + g.TempBuffer.Size; + for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++) + { + *p++ = '/'; + char level_desc[256]; + StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); + for (int n = 0; level_desc[n] && p + 2 < p_end; n++) + { + if (level_desc[n] == '/') + *p++ = '\\'; + *p++ = level_desc[n]; + } + } + *p = '\0'; + SetClipboardText(g.TempBuffer.Data); + } + + // Display decorated stack + tool->LastActiveFrame = g.FrameCount; + if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) + { + const float id_width = CalcTextSize("0xDDDDDDDD").x; + TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); + TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); + TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); + TableHeadersRow(); + for (int n = 0; n < tool->Results.Size; n++) + { + ImGuiStackLevelInfo* info = &tool->Results[n]; + TableNextColumn(); + Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); + TableNextColumn(); + StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size); + TextUnformatted(g.TempBuffer.Data); + TableNextColumn(); + Text("0x%08X", info->ID); + if (n == tool->Results.Size - 1) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); + } + EndTable(); + } + End(); +} + +#else + +void ImGui::ShowMetricsWindow(bool*) {} +void ImGui::ShowFontAtlas(ImFontAtlas*) {} +void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} +void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {} +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} +void ImGui::DebugNodeFont(ImFont*) {} +void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} +void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} +void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} +void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} +void ImGui::DebugNodeViewport(ImGuiViewportP*) {} + +void ImGui::ShowDebugLogWindow(bool*) {} +void ImGui::ShowIDStackToolWindow(bool*) {} +void ImGui::DebugStartItemPicker() {} +void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} + +#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +//----------------------------------------------------------------------------- + +// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. +// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github. +#ifdef IMGUI_INCLUDE_IMGUI_USER_INL +#include "imgui_user.inl" +#endif + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui.h b/src/main/imgui/imgui.h new file mode 100644 index 0000000..897d43e --- /dev/null +++ b/src/main/imgui/imgui.h @@ -0,0 +1,3987 @@ +// dear imgui, v1.91.7 +// (headers) + +// Help: +// - See links below. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Read top of imgui.cpp for more details, links and comments. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. + +// Resources: +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) + +// For first-time users having issues compiling/linking/running/loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. + +// Library Version +// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') +#define IMGUI_VERSION "1.91.7" +#define IMGUI_VERSION_NUM 19170 +#define IMGUI_HAS_TABLE +#define IMGUI_HAS_VIEWPORT // Viewport WIP branch +#define IMGUI_HAS_DOCK // Docking WIP branch + +/* + +Index of this file: +// [SECTION] Header mess +// [SECTION] Forward declarations and basic types +// [SECTION] Dear ImGui end-user API functions +// [SECTION] Flags & Enumerations +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<> +// [SECTION] ImGuiStyle +// [SECTION] ImGuiIO +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload) +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage) +// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) +// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) +// [SECTION] Obsolete functions and types + +*/ + +#pragma once + +// Configuration file with compile-time options +// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system) +#ifdef IMGUI_USER_CONFIG +#include IMGUI_USER_CONFIG +#endif +#include "imconfig.h" + +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +// Includes +#include // FLT_MIN, FLT_MAX +#include // va_list, va_start, va_end +#include // ptrdiff_t, NULL +#include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp + +// Define attributes of all API symbols declarations (e.g. for DLL under Windows) +// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h) +// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up. +#ifndef IMGUI_API +#define IMGUI_API +#endif +#ifndef IMGUI_IMPL_API +#define IMGUI_IMPL_API IMGUI_API +#endif + +// Helper Macros +#ifndef IM_ASSERT +#include +#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h +#endif +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! +#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. + +// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details. +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) + +// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. +// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different +// location. e.g. #include + void myprintf(_Printf_format_string_ const char* format, ...)) +#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) +#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) +#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) +#else +#define IM_FMTARGS(FMT) +#define IM_FMTLIST(FMT) +#endif + +// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) +#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID) +#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) +#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) +#else +#define IM_MSVC_RUNTIME_CHECKS_OFF +#define IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#endif +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations and basic types +//----------------------------------------------------------------------------- + +// Scalar data types +typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string) +typedef signed char ImS8; // 8-bit signed integer +typedef unsigned char ImU8; // 8-bit unsigned integer +typedef signed short ImS16; // 16-bit signed integer +typedef unsigned short ImU16; // 16-bit unsigned integer +typedef signed int ImS32; // 32-bit signed integer == int +typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) +typedef signed long long ImS64; // 64-bit signed integer +typedef unsigned long long ImU64; // 64-bit unsigned integer + +// Forward declarations +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) +struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. +struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) +struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImFont; // Runtime data for a single font within a parent ImFontAtlas +struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). +struct ImFontConfig; // Configuration data when adding a font or merging fonts +struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) +struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) +struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) +struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO) +struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. +struct ImGuiListClipper; // Helper to manually clip large list of items +struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame +struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO. +struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function. +struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors +struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests. +struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage. +struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO) +struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) +struct ImGuiStorage; // Helper for key->value storage (container sorted by key) +struct ImGuiStoragePair; // Helper for key->value storage (pair) +struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table +struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") +struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor +struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) + +// Enumerations +// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down) +enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) +enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen) +enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending) +typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions +typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type +typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape +typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling +typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() + +// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build +typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() +typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild() +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. +typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags +typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() +typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() +typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. +typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut() +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items +typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. +typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() +typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect() +typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() +typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() +typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn() +typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() + +// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] +// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. +// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. +// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators. +// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings) +#ifndef ImTextureID +typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) +#endif + +// ImDrawIdx: vertex index. [Compile-time configurable type] +// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). +// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) +#endif + +// Character types +// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) +typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. +typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. +#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif + +// Multi-Selection item index or identifier when using BeginMultiSelect() +// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure. +// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details. +typedef ImS64 ImGuiSelectionUserData; + +// Callback and functions types +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() + +// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] +// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec2 +{ + float x, y; + constexpr ImVec2() : x(0.0f), y(0.0f) { } + constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { } + float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine. + float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; } +#ifdef IM_VEC2_CLASS_EXTRA + IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. +#endif +}; + +// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] +struct ImVec4 +{ + float x, y, z, w; + constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { } + constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { } +#ifdef IM_VEC4_CLASS_EXTRA + IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. +#endif +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] Dear ImGui end-user API functions +// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Context creation and access + // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. + IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); + IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context + IMGUI_API ImGuiContext* GetCurrentContext(); + IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + + // Main + IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.) + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame! + IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. + + // Demo, Debug, Information + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. + IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events. + IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) + IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. + IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. + IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls). + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) + + // Styles + IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) + IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style + + // Windows + // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. + // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, + // which clicking will set the boolean to false when clicked. + // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. + // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). + // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + // - Note that the bottom of window stack always contains a window called "Debug". + IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); + IMGUI_API void End(); + + // Child Windows + // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. + // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". + // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true. + // Consider updating your old code: + // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); + // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders); + // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): + // == 0.0f: use remaining parent window size for this axis. + // > 0.0f: use specified size for this axis. + // < 0.0f: right/bottom-align to specified distance from available content boundaries. + // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents. + // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended. + // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value. + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API void EndChild(); + + // Windows Utilities + // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. + IMGUI_API bool IsWindowAppearing(); + IMGUI_API bool IsWindowCollapsed(); + IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. + IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. + IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x. + IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y. + IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. + + // Window manipulation + // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. + IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() + IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis). + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). + IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. + IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. + IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. + + // Windows Scrolling + // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). + // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). + IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + + // Parameters stacks (shared) + IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font + IMGUI_API void PopFont(); + IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); + IMGUI_API void PopStyleColor(int count = 1); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()! + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. " + IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. " + IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. " + IMGUI_API void PopStyleVar(int count = 1); + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true) + IMGUI_API void PopItemFlag(); + + // Parameters stacks (current window) + IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). + IMGUI_API void PopItemWidth(); + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side) + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API void PopTextWrapPos(); + + // Style read access + // - Use the ShowStyleEditor() function to interactively see/edit the colors. + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. + + // Layout cursor positioning + // - By "cursor" we mean the current output position. + // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. + // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail(). + // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: + // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward. + // - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos() + // - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM. + // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it. + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API). + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend. + IMGUI_API float GetCursorPosX(); // [window-local] " + IMGUI_API float GetCursorPosY(); // [window-local] " + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] " + IMGUI_API void SetCursorPosX(float local_x); // [window-local] " + IMGUI_API void SetCursorPosY(float local_y); // [window-local] " + IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version. + + // Other layout functions + IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. + IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context. + IMGUI_API void Spacing(); // add vertical spacing. + IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. + IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void BeginGroup(); // lock horizontal starting position + IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) + IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) + IMGUI_API float GetTextLineHeight(); // ~ FontSize + IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) + IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 + IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) + + // ID stack/scopes + // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui. + // - Those questions are answered and impacted by understanding of the ID stack system: + // - "Q: Why is my widget not reacting when I click on it?" + // - "Q: How can I have widgets with an empty label?" + // - "Q: How can I have multiple widgets with the same label?" + // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely + // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not normally displayed. + IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). + IMGUI_API void PopID(); // pop from the ID stack. + IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself + IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); + IMGUI_API ImGuiID GetID(const void* ptr_id); + IMGUI_API ImGuiID GetID(int int_id); + + // Widgets: Text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text + IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). + IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets + IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() + IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line + + // Widgets: Main + // - Most widgets return true when the value has been changed or when pressed/selected + // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. + IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button + IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape + IMGUI_API bool Checkbox(const char* label, bool* v); + IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); + IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); + IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } + IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); + IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked + IMGUI_API void TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked + + // Widgets: Images + // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. + // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size. + // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0)); + IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + + // Widgets: Combo Box (Dropdown) + // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); + IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! + IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" + IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1); + + // Widgets: Drag Sliders + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', + // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. + // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. + // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. + // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Regular Sliders + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. + IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Input with Keyboard + // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. + // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. + IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + + // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) + // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. + // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x + IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. + IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. + + // Widgets: Trees + // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. + IMGUI_API bool TreeNode(const char* label); + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " + IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); + IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. + IMGUI_API void TreePush(const void* ptr_id); // " + IMGUI_API void TreePop(); // ~ Unindent()+PopID() + IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode + IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). + IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id). + + // Widgets: Selectables + // - A selectable highlights when hovered, and can display another color when selected. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. + IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height + IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + + // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA] + // - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used. + // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else). + // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo. + // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree, + // which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo. + // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them. + IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1); + IMGUI_API ImGuiMultiSelectIO* EndMultiSelect(); + IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly. + + // Widgets: List Boxes + // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result. + // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items. + // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. + // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth + // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items + IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region + IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! + IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1); + + // Widgets: Data Plotting + // - Consider using ImPlot (https://github.com/epezent/implot) which is much better! + IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + + // Widgets: Value() Helpers. + // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) + IMGUI_API void Value(const char* prefix, bool b); + IMGUI_API void Value(const char* prefix, int v); + IMGUI_API void Value(const char* prefix, unsigned int v); + IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); + + // Widgets: Menus + // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. + // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. + // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. + // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. + IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). + IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! + IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. + IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL + + // Tooltips + // - Tooltips are windows following the mouse. They do not take focus away. + // - A tooltip window can contain items of any types. + // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip) + IMGUI_API bool BeginTooltip(); // begin/append a tooltip window. + IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true! + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip(). + IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Tooltips: helpers for showing a tooltip when hovering an item + // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom. + // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom. + // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered. + IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip(). + IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Popups, Modals + // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. + // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. + // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). + // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. + // This is sometimes leading to confusing mistakes. May rework this in the future. + // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window. + // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar. + IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + + // Popups: open/close functions + // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. + // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). + // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. + // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter + IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). + IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks + IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. + + // Popups: open+begin combined functions helpers + // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. + // - They are convenient to easily create context menus, hence the name. + // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. + // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). + + // Popups: query functions + // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. + IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. + + // Tables + // - Full-featured replacement for old Columns API. + // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary. + // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. + // The typical call flow is: + // - 1. Call BeginTable(), early out if returning false. + // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. + // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. + // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. + // - 5. Populate contents: + // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. + // - If you are using tables as a sort of grid, where every column is holding the same type of contents, + // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). + // TableNextColumn() will automatically wrap-around into the next row if needed. + // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! + // - Summary of possible call flow: + // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK + // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK + // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! + // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! + // - 5. Call EndTable() + IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); + IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! + IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. + IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. + IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. + + // Tables: Headers & Columns declaration + // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. + // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. + // Headers are required to perform: reordering, sorting, and opening the context menu. + // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. + // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in + // some advanced use cases (e.g. adding custom widgets in header row). + // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); + IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu + IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW. + + // Tables: Sorting & Miscellaneous functions + // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. + // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have + // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, + // else you may wastefully sort your data every frame! + // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. + IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). + IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) + IMGUI_API int TableGetColumnIndex(); // return current column index. + IMGUI_API int TableGetRowIndex(); // return current row index. + IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. + IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. + IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) + IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. + IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. + + // Legacy Columns API (prefer using Tables!) + // - You can also use SameLine(pos_x) to mimic simplified columns. + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true); + IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished + IMGUI_API int GetColumnIndex(); // get current column index + IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column + IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column + IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f + IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column + IMGUI_API int GetColumnsCount(); + + // Tab Bars, Tabs + // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself. + IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar + IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. + IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. + IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + + // Docking + // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. + // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! + // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. + // - Drag from window menu button (upper-left button) to undock an entire node (all windows). + // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. + // About dockspaces: + // - Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it. + // This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent. + // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. + // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! + // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. + // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. + IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id + IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship) + IMGUI_API ImGuiID GetWindowDockID(); + IMGUI_API bool IsWindowDocked(); // is current window docked into another window? + + // Logging/Capture + // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard + IMGUI_API void LogFinish(); // stop logging (close file, etc.) + IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard + IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Drag and Drop + // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). + // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) + // - An item can be both drag source and drop target. + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted. + IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! + IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() + IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. + IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! + IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type. + + // Disabling [BETA API] + // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) + // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) + // - Tooltips windows by exception are opted out of disabling. + // - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) + IMGUI_API void BeginDisabled(bool disabled = true); + IMGUI_API void EndDisabled(); + + // Clipping + // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); + IMGUI_API void PopClipRect(); + + // Focus, Activation + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of of a newly appearing window. + IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. + + // Keyboard/Gamepad Navigation + IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse. + + // Overlapping mode + IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this. + + // Item/Widgets Utilities and Query Functions + // - Most of the functions are referring to the previous Item that has been submitted. + // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. + IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. + IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) + IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. + IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) + IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. + IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). + IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing. + IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand) + IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectSize(); // get size of last item + + // Viewports + // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. + // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. + // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. + IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. + + // Background/Foreground Draw Lists + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport = NULL); // get background draw list for the given viewport or viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport = NULL); // get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents. + + // Miscellaneous Utilities + IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. + IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. + IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. + IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). + IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) + IMGUI_API ImGuiStorage* GetStateStorage(); + + // Text Utilities + IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); + + // Color Utilities + IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); + IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); + IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); + IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); + + // Inputs Utilities: Keyboard/Mouse/Gamepad + // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). + // - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921) + // - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices) + IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. + IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead. + IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. + IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call. + + // Inputs Utilities: Shortcut Testing & Routing [BETA] + // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. + // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments) + // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments) + // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values. + // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it. + // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. + // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts) + // Child2 -> no call // When Child2 is focused, Parent gets the shortcut. + // The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical. + // This is an important property as it facilitate working with foreign code or larger codebase. + // - To understand the difference: + // - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect. + // - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route. + // - Visualize registered routes in 'Metrics/Debugger->Inputs'. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + + // Inputs Utilities: Key/Input Ownership [BETA] + // - One common use case would be to allow your items to disable standard inputs behaviors such + // as Tab or Alt key handling, Mouse Wheel scrolling, etc. + // e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling. + // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them. + // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version. + IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + + // Inputs Utilities: Mouse + // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. + // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. + // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') + IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available + IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) + IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) + IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) + IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape + IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call. + + // Clipboard Utilities + // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. + IMGUI_API const char* GetClipboardText(); + IMGUI_API void SetClipboardText(const char* text); + + // Settings/.Ini Utilities + // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). + // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. + // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). + IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). + IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). + IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. + + // Debug Utilities + // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger + IMGUI_API void DebugTextEncoding(const char* text); + IMGUI_API void DebugFlashStyleColor(ImGuiCol idx); + IMGUI_API void DebugStartItemPicker(); + IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code! + IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1); +#endif + + // Memory Allocators + // - Those functions are not reliant on the current context. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. + IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); + IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); + IMGUI_API void* MemAlloc(size_t size); + IMGUI_API void MemFree(void* ptr); + + // (Optional) Platform/OS interface for multi-viewport support + // Read comments around the ImGuiPlatformIO structure for more details. + // Note: You may use GetWindowViewport() to get the current viewport of the current window. + IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. + IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. + IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). + IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends. + IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.) + +} // namespace ImGui + +//----------------------------------------------------------------------------- +// [SECTION] Flags & Enumerations +//----------------------------------------------------------------------------- + +// Flags for ImGui::Begin() +// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly) +enum ImGuiWindowFlags_ +{ + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar + ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip + ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window + ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. + ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node). + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame + ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). + ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file + ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. + ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) + ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + + // [Internal] + ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() + ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() + ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() + ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() + ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() + ImGuiWindowFlags_DockNodeHost = 1 << 29, // Don't use! For internal use by Begin()/NewFrame() + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call. + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call. +#endif +}; + +// Flags for ImGui::BeginChild() +// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'. +// About using AutoResizeX/AutoResizeY flags: +// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). +// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. +// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped. +// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch. +// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view. +// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping. +enum ImGuiChildFlags_ +{ + ImGuiChildFlags_None = 0, + ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason) + ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense) + ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags) + ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). " + ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED. + ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding. + ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows. + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency. +#endif +}; + +// Flags for ImGui::PushItemFlag() +// (Those are shared by all items) +enum ImGuiItemFlags_ +{ + ImGuiItemFlags_None = 0, // (Default) + ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav. + ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls). + ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items). + ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held. + ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window. + ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set. +}; + +// Flags for ImGui::InputText() +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) +enum ImGuiInputTextFlags_ +{ + // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter) + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef + ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input) + ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z + ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs + + // Inputs + ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead! + ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert) + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter). + + // Other options + ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode + ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode + ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus + ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value. + ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal. + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + + // Elide display / Alignment + ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only! + + // Callback features + ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + ImGuiInputTextFlags_CallbackResize = 1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. + + // Obsolete names + //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior +}; + +// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() +enum ImGuiTreeNodeFlags_ +{ + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected + ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) + ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). + ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag! + ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node. + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area). + ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text. + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column) + ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 17, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7 + ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth,// Renamed in 1.90.7 +#endif +}; + +// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. +// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags', +// we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. +// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. +// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. +// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter +// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly. +// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). +enum ImGuiPopupFlags_ +{ + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left) + ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right) + ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation) + //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening. + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack + ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space + ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. + ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, +}; + +// Flags for ImGui::Selectable() +enum ImGuiSelectableFlags_ +{ + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups) + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column) + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one + ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0 + ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7 +#endif +}; + +// Flags for ImGui::BeginCombo() +enum ImGuiComboFlags_ +{ + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default + ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() + ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) + ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible + ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible + ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button + ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button + ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, +}; + +// Flags for ImGui::BeginTabBar() +enum ImGuiTabBarFlags_ +{ + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) + ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab + ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, // Resize tabs when they don't fit + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, // Add scroll buttons when tabs don't fit + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, +}; + +// Flags for ImGui::BeginTabItem() +enum ImGuiTabItemFlags_ +{ + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure. + ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem() + ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab + ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab + ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) + ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons) + ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. +}; + +// Flags for ImGui::IsWindowFocused() +enum ImGuiFocusedFlags_ +{ + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, +}; + +// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +enum ImGuiHoveredFlags_ +{ + ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. + ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered + ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) + ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item. + ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window. + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled + ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse + ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow, + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, + + // Tooltips mode + // - typically used in IsItemHovered() + SetTooltip() sequence. + // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior. + // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often. + // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay. + ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence. + + // (Advanced) Mouse Hovering delays. + // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags. + // - use those if you need specific overrides. + ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay. + ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this. + ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays) +}; + +// Flags for ImGui::DockSpace(), shared/inherited by child nodes. +// (Some flags can be applied to individual nodes directly) +// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. +enum ImGuiDockNodeFlags_ +{ + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. + //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty) + ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty. + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. + ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node. + ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces. + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node. + ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90 + ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90 +#endif +}; + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +enum ImGuiDragDropFlags_ +{ + ImGuiDragDropFlags_None = 0, + // BeginDragDropSource() flags + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior. + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item. + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) + ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context. + ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process. + // AcceptDragDropPayload() flags + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9 +#endif +}; + +// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. +#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. + +// A primary data type +enum ImGuiDataType_ +{ + ImGuiDataType_S8, // signed char / char (with sensible compilers) + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short + ImGuiDataType_S32, // int + ImGuiDataType_U32, // unsigned int + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 + ImGuiDataType_Float, // float + ImGuiDataType_Double, // double + ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets) + ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets) + ImGuiDataType_COUNT +}; + +// A cardinal direction +enum ImGuiDir : int +{ + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT +}; + +// A sorting direction +enum ImGuiSortDirection : ImU8 +{ + ImGuiSortDirection_None = 0, + ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. + ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. +}; + +// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. +// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87). +// Support for legacy keys was completely removed in 1.91.5. +// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921 +// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter(). +// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps. +enum ImGuiKey : int +{ + // Keyboard + ImGuiKey_None = 0, + ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0) + + ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + ImGuiKey_Space, + ImGuiKey_Enter, + ImGuiKey_Escape, + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, + ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, + ImGuiKey_Menu, + ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, + ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, + ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, + ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, + ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, + ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, + ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18, + ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24, + ImGuiKey_Apostrophe, // ' + ImGuiKey_Comma, // , + ImGuiKey_Minus, // - + ImGuiKey_Period, // . + ImGuiKey_Slash, // / + ImGuiKey_Semicolon, // ; + ImGuiKey_Equal, // = + ImGuiKey_LeftBracket, // [ + ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash) + ImGuiKey_RightBracket, // ] + ImGuiKey_GraveAccent, // ` + ImGuiKey_CapsLock, + ImGuiKey_ScrollLock, + ImGuiKey_NumLock, + ImGuiKey_PrintScreen, + ImGuiKey_Pause, + ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, + ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, + ImGuiKey_KeypadDecimal, + ImGuiKey_KeypadDivide, + ImGuiKey_KeypadMultiply, + ImGuiKey_KeypadSubtract, + ImGuiKey_KeypadAdd, + ImGuiKey_KeypadEnter, + ImGuiKey_KeypadEqual, + ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back" + ImGuiKey_AppForward, + + // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION + // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets) + ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) + ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) + ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows) + ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit + ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard + ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak + ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode) + ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode) + ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog] + ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog] + ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS) + ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS) + ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadRStickLeft, // [Analog] + ImGuiKey_GamepadRStickRight, // [Analog] + ImGuiKey_GamepadRStickUp, // [Analog] + ImGuiKey_GamepadRStickDown, // [Analog] + + // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls) + // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API. + ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY, + + // [Internal] Reserved for mod storage + ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper, + ImGuiKey_NamedKey_END, + + // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) + // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing + // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. + // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those + // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl). + // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. + // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and + // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... + // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call. + ImGuiMod_None = 0, + ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS) + ImGuiMod_Shift = 1 << 13, // Shift + ImGuiMod_Alt = 1 << 14, // Option/Menu + ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS) + ImGuiMod_Mask_ = 0xF000, // 4-bits + + // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END. + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, + //ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys + //ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_NamedKey_BEGIN) index. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was extremely misleading (since named keys don't start at 0 anymore) + ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl + ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 + //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 +#endif +}; + +// Flags for Shortcut(), SetNextItemShortcut(), +// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h) +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlags_ +{ + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + + // Flags for Shortcut(), SetNextItemShortcut() + // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal. + // - Default policy is RouteFocused. Can select only 1 policy among all available. + ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only. + ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window. + ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route). + ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly. + // - Routing options + ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route). + ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active. + ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. + ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window. + + // Flags for SetNextItemShortcut() + ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out) +}; + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +enum ImGuiConfigFlags_ +{ + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions. + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states. + + // [BETA] Docking + ImGuiConfigFlags_DockingEnable = 1 << 7, // Docking enable flags. + + // [BETA] Viewports + // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. + ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends) + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application. + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. + + // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui) + ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. + ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard +#endif +}; + +// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. +enum ImGuiBackendFlags_ +{ + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. + + // [BETA] Viewports + ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports. + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under. + ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports. +}; + +// Enumeration for PushStyleColor() / PopStyleColor() +enum ImGuiCol_ +{ + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, // Background of normal windows + ImGuiCol_ChildBg, // Background of child windows + ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, // Title bar + ImGuiCol_TitleBgActive, // Title bar when focused + ImGuiCol_TitleBgCollapsed, // Title bar when collapsed + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows. + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_TabHovered, // Tab background, when hovered + ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected + ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected + ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected + ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected + ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected + ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected + ImGuiCol_DockingPreview, // Preview overlay color when about to docking something + ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, // Table header background + ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here) + ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) + ImGuiCol_TableRowBg, // Table row background (even rows) + ImGuiCol_TableRowBgAlt, // Table row background (odd rows) + ImGuiCol_TextLink, // Hyperlink color + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target + ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible + ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB + ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active + ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active + ImGuiCol_COUNT, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9] + ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9] + ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9] + ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4] +#endif +}; + +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. +// During initialization or between frames, feel free to just poke into ImGuiStyle directly. +// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +enum ImGuiStyleVar_ +{ + // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + ImGuiStyleVar_Alpha, // float Alpha + ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha + ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding + ImGuiStyleVar_WindowRounding, // float WindowRounding + ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize + ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize + ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign + ImGuiStyleVar_ChildRounding, // float ChildRounding + ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize + ImGuiStyleVar_PopupRounding, // float PopupRounding + ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize + ImGuiStyleVar_FramePadding, // ImVec2 FramePadding + ImGuiStyleVar_FrameRounding, // float FrameRounding + ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize + ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing + ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing + ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_CellPadding, // ImVec2 CellPadding + ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize + ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding + ImGuiStyleVar_GrabMinSize, // float GrabMinSize + ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_TabRounding, // float TabRounding + ImGuiStyleVar_TabBorderSize, // float TabBorderSize + ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize + ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize + ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle + ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign + ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign + ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize + ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign + ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding + ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize + ImGuiStyleVar_COUNT +}; + +// Flags for InvisibleButton() [extended in imgui_internal.h] +enum ImGuiButtonFlags_ +{ + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) + ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal] + ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default. +}; + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +enum ImGuiColorEditFlags_ +{ + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). + ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square. + ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) + ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). + ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. + ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). + ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. + ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) + + // User Options (right-click on widget to change some of them). + ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. + ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. + ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " + ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. + ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to + // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + + // [Internal] Masks + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, + + // Obsolete names + //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] +}; + +// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText) +enum ImGuiSliderFlags_ +{ + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits). + ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget. + ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now. + ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. + ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it. + ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic. + ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange, + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. +}; + +// Identify a mouse button. +// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. +enum ImGuiMouseButton_ +{ + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}; + +// Enumeration for GetMouseCursor() +// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +enum ImGuiMouseCursor_ +{ + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) + ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border + ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column + ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window + ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. + ImGuiMouseCursor_COUNT +}; + +// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data. +// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent() +// But that "Mouse" data can come from different source which occasionally may be useful for application to know about. +// You can submit a change of pointer type using io.AddMouseSourceEvent(). +enum ImGuiMouseSource : int +{ + ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse. + ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible). + ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates). + ImGuiMouseSource_COUNT +}; + +// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +enum ImGuiCond_ +{ + ImGuiCond_None = 0, // No condition (always set the variable), same as _Always + ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None + ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) + ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) + ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +//----------------------------------------------------------------------------- + +// Flags for ImGui::BeginTable() +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +enum ImGuiTableFlags_ +{ + // Features + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. + ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) + ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. + ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. + ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. + ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). + // Decorations + ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) + ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. + ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. + ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. + ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. + ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style + // Sizing Policy (read above for defaults) + ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. + ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. + ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. + ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). + // Sizing Extra Options + ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. + ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. + ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. + // Clipping + ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). + // Padding + ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers. + ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding. + ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). + // Scrolling + ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX. + ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. + // Sorting + ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). + ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). + // Miscellaneous + ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight) + + // [Internal] Combinations and masks + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, +}; + +// Flags for ImGui::TableSetupColumn() +enum ImGuiTableColumnFlags_ +{ + // Input configuration flags + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) + ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. + ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. + ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). + ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). + ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. + ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. + ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. + ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). + ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call. + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. + ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). + ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. + ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row. + + // Output status flags, read-only via TableGetColumnFlags() + ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. + ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. + ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs + ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse + + // [Internal] Combinations and masks + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) +}; + +// Flags for ImGui::TableNextRow() +enum ImGuiTableRowFlags_ +{ + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width) +}; + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +enum ImGuiTableBgTarget_ +{ + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) + ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) + ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color) +}; + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. + int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. + + ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +// Sorting specification for one column of a table (sizeof == 12 bytes) +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) + ImS16 ColumnIndex; // Index of the column + ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + + ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<> +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Debug Logging into ShowDebugLogWindow(), tty and more. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__) +#else +#define IMGUI_DEBUG_LOG(...) ((void)0) +#endif + +//----------------------------------------------------------------------------- +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- + +struct ImNewWrapper {}; +inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) +#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } + +//----------------------------------------------------------------------------- +// ImVector<> +// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). +//----------------------------------------------------------------------------- +// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. +// - We use std-like naming convention here, which is a little unusual for this codebase. +// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF +template +struct ImVector +{ + int Size; + int Capacity; + T* Data; + + // Provide standard typedefs but we don't use them ourselves. + typedef T value_type; + typedef value_type* iterator; + typedef const value_type* const_iterator; + + // Constructors, destructor + inline ImVector() { Size = Capacity = 0; Data = NULL; } + inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything + inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit. + inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit. + + inline bool empty() const { return Size == 0; } + inline int size() const { return Size; } + inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); } + inline int capacity() const { return Capacity; } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return Data + Size; } + inline const T* end() const { return Data + Size; } + inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } + inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } + inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } + + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } + inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; } + + // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. + inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStyle +//----------------------------------------------------------------------------- +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +//----------------------------------------------------------------------------- + +struct ImGuiStyle +{ + float Alpha; // Global alpha applies to everything in Dear ImGui. + float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + ImVec2 WindowPadding; // Padding within a window. + float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). + ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. + float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). + float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. + ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + float ScrollbarRounding; // Radius of grab corners for scrollbar. + float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. + float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + float TabBorderSize; // Thickness of border around tabs. + float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar. + float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). + ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + float SeparatorTextBorderSize; // Thickness of border in SeparatorText() + ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. + ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured). + float DockingSeparatorSize; // Thickness of resizing border between docked windows + float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. + bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + ImVec4 Colors[ImGuiCol_COUNT]; + + // Behaviors + // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO) + float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiIO +//----------------------------------------------------------------------------- +// Communicate most settings and inputs/outputs to Dear ImGui using this structure. +// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. +// It is generally expected that: +// - initialization: backends and user code writes to ImGuiIO. +// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO. +//----------------------------------------------------------------------------- +// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc. +//----------------------------------------------------------------------------- + +// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. +struct ImGuiKeyData +{ + bool Down; // True for if key is down + float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + float DownDurationPrev; // Last frame duration the key has been down + float AnalogValue; // 0.0f..1.0f for gamepad values +}; + +struct ImGuiIO +{ + //------------------------------------------------------------------ + // Configuration // Default value + //------------------------------------------------------------------ + + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. + ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. + float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. + const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + void* UserData; // = NULL // Store your own data. + + // Font system + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + float FontGlobalScale; // = 1.0f // Global scale all fonts + bool FontAllowUserScaling; // = false // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel. + ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. + + // Keyboard/Gamepad Navigation options + bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout. + bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true. + bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set. + bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on. + bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem). + bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor. + bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible. + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. + bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) + bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. + bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. + bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. + bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). + bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = , expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows. + + // Miscellaneous options + // (you can visualize and interact with all options in 'Demo->Configuration') + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. + bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only). + bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] CTRL+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order. + bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location. + float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. + + // Inputs Behaviors + // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle) + float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + + //------------------------------------------------------------------ + // Debug options + //------------------------------------------------------------------ + + // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL] + // - Error recovery is provided as a way to facilitate: + // - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running). + // - Recovery after running an exception handler or any error processing which may skip code after an error has been detected. + // - Error recovery is not perfect nor guaranteed! It is a feature to ease development. + // You not are not supposed to rely on it in the course of a normal application run. + // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT(). + // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked! + // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls! + // Otherwise it would severely hinder your ability to catch and correct mistakes! + // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details. + // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!) + // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.) + // - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings. + bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled. + bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR() + bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors. + bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled. + + // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro. + // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability. + // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application. + // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version). + bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK(). + + // Tools to detect code submitting items with conflicting/duplicate IDs + // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers. + // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead! + // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system + bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message when multiple items have conflicting identifiers. + + // Tools to test correct Begin/End and BeginChild/EndChild behaviors. + // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX() + // - This is inconsistent with other BeginXXX functions and create confusion for many users. + // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior. + bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows. + bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running. + + // Option to deactivate io.AddFocusEvent(false) handling. + // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data. + // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them. + bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing. + + // Option to audit .ini data + bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower) + + //------------------------------------------------------------------ + // Platform Identifiers + // (the imgui_impl_xxxx backend files are setting those up for you) + //------------------------------------------------------------------ + + // Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons. + // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. + const char* BackendPlatformName; // = NULL + const char* BackendRendererName; // = NULL + void* BackendPlatformUserData; // = NULL // User data for platform backend + void* BackendRendererUserData; // = NULL // User data for renderer backend + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend + + //------------------------------------------------------------------ + // Input - Call before calling NewFrame() + //------------------------------------------------------------------ + + // Input Functions + IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) + IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend. + IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered) + IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change + IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left. + IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen) + IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support). + IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) + IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string + + IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. + IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. + IMGUI_API void ClearEventsQueue(); // Clear all incoming events. + IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. + IMGUI_API void ClearInputMouse(); // Clear current mouse state. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). +#endif + + //------------------------------------------------------------------ + // Output - Updated by NewFrame() or EndFrame()/Render() + // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is + // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) + //------------------------------------------------------------------ + + bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + //------------------------------------------------------------------ + // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! + //------------------------------------------------------------------ + + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + + // Main Input State + // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) + // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll. + float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. + ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen). + ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). + bool KeyCtrl; // Keyboard modifier down: Control + bool KeyShift; // Keyboard modifier down: Shift + bool KeyAlt; // Keyboard modifier down: Alt + bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows + + // Other state maintained from data above + IO function calls + ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame() + ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. Use IsKeyXXX() functions to access this. + bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + bool MouseReleased[5]; // Mouse button went from Down to !Down + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. + bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. + bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) + float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + bool AppFocusLost; // Only modify via AddFocusEvent() + bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents() + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + + // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. + // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). + // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) + // Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) + // Read https://github.com/ocornut/imgui/issues/4921 for details. + //int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. + //bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. + //float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. + //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. + + // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO. + // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; +#endif + + IMGUI_API ImGuiIO(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) +//----------------------------------------------------------------------------- + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +struct ImGuiInputTextCallbackData +{ + ImGuiContext* Ctx; // Parent UI context + ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only + ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only + void* UserData; // What user passed to InputText() // Read-only + + // Arguments for the different callback events + // - During Resize callback, Buf will be same as your input buffer. + // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback. + // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. + // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. + ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + int CursorPos; // // Read-write // [Completion,History,Always] + int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) + int SelectionEnd; // // Read-write // [Completion,History,Always] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + IMGUI_API ImGuiInputTextCallbackData(); + IMGUI_API void DeleteChars(int pos, int bytes_count); + IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); + void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; } + void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } + bool HasSelection() const { return SelectionStart != SelectionEnd; } +}; + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +struct ImGuiSizeCallbackData +{ + void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>). + ImVec2 Pos; // Read-only. Window position, for reference. + ImVec2 CurrentSize; // Read-only. Current window size. + ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +}; + +// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. +// Important: the content of this class is still highly WIP and likely to change and be refactored +// before we stabilize Docking features. Please be mindful if using this. +// Provide hints: +// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) +// - To the platform backend for OS level parent/child relationships of viewport. +// - To the docking system for various options and filtering. +struct ImGuiWindowClass +{ + ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. + ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. + ImGuiID FocusRouteParentWindowId; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused. + ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) + bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) + bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? + + ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; } +}; + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +struct ImGuiPayload +{ + // Members + void* Data; // Data (copied and owned by dear imgui) + int DataSize; // Data size + + // [Internal] + ImGuiID SourceId; // Source item id + ImGuiID SourceParentId; // Source parent id (if available) + int DataFrameCount; // Data timestamp + char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max) + bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. + + ImGuiPayload() { Clear(); } + void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } + bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } + bool IsPreview() const { return Preview; } + bool IsDelivery() const { return Delivery; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +//----------------------------------------------------------------------------- + +// Helper: Unicode defines +#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. +#endif + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +struct ImGuiOnceUponAFrame +{ + ImGuiOnceUponAFrame() { RefFrame = -1; } + mutable int RefFrame; + operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } +}; + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +struct ImGuiTextFilter +{ + IMGUI_API ImGuiTextFilter(const char* default_filter = ""); + IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build + IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; + IMGUI_API void Build(); + void Clear() { InputBuf[0] = 0; Build(); } + bool IsActive() const { return !Filters.empty(); } + + // [Internal] + struct ImGuiTextRange + { + const char* b; + const char* e; + + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; + }; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; +}; + +// Helper: Growable text buffer for logging/accumulating text +// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') +struct ImGuiTextBuffer +{ + ImVector Buf; + IMGUI_API static char EmptyString[1]; + + ImGuiTextBuffer() { } + inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + int size() const { return Buf.Size ? Buf.Size - 1 : 0; } + bool empty() const { return Buf.Size <= 1; } + void clear() { Buf.clear(); } + void reserve(int capacity) { Buf.reserve(capacity); } + const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } + IMGUI_API void append(const char* str, const char* str_end = NULL); + IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); + IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); +}; + +// [Internal] Key+Value for ImGuiStorage +struct ImGuiStoragePair +{ + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; + ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; } + ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; } + ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; } +}; + +// Helper: Key->Value storage +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +struct ImGuiStorage +{ + // [Internal] + ImVector Data; + + // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) + // - Set***() functions find pair, insertion on demand if missing. + // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. + void Clear() { Data.clear(); } + IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; + IMGUI_API void SetInt(ImGuiID key, int val); + IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; + IMGUI_API void SetBool(ImGuiID key, bool val); + IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; + IMGUI_API void SetFloat(ImGuiID key, float val); + IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL + IMGUI_API void SetVoidPtr(ImGuiID key, void* val); + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); + IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); + IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); + IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); + + // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + IMGUI_API void BuildSortByKey(); + // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes) + IMGUI_API void SetAllInt(int val); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct +#endif +}; + +// Helper: Manually clip large list of items. +// If you have lots evenly spaced items and you have random access to the list, you can perform coarse +// clipping based on visibility to only submit items that are in view. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) +// Usage: +// ImGuiListClipper clipper; +// clipper.Begin(1000); // We have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// Generally what happens is: +// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. +// - User code submit that one element. +// - Clipper can measure the height of the first element +// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. +// - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. +struct ImGuiListClipper +{ + ImGuiContext* Ctx; // Parent UI context + int DisplayStart; // First item to display, updated by each call to Step() + int DisplayEnd; // End of items to display (exclusive) + int ItemsCount; // [Internal] Number of items + float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it + float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows. + void* TempData; // [Internal] Internal data + + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need) + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + IMGUI_API ImGuiListClipper(); + IMGUI_API ~ImGuiListClipper(); + IMGUI_API void Begin(int items_count, float items_height = -1.0f); + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + + // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility. + // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range). + inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); } + IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped. + + // Seek cursor toward given item. This is automatically called while stepping. + // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time. + // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count). + IMGUI_API void SeekCursorForItem(int item_index); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9] + inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6] + //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] +#endif +}; + +// Helpers: ImVec2/ImVec4 operators +// - It is important that we are keeping those disabled by default so they don't leak in user space. +// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h) +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +// - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface for possible user mistake. +#ifdef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED +IM_MSVC_RUNTIME_CHECKS_OFF +static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } +static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } +static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } +static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); } +static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } +static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } +static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } +static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } +static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } +static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } +static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +static inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; } +static inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; } +IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Helpers macros to generate 32-bit encoded colors +// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9. +#ifndef IM_COL32_R_SHIFT +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IM_COL32_R_SHIFT 16 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 0 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#else +#define IM_COL32_R_SHIFT 0 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 16 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#endif +#endif +#define IM_COL32(R,G,B,A) (((ImU32)(A)<> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {} + inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } + inline operator ImVec4() const { return Value; } + + // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. + inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage) +//----------------------------------------------------------------------------- + +// Multi-selection system +// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select +// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this. +// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc) +// with support for clipper (skipping non-visible items), box-select and many other details. +// - Selectable(), Checkbox() are supported but custom widgets may use it as well. +// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree, +// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it. +// - In the spirit of Dear ImGui design, your code owns actual selection data. +// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash. +// About ImGuiSelectionBasicStorage: +// - This is an optional helper to store a selection state and apply selection requests. +// - It is used by our demos and provided as a convenience to quickly implement multi-selection. +// Usage: +// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set. +// - Store and maintain actual selection data using persistent object identifiers. +// - Usage flow: +// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6. +// - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work. +// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls. +// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2. +// If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps. +// About ImGuiSelectionUserData: +// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData(). +// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO. +// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because +// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection. +// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData. +// Our system never assume that you identify items by indices, it never attempts to interpolate between two values. +// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate +// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work. +// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*, +// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside. + +// Flags for BeginMultiSelect() +enum ImGuiMultiSelectFlags_ +{ + ImGuiMultiSelectFlags_None = 0, + ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho! + ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all. + ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests. + ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item. + ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space. + ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items. + ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope. + ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused. + ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope. + ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window. + ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window. + ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default) + ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection. + //ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does. + ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one. +}; + +// Main IO structure returned by BeginMultiSelect()/EndMultiSelect(). +// This mainly contains a list of selection requests. +// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen. +// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo) +// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code. +struct ImGuiMultiSelectIO +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImVector Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data. + ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted. + ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items). + bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items). + bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection). + int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally. +}; + +// Selection request type +enum ImGuiSelectionRequestType +{ + ImGuiSelectionRequestType_None = 0, + ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index) + ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false. +}; + +// Selection request item +struct ImGuiSelectionRequest +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range. + bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect) + ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click. + ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom). + ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive! +}; + +// Optional helper to store multi-selection state + apply multi-selection requests. +// - Used by our demos and provided as a convenience to easily implement basic multi-selection. +// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' +// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate. +// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API. +// To store a multi-selection, in your application you could: +// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set replacement. +// - Use your own external storage: e.g. std::set, std::vector, interval trees, intrusively stored selection etc. +// In ImGuiSelectionBasicStorage we: +// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO) +// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index. +// - use decently optimized logic to allow queries and insertion of very large selection sets. +// - do not preserve selection order. +// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection. +// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing. +// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper. +struct ImGuiSelectionBasicStorage +{ + // Members + int Size; // // Number of selected items, maintained by this helper. + bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved) + void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; }; + int _SelectionOrder;// [Internal] Increasing counter to store selection order + ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set. Prefer not accessing directly: iterate with GetNextSelectedItem(). + + // Methods + IMGUI_API ImGuiSelectionBasicStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect() + IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection. + IMGUI_API void Clear(); // Clear selection + IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections + IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function) + IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' + inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter. +}; + +// Optional helper to apply multi-selection requests to existing randomly accessible storage. +// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state. +struct ImGuiSelectionExternalStorage +{ + // Members + void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; } + + // Methods + IMGUI_API ImGuiSelectionExternalStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls +}; + +//----------------------------------------------------------------------------- +// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. +//----------------------------------------------------------------------------- + +// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking. +#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX +#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63) +#endif + +// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] +// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, +// you can poke into the draw list for that! Draw callback may be useful for example to: +// A) Change your GPU render state, +// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. +// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly. +#ifndef ImDrawCallback +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +#endif + +// Special Draw callback value to request renderer backend to reset the graphics/render state. +// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address. +// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored. +// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) + +// Typically, 1 command = 1 GPU draw call (unless command is a callback) +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. +// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +struct ImDrawCmd +{ + ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. + unsigned int IdxOffset; // 4 // Start offset in index buffer. + unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + void* UserCallbackData; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored. + int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0. + int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1. + + ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed + + // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) + inline ImTextureID GetTexID() const { return TextureId; } +}; + +// Vertex layout +#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +#else +// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h +// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up. +// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. +IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; +#endif + +// [Internal] For use by ImDrawList +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; + +// [Internal] For use by ImDrawListSplitter +struct ImDrawChannel +{ + ImVector _CmdBuffer; + ImVector _IdxBuffer; +}; + + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. +struct ImDrawListSplitter +{ + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + + inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); +}; + +// Flags for ImDrawList functions +// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused) +enum ImDrawFlags_ +{ + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason) + ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01. + ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02. + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04. + ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08. + ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, +}; + +// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// It is however possible to temporarily alter flags between calls to ImDrawList:: functions. +enum ImDrawListFlags_ +{ + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). + ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. +}; + +// Draw command list +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. +// You can interleave normal ImGui:: calls and adding primitives to the current draw list. +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. +struct ImDrawList +{ + // This is what you have to render + ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those + ImVector VtxBuffer; // Vertex buffer. + ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + // [Internal, used while building lists] + unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImVector _Path; // [Internal] current path building + ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). + ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + ImVector _ClipRectStack; // [Internal] + ImVector _TextureIdStack; // [Internal] + ImVector _CallbacksDataBuf; // [Internal] + float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content + const char* _OwnerName; // Pointer to owner window's name for debugging + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData(). + // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved) + IMGUI_API ImDrawList(ImDrawListSharedData* shared_data); + IMGUI_API ~ImDrawList(); + + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRectFullScreen(); + IMGUI_API void PopClipRect(); + IMGUI_API void PushTextureID(ImTextureID texture_id); + IMGUI_API void PopTextureID(); + inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } + inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } + + // Primitives + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides. + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); + IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); + IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); + IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0); + IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); + IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); + IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) + + // General polygon + // - Only simple polygons are supported by filling functions (no self-intersections, no holes). + // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library. + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); + IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col); + + // Image primitives + // - Read FAQ to understand what ImTextureID is. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); + + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex(). + inline void PathClear() { _Path.Size = 0; } + inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } + inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse + IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); + + // Advanced: Draw Callbacks + // - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible). + // - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default. + // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this. + // - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState. + // - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer). + // - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render. + // - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data. + // - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*. + IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0); + + // Advanced: Miscellaneous + IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) + // - This API shouldn't have been in ImDrawList in the first place! + // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. + // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. + IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); + IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) + IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); + IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); + inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } + inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } + inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index + + // Obsolete names + //inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + + // [Internal helpers] + IMGUI_API void _ResetForNewFrame(); + IMGUI_API void _ClearFreeMemory(); + IMGUI_API void _PopUnusedDrawCmd(); + IMGUI_API void _TryMergeDrawCmds(); + IMGUI_API void _OnChangedClipRect(); + IMGUI_API void _OnChangedTextureID(); + IMGUI_API void _OnChangedVtxOffset(); + IMGUI_API void _SetTextureID(ImTextureID texture_id); + IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; + IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); + IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); +}; + +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +struct ImDrawData +{ + bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. + int CmdListsCount; // Number of ImDrawList* to render + int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size + int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size + ImVector CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. + ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). + + // Functions + ImDrawData() { Clear(); } + IMGUI_API void Clear(); + IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData. + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. +}; + +//----------------------------------------------------------------------------- +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) +//----------------------------------------------------------------------------- + +struct ImFontConfig +{ + void* FontData; // // TTF/OTF data + int FontDataSize; // // TTF/OTF data size + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). + int FontNo; // 0 // Index of font within TTF/OTF file + float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). + int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. + bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. + ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. + const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). + float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font + float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. + float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered. + ImWchar EllipsisChar; // 0 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + + // [Internal] + char Name[40]; // Name (strictly to ease debugging) + ImFont* DstFont; + + IMGUI_API ImFontConfig(); +}; + +// Hold rendering data for one glyph. +// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) +struct ImFontGlyph +{ + unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + unsigned int Codepoint : 30; // 0x0000..0x10FFFF + float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) + float X0, Y0, X1, Y1; // Glyph corners + float U0, V0, U1, V1; // Texture coordinates +}; + +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +struct ImFontGlyphRangesBuilder +{ + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges +}; + +// See ImFontAtlas::AddCustomRectXXX functions. +struct ImFontAtlasCustomRect +{ + unsigned short X, Y; // Output // Packed position in Atlas + + // [Internal] + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned int GlyphID : 31; // Input // For custom font glyphs only (ID < 0x110000) + unsigned int GlyphColored : 1; // Input // For custom font glyphs only: glyph is colored, removed tinting. + float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset + ImFont* Font; // Input // For custom font glyphs only: target font + ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +}; + +// Flags for ImFontAtlas build +enum ImFontAtlasFlags_ +{ + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two + ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) + ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). +}; + +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: +// - One or more fonts. +// - Custom graphics data needed to render the shapes needed by Dear ImGui. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. +// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. +// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. +// Common pitfalls: +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. +// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future! +struct ImFontAtlas +{ + IMGUI_API ImFontAtlas(); + IMGUI_API ~ImFontAtlas(); + IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); + IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); + IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. + IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). + IMGUI_API void Clear(); // Clear all input and output. + + // Build atlas, retrieve pixel data. + // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // The pitch is always = Width * BytesPerPixels (1 or 4) + // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. + IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. + IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel + IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent... + void SetTexID(ImTextureID id) { TexID = id; } + + //------------------------------------------- + // Glyph Ranges + //------------------------------------------- + + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. + // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. + IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin + IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic + IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters + IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese + IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters + IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters + + //------------------------------------------- + // [BETA] Custom Rectangles/Glyphs API + //------------------------------------------- + + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. + // - After calling Build(), you can query the rectangle position and render your pixels. + // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format. + // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. + IMGUI_API int AddCustomRectRegular(int width, int height); + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); + ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } + + // [Internal] + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; + IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + + //------------------------------------------- + // Members + //------------------------------------------- + + ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) + ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. + int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). + bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. + void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas). + + // [Internal] + // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + bool TexReady; // Set when texture was built matching current font input + bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. + unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight + unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + int TexWidth; // Texture width calculated during Build(). + int TexHeight; // Texture height calculated during Build(). + ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel + ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector ConfigData; // Configuration data + ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines + + // [Internal] Font builder + const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). + unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. + + // [Internal] Packing data + int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors + int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines + + // [Obsolete] + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +}; + +// Font runtime data and rendering +// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). +struct ImFont +{ + // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX + float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) + + // [Internal] Members: Hot ~28/40 bytes (for RenderText loop) + ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // // All glyphs. + const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + + // [Internal] Members: Cold ~32/40 bytes + // Conceptually ConfigData[] is the list of font sources merged to create this font. + ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into + const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData to ConfigDataCount instances + short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. + short EllipsisCharCount; // 1 // out // 1 or 3 + ImWchar EllipsisChar; // 2-4 // out // = '...'/'.'// Character used for ellipsis rendering. + ImWchar FallbackChar; // 2-4 // out // = FFFD/'?' // Character used if a glyph isn't found. + float EllipsisWidth; // 4 // out // Width + float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0 + bool DirtyLookupTables; // 1 // out // + float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + + // Methods + IMGUI_API ImFont(); + IMGUI_API ~ImFont(); + IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c); + IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c); + float GetCharAdvance(ImWchar c) { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } + bool IsLoaded() const { return ContainerAtlas != NULL; } + const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } + + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL); // utf8 + IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c); + IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false); + + // [Internal] Don't use! + IMGUI_API void BuildLookupTable(); + IMGUI_API void ClearOutputData(); + IMGUI_API void GrowIndex(int new_size); + IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); + IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. + IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); + IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Viewports +//----------------------------------------------------------------------------- + +// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. +enum ImGuiViewportFlags_ +{ + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the user application? (rather than our backend) + ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created. + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on. + ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. + ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). + ImGuiViewportFlags_NoAutoMerge = 1 << 9, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). + ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only). + ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport". + + // Output status flags (from Platform) + ImGuiViewportFlags_IsMinimized = 1 << 12, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. + ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true) +}; + +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - With multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +struct ImGuiViewport +{ + ImGuiID ID; // Unique identifier for the viewport + ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ + ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + ImVec2 Size; // Main Area: Size of the viewport. + ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + float DpiScale; // 1.0f = 96 DPI = No extra scale. + ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. + ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). + + // Platform/Backend Dependent Data + // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others. + // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled + // by the same system and you may not need to use all the UserData/Handle fields. + // The library never uses those fields, they are merely storage to facilitate backend implementation. + void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. + void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. + void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*), for FindViewportByPlatformHandle(). + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) + bool PlatformWindowCreated; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created. + bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) + bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) + + ImGuiViewport() { memset(this, 0, sizeof(*this)); } + ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } + + // Helpers + ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } + ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) +//----------------------------------------------------------------------------- + +// [BETA] (Optional) Multi-Viewport Support! +// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now. +// +// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport. +// This is achieved by creating new Platform/OS windows on the fly, and rendering into them. +// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports. +// +// See Recap: https://github.com/ocornut/imgui/wiki/Multi-Viewports +// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology. +// +// About the coordinates system: +// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!) +// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor! +// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position. +// +// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder: +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// Steps to use multi-viewports in your application, when using a custom backend: +// - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here! +// It's also an experimental feature, so some of the requirements may evolve. +// Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details. +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below). +// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'. +// Update ImGuiPlatformIO's Monitors list every frame. +// Update MousePos every frame, in absolute coordinates. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below. +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// About ImGui::RenderPlatformWindowsDefault(): +// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends. +// - You can check its simple source code to understand what it does. +// It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available: +// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers() +// Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault(). +// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.), +// you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg. +// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers, +// or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface. +//----------------------------------------------------------------------------- + +// Access via ImGui::GetPlatformIO() +struct ImGuiPlatformIO +{ + IMGUI_API ImGuiPlatformIO(); + + //------------------------------------------------------------------ + // Interface with OS and Platform backend (basic) + //------------------------------------------------------------------ + + // Optional: Access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) + const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); + void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text); + void* Platform_ClipboardUserData; + + // Optional: Open link/folder/file in OS Shell + // (default to use ShellExecuteA() on Windows, system() on Linux/Mac) + bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); + void* Platform_OpenInShellUserData; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* Platform_ImeUserData; + //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1] + + // Optional: Platform locale + // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point + ImWchar Platform_LocaleDecimalPoint; // '.' + + //------------------------------------------------------------------ + // Interface with Renderer Backend + //------------------------------------------------------------------ + + // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure. + void* Renderer_RenderState; + + //------------------------------------------------------------------ + // Input - Interface with OS/backends (Multi-Viewport support!) + //------------------------------------------------------------------ + + // For reference, the second column shows which function are generally calling the Platform Functions: + // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position) + // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame + // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows + // R = ImGui::RenderPlatformWindowsDefault() ~ render + // D = ImGui::DestroyPlatformWindows() ~ shutdown + // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it. + + // The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend. + // Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions. + // Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way. + + // Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by ----- + void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport + void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D // + void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area) + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . // + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . // + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string) + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) + void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. + ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). + + // Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by ----- + void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + + // (Optional) Monitor list + // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. + // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. + ImVector Monitors; + + //------------------------------------------------------------------ + // Output - List of viewports to render into platform windows + //------------------------------------------------------------------ + + // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render) + // (in the future we will attempt to organize this feature to remove the need for a "main viewport") + ImVector Viewports; // Main viewports, followed by all secondary viewports. +}; + +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. +struct ImGuiPlatformMonitor +{ + ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + float DpiScale; // 1.0f = 96 DPI + void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*) + ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; } +}; + +// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. +struct ImGuiPlatformImeData +{ + bool WantVisible; // A widget wants the IME to be visible + ImVec2 InputPos; // Position of the input cursor + float InputLineHeight; // Line height + + ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Obsolete functions and types +// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui +{ + // OBSOLETED in 1.91.0 (from July 2024) + static inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); } + static inline void PopButtonRepeat() { PopItemFlag(); } + static inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + static inline void PopTabStop() { PopItemFlag(); } + IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + // OBSOLETED in 1.90.0 (from September 2023) + static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); } + static inline void EndChildFrame() { EndChild(); } + //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); } + IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); + // OBSOLETED in 1.89.7 (from June 2023) + IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item. + // OBSOLETED in 1.89.4 (from March 2023) + static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + static inline void PopAllowKeyboardFocus() { PopItemFlag(); } + + // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) + //-- OBSOLETED in 1.89 (from August 2022) + //IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version. + //-- OBSOLETED in 1.88 (from May 2022) + //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. + //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. + //-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024) + //IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value! + //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; } + //-- OBSOLETED in 1.86 (from November 2021) + //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper. + //-- OBSOLETED in 1.85 (from August 2021) + //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } + //-- OBSOLETED in 1.81 (from February 2021) + //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } + //static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items + //static inline void ListBoxFooter() { EndListBox(); } + //-- OBSOLETED in 1.79 (from August 2020) + //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details. + //IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //-- OBSOLETED in 1.77 and before + //static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020) + //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019) + //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019) + //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019) + //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019) + //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) + //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) + //-- OBSOLETED in 1.60 and before + //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018) + //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha(). + //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead. + //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //-- OBSOLETED in 1.50 and before + //static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49 + //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48 + //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48 + //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42 +} + +//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() +//typedef ImDrawFlags ImDrawCornerFlags; +//enum ImDrawCornerFlags_ +//{ +// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit +// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). +// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. +// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. +// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. +// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 +// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, +// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, +// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, +// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, +//}; + +// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022) +// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place. +//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there. +//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super }; +//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int +//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super }; + +#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version) + +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022) +#ifdef IMGUI_DISABLE_METRICS_WINDOW +#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name. +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +// Include imgui_user.h at the end of imgui.h +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. +#ifdef IMGUI_INCLUDE_IMGUI_USER_H +#ifdef IMGUI_USER_H_FILENAME +#include IMGUI_USER_H_FILENAME +#else +#include "imgui_user.h" +#endif +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_demo.cpp b/src/main/imgui/imgui_demo.cpp new file mode 100644 index 0000000..1770375 --- /dev/null +++ b/src/main/imgui/imgui_demo.cpp @@ -0,0 +1,10738 @@ +// dear imgui, v1.91.7 +// (demo code) + +// Help: +// - Read FAQ at http://dearimgui.com/faq +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Need help integrating Dear ImGui in your codebase? +// - Read Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started +// - Read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// Read top of imgui.cpp and imgui.h for many details, documentation, comments, links. +// Get the latest version at https://github.com/ocornut/imgui + +// How to easily locate code? +// - Use Tools->Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Browse an online version the demo with code linked to hovered widgets: https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html +// - Find a visible string and search for it in the code! + +//--------------------------------------------------- +// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT! +//--------------------------------------------------- +// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: +// Think again! It is the most useful reference code that you and other coders will want to refer to and call. +// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app! +// Also include Metrics! ItemPicker! DebugLog! and other debug features. +// Removing this file from your project is hindering access to documentation for everyone in your team, +// likely leading you to poorer usage of the library. +// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). +// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be +// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. +// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference. +// Thank you, +// -Your beloved friend, imgui_demo.cpp (which you won't delete) + +//-------------------------------------------- +// ABOUT THE MEANING OF THE 'static' KEYWORD: +//-------------------------------------------- +// In this demo code, we frequently use 'static' variables inside functions. +// A static variable persists across calls. It is essentially a global variable but declared inside the scope of the function. +// Think of "static int n = 0;" as "global int n = 0;" ! +// We do this IN THE DEMO because we want: +// - to gather code and data in the same place. +// - to make the demo source code faster to read, faster to change, smaller in size. +// - it is also a convenient way of storing simple UI related information as long as your function +// doesn't need to be reentrant or used in multiple threads. +// This might be a pattern you will want to use in your code, but most of the data you would be working +// with in a complex codebase is likely going to be stored outside your functions. + +//----------------------------------------- +// ABOUT THE CODING STYLE OF OUR DEMO CODE +//----------------------------------------- +// The Demo code in this file is designed to be easy to copy-and-paste into your application! +// Because of this: +// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace. +// - We try to declare static variables in the local scope, as close as possible to the code using them. +// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API. +// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided +// by imgui.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional +// and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. +// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. + +// Navigating this file: +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - You can search/grep for all sections listed in the index to find the section. + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Helpers +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) +// [SECTION] Demo Window / ShowDemoWindow() +// [SECTION] ShowDemoWindowMenuBar() +// [SECTION] ShowDemoWindowWidgets() +// [SECTION] ShowDemoWindowMultiSelect() +// [SECTION] ShowDemoWindowLayout() +// [SECTION] ShowDemoWindowPopups() +// [SECTION] ShowDemoWindowTables() +// [SECTION] ShowDemoWindowInputs() +// [SECTION] About Window / ShowAboutWindow() +// [SECTION] Style Editor / ShowStyleEditor() +// [SECTION] User Guide / ShowUserGuide() +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +// System includes +#include // toupper +#include // INT_MIN, INT_MAX +#include // sqrtf, powf, cosf, sinf, floorf, ceilf +#include // vsnprintf, sscanf, printf +#include // NULL, malloc, free, atoi +#include // intptr_t +#if !defined(_MSC_VER) || _MSC_VER >= 1800 +#include // PRId64/PRIu64, not avail in some MinGW headers. +#endif +#ifdef __EMSCRIPTEN__ +#include // __EMSCRIPTEN_major__ etc. +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code) +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type +#pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure) +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" +#else +#define IM_NEWLINE "\n" +#endif + +// Helpers +#if defined(_MSC_VER) && !defined(snprintf) +#define snprintf _snprintf +#endif +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +// Format specifiers for 64-bit values (hasn't been decently standardized before VS2013) +#if !defined(PRId64) && defined(_MSC_VER) +#define PRId64 "I64d" +#define PRIu64 "I64u" +#elif !defined(PRId64) +#define PRId64 "lld" +#define PRIu64 "llu" +#endif + +// Helpers macros +// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste, +// but making an exception here as those are largely simplifying code... +// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo. +#define IM_MIN(A, B) (((A) < (B)) ? (A) : (B)) +#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) +#define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V)) + +// Enforce cdecl calling convention for functions called by the standard library, +// in case compilation settings changed the default to e.g. __vectorcall +#ifndef IMGUI_CDECL +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//----------------------------------------------------------------------------- + +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) + +// Forward Declarations +struct ImGuiDemoWindowData; +static void ShowExampleAppMainMenuBar(); +static void ShowExampleAppAssetsBrowser(bool* p_open); +static void ShowExampleAppConsole(bool* p_open); +static void ShowExampleAppCustomRendering(bool* p_open); +static void ShowExampleAppDockSpace(bool* p_open); +static void ShowExampleAppDocuments(bool* p_open); +static void ShowExampleAppLog(bool* p_open); +static void ShowExampleAppLayout(bool* p_open); +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data); +static void ShowExampleAppSimpleOverlay(bool* p_open); +static void ShowExampleAppAutoResize(bool* p_open); +static void ShowExampleAppConstrainedResize(bool* p_open); +static void ShowExampleAppFullscreen(bool* p_open); +static void ShowExampleAppLongText(bool* p_open); +static void ShowExampleAppWindowTitles(bool* p_open); +static void ShowExampleMenuFile(); + +// We split the contents of the big ShowDemoWindow() function into smaller functions +// (because the link time of very large functions tends to grow non-linearly) +static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowLayout(); +static void ShowDemoWindowPopups(); +static void ShowDemoWindowTables(); +static void ShowDemoWindowColumns(); +static void ShowDemoWindowInputs(); + +//----------------------------------------------------------------------------- +// [SECTION] Helpers +//----------------------------------------------------------------------------- + +// Helper to display a little (?) mark which shows a tooltip when hovered. +// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md) +static void HelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void ShowDockingDisabledMessage() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration."); + ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or "); + ImGui::SameLine(0.0f, 0.0f); + if (ImGui::SmallButton("click here")) + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; +} + +// Helper to wire demo markers located in code to an interactive browser +typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data); +extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; +extern void* GImGuiDemoMarkerCallbackUserData; +ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL; +void* GImGuiDemoMarkerCallbackUserData = NULL; +#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor etc.) +//----------------------------------------------------------------------------- + +// Simple representation for a tree +// (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.) +struct ExampleTreeNode +{ + // Tree structure + char Name[28] = ""; + int UID = 0; + ExampleTreeNode* Parent = NULL; + ImVector Childs; + unsigned short IndexInParent = 0; // Maintaining this allows us to implement linear traversal more easily + + // Leaf Data + bool HasData = false; // All leaves have data + bool DataMyBool = true; + int DataMyInt = 128; + ImVec2 DataMyVec2 = ImVec2(0.0f, 3.141592f); +}; + +// Simple representation of struct metadata/serialization data. +// (this is a minimal version of what a typical advanced application may provide) +struct ExampleMemberInfo +{ + const char* Name; // Member name + ImGuiDataType DataType; // Member type + int DataCount; // Member count (1 when scalar) + int Offset; // Offset inside parent structure +}; + +// Metadata description of ExampleTreeNode struct. +static const ExampleMemberInfo ExampleTreeNodeMemberInfos[] +{ + { "MyName", ImGuiDataType_String, 1, offsetof(ExampleTreeNode, Name) }, + { "MyBool", ImGuiDataType_Bool, 1, offsetof(ExampleTreeNode, DataMyBool) }, + { "MyInt", ImGuiDataType_S32, 1, offsetof(ExampleTreeNode, DataMyInt) }, + { "MyVec2", ImGuiDataType_Float, 2, offsetof(ExampleTreeNode, DataMyVec2) }, +}; + +static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent) +{ + ExampleTreeNode* node = IM_NEW(ExampleTreeNode); + snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name); + node->UID = uid; + node->Parent = parent; + node->IndexInParent = parent ? (unsigned short)parent->Childs.Size : 0; + if (parent) + parent->Childs.push_back(node); + return node; +} + +static void ExampleTree_DestroyNode(ExampleTreeNode* node) +{ + for (ExampleTreeNode* child_node : node->Childs) + ExampleTree_DestroyNode(child_node); + IM_DELETE(node); +} + +// Create example tree data +// (this allocates _many_ more times than most other code in either Dear ImGui or others demo) +static ExampleTreeNode* ExampleTree_CreateDemoTree() +{ + static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" }; + const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name); + char name_buf[NAME_MAX_LEN]; + int uid = 0; + ExampleTreeNode* node_L0 = ExampleTree_CreateNode("", ++uid, NULL); + const int root_items_multiplier = 2; + for (int idx_L0 = 0; idx_L0 < IM_ARRAYSIZE(root_names) * root_items_multiplier; idx_L0++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "%s %d", root_names[idx_L0 / root_items_multiplier], idx_L0 % root_items_multiplier); + ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0); + const int number_of_childs = (int)strlen(node_L1->Name); + for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Child %d", idx_L1); + ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1); + node_L2->HasData = true; + if (idx_L1 == 0) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Sub-child %d", 0); + ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2); + node_L3->HasData = true; + } + } + } + return node_L0; +} + +//----------------------------------------------------------------------------- +// [SECTION] Demo Window / ShowDemoWindow() +//----------------------------------------------------------------------------- + +// Data to be shared across different functions of the demo. +struct ImGuiDemoWindowData +{ + // Examples Apps (accessible from the "Examples" menu) + bool ShowMainMenuBar = false; + bool ShowAppAssetsBrowser = false; + bool ShowAppConsole = false; + bool ShowAppCustomRendering = false; + bool ShowAppDocuments = false; + bool ShowAppDockSpace = false; + bool ShowAppLog = false; + bool ShowAppLayout = false; + bool ShowAppPropertyEditor = false; + bool ShowAppSimpleOverlay = false; + bool ShowAppAutoResize = false; + bool ShowAppConstrainedResize = false; + bool ShowAppFullscreen = false; + bool ShowAppLongText = false; + bool ShowAppWindowTitles = false; + + // Dear ImGui Tools (accessible from the "Tools" menu) + bool ShowMetrics = false; + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowStyleEditor = false; + bool ShowAbout = false; + + // Other data + ExampleTreeNode* DemoTree = NULL; + + ~ImGuiDemoWindowData() { if (DemoTree) ExampleTree_DestroyNode(DemoTree); } +}; + +// Demonstrate most Dear ImGui features (this is big function!) +// You may execute this function to experiment with the UI and understand what it does. +// You may then search for keywords in the code when you are interested by a specific feature. +void ImGui::ShowDemoWindow(bool* p_open) +{ + // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup + // Most functions would normally just assert/crash if the context is missing. + IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing Dear ImGui context. Refer to examples app!"); + + // Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. + IMGUI_CHECKVERSION(); + + // Stored data + static ImGuiDemoWindowData demo_data; + + // Examples Apps (accessible from the "Examples" menu) + if (demo_data.ShowMainMenuBar) { ShowExampleAppMainMenuBar(); } + if (demo_data.ShowAppDockSpace) { ShowExampleAppDockSpace(&demo_data.ShowAppDockSpace); } // Important: Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) + if (demo_data.ShowAppDocuments) { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); } // ...process the Document app next, as it may also use a DockSpace() + if (demo_data.ShowAppAssetsBrowser) { ShowExampleAppAssetsBrowser(&demo_data.ShowAppAssetsBrowser); } + if (demo_data.ShowAppConsole) { ShowExampleAppConsole(&demo_data.ShowAppConsole); } + if (demo_data.ShowAppCustomRendering) { ShowExampleAppCustomRendering(&demo_data.ShowAppCustomRendering); } + if (demo_data.ShowAppLog) { ShowExampleAppLog(&demo_data.ShowAppLog); } + if (demo_data.ShowAppLayout) { ShowExampleAppLayout(&demo_data.ShowAppLayout); } + if (demo_data.ShowAppPropertyEditor) { ShowExampleAppPropertyEditor(&demo_data.ShowAppPropertyEditor, &demo_data); } + if (demo_data.ShowAppSimpleOverlay) { ShowExampleAppSimpleOverlay(&demo_data.ShowAppSimpleOverlay); } + if (demo_data.ShowAppAutoResize) { ShowExampleAppAutoResize(&demo_data.ShowAppAutoResize); } + if (demo_data.ShowAppConstrainedResize) { ShowExampleAppConstrainedResize(&demo_data.ShowAppConstrainedResize); } + if (demo_data.ShowAppFullscreen) { ShowExampleAppFullscreen(&demo_data.ShowAppFullscreen); } + if (demo_data.ShowAppLongText) { ShowExampleAppLongText(&demo_data.ShowAppLongText); } + if (demo_data.ShowAppWindowTitles) { ShowExampleAppWindowTitles(&demo_data.ShowAppWindowTitles); } + + // Dear ImGui Tools (accessible from the "Tools" menu) + if (demo_data.ShowMetrics) { ImGui::ShowMetricsWindow(&demo_data.ShowMetrics); } + if (demo_data.ShowDebugLog) { ImGui::ShowDebugLogWindow(&demo_data.ShowDebugLog); } + if (demo_data.ShowIDStackTool) { ImGui::ShowIDStackToolWindow(&demo_data.ShowIDStackTool); } + if (demo_data.ShowAbout) { ImGui::ShowAboutWindow(&demo_data.ShowAbout); } + if (demo_data.ShowStyleEditor) + { + ImGui::Begin("Dear ImGui Style Editor", &demo_data.ShowStyleEditor); + ImGui::ShowStyleEditor(); + ImGui::End(); + } + + // Demonstrate the various window flags. Typically you would just use the default! + static bool no_titlebar = false; + static bool no_scrollbar = false; + static bool no_menu = false; + static bool no_move = false; + static bool no_resize = false; + static bool no_collapse = false; + static bool no_close = false; + static bool no_nav = false; + static bool no_background = false; + static bool no_bring_to_front = false; + static bool no_docking = false; + static bool unsaved_document = false; + + ImGuiWindowFlags window_flags = 0; + if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; + if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; + if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; + if (no_move) window_flags |= ImGuiWindowFlags_NoMove; + if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; + if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; + if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; + if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; + if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; + if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking; + if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument; + if (no_close) p_open = NULL; // Don't pass our bool* to Begin + + // We specify a default position/size in case there's no data in the .ini file. + // We only do it to make the demo applications a little more welcoming, but typically this isn't required. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); + + // Main body of the Demo window starts here. + if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) + { + // Early out if the window is collapsed, as an optimization. + ImGui::End(); + return; + } + + // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. + //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) + + // Menu Bar + ShowDemoWindowMenuBar(&demo_data); + + ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Spacing(); + + IMGUI_DEMO_MARKER("Help"); + if (ImGui::CollapsingHeader("Help")) + { + ImGui::SeparatorText("ABOUT THIS DEMO:"); + ImGui::BulletText("Sections below are demonstrating many aspects of the library."); + ImGui::BulletText("The \"Examples\" menu above leads to more demo contents."); + ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" + "and Metrics/Debugger (general purpose Dear ImGui debugging tool)."); + + ImGui::SeparatorText("PROGRAMMER GUIDE:"); + ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); + ImGui::BulletText("See comments in imgui.cpp."); + ImGui::BulletText("See example applications in the examples/ folder."); + ImGui::BulletText("Read the FAQ at "); + ImGui::SameLine(0, 0); + ImGui::TextLinkOpenURL("https://www.dearimgui.com/faq/"); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); + + ImGui::SeparatorText("USER GUIDE:"); + ImGui::ShowUserGuide(); + } + + IMGUI_DEMO_MARKER("Configuration"); + if (ImGui::CollapsingHeader("Configuration")) + { + ImGuiIO& io = ImGui::GetIO(); + + if (ImGui::TreeNode("Configuration##2")) + { + ImGui::SeparatorText("General"); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); + ImGui::SameLine(); HelpMarker("Enable keyboard controls."); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); + ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable mouse inputs and interactions."); + + // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + { + if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) + { + ImGui::SameLine(); + ImGui::Text("<>"); + } + // Prevent both being checked + if (ImGui::IsKeyPressed(ImGuiKey_Space) || (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)) + io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; + } + + ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); + ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility."); + ImGui::CheckboxFlags("io.ConfigFlags: NoKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NoKeyboard); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable keyboard inputs and interactions."); + + ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue); + ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates."); + ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); + ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + + ImGui::SeparatorText("Keyboard/Gamepad Navigation"); + ImGui::Checkbox("io.ConfigNavSwapGamepadButtons", &io.ConfigNavSwapGamepadButtons); + ImGui::Checkbox("io.ConfigNavMoveSetMousePos", &io.ConfigNavMoveSetMousePos); + ImGui::SameLine(); HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult"); + ImGui::Checkbox("io.ConfigNavCaptureKeyboard", &io.ConfigNavCaptureKeyboard); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusItem", &io.ConfigNavEscapeClearFocusItem); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused item."); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusWindow", &io.ConfigNavEscapeClearFocusWindow); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused window."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAuto", &io.ConfigNavCursorVisibleAuto); + ImGui::SameLine(); HelpMarker("Using directional navigation key makes the cursor visible. Mouse click hides the cursor."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAlways", &io.ConfigNavCursorVisibleAlways); + ImGui::SameLine(); HelpMarker("Navigation cursor is always visible."); + + ImGui::SeparatorText("Docking"); + ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable); + ImGui::SameLine(); + if (io.ConfigDockingWithShift) + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + else + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit); + ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); + ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); + ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)"); + ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); + ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); + ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); + ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge."); + ImGui::Unindent(); + } + + ImGui::SeparatorText("Multi-viewports"); + ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable); + ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details."); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge); + ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it."); + ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the task bar icon state right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the decoration right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the parenting right away)."); + ImGui::Unindent(); + } + + ImGui::SeparatorText("Windows"); + ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); + ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback."); + ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); + ImGui::Checkbox("io.ConfigWindowsCopyContentsWithCtrlC", &io.ConfigWindowsCopyContentsWithCtrlC); // [EXPERIMENTAL] + ImGui::SameLine(); HelpMarker("*EXPERIMENTAL* CTRL+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order."); + ImGui::Checkbox("io.ConfigScrollbarScrollByPage", &io.ConfigScrollbarScrollByPage); + ImGui::SameLine(); HelpMarker("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location."); + + ImGui::SeparatorText("Widgets"); + ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); + ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); + ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive); + ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only)."); + ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText); + ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); + ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors); + ImGui::SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors."); + ImGui::Text("Also see Style->Rendering for rendering options."); + + // Also read: https://github.com/ocornut/imgui/wiki/Error-Handling + ImGui::SeparatorText("Error Handling"); + + ImGui::Checkbox("io.ConfigErrorRecovery", &io.ConfigErrorRecovery); + ImGui::SameLine(); HelpMarker( + "Options to configure how we handle recoverable errors.\n" + "- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n" + "- You not are not supposed to rely on it in the course of a normal application run.\n" + "- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n" + "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call!" + "Otherwise it would severely hinder your ability to catch and correct mistakes!"); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableAssert", &io.ConfigErrorRecoveryEnableAssert); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableDebugLog", &io.ConfigErrorRecoveryEnableDebugLog); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableTooltip", &io.ConfigErrorRecoveryEnableTooltip); + if (!io.ConfigErrorRecoveryEnableAssert && !io.ConfigErrorRecoveryEnableDebugLog && !io.ConfigErrorRecoveryEnableTooltip) + io.ConfigErrorRecoveryEnableAssert = io.ConfigErrorRecoveryEnableDebugLog = io.ConfigErrorRecoveryEnableTooltip = true; + + // Also read: https://github.com/ocornut/imgui/wiki/Debug-Tools + ImGui::SeparatorText("Debug"); + ImGui::Checkbox("io.ConfigDebugIsDebuggerPresent", &io.ConfigDebugIsDebuggerPresent); + ImGui::SameLine(); HelpMarker("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application."); + ImGui::Checkbox("io.ConfigDebugHighlightIdConflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::SameLine(); HelpMarker("Highlight and show an error message when multiple items have conflicting identifiers."); + ImGui::BeginDisabled(); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); + ImGui::EndDisabled(); + ImGui::SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover."); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueLoop", &io.ConfigDebugBeginReturnValueLoop); + ImGui::SameLine(); HelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + ImGui::Checkbox("io.ConfigDebugIgnoreFocusLoss", &io.ConfigDebugIgnoreFocusLoss); + ImGui::SameLine(); HelpMarker("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data."); + ImGui::Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + ImGui::SameLine(); HelpMarker("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)."); + + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Backend Flags"); + if (ImGui::TreeNode("Backend Flags")) + { + HelpMarker( + "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" + "Here we expose them as read-only fields to avoid breaking interactions with your backend."); + + // Make a local copy to avoid modifying actual backend flags. + // FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright? + ImGui::BeginDisabled(); + ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &io.BackendFlags, ImGuiBackendFlags_HasGamepad); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports); + ImGui::EndDisabled(); + + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Style"); + if (ImGui::TreeNode("Style")) + { + ImGui::Checkbox("Style Editor", &demo_data.ShowStyleEditor); + ImGui::SameLine(); + HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Capture, Logging"); + if (ImGui::TreeNode("Capture/Logging")) + { + HelpMarker( + "The logging API redirects all text output so you can easily capture the content of " + "a window or a block. Tree nodes can be automatically expanded.\n" + "Try opening any of the contents below in this window and then click one of the \"Log To\" button."); + ImGui::LogButtons(); + + HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output."); + if (ImGui::Button("Copy \"Hello, world!\" to clipboard")) + { + ImGui::LogToClipboard(); + ImGui::LogText("Hello, world!"); + ImGui::LogFinish(); + } + ImGui::TreePop(); + } + } + + IMGUI_DEMO_MARKER("Window options"); + if (ImGui::CollapsingHeader("Window options")) + { + if (ImGui::BeginTable("split", 3)) + { + ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar); + ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar); + ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu); + ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move); + ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize); + ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse); + ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close); + ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav); + ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background); + ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front); + ImGui::TableNextColumn(); ImGui::Checkbox("No docking", &no_docking); + ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document); + ImGui::EndTable(); + } + } + + // All demo contents + ShowDemoWindowWidgets(&demo_data); + ShowDemoWindowLayout(); + ShowDemoWindowPopups(); + ShowDemoWindowTables(); + ShowDemoWindowInputs(); + + // End of ShowDemoWindow() + ImGui::PopItemWidth(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowMenuBar() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Menu"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + IMGUI_DEMO_MARKER("Menu/File"); + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Examples")) + { + IMGUI_DEMO_MARKER("Menu/Examples"); + ImGui::MenuItem("Main menu bar", NULL, &demo_data->ShowMainMenuBar); + + ImGui::SeparatorText("Mini apps"); + ImGui::MenuItem("Assets Browser", NULL, &demo_data->ShowAppAssetsBrowser); + ImGui::MenuItem("Console", NULL, &demo_data->ShowAppConsole); + ImGui::MenuItem("Custom rendering", NULL, &demo_data->ShowAppCustomRendering); + ImGui::MenuItem("Documents", NULL, &demo_data->ShowAppDocuments); + ImGui::MenuItem("Dockspace", NULL, &demo_data->ShowAppDockSpace); + ImGui::MenuItem("Log", NULL, &demo_data->ShowAppLog); + ImGui::MenuItem("Property editor", NULL, &demo_data->ShowAppPropertyEditor); + ImGui::MenuItem("Simple layout", NULL, &demo_data->ShowAppLayout); + ImGui::MenuItem("Simple overlay", NULL, &demo_data->ShowAppSimpleOverlay); + + ImGui::SeparatorText("Concepts"); + ImGui::MenuItem("Auto-resizing window", NULL, &demo_data->ShowAppAutoResize); + ImGui::MenuItem("Constrained-resizing window", NULL, &demo_data->ShowAppConstrainedResize); + ImGui::MenuItem("Fullscreen window", NULL, &demo_data->ShowAppFullscreen); + ImGui::MenuItem("Long text display", NULL, &demo_data->ShowAppLongText); + ImGui::MenuItem("Manipulating window titles", NULL, &demo_data->ShowAppWindowTitles); + + ImGui::EndMenu(); + } + //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! + if (ImGui::BeginMenu("Tools")) + { + IMGUI_DEMO_MARKER("Menu/Tools"); + ImGuiIO& io = ImGui::GetIO(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool has_debug_tools = true; +#else + const bool has_debug_tools = false; +#endif + ImGui::MenuItem("Metrics/Debugger", NULL, &demo_data->ShowMetrics, has_debug_tools); + if (ImGui::BeginMenu("Debug Options")) + { + ImGui::BeginDisabled(!has_debug_tools); + ImGui::Checkbox("Highlight ID Conflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::EndDisabled(); + ImGui::Checkbox("Assert on error recovery", &io.ConfigErrorRecoveryEnableAssert); + ImGui::TextDisabled("(see Demo->Configuration for details & more)"); + ImGui::EndMenu(); + } + ImGui::MenuItem("Debug Log", NULL, &demo_data->ShowDebugLog, has_debug_tools); + ImGui::MenuItem("ID Stack Tool", NULL, &demo_data->ShowIDStackTool, has_debug_tools); + bool is_debugger_present = io.ConfigDebugIsDebuggerPresent; + if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools))// && is_debugger_present)) + ImGui::DebugStartItemPicker(); + if (!is_debugger_present) + ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable some extra features to avoid casual users crashing the application."); + ImGui::MenuItem("Style Editor", NULL, &demo_data->ShowStyleEditor); + ImGui::MenuItem("About Dear ImGui", NULL, &demo_data->ShowAbout); + + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowWidgets() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (!ImGui::CollapsingHeader("Widgets")) + return; + + static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom + if (disable_all) + ImGui::BeginDisabled(); + + IMGUI_DEMO_MARKER("Widgets/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::SeparatorText("General"); + + IMGUI_DEMO_MARKER("Widgets/Basic/Button"); + static int clicked = 0; + if (ImGui::Button("Button")) + clicked++; + if (clicked & 1) + { + ImGui::SameLine(); + ImGui::Text("Thanks for clicking me!"); + } + + IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox"); + static bool check = true; + ImGui::Checkbox("checkbox", &check); + + IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton"); + static int e = 0; + ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); + ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); + ImGui::RadioButton("radio c", &e, 2); + + // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)"); + for (int i = 0; i < 7; i++) + { + if (i > 0) + ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f)); + ImGui::Button("Click"); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + + // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements + // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) + // See 'Demo->Layout->Text Baseline Alignment' for details. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Hold to repeat:"); + ImGui::SameLine(); + + // Arrow buttons with Repeater + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)"); + static int counter = 0; + float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } + ImGui::SameLine(0.0f, spacing); + if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } + ImGui::PopItemFlag(); + ImGui::SameLine(); + ImGui::Text("%d", counter); + + ImGui::Button("Tooltip"); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::LabelText("label", "Value"); + + ImGui::SeparatorText("Inputs"); + + { + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Basic/InputText"); + static char str0[128] = "Hello, world!"; + ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); + ImGui::SameLine(); HelpMarker( + "USER:\n" + "Hold SHIFT or use mouse to select text.\n" + "CTRL+Left/Right to word jump.\n" + "CTRL+A or Double-Click to select all.\n" + "CTRL+X,CTRL+C,CTRL+V clipboard.\n" + "CTRL+Z,CTRL+Y undo/redo.\n" + "ESCAPE to revert.\n\n" + "PROGRAMMER:\n" + "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " + "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " + "in imgui_demo.cpp)."); + + static char str1[128] = ""; + ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); + + IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat"); + static int i0 = 123; + ImGui::InputInt("input int", &i0); + + static float f0 = 0.001f; + ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); + + static double d0 = 999999.00000001; + ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f"); + + static float f1 = 1.e10f; + ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); + ImGui::SameLine(); HelpMarker( + "You can input value using the scientific notation,\n" + " e.g. \"1e+8\" becomes \"100000000\"."); + + static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + ImGui::InputFloat3("input float3", vec4a); + } + + ImGui::SeparatorText("Drags"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat"); + static int i1 = 50, i2 = 42, i3 = 128; + ImGui::DragInt("drag int", &i1, 1); + ImGui::SameLine(); HelpMarker( + "Click and drag to edit value.\n" + "Hold SHIFT/ALT for faster/slower edit.\n" + "Double-click or CTRL+click to input value."); + ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragInt("drag int wrap 100..200", &i3, 1, 100, 200, "%d", ImGuiSliderFlags_WrapAround); + + static float f1 = 1.00f, f2 = 0.0067f; + ImGui::DragFloat("drag float", &f1, 0.005f); + ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); + //ImGui::DragFloat("drag wrap -1..1", &f3, 0.005f, -1.0f, 1.0f, NULL, ImGuiSliderFlags_WrapAround); + } + + ImGui::SeparatorText("Sliders"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat"); + static int i1 = 0; + ImGui::SliderInt("slider int", &i1, -1, 3); + ImGui::SameLine(); HelpMarker("CTRL+click to input value."); + + static float f1 = 0.123f, f2 = 0.0f; + ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); + ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle"); + static float angle = 0.0f; + ImGui::SliderAngle("slider angle", &angle); + + // Using the format string to display a name instead of an integer. + // Here we completely omit '%d' from the format string, so it'll only display a name. + // This technique can also be used with DragInt(). + IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)"); + enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; + static int elem = Element_Fire; + const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; + const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; + ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable CTRL+Click here. + ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); + } + + ImGui::SeparatorText("Selectors/Pickers"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4"); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "Click and hold to use drag and drop.\n" + "Right-click on the color square to show options.\n" + "CTRL+click on individual component to input value.\n"); + + ImGui::ColorEdit4("color 2", col2); + } + + { + // Using the _simplified_ one-liner Combo() api here + // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. + IMGUI_DEMO_MARKER("Widgets/Basic/Combo"); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; + static int item_current = 0; + ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner Combo API here.\n" + "Refer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API."); + } + + { + // Using the _simplified_ one-liner ListBox() api here + // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. + IMGUI_DEMO_MARKER("Widgets/Basic/ListBox"); + const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; + static int item_current = 1; + ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner ListBox API here.\n" + "Refer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tooltips"); + if (ImGui::TreeNode("Tooltips")) + { + // Tooltips are windows following the mouse. They do not take focus away. + ImGui::SeparatorText("General"); + + // Typical use cases: + // - Short-form (text only): SetItemTooltip("Hello"); + // - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); } + + // - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); } + // - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); } + + HelpMarker( + "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n" + "We provide a helper SetItemTooltip() function to perform the two with standards flags."); + + ImVec2 sz = ImVec2(-FLT_MIN, 0.0f); + + ImGui::Button("Basic", sz); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::Button("Fancy", sz); + if (ImGui::BeginItemTooltip()) + { + ImGui::Text("I am a fancy tooltip"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); + ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime())); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Always On"); + + // Showcase NOT relying on a IsItemHovered() to emit a tooltip. + // Here the tooltip is always emitted when 'always_on == true'. + static int always_on = 0; + ImGui::RadioButton("Off", &always_on, 0); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Simple)", &always_on, 1); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Advanced)", &always_on, 2); + if (always_on == 1) + ImGui::SetTooltip("I am following you around."); + else if (always_on == 2 && ImGui::BeginTooltip()) + { + ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f)); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Custom"); + + HelpMarker( + "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize" + "tooltip activation details across your application. You may however decide to use custom" + "flags for a specific tooltip instance."); + + // The following examples are passed for documentation purpose but may not be useful to most users. + // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from + // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used. + // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary. + ImGui::Button("Manual", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a manually emitted tooltip."); + + ImGui::Button("DelayNone", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone)) + ImGui::SetTooltip("I am a tooltip with no delay."); + + ImGui::Button("DelayShort", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort); + + ImGui::Button("DelayLong", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal); + + ImGui::Button("Stationary", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary)) + ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating."); + + // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav', + // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag. + ImGui::BeginDisabled(); + ImGui::Button("Disabled item", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a a tooltip for a disabled item."); + ImGui::EndDisabled(); + + ImGui::TreePop(); + } + + // Testing ImGuiOnceUponAFrame helper. + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) + // if (once) + // ImGui::Text("This will be displayed only once."); + + IMGUI_DEMO_MARKER("Widgets/Tree Nodes"); + if (ImGui::TreeNode("Tree Nodes")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees"); + if (ImGui::TreeNode("Basic trees")) + { + for (int i = 0; i < 5; i++) + { + // Use SetNextItemOpen() so set the default state of a node to be open. We could + // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + + // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict. + // An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)', + // aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine. + ImGui::PushID(i); + if (ImGui::TreeNode("", "Child %d", i)) + { + ImGui::Text("blah blah"); + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + ImGui::TreePop(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes"); + if (ImGui::TreeNode("Advanced, with Selectable nodes")) + { + HelpMarker( + "This is a more typical looking tree with selectable nodes.\n" + "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; + static bool align_label_with_current_x_position = false; + static bool test_drag_and_drop = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &base_flags, ImGuiTreeNodeFlags_SpanLabelWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsBackHere", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsBackHere); + ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); + ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); + ImGui::Text("Hello!"); + if (align_label_with_current_x_position) + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + + // 'selection_mask' is dumb representation of what may be user-side selection state. + // You may retain selection state inside or outside your objects in whatever format you see fit. + // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end + /// of the loop. May be a pointer to your own node type, etc. + static int selection_mask = (1 << 2); + int node_clicked = -1; + for (int i = 0; i < 6; i++) + { + // Disable the default "open on single-click behavior" + set Selected flag according to our selection. + // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)) != 0; + if (is_selected) + node_flags |= ImGuiTreeNodeFlags_Selected; + if (i < 3) + { + // Items 0..2 are Tree Node + bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + if (i == 2 && (base_flags & ImGuiTreeNodeFlags_SpanLabelWidth)) + { + // Item 2 has an additional inline button to help demonstrate SpanLabelWidth. + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + } + if (node_open) + { + ImGui::BulletText("Blah blah\nBlah Blah"); + ImGui::SameLine(); + ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + } + else + { + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can + // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). + node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet + ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + } + } + if (node_clicked != -1) + { + // Update selection state + // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) + if (ImGui::GetIO().KeyCtrl) + selection_mask ^= (1 << node_clicked); // CTRL+click to toggle + else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection + selection_mask = (1 << node_clicked); // Click to single-select + } + if (align_label_with_current_x_position) + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); + if (ImGui::TreeNode("Collapsing Headers")) + { + static bool closable_group = true; + ImGui::Checkbox("Show 2nd header", &closable_group); + if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("Some content %d", i); + } + if (ImGui::CollapsingHeader("Header with a close button", &closable_group)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("More content %d", i); + } + /* + if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + */ + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Bullets"); + if (ImGui::TreeNode("Bullets")) + { + ImGui::BulletText("Bullet point 1"); + ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) + { + ImGui::BulletText("Another bullet point"); + ImGui::TreePop(); + } + ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); + ImGui::Bullet(); ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text"); + if (ImGui::TreeNode("Text")) + { + IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); + if (ImGui::TreeNode("Colorful Text")) + { + // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. + ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); + ImGui::TextDisabled("Disabled"); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); + if (ImGui::TreeNode("Word Wrapping")) + { + // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. + ImGui::TextWrapped( + "This text should automatically wrap on the edge of the window. The current implementation " + "for text wrapping follows simple rules suitable for English and possibly other languages."); + ImGui::Spacing(); + + static float wrap_width = 200.0f; + ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); + + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (int n = 0; n < 2; n++) + { + ImGui::Text("Test paragraph %d:", n); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); + ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + if (n == 0) + ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); + else + ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + + // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) + draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); + ImGui::PopTextWrapPos(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); + if (ImGui::TreeNode("UTF-8 Text")) + { + // UTF-8 test with Japanese characters + // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) + // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 + // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you + // can save your source files as 'UTF-8 without signature'). + // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 + // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. + // Don't do this in your application! Please use u8"text in any language" in your application! + // Note that characters values are preserved even by InputText() if the font cannot be displayed, + // so you can safely copy & paste garbled characters into another application. + ImGui::TextWrapped( + "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " + "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " + "Read docs/FONTS.md for details."); + ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); + ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); + static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; + //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis + ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Images"); + if (ImGui::TreeNode("Images")) + { + ImGuiIO& io = ImGui::GetIO(); + ImGui::TextWrapped( + "Below we are displaying the font texture (which is the only texture we have access to in this demo). " + "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " + "Hover the texture for a zoomed view!"); + + // Below we are displaying the font texture because it is the only texture we have access to inside the demo! + // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that + // will be passed to the rendering backend via the ImDrawCmd structure. + // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top + // of their respective source file to specify what they expect to be stored in ImTextureID, for example: + // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer + // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. + // More: + // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers + // to ImGui::Image(), and gather width/height through your own functions, etc. + // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, + // it will help you debug issues if you are confused about it. + // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). + // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md + // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImTextureID my_tex_id = io.Fonts->TexID; + float my_tex_w = (float)io.Fonts->TexWidth; + float my_tex_h = (float)io.Fonts->TexHeight; + { + static bool use_text_color_for_tint = false; + ImGui::Checkbox("Use Text Color for Tint", &use_text_color_for_tint); + ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left + ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right + ImVec4 tint_col = use_text_color_for_tint ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + ImVec4 border_col = ImGui::GetStyleColorVec4(ImGuiCol_Border); + ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); + if (ImGui::BeginItemTooltip()) + { + float region_sz = 32.0f; + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; + float zoom = 4.0f; + if (region_x < 0.0f) { region_x = 0.0f; } + else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } + if (region_y < 0.0f) { region_y = 0.0f; } + else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } + ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); + ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); + ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); + ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); + ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col); + ImGui::EndTooltip(); + } + } + + IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); + ImGui::TextWrapped("And now some textured buttons.."); + static int pressed_count = 0; + for (int i = 0; i < 8; i++) + { + // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. + // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. + // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImGui::PushID(i); + if (i > 0) + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f)); + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col)) + pressed_count += 1; + if (i > 0) + ImGui::PopStyleVar(); + ImGui::PopID(); + ImGui::SameLine(); + } + ImGui::NewLine(); + ImGui::Text("Pressed %d times.", pressed_count); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Combo"); + if (ImGui::TreeNode("Combo")) + { + // Combo Boxes are also called "Dropdown" in other systems + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) + flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview)) + flags &= ~ImGuiComboFlags_NoPreview; + + // Override default popup height + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest); + + // Using the generic BeginCombo() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selection data as an index. + + // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[]) + const char* combo_preview_value = items[item_selected_idx]; + + if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + + ImGui::Spacing(); + ImGui::SeparatorText("One-liner variants"); + HelpMarker("Flags above don't apply to this section."); + + // Simplified one-liner Combo() API, using values packed in a single constant string + // This is a convenience for when the selection set is small and known at compile-time. + static int item_current_2 = 0; + ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); + + // Simplified one-liner Combo() using an accessor function + static int item_current_4 = 0; + ImGui::Combo("combo 4 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items)); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/List Boxes"); + if (ImGui::TreeNode("List boxes")) + { + // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() + // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild() + // to always be called (inconsistent with BeginListBox()/EndListBox()). + + // Using the generic BeginListBox() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selected data as an index. + + static bool item_highlight = false; + int item_highlighted_idx = -1; // Here we store our highlighted data as an index. + ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight); + + if (ImGui::BeginListBox("listbox 1")) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + if (item_highlight && ImGui::IsItemHovered()) + item_highlighted_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes."); + + // Custom size: use all width, 5 items tall + ImGui::Text("Full-width:"); + if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + bool is_selected = (item_selected_idx == n); + ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0; + if (ImGui::Selectable(items[n], is_selected, flags)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Selectables")) + { + // Selectable() has 2 overloads: + // - The one taking "bool selected" as a read-only selection information. + // When Selectable() has been clicked it returns true and you can alter selection state accordingly. + // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) + // The earlier is more flexible, as in real application your selection may be stored in many different ways + // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). + IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); + if (ImGui::TreeNode("Basic")) + { + static bool selection[5] = { false, true, false, false }; + ImGui::Selectable("1. I am selectable", &selection[0]); + ImGui::Selectable("2. I am selectable", &selection[1]); + ImGui::Selectable("3. I am selectable", &selection[2]); + if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick)) + if (ImGui::IsMouseDoubleClicked(0)) + selection[3] = !selection[3]; + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line"); + if (ImGui::TreeNode("Rendering more items on the same line")) + { + // (1) Using SetNextItemAllowOverlap() + // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. + static bool selected[3] = { false, false, false }; + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables"); + if (ImGui::TreeNode("In Tables")) + { + static bool selected[10] = {}; + + if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap + } + ImGui::EndTable(); + } + ImGui::Spacing(); + if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns); + ImGui::TableNextColumn(); + ImGui::Text("Some other contents"); + ImGui::TableNextColumn(); + ImGui::Text("123456"); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); + if (ImGui::TreeNode("Grid")) + { + static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; + + // Add in a bit of silly fun... + const float time = (float)ImGui::GetTime(); + const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected... + if (winning_state) + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); + + for (int y = 0; y < 4; y++) + for (int x = 0; x < 4; x++) + { + if (x > 0) + ImGui::SameLine(); + ImGui::PushID(y * 4 + x); + if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) + { + // Toggle clicked cell + toggle neighbors + selected[y][x] ^= 1; + if (x > 0) { selected[y][x - 1] ^= 1; } + if (x < 3) { selected[y][x + 1] ^= 1; } + if (y > 0) { selected[y - 1][x] ^= 1; } + if (y < 3) { selected[y + 1][x] ^= 1; } + } + ImGui::PopID(); + } + + if (winning_state) + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); + if (ImGui::TreeNode("Alignment")) + { + HelpMarker( + "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " + "basis using PushStyleVar(). You'll probably want to always keep your default situation to " + "left-align otherwise it becomes difficult to layout multiple items on a same line"); + static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; + for (int y = 0; y < 3; y++) + { + for (int x = 0; x < 3; x++) + { + ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); + char name[32]; + sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); + if (x > 0) ImGui::SameLine(); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); + ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); + ImGui::PopStyleVar(); + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + ShowDemoWindowMultiSelect(demo_data); + + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Text Input"); + if (ImGui::TreeNode("Text Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); + if (ImGui::TreeNode("Multi-line Text Input")) + { + // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize + // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. + static char text[1024 * 16] = + "/*\n" + " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" + " the hexadecimal encoding of one offending instruction,\n" + " more formally, the invalid operand with locked CMPXCHG8B\n" + " instruction bug, is a design flaw in the majority of\n" + " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" + " processors (all in the P5 microarchitecture).\n" + "*/\n\n" + "label:\n" + "\tlock cmpxchg8b eax\n"; + + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets."); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); + if (ImGui::TreeNode("Filtered Text Input")) + { + struct TextFilters + { + // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback) + static int FilterCasingSwap(ImGuiInputTextCallbackData* data) + { + if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase + else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase + return 0; + } + + // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out) + static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) + { + if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) + return 0; + return 1; + } + }; + + static char buf1[32] = ""; ImGui::InputText("default", buf1, 32); + static char buf2[32] = ""; ImGui::InputText("decimal", buf2, 32, ImGuiInputTextFlags_CharsDecimal); + static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, 32, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, 32, ImGuiInputTextFlags_CharsUppercase); + static char buf5[32] = ""; ImGui::InputText("no blank", buf5, 32, ImGuiInputTextFlags_CharsNoBlank); + static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters. + static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters. + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Password input"); + if (ImGui::TreeNode("Password Input")) + { + static char password[64] = "password123"; + ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks"); + if (ImGui::TreeNode("Completion, History, Edit Callbacks")) + { + struct Funcs + { + static int MyCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) + { + data->InsertChars(data->CursorPos, ".."); + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) + { + if (data->EventKey == ImGuiKey_UpArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Up!"); + data->SelectAll(); + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Down!"); + data->SelectAll(); + } + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) + { + // Toggle casing of first character + char c = data->Buf[0]; + if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32; + data->BufDirty = true; + + // Increment a counter + int* p_int = (int*)data->UserData; + *p_int = *p_int + 1; + } + return 0; + } + }; + static char buf1[64]; + ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we append \"..\" each time Tab is pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf2[64]; + ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we replace and select text each time Up/Down are pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf3[64]; + static int edit_count = 0; + ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); + ImGui::SameLine(); HelpMarker( + "Here we toggle the casing of the first character on every edit + count edits."); + ImGui::SameLine(); ImGui::Text("(%d)", edit_count); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); + if (ImGui::TreeNode("Resize Callback")) + { + // To wire InputText() with std::string or any other custom string type, + // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper + // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. + HelpMarker( + "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" + "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); + struct Funcs + { + static int MyResizeCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + ImVector* my_str = (ImVector*)data->UserData; + IM_ASSERT(my_str->begin() == data->Buf); + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + data->Buf = my_str->begin(); + } + return 0; + } + + // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. + // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) + { + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + } + }; + + // For this demo we are using ImVector as a string container. + // Note that because we need to store a terminating zero character, our size/capacity are 1 more + // than usually reported by a typical string class. + static ImVector my_str; + if (my_str.empty()) + my_str.push_back(0); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Eliding, Alignment"); + if (ImGui::TreeNode("Eliding, Alignment")) + { + static char buf1[128] = "/path/to/some/folder/with/long/filename.cpp"; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_ElideLeft; + ImGui::CheckboxFlags("ImGuiInputTextFlags_ElideLeft", &flags, ImGuiInputTextFlags_ElideLeft); + ImGui::InputText("Path", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous"); + if (ImGui::TreeNode("Miscellaneous")) + { + static char buf1[16]; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll; + ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo); + ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + // Tabs + IMGUI_DEMO_MARKER("Widgets/Tabs"); + if (ImGui::TreeNode("Tabs")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + if (ImGui::BeginTabItem("Avocado")) + { + ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Broccoli")) + { + ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Cucumber")) + { + ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); + if (ImGui::TreeNode("Advanced & Close Button")) + { + // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; + ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", &tab_bar_flags, ImGuiTabBarFlags_DrawSelectedOverline); + if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + // Tab Bar + ImGui::AlignTextToFramePadding(); + ImGui::Text("Opened:"); + const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; + static bool opened[4] = { true, true, true, true }; // Persistent user state + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + { + ImGui::SameLine(); + ImGui::Checkbox(names[n], &opened[n]); + } + + // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): + // the underlying bool will be set to false when the tab is closed. + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", names[n]); + if (n & 1) + ImGui::Text("I am an odd tab."); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); + if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) + { + static ImVector active_tabs; + static int next_tab_id = 0; + if (next_tab_id == 0) // Initialize with some default tabs + for (int i = 0; i < 3; i++) + active_tabs.push_back(next_tab_id++); + + // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. + // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... + // but they tend to make more sense together) + static bool show_leading_button = true; + static bool show_trailing_button = true; + ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); + ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); + + // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown; + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + // Demo a Leading TabItemButton(): click the "?" button to open a menu + if (show_leading_button) + if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) + ImGui::OpenPopup("MyHelpMenu"); + if (ImGui::BeginPopup("MyHelpMenu")) + { + ImGui::Selectable("Hello!"); + ImGui::EndPopup(); + } + + // Demo Trailing Tabs: click the "+" button to add a new tab. + // (In your app you may want to use a font icon instead of the "+") + // We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end. + if (show_trailing_button) + if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) + active_tabs.push_back(next_tab_id++); // Add new tab + + // Submit our regular tabs + for (int n = 0; n < active_tabs.Size; ) + { + bool open = true; + char name[16]; + snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); + if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", name); + ImGui::EndTabItem(); + } + + if (!open) + active_tabs.erase(active_tabs.Data + n); + else + n++; + } + + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Plot/Graph widgets are not very good. + // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot + // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) + IMGUI_DEMO_MARKER("Widgets/Plotting"); + if (ImGui::TreeNode("Plotting")) + { + static bool animate = true; + ImGui::Checkbox("Animate", &animate); + + // Plot as lines and plot as histogram + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); + //ImGui::SameLine(); HelpMarker("Consider using ImPlot instead!"); + + // Fill an array of contiguous float values to plot + // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float + // and the sizeof() of your structure in the "stride" parameter. + static float values[90] = {}; + static int values_offset = 0; + static double refresh_time = 0.0; + if (!animate || refresh_time == 0.0) + refresh_time = ImGui::GetTime(); + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo + { + static float phase = 0.0f; + values[values_offset] = cosf(phase); + values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); + phase += 0.10f * values_offset; + refresh_time += 1.0f / 60.0f; + } + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + average /= (float)IM_ARRAYSIZE(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); + } + + // Use functions to generate output + // FIXME: This is actually VERY awkward because current plot API only pass in indices. + // We probably want an API passing floats and user provide sample rate/count. + struct Funcs + { + static float Sin(void*, int i) { return sinf(i * 0.1f); } + static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + }; + static int func_type = 0, display_count = 70; + ImGui::SeparatorText("Functions"); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + ImGui::SameLine(); + ImGui::SliderInt("Sample count", &display_count, 1, 400); + float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; + ImGui::PlotLines("Lines##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::Separator(); + + ImGui::Text("Need better plotting and graphing? Consider using ImPlot:"); + ImGui::TextLinkOpenURL("https://github.com/epezent/implot"); + ImGui::Separator(); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Progress Bars"); + if (ImGui::TreeNode("Progress Bars")) + { + // Animate a simple progress bar + static float progress = 0.0f, progress_dir = 1.0f; + progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; + if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } + if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } + + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Progress Bar"); + + float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); + char buf[32]; + sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); + + // Pass an animated negative value, e.g. -1.0f * (float)ImGui::GetTime() is the recommended value. + // Adjust the factor if you want to adjust the animation speed. + ImGui::ProgressBar(-1.0f * (float)ImGui::GetTime(), ImVec2(0.0f, 0.0f), "Searching.."); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Indeterminate"); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Color"); + if (ImGui::TreeNode("Color/Picker Widgets")) + { + static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); + + static bool alpha_preview = true; + static bool alpha_half_preview = false; + static bool drag_and_drop = true; + static bool options_menu = true; + static bool hdr = false; + ImGui::SeparatorText("Options"); + ImGui::Checkbox("With Alpha Preview", &alpha_preview); + ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); + ImGui::Checkbox("With Drag and Drop", &drag_and_drop); + ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); + ImGui::SeparatorText("Inline color editor"); + ImGui::Text("Color widget:"); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "CTRL+click on individual component to input value.\n"); + ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); + ImGui::Text("Color widget HSV with Alpha:"); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); + ImGui::Text("Color widget with Float Display:"); + ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)"); + ImGui::Text("Color button with Picker:"); + ImGui::SameLine(); HelpMarker( + "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" + "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " + "be used for the tooltip and picker popup."); + ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)"); + ImGui::Text("Color button with Custom Picker Popup:"); + + // Generate a default palette. The palette will persist and can be edited. + static bool saved_palette_init = true; + static ImVec4 saved_palette[32] = {}; + if (saved_palette_init) + { + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, + saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); + saved_palette[n].w = 1.0f; // Alpha + } + saved_palette_init = false; + } + + static ImVec4 backup_color; + bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); + open_popup |= ImGui::Button("Palette"); + if (open_popup) + { + ImGui::OpenPopup("mypicker"); + backup_color = color; + } + if (ImGui::BeginPopup("mypicker")) + { + ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); + ImGui::Separator(); + ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + ImGui::Text("Current"); + ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); + ImGui::Text("Previous"); + if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) + color = backup_color; + ImGui::Separator(); + ImGui::Text("Palette"); + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::PushID(n); + if ((n % 8) != 0) + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); + + ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; + if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) + color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! + + // Allow user to drop colors into each palette entry. Note that ColorButton() is already a + // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); + ImGui::EndDragDropTarget(); + } + + ImGui::PopID(); + } + ImGui::EndGroup(); + ImGui::EndPopup(); + } + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)"); + ImGui::Text("Color button only:"); + static bool no_border = false; + ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); + ImGui::SeparatorText("Color picker"); + static bool alpha = true; + static bool alpha_bar = true; + static bool side_preview = true; + static bool ref_color = false; + static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); + static int display_mode = 0; + static int picker_mode = 0; + ImGui::Checkbox("With Alpha", &alpha); + ImGui::Checkbox("With Alpha Bar", &alpha_bar); + ImGui::Checkbox("With Side Preview", &side_preview); + if (side_preview) + { + ImGui::SameLine(); + ImGui::Checkbox("With Ref Color", &ref_color); + if (ref_color) + { + ImGui::SameLine(); + ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); + } + } + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); + ImGui::SameLine(); HelpMarker( + "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " + "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex " + "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); + ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode."); + ImGuiColorEditFlags flags = misc_flags; + if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() + if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; + if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; + if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; + if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays + if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode + if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; + if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; + ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); + + ImGui::Text("Set defaults in code:"); + ImGui::SameLine(); HelpMarker( + "SetColorEditOptions() is designed to allow you to set boot-time default.\n" + "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," + "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" + "encouraging you to persistently save values that aren't forward-compatible."); + if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); + if (ImGui::Button("Default: Float + HDR + Hue Wheel")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); + + // Always display a small version of both types of pickers + // (that's in order to make it more visible in the demo to people who are skimming quickly through it) + ImGui::Text("Both types:"); + float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f; + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + ImGui::SameLine(); + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) + static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! + ImGui::Spacing(); + ImGui::Text("HSV encoded colors"); + ImGui::SameLine(); HelpMarker( + "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" + "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" + "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); + ImGui::Text("Color widget with InputHSV:"); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); + if (ImGui::TreeNode("Drag/Slider Flags")) + { + // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! + static ImGuiSliderFlags flags = ImGuiSliderFlags_None; + ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput); + ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds."); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange); + ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp."); + ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); + ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); + ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoSpeedTweaks", &flags, ImGuiSliderFlags_NoSpeedTweaks); + ImGui::SameLine(); HelpMarker("Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic."); + ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround); + ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)"); + + // Drags + static float drag_f = 0.5f; + static int drag_i = 50; + ImGui::Text("Underlying float value: %f", drag_f); + ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); + //ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags); // To test ClampZeroRange + //ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags); + ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + + // Sliders + static float slider_f = 0.5f; + static int slider_i = 50; + const ImGuiSliderFlags flags_for_sliders = flags & ~ImGuiSliderFlags_WrapAround; + ImGui::Text("Underlying float value: %f", slider_f); + ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders); + ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Range Widgets"); + if (ImGui::TreeNode("Range Widgets")) + { + static float begin = 10, end = 90; + static int begin_i = 100, end_i = 1000; + ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); + ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Data Types"); + if (ImGui::TreeNode("Data Types")) + { + // DragScalar/InputScalar/SliderScalar functions allow various data types + // - signed/unsigned + // - 8/16/32/64-bits + // - integer/float/double + // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum + // to pass the type, and passing all arguments by pointer. + // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type. + // In practice, if you frequently use a given type that is not covered by the normal API entry points, + // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, + // and then pass their address to the generic function. For example: + // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") + // { + // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); + // } + + // Setup limits (as helper variables so we can take their address, as explained above) + // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. + #ifndef LLONG_MIN + ImS64 LLONG_MIN = -9223372036854775807LL - 1; + ImS64 LLONG_MAX = 9223372036854775807LL; + ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); + #endif + const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; + const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; + const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; + const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; + const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; + const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; + const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; + const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; + const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; + const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; + + // State + static char s8_v = 127; + static ImU8 u8_v = 255; + static short s16_v = 32767; + static ImU16 u16_v = 65535; + static ImS32 s32_v = -1; + static ImU32 u32_v = (ImU32)-1; + static ImS64 s64_v = -1; + static ImU64 u64_v = (ImU64)-1; + static float f32_v = 0.123f; + static double f64_v = 90000.01234567890123456789; + + const float drag_speed = 0.2f; + static bool drag_clamp = false; + IMGUI_DEMO_MARKER("Widgets/Data Types/Drags"); + ImGui::SeparatorText("Drags"); + ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); + ImGui::SameLine(); HelpMarker( + "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n" + "You can override the clamping limits by using CTRL+Click to input a value."); + ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); + ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X"); + ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); + ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); + ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); + ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic); + ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams"); + ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders"); + ImGui::SeparatorText("Sliders"); + ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); + ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); + ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); + ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); + ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); + ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); + ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); + ImGui::SliderScalar("slider s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X"); + ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); + ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); + ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" PRId64); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" PRId64); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); + ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); + ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); + ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); + + ImGui::SeparatorText("Sliders (reverse)"); + ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); + ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); + ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); + ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); + ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" PRId64); + ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms"); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs"); + static bool inputs_step = true; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None; + ImGui::SeparatorText("Inputs"); + ImGui::Checkbox("Show step buttons", &inputs_step); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", &flags, ImGuiInputTextFlags_ParseEmptyRefVal); + ImGui::CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", &flags, ImGuiInputTextFlags_DisplayEmptyRefVal); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X", flags); + ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", flags); + ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL, NULL, NULL, flags); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); + if (ImGui::TreeNode("Multi-component Widgets")) + { + static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + static int vec4i[4] = { 1, 5, 100, 255 }; + + ImGui::SeparatorText("2-wide"); + ImGui::InputFloat2("input float2", vec4f); + ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); + ImGui::InputInt2("input int2", vec4i); + ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); + ImGui::SliderInt2("slider int2", vec4i, 0, 255); + + ImGui::SeparatorText("3-wide"); + ImGui::InputFloat3("input float3", vec4f); + ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); + ImGui::InputInt3("input int3", vec4i); + ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); + ImGui::SliderInt3("slider int3", vec4i, 0, 255); + + ImGui::SeparatorText("4-wide"); + ImGui::InputFloat4("input float4", vec4f); + ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); + ImGui::InputInt4("input int4", vec4i); + ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); + ImGui::SliderInt4("slider int4", vec4i, 0, 255); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); + if (ImGui::TreeNode("Vertical Sliders")) + { + const float spacing = 4; + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); + + static int int_value = 0; + ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5); + ImGui::SameLine(); + + static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; + ImGui::PushID("set1"); + for (int i = 0; i < 7; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); + ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values[i]); + ImGui::PopStyleColor(4); + ImGui::PopID(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set2"); + static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; + const int rows = 3; + const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); + for (int nx = 0; nx < 4; nx++) + { + if (nx > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + for (int ny = 0; ny < rows; ny++) + { + ImGui::PushID(nx * rows + ny); + ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values2[nx]); + ImGui::PopID(); + } + ImGui::EndGroup(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set3"); + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); + ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); + ImGui::PopStyleVar(); + ImGui::PopID(); + } + ImGui::PopID(); + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop"); + if (ImGui::TreeNode("Drag and Drop")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets"); + if (ImGui::TreeNode("Drag and drop in standard widgets")) + { + // ColorEdit widgets automatically act as drag source and drag target. + // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F + // to allow your own widgets to use colors in their drag and drop interaction. + // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. + HelpMarker("You can drag from the color squares."); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::ColorEdit4("color 2", col2); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items"); + if (ImGui::TreeNode("Drag and drop to copy/swap items")) + { + enum Mode + { + Mode_Copy, + Mode_Move, + Mode_Swap + }; + static int mode = 0; + if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); + if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); + if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } + static const char* names[9] = + { + "Bobby", "Beatrice", "Betty", + "Brianna", "Barry", "Bernard", + "Bibi", "Blaine", "Bryn" + }; + for (int n = 0; n < IM_ARRAYSIZE(names); n++) + { + ImGui::PushID(n); + if ((n % 3) != 0) + ImGui::SameLine(); + ImGui::Button(names[n], ImVec2(60, 60)); + + // Our buttons are both drag sources and drag targets here! + if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) + { + // Set payload to carry the index of our item (could be anything) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); + + // Display preview (could be anything, e.g. when dragging an image we could decide to display + // the filename and a small preview of the image, etc.) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } + if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } + if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } + ImGui::EndDragDropSource(); + } + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) + { + IM_ASSERT(payload->DataSize == sizeof(int)); + int payload_n = *(const int*)payload->Data; + if (mode == Mode_Copy) + { + names[n] = names[payload_n]; + } + if (mode == Mode_Move) + { + names[n] = names[payload_n]; + names[payload_n] = ""; + } + if (mode == Mode_Swap) + { + const char* tmp = names[n]; + names[n] = names[payload_n]; + names[payload_n] = tmp; + } + } + ImGui::EndDragDropTarget(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); + if (ImGui::TreeNode("Drag to reorder items (simple)")) + { + // FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice. + // This code was always slightly faulty but in a way which was not easily noticeable. + // Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue. + ImGui::PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); + + // Simple reordering + HelpMarker( + "We don't use the drag and drop api at all here! " + "Instead we query when the item is held but not hovered, and order items accordingly."); + static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; + for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) + { + const char* item = item_names[n]; + ImGui::Selectable(item); + + if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) + { + int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); + if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) + { + item_names[n] = item_names[n_next]; + item_names[n_next] = item; + ImGui::ResetMouseDragDelta(); + } + } + } + + ImGui::PopItemFlag(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location"); + if (ImGui::TreeNode("Tooltip at target location")) + { + for (int n = 0; n < 2; n++) + { + // Drop targets + ImGui::Button(n ? "drop here##1" : "drop here##0"); + if (ImGui::BeginDragDropTarget()) + { + ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip; + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags)) + { + IM_UNUSED(payload); + ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed); + ImGui::SetTooltip("Cannot drop here!"); + } + ImGui::EndDragDropTarget(); + } + + // Drop source + static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f }; + if (n == 0) + ImGui::ColorButton("drag me", col4); + + } + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); + if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) + { + // Select an item type + const char* item_names[] = + { + "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", + "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" + }; + static int item_type = 4; + static bool item_disabled = false; + ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); + ImGui::SameLine(); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); + ImGui::Checkbox("Item Disabled", &item_disabled); + + // Submit selected items so we can query their status in the code following it. + bool ret = false; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; + if (item_disabled) + ImGui::BeginDisabled(true); + if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction + if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button + if (item_type == 2) { ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); ret = ImGui::Button("ITEM: Button"); ImGui::PopItemFlag(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window) + if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item + if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } + if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + + bool hovered_delay_none = ImGui::IsItemHovered(); + bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary); + bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort); + bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal); + bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary + + // Display the values of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code. + ImGui::BulletText( + "Return value = %d\n" + "IsItemFocused() = %d\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n" + "IsItemHovered(_AllowWhenDisabled) = %d\n" + "IsItemHovered(_RectOnly) = %d\n" + "IsItemActive() = %d\n" + "IsItemEdited() = %d\n" + "IsItemActivated() = %d\n" + "IsItemDeactivated() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" + "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" + "GetItemRectMin() = (%.1f, %.1f)\n" + "GetItemRectMax() = (%.1f, %.1f)\n" + "GetItemRectSize() = (%.1f, %.1f)", + ret, + ImGui::IsItemFocused(), + ImGui::IsItemHovered(), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), + ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), + ImGui::IsItemActive(), + ImGui::IsItemEdited(), + ImGui::IsItemActivated(), + ImGui::IsItemDeactivated(), + ImGui::IsItemDeactivatedAfterEdit(), + ImGui::IsItemVisible(), + ImGui::IsItemClicked(), + ImGui::IsItemToggledOpen(), + ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, + ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, + ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y + ); + ImGui::BulletText( + "with Hovering Delay or Stationary test:\n" + "IsItemHovered() = = %d\n" + "IsItemHovered(_Stationary) = %d\n" + "IsItemHovered(_DelayShort) = %d\n" + "IsItemHovered(_DelayNormal) = %d\n" + "IsItemHovered(_Tooltip) = %d", + hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip); + + if (item_disabled) + ImGui::EndDisabled(); + + char buf[1] = ""; + ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly); + ImGui::SameLine(); + HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); + if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) + { + static bool embed_all_inside_a_child_window = false; + ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); + if (embed_all_inside_a_child_window) + ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Borders); + + // Testing IsWindowFocused() function with its various flags. + ImGui::BulletText( + "IsWindowFocused() = %d\n" + "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_AnyWindow) = %d\n", + ImGui::IsWindowFocused(), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); + + // Testing IsWindowHovered() function with its various flags. + ImGui::BulletText( + "IsWindowHovered() = %d\n" + "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AnyWindow) = %d\n" + "IsWindowHovered(_Stationary) = %d\n", + ImGui::IsWindowHovered(), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary)); + + ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Borders); + ImGui::Text("This is another child window for testing the _ChildWindows flag."); + ImGui::EndChild(); + if (embed_all_inside_a_child_window) + ImGui::EndChild(); + + // Calling IsItemHovered() after begin returns the hovered status of the title bar. + // This is useful in particular if you want to create a context menu associated to the title bar of a window. + // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). + static bool test_window = false; + ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); + if (test_window) + { + // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. + // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? + ImGui::Begin("Title bar Hovered/Active tests", &test_window); + if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() + { + if (ImGui::MenuItem("Close")) { test_window = false; } + ImGui::EndPopup(); + } + ImGui::Text( + "IsItemHovered() after begin = %d (== is title bar hovered)\n" + "IsItemActive() after begin = %d (== is window being clicked/moved)\n", + ImGui::IsItemHovered(), ImGui::IsItemActive()); + ImGui::End(); + } + + ImGui::TreePop(); + } + + // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd: + // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space) + if (disable_all) + ImGui::EndDisabled(); + + IMGUI_DEMO_MARKER("Widgets/Disable Block"); + if (ImGui::TreeNode("Disable block")) + { + ImGui::Checkbox("Disable entire section above", &disable_all); + ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Filter"); + if (ImGui::TreeNode("Text Filter")) + { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. + HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings."); + static ImGuiTextFilter filter; + ImGui::Text("Filter usage:\n" + " \"\" display all lines\n" + " \"xxx\" display lines containing \"xxx\"\n" + " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" + " \"-xxx\" hide lines containing \"xxx\""); + filter.Draw(); + const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; + for (int i = 0; i < IM_ARRAYSIZE(lines); i++) + if (filter.PassFilter(lines[i])) + ImGui::BulletText("%s", lines[i]); + ImGui::TreePop(); + } +} + +static const char* ExampleNames[] = +{ + "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper", + "Bitter Gourd", "Bok Choy", "Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage", "Calabash", "Capers", "Carrot", "Cassava", + "Cauliflower", "Celery", "Celery Root", "Celcuce", "Chayote", "Chinese Broccoli", "Corn", "Cucumber" +}; + +// Extra functions to add deletion support to ImGuiSelectionBasicStorage +struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage +{ + // Find which item should be Focused after deletion. + // Call _before_ item submission. Retunr an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it. + // The subsequent ApplyDeletionPostLoop() code will use it to apply Selection. + // - We cannot provide this logic in core Dear ImGui because we don't have access to selection data. + // - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility. + // - Important: Deletion only works if the underlying ImGuiID for your items are stable: aka not depend on their index, but on e.g. item id/ptr. + // FIXME-MULTISELECT: Doesn't take account of the possibility focus target will be moved during deletion. Need refocus or scroll offset. + int ApplyDeletionPreLoop(ImGuiMultiSelectIO* ms_io, int items_count) + { + if (Size == 0) + return -1; + + // If focused item is not selected... + const int focused_idx = (int)ms_io->NavIdItem; // Index of currently focused item + if (ms_io->NavIdSelected == false) // This is merely a shortcut, == Contains(adapter->IndexToStorage(items, focused_idx)) + { + ms_io->RangeSrcReset = true; // Request to recover RangeSrc from NavId next frame. Would be ok to reset even when NavIdSelected==true, but it would take an extra frame to recover RangeSrc when deleting a selected item. + return focused_idx; // Request to focus same item after deletion. + } + + // If focused item is selected: land on first unselected item after focused item. + for (int idx = focused_idx + 1; idx < items_count; idx++) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + // If focused item is selected: otherwise return last unselected item before focused item. + for (int idx = IM_MIN(focused_idx, items_count) - 1; idx >= 0; idx--) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + return -1; + } + + // Rewrite item list (delete items) + update selection. + // - Call after EndMultiSelect() + // - We cannot provide this logic in core Dear ImGui because we don't have access to your items, nor to selection data. + template + void ApplyDeletionPostLoop(ImGuiMultiSelectIO* ms_io, ImVector& items, int item_curr_idx_to_select) + { + // Rewrite item list (delete items) + convert old selection index (before deletion) to new selection index (after selection). + // If NavId was not part of selection, we will stay on same item. + ImVector new_items; + new_items.reserve(items.Size - Size); + int item_next_idx_to_select = -1; + for (int idx = 0; idx < items.Size; idx++) + { + if (!Contains(GetStorageIdFromIndex(idx))) + new_items.push_back(items[idx]); + if (item_curr_idx_to_select == idx) + item_next_idx_to_select = new_items.Size - 1; + } + items.swap(new_items); + + // Update selection + Clear(); + if (item_next_idx_to_select != -1 && ms_io->NavIdSelected) + SetItemSelected(GetStorageIdFromIndex(item_next_idx_to_select), true); + } +}; + +// Example: Implement dual list box storage and interface +struct ExampleDualListBox +{ + ImVector Items[2]; // ID is index into ExampleName[] + ImGuiSelectionBasicStorage Selections[2]; // Store ExampleItemId into selection + bool OptKeepSorted = true; + + void MoveAll(int src, int dst) + { + IM_ASSERT((src == 0 && dst == 1) || (src == 1 && dst == 0)); + for (ImGuiID item_id : Items[src]) + Items[dst].push_back(item_id); + Items[src].clear(); + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void MoveSelected(int src, int dst) + { + for (int src_n = 0; src_n < Items[src].Size; src_n++) + { + ImGuiID item_id = Items[src][src_n]; + if (!Selections[src].Contains(item_id)) + continue; + Items[src].erase(&Items[src][src_n]); // FIXME-OPT: Could be implemented more optimally (rebuild src items and swap) + Items[dst].push_back(item_id); + src_n--; + } + if (OptKeepSorted) + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, int side) + { + // In this example we store item id in selection (instead of item index) + Selections[side].UserData = Items[side].Data; + Selections[side].AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImGuiID* items = (ImGuiID*)self->UserData; return items[idx]; }; + Selections[side].ApplyRequests(ms_io); + } + static int IMGUI_CDECL CompareItemsByValue(const void* lhs, const void* rhs) + { + const int* a = (const int*)lhs; + const int* b = (const int*)rhs; + return (*a - *b) > 0 ? +1 : -1; + } + void SortItems(int n) + { + qsort(Items[n].Data, (size_t)Items[n].Size, sizeof(Items[n][0]), CompareItemsByValue); + } + void Show() + { + //ImGui::Checkbox("Sorted", &OptKeepSorted); + if (ImGui::BeginTable("split", 3, ImGuiTableFlags_None)) + { + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Left side + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); // Buttons + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Right side + ImGui::TableNextRow(); + + int request_move_selected = -1; + int request_move_all = -1; + float child_height_0 = 0.0f; + for (int side = 0; side < 2; side++) + { + // FIXME-MULTISELECT: Dual List Box: Add context menus + // FIXME-NAV: Using ImGuiWindowFlags_NavFlattened exhibit many issues. + ImVector& items = Items[side]; + ImGuiSelectionBasicStorage& selection = Selections[side]; + + ImGui::TableSetColumnIndex((side == 0) ? 0 : 2); + ImGui::Text("%s (%d)", (side == 0) ? "Available" : "Basket", items.Size); + + // Submit scrolling range to avoid glitches on moving/deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + bool child_visible; + if (side == 0) + { + // Left child is resizable + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetFrameHeightWithSpacing() * 4), ImVec2(FLT_MAX, FLT_MAX)); + child_visible = ImGui::BeginChild("0", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY); + child_height_0 = ImGui::GetWindowSize().y; + } + else + { + // Right child use same height as left one + child_visible = ImGui::BeginChild("1", ImVec2(-FLT_MIN, child_height_0), ImGuiChildFlags_FrameStyle); + } + if (child_visible) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_None; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + ApplySelectionRequests(ms_io, side); + + for (int item_n = 0; item_n < items.Size; item_n++) + { + ImGuiID item_id = items[item_n]; + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(item_n); + ImGui::Selectable(ExampleNames[item_id], item_is_selected, ImGuiSelectableFlags_AllowDoubleClick); + if (ImGui::IsItemFocused()) + { + // FIXME-MULTISELECT: Dual List Box: Transfer focus + if (ImGui::IsKeyPressed(ImGuiKey_Enter) || ImGui::IsKeyPressed(ImGuiKey_KeypadEnter)) + request_move_selected = side; + if (ImGui::IsMouseDoubleClicked(0)) // FIXME-MULTISELECT: Double-click on multi-selection? + request_move_selected = side; + } + } + + ms_io = ImGui::EndMultiSelect(); + ApplySelectionRequests(ms_io, side); + } + ImGui::EndChild(); + } + + // Buttons columns + ImGui::TableSetColumnIndex(1); + ImGui::NewLine(); + //ImVec2 button_sz = { ImGui::CalcTextSize(">>").x + ImGui::GetStyle().FramePadding.x * 2.0f, ImGui::GetFrameHeight() + padding.y * 2.0f }; + ImVec2 button_sz = { ImGui::GetFrameHeight(), ImGui::GetFrameHeight() }; + + // (Using BeginDisabled()/EndDisabled() works but feels distracting given how it is currently visualized) + if (ImGui::Button(">>", button_sz)) + request_move_all = 0; + if (ImGui::Button(">", button_sz)) + request_move_selected = 0; + if (ImGui::Button("<", button_sz)) + request_move_selected = 1; + if (ImGui::Button("<<", button_sz)) + request_move_all = 1; + + // Process requests + if (request_move_all != -1) + MoveAll(request_move_all, request_move_all ^ 1); + if (request_move_selected != -1) + MoveSelected(request_move_selected, request_move_selected ^ 1); + + // FIXME-MULTISELECT: Support action from outside + /* + if (OptKeepSorted == false) + { + ImGui::NewLine(); + if (ImGui::ArrowButton("MoveUp", ImGuiDir_Up)) {} + if (ImGui::ArrowButton("MoveDown", ImGuiDir_Down)) {} + } + */ + + ImGui::EndTable(); + } + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowMultiSelect() +//----------------------------------------------------------------------------- +// Multi-selection demos +// Also read: https://github.com/ocornut/imgui/wiki/Multi-Select +//----------------------------------------------------------------------------- + +static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select"); + if (ImGui::TreeNode("Selection State & Multi-Select")) + { + HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data."); + + // Without any fancy API: manage single-selection yourself. + IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select"); + if (ImGui::TreeNode("Single-Select")) + { + static int selected = -1; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selected == n)) + selected = n; + } + ImGui::TreePop(); + } + + // Demonstrate implementation a most-basic form of multi-selection manually + // This doesn't support the SHIFT modifier which requires BeginMultiSelect()! + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)"); + if (ImGui::TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)")) + { + HelpMarker("Hold CTRL and click to select multiple items."); + static bool selection[5] = { false, false, false, false, false }; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selection[n])) + { + if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held + memset(selection, 0, sizeof(selection)); + selection[n] ^= 1; // Toggle current item + } + } + ImGui::TreePop(); + } + + // Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API. + // SHIFT+Click w/ CTRL and other standard features are supported. + // We use the ImGuiSelectionBasicStorage helper which you may freely reimplement. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select"); + if (ImGui::TreeNode("Multi-Select")) + { + ImGui::Text("Supported features:"); + ImGui::BulletText("Keyboard navigation (arrows, page up/down, home/end, space)."); + ImGui::BulletText("Ctrl modifier to preserve and toggle selection."); + ImGui::BulletText("Shift modifier for range selection."); + ImGui::BulletText("CTRL+A to select all."); + ImGui::BulletText("Escape to clear selection."); + ImGui::BulletText("Click and drag to box-select."); + ImGui::Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen."); + + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int ITEMS_COUNT = 50; + static ImGuiSelectionBasicStorage selection; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + + // The BeginChild() has no purpose for selection logic, other that offering a scrolling region. + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with clipper)"); + if (ImGui::TreeNode("Multi-Select (with clipper)")) + { + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImGuiSelectionBasicStorage selection; + + ImGui::Text("Added features:"); + ImGui::BulletText("Using ImGuiListClipper."); + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate dynamic item list + deletion support using the BeginMultiSelect/EndMultiSelect API. + // In order to support Deletion without any glitches you need to: + // - (1) If items are submitted in their own scrolling area, submit contents size SetNextWindowContentSize() ahead of time to prevent one-frame readjustment of scrolling. + // - (2) Items needs to have persistent ID Stack identifier = ID needs to not depends on their index. PushID(index) = KO. PushID(item_id) = OK. This is in order to focus items reliably after a selection. + // - (3) BeginXXXX process + // - (4) Focus process + // - (5) EndXXXX process + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with deletion)"); + if (ImGui::TreeNode("Multi-Select (with deletion)")) + { + // Storing items data separately from selection data. + // (you may decide to store selection data inside your item (aka intrusive storage) if you don't need multiple views over same items) + // Use a custom selection.Adapter: store item identifier in Selection (instead of index) + static ImVector items; + static ExampleSelectionWithDeletion selection; + selection.UserData = (void*)&items; + selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImVector* p_items = (ImVector*)self->UserData; return (*p_items)[idx]; }; // Index -> ID + + ImGui::Text("Added features:"); + ImGui::BulletText("Dynamic list with Delete key support."); + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + // Initialize default list with 50 items + button to add/remove items. + static ImGuiID items_next_id = 0; + if (items_next_id == 0) + for (ImGuiID n = 0; n < 50; n++) + items.push_back(items_next_id++); + if (ImGui::SmallButton("Add 20 items")) { for (int n = 0; n < 20; n++) { items.push_back(items_next_id++); } } + ImGui::SameLine(); + if (ImGui::SmallButton("Remove 20 items")) { for (int n = IM_MIN(20, items.Size); n > 0; n--) { selection.SetItemSelected(items.back(), false); items.pop_back(); } } + + // (1) Extra to support deletion: Submit scrolling range to avoid glitches on deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0); + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + + for (int n = 0; n < items.Size; n++) + { + const ImGuiID item_id = items[n]; + char label[64]; + sprintf(label, "Object %05u: %s", item_id, ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]); + + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Implement a Dual List Box (#6648) + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (dual list box)"); + if (ImGui::TreeNode("Multi-Select (dual list box)")) + { + // Init default state + static ExampleDualListBox dlb; + if (dlb.Items[0].Size == 0 && dlb.Items[1].Size == 0) + for (int item_id = 0; item_id < IM_ARRAYSIZE(ExampleNames); item_id++) + dlb.Items[0].push_back((ImGuiID)item_id); + + // Show + dlb.Show(); + + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)"); + if (ImGui::TreeNode("Multi-Select (in a table)")) + { + static ImGuiSelectionBasicStorage selection; + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter)) + { + ImGui::TableSetupColumn("Object"); + ImGui::TableSetupColumn("Action"); + ImGui::TableSetupScrollFreeze(0, 1); + ImGui::TableHeadersRow(); + + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap); + ImGui::TableNextColumn(); + ImGui::SmallButton("hello"); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)"); + if (ImGui::TreeNode("Multi-Select (checkboxes)")) + { + ImGui::Text("In a list of checkboxes (not selectable):"); + ImGui::BulletText("Using _NoAutoSelect + _NoAutoClear flags."); + ImGui::BulletText("Shift+Click to check multiple boxes."); + ImGui::BulletText("Shift+Keyboard to copy current value to other boxes."); + + // If you have an array of checkboxes, you may want to use NoAutoSelect + NoAutoClear and the ImGuiSelectionExternalStorage helper. + static bool items[20] = {}; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_ClearOnEscape; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); // Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width. + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, -1, IM_ARRAYSIZE(items)); + ImGuiSelectionExternalStorage storage_wrapper; + storage_wrapper.UserData = (void*)items; + storage_wrapper.AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int n, bool selected) { bool* array = (bool*)self->UserData; array[n] = selected; }; + storage_wrapper.ApplyRequests(ms_io); + for (int n = 0; n < 20; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Checkbox(label, &items[n]); + } + ms_io = ImGui::EndMultiSelect(); + storage_wrapper.ApplyRequests(ms_io); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Demonstrate individual selection scopes in same window + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (multiple scopes)"); + if (ImGui::TreeNode("Multi-Select (multiple scopes)")) + { + // Use default select: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int SCOPES_COUNT = 3; + const int ITEMS_COUNT = 8; // Per scope + static ImGuiSelectionBasicStorage selections_data[SCOPES_COUNT]; + + // Use ImGuiMultiSelectFlags_ScopeRect to not affect other selections in same window. + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ScopeRect | ImGuiMultiSelectFlags_ClearOnEscape;// | ImGuiMultiSelectFlags_ClearOnClickVoid; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + + for (int selection_scope_n = 0; selection_scope_n < SCOPES_COUNT; selection_scope_n++) + { + ImGui::PushID(selection_scope_n); + ImGuiSelectionBasicStorage* selection = &selections_data[selection_scope_n]; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection->Size, ITEMS_COUNT); + selection->ApplyRequests(ms_io); + + ImGui::SeparatorText("Selection scope"); + ImGui::Text("Selection size: %d/%d", selection->Size, ITEMS_COUNT); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection->Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection->ApplyRequests(ms_io); + ImGui::PopID(); + } + ImGui::TreePop(); + } + + // See ShowExampleAppAssetsBrowser() + if (ImGui::TreeNode("Multi-Select (tiled assets browser)")) + { + ImGui::Checkbox("Assets Browser", &demo_data->ShowAppAssetsBrowser); + ImGui::Text("(also access from 'Examples->Assets Browser' in menu)"); + ImGui::TreePop(); + } + + // Demonstrate supporting multiple-selection in a tree. + // - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly! + // This showcase how SetNextItemSelectionUserData() never assume indices! + // - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request. + // We want this interpolation to match what the user sees: in visible order, skipping closed nodes. + // This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper. + // - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you + // are more likely to build an array mapping sequential indices to visible tree nodes, since your + // filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier. + // - Consider this a prototype: we are working toward simplifying some of it. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)"); + if (ImGui::TreeNode("Multi-Select (trees)")) + { + HelpMarker( + "This is rather advanced and experimental. If you are getting started with multi-select," + "please don't start by looking at how to use it for a tree!\n\n" + "Future versions will try to simplify and formalize some of this."); + + struct ExampleTreeFuncs + { + static void DrawNode(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + tree_node_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Enable pressing left to jump to parent + if (node->Childs.Size == 0) + tree_node_flags |= ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_Leaf; + if (selection->Contains((ImGuiID)node->UID)) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + + // Using SetNextItemStorageID() to specify storage id, so we can easily peek into + // the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions. + ImGui::SetNextItemSelectionUserData((ImGuiSelectionUserData)(intptr_t)node); + ImGui::SetNextItemStorageID((ImGuiID)node->UID); + if (ImGui::TreeNodeEx(node->Name, tree_node_flags)) + { + for (ExampleTreeNode* child : node->Childs) + DrawNode(child, selection); + ImGui::TreePop(); + } + else if (ImGui::IsItemToggledOpen()) + { + TreeCloseAndUnselectChildNodes(node, selection); + } + } + + static bool TreeNodeGetOpen(ExampleTreeNode* node) + { + return ImGui::GetStateStorage()->GetBool((ImGuiID)node->UID); + } + + static void TreeNodeSetOpen(ExampleTreeNode* node, bool open) + { + ImGui::GetStateStorage()->SetBool((ImGuiID)node->UID, open); + } + + // When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected. + // FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node + // features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc. + static int TreeCloseAndUnselectChildNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, int depth = 0) + { + // Recursive close (the test for depth == 0 is because we call this on a node that was just closed!) + int unselected_count = selection->Contains((ImGuiID)node->UID) ? 1 : 0; + if (depth == 0 || TreeNodeGetOpen(node)) + { + for (ExampleTreeNode* child : node->Childs) + unselected_count += TreeCloseAndUnselectChildNodes(child, selection, depth + 1); + TreeNodeSetOpen(node, false); + } + + // Select root node if any of its child was selected, otherwise unselect + selection->SetItemSelected((ImGuiID)node->UID, (depth == 0 && unselected_count > 0)); + return unselected_count; + } + + // Apply multi-selection requests + static void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, ExampleTreeNode* tree, ImGuiSelectionBasicStorage* selection) + { + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + if (req.Selected) + TreeSetAllInOpenNodes(tree, selection, req.Selected); + else + selection->Clear(); + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + ExampleTreeNode* first_node = (ExampleTreeNode*)(intptr_t)req.RangeFirstItem; + ExampleTreeNode* last_node = (ExampleTreeNode*)(intptr_t)req.RangeLastItem; + for (ExampleTreeNode* node = first_node; node != NULL; node = TreeGetNextNodeInVisibleOrder(node, last_node)) + selection->SetItemSelected((ImGuiID)node->UID, req.Selected); + } + } + } + + static void TreeSetAllInOpenNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, bool selected) + { + if (node->Parent != NULL) // Root node isn't visible nor selectable in our scheme + selection->SetItemSelected((ImGuiID)node->UID, selected); + if (node->Parent == NULL || TreeNodeGetOpen(node)) + for (ExampleTreeNode* child : node->Childs) + TreeSetAllInOpenNodes(child, selection, selected); + } + + // Interpolate in *user-visible order* AND only *over opened nodes*. + // If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler. + // Here the tricks are that: + // - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion. + // this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)' + // which would only be called when crossing from child to a parent, aka not too much. + // - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack, + // making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location. + static ExampleTreeNode* TreeGetNextNodeInVisibleOrder(ExampleTreeNode* curr_node, ExampleTreeNode* last_node) + { + // Reached last node + if (curr_node == last_node) + return NULL; + + // Recurse into childs. Query storage to tell if the node is open. + if (curr_node->Childs.Size > 0 && TreeNodeGetOpen(curr_node)) + return curr_node->Childs[0]; + + // Next sibling, then into our own parent + while (curr_node->Parent != NULL) + { + if (curr_node->IndexInParent + 1 < curr_node->Parent->Childs.Size) + return curr_node->Parent->Childs[curr_node->IndexInParent + 1]; + curr_node = curr_node->Parent; + } + return NULL; + } + + }; // ExampleTreeFuncs + + static ImGuiSelectionBasicStorage selection; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); // Create tree once + ImGui::Text("Selection size: %d", selection.Size); + + if (ImGui::BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ExampleTreeNode* tree = demo_data->DemoTree; + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, selection.Size, -1); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + for (ExampleTreeNode* node : tree->Childs) + ExampleTreeFuncs::DrawNode(node, &selection); + ms_io = ImGui::EndMultiSelect(); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Advanced demonstration of BeginMultiSelect() + // - Showcase clipping. + // - Showcase deletion. + // - Showcase basic drag and drop. + // - Showcase TreeNode variant (note that tree node don't expand in the demo: supporting expanding tree nodes + clipping a separate thing). + // - Showcase using inside a table. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (advanced)"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Multi-Select (advanced)")) + { + // Options + enum WidgetType { WidgetType_Selectable, WidgetType_TreeNode }; + static bool use_clipper = true; + static bool use_deletion = true; + static bool use_drag_drop = true; + static bool show_in_table = false; + static bool show_color_button = true; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + static WidgetType widget_type = WidgetType_Selectable; + + if (ImGui::TreeNode("Options")) + { + if (ImGui::RadioButton("Selectables", widget_type == WidgetType_Selectable)) { widget_type = WidgetType_Selectable; } + ImGui::SameLine(); + if (ImGui::RadioButton("Tree nodes", widget_type == WidgetType_TreeNode)) { widget_type = WidgetType_TreeNode; } + ImGui::SameLine(); + HelpMarker("TreeNode() is technically supported but... using this correctly is more complicated (you need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. We will work toward simplifying and demoing this.\n\nFor now the tree demo is actually a little bit meaningless because it is an empty tree with only root nodes."); + ImGui::Checkbox("Enable clipper", &use_clipper); + ImGui::Checkbox("Enable deletion", &use_deletion); + ImGui::Checkbox("Enable drag & drop", &use_drag_drop); + ImGui::Checkbox("Show in a table", &show_in_table); + ImGui::Checkbox("Show color button", &show_color_button); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SingleSelect", &flags, ImGuiMultiSelectFlags_SingleSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectAll", &flags, ImGuiMultiSelectFlags_NoSelectAll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoRangeSelect", &flags, ImGuiMultiSelectFlags_NoRangeSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", &flags, ImGuiMultiSelectFlags_NoAutoClearOnReselect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", &flags, ImGuiMultiSelectFlags_BoxSelectNoScroll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnEscape", &flags, ImGuiMultiSelectFlags_ClearOnEscape); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClick", &flags, ImGuiMultiSelectFlags_SelectOnClick) && (flags & ImGuiMultiSelectFlags_SelectOnClick)) + flags &= ~ImGuiMultiSelectFlags_SelectOnClickRelease; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", &flags, ImGuiMultiSelectFlags_SelectOnClickRelease) && (flags & ImGuiMultiSelectFlags_SelectOnClickRelease)) + flags &= ~ImGuiMultiSelectFlags_SelectOnClick; + ImGui::SameLine(); HelpMarker("Allow dragging an unselected item without altering selection."); + ImGui::TreePop(); + } + + // Initialize default list with 1000 items. + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImVector items; + static int items_next_id = 0; + if (items_next_id == 0) { for (int n = 0; n < 1000; n++) { items.push_back(items_next_id++); } } + static ExampleSelectionWithDeletion selection; + static bool request_deletion_from_menu = false; // Queue deletion triggered from context menu + + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + const float items_height = (widget_type == WidgetType_TreeNode) ? ImGui::GetTextLineHeight() : ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize()); + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f); + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0)) || request_deletion_from_menu; + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + request_deletion_from_menu = false; + + if (show_in_table) + { + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(0.0f, 0.0f)); + ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f); + //ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacingY, 0.0f); + } + + ImGuiListClipper clipper; + if (use_clipper) + { + clipper.Begin(items.Size); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus); // Ensure focused item is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + } + + while (!use_clipper || clipper.Step()) + { + const int item_begin = use_clipper ? clipper.DisplayStart : 0; + const int item_end = use_clipper ? clipper.DisplayEnd : items.Size; + for (int n = item_begin; n < item_end; n++) + { + if (show_in_table) + ImGui::TableNextColumn(); + + const int item_id = items[n]; + const char* item_category = ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]; + char label[64]; + sprintf(label, "Object %05d: %s", item_id, item_category); + + // IMPORTANT: for deletion refocus to work we need object ID to be stable, + // aka not depend on their index in the list. Here we use our persistent item_id + // instead of index to build a unique ID that will persist. + // (If we used PushID(index) instead, focus wouldn't be restored correctly after deletion). + ImGui::PushID(item_id); + + // Emit a color button, to test that Shift+LeftArrow landing on an item that is not part + // of the selection scope doesn't erroneously alter our selection. + if (show_color_button) + { + ImU32 dummy_col = (ImU32)((unsigned int)n * 0xC250B74B) | IM_COL32_A_MASK; + ImGui::ColorButton("##", ImColor(dummy_col), ImGuiColorEditFlags_NoTooltip, color_button_sz); + ImGui::SameLine(); + } + + // Submit item + bool item_is_selected = selection.Contains((ImGuiID)n); + bool item_is_open = false; + ImGui::SetNextItemSelectionUserData(n); + if (widget_type == WidgetType_Selectable) + { + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_None); + } + else if (widget_type == WidgetType_TreeNode) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + if (item_is_selected) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + item_is_open = ImGui::TreeNodeEx(label, tree_node_flags); + } + + // Focus (for after deletion) + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and Drop + if (use_drag_drop && ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_id); + else + while (selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back((int)id); + ImGui::SetDragDropPayload("MULTISELECT_DEMO_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int* payload_items = (int*)payload->Data; + const int payload_count = (int)payload->DataSize / (int)sizeof(int); + if (payload_count == 1) + ImGui::Text("Object %05d: %s", payload_items[0], ExampleNames[payload_items[0] % IM_ARRAYSIZE(ExampleNames)]); + else + ImGui::Text("Dragging %d objects", payload_count); + + ImGui::EndDragDropSource(); + } + + if (widget_type == WidgetType_TreeNode && item_is_open) + ImGui::TreePop(); + + // Right-click: context menu + if (ImGui::BeginPopupContextItem()) + { + ImGui::BeginDisabled(!use_deletion || selection.Size == 0); + sprintf(label, "Delete %d item(s)###DeleteSelected", selection.Size); + if (ImGui::Selectable(label)) + request_deletion_from_menu = true; + ImGui::EndDisabled(); + ImGui::Selectable("Close"); + ImGui::EndPopup(); + } + + // Demo content within a table + if (show_in_table) + { + ImGui::TableNextColumn(); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::InputText("###NoLabel", (char*)(void*)item_category, strlen(item_category), ImGuiInputTextFlags_ReadOnly); + ImGui::PopStyleVar(); + } + + ImGui::PopID(); + } + if (!use_clipper) + break; + } + + if (show_in_table) + { + ImGui::EndTable(); + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowLayout() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowLayout() +{ + IMGUI_DEMO_MARKER("Layout"); + if (!ImGui::CollapsingHeader("Layout & Scrolling")) + return; + + IMGUI_DEMO_MARKER("Layout/Child windows"); + if (ImGui::TreeNode("Child windows")) + { + ImGui::SeparatorText("Child windows"); + + HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); + static bool disable_mouse_wheel = false; + static bool disable_menu = false; + ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); + ImGui::Checkbox("Disable Menu", &disable_menu); + + // Child 1: no border, enable horizontal scrollbar + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), ImGuiChildFlags_None, window_flags); + for (int i = 0; i < 100; i++) + ImGui::Text("%04d: scrollable region", i); + ImGui::EndChild(); + } + + ImGui::SameLine(); + + // Child 2: rounded border + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_None; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + if (!disable_menu) + window_flags |= ImGuiWindowFlags_MenuBar; + ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); + ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Borders, window_flags); + if (!disable_menu && ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) + { + for (int i = 0; i < 100; i++) + { + char buf[32]; + sprintf(buf, "%03d", i); + ImGui::TableNextColumn(); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + ImGui::EndTable(); + } + ImGui::EndChild(); + ImGui::PopStyleVar(); + } + + // Child 3: manual-resize + ImGui::SeparatorText("Manual-resize"); + { + HelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents."); + //if (ImGui::Button("Set Height to 200")) + // ImGui::SetNextWindowSize(ImVec2(-FLT_MIN, 200.0f)); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImGui::GetStyleColorVec4(ImGuiCol_FrameBg)); + if (ImGui::BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + for (int n = 0; n < 10; n++) + ImGui::Text("Line %04d", n); + ImGui::PopStyleColor(); + ImGui::EndChild(); + } + + // Child 4: auto-resizing height with a limit + ImGui::SeparatorText("Auto-resize with constraints"); + { + static int draw_lines = 3; + static int max_height_in_lines = 10; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Lines Count", &draw_lines, 0.2f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Max Height (in Lines)", &max_height_in_lines, 0.2f); + + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui::GetTextLineHeightWithSpacing() * max_height_in_lines)); + if (ImGui::BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0f), ImGuiChildFlags_Borders | ImGuiChildFlags_AutoResizeY)) + for (int n = 0; n < draw_lines; n++) + ImGui::Text("Line %04d", n); + ImGui::EndChild(); + } + + ImGui::SeparatorText("Misc/Advanced"); + + // Demonstrate a few extra things + // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) + // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) + // You can also call SetNextWindowPos() to position the child window. The parent window will effectively + // layout from this position. + // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from + // the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details. + { + static int offset_x = 0; + static bool override_bg_color = true; + static ImGuiChildFlags child_flags = ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); + ImGui::Checkbox("Override ChildBg color", &override_bg_color); + ImGui::CheckboxFlags("ImGuiChildFlags_Borders", &child_flags, ImGuiChildFlags_Borders); + ImGui::CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", &child_flags, ImGuiChildFlags_AlwaysUseWindowPadding); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeX", &child_flags, ImGuiChildFlags_ResizeX); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeY", &child_flags, ImGuiChildFlags_ResizeY); + ImGui::CheckboxFlags("ImGuiChildFlags_FrameStyle", &child_flags, ImGuiChildFlags_FrameStyle); + ImGui::SameLine(); HelpMarker("Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding."); + if (child_flags & ImGuiChildFlags_FrameStyle) + override_bg_color = false; + + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); + if (override_bg_color) + ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); + ImGui::BeginChild("Red", ImVec2(200, 100), child_flags, ImGuiWindowFlags_None); + if (override_bg_color) + ImGui::PopStyleColor(); + + for (int n = 0; n < 50; n++) + ImGui::Text("Some test %d", n); + ImGui::EndChild(); + bool child_is_hovered = ImGui::IsItemHovered(); + ImVec2 child_rect_min = ImGui::GetItemRectMin(); + ImVec2 child_rect_max = ImGui::GetItemRectMax(); + ImGui::Text("Hovered: %d", child_is_hovered); + ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Widgets Width"); + if (ImGui::TreeNode("Widgets Width")) + { + static float f = 0.0f; + static bool show_indented_items = true; + ImGui::Checkbox("Show indented items", &show_indented_items); + + // Use SetNextItemWidth() to set the width of a single upcoming item. + // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. + // In real code use you'll probably want to choose width values that are proportional to your font size + // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. + + ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); + ImGui::SameLine(); HelpMarker("Fixed width."); + ImGui::PushItemWidth(100); + ImGui::DragFloat("float##1b", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##1b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); + ImGui::PushItemWidth(-100); + ImGui::DragFloat("float##2a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##2b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); + ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##3a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##3b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus half"); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##4a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##4b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + // Demonstrate using PushItemWidth to surround three items. + // Calling SetNextItemWidth() before each of them would have the same effect. + ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); + ImGui::SameLine(); HelpMarker("Align to right edge"); + ImGui::PushItemWidth(-FLT_MIN); + ImGui::DragFloat("##float5a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##5b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout"); + if (ImGui::TreeNode("Basic Horizontal Layout")) + { + ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); + + // Text + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine"); + ImGui::Text("Two items: Hello"); ImGui::SameLine(); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Adjust spacing + ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Button + ImGui::AlignTextToFramePadding(); + ImGui::Text("Normal buttons"); ImGui::SameLine(); + ImGui::Button("Banana"); ImGui::SameLine(); + ImGui::Button("Apple"); ImGui::SameLine(); + ImGui::Button("Corniflower"); + + // Button + ImGui::Text("Small buttons"); ImGui::SameLine(); + ImGui::SmallButton("Like this one"); ImGui::SameLine(); + ImGui::Text("can fit within a text block."); + + // Aligned to arbitrary position. Easy/cheap column. + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::Text("x=150"); + ImGui::SameLine(300); ImGui::Text("x=300"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::SmallButton("x=150"); + ImGui::SameLine(300); ImGui::SmallButton("x=300"); + + // Checkbox + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)"); + static bool c1 = false, c2 = false, c3 = false, c4 = false; + ImGui::Checkbox("My", &c1); ImGui::SameLine(); + ImGui::Checkbox("Tailor", &c2); ImGui::SameLine(); + ImGui::Checkbox("Is", &c3); ImGui::SameLine(); + ImGui::Checkbox("Rich", &c4); + + // Various + static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f; + ImGui::PushItemWidth(80); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; + static int item = -1; + ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); + ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); + ImGui::PopItemWidth(); + + ImGui::PushItemWidth(80); + ImGui::Text("Lists:"); + static int selection[4] = { 0, 1, 2, 3 }; + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); + ImGui::PopID(); + //ImGui::SetItemTooltip("ListBox %d hovered", i); + } + ImGui::PopItemWidth(); + + // Dummy + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy"); + ImVec2 button_sz(40, 40); + ImGui::Button("A", button_sz); ImGui::SameLine(); + ImGui::Dummy(button_sz); ImGui::SameLine(); + ImGui::Button("B", button_sz); + + // Manually wrapping + // (we should eventually provide this as an automatic layout feature, but for now you can do it manually) + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping"); + ImGui::Text("Manual wrapping:"); + ImGuiStyle& style = ImGui::GetStyle(); + int buttons_count = 20; + float window_visible_x2 = ImGui::GetCursorScreenPos().x + ImGui::GetContentRegionAvail().x; + for (int n = 0; n < buttons_count; n++) + { + ImGui::PushID(n); + ImGui::Button("Box", button_sz); + float last_button_x2 = ImGui::GetItemRectMax().x; + float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line + if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) + ImGui::SameLine(); + ImGui::PopID(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Groups"); + if (ImGui::TreeNode("Groups")) + { + HelpMarker( + "BeginGroup() basically locks the horizontal position for new line. " + "EndGroup() bundles the whole group so that you can use \"item\" functions such as " + "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); + ImGui::BeginGroup(); + { + ImGui::BeginGroup(); + ImGui::Button("AAA"); + ImGui::SameLine(); + ImGui::Button("BBB"); + ImGui::SameLine(); + ImGui::BeginGroup(); + ImGui::Button("CCC"); + ImGui::Button("DDD"); + ImGui::EndGroup(); + ImGui::SameLine(); + ImGui::Button("EEE"); + ImGui::EndGroup(); + ImGui::SetItemTooltip("First group hovered"); + } + // Capture the group size and create widgets using the same size + ImVec2 size = ImGui::GetItemRectSize(); + const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; + ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); + + ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::SameLine(); + ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::EndGroup(); + ImGui::SameLine(); + + ImGui::Button("LEVERAGE\nBUZZWORD", size); + ImGui::SameLine(); + + if (ImGui::BeginListBox("List", size)) + { + ImGui::Selectable("Selected", true); + ImGui::Selectable("Not Selected", false); + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment"); + if (ImGui::TreeNode("Text Baseline Alignment")) + { + { + ImGui::BulletText("Text baseline:"); + ImGui::SameLine(); HelpMarker( + "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " + "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets."); + ImGui::Indent(); + + ImGui::Text("KO Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("Baseline of button will look misaligned with text.."); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + // (because we don't know what's coming after the Text() statement, we need to move the text baseline + // down by FramePadding.y ahead of time) + ImGui::AlignTextToFramePadding(); + ImGui::Text("OK Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item##2"); ImGui::SameLine(); + HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); + + // SmallButton() uses the same vertical padding as Text + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); + ImGui::SmallButton("TEST##2"); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Text aligned to framed item"); ImGui::SameLine(); + ImGui::Button("Item##1"); ImGui::SameLine(); + ImGui::Text("Item"); ImGui::SameLine(); + ImGui::SmallButton("Item##2"); ImGui::SameLine(); + ImGui::Button("Item##3"); + + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Multi-line text:"); + ImGui::Indent(); + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); + + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Misc items:"); + ImGui::Indent(); + + // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button. + ImGui::Button("80x80", ImVec2(80, 80)); + ImGui::SameLine(); + ImGui::Button("50x50", ImVec2(50, 50)); + ImGui::SameLine(); + ImGui::Button("Button()"); + ImGui::SameLine(); + ImGui::SmallButton("SmallButton()"); + + // Tree + const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::Button("Button##1"); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNode("Node##1")) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. + // Otherwise you can use SmallButton() (smaller fit). + ImGui::AlignTextToFramePadding(); + + // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add + // other contents below the node. + bool node_open = ImGui::TreeNode("Node##2"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + if (node_open) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Bullet + ImGui::Button("Button##3"); + ImGui::SameLine(0.0f, spacing); + ImGui::BulletText("Bullet text"); + + ImGui::AlignTextToFramePadding(); + ImGui::BulletText("Node"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::Unindent(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Scrolling"); + if (ImGui::TreeNode("Scrolling")) + { + // Vertical scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical"); + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); + + static int track_item = 50; + static bool enable_track = true; + static bool enable_extra_decorations = false; + static float scroll_to_off_px = 0.0f; + static float scroll_to_pos_px = 200.0f; + + ImGui::Checkbox("Decoration", &enable_extra_decorations); + + ImGui::Checkbox("Track", &enable_track); + ImGui::PushItemWidth(100); + ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + + bool scroll_to_off = ImGui::Button("Scroll Offset"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + + bool scroll_to_pos = ImGui::Button("Scroll To Pos"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + ImGui::PopItemWidth(); + + if (scroll_to_off || scroll_to_pos) + enable_track = false; + + ImGuiStyle& style = ImGui::GetStyle(); + float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; + if (child_w < 1.0f) + child_w = 1.0f; + ImGui::PushID("##VerticalScrolling"); + for (int i = 0; i < 5; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; + ImGui::TextUnformatted(names[i]); + + const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; + const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Borders, child_flags); + if (ImGui::BeginMenuBar()) + { + ImGui::TextUnformatted("abc"); + ImGui::EndMenuBar(); + } + if (scroll_to_off) + ImGui::SetScrollY(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_y = ImGui::GetScrollY(); + float scroll_max_y = ImGui::GetScrollMaxY(); + ImGui::EndChild(); + ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); + ImGui::EndGroup(); + } + ImGui::PopID(); + + // Horizontal scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal"); + ImGui::Spacing(); + HelpMarker( + "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" + "Because the clipping rectangle of most window hides half worth of WindowPadding on the " + "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " + "equivalent SetScrollFromPosY(+1) wouldn't."); + ImGui::PushID("##HorizontalScrolling"); + for (int i = 0; i < 5; i++) + { + float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags_Borders, child_flags); + if (scroll_to_off) + ImGui::SetScrollX(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (item > 0) + ImGui::SameLine(); + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::SameLine(); + const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; + ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); + ImGui::Spacing(); + } + ImGui::PopID(); + + // Miscellaneous Horizontal Scrolling Demo + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)"); + HelpMarker( + "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" + "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin()."); + static int lines = 7; + ImGui::SliderInt("Lines", &lines, 1, 15); + ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); + ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30); + ImGui::BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags_Borders, ImGuiWindowFlags_HorizontalScrollbar); + for (int line = 0; line < lines; line++) + { + // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() + // If you want to create your own time line for a real application you may be better off manipulating + // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets + // yourself. You may also want to use the lower-level ImDrawList API. + int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); + for (int n = 0; n < num_buttons; n++) + { + if (n > 0) ImGui::SameLine(); + ImGui::PushID(n + line * 1000); + char num_buf[16]; + sprintf(num_buf, "%d", n); + const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf; + float hue = n * 0.05f; + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); + ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f)); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::PopStyleVar(2); + float scroll_x_delta = 0.0f; + ImGui::SmallButton("<<"); + if (ImGui::IsItemActive()) + scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("Scroll from code"); ImGui::SameLine(); + ImGui::SmallButton(">>"); + if (ImGui::IsItemActive()) + scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x); + if (scroll_x_delta != 0.0f) + { + // Demonstrate a trick: you can use Begin to set yourself in the context of another window + // (here we are already out of your child window) + ImGui::BeginChild("scrolling"); + ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); + ImGui::EndChild(); + } + ImGui::Spacing(); + + static bool show_horizontal_contents_size_demo_window = false; + ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); + + if (show_horizontal_contents_size_demo_window) + { + static bool show_h_scrollbar = true; + static bool show_button = true; + static bool show_tree_nodes = true; + static bool show_text_wrapped = false; + static bool show_columns = true; + static bool show_tab_bar = true; + static bool show_child = false; + static bool explicit_content_size = false; + static float contents_size_x = 300.0f; + if (explicit_content_size) + ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); + ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window"); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); + HelpMarker( + "Test how different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\n" + "Use 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); + ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) + ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size + ImGui::Checkbox("Columns", &show_columns); // Will use contents size + ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Child", &show_child); // Will grow and use contents size + ImGui::Checkbox("Explicit content size", &explicit_content_size); + ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); + if (explicit_content_size) + { + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("##csx", &contents_size_x); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); + ImGui::Dummy(ImVec2(0, 10)); + } + ImGui::PopStyleVar(2); + ImGui::Separator(); + if (show_button) + { + ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); + } + if (show_tree_nodes) + { + bool open = true; + if (ImGui::TreeNode("this is a tree node")) + { + if (ImGui::TreeNode("another one of those tree node...")) + { + ImGui::Text("Some tree contents"); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::CollapsingHeader("CollapsingHeader", &open); + } + if (show_text_wrapped) + { + ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); + } + if (show_columns) + { + ImGui::Text("Tables:"); + if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders)) + { + for (int n = 0; n < 4; n++) + { + ImGui::TableNextColumn(); + ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x); + } + ImGui::EndTable(); + } + ImGui::Text("Columns:"); + ImGui::Columns(4); + for (int n = 0; n < 4; n++) + { + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::NextColumn(); + } + ImGui::Columns(1); + } + if (show_tab_bar && ImGui::BeginTabBar("Hello")) + { + if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } + ImGui::EndTabBar(); + } + if (show_child) + { + ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Borders); + ImGui::EndChild(); + } + ImGui::End(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Text Clipping"); + if (ImGui::TreeNode("Text Clipping")) + { + static ImVec2 size(100.0f, 100.0f); + static ImVec2 offset(30.0f, 30.0f); + ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); + ImGui::TextWrapped("(Click and drag to scroll)"); + + HelpMarker( + "(Left) Using ImGui::PushClipRect():\n" + "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" + "(use this if you want your clipping rectangle to affect interactions)\n\n" + "(Center) Using ImDrawList::PushClipRect():\n" + "Will alter ImDrawList rendering only.\n" + "(use this as a shortcut if you are only using ImDrawList calls)\n\n" + "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n" + "Will alter only this specific ImDrawList::AddText() rendering.\n" + "This is often used internally to avoid altering the clipping rectangle and minimize draw calls."); + + for (int n = 0; n < 3; n++) + { + if (n > 0) + ImGui::SameLine(); + + ImGui::PushID(n); + ImGui::InvisibleButton("##canvas", size); + if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) + { + offset.x += ImGui::GetIO().MouseDelta.x; + offset.y += ImGui::GetIO().MouseDelta.y; + } + ImGui::PopID(); + if (!ImGui::IsItemVisible()) // Skip rendering as ImDrawList elements are not clipped. + continue; + + const ImVec2 p0 = ImGui::GetItemRectMin(); + const ImVec2 p1 = ImGui::GetItemRectMax(); + const char* text_str = "Line 1 hello\nLine 2 clip me!"; + const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + switch (n) + { + case 0: + ImGui::PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + ImGui::PopClipRect(); + break; + case 1: + draw_list->PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + draw_list->PopClipRect(); + break; + case 2: + ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert. + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); + break; + } + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Overlap Mode"); + if (ImGui::TreeNode("Overlap Mode")) + { + static bool enable_allow_overlap = true; + + HelpMarker( + "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n" + "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. " + "Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state."); + ImGui::Checkbox("Enable AllowOverlap", &enable_allow_overlap); + + ImVec2 button1_pos = ImGui::GetCursorScreenPos(); + ImVec2 button2_pos = ImVec2(button1_pos.x + 50.0f, button1_pos.y + 50.0f); + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Button("Button 1", ImVec2(80, 80)); + ImGui::SetCursorScreenPos(button2_pos); + ImGui::Button("Button 2", ImVec2(80, 80)); + + // This is typically used with width-spanning items. + // (note that Selectable() has a dedicated flag ImGuiSelectableFlags_AllowOverlap, which is a shortcut + // for using SetNextItemAllowOverlap(). For demo purpose we use SetNextItemAllowOverlap() here.) + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Selectable("Some Selectable", false); + ImGui::SameLine(); + ImGui::SmallButton("++"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowPopups() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowPopups() +{ + IMGUI_DEMO_MARKER("Popups"); + if (!ImGui::CollapsingHeader("Popups & Modal windows")) + return; + + // The properties of popups windows are: + // - They block normal mouse hovering detection outside them. (*) + // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as + // we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup(). + // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even + // when normally blocked by a popup. + // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close + // popups at any time. + + // Typical use for regular windows: + // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); + // Typical use for popups: + // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } + + // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. + // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. + + IMGUI_DEMO_MARKER("Popups/Popups"); + if (ImGui::TreeNode("Popups")) + { + ImGui::TextWrapped( + "When a popup is active, it inhibits interacting with windows that are behind the popup. " + "Clicking outside the popup closes it."); + + static int selected_fish = -1; + const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" }; + static bool toggles[] = { true, false, false, false, false }; + + // Simple selection popup (if you want to show the current selection inside the Button itself, + // you may want to build a string using the "###" operator to preserve a constant ID with a variable label) + if (ImGui::Button("Select..")) + ImGui::OpenPopup("my_select_popup"); + ImGui::SameLine(); + ImGui::TextUnformatted(selected_fish == -1 ? "" : names[selected_fish]); + if (ImGui::BeginPopup("my_select_popup")) + { + ImGui::SeparatorText("Aquarium"); + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + if (ImGui::Selectable(names[i])) + selected_fish = i; + ImGui::EndPopup(); + } + + // Showing a menu with toggles + if (ImGui::Button("Toggle..")) + ImGui::OpenPopup("my_toggle_popup"); + if (ImGui::BeginPopup("my_toggle_popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + ImGui::EndMenu(); + } + + ImGui::Separator(); + ImGui::Text("Tooltip here"); + ImGui::SetItemTooltip("I am a tooltip over a popup"); + + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + ImGui::Text("I am the last one here."); + ImGui::EndPopup(); + } + ImGui::EndMenu(); + } + ImGui::EndPopup(); + } + ImGui::EndPopup(); + } + + // Call the more complete ShowExampleMenuFile which we use in various places of this demo + if (ImGui::Button("With a menu..")) + ImGui::OpenPopup("my_file_popup"); + if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + ImGui::MenuItem("Dummy"); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from popup!"); + ImGui::Button("This is a dummy button.."); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier."); + + // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: + // if (id == 0) + // id = GetItemID(); // Use last item id + // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + // OpenPopup(id); + // return BeginPopup(id); + // For advanced uses you may want to replicate and customize this code. + // See more details in BeginPopupContextItem(). + + // Example 1 + // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), + // and BeginPopupContextItem() will use the last item ID as the popup ID. + { + const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" }; + static int selected = -1; + for (int n = 0; n < 5; n++) + { + if (ImGui::Selectable(names[n], selected == n)) + selected = n; + if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id + { + selected = n; + ImGui::Text("This a popup for \"%s\"!", names[n]); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SetItemTooltip("Right-click to open popup"); + } + } + + // Example 2 + // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem(). + // Using an explicit identifier is also convenient if you want to activate the popups from different locations. + { + HelpMarker("Text() elements don't have stable identifiers so we need to provide one."); + static float value = 0.5f; + ImGui::Text("Value = %.3f <-- (1) right-click this text", value); + if (ImGui::BeginPopupContextItem("my popup")) + { + if (ImGui::Selectable("Set to zero")) value = 0.0f; + if (ImGui::Selectable("Set to PI")) value = 3.1415f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); + ImGui::EndPopup(); + } + + // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup. + // Here we make it that right-clicking this other text element opens the same popup as above. + // The popup itself will be submitted by the code above. + ImGui::Text("(2) Or right-click this text"); + ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight); + + // Back to square one: manually open the same popup. + if (ImGui::Button("(3) Or click this button")) + ImGui::OpenPopup("my popup"); + } + + // Example 3 + // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID), + // we need to make sure your item identifier is stable. + // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ). + { + HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator."); + static char name[32] = "Label1"; + char buf[64]; + sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label + ImGui::Button(buf); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("Edit name:"); + ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Modals"); + if (ImGui::TreeNode("Modals")) + { + ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside."); + + if (ImGui::Button("Delete..")) + ImGui::OpenPopup("Delete?"); + + // Always center this window when appearing + ImVec2 center = ImGui::GetMainViewport()->GetCenter(); + ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + + if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!"); + ImGui::Separator(); + + //static int unused_i = 0; + //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0"); + + static bool dont_ask_me_next_time = false; + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time); + ImGui::PopStyleVar(); + + if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::SetItemDefaultFocus(); + ImGui::SameLine(); + if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::EndPopup(); + } + + if (ImGui::Button("Stacked modals..")) + ImGui::OpenPopup("Stacked 1"); + if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Some menu item")) {} + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it."); + + // Testing behavior of widgets stacking their own regular popups over the modal. + static int item = 1; + static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + ImGui::ColorEdit4("Color", color); + + if (ImGui::Button("Add another modal..")) + ImGui::OpenPopup("Stacked 2"); + + // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which + // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value + // of the bool actually doesn't matter here. + bool unused_open = true; + if (ImGui::BeginPopupModal("Stacked 2", &unused_open)) + { + ImGui::Text("Hello from Stacked The Second!"); + ImGui::ColorEdit4("Color", color); // Allow opening another nested popup + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Menus inside a regular window"); + if (ImGui::TreeNode("Menus inside a regular window")) + { + ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); + ImGui::Separator(); + + ImGui::MenuItem("Menu item", "CTRL+M"); + if (ImGui::BeginMenu("Menu inside a regular window")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::Separator(); + ImGui::TreePop(); + } +} + +// Dummy data structure that we use for the Table demo. +// (pre-C++11 doesn't allow us to instantiate ImVector template if this structure is defined inside the demo function) +namespace +{ +// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. +// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID. +// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex) +// If you don't use sorting, you will generally never care about giving column an ID! +enum MyItemColumnID +{ + MyItemColumnID_ID, + MyItemColumnID_Name, + MyItemColumnID_Action, + MyItemColumnID_Quantity, + MyItemColumnID_Description +}; + +struct MyItem +{ + int ID; + const char* Name; + int Quantity; + + // We have a problem which is affecting _only this demo_ and should not affect your code: + // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(), + // however qsort doesn't allow passing user data to comparing function. + // As a workaround, we are storing the sort specs in a static/global for the comparing function to access. + // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global. + // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called + // very often by the sorting algorithm it would be a little wasteful. + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, MyItem* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), MyItem::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const MyItem* a = (const MyItem*)lhs; + const MyItem* b = (const MyItem*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn() + // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler! + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + switch (sort_spec->ColumnUserID) + { + case MyItemColumnID_ID: delta = (a->ID - b->ID); break; + case MyItemColumnID_Name: delta = (strcmp(a->Name, b->Name)); break; + case MyItemColumnID_Quantity: delta = (a->Quantity - b->Quantity); break; + case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break; + default: IM_ASSERT(0); break; + } + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + + // qsort() is instable so always return a way to differenciate items. + // Your own compare function may want to avoid fallback on implicit sort specs. + // e.g. a Name compare if it wasn't already part of the sort specs. + return (a->ID - b->ID); + } +}; +const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; +} + +// Make the UI compact because there are so many fields +static void PushStyleCompact() +{ + ImGuiStyle& style = ImGui::GetStyle(); + ImGui::PushStyleVarY(ImGuiStyleVar_FramePadding, (float)(int)(style.FramePadding.y * 0.60f)); + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, (float)(int)(style.ItemSpacing.y * 0.60f)); +} + +static void PopStyleCompact() +{ + ImGui::PopStyleVar(2); +} + +// Show a combo box with a choice of sizing policies +static void EditTableSizingFlags(ImGuiTableFlags* p_flags) +{ + struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; }; + static const EnumDesc policies[] = + { + { ImGuiTableFlags_None, "Default", "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." }, + { ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, + { ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." }, + { ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", "Columns default to _WidthStretch with weights proportional to their widths." }, + { ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." } + }; + int idx; + for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++) + if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_)) + break; + const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : ""; + if (ImGui::BeginCombo("Sizing Policy", preview_text)) + { + for (int n = 0; n < IM_ARRAYSIZE(policies); n++) + if (ImGui::Selectable(policies[n].Name, idx == n)) + *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value; + ImGui::EndCombo(); + } + ImGui::SameLine(); + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f); + for (int m = 0; m < IM_ARRAYSIZE(policies); m++) + { + ImGui::Separator(); + ImGui::Text("%s:", policies[m].Name); + ImGui::Separator(); + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f); + ImGui::TextUnformatted(policies[m].Tooltip); + } + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) +{ + ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)"); + ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide); + ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort); + if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch); + if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed); + ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize); + ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder); + ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide); + ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip); + ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort); + ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending); + ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending); + ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel); + ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth); + ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending); + ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending); + ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0"); + ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0"); + ImGui::CheckboxFlags("_AngledHeader", p_flags, ImGuiTableColumnFlags_AngledHeader); +} + +static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) +{ + ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled); + ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible); + ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted); + ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered); +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowTables() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowTables() +{ + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + IMGUI_DEMO_MARKER("Tables"); + if (!ImGui::CollapsingHeader("Tables & Columns")) + return; + + // Using those as a base value to create width/height that are factor of the size of our font + const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x; + const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing(); + + ImGui::PushID("Tables"); + + int open_action = -1; + if (ImGui::Button("Expand all")) + open_action = 1; + ImGui::SameLine(); + if (ImGui::Button("Collapse all")) + open_action = 0; + ImGui::SameLine(); + + // Options + static bool disable_indent = false; + ImGui::Checkbox("Disable tree indentation", &disable_indent); + ImGui::SameLine(); + HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width."); + ImGui::Separator(); + if (disable_indent) + ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); + + // About Styling of tables + // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs. + // There are however a few settings that a shared and part of the ImGuiStyle structure: + // style.CellPadding // Padding within each cell + // style.Colors[ImGuiCol_TableHeaderBg] // Table header background + // style.Colors[ImGuiCol_TableBorderStrong] // Table outer and header borders + // style.Colors[ImGuiCol_TableBorderLight] // Table inner borders + // style.Colors[ImGuiCol_TableRowBg] // Table row background when ImGuiTableFlags_RowBg is enabled (even rows) + // style.Colors[ImGuiCol_TableRowBgAlt] // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows) + + // Demos + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Basic"); + if (ImGui::TreeNode("Basic")) + { + // Here we will showcase three different ways to output a table. + // They are very simple variations of a same thing! + + // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. + // In many situations, this is the most flexible and easy to use pattern. + HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop."); + if (ImGui::BeginTable("table1", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Row %d Column %d", row, column); + } + } + ImGui::EndTable(); + } + + // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). + // This is generally more convenient when you have code manually submitting the contents of each column. + HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually."); + if (ImGui::BeginTable("table2", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("Row %d", row); + ImGui::TableNextColumn(); + ImGui::Text("Some contents"); + ImGui::TableNextColumn(); + ImGui::Text("123.456"); + } + ImGui::EndTable(); + } + + // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), + // as TableNextColumn() will automatically wrap around and create new rows as needed. + // This is generally more convenient when your cells all contains the same type of data. + HelpMarker( + "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains " + "the same type of contents.\n This is also more similar to the old NextColumn() function of the " + "Columns API, and provided to facilitate the Columns->Tables API transition."); + if (ImGui::BeginTable("table3", 3)) + { + for (int item = 0; item < 14; item++) + { + ImGui::TableNextColumn(); + ImGui::Text("Item %d", item); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Borders, background"); + if (ImGui::TreeNode("Borders, background")) + { + // Expose a few Borders related flags interactively + enum ContentsType { CT_Text, CT_FillButton }; + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static bool display_headers = false; + static int contents_type = CT_Text; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerH\n | ImGuiTableFlags_BordersOuterH"); + ImGui::Indent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner); + ImGui::Unindent(); + + ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:"); + ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text); + ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); + ImGui::Checkbox("Display headers", &display_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Display headers so we can inspect their interaction with borders + // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them now. See other sections for details) + if (display_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + if (contents_type == CT_Text) + ImGui::TextUnformatted(buf); + else if (contents_type == CT_FillButton) + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, stretch"); + if (ImGui::TreeNode("Resizable, stretch")) + { + // By default, if we don't enable ScrollX the sizing policy for each column is "Stretch" + // All columns maintain a sizing weight, and they will occupy all available width. + static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::SameLine(); HelpMarker( + "Using the _Resizable flag automatically enables the _BordersInnerV flag as well, " + "this is why the resize borders are still showing when unchecking this."); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, fixed"); + if (ImGui::TreeNode("Resizable, fixed")) + { + // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) + // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) + // If there is not enough available width to fit all columns, they will however be resized down. + // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings + HelpMarker( + "Using _Resizable + _SizingFixedFit flags.\n" + "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" + "Double-click a column border to auto-fit the column to its contents."); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, mixed"); + if (ImGui::TreeNode("Resizable, mixed")) + { + HelpMarker( + "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" + "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch."); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + if (ImGui::BeginTable("table1", 3, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 6, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 6; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers"); + if (ImGui::TreeNode("Reorderable, hideable, with headers")) + { + HelpMarker( + "Click and drag column headers to reorder columns.\n\n" + "Right-click on a header to open a context menu."); + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column. + // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.) + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Use outer_size.x == 0.0f instead of default to make the table as tight as possible + // (only valid when no scrolling and no stretch column) + if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Fixed %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Padding"); + if (ImGui::TreeNode("Padding")) + { + // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. + // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding. + HelpMarker( + "We often want outer padding activated when any using features which makes the edges of a column visible:\n" + "e.g.:\n" + "- BorderOuterV\n" + "- any form of row selection\n" + "Because of this, activating BorderOuterV sets the default to PadOuterX. " + "Using PadOuterX or NoPadOuterX you can override the default.\n\n" + "Actual padding values are using style.CellPadding.\n\n" + "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX); + ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX); + ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX); + ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)"); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV); + static bool show_headers = false; + ImGui::Checkbox("show_headers", &show_headers); + PopStyleCompact(); + + if (ImGui::BeginTable("table_padding", 3, flags1)) + { + if (show_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + { + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + } + else + { + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) + // ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255)); + } + } + ImGui::EndTable(); + } + + // Second example: set style.CellPadding to (0.0) or a custom value. + // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one... + HelpMarker("Setting style.CellPadding to (0,0) or a custom value."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static ImVec2 cell_padding(0.0f, 0.0f); + static bool show_widget_frame_bg = true; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable); + ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg); + ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f"); + PopStyleCompact(); + + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding); + if (ImGui::BeginTable("table_padding_2", 3, flags2)) + { + static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells + static bool init = true; + if (!show_widget_frame_bg) + ImGui::PushStyleColor(ImGuiCol_FrameBg, 0); + for (int cell = 0; cell < 3 * 5; cell++) + { + ImGui::TableNextColumn(); + if (init) + strcpy(text_bufs[cell], "edit me"); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushID(cell); + ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell])); + ImGui::PopID(); + } + if (!show_widget_frame_bg) + ImGui::PopStyleColor(); + init = false; + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Explicit widths"); + if (ImGui::TreeNode("Sizing policies")) + { + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame }; + for (int table_n = 0; table_n < 4; table_n++) + { + ImGui::PushID(table_n); + ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&sizing_policy_flags[table_n]); + + // To make it easier to understand the different sizing policy, + // For each policy: we display one table where the columns have equal contents width, + // and one where the columns have different contents width. + if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("AAAA"); + ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB"); + ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC"); + } + ImGui::EndTable(); + } + ImGui::PopID(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Advanced"); + ImGui::SameLine(); + HelpMarker( + "This section allows you to interact and see the effect of various sizing policies " + "depending on whether Scroll is enabled and the contents of your columns."); + + enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText }; + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable; + static int contents_type = CT_ShowWidth; + static int column_count = 3; + + PushStyleCompact(); + ImGui::PushID("Advanced"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&flags); + ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0"); + if (contents_type == CT_FillButton) + { + ImGui::SameLine(); + HelpMarker( + "Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop " + "where contents width can feed into auto-column width can feed into contents width."); + } + ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + + if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7))) + { + for (int cell = 0; cell < 10 * column_count; cell++) + { + ImGui::TableNextColumn(); + int column = ImGui::TableGetColumnIndex(); + int row = ImGui::TableGetRowIndex(); + + ImGui::PushID(cell); + char label[32]; + static char text_buf[32] = ""; + sprintf(label, "Hello %d,%d", column, row); + switch (contents_type) + { + case CT_ShortText: ImGui::TextUnformatted(label); break; + case CT_LongText: ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break; + case CT_ShowWidth: ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break; + case CT_Button: ImGui::Button(label); break; + case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break; + case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break; + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping"); + if (ImGui::TreeNode("Vertical scrolling, with clipping")) + { + HelpMarker( + "Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\n" + "We also demonstrate using ImGuiListClipper to virtualize the submission of many items."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible + ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None); + ImGui::TableHeadersRow(); + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(1000); + while (clipper.Step()) + { + for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Horizontal scrolling"); + if (ImGui::TreeNode("Horizontal scrolling")) + { + HelpMarker( + "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " + "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" + "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX, " + "because the container window won't automatically extend vertically to fix contents " + "(this may be improved in future versions)."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + static int freeze_cols = 1; + static int freeze_rows = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze() + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableSetupColumn("Four"); + ImGui::TableSetupColumn("Five"); + ImGui::TableSetupColumn("Six"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 20; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 7; column++) + { + // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement. + // Because here we know that: + // - A) all our columns are contributing the same to row height + // - B) column 0 is always visible, + // We only always submit this one column and can skip others. + // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags(). + if (!ImGui::TableSetColumnIndex(column) && column > 0) + continue; + if (column == 0) + ImGui::Text("Line %d", row); + else + ImGui::Text("Hello world %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Stretch + ScrollX"); + ImGui::SameLine(); + HelpMarker( + "Showcase using Stretch columns + ScrollX together: " + "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" + "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns " + "along with ScrollX doesn't make sense."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + static float inner_width = 1000.0f; + PushStyleCompact(); + ImGui::PushID("flags3"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX); + ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f"); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width)) + { + for (int cell = 0; cell < 20 * 7; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex()); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns flags"); + if (ImGui::TreeNode("Columns flags")) + { + // Create a first table just to show all the options/flags we want to make visible in our example! + const int column_count = 3; + const char* column_names[column_count] = { "One", "Two", "Three" }; + static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide }; + static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags() + + if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None)) + { + PushStyleCompact(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableNextColumn(); + ImGui::PushID(column); + ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns + ImGui::Text("'%s'", column_names[column]); + ImGui::Spacing(); + ImGui::Text("Input flags:"); + EditTableColumnsFlags(&column_flags[column]); + ImGui::Spacing(); + ImGui::Text("Output flags:"); + ImGui::BeginDisabled(); + ShowTableColumnsStatusFlags(column_flags_out[column]); + ImGui::EndDisabled(); + ImGui::PopID(); + } + PopStyleCompact(); + ImGui::EndTable(); + } + + // Create the real table we care about for the example! + // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, + // otherwise in a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + // + resizing the parent window down). + const ImGuiTableFlags flags + = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV + | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable; + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9); + if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size)) + { + bool has_angled_header = false; + for (int column = 0; column < column_count; column++) + { + has_angled_header |= (column_flags[column] & ImGuiTableColumnFlags_AngledHeader) != 0; + ImGui::TableSetupColumn(column_names[column], column_flags[column]); + } + if (has_angled_header) + ImGui::TableAngledHeadersRow(); + ImGui::TableHeadersRow(); + for (int column = 0; column < column_count; column++) + column_flags_out[column] = ImGui::TableGetColumnFlags(column); + float indent_step = (float)((int)TEXT_BASE_WIDTH / 2); + for (int row = 0; row < 8; row++) + { + // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. + ImGui::Indent(indent_step); + ImGui::TableNextRow(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column)); + } + } + ImGui::Unindent(indent_step * 8.0f); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns widths"); + if (ImGui::TreeNode("Columns widths")) + { + HelpMarker("Using TableSetupColumn() to setup default width."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize); + PopStyleCompact(); + if (ImGui::BeginTable("table1", 3, flags1)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f + ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f + ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + HelpMarker( + "Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, " + "fixed columns with set width may still be shrunk down if there's not enough space in the host."); + + static ImGuiTableFlags flags2 = ImGuiTableFlags_None; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 4, flags2)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and then all columns + // will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 4; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Nested tables"); + if (ImGui::TreeNode("Nested tables")) + { + HelpMarker("This demonstrates embedding a table into another table cell."); + + if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("A0"); + ImGui::TableSetupColumn("A1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextColumn(); + ImGui::Text("A0 Row 0"); + { + float rows_height = TEXT_BASE_HEIGHT * 2; + if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("B0"); + ImGui::TableSetupColumn("B1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 0"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 0"); + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 1"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 1"); + + ImGui::EndTable(); + } + } + ImGui::TableNextColumn(); ImGui::Text("A1 Row 0"); + ImGui::TableNextColumn(); ImGui::Text("A0 Row 1"); + ImGui::TableNextColumn(); ImGui::Text("A1 Row 1"); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Row height"); + if (ImGui::TreeNode("Row height")) + { + HelpMarker( + "You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, " + "so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\n" + "We cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row."); + if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_Borders)) + { + for (int row = 0; row < 8; row++) + { + float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row); + ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height); + ImGui::TableNextColumn(); + ImGui::Text("min_row_height = %.2f", min_row_height); + } + ImGui::EndTable(); + } + + HelpMarker( + "Showcase using SameLine(0,0) to share Current Line Height between cells.\n\n" + "Please note that Tables Row Height is not the same thing as Current Line Height, " + "as a table cell may contains multiple lines."); + if (ImGui::BeginTable("table_share_lineheight", 2, ImGuiTableFlags_Borders)) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##1", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::Text("Line 1"); + ImGui::Text("Line 2"); + + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##2", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::SameLine(0.0f, 0.0f); // Reuse line height from previous column + ImGui::Text("Line 1, with SameLine(0,0)"); + ImGui::Text("Line 2"); + + ImGui::EndTable(); + } + + HelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table."); + if (ImGui::BeginTable("table_changing_cellpadding_y", 1, ImGuiTableFlags_Borders)) + { + ImGuiStyle& style = ImGui::GetStyle(); + for (int row = 0; row < 8; row++) + { + if ((row % 3) == 2) + ImGui::PushStyleVarY(ImGuiStyleVar_CellPadding, 20.0f); + ImGui::TableNextRow(ImGuiTableRowFlags_None); + ImGui::TableNextColumn(); + ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y); + if ((row % 3) == 2) + ImGui::PopStyleVar(); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Outer size"); + if (ImGui::TreeNode("Outer size")) + { + // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY + // Important to that note how the two flags have slightly different behaviors! + ImGui::Text("Using NoHostExtendX and NoHostExtendY:"); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + PopStyleCompact(); + + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f); + if (ImGui::BeginTable("table1", 3, flags, outer_size)) + { + for (int row = 0; row < 10; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + ImGui::Text("Hello!"); + + ImGui::Spacing(); + + ImGui::Text("Using explicit size:"); + if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Background color"); + if (ImGui::TreeNode("Background color")) + { + static ImGuiTableFlags flags = ImGuiTableFlags_RowBg; + static int row_bg_type = 1; + static int row_bg_target = 1; + static int cell_bg_type = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style."); + ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0"); + ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them."); + ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here."); + IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2); + IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1); + IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 5, flags)) + { + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + + // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)' + // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag. + if (row_bg_type != 0) + { + ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient? + ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color); + } + + // Fill cells + for (int column = 0; column < 5; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%c%c", 'A' + row, '0' + column); + + // Change background of Cells B1->C2 + // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)' + // (the CellBg color will be blended over the RowBg and ColumnBg colors) + // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop. + if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1) + { + ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f)); + ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Tree view"); + if (ImGui::TreeNode("Tree view")) + { + static ImGuiTableFlags table_flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; + + static ImGuiTreeNodeFlags tree_node_flags_base = ImGuiTreeNodeFlags_SpanAllColumns; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanLabelWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanAllColumns); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_LabelSpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_LabelSpanAllColumns); + ImGui::SameLine(); HelpMarker("Useful if you know that you aren't displaying contents in other columns"); + + HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns."); + if (ImGui::BeginTable("3ways", 3, table_flags)) + { + // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide); + ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f); + ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f); + ImGui::TableHeadersRow(); + + // Simple storage to output a dummy file-system. + struct MyTreeNode + { + const char* Name; + const char* Type; + int Size; + int ChildIdx; + int ChildCount; + static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + const bool is_folder = (node->ChildCount > 0); + + ImGuiTreeNodeFlags node_flags = tree_node_flags_base; + if (node != &all_nodes[0]) + node_flags &= ~ImGuiTreeNodeFlags_LabelSpanAllColumns; // Only demonstrate this on the root node. + + if (is_folder) + { + bool open = ImGui::TreeNodeEx(node->Name, node_flags); + if ((node_flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) == 0) + { + ImGui::TableNextColumn(); + ImGui::TextDisabled("--"); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + if (open) + { + for (int child_n = 0; child_n < node->ChildCount; child_n++) + DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes); + ImGui::TreePop(); + } + } + else + { + ImGui::TreeNodeEx(node->Name, node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen); + ImGui::TableNextColumn(); + ImGui::Text("%d", node->Size); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + } + }; + static const MyTreeNode nodes[] = + { + { "Root with Long Name", "Folder", -1, 1, 3 }, // 0 + { "Music", "Folder", -1, 4, 2 }, // 1 + { "Textures", "Folder", -1, 6, 3 }, // 2 + { "desktop.ini", "System file", 1024, -1,-1 }, // 3 + { "File1_a.wav", "Audio file", 123000, -1,-1 }, // 4 + { "File1_b.wav", "Audio file", 456000, -1,-1 }, // 5 + { "Image001.png", "Image file", 203128, -1,-1 }, // 6 + { "Copy of Image001.png", "Image file", 203256, -1,-1 }, // 7 + { "Copy of Image001 (Final2).png","Image file", 203512, -1,-1 }, // 8 + }; + + MyTreeNode::DisplayNode(&nodes[0], nodes); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Item width"); + if (ImGui::TreeNode("Item width")) + { + HelpMarker( + "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" + "Note that on auto-resizing non-resizable fixed columns, querying the content width for " + "e.g. right-alignment doesn't make sense."); + if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders)) + { + ImGui::TableSetupColumn("small"); + ImGui::TableSetupColumn("half"); + ImGui::TableSetupColumn("right-align"); + ImGui::TableHeadersRow(); + + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + if (row == 0) + { + // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) + ImGui::TableSetColumnIndex(0); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small + ImGui::TableSetColumnIndex(1); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::TableSetColumnIndex(2); + ImGui::PushItemWidth(-FLT_MIN); // Right-aligned + } + + // Draw our contents + static float dummy_f = 0.0f; + ImGui::PushID(row); + ImGui::TableSetColumnIndex(0); + ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(1); + ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(2); + ImGui::SliderFloat("##float2", &dummy_f, 0.0f, 1.0f); // No visible label since right-aligned + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using TableHeader() calls instead of TableHeadersRow() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Custom headers"); + if (ImGui::TreeNode("Custom headers")) + { + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("Apricot"); + ImGui::TableSetupColumn("Banana"); + ImGui::TableSetupColumn("Cherry"); + + // Dummy entire-column selection storage + // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. + static bool column_selected[3] = {}; + + // Instead of calling TableHeadersRow() we'll submit custom headers ourselves. + // (A different approach is also possible: + // - Specify ImGuiTableColumnFlags_NoHeaderLabel in some TableSetupColumn() call. + // - Call TableHeadersRow() normally. This will submit TableHeader() with no name. + // - Then call TableSetColumnIndex() to position yourself in the column and submit your stuff e.g. Checkbox().) + ImGui::TableNextRow(ImGuiTableRowFlags_Headers); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn() + ImGui::PushID(column); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("##checkall", &column_selected[column]); + ImGui::PopStyleVar(); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::TableHeader(column_name); + ImGui::PopID(); + } + + // Submit table contents + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + char buf[32]; + sprintf(buf, "Cell %d,%d", column, row); + ImGui::TableSetColumnIndex(column); + ImGui::Selectable(buf, column_selected[column]); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using ImGuiTableColumnFlags_AngledHeader flag to create angled headers + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Angled headers"); + if (ImGui::TreeNode("Angled headers")) + { + const char* column_names[] = { "Track", "cabasa", "ride", "smash", "tom-hi", "tom-mid", "tom-low", "hihat-o", "hihat-c", "snare-s", "snare-c", "clap", "rim", "kick" }; + const int columns_count = IM_ARRAYSIZE(column_names); + const int rows_count = 12; + + static ImGuiTableFlags table_flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_Hideable | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_HighlightHoveredColumn; + static ImGuiTableColumnFlags column_flags = ImGuiTableColumnFlags_AngledHeader | ImGuiTableColumnFlags_WidthFixed; + static bool bools[columns_count * rows_count] = {}; // Dummy storage selection storage + static int frozen_cols = 1; + static int frozen_rows = 2; + ImGui::CheckboxFlags("_ScrollX", &table_flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("_ScrollY", &table_flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("_Resizable", &table_flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("_Sortable", &table_flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("_NoBordersInBody", &table_flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("_HighlightHoveredColumn", &table_flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen columns", &frozen_cols, 0, 2); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen rows", &frozen_rows, 0, 2); + ImGui::CheckboxFlags("Disable header contributing to column width", &column_flags, ImGuiTableColumnFlags_NoHeaderWidth); + + if (ImGui::TreeNode("Style settings")) + { + ImGui::SameLine(); + HelpMarker("Giving access to some ImGuiStyle value in this demo for convenience."); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderAngle("style.TableAngledHeadersAngle", &ImGui::GetStyle().TableAngledHeadersAngle, -50.0f, +50.0f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderFloat2("style.TableAngledHeadersTextAlign", (float*)&ImGui::GetStyle().TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::TreePop(); + } + + if (ImGui::BeginTable("table_angled_headers", columns_count, table_flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 12))) + { + ImGui::TableSetupColumn(column_names[0], ImGuiTableColumnFlags_NoHide | ImGuiTableColumnFlags_NoReorder); + for (int n = 1; n < columns_count; n++) + ImGui::TableSetupColumn(column_names[n], column_flags); + ImGui::TableSetupScrollFreeze(frozen_cols, frozen_rows); + + ImGui::TableAngledHeadersRow(); // Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag. + ImGui::TableHeadersRow(); // Draw remaining headers and allow access to context-menu and other functions. + for (int row = 0; row < rows_count; row++) + { + ImGui::PushID(row); + ImGui::TableNextRow(); + ImGui::TableSetColumnIndex(0); + ImGui::AlignTextToFramePadding(); + ImGui::Text("Track %d", row); + for (int column = 1; column < columns_count; column++) + if (ImGui::TableSetColumnIndex(column)) + { + ImGui::PushID(column); + ImGui::Checkbox("", &bools[row * columns_count + column]); + ImGui::PopID(); + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate creating custom context menus inside columns, + // while playing it nice with context menus provided by TableHeadersRow()/TableHeader() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker( + "By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\n" + "Using ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); + static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody); + PopStyleCompact(); + + // Context Menus: first example + // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + + // Submit dummy contents + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Context Menus: second example + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [2.2] Right-click on the ".." to open a custom popup + // [2.3] Right-click in columns to open another custom popup + HelpMarker( + "Demonstrate mixing table context menu (over header), item context button (over button) " + "and custom per-colunm context menu (over column body)."); + ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + // Submit dummy contents + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + ImGui::SameLine(); + + // [2.2] Right-click on the ".." to open a custom popup + ImGui::PushID(row * COLUMNS_COUNT + column); + ImGui::SmallButton(".."); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + } + + // [2.3] Right-click anywhere in columns to open another custom popup + // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup + // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping) + int hovered_column = -1; + for (int column = 0; column < COLUMNS_COUNT + 1; column++) + { + ImGui::PushID(column); + if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered) + hovered_column = column; + if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1)) + ImGui::OpenPopup("MyPopup"); + if (ImGui::BeginPopup("MyPopup")) + { + if (column == COLUMNS_COUNT) + ImGui::Text("This is a custom popup for unused space after the last column."); + else + ImGui::Text("This is a custom popup for Column %d", column); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + + ImGui::EndTable(); + ImGui::Text("Hovered column: %d", hovered_column); + } + ImGui::TreePop(); + } + + // Demonstrate creating multiple tables with the same ID + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Synced instances"); + if (ImGui::TreeNode("Synced instances")) + { + HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); + + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings; + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_SizingFixedFit", &flags, ImGuiTableFlags_SizingFixedFit); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + for (int n = 0; n < 3; n++) + { + char buf[32]; + sprintf(buf, "Synced Table %d", n); + bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen); + if (open && ImGui::BeginTable("Table", 3, flags, ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 5))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + const int cell_count = (n == 1) ? 27 : 9; // Make second table have a scrollbar to verify that additional decoration is not affecting column positions. + for (int cell = 0; cell < cell_count; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("this cell %d", cell); + } + ImGui::EndTable(); + } + } + ImGui::TreePop(); + } + + // Demonstrate using Sorting facilities + // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting. + // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified) + static const char* template_items_names[] = + { + "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", + "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" + }; + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Sorting"); + if (ImGui::TreeNode("Sorting")) + { + // Create item list + static ImVector items; + if (items.Size == 0) + { + items.resize(50, MyItem()); + for (int n = 0; n < items.Size; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (n * n - n) % 20; // Assign default quantities + } + } + + // Options + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollY; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + PopStyleCompact(); + + if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + // Demonstrate using a mixture of flags among available sort-related flags: + // - ImGuiTableColumnFlags_DefaultSort + // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending + // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending + ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible + ImGui::TableHeadersRow(); + + // Sort our data if sort specs have been changed! + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) + { + // Display a data item + MyItem* item = &items[row_n]; + ImGui::PushID(item->ID); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("%04d", item->ID); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(item->Name); + ImGui::TableNextColumn(); + ImGui::SmallButton("None"); + ImGui::TableNextColumn(); + ImGui::Text("%d", item->Quantity); + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // In this example we'll expose most table flags and settings. + // For specific flags and settings refer to the corresponding section for more detailed explanation. + // This section is mostly useful to experiment with combining certain flags or settings with each others. + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Advanced"); + if (ImGui::TreeNode("Advanced")) + { + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable + | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_SizingFixedFit; + static ImGuiTableColumnFlags columns_base_flags = ImGuiTableColumnFlags_None; + + enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow }; + static int contents_type = CT_SelectableSpanRow; + const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" }; + static int freeze_cols = 1; + static int freeze_rows = 1; + static int items_count = IM_ARRAYSIZE(template_items_names) * 2; + static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12); + static float row_min_height = 0.0f; // Auto + static float inner_width_with_scroll = 0.0f; // Auto-extend + static bool outer_size_enabled = true; + static bool show_headers = true; + static bool show_wrapped_text = false; + //static ImGuiTextFilter filter; + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing + if (ImGui::TreeNode("Options")) + { + // Make the UI compact because there are so many fields + PushStyleCompact(); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f); + + if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen)) + { + EditTableSizingFlags(&flags); + ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled."); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Headers:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_headers", &show_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", &columns_base_flags, ImGuiTableColumnFlags_AngledHeader); + ImGui::SameLine(); HelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_wrapped_text", &show_wrapped_text); + + ImGui::DragFloat2("##OuterSize", &outer_size_value.x); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Checkbox("outer_size", &outer_size_enabled); + ImGui::SameLine(); + HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" + "- The table is output directly in the parent window.\n" + "- OuterSize.x < 0.0f will right-align the table.\n" + "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n" + "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set)."); + + // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. + // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled. + ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX); + + ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX); + ImGui::SameLine(); HelpMarker("Specify height of the Selectable item."); + + ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999); + ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names)); + //filter.Draw("filter"); + ImGui::TreePop(); + } + + ImGui::PopItemWidth(); + PopStyleCompact(); + ImGui::Spacing(); + ImGui::TreePop(); + } + + // Update item list if we changed the number of items + static ImVector items; + static ImVector selection; + static bool items_need_sort = false; + if (items.Size != items_count) + { + items.resize(items_count, MyItem()); + for (int n = 0; n < items_count; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities + } + } + + const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList(); + const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size; + ImVec2 table_scroll_cur, table_scroll_max; // For debug display + const ImDrawList* table_draw_list = NULL; // " + + // Submit table + const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f; + if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + ImGui::TableSetupColumn("ID", columns_base_flags | ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", columns_base_flags | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", columns_base_flags | ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", columns_base_flags | ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupColumn("Description", columns_base_flags | ((flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch), 0.0f, MyItemColumnID_Description); + ImGui::TableSetupColumn("Hidden", columns_base_flags | ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + + // Sort our data if sort specs have been changed! + ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs(); + if (sort_specs && sort_specs->SpecsDirty) + items_need_sort = true; + if (sort_specs && items_need_sort && items.Size > 1) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + items_need_sort = false; + + // Take note of whether we are currently sorting based on the Quantity field, + // we will use this to trigger sorting when we know the data of this column has been modified. + const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0; + + // Show headers + if (show_headers && (columns_base_flags & ImGuiTableColumnFlags_AngledHeader) != 0) + ImGui::TableAngledHeadersRow(); + if (show_headers) + ImGui::TableHeadersRow(); + + // Show data + // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? +#if 1 + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + { + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) +#else + // Without clipper + { + for (int row_n = 0; row_n < items.Size; row_n++) +#endif + { + MyItem* item = &items[row_n]; + //if (!filter.PassFilter(item->Name)) + // continue; + + const bool item_is_selected = selection.contains(item->ID); + ImGui::PushID(item->ID); + ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height); + + // For the demo purpose we can select among different type of items submitted in the first column + ImGui::TableSetColumnIndex(0); + char label[32]; + sprintf(label, "%04d", item->ID); + if (contents_type == CT_Text) + ImGui::TextUnformatted(label); + else if (contents_type == CT_Button) + ImGui::Button(label); + else if (contents_type == CT_SmallButton) + ImGui::SmallButton(label); + else if (contents_type == CT_FillButton) + ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); + else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow) + { + ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap : ImGuiSelectableFlags_None; + if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height))) + { + if (ImGui::GetIO().KeyCtrl) + { + if (item_is_selected) + selection.find_erase_unsorted(item->ID); + else + selection.push_back(item->ID); + } + else + { + selection.clear(); + selection.push_back(item->ID); + } + } + } + + if (ImGui::TableSetColumnIndex(1)) + ImGui::TextUnformatted(item->Name); + + // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, + // and we are currently sorting on the column showing the Quantity. + // To avoid triggering a sort while holding the button, we only trigger it when the button has been released. + // You will probably need some extra logic if you want to automatically sort when a specific entry changes. + if (ImGui::TableSetColumnIndex(2)) + { + if (ImGui::SmallButton("Chop")) { item->Quantity += 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + ImGui::SameLine(); + if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + } + + if (ImGui::TableSetColumnIndex(3)) + ImGui::Text("%d", item->Quantity); + + ImGui::TableSetColumnIndex(4); + if (show_wrapped_text) + ImGui::TextWrapped("Lorem ipsum dolor sit amet"); + else + ImGui::Text("Lorem ipsum dolor sit amet"); + + if (ImGui::TableSetColumnIndex(5)) + ImGui::Text("1234"); + + ImGui::PopID(); + } + } + + // Store some info to display debug details below + table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY()); + table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY()); + table_draw_list = ImGui::GetWindowDrawList(); + ImGui::EndTable(); + } + static bool show_debug_details = false; + ImGui::Checkbox("Debug details", &show_debug_details); + if (show_debug_details && table_draw_list) + { + ImGui::SameLine(0.0f, 0.0f); + const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size; + if (table_draw_list == parent_draw_list) + ImGui::Text(": DrawCmd: +%d (in same window)", + table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count); + else + ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", + table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y); + } + ImGui::TreePop(); + } + + ImGui::PopID(); + + ShowDemoWindowColumns(); + + if (disable_indent) + ImGui::PopStyleVar(); +} + +// Demonstrate old/legacy Columns API! +// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!] +static void ShowDemoWindowColumns() +{ + IMGUI_DEMO_MARKER("Columns (legacy API)"); + bool open = ImGui::TreeNode("Legacy Columns API"); + ImGui::SameLine(); + HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!"); + if (!open) + return; + + // Basic columns + IMGUI_DEMO_MARKER("Columns (legacy API)/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::Text("Without border:"); + ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border + ImGui::Separator(); + for (int n = 0; n < 14; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + if (ImGui::Selectable(label)) {} + //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} + ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + + ImGui::Text("With border:"); + ImGui::Columns(4, "mycolumns"); // 4-ways, with border + ImGui::Separator(); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Text("Hovered"); ImGui::NextColumn(); + ImGui::Separator(); + const char* names[3] = { "One", "Two", "Three" }; + const char* paths[3] = { "/path/one", "/path/two", "/path/three" }; + static int selected = -1; + for (int i = 0; i < 3; i++) + { + char label[32]; + sprintf(label, "%04d", i); + if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns)) + selected = i; + bool hovered = ImGui::IsItemHovered(); + ImGui::NextColumn(); + ImGui::Text(names[i]); ImGui::NextColumn(); + ImGui::Text(paths[i]); ImGui::NextColumn(); + ImGui::Text("%d", hovered); ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Borders"); + if (ImGui::TreeNode("Borders")) + { + // NB: Future columns API should allow automatic horizontal borders. + static bool h_borders = true; + static bool v_borders = true; + static int columns_count = 4; + const int lines_count = 3; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); + if (columns_count < 2) + columns_count = 2; + ImGui::SameLine(); + ImGui::Checkbox("horizontal", &h_borders); + ImGui::SameLine(); + ImGui::Checkbox("vertical", &v_borders); + ImGui::Columns(columns_count, NULL, v_borders); + for (int i = 0; i < columns_count * lines_count; i++) + { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); + ImGui::PushID(i); + ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::PopID(); + ImGui::NextColumn(); + } + ImGui::Columns(1); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + + // Create multiple items in a same cell before switching to next column + IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items"); + if (ImGui::TreeNode("Mixed items")) + { + ImGui::Columns(3, "mixed"); + ImGui::Separator(); + + ImGui::Text("Hello"); + ImGui::Button("Banana"); + ImGui::NextColumn(); + + ImGui::Text("ImGui"); + ImGui::Button("Apple"); + static float foo = 1.0f; + ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f"); + ImGui::Text("An extra line here."); + ImGui::NextColumn(); + + ImGui::Text("Sailor"); + ImGui::Button("Corniflower"); + static float bar = 1.0f; + ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f"); + ImGui::NextColumn(); + + if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + // Word wrapping + IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping"); + if (ImGui::TreeNode("Word-wrapping")) + { + ImGui::Columns(2, "word-wrapping"); + ImGui::Separator(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Left"); + ImGui::NextColumn(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Right"); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling"); + if (ImGui::TreeNode("Horizontal Scrolling")) + { + ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); + ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f); + ImGui::BeginChild("##ScrollingRegion", child_size, ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::Columns(10); + + // Also demonstrate using clipper for large vertical lists + int ITEMS_COUNT = 2000; + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + while (clipper.Step()) + { + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + for (int j = 0; j < 10; j++) + { + ImGui::Text("Line %d Column %d...", i, j); + ImGui::NextColumn(); + } + } + ImGui::Columns(1); + ImGui::EndChild(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Tree"); + if (ImGui::TreeNode("Tree")) + { + ImGui::Columns(2, "tree", true); + for (int x = 0; x < 3; x++) + { + bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + ImGui::NextColumn(); + if (open1) + { + for (int y = 0; y < 3; y++) + { + bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + if (open2) + { + ImGui::Text("Even more contents"); + if (ImGui::TreeNode("Tree in column")) + { + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::TreePop(); + } + } + ImGui::NextColumn(); + if (open2) + ImGui::TreePop(); + } + ImGui::TreePop(); + } + } + ImGui::Columns(1); + ImGui::TreePop(); + } + + ImGui::TreePop(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowInputs() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowInputs() +{ + IMGUI_DEMO_MARKER("Inputs & Focus"); + if (ImGui::CollapsingHeader("Inputs & Focus")) + { + ImGuiIO& io = ImGui::GetIO(); + + // Display inputs submitted to ImGuiIO + IMGUI_DEMO_MARKER("Inputs & Focus/Inputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + bool inputs_opened = ImGui::TreeNode("Inputs"); + ImGui::SameLine(); + HelpMarker( + "This is a simplified view. See more detailed input state:\n" + "- in 'Tools->Metrics/Debugger->Inputs'.\n" + "- in 'Tools->Debug Log->IO'."); + if (inputs_opened) + { + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse pos: "); + ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + ImGui::Text("Mouse down:"); + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); + + // We iterate both legacy native range and named ImGuiKey ranges. This is a little unusual/odd but this allows + // displaying the data for old/new backends. + // User code should never have to go through such hoops! + // You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; + ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN; + ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); } + ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + + ImGui::TreePop(); + } + + // Display ImGuiIO output flags + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + bool outputs_opened = ImGui::TreeNode("Outputs"); + ImGui::SameLine(); + HelpMarker( + "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui " + "to instruct your application of how to route inputs. Typically, when a value is true, it means " + "Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n" + "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, " + "and underlying application should ignore mouse inputs (in practice there are many and more subtle " + "rules leading to how those flags are set)."); + if (outputs_opened) + { + ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse); + ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); + ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard); + ImGui::Text("io.WantTextInput: %d", io.WantTextInput); + ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos); + ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible); + + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/WantCapture override"); + if (ImGui::TreeNode("WantCapture override")) + { + HelpMarker( + "Hovering the colored canvas will override io.WantCaptureXXX fields.\n" + "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering " + "and true when clicking."); + static int capture_override_mouse = -1; + static int capture_override_keyboard = -1; + const char* capture_override_desc[] = { "None", "Set to false", "Set to true" }; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureMouse() on hover", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureKeyboard() on hover", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp); + + ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(128.0f, 96.0f)); // Dummy item + if (ImGui::IsItemHovered() && capture_override_mouse != -1) + ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1); + if (ImGui::IsItemHovered() && capture_override_keyboard != -1) + ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1); + + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Demonstrate using Shortcut() and Routing Policies. + // The general flow is: + // - Code interested in a chord (e.g. "Ctrl+A") declares their intent. + // - Multiple locations may be interested in same chord! Routing helps find a winner. + // - Every frame, we resolve all claims and assign one owner if the modifiers are matching. + // - The lower-level function is 'bool SetShortcutRouting()', returns true when caller got the route. + // - Most of the times, SetShortcutRouting() is not called directly. User mostly calls Shortcut() with routing flags. + // - If you call Shortcut() WITHOUT any routing option, it uses ImGuiInputFlags_RouteFocused. + // TL;DR: Most uses will simply be: + // - Shortcut(ImGuiMod_Ctrl | ImGuiKey_A); // Use ImGuiInputFlags_RouteFocused policy. + IMGUI_DEMO_MARKER("Inputs & Focus/Shortcuts"); + if (ImGui::TreeNode("Shortcuts")) + { + static ImGuiInputFlags route_options = ImGuiInputFlags_Repeat; + static ImGuiInputFlags route_type = ImGuiInputFlags_RouteFocused; + ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &route_options, ImGuiInputFlags_Repeat); + ImGui::RadioButton("ImGuiInputFlags_RouteActive", &route_type, ImGuiInputFlags_RouteActive); + ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &route_type, ImGuiInputFlags_RouteFocused); + ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &route_type, ImGuiInputFlags_RouteGlobal); + ImGui::Indent(); + ImGui::BeginDisabled(route_type != ImGuiInputFlags_RouteGlobal); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverFocused", &route_options, ImGuiInputFlags_RouteOverFocused); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverActive", &route_options, ImGuiInputFlags_RouteOverActive); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteUnlessBgFocused", &route_options, ImGuiInputFlags_RouteUnlessBgFocused); + ImGui::EndDisabled(); + ImGui::Unindent(); + ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &route_type, ImGuiInputFlags_RouteAlways); + ImGuiInputFlags flags = route_type | route_options; // Merged flags + if (route_type != ImGuiInputFlags_RouteGlobal) + flags &= ~(ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused); + + ImGui::SeparatorText("Using SetNextItemShortcut()"); + ImGui::Text("Ctrl+S"); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, flags | ImGuiInputFlags_Tooltip); + ImGui::Button("Save"); + ImGui::Text("Alt+F"); + ImGui::SetNextItemShortcut(ImGuiMod_Alt | ImGuiKey_F, flags | ImGuiInputFlags_Tooltip); + static float f = 0.5f; + ImGui::SliderFloat("Factor", &f, 0.0f, 1.0f); + + ImGui::SeparatorText("Using Shortcut()"); + const float line_height = ImGui::GetTextLineHeightWithSpacing(); + const ImGuiKeyChord key_chord = ImGuiMod_Ctrl | ImGuiKey_A; + + ImGui::Text("Ctrl+A"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(1.0f, 0.0f, 1.0f, 0.1f)); + + ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 14), true); + ImGui::Text("Press CTRL+A and see who receives it!"); + ImGui::Separator(); + + // 1: Window polling for CTRL+A + ImGui::Text("(in WindowA)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + // 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active) + // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //char str[16] = "Press CTRL+A"; + //ImGui::Spacing(); + //ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); + //ImGuiID item_id = ImGui::GetItemID(); + //ImGui::SameLine(); HelpMarker("Internal widgets always use _RouteFocused"); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, item_id) ? "PRESSED" : "..."); + + // 3: Dummy child is not claiming the route: focusing them shouldn't steal route away from WindowA + ImGui::BeginChild("ChildD", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildD: not using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused()); + ImGui::EndChild(); + + // 4: Child window polling for CTRL+A. It is deeper than WindowA and gets priority when focused. + ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildE: using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + ImGui::EndChild(); + + // 5: In a popup + if (ImGui::Button("Open Popup")) + ImGui::OpenPopup("PopupF"); + if (ImGui::BeginPopup("PopupF")) + { + ImGui::Text("(in PopupF)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //ImGui::InputText("InputTextG", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, ImGui::GetItemID()) ? "PRESSED" : "..."); + ImGui::EndPopup(); + } + ImGui::EndChild(); + ImGui::PopStyleColor(); + + ImGui::TreePop(); + } + + // Display mouse cursors + IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors"); + if (ImGui::TreeNode("Mouse Cursors")) + { + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); + + ImGuiMouseCursor current = ImGui::GetMouseCursor(); + const char* cursor_name = (current >= ImGuiMouseCursor_Arrow) && (current < ImGuiMouseCursor_COUNT) ? mouse_cursors_names[current] : "N/A"; + ImGui::Text("Current mouse cursor = %d: %s", current, cursor_name); + ImGui::BeginDisabled(true); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::EndDisabled(); + + ImGui::Text("Hover to see mouse cursors:"); + ImGui::SameLine(); HelpMarker( + "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " + "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " + "otherwise your backend needs to handle it."); + for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) + { + char label[32]; + sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); + ImGui::Bullet(); ImGui::Selectable(label, false); + if (ImGui::IsItemHovered()) + ImGui::SetMouseCursor(i); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing"); + if (ImGui::TreeNode("Tabbing")) + { + ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); + static char buf[32] = "hello"; + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); + ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopItemFlag(); + ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code"); + if (ImGui::TreeNode("Focus from code")) + { + bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine(); + bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine(); + bool focus_3 = ImGui::Button("Focus on 3"); + int has_focus = 0; + static char buf[128] = "click on a button to set focus"; + + if (focus_1) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 1; + + if (focus_2) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 2; + + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); + if (focus_3) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 3; + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopItemFlag(); + + if (has_focus) + ImGui::Text("Item with focus: %d", has_focus); + else + ImGui::Text("Item with focus: "); + + // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item + static float f3[3] = { 0.0f, 0.0f, 0.0f }; + int focus_ahead = -1; + if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine(); + if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine(); + if (ImGui::Button("Focus on Z")) { focus_ahead = 2; } + if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); + ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); + + ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Dragging"); + if (ImGui::TreeNode("Dragging")) + { + ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); + for (int button = 0; button < 3; button++) + { + ImGui::Text("IsMouseDragging(%d):", button); + ImGui::Text(" w/ default threshold: %d,", ImGui::IsMouseDragging(button)); + ImGui::Text(" w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f)); + ImGui::Text(" w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f)); + } + + ImGui::Button("Drag Me"); + if (ImGui::IsItemActive()) + ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor + + // Drag operations gets "unlocked" when the mouse has moved past a certain threshold + // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher + // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta(). + ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); + ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); + ImVec2 mouse_delta = io.MouseDelta; + ImGui::Text("GetMouseDragDelta(0):"); + ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y); + ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y); + ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y); + ImGui::TreePop(); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] About Window / ShowAboutWindow() +// Access from Dear ImGui Demo -> Tools -> About +//----------------------------------------------------------------------------- + +void ImGui::ShowAboutWindow(bool* p_open) +{ + if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Tools/About Dear ImGui"); + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + + ImGui::TextLinkOpenURL("Homepage", "https://github.com/ocornut/imgui"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("FAQ", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Wiki", "https://github.com/ocornut/imgui/wiki"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Releases", "https://github.com/ocornut/imgui/releases"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Funding", "https://github.com/ocornut/imgui/wiki/Funding"); + + ImGui::Separator(); + ImGui::Text("(c) 2014-2025 Omar Cornut"); + ImGui::Text("Developed by Omar Cornut and all Dear ImGui contributors."); + ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); + ImGui::Text("If your company uses this, please consider funding the project."); + + static bool show_config_info = false; + ImGui::Checkbox("Config/Build Information", &show_config_info); + if (show_config_info) + { + ImGuiIO& io = ImGui::GetIO(); + ImGuiStyle& style = ImGui::GetStyle(); + + bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); + ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18); + ImGui::BeginChild(ImGui::GetID("cfg_infos"), child_size, ImGuiChildFlags_FrameStyle); + if (copy_to_clipboard) + { + ImGui::LogToClipboard(); + ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub + } + + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Separator(); + ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); + ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); +#endif +#ifdef IMGUI_USE_BGRA_PACKED_COLOR + ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR"); +#endif +#ifdef _WIN32 + ImGui::Text("define: _WIN32"); +#endif +#ifdef _WIN64 + ImGui::Text("define: _WIN64"); +#endif +#ifdef __linux__ + ImGui::Text("define: __linux__"); +#endif +#ifdef __APPLE__ + ImGui::Text("define: __APPLE__"); +#endif +#ifdef _MSC_VER + ImGui::Text("define: _MSC_VER=%d", _MSC_VER); +#endif +#ifdef _MSVC_LANG + ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG); +#endif +#ifdef __MINGW32__ + ImGui::Text("define: __MINGW32__"); +#endif +#ifdef __MINGW64__ + ImGui::Text("define: __MINGW64__"); +#endif +#ifdef __GNUC__ + ImGui::Text("define: __GNUC__=%d", (int)__GNUC__); +#endif +#ifdef __clang_version__ + ImGui::Text("define: __clang_version__=%s", __clang_version__); +#endif +#ifdef __EMSCRIPTEN__ + ImGui::Text("define: __EMSCRIPTEN__"); + ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_major__, __EMSCRIPTEN_minor__, __EMSCRIPTEN_tiny__); +#endif +#ifdef IMGUI_HAS_VIEWPORT + ImGui::Text("define: IMGUI_HAS_VIEWPORT"); +#endif +#ifdef IMGUI_HAS_DOCK + ImGui::Text("define: IMGUI_HAS_DOCK"); +#endif + ImGui::Separator(); + ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); + ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); + ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) ImGui::Text(" NoKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ImGui::Text(" DpiEnableScaleViewports"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ImGui::Text(" DpiEnableScaleFonts"); + if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge"); + if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon"); + if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration"); + if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); + if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); + if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); + if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); + if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); + if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); + if (io.ConfigNavMoveSetMousePos) ImGui::Text("io.ConfigNavMoveSetMousePos"); + if (io.ConfigNavCaptureKeyboard) ImGui::Text("io.ConfigNavCaptureKeyboard"); + if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); + if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); + if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + if (io.ConfigMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer); + ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); + if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); + if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); + ImGui::Separator(); + ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); + ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); + ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + ImGui::Separator(); + ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y); + ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize); + ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y); + ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding); + ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize); + ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y); + ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); + + if (copy_to_clipboard) + { + ImGui::LogText("\n```\n"); + ImGui::LogFinish(); + } + ImGui::EndChild(); + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Style Editor / ShowStyleEditor() +//----------------------------------------------------------------------------- +// - ShowFontSelector() +// - ShowStyleSelector() +// - ShowStyleEditor() +//----------------------------------------------------------------------------- + +// Forward declare ShowFontAtlas() which isn't worth putting in public API yet +namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); } + +// Demo helper function to select among loaded fonts. +// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. +void ImGui::ShowFontSelector(const char* label) +{ + ImGuiIO& io = ImGui::GetIO(); + ImFont* font_current = ImGui::GetFont(); + if (ImGui::BeginCombo(label, font_current->GetDebugName())) + { + for (ImFont* font : io.Fonts->Fonts) + { + ImGui::PushID((void*)font); + if (ImGui::Selectable(font->GetDebugName(), font == font_current)) + io.FontDefault = font; + if (font == font_current) + ImGui::SetItemDefaultFocus(); + ImGui::PopID(); + } + ImGui::EndCombo(); + } + ImGui::SameLine(); + HelpMarker( + "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" + "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" + "- Read FAQ and docs/FONTS.md for more details.\n" + "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); +} + +// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. +// Here we use the simplified Combo() api that packs items into a single literal string. +// Useful for quick combo boxes where the choices are known locally. +bool ImGui::ShowStyleSelector(const char* label) +{ + static int style_idx = -1; + if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0")) + { + switch (style_idx) + { + case 0: ImGui::StyleColorsDark(); break; + case 1: ImGui::StyleColorsLight(); break; + case 2: ImGui::StyleColorsClassic(); break; + } + return true; + } + return false; +} + +void ImGui::ShowStyleEditor(ImGuiStyle* ref) +{ + IMGUI_DEMO_MARKER("Tools/Style Editor"); + // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to + // (without a reference style pointer, we will use one compared locally as a reference) + ImGuiStyle& style = ImGui::GetStyle(); + static ImGuiStyle ref_saved_style; + + // Default to using internal storage as reference + static bool init = true; + if (init && ref == NULL) + ref_saved_style = style; + init = false; + if (ref == NULL) + ref = &ref_saved_style; + + ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f); + + if (ImGui::ShowStyleSelector("Colors##Selector")) + ref_saved_style = style; + ImGui::ShowFontSelector("Fonts##Selector"); + + // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) + if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) + style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding + { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } + + // Save/Revert button + if (ImGui::Button("Save Ref")) + *ref = ref_saved_style = style; + ImGui::SameLine(); + if (ImGui::Button("Revert Ref")) + style = *ref; + ImGui::SameLine(); + HelpMarker( + "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " + "Use \"Export\" below to save them somewhere."); + + ImGui::Separator(); + + if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Sizes")) + { + ImGui::SeparatorText("Main"); + ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); + ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); + + ImGui::SeparatorText("Borders"); + ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f"); + ImGui::SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, 2.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set."); + + ImGui::SeparatorText("Rounding"); + ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Tables"); + ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f); + ImGui::SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + + ImGui::SeparatorText("Widgets"); + ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + int window_menu_button_position = style.WindowMenuButtonPosition + 1; + if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + style.WindowMenuButtonPosition = (ImGuiDir)(window_menu_button_position - 1); + ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); + ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); + ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); + ImGui::SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f"); + ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Docking"); + ImGui::SliderFloat("DockingSplitterSize", &style.DockingSeparatorSize, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Tooltips"); + for (int n = 0; n < 2; n++) + if (ImGui::TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav")) + { + ImGuiHoveredFlags* p = (n == 0) ? &style.HoverFlagsForTooltipMouse : &style.HoverFlagsForTooltipNav; + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone); + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort); + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal); + ImGui::CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary); + ImGui::CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay); + ImGui::TreePop(); + } + + ImGui::SeparatorText("Misc"); + ImGui::SliderFloat2("DisplayWindowPadding", (float*)&style.DisplayWindowPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen."); + ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Colors")) + { + static int output_dest = 0; + static bool output_only_modified = true; + if (ImGui::Button("Export")) + { + if (output_dest == 0) + ImGui::LogToClipboard(); + else + ImGui::LogToTTY(); + ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const ImVec4& col = style.Colors[i]; + const char* name = ImGui::GetStyleColorName(i); + if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) + ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, + name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); + } + ImGui::LogFinish(); + } + ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); + + static ImGuiTextFilter filter; + filter.Draw("Filter colors", ImGui::GetFontSize() * 16); + + static ImGuiColorEditFlags alpha_flags = 0; + if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); + if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); + if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); + HelpMarker( + "In the color list:\n" + "Left-click on color square to open color picker,\n" + "Right-click to open edit options menu."); + + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX)); + ImGui::BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName(i); + if (!filter.PassFilter(name)) + continue; + ImGui::PushID(i); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ImGui::Button("?")) + ImGui::DebugFlashStyleColor((ImGuiCol)i); + ImGui::SetItemTooltip("Flash given color to identify places where it is used."); + ImGui::SameLine(); +#endif + ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); + if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) + { + // Tips: in a real user application, you may want to merge and use an icon font into the main font, + // so instead of "Save"/"Revert" you'd use icons! + // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; } + } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); + ImGui::TextUnformatted(name); + ImGui::PopID(); + } + ImGui::PopItemWidth(); + ImGui::EndChild(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Fonts")) + { + ImGuiIO& io = ImGui::GetIO(); + ImFontAtlas* atlas = io.Fonts; + HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); + ImGui::ShowFontAtlas(atlas); + + // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. + // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). + const float MIN_SCALE = 0.3f; + const float MAX_SCALE = 2.0f; + HelpMarker( + "Those are old settings provided for convenience.\n" + "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " + "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" + "Using those settings here will give you poor quality results."); + static float window_scale = 1.0f; + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window + ImGui::SetWindowFontScale(window_scale); + ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Rendering")) + { + ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); + ImGui::SameLine(); + HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); + + ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); + ImGui::SameLine(); + HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); + + ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); + if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; + + // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. + ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); + const bool show_samples = ImGui::IsItemActive(); + if (show_samples) + ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); + if (show_samples && ImGui::BeginTooltip()) + { + ImGui::TextUnformatted("(R = radius, N = approx number of segments)"); + ImGui::Spacing(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + const float min_widget_width = ImGui::CalcTextSize("R: MMM\nN: MMM").x; + for (int n = 0; n < 8; n++) + { + const float RAD_MIN = 5.0f; + const float RAD_MAX = 70.0f; + const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); + + ImGui::BeginGroup(); + + // N is not always exact here due to how PathArcTo() function work internally + ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); + + const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f); + const float offset_x = floorf(canvas_width * 0.5f); + const float offset_y = floorf(RAD_MAX); + + const ImVec2 p1 = ImGui::GetCursorScreenPos(); + draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + + /* + const ImVec2 p2 = ImGui::GetCursorScreenPos(); + draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + */ + + ImGui::EndGroup(); + ImGui::SameLine(); + } + ImGui::EndTooltip(); + } + ImGui::SameLine(); + HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically."); + + ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. + ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::PopItemWidth(); +} + +//----------------------------------------------------------------------------- +// [SECTION] User Guide / ShowUserGuide() +//----------------------------------------------------------------------------- + +void ImGui::ShowUserGuide() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::BulletText("Double-click on title bar to collapse window."); + ImGui::BulletText( + "Click and drag on lower corner to resize window\n" + "(double-click to auto fit window to its contents)."); + ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); + ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); + ImGui::BulletText("CTRL+Tab to select a window."); + if (io.FontAllowUserScaling) + ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); + ImGui::BulletText("While inputing text:\n"); + ImGui::Indent(); + ImGui::BulletText("CTRL+Left/Right to word jump."); + ImGui::BulletText("CTRL+A or double-click to select all."); + ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); + ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); + ImGui::BulletText("ESCAPE to revert."); + ImGui::Unindent(); + ImGui::BulletText("With keyboard navigation enabled:"); + ImGui::Indent(); + ImGui::BulletText("Arrow keys to navigate."); + ImGui::BulletText("Space to activate a widget."); + ImGui::BulletText("Return to input text into a widget."); + ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); + ImGui::BulletText("Alt to jump to the menu layer of a window."); + ImGui::Unindent(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +//----------------------------------------------------------------------------- +// - ShowExampleAppMainMenuBar() +// - ShowExampleMenuFile() +//----------------------------------------------------------------------------- + +// Demonstrate creating a "main" fullscreen menu bar and populating it. +// Note the difference between BeginMainMenuBar() and BeginMenuBar(): +// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!) +// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. +static void ShowExampleAppMainMenuBar() +{ + if (ImGui::BeginMainMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Undo", "CTRL+Z")) {} + if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item + ImGui::Separator(); + if (ImGui::MenuItem("Cut", "CTRL+X")) {} + if (ImGui::MenuItem("Copy", "CTRL+C")) {} + if (ImGui::MenuItem("Paste", "CTRL+V")) {} + ImGui::EndMenu(); + } + ImGui::EndMainMenuBar(); + } +} + +// Note that shortcuts are currently provided for display only +// (future version will add explicit flags to BeginMenu() to request processing shortcuts) +static void ShowExampleMenuFile() +{ + IMGUI_DEMO_MARKER("Examples/Menu"); + ImGui::MenuItem("(demo menu)", NULL, false, false); + if (ImGui::MenuItem("New")) {} + if (ImGui::MenuItem("Open", "Ctrl+O")) {} + if (ImGui::BeginMenu("Open Recent")) + { + ImGui::MenuItem("fish_hat.c"); + ImGui::MenuItem("fish_hat.inl"); + ImGui::MenuItem("fish_hat.h"); + if (ImGui::BeginMenu("More..")) + { + ImGui::MenuItem("Hello"); + ImGui::MenuItem("Sailor"); + if (ImGui::BeginMenu("Recurse..")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Save", "Ctrl+S")) {} + if (ImGui::MenuItem("Save As..")) {} + + ImGui::Separator(); + IMGUI_DEMO_MARKER("Examples/Menu/Options"); + if (ImGui::BeginMenu("Options")) + { + static bool enabled = true; + ImGui::MenuItem("Enabled", "", &enabled); + ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Borders); + for (int i = 0; i < 10; i++) + ImGui::Text("Scrolling Text %d", i); + ImGui::EndChild(); + static float f = 0.5f; + static int n = 0; + ImGui::SliderFloat("Value", &f, 0.0f, 1.0f); + ImGui::InputFloat("Input", &f, 0.1f); + ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0"); + ImGui::EndMenu(); + } + + IMGUI_DEMO_MARKER("Examples/Menu/Colors"); + if (ImGui::BeginMenu("Colors")) + { + float sz = ImGui::GetTextLineHeight(); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName((ImGuiCol)i); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i)); + ImGui::Dummy(ImVec2(sz, sz)); + ImGui::SameLine(); + ImGui::MenuItem(name); + } + ImGui::EndMenu(); + } + + // Here we demonstrate appending again to the "Options" menu (which we already created above) + // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. + // In a real code-base using it would make senses to use this feature from very different code locations. + if (ImGui::BeginMenu("Options")) // <-- Append! + { + IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu"); + static bool b = true; + ImGui::Checkbox("SomeOption", &b); + ImGui::EndMenu(); + } + + if (ImGui::BeginMenu("Disabled", false)) // Disabled + { + IM_ASSERT(0); + } + if (ImGui::MenuItem("Checked", NULL, true)) {} + ImGui::Separator(); + if (ImGui::MenuItem("Quit", "Alt+F4")) {} +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple console window, with scrolling, filtering, completion and history. +// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions. +struct ExampleAppConsole +{ + char InputBuf[256]; + ImVector Items; + ImVector Commands; + ImVector History; + int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. + ImGuiTextFilter Filter; + bool AutoScroll; + bool ScrollToBottom; + + ExampleAppConsole() + { + IMGUI_DEMO_MARKER("Examples/Console"); + ClearLog(); + memset(InputBuf, 0, sizeof(InputBuf)); + HistoryPos = -1; + + // "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches. + Commands.push_back("HELP"); + Commands.push_back("HISTORY"); + Commands.push_back("CLEAR"); + Commands.push_back("CLASSIFY"); + AutoScroll = true; + ScrollToBottom = false; + AddLog("Welcome to Dear ImGui!"); + } + ~ExampleAppConsole() + { + ClearLog(); + for (int i = 0; i < History.Size; i++) + ImGui::MemFree(History[i]); + } + + // Portable helpers + static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } + static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } + static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = ImGui::MemAlloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } + static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } + + void ClearLog() + { + for (int i = 0; i < Items.Size; i++) + ImGui::MemFree(Items[i]); + Items.clear(); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + // FIXME-OPT + char buf[1024]; + va_list args; + va_start(args, fmt); + vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args); + buf[IM_ARRAYSIZE(buf)-1] = 0; + va_end(args); + Items.push_back(Strdup(buf)); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. + // So e.g. IsItemHovered() will return true when hovering the title bar. + // Here we create a context menu only available from the title bar. + if (ImGui::BeginPopupContextItem()) + { + if (ImGui::MenuItem("Close Console")) + *p_open = false; + ImGui::EndPopup(); + } + + ImGui::TextWrapped( + "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate " + "implementation may want to store entries along with extra data such as timestamp, emitter, etc."); + ImGui::TextWrapped("Enter 'HELP' for help."); + + // TODO: display items starting from the bottom + + if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Clear")) { ClearLog(); } + ImGui::SameLine(); + bool copy_to_clipboard = ImGui::SmallButton("Copy"); + //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } + + ImGui::Separator(); + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Options, Filter + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_O, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); + ImGui::Separator(); + + // Reserve enough left-over height for 1 separator + 1 input text + const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); + if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::Selectable("Clear")) ClearLog(); + ImGui::EndPopup(); + } + + // Display every line as a separate entry so we can change their color or add custom widgets. + // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); + // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping + // to only process visible items. The clipper will automatically measure the height of your first item and then + // "seek" to display only items in the visible area. + // To use the clipper we can replace your standard loop: + // for (int i = 0; i < Items.Size; i++) + // With: + // ImGuiListClipper clipper; + // clipper.Begin(Items.Size); + // while (clipper.Step()) + // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + // - That your items are evenly spaced (same height) + // - That you have cheap random access to your elements (you can access them given their index, + // without processing all the ones before) + // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. + // We would need random-access on the post-filtered list. + // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices + // or offsets of items that passed the filtering test, recomputing this array when user changes the filter, + // and appending newly elements as they are inserted. This is left as a task to the user until we can manage + // to improve this example code! + // If your items are of variable height: + // - Split them into same height items would be simpler and facilitate random-seeking into your list. + // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing + if (copy_to_clipboard) + ImGui::LogToClipboard(); + for (const char* item : Items) + { + if (!Filter.PassFilter(item)) + continue; + + // Normally you would store more information in your item than just a string. + // (e.g. make Items[] an array of structure, store color/type etc.) + ImVec4 color; + bool has_color = false; + if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } + else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } + if (has_color) + ImGui::PushStyleColor(ImGuiCol_Text, color); + ImGui::TextUnformatted(item); + if (has_color) + ImGui::PopStyleColor(); + } + if (copy_to_clipboard) + ImGui::LogFinish(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) + ImGui::SetScrollHereY(1.0f); + ScrollToBottom = false; + + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::Separator(); + + // Command-line + bool reclaim_focus = false; + ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; + if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) + { + char* s = InputBuf; + Strtrim(s); + if (s[0]) + ExecCommand(s); + strcpy(s, ""); + reclaim_focus = true; + } + + // Auto-focus on window apparition + ImGui::SetItemDefaultFocus(); + if (reclaim_focus) + ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget + + ImGui::End(); + } + + void ExecCommand(const char* command_line) + { + AddLog("# %s\n", command_line); + + // Insert into history. First find match and delete it so it can be pushed to the back. + // This isn't trying to be smart or optimal. + HistoryPos = -1; + for (int i = History.Size - 1; i >= 0; i--) + if (Stricmp(History[i], command_line) == 0) + { + ImGui::MemFree(History[i]); + History.erase(History.begin() + i); + break; + } + History.push_back(Strdup(command_line)); + + // Process command + if (Stricmp(command_line, "CLEAR") == 0) + { + ClearLog(); + } + else if (Stricmp(command_line, "HELP") == 0) + { + AddLog("Commands:"); + for (int i = 0; i < Commands.Size; i++) + AddLog("- %s", Commands[i]); + } + else if (Stricmp(command_line, "HISTORY") == 0) + { + int first = History.Size - 10; + for (int i = first > 0 ? first : 0; i < History.Size; i++) + AddLog("%3d: %s\n", i, History[i]); + } + else + { + AddLog("Unknown command: '%s'\n", command_line); + } + + // On command input, we scroll to bottom even if AutoScroll==false + ScrollToBottom = true; + } + + // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks + static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) + { + ExampleAppConsole* console = (ExampleAppConsole*)data->UserData; + return console->TextEditCallback(data); + } + + int TextEditCallback(ImGuiInputTextCallbackData* data) + { + //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd); + switch (data->EventFlag) + { + case ImGuiInputTextFlags_CallbackCompletion: + { + // Example of TEXT COMPLETION + + // Locate beginning of current word + const char* word_end = data->Buf + data->CursorPos; + const char* word_start = word_end; + while (word_start > data->Buf) + { + const char c = word_start[-1]; + if (c == ' ' || c == '\t' || c == ',' || c == ';') + break; + word_start--; + } + + // Build a list of candidates + ImVector candidates; + for (int i = 0; i < Commands.Size; i++) + if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0) + candidates.push_back(Commands[i]); + + if (candidates.Size == 0) + { + // No match + AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start); + } + else if (candidates.Size == 1) + { + // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0]); + data->InsertChars(data->CursorPos, " "); + } + else + { + // Multiple matches. Complete as much as we can.. + // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. + int match_len = (int)(word_end - word_start); + for (;;) + { + int c = 0; + bool all_candidates_matches = true; + for (int i = 0; i < candidates.Size && all_candidates_matches; i++) + if (i == 0) + c = toupper(candidates[i][match_len]); + else if (c == 0 || c != toupper(candidates[i][match_len])) + all_candidates_matches = false; + if (!all_candidates_matches) + break; + match_len++; + } + + if (match_len > 0) + { + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); + } + + // List matches + AddLog("Possible matches:\n"); + for (int i = 0; i < candidates.Size; i++) + AddLog("- %s\n", candidates[i]); + } + + break; + } + case ImGuiInputTextFlags_CallbackHistory: + { + // Example of HISTORY + const int prev_history_pos = HistoryPos; + if (data->EventKey == ImGuiKey_UpArrow) + { + if (HistoryPos == -1) + HistoryPos = History.Size - 1; + else if (HistoryPos > 0) + HistoryPos--; + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + if (HistoryPos != -1) + if (++HistoryPos >= History.Size) + HistoryPos = -1; + } + + // A better implementation would preserve the data on the current input line along with cursor position. + if (prev_history_pos != HistoryPos) + { + const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : ""; + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, history_str); + } + } + } + return 0; + } +}; + +static void ShowExampleAppConsole(bool* p_open) +{ + static ExampleAppConsole console; + console.Draw("Example: Console", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +//----------------------------------------------------------------------------- + +// Usage: +// static ExampleAppLog my_log; +// my_log.AddLog("Hello %d world\n", 123); +// my_log.Draw("title"); +struct ExampleAppLog +{ + ImGuiTextBuffer Buf; + ImGuiTextFilter Filter; + ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls. + bool AutoScroll; // Keep scrolling if already at the bottom. + + ExampleAppLog() + { + AutoScroll = true; + Clear(); + } + + void Clear() + { + Buf.clear(); + LineOffsets.clear(); + LineOffsets.push_back(0); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + int old_size = Buf.size(); + va_list args; + va_start(args, fmt); + Buf.appendfv(fmt, args); + va_end(args); + for (int new_size = Buf.size(); old_size < new_size; old_size++) + if (Buf[old_size] == '\n') + LineOffsets.push_back(old_size + 1); + } + + void Draw(const char* title, bool* p_open = NULL) + { + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Main window + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + bool clear = ImGui::Button("Clear"); + ImGui::SameLine(); + bool copy = ImGui::Button("Copy"); + ImGui::SameLine(); + Filter.Draw("Filter", -100.0f); + + ImGui::Separator(); + + if (ImGui::BeginChild("scrolling", ImVec2(0, 0), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (clear) + Clear(); + if (copy) + ImGui::LogToClipboard(); + + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + const char* buf = Buf.begin(); + const char* buf_end = Buf.end(); + if (Filter.IsActive()) + { + // In this example we don't use the clipper when Filter is enabled. + // This is because we don't have random access to the result of our filter. + // A real application processing logs with ten of thousands of entries may want to store the result of + // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). + for (int line_no = 0; line_no < LineOffsets.Size; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + if (Filter.PassFilter(line_start, line_end)) + ImGui::TextUnformatted(line_start, line_end); + } + } + else + { + // The simplest and easy way to display the entire buffer: + // ImGui::TextUnformatted(buf_begin, buf_end); + // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward + // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are + // within the visible area. + // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them + // on your side is recommended. Using ImGuiListClipper requires + // - A) random access into your data + // - B) items all being the same height, + // both of which we can handle since we have an array pointing to the beginning of each line of text. + // When using the filter (in the block of code above) we don't have random access into the data to display + // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make + // it possible (and would be recommended if you want to search through tens of thousands of entries). + ImGuiListClipper clipper; + clipper.Begin(LineOffsets.Size); + while (clipper.Step()) + { + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + ImGui::TextUnformatted(line_start, line_end); + } + } + clipper.End(); + } + ImGui::PopStyleVar(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) + ImGui::SetScrollHereY(1.0f); + } + ImGui::EndChild(); + ImGui::End(); + } +}; + +// Demonstrate creating a simple log window with basic filtering. +static void ShowExampleAppLog(bool* p_open) +{ + static ExampleAppLog log; + + // For the demo: add a debug button _BEFORE_ the normal log window contents + // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. + // Most of the contents of the window will be added by the log.Draw() call. + ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); + ImGui::Begin("Example: Log", p_open); + IMGUI_DEMO_MARKER("Examples/Log"); + if (ImGui::SmallButton("[Debug] Add 5 entries")) + { + static int counter = 0; + const char* categories[3] = { "info", "warn", "error" }; + const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; + for (int n = 0; n < 5; n++) + { + const char* category = categories[counter % IM_ARRAYSIZE(categories)]; + const char* word = words[counter % IM_ARRAYSIZE(words)]; + log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", + ImGui::GetFrameCount(), category, ImGui::GetTime(), word); + counter++; + } + } + ImGui::End(); + + // Actually call in the regular Log helper (which will Begin() into the same window as we just did) + log.Draw("Example: Log", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +//----------------------------------------------------------------------------- + +// Demonstrate create a window with multiple child windows. +static void ShowExampleAppLayout(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); + if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar)) + { + IMGUI_DEMO_MARKER("Examples/Simple layout"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Close", "Ctrl+W")) { *p_open = false; } + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Left + static int selected = 0; + { + ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX); + for (int i = 0; i < 100; i++) + { + // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav + char label[128]; + sprintf(label, "MyObject %d", i); + if (ImGui::Selectable(label, selected == i)) + selected = i; + } + ImGui::EndChild(); + } + ImGui::SameLine(); + + // Right + { + ImGui::BeginGroup(); + ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us + ImGui::Text("MyObject: %d", selected); + ImGui::Separator(); + if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Description")) + { + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Details")) + { + ImGui::Text("ID: 0123456789"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::EndChild(); + if (ImGui::Button("Revert")) {} + ImGui::SameLine(); + if (ImGui::Button("Save")) {} + ImGui::EndGroup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +//----------------------------------------------------------------------------- +// Some of the interactions are a bit lack-luster: +// - We would want pressing validating or leaving the filter to somehow restore focus. +// - We may want more advanced filtering (child nodes) and clipper support: both will need extra work. +// - We would want to customize some keyboard interactions to easily keyboard navigate between the tree and the properties. +//----------------------------------------------------------------------------- + +struct ExampleAppPropertyEditor +{ + ImGuiTextFilter Filter; + ExampleTreeNode* VisibleNode = NULL; + + void Draw(ExampleTreeNode* root_node) + { + // Left side: draw tree + // - Currently using a table to benefit from RowBg feature + if (ImGui::BeginChild("##tree", ImVec2(300, 0), ImGuiChildFlags_ResizeX | ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened)) + { + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F, ImGuiInputFlags_Tooltip); + ImGui::PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + if (ImGui::InputTextWithHint("##Filter", "incl,-excl", Filter.InputBuf, IM_ARRAYSIZE(Filter.InputBuf), ImGuiInputTextFlags_EscapeClearsAll)) + Filter.Build(); + ImGui::PopItemFlag(); + + if (ImGui::BeginTable("##bg", 1, ImGuiTableFlags_RowBg)) + { + for (ExampleTreeNode* node : root_node->Childs) + if (Filter.PassFilter(node->Name)) // Filter root node + DrawTreeNode(node); + ImGui::EndTable(); + } + } + ImGui::EndChild(); + + // Right side: draw properties + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + if (ExampleTreeNode* node = VisibleNode) + { + ImGui::Text("%s", node->Name); + ImGui::TextDisabled("UID: 0x%08X", node->UID); + ImGui::Separator(); + if (ImGui::BeginTable("##properties", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY)) + { + // Push object ID after we entered the table, so table is shared for all objects + ImGui::PushID((int)node->UID); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 2.0f); // Default twice larger + if (node->HasData) + { + // In a typical application, the structure description would be derived from a data-driven system. + // - We try to mimic this with our ExampleMemberInfo structure and the ExampleTreeNodeMemberInfos[] array. + // - Limits and some details are hard-coded to simplify the demo. + for (const ExampleMemberInfo& field_desc : ExampleTreeNodeMemberInfos) + { + ImGui::TableNextRow(); + ImGui::PushID(field_desc.Name); + ImGui::TableNextColumn(); + ImGui::AlignTextToFramePadding(); + ImGui::TextUnformatted(field_desc.Name); + ImGui::TableNextColumn(); + void* field_ptr = (void*)(((unsigned char*)node) + field_desc.Offset); + switch (field_desc.DataType) + { + case ImGuiDataType_Bool: + { + IM_ASSERT(field_desc.DataCount == 1); + ImGui::Checkbox("##Editor", (bool*)field_ptr); + break; + } + case ImGuiDataType_S32: + { + int v_min = INT_MIN, v_max = INT_MAX; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, 1.0f, &v_min, &v_max); + break; + } + case ImGuiDataType_Float: + { + float v_min = 0.0f, v_max = 1.0f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SliderScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, &v_min, &v_max); + break; + } + case ImGuiDataType_String: + { + ImGui::InputText("##Editor", reinterpret_cast(field_ptr), 28); + break; + } + } + ImGui::PopID(); + } + } + ImGui::PopID(); + ImGui::EndTable(); + } + } + ImGui::EndGroup(); + } + + void DrawTreeNode(ExampleTreeNode* node) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::PushID(node->UID); + ImGuiTreeNodeFlags tree_flags = ImGuiTreeNodeFlags_None; + tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; // Standard opening mode as we are likely to want to add selection afterwards + tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Left arrow support + if (node == VisibleNode) + tree_flags |= ImGuiTreeNodeFlags_Selected; + if (node->Childs.Size == 0) + tree_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet; + if (node->DataMyBool == false) + ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetStyle().Colors[ImGuiCol_TextDisabled]); + bool node_open = ImGui::TreeNodeEx("", tree_flags, "%s", node->Name); + if (node->DataMyBool == false) + ImGui::PopStyleColor(); + if (ImGui::IsItemFocused()) + VisibleNode = node; + if (node_open) + { + for (ExampleTreeNode* child : node->Childs) + DrawTreeNode(child); + ImGui::TreePop(); + } + ImGui::PopID(); + } +}; + +// Demonstrate creating a simple property editor. +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data) +{ + ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Property editor", p_open)) + { + ImGui::End(); + return; + } + + IMGUI_DEMO_MARKER("Examples/Property Editor"); + static ExampleAppPropertyEditor property_editor; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); + property_editor.Draw(demo_data->DemoTree); + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +//----------------------------------------------------------------------------- + +// Demonstrate/test rendering huge amount of text, and the incidence of clipping. +static void ShowExampleAppLongText(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Long text display", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Long text display"); + + static int test_type = 0; + static ImGuiTextBuffer log; + static int lines = 0; + ImGui::Text("Printing unusually long amount of text."); + ImGui::Combo("Test type", &test_type, + "Single call to TextUnformatted()\0" + "Multiple calls to Text(), clipped\0" + "Multiple calls to Text(), not clipped (slow)\0"); + ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); + if (ImGui::Button("Clear")) { log.clear(); lines = 0; } + ImGui::SameLine(); + if (ImGui::Button("Add 1000 lines")) + { + for (int i = 0; i < 1000; i++) + log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i); + lines += 1000; + } + ImGui::BeginChild("Log"); + switch (test_type) + { + case 0: + // Single call to TextUnformatted() with a big buffer + ImGui::TextUnformatted(log.begin(), log.end()); + break; + case 1: + { + // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiListClipper clipper; + clipper.Begin(lines); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + case 2: + // Multiple calls to Text(), not clipped (slow) + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int i = 0; i < lines; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + ImGui::EndChild(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window which gets auto-resized according to its content. +static void ShowExampleAppAutoResize(bool* p_open) +{ + if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Auto-resizing window"); + + static int lines = 10; + ImGui::TextUnformatted( + "Window will resize every-frame to the size of its content.\n" + "Note that you probably don't want to query the window size to\n" + "output your content because that would create a feedback loop."); + ImGui::SliderInt("Number of lines", &lines, 1, 20); + for (int i = 0; i < lines; i++) + ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window with custom resize constraints. +// Note that size constraints currently don't work on a docked window (when in 'docking' branch) +static void ShowExampleAppConstrainedResize(bool* p_open) +{ + struct CustomConstraints + { + // Helper functions to demonstrate programmatic constraints + // FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier. + // FIXME: None of the three demos works consistently when resizing from borders. + static void AspectRatio(ImGuiSizeCallbackData* data) + { + float aspect_ratio = *(float*)data->UserData; + data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio); + } + static void Square(ImGuiSizeCallbackData* data) + { + data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); + } + static void Step(ImGuiSizeCallbackData* data) + { + float step = *(float*)data->UserData; + data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); + } + }; + + const char* test_desc[] = + { + "Between 100x100 and 500x500", + "At least 100x100", + "Resize vertical + lock current width", + "Resize horizontal + lock current height", + "Width Between 400 and 500", + "Height at least 400", + "Custom: Aspect Ratio 16:9", + "Custom: Always Square", + "Custom: Fixed Steps (100)", + }; + + // Options + static bool auto_resize = false; + static bool window_padding = true; + static int type = 6; // Aspect Ratio + static int display_lines = 10; + + // Submit constraint + float aspect_ratio = 16.0f / 9.0f; + float fixed_step = 100.0f; + if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500)); // Between 100x100 and 500x500 + if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 + if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Resize vertical + lock current width + if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Resize horizontal + lock current height + if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width Between and 400 and 500 + if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, FLT_MAX)); // Height at least 400 + if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio); // Aspect ratio + if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square + if (type == 8) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step); // Fixed Step + + // Submit window + if (!window_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + const ImGuiWindowFlags window_flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; + const bool window_open = ImGui::Begin("Example: Constrained Resize", p_open, window_flags); + if (!window_padding) + ImGui::PopStyleVar(); + if (window_open) + { + IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); + if (ImGui::GetIO().KeyShift) + { + // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture. + ImVec2 avail_size = ImGui::GetContentRegionAvail(); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size); + ImGui::SetCursorScreenPos(ImVec2(pos.x + 10, pos.y + 10)); + ImGui::Text("%.2f x %.2f", avail_size.x, avail_size.y); + } + else + { + ImGui::Text("(Hold SHIFT to display a dummy viewport)"); + if (ImGui::IsWindowDocked()) + ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!"); + if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); + if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); + if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); + ImGui::Checkbox("Auto-resize", &auto_resize); + ImGui::Checkbox("Window padding", &window_padding); + for (int i = 0; i < display_lines; i++) + ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple static window with no decoration +// + a context-menu to choose which corner of the screen to use. +static void ShowExampleAppSimpleOverlay(bool* p_open) +{ + static int location = 0; + ImGuiIO& io = ImGui::GetIO(); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; + if (location >= 0) + { + const float PAD = 10.0f; + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any! + ImVec2 work_size = viewport->WorkSize; + ImVec2 window_pos, window_pos_pivot; + window_pos.x = (location & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); + window_pos.y = (location & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); + window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f; + window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f; + ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); + ImGui::SetNextWindowViewport(viewport->ID); + window_flags |= ImGuiWindowFlags_NoMove; + } + else if (location == -2) + { + // Center window + ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + window_flags |= ImGuiWindowFlags_NoMove; + } + ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background + if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) + { + IMGUI_DEMO_MARKER("Examples/Simple Overlay"); + ImGui::Text("Simple overlay\n" "(right-click to change position)"); + ImGui::Separator(); + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse Position: "); + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::MenuItem("Custom", NULL, location == -1)) location = -1; + if (ImGui::MenuItem("Center", NULL, location == -2)) location = -2; + if (ImGui::MenuItem("Top-left", NULL, location == 0)) location = 0; + if (ImGui::MenuItem("Top-right", NULL, location == 1)) location = 1; + if (ImGui::MenuItem("Bottom-left", NULL, location == 2)) location = 2; + if (ImGui::MenuItem("Bottom-right", NULL, location == 3)) location = 3; + if (p_open && ImGui::MenuItem("Close")) *p_open = false; + ImGui::EndPopup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window covering the entire screen/viewport +static void ShowExampleAppFullscreen(bool* p_open) +{ + static bool use_work_area = true; + static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings; + + // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) + // Based on your use case you may want one or the other. + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos); + ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); + + if (ImGui::Begin("Example: Fullscreen window", p_open, flags)) + { + ImGui::Checkbox("Use work area instead of main area", &use_work_area); + ImGui::SameLine(); + HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); + + ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar); + ImGui::Unindent(); + + if (p_open && ImGui::Button("Close this window")) + *p_open = false; + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() +//----------------------------------------------------------------------------- + +// Demonstrate the use of "##" and "###" in identifiers to manipulate ID generation. +// This applies to all regular items as well. +// Read FAQ section "How can I have multiple widgets with the same label?" for details. +static void ShowExampleAppWindowTitles(bool*) +{ + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + const ImVec2 base_pos = viewport->Pos; + + // By default, Windows are uniquely identified by their title. + // You can use the "##" and "###" markers to manipulate the display/ID. + + // Using "##" to display same title but have unique identifier. + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##1"); + IMGUI_DEMO_MARKER("Examples/Manipulating window titles"); + ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); + ImGui::End(); + + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##2"); + ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); + ImGui::End(); + + // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" + char buf[128]; + sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver); + ImGui::Begin(buf); + ImGui::Text("This window has a changing title."); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +//----------------------------------------------------------------------------- + +// Add a |_| looking shape +static void PathConcaveShape(ImDrawList* draw_list, float x, float y, float sz) +{ + const ImVec2 pos_norms[] = { { 0.0f, 0.0f }, { 0.3f, 0.0f }, { 0.3f, 0.7f }, { 0.7f, 0.7f }, { 0.7f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 1.0f } }; + for (const ImVec2& p : pos_norms) + draw_list->PathLineTo(ImVec2(x + 0.5f + (int)(sz * p.x), y + 0.5f + (int)(sz * p.y))); +} + +// Demonstrate using the low-level ImDrawList to draw custom shapes. +static void ShowExampleAppCustomRendering(bool* p_open) +{ + if (!ImGui::Begin("Example: Custom rendering", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Custom Rendering"); + + // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of + // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your + // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not + // exposed outside (to avoid messing with your types) In this example we are not using the maths operators! + + if (ImGui::BeginTabBar("##TabBar")) + { + if (ImGui::BeginTabItem("Primitives")) + { + ImGui::PushItemWidth(-ImGui::GetFontSize() * 15); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + // Draw gradients + // (note that those are currently exacerbating our sRGB/Linear issues) + // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. + ImGui::Text("Gradients"); + ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight()); + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient1", gradient_size); + } + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient2", gradient_size); + } + + // Draw a bunch of primitives + ImGui::Text("All primitives"); + static float sz = 36.0f; + static float thickness = 3.0f; + static int ngon_sides = 6; + static bool circle_segments_override = false; + static int circle_segments_override_v = 12; + static bool curve_segments_override = false; + static int curve_segments_override_v = 8; + static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f"); + ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); + ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12); + ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40); + ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40); + ImGui::ColorEdit4("Color", &colf.x); + + const ImVec2 p = ImGui::GetCursorScreenPos(); + const ImU32 col = ImColor(colf); + const float spacing = 10.0f; + const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight; + const float rounding = sz / 5.0f; + const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; + const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; + const ImVec2 cp3[3] = { ImVec2(0.0f, sz * 0.6f), ImVec2(sz * 0.5f, -sz * 0.4f), ImVec2(sz, sz) }; // Control points for curves + const ImVec2 cp4[4] = { ImVec2(0.0f, 0.0f), ImVec2(sz * 1.3f, sz * 0.3f), ImVec2(sz - sz * 1.3f, sz - sz * 0.3f), ImVec2(sz, sz) }; + + float x = p.x + 4.0f; + float y = p.y + 4.0f; + for (int n = 0; n < 2; n++) + { + // First line uses a thickness of 1.0f, second line uses the configurable thickness + float th = (n == 0) ? 1.0f : thickness; + draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle + draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle + //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathStroke(col, ImDrawFlags_Closed, th); x += sz + spacing; // Concave Shape + //draw_list->AddPolyline(concave_shape, IM_ARRAYSIZE(concave_shape), col, ImDrawFlags_Closed, th); + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + + // Path + draw_list->PathArcTo(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, 3.141592f, 3.141592f * -0.5f); + draw_list->PathStroke(col, ImDrawFlags_None, th); + x += sz + spacing; + + // Quadratic Bezier Curve (3 control points) + draw_list->AddBezierQuadratic(ImVec2(x + cp3[0].x, y + cp3[0].y), ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), col, th, curve_segments); + x += sz + spacing; + + // Cubic Bezier Curve (4 control points) + draw_list->AddBezierCubic(ImVec2(x + cp4[0].x, y + cp4[0].y), ImVec2(x + cp4[1].x, y + cp4[1].y), ImVec2(x + cp4[2].x, y + cp4[2].y), ImVec2(x + cp4[3].x, y + cp4[3].y), col, th, curve_segments); + + x = p.x + 4; + y += sz + spacing; + } + + // Filled shapes + draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, ngon_sides); x += sz + spacing; // N-gon + draw_list->AddCircleFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, circle_segments); x += sz + spacing; // Circle + draw_list->AddEllipseFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), ImVec2(sz * 0.5f, sz * 0.3f), col, -0.3f, circle_segments); x += sz + spacing;// Ellipse + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle + //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathFillConcave(col); x += sz + spacing; // Concave shape + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) + + // Path + draw_list->PathArcTo(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, 3.141592f * -0.5f, 3.141592f); + draw_list->PathFillConvex(col); + x += sz + spacing; + + // Quadratic Bezier Curve (3 control points) + draw_list->PathLineTo(ImVec2(x + cp3[0].x, y + cp3[0].y)); + draw_list->PathBezierQuadraticCurveTo(ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), curve_segments); + draw_list->PathFillConvex(col); + x += sz + spacing; + + draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); + x += sz + spacing; + + ImGui::Dummy(ImVec2((sz + spacing) * 13.2f, (sz + spacing) * 3.0f)); + ImGui::PopItemWidth(); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Canvas")) + { + static ImVector points; + static ImVec2 scrolling(0.0f, 0.0f); + static bool opt_enable_grid = true; + static bool opt_enable_context_menu = true; + static bool adding_line = false; + + ImGui::Checkbox("Enable grid", &opt_enable_grid); + ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); + ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); + + // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. + // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. + // To use a child window instead we could use, e.g: + // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding + // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); + // ImGui::PopStyleColor(); + // ImGui::PopStyleVar(); + // [...] + // ImGui::EndChild(); + + // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() + ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available + if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f; + if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f; + ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); + + // Draw border and background color + ImGuiIO& io = ImGui::GetIO(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)); + draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)); + + // This will catch our interactions + ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight); + const bool is_hovered = ImGui::IsItemHovered(); // Hovered + const bool is_active = ImGui::IsItemActive(); // Held + const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin + const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y); + + // Add first and second point + if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) + { + points.push_back(mouse_pos_in_canvas); + points.push_back(mouse_pos_in_canvas); + adding_line = true; + } + if (adding_line) + { + points.back() = mouse_pos_in_canvas; + if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) + adding_line = false; + } + + // Pan (we use a zero mouse threshold when there's no context menu) + // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. + const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f; + if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) + { + scrolling.x += io.MouseDelta.x; + scrolling.y += io.MouseDelta.y; + } + + // Context menu (under default mouse threshold) + ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); + if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f) + ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + if (ImGui::BeginPopup("context")) + { + if (adding_line) + points.resize(points.size() - 2); + adding_line = false; + if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); } + if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); } + ImGui::EndPopup(); + } + + // Draw grid + all lines in the canvas + draw_list->PushClipRect(canvas_p0, canvas_p1, true); + if (opt_enable_grid) + { + const float GRID_STEP = 64.0f; + for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40)); + for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); + } + for (int n = 0; n < points.Size; n += 2) + draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); + draw_list->PopClipRect(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("BG/FG draw lists")) + { + static bool draw_bg = true; + static bool draw_fg = true; + ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); + ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); + ImVec2 window_pos = ImGui::GetWindowPos(); + ImVec2 window_size = ImGui::GetWindowSize(); + ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); + if (draw_bg) + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4); + if (draw_fg) + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); + ImGui::EndTabItem(); + } + + // Demonstrate out-of-order rendering via channels splitting + // We use functions in ImDrawList as each draw list contains a convenience splitter, + // but you can also instantiate your own ImDrawListSplitter if you need to nest them. + if (ImGui::BeginTabItem("Draw Channels")) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + { + ImGui::Text("Blue shape is drawn first: appears in back"); + ImGui::Text("Red shape is drawn after: appears in front"); + ImVec2 p0 = ImGui::GetCursorScreenPos(); + draw_list->AddRectFilled(ImVec2(p0.x, p0.y), ImVec2(p0.x + 50, p0.y + 50), IM_COL32(0, 0, 255, 255)); // Blue + draw_list->AddRectFilled(ImVec2(p0.x + 25, p0.y + 25), ImVec2(p0.x + 75, p0.y + 75), IM_COL32(255, 0, 0, 255)); // Red + ImGui::Dummy(ImVec2(75, 75)); + } + ImGui::Separator(); + { + ImGui::Text("Blue shape is drawn first, into channel 1: appears in front"); + ImGui::Text("Red shape is drawn after, into channel 0: appears in back"); + ImVec2 p1 = ImGui::GetCursorScreenPos(); + + // Create 2 channels and draw a Blue shape THEN a Red shape. + // You can create any number of channels. Tables API use 1 channel per column in order to better batch draw calls. + draw_list->ChannelsSplit(2); + draw_list->ChannelsSetCurrent(1); + draw_list->AddRectFilled(ImVec2(p1.x, p1.y), ImVec2(p1.x + 50, p1.y + 50), IM_COL32(0, 0, 255, 255)); // Blue + draw_list->ChannelsSetCurrent(0); + draw_list->AddRectFilled(ImVec2(p1.x + 25, p1.y + 25), ImVec2(p1.x + 75, p1.y + 75), IM_COL32(255, 0, 0, 255)); // Red + + // Flatten/reorder channels. Red shape is in channel 0 and it appears below the Blue shape in channel 1. + // This works by copying draw indices only (vertices are not copied). + draw_list->ChannelsMerge(); + ImGui::Dummy(ImVec2(75, 75)); + ImGui::Text("After reordering, contents of channel 0 appears below channel 1."); + } + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +//----------------------------------------------------------------------------- + +// Demonstrate using DockSpace() to create an explicit docking node within an existing window. +// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! +// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. +// - Drag from window menu button (upper-left button) to undock an entire node (all windows). +// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. +// About dockspaces: +// - Use DockSpace() to create an explicit dock node _within_ an existing window. +// - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. +// This is often used with ImGuiDockNodeFlags_PassthruCentralNode. +// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! (*) +// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. +// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. +// (*) because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node, +// because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can create +// your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to use. +void ShowExampleAppDockSpace(bool* p_open) +{ + // READ THIS !!! + // TL;DR; this demo is more complicated than what most users you would normally use. + // If we remove all options we are showcasing, this demo would become: + // void ShowExampleAppDockSpace() + // { + // ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport()); + // } + // In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below! + // In this specific demo, we are not using DockSpaceOverViewport() because: + // - (1) we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false) + // - (2) we allow the host window to have padding (when opt_padding == true) + // - (3) we expose many flags and need a way to have them visible. + // - (4) we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() + // in your code, but we don't here because we allow the window to be floating) + + static bool opt_fullscreen = true; + static bool opt_padding = false; + static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; + + // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, + // because it would be confusing to have two docking targets within each others. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; + if (opt_fullscreen) + { + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(viewport->WorkPos); + ImGui::SetNextWindowSize(viewport->WorkSize); + ImGui::SetNextWindowViewport(viewport->ID); + ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + } + else + { + dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; + } + + // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background + // and handle the pass-thru hole, so we ask Begin() to not render a background. + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + window_flags |= ImGuiWindowFlags_NoBackground; + + // Important: note that we proceed even if Begin() returns false (aka window is collapsed). + // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, + // all active windows docked into it will lose their parent and become undocked. + // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise + // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. + if (!opt_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + ImGui::Begin("DockSpace Demo", p_open, window_flags); + if (!opt_padding) + ImGui::PopStyleVar(); + + if (opt_fullscreen) + ImGui::PopStyleVar(2); + + // Submit the DockSpace + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); + } + else + { + ShowDockingDisabledMessage(); + } + + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Options")) + { + // Disabling fullscreen would allow the window to be moved to the front of other windows, + // which we can't undo at the moment without finer window depth/z control. + ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen); + ImGui::MenuItem("Padding", NULL, &opt_padding); + ImGui::Separator(); + + if (ImGui::MenuItem("Flag: NoDockingOverCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingOverCentralNode; } + if (ImGui::MenuItem("Flag: NoDockingSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingSplit) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingSplit; } + if (ImGui::MenuItem("Flag: NoUndocking", "", (dockspace_flags & ImGuiDockNodeFlags_NoUndocking) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoUndocking; } + if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoResize; } + if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; } + if (ImGui::MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) { dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; } + ImGui::Separator(); + + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + HelpMarker( + "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n" + "- Drag from window title bar or their tab to dock/undock." "\n" + "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n" + "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n" + "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)" "\n" + "This demo app has nothing to do with enabling docking!" "\n\n" + "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n" + "Read comments in ShowExampleAppDockSpace() for more details."); + + ImGui::EndMenuBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +//----------------------------------------------------------------------------- + +// Simplified structure to mimic a Document model +struct MyDocument +{ + char Name[32]; // Document title + int UID; // Unique ID (necessary as we can change title) + bool Open; // Set when open (we keep an array of all available documents to simplify demo code!) + bool OpenPrev; // Copy of Open from last update. + bool Dirty; // Set when the document has been modified + ImVec4 Color; // An arbitrary variable associated to the document + + MyDocument(int uid, const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) + { + UID = uid; + snprintf(Name, sizeof(Name), "%s", name); + Open = OpenPrev = open; + Dirty = false; + Color = color; + } + void DoOpen() { Open = true; } + void DoForceClose() { Open = false; Dirty = false; } + void DoSave() { Dirty = false; } +}; + +struct ExampleAppDocuments +{ + ImVector Documents; + ImVector CloseQueue; + MyDocument* RenamingDoc = NULL; + bool RenamingStarted = false; + + ExampleAppDocuments() + { + Documents.push_back(MyDocument(0, "Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(1, "Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); + Documents.push_back(MyDocument(2, "Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); + Documents.push_back(MyDocument(3, "Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(4, "A Rather Long Title", false, ImVec4(0.4f, 0.8f, 0.8f, 1.0f))); + Documents.push_back(MyDocument(5, "Some Document", false, ImVec4(0.8f, 0.8f, 1.0f, 1.0f))); + } + + // As we allow to change document name, we append a never-changing document ID so tabs are stable + void GetTabName(MyDocument* doc, char* out_buf, size_t out_buf_size) + { + snprintf(out_buf, out_buf_size, "%s###doc%d", doc->Name, doc->UID); + } + + // Display placeholder contents for the Document + void DisplayDocContents(MyDocument* doc) + { + ImGui::PushID(doc); + ImGui::Text("Document \"%s\"", doc->Name); + ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); + ImGui::PopStyleColor(); + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_R, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Rename..")) + { + RenamingDoc = doc; + RenamingStarted = true; + } + ImGui::SameLine(); + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_M, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Modify")) + doc->Dirty = true; + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Save")) + doc->DoSave(); + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_W, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Close")) + CloseQueue.push_back(doc); + ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. + ImGui::PopID(); + } + + // Display context menu for the Document + void DisplayDocContextMenu(MyDocument* doc) + { + if (!ImGui::BeginPopupContextItem()) + return; + + char buf[256]; + sprintf(buf, "Save %s", doc->Name); + if (ImGui::MenuItem(buf, "Ctrl+S", false, doc->Open)) + doc->DoSave(); + if (ImGui::MenuItem("Rename...", "Ctrl+R", false, doc->Open)) + RenamingDoc = doc; + if (ImGui::MenuItem("Close", "Ctrl+W", false, doc->Open)) + CloseQueue.push_back(doc); + ImGui::EndPopup(); + } + + // [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. + // If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, + // as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for + // the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has + // disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively + // give the impression of a flicker for one frame. + // We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. + // Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. + void NotifyOfDocumentsClosedElsewhere() + { + for (MyDocument& doc : Documents) + { + if (!doc.Open && doc.OpenPrev) + ImGui::SetTabItemClosed(doc.Name); + doc.OpenPrev = doc.Open; + } + } +}; + +void ShowExampleAppDocuments(bool* p_open) +{ + static ExampleAppDocuments app; + + // Options + enum Target + { + Target_None, + Target_Tab, // Create documents as local tab into a local tab bar + Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace + }; + static Target opt_target = Target_Tab; + static bool opt_reorderable = true; + static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; + + // When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") + // that we emit gets docked into the same spot as the parent window ("Example: Documents"). + // This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab + // not visible, which in turn would stop submitting the "Eggplant" window. + // We avoid this problem by submitting our documents window even if our parent window is not currently visible. + // Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking. + + bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); + if (!window_contents_visible && opt_target != Target_DockSpaceAndWindow) + { + ImGui::End(); + return; + } + + // Menu + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + int open_count = 0; + for (MyDocument& doc : app.Documents) + open_count += doc.Open ? 1 : 0; + + if (ImGui::BeginMenu("Open", open_count < app.Documents.Size)) + { + for (MyDocument& doc : app.Documents) + if (!doc.Open && ImGui::MenuItem(doc.Name)) + doc.DoOpen(); + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) + for (MyDocument& doc : app.Documents) + app.CloseQueue.push_back(&doc); + if (ImGui::MenuItem("Exit") && p_open) + *p_open = false; + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // [Debug] List documents with one checkbox for each + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument& doc = app.Documents[doc_n]; + if (doc_n > 0) + ImGui::SameLine(); + ImGui::PushID(&doc); + if (ImGui::Checkbox(doc.Name, &doc.Open)) + if (!doc.Open) + doc.DoForceClose(); + ImGui::PopID(); + } + ImGui::PushItemWidth(ImGui::GetFontSize() * 12); + ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0"); + ImGui::PopItemWidth(); + bool redock_all = false; + if (opt_target == Target_Tab) { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); } + if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); } + + ImGui::Separator(); + + // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags. + // They have multiple effects: + // - Display a dot next to the title. + // - Tab is selected when clicking the X close button. + // - Closure is not assumed (will wait for user to stop submitting the tab). + // Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + // We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty + // hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. + // The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. + + // Tabs + if (opt_target == Target_Tab) + { + ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; + if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) + { + if (opt_reorderable) + app.NotifyOfDocumentsClosedElsewhere(); + + // [DEBUG] Stress tests + //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. + //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. + + // Submit Tabs + for (MyDocument& doc : app.Documents) + { + if (!doc.Open) + continue; + + // As we allow to change document name, we append a never-changing document id so tabs are stable + char doc_name_buf[64]; + app.GetTabName(&doc, doc_name_buf, sizeof(doc_name_buf)); + ImGuiTabItemFlags tab_flags = (doc.Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); + bool visible = ImGui::BeginTabItem(doc_name_buf, &doc.Open, tab_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc.Open && doc.Dirty) + { + doc.Open = true; + app.CloseQueue.push_back(&doc); + } + + app.DisplayDocContextMenu(&doc); + if (visible) + { + app.DisplayDocContents(&doc); + ImGui::EndTabItem(); + } + } + + ImGui::EndTabBar(); + } + } + else if (opt_target == Target_DockSpaceAndWindow) + { + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + app.NotifyOfDocumentsClosedElsewhere(); + + // Create a DockSpace node where any window can be docked + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id); + + // Create Windows + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + continue; + + ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver); + ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0); + bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc->Open && doc->Dirty) + { + doc->Open = true; + app.CloseQueue.push_back(doc); + } + + app.DisplayDocContextMenu(doc); + if (visible) + app.DisplayDocContents(doc); + + ImGui::End(); + } + } + else + { + ShowDockingDisabledMessage(); + } + } + + // Early out other contents + if (!window_contents_visible) + { + ImGui::End(); + return; + } + + // Display renaming UI + if (app.RenamingDoc != NULL) + { + if (app.RenamingStarted) + ImGui::OpenPopup("Rename"); + if (ImGui::BeginPopup("Rename")) + { + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 30); + if (ImGui::InputText("###Name", app.RenamingDoc->Name, IM_ARRAYSIZE(app.RenamingDoc->Name), ImGuiInputTextFlags_EnterReturnsTrue)) + { + ImGui::CloseCurrentPopup(); + app.RenamingDoc = NULL; + } + if (app.RenamingStarted) + ImGui::SetKeyboardFocusHere(-1); + ImGui::EndPopup(); + } + else + { + app.RenamingDoc = NULL; + } + app.RenamingStarted = false; + } + + // Display closing confirmation UI + if (!app.CloseQueue.empty()) + { + int close_queue_unsaved_documents = 0; + for (int n = 0; n < app.CloseQueue.Size; n++) + if (app.CloseQueue[n]->Dirty) + close_queue_unsaved_documents++; + + if (close_queue_unsaved_documents == 0) + { + // Close documents when all are unsaved + for (int n = 0; n < app.CloseQueue.Size; n++) + app.CloseQueue[n]->DoForceClose(); + app.CloseQueue.clear(); + } + else + { + if (!ImGui::IsPopupOpen("Save?")) + ImGui::OpenPopup("Save?"); + if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("Save change to the following items?"); + float item_height = ImGui::GetTextLineHeightWithSpacing(); + if (ImGui::BeginChild(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height), ImGuiChildFlags_FrameStyle)) + for (MyDocument* doc : app.CloseQueue) + if (doc->Dirty) + ImGui::Text("%s", doc->Name); + ImGui::EndChild(); + + ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f); + if (ImGui::Button("Yes", button_size)) + { + for (MyDocument* doc : app.CloseQueue) + { + if (doc->Dirty) + doc->DoSave(); + doc->DoForceClose(); + } + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("No", button_size)) + { + for (MyDocument* doc : app.CloseQueue) + doc->DoForceClose(); + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("Cancel", button_size)) + { + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::EndPopup(); + } + } + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() +//----------------------------------------------------------------------------- + +//#include "imgui_internal.h" // NavMoveRequestTryWrapping() + +struct ExampleAsset +{ + ImGuiID ID; + int Type; + + ExampleAsset(ImGuiID id, int type) { ID = id; Type = type; } + + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, ExampleAsset* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), ExampleAsset::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const ExampleAsset* a = (const ExampleAsset*)lhs; + const ExampleAsset* b = (const ExampleAsset*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + if (sort_spec->ColumnIndex == 0) + delta = ((int)a->ID - (int)b->ID); + else if (sort_spec->ColumnIndex == 1) + delta = (a->Type - b->Type); + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + return ((int)a->ID - (int)b->ID); + } +}; +const ImGuiTableSortSpecs* ExampleAsset::s_current_sort_specs = NULL; + +struct ExampleAssetsBrowser +{ + // Options + bool ShowTypeOverlay = true; + bool AllowSorting = true; + bool AllowDragUnselected = false; + bool AllowBoxSelect = true; + float IconSize = 32.0f; + int IconSpacing = 10; + int IconHitSpacing = 4; // Increase hit-spacing if you want to make it possible to clear or box-select from gaps. Some spacing is required to able to amend with Shift+box-select. Value is small in Explorer. + bool StretchSpacing = true; + + // State + ImVector Items; // Our items + ExampleSelectionWithDeletion Selection; // Our selection (ImGuiSelectionBasicStorage + helper funcs to handle deletion) + ImGuiID NextItemId = 0; // Unique identifier when creating new items + bool RequestDelete = false; // Deferred deletion request + bool RequestSort = false; // Deferred sort request + float ZoomWheelAccum = 0.0f; // Mouse wheel accumulator to handle smooth wheels better + + // Calculated sizes for layout, output of UpdateLayoutSizes(). Could be locals but our code is simpler this way. + ImVec2 LayoutItemSize; + ImVec2 LayoutItemStep; // == LayoutItemSize + LayoutItemSpacing + float LayoutItemSpacing = 0.0f; + float LayoutSelectableSpacing = 0.0f; + float LayoutOuterPadding = 0.0f; + int LayoutColumnCount = 0; + int LayoutLineCount = 0; + + // Functions + ExampleAssetsBrowser() + { + AddItems(10000); + } + void AddItems(int count) + { + if (Items.Size == 0) + NextItemId = 0; + Items.reserve(Items.Size + count); + for (int n = 0; n < count; n++, NextItemId++) + Items.push_back(ExampleAsset(NextItemId, (NextItemId % 20) < 15 ? 0 : (NextItemId % 20) < 18 ? 1 : 2)); + RequestSort = true; + } + void ClearItems() + { + Items.clear(); + Selection.Clear(); + } + + // Logic would be written in the main code BeginChild() and outputing to local variables. + // We extracted it into a function so we can call it easily from multiple places. + void UpdateLayoutSizes(float avail_width) + { + // Layout: when not stretching: allow extending into right-most spacing. + LayoutItemSpacing = (float)IconSpacing; + if (StretchSpacing == false) + avail_width += floorf(LayoutItemSpacing * 0.5f); + + // Layout: calculate number of icon per line and number of lines + LayoutItemSize = ImVec2(floorf(IconSize), floorf(IconSize)); + LayoutColumnCount = IM_MAX((int)(avail_width / (LayoutItemSize.x + LayoutItemSpacing)), 1); + LayoutLineCount = (Items.Size + LayoutColumnCount - 1) / LayoutColumnCount; + + // Layout: when stretching: allocate remaining space to more spacing. Round before division, so item_spacing may be non-integer. + if (StretchSpacing && LayoutColumnCount > 1) + LayoutItemSpacing = floorf(avail_width - LayoutItemSize.x * LayoutColumnCount) / LayoutColumnCount; + + LayoutItemStep = ImVec2(LayoutItemSize.x + LayoutItemSpacing, LayoutItemSize.y + LayoutItemSpacing); + LayoutSelectableSpacing = IM_MAX(floorf(LayoutItemSpacing) - IconHitSpacing, 0.0f); + LayoutOuterPadding = floorf(LayoutItemSpacing * 0.5f); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(IconSize * 25, IconSize * 15), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open, ImGuiWindowFlags_MenuBar)) + { + ImGui::End(); + return; + } + + // Menu bar + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Add 10000 items")) + AddItems(10000); + if (ImGui::MenuItem("Clear items")) + ClearItems(); + ImGui::Separator(); + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Options")) + { + ImGui::PushItemWidth(ImGui::GetFontSize() * 10); + + ImGui::SeparatorText("Contents"); + ImGui::Checkbox("Show Type Overlay", &ShowTypeOverlay); + ImGui::Checkbox("Allow Sorting", &AllowSorting); + + ImGui::SeparatorText("Selection Behavior"); + ImGui::Checkbox("Allow dragging unselected item", &AllowDragUnselected); + ImGui::Checkbox("Allow box-selection", &AllowBoxSelect); + + ImGui::SeparatorText("Layout"); + ImGui::SliderFloat("Icon Size", &IconSize, 16.0f, 128.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Use CTRL+Wheel to zoom"); + ImGui::SliderInt("Icon Spacing", &IconSpacing, 0, 32); + ImGui::SliderInt("Icon Hit Spacing", &IconHitSpacing, 0, 32); + ImGui::Checkbox("Stretch Spacing", &StretchSpacing); + ImGui::PopItemWidth(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Show a table with ONLY one header row to showcase the idea/possibility of using this to provide a sorting UI + if (AllowSorting) + { + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiTableFlags table_flags_for_sort_specs = ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("for_sort_specs_only", 2, table_flags_for_sort_specs, ImVec2(0.0f, ImGui::GetFrameHeight()))) + { + ImGui::TableSetupColumn("Index"); + ImGui::TableSetupColumn("Type"); + ImGui::TableHeadersRow(); + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty || RequestSort) + { + ExampleAsset::SortWithSortSpecs(sort_specs, Items.Data, Items.Size); + sort_specs->SpecsDirty = RequestSort = false; + } + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + } + + ImGuiIO& io = ImGui::GetIO(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.y + LayoutItemSpacing))); + if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove)) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + const float avail_width = ImGui::GetContentRegionAvail().x; + UpdateLayoutSizes(avail_width); + + // Calculate and store start position. + ImVec2 start_pos = ImGui::GetCursorScreenPos(); + start_pos = ImVec2(start_pos.x + LayoutOuterPadding, start_pos.y + LayoutOuterPadding); + ImGui::SetCursorScreenPos(start_pos); + + // Multi-select + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_ClearOnClickVoid; + + // - Enable box-select (in 2D mode, so that changing box-select rectangle X1/X2 boundaries will affect clipped items) + if (AllowBoxSelect) + ms_flags |= ImGuiMultiSelectFlags_BoxSelect2d; + + // - This feature allows dragging an unselected item without selecting it (rarely used) + if (AllowDragUnselected) + ms_flags |= ImGuiMultiSelectFlags_SelectOnClickRelease; + + // - Enable keyboard wrapping on X axis + // (FIXME-MULTISELECT: We haven't designed/exposed a general nav wrapping api yet, so this flag is provided as a courtesy to avoid doing: + // ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + // When we finish implementing a more general API for this, we will obsolete this flag in favor of the new system) + ms_flags |= ImGuiMultiSelectFlags_NavWrapX; + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, Selection.Size, Items.Size); + + // Use custom selection adapter: store ID in selection (recommended) + Selection.UserData = this; + Selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self_, int idx) { ExampleAssetsBrowser* self = (ExampleAssetsBrowser*)self_->UserData; return self->Items[idx].ID; }; + Selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (Selection.Size > 0)) || RequestDelete; + const int item_curr_idx_to_focus = want_delete ? Selection.ApplyDeletionPreLoop(ms_io, Items.Size) : -1; + RequestDelete = false; + + // Push LayoutSelectableSpacing (which is LayoutItemSpacing minus hit-spacing, if we decide to have hit gaps between items) + // Altering style ItemSpacing may seem unnecessary as we position every items using SetCursorScreenPos()... + // But it is necessary for two reasons: + // - Selectables uses it by default to visually fill the space between two items. + // - The vertical spacing would be measured by Clipper to calculate line height if we didn't provide it explicitly (here we do). + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(LayoutSelectableSpacing, LayoutSelectableSpacing)); + + // Rendering parameters + const ImU32 icon_type_overlay_colors[3] = { 0, IM_COL32(200, 70, 70, 255), IM_COL32(70, 170, 70, 255) }; + const ImU32 icon_bg_color = ImGui::GetColorU32(IM_COL32(35, 35, 35, 220)); + const ImVec2 icon_type_overlay_size = ImVec2(4.0f, 4.0f); + const bool display_label = (LayoutItemSize.x >= ImGui::CalcTextSize("999").x); + + const int column_count = LayoutColumnCount; + ImGuiListClipper clipper; + clipper.Begin(LayoutLineCount, LayoutItemStep.y); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus / column_count); // Ensure focused item line is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem / column_count); // Ensure RangeSrc item line is not clipped. + while (clipper.Step()) + { + for (int line_idx = clipper.DisplayStart; line_idx < clipper.DisplayEnd; line_idx++) + { + const int item_min_idx_for_current_line = line_idx * column_count; + const int item_max_idx_for_current_line = IM_MIN((line_idx + 1) * column_count, Items.Size); + for (int item_idx = item_min_idx_for_current_line; item_idx < item_max_idx_for_current_line; ++item_idx) + { + ExampleAsset* item_data = &Items[item_idx]; + ImGui::PushID((int)item_data->ID); + + // Position item + ImVec2 pos = ImVec2(start_pos.x + (item_idx % column_count) * LayoutItemStep.x, start_pos.y + line_idx * LayoutItemStep.y); + ImGui::SetCursorScreenPos(pos); + + ImGui::SetNextItemSelectionUserData(item_idx); + bool item_is_selected = Selection.Contains((ImGuiID)item_data->ID); + bool item_is_visible = ImGui::IsRectVisible(LayoutItemSize); + ImGui::Selectable("", item_is_selected, ImGuiSelectableFlags_None, LayoutItemSize); + + // Update our selection state immediately (without waiting for EndMultiSelect() requests) + // because we use this to alter the color of our text/icon. + if (ImGui::IsItemToggledSelection()) + item_is_selected = !item_is_selected; + + // Focus (for after deletion) + if (item_curr_idx_to_focus == item_idx) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and drop + if (ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_data->ID); + else + while (Selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back(id); + ImGui::SetDragDropPayload("ASSETS_BROWSER_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip, by extracting it from the payload data + // (we could read from selection, but it is more correct and reusable to read from payload) + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int payload_count = (int)payload->DataSize / (int)sizeof(ImGuiID); + ImGui::Text("%d assets", payload_count); + + ImGui::EndDragDropSource(); + } + + // Render icon (a real app would likely display an image/thumbnail here) + // Because we use ImGuiMultiSelectFlags_BoxSelect2d, clipping vertical may occasionally be larger, so we coarse-clip our rendering as well. + if (item_is_visible) + { + ImVec2 box_min(pos.x - 1, pos.y - 1); + ImVec2 box_max(box_min.x + LayoutItemSize.x + 2, box_min.y + LayoutItemSize.y + 2); // Dubious + draw_list->AddRectFilled(box_min, box_max, icon_bg_color); // Background color + if (ShowTypeOverlay && item_data->Type != 0) + { + ImU32 type_col = icon_type_overlay_colors[item_data->Type % IM_ARRAYSIZE(icon_type_overlay_colors)]; + draw_list->AddRectFilled(ImVec2(box_max.x - 2 - icon_type_overlay_size.x, box_min.y + 2), ImVec2(box_max.x - 2, box_min.y + 2 + icon_type_overlay_size.y), type_col); + } + if (display_label) + { + ImU32 label_col = ImGui::GetColorU32(item_is_selected ? ImGuiCol_Text : ImGuiCol_TextDisabled); + char label[32]; + sprintf(label, "%d", item_data->ID); + draw_list->AddText(ImVec2(box_min.x, box_max.y - ImGui::GetFontSize()), label_col, label); + } + } + + ImGui::PopID(); + } + } + } + clipper.End(); + ImGui::PopStyleVar(); // ImGuiStyleVar_ItemSpacing + + // Context menu + if (ImGui::BeginPopupContextWindow()) + { + ImGui::Text("Selection: %d items", Selection.Size); + ImGui::Separator(); + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndPopup(); + } + + ms_io = ImGui::EndMultiSelect(); + Selection.ApplyRequests(ms_io); + if (want_delete) + Selection.ApplyDeletionPostLoop(ms_io, Items, item_curr_idx_to_focus); + + // Zooming with CTRL+Wheel + if (ImGui::IsWindowAppearing()) + ZoomWheelAccum = 0.0f; + if (ImGui::IsWindowHovered() && io.MouseWheel != 0.0f && ImGui::IsKeyDown(ImGuiMod_Ctrl) && ImGui::IsAnyItemActive() == false) + { + ZoomWheelAccum += io.MouseWheel; + if (fabsf(ZoomWheelAccum) >= 1.0f) + { + // Calculate hovered item index from mouse location + // FIXME: Locking aiming on 'hovered_item_idx' (with a cool-down timer) would ensure zoom keeps on it. + const float hovered_item_nx = (io.MousePos.x - start_pos.x + LayoutItemSpacing * 0.5f) / LayoutItemStep.x; + const float hovered_item_ny = (io.MousePos.y - start_pos.y + LayoutItemSpacing * 0.5f) / LayoutItemStep.y; + const int hovered_item_idx = ((int)hovered_item_ny * LayoutColumnCount) + (int)hovered_item_nx; + //ImGui::SetTooltip("%f,%f -> item %d", hovered_item_nx, hovered_item_ny, hovered_item_idx); // Move those 4 lines in block above for easy debugging + + // Zoom + IconSize *= powf(1.1f, (float)(int)ZoomWheelAccum); + IconSize = IM_CLAMP(IconSize, 16.0f, 128.0f); + ZoomWheelAccum -= (int)ZoomWheelAccum; + UpdateLayoutSizes(avail_width); + + // Manipulate scroll to that we will land at the same Y location of currently hovered item. + // - Calculate next frame position of item under mouse + // - Set new scroll position to be used in next ImGui::BeginChild() call. + float hovered_item_rel_pos_y = ((float)(hovered_item_idx / LayoutColumnCount) + fmodf(hovered_item_ny, 1.0f)) * LayoutItemStep.y; + hovered_item_rel_pos_y += ImGui::GetStyle().WindowPadding.y; + float mouse_local_y = io.MousePos.y - ImGui::GetWindowPos().y; + ImGui::SetScrollY(hovered_item_rel_pos_y - mouse_local_y); + } + } + } + ImGui::EndChild(); + + ImGui::Text("Selected: %d/%d items", Selection.Size, Items.Size); + ImGui::End(); + } +}; + +void ShowExampleAppAssetsBrowser(bool* p_open) +{ + IMGUI_DEMO_MARKER("Examples/Assets Browser"); + static ExampleAssetsBrowser assets_browser; + assets_browser.Draw("Example: Assets Browser", p_open); +} + +// End of Demo code +#else + +void ImGui::ShowAboutWindow(bool*) {} +void ImGui::ShowDemoWindow(bool*) {} +void ImGui::ShowUserGuide() {} +void ImGui::ShowStyleEditor(ImGuiStyle*) {} +bool ImGui::ShowStyleSelector(const char* label) { return false; } +void ImGui::ShowFontSelector(const char* label) {} + +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_draw.cpp b/src/main/imgui/imgui_draw.cpp new file mode 100644 index 0000000..c4e4458 --- /dev/null +++ b/src/main/imgui/imgui_draw.cpp @@ -0,0 +1,4855 @@ +// dear imgui, v1.91.7 +// (drawing and font code) + +/* + +Index of this file: + +// [SECTION] STB libraries implementation +// [SECTION] Style functions +// [SECTION] ImDrawList +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +// [SECTION] ImDrawListSplitter +// [SECTION] ImDrawData +// [SECTION] Helpers ShadeVertsXXX functions +// [SECTION] ImFontConfig +// [SECTION] ImFontAtlas +// [SECTION] ImFontAtlas: glyph ranges helpers +// [SECTION] ImFontGlyphRangesBuilder +// [SECTION] ImFont +// [SECTION] ImGui Internal Render Helpers +// [SECTION] Decompression code +// [SECTION] Default font data (ProggyClean.ttf) + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "misc/freetype/imgui_freetype.h" +#endif + +#include // vsnprintf, sscanf, printf + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +//------------------------------------------------------------------------- +// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack) +//------------------------------------------------------------------------- + +// Compile time options: +//#define IMGUI_STB_NAMESPACE ImStb +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE +{ +#endif + +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. +#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. +#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. +#endif + +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma clang diagnostic ignored "-Wmissing-prototypes" +#pragma clang diagnostic ignored "-Wimplicit-fallthrough" +#endif + +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] +#pragma GCC diagnostic ignored "-Wimplicit-fallthrough" // warning: this statement may fall through +#endif + +#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBRP_STATIC +#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) +#define STBRP_SORT ImQsort +#define STB_RECT_PACK_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else +#include "imstb_rectpack.h" +#endif +#endif + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) +#define STBTT_free(x,u) ((void)(u), IM_FREE(x)) +#define STBTT_assert(x) do { IM_ASSERT(x); } while(0) +#define STBTT_fmod(x,y) ImFmod(x,y) +#define STBTT_sqrt(x) ImSqrt(x) +#define STBTT_pow(x,y) ImPow(x,y) +#define STBTT_fabs(x) ImFabs(x) +#define STBTT_ifloor(x) ((int)ImFloor(x)) +#define STBTT_iceil(x) ((int)ImCeil(x)) +#define STBTT_STATIC +#define STB_TRUETYPE_IMPLEMENTATION +#else +#define STBTT_DEF extern +#endif +#ifdef IMGUI_STB_TRUETYPE_FILENAME +#include IMGUI_STB_TRUETYPE_FILENAME +#else +#include "imstb_truetype.h" +#endif +#endif +#endif // IMGUI_ENABLE_STB_TRUETYPE + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#if defined(_MSC_VER) +#pragma warning (pop) +#endif + +#ifdef IMGUI_STB_NAMESPACE +} // namespace ImStb +using namespace IMGUI_STB_NAMESPACE; +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Style functions +//----------------------------------------------------------------------------- + +void ImGui::StyleColorsDark(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); +} + +void ImGui::StyleColorsClassic(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); + colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); + colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); + colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.53f, 0.53f, 0.87f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +// Those light colors are better suited with a thicker font than the default one + FrameBorder +void ImGui::StyleColorsLight(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); + colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList +//----------------------------------------------------------------------------- + +ImDrawListSharedData::ImDrawListSharedData() +{ + memset(this, 0, sizeof(*this)); + for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) + { + const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); + ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) +{ + if (CircleSegmentMaxError == max_error) + return; + + IM_ASSERT(max_error > 0.0f); + CircleSegmentMaxError = max_error; + for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) + { + const float radius = (float)i; + CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +ImDrawList::ImDrawList(ImDrawListSharedData* shared_data) +{ + memset(this, 0, sizeof(*this)); + _Data = shared_data; +} + +ImDrawList::~ImDrawList() +{ + _ClearFreeMemory(); +} + +// Initialize before use in a new frame. We always have a command ready in the buffer. +// In the majority of cases, you would want to call PushClipRect() and PushTextureID() after this. +void ImDrawList::_ResetForNewFrame() +{ + // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. + IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, TextureId) == sizeof(ImVec4)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + if (_Splitter._Count > 1) + _Splitter.Merge(this); + + CmdBuffer.resize(0); + IdxBuffer.resize(0); + VtxBuffer.resize(0); + Flags = _Data->InitialFlags; + memset(&_CmdHeader, 0, sizeof(_CmdHeader)); + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.resize(0); + _TextureIdStack.resize(0); + _CallbacksDataBuf.resize(0); + _Path.resize(0); + _Splitter.Clear(); + CmdBuffer.push_back(ImDrawCmd()); + _FringeScale = 1.0f; +} + +void ImDrawList::_ClearFreeMemory() +{ + CmdBuffer.clear(); + IdxBuffer.clear(); + VtxBuffer.clear(); + Flags = ImDrawListFlags_None; + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.clear(); + _TextureIdStack.clear(); + _CallbacksDataBuf.clear(); + _Path.clear(); + _Splitter.ClearFreeMemory(); +} + +ImDrawList* ImDrawList::CloneOutput() const +{ + ImDrawList* dst = IM_NEW(ImDrawList(_Data)); + dst->CmdBuffer = CmdBuffer; + dst->IdxBuffer = IdxBuffer; + dst->VtxBuffer = VtxBuffer; + dst->Flags = Flags; + return dst; +} + +void ImDrawList::AddDrawCmd() +{ + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() + draw_cmd.TextureId = _CmdHeader.TextureId; + draw_cmd.VtxOffset = _CmdHeader.VtxOffset; + draw_cmd.IdxOffset = IdxBuffer.Size; + + IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); + CmdBuffer.push_back(draw_cmd); +} + +// Pop trailing draw command (used before merging or presenting to user) +// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL +void ImDrawList::_PopUnusedDrawCmd() +{ + while (CmdBuffer.Size > 0) + { + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL) + return;// break; + CmdBuffer.pop_back(); + } +} + +void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size) +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + IM_ASSERT(curr_cmd->UserCallback == NULL); + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + } + + curr_cmd->UserCallback = callback; + if (userdata_size == 0) + { + // Store user data directly in command (no indirection) + curr_cmd->UserCallbackData = userdata; + curr_cmd->UserCallbackDataSize = 0; + curr_cmd->UserCallbackDataOffset = -1; + } + else + { + // Copy and store user data in a buffer + IM_ASSERT(userdata != NULL); + IM_ASSERT(userdata_size < (1u << 31)); + curr_cmd->UserCallbackData = NULL; // Will be resolved during Render() + curr_cmd->UserCallbackDataSize = (int)userdata_size; + curr_cmd->UserCallbackDataOffset = _CallbacksDataBuf.Size; + _CallbacksDataBuf.resize(_CallbacksDataBuf.Size + (int)userdata_size); + memcpy(_CallbacksDataBuf.Data + (size_t)curr_cmd->UserCallbackDataOffset, userdata, userdata_size); + } + + AddDrawCmd(); // Force a new command after us (see comment below) +} + +// Compare ClipRect, TextureId and VtxOffset with a single memcmp() +#define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) + +// Try to merge two last draw commands +void ImDrawList::_TryMergeDrawCmds() +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) + { + prev_cmd->ElemCount += curr_cmd->ElemCount; + CmdBuffer.pop_back(); + } +} + +// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. +// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. +void ImDrawList::_OnChangedClipRect() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + curr_cmd->ClipRect = _CmdHeader.ClipRect; +} + +void ImDrawList::_OnChangedTextureID() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + curr_cmd->TextureId = _CmdHeader.TextureId; +} + +void ImDrawList::_OnChangedVtxOffset() +{ + // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. + _VtxCurrentIdx = 0; + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + curr_cmd->VtxOffset = _CmdHeader.VtxOffset; +} + +int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const +{ + // Automatic segment count + const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy + if (radius_idx >= 0 && radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + return _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); +} + +// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) +void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect) +{ + ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); + if (intersect_with_current_clip_rect) + { + ImVec4 current = _CmdHeader.ClipRect; + if (cr.x < current.x) cr.x = current.x; + if (cr.y < current.y) cr.y = current.y; + if (cr.z > current.z) cr.z = current.z; + if (cr.w > current.w) cr.w = current.w; + } + cr.z = ImMax(cr.x, cr.z); + cr.w = ImMax(cr.y, cr.w); + + _ClipRectStack.push_back(cr); + _CmdHeader.ClipRect = cr; + _OnChangedClipRect(); +} + +void ImDrawList::PushClipRectFullScreen() +{ + PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); +} + +void ImDrawList::PopClipRect() +{ + _ClipRectStack.pop_back(); + _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; + _OnChangedClipRect(); +} + +void ImDrawList::PushTextureID(ImTextureID texture_id) +{ + _TextureIdStack.push_back(texture_id); + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); +} + +void ImDrawList::PopTextureID() +{ + _TextureIdStack.pop_back(); + _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; + _OnChangedTextureID(); +} + +// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTextureID()/PopTextureID(). +void ImDrawList::_SetTextureID(ImTextureID texture_id) +{ + if (_CmdHeader.TextureId == texture_id) + return; + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); +} + +// Reserve space for a number of vertices and indices. +// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or +// submit the intermediate results. PrimUnreserve() can be used to release unused allocations. +void ImDrawList::PrimReserve(int idx_count, int vtx_count) +{ + // Large mesh support (when enabled) + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) + { + // FIXME: In theory we should be testing that vtx_count <64k here. + // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us + // to not make that check until we rework the text functions to handle clipping and large horizontal lines better. + _CmdHeader.VtxOffset = VtxBuffer.Size; + _OnChangedVtxOffset(); + } + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount += idx_count; + + int vtx_buffer_old_size = VtxBuffer.Size; + VtxBuffer.resize(vtx_buffer_old_size + vtx_count); + _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size; + + int idx_buffer_old_size = IdxBuffer.Size; + IdxBuffer.resize(idx_buffer_old_size + idx_count); + _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; +} + +// Release the number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). +void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) +{ + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount -= idx_count; + VtxBuffer.shrink(VtxBuffer.Size - vtx_count); + IdxBuffer.shrink(IdxBuffer.Size - idx_count); +} + +// Fully unrolled with inline call to keep our debug builds decently fast. +void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +{ + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. +// - Those macros expects l-values and need to be used as their own statement. +// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0 +#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0 + +// TODO: Thickness anti-aliased lines cap are missing their AA fringe. +// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) +{ + if (points_count < 2 || (col & IM_COL32_A_MASK) == 0) + return; + + const bool closed = (flags & ImDrawFlags_Closed) != 0; + const ImVec2 opaque_uv = _Data->TexUvWhitePixel; + const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw + const bool thick_line = (thickness > _FringeScale); + + if (Flags & ImDrawListFlags_AntiAliasedLines) + { + // Anti-aliased stroke + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + + // Thicknesses <1.0 should behave like thickness 1.0 + thickness = ImMax(thickness, 1.0f); + const int integer_thickness = (int)thickness; + const float fractional_thickness = thickness - integer_thickness; + + // Do we want to draw this line using a texture? + // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. + // - If AA_SIZE is not 1.0f we cannot use the texture path. + const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); + + // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off + IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); + + const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); + const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); + PrimReserve(idx_count, vtx_count); + + // Temporary buffer + // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point + _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5)); + ImVec2* temp_normals = _Data->TempBuffer.Data; + ImVec2* temp_points = temp_normals + points_count; + + // Calculate normals (tangents) for each line segment + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + float dx = points[i2].x - points[i1].x; + float dy = points[i2].y - points[i1].y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i1].x = dy; + temp_normals[i1].y = -dx; + } + if (!closed) + temp_normals[points_count - 1] = temp_normals[points_count - 2]; + + // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point + if (use_texture || !thick_line) + { + // [PATH 1] Texture-based lines (thick or non-thick) + // [PATH 2] Non texture-based lines (non-thick) + + // The width of the geometry we need to draw - this is essentially pixels for the line itself, plus "one pixel" for AA. + // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture + // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code. + // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to + // allow scaling geometry while preserving one-screen-pixel AA fringe). + const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + temp_points[0] = points[0] + temp_normals[0] * half_draw_size; + temp_points[1] = points[0] - temp_normals[0] * half_draw_size; + temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size; + temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size; + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment + const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area + dm_y *= half_draw_size; + + // Add temporary vertexes for the outer edges + ImVec2* out_vtx = &temp_points[i2 * 2]; + out_vtx[0].x = points[i2].x + dm_x; + out_vtx[0].y = points[i2].y + dm_y; + out_vtx[1].x = points[i2].x - dm_x; + out_vtx[1].y = points[i2].y - dm_y; + + if (use_texture) + { + // Add indices for two triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri + _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri + _IdxWritePtr += 6; + } + else + { + // Add indexes for four triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1 + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2 + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1 + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2 + _IdxWritePtr += 12; + } + + idx1 = idx2; + } + + // Add vertexes for each point on the line + if (use_texture) + { + // If we're using textures we only need to emit the left/right edge vertices + ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; + /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false! + { + const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; + tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() + tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; + tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; + tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; + }*/ + ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); + ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge + _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge + _VtxWritePtr += 2; + } + } + else + { + // If we're not using a texture, we need the center vertex as well + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line + _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge + _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge + _VtxWritePtr += 3; + } + } + } + else + { + // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point + const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + const int points_last = points_count - 1; + temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); + temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); + temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment + const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); + float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); + float dm_in_x = dm_x * half_inner_thickness; + float dm_in_y = dm_y * half_inner_thickness; + + // Add temporary vertices + ImVec2* out_vtx = &temp_points[i2 * 4]; + out_vtx[0].x = points[i2].x + dm_out_x; + out_vtx[0].y = points[i2].y + dm_out_y; + out_vtx[1].x = points[i2].x + dm_in_x; + out_vtx[1].y = points[i2].y + dm_in_y; + out_vtx[2].x = points[i2].x - dm_in_x; + out_vtx[2].y = points[i2].y - dm_in_y; + out_vtx[3].x = points[i2].x - dm_out_x; + out_vtx[3].y = points[i2].y - dm_out_y; + + // Add indexes + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3); + _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2); + _IdxWritePtr += 18; + + idx1 = idx2; + } + + // Add vertices + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans; + _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans; + _VtxWritePtr += 4; + } + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // [PATH 4] Non texture-based, Non anti-aliased lines + const int idx_count = count * 6; + const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges + PrimReserve(idx_count, vtx_count); + + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + const ImVec2& p1 = points[i1]; + const ImVec2& p2 = points[i2]; + + float dx = p2.x - p1.x; + float dy = p2.y - p1.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + dx *= (thickness * 0.5f); + dy *= (thickness * 0.5f); + + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2); + _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3); + _IdxWritePtr += 6; + _VtxCurrentIdx += 4; + } + } +} + +// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. +void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2)*3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2)*3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + // Calculate arc auto segment step size + if (a_step <= 0) + a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius); + + // Make sure we never do steps larger than one quarter of the circle + a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); + + const int sample_range = ImAbs(a_max_sample - a_min_sample); + const int a_next_step = a_step; + + int samples = sample_range + 1; + bool extra_max_sample = false; + if (a_step > 1) + { + samples = sample_range / a_step + 1; + const int overstep = sample_range % a_step; + + if (overstep > 0) + { + extra_max_sample = true; + samples++; + + // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, + // distribute first step range evenly between them by reducing first step size. + if (sample_range > 0) + a_step -= (a_step - overstep) / 2; + } + } + + _Path.resize(_Path.Size + samples); + ImVec2* out_ptr = _Path.Data + (_Path.Size - samples); + + int sample_index = a_min_sample; + if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + { + sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + } + + if (a_max_sample >= a_min_sample) + { + for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + else + { + for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + + if (extra_max_sample) + { + int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (normalized_max_sample < 0) + normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + + IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr); +} + +void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + // Note that we are adding a point at both a_min and a_max. + // If you are trying to draw a full closed circle you don't want the overlapping points! + _Path.reserve(_Path.Size + (num_segments + 1)); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); + } +} + +// 0: East, 3: South, 6: West, 9: North, 12: East +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); +} + +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + if (num_segments > 0) + { + _PathArcToN(center, radius, a_min, a_max, num_segments); + return; + } + + // Automatic segment count + if (radius <= _Data->ArcFastRadiusCutoff) + { + const bool a_is_reverse = a_max < a_min; + + // We are going to use precomputed values for mid samples. + // Determine first and last sample in lookup table that belong to the arc. + const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); + const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); + + const int a_min_sample = a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f); + const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f); + const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); + + const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f; + const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f; + + _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); + if (a_emit_start) + _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)); + if (a_mid_samples > 0) + _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0); + if (a_emit_end) + _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)); + } + else + { + const float arc_length = ImAbs(a_max - a_min); + const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); + const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); + _PathArcToN(center, radius, a_min, a_max, arc_segment_count); + } +} + +void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments) +{ + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + _Path.reserve(_Path.Size + (num_segments + 1)); + + const float cos_rot = ImCos(rot); + const float sin_rot = ImSin(rot); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + ImVec2 point(ImCos(a) * radius.x, ImSin(a) * radius.y); + const ImVec2 rel((point.x * cos_rot) - (point.y * sin_rot), (point.x * sin_rot) + (point.y * cos_rot)); + point.x = rel.x + center.x; + point.y = rel.y + center.y; + _Path.push_back(point); + } +} + +ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) +{ + float u = 1.0f - t; + float w1 = u * u * u; + float w2 = 3 * u * u * t; + float w3 = 3 * u * t * t; + float w4 = t * t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y); +} + +ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t) +{ + float u = 1.0f - t; + float w1 = u * u; + float w2 = 2 * u * t; + float w3 = t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y); +} + +// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp +static void PathBezierCubicCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = (x2 - x4) * dy - (y2 - y4) * dx; + float d3 = (x3 - x4) * dy - (y3 - y4) * dx; + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x4, y4)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; + float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; + PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +static void PathBezierQuadraticCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level) +{ + float dx = x3 - x1, dy = y3 - y1; + float det = (x2 - x3) * dy - (y2 - y3) * dx; + if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x3, y3)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1); + PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1); + } +} + +void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step)); + } +} + +void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step)); + } +} + +static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) +{ + /* + IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Obsoleted in 1.82 (from February 2021). This code was stripped/simplified and mostly commented in 1.90 (from September 2023) + // - Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) + if (flags == ~0) { return ImDrawFlags_RoundCornersAll; } + // - Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations). Read details in older version of this code. + if (flags >= 0x01 && flags <= 0x0F) { return (flags << 4); } + // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' +#endif + */ + // If this assert triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. + // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc. anyway. + // See details in 1.82 Changelog as well as 2021/03/12 and 2023/09/08 entries in "API BREAKING CHANGES" section. + IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); + + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags |= ImDrawFlags_RoundCornersAll; + + return flags; +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) +{ + if (rounding >= 0.5f) + { + flags = FixRectCornerFlags(flags); + rounding = ImMin(rounding, ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f); + } + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PathLineTo(a); + PathLineTo(ImVec2(b.x, a.y)); + PathLineTo(b); + PathLineTo(ImVec2(a.x, b.y)); + } + else + { + const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; + const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; + const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f; + const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; + PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); + PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); + PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); + PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6); + } +} + +void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + PathLineTo(p1 + ImVec2(0.5f, 0.5f)); + PathLineTo(p2 + ImVec2(0.5f, 0.5f)); + PathStroke(col, 0, thickness); +} + +// p_min = upper-left, p_max = lower-right +// Note we don't render 1 pixels sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (Flags & ImDrawListFlags_AntiAliasedLines) + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags); + else + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PrimReserve(6, 4); + PrimRect(p_min, p_max, col); + } + else + { + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + } +} + +// p_min = upper-left, p_max = lower-right +void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +{ + if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + PrimReserve(6, 4); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); + PrimWriteVtx(p_min, uv, col_upr_left); + PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); + PrimWriteVtx(p_max, uv, col_bot_right); + PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); +} + +void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathFillConvex(col); +} + +void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathFillConvex(col); +} + +void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + } + + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + } + + PathFillConvex(col); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Ellipse +void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Cubic Bezier takes 4 controls points +void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierCubicCurveTo(p2, p3, p4, num_segments); + PathStroke(col, 0, thickness); +} + +// Quadratic Bezier takes 3 controls points +void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierQuadraticCurveTo(p2, p3, num_segments); + PathStroke(col, 0, thickness); +} + +void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + // Accept null ranges + if (text_begin == text_end || text_begin[0] == 0) + return; + if (text_end == NULL) + text_end = text_begin + strlen(text_begin); + + // Pull default font/size from the shared ImDrawListSharedData instance + if (font == NULL) + font = _Data->Font; + if (font_size == 0.0f) + font_size = _Data->FontSize; + + IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. + + ImVec4 clip_rect = _CmdHeader.ClipRect; + if (cpu_fine_clip_rect) + { + clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); + clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y); + clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); + clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); + } + font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); +} + +void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) +{ + AddText(NULL, 0.0f, pos, col, text_begin, text_end); +} + +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimRectUV(p_min, p_max, uv_min, uv_max, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + flags = FixRectCornerFlags(flags); + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); + return; + } + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + int vert_start_idx = VtxBuffer.Size; + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + int vert_end_idx = VtxBuffer.Size; + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); + + if (push_texture_id) + PopTextureID(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +//----------------------------------------------------------------------------- +// Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity. +// Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf +// Provided as a convenience for user but not used by main library. +//----------------------------------------------------------------------------- +// - ImTriangulator [Internal] +// - AddConcavePolyFilled() +//----------------------------------------------------------------------------- + +enum ImTriangulatorNodeType +{ + ImTriangulatorNodeType_Convex, + ImTriangulatorNodeType_Ear, + ImTriangulatorNodeType_Reflex +}; + +struct ImTriangulatorNode +{ + ImTriangulatorNodeType Type; + int Index; + ImVec2 Pos; + ImTriangulatorNode* Next; + ImTriangulatorNode* Prev; + + void Unlink() { Next->Prev = Prev; Prev->Next = Next; } +}; + +struct ImTriangulatorNodeSpan +{ + ImTriangulatorNode** Data = NULL; + int Size = 0; + + void push_back(ImTriangulatorNode* node) { Data[Size++] = node; } + void find_erase_unsorted(int idx) { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } } +}; + +struct ImTriangulator +{ + static int EstimateTriangleCount(int points_count) { return (points_count < 3) ? 0 : points_count - 2; } + static int EstimateScratchBufferSize(int points_count) { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; } + + void Init(const ImVec2* points, int points_count, void* scratch_buffer); + void GetNextTriangle(unsigned int out_triangle[3]); // Return relative indexes for next triangle + + // Internal functions + void BuildNodes(const ImVec2* points, int points_count); + void BuildReflexes(); + void BuildEars(); + void FlipNodeList(); + bool IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const; + void ReclassifyNode(ImTriangulatorNode* node); + + // Internal members + int _TrianglesLeft = 0; + ImTriangulatorNode* _Nodes = NULL; + ImTriangulatorNodeSpan _Ears; + ImTriangulatorNodeSpan _Reflexes; +}; + +// Distribute storage for nodes, ears and reflexes. +// FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer +// (this would require first building reflexes to bail to convex if empty, without even building nodes) +void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer) +{ + IM_ASSERT(scratch_buffer != NULL && points_count >= 3); + _TrianglesLeft = EstimateTriangleCount(points_count); + _Nodes = (ImTriangulatorNode*)scratch_buffer; // points_count x Node + _Ears.Data = (ImTriangulatorNode**)(_Nodes + points_count); // points_count x Node* + _Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node* + BuildNodes(points, points_count); + BuildReflexes(); + BuildEars(); +} + +void ImTriangulator::BuildNodes(const ImVec2* points, int points_count) +{ + for (int i = 0; i < points_count; i++) + { + _Nodes[i].Type = ImTriangulatorNodeType_Convex; + _Nodes[i].Index = i; + _Nodes[i].Pos = points[i]; + _Nodes[i].Next = _Nodes + i + 1; + _Nodes[i].Prev = _Nodes + i - 1; + } + _Nodes[0].Prev = _Nodes + points_count - 1; + _Nodes[points_count - 1].Next = _Nodes; +} + +void ImTriangulator::BuildReflexes() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Reflex; + _Reflexes.push_back(n1); + } +} + +void ImTriangulator::BuildEars() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (n1->Type != ImTriangulatorNodeType_Convex) + continue; + if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Ear; + _Ears.push_back(n1); + } +} + +void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3]) +{ + if (_Ears.Size == 0) + { + FlipNodeList(); + + ImTriangulatorNode* node = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next) + node->Type = ImTriangulatorNodeType_Convex; + _Reflexes.Size = 0; + BuildReflexes(); + BuildEars(); + + // If we still don't have ears, it means geometry is degenerated. + if (_Ears.Size == 0) + { + // Return first triangle available, mimicking the behavior of convex fill. + IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated + _Ears.Data[0] = _Nodes; + _Ears.Size = 1; + } + } + + ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size]; + out_triangle[0] = ear->Prev->Index; + out_triangle[1] = ear->Index; + out_triangle[2] = ear->Next->Index; + + ear->Unlink(); + if (ear == _Nodes) + _Nodes = ear->Next; + + ReclassifyNode(ear->Prev); + ReclassifyNode(ear->Next); + _TrianglesLeft--; +} + +void ImTriangulator::FlipNodeList() +{ + ImTriangulatorNode* prev = _Nodes; + ImTriangulatorNode* temp = _Nodes; + ImTriangulatorNode* current = _Nodes->Next; + prev->Next = prev; + prev->Prev = prev; + while (current != _Nodes) + { + temp = current->Next; + + current->Next = prev; + prev->Prev = current; + _Nodes->Next = current; + current->Prev = _Nodes; + + prev = current; + current = temp; + } + _Nodes = prev; +} + +// A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm) +bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const +{ + ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size; + for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++) + { + ImTriangulatorNode* reflex = *p; + if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2) + if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos)) + return false; + } + return true; +} + +void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1) +{ + // Classify node + ImTriangulatorNodeType type; + const ImTriangulatorNode* n0 = n1->Prev; + const ImTriangulatorNode* n2 = n1->Next; + if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Reflex; + else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Ear; + else + type = ImTriangulatorNodeType_Convex; + + // Update lists when a type changes + if (type == n1->Type) + return; + if (n1->Type == ImTriangulatorNodeType_Reflex) + _Reflexes.find_erase_unsorted(n1->Index); + else if (n1->Type == ImTriangulatorNodeType_Ear) + _Ears.find_erase_unsorted(n1->Index); + if (type == ImTriangulatorNodeType_Reflex) + _Reflexes.push_back(n1); + else if (type == ImTriangulatorNodeType_Ear) + _Ears.push_back(n1); + n1->Type = type; +} + +// Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes). +// (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer! +// It is up to caller to ensure not making costly calls that will be outside of visible area. +// As concave fill is noticeably more expensive than other primitives, be mindful of this... +// Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false') +void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + ImTriangulator triangulator; + unsigned int triangle[3]; + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2) * 3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2) * 3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawListSplitter +//----------------------------------------------------------------------------- +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. +//----------------------------------------------------------------------------- + +void ImDrawListSplitter::ClearFreeMemory() +{ + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); +} + +void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) +{ + IM_UNUSED(draw_list); + IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + { + _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable + _Channels.resize(channels_count); + } + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); + } + } +} + +void ImDrawListSplitter::Merge(ImDrawList* draw_list) +{ + // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + draw_list->_PopUnusedDrawCmd(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + ch._CmdBuffer.pop_back(); + + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) + { + // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. + // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. + ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; + if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += next_cmd->ElemCount; + idx_offset += next_cmd->ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. + } + } + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) + { + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + + // Ensure there's always a non-callback draw command trailing the command-buffer + if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL) + draw_list->AddDrawCmd(); + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); + + _Count = 1; +} + +void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) +{ + IM_ASSERT(idx >= 0 && idx < _Count); + if (_Current == idx) + return; + + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd == NULL) + draw_list->AddDrawCmd(); + else if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawData +//----------------------------------------------------------------------------- + +void ImDrawData::Clear() +{ + Valid = false; + CmdListsCount = TotalIdxCount = TotalVtxCount = 0; + CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them. + DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f); + OwnerViewport = NULL; +} + +// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list +// as long at it is expected that the result will be later merged into draw_data->CmdLists[]. +void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list) +{ + if (draw_list->CmdBuffer.Size == 0) + return; + if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL) + return; + + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + + // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) + // If this assert triggers because you are drawing lots of stuff manually: + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // Be mindful that the lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. + // - If you want large meshes with more than 64K vertices, you can either: + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example backends already support this from 1.71. Pre-1.71 backends won't. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + // Resolve callback data pointers + if (draw_list->_CallbacksDataBuf.Size > 0) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + if (cmd.UserCallback != NULL && cmd.UserCallbackDataOffset != -1 && cmd.UserCallbackDataSize > 0) + cmd.UserCallbackData = draw_list->_CallbacksDataBuf.Data + cmd.UserCallbackDataOffset; + + // Add to output list + records state in ImDrawData + out_list->push_back(draw_list); + draw_data->CmdListsCount++; + draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; +} + +void ImDrawData::AddDrawList(ImDrawList* draw_list) +{ + IM_ASSERT(CmdLists.Size == CmdListsCount); + draw_list->_PopUnusedDrawCmd(); + ImGui::AddDrawListToDrawDataEx(this, &CmdLists, draw_list); +} + +// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! +void ImDrawData::DeIndexAllBuffers() +{ + ImVector new_vtx_buffer; + TotalVtxCount = TotalIdxCount = 0; + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + if (cmd_list->IdxBuffer.empty()) + continue; + new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); + for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) + new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; + cmd_list->VtxBuffer.swap(new_vtx_buffer); + cmd_list->IdxBuffer.resize(0); + TotalVtxCount += cmd_list->VtxBuffer.Size; + } +} + +// Helper to scale the ClipRect field of each ImDrawCmd. +// Use if your final output buffer is at a different scale than draw_data->DisplaySize, +// or if there is a difference between your window resolution and framebuffer resolution. +void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) +{ + for (ImDrawList* draw_list : CmdLists) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + cmd.ClipRect = ImVec4(cmd.ClipRect.x * fb_scale.x, cmd.ClipRect.y * fb_scale.y, cmd.ClipRect.z * fb_scale.x, cmd.ClipRect.w * fb_scale.y); +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers ShadeVertsXXX functions +//----------------------------------------------------------------------------- + +// Generic linear color gradient, write to RGB fields, leave A untouched. +void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) +{ + ImVec2 gradient_extent = gradient_p1 - gradient_p0; + float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF; + const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF; + const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF; + const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r; + const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g; + const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b; + for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) + { + float d = ImDot(vert->pos - gradient_p0, gradient_extent); + float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); + int r = (int)(col0_r + col_delta_r * t); + int g = (int)(col0_g + col_delta_g * t); + int b = (int)(col0_b + col_delta_b * t); + vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); + } +} + +// Distribute UV over (a, b) rectangle +void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp) +{ + const ImVec2 size = b - a; + const ImVec2 uv_size = uv_b - uv_a; + const ImVec2 scale = ImVec2( + size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, + size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); + + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + if (clamp) + { + const ImVec2 min = ImMin(uv_a, uv_b); + const ImVec2 max = ImMax(uv_a, uv_b); + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); + } + else + { + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale); + } +} + +void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out) +{ + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontConfig +//----------------------------------------------------------------------------- + +ImFontConfig::ImFontConfig() +{ + memset(this, 0, sizeof(*this)); + FontDataOwnedByAtlas = true; + OversampleH = 2; + OversampleV = 1; + GlyphMaxAdvanceX = FLT_MAX; + RasterizerMultiply = 1.0f; + RasterizerDensity = 1.0f; + EllipsisChar = 0; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas +//----------------------------------------------------------------------------- +// - Default texture data encoded in ASCII +// - ImFontAtlas::ClearInputData() +// - ImFontAtlas::ClearTexData() +// - ImFontAtlas::ClearFonts() +// - ImFontAtlas::Clear() +// - ImFontAtlas::GetTexDataAsAlpha8() +// - ImFontAtlas::GetTexDataAsRGBA32() +// - ImFontAtlas::AddFont() +// - ImFontAtlas::AddFontDefault() +// - ImFontAtlas::AddFontFromFileTTF() +// - ImFontAtlas::AddFontFromMemoryTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedBase85TTF() +// - ImFontAtlas::AddCustomRectRegular() +// - ImFontAtlas::AddCustomRectFontGlyph() +// - ImFontAtlas::CalcCustomRectUV() +// - ImFontAtlas::GetMouseCursorTexData() +// - ImFontAtlas::Build() +// - ImFontAtlasBuildMultiplyCalcLookupTable() +// - ImFontAtlasBuildMultiplyRectAlpha8() +// - ImFontAtlasBuildWithStbTruetype() +// - ImFontAtlasGetBuilderForStbTruetype() +// - ImFontAtlasUpdateConfigDataPointers() +// - ImFontAtlasBuildSetupFont() +// - ImFontAtlasBuildPackCustomRects() +// - ImFontAtlasBuildRender8bppRectFromString() +// - ImFontAtlasBuildRender32bppRectFromString() +// - ImFontAtlasBuildRenderDefaultTexData() +// - ImFontAtlasBuildRenderLinesTexData() +// - ImFontAtlasBuildInit() +// - ImFontAtlasBuildFinish() +//----------------------------------------------------------------------------- + +// A work of art lies ahead! (. = white layer, X = black layer, others are blank) +// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. +// (This is used when io.MouseDrawCursor = true) +const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing. +const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; +static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = +{ + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX " + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" + "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " + " X..X - - X...X - X...X - X..X X..X - - X........X - " + " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " + "------------- - X - X -X.....................X- ------------------- " + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " +}; + +static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = +{ + // Pos ........ Size ......... Offset ...... + { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow + { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll + { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS + { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW + { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW + { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE + { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand + { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed +}; + +ImFontAtlas::ImFontAtlas() +{ + memset(this, 0, sizeof(*this)); + TexGlyphPadding = 1; + PackIdMouseCursors = PackIdLines = -1; +} + +ImFontAtlas::~ImFontAtlas() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Clear(); +} + +void ImFontAtlas::ClearInputData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + for (ImFontConfig& font_cfg : ConfigData) + if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas) + { + IM_FREE(font_cfg.FontData); + font_cfg.FontData = NULL; + } + + // When clearing this we lose access to the font name and other information used to build the font. + for (ImFont* font : Fonts) + if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size) + { + font->ConfigData = NULL; + font->ConfigDataCount = 0; + } + ConfigData.clear(); + CustomRects.clear(); + PackIdMouseCursors = PackIdLines = -1; + // Important: we leave TexReady untouched +} + +void ImFontAtlas::ClearTexData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + if (TexPixelsAlpha8) + IM_FREE(TexPixelsAlpha8); + if (TexPixelsRGBA32) + IM_FREE(TexPixelsRGBA32); + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; + TexPixelsUseColors = false; + // Important: we leave TexReady untouched +} + +void ImFontAtlas::ClearFonts() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Fonts.clear_delete(); + TexReady = false; +} + +void ImFontAtlas::Clear() +{ + ClearInputData(); + ClearTexData(); + ClearFonts(); +} + +void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Build atlas on demand + if (TexPixelsAlpha8 == NULL) + Build(); + + *out_pixels = TexPixelsAlpha8; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; +} + +void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Convert to RGBA32 format on demand + // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp + if (!TexPixelsRGBA32) + { + unsigned char* pixels = NULL; + GetTexDataAsAlpha8(&pixels, NULL, NULL); + if (pixels) + { + TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); + const unsigned char* src = pixels; + unsigned int* dst = TexPixelsRGBA32; + for (int n = TexWidth * TexHeight; n > 0; n--) + *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); + } + } + + *out_pixels = (unsigned char*)TexPixelsRGBA32; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; +} + +ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); + IM_ASSERT(font_cfg->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?"); + IM_ASSERT(font_cfg->OversampleH > 0 && font_cfg->OversampleV > 0 && "Is ImFontConfig struct correctly initialized?"); + IM_ASSERT(font_cfg->RasterizerDensity > 0.0f); + + // Create new font + if (!font_cfg->MergeMode) + Fonts.push_back(IM_NEW(ImFont)); + else + IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. + + ConfigData.push_back(*font_cfg); + ImFontConfig& new_font_cfg = ConfigData.back(); + if (new_font_cfg.DstFont == NULL) + new_font_cfg.DstFont = Fonts.back(); + if (!new_font_cfg.FontDataOwnedByAtlas) + { + new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); + new_font_cfg.FontDataOwnedByAtlas = true; + memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); + } + + // Round font size + // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet. + // - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes. + // - We may support it better later and remove this rounding. + new_font_cfg.SizePixels = ImTrunc(new_font_cfg.SizePixels); + + // Pointers to ConfigData and BuilderData are otherwise dangling + ImFontAtlasUpdateConfigDataPointers(this); + + // Invalidate texture + TexReady = false; + ClearTexData(); + return new_font_cfg.DstFont; +} + +// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) +static unsigned int stb_decompress_length(const unsigned char* input); +static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); +static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } +static void Decode85(const unsigned char* src, unsigned char* dst) +{ + while (*src) + { + unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4])))); + dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. + src += 5; + dst += 4; + } +} +#ifndef IMGUI_DISABLE_DEFAULT_FONT +static const char* GetDefaultCompressedFontDataTTF(int* out_size); +#endif + +// Load embedded ProggyClean.ttf at size 13, disable oversampling +ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) +{ +#ifndef IMGUI_DISABLE_DEFAULT_FONT + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (!font_cfg_template) + { + font_cfg.OversampleH = font_cfg.OversampleV = 1; + font_cfg.PixelSnapH = true; + } + if (font_cfg.SizePixels <= 0.0f) + font_cfg.SizePixels = 13.0f * 1.0f; + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + font_cfg.EllipsisChar = (ImWchar)0x0085; + font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units + + int ttf_compressed_size = 0; + const char* ttf_compressed = GetDefaultCompressedFontDataTTF(&ttf_compressed_size); + const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); + ImFont* font = AddFontFromMemoryCompressedTTF(ttf_compressed, ttf_compressed_size, font_cfg.SizePixels, &font_cfg, glyph_ranges); + return font; +#else + IM_ASSERT(0 && "AddFontDefault() disabled in this build."); + IM_UNUSED(font_cfg_template); + return NULL; +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT +} + +ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + size_t data_size = 0; + void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); + if (!data) + { + IM_ASSERT_USER_ERROR(0, "Could not load font file!"); + return NULL; + } + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (font_cfg.Name[0] == '\0') + { + // Store a short copy of filename into into the font name for convenience + const char* p; + for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); + } + return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); +} + +// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). +ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size. + font_cfg.FontData = font_data; + font_cfg.FontDataSize = font_data_size; + font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; + if (glyph_ranges) + font_cfg.GlyphRanges = glyph_ranges; + return AddFont(&font_cfg); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); + unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size); + stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); + + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontDataOwnedByAtlas = true; + return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) +{ + int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); + Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); + ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); + IM_FREE(compressed_ttf); + return font; +} + +int ImFontAtlas::AddCustomRectRegular(int width, int height) +{ + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) +{ +#ifdef IMGUI_USE_WCHAR32 + IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); +#endif + IM_ASSERT(font != NULL); + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + r.GlyphID = id; + r.GlyphColored = 0; // Set to 1 manually to mark glyph as colored // FIXME: No official API for that (#8133) + r.GlyphAdvanceX = advance_x; + r.GlyphOffset = offset; + r.Font = font; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const +{ + IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates + IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed + *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); + *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); +} + +bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) +{ + if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) + return false; + if (Flags & ImFontAtlasFlags_NoMouseCursors) + return false; + + IM_ASSERT(PackIdMouseCursors != -1); + ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); + ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; + *out_size = size; + *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; + out_uv_border[0] = (pos) * TexUvScale; + out_uv_border[1] = (pos + size) * TexUvScale; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + out_uv_fill[0] = (pos) * TexUvScale; + out_uv_fill[1] = (pos + size) * TexUvScale; + return true; +} + +bool ImFontAtlas::Build() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + + // Default font is none are specified + if (ConfigData.Size == 0) + AddFontDefault(); + + // Select builder + // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which + // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are + // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere + // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. + const ImFontBuilderIO* builder_io = FontBuilderIO; + if (builder_io == NULL) + { +#ifdef IMGUI_ENABLE_FREETYPE + builder_io = ImGuiFreeType::GetBuilderForFreeType(); +#elif defined(IMGUI_ENABLE_STB_TRUETYPE) + builder_io = ImFontAtlasGetBuilderForStbTruetype(); +#else + IM_ASSERT(0); // Invalid Build function +#endif + } + + // Build + return builder_io->FontBuilder_Build(this); +} + +void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) +{ + for (unsigned int i = 0; i < 256; i++) + { + unsigned int value = (unsigned int)(i * in_brighten_factor); + out_table[i] = value > 255 ? 255 : (value & 0xFF); + } +} + +void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) +{ + IM_ASSERT_PARANOID(w <= stride); + unsigned char* data = pixels + x + y * stride; + for (int j = h; j > 0; j--, data += stride - w) + for (int i = w; i > 0; i--, data++) + *data = table[*data]; +} + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) +// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) +struct ImFontBuildSrcData +{ + stbtt_fontinfo FontInfo; + stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) + stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. + stbtt_packedchar* PackedChars; // Output glyphs + const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) + int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] + int GlyphsHighest; // Highest requested codepoint + int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) + ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet) +}; + +// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) +struct ImFontBuildDstData +{ + int SrcCount; // Number of source fonts targeting this destination font. + int GlyphsHighest; + int GlyphsCount; + ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. +}; + +static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out) +{ + IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); + const ImU32* it_begin = in->Storage.begin(); + const ImU32* it_end = in->Storage.end(); + for (const ImU32* it = it_begin; it < it_end; it++) + if (ImU32 entries_32 = *it) + for (ImU32 bit_n = 0; bit_n < 32; bit_n++) + if (entries_32 & ((ImU32)1 << bit_n)) + out->push_back((int)(((it - it_begin) << 5) + bit_n)); +} + +static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) +{ + IM_ASSERT(atlas->ConfigData.Size > 0); + + ImFontAtlasBuildInit(atlas); + + // Clear atlas + atlas->TexID = (ImTextureID)NULL; + atlas->TexWidth = atlas->TexHeight = 0; + atlas->TexUvScale = ImVec2(0.0f, 0.0f); + atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); + atlas->ClearTexData(); + + // Temporary storage for building + ImVector src_tmp_array; + ImVector dst_tmp_array; + src_tmp_array.resize(atlas->ConfigData.Size); + dst_tmp_array.resize(atlas->Fonts.Size); + memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); + + // 1. Initialize font loading structure, check font data validity + for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); + + // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + src_tmp.DstIndex = -1; + for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) + if (cfg.DstFont == atlas->Fonts[output_i]) + src_tmp.DstIndex = output_i; + if (src_tmp.DstIndex == -1) + { + IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? + return false; + } + // Initialize helper structure for font loading and verify that the TTF/OTF data is correct + const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); + IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); + if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) + { + IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); + return false; + } + + // Measure highest codepoints + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + { + // Check for valid range. This may also help detect *some* dangling pointers, because a common + // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent, + // or to forget to zero-terminate the glyph range array. + IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?"); + src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); + } + dst_tmp.SrcCount++; + dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); + } + + // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. + int total_glyphs_count = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); + + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + { + if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) + continue; + if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? + continue; + + // Add to avail set/counters + src_tmp.GlyphsCount++; + dst_tmp.GlyphsCount++; + src_tmp.GlyphsSet.SetBit(codepoint); + dst_tmp.GlyphsSet.SetBit(codepoint); + total_glyphs_count++; + } + } + + // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); + UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); + src_tmp.GlyphsSet.Clear(); + IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); + } + for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) + dst_tmp_array[dst_i].GlyphsSet.Clear(); + dst_tmp_array.clear(); + + // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) + // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) + ImVector buf_rects; + ImVector buf_packedchars; + buf_rects.resize(total_glyphs_count); + buf_packedchars.resize(total_glyphs_count); + memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); + memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); + + // 4. Gather glyphs sizes so we can pack them in our virtual canvas. + int total_surface = 0; + int buf_rects_out_n = 0; + int buf_packedchars_out_n = 0; + const int pack_padding = atlas->TexGlyphPadding; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + src_tmp.Rects = &buf_rects[buf_rects_out_n]; + src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; + buf_rects_out_n += src_tmp.GlyphsCount; + buf_packedchars_out_n += src_tmp.GlyphsCount; + + // Convert our ranges in the format stb_truetype wants + ImFontConfig& cfg = atlas->ConfigData[src_i]; + src_tmp.PackRange.font_size = cfg.SizePixels * cfg.RasterizerDensity; + src_tmp.PackRange.first_unicode_codepoint_in_range = 0; + src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; + src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; + src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; + src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; + src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; + + // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) + const float scale = (cfg.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity); + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) + { + int x0, y0, x1, y1; + const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); + IM_ASSERT(glyph_index_in_font != 0); + stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); + src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + pack_padding + cfg.OversampleH - 1); + src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + pack_padding + cfg.OversampleV - 1); + total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; + } + } + for (int i = 0; i < atlas->CustomRects.Size; i++) + total_surface += (atlas->CustomRects[i].Width + pack_padding) * (atlas->CustomRects[i].Height + pack_padding); + + // We need a width for the skyline algorithm, any width! + // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. + const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; + atlas->TexHeight = 0; + if (atlas->TexDesiredWidth > 0) + atlas->TexWidth = atlas->TexDesiredWidth; + else + atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; + + // 5. Start packing + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + const int TEX_HEIGHT_MAX = 1024 * 32; + stbtt_pack_context spc = {}; + stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, 0, NULL); + spc.padding = atlas->TexGlyphPadding; // Because we mixup stbtt_PackXXX and stbrp_PackXXX there's a bit of a hack here, not passing the value to stbtt_PackBegin() allows us to still pack a TexWidth-1 wide item. (#8107) + ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); + + // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); + + // Extend texture height and mark missing glyphs as non-packed so we won't render them. + // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + if (src_tmp.Rects[glyph_i].was_packed) + atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + } + + // 7. Allocate texture + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); + memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); + spc.pixels = atlas->TexPixelsAlpha8; + spc.height = atlas->TexHeight; + + // 8. Render/rasterize font characters into the texture + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); + + // Apply multiply operator + if (cfg.RasterizerMultiply != 1.0f) + { + unsigned char multiply_table[256]; + ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); + stbrp_rect* r = &src_tmp.Rects[0]; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) + if (r->was_packed) + ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); + } + src_tmp.Rects = NULL; + } + + // End packing + stbtt_PackEnd(&spc); + buf_rects.clear(); + + // 9. Setup ImFont and glyphs for runtime + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + // When merging fonts with MergeMode=true: + // - We can have multiple input fonts writing into a same destination font. + // - dst_font->ConfigData is != from cfg which is our source configuration. + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFont* dst_font = cfg.DstFont; + + const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + + const float ascent = ImCeil(unscaled_ascent * font_scale); + const float descent = ImFloor(unscaled_descent * font_scale); + ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); + const float font_off_x = cfg.GlyphOffset.x; + const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); + + const float inv_rasterization_scale = 1.0f / cfg.RasterizerDensity; + + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + { + // Register glyph + const int codepoint = src_tmp.GlyphsList[glyph_i]; + const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; + stbtt_aligned_quad q; + float unused_x = 0.0f, unused_y = 0.0f; + stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); + float x0 = q.x0 * inv_rasterization_scale + font_off_x; + float y0 = q.y0 * inv_rasterization_scale + font_off_y; + float x1 = q.x1 * inv_rasterization_scale + font_off_x; + float y1 = q.y1 * inv_rasterization_scale + font_off_y; + dst_font->AddGlyph(&cfg, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale); + } + } + + // Cleanup + src_tmp_array.clear_destruct(); + + ImFontAtlasBuildFinish(atlas); + return true; +} + +const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() +{ + static ImFontBuilderIO io; + io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; + return &io; +} + +#endif // IMGUI_ENABLE_STB_TRUETYPE + +void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas) +{ + for (ImFontConfig& font_cfg : atlas->ConfigData) + { + ImFont* font = font_cfg.DstFont; + if (!font_cfg.MergeMode) + { + font->ConfigData = &font_cfg; + font->ConfigDataCount = 0; + } + font->ConfigDataCount++; + } +} + +void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) +{ + if (!font_config->MergeMode) + { + font->ClearOutputData(); + font->FontSize = font_config->SizePixels; + IM_ASSERT(font->ConfigData == font_config); + font->ContainerAtlas = atlas; + font->Ascent = ascent; + font->Descent = descent; + } +} + +void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) +{ + stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; + IM_ASSERT(pack_context != NULL); + + ImVector& user_rects = atlas->CustomRects; + IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. +#ifdef __GNUC__ + if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343) +#endif + + const int pack_padding = atlas->TexGlyphPadding; + ImVector pack_rects; + pack_rects.resize(user_rects.Size); + memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); + for (int i = 0; i < user_rects.Size; i++) + { + pack_rects[i].w = user_rects[i].Width + pack_padding; + pack_rects[i].h = user_rects[i].Height + pack_padding; + } + stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); + for (int i = 0; i < pack_rects.Size; i++) + if (pack_rects[i].was_packed) + { + user_rects[i].X = (unsigned short)pack_rects[i].x; + user_rects[i].Y = (unsigned short)pack_rects[i].y; + IM_ASSERT(pack_rects[i].w == user_rects[i].Width + pack_padding && pack_rects[i].h == user_rects[i].Height + pack_padding); + atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); + } +} + +void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; +} + +void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; +} + +static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) +{ + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); + IM_ASSERT(r->IsPacked()); + + const int w = atlas->TexWidth; + if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) + { + // White pixels only + IM_ASSERT(r->Width == 2 && r->Height == 2); + const int offset = (int)r->X + (int)r->Y * w; + if (atlas->TexPixelsAlpha8 != NULL) + { + atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + } + else + { + atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; + } + } + else + { + // White pixels and mouse cursor + IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); + const int x_for_white = r->X; + const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + if (atlas->TexPixelsAlpha8 != NULL) + { + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + } + else + { + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); + } + } + atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); +} + +static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) +{ + if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) + return; + + // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); + IM_ASSERT(r->IsPacked()); + for (int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row + { + // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle + int y = n; + int line_width = n; + int pad_left = (r->Width - line_width) / 2; + int pad_right = r->Width - (pad_left + line_width); + + // Write each slice + IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels + if (atlas->TexPixelsAlpha8 != NULL) + { + unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (int i = 0; i < pad_left; i++) + *(write_ptr + i) = 0x00; + + for (int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = 0xFF; + + for (int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = 0x00; + } + else + { + unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (int i = 0; i < pad_left; i++) + *(write_ptr + i) = IM_COL32(255, 255, 255, 0); + + for (int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = IM_COL32_WHITE; + + for (int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); + } + + // Calculate UVs for this line + ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale; + float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts + atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); + } +} + +// Note: this is called / shared by both the stb_truetype and the FreeType builder +void ImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + // Register texture region for mouse cursors or standard white pixels + if (atlas->PackIdMouseCursors < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + else + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); + } + + // Register texture region for thick lines + // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row + if (atlas->PackIdLines < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) + atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + } +} + +// This is called/shared by both the stb_truetype and the FreeType builder. +void ImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + // Render into our custom data blocks + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); + ImFontAtlasBuildRenderDefaultTexData(atlas); + ImFontAtlasBuildRenderLinesTexData(atlas); + + // Register custom rectangle glyphs + for (int i = 0; i < atlas->CustomRects.Size; i++) + { + const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; + if (r->Font == NULL || r->GlyphID == 0) + continue; + + // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH + IM_ASSERT(r->Font->ContainerAtlas == atlas); + ImVec2 uv0, uv1; + atlas->CalcCustomRectUV(r, &uv0, &uv1); + r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); + if (r->GlyphColored) + r->Font->Glyphs.back().Colored = 1; + } + + // Build all fonts lookup tables + for (ImFont* font : atlas->Fonts) + if (font->DirtyLookupTables) + font->BuildLookupTable(); + + atlas->TexReady = true; +} + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas: glyph ranges helpers +//------------------------------------------------------------------------- +// - GetGlyphRangesDefault() +// - GetGlyphRangesGreek() +// - GetGlyphRangesKorean() +// - GetGlyphRangesChineseFull() +// - GetGlyphRangesChineseSimplifiedCommon() +// - GetGlyphRangesJapanese() +// - GetGlyphRangesCyrillic() +// - GetGlyphRangesThai() +// - GetGlyphRangesVietnamese() +//----------------------------------------------------------------------------- + +// Retrieve list of range (2 int per range, values are inclusive) +const ImWchar* ImFontAtlas::GetGlyphRangesDefault() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesGreek() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0370, 0x03FF, // Greek and Coptic + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesKorean() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3131, 0x3163, // Korean alphabets + 0xAC00, 0xD7A3, // Korean characters + 0xFFFD, 0xFFFD, // Invalid + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD, // Invalid + 0x4e00, 0x9FAF, // CJK Ideograms + 0, + }; + return &ranges[0]; +} + +static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges) +{ + for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) + { + out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]); + base_codepoint += accumulative_offsets[n]; + } + out_ranges[0] = 0; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() +{ + // Store 2500 regularly used characters for Simplified Chinese. + // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 + // This table covers 97.97% of all characters used during the month in July, 1987. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, + 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, + 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, + 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, + 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, + 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, + 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, + 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, + 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, + 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, + 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, + 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, + 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, + 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, + 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, + 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, + 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, + 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, + 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, + 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, + 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, + 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, + 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, + 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, + 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, + 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, + 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, + 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, + 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, + 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, + 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, + 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, + 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, + 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, + 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, + 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, + 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, + 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, + 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, + 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() +{ + // 2999 ideograms code points for Japanese + // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points + // - 863 Jinmeiyo (meaning "for personal name") Kanji code points + // - Sourced from official information provided by the government agencies of Japan: + // - List of Joyo Kanji by the Agency for Cultural Affairs + // - https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kijun/naikaku/kanji/ + // - List of Jinmeiyo Kanji by the Ministry of Justice + // - http://www.moj.go.jp/MINJI/minji86.html + // - Available under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0). + // - https://creativecommons.org/licenses/by/4.0/legalcode + // - You can generate this code by the script at: + // - https://github.com/vaiorabbit/everyday_use_kanji + // - References: + // - List of Joyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji + // - List of Jinmeiyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji + // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1, + 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3, + 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8, + 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5, + 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1, + 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30, + 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3, + 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4, + 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14, + 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1, + 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1, + 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1, + 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1, + 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2, + 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7, + 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5, + 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1, + 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7, + 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2, + 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5, + 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6, + 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2, + 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16, + 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11, + 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18, + 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9, + 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3, + 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6, + 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1, + 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8, + 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1, + 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10, + 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5, + 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2, + 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5, + 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1, + 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5, + 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4, + 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7, + 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5, + 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13, + 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21, + 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1, + 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38, + 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4, + 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4, + 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1, + 3,2,1,1,1,1,2,1,1, + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement + 0x2DE0, 0x2DFF, // Cyrillic Extended-A + 0xA640, 0xA69F, // Cyrillic Extended-B + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesThai() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x2010, 0x205E, // Punctuations + 0x0E00, 0x0E7F, // Thai + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, + }; + return &ranges[0]; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontGlyphRangesBuilder +//----------------------------------------------------------------------------- + +void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) +{ + while (text_end ? (text < text_end) : *text) + { + unsigned int c = 0; + int c_len = ImTextCharFromUtf8(&c, text, text_end); + text += c_len; + if (c_len == 0) + break; + AddChar((ImWchar)c); + } +} + +void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) +{ + for (; ranges[0]; ranges += 2) + for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 + AddChar((ImWchar)c); +} + +void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) +{ + const int max_codepoint = IM_UNICODE_CODEPOINT_MAX; + for (int n = 0; n <= max_codepoint; n++) + if (GetBit(n)) + { + out_ranges->push_back((ImWchar)n); + while (n < max_codepoint && GetBit(n + 1)) + n++; + out_ranges->push_back((ImWchar)n); + } + out_ranges->push_back(0); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFont +//----------------------------------------------------------------------------- + +ImFont::ImFont() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + FallbackChar = 0; + EllipsisChar = 0; + EllipsisWidth = EllipsisCharStep = 0.0f; + EllipsisCharCount = 0; + FallbackGlyph = NULL; + ContainerAtlas = NULL; + ConfigData = NULL; + ConfigDataCount = 0; + DirtyLookupTables = false; + Scale = 1.0f; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); +} + +ImFont::~ImFont() +{ + ClearOutputData(); +} + +void ImFont::ClearOutputData() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + Glyphs.clear(); + IndexAdvanceX.clear(); + IndexLookup.clear(); + FallbackGlyph = NULL; + ContainerAtlas = NULL; + DirtyLookupTables = true; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); +} + +static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) +{ + for (int n = 0; n < candidate_chars_count; n++) + if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) + return candidate_chars[n]; + return 0; +} + +void ImFont::BuildLookupTable() +{ + int max_codepoint = 0; + for (int i = 0; i != Glyphs.Size; i++) + max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); + + // Build lookup table + IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!"); + IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved + IndexAdvanceX.clear(); + IndexLookup.clear(); + DirtyLookupTables = false; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); + GrowIndex(max_codepoint + 1); + for (int i = 0; i < Glyphs.Size; i++) + { + int codepoint = (int)Glyphs[i].Codepoint; + IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; + IndexLookup[codepoint] = (ImWchar)i; + + // Mark 4K page as used + const int page_n = codepoint / 4096; + Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); + } + + // Create a glyph to handle TAB + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) + if (FindGlyph((ImWchar)' ')) + { + if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& tab_glyph = Glyphs.back(); + tab_glyph = *FindGlyph((ImWchar)' '); + tab_glyph.Codepoint = '\t'; + tab_glyph.AdvanceX *= IM_TABSIZE; + IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; + IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); + } + + // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) + SetGlyphVisible((ImWchar)' ', false); + SetGlyphVisible((ImWchar)'\t', false); + + // Setup Fallback character + const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackGlyph = &Glyphs.back(); + FallbackChar = (ImWchar)FallbackGlyph->Codepoint; + } + } + FallbackAdvanceX = FallbackGlyph->AdvanceX; + for (int i = 0; i < max_codepoint + 1; i++) + if (IndexAdvanceX[i] < 0.0f) + IndexAdvanceX[i] = FallbackAdvanceX; + + // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { ConfigData->EllipsisChar, (ImWchar)0x2026, (ImWchar)0x0085 }; + const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; + if (EllipsisChar == 0) + EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); + const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); + if (EllipsisChar != 0) + { + EllipsisCharCount = 1; + EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1; + } + else if (dot_char != 0) + { + const ImFontGlyph* dot_glyph = FindGlyph(dot_char); + EllipsisChar = dot_char; + EllipsisCharCount = 3; + EllipsisCharStep = (float)(int)(dot_glyph->X1 - dot_glyph->X0) + 1.0f; + EllipsisWidth = ImMax(dot_glyph->AdvanceX, dot_glyph->X0 + EllipsisCharStep * 3.0f - 1.0f); // FIXME: Slightly odd for normally mono-space fonts but since this is used for trailing contents. + } +} + +// API is designed this way to avoid exposing the 4K page size +// e.g. use with IsGlyphRangeUnused(0, 255) +bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) +{ + unsigned int page_begin = (c_begin / 4096); + unsigned int page_last = (c_last / 4096); + for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) + if ((page_n >> 3) < sizeof(Used4kPagesMap)) + if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) + return false; + return true; +} + +void ImFont::SetGlyphVisible(ImWchar c, bool visible) +{ + if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) + glyph->Visible = visible ? 1 : 0; +} + +void ImFont::GrowIndex(int new_size) +{ + IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); + if (new_size <= IndexLookup.Size) + return; + IndexAdvanceX.resize(new_size, -1.0f); + IndexLookup.resize(new_size, (ImWchar)-1); +} + +// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. +// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). +// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font. +void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) +{ + if (cfg != NULL) + { + // Clamp & recenter if needed + const float advance_x_original = advance_x; + advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); + if (advance_x != advance_x_original) + { + float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; + x0 += char_off_x; + x1 += char_off_x; + } + + // Snap to pixel + if (cfg->PixelSnapH) + advance_x = IM_ROUND(advance_x); + + // Bake spacing + advance_x += cfg->GlyphExtraSpacing.x; + } + + int glyph_idx = Glyphs.Size; + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& glyph = Glyphs[glyph_idx]; + glyph.Codepoint = (unsigned int)codepoint; + glyph.Visible = (x0 != x1) && (y0 != y1); + glyph.Colored = false; + glyph.X0 = x0; + glyph.Y0 = y0; + glyph.X1 = x1; + glyph.Y1 = y1; + glyph.U0 = u0; + glyph.V0 = v0; + glyph.U1 = u1; + glyph.V1 = v1; + glyph.AdvanceX = advance_x; + + // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) + // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. + float pad = ContainerAtlas->TexGlyphPadding + 0.99f; + DirtyLookupTables = true; + MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); +} + +void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) +{ + IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. + unsigned int index_size = (unsigned int)IndexLookup.Size; + + if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists + return; + if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op + return; + + GrowIndex(dst + 1); + IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; + IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; +} + +// Find glyph, return fallback if missing +const ImFontGlyph* ImFont::FindGlyph(ImWchar c) +{ + if (c >= (size_t)IndexLookup.Size) + return FallbackGlyph; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return FallbackGlyph; + return &Glyphs.Data[i]; +} + +const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) +{ + if (c >= (size_t)IndexLookup.Size) + return NULL; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return NULL; + return &Glyphs.Data[i]; +} + +// Trim trailing space and find beginning of next line +static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end) +{ + while (text < text_end && ImCharIsBlankA(*text)) + text++; + if (*text == '\n') + text++; + return text; +} + +#define ImFontGetCharAdvanceX(_FONT, _CH) ((int)(_CH) < (_FONT)->IndexAdvanceX.Size ? (_FONT)->IndexAdvanceX.Data[_CH] : (_FONT)->FallbackAdvanceX) + +// Simple word-wrapping for English, not full-featured. Please submit failing cases! +// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end. +// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) +const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) +{ + // For references, possible wrap point marked with ^ + // "aaa bbb, ccc,ddd. eee fff. ggg!" + // ^ ^ ^ ^ ^__ ^ ^ + + // List of hardcoded separators: .,;!?'" + + // Skip extra blanks after a line returns (that includes not counting them in width computation) + // e.g. "Hello world" --> "Hello" "World" + + // Cut words that cannot possibly fit within one line. + // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" + float line_width = 0.0f; + float word_width = 0.0f; + float blank_width = 0.0f; + wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters + + const char* word_end = text; + const char* prev_word_end = NULL; + bool inside_word = true; + + const char* s = text; + IM_ASSERT(text_end != NULL); + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + const char* next_s; + if (c < 0x80) + next_s = s + 1; + else + next_s = s + ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + line_width = word_width = blank_width = 0.0f; + inside_word = true; + s = next_s; + continue; + } + if (c == '\r') + { + s = next_s; + continue; + } + } + + const float char_width = ImFontGetCharAdvanceX(this, c); + if (ImCharIsBlankW(c)) + { + if (inside_word) + { + line_width += blank_width; + blank_width = 0.0f; + word_end = s; + } + blank_width += char_width; + inside_word = false; + } + else + { + word_width += char_width; + if (inside_word) + { + word_end = next_s; + } + else + { + prev_word_end = word_end; + line_width += word_width + blank_width; + word_width = blank_width = 0.0f; + } + + // Allow wrapping after punctuation. + inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"'); + } + + // We ignore blank width at the end of the line (they can be skipped) + if (line_width + word_width > wrap_width) + { + // Words that cannot possibly fit within an entire line will be cut anywhere. + if (word_width < wrap_width) + s = prev_word_end ? prev_word_end : word_end; + break; + } + + s = next_s; + } + + // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol). + if (s == text && text < text_end) + return s + 1; + return s; +} + +ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. + + const float line_height = size; + const float scale = size / FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + const char* s = text_begin; + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); + + if (s >= word_wrap_eol) + { + if (text_size.x < line_width) + text_size.x = line_width; + text_size.y += line_height; + line_width = 0.0f; + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + const char* prev_s = s; + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + continue; + } + if (c == '\r') + continue; + } + + const float char_width = ImFontGetCharAdvanceX(this, c) * scale; + if (line_width + char_width >= max_width) + { + s = prev_s; + break; + } + + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (line_width > 0 || text_size.y == 0.0f) + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) +{ + const ImFontGlyph* glyph = FindGlyph(c); + if (!glyph || !glyph->Visible) + return; + if (glyph->Colored) + col |= ~IM_COL32_A_MASK; + float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); + draw_list->PrimReserve(6, 4); + draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. + + // Align to be pixel perfect + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); + if (y > clip_rect.w) + return; + + const float scale = size / FontSize; + const float line_height = FontSize * scale; + const float origin_x = x; + const bool word_wrap_enabled = (wrap_width > 0.0f); + + // Fast-forward to first visible line + const char* s = text_begin; + if (y + line_height < clip_rect.y) + while (y + line_height < clip_rect.y && s < text_end) + { + const char* line_end = (const char*)memchr(s, '\n', text_end - s); + if (word_wrap_enabled) + { + // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA(). + // If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both. + // However it is still better than nothing performing the fast-forward! + s = CalcWordWrapPositionA(scale, s, line_end ? line_end : text_end, wrap_width); + s = CalcWordWrapNextLineStartA(s, text_end); + } + else + { + s = line_end ? line_end + 1 : text_end; + } + y += line_height; + } + + // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() + // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) + if (text_end - s > 10000 && !word_wrap_enabled) + { + const char* s_end = s; + float y_end = y; + while (y_end < clip_rect.w && s_end < text_end) + { + s_end = (const char*)memchr(s_end, '\n', text_end - s_end); + s_end = s_end ? s_end + 1 : text_end; + y_end += line_height; + } + text_end = s_end; + } + if (s == text_end) + return; + + // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) + const int vtx_count_max = (int)(text_end - s) * 4; + const int idx_count_max = (int)(text_end - s) * 6; + const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; + draw_list->PrimReserve(idx_count_max, vtx_count_max); + ImDrawVert* vtx_write = draw_list->_VtxWritePtr; + ImDrawIdx* idx_write = draw_list->_IdxWritePtr; + unsigned int vtx_index = draw_list->_VtxCurrentIdx; + + const ImU32 col_untinted = col | ~IM_COL32_A_MASK; + const char* word_wrap_eol = NULL; + + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - origin_x)); + + if (s >= word_wrap_eol) + { + x = origin_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + x = origin_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + continue; + } + if (c == '\r') + continue; + } + + const ImFontGlyph* glyph = FindGlyph((ImWchar)c); + if (glyph == NULL) + continue; + + float char_width = glyph->AdvanceX * scale; + if (glyph->Visible) + { + // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + if (x1 <= clip_rect.z && x2 >= clip_rect.x) + { + // Render a character + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip) + { + if (x1 < clip_rect.x) + { + u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); + x1 = clip_rect.x; + } + if (y1 < clip_rect.y) + { + v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); + y1 = clip_rect.y; + } + if (x2 > clip_rect.z) + { + u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); + x2 = clip_rect.z; + } + if (y2 > clip_rect.w) + { + v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); + y2 = clip_rect.w; + } + if (y1 >= y2) + { + x += char_width; + continue; + } + } + + // Support for untinted glyphs + ImU32 glyph_col = glyph->Colored ? col_untinted : col; + + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: + { + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + idx_write[0] = (ImDrawIdx)(vtx_index); idx_write[1] = (ImDrawIdx)(vtx_index + 1); idx_write[2] = (ImDrawIdx)(vtx_index + 2); + idx_write[3] = (ImDrawIdx)(vtx_index); idx_write[4] = (ImDrawIdx)(vtx_index + 2); idx_write[5] = (ImDrawIdx)(vtx_index + 3); + vtx_write += 4; + vtx_index += 4; + idx_write += 6; + } + } + } + x += char_width; + } + + // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. + draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() + draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); + draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); + draw_list->_VtxWritePtr = vtx_write; + draw_list->_IdxWritePtr = idx_write; + draw_list->_VtxCurrentIdx = vtx_index; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGui Internal Render Helpers +//----------------------------------------------------------------------------- +// Vaguely redesigned to stop accessing ImGui global state: +// - RenderArrow() +// - RenderBullet() +// - RenderCheckMark() +// - RenderArrowDockMenu() +// - RenderArrowPointingAt() +// - RenderRectFilledRangeH() +// - RenderRectFilledWithHole() +//----------------------------------------------------------------------------- +// Function in need of a redesign (legacy mess) +// - RenderColorRectWithAlphaCheckerboard() +//----------------------------------------------------------------------------- + +// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state +void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) +{ + const float h = draw_list->_Data->FontSize * 1.00f; + float r = h * 0.40f * scale; + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); + + ImVec2 a, b, c; + switch (dir) + { + case ImGuiDir_Up: + case ImGuiDir_Down: + if (dir == ImGuiDir_Up) r = -r; + a = ImVec2(+0.000f, +0.750f) * r; + b = ImVec2(-0.866f, -0.750f) * r; + c = ImVec2(+0.866f, -0.750f) * r; + break; + case ImGuiDir_Left: + case ImGuiDir_Right: + if (dir == ImGuiDir_Left) r = -r; + a = ImVec2(+0.750f, +0.000f) * r; + b = ImVec2(-0.750f, +0.866f) * r; + c = ImVec2(-0.750f, -0.866f) * r; + break; + case ImGuiDir_None: + case ImGuiDir_COUNT: + IM_ASSERT(0); + break; + } + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); +} + +void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) +{ + // FIXME-OPT: This should be baked in font. + draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); +} + +void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz) +{ + float thickness = ImMax(sz / 5.0f, 1.0f); + sz -= thickness * 0.5f; + pos += ImVec2(thickness * 0.25f, thickness * 0.25f); + + float third = sz / 3.0f; + float bx = pos.x + third; + float by = pos.y + sz - third * 0.5f; + draw_list->PathLineTo(ImVec2(bx - third, by - third)); + draw_list->PathLineTo(ImVec2(bx, by)); + draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); + draw_list->PathStroke(col, 0, thickness); +} + +// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. +void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) +{ + switch (direction) + { + case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings + } +} + +// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality, +// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. +void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col) +{ + draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col); + RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); +} + +static inline float ImAcos01(float x) +{ + if (x <= 0.0f) return IM_PI * 0.5f; + if (x >= 1.0f) return 0.0f; + return ImAcos(x); + //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. +} + +// FIXME: Cleanup and move code to ImDrawList. +void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) +{ + if (x_end_norm == x_start_norm) + return; + if (x_start_norm > x_end_norm) + ImSwap(x_start_norm, x_end_norm); + + ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); + ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); + if (rounding == 0.0f) + { + draw_list->AddRectFilled(p0, p1, col, 0.0f); + return; + } + + rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); + const float inv_rounding = 1.0f / rounding; + const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); + const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); + const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. + const float x0 = ImMax(p0.x, rect.Min.x + rounding); + if (arc0_b == arc0_e) + { + draw_list->PathLineTo(ImVec2(x0, p1.y)); + draw_list->PathLineTo(ImVec2(x0, p0.y)); + } + else if (arc0_b == 0.0f && arc0_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL + draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR + } + else + { + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e); // TR + } + if (p1.x > rect.Min.x + rounding) + { + const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); + const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); + const float x1 = ImMin(p1.x, rect.Max.x - rounding); + if (arc1_b == arc1_e) + { + draw_list->PathLineTo(ImVec2(x1, p0.y)); + draw_list->PathLineTo(ImVec2(x1, p1.y)); + } + else if (arc1_b == 0.0f && arc1_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR + draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR + } + else + { + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e); // BR + } + } + draw_list->PathFillConvex(col); +} + +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding) +{ + const bool fill_L = (inner.Min.x > outer.Min.x); + const bool fill_R = (inner.Max.x < outer.Max.x); + const bool fill_U = (inner.Min.y > outer.Min.y); + const bool fill_D = (inner.Max.y < outer.Max.y); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); +} + +ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold) +{ + bool round_l = r_in.Min.x <= r_outer.Min.x + threshold; + bool round_r = r_in.Max.x >= r_outer.Max.x - threshold; + bool round_t = r_in.Min.y <= r_outer.Min.y + threshold; + bool round_b = r_in.Max.y >= r_outer.Max.y - threshold; + return ImDrawFlags_RoundCornersNone + | ((round_t && round_l) ? ImDrawFlags_RoundCornersTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundCornersTopRight : 0) + | ((round_b && round_l) ? ImDrawFlags_RoundCornersBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundCornersBottomRight : 0); +} + +// Helper for ColorPicker4() +// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. +// FIXME: uses ImGui::GetColorU32 +void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags) +{ + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags = ImDrawFlags_RoundCornersDefault_; + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); + draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags); + + int yi = 0; + for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) + { + float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); + if (y2 <= y1) + continue; + for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) + { + float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); + if (x2 <= x1) + continue; + ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; + if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; } + + // Combine flags + cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags); + draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags); + } + } + } + else + { + draw_list->AddRectFilled(p_min, p_max, col, rounding, flags); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Decompression code +//----------------------------------------------------------------------------- +// Compressed with stb_compress() then converted to a C array and encoded as base85. +// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file. +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h +//----------------------------------------------------------------------------- + +static unsigned int stb_decompress_length(const unsigned char *input) +{ + return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; +} + +static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; +static const unsigned char *stb__barrier_in_b; +static unsigned char *stb__dout; +static void stb__match(const unsigned char *data, unsigned int length) +{ + // INVERSE of memmove... write each byte before copying the next... + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } + while (length--) *stb__dout++ = *data++; +} + +static void stb__lit(const unsigned char *data, unsigned int length) +{ + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } + memcpy(stb__dout, data, length); + stb__dout += length; +} + +#define stb__in2(x) ((i[x] << 8) + i[(x)+1]) +#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) +#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) + +static const unsigned char *stb_decompress_token(const unsigned char *i) +{ + if (*i >= 0x20) { // use fewer if's for cases that expand small + if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; + else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3; + else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); + } else { // more ifs for cases that expand large, since overhead is amortized + if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4; + else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5; + else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); + else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); + else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5; + else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6; + } + return i; +} + +static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) +{ + const unsigned long ADLER_MOD = 65521; + unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; + unsigned long blocklen = buflen % 5552; + + unsigned long i; + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { + s1 += buffer[0], s2 += s1; + s1 += buffer[1], s2 += s1; + s1 += buffer[2], s2 += s1; + s1 += buffer[3], s2 += s1; + s1 += buffer[4], s2 += s1; + s1 += buffer[5], s2 += s1; + s1 += buffer[6], s2 += s1; + s1 += buffer[7], s2 += s1; + + buffer += 8; + } + + for (; i < blocklen; ++i) + s1 += *buffer++, s2 += s1; + + s1 %= ADLER_MOD, s2 %= ADLER_MOD; + buflen -= blocklen; + blocklen = 5552; + } + return (unsigned int)(s2 << 16) + (unsigned int)s1; +} + +static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) +{ + if (stb__in4(0) != 0x57bC0000) return 0; + if (stb__in4(4) != 0) return 0; // error! stream is > 4GB + const unsigned int olen = stb_decompress_length(i); + stb__barrier_in_b = i; + stb__barrier_out_e = output + olen; + stb__barrier_out_b = output; + i += 16; + + stb__dout = output; + for (;;) { + const unsigned char *old_i = i; + i = stb_decompress_token(i); + if (i == old_i) { + if (*i == 0x05 && i[1] == 0xfa) { + IM_ASSERT(stb__dout == output + olen); + if (stb__dout != output + olen) return 0; + if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2)) + return 0; + return olen; + } else { + IM_ASSERT(0); /* NOTREACHED */ + return 0; + } + } + IM_ASSERT(stb__dout <= output + olen); + if (stb__dout > output + olen) + return 0; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Default font data (ProggyClean.ttf) +//----------------------------------------------------------------------------- +// ProggyClean.ttf +// Copyright (c) 2004, 2005 Tristan Grimmer +// MIT license (see License.txt in http://www.proggyfonts.net/index.php?menu=download) +// Download and more information at http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEFAULT_FONT + +// File: 'ProggyClean.ttf' (41208 bytes) +// Exported using binary_to_compressed_c.exe -u8 "ProggyClean.ttf" proggy_clean_ttf +static const unsigned int proggy_clean_ttf_compressed_size = 9583; +static const unsigned char proggy_clean_ttf_compressed_data[9583] = +{ + 87,188,0,0,0,0,0,0,0,0,160,248,0,4,0,0,55,0,1,0,0,0,12,0,128,0,3,0,64,79,83,47,50,136,235,116,144,0,0,1,72,130,21,44,78,99,109,97,112,2,18,35,117,0,0,3,160,130,19,36,82,99,118,116, + 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7,8,24,74,249,12,76,74,8,91,234,8,67,80,17,131,222,33,253,0,121,30,44,73,0,16,69,15,6,32,0,65,23,38,69,231,12,65,179,6,98,131,16,86,31,27,24,108,157,14,80,160,8,24,65,46,17,33,4,0, + 96,2,18,144,191,65,226,8,68,19,5,171,199,80,9,15,180,199,67,89,5,32,255,24,79,173,28,174,201,24,79,179,50,32,1,24,122,5,10,82,61,10,180,209,83,19,8,32,128,24,80,129,27,111,248,43,131, + 71,24,115,103,8,67,127,41,78,213,24,100,247,19,66,115,39,75,107,5,32,254,165,219,78,170,40,24,112,163,49,32,1,97,203,6,65,173,64,32,0,83,54,7,133,217,88,37,12,32,254,131,28,33,128, + 3,67,71,44,84,183,6,32,5,69,223,33,96,7,7,123,137,16,192,211,24,112,14,9,32,255,67,88,29,68,14,10,84,197,38,33,0,22,116,47,50,32,87,106,99,9,116,49,15,89,225,15,97,231,23,70,41,19, + 82,85,8,93,167,6,32,253,132,236,108,190,7,89,251,5,116,49,58,33,128,128,131,234,32,15,24,74,67,38,70,227,24,24,83,45,23,89,219,12,70,187,12,89,216,19,32,2,69,185,24,141,24,70,143,66, + 24,82,119,56,78,24,10,32,253,133,149,132,6,24,106,233,7,69,198,48,178,203,81,243,12,68,211,15,106,255,23,66,91,15,69,193,7,100,39,10,24,83,72,16,176,204,33,19,0,88,207,45,68,21,12, + 68,17,10,65,157,53,68,17,6,32,254,92,67,10,65,161,25,69,182,43,24,118,91,47,69,183,18,181,209,111,253,12,89,159,8,66,112,12,69,184,45,35,0,0,0,9,24,80,227,26,73,185,16,118,195,15,131, + 15,33,1,0,65,59,15,66,39,27,160,111,66,205,12,148,111,143,110,33,128,128,156,112,24,81,199,8,75,199,23,66,117,20,155,121,32,254,68,126,12,72,213,29,134,239,149,123,89,27,16,148,117, + 65,245,8,24,71,159,14,141,134,134,28,73,51,55,109,77,15,105,131,11,68,67,11,76,169,27,107,209,12,102,174,8,32,128,72,100,18,116,163,56,79,203,11,75,183,44,85,119,19,71,119,23,151,227, + 32,1,93,27,8,65,122,5,77,102,8,110,120,20,66,23,8,66,175,17,66,63,12,133,12,79,35,8,74,235,33,67,149,16,69,243,15,78,57,15,69,235,16,67,177,7,151,192,130,23,67,84,29,141,192,174,187, + 77,67,15,69,11,12,159,187,77,59,10,199,189,24,70,235,50,96,83,19,66,53,23,105,65,19,77,47,12,163,199,66,67,37,78,207,50,67,23,23,174,205,67,228,6,71,107,13,67,22,14,66,85,11,83,187, + 38,124,47,49,95,7,19,66,83,23,67,23,19,24,96,78,17,80,101,16,71,98,40,33,0,7,88,131,22,24,89,245,12,84,45,12,102,213,5,123,12,9,32,2,126,21,14,43,255,0,128,128,0,0,20,0,128,255,128, + 3,126,19,39,32,75,106,51,7,113,129,15,24,110,135,19,126,47,15,115,117,11,69,47,11,32,2,109,76,9,102,109,9,32,128,75,2,10,130,21,32,254,69,47,6,32,3,94,217,47,32,0,65,247,10,69,15,46, + 65,235,31,65,243,15,101,139,10,66,174,14,65,247,16,72,102,28,69,17,14,84,243,9,165,191,88,47,48,66,53,12,32,128,71,108,6,203,193,32,17,75,187,42,73,65,16,65,133,52,114,123,9,167,199, + 69,21,37,86,127,44,75,171,11,180,197,78,213,12,148,200,81,97,46,24,95,243,9,32,4,66,75,33,113,103,9,87,243,36,143,225,24,84,27,31,90,145,8,148,216,67,49,5,24,84,34,14,75,155,27,67, + 52,13,140,13,36,0,20,0,128,255,24,135,99,46,88,59,43,155,249,80,165,7,136,144,71,161,23,32,253,132,33,32,254,88,87,44,136,84,35,128,0,0,21,81,103,5,94,47,44,76,51,12,143,197,151,15, + 65,215,31,24,64,77,13,65,220,20,65,214,14,71,4,40,65,213,13,32,0,130,0,35,21,1,2,0,135,0,34,36,0,72,134,10,36,1,0,26,0,130,134,11,36,2,0,14,0,108,134,11,32,3,138,23,32,4,138,11,34, + 5,0,20,134,33,34,0,0,6,132,23,32,1,134,15,32,18,130,25,133,11,37,1,0,13,0,49,0,133,11,36,2,0,7,0,38,134,11,36,3,0,17,0,45,134,11,32,4,138,35,36,5,0,10,0,62,134,23,32,6,132,23,36,3, + 0,1,4,9,130,87,131,167,133,11,133,167,133,11,133,167,133,11,37,3,0,34,0,122,0,133,11,133,167,133,11,133,167,133,11,133,167,34,50,0,48,130,1,34,52,0,47,134,5,8,49,49,0,53,98,121,32, + 84,114,105,115,116,97,110,32,71,114,105,109,109,101,114,82,101,103,117,108,97,114,84,84,88,32,80,114,111,103,103,121,67,108,101,97,110,84,84,50,48,48,52,47,130,2,53,49,53,0,98,0,121, + 0,32,0,84,0,114,0,105,0,115,0,116,0,97,0,110,130,15,32,71,132,15,36,109,0,109,0,101,130,9,32,82,130,5,36,103,0,117,0,108,130,29,32,114,130,43,34,84,0,88,130,35,32,80,130,25,34,111, + 0,103,130,1,34,121,0,67,130,27,32,101,132,59,32,84,130,31,33,0,0,65,155,9,34,20,0,0,65,11,6,130,8,135,2,33,1,1,130,9,8,120,1,1,2,1,3,1,4,1,5,1,6,1,7,1,8,1,9,1,10,1,11,1,12,1,13,1,14, + 1,15,1,16,1,17,1,18,1,19,1,20,1,21,1,22,1,23,1,24,1,25,1,26,1,27,1,28,1,29,1,30,1,31,1,32,0,3,0,4,0,5,0,6,0,7,0,8,0,9,0,10,0,11,0,12,0,13,0,14,0,15,0,16,0,17,0,18,0,19,0,20,0,21,0, + 22,0,23,0,24,0,25,0,26,0,27,0,28,0,29,0,30,0,31,130,187,8,66,33,0,34,0,35,0,36,0,37,0,38,0,39,0,40,0,41,0,42,0,43,0,44,0,45,0,46,0,47,0,48,0,49,0,50,0,51,0,52,0,53,0,54,0,55,0,56,0, + 57,0,58,0,59,0,60,0,61,0,62,0,63,0,64,0,65,0,66,130,243,9,75,68,0,69,0,70,0,71,0,72,0,73,0,74,0,75,0,76,0,77,0,78,0,79,0,80,0,81,0,82,0,83,0,84,0,85,0,86,0,87,0,88,0,89,0,90,0,91,0, + 92,0,93,0,94,0,95,0,96,0,97,1,33,1,34,1,35,1,36,1,37,1,38,1,39,1,40,1,41,1,42,1,43,1,44,1,45,1,46,1,47,1,48,1,49,1,50,1,51,1,52,1,53,1,54,1,55,1,56,1,57,1,58,1,59,1,60,1,61,1,62,1, + 63,1,64,1,65,0,172,0,163,0,132,0,133,0,189,0,150,0,232,0,134,0,142,0,139,0,157,0,169,0,164,0,239,0,138,0,218,0,131,0,147,0,242,0,243,0,141,0,151,0,136,0,195,0,222,0,241,0,158,0,170, + 0,245,0,244,0,246,0,162,0,173,0,201,0,199,0,174,0,98,0,99,0,144,0,100,0,203,0,101,0,200,0,202,0,207,0,204,0,205,0,206,0,233,0,102,0,211,0,208,0,209,0,175,0,103,0,240,0,145,0,214,0, + 212,0,213,0,104,0,235,0,237,0,137,0,106,0,105,0,107,0,109,0,108,0,110,0,160,0,111,0,113,0,112,0,114,0,115,0,117,0,116,0,118,0,119,0,234,0,120,0,122,0,121,0,123,0,125,0,124,0,184,0, + 161,0,127,0,126,0,128,0,129,0,236,0,238,0,186,14,117,110,105,99,111,100,101,35,48,120,48,48,48,49,141,14,32,50,141,14,32,51,141,14,32,52,141,14,32,53,141,14,32,54,141,14,32,55,141, + 14,32,56,141,14,32,57,141,14,32,97,141,14,32,98,141,14,32,99,141,14,32,100,141,14,32,101,141,14,32,102,140,14,33,49,48,141,14,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49, + 141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,45,49,102,6,100,101,108,101,116,101,4,69,117,114, + 111,140,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236, + 32,56,141,236,32,56,141,236,32,56,65,220,13,32,57,65,220,13,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141, + 239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,35,57,102,0,0,5,250,72,249,98,247, +}; + +static const char* GetDefaultCompressedFontDataTTF(int* out_size) +{ + *out_size = proggy_clean_ttf_compressed_size; + return (const char*)proggy_clean_ttf_compressed_data; +} +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_dx9.cpp b/src/main/imgui/imgui_impl_dx9.cpp new file mode 100644 index 0000000..2cc8681 --- /dev/null +++ b/src/main/imgui/imgui_impl_dx9.cpp @@ -0,0 +1,424 @@ +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. +// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. +// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). +// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file. +// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer. +// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). +// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. +// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_dx9.h" + +// DirectX +#include + +// DirectX data +struct ImGui_ImplDX9_Data +{ + LPDIRECT3DDEVICE9 pd3dDevice; + LPDIRECT3DVERTEXBUFFER9 pVB; + LPDIRECT3DINDEXBUFFER9 pIB; + LPDIRECT3DTEXTURE9 FontTexture; + int VertexBufferSize; + int IndexBufferSize; + bool HasRgbaSupport; + + ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct CUSTOMVERTEX +{ + float pos[3]; + D3DCOLOR col; + float uv[2]; +}; +#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) + +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL) +#else +#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16)) +#endif + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + + // Setup viewport + D3DVIEWPORT9 vp; + vp.X = vp.Y = 0; + vp.Width = (DWORD)draw_data->DisplaySize.x; + vp.Height = (DWORD)draw_data->DisplaySize.y; + vp.MinZ = 0.0f; + vp.MaxZ = 1.0f; + + LPDIRECT3DDEVICE9 device = bd->pd3dDevice; + device->SetViewport(&vp); + + // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. + device->SetPixelShader(nullptr); + device->SetVertexShader(nullptr); + device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); + device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + device->SetRenderState(D3DRS_ZENABLE, FALSE); + device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); + device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); + device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); + device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); + device->SetRenderState(D3DRS_FOGENABLE, FALSE); + device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); + device->SetRenderState(D3DRS_SPECULARENABLE, FALSE); + device->SetRenderState(D3DRS_STENCILENABLE, FALSE); + device->SetRenderState(D3DRS_CLIPPING, TRUE); + device->SetRenderState(D3DRS_LIGHTING, FALSE); + device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); + device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); + device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); + + // Setup orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() + { + float L = draw_data->DisplayPos.x + 0.5f; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; + float T = draw_data->DisplayPos.y + 0.5f; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; + D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } }; + D3DMATRIX mat_projection = + { { { + 2.0f/(R-L), 0.0f, 0.0f, 0.0f, + 0.0f, 2.0f/(T-B), 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f + } } }; + device->SetTransform(D3DTS_WORLD, &mat_identity); + device->SetTransform(D3DTS_VIEW, &mat_identity); + device->SetTransform(D3DTS_PROJECTION, &mat_projection); + } +} + +// Render function. +void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + LPDIRECT3DDEVICE9 device = bd->pd3dDevice; + + // Create and grow buffers if needed + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) + return; + } + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) + { + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) + return; + } + + // Backup the DX9 state + IDirect3DStateBlock9* state_block = nullptr; + if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0) + return; + if (state_block->Capture() < 0) + { + state_block->Release(); + return; + } + + // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) + D3DMATRIX last_world, last_view, last_projection; + device->GetTransform(D3DTS_WORLD, &last_world); + device->GetTransform(D3DTS_VIEW, &last_view); + device->GetTransform(D3DTS_PROJECTION, &last_projection); + + // Allocate buffers + CUSTOMVERTEX* vtx_dst; + ImDrawIdx* idx_dst; + if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + { + state_block->Release(); + return; + } + if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + { + bd->pVB->Unlock(); + state_block->Release(); + return; + } + + // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. + // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and + // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR + // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data; + for (int i = 0; i < draw_list->VtxBuffer.Size; i++) + { + vtx_dst->pos[0] = vtx_src->pos.x; + vtx_dst->pos[1] = vtx_src->pos.y; + vtx_dst->pos[2] = 0.0f; + vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col); + vtx_dst->uv[0] = vtx_src->uv.x; + vtx_dst->uv[1] = vtx_src->uv.y; + vtx_dst++; + vtx_src++; + } + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + idx_dst += draw_list->IdxBuffer.Size; + } + bd->pVB->Unlock(); + bd->pIB->Unlock(); + device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); + device->SetIndices(bd->pIB); + device->SetFVF(D3DFVF_CUSTOMVERTEX); + + // Setup desired DX state + ImGui_ImplDX9_SetupRenderState(draw_data); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX9_SetupRenderState(draw_data); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + device->SetScissorRect(&r); + + // Bind texture, Draw + const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); + device->SetTexture(0, texture); + device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + + // Restore the DX9 transform + device->SetTransform(D3DTS_WORLD, &last_world); + device->SetTransform(D3DTS_VIEW, &last_view); + device->SetTransform(D3DTS_PROJECTION, &last_projection); + + // Restore the DX9 state + state_block->Apply(); + state_block->Release(); +} + +static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format) +{ + LPDIRECT3D9 pd3d = nullptr; + if (pDevice->GetDirect3D(&pd3d) != D3D_OK) + return false; + D3DDEVICE_CREATION_PARAMETERS param = {}; + D3DDISPLAYMODE mode = {}; + if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK) + { + pd3d->Release(); + return false; + } + // Font texture should support linear filter, color blend and write to render-target + bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK; + pd3d->Release(); + return support; +} + +bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx9"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->pd3dDevice = device; + bd->pd3dDevice->AddRef(); + bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8); + + return true; +} + +void ImGui_ImplDX9_Shutdown() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplDX9_InvalidateDeviceObjects(); + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + IM_DELETE(bd); +} + +// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) +static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h) +{ +#ifndef IMGUI_USE_BGRA_PACKED_COLOR + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors); +#else + const bool convert_rgba_to_bgra = false; + IM_UNUSED(tex_use_colors); +#endif + for (int y = 0; y < h; y++) + { + ImU32* src_p = (ImU32*)((unsigned char*)src + src_pitch * y); + ImU32* dst_p = (ImU32*)((unsigned char*)dst + dst_pitch * y); + if (convert_rgba_to_bgra) + for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy + *dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p); + else + memcpy(dst_p, src_p, w * 4); // Raw copy + } +} + +static bool ImGui_ImplDX9_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + unsigned char* pixels; + int width, height, bytes_per_pixel; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); + + // Upload texture to graphics system + bd->FontTexture = nullptr; + if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) + return false; + D3DLOCKED_RECT tex_locked_rect; + if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) + return false; + ImGui_ImplDX9_CopyTextureRegion(io.Fonts->TexPixelsUseColors, (ImU32*)pixels, width * bytes_per_pixel, (ImU32*)tex_locked_rect.pBits, (int)tex_locked_rect.Pitch, width, height); + bd->FontTexture->UnlockRect(0); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)bd->FontTexture); + return true; +} + +bool ImGui_ImplDX9_CreateDeviceObjects() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return false; + if (!ImGui_ImplDX9_CreateFontsTexture()) + return false; + return true; +} + +void ImGui_ImplDX9_InvalidateDeviceObjects() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return; + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. +} + +void ImGui_ImplDX9_NewFrame() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplDX9_CreateDeviceObjects(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_dx9.h b/src/main/imgui/imgui_impl_dx9.h new file mode 100644 index 0000000..b693054 --- /dev/null +++ b/src/main/imgui/imgui_impl_dx9.h @@ -0,0 +1,33 @@ +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct IDirect3DDevice9; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); +IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_win32.cpp b/src/main/imgui/imgui_impl_win32.cpp new file mode 100644 index 0000000..f1cf6ec --- /dev/null +++ b/src/main/imgui/imgui_impl_win32.cpp @@ -0,0 +1,940 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Configuration flags to add in your imconfig file: +//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768) +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. +// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL). +// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window. +// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702) +// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162) +// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode). +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. +// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness. +// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages. +// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1). +// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). +// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). +// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1. +// 2021-01-25: Inputs: Dynamically loading XInput DLL. +// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. +// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) +// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. +// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). +// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. +// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. +// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). +// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. +// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. +// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. +// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_win32.h" +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#include // GET_X_LPARAM(), GET_Y_LPARAM() +#include +#include + +// Using XInput for gamepad (will load DLL dynamically) +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +#include +typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); +typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*); +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif + +struct ImGui_ImplWin32_Data +{ + HWND hWnd; + HWND MouseHwnd; + int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area + int MouseButtonsDown; + INT64 Time; + INT64 TicksPerSecond; + ImGuiMouseCursor LastMouseCursor; + UINT32 KeyboardCodePage; + +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bool HasGamepad; + bool WantUpdateHasGamepad; + HMODULE XInputDLL; + PFN_XInputGetCapabilities XInputGetCapabilities; + PFN_XInputGetState XInputGetState; +#endif + + ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData(ImGuiIO& io) +{ + return (ImGui_ImplWin32_Data*)io.BackendPlatformUserData; +} + +// Functions +static void ImGui_ImplWin32_UpdateKeyboardCodePage(ImGuiIO& io) +{ + // Retrieve keyboard code page, required for handling of non-Unicode Windows. + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + HKL keyboard_layout = ::GetKeyboardLayout(0); + LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT); + if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0) + bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails. +} + +static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + INT64 perf_frequency, perf_counter; + if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) + return false; + if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter)) + return false; + + // Setup backend capabilities flags + ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_win32"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + bd->hWnd = (HWND)hwnd; + bd->TicksPerSecond = perf_frequency; + bd->Time = perf_counter; + bd->LastMouseCursor = ImGuiMouseCursor_COUNT; + ImGui_ImplWin32_UpdateKeyboardCodePage(io); + + // Set platform dependent data in viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd; + IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch + + // Dynamically load XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bd->WantUpdateHasGamepad = true; + const char* xinput_dll_names[] = + { + "xinput1_4.dll", // Windows 8+ + "xinput1_3.dll", // DirectX SDK + "xinput9_1_0.dll", // Windows Vista, Windows 7 + "xinput1_2.dll", // DirectX SDK + "xinput1_1.dll" // DirectX SDK + }; + for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) + if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) + { + bd->XInputDLL = dll; + bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); + bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); + break; + } +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + return true; +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd) +{ + return ImGui_ImplWin32_InitEx(hwnd, false); +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd) +{ + // OpenGL needs CS_OWNDC + return ImGui_ImplWin32_InitEx(hwnd, true); +} + +void ImGui_ImplWin32_Shutdown() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + // Unload XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if (bd->XInputDLL) + ::FreeLibrary(bd->XInputDLL); +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); + IM_DELETE(bd); +} + +static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgui_cursor) +{ + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(nullptr); + } + else + { + // Show OS mouse cursor + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; + } + ::SetCursor(::LoadCursor(nullptr, win32_cursor)); + } + return true; +} + +static bool IsVkDown(int vk) +{ + return (::GetKeyState(vk) & 0x8000) != 0; +} + +static void ImGui_ImplWin32_AddKeyEvent(ImGuiIO& io, ImGuiKey key, bool down, int native_keycode, int native_scancode = -1) +{ + io.AddKeyEvent(key, down); + io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code) + IM_UNUSED(native_scancode); +} + +static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds(ImGuiIO& io) +{ + // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one. + if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, false, VK_LSHIFT); + if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, false, VK_RSHIFT); + + // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW). + if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftSuper, false, VK_LWIN); + if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightSuper, false, VK_RWIN); +} + +static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io) +{ + io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL)); + io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT)); + io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU)); + io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN)); +} + +static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + IM_ASSERT(bd->hWnd != 0); + + HWND focused_window = ::GetForegroundWindow(); + const bool is_app_focused = (focused_window == bd->hWnd); + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + if (io.WantSetMousePos) + { + POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; + if (::ClientToScreen(bd->hWnd, &pos)) + ::SetCursorPos(pos.x, pos.y); + } + + // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) + // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE + if (!io.WantSetMousePos && bd->MouseTrackedArea == 0) + { + POINT pos; + if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos)) + io.AddMousePosEvent((float)pos.x, (float)pos.y); + } + } +} + +// Gamepad navigation mapping +static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io) +{ +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + // return; + + // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. + // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. + if (bd->WantUpdateHasGamepad) + { + XINPUT_CAPABILITIES caps = {}; + bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; + bd->WantUpdateHasGamepad = false; + } + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + XINPUT_STATE xinput_state; + XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); } + #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); } + MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START); + MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X); + MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B); + MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y); + MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A); + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN); + MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER); + MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER); + MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB); + MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + #undef MAP_BUTTON + #undef MAP_ANALOG +#else // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + IM_UNUSED(io); +#endif +} + +void ImGui_ImplWin32_NewFrame() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + RECT rect = { 0, 0, 0, 0 }; + ::GetClientRect(bd->hWnd, &rect); + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + + // Setup time step + INT64 current_time = 0; + ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); + io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; + bd->Time = current_time; + + // Update OS mouse position + ImGui_ImplWin32_UpdateMouseData(io); + + // Process workarounds for known Windows key handling issues + ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io); + + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (bd->LastMouseCursor != mouse_cursor) + { + bd->LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(io, mouse_cursor); + } + + // Update game controllers (if enabled and available) + ImGui_ImplWin32_UpdateGamepads(io); +} + +// Map VK_xxx to ImGuiKey_xxx. +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam); +ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam) +{ + // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED. + if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) + return ImGuiKey_KeypadEnter; + + switch (wParam) + { + case VK_TAB: return ImGuiKey_Tab; + case VK_LEFT: return ImGuiKey_LeftArrow; + case VK_RIGHT: return ImGuiKey_RightArrow; + case VK_UP: return ImGuiKey_UpArrow; + case VK_DOWN: return ImGuiKey_DownArrow; + case VK_PRIOR: return ImGuiKey_PageUp; + case VK_NEXT: return ImGuiKey_PageDown; + case VK_HOME: return ImGuiKey_Home; + case VK_END: return ImGuiKey_End; + case VK_INSERT: return ImGuiKey_Insert; + case VK_DELETE: return ImGuiKey_Delete; + case VK_BACK: return ImGuiKey_Backspace; + case VK_SPACE: return ImGuiKey_Space; + case VK_RETURN: return ImGuiKey_Enter; + case VK_ESCAPE: return ImGuiKey_Escape; + case VK_OEM_7: return ImGuiKey_Apostrophe; + case VK_OEM_COMMA: return ImGuiKey_Comma; + case VK_OEM_MINUS: return ImGuiKey_Minus; + case VK_OEM_PERIOD: return ImGuiKey_Period; + case VK_OEM_2: return ImGuiKey_Slash; + case VK_OEM_1: return ImGuiKey_Semicolon; + case VK_OEM_PLUS: return ImGuiKey_Equal; + case VK_OEM_4: return ImGuiKey_LeftBracket; + case VK_OEM_5: return ImGuiKey_Backslash; + case VK_OEM_6: return ImGuiKey_RightBracket; + case VK_OEM_3: return ImGuiKey_GraveAccent; + case VK_CAPITAL: return ImGuiKey_CapsLock; + case VK_SCROLL: return ImGuiKey_ScrollLock; + case VK_NUMLOCK: return ImGuiKey_NumLock; + case VK_SNAPSHOT: return ImGuiKey_PrintScreen; + case VK_PAUSE: return ImGuiKey_Pause; + case VK_NUMPAD0: return ImGuiKey_Keypad0; + case VK_NUMPAD1: return ImGuiKey_Keypad1; + case VK_NUMPAD2: return ImGuiKey_Keypad2; + case VK_NUMPAD3: return ImGuiKey_Keypad3; + case VK_NUMPAD4: return ImGuiKey_Keypad4; + case VK_NUMPAD5: return ImGuiKey_Keypad5; + case VK_NUMPAD6: return ImGuiKey_Keypad6; + case VK_NUMPAD7: return ImGuiKey_Keypad7; + case VK_NUMPAD8: return ImGuiKey_Keypad8; + case VK_NUMPAD9: return ImGuiKey_Keypad9; + case VK_DECIMAL: return ImGuiKey_KeypadDecimal; + case VK_DIVIDE: return ImGuiKey_KeypadDivide; + case VK_MULTIPLY: return ImGuiKey_KeypadMultiply; + case VK_SUBTRACT: return ImGuiKey_KeypadSubtract; + case VK_ADD: return ImGuiKey_KeypadAdd; + case VK_LSHIFT: return ImGuiKey_LeftShift; + case VK_LCONTROL: return ImGuiKey_LeftCtrl; + case VK_LMENU: return ImGuiKey_LeftAlt; + case VK_LWIN: return ImGuiKey_LeftSuper; + case VK_RSHIFT: return ImGuiKey_RightShift; + case VK_RCONTROL: return ImGuiKey_RightCtrl; + case VK_RMENU: return ImGuiKey_RightAlt; + case VK_RWIN: return ImGuiKey_RightSuper; + case VK_APPS: return ImGuiKey_Menu; + case '0': return ImGuiKey_0; + case '1': return ImGuiKey_1; + case '2': return ImGuiKey_2; + case '3': return ImGuiKey_3; + case '4': return ImGuiKey_4; + case '5': return ImGuiKey_5; + case '6': return ImGuiKey_6; + case '7': return ImGuiKey_7; + case '8': return ImGuiKey_8; + case '9': return ImGuiKey_9; + case 'A': return ImGuiKey_A; + case 'B': return ImGuiKey_B; + case 'C': return ImGuiKey_C; + case 'D': return ImGuiKey_D; + case 'E': return ImGuiKey_E; + case 'F': return ImGuiKey_F; + case 'G': return ImGuiKey_G; + case 'H': return ImGuiKey_H; + case 'I': return ImGuiKey_I; + case 'J': return ImGuiKey_J; + case 'K': return ImGuiKey_K; + case 'L': return ImGuiKey_L; + case 'M': return ImGuiKey_M; + case 'N': return ImGuiKey_N; + case 'O': return ImGuiKey_O; + case 'P': return ImGuiKey_P; + case 'Q': return ImGuiKey_Q; + case 'R': return ImGuiKey_R; + case 'S': return ImGuiKey_S; + case 'T': return ImGuiKey_T; + case 'U': return ImGuiKey_U; + case 'V': return ImGuiKey_V; + case 'W': return ImGuiKey_W; + case 'X': return ImGuiKey_X; + case 'Y': return ImGuiKey_Y; + case 'Z': return ImGuiKey_Z; + case VK_F1: return ImGuiKey_F1; + case VK_F2: return ImGuiKey_F2; + case VK_F3: return ImGuiKey_F3; + case VK_F4: return ImGuiKey_F4; + case VK_F5: return ImGuiKey_F5; + case VK_F6: return ImGuiKey_F6; + case VK_F7: return ImGuiKey_F7; + case VK_F8: return ImGuiKey_F8; + case VK_F9: return ImGuiKey_F9; + case VK_F10: return ImGuiKey_F10; + case VK_F11: return ImGuiKey_F11; + case VK_F12: return ImGuiKey_F12; + case VK_F13: return ImGuiKey_F13; + case VK_F14: return ImGuiKey_F14; + case VK_F15: return ImGuiKey_F15; + case VK_F16: return ImGuiKey_F16; + case VK_F17: return ImGuiKey_F17; + case VK_F18: return ImGuiKey_F18; + case VK_F19: return ImGuiKey_F19; + case VK_F20: return ImGuiKey_F20; + case VK_F21: return ImGuiKey_F21; + case VK_F22: return ImGuiKey_F22; + case VK_F23: return ImGuiKey_F23; + case VK_F24: return ImGuiKey_F24; + case VK_BROWSER_BACK: return ImGuiKey_AppBack; + case VK_BROWSER_FORWARD: return ImGuiKey_AppForward; + default: return ImGuiKey_None; + } +} + +// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. +#ifndef WM_MOUSEHWHEEL +#define WM_MOUSEHWHEEL 0x020E +#endif +#ifndef DBT_DEVNODES_CHANGED +#define DBT_DEVNODES_CHANGED 0x0007 +#endif + +// Helper to obtain the source of mouse messages. +// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages +// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this. +static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} + +// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) +// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. +// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. + +// Copy either line into your .cpp file to forward declare the function: +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext() +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext() + +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow(). + // We silently allow both context or just only backend data to be nullptr. + if (ImGui::GetCurrentContext() == nullptr) + return 0; + return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO()); +} + +// This version is in theory thread-safe in the sense that no path should access ImGui::GetCurrentContext(). +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + if (bd == nullptr) + return 0; + switch (msg) + { + case WM_MOUSEMOVE: + case WM_NCMOUSEMOVE: + { + // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + const int area = (msg == WM_MOUSEMOVE) ? 1 : 2; + bd->MouseHwnd = hwnd; + if (bd->MouseTrackedArea != area) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 }; + if (bd->MouseTrackedArea != 0) + ::TrackMouseEvent(&tme_cancel); + ::TrackMouseEvent(&tme_track); + bd->MouseTrackedArea = area; + } + POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; + if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates. + return 0; + io.AddMouseSourceEvent(mouse_source); + io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); + return 0; + } + case WM_MOUSELEAVE: + case WM_NCMOUSELEAVE: + { + const int area = (msg == WM_MOUSELEAVE) ? 1 : 2; + if (bd->MouseTrackedArea == area) + { + if (bd->MouseHwnd == hwnd) + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + return 0; + } + case WM_DESTROY: + if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + ::TrackMouseEvent(&tme_cancel); + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + return 0; + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + { + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + int button = 0; + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } + if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr) + ::SetCapture(hwnd); // Allow us to read mouse coordinates when dragging mouse outside of our window bounds. + bd->MouseButtonsDown |= 1 << button; + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, true); + return 0; + } + case WM_LBUTTONUP: + case WM_RBUTTONUP: + case WM_MBUTTONUP: + case WM_XBUTTONUP: + { + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + int button = 0; + if (msg == WM_LBUTTONUP) { button = 0; } + if (msg == WM_RBUTTONUP) { button = 1; } + if (msg == WM_MBUTTONUP) { button = 2; } + if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + bd->MouseButtonsDown &= ~(1 << button); + if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) + ::ReleaseCapture(); + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, false); + return 0; + } + case WM_MOUSEWHEEL: + io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA); + return 0; + case WM_MOUSEHWHEEL: + io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f); + return 0; + case WM_KEYDOWN: + case WM_KEYUP: + case WM_SYSKEYDOWN: + case WM_SYSKEYUP: + { + const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN); + if (wParam < 256) + { + // Submit modifiers + ImGui_ImplWin32_UpdateKeyModifiers(io); + + // Obtain virtual key code and convert to ImGuiKey + const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam); + const int vk = (int)wParam; + const int scancode = (int)LOBYTE(HIWORD(lParam)); + + // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event. + if (key == ImGuiKey_PrintScreen && !is_key_down) + ImGui_ImplWin32_AddKeyEvent(io, key, true, vk, scancode); + + // Submit key event + if (key != ImGuiKey_None) + ImGui_ImplWin32_AddKeyEvent(io, key, is_key_down, vk, scancode); + + // Submit individual left/right modifier events + if (vk == VK_SHIFT) + { + // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds() + if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); } + if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); } + } + else if (vk == VK_CONTROL) + { + if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); } + if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); } + } + else if (vk == VK_MENU) + { + if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); } + if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); } + } + } + return 0; + } + case WM_SETFOCUS: + case WM_KILLFOCUS: + io.AddFocusEvent(msg == WM_SETFOCUS); + return 0; + case WM_INPUTLANGCHANGE: + ImGui_ImplWin32_UpdateKeyboardCodePage(io); + return 0; + case WM_CHAR: + if (::IsWindowUnicode(hwnd)) + { + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + if (wParam > 0 && wParam < 0x10000) + io.AddInputCharacterUTF16((unsigned short)wParam); + } + else + { + wchar_t wch = 0; + ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1); + io.AddInputCharacter(wch); + } + return 0; + case WM_SETCURSOR: + // This is required to restore cursor when transitioning from e.g resize borders to client area. + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor)) + return 1; + return 0; + case WM_DEVICECHANGE: +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + bd->WantUpdateHasGamepad = true; +#endif + return 0; + } + return 0; +} + + +//-------------------------------------------------------------------------------------------------------- +// DPI-related helpers (optional) +//-------------------------------------------------------------------------------------------------------- +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +//--------------------------------------------------------------------------------------------------------- +// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. +// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. +// If you are trying to implement your own backend for your own engine, you may ignore that noise. +//--------------------------------------------------------------------------------------------------------- + +// Perform our own check with RtlVerifyVersionInfo() instead of using functions from as they +// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200 +static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) +{ + typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); + static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr; + if (RtlVerifyVersionInfoFn == nullptr) + if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) + RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); + if (RtlVerifyVersionInfoFn == nullptr) + return FALSE; + + RTL_OSVERSIONINFOEXW versionInfo = { }; + ULONGLONG conditionMask = 0; + versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW); + versionInfo.dwMajorVersion = major; + versionInfo.dwMinorVersion = minor; + VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); + VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); + return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; +} + +#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA +#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 +#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE +#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10 + +#ifndef DPI_ENUMS_DECLARED +typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; +typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; +#endif +#ifndef _DPI_AWARENESS_CONTEXTS_ +DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 +#endif +#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 +#endif +typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ +typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ +typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) + +// Helper function to enable DPI awareness without setting up a manifest +void ImGui_ImplWin32_EnableDpiAwareness() +{ + if (_IsWindows10OrGreater()) + { + static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process + if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) + { + SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); + return; + } + } + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) + { + SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); + return; + } + } +#if _WIN32_WINNT >= 0x0600 + ::SetProcessDPIAware(); +#endif +} + +#if defined(_MSC_VER) && !defined(NOGDI) +#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' +#endif + +float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) +{ + UINT xdpi = 96, ydpi = 96; + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr; + if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr) + GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); + if (GetDpiForMonitorFn != nullptr) + { + GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + return xdpi / 96.0f; + } + } +#ifndef NOGDI + const HDC dc = ::GetDC(nullptr); + xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); + ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + ::ReleaseDC(nullptr, dc); +#endif + return xdpi / 96.0f; +} + +float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) +{ + HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); + return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); +} + +//--------------------------------------------------------------------------------------------------------- +// Transparency related helpers (optional) +//-------------------------------------------------------------------------------------------------------- + +#if defined(_MSC_VER) +#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi' +#endif + +// [experimental] +// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c +// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW) +void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) +{ + if (!_IsWindowsVistaOrGreater()) + return; + + BOOL composition; + if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition) + return; + + BOOL opaque; + DWORD color; + if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque)) + { + HRGN region = ::CreateRectRgn(0, 0, -1, -1); + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; + bb.hRgnBlur = region; + bb.fEnable = TRUE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + ::DeleteObject(region); + } + else + { + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + } +} + +//--------------------------------------------------------------------------------------------------------- + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_win32.h b/src/main/imgui/imgui_impl_win32.h new file mode 100644 index 0000000..083fe38 --- /dev/null +++ b/src/main/imgui/imgui_impl_win32.h @@ -0,0 +1,53 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd); +IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); + +// Win32 message handler your application need to call. +// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper. +// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. +// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. + +#if 0 +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +// DPI-related helpers (optional) +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor + +// Transparency related helpers (optional) [experimental] +// - Use to enable alpha compositing transparency with the desktop. +// - Use together with e.g. clearing your framebuffer with zero-alpha. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_internal.h b/src/main/imgui/imgui_internal.h new file mode 100644 index 0000000..bf8792c --- /dev/null +++ b/src/main/imgui/imgui_internal.h @@ -0,0 +1,3899 @@ +// dear imgui, v1.91.7 +// (internal structures/api) + +// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. + +/* + +Index of this file: + +// [SECTION] Header mess +// [SECTION] Forward declarations +// [SECTION] Context pointer +// [SECTION] STB libraries includes +// [SECTION] Macros +// [SECTION] Generic helpers +// [SECTION] ImDrawList support +// [SECTION] Data types support +// [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Popup support +// [SECTION] Inputs support +// [SECTION] Clipper support +// [SECTION] Navigation support +// [SECTION] Typing-select support +// [SECTION] Columns support +// [SECTION] Box-select support +// [SECTION] Multi-select support +// [SECTION] Docking support +// [SECTION] Viewport support +// [SECTION] Settings support +// [SECTION] Localization support +// [SECTION] Error handling, State recovery support +// [SECTION] Metrics, Debug tools +// [SECTION] Generic context hooks +// [SECTION] ImGuiContext (main imgui context) +// [SECTION] ImGuiWindowTempData, ImGuiWindow +// [SECTION] Tab bar, Tab item support +// [SECTION] Table support +// [SECTION] ImGui internal API +// [SECTION] ImFontAtlas internal API +// [SECTION] Test Engine specific hooks (imgui_test_engine) + +*/ + +#pragma once +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#ifndef IMGUI_VERSION +#include "imgui.h" +#endif + +#include // FILE*, sscanf +#include // NULL, malloc, free, qsort, atoi, atof +#include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf +#include // INT_MIN, INT_MAX + +// Enable SSE intrinsics if available +#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE) +#define IMGUI_ENABLE_SSE +#include +#if (defined __AVX__ || defined __SSE4_2__) +#define IMGUI_ENABLE_SSE4_2 +#include +#endif +#endif +// Emscripten has partial SSE 4.2 support where _mm_crc32_u32 is not available. See https://emscripten.org/docs/porting/simd.html#id11 and #8213 +#if defined(IMGUI_ENABLE_SSE4_2) && !defined(IMGUI_USE_LEGACY_CRC32_ADLER) && !defined(__EMSCRIPTEN__) +#define IMGUI_ENABLE_SSE4_2_CRC +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor() +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn' +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#endif + +// In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h +// As they are frequently requested, we do not want to encourage to many people using imgui_internal.h +#if defined(IMGUI_DEFINE_MATH_OPERATORS) && !defined(IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED) +#error Please '#define IMGUI_DEFINE_MATH_OPERATORS' _BEFORE_ including imgui.h! +#endif + +// Legacy defines +#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#endif + +// Enable stb_truetype by default unless FreeType is enabled. +// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together. +#ifndef IMGUI_ENABLE_FREETYPE +#define IMGUI_ENABLE_STB_TRUETYPE +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations +//----------------------------------------------------------------------------- + +struct ImBitVector; // Store 1-bit per value +struct ImRect; // An axis-aligned rectangle (2 points) +struct ImDrawDataBuilder; // Helper to build a ImDrawData instance +struct ImDrawListSharedData; // Data shared between all ImDrawList instances +struct ImGuiBoxSelectState; // Box-selection state (currently used by multi-selection, could potentially be used by others) +struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it +struct ImGuiContext; // Main Dear ImGui context +struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine +struct ImGuiDataVarInfo; // Variable information (e.g. to access style variables from an enum) +struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum +struct ImGuiDeactivatedItemData; // Data for IsItemDeactivated()/IsItemDeactivatedAfterEdit() function. +struct ImGuiDockContext; // Docking system context +struct ImGuiDockRequest; // Docking system dock/undock queued request +struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) +struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) +struct ImGuiErrorRecoveryState; // Storage of stack sizes for error handling and recovery +struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() +struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box +struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a deactivating InputText() while another is stealing active id +struct ImGuiLastItemData; // Status storage for last submitted items +struct ImGuiLocEntry; // A localization entry. +struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only +struct ImGuiMultiSelectState; // Multi-selection persistent state (for focused selection). +struct ImGuiMultiSelectTempData; // Multi-selection temporary state (while traversing). +struct ImGuiNavItemData; // Result of a keyboard/gamepad directional navigation move query result +struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api +struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api +struct ImGuiPopupData; // Storage for current popup stack +struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file +struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it +struct ImGuiTabBar; // Storage for a tab bar +struct ImGuiTabItem; // Storage for a tab item (within a tab bar) +struct ImGuiTable; // Storage for a table +struct ImGuiTableHeaderData; // Storage for TableAngledHeadersRow() +struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableInstanceData; // Storage for one instance of a same table +struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. +struct ImGuiTableSettings; // Storage for a table .ini settings +struct ImGuiTableColumnsSettings; // Storage for a column .ini settings +struct ImGuiTreeNodeStackData; // Temporary storage for TreeNode(). +struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest() +struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public) +struct ImGuiWindow; // Storage for one window +struct ImGuiWindowDockStyle; // Storage for window-style data which needs to be stored for docking purpose +struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) +struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) + +// Enumerations +// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +enum ImGuiLocKey : int; // -> enum ImGuiLocKey // Enum: a localization entry for translation. +typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field +typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical + +// Flags +typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) +typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags +typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags +typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() +typedef int ImGuiLogFlags; // -> enum ImGuiLogFlags_ // Flags: for LogBegin() text capturing function +typedef int ImGuiNavRenderCursorFlags; // -> enum ImGuiNavRenderCursorFlags_//Flags: for RenderNavCursor() +typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests +typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions +typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests +typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() +typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest() +typedef int ImGuiWindowRefreshFlags; // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy() + +//----------------------------------------------------------------------------- +// [SECTION] Context pointer +// See implementation of this variable in imgui.cpp for comments and details. +//----------------------------------------------------------------------------- + +#ifndef GImGui +extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Macros +//----------------------------------------------------------------------------- + +// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow* + +// Debug Printing Into TTY +// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename) +#ifndef IMGUI_DEBUG_PRINTF +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#define IMGUI_DEBUG_PRINTF(_FMT,...) printf(_FMT, __VA_ARGS__) +#else +#define IMGUI_DEBUG_PRINTF(_FMT,...) ((void)0) +#endif +#endif + +// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. +#define IMGUI_DEBUG_LOG_ERROR(...) do { ImGuiContext& g2 = *GImGui; if (g2.DebugLogFlags & ImGuiDebugLogFlags_EventError) IMGUI_DEBUG_LOG(__VA_ARGS__); else g2.DebugLogSkippedErrors++; } while (0) +#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FONT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFont) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) + +// Static Asserts +#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") + +// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. +// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. +//#define IMGUI_DEBUG_PARANOID +#ifdef IMGUI_DEBUG_PARANOID +#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) +#else +#define IM_ASSERT_PARANOID(_EXPR) +#endif + +// Misc Macros +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!) +#else +#define IM_NEWLINE "\n" +#endif +#ifndef IM_TABSIZE // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override +#define IM_TABSIZE (4) +#endif +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 +#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose +#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +#define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // ImTrunc() is not inlined in MSVC debug builds +#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // +#define IM_STRINGIFY_HELPER(_X) #_X +#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#define IM_FLOOR IM_TRUNC +#endif + +// Hint for branch prediction +#if (defined(__cplusplus) && (__cplusplus >= 202002L)) || (defined(_MSVC_LANG) && (_MSVC_LANG >= 202002L)) +#define IM_LIKELY [[likely]] +#define IM_UNLIKELY [[unlikely]] +#else +#define IM_LIKELY +#define IM_UNLIKELY +#endif + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif + +// Warnings +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX)) +#else +#define IM_MSVC_WARNING_SUPPRESS(XXXX) +#endif + +// Debug Tools +// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item. +// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference. +#ifndef IM_DEBUG_BREAK +#if defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#elif defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) +#define IM_DEBUG_BREAK() __asm__ volatile("int3;nop") +#elif defined(__GNUC__) && defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") +#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0") +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK + +// Format specifiers, printing 64-bit hasn't been decently standardized... +// In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define them yourself. +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_PRId64 "I64d" +#define IM_PRIu64 "I64u" +#define IM_PRIX64 "I64X" +#else +#define IM_PRId64 "lld" +#define IM_PRIu64 "llu" +#define IM_PRIX64 "llX" +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Generic helpers +// Note that the ImXXX helpers functions are lower-level than ImGui functions. +// ImGui functions or the ImGui context are never called/used from other ImXXX functions. +//----------------------------------------------------------------------------- +// - Helpers: Hashing +// - Helpers: Sorting +// - Helpers: Bit manipulation +// - Helpers: String +// - Helpers: Formatting +// - Helpers: UTF-8 <> wchar conversions +// - Helpers: ImVec2/ImVec4 operators +// - Helpers: Maths +// - Helpers: Geometry +// - Helper: ImVec1 +// - Helper: ImVec2ih +// - Helper: ImRect +// - Helper: ImBitArray +// - Helper: ImBitVector +// - Helper: ImSpan<>, ImSpanAllocator<> +// - Helper: ImPool<> +// - Helper: ImChunkStream<> +// - Helper: ImGuiTextIndex +// - Helper: ImGuiStorage +//----------------------------------------------------------------------------- + +// Helpers: Hashing +IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImGuiID seed = 0); +IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0); + +// Helpers: Sorting +#ifndef ImQsort +static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } +#endif + +// Helpers: Color Blending +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); + +// Helpers: Bit manipulation +static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } +static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } + +// Helpers: String +IMGUI_API int ImStricmp(const char* str1, const char* str2); // Case insensitive compare. +IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); // Case insensitive compare to a certain count. +IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); // Copy to a certain count and always zero terminate (strncpy doesn't). +IMGUI_API char* ImStrdup(const char* str); // Duplicate a string. +IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); // Copy in provided buffer, recreate buffer if needed. +IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); // Find first occurrence of 'c' in string range. +IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line +IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); // Find a substring in a string range. +IMGUI_API void ImStrTrimBlanks(char* str); // Remove leading and trailing blanks from a buffer. +IMGUI_API const char* ImStrSkipBlank(const char* str); // Find first non-blank character. +IMGUI_API int ImStrlenW(const ImWchar* str); // Computer string length (ImWchar string) +IMGUI_API const char* ImStrbol(const char* buf_mid_line, const char* buf_begin); // Find beginning-of-line +IM_MSVC_RUNTIME_CHECKS_OFF +static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; } +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +static inline bool ImCharIsXdigitA(char c) { return (c >= '0' && c <= '9') || (c >= 'A' && c <= 'F') || (c >= 'a' && c <= 'f'); } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Formatting +IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API const char* ImParseFormatFindStart(const char* format); +IMGUI_API const char* ImParseFormatFindEnd(const char* format); +IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); + +// Helpers: UTF-8 <> wchar conversions +IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf +IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 +IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr); // return previous UTF-8 code-point. +IMGUI_API int ImTextCountLines(const char* in_text, const char* in_text_end); // return number of lines taken by text. trailing carriage return doesn't count as an extra line. + +// Helpers: File System +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef void* ImFileHandle; +static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } +static inline bool ImFileClose(ImFileHandle) { return false; } +static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } +static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } +static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } +#endif +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef FILE* ImFileHandle; +IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode); +IMGUI_API bool ImFileClose(ImFileHandle file); +IMGUI_API ImU64 ImFileGetSize(ImFileHandle file); +IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file); +IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file); +#else +#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions +#endif +IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); + +// Helpers: Maths +IM_MSVC_RUNTIME_CHECKS_OFF +// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) +#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#define ImFabs(X) fabsf(X) +#define ImSqrt(X) sqrtf(X) +#define ImFmod(X, Y) fmodf((X), (Y)) +#define ImCos(X) cosf(X) +#define ImSin(X) sinf(X) +#define ImAcos(X) acosf(X) +#define ImAtan2(Y, X) atan2f((Y), (X)) +#define ImAtof(STR) atof(STR) +#define ImCeil(X) ceilf(X) +static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision +static inline double ImPow(double x, double y) { return pow(x, y); } +static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision +static inline double ImLog(double x) { return log(x); } +static inline int ImAbs(int x) { return x < 0 ? -x : x; } +static inline float ImAbs(float x) { return fabsf(x); } +static inline double ImAbs(double x) { return fabs(x); } +static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument +static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } +#ifdef IMGUI_ENABLE_SSE +static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } +#else +static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } +#endif +static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } +#endif +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for those types) +template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } +template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } +template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * (T)t); } +template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } +// - Misc maths helpers +static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2&mn, const ImVec2&mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } +static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } +static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } +static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } +static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } +static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } +static inline float ImTrunc(float f) { return (float)(int)(f); } +static inline ImVec2 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +static inline float ImFloor(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() +static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2(ImFloor(v.x), ImFloor(v.y)); } +static inline int ImModPositive(int a, int b) { return (a + b) % b; } +static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } +static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } +static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } +static inline float ImLinearRemapClamp(float s0, float s1, float d0, float d1, float x) { return ImSaturate((x - s0) / (s1 - s0)) * (d1 - d0) + d0; } +static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } +static inline float ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Geometry +IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); +IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments +IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol +IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t); +IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); +IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); +inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +inline bool ImTriangleIsClockwise(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ((b.x - a.x) * (c.y - b.y)) - ((c.x - b.x) * (b.y - a.y)) > 0.0f; } + +// Helper: ImVec1 (1D vector) +// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec1 +{ + float x; + constexpr ImVec1() : x(0.0f) { } + constexpr ImVec1(float _x) : x(_x) { } +}; + +// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) +struct ImVec2ih +{ + short x, y; + constexpr ImVec2ih() : x(0), y(0) {} + constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {} + constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {} +}; + +// Helper: ImRect (2D axis aligned bounding-box) +// NB: we can't rely on ImVec2 math operators being available here! +struct IMGUI_API ImRect +{ + ImVec2 Min; // Upper-left + ImVec2 Max; // Lower-right + + constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} + constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } + float GetWidth() const { return Max.x - Min.x; } + float GetHeight() const { return Max.y - Min.y; } + float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); } + ImVec2 GetTL() const { return Min; } // Top-left + ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right + ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool ContainsWithPad(const ImVec2& p, const ImVec2& pad) const { return p.x >= Min.x - pad.x && p.y >= Min.y - pad.y && p.x < Max.x + pad.x && p.y < Max.y + pad.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } + void TranslateX(float dx) { Min.x += dx; Max.x += dx; } + void TranslateY(float dy) { Min.y += dy; Max.y += dy; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + void Floor() { Min.x = IM_TRUNC(Min.x); Min.y = IM_TRUNC(Min.y); Max.x = IM_TRUNC(Max.x); Max.y = IM_TRUNC(Max.y); } + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } + ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } +}; + +// Helper: ImBitArray +#define IM_BITARRAY_TESTBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] & ((ImU32)1 << ((_N) & 31))) != 0) // Macro version of ImBitArrayTestBit(): ensure args have side-effect or are costly! +#define IM_BITARRAY_CLEARBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] &= ~((ImU32)1 << ((_N) & 31)))) // Macro version of ImBitArrayClearBit(): ensure args have side-effect or are costly! +inline size_t ImBitArrayGetStorageSizeInBytes(int bitcount) { return (size_t)((bitcount + 31) >> 5) << 2; } +inline void ImBitArrayClearAllBits(ImU32* arr, int bitcount){ memset(arr, 0, ImBitArrayGetStorageSizeInBytes(bitcount)); } +inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } +inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } +inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } +inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2) +{ + n2--; + while (n <= n2) + { + int a_mod = (n & 31); + int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1; + ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1); + arr[n >> 5] |= mask; + n = (n + 32) & ~31; + } +} + +typedef ImU32* ImBitArrayPtr; // Name for use in structs + +// Helper: ImBitArray class (wrapper over ImBitArray functions) +// Store 1-bit per value. +template +struct ImBitArray +{ + ImU32 Storage[(BITCOUNT + 31) >> 5]; + ImBitArray() { ClearAllBits(); } + void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } + void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } + bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } + void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); } + void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); } + void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) + bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } +}; + +// Helper: ImBitVector +// Store 1-bit per value. +struct IMGUI_API ImBitVector +{ + ImVector Storage; + void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } + void Clear() { Storage.clear(); } + bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return IM_BITARRAY_TESTBIT(Storage.Data, n); } + void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); } + void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helper: ImSpan<> +// Pointing to a span of data we don't own. +template +struct ImSpan +{ + T* Data; + T* DataEnd; + + // Constructors, destructor + inline ImSpan() { Data = DataEnd = NULL; } + inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; } + inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; } + + inline void set(T* data, int size) { Data = data; DataEnd = data + size; } + inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; } + inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); } + inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); } + inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return DataEnd; } + inline const T* end() const { return DataEnd; } + + // Utilities + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; } +}; + +// Helper: ImSpanAllocator<> +// Facilitate storing multiple chunks into a single large block (the "arena") +// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges. +template +struct ImSpanAllocator +{ + char* BasePtr; + int CurrOff; + int CurrIdx; + int Offsets[CHUNKS]; + int Sizes[CHUNKS]; + + ImSpanAllocator() { memset(this, 0, sizeof(*this)); } + inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } + inline int GetArenaSizeInBytes() { return CurrOff; } + inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } + inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); } + inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); } + template + inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } +}; + +// Helper: ImPool<> +// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. +typedef int ImPoolIdx; +template +struct ImPool +{ + ImVector Buf; // Contiguous data + ImGuiStorage Map; // ID->Index + ImPoolIdx FreeIdx; // Next free idx to use + ImPoolIdx AliveCount; // Number of active/alive items (for display purpose) + + ImPool() { FreeIdx = AliveCount = 0; } + ~ImPool() { Clear(); } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; } + void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; } + void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } + + // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... } + // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize() + int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose) + int GetBufSize() const { return Buf.Size; } + int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere + T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } +}; + +// Helper: ImChunkStream<> +// Build and iterate a contiguous stream of variable-sized structures. +// This is used by Settings to store persistent data while reducing allocation count. +// We store the chunk size first, and align the final size on 4 bytes boundaries. +// The tedious/zealous amount of casting is to avoid -Wcast-align warnings. +template +struct ImChunkStream +{ + ImVector Buf; + + void clear() { Buf.clear(); } + bool empty() const { return Buf.Size == 0; } + int size() const { return Buf.Size; } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } + T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } + int chunk_size(const T* p) { return ((const int*)p)[-1]; } + T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } + int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } + T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } + void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } +}; + +// Helper: ImGuiTextIndex +// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API. +struct ImGuiTextIndex +{ + ImVector LineOffsets; + int EndOffset = 0; // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?) + + void clear() { LineOffsets.clear(); EndOffset = 0; } + int size() { return LineOffsets.Size; } + const char* get_line_begin(const char* base, int n) { return base + LineOffsets[n]; } + const char* get_line_end(const char* base, int n) { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); } + void append(const char* base, int old_size, int new_size); +}; + +// Helper: ImGuiStorage +IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key); +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList support +//----------------------------------------------------------------------------- + +// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. +// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693 +// Number of segments (N) is calculated using equation: +// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r +// Our equation is significantly simpler that one in the post thanks for choosing segment that is +// perpendicular to X axis. Follow steps in the article from this starting condition and you will +// will get this result. +// +// Rendering circles with an odd number of segments, while mathematically correct will produce +// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) +#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) + +// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'. +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI)))) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD)) + +// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle. +#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE +#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table. +#endif +#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. + +// Data shared between all ImDrawList instances +// Conceptually this could have been called e.g. ImDrawListSharedContext +// Typically one ImGui context would create and maintain one of this. +// You may want to create your own instance of you try to ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. +struct IMGUI_API ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas + ImFont* Font; // Current/default font (optional, for simplified AddText overload) + float FontSize; // Current/default font size (optional, for simplified AddText overload) + float FontScale; // Current/default font scale (== FontSize / Font->FontSize) + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() + float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + ImVector TempBuffer; // Temporary write buffer + + // Lookup tables + ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. + float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() + ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) + + ImDrawListSharedData(); + void SetCircleTessellationMaxError(float max_error); +}; + +struct ImDrawDataBuilder +{ + ImVector* Layers[2]; // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData. + ImVector LayerData1; + + ImDrawDataBuilder() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Data types support +//----------------------------------------------------------------------------- + +struct ImGuiDataVarInfo +{ + ImGuiDataType Type; + ImU32 Count; // 1+ + ImU32 Offset; // Offset in parent structure + void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } +}; + +struct ImGuiDataTypeStorage +{ + ImU8 Data[8]; // Opaque storage to fit any data up to ImGuiDataType_COUNT +}; + +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + +// Extend ImGuiDataType_ +enum ImGuiDataTypePrivate_ +{ + ImGuiDataType_Pointer = ImGuiDataType_COUNT + 1, + ImGuiDataType_ID, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Widgets support: flags, enums, data structures +//----------------------------------------------------------------------------- + +// Extend ImGuiItemFlags +// - input: PushItemFlag() manipulates g.CurrentItemFlags, g.NextItemData.ItemFlags, ItemAdd() calls may add extra flags too. +// - output: stored in g.LastItemData.ItemFlags +enum ImGuiItemFlagsPrivate_ +{ + // Controlled by user + ImGuiItemFlags_Disabled = 1 << 10, // false // Disable interactions (DOES NOT affect visuals. DO NOT mix direct use of this with BeginDisabled(). See BeginDisabled()/EndDisabled() for full disable feature, and github #211). + ImGuiItemFlags_ReadOnly = 1 << 11, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. + ImGuiItemFlags_MixedValue = 1 << 12, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, // false // Disable hoverable check in ItemHoverable() + ImGuiItemFlags_AllowOverlap = 1 << 14, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame. + ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, // false // Nav keyboard/gamepad mode doesn't disable hover highlight (behave as if NavHighlightItemUnderNav==false). + ImGuiItemFlags_NoMarkEdited = 1 << 16, // false // Skip calling MarkItemEdited() + + // Controlled by widget code + ImGuiItemFlags_Inputable = 1 << 20, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. + ImGuiItemFlags_HasSelectionUserData = 1 << 21, // false // Set by SetNextItemSelectionUserData() + ImGuiItemFlags_IsMultiSelect = 1 << 22, // false // Set by SetNextItemSelectionUserData() + + ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups, // Please don't change, use PushItemFlag() instead. + + // Obsolete + //ImGuiItemFlags_SelectableDontClosePopup = !ImGuiItemFlags_AutoClosePopups, // Can't have a redirect as we inverted the behavior +}; + +// Status flags for an already submitted item +// - output: stored in g.LastItemData.StatusFlags +enum ImGuiItemStatusFlags_ +{ + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid + ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. + ImGuiItemStatusFlags_Visible = 1 << 8, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()). + ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid. + ImGuiItemStatusFlags_HasShortcut = 1 << 10, // g.LastItemData.Shortcut valid. Set by SetNextItemShortcut() -> ItemAdd(). + + // Additional status + semantic for ImGuiTestEngine +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode) + ImGuiItemStatusFlags_Opened = 1 << 21, // Opened status + ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem) + ImGuiItemStatusFlags_Checked = 1 << 23, // Checked status + ImGuiItemStatusFlags_Inputable = 1 << 24, // Item is a text-inputable (e.g. InputText, SliderXXX, DragXXX) +#endif +}; + +// Extend ImGuiHoveredFlags_ +enum ImGuiHoveredFlagsPrivate_ +{ + ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay, + ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, + ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_, +}; + +// Extend ImGuiInputTextFlags_ +enum ImGuiInputTextFlagsPrivate_ +{ + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_MergedItem = 1 << 27, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. + ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, // For internal use by InputScalar() and TempInputScalar() +}; + +// Extend ImGuiButtonFlags_ +enum ImGuiButtonFlagsPrivate_ +{ + ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item + ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + //ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat -> use ImGuiItemFlags_ButtonRepeat instead. + ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable. + //ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press + //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModsAllowed = 1 << 16, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.ItemFlags) + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, +}; + +// Extend ImGuiComboFlags_ +enum ImGuiComboFlagsPrivate_ +{ + ImGuiComboFlags_CustomPreview = 1 << 20, // enable BeginComboPreview() +}; + +// Extend ImGuiSliderFlags_ +enum ImGuiSliderFlagsPrivate_ +{ + ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? + ImGuiSliderFlags_ReadOnly = 1 << 21, // Consider using g.NextItemData.ItemFlags |= ImGuiItemFlags_ReadOnly instead. +}; + +// Extend ImGuiSelectableFlags_ +enum ImGuiSelectableFlagsPrivate_ +{ + // NB: need to be in sync with last value of ImGuiSelectableFlags_ + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API. + ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem) + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, // Disable padding each side with ItemSpacing * 0.5f + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) +}; + +// Extend ImGuiTreeNodeFlags_ +enum ImGuiTreeNodeFlagsPrivate_ +{ + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader() + ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, for reversed trees (#6517) + ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow, +}; + +enum ImGuiSeparatorFlags_ +{ + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, // Make separator cover all columns of a legacy Columns() set. +}; + +// Flags for FocusWindow(). This is not called ImGuiFocusFlags to avoid confusion with public-facing ImGuiFocusedFlags. +// FIXME: Once we finishing replacing more uses of GetTopMostPopupModal()+IsWindowWithinBeginStackOf() +// and FindBlockingModal() with this, we may want to change the flag to be opt-out instead of opt-in. +enum ImGuiFocusRequestFlags_ +{ + ImGuiFocusRequestFlags_None = 0, + ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, // Find last focused child (if any) and focus it instead. + ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, // Do not set focus if the window is below a modal. +}; + +enum ImGuiTextFlags_ +{ + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, +}; + +enum ImGuiTooltipFlags_ +{ + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePrevious = 1 << 1, // Clear/ignore previously submitted tooltip (defaults to append) +}; + +// FIXME: this is in development, not exposed/functional as a generic feature yet. +// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiLayoutType_ +{ + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}; + +// Flags for LogBegin() text capturing function +enum ImGuiLogFlags_ +{ + ImGuiLogFlags_None = 0, + + ImGuiLogFlags_OutputTTY = 1 << 0, + ImGuiLogFlags_OutputFile = 1 << 1, + ImGuiLogFlags_OutputBuffer = 1 << 2, + ImGuiLogFlags_OutputClipboard = 1 << 3, + ImGuiLogFlags_OutputMask_ = ImGuiLogFlags_OutputTTY | ImGuiLogFlags_OutputFile | ImGuiLogFlags_OutputBuffer | ImGuiLogFlags_OutputClipboard, +}; + +// X/Y enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiAxis +{ + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}; + +enum ImGuiPlotType +{ + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram, +}; + +// Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; + +// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } +}; + +// Storage data for BeginComboPreview()/EndComboPreview() +struct IMGUI_API ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; + + ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); } +}; + +// Stacked storage data for BeginGroup()/EndGroup() +struct IMGUI_API ImGuiGroupData +{ + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupDeactivatedIdIsAlive; + bool BackupHoveredIdIsAlive; + bool BackupIsSameLine; + bool EmitItem; +}; + +// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. +struct IMGUI_API ImGuiMenuColumns +{ + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; // Always zero for now + ImU16 OffsetLabel; // Offsets are locked in Update() + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) + + ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); } + void Update(float spacing, bool window_reappearing); + float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark); + void CalcNextTotalWidth(bool update_offsets); +}; + +// Internal temporary state for deactivating InputText() instances. +struct IMGUI_API ImGuiInputTextDeactivatedState +{ + ImGuiID ID; // widget id owning the text state (which just got deactivated) + ImVector TextA; // text buffer + + ImGuiInputTextDeactivatedState() { memset(this, 0, sizeof(*this)); } + void ClearFreeMemory() { ID = 0; TextA.clear(); } +}; + +// Forward declare imstb_textedit.h structure + make its main configuration define accessible +#undef IMSTB_TEXTEDIT_STRING +#undef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_STRING ImGuiInputTextState +#define IMSTB_TEXTEDIT_CHARTYPE char +#define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +namespace ImStb { struct STB_TexteditState; } +typedef ImStb::STB_TexteditState ImStbTexteditState; + +// Internal state of the currently focused/edited text input box +// For a given item ID, access with ImGui::GetInputTextState() +struct IMGUI_API ImGuiInputTextState +{ + ImGuiContext* Ctx; // parent UI context (needs to be set explicitly by parent). + ImStbTexteditState* Stb; // State for stb_textedit.h + ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set. + ImGuiID ID; // widget id owning the text state + int TextLen; // UTF-8 length of the string in TextA (in bytes) + const char* TextSrc; // == TextA.Data unless read-only, in which case == buf passed to InputText(). Field only set and valid _inside_ the call InputText() call. + ImVector TextA; // main UTF8 buffer. TextA.Size is a buffer size! Should always be >= buf_size passed by user (and of course >= CurLenA + 1). + ImVector TextToRevertTo; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered) + ImVector CallbackTextBackup; // temporary storage for callback to support automatic reconcile of undo-stack + int BufCapacity; // end-user buffer capacity (include zero terminator) + ImVec2 Scroll; // horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y) + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + bool Edited; // edited this frame + bool WantReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version. + int ReloadSelectionStart; + int ReloadSelectionEnd; + + ImGuiInputTextState(); + ~ImGuiInputTextState(); + void ClearText() { TextLen = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextA.clear(); TextToRevertTo.clear(); } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + void OnCharPressed(unsigned int c); + + // Cursor & Selection + void CursorAnimReset(); + void CursorClamp(); + bool HasSelection() const; + void ClearSelection(); + int GetCursorPos() const; + int GetSelectionStart() const; + int GetSelectionEnd() const; + void SelectAll(); + + // Reload user buf (WIP #2890) + // If you modify underlying user-passed const char* while active you need to call this (InputText V2 may lift this) + // strcpy(my_buf, "hello"); + // if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item + // state->ReloadUserBufAndSelectAll(); + void ReloadUserBufAndSelectAll(); + void ReloadUserBufAndKeepSelection(); + void ReloadUserBufAndMoveToEnd(); +}; + +enum ImGuiWindowRefreshFlags_ +{ + ImGuiWindowRefreshFlags_None = 0, + ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, // [EXPERIMENTAL] Try to keep existing contents, USER MUST NOT HONOR BEGIN() RETURNING FALSE AND NOT APPEND. + ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, // [EXPERIMENTAL] Always refresh on hover + ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, // [EXPERIMENTAL] Always refresh on focus + // Refresh policy/frequency, Load Balancing etc. +}; + +enum ImGuiNextWindowDataFlags_ +{ + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 9, + ImGuiNextWindowDataFlags_HasViewport = 1 << 10, + ImGuiNextWindowDataFlags_HasDock = 1 << 11, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 12, +}; + +// Storage for SetNexWindow** functions +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + ImGuiChildFlags ChildFlags; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; // Override background alpha + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) + ImGuiWindowRefreshFlags RefreshFlagsVal; + + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } +}; + +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, + ImGuiNextItemDataFlags_HasRefVal = 1 << 3, + ImGuiNextItemDataFlags_HasStorageID = 1 << 4, +}; + +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags HasFlags; // Called HasFlags instead of Flags to avoid mistaking this + ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap and ImGuiItemFlags_HasSelectionUserData. + // Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem() + ImGuiID FocusScopeId; // Set by SetNextItemSelectionUserData() + ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) + float Width; // Set by SetNextItemWidth() + ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut() + ImGuiInputFlags ShortcutFlags; // Set by SetNextItemShortcut() + bool OpenVal; // Set by SetNextItemOpen() + ImU8 OpenCond; // Set by SetNextItemOpen() + ImGuiDataTypeStorage RefVal; // Not exposed yet, for ImGuiInputTextFlags_ParseEmptyAsRefVal + ImGuiID StorageId; // Set by SetNextItemStorageID() + + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; } + inline void ClearFlags() { HasFlags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! +}; + +// Status storage for the last submitted item +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags ItemFlags; // See ImGuiItemFlags_ (called 'InFlags' before v1.91.4). + ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ + ImRect Rect; // Full rectangle + ImRect NavRect; // Navigation scoring rectangle (not displayed) + // Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags are set. + ImRect DisplayRect; // Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) is set. + ImRect ClipRect; // Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasClipRect) is set.. + ImGuiKeyChord Shortcut; // Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasShortcut) is set.. + + ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } +}; + +// Store data emitted by TreeNode() for usage by TreePop() +// - To implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere: store the minimum amount of data +// which we can't infer in TreePop(), to perform the equivalent of NavApplyItemToResult(). +// Only stored when the node is a potential candidate for landing on a Left arrow jump. +struct ImGuiTreeNodeStackData +{ + ImGuiID ID; + ImGuiTreeNodeFlags TreeFlags; + ImGuiItemFlags ItemFlags; // Used for nav landing + ImRect NavRect; // Used for nav landing +}; + +// sizeof() = 20 +struct IMGUI_API ImGuiErrorRecoveryState +{ + short SizeOfWindowStack; + short SizeOfIDStack; + short SizeOfTreeStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; + + ImGuiErrorRecoveryState() { memset(this, 0, sizeof(*this)); } +}; + +// Data saved for each window pushed into the stack +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiErrorRecoveryState StackSizesInBegin; // Store size of various stacks for asserting + bool DisabledOverrideReenable; // Non-child window override disabled flag +}; + +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; + float InitialWidth; +}; + +struct ImGuiPtrOrIndex +{ + void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int Index; // Usually index in a main pool. + + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } +}; + +// Data used by IsItemDeactivated()/IsItemDeactivatedAfterEdit() functions +struct ImGuiDeactivatedItemData +{ + ImGuiID ID; + int ElapseFrame; + bool HasBeenEditedBefore; + bool IsAlive; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Popup support +//----------------------------------------------------------------------------- + +enum ImGuiPopupPositionPolicy +{ + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}; + +// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack) +struct ImGuiPopupData +{ + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* RestoreNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close + int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Inputs support +//----------------------------------------------------------------------------- + +// Bit array for named keys +typedef ImBitArray ImBitArrayForNamedKeys; + +// [Internal] Key ranges +#define ImGuiKey_LegacyNativeKey_BEGIN 0 +#define ImGuiKey_LegacyNativeKey_END 512 +#define ImGuiKey_Keyboard_BEGIN (ImGuiKey_NamedKey_BEGIN) +#define ImGuiKey_Keyboard_END (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_BEGIN (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_END (ImGuiKey_GamepadRStickDown + 1) +#define ImGuiKey_Mouse_BEGIN (ImGuiKey_MouseLeft) +#define ImGuiKey_Mouse_END (ImGuiKey_MouseWheelY + 1) +#define ImGuiKey_Aliases_BEGIN (ImGuiKey_Mouse_BEGIN) +#define ImGuiKey_Aliases_END (ImGuiKey_Mouse_END) + +// [Internal] Named shortcuts for Navigation +#define ImGuiKey_NavKeyboardTweakSlow ImGuiMod_Ctrl +#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift +#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1 +#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1 +#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown) +#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight) +#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft +#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp + +enum ImGuiInputEventType +{ + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}; + +enum ImGuiInputSource +{ + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them. + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_COUNT +}; + +// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension? +// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor' +struct ImGuiInputEventMousePos { float PosX, PosY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseWheel { float WheelX, WheelY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseButton { int Button; bool Down; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseViewport { ImGuiID HoveredViewportID; }; +struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; +struct ImGuiInputEventText { unsigned int Char; }; +struct ImGuiInputEventAppFocused { bool Focused; }; + +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + ImU32 EventId; // Unique, sequential increasing integer to identify an event (if you need to correlate them to other data). + union + { + ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos + ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel + ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton + ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport + ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key + ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text + ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus + }; + bool AddedByTestEngine; + + ImGuiInputEvent() { memset(this, 0, sizeof(*this)); } +}; + +// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior. +#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. +#define ImGuiKeyOwner_NoOwner ((ImGuiID)-1) // Require key to have no owner. +//#define ImGuiKeyOwner_None ImGuiKeyOwner_NoOwner // We previously called this 'ImGuiKeyOwner_None' but it was inconsistent with our pattern that _None values == 0 and quite dangerous. Also using _NoOwner makes the IsKeyPressed() calls more explicit. + +typedef ImS16 ImGuiKeyRoutingIndex; + +// Routing table entry (sizeof() == 16 bytes) +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. + ImU8 RoutingCurrScore; // [DEBUG] For debug display + ImU8 RoutingNextScore; // Lower is better (0: perfect score) + ImGuiID RoutingCurr; + ImGuiID RoutingNext; + + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; } +}; + +// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. +// Stored in main context (1 instance) +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[] + ImVector Entries; + ImVector EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer) + + ImGuiKeyRoutingTable() { Clear(); } + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); } +}; + +// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features) +// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData. +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame. + bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well. + + ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_NoOwner; LockThisFrame = LockUntilRelease = false; } +}; + +// Extend ImGuiInputFlags_ +// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlagsPrivate_ +{ + // Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut() + // - Repeat mode: Repeat rate selection + ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster + // - Repeat mode: Specify when repeating key pressed can be interrupted. + // - In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in. + ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior. + ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut) + ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod. + ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat + + // Flags for SetKeyOwner(), SetItemKeyOwner() + // - Locking key away from non-input aware code. Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary. + ImGuiInputFlags_LockThisFrame = 1 << 20, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. + ImGuiInputFlags_LockUntilRelease = 1 << 21, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. + + // - Condition for SetItemKeyOwner() + ImGuiInputFlags_CondHovered = 1 << 22, // Only set if item is hovered (default to both) + ImGuiInputFlags_CondActive = 1 << 23, // Only set if item is active (default to both) + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + + // [Internal] Mask of which function support which flags + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, + ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways, + ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow, + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, + ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_, + ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Clipper support +//----------------------------------------------------------------------------- + +// Note that Max is exclusive, so perhaps should be using a Begin/End convention. +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later) + ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices + ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices + + static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; } + static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; } +}; + +// Temporary clipper data, buffers shared/reused between instances +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector Ranges; + + ImGuiListClipperData() { memset(this, 0, sizeof(*this)); } + void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Navigation support +//----------------------------------------------------------------------------- + +enum ImGuiActivateFlags_ +{ + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key. + ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used. + ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) + ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request + ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function. +}; + +// Early work-in-progress API for ScrollToItem() +enum ImGuiScrollFlags_ +{ + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis] + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible] + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used] + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used] + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window) + ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to). + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, +}; + +enum ImGuiNavRenderCursorFlags_ +{ + ImGuiNavRenderCursorFlags_None = 0, + ImGuiNavRenderCursorFlags_Compact = 1 << 1, // Compact highlight, no padding/distance from focused item + ImGuiNavRenderCursorFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) even when g.NavCursorVisible == false, aka even when using the mouse. + ImGuiNavRenderCursorFlags_NoRounding = 1 << 3, +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiNavHighlightFlags_None = ImGuiNavRenderCursorFlags_None, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_Compact = ImGuiNavRenderCursorFlags_Compact, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_AlwaysDraw = ImGuiNavRenderCursorFlags_AlwaysDraw, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_NoRounding = ImGuiNavRenderCursorFlags_NoRounding, // Renamed in 1.91.4 +#endif +}; + +enum ImGuiNavMoveFlags_ +{ + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) + ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness + ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result + ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details) + ImGuiNavMoveFlags_IsTabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight + ImGuiNavMoveFlags_IsPageMove = 1 << 11, // Identify a PageDown/PageUp request. + ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item. + ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo + ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, // Do not alter the nav cursor visible state + ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, // (Experimental) Do not clear active id when applying move result +}; + +enum ImGuiNavLayer +{ + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt) + ImGuiNavLayer_COUNT +}; + +// Storage for navigation query/results +struct ImGuiNavItemData +{ + ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) + ImGuiID ID; // Init,Move // Best candidate item ID + ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID + ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space + ImGuiItemFlags ItemFlags; // ????,Move // Best candidate item flags + float DistBox; // Move // Best candidate box distance to current NavId + float DistCenter; // Move // Best candidate center distance to current NavId + float DistAxial; // Move // Best candidate axial distance to current NavId + ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionUserData() value. Valid if (ItemFlags & ImGuiItemFlags_HasSelectionUserData) + + ImGuiNavItemData() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; ItemFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } +}; + +// Storage for PushFocusScope(), g.FocusScopeStack[], g.NavFocusRoute[] +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Typing-select support +//----------------------------------------------------------------------------- + +// Flags for GetTypingSelectRequest() +enum ImGuiTypingSelectFlags_ +{ + ImGuiTypingSelectFlags_None = 0, + ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, // Backspace to delete character inputs. If using: ensure GetTypingSelectRequest() is not called more than once per frame (filter by e.g. focus state) + ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, // Allow "single char" search mode which is activated when pressing the same character multiple times. +}; + +// Returned by GetTypingSelectRequest(), designed to eventually be public. +struct IMGUI_API ImGuiTypingSelectRequest +{ + ImGuiTypingSelectFlags Flags; // Flags passed to GetTypingSelectRequest() + int SearchBufferLen; + const char* SearchBuffer; // Search buffer contents (use full string. unless SingleCharMode is set, in which case use SingleCharSize). + bool SelectRequest; // Set when buffer was modified this frame, requesting a selection. + bool SingleCharMode; // Notify when buffer contains same character repeated, to implement special mode. In this situation it preferred to not display any on-screen search indication. + ImS8 SingleCharSize; // Length in bytes of first letter codepoint (1 for ascii, 2-4 for UTF-8). If (SearchBufferLen==RepeatCharSize) only 1 letter has been input. +}; + +// Storage for GetTypingSelectRequest() +struct IMGUI_API ImGuiTypingSelectState +{ + ImGuiTypingSelectRequest Request; // User-facing data + char SearchBuffer[64]; // Search buffer: no need to make dynamic as this search is very transient. + ImGuiID FocusScope; + int LastRequestFrame = 0; + float LastRequestTime = 0.0f; + bool SingleCharModeLock = false; // After a certain single char repeat count we lock into SingleCharMode. Two benefits: 1) buffer never fill, 2) we can provide an immediate SingleChar mode without timer elapsing. + + ImGuiTypingSelectState() { memset(this, 0, sizeof(*this)); } + void Clear() { SearchBuffer[0] = 0; SingleCharModeLock = false; } // We preserve remaining data for easier debugging +}; + +//----------------------------------------------------------------------------- +// [SECTION] Columns support +//----------------------------------------------------------------------------- + +// Flags for internal's BeginColumns(). This is an obsolete API. Prefer using BeginTable() nowadays! +enum ImGuiOldColumnFlags_ +{ + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, // Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, + //ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, + //ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, + //ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, + //ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, + //ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize, +#endif +}; + +struct ImGuiOldColumnData +{ + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; // Not exposed + ImRect ClipRect; + + ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } +}; + +struct ImGuiOldColumns +{ + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x + float LineMinY, LineMaxY; + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() + ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() + ImVector Columns; + ImDrawListSplitter Splitter; + + ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Box-select support +//----------------------------------------------------------------------------- + +struct ImGuiBoxSelectState +{ + // Active box-selection data (persistent, 1 active at a time) + ImGuiID ID; + bool IsActive; + bool IsStarting; + bool IsStartedFromVoid; // Starting click was not from an item. + bool IsStartedSetNavIdOnce; + bool RequestClear; + ImGuiKeyChord KeyMods : 16; // Latched key-mods for box-select logic. + ImVec2 StartPosRel; // Start position in window-contents relative space (to support scrolling) + ImVec2 EndPosRel; // End position in window-contents relative space + ImVec2 ScrollAccum; // Scrolling accumulator (to behave at high-frame spaces) + ImGuiWindow* Window; + + // Temporary/Transient data + bool UnclipMode; // (Temp/Transient, here in hot area). Set/cleared by the BeginMultiSelect()/EndMultiSelect() owning active box-select. + ImRect UnclipRect; // Rectangle where ItemAdd() clipping may be temporarily disabled. Need support by multi-select supporting widgets. + ImRect BoxSelectRectPrev; // Selection rectangle in absolute coordinates (derived every frame from BoxSelectStartPosRel and MousePos) + ImRect BoxSelectRectCurr; + + ImGuiBoxSelectState() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-select support +//----------------------------------------------------------------------------- + +// We always assume that -1 is an invalid value (which works for indices and pointers) +#define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1) + +// Temporary storage for multi-select +struct IMGUI_API ImGuiMultiSelectTempData +{ + ImGuiMultiSelectIO IO; // MUST BE FIRST FIELD. Requests are set and returned by BeginMultiSelect()/EndMultiSelect() + written to by user during the loop. + ImGuiMultiSelectState* Storage; + ImGuiID FocusScopeId; // Copied from g.CurrentFocusScopeId (unless another selection scope was pushed manually) + ImGuiMultiSelectFlags Flags; + ImVec2 ScopeRectMin; + ImVec2 BackupCursorMaxPos; + ImGuiSelectionUserData LastSubmittedItem; // Copy of last submitted item data, used to merge output ranges. + ImGuiID BoxSelectId; + ImGuiKeyChord KeyMods; + ImS8 LoopRequestSetAll; // -1: no operation, 0: clear all, 1: select all. + bool IsEndIO; // Set when switching IO from BeginMultiSelect() to EndMultiSelect() state. + bool IsFocused; // Set if currently focusing the selection scope (any item of the selection). May be used if you have custom shortcut associated to selection. + bool IsKeyboardSetRange; // Set by BeginMultiSelect() when using Shift+Navigation. Because scrolling may be affected we can't afford a frame of lag with Shift+Navigation. + bool NavIdPassedBy; + bool RangeSrcPassedBy; // Set by the item that matches RangeSrcItem. + bool RangeDstPassedBy; // Set by the item that matches NavJustMovedToId when IsSetRange is set. + + ImGuiMultiSelectTempData() { Clear(); } + void Clear() { size_t io_sz = sizeof(IO); ClearIO(); memset((void*)(&IO + 1), 0, sizeof(*this) - io_sz); } // Zero-clear except IO as we preserve IO.Requests[] buffer allocation. + void ClearIO() { IO.Requests.resize(0); IO.RangeSrcItem = IO.NavIdItem = ImGuiSelectionUserData_Invalid; IO.NavIdSelected = IO.RangeSrcReset = false; } +}; + +// Persistent storage for multi-select (as long as selection is alive) +struct IMGUI_API ImGuiMultiSelectState +{ + ImGuiWindow* Window; + ImGuiID ID; + int LastFrameActive; // Last used frame-count, for GC. + int LastSelectionSize; // Set by BeginMultiSelect() based on optional info provided by user. May be -1 if unknown. + ImS8 RangeSelected; // -1 (don't have) or true/false + ImS8 NavIdSelected; // -1 (don't have) or true/false + ImGuiSelectionUserData RangeSrcItem; // + ImGuiSelectionUserData NavIdItem; // SetNextItemSelectionUserData() value for NavId (if part of submitted items) + + ImGuiMultiSelectState() { Window = NULL; ID = 0; LastFrameActive = LastSelectionSize = 0; RangeSelected = NavIdSelected = -1; RangeSrcItem = NavIdItem = ImGuiSelectionUserData_Invalid; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Docking support +//----------------------------------------------------------------------------- + +#define DOCKING_HOST_DRAW_CHANNEL_BG 0 // Dock host: background fill +#define DOCKING_HOST_DRAW_CHANNEL_FG 1 // Dock host: decorations and contents + +#ifdef IMGUI_HAS_DOCK + +// Extend ImGuiDockNodeFlags_ +enum ImGuiDockNodeFlagsPrivate_ +{ + // [Internal] + ImGuiDockNodeFlags_DockSpace = 1 << 10, // Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. + ImGuiDockNodeFlags_CentralNode = 1 << 11, // Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor. + ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back. + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Saved // Disable window/docking menu (that one that appears instead of the collapse button) + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Saved // Disable close button + ImGuiDockNodeFlags_NoResizeX = 1 << 16, // // + ImGuiDockNodeFlags_NoResizeY = 1 << 17, // // + ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, // // Any docked window will be automatically be focus-route chained (window->ParentWindowForFocusRoute set to this) so Shortcut() in this window can run when any docked window is focused. + + // Disable docking/undocking actions in this dockspace or individual node (existing docked nodes will be preserved) + // Those are not exposed in public because the desirable sharing/inheriting/copy-flag-on-split behaviors are quite difficult to design and understand. + // The two public flags ImGuiDockNodeFlags_NoDockingOverCentralNode/ImGuiDockNodeFlags_NoDockingSplit don't have those issues. + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, // // Disable this node from splitting other windows/nodes. + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, // // Disable other windows/nodes from being docked over this node. + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, // // Disable this node from being docked over another window or non-empty node. + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, // // Disable this node from being docked over an empty node (e.g. DockSpace with no other windows) + ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther, + + // Masks + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + + // When splitting, those local flags are moved to the inheriting child, never duplicated + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, +}; + +// Store the source authority (dock node vs window) of a field +enum ImGuiDataAuthority_ +{ + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window, +}; + +enum ImGuiDockNodeState +{ + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible, +}; + +// sizeof() 156~192 +struct IMGUI_API ImGuiDockNode +{ + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) + ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node + ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows + ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows) + ImGuiDockNodeState State; + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. + ImVector Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order. + ImGuiTabBar* TabBar; + ImVec2 Pos; // Current position + ImVec2 Size; // Current size + ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size. + ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y) + ImGuiWindowClass WindowClass; // [Root node only] + ImU32 LastBgColor; + + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window. + ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node. + ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy. + int CountNodeWithWindows; // [Root node only] + int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly + int LastFrameActive; // Last frame number the node was updated. + int LastFrameFocused; // Last frame number the node was focused. + ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. + ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected. + ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window. + ImGuiID RefViewportId; // Reference viewport ID from visible window when HostWindow == NULL. + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) + bool IsFocused :1; + bool IsBgDrawnThisFrame :1; + bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one. + bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; + bool WantCloseAll :1; // Set when closing all tabs at once. + bool WantLockSizeOnce :1; + bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; + + ImGuiDockNode(ImGuiID id); + ~ImGuiDockNode(); + bool IsRootNode() const { return ParentNode == NULL; } + bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; } + bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; } + bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; } + bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle + bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar + bool IsSplitNode() const { return ChildNodes[0] != NULL; } + bool IsLeafNode() const { return ChildNodes[0] == NULL; } + bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + + void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); } + void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; } +}; + +// List of colors that are stored at the time of Begin() into Docked Windows. +// We currently store the packed colors in a simple array window->DockStyle.Colors[]. +// A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow, +// but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame. +enum ImGuiWindowDockStyleCol +{ + ImGuiWindowDockStyleCol_Text, + ImGuiWindowDockStyleCol_TabHovered, + ImGuiWindowDockStyleCol_TabFocused, + ImGuiWindowDockStyleCol_TabSelected, + ImGuiWindowDockStyleCol_TabSelectedOverline, + ImGuiWindowDockStyleCol_TabDimmed, + ImGuiWindowDockStyleCol_TabDimmedSelected, + ImGuiWindowDockStyleCol_TabDimmedSelectedOverline, + ImGuiWindowDockStyleCol_COUNT +}; + +// We don't store style.Alpha: dock_node->LastBgColor embeds it and otherwise it would only affect the docking tab, which intuitively I would say we don't want to. +struct ImGuiWindowDockStyle +{ + ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; +}; + +struct ImGuiDockContext +{ + ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes + ImVector Requests; + ImVector NodesSettings; + bool WantFullRebuild; + ImGuiDockContext() { memset(this, 0, sizeof(*this)); } +}; + +#endif // #ifdef IMGUI_HAS_DOCK + +//----------------------------------------------------------------------------- +// [SECTION] Viewport support +//----------------------------------------------------------------------------- + +// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) +// Every instance of ImGuiViewport is in fact a ImGuiViewportP. +struct ImGuiViewportP : public ImGuiViewport +{ + ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) + int Idx; + int LastFrameActive; // Last frame number this viewport was activated by a window + int LastFocusedStampCount; // Last stamp number from when a window hosted by this viewport was focused (by comparing this value between two viewport we have an implicit viewport z-order we use as fallback) + ImGuiID LastNameHash; + ImVec2 LastPos; + ImVec2 LastSize; + float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) + float LastAlpha; + bool LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused. + short PlatformMonitor; + int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used + ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; + + // Per-viewport work area + // - Insets are >= 0.0f values, distance from viewport corners to work area. + // - BeginMainMenuBar() and DockspaceOverViewport() tend to use work area to avoid stepping over existing contents. + // - Generally 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + ImVec2 WorkInsetMin; // Work Area inset locked for the frame. GetWorkRect() always fits within GetMainRect(). + ImVec2 WorkInsetMax; // " + ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset + ImVec2 BuildWorkInsetMax; // " + + ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } + ~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); } + void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } + + // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) + ImVec2 CalcWorkRectPos(const ImVec2& inset_min) const { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); } + ImVec2 CalcWorkRectSize(const ImVec2& inset_min, const ImVec2& inset_max) const { return ImVec2(ImMax(0.0f, Size.x - inset_min.x - inset_max.x), ImMax(0.0f, Size.y - inset_min.y - inset_max.y)); } + void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkInsetMin); WorkSize = CalcWorkRectSize(WorkInsetMin, WorkInsetMax); } // Update public fields + + // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) + ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } + ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkInsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkInsetMin, BuildWorkInsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Settings support +//----------------------------------------------------------------------------- + +// Windows data saved in imgui.ini file +// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily. +// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure) +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. + ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. + ImGuiID ClassId; // ID of window class if specified + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + bool Collapsed; + bool IsChild; + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + bool WantDelete; // Set to invalidate/delete the settings entry + + ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); DockOrder = -1; } + char* GetName() { return (char*)(this + 1); } +}; + +struct ImGuiSettingsHandler +{ + const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' + ImGuiID TypeHash; // == ImHashStr(TypeName) + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order) + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order) + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' + void* UserData; + + ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Localization support +//----------------------------------------------------------------------------- + +// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack. +enum ImGuiLocKey : int +{ + ImGuiLocKey_VersionStr, + ImGuiLocKey_TableSizeOne, + ImGuiLocKey_TableSizeAllFit, + ImGuiLocKey_TableSizeAllDefault, + ImGuiLocKey_TableResetOrder, + ImGuiLocKey_WindowingMainMenuBar, + ImGuiLocKey_WindowingPopup, + ImGuiLocKey_WindowingUntitled, + ImGuiLocKey_OpenLink_s, + ImGuiLocKey_CopyLink, + ImGuiLocKey_DockingHideTabBar, + ImGuiLocKey_DockingHoldShiftToDock, + ImGuiLocKey_DockingDragToUndockOrMoveNode, + ImGuiLocKey_COUNT +}; + +struct ImGuiLocEntry +{ + ImGuiLocKey Key; + const char* Text; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Error handling, State recovery support +//----------------------------------------------------------------------------- + +// Macros used by Recoverable Error handling +// - Only dispatch error if _EXPR: evaluate as assert (similar to an assert macro). +// - The message will always be a string literal, in order to increase likelihood of being display by an assert handler. +// - See 'Demo->Configuration->Error Handling' and ImGuiIO definitions for details on error handling. +// - Read https://github.com/ocornut/imgui/wiki/Error-Handling for details on error handling. +#ifndef IM_ASSERT_USER_ERROR +#define IM_ASSERT_USER_ERROR(_EXPR,_MSG) do { if (!(_EXPR) && ImGui::ErrorLog(_MSG)) { IM_ASSERT((_EXPR) && _MSG); } } while (0) // Recoverable User Error +#endif + +// The error callback is currently not public, as it is expected that only advanced users will rely on it. +typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const char* msg); // Function signature for g.ErrorCallback + +//----------------------------------------------------------------------------- +// [SECTION] Metrics, Debug Tools +//----------------------------------------------------------------------------- + +// See IMGUI_DEBUG_LOG() and IMGUI_DEBUG_LOG_XXX() macros. +enum ImGuiDebugLogFlags_ +{ + // Event types + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventError = 1 << 0, // Error submitted by IM_ASSERT_USER_ERROR() + ImGuiDebugLogFlags_EventActiveId = 1 << 1, + ImGuiDebugLogFlags_EventFocus = 1 << 2, + ImGuiDebugLogFlags_EventPopup = 1 << 3, + ImGuiDebugLogFlags_EventNav = 1 << 4, + ImGuiDebugLogFlags_EventClipper = 1 << 5, + ImGuiDebugLogFlags_EventSelection = 1 << 6, + ImGuiDebugLogFlags_EventIO = 1 << 7, + ImGuiDebugLogFlags_EventFont = 1 << 8, + ImGuiDebugLogFlags_EventInputRouting = 1 << 9, + ImGuiDebugLogFlags_EventDocking = 1 << 10, + ImGuiDebugLogFlags_EventViewport = 1 << 11, + + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, + ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY + ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, // Also send output to Test Engine +}; + +struct ImGuiDebugAllocEntry +{ + int FrameCount; + ImS16 AllocCount; + ImS16 FreeCount; +}; + +struct ImGuiDebugAllocInfo +{ + int TotalAllocCount; // Number of call to MemAlloc(). + int TotalFreeCount; + ImS16 LastEntriesIdx; // Current index in buffer + ImGuiDebugAllocEntry LastEntriesBuf[6]; // Track last 6 frames that had allocations + + ImGuiDebugAllocInfo() { memset(this, 0, sizeof(*this)); } +}; + +struct ImGuiMetricsConfig +{ + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowWindowsRects = false; + bool ShowWindowsBeginOrder = false; + bool ShowTablesRects = false; + bool ShowDrawCmdMesh = true; + bool ShowDrawCmdBoundingBoxes = true; + bool ShowTextEncodingViewer = false; + bool ShowAtlasTintedWithTextColor = false; + bool ShowDockingNodes = false; + int ShowWindowsRectsType = -1; + int ShowTablesRectsType = -1; + int HighlightMonitorIdx = -1; + ImGuiID HighlightViewportID = 0; +}; + +struct ImGuiStackLevelInfo +{ + ImGuiID ID; + ImS8 QueryFrameCount; // >= 1: Query in progress + bool QuerySuccess; // Obtained result from DebugHookIdInfo() + ImGuiDataType DataType : 8; + char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed. + + ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } +}; + +// State for ID Stack tool queries +struct ImGuiIDStackTool +{ + int LastActiveFrame; + int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level + ImGuiID QueryId; // ID to query details for + ImVector Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; + + ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Generic context hooks +//----------------------------------------------------------------------------- + +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }; + +struct ImGuiContextHook +{ + ImGuiID HookId; // A unique ID assigned by AddContextHook() + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; + + ImGuiContextHook() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiContext (main Dear ImGui context) +//----------------------------------------------------------------------------- + +struct ImGuiContext +{ + bool Initialized; + bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() + ImGuiConfigFlags ConfigFlagsLastFrame; + ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() + float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. + float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. + float FontScale; // == FontSize / Font->FontSize + float CurrentDpiScale; // Current window/viewport DpiScale == CurrentViewport->DpiScale + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + ImGuiID WithinEndChildID; // Set within EndChild() + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool GcCompactAll; // Request full GC + bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() + void* TestEngine; // Test engine user data + char ContextName[16]; // Storage for a context name (to facilitate debugging multi-context setups) + + // Inputs + ImVector InputEventsQueue; // Input events which will be trickled/written into IO structure. + ImVector InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail. + ImGuiMouseSource InputEventsNextMouseSource; + ImU32 InputEventsNextEventId; + + // Windows state + ImVector Windows; // Windows, sorted in display order, back to front + ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. + ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child + ImVector CurrentWindowStack; + ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* + int WindowsActiveCount; // Number of unique windows submitted by frame + ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING). + ImGuiID DebugBreakInWindow; // Set to break in Begin() call. + ImGuiWindow* CurrentWindow; // Window being drawn into + ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. + ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiWindow* HoveredWindowBeforeClear; // Window the mouse is hovering. Filled even with _NoMouse. This is currently useful for multi-context compositors. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree. + ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. + ImVec2 WheelingWindowRefMousePos; + int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL + int WheelingWindowScrolledFrame; + float WheelingWindowReleaseTimer; + ImVec2 WheelingWindowWheelRemainder; + ImVec2 WheelingAxisAvg; + + // Item/widgets state and tracking information + ImGuiID DebugDrawIdConflicts; // Set when we detect multiple items with the same identifier + ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] + ImGuiID HoveredId; // Hovered widget, filled during the frame + ImGuiID HoveredIdPreviousFrame; + int HoveredIdPreviousFrameItemCount; // Count numbers of items using the same ID as last frame's hovered id + float HoveredIdTimer; // Measure contiguous hovering time + float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active + bool HoveredIdAllowOverlap; + bool HoveredIdIsDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. + bool ItemUnclipByLog; // Disable ItemAdd() clipping, essentially a memory-locality friendly copy of LogEnabled + ImGuiID ActiveId; // Active widget + ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) + float ActiveIdTimer; + bool ActiveIdIsJustActivated; // Set at the time of activation for one frame + bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused. + bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. + bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. + bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdFromShortcut; + int ActiveIdMouseButton : 8; + ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad + ImGuiID ActiveIdPreviousFrame; + ImGuiDeactivatedItemData DeactivatedItemData; + ImGuiDataTypeStorage ActiveIdValueOnActivation; // Backup of initial value at the time of activation. ONLY SET BY SPECIFIC WIDGETS: DragXXX and SliderXXX. + ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. + float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. + + // Key/Input Ownership + Shortcut Routing system + // - The idea is that instead of "eating" a given key, we can link to an owner. + // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. + // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame(). + double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic) + double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic) + double LastKeyboardKeyPressTime; // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed. + ImBitArrayForNamedKeys KeysMayBeCharInput; // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (this is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations) + ImGuiKeyChord DebugBreakInShortcutRouting; // Set to break in SetShortcutRouting()/Shortcut() calls. + //ImU32 ActiveIdUsingNavInputMask; // [OBSOLETE] Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes --> 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' + + // Next window/item data + ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId. + ImGuiItemFlags CurrentItemFlags; // Value for currently appending items == g.ItemFlagsStack.back() + ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + bool DebugShowGroupRects; + + // Shared stacks + ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() + ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() + ImVector OpenPopupStack; // Which popups are open (persistent) + ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImVectorTreeNodeStack; // Stack for TreeNode() + + // Viewports + ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. + ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information. + ImRect PlatformMonitorsFullWorkRect; // Bounding box of all platform monitors + int ViewportCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int PlatformWindowsCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int ViewportFocusedStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter + + // Keyboard/Gamepad Navigation + bool NavCursorVisible; // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move. + bool NavHighlightItemUnderNav; // Disable mouse hovering highlight. Highlight navigation focused item instead of mouse hovered item. + //bool NavDisableHighlight; // Old name for !g.NavCursorVisible before 1.91.4 (2024/10/18). OPPOSITE VALUE (g.NavDisableHighlight == !g.NavCursorVisible) + //bool NavDisableMouseHover; // Old name for g.NavHighlightItemUnderNav before 1.91.1 (2024/10/18) this was called When user starts using keyboard/gamepad, we hide mouse hovering highlight until mouse is touched again. + bool NavMousePosDirty; // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default) + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid + ImGuiID NavId; // Focused item for navigation + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' + ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope) + ImGuiNavLayer NavLayer; // Focused layer (main scrolling layer, or menu/title bar layer) + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() + ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) + ImGuiActivateFlags NavActivateFlags; + ImVector NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain. + ImGuiID NavHighlightActivatedId; + float NavHighlightActivatedTimer; + ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse + ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data. + ImS8 NavCursorHideFrames; + + // Navigation: Init & Move Requests + bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() + bool NavInitRequest; // Init request for appearing window to select first item + bool NavInitRequestFromMove; + ImGuiNavItemData NavInitResult; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) + bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame() + bool NavMoveScoringItems; // Move request submitted, still scoring incoming items + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyChord NavMoveKeyMods; + ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? + ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. + ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted + int NavScoringDebugCount; // Metrics for debugging + int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id + int NavTabbingCounter; // >0 when counting items for tabbing + ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy + + // Navigation: record of last move request + ImGuiID NavJustMovedFromFocusScopeId; // Just navigated from this focus scope id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). + ImGuiKeyChord NavJustMovedToKeyMods; + bool NavJustMovedToIsTabbing; // Copy of ImGuiNavMoveFlags_IsTabbing. Maybe we should store whole flags. + bool NavJustMovedToHasSelectionData; // Copy of move result's ItemFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData. + + // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) + ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828) + ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X) + ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! + ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. + ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + ImGuiKey NavWindowingToggleKey; + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; + + // Render + float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) + + // Drag and Drop + bool DragDropActive; + bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source. + bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target. + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) + ImRect DragDropTargetClipRect; // Store ClipRect at the time of item's drawing + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) + ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) + ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) + int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source + ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press. + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size + unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads + + // Clipper + int ClipperTempDataStacked; + ImVector ClipperTempData; + + // Tables + ImGuiTable* CurrentTable; + ImGuiID DebugBreakInTable; // Set to break in BeginTable() call. + int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) + ImVector TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) + ImPool Tables; // Persistent table data + ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) + ImVector DrawChannelsTempMergeBuffer; + + // Tab bars + ImGuiTabBar* CurrentTabBar; + ImPool TabBars; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; + + // Multi-Select state + ImGuiBoxSelectState BoxSelectState; + ImGuiMultiSelectTempData* CurrentMultiSelect; + int MultiSelectTempDataStacked; // Temporary multi-select data size (because we leave previous instances undestructed, we generally don't use MultiSelectTempData.Size) + ImVector MultiSelectTempData; + ImPool MultiSelectStorage; + + // Hover Delay system + ImGuiID HoverItemDelayId; + ImGuiID HoverItemDelayIdPreviousFrame; + float HoverItemDelayTimer; // Currently used by IsItemHovered() + float HoverItemDelayClearTimer; // Currently used by IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared. + ImGuiID HoverItemUnlockedStationaryId; // Mouse has once been stationary on this item. Only reset after departing the item. + ImGuiID HoverWindowUnlockedStationaryId; // Mouse has once been stationary on this window. Only reset after departing the window. + + // Mouse state + ImGuiMouseCursor MouseCursor; + float MouseStationaryTimer; // Time the mouse has been stationary (with some loose heuristic) + ImVec2 MouseLastValidPos; + + // Widget state + ImGuiInputTextState InputTextState; + ImGuiInputTextDeactivatedState InputTextDeactivatedState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types + int BeginMenuDepth; + int BeginComboDepth; + ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets + ImGuiID ColorEditCurrentID; // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others). + ImGuiID ColorEditSavedID; // ID we are saving/restoring HS for + float ColorEditSavedHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditSavedSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips + ImU32 ColorEditSavedColor; // RGB value with alpha set to 0. + ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + ImGuiComboPreviewData ComboPreviewData; + ImRect WindowResizeBorderExpectedRect; // Expected border rect, switch to relative edit if moving + bool WindowResizeRelativeMode; + short ScrollbarSeekMode; // 0: scroll to clicked location, -1/+1: prev/next page. + float ScrollbarClickDeltaToGrabCenter; // When scrolling to mouse location: distance between mouse and center of grab box, normalized in parent space. + float SliderGrabClickOffset; + float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. + bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? + bool DragCurrentAccumDirty; + float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings + float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio + float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() + short DisabledStackSize; + short TooltipOverrideCount; + ImGuiWindow* TooltipPreviousWindow; // Window of last tooltip submitted during the frame + ImVector ClipboardHandlerData; // If no custom clipboard handler is defined + ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once + ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest() + + // Platform support + ImGuiPlatformImeData PlatformImeData; // Data updated by current frame + ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler. + ImGuiID PlatformImeViewport; + + // Extensions + // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? + ImGuiDockContext DockContext; + void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + + // Settings + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries + ImChunkStream SettingsTables; // ImGuiTable .ini settings entries + ImVector Hooks; // Hooks for extensions (e.g. test engine) + ImGuiID HookIdNext; // Next available HookId + + // Localization + const char* LocalizationTable[ImGuiLocKey_COUNT]; + + // Capture/Logging + bool LogEnabled; // Currently capturing + ImGuiLogFlags LogFlags; // Capture flags/type + ImGuiWindow* LogWindow; + ImFileHandle LogFile; // If != NULL log to stdout/ file + ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + + // Error Handling + ImGuiErrorCallback ErrorCallback; // = NULL. May be exposed in public API eventually. + void* ErrorCallbackUserData; // = NULL + ImVec2 ErrorTooltipLockedPos; + bool ErrorFirst; + int ErrorCountCurrentFrame; // [Internal] Number of errors submitted this frame. + ImGuiErrorRecoveryState StackSizesInNewFrame; // [Internal] + ImGuiErrorRecoveryState*StackSizesInBeginForCurrentWindow; // [Internal] + + // Debug Tools + // (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.) + int DebugDrawIdConflictsCount; // Locked count (preserved when holding CTRL) + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + ImGuiTextIndex DebugLogIndex; + int DebugLogSkippedErrors; + ImGuiDebugLogFlags DebugLogAutoDisableFlags; + ImU8 DebugLogAutoDisableFrames; + ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above. + bool DebugBreakInLocateId; // Debug break in ItemAdd() call for g.DebugLocateId. + ImGuiKeyChord DebugBreakKeyChord; // = ImGuiKey_Pause + ImS8 DebugBeginReturnValueCullDepth; // Cycle between 0..9 then wrap around. + bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) + ImU8 DebugItemPickerMouseButton; + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID + float DebugFlashStyleColorTime; + ImVec4 DebugFlashStyleColorBackup; + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiIDStackTool DebugIDStackTool; + ImGuiDebugAllocInfo DebugAllocInfo; + ImGuiDockNode* DebugHoveredDockNode; // Hovered dock node. + + // Misc + float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames.. + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1. + int WantCaptureKeyboardNextFrame; // " + int WantTextInputNextFrame; + ImVector TempBuffer; // Temporary text buffer + char TempKeychordName[64]; + + ImGuiContext(ImFontAtlas* shared_font_atlas); +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiWindowTempData, ImGuiWindow +//----------------------------------------------------------------------------- + +// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. +// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..) +// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin) +struct IMGUI_API ImGuiWindowTempData +{ + // Layout + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. + ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame. + ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame. + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). + float PrevLineTextBaseOffset; + bool IsSameLine; + bool IsSetPos; + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area. + + // Keyboard/Gamepad navigation + ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) + short NavLayersActiveMask; // Which layers have been written to (result from previous frame) + short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) + bool NavIsScrollPushableX; // Set when current work location may be scrolled horizontally when moving left / right. This is generally always true UNLESS within a column. + bool NavHideHighlightOneFrame; + bool NavWindowHasScrollY; // Set per window when scrolling can be used (== ScrollMax.y > 0.0f) + + // Miscellaneous + bool MenuBarAppending; // FIXME: Remove this + ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement + int TreeDepth; // Current tree depth. + ImU32 TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary. + ImVector ChildWindows; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) + ImGuiOldColumns* CurrentColumns; // Current columns set + int CurrentTableIdx; // Current table index (into g.Tables) + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + ImU32 ModalDimBgColor; + + // Local parameters stacks + // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. + float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). + float TextWrapPos; // Current text wrap pos. + ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) + ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) +}; + +// Storage for one window +struct IMGUI_API ImGuiWindow +{ + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + char* Name; // Window name, owned by the window. + ImGuiID ID; // == ImHashStr(Name) + ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ + ImGuiChildFlags ChildFlags; // Set when window is a child window. See enum ImGuiChildFlags_ + ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() + ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. + ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) + ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive) + int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor + ImVec2 Pos; // Position (always rounded-up to nearest pixel) + ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) + ImVec2 SizeFull; // Size when non collapsed + ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. + float WindowBorderSize; // Window border size at the time of Begin(). + float TitleBarHeight, MenuBarHeight; // Note that those used to be function before 2024/05/28. If you have old code calling TitleBarHeight() you can change it to TitleBarHeight. + float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin(). + float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y). + float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes). + int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! + ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID TabId; // == window->GetID("#TAB") + ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) + ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) + ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered + ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold + ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? + bool ViewportOwned; + bool Active; // Set to true on Begin(), unless Collapsed + bool WasActive; + bool WriteAccessed; // Set to true when any widget access the current window + bool Collapsed; // Set when collapsing window to become only title-bar + bool WantCollapseToggle; + bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool SkipRefresh; // [EXPERIMENTAL] Reuse previous frame drawn contents, Begin() returns false. + bool Appearing; // Set during the frame where the window is appearing (or re-appearing) + bool Hidden; // Do not display (== HiddenFrames*** > 0) + bool IsFallbackWindow; // Set on the "Debug##Default" window. + bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked() + bool HasCloseButton; // Set when the window has a close button (p_open != NULL) + signed char ResizeBorderHovered; // Current border being hovered for resize (-1: none, otherwise 0-3) + signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) + short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) + short BeginCountPreviousFrame; // Number of Begin() during the previous frame + short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. + short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. + ImS8 AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames + ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size + ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only + ImS8 DisableInputsFrames; // Disable window interactions for N frames + ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. + ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. + ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() use. + ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) + ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. + + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) + ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. + + // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. + ImVec2ih HitTestHoleOffset; + + int LastFrameActive; // Last frame number the window was Active. + int LastFrameJustFocused; // Last frame number the window was made Focused. + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector ColumnsStorage; + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() + float FontDpiScale; + int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) + + ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL. + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. + ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. + ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes. + ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. + ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document) + + ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) + ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; // Preferred X/Y position updated when moving on a given axis, reset to FLT_MAX. + ImGuiID NavRootFocusScopeId; // Focus Scope ID at the time of Begin() + + int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; // Set when window extraneous data have been garbage collected + + // Docking + bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1). + bool DockNodeIsVisible :1; + bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected? + bool DockTabWantClose :1; + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + ImGuiWindowDockStyle DockStyle; + ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden. + ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) + ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; + +public: + ImGuiWindow(ImGuiContext* context, const char* name); + ~ImGuiWindow(); + + ImGuiID GetID(const char* str, const char* str_end = NULL); + ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); + ImGuiID GetIDFromPos(const ImVec2& p_abs); + ImGuiID GetIDFromRectangle(const ImRect& r_abs); + + // We don't use g.FontSize because the window may be != g.CurrentWindow. + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + float CalcFontSize() const { ImGuiContext& g = *Ctx; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tab bar, Tab item support +//----------------------------------------------------------------------------- + +// Extend ImGuiTabBarFlags_ +enum ImGuiTabBarFlagsPrivate_ +{ + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22, // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs +}; + +// Extend ImGuiTabItemFlags_ +enum ImGuiTabItemFlagsPrivate_ +{ + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) + ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button + ImGuiTabItemFlags_Unsorted = 1 << 22, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. +}; + +// Storage for one active tab item (sizeof() 48 bytes) +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. + int LastFrameVisible; + int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance + float Offset; // Position relative to beginning of tab + float Width; // Width currently displayed + float ContentWidth; // Width of label, stored during BeginTabItem() call + float RequestedWidth; // Width optionally requested by caller, -1.0f is unused + ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable + ImS16 IndexDuringLayout; // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions. + bool WantClose; // Marked as closed by SetTabItemClosed() + + ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } +}; + +// Storage for a tab bar (sizeof() 160 bytes) +struct IMGUI_API ImGuiTabBar +{ + ImGuiWindow* Window; + ImVector Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; // Zero for tab-bars used by docking + ImGuiID SelectedTabId; // Selected tab/window + ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar + float WidthAllTabs; // Actual width of all tabs (locked during layout) + float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + float SeparatorMinX; + float SeparatorMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame + ImS16 TabsActiveCount; // Number of tabs submitted this frame. + ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() + float ItemSpacingY; + ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. + + ImGuiTabBar(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Table support +//----------------------------------------------------------------------------- + +#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. +#define IMGUI_TABLE_MAX_COLUMNS 512 // May be further lifted + +// Our current column maximum is 64 but we may raise that in the future. +typedef ImS16 ImGuiTableColumnIdx; +typedef ImU16 ImGuiTableDrawChannelIdx; + +// [Internal] sizeof() ~ 112 +// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. +// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping. +// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped". +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_ + float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space. + float MinX; // Absolute positions + float MaxX; + float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() + float WidthAuto; // Automatic width + float WidthMax; // Maximum width (FIXME: overwritten by each instance) + float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. + float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). + ImRect ClipRect; // Clipping rectangle for the column + ImGuiID UserID; // Optional, value passed to TableSetupColumn() + float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column + float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2) + float ItemWidth; // Current item width for the column, preserved across rows + float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width. + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; // Offset into parent ColumnsNames[] + ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users) + ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder) + ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column + ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column + ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort + ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers) + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows + bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0 + bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling). + bool IsUserEnabledNextFrame; + bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). + bool IsVisibleY; + bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not. + bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen). + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte + ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit + ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem + ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3) + ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each) + ImU8 SortDirectionsAvailList; // Ordered list of available sort directions (2-bits each, total 8-bits) + + ImGuiTableColumn() + { + memset(this, 0, sizeof(*this)); + StretchWeight = WidthRequest = -1.0f; + NameOffset = -1; + DisplayOrder = IndexWithinEnabledSet = -1; + PrevEnabledColumn = NextEnabledColumn = -1; + SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1; + } +}; + +// Transient cell data stored per row. +// sizeof() ~ 6 bytes +struct ImGuiTableCellData +{ + ImU32 BgColor; // Actual color + ImGuiTableColumnIdx Column; // Column number +}; + +// Parameters for TableAngledHeadersRowEx() +// This may end up being refactored for more general purpose. +// sizeof() ~ 12 bytes +struct ImGuiTableHeaderData +{ + ImGuiTableColumnIdx Index; // Column index + ImU32 TextColor; + ImU32 BgColor0; + ImU32 BgColor1; +}; + +// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?) +// sizeof() ~ 24 bytes +struct ImGuiTableInstanceData +{ + ImGuiID TableInstanceID; + float LastOuterHeight; // Outer height from last frame + float LastTopHeadersRowHeight; // Height of first consecutive header rows from last frame (FIXME: this is used assuming consecutive headers are in same frozen set) + float LastFrozenHeight; // Height of frozen section from last frame + int HoveredRowLast; // Index of row which was hovered last frame. + int HoveredRowNext; // Index of row hovered this frame, set after encountering it. + + ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastTopHeadersRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; } +}; + +// sizeof() ~ 592 bytes + heap allocs described in TableBeginInitMemory() +struct IMGUI_API ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] + ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] + ImSpan Columns; // Point within RawData[] + ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) + ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. + ImBitArrayPtr EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map + ImBitArrayPtr EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data + ImBitArrayPtr VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) + ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order) + int SettingsOffset; // Offset in g.SettingsTables + int LastFrameActive; + int ColumnsCount; // Number of columns declared in BeginTable() + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched. + ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with + float RowPosY1; + float RowPosY2; + float RowMinHeight; // Height submitted to TableNextRow() + float RowCellPaddingY; // Top and bottom padding. Reloaded during row change. + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_ + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this. + ImU32 RowBgColor[2]; // Background color override for current row. + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; // Padding from each borders. Locked in BeginTable()/Layout. + float CellSpacingX1; // Spacing between non-bordered cells. Locked in BeginTable()/Layout. + float CellSpacingX2; + float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. + float ColumnsGivenWidth; // Sum of current column width + float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window + float ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). + ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries + ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped + ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. + ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. + ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() + ImGuiWindow* OuterWindow; // Parent window for the table + ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) + ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names + ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly + ImGuiTableInstanceData InstanceDataFirst; + ImVector InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns using fixed width (<= ColumnsCount) + ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() + ImGuiTableColumnIdx AngledHeadersCount; // Count columns with angled headers + ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! + ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). + ImGuiTableColumnIdx HighlightColumnHeader; // Index of column which should be highlighted. + ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. + ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. + ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. + ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. + ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) + ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 + ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. + ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. + ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. + ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. + ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot + ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count + ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count + ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row + ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. + bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. + bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). + bool DisableDefaultContextMenu; // Disable default context menu contents. You may submit your own using TableBeginContextMenuPopup()/EndPopup() + bool IsSettingsRequestLoad; + bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. + bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; // Set when we got past the frozen row. + bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() + bool IsActiveIdAliveBeforeTable; + bool IsActiveIdInTable; + bool HasScrollbarYCurr; // Whether ANY instance of this table had a vertical scrollbar during the current frame. + bool HasScrollbarYPrev; // Whether ANY instance of this table had a vertical scrollbar during the previous. + bool MemoryCompacted; + bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis + + ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } + ~ImGuiTable() { IM_FREE(RawData); } +}; + +// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). +// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. +// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. +// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs. +// sizeof() ~ 136 bytes. +struct IMGUI_API ImGuiTableTempData +{ + int TableIndex; // Index in g.Tables.Buf[] pool + float LastTimeActive; // Last timestamp this structure was used + float AngledHeadersExtraWidth; // Used in EndTable() + ImVector AngledHeadersRequests; // Used in TableAngledHeadersRow() + + ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() + ImDrawListSplitter DrawSplitter; + + ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() + ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() + ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() + ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() + ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() + ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() + float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() + int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() + + ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } +}; + +// sizeof() ~ 12 +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImU8 IsEnabled : 1; // "Visible" in ini file + ImU8 IsStretch : 1; + + ImGuiTableColumnSettings() + { + WidthOrWeight = 0.0f; + UserID = 0; + Index = -1; + DisplayOrder = SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + IsEnabled = 1; + IsStretch = 0; + } +}; + +// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.) +struct ImGuiTableSettings +{ + ImGuiID ID; // Set to 0 to invalidate/delete the setting + ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..) + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + + ImGuiTableSettings() { memset(this, 0, sizeof(*this)); } + ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGui internal API +// No guarantee of forward compatibility here! +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Windows + // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) + // If this ever crashes because g.CurrentWindow is NULL, it means that either: + // - ImGui::NewFrame() has never been called, which is illegal. + // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. + IMGUI_API ImGuiIO& GetIOEx(ImGuiContext* ctx); + IMGUI_API ImGuiPlatformIO& GetPlatformIOEx(ImGuiContext* ctx); + inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } + inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } + IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); + IMGUI_API ImGuiWindow* FindWindowByName(const char* name); + IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); + IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window); + IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy); + IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); + IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); + inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } // You may also use SetNextWindowClass()'s FocusRouteParentWindowId field. + inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } + inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } + inline ImVec2 WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); } + inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); } + + // Windows: Display Order and Focus Order + IMGUI_API void FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window); + IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window); + IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); + + // Windows: Idle, Refresh Policies [EXPERIMENTAL] + IMGUI_API void SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags); + + // Fonts, drawing + IMGUI_API void SetCurrentFont(ImFont* font); + inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } + IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list); + + // Init + IMGUI_API void Initialize(); + IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + + // NewFrame + IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); + IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window); + IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock); + IMGUI_API void UpdateMouseMovingWindowNewFrame(); + IMGUI_API void UpdateMouseMovingWindowEndFrame(); + + // Generic context hooks + IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); + IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); + IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); + + // Viewports + IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size); + IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); + IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); + IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport); + IMGUI_API ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos); + + // Settings + IMGUI_API void MarkIniSettingsDirty(); + IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); + IMGUI_API void ClearIniSettings(); + IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler); + IMGUI_API void RemoveSettingsHandler(const char* type_name); + IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + + // Settings - Windows + IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByID(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByWindow(ImGuiWindow* window); + IMGUI_API void ClearWindowSettings(const char* name); + + // Localization + IMGUI_API void LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count); + inline const char* LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : "*Missing Text*"; } + + // Scrolling + IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); + + // Early work-in-progress API (ScrollToItem() will become public) + IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0); + IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); + IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); +//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); } +//#endif + + // Basic Accessors + inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } + inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.ItemFlags; } + inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } + inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } + IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void ClearActiveID(); + IMGUI_API ImGuiID GetHoveredID(); + IMGUI_API void SetHoveredID(ImGuiID id); + IMGUI_API void KeepAliveID(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. + IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes) + IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed); + IMGUI_API ImGuiID GetIDWithSeed(int n, ImGuiID seed); + + // Basic Helpers for widget code + IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); + inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min. + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); + IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags); + IMGUI_API bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0); + IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); + IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); + IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); + IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); + IMGUI_API void PushMultiItemsWidths(int components, float width_full); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + + // Parameter stacks (shared) + IMGUI_API const ImGuiDataVarInfo* GetStyleVarInfo(ImGuiStyleVar idx); + IMGUI_API void BeginDisabledOverrideReenable(); + IMGUI_API void EndDisabledOverrideReenable(); + + // Logging/Capture + IMGUI_API void LogBegin(ImGuiLogFlags flags, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); + + // Childs + IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags); + + // Popups, Modals + IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags); + IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); + IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsExceptModals(); + IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); + IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); + IMGUI_API ImGuiWindow* GetTopMostPopupModal(); + IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); + IMGUI_API ImGuiWindow* FindBlockingModal(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); + + // Tooltips + IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginTooltipHidden(); + + // Menus + IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); + IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true); + IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true); + + // Combos + IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); + IMGUI_API bool BeginComboPreview(); + IMGUI_API void EndComboPreview(); + + // Keyboard/Gamepad Navigation + IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API void NavInitRequestApplyResult(); + IMGUI_API bool NavMoveRequestButNoResultYet(); + IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); + IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data); + IMGUI_API void NavMoveRequestCancel(); + IMGUI_API void NavMoveRequestApplyResult(); + IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavHighlightActivated(ImGuiID id); + IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis); + IMGUI_API void SetNavCursorVisibleAfterMove(); + IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX(); + IMGUI_API void SetNavWindow(ImGuiWindow* window); + IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + IMGUI_API void SetNavFocusScope(ImGuiID focus_scope_id); + + // Focus/Activation + // This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are + // much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones. + IMGUI_API void FocusItem(); // Focus last item (no selection/activation). + IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again. + + // Inputs + // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } + inline bool IsNamedKeyOrMod(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super; } + inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } + inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; } + inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } + inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; } + inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } + inline bool IsLRModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } + ImGuiKeyChord FixupKeyChord(ImGuiKeyChord key_chord); + inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key) + { + if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl; + if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift; + if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt; + if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper; + return key; + } + + IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key); + inline ImGuiKeyData* GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); } + IMGUI_API const char* GetKeyChordName(ImGuiKeyChord key_chord); + inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); } + IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); + IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down); + IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); + IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate); + IMGUI_API void TeleportMousePos(const ImVec2& pos); + IMGUI_API void SetActiveIdUsingAllKeyboardKeys(); + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } + + // [EXPERIMENTAL] Low-Level: Key/Input Ownership + // - The idea is that instead of "eating" a given input, we can link to an owner id. + // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead). + // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. + // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0). + // - Input ownership is automatically released on the frame after a key is released. Therefore: + // - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case). + // - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover). + // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state. + // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step. + // Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved. + IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key); + IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' + inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } + + // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership + // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag. + // - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0) + // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'. + // Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. + // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API. + IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat. + IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id); + + // Shortcut Testing & Routing + // - Set Shortcut() and SetNextItemShortcut() in imgui.h + // - When a policy (except for ImGuiInputFlags_RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(), + // allowing the system to decide where to route the input among other route-aware calls. + // (* using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key) and bypassing route registration and check) + // - When using one of the routing option: + // - The default route is ImGuiInputFlags_RouteFocused (accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.) + // - Routes are requested given a chord (key + modifiers) and a routing policy. + // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame. + // - Each route may be granted to a single owner. When multiple requests are made we have policies to select the winning route (e.g. deep most window). + // - Multiple read sites may use the same owner id can all access the granted route. + // - When owner_id is 0 we use the current Focus Scope ID as a owner ID in order to identify our location. + // - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute() + // e.g. if you have a tool window associated to a document, and you want document shortcuts to run when the tool is focused. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); + IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); // owner_id needs to be explicit and cannot be 0 + IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); + IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); + + // Docking + // (some functions are only declared in imgui.cpp, see Docking section) + IMGUI_API void DockContextInitialize(ImGuiContext* ctx); + IMGUI_API void DockContextShutdown(ImGuiContext* ctx); + IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all + IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx); + IMGUI_API void DockContextEndFrame(ImGuiContext* ctx); + IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx); + IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); + IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); + IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true); + IMGUI_API void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); + IMGUI_API ImGuiDockNode*DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); + IMGUI_API void DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node); + IMGUI_API void DockNodeEndAmendTabBar(); + inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } + inline bool DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; } + inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } + inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); } + inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; } + IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); + IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); + IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window); + IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window); + IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); + + // Docking - Builder function needs to be generally called before the node is used/submitted. + // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability. + // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame. + // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode(). + // You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API. + // - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node. + // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure + // to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable. + // - Call DockBuilderFinish() after you are done. + IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); + IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); + inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; } + IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0); + IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows + IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true); + IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id). + IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); + IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); + IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node. + IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs); + IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs); + IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); + IMGUI_API void DockBuilderFinish(ImGuiID node_id); + + // [EXPERIMENTAL] Focus Scope + // This is generally used to identify a unique input location (for e.g. a selection set) + // There is one per window (automatically set in Begin), but: + // - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set. + // So in order to identify a set multiple lists in same window may each need a focus scope. + // If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope() + // - Shortcut routing also use focus scope as a default location identifier if an owner is not provided. + // We don't use the ID Stack for this as it is common to want them separate. + IMGUI_API void PushFocusScope(ImGuiID id); + IMGUI_API void PopFocusScope(); + inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope() + + // Drag and Drop + IMGUI_API bool IsDragDropActive(); + IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API void ClearDragDrop(); + IMGUI_API bool IsDragDropPayloadBeingAccepted(); + IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect); + + // Typing-Select API + // (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature) + // (this is currently not documented nor used by main library, but should work. See "widgets_typingselect" in imgui_test_suite for usage code. Please let us know if you use this!) + IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None); + IMGUI_API int TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data); + + // Box-Select API + IMGUI_API bool BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags); + IMGUI_API void EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags); + + // Multi-Select API + IMGUI_API void MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags); + IMGUI_API void MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed); + IMGUI_API void MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected); + IMGUI_API void MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item); + inline ImGuiBoxSelectState* GetBoxSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.BoxSelectState.ID == id && g.BoxSelectState.IsActive) ? &g.BoxSelectState : NULL; } + inline ImGuiMultiSelectState* GetMultiSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return g.MultiSelectStorage.GetByKey(id); } + + // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) + IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); + IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns + IMGUI_API void PushColumnClipRect(int column_index); + IMGUI_API void PushColumnsBackground(); + IMGUI_API void PopColumnsBackground(); + IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); + IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset); + + // Tables: Candidates for public API + IMGUI_API void TableOpenContextMenu(int column_n = -1); + IMGUI_API void TableSetColumnWidth(int column_n, float width); + IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); + IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet. + IMGUI_API float TableGetHeaderRowHeight(); + IMGUI_API float TableGetHeaderAngledMaxLabelWidth(); + IMGUI_API void TablePushBackgroundChannel(); + IMGUI_API void TablePopBackgroundChannel(); + IMGUI_API void TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count); + + // Tables: Internals + inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } + IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); + IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); + IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); + IMGUI_API void TableBeginApplyRequests(ImGuiTable* table); + IMGUI_API void TableSetupDrawChannels(ImGuiTable* table); + IMGUI_API void TableUpdateLayout(ImGuiTable* table); + IMGUI_API void TableUpdateBorders(ImGuiTable* table); + IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); + IMGUI_API void TableDrawBorders(ImGuiTable* table); + IMGUI_API void TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display); + IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table); + IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); + inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; } + inline ImGuiID TableGetInstanceID(ImGuiTable* table, int instance_no) { return TableGetInstanceData(table, instance_no)->TableInstanceID; } + IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); + IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); + IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); + IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API void TableBeginRow(ImGuiTable* table); + IMGUI_API void TableEndRow(ImGuiTable* table); + IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n); + IMGUI_API void TableEndCell(ImGuiTable* table); + IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); + IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); + IMGUI_API ImGuiID TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no = 0); + IMGUI_API float TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); + IMGUI_API void TableRemove(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); + IMGUI_API void TableGcCompactSettings(); + + // Tables: Settings + IMGUI_API void TableLoadSettings(ImGuiTable* table); + IMGUI_API void TableSaveSettings(ImGuiTable* table); + IMGUI_API void TableResetSettings(ImGuiTable* table); + IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); + IMGUI_API void TableSettingsAddSettingsHandler(); + IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); + IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); + + // Tab Bars + inline ImGuiTabBar* GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; } + IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); + IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order); + IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); + IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar); + inline int TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); } + IMGUI_API const char* TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window); + IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset); + IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos); + IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker); + IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window); + IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); + IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); + + // Render helpers + // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. + // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) + IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); + IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); + IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders = true, float rounding = 0.0f); + IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); + IMGUI_API void RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None); // Navigation highlight +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None) { RenderNavCursor(bb, id, flags); } // Renamed in 1.91.4 +#endif + IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. + IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); + + // Render helpers (those functions don't access any ImGui state!) + IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); + IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); + IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); + IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); + IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold); + + // Widgets + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0); + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f); + IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width); + IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); + IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); + + // Widgets: Window Decorations + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags draw_rounding_flags = 0); + IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners + IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); + + // Widgets low-level behaviors + IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); + + // Widgets: Tree Nodes + IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API void TreePushOverrideID(ImGuiID id); + IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id); + IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool open); + IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging. + + // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. + // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). + // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " + template IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); + template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); + + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty = NULL); + IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); + IMGUI_API bool DataTypeIsZero(ImGuiDataType data_type, const void* p_data); + + // InputText + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API void InputTextDeactivateHook(ImGuiID id); + IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); + IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active + IMGUI_API void SetNextItemRefVal(ImGuiDataType data_type, void* p_data); + + // Color + IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); + + // Plot + IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg); + + // Shade functions (write over already created vertices) + IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); + IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + IMGUI_API void ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out); + + // Garbage collection + IMGUI_API void GcCompactTransientMiscBuffers(); + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + + // Error handling, State Recovery + IMGUI_API bool ErrorLog(const char* msg); + IMGUI_API void ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out); + IMGUI_API void ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + IMGUI_API void ErrorCheckEndFrameFinalizeErrorTooltip(); + IMGUI_API bool BeginErrorTooltip(); + IMGUI_API void EndErrorTooltip(); + + // Debug Tools + IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free + IMGUI_API void DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end); + IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time! + IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time! + IMGUI_API void DebugLocateItemResolveWithLastItem(); + IMGUI_API void DebugBreakClearData(); + IMGUI_API bool DebugBreakButton(const char* label, const char* description_of_location); + IMGUI_API void DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location); + IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); + IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); + IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label); + IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); + IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); + IMGUI_API void DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph); + IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); + IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); + IMGUI_API void DebugNodeTable(ImGuiTable* table); + IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); + IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state); + IMGUI_API void DebugNodeTypingSelectState(ImGuiTypingSelectState* state); + IMGUI_API void DebugNodeMultiSelectState(ImGuiMultiSelectState* state); + IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); + IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); + IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); + IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); + IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx); + IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list); + IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); + + // Obsolete functions +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 + //inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 + //inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity! + + // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister(): + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' + //inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + //inline void FocusableItemUnregister(ImGuiWindow* window) // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem +#endif + +} // namespace ImGui + + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas internal API +//----------------------------------------------------------------------------- + +// This structure is likely to evolve as we add support for incremental atlas updates. +// Conceptually this could be in ImGuiPlatformIO, but we are far from ready to make this public. +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; + +// Helper for font builder +#ifdef IMGUI_ENABLE_STB_TRUETYPE +IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); +#endif +IMGUI_API void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); +IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); +IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); +IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); + +//----------------------------------------------------------------------------- +// [SECTION] Test Engine specific hooks (imgui_test_engine) +//----------------------------------------------------------------------------- + +#ifdef IMGUI_ENABLE_TEST_ENGINE +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, ImGuiID id, const ImRect& bb, const ImGuiLastItemData* item_data); // item_data may be NULL +extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id); + +// In IMGUI_VERSION_NUM >= 18934: changed IMGUI_TEST_ENGINE_ITEM_ADD(bb,id) to IMGUI_TEST_ENGINE_ITEM_ADD(id,bb,item_data); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _ID, _BB, _ITEM_DATA) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#else +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_tables.cpp b/src/main/imgui/imgui_tables.cpp new file mode 100644 index 0000000..efef5ff --- /dev/null +++ b/src/main/imgui/imgui_tables.cpp @@ -0,0 +1,4499 @@ +// dear imgui, v1.91.7 +// (tables and columns code) + +/* + +Index of this file: + +// [SECTION] Commentary +// [SECTION] Header mess +// [SECTION] Tables: Main code +// [SECTION] Tables: Simple accessors +// [SECTION] Tables: Row changes +// [SECTION] Tables: Columns changes +// [SECTION] Tables: Columns width management +// [SECTION] Tables: Drawing +// [SECTION] Tables: Sorting +// [SECTION] Tables: Headers +// [SECTION] Tables: Context Menu +// [SECTION] Tables: Settings (.ini data) +// [SECTION] Tables: Garbage Collection +// [SECTION] Tables: Debugging +// [SECTION] Columns, BeginColumns, EndColumns, etc. + +*/ + +// Navigating this file: +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. + +//----------------------------------------------------------------------------- +// [SECTION] Commentary +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical tables call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - BeginTable() user begin into a table +// | BeginChild() - (if ScrollX/ScrollY is set) +// | TableBeginInitMemory() - first time table is used +// | TableResetSettings() - on settings reset +// | TableLoadSettings() - on settings load +// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests +// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame) +// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width +// - TableSetupColumn() user submit columns details (optional) +// - TableSetupScrollFreeze() user submit scroll freeze information (optional) +//----------------------------------------------------------------------------- +// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). +// | TableSetupDrawChannels() - setup ImDrawList channels +// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission +// | TableBeginContextMenuPopup() +// | - TableDrawDefaultContextMenu() - draw right-click context menu contents +//----------------------------------------------------------------------------- +// - TableHeadersRow() or TableHeader() user submit a headers row (optional) +// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction +// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu +// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers) +// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow()) +// | TableEndRow() - finish existing row +// | TableBeginRow() - add a new row +// - TableSetColumnIndex() / TableNextColumn() user begin into a cell +// | TableEndCell() - close existing column/cell +// | TableBeginCell() - enter into current column/cell +// - [...] user emit contents +//----------------------------------------------------------------------------- +// - EndTable() user ends the table +// | TableDrawBorders() - draw outer borders, inner vertical borders +// | TableMergeDrawChannels() - merge draw channels if clipping isn't required +// | EndChild() - (if ScrollX/ScrollY is set) +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// TABLE SIZING +//----------------------------------------------------------------------------- +// (Read carefully because this is subtle but it does make sense!) +//----------------------------------------------------------------------------- +// About 'outer_size': +// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags. +// Default value is ImVec2(0.0f, 0.0f). +// X +// - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge. +// - outer_size.x > 0.0f -> Set Fixed width. +// Y with ScrollX/ScrollY disabled: we output table directly in current window +// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful if parent window can vertically scroll. +// - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set) +// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtendY is set) +// Y with ScrollX/ScrollY enabled: using a child window for scrolling +// - outer_size.y < 0.0f -> Bottom-align. Not meaningful if parent window can vertically scroll. +// - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window. +// - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis. +//----------------------------------------------------------------------------- +// Outer size is also affected by the NoHostExtendX/NoHostExtendY flags. +// Important to note how the two flags have slightly different behaviors! +// - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. +// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. +// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height. +// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not useful and not easily noticeable). +//----------------------------------------------------------------------------- +// About 'inner_width': +// With ScrollX disabled: +// - inner_width -> *ignored* +// With ScrollX enabled: +// - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird +// - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns. +// - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space! +//----------------------------------------------------------------------------- +// Details: +// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept +// of "available space" doesn't make sense. +// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding +// of what the value does. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// COLUMNS SIZING POLICIES +// (Reference: ImGuiTableFlags_SizingXXX flags and ImGuiTableColumnFlags_WidthXXX flags) +//----------------------------------------------------------------------------- +// About overriding column sizing policy and width/weight with TableSetupColumn(): +// We use a default parameter of -1 for 'init_width'/'init_weight'. +// - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic +// - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom +// - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f +// - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom +// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f) +// and you can fit a 100.0f wide item in it without clipping and with padding honored. +//----------------------------------------------------------------------------- +// About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag) +// - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width +// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width +// - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f +// - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents +// Default Width and default Weight can be overridden when calling TableSetupColumn(). +//----------------------------------------------------------------------------- +// About mixing Fixed/Auto and Stretch columns together: +// - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! +// that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. +// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents. +// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weights/widths. +//----------------------------------------------------------------------------- +// About using column width: +// If a column is manually resizable or has a width specified with TableSetupColumn(): +// - you may use GetContentRegionAvail().x to query the width available in a given column. +// - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. +// If the column is not resizable and has no width specified with TableSetupColumn(): +// - its width will be automatic and be set to the max of items submitted. +// - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN). +// - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN). +//----------------------------------------------------------------------------- + + +//----------------------------------------------------------------------------- +// TABLES CLIPPING/CULLING +//----------------------------------------------------------------------------- +// About clipping/culling of Rows in Tables: +// - For large numbers of rows, it is recommended you use ImGuiListClipper to submit only visible rows. +// ImGuiListClipper is reliant on the fact that rows are of equal height. +// See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. +// - Note that auto-resizing columns don't play well with using the clipper. +// By default a table with _ScrollX but without _Resizable will have column auto-resize. +// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed. +//----------------------------------------------------------------------------- +// About clipping/culling of Columns in Tables: +// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing +// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know +// it is not going to contribute to row height. +// In many situations, you may skip submitting contents for every column but one (e.g. the first one). +// - Case A: column is not hidden by user, and at least partially in sight (most common case). +// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output. +// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). +// +// [A] [B] [C] +// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() returns false, user can skip submitting items but only if the column doesn't contribute to row height. +// SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. +// ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. +// ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway). +// +// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. +// However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer. +//----------------------------------------------------------------------------- +// About clipping/culling of whole Tables: +// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // intptr_t + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wstrict-overflow" +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Main code +//----------------------------------------------------------------------------- +// - TableFixFlags() [Internal] +// - TableFindByID() [Internal] +// - BeginTable() +// - BeginTableEx() [Internal] +// - TableBeginInitMemory() [Internal] +// - TableBeginApplyRequests() [Internal] +// - TableSetupColumnFlags() [Internal] +// - TableUpdateLayout() [Internal] +// - TableUpdateBorders() [Internal] +// - EndTable() +// - TableSetupColumn() +// - TableSetupScrollFreeze() +//----------------------------------------------------------------------------- + +// Configuration +static const int TABLE_DRAW_CHANNEL_BG0 = 0; +static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1; +static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel) +static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. +static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. +static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. + +// Helper +inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window) +{ + // Adjust flags: set default sizing policy + if ((flags & ImGuiTableFlags_SizingMask_) == 0) + flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame; + + // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame + if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableFlags_NoKeepColumnsVisible; + + // Adjust flags: enforce borders when resizable + if (flags & ImGuiTableFlags_Resizable) + flags |= ImGuiTableFlags_BordersInnerV; + + // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on + if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) + flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY); + + // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody + if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize) + flags &= ~ImGuiTableFlags_NoBordersInBody; + + // Adjust flags: disable saved settings if there's nothing to save + if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0) + flags |= ImGuiTableFlags_NoSavedSettings; + + // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) + if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings) + flags |= ImGuiTableFlags_NoSavedSettings; + + return flags; +} + +ImGuiTable* ImGui::TableFindByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.Tables.GetByKey(id); +} + +// Read about "TABLE SIZING" at the top of this file. +bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiID id = GetID(str_id); + return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width); +} + +bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* outer_window = GetCurrentWindow(); + if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. + return false; + + // Sanity checks + IM_ASSERT(columns_count > 0 && columns_count < IMGUI_TABLE_MAX_COLUMNS); + if (flags & ImGuiTableFlags_ScrollX) + IM_ASSERT(inner_width >= 0.0f); + + // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve. + // FIXME: coarse clipping because access to table data causes two issues: + // - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine. + // - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers. + // The side-effects of accessing table data on coarse clip would be: + // - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations. + // - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[]. + const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; + const ImVec2 avail_size = GetContentRegionAvail(); + const ImVec2 actual_outer_size = ImTrunc(CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f)); + const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); + const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows! + if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size) + { + ItemSize(outer_rect); + ItemAdd(outer_rect, id); + return false; + } + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInTable == id) + IM_DEBUG_BREAK(); + + // Acquire storage for the table + ImGuiTable* table = g.Tables.GetOrAddByKey(id); + + // Acquire temporary buffers + const int table_idx = g.Tables.GetIndex(table); + if (++g.TablesTempDataStacked > g.TablesTempData.Size) + g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData()); + ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1]; + temp_data->TableIndex = table_idx; + table->DrawSplitter = &table->TempData->DrawSplitter; + table->DrawSplitter->Clear(); + + // Fix flags + table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0; + flags = TableFixFlags(flags, outer_window); + + // Initialize + const int previous_frame_active = table->LastFrameActive; + const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1; + const ImGuiTableFlags previous_flags = table->Flags; + table->ID = id; + table->Flags = flags; + table->LastFrameActive = g.FrameCount; + table->OuterWindow = table->InnerWindow = outer_window; + table->ColumnsCount = columns_count; + table->IsLayoutLocked = false; + table->InnerWidth = inner_width; + temp_data->UserOuterSize = outer_size; + + // Instance data (for instance 0, TableID == TableInstanceID) + ImGuiID instance_id; + table->InstanceCurrent = (ImS16)instance_no; + if (instance_no > 0) + { + IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); + if (table->InstanceDataExtra.Size < instance_no) + table->InstanceDataExtra.push_back(ImGuiTableInstanceData()); + instance_id = GetIDWithSeed(instance_no, GetIDWithSeed("##Instances", NULL, id)); // Push "##Instances" followed by (int)instance_no in ID stack. + } + else + { + instance_id = id; + } + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->TableInstanceID = instance_id; + + // When not using a child window, WorkRect.Max will grow as we append contents. + if (use_child_window) + { + // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent + // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing) + ImVec2 override_content_size(FLT_MAX, FLT_MAX); + if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY)) + override_content_size.y = FLT_MIN; + + // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and + // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align + // based on the right side of the child window work rect, which would require knowing ahead if we are going to + // have decoration taking horizontal spaces (typically a vertical scrollbar). + if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f) + override_content_size.x = inner_width; + + if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX) + SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); + + // Reset scroll if we are reactivating it + if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) == 0) + SetNextWindowScroll(ImVec2(0.0f, 0.0f)); + + // Create scrolling region (without border and zero window padding) + ImGuiWindowFlags child_window_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; + BeginChildEx(name, instance_id, outer_rect.GetSize(), ImGuiChildFlags_None, child_window_flags); + table->InnerWindow = g.CurrentWindow; + table->WorkRect = table->InnerWindow->WorkRect; + table->OuterRect = table->InnerWindow->Rect(); + table->InnerRect = table->InnerWindow->InnerRect; + IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); + + // Allow submitting when host is measuring + if (table->InnerWindow->SkipItems && outer_window_is_measuring_size) + table->InnerWindow->SkipItems = false; + + // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned) + if (instance_no == 0) + { + table->HasScrollbarYPrev = table->HasScrollbarYCurr; + table->HasScrollbarYCurr = false; + } + table->HasScrollbarYCurr |= table->InnerWindow->ScrollbarY; + } + else + { + // For non-scrolling tables, WorkRect == OuterRect == InnerRect. + // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). + table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; + table->HasScrollbarYPrev = table->HasScrollbarYCurr = false; + } + + // Push a standardized ID for both child-using and not-child-using tables + PushOverrideID(id); + if (instance_no > 0) + PushOverrideID(instance_id); // FIXME: Somehow this is not resolved by stack-tool, even tho GetIDWithSeed() submitted the symbol. + + // Backup a copy of host window members we will modify + ImGuiWindow* inner_window = table->InnerWindow; + table->HostIndentX = inner_window->DC.Indent.x; + table->HostClipRect = inner_window->ClipRect; + table->HostSkipItems = inner_window->SkipItems; + temp_data->HostBackupWorkRect = inner_window->WorkRect; + temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; + temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; + temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; + temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; + temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; + temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth; + temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; + inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + + // Make borders not overlap our contents by offsetting HostClipRect (#6765, #7428, #3752) + // (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the + // limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap + // problem only affect scrolling tables in this case we can get away with doing it without extra cost). + if (inner_window != outer_window) + { + // FIXME: Because inner_window's Scrollbar doesn't know about border size, since it's not encoded in window->WindowBorderSize, + // it already overlaps it and doesn't need an extra offset. Ideally we should be able to pass custom border size with + // different x/y values to BeginChild(). + if (flags & ImGuiTableFlags_BordersOuterV) + { + table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x); + if (inner_window->DecoOuterSizeX2 == 0.0f) + table->HostClipRect.Max.x = ImMax(table->HostClipRect.Max.x - TABLE_BORDER_SIZE, table->HostClipRect.Min.x); + } + if (flags & ImGuiTableFlags_BordersOuterH) + { + table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y); + if (inner_window->DecoOuterSizeY2 == 0.0f) + table->HostClipRect.Max.y = ImMax(table->HostClipRect.Max.y - TABLE_BORDER_SIZE, table->HostClipRect.Min.y); + } + } + + // Padding and Spacing + // - None ........Content..... Pad .....Content........ + // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | + // - PadInner ........Content.. Pad | Pad ..Content........ + // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad | + const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0; + const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true; + const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f; + const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f; + const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f; + table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border; + table->CellSpacingX2 = inner_spacing_explicit; + table->CellPaddingX = inner_padding_explicit; + + const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; + table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX; + + table->CurrentColumn = -1; + table->CurrentRow = -1; + table->RowBgColorCounter = 0; + table->LastRowFlags = ImGuiTableRowFlags_None; + table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; + table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width + table->InnerClipRect.ClipWithFull(table->HostClipRect); + table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : table->HostClipRect.Max.y; + + table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow + table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() + table->RowCellPaddingY = 0.0f; + table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any + table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; + table->IsUnfrozenRows = true; + table->DeclColumnsCount = table->AngledHeadersCount = 0; + if (previous_frame_active + 1 < g.FrameCount) + table->IsActiveIdInTable = false; + table->AngledHeadersHeight = 0.0f; + temp_data->AngledHeadersExtraWidth = 0.0f; + + // Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders() + table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); + table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); + + // Make table current + g.CurrentTable = table; + outer_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + outer_window->DC.CurrentTableIdx = table_idx; + if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. + inner_window->DC.CurrentTableIdx = table_idx; + + if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) + table->IsResetDisplayOrderRequest = true; + + // Mark as used to avoid GC + if (table_idx >= g.TablesLastTimeActive.Size) + g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); + g.TablesLastTimeActive[table_idx] = (float)g.Time; + temp_data->LastTimeActive = (float)g.Time; + table->MemoryCompacted = false; + + // Setup memory buffer (clear data if columns count changed) + ImGuiTableColumn* old_columns_to_preserve = NULL; + void* old_columns_raw_data = NULL; + const int old_columns_count = table->Columns.size(); + if (old_columns_count != 0 && old_columns_count != columns_count) + { + // Attempt to preserve width on column count change (#4046) + old_columns_to_preserve = table->Columns.Data; + old_columns_raw_data = table->RawData; + table->RawData = NULL; + } + if (table->RawData == NULL) + { + TableBeginInitMemory(table, columns_count); + table->IsInitializing = table->IsSettingsRequestLoad = true; + } + if (table->IsResetAllRequest) + TableResetSettings(table); + if (table->IsInitializing) + { + // Initialize + table->SettingsOffset = -1; + table->IsSortSpecsDirty = true; + table->InstanceInteracted = -1; + table->ContextPopupColumn = -1; + table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1; + table->AutoFitSingleColumn = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + for (int n = 0; n < columns_count; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + if (old_columns_to_preserve && n < old_columns_count) + { + // FIXME: We don't attempt to preserve column order in this path. + *column = old_columns_to_preserve[n]; + } + else + { + float width_auto = column->WidthAuto; + *column = ImGuiTableColumn(); + column->WidthAuto = width_auto; + column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker + column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true; + } + column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; + } + } + if (old_columns_raw_data) + IM_FREE(old_columns_raw_data); + + // Load settings + if (table->IsSettingsRequestLoad) + TableLoadSettings(table); + + // Handle DPI/font resize + // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well. + // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition. + // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory. + // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path. + const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ? + if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) + { + const float scale_factor = new_ref_scale_unit / table->RefScale; + //IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); + for (int n = 0; n < columns_count; n++) + table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; + } + table->RefScale = new_ref_scale_unit; + + // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call.. + // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user. + // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option. + inner_window->SkipItems = true; + + // Clear names + // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn() + if (table->ColumnsNames.Buf.Size > 0) + table->ColumnsNames.Buf.resize(0); + + // Apply queued resizing/reordering/hiding requests + TableBeginApplyRequests(table); + + return true; +} + +// For reference, the average total _allocation count_ for a table is: +// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables[]) +// + 1 (for table->RawData allocated below) +// + 1 (for table->ColumnsNames, if names are used) +// Shared allocations for the maximum number of simultaneously nested tables (generally a very small number) +// + 1 (for table->Splitter._Channels) +// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) +// Where active_channels_count is variable but often == columns_count or == columns_count + 1, see TableSetupDrawChannels() for details. +// Unused channels don't perform their +2 allocations. +void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) +{ + // Allocate single buffer for our arrays + const int columns_bit_array_size = (int)ImBitArrayGetStorageSizeInBytes(columns_count); + ImSpanAllocator<6> span_allocator; + span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); + span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); + span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); + for (int n = 3; n < 6; n++) + span_allocator.Reserve(n, columns_bit_array_size); + table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); + memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); + span_allocator.SetArenaBasePtr(table->RawData); + span_allocator.GetSpan(0, &table->Columns); + span_allocator.GetSpan(1, &table->DisplayOrderToIndex); + span_allocator.GetSpan(2, &table->RowCellData); + table->EnabledMaskByDisplayOrder = (ImU32*)span_allocator.GetSpanPtrBegin(3); + table->EnabledMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(4); + table->VisibleMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(5); +} + +// Apply queued resizing/reordering/hiding requests +void ImGui::TableBeginApplyRequests(ImGuiTable* table) +{ + // Handle resizing request + // (We process this in the TableBegin() of the first instance of each table) + // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling? + if (table->InstanceCurrent == 0) + { + if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX) + TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth); + table->LastResizedColumn = table->ResizedColumn; + table->ResizedColumnNextWidth = FLT_MAX; + table->ResizedColumn = -1; + + // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy. + // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings. + if (table->AutoFitSingleColumn != -1) + { + TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto); + table->AutoFitSingleColumn = -1; + } + } + + // Handle reordering request + // Note: we don't clear ReorderColumn after handling the request. + if (table->InstanceCurrent == 0) + { + if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) + table->ReorderColumn = -1; + table->HeldHeaderColumn = -1; + if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0) + { + // We need to handle reordering across hidden columns. + // In the configuration below, moving C to the right of E will lead to: + // ... C [D] E ---> ... [D] E C (Column name/index) + // ... 2 3 4 ... 2 3 4 (Display order) + const int reorder_dir = table->ReorderColumnDir; + IM_ASSERT(reorder_dir == -1 || reorder_dir == +1); + IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable); + ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn]; + ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn]; + IM_UNUSED(dst_column); + const int src_order = src_column->DisplayOrder; + const int dst_order = dst_column->DisplayOrder; + src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order; + for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) + table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; + IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); + + // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[]. Rebuild later from the former. + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; + table->ReorderColumnDir = 0; + table->IsSettingsDirty = true; + } + } + + // Handle display order reset request + if (table->IsResetDisplayOrderRequest) + { + for (int n = 0; n < table->ColumnsCount; n++) + table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n; + table->IsResetDisplayOrderRequest = false; + table->IsSettingsDirty = true; + } +} + +// Adjust flags: default width mode + stretch columns are not allowed when auto extending +static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in) +{ + ImGuiTableColumnFlags flags = flags_in; + + // Sizing Policy + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) + { + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + else + flags |= ImGuiTableColumnFlags_WidthStretch; + } + else + { + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. + } + + // Resize + if ((table->Flags & ImGuiTableFlags_Resizable) == 0) + flags |= ImGuiTableColumnFlags_NoResize; + + // Sorting + if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending)) + flags |= ImGuiTableColumnFlags_NoSort; + + // Indentation + if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0) + flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable; + + // Alignment + //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) + // flags |= ImGuiTableColumnFlags_AlignCenter; + //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. + + // Preserve status flags + column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_); + + // Build an ordered list of available sort directions + column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0; + if (table->Flags & ImGuiTableFlags_Sortable) + { + int count = 0, mask = 0, list = 0; + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; } + column->SortDirectionsAvailList = (ImU8)list; + column->SortDirectionsAvailMask = (ImU8)mask; + column->SortDirectionsAvailCount = (ImU8)count; + ImGui::TableFixColumnSortDirection(table, column); + } +} + +// Layout columns for the frame. This is in essence the followup to BeginTable() and this is our largest function. +// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() and other TableSetupXXXXX() functions to be called first. +// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns. +// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns? +void ImGui::TableUpdateLayout(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->IsLayoutLocked == false); + + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + table->IsDefaultDisplayOrder = true; + table->ColumnsEnabledCount = 0; + ImBitArrayClearAllBits(table->EnabledMaskByIndex, table->ColumnsCount); + ImBitArrayClearAllBits(table->EnabledMaskByDisplayOrder, table->ColumnsCount); + table->LeftMostEnabledColumn = -1; + table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE + + // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. + // Process columns in their visible orders as we are building the Prev/Next indices. + int count_fixed = 0; // Number of columns that have fixed sizing policies + int count_stretch = 0; // Number of columns that have stretch sizing policies + int prev_visible_column_idx = -1; + bool has_auto_fit_request = false; + bool has_resizable = false; + float stretch_sum_width_auto = 0.0f; + float fixed_max_width_auto = 0.0f; + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + if (column_n != order_n) + table->IsDefaultDisplayOrder = false; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame. + // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway. + // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect. + if (table->DeclColumnsCount <= column_n) + { + TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None); + column->NameOffset = -1; + column->UserID = 0; + column->InitStretchWeightOrWidth = -1.0f; + } + + // Update Enabled state, mark settings and sort specs dirty + if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) + column->IsUserEnabledNextFrame = true; + if (column->IsUserEnabled != column->IsUserEnabledNextFrame) + { + column->IsUserEnabled = column->IsUserEnabledNextFrame; + table->IsSettingsDirty = true; + } + column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0; + + if (column->SortOrder != -1 && !column->IsEnabled) + table->IsSortSpecsDirty = true; + if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti)) + table->IsSortSpecsDirty = true; + + // Auto-fit unsized columns + const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f); + if (start_auto_fit) + column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames + + if (!column->IsEnabled) + { + column->IndexWithinEnabledSet = -1; + continue; + } + + // Mark as enabled and link to previous/next enabled column + column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + column->NextEnabledColumn = -1; + if (prev_visible_column_idx != -1) + table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; + else + table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n; + column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; + ImBitArraySetBit(table->EnabledMaskByIndex, column_n); + ImBitArraySetBit(table->EnabledMaskByDisplayOrder, column->DisplayOrder); + prev_visible_column_idx = column_n; + IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); + + // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) + // Combine width from regular rows + width from headers unless requested not to. + if (!column->IsPreserveWidthAuto && table->InstanceCurrent == 0) + column->WidthAuto = TableGetColumnWidthAuto(table, column); + + // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column_is_resizable) + has_resizable = true; + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable) + column->WidthAuto = column->InitStretchWeightOrWidth; + + if (column->AutoFitQueue != 0x00) + has_auto_fit_request = true; + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + stretch_sum_width_auto += column->WidthAuto; + count_stretch++; + } + else + { + fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto); + count_fixed++; + } + } + if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + table->IsSortSpecsDirty = true; + table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0); + + // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid + // the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). Also see #6510. + // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time. + if (has_auto_fit_request && table->OuterWindow != table->InnerWindow) + table->InnerWindow->SkipItems = false; + if (has_auto_fit_request) + table->IsSettingsDirty = true; + + // [Part 3] Fix column flags and record a few extra information. + float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. + float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. + table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + { + // Apply same widths policy + float width_auto = column->WidthAuto; + if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable)) + width_auto = fixed_max_width_auto; + + // Apply automatic width + // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) + if (column->AutoFitQueue != 0x00) + column->WidthRequest = width_auto; + else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && column->IsRequestOutput) + column->WidthRequest = width_auto; + + // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets + // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very + // large height (= first frame scrollbar display very off + clipper would skip lots of items). + // This is merely making the side-effect less extreme, but doesn't properly fixes it. + // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? + // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. + if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) + column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? + sum_width_requests += column->WidthRequest; + } + else + { + // Initialize stretch weight + if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable) + { + if (column->InitStretchWeightOrWidth > 0.0f) + column->StretchWeight = column->InitStretchWeightOrWidth; + else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp) + column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch; + else + column->StretchWeight = 1.0f; + } + + stretch_sum_weights += column->StretchWeight; + if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder) + table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder) + table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + } + column->IsPreserveWidthAuto = false; + sum_width_requests += table->CellPaddingX * 2.0f; + } + table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; + table->ColumnsStretchSumWeights = stretch_sum_weights; + + // [Part 4] Apply final widths based on requested widths + const ImRect work_rect = table->WorkRect; + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920) + const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed); + const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; + float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; + table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest) + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + float weight_ratio = column->StretchWeight / stretch_sum_weights; + column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); + width_remaining_for_stretched_columns -= column->WidthRequest; + } + + // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column + // See additional comments in TableSetColumnWidth(). + if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1) + column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; + + // Assign final width, record width in case we will need to shrink + column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth)); + table->ColumnsGivenWidth += column->WidthGiven; + } + + // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column). + // Using right-to-left distribution (more likely to match resizing cursor). + if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths)) + for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]]; + if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->WidthRequest += 1.0f; + column->WidthGiven += 1.0f; + width_remaining_for_stretched_columns -= 1.0f; + } + + // Determine if table is hovered which will be used to flag columns as hovered. + // - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + // but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily + // clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem). + // - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->HoveredRowLast = table_instance->HoveredRowNext; + table_instance->HoveredRowNext = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight)); + const ImGuiID backup_active_id = g.ActiveId; + g.ActiveId = 0; + const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None); + g.ActiveId = backup_active_id; + + // Determine skewed MousePos.x to support angled headers. + float mouse_skewed_x = g.IO.MousePos.x; + if (table->AngledHeadersHeight > 0.0f) + if (g.IO.MousePos.y >= table->OuterRect.Min.y && g.IO.MousePos.y <= table->OuterRect.Min.y + table->AngledHeadersHeight) + mouse_skewed_x += ImTrunc((table->OuterRect.Min.y + table->AngledHeadersHeight - g.IO.MousePos.y) * table->AngledHeadersSlope); + + // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column + // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. + int visible_n = 0; + bool has_at_least_one_column_requesting_output = false; + bool offset_x_frozen = (table->FreezeColumnsCount > 0); + float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1; + ImRect host_clip_rect = table->InnerClipRect; + //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; + ImBitArrayClearAllBits(table->VisibleMaskByIndex, table->ColumnsCount); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + + column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen + + if (offset_x_frozen && table->FreezeColumnsCount == visible_n) + { + offset_x += work_rect.Min.x - table->OuterRect.Min.x; + offset_x_frozen = false; + } + + // Clear status flags + column->Flags &= ~ImGuiTableColumnFlags_StatusMask_; + + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + // Hidden column: clear a few fields and we are done with it for the remainder of the function. + // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. + column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x; + column->WidthGiven = 0.0f; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false; + column->IsSkipItems = true; + column->ItemWidth = 1.0f; + continue; + } + + // Lock start position + column->MinX = offset_x; + + // Lock width based on start position and minimum/maximum width for this position + column->WidthMax = TableCalcMaxColumnWidth(table, column_n); + column->WidthGiven = ImMin(column->WidthGiven, column->WidthMax); + column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); + column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + + // Lock other positions + // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. + // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. + // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. + // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. + const float previous_instance_work_min_x = column->WorkMinX; + column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; + column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max + column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f); + column->ClipRect.Min.x = column->MinX; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + + // Mark column as Clipped (not in sight) + // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables. + // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY. + // Taking advantage of LastOuterHeight would yield good results there... + // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x, + // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else). + // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small. + column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x); + column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y); + const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY; + if (is_visible) + ImBitArraySetBit(table->VisibleMaskByIndex, column_n); + + // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output. + column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0; + + // Mark column as SkipItems (ignoring all items/layout) + // (table->HostSkipItems is a copy of inner_window->SkipItems before we cleared it above in Part 2) + column->IsSkipItems = !column->IsEnabled || table->HostSkipItems; + if (column->IsSkipItems) + IM_ASSERT(!is_visible); + if (column->IsRequestOutput && !column->IsSkipItems) + has_at_least_one_column_requesting_output = true; + + // Update status flags + column->Flags |= ImGuiTableColumnFlags_IsEnabled; + if (is_visible) + column->Flags |= ImGuiTableColumnFlags_IsVisible; + if (column->SortOrder != -1) + column->Flags |= ImGuiTableColumnFlags_IsSorted; + + // Detect hovered column + if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x) + { + column->Flags |= ImGuiTableColumnFlags_IsHovered; + table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; + } + + // Alignment + // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in + // many cases (to be able to honor this we might be able to store a log of cells width, per row, for + // visible rows, but nav/programmatic scroll would have visible artifacts.) + //if (column->Flags & ImGuiTableColumnFlags_AlignRight) + // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen); + //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) + // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); + + // Reset content width variables + if (table->InstanceCurrent == 0) + { + column->ContentMaxXFrozen = column->WorkMinX; + column->ContentMaxXUnfrozen = column->WorkMinX; + column->ContentMaxXHeadersUsed = column->WorkMinX; + column->ContentMaxXHeadersIdeal = column->WorkMinX; + } + else + { + // As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation. + const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x; + column->ContentMaxXFrozen += offset_from_previous_instance; + column->ContentMaxXUnfrozen += offset_from_previous_instance; + column->ContentMaxXHeadersUsed += offset_from_previous_instance; + column->ContentMaxXHeadersIdeal += offset_from_previous_instance; + } + + // Don't decrement auto-fit counters until container window got a chance to submit its items + if (table->HostSkipItems == false && table->InstanceCurrent == 0) + { + column->AutoFitQueue >>= 1; + column->CannotSkipItemsQueue >>= 1; + } + + if (visible_n < table->FreezeColumnsCount) + host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x); + + offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + visible_n++; + } + + // In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible. + // Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar. + if (has_at_least_one_column_requesting_output == false) + { + table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true; + table->Columns[table->LeftMostEnabledColumn].IsSkipItems = false; + } + + // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) + // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either + // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. + const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x); + if (is_hovering_table && table->HoveredColumnBody == -1) + if (mouse_skewed_x >= unused_x1) + table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount; + if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) + table->Flags &= ~ImGuiTableFlags_Resizable; + + table->IsActiveIdAliveBeforeTable = (g.ActiveIdIsAlive != 0); + + // [Part 8] Lock actual OuterRect/WorkRect right-most position. + // This is done late to handle the case of fixed-columns tables not claiming more widths that they need. + // Because of this we are careful with uses of WorkRect and InnerClipRect before this point. + if (table->RightMostStretchedColumn != -1) + table->Flags &= ~ImGuiTableFlags_NoHostExtendX; + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1; + table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); + } + table->InnerWindow->ParentWorkRect = table->WorkRect; + table->BorderX1 = table->InnerClipRect.Min.x; + table->BorderX2 = table->InnerClipRect.Max.x; + + // Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call. + float window_content_max_y; + if (table->Flags & ImGuiTableFlags_NoHostExtendY) + window_content_max_y = table->OuterRect.Max.y; + else + window_content_max_y = ImMax(table->InnerWindow->ContentRegionRect.Max.y, (table->Flags & ImGuiTableFlags_ScrollY) ? 0.0f : table->OuterRect.Max.y); + table->InnerWindow->WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table->InnerWindow->WorkRect.Min.y, table->InnerWindow->WorkRect.Max.y); + + // [Part 9] Allocate draw channels and setup background cliprect + TableSetupDrawChannels(table); + + // [Part 10] Hit testing on borders + if (table->Flags & ImGuiTableFlags_Resizable) + TableUpdateBorders(table); + table_instance->LastTopHeadersRowHeight = 0.0f; + table->IsLayoutLocked = true; + table->IsUsingHeaders = false; + + // Highlight header + table->HighlightColumnHeader = -1; + if (table->IsContextPopupOpen && table->ContextPopupColumn != -1 && table->InstanceInteracted == table->InstanceCurrent) + table->HighlightColumnHeader = table->ContextPopupColumn; + else if ((table->Flags & ImGuiTableFlags_HighlightHoveredColumn) && table->HoveredColumnBody != -1 && table->HoveredColumnBody != table->ColumnsCount && table->HoveredColumnBorder == -1) + if (g.ActiveId == 0 || (table->IsActiveIdInTable || g.DragDropActive)) + table->HighlightColumnHeader = table->HoveredColumnBody; + + // [Part 11] Default context menu + // - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup(). + // - To modify or replace this: set table->IsContextPopupNoDefaultContents = true, then call TableBeginContextMenuPopup()/.../EndPopup(). + // - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu, + // e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options. + if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table)) + { + TableDrawDefaultContextMenu(table, table->Flags); + EndPopup(); + } + + // [Part 12] Sanitize and build sort specs before we have a chance to use them for display. + // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) + if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) + TableSortSpecsBuild(table); + + // [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns) + if (table->FreezeColumnsRequest > 0) + table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x; + if (table->FreezeRowsRequest > 0) + table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight; + table_instance->LastFrozenHeight = 0.0f; + + // Initial state + ImGuiWindow* inner_window = table->InnerWindow; + if (table->Flags & ImGuiTableFlags_NoClip) + table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + else + inner_window->DrawList->PushClipRect(inner_window->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); // FIXME: use table->InnerClipRect? +} + +// Process hit-testing on resizing borders. Actual size change will be applied in EndTable() +// - Set table->HoveredColumnBorder with a short delay/timer to reduce visual feedback noise. +void ImGui::TableUpdateBorders(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable); + + // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and + // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not + // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). + // Actual columns highlight/render will be performed in EndTable() and not be affected. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale); + const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight; + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight); + const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight; + + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) + continue; + + // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders() + const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body; + if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) + continue; + + if (!column->IsVisibleX && table->LastResizedColumn != column_n) + continue; + + ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); + ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); + ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav); + //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); + + bool hovered = false, held = false; + bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); + if (pressed && IsMouseDoubleClicked(0)) + { + TableSetColumnWidthAutoSingle(table, column_n); + ClearActiveID(); + held = false; + } + if (held) + { + if (table->LastResizedColumn == -1) + table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX; + table->ResizedColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + } + if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held) + { + table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n; + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + } + } +} + +void ImGui::EndTable() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "EndTable() call should only be done while in BeginTable() scope!"); + return; + } + + // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some + // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) + //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); + + // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our + // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + const ImGuiTableFlags flags = table->Flags; + ImGuiWindow* inner_window = table->InnerWindow; + ImGuiWindow* outer_window = table->OuterWindow; + ImGuiTableTempData* temp_data = table->TempData; + IM_ASSERT(inner_window == g.CurrentWindow); + IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); + + if (table->IsInsideRow) + TableEndRow(table); + + // Context menu in columns body + if (flags & ImGuiTableFlags_ContextMenuInBody) + if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + TableOpenContextMenu((int)table->HoveredColumnBody); + + // Finalize table height + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; + inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; + inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; + const float inner_content_max_y = table->RowPosY2; + IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); + if (inner_window != outer_window) + inner_window->DC.CursorMaxPos.y = inner_content_max_y; + else if (!(flags & ImGuiTableFlags_NoHostExtendY)) + table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height + table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); + table_instance->LastOuterHeight = table->OuterRect.GetHeight(); + + // Setup inner scrolling range + // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, + // but since the later is likely to be impossible to do we'd rather update both axises together. + if (table->Flags & ImGuiTableFlags_ScrollX) + { + const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x; + if (table->RightMostEnabledColumn != -1) + max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); + if (table->ResizedColumn != -1) + max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); + table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth; + } + + // Pop clipping rect + if (!(flags & ImGuiTableFlags_NoClip)) + inner_window->DrawList->PopClipRect(); + inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); + + // Draw borders + if ((flags & ImGuiTableFlags_Borders) != 0) + TableDrawBorders(table); + +#if 0 + // Strip out dummy channel draw calls + // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out) + // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway. + // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices. + if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1) + { + ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel]; + dummy_channel->_CmdBuffer.resize(0); + dummy_channel->_IdxBuffer.resize(0); + } +#endif + + // Flatten channels and merge draw calls + ImDrawListSplitter* splitter = table->DrawSplitter; + splitter->SetCurrentChannel(inner_window->DrawList, 0); + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + TableMergeDrawChannels(table); + splitter->Merge(inner_window->DrawList); + + // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() + float auto_fit_width_for_fixed = 0.0f; + float auto_fit_width_for_stretched = 0.0f; + float auto_fit_width_for_stretched_min = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column); + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + auto_fit_width_for_fixed += column_width_request; + else + auto_fit_width_for_stretched += column_width_request; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0) + auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights)); + } + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min); + + // Update scroll + if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) + { + inner_window->Scroll.x = 0.0f; + } + else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent) + { + // When releasing a column being resized, scroll to keep the resulting column in sight + const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f; + ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; + if (column->MaxX < table->InnerClipRect.Min.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f); + else if (column->MaxX > table->InnerClipRect.Max.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f); + } + + // Apply resizing/dragging at the end of the frame + if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted) + { + ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; + const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale)); + const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); + table->ResizedColumnNextWidth = new_width; + } + + table->IsActiveIdInTable = (g.ActiveIdIsAlive != 0 && table->IsActiveIdAliveBeforeTable == false); + + // Pop from id stack + IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!"); + IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); + if (table->InstanceCurrent > 0) + PopID(); + PopID(); + + // Restore window data that we modified + const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; + inner_window->WorkRect = temp_data->HostBackupWorkRect; + inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect; + inner_window->SkipItems = table->HostSkipItems; + outer_window->DC.CursorPos = table->OuterRect.Min; + outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; + outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize; + outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset; + + // Layout in outer window + // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding + // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) + if (inner_window != outer_window) + { + short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask; + inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently. + g.CurrentTable = NULL; // To avoid error recovery recursing + EndChild(); + g.CurrentTable = table; + inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask; + } + else + { + ItemSize(table->OuterRect.GetSize()); + ItemAdd(table->OuterRect, 0); + } + + // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + // FIXME-TABLE: Could we remove this section? + // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents + IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); + } + else if (temp_data->UserOuterSize.x <= 0.0f) + { + // Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block + // - Checking for ImGuiTableFlags_ScrollX/ScrollY flag makes us a frame ahead when disabling those flags. + // - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback. + const float inner_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; // Slightly misleading name but used for code symmetry with inner_content_max_y + const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.x : 0.0f); + outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, inner_content_max_x + decoration_size - temp_data->UserOuterSize.x); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, inner_content_max_x + decoration_size)); + } + else + { + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x); + } + if (temp_data->UserOuterSize.y <= 0.0f) + { + const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.y : 0.0f; + outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y + decoration_size)); + } + else + { + // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set) + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y); + } + + // Save settings + if (table->IsSettingsDirty) + TableSaveSettings(table); + table->IsInitializing = false; + + // Clear or restore current table, if any + IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); + IM_ASSERT(g.TablesTempDataStacked > 0); + temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL; + g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; + if (g.CurrentTable) + { + g.CurrentTable->TempData = temp_data; + g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter; + } + outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; + NavUpdateCurrentWindowIsScrollPushableX(); +} + +// See "COLUMNS SIZING POLICIES" comments at the top of this file +// If (init_width_or_weight <= 0.0f) it is ignored +void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()"); + if (table->DeclColumnsCount >= table->ColumnsCount) + { + IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!"); + return; + } + + ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount]; + table->DeclColumnsCount++; + + // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. + // Give a grace to users of ImGuiTableFlags_ScrollX. + if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0) + IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); + + // When passing a width automatically enforce WidthFixed policy + // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable) + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) + if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + if (flags & ImGuiTableColumnFlags_AngledHeader) + { + flags |= ImGuiTableColumnFlags_NoHeaderLabel; + table->AngledHeadersCount++; + } + + TableSetupColumnFlags(table, column, flags); + column->UserID = user_id; + flags = column->Flags; + + // Initialize defaults + column->InitStretchWeightOrWidth = init_width_or_weight; + if (table->IsInitializing) + { + // Init width or weight + if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) + { + if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) + column->WidthRequest = init_width_or_weight; + if (flags & ImGuiTableColumnFlags_WidthStretch) + column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; + + // Disable auto-fit if an explicit width/weight has been specified + if (init_width_or_weight > 0.0f) + column->AutoFitQueue = 0x00; + } + + // Init default visibility/sort state + if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) + column->IsUserEnabled = column->IsUserEnabledNextFrame = false; + if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) + { + column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. + column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); + } + } + + // Store name (append with zero-terminator in contiguous buffer) + // FIXME: If we recorded the number of \n in names we could compute header row height + column->NameOffset = -1; + if (label != NULL && label[0] != 0) + { + column->NameOffset = (ImS16)table->ColumnsNames.size(); + table->ColumnsNames.append(label, label + strlen(label) + 1); + } +} + +// [Public] +void ImGui::TableSetupScrollFreeze(int columns, int rows) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); + IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit + + table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0; + table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; + table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; + table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; + table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b + + // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered. + // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section) + for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++) + { + int order_n = table->DisplayOrderToIndex[column_n]; + if (order_n != column_n && order_n >= table->FreezeColumnsRequest) + { + ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder); + ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Simple accessors +//----------------------------------------------------------------------------- +// - TableGetColumnCount() +// - TableGetColumnName() +// - TableGetColumnName() [Internal] +// - TableSetColumnEnabled() +// - TableGetColumnFlags() +// - TableGetCellBgRect() [Internal] +// - TableGetColumnResizeID() [Internal] +// - TableGetHoveredColumn() [Internal] +// - TableGetHoveredRow() [Internal] +// - TableSetBgColor() +//----------------------------------------------------------------------------- + +int ImGui::TableGetColumnCount() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + return table ? table->ColumnsCount : 0; +} + +const char* ImGui::TableGetColumnName(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return NULL; + if (column_n < 0) + column_n = table->CurrentColumn; + return TableGetColumnName(table, column_n); +} + +const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) +{ + if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount) + return ""; // NameOffset is invalid at this point + const ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->NameOffset == -1) + return ""; + return &table->ColumnsNames.Buf[column->NameOffset]; +} + +// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view) +// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) +// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state. +// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable(). +// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0. +// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu. +void ImGui::TableSetColumnEnabled(int column_n, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above + if (column_n < 0) + column_n = table->CurrentColumn; + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column = &table->Columns[column_n]; + column->IsUserEnabledNextFrame = enabled; +} + +// We allow querying for an extra column in order to poll the IsHovered state of the right-most section +ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return ImGuiTableColumnFlags_None; + if (column_n < 0) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) + return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None; + return table->Columns[column_n].Flags; +} + +// Return the cell rectangle based on currently known height. +// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. +// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height. +// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right +// columns report a small offset so their CellBgRect can extend up to the outer border. +// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling. +ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float x1 = column->MinX; + float x2 = column->MaxX; + //if (column->PrevEnabledColumn == -1) + // x1 -= table->OuterPaddingX; + //if (column->NextEnabledColumn == -1) + // x2 += table->OuterPaddingX; + x1 = ImMax(x1, table->WorkRect.Min.x); + x2 = ImMin(x2, table->WorkRect.Max.x); + return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); +} + +// Return the resizing ID for the right-side of the given column. +ImGuiID ImGui::TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no) +{ + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiID instance_id = TableGetInstanceID(table, instance_no); + return instance_id + 1 + column_n; // FIXME: #6140: still not ideal +} + +// Return -1 when table is not hovered. return columns_count if hovering the unused space at the right of the right-most visible column. +int ImGui::TableGetHoveredColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + return (int)table->HoveredColumnBody; +} + +// Return -1 when table is not hovered. Return maxrow+1 if in table but below last submitted row. +// *IMPORTANT* Unlike TableGetHoveredColumn(), this has a one frame latency in updating the value. +// This difference with is the reason why this is not public yet. +int ImGui::TableGetHoveredRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + return (int)table_instance->HoveredRowLast; +} + +void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(target != ImGuiTableBgTarget_None); + + if (color == IM_COL32_DISABLE) + color = 0; + + // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. + switch (target) + { + case ImGuiTableBgTarget_CellBg: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + if (column_n == -1) + column_n = table->CurrentColumn; + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + return; + if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) + table->RowCellDataCurrent++; + ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; + cell_data->BgColor = color; + cell_data->Column = (ImGuiTableColumnIdx)column_n; + break; + } + case ImGuiTableBgTarget_RowBg0: + case ImGuiTableBgTarget_RowBg1: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + IM_ASSERT(column_n == -1); + int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; + table->RowBgColor[bg_idx] = color; + break; + } + default: + IM_ASSERT(0); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Row changes +//------------------------------------------------------------------------- +// - TableGetRowIndex() +// - TableNextRow() +// - TableBeginRow() [Internal] +// - TableEndRow() [Internal] +//------------------------------------------------------------------------- + +// [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows +int ImGui::TableGetRowIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentRow; +} + +// [Public] Starts into the first cell of a new row +void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + if (table->IsInsideRow) + TableEndRow(table); + + table->LastRowFlags = table->RowFlags; + table->RowFlags = row_flags; + table->RowCellPaddingY = g.Style.CellPadding.y; + table->RowMinHeight = row_min_height; + TableBeginRow(table); + + // We honor min_row_height requested by user, but cannot guarantee per-row maximum height, + // because that would essentially require a unique clipping rectangle per-cell. + table->RowPosY2 += table->RowCellPaddingY * 2.0f; + table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); + + // Disable output until user calls TableNextColumn() + table->InnerWindow->SkipItems = true; +} + +// [Internal] Only called by TableNextRow() +void ImGui::TableBeginRow(ImGuiTable* table) +{ + ImGuiWindow* window = table->InnerWindow; + IM_ASSERT(!table->IsInsideRow); + + // New row + table->CurrentRow++; + table->CurrentColumn = -1; + table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE; + table->RowCellDataCurrent = -1; + table->IsInsideRow = true; + + // Begin frozen rows + float next_y1 = table->RowPosY2; + if (table->CurrentRow == 0 && table->FreezeRowsCount > 0) + next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y; + + table->RowPosY1 = table->RowPosY2 = next_y1; + table->RowTextBaseline = 0.0f; + table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent + + window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + table->RowCellPaddingY); // This allows users to call SameLine() to share LineSize between columns. + window->DC.PrevLineSize = window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // This allows users to call SameLine() to share LineSize between columns, and to call it from first column too. + window->DC.IsSameLine = window->DC.IsSetPos = false; + window->DC.CursorMaxPos.y = next_y1; + + // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. + if (table->RowFlags & ImGuiTableRowFlags_Headers) + { + TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg)); + if (table->CurrentRow == 0) + table->IsUsingHeaders = true; + } +} + +// [Internal] Called by TableNextRow() +void ImGui::TableEndRow(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window == table->InnerWindow); + IM_ASSERT(table->IsInsideRow); + + if (table->CurrentColumn != -1) + TableEndCell(table); + + // Logging + if (g.LogEnabled) + LogRenderedText(NULL, "|"); + + // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is + // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. + window->DC.CursorPos.y = table->RowPosY2; + + // Row background fill + const float bg_y1 = table->RowPosY1; + const float bg_y2 = table->RowPosY2; + const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); + const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + if ((table->RowFlags & ImGuiTableRowFlags_Headers) && (table->CurrentRow == 0 || (table->LastRowFlags & ImGuiTableRowFlags_Headers))) + table_instance->LastTopHeadersRowHeight += bg_y2 - bg_y1; + + const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); + if (is_visible) + { + // Update data for TableGetHoveredRow() + if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0) + table_instance->HoveredRowNext = table->CurrentRow; + + // Decide of background color for the row + ImU32 bg_col0 = 0; + ImU32 bg_col1 = 0; + if (table->RowBgColor[0] != IM_COL32_DISABLE) + bg_col0 = table->RowBgColor[0]; + else if (table->Flags & ImGuiTableFlags_RowBg) + bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg); + if (table->RowBgColor[1] != IM_COL32_DISABLE) + bg_col1 = table->RowBgColor[1]; + + // Decide of top border color + ImU32 top_border_col = 0; + const float border_size = TABLE_BORDER_SIZE; + if (table->CurrentRow > 0 && (table->Flags & ImGuiTableFlags_BordersInnerH)) + top_border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; + + const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; + const bool draw_strong_bottom_border = unfreeze_rows_actual; + if ((bg_col0 | bg_col1 | top_border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) + { + // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is + // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4(); + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); + } + + // Draw row background + // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle + if (bg_col0 || bg_col1) + { + ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2); + row_rect.ClipWith(table->BgClipRect); + if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0); + if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1); + } + + // Draw cell background color + if (draw_cell_bg_color) + { + ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; + for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) + { + // As we render the BG here we need to clip things (for layout we would not) + // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling. + const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; + ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); + cell_bg_rect.ClipWith(table->BgClipRect); + cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling + cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); + if (cell_bg_rect.Min.y < cell_bg_rect.Max.y) + window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); + } + } + + // Draw top border + if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), top_border_col, border_size); + + // Draw bottom border at the row unfreezing mark (always strong) + if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size); + } + + // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) + // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and + // get the new cursor position. + if (unfreeze_rows_request) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main; + const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y); + table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y; + + if (unfreeze_rows_actual) + { + IM_ASSERT(table->IsUnfrozenRows == false); + table->IsUnfrozenRows = true; + + // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect + table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, table->InnerClipRect.Max.y); + table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = table->InnerClipRect.Max.y; + table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; + IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); + + float row_height = table->RowPosY2 - table->RowPosY1; + table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; + table->RowPosY1 = table->RowPosY2 - row_height; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->DrawChannelCurrent = column->DrawChannelUnfrozen; + column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; + } + + // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y + SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + } + } + + if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) + table->RowBgColorCounter++; + table->IsInsideRow = false; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns changes +//------------------------------------------------------------------------- +// - TableGetColumnIndex() +// - TableSetColumnIndex() +// - TableNextColumn() +// - TableBeginCell() [Internal] +// - TableEndCell() [Internal] +//------------------------------------------------------------------------- + +int ImGui::TableGetColumnIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentColumn; +} + +// [Public] Append into a specific column +bool ImGui::TableSetColumnIndex(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->CurrentColumn != column_n) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + IM_ASSERT(column_n >= 0 && table->ColumnsCount); + TableBeginCell(table, column_n); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[column_n].IsRequestOutput; +} + +// [Public] Append into the next column, wrap and create a new row when already on last column +bool ImGui::TableNextColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + TableBeginCell(table, table->CurrentColumn + 1); + } + else + { + TableNextRow(); + TableBeginCell(table, 0); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[table->CurrentColumn].IsRequestOutput; +} + + +// [Internal] Called by TableSetColumnIndex()/TableNextColumn() +// This is called very frequently, so we need to be mindful of unnecessary overhead. +// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. +void ImGui::TableBeginCell(ImGuiTable* table, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTableColumn* column = &table->Columns[column_n]; + ImGuiWindow* window = table->InnerWindow; + table->CurrentColumn = column_n; + + // Start position is roughly ~~ CellRect.Min + CellPadding + Indent + float start_x = column->WorkMinX; + if (column->Flags & ImGuiTableColumnFlags_IndentEnable) + start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. + + window->DC.CursorPos.x = start_x; + window->DC.CursorPos.y = table->RowPosY1 + table->RowCellPaddingY; + window->DC.CursorMaxPos.x = window->DC.CursorPos.x; + window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x; // PrevLine.y is preserved. This allows users to call SameLine() to share LineSize between columns. + window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; + window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; + + // Note how WorkRect.Max.y is only set once during layout + window->WorkRect.Min.y = window->DC.CursorPos.y; + window->WorkRect.Min.x = column->WorkMinX; + window->WorkRect.Max.x = column->WorkMaxX; + window->DC.ItemWidth = column->ItemWidth; + + window->SkipItems = column->IsSkipItems; + if (column->IsSkipItems) + { + g.LastItemData.ID = 0; + g.LastItemData.StatusFlags = 0; + } + + if (table->Flags & ImGuiTableFlags_NoClip) + { + // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); + } + else + { + // FIXME-TABLE: Could avoid this if draw channel is dummy channel? + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + } + + // Logging + if (g.LogEnabled && !column->IsSkipItems) + { + LogRenderedText(&window->DC.CursorPos, "|"); + g.LogLinePosY = FLT_MAX; + } +} + +// [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn() +void ImGui::TableEndCell(ImGuiTable* table) +{ + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + ImGuiWindow* window = table->InnerWindow; + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Report maximum position so we can infer content size per column. + float* p_max_pos_x; + if (table->RowFlags & ImGuiTableRowFlags_Headers) + p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call + else + p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; + *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); + if (column->IsEnabled) + table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->RowCellPaddingY); + column->ItemWidth = window->DC.ItemWidth; + + // Propagate text baseline for the entire row + // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one. + table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns width management +//------------------------------------------------------------------------- +// - TableGetMaxColumnWidth() [Internal] +// - TableGetColumnWidthAuto() [Internal] +// - TableSetColumnWidth() +// - TableSetColumnWidthAutoSingle() [Internal] +// - TableSetColumnWidthAutoAll() [Internal] +// - TableUpdateColumnsWeightFromWidth() [Internal] +//------------------------------------------------------------------------- +// Note that actual columns widths are computed in TableUpdateLayout(). +//------------------------------------------------------------------------- + +// Maximum column content width given current layout. Use column->MinX so this value differs on a per-column basis. +float ImGui::TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float max_width = FLT_MAX; + const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2; + if (table->Flags & ImGuiTableFlags_ScrollX) + { + // Frozen columns can't reach beyond visible width else scrolling will naturally break. + // (we use DisplayOrder as within a set of multiple frozen column reordering is possible) + if (column->DisplayOrder < table->FreezeColumnsRequest) + { + max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX; + max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2; + } + } + else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0) + { + // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make + // sure they are all visible. Because of this we also know that all of the columns will always fit in + // table->WorkRect and therefore in table->InnerRect (because ScrollX is off) + // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match. + // See "table_width_distrib" and "table_width_keep_visible" tests + max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX; + //max_width -= table->CellSpacingX1; + max_width -= table->CellSpacingX2; + max_width -= table->CellPaddingX * 2.0f; + max_width -= table->OuterPaddingX; + } + return max_width; +} + +// Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field +float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column) +{ + const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX; + const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX; + float width_auto = content_width_body; + if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) + width_auto = ImMax(width_auto, content_width_headers); + + // Non-resizable fixed columns preserve their requested width + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f) + if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize)) + width_auto = column->InitStretchWeightOrWidth; + + return ImMax(width_auto, table->MinColumnWidth); +} + +// 'width' = inner column width, without padding +void ImGui::TableSetColumnWidth(int column_n, float width) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && table->IsLayoutLocked == false); + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column_0 = &table->Columns[column_n]; + float column_0_width = width; + + // Apply constraints early + // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) + IM_ASSERT(table->MinColumnWidth > 0.0f); + const float min_width = table->MinColumnWidth; + const float max_width = ImMax(min_width, column_0->WidthMax); // Don't use TableCalcMaxColumnWidth() here as it would rely on MinX from last instance (#7933) + column_0_width = ImClamp(column_0_width, min_width, max_width); + if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) + return; + + //IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); + ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; + + // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. + // - All fixed: easy. + // - All stretch: easy. + // - One or more fixed + one stretch: easy. + // - One or more fixed + more than one stretch: tricky. + // Qt when manual resize is enabled only supports a single _trailing_ stretch column, we support more cases here. + + // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. + // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. + // Scenarios: + // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset. + // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered. + // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size. + // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 W3 resize from W1| or W2| --> ok + // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 F3 resize from W1| or W2| --> ok + // - W1 F2 W3 resize from W1| or F2| --> ok + // - F1 W2 F3 resize from W2| --> ok + // - F1 W3 F2 resize from W3| --> ok + // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. + // - W1 F2 F3 resize from F2| --> ok + // All resizes from a Wx columns are locking other columns. + + // Possible improvements: + // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns. + // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix. + + // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). + + // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize. + // This is the preferred resize path + if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed) + if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder) + { + column_0->WidthRequest = column_0_width; + table->IsSettingsDirty = true; + return; + } + + // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column) + if (column_1 == NULL) + column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL; + if (column_1 == NULL) + return; + + // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column. + // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) + float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width); + column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; + IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f); + column_0->WidthRequest = column_0_width; + column_1->WidthRequest = column_1_width; + if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch) + TableUpdateColumnsWeightFromWidth(table); + table->IsSettingsDirty = true; +} + +// Disable clipping then auto-fit, will take 2 frames +// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns) +void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n) +{ + // Single auto width uses auto-fit + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled) + return; + column->CannotSkipItemsQueue = (1 << 0); + table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n; +} + +void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table) +{ + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column + continue; + column->CannotSkipItemsQueue = (1 << 0); + column->AutoFitQueue = (1 << 1); + } +} + +void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1); + + // Measure existing quantities + float visible_weight = 0.0f; + float visible_width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + IM_ASSERT(column->StretchWeight > 0.0f); + visible_weight += column->StretchWeight; + visible_width += column->WidthRequest; + } + IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f); + + // Apply new weights + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight; + IM_ASSERT(column->StretchWeight > 0.0f); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Drawing +//------------------------------------------------------------------------- +// - TablePushBackgroundChannel() [Internal] +// - TablePopBackgroundChannel() [Internal] +// - TableSetupDrawChannels() [Internal] +// - TableMergeDrawChannels() [Internal] +// - TableGetColumnBorderCol() [Internal] +// - TableDrawBorders() [Internal] +//------------------------------------------------------------------------- + +// Bg2 is used by Selectable (and possibly other widgets) to render to the background. +// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. +void ImGui::TablePushBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + table->HostBackupInnerClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); +} + +void ImGui::TablePopBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); +} + +// Allocate draw channels. Called by TableUpdateLayout() +// - We allocate them following storage order instead of display order so reordering columns won't needlessly +// increase overall dormant memory cost. +// - We isolate headers draw commands in their own channels instead of just altering clip rects. +// This is in order to facilitate merging of draw commands. +// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels. +// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other +// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged. +// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for +// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4). +// Draw channel allocation (before merging): +// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call) +// - Clip --> 2+D+N channels +// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) +// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero) +// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. +void ImGui::TableSetupDrawChannels(ImGuiTable* table) +{ + const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; + const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount; + const int channels_for_bg = 1 + 1 * freeze_row_multiplier; + const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || (memcmp(table->VisibleMaskByIndex, table->EnabledMaskByIndex, ImBitArrayGetStorageSizeInBytes(table->ColumnsCount)) != 0)) ? +1 : 0; + const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; + table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); + table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); + table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN; + table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); + + int draw_channel_current = 2; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsVisibleX && column->IsVisibleY) + { + column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current); + column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); + if (!(table->Flags & ImGuiTableFlags_NoClip)) + draw_channel_current++; + } + else + { + column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel; + } + column->DrawChannelCurrent = column->DrawChannelFrozen; + } + + // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default. + // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect. + // (This technically isn't part of setting up draw channels, but is reasonably related to be done here) + table->BgClipRect = table->InnerClipRect; + table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect; + table->Bg2ClipRectForDrawCmd = table->HostClipRect; + IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y); +} + +// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable(). +// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect, +// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels(). +// +// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve +// this we merge their clip rect and make them contiguous in the channel list, so they can be merged +// by the call to DrawSplitter.Merge() following to the call to this function. +// We reorder draw commands by arranging them into a maximum of 4 distinct groups: +// +// 1 group: 2 groups: 2 groups: 4 groups: +// [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze +// [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll +// +// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled). +// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group +// based on its position (within frozen rows/columns groups or not). +// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect. +// This function assume that each column are pointing to a distinct draw channel, +// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask. +// +// Column channels will not be merged into one of the 1-4 groups in the following cases: +// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value). +// Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds +// matches, by e.g. calling SetCursorScreenPos(). +// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here.. +// we could do better but it's going to be rare and probably not worth the hassle. +// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd. +// +// This function is particularly tricky to understand.. take a breath. +void ImGui::TableMergeDrawChannels(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImDrawListSplitter* splitter = table->DrawSplitter; + const bool has_freeze_v = (table->FreezeRowsCount > 0); + const bool has_freeze_h = (table->FreezeColumnsCount > 0); + IM_ASSERT(splitter->_Current == 0); + + // Track which groups we are going to attempt to merge, and which channels goes into each group. + struct MergeGroup + { + ImRect ClipRect; + int ChannelsCount = 0; + ImBitArrayPtr ChannelsMask = NULL; + }; + int merge_group_mask = 0x00; + MergeGroup merge_groups[4]; + + // Use a reusable temp buffer for the merge masks as they are dynamically sized. + const int max_draw_channels = (4 + table->ColumnsCount * 2); + const int size_for_masks_bitarrays_one = (int)ImBitArrayGetStorageSizeInBytes(max_draw_channels); + g.TempBuffer.reserve(size_for_masks_bitarrays_one * 5); + memset(g.TempBuffer.Data, 0, size_for_masks_bitarrays_one * 5); + for (int n = 0; n < IM_ARRAYSIZE(merge_groups); n++) + merge_groups[n].ChannelsMask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * n)); + ImBitArrayPtr remaining_mask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * 4)); + + // 1. Scan channels and take note of those which can be merged + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const int merge_group_sub_count = has_freeze_v ? 2 : 1; + for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++) + { + const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen; + + // Don't attempt to merge if there are multiple draw calls within the column + ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; + if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + src_channel->_CmdBuffer.pop_back(); + if (src_channel->_CmdBuffer.Size != 1) + continue; + + // Find out the width of this merge group and check if it will fit in our column + // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it) + if (!(column->Flags & ImGuiTableColumnFlags_NoClip)) + { + float content_max_x; + if (!has_freeze_v) + content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze + else if (merge_group_sub_n == 0) + content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze + else + content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze + if (content_max_x > column->ClipRect.Max.x) + continue; + } + + const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); + IM_ASSERT(channel_no < max_draw_channels); + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + ImBitArraySetBit(merge_group->ChannelsMask, channel_no); + merge_group->ChannelsCount++; + merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect); + merge_group_mask |= (1 << merge_group_n); + } + + // Invalidate current draw channel + // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) + column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1; + } + + // [DEBUG] Display merge groups +#if 0 + if (g.IO.KeyShift) + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + continue; + char buf[32]; + ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount); + ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4); + ImVec2 text_size = CalcTextSize(buf, NULL); + GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255)); + GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL); + GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255)); + } +#endif + + // 2. Rewrite channel list in our preferred order + if (merge_group_mask != 0) + { + // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels(). + const int LEADING_DRAW_CHANNELS = 2; + g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized + ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; + ImBitArraySetBitRange(remaining_mask, LEADING_DRAW_CHANNELS, splitter->_Count); + ImBitArrayClearBit(remaining_mask, table->Bg2DrawChannelUnfrozen); + IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); + int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); + //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; + ImRect host_rect = table->HostClipRect; + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + ImRect merge_clip_rect = merge_group->ClipRect; + + // Extend outer-most clip limits to match those of host, so draw calls can be merged even if + // outer-most columns have some outer padding offsetting them from their parent ClipRect. + // The principal cases this is dealing with are: + // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge + // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge + // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit + // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect. + if ((merge_group_n & 1) == 0 || !has_freeze_h) + merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x); + if ((merge_group_n & 2) == 0 || !has_freeze_v) + merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y); + if ((merge_group_n & 1) != 0) + merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x); + if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) + merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); + //GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); // [DEBUG] + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); + remaining_count -= merge_group->ChannelsCount; + for (int n = 0; n < (size_for_masks_bitarrays_one >> 2); n++) + remaining_mask[n] &= ~merge_group->ChannelsMask[n]; + for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) + { + // Copy + overwrite new clip rect + if (!IM_BITARRAY_TESTBIT(merge_group->ChannelsMask, n)) + continue; + IM_BITARRAY_CLEARBIT(merge_group->ChannelsMask, n); + merge_channels_count--; + + ImDrawChannel* channel = &splitter->_Channels[n]; + IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); + channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4(); + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + } + } + + // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1) + if (merge_group_n == 1 && has_freeze_v) + memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel)); + } + + // Append unmergeable channels that we didn't reorder at the end of the list + for (int n = 0; n < splitter->_Count && remaining_count != 0; n++) + { + if (!IM_BITARRAY_TESTBIT(remaining_mask, n)) + continue; + ImDrawChannel* channel = &splitter->_Channels[n]; + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + remaining_count--; + } + IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size); + memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel)); + } +} + +static ImU32 TableGetColumnBorderCol(ImGuiTable* table, int order_n, int column_n) +{ + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (is_resized || is_hovered) + return ImGui::GetColorU32(is_resized ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + if (is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize))) + return table->BorderColorStrong; + return table->BorderColorLight; +} + +// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow) +void ImGui::TableDrawBorders(ImGuiTable* table) +{ + ImGuiWindow* inner_window = table->InnerWindow; + if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect)) + return; + + ImDrawList* inner_drawlist = inner_window->DrawList; + table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); + inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); + + // Draw inner border and resizing feedback + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float border_size = TABLE_BORDER_SIZE; + const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f); + const float draw_y2_body = table->InnerRect.Max.y; + const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1; + if (table->Flags & ImGuiTableFlags_BordersInnerV) + { + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (column->MaxX > table->InnerClipRect.Max.x && !is_resized) + continue; + + // Decide whether right-most column is visible + if (column->NextEnabledColumn == -1 && !is_resizable) + if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX)) + continue; + if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. + continue; + + // Draw in outer window so right-most column won't be clipped + // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. + float draw_y2 = (is_hovered || is_resized || is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) == 0) ? draw_y2_body : draw_y2_head; + if (draw_y2 > draw_y1) + inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size); + } + } + + // Draw outer border + // FIXME: could use AddRect or explicit VLine/HLine helper? + if (table->Flags & ImGuiTableFlags_BordersOuter) + { + // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call + // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their + // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part + // of it in inner window, and the part that's over scrollbars in the outer window..) + // Either solution currently won't allow us to use a larger border size: the border would clipped. + const ImRect outer_border = table->OuterRect; + const ImU32 outer_col = table->BorderColorStrong; + if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) + { + inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterV) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterH) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size); + } + } + if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y) + { + // Draw bottom-most row border between it is above outer border. + const float border_y = table->RowPosY2; + if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y) + inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size); + } + + inner_drawlist->PopClipRect(); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Sorting +//------------------------------------------------------------------------- +// - TableGetSortSpecs() +// - TableFixColumnSortDirection() [Internal] +// - TableGetColumnNextSortDirection() [Internal] +// - TableSetColumnSortDirection() [Internal] +// - TableSortSpecsSanitize() [Internal] +// - TableSortSpecsBuild() [Internal] +//------------------------------------------------------------------------- + +// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) +// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have +// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, +// else you may wastefully sort your data every frame! +// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! +ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + + if (!(table->Flags & ImGuiTableFlags_Sortable)) + return NULL; + + // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + TableSortSpecsBuild(table); + return &table->SortSpecs; +} + +static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n) +{ + IM_ASSERT(n < column->SortDirectionsAvailCount); + return (ImGuiSortDirection)((column->SortDirectionsAvailList >> (n << 1)) & 0x03); +} + +// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) +void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column) +{ + if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0) + return; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + table->IsSortSpecsDirty = true; +} + +// Calculate next sort direction that would be set after clicking the column +// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click. +// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op. +IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2); +ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + IM_ASSERT(column->SortDirectionsAvailCount > 0); + if (column->SortOrder == -1) + return TableGetColumnAvailSortDirection(column, 0); + for (int n = 0; n < 3; n++) + if (column->SortDirection == TableGetColumnAvailSortDirection(column, n)) + return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount); + IM_ASSERT(0); + return ImGuiSortDirection_None; +} + +// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert +// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. +void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!(table->Flags & ImGuiTableFlags_SortMulti)) + append_to_sort_specs = false; + if (!(table->Flags & ImGuiTableFlags_SortTristate)) + IM_ASSERT(sort_direction != ImGuiSortDirection_None); + + ImGuiTableColumnIdx sort_order_max = 0; + if (append_to_sort_specs) + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); + + ImGuiTableColumn* column = &table->Columns[column_n]; + column->SortDirection = (ImU8)sort_direction; + if (column->SortDirection == ImGuiSortDirection_None) + column->SortOrder = -1; + else if (column->SortOrder == -1 || !append_to_sort_specs) + column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0; + + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column != column && !append_to_sort_specs) + other_column->SortOrder = -1; + TableFixColumnSortDirection(table, other_column); + } + table->IsSettingsDirty = true; + table->IsSortSpecsDirty = true; +} + +void ImGui::TableSortSpecsSanitize(ImGuiTable* table) +{ + IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); + + // Clear SortOrder from hidden column and verify that there's no gap or duplicate. + int sort_order_count = 0; + ImU64 sort_order_mask = 0x00; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder != -1 && !column->IsEnabled) + column->SortOrder = -1; + if (column->SortOrder == -1) + continue; + sort_order_count++; + sort_order_mask |= ((ImU64)1 << column->SortOrder); + IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); + } + + const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); + const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti); + if (need_fix_linearize || need_fix_single_sort_order) + { + ImU64 fixed_mask = 0x00; + for (int sort_n = 0; sort_n < sort_order_count; sort_n++) + { + // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. + // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) + int column_with_smallest_sort_order = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) + if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) + column_with_smallest_sort_order = column_n; + IM_ASSERT(column_with_smallest_sort_order != -1); + fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); + table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n; + + // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. + if (need_fix_single_sort_order) + { + sort_order_count = 1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (column_n != column_with_smallest_sort_order) + table->Columns[column_n].SortOrder = -1; + break; + } + } + } + + // Fallback default sort order (if no column with the ImGuiTableColumnFlags_DefaultSort flag) + if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + sort_order_count = 1; + column->SortOrder = 0; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + break; + } + } + + table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count; +} + +void ImGui::TableSortSpecsBuild(ImGuiTable* table) +{ + bool dirty = table->IsSortSpecsDirty; + if (dirty) + { + TableSortSpecsSanitize(table); + table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); + table->SortSpecs.SpecsDirty = true; // Mark as dirty for user + table->IsSortSpecsDirty = false; // Mark as not dirty for us + } + + // Write output + // May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable() + ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; + if (dirty && sort_specs != NULL) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder == -1) + continue; + IM_ASSERT(column->SortOrder < table->SortSpecsCount); + ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder]; + sort_spec->ColumnUserID = column->UserID; + sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; + sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; + sort_spec->SortDirection = (ImGuiSortDirection)column->SortDirection; + } + + table->SortSpecs.Specs = sort_specs; + table->SortSpecs.SpecsCount = table->SortSpecsCount; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Headers +//------------------------------------------------------------------------- +// - TableGetHeaderRowHeight() [Internal] +// - TableGetHeaderAngledMaxLabelWidth() [Internal] +// - TableHeadersRow() +// - TableHeader() +// - TableAngledHeadersRow() +// - TableAngledHeadersRowEx() [Internal] +//------------------------------------------------------------------------- + +float ImGui::TableGetHeaderRowHeight() +{ + // Caring for a minor edge case: + // Calculate row height, for the unlikely case that some labels may be taller than others. + // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. + // In your custom header row you may omit this all together and just call TableNextRow() without a height... + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float row_height = g.FontSize; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if ((table->Columns[column_n].Flags & ImGuiTableColumnFlags_NoHeaderLabel) == 0) + row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(table, column_n)).y); + return row_height + g.Style.CellPadding.y * 2.0f; +} + +float ImGui::TableGetHeaderAngledMaxLabelWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader) + width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x); + return width + g.Style.CellPadding.y * 2.0f; // Swap padding +} + +// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). +// The intent is that advanced users willing to create customized headers would not need to use this helper +// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets. +// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. +// This code is intentionally written to not make much use of internal functions, to give you better direction +// if you need to write your own. +// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. +void ImGui::TableHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + + // Call layout if not already done. This is automatically done by TableNextRow: we do it here _only_ to make + // it easier to debug-step in TableUpdateLayout(). Your own version of this function doesn't need this. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + // Open row + const float row_height = TableGetHeaderRowHeight(); + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + const float row_y1 = GetCursorScreenPos().y; + if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. + return; + + const int columns_count = TableGetColumnCount(); + for (int column_n = 0; column_n < columns_count; column_n++) + { + if (!TableSetColumnIndex(column_n)) + continue; + + // Push an id to allow empty/unnamed headers. This is also idiomatic as it ensure there is a consistent ID path to access columns (for e.g. automation) + const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); + PushID(column_n); + TableHeader(name); + PopID(); + } + + // Allow opening popup from the right-most section after the last column. + ImVec2 mouse_pos = ImGui::GetMousePos(); + if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) + if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) + TableOpenContextMenu(columns_count); // Will open a non-column-specific popup. +} + +// Emit a column header (text + optional sort order) +// We cpu-clip text here so that all columns headers can be merged into a same draw call. +// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader() +void ImGui::TableHeader(const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + + IM_ASSERT(table->CurrentColumn != -1); + const int column_n = table->CurrentColumn; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Label + if (label == NULL) + label = ""; + const char* label_end = FindRenderedTextEnd(label); + ImVec2 label_size = CalcTextSize(label, label_end, true); + ImVec2 label_pos = window->DC.CursorPos; + + // If we already got a row height, there's use that. + // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect? + ImRect cell_r = TableGetCellBgRect(table, column_n); + float label_height = ImMax(label_size.y, table->RowMinHeight - table->RowCellPaddingY * 2.0f); + + // Calculate ideal size for sort order arrow + float w_arrow = 0.0f; + float w_sort_text = 0.0f; + bool sort_arrow = false; + char sort_order_suf[4] = ""; + const float ARROW_SCALE = 0.65f; + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); + if (column->SortOrder != -1) + sort_arrow = true; + if (column->SortOrder > 0) + { + ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); + w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x; + } + } + + // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging. + float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; + column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, sort_arrow ? cell_r.Max.x : ImMin(max_pos_x, cell_r.Max.x)); + column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); + + // Keep header highlighted when context menu is open. + ImGuiID id = window->GetID(label); + ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); + ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal + if (!ItemAdd(bb, id)) + return; + + //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + + // Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. + const bool highlight = (table->HighlightColumnHeader == column_n); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap); + if (held || hovered || highlight) + { + const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); + } + else + { + // Submit single cell bg color in the case we didn't submit a full header row + if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); + } + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding); + if (held) + table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; + window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; + + // Drag and drop to re-order columns. + // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. + if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) + { + // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x + table->ReorderColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + + // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder. + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) + if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL) + if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = -1; + if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) + if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL) + if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = +1; + } + + // Sort order arrow + const float ellipsis_max = ImMax(cell_r.Max.x - w_arrow - w_sort_text, label_pos.x); + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + if (column->SortOrder != -1) + { + float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text); + float y = label_pos.y; + if (column->SortOrder > 0) + { + PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f)); + RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf); + PopStyleColor(); + x += w_sort_text; + } + RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); + } + + // Handle clicking on column header to adjust Sort Order + if (pressed && table->ReorderColumn != column_n) + { + ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column); + TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift); + } + } + + // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will + // be merged into a single draw call. + //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); + + const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); + if (text_clipped && hovered && g.ActiveId == 0) + SetItemTooltip("%.*s", (int)(label_end - label), label); + + // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden + if (IsMouseReleased(1) && IsItemHovered()) + TableOpenContextMenu(column_n); +} + +// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets. +// FIXME: No hit-testing/button on the angled header. +void ImGui::TableAngledHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiTableTempData* temp_data = table->TempData; + temp_data->AngledHeadersRequests.resize(0); + temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount); + + // Which column needs highlight? + const ImGuiID row_id = GetID("##AngledHeaders"); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + int highlight_column_n = table->HighlightColumnHeader; + if (highlight_column_n == -1 && table->HoveredColumnBody != -1) + if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive))) + highlight_column_n = table->HoveredColumnBody; + + // Build up request + ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg); + ImU32 col_text = GetColorU32(ImGuiCol_Text); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here. + continue; + ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 }; + temp_data->AngledHeadersRequests.push_back(request); + } + + // Render row + TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size); +} + +// Important: data must be fed left to right +void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiWindow* window = g.CurrentWindow; + ImDrawList* draw_list = window->DrawList; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->CurrentRow == -1 && "Must be first row"); + + if (max_label_width == 0.0f) + max_label_width = TableGetHeaderAngledMaxLabelWidth(); + + // Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user. + const bool flip_label = (angle < 0.0f); + angle -= IM_PI * 0.5f; + const float cos_a = ImCos(angle); + const float sin_a = ImSin(angle); + const float label_cos_a = flip_label ? ImCos(angle + IM_PI) : cos_a; + const float label_sin_a = flip_label ? ImSin(angle + IM_PI) : sin_a; + const ImVec2 unit_right = ImVec2(cos_a, sin_a); + + // Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow() + // FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other. + const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f; + const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y)); + table->AngledHeadersHeight = row_height; + table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f; + const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right + + // Declare row, override and draw our own background + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + TableNextColumn(); + const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2); + table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0); + float clip_rect_min_x = table->BgClipRect.Min.x; + if (table->FreezeColumnsCount > 0) + clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX); + TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel + PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns + draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color. + PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns + + ButtonBehavior(row_r, row_id, NULL, NULL); + KeepAliveID(row_id); + + const float ascent_scaled = g.Font->Ascent * g.FontScale; // FIXME: Standardize those scaling factors better + const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f); + const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component + const ImVec2 align = g.Style.TableAngledHeadersTextAlign; + + // Draw background and labels in first pass, then all borders. + float max_x = -FLT_MAX; + for (int pass = 0; pass < 2; pass++) + for (int order_n = 0; order_n < data_count; order_n++) + { + const ImGuiTableHeaderData* request = &data[order_n]; + const int column_n = request->Index; + ImGuiTableColumn* column = &table->Columns[column_n]; + + ImVec2 bg_shape[4]; + bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y); + bg_shape[1] = ImVec2(column->MinX, row_r.Max.y); + bg_shape[2] = bg_shape[1] + header_angled_vector; + bg_shape[3] = bg_shape[0] + header_angled_vector; + if (pass == 0) + { + // Draw shape + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0); + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight + max_x = ImMax(max_x, bg_shape[3].x); + + // Draw label + // - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset. + // - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated. + const char* label_name = TableGetColumnName(table, column_n); + const char* label_name_end = FindRenderedTextEnd(label_name); + const float line_off_step_x = (g.FontSize / -sin_a); + const int label_lines = ImTextCountLines(label_name, label_name_end); + + // Left<>Right alignment + float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f; + float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x; + line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x; + + // Register header width + column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x); + + while (label_name < label_name_end) + { + const char* label_name_eol = strchr(label_name, '\n'); + if (label_name_eol == NULL) + label_name_eol = label_name_end; + + // FIXME: Individual line clipping for right-most column is broken for negative angles. + ImVec2 label_size = CalcTextSize(label_name, label_name_eol); + float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text. + float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x); + ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height)); + int vtx_idx_begin = draw_list->_VtxCurrentIdx; + PushStyleColor(ImGuiCol_Text, request->TextColor); + RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size); + PopStyleColor(); + int vtx_idx_end = draw_list->_VtxCurrentIdx; + + // Up<>Down alignment + const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f); + const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f); + + // Rotate and offset label + ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y); + ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y); + line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x; + pivot_out += unit_right * padding.y; + if (flip_label) + pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x)); + pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x; + ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset + //if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); } + + label_name = label_name_eol + 1; + } + } + if (pass == 1) + { + // Draw border + draw_list->AddLine(bg_shape[0], bg_shape[3], TableGetColumnBorderCol(table, order_n, column_n)); + } + } + PopClipRect(); + PopClipRect(); + table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Context Menu +//------------------------------------------------------------------------- +// - TableOpenContextMenu() [Internal] +// - TableBeginContextMenuPopup() [Internal] +// - TableDrawDefaultContextMenu() [Internal] +//------------------------------------------------------------------------- + +// Use -1 to open menu not specific to a given column. +void ImGui::TableOpenContextMenu(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn() + column_n = -1; + IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount); + if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + table->IsContextPopupOpen = true; + table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + OpenPopupEx(context_menu_id, ImGuiPopupFlags_None); + } +} + +bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table) +{ + if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted) + return false; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) + return true; + table->IsContextPopupOpen = false; + return false; +} + +// Output context menu into current window (generally a popup) +// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? +// Sections to display are pulled from 'flags_for_section_to_display', which is typically == table->Flags. +// - ImGuiTableFlags_Resizable -> display Sizing menu items +// - ImGuiTableFlags_Reorderable -> display "Reset Order" +////- ImGuiTableFlags_Sortable -> display sorting options (disabled) +// - ImGuiTableFlags_Hideable -> display columns visibility menu items +// It means if you have a custom context menus you can call this section and omit some sections, and add your own. +void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + bool want_separator = false; + const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; + ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; + + // Sizing + if (flags_for_section_to_display & ImGuiTableFlags_Resizable) + { + if (column != NULL) + { + const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne" + TableSetColumnWidthAutoSingle(table, column_n); + } + + const char* size_all_desc; + if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit); // "###SizeAll" All fixed + else + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault); // "###SizeAll" All stretch or mixed + if (MenuItem(size_all_desc, NULL)) + TableSetColumnWidthAutoAll(table); + want_separator = true; + } + + // Ordering + if (flags_for_section_to_display & ImGuiTableFlags_Reorderable) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder)) + table->IsResetDisplayOrderRequest = true; + want_separator = true; + } + + // Reset all (should work but seems unnecessary/noisy to expose?) + //if (MenuItem("Reset all")) + // table->IsResetAllRequest = true; + + // Sorting + // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) +#if 0 + if ((flags_for_section_to_display & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) + { + if (want_separator) + Separator(); + want_separator = true; + + bool append_to_sort_specs = g.IO.KeyShift; + if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs); + if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs); + } +#endif + + // Hiding / Visibility + if (flags_for_section_to_display & ImGuiTableFlags_Hideable) + { + if (want_separator) + Separator(); + want_separator = true; + + PushItemFlag(ImGuiItemFlags_AutoClosePopups, false); + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column->Flags & ImGuiTableColumnFlags_Disabled) + continue; + + const char* name = TableGetColumnName(table, other_column_n); + if (name == NULL || name[0] == 0) + name = ""; + + // Make sure we can't hide the last active column + bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; + if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1) + menu_item_active = false; + if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active)) + other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled; + } + PopItemFlag(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Settings (.ini data) +//------------------------------------------------------------------------- +// FIXME: The binding/finding/creating flow are too confusing. +//------------------------------------------------------------------------- +// - TableSettingsInit() [Internal] +// - TableSettingsCalcChunkSize() [Internal] +// - TableSettingsCreate() [Internal] +// - TableSettingsFindByID() [Internal] +// - TableGetBoundSettings() [Internal] +// - TableResetSettings() +// - TableSaveSettings() [Internal] +// - TableLoadSettings() [Internal] +// - TableSettingsHandler_ClearAll() [Internal] +// - TableSettingsHandler_ApplyAll() [Internal] +// - TableSettingsHandler_ReadOpen() [Internal] +// - TableSettingsHandler_ReadLine() [Internal] +// - TableSettingsHandler_WriteAll() [Internal] +// - TableSettingsInstallHandler() [Internal] +//------------------------------------------------------------------------- +// [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings. +// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table. +// [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty. +// [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file. +//------------------------------------------------------------------------- + +// Clear and initialize empty settings instance +static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max) +{ + IM_PLACEMENT_NEW(settings) ImGuiTableSettings(); + ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings(); + for (int n = 0; n < columns_count_max; n++, settings_column++) + IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings(); + settings->ID = id; + settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count; + settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max; + settings->WantApply = true; +} + +static size_t TableSettingsCalcChunkSize(int columns_count) +{ + return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings); +} + +ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count)); + TableSettingsInit(settings, id, columns_count, columns_count); + return settings; +} + +// Find existing settings +ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id) +{ + // FIXME-OPT: Might want to store a lookup map for this? + ImGuiContext& g = *GImGui; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID == id) + return settings; + return NULL; +} + +// Get settings for a given table, NULL if none +ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table) +{ + if (table->SettingsOffset != -1) + { + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); + IM_ASSERT(settings->ID == table->ID); + if (settings->ColumnsCountMax >= table->ColumnsCount) + return settings; // OK + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return NULL; +} + +// Restore initial state of table (with or without saved settings) +void ImGui::TableResetSettings(ImGuiTable* table) +{ + table->IsInitializing = table->IsSettingsDirty = true; + table->IsResetAllRequest = false; + table->IsSettingsRequestLoad = false; // Don't reload from ini + table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative +} + +void ImGui::TableSaveSettings(ImGuiTable* table) +{ + table->IsSettingsDirty = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind or create settings data + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = TableGetBoundSettings(table); + if (settings == NULL) + { + settings = TableSettingsCreate(table->ID, table->ColumnsCount); + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount; + + // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings + IM_ASSERT(settings->ID == table->ID); + IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount); + ImGuiTableColumn* column = table->Columns.Data; + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + + bool save_ref_scale = false; + settings->SaveFlags = ImGuiTableFlags_None; + for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) + { + const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest; + column_settings->WidthOrWeight = width_or_weight; + column_settings->Index = (ImGuiTableColumnIdx)n; + column_settings->DisplayOrder = column->DisplayOrder; + column_settings->SortOrder = column->SortOrder; + column_settings->SortDirection = column->SortDirection; + column_settings->IsEnabled = column->IsUserEnabled; + column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) + save_ref_scale = true; + + // We skip saving some data in the .ini file when they are unnecessary to restore our state. + // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f. + // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. + if (width_or_weight != column->InitStretchWeightOrWidth) + settings->SaveFlags |= ImGuiTableFlags_Resizable; + if (column->DisplayOrder != n) + settings->SaveFlags |= ImGuiTableFlags_Reorderable; + if (column->SortOrder != -1) + settings->SaveFlags |= ImGuiTableFlags_Sortable; + if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) + settings->SaveFlags |= ImGuiTableFlags_Hideable; + } + settings->SaveFlags &= table->Flags; + settings->RefScale = save_ref_scale ? table->RefScale : 0.0f; + + MarkIniSettingsDirty(); +} + +void ImGui::TableLoadSettings(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + table->IsSettingsRequestLoad = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind settings + ImGuiTableSettings* settings; + if (table->SettingsOffset == -1) + { + settings = TableSettingsFindByID(table->ID); + if (settings == NULL) + return; + if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return... + table->IsSettingsDirty = true; + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + else + { + settings = TableGetBoundSettings(table); + } + + table->SettingsLoadedFlags = settings->SaveFlags; + table->RefScale = settings->RefScale; + + // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + ImU64 display_order_mask = 0; + for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++) + { + int column_n = column_settings->Index; + if (column_n < 0 || column_n >= table->ColumnsCount) + continue; + + ImGuiTableColumn* column = &table->Columns[column_n]; + if (settings->SaveFlags & ImGuiTableFlags_Resizable) + { + if (column_settings->IsStretch) + column->StretchWeight = column_settings->WidthOrWeight; + else + column->WidthRequest = column_settings->WidthOrWeight; + column->AutoFitQueue = 0x00; + } + if (settings->SaveFlags & ImGuiTableFlags_Reorderable) + column->DisplayOrder = column_settings->DisplayOrder; + else + column->DisplayOrder = (ImGuiTableColumnIdx)column_n; + display_order_mask |= (ImU64)1 << column->DisplayOrder; + column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled; + column->SortOrder = column_settings->SortOrder; + column->SortDirection = column_settings->SortDirection; + } + + // Validate and fix invalid display order data + const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1; + if (display_order_mask != expected_display_order_mask) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n; + + // Rebuild index + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; +} + +static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + table->SettingsOffset = -1; + g.SettingsTables.clear(); +} + +// Apply to existing windows (if any) +static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + { + table->IsSettingsRequestLoad = true; + table->SettingsOffset = -1; + } +} + +static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = 0; + int columns_count = 0; + if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2) + return NULL; + + if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id)) + { + if (settings->ColumnsCountMax >= columns_count) + { + TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle + return settings; + } + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return ImGui::TableSettingsCreate(id, columns_count); +} + +static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + ImGuiTableSettings* settings = (ImGuiTableSettings*)entry; + float f = 0.0f; + int column_n = 0, r = 0, n = 0; + + if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; } + + if (sscanf(line, "Column %d%n", &column_n, &r) == 1) + { + if (column_n < 0 || column_n >= settings->ColumnsCount) + return; + line = ImStrSkipBlank(line + r); + char c = 0; + ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n; + column->Index = (ImGuiTableColumnIdx)column_n; + if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; } + if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; } + if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; } + if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; } + } +} + +static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + { + if (settings->ID == 0) // Skip ditched settings + continue; + + // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped + // (e.g. Order was unchanged) + const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0; + const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; + const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; + const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; + if (!save_size && !save_visible && !save_order && !save_sort) + continue; + + buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve + buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); + if (settings->RefScale != 0.0f) + buf->appendf("RefScale=%g\n", settings->RefScale); + ImGuiTableColumnSettings* column = settings->GetColumnSettings(); + for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) + { + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1); + if (!save_column) + continue; + buf->appendf("Column %-2d", column_n); + if (column->UserID != 0) { buf->appendf(" UserID=%08X", column->UserID); } + if (save_size && column->IsStretch) { buf->appendf(" Weight=%.4f", column->WidthOrWeight); } + if (save_size && !column->IsStretch) { buf->appendf(" Width=%d", (int)column->WidthOrWeight); } + if (save_visible) { buf->appendf(" Visible=%d", column->IsEnabled); } + if (save_order) { buf->appendf(" Order=%d", column->DisplayOrder); } + if (save_sort && column->SortOrder != -1) { buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); } + buf->append("\n"); + } + buf->append("\n"); + } +} + +void ImGui::TableSettingsAddSettingsHandler() +{ + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Table"; + ini_handler.TypeHash = ImHashStr("Table"); + ini_handler.ClearAllFn = TableSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Garbage Collection +//------------------------------------------------------------------------- +// - TableRemove() [Internal] +// - TableGcCompactTransientBuffers() [Internal] +// - TableGcCompactSettings() [Internal] +//------------------------------------------------------------------------- + +// Remove Table (currently only used by TestEngine) +void ImGui::TableRemove(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + int table_idx = g.Tables.GetIndex(table); + //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); + //memset(table, 0, sizeof(ImGuiTable)); + g.Tables.Remove(table->ID, table); + g.TablesLastTimeActive[table_idx] = -1.0f; +} + +// Free up/compact internal Table buffers for when it gets unused +void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + IM_ASSERT(table->MemoryCompacted == false); + table->SortSpecs.Specs = NULL; + table->SortSpecsMulti.clear(); + table->IsSortSpecsDirty = true; // FIXME: In theory shouldn't have to leak into user performing a sort on resume. + table->ColumnsNames.clear(); + table->MemoryCompacted = true; + for (int n = 0; n < table->ColumnsCount; n++) + table->Columns[n].NameOffset = -1; + g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; +} + +void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data) +{ + temp_data->DrawSplitter.ClearFreeMemory(); + temp_data->LastTimeActive = -1.0f; +} + +// Compact and remove unused settings data (currently only used by TestEngine) +void ImGui::TableGcCompactSettings() +{ + ImGuiContext& g = *GImGui; + int required_memory = 0; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount); + if (required_memory == g.SettingsTables.Buf.Size) + return; + ImChunkStream new_chunk_stream; + new_chunk_stream.Buf.reserve(required_memory); + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount)); + g.SettingsTables.swap(new_chunk_stream); +} + + +//------------------------------------------------------------------------- +// [SECTION] Tables: Debugging +//------------------------------------------------------------------------- +// - DebugNodeTable() [Internal] +//------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) +{ + sizing_policy &= ImGuiTableFlags_SizingMask_; + if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; } + if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; } + return "N/A"; +} + +void ImGui::DebugNodeTable(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + const bool is_active = (table->LastFrameActive >= g.FrameCount - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); + if (IsItemVisible() && table->HoveredColumnBody != -1) + GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + if (!open) + return; + if (table->InstanceCurrent > 0) + Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + if (DebugBreakButton("**DebugBreak**", "in BeginTable()")) + g.DebugBreakInTable = table->ID; + SameLine(); + } + + bool clear_settings = SmallButton("Clear settings"); + BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); + BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); + BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); + BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); + BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); + for (int n = 0; n < table->InstanceCurrent + 1; n++) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, n); + BulletText("Instance %d: HoveredRow: %d, LastOuterHeight: %.2f", n, table_instance->HoveredRowLast, table_instance->LastOuterHeight); + } + //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); + float sum_weights = 0.0f; + for (int n = 0; n < table->ColumnsCount; n++) + if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch) + sum_weights += table->Columns[n].StretchWeight; + for (int n = 0; n < table->ColumnsCount; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + const char* name = TableGetColumnName(table, n); + char buf[512]; + ImFormatString(buf, IM_ARRAYSIZE(buf), + "Column %d order %d '%s': offset %+.2f to %+.2f%s\n" + "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" + "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n" + "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n" + "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n" + "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..", + n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "", + column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen, + column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f, + column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x, + column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX, + column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags, + (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", + (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", + (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); + Bullet(); + Selectable(buf); + if (IsItemHovered()) + { + ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); + GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); + } + } + if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) + DebugNodeTableSettings(settings); + if (clear_settings) + table->IsResetAllRequest = true; + TreePop(); +} + +void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings) +{ + if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount)) + return; + BulletText("SaveFlags: 0x%08X", settings->SaveFlags); + BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax); + for (int n = 0; n < settings->ColumnsCount; n++) + { + ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n]; + ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None; + BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X", + n, column_settings->DisplayOrder, column_settings->SortOrder, + (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", + column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID); + } + TreePop(); +} + +#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugNodeTable(ImGuiTable*) {} +void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} + +#endif + + +//------------------------------------------------------------------------- +// [SECTION] Columns, BeginColumns, EndColumns, etc. +// (This is a legacy API, prefer using BeginTable/EndTable!) +//------------------------------------------------------------------------- +// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.) +//------------------------------------------------------------------------- +// - SetWindowClipRectBeforeSetChannel() [Internal] +// - GetColumnIndex() +// - GetColumnsCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, +// they would meddle many times with the underlying ImDrawCmd. +// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let +// the subsequent single call to SetCurrentChannel() does it things once. +void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) +{ + ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); + window->ClipRect = clip_rect; + window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; + window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; +} + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f; + +static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return 0.0f; + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return GetContentRegionAvail().x; + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiOldColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + columns->HostBackupClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, 0); +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); +} + +ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiOldColumns()); + ImGuiOldColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiOldColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostInitialClipRect = window->ClipRect; + columns->HostBackupParentWorkRect = window->ParentWorkRect; + window->ParentWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImTrunc(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiOldColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiOldColumnData* column = &columns->Columns[n]; + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWithFull(window->ClipRect); + } + + if (columns->Count > 1) + { + columns->Splitter.Split(window->DrawList, 1 + columns->Count); + columns->Splitter.SetCurrentChannel(window->DrawList, 1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; + window->WorkRect.Max.y = window->ContentRegionRect.Max.y; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + + // Next column + if (++columns->Current == columns->Count) + columns->Current = 0; + + PopItemWidth(); + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() + // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), + ImGuiOldColumnData* column = &columns->Columns[columns->Current]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (columns->Current > 0) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + } + else + { + // New row/line: column 0 honor IndentX. + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.IsSameLine = false; + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + columns->Splitter.Merge(window->DrawList); + } + + const ImGuiOldColumnFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiOldColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale); + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); + if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiOldColumnFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = IM_TRUNC(x); + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = window->ParentWorkRect; + window->ParentWorkRect = columns->HostBackupParentWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + NavUpdateCurrentWindowIsScrollPushableX(); +} + +void ImGui::Columns(int columns_count, const char* id, bool borders) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiOldColumnFlags flags = (borders ? 0 : ImGuiOldColumnFlags_NoBorder); + //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_widgets.cpp b/src/main/imgui/imgui_widgets.cpp new file mode 100644 index 0000000..2cbef83 --- /dev/null +++ b/src/main/imgui/imgui_widgets.cpp @@ -0,0 +1,10473 @@ +// dear imgui, v1.91.7 +// (widgets code) + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Widgets: Text, etc. +// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.) +// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.) +// [SECTION] Widgets: ComboBox +// [SECTION] Data Type and Data Formatting Helpers +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +// [SECTION] Widgets: InputText, InputTextMultiline +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +// [SECTION] Widgets: Selectable +// [SECTION] Widgets: Typing-Select support +// [SECTION] Widgets: Box-Select support +// [SECTION] Widgets: Multi-Select support +// [SECTION] Widgets: Multi-Select helpers +// [SECTION] Widgets: ListBox +// [SECTION] Widgets: PlotLines, PlotHistogram +// [SECTION] Widgets: Value helpers +// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // intptr_t + +//------------------------------------------------------------------------- +// Warnings +//------------------------------------------------------------------------- + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +//------------------------------------------------------------------------- +// Data +//------------------------------------------------------------------------- + +// Widgets +static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior. +static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags. + +// Those MIN/MAX values are not define because we need to point to them +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; +static const unsigned short IM_U16_MIN = 0; +static const unsigned short IM_U16_MAX = 0xFFFF; +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +#ifdef LLONG_MIN +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +#else +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; +#endif +static const ImU64 IM_U64_MIN = 0; +#ifdef ULLONG_MAX +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +#else +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +#endif + +//------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//------------------------------------------------------------------------- + +// For InputTextEx() +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard = false); +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Text, etc. +//------------------------------------------------------------------------- +// - TextEx() [Internal] +// - TextUnformatted() +// - Text() +// - TextV() +// - TextColored() +// - TextColoredV() +// - TextDisabled() +// - TextDisabledV() +// - TextWrapped() +// - TextWrappedV() +// - LabelText() +// - LabelTextV() +// - BulletText() +// - BulletTextV() +//------------------------------------------------------------------------- + +void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Accept null ranges + if (text == text_end) + text = text_end = ""; + + // Calculate length + const char* text_begin = text; + if (text_end == NULL) + text_end = text + strlen(text); // FIXME-OPT + + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + const float wrap_pos_x = window->DC.TextWrapPos; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); + if (text_end - text <= 2000 || wrap_enabled) + { + // Common case + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } + else + { + // Long text! + // Perform manual coarse clipping to optimize for long multi-line text + // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. + const char* line = text; + const float line_height = GetTextLineHeight(); + ImVec2 text_size(0, 0); + + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) + { + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) + { + int lines_skipped = 0; + while (line < text_end && lines_skipped < lines_skippable) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + } + + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0)) + break; + + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + text_size.y = (pos - text_pos).y; + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + ItemAdd(bb, 0); + } +} + +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::Text(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextV(fmt, args); + va_end(args); +} + +void ImGui::TextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const char* text, *text_end; + ImFormatStringToTempBufferV(&text, &text_end, fmt, args); + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextColoredV(col, fmt, args); + va_end(args); +} + +void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, col); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextDisabled(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextDisabledV(fmt, args); + va_end(args); +} + +void ImGui::TextDisabledV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextWrapped(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextWrappedV(fmt, args); + va_end(args); +} + +void ImGui::TextWrappedV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + if (need_backup) + PushTextWrapPos(0.0f); + TextV(fmt, args); + if (need_backup) + PopTextWrapPos(); +} + +void ImGui::LabelText(const char* label, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LabelTextV(label, fmt, args); + va_end(args); +} + +// Add a label+text combo aligned to other label+value widgets +void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float w = CalcItemWidth(); + + const char* value_text_begin, *value_text_end; + ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args); + const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const ImVec2 pos = window->DC.CursorPos; + const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)); + const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0)) + return; + + // Render + RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); +} + +void ImGui::BulletText(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + BulletTextV(fmt, args); + va_end(args); +} + +// Text with a little bullet aligned to the typical tree node. +void ImGui::BulletTextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const char* text_begin, *text_end; + ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args); + const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); + const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(total_size, 0.0f); + const ImRect bb(pos, pos + total_size); + if (!ItemAdd(bb, 0)) + return; + + // Render + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col); + RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Main +//------------------------------------------------------------------------- +// - ButtonBehavior() [Internal] +// - Button() +// - SmallButton() +// - InvisibleButton() +// - ArrowButton() +// - CloseButton() [Internal] +// - CollapseButton() [Internal] +// - GetWindowScrollbarID() [Internal] +// - GetWindowScrollbarRect() [Internal] +// - Scrollbar() [Internal] +// - ScrollbarEx() [Internal] +// - Image() +// - ImageButton() +// - Checkbox() +// - CheckboxFlagsT() [Internal] +// - CheckboxFlags() +// - RadioButton() +// - ProgressBar() +// - Bullet() +// - Hyperlink() +//------------------------------------------------------------------------- + +// The ButtonBehavior() function is key to many interactions and used by many/most widgets. +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. +//------------------------------------------------------------------------------------------------------------------------------------------------ +// The behavior of the return-value changes when ImGuiItemFlags_ButtonRepeat is set: +// Repeat+ Repeat+ Repeat+ Repeat+ +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick +//------------------------------------------------------------------------------------------------------------------------------------------------- +// Frame N+0 (mouse button is down) - true - true +// ... - - - - +// Frame N + RepeatDelay true true - true +// ... - - - - +// Frame N + RepeatDelay + RepeatRate*N true true - true +//------------------------------------------------------------------------------------------------------------------------------------------------- + +// - FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc. +// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);' +// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading. +// - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature. +// One idiom which was previously valid which will now emit a warning is when using multiple overlayed ButtonBehavior() +// with same ID and different MouseButton (see #8030). You can fix it by: +// (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags. +// or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() +bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + // Default behavior inherited from item flags + // Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that. + ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.ItemFlags : g.CurrentItemFlags); + if (flags & ImGuiButtonFlags_AllowOverlap) + item_flags |= ImGuiItemFlags_AllowOverlap; + + // Default only reacts to left mouse button + if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) + flags |= ImGuiButtonFlags_MouseButtonLeft; + + // Default behavior requires click + release inside bounding box + if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) + flags |= (item_flags & ImGuiItemFlags_ButtonRepeat) ? ImGuiButtonFlags_PressedOnClick : ImGuiButtonFlags_PressedOnDefault_; + + ImGuiWindow* backup_hovered_window = g.HoveredWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree; + if (flatten_hovered_children) + g.HoveredWindow = window; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + // Alternate registration spot, for when caller didn't use ItemAdd() + if (g.LastItemData.ID != id) + IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL); +#endif + + bool pressed = false; + bool hovered = ItemHoverable(bb, id, item_flags); + + // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button + if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) + if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + { + hovered = true; + SetHoveredID(id); + if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) + { + pressed = true; + g.DragDropHoldJustPressedId = id; + FocusWindow(window); + } + } + + if (flatten_hovered_children) + g.HoveredWindow = backup_hovered_window; + + // Mouse handling + const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id; + if (hovered) + { + IM_ASSERT(id != 0); // Lazily check inside rare path. + + // Poll mouse buttons + // - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId. + // - Technically we only need some values in one code path, but since this is gated by hovered test this is fine. + int mouse_button_clicked = -1; + int mouse_button_released = -1; + for (int button = 0; button < 3; button++) + if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here. + { + if (IsMouseClicked(button, ImGuiInputFlags_None, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; } + if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; } + } + + // Process initial action + const bool mods_ok = !(flags & ImGuiButtonFlags_NoKeyModsAllowed) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt); + if (mods_ok) + { + if (mouse_button_clicked != -1 && g.ActiveId != id) + { + if (!(flags & ImGuiButtonFlags_NoSetKeyOwner)) + SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id); + if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) + { + SetActiveID(id, window); + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { + SetFocusID(id, window); + FocusWindow(window); + } + else + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } + } + if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2)) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveId) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { + SetFocusID(id, window); + FocusWindow(window); + } + else + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } + } + } + if (flags & ImGuiButtonFlags_PressedOnRelease) + { + if (mouse_button_released != -1) + { + const bool has_repeated_at_least_once = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior + if (!has_repeated_at_least_once) + pressed = true; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); // FIXME: Lack of FocusWindow() call here is inconsistent with other paths. Research why. + ClearActiveID(); + } + } + + // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). + // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. + if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, ImGuiInputFlags_Repeat, test_owner_id)) + pressed = true; + } + + if (pressed && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + + // Keyboard/Gamepad navigation handling + // We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav) + if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) + hovered = true; + if (g.NavActivateDownId == id) + { + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = (g.NavActivatePressedId == id); + if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat)) + { + // Avoid pressing multiple keys from triggering excessive amount of repeat events + const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); + const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter); + const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate); + const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration); + nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + } + if (nav_activated_by_code || nav_activated_by_inputs) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + pressed = true; + SetActiveID(id, window); + g.ActiveIdSource = g.NavInputSource; + if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)) + SetFocusID(id, window); + if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut) + g.ActiveIdFromShortcut = true; + } + } + + // Process while held + bool held = false; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; + + const int mouse_button = g.ActiveIdMouseButton; + if (mouse_button == -1) + { + // Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304). + ClearActiveID(); + } + else if (IsMouseDown(mouse_button, test_owner_id)) + { + held = true; + } + else + { + bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; + if ((release_in || release_anywhere) && !g.DragDropActive) + { + // Report as pressed when releasing the mouse (this is the most common path) + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2; + bool is_repeating_already = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id); + if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned) + pressed = true; + } + ClearActiveID(); + } + if (!(flags & ImGuiButtonFlags_NoNavFocus) && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + // When activated using Nav, we hold on the ActiveID until activation button is released + if (g.NavActivateDownId == id) + held = true; // hovered == true not true as we are already likely hovered on direct activation. + else + ClearActiveID(); + } + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; + } + + // Activation highlight (this may be a remote activation) + if (g.NavHighlightActivatedId == id) + hovered = true; + + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + + return pressed; +} + +bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImVec2 pos = window->DC.CursorPos; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; + ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + + const ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + + if (g.LogEnabled) + LogSetNextTextDecoration("[", "]"); + RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); + + // Automatically close popups + //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) + // CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::Button(const char* label, const ImVec2& size_arg) +{ + return ButtonEx(label, size_arg, ImGuiButtonFlags_None); +} + +// Small buttons fits within text without additional vertical spacing. +bool ImGui::SmallButton(const char* label) +{ + ImGuiContext& g = *GImGui; + float backup_padding_y = g.Style.FramePadding.y; + g.Style.FramePadding.y = 0.0f; + bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); + g.Style.FramePadding.y = backup_padding_y; + return pressed; +} + +// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. +// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. + IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); + + const ImGuiID id = window->GetID(str_id); + ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + if (!ItemAdd(bb, id, NULL, (flags & ImGuiButtonFlags_EnableNav) ? ImGuiItemFlags_None : ImGuiItemFlags_NoNav)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + RenderNavCursor(bb, id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiID id = window->GetID(str_id); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + const float default_size = GetFrameHeight(); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +{ + float sz = GetFrameHeight(); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None); +} + +// Button to close a window +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) + // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + ImRect bb_interact = bb; + const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); + if (area_to_visible_ratio < 1.5f) + bb_interact.Expand(ImTrunc(bb_interact.GetSize() * -0.25f)); + + // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. + // (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer). + bool is_clipped = !ItemAdd(bb_interact, id); + + bool hovered, held; + bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held); + if (is_clipped) + return pressed; + + // Render + ImU32 bg_col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); + if (hovered) + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + ImU32 cross_col = GetColorU32(ImGuiCol_Text); + ImVec2 cross_center = bb.GetCenter() - ImVec2(0.5f, 0.5f); + float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f); + + return pressed; +} + +// The Collapse button also functions as a Dock Menu button. +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + bool is_clipped = !ItemAdd(bb, id); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + if (is_clipped) + return pressed; + + // Render + //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + if (hovered || held) + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + + if (dock_node) + RenderArrowDockMenu(window->DrawList, bb.Min, g.FontSize, text_col); + else + RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + + // Switch to moving the window after mouse is moved beyond the initial drag threshold + if (IsItemActive() && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, dock_node, true); // Undock from window/collapse menu button + + return pressed; +} + +ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +{ + return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); +} + +// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. +ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) +{ + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float border_size = window->WindowBorderSize; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) + IM_ASSERT(scrollbar_size > 0.0f); + if (axis == ImGuiAxis_X) + return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size); + else + return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size); +} + +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = GetWindowScrollbarID(window, axis); + + // Calculate scrollbar bounding box + ImRect bb = GetWindowScrollbarRect(window, axis); + ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; + if (axis == ImGuiAxis_X) + { + rounding_corners |= ImDrawFlags_RoundCornersBottomLeft; + if (!window->ScrollbarY) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + else + { + if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) + rounding_corners |= ImDrawFlags_RoundCornersTopRight; + if (!window->ScrollbarX) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; + float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; + ImS64 scroll = (ImS64)window->Scroll[axis]; + ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_visible, (ImS64)size_contents, rounding_corners); + window->Scroll[axis] = (float)scroll; +} + +// Vertical/Horizontal scrollbar +// The entire piece of code below is rather confusing because: +// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) +// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar +// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. +// Still, the code should probably be made simpler.. +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags draw_rounding_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; + + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return false; + + const ImGuiStyle& style = g.Style; + const bool allow_interaction = (alpha >= 1.0f); + + ImRect bb = bb_frame; + bb.Expand(ImVec2(-ImClamp(IM_TRUNC((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_TRUNC((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), (ImS64)1); + const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v); + const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + + const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_visible_v); + float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space + if (held && allow_interaction && grab_h_norm < 1.0f) + { + const float scrollbar_pos_v = bb.Min[axis]; + const float mouse_pos_v = g.IO.MousePos[axis]; + + // Click position in scrollbar normalized space (0.0f->1.0f) + const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); + + const int held_dir = (clicked_v_norm < grab_v_norm) ? -1 : (clicked_v_norm > grab_v_norm + grab_h_norm) ? +1 : 0; + if (g.ActiveIdIsJustActivated) + { + // On initial click when held_dir == 0 (clicked over grab): calculate the distance between mouse and the center of the grab + const bool scroll_to_clicked_location = (g.IO.ConfigScrollbarScrollByPage == false || g.IO.KeyShift || held_dir == 0); + g.ScrollbarSeekMode = scroll_to_clicked_location ? 0 : (short)held_dir; + g.ScrollbarClickDeltaToGrabCenter = (held_dir == 0 && !g.IO.KeyShift) ? clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f : 0.0f; + } + + // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + if (g.ScrollbarSeekMode == 0) + { + // Absolute seeking + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); + } + else + { + // Page by page + if (IsMouseClicked(ImGuiMouseButton_Left, ImGuiInputFlags_Repeat) && held_dir == g.ScrollbarSeekMode) + { + float page_dir = (g.ScrollbarSeekMode > 0.0f) ? +1.0f : -1.0f; + *p_scroll_v = ImClamp(*p_scroll_v + (ImS64)(page_dir * size_visible_v), (ImS64)0, scroll_max); + } + } + + // Update values for rendering + scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + + // Update distance to grab now that we have seek'ed and saturated + //if (seek_absolute) + // g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Render + const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, draw_rounding_flags); + ImRect grab_rect; + if (axis == ImGuiAxis_X) + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); + else + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + +// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const float border_size = (border_col.w > 0.0f) ? 1.0f : 0.0f; + const ImVec2 padding(border_size, border_size); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + // Render + if (border_size > 0.0f) + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f, ImDrawFlags_None, border_size); + window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); +} + +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImVec2 padding = g.Style.FramePadding; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); + window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + + return pressed; +} + +// - ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button. +// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. (#8165) // FIXME: Maybe that's not the best design? +bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + return ImageButtonEx(window->GetID(str_id), user_texture_id, image_size, uv0, uv1, bg_col, tint_col); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy API obsoleted in 1.89. Two differences with new ImageButton() +// - old ImageButton() used ImTextureID as item id (created issue with multiple buttons with same image, transient texture id values, opaque computation of ID) +// - new ImageButton() requires an explicit 'const char* str_id' +// - old ImageButton() had frame_padding' override argument. +// - new ImageButton() always use style.FramePadding. +/* +bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + // Default to using texture ID as ID. User can still push string/integer prefixes. + PushID((ImTextureID)(intptr_t)user_texture_id); + if (frame_padding >= 0) + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding)); + bool ret = ImageButton("", user_texture_id, size, uv0, uv1, bg_col, tint_col); + if (frame_padding >= 0) + PopStyleVar(); + PopID(); + return ret; +} +*/ +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImGui::Checkbox(const char* label, bool* v) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + const bool is_visible = ItemAdd(total_bb, id); + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(total_bb)) // Extra layer of "no logic clip" for box-select support + { + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return false; + } + + // Range-Selection/Multi-selection support (header) + bool checked = *v; + if (is_multi_select) + MultiSelectItemHeader(id, &checked, NULL); + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + + // Range-Selection/Multi-selection support (footer) + if (is_multi_select) + MultiSelectItemFooter(id, &checked, &pressed); + else if (pressed) + checked = !checked; + + if (*v != checked) + { + *v = checked; + pressed = true; // return value + MarkItemEdited(id); + } + + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const bool mixed_value = (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + if (is_visible) + { + RenderNavCursor(total_bb, id); + RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + if (mixed_value) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) + ImVec2 pad(ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)), ImMax(1.0f, IM_TRUNC(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); + } + } + const ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); + if (is_visible && label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +template +bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) +{ + bool all_on = (*flags & flags_value) == flags_value; + bool any_on = (*flags & flags_value) != 0; + bool pressed; + if (!all_on && any_on) + { + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_MixedValue; + pressed = Checkbox(label, &all_on); + } + else + { + pressed = Checkbox(label, &all_on); + + } + if (pressed) + { + if (all_on) + *flags |= flags_value; + else + *flags &= ~flags_value; + } + return pressed; +} + +bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::RadioButton(const char* label, bool active) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + ImVec2 center = check_bb.GetCenter(); + center.x = IM_ROUND(center.x); + center.y = IM_ROUND(center.y); + const float radius = (square_sz - 1.0f) * 0.5f; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + MarkItemEdited(id); + + RenderNavCursor(total_bb, id); + const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment); + if (active) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark)); + } + + if (style.FrameBorderSize > 0.0f) + { + window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), num_segment, style.FrameBorderSize); + window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), num_segment, style.FrameBorderSize); + } + + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, active ? "(x)" : "( )"); + if (label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. +bool ImGui::RadioButton(const char* label, int* v, int v_button) +{ + const bool pressed = RadioButton(label, *v == v_button); + if (pressed) + *v = v_button; + return pressed; +} + +// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size +void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, 0)) + return; + + // Fraction < 0.0f will display an indeterminate progress bar animation + // The value must be animated along with time, so e.g. passing '-1.0f * ImGui::GetTime()' as fraction works. + const bool is_indeterminate = (fraction < 0.0f); + if (!is_indeterminate) + fraction = ImSaturate(fraction); + + // Out of courtesy we accept a NaN fraction without crashing + float fill_n0 = 0.0f; + float fill_n1 = (fraction == fraction) ? fraction : 0.0f; + + if (is_indeterminate) + { + const float fill_width_n = 0.2f; + fill_n0 = ImFmod(-fraction, 1.0f) * (1.0f + fill_width_n) - fill_width_n; + fill_n1 = ImSaturate(fill_n0 + fill_width_n); + fill_n0 = ImSaturate(fill_n0); + } + + // Render + RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_n0, fill_n1, style.FrameRounding); + + // Default displaying the fraction as percentage string, but user can override it + // Don't display text for indeterminate bars by default + char overlay_buf[32]; + if (!is_indeterminate || overlay != NULL) + { + if (!overlay) + { + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); + overlay = overlay_buf; + } + + ImVec2 overlay_size = CalcTextSize(overlay, NULL); + if (overlay_size.x > 0.0f) + { + float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : ImLerp(bb.Min.x, bb.Max.x, fill_n1) + style.ItemSpacing.x; + RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); + } + } +} + +void ImGui::Bullet() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + { + SameLine(0, style.FramePadding.x * 2); + return; + } + + // Render and stay on same line + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); +} + +// This is provided as a convenience for being an often requested feature. +// FIXME-STYLE: we delayed adding as there is a larger plan to revamp the styling system. +// Because of this we currently don't provide many styling options for this widget +// (e.g. hovered/active colors are automatically inferred from a single color). +bool ImGui::TextLink(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const char* label_end = FindRenderedTextEnd(label); + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcTextSize(label, label_end, true); + ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + RenderNavCursor(bb, id); + + if (hovered) + SetMouseCursor(ImGuiMouseCursor_Hand); + + ImVec4 text_colf = g.Style.Colors[ImGuiCol_TextLink]; + ImVec4 line_colf = text_colf; + { + // FIXME-STYLE: Read comments above. This widget is NOT written in the same style as some earlier widgets, + // as we are currently experimenting/planning a different styling system. + float h, s, v; + ColorConvertRGBtoHSV(text_colf.x, text_colf.y, text_colf.z, h, s, v); + if (held || hovered) + { + v = ImSaturate(v + (held ? 0.4f : 0.3f)); + h = ImFmod(h + 0.02f, 1.0f); + } + ColorConvertHSVtoRGB(h, s, v, text_colf.x, text_colf.y, text_colf.z); + v = ImSaturate(v - 0.20f); + ColorConvertHSVtoRGB(h, s, v, line_colf.x, line_colf.y, line_colf.z); + } + + float line_y = bb.Max.y + ImFloor(g.Font->Descent * g.FontScale * 0.20f); + window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf)); // FIXME-TEXT: Underline mode. + + PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf)); + RenderText(bb.Min, label, label_end); + PopStyleColor(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +void ImGui::TextLinkOpenURL(const char* label, const char* url) +{ + ImGuiContext& g = *GImGui; + if (url == NULL) + url = label; + if (TextLink(label)) + if (g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, url); + SetItemTooltip(LocalizeGetMsg(ImGuiLocKey_OpenLink_s), url); // It is more reassuring for user to _always_ display URL when we same as label + if (BeginPopupContextItem()) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_CopyLink))) + SetClipboardText(url); + EndPopup(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Low-level Layout helpers +//------------------------------------------------------------------------- +// - Spacing() +// - Dummy() +// - NewLine() +// - AlignTextToFramePadding() +// - SeparatorEx() [Internal] +// - Separator() +// - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] +//------------------------------------------------------------------------- + +void ImGui::Spacing() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ItemSize(ImVec2(0, 0)); +} + +void ImGui::Dummy(const ImVec2& size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + ItemAdd(bb, 0); +} + +void ImGui::NewLine() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + ItemSize(ImVec2(0, 0)); + else + ItemSize(ImVec2(0.0f, g.FontSize)); + window->DC.LayoutType = backup_layout_type; +} + +void ImGui::AlignTextToFramePadding() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); +} + +// Horizontal/vertical separating line +// FIXME: Surprisingly, this seemingly trivial widget is a victim of many different legacy/tricky layout issues. +// Note how thickness == 1.0f is handled specifically as not moving CursorPos by 'thickness', but other values are. +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + IM_ASSERT(thickness > 0.0f); + + if (flags & ImGuiSeparatorFlags_Vertical) + { + // Vertical separator, for menu bars (use current line height). + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness, y2)); + ItemSize(ImVec2(thickness, 0.0f)); + if (!ItemAdd(bb, 0)) + return; + + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); + } + else if (flags & ImGuiSeparatorFlags_Horizontal) + { + // Horizontal Separator + float x1 = window->DC.CursorPos.x; + float x2 = window->WorkRect.Max.x; + + // Preserve legacy behavior inside Columns() + // Before Tables API happened, we relied on Separator() to span all columns of a Columns() set. + // We currently don't need to provide the same feature for tables because tables naturally have border features. + ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + { + x1 = window->Pos.x + window->DC.Indent.x; // Used to be Pos.x before 2023/10/03 + x2 = window->Pos.x + window->Size.x; + PushColumnsBackground(); + } + + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) + const float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change. + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness)); + ItemSize(ImVec2(0.0f, thickness_for_layout)); + + if (ItemAdd(bb, 0)) + { + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------\n"); + + } + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + } +} + +void ImGui::Separator() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // Those flags should eventually be configurable by the user + // FIXME: We cannot g.Style.SeparatorTextBorderSize for thickness as it relates to SeparatorText() which is a decorated separator, not defaulting to 1.0f. + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + + // Only applies to legacy Columns() api as they relied on Separator() a lot. + if (window->DC.CurrentColumns) + flags |= ImGuiSeparatorFlags_SpanAllColumns; + + SeparatorEx(flags, 1.0f); +} + +void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStyle& style = g.Style; + + const ImVec2 label_size = CalcTextSize(label, label_end, false); + const ImVec2 pos = window->DC.CursorPos; + const ImVec2 padding = style.SeparatorTextPadding; + + const float separator_thickness = style.SeparatorTextBorderSize; + const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness)); + const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y)); + const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f)); + ItemSize(min_size, text_baseline_y); + if (!ItemAdd(bb, id)) + return; + + const float sep1_x1 = pos.x; + const float sep2_x2 = bb.Max.x; + const float seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f); + + const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f); + const ImVec2 label_pos(pos.x + padding.x + ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y); // FIXME-ALIGN + + // This allows using SameLine() to position something in the 'extra_w' + window->DC.CursorPosPrevLine.x = label_pos.x + label_size.x; + + const ImU32 separator_col = GetColorU32(ImGuiCol_Separator); + if (label_size.x > 0.0f) + { + const float sep1_x2 = label_pos.x - style.ItemSpacing.x; + const float sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x; + if (sep1_x2 > sep1_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep1_x2, seps_y), separator_col, separator_thickness); + if (sep2_x2 > sep2_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + if (g.LogEnabled) + LogSetNextTextDecoration("---", NULL); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, bb.Max.x, label, label_end, &label_size); + } + else + { + if (g.LogEnabled) + LogText("---"); + if (separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + } +} + +void ImGui::SeparatorText(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + // The SeparatorText() vs SeparatorTextEx() distinction is designed to be considerate that we may want: + // - allow separator-text to be draggable items (would require a stable ID + a noticeable highlight) + // - this high-level entry point to allow formatting? (which in turns may require ID separate from formatted string) + // - because of this we probably can't turn 'const char* label' into 'const char* fmt, ...' + // Otherwise, we can decide that users wanting to drag this would layout a dedicated drag-item, + // and then we can turn this into a format function. + SeparatorTextEx(0, label, FindRenderedTextEnd(label), 0.0f); +} + +// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav)) + return false; + + // FIXME: AFAIK the only leftover reason for passing ImGuiButtonFlags_AllowOverlap here is + // to allow caller of SplitterBehavior() to call SetItemAllowOverlap() after the item. + // Nowadays we would instead want to use SetNextItemAllowOverlap() before the item. + ImGuiButtonFlags button_flags = ImGuiButtonFlags_FlattenChildren; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + button_flags |= ImGuiButtonFlags_AllowOverlap; +#endif + + bool hovered, held; + ImRect bb_interact = bb; + bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); + ButtonBehavior(bb_interact, id, &hovered, &held, button_flags); + if (hovered) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb + + if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); + + ImRect bb_render = bb; + if (held) + { + float mouse_delta = (g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min)[axis]; + + // Minimum pane size + float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); + float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); + if (mouse_delta < -size_1_maximum_delta) + mouse_delta = -size_1_maximum_delta; + if (mouse_delta > size_2_maximum_delta) + mouse_delta = size_2_maximum_delta; + + // Apply resize + if (mouse_delta != 0.0f) + { + *size1 = ImMax(*size1 + mouse_delta, min_size1); + *size2 = ImMax(*size2 - mouse_delta, min_size2); + bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); + MarkItemEdited(id); + } + } + + // Render at new position + if (bg_col & IM_COL32_A_MASK) + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f); + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); + + return held; +} + +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +// Set items Width to -1.0f to disable shrinking this item. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +{ + if (count == 1) + { + if (items[0].Width >= 0.0f) + items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + int count_same_width = 1; + while (width_excess > 0.0f && count_same_width < count) + { + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) + count_same_width++; + float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + if (max_width_to_remove_per_item <= 0.0f) + break; + float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + for (int item_n = 0; item_n < count_same_width; item_n++) + items[item_n].Width -= width_to_remove_per_item; + width_excess -= width_to_remove_per_item * count_same_width; + } + + // Round width and redistribute remainder + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. + width_excess = 0.0f; + for (int n = 0; n < count; n++) + { + float width_rounded = ImTrunc(items[n].Width); + width_excess += items[n].Width - width_rounded; + items[n].Width = width_rounded; + } + while (width_excess > 0.0f) + for (int n = 0; n < count && width_excess > 0.0f; n++) + { + float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f); + items[n].Width += width_to_add; + width_excess -= width_to_add; + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ComboBox +//------------------------------------------------------------------------- +// - CalcMaxPopupHeightFromItemCount() [Internal] +// - BeginCombo() +// - BeginComboPopup() [Internal] +// - EndCombo() +// - BeginComboPreview() [Internal] +// - EndComboPreview() [Internal] +// - Combo() +//------------------------------------------------------------------------- + +static float CalcMaxPopupHeightFromItemCount(int items_count) +{ + ImGuiContext& g = *GImGui; + if (items_count <= 0) + return FLT_MAX; + return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); +} + +bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags; + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + if (flags & ImGuiComboFlags_WidthFitPreview) + IM_ASSERT((flags & (ImGuiComboFlags_NoPreview | (ImGuiComboFlags)ImGuiComboFlags_CustomPreview)) == 0); + + const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const float preview_width = ((flags & ImGuiComboFlags_WidthFitPreview) && (preview_value != NULL)) ? CalcTextSize(preview_value, NULL, true).x : 0.0f; + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : ((flags & ImGuiComboFlags_WidthFitPreview) ? (arrow_size + preview_width + style.FramePadding.x * 2.0f) : CalcItemWidth()); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &bb)) + return false; + + // Open on click + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); + bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); + if (pressed && !popup_open) + { + OpenPopupEx(popup_id, ImGuiPopupFlags_None); + popup_open = true; + } + + // Render shape + const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); + RenderNavCursor(bb, id); + if (!(flags & ImGuiComboFlags_NoPreview)) + window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); + if (!(flags & ImGuiComboFlags_NoArrowButton)) + { + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); + if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); + } + RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); + + // Custom preview + if (flags & ImGuiComboFlags_CustomPreview) + { + g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y); + IM_ASSERT(preview_value == NULL || preview_value[0] == 0); + preview_value = NULL; + } + + // Render preview and label + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) + { + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL); + } + if (label_size.x > 0) + RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label); + + if (!popup_open) + return false; + + g.NextWindowData.Flags = backup_next_window_data_flags; + return BeginComboPopup(popup_id, bb, flags); +} + +bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); + return false; + } + + // Set popup size + float w = bb.GetWidth(); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); + } + else + { + if ((flags & ImGuiComboFlags_HeightMask_) == 0) + flags |= ImGuiComboFlags_HeightRegular; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + int popup_max_height_in_items = -1; + if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; + else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; + else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; + ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX); + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size + constraint_min.x = w; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f) + constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items); + SetNextWindowSizeConstraints(constraint_min, constraint_max); + } + + // This is essentially a specialized version of BeginPopupEx() + char name[16]; + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginComboDepth); // Recycle windows based on depth + + // Set position given a custom constraint (peak into expected window size so we can position it) + // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? + // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? + if (ImGuiWindow* popup_window = FindWindowByName(name)) + if (popup_window->WasActive) + { + // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. + ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); + popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)" + ImRect r_outer = GetPopupAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox); + SetNextWindowPos(pos); + } + + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + PushStyleVarX(ImGuiStyleVar_WindowPadding, g.Style.FramePadding.x); // Horizontally align ourselves with the framed text + bool ret = Begin(name, NULL, window_flags); + PopStyleVar(); + if (!ret) + { + EndPopup(); + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + g.BeginComboDepth++; + return true; +} + +void ImGui::EndCombo() +{ + ImGuiContext& g = *GImGui; + EndPopup(); + g.BeginComboDepth--; +} + +// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements +// (Experimental, see GitHub issues: #1658, #4168) +bool ImGui::BeginComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)) + return false; + IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag? + if (!window->ClipRect.Overlaps(preview_data->PreviewRect)) // Narrower test (optional) + return false; + + // FIXME: This could be contained in a PushWorkRect() api + preview_data->BackupCursorPos = window->DC.CursorPos; + preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos; + preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + preview_data->BackupLayout = window->DC.LayoutType; + window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); + + return true; +} + +void ImGui::EndComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future + ImDrawList* draw_list = window->DrawList; + if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y) + if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command + { + draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect; + draw_list->_TryMergeDrawCmds(); + } + PopClipRect(); + window->DC.CursorPos = preview_data->BackupCursorPos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos); + window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; + window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; + window->DC.LayoutType = preview_data->BackupLayout; + window->DC.IsSameLine = false; + preview_data->PreviewRect = ImRect(); +} + +// Getter for the old Combo() API: const char*[] +static const char* Items_ArrayGetter(void* data, int idx) +{ + const char* const* items = (const char* const*)data; + return items[idx]; +} + +// Getter for the old Combo() API: "item1\0item2\0item3\0" +static const char* Items_SingleStringGetter(void* data, int idx) +{ + const char* items_separated_by_zeros = (const char*)data; + int items_count = 0; + const char* p = items_separated_by_zeros; + while (*p) + { + if (idx == items_count) + break; + p += strlen(p) + 1; + items_count++; + } + return *p ? p : NULL; +} + +// Old API, prefer using BeginCombo() nowadays if you can. +bool ImGui::Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Call the getter to obtain the preview string which is a parameter to BeginCombo() + const char* preview_value = NULL; + if (*current_item >= 0 && *current_item < items_count) + preview_value = getter(user_data, *current_item); + + // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. + if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + + if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) + return false; + + // Display items + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count); + clipper.IncludeItemByIndex(*current_item); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected) && *current_item != i) + { + value_changed = true; + *current_item = i; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + + EndCombo(); + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +// Combo box helper allowing to pass an array of strings. +bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) +{ + const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); + return value_changed; +} + +// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" +bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) +{ + int items_count = 0; + const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open + while (*p) + { + p += strlen(p) + 1; + items_count++; + } + bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); + return value_changed; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +struct ImGuiGetNameFromIndexOldToNewCallbackData { void* UserData; bool (*OldCallback)(void*, int, const char**); }; +static const char* ImGuiGetNameFromIndexOldToNewCallback(void* user_data, int idx) +{ + ImGuiGetNameFromIndexOldToNewCallbackData* data = (ImGuiGetNameFromIndexOldToNewCallbackData*)user_data; + const char* s = NULL; + data->OldCallback(data->UserData, idx, &s); + return s; +} + +bool ImGui::ListBox(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return ListBox(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, height_in_items); +} +bool ImGui::Combo(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return Combo(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, popup_max_height_in_items); +} + +#endif + +//------------------------------------------------------------------------- +// [SECTION] Data Type and Data Formatting Helpers [Internal] +//------------------------------------------------------------------------- +// - DataTypeGetInfo() +// - DataTypeFormatString() +// - DataTypeApplyOp() +// - DataTypeApplyFromText() +// - DataTypeCompare() +// - DataTypeClamp() +// - GetMinimumStepAtDecimalPrecision +// - RoundScalarWithFormat<>() +//------------------------------------------------------------------------- + +static const ImGuiDataTypeInfo GDataTypeInfo[] = +{ + { sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "U8", "%u", "%u" }, + { sizeof(short), "S16", "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "U16", "%u", "%u" }, + { sizeof(int), "S32", "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "U32", "%u", "%u" }, +#ifdef _MSC_VER + { sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%I64u","%I64u" }, +#else + { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%llu", "%llu" }, +#endif + { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double + { sizeof(bool), "bool", "%d", "%d" }, // ImGuiDataType_Bool + { 0, "char*","%s", "%s" }, // ImGuiDataType_String +}; +IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); + +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) +{ + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) +{ + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) + return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); + if (data_type == ImGuiDataType_Float) + return ImFormatString(buf, buf_size, format, *(const float*)p_data); + if (data_type == ImGuiDataType_Double) + return ImFormatString(buf, buf_size, format, *(const double*)p_data); + if (data_type == ImGuiDataType_S8) + return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); + IM_ASSERT(0); + return 0; +} + +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2) +{ + IM_ASSERT(op == '+' || op == '-'); + switch (data_type) + { + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; + case ImGuiDataType_S32: + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + return; + case ImGuiDataType_U32: + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + return; + case ImGuiDataType_S64: + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + return; + case ImGuiDataType_U64: + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + return; + case ImGuiDataType_Float: + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } + return; + case ImGuiDataType_Double: + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } + return; + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); +} + +// User can input math operators (e.g. +100) to edit a numerical values. +// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. +bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty) +{ + // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, type_info->Size); + + while (ImCharIsBlankA(*buf)) + buf++; + if (!buf[0]) + { + if (p_data_when_empty != NULL) + { + memcpy(p_data, p_data_when_empty, type_info->Size); + return memcmp(&data_backup, p_data, type_info->Size) != 0; + } + return false; + } + + // Sanitize format + // - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf + // - In theory could treat empty format as using default, but this would only cover rare/bizarre case of using InputScalar() + integer + format string without %. + char format_sanitized[32]; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + format = type_info->ScanFmt; + else + format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized)); + + // Small types need a 32-bit buffer to receive the result from scanf() + int v32 = 0; + if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1) + return false; + if (type_info->Size < 4) + { + if (data_type == ImGuiDataType_S8) + *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + + return memcmp(&data_backup, p_data, type_info->Size) != 0; +} + +template +static int DataTypeCompareT(const T* lhs, const T* rhs) +{ + if (*lhs < *rhs) return -1; + if (*lhs > *rhs) return +1; + return 0; +} + +int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeCompareT((const ImS8* )arg_1, (const ImS8* )arg_2); + case ImGuiDataType_U8: return DataTypeCompareT((const ImU8* )arg_1, (const ImU8* )arg_2); + case ImGuiDataType_S16: return DataTypeCompareT((const ImS16* )arg_1, (const ImS16* )arg_2); + case ImGuiDataType_U16: return DataTypeCompareT((const ImU16* )arg_1, (const ImU16* )arg_2); + case ImGuiDataType_S32: return DataTypeCompareT((const ImS32* )arg_1, (const ImS32* )arg_2); + case ImGuiDataType_U32: return DataTypeCompareT((const ImU32* )arg_1, (const ImU32* )arg_2); + case ImGuiDataType_S64: return DataTypeCompareT((const ImS64* )arg_1, (const ImS64* )arg_2); + case ImGuiDataType_U64: return DataTypeCompareT((const ImU64* )arg_1, (const ImU64* )arg_2); + case ImGuiDataType_Float: return DataTypeCompareT((const float* )arg_1, (const float* )arg_2); + case ImGuiDataType_Double: return DataTypeCompareT((const double*)arg_1, (const double*)arg_2); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return 0; +} + +template +static bool DataTypeClampT(T* v, const T* v_min, const T* v_max) +{ + // Clamp, both sides are optional, return true if modified + if (v_min && *v < *v_min) { *v = *v_min; return true; } + if (v_max && *v > *v_max) { *v = *v_max; return true; } + return false; +} + +bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeClampT((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max); + case ImGuiDataType_U8: return DataTypeClampT((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max); + case ImGuiDataType_S16: return DataTypeClampT((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max); + case ImGuiDataType_U16: return DataTypeClampT((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max); + case ImGuiDataType_S32: return DataTypeClampT((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max); + case ImGuiDataType_U32: return DataTypeClampT((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max); + case ImGuiDataType_S64: return DataTypeClampT((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max); + case ImGuiDataType_U64: return DataTypeClampT((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max); + case ImGuiDataType_Float: return DataTypeClampT((float* )p_data, (const float* )p_min, (const float* )p_max); + case ImGuiDataType_Double: return DataTypeClampT((double*)p_data, (const double*)p_min, (const double*)p_max); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +bool ImGui::DataTypeIsZero(ImGuiDataType data_type, const void* p_data) +{ + ImGuiContext& g = *GImGui; + return DataTypeCompare(data_type, p_data, &g.DataTypeZeroValue) == 0; +} + +static float GetMinimumStepAtDecimalPrecision(int decimal_precision) +{ + static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; + if (decimal_precision < 0) + return FLT_MIN; + return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); +} + +template +TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) +{ + IM_UNUSED(data_type); + IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); + const char* fmt_start = ImParseFormatFindStart(format); + if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string + return v; + + // Sanitize format + char fmt_sanitized[32]; + ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); + fmt_start = fmt_sanitized; + + // Format value with our rounding, and read back + char v_str[64]; + ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); + const char* p = v_str; + while (*p == ' ') + p++; + v = (TYPE)ImAtof(p); + + return v; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +//------------------------------------------------------------------------- +// - DragBehaviorT<>() [Internal] +// - DragBehavior() [Internal] +// - DragScalar() +// - DragScalarN() +// - DragFloat() +// - DragFloat2() +// - DragFloat3() +// - DragFloat4() +// - DragFloatRange2() +// - DragInt() +// - DragInt2() +// - DragInt3() +// - DragInt4() +// - DragIntRange2() +//------------------------------------------------------------------------- + +// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) +template +bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_bounded = (v_min < v_max) || ((v_min == v_max) && (v_min != 0.0f || (flags & ImGuiSliderFlags_ClampZeroRange))); + const bool is_wrapped = is_bounded && (flags & ImGuiSliderFlags_WrapAround); + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + + // Default tweak speed + if (v_speed == 0.0f && is_bounded && (v_max - v_min < FLT_MAX)) + v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); + + // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings + float adjust_delta = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + adjust_delta = g.IO.MouseDelta[axis]; + if (g.IO.KeyAlt && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) + adjust_delta *= 1.0f / 100.0f; + if (g.IO.KeyShift && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) + adjust_delta *= 10.0f; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const float tweak_factor = (flags & ImGuiSliderFlags_NoSpeedTweaks) ? 1.0f : tweak_slow ? 1.0f / 10.0f : tweak_fast ? 10.0f : 1.0f; + adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor; + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); + } + adjust_delta *= v_speed; + + // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. + if (axis == ImGuiAxis_Y) + adjust_delta = -adjust_delta; + + // For logarithmic use our range is effectively 0..1 so scale the delta into that range + if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0 + adjust_delta /= (float)(v_max - v_min); + + // Clear current value on activation + // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. + const bool is_just_activated = g.ActiveIdIsJustActivated; + const bool is_already_past_limits_and_pushing_outward = is_bounded && !is_wrapped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + if (is_just_activated || is_already_past_limits_and_pushing_outward) + { + g.DragCurrentAccum = 0.0f; + g.DragCurrentAccumDirty = false; + } + else if (adjust_delta != 0.0f) + { + g.DragCurrentAccum += adjust_delta; + g.DragCurrentAccumDirty = true; + } + + if (!g.DragCurrentAccumDirty) + return false; + + TYPE v_cur = *v; + FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense) + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + + // Convert to parametric space, apply delta, convert back + float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float v_new_parametric = v_old_parametric + g.DragCurrentAccum; + v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + v_old_ref_for_accum_remainder = v_old_parametric; + } + else + { + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; + } + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + + // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. + g.DragCurrentAccumDirty = false; + if (is_logarithmic) + { + // Convert to parametric space, apply delta, convert back + float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder); + } + else + { + g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); + } + + // Lose zero sign for float/double + if (v_cur == (TYPE)-0) + v_cur = (TYPE)0; + + if (*v != v_cur && is_bounded) + { + if (is_wrapped) + { + // Wrap values + if (v_cur < v_min) + v_cur += v_max - v_min + (is_floating_point ? 0 : 1); + if (v_cur > v_max) + v_cur -= v_max - v_min + (is_floating_point ? 0 : 1); + } + else + { + // Clamp values + handle overflow/wrap-around for integer types. + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) + v_cur = v_min; + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) + v_cur = v_max; + } + } + + // Apply result + if (*v == v_cur) + return false; + *v = v_cur; + return true; +} + +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + { + // Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation. + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + } + if (g.ActiveId != id) + return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. +// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL-clicking on Drag turns it into an InputText + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); + const bool make_active = (clicked || double_clicked || g.NavActivateId == id); + if (make_active && (clicked || double_clicked)) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + // (Optional) simple click (without moving) turns Drag into an InputText + if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) + if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + g.NavActivateId = id; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + temp_input_is_active = true; + } + + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + bool clamp_enabled = false; + if ((flags & ImGuiSliderFlags_ClampOnInput) && (p_min != NULL || p_max != NULL)) + { + const int clamp_range_dir = (p_min != NULL && p_max != NULL) ? DataTypeCompare(data_type, p_min, p_max) : 0; // -1 when *p_min < *p_max, == 0 when *p_min == *p_max + if (p_min == NULL || p_max == NULL || clamp_range_dir < 0) + clamp_enabled = true; + else if (clamp_range_dir == 0) + clamp_enabled = DataTypeIsZero(data_type, p_min) ? ((flags & ImGuiSliderFlags_ClampZeroRange) != 0) : true; + } + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); + if (value_changed) + MarkItemEdited(id); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + float min_min = (v_min >= v_max) ? -FLT_MAX : v_min; + float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + float max_max = (v_min >= v_max) ? FLT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +// NB: v_speed is float to allow adjusting the drag speed with more precision +bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + int min_min = (v_min >= v_max) ? INT_MIN : v_min; + int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + int max_max = (v_min >= v_max) ? INT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +//------------------------------------------------------------------------- +// - ScaleRatioFromValueT<> [Internal] +// - ScaleValueFromRatioT<> [Internal] +// - SliderBehaviorT<>() [Internal] +// - SliderBehavior() [Internal] +// - SliderScalar() +// - SliderScalarN() +// - SliderFloat() +// - SliderFloat2() +// - SliderFloat3() +// - SliderFloat4() +// - SliderAngle() +// - SliderInt() +// - SliderInt2() +// - SliderInt3() +// - SliderInt4() +// - VSliderScalar() +// - VSliderFloat() +// - VSliderInt() +//------------------------------------------------------------------------- + +// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) +template +float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + if (v_min == v_max) + return 0.0f; + IM_UNUSED(data_type); + + const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); + if (is_logarithmic) + { + bool flipped = v_max < v_min; + + if (flipped) // Handle the case where the range is backwards + ImSwap(v_min, v_max); + + // Fudge min/max to avoid getting close to log(0) + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_min == 0.0f) && (v_max < 0.0f)) + v_min_fudged = -logarithmic_zero_epsilon; + else if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float result; + if (v_clamped <= v_min_fudged) + result = 0.0f; // Workaround for values that are in-range but below our fudge + else if (v_clamped >= v_max_fudged) + result = 1.0f; // Workaround for values that are in-range but above our fudge + else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions + { + float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (v == 0.0f) + result = zero_point_center; // Special case for exactly zero + else if (v < 0.0f) + result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L; + else + result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R)); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)); + else + result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)); + + return flipped ? (1.0f - result) : result; + } + else + { + // Linear slider + return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); + } +} + +// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) +template +TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + // We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct" + // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler. + if (t <= 0.0f || v_min == v_max) + return v_min; + if (t >= 1.0f) + return v_max; + + TYPE result = (TYPE)0; + if (is_logarithmic) + { + // Fudge min/max to avoid getting silly results close to zero + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + const bool flipped = v_max < v_min; // Check if range is "backwards" + if (flipped) + ImSwap(v_min_fudged, v_max_fudged); + + // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range + + if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts + { + float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) + result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + else if (t_with_flip < zero_point_center) + result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); + else + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); + } + else + { + // Linear slider + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + if (is_floating_point) + { + result = ImLerp(v_min, v_max, t); + } + else if (t < 1.0) + { + // - For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 + // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. + FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; + result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); + } + } + + return result; +} + +// FIXME: Try to move more of the code into shared SliderBehavior() +template +bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const float v_range_f = (float)(v_min < v_max ? v_max - v_min : v_min - v_max); // We don't need high precision for what we do with it. + + // Calculate bounds + const float grab_padding = 2.0f; // FIXME: Should be part of style. + const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; + float grab_sz = style.GrabMinSize; + if (!is_floating_point && v_range_f >= 0.0f) // v_range_f < 0 may happen on integer overflows + grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + grab_sz = ImMin(grab_sz, slider_sz); + const float slider_usable_sz = slider_sz - grab_sz; + const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; + const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); + } + + // Process interacting with the slider + bool value_changed = false; + if (g.ActiveId == id) + { + bool set_new_value = false; + float clicked_t = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (!g.IO.MouseDown[0]) + { + ClearActiveID(); + } + else + { + const float mouse_abs_pos = g.IO.MousePos[axis]; + if (g.ActiveIdIsJustActivated) + { + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here. + g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f; + } + if (slider_usable_sz > 0.0f) + clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz); + if (axis == ImGuiAxis_Y) + clicked_t = 1.0f - clicked_t; + set_new_value = true; + } + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + if (g.ActiveIdIsJustActivated) + { + g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation + g.SliderCurrentAccumDirty = false; + } + + float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis); + if (input_delta != 0.0f) + { + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + if (decimal_precision > 0) + { + input_delta /= 100.0f; // Keyboard/Gamepad tweak speeds in % of slider bounds + if (tweak_slow) + input_delta /= 10.0f; + } + else + { + if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow) + input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Keyboard/Gamepad tweak speeds in integer steps + else + input_delta /= 100.0f; + } + if (tweak_fast) + input_delta *= 10.0f; + + g.SliderCurrentAccum += input_delta; + g.SliderCurrentAccumDirty = true; + } + + float delta = g.SliderCurrentAccum; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + { + ClearActiveID(); + } + else if (g.SliderCurrentAccumDirty) + { + clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + { + set_new_value = false; + g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate + } + else + { + set_new_value = true; + float old_clicked_t = clicked_t; + clicked_t = ImSaturate(clicked_t + delta); + + // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if (delta > 0) + g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta); + else + g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta); + } + + g.SliderCurrentAccumDirty = false; + } + } + + if (set_new_value) + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + set_new_value = false; + + if (set_new_value) + { + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + + // Apply result + if (*v != v_new) + { + *v = v_new; + value_changed = true; + } + } + } + + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } + else + { + // Output grab position so it can be displayed by the caller + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } + + return value_changed; +} + +// For 32-bit and larger types, slider bounds are limited to half the natural type range. +// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. +// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + IM_ASSERT((flags & ImGuiSliderFlags_WrapAround) == 0); // Not supported by SliderXXX(), only by DragXXX() + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: + IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U32: + IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_S64: + IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U64: + IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Float: + IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Double: + IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL-clicking on Slider turns it into an input box + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + const bool make_active = (clicked || g.NavActivateId == id); + if (make_active && clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + const bool clamp_enabled = (flags & ImGuiSliderFlags_ClampOnInput) != 0; + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; +} + +// Add multiple sliders on 1 line for compact edition of multiple components +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags) +{ + if (format == NULL) + format = "%.0f deg"; + float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); + if (value_changed) + *v_rad = v_deg * (2 * IM_PI) / 360.0f; + return value_changed; +} + +bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(frame_bb, id)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + if (clicked || g.NavActivateId == id) + { + if (clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + // For the vertical slider we allow centered text to overlap the frame padding + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + return value_changed; +} + +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +//------------------------------------------------------------------------- +// - ImParseFormatFindStart() [Internal] +// - ImParseFormatFindEnd() [Internal] +// - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatSanitizeForPrinting() [Internal] +// - ImParseFormatSanitizeForScanning() [Internal] +// - ImParseFormatPrecision() [Internal] +// - TempInputTextScalar() [Internal] +// - InputScalar() +// - InputScalarN() +// - InputFloat() +// - InputFloat2() +// - InputFloat3() +// - InputFloat4() +// - InputInt() +// - InputInt2() +// - InputInt3() +// - InputInt4() +// - InputDouble() +//------------------------------------------------------------------------- + +// We don't use strchr() because our strings are usually very short and often start with '%' +const char* ImParseFormatFindStart(const char* fmt) +{ + while (char c = fmt[0]) + { + if (c == '%' && fmt[1] != '%') + return fmt; + else if (c == '%') + fmt++; + fmt++; + } + return fmt; +} + +const char* ImParseFormatFindEnd(const char* fmt) +{ + // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. + if (fmt[0] != '%') + return fmt; + const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); + const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); + for (char c; (c = *fmt) != 0; fmt++) + { + if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) + return fmt + 1; + if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) + return fmt + 1; + } + return fmt; +} + +// Extract the format out of a format string with leading or trailing decorations +// fmt = "blah blah" -> return "" +// fmt = "%.3f" -> return fmt +// fmt = "hello %.3f" -> return fmt + 6 +// fmt = "%.3f hello" -> return buf written with "%.3f" +const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size) +{ + const char* fmt_start = ImParseFormatFindStart(fmt); + if (fmt_start[0] != '%') + return ""; + const char* fmt_end = ImParseFormatFindEnd(fmt_start); + if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. + return fmt_start; + ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); + return buf; +} + +// Sanitize format +// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi +// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. +void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate +} + +// - For scanning we need to remove all width and precision fields and flags "%+3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d" +const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + const char* fmt_out_begin = fmt_out; + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + bool has_type = false; + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (!has_type && ((c >= '0' && c <= '9') || c == '.' || c == '+' || c == '#')) + continue; + has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate + return fmt_out_begin; +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + +// Parse display precision back from the display format string +// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. +int ImParseFormatPrecision(const char* fmt, int default_precision) +{ + fmt = ImParseFormatFindStart(fmt); + if (fmt[0] != '%') + return default_precision; + fmt++; + while (*fmt >= '0' && *fmt <= '9') + fmt++; + int precision = INT_MAX; + if (*fmt == '.') + { + fmt = ImAtoi(fmt + 1, &precision); + if (precision < 0 || precision > 99) + precision = default_precision; + } + if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation + precision = -1; + if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) + precision = -1; + return (precision == INT_MAX) ? default_precision : precision; +} + +// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) +// FIXME: Facilitate using this in variety of other situations. +// FIXME: Among other things, setting ImGuiItemFlags_AllowDuplicateId in LastItemData is currently correct but +// the expected relationship between TempInputXXX functions and LastItemData is a little fishy. +bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags) +{ + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. + // We clear ActiveID on the first frame to allow the InputText() taking it back. + ImGuiContext& g = *GImGui; + const bool init = (g.TempInputId != id); + if (init) + ClearActiveID(); + + g.CurrentWindow->DC.CursorPos = bb.Min; + g.LastItemData.ItemFlags |= ImGuiItemFlags_AllowDuplicateId; + bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); + if (init) + { + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputId = g.ActiveId; + } + return value_changed; +} + +// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! +// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. +// However this may not be ideal for all uses, as some user code may break on out of bound values. +bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) +{ + // FIXME: May need to clarify display behavior if format doesn't contain %. + // "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405 + ImGuiContext& g = *GImGui; + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + char fmt_buf[32]; + char data_buf[32]; + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + if (format[0] == 0) + format = type_info->PrintFmt; + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); + ImStrTrimBlanks(data_buf); + + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + g.LastItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; // Because TempInputText() uses ImGuiInputTextFlags_MergedItem it doesn't submit a new item, so we poke LastItemData. + bool value_changed = false; + if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) + { + // Backup old value + size_t data_type_size = type_info->Size; + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, data_type_size); + + // Apply new value (or operations) then clamp + DataTypeApplyFromText(data_buf, data_type, p_data, format, NULL); + if (p_clamp_min || p_clamp_max) + { + if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) + ImSwap(p_clamp_min, p_clamp_max); + DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); + } + + // Only mark as edited if new value is different + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; + value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; + if (value_changed) + MarkItemEdited(id); + } + return value_changed; +} + +void ImGui::SetNextItemRefVal(ImGuiDataType data_type, void* p_data) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasRefVal; + memcpy(&g.NextItemData.RefVal, p_data, DataTypeGetInfo(data_type)->Size); +} + +// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. +// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + IM_ASSERT((flags & ImGuiInputTextFlags_EnterReturnsTrue) == 0); // Not supported by InputScalar(). Please open an issue if you this would be useful to you. Otherwise use IsItemDeactivatedAfterEdit()! + + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + void* p_data_default = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasRefVal) ? &g.NextItemData.RefVal : &g.DataTypeZeroValue; + + char buf[64]; + if ((flags & ImGuiInputTextFlags_DisplayEmptyRefVal) && DataTypeCompare(data_type, p_data, p_data_default) == 0) + buf[0] = 0; + else + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); + + // Disable the MarkItemEdited() call in InputText but keep ImGuiItemStatusFlags_Edited. + // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + g.NextItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; + flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + + bool value_changed = false; + if (p_step == NULL) + { + if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); + } + else + { + const float button_size = GetFrameHeight(); + + BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() + PushID(label); + SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + + // Step buttons + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; + if (flags & ImGuiInputTextFlags_ReadOnly) + BeginDisabled(); + PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("-", ImVec2(button_size, button_size))) + { + DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("+", ImVec2(button_size, button_size))) + { + DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + PopItemFlag(); + if (flags & ImGuiInputTextFlags_ReadOnly) + EndDisabled(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + style.FramePadding = backup_frame_padding; + + PopID(); + EndGroup(); + } + + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) +{ + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); +} + +bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) +{ + // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. + const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); +} + +bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) +{ + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint +//------------------------------------------------------------------------- +// - imstb_textedit.h include +// - InputText() +// - InputTextWithHint() +// - InputTextMultiline() +// - InputTextGetCharInfo() [Internal] +// - InputTextReindexLines() [Internal] +// - InputTextReindexLinesRange() [Internal] +// - InputTextEx() [Internal] +// - DebugNodeInputTextState() [Internal] +//------------------------------------------------------------------------- + +namespace ImStb +{ +#include "imstb_textedit.h" +} + +bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint. + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +// This is only used in the path where the multiline widget is inactivate. +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) +{ + int line_count = 0; + const char* s = text_begin; + while (true) + { + const char* s_eol = strchr(s, '\n'); + line_count++; + if (s_eol == NULL) + { + s = s + strlen(s); + break; + } + s = s_eol + 1; + } + *out_text_end = s; + return line_count; +} + +// FIXME: Ideally we'd share code with ImFont::CalcTextSizeA() +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining, ImVec2* out_offset, bool stop_on_new_line) +{ + ImGuiContext& g = *ctx; + ImFont* font = g.Font; + const float line_height = g.FontSize; + const float scale = line_height / font->FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const char* s = text_begin; + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (stop_on_new_line) + break; + continue; + } + if (c == '\r') + continue; + + const float char_width = ((int)c < font->IndexAdvanceX.Size ? font->IndexAdvanceX.Data[c] : font->FallbackAdvanceX) * scale; + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (out_offset) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) +// With our UTF-8 use of stb_textedit: +// - STB_TEXTEDIT_GETCHAR is nothing more than a a "GETBYTE". It's only used to compare to ascii or to copy blocks of text so we are fine. +// - One exception is the STB_TEXTEDIT_IS_SPACE feature which would expect a full char in order to handle full-width space such as 0x3000 (see ImCharIsBlankW). +// - ...but we don't use that feature. +namespace ImStb +{ +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->TextLen; } +static char STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx <= obj->TextLen); return obj->TextSrc[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { unsigned int c; ImTextCharFromUtf8(&c, obj->TextSrc + line_start_idx + char_idx, obj->TextSrc + obj->TextLen); if ((ImWchar)c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance((ImWchar)c) * g.FontScale; } +static char STB_TEXTEDIT_NEWLINE = '\n'; +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) +{ + const char* text = obj->TextSrc; + const char* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSize(obj->Ctx, text + line_start_idx, text + obj->TextLen, &text_remaining, NULL, true); + r->x0 = 0.0f; + r->x1 = size.x; + r->baseline_y_delta = size.y; + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = (int)(text_remaining - (text + line_start_idx)); +} + +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL + +static int IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx >= obj->TextLen) + return obj->TextLen + 1; + unsigned int c; + return idx + ImTextCharFromUtf8(&c, obj->TextSrc + idx, obj->TextSrc + obj->TextLen); +} + +static int IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx <= 0) + return -1; + const char* p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, obj->TextSrc + idx); + return (int)(p - obj->TextSrc); +} + +static bool ImCharIsSeparatorW(unsigned int c) +{ + static const unsigned int separator_list[] = + { + ',', 0x3001, '.', 0x3002, ';', 0xFF1B, '(', 0xFF08, ')', 0xFF09, '{', 0xFF5B, '}', 0xFF5D, + '[', 0x300C, ']', 0x300D, '|', 0xFF5C, '!', 0xFF01, '\\', 0xFFE5, '/', 0x30FB, 0xFF0F, + '\n', '\r', + }; + for (unsigned int separator : separator_list) + if (c == separator) + return true; + return false; +} + +static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) +{ + // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); + return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) +{ + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); + return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + return idx < 0 ? 0 : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) +{ + int len = obj->TextLen; + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + while (idx < len && !is_word_boundary_from_left(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + int len = obj->TextLen; + while (idx < len && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); } +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL + +static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) +{ + // Offset remaining text (+ copy zero terminator) + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + char* dst = obj->TextA.Data + pos; + char* src = obj->TextA.Data + pos + n; + memmove(dst, src, obj->TextLen - n - pos + 1); + obj->Edited = true; + obj->TextLen -= n; +} + +static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len) +{ + const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int text_len = obj->TextLen; + IM_ASSERT(pos <= text_len); + + if (!is_resizable && (new_text_len + obj->TextLen + 1 > obj->BufCapacity)) + return false; + + // Grow internal buffer if needed + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + if (new_text_len + text_len + 1 > obj->TextA.Size) + { + if (!is_resizable) + return false; + obj->TextA.resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1); + obj->TextSrc = obj->TextA.Data; + } + + char* text = obj->TextA.Data; + if (pos != text_len) + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos)); + memcpy(text + pos, new_text, (size_t)new_text_len); + + obj->Edited = true; + obj->TextLen += new_text_len; + obj->TextA[obj->TextLen] = '\0'; + + return true; +} + +// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page +#define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page +#define STB_TEXTEDIT_K_SHIFT 0x400000 + +#define IMSTB_TEXTEDIT_IMPLEMENTATION +#define IMSTB_TEXTEDIT_memmove memmove +#include "imstb_textedit.h" + +// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling +// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) +static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + stb_text_makeundo_replace(str, state, 0, str->TextLen, text_len); + ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->TextLen); + state->cursor = state->select_start = state->select_end = 0; + if (text_len <= 0) + return; + if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) + { + state->cursor = state->select_start = state->select_end = text_len; + state->has_preferred_x = 0; + return; + } + IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() +} + +} // namespace ImStb + +// We added an extra indirection where 'Stb' is heap-allocated, in order facilitate the work of bindings generators. +ImGuiInputTextState::ImGuiInputTextState() +{ + memset(this, 0, sizeof(*this)); + Stb = IM_NEW(ImStbTexteditState); + memset(Stb, 0, sizeof(*Stb)); +} + +ImGuiInputTextState::~ImGuiInputTextState() +{ + IM_DELETE(Stb); +} + +void ImGuiInputTextState::OnKeyPressed(int key) +{ + stb_textedit_key(this, Stb, key); + CursorFollow = true; + CursorAnimReset(); +} + +void ImGuiInputTextState::OnCharPressed(unsigned int c) +{ + // Convert the key to a UTF8 byte sequence. + // The changes we had to make to stb_textedit_key made it very much UTF-8 specific which is not too great. + char utf8[5]; + ImTextCharToUtf8(utf8, c); + stb_textedit_text(this, Stb, utf8, (int)strlen(utf8)); + CursorFollow = true; + CursorAnimReset(); +} + +// Those functions are not inlined in imgui_internal.h, allowing us to hide ImStbTexteditState from that header. +void ImGuiInputTextState::CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking +void ImGuiInputTextState::CursorClamp() { Stb->cursor = ImMin(Stb->cursor, TextLen); Stb->select_start = ImMin(Stb->select_start, TextLen); Stb->select_end = ImMin(Stb->select_end, TextLen); } +bool ImGuiInputTextState::HasSelection() const { return Stb->select_start != Stb->select_end; } +void ImGuiInputTextState::ClearSelection() { Stb->select_start = Stb->select_end = Stb->cursor; } +int ImGuiInputTextState::GetCursorPos() const { return Stb->cursor; } +int ImGuiInputTextState::GetSelectionStart() const { return Stb->select_start; } +int ImGuiInputTextState::GetSelectionEnd() const { return Stb->select_end; } +void ImGuiInputTextState::SelectAll() { Stb->select_start = 0; Stb->cursor = Stb->select_end = TextLen; Stb->has_preferred_x = 0; } +void ImGuiInputTextState::ReloadUserBufAndSelectAll() { WantReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; } +void ImGuiInputTextState::ReloadUserBufAndKeepSelection() { WantReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; } +void ImGuiInputTextState::ReloadUserBufAndMoveToEnd() { WantReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; } + +ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() +{ + memset(this, 0, sizeof(*this)); +} + +// Public API to manipulate UTF-8 text from within a callback. +// FIXME: The existence of this rarely exercised code path is a bit of a nuisance. +// Historically they existed because STB_TEXTEDIT_INSERTCHARS() etc. worked on our ImWchar +// buffer, but nowadays they both work on UTF-8 data. Should aim to merge both. +void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) +{ + IM_ASSERT(pos + bytes_count <= BufTextLen); + char* dst = Buf + pos; + const char* src = Buf + pos + bytes_count; + memmove(dst, src, BufTextLen - bytes_count - pos + 1); + + if (CursorPos >= pos + bytes_count) + CursorPos -= bytes_count; + else if (CursorPos >= pos) + CursorPos = pos; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen -= bytes_count; +} + +void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) +{ + // Accept null ranges + if (new_text == new_text_end) + return; + + // Grow internal buffer if needed + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); + if (new_text_len + BufTextLen >= BufSize) + { + if (!is_resizable) + return; + + ImGuiContext& g = *Ctx; + ImGuiInputTextState* edit_state = &g.InputTextState; + IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); + IM_ASSERT(Buf == edit_state->TextA.Data); + int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; + edit_state->TextA.resize(new_buf_size + 1); + edit_state->TextSrc = edit_state->TextA.Data; + Buf = edit_state->TextA.Data; + BufSize = edit_state->BufCapacity = new_buf_size; + } + + if (BufTextLen != pos) + memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); + memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); + Buf[BufTextLen + new_text_len] = '\0'; + + if (CursorPos >= pos) + CursorPos += new_text_len; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen += new_text_len; +} + +// Return false to discard a character. +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard) +{ + unsigned int c = *p_char; + + // Filter non-printable (NB: isprint is unreliable! see #2467) + bool apply_named_filters = true; + if (c < 0x20) + { + bool pass = false; + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) + pass |= (c == '\t') && (flags & ImGuiInputTextFlags_AllowTabInput) != 0; + if (!pass) + return false; + apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. + } + + if (input_source_is_clipboard == false) + { + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; + + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + } + + // Filter Unicode ranges we are not handling in this build + if (c > IM_UNICODE_CODEPOINT_MAX) + return false; + + // Generic named filters + if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint))) + { + // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'. + // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. + // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. + // Change the default decimal_point with: + // ImGui::GetPlatformIO()->Platform_LocaleDecimalPoint = *localeconv()->decimal_point; + // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. + ImGuiContext& g = *ctx; + const unsigned c_decimal_point = (unsigned int)g.PlatformIO.Platform_LocaleDecimalPoint; + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint)) + if (c == '.' || c == ',') + c = c_decimal_point; + + // Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) + // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may + // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font. + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal)) + if (c >= 0xFF01 && c <= 0xFF5E) + c = c - 0xFF01 + 0x21; + + // Allow 0-9 . - + * / + if (flags & ImGuiInputTextFlags_CharsDecimal) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + return false; + + // Allow 0-9 . - + * / e E + if (flags & ImGuiInputTextFlags_CharsScientific) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + return false; + + // Allow 0-9 a-F A-F + if (flags & ImGuiInputTextFlags_CharsHexadecimal) + if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) + return false; + + // Turn a-z into A-Z + if (flags & ImGuiInputTextFlags_CharsUppercase) + if (c >= 'a' && c <= 'z') + c += (unsigned int)('A' - 'a'); + + if (flags & ImGuiInputTextFlags_CharsNoBlank) + if (ImCharIsBlankW(c)) + return false; + + *p_char = c; + } + + // Custom callback filter + if (flags & ImGuiInputTextFlags_CallbackCharFilter) + { + ImGuiContext& g = *GImGui; + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; + callback_data.EventChar = (ImWchar)c; + callback_data.Flags = flags; + callback_data.UserData = user_data; + if (callback(&callback_data) != 0) + return false; + *p_char = callback_data.EventChar; + if (!callback_data.EventChar) + return false; + } + + return true; +} + +// Find the shortest single replacement we can make to get from old_buf to new_buf +// Note that this doesn't directly alter state->TextA, state->TextLen. They are expected to be made valid separately. +// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly. +static void InputTextReconcileUndoState(ImGuiInputTextState* state, const char* old_buf, int old_length, const char* new_buf, int new_length) +{ + const int shorter_length = ImMin(old_length, new_length); + int first_diff; + for (first_diff = 0; first_diff < shorter_length; first_diff++) + if (old_buf[first_diff] != new_buf[first_diff]) + break; + if (first_diff == old_length && first_diff == new_length) + return; + + int old_last_diff = old_length - 1; + int new_last_diff = new_length - 1; + for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--) + if (old_buf[old_last_diff] != new_buf[new_last_diff]) + break; + + const int insert_len = new_last_diff - first_diff + 1; + const int delete_len = old_last_diff - first_diff + 1; + if (insert_len > 0 || delete_len > 0) + if (IMSTB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb->undostate, first_diff, delete_len, insert_len)) + for (int i = 0; i < delete_len; i++) + p[i] = old_buf[first_diff + i]; +} + +// As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables) +// we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714) +// It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick, +// but that more likely be attractive when we do have _NoLiveEdit flag available. +void ImGui::InputTextDeactivateHook(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputTextState* state = &g.InputTextState; + if (id == 0 || state->ID != id) + return; + g.InputTextDeactivatedState.ID = state->ID; + if (state->Flags & ImGuiInputTextFlags_ReadOnly) + { + g.InputTextDeactivatedState.TextA.resize(0); // In theory this data won't be used, but clear to be neat. + } + else + { + IM_ASSERT(state->TextA.Data != 0); + IM_ASSERT(state->TextA[state->TextLen] == 0); + g.InputTextDeactivatedState.TextA.resize(state->TextLen + 1); + memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->TextLen + 1); + } +} + +// Edit a string of text +// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". +// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match +// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. +// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. +// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h +// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are +// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(buf != NULL && buf_size >= 0); + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + IM_ASSERT(!((flags & ImGuiInputTextFlags_ElideLeft) && (flags & ImGuiInputTextFlags_Multiline))); // Multiline will not work with left-trimming + + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool RENDER_SELECTION_WHEN_INACTIVE = false; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) + BeginGroup(); + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); + + ImGuiWindow* draw_window = window; + ImVec2 inner_size = frame_size; + ImGuiLastItemData item_data_backup; + if (is_multiline) + { + ImVec2 backup_pos = window->DC.CursorPos; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + { + EndGroup(); + return false; + } + item_data_backup = g.LastItemData; + window->DC.CursorPos = backup_pos; + + // Prevent NavActivation from Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping. + if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && (flags & ImGuiInputTextFlags_AllowTabInput)) + g.NavActivateId = 0; + + // Prevent NavActivate reactivating in BeginChild() when we are already active. + const ImGuiID backup_activate_id = g.NavActivateId; + if (g.ActiveId == id) // Prevent reactivation + g.NavActivateId = 0; + + // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); + g.NavActivateId = backup_activate_id; + PopStyleVar(3); + PopStyleColor(); + if (!child_visible) + { + EndChild(); + EndGroup(); + return false; + } + draw_window = g.CurrentWindow; // Child window + draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.CursorPos += style.FramePadding; + inner_size.x -= draw_window->ScrollbarSizes.x; + } + else + { + // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) + ItemSize(total_bb, style.FramePadding.y); + if (!(flags & ImGuiInputTextFlags_MergedItem)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + return false; + } + + // Ensure mouse cursor is set even after switching to keyboard/gamepad mode. May generalize further? (#6417) + bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags | ImGuiItemFlags_NoNavDisableMouseHover); + if (hovered) + SetMouseCursor(ImGuiMouseCursor_TextInput); + if (hovered && g.NavHighlightItemUnderNav) + hovered = false; + + // We are only allowed to access the state if we are already the active widget. + ImGuiInputTextState* state = GetInputTextState(id); + + if (g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) + flags |= ImGuiInputTextFlags_ReadOnly; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard))); + + const bool user_clicked = hovered && io.MouseClicked[0]; + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + bool clear_active_id = false; + bool select_all = false; + + float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; + + const bool init_reload_from_user_buf = (state != NULL && state->WantReloadUserBuf); + const bool init_changed_specs = (state != NULL && state->Stb->single_line != !is_multiline); // state != NULL means its our state. + const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav); + const bool init_state = (init_make_active || user_scroll_active); + if (init_reload_from_user_buf) + { + int new_len = (int)strlen(buf); + IM_ASSERT(new_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?"); + state->WantReloadUserBuf = false; + InputTextReconcileUndoState(state, state->TextA.Data, state->TextLen, buf, new_len); + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextLen = new_len; + memcpy(state->TextA.Data, buf, state->TextLen + 1); + state->Stb->select_start = state->ReloadSelectionStart; + state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd; + state->CursorClamp(); + } + else if ((init_state && g.ActiveId != id) || init_changed_specs) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714) + InputTextDeactivateHook(state->ID); + + // Take a copy of the initial buffer value. + // From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + IM_ASSERT(buf_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?"); + state->TextToRevertTo.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextToRevertTo.Data, buf, buf_len + 1); + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate? + bool recycle_state = (state->ID == id && !init_changed_specs); + if (recycle_state && (state->TextLen != buf_len || (state->TextA.Data == NULL || strncmp(state->TextA.Data, buf, buf_len) != 0))) + recycle_state = false; + + // Start edition + state->ID = id; + state->TextLen = buf_len; + if (!is_readonly) + { + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextA.Data, buf, state->TextLen + 1); + } + + // Find initial scroll position for right alignment + state->Scroll = ImVec2(0.0f, 0.0f); + if (flags & ImGuiInputTextFlags_ElideLeft) + state->Scroll.x += ImMax(0.0f, CalcTextSize(buf).x - frame_size.x + style.FramePadding.x * 2.0f); + + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + if (recycle_state) + state->CursorClamp(); + else + stb_textedit_initialize_state(state->Stb, !is_multiline); + + if (!is_multiline) + { + if (flags & ImGuiInputTextFlags_AutoSelectAll) + select_all = true; + if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) + select_all = true; + if (user_clicked && io.KeyCtrl) + select_all = true; + } + + if (flags & ImGuiInputTextFlags_AlwaysOverwrite) + state->Stb->insert_mode = 1; // stb field name is indeed incorrect (see #2863) + } + + const bool is_osx = io.ConfigMacOSXBehaviors; + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + } + if (g.ActiveId == id) + { + // Declare some inputs, the other are registered and polled via Shortcut() routing system. + // FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combinaison into individual shortcuts. + const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Enter, ImGuiKey_KeypadEnter, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End }; + for (ImGuiKey key : always_owned_keys) + SetKeyOwner(key, id); + if (user_clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + { + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + SetKeyOwner(ImGuiKey_UpArrow, id); + SetKeyOwner(ImGuiKey_DownArrow, id); + } + if (is_multiline) + { + SetKeyOwner(ImGuiKey_PageUp, id); + SetKeyOwner(ImGuiKey_PageDown, id); + } + // FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu + if (is_osx) + SetKeyOwner(ImGuiMod_Alt, id); + + // Expose scroll in a manner that is agnostic to us using a child window + if (is_multiline && state != NULL) + state->Scroll.y = draw_window->Scroll.y; + + // Read-only mode always ever read from source buffer. Refresh TextLen when active. + if (is_readonly && state != NULL) + state->TextLen = (int)strlen(buf); + //if (is_readonly && state != NULL) + // state->TextA.clear(); // Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th allocation. + } + if (state != NULL) + state->TextSrc = is_readonly ? buf : state->TextA.Data; + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + clear_active_id = true; + + // Lock the decision of whether we are going to take the path displaying the cursor or selection + bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool validated = false; + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state; + const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + { + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; + password_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); + PushFont(password_font); + } + + // Process mouse inputs and character inputs + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + state->Edited = false; + state->BufCapacity = buf_size; + state->Flags = flags; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + + // Edit in progress + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->Scroll.x; + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); + + if (select_all) + { + state->SelectAll(); + state->SelectedAllMouseLock = true; + } + else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) + { + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); + const int multiclick_count = (io.MouseClickedCount[0] - 2); + if ((multiclick_count % 2) == 0) + { + // Double-click: Select word + // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant: + // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) + const bool is_bol = (state->Stb->cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor - 1) == '\n'; + if (STB_TEXT_HAS_SELECTION(state->Stb) || !is_bol) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + if (!STB_TEXT_HAS_SELECTION(state->Stb)) + ImStb::stb_textedit_prep_selection_at_cursor(state->Stb); + state->Stb->cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb->cursor); + state->Stb->select_end = state->Stb->cursor; + ImStb::stb_textedit_clamp(state, state->Stb); + } + else + { + // Triple-click: Select line + const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor) == '\n'; + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); + state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); + if (!is_eol && is_multiline) + { + ImSwap(state->Stb->select_start, state->Stb->select_end); + state->Stb->cursor = state->Stb->select_end; + } + state->CursorFollow = false; + } + state->CursorAnimReset(); + } + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) + { + if (hovered) + { + if (io.KeyShift) + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); + else + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; + } + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + state->SelectedAllMouseLock = false; + + // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) + // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes) + if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly) + { + if (Shortcut(ImGuiKey_Tab, ImGuiInputFlags_Repeat, id)) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + // FIXME: Implement Shift+Tab + /* + if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, ImGuiInputFlags_Repeat, id)) + { + } + */ + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl); + if (io.InputQueueCharacters.Size > 0) + { + if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t') // Skip Tab, see above. + continue; + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + + // Consume characters + io.InputQueueCharacters.resize(0); + } + } + + // Process other shortcuts/key-presses + bool revert_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + IM_ASSERT(state != NULL); + + const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); + state->Stb->row_count_per_page = row_count_per_page; + + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + + // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) + // Otherwise we could simply assume that we own the keys as we are active. + const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat; + const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, 0, id)) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, f_repeat, id)) && !is_readonly; + const bool is_undo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || (is_osx && Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id))) && !is_readonly && is_undoable; + const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, 0, id); + + // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); + const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); + const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id)); + + // FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of. + // FIXME-OSX: Missing support for Alt(option)+Right/Left = go to end of line, or next line if already in end of line. + if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) + { + if (!state->HasSelection()) + { + // OSX doesn't seem to have Super+Delete to delete until end-of-line, so we don't emulate that (as opposed to Super+Backspace) + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); + } + else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly) + { + if (!state->HasSelection()) + { + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeyCtrl && !io.KeyAlt && !io.KeySuper) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (is_enter_pressed || is_gamepad_validate) + { + // Determine if we turn Enter into a \n character + bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; + if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + { + validated = true; + if (io.ConfigInputTextEnterKeepActive && !is_multiline) + state->SelectAll(); // No need to scroll + else + clear_active_id = true; + } + else if (!is_readonly) + { + unsigned int c = '\n'; // Insert new line + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + } + else if (is_cancel) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + if (buf[0] != 0) + { + revert_edit = true; + } + else + { + render_cursor = render_selection = false; + clear_active_id = true; + } + } + else + { + clear_active_id = revert_edit = true; + render_cursor = render_selection = false; + } + } + else if (is_undo || is_redo) + { + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); + } + else if (is_select_all) + { + state->SelectAll(); + state->CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + { + // SetClipboardText() only takes null terminated strings + state->TextSrc may point to read-only user buffer, so we need to make a copy. + const int ib = state->HasSelection() ? ImMin(state->Stb->select_start, state->Stb->select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb->select_start, state->Stb->select_end) : state->TextLen; + g.TempBuffer.reserve(ie - ib + 1); + memcpy(g.TempBuffer.Data, state->TextSrc + ib, ie - ib); + g.TempBuffer.Data[ie - ib] = 0; + SetClipboardText(g.TempBuffer.Data); + } + if (is_cut) + { + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, state->Stb); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)strlen(clipboard); + ImVector clipboard_filtered; + clipboard_filtered.reserve(clipboard_len + 1); + for (const char* s = clipboard; *s != 0; ) + { + unsigned int c; + int in_len = ImTextCharFromUtf8(&c, s, NULL); + s += in_len; + if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true)) + continue; + char c_utf8[5]; + ImTextCharToUtf8(c_utf8, c); + int out_len = (int)strlen(c_utf8); + clipboard_filtered.resize(clipboard_filtered.Size + out_len); + memcpy(clipboard_filtered.Data + clipboard_filtered.Size - out_len, c_utf8, out_len); + } + if (clipboard_filtered.Size > 0) // If everything was filtered, ignore the pasting operation + { + clipboard_filtered.push_back(0); + stb_textedit_paste(state, state->Stb, clipboard_filtered.Data, clipboard_filtered.Size - 1); + state->CursorFollow = true; + } + } + } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + } + + // Process callbacks and apply result back to user's buffer. + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + if (revert_edit && !is_readonly) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + // Clear input + IM_ASSERT(buf[0] != 0); + apply_new_text = ""; + apply_new_text_length = 0; + value_changed = true; + IMSTB_TEXTEDIT_CHARTYPE empty_string; + stb_textedit_replace(state, state->Stb, &empty_string, 0); + } + else if (strcmp(buf, state->TextToRevertTo.Data) != 0) + { + apply_new_text = state->TextToRevertTo.Data; + apply_new_text_length = state->TextToRevertTo.Size - 1; + + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + // Push records into the undo stack so we can CTRL+Z the revert operation itself + value_changed = true; + stb_textedit_replace(state, state->Stb, state->TextToRevertTo.Data, state->TextToRevertTo.Size - 1); + } + } + + // FIXME-OPT: We always reapply the live buffer back to the input buffer before clearing ActiveId, + // even though strictly speaking it wasn't modified on this frame. Should mark dirty state from the stb_textedit callbacks. + // If we do that, need to ensure that as special case, 'validated == true' also writes back. + // This also allows the user to use InputText() without maintaining any user-side storage. + // (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object + // unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). + const bool apply_edit_back_to_user_buffer = true;// !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + if (apply_edit_back_to_user_buffer) + { + // Apply current edited text immediately. + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_None; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) + { + event_flag = ImGuiInputTextFlags_CallbackEdit; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + { + event_flag = ImGuiInputTextFlags_CallbackAlways; + } + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = event_flag; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; + + // FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925 + char* callback_buf = is_readonly ? buf : state->TextA.Data; + IM_ASSERT(callback_buf == state->TextSrc); + state->CallbackTextBackup.resize(state->TextLen + 1); + memcpy(state->CallbackTextBackup.Data, callback_buf, state->TextLen + 1); + + callback_data.EventKey = event_key; + callback_data.Buf = callback_buf; + callback_data.BufTextLen = state->TextLen; + callback_data.BufSize = state->BufCapacity; + callback_data.BufDirty = false; + + const int utf8_cursor_pos = callback_data.CursorPos = state->Stb->cursor; + const int utf8_selection_start = callback_data.SelectionStart = state->Stb->select_start; + const int utf8_selection_end = callback_data.SelectionEnd = state->Stb->select_end; + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback + IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacity); + IM_ASSERT(callback_data.Flags == flags); + const bool buf_dirty = callback_data.BufDirty; + if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb->cursor = callback_data.CursorPos; state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb->select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb->cursor : callback_data.SelectionStart; } + if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb->select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb->select_start : callback_data.SelectionEnd; } + if (buf_dirty) + { + // Callback may update buffer and thus set buf_dirty even in read-only mode. + IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + InputTextReconcileUndoState(state, state->CallbackTextBackup.Data, state->CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen); + state->TextLen = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); + } + } + } + + // Will copy result string if modified + if (!is_readonly && strcmp(state->TextSrc, buf) != 0) + { + apply_new_text = state->TextSrc; + apply_new_text_length = state->TextLen; + value_changed = true; + } + } + } + + // Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details) + if (g.InputTextDeactivatedState.ID == id) + { + if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0) + { + apply_new_text = g.InputTextDeactivatedState.TextA.Data; + apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1; + value_changed = true; + //IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text); + } + g.InputTextDeactivatedState.ID = 0; + } + + // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) + if (apply_new_text != NULL) + { + //// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size + //// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used + //// without any storage on user's side. + IM_ASSERT(apply_new_text_length >= 0); + if (is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + //IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + // Otherwise request text input ahead for next frame. + if (g.ActiveId == id && clear_active_id) + ClearActiveID(); + else if (g.ActiveId == id) + g.WantTextInputNextFrame = 1; + + // Render frame + if (!is_multiline) + { + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + } + + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) + { + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->TextLen; + + // Render text (with cursor and selection) + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + const char* text_begin = buf_display; + const char* text_end = text_begin + state->TextLen; + ImVec2 cursor_offset, select_start_offset; + + { + // Find lines numbers straddling cursor and selection min position + int cursor_line_no = render_cursor ? -1 : -1000; + int selmin_line_no = render_selection ? -1 : -1000; + const char* cursor_ptr = render_cursor ? text_begin + state->Stb->cursor : NULL; + const char* selmin_ptr = render_selection ? text_begin + ImMin(state->Stb->select_start, state->Stb->select_end) : NULL; + + // Count lines and find line number for cursor and selection ends + int line_count = 1; + if (is_multiline) + { + for (const char* s = text_begin; (s = (const char*)memchr(s, '\n', (size_t)(text_end - s))) != NULL; s++) + { + if (cursor_line_no == -1 && s >= cursor_ptr) { cursor_line_no = line_count; } + if (selmin_line_no == -1 && s >= selmin_ptr) { selmin_line_no = line_count; } + line_count++; + } + } + if (cursor_line_no == -1) + cursor_line_no = line_count; + if (selmin_line_no == -1) + selmin_line_no = line_count; + + // Calculate 2d position by finding the beginning of the line and measuring distance + cursor_offset.x = InputTextCalcTextSize(&g, ImStrbol(cursor_ptr, text_begin), cursor_ptr).x; + cursor_offset.y = cursor_line_no * g.FontSize; + if (selmin_line_no >= 0) + { + select_start_offset.x = InputTextCalcTextSize(&g, ImStrbol(selmin_ptr, text_begin), selmin_ptr).x; + select_start_offset.y = selmin_line_no * g.FontSize; + } + + // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) + if (is_multiline) + text_size = ImVec2(inner_size.x, line_count * g.FontSize); + } + + // Scroll + if (render_cursor && state->CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = inner_size.x * 0.25f; + const float visible_width = inner_size.x - style.FramePadding.x; + if (cursor_offset.x < state->Scroll.x) + state->Scroll.x = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - visible_width >= state->Scroll.x) + state->Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x); + } + else + { + state->Scroll.y = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + // Test if cursor is vertically visible + if (cursor_offset.y - g.FontSize < scroll_y) + scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y) + scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; + const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); + scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + } + + state->CursorFollow = false; + } + + // Draw selection + const ImVec2 draw_scroll = ImVec2(state->Scroll.x, 0.0f); + if (render_selection) + { + const char* text_selected_begin = text_begin + ImMin(state->Stb->select_start, state->Stb->select_end); + const char* text_selected_end = text_begin + ImMax(state->Stb->select_start, state->Stb->select_end); + + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; + for (const char* p = text_selected_begin; p < text_selected_end; ) + { + if (rect_pos.y > clip_rect.w + g.FontSize) + break; + if (rect_pos.y < clip_rect.y) + { + p = (const char*)memchr((void*)p, '\n', text_selected_end - p); + p = p ? p + 1 : text_selected_end; + } + else + { + ImVec2 rect_size = InputTextCalcTextSize(&g, p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = IM_TRUNC(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); + rect.ClipWith(clip_rect); + if (rect.Overlaps(clip_rect)) + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + rect_pos.x = draw_pos.x - draw_scroll.x; + } + rect_pos.y += g.FontSize; + } + } + + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + // FIXME-OPT: Multiline could submit a smaller amount of contents to AddText() since we already iterated through it. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + + // Draw blinking cursor + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll); + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + { + g.PlatformImeData.WantVisible = true; + g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + g.PlatformImeData.InputLineHeight = g.FontSize; + g.PlatformImeViewport = window->Viewport->ID; + } + } + } + else + { + // Render text only (no selection, no cursor) + if (is_multiline) + text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->TextLen; + else if (!is_displaying_hint) + buf_display_end = buf_display + strlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + // Find render position for right alignment + if (flags & ImGuiInputTextFlags_ElideLeft) + draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - CalcTextSize(buf_display, NULL).x - style.FramePadding.x); + + const ImVec2 draw_scroll = /*state ? ImVec2(state->Scroll.x, 0.0f) :*/ ImVec2(0.0f, 0.0f); // Preserve scroll when inactive? + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + } + + if (is_password && !is_displaying_hint) + PopFont(); + + if (is_multiline) + { + // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (see #4761, #7870)... + Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); + g.NextItemData.ItemFlags |= (ImGuiItemFlags)ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; + EndChild(); + item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); + + // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... + // FIXME: This quite messy/tricky, should attempt to get rid of the child window. + EndGroup(); + if (g.LastItemData.ID == 0 || g.LastItemData.ID != GetWindowScrollbarID(draw_window, ImGuiAxis_Y)) + { + g.LastItemData.ID = id; + g.LastItemData.ItemFlags = item_data_backup.ItemFlags; + g.LastItemData.StatusFlags = item_data_backup.StatusFlags; + } + } + if (state) + state->TextSrc = NULL; + + // Log as text + if (g.LogEnabled && (!is_password || is_displaying_hint)) + { + LogSetNextTextDecoration("{", "}"); + LogRenderedText(&draw_pos, buf_display, buf_display_end); + } + + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if (value_changed) + MarkItemEdited(id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return validated; + else + return value_changed; +} + +void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + ImStb::STB_TexteditState* stb_state = state->Stb; + ImStb::StbUndoState* undo_state = &stb_state->undostate; + Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId); + DebugLocateItemOnHover(state->ID); + Text("CurLenA: %d, Cursor: %d, Selection: %d..%d", state->TextLen, stb_state->cursor, stb_state->select_start, stb_state->select_end); + Text("BufCapacityA: %d", state->BufCapacity); + Text("(Internal Buffer: TextA Size: %d, Capacity: %d)", state->TextA.Size, state->TextA.Capacity); + Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x); + Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point); + if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 10), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) // Visualize undo state + { + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int n = 0; n < IMSTB_TEXTEDIT_UNDOSTATECOUNT; n++) + { + ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n]; + const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' '; + if (undo_rec_type == ' ') + BeginDisabled(); + const int buf_preview_len = (undo_rec_type != ' ' && undo_rec->char_storage != -1) ? undo_rec->insert_length : 0; + const char* buf_preview_str = undo_state->undo_char + undo_rec->char_storage; + Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%.*s\"", + undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf_preview_len, buf_preview_str); + if (undo_rec_type == ' ') + EndDisabled(); + } + PopStyleVar(); + } + EndChild(); +#else + IM_UNUSED(state); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +//------------------------------------------------------------------------- +// - ColorEdit3() +// - ColorEdit4() +// - ColorPicker3() +// - RenderColorRectWithAlphaCheckerboard() [Internal] +// - ColorPicker4() +// - ColorButton() +// - SetColorEditOptions() +// - ColorTooltip() [Internal] +// - ColorEditOptionsPopup() [Internal] +// - ColorPickerOptionsPopup() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); +} + +static void ColorEditRestoreH(const float* col, float* H) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + *H = g.ColorEditSavedHue; +} + +// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation. +// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting. +static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + + // When S == 0, H is undefined. + // When H == 1 it wraps around to 0. + if (*S == 0.0f || (*H == 0.0f && g.ColorEditSavedHue == 1)) + *H = g.ColorEditSavedHue; + + // When V == 0, S is undefined. + if (*V == 0.0f) + *S = g.ColorEditSavedSat; +} + +// Edit colors components (each component in 0.0f..1.0f range). +// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. +bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float square_sz = GetFrameHeight(); + const char* label_display_end = FindRenderedTextEnd(label); + float w_full = CalcItemWidth(); + g.NextItemData.ClearFlags(); + + BeginGroup(); + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + + // If we're not showing any slider there's no point in doing any HSV conversions + const ImGuiColorEditFlags flags_untouched = flags; + if (flags & ImGuiColorEditFlags_NoInputs) + flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; + + // Context menu: display and modify options (before defaults are applied) + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorEditOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_DisplayMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_); + if (!(flags & ImGuiColorEditFlags_DataTypeMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_); + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_); + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + + const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; + const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; + const int components = alpha ? 4 : 3; + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = ImMax(w_full - w_button, 1.0f); + w_full = w_inputs + w_button; + + // Convert to the formats we need + float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + ColorEditRestoreHS(col, &f[0], &f[1], &f[2]); + } + int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; + + bool value_changed = false; + bool value_changed_as_float = false; + + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB/HSV 0..255 Sliders + const float w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1); + + const bool hide_prefix = (IM_TRUNC(w_items / components) <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = + { + { "%3d", "%3d", "%3d", "%3d" }, // Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA + }; + static const char* fmt_table_float[3][4] = + { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA + }; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; + + float prev_split = 0.0f; + for (int n = 0; n < components; n++) + { + if (n > 0) + SameLine(0, style.ItemInnerSpacing.x); + float next_split = IM_TRUNC(w_items * (n + 1) / components); + SetNextItemWidth(ImMax(next_split - prev_split, 1.0f)); + prev_split = next_split; + + // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. + if (flags & ImGuiColorEditFlags_Float) + { + value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed_as_float |= value_changed; + } + else + { + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + } + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB Hexadecimal Input + char buf[64]; + if (alpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); + SetNextItemWidth(w_inputs); + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsUppercase)) + { + value_changed = true; + char* p = buf; + while (*p == '#' || ImCharIsBlankA(*p)) + p++; + i[0] = i[1] = i[2] = 0; + i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) + int r; + if (alpha) + r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + else + r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + + ImGuiWindow* picker_active_window = NULL; + if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) + { + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); + + const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); + if (ColorButton("##ColorButton", col_v4, flags)) + { + if (!(flags & ImGuiColorEditFlags_NoPicker)) + { + // Store current color and open a picker + g.ColorPickerRef = col_v4; + OpenPopup("picker"); + SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y)); + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + if (BeginPopup("picker")) + { + if (g.CurrentWindow->BeginCount == 1) + { + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextEx(label, label_display_end); + Spacing(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); + } + EndPopup(); + } + } + + if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) + { + // Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left), + // but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this. + SameLine(0.0f, style.ItemInnerSpacing.x); + window->DC.CursorPos.x = pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + + // Convert back + if (value_changed && picker_active_window == NULL) + { + if (!value_changed_as_float) + for (int n = 0; n < 4; n++) + f[n] = i[n] / 255.0f; + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + { + g.ColorEditSavedHue = f[0]; + g.ColorEditSavedSat = f[1]; + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0)); + } + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; + } + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + EndGroup(); + + // Drag and Drop Target + // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + { + bool accepted_drag_drop = false; + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 //-V1086 + value_changed = accepted_drag_drop = true; + } + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * components); + value_changed = accepted_drag_drop = true; + } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); + EndDragDropTarget(); + } + + // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). + if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) + g.LastItemData.ID = g.ActiveId; + + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + float col4[4] = { col[0], col[1], col[2], 1.0f }; + if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) + return false; + col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; + return true; +} + +// Helper for ColorPicker4() +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) +{ + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); +} + +// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) +// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) +bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImDrawList* draw_list = window->DrawList; + ImGuiStyle& style = g.Style; + ImGuiIO& io = g.IO; + + const float width = CalcItemWidth(); + const bool is_readonly = ((g.NextItemData.ItemFlags | g.CurrentItemFlags) & ImGuiItemFlags_ReadOnly) != 0; + g.NextItemData.ClearFlags(); + + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + BeginGroup(); + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + flags |= ImGuiColorEditFlags_NoSmallPreview; + + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorPickerOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_; + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); + + // Setup + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; + bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); + ImVec2 picker_pos = window->DC.CursorPos; + float square_sz = GetFrameHeight(); + float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; + float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; + float bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20f); + + float backup_initial_col[4]; + memcpy(backup_initial_col, col, components * sizeof(float)); + + float wheel_thickness = sv_picker_size * 0.08f; + float wheel_r_outer = sv_picker_size * 0.50f; + float wheel_r_inner = wheel_r_outer - wheel_thickness; + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f); + + // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. + float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); + ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. + ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. + ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. + + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + + bool value_changed = false, value_changed_h = false, value_changed_sv = false; + + PushItemFlag(ImGuiItemFlags_NoNav, true); + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Hue wheel + SV triangle logic + InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; + ImVec2 current_off = g.IO.MousePos - wheel_center; + float initial_dist2 = ImLengthSqr(initial_off); + if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1)) + { + // Interactive with Hue wheel + H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f; + if (H < 0.0f) + H += 1.0f; + value_changed = value_changed_h = true; + } + float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); + if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) + { + // Interacting with SV triangle + ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); + if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) + current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); + float uu, vv, ww; + ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); + V = ImClamp(1.0f - vv, 0.0001f, 1.0f); + S = ImClamp(uu / V, 0.0001f, 1.0f); + value_changed = value_changed_sv = true; + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // SV rectangle logic + InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); + V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + ColorEditRestoreH(col, &H); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. + value_changed = value_changed_sv = true; + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + // Hue bar logic + SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); + InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = value_changed_h = true; + } + } + + // Alpha bar logic + if (alpha_bar) + { + SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); + InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = true; + } + } + PopItemFlag(); // ImGuiItemFlags_NoNav + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + SameLine(0, style.ItemInnerSpacing.x); + BeginGroup(); + } + + if (!(flags & ImGuiColorEditFlags_NoLabel)) + { + const char* label_display_end = FindRenderedTextEnd(label); + if (label != label_display_end) + { + if ((flags & ImGuiColorEditFlags_NoSidePreview)) + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + } + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if ((flags & ImGuiColorEditFlags_NoLabel)) + Text("Current"); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); + if (ref_col != NULL) + { + Text("Original"); + ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) + { + memcpy(col, ref_col, components * sizeof(float)); + value_changed = true; + } + } + PopItemFlag(); + EndGroup(); + } + + // Convert back color to RGB + if (value_changed_h || value_changed_sv) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]); + g.ColorEditSavedHue = H; + g.ColorEditSavedSat = S; + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } + + // R,G,B and H,S,V slider color editor + bool value_changed_fix_hue_wrap = false; + if ((flags & ImGuiColorEditFlags_NoInputs) == 0) + { + PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) + { + // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) + value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); + value_changed = true; + } + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); + PopItemWidth(); + } + + // Try to cancel hue wrap (after ColorEdit4 call), if any + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) + { + float new_H, new_S, new_V; + ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); + if (new_H <= 0 && H > 0) + { + if (new_V <= 0 && V != new_V) + ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); + else if (new_S <= 0) + ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); + } + } + + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately. + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! + + ImVec2 sv_cursor_pos; + + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Render Hue Wheel + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); + for (int n = 0; n < 6; n++) + { + const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; + const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; + const int vert_start_idx = draw_list->VtxBuffer.Size; + draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); + draw_list->PathStroke(col_white, 0, wheel_thickness); + const int vert_end_idx = draw_list->VtxBuffer.Size; + + // Paint colors over existing vertices + ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); + ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]); + } + + // Render Cursor + preview on Hue Wheel + float cos_hue_angle = ImCos(H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(H * 2.0f * IM_PI); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); + float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; + int hue_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(hue_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); + + // Render SV triangle (rotated according to hue) + ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); + ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); + ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); + ImVec2 uv_white = GetFontTexUvWhitePixel(); + draw_list->PrimReserve(3, 3); + draw_list->PrimVtx(tra, uv_white, hue_color32); + draw_list->PrimVtx(trb, uv_white, col_black); + draw_list->PrimVtx(trc, uv_white, col_white); + draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); + sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // Render SV Square + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + + // Render Hue Bar + for (int i = 0; i < 6; ++i) + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); + float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); + RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) + float sv_cursor_rad = value_changed_sv ? wheel_thickness * 0.55f : wheel_thickness * 0.40f; + int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments); + + // Render alpha bar + if (alpha_bar) + { + float alpha = ImSaturate(col[3]); + ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); + RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); + RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + EndGroup(); + + if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) + value_changed = false; + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + + return value_changed; +} + +// A little color square. Return true when clicked. +// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. +// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. +// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(desc_id); + const float default_size = GetFrameHeight(); + const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + if (flags & ImGuiColorEditFlags_NoAlpha) + flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); + + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); + float grid_step = ImMin(size.x, size.y) / 2.99f; + float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); + ImRect bb_inner = bb; + float off = 0.0f; + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. + bb_inner.Expand(off); + } + if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) + { + float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); + } + else + { + // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; + if (col_source.w < 1.0f) + RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); + else + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); + } + RenderNavCursor(bb, id); + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + } + + // Drag and Drop Source + // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. + if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); + else + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); + ColorButton(desc_id, col, flags); + SameLine(); + TextEx("Color"); + EndDragDropSource(); + } + + // Tooltip + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered && IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + + return pressed; +} + +// Initialize/override default color options +void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_; + if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_; + if ((flags & ImGuiColorEditFlags_PickerMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_; + if ((flags & ImGuiColorEditFlags_InputMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check only 1 option is selected + g.ColorEditOptions = flags; +} + +// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; + if (text_end > text) + { + TextEx(text, text_end); + Separator(); + } + + ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + SameLine(); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } + EndTooltip(); +} + +void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) +{ + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_); + bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_); + if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) + return; + + ImGuiContext& g = *GImGui; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); + ImGuiColorEditFlags opts = g.ColorEditOptions; + if (allow_opt_inputs) + { + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex; + } + if (allow_opt_datatype) + { + if (allow_opt_inputs) Separator(); + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float; + } + + if (allow_opt_inputs || allow_opt_datatype) + Separator(); + if (Button("Copy as..", ImVec2(-1, 0))) + OpenPopup("Copy"); + if (BeginPopup("Copy")) + { + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + char buf[64]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb); + if (Selectable(buf)) + SetClipboardText(buf); + if (!(flags & ImGuiColorEditFlags_NoAlpha)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + } + EndPopup(); + } + + g.ColorEditOptions = opts; + PopItemFlag(); + EndPopup(); +} + +void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) +{ + bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_); + bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); + if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) + return; + + ImGuiContext& g = *GImGui; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); + if (allow_opt_picker) + { + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + PushItemWidth(picker_size.x); + for (int picker_type = 0; picker_type < 2; picker_type++) + { + // Draw small/thumbnail version of each picker type (over an invisible button for selection) + if (picker_type > 0) Separator(); + PushID(picker_type); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha); + if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; + ImVec2 backup_pos = GetCursorScreenPos(); + if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup + g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_); + SetCursorScreenPos(backup_pos); + ImVec4 previewing_ref_col; + memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); + PopID(); + } + PopItemWidth(); + } + if (allow_opt_alpha_bar) + { + if (allow_opt_picker) Separator(); + CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + } + PopItemFlag(); + EndPopup(); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +//------------------------------------------------------------------------- +// - TreeNode() +// - TreeNodeV() +// - TreeNodeEx() +// - TreeNodeExV() +// - TreeNodeBehavior() [Internal] +// - TreePush() +// - TreePop() +// - GetTreeNodeToLabelSpacing() +// - SetNextItemOpen() +// - CollapsingHeader() +//------------------------------------------------------------------------- + +bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, ImGuiTreeNodeFlags_None, label, NULL); +} + +bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) +{ + return TreeNodeExV(str_id, 0, fmt, args); +} + +bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) +{ + return TreeNodeExV(ptr_id, 0, fmt, args); +} + +bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags, label, NULL); +} + +bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(id, flags, label, label_end); +} + +bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(ptr_id); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(id, flags, label, label_end); +} + +bool ImGui::TreeNodeGetOpen(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + return storage->GetInt(storage_id, 0) != 0; +} + +void ImGui::TreeNodeSetOpen(ImGuiID storage_id, bool open) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + storage->SetInt(storage_id, open ? 1 : 0); +} + +bool ImGui::TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags) +{ + if (flags & ImGuiTreeNodeFlags_Leaf) + return true; + + // We only write to the tree storage if the user clicks, or explicitly use the SetNextItemOpen function + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStorage* storage = window->DC.StateStorage; + + bool is_open; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasOpen) + { + if (g.NextItemData.OpenCond & ImGuiCond_Always) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(storage_id, is_open); + } + else + { + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. + const int stored_value = storage->GetInt(storage_id, -1); + if (stored_value == -1) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(storage_id, is_open); + } + else + { + is_open = stored_value != 0; + } + } + } + else + { + is_open = storage->GetInt(storage_id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + } + + // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). + // NB- If we are above max depth we still allow manually opened nodes to be logged. + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) + is_open = true; + + return is_open; +} + +// Store ImGuiTreeNodeStackData for just submitted node. +// Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase. +static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.TreeNodeStack.resize(g.TreeNodeStack.Size + 1); + ImGuiTreeNodeStackData* tree_node_data = &g.TreeNodeStack.back(); + tree_node_data->ID = g.LastItemData.ID; + tree_node_data->TreeFlags = flags; + tree_node_data->ItemFlags = g.LastItemData.ItemFlags; + tree_node_data->NavRect = g.LastItemData.NavRect; + window->DC.TreeHasStackDataDepthMask |= (1 << window->DC.TreeDepth); +} + +// When using public API, currently 'id == storage_id' is always true, but we separate the values to facilitate advanced user code doing storage queries outside of UI loop. +bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); + + if (!label_end) + label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow + + // We vertically grow up to current line height up the typical widget height. + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); + const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL); + const bool span_all_columns_label = (flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) != 0 && (g.CurrentTable != NULL); + ImRect frame_bb; + frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanLabelWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + frame_height; + if (display_frame) + { + const float outer_extend = IM_TRUNC(window->WindowPadding.x * 0.5f); // Framed header expand a little outside of current limits + frame_bb.Min.x -= outer_extend; + frame_bb.Max.x += outer_extend; + } + + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), padding.y); + + // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing + ImRect interact_bb = frame_bb; + if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanLabelWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f); + + // Compute open and multi-select states before ItemAdd() as it clear NextItem data. + ImGuiID storage_id = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasStorageID) ? g.NextItemData.StorageId : id; + bool is_open = TreeNodeUpdateNextOpen(storage_id, flags); + + bool is_visible; + if (span_all_columns || span_all_columns_label) + { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + is_visible = ItemAdd(interact_bb, id); + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + else + { + is_visible = ItemAdd(interact_bb, id); + } + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + g.LastItemData.DisplayRect = frame_bb; + + // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled: + // Store data for the current depth to allow returning to this node from any child item. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle. + bool store_tree_node_stack_data = false; + if (!(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + { + if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && is_open && !g.NavIdIsAlive) + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + store_tree_node_stack_data = true; + } + + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + if (!is_visible) + { + if (store_tree_node_stack_data && is_open) + TreeNodeStoreStackData(flags); // Call before TreePushOverrideID() + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; + } + + if (span_all_columns || span_all_columns_label) + { + TablePushBackgroundChannel(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; + if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) + button_flags |= ImGuiButtonFlags_AllowOverlap; + if (!is_leaf) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + + // We allow clicking on the arrow section with keyboard modifiers held, in order to easily + // allow browsing a tree while preserving selection with code implementing multi-selection patterns. + // When clicking on the rest of the tree node we always disallow keyboard modifiers. + const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; + const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (is_multi_select) // We absolutely need to distinguish open vs select so _OpenOnArrow comes by default + flags |= (flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 ? ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick : ImGuiTreeNodeFlags_OpenOnArrow; + + // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. + // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. + // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) + // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) + // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) + // It is rather standard that arrow click react on Down rather than Up. + // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. + if (is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_PressedOnClick; + else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + + // Multi-selection support (header) + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + if (is_mouse_x_over_arrow) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + } + else + { + if (window != g.HoveredWindow || !is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_NoKeyModsAllowed; + } + + bool hovered, held; + bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + bool toggled = false; + if (!is_leaf) + { + if (pressed && g.DragDropHoldJustPressedId != id) + { + if ((flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 || (g.NavActivateId == id && !is_multi_select)) + toggled = true; // Single click + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= is_mouse_x_over_arrow && !g.NavHighlightItemUnderNav; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) + toggled = true; // Double click + } + else if (pressed && g.DragDropHoldJustPressedId == id) + { + IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); + if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = true; + else + pressed = false; // Cancel press so it doesn't trigger selection. + } + + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + + if (toggled) + { + is_open = !is_open; + window->DC.StateStorage->SetInt(storage_id, is_open); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; + } + } + + // Multi-selection support (footer) + if (is_multi_select) + { + bool pressed_copy = pressed && !toggled; + MultiSelectItemFooter(id, &selected, &pressed_copy); + if (pressed) + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, interact_bb); + } + + if (selected != was_selected) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + { + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + if (display_frame) + { + // Framed type + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x - padding.x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + if (g.LogEnabled) + LogSetNextTextDecoration("###", "###"); + } + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + } + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogSetNextTextDecoration(">", NULL); + } + + if (span_all_columns && !span_all_columns_label) + TablePopBackgroundChannel(); + + // Label + if (display_frame) + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + else + RenderText(text_pos, label, label_end, false); + + if (span_all_columns_label) + TablePopBackgroundChannel(); + } + + if (store_tree_node_stack_data && is_open) + TreeNodeStoreStackData(flags); // Call before TreePushOverrideID() + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); // Could use TreePush(label) but this avoid computing twice + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; +} + +void ImGui::TreePush(const char* str_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(str_id); +} + +void ImGui::TreePush(const void* ptr_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(ptr_id); +} + +void ImGui::TreePushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Indent(); + window->DC.TreeDepth++; + PushOverrideID(id); +} + +void ImGui::TreePop() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Unindent(); + + window->DC.TreeDepth--; + ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); + + if (window->DC.TreeHasStackDataDepthMask & tree_depth_mask) // Only set during request + { + ImGuiTreeNodeStackData* data = &g.TreeNodeStack.back(); + IM_ASSERT(data->ID == window->IDStack.back()); + if (data->TreeFlags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) + { + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) + if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, data); + } + g.TreeNodeStack.pop_back(); + window->DC.TreeHasStackDataDepthMask &= ~tree_depth_mask; + } + + IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. + PopID(); +} + +// Horizontal distance preceding label when using TreeNode() or Bullet() +float ImGui::GetTreeNodeToLabelSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + (g.Style.FramePadding.x * 2.0f); +} + +// Set next TreeNode/CollapsingHeader open state. +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = (ImU8)(cond ? cond : ImGuiCond_Always); +} + +// Set next TreeNode/CollapsingHeader storage id. +void ImGui::SetNextItemStorageID(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasStorageID; + g.NextItemData.StorageId = storage_id; +} + +// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). +// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). +bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader, label); +} + +// p_visible == NULL : regular collapsing header +// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false +// p_visible != NULL && *p_visible == false : do not show the header at all +// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen. +bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (p_visible && !*p_visible) + return false; + + ImGuiID id = window->GetID(label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader; + if (p_visible) + flags |= ImGuiTreeNodeFlags_AllowOverlap | (ImGuiTreeNodeFlags)ImGuiTreeNodeFlags_ClipLabelForTrailingButton; + bool is_open = TreeNodeBehavior(id, flags, label); + if (p_visible != NULL) + { + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. + ImGuiContext& g = *GImGui; + ImGuiLastItemData last_item_backup = g.LastItemData; + float button_size = g.FontSize; + float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size); + float button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y; + ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); + if (CloseButton(close_button_id, ImVec2(button_x, button_y))) + *p_visible = false; + g.LastItemData = last_item_backup; + } + + return is_open; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Selectable +//------------------------------------------------------------------------- +// - Selectable() +//------------------------------------------------------------------------- + +// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. +// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. +// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowOverlap are also frequently used flags. +// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. +bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. + ImGuiID id = window->GetID(label); + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(size, 0.0f); + + // Fill horizontal space + // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. + const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; + const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; + const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) + size.x = ImMax(label_size.x, max_x - min_x); + + // Text stays at the submission position, but bounding box may be extended on both sides + const ImVec2 text_min = pos; + const ImVec2 text_max(min_x + size.x, pos.y + size.y); + + // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. + // FIXME: Not part of layout so not included in clipper calculation, but ItemSize currently doesn't allow offsetting CursorPos. + ImRect bb(min_x, pos.y, text_max.x, text_max.y); + if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) + { + const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = IM_TRUNC(spacing_x * 0.50f); + const float spacing_U = IM_TRUNC(spacing_y * 0.50f); + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + } + //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } + + const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; + const ImGuiItemFlags extra_item_flags = disabled_item ? (ImGuiItemFlags)ImGuiItemFlags_Disabled : ImGuiItemFlags_None; + bool is_visible; + if (span_all_columns) + { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + else + { + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + } + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(bb)) // Extra layer of "no logic clip" for box-select support (would be more overhead to add to ItemAdd) + return false; + + const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (disabled_item && !disabled_global) // Only testing this as an optimization + BeginDisabled(); + + // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, + // which would be advantageous since most selectable are not selected. + if (span_all_columns) + { + if (g.CurrentTable) + TablePushBackgroundChannel(); + else if (window->DC.CurrentColumns) + PushColumnsBackground(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries + ImGuiButtonFlags button_flags = 0; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } + if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; } + if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } + if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } + if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } + if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; } + + // Multi-selection support (header) + const bool was_selected = selected; + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + } + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + + // Multi-selection support (footer) + if (is_multi_select) + { + MultiSelectItemFooter(id, &selected, &pressed); + } + else + { + // Auto-select when moved into + // - This will be more fully fleshed in the range-select branch + // - This is not exposed as it won't nicely work with some user side handling of shift/control + // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons + // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) + // - (2) usage will fail with clipped items + // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. + if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId) + if (g.NavJustMovedToId == id) + selected = pressed = true; + } + + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with keyboard/gamepad + if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) + { + if (!g.NavHighlightItemUnderNav && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + { + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect) + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + } + if (pressed) + MarkItemEdited(id); + + if (selected != was_selected) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + if (is_visible) + { + const bool highlighted = hovered || (flags & ImGuiSelectableFlags_Highlight); + if (highlighted || selected) + { + // Between 1.91.0 and 1.91.4 we made selected Selectable use an arbitrary lerp between _Header and _HeaderHovered. Removed that now. (#8106) + ImU32 col = GetColorU32((held && highlighted) ? ImGuiCol_HeaderActive : highlighted ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + } + if (g.NavId == id) + { + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + RenderNavCursor(bb, id, nav_render_cursor_flags); + } + } + + if (span_all_columns) + { + if (g.CurrentTable) + TablePopBackgroundChannel(); + else if (window->DC.CurrentColumns) + PopColumnsBackground(); + } + + if (is_visible) + RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); + + // Automatically close popups + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_NoAutoClosePopups) && (g.LastItemData.ItemFlags & ImGuiItemFlags_AutoClosePopups)) + CloseCurrentPopup(); + + if (disabled_item && !disabled_global) + EndDisabled(); + + // Selectable() always returns a pressed state! + // Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui::IsItemToggledSelection() to retrieve + // selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching EndMultiSelect(). + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; //-V1020 +} + +bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + if (Selectable(label, *p_selected, flags, size_arg)) + { + *p_selected = !*p_selected; + return true; + } + return false; +} + + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Typing-Select support +//------------------------------------------------------------------------- + +// [Experimental] Currently not exposed in public API. +// Consume character inputs and return search request, if any. +// This would typically only be called on the focused window or location you want to grab inputs for, e.g. +// if (ImGui::IsWindowFocused(...)) +// if (ImGuiTypingSelectRequest* req = ImGui::GetTypingSelectRequest()) +// focus_idx = ImGui::TypingSelectFindMatch(req, my_items.size(), [](void*, int n) { return my_items[n]->Name; }, &my_items, -1); +// However the code is written in a way where calling it from multiple locations is safe (e.g. to obtain buffer). +ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiTypingSelectState* data = &g.TypingSelectState; + ImGuiTypingSelectRequest* out_request = &data->Request; + + // Clear buffer + const float TYPING_SELECT_RESET_TIMER = 1.80f; // FIXME: Potentially move to IO config. + const int TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK = 4; // Lock single char matching when repeating same char 4 times + if (data->SearchBuffer[0] != 0) + { + bool clear_buffer = false; + clear_buffer |= (g.NavFocusScopeId != data->FocusScope); + clear_buffer |= (data->LastRequestTime + TYPING_SELECT_RESET_TIMER < g.Time); + clear_buffer |= g.NavAnyRequest; + clear_buffer |= g.ActiveId != 0 && g.NavActivateId == 0; // Allow temporary SPACE activation to not interfere + clear_buffer |= IsKeyPressed(ImGuiKey_Escape) || IsKeyPressed(ImGuiKey_Enter); + clear_buffer |= IsKeyPressed(ImGuiKey_Backspace) && (flags & ImGuiTypingSelectFlags_AllowBackspace) == 0; + //if (clear_buffer) { IMGUI_DEBUG_LOG("GetTypingSelectRequest(): Clear SearchBuffer.\n"); } + if (clear_buffer) + data->Clear(); + } + + // Append to buffer + const int buffer_max_len = IM_ARRAYSIZE(data->SearchBuffer) - 1; + int buffer_len = (int)strlen(data->SearchBuffer); + bool select_request = false; + for (ImWchar w : g.IO.InputQueueCharacters) + { + const int w_len = ImTextCountUtf8BytesFromStr(&w, &w + 1); + if (w < 32 || (buffer_len == 0 && ImCharIsBlankW(w)) || (buffer_len + w_len > buffer_max_len)) // Ignore leading blanks + continue; + char w_buf[5]; + ImTextCharToUtf8(w_buf, (unsigned int)w); + if (data->SingleCharModeLock && w_len == out_request->SingleCharSize && memcmp(w_buf, data->SearchBuffer, w_len) == 0) + { + select_request = true; // Same character: don't need to append to buffer. + continue; + } + if (data->SingleCharModeLock) + { + data->Clear(); // Different character: clear + buffer_len = 0; + } + memcpy(data->SearchBuffer + buffer_len, w_buf, w_len + 1); // Append + buffer_len += w_len; + select_request = true; + } + g.IO.InputQueueCharacters.resize(0); + + // Handle backspace + if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, ImGuiInputFlags_Repeat)) + { + char* p = (char*)(void*)ImTextFindPreviousUtf8Codepoint(data->SearchBuffer, data->SearchBuffer + buffer_len); + *p = 0; + buffer_len = (int)(p - data->SearchBuffer); + } + + // Return request if any + if (buffer_len == 0) + return NULL; + if (select_request) + { + data->FocusScope = g.NavFocusScopeId; + data->LastRequestFrame = g.FrameCount; + data->LastRequestTime = (float)g.Time; + } + out_request->Flags = flags; + out_request->SearchBufferLen = buffer_len; + out_request->SearchBuffer = data->SearchBuffer; + out_request->SelectRequest = (data->LastRequestFrame == g.FrameCount); + out_request->SingleCharMode = false; + out_request->SingleCharSize = 0; + + // Calculate if buffer contains the same character repeated. + // - This can be used to implement a special search mode on first character. + // - Performed on UTF-8 codepoint for correctness. + // - SingleCharMode is always set for first input character, because it usually leads to a "next". + if (flags & ImGuiTypingSelectFlags_AllowSingleCharMode) + { + const char* buf_begin = out_request->SearchBuffer; + const char* buf_end = out_request->SearchBuffer + out_request->SearchBufferLen; + const int c0_len = ImTextCountUtf8BytesFromChar(buf_begin, buf_end); + const char* p = buf_begin + c0_len; + for (; p < buf_end; p += c0_len) + if (memcmp(buf_begin, p, (size_t)c0_len) != 0) + break; + const int single_char_count = (p == buf_end) ? (out_request->SearchBufferLen / c0_len) : 0; + out_request->SingleCharMode = (single_char_count > 0 || data->SingleCharModeLock); + out_request->SingleCharSize = (ImS8)c0_len; + data->SingleCharModeLock |= (single_char_count >= TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK); // From now on we stop search matching to lock to single char mode. + } + + return out_request; +} + +static int ImStrimatchlen(const char* s1, const char* s1_end, const char* s2) +{ + int match_len = 0; + while (s1 < s1_end && ImToUpper(*s1++) == ImToUpper(*s2++)) + match_len++; + return match_len; +} + +// Default handler for finding a result for typing-select. You may implement your own. +// You might want to display a tooltip to visualize the current request SearchBuffer +// When SingleCharMode is set: +// - it is better to NOT display a tooltip of other on-screen display indicator. +// - the index of the currently focused item is required. +// if your SetNextItemSelectionUserData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem, otherwise from g.NavLastValidSelectionUserData. +int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + if (req == NULL || req->SelectRequest == false) // Support NULL parameter so both calls can be done from same spot. + return -1; + int idx = -1; + if (req->SingleCharMode && (req->Flags & ImGuiTypingSelectFlags_AllowSingleCharMode)) + idx = TypingSelectFindNextSingleCharMatch(req, items_count, get_item_name_func, user_data, nav_item_idx); + else + idx = TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data); + if (idx != -1) + SetNavCursorVisibleAfterMove(); + return idx; +} + +// Special handling when a single character is repeated: perform search on a single letter and goes to next. +int ImGui::TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + // FIXME: Assume selection user data is index. Would be extremely practical. + //if (nav_item_idx == -1) + // nav_item_idx = (int)g.NavLastValidSelectionUserData; + + int first_match_idx = -1; + bool return_next_match = false; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + if (ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SingleCharSize, item_name) < req->SingleCharSize) + continue; + if (return_next_match) // Return next matching item after current item. + return idx; + if (first_match_idx == -1 && nav_item_idx == -1) // Return first match immediately if we don't have a nav_item_idx value. + return idx; + if (first_match_idx == -1) // Record first match for wrapping. + first_match_idx = idx; + if (nav_item_idx == idx) // Record that we encountering nav_item so we can return next match. + return_next_match = true; + } + return first_match_idx; // First result +} + +int ImGui::TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data) +{ + int longest_match_idx = -1; + int longest_match_len = 0; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + const int match_len = ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SearchBufferLen, item_name); + if (match_len <= longest_match_len) + continue; + longest_match_idx = idx; + longest_match_len = match_len; + if (match_len == req->SearchBufferLen) + break; + } + return longest_match_idx; +} + +void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState* data) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + Text("SearchBuffer = \"%s\"", data->SearchBuffer); + Text("SingleCharMode = %d, Size = %d, Lock = %d", data->Request.SingleCharMode, data->Request.SingleCharSize, data->SingleCharModeLock); + Text("LastRequest = time: %.2f, frame: %d", data->LastRequestTime, data->LastRequestFrame); +#else + IM_UNUSED(data); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Box-Select support +// This has been extracted away from Multi-Select logic in the hope that it could eventually be used elsewhere, but hasn't been yet. +//------------------------------------------------------------------------- +// Extra logic in MultiSelectItemFooter() and ImGuiListClipper::Step() +//------------------------------------------------------------------------- +// - BoxSelectPreStartDrag() [Internal] +// - BoxSelectActivateDrag() [Internal] +// - BoxSelectDeactivateDrag() [Internal] +// - BoxSelectScrollWithMouseDrag() [Internal] +// - BeginBoxSelect() [Internal] +// - EndBoxSelect() [Internal] +//------------------------------------------------------------------------- + +// Call on the initial click. +static void BoxSelectPreStartDrag(ImGuiID id, ImGuiSelectionUserData clicked_item) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + bs->ID = id; + bs->IsStarting = true; // Consider starting box-select. + bs->IsStartedFromVoid = (clicked_item == ImGuiSelectionUserData_Invalid); + bs->IsStartedSetNavIdOnce = bs->IsStartedFromVoid; + bs->KeyMods = g.IO.KeyMods; + bs->StartPosRel = bs->EndPosRel = ImGui::WindowPosAbsToRel(g.CurrentWindow, g.IO.MousePos); + bs->ScrollAccum = ImVec2(0.0f, 0.0f); +} + +static void BoxSelectActivateDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Activate\n", bs->ID); + bs->IsActive = true; + bs->Window = window; + bs->IsStarting = false; + ImGui::SetActiveID(bs->ID, window); + ImGui::SetActiveIdUsingAllKeyboardKeys(); + if (bs->IsStartedFromVoid && (bs->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0) + bs->RequestClear = true; +} + +static void BoxSelectDeactivateDrag(ImGuiBoxSelectState* bs) +{ + ImGuiContext& g = *GImGui; + bs->IsActive = bs->IsStarting = false; + if (g.ActiveId == bs->ID) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Deactivate\n", bs->ID); + ImGui::ClearActiveID(); + } + bs->ID = 0; +} + +static void BoxSelectScrollWithMouseDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window, const ImRect& inner_r) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(bs->Window == window); + for (int n = 0; n < 2; n++) // each axis + { + const float mouse_pos = g.IO.MousePos[n]; + const float dist = (mouse_pos > inner_r.Max[n]) ? mouse_pos - inner_r.Max[n] : (mouse_pos < inner_r.Min[n]) ? mouse_pos - inner_r.Min[n] : 0.0f; + const float scroll_curr = window->Scroll[n]; + if (dist == 0.0f || (dist < 0.0f && scroll_curr < 0.0f) || (dist > 0.0f && scroll_curr >= window->ScrollMax[n])) + continue; + + const float speed_multiplier = ImLinearRemapClamp(g.FontSize, g.FontSize * 5.0f, 1.0f, 4.0f, ImAbs(dist)); // x1 to x4 depending on distance + const float scroll_step = g.FontSize * 35.0f * speed_multiplier * ImSign(dist) * g.IO.DeltaTime; + bs->ScrollAccum[n] += scroll_step; + + // Accumulate into a stored value so we can handle high-framerate + const float scroll_step_i = ImFloor(bs->ScrollAccum[n]); + if (scroll_step_i == 0.0f) + continue; + if (n == 0) + ImGui::SetScrollX(window, scroll_curr + scroll_step_i); + else + ImGui::SetScrollY(window, scroll_curr + scroll_step_i); + bs->ScrollAccum[n] -= scroll_step_i; + } +} + +bool ImGui::BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + KeepAliveID(box_select_id); + if (bs->ID != box_select_id) + return false; + + // IsStarting is set by MultiSelectItemFooter() when considering a possible box-select. We validate it here and lock geometry. + bs->UnclipMode = false; + bs->RequestClear = false; + if (bs->IsStarting && IsMouseDragPastThreshold(0)) + BoxSelectActivateDrag(bs, window); + else if ((bs->IsStarting || bs->IsActive) && g.IO.MouseDown[0] == false) + BoxSelectDeactivateDrag(bs); + if (!bs->IsActive) + return false; + + // Current frame absolute prev/current rectangles are used to toggle selection. + // They are derived from positions relative to scrolling space. + ImVec2 start_pos_abs = WindowPosRelToAbs(window, bs->StartPosRel); + ImVec2 prev_end_pos_abs = WindowPosRelToAbs(window, bs->EndPosRel); // Clamped already + ImVec2 curr_end_pos_abs = g.IO.MousePos; + if (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) // Box-select scrolling only happens with ScopeWindow + curr_end_pos_abs = ImClamp(curr_end_pos_abs, scope_rect.Min, scope_rect.Max); + bs->BoxSelectRectPrev.Min = ImMin(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectPrev.Max = ImMax(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectCurr.Min = ImMin(start_pos_abs, curr_end_pos_abs); + bs->BoxSelectRectCurr.Max = ImMax(start_pos_abs, curr_end_pos_abs); + + // Box-select 2D mode detects horizontal changes (vertical ones are already picked by Clipper) + // Storing an extra rect used by widgets supporting box-select. + if (ms_flags & ImGuiMultiSelectFlags_BoxSelect2d) + if (bs->BoxSelectRectPrev.Min.x != bs->BoxSelectRectCurr.Min.x || bs->BoxSelectRectPrev.Max.x != bs->BoxSelectRectCurr.Max.x) + { + bs->UnclipMode = true; + bs->UnclipRect = bs->BoxSelectRectPrev; // FIXME-OPT: UnclipRect x coordinates could be intersection of Prev and Curr rect on X axis. + bs->UnclipRect.Add(bs->BoxSelectRectCurr); + } + + //GetForegroundDrawList()->AddRect(bs->UnclipRect.Min, bs->UnclipRect.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectPrev.Min, bs->BoxSelectRectPrev.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectCurr.Min, bs->BoxSelectRectCurr.Max, IM_COL32(0,255,0,200), 0.0f, 0, 1.0f); + return true; +} + +void ImGui::EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + IM_ASSERT(bs->IsActive); + bs->UnclipMode = false; + + // Render selection rectangle + bs->EndPosRel = WindowPosAbsToRel(window, ImClamp(g.IO.MousePos, scope_rect.Min, scope_rect.Max)); // Clamp stored position according to current scrolling view + ImRect box_select_r = bs->BoxSelectRectCurr; + box_select_r.ClipWith(scope_rect); + window->DrawList->AddRectFilled(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_SeparatorHovered, 0.30f)); // FIXME-MULTISELECT: Styling + window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT: Styling + + // Scroll + const bool enable_scroll = (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) && (ms_flags & ImGuiMultiSelectFlags_BoxSelectNoScroll) == 0; + if (enable_scroll) + { + ImRect scroll_r = scope_rect; + scroll_r.Expand(-g.FontSize); + //GetForegroundDrawList()->AddRect(scroll_r.Min, scroll_r.Max, IM_COL32(0, 255, 0, 255)); + if (!scroll_r.Contains(g.IO.MousePos)) + BoxSelectScrollWithMouseDrag(bs, window, scroll_r); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select support +//------------------------------------------------------------------------- +// - DebugLogMultiSelectRequests() [Internal] +// - CalcScopeRect() [Internal] +// - BeginMultiSelect() +// - EndMultiSelect() +// - SetNextItemSelectionUserData() +// - MultiSelectItemHeader() [Internal] +// - MultiSelectItemFooter() [Internal] +// - DebugNodeMultiSelectState() [Internal] +//------------------------------------------------------------------------- + +static void DebugLogMultiSelectRequests(const char* function, const ImGuiMultiSelectIO* io) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(function); + for (const ImGuiSelectionRequest& req : io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetAll %d (= %s)\n", function, req.Selected, req.Selected ? "SelectAll" : "Clear"); + if (req.Type == ImGuiSelectionRequestType_SetRange) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetRange %" IM_PRId64 "..%" IM_PRId64 " (0x%" IM_PRIX64 "..0x%" IM_PRIX64 ") = %d (dir %d)\n", function, req.RangeFirstItem, req.RangeLastItem, req.RangeFirstItem, req.RangeLastItem, req.Selected, req.RangeDirection); + } +} + +static ImRect CalcScopeRect(ImGuiMultiSelectTempData* ms, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + { + // Warning: this depends on CursorMaxPos so it means to be called by EndMultiSelect() only + return ImRect(ms->ScopeRectMin, ImMax(window->DC.CursorMaxPos, ms->ScopeRectMin)); + } + else + { + // When a table, pull HostClipRect, which allows us to predict ClipRect before first row/layout is performed. (#7970) + ImRect scope_rect = window->InnerClipRect; + if (g.CurrentTable != NULL) + scope_rect = g.CurrentTable->HostClipRect; + + // Add inner table decoration (#7821) // FIXME: Why not baking in InnerClipRect? + scope_rect.Min = ImMin(scope_rect.Min + ImVec2(window->DecoInnerSizeX1, window->DecoInnerSizeY1), scope_rect.Max); + return scope_rect; + } +} + +// Return ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +// Passing 'selection_size' and 'items_count' parameters is currently optional. +// - 'selection_size' is useful to disable some shortcut routing: e.g. ImGuiMultiSelectFlags_ClearOnEscape won't claim Escape key when selection_size 0, +// allowing a first press to clear selection THEN the second press to leave child window and return to parent. +// - 'items_count' is stored in ImGuiMultiSelectIO which makes it a convenient way to pass the information to your ApplyRequest() handler (but you may pass it differently). +// - If they are costly for you to compute (e.g. external intrusive selection without maintaining size), you may avoid them and pass -1. +// - If you can easily tell if your selection is empty or not, you may pass 0/1, or you may enable ImGuiMultiSelectFlags_ClearOnEscape flag dynamically. +ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size, int items_count) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (++g.MultiSelectTempDataStacked > g.MultiSelectTempData.Size) + g.MultiSelectTempData.resize(g.MultiSelectTempDataStacked, ImGuiMultiSelectTempData()); + ImGuiMultiSelectTempData* ms = &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1]; + IM_STATIC_ASSERT(offsetof(ImGuiMultiSelectTempData, IO) == 0); // Clear() relies on that. + g.CurrentMultiSelect = ms; + if ((flags & (ImGuiMultiSelectFlags_ScopeWindow | ImGuiMultiSelectFlags_ScopeRect)) == 0) + flags |= ImGuiMultiSelectFlags_ScopeWindow; + if (flags & ImGuiMultiSelectFlags_SingleSelect) + flags &= ~(ImGuiMultiSelectFlags_BoxSelect2d | ImGuiMultiSelectFlags_BoxSelect1d); + if (flags & ImGuiMultiSelectFlags_BoxSelect2d) + flags &= ~ImGuiMultiSelectFlags_BoxSelect1d; + + // FIXME: Workaround to the fact we override CursorMaxPos, meaning size measurement are lost. (#8250) + // They should perhaps be stacked properly? + if (ImGuiTable* table = g.CurrentTable) + if (table->CurrentColumn != -1) + TableEndCell(table); // This is currently safe to call multiple time. If that properly is lost we can extract the "save measurement" part of it. + + // FIXME: BeginFocusScope() + const ImGuiID id = window->IDStack.back(); + ms->Clear(); + ms->FocusScopeId = id; + ms->Flags = flags; + ms->IsFocused = (ms->FocusScopeId == g.NavFocusScopeId); + ms->BackupCursorMaxPos = window->DC.CursorMaxPos; + ms->ScopeRectMin = window->DC.CursorMaxPos = window->DC.CursorPos; + PushFocusScope(ms->FocusScopeId); + if (flags & ImGuiMultiSelectFlags_ScopeWindow) // Mark parent child window as navigable into, with highlight. Assume user will always submit interactive items. + window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; + + // Use copy of keyboard mods at the time of the request, otherwise we would requires mods to be held for an extra frame. + ms->KeyMods = g.NavJustMovedToId ? (g.NavJustMovedToIsTabbing ? 0 : g.NavJustMovedToKeyMods) : g.IO.KeyMods; + if (flags & ImGuiMultiSelectFlags_NoRangeSelect) + ms->KeyMods &= ~ImGuiMod_Shift; + + // Bind storage + ImGuiMultiSelectState* storage = g.MultiSelectStorage.GetOrAddByKey(id); + storage->ID = id; + storage->LastFrameActive = g.FrameCount; + storage->LastSelectionSize = selection_size; + storage->Window = window; + ms->Storage = storage; + + // Output to user + ms->IO.Requests.resize(0); + ms->IO.RangeSrcItem = storage->RangeSrcItem; + ms->IO.NavIdItem = storage->NavIdItem; + ms->IO.NavIdSelected = (storage->NavIdSelected == 1) ? true : false; + ms->IO.ItemsCount = items_count; + + // Clear when using Navigation to move within the scope + // (we compare FocusScopeId so it possible to use multiple selections inside a same window) + bool request_clear = false; + bool request_select_all = false; + if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == ms->FocusScopeId && g.NavJustMovedToHasSelectionData) + { + if (ms->KeyMods & ImGuiMod_Shift) + ms->IsKeyboardSetRange = true; + if (ms->IsKeyboardSetRange) + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid); // Not ready -> could clear? + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + else if (g.NavJustMovedFromFocusScopeId == ms->FocusScopeId) + { + // Also clear on leaving scope (may be optional?) + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + + // Box-select handling: update active state. + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + ms->BoxSelectId = GetID("##BoxSelect"); + if (BeginBoxSelect(CalcScopeRect(ms, window), window, ms->BoxSelectId, flags)) + request_clear |= bs->RequestClear; + } + + if (ms->IsFocused) + { + // Shortcut: Clear selection (Escape) + // - Only claim shortcut if selection is not empty, allowing further presses on Escape to e.g. leave current child window. + // - Box select also handle Escape and needs to pass an id to bypass ActiveIdUsingAllKeyboardKeys lock. + if (flags & ImGuiMultiSelectFlags_ClearOnEscape) + { + if (selection_size != 0 || bs->IsActive) + if (Shortcut(ImGuiKey_Escape, ImGuiInputFlags_None, bs->IsActive ? bs->ID : 0)) + { + request_clear = true; + if (bs->IsActive) + BoxSelectDeactivateDrag(bs); + } + } + + // Shortcut: Select all (CTRL+A) + if (!(flags & ImGuiMultiSelectFlags_SingleSelect) && !(flags & ImGuiMultiSelectFlags_NoSelectAll)) + if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_A)) + request_select_all = true; + } + + if (request_clear || request_select_all) + { + MultiSelectAddSetAll(ms, request_select_all); + if (!request_select_all) + storage->LastSelectionSize = 0; + } + ms->LoopRequestSetAll = request_select_all ? 1 : request_clear ? 0 : -1; + ms->LastSubmittedItem = ImGuiSelectionUserData_Invalid; + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("BeginMultiSelect", &ms->IO); + + return &ms->IO; +} + +// Return updated ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +ImGuiMultiSelectIO* ImGui::EndMultiSelect() +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR(ms->FocusScopeId == g.CurrentFocusScopeId, "EndMultiSelect() FocusScope mismatch!"); + IM_ASSERT(g.CurrentMultiSelect != NULL && storage->Window == g.CurrentWindow); + IM_ASSERT(g.MultiSelectTempDataStacked > 0 && &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] == g.CurrentMultiSelect); + + ImRect scope_rect = CalcScopeRect(ms, window); + if (ms->IsFocused) + { + // We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be an easy change here. + if (ms->IO.RangeSrcReset || (ms->RangeSrcPassedBy == false && ms->IO.RangeSrcItem != ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at begining of the scope (see tests for easy failure) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset RangeSrcItem.\n"); // Will set be to NavId. + storage->RangeSrcItem = ImGuiSelectionUserData_Invalid; + } + if (ms->NavIdPassedBy == false && storage->NavIdItem != ImGuiSelectionUserData_Invalid) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset NavIdItem.\n"); + storage->NavIdItem = ImGuiSelectionUserData_Invalid; + storage->NavIdSelected = -1; + } + + if ((ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) && GetBoxSelectState(ms->BoxSelectId)) + EndBoxSelect(scope_rect, ms->Flags); + } + + if (ms->IsEndIO == false) + ms->IO.Requests.resize(0); + + // Clear selection when clicking void? + // We specifically test for IsMouseDragPastThreshold(0) == false to allow box-selection! + // The InnerRect test is necessary for non-child/decorated windows. + bool scope_hovered = IsWindowHovered() && window->InnerRect.Contains(g.IO.MousePos); + if (scope_hovered && (ms->Flags & ImGuiMultiSelectFlags_ScopeRect)) + scope_hovered &= scope_rect.Contains(g.IO.MousePos); + if (scope_hovered && g.HoveredId == 0 && g.ActiveId == 0) + { + if (ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + if (!g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && g.IO.MouseClickedCount[0] == 1) + { + BoxSelectPreStartDrag(ms->BoxSelectId, ImGuiSelectionUserData_Invalid); + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + SetHoveredID(ms->BoxSelectId); + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + SetNavID(0, ImGuiNavLayer_Main, ms->FocusScopeId, ImRect(g.IO.MousePos, g.IO.MousePos)); // Automatically switch FocusScope for initial click from void to box-select. + } + } + + if (ms->Flags & ImGuiMultiSelectFlags_ClearOnClickVoid) + if (IsMouseReleased(0) && IsMouseDragPastThreshold(0) == false && g.IO.KeyMods == ImGuiMod_None) + MultiSelectAddSetAll(ms, false); + } + + // Courtesy nav wrapping helper flag + if (ms->Flags & ImGuiMultiSelectFlags_NavWrapX) + { + IM_ASSERT(ms->Flags & ImGuiMultiSelectFlags_ScopeWindow); // Only supported at window scope + ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + } + + // Unwind + window->DC.CursorMaxPos = ImMax(ms->BackupCursorMaxPos, window->DC.CursorMaxPos); + PopFocusScope(); + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("EndMultiSelect", &ms->IO); + + ms->FocusScopeId = 0; + ms->Flags = ImGuiMultiSelectFlags_None; + g.CurrentMultiSelect = (--g.MultiSelectTempDataStacked > 0) ? &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] : NULL; + + return &ms->IO; +} + +void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data) +{ + // Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code! + // This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api. + ImGuiContext& g = *GImGui; + g.NextItemData.SelectionUserData = selection_user_data; + g.NextItemData.FocusScopeId = g.CurrentFocusScopeId; + + if (ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect) + { + // Auto updating RangeSrcPassedBy for cases were clipper is not used (done before ItemAdd() clipping) + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData | ImGuiItemFlags_IsMultiSelect; + if (ms->IO.RangeSrcItem == selection_user_data) + ms->RangeSrcPassedBy = true; + } + else + { + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData; + } +} + +// In charge of: +// - Applying SetAll for submitted items. +// - Applying SetRange for submitted items and record end points. +// - Altering button behavior flags to facilitate use with drag and drop. +void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + + bool selected = *p_selected; + if (ms->IsFocused) + { + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope"); + + // Apply SetAll (Clear/SelectAll) requests requested by BeginMultiSelect(). + // This is only useful if the user hasn't processed them already, and this only works if the user isn't using the clipper. + // If you are using a clipper you need to process the SetAll request after calling BeginMultiSelect() + if (ms->LoopRequestSetAll != -1) + selected = (ms->LoopRequestSetAll == 1); + + // When using SHIFT+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection) + // For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function) + if (ms->IsKeyboardSetRange) + { + IM_ASSERT(id != 0 && (ms->KeyMods & ImGuiMod_Shift) != 0); + const bool is_range_dst = (ms->RangeDstPassedBy == false) && g.NavJustMovedToId == id; // Assume that g.NavJustMovedToId is not clipped. + if (is_range_dst) + ms->RangeDstPassedBy = true; + if (is_range_dst && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) // If we don't have RangeSrc, assign RangeSrc = RangeDst + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected ? 1 : 0; + } + const bool is_range_src = storage->RangeSrcItem == item_data; + if (is_range_src || is_range_dst || ms->RangeSrcPassedBy != ms->RangeDstPassedBy) + { + // Apply range-select value to visible items + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid && storage->RangeSelected != -1); + selected = (storage->RangeSelected != 0); + } + else if ((ms->KeyMods & ImGuiMod_Ctrl) == 0 && (ms->Flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + // Clear other items + selected = false; + } + } + *p_selected = selected; + } + + // Alter button behavior flags + // To handle drag and drop of multiple items we need to avoid clearing selection on click. + // Enabling this test makes actions using CTRL+SHIFT delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items. + if (p_button_flags != NULL) + { + ImGuiButtonFlags button_flags = *p_button_flags; + button_flags |= ImGuiButtonFlags_NoHoveredOnFocus; + if ((!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore)) && !(ms->Flags & ImGuiMultiSelectFlags_SelectOnClickRelease)) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + *p_button_flags = button_flags; + } +} + +// In charge of: +// - Auto-select on navigation. +// - Box-select toggle handling. +// - Right-click handling. +// - Altering selection based on Ctrl/Shift modifiers, both for keyboard and mouse. +// - Record current selection state for RangeSrc +// This is all rather complex, best to run and refer to "widgets_multiselect_xxx" tests in imgui_test_suite. +void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + bool selected = *p_selected; + bool pressed = *p_pressed; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + if (pressed) + ms->IsFocused = true; + + bool hovered = false; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) + hovered = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (!ms->IsFocused && !hovered) + return; + + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + + ImGuiMultiSelectFlags flags = ms->Flags; + const bool is_singleselect = (flags & ImGuiMultiSelectFlags_SingleSelect) != 0; + bool is_ctrl = (ms->KeyMods & ImGuiMod_Ctrl) != 0; + bool is_shift = (ms->KeyMods & ImGuiMod_Shift) != 0; + + bool apply_to_range_src = false; + + if (g.NavId == id && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + apply_to_range_src = true; + if (ms->IsEndIO == false) + { + ms->IO.Requests.resize(0); + ms->IsEndIO = true; + } + + // Auto-select as you navigate a list + if (g.NavJustMovedToId == id) + { + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + if (is_ctrl && is_shift) + pressed = true; + else if (!is_ctrl) + selected = pressed = true; + } + else + { + // With NoAutoSelect, using Shift+keyboard performs a write/copy + if (is_shift) + pressed = true; + else if (!is_ctrl) + apply_to_range_src = true; // Since if (pressed) {} main block is not running we update this + } + } + + if (apply_to_range_src) + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected; // Will be updated at the end of this function anyway. + } + + // Box-select toggle handling + if (ms->BoxSelectId != 0) + if (ImGuiBoxSelectState* bs = GetBoxSelectState(ms->BoxSelectId)) + { + const bool rect_overlap_curr = bs->BoxSelectRectCurr.Overlaps(g.LastItemData.Rect); + const bool rect_overlap_prev = bs->BoxSelectRectPrev.Overlaps(g.LastItemData.Rect); + if ((rect_overlap_curr && !rect_overlap_prev && !selected) || (rect_overlap_prev && !rect_overlap_curr)) + { + if (storage->LastSelectionSize <= 0 && bs->IsStartedSetNavIdOnce) + { + pressed = true; // First item act as a pressed: code below will emit selection request and set NavId (whatever we emit here will be overridden anyway) + bs->IsStartedSetNavIdOnce = false; + } + else + { + selected = !selected; + MultiSelectAddSetRange(ms, selected, +1, item_data, item_data); + } + storage->LastSelectionSize = ImMax(storage->LastSelectionSize + 1, 1); + } + } + + // Right-click handling. + // FIXME-MULTISELECT: Currently filtered out by ImGuiMultiSelectFlags_NoAutoSelect but maybe should be moved to Selectable(). See https://github.com/ocornut/imgui/pull/5816 + if (hovered && IsMouseClicked(1) && (flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + if (g.ActiveId != 0 && g.ActiveId != id) + ClearActiveID(); + SetFocusID(id, window); + if (!pressed && !selected) + { + pressed = true; + is_ctrl = is_shift = false; + } + } + + // Unlike Space, Enter doesn't alter selection (but can still return a press) unless current item is not selected. + // The later, "unless current item is not select", may become optional? It seems like a better default if Enter doesn't necessarily open something + // (unlike e.g. Windows explorer). For use case where Enter always open something, we might decide to make this optional? + const bool enter_pressed = pressed && (g.NavActivateId == id) && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput); + + // Alter selection + if (pressed && (!enter_pressed || !selected)) + { + // Box-select + ImGuiInputSource input_source = (g.NavJustMovedToId == id || g.NavActivateId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + if (selected == false && !g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && input_source == ImGuiInputSource_Mouse && g.IO.MouseClickedCount[0] == 1) + BoxSelectPreStartDrag(ms->BoxSelectId, item_data); + + //---------------------------------------------------------------------------------------- + // ACTION | Begin | Pressed/Activated | End + //---------------------------------------------------------------------------------------- + // Keys Navigated: | Clear | Src=item, Sel=1 SetRange 1 + // Keys Navigated: Ctrl | n/a | n/a + // Keys Navigated: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Keys Navigated: Ctrl+Shift | n/a | Dst=item, Sel=Src => Clear + SetRange Src-Dst + // Keys Activated: | n/a | Src=item, Sel=1 => Clear + SetRange 1 + // Keys Activated: Ctrl | n/a | Src=item, Sel=!Sel => SetSange 1 + // Keys Activated: Shift | n/a | Dst=item, Sel=1 => Clear + SetSange 1 + //---------------------------------------------------------------------------------------- + // Mouse Pressed: | n/a | Src=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl | n/a | Src=item, Sel=!Sel => SetRange 1 + // Mouse Pressed: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl+Shift | n/a | Dst=item, Sel=!Sel => SetRange Src-Dst + //---------------------------------------------------------------------------------------- + + if ((flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + bool request_clear = false; + if (is_singleselect) + request_clear = true; + else if ((input_source == ImGuiInputSource_Mouse || g.NavActivateId == id) && !is_ctrl) + request_clear = (flags & ImGuiMultiSelectFlags_NoAutoClearOnReselect) ? !selected : true; + else if ((input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Gamepad) && is_shift && !is_ctrl) + request_clear = true; // With is_shift==false the RequestClear was done in BeginIO, not necessary to do again. + if (request_clear) + MultiSelectAddSetAll(ms, false); + } + + int range_direction; + bool range_selected; + if (is_shift && !is_singleselect) + { + //IM_ASSERT(storage->HasRangeSrc && storage->HasRangeValue); + if (storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + storage->RangeSrcItem = item_data; + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + // Shift+Arrow always select + // Ctrl+Shift+Arrow copy source selection state (already stored by BeginMultiSelect() in storage->RangeSelected) + range_selected = (is_ctrl && storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + } + else + { + // Shift+Arrow copy source selection state + // Shift+Click always copy from target selection state + if (ms->IsKeyboardSetRange) + range_selected = (storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + else + range_selected = !selected; + } + range_direction = ms->RangeSrcPassedBy ? +1 : -1; + } + else + { + // Ctrl inverts selection, otherwise always select + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + selected = is_ctrl ? !selected : true; + else + selected = !selected; + storage->RangeSrcItem = item_data; + range_selected = selected; + range_direction = +1; + } + MultiSelectAddSetRange(ms, range_selected, range_direction, storage->RangeSrcItem, item_data); + } + + // Update/store the selection state of the Source item (used by CTRL+SHIFT, when Source is unselected we perform a range unselect) + if (storage->RangeSrcItem == item_data) + storage->RangeSelected = selected ? 1 : 0; + + // Update/store the selection state of focused item + if (g.NavId == id) + { + storage->NavIdItem = item_data; + storage->NavIdSelected = selected ? 1 : 0; + } + if (storage->NavIdItem == item_data) + ms->NavIdPassedBy = true; + ms->LastSubmittedItem = item_data; + + *p_selected = selected; + *p_pressed = pressed; +} + +void ImGui::MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected) +{ + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetAll, selected, 0, ImGuiSelectionUserData_Invalid, ImGuiSelectionUserData_Invalid }; + ms->IO.Requests.resize(0); // Can always clear previous requests + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item) +{ + // Merge contiguous spans into same request (unless NoRangeSelect is set which guarantees single-item ranges) + if (ms->IO.Requests.Size > 0 && first_item == last_item && (ms->Flags & ImGuiMultiSelectFlags_NoRangeSelect) == 0) + { + ImGuiSelectionRequest* prev = &ms->IO.Requests.Data[ms->IO.Requests.Size - 1]; + if (prev->Type == ImGuiSelectionRequestType_SetRange && prev->RangeLastItem == ms->LastSubmittedItem && prev->Selected == selected) + { + prev->RangeLastItem = last_item; + return; + } + } + + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetRange, selected, (ImS8)range_dir, (range_dir > 0) ? first_item : last_item, (range_dir > 0) ? last_item : first_item }; + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::DebugNodeMultiSelectState(ImGuiMultiSelectState* storage) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool is_active = (storage->LastFrameActive >= GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode((void*)(intptr_t)storage->ID, "MultiSelect 0x%08X in '%s'%s", storage->ID, storage->Window ? storage->Window->Name : "N/A", is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (!open) + return; + Text("RangeSrcItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), RangeSelected = %d", storage->RangeSrcItem, storage->RangeSrcItem, storage->RangeSelected); + Text("NavIdItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), NavIdSelected = %d", storage->NavIdItem, storage->NavIdItem, storage->NavIdSelected); + Text("LastSelectionSize = %d", storage->LastSelectionSize); // Provided by user + TreePop(); +#else + IM_UNUSED(storage); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select helpers +//------------------------------------------------------------------------- +// - ImGuiSelectionBasicStorage +// - ImGuiSelectionExternalStorage +//------------------------------------------------------------------------- + +ImGuiSelectionBasicStorage::ImGuiSelectionBasicStorage() +{ + Size = 0; + PreserveOrder = false; + UserData = NULL; + AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage*, int idx) { return (ImGuiID)idx; }; + _SelectionOrder = 1; // Always >0 +} + +void ImGuiSelectionBasicStorage::Clear() +{ + Size = 0; + _SelectionOrder = 1; // Always >0 + _Storage.Data.resize(0); +} + +void ImGuiSelectionBasicStorage::Swap(ImGuiSelectionBasicStorage& r) +{ + ImSwap(Size, r.Size); + ImSwap(_SelectionOrder, r._SelectionOrder); + _Storage.Data.swap(r._Storage.Data); +} + +bool ImGuiSelectionBasicStorage::Contains(ImGuiID id) const +{ + return _Storage.GetInt(id, 0) != 0; +} + +static int IMGUI_CDECL PairComparerByValueInt(const void* lhs, const void* rhs) +{ + int lhs_v = ((const ImGuiStoragePair*)lhs)->val_i; + int rhs_v = ((const ImGuiStoragePair*)rhs)->val_i; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// GetNextSelectedItem() is an abstraction allowing us to change our underlying actual storage system without impacting user. +// (e.g. store unselected vs compact down, compact down on demand, use raw ImVector instead of ImGuiStorage...) +bool ImGuiSelectionBasicStorage::GetNextSelectedItem(void** opaque_it, ImGuiID* out_id) +{ + ImGuiStoragePair* it = (ImGuiStoragePair*)*opaque_it; + ImGuiStoragePair* it_end = _Storage.Data.Data + _Storage.Data.Size; + if (PreserveOrder && it == NULL && it_end != NULL) + ImQsort(_Storage.Data.Data, (size_t)_Storage.Data.Size, sizeof(ImGuiStoragePair), PairComparerByValueInt); // ~ImGuiStorage::BuildSortByValueInt() + if (it == NULL) + it = _Storage.Data.Data; + IM_ASSERT(it >= _Storage.Data.Data && it <= it_end); + if (it != it_end) + while (it->val_i == 0 && it < it_end) + it++; + const bool has_more = (it != it_end); + *opaque_it = has_more ? (void**)(it + 1) : (void**)(it); + *out_id = has_more ? it->key : 0; + if (PreserveOrder && !has_more) + _Storage.BuildSortByKey(); + return has_more; +} + +void ImGuiSelectionBasicStorage::SetItemSelected(ImGuiID id, bool selected) +{ + int* p_int = _Storage.GetIntRef(id, 0); + if (selected && *p_int == 0) { *p_int = _SelectionOrder++; Size++; } + else if (!selected && *p_int != 0) { *p_int = 0; Size--; } +} + +// Optimized for batch edits (with same value of 'selected') +static void ImGuiSelectionBasicStorage_BatchSetItemSelected(ImGuiSelectionBasicStorage* selection, ImGuiID id, bool selected, int size_before_amends, int selection_order) +{ + ImGuiStorage* storage = &selection->_Storage; + ImGuiStoragePair* it = ImLowerBound(storage->Data.Data, storage->Data.Data + size_before_amends, id); + const bool is_contained = (it != storage->Data.Data + size_before_amends) && (it->key == id); + if (selected == (is_contained && it->val_i != 0)) + return; + if (selected && !is_contained) + storage->Data.push_back(ImGuiStoragePair(id, selection_order)); // Push unsorted at end of vector, will be sorted in SelectionMultiAmendsFinish() + else if (is_contained) + it->val_i = selected ? selection_order : 0; // Modify in-place. + selection->Size += selected ? +1 : -1; +} + +static void ImGuiSelectionBasicStorage_BatchFinish(ImGuiSelectionBasicStorage* selection, bool selected, int size_before_amends) +{ + ImGuiStorage* storage = &selection->_Storage; + if (selected && selection->Size != size_before_amends) + storage->BuildSortByKey(); // When done selecting: sort everything +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// - Enable 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen. +// - Honoring SetRange requests requires that you can iterate/interpolate between RangeFirstItem and RangeLastItem. +// - In this demo we often submit indices to SetNextItemSelectionUserData() + store the same indices in persistent selection. +// - Your code may do differently. If you store pointers or objects ID in ImGuiSelectionUserData you may need to perform +// a lookup in order to have some way to iterate/interpolate between two items. +// - A full-featured application is likely to allow search/filtering which is likely to lead to using indices +// and constructing a view index <> object id/ptr data structure anyway. +// WHEN YOUR APPLICATION SETTLES ON A CHOICE, YOU WILL PROBABLY PREFER TO GET RID OF THIS UNNECESSARY 'ImGuiSelectionBasicStorage' INDIRECTION LOGIC. +// Notice that with the simplest adapter (using indices everywhere), all functions return their parameters. +// The most simple implementation (using indices everywhere) would look like: +// for (ImGuiSelectionRequest& req : ms_io->Requests) +// { +// if (req.Type == ImGuiSelectionRequestType_SetAll) { Clear(); if (req.Selected) { for (int n = 0; n < items_count; n++) { SetItemSelected(n, true); } } +// if (req.Type == ImGuiSelectionRequestType_SetRange) { for (int n = (int)ms_io->RangeFirstItem; n <= (int)ms_io->RangeLastItem; n++) { SetItemSelected(n, ms_io->Selected); } } +// } +void ImGuiSelectionBasicStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + // For convenience we obtain ItemsCount as passed to BeginMultiSelect(), which is optional. + // It makes sense when using ImGuiSelectionBasicStorage to simply pass your items count to BeginMultiSelect(). + // Other scheme may handle SetAll differently. + IM_ASSERT(ms_io->ItemsCount != -1 && "Missing value for items_count in BeginMultiSelect() call!"); + IM_ASSERT(AdapterIndexToStorageId != NULL); + + // This is optimized/specialized to cope with very large selections (e.g. 100k+ items) + // - A simpler version could call SetItemSelected() directly instead of ImGuiSelectionBasicStorage_BatchSetItemSelected() + ImGuiSelectionBasicStorage_BatchFinish(). + // - Optimized select can append unsorted, then sort in a second pass. Optimized unselect can clear in-place then compact in a second pass. + // - A more optimal version wouldn't even use ImGuiStorage but directly a ImVector to reduce bandwidth, but this is a reasonable trade off to reuse code. + // - There are many ways this could be better optimized. The worse case scenario being: using BoxSelect2d in a grid, box-select scrolling down while wiggling + // left and right: it affects coarse clipping + can emit multiple SetRange with 1 item each.) + // FIXME-OPT: For each block of consecutive SetRange request: + // - add all requests to a sorted list, store ID, selected, offset in ImGuiStorage. + // - rewrite sorted storage a single time. + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + Clear(); + if (req.Selected) + { + _Storage.Data.reserve(ms_io->ItemsCount); + const int size_before_amends = _Storage.Data.Size; + for (int idx = 0; idx < ms_io->ItemsCount; idx++, _SelectionOrder++) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, _SelectionOrder); + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + const int selection_changes = (int)req.RangeLastItem - (int)req.RangeFirstItem + 1; + //ImGuiContext& g = *GImGui; IMGUI_DEBUG_LOG_SELECTION("Req %d/%d: set %d to %d\n", ms_io->Requests.index_from_ptr(&req), ms_io->Requests.Size, selection_changes, req.Selected); + if (selection_changes == 1 || (selection_changes < Size / 100)) + { + // Multiple sorted insertion + copy likely to be faster. + // Technically we could do a single copy with a little more work (sort sequential SetRange requests) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + SetItemSelected(GetStorageIdFromIndex(idx), req.Selected); + } + else + { + // Append insertion + single sort likely be faster. + // Use req.RangeDirection to set order field so that shift+clicking from 1 to 5 is different than shift+clicking from 5 to 1 + const int size_before_amends = _Storage.Data.Size; + int selection_order = _SelectionOrder + ((req.RangeDirection < 0) ? selection_changes - 1 : 0); + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++, selection_order += req.RangeDirection) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, selection_order); + if (req.Selected) + _SelectionOrder += selection_changes; + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + } +} + +//------------------------------------------------------------------------- + +ImGuiSelectionExternalStorage::ImGuiSelectionExternalStorage() +{ + UserData = NULL; + AdapterSetItemSelected = NULL; +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// We also pull 'ms_io->ItemsCount' as passed for BeginMultiSelect() for consistency with ImGuiSelectionBasicStorage +// This makes no assumption about underlying storage. +void ImGuiSelectionExternalStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + IM_ASSERT(AdapterSetItemSelected); + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + for (int idx = 0; idx < ms_io->ItemsCount; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + if (req.Type == ImGuiSelectionRequestType_SetRange) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ListBox +//------------------------------------------------------------------------- +// - BeginListBox() +// - EndListBox() +// - ListBox() +//------------------------------------------------------------------------- + +// This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. +// This handle some subtleties with capturing info from the label. +// If you don't need a label you can pretty much directly use ImGui::BeginChild() with ImGuiChildFlags_FrameStyle. +// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" +// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.5f * item_height). +bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Size default to hold ~7.25 items. + // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = ImTrunc(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); + ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); + ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + g.NextItemData.ClearFlags(); + + if (!IsRectVisible(bb.Min, bb.Max)) + { + ItemSize(bb.GetSize(), style.FramePadding.y); + ItemAdd(bb, 0, &frame_bb); + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + // FIXME-OPT: We could omit the BeginGroup() if label_size.x == 0.0f but would need to omit the EndGroup() as well. + BeginGroup(); + if (label_size.x > 0.0f) + { + ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); + RenderText(label_pos, label); + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); + AlignTextToFramePadding(); + } + + BeginChild(id, frame_bb.GetSize(), ImGuiChildFlags_FrameStyle); + return true; +} + +void ImGui::EndListBox() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); + IM_UNUSED(window); + + EndChild(); + EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label +} + +bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) +{ + const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); + return value_changed; +} + +// This is merely a helper around BeginListBox(), EndListBox(). +// Considering using those directly to submit custom data or store selection differently. +bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Calculate size from "height_in_items" + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + float height_in_items_f = height_in_items + 0.25f; + ImVec2 size(0.0f, ImTrunc(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); + + if (!BeginListBox(label, size)) + return false; + + // Assume all items have even height (= 1 line of text). If you need items of different height, + // you can create a custom version of ListBox() in your code without using the clipper. + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + clipper.IncludeItemByIndex(*current_item); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected)) + { + *current_item = i; + value_changed = true; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + EndListBox(); + + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: PlotLines, PlotHistogram +//------------------------------------------------------------------------- +// - PlotEx() [Internal] +// - PlotLines() +// - PlotHistogram() +//------------------------------------------------------------------------- +// Plot/Graph widgets are not very good. +// Consider writing your own, or using a third-party one, see: +// - ImPlot https://github.com/epezent/implot +// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions +//------------------------------------------------------------------------- + +int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return -1; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0f); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_NoNav)) + return -1; + bool hovered; + ButtonBehavior(frame_bb, id, &hovered, NULL); + + // Determine scale from values if not specified + if (scale_min == FLT_MAX || scale_max == FLT_MAX) + { + float v_min = FLT_MAX; + float v_max = -FLT_MAX; + for (int i = 0; i < values_count; i++) + { + const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; + v_min = ImMin(v_min, v); + v_max = ImMax(v_max, v); + } + if (scale_min == FLT_MAX) + scale_min = v_min; + if (scale_max == FLT_MAX) + scale_max = v_max; + } + + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + + const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + int idx_hovered = -1; + if (values_count >= values_count_min) + { + int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + + // Tooltip on hover + if (hovered && inner_bb.Contains(g.IO.MousePos)) + { + const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); + const int v_idx = (int)(t * item_count); + IM_ASSERT(v_idx >= 0 && v_idx < values_count); + + const float v0 = values_getter(data, (v_idx + values_offset) % values_count); + const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); + if (plot_type == ImGuiPlotType_Lines) + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1); + else if (plot_type == ImGuiPlotType_Histogram) + SetTooltip("%d: %8.4g", v_idx, v0); + idx_hovered = v_idx; + } + + const float t_step = 1.0f / (float)res_w; + const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); + + float v0 = values_getter(data, (0 + values_offset) % values_count); + float t0 = 0.0f; + ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + + const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); + const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); + + for (int n = 0; n < res_w; n++) + { + const float t1 = t0 + t_step; + const int v1_idx = (int)(t0 * item_count + 0.5f); + IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); + const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); + + // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. + ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); + ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); + if (plot_type == ImGuiPlotType_Lines) + { + window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + else if (plot_type == ImGuiPlotType_Histogram) + { + if (pos1.x >= pos0.x + 2.0f) + pos1.x -= 1.0f; + window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + + t0 = t1; + tp0 = tp1; + } + } + + // Text overlay + if (overlay_text) + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); + + // Return hovered index or -1 if none are hovered. + // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx(). + return idx_hovered; +} + +struct ImGuiPlotArrayGetterData +{ + const float* Values; + int Stride; + + ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } +}; + +static float Plot_ArrayGetter(void* data, int idx) +{ + ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + return v; +} + +void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Value helpers +// Those is not very useful, legacy API. +//------------------------------------------------------------------------- +// - Value() +//------------------------------------------------------------------------- + +void ImGui::Value(const char* prefix, bool b) +{ + Text("%s: %s", prefix, (b ? "true" : "false")); +} + +void ImGui::Value(const char* prefix, int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, unsigned int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, float v, const char* float_format) +{ + if (float_format) + { + char fmt[64]; + ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); + Text(fmt, prefix, v); + } + else + { + Text("%s: %.3f", prefix, v); + } +} + +//------------------------------------------------------------------------- +// [SECTION] MenuItem, BeginMenu, EndMenu, etc. +//------------------------------------------------------------------------- +// - ImGuiMenuColumns [Internal] +// - BeginMenuBar() +// - EndMenuBar() +// - BeginMainMenuBar() +// - EndMainMenuBar() +// - BeginMenu() +// - EndMenu() +// - MenuItemEx() [Internal] +// - MenuItem() +//------------------------------------------------------------------------- + +// Helpers for internal use +void ImGuiMenuColumns::Update(float spacing, bool window_reappearing) +{ + if (window_reappearing) + memset(Widths, 0, sizeof(Widths)); + Spacing = (ImU16)spacing; + CalcNextTotalWidth(true); + memset(Widths, 0, sizeof(Widths)); + TotalWidth = NextTotalWidth; + NextTotalWidth = 0; +} + +void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets) +{ + ImU16 offset = 0; + bool want_spacing = false; + for (int i = 0; i < IM_ARRAYSIZE(Widths); i++) + { + ImU16 width = Widths[i]; + if (want_spacing && width > 0) + offset += Spacing; + want_spacing |= (width > 0); + if (update_offsets) + { + if (i == 1) { OffsetLabel = offset; } + if (i == 2) { OffsetShortcut = offset; } + if (i == 3) { OffsetMark = offset; } + } + offset += width; + } + NextTotalWidth = offset; +} + +float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark) +{ + Widths[0] = ImMax(Widths[0], (ImU16)w_icon); + Widths[1] = ImMax(Widths[1], (ImU16)w_label); + Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut); + Widths[3] = ImMax(Widths[3], (ImU16)w_mark); + CalcNextTotalWidth(false); + return (float)ImMax(TotalWidth, NextTotalWidth); +} + +// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. +bool ImGui::BeginMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + if (!(window->Flags & ImGuiWindowFlags_MenuBar)) + return false; + + IM_ASSERT(!window->DC.MenuBarAppending); + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore + PushID("##menubar"); + + // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + ImRect bar_rect = window->MenuBarRect(); + ImRect clip_rect(ImFloor(bar_rect.Min.x + window->WindowBorderSize), ImFloor(bar_rect.Min.y + window->WindowBorderSize), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), ImFloor(bar_rect.Max.y)); + clip_rect.ClipWith(window->OuterRectClipped); + PushClipRect(clip_rect.Min, clip_rect.Max, false); + + // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). + window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.MenuBarAppending = true; + AlignTextToFramePadding(); + return true; +} + +void ImGui::EndMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. + if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + { + // Try to find out if the request is for one of our child menu + ImGuiWindow* nav_earliest_child = g.NavWindow; + while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) + nav_earliest_child = nav_earliest_child->ParentWindow; + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + { + // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. + // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering) + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary) + FocusWindow(window); + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + // FIXME-NAV: How to deal with this when not using g.IO.ConfigNavCursorVisibleAuto? + if (g.NavCursorVisible) + { + g.NavCursorVisible = false; // Hide nav cursor for the current frame so we don't see the intermediary selection. Will be set again + g.NavCursorHideFrames = 2; + } + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; + NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat + } + } + + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); + IM_ASSERT(window->DC.MenuBarAppending); + PopClipRect(); + PopID(); + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + + // FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here. + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.EmitItem = false; + ImVec2 restore_cursor_max_pos = group_data.BackupCursorMaxPos; + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, window->DC.CursorMaxPos.x - window->Scroll.x); // Convert ideal extents for scrolling layer equivalent. + EndGroup(); // Restore position on layer 0 // FIXME: Misleading to use a group for that backup/restore + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.MenuBarAppending = false; + window->DC.CursorMaxPos = restore_cursor_max_pos; +} + +// Important: calling order matters! +// FIXME: Somehow overlapping with docking tech. +// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts) +bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags) +{ + IM_ASSERT(dir != ImGuiDir_None); + + ImGuiWindow* bar_window = FindWindowByName(name); + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); + if (bar_window == NULL || bar_window->BeginCount == 0) + { + // Calculate and set window size/position + ImRect avail_rect = viewport->GetBuildWorkRect(); + ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + ImVec2 pos = avail_rect.Min; + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + pos[axis] = avail_rect.Max[axis] - axis_size; + ImVec2 size = avail_rect.GetSize(); + size[axis] = axis_size; + SetNextWindowPos(pos); + SetNextWindowSize(size); + + // Report our size into work area (for next frame) using actual window size + if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) + viewport->BuildWorkInsetMin[axis] += axis_size; + else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) + viewport->BuildWorkInsetMax[axis] += axis_size; + } + + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set. + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint + bool is_open = Begin(name, NULL, window_flags); + PopStyleVar(2); + + return is_open; +} + +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + + // Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change + SetCurrentViewport(NULL, viewport); + + // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. + // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea? + // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + float height = GetFrameHeight(); + bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + + if (is_open) + BeginMenuBar(); + else + End(); + return is_open; +} + +void ImGui::EndMainMenuBar() +{ + EndMenuBar(); + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + ImGuiContext& g = *GImGui; + if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) + FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild); + + End(); +} + +static bool IsRootOfOpenMenuSet() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu)) + return false; + + // Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others + // (e.g. inside menu bar vs loose menu items) based on parent ID. + // This would however prevent the use of e.g. PushID() user code submitting menus. + // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag, + // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. + // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup + // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu. + // In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer. + // This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still + // open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart + // it likely won't be a problem anyone runs into. + const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; + if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer) + return false; + return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true, false); +} + +bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); + + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + // The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + window_flags |= ImGuiWindowFlags_ChildWindow; + + // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). + // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. + // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used. + if (g.MenusIdSubmittedThisFrame.contains(id)) + { + if (menu_is_open) + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + else + g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values + return menu_is_open; + } + + // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu + g.MenusIdSubmittedThisFrame.push_back(id); + + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window) + // This is only done for items for the menu set and not the full parent window. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. + ImVec2 popup_pos, pos = window->DC.CursorPos; + PushID(label); + if (!enabled) + BeginDisabled(); + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + bool pressed; + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_NoAutoClosePopups; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Menu inside an horizontal menu bar + // Selectable extend their highlight by half ItemSpacing in each direction. + // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() + popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + float w = label_size.x; + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y)); + LogSetNextTextDecoration("[", "]"); + RenderText(text_pos, label); + PopStyleVar(); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu inside a regular/vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + LogSetNextTextDecoration("", ">"); + RenderText(text_pos, label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); + } + if (!enabled) + EndDisabled(); + + const bool hovered = (g.HoveredId == id) && enabled && !g.NavHighlightItemUnderNav; + if (menuset_is_open) + PopItemFlag(); + + bool want_open = false; + bool want_open_nav_init = false; + bool want_close = false; + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + { + // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu + // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. + bool moving_toward_child_menu = false; + ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below) + ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL) + { + const float ref_unit = g.FontSize; // FIXME-DPI + const float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f; + const ImRect next_window_rect = child_menu_window->Rect(); + ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); + ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + const float pad_farmost_h = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // Add a bit of extra slack. + ta.x += child_dir * -0.5f; + tb.x += child_dir * ref_unit; + tc.x += child_dir * ref_unit; + tb.y = ta.y + ImMax((tb.y - pad_farmost_h) - ta.y, -ref_unit * 8.0f); // Triangle has maximum height to limit the slope and the bias toward large sub-menus + tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, +ref_unit * 8.0f); + moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + } + + // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not) + // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon. + // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.) + if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavHighlightItemUnderNav && g.ActiveId == 0) + want_close = true; + + // Open + // (note: at this point 'hovered' actually includes the NavDisableMouseHover == false test) + if (!menu_is_open && pressed) // Click/activate to open + want_open = true; + else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open + want_open = true; + else if (!menu_is_open && hovered && g.HoveredIdTimer >= 0.30f && g.MouseStationaryTimer >= 0.30f) // Hover to open (timer fallback) + want_open = true; + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + { + want_open = want_open_nav_init = true; + NavMoveRequestCancel(); + SetNavCursorVisibleAfterMove(); + } + } + else + { + // Menu bar + if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it + { + want_close = true; + want_open = menu_is_open = false; + } + else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others + { + want_open = true; + } + else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + + if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' + want_close = true; + if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + PopID(); + + if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) + { + // Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame. + OpenPopup(label); + } + else if (want_open) + { + menu_is_open = true; + OpenPopup(label, ImGuiPopupFlags_NoReopen);// | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0)); + } + + if (menu_is_open) + { + ImGuiLastItemData last_item_in_parent = g.LastItemData; + SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos. + PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + PopStyleVar(); + if (menu_is_open) + { + // Implement what ImGuiPopupFlags_NoReopenAlwaysNavInit would do: + // Perform an init request in the case the popup was already open (via a previous mouse hover) + if (want_open && want_open_nav_init && !g.NavInitRequest) + { + FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags_UnlessBelowModal); + NavInitWindow(g.CurrentWindow, false); + } + + // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu() + // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck) + g.LastItemData = last_item_in_parent; + if (g.HoveredWindow == window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + } + else + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + } + + return menu_is_open; +} + +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + return BeginMenuEx(label, NULL, enabled); +} + +void ImGui::EndMenu() +{ + // Nav: When a left move request our menu failed, close ourselves. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginMenu()/EndMenu() calls + ImGuiWindow* parent_window = window->ParentWindow; // Should always be != NULL is we passed assert. + if (window->BeginCount == window->BeginCountPreviousFrame) + if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet()) + if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical) + { + ClosePopupToLevel(g.BeginPopupStack.Size - 1, true); + NavMoveRequestCancel(); + } + + EndPopup(); +} + +bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 pos = window->DC.CursorPos; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // See BeginMenuEx() for comments about this. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. + bool pressed; + PushID(label); + if (!enabled) + BeginDisabled(); + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover; + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful + // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. + float w = label_size.x; + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); + PopStyleVar(); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + RenderText(text_pos, label); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu item inside a vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame + float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + { + RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + if (shortcut_w > 0.0f) + { + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + LogSetNextTextDecoration("(", ")"); + RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); + } + } + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + if (!enabled) + EndDisabled(); + PopID(); + if (menuset_is_open) + PopItemFlag(); + + return pressed; +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + return MenuItemEx(label, NULL, shortcut, selected, enabled); +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) +{ + if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled)) + { + if (p_selected) + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +//------------------------------------------------------------------------- +// - BeginTabBar() +// - BeginTabBarEx() [Internal] +// - EndTabBar() +// - TabBarLayout() [Internal] +// - TabBarCalcTabID() [Internal] +// - TabBarCalcMaxTabWidth() [Internal] +// - TabBarFindTabById() [Internal] +// - TabBarFindTabByOrder() [Internal] +// - TabBarFindMostRecentlySelectedTabForActiveWindow() [Internal] +// - TabBarGetCurrentTab() [Internal] +// - TabBarGetTabName() [Internal] +// - TabBarAddTab() [Internal] +// - TabBarRemoveTab() [Internal] +// - TabBarCloseTab() [Internal] +// - TabBarScrollClamp() [Internal] +// - TabBarScrollToTab() [Internal] +// - TabBarQueueFocus() [Internal] +// - TabBarQueueReorder() [Internal] +// - TabBarProcessReorderFromMousePos() [Internal] +// - TabBarProcessReorder() [Internal] +// - TabBarScrollingButtons() [Internal] +// - TabBarTabListPopupButton() [Internal] +//------------------------------------------------------------------------- + +struct ImGuiTabBarSection +{ + int TabCount; // Number of tabs in this section. + float Width; // Sum of width of tabs in this section (after shrinking down) + float Spacing; // Horizontal spacing at the end of the section. + + ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); } +}; + +namespace ImGui +{ + static void TabBarLayout(ImGuiTabBar* tab_bar); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window); + static float TabBarCalcMaxTabWidth(); + static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); + static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); +} + +ImGuiTabBar::ImGuiTabBar() +{ + memset(this, 0, sizeof(*this)); + CurrFrameVisible = PrevFrameVisible = -1; + LastTabItemIdx = -1; +} + +static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab) +{ + return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; +} + +static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + const int a_section = TabItemGetSectionIdx(a); + const int b_section = TabItemGetSectionIdx(b); + if (a_section != b_section) + return a_section - b_section; + return (int)(a->IndexDuringLayout - b->IndexDuringLayout); +} + +static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->BeginOrder - b->BeginOrder); +} + +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) +{ + ImGuiContext& g = *GImGui; + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); +} + +static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); +} + +bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + tab_bar->ID = id; + tab_bar->SeparatorMinX = tab_bar->BarRect.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f); + tab_bar->SeparatorMaxX = tab_bar->BarRect.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f); + //if (g.NavWindow && IsWindowChildOf(g.NavWindow, window, false, false)) + flags |= ImGuiTabBarFlags_IsFocused; + return BeginTabBarEx(tab_bar, tab_bar_bb, flags); +} + +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + IM_ASSERT(tab_bar->ID != 0); + if ((flags & ImGuiTabBarFlags_DockNode) == 0) + PushOverrideID(tab_bar->ID); + + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; + tab_bar->Window = window; + + // Append with multiple BeginTabBar()/EndTabBar() pairs. + tab_bar->BackupCursorPos = window->DC.CursorPos; + if (tab_bar->CurrFrameVisible == g.FrameCount) + { + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + tab_bar->BeginCount++; + return true; + } + + // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable + if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) + if ((flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); + tab_bar->TabsAddedNew = false; + + // Flags + if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + + tab_bar->Flags = flags; + tab_bar->BarRect = tab_bar_bb; + tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() + tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; + tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight; + tab_bar->CurrTabsContentsHeight = 0.0f; + tab_bar->ItemSpacingY = g.Style.ItemSpacing.y; + tab_bar->FramePadding = g.Style.FramePadding; + tab_bar->TabsActiveCount = 0; + tab_bar->LastTabItemIdx = -1; + tab_bar->BeginCount = 1; + + // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + + // Draw separator + // (it would be misleading to draw this in EndTabBar() suggesting that it may be drawn over tabs, as tab bar are appendable) + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected); + if (g.Style.TabBarBorderSize > 0.0f) + { + const float y = tab_bar->BarRect.Max.y; + window->DrawList->AddRectFilled(ImVec2(tab_bar->SeparatorMinX, y - g.Style.TabBarBorderSize), ImVec2(tab_bar->SeparatorMaxX, y), col); + } + return true; +} + +void ImGui::EndTabBar() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); + return; + } + + // Fallback in case no TabItem have been submitted + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) + { + tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight); + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight; + } + else + { + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight; + } + if (tab_bar->BeginCount > 1) + window->DC.CursorPos = tab_bar->BackupCursorPos; + + tab_bar->LastTabItemIdx = -1; + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + PopID(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); +} + +// Scrolling happens only in the central section (leading/trailing sections are not scrolling) +static float TabBarCalcScrollableWidth(ImGuiTabBar* tab_bar, ImGuiTabBarSection* sections) +{ + return tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; +} + +// This is called only once a frame before by the first call to ItemTab() +// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. +static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + tab_bar->WantLayout = false; + + // Garbage collect by compacting list + // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section) + int tab_dst_n = 0; + bool need_sort_by_section = false; + ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing + for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose) + { + // Remove tab + if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; } + continue; + } + if (tab_dst_n != tab_src_n) + tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + + tab = &tab_bar->Tabs[tab_dst_n]; + tab->IndexDuringLayout = (ImS16)tab_dst_n; + + // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) + int curr_tab_section_n = TabItemGetSectionIdx(tab); + if (tab_dst_n > 0) + { + ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; + int prev_tab_section_n = TabItemGetSectionIdx(prev_tab); + if (curr_tab_section_n == 0 && prev_tab_section_n != 0) + need_sort_by_section = true; + if (prev_tab_section_n == 2 && curr_tab_section_n != 2) + need_sort_by_section = true; + } + + sections[curr_tab_section_n].TabCount++; + tab_dst_n++; + } + if (tab_bar->Tabs.Size != tab_dst_n) + tab_bar->Tabs.resize(tab_dst_n); + + if (need_sort_by_section) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection); + + // Calculate spacing between sections + sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + + // Setup next selected tab + ImGuiID scroll_to_tab_id = 0; + if (tab_bar->NextSelectedTabId) + { + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; + tab_bar->NextSelectedTabId = 0; + scroll_to_tab_id = tab_bar->SelectedTabId; + } + + // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). + if (tab_bar->ReorderRequestTabId != 0) + { + if (TabBarProcessReorder(tab_bar)) + if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) + scroll_to_tab_id = tab_bar->ReorderRequestTabId; + tab_bar->ReorderRequestTabId = 0; + } + + // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) + const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; + if (tab_list_popup_button) + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! + scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central + // (whereas our tabs are stored as: leading, central, trailing) + int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); + + // Compute ideal tabs widths + store them into shrink buffer + ImGuiTabItem* most_recently_selected_tab = NULL; + int curr_section_n = -1; + bool found_selected_tab_id = false; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); + + if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button)) + most_recently_selected_tab = tab; + if (tab->ID == tab_bar->SelectedTabId) + found_selected_tab_id = true; + if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_to_tab_id = tab->ID; + + // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. + // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, + // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. + const char* tab_name = TabBarGetTabName(tab_bar, tab); + const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x; + + int section_n = TabItemGetSectionIdx(tab); + ImGuiTabBarSection* section = §ions[section_n]; + section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); + curr_section_n = section_n; + + // Store data so we can build an array sorted by width if we need to shrink tabs down + IM_MSVC_WARNING_SUPPRESS(6385); + ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++]; + shrink_width_item->Index = tab_n; + shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth; + tab->Width = ImMax(tab->ContentWidth, 1.0f); + } + + // Compute total ideal width (used for e.g. auto-resizing a window) + tab_bar->WidthAllTabsIdeal = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing; + + // Horizontal scrolling buttons + // (note that TabBarScrollButtons() will alter BarRect.Max.x) + if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) + if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) + { + scroll_to_tab_id = scroll_and_select_tab->ID; + if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab_bar->SelectedTabId = scroll_to_tab_id; + } + + // Shrink widths if full tabs don't fit in their allocated space + float section_0_w = sections[0].Width + sections[0].Spacing; + float section_1_w = sections[1].Width + sections[1].Spacing; + float section_2_w = sections[2].Width + sections[2].Spacing; + bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth(); + float width_excess; + if (central_section_is_visible) + width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section + else + width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section + + // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore + if (width_excess >= 1.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) + { + int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); + int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); + ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess); + + // Apply shrunk values into tabs and sections + for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index]; + float shrinked_width = IM_TRUNC(g.ShrinkWidthBuffer[tab_n].Width); + if (shrinked_width < 0.0f) + continue; + + shrinked_width = ImMax(1.0f, shrinked_width); + int section_n = TabItemGetSectionIdx(tab); + sections[section_n].Width -= (tab->Width - shrinked_width); + tab->Width = shrinked_width; + } + } + + // Layout all active tabs + int section_tab_index = 0; + float tab_offset = 0.0f; + tab_bar->WidthAllTabs = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + { + ImGuiTabBarSection* section = §ions[section_n]; + if (section_n == 2) + tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset); + + for (int tab_n = 0; tab_n < section->TabCount; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; + tab->Offset = tab_offset; + tab->NameOffset = -1; + tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f); + } + tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f); + tab_offset += section->Spacing; + section_tab_index += section->TabCount; + } + + // Clear name buffers + tab_bar->TabsNames.Buf.resize(0); + + // If we have lost the selected tab, select the next most recently active one + if (found_selected_tab_id == false) + tab_bar->SelectedTabId = 0; + if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) + scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + + // Lock in visible tab + tab_bar->VisibleTabId = tab_bar->SelectedTabId; + tab_bar->VisibleTabWasSubmitted = false; + + // CTRL+TAB can override visible tab temporarily + if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) + tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId; + + // Apply request requests + if (scroll_to_tab_id != 0) + TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); + else if ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow)) + { + const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH; + const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX; + if (TestKeyOwner(wheel_key, tab_bar->ID) && wheel != 0.0f) + { + const float scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0f; + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget - scroll_step); + } + SetKeyOwner(wheel_key, tab_bar->ID); + } + + // Update scrolling + tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); + if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } + tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; + tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; + + // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos = tab_bar->BarRect.Min; + ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal); +} + +// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack. +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window) +{ + if (docked_window != NULL) + { + IM_UNUSED(tab_bar); + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + ImGuiID id = docked_window->TabId; + KeepAliveID(id); + return id; + } + else + { + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(label); + } +} + +static float ImGui::TabBarCalcMaxTabWidth() +{ + ImGuiContext& g = *GImGui; + return g.FontSize * 20.0f; +} + +ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (tab_id != 0) + for (int n = 0; n < tab_bar->Tabs.Size; n++) + if (tab_bar->Tabs[n].ID == tab_id) + return &tab_bar->Tabs[n]; + return NULL; +} + +// Order = visible order, not submission order! (which is tab->BeginOrder) +ImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order) +{ + if (order < 0 || order >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[order]; +} + +// FIXME: See references to #2304 in TODO.txt +ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* most_recently_selected_tab = NULL; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + if (tab->Window && tab->Window->WasActive) + most_recently_selected_tab = tab; + } + return most_recently_selected_tab; +} + +ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar) +{ + if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[tab_bar->LastTabItemIdx]; +} + +const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->Window) + return tab->Window->Name; + if (tab->NameOffset == -1) + return "N/A"; + IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size); + return tab_bar->TabsNames.Buf.Data + tab->NameOffset; +} + +// The purpose of this call is to register tab in advance so we can control their order at the time they appear. +// Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function. +void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(TabBarFindTabByID(tab_bar, window->TabId) == NULL); + IM_ASSERT(g.CurrentTabBar != tab_bar); // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame) + + if (!window->HasCloseButton) + tab_flags |= ImGuiTabItemFlags_NoCloseButton; // Set _NoCloseButton immediately because it will be used for first-frame width calculation. + + ImGuiTabItem new_tab; + new_tab.ID = window->TabId; + new_tab.Flags = tab_flags; + new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab + if (new_tab.LastFrameVisible == -1) + new_tab.LastFrameVisible = g.FrameCount - 1; + new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission + tab_bar->Tabs.push_back(new_tab); +} + +// The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. +void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab_bar->Tabs.erase(tab); + if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } +} + +// Called on manual closure attempt +void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->Flags & ImGuiTabItemFlags_Button) + return; // A button appended with TabItemButton(). + + if ((tab->Flags & (ImGuiTabItemFlags_UnsavedDocument | ImGuiTabItemFlags_NoAssumedClosure)) == 0) + { + // This will remove a frame of lag for selecting another tab on closure. + // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure + tab->WantClose = true; + if (tab_bar->VisibleTabId == tab->ID) + { + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } + } + else + { + // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup) + if (tab_bar->VisibleTabId != tab->ID) + TabBarQueueFocus(tab_bar, tab); + } +} + +static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) +{ + scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth()); + return ImMax(scrolling, 0.0f); +} + +// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections) +{ + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id); + if (tab == NULL) + return; + if (tab->Flags & ImGuiTabItemFlags_SectionMask_) + return; + + ImGuiContext& g = *GImGui; + float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) + int order = TabBarGetTabOrder(tab_bar, tab); + + // Scrolling happens only in the central section (leading/trailing sections are not scrolling) + float scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections); + + // We make all tabs positions all relative Sections[0].Width to make code simpler + float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f); + float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width)) + { + // Scroll to the left + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); + tab_bar->ScrollingTarget = tab_x1; + } + else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width) + { + // Scroll to the right + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - scrollable_width; + } +} + +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + tab_bar->NextSelectedTabId = tab->ID; +} + +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name) +{ + IM_ASSERT((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0); // Only supported for manual/explicit tab bars + ImGuiID tab_id = TabBarCalcTabID(tab_bar, tab_name, NULL); + tab_bar->NextSelectedTabId = tab_id; +} + +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset) +{ + IM_ASSERT(offset != 0); + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + tab_bar->ReorderRequestTabId = tab->ID; + tab_bar->ReorderRequestOffset = (ImS16)offset; +} + +void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* src_tab, ImVec2 mouse_pos) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0) + return; + + const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); + + // Count number of contiguous tabs we are crossing over + const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; + const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab); + int dst_idx = src_idx; + for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir) + { + // Reordered tabs must share the same section + const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i]; + if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder) + break; + if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_)) + break; + dst_idx = i; + + // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. + const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x; + const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x; + //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255)); + if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) + break; + } + + if (dst_idx != src_idx) + TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx); +} + +bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId); + if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder)) + return false; + + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = TabBarGetTabOrder(tab_bar, tab1) + tab_bar->ReorderRequestOffset; + if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) + return false; + + // Reordered tabs must share the same section + // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too) + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + if (tab2->Flags & ImGuiTabItemFlags_NoReorder) + return false; + if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_)) + return false; + + ImGuiTabItem item_tmp = *tab1; + ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2; + ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1; + const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; + memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem)); + *tab2 = item_tmp; + + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + return true; +} + +static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); + const float scrolling_buttons_width = arrow_button_size.x * 2.0f; + + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); + + int select_dir = 0; + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + const float backup_repeat_delay = g.IO.KeyRepeatDelay; + const float backup_repeat_rate = g.IO.KeyRepeatRate; + g.IO.KeyRepeatDelay = 0.250f; + g.IO.KeyRepeatRate = 0.200f; + float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width); + window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) + select_dir = -1; + window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) + select_dir = +1; + PopItemFlag(); + PopStyleColor(2); + g.IO.KeyRepeatRate = backup_repeat_rate; + g.IO.KeyRepeatDelay = backup_repeat_delay; + + ImGuiTabItem* tab_to_scroll_to = NULL; + if (select_dir != 0) + if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + { + int selected_order = TabBarGetTabOrder(tab_bar, tab_item); + int target_order = selected_order + select_dir; + + // Skip tab item buttons until another tab item is found or end is reached + while (tab_to_scroll_to == NULL) + { + // If we are at the end of the list, still scroll to make our tab visible + tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; + + // Cross through buttons + // (even if first/last item is a button, return it so we can update the scroll) + if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button) + { + target_order += select_dir; + selected_order += select_dir; + tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; + } + } + } + window->DC.CursorPos = backup_cursor_pos; + tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; + + return tab_to_scroll_to; +} + +static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We use g.Style.FramePadding.y to match the square ArrowButton size + const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); + tab_bar->BarRect.Min.x += tab_list_popup_button_width; + + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest); + PopStyleColor(2); + + ImGuiTabItem* tab_to_select = NULL; + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + + const char* tab_name = TabBarGetTabName(tab_bar, tab); + if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) + tab_to_select = tab; + } + EndCombo(); + } + + window->DC.CursorPos = backup_cursor_pos; + return tab_to_select; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +//------------------------------------------------------------------------- +// - BeginTabItem() +// - EndTabItem() +// - TabItemButton() +// - TabItemEx() [Internal] +// - SetTabItemClosed() +// - TabItemCalcSize() [Internal] +// - TabItemBackground() [Internal] +// - TabItemLabelAndCloseButton() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! + + bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); + if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + } + return ret; +} + +void ImGui::EndTabItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) + PopID(); +} + +bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL); +} + +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) +{ + // Layout whole tab bar if not already done + ImGuiContext& g = *GImGui; + if (tab_bar->WantLayout) + { + ImGuiNextItemData backup_next_item_data = g.NextItemData; + TabBarLayout(tab_bar); + g.NextItemData = backup_next_item_data; + } + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window); + + // If the user called us with *p_open == false, we early out and don't render. + // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + if (p_open && !*p_open) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + return false; + } + + IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button)); + IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing + + // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) + if (flags & ImGuiTabItemFlags_NoCloseButton) + p_open = NULL; + else if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + + // Acquire tab data + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); + bool tab_is_new = false; + if (tab == NULL) + { + tab_bar->Tabs.push_back(ImGuiTabItem()); + tab = &tab_bar->Tabs.back(); + tab->ID = id; + tab_bar->TabsAddedNew = tab_is_new = true; + } + tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument)); + tab->RequestedWidth = -1.0f; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) + size.x = tab->RequestedWidth = g.NextItemData.Width; + if (tab_is_new) + tab->Width = ImMax(1.0f, size.x); + tab->ContentWidth = size.x; + tab->BeginOrder = tab_bar->TabsActiveCount++; + + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; + const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; + tab->LastFrameVisible = g.FrameCount; + tab->Flags = flags; + tab->Window = docked_window; + + // Append name _WITH_ the zero-terminator + // (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar) + if (docked_window != NULL) + { + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + tab->NameOffset = -1; + } + else + { + tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + strlen(label) + 1); + } + + // Update selected tab + if (!is_tab_button) + { + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) + TabBarQueueFocus(tab_bar, tab); // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar + TabBarQueueFocus(tab_bar, tab); + } + + // Lock visibility + // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) + bool tab_contents_visible = (tab_bar->VisibleTabId == id); + if (tab_contents_visible) + tab_bar->VisibleTabWasSubmitted = true; + + // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL) + if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) + tab_contents_visible = true; + + // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted + // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. + if (tab_appearing && (!tab_bar_appearing || tab_is_new)) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + if (is_tab_button) + return false; + return tab_contents_visible; + } + + if (tab_bar->SelectedTabId == id) + tab->LastFrameSelected = g.FrameCount; + + // Backup current layout position + const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; + + // Layout + const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + size.x = tab->Width; + if (is_central_section) + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_TRUNC(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + else + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f); + ImVec2 pos = window->DC.CursorPos; + ImRect bb(pos, pos + size); + + // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) + const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX); + if (want_clip_rect) + PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true); + + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + + if (!ItemAdd(bb, id)) + { + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + return tab_contents_visible; + } + + // Click to Select a tab + ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap); + if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (pressed && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + // Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow() + // will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id. + if (held && docked_window && g.ActiveId == id && g.ActiveIdIsJustActivated) + g.ActiveIdWindow = docked_window; + + // Drag and drop a single floating window node moves it + ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; + const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1); + if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) + { + // Move + StartMouseMovingWindow(docked_window); + } + else if (held && !tab_appearing && IsMouseDragging(0)) + { + // Drag and drop: re-order tabs + int drag_dir = 0; + float drag_distance_from_edge_x = 0.0f; + if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL))) + { + // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) + { + drag_dir = -1; + drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) + { + drag_dir = +1; + drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + } + + // Extract a Dockable window out of it's tab bar + const bool can_undock = docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove) && !(node->MergedFlags & ImGuiDockNodeFlags_NoUndocking); + if (can_undock) + { + // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar + bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id); + if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) + { + float threshold_base = g.FontSize; + float threshold_x = (threshold_base * 2.2f); + float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); + //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] + + float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); + if (distance_from_edge_y >= threshold_y) + undocking_tab = true; + if (drag_distance_from_edge_x > threshold_x) + if ((drag_dir < 0 && TabBarGetTabOrder(tab_bar, tab) == 0) || (drag_dir > 0 && TabBarGetTabOrder(tab_bar, tab) == tab_bar->Tabs.Size - 1)) + undocking_tab = true; + } + + if (undocking_tab) + { + // Undock + // FIXME: refactor to share more code with e.g. StartMouseMovingWindow + DockContextQueueUndockWindow(&g, docked_window); + g.MovingWindow = docked_window; + SetActiveID(g.MovingWindow->MoveId, g.MovingWindow); + g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + } + } + } + +#if 0 + if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) + { + // Enlarge tab display when hovering + bb.Max.x = bb.Min.x + IM_TRUNC(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); + display_draw_list = GetForegroundDrawList(window); + TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); + } +#endif + + // Render tab shape + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabDimmed)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline) && style.TabBarOverlineSize > 0.0f) + { + float x_offset = IM_TRUNC(0.4f * style.TabRounding); + if (x_offset < 2.0f * g.CurrentDpiScale) + x_offset = 0.0f; + float y_offset = 1.0f * g.CurrentDpiScale; + display_draw_list->AddLine(bb.GetTL() + ImVec2(x_offset, y_offset), bb.GetTR() + ImVec2(-x_offset, y_offset), GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline), style.TabBarOverlineSize); + } + RenderNavCursor(bb, id); + + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (tab_bar->SelectedTabId != tab->ID && hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0; + bool just_closed; + bool text_clipped; + TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent) + // That state is copied to window->DockTabItemStatusFlags by our caller. + if (docked_window && (hovered || g.HoveredId == close_button_id)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Restore main window position so user can draw there + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + + // Tooltip + // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) + // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) + // FIXME: This is a mess. + // FIXME: We may want disabled tab to still display the tooltip? + if (text_clipped && g.HoveredId == id && !held) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) + SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + + IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected + if (is_tab_button) + return pressed; + return tab_contents_visible; +} + +// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. +// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar(). +// Tabs closed by the close button will automatically be flagged to avoid this issue. +void ImGui::SetTabItemClosed(const char* label) +{ + ImGuiContext& g = *GImGui; + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); + if (is_within_manual_tab_bar) + { + ImGuiTabBar* tab_bar = g.CurrentTabBar; + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL); + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab->WantClose = true; // Will be processed by next call to TabBarLayout() + } + else if (ImGuiWindow* window = FindWindowByName(label)) + { + if (window->DockIsActive) + if (ImGuiDockNode* node = window->DockNode) + { + ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label, window); + TabBarRemoveTab(node->TabBar, tab_id); + window->DockTabWantClose = true; + } + } +} + +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); + if (has_close_button_or_unsaved_marker) + size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. + else + size.x += g.Style.FramePadding.x + 1.0f; + return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); +} + +ImVec2 ImGui::TabItemCalcSize(ImGuiWindow* window) +{ + return TabItemCalcSize(window->Name, window->HasCloseButton || (window->Flags & ImGuiWindowFlags_UnsavedDocument)); +} + +void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) +{ + // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. + ImGuiContext& g = *GImGui; + const float width = bb.GetWidth(); + IM_UNUSED(flags); + IM_ASSERT(width > 0.0f); + const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f)); + const float y1 = bb.Min.y + 1.0f; + const float y2 = bb.Max.y - g.Style.TabBarBorderSize; + draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); + draw_list->PathFillConvex(col); + if (g.Style.TabBorderSize > 0.0f) + { + draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize); + } +} + +// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic +// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. +void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + if (out_just_closed) + *out_just_closed = false; + if (out_text_clipped) + *out_text_clipped = false; + + if (bb.GetWidth() <= 1.0f) + return; + + // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) + // But right now if you want to alter text color of tabs this is what you need to do. +#if 0 + const float backup_alpha = g.Style.Alpha; + if (!is_contents_visible) + g.Style.Alpha *= 0.7f; +#endif + + // Render text label (with clipping + alpha gradient) + unsaved marker + ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); + ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + + // Return clipped state ignoring the close button + if (out_text_clipped) + { + *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x; + //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); + } + + const float button_sz = g.FontSize; + const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y); + + // Close Button & Unsaved Marker + // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() + // 'hovered' will be true when hovering the Tab but NOT when hovering the close button + // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button + // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false + bool close_button_pressed = false; + bool close_button_visible = false; + if (close_button_id != 0) + if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton)) + if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) + close_button_visible = true; + bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); + + if (close_button_visible) + { + ImGuiLastItemData last_item_backup = g.LastItemData; + if (CloseButton(close_button_id, button_pos)) + close_button_pressed = true; + g.LastItemData = last_item_backup; + + // Close with middle mouse button + if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + close_button_pressed = true; + } + else if (unsaved_marker_visible) + { + const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz)); + RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); + } + + // This is all rather complicated + // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) + // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. + float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + if (close_button_visible || unsaved_marker_visible) + { + text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f); + text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f; + ellipsis_max_x = text_pixel_clip_bb.Max.x; + } + LogSetNextTextDecoration("/", "\\"); + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); + +#if 0 + if (!is_contents_visible) + g.Style.Alpha = backup_alpha; +#endif + + if (out_just_closed) + *out_just_closed = close_button_pressed; +} + + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imstb_rectpack.h b/src/main/imgui/imstb_rectpack.h new file mode 100644 index 0000000..f6917e7 --- /dev/null +++ b/src/main/imgui/imstb_rectpack.h @@ -0,0 +1,627 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_rect_pack.h 1.01. +// Grep for [DEAR IMGUI] to find the changes. +// +// stb_rect_pack.h - v1.01 - public domain - rectangle packing +// Sean Barrett 2014 +// +// Useful for e.g. packing rectangular textures into an atlas. +// Does not do rotation. +// +// Before #including, +// +// #define STB_RECT_PACK_IMPLEMENTATION +// +// in the file that you want to have the implementation. +// +// Not necessarily the awesomest packing method, but better than +// the totally naive one in stb_truetype (which is primarily what +// this is meant to replace). +// +// Has only had a few tests run, may have issues. +// +// More docs to come. +// +// No memory allocations; uses qsort() and assert() from stdlib. +// Can override those by defining STBRP_SORT and STBRP_ASSERT. +// +// This library currently uses the Skyline Bottom-Left algorithm. +// +// Please note: better rectangle packers are welcome! Please +// implement them to the same API, but with a different init +// function. +// +// Credits +// +// Library +// Sean Barrett +// Minor features +// Martins Mozeiko +// github:IntellectualKitty +// +// Bugfixes / warning fixes +// Jeremy Jaussaud +// Fabian Giesen +// +// Version history: +// +// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section +// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles +// 0.99 (2019-02-07) warning fixes +// 0.11 (2017-03-03) return packing success/fail result +// 0.10 (2016-10-25) remove cast-away-const to avoid warnings +// 0.09 (2016-08-27) fix compiler warnings +// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0) +// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0) +// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort +// 0.05: added STBRP_ASSERT to allow replacing assert +// 0.04: fixed minor bug in STBRP_LARGE_RECTS support +// 0.01: initial release +// +// LICENSE +// +// See end of file for license information. + +////////////////////////////////////////////////////////////////////////////// +// +// INCLUDE SECTION +// + +#ifndef STB_INCLUDE_STB_RECT_PACK_H +#define STB_INCLUDE_STB_RECT_PACK_H + +#define STB_RECT_PACK_VERSION 1 + +#ifdef STBRP_STATIC +#define STBRP_DEF static +#else +#define STBRP_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +typedef struct stbrp_context stbrp_context; +typedef struct stbrp_node stbrp_node; +typedef struct stbrp_rect stbrp_rect; + +typedef int stbrp_coord; + +#define STBRP__MAXVAL 0x7fffffff +// Mostly for internal use, but this is the maximum supported coordinate value. + +STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); +// Assign packed locations to rectangles. The rectangles are of type +// 'stbrp_rect' defined below, stored in the array 'rects', and there +// are 'num_rects' many of them. +// +// Rectangles which are successfully packed have the 'was_packed' flag +// set to a non-zero value and 'x' and 'y' store the minimum location +// on each axis (i.e. bottom-left in cartesian coordinates, top-left +// if you imagine y increasing downwards). Rectangles which do not fit +// have the 'was_packed' flag set to 0. +// +// You should not try to access the 'rects' array from another thread +// while this function is running, as the function temporarily reorders +// the array while it executes. +// +// To pack into another rectangle, you need to call stbrp_init_target +// again. To continue packing into the same rectangle, you can call +// this function again. Calling this multiple times with multiple rect +// arrays will probably produce worse packing results than calling it +// a single time with the full rectangle array, but the option is +// available. +// +// The function returns 1 if all of the rectangles were successfully +// packed and 0 otherwise. + +struct stbrp_rect +{ + // reserved for your use: + int id; + + // input: + stbrp_coord w, h; + + // output: + stbrp_coord x, y; + int was_packed; // non-zero if valid packing + +}; // 16 bytes, nominally + + +STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes); +// Initialize a rectangle packer to: +// pack a rectangle that is 'width' by 'height' in dimensions +// using temporary storage provided by the array 'nodes', which is 'num_nodes' long +// +// You must call this function every time you start packing into a new target. +// +// There is no "shutdown" function. The 'nodes' memory must stay valid for +// the following stbrp_pack_rects() call (or calls), but can be freed after +// the call (or calls) finish. +// +// Note: to guarantee best results, either: +// 1. make sure 'num_nodes' >= 'width' +// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1' +// +// If you don't do either of the above things, widths will be quantized to multiples +// of small integers to guarantee the algorithm doesn't run out of temporary storage. +// +// If you do #2, then the non-quantized algorithm will be used, but the algorithm +// may run out of temporary storage and be unable to pack some rectangles. + +STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem); +// Optionally call this function after init but before doing any packing to +// change the handling of the out-of-temp-memory scenario, described above. +// If you call init again, this will be reset to the default (false). + + +STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic); +// Optionally select which packing heuristic the library should use. Different +// heuristics will produce better/worse results for different data sets. +// If you call init again, this will be reset to the default. + +enum +{ + STBRP_HEURISTIC_Skyline_default=0, + STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, + STBRP_HEURISTIC_Skyline_BF_sortHeight +}; + + +////////////////////////////////////////////////////////////////////////////// +// +// the details of the following structures don't matter to you, but they must +// be visible so you can handle the memory allocations for them + +struct stbrp_node +{ + stbrp_coord x,y; + stbrp_node *next; +}; + +struct stbrp_context +{ + int width; + int height; + int align; + int init_mode; + int heuristic; + int num_nodes; + stbrp_node *active_head; + stbrp_node *free_head; + stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' +}; + +#ifdef __cplusplus +} +#endif + +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// IMPLEMENTATION SECTION +// + +#ifdef STB_RECT_PACK_IMPLEMENTATION +#ifndef STBRP_SORT +#include +#define STBRP_SORT qsort +#endif + +#ifndef STBRP_ASSERT +#include +#define STBRP_ASSERT assert +#endif + +#ifdef _MSC_VER +#define STBRP__NOTUSED(v) (void)(v) +#define STBRP__CDECL __cdecl +#else +#define STBRP__NOTUSED(v) (void)sizeof(v) +#define STBRP__CDECL +#endif + +enum +{ + STBRP__INIT_skyline = 1 +}; + +STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic) +{ + switch (context->init_mode) { + case STBRP__INIT_skyline: + STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); + context->heuristic = heuristic; + break; + default: + STBRP_ASSERT(0); + } +} + +STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem) +{ + if (allow_out_of_mem) + // if it's ok to run out of memory, then don't bother aligning them; + // this gives better packing, but may fail due to OOM (even though + // the rectangles easily fit). @TODO a smarter approach would be to only + // quantize once we've hit OOM, then we could get rid of this parameter. + context->align = 1; + else { + // if it's not ok to run out of memory, then quantize the widths + // so that num_nodes is always enough nodes. + // + // I.e. num_nodes * align >= width + // align >= width / num_nodes + // align = ceil(width/num_nodes) + + context->align = (context->width + context->num_nodes-1) / context->num_nodes; + } +} + +STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) +{ + int i; + + for (i=0; i < num_nodes-1; ++i) + nodes[i].next = &nodes[i+1]; + nodes[i].next = NULL; + context->init_mode = STBRP__INIT_skyline; + context->heuristic = STBRP_HEURISTIC_Skyline_default; + context->free_head = &nodes[0]; + context->active_head = &context->extra[0]; + context->width = width; + context->height = height; + context->num_nodes = num_nodes; + stbrp_setup_allow_out_of_mem(context, 0); + + // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) + context->extra[0].x = 0; + context->extra[0].y = 0; + context->extra[0].next = &context->extra[1]; + context->extra[1].x = (stbrp_coord) width; + context->extra[1].y = (1<<30); + context->extra[1].next = NULL; +} + +// find minimum y position if it starts at x1 +static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste) +{ + stbrp_node *node = first; + int x1 = x0 + width; + int min_y, visited_width, waste_area; + + STBRP__NOTUSED(c); + + STBRP_ASSERT(first->x <= x0); + + #if 0 + // skip in case we're past the node + while (node->next->x <= x0) + ++node; + #else + STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency + #endif + + STBRP_ASSERT(node->x <= x0); + + min_y = 0; + waste_area = 0; + visited_width = 0; + while (node->x < x1) { + if (node->y > min_y) { + // raise min_y higher. + // we've accounted for all waste up to min_y, + // but we'll now add more waste for everything we've visted + waste_area += visited_width * (node->y - min_y); + min_y = node->y; + // the first time through, visited_width might be reduced + if (node->x < x0) + visited_width += node->next->x - x0; + else + visited_width += node->next->x - node->x; + } else { + // add waste area + int under_width = node->next->x - node->x; + if (under_width + visited_width > width) + under_width = width - visited_width; + waste_area += under_width * (min_y - node->y); + visited_width += under_width; + } + node = node->next; + } + + *pwaste = waste_area; + return min_y; +} + +typedef struct +{ + int x,y; + stbrp_node **prev_link; +} stbrp__findresult; + +static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height) +{ + int best_waste = (1<<30), best_x, best_y = (1 << 30); + stbrp__findresult fr; + stbrp_node **prev, *node, *tail, **best = NULL; + + // align to multiple of c->align + width = (width + c->align - 1); + width -= width % c->align; + STBRP_ASSERT(width % c->align == 0); + + // if it can't possibly fit, bail immediately + if (width > c->width || height > c->height) { + fr.prev_link = NULL; + fr.x = fr.y = 0; + return fr; + } + + node = c->active_head; + prev = &c->active_head; + while (node->x + width <= c->width) { + int y,waste; + y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); + if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL + // bottom left + if (y < best_y) { + best_y = y; + best = prev; + } + } else { + // best-fit + if (y + height <= c->height) { + // can only use it if it first vertically + if (y < best_y || (y == best_y && waste < best_waste)) { + best_y = y; + best_waste = waste; + best = prev; + } + } + } + prev = &node->next; + node = node->next; + } + + best_x = (best == NULL) ? 0 : (*best)->x; + + // if doing best-fit (BF), we also have to try aligning right edge to each node position + // + // e.g, if fitting + // + // ____________________ + // |____________________| + // + // into + // + // | | + // | ____________| + // |____________| + // + // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned + // + // This makes BF take about 2x the time + + if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) { + tail = c->active_head; + node = c->active_head; + prev = &c->active_head; + // find first node that's admissible + while (tail->x < width) + tail = tail->next; + while (tail) { + int xpos = tail->x - width; + int y,waste; + STBRP_ASSERT(xpos >= 0); + // find the left position that matches this + while (node->next->x <= xpos) { + prev = &node->next; + node = node->next; + } + STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); + y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); + if (y + height <= c->height) { + if (y <= best_y) { + if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { + best_x = xpos; + //STBRP_ASSERT(y <= best_y); [DEAR IMGUI] + best_y = y; + best_waste = waste; + best = prev; + } + } + } + tail = tail->next; + } + } + + fr.prev_link = best; + fr.x = best_x; + fr.y = best_y; + return fr; +} + +static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height) +{ + // find best position according to heuristic + stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); + stbrp_node *node, *cur; + + // bail if: + // 1. it failed + // 2. the best node doesn't fit (we don't always check this) + // 3. we're out of memory + if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) { + res.prev_link = NULL; + return res; + } + + // on success, create new node + node = context->free_head; + node->x = (stbrp_coord) res.x; + node->y = (stbrp_coord) (res.y + height); + + context->free_head = node->next; + + // insert the new node into the right starting point, and + // let 'cur' point to the remaining nodes needing to be + // stiched back in + + cur = *res.prev_link; + if (cur->x < res.x) { + // preserve the existing one, so start testing with the next one + stbrp_node *next = cur->next; + cur->next = node; + cur = next; + } else { + *res.prev_link = node; + } + + // from here, traverse cur and free the nodes, until we get to one + // that shouldn't be freed + while (cur->next && cur->next->x <= res.x + width) { + stbrp_node *next = cur->next; + // move the current node to the free list + cur->next = context->free_head; + context->free_head = cur; + cur = next; + } + + // stitch the list back in + node->next = cur; + + if (cur->x < res.x + width) + cur->x = (stbrp_coord) (res.x + width); + +#ifdef _DEBUG + cur = context->active_head; + while (cur->x < context->width) { + STBRP_ASSERT(cur->x < cur->next->x); + cur = cur->next; + } + STBRP_ASSERT(cur->next == NULL); + + { + int count=0; + cur = context->active_head; + while (cur) { + cur = cur->next; + ++count; + } + cur = context->free_head; + while (cur) { + cur = cur->next; + ++count; + } + STBRP_ASSERT(count == context->num_nodes+2); + } +#endif + + return res; +} + +static int STBRP__CDECL rect_height_compare(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + if (p->h > q->h) + return -1; + if (p->h < q->h) + return 1; + return (p->w > q->w) ? -1 : (p->w < q->w); +} + +static int STBRP__CDECL rect_original_order(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); +} + +STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) +{ + int i, all_rects_packed = 1; + + // we use the 'was_packed' field internally to allow sorting/unsorting + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = i; + } + + // sort according to heuristic + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); + + for (i=0; i < num_rects; ++i) { + if (rects[i].w == 0 || rects[i].h == 0) { + rects[i].x = rects[i].y = 0; // empty rect needs no space + } else { + stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); + if (fr.prev_link) { + rects[i].x = (stbrp_coord) fr.x; + rects[i].y = (stbrp_coord) fr.y; + } else { + rects[i].x = rects[i].y = STBRP__MAXVAL; + } + } + } + + // unsort + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); + + // set was_packed flags and all_rects_packed status + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); + if (!rects[i].was_packed) + all_rects_packed = 0; + } + + // return the all_rects_packed status + return all_rects_packed; +} +#endif + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/src/main/imgui/imstb_textedit.h b/src/main/imgui/imstb_textedit.h new file mode 100644 index 0000000..b7a761c --- /dev/null +++ b/src/main/imgui/imstb_textedit.h @@ -0,0 +1,1469 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_textedit.h 1.14. +// Those changes would need to be pushed into nothings/stb: +// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) +// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783) +// - Added name to struct or it may be forward declared in our code. +// - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925) +// Grep for [DEAR IMGUI] to find the changes. +// - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_* + +// stb_textedit.h - v1.14 - public domain - Sean Barrett +// Development of this library was sponsored by RAD Game Tools +// +// This C header file implements the guts of a multi-line text-editing +// widget; you implement display, word-wrapping, and low-level string +// insertion/deletion, and stb_textedit will map user inputs into +// insertions & deletions, plus updates to the cursor position, +// selection state, and undo state. +// +// It is intended for use in games and other systems that need to build +// their own custom widgets and which do not have heavy text-editing +// requirements (this library is not recommended for use for editing large +// texts, as its performance does not scale and it has limited undo). +// +// Non-trivial behaviors are modelled after Windows text controls. +// +// +// LICENSE +// +// See end of file for license information. +// +// +// DEPENDENCIES +// +// Uses the C runtime function 'memmove', which you can override +// by defining IMSTB_TEXTEDIT_memmove before the implementation. +// Uses no other functions. Performs no runtime allocations. +// +// +// VERSION HISTORY +// +// 1.14 (2021-07-11) page up/down, various fixes +// 1.13 (2019-02-07) fix bug in undo size management +// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash +// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield +// 1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.9 (2016-08-27) customizable move-by-word +// 1.8 (2016-04-02) better keyboard handling when mouse button is down +// 1.7 (2015-09-13) change y range handling in case baseline is non-0 +// 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove +// 1.5 (2014-09-10) add support for secondary keys for OS X +// 1.4 (2014-08-17) fix signed/unsigned warnings +// 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary +// 1.2 (2014-05-27) fix some RAD types that had crept into the new code +// 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE ) +// 1.0 (2012-07-26) improve documentation, initial public release +// 0.3 (2012-02-24) bugfixes, single-line mode; insert mode +// 0.2 (2011-11-28) fixes to undo/redo +// 0.1 (2010-07-08) initial version +// +// ADDITIONAL CONTRIBUTORS +// +// Ulf Winklemann: move-by-word in 1.1 +// Fabian Giesen: secondary key inputs in 1.5 +// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 +// Louis Schnellbach: page up/down in 1.14 +// +// Bugfixes: +// Scott Graham +// Daniel Keller +// Omar Cornut +// Dan Thompson +// +// USAGE +// +// This file behaves differently depending on what symbols you define +// before including it. +// +// +// Header-file mode: +// +// If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this, +// it will operate in "header file" mode. In this mode, it declares a +// single public symbol, STB_TexteditState, which encapsulates the current +// state of a text widget (except for the string, which you will store +// separately). +// +// To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a +// primitive type that defines a single character (e.g. char, wchar_t, etc). +// +// To save space or increase undo-ability, you can optionally define the +// following things that are used by the undo system: +// +// STB_TEXTEDIT_POSITIONTYPE small int type encoding a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// If you don't define these, they are set to permissive types and +// moderate sizes. The undo system does no memory allocations, so +// it grows STB_TexteditState by the worst-case storage which is (in bytes): +// +// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT +// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT +// +// +// Implementation mode: +// +// If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it +// will compile the implementation of the text edit widget, depending +// on a large number of symbols which must be defined before the include. +// +// The implementation is defined only as static functions. You will then +// need to provide your own APIs in the same file which will access the +// static functions. +// +// The basic concept is that you provide a "string" object which +// behaves like an array of characters. stb_textedit uses indices to +// refer to positions in the string, implicitly representing positions +// in the displayed textedit. This is true for both plain text and +// rich text; even with rich text stb_truetype interacts with your +// code as if there was an array of all the displayed characters. +// +// Symbols that must be the same in header-file and implementation mode: +// +// STB_TEXTEDIT_CHARTYPE the character type +// STB_TEXTEDIT_POSITIONTYPE small type that is a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// Symbols you must define for implementation mode: +// +// STB_TEXTEDIT_STRING the type of object representing a string being edited, +// typically this is a wrapper object with other data you need +// +// STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1)) +// STB_TEXTEDIT_LAYOUTROW(&r,obj,n) returns the results of laying out a line of characters +// starting from character #n (see discussion below) +// STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character +// to the xpos of the i+1'th char for a line of characters +// starting at character #n (i.e. accounts for kerning +// with previous char) +// STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character +// (return type is int, -1 means not valid to insert) +// STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based +// STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize +// as manually wordwrapping for end-of-line positioning +// +// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i +// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// +// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key +// +// STB_TEXTEDIT_K_LEFT keyboard input to move cursor left +// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right +// STB_TEXTEDIT_K_UP keyboard input to move cursor up +// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down +// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page +// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page +// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME +// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END +// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME +// STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text // e.g. ctrl-END +// STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor +// STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor +// STB_TEXTEDIT_K_UNDO keyboard input to perform undo +// STB_TEXTEDIT_K_REDO keyboard input to perform redo +// +// Optional: +// STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode +// STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'), +// required for default WORDLEFT/WORDRIGHT handlers +// STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to +// STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to +// STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT +// STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT +// STB_TEXTEDIT_K_LINESTART2 secondary keyboard input to move cursor to start of line +// STB_TEXTEDIT_K_LINEEND2 secondary keyboard input to move cursor to end of line +// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text +// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text +// +// Keyboard input must be encoded as a single integer value; e.g. a character code +// and some bitflags that represent shift states. to simplify the interface, SHIFT must +// be a bitflag, so we can test the shifted state of cursor movements to allow selection, +// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. +// +// You can encode other things, such as CONTROL or ALT, in additional bits, and +// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example, +// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN +// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit, +// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the +// API below. The control keys will only match WM_KEYDOWN events because of the +// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN +// bit so it only decodes WM_CHAR events. +// +// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed +// row of characters assuming they start on the i'th character--the width and +// the height and the number of characters consumed. This allows this library +// to traverse the entire layout incrementally. You need to compute word-wrapping +// here. +// +// Each textfield keeps its own insert mode state, which is not how normal +// applications work. To keep an app-wide insert mode, update/copy the +// "insert_mode" field of STB_TexteditState before/after calling API functions. +// +// API +// +// void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +// +// void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key) +// void stb_textedit_text(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int text_len) +// +// Each of these functions potentially updates the string and updates the +// state. +// +// initialize_state: +// set the textedit state to a known good default state when initially +// constructing the textedit. +// +// click: +// call this with the mouse x,y on a mouse down; it will update the cursor +// and reset the selection start/end to the cursor point. the x,y must +// be relative to the text widget, with (0,0) being the top left. +// +// drag: +// call this with the mouse x,y on a mouse drag/up; it will update the +// cursor and the selection end point +// +// cut: +// call this to delete the current selection; returns true if there was +// one. you should FIRST copy the current selection to the system paste buffer. +// (To copy, just copy the current selection out of the string yourself.) +// +// paste: +// call this to paste text at the current cursor point or over the current +// selection if there is one. +// +// key: +// call this for keyboard inputs sent to the textfield. you can use it +// for "key down" events or for "translated" key events. if you need to +// do both (as in Win32), or distinguish Unicode characters from control +// inputs, set a high bit to distinguish the two; then you can define the +// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit +// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is +// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to +// anything other type you want before including. +// if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are +// transformed into text and stb_textedit_text() is automatically called. +// +// text: [DEAR IMGUI] added 2024-09 +// call this to text inputs sent to the textfield. +// +// +// When rendering, you can read the cursor position and selection state from +// the STB_TexteditState. +// +// +// Notes: +// +// This is designed to be usable in IMGUI, so it allows for the possibility of +// running in an IMGUI that has NOT cached the multi-line layout. For this +// reason, it provides an interface that is compatible with computing the +// layout incrementally--we try to make sure we make as few passes through +// as possible. (For example, to locate the mouse pointer in the text, we +// could define functions that return the X and Y positions of characters +// and binary search Y and then X, but if we're doing dynamic layout this +// will run the layout algorithm many times, so instead we manually search +// forward in one pass. Similar logic applies to e.g. up-arrow and +// down-arrow movement.) +// +// If it's run in a widget that *has* cached the layout, then this is less +// efficient, but it's not horrible on modern computers. But you wouldn't +// want to edit million-line files with it. + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Header-file mode +//// +//// + +#ifndef INCLUDE_IMSTB_TEXTEDIT_H +#define INCLUDE_IMSTB_TEXTEDIT_H + +//////////////////////////////////////////////////////////////////////// +// +// STB_TexteditState +// +// Definition of STB_TexteditState which you should store +// per-textfield; it includes cursor position, selection state, +// and undo state. +// + +#ifndef IMSTB_TEXTEDIT_UNDOSTATECOUNT +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#endif +#ifndef IMSTB_TEXTEDIT_UNDOCHARCOUNT +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +#endif +#ifndef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_CHARTYPE int +#endif +#ifndef IMSTB_TEXTEDIT_POSITIONTYPE +#define IMSTB_TEXTEDIT_POSITIONTYPE int +#endif + +typedef struct +{ + // private data + IMSTB_TEXTEDIT_POSITIONTYPE where; + IMSTB_TEXTEDIT_POSITIONTYPE insert_length; + IMSTB_TEXTEDIT_POSITIONTYPE delete_length; + int char_storage; +} StbUndoRecord; + +typedef struct +{ + // private data + StbUndoRecord undo_rec [IMSTB_TEXTEDIT_UNDOSTATECOUNT]; + IMSTB_TEXTEDIT_CHARTYPE undo_char[IMSTB_TEXTEDIT_UNDOCHARCOUNT]; + short undo_point, redo_point; + int undo_char_point, redo_char_point; +} StbUndoState; + +typedef struct STB_TexteditState +{ + ///////////////////// + // + // public data + // + + int cursor; + // position of the text cursor within the string + + int select_start; // selection start point + int select_end; + // selection start and end point in characters; if equal, no selection. + // note that start may be less than or greater than end (e.g. when + // dragging the mouse, start is where the initial click was, and you + // can drag in either direction) + + unsigned char insert_mode; + // each textfield keeps its own insert mode state. to keep an app-wide + // insert mode, copy this value in/out of the app state + + int row_count_per_page; + // page size in number of row. + // this value MUST be set to >0 for pageup or pagedown in multilines documents. + + ///////////////////// + // + // private data + // + unsigned char cursor_at_end_of_line; // not implemented yet + unsigned char initialized; + unsigned char has_preferred_x; + unsigned char single_line; + unsigned char padding1, padding2, padding3; + float preferred_x; // this determines where the cursor up/down tries to seek to along x + StbUndoState undostate; +} STB_TexteditState; + + +//////////////////////////////////////////////////////////////////////// +// +// StbTexteditRow +// +// Result of layout query, used by stb_textedit to determine where +// the text in each row is. + +// result of layout query +typedef struct +{ + float x0,x1; // starting x location, end x location (allows for align=right, etc) + float baseline_y_delta; // position of baseline relative to previous row's baseline + float ymin,ymax; // height of row above and below baseline + int num_chars; +} StbTexteditRow; +#endif //INCLUDE_IMSTB_TEXTEDIT_H + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Implementation mode +//// +//// + + +// implementation isn't include-guarded, since it might have indirectly +// included just the "header" portion +#ifdef IMSTB_TEXTEDIT_IMPLEMENTATION + +#ifndef IMSTB_TEXTEDIT_memmove +#include +#define IMSTB_TEXTEDIT_memmove memmove +#endif + + +///////////////////////////////////////////////////////////////////////////// +// +// Mouse input handling +// + +// traverse the layout to locate the nearest character to a display position +static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y) +{ + StbTexteditRow r; + int n = STB_TEXTEDIT_STRINGLEN(str); + float base_y = 0, prev_x; + int i=0, k; + + r.x0 = r.x1 = 0; + r.ymin = r.ymax = 0; + r.num_chars = 0; + + // search rows to find one that straddles 'y' + while (i < n) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (r.num_chars <= 0) + return n; + + if (i==0 && y < base_y + r.ymin) + return 0; + + if (y < base_y + r.ymax) + break; + + i += r.num_chars; + base_y += r.baseline_y_delta; + } + + // below all text, return 'after' last character + if (i >= n) + return n; + + // check if it's before the beginning of the line + if (x < r.x0) + return i; + + // check if it's before the end of the line + if (x < r.x1) { + // search characters in row for one that straddles 'x' + prev_x = r.x0; + for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) { + float w = STB_TEXTEDIT_GETWIDTH(str, i, k); + if (x < prev_x+w) { + if (x < prev_x+w/2) + return k+i; + else + return IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k); + } + prev_x += w; + } + // shouldn't happen, but if it does, fall through to end-of-line case + } + + // if the last character is a newline, return that. otherwise return 'after' the last character + if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) + return i+r.num_chars-1; + else + return i+r.num_chars; +} + +// API click: on mouse down, move the cursor to the clicked location, and reset the selection +static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + state->cursor = stb_text_locate_coord(str, x, y); + state->select_start = state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; +} + +// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location +static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + int p = 0; + + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + if (state->select_start == state->select_end) + state->select_start = state->cursor; + + p = stb_text_locate_coord(str, x, y); + state->cursor = state->select_end = p; +} + +///////////////////////////////////////////////////////////////////////////// +// +// Keyboard input handling +// + +// forward declarations +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); + +typedef struct +{ + float x,y; // position of n'th character + float height; // height of line + int first_char, length; // first char of row, and length + int prev_first; // first char of previous row +} StbFindState; + +// find the x/y location of a character, and remember info about the previous row in +// case we get a move-up event (for page up, we'll have to rescan) +static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING *str, int n, int single_line) +{ + StbTexteditRow r; + int prev_start = 0; + int z = STB_TEXTEDIT_STRINGLEN(str); + int i=0, first; + + if (n == z && single_line) { + // special case if it's at the end (may not be needed?) + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + find->y = 0; + find->first_char = 0; + find->length = z; + find->height = r.ymax - r.ymin; + find->x = r.x1; + return; + } + + // search rows to find the one that straddles character n + find->y = 0; + + for(;;) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (n < i + r.num_chars) + break; + if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] special handling for last line + break; // [DEAR IMGUI] + prev_start = i; + i += r.num_chars; + find->y += r.baseline_y_delta; + if (i == z) // [DEAR IMGUI] + { + r.num_chars = 0; // [DEAR IMGUI] + break; // [DEAR IMGUI] + } + } + + find->first_char = first = i; + find->length = r.num_chars; + find->height = r.ymax - r.ymin; + find->prev_first = prev_start; + + // now scan to find xpos + find->x = r.x0; + for (i=0; first+i < n; i = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, first + i) - first) + find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); +} + +#define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) + +// make the selection/cursor state valid if client altered the string +static void stb_textedit_clamp(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + int n = STB_TEXTEDIT_STRINGLEN(str); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start > n) state->select_start = n; + if (state->select_end > n) state->select_end = n; + // if clamping forced them to be equal, move the cursor to match + if (state->select_start == state->select_end) + state->cursor = state->select_start; + } + if (state->cursor > n) state->cursor = n; +} + +// delete characters while updating undo +static void stb_textedit_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) +{ + stb_text_makeundo_delete(str, state, where, len); + STB_TEXTEDIT_DELETECHARS(str, where, len); + state->has_preferred_x = 0; +} + +// delete the section +static void stb_textedit_delete_selection(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + stb_textedit_clamp(str, state); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start < state->select_end) { + stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start); + state->select_end = state->cursor = state->select_start; + } else { + stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end); + state->select_start = state->cursor = state->select_end; + } + state->has_preferred_x = 0; + } +} + +// canoncialize the selection so start <= end +static void stb_textedit_sortselection(STB_TexteditState *state) +{ + if (state->select_end < state->select_start) { + int temp = state->select_end; + state->select_end = state->select_start; + state->select_start = temp; + } +} + +// move cursor to first character of selection +static void stb_textedit_move_to_first(STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + state->cursor = state->select_start; + state->select_end = state->select_start; + state->has_preferred_x = 0; + } +} + +// move cursor to last character of selection +static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->select_start = state->select_end; + state->has_preferred_x = 0; + } +} + +// [DEAR IMGUI] +// Functions must be implemented for UTF8 support +// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit. +// There is not necessarily a '[DEAR IMGUI]' at the usage sites. +#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx) (idx - 1) +#endif +#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx) (idx + 1) +#endif + +#ifdef STB_TEXTEDIT_IS_SPACE +static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx ) +{ + return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1; +} + +#ifndef STB_TEXTEDIT_MOVEWORDLEFT +static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c ) +{ + --c; // always move at least one character + while( c >= 0 && !is_word_boundary( str, c ) ) + --c; + + if( c < 0 ) + c = 0; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous +#endif + +#ifndef STB_TEXTEDIT_MOVEWORDRIGHT +static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c ) +{ + const int len = STB_TEXTEDIT_STRINGLEN(str); + ++c; // always move at least one character + while( c < len && !is_word_boundary( str, c ) ) + ++c; + + if( c > len ) + c = len; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next +#endif + +#endif + +// update selection and cursor to match each other +static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) +{ + if (!STB_TEXT_HAS_SELECTION(state)) + state->select_start = state->select_end = state->cursor; + else + state->cursor = state->select_end; +} + +// API cut: delete selection +static int stb_textedit_cut(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_delete_selection(str,state); // implicitly clamps + state->has_preferred_x = 0; + return 1; + } + return 0; +} + +// API paste: replace existing selection with passed-in text +static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE *text, int len) +{ + // if there's a selection, the paste should delete it + stb_textedit_clamp(str, state); + stb_textedit_delete_selection(str,state); + // try to insert the characters + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { + stb_text_makeundo_insert(state, state->cursor, len); + state->cursor += len; + state->has_preferred_x = 0; + return 1; + } + // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) + return 0; +} + +#ifndef STB_TEXTEDIT_KEYTYPE +#define STB_TEXTEDIT_KEYTYPE int +#endif + +// [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility. +static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + // can't add newline in single-line mode + if (text[0] == '\n' && state->single_line) + return; + + if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { + stb_text_makeundo_replace(str, state, state->cursor, 1, 1); + STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + state->cursor += text_len; + state->has_preferred_x = 0; + } + } + else { + stb_textedit_delete_selection(str, state); // implicitly clamps + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + stb_text_makeundo_insert(state, state->cursor, text_len); + state->cursor += text_len; + state->has_preferred_x = 0; + } + } +} + +// API key: process a keyboard input +static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) +{ +retry: + switch (key) { + default: { +#ifdef STB_TEXTEDIT_KEYTOTEXT + int c = STB_TEXTEDIT_KEYTOTEXT(key); + if (c > 0) { + IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c; + stb_textedit_text(str, state, &ch, 1); + } +#endif + break; + } + +#ifdef STB_TEXTEDIT_K_INSERT + case STB_TEXTEDIT_K_INSERT: + state->insert_mode = !state->insert_mode; + break; +#endif + + case STB_TEXTEDIT_K_UNDO: + stb_text_undo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_REDO: + stb_text_redo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT: + // if currently there's a selection, move cursor to start of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else + if (state->cursor > 0) + state->cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_RIGHT: + // if currently there's a selection, move cursor to end of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + stb_textedit_clamp(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + // move selection left + if (state->select_end > 0) + state->select_end = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->select_end); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_MOVEWORDLEFT + case STB_TEXTEDIT_K_WORDLEFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + +#ifdef STB_TEXTEDIT_MOVEWORDRIGHT + case STB_TEXTEDIT_K_WORDRIGHT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + + case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + // move selection right + state->select_end = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->select_end); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_DOWN: + case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGDOWN: + case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down in single-line behave like left&right + key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + int start = find.first_char + find.length; + + if (find.length == 0) + break; + + // [DEAR IMGUI] + // going down while being on the last line shouldn't bring us to that line end + if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) + break; + + // now find character position down a row + state->cursor = start; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to next line + find.first_char = find.first_char + find.length; + find.length = row.num_chars; + } + break; + } + + case STB_TEXTEDIT_K_UP: + case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGUP: + case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down become left&right + key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + + // can only go up if there's a previous row + if (find.prev_first == find.first_char) + break; + + // now find character position up a row + state->cursor = find.prev_first; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to previous line + // (we need to scan previous line the hard way. maybe we could expose this as a new API function?) + prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; + while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) + --prev_scan; + find.first_char = find.prev_first; + find.prev_first = prev_scan; + } + break; + } + + case STB_TEXTEDIT_K_DELETE: + case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + int n = STB_TEXTEDIT_STRINGLEN(str); + if (state->cursor < n) + stb_textedit_delete(str, state, state->cursor, IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor) - state->cursor); + } + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_BACKSPACE: + case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + stb_textedit_clamp(str, state); + if (state->cursor > 0) { + int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + stb_textedit_delete(str, state, prev, state->cursor - prev); + state->cursor = prev; + } + } + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2: +#endif + case STB_TEXTEDIT_K_TEXTSTART: + state->cursor = state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2: +#endif + case STB_TEXTEDIT_K_TEXTEND: + state->cursor = STB_TEXTEDIT_STRINGLEN(str); + state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str); + state->has_preferred_x = 0; + break; + + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2: +#endif + case STB_TEXTEDIT_K_LINESTART: + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2: +#endif + case STB_TEXTEDIT_K_LINEEND: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->has_preferred_x = 0; + break; + } + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + } + } +} + +///////////////////////////////////////////////////////////////////////////// +// +// Undo processing +// +// @OPTIMIZE: the undo/redo buffer should be circular + +static void stb_textedit_flush_redo(StbUndoState *state) +{ + state->redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; +} + +// discard the oldest entry in the undo list +static void stb_textedit_discard_undo(StbUndoState *state) +{ + if (state->undo_point > 0) { + // if the 0th undo state has characters, clean those up + if (state->undo_rec[0].char_storage >= 0) { + int n = state->undo_rec[0].insert_length, i; + // delete n characters from all other records + state->undo_char_point -= n; + IMSTB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); + for (i=0; i < state->undo_point; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it + } + --state->undo_point; + IMSTB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); + } +} + +// discard the oldest entry in the redo list--it's bad if this +// ever happens, but because undo & redo have to store the actual +// characters in different cases, the redo character buffer can +// fill up even though the undo buffer didn't +static void stb_textedit_discard_redo(StbUndoState *state) +{ + int k = IMSTB_TEXTEDIT_UNDOSTATECOUNT-1; + + if (state->redo_point <= k) { + // if the k'th undo state has characters, clean those up + if (state->undo_rec[k].char_storage >= 0) { + int n = state->undo_rec[k].insert_length, i; + // move the remaining redo character data to the end of the buffer + state->redo_char_point += n; + IMSTB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((IMSTB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); + // adjust the position of all the other records to account for above memmove + for (i=state->redo_point; i < k; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage += n; + } + // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' + // [DEAR IMGUI] + size_t move_size = (size_t)((IMSTB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; + const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; + IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); + IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); + IMSTB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + + // now move redo_point to point to the new one + ++state->redo_point; + } +} + +static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars) +{ + // any time we create a new undo record, we discard redo + stb_textedit_flush_redo(state); + + // if we have no free records, we have to make room, by sliding the + // existing records down + if (state->undo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + stb_textedit_discard_undo(state); + + // if the characters to store won't possibly fit in the buffer, we can't undo + if (numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) { + state->undo_point = 0; + state->undo_char_point = 0; + return NULL; + } + + // if we don't have enough free characters in the buffer, we have to make room + while (state->undo_char_point + numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) + stb_textedit_discard_undo(state); + + return &state->undo_rec[state->undo_point++]; +} + +static IMSTB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) +{ + StbUndoRecord *r = stb_text_create_undo_record(state, insert_len); + if (r == NULL) + return NULL; + + r->where = pos; + r->insert_length = (IMSTB_TEXTEDIT_POSITIONTYPE) insert_len; + r->delete_length = (IMSTB_TEXTEDIT_POSITIONTYPE) delete_len; + + if (insert_len == 0) { + r->char_storage = -1; + return NULL; + } else { + r->char_storage = state->undo_char_point; + state->undo_char_point += insert_len; + return &state->undo_char[r->char_storage]; + } +} + +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord u, *r; + if (s->undo_point == 0) + return; + + // we need to do two things: apply the undo record, and create a redo record + u = s->undo_rec[s->undo_point-1]; + r = &s->undo_rec[s->redo_point-1]; + r->char_storage = -1; + + r->insert_length = u.delete_length; + r->delete_length = u.insert_length; + r->where = u.where; + + if (u.delete_length) { + // if the undo record says to delete characters, then the redo record will + // need to re-insert the characters that get deleted, so we need to store + // them. + + // there are three cases: + // there's enough room to store the characters + // characters stored for *redoing* don't leave room for redo + // characters stored for *undoing* don't leave room for redo + // if the last is true, we have to bail + + if (s->undo_char_point + u.delete_length >= IMSTB_TEXTEDIT_UNDOCHARCOUNT) { + // the undo records take up too much character space; there's no space to store the redo characters + r->insert_length = 0; + } else { + int i; + + // there's definitely room to store the characters eventually + while (s->undo_char_point + u.delete_length > s->redo_char_point) { + // should never happen: + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + return; + // there's currently not enough room, so discard a redo record + stb_textedit_discard_redo(s); + } + r = &s->undo_rec[s->redo_point-1]; + + r->char_storage = s->redo_char_point - u.delete_length; + s->redo_char_point = s->redo_char_point - u.delete_length; + + // now save the characters + for (i=0; i < u.delete_length; ++i) + s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i); + } + + // now we can carry out the deletion + STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length); + } + + // check type of recorded action: + if (u.insert_length) { + // easy case: was a deletion, so we need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); + s->undo_char_point -= u.insert_length; + } + + state->cursor = u.where + u.insert_length; + + s->undo_point--; + s->redo_point--; +} + +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord *u, r; + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + return; + + // we need to do two things: apply the redo record, and create an undo record + u = &s->undo_rec[s->undo_point]; + r = s->undo_rec[s->redo_point]; + + // we KNOW there must be room for the undo record, because the redo record + // was derived from an undo record + + u->delete_length = r.insert_length; + u->insert_length = r.delete_length; + u->where = r.where; + u->char_storage = -1; + + if (r.delete_length) { + // the redo record requires us to delete characters, so the undo record + // needs to store the characters + + if (s->undo_char_point + u->insert_length > s->redo_char_point) { + u->insert_length = 0; + u->delete_length = 0; + } else { + int i; + u->char_storage = s->undo_char_point; + s->undo_char_point = s->undo_char_point + u->insert_length; + + // now save the characters + for (i=0; i < u->insert_length; ++i) + s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i); + } + + STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length); + } + + if (r.insert_length) { + // easy case: need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); + s->redo_char_point += r.insert_length; + } + + state->cursor = r.where + r.insert_length; + + s->undo_point++; + s->redo_point++; +} + +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length) +{ + stb_text_createundo(&state->undostate, where, 0, length); +} + +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) +{ + int i; + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); + if (p) { + for (i=0; i < length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) +{ + int i; + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); + if (p) { + for (i=0; i < old_length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +// reset the state to default +static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line) +{ + state->undostate.undo_point = 0; + state->undostate.undo_char_point = 0; + state->undostate.redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->undostate.redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; + state->select_end = state->select_start = 0; + state->cursor = 0; + state->has_preferred_x = 0; + state->preferred_x = 0; + state->cursor_at_end_of_line = 0; + state->initialized = 1; + state->single_line = (unsigned char) is_single_line; + state->insert_mode = 0; + state->row_count_per_page = 0; +} + +// API initialize +static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +{ + stb_textedit_clear_state(state, is_single_line); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +static int stb_textedit_paste(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE const *ctext, int len) +{ + return stb_textedit_paste_internal(str, state, (IMSTB_TEXTEDIT_CHARTYPE *) ctext, len); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif//IMSTB_TEXTEDIT_IMPLEMENTATION + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/src/main/imgui/imstb_truetype.h b/src/main/imgui/imstb_truetype.h new file mode 100644 index 0000000..976f09c --- /dev/null +++ b/src/main/imgui/imstb_truetype.h @@ -0,0 +1,5085 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_truetype.h 1.26. +// Mostly fixing for compiler and static analyzer warnings. +// Grep for [DEAR IMGUI] to find the changes. + +// stb_truetype.h - v1.26 - public domain +// authored from 2009-2021 by Sean Barrett / RAD Game Tools +// +// ======================================================================= +// +// NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES +// +// This library does no range checking of the offsets found in the file, +// meaning an attacker can use it to read arbitrary memory. +// +// ======================================================================= +// +// This library processes TrueType files: +// parse files +// extract glyph metrics +// extract glyph shapes +// render glyphs to one-channel bitmaps with antialiasing (box filter) +// render glyphs to one-channel SDF bitmaps (signed-distance field/function) +// +// Todo: +// non-MS cmaps +// crashproof on bad data +// hinting? (no longer patented) +// cleartype-style AA? +// optimize: use simple memory allocator for intermediates +// optimize: build edge-list directly from curves +// optimize: rasterize directly from curves? +// +// ADDITIONAL CONTRIBUTORS +// +// Mikko Mononen: compound shape support, more cmap formats +// Tor Andersson: kerning, subpixel rendering +// Dougall Johnson: OpenType / Type 2 font handling +// Daniel Ribeiro Maciel: basic GPOS-based kerning +// +// Misc other: +// Ryan Gordon +// Simon Glass +// github:IntellectualKitty +// Imanol Celaya +// Daniel Ribeiro Maciel +// +// Bug/warning reports/fixes: +// "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe +// Cass Everitt Martins Mozeiko github:aloucks +// stoiko (Haemimont Games) Cap Petschulat github:oyvindjam +// Brian Hook Omar Cornut github:vassvik +// Walter van Niftrik Ryan Griege +// David Gow Peter LaValle +// David Given Sergey Popov +// Ivan-Assen Ivanov Giumo X. Clanjor +// Anthony Pesch Higor Euripedes +// Johan Duparc Thomas Fields +// Hou Qiming Derek Vinyard +// Rob Loach Cort Stratton +// Kenney Phillis Jr. Brian Costabile +// Ken Voskuil (kaesve) +// +// VERSION HISTORY +// +// 1.26 (2021-08-28) fix broken rasterizer +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// variant PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// +// Full history can be found at the end of this file. +// +// LICENSE +// +// See end of file for license information. +// +// USAGE +// +// Include this file in whatever places need to refer to it. In ONE C/C++ +// file, write: +// #define STB_TRUETYPE_IMPLEMENTATION +// before the #include of this file. This expands out the actual +// implementation into that C/C++ file. +// +// To make the implementation private to the file that generates the implementation, +// #define STBTT_STATIC +// +// Simple 3D API (don't ship this, but it's fine for tools and quick start) +// stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture +// stbtt_GetBakedQuad() -- compute quad to draw for a given char +// +// Improved 3D API (more shippable): +// #include "stb_rect_pack.h" -- optional, but you really want it +// stbtt_PackBegin() +// stbtt_PackSetOversampling() -- for improved quality on small fonts +// stbtt_PackFontRanges() -- pack and renders +// stbtt_PackEnd() +// stbtt_GetPackedQuad() +// +// "Load" a font file from a memory buffer (you have to keep the buffer loaded) +// stbtt_InitFont() +// stbtt_GetFontOffsetForIndex() -- indexing for TTC font collections +// stbtt_GetNumberOfFonts() -- number of fonts for TTC font collections +// +// Render a unicode codepoint to a bitmap +// stbtt_GetCodepointBitmap() -- allocates and returns a bitmap +// stbtt_MakeCodepointBitmap() -- renders into bitmap you provide +// stbtt_GetCodepointBitmapBox() -- how big the bitmap must be +// +// Character advance/positioning +// stbtt_GetCodepointHMetrics() +// stbtt_GetFontVMetrics() +// stbtt_GetFontVMetricsOS2() +// stbtt_GetCodepointKernAdvance() +// +// Starting with version 1.06, the rasterizer was replaced with a new, +// faster and generally-more-precise rasterizer. The new rasterizer more +// accurately measures pixel coverage for anti-aliasing, except in the case +// where multiple shapes overlap, in which case it overestimates the AA pixel +// coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If +// this turns out to be a problem, you can re-enable the old rasterizer with +// #define STBTT_RASTERIZER_VERSION 1 +// which will incur about a 15% speed hit. +// +// ADDITIONAL DOCUMENTATION +// +// Immediately after this block comment are a series of sample programs. +// +// After the sample programs is the "header file" section. This section +// includes documentation for each API function. +// +// Some important concepts to understand to use this library: +// +// Codepoint +// Characters are defined by unicode codepoints, e.g. 65 is +// uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is +// the hiragana for "ma". +// +// Glyph +// A visual character shape (every codepoint is rendered as +// some glyph) +// +// Glyph index +// A font-specific integer ID representing a glyph +// +// Baseline +// Glyph shapes are defined relative to a baseline, which is the +// bottom of uppercase characters. Characters extend both above +// and below the baseline. +// +// Current Point +// As you draw text to the screen, you keep track of a "current point" +// which is the origin of each character. The current point's vertical +// position is the baseline. Even "baked fonts" use this model. +// +// Vertical Font Metrics +// The vertical qualities of the font, used to vertically position +// and space the characters. See docs for stbtt_GetFontVMetrics. +// +// Font Size in Pixels or Points +// The preferred interface for specifying font sizes in stb_truetype +// is to specify how tall the font's vertical extent should be in pixels. +// If that sounds good enough, skip the next paragraph. +// +// Most font APIs instead use "points", which are a common typographic +// measurement for describing font size, defined as 72 points per inch. +// stb_truetype provides a point API for compatibility. However, true +// "per inch" conventions don't make much sense on computer displays +// since different monitors have different number of pixels per +// inch. For example, Windows traditionally uses a convention that +// there are 96 pixels per inch, thus making 'inch' measurements have +// nothing to do with inches, and thus effectively defining a point to +// be 1.333 pixels. Additionally, the TrueType font data provides +// an explicit scale factor to scale a given font's glyphs to points, +// but the author has observed that this scale factor is often wrong +// for non-commercial fonts, thus making fonts scaled in points +// according to the TrueType spec incoherently sized in practice. +// +// DETAILED USAGE: +// +// Scale: +// Select how high you want the font to be, in points or pixels. +// Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute +// a scale factor SF that will be used by all other functions. +// +// Baseline: +// You need to select a y-coordinate that is the baseline of where +// your text will appear. Call GetFontBoundingBox to get the baseline-relative +// bounding box for all characters. SF*-y0 will be the distance in pixels +// that the worst-case character could extend above the baseline, so if +// you want the top edge of characters to appear at the top of the +// screen where y=0, then you would set the baseline to SF*-y0. +// +// Current point: +// Set the current point where the first character will appear. The +// first character could extend left of the current point; this is font +// dependent. You can either choose a current point that is the leftmost +// point and hope, or add some padding, or check the bounding box or +// left-side-bearing of the first character to be displayed and set +// the current point based on that. +// +// Displaying a character: +// Compute the bounding box of the character. It will contain signed values +// relative to . I.e. if it returns x0,y0,x1,y1, +// then the character should be displayed in the rectangle from +// to = 32 && *text < 128) { + stbtt_aligned_quad q; + stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9 + glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0); + glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0); + glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1); + glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1); + } + ++text; + } + glEnd(); +} +#endif +// +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program (this compiles): get a single bitmap, print as ASCII art +// +#if 0 +#include +#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation +#include "stb_truetype.h" + +char ttf_buffer[1<<25]; + +int main(int argc, char **argv) +{ + stbtt_fontinfo font; + unsigned char *bitmap; + int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20); + + fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb")); + + stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0)); + bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0); + + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) + putchar(" .:ioVM@"[bitmap[j*w+i]>>5]); + putchar('\n'); + } + return 0; +} +#endif +// +// Output: +// +// .ii. +// @@@@@@. +// V@Mio@@o +// :i. V@V +// :oM@@M +// :@@@MM@M +// @@o o@M +// :@@. M@M +// @@@o@@@@ +// :M@@V:@@. +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program: print "Hello World!" banner, with bugs +// +#if 0 +char buffer[24<<20]; +unsigned char screen[20][79]; + +int main(int arg, char **argv) +{ + stbtt_fontinfo font; + int i,j,ascent,baseline,ch=0; + float scale, xpos=2; // leave a little padding in case the character extends left + char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness + + fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb")); + stbtt_InitFont(&font, buffer, 0); + + scale = stbtt_ScaleForPixelHeight(&font, 15); + stbtt_GetFontVMetrics(&font, &ascent,0,0); + baseline = (int) (ascent*scale); + + while (text[ch]) { + int advance,lsb,x0,y0,x1,y1; + float x_shift = xpos - (float) floor(xpos); + stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb); + stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1); + stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]); + // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong + // because this API is really for baking character bitmaps into textures. if you want to render + // a sequence of characters, you really need to render each bitmap to a temp buffer, then + // "alpha blend" that into the working buffer + xpos += (advance * scale); + if (text[ch+1]) + xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]); + ++ch; + } + + for (j=0; j < 20; ++j) { + for (i=0; i < 78; ++i) + putchar(" .:ioVM@"[screen[j][i]>>5]); + putchar('\n'); + } + + return 0; +} +#endif + + +////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// +//// +//// INTEGRATION WITH YOUR CODEBASE +//// +//// The following sections allow you to supply alternate definitions +//// of C library functions used by stb_truetype, e.g. if you don't +//// link with the C runtime library. + +#ifdef STB_TRUETYPE_IMPLEMENTATION + // #define your own (u)stbtt_int8/16/32 before including to override this + #ifndef stbtt_uint8 + typedef unsigned char stbtt_uint8; + typedef signed char stbtt_int8; + typedef unsigned short stbtt_uint16; + typedef signed short stbtt_int16; + typedef unsigned int stbtt_uint32; + typedef signed int stbtt_int32; + #endif + + typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1]; + typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1]; + + // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h + #ifndef STBTT_ifloor + #include + #define STBTT_ifloor(x) ((int) floor(x)) + #define STBTT_iceil(x) ((int) ceil(x)) + #endif + + #ifndef STBTT_sqrt + #include + #define STBTT_sqrt(x) sqrt(x) + #define STBTT_pow(x,y) pow(x,y) + #endif + + #ifndef STBTT_fmod + #include + #define STBTT_fmod(x,y) fmod(x,y) + #endif + + #ifndef STBTT_cos + #include + #define STBTT_cos(x) cos(x) + #define STBTT_acos(x) acos(x) + #endif + + #ifndef STBTT_fabs + #include + #define STBTT_fabs(x) fabs(x) + #endif + + // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h + #ifndef STBTT_malloc + #include + #define STBTT_malloc(x,u) ((void)(u),malloc(x)) + #define STBTT_free(x,u) ((void)(u),free(x)) + #endif + + #ifndef STBTT_assert + #include + #define STBTT_assert(x) assert(x) + #endif + + #ifndef STBTT_strlen + #include + #define STBTT_strlen(x) strlen(x) + #endif + + #ifndef STBTT_memcpy + #include + #define STBTT_memcpy memcpy + #define STBTT_memset memset + #endif +#endif + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// INTERFACE +//// +//// + +#ifndef __STB_INCLUDE_STB_TRUETYPE_H__ +#define __STB_INCLUDE_STB_TRUETYPE_H__ + +#ifdef STBTT_STATIC +#define STBTT_DEF static +#else +#define STBTT_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +// private structure +typedef struct +{ + unsigned char *data; + int cursor; + int size; +} stbtt__buf; + +////////////////////////////////////////////////////////////////////////////// +// +// TEXTURE BAKING API +// +// If you use this API, you only have to call two functions ever. +// + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; +} stbtt_bakedchar; + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata); // you allocate this, it's num_chars long +// if return is positive, the first unused row of the bitmap +// if return is negative, returns the negative of the number of characters that fit +// if return is 0, no characters fit and no rows were used +// This uses a very crappy packing. + +typedef struct +{ + float x0,y0,s0,t0; // top-left + float x1,y1,s1,t1; // bottom-right +} stbtt_aligned_quad; + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier +// Call GetBakedQuad with char_index = 'character - first_char', and it +// creates the quad you need to draw and advances the current position. +// +// The coordinate system used assumes y increases downwards. +// +// Characters will extend both above and below the current position; +// see discussion of "BASELINE" above. +// +// It's inefficient; you might want to c&p it and optimize it. + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap); +// Query the font vertical metrics without having to create a font first. + + +////////////////////////////////////////////////////////////////////////////// +// +// NEW TEXTURE BAKING API +// +// This provides options for packing multiple fonts into one atlas, not +// perfectly but better than nothing. + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; + float xoff2,yoff2; +} stbtt_packedchar; + +typedef struct stbtt_pack_context stbtt_pack_context; +typedef struct stbtt_fontinfo stbtt_fontinfo; +#ifndef STB_RECT_PACK_VERSION +typedef struct stbrp_rect stbrp_rect; +#endif + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context); +// Initializes a packing context stored in the passed-in stbtt_pack_context. +// Future calls using this context will pack characters into the bitmap passed +// in here: a 1-channel bitmap that is width * height. stride_in_bytes is +// the distance from one row to the next (or 0 to mean they are packed tightly +// together). "padding" is the amount of padding to leave between each +// character (normally you want '1' for bitmaps you'll use as textures with +// bilinear filtering). +// +// Returns 0 on failure, 1 on success. + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc); +// Cleans up the packing context and frees all memory. + +#define STBTT_POINT_SIZE(x) (-(x)) + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range); +// Creates character bitmaps from the font_index'th font found in fontdata (use +// font_index=0 if you don't know what that is). It creates num_chars_in_range +// bitmaps for characters with unicode values starting at first_unicode_char_in_range +// and increasing. Data for how to render them is stored in chardata_for_range; +// pass these to stbtt_GetPackedQuad to get back renderable quads. +// +// font_size is the full height of the character from ascender to descender, +// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed +// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE() +// and pass that result as 'font_size': +// ..., 20 , ... // font max minus min y is 20 pixels tall +// ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall + +typedef struct +{ + float font_size; + int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint + int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints + int num_chars; + stbtt_packedchar *chardata_for_range; // output + unsigned char h_oversample, v_oversample; // don't set these, they're used internally +} stbtt_pack_range; + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges); +// Creates character bitmaps from multiple ranges of characters stored in +// ranges. This will usually create a better-packed bitmap than multiple +// calls to stbtt_PackFontRange. Note that you can call this multiple +// times within a single PackBegin/PackEnd. + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample); +// Oversampling a font increases the quality by allowing higher-quality subpixel +// positioning, and is especially valuable at smaller text sizes. +// +// This function sets the amount of oversampling for all following calls to +// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given +// pack context. The default (no oversampling) is achieved by h_oversample=1 +// and v_oversample=1. The total number of pixels required is +// h_oversample*v_oversample larger than the default; for example, 2x2 +// oversampling requires 4x the storage of 1x1. For best results, render +// oversampled textures with bilinear filtering. Look at the readme in +// stb/tests/oversample for information about oversampled fonts +// +// To use with PackFontRangesGather etc., you must set it before calls +// call to PackFontRangesGatherRects. + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); +// If skip != 0, this tells stb_truetype to skip any codepoints for which +// there is no corresponding glyph. If skip=0, which is the default, then +// codepoints without a glyph received the font's "missing character" glyph, +// typically an empty box by convention. + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int align_to_integer); + +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects); +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +// Calling these functions in sequence is roughly equivalent to calling +// stbtt_PackFontRanges(). If you more control over the packing of multiple +// fonts, or if you want to pack custom data into a font texture, take a look +// at the source to of stbtt_PackFontRanges() and create a custom version +// using these functions, e.g. call GatherRects multiple times, +// building up a single array of rects, then call PackRects once, +// then call RenderIntoRects repeatedly. This may result in a +// better packing than calling PackFontRanges multiple times +// (or it may not). + +// this is an opaque structure that you shouldn't mess with which holds +// all the context needed from PackBegin to PackEnd. +struct stbtt_pack_context { + void *user_allocator_context; + void *pack_info; + int width; + int height; + int stride_in_bytes; + int padding; + int skip_missing; + unsigned int h_oversample, v_oversample; + unsigned char *pixels; + void *nodes; +}; + +////////////////////////////////////////////////////////////////////////////// +// +// FONT LOADING +// +// + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data); +// This function will determine the number of fonts in a font file. TrueType +// collection (.ttc) files may contain multiple fonts, while TrueType font +// (.ttf) files only contain one font. The number of fonts can be used for +// indexing with the previous function where the index is between zero and one +// less than the total fonts. If an error occurs, -1 is returned. + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index); +// Each .ttf/.ttc file may have more than one font. Each font has a sequential +// index number starting from 0. Call this function to get the font offset for +// a given index; it returns -1 if the index is out of range. A regular .ttf +// file will only define one font and it always be at offset 0, so it will +// return '0' for index 0, and -1 for all other indices. + +// The following structure is defined publicly so you can declare one on +// the stack or as a global or etc, but you should treat it as opaque. +struct stbtt_fontinfo +{ + void * userdata; + unsigned char * data; // pointer to .ttf file + int fontstart; // offset of start of font + + int numGlyphs; // number of glyphs, needed for range checking + + int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf + int index_map; // a cmap mapping for our chosen character encoding + int indexToLocFormat; // format needed to map from glyph index to glyph + + stbtt__buf cff; // cff font data + stbtt__buf charstrings; // the charstring index + stbtt__buf gsubrs; // global charstring subroutines index + stbtt__buf subrs; // private charstring subroutines index + stbtt__buf fontdicts; // array of font dicts + stbtt__buf fdselect; // map from glyph to fontdict +}; + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset); +// Given an offset into the file that defines a font, this function builds +// the necessary cached info for the rest of the system. You must allocate +// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't +// need to do anything special to free it, because the contents are pure +// value data with no additional data structures. Returns 0 on failure. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER TO GLYPH-INDEX CONVERSIOn + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint); +// If you're going to perform multiple operations on the same character +// and you want a speed-up, call this function with the character you're +// going to process, then use glyph-based functions instead of the +// codepoint-based functions. +// Returns 0 if the character codepoint is not defined in the font. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER PROPERTIES +// + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose "height" is 'pixels' tall. +// Height is measured as the distance from the highest ascender to the lowest +// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics +// and computing: +// scale = pixels / (ascent - descent) +// so if you prefer to measure height by the ascent only, use a similar calculation. + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose EM size is mapped to +// 'pixels' tall. This is probably what traditional APIs compute, but +// I'm not positive. + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap); +// ascent is the coordinate above the baseline the font extends; descent +// is the coordinate below the baseline the font extends (i.e. it is typically negative) +// lineGap is the spacing between one row's descent and the next row's ascent... +// so you should advance the vertical position by "*ascent - *descent + *lineGap" +// these are expressed in unscaled coordinates, so you must multiply by +// the scale factor for a given size + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap); +// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2 +// table (specific to MS/Windows TTF files). +// +// Returns 1 on success (table present), 0 on failure. + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1); +// the bounding box around all possible characters + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing); +// leftSideBearing is the offset from the current horizontal position to the left edge of the character +// advanceWidth is the offset from the current horizontal position to the next horizontal position +// these are expressed in unscaled coordinates + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2); +// an additional amount to add to the 'advance' value between ch1 and ch2 + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1); +// Gets the bounding box of the visible part of the glyph, in unscaled coordinates + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing); +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2); +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); +// as above, but takes one or more glyph indices for greater efficiency + +typedef struct stbtt_kerningentry +{ + int glyph1; // use stbtt_FindGlyphIndex + int glyph2; + int advance; +} stbtt_kerningentry; + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info); +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length); +// Retrieves a complete list of all of the kerning pairs provided by the font +// stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write. +// The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1) + +////////////////////////////////////////////////////////////////////////////// +// +// GLYPH SHAPES (you probably don't need these, but they have to go before +// the bitmaps for C declaration-order reasons) +// + +#ifndef STBTT_vmove // you can predefine these to use different values (but why?) + enum { + STBTT_vmove=1, + STBTT_vline, + STBTT_vcurve, + STBTT_vcubic + }; +#endif + +#ifndef stbtt_vertex // you can predefine this to use different values + // (we share this with other code at RAD) + #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file + typedef struct + { + stbtt_vertex_type x,y,cx,cy,cx1,cy1; + unsigned char type,padding; + } stbtt_vertex; +#endif + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index); +// returns non-zero if nothing is drawn for this glyph + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices); +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices); +// returns # of vertices and fills *vertices with the pointer to them +// these are expressed in "unscaled" coordinates +// +// The shape is a series of contours. Each one starts with +// a STBTT_moveto, then consists of a series of mixed +// STBTT_lineto and STBTT_curveto segments. A lineto +// draws a line from previous endpoint to its x,y; a curveto +// draws a quadratic bezier from previous endpoint to +// its x,y, using cx,cy as the bezier control point. + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); +// frees the data allocated above + +STBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl); +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg); +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg); +// fills svg with the character's SVG data. +// returns data size or 0 if SVG not found. + +////////////////////////////////////////////////////////////////////////////// +// +// BITMAP RENDERING +// + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata); +// frees the bitmap allocated below + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// allocates a large-enough single-channel 8bpp bitmap and renders the +// specified character/glyph at the specified scale into it, with +// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque). +// *width & *height are filled out with the width & height of the bitmap, +// which is stored left-to-right, top-to-bottom. +// +// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); +// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap +// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap +// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the +// width and height and positioning info for it first. + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint); +// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint); +// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering +// is performed (see stbtt_PackSetOversampling) + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +// get the bbox of the bitmap centered around the glyph origin; so the +// bitmap width is ix1-ix0, height is iy1-iy0, and location to place +// the bitmap top left is (leftSideBearing*scale,iy0). +// (Note that the bitmap uses y-increases-down, but the shape uses +// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.) + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); +// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel +// shift for the character + +// the following functions are equivalent to the above functions, but operate +// on glyph indices instead of Unicode codepoints (for efficiency) +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph); +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); + + +// @TODO: don't expose this structure +typedef struct +{ + int w,h,stride; + unsigned char *pixels; +} stbtt__bitmap; + +// rasterize a shape with quadratic beziers into a bitmap +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into + float flatness_in_pixels, // allowable error of curve in pixels + stbtt_vertex *vertices, // array of vertices defining shape + int num_verts, // number of vertices in above array + float scale_x, float scale_y, // scale applied to input vertices + float shift_x, float shift_y, // translation applied to input vertices + int x_off, int y_off, // another translation applied to input + int invert, // if non-zero, vertically flip shape + void *userdata); // context for to STBTT_MALLOC + +////////////////////////////////////////////////////////////////////////////// +// +// Signed Distance Function (or Field) rendering + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata); +// frees the SDF bitmap allocated below + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +// These functions compute a discretized SDF field for a single character, suitable for storing +// in a single-channel texture, sampling with bilinear filtering, and testing against +// larger than some threshold to produce scalable fonts. +// info -- the font +// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap +// glyph/codepoint -- the character to generate the SDF for +// padding -- extra "pixels" around the character which are filled with the distance to the character (not 0), +// which allows effects like bit outlines +// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character) +// pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale) +// if positive, > onedge_value is inside; if negative, < onedge_value is inside +// width,height -- output height & width of the SDF bitmap (including padding) +// xoff,yoff -- output origin of the character +// return value -- a 2D array of bytes 0..255, width*height in size +// +// pixel_dist_scale & onedge_value are a scale & bias that allows you to make +// optimal use of the limited 0..255 for your application, trading off precision +// and special effects. SDF values outside the range 0..255 are clamped to 0..255. +// +// Example: +// scale = stbtt_ScaleForPixelHeight(22) +// padding = 5 +// onedge_value = 180 +// pixel_dist_scale = 180/5.0 = 36.0 +// +// This will create an SDF bitmap in which the character is about 22 pixels +// high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled +// shape, sample the SDF at each pixel and fill the pixel if the SDF value +// is greater than or equal to 180/255. (You'll actually want to antialias, +// which is beyond the scope of this example.) Additionally, you can compute +// offset outlines (e.g. to stroke the character border inside & outside, +// or only outside). For example, to fill outside the character up to 3 SDF +// pixels, you would compare against (180-36.0*3)/255 = 72/255. The above +// choice of variables maps a range from 5 pixels outside the shape to +// 2 pixels inside the shape to 0..255; this is intended primarily for apply +// outside effects only (the interior range is needed to allow proper +// antialiasing of the font at *smaller* sizes) +// +// The function computes the SDF analytically at each SDF pixel, not by e.g. +// building a higher-res bitmap and approximating it. In theory the quality +// should be as high as possible for an SDF of this size & representation, but +// unclear if this is true in practice (perhaps building a higher-res bitmap +// and computing from that can allow drop-out prevention). +// +// The algorithm has not been optimized at all, so expect it to be slow +// if computing lots of characters or very large sizes. + + + +////////////////////////////////////////////////////////////////////////////// +// +// Finding the right font... +// +// You should really just solve this offline, keep your own tables +// of what font is what, and don't try to get it out of the .ttf file. +// That's because getting it out of the .ttf file is really hard, because +// the names in the file can appear in many possible encodings, in many +// possible languages, and e.g. if you need a case-insensitive comparison, +// the details of that depend on the encoding & language in a complex way +// (actually underspecified in truetype, but also gigantic). +// +// But you can use the provided functions in two possible ways: +// stbtt_FindMatchingFont() will use *case-sensitive* comparisons on +// unicode-encoded names to try to find the font you want; +// you can run this before calling stbtt_InitFont() +// +// stbtt_GetFontNameString() lets you get any of the various strings +// from the file yourself and do your own comparisons on them. +// You have to have called stbtt_InitFont() first. + + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags); +// returns the offset (not index) of the font that matches, or -1 if none +// if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold". +// if you use any other flag, use a font name like "Arial"; this checks +// the 'macStyle' header field; i don't know if fonts set this consistently +#define STBTT_MACSTYLE_DONTCARE 0 +#define STBTT_MACSTYLE_BOLD 1 +#define STBTT_MACSTYLE_ITALIC 2 +#define STBTT_MACSTYLE_UNDERSCORE 4 +#define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0 + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2); +// returns 1/0 whether the first string interpreted as utf8 is identical to +// the second string interpreted as big-endian utf16... useful for strings from next func + +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID); +// returns the string (which may be big-endian double byte, e.g. for unicode) +// and puts the length in bytes in *length. +// +// some of the values for the IDs are below; for more see the truetype spec: +// http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html +// http://www.microsoft.com/typography/otspec/name.htm + +enum { // platformID + STBTT_PLATFORM_ID_UNICODE =0, + STBTT_PLATFORM_ID_MAC =1, + STBTT_PLATFORM_ID_ISO =2, + STBTT_PLATFORM_ID_MICROSOFT =3 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_UNICODE + STBTT_UNICODE_EID_UNICODE_1_0 =0, + STBTT_UNICODE_EID_UNICODE_1_1 =1, + STBTT_UNICODE_EID_ISO_10646 =2, + STBTT_UNICODE_EID_UNICODE_2_0_BMP=3, + STBTT_UNICODE_EID_UNICODE_2_0_FULL=4 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT + STBTT_MS_EID_SYMBOL =0, + STBTT_MS_EID_UNICODE_BMP =1, + STBTT_MS_EID_SHIFTJIS =2, + STBTT_MS_EID_UNICODE_FULL =10 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes + STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4, + STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5, + STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6, + STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7 +}; + +enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID... + // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs + STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410, + STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411, + STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412, + STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419, + STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409, + STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D +}; + +enum { // languageID for STBTT_PLATFORM_ID_MAC + STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11, + STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23, + STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32, + STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 , + STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 , + STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33, + STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19 +}; + +#ifdef __cplusplus +} +#endif + +#endif // __STB_INCLUDE_STB_TRUETYPE_H__ + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// IMPLEMENTATION +//// +//// + +#ifdef STB_TRUETYPE_IMPLEMENTATION + +#ifndef STBTT_MAX_OVERSAMPLE +#define STBTT_MAX_OVERSAMPLE 8 +#endif + +#if STBTT_MAX_OVERSAMPLE > 255 +#error "STBTT_MAX_OVERSAMPLE cannot be > 255" +#endif + +typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1]; + +#ifndef STBTT_RASTERIZER_VERSION +#define STBTT_RASTERIZER_VERSION 2 +#endif + +#ifdef _MSC_VER +#define STBTT__NOTUSED(v) (void)(v) +#else +#define STBTT__NOTUSED(v) (void)sizeof(v) +#endif + +////////////////////////////////////////////////////////////////////////// +// +// stbtt__buf helpers to parse data from file +// + +static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor++]; +} + +static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor]; +} + +static void stbtt__buf_seek(stbtt__buf *b, int o) +{ + STBTT_assert(!(o > b->size || o < 0)); + b->cursor = (o > b->size || o < 0) ? b->size : o; +} + +static void stbtt__buf_skip(stbtt__buf *b, int o) +{ + stbtt__buf_seek(b, b->cursor + o); +} + +static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n) +{ + stbtt_uint32 v = 0; + int i; + STBTT_assert(n >= 1 && n <= 4); + for (i = 0; i < n; i++) + v = (v << 8) | stbtt__buf_get8(b); + return v; +} + +static stbtt__buf stbtt__new_buf(const void *p, size_t size) +{ + stbtt__buf r; + STBTT_assert(size < 0x40000000); + r.data = (stbtt_uint8*) p; + r.size = (int) size; + r.cursor = 0; + return r; +} + +#define stbtt__buf_get16(b) stbtt__buf_get((b), 2) +#define stbtt__buf_get32(b) stbtt__buf_get((b), 4) + +static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s) +{ + stbtt__buf r = stbtt__new_buf(NULL, 0); + if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r; + r.data = b->data + o; + r.size = s; + return r; +} + +static stbtt__buf stbtt__cff_get_index(stbtt__buf *b) +{ + int count, start, offsize; + start = b->cursor; + count = stbtt__buf_get16(b); + if (count) { + offsize = stbtt__buf_get8(b); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(b, offsize * count); + stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1); + } + return stbtt__buf_range(b, start, b->cursor - start); +} + +static stbtt_uint32 stbtt__cff_int(stbtt__buf *b) +{ + int b0 = stbtt__buf_get8(b); + if (b0 >= 32 && b0 <= 246) return b0 - 139; + else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108; + else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108; + else if (b0 == 28) return stbtt__buf_get16(b); + else if (b0 == 29) return stbtt__buf_get32(b); + STBTT_assert(0); + return 0; +} + +static void stbtt__cff_skip_operand(stbtt__buf *b) { + int v, b0 = stbtt__buf_peek8(b); + STBTT_assert(b0 >= 28); + if (b0 == 30) { + stbtt__buf_skip(b, 1); + while (b->cursor < b->size) { + v = stbtt__buf_get8(b); + if ((v & 0xF) == 0xF || (v >> 4) == 0xF) + break; + } + } else { + stbtt__cff_int(b); + } +} + +static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key) +{ + stbtt__buf_seek(b, 0); + while (b->cursor < b->size) { + int start = b->cursor, end, op; + while (stbtt__buf_peek8(b) >= 28) + stbtt__cff_skip_operand(b); + end = b->cursor; + op = stbtt__buf_get8(b); + if (op == 12) op = stbtt__buf_get8(b) | 0x100; + if (op == key) return stbtt__buf_range(b, start, end-start); + } + return stbtt__buf_range(b, 0, 0); +} + +static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out) +{ + int i; + stbtt__buf operands = stbtt__dict_get(b, key); + for (i = 0; i < outcount && operands.cursor < operands.size; i++) + out[i] = stbtt__cff_int(&operands); +} + +static int stbtt__cff_index_count(stbtt__buf *b) +{ + stbtt__buf_seek(b, 0); + return stbtt__buf_get16(b); +} + +static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i) +{ + int count, offsize, start, end; + stbtt__buf_seek(&b, 0); + count = stbtt__buf_get16(&b); + offsize = stbtt__buf_get8(&b); + STBTT_assert(i >= 0 && i < count); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(&b, i*offsize); + start = stbtt__buf_get(&b, offsize); + end = stbtt__buf_get(&b, offsize); + return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start); +} + +////////////////////////////////////////////////////////////////////////// +// +// accessors to parse data from file +// + +// on platforms that don't allow misaligned reads, if we want to allow +// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE + +#define ttBYTE(p) (* (stbtt_uint8 *) (p)) +#define ttCHAR(p) (* (stbtt_int8 *) (p)) +#define ttFixed(p) ttLONG(p) + +static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_int16 ttSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_uint32 ttULONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } +static stbtt_int32 ttLONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } + +#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3)) +#define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3]) + +static int stbtt__isfont(stbtt_uint8 *font) +{ + // check the version number + if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1 + if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this! + if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF + if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0 + if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts + return 0; +} + +// @OPTIMIZE: binary search +static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag) +{ + stbtt_int32 num_tables = ttUSHORT(data+fontstart+4); + stbtt_uint32 tabledir = fontstart + 12; + stbtt_int32 i; + for (i=0; i < num_tables; ++i) { + stbtt_uint32 loc = tabledir + 16*i; + if (stbtt_tag(data+loc+0, tag)) + return ttULONG(data+loc+8); + } + return 0; +} + +static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index) +{ + // if it's just a font, there's only one valid index + if (stbtt__isfont(font_collection)) + return index == 0 ? 0 : -1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + stbtt_int32 n = ttLONG(font_collection+8); + if (index >= n) + return -1; + return ttULONG(font_collection+12+index*4); + } + } + return -1; +} + +static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection) +{ + // if it's just a font, there's only one valid font + if (stbtt__isfont(font_collection)) + return 1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + return ttLONG(font_collection+8); + } + } + return 0; +} + +static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) +{ + stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 }; + stbtt__buf pdict; + stbtt__dict_get_ints(&fontdict, 18, 2, private_loc); + if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0); + pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]); + stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff); + if (!subrsoff) return stbtt__new_buf(NULL, 0); + stbtt__buf_seek(&cff, private_loc[1]+subrsoff); + return stbtt__cff_get_index(&cff); +} + +// since most people won't use this, find this table the first time it's needed +static int stbtt__get_svg(stbtt_fontinfo *info) +{ + stbtt_uint32 t; + if (info->svg < 0) { + t = stbtt__find_table(info->data, info->fontstart, "SVG "); + if (t) { + stbtt_uint32 offset = ttULONG(info->data + t + 2); + info->svg = t + offset; + } else { + info->svg = 0; + } + } + return info->svg; +} + +static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) +{ + stbtt_uint32 cmap, t; + stbtt_int32 i,numTables; + + info->data = data; + info->fontstart = fontstart; + info->cff = stbtt__new_buf(NULL, 0); + + cmap = stbtt__find_table(data, fontstart, "cmap"); // required + info->loca = stbtt__find_table(data, fontstart, "loca"); // required + info->head = stbtt__find_table(data, fontstart, "head"); // required + info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required + info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required + info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required + info->kern = stbtt__find_table(data, fontstart, "kern"); // not required + info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required + + if (!cmap || !info->head || !info->hhea || !info->hmtx) + return 0; + if (info->glyf) { + // required for truetype + if (!info->loca) return 0; + } else { + // initialization for CFF / Type2 fonts (OTF) + stbtt__buf b, topdict, topdictidx; + stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0; + stbtt_uint32 cff; + + cff = stbtt__find_table(data, fontstart, "CFF "); + if (!cff) return 0; + + info->fontdicts = stbtt__new_buf(NULL, 0); + info->fdselect = stbtt__new_buf(NULL, 0); + + // @TODO this should use size from table (not 512MB) + info->cff = stbtt__new_buf(data+cff, 512*1024*1024); + b = info->cff; + + // read the header + stbtt__buf_skip(&b, 2); + stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize + + // @TODO the name INDEX could list multiple fonts, + // but we just use the first one. + stbtt__cff_get_index(&b); // name INDEX + topdictidx = stbtt__cff_get_index(&b); + topdict = stbtt__cff_index_get(topdictidx, 0); + stbtt__cff_get_index(&b); // string INDEX + info->gsubrs = stbtt__cff_get_index(&b); + + stbtt__dict_get_ints(&topdict, 17, 1, &charstrings); + stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype); + stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff); + stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff); + info->subrs = stbtt__get_subrs(b, topdict); + + // we only support Type 2 charstrings + if (cstype != 2) return 0; + if (charstrings == 0) return 0; + + if (fdarrayoff) { + // looks like a CID font + if (!fdselectoff) return 0; + stbtt__buf_seek(&b, fdarrayoff); + info->fontdicts = stbtt__cff_get_index(&b); + info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff); + } + + stbtt__buf_seek(&b, charstrings); + info->charstrings = stbtt__cff_get_index(&b); + } + + t = stbtt__find_table(data, fontstart, "maxp"); + if (t) + info->numGlyphs = ttUSHORT(data+t+4); + else + info->numGlyphs = 0xffff; + + info->svg = -1; + + // find a cmap encoding table we understand *now* to avoid searching + // later. (todo: could make this installable) + // the same regardless of glyph. + numTables = ttUSHORT(data + cmap + 2); + info->index_map = 0; + for (i=0; i < numTables; ++i) { + stbtt_uint32 encoding_record = cmap + 4 + 8 * i; + // find an encoding we understand: + switch(ttUSHORT(data+encoding_record)) { + case STBTT_PLATFORM_ID_MICROSOFT: + switch (ttUSHORT(data+encoding_record+2)) { + case STBTT_MS_EID_UNICODE_BMP: + case STBTT_MS_EID_UNICODE_FULL: + // MS/Unicode + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + break; + case STBTT_PLATFORM_ID_UNICODE: + // Mac/iOS has these + // all the encodingIDs are unicode, so we don't bother to check it + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + } + if (info->index_map == 0) + return 0; + + info->indexToLocFormat = ttUSHORT(data+info->head + 50); + return 1; +} + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint) +{ + stbtt_uint8 *data = info->data; + stbtt_uint32 index_map = info->index_map; + + stbtt_uint16 format = ttUSHORT(data + index_map + 0); + if (format == 0) { // apple byte encoding + stbtt_int32 bytes = ttUSHORT(data + index_map + 2); + if (unicode_codepoint < bytes-6) + return ttBYTE(data + index_map + 6 + unicode_codepoint); + return 0; + } else if (format == 6) { + stbtt_uint32 first = ttUSHORT(data + index_map + 6); + stbtt_uint32 count = ttUSHORT(data + index_map + 8); + if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count) + return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2); + return 0; + } else if (format == 2) { + STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean + return 0; + } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges + stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1; + stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1; + stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10); + stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1; + + // do a binary search of the segments + stbtt_uint32 endCount = index_map + 14; + stbtt_uint32 search = endCount; + + if (unicode_codepoint > 0xffff) + return 0; + + // they lie from endCount .. endCount + segCount + // but searchRange is the nearest power of two, so... + if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2)) + search += rangeShift*2; + + // now decrement to bias correctly to find smallest + search -= 2; + while (entrySelector) { + stbtt_uint16 end; + searchRange >>= 1; + end = ttUSHORT(data + search + searchRange*2); + if (unicode_codepoint > end) + search += searchRange*2; + --entrySelector; + } + search += 2; + + { + stbtt_uint16 offset, start, last; + stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); + + start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); + last = ttUSHORT(data + endCount + 2*item); + if (unicode_codepoint < start || unicode_codepoint > last) + return 0; + + offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); + if (offset == 0) + return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item)); + + return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item); + } + } else if (format == 12 || format == 13) { + stbtt_uint32 ngroups = ttULONG(data+index_map+12); + stbtt_int32 low,high; + low = 0; high = (stbtt_int32)ngroups; + // Binary search the right group. + while (low < high) { + stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high + stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12); + stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4); + if ((stbtt_uint32) unicode_codepoint < start_char) + high = mid; + else if ((stbtt_uint32) unicode_codepoint > end_char) + low = mid+1; + else { + stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8); + if (format == 12) + return start_glyph + unicode_codepoint-start_char; + else // format == 13 + return start_glyph; + } + } + return 0; // not found + } + // @TODO + STBTT_assert(0); + return 0; +} + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices) +{ + return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices); +} + +static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy) +{ + v->type = type; + v->x = (stbtt_int16) x; + v->y = (stbtt_int16) y; + v->cx = (stbtt_int16) cx; + v->cy = (stbtt_int16) cy; +} + +static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index) +{ + int g1,g2; + + STBTT_assert(!info->cff.size); + + if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range + if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format + + if (info->indexToLocFormat == 0) { + g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; + g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; + } else { + g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4); + g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4); + } + + return g1==g2 ? -1 : g1; // if length is 0, return -1 +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); + +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + if (info->cff.size) { + stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1); + } else { + int g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 0; + + if (x0) *x0 = ttSHORT(info->data + g + 2); + if (y0) *y0 = ttSHORT(info->data + g + 4); + if (x1) *x1 = ttSHORT(info->data + g + 6); + if (y1) *y1 = ttSHORT(info->data + g + 8); + } + return 1; +} + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1) +{ + return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1); +} + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt_int16 numberOfContours; + int g; + if (info->cff.size) + return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0; + g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 1; + numberOfContours = ttSHORT(info->data + g); + return numberOfContours == 0; +} + +static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off, + stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy) +{ + if (start_off) { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy); + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy); + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0); + } + return num_vertices; +} + +static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + stbtt_int16 numberOfContours; + stbtt_uint8 *endPtsOfContours; + stbtt_uint8 *data = info->data; + stbtt_vertex *vertices=0; + int num_vertices=0; + int g = stbtt__GetGlyfOffset(info, glyph_index); + + *pvertices = NULL; + + if (g < 0) return 0; + + numberOfContours = ttSHORT(data + g); + + if (numberOfContours > 0) { + stbtt_uint8 flags=0,flagcount; + stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0; + stbtt_int32 x,y,cx,cy,sx,sy, scx,scy; + stbtt_uint8 *points; + endPtsOfContours = (data + g + 10); + ins = ttUSHORT(data + g + 10 + numberOfContours * 2); + points = data + g + 10 + numberOfContours * 2 + 2 + ins; + + n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2); + + m = n + 2*numberOfContours; // a loose bound on how many vertices we might need + vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata); + if (vertices == 0) + return 0; + + next_move = 0; + flagcount=0; + + // in first pass, we load uninterpreted data into the allocated array + // above, shifted to the end of the array so we won't overwrite it when + // we create our final data starting from the front + + off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated + + // first load flags + + for (i=0; i < n; ++i) { + if (flagcount == 0) { + flags = *points++; + if (flags & 8) + flagcount = *points++; + } else + --flagcount; + vertices[off+i].type = flags; + } + + // now load x coordinates + x=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 2) { + stbtt_int16 dx = *points++; + x += (flags & 16) ? dx : -dx; // ??? + } else { + if (!(flags & 16)) { + x = x + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].x = (stbtt_int16) x; + } + + // now load y coordinates + y=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 4) { + stbtt_int16 dy = *points++; + y += (flags & 32) ? dy : -dy; // ??? + } else { + if (!(flags & 32)) { + y = y + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].y = (stbtt_int16) y; + } + + // now convert them to our format + num_vertices=0; + sx = sy = cx = cy = scx = scy = 0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + x = (stbtt_int16) vertices[off+i].x; + y = (stbtt_int16) vertices[off+i].y; + + if (next_move == i) { + if (i != 0) + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + + // now start the new one + start_off = !(flags & 1); + if (start_off) { + // if we start off with an off-curve point, then when we need to find a point on the curve + // where we can start, and we need to save some state for when we wraparound. + scx = x; + scy = y; + if (!(vertices[off+i+1].type & 1)) { + // next point is also a curve point, so interpolate an on-point curve + sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1; + sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1; + } else { + // otherwise just use the next point as our start point + sx = (stbtt_int32) vertices[off+i+1].x; + sy = (stbtt_int32) vertices[off+i+1].y; + ++i; // we're using point i+1 as the starting point, so skip it + } + } else { + sx = x; + sy = y; + } + stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0); + was_off = 0; + next_move = 1 + ttUSHORT(endPtsOfContours+j*2); + ++j; + } else { + if (!(flags & 1)) { // if it's a curve + if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy); + cx = x; + cy = y; + was_off = 1; + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0); + was_off = 0; + } + } + } + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + } else if (numberOfContours < 0) { + // Compound shapes. + int more = 1; + stbtt_uint8 *comp = data + g + 10; + num_vertices = 0; + vertices = 0; + while (more) { + stbtt_uint16 flags, gidx; + int comp_num_verts = 0, i; + stbtt_vertex *comp_verts = 0, *tmp = 0; + float mtx[6] = {1,0,0,1,0,0}, m, n; + + flags = ttSHORT(comp); comp+=2; + gidx = ttSHORT(comp); comp+=2; + + if (flags & 2) { // XY values + if (flags & 1) { // shorts + mtx[4] = ttSHORT(comp); comp+=2; + mtx[5] = ttSHORT(comp); comp+=2; + } else { + mtx[4] = ttCHAR(comp); comp+=1; + mtx[5] = ttCHAR(comp); comp+=1; + } + } + else { + // @TODO handle matching point + STBTT_assert(0); + } + if (flags & (1<<3)) { // WE_HAVE_A_SCALE + mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } + + // Find transformation scales. + m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); + n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); + + // Get indexed glyph. + comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts); + if (comp_num_verts > 0) { + // Transform vertices. + for (i = 0; i < comp_num_verts; ++i) { + stbtt_vertex* v = &comp_verts[i]; + stbtt_vertex_type x,y; + x=v->x; y=v->y; + v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + x=v->cx; y=v->cy; + v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + } + // Append vertices. + tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata); + if (!tmp) { + if (vertices) STBTT_free(vertices, info->userdata); + if (comp_verts) STBTT_free(comp_verts, info->userdata); + return 0; + } + if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); + STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); + if (vertices) STBTT_free(vertices, info->userdata); + vertices = tmp; + STBTT_free(comp_verts, info->userdata); + num_vertices += comp_num_verts; + } + // More components ? + more = flags & (1<<5); + } + } else { + // numberOfCounters == 0, do nothing + } + + *pvertices = vertices; + return num_vertices; +} + +typedef struct +{ + int bounds; + int started; + float first_x, first_y; + float x, y; + stbtt_int32 min_x, max_x, min_y, max_y; + + stbtt_vertex *pvertices; + int num_vertices; +} stbtt__csctx; + +#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0} + +static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y) +{ + if (x > c->max_x || !c->started) c->max_x = x; + if (y > c->max_y || !c->started) c->max_y = y; + if (x < c->min_x || !c->started) c->min_x = x; + if (y < c->min_y || !c->started) c->min_y = y; + c->started = 1; +} + +static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1) +{ + if (c->bounds) { + stbtt__track_vertex(c, x, y); + if (type == STBTT_vcubic) { + stbtt__track_vertex(c, cx, cy); + stbtt__track_vertex(c, cx1, cy1); + } + } else { + stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy); + c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1; + c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1; + } + c->num_vertices++; +} + +static void stbtt__csctx_close_shape(stbtt__csctx *ctx) +{ + if (ctx->first_x != ctx->x || ctx->first_y != ctx->y) + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy) +{ + stbtt__csctx_close_shape(ctx); + ctx->first_x = ctx->x = ctx->x + dx; + ctx->first_y = ctx->y = ctx->y + dy; + stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy) +{ + ctx->x += dx; + ctx->y += dy; + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3) +{ + float cx1 = ctx->x + dx1; + float cy1 = ctx->y + dy1; + float cx2 = cx1 + dx2; + float cy2 = cy1 + dy2; + ctx->x = cx2 + dx3; + ctx->y = cy2 + dy3; + stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2); +} + +static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n) +{ + int count = stbtt__cff_index_count(&idx); + int bias = 107; + if (count >= 33900) + bias = 32768; + else if (count >= 1240) + bias = 1131; + n += bias; + if (n < 0 || n >= count) + return stbtt__new_buf(NULL, 0); + return stbtt__cff_index_get(idx, n); +} + +static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt__buf fdselect = info->fdselect; + int nranges, start, end, v, fmt, fdselector = -1, i; + + stbtt__buf_seek(&fdselect, 0); + fmt = stbtt__buf_get8(&fdselect); + if (fmt == 0) { + // untested + stbtt__buf_skip(&fdselect, glyph_index); + fdselector = stbtt__buf_get8(&fdselect); + } else if (fmt == 3) { + nranges = stbtt__buf_get16(&fdselect); + start = stbtt__buf_get16(&fdselect); + for (i = 0; i < nranges; i++) { + v = stbtt__buf_get8(&fdselect); + end = stbtt__buf_get16(&fdselect); + if (glyph_index >= start && glyph_index < end) { + fdselector = v; + break; + } + start = end; + } + } + if (fdselector == -1) return stbtt__new_buf(NULL, 0); // [DEAR IMGUI] fixed, see #6007 and nothings/stb#1422 + return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); +} + +static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c) +{ + int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0; + int has_subrs = 0, clear_stack; + float s[48]; + stbtt__buf subr_stack[10], subrs = info->subrs, b; + float f; + +#define STBTT__CSERR(s) (0) + + // this currently ignores the initial width value, which isn't needed if we have hmtx + b = stbtt__cff_index_get(info->charstrings, glyph_index); + while (b.cursor < b.size) { + i = 0; + clear_stack = 1; + b0 = stbtt__buf_get8(&b); + switch (b0) { + // @TODO implement hinting + case 0x13: // hintmask + case 0x14: // cntrmask + if (in_header) + maskbits += (sp / 2); // implicit "vstem" + in_header = 0; + stbtt__buf_skip(&b, (maskbits + 7) / 8); + break; + + case 0x01: // hstem + case 0x03: // vstem + case 0x12: // hstemhm + case 0x17: // vstemhm + maskbits += (sp / 2); + break; + + case 0x15: // rmoveto + in_header = 0; + if (sp < 2) return STBTT__CSERR("rmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]); + break; + case 0x04: // vmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("vmoveto stack"); + stbtt__csctx_rmove_to(c, 0, s[sp-1]); + break; + case 0x16: // hmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("hmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-1], 0); + break; + + case 0x05: // rlineto + if (sp < 2) return STBTT__CSERR("rlineto stack"); + for (; i + 1 < sp; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical + // starting from a different place. + + case 0x07: // vlineto + if (sp < 1) return STBTT__CSERR("vlineto stack"); + goto vlineto; + case 0x06: // hlineto + if (sp < 1) return STBTT__CSERR("hlineto stack"); + for (;;) { + if (i >= sp) break; + stbtt__csctx_rline_to(c, s[i], 0); + i++; + vlineto: + if (i >= sp) break; + stbtt__csctx_rline_to(c, 0, s[i]); + i++; + } + break; + + case 0x1F: // hvcurveto + if (sp < 4) return STBTT__CSERR("hvcurveto stack"); + goto hvcurveto; + case 0x1E: // vhcurveto + if (sp < 4) return STBTT__CSERR("vhcurveto stack"); + for (;;) { + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f); + i += 4; + hvcurveto: + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]); + i += 4; + } + break; + + case 0x08: // rrcurveto + if (sp < 6) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x18: // rcurveline + if (sp < 8) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp - 2; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack"); + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + case 0x19: // rlinecurve + if (sp < 8) return STBTT__CSERR("rlinecurve stack"); + for (; i + 1 < sp - 6; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack"); + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x1A: // vvcurveto + case 0x1B: // hhcurveto + if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack"); + f = 0.0; + if (sp & 1) { f = s[i]; i++; } + for (; i + 3 < sp; i += 4) { + if (b0 == 0x1B) + stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0); + else + stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]); + f = 0.0; + } + break; + + case 0x0A: // callsubr + if (!has_subrs) { + if (info->fdselect.size) + subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); + has_subrs = 1; + } + // FALLTHROUGH + case 0x1D: // callgsubr + if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); + v = (int) s[--sp]; + if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit"); + subr_stack[subr_stack_height++] = b; + b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v); + if (b.size == 0) return STBTT__CSERR("subr not found"); + b.cursor = 0; + clear_stack = 0; + break; + + case 0x0B: // return + if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr"); + b = subr_stack[--subr_stack_height]; + clear_stack = 0; + break; + + case 0x0E: // endchar + stbtt__csctx_close_shape(c); + return 1; + + case 0x0C: { // two-byte escape + float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6; + float dx, dy; + int b1 = stbtt__buf_get8(&b); + switch (b1) { + // @TODO These "flex" implementations ignore the flex-depth and resolution, + // and always draw beziers. + case 0x22: // hflex + if (sp < 7) return STBTT__CSERR("hflex stack"); + dx1 = s[0]; + dx2 = s[1]; + dy2 = s[2]; + dx3 = s[3]; + dx4 = s[4]; + dx5 = s[5]; + dx6 = s[6]; + stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0); + break; + + case 0x23: // flex + if (sp < 13) return STBTT__CSERR("flex stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = s[10]; + dy6 = s[11]; + //fd is s[12] + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + case 0x24: // hflex1 + if (sp < 9) return STBTT__CSERR("hflex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dx4 = s[5]; + dx5 = s[6]; + dy5 = s[7]; + dx6 = s[8]; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5)); + break; + + case 0x25: // flex1 + if (sp < 11) return STBTT__CSERR("flex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = dy6 = s[10]; + dx = dx1+dx2+dx3+dx4+dx5; + dy = dy1+dy2+dy3+dy4+dy5; + if (STBTT_fabs(dx) > STBTT_fabs(dy)) + dy6 = -dy; + else + dx6 = -dx; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + default: + return STBTT__CSERR("unimplemented"); + } + } break; + + default: + if (b0 != 255 && b0 != 28 && b0 < 32) + return STBTT__CSERR("reserved operator"); + + // push immediate + if (b0 == 255) { + f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; + } else { + stbtt__buf_skip(&b, -1); + f = (float)(stbtt_int16)stbtt__cff_int(&b); + } + if (sp >= 48) return STBTT__CSERR("push stack overflow"); + s[sp++] = f; + clear_stack = 0; + break; + } + if (clear_stack) sp = 0; + } + return STBTT__CSERR("no endchar"); + +#undef STBTT__CSERR +} + +static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + // runs the charstring twice, once to count and once to output (to avoid realloc) + stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1); + stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0); + if (stbtt__run_charstring(info, glyph_index, &count_ctx)) { + *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata); + output_ctx.pvertices = *pvertices; + if (stbtt__run_charstring(info, glyph_index, &output_ctx)) { + STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices); + return output_ctx.num_vertices; + } + } + *pvertices = NULL; + return 0; +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + stbtt__csctx c = STBTT__CSCTX_INIT(1); + int r = stbtt__run_charstring(info, glyph_index, &c); + if (x0) *x0 = r ? c.min_x : 0; + if (y0) *y0 = r ? c.min_y : 0; + if (x1) *x1 = r ? c.max_x : 0; + if (y1) *y1 = r ? c.max_y : 0; + return r ? c.num_vertices : 0; +} + +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + if (!info->cff.size) + return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices); + else + return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices); +} + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing) +{ + stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34); + if (glyph_index < numOfLongHorMetrics) { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2); + } else { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1)); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics)); + } +} + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info) +{ + stbtt_uint8 *data = info->data + info->kern; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + return ttUSHORT(data+10); +} + +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length) +{ + stbtt_uint8 *data = info->data + info->kern; + int k, length; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + length = ttUSHORT(data+10); + if (table_length < length) + length = table_length; + + for (k = 0; k < length; k++) + { + table[k].glyph1 = ttUSHORT(data+18+(k*6)); + table[k].glyph2 = ttUSHORT(data+20+(k*6)); + table[k].advance = ttSHORT(data+22+(k*6)); + } + + return length; +} + +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint8 *data = info->data + info->kern; + stbtt_uint32 needle, straw; + int l, r, m; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + l = 0; + r = ttUSHORT(data+10) - 1; + needle = glyph1 << 16 | glyph2; + while (l <= r) { + m = (l + r) >> 1; + straw = ttULONG(data+18+(m*6)); // note: unaligned read + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else + return ttSHORT(data+22+(m*6)); + } + return 0; +} + +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) +{ + stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); + switch (coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; + } + } + break; + } + + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; + + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; + } + } + break; + } + + default: return -1; // unsupported + } + + return -1; +} + +static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) +{ + stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); + switch (classDefFormat) + { + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; + + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + break; + } + + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; + + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } + break; + } + + default: + return -1; // Unsupported definition type, return an error. + } + + // "All glyphs not assigned to a class fall into class 0". (OpenType spec) + return 0; +} + +// Define to STBTT_assert(x) if you want to break on unimplemented formats. +#define STBTT_GPOS_TODO_assert(x) + +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint16 lookupListOffset; + stbtt_uint8 *lookupList; + stbtt_uint16 lookupCount; + stbtt_uint8 *data; + stbtt_int32 i, sti; + + if (!info->gpos) return 0; + + data = info->data + info->gpos; + + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 + + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); + + for (i=0; i= pairSetCount) return 0; + + needle=glyph2; + r=pairValueCount-1; + l=0; + + // Binary search. + while (l <= r) { + stbtt_uint16 secondGlyph; + stbtt_uint8 *pairValue; + m = (l + r) >> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } else + return 0; + break; + } + + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats? + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + stbtt_uint8 *class1Records, *class2Records; + stbtt_int16 xAdvance; + + if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed + if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed + + class1Records = table + 16; + class2Records = class1Records + 2 * (glyph1class * class2Count); + xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } else + return 0; + break; + } + + default: + return 0; // Unsupported position format + } + } + } + + return 0; +} + +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) +{ + int xAdvance = 0; + + if (info->gpos) + xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); + else if (info->kern) + xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); + + return xAdvance; +} + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2) +{ + if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs + return 0; + return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2)); +} + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing) +{ + stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing); +} + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap) +{ + if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4); + if (descent) *descent = ttSHORT(info->data+info->hhea + 6); + if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8); +} + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap) +{ + int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); + if (!tab) + return 0; + if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68); + if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70); + if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72); + return 1; +} + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1) +{ + *x0 = ttSHORT(info->data + info->head + 36); + *y0 = ttSHORT(info->data + info->head + 38); + *x1 = ttSHORT(info->data + info->head + 40); + *y1 = ttSHORT(info->data + info->head + 42); +} + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height) +{ + int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6); + return (float) height / fheight; +} + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels) +{ + int unitsPerEm = ttUSHORT(info->data + info->head + 18); + return pixels / unitsPerEm; +} + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) +{ + STBTT_free(v, info->userdata); +} + +STBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl) +{ + int i; + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info); + + int numEntries = ttUSHORT(svg_doc_list); + stbtt_uint8 *svg_docs = svg_doc_list + 2; + + for(i=0; i= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2))) + return svg_doc; + } + return 0; +} + +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg) +{ + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc; + + if (info->svg == 0) + return 0; + + svg_doc = stbtt_FindSVGDoc(info, gl); + if (svg_doc != NULL) { + *svg = (char *) data + info->svg + ttULONG(svg_doc + 4); + return ttULONG(svg_doc + 8); + } else { + return 0; + } +} + +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg) +{ + return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg); +} + +////////////////////////////////////////////////////////////////////////////// +// +// antialiasing software rasterizer +// + +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning + if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) { + // e.g. space character + if (ix0) *ix0 = 0; + if (iy0) *iy0 = 0; + if (ix1) *ix1 = 0; + if (iy1) *iy1 = 0; + } else { + // move to integral bboxes (treating pixels as little squares, what pixels get touched)? + if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x); + if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y); + if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x); + if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y); + } +} + +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1); +} + +////////////////////////////////////////////////////////////////////////////// +// +// Rasterizer + +typedef struct stbtt__hheap_chunk +{ + struct stbtt__hheap_chunk *next; +} stbtt__hheap_chunk; + +typedef struct stbtt__hheap +{ + struct stbtt__hheap_chunk *head; + void *first_free; + int num_remaining_in_head_chunk; +} stbtt__hheap; + +static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata) +{ + if (hh->first_free) { + void *p = hh->first_free; + hh->first_free = * (void **) p; + return p; + } else { + if (hh->num_remaining_in_head_chunk == 0) { + int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); + stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata); + if (c == NULL) + return NULL; + c->next = hh->head; + hh->head = c; + hh->num_remaining_in_head_chunk = count; + } + --hh->num_remaining_in_head_chunk; + return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; + } +} + +static void stbtt__hheap_free(stbtt__hheap *hh, void *p) +{ + *(void **) p = hh->first_free; + hh->first_free = p; +} + +static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata) +{ + stbtt__hheap_chunk *c = hh->head; + while (c) { + stbtt__hheap_chunk *n = c->next; + STBTT_free(c, userdata); + c = n; + } +} + +typedef struct stbtt__edge { + float x0,y0, x1,y1; + int invert; +} stbtt__edge; + + +typedef struct stbtt__active_edge +{ + struct stbtt__active_edge *next; + #if STBTT_RASTERIZER_VERSION==1 + int x,dx; + float ey; + int direction; + #elif STBTT_RASTERIZER_VERSION==2 + float fx,fdx,fdy; + float direction; + float sy; + float ey; + #else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" + #endif +} stbtt__active_edge; + +#if STBTT_RASTERIZER_VERSION == 1 +#define STBTT_FIXSHIFT 10 +#define STBTT_FIX (1 << STBTT_FIXSHIFT) +#define STBTT_FIXMASK (STBTT_FIX-1) + +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + if (!z) return z; + + // round dx down to avoid overshooting + if (dxdy < 0) + z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); + else + z->dx = STBTT_ifloor(STBTT_FIX * dxdy); + + z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount + z->x -= off_x * STBTT_FIX; + + z->ey = e->y1; + z->next = 0; + z->direction = e->invert ? 1 : -1; + return z; +} +#elif STBTT_RASTERIZER_VERSION == 2 +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + //STBTT_assert(e->y0 <= start_point); + if (!z) return z; + z->fdx = dxdy; + z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f; + z->fx = e->x0 + dxdy * (start_point - e->y0); + z->fx -= off_x; + z->direction = e->invert ? 1.0f : -1.0f; + z->sy = e->y0; + z->ey = e->y1; + z->next = 0; + return z; +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#if STBTT_RASTERIZER_VERSION == 1 +// note: this routine clips fills that extend off the edges... ideally this +// wouldn't happen, but it could happen if the truetype glyph bounding boxes +// are wrong, or if the user supplies a too-small bitmap +static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight) +{ + // non-zero winding fill + int x0=0, w=0; + + while (e) { + if (w == 0) { + // if we're currently at zero, we need to record the edge start point + x0 = e->x; w += e->direction; + } else { + int x1 = e->x; w += e->direction; + // if we went to zero, we need to draw + if (w == 0) { + int i = x0 >> STBTT_FIXSHIFT; + int j = x1 >> STBTT_FIXSHIFT; + + if (i < len && j >= 0) { + if (i == j) { + // x0,x1 are the same pixel, so compute combined coverage + scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT); + } else { + if (i >= 0) // add antialiasing for x0 + scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT); + else + i = -1; // clip + + if (j < len) // add antialiasing for x1 + scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT); + else + j = len; // clip + + for (++i; i < j; ++i) // fill pixels between x0 and x1 + scanline[i] = scanline[i] + (stbtt_uint8) max_weight; + } + } + } + } + + e = e->next; + } +} + +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0; + int max_weight = (255 / vsubsample); // weight per vertical scanline + int s; // vertical subsample index + unsigned char scanline_data[512], *scanline; + + if (result->w > 512) + scanline = (unsigned char *) STBTT_malloc(result->w, userdata); + else + scanline = scanline_data; + + y = off_y * vsubsample; + e[n].y0 = (off_y + result->h) * (float) vsubsample + 1; + + while (j < result->h) { + STBTT_memset(scanline, 0, result->w); + for (s=0; s < vsubsample; ++s) { + // find center of pixel for this scanline + float scan_y = y + 0.5f; + stbtt__active_edge **step = &active; + + // update all active edges; + // remove all active edges that terminate before the center of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + z->x += z->dx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + } + + // resort the list if needed + for(;;) { + int changed=0; + step = &active; + while (*step && (*step)->next) { + if ((*step)->x > (*step)->next->x) { + stbtt__active_edge *t = *step; + stbtt__active_edge *q = t->next; + + t->next = q->next; + q->next = t; + *step = q; + changed = 1; + } + step = &(*step)->next; + } + if (!changed) break; + } + + // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline + while (e->y0 <= scan_y) { + if (e->y1 > scan_y) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata); + if (z != NULL) { + // find insertion point + if (active == NULL) + active = z; + else if (z->x < active->x) { + // insert at front + z->next = active; + active = z; + } else { + // find thing to insert AFTER + stbtt__active_edge *p = active; + while (p->next && p->next->x < z->x) + p = p->next; + // at this point, p->next->x is NOT < z->x + z->next = p->next; + p->next = z; + } + } + } + ++e; + } + + // now process all active edges in XOR fashion + if (active) + stbtt__fill_active_edges(scanline, result->w, active, max_weight); + + ++y; + } + STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w); + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} + +#elif STBTT_RASTERIZER_VERSION == 2 + +// the edge passed in here does not cross the vertical line at x or the vertical line at x+1 +// (i.e. it has already been clipped to those) +static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1) +{ + if (y0 == y1) return; + STBTT_assert(y0 < y1); + STBTT_assert(e->sy <= e->ey); + if (y0 > e->ey) return; + if (y1 < e->sy) return; + if (y0 < e->sy) { + x0 += (x1-x0) * (e->sy - y0) / (y1-y0); + y0 = e->sy; + } + if (y1 > e->ey) { + x1 += (x1-x0) * (e->ey - y1) / (y1-y0); + y1 = e->ey; + } + + if (x0 == x) + STBTT_assert(x1 <= x+1); + else if (x0 == x+1) + STBTT_assert(x1 >= x); + else if (x0 <= x) + STBTT_assert(x1 <= x); + else if (x0 >= x+1) + STBTT_assert(x1 >= x+1); + else + STBTT_assert(x1 >= x && x1 <= x+1); + + if (x0 <= x && x1 <= x) + scanline[x] += e->direction * (y1-y0); + else if (x0 >= x+1 && x1 >= x+1) + ; + else { + STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1); + scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position + } +} + +static float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width) +{ + STBTT_assert(top_width >= 0); + STBTT_assert(bottom_width >= 0); + return (top_width + bottom_width) / 2.0f * height; +} + +static float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1) +{ + return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0); +} + +static float stbtt__sized_triangle_area(float height, float width) +{ + return height * width / 2; +} + +static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) +{ + float y_bottom = y_top+1; + + while (e) { + // brute force every pixel + + // compute intersection points with top & bottom + STBTT_assert(e->ey >= y_top); + + if (e->fdx == 0) { + float x0 = e->fx; + if (x0 < len) { + if (x0 >= 0) { + stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom); + stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom); + } else { + stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom); + } + } + } else { + float x0 = e->fx; + float dx = e->fdx; + float xb = x0 + dx; + float x_top, x_bottom; + float sy0,sy1; + float dy = e->fdy; + STBTT_assert(e->sy <= y_bottom && e->ey >= y_top); + + // compute endpoints of line segment clipped to this scanline (if the + // line segment starts on this scanline. x0 is the intersection of the + // line with y_top, but that may be off the line segment. + if (e->sy > y_top) { + x_top = x0 + dx * (e->sy - y_top); + sy0 = e->sy; + } else { + x_top = x0; + sy0 = y_top; + } + if (e->ey < y_bottom) { + x_bottom = x0 + dx * (e->ey - y_top); + sy1 = e->ey; + } else { + x_bottom = xb; + sy1 = y_bottom; + } + + if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) { + // from here on, we don't have to range check x values + + if ((int) x_top == (int) x_bottom) { + float height; + // simple case, only spans one pixel + int x = (int) x_top; + height = (sy1 - sy0) * e->direction; + STBTT_assert(x >= 0 && x < len); + scanline[x] += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f); + scanline_fill[x] += height; // everything right of this pixel is filled + } else { + int x,x1,x2; + float y_crossing, y_final, step, sign, area; + // covers 2+ pixels + if (x_top > x_bottom) { + // flip scanline vertically; signed area is the same + float t; + sy0 = y_bottom - (sy0 - y_top); + sy1 = y_bottom - (sy1 - y_top); + t = sy0, sy0 = sy1, sy1 = t; + t = x_bottom, x_bottom = x_top, x_top = t; + dx = -dx; + dy = -dy; + t = x0, x0 = xb, xb = t; + } + STBTT_assert(dy >= 0); + STBTT_assert(dx >= 0); + + x1 = (int) x_top; + x2 = (int) x_bottom; + // compute intersection with y axis at x1+1 + y_crossing = y_top + dy * (x1+1 - x0); + + // compute intersection with y axis at x2 + y_final = y_top + dy * (x2 - x0); + + // x1 x_top x2 x_bottom + // y_top +------|-----+------------+------------+--------|---+------------+ + // | | | | | | + // | | | | | | + // sy0 | Txxxxx|............|............|............|............| + // y_crossing | *xxxxx.......|............|............|............| + // | | xxxxx..|............|............|............| + // | | /- xx*xxxx........|............|............| + // | | dy < | xxxxxx..|............|............| + // y_final | | \- | xx*xxx.........|............| + // sy1 | | | | xxxxxB...|............| + // | | | | | | + // | | | | | | + // y_bottom +------------+------------+------------+------------+------------+ + // + // goal is to measure the area covered by '.' in each pixel + + // if x2 is right at the right edge of x1, y_crossing can blow up, github #1057 + // @TODO: maybe test against sy1 rather than y_bottom? + if (y_crossing > y_bottom) + y_crossing = y_bottom; + + sign = e->direction; + + // area of the rectangle covered from sy0..y_crossing + area = sign * (y_crossing-sy0); + + // area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing) + scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top); + + // check if final y_crossing is blown up; no test case for this + if (y_final > y_bottom) { + int denom = (x2 - (x1+1)); + y_final = y_bottom; + if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316) + dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom + } + } + + // in second pixel, area covered by line segment found in first pixel + // is always a rectangle 1 wide * the height of that line segment; this + // is exactly what the variable 'area' stores. it also gets a contribution + // from the line segment within it. the THIRD pixel will get the first + // pixel's rectangle contribution, the second pixel's rectangle contribution, + // and its own contribution. the 'own contribution' is the same in every pixel except + // the leftmost and rightmost, a trapezoid that slides down in each pixel. + // the second pixel's contribution to the third pixel will be the + // rectangle 1 wide times the height change in the second pixel, which is dy. + + step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x, + // which multiplied by 1-pixel-width is how much pixel area changes for each step in x + // so the area advances by 'step' every time + + for (x = x1+1; x < x2; ++x) { + scanline[x] += area + step/2; // area of trapezoid is 1*step/2 + area += step; + } + STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down + STBTT_assert(sy1 > y_final-0.01f); + + // area covered in the last pixel is the rectangle from all the pixels to the left, + // plus the trapezoid filled by the line segment in this pixel all the way to the right edge + scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f); + + // the rest of the line is filled based on the total height of the line segment in this pixel + scanline_fill[x2] += sign * (sy1-sy0); + } + } else { + // if edge goes outside of box we're drawing, we require + // clipping logic. since this does not match the intended use + // of this library, we use a different, very slow brute + // force implementation + // note though that this does happen some of the time because + // x_top and x_bottom can be extrapolated at the top & bottom of + // the shape and actually lie outside the bounding box + int x; + for (x=0; x < len; ++x) { + // cases: + // + // there can be up to two intersections with the pixel. any intersection + // with left or right edges can be handled by splitting into two (or three) + // regions. intersections with top & bottom do not necessitate case-wise logic. + // + // the old way of doing this found the intersections with the left & right edges, + // then used some simple logic to produce up to three segments in sorted order + // from top-to-bottom. however, this had a problem: if an x edge was epsilon + // across the x border, then the corresponding y position might not be distinct + // from the other y segment, and it might ignored as an empty segment. to avoid + // that, we need to explicitly produce segments based on x positions. + + // rename variables to clearly-defined pairs + float y0 = y_top; + float x1 = (float) (x); + float x2 = (float) (x+1); + float x3 = xb; + float y3 = y_bottom; + + // x = e->x + e->dx * (y-y_top) + // (y-y_top) = (x - e->x) / e->dx + // y = (x - e->x) / e->dx + y_top + float y1 = (x - x0) / dx + y_top; + float y2 = (x+1 - x0) / dx + y_top; + + if (x0 < x1 && x3 > x2) { // three segments descending down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x1 && x0 > x2) { // three segments descending down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x1 && x3 > x1) { // two segments across x, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x3 < x1 && x0 > x1) { // two segments across x, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else { // one segment + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3); + } + } + } + } + e = e->next; + } +} + +// directly AA rasterize edges w/o supersampling +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0, i; + float scanline_data[129], *scanline, *scanline2; + + STBTT__NOTUSED(vsubsample); + + if (result->w > 64) + scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata); + else + scanline = scanline_data; + + scanline2 = scanline + result->w; + + y = off_y; + e[n].y0 = (float) (off_y + result->h) + 1; + + while (j < result->h) { + // find center of pixel for this scanline + float scan_y_top = y + 0.0f; + float scan_y_bottom = y + 1.0f; + stbtt__active_edge **step = &active; + + STBTT_memset(scanline , 0, result->w*sizeof(scanline[0])); + STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0])); + + // update all active edges; + // remove all active edges that terminate before the top of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y_top) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + step = &((*step)->next); // advance through list + } + } + + // insert all edges that start before the bottom of this scanline + while (e->y0 <= scan_y_bottom) { + if (e->y0 != e->y1) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); + if (z != NULL) { + if (j == 0 && off_y != 0) { + if (z->ey < scan_y_top) { + // this can happen due to subpixel positioning and some kind of fp rounding error i think + z->ey = scan_y_top; + } + } + STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds + // insert at front + z->next = active; + active = z; + } + } + ++e; + } + + // now process all active edges + if (active) + stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top); + + { + float sum = 0; + for (i=0; i < result->w; ++i) { + float k; + int m; + sum += scanline2[i]; + k = scanline[i] + sum; + k = (float) STBTT_fabs(k)*255 + 0.5f; + m = (int) k; + if (m > 255) m = 255; + result->pixels[j*result->stride + i] = (unsigned char) m; + } + } + // advance all the edges + step = &active; + while (*step) { + stbtt__active_edge *z = *step; + z->fx += z->fdx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + + ++y; + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0) + +static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n) +{ + int i,j; + for (i=1; i < n; ++i) { + stbtt__edge t = p[i], *a = &t; + j = i; + while (j > 0) { + stbtt__edge *b = &p[j-1]; + int c = STBTT__COMPARE(a,b); + if (!c) break; + p[j] = p[j-1]; + --j; + } + if (i != j) + p[j] = t; + } +} + +static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n) +{ + /* threshold for transitioning to insertion sort */ + while (n > 12) { + stbtt__edge t; + int c01,c12,c,m,i,j; + + /* compute median of three */ + m = n >> 1; + c01 = STBTT__COMPARE(&p[0],&p[m]); + c12 = STBTT__COMPARE(&p[m],&p[n-1]); + /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ + if (c01 != c12) { + /* otherwise, we'll need to swap something else to middle */ + int z; + c = STBTT__COMPARE(&p[0],&p[n-1]); + /* 0>mid && midn => n; 0 0 */ + /* 0n: 0>n => 0; 0 n */ + z = (c == c12) ? 0 : n-1; + t = p[z]; + p[z] = p[m]; + p[m] = t; + } + /* now p[m] is the median-of-three */ + /* swap it to the beginning so it won't move around */ + t = p[0]; + p[0] = p[m]; + p[m] = t; + + /* partition loop */ + i=1; + j=n-1; + for(;;) { + /* handling of equality is crucial here */ + /* for sentinels & efficiency with duplicates */ + for (;;++i) { + if (!STBTT__COMPARE(&p[i], &p[0])) break; + } + for (;;--j) { + if (!STBTT__COMPARE(&p[0], &p[j])) break; + } + /* make sure we haven't crossed */ + if (i >= j) break; + t = p[i]; + p[i] = p[j]; + p[j] = t; + + ++i; + --j; + } + /* recurse on smaller side, iterate on larger */ + if (j < (n-i)) { + stbtt__sort_edges_quicksort(p,j); + p = p+i; + n = n-i; + } else { + stbtt__sort_edges_quicksort(p+i, n-i); + n = j; + } + } +} + +static void stbtt__sort_edges(stbtt__edge *p, int n) +{ + stbtt__sort_edges_quicksort(p, n); + stbtt__sort_edges_ins_sort(p, n); +} + +typedef struct +{ + float x,y; +} stbtt__point; + +static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata) +{ + float y_scale_inv = invert ? -scale_y : scale_y; + stbtt__edge *e; + int n,i,j,k,m; +#if STBTT_RASTERIZER_VERSION == 1 + int vsubsample = result->h < 8 ? 15 : 5; +#elif STBTT_RASTERIZER_VERSION == 2 + int vsubsample = 1; +#else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + // vsubsample should divide 255 evenly; otherwise we won't reach full opacity + + // now we have to blow out the windings into explicit edge lists + n = 0; + for (i=0; i < windings; ++i) + n += wcount[i]; + + e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel + if (e == 0) return; + n = 0; + + m=0; + for (i=0; i < windings; ++i) { + stbtt__point *p = pts + m; + m += wcount[i]; + j = wcount[i]-1; + for (k=0; k < wcount[i]; j=k++) { + int a=k,b=j; + // skip the edge if horizontal + if (p[j].y == p[k].y) + continue; + // add edge from j to k to the list + e[n].invert = 0; + if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) { + e[n].invert = 1; + a=j,b=k; + } + e[n].x0 = p[a].x * scale_x + shift_x; + e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample; + e[n].x1 = p[b].x * scale_x + shift_x; + e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample; + ++n; + } + } + + // now sort the edges by their highest point (should snap to integer, and then by x) + //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare); + stbtt__sort_edges(e, n); + + // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule + stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata); + + STBTT_free(e, userdata); +} + +static void stbtt__add_point(stbtt__point *points, int n, float x, float y) +{ + if (!points) return; // during first pass, it's unallocated + points[n].x = x; + points[n].y = y; +} + +// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching +static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) +{ + // midpoint + float mx = (x0 + 2*x1 + x2)/4; + float my = (y0 + 2*y1 + y2)/4; + // versus directly drawn line + float dx = (x0+x2)/2 - mx; + float dy = (y0+y2)/2 - my; + if (n > 16) // 65536 segments on one curve better be enough! + return 1; + if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA + stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x2,y2); + *num_points = *num_points+1; + } + return 1; +} + +static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n) +{ + // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough + float dx0 = x1-x0; + float dy0 = y1-y0; + float dx1 = x2-x1; + float dy1 = y2-y1; + float dx2 = x3-x2; + float dy2 = y3-y2; + float dx = x3-x0; + float dy = y3-y0; + float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2)); + float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy); + float flatness_squared = longlen*longlen-shortlen*shortlen; + + if (n > 16) // 65536 segments on one curve better be enough! + return; + + if (flatness_squared > objspace_flatness_squared) { + float x01 = (x0+x1)/2; + float y01 = (y0+y1)/2; + float x12 = (x1+x2)/2; + float y12 = (y1+y2)/2; + float x23 = (x2+x3)/2; + float y23 = (y2+y3)/2; + + float xa = (x01+x12)/2; + float ya = (y01+y12)/2; + float xb = (x12+x23)/2; + float yb = (y12+y23)/2; + + float mx = (xa+xb)/2; + float my = (ya+yb)/2; + + stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x3,y3); + *num_points = *num_points+1; + } +} + +// returns number of contours +static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata) +{ + stbtt__point *points=0; + int num_points=0; + + float objspace_flatness_squared = objspace_flatness * objspace_flatness; + int i,n=0,start=0, pass; + + // count how many "moves" there are to get the contour count + for (i=0; i < num_verts; ++i) + if (vertices[i].type == STBTT_vmove) + ++n; + + *num_contours = n; + if (n == 0) return 0; + + *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata); + + if (*contour_lengths == 0) { + *num_contours = 0; + return 0; + } + + // make two passes through the points so we don't need to realloc + for (pass=0; pass < 2; ++pass) { + float x=0,y=0; + if (pass == 1) { + points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata); + if (points == NULL) goto error; + } + num_points = 0; + n= -1; + for (i=0; i < num_verts; ++i) { + switch (vertices[i].type) { + case STBTT_vmove: + // start the next contour + if (n >= 0) + (*contour_lengths)[n] = num_points - start; + ++n; + start = num_points; + + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x,y); + break; + case STBTT_vline: + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x, y); + break; + case STBTT_vcurve: + stbtt__tesselate_curve(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + case STBTT_vcubic: + stbtt__tesselate_cubic(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].cx1, vertices[i].cy1, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + } + } + (*contour_lengths)[n] = num_points - start; + } + + return points; +error: + STBTT_free(points, userdata); + STBTT_free(*contour_lengths, userdata); + *contour_lengths = 0; + *num_contours = 0; + return NULL; +} + +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata) +{ + float scale = scale_x > scale_y ? scale_y : scale_x; + int winding_count = 0; + int *winding_lengths = NULL; + stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata); + if (windings) { + stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata); + STBTT_free(winding_lengths, userdata); + STBTT_free(windings, userdata); + } +} + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + int ix0,iy0,ix1,iy1; + stbtt__bitmap gbm; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) { + STBTT_free(vertices, info->userdata); + return NULL; + } + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1); + + // now we get the size + gbm.w = (ix1 - ix0); + gbm.h = (iy1 - iy0); + gbm.pixels = NULL; // in case we error + + if (width ) *width = gbm.w; + if (height) *height = gbm.h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + if (gbm.w && gbm.h) { + gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); + if (gbm.pixels) { + gbm.stride = gbm.w; + + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata); + } + } + STBTT_free(vertices, info->userdata); + return gbm.pixels; +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph) +{ + int ix0,iy0; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + stbtt__bitmap gbm; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); + gbm.pixels = output; + gbm.w = out_w; + gbm.h = out_h; + gbm.stride = out_stride; + + if (gbm.w && gbm.h) + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata); + + STBTT_free(vertices, info->userdata); +} + +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) +{ + stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint); +} + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-CRAPPY packing to keep source code small + +static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata) +{ + float scale; + int x,y,bottom_y, i; + stbtt_fontinfo f; + f.userdata = NULL; + if (!stbtt_InitFont(&f, data, offset)) + return -1; + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + x=y=1; + bottom_y = 1; + + scale = stbtt_ScaleForPixelHeight(&f, pixel_height); + + for (i=0; i < num_chars; ++i) { + int advance, lsb, x0,y0,x1,y1,gw,gh; + int g = stbtt_FindGlyphIndex(&f, first_char + i); + stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb); + stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1); + gw = x1-x0; + gh = y1-y0; + if (x + gw + 1 >= pw) + y = bottom_y, x = 1; // advance to next row + if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row + return -i; + STBTT_assert(x+gw < pw); + STBTT_assert(y+gh < ph); + stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g); + chardata[i].x0 = (stbtt_int16) x; + chardata[i].y0 = (stbtt_int16) y; + chardata[i].x1 = (stbtt_int16) (x + gw); + chardata[i].y1 = (stbtt_int16) (y + gh); + chardata[i].xadvance = scale * advance; + chardata[i].xoff = (float) x0; + chardata[i].yoff = (float) y0; + x = x + gw + 1; + if (y+gh+1 > bottom_y) + bottom_y = y+gh+1; + } + return bottom_y; +} + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule) +{ + float d3d_bias = opengl_fillrule ? 0 : -0.5f; + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_bakedchar *b = chardata + char_index; + int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); + int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); + + q->x0 = round_x + d3d_bias; + q->y0 = round_y + d3d_bias; + q->x1 = round_x + b->x1 - b->x0 + d3d_bias; + q->y1 = round_y + b->y1 - b->y0 + d3d_bias; + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// rectangle packing replacement routines if you don't have stb_rect_pack.h +// + +#ifndef STB_RECT_PACK_VERSION + +typedef int stbrp_coord; + +//////////////////////////////////////////////////////////////////////////////////// +// // +// // +// COMPILER WARNING ?!?!? // +// // +// // +// if you get a compile warning due to these symbols being defined more than // +// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h" // +// // +//////////////////////////////////////////////////////////////////////////////////// + +typedef struct +{ + int width,height; + int x,y,bottom_y; +} stbrp_context; + +typedef struct +{ + unsigned char x; +} stbrp_node; + +struct stbrp_rect +{ + stbrp_coord x,y; + int id,w,h,was_packed; +}; + +static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes) +{ + con->width = pw; + con->height = ph; + con->x = 0; + con->y = 0; + con->bottom_y = 0; + STBTT__NOTUSED(nodes); + STBTT__NOTUSED(num_nodes); +} + +static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) +{ + int i; + for (i=0; i < num_rects; ++i) { + if (con->x + rects[i].w > con->width) { + con->x = 0; + con->y = con->bottom_y; + } + if (con->y + rects[i].h > con->height) + break; + rects[i].x = con->x; + rects[i].y = con->y; + rects[i].was_packed = 1; + con->x += rects[i].w; + if (con->y + rects[i].h > con->bottom_y) + con->bottom_y = con->y + rects[i].h; + } + for ( ; i < num_rects; ++i) + rects[i].was_packed = 0; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If +// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy. + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context) +{ + stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context); + int num_nodes = pw - padding; + stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context); + + if (context == NULL || nodes == NULL) { + if (context != NULL) STBTT_free(context, alloc_context); + if (nodes != NULL) STBTT_free(nodes , alloc_context); + return 0; + } + + spc->user_allocator_context = alloc_context; + spc->width = pw; + spc->height = ph; + spc->pixels = pixels; + spc->pack_info = context; + spc->nodes = nodes; + spc->padding = padding; + spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; + spc->h_oversample = 1; + spc->v_oversample = 1; + spc->skip_missing = 0; + + stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); + + if (pixels) + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + + return 1; +} + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc) +{ + STBTT_free(spc->nodes , spc->user_allocator_context); + STBTT_free(spc->pack_info, spc->user_allocator_context); +} + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample) +{ + STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE); + STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE); + if (h_oversample <= STBTT_MAX_OVERSAMPLE) + spc->h_oversample = h_oversample; + if (v_oversample <= STBTT_MAX_OVERSAMPLE) + spc->v_oversample = v_oversample; +} + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip) +{ + spc->skip_missing = skip; +} + +#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1) + +static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_w = w - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < h; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < w; ++i) { + STBTT_assert(pixels[i] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i] = (unsigned char) (total / kernel_width); + } + + pixels += stride_in_bytes; + } +} + +static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_h = h - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < w; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < h; ++i) { + STBTT_assert(pixels[i*stride_in_bytes] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + + pixels += 1; + } +} + +static float stbtt__oversample_shift(int oversample) +{ + if (!oversample) + return 0.0f; + + // The prefilter is a box filter of width "oversample", + // which shifts phase by (oversample - 1)/2 pixels in + // oversampled space. We want to shift in the opposite + // direction to counter this. + return (float)-(oversample - 1) / (2.0f * (float)oversample); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k; + int missing_glyph_added = 0; + + k=0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + ranges[i].h_oversample = (unsigned char) spc->h_oversample; + ranges[i].v_oversample = (unsigned char) spc->v_oversample; + for (j=0; j < ranges[i].num_chars; ++j) { + int x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) { + rects[k].w = rects[k].h = 0; + } else { + stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + &x0,&y0,&x1,&y1); + rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); + rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + if (glyph == 0) + missing_glyph_added = 1; + } + ++k; + } + } + + return k; +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, + output, + out_w - (prefilter_x - 1), + out_h - (prefilter_y - 1), + out_stride, + scale_x, + scale_y, + shift_x, + shift_y, + glyph); + + if (prefilter_x > 1) + stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); + + if (prefilter_y > 1) + stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); + + *sub_x = stbtt__oversample_shift(prefilter_x); + *sub_y = stbtt__oversample_shift(prefilter_y); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k, missing_glyph = -1, return_value = 1; + + // save current values + int old_h_over = spc->h_oversample; + int old_v_over = spc->v_oversample; + + k = 0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + float recip_h,recip_v,sub_x,sub_y; + spc->h_oversample = ranges[i].h_oversample; + spc->v_oversample = ranges[i].v_oversample; + recip_h = 1.0f / spc->h_oversample; + recip_v = 1.0f / spc->v_oversample; + sub_x = stbtt__oversample_shift(spc->h_oversample); + sub_y = stbtt__oversample_shift(spc->v_oversample); + for (j=0; j < ranges[i].num_chars; ++j) { + stbrp_rect *r = &rects[k]; + if (r->was_packed && r->w != 0 && r->h != 0) { + stbtt_packedchar *bc = &ranges[i].chardata_for_range[j]; + int advance, lsb, x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + stbrp_coord pad = (stbrp_coord) spc->padding; + + // pad on left and top + r->x += pad; + r->y += pad; + r->w -= pad; + r->h -= pad; + stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb); + stbtt_GetGlyphBitmapBox(info, glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + &x0,&y0,&x1,&y1); + stbtt_MakeGlyphBitmapSubpixel(info, + spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w - spc->h_oversample+1, + r->h - spc->v_oversample+1, + spc->stride_in_bytes, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + glyph); + + if (spc->h_oversample > 1) + stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->h_oversample); + + if (spc->v_oversample > 1) + stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->v_oversample); + + bc->x0 = (stbtt_int16) r->x; + bc->y0 = (stbtt_int16) r->y; + bc->x1 = (stbtt_int16) (r->x + r->w); + bc->y1 = (stbtt_int16) (r->y + r->h); + bc->xadvance = scale * advance; + bc->xoff = (float) x0 * recip_h + sub_x; + bc->yoff = (float) y0 * recip_v + sub_y; + bc->xoff2 = (x0 + r->w) * recip_h + sub_x; + bc->yoff2 = (y0 + r->h) * recip_v + sub_y; + + if (glyph == 0) + missing_glyph = j; + } else if (spc->skip_missing) { + return_value = 0; + } else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) { + ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph]; + } else { + return_value = 0; // if any fail, report failure + } + + ++k; + } + } + + // restore original values + spc->h_oversample = old_h_over; + spc->v_oversample = old_v_over; + + return return_value; +} + +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects) +{ + stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects); +} + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) +{ + stbtt_fontinfo info; + int i, j, n, return_value; // [DEAR IMGUI] removed = 1; + //stbrp_context *context = (stbrp_context *) spc->pack_info; + stbrp_rect *rects; + + // flag all characters as NOT packed + for (i=0; i < num_ranges; ++i) + for (j=0; j < ranges[i].num_chars; ++j) + ranges[i].chardata_for_range[j].x0 = + ranges[i].chardata_for_range[j].y0 = + ranges[i].chardata_for_range[j].x1 = + ranges[i].chardata_for_range[j].y1 = 0; + + n = 0; + for (i=0; i < num_ranges; ++i) + n += ranges[i].num_chars; + + rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); + if (rects == NULL) + return 0; + + info.userdata = spc->user_allocator_context; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index)); + + n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); + + stbtt_PackFontRangesPackRects(spc, rects, n); + + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); + + STBTT_free(rects, spc->user_allocator_context); + return return_value; +} + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range) +{ + stbtt_pack_range range; + range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range; + range.array_of_unicode_codepoints = NULL; + range.num_chars = num_chars_in_range; + range.chardata_for_range = chardata_for_range; + range.font_size = font_size; + return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); +} + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap) +{ + int i_ascent, i_descent, i_lineGap; + float scale; + stbtt_fontinfo info; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); + scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); + stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); + *ascent = (float) i_ascent * scale; + *descent = (float) i_descent * scale; + *lineGap = (float) i_lineGap * scale; +} + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) +{ + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_packedchar *b = chardata + char_index; + + if (align_to_integer) { + float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f); + float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f); + q->x0 = x; + q->y0 = y; + q->x1 = x + b->xoff2 - b->xoff; + q->y1 = y + b->yoff2 - b->yoff; + } else { + q->x0 = *xpos + b->xoff; + q->y0 = *ypos + b->yoff; + q->x1 = *xpos + b->xoff2; + q->y1 = *ypos + b->yoff2; + } + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// sdf computation +// + +#define STBTT_min(a,b) ((a) < (b) ? (a) : (b)) +#define STBTT_max(a,b) ((a) < (b) ? (b) : (a)) + +static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2]) +{ + float q0perp = q0[1]*ray[0] - q0[0]*ray[1]; + float q1perp = q1[1]*ray[0] - q1[0]*ray[1]; + float q2perp = q2[1]*ray[0] - q2[0]*ray[1]; + float roperp = orig[1]*ray[0] - orig[0]*ray[1]; + + float a = q0perp - 2*q1perp + q2perp; + float b = q1perp - q0perp; + float c = q0perp - roperp; + + float s0 = 0., s1 = 0.; + int num_s = 0; + + if (a != 0.0) { + float discr = b*b - a*c; + if (discr > 0.0) { + float rcpna = -1 / a; + float d = (float) STBTT_sqrt(discr); + s0 = (b+d) * rcpna; + s1 = (b-d) * rcpna; + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) { + if (num_s == 0) s0 = s1; + ++num_s; + } + } + } else { + // 2*b*s + c = 0 + // s = -c / (2*b) + s0 = c / (-2 * b); + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + } + + if (num_s == 0) + return 0; + else { + float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]); + float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; + + float q0d = q0[0]*rayn_x + q0[1]*rayn_y; + float q1d = q1[0]*rayn_x + q1[1]*rayn_y; + float q2d = q2[0]*rayn_x + q2[1]*rayn_y; + float rod = orig[0]*rayn_x + orig[1]*rayn_y; + + float q10d = q1d - q0d; + float q20d = q2d - q0d; + float q0rd = q0d - rod; + + hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d; + hits[0][1] = a*s0+b; + + if (num_s > 1) { + hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d; + hits[1][1] = a*s1+b; + return 2; + } else { + return 1; + } + } +} + +static int equal(float *a, float *b) +{ + return (a[0] == b[0] && a[1] == b[1]); +} + +static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts) +{ + int i; + float orig[2], ray[2] = { 1, 0 }; + float y_frac; + int winding = 0; + + // make sure y never passes through a vertex of the shape + y_frac = (float) STBTT_fmod(y, 1.0f); + if (y_frac < 0.01f) + y += 0.01f; + else if (y_frac > 0.99f) + y -= 0.01f; + + orig[0] = x; + orig[1] = y; + + // test a ray from (-infinity,y) to (x,y) + for (i=0; i < nverts; ++i) { + if (verts[i].type == STBTT_vline) { + int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y; + int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } + if (verts[i].type == STBTT_vcurve) { + int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ; + int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy; + int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ; + int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2)); + int by = STBTT_max(y0,STBTT_max(y1,y2)); + if (y > ay && y < by && x > ax) { + float q0[2],q1[2],q2[2]; + float hits[2][2]; + q0[0] = (float)x0; + q0[1] = (float)y0; + q1[0] = (float)x1; + q1[1] = (float)y1; + q2[0] = (float)x2; + q2[1] = (float)y2; + if (equal(q0,q1) || equal(q1,q2)) { + x0 = (int)verts[i-1].x; + y0 = (int)verts[i-1].y; + x1 = (int)verts[i ].x; + y1 = (int)verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } else { + int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); + if (num_hits >= 1) + if (hits[0][0] < 0) + winding += (hits[0][1] < 0 ? -1 : 1); + if (num_hits >= 2) + if (hits[1][0] < 0) + winding += (hits[1][1] < 0 ? -1 : 1); + } + } + } + } + return winding; +} + +static float stbtt__cuberoot( float x ) +{ + if (x<0) + return -(float) STBTT_pow(-x,1.0f/3.0f); + else + return (float) STBTT_pow( x,1.0f/3.0f); +} + +// x^3 + a*x^2 + b*x + c = 0 +static int stbtt__solve_cubic(float a, float b, float c, float* r) +{ + float s = -a / 3; + float p = b - a*a / 3; + float q = a * (2*a*a - 9*b) / 27 + c; + float p3 = p*p*p; + float d = q*q + 4*p3 / 27; + if (d >= 0) { + float z = (float) STBTT_sqrt(d); + float u = (-q + z) / 2; + float v = (-q - z) / 2; + u = stbtt__cuberoot(u); + v = stbtt__cuberoot(v); + r[0] = s + u + v; + return 1; + } else { + float u = (float) STBTT_sqrt(-p/3); + float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative + float m = (float) STBTT_cos(v); + float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; + r[0] = s + u * 2 * m; + r[1] = s - u * (m + n); + r[2] = s - u * (m - n); + + //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? + //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); + //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); + return 3; + } +} + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + float scale_x = scale, scale_y = scale; + int ix0,iy0,ix1,iy1; + int w,h; + unsigned char *data; + + if (scale == 0) return NULL; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); + + // if empty, return NULL + if (ix0 == ix1 || iy0 == iy1) + return NULL; + + ix0 -= padding; + iy0 -= padding; + ix1 += padding; + iy1 += padding; + + w = (ix1 - ix0); + h = (iy1 - iy0); + + if (width ) *width = w; + if (height) *height = h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + // invert for y-downwards bitmaps + scale_y = -scale_y; + + { + int x,y,i,j; + float *precompute; + stbtt_vertex *verts; + int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); + data = (unsigned char *) STBTT_malloc(w * h, info->userdata); + precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata); + + for (i=0,j=num_verts-1; i < num_verts; j=i++) { + if (verts[i].type == STBTT_vline) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; + float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); + precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; + float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; + float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float len2 = bx*bx + by*by; + if (len2 != 0.0f) + precompute[i] = 1.0f / (bx*bx + by*by); + else + precompute[i] = 0.0f; + } else + precompute[i] = 0.0f; + } + + for (y=iy0; y < iy1; ++y) { + for (x=ix0; x < ix1; ++x) { + float val; + float min_dist = 999999.0f; + float sx = (float) x + 0.5f; + float sy = (float) y + 0.5f; + float x_gspace = (sx / scale_x); + float y_gspace = (sy / scale_y); + + int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path + + for (i=0; i < num_verts; ++i) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + + if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) { + float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; + + float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + // coarse culling against bbox + //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && + // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) + dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + STBTT_assert(i != 0); + if (dist < min_dist) { + // check position along line + // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) + // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) + float dx = x1-x0, dy = y1-y0; + float px = x0-sx, py = y0-sy; + // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy + // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve + float t = -(px*dx + py*dy) / (dx*dx + dy*dy); + if (t >= 0.0f && t <= 1.0f) + min_dist = dist; + } + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y; + float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y; + float box_x0 = STBTT_min(STBTT_min(x0,x1),x2); + float box_y0 = STBTT_min(STBTT_min(y0,y1),y2); + float box_x1 = STBTT_max(STBTT_max(x0,x1),x2); + float box_y1 = STBTT_max(STBTT_max(y0,y1),y2); + // coarse culling against bbox to avoid computing cubic unnecessarily + if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) { + int num=0; + float ax = x1-x0, ay = y1-y0; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float mx = x0 - sx, my = y0 - sy; + float res[3] = {0.f,0.f,0.f}; + float px,py,t,it,dist2; + float a_inv = precompute[i]; + if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula + float a = 3*(ax*bx + ay*by); + float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); + float c = mx*ax+my*ay; + if (a == 0.0) { // if a is 0, it's linear + if (b != 0.0) { + res[num++] = -c/b; + } + } else { + float discriminant = b*b - 4*a*c; + if (discriminant < 0) + num = 0; + else { + float root = (float) STBTT_sqrt(discriminant); + res[0] = (-b - root)/(2*a); + res[1] = (-b + root)/(2*a); + num = 2; // don't bother distinguishing 1-solution case, as code below will still work + } + } + } else { + float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point + float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv; + float d = (mx*ax+my*ay) * a_inv; + num = stbtt__solve_cubic(b, c, d, res); + } + dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { + t = res[0], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) { + t = res[1], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) { + t = res[2], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + } + } + } + if (winding == 0) + min_dist = -min_dist; // if outside the shape, value is negative + val = onedge_value + pixel_dist_scale * min_dist; + if (val < 0) + val = 0; + else if (val > 255) + val = 255; + data[(y-iy0)*w+(x-ix0)] = (unsigned char) val; + } + } + STBTT_free(precompute, info->userdata); + STBTT_free(verts, info->userdata); + } + return data; +} + +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +////////////////////////////////////////////////////////////////////////////// +// +// font name matching -- recommended not to use this +// + +// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string +static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) +{ + stbtt_int32 i=0; + + // convert utf16 to utf8 and compare the results while converting + while (len2) { + stbtt_uint16 ch = s2[0]*256 + s2[1]; + if (ch < 0x80) { + if (i >= len1) return -1; + if (s1[i++] != ch) return -1; + } else if (ch < 0x800) { + if (i+1 >= len1) return -1; + if (s1[i++] != 0xc0 + (ch >> 6)) return -1; + if (s1[i++] != 0x80 + (ch & 0x3f)) return -1; + } else if (ch >= 0xd800 && ch < 0xdc00) { + stbtt_uint32 c; + stbtt_uint16 ch2 = s2[2]*256 + s2[3]; + if (i+3 >= len1) return -1; + c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000; + if (s1[i++] != 0xf0 + (c >> 18)) return -1; + if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1; + s2 += 2; // plus another 2 below + len2 -= 2; + } else if (ch >= 0xdc00 && ch < 0xe000) { + return -1; + } else { + if (i+2 >= len1) return -1; + if (s1[i++] != 0xe0 + (ch >> 12)) return -1; + if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1; + } + s2 += 2; + len2 -= 2; + } + return i; +} + +static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) +{ + return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2); +} + +// returns results in whatever encoding you request... but note that 2-byte encodings +// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID) +{ + stbtt_int32 i,count,stringOffset; + stbtt_uint8 *fc = font->data; + stbtt_uint32 offset = font->fontstart; + stbtt_uint32 nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return NULL; + + count = ttUSHORT(fc+nm+2); + stringOffset = nm + ttUSHORT(fc+nm+4); + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2) + && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) { + *length = ttUSHORT(fc+loc+8); + return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10)); + } + } + return NULL; +} + +static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id) +{ + stbtt_int32 i; + stbtt_int32 count = ttUSHORT(fc+nm+2); + stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4); + + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + stbtt_int32 id = ttUSHORT(fc+loc+6); + if (id == target_id) { + // find the encoding + stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4); + + // is this a Unicode encoding? + if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) { + stbtt_int32 slen = ttUSHORT(fc+loc+8); + stbtt_int32 off = ttUSHORT(fc+loc+10); + + // check if there's a prefix match + stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen); + if (matchlen >= 0) { + // check for target_id+1 immediately following, with same encoding & language + if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) { + slen = ttUSHORT(fc+loc+12+8); + off = ttUSHORT(fc+loc+12+10); + if (slen == 0) { + if (matchlen == nlen) + return 1; + } else if (matchlen < nlen && name[matchlen] == ' ') { + ++matchlen; + if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen)) + return 1; + } + } else { + // if nothing immediately following + if (matchlen == nlen) + return 1; + } + } + } + + // @TODO handle other encodings + } + } + return 0; +} + +static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags) +{ + stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name); + stbtt_uint32 nm,hd; + if (!stbtt__isfont(fc+offset)) return 0; + + // check italics/bold/underline flags in macStyle... + if (flags) { + hd = stbtt__find_table(fc, offset, "head"); + if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0; + } + + nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return 0; + + if (flags) { + // if we checked the macStyle flags, then just check the family and ignore the subfamily + if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } else { + if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } + + return 0; +} + +static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags) +{ + stbtt_int32 i; + for (i=0;;++i) { + stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i); + if (off < 0) return off; + if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags)) + return off; + } +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, + float pixel_height, unsigned char *pixels, int pw, int ph, + int first_char, int num_chars, stbtt_bakedchar *chardata) +{ + return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata); +} + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index) +{ + return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); +} + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data) +{ + return stbtt_GetNumberOfFonts_internal((unsigned char *) data); +} + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset) +{ + return stbtt_InitFont_internal(info, (unsigned char *) data, offset); +} + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags) +{ + return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags); +} + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2) +{ + return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif // STB_TRUETYPE_IMPLEMENTATION + + +// FULL VERSION HISTORY +// +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) allow user-defined fabs() replacement +// fix memory leak if fontsize=0.0 +// fix warning from duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// allow PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// 1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine) +// also more precise AA rasterizer, except if shapes overlap +// remove need for STBTT_sort +// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC +// 1.04 (2015-04-15) typo in example +// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes +// 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++ +// 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match +// non-oversampled; STBTT_POINT_SIZE for packed case only +// 1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling +// 0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg) +// 0.9 (2014-08-07) support certain mac/iOS fonts without an MS platformID +// 0.8b (2014-07-07) fix a warning +// 0.8 (2014-05-25) fix a few more warnings +// 0.7 (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back +// 0.6c (2012-07-24) improve documentation +// 0.6b (2012-07-20) fix a few more warnings +// 0.6 (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels, +// stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty +// 0.5 (2011-12-09) bugfixes: +// subpixel glyph renderer computed wrong bounding box +// first vertex of shape can be off-curve (FreeSans) +// 0.4b (2011-12-03) fixed an error in the font baking example +// 0.4 (2011-12-01) kerning, subpixel rendering (tor) +// bugfixes for: +// codepoint-to-glyph conversion using table fmt=12 +// codepoint-to-glyph conversion using table fmt=4 +// stbtt_GetBakedQuad with non-square texture (Zer) +// updated Hello World! sample to use kerning and subpixel +// fixed some warnings +// 0.3 (2009-06-24) cmap fmt=12, compound shapes (MM) +// userdata, malloc-from-userdata, non-zero fill (stb) +// 0.2 (2009-03-11) Fix unsigned/signed char warnings +// 0.1 (2009-03-09) First public release +// + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ From 8d49bd8f4073c218ddd6cd014cc608e7d25fb792 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 15:10:30 +0100 Subject: [PATCH 063/118] fix: Add missing hook_table_revert function The function signature was already defined in the header but the implementation in the module missing --- src/main/hook/table.c | 83 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 83 insertions(+) diff --git a/src/main/hook/table.c b/src/main/hook/table.c index ed67b3b..285a43d 100644 --- a/src/main/hook/table.c +++ b/src/main/hook/table.c @@ -15,12 +15,21 @@ static const size_t apiset_prefix_len = sizeof(apiset_prefix) - 1; static void hook_table_apply_to_all( const char *depname, const struct hook_symbol *syms, size_t nsyms); +static void hook_table_revert_to_all( + const char *depname, const struct hook_symbol *syms, size_t nsyms); + static void hook_table_apply_to_iid( HMODULE target, const pe_iid_t *iid, const struct hook_symbol *syms, size_t nsyms); +static void hook_table_revert_to_iid( + HMODULE target, + const pe_iid_t *iid, + const struct hook_symbol *syms, + size_t nsyms); + static bool hook_table_match_module( HMODULE target, const char *iid_name, const char *depname); @@ -44,6 +53,23 @@ static void hook_table_apply_to_all( } } +static void hook_table_revert_to_all( + const char *depname, const struct hook_symbol *syms, size_t nsyms) +{ + const peb_dll_t *dll; + HMODULE pe; + + for (dll = peb_dll_get_first(); dll != NULL; dll = peb_dll_get_next(dll)) { + pe = peb_dll_get_base(dll); + + if (pe == NULL) { + continue; /* ?? Happens sometimes. */ + } + + hook_table_revert(pe, depname, syms, nsyms); + } +} + void hook_table_apply( HMODULE target, const char *depname, @@ -73,6 +99,35 @@ void hook_table_apply( } } +void hook_table_revert( + HMODULE target, + const char *depname, + const struct hook_symbol *syms, + size_t nsyms) +{ + const pe_iid_t *iid; + const char *iid_name; + + assert(depname != NULL); + assert(syms != NULL || nsyms == 0); + + if (target == NULL) { + /* Call out, which will then call us back repeatedly. Awkward, but + viewed from the outside it's good for usability. */ + + hook_table_revert_to_all(depname, syms, nsyms); + } else { + for (iid = pe_iid_get_first(target); iid != NULL; + iid = pe_iid_get_next(target, iid)) { + iid_name = pe_iid_get_name(target, iid); + + if (hook_table_match_module(target, iid_name, depname)) { + hook_table_revert_to_iid(target, iid, syms, nsyms); + } + } + } +} + static void hook_table_apply_to_iid( HMODULE target, const pe_iid_t *iid, @@ -101,6 +156,34 @@ static void hook_table_apply_to_iid( } } +static void hook_table_revert_to_iid( + HMODULE target, + const pe_iid_t *iid, + const struct hook_symbol *syms, + size_t nsyms) +{ + struct pe_iat_entry iate; + size_t i; + size_t j; + const struct hook_symbol *sym; + + i = 0; + + while (pe_iid_get_iat_entry(target, iid, i++, &iate) == S_OK) { + for (j = 0; j < nsyms; j++) { + sym = &syms[j]; + + if (hook_table_match_proc(&iate, sym)) { + // Only revert-able if the original pointer was stored + // previously + if (sym->link != NULL && *sym->link != NULL) { + pe_patch(iate.ppointer, sym->link, sizeof(*sym->link)); + } + } + } + } +} + static bool hook_table_match_module( HMODULE target, const char *iid_name, const char *depname) { From d482acd533a584a1add49c9192b56aa16b55f873 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 15:10:30 +0100 Subject: [PATCH 064/118] feat: Add bt d3d9 hook specific imgui overlay MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit For now, we focus on internal overlays for bemanitools that hook into an existing d3d9 context. The current abstraction is fairly thin and should be fine as a start. Implementations are called “components” and hook up with a single frame_update function to execute and logic and drawing updates with imgui --- Module.mk | 1 + src/main/imgui-bt/Module.mk | 10 ++ src/main/imgui-bt/cimgui.h | 10 ++ src/main/imgui-bt/component.h | 12 +++ src/main/imgui-bt/imgui-d3d9-hook.c | 143 ++++++++++++++++++++++++++++ src/main/imgui-bt/imgui-d3d9-hook.h | 13 +++ 6 files changed, 189 insertions(+) create mode 100644 src/main/imgui-bt/Module.mk create mode 100644 src/main/imgui-bt/cimgui.h create mode 100644 src/main/imgui-bt/component.h create mode 100644 src/main/imgui-bt/imgui-d3d9-hook.c create mode 100644 src/main/imgui-bt/imgui-d3d9-hook.h diff --git a/Module.mk b/Module.mk index 4ba926c..d4043f0 100644 --- a/Module.mk +++ b/Module.mk @@ -160,6 +160,7 @@ include src/main/iidxio-ezusb2/Module.mk include src/main/iidxio/Module.mk include src/main/iidxiotest/Module.mk include src/main/imgui/Module.mk +include src/main/imgui-bt/Module.mk include src/main/inject/Module.mk include src/main/jbio-magicbox/Module.mk include src/main/jbio-p4io/Module.mk diff --git a/src/main/imgui-bt/Module.mk b/src/main/imgui-bt/Module.mk new file mode 100644 index 0000000..fcf1676 --- /dev/null +++ b/src/main/imgui-bt/Module.mk @@ -0,0 +1,10 @@ +libs += imgui-bt + +libs_imgui-bt := \ + hook \ + hooklib \ + util \ + imgui \ + +src_imgui-bt := \ + imgui-d3d9-hook.c \ diff --git a/src/main/imgui-bt/cimgui.h b/src/main/imgui-bt/cimgui.h new file mode 100644 index 0000000..75b8f3e --- /dev/null +++ b/src/main/imgui-bt/cimgui.h @@ -0,0 +1,10 @@ +#ifndef IMGUI_BT_CIMGUI_H +#define IMGUI_BT_CIMGUI_H + +// Comprehensive header file for including cimgui correctly for integration in this project +#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#include "imgui/cimgui.h" +#include "imgui/cimgui_impl_dx9.h" +#include "imgui/cimgui_impl_win32.h" + +#endif \ No newline at end of file diff --git a/src/main/imgui-bt/component.h b/src/main/imgui-bt/component.h new file mode 100644 index 0000000..fc479a8 --- /dev/null +++ b/src/main/imgui-bt/component.h @@ -0,0 +1,12 @@ +#ifndef IMGUI_BT_COMPONENT_H +#define IMGUI_BT_COMPONENT_H + +#include "imgui-bt/cimgui.h" + +typedef void (*imgui_bt_component_frame_update_t)(ImGuiContext *ctx); + +typedef struct imgui_bt_component { + imgui_bt_component_frame_update_t frame_update; +} imgui_bt_component_t; + +#endif diff --git a/src/main/imgui-bt/imgui-d3d9-hook.c b/src/main/imgui-bt/imgui-d3d9-hook.c new file mode 100644 index 0000000..6f230fc --- /dev/null +++ b/src/main/imgui-bt/imgui-d3d9-hook.c @@ -0,0 +1,143 @@ +#define LOG_MODULE "imgui-d3d9-hook" + +#include "hook/d3d9.h" +#include "hook/table.h" + +#include "imgui-bt/cimgui.h" +#include "imgui-bt/component.h" + +#include "util/defs.h" +#include "util/log.h" +#include "util/mem.h" + +typedef LRESULT WINAPI (*RegisterClassA_t)(WNDCLASSA *lpwcx); +typedef LRESULT WINAPI (*WndProc_t)(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +static LRESULT WINAPI _imgui_d3d9_hook_RegisterClassA(WNDCLASSA *lpwcx); + +static bool _imgui_d3d9_hook_initialized; +static ImGuiContext *_imgui_d3d9_hook_imgui_ctx; +static RegisterClassA_t _imgui_d3d9_hook_original_RegisterClassA; +static WndProc_t _imgui_d3d9_hook_original_wndproc; +static imgui_bt_component_t *_imgui_d3d9_hook_components; +static size_t _imgui_d3d9_hook_component_count; + +static const struct hook_symbol _imgui_d3d9_hook_syms[] = { + {.name = "RegisterClassA", + .patch = _imgui_d3d9_hook_RegisterClassA, + .link = (void **) &_imgui_d3d9_hook_original_RegisterClassA}, +}; + +CIMGUI_API LRESULT igImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +static LRESULT WINAPI _imgui_d3d9_hook_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + LRESULT result; + + result = igImplWin32_WndProcHandler(hWnd, msg, wParam, lParam); + + if (result) { + return result; + } + + return _imgui_d3d9_hook_original_wndproc(hWnd, msg, wParam, lParam); +} + +static LRESULT WINAPI _imgui_d3d9_hook_RegisterClassA(WNDCLASSA *lpwcx) +{ + log_info("Swapping out WndProc handler for wrapper handler in RegisterClassA %s", lpwcx->lpszClassName); + + _imgui_d3d9_hook_original_wndproc = lpwcx->lpfnWndProc; + lpwcx->lpfnWndProc = _imgui_d3d9_hook_WndProc; + + return _imgui_d3d9_hook_original_RegisterClassA(lpwcx); +} + +void imgui_d3d9_hook_init(const imgui_bt_component_t *components, size_t component_count) +{ + ImGuiIO *io; + ImGuiStyle* style; + + log_assert(components); + log_assert(component_count > 0); + + _imgui_d3d9_hook_components = (imgui_bt_component_t *) xmalloc(component_count * sizeof(imgui_bt_component_t)); + memcpy(_imgui_d3d9_hook_components, components, component_count * sizeof(imgui_bt_component_t)); + _imgui_d3d9_hook_component_count = component_count; + + _imgui_d3d9_hook_imgui_ctx = igCreateContext(NULL); + io = igGetIO(); + + io->ConfigFlags = ImGuiConfigFlags_NavEnableKeyboard + | ImGuiConfigFlags_DockingEnable + | ImGuiConfigFlags_ViewportsEnable; + + io->MouseDrawCursor = true; + io->IniFilename = NULL; + io->FontAllowUserScaling = true; + + hook_table_apply(NULL, "user32.dll", _imgui_d3d9_hook_syms, lengthof(_imgui_d3d9_hook_syms)); + + // Setup style + style = igGetStyle(); + style->Colors[ImGuiCol_WindowBg] = (ImVec4){0.0f, 0.0f, 0.0f, 1.0f}; + style->Colors[ImGuiCol_PlotLines] = (ImVec4){1.0f, 1.0f, 0.0f, 1.0f}; + + _imgui_d3d9_hook_initialized = true; +} + +void imgui_d3d9_hook_fini() +{ + hook_table_revert(NULL, "user32.dll", _imgui_d3d9_hook_syms, lengthof(_imgui_d3d9_hook_syms)); + + igImplDX9_Shutdown(); + igImplWin32_Shutdown(); + igDestroyContext(NULL); + + _imgui_d3d9_hook_initialized = false; +} + +HRESULT imgui_hook_d3d9_irp_handler(struct hook_d3d9_irp *irp) +{ + HRESULT hr; + + log_assert(irp); + + if (!_imgui_d3d9_hook_initialized) { + return hook_d3d9_irp_invoke_next(irp); + } + + switch (irp->op) { + case HOOK_D3D9_IRP_OP_CTX_CREATE_DEVICE: + hr = hook_d3d9_irp_invoke_next(irp); + + if (hr == S_OK) { + igImplWin32_Init(irp->args.ctx_create_device.hwnd); + igImplDX9_Init(*irp->args.ctx_create_device.pdev); + } + + return hr; + + case HOOK_D3D9_IRP_OP_DEV_BEGIN_SCENE: + igImplDX9_NewFrame(); + igImplWin32_NewFrame(); + igNewFrame(); + + for (size_t i = 0; i < _imgui_d3d9_hook_component_count; i++) { + _imgui_d3d9_hook_components[i].frame_update(_imgui_d3d9_hook_imgui_ctx); + } + + return hook_d3d9_irp_invoke_next(irp); + + case HOOK_D3D9_IRP_OP_DEV_END_SCENE: + igRender(); + igImplDX9_RenderDrawData(igGetDrawData()); + + return hook_d3d9_irp_invoke_next(irp); + + default: + return hook_d3d9_irp_invoke_next(irp); + } + + log_fatal("Illegal state"); +} \ No newline at end of file diff --git a/src/main/imgui-bt/imgui-d3d9-hook.h b/src/main/imgui-bt/imgui-d3d9-hook.h new file mode 100644 index 0000000..59e0f0e --- /dev/null +++ b/src/main/imgui-bt/imgui-d3d9-hook.h @@ -0,0 +1,13 @@ +#ifndef IMGUI_D3D9_HOOK_H +#define IMGUI_D3D9_HOOK_H + +#include "hook/d3d9.h" + +#include "imgui-bt/component.h" + +void imgui_d3d9_hook_init(const imgui_bt_component_t *components, size_t component_count); +void imgui_d3d9_hook_fini(); + +HRESULT imgui_hook_d3d9_irp_handler(struct hook_d3d9_irp *irp); + +#endif \ No newline at end of file From 8efeb68c75d53c55050a34183562437280523fc9 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 15:10:30 +0100 Subject: [PATCH 065/118] feat: Add frame time performance graph imgui overlay MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit A overlay window showing the a frame time graph with the current frame time, ~10 seconds of history as well as reference lines for the current avg. and a configurable target frame time. This is considered a debug tool to support in any efforts that are related to understanding current frame times of the games. More specifically this can be used to asses impact of any bemanitools hooking to the game’s main (render) loop. --- Module.mk | 1 + src/main/imgui-debug/Module.mk | 10 + src/main/imgui-debug/frame-perf-graph.c | 258 ++++++++++++++++++++++++ src/main/imgui-debug/frame-perf-graph.h | 10 + src/main/imgui-debug/time-history.c | 63 ++++++ src/main/imgui-debug/time-history.h | 23 +++ 6 files changed, 365 insertions(+) create mode 100644 src/main/imgui-debug/Module.mk create mode 100644 src/main/imgui-debug/frame-perf-graph.c create mode 100644 src/main/imgui-debug/frame-perf-graph.h create mode 100644 src/main/imgui-debug/time-history.c create mode 100644 src/main/imgui-debug/time-history.h diff --git a/Module.mk b/Module.mk index d4043f0..170ac9e 100644 --- a/Module.mk +++ b/Module.mk @@ -161,6 +161,7 @@ include src/main/iidxio/Module.mk include src/main/iidxiotest/Module.mk include src/main/imgui/Module.mk include src/main/imgui-bt/Module.mk +include src/main/imgui-debug/Module.mk include src/main/inject/Module.mk include src/main/jbio-magicbox/Module.mk include src/main/jbio-p4io/Module.mk diff --git a/src/main/imgui-debug/Module.mk b/src/main/imgui-debug/Module.mk new file mode 100644 index 0000000..5a4073f --- /dev/null +++ b/src/main/imgui-debug/Module.mk @@ -0,0 +1,10 @@ +libs += imgui-debug + +libs_imgui-debug := \ + imgui-bt \ + imgui \ + util \ + +src_imgui-debug := \ + frame-perf-graph.c \ + time-history.c \ diff --git a/src/main/imgui-debug/frame-perf-graph.c b/src/main/imgui-debug/frame-perf-graph.c new file mode 100644 index 0000000..9228f96 --- /dev/null +++ b/src/main/imgui-debug/frame-perf-graph.c @@ -0,0 +1,258 @@ +#include + +#include "imgui-bt/cimgui.h" + +#include "imgui-debug/frame-perf-graph.h" +#include "imgui-debug/time-history.h" + +#include "util/log.h" + +typedef struct imgui_debug_frame_perf_graph { + float target_time_ms; + float y_axis_min_time_ms; + float y_axis_max_time_ms; +} imgui_debug_frame_perf_graph_t; + +static const ImVec2 WINDOW_MIN_SIZE = {320, 240}; + +static imgui_debug_time_history_t _imgui_debug_frame_perf_graph_history; +static imgui_debug_frame_perf_graph_t _imgui_debug_frame_perf_graph; + +static void _imgui_debug_frame_perf_graph_draw( + imgui_debug_frame_perf_graph_t *graph, + const imgui_debug_time_history_t *history) +{ + float current_value; + ImVec2 window_size; + static bool show_labels = true; + static bool show_target_line = true; + static bool show_avg_line = true; + + log_assert(history); + + current_value = imgui_debug_time_history_recent_value_get(history); + + igSetNextWindowSize(WINDOW_MIN_SIZE, ImGuiCond_FirstUseEver); + igSetNextWindowSizeConstraints(WINDOW_MIN_SIZE, igGetIO()->DisplaySize, NULL, NULL); + + igBegin("Frame Time Graph", NULL, ImGuiWindowFlags_MenuBar); + + // Add menu bar + if (igBeginMenuBar()) { + if (igBeginMenu("Settings", true)) { + igPushItemWidth(110); + + float min_time_slider = graph->y_axis_min_time_ms; + float max_time_slider = graph->y_axis_max_time_ms; + float target_time_input = graph->target_time_ms; + + if (igDragFloat("y-axis min time (ms)", &min_time_slider, 0.1f, 0.1f, max_time_slider - 0.1f, "%.1f", ImGuiSliderFlags_None)) { + graph->y_axis_min_time_ms = min_time_slider; + } + + if (igDragFloat("y-axis max time (ms)", &max_time_slider, 0.1f, min_time_slider + 0.1f, 100.0f, "%.1f", ImGuiSliderFlags_None)) { + graph->y_axis_max_time_ms = max_time_slider; + } + + if (igInputFloat("Target time reference (ms)", &target_time_input, 0.0f, 0.0f, "%.3f", ImGuiInputTextFlags_EnterReturnsTrue)) { + if (target_time_input >= 0.1f && target_time_input <= 100.0f) { + graph->target_time_ms = target_time_input; + } else { + target_time_input = graph->target_time_ms; + } + } + + igCheckbox("Show reference line labels", &show_labels); + igCheckbox("Show target reference line", &show_target_line); + igCheckbox("Show average reference line", &show_avg_line); + + if (igButton("Focus on average", (ImVec2){0, 0})) { + // Convert +/- 10 fps around average to milliseconds + float avg_fps = 1000.0f / history->avg_time_ms; + graph->y_axis_min_time_ms = 1000.0f / (avg_fps + 10.0f); + graph->y_axis_max_time_ms = 1000.0f / fmaxf(avg_fps - 10.0f, 1.0f); + } + + igSameLine(0, -1); + + if (igButton("Focus on target", (ImVec2){0, 0})) { + // Convert +/- 10 fps around target to milliseconds + float target_fps = 1000.0f / graph->target_time_ms; + graph->y_axis_min_time_ms = 1000.0f / (target_fps + 10.0f); + graph->y_axis_max_time_ms = 1000.0f / fmaxf(target_fps - 10.0f, 1.0f); + } + + igPopItemWidth(); + igEndMenu(); + } + igEndMenuBar(); + } + + igGetContentRegionAvail(&window_size); + + igPushStyleColor_Vec4(ImGuiCol_Text, (ImVec4){1, 1, 0, 1}); + igText("Now %.3f ms", current_value); + igPopStyleColor(1); + igSameLine(0, -1); + igPushStyleColor_Vec4(ImGuiCol_Text, (ImVec4){1, 0, 0, 1}); + igText("Target %.3f ms", graph->target_time_ms); + igPopStyleColor(1); + igPushStyleColor_Vec4(ImGuiCol_Text, (ImVec4){0, 1, 0, 1}); + igText("Avg %.3f ms", history->avg_time_ms); + igPopStyleColor(1); + igSameLine(0, -1); + igText(" Min %.3f ms Max %.3f ms", history->min_time_ms, history->max_time_ms); + + // Setup plot area using actual window size, with extra space at top for "ms" label + ImVec2 plot_pos; + igGetCursorScreenPos(&plot_pos); + plot_pos.y += 15; // Add space at top for "ms" label + ImVec2 plot_size = {window_size.x - 50, window_size.y - 65}; // Adjusted for extra top space + + // Plot frame times in ms + ImVec2 plot_pos_offset = {plot_pos.x + 50, plot_pos.y}; + igSetCursorScreenPos(plot_pos_offset); + + igPlotLines_FloatPtr("##framegraph", + history->time_values_ms, + history->size, + history->current_index, + "", + graph->y_axis_min_time_ms, + graph->y_axis_max_time_ms, + plot_size, + sizeof(float)); + + // Draw Y axis (ms) + ImDrawList* draw_list = igGetWindowDrawList(); + char y_label[32]; + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y}, + (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), 1.0f); + + // Draw "ms" label at top of y-axis + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, plot_pos.y - 15}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), "ms", NULL); + + // Scale number of reference points based on plot height + int num_reference_points = (int)(plot_size.y / 25); // One point per ~40 pixels + if (num_reference_points < 4) num_reference_points = 4; + + float time_min = graph->y_axis_min_time_ms; + float time_max = graph->y_axis_max_time_ms; + float time_step = (time_max - time_min) / (num_reference_points + 1); + + // Draw min time value at top of y-axis and reference line + snprintf(y_label, sizeof(y_label), "%.2f", time_min); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, plot_pos.y + plot_size.y - 10}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), y_label, NULL); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y}, + (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y + plot_size.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,0.3f}), 1.0f); + + // Draw reference points and lines on side of y-axis + for (int i = 1; i <= num_reference_points; i++) { + float value = time_max - (time_step * i); + float normalized_pos = (time_max - value) / (time_max - time_min); + float y_pos = plot_pos.y + (plot_size.y * normalized_pos); + snprintf(y_label, sizeof(y_label), "%.2f", value); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, y_pos - 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), y_label, NULL); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, y_pos}, + (ImVec2){plot_pos.x + plot_size.x + 50, y_pos}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,0.2f}), 1.0f); + } + + // Draw max time value at bottom of y-axis and reference line + snprintf(y_label, sizeof(y_label), "%.2f", time_max); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, plot_pos.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), y_label, NULL); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y}, + (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,0.3f}), 1.0f); + + // Draw target frame time reference line if within plot area + if (show_target_line && graph->target_time_ms >= time_min && graph->target_time_ms <= time_max) { + float normalized_target = (time_max - graph->target_time_ms) / (time_max - time_min); + float y_pos_target = plot_pos.y + (plot_size.y * normalized_target); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, y_pos_target}, + (ImVec2){plot_pos.x + plot_size.x + 50, y_pos_target}, + igColorConvertFloat4ToU32((ImVec4){1,0,0,1.0f}), 1.0f); + if (show_labels) { + snprintf(y_label, sizeof(y_label), "%.3f", graph->target_time_ms); + ImDrawList_AddText_Vec2(draw_list, + (ImVec2){plot_pos.x + 50 + plot_size.x/2 - 10, y_pos_target + 5}, + igColorConvertFloat4ToU32((ImVec4){1,0,0,1}), y_label, NULL); + } + } + + // Draw reference line for current average if within plot area + if (show_avg_line && history->avg_time_ms >= time_min && history->avg_time_ms <= time_max) { + float normalized_avg = (time_max - history->avg_time_ms) / (time_max - time_min); + float y_pos_avg = plot_pos.y + (plot_size.y * normalized_avg); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, y_pos_avg}, + (ImVec2){plot_pos.x + plot_size.x + 50, y_pos_avg}, + igColorConvertFloat4ToU32((ImVec4){0,1,0,1.0f}), 1.0f); + if (show_labels) { + snprintf(y_label, sizeof(y_label), "%.3f", history->avg_time_ms); + ImDrawList_AddText_Vec2(draw_list, + (ImVec2){plot_pos.x + 50 + plot_size.x/2 - 10, y_pos_avg + 5}, + igColorConvertFloat4ToU32((ImVec4){0,1,0,1}), y_label, NULL); + } + } + + // Draw X axis (time in frames) + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y}, + (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y + plot_size.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), 1.0f); + + // Draw "frames" label centered on x-axis + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 50 + (plot_size.x / 2) - 20, plot_pos.y + plot_size.y + 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), "frames ago", NULL); + + char x_label[32]; + snprintf(x_label, sizeof(x_label), "%d", history->size); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y + 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), x_label, NULL); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y + plot_size.y + 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), "0", NULL); + + igEnd(); +} + +static void _imgui_debug_frame_perf_graph_component_frame_update(ImGuiContext *ctx) +{ + ImGuiIO *io; + + log_assert(ctx); + + igSetCurrentContext(ctx); + io = igGetIO(); + + imgui_debug_time_history_update(&_imgui_debug_frame_perf_graph_history, 1000.0f / io->Framerate); + + _imgui_debug_frame_perf_graph_draw(&_imgui_debug_frame_perf_graph, &_imgui_debug_frame_perf_graph_history); +} + +void imgui_debug_frame_perf_graph_init( + float target_fps, + imgui_bt_component_t *component) +{ + log_assert(target_fps > 0.0f); + log_assert(component); + + imgui_debug_time_history_init(ceilf(10 * target_fps), &_imgui_debug_frame_perf_graph_history); + + _imgui_debug_frame_perf_graph.target_time_ms = 1000.0f / target_fps; + _imgui_debug_frame_perf_graph.y_axis_min_time_ms = 1000.0f / fmaxf(0.0f, target_fps - 20.0f); + _imgui_debug_frame_perf_graph.y_axis_max_time_ms = 1000.0f / fminf(target_fps + 20.0f, 1000.0f); + + component->frame_update = _imgui_debug_frame_perf_graph_component_frame_update; +} \ No newline at end of file diff --git a/src/main/imgui-debug/frame-perf-graph.h b/src/main/imgui-debug/frame-perf-graph.h new file mode 100644 index 0000000..e2040a0 --- /dev/null +++ b/src/main/imgui-debug/frame-perf-graph.h @@ -0,0 +1,10 @@ +#ifndef IMGUI_DEBUG_FRAME_PERF_GRAPH_H +#define IMGUI_DEBUG_FRAME_PERF_GRAPH_H + +#include "imgui-bt/component.h" + +void imgui_debug_frame_perf_graph_init( + float target_fps, + imgui_bt_component_t *component); + +#endif \ No newline at end of file diff --git a/src/main/imgui-debug/time-history.c b/src/main/imgui-debug/time-history.c new file mode 100644 index 0000000..000320f --- /dev/null +++ b/src/main/imgui-debug/time-history.c @@ -0,0 +1,63 @@ +#include +#include + +#include "time-history.h" + +#include "util/log.h" +#include "util/mem.h" + +void imgui_debug_time_history_init(uint32_t size, imgui_debug_time_history_t *history) +{ + log_assert(size > 0); + log_assert(history); + + memset(history, 0, sizeof(imgui_debug_time_history_t)); + + history->size = size; + history->time_values_ms = (float *) xmalloc(size * sizeof(float)); +} + +void imgui_debug_time_history_update(imgui_debug_time_history_t *history, float time_ms) +{ + log_assert(history); + + history->time_values_ms[history->current_index] = time_ms; + history->current_index = (history->current_index + 1) % history->size; + + history->min_time_ms = history->time_values_ms[0]; + history->max_time_ms = history->time_values_ms[0]; + history->avg_time_ms = 0; + + for (uint32_t i = 0; i < history->size; i++) { + if (history->time_values_ms[i] < history->min_time_ms) { + history->min_time_ms = history->time_values_ms[i]; + } + + if (history->time_values_ms[i] > history->max_time_ms) { + history->max_time_ms = history->time_values_ms[i]; + } + + history->avg_time_ms += history->time_values_ms[i]; + } + + history->avg_time_ms /= history->size; +} + +float imgui_debug_time_history_recent_value_get(const imgui_debug_time_history_t *history) +{ + log_assert(history); + + if (history->current_index == 0) { + return history->time_values_ms[history->size - 1]; + } else { + return history->time_values_ms[history->current_index - 1]; + } +} + +void imgui_debug_time_history_free(imgui_debug_time_history_t *history) +{ + log_assert(history); + log_assert(history->time_values_ms); + + free(history->time_values_ms); +} \ No newline at end of file diff --git a/src/main/imgui-debug/time-history.h b/src/main/imgui-debug/time-history.h new file mode 100644 index 0000000..0a56f51 --- /dev/null +++ b/src/main/imgui-debug/time-history.h @@ -0,0 +1,23 @@ +#ifndef IMGUI_DEBUG_TIME_HISTORY_H +#define IMGUI_DEBUG_TIME_HISTORY_H + +#include + +typedef struct imgui_debug_time_history { + uint32_t size; + float *time_values_ms; + uint32_t current_index; + float min_time_ms; + float max_time_ms; + float avg_time_ms; +} imgui_debug_time_history_t; + +void imgui_debug_time_history_init(uint32_t size, imgui_debug_time_history_t *history); + +void imgui_debug_time_history_update(imgui_debug_time_history_t *history, float time_ms); + +float imgui_debug_time_history_recent_value_get(const imgui_debug_time_history_t *history); + +void imgui_debug_time_history_free(imgui_debug_time_history_t *history); + +#endif \ No newline at end of file From 8b82b328944a98a087389f4e70b7eecc3808aa7e Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 15:10:30 +0100 Subject: [PATCH 066/118] feat: Integrate frame time performance graph into iidxhook 1-8 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Integrate the previously created frame time graph component into iidxhook 1 to 8. iidxhook9 uses d3d9ex which still requires a separate hook implementation for imgui. Guard the feature with a switch as it might have some performance impact and it’s something that is only required to be turned on when needed. --- dist/iidx/iidxhook-09.conf | 3 + dist/iidx/iidxhook-10.conf | 3 + dist/iidx/iidxhook-11.conf | 3 + dist/iidx/iidxhook-12.conf | 3 + dist/iidx/iidxhook-13.conf | 3 + dist/iidx/iidxhook-14.conf | 3 + dist/iidx/iidxhook-15.conf | 3 + dist/iidx/iidxhook-16.conf | 3 + dist/iidx/iidxhook-17.conf | 3 + dist/iidx/iidxhook-18-cn.conf | 3 + dist/iidx/iidxhook-18.conf | 3 + dist/iidx/iidxhook-19.conf | 3 + dist/iidx/iidxhook-20-cn.conf | 3 + dist/iidx/iidxhook-20.conf | 3 + dist/iidx/iidxhook-21.conf | 3 + dist/iidx/iidxhook-22.conf | 3 + dist/iidx/iidxhook-23.conf | 3 + dist/iidx/iidxhook-24.conf | 3 + dist/iidx/iidxhook-25.conf | 3 + dist/iidx/iidxhook-26.conf | 3 + src/main/iidxhook-util/Module.mk | 1 + src/main/iidxhook-util/config-debug.c | 34 ++++ src/main/iidxhook-util/config-debug.h | 17 ++ src/main/iidxhook1/Module.mk | 6 + src/main/iidxhook1/dllmain.c | 22 +++ src/main/iidxhook2/Module.mk | 6 + src/main/iidxhook2/dllmain.c | 22 +++ src/main/iidxhook3/Module.mk | 7 + src/main/iidxhook3/dllmain.c | 22 +++ src/main/iidxhook4-cn/Module.mk | 6 + src/main/iidxhook4-cn/dllmain.c | 22 +++ src/main/iidxhook4/Module.mk | 6 + src/main/iidxhook4/dllmain.c | 22 +++ src/main/iidxhook5-cn/Module.mk | 6 + src/main/iidxhook5-cn/dllmain.c | 22 +++ src/main/iidxhook5/Module.mk | 6 + src/main/iidxhook5/dllmain.c | 22 +++ src/main/iidxhook6/Module.mk | 6 + src/main/iidxhook6/dllmain.c | 22 +++ src/main/iidxhook7/Module.mk | 5 + src/main/iidxhook7/dllmain.c | 26 +++ src/main/iidxhook8/Module.mk | 8 +- src/main/iidxhook8/dllmain.c | 21 +++ src/main/util/Module.mk | 1 + src/main/util/proc.c | 251 +++++++++++++++++++++----- src/main/util/proc.h | 33 +++- 46 files changed, 635 insertions(+), 47 deletions(-) create mode 100644 src/main/iidxhook-util/config-debug.c create mode 100644 src/main/iidxhook-util/config-debug.h diff --git a/dist/iidx/iidxhook-09.conf b/dist/iidx/iidxhook-09.conf index 077e3d2..0a34f25 100755 --- a/dist/iidx/iidxhook-09.conf +++ b/dist/iidx/iidxhook-09.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # Magnetic card type, format XXX, 3 digit string (supports: C02, D01, E11, ECO) eamuse.card_type=C02 diff --git a/dist/iidx/iidxhook-10.conf b/dist/iidx/iidxhook-10.conf index a9874ea..a2b925d 100755 --- a/dist/iidx/iidxhook-10.conf +++ b/dist/iidx/iidxhook-10.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # Magnetic card type, format XXX, 3 digit string (supports: C02, D01, E11, ECO) eamuse.card_type=D01 diff --git a/dist/iidx/iidxhook-11.conf b/dist/iidx/iidxhook-11.conf index e1dc01e..0bd2d8f 100755 --- a/dist/iidx/iidxhook-11.conf +++ b/dist/iidx/iidxhook-11.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # Magnetic card type, format XXX, 3 digit string (supports: C02, D01, E11, ECO) eamuse.card_type=E11 diff --git a/dist/iidx/iidxhook-12.conf b/dist/iidx/iidxhook-12.conf index a3518e3..cd5a747 100755 --- a/dist/iidx/iidxhook-12.conf +++ b/dist/iidx/iidxhook-12.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # Magnetic card type, format XXX, 3 digit string (supports: C02, D01, E11, ECO) eamuse.card_type=ECO diff --git a/dist/iidx/iidxhook-13.conf b/dist/iidx/iidxhook-13.conf index 1f8525f..5926d03 100755 --- a/dist/iidx/iidxhook-13.conf +++ b/dist/iidx/iidxhook-13.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # Magnetic card type, format XXX, 3 digit string (supports: C02, D01, E11, ECO) eamuse.card_type=C02 diff --git a/dist/iidx/iidxhook-14.conf b/dist/iidx/iidxhook-14.conf index 935d75d..75498a9 100755 --- a/dist/iidx/iidxhook-14.conf +++ b/dist/iidx/iidxhook-14.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80. eamuse.server=localhost:80 diff --git a/dist/iidx/iidxhook-15.conf b/dist/iidx/iidxhook-15.conf index b41ebaf..a6e2fce 100755 --- a/dist/iidx/iidxhook-15.conf +++ b/dist/iidx/iidxhook-15.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80. eamuse.server=localhost:80 diff --git a/dist/iidx/iidxhook-16.conf b/dist/iidx/iidxhook-16.conf index 1051ea7..f1ee330 100755 --- a/dist/iidx/iidxhook-16.conf +++ b/dist/iidx/iidxhook-16.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80. eamuse.server=localhost:80 diff --git a/dist/iidx/iidxhook-17.conf b/dist/iidx/iidxhook-17.conf index 06f25d9..6452a97 100755 --- a/dist/iidx/iidxhook-17.conf +++ b/dist/iidx/iidxhook-17.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80. eamuse.server=localhost:80 diff --git a/dist/iidx/iidxhook-18-cn.conf b/dist/iidx/iidxhook-18-cn.conf index 10bb802..3335df9 100644 --- a/dist/iidx/iidxhook-18-cn.conf +++ b/dist/iidx/iidxhook-18-cn.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # PCBID eamuse.pcbid=0101020304050607086F diff --git a/dist/iidx/iidxhook-18.conf b/dist/iidx/iidxhook-18.conf index 2380cde..22dd2f4 100755 --- a/dist/iidx/iidxhook-18.conf +++ b/dist/iidx/iidxhook-18.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # Run the game in a framed window (requires windowed option) gfx.framed=false diff --git a/dist/iidx/iidxhook-19.conf b/dist/iidx/iidxhook-19.conf index 2380cde..22dd2f4 100755 --- a/dist/iidx/iidxhook-19.conf +++ b/dist/iidx/iidxhook-19.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # Run the game in a framed window (requires windowed option) gfx.framed=false diff --git a/dist/iidx/iidxhook-20-cn.conf b/dist/iidx/iidxhook-20-cn.conf index 77aef4f..df796fc 100644 --- a/dist/iidx/iidxhook-20-cn.conf +++ b/dist/iidx/iidxhook-20-cn.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # PCBID eamuse.pcbid=0101020304050607086F diff --git a/dist/iidx/iidxhook-20.conf b/dist/iidx/iidxhook-20.conf index d5ed89e..0a043da 100755 --- a/dist/iidx/iidxhook-20.conf +++ b/dist/iidx/iidxhook-20.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # Run the game in a framed window (requires windowed option) gfx.framed=false diff --git a/dist/iidx/iidxhook-21.conf b/dist/iidx/iidxhook-21.conf index d5ed89e..0a043da 100755 --- a/dist/iidx/iidxhook-21.conf +++ b/dist/iidx/iidxhook-21.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # Run the game in a framed window (requires windowed option) gfx.framed=false diff --git a/dist/iidx/iidxhook-22.conf b/dist/iidx/iidxhook-22.conf index d5ed89e..0a043da 100755 --- a/dist/iidx/iidxhook-22.conf +++ b/dist/iidx/iidxhook-22.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # Run the game in a framed window (requires windowed option) gfx.framed=false diff --git a/dist/iidx/iidxhook-23.conf b/dist/iidx/iidxhook-23.conf index d5ed89e..0a043da 100755 --- a/dist/iidx/iidxhook-23.conf +++ b/dist/iidx/iidxhook-23.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # Run the game in a framed window (requires windowed option) gfx.framed=false diff --git a/dist/iidx/iidxhook-24.conf b/dist/iidx/iidxhook-24.conf index d5ed89e..0a043da 100755 --- a/dist/iidx/iidxhook-24.conf +++ b/dist/iidx/iidxhook-24.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # Run the game in a framed window (requires windowed option) gfx.framed=false diff --git a/dist/iidx/iidxhook-25.conf b/dist/iidx/iidxhook-25.conf index f14335a..52e9143 100644 --- a/dist/iidx/iidxhook-25.conf +++ b/dist/iidx/iidxhook-25.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # Run the game in a framed window (requires windowed option) gfx.framed=false diff --git a/dist/iidx/iidxhook-26.conf b/dist/iidx/iidxhook-26.conf index f14335a..52e9143 100644 --- a/dist/iidx/iidxhook-26.conf +++ b/dist/iidx/iidxhook-26.conf @@ -1,3 +1,6 @@ +# Enable frame performance graph overlay +debug.enable_frame_perf_graph=false + # Run the game in a framed window (requires windowed option) gfx.framed=false diff --git a/src/main/iidxhook-util/Module.mk b/src/main/iidxhook-util/Module.mk index 92fe44d..1e5bbbe 100644 --- a/src/main/iidxhook-util/Module.mk +++ b/src/main/iidxhook-util/Module.mk @@ -7,6 +7,7 @@ src_iidxhook-util := \ acio.c \ chart-patch.c \ clock.c \ + config-debug.c \ config-eamuse.c \ config-ezusb.c \ config-gfx.c \ diff --git a/src/main/iidxhook-util/config-debug.c b/src/main/iidxhook-util/config-debug.c new file mode 100644 index 0000000..85a031e --- /dev/null +++ b/src/main/iidxhook-util/config-debug.c @@ -0,0 +1,34 @@ +#include "cconfig/cconfig-util.h" + +#include "iidxhook-util/config-debug.h" + +#include "util/log.h" + +#define IIDXHOOK_CONFIG_DEBUG_ENABLE_FRAME_PERF_GRAPH_KEY "debug.enable_frame_perf_graph" + +#define IIDXHOOK_CONFIG_DEBUG_DEFAULT_ENABLE_FRAME_PERF_GRAPH_VALUE false + +void iidxhook_config_debug_init(struct cconfig *config) +{ + cconfig_util_set_bool( + config, + IIDXHOOK_CONFIG_DEBUG_ENABLE_FRAME_PERF_GRAPH_KEY, + IIDXHOOK_CONFIG_DEBUG_DEFAULT_ENABLE_FRAME_PERF_GRAPH_VALUE, + "Enable frame performance graph overlay"); +} + +void iidxhook_config_debug_get( + struct iidxhook_config_debug *config_debug, struct cconfig *config) +{ + if (!cconfig_util_get_bool( + config, + IIDXHOOK_CONFIG_DEBUG_ENABLE_FRAME_PERF_GRAPH_KEY, + &config_debug->enable_frame_perf_graph, + IIDXHOOK_CONFIG_DEBUG_DEFAULT_ENABLE_FRAME_PERF_GRAPH_VALUE)) { + log_warning( + "Invalid value for key '%s' specified, fallback " + "to default '%d'", + IIDXHOOK_CONFIG_DEBUG_ENABLE_FRAME_PERF_GRAPH_KEY, + IIDXHOOK_CONFIG_DEBUG_DEFAULT_ENABLE_FRAME_PERF_GRAPH_VALUE); + } +} diff --git a/src/main/iidxhook-util/config-debug.h b/src/main/iidxhook-util/config-debug.h new file mode 100644 index 0000000..f97568e --- /dev/null +++ b/src/main/iidxhook-util/config-debug.h @@ -0,0 +1,17 @@ +#ifndef IIDXHOOK_CONFIG_DEBUG_H +#define IIDXHOOK_CONFIG_DEBUG_H + +#include + +#include "cconfig/cconfig.h" + +struct iidxhook_config_debug { + bool enable_frame_perf_graph; +}; + +void iidxhook_config_debug_init(struct cconfig *config); + +void iidxhook_config_debug_get( + struct iidxhook_config_debug *config_debug, struct cconfig *config); + +#endif \ No newline at end of file diff --git a/src/main/iidxhook1/Module.mk b/src/main/iidxhook1/Module.mk index fcfad98..e692987 100644 --- a/src/main/iidxhook1/Module.mk +++ b/src/main/iidxhook1/Module.mk @@ -3,6 +3,9 @@ dlls += iidxhook1 ldflags_iidxhook1 := \ -lws2_32 \ -liphlpapi \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ libs_iidxhook1 := \ iidxhook-util \ @@ -18,6 +21,9 @@ libs_iidxhook1 := \ cconfig \ util \ ezusb \ + imgui-bt \ + imgui-debug \ + imgui \ src_iidxhook1 := \ config-iidxhook1.c \ diff --git a/src/main/iidxhook1/dllmain.c b/src/main/iidxhook1/dllmain.c index a3a4a35..5340909 100644 --- a/src/main/iidxhook1/dllmain.c +++ b/src/main/iidxhook1/dllmain.c @@ -27,6 +27,7 @@ #include "iidxhook-util/chart-patch.h" #include "iidxhook-util/clock.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-eamuse.h" #include "iidxhook-util/config-ezusb.h" #include "iidxhook-util/config-gfx.h" @@ -41,6 +42,10 @@ #include "iidxhook1/ezusb-mon.h" #include "iidxhook1/log-ezusb.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "util/defs.h" #include "util/log.h" #include "util/thread.h" @@ -53,6 +58,7 @@ static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler }; static HANDLE STDCALL my_OpenProcess(DWORD, BOOL, DWORD); @@ -68,6 +74,17 @@ static const struct hook_symbol init_hook_syms[] = { }, }; +static void iidxhook1_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} + static void iidxhook1_setup_d3d9_hooks( const struct iidxhook_config_gfx *config_gfx, const struct iidxhook_config_iidxhook1 *config_iidxhook1) @@ -125,6 +142,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_util_config_ezusb config_ezusb; struct iidxhook_util_config_eamuse config_eamuse; struct iidxhook_config_gfx config_gfx; @@ -144,6 +162,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_util_config_ezusb_init(config); iidxhook_util_config_eamuse_init(config); iidxhook_config_gfx_init(config); @@ -159,6 +178,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) exit(EXIT_FAILURE); } + iidxhook_config_debug_get(&config_debug, config); iidxhook_util_config_ezusb_get(&config_ezusb, config); iidxhook_util_config_eamuse_get(&config_eamuse, config); iidxhook_config_gfx_get(&config_gfx, config); @@ -202,6 +222,8 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) settings_hook_set_path(config_misc.settings_path); } + iidxhook1_setup_imgui_debug_components(&config_debug); + /* Direct3D and USER32 hooks */ iidxhook1_setup_d3d9_hooks(&config_gfx, &config_iidxhook1); diff --git a/src/main/iidxhook2/Module.mk b/src/main/iidxhook2/Module.mk index c9fd438..292f496 100644 --- a/src/main/iidxhook2/Module.mk +++ b/src/main/iidxhook2/Module.mk @@ -3,6 +3,9 @@ avsdlls += iidxhook2 ldflags_iidxhook2 := \ -lws2_32 \ -liphlpapi \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ libs_iidxhook2 := \ iidxhook-util \ @@ -18,6 +21,9 @@ libs_iidxhook2 := \ cconfig \ util \ ezusb \ + imgui-bt \ + imgui-debug \ + imgui \ src_iidxhook2 := \ config-iidxhook2.c \ diff --git a/src/main/iidxhook2/dllmain.c b/src/main/iidxhook2/dllmain.c index 25a76ed..f85ddd7 100644 --- a/src/main/iidxhook2/dllmain.c +++ b/src/main/iidxhook2/dllmain.c @@ -29,6 +29,7 @@ #include "iidxhook-util/acio.h" #include "iidxhook-util/chart-patch.h" #include "iidxhook-util/clock.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-eamuse.h" #include "iidxhook-util/config-ezusb.h" #include "iidxhook-util/config-gfx.h" @@ -41,6 +42,10 @@ #include "iidxhook2/config-iidxhook2.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "util/log.h" #include "util/thread.h" @@ -52,6 +57,7 @@ static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler, }; static HANDLE STDCALL my_OpenProcess(DWORD, BOOL, DWORD); @@ -65,6 +71,17 @@ static const struct hook_symbol init_hook_syms[] = { .link = (void **) &real_OpenProcess}, }; +static void iidxhook2_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} + static void iidxhook2_setup_d3d9_hooks( const struct iidxhook_config_gfx *config_gfx, const struct iidxhook_config_iidxhook2 *config_iidxhook2) @@ -122,6 +139,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_util_config_ezusb config_ezusb; struct iidxhook_util_config_eamuse config_eamuse; struct iidxhook_config_gfx config_gfx; @@ -141,6 +159,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_util_config_ezusb_init(config); iidxhook_util_config_eamuse_init(config); iidxhook_config_gfx_init(config); @@ -156,6 +175,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) exit(EXIT_FAILURE); } + iidxhook_config_debug_get(&config_debug, config); iidxhook_util_config_ezusb_get(&config_ezusb, config); iidxhook_util_config_eamuse_get(&config_eamuse, config); iidxhook_config_gfx_get(&config_gfx, config); @@ -194,6 +214,8 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) settings_hook_set_path(config_misc.settings_path); } + iidxhook2_setup_imgui_debug_components(&config_debug); + /* Direct3D and USER32 hooks */ iidxhook2_setup_d3d9_hooks(&config_gfx, &config_iidxhook2); diff --git a/src/main/iidxhook3/Module.mk b/src/main/iidxhook3/Module.mk index e328bec..a79b2e9 100644 --- a/src/main/iidxhook3/Module.mk +++ b/src/main/iidxhook3/Module.mk @@ -3,9 +3,13 @@ avsdlls += iidxhook3 ldflags_iidxhook3 := \ -lws2_32 \ -liphlpapi \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ libs_iidxhook3 := \ iidxhook-util \ + iidxhook-d3d9 \ ezusb-emu \ ezusb-iidx-16seg-emu \ ezusb2-emu \ @@ -20,6 +24,9 @@ libs_iidxhook3 := \ cconfig \ util \ ezusb \ + imgui-bt \ + imgui-debug \ + imgui \ src_iidxhook3 := \ dllmain.c \ diff --git a/src/main/iidxhook3/dllmain.c b/src/main/iidxhook3/dllmain.c index b2e0e41..092b9fe 100644 --- a/src/main/iidxhook3/dllmain.c +++ b/src/main/iidxhook3/dllmain.c @@ -30,6 +30,7 @@ #include "iidxhook-util/acio.h" #include "iidxhook-util/chart-patch.h" #include "iidxhook-util/clock.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-eamuse.h" #include "iidxhook-util/config-gfx.h" #include "iidxhook-util/config-misc.h" @@ -38,6 +39,10 @@ #include "iidxhook-util/eamuse.h" #include "iidxhook-util/settings.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "security/rp-sign-key.h" #include "util/log.h" @@ -52,6 +57,7 @@ static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler, }; static HANDLE STDCALL my_OpenProcess(DWORD, BOOL, DWORD); @@ -64,6 +70,17 @@ static const struct hook_symbol init_hook_syms[] = { .link = (void **) &real_OpenProcess}, }; +static void iidxhook3_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} + static void iidxhook3_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -120,6 +137,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_util_config_eamuse config_eamuse; struct iidxhook_config_gfx config_gfx; struct iidxhook_config_misc config_misc; @@ -137,6 +155,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_util_config_eamuse_init(config); iidxhook_config_gfx_init(config); iidxhook_config_misc_init(config); @@ -150,6 +169,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) exit(EXIT_FAILURE); } + iidxhook_config_debug_get(&config_debug, config); iidxhook_util_config_eamuse_get(&config_eamuse, config); iidxhook_config_gfx_get(&config_gfx, config); iidxhook_config_misc_get(&config_misc, config); @@ -187,6 +207,8 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) settings_hook_set_path(config_misc.settings_path); } + iidxhook3_setup_imgui_debug_components(&config_debug); + /* Direct3D and USER32 hooks */ iidxhook3_setup_d3d9_hooks(&config_gfx); diff --git a/src/main/iidxhook4-cn/Module.mk b/src/main/iidxhook4-cn/Module.mk index 0f7bcee..6cd0edf 100644 --- a/src/main/iidxhook4-cn/Module.mk +++ b/src/main/iidxhook4-cn/Module.mk @@ -3,6 +3,9 @@ avsdlls += iidxhook4-cn ldflags_iidxhook4-cn := \ -liphlpapi \ -lws2_32 \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ deplibs_iidxhook4-cn := \ avs \ @@ -20,6 +23,9 @@ libs_iidxhook4-cn := \ cconfig \ util \ ezusb \ + imgui-bt \ + imgui-debug \ + imgui \ src_iidxhook4-cn := \ avs-boot.c \ diff --git a/src/main/iidxhook4-cn/dllmain.c b/src/main/iidxhook4-cn/dllmain.c index ea2f42a..072e266 100644 --- a/src/main/iidxhook4-cn/dllmain.c +++ b/src/main/iidxhook4-cn/dllmain.c @@ -25,6 +25,7 @@ #include "iidxhook4-cn/path.h" #include "iidxhook-util/chart-patch.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-eamuse.h" #include "iidxhook-util/config-gfx.h" #include "iidxhook-util/config-io.h" @@ -33,6 +34,10 @@ #include "iidxhook-util/d3d9.h" #include "iidxhook-util/settings.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "security/rp-sign-key.h" #include "imports/avs.h" @@ -51,6 +56,7 @@ static bool iidxhook_init_check; static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler, }; static const struct hook_symbol init_hook_syms[] = { @@ -61,6 +67,17 @@ static const struct hook_symbol init_hook_syms[] = { static struct iidxhook_config_io config_io; +static void iidxhook4_cn_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} + static void iidxhook4_cn_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -117,6 +134,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_util_config_eamuse config_eamuse; struct iidxhook_config_gfx config_gfx; struct iidxhook_config_sec config_sec; @@ -134,6 +152,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_util_config_eamuse_init(config); iidxhook_config_gfx_init(config); iidxhook_config_io_init(config); @@ -148,6 +167,7 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) exit(EXIT_FAILURE); } + iidxhook_config_debug_get(&config_debug, config); iidxhook_util_config_eamuse_get(&config_eamuse, config); iidxhook_config_gfx_get(&config_gfx, config); iidxhook_config_io_get(&config_io, config); @@ -174,6 +194,8 @@ my_OpenProcess(DWORD dwDesiredAccess, BOOL bInheritHandle, DWORD dwProcessId) &config_sec.black_plug_mcode); ezusb_iidx_emu_node_security_plug_set_pcbid(&config_eamuse.pcbid); + iidxhook4_cn_setup_imgui_debug_components(&config_debug); + iidxhook4_cn_setup_d3d9_hooks(&config_gfx); if (strlen(config_misc.settings_path) > 0) { diff --git a/src/main/iidxhook4/Module.mk b/src/main/iidxhook4/Module.mk index 40f40b0..184a3b1 100644 --- a/src/main/iidxhook4/Module.mk +++ b/src/main/iidxhook4/Module.mk @@ -2,6 +2,9 @@ avsdlls += iidxhook4 ldflags_iidxhook4 := \ -liphlpapi \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ deplibs_iidxhook4 := \ avs \ @@ -22,6 +25,9 @@ libs_iidxhook4 := \ cconfig \ util \ ezusb \ + imgui-bt \ + imgui-debug \ + imgui \ src_iidxhook4 := \ dllmain.c \ diff --git a/src/main/iidxhook4/dllmain.c b/src/main/iidxhook4/dllmain.c index d7993dd..afe3149 100644 --- a/src/main/iidxhook4/dllmain.c +++ b/src/main/iidxhook4/dllmain.c @@ -27,6 +27,7 @@ #include "iidxhook-util/acio.h" #include "iidxhook-util/chart-patch.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-gfx.h" #include "iidxhook-util/config-io.h" #include "iidxhook-util/config-misc.h" @@ -34,6 +35,10 @@ #include "iidxhook-util/log-server.h" #include "iidxhook-util/settings.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "imports/avs.h" #include "util/log.h" @@ -48,10 +53,22 @@ static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler, }; static struct iidxhook_config_io config_io; +static void iidxhook4_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} + static void iidxhook4_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -101,6 +118,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_config_gfx config_gfx; struct iidxhook_config_misc config_misc; @@ -111,6 +129,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_config_gfx_init(config); iidxhook_config_io_init(config); iidxhook_config_misc_init(config); @@ -124,6 +143,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) exit(EXIT_FAILURE); } + iidxhook_config_debug_get(&config_debug, config); iidxhook_config_gfx_get(&config_gfx, config); iidxhook_config_io_get(&config_io, config); iidxhook_config_misc_get(&config_misc, config); @@ -133,6 +153,8 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) log_info(IIDXHOOK4_INFO_HEADER); log_info("Initializing iidxhook..."); + iidxhook4_setup_imgui_debug_components(&config_debug); + iidxhook4_setup_d3d9_hooks(&config_gfx); if (strlen(config_misc.settings_path) > 0) { diff --git a/src/main/iidxhook5-cn/Module.mk b/src/main/iidxhook5-cn/Module.mk index feea3d4..351bec1 100644 --- a/src/main/iidxhook5-cn/Module.mk +++ b/src/main/iidxhook5-cn/Module.mk @@ -3,6 +3,9 @@ avsdlls += iidxhook5-cn ldflags_iidxhook5-cn := \ -liphlpapi \ -lws2_32 \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ deplibs_iidxhook5-cn := \ avs \ @@ -20,6 +23,9 @@ libs_iidxhook5-cn := \ cconfig \ util \ ezusb \ + imgui-bt \ + imgui-debug \ + imgui \ src_iidxhook5-cn := \ avs-boot.c \ diff --git a/src/main/iidxhook5-cn/dllmain.c b/src/main/iidxhook5-cn/dllmain.c index 711c906..aae9a07 100644 --- a/src/main/iidxhook5-cn/dllmain.c +++ b/src/main/iidxhook5-cn/dllmain.c @@ -25,6 +25,7 @@ #include "iidxhook5-cn/avs-boot.h" #include "iidxhook5-cn/path.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-eamuse.h" #include "iidxhook-util/config-gfx.h" #include "iidxhook-util/config-io.h" @@ -33,6 +34,10 @@ #include "iidxhook-util/d3d9.h" #include "iidxhook-util/settings.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "security/rp-sign-key.h" #include "imports/avs.h" @@ -51,6 +56,7 @@ static bool iidxhook_init_check; static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler, }; static const struct hook_symbol init_hook_user32_syms[] = { @@ -61,6 +67,17 @@ static const struct hook_symbol init_hook_user32_syms[] = { static struct iidxhook_config_io config_io; +static void iidxhook5_cn_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} + static void iidxhook5_cn_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -97,6 +114,7 @@ static ATOM WINAPI my_RegisterClassA(const WNDCLASSA *lpWndClass) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_util_config_eamuse config_eamuse; struct iidxhook_config_gfx config_gfx; struct iidxhook_config_sec config_sec; @@ -114,6 +132,7 @@ static ATOM WINAPI my_RegisterClassA(const WNDCLASSA *lpWndClass) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_util_config_eamuse_init(config); iidxhook_config_gfx_init(config); iidxhook_config_io_init(config); @@ -128,6 +147,7 @@ static ATOM WINAPI my_RegisterClassA(const WNDCLASSA *lpWndClass) exit(EXIT_FAILURE); } + iidxhook_config_debug_get(&config_debug, config); iidxhook_util_config_eamuse_get(&config_eamuse, config); iidxhook_config_gfx_get(&config_gfx, config); iidxhook_config_io_get(&config_io, config); @@ -154,6 +174,8 @@ static ATOM WINAPI my_RegisterClassA(const WNDCLASSA *lpWndClass) &config_sec.black_plug_mcode); ezusb_iidx_emu_node_security_plug_set_pcbid(&config_eamuse.pcbid); + iidxhook5_cn_setup_imgui_debug_components(&config_debug); + iidxhook5_cn_setup_d3d9_hooks(&config_gfx); if (strlen(config_misc.settings_path) > 0) { diff --git a/src/main/iidxhook5/Module.mk b/src/main/iidxhook5/Module.mk index 78ea307..7f0274a 100644 --- a/src/main/iidxhook5/Module.mk +++ b/src/main/iidxhook5/Module.mk @@ -2,6 +2,9 @@ avsdlls += iidxhook5 ldflags_iidxhook5 := \ -liphlpapi \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ deplibs_iidxhook5 := \ avs \ @@ -22,6 +25,9 @@ libs_iidxhook5 := \ cconfig \ util \ ezusb \ + imgui-bt \ + imgui-debug \ + imgui \ src_iidxhook5 := \ dllmain.c \ diff --git a/src/main/iidxhook5/dllmain.c b/src/main/iidxhook5/dllmain.c index 268bf39..dbee76d 100644 --- a/src/main/iidxhook5/dllmain.c +++ b/src/main/iidxhook5/dllmain.c @@ -27,6 +27,7 @@ #include "iidxhook-util/acio.h" #include "iidxhook-util/chart-patch.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-gfx.h" #include "iidxhook-util/config-io.h" #include "iidxhook-util/config-misc.h" @@ -34,6 +35,10 @@ #include "iidxhook-util/log-server.h" #include "iidxhook-util/settings.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "imports/avs.h" #include "util/log.h" @@ -50,10 +55,22 @@ static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler, }; static struct iidxhook_config_io config_io; +static void iidxhook5_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} + static void iidxhook5_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -103,6 +120,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_config_gfx config_gfx; struct iidxhook_config_misc config_misc; @@ -113,6 +131,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_config_gfx_init(config); iidxhook_config_io_init(config); iidxhook_config_misc_init(config); @@ -126,6 +145,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) exit(EXIT_FAILURE); } + iidxhook_config_debug_get(&config_debug, config); iidxhook_config_gfx_get(&config_gfx, config); iidxhook_config_io_get(&config_io, config); iidxhook_config_misc_get(&config_misc, config); @@ -135,6 +155,8 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) log_info(IIDXHOOK5_INFO_HEADER); log_info("Initializing iidxhook..."); + iidxhook5_setup_imgui_debug_components(&config_debug); + iidxhook5_setup_d3d9_hooks(&config_gfx); if (strlen(config_misc.settings_path) > 0) { diff --git a/src/main/iidxhook6/Module.mk b/src/main/iidxhook6/Module.mk index 7fda87b..d664a1e 100644 --- a/src/main/iidxhook6/Module.mk +++ b/src/main/iidxhook6/Module.mk @@ -2,6 +2,9 @@ avsdlls += iidxhook6 ldflags_iidxhook6 := \ -liphlpapi \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ deplibs_iidxhook6 := \ avs \ @@ -23,6 +26,9 @@ libs_iidxhook6 := \ cconfig \ util \ ezusb \ + imgui-bt \ + imgui-debug \ + imgui \ src_iidxhook6 := \ dllmain.c \ diff --git a/src/main/iidxhook6/dllmain.c b/src/main/iidxhook6/dllmain.c index b4ca65a..7ecbefc 100644 --- a/src/main/iidxhook6/dllmain.c +++ b/src/main/iidxhook6/dllmain.c @@ -28,11 +28,16 @@ #include "iidxhook-d3d9/bb-scale-hd.h" #include "iidxhook-util/acio.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-gfx.h" #include "iidxhook-util/config-io.h" #include "iidxhook-util/d3d9.h" #include "iidxhook-util/log-server.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "imports/avs.h" #include "util/log.h" @@ -48,10 +53,22 @@ static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_d3d9_bb_scale_hd_d3d9_irp_handler, iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler, }; static struct iidxhook_config_io config_io; +static void iidxhook6_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} + static void iidxhook6_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -87,6 +104,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_config_gfx config_gfx; log_server_init(); @@ -96,6 +114,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_config_gfx_init(config); iidxhook_config_io_init(config); @@ -108,6 +127,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) exit(EXIT_FAILURE); } + iidxhook_config_debug_get(&config_debug, config); iidxhook_config_gfx_get(&config_gfx, config); iidxhook_config_io_get(&config_io, config); @@ -116,6 +136,8 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) log_info(IIDXHOOK6_INFO_HEADER); log_info("Initializing iidxhook..."); + iidxhook6_setup_imgui_debug_components(&config_debug); + iidxhook6_setup_d3d9_hooks(&config_gfx); if (!config_io.disable_io_emu) { diff --git a/src/main/iidxhook7/Module.mk b/src/main/iidxhook7/Module.mk index a40366a..4c592a4 100644 --- a/src/main/iidxhook7/Module.mk +++ b/src/main/iidxhook7/Module.mk @@ -3,6 +3,8 @@ avsdlls += iidxhook7 ldflags_iidxhook7 := \ -liphlpapi \ -ld3d9 \ + -ldwmapi\ + -lgdi32 \ deplibs_iidxhook7 := \ avs \ @@ -24,6 +26,9 @@ libs_iidxhook7 := \ iidxio \ util \ ezusb \ + imgui-bt \ + imgui-debug \ + imgui \ src_iidxhook7 := \ dllmain.c \ diff --git a/src/main/iidxhook7/dllmain.c b/src/main/iidxhook7/dllmain.c index af948f6..80fb158 100644 --- a/src/main/iidxhook7/dllmain.c +++ b/src/main/iidxhook7/dllmain.c @@ -28,11 +28,16 @@ #include "iidxhook-d3d9/bb-scale-hd.h" #include "iidxhook-util/acio.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-gfx.h" #include "iidxhook-util/config-io.h" #include "iidxhook-util/d3d9.h" #include "iidxhook-util/log-server.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "imports/avs.h" #include "util/log.h" @@ -48,10 +53,22 @@ static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_d3d9_bb_scale_hd_d3d9_irp_handler, iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler, }; static struct iidxhook_config_io config_io; +static void iidxhook7_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} + static void iidxhook7_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -87,6 +104,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_config_gfx config_gfx; log_server_init(); @@ -96,6 +114,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_config_gfx_init(config); iidxhook_config_io_init(config); @@ -108,6 +127,11 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) exit(EXIT_FAILURE); } + iidxhook_config_debug_init(config); + iidxhook_config_gfx_init(config); + iidxhook_config_io_init(config); + + iidxhook_config_debug_get(&config_debug, config); iidxhook_config_gfx_get(&config_gfx, config); iidxhook_config_io_get(&config_io, config); @@ -116,6 +140,8 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) log_info(IIDXHOOK7_INFO_HEADER); log_info("Initializing iidxhook..."); + iidxhook7_setup_imgui_debug_components(&config_debug); + iidxhook7_setup_d3d9_hooks(&config_gfx); if (!config_io.disable_io_emu) { diff --git a/src/main/iidxhook8/Module.mk b/src/main/iidxhook8/Module.mk index e71c8c2..954191c 100644 --- a/src/main/iidxhook8/Module.mk +++ b/src/main/iidxhook8/Module.mk @@ -7,6 +7,9 @@ ldflags_iidxhook8 := \ -lmf \ -lmfplat \ -lole32 \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ deplibs_iidxhook8 := \ avs \ @@ -24,7 +27,10 @@ libs_iidxhook8 := \ cconfig \ util \ eamio \ - + imgui-bt \ + imgui-debug \ + imgui \ + src_iidxhook8 := \ config-io.c \ dllmain.c \ diff --git a/src/main/iidxhook8/dllmain.c b/src/main/iidxhook8/dllmain.c index 13509be..d1c95ab 100644 --- a/src/main/iidxhook8/dllmain.c +++ b/src/main/iidxhook8/dllmain.c @@ -21,10 +21,15 @@ #include "iidxhook-d3d9/bb-scale-hd.h" #include "iidxhook-util/acio.h" +#include "iidxhook-util/config-debug.h" #include "iidxhook-util/config-gfx.h" #include "iidxhook-util/d3d9.h" #include "iidxhook-util/log-server.h" +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + #include "bio2emu-iidx/bi2a.h" #include "bio2emu/emu.h" @@ -47,8 +52,19 @@ static const hook_d3d9_irp_handler_t iidxhook_d3d9_handlers[] = { iidxhook_d3d9_bb_scale_hd_d3d9_irp_handler, iidxhook_util_d3d9_irp_handler, + imgui_hook_d3d9_irp_handler, }; +static void iidxhook8_setup_imgui_debug_components(const struct iidxhook_config_debug *config_debug) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (config_debug->enable_frame_perf_graph) { + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + } +} static void iidxhook8_setup_d3d9_hooks(const struct iidxhook_config_gfx *config_gfx) { @@ -93,6 +109,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) { struct cconfig *config; + struct iidxhook_config_debug config_debug; struct iidxhook_config_gfx config_gfx; // log_server_init is required due to IO occuring in a non avs_thread @@ -104,6 +121,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) config = cconfig_init(); + iidxhook_config_debug_init(config); iidxhook_config_gfx_init(config); iidxhook8_config_io_init(config); camhook_config_cam_init(config, 2); @@ -117,6 +135,7 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) exit(EXIT_FAILURE); } + iidxhook_config_debug_get(&config_debug, config); iidxhook_config_gfx_get(&config_gfx, config); iidxhook8_config_io_get(&iidxhook8_config_io, config); camhook_config_cam_get(&config_cam, config, 2); @@ -126,6 +145,8 @@ static bool my_dll_entry_init(char *sidcode, struct property_node *param) log_info(IIDXHOOK8_INFO_HEADER); log_info("Initializing iidxhook..."); + iidxhook8_setup_imgui_debug_components(&config_debug); + iidxhook8_setup_d3d9_hooks(&config_gfx); /* Start up IIDXIO.DLL */ diff --git a/src/main/util/Module.mk b/src/main/util/Module.mk index ab8d495..1a48cd3 100644 --- a/src/main/util/Module.mk +++ b/src/main/util/Module.mk @@ -20,5 +20,6 @@ src_util := \ str.c \ thread.c \ time.c \ + winerr.c \ winres.c \ diff --git a/src/main/util/proc.c b/src/main/util/proc.c index 8473113..47c5d3a 100644 --- a/src/main/util/proc.c +++ b/src/main/util/proc.c @@ -1,54 +1,25 @@ #define LOG_MODULE "util-proc" #include -#include - -#include -#include +#include +#include +#include +#include "util/defs.h" #include "util/log.h" +#include "util/mem.h" +#include "util/str.h" +#include "util/winerr.h" -bool proc_is_running_as_admin_user() -{ - SID_IDENTIFIER_AUTHORITY authority = SECURITY_NT_AUTHORITY; - PSID sid; - BOOL res; - BOOL is_admin; +#include "proc.h" - res = AllocateAndInitializeSid( - &authority, - 2, - SECURITY_BUILTIN_DOMAIN_RID, - DOMAIN_ALIAS_RID_ADMINS, - 0, - 0, - 0, - 0, - 0, - 0, - &sid); - - if (!res) { - log_warning( - "Failed to allocate memory for is admin check: %lX", - GetLastError()); - return false; - } - - is_admin = false; - - res = CheckTokenMembership(NULL, sid, &is_admin); - - if (!res) { - log_warning( - "Failed to check admin group membership: %lX", GetLastError()); - return false; - } - - FreeSid(sid); - - return is_admin; -} +typedef NTSTATUS (NTAPI *PNtQueryInformationThread)( + HANDLE ThreadHandle, + THREADINFOCLASS ThreadInformationClass, + PVOID ThreadInformation, + ULONG ThreadInformationLength, + PULONG ReturnLength +); void proc_terminate_current_process(uint32_t exit_code) { @@ -58,4 +29,196 @@ void proc_terminate_current_process(uint32_t exit_code) SYNCHRONIZE | PROCESS_TERMINATE, TRUE, GetCurrentProcessId()); TerminateProcess(hnd, exit_code); +} + +void* proc_thread_get_proc_address(int thread_id) +{ + HANDLE thread; + char* err_str; + HMODULE nt_dll; + PNtQueryInformationThread ntQueryInformationThread; + NTSTATUS status; + PVOID thread_start_address; + ULONG return_len; + + thread = proc_thread_get_handle(thread_id); + + if (thread == NULL) { + err_str = util_winerr_format_last_error_code(); + log_fatal("Failed to open thread with id %d: %s", thread_id, err_str); + } + + nt_dll = LoadLibrary("ntdll.dll"); + ntQueryInformationThread = (PNtQueryInformationThread) GetProcAddress(nt_dll, "NtQueryInformationThread"); + + status = ntQueryInformationThread(thread, ThreadQuerySetWin32StartAddress, &thread_start_address, sizeof(thread_start_address), &return_len); + + CloseHandle(thread); + FreeLibrary(nt_dll); + + if (status != STATUS_SUCCESS) { + log_fatal("Failed to get start address for thread %d: 0x%lx\n", thread_id, status); + } + + return thread_start_address; +} + +HMODULE proc_thread_proc_get_origin_module(void* proc_addr) +{ + HMODULE module; + + log_assert(proc_addr); + + if (!GetModuleHandleEx(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS | GET_MODULE_HANDLE_EX_FLAG_UNCHANGED_REFCOUNT, + (LPCTSTR) proc_addr, &module)) { + return NULL; + } else { + return module; + } +} + +bool proc_thread_proc_get_origin_module_path(void* proc_addr, char* buffer, size_t len) +{ + HMODULE module; + + module = proc_thread_proc_get_origin_module(proc_addr); + + if (module != NULL) { + if (GetModuleFileNameA(module, buffer, len) == 0) { + return false; + } else { + return true; + } + } else { + return false; + } +} + +bool proc_thread_proc_get_origin_module_name(void* proc_addr, char* buffer, size_t len) +{ + HMODULE module; + char path_buffer[MAX_PATH]; + const char* filename; + + module = proc_thread_proc_get_origin_module(proc_addr); + + if (module != NULL) { + if (GetModuleFileNameA(module, path_buffer, sizeof(path_buffer)) == 0) { + return false; + } else { + filename = strrchr(path_buffer, '\\'); + + if (filename == NULL) { + // no backslashes found, use the entire path + filename = path_buffer; + } else { + // skip the backslash + filename++; + } + + str_cpy(buffer, len, filename); + + return true; + } + } else { + return false; + } +} + +size_t proc_thread_scan_threads_current_process(struct proc_thread_info** info) +{ + DWORD pid; + HANDLE snapshot; + char* err_str; + THREADENTRY32 thread_entry; + size_t idx; + HANDLE thread; + + log_assert(info); + + pid = GetCurrentProcessId(); + + // Create a snapshot of the running threads in the target process. + snapshot = CreateToolhelp32Snapshot(TH32CS_SNAPTHREAD, pid); + + if (snapshot == INVALID_HANDLE_VALUE) { + err_str = util_winerr_format_last_error_code(); + log_fatal("Failed to create snapshot of threads: %s", err_str); + } + + thread_entry.dwSize = sizeof(THREADENTRY32); + + idx = 0; + *info = NULL; + + // Count entries for allocation of return value + if (Thread32First(snapshot, &thread_entry)) { + do { + if (thread_entry.th32OwnerProcessID == pid) { + *info = xrealloc(*info, (idx + 1) * sizeof(struct proc_thread_info)); + + thread = proc_thread_get_handle(thread_entry.th32ThreadID); + + (*info)[idx].id = thread_entry.th32ThreadID; + (*info)[idx].proc = proc_thread_get_proc_address(thread_entry.th32ThreadID); + (*info)[idx].priority = GetThreadPriority(thread); + (*info)[idx].origin_module = proc_thread_proc_get_origin_module((*info)[idx].proc); + + CloseHandle(thread); + + idx++; + } + } while (Thread32Next(snapshot, &thread_entry)); + } + + CloseHandle(snapshot); + + return idx; +} + +HANDLE proc_thread_get_handle(int thread_id) +{ + HANDLE handle; + + handle = OpenThread(THREAD_ALL_ACCESS, FALSE, thread_id); + + return handle; +} + +bool proc_thread_set_priority(int thread_id, int priority) +{ + HANDLE thread; + BOOL res; + + thread = proc_thread_get_handle(thread_id); + + if (thread == NULL) { + return false; + } + + res = SetThreadPriority(thread, priority); + + CloseHandle(thread); + + return res; +} + +bool proc_thread_set_affinity(int thread_id, uint32_t cpu_mask) +{ + HANDLE thread; + DWORD_PTR affinity_mask; + DWORD_PTR prev_affinity_mask; + + thread = proc_thread_get_handle(thread_id); + + if (thread == NULL) { + return false; + } + + affinity_mask = cpu_mask; + prev_affinity_mask = SetThreadAffinityMask(thread, affinity_mask); + + CloseHandle(thread); + + return prev_affinity_mask != 0; } \ No newline at end of file diff --git a/src/main/util/proc.h b/src/main/util/proc.h index be47a40..246ee75 100644 --- a/src/main/util/proc.h +++ b/src/main/util/proc.h @@ -1,8 +1,37 @@ #pragma once +#include + #include #include +#include -bool proc_is_running_as_admin_user(); +#define PROC_THREAD_CPU_AFFINITY_CORE(c) (1 << c) -void proc_terminate_current_process(uint32_t exit_code); \ No newline at end of file +struct proc_thread_info { + int id; + void* proc; + // According to + // https://learn.microsoft.com/en-us/windows/win32/api/processthreadsapi/nf-processthreadsapi-getthreadpriority#return-value + int priority; + HMODULE origin_module; +}; + +void proc_terminate_current_process(uint32_t exit_code); + +void* proc_thread_get_proc_address(int thread_id); + +HMODULE proc_thread_proc_get_origin_module(void* proc_addr); + +bool proc_thread_proc_get_origin_module_path(void* proc_addr, char* buffer, size_t len); + +bool proc_thread_proc_get_origin_module_name(void* proc_addr, char* buffer, size_t len); + +size_t proc_thread_scan_threads_current_process(struct proc_thread_info** info); + +HANDLE proc_thread_get_handle(int thread_id); + +bool proc_thread_set_priority(int thread_id, int priority); + +// cpu starts with 0, specify multiple to set affinity to these cores +bool proc_thread_set_affinity(int thread_id, uint32_t cpu_mask); \ No newline at end of file From e12eb2b969fd5fe14398b100f80b5235e451ea62 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 16:02:07 +0100 Subject: [PATCH 067/118] feat: Add separate d3d9-frame-graph-hook Allow this to be hooked by any application with a d3d9 render backend. This is not compatible with d3d9ex. --- Module.mk | 3 ++ src/main/d3d9-frame-graph-hook/Module.mk | 16 ++++++++++ .../d3d9-frame-graph-hook.def | 4 +++ src/main/d3d9-frame-graph-hook/main.c | 32 +++++++++++++++++++ 4 files changed, 55 insertions(+) create mode 100644 src/main/d3d9-frame-graph-hook/Module.mk create mode 100644 src/main/d3d9-frame-graph-hook/d3d9-frame-graph-hook.def create mode 100644 src/main/d3d9-frame-graph-hook/main.c diff --git a/Module.mk b/Module.mk index 170ac9e..a152063 100644 --- a/Module.mk +++ b/Module.mk @@ -100,6 +100,7 @@ include src/main/bstio/Module.mk include src/main/camhook/Module.mk include src/main/cconfig/Module.mk include src/main/config/Module.mk +include src/main/d3d9-frame-graph-hook/Module.mk include src/main/d3d9-util/Module.mk include src/main/d3d9exhook/Module.mk include src/main/ddrhook-util/Module.mk @@ -238,6 +239,7 @@ $(zipdir)/tools.zip: \ build/bin/indep-32/ezusb2-tool.exe \ build/bin/indep-32/ezusb-tool.exe \ build/bin/indep-32/nvgpu.exe \ + build/bin/indep-32/d3d9-frame-graph-hook.dll \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -253,6 +255,7 @@ $(zipdir)/tools-x64.zip: \ build/bin/indep-64/jbiotest.exe \ build/bin/indep-64/mempatch-hook.dll \ build/bin/indep-64/nvgpu.exe \ + build/bin/indep-64/d3d9-frame-graph-hook.dll \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ diff --git a/src/main/d3d9-frame-graph-hook/Module.mk b/src/main/d3d9-frame-graph-hook/Module.mk new file mode 100644 index 0000000..53fd61f --- /dev/null +++ b/src/main/d3d9-frame-graph-hook/Module.mk @@ -0,0 +1,16 @@ +dlls += d3d9-frame-graph-hook + +ldflags_d3d9-frame-graph-hook := \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ + +libs_d3d9-frame-graph-hook := \ + hook \ + imgui-bt \ + imgui-debug \ + imgui \ + util \ + +src_d3d9-frame-graph-hook := \ + main.c \ diff --git a/src/main/d3d9-frame-graph-hook/d3d9-frame-graph-hook.def b/src/main/d3d9-frame-graph-hook/d3d9-frame-graph-hook.def new file mode 100644 index 0000000..ede7cd5 --- /dev/null +++ b/src/main/d3d9-frame-graph-hook/d3d9-frame-graph-hook.def @@ -0,0 +1,4 @@ +LIBRARY d3d9-frame-graph-hook + +EXPORTS + DllMain@12 @1 NONAME diff --git a/src/main/d3d9-frame-graph-hook/main.c b/src/main/d3d9-frame-graph-hook/main.c new file mode 100644 index 0000000..702c6ff --- /dev/null +++ b/src/main/d3d9-frame-graph-hook/main.c @@ -0,0 +1,32 @@ +#include + +#include "hook/d3d9.h" +#include "hook/table.h" + +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + +#include "util/defs.h" +#include "util/log.h" + +static const hook_d3d9_irp_handler_t d3d9_frame_graph_hook_handlers[] = { + imgui_hook_d3d9_irp_handler +}; + +BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (reason == DLL_PROCESS_ATTACH) { + log_to_writer(log_writer_null, NULL); + + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + + hook_d3d9_init(d3d9_frame_graph_hook_handlers, lengthof(d3d9_frame_graph_hook_handlers)); + } + + return TRUE; +} \ No newline at end of file From 1e4fffb5f954359cbf9eba50b513b4b1ad91bbc5 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 16:17:13 +0100 Subject: [PATCH 068/118] feat: Add separate d3d9-frame-graph-hook Allow this to be hooked by any application with a d3d9 render backend. This is not compatible with d3d9ex. --- Module.mk | 3 ++ src/main/d3d9-frame-graph-hook/Module.mk | 16 ++++++++++ .../d3d9-frame-graph-hook.def | 4 +++ src/main/d3d9-frame-graph-hook/main.c | 32 +++++++++++++++++++ 4 files changed, 55 insertions(+) create mode 100644 src/main/d3d9-frame-graph-hook/Module.mk create mode 100644 src/main/d3d9-frame-graph-hook/d3d9-frame-graph-hook.def create mode 100644 src/main/d3d9-frame-graph-hook/main.c diff --git a/Module.mk b/Module.mk index 170ac9e..a152063 100644 --- a/Module.mk +++ b/Module.mk @@ -100,6 +100,7 @@ include src/main/bstio/Module.mk include src/main/camhook/Module.mk include src/main/cconfig/Module.mk include src/main/config/Module.mk +include src/main/d3d9-frame-graph-hook/Module.mk include src/main/d3d9-util/Module.mk include src/main/d3d9exhook/Module.mk include src/main/ddrhook-util/Module.mk @@ -238,6 +239,7 @@ $(zipdir)/tools.zip: \ build/bin/indep-32/ezusb2-tool.exe \ build/bin/indep-32/ezusb-tool.exe \ build/bin/indep-32/nvgpu.exe \ + build/bin/indep-32/d3d9-frame-graph-hook.dll \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -253,6 +255,7 @@ $(zipdir)/tools-x64.zip: \ build/bin/indep-64/jbiotest.exe \ build/bin/indep-64/mempatch-hook.dll \ build/bin/indep-64/nvgpu.exe \ + build/bin/indep-64/d3d9-frame-graph-hook.dll \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ diff --git a/src/main/d3d9-frame-graph-hook/Module.mk b/src/main/d3d9-frame-graph-hook/Module.mk new file mode 100644 index 0000000..53fd61f --- /dev/null +++ b/src/main/d3d9-frame-graph-hook/Module.mk @@ -0,0 +1,16 @@ +dlls += d3d9-frame-graph-hook + +ldflags_d3d9-frame-graph-hook := \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ + +libs_d3d9-frame-graph-hook := \ + hook \ + imgui-bt \ + imgui-debug \ + imgui \ + util \ + +src_d3d9-frame-graph-hook := \ + main.c \ diff --git a/src/main/d3d9-frame-graph-hook/d3d9-frame-graph-hook.def b/src/main/d3d9-frame-graph-hook/d3d9-frame-graph-hook.def new file mode 100644 index 0000000..ede7cd5 --- /dev/null +++ b/src/main/d3d9-frame-graph-hook/d3d9-frame-graph-hook.def @@ -0,0 +1,4 @@ +LIBRARY d3d9-frame-graph-hook + +EXPORTS + DllMain@12 @1 NONAME diff --git a/src/main/d3d9-frame-graph-hook/main.c b/src/main/d3d9-frame-graph-hook/main.c new file mode 100644 index 0000000..702c6ff --- /dev/null +++ b/src/main/d3d9-frame-graph-hook/main.c @@ -0,0 +1,32 @@ +#include + +#include "hook/d3d9.h" +#include "hook/table.h" + +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + +#include "util/defs.h" +#include "util/log.h" + +static const hook_d3d9_irp_handler_t d3d9_frame_graph_hook_handlers[] = { + imgui_hook_d3d9_irp_handler +}; + +BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (reason == DLL_PROCESS_ATTACH) { + log_to_writer(log_writer_null, NULL); + + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + + hook_d3d9_init(d3d9_frame_graph_hook_handlers, lengthof(d3d9_frame_graph_hook_handlers)); + } + + return TRUE; +} \ No newline at end of file From d17dcea5943f4c13679f40b27b83015543276ce6 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 22:41:37 +0100 Subject: [PATCH 069/118] feat: Integrate imgui library, squash to initial integration MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Version 1.91.7 of the imgui library with the cimgui wrapper. imgui allows us to easily create minimal and powerful UI for use-cases like in-game overlays or separate tooling. The additional wrappers cimgui_impl_dx9 and cimgui_impl_win32 were added to provide a full C linkage integration for the rest of the code base. Tweaks to the makefile were kept to a minimum but enable compilation of C++ since imgui is C++ based. Remark: At this point bemanitools itself is still to be kept a pure C codebase. Due to the lack of proper module/library management with the current build system in bemanitools 5, proper separation of concerns and clean integration with external libraries isn’t possible with reasonable effort. Summary: Test Plan: --- GNUmakefile | 32 +- Module.mk | 1 + src/main/imgui/Module.mk | 15 + src/main/imgui/cimconfig.h | 1 + src/main/imgui/cimgui.cpp | 5917 +++++++ src/main/imgui/cimgui.h | 5062 ++++++ src/main/imgui/cimgui_impl_dx9.cpp | 33 + src/main/imgui/cimgui_impl_dx9.h | 16 + src/main/imgui/cimgui_impl_win32.cpp | 52 + src/main/imgui/cimgui_impl_win32.h | 21 + src/main/imgui/imconfig.h | 142 + src/main/imgui/imgui.cpp | 22779 +++++++++++++++++++++++++ src/main/imgui/imgui.h | 3987 +++++ src/main/imgui/imgui_demo.cpp | 10738 ++++++++++++ src/main/imgui/imgui_draw.cpp | 4855 ++++++ src/main/imgui/imgui_impl_dx9.cpp | 424 + src/main/imgui/imgui_impl_dx9.h | 33 + src/main/imgui/imgui_impl_win32.cpp | 940 + src/main/imgui/imgui_impl_win32.h | 53 + src/main/imgui/imgui_internal.h | 3899 +++++ src/main/imgui/imgui_tables.cpp | 4499 +++++ src/main/imgui/imgui_widgets.cpp | 10473 ++++++++++++ src/main/imgui/imstb_rectpack.h | 627 + src/main/imgui/imstb_textedit.h | 1469 ++ src/main/imgui/imstb_truetype.h | 5085 ++++++ 25 files changed, 81143 insertions(+), 10 deletions(-) create mode 100644 src/main/imgui/Module.mk create mode 100644 src/main/imgui/cimconfig.h create mode 100644 src/main/imgui/cimgui.cpp create mode 100644 src/main/imgui/cimgui.h create mode 100644 src/main/imgui/cimgui_impl_dx9.cpp create mode 100644 src/main/imgui/cimgui_impl_dx9.h create mode 100644 src/main/imgui/cimgui_impl_win32.cpp create mode 100644 src/main/imgui/cimgui_impl_win32.h create mode 100644 src/main/imgui/imconfig.h create mode 100644 src/main/imgui/imgui.cpp create mode 100644 src/main/imgui/imgui.h create mode 100644 src/main/imgui/imgui_demo.cpp create mode 100644 src/main/imgui/imgui_draw.cpp create mode 100644 src/main/imgui/imgui_impl_dx9.cpp create mode 100644 src/main/imgui/imgui_impl_dx9.h create mode 100644 src/main/imgui/imgui_impl_win32.cpp create mode 100644 src/main/imgui/imgui_impl_win32.h create mode 100644 src/main/imgui/imgui_internal.h create mode 100644 src/main/imgui/imgui_tables.cpp create mode 100644 src/main/imgui/imgui_widgets.cpp create mode 100644 src/main/imgui/imstb_rectpack.h create mode 100644 src/main/imgui/imstb_textedit.h create mode 100644 src/main/imgui/imstb_truetype.h diff --git a/GNUmakefile b/GNUmakefile index 8328962..0606b3b 100644 --- a/GNUmakefile +++ b/GNUmakefile @@ -28,7 +28,7 @@ cppflags := -I src -I src/main -I src/test -DGITREV=$(gitrev) cflags := -O2 -pipe -ffunction-sections -fdata-sections \ -Wall -std=c99 -DPSAPI_VERSION=1 cflags_release := -Werror -ldflags := -Wl,--gc-sections -static-libgcc +ldflags := -Wl,--gc-sections -static -static-libgcc -static-libstdc++ # # The first target that GNU Make encounters becomes the default target. @@ -136,8 +136,10 @@ modules := $(dlls) $(exes) $(libs) $(avsdlls) $(avsexes) $(testdlls) $(testexes define t_moddefs cppflags_$3 += $(cppflags) -DBUILD_MODULE=$3 +cxxflags_$3 += $(cxxflags) # Add C++-specific flags cflags_$3 += $(cflags) release: cflags_$3 += $(cflags_release) +release: cxxflags_$3 += $(cxxflags_release) # Add C++-specific release flags ldflags_$3 += $(ldflags) srcdir_$3 ?= src/main/$3 @@ -192,9 +194,11 @@ abslib_$1_$2_$3 := $$(libs_$3:%=$$(bindir_$1_indep)/lib%.a) absdpl_$1_$2_$3 := $$(deplibs_$3:%=$$(bindir_$1_$2)/lib%.a) objdir_$1_$2_$3 := $(objdir)/$$(subdir_$1_$2)/$3 obj_$1_$2_$3 := $$(src_$3:%.c=$$(objdir_$1_$2_$3)/%.o) \ + $$(cppsrc_$3:%.cpp=$$(objdir_$1_$2_$3)/%.o) \ $$(rc_$3:%.rc=$$(objdir_$1_$2_$3)/%_rc.o) -deps += $$(src_$3:%.c=$$(depdir_$1_$2_$3)/%.d) +deps += $$(src_$3:%.c=$$(depdir_$1_$2_$3)/%.d) \ + $$(cppsrc_$3:%.cpp=$$(depdir_$1_$2_$3)/%.d) $$(depdir_$1_$2_$3): $(V)mkdir -p $$@ @@ -203,16 +207,24 @@ $$(objdir_$1_$2_$3): $(V)mkdir -p $$@ $$(volatile_$3:%.c=$$(objdir_$1_$2_$3)/%.o): FORCE +$$(volatile_cpp_$3:%.cpp=$$(objdir_$1_$2_$3)/%.o): FORCE $$(objdir_$1_$2_$3)/%.o: $$(srcdir_$3)/%.c \ | $$(depdir_$1_$2_$3) $$(objdir_$1_$2_$3) - $(V)echo ... $$@ + $(V)echo \(.c\) ... $$@ $(V)$$(toolchain_$1)gcc $$(cflags_$3) $$(cppflags_$3) \ -MMD -MF $$(depdir_$1_$2_$3)/$$*.d -MT $$@ -MP \ -DAVS_VERSION=$2 -c -o $$@ $$< +$$(objdir_$1_$2_$3)/%.o: $$(srcdir_$3)/%.cpp \ + | $$(depdir_$1_$2_$3) $$(objdir_$1_$2_$3) + $(V)echo \(.cpp\) ... $$@ + $(V)$$(toolchain_$1)g++ $$(cxxflags_$3) $$(cppflags_$3) \ + -MMD -MF $$(depdir_$1_$2_$3)/$$*.d -MT $$@ -MP \ + -DAVS_VERSION=$2 -c -o $$@ $$< + $$(objdir_$1_$2_$3)/%_rc.o: $$(srcdir_$3)/%.rc - $(V)echo ... $$@ [windres] + $(V)echo \(.rc\) ... $$@ [windres] $(V)$$(toolchain_$1)windres $$(cppflags_$3) $$< $$@ endef @@ -224,7 +236,7 @@ define t_archive $(t_compile) $$(bindir_$1_$2)/lib$3.a: $$(obj_$1_$2_$3) | $$(bindir_$1_$2) - $(V)echo ... $$@ + $(V)echo \(.a\) ... $$@ $(V)$$(toolchain_$1)ar r $$@ $$^ 2> /dev/null $(V)$$(toolchain_$1)ranlib $$@ @@ -242,8 +254,8 @@ implib_$1_$2_$3 := $$(bindir_$1_$2)/lib$3.a $$(dll_$1_$2_$3) $$(implib_$1_$2_$3): $$(obj_$1_$2_$3) $$(abslib_$1_$2_$3) \ $$(absdpl_$1_$2_$3) \ $$(srcdir_$3)/$3.def | $$(bindir_$1_$2) - $(V)echo ... $$(dll_$1_$2_$3) - $(V)$$(toolchain_$1)gcc -shared \ + $(V)echo \(.dll\) ... $$(dll_$1_$2_$3) + $(V)$$(toolchain_$1)g++ -shared \ -o $$(dll_$1_$2_$3) -Wl,--out-implib,$$(implib_$1_$2_$3) \ -Wl,--start-group $$^ -Wl,--end-group $$(ldflags_$3) $(V)$$(toolchain_$1)strip $$(dll_$1_$2_$3) @@ -261,8 +273,8 @@ exe_$1_$2_$3 := $$(bindir_$1_$2)/$3.exe $$(exe_$1_$2_$3): $$(obj_$1_$2_$3) $$(abslib_$1_$2_$3) $$(absdpl_$1_$2_$3) \ | $$(bindir_$1_$2) - $(V)echo ... $$@ - $(V)$$(toolchain_$1)gcc -o $$@ $$^ $$(ldflags_$3) + $(V)echo \(.exe\) ... $$@ + $(V)$$(toolchain_$1)g++ -o $$@ $$^ $$(ldflags_$3) $(V)$$(toolchain_$1)strip $$@ endef @@ -274,7 +286,7 @@ define t_import impdef_$1_$2_$3 ?= src/imports/import_$1_$2_$3.def $$(bindir_$1_$2)/lib$3.a: $$(impdef_$1_$2_$3) | $$(bindir_$1_$2) - $(V)echo ... $$@ [dlltool] + $(V)echo \(.a\) ... $$@ [dlltool] $(V)$$(toolchain_$1)dlltool --kill-at -l $$@ -d $$< endef diff --git a/Module.mk b/Module.mk index 4c42db6..4ba926c 100644 --- a/Module.mk +++ b/Module.mk @@ -159,6 +159,7 @@ include src/main/iidxio-ezusb/Module.mk include src/main/iidxio-ezusb2/Module.mk include src/main/iidxio/Module.mk include src/main/iidxiotest/Module.mk +include src/main/imgui/Module.mk include src/main/inject/Module.mk include src/main/jbio-magicbox/Module.mk include src/main/jbio-p4io/Module.mk diff --git a/src/main/imgui/Module.mk b/src/main/imgui/Module.mk new file mode 100644 index 0000000..31c7cc2 --- /dev/null +++ b/src/main/imgui/Module.mk @@ -0,0 +1,15 @@ +libs += imgui + +src_imgui := \ + +cppsrc_imgui := \ + cimgui.cpp \ + cimgui_impl_dx9.cpp \ + cimgui_impl_win32.cpp \ + imgui_demo.cpp \ + imgui_draw.cpp \ + imgui_impl_dx9.cpp \ + imgui_impl_win32.cpp \ + imgui_tables.cpp \ + imgui_widgets.cpp \ + imgui.cpp \ diff --git a/src/main/imgui/cimconfig.h b/src/main/imgui/cimconfig.h new file mode 100644 index 0000000..b6585c1 --- /dev/null +++ b/src/main/imgui/cimconfig.h @@ -0,0 +1 @@ +#undef NDEBUG \ No newline at end of file diff --git a/src/main/imgui/cimgui.cpp b/src/main/imgui/cimgui.cpp new file mode 100644 index 0000000..6456294 --- /dev/null +++ b/src/main/imgui/cimgui.cpp @@ -0,0 +1,5917 @@ +//This file is automatically generated by generator.lua from https://github.com/cimgui/cimgui +//based on imgui.h file version "1.91.7" 19170 from Dear ImGui https://github.com/ocornut/imgui +//with imgui_internal.h api +//with imgui_freetype.h api +//docking branch + +#include "imgui.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "misc/freetype/imgui_freetype.h" +#endif +#include "imgui_internal.h" +#include "cimgui.h" + + + +CIMGUI_API ImVec2* ImVec2_ImVec2_Nil(void) +{ + return IM_NEW(ImVec2)(); +} +CIMGUI_API void ImVec2_destroy(ImVec2* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec2* ImVec2_ImVec2_Float(float _x,float _y) +{ + return IM_NEW(ImVec2)(_x,_y); +} +CIMGUI_API ImVec4* ImVec4_ImVec4_Nil(void) +{ + return IM_NEW(ImVec4)(); +} +CIMGUI_API void ImVec4_destroy(ImVec4* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec4* ImVec4_ImVec4_Float(float _x,float _y,float _z,float _w) +{ + return IM_NEW(ImVec4)(_x,_y,_z,_w); +} +CIMGUI_API ImGuiContext* igCreateContext(ImFontAtlas* shared_font_atlas) +{ + return ImGui::CreateContext(shared_font_atlas); +} +CIMGUI_API void igDestroyContext(ImGuiContext* ctx) +{ + return ImGui::DestroyContext(ctx); +} +CIMGUI_API ImGuiContext* igGetCurrentContext() +{ + return ImGui::GetCurrentContext(); +} +CIMGUI_API void igSetCurrentContext(ImGuiContext* ctx) +{ + return ImGui::SetCurrentContext(ctx); +} +CIMGUI_API ImGuiIO* igGetIO() +{ + return &ImGui::GetIO(); +} +CIMGUI_API ImGuiPlatformIO* igGetPlatformIO() +{ + return &ImGui::GetPlatformIO(); +} +CIMGUI_API ImGuiStyle* igGetStyle() +{ + return &ImGui::GetStyle(); +} +CIMGUI_API void igNewFrame() +{ + return ImGui::NewFrame(); +} +CIMGUI_API void igEndFrame() +{ + return ImGui::EndFrame(); +} +CIMGUI_API void igRender() +{ + return ImGui::Render(); +} +CIMGUI_API ImDrawData* igGetDrawData() +{ + return ImGui::GetDrawData(); +} +CIMGUI_API void igShowDemoWindow(bool* p_open) +{ + return ImGui::ShowDemoWindow(p_open); +} +CIMGUI_API void igShowMetricsWindow(bool* p_open) +{ + return ImGui::ShowMetricsWindow(p_open); +} +CIMGUI_API void igShowDebugLogWindow(bool* p_open) +{ + return ImGui::ShowDebugLogWindow(p_open); +} +CIMGUI_API void igShowIDStackToolWindow(bool* p_open) +{ + return ImGui::ShowIDStackToolWindow(p_open); +} +CIMGUI_API void igShowAboutWindow(bool* p_open) +{ + return ImGui::ShowAboutWindow(p_open); +} +CIMGUI_API void igShowStyleEditor(ImGuiStyle* ref) +{ + return ImGui::ShowStyleEditor(ref); +} +CIMGUI_API bool igShowStyleSelector(const char* label) +{ + return ImGui::ShowStyleSelector(label); +} +CIMGUI_API void igShowFontSelector(const char* label) +{ + return ImGui::ShowFontSelector(label); +} +CIMGUI_API void igShowUserGuide() +{ + return ImGui::ShowUserGuide(); +} +CIMGUI_API const char* igGetVersion() +{ + return ImGui::GetVersion(); +} +CIMGUI_API void igStyleColorsDark(ImGuiStyle* dst) +{ + return ImGui::StyleColorsDark(dst); +} +CIMGUI_API void igStyleColorsLight(ImGuiStyle* dst) +{ + return ImGui::StyleColorsLight(dst); +} +CIMGUI_API void igStyleColorsClassic(ImGuiStyle* dst) +{ + return ImGui::StyleColorsClassic(dst); +} +CIMGUI_API bool igBegin(const char* name,bool* p_open,ImGuiWindowFlags flags) +{ + return ImGui::Begin(name,p_open,flags); +} +CIMGUI_API void igEnd() +{ + return ImGui::End(); +} +CIMGUI_API bool igBeginChild_Str(const char* str_id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginChild(str_id,size,child_flags,window_flags); +} +CIMGUI_API bool igBeginChild_ID(ImGuiID id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginChild(id,size,child_flags,window_flags); +} +CIMGUI_API void igEndChild() +{ + return ImGui::EndChild(); +} +CIMGUI_API bool igIsWindowAppearing() +{ + return ImGui::IsWindowAppearing(); +} +CIMGUI_API bool igIsWindowCollapsed() +{ + return ImGui::IsWindowCollapsed(); +} +CIMGUI_API bool igIsWindowFocused(ImGuiFocusedFlags flags) +{ + return ImGui::IsWindowFocused(flags); +} +CIMGUI_API bool igIsWindowHovered(ImGuiHoveredFlags flags) +{ + return ImGui::IsWindowHovered(flags); +} +CIMGUI_API ImDrawList* igGetWindowDrawList() +{ + return ImGui::GetWindowDrawList(); +} +CIMGUI_API float igGetWindowDpiScale() +{ + return ImGui::GetWindowDpiScale(); +} +CIMGUI_API void igGetWindowPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetWindowPos(); +} +CIMGUI_API void igGetWindowSize(ImVec2 *pOut) +{ + *pOut = ImGui::GetWindowSize(); +} +CIMGUI_API float igGetWindowWidth() +{ + return ImGui::GetWindowWidth(); +} +CIMGUI_API float igGetWindowHeight() +{ + return ImGui::GetWindowHeight(); +} +CIMGUI_API ImGuiViewport* igGetWindowViewport() +{ + return ImGui::GetWindowViewport(); +} +CIMGUI_API void igSetNextWindowPos(const ImVec2 pos,ImGuiCond cond,const ImVec2 pivot) +{ + return ImGui::SetNextWindowPos(pos,cond,pivot); +} +CIMGUI_API void igSetNextWindowSize(const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetNextWindowSize(size,cond); +} +CIMGUI_API void igSetNextWindowSizeConstraints(const ImVec2 size_min,const ImVec2 size_max,ImGuiSizeCallback custom_callback,void* custom_callback_data) +{ + return ImGui::SetNextWindowSizeConstraints(size_min,size_max,custom_callback,custom_callback_data); +} +CIMGUI_API void igSetNextWindowContentSize(const ImVec2 size) +{ + return ImGui::SetNextWindowContentSize(size); +} +CIMGUI_API void igSetNextWindowCollapsed(bool collapsed,ImGuiCond cond) +{ + return ImGui::SetNextWindowCollapsed(collapsed,cond); +} +CIMGUI_API void igSetNextWindowFocus() +{ + return ImGui::SetNextWindowFocus(); +} +CIMGUI_API void igSetNextWindowScroll(const ImVec2 scroll) +{ + return ImGui::SetNextWindowScroll(scroll); +} +CIMGUI_API void igSetNextWindowBgAlpha(float alpha) +{ + return ImGui::SetNextWindowBgAlpha(alpha); +} +CIMGUI_API void igSetNextWindowViewport(ImGuiID viewport_id) +{ + return ImGui::SetNextWindowViewport(viewport_id); +} +CIMGUI_API void igSetWindowPos_Vec2(const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(pos,cond); +} +CIMGUI_API void igSetWindowSize_Vec2(const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(size,cond); +} +CIMGUI_API void igSetWindowCollapsed_Bool(bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(collapsed,cond); +} +CIMGUI_API void igSetWindowFocus_Nil() +{ + return ImGui::SetWindowFocus(); +} +CIMGUI_API void igSetWindowFontScale(float scale) +{ + return ImGui::SetWindowFontScale(scale); +} +CIMGUI_API void igSetWindowPos_Str(const char* name,const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(name,pos,cond); +} +CIMGUI_API void igSetWindowSize_Str(const char* name,const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(name,size,cond); +} +CIMGUI_API void igSetWindowCollapsed_Str(const char* name,bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(name,collapsed,cond); +} +CIMGUI_API void igSetWindowFocus_Str(const char* name) +{ + return ImGui::SetWindowFocus(name); +} +CIMGUI_API float igGetScrollX() +{ + return ImGui::GetScrollX(); +} +CIMGUI_API float igGetScrollY() +{ + return ImGui::GetScrollY(); +} +CIMGUI_API void igSetScrollX_Float(float scroll_x) +{ + return ImGui::SetScrollX(scroll_x); +} +CIMGUI_API void igSetScrollY_Float(float scroll_y) +{ + return ImGui::SetScrollY(scroll_y); +} +CIMGUI_API float igGetScrollMaxX() +{ + return ImGui::GetScrollMaxX(); +} +CIMGUI_API float igGetScrollMaxY() +{ + return ImGui::GetScrollMaxY(); +} +CIMGUI_API void igSetScrollHereX(float center_x_ratio) +{ + return ImGui::SetScrollHereX(center_x_ratio); +} +CIMGUI_API void igSetScrollHereY(float center_y_ratio) +{ + return ImGui::SetScrollHereY(center_y_ratio); +} +CIMGUI_API void igSetScrollFromPosX_Float(float local_x,float center_x_ratio) +{ + return ImGui::SetScrollFromPosX(local_x,center_x_ratio); +} +CIMGUI_API void igSetScrollFromPosY_Float(float local_y,float center_y_ratio) +{ + return ImGui::SetScrollFromPosY(local_y,center_y_ratio); +} +CIMGUI_API void igPushFont(ImFont* font) +{ + return ImGui::PushFont(font); +} +CIMGUI_API void igPopFont() +{ + return ImGui::PopFont(); +} +CIMGUI_API void igPushStyleColor_U32(ImGuiCol idx,ImU32 col) +{ + return ImGui::PushStyleColor(idx,col); +} +CIMGUI_API void igPushStyleColor_Vec4(ImGuiCol idx,const ImVec4 col) +{ + return ImGui::PushStyleColor(idx,col); +} +CIMGUI_API void igPopStyleColor(int count) +{ + return ImGui::PopStyleColor(count); +} +CIMGUI_API void igPushStyleVar_Float(ImGuiStyleVar idx,float val) +{ + return ImGui::PushStyleVar(idx,val); +} +CIMGUI_API void igPushStyleVar_Vec2(ImGuiStyleVar idx,const ImVec2 val) +{ + return ImGui::PushStyleVar(idx,val); +} +CIMGUI_API void igPushStyleVarX(ImGuiStyleVar idx,float val_x) +{ + return ImGui::PushStyleVarX(idx,val_x); +} +CIMGUI_API void igPushStyleVarY(ImGuiStyleVar idx,float val_y) +{ + return ImGui::PushStyleVarY(idx,val_y); +} +CIMGUI_API void igPopStyleVar(int count) +{ + return ImGui::PopStyleVar(count); +} +CIMGUI_API void igPushItemFlag(ImGuiItemFlags option,bool enabled) +{ + return ImGui::PushItemFlag(option,enabled); +} +CIMGUI_API void igPopItemFlag() +{ + return ImGui::PopItemFlag(); +} +CIMGUI_API void igPushItemWidth(float item_width) +{ + return ImGui::PushItemWidth(item_width); +} +CIMGUI_API void igPopItemWidth() +{ + return ImGui::PopItemWidth(); +} +CIMGUI_API void igSetNextItemWidth(float item_width) +{ + return ImGui::SetNextItemWidth(item_width); +} +CIMGUI_API float igCalcItemWidth() +{ + return ImGui::CalcItemWidth(); +} +CIMGUI_API void igPushTextWrapPos(float wrap_local_pos_x) +{ + return ImGui::PushTextWrapPos(wrap_local_pos_x); +} +CIMGUI_API void igPopTextWrapPos() +{ + return ImGui::PopTextWrapPos(); +} +CIMGUI_API ImFont* igGetFont() +{ + return ImGui::GetFont(); +} +CIMGUI_API float igGetFontSize() +{ + return ImGui::GetFontSize(); +} +CIMGUI_API void igGetFontTexUvWhitePixel(ImVec2 *pOut) +{ + *pOut = ImGui::GetFontTexUvWhitePixel(); +} +CIMGUI_API ImU32 igGetColorU32_Col(ImGuiCol idx,float alpha_mul) +{ + return ImGui::GetColorU32(idx,alpha_mul); +} +CIMGUI_API ImU32 igGetColorU32_Vec4(const ImVec4 col) +{ + return ImGui::GetColorU32(col); +} +CIMGUI_API ImU32 igGetColorU32_U32(ImU32 col,float alpha_mul) +{ + return ImGui::GetColorU32(col,alpha_mul); +} +CIMGUI_API const ImVec4* igGetStyleColorVec4(ImGuiCol idx) +{ + return &ImGui::GetStyleColorVec4(idx); +} +CIMGUI_API void igGetCursorScreenPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorScreenPos(); +} +CIMGUI_API void igSetCursorScreenPos(const ImVec2 pos) +{ + return ImGui::SetCursorScreenPos(pos); +} +CIMGUI_API void igGetContentRegionAvail(ImVec2 *pOut) +{ + *pOut = ImGui::GetContentRegionAvail(); +} +CIMGUI_API void igGetCursorPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorPos(); +} +CIMGUI_API float igGetCursorPosX() +{ + return ImGui::GetCursorPosX(); +} +CIMGUI_API float igGetCursorPosY() +{ + return ImGui::GetCursorPosY(); +} +CIMGUI_API void igSetCursorPos(const ImVec2 local_pos) +{ + return ImGui::SetCursorPos(local_pos); +} +CIMGUI_API void igSetCursorPosX(float local_x) +{ + return ImGui::SetCursorPosX(local_x); +} +CIMGUI_API void igSetCursorPosY(float local_y) +{ + return ImGui::SetCursorPosY(local_y); +} +CIMGUI_API void igGetCursorStartPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorStartPos(); +} +CIMGUI_API void igSeparator() +{ + return ImGui::Separator(); +} +CIMGUI_API void igSameLine(float offset_from_start_x,float spacing) +{ + return ImGui::SameLine(offset_from_start_x,spacing); +} +CIMGUI_API void igNewLine() +{ + return ImGui::NewLine(); +} +CIMGUI_API void igSpacing() +{ + return ImGui::Spacing(); +} +CIMGUI_API void igDummy(const ImVec2 size) +{ + return ImGui::Dummy(size); +} +CIMGUI_API void igIndent(float indent_w) +{ + return ImGui::Indent(indent_w); +} +CIMGUI_API void igUnindent(float indent_w) +{ + return ImGui::Unindent(indent_w); +} +CIMGUI_API void igBeginGroup() +{ + return ImGui::BeginGroup(); +} +CIMGUI_API void igEndGroup() +{ + return ImGui::EndGroup(); +} +CIMGUI_API void igAlignTextToFramePadding() +{ + return ImGui::AlignTextToFramePadding(); +} +CIMGUI_API float igGetTextLineHeight() +{ + return ImGui::GetTextLineHeight(); +} +CIMGUI_API float igGetTextLineHeightWithSpacing() +{ + return ImGui::GetTextLineHeightWithSpacing(); +} +CIMGUI_API float igGetFrameHeight() +{ + return ImGui::GetFrameHeight(); +} +CIMGUI_API float igGetFrameHeightWithSpacing() +{ + return ImGui::GetFrameHeightWithSpacing(); +} +CIMGUI_API void igPushID_Str(const char* str_id) +{ + return ImGui::PushID(str_id); +} +CIMGUI_API void igPushID_StrStr(const char* str_id_begin,const char* str_id_end) +{ + return ImGui::PushID(str_id_begin,str_id_end); +} +CIMGUI_API void igPushID_Ptr(const void* ptr_id) +{ + return ImGui::PushID(ptr_id); +} +CIMGUI_API void igPushID_Int(int int_id) +{ + return ImGui::PushID(int_id); +} +CIMGUI_API void igPopID() +{ + return ImGui::PopID(); +} +CIMGUI_API ImGuiID igGetID_Str(const char* str_id) +{ + return ImGui::GetID(str_id); +} +CIMGUI_API ImGuiID igGetID_StrStr(const char* str_id_begin,const char* str_id_end) +{ + return ImGui::GetID(str_id_begin,str_id_end); +} +CIMGUI_API ImGuiID igGetID_Ptr(const void* ptr_id) +{ + return ImGui::GetID(ptr_id); +} +CIMGUI_API ImGuiID igGetID_Int(int int_id) +{ + return ImGui::GetID(int_id); +} +CIMGUI_API void igTextUnformatted(const char* text,const char* text_end) +{ + return ImGui::TextUnformatted(text,text_end); +} +CIMGUI_API void igText(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextV(const char* fmt,va_list args) +{ + return ImGui::TextV(fmt,args); +} +CIMGUI_API void igTextColored(const ImVec4 col,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextColoredV(col,fmt,args); + va_end(args); +} +CIMGUI_API void igTextColoredV(const ImVec4 col,const char* fmt,va_list args) +{ + return ImGui::TextColoredV(col,fmt,args); +} +CIMGUI_API void igTextDisabled(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextDisabledV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextDisabledV(const char* fmt,va_list args) +{ + return ImGui::TextDisabledV(fmt,args); +} +CIMGUI_API void igTextWrapped(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextWrappedV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextWrappedV(const char* fmt,va_list args) +{ + return ImGui::TextWrappedV(fmt,args); +} +CIMGUI_API void igLabelText(const char* label,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::LabelTextV(label,fmt,args); + va_end(args); +} +CIMGUI_API void igLabelTextV(const char* label,const char* fmt,va_list args) +{ + return ImGui::LabelTextV(label,fmt,args); +} +CIMGUI_API void igBulletText(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::BulletTextV(fmt,args); + va_end(args); +} +CIMGUI_API void igBulletTextV(const char* fmt,va_list args) +{ + return ImGui::BulletTextV(fmt,args); +} +CIMGUI_API void igSeparatorText(const char* label) +{ + return ImGui::SeparatorText(label); +} +CIMGUI_API bool igButton(const char* label,const ImVec2 size) +{ + return ImGui::Button(label,size); +} +CIMGUI_API bool igSmallButton(const char* label) +{ + return ImGui::SmallButton(label); +} +CIMGUI_API bool igInvisibleButton(const char* str_id,const ImVec2 size,ImGuiButtonFlags flags) +{ + return ImGui::InvisibleButton(str_id,size,flags); +} +CIMGUI_API bool igArrowButton(const char* str_id,ImGuiDir dir) +{ + return ImGui::ArrowButton(str_id,dir); +} +CIMGUI_API bool igCheckbox(const char* label,bool* v) +{ + return ImGui::Checkbox(label,v); +} +CIMGUI_API bool igCheckboxFlags_IntPtr(const char* label,int* flags,int flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCheckboxFlags_UintPtr(const char* label,unsigned int* flags,unsigned int flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igRadioButton_Bool(const char* label,bool active) +{ + return ImGui::RadioButton(label,active); +} +CIMGUI_API bool igRadioButton_IntPtr(const char* label,int* v,int v_button) +{ + return ImGui::RadioButton(label,v,v_button); +} +CIMGUI_API void igProgressBar(float fraction,const ImVec2 size_arg,const char* overlay) +{ + return ImGui::ProgressBar(fraction,size_arg,overlay); +} +CIMGUI_API void igBullet() +{ + return ImGui::Bullet(); +} +CIMGUI_API bool igTextLink(const char* label) +{ + return ImGui::TextLink(label); +} +CIMGUI_API void igTextLinkOpenURL(const char* label,const char* url) +{ + return ImGui::TextLinkOpenURL(label,url); +} +CIMGUI_API void igImage(ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 tint_col,const ImVec4 border_col) +{ + return ImGui::Image(user_texture_id,image_size,uv0,uv1,tint_col,border_col); +} +CIMGUI_API bool igImageButton(const char* str_id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col) +{ + return ImGui::ImageButton(str_id,user_texture_id,image_size,uv0,uv1,bg_col,tint_col); +} +CIMGUI_API bool igBeginCombo(const char* label,const char* preview_value,ImGuiComboFlags flags) +{ + return ImGui::BeginCombo(label,preview_value,flags); +} +CIMGUI_API void igEndCombo() +{ + return ImGui::EndCombo(); +} +CIMGUI_API bool igCombo_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,items,items_count,popup_max_height_in_items); +} +CIMGUI_API bool igCombo_Str(const char* label,int* current_item,const char* items_separated_by_zeros,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,items_separated_by_zeros,popup_max_height_in_items); +} +CIMGUI_API bool igCombo_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,getter,user_data,items_count,popup_max_height_in_items); +} +CIMGUI_API bool igDragFloat(const char* label,float* v,float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat2(const char* label,float v[2],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat2(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat3(const char* label,float v[3],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat3(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat4(const char* label,float v[4],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat4(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloatRange2(const char* label,float* v_current_min,float* v_current_max,float v_speed,float v_min,float v_max,const char* format,const char* format_max,ImGuiSliderFlags flags) +{ + return ImGui::DragFloatRange2(label,v_current_min,v_current_max,v_speed,v_min,v_max,format,format_max,flags); +} +CIMGUI_API bool igDragInt(const char* label,int* v,float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt2(const char* label,int v[2],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt2(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt3(const char* label,int v[3],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt3(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt4(const char* label,int v[4],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt4(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragIntRange2(const char* label,int* v_current_min,int* v_current_max,float v_speed,int v_min,int v_max,const char* format,const char* format_max,ImGuiSliderFlags flags) +{ + return ImGui::DragIntRange2(label,v_current_min,v_current_max,v_speed,v_min,v_max,format,format_max,flags); +} +CIMGUI_API bool igDragScalar(const char* label,ImGuiDataType data_type,void* p_data,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragScalar(label,data_type,p_data,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igDragScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragScalarN(label,data_type,p_data,components,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderFloat(const char* label,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat2(const char* label,float v[2],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat2(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat3(const char* label,float v[3],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat3(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat4(const char* label,float v[4],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat4(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderAngle(const char* label,float* v_rad,float v_degrees_min,float v_degrees_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderAngle(label,v_rad,v_degrees_min,v_degrees_max,format,flags); +} +CIMGUI_API bool igSliderInt(const char* label,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt2(const char* label,int v[2],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt2(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt3(const char* label,int v[3],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt3(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt4(const char* label,int v[4],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt4(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderScalar(label,data_type,p_data,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderScalarN(label,data_type,p_data,components,p_min,p_max,format,flags); +} +CIMGUI_API bool igVSliderFloat(const char* label,const ImVec2 size,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderFloat(label,size,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igVSliderInt(const char* label,const ImVec2 size,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderInt(label,size,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igVSliderScalar(const char* label,const ImVec2 size,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderScalar(label,size,data_type,p_data,p_min,p_max,format,flags); +} +CIMGUI_API bool igInputText(const char* label,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputText(label,buf,buf_size,flags,callback,user_data); +} +CIMGUI_API bool igInputTextMultiline(const char* label,char* buf,size_t buf_size,const ImVec2 size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextMultiline(label,buf,buf_size,size,flags,callback,user_data); +} +CIMGUI_API bool igInputTextWithHint(const char* label,const char* hint,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextWithHint(label,hint,buf,buf_size,flags,callback,user_data); +} +CIMGUI_API bool igInputFloat(const char* label,float* v,float step,float step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat(label,v,step,step_fast,format,flags); +} +CIMGUI_API bool igInputFloat2(const char* label,float v[2],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat2(label,v,format,flags); +} +CIMGUI_API bool igInputFloat3(const char* label,float v[3],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat3(label,v,format,flags); +} +CIMGUI_API bool igInputFloat4(const char* label,float v[4],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat4(label,v,format,flags); +} +CIMGUI_API bool igInputInt(const char* label,int* v,int step,int step_fast,ImGuiInputTextFlags flags) +{ + return ImGui::InputInt(label,v,step,step_fast,flags); +} +CIMGUI_API bool igInputInt2(const char* label,int v[2],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt2(label,v,flags); +} +CIMGUI_API bool igInputInt3(const char* label,int v[3],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt3(label,v,flags); +} +CIMGUI_API bool igInputInt4(const char* label,int v[4],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt4(label,v,flags); +} +CIMGUI_API bool igInputDouble(const char* label,double* v,double step,double step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputDouble(label,v,step,step_fast,format,flags); +} +CIMGUI_API bool igInputScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputScalar(label,data_type,p_data,p_step,p_step_fast,format,flags); +} +CIMGUI_API bool igInputScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputScalarN(label,data_type,p_data,components,p_step,p_step_fast,format,flags); +} +CIMGUI_API bool igColorEdit3(const char* label,float col[3],ImGuiColorEditFlags flags) +{ + return ImGui::ColorEdit3(label,col,flags); +} +CIMGUI_API bool igColorEdit4(const char* label,float col[4],ImGuiColorEditFlags flags) +{ + return ImGui::ColorEdit4(label,col,flags); +} +CIMGUI_API bool igColorPicker3(const char* label,float col[3],ImGuiColorEditFlags flags) +{ + return ImGui::ColorPicker3(label,col,flags); +} +CIMGUI_API bool igColorPicker4(const char* label,float col[4],ImGuiColorEditFlags flags,const float* ref_col) +{ + return ImGui::ColorPicker4(label,col,flags,ref_col); +} +CIMGUI_API bool igColorButton(const char* desc_id,const ImVec4 col,ImGuiColorEditFlags flags,const ImVec2 size) +{ + return ImGui::ColorButton(desc_id,col,flags,size); +} +CIMGUI_API void igSetColorEditOptions(ImGuiColorEditFlags flags) +{ + return ImGui::SetColorEditOptions(flags); +} +CIMGUI_API bool igTreeNode_Str(const char* label) +{ + return ImGui::TreeNode(label); +} +CIMGUI_API bool igTreeNode_StrStr(const char* str_id,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeV(str_id,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNode_Ptr(const void* ptr_id,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeV(ptr_id,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeV_Str(const char* str_id,const char* fmt,va_list args) +{ + return ImGui::TreeNodeV(str_id,fmt,args); +} +CIMGUI_API bool igTreeNodeV_Ptr(const void* ptr_id,const char* fmt,va_list args) +{ + return ImGui::TreeNodeV(ptr_id,fmt,args); +} +CIMGUI_API bool igTreeNodeEx_Str(const char* label,ImGuiTreeNodeFlags flags) +{ + return ImGui::TreeNodeEx(label,flags); +} +CIMGUI_API bool igTreeNodeEx_StrStr(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeExV(str_id,flags,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeEx_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeExV(ptr_id,flags,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeExV_Str(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args) +{ + return ImGui::TreeNodeExV(str_id,flags,fmt,args); +} +CIMGUI_API bool igTreeNodeExV_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args) +{ + return ImGui::TreeNodeExV(ptr_id,flags,fmt,args); +} +CIMGUI_API void igTreePush_Str(const char* str_id) +{ + return ImGui::TreePush(str_id); +} +CIMGUI_API void igTreePush_Ptr(const void* ptr_id) +{ + return ImGui::TreePush(ptr_id); +} +CIMGUI_API void igTreePop() +{ + return ImGui::TreePop(); +} +CIMGUI_API float igGetTreeNodeToLabelSpacing() +{ + return ImGui::GetTreeNodeToLabelSpacing(); +} +CIMGUI_API bool igCollapsingHeader_TreeNodeFlags(const char* label,ImGuiTreeNodeFlags flags) +{ + return ImGui::CollapsingHeader(label,flags); +} +CIMGUI_API bool igCollapsingHeader_BoolPtr(const char* label,bool* p_visible,ImGuiTreeNodeFlags flags) +{ + return ImGui::CollapsingHeader(label,p_visible,flags); +} +CIMGUI_API void igSetNextItemOpen(bool is_open,ImGuiCond cond) +{ + return ImGui::SetNextItemOpen(is_open,cond); +} +CIMGUI_API void igSetNextItemStorageID(ImGuiID storage_id) +{ + return ImGui::SetNextItemStorageID(storage_id); +} +CIMGUI_API bool igSelectable_Bool(const char* label,bool selected,ImGuiSelectableFlags flags,const ImVec2 size) +{ + return ImGui::Selectable(label,selected,flags,size); +} +CIMGUI_API bool igSelectable_BoolPtr(const char* label,bool* p_selected,ImGuiSelectableFlags flags,const ImVec2 size) +{ + return ImGui::Selectable(label,p_selected,flags,size); +} +CIMGUI_API ImGuiMultiSelectIO* igBeginMultiSelect(ImGuiMultiSelectFlags flags,int selection_size,int items_count) +{ + return ImGui::BeginMultiSelect(flags,selection_size,items_count); +} +CIMGUI_API ImGuiMultiSelectIO* igEndMultiSelect() +{ + return ImGui::EndMultiSelect(); +} +CIMGUI_API void igSetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data) +{ + return ImGui::SetNextItemSelectionUserData(selection_user_data); +} +CIMGUI_API bool igIsItemToggledSelection() +{ + return ImGui::IsItemToggledSelection(); +} +CIMGUI_API bool igBeginListBox(const char* label,const ImVec2 size) +{ + return ImGui::BeginListBox(label,size); +} +CIMGUI_API void igEndListBox() +{ + return ImGui::EndListBox(); +} +CIMGUI_API bool igListBox_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int height_in_items) +{ + return ImGui::ListBox(label,current_item,items,items_count,height_in_items); +} +CIMGUI_API bool igListBox_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int height_in_items) +{ + return ImGui::ListBox(label,current_item,getter,user_data,items_count,height_in_items); +} +CIMGUI_API void igPlotLines_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride) +{ + return ImGui::PlotLines(label,values,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size,stride); +} +CIMGUI_API void igPlotLines_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size) +{ + return ImGui::PlotLines(label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size); +} +CIMGUI_API void igPlotHistogram_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride) +{ + return ImGui::PlotHistogram(label,values,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size,stride); +} +CIMGUI_API void igPlotHistogram_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size) +{ + return ImGui::PlotHistogram(label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size); +} +CIMGUI_API void igValue_Bool(const char* prefix,bool b) +{ + return ImGui::Value(prefix,b); +} +CIMGUI_API void igValue_Int(const char* prefix,int v) +{ + return ImGui::Value(prefix,v); +} +CIMGUI_API void igValue_Uint(const char* prefix,unsigned int v) +{ + return ImGui::Value(prefix,v); +} +CIMGUI_API void igValue_Float(const char* prefix,float v,const char* float_format) +{ + return ImGui::Value(prefix,v,float_format); +} +CIMGUI_API bool igBeginMenuBar() +{ + return ImGui::BeginMenuBar(); +} +CIMGUI_API void igEndMenuBar() +{ + return ImGui::EndMenuBar(); +} +CIMGUI_API bool igBeginMainMenuBar() +{ + return ImGui::BeginMainMenuBar(); +} +CIMGUI_API void igEndMainMenuBar() +{ + return ImGui::EndMainMenuBar(); +} +CIMGUI_API bool igBeginMenu(const char* label,bool enabled) +{ + return ImGui::BeginMenu(label,enabled); +} +CIMGUI_API void igEndMenu() +{ + return ImGui::EndMenu(); +} +CIMGUI_API bool igMenuItem_Bool(const char* label,const char* shortcut,bool selected,bool enabled) +{ + return ImGui::MenuItem(label,shortcut,selected,enabled); +} +CIMGUI_API bool igMenuItem_BoolPtr(const char* label,const char* shortcut,bool* p_selected,bool enabled) +{ + return ImGui::MenuItem(label,shortcut,p_selected,enabled); +} +CIMGUI_API bool igBeginTooltip() +{ + return ImGui::BeginTooltip(); +} +CIMGUI_API void igEndTooltip() +{ + return ImGui::EndTooltip(); +} +CIMGUI_API void igSetTooltip(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::SetTooltipV(fmt,args); + va_end(args); +} +CIMGUI_API void igSetTooltipV(const char* fmt,va_list args) +{ + return ImGui::SetTooltipV(fmt,args); +} +CIMGUI_API bool igBeginItemTooltip() +{ + return ImGui::BeginItemTooltip(); +} +CIMGUI_API void igSetItemTooltip(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::SetItemTooltipV(fmt,args); + va_end(args); +} +CIMGUI_API void igSetItemTooltipV(const char* fmt,va_list args) +{ + return ImGui::SetItemTooltipV(fmt,args); +} +CIMGUI_API bool igBeginPopup(const char* str_id,ImGuiWindowFlags flags) +{ + return ImGui::BeginPopup(str_id,flags); +} +CIMGUI_API bool igBeginPopupModal(const char* name,bool* p_open,ImGuiWindowFlags flags) +{ + return ImGui::BeginPopupModal(name,p_open,flags); +} +CIMGUI_API void igEndPopup() +{ + return ImGui::EndPopup(); +} +CIMGUI_API void igOpenPopup_Str(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopup(str_id,popup_flags); +} +CIMGUI_API void igOpenPopup_ID(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopup(id,popup_flags); +} +CIMGUI_API void igOpenPopupOnItemClick(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopupOnItemClick(str_id,popup_flags); +} +CIMGUI_API void igCloseCurrentPopup() +{ + return ImGui::CloseCurrentPopup(); +} +CIMGUI_API bool igBeginPopupContextItem(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextItem(str_id,popup_flags); +} +CIMGUI_API bool igBeginPopupContextWindow(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextWindow(str_id,popup_flags); +} +CIMGUI_API bool igBeginPopupContextVoid(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextVoid(str_id,popup_flags); +} +CIMGUI_API bool igIsPopupOpen_Str(const char* str_id,ImGuiPopupFlags flags) +{ + return ImGui::IsPopupOpen(str_id,flags); +} +CIMGUI_API bool igBeginTable(const char* str_id,int columns,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width) +{ + return ImGui::BeginTable(str_id,columns,flags,outer_size,inner_width); +} +CIMGUI_API void igEndTable() +{ + return ImGui::EndTable(); +} +CIMGUI_API void igTableNextRow(ImGuiTableRowFlags row_flags,float min_row_height) +{ + return ImGui::TableNextRow(row_flags,min_row_height); +} +CIMGUI_API bool igTableNextColumn() +{ + return ImGui::TableNextColumn(); +} +CIMGUI_API bool igTableSetColumnIndex(int column_n) +{ + return ImGui::TableSetColumnIndex(column_n); +} +CIMGUI_API void igTableSetupColumn(const char* label,ImGuiTableColumnFlags flags,float init_width_or_weight,ImGuiID user_id) +{ + return ImGui::TableSetupColumn(label,flags,init_width_or_weight,user_id); +} +CIMGUI_API void igTableSetupScrollFreeze(int cols,int rows) +{ + return ImGui::TableSetupScrollFreeze(cols,rows); +} +CIMGUI_API void igTableHeader(const char* label) +{ + return ImGui::TableHeader(label); +} +CIMGUI_API void igTableHeadersRow() +{ + return ImGui::TableHeadersRow(); +} +CIMGUI_API void igTableAngledHeadersRow() +{ + return ImGui::TableAngledHeadersRow(); +} +CIMGUI_API ImGuiTableSortSpecs* igTableGetSortSpecs() +{ + return ImGui::TableGetSortSpecs(); +} +CIMGUI_API int igTableGetColumnCount() +{ + return ImGui::TableGetColumnCount(); +} +CIMGUI_API int igTableGetColumnIndex() +{ + return ImGui::TableGetColumnIndex(); +} +CIMGUI_API int igTableGetRowIndex() +{ + return ImGui::TableGetRowIndex(); +} +CIMGUI_API const char* igTableGetColumnName_Int(int column_n) +{ + return ImGui::TableGetColumnName(column_n); +} +CIMGUI_API ImGuiTableColumnFlags igTableGetColumnFlags(int column_n) +{ + return ImGui::TableGetColumnFlags(column_n); +} +CIMGUI_API void igTableSetColumnEnabled(int column_n,bool v) +{ + return ImGui::TableSetColumnEnabled(column_n,v); +} +CIMGUI_API int igTableGetHoveredColumn() +{ + return ImGui::TableGetHoveredColumn(); +} +CIMGUI_API void igTableSetBgColor(ImGuiTableBgTarget target,ImU32 color,int column_n) +{ + return ImGui::TableSetBgColor(target,color,column_n); +} +CIMGUI_API void igColumns(int count,const char* id,bool borders) +{ + return ImGui::Columns(count,id,borders); +} +CIMGUI_API void igNextColumn() +{ + return ImGui::NextColumn(); +} +CIMGUI_API int igGetColumnIndex() +{ + return ImGui::GetColumnIndex(); +} +CIMGUI_API float igGetColumnWidth(int column_index) +{ + return ImGui::GetColumnWidth(column_index); +} +CIMGUI_API void igSetColumnWidth(int column_index,float width) +{ + return ImGui::SetColumnWidth(column_index,width); +} +CIMGUI_API float igGetColumnOffset(int column_index) +{ + return ImGui::GetColumnOffset(column_index); +} +CIMGUI_API void igSetColumnOffset(int column_index,float offset_x) +{ + return ImGui::SetColumnOffset(column_index,offset_x); +} +CIMGUI_API int igGetColumnsCount() +{ + return ImGui::GetColumnsCount(); +} +CIMGUI_API bool igBeginTabBar(const char* str_id,ImGuiTabBarFlags flags) +{ + return ImGui::BeginTabBar(str_id,flags); +} +CIMGUI_API void igEndTabBar() +{ + return ImGui::EndTabBar(); +} +CIMGUI_API bool igBeginTabItem(const char* label,bool* p_open,ImGuiTabItemFlags flags) +{ + return ImGui::BeginTabItem(label,p_open,flags); +} +CIMGUI_API void igEndTabItem() +{ + return ImGui::EndTabItem(); +} +CIMGUI_API bool igTabItemButton(const char* label,ImGuiTabItemFlags flags) +{ + return ImGui::TabItemButton(label,flags); +} +CIMGUI_API void igSetTabItemClosed(const char* tab_or_docked_window_label) +{ + return ImGui::SetTabItemClosed(tab_or_docked_window_label); +} +CIMGUI_API ImGuiID igDockSpace(ImGuiID dockspace_id,const ImVec2 size,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class) +{ + return ImGui::DockSpace(dockspace_id,size,flags,window_class); +} +CIMGUI_API ImGuiID igDockSpaceOverViewport(ImGuiID dockspace_id,const ImGuiViewport* viewport,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class) +{ + return ImGui::DockSpaceOverViewport(dockspace_id,viewport,flags,window_class); +} +CIMGUI_API void igSetNextWindowDockID(ImGuiID dock_id,ImGuiCond cond) +{ + return ImGui::SetNextWindowDockID(dock_id,cond); +} +CIMGUI_API void igSetNextWindowClass(const ImGuiWindowClass* window_class) +{ + return ImGui::SetNextWindowClass(window_class); +} +CIMGUI_API ImGuiID igGetWindowDockID() +{ + return ImGui::GetWindowDockID(); +} +CIMGUI_API bool igIsWindowDocked() +{ + return ImGui::IsWindowDocked(); +} +CIMGUI_API void igLogToTTY(int auto_open_depth) +{ + return ImGui::LogToTTY(auto_open_depth); +} +CIMGUI_API void igLogToFile(int auto_open_depth,const char* filename) +{ + return ImGui::LogToFile(auto_open_depth,filename); +} +CIMGUI_API void igLogToClipboard(int auto_open_depth) +{ + return ImGui::LogToClipboard(auto_open_depth); +} +CIMGUI_API void igLogFinish() +{ + return ImGui::LogFinish(); +} +CIMGUI_API void igLogButtons() +{ + return ImGui::LogButtons(); +} +CIMGUI_API void igLogTextV(const char* fmt,va_list args) +{ + return ImGui::LogTextV(fmt,args); +} +CIMGUI_API bool igBeginDragDropSource(ImGuiDragDropFlags flags) +{ + return ImGui::BeginDragDropSource(flags); +} +CIMGUI_API bool igSetDragDropPayload(const char* type,const void* data,size_t sz,ImGuiCond cond) +{ + return ImGui::SetDragDropPayload(type,data,sz,cond); +} +CIMGUI_API void igEndDragDropSource() +{ + return ImGui::EndDragDropSource(); +} +CIMGUI_API bool igBeginDragDropTarget() +{ + return ImGui::BeginDragDropTarget(); +} +CIMGUI_API const ImGuiPayload* igAcceptDragDropPayload(const char* type,ImGuiDragDropFlags flags) +{ + return ImGui::AcceptDragDropPayload(type,flags); +} +CIMGUI_API void igEndDragDropTarget() +{ + return ImGui::EndDragDropTarget(); +} +CIMGUI_API const ImGuiPayload* igGetDragDropPayload() +{ + return ImGui::GetDragDropPayload(); +} +CIMGUI_API void igBeginDisabled(bool disabled) +{ + return ImGui::BeginDisabled(disabled); +} +CIMGUI_API void igEndDisabled() +{ + return ImGui::EndDisabled(); +} +CIMGUI_API void igPushClipRect(const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect) +{ + return ImGui::PushClipRect(clip_rect_min,clip_rect_max,intersect_with_current_clip_rect); +} +CIMGUI_API void igPopClipRect() +{ + return ImGui::PopClipRect(); +} +CIMGUI_API void igSetItemDefaultFocus() +{ + return ImGui::SetItemDefaultFocus(); +} +CIMGUI_API void igSetKeyboardFocusHere(int offset) +{ + return ImGui::SetKeyboardFocusHere(offset); +} +CIMGUI_API void igSetNavCursorVisible(bool visible) +{ + return ImGui::SetNavCursorVisible(visible); +} +CIMGUI_API void igSetNextItemAllowOverlap() +{ + return ImGui::SetNextItemAllowOverlap(); +} +CIMGUI_API bool igIsItemHovered(ImGuiHoveredFlags flags) +{ + return ImGui::IsItemHovered(flags); +} +CIMGUI_API bool igIsItemActive() +{ + return ImGui::IsItemActive(); +} +CIMGUI_API bool igIsItemFocused() +{ + return ImGui::IsItemFocused(); +} +CIMGUI_API bool igIsItemClicked(ImGuiMouseButton mouse_button) +{ + return ImGui::IsItemClicked(mouse_button); +} +CIMGUI_API bool igIsItemVisible() +{ + return ImGui::IsItemVisible(); +} +CIMGUI_API bool igIsItemEdited() +{ + return ImGui::IsItemEdited(); +} +CIMGUI_API bool igIsItemActivated() +{ + return ImGui::IsItemActivated(); +} +CIMGUI_API bool igIsItemDeactivated() +{ + return ImGui::IsItemDeactivated(); +} +CIMGUI_API bool igIsItemDeactivatedAfterEdit() +{ + return ImGui::IsItemDeactivatedAfterEdit(); +} +CIMGUI_API bool igIsItemToggledOpen() +{ + return ImGui::IsItemToggledOpen(); +} +CIMGUI_API bool igIsAnyItemHovered() +{ + return ImGui::IsAnyItemHovered(); +} +CIMGUI_API bool igIsAnyItemActive() +{ + return ImGui::IsAnyItemActive(); +} +CIMGUI_API bool igIsAnyItemFocused() +{ + return ImGui::IsAnyItemFocused(); +} +CIMGUI_API ImGuiID igGetItemID() +{ + return ImGui::GetItemID(); +} +CIMGUI_API void igGetItemRectMin(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectMin(); +} +CIMGUI_API void igGetItemRectMax(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectMax(); +} +CIMGUI_API void igGetItemRectSize(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectSize(); +} +CIMGUI_API ImGuiViewport* igGetMainViewport() +{ + return ImGui::GetMainViewport(); +} +CIMGUI_API ImDrawList* igGetBackgroundDrawList(ImGuiViewport* viewport) +{ + return ImGui::GetBackgroundDrawList(viewport); +} +CIMGUI_API ImDrawList* igGetForegroundDrawList_ViewportPtr(ImGuiViewport* viewport) +{ + return ImGui::GetForegroundDrawList(viewport); +} +CIMGUI_API bool igIsRectVisible_Nil(const ImVec2 size) +{ + return ImGui::IsRectVisible(size); +} +CIMGUI_API bool igIsRectVisible_Vec2(const ImVec2 rect_min,const ImVec2 rect_max) +{ + return ImGui::IsRectVisible(rect_min,rect_max); +} +CIMGUI_API double igGetTime() +{ + return ImGui::GetTime(); +} +CIMGUI_API int igGetFrameCount() +{ + return ImGui::GetFrameCount(); +} +CIMGUI_API ImDrawListSharedData* igGetDrawListSharedData() +{ + return ImGui::GetDrawListSharedData(); +} +CIMGUI_API const char* igGetStyleColorName(ImGuiCol idx) +{ + return ImGui::GetStyleColorName(idx); +} +CIMGUI_API void igSetStateStorage(ImGuiStorage* storage) +{ + return ImGui::SetStateStorage(storage); +} +CIMGUI_API ImGuiStorage* igGetStateStorage() +{ + return ImGui::GetStateStorage(); +} +CIMGUI_API void igCalcTextSize(ImVec2 *pOut,const char* text,const char* text_end,bool hide_text_after_double_hash,float wrap_width) +{ + *pOut = ImGui::CalcTextSize(text,text_end,hide_text_after_double_hash,wrap_width); +} +CIMGUI_API void igColorConvertU32ToFloat4(ImVec4 *pOut,ImU32 in) +{ + *pOut = ImGui::ColorConvertU32ToFloat4(in); +} +CIMGUI_API ImU32 igColorConvertFloat4ToU32(const ImVec4 in) +{ + return ImGui::ColorConvertFloat4ToU32(in); +} +CIMGUI_API void igColorConvertRGBtoHSV(float r,float g,float b,float* out_h,float* out_s,float* out_v) +{ + return ImGui::ColorConvertRGBtoHSV(r,g,b,*out_h,*out_s,*out_v); +} +CIMGUI_API void igColorConvertHSVtoRGB(float h,float s,float v,float* out_r,float* out_g,float* out_b) +{ + return ImGui::ColorConvertHSVtoRGB(h,s,v,*out_r,*out_g,*out_b); +} +CIMGUI_API bool igIsKeyDown_Nil(ImGuiKey key) +{ + return ImGui::IsKeyDown(key); +} +CIMGUI_API bool igIsKeyPressed_Bool(ImGuiKey key,bool repeat) +{ + return ImGui::IsKeyPressed(key,repeat); +} +CIMGUI_API bool igIsKeyReleased_Nil(ImGuiKey key) +{ + return ImGui::IsKeyReleased(key); +} +CIMGUI_API bool igIsKeyChordPressed_Nil(ImGuiKeyChord key_chord) +{ + return ImGui::IsKeyChordPressed(key_chord); +} +CIMGUI_API int igGetKeyPressedAmount(ImGuiKey key,float repeat_delay,float rate) +{ + return ImGui::GetKeyPressedAmount(key,repeat_delay,rate); +} +CIMGUI_API const char* igGetKeyName(ImGuiKey key) +{ + return ImGui::GetKeyName(key); +} +CIMGUI_API void igSetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + return ImGui::SetNextFrameWantCaptureKeyboard(want_capture_keyboard); +} +CIMGUI_API bool igShortcut_Nil(ImGuiKeyChord key_chord,ImGuiInputFlags flags) +{ + return ImGui::Shortcut(key_chord,flags); +} +CIMGUI_API void igSetNextItemShortcut(ImGuiKeyChord key_chord,ImGuiInputFlags flags) +{ + return ImGui::SetNextItemShortcut(key_chord,flags); +} +CIMGUI_API void igSetItemKeyOwner_Nil(ImGuiKey key) +{ + return ImGui::SetItemKeyOwner(key); +} +CIMGUI_API bool igIsMouseDown_Nil(ImGuiMouseButton button) +{ + return ImGui::IsMouseDown(button); +} +CIMGUI_API bool igIsMouseClicked_Bool(ImGuiMouseButton button,bool repeat) +{ + return ImGui::IsMouseClicked(button,repeat); +} +CIMGUI_API bool igIsMouseReleased_Nil(ImGuiMouseButton button) +{ + return ImGui::IsMouseReleased(button); +} +CIMGUI_API bool igIsMouseDoubleClicked_Nil(ImGuiMouseButton button) +{ + return ImGui::IsMouseDoubleClicked(button); +} +CIMGUI_API int igGetMouseClickedCount(ImGuiMouseButton button) +{ + return ImGui::GetMouseClickedCount(button); +} +CIMGUI_API bool igIsMouseHoveringRect(const ImVec2 r_min,const ImVec2 r_max,bool clip) +{ + return ImGui::IsMouseHoveringRect(r_min,r_max,clip); +} +CIMGUI_API bool igIsMousePosValid(const ImVec2* mouse_pos) +{ + return ImGui::IsMousePosValid(mouse_pos); +} +CIMGUI_API bool igIsAnyMouseDown() +{ + return ImGui::IsAnyMouseDown(); +} +CIMGUI_API void igGetMousePos(ImVec2 *pOut) +{ + *pOut = ImGui::GetMousePos(); +} +CIMGUI_API void igGetMousePosOnOpeningCurrentPopup(ImVec2 *pOut) +{ + *pOut = ImGui::GetMousePosOnOpeningCurrentPopup(); +} +CIMGUI_API bool igIsMouseDragging(ImGuiMouseButton button,float lock_threshold) +{ + return ImGui::IsMouseDragging(button,lock_threshold); +} +CIMGUI_API void igGetMouseDragDelta(ImVec2 *pOut,ImGuiMouseButton button,float lock_threshold) +{ + *pOut = ImGui::GetMouseDragDelta(button,lock_threshold); +} +CIMGUI_API void igResetMouseDragDelta(ImGuiMouseButton button) +{ + return ImGui::ResetMouseDragDelta(button); +} +CIMGUI_API ImGuiMouseCursor igGetMouseCursor() +{ + return ImGui::GetMouseCursor(); +} +CIMGUI_API void igSetMouseCursor(ImGuiMouseCursor cursor_type) +{ + return ImGui::SetMouseCursor(cursor_type); +} +CIMGUI_API void igSetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + return ImGui::SetNextFrameWantCaptureMouse(want_capture_mouse); +} +CIMGUI_API const char* igGetClipboardText() +{ + return ImGui::GetClipboardText(); +} +CIMGUI_API void igSetClipboardText(const char* text) +{ + return ImGui::SetClipboardText(text); +} +CIMGUI_API void igLoadIniSettingsFromDisk(const char* ini_filename) +{ + return ImGui::LoadIniSettingsFromDisk(ini_filename); +} +CIMGUI_API void igLoadIniSettingsFromMemory(const char* ini_data,size_t ini_size) +{ + return ImGui::LoadIniSettingsFromMemory(ini_data,ini_size); +} +CIMGUI_API void igSaveIniSettingsToDisk(const char* ini_filename) +{ + return ImGui::SaveIniSettingsToDisk(ini_filename); +} +CIMGUI_API const char* igSaveIniSettingsToMemory(size_t* out_ini_size) +{ + return ImGui::SaveIniSettingsToMemory(out_ini_size); +} +CIMGUI_API void igDebugTextEncoding(const char* text) +{ + return ImGui::DebugTextEncoding(text); +} +CIMGUI_API void igDebugFlashStyleColor(ImGuiCol idx) +{ + return ImGui::DebugFlashStyleColor(idx); +} +CIMGUI_API void igDebugStartItemPicker() +{ + return ImGui::DebugStartItemPicker(); +} +CIMGUI_API bool igDebugCheckVersionAndDataLayout(const char* version_str,size_t sz_io,size_t sz_style,size_t sz_vec2,size_t sz_vec4,size_t sz_drawvert,size_t sz_drawidx) +{ + return ImGui::DebugCheckVersionAndDataLayout(version_str,sz_io,sz_style,sz_vec2,sz_vec4,sz_drawvert,sz_drawidx); +} +CIMGUI_API void igDebugLog(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::DebugLogV(fmt,args); + va_end(args); +} +CIMGUI_API void igDebugLogV(const char* fmt,va_list args) +{ + return ImGui::DebugLogV(fmt,args); +} +CIMGUI_API void igSetAllocatorFunctions(ImGuiMemAllocFunc alloc_func,ImGuiMemFreeFunc free_func,void* user_data) +{ + return ImGui::SetAllocatorFunctions(alloc_func,free_func,user_data); +} +CIMGUI_API void igGetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func,ImGuiMemFreeFunc* p_free_func,void** p_user_data) +{ + return ImGui::GetAllocatorFunctions(p_alloc_func,p_free_func,p_user_data); +} +CIMGUI_API void* igMemAlloc(size_t size) +{ + return ImGui::MemAlloc(size); +} +CIMGUI_API void igMemFree(void* ptr) +{ + return ImGui::MemFree(ptr); +} +CIMGUI_API void igUpdatePlatformWindows() +{ + return ImGui::UpdatePlatformWindows(); +} +CIMGUI_API void igRenderPlatformWindowsDefault(void* platform_render_arg,void* renderer_render_arg) +{ + return ImGui::RenderPlatformWindowsDefault(platform_render_arg,renderer_render_arg); +} +CIMGUI_API void igDestroyPlatformWindows() +{ + return ImGui::DestroyPlatformWindows(); +} +CIMGUI_API ImGuiViewport* igFindViewportByID(ImGuiID id) +{ + return ImGui::FindViewportByID(id); +} +CIMGUI_API ImGuiViewport* igFindViewportByPlatformHandle(void* platform_handle) +{ + return ImGui::FindViewportByPlatformHandle(platform_handle); +} +CIMGUI_API ImGuiTableSortSpecs* ImGuiTableSortSpecs_ImGuiTableSortSpecs(void) +{ + return IM_NEW(ImGuiTableSortSpecs)(); +} +CIMGUI_API void ImGuiTableSortSpecs_destroy(ImGuiTableSortSpecs* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSortSpecs* ImGuiTableColumnSortSpecs_ImGuiTableColumnSortSpecs(void) +{ + return IM_NEW(ImGuiTableColumnSortSpecs)(); +} +CIMGUI_API void ImGuiTableColumnSortSpecs_destroy(ImGuiTableColumnSortSpecs* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStyle* ImGuiStyle_ImGuiStyle(void) +{ + return IM_NEW(ImGuiStyle)(); +} +CIMGUI_API void ImGuiStyle_destroy(ImGuiStyle* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiStyle_ScaleAllSizes(ImGuiStyle* self,float scale_factor) +{ + return self->ScaleAllSizes(scale_factor); +} +CIMGUI_API void ImGuiIO_AddKeyEvent(ImGuiIO* self,ImGuiKey key,bool down) +{ + return self->AddKeyEvent(key,down); +} +CIMGUI_API void ImGuiIO_AddKeyAnalogEvent(ImGuiIO* self,ImGuiKey key,bool down,float v) +{ + return self->AddKeyAnalogEvent(key,down,v); +} +CIMGUI_API void ImGuiIO_AddMousePosEvent(ImGuiIO* self,float x,float y) +{ + return self->AddMousePosEvent(x,y); +} +CIMGUI_API void ImGuiIO_AddMouseButtonEvent(ImGuiIO* self,int button,bool down) +{ + return self->AddMouseButtonEvent(button,down); +} +CIMGUI_API void ImGuiIO_AddMouseWheelEvent(ImGuiIO* self,float wheel_x,float wheel_y) +{ + return self->AddMouseWheelEvent(wheel_x,wheel_y); +} +CIMGUI_API void ImGuiIO_AddMouseSourceEvent(ImGuiIO* self,ImGuiMouseSource source) +{ + return self->AddMouseSourceEvent(source); +} +CIMGUI_API void ImGuiIO_AddMouseViewportEvent(ImGuiIO* self,ImGuiID id) +{ + return self->AddMouseViewportEvent(id); +} +CIMGUI_API void ImGuiIO_AddFocusEvent(ImGuiIO* self,bool focused) +{ + return self->AddFocusEvent(focused); +} +CIMGUI_API void ImGuiIO_AddInputCharacter(ImGuiIO* self,unsigned int c) +{ + return self->AddInputCharacter(c); +} +CIMGUI_API void ImGuiIO_AddInputCharacterUTF16(ImGuiIO* self,ImWchar16 c) +{ + return self->AddInputCharacterUTF16(c); +} +CIMGUI_API void ImGuiIO_AddInputCharactersUTF8(ImGuiIO* self,const char* str) +{ + return self->AddInputCharactersUTF8(str); +} +CIMGUI_API void ImGuiIO_SetKeyEventNativeData(ImGuiIO* self,ImGuiKey key,int native_keycode,int native_scancode,int native_legacy_index) +{ + return self->SetKeyEventNativeData(key,native_keycode,native_scancode,native_legacy_index); +} +CIMGUI_API void ImGuiIO_SetAppAcceptingEvents(ImGuiIO* self,bool accepting_events) +{ + return self->SetAppAcceptingEvents(accepting_events); +} +CIMGUI_API void ImGuiIO_ClearEventsQueue(ImGuiIO* self) +{ + return self->ClearEventsQueue(); +} +CIMGUI_API void ImGuiIO_ClearInputKeys(ImGuiIO* self) +{ + return self->ClearInputKeys(); +} +CIMGUI_API void ImGuiIO_ClearInputMouse(ImGuiIO* self) +{ + return self->ClearInputMouse(); +} +CIMGUI_API ImGuiIO* ImGuiIO_ImGuiIO(void) +{ + return IM_NEW(ImGuiIO)(); +} +CIMGUI_API void ImGuiIO_destroy(ImGuiIO* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiInputTextCallbackData* ImGuiInputTextCallbackData_ImGuiInputTextCallbackData(void) +{ + return IM_NEW(ImGuiInputTextCallbackData)(); +} +CIMGUI_API void ImGuiInputTextCallbackData_destroy(ImGuiInputTextCallbackData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextCallbackData_DeleteChars(ImGuiInputTextCallbackData* self,int pos,int bytes_count) +{ + return self->DeleteChars(pos,bytes_count); +} +CIMGUI_API void ImGuiInputTextCallbackData_InsertChars(ImGuiInputTextCallbackData* self,int pos,const char* text,const char* text_end) +{ + return self->InsertChars(pos,text,text_end); +} +CIMGUI_API void ImGuiInputTextCallbackData_SelectAll(ImGuiInputTextCallbackData* self) +{ + return self->SelectAll(); +} +CIMGUI_API void ImGuiInputTextCallbackData_ClearSelection(ImGuiInputTextCallbackData* self) +{ + return self->ClearSelection(); +} +CIMGUI_API bool ImGuiInputTextCallbackData_HasSelection(ImGuiInputTextCallbackData* self) +{ + return self->HasSelection(); +} +CIMGUI_API ImGuiWindowClass* ImGuiWindowClass_ImGuiWindowClass(void) +{ + return IM_NEW(ImGuiWindowClass)(); +} +CIMGUI_API void ImGuiWindowClass_destroy(ImGuiWindowClass* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPayload* ImGuiPayload_ImGuiPayload(void) +{ + return IM_NEW(ImGuiPayload)(); +} +CIMGUI_API void ImGuiPayload_destroy(ImGuiPayload* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiPayload_Clear(ImGuiPayload* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImGuiPayload_IsDataType(ImGuiPayload* self,const char* type) +{ + return self->IsDataType(type); +} +CIMGUI_API bool ImGuiPayload_IsPreview(ImGuiPayload* self) +{ + return self->IsPreview(); +} +CIMGUI_API bool ImGuiPayload_IsDelivery(ImGuiPayload* self) +{ + return self->IsDelivery(); +} +CIMGUI_API ImGuiOnceUponAFrame* ImGuiOnceUponAFrame_ImGuiOnceUponAFrame(void) +{ + return IM_NEW(ImGuiOnceUponAFrame)(); +} +CIMGUI_API void ImGuiOnceUponAFrame_destroy(ImGuiOnceUponAFrame* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTextFilter* ImGuiTextFilter_ImGuiTextFilter(const char* default_filter) +{ + return IM_NEW(ImGuiTextFilter)(default_filter); +} +CIMGUI_API void ImGuiTextFilter_destroy(ImGuiTextFilter* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImGuiTextFilter_Draw(ImGuiTextFilter* self,const char* label,float width) +{ + return self->Draw(label,width); +} +CIMGUI_API bool ImGuiTextFilter_PassFilter(ImGuiTextFilter* self,const char* text,const char* text_end) +{ + return self->PassFilter(text,text_end); +} +CIMGUI_API void ImGuiTextFilter_Build(ImGuiTextFilter* self) +{ + return self->Build(); +} +CIMGUI_API void ImGuiTextFilter_Clear(ImGuiTextFilter* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImGuiTextFilter_IsActive(ImGuiTextFilter* self) +{ + return self->IsActive(); +} +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Nil(void) +{ + return IM_NEW(ImGuiTextRange)(); +} +CIMGUI_API void ImGuiTextRange_destroy(ImGuiTextRange* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Str(const char* _b,const char* _e) +{ + return IM_NEW(ImGuiTextRange)(_b,_e); +} +CIMGUI_API bool ImGuiTextRange_empty(ImGuiTextRange* self) +{ + return self->empty(); +} +CIMGUI_API void ImGuiTextRange_split(ImGuiTextRange* self,char separator,ImVector_ImGuiTextRange* out) +{ + return self->split(separator,out); +} +CIMGUI_API ImGuiTextBuffer* ImGuiTextBuffer_ImGuiTextBuffer(void) +{ + return IM_NEW(ImGuiTextBuffer)(); +} +CIMGUI_API void ImGuiTextBuffer_destroy(ImGuiTextBuffer* self) +{ + IM_DELETE(self); +} +CIMGUI_API const char* ImGuiTextBuffer_begin(ImGuiTextBuffer* self) +{ + return self->begin(); +} +CIMGUI_API const char* ImGuiTextBuffer_end(ImGuiTextBuffer* self) +{ + return self->end(); +} +CIMGUI_API int ImGuiTextBuffer_size(ImGuiTextBuffer* self) +{ + return self->size(); +} +CIMGUI_API bool ImGuiTextBuffer_empty(ImGuiTextBuffer* self) +{ + return self->empty(); +} +CIMGUI_API void ImGuiTextBuffer_clear(ImGuiTextBuffer* self) +{ + return self->clear(); +} +CIMGUI_API void ImGuiTextBuffer_reserve(ImGuiTextBuffer* self,int capacity) +{ + return self->reserve(capacity); +} +CIMGUI_API const char* ImGuiTextBuffer_c_str(ImGuiTextBuffer* self) +{ + return self->c_str(); +} +CIMGUI_API void ImGuiTextBuffer_append(ImGuiTextBuffer* self,const char* str,const char* str_end) +{ + return self->append(str,str_end); +} +CIMGUI_API void ImGuiTextBuffer_appendfv(ImGuiTextBuffer* self,const char* fmt,va_list args) +{ + return self->appendfv(fmt,args); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Int(ImGuiID _key,int _val) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val); +} +CIMGUI_API void ImGuiStoragePair_destroy(ImGuiStoragePair* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Float(ImGuiID _key,float _val) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Ptr(ImGuiID _key,void* _val) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val); +} +CIMGUI_API void ImGuiStorage_Clear(ImGuiStorage* self) +{ + return self->Clear(); +} +CIMGUI_API int ImGuiStorage_GetInt(ImGuiStorage* self,ImGuiID key,int default_val) +{ + return self->GetInt(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetInt(ImGuiStorage* self,ImGuiID key,int val) +{ + return self->SetInt(key,val); +} +CIMGUI_API bool ImGuiStorage_GetBool(ImGuiStorage* self,ImGuiID key,bool default_val) +{ + return self->GetBool(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetBool(ImGuiStorage* self,ImGuiID key,bool val) +{ + return self->SetBool(key,val); +} +CIMGUI_API float ImGuiStorage_GetFloat(ImGuiStorage* self,ImGuiID key,float default_val) +{ + return self->GetFloat(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetFloat(ImGuiStorage* self,ImGuiID key,float val) +{ + return self->SetFloat(key,val); +} +CIMGUI_API void* ImGuiStorage_GetVoidPtr(ImGuiStorage* self,ImGuiID key) +{ + return self->GetVoidPtr(key); +} +CIMGUI_API void ImGuiStorage_SetVoidPtr(ImGuiStorage* self,ImGuiID key,void* val) +{ + return self->SetVoidPtr(key,val); +} +CIMGUI_API int* ImGuiStorage_GetIntRef(ImGuiStorage* self,ImGuiID key,int default_val) +{ + return self->GetIntRef(key,default_val); +} +CIMGUI_API bool* ImGuiStorage_GetBoolRef(ImGuiStorage* self,ImGuiID key,bool default_val) +{ + return self->GetBoolRef(key,default_val); +} +CIMGUI_API float* ImGuiStorage_GetFloatRef(ImGuiStorage* self,ImGuiID key,float default_val) +{ + return self->GetFloatRef(key,default_val); +} +CIMGUI_API void** ImGuiStorage_GetVoidPtrRef(ImGuiStorage* self,ImGuiID key,void* default_val) +{ + return self->GetVoidPtrRef(key,default_val); +} +CIMGUI_API void ImGuiStorage_BuildSortByKey(ImGuiStorage* self) +{ + return self->BuildSortByKey(); +} +CIMGUI_API void ImGuiStorage_SetAllInt(ImGuiStorage* self,int val) +{ + return self->SetAllInt(val); +} +CIMGUI_API ImGuiListClipper* ImGuiListClipper_ImGuiListClipper(void) +{ + return IM_NEW(ImGuiListClipper)(); +} +CIMGUI_API void ImGuiListClipper_destroy(ImGuiListClipper* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiListClipper_Begin(ImGuiListClipper* self,int items_count,float items_height) +{ + return self->Begin(items_count,items_height); +} +CIMGUI_API void ImGuiListClipper_End(ImGuiListClipper* self) +{ + return self->End(); +} +CIMGUI_API bool ImGuiListClipper_Step(ImGuiListClipper* self) +{ + return self->Step(); +} +CIMGUI_API void ImGuiListClipper_IncludeItemByIndex(ImGuiListClipper* self,int item_index) +{ + return self->IncludeItemByIndex(item_index); +} +CIMGUI_API void ImGuiListClipper_IncludeItemsByIndex(ImGuiListClipper* self,int item_begin,int item_end) +{ + return self->IncludeItemsByIndex(item_begin,item_end); +} +CIMGUI_API void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* self,int item_index) +{ + return self->SeekCursorForItem(item_index); +} +CIMGUI_API ImColor* ImColor_ImColor_Nil(void) +{ + return IM_NEW(ImColor)(); +} +CIMGUI_API void ImColor_destroy(ImColor* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImColor* ImColor_ImColor_Float(float r,float g,float b,float a) +{ + return IM_NEW(ImColor)(r,g,b,a); +} +CIMGUI_API ImColor* ImColor_ImColor_Vec4(const ImVec4 col) +{ + return IM_NEW(ImColor)(col); +} +CIMGUI_API ImColor* ImColor_ImColor_Int(int r,int g,int b,int a) +{ + return IM_NEW(ImColor)(r,g,b,a); +} +CIMGUI_API ImColor* ImColor_ImColor_U32(ImU32 rgba) +{ + return IM_NEW(ImColor)(rgba); +} +CIMGUI_API void ImColor_SetHSV(ImColor* self,float h,float s,float v,float a) +{ + return self->SetHSV(h,s,v,a); +} +CIMGUI_API void ImColor_HSV(ImColor *pOut,float h,float s,float v,float a) +{ + *pOut = ImColor::HSV(h,s,v,a); +} +CIMGUI_API ImGuiSelectionBasicStorage* ImGuiSelectionBasicStorage_ImGuiSelectionBasicStorage(void) +{ + return IM_NEW(ImGuiSelectionBasicStorage)(); +} +CIMGUI_API void ImGuiSelectionBasicStorage_destroy(ImGuiSelectionBasicStorage* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiSelectionBasicStorage_ApplyRequests(ImGuiSelectionBasicStorage* self,ImGuiMultiSelectIO* ms_io) +{ + return self->ApplyRequests(ms_io); +} +CIMGUI_API bool ImGuiSelectionBasicStorage_Contains(ImGuiSelectionBasicStorage* self,ImGuiID id) +{ + return self->Contains(id); +} +CIMGUI_API void ImGuiSelectionBasicStorage_Clear(ImGuiSelectionBasicStorage* self) +{ + return self->Clear(); +} +CIMGUI_API void ImGuiSelectionBasicStorage_Swap(ImGuiSelectionBasicStorage* self,ImGuiSelectionBasicStorage* r) +{ + return self->Swap(*r); +} +CIMGUI_API void ImGuiSelectionBasicStorage_SetItemSelected(ImGuiSelectionBasicStorage* self,ImGuiID id,bool selected) +{ + return self->SetItemSelected(id,selected); +} +CIMGUI_API bool ImGuiSelectionBasicStorage_GetNextSelectedItem(ImGuiSelectionBasicStorage* self,void** opaque_it,ImGuiID* out_id) +{ + return self->GetNextSelectedItem(opaque_it,out_id); +} +CIMGUI_API ImGuiID ImGuiSelectionBasicStorage_GetStorageIdFromIndex(ImGuiSelectionBasicStorage* self,int idx) +{ + return self->GetStorageIdFromIndex(idx); +} +CIMGUI_API ImGuiSelectionExternalStorage* ImGuiSelectionExternalStorage_ImGuiSelectionExternalStorage(void) +{ + return IM_NEW(ImGuiSelectionExternalStorage)(); +} +CIMGUI_API void ImGuiSelectionExternalStorage_destroy(ImGuiSelectionExternalStorage* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiSelectionExternalStorage_ApplyRequests(ImGuiSelectionExternalStorage* self,ImGuiMultiSelectIO* ms_io) +{ + return self->ApplyRequests(ms_io); +} +CIMGUI_API ImDrawCmd* ImDrawCmd_ImDrawCmd(void) +{ + return IM_NEW(ImDrawCmd)(); +} +CIMGUI_API void ImDrawCmd_destroy(ImDrawCmd* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImTextureID ImDrawCmd_GetTexID(ImDrawCmd* self) +{ + return self->GetTexID(); +} +CIMGUI_API ImDrawListSplitter* ImDrawListSplitter_ImDrawListSplitter(void) +{ + return IM_NEW(ImDrawListSplitter)(); +} +CIMGUI_API void ImDrawListSplitter_destroy(ImDrawListSplitter* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawListSplitter_Clear(ImDrawListSplitter* self) +{ + return self->Clear(); +} +CIMGUI_API void ImDrawListSplitter_ClearFreeMemory(ImDrawListSplitter* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API void ImDrawListSplitter_Split(ImDrawListSplitter* self,ImDrawList* draw_list,int count) +{ + return self->Split(draw_list,count); +} +CIMGUI_API void ImDrawListSplitter_Merge(ImDrawListSplitter* self,ImDrawList* draw_list) +{ + return self->Merge(draw_list); +} +CIMGUI_API void ImDrawListSplitter_SetCurrentChannel(ImDrawListSplitter* self,ImDrawList* draw_list,int channel_idx) +{ + return self->SetCurrentChannel(draw_list,channel_idx); +} +CIMGUI_API ImDrawList* ImDrawList_ImDrawList(ImDrawListSharedData* shared_data) +{ + return IM_NEW(ImDrawList)(shared_data); +} +CIMGUI_API void ImDrawList_destroy(ImDrawList* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawList_PushClipRect(ImDrawList* self,const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect) +{ + return self->PushClipRect(clip_rect_min,clip_rect_max,intersect_with_current_clip_rect); +} +CIMGUI_API void ImDrawList_PushClipRectFullScreen(ImDrawList* self) +{ + return self->PushClipRectFullScreen(); +} +CIMGUI_API void ImDrawList_PopClipRect(ImDrawList* self) +{ + return self->PopClipRect(); +} +CIMGUI_API void ImDrawList_PushTextureID(ImDrawList* self,ImTextureID texture_id) +{ + return self->PushTextureID(texture_id); +} +CIMGUI_API void ImDrawList_PopTextureID(ImDrawList* self) +{ + return self->PopTextureID(); +} +CIMGUI_API void ImDrawList_GetClipRectMin(ImVec2 *pOut,ImDrawList* self) +{ + *pOut = self->GetClipRectMin(); +} +CIMGUI_API void ImDrawList_GetClipRectMax(ImVec2 *pOut,ImDrawList* self) +{ + *pOut = self->GetClipRectMax(); +} +CIMGUI_API void ImDrawList_AddLine(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,ImU32 col,float thickness) +{ + return self->AddLine(p1,p2,col,thickness); +} +CIMGUI_API void ImDrawList_AddRect(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags,float thickness) +{ + return self->AddRect(p_min,p_max,col,rounding,flags,thickness); +} +CIMGUI_API void ImDrawList_AddRectFilled(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags) +{ + return self->AddRectFilled(p_min,p_max,col,rounding,flags); +} +CIMGUI_API void ImDrawList_AddRectFilledMultiColor(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col_upr_left,ImU32 col_upr_right,ImU32 col_bot_right,ImU32 col_bot_left) +{ + return self->AddRectFilledMultiColor(p_min,p_max,col_upr_left,col_upr_right,col_bot_right,col_bot_left); +} +CIMGUI_API void ImDrawList_AddQuad(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness) +{ + return self->AddQuad(p1,p2,p3,p4,col,thickness); +} +CIMGUI_API void ImDrawList_AddQuadFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col) +{ + return self->AddQuadFilled(p1,p2,p3,p4,col); +} +CIMGUI_API void ImDrawList_AddTriangle(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness) +{ + return self->AddTriangle(p1,p2,p3,col,thickness); +} +CIMGUI_API void ImDrawList_AddTriangleFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col) +{ + return self->AddTriangleFilled(p1,p2,p3,col); +} +CIMGUI_API void ImDrawList_AddCircle(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness) +{ + return self->AddCircle(center,radius,col,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddCircleFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments) +{ + return self->AddCircleFilled(center,radius,col,num_segments); +} +CIMGUI_API void ImDrawList_AddNgon(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness) +{ + return self->AddNgon(center,radius,col,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddNgonFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments) +{ + return self->AddNgonFilled(center,radius,col,num_segments); +} +CIMGUI_API void ImDrawList_AddEllipse(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments,float thickness) +{ + return self->AddEllipse(center,radius,col,rot,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddEllipseFilled(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments) +{ + return self->AddEllipseFilled(center,radius,col,rot,num_segments); +} +CIMGUI_API void ImDrawList_AddText_Vec2(ImDrawList* self,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end) +{ + return self->AddText(pos,col,text_begin,text_end); +} +CIMGUI_API void ImDrawList_AddText_FontPtr(ImDrawList* self,ImFont* font,float font_size,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end,float wrap_width,const ImVec4* cpu_fine_clip_rect) +{ + return self->AddText(font,font_size,pos,col,text_begin,text_end,wrap_width,cpu_fine_clip_rect); +} +CIMGUI_API void ImDrawList_AddBezierCubic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness,int num_segments) +{ + return self->AddBezierCubic(p1,p2,p3,p4,col,thickness,num_segments); +} +CIMGUI_API void ImDrawList_AddBezierQuadratic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness,int num_segments) +{ + return self->AddBezierQuadratic(p1,p2,p3,col,thickness,num_segments); +} +CIMGUI_API void ImDrawList_AddPolyline(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col,ImDrawFlags flags,float thickness) +{ + return self->AddPolyline(points,num_points,col,flags,thickness); +} +CIMGUI_API void ImDrawList_AddConvexPolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col) +{ + return self->AddConvexPolyFilled(points,num_points,col); +} +CIMGUI_API void ImDrawList_AddConcavePolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col) +{ + return self->AddConcavePolyFilled(points,num_points,col); +} +CIMGUI_API void ImDrawList_AddImage(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col) +{ + return self->AddImage(user_texture_id,p_min,p_max,uv_min,uv_max,col); +} +CIMGUI_API void ImDrawList_AddImageQuad(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 uv1,const ImVec2 uv2,const ImVec2 uv3,const ImVec2 uv4,ImU32 col) +{ + return self->AddImageQuad(user_texture_id,p1,p2,p3,p4,uv1,uv2,uv3,uv4,col); +} +CIMGUI_API void ImDrawList_AddImageRounded(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col,float rounding,ImDrawFlags flags) +{ + return self->AddImageRounded(user_texture_id,p_min,p_max,uv_min,uv_max,col,rounding,flags); +} +CIMGUI_API void ImDrawList_PathClear(ImDrawList* self) +{ + return self->PathClear(); +} +CIMGUI_API void ImDrawList_PathLineTo(ImDrawList* self,const ImVec2 pos) +{ + return self->PathLineTo(pos); +} +CIMGUI_API void ImDrawList_PathLineToMergeDuplicate(ImDrawList* self,const ImVec2 pos) +{ + return self->PathLineToMergeDuplicate(pos); +} +CIMGUI_API void ImDrawList_PathFillConvex(ImDrawList* self,ImU32 col) +{ + return self->PathFillConvex(col); +} +CIMGUI_API void ImDrawList_PathFillConcave(ImDrawList* self,ImU32 col) +{ + return self->PathFillConcave(col); +} +CIMGUI_API void ImDrawList_PathStroke(ImDrawList* self,ImU32 col,ImDrawFlags flags,float thickness) +{ + return self->PathStroke(col,flags,thickness); +} +CIMGUI_API void ImDrawList_PathArcTo(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments) +{ + return self->PathArcTo(center,radius,a_min,a_max,num_segments); +} +CIMGUI_API void ImDrawList_PathArcToFast(ImDrawList* self,const ImVec2 center,float radius,int a_min_of_12,int a_max_of_12) +{ + return self->PathArcToFast(center,radius,a_min_of_12,a_max_of_12); +} +CIMGUI_API void ImDrawList_PathEllipticalArcTo(ImDrawList* self,const ImVec2 center,const ImVec2 radius,float rot,float a_min,float a_max,int num_segments) +{ + return self->PathEllipticalArcTo(center,radius,rot,a_min,a_max,num_segments); +} +CIMGUI_API void ImDrawList_PathBezierCubicCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,int num_segments) +{ + return self->PathBezierCubicCurveTo(p2,p3,p4,num_segments); +} +CIMGUI_API void ImDrawList_PathBezierQuadraticCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,int num_segments) +{ + return self->PathBezierQuadraticCurveTo(p2,p3,num_segments); +} +CIMGUI_API void ImDrawList_PathRect(ImDrawList* self,const ImVec2 rect_min,const ImVec2 rect_max,float rounding,ImDrawFlags flags) +{ + return self->PathRect(rect_min,rect_max,rounding,flags); +} +CIMGUI_API void ImDrawList_AddCallback(ImDrawList* self,ImDrawCallback callback,void* userdata,size_t userdata_size) +{ + return self->AddCallback(callback,userdata,userdata_size); +} +CIMGUI_API void ImDrawList_AddDrawCmd(ImDrawList* self) +{ + return self->AddDrawCmd(); +} +CIMGUI_API ImDrawList* ImDrawList_CloneOutput(ImDrawList* self) +{ + return self->CloneOutput(); +} +CIMGUI_API void ImDrawList_ChannelsSplit(ImDrawList* self,int count) +{ + return self->ChannelsSplit(count); +} +CIMGUI_API void ImDrawList_ChannelsMerge(ImDrawList* self) +{ + return self->ChannelsMerge(); +} +CIMGUI_API void ImDrawList_ChannelsSetCurrent(ImDrawList* self,int n) +{ + return self->ChannelsSetCurrent(n); +} +CIMGUI_API void ImDrawList_PrimReserve(ImDrawList* self,int idx_count,int vtx_count) +{ + return self->PrimReserve(idx_count,vtx_count); +} +CIMGUI_API void ImDrawList_PrimUnreserve(ImDrawList* self,int idx_count,int vtx_count) +{ + return self->PrimUnreserve(idx_count,vtx_count); +} +CIMGUI_API void ImDrawList_PrimRect(ImDrawList* self,const ImVec2 a,const ImVec2 b,ImU32 col) +{ + return self->PrimRect(a,b,col); +} +CIMGUI_API void ImDrawList_PrimRectUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,ImU32 col) +{ + return self->PrimRectUV(a,b,uv_a,uv_b,col); +} +CIMGUI_API void ImDrawList_PrimQuadUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 d,const ImVec2 uv_a,const ImVec2 uv_b,const ImVec2 uv_c,const ImVec2 uv_d,ImU32 col) +{ + return self->PrimQuadUV(a,b,c,d,uv_a,uv_b,uv_c,uv_d,col); +} +CIMGUI_API void ImDrawList_PrimWriteVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col) +{ + return self->PrimWriteVtx(pos,uv,col); +} +CIMGUI_API void ImDrawList_PrimWriteIdx(ImDrawList* self,ImDrawIdx idx) +{ + return self->PrimWriteIdx(idx); +} +CIMGUI_API void ImDrawList_PrimVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col) +{ + return self->PrimVtx(pos,uv,col); +} +CIMGUI_API void ImDrawList__ResetForNewFrame(ImDrawList* self) +{ + return self->_ResetForNewFrame(); +} +CIMGUI_API void ImDrawList__ClearFreeMemory(ImDrawList* self) +{ + return self->_ClearFreeMemory(); +} +CIMGUI_API void ImDrawList__PopUnusedDrawCmd(ImDrawList* self) +{ + return self->_PopUnusedDrawCmd(); +} +CIMGUI_API void ImDrawList__TryMergeDrawCmds(ImDrawList* self) +{ + return self->_TryMergeDrawCmds(); +} +CIMGUI_API void ImDrawList__OnChangedClipRect(ImDrawList* self) +{ + return self->_OnChangedClipRect(); +} +CIMGUI_API void ImDrawList__OnChangedTextureID(ImDrawList* self) +{ + return self->_OnChangedTextureID(); +} +CIMGUI_API void ImDrawList__OnChangedVtxOffset(ImDrawList* self) +{ + return self->_OnChangedVtxOffset(); +} +CIMGUI_API void ImDrawList__SetTextureID(ImDrawList* self,ImTextureID texture_id) +{ + return self->_SetTextureID(texture_id); +} +CIMGUI_API int ImDrawList__CalcCircleAutoSegmentCount(ImDrawList* self,float radius) +{ + return self->_CalcCircleAutoSegmentCount(radius); +} +CIMGUI_API void ImDrawList__PathArcToFastEx(ImDrawList* self,const ImVec2 center,float radius,int a_min_sample,int a_max_sample,int a_step) +{ + return self->_PathArcToFastEx(center,radius,a_min_sample,a_max_sample,a_step); +} +CIMGUI_API void ImDrawList__PathArcToN(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments) +{ + return self->_PathArcToN(center,radius,a_min,a_max,num_segments); +} +CIMGUI_API ImDrawData* ImDrawData_ImDrawData(void) +{ + return IM_NEW(ImDrawData)(); +} +CIMGUI_API void ImDrawData_destroy(ImDrawData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawData_Clear(ImDrawData* self) +{ + return self->Clear(); +} +CIMGUI_API void ImDrawData_AddDrawList(ImDrawData* self,ImDrawList* draw_list) +{ + return self->AddDrawList(draw_list); +} +CIMGUI_API void ImDrawData_DeIndexAllBuffers(ImDrawData* self) +{ + return self->DeIndexAllBuffers(); +} +CIMGUI_API void ImDrawData_ScaleClipRects(ImDrawData* self,const ImVec2 fb_scale) +{ + return self->ScaleClipRects(fb_scale); +} +CIMGUI_API ImFontConfig* ImFontConfig_ImFontConfig(void) +{ + return IM_NEW(ImFontConfig)(); +} +CIMGUI_API void ImFontConfig_destroy(ImFontConfig* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImFontGlyphRangesBuilder* ImFontGlyphRangesBuilder_ImFontGlyphRangesBuilder(void) +{ + return IM_NEW(ImFontGlyphRangesBuilder)(); +} +CIMGUI_API void ImFontGlyphRangesBuilder_destroy(ImFontGlyphRangesBuilder* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImFontGlyphRangesBuilder_Clear(ImFontGlyphRangesBuilder* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImFontGlyphRangesBuilder_GetBit(ImFontGlyphRangesBuilder* self,size_t n) +{ + return self->GetBit(n); +} +CIMGUI_API void ImFontGlyphRangesBuilder_SetBit(ImFontGlyphRangesBuilder* self,size_t n) +{ + return self->SetBit(n); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddChar(ImFontGlyphRangesBuilder* self,ImWchar c) +{ + return self->AddChar(c); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddText(ImFontGlyphRangesBuilder* self,const char* text,const char* text_end) +{ + return self->AddText(text,text_end); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddRanges(ImFontGlyphRangesBuilder* self,const ImWchar* ranges) +{ + return self->AddRanges(ranges); +} +CIMGUI_API void ImFontGlyphRangesBuilder_BuildRanges(ImFontGlyphRangesBuilder* self,ImVector_ImWchar* out_ranges) +{ + return self->BuildRanges(out_ranges); +} +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlasCustomRect_ImFontAtlasCustomRect(void) +{ + return IM_NEW(ImFontAtlasCustomRect)(); +} +CIMGUI_API void ImFontAtlasCustomRect_destroy(ImFontAtlasCustomRect* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImFontAtlasCustomRect_IsPacked(ImFontAtlasCustomRect* self) +{ + return self->IsPacked(); +} +CIMGUI_API ImFontAtlas* ImFontAtlas_ImFontAtlas(void) +{ + return IM_NEW(ImFontAtlas)(); +} +CIMGUI_API void ImFontAtlas_destroy(ImFontAtlas* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImFont* ImFontAtlas_AddFont(ImFontAtlas* self,const ImFontConfig* font_cfg) +{ + return self->AddFont(font_cfg); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontDefault(ImFontAtlas* self,const ImFontConfig* font_cfg) +{ + return self->AddFontDefault(font_cfg); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromFileTTF(ImFontAtlas* self,const char* filename,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromFileTTF(filename,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryTTF(ImFontAtlas* self,void* font_data,int font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryTTF(font_data,font_data_size,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedTTF(ImFontAtlas* self,const void* compressed_font_data,int compressed_font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryCompressedTTF(compressed_font_data,compressed_font_data_size,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(ImFontAtlas* self,const char* compressed_font_data_base85,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryCompressedBase85TTF(compressed_font_data_base85,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API void ImFontAtlas_ClearInputData(ImFontAtlas* self) +{ + return self->ClearInputData(); +} +CIMGUI_API void ImFontAtlas_ClearTexData(ImFontAtlas* self) +{ + return self->ClearTexData(); +} +CIMGUI_API void ImFontAtlas_ClearFonts(ImFontAtlas* self) +{ + return self->ClearFonts(); +} +CIMGUI_API void ImFontAtlas_Clear(ImFontAtlas* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImFontAtlas_Build(ImFontAtlas* self) +{ + return self->Build(); +} +CIMGUI_API void ImFontAtlas_GetTexDataAsAlpha8(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel) +{ + return self->GetTexDataAsAlpha8(out_pixels,out_width,out_height,out_bytes_per_pixel); +} +CIMGUI_API void ImFontAtlas_GetTexDataAsRGBA32(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel) +{ + return self->GetTexDataAsRGBA32(out_pixels,out_width,out_height,out_bytes_per_pixel); +} +CIMGUI_API bool ImFontAtlas_IsBuilt(ImFontAtlas* self) +{ + return self->IsBuilt(); +} +CIMGUI_API void ImFontAtlas_SetTexID(ImFontAtlas* self,ImTextureID id) +{ + return self->SetTexID(id); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesDefault(ImFontAtlas* self) +{ + return self->GetGlyphRangesDefault(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesGreek(ImFontAtlas* self) +{ + return self->GetGlyphRangesGreek(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesKorean(ImFontAtlas* self) +{ + return self->GetGlyphRangesKorean(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesJapanese(ImFontAtlas* self) +{ + return self->GetGlyphRangesJapanese(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseFull(ImFontAtlas* self) +{ + return self->GetGlyphRangesChineseFull(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(ImFontAtlas* self) +{ + return self->GetGlyphRangesChineseSimplifiedCommon(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesCyrillic(ImFontAtlas* self) +{ + return self->GetGlyphRangesCyrillic(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesThai(ImFontAtlas* self) +{ + return self->GetGlyphRangesThai(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesVietnamese(ImFontAtlas* self) +{ + return self->GetGlyphRangesVietnamese(); +} +CIMGUI_API int ImFontAtlas_AddCustomRectRegular(ImFontAtlas* self,int width,int height) +{ + return self->AddCustomRectRegular(width,height); +} +CIMGUI_API int ImFontAtlas_AddCustomRectFontGlyph(ImFontAtlas* self,ImFont* font,ImWchar id,int width,int height,float advance_x,const ImVec2 offset) +{ + return self->AddCustomRectFontGlyph(font,id,width,height,advance_x,offset); +} +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlas_GetCustomRectByIndex(ImFontAtlas* self,int index) +{ + return self->GetCustomRectByIndex(index); +} +CIMGUI_API void ImFontAtlas_CalcCustomRectUV(ImFontAtlas* self,const ImFontAtlasCustomRect* rect,ImVec2* out_uv_min,ImVec2* out_uv_max) +{ + return self->CalcCustomRectUV(rect,out_uv_min,out_uv_max); +} +CIMGUI_API bool ImFontAtlas_GetMouseCursorTexData(ImFontAtlas* self,ImGuiMouseCursor cursor,ImVec2* out_offset,ImVec2* out_size,ImVec2 out_uv_border[2],ImVec2 out_uv_fill[2]) +{ + return self->GetMouseCursorTexData(cursor,out_offset,out_size,out_uv_border,out_uv_fill); +} +CIMGUI_API ImFont* ImFont_ImFont(void) +{ + return IM_NEW(ImFont)(); +} +CIMGUI_API void ImFont_destroy(ImFont* self) +{ + IM_DELETE(self); +} +CIMGUI_API const ImFontGlyph* ImFont_FindGlyph(ImFont* self,ImWchar c) +{ + return self->FindGlyph(c); +} +CIMGUI_API const ImFontGlyph* ImFont_FindGlyphNoFallback(ImFont* self,ImWchar c) +{ + return self->FindGlyphNoFallback(c); +} +CIMGUI_API float ImFont_GetCharAdvance(ImFont* self,ImWchar c) +{ + return self->GetCharAdvance(c); +} +CIMGUI_API bool ImFont_IsLoaded(ImFont* self) +{ + return self->IsLoaded(); +} +CIMGUI_API const char* ImFont_GetDebugName(ImFont* self) +{ + return self->GetDebugName(); +} +CIMGUI_API void ImFont_CalcTextSizeA(ImVec2 *pOut,ImFont* self,float size,float max_width,float wrap_width,const char* text_begin,const char* text_end,const char** remaining) +{ + *pOut = self->CalcTextSizeA(size,max_width,wrap_width,text_begin,text_end,remaining); +} +CIMGUI_API const char* ImFont_CalcWordWrapPositionA(ImFont* self,float scale,const char* text,const char* text_end,float wrap_width) +{ + return self->CalcWordWrapPositionA(scale,text,text_end,wrap_width); +} +CIMGUI_API void ImFont_RenderChar(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,ImWchar c) +{ + return self->RenderChar(draw_list,size,pos,col,c); +} +CIMGUI_API void ImFont_RenderText(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,const ImVec4 clip_rect,const char* text_begin,const char* text_end,float wrap_width,bool cpu_fine_clip) +{ + return self->RenderText(draw_list,size,pos,col,clip_rect,text_begin,text_end,wrap_width,cpu_fine_clip); +} +CIMGUI_API void ImFont_BuildLookupTable(ImFont* self) +{ + return self->BuildLookupTable(); +} +CIMGUI_API void ImFont_ClearOutputData(ImFont* self) +{ + return self->ClearOutputData(); +} +CIMGUI_API void ImFont_GrowIndex(ImFont* self,int new_size) +{ + return self->GrowIndex(new_size); +} +CIMGUI_API void ImFont_AddGlyph(ImFont* self,const ImFontConfig* src_cfg,ImWchar c,float x0,float y0,float x1,float y1,float u0,float v0,float u1,float v1,float advance_x) +{ + return self->AddGlyph(src_cfg,c,x0,y0,x1,y1,u0,v0,u1,v1,advance_x); +} +CIMGUI_API void ImFont_AddRemapChar(ImFont* self,ImWchar dst,ImWchar src,bool overwrite_dst) +{ + return self->AddRemapChar(dst,src,overwrite_dst); +} +CIMGUI_API void ImFont_SetGlyphVisible(ImFont* self,ImWchar c,bool visible) +{ + return self->SetGlyphVisible(c,visible); +} +CIMGUI_API bool ImFont_IsGlyphRangeUnused(ImFont* self,unsigned int c_begin,unsigned int c_last) +{ + return self->IsGlyphRangeUnused(c_begin,c_last); +} +CIMGUI_API ImGuiViewport* ImGuiViewport_ImGuiViewport(void) +{ + return IM_NEW(ImGuiViewport)(); +} +CIMGUI_API void ImGuiViewport_destroy(ImGuiViewport* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiViewport_GetCenter(ImVec2 *pOut,ImGuiViewport* self) +{ + *pOut = self->GetCenter(); +} +CIMGUI_API void ImGuiViewport_GetWorkCenter(ImVec2 *pOut,ImGuiViewport* self) +{ + *pOut = self->GetWorkCenter(); +} +CIMGUI_API ImGuiPlatformIO* ImGuiPlatformIO_ImGuiPlatformIO(void) +{ + return IM_NEW(ImGuiPlatformIO)(); +} +CIMGUI_API void ImGuiPlatformIO_destroy(ImGuiPlatformIO* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPlatformMonitor* ImGuiPlatformMonitor_ImGuiPlatformMonitor(void) +{ + return IM_NEW(ImGuiPlatformMonitor)(); +} +CIMGUI_API void ImGuiPlatformMonitor_destroy(ImGuiPlatformMonitor* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPlatformImeData* ImGuiPlatformImeData_ImGuiPlatformImeData(void) +{ + return IM_NEW(ImGuiPlatformImeData)(); +} +CIMGUI_API void ImGuiPlatformImeData_destroy(ImGuiPlatformImeData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiID igImHashData(const void* data,size_t data_size,ImGuiID seed) +{ + return ImHashData(data,data_size,seed); +} +CIMGUI_API ImGuiID igImHashStr(const char* data,size_t data_size,ImGuiID seed) +{ + return ImHashStr(data,data_size,seed); +} +CIMGUI_API void igImQsort(void* base,size_t count,size_t size_of_element,int(*compare_func)(void const*,void const*)) +{ + return ImQsort(base,count,size_of_element,compare_func); +} +CIMGUI_API ImU32 igImAlphaBlendColors(ImU32 col_a,ImU32 col_b) +{ + return ImAlphaBlendColors(col_a,col_b); +} +CIMGUI_API bool igImIsPowerOfTwo_Int(int v) +{ + return ImIsPowerOfTwo(v); +} +CIMGUI_API bool igImIsPowerOfTwo_U64(ImU64 v) +{ + return ImIsPowerOfTwo(v); +} +CIMGUI_API int igImUpperPowerOfTwo(int v) +{ + return ImUpperPowerOfTwo(v); +} +CIMGUI_API int igImStricmp(const char* str1,const char* str2) +{ + return ImStricmp(str1,str2); +} +CIMGUI_API int igImStrnicmp(const char* str1,const char* str2,size_t count) +{ + return ImStrnicmp(str1,str2,count); +} +CIMGUI_API void igImStrncpy(char* dst,const char* src,size_t count) +{ + return ImStrncpy(dst,src,count); +} +CIMGUI_API char* igImStrdup(const char* str) +{ + return ImStrdup(str); +} +CIMGUI_API char* igImStrdupcpy(char* dst,size_t* p_dst_size,const char* str) +{ + return ImStrdupcpy(dst,p_dst_size,str); +} +CIMGUI_API const char* igImStrchrRange(const char* str_begin,const char* str_end,char c) +{ + return ImStrchrRange(str_begin,str_end,c); +} +CIMGUI_API const char* igImStreolRange(const char* str,const char* str_end) +{ + return ImStreolRange(str,str_end); +} +CIMGUI_API const char* igImStristr(const char* haystack,const char* haystack_end,const char* needle,const char* needle_end) +{ + return ImStristr(haystack,haystack_end,needle,needle_end); +} +CIMGUI_API void igImStrTrimBlanks(char* str) +{ + return ImStrTrimBlanks(str); +} +CIMGUI_API const char* igImStrSkipBlank(const char* str) +{ + return ImStrSkipBlank(str); +} +CIMGUI_API int igImStrlenW(const ImWchar* str) +{ + return ImStrlenW(str); +} +CIMGUI_API const char* igImStrbol(const char* buf_mid_line,const char* buf_begin) +{ + return ImStrbol(buf_mid_line,buf_begin); +} +CIMGUI_API char igImToUpper(char c) +{ + return ImToUpper(c); +} +CIMGUI_API bool igImCharIsBlankA(char c) +{ + return ImCharIsBlankA(c); +} +CIMGUI_API bool igImCharIsBlankW(unsigned int c) +{ + return ImCharIsBlankW(c); +} +CIMGUI_API bool igImCharIsXdigitA(char c) +{ + return ImCharIsXdigitA(c); +} +CIMGUI_API int igImFormatString(char* buf,size_t buf_size,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + int ret = ImFormatStringV(buf,buf_size,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API int igImFormatStringV(char* buf,size_t buf_size,const char* fmt,va_list args) +{ + return ImFormatStringV(buf,buf_size,fmt,args); +} +CIMGUI_API void igImFormatStringToTempBuffer(const char** out_buf,const char** out_buf_end,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImFormatStringToTempBufferV(out_buf,out_buf_end,fmt,args); + va_end(args); +} +CIMGUI_API void igImFormatStringToTempBufferV(const char** out_buf,const char** out_buf_end,const char* fmt,va_list args) +{ + return ImFormatStringToTempBufferV(out_buf,out_buf_end,fmt,args); +} +CIMGUI_API const char* igImParseFormatFindStart(const char* format) +{ + return ImParseFormatFindStart(format); +} +CIMGUI_API const char* igImParseFormatFindEnd(const char* format) +{ + return ImParseFormatFindEnd(format); +} +CIMGUI_API const char* igImParseFormatTrimDecorations(const char* format,char* buf,size_t buf_size) +{ + return ImParseFormatTrimDecorations(format,buf,buf_size); +} +CIMGUI_API void igImParseFormatSanitizeForPrinting(const char* fmt_in,char* fmt_out,size_t fmt_out_size) +{ + return ImParseFormatSanitizeForPrinting(fmt_in,fmt_out,fmt_out_size); +} +CIMGUI_API const char* igImParseFormatSanitizeForScanning(const char* fmt_in,char* fmt_out,size_t fmt_out_size) +{ + return ImParseFormatSanitizeForScanning(fmt_in,fmt_out,fmt_out_size); +} +CIMGUI_API int igImParseFormatPrecision(const char* format,int default_value) +{ + return ImParseFormatPrecision(format,default_value); +} +CIMGUI_API const char* igImTextCharToUtf8(char out_buf[5],unsigned int c) +{ + return ImTextCharToUtf8(out_buf,c); +} +CIMGUI_API int igImTextStrToUtf8(char* out_buf,int out_buf_size,const ImWchar* in_text,const ImWchar* in_text_end) +{ + return ImTextStrToUtf8(out_buf,out_buf_size,in_text,in_text_end); +} +CIMGUI_API int igImTextCharFromUtf8(unsigned int* out_char,const char* in_text,const char* in_text_end) +{ + return ImTextCharFromUtf8(out_char,in_text,in_text_end); +} +CIMGUI_API int igImTextStrFromUtf8(ImWchar* out_buf,int out_buf_size,const char* in_text,const char* in_text_end,const char** in_remaining) +{ + return ImTextStrFromUtf8(out_buf,out_buf_size,in_text,in_text_end,in_remaining); +} +CIMGUI_API int igImTextCountCharsFromUtf8(const char* in_text,const char* in_text_end) +{ + return ImTextCountCharsFromUtf8(in_text,in_text_end); +} +CIMGUI_API int igImTextCountUtf8BytesFromChar(const char* in_text,const char* in_text_end) +{ + return ImTextCountUtf8BytesFromChar(in_text,in_text_end); +} +CIMGUI_API int igImTextCountUtf8BytesFromStr(const ImWchar* in_text,const ImWchar* in_text_end) +{ + return ImTextCountUtf8BytesFromStr(in_text,in_text_end); +} +CIMGUI_API const char* igImTextFindPreviousUtf8Codepoint(const char* in_text_start,const char* in_text_curr) +{ + return ImTextFindPreviousUtf8Codepoint(in_text_start,in_text_curr); +} +CIMGUI_API int igImTextCountLines(const char* in_text,const char* in_text_end) +{ + return ImTextCountLines(in_text,in_text_end); +} +CIMGUI_API ImFileHandle igImFileOpen(const char* filename,const char* mode) +{ + return ImFileOpen(filename,mode); +} +CIMGUI_API bool igImFileClose(ImFileHandle file) +{ + return ImFileClose(file); +} +CIMGUI_API ImU64 igImFileGetSize(ImFileHandle file) +{ + return ImFileGetSize(file); +} +CIMGUI_API ImU64 igImFileRead(void* data,ImU64 size,ImU64 count,ImFileHandle file) +{ + return ImFileRead(data,size,count,file); +} +CIMGUI_API ImU64 igImFileWrite(const void* data,ImU64 size,ImU64 count,ImFileHandle file) +{ + return ImFileWrite(data,size,count,file); +} +CIMGUI_API void* igImFileLoadToMemory(const char* filename,const char* mode,size_t* out_file_size,int padding_bytes) +{ + return ImFileLoadToMemory(filename,mode,out_file_size,padding_bytes); +} +CIMGUI_API float igImPow_Float(float x,float y) +{ + return ImPow(x,y); +} +CIMGUI_API double igImPow_double(double x,double y) +{ + return ImPow(x,y); +} +CIMGUI_API float igImLog_Float(float x) +{ + return ImLog(x); +} +CIMGUI_API double igImLog_double(double x) +{ + return ImLog(x); +} +CIMGUI_API int igImAbs_Int(int x) +{ + return ImAbs(x); +} +CIMGUI_API float igImAbs_Float(float x) +{ + return ImAbs(x); +} +CIMGUI_API double igImAbs_double(double x) +{ + return ImAbs(x); +} +CIMGUI_API float igImSign_Float(float x) +{ + return ImSign(x); +} +CIMGUI_API double igImSign_double(double x) +{ + return ImSign(x); +} +CIMGUI_API float igImRsqrt_Float(float x) +{ + return ImRsqrt(x); +} +CIMGUI_API double igImRsqrt_double(double x) +{ + return ImRsqrt(x); +} +CIMGUI_API void igImMin(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMin(lhs,rhs); +} +CIMGUI_API void igImMax(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMax(lhs,rhs); +} +CIMGUI_API void igImClamp(ImVec2 *pOut,const ImVec2 v,const ImVec2 mn,const ImVec2 mx) +{ + *pOut = ImClamp(v,mn,mx); +} +CIMGUI_API void igImLerp_Vec2Float(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,float t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API void igImLerp_Vec2Vec2(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API void igImLerp_Vec4(ImVec4 *pOut,const ImVec4 a,const ImVec4 b,float t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API float igImSaturate(float f) +{ + return ImSaturate(f); +} +CIMGUI_API float igImLengthSqr_Vec2(const ImVec2 lhs) +{ + return ImLengthSqr(lhs); +} +CIMGUI_API float igImLengthSqr_Vec4(const ImVec4 lhs) +{ + return ImLengthSqr(lhs); +} +CIMGUI_API float igImInvLength(const ImVec2 lhs,float fail_value) +{ + return ImInvLength(lhs,fail_value); +} +CIMGUI_API float igImTrunc_Float(float f) +{ + return ImTrunc(f); +} +CIMGUI_API void igImTrunc_Vec2(ImVec2 *pOut,const ImVec2 v) +{ + *pOut = ImTrunc(v); +} +CIMGUI_API float igImFloor_Float(float f) +{ + return ImFloor(f); +} +CIMGUI_API void igImFloor_Vec2(ImVec2 *pOut,const ImVec2 v) +{ + *pOut = ImFloor(v); +} +CIMGUI_API int igImModPositive(int a,int b) +{ + return ImModPositive(a,b); +} +CIMGUI_API float igImDot(const ImVec2 a,const ImVec2 b) +{ + return ImDot(a,b); +} +CIMGUI_API void igImRotate(ImVec2 *pOut,const ImVec2 v,float cos_a,float sin_a) +{ + *pOut = ImRotate(v,cos_a,sin_a); +} +CIMGUI_API float igImLinearSweep(float current,float target,float speed) +{ + return ImLinearSweep(current,target,speed); +} +CIMGUI_API float igImLinearRemapClamp(float s0,float s1,float d0,float d1,float x) +{ + return ImLinearRemapClamp(s0,s1,d0,d1,x); +} +CIMGUI_API void igImMul(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMul(lhs,rhs); +} +CIMGUI_API bool igImIsFloatAboveGuaranteedIntegerPrecision(float f) +{ + return ImIsFloatAboveGuaranteedIntegerPrecision(f); +} +CIMGUI_API float igImExponentialMovingAverage(float avg,float sample,int n) +{ + return ImExponentialMovingAverage(avg,sample,n); +} +CIMGUI_API void igImBezierCubicCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,float t) +{ + *pOut = ImBezierCubicCalc(p1,p2,p3,p4,t); +} +CIMGUI_API void igImBezierCubicClosestPoint(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,int num_segments) +{ + *pOut = ImBezierCubicClosestPoint(p1,p2,p3,p4,p,num_segments); +} +CIMGUI_API void igImBezierCubicClosestPointCasteljau(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,float tess_tol) +{ + *pOut = ImBezierCubicClosestPointCasteljau(p1,p2,p3,p4,p,tess_tol); +} +CIMGUI_API void igImBezierQuadraticCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,float t) +{ + *pOut = ImBezierQuadraticCalc(p1,p2,p3,t); +} +CIMGUI_API void igImLineClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 p) +{ + *pOut = ImLineClosestPoint(a,b,p); +} +CIMGUI_API bool igImTriangleContainsPoint(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p) +{ + return ImTriangleContainsPoint(a,b,c,p); +} +CIMGUI_API void igImTriangleClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p) +{ + *pOut = ImTriangleClosestPoint(a,b,c,p); +} +CIMGUI_API void igImTriangleBarycentricCoords(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p,float* out_u,float* out_v,float* out_w) +{ + return ImTriangleBarycentricCoords(a,b,c,p,*out_u,*out_v,*out_w); +} +CIMGUI_API float igImTriangleArea(const ImVec2 a,const ImVec2 b,const ImVec2 c) +{ + return ImTriangleArea(a,b,c); +} +CIMGUI_API bool igImTriangleIsClockwise(const ImVec2 a,const ImVec2 b,const ImVec2 c) +{ + return ImTriangleIsClockwise(a,b,c); +} +CIMGUI_API ImVec1* ImVec1_ImVec1_Nil(void) +{ + return IM_NEW(ImVec1)(); +} +CIMGUI_API void ImVec1_destroy(ImVec1* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec1* ImVec1_ImVec1_Float(float _x) +{ + return IM_NEW(ImVec1)(_x); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Nil(void) +{ + return IM_NEW(ImVec2ih)(); +} +CIMGUI_API void ImVec2ih_destroy(ImVec2ih* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_short(short _x,short _y) +{ + return IM_NEW(ImVec2ih)(_x,_y); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Vec2(const ImVec2 rhs) +{ + return IM_NEW(ImVec2ih)(rhs); +} +CIMGUI_API ImRect* ImRect_ImRect_Nil(void) +{ + return IM_NEW(ImRect)(); +} +CIMGUI_API void ImRect_destroy(ImRect* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImRect* ImRect_ImRect_Vec2(const ImVec2 min,const ImVec2 max) +{ + return IM_NEW(ImRect)(min,max); +} +CIMGUI_API ImRect* ImRect_ImRect_Vec4(const ImVec4 v) +{ + return IM_NEW(ImRect)(v); +} +CIMGUI_API ImRect* ImRect_ImRect_Float(float x1,float y1,float x2,float y2) +{ + return IM_NEW(ImRect)(x1,y1,x2,y2); +} +CIMGUI_API void ImRect_GetCenter(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetCenter(); +} +CIMGUI_API void ImRect_GetSize(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetSize(); +} +CIMGUI_API float ImRect_GetWidth(ImRect* self) +{ + return self->GetWidth(); +} +CIMGUI_API float ImRect_GetHeight(ImRect* self) +{ + return self->GetHeight(); +} +CIMGUI_API float ImRect_GetArea(ImRect* self) +{ + return self->GetArea(); +} +CIMGUI_API void ImRect_GetTL(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetTL(); +} +CIMGUI_API void ImRect_GetTR(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetTR(); +} +CIMGUI_API void ImRect_GetBL(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetBL(); +} +CIMGUI_API void ImRect_GetBR(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetBR(); +} +CIMGUI_API bool ImRect_Contains_Vec2(ImRect* self,const ImVec2 p) +{ + return self->Contains(p); +} +CIMGUI_API bool ImRect_Contains_Rect(ImRect* self,const ImRect r) +{ + return self->Contains(r); +} +CIMGUI_API bool ImRect_ContainsWithPad(ImRect* self,const ImVec2 p,const ImVec2 pad) +{ + return self->ContainsWithPad(p,pad); +} +CIMGUI_API bool ImRect_Overlaps(ImRect* self,const ImRect r) +{ + return self->Overlaps(r); +} +CIMGUI_API void ImRect_Add_Vec2(ImRect* self,const ImVec2 p) +{ + return self->Add(p); +} +CIMGUI_API void ImRect_Add_Rect(ImRect* self,const ImRect r) +{ + return self->Add(r); +} +CIMGUI_API void ImRect_Expand_Float(ImRect* self,const float amount) +{ + return self->Expand(amount); +} +CIMGUI_API void ImRect_Expand_Vec2(ImRect* self,const ImVec2 amount) +{ + return self->Expand(amount); +} +CIMGUI_API void ImRect_Translate(ImRect* self,const ImVec2 d) +{ + return self->Translate(d); +} +CIMGUI_API void ImRect_TranslateX(ImRect* self,float dx) +{ + return self->TranslateX(dx); +} +CIMGUI_API void ImRect_TranslateY(ImRect* self,float dy) +{ + return self->TranslateY(dy); +} +CIMGUI_API void ImRect_ClipWith(ImRect* self,const ImRect r) +{ + return self->ClipWith(r); +} +CIMGUI_API void ImRect_ClipWithFull(ImRect* self,const ImRect r) +{ + return self->ClipWithFull(r); +} +CIMGUI_API void ImRect_Floor(ImRect* self) +{ + return self->Floor(); +} +CIMGUI_API bool ImRect_IsInverted(ImRect* self) +{ + return self->IsInverted(); +} +CIMGUI_API void ImRect_ToVec4(ImVec4 *pOut,ImRect* self) +{ + *pOut = self->ToVec4(); +} +CIMGUI_API size_t igImBitArrayGetStorageSizeInBytes(int bitcount) +{ + return ImBitArrayGetStorageSizeInBytes(bitcount); +} +CIMGUI_API void igImBitArrayClearAllBits(ImU32* arr,int bitcount) +{ + return ImBitArrayClearAllBits(arr,bitcount); +} +CIMGUI_API bool igImBitArrayTestBit(const ImU32* arr,int n) +{ + return ImBitArrayTestBit(arr,n); +} +CIMGUI_API void igImBitArrayClearBit(ImU32* arr,int n) +{ + return ImBitArrayClearBit(arr,n); +} +CIMGUI_API void igImBitArraySetBit(ImU32* arr,int n) +{ + return ImBitArraySetBit(arr,n); +} +CIMGUI_API void igImBitArraySetBitRange(ImU32* arr,int n,int n2) +{ + return ImBitArraySetBitRange(arr,n,n2); +} +CIMGUI_API void ImBitVector_Create(ImBitVector* self,int sz) +{ + return self->Create(sz); +} +CIMGUI_API void ImBitVector_Clear(ImBitVector* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImBitVector_TestBit(ImBitVector* self,int n) +{ + return self->TestBit(n); +} +CIMGUI_API void ImBitVector_SetBit(ImBitVector* self,int n) +{ + return self->SetBit(n); +} +CIMGUI_API void ImBitVector_ClearBit(ImBitVector* self,int n) +{ + return self->ClearBit(n); +} +CIMGUI_API void ImGuiTextIndex_clear(ImGuiTextIndex* self) +{ + return self->clear(); +} +CIMGUI_API int ImGuiTextIndex_size(ImGuiTextIndex* self) +{ + return self->size(); +} +CIMGUI_API const char* ImGuiTextIndex_get_line_begin(ImGuiTextIndex* self,const char* base,int n) +{ + return self->get_line_begin(base,n); +} +CIMGUI_API const char* ImGuiTextIndex_get_line_end(ImGuiTextIndex* self,const char* base,int n) +{ + return self->get_line_end(base,n); +} +CIMGUI_API void ImGuiTextIndex_append(ImGuiTextIndex* self,const char* base,int old_size,int new_size) +{ + return self->append(base,old_size,new_size); +} +CIMGUI_API ImGuiStoragePair* igImLowerBound(ImGuiStoragePair* in_begin,ImGuiStoragePair* in_end,ImGuiID key) +{ + return ImLowerBound(in_begin,in_end,key); +} +CIMGUI_API ImDrawListSharedData* ImDrawListSharedData_ImDrawListSharedData(void) +{ + return IM_NEW(ImDrawListSharedData)(); +} +CIMGUI_API void ImDrawListSharedData_destroy(ImDrawListSharedData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawListSharedData_SetCircleTessellationMaxError(ImDrawListSharedData* self,float max_error) +{ + return self->SetCircleTessellationMaxError(max_error); +} +CIMGUI_API ImDrawDataBuilder* ImDrawDataBuilder_ImDrawDataBuilder(void) +{ + return IM_NEW(ImDrawDataBuilder)(); +} +CIMGUI_API void ImDrawDataBuilder_destroy(ImDrawDataBuilder* self) +{ + IM_DELETE(self); +} +CIMGUI_API void* ImGuiDataVarInfo_GetVarPtr(ImGuiDataVarInfo* self,void* parent) +{ + return self->GetVarPtr(parent); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Int(ImGuiStyleVar idx,int v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API void ImGuiStyleMod_destroy(ImGuiStyleMod* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Float(ImGuiStyleVar idx,float v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Vec2(ImGuiStyleVar idx,ImVec2 v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API ImGuiComboPreviewData* ImGuiComboPreviewData_ImGuiComboPreviewData(void) +{ + return IM_NEW(ImGuiComboPreviewData)(); +} +CIMGUI_API void ImGuiComboPreviewData_destroy(ImGuiComboPreviewData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiMenuColumns* ImGuiMenuColumns_ImGuiMenuColumns(void) +{ + return IM_NEW(ImGuiMenuColumns)(); +} +CIMGUI_API void ImGuiMenuColumns_destroy(ImGuiMenuColumns* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiMenuColumns_Update(ImGuiMenuColumns* self,float spacing,bool window_reappearing) +{ + return self->Update(spacing,window_reappearing); +} +CIMGUI_API float ImGuiMenuColumns_DeclColumns(ImGuiMenuColumns* self,float w_icon,float w_label,float w_shortcut,float w_mark) +{ + return self->DeclColumns(w_icon,w_label,w_shortcut,w_mark); +} +CIMGUI_API void ImGuiMenuColumns_CalcNextTotalWidth(ImGuiMenuColumns* self,bool update_offsets) +{ + return self->CalcNextTotalWidth(update_offsets); +} +CIMGUI_API ImGuiInputTextDeactivatedState* ImGuiInputTextDeactivatedState_ImGuiInputTextDeactivatedState(void) +{ + return IM_NEW(ImGuiInputTextDeactivatedState)(); +} +CIMGUI_API void ImGuiInputTextDeactivatedState_destroy(ImGuiInputTextDeactivatedState* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextDeactivatedState_ClearFreeMemory(ImGuiInputTextDeactivatedState* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API ImGuiInputTextState* ImGuiInputTextState_ImGuiInputTextState(void) +{ + return IM_NEW(ImGuiInputTextState)(); +} +CIMGUI_API void ImGuiInputTextState_destroy(ImGuiInputTextState* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextState_ClearText(ImGuiInputTextState* self) +{ + return self->ClearText(); +} +CIMGUI_API void ImGuiInputTextState_ClearFreeMemory(ImGuiInputTextState* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API void ImGuiInputTextState_OnKeyPressed(ImGuiInputTextState* self,int key) +{ + return self->OnKeyPressed(key); +} +CIMGUI_API void ImGuiInputTextState_OnCharPressed(ImGuiInputTextState* self,unsigned int c) +{ + return self->OnCharPressed(c); +} +CIMGUI_API void ImGuiInputTextState_CursorAnimReset(ImGuiInputTextState* self) +{ + return self->CursorAnimReset(); +} +CIMGUI_API void ImGuiInputTextState_CursorClamp(ImGuiInputTextState* self) +{ + return self->CursorClamp(); +} +CIMGUI_API bool ImGuiInputTextState_HasSelection(ImGuiInputTextState* self) +{ + return self->HasSelection(); +} +CIMGUI_API void ImGuiInputTextState_ClearSelection(ImGuiInputTextState* self) +{ + return self->ClearSelection(); +} +CIMGUI_API int ImGuiInputTextState_GetCursorPos(ImGuiInputTextState* self) +{ + return self->GetCursorPos(); +} +CIMGUI_API int ImGuiInputTextState_GetSelectionStart(ImGuiInputTextState* self) +{ + return self->GetSelectionStart(); +} +CIMGUI_API int ImGuiInputTextState_GetSelectionEnd(ImGuiInputTextState* self) +{ + return self->GetSelectionEnd(); +} +CIMGUI_API void ImGuiInputTextState_SelectAll(ImGuiInputTextState* self) +{ + return self->SelectAll(); +} +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndSelectAll(ImGuiInputTextState* self) +{ + return self->ReloadUserBufAndSelectAll(); +} +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndKeepSelection(ImGuiInputTextState* self) +{ + return self->ReloadUserBufAndKeepSelection(); +} +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndMoveToEnd(ImGuiInputTextState* self) +{ + return self->ReloadUserBufAndMoveToEnd(); +} +CIMGUI_API ImGuiNextWindowData* ImGuiNextWindowData_ImGuiNextWindowData(void) +{ + return IM_NEW(ImGuiNextWindowData)(); +} +CIMGUI_API void ImGuiNextWindowData_destroy(ImGuiNextWindowData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNextWindowData_ClearFlags(ImGuiNextWindowData* self) +{ + return self->ClearFlags(); +} +CIMGUI_API ImGuiNextItemData* ImGuiNextItemData_ImGuiNextItemData(void) +{ + return IM_NEW(ImGuiNextItemData)(); +} +CIMGUI_API void ImGuiNextItemData_destroy(ImGuiNextItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNextItemData_ClearFlags(ImGuiNextItemData* self) +{ + return self->ClearFlags(); +} +CIMGUI_API ImGuiLastItemData* ImGuiLastItemData_ImGuiLastItemData(void) +{ + return IM_NEW(ImGuiLastItemData)(); +} +CIMGUI_API void ImGuiLastItemData_destroy(ImGuiLastItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiErrorRecoveryState* ImGuiErrorRecoveryState_ImGuiErrorRecoveryState(void) +{ + return IM_NEW(ImGuiErrorRecoveryState)(); +} +CIMGUI_API void ImGuiErrorRecoveryState_destroy(ImGuiErrorRecoveryState* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Ptr(void* ptr) +{ + return IM_NEW(ImGuiPtrOrIndex)(ptr); +} +CIMGUI_API void ImGuiPtrOrIndex_destroy(ImGuiPtrOrIndex* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Int(int index) +{ + return IM_NEW(ImGuiPtrOrIndex)(index); +} +CIMGUI_API ImGuiPopupData* ImGuiPopupData_ImGuiPopupData(void) +{ + return IM_NEW(ImGuiPopupData)(); +} +CIMGUI_API void ImGuiPopupData_destroy(ImGuiPopupData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiInputEvent* ImGuiInputEvent_ImGuiInputEvent(void) +{ + return IM_NEW(ImGuiInputEvent)(); +} +CIMGUI_API void ImGuiInputEvent_destroy(ImGuiInputEvent* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiKeyRoutingData* ImGuiKeyRoutingData_ImGuiKeyRoutingData(void) +{ + return IM_NEW(ImGuiKeyRoutingData)(); +} +CIMGUI_API void ImGuiKeyRoutingData_destroy(ImGuiKeyRoutingData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiKeyRoutingTable* ImGuiKeyRoutingTable_ImGuiKeyRoutingTable(void) +{ + return IM_NEW(ImGuiKeyRoutingTable)(); +} +CIMGUI_API void ImGuiKeyRoutingTable_destroy(ImGuiKeyRoutingTable* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiKeyRoutingTable_Clear(ImGuiKeyRoutingTable* self) +{ + return self->Clear(); +} +CIMGUI_API ImGuiKeyOwnerData* ImGuiKeyOwnerData_ImGuiKeyOwnerData(void) +{ + return IM_NEW(ImGuiKeyOwnerData)(); +} +CIMGUI_API void ImGuiKeyOwnerData_destroy(ImGuiKeyOwnerData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromIndices(int min,int max) +{ + return ImGuiListClipperRange::FromIndices(min,max); +} +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromPositions(float y1,float y2,int off_min,int off_max) +{ + return ImGuiListClipperRange::FromPositions(y1,y2,off_min,off_max); +} +CIMGUI_API ImGuiListClipperData* ImGuiListClipperData_ImGuiListClipperData(void) +{ + return IM_NEW(ImGuiListClipperData)(); +} +CIMGUI_API void ImGuiListClipperData_destroy(ImGuiListClipperData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiListClipperData_Reset(ImGuiListClipperData* self,ImGuiListClipper* clipper) +{ + return self->Reset(clipper); +} +CIMGUI_API ImGuiNavItemData* ImGuiNavItemData_ImGuiNavItemData(void) +{ + return IM_NEW(ImGuiNavItemData)(); +} +CIMGUI_API void ImGuiNavItemData_destroy(ImGuiNavItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNavItemData_Clear(ImGuiNavItemData* self) +{ + return self->Clear(); +} +CIMGUI_API ImGuiTypingSelectState* ImGuiTypingSelectState_ImGuiTypingSelectState(void) +{ + return IM_NEW(ImGuiTypingSelectState)(); +} +CIMGUI_API void ImGuiTypingSelectState_destroy(ImGuiTypingSelectState* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiTypingSelectState_Clear(ImGuiTypingSelectState* self) +{ + return self->Clear(); +} +CIMGUI_API ImGuiOldColumnData* ImGuiOldColumnData_ImGuiOldColumnData(void) +{ + return IM_NEW(ImGuiOldColumnData)(); +} +CIMGUI_API void ImGuiOldColumnData_destroy(ImGuiOldColumnData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiOldColumns* ImGuiOldColumns_ImGuiOldColumns(void) +{ + return IM_NEW(ImGuiOldColumns)(); +} +CIMGUI_API void ImGuiOldColumns_destroy(ImGuiOldColumns* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiBoxSelectState* ImGuiBoxSelectState_ImGuiBoxSelectState(void) +{ + return IM_NEW(ImGuiBoxSelectState)(); +} +CIMGUI_API void ImGuiBoxSelectState_destroy(ImGuiBoxSelectState* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiMultiSelectTempData* ImGuiMultiSelectTempData_ImGuiMultiSelectTempData(void) +{ + return IM_NEW(ImGuiMultiSelectTempData)(); +} +CIMGUI_API void ImGuiMultiSelectTempData_destroy(ImGuiMultiSelectTempData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiMultiSelectTempData_Clear(ImGuiMultiSelectTempData* self) +{ + return self->Clear(); +} +CIMGUI_API void ImGuiMultiSelectTempData_ClearIO(ImGuiMultiSelectTempData* self) +{ + return self->ClearIO(); +} +CIMGUI_API ImGuiMultiSelectState* ImGuiMultiSelectState_ImGuiMultiSelectState(void) +{ + return IM_NEW(ImGuiMultiSelectState)(); +} +CIMGUI_API void ImGuiMultiSelectState_destroy(ImGuiMultiSelectState* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiDockNode* ImGuiDockNode_ImGuiDockNode(ImGuiID id) +{ + return IM_NEW(ImGuiDockNode)(id); +} +CIMGUI_API void ImGuiDockNode_destroy(ImGuiDockNode* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImGuiDockNode_IsRootNode(ImGuiDockNode* self) +{ + return self->IsRootNode(); +} +CIMGUI_API bool ImGuiDockNode_IsDockSpace(ImGuiDockNode* self) +{ + return self->IsDockSpace(); +} +CIMGUI_API bool ImGuiDockNode_IsFloatingNode(ImGuiDockNode* self) +{ + return self->IsFloatingNode(); +} +CIMGUI_API bool ImGuiDockNode_IsCentralNode(ImGuiDockNode* self) +{ + return self->IsCentralNode(); +} +CIMGUI_API bool ImGuiDockNode_IsHiddenTabBar(ImGuiDockNode* self) +{ + return self->IsHiddenTabBar(); +} +CIMGUI_API bool ImGuiDockNode_IsNoTabBar(ImGuiDockNode* self) +{ + return self->IsNoTabBar(); +} +CIMGUI_API bool ImGuiDockNode_IsSplitNode(ImGuiDockNode* self) +{ + return self->IsSplitNode(); +} +CIMGUI_API bool ImGuiDockNode_IsLeafNode(ImGuiDockNode* self) +{ + return self->IsLeafNode(); +} +CIMGUI_API bool ImGuiDockNode_IsEmpty(ImGuiDockNode* self) +{ + return self->IsEmpty(); +} +CIMGUI_API void ImGuiDockNode_Rect(ImRect *pOut,ImGuiDockNode* self) +{ + *pOut = self->Rect(); +} +CIMGUI_API void ImGuiDockNode_SetLocalFlags(ImGuiDockNode* self,ImGuiDockNodeFlags flags) +{ + return self->SetLocalFlags(flags); +} +CIMGUI_API void ImGuiDockNode_UpdateMergedFlags(ImGuiDockNode* self) +{ + return self->UpdateMergedFlags(); +} +CIMGUI_API ImGuiDockContext* ImGuiDockContext_ImGuiDockContext(void) +{ + return IM_NEW(ImGuiDockContext)(); +} +CIMGUI_API void ImGuiDockContext_destroy(ImGuiDockContext* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiViewportP* ImGuiViewportP_ImGuiViewportP(void) +{ + return IM_NEW(ImGuiViewportP)(); +} +CIMGUI_API void ImGuiViewportP_destroy(ImGuiViewportP* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiViewportP_ClearRequestFlags(ImGuiViewportP* self) +{ + return self->ClearRequestFlags(); +} +CIMGUI_API void ImGuiViewportP_CalcWorkRectPos(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min) +{ + *pOut = self->CalcWorkRectPos(inset_min); +} +CIMGUI_API void ImGuiViewportP_CalcWorkRectSize(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min,const ImVec2 inset_max) +{ + *pOut = self->CalcWorkRectSize(inset_min,inset_max); +} +CIMGUI_API void ImGuiViewportP_UpdateWorkRect(ImGuiViewportP* self) +{ + return self->UpdateWorkRect(); +} +CIMGUI_API void ImGuiViewportP_GetMainRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetMainRect(); +} +CIMGUI_API void ImGuiViewportP_GetWorkRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetWorkRect(); +} +CIMGUI_API void ImGuiViewportP_GetBuildWorkRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetBuildWorkRect(); +} +CIMGUI_API ImGuiWindowSettings* ImGuiWindowSettings_ImGuiWindowSettings(void) +{ + return IM_NEW(ImGuiWindowSettings)(); +} +CIMGUI_API void ImGuiWindowSettings_destroy(ImGuiWindowSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API char* ImGuiWindowSettings_GetName(ImGuiWindowSettings* self) +{ + return self->GetName(); +} +CIMGUI_API ImGuiSettingsHandler* ImGuiSettingsHandler_ImGuiSettingsHandler(void) +{ + return IM_NEW(ImGuiSettingsHandler)(); +} +CIMGUI_API void ImGuiSettingsHandler_destroy(ImGuiSettingsHandler* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiDebugAllocInfo* ImGuiDebugAllocInfo_ImGuiDebugAllocInfo(void) +{ + return IM_NEW(ImGuiDebugAllocInfo)(); +} +CIMGUI_API void ImGuiDebugAllocInfo_destroy(ImGuiDebugAllocInfo* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStackLevelInfo* ImGuiStackLevelInfo_ImGuiStackLevelInfo(void) +{ + return IM_NEW(ImGuiStackLevelInfo)(); +} +CIMGUI_API void ImGuiStackLevelInfo_destroy(ImGuiStackLevelInfo* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiIDStackTool* ImGuiIDStackTool_ImGuiIDStackTool(void) +{ + return IM_NEW(ImGuiIDStackTool)(); +} +CIMGUI_API void ImGuiIDStackTool_destroy(ImGuiIDStackTool* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiContextHook* ImGuiContextHook_ImGuiContextHook(void) +{ + return IM_NEW(ImGuiContextHook)(); +} +CIMGUI_API void ImGuiContextHook_destroy(ImGuiContextHook* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiContext* ImGuiContext_ImGuiContext(ImFontAtlas* shared_font_atlas) +{ + return IM_NEW(ImGuiContext)(shared_font_atlas); +} +CIMGUI_API void ImGuiContext_destroy(ImGuiContext* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiWindow* ImGuiWindow_ImGuiWindow(ImGuiContext* context,const char* name) +{ + return IM_NEW(ImGuiWindow)(context,name); +} +CIMGUI_API void ImGuiWindow_destroy(ImGuiWindow* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Str(ImGuiWindow* self,const char* str,const char* str_end) +{ + return self->GetID(str,str_end); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Ptr(ImGuiWindow* self,const void* ptr) +{ + return self->GetID(ptr); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Int(ImGuiWindow* self,int n) +{ + return self->GetID(n); +} +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromPos(ImGuiWindow* self,const ImVec2 p_abs) +{ + return self->GetIDFromPos(p_abs); +} +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromRectangle(ImGuiWindow* self,const ImRect r_abs) +{ + return self->GetIDFromRectangle(r_abs); +} +CIMGUI_API void ImGuiWindow_Rect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->Rect(); +} +CIMGUI_API float ImGuiWindow_CalcFontSize(ImGuiWindow* self) +{ + return self->CalcFontSize(); +} +CIMGUI_API void ImGuiWindow_TitleBarRect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->TitleBarRect(); +} +CIMGUI_API void ImGuiWindow_MenuBarRect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->MenuBarRect(); +} +CIMGUI_API ImGuiTabItem* ImGuiTabItem_ImGuiTabItem(void) +{ + return IM_NEW(ImGuiTabItem)(); +} +CIMGUI_API void ImGuiTabItem_destroy(ImGuiTabItem* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTabBar* ImGuiTabBar_ImGuiTabBar(void) +{ + return IM_NEW(ImGuiTabBar)(); +} +CIMGUI_API void ImGuiTabBar_destroy(ImGuiTabBar* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumn* ImGuiTableColumn_ImGuiTableColumn(void) +{ + return IM_NEW(ImGuiTableColumn)(); +} +CIMGUI_API void ImGuiTableColumn_destroy(ImGuiTableColumn* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableInstanceData* ImGuiTableInstanceData_ImGuiTableInstanceData(void) +{ + return IM_NEW(ImGuiTableInstanceData)(); +} +CIMGUI_API void ImGuiTableInstanceData_destroy(ImGuiTableInstanceData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTable* ImGuiTable_ImGuiTable(void) +{ + return IM_NEW(ImGuiTable)(); +} +CIMGUI_API void ImGuiTable_destroy(ImGuiTable* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableTempData* ImGuiTableTempData_ImGuiTableTempData(void) +{ + return IM_NEW(ImGuiTableTempData)(); +} +CIMGUI_API void ImGuiTableTempData_destroy(ImGuiTableTempData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableColumnSettings_ImGuiTableColumnSettings(void) +{ + return IM_NEW(ImGuiTableColumnSettings)(); +} +CIMGUI_API void ImGuiTableColumnSettings_destroy(ImGuiTableColumnSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableSettings* ImGuiTableSettings_ImGuiTableSettings(void) +{ + return IM_NEW(ImGuiTableSettings)(); +} +CIMGUI_API void ImGuiTableSettings_destroy(ImGuiTableSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableSettings_GetColumnSettings(ImGuiTableSettings* self) +{ + return self->GetColumnSettings(); +} +CIMGUI_API ImGuiIO* igGetIOEx(ImGuiContext* ctx) +{ + return &ImGui::GetIOEx(ctx); +} +CIMGUI_API ImGuiPlatformIO* igGetPlatformIOEx(ImGuiContext* ctx) +{ + return &ImGui::GetPlatformIOEx(ctx); +} +CIMGUI_API ImGuiWindow* igGetCurrentWindowRead() +{ + return ImGui::GetCurrentWindowRead(); +} +CIMGUI_API ImGuiWindow* igGetCurrentWindow() +{ + return ImGui::GetCurrentWindow(); +} +CIMGUI_API ImGuiWindow* igFindWindowByID(ImGuiID id) +{ + return ImGui::FindWindowByID(id); +} +CIMGUI_API ImGuiWindow* igFindWindowByName(const char* name) +{ + return ImGui::FindWindowByName(name); +} +CIMGUI_API void igUpdateWindowParentAndRootLinks(ImGuiWindow* window,ImGuiWindowFlags flags,ImGuiWindow* parent_window) +{ + return ImGui::UpdateWindowParentAndRootLinks(window,flags,parent_window); +} +CIMGUI_API void igUpdateWindowSkipRefresh(ImGuiWindow* window) +{ + return ImGui::UpdateWindowSkipRefresh(window); +} +CIMGUI_API void igCalcWindowNextAutoFitSize(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::CalcWindowNextAutoFitSize(window); +} +CIMGUI_API bool igIsWindowChildOf(ImGuiWindow* window,ImGuiWindow* potential_parent,bool popup_hierarchy,bool dock_hierarchy) +{ + return ImGui::IsWindowChildOf(window,potential_parent,popup_hierarchy,dock_hierarchy); +} +CIMGUI_API bool igIsWindowWithinBeginStackOf(ImGuiWindow* window,ImGuiWindow* potential_parent) +{ + return ImGui::IsWindowWithinBeginStackOf(window,potential_parent); +} +CIMGUI_API bool igIsWindowAbove(ImGuiWindow* potential_above,ImGuiWindow* potential_below) +{ + return ImGui::IsWindowAbove(potential_above,potential_below); +} +CIMGUI_API bool igIsWindowNavFocusable(ImGuiWindow* window) +{ + return ImGui::IsWindowNavFocusable(window); +} +CIMGUI_API void igSetWindowPos_WindowPtr(ImGuiWindow* window,const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(window,pos,cond); +} +CIMGUI_API void igSetWindowSize_WindowPtr(ImGuiWindow* window,const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(window,size,cond); +} +CIMGUI_API void igSetWindowCollapsed_WindowPtr(ImGuiWindow* window,bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(window,collapsed,cond); +} +CIMGUI_API void igSetWindowHitTestHole(ImGuiWindow* window,const ImVec2 pos,const ImVec2 size) +{ + return ImGui::SetWindowHitTestHole(window,pos,size); +} +CIMGUI_API void igSetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window) +{ + return ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(window); +} +CIMGUI_API void igSetWindowParentWindowForFocusRoute(ImGuiWindow* window,ImGuiWindow* parent_window) +{ + return ImGui::SetWindowParentWindowForFocusRoute(window,parent_window); +} +CIMGUI_API void igWindowRectAbsToRel(ImRect *pOut,ImGuiWindow* window,const ImRect r) +{ + *pOut = ImGui::WindowRectAbsToRel(window,r); +} +CIMGUI_API void igWindowRectRelToAbs(ImRect *pOut,ImGuiWindow* window,const ImRect r) +{ + *pOut = ImGui::WindowRectRelToAbs(window,r); +} +CIMGUI_API void igWindowPosAbsToRel(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p) +{ + *pOut = ImGui::WindowPosAbsToRel(window,p); +} +CIMGUI_API void igWindowPosRelToAbs(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p) +{ + *pOut = ImGui::WindowPosRelToAbs(window,p); +} +CIMGUI_API void igFocusWindow(ImGuiWindow* window,ImGuiFocusRequestFlags flags) +{ + return ImGui::FocusWindow(window,flags); +} +CIMGUI_API void igFocusTopMostWindowUnderOne(ImGuiWindow* under_this_window,ImGuiWindow* ignore_window,ImGuiViewport* filter_viewport,ImGuiFocusRequestFlags flags) +{ + return ImGui::FocusTopMostWindowUnderOne(under_this_window,ignore_window,filter_viewport,flags); +} +CIMGUI_API void igBringWindowToFocusFront(ImGuiWindow* window) +{ + return ImGui::BringWindowToFocusFront(window); +} +CIMGUI_API void igBringWindowToDisplayFront(ImGuiWindow* window) +{ + return ImGui::BringWindowToDisplayFront(window); +} +CIMGUI_API void igBringWindowToDisplayBack(ImGuiWindow* window) +{ + return ImGui::BringWindowToDisplayBack(window); +} +CIMGUI_API void igBringWindowToDisplayBehind(ImGuiWindow* window,ImGuiWindow* above_window) +{ + return ImGui::BringWindowToDisplayBehind(window,above_window); +} +CIMGUI_API int igFindWindowDisplayIndex(ImGuiWindow* window) +{ + return ImGui::FindWindowDisplayIndex(window); +} +CIMGUI_API ImGuiWindow* igFindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window) +{ + return ImGui::FindBottomMostVisibleWindowWithinBeginStack(window); +} +CIMGUI_API void igSetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags) +{ + return ImGui::SetNextWindowRefreshPolicy(flags); +} +CIMGUI_API void igSetCurrentFont(ImFont* font) +{ + return ImGui::SetCurrentFont(font); +} +CIMGUI_API ImFont* igGetDefaultFont() +{ + return ImGui::GetDefaultFont(); +} +CIMGUI_API ImDrawList* igGetForegroundDrawList_WindowPtr(ImGuiWindow* window) +{ + return ImGui::GetForegroundDrawList(window); +} +CIMGUI_API void igAddDrawListToDrawDataEx(ImDrawData* draw_data,ImVector_ImDrawListPtr* out_list,ImDrawList* draw_list) +{ + return ImGui::AddDrawListToDrawDataEx(draw_data,out_list,draw_list); +} +CIMGUI_API void igInitialize() +{ + return ImGui::Initialize(); +} +CIMGUI_API void igShutdown() +{ + return ImGui::Shutdown(); +} +CIMGUI_API void igUpdateInputEvents(bool trickle_fast_inputs) +{ + return ImGui::UpdateInputEvents(trickle_fast_inputs); +} +CIMGUI_API void igUpdateHoveredWindowAndCaptureFlags() +{ + return ImGui::UpdateHoveredWindowAndCaptureFlags(); +} +CIMGUI_API void igFindHoveredWindowEx(const ImVec2 pos,bool find_first_and_in_any_viewport,ImGuiWindow** out_hovered_window,ImGuiWindow** out_hovered_window_under_moving_window) +{ + return ImGui::FindHoveredWindowEx(pos,find_first_and_in_any_viewport,out_hovered_window,out_hovered_window_under_moving_window); +} +CIMGUI_API void igStartMouseMovingWindow(ImGuiWindow* window) +{ + return ImGui::StartMouseMovingWindow(window); +} +CIMGUI_API void igStartMouseMovingWindowOrNode(ImGuiWindow* window,ImGuiDockNode* node,bool undock) +{ + return ImGui::StartMouseMovingWindowOrNode(window,node,undock); +} +CIMGUI_API void igUpdateMouseMovingWindowNewFrame() +{ + return ImGui::UpdateMouseMovingWindowNewFrame(); +} +CIMGUI_API void igUpdateMouseMovingWindowEndFrame() +{ + return ImGui::UpdateMouseMovingWindowEndFrame(); +} +CIMGUI_API ImGuiID igAddContextHook(ImGuiContext* context,const ImGuiContextHook* hook) +{ + return ImGui::AddContextHook(context,hook); +} +CIMGUI_API void igRemoveContextHook(ImGuiContext* context,ImGuiID hook_to_remove) +{ + return ImGui::RemoveContextHook(context,hook_to_remove); +} +CIMGUI_API void igCallContextHooks(ImGuiContext* context,ImGuiContextHookType type) +{ + return ImGui::CallContextHooks(context,type); +} +CIMGUI_API void igTranslateWindowsInViewport(ImGuiViewportP* viewport,const ImVec2 old_pos,const ImVec2 new_pos,const ImVec2 old_size,const ImVec2 new_size) +{ + return ImGui::TranslateWindowsInViewport(viewport,old_pos,new_pos,old_size,new_size); +} +CIMGUI_API void igScaleWindowsInViewport(ImGuiViewportP* viewport,float scale) +{ + return ImGui::ScaleWindowsInViewport(viewport,scale); +} +CIMGUI_API void igDestroyPlatformWindow(ImGuiViewportP* viewport) +{ + return ImGui::DestroyPlatformWindow(viewport); +} +CIMGUI_API void igSetWindowViewport(ImGuiWindow* window,ImGuiViewportP* viewport) +{ + return ImGui::SetWindowViewport(window,viewport); +} +CIMGUI_API void igSetCurrentViewport(ImGuiWindow* window,ImGuiViewportP* viewport) +{ + return ImGui::SetCurrentViewport(window,viewport); +} +CIMGUI_API const ImGuiPlatformMonitor* igGetViewportPlatformMonitor(ImGuiViewport* viewport) +{ + return ImGui::GetViewportPlatformMonitor(viewport); +} +CIMGUI_API ImGuiViewportP* igFindHoveredViewportFromPlatformWindowStack(const ImVec2 mouse_platform_pos) +{ + return ImGui::FindHoveredViewportFromPlatformWindowStack(mouse_platform_pos); +} +CIMGUI_API void igMarkIniSettingsDirty_Nil() +{ + return ImGui::MarkIniSettingsDirty(); +} +CIMGUI_API void igMarkIniSettingsDirty_WindowPtr(ImGuiWindow* window) +{ + return ImGui::MarkIniSettingsDirty(window); +} +CIMGUI_API void igClearIniSettings() +{ + return ImGui::ClearIniSettings(); +} +CIMGUI_API void igAddSettingsHandler(const ImGuiSettingsHandler* handler) +{ + return ImGui::AddSettingsHandler(handler); +} +CIMGUI_API void igRemoveSettingsHandler(const char* type_name) +{ + return ImGui::RemoveSettingsHandler(type_name); +} +CIMGUI_API ImGuiSettingsHandler* igFindSettingsHandler(const char* type_name) +{ + return ImGui::FindSettingsHandler(type_name); +} +CIMGUI_API ImGuiWindowSettings* igCreateNewWindowSettings(const char* name) +{ + return ImGui::CreateNewWindowSettings(name); +} +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByID(ImGuiID id) +{ + return ImGui::FindWindowSettingsByID(id); +} +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByWindow(ImGuiWindow* window) +{ + return ImGui::FindWindowSettingsByWindow(window); +} +CIMGUI_API void igClearWindowSettings(const char* name) +{ + return ImGui::ClearWindowSettings(name); +} +CIMGUI_API void igLocalizeRegisterEntries(const ImGuiLocEntry* entries,int count) +{ + return ImGui::LocalizeRegisterEntries(entries,count); +} +CIMGUI_API const char* igLocalizeGetMsg(ImGuiLocKey key) +{ + return ImGui::LocalizeGetMsg(key); +} +CIMGUI_API void igSetScrollX_WindowPtr(ImGuiWindow* window,float scroll_x) +{ + return ImGui::SetScrollX(window,scroll_x); +} +CIMGUI_API void igSetScrollY_WindowPtr(ImGuiWindow* window,float scroll_y) +{ + return ImGui::SetScrollY(window,scroll_y); +} +CIMGUI_API void igSetScrollFromPosX_WindowPtr(ImGuiWindow* window,float local_x,float center_x_ratio) +{ + return ImGui::SetScrollFromPosX(window,local_x,center_x_ratio); +} +CIMGUI_API void igSetScrollFromPosY_WindowPtr(ImGuiWindow* window,float local_y,float center_y_ratio) +{ + return ImGui::SetScrollFromPosY(window,local_y,center_y_ratio); +} +CIMGUI_API void igScrollToItem(ImGuiScrollFlags flags) +{ + return ImGui::ScrollToItem(flags); +} +CIMGUI_API void igScrollToRect(ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags) +{ + return ImGui::ScrollToRect(window,rect,flags); +} +CIMGUI_API void igScrollToRectEx(ImVec2 *pOut,ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags) +{ + *pOut = ImGui::ScrollToRectEx(window,rect,flags); +} +CIMGUI_API void igScrollToBringRectIntoView(ImGuiWindow* window,const ImRect rect) +{ + return ImGui::ScrollToBringRectIntoView(window,rect); +} +CIMGUI_API ImGuiItemStatusFlags igGetItemStatusFlags() +{ + return ImGui::GetItemStatusFlags(); +} +CIMGUI_API ImGuiItemFlags igGetItemFlags() +{ + return ImGui::GetItemFlags(); +} +CIMGUI_API ImGuiID igGetActiveID() +{ + return ImGui::GetActiveID(); +} +CIMGUI_API ImGuiID igGetFocusID() +{ + return ImGui::GetFocusID(); +} +CIMGUI_API void igSetActiveID(ImGuiID id,ImGuiWindow* window) +{ + return ImGui::SetActiveID(id,window); +} +CIMGUI_API void igSetFocusID(ImGuiID id,ImGuiWindow* window) +{ + return ImGui::SetFocusID(id,window); +} +CIMGUI_API void igClearActiveID() +{ + return ImGui::ClearActiveID(); +} +CIMGUI_API ImGuiID igGetHoveredID() +{ + return ImGui::GetHoveredID(); +} +CIMGUI_API void igSetHoveredID(ImGuiID id) +{ + return ImGui::SetHoveredID(id); +} +CIMGUI_API void igKeepAliveID(ImGuiID id) +{ + return ImGui::KeepAliveID(id); +} +CIMGUI_API void igMarkItemEdited(ImGuiID id) +{ + return ImGui::MarkItemEdited(id); +} +CIMGUI_API void igPushOverrideID(ImGuiID id) +{ + return ImGui::PushOverrideID(id); +} +CIMGUI_API ImGuiID igGetIDWithSeed_Str(const char* str_id_begin,const char* str_id_end,ImGuiID seed) +{ + return ImGui::GetIDWithSeed(str_id_begin,str_id_end,seed); +} +CIMGUI_API ImGuiID igGetIDWithSeed_Int(int n,ImGuiID seed) +{ + return ImGui::GetIDWithSeed(n,seed); +} +CIMGUI_API void igItemSize_Vec2(const ImVec2 size,float text_baseline_y) +{ + return ImGui::ItemSize(size,text_baseline_y); +} +CIMGUI_API void igItemSize_Rect(const ImRect bb,float text_baseline_y) +{ + return ImGui::ItemSize(bb,text_baseline_y); +} +CIMGUI_API bool igItemAdd(const ImRect bb,ImGuiID id,const ImRect* nav_bb,ImGuiItemFlags extra_flags) +{ + return ImGui::ItemAdd(bb,id,nav_bb,extra_flags); +} +CIMGUI_API bool igItemHoverable(const ImRect bb,ImGuiID id,ImGuiItemFlags item_flags) +{ + return ImGui::ItemHoverable(bb,id,item_flags); +} +CIMGUI_API bool igIsWindowContentHoverable(ImGuiWindow* window,ImGuiHoveredFlags flags) +{ + return ImGui::IsWindowContentHoverable(window,flags); +} +CIMGUI_API bool igIsClippedEx(const ImRect bb,ImGuiID id) +{ + return ImGui::IsClippedEx(bb,id); +} +CIMGUI_API void igSetLastItemData(ImGuiID item_id,ImGuiItemFlags in_flags,ImGuiItemStatusFlags status_flags,const ImRect item_rect) +{ + return ImGui::SetLastItemData(item_id,in_flags,status_flags,item_rect); +} +CIMGUI_API void igCalcItemSize(ImVec2 *pOut,ImVec2 size,float default_w,float default_h) +{ + *pOut = ImGui::CalcItemSize(size,default_w,default_h); +} +CIMGUI_API float igCalcWrapWidthForPos(const ImVec2 pos,float wrap_pos_x) +{ + return ImGui::CalcWrapWidthForPos(pos,wrap_pos_x); +} +CIMGUI_API void igPushMultiItemsWidths(int components,float width_full) +{ + return ImGui::PushMultiItemsWidths(components,width_full); +} +CIMGUI_API void igShrinkWidths(ImGuiShrinkWidthItem* items,int count,float width_excess) +{ + return ImGui::ShrinkWidths(items,count,width_excess); +} +CIMGUI_API const ImGuiDataVarInfo* igGetStyleVarInfo(ImGuiStyleVar idx) +{ + return ImGui::GetStyleVarInfo(idx); +} +CIMGUI_API void igBeginDisabledOverrideReenable() +{ + return ImGui::BeginDisabledOverrideReenable(); +} +CIMGUI_API void igEndDisabledOverrideReenable() +{ + return ImGui::EndDisabledOverrideReenable(); +} +CIMGUI_API void igLogBegin(ImGuiLogFlags flags,int auto_open_depth) +{ + return ImGui::LogBegin(flags,auto_open_depth); +} +CIMGUI_API void igLogToBuffer(int auto_open_depth) +{ + return ImGui::LogToBuffer(auto_open_depth); +} +CIMGUI_API void igLogRenderedText(const ImVec2* ref_pos,const char* text,const char* text_end) +{ + return ImGui::LogRenderedText(ref_pos,text,text_end); +} +CIMGUI_API void igLogSetNextTextDecoration(const char* prefix,const char* suffix) +{ + return ImGui::LogSetNextTextDecoration(prefix,suffix); +} +CIMGUI_API bool igBeginChildEx(const char* name,ImGuiID id,const ImVec2 size_arg,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginChildEx(name,id,size_arg,child_flags,window_flags); +} +CIMGUI_API bool igBeginPopupEx(ImGuiID id,ImGuiWindowFlags extra_window_flags) +{ + return ImGui::BeginPopupEx(id,extra_window_flags); +} +CIMGUI_API void igOpenPopupEx(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopupEx(id,popup_flags); +} +CIMGUI_API void igClosePopupToLevel(int remaining,bool restore_focus_to_window_under_popup) +{ + return ImGui::ClosePopupToLevel(remaining,restore_focus_to_window_under_popup); +} +CIMGUI_API void igClosePopupsOverWindow(ImGuiWindow* ref_window,bool restore_focus_to_window_under_popup) +{ + return ImGui::ClosePopupsOverWindow(ref_window,restore_focus_to_window_under_popup); +} +CIMGUI_API void igClosePopupsExceptModals() +{ + return ImGui::ClosePopupsExceptModals(); +} +CIMGUI_API bool igIsPopupOpen_ID(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::IsPopupOpen(id,popup_flags); +} +CIMGUI_API void igGetPopupAllowedExtentRect(ImRect *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::GetPopupAllowedExtentRect(window); +} +CIMGUI_API ImGuiWindow* igGetTopMostPopupModal() +{ + return ImGui::GetTopMostPopupModal(); +} +CIMGUI_API ImGuiWindow* igGetTopMostAndVisiblePopupModal() +{ + return ImGui::GetTopMostAndVisiblePopupModal(); +} +CIMGUI_API ImGuiWindow* igFindBlockingModal(ImGuiWindow* window) +{ + return ImGui::FindBlockingModal(window); +} +CIMGUI_API void igFindBestWindowPosForPopup(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::FindBestWindowPosForPopup(window); +} +CIMGUI_API void igFindBestWindowPosForPopupEx(ImVec2 *pOut,const ImVec2 ref_pos,const ImVec2 size,ImGuiDir* last_dir,const ImRect r_outer,const ImRect r_avoid,ImGuiPopupPositionPolicy policy) +{ + *pOut = ImGui::FindBestWindowPosForPopupEx(ref_pos,size,last_dir,r_outer,r_avoid,policy); +} +CIMGUI_API bool igBeginTooltipEx(ImGuiTooltipFlags tooltip_flags,ImGuiWindowFlags extra_window_flags) +{ + return ImGui::BeginTooltipEx(tooltip_flags,extra_window_flags); +} +CIMGUI_API bool igBeginTooltipHidden() +{ + return ImGui::BeginTooltipHidden(); +} +CIMGUI_API bool igBeginViewportSideBar(const char* name,ImGuiViewport* viewport,ImGuiDir dir,float size,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginViewportSideBar(name,viewport,dir,size,window_flags); +} +CIMGUI_API bool igBeginMenuEx(const char* label,const char* icon,bool enabled) +{ + return ImGui::BeginMenuEx(label,icon,enabled); +} +CIMGUI_API bool igMenuItemEx(const char* label,const char* icon,const char* shortcut,bool selected,bool enabled) +{ + return ImGui::MenuItemEx(label,icon,shortcut,selected,enabled); +} +CIMGUI_API bool igBeginComboPopup(ImGuiID popup_id,const ImRect bb,ImGuiComboFlags flags) +{ + return ImGui::BeginComboPopup(popup_id,bb,flags); +} +CIMGUI_API bool igBeginComboPreview() +{ + return ImGui::BeginComboPreview(); +} +CIMGUI_API void igEndComboPreview() +{ + return ImGui::EndComboPreview(); +} +CIMGUI_API void igNavInitWindow(ImGuiWindow* window,bool force_reinit) +{ + return ImGui::NavInitWindow(window,force_reinit); +} +CIMGUI_API void igNavInitRequestApplyResult() +{ + return ImGui::NavInitRequestApplyResult(); +} +CIMGUI_API bool igNavMoveRequestButNoResultYet() +{ + return ImGui::NavMoveRequestButNoResultYet(); +} +CIMGUI_API void igNavMoveRequestSubmit(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags) +{ + return ImGui::NavMoveRequestSubmit(move_dir,clip_dir,move_flags,scroll_flags); +} +CIMGUI_API void igNavMoveRequestForward(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags) +{ + return ImGui::NavMoveRequestForward(move_dir,clip_dir,move_flags,scroll_flags); +} +CIMGUI_API void igNavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + return ImGui::NavMoveRequestResolveWithLastItem(result); +} +CIMGUI_API void igNavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result,ImGuiTreeNodeStackData* tree_node_data) +{ + return ImGui::NavMoveRequestResolveWithPastTreeNode(result,tree_node_data); +} +CIMGUI_API void igNavMoveRequestCancel() +{ + return ImGui::NavMoveRequestCancel(); +} +CIMGUI_API void igNavMoveRequestApplyResult() +{ + return ImGui::NavMoveRequestApplyResult(); +} +CIMGUI_API void igNavMoveRequestTryWrapping(ImGuiWindow* window,ImGuiNavMoveFlags move_flags) +{ + return ImGui::NavMoveRequestTryWrapping(window,move_flags); +} +CIMGUI_API void igNavHighlightActivated(ImGuiID id) +{ + return ImGui::NavHighlightActivated(id); +} +CIMGUI_API void igNavClearPreferredPosForAxis(ImGuiAxis axis) +{ + return ImGui::NavClearPreferredPosForAxis(axis); +} +CIMGUI_API void igSetNavCursorVisibleAfterMove() +{ + return ImGui::SetNavCursorVisibleAfterMove(); +} +CIMGUI_API void igNavUpdateCurrentWindowIsScrollPushableX() +{ + return ImGui::NavUpdateCurrentWindowIsScrollPushableX(); +} +CIMGUI_API void igSetNavWindow(ImGuiWindow* window) +{ + return ImGui::SetNavWindow(window); +} +CIMGUI_API void igSetNavID(ImGuiID id,ImGuiNavLayer nav_layer,ImGuiID focus_scope_id,const ImRect rect_rel) +{ + return ImGui::SetNavID(id,nav_layer,focus_scope_id,rect_rel); +} +CIMGUI_API void igSetNavFocusScope(ImGuiID focus_scope_id) +{ + return ImGui::SetNavFocusScope(focus_scope_id); +} +CIMGUI_API void igFocusItem() +{ + return ImGui::FocusItem(); +} +CIMGUI_API void igActivateItemByID(ImGuiID id) +{ + return ImGui::ActivateItemByID(id); +} +CIMGUI_API bool igIsNamedKey(ImGuiKey key) +{ + return ImGui::IsNamedKey(key); +} +CIMGUI_API bool igIsNamedKeyOrMod(ImGuiKey key) +{ + return ImGui::IsNamedKeyOrMod(key); +} +CIMGUI_API bool igIsLegacyKey(ImGuiKey key) +{ + return ImGui::IsLegacyKey(key); +} +CIMGUI_API bool igIsKeyboardKey(ImGuiKey key) +{ + return ImGui::IsKeyboardKey(key); +} +CIMGUI_API bool igIsGamepadKey(ImGuiKey key) +{ + return ImGui::IsGamepadKey(key); +} +CIMGUI_API bool igIsMouseKey(ImGuiKey key) +{ + return ImGui::IsMouseKey(key); +} +CIMGUI_API bool igIsAliasKey(ImGuiKey key) +{ + return ImGui::IsAliasKey(key); +} +CIMGUI_API bool igIsLRModKey(ImGuiKey key) +{ + return ImGui::IsLRModKey(key); +} +CIMGUI_API ImGuiKeyChord igFixupKeyChord(ImGuiKeyChord key_chord) +{ + return ImGui::FixupKeyChord(key_chord); +} +CIMGUI_API ImGuiKey igConvertSingleModFlagToKey(ImGuiKey key) +{ + return ImGui::ConvertSingleModFlagToKey(key); +} +CIMGUI_API ImGuiKeyData* igGetKeyData_ContextPtr(ImGuiContext* ctx,ImGuiKey key) +{ + return ImGui::GetKeyData(ctx,key); +} +CIMGUI_API ImGuiKeyData* igGetKeyData_Key(ImGuiKey key) +{ + return ImGui::GetKeyData(key); +} +CIMGUI_API const char* igGetKeyChordName(ImGuiKeyChord key_chord) +{ + return ImGui::GetKeyChordName(key_chord); +} +CIMGUI_API ImGuiKey igMouseButtonToKey(ImGuiMouseButton button) +{ + return ImGui::MouseButtonToKey(button); +} +CIMGUI_API bool igIsMouseDragPastThreshold(ImGuiMouseButton button,float lock_threshold) +{ + return ImGui::IsMouseDragPastThreshold(button,lock_threshold); +} +CIMGUI_API void igGetKeyMagnitude2d(ImVec2 *pOut,ImGuiKey key_left,ImGuiKey key_right,ImGuiKey key_up,ImGuiKey key_down) +{ + *pOut = ImGui::GetKeyMagnitude2d(key_left,key_right,key_up,key_down); +} +CIMGUI_API float igGetNavTweakPressedAmount(ImGuiAxis axis) +{ + return ImGui::GetNavTweakPressedAmount(axis); +} +CIMGUI_API int igCalcTypematicRepeatAmount(float t0,float t1,float repeat_delay,float repeat_rate) +{ + return ImGui::CalcTypematicRepeatAmount(t0,t1,repeat_delay,repeat_rate); +} +CIMGUI_API void igGetTypematicRepeatRate(ImGuiInputFlags flags,float* repeat_delay,float* repeat_rate) +{ + return ImGui::GetTypematicRepeatRate(flags,repeat_delay,repeat_rate); +} +CIMGUI_API void igTeleportMousePos(const ImVec2 pos) +{ + return ImGui::TeleportMousePos(pos); +} +CIMGUI_API void igSetActiveIdUsingAllKeyboardKeys() +{ + return ImGui::SetActiveIdUsingAllKeyboardKeys(); +} +CIMGUI_API bool igIsActiveIdUsingNavDir(ImGuiDir dir) +{ + return ImGui::IsActiveIdUsingNavDir(dir); +} +CIMGUI_API ImGuiID igGetKeyOwner(ImGuiKey key) +{ + return ImGui::GetKeyOwner(key); +} +CIMGUI_API void igSetKeyOwner(ImGuiKey key,ImGuiID owner_id,ImGuiInputFlags flags) +{ + return ImGui::SetKeyOwner(key,owner_id,flags); +} +CIMGUI_API void igSetKeyOwnersForKeyChord(ImGuiKeyChord key,ImGuiID owner_id,ImGuiInputFlags flags) +{ + return ImGui::SetKeyOwnersForKeyChord(key,owner_id,flags); +} +CIMGUI_API void igSetItemKeyOwner_InputFlags(ImGuiKey key,ImGuiInputFlags flags) +{ + return ImGui::SetItemKeyOwner(key,flags); +} +CIMGUI_API bool igTestKeyOwner(ImGuiKey key,ImGuiID owner_id) +{ + return ImGui::TestKeyOwner(key,owner_id); +} +CIMGUI_API ImGuiKeyOwnerData* igGetKeyOwnerData(ImGuiContext* ctx,ImGuiKey key) +{ + return ImGui::GetKeyOwnerData(ctx,key); +} +CIMGUI_API bool igIsKeyDown_ID(ImGuiKey key,ImGuiID owner_id) +{ + return ImGui::IsKeyDown(key,owner_id); +} +CIMGUI_API bool igIsKeyPressed_InputFlags(ImGuiKey key,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::IsKeyPressed(key,flags,owner_id); +} +CIMGUI_API bool igIsKeyReleased_ID(ImGuiKey key,ImGuiID owner_id) +{ + return ImGui::IsKeyReleased(key,owner_id); +} +CIMGUI_API bool igIsKeyChordPressed_InputFlags(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::IsKeyChordPressed(key_chord,flags,owner_id); +} +CIMGUI_API bool igIsMouseDown_ID(ImGuiMouseButton button,ImGuiID owner_id) +{ + return ImGui::IsMouseDown(button,owner_id); +} +CIMGUI_API bool igIsMouseClicked_InputFlags(ImGuiMouseButton button,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::IsMouseClicked(button,flags,owner_id); +} +CIMGUI_API bool igIsMouseReleased_ID(ImGuiMouseButton button,ImGuiID owner_id) +{ + return ImGui::IsMouseReleased(button,owner_id); +} +CIMGUI_API bool igIsMouseDoubleClicked_ID(ImGuiMouseButton button,ImGuiID owner_id) +{ + return ImGui::IsMouseDoubleClicked(button,owner_id); +} +CIMGUI_API bool igShortcut_ID(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::Shortcut(key_chord,flags,owner_id); +} +CIMGUI_API bool igSetShortcutRouting(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::SetShortcutRouting(key_chord,flags,owner_id); +} +CIMGUI_API bool igTestShortcutRouting(ImGuiKeyChord key_chord,ImGuiID owner_id) +{ + return ImGui::TestShortcutRouting(key_chord,owner_id); +} +CIMGUI_API ImGuiKeyRoutingData* igGetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + return ImGui::GetShortcutRoutingData(key_chord); +} +CIMGUI_API void igDockContextInitialize(ImGuiContext* ctx) +{ + return ImGui::DockContextInitialize(ctx); +} +CIMGUI_API void igDockContextShutdown(ImGuiContext* ctx) +{ + return ImGui::DockContextShutdown(ctx); +} +CIMGUI_API void igDockContextClearNodes(ImGuiContext* ctx,ImGuiID root_id,bool clear_settings_refs) +{ + return ImGui::DockContextClearNodes(ctx,root_id,clear_settings_refs); +} +CIMGUI_API void igDockContextRebuildNodes(ImGuiContext* ctx) +{ + return ImGui::DockContextRebuildNodes(ctx); +} +CIMGUI_API void igDockContextNewFrameUpdateUndocking(ImGuiContext* ctx) +{ + return ImGui::DockContextNewFrameUpdateUndocking(ctx); +} +CIMGUI_API void igDockContextNewFrameUpdateDocking(ImGuiContext* ctx) +{ + return ImGui::DockContextNewFrameUpdateDocking(ctx); +} +CIMGUI_API void igDockContextEndFrame(ImGuiContext* ctx) +{ + return ImGui::DockContextEndFrame(ctx); +} +CIMGUI_API ImGuiID igDockContextGenNodeID(ImGuiContext* ctx) +{ + return ImGui::DockContextGenNodeID(ctx); +} +CIMGUI_API void igDockContextQueueDock(ImGuiContext* ctx,ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload,ImGuiDir split_dir,float split_ratio,bool split_outer) +{ + return ImGui::DockContextQueueDock(ctx,target,target_node,payload,split_dir,split_ratio,split_outer); +} +CIMGUI_API void igDockContextQueueUndockWindow(ImGuiContext* ctx,ImGuiWindow* window) +{ + return ImGui::DockContextQueueUndockWindow(ctx,window); +} +CIMGUI_API void igDockContextQueueUndockNode(ImGuiContext* ctx,ImGuiDockNode* node) +{ + return ImGui::DockContextQueueUndockNode(ctx,node); +} +CIMGUI_API void igDockContextProcessUndockWindow(ImGuiContext* ctx,ImGuiWindow* window,bool clear_persistent_docking_ref) +{ + return ImGui::DockContextProcessUndockWindow(ctx,window,clear_persistent_docking_ref); +} +CIMGUI_API void igDockContextProcessUndockNode(ImGuiContext* ctx,ImGuiDockNode* node) +{ + return ImGui::DockContextProcessUndockNode(ctx,node); +} +CIMGUI_API bool igDockContextCalcDropPosForDocking(ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload_window,ImGuiDockNode* payload_node,ImGuiDir split_dir,bool split_outer,ImVec2* out_pos) +{ + return ImGui::DockContextCalcDropPosForDocking(target,target_node,payload_window,payload_node,split_dir,split_outer,out_pos); +} +CIMGUI_API ImGuiDockNode* igDockContextFindNodeByID(ImGuiContext* ctx,ImGuiID id) +{ + return ImGui::DockContextFindNodeByID(ctx,id); +} +CIMGUI_API void igDockNodeWindowMenuHandler_Default(ImGuiContext* ctx,ImGuiDockNode* node,ImGuiTabBar* tab_bar) +{ + return ImGui::DockNodeWindowMenuHandler_Default(ctx,node,tab_bar); +} +CIMGUI_API bool igDockNodeBeginAmendTabBar(ImGuiDockNode* node) +{ + return ImGui::DockNodeBeginAmendTabBar(node); +} +CIMGUI_API void igDockNodeEndAmendTabBar() +{ + return ImGui::DockNodeEndAmendTabBar(); +} +CIMGUI_API ImGuiDockNode* igDockNodeGetRootNode(ImGuiDockNode* node) +{ + return ImGui::DockNodeGetRootNode(node); +} +CIMGUI_API bool igDockNodeIsInHierarchyOf(ImGuiDockNode* node,ImGuiDockNode* parent) +{ + return ImGui::DockNodeIsInHierarchyOf(node,parent); +} +CIMGUI_API int igDockNodeGetDepth(const ImGuiDockNode* node) +{ + return ImGui::DockNodeGetDepth(node); +} +CIMGUI_API ImGuiID igDockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) +{ + return ImGui::DockNodeGetWindowMenuButtonId(node); +} +CIMGUI_API ImGuiDockNode* igGetWindowDockNode() +{ + return ImGui::GetWindowDockNode(); +} +CIMGUI_API bool igGetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) +{ + return ImGui::GetWindowAlwaysWantOwnTabBar(window); +} +CIMGUI_API void igBeginDocked(ImGuiWindow* window,bool* p_open) +{ + return ImGui::BeginDocked(window,p_open); +} +CIMGUI_API void igBeginDockableDragDropSource(ImGuiWindow* window) +{ + return ImGui::BeginDockableDragDropSource(window); +} +CIMGUI_API void igBeginDockableDragDropTarget(ImGuiWindow* window) +{ + return ImGui::BeginDockableDragDropTarget(window); +} +CIMGUI_API void igSetWindowDock(ImGuiWindow* window,ImGuiID dock_id,ImGuiCond cond) +{ + return ImGui::SetWindowDock(window,dock_id,cond); +} +CIMGUI_API void igDockBuilderDockWindow(const char* window_name,ImGuiID node_id) +{ + return ImGui::DockBuilderDockWindow(window_name,node_id); +} +CIMGUI_API ImGuiDockNode* igDockBuilderGetNode(ImGuiID node_id) +{ + return ImGui::DockBuilderGetNode(node_id); +} +CIMGUI_API ImGuiDockNode* igDockBuilderGetCentralNode(ImGuiID node_id) +{ + return ImGui::DockBuilderGetCentralNode(node_id); +} +CIMGUI_API ImGuiID igDockBuilderAddNode(ImGuiID node_id,ImGuiDockNodeFlags flags) +{ + return ImGui::DockBuilderAddNode(node_id,flags); +} +CIMGUI_API void igDockBuilderRemoveNode(ImGuiID node_id) +{ + return ImGui::DockBuilderRemoveNode(node_id); +} +CIMGUI_API void igDockBuilderRemoveNodeDockedWindows(ImGuiID node_id,bool clear_settings_refs) +{ + return ImGui::DockBuilderRemoveNodeDockedWindows(node_id,clear_settings_refs); +} +CIMGUI_API void igDockBuilderRemoveNodeChildNodes(ImGuiID node_id) +{ + return ImGui::DockBuilderRemoveNodeChildNodes(node_id); +} +CIMGUI_API void igDockBuilderSetNodePos(ImGuiID node_id,ImVec2 pos) +{ + return ImGui::DockBuilderSetNodePos(node_id,pos); +} +CIMGUI_API void igDockBuilderSetNodeSize(ImGuiID node_id,ImVec2 size) +{ + return ImGui::DockBuilderSetNodeSize(node_id,size); +} +CIMGUI_API ImGuiID igDockBuilderSplitNode(ImGuiID node_id,ImGuiDir split_dir,float size_ratio_for_node_at_dir,ImGuiID* out_id_at_dir,ImGuiID* out_id_at_opposite_dir) +{ + return ImGui::DockBuilderSplitNode(node_id,split_dir,size_ratio_for_node_at_dir,out_id_at_dir,out_id_at_opposite_dir); +} +CIMGUI_API void igDockBuilderCopyDockSpace(ImGuiID src_dockspace_id,ImGuiID dst_dockspace_id,ImVector_const_charPtr* in_window_remap_pairs) +{ + return ImGui::DockBuilderCopyDockSpace(src_dockspace_id,dst_dockspace_id,in_window_remap_pairs); +} +CIMGUI_API void igDockBuilderCopyNode(ImGuiID src_node_id,ImGuiID dst_node_id,ImVector_ImGuiID* out_node_remap_pairs) +{ + return ImGui::DockBuilderCopyNode(src_node_id,dst_node_id,out_node_remap_pairs); +} +CIMGUI_API void igDockBuilderCopyWindowSettings(const char* src_name,const char* dst_name) +{ + return ImGui::DockBuilderCopyWindowSettings(src_name,dst_name); +} +CIMGUI_API void igDockBuilderFinish(ImGuiID node_id) +{ + return ImGui::DockBuilderFinish(node_id); +} +CIMGUI_API void igPushFocusScope(ImGuiID id) +{ + return ImGui::PushFocusScope(id); +} +CIMGUI_API void igPopFocusScope() +{ + return ImGui::PopFocusScope(); +} +CIMGUI_API ImGuiID igGetCurrentFocusScope() +{ + return ImGui::GetCurrentFocusScope(); +} +CIMGUI_API bool igIsDragDropActive() +{ + return ImGui::IsDragDropActive(); +} +CIMGUI_API bool igBeginDragDropTargetCustom(const ImRect bb,ImGuiID id) +{ + return ImGui::BeginDragDropTargetCustom(bb,id); +} +CIMGUI_API void igClearDragDrop() +{ + return ImGui::ClearDragDrop(); +} +CIMGUI_API bool igIsDragDropPayloadBeingAccepted() +{ + return ImGui::IsDragDropPayloadBeingAccepted(); +} +CIMGUI_API void igRenderDragDropTargetRect(const ImRect bb,const ImRect item_clip_rect) +{ + return ImGui::RenderDragDropTargetRect(bb,item_clip_rect); +} +CIMGUI_API ImGuiTypingSelectRequest* igGetTypingSelectRequest(ImGuiTypingSelectFlags flags) +{ + return ImGui::GetTypingSelectRequest(flags); +} +CIMGUI_API int igTypingSelectFindMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx) +{ + return ImGui::TypingSelectFindMatch(req,items_count,get_item_name_func,user_data,nav_item_idx); +} +CIMGUI_API int igTypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx) +{ + return ImGui::TypingSelectFindNextSingleCharMatch(req,items_count,get_item_name_func,user_data,nav_item_idx); +} +CIMGUI_API int igTypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data) +{ + return ImGui::TypingSelectFindBestLeadingMatch(req,items_count,get_item_name_func,user_data); +} +CIMGUI_API bool igBeginBoxSelect(const ImRect scope_rect,ImGuiWindow* window,ImGuiID box_select_id,ImGuiMultiSelectFlags ms_flags) +{ + return ImGui::BeginBoxSelect(scope_rect,window,box_select_id,ms_flags); +} +CIMGUI_API void igEndBoxSelect(const ImRect scope_rect,ImGuiMultiSelectFlags ms_flags) +{ + return ImGui::EndBoxSelect(scope_rect,ms_flags); +} +CIMGUI_API void igMultiSelectItemHeader(ImGuiID id,bool* p_selected,ImGuiButtonFlags* p_button_flags) +{ + return ImGui::MultiSelectItemHeader(id,p_selected,p_button_flags); +} +CIMGUI_API void igMultiSelectItemFooter(ImGuiID id,bool* p_selected,bool* p_pressed) +{ + return ImGui::MultiSelectItemFooter(id,p_selected,p_pressed); +} +CIMGUI_API void igMultiSelectAddSetAll(ImGuiMultiSelectTempData* ms,bool selected) +{ + return ImGui::MultiSelectAddSetAll(ms,selected); +} +CIMGUI_API void igMultiSelectAddSetRange(ImGuiMultiSelectTempData* ms,bool selected,int range_dir,ImGuiSelectionUserData first_item,ImGuiSelectionUserData last_item) +{ + return ImGui::MultiSelectAddSetRange(ms,selected,range_dir,first_item,last_item); +} +CIMGUI_API ImGuiBoxSelectState* igGetBoxSelectState(ImGuiID id) +{ + return ImGui::GetBoxSelectState(id); +} +CIMGUI_API ImGuiMultiSelectState* igGetMultiSelectState(ImGuiID id) +{ + return ImGui::GetMultiSelectState(id); +} +CIMGUI_API void igSetWindowClipRectBeforeSetChannel(ImGuiWindow* window,const ImRect clip_rect) +{ + return ImGui::SetWindowClipRectBeforeSetChannel(window,clip_rect); +} +CIMGUI_API void igBeginColumns(const char* str_id,int count,ImGuiOldColumnFlags flags) +{ + return ImGui::BeginColumns(str_id,count,flags); +} +CIMGUI_API void igEndColumns() +{ + return ImGui::EndColumns(); +} +CIMGUI_API void igPushColumnClipRect(int column_index) +{ + return ImGui::PushColumnClipRect(column_index); +} +CIMGUI_API void igPushColumnsBackground() +{ + return ImGui::PushColumnsBackground(); +} +CIMGUI_API void igPopColumnsBackground() +{ + return ImGui::PopColumnsBackground(); +} +CIMGUI_API ImGuiID igGetColumnsID(const char* str_id,int count) +{ + return ImGui::GetColumnsID(str_id,count); +} +CIMGUI_API ImGuiOldColumns* igFindOrCreateColumns(ImGuiWindow* window,ImGuiID id) +{ + return ImGui::FindOrCreateColumns(window,id); +} +CIMGUI_API float igGetColumnOffsetFromNorm(const ImGuiOldColumns* columns,float offset_norm) +{ + return ImGui::GetColumnOffsetFromNorm(columns,offset_norm); +} +CIMGUI_API float igGetColumnNormFromOffset(const ImGuiOldColumns* columns,float offset) +{ + return ImGui::GetColumnNormFromOffset(columns,offset); +} +CIMGUI_API void igTableOpenContextMenu(int column_n) +{ + return ImGui::TableOpenContextMenu(column_n); +} +CIMGUI_API void igTableSetColumnWidth(int column_n,float width) +{ + return ImGui::TableSetColumnWidth(column_n,width); +} +CIMGUI_API void igTableSetColumnSortDirection(int column_n,ImGuiSortDirection sort_direction,bool append_to_sort_specs) +{ + return ImGui::TableSetColumnSortDirection(column_n,sort_direction,append_to_sort_specs); +} +CIMGUI_API int igTableGetHoveredRow() +{ + return ImGui::TableGetHoveredRow(); +} +CIMGUI_API float igTableGetHeaderRowHeight() +{ + return ImGui::TableGetHeaderRowHeight(); +} +CIMGUI_API float igTableGetHeaderAngledMaxLabelWidth() +{ + return ImGui::TableGetHeaderAngledMaxLabelWidth(); +} +CIMGUI_API void igTablePushBackgroundChannel() +{ + return ImGui::TablePushBackgroundChannel(); +} +CIMGUI_API void igTablePopBackgroundChannel() +{ + return ImGui::TablePopBackgroundChannel(); +} +CIMGUI_API void igTableAngledHeadersRowEx(ImGuiID row_id,float angle,float max_label_width,const ImGuiTableHeaderData* data,int data_count) +{ + return ImGui::TableAngledHeadersRowEx(row_id,angle,max_label_width,data,data_count); +} +CIMGUI_API ImGuiTable* igGetCurrentTable() +{ + return ImGui::GetCurrentTable(); +} +CIMGUI_API ImGuiTable* igTableFindByID(ImGuiID id) +{ + return ImGui::TableFindByID(id); +} +CIMGUI_API bool igBeginTableEx(const char* name,ImGuiID id,int columns_count,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width) +{ + return ImGui::BeginTableEx(name,id,columns_count,flags,outer_size,inner_width); +} +CIMGUI_API void igTableBeginInitMemory(ImGuiTable* table,int columns_count) +{ + return ImGui::TableBeginInitMemory(table,columns_count); +} +CIMGUI_API void igTableBeginApplyRequests(ImGuiTable* table) +{ + return ImGui::TableBeginApplyRequests(table); +} +CIMGUI_API void igTableSetupDrawChannels(ImGuiTable* table) +{ + return ImGui::TableSetupDrawChannels(table); +} +CIMGUI_API void igTableUpdateLayout(ImGuiTable* table) +{ + return ImGui::TableUpdateLayout(table); +} +CIMGUI_API void igTableUpdateBorders(ImGuiTable* table) +{ + return ImGui::TableUpdateBorders(table); +} +CIMGUI_API void igTableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + return ImGui::TableUpdateColumnsWeightFromWidth(table); +} +CIMGUI_API void igTableDrawBorders(ImGuiTable* table) +{ + return ImGui::TableDrawBorders(table); +} +CIMGUI_API void igTableDrawDefaultContextMenu(ImGuiTable* table,ImGuiTableFlags flags_for_section_to_display) +{ + return ImGui::TableDrawDefaultContextMenu(table,flags_for_section_to_display); +} +CIMGUI_API bool igTableBeginContextMenuPopup(ImGuiTable* table) +{ + return ImGui::TableBeginContextMenuPopup(table); +} +CIMGUI_API void igTableMergeDrawChannels(ImGuiTable* table) +{ + return ImGui::TableMergeDrawChannels(table); +} +CIMGUI_API ImGuiTableInstanceData* igTableGetInstanceData(ImGuiTable* table,int instance_no) +{ + return ImGui::TableGetInstanceData(table,instance_no); +} +CIMGUI_API ImGuiID igTableGetInstanceID(ImGuiTable* table,int instance_no) +{ + return ImGui::TableGetInstanceID(table,instance_no); +} +CIMGUI_API void igTableSortSpecsSanitize(ImGuiTable* table) +{ + return ImGui::TableSortSpecsSanitize(table); +} +CIMGUI_API void igTableSortSpecsBuild(ImGuiTable* table) +{ + return ImGui::TableSortSpecsBuild(table); +} +CIMGUI_API ImGuiSortDirection igTableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + return ImGui::TableGetColumnNextSortDirection(column); +} +CIMGUI_API void igTableFixColumnSortDirection(ImGuiTable* table,ImGuiTableColumn* column) +{ + return ImGui::TableFixColumnSortDirection(table,column); +} +CIMGUI_API float igTableGetColumnWidthAuto(ImGuiTable* table,ImGuiTableColumn* column) +{ + return ImGui::TableGetColumnWidthAuto(table,column); +} +CIMGUI_API void igTableBeginRow(ImGuiTable* table) +{ + return ImGui::TableBeginRow(table); +} +CIMGUI_API void igTableEndRow(ImGuiTable* table) +{ + return ImGui::TableEndRow(table); +} +CIMGUI_API void igTableBeginCell(ImGuiTable* table,int column_n) +{ + return ImGui::TableBeginCell(table,column_n); +} +CIMGUI_API void igTableEndCell(ImGuiTable* table) +{ + return ImGui::TableEndCell(table); +} +CIMGUI_API void igTableGetCellBgRect(ImRect *pOut,const ImGuiTable* table,int column_n) +{ + *pOut = ImGui::TableGetCellBgRect(table,column_n); +} +CIMGUI_API const char* igTableGetColumnName_TablePtr(const ImGuiTable* table,int column_n) +{ + return ImGui::TableGetColumnName(table,column_n); +} +CIMGUI_API ImGuiID igTableGetColumnResizeID(ImGuiTable* table,int column_n,int instance_no) +{ + return ImGui::TableGetColumnResizeID(table,column_n,instance_no); +} +CIMGUI_API float igTableCalcMaxColumnWidth(const ImGuiTable* table,int column_n) +{ + return ImGui::TableCalcMaxColumnWidth(table,column_n); +} +CIMGUI_API void igTableSetColumnWidthAutoSingle(ImGuiTable* table,int column_n) +{ + return ImGui::TableSetColumnWidthAutoSingle(table,column_n); +} +CIMGUI_API void igTableSetColumnWidthAutoAll(ImGuiTable* table) +{ + return ImGui::TableSetColumnWidthAutoAll(table); +} +CIMGUI_API void igTableRemove(ImGuiTable* table) +{ + return ImGui::TableRemove(table); +} +CIMGUI_API void igTableGcCompactTransientBuffers_TablePtr(ImGuiTable* table) +{ + return ImGui::TableGcCompactTransientBuffers(table); +} +CIMGUI_API void igTableGcCompactTransientBuffers_TableTempDataPtr(ImGuiTableTempData* table) +{ + return ImGui::TableGcCompactTransientBuffers(table); +} +CIMGUI_API void igTableGcCompactSettings() +{ + return ImGui::TableGcCompactSettings(); +} +CIMGUI_API void igTableLoadSettings(ImGuiTable* table) +{ + return ImGui::TableLoadSettings(table); +} +CIMGUI_API void igTableSaveSettings(ImGuiTable* table) +{ + return ImGui::TableSaveSettings(table); +} +CIMGUI_API void igTableResetSettings(ImGuiTable* table) +{ + return ImGui::TableResetSettings(table); +} +CIMGUI_API ImGuiTableSettings* igTableGetBoundSettings(ImGuiTable* table) +{ + return ImGui::TableGetBoundSettings(table); +} +CIMGUI_API void igTableSettingsAddSettingsHandler() +{ + return ImGui::TableSettingsAddSettingsHandler(); +} +CIMGUI_API ImGuiTableSettings* igTableSettingsCreate(ImGuiID id,int columns_count) +{ + return ImGui::TableSettingsCreate(id,columns_count); +} +CIMGUI_API ImGuiTableSettings* igTableSettingsFindByID(ImGuiID id) +{ + return ImGui::TableSettingsFindByID(id); +} +CIMGUI_API ImGuiTabBar* igGetCurrentTabBar() +{ + return ImGui::GetCurrentTabBar(); +} +CIMGUI_API bool igBeginTabBarEx(ImGuiTabBar* tab_bar,const ImRect bb,ImGuiTabBarFlags flags) +{ + return ImGui::BeginTabBarEx(tab_bar,bb,flags); +} +CIMGUI_API ImGuiTabItem* igTabBarFindTabByID(ImGuiTabBar* tab_bar,ImGuiID tab_id) +{ + return ImGui::TabBarFindTabByID(tab_bar,tab_id); +} +CIMGUI_API ImGuiTabItem* igTabBarFindTabByOrder(ImGuiTabBar* tab_bar,int order) +{ + return ImGui::TabBarFindTabByOrder(tab_bar,order); +} +CIMGUI_API ImGuiTabItem* igTabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) +{ + return ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(tab_bar); +} +CIMGUI_API ImGuiTabItem* igTabBarGetCurrentTab(ImGuiTabBar* tab_bar) +{ + return ImGui::TabBarGetCurrentTab(tab_bar); +} +CIMGUI_API int igTabBarGetTabOrder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarGetTabOrder(tab_bar,tab); +} +CIMGUI_API const char* igTabBarGetTabName(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarGetTabName(tab_bar,tab); +} +CIMGUI_API void igTabBarAddTab(ImGuiTabBar* tab_bar,ImGuiTabItemFlags tab_flags,ImGuiWindow* window) +{ + return ImGui::TabBarAddTab(tab_bar,tab_flags,window); +} +CIMGUI_API void igTabBarRemoveTab(ImGuiTabBar* tab_bar,ImGuiID tab_id) +{ + return ImGui::TabBarRemoveTab(tab_bar,tab_id); +} +CIMGUI_API void igTabBarCloseTab(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarCloseTab(tab_bar,tab); +} +CIMGUI_API void igTabBarQueueFocus_TabItemPtr(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarQueueFocus(tab_bar,tab); +} +CIMGUI_API void igTabBarQueueFocus_Str(ImGuiTabBar* tab_bar,const char* tab_name) +{ + return ImGui::TabBarQueueFocus(tab_bar,tab_name); +} +CIMGUI_API void igTabBarQueueReorder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,int offset) +{ + return ImGui::TabBarQueueReorder(tab_bar,tab,offset); +} +CIMGUI_API void igTabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,ImVec2 mouse_pos) +{ + return ImGui::TabBarQueueReorderFromMousePos(tab_bar,tab,mouse_pos); +} +CIMGUI_API bool igTabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + return ImGui::TabBarProcessReorder(tab_bar); +} +CIMGUI_API bool igTabItemEx(ImGuiTabBar* tab_bar,const char* label,bool* p_open,ImGuiTabItemFlags flags,ImGuiWindow* docked_window) +{ + return ImGui::TabItemEx(tab_bar,label,p_open,flags,docked_window); +} +CIMGUI_API void igTabItemCalcSize_Str(ImVec2 *pOut,const char* label,bool has_close_button_or_unsaved_marker) +{ + *pOut = ImGui::TabItemCalcSize(label,has_close_button_or_unsaved_marker); +} +CIMGUI_API void igTabItemCalcSize_WindowPtr(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::TabItemCalcSize(window); +} +CIMGUI_API void igTabItemBackground(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImU32 col) +{ + return ImGui::TabItemBackground(draw_list,bb,flags,col); +} +CIMGUI_API void igTabItemLabelAndCloseButton(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImVec2 frame_padding,const char* label,ImGuiID tab_id,ImGuiID close_button_id,bool is_contents_visible,bool* out_just_closed,bool* out_text_clipped) +{ + return ImGui::TabItemLabelAndCloseButton(draw_list,bb,flags,frame_padding,label,tab_id,close_button_id,is_contents_visible,out_just_closed,out_text_clipped); +} +CIMGUI_API void igRenderText(ImVec2 pos,const char* text,const char* text_end,bool hide_text_after_hash) +{ + return ImGui::RenderText(pos,text,text_end,hide_text_after_hash); +} +CIMGUI_API void igRenderTextWrapped(ImVec2 pos,const char* text,const char* text_end,float wrap_width) +{ + return ImGui::RenderTextWrapped(pos,text,text_end,wrap_width); +} +CIMGUI_API void igRenderTextClipped(const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect) +{ + return ImGui::RenderTextClipped(pos_min,pos_max,text,text_end,text_size_if_known,align,clip_rect); +} +CIMGUI_API void igRenderTextClippedEx(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect) +{ + return ImGui::RenderTextClippedEx(draw_list,pos_min,pos_max,text,text_end,text_size_if_known,align,clip_rect); +} +CIMGUI_API void igRenderTextEllipsis(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,float clip_max_x,float ellipsis_max_x,const char* text,const char* text_end,const ImVec2* text_size_if_known) +{ + return ImGui::RenderTextEllipsis(draw_list,pos_min,pos_max,clip_max_x,ellipsis_max_x,text,text_end,text_size_if_known); +} +CIMGUI_API void igRenderFrame(ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,bool borders,float rounding) +{ + return ImGui::RenderFrame(p_min,p_max,fill_col,borders,rounding); +} +CIMGUI_API void igRenderFrameBorder(ImVec2 p_min,ImVec2 p_max,float rounding) +{ + return ImGui::RenderFrameBorder(p_min,p_max,rounding); +} +CIMGUI_API void igRenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list,ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,float grid_step,ImVec2 grid_off,float rounding,ImDrawFlags flags) +{ + return ImGui::RenderColorRectWithAlphaCheckerboard(draw_list,p_min,p_max,fill_col,grid_step,grid_off,rounding,flags); +} +CIMGUI_API void igRenderNavCursor(const ImRect bb,ImGuiID id,ImGuiNavRenderCursorFlags flags) +{ + return ImGui::RenderNavCursor(bb,id,flags); +} +CIMGUI_API const char* igFindRenderedTextEnd(const char* text,const char* text_end) +{ + return ImGui::FindRenderedTextEnd(text,text_end); +} +CIMGUI_API void igRenderMouseCursor(ImVec2 pos,float scale,ImGuiMouseCursor mouse_cursor,ImU32 col_fill,ImU32 col_border,ImU32 col_shadow) +{ + return ImGui::RenderMouseCursor(pos,scale,mouse_cursor,col_fill,col_border,col_shadow); +} +CIMGUI_API void igRenderArrow(ImDrawList* draw_list,ImVec2 pos,ImU32 col,ImGuiDir dir,float scale) +{ + return ImGui::RenderArrow(draw_list,pos,col,dir,scale); +} +CIMGUI_API void igRenderBullet(ImDrawList* draw_list,ImVec2 pos,ImU32 col) +{ + return ImGui::RenderBullet(draw_list,pos,col); +} +CIMGUI_API void igRenderCheckMark(ImDrawList* draw_list,ImVec2 pos,ImU32 col,float sz) +{ + return ImGui::RenderCheckMark(draw_list,pos,col,sz); +} +CIMGUI_API void igRenderArrowPointingAt(ImDrawList* draw_list,ImVec2 pos,ImVec2 half_sz,ImGuiDir direction,ImU32 col) +{ + return ImGui::RenderArrowPointingAt(draw_list,pos,half_sz,direction,col); +} +CIMGUI_API void igRenderArrowDockMenu(ImDrawList* draw_list,ImVec2 p_min,float sz,ImU32 col) +{ + return ImGui::RenderArrowDockMenu(draw_list,p_min,sz,col); +} +CIMGUI_API void igRenderRectFilledRangeH(ImDrawList* draw_list,const ImRect rect,ImU32 col,float x_start_norm,float x_end_norm,float rounding) +{ + return ImGui::RenderRectFilledRangeH(draw_list,rect,col,x_start_norm,x_end_norm,rounding); +} +CIMGUI_API void igRenderRectFilledWithHole(ImDrawList* draw_list,const ImRect outer,const ImRect inner,ImU32 col,float rounding) +{ + return ImGui::RenderRectFilledWithHole(draw_list,outer,inner,col,rounding); +} +CIMGUI_API ImDrawFlags igCalcRoundingFlagsForRectInRect(const ImRect r_in,const ImRect r_outer,float threshold) +{ + return ImGui::CalcRoundingFlagsForRectInRect(r_in,r_outer,threshold); +} +CIMGUI_API void igTextEx(const char* text,const char* text_end,ImGuiTextFlags flags) +{ + return ImGui::TextEx(text,text_end,flags); +} +CIMGUI_API bool igButtonEx(const char* label,const ImVec2 size_arg,ImGuiButtonFlags flags) +{ + return ImGui::ButtonEx(label,size_arg,flags); +} +CIMGUI_API bool igArrowButtonEx(const char* str_id,ImGuiDir dir,ImVec2 size_arg,ImGuiButtonFlags flags) +{ + return ImGui::ArrowButtonEx(str_id,dir,size_arg,flags); +} +CIMGUI_API bool igImageButtonEx(ImGuiID id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col,ImGuiButtonFlags flags) +{ + return ImGui::ImageButtonEx(id,user_texture_id,image_size,uv0,uv1,bg_col,tint_col,flags); +} +CIMGUI_API void igSeparatorEx(ImGuiSeparatorFlags flags,float thickness) +{ + return ImGui::SeparatorEx(flags,thickness); +} +CIMGUI_API void igSeparatorTextEx(ImGuiID id,const char* label,const char* label_end,float extra_width) +{ + return ImGui::SeparatorTextEx(id,label,label_end,extra_width); +} +CIMGUI_API bool igCheckboxFlags_S64Ptr(const char* label,ImS64* flags,ImS64 flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCheckboxFlags_U64Ptr(const char* label,ImU64* flags,ImU64 flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCloseButton(ImGuiID id,const ImVec2 pos) +{ + return ImGui::CloseButton(id,pos); +} +CIMGUI_API bool igCollapseButton(ImGuiID id,const ImVec2 pos,ImGuiDockNode* dock_node) +{ + return ImGui::CollapseButton(id,pos,dock_node); +} +CIMGUI_API void igScrollbar(ImGuiAxis axis) +{ + return ImGui::Scrollbar(axis); +} +CIMGUI_API bool igScrollbarEx(const ImRect bb,ImGuiID id,ImGuiAxis axis,ImS64* p_scroll_v,ImS64 avail_v,ImS64 contents_v,ImDrawFlags draw_rounding_flags) +{ + return ImGui::ScrollbarEx(bb,id,axis,p_scroll_v,avail_v,contents_v,draw_rounding_flags); +} +CIMGUI_API void igGetWindowScrollbarRect(ImRect *pOut,ImGuiWindow* window,ImGuiAxis axis) +{ + *pOut = ImGui::GetWindowScrollbarRect(window,axis); +} +CIMGUI_API ImGuiID igGetWindowScrollbarID(ImGuiWindow* window,ImGuiAxis axis) +{ + return ImGui::GetWindowScrollbarID(window,axis); +} +CIMGUI_API ImGuiID igGetWindowResizeCornerID(ImGuiWindow* window,int n) +{ + return ImGui::GetWindowResizeCornerID(window,n); +} +CIMGUI_API ImGuiID igGetWindowResizeBorderID(ImGuiWindow* window,ImGuiDir dir) +{ + return ImGui::GetWindowResizeBorderID(window,dir); +} +CIMGUI_API bool igButtonBehavior(const ImRect bb,ImGuiID id,bool* out_hovered,bool* out_held,ImGuiButtonFlags flags) +{ + return ImGui::ButtonBehavior(bb,id,out_hovered,out_held,flags); +} +CIMGUI_API bool igDragBehavior(ImGuiID id,ImGuiDataType data_type,void* p_v,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragBehavior(id,data_type,p_v,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderBehavior(const ImRect bb,ImGuiID id,ImGuiDataType data_type,void* p_v,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags,ImRect* out_grab_bb) +{ + return ImGui::SliderBehavior(bb,id,data_type,p_v,p_min,p_max,format,flags,out_grab_bb); +} +CIMGUI_API bool igSplitterBehavior(const ImRect bb,ImGuiID id,ImGuiAxis axis,float* size1,float* size2,float min_size1,float min_size2,float hover_extend,float hover_visibility_delay,ImU32 bg_col) +{ + return ImGui::SplitterBehavior(bb,id,axis,size1,size2,min_size1,min_size2,hover_extend,hover_visibility_delay,bg_col); +} +CIMGUI_API bool igTreeNodeBehavior(ImGuiID id,ImGuiTreeNodeFlags flags,const char* label,const char* label_end) +{ + return ImGui::TreeNodeBehavior(id,flags,label,label_end); +} +CIMGUI_API void igTreePushOverrideID(ImGuiID id) +{ + return ImGui::TreePushOverrideID(id); +} +CIMGUI_API bool igTreeNodeGetOpen(ImGuiID storage_id) +{ + return ImGui::TreeNodeGetOpen(storage_id); +} +CIMGUI_API void igTreeNodeSetOpen(ImGuiID storage_id,bool open) +{ + return ImGui::TreeNodeSetOpen(storage_id,open); +} +CIMGUI_API bool igTreeNodeUpdateNextOpen(ImGuiID storage_id,ImGuiTreeNodeFlags flags) +{ + return ImGui::TreeNodeUpdateNextOpen(storage_id,flags); +} +CIMGUI_API const ImGuiDataTypeInfo* igDataTypeGetInfo(ImGuiDataType data_type) +{ + return ImGui::DataTypeGetInfo(data_type); +} +CIMGUI_API int igDataTypeFormatString(char* buf,int buf_size,ImGuiDataType data_type,const void* p_data,const char* format) +{ + return ImGui::DataTypeFormatString(buf,buf_size,data_type,p_data,format); +} +CIMGUI_API void igDataTypeApplyOp(ImGuiDataType data_type,int op,void* output,const void* arg_1,const void* arg_2) +{ + return ImGui::DataTypeApplyOp(data_type,op,output,arg_1,arg_2); +} +CIMGUI_API bool igDataTypeApplyFromText(const char* buf,ImGuiDataType data_type,void* p_data,const char* format,void* p_data_when_empty) +{ + return ImGui::DataTypeApplyFromText(buf,data_type,p_data,format,p_data_when_empty); +} +CIMGUI_API int igDataTypeCompare(ImGuiDataType data_type,const void* arg_1,const void* arg_2) +{ + return ImGui::DataTypeCompare(data_type,arg_1,arg_2); +} +CIMGUI_API bool igDataTypeClamp(ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max) +{ + return ImGui::DataTypeClamp(data_type,p_data,p_min,p_max); +} +CIMGUI_API bool igDataTypeIsZero(ImGuiDataType data_type,const void* p_data) +{ + return ImGui::DataTypeIsZero(data_type,p_data); +} +CIMGUI_API bool igInputTextEx(const char* label,const char* hint,char* buf,int buf_size,const ImVec2 size_arg,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextEx(label,hint,buf,buf_size,size_arg,flags,callback,user_data); +} +CIMGUI_API void igInputTextDeactivateHook(ImGuiID id) +{ + return ImGui::InputTextDeactivateHook(id); +} +CIMGUI_API bool igTempInputText(const ImRect bb,ImGuiID id,const char* label,char* buf,int buf_size,ImGuiInputTextFlags flags) +{ + return ImGui::TempInputText(bb,id,label,buf,buf_size,flags); +} +CIMGUI_API bool igTempInputScalar(const ImRect bb,ImGuiID id,const char* label,ImGuiDataType data_type,void* p_data,const char* format,const void* p_clamp_min,const void* p_clamp_max) +{ + return ImGui::TempInputScalar(bb,id,label,data_type,p_data,format,p_clamp_min,p_clamp_max); +} +CIMGUI_API bool igTempInputIsActive(ImGuiID id) +{ + return ImGui::TempInputIsActive(id); +} +CIMGUI_API ImGuiInputTextState* igGetInputTextState(ImGuiID id) +{ + return ImGui::GetInputTextState(id); +} +CIMGUI_API void igSetNextItemRefVal(ImGuiDataType data_type,void* p_data) +{ + return ImGui::SetNextItemRefVal(data_type,p_data); +} +CIMGUI_API void igColorTooltip(const char* text,const float* col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorTooltip(text,col,flags); +} +CIMGUI_API void igColorEditOptionsPopup(const float* col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorEditOptionsPopup(col,flags); +} +CIMGUI_API void igColorPickerOptionsPopup(const float* ref_col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorPickerOptionsPopup(ref_col,flags); +} +CIMGUI_API int igPlotEx(ImGuiPlotType plot_type,const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,const ImVec2 size_arg) +{ + return ImGui::PlotEx(plot_type,label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,size_arg); +} +CIMGUI_API void igShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,ImVec2 gradient_p0,ImVec2 gradient_p1,ImU32 col0,ImU32 col1) +{ + return ImGui::ShadeVertsLinearColorGradientKeepAlpha(draw_list,vert_start_idx,vert_end_idx,gradient_p0,gradient_p1,col0,col1); +} +CIMGUI_API void igShadeVertsLinearUV(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,bool clamp) +{ + return ImGui::ShadeVertsLinearUV(draw_list,vert_start_idx,vert_end_idx,a,b,uv_a,uv_b,clamp); +} +CIMGUI_API void igShadeVertsTransformPos(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 pivot_in,float cos_a,float sin_a,const ImVec2 pivot_out) +{ + return ImGui::ShadeVertsTransformPos(draw_list,vert_start_idx,vert_end_idx,pivot_in,cos_a,sin_a,pivot_out); +} +CIMGUI_API void igGcCompactTransientMiscBuffers() +{ + return ImGui::GcCompactTransientMiscBuffers(); +} +CIMGUI_API void igGcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + return ImGui::GcCompactTransientWindowBuffers(window); +} +CIMGUI_API void igGcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + return ImGui::GcAwakeTransientWindowBuffers(window); +} +CIMGUI_API bool igErrorLog(const char* msg) +{ + return ImGui::ErrorLog(msg); +} +CIMGUI_API void igErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out) +{ + return ImGui::ErrorRecoveryStoreState(state_out); +} +CIMGUI_API void igErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in) +{ + return ImGui::ErrorRecoveryTryToRecoverState(state_in); +} +CIMGUI_API void igErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in) +{ + return ImGui::ErrorRecoveryTryToRecoverWindowState(state_in); +} +CIMGUI_API void igErrorCheckUsingSetCursorPosToExtendParentBoundaries() +{ + return ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); +} +CIMGUI_API void igErrorCheckEndFrameFinalizeErrorTooltip() +{ + return ImGui::ErrorCheckEndFrameFinalizeErrorTooltip(); +} +CIMGUI_API bool igBeginErrorTooltip() +{ + return ImGui::BeginErrorTooltip(); +} +CIMGUI_API void igEndErrorTooltip() +{ + return ImGui::EndErrorTooltip(); +} +CIMGUI_API void igDebugAllocHook(ImGuiDebugAllocInfo* info,int frame_count,void* ptr,size_t size) +{ + return ImGui::DebugAllocHook(info,frame_count,ptr,size); +} +CIMGUI_API void igDebugDrawCursorPos(ImU32 col) +{ + return ImGui::DebugDrawCursorPos(col); +} +CIMGUI_API void igDebugDrawLineExtents(ImU32 col) +{ + return ImGui::DebugDrawLineExtents(col); +} +CIMGUI_API void igDebugDrawItemRect(ImU32 col) +{ + return ImGui::DebugDrawItemRect(col); +} +CIMGUI_API void igDebugTextUnformattedWithLocateItem(const char* line_begin,const char* line_end) +{ + return ImGui::DebugTextUnformattedWithLocateItem(line_begin,line_end); +} +CIMGUI_API void igDebugLocateItem(ImGuiID target_id) +{ + return ImGui::DebugLocateItem(target_id); +} +CIMGUI_API void igDebugLocateItemOnHover(ImGuiID target_id) +{ + return ImGui::DebugLocateItemOnHover(target_id); +} +CIMGUI_API void igDebugLocateItemResolveWithLastItem() +{ + return ImGui::DebugLocateItemResolveWithLastItem(); +} +CIMGUI_API void igDebugBreakClearData() +{ + return ImGui::DebugBreakClearData(); +} +CIMGUI_API bool igDebugBreakButton(const char* label,const char* description_of_location) +{ + return ImGui::DebugBreakButton(label,description_of_location); +} +CIMGUI_API void igDebugBreakButtonTooltip(bool keyboard_only,const char* description_of_location) +{ + return ImGui::DebugBreakButtonTooltip(keyboard_only,description_of_location); +} +CIMGUI_API void igShowFontAtlas(ImFontAtlas* atlas) +{ + return ImGui::ShowFontAtlas(atlas); +} +CIMGUI_API void igDebugHookIdInfo(ImGuiID id,ImGuiDataType data_type,const void* data_id,const void* data_id_end) +{ + return ImGui::DebugHookIdInfo(id,data_type,data_id,data_id_end); +} +CIMGUI_API void igDebugNodeColumns(ImGuiOldColumns* columns) +{ + return ImGui::DebugNodeColumns(columns); +} +CIMGUI_API void igDebugNodeDockNode(ImGuiDockNode* node,const char* label) +{ + return ImGui::DebugNodeDockNode(node,label); +} +CIMGUI_API void igDebugNodeDrawList(ImGuiWindow* window,ImGuiViewportP* viewport,const ImDrawList* draw_list,const char* label) +{ + return ImGui::DebugNodeDrawList(window,viewport,draw_list,label); +} +CIMGUI_API void igDebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list,const ImDrawList* draw_list,const ImDrawCmd* draw_cmd,bool show_mesh,bool show_aabb) +{ + return ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(out_draw_list,draw_list,draw_cmd,show_mesh,show_aabb); +} +CIMGUI_API void igDebugNodeFont(ImFont* font) +{ + return ImGui::DebugNodeFont(font); +} +CIMGUI_API void igDebugNodeFontGlyph(ImFont* font,const ImFontGlyph* glyph) +{ + return ImGui::DebugNodeFontGlyph(font,glyph); +} +CIMGUI_API void igDebugNodeStorage(ImGuiStorage* storage,const char* label) +{ + return ImGui::DebugNodeStorage(storage,label); +} +CIMGUI_API void igDebugNodeTabBar(ImGuiTabBar* tab_bar,const char* label) +{ + return ImGui::DebugNodeTabBar(tab_bar,label); +} +CIMGUI_API void igDebugNodeTable(ImGuiTable* table) +{ + return ImGui::DebugNodeTable(table); +} +CIMGUI_API void igDebugNodeTableSettings(ImGuiTableSettings* settings) +{ + return ImGui::DebugNodeTableSettings(settings); +} +CIMGUI_API void igDebugNodeInputTextState(ImGuiInputTextState* state) +{ + return ImGui::DebugNodeInputTextState(state); +} +CIMGUI_API void igDebugNodeTypingSelectState(ImGuiTypingSelectState* state) +{ + return ImGui::DebugNodeTypingSelectState(state); +} +CIMGUI_API void igDebugNodeMultiSelectState(ImGuiMultiSelectState* state) +{ + return ImGui::DebugNodeMultiSelectState(state); +} +CIMGUI_API void igDebugNodeWindow(ImGuiWindow* window,const char* label) +{ + return ImGui::DebugNodeWindow(window,label); +} +CIMGUI_API void igDebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + return ImGui::DebugNodeWindowSettings(settings); +} +CIMGUI_API void igDebugNodeWindowsList(ImVector_ImGuiWindowPtr* windows,const char* label) +{ + return ImGui::DebugNodeWindowsList(windows,label); +} +CIMGUI_API void igDebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows,int windows_size,ImGuiWindow* parent_in_begin_stack) +{ + return ImGui::DebugNodeWindowsListByBeginStackParent(windows,windows_size,parent_in_begin_stack); +} +CIMGUI_API void igDebugNodeViewport(ImGuiViewportP* viewport) +{ + return ImGui::DebugNodeViewport(viewport); +} +CIMGUI_API void igDebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor,const char* label,int idx) +{ + return ImGui::DebugNodePlatformMonitor(monitor,label,idx); +} +CIMGUI_API void igDebugRenderKeyboardPreview(ImDrawList* draw_list) +{ + return ImGui::DebugRenderKeyboardPreview(draw_list); +} +CIMGUI_API void igDebugRenderViewportThumbnail(ImDrawList* draw_list,ImGuiViewportP* viewport,const ImRect bb) +{ + return ImGui::DebugRenderViewportThumbnail(draw_list,viewport,bb); +} +CIMGUI_API const ImFontBuilderIO* igImFontAtlasGetBuilderForStbTruetype() +{ + return ImFontAtlasGetBuilderForStbTruetype(); +} +CIMGUI_API void igImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas) +{ + return ImFontAtlasUpdateConfigDataPointers(atlas); +} +CIMGUI_API void igImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + return ImFontAtlasBuildInit(atlas); +} +CIMGUI_API void igImFontAtlasBuildSetupFont(ImFontAtlas* atlas,ImFont* font,ImFontConfig* font_config,float ascent,float descent) +{ + return ImFontAtlasBuildSetupFont(atlas,font,font_config,ascent,descent); +} +CIMGUI_API void igImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas,void* stbrp_context_opaque) +{ + return ImFontAtlasBuildPackCustomRects(atlas,stbrp_context_opaque); +} +CIMGUI_API void igImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + return ImFontAtlasBuildFinish(atlas); +} +CIMGUI_API void igImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned char in_marker_pixel_value) +{ + return ImFontAtlasBuildRender8bppRectFromString(atlas,x,y,w,h,in_str,in_marker_char,in_marker_pixel_value); +} +CIMGUI_API void igImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned int in_marker_pixel_value) +{ + return ImFontAtlasBuildRender32bppRectFromString(atlas,x,y,w,h,in_str,in_marker_char,in_marker_pixel_value); +} +CIMGUI_API void igImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256],float in_multiply_factor) +{ + return ImFontAtlasBuildMultiplyCalcLookupTable(out_table,in_multiply_factor); +} +CIMGUI_API void igImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256],unsigned char* pixels,int x,int y,int w,int h,int stride) +{ + return ImFontAtlasBuildMultiplyRectAlpha8(table,pixels,x,y,w,h,stride); +} +#ifdef IMGUI_ENABLE_FREETYPE +CIMGUI_API const ImFontBuilderIO* ImGuiFreeType_GetBuilderForFreeType() +{ + return ImGuiFreeType::GetBuilderForFreeType(); +} + +CIMGUI_API void ImGuiFreeType_SetAllocatorFunctions(void*(*alloc_func)(size_t sz,void* user_data),void(*free_func)(void* ptr,void* user_data),void* user_data) +{ + return ImGuiFreeType::SetAllocatorFunctions(alloc_func,free_func,user_data); +} + +#endif + + + +/////////////////////////////manual written functions +CIMGUI_API void igLogText(const char *fmt, ...) +{ + char buffer[256]; + va_list args; + va_start(args, fmt); + vsnprintf(buffer, 256, fmt, args); + va_end(args); + + ImGui::LogText("%s", buffer); +} +CIMGUI_API void ImGuiTextBuffer_appendf(ImGuiTextBuffer *self, const char *fmt, ...) +{ + va_list args; + va_start(args, fmt); + self->appendfv(fmt, args); + va_end(args); +} + +CIMGUI_API float igGET_FLT_MAX() +{ + return FLT_MAX; +} + +CIMGUI_API float igGET_FLT_MIN() +{ + return FLT_MIN; +} + + +CIMGUI_API ImVector_ImWchar* ImVector_ImWchar_create() +{ + return IM_NEW(ImVector) (); +} + +CIMGUI_API void ImVector_ImWchar_destroy(ImVector_ImWchar* self) +{ + IM_DELETE(self); +} + +CIMGUI_API void ImVector_ImWchar_Init(ImVector_ImWchar* p) +{ + IM_PLACEMENT_NEW(p) ImVector(); +} +CIMGUI_API void ImVector_ImWchar_UnInit(ImVector_ImWchar* p) +{ + p->~ImVector(); +} + + +#ifdef IMGUI_HAS_DOCK + +// NOTE: Some function pointers in the ImGuiPlatformIO structure are not C-compatible because of their +// use of a complex return type. To work around this, we store a custom CimguiStorage object inside +// ImGuiIO::BackendLanguageUserData, which contains C-compatible function pointer variants for these +// functions. When a user function pointer is provided, we hook up the underlying ImGuiPlatformIO +// function pointer to a thunk which accesses the user function pointer through CimguiStorage. + +struct CimguiStorage +{ + void(*Platform_GetWindowPos)(ImGuiViewport* vp, ImVec2* out_pos); + void(*Platform_GetWindowSize)(ImGuiViewport* vp, ImVec2* out_pos); +}; + +// Gets a reference to the CimguiStorage object stored in the current ImGui context's BackendLanguageUserData. +CimguiStorage& GetCimguiStorage() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.BackendLanguageUserData == NULL) + { + io.BackendLanguageUserData = IM_NEW(CimguiStorage)(); + } + + return *(CimguiStorage*)io.BackendLanguageUserData; +} + +// Thunk satisfying the signature of ImGuiPlatformIO::Platform_GetWindowPos. +ImVec2 Platform_GetWindowPos_hook(ImGuiViewport* vp) +{ + ImVec2 pos; + GetCimguiStorage().Platform_GetWindowPos(vp, &pos); + return pos; +}; + +// Fully C-compatible function pointer setter for ImGuiPlatformIO::Platform_GetWindowPos. +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowPos(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_pos)) +{ + CimguiStorage& storage = GetCimguiStorage(); + storage.Platform_GetWindowPos = user_callback; + platform_io->Platform_GetWindowPos = &Platform_GetWindowPos_hook; +} + +// Thunk satisfying the signature of ImGuiPlatformIO::Platform_GetWindowSize. +ImVec2 Platform_GetWindowSize_hook(ImGuiViewport* vp) +{ + ImVec2 size; + GetCimguiStorage().Platform_GetWindowSize(vp, &size); + return size; +}; + +// Fully C-compatible function pointer setter for ImGuiPlatformIO::Platform_GetWindowSize. +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowSize(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_size)) +{ + CimguiStorage& storage = GetCimguiStorage(); + storage.Platform_GetWindowSize = user_callback; + platform_io->Platform_GetWindowSize = &Platform_GetWindowSize_hook; +} + +#endif diff --git a/src/main/imgui/cimgui.h b/src/main/imgui/cimgui.h new file mode 100644 index 0000000..6f91a10 --- /dev/null +++ b/src/main/imgui/cimgui.h @@ -0,0 +1,5062 @@ +//This file is automatically generated by generator.lua from https://github.com/cimgui/cimgui +//based on imgui.h file version "1.91.7" 19170 from Dear ImGui https://github.com/ocornut/imgui +//with imgui_internal.h api +//with imgui_freetype.h api +//docking branch +#ifndef CIMGUI_INCLUDED +#define CIMGUI_INCLUDED +#include +#include +#if defined _WIN32 || defined __CYGWIN__ + #ifdef CIMGUI_NO_EXPORT + #define API + #else + #define API __declspec(dllexport) + #endif +#else + #ifdef __GNUC__ + #define API __attribute__((__visibility__("default"))) + #else + #define API + #endif +#endif + +#if defined __cplusplus + #define EXTERN extern "C" +#else + #include + #include + #define EXTERN extern +#endif + +#define CIMGUI_API EXTERN API +#define CONST const + + +#ifdef _MSC_VER +typedef unsigned __int64 ImU64; +#else +//typedef unsigned long long ImU64; +#endif + + +#ifdef CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +typedef struct ImDrawChannel ImDrawChannel; +typedef struct ImDrawCmd ImDrawCmd; +typedef struct ImDrawData ImDrawData; +typedef struct ImDrawList ImDrawList; +typedef struct ImDrawListSharedData ImDrawListSharedData; +typedef struct ImDrawListSplitter ImDrawListSplitter; +typedef struct ImDrawVert ImDrawVert; +typedef struct ImFont ImFont; +typedef struct ImFontAtlas ImFontAtlas; +typedef struct ImFontBuilderIO ImFontBuilderIO; +typedef struct ImFontConfig ImFontConfig; +typedef struct ImFontGlyph ImFontGlyph; +typedef struct ImFontGlyphRangesBuilder ImFontGlyphRangesBuilder; +typedef struct ImColor ImColor; +typedef struct ImGuiContext ImGuiContext; +typedef struct ImGuiIO ImGuiIO; +typedef struct ImGuiInputTextCallbackData ImGuiInputTextCallbackData; +typedef struct ImGuiKeyData ImGuiKeyData; +typedef struct ImGuiListClipper ImGuiListClipper; +typedef struct ImGuiMultiSelectIO ImGuiMultiSelectIO; +typedef struct ImGuiOnceUponAFrame ImGuiOnceUponAFrame; +typedef struct ImGuiPayload ImGuiPayload; +typedef struct ImGuiPlatformIO ImGuiPlatformIO; +typedef struct ImGuiPlatformImeData ImGuiPlatformImeData; +typedef struct ImGuiPlatformMonitor ImGuiPlatformMonitor; +typedef struct ImGuiSelectionBasicStorage ImGuiSelectionBasicStorage; +typedef struct ImGuiSelectionExternalStorage ImGuiSelectionExternalStorage; +typedef struct ImGuiSelectionRequest ImGuiSelectionRequest; +typedef struct ImGuiSizeCallbackData ImGuiSizeCallbackData; +typedef struct ImGuiStorage ImGuiStorage; +typedef struct ImGuiStoragePair ImGuiStoragePair; +typedef struct ImGuiStyle ImGuiStyle; +typedef struct ImGuiTableSortSpecs ImGuiTableSortSpecs; +typedef struct ImGuiTableColumnSortSpecs ImGuiTableColumnSortSpecs; +typedef struct ImGuiTextBuffer ImGuiTextBuffer; +typedef struct ImGuiTextFilter ImGuiTextFilter; +typedef struct ImGuiViewport ImGuiViewport; +typedef struct ImGuiWindowClass ImGuiWindowClass; +typedef struct ImBitVector ImBitVector; +typedef struct ImRect ImRect; +typedef struct ImDrawDataBuilder ImDrawDataBuilder; +typedef struct ImGuiBoxSelectState ImGuiBoxSelectState; +typedef struct ImGuiColorMod ImGuiColorMod; +typedef struct ImGuiContextHook ImGuiContextHook; +typedef struct ImGuiDataVarInfo ImGuiDataVarInfo; +typedef struct ImGuiDataTypeInfo ImGuiDataTypeInfo; +typedef struct ImGuiDeactivatedItemData ImGuiDeactivatedItemData; +typedef struct ImGuiDockContext ImGuiDockContext; +typedef struct ImGuiDockRequest ImGuiDockRequest; +typedef struct ImGuiDockNode ImGuiDockNode; +typedef struct ImGuiDockNodeSettings ImGuiDockNodeSettings; +typedef struct ImGuiErrorRecoveryState ImGuiErrorRecoveryState; +typedef struct ImGuiGroupData ImGuiGroupData; +typedef struct ImGuiInputTextState ImGuiInputTextState; +typedef struct ImGuiInputTextDeactivateData ImGuiInputTextDeactivateData; +typedef struct ImGuiLastItemData ImGuiLastItemData; +typedef struct ImGuiLocEntry ImGuiLocEntry; +typedef struct ImGuiMenuColumns ImGuiMenuColumns; +typedef struct ImGuiMultiSelectState ImGuiMultiSelectState; +typedef struct ImGuiMultiSelectTempData ImGuiMultiSelectTempData; +typedef struct ImGuiNavItemData ImGuiNavItemData; +typedef struct ImGuiMetricsConfig ImGuiMetricsConfig; +typedef struct ImGuiNextWindowData ImGuiNextWindowData; +typedef struct ImGuiNextItemData ImGuiNextItemData; +typedef struct ImGuiOldColumnData ImGuiOldColumnData; +typedef struct ImGuiOldColumns ImGuiOldColumns; +typedef struct ImGuiPopupData ImGuiPopupData; +typedef struct ImGuiSettingsHandler ImGuiSettingsHandler; +typedef struct ImGuiStyleMod ImGuiStyleMod; +typedef struct ImGuiTabBar ImGuiTabBar; +typedef struct ImGuiTabItem ImGuiTabItem; +typedef struct ImGuiTable ImGuiTable; +typedef struct ImGuiTableHeaderData ImGuiTableHeaderData; +typedef struct ImGuiTableColumn ImGuiTableColumn; +typedef struct ImGuiTableInstanceData ImGuiTableInstanceData; +typedef struct ImGuiTableTempData ImGuiTableTempData; +typedef struct ImGuiTableSettings ImGuiTableSettings; +typedef struct ImGuiTableColumnsSettings ImGuiTableColumnsSettings; +typedef struct ImGuiTreeNodeStackData ImGuiTreeNodeStackData; +typedef struct ImGuiTypingSelectState ImGuiTypingSelectState; +typedef struct ImGuiTypingSelectRequest ImGuiTypingSelectRequest; +typedef struct ImGuiWindow ImGuiWindow; +typedef struct ImGuiWindowDockStyle ImGuiWindowDockStyle; +typedef struct ImGuiWindowTempData ImGuiWindowTempData; +typedef struct ImGuiWindowSettings ImGuiWindowSettings; +typedef struct STB_TexteditState STB_TexteditState; +typedef struct ImVector_const_charPtr {int Size;int Capacity;const char** Data;} ImVector_const_charPtr; + +typedef unsigned int ImGuiID; +typedef signed char ImS8; +typedef unsigned char ImU8; +typedef signed short ImS16; +typedef unsigned short ImU16; +typedef signed int ImS32; +typedef unsigned int ImU32; +typedef signed long long ImS64; +typedef unsigned long long ImU64; +struct ImDrawChannel; +struct ImDrawCmd; +struct ImDrawData; +struct ImDrawList; +struct ImDrawListSharedData; +struct ImDrawListSplitter; +struct ImDrawVert; +struct ImFont; +struct ImFontAtlas; +struct ImFontBuilderIO; +struct ImFontConfig; +struct ImFontGlyph; +struct ImFontGlyphRangesBuilder; +struct ImColor; +struct ImGuiContext; +struct ImGuiIO; +struct ImGuiInputTextCallbackData; +struct ImGuiKeyData; +struct ImGuiListClipper; +struct ImGuiMultiSelectIO; +struct ImGuiOnceUponAFrame; +struct ImGuiPayload; +struct ImGuiPlatformIO; +struct ImGuiPlatformImeData; +struct ImGuiPlatformMonitor; +struct ImGuiSelectionBasicStorage; +struct ImGuiSelectionExternalStorage; +struct ImGuiSelectionRequest; +struct ImGuiSizeCallbackData; +struct ImGuiStorage; +struct ImGuiStoragePair; +struct ImGuiStyle; +struct ImGuiTableSortSpecs; +struct ImGuiTableColumnSortSpecs; +struct ImGuiTextBuffer; +struct ImGuiTextFilter; +struct ImGuiViewport; +struct ImGuiWindowClass; +typedef int ImGuiCol; +typedef int ImGuiCond; +typedef int ImGuiDataType; +typedef int ImGuiMouseButton; +typedef int ImGuiMouseCursor; +typedef int ImGuiStyleVar; +typedef int ImGuiTableBgTarget; +typedef int ImDrawFlags; +typedef int ImDrawListFlags; +typedef int ImFontAtlasFlags; +typedef int ImGuiBackendFlags; +typedef int ImGuiButtonFlags; +typedef int ImGuiChildFlags; +typedef int ImGuiColorEditFlags; +typedef int ImGuiConfigFlags; +typedef int ImGuiComboFlags; +typedef int ImGuiDockNodeFlags; +typedef int ImGuiDragDropFlags; +typedef int ImGuiFocusedFlags; +typedef int ImGuiHoveredFlags; +typedef int ImGuiInputFlags; +typedef int ImGuiInputTextFlags; +typedef int ImGuiItemFlags; +typedef int ImGuiKeyChord; +typedef int ImGuiPopupFlags; +typedef int ImGuiMultiSelectFlags; +typedef int ImGuiSelectableFlags; +typedef int ImGuiSliderFlags; +typedef int ImGuiTabBarFlags; +typedef int ImGuiTabItemFlags; +typedef int ImGuiTableFlags; +typedef int ImGuiTableColumnFlags; +typedef int ImGuiTableRowFlags; +typedef int ImGuiTreeNodeFlags; +typedef int ImGuiViewportFlags; +typedef int ImGuiWindowFlags; +typedef ImU64 ImTextureID; +typedef unsigned short ImDrawIdx; +typedef unsigned int ImWchar32; +typedef unsigned short ImWchar16; + +#ifdef IMGUI_USE_WCHAR32 +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF +#endif + +typedef ImS64 ImGuiSelectionUserData; +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); +typedef struct ImVec2 ImVec2; +struct ImVec2 +{ + float x, y; +}; +typedef struct ImVec4 ImVec4; +struct ImVec4 +{ + float x, y, z, w; +}; +typedef enum { + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, + ImGuiWindowFlags_NoResize = 1 << 1, + ImGuiWindowFlags_NoMove = 1 << 2, + ImGuiWindowFlags_NoScrollbar = 1 << 3, + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, + ImGuiWindowFlags_NoCollapse = 1 << 5, + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, + ImGuiWindowFlags_NoBackground = 1 << 7, + ImGuiWindowFlags_NoSavedSettings = 1 << 8, + ImGuiWindowFlags_NoMouseInputs = 1 << 9, + ImGuiWindowFlags_MenuBar = 1 << 10, + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, + ImGuiWindowFlags_NoNavInputs = 1 << 16, + ImGuiWindowFlags_NoNavFocus = 1 << 17, + ImGuiWindowFlags_UnsavedDocument = 1 << 18, + ImGuiWindowFlags_NoDocking = 1 << 19, + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_ChildWindow = 1 << 24, + ImGuiWindowFlags_Tooltip = 1 << 25, + ImGuiWindowFlags_Popup = 1 << 26, + ImGuiWindowFlags_Modal = 1 << 27, + ImGuiWindowFlags_ChildMenu = 1 << 28, + ImGuiWindowFlags_DockNodeHost = 1 << 29, +}ImGuiWindowFlags_; +typedef enum { + ImGuiChildFlags_None = 0, + ImGuiChildFlags_Borders = 1 << 0, + ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, + ImGuiChildFlags_ResizeX = 1 << 2, + ImGuiChildFlags_ResizeY = 1 << 3, + ImGuiChildFlags_AutoResizeX = 1 << 4, + ImGuiChildFlags_AutoResizeY = 1 << 5, + ImGuiChildFlags_AlwaysAutoResize = 1 << 6, + ImGuiChildFlags_FrameStyle = 1 << 7, + ImGuiChildFlags_NavFlattened = 1 << 8, +}ImGuiChildFlags_; +typedef enum { + ImGuiItemFlags_None = 0, + ImGuiItemFlags_NoTabStop = 1 << 0, + ImGuiItemFlags_NoNav = 1 << 1, + ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, + ImGuiItemFlags_ButtonRepeat = 1 << 3, + ImGuiItemFlags_AutoClosePopups = 1 << 4, + ImGuiItemFlags_AllowDuplicateId = 1 << 5, +}ImGuiItemFlags_; +typedef enum { + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, + ImGuiInputTextFlags_CharsScientific = 1 << 2, + ImGuiInputTextFlags_CharsUppercase = 1 << 3, + ImGuiInputTextFlags_CharsNoBlank = 1 << 4, + ImGuiInputTextFlags_AllowTabInput = 1 << 5, + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, + ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, + ImGuiInputTextFlags_ReadOnly = 1 << 9, + ImGuiInputTextFlags_Password = 1 << 10, + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, + ImGuiInputTextFlags_AutoSelectAll = 1 << 12, + ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, + ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, + ImGuiInputTextFlags_ElideLeft = 1 << 17, + ImGuiInputTextFlags_CallbackCompletion = 1 << 18, + ImGuiInputTextFlags_CallbackHistory = 1 << 19, + ImGuiInputTextFlags_CallbackAlways = 1 << 20, + ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, + ImGuiInputTextFlags_CallbackResize = 1 << 22, + ImGuiInputTextFlags_CallbackEdit = 1 << 23, +}ImGuiInputTextFlags_; +typedef enum { + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, + ImGuiTreeNodeFlags_Framed = 1 << 1, + ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, + ImGuiTreeNodeFlags_Leaf = 1 << 8, + ImGuiTreeNodeFlags_Bullet = 1 << 9, + ImGuiTreeNodeFlags_FramePadding = 1 << 10, + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, + ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, + ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 17, + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, +}ImGuiTreeNodeFlags_; +typedef enum { + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, + ImGuiPopupFlags_MouseButtonRight = 1, + ImGuiPopupFlags_MouseButtonMiddle = 2, + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoReopen = 1 << 5, + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, + ImGuiPopupFlags_NoOpenOverItems = 1 << 8, + ImGuiPopupFlags_AnyPopupId = 1 << 10, + ImGuiPopupFlags_AnyPopupLevel = 1 << 11, + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, +}ImGuiPopupFlags_; +typedef enum { + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, + ImGuiSelectableFlags_Disabled = 1 << 3, + ImGuiSelectableFlags_AllowOverlap = 1 << 4, + ImGuiSelectableFlags_Highlight = 1 << 5, +}ImGuiSelectableFlags_; +typedef enum { + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, + ImGuiComboFlags_HeightSmall = 1 << 1, + ImGuiComboFlags_HeightRegular = 1 << 2, + ImGuiComboFlags_HeightLarge = 1 << 3, + ImGuiComboFlags_HeightLargest = 1 << 4, + ImGuiComboFlags_NoArrowButton = 1 << 5, + ImGuiComboFlags_NoPreview = 1 << 6, + ImGuiComboFlags_WidthFitPreview = 1 << 7, + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, +}ImGuiComboFlags_; +typedef enum { + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, + ImGuiTabBarFlags_NoTooltip = 1 << 5, + ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, +}ImGuiTabBarFlags_; +typedef enum { + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, + ImGuiTabItemFlags_SetSelected = 1 << 1, + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, + ImGuiTabItemFlags_NoPushId = 1 << 3, + ImGuiTabItemFlags_NoTooltip = 1 << 4, + ImGuiTabItemFlags_NoReorder = 1 << 5, + ImGuiTabItemFlags_Leading = 1 << 6, + ImGuiTabItemFlags_Trailing = 1 << 7, + ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, +}ImGuiTabItemFlags_; +typedef enum { + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, + ImGuiFocusedFlags_RootWindow = 1 << 1, + ImGuiFocusedFlags_AnyWindow = 1 << 2, + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, + ImGuiFocusedFlags_DockHierarchy = 1 << 4, + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, +}ImGuiFocusedFlags_; +typedef enum { + ImGuiHoveredFlags_None = 0, + ImGuiHoveredFlags_ChildWindows = 1 << 0, + ImGuiHoveredFlags_RootWindow = 1 << 1, + ImGuiHoveredFlags_AnyWindow = 1 << 2, + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, + ImGuiHoveredFlags_DockHierarchy = 1 << 4, + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, + ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, + ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, + ImGuiHoveredFlags_NoNavOverride = 1 << 11, + ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow, + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, + ImGuiHoveredFlags_ForTooltip = 1 << 12, + ImGuiHoveredFlags_Stationary = 1 << 13, + ImGuiHoveredFlags_DelayNone = 1 << 14, + ImGuiHoveredFlags_DelayShort = 1 << 15, + ImGuiHoveredFlags_DelayNormal = 1 << 16, + ImGuiHoveredFlags_NoSharedDelay = 1 << 17, +}ImGuiHoveredFlags_; +typedef enum { + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, + ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, + ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, + ImGuiDockNodeFlags_NoResize = 1 << 5, + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, + ImGuiDockNodeFlags_NoUndocking = 1 << 7, +}ImGuiDockNodeFlags_; +typedef enum { + ImGuiDragDropFlags_None = 0, + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, + ImGuiDragDropFlags_SourceExtern = 1 << 4, + ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, + ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, + ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, +}ImGuiDragDropFlags_; +typedef enum { + ImGuiDataType_S8, + ImGuiDataType_U8, + ImGuiDataType_S16, + ImGuiDataType_U16, + ImGuiDataType_S32, + ImGuiDataType_U32, + ImGuiDataType_S64, + ImGuiDataType_U64, + ImGuiDataType_Float, + ImGuiDataType_Double, + ImGuiDataType_Bool, + ImGuiDataType_String, + ImGuiDataType_COUNT +}ImGuiDataType_; +typedef enum { +ImGuiDir_None=-1, +ImGuiDir_Left=0, +ImGuiDir_Right=1, +ImGuiDir_Up=2, +ImGuiDir_Down=3, +ImGuiDir_COUNT=4, +}ImGuiDir; +typedef enum { +ImGuiSortDirection_None=0, +ImGuiSortDirection_Ascending=1, +ImGuiSortDirection_Descending=2, +}ImGuiSortDirection; +typedef enum { +ImGuiKey_None=0, +ImGuiKey_NamedKey_BEGIN=512, +ImGuiKey_Tab=512, +ImGuiKey_LeftArrow=513, +ImGuiKey_RightArrow=514, +ImGuiKey_UpArrow=515, +ImGuiKey_DownArrow=516, +ImGuiKey_PageUp=517, +ImGuiKey_PageDown=518, +ImGuiKey_Home=519, +ImGuiKey_End=520, +ImGuiKey_Insert=521, +ImGuiKey_Delete=522, +ImGuiKey_Backspace=523, +ImGuiKey_Space=524, +ImGuiKey_Enter=525, +ImGuiKey_Escape=526, +ImGuiKey_LeftCtrl=527, +ImGuiKey_LeftShift=528, +ImGuiKey_LeftAlt=529, +ImGuiKey_LeftSuper=530, +ImGuiKey_RightCtrl=531, +ImGuiKey_RightShift=532, +ImGuiKey_RightAlt=533, +ImGuiKey_RightSuper=534, +ImGuiKey_Menu=535, +ImGuiKey_0=536, +ImGuiKey_1=537, +ImGuiKey_2=538, +ImGuiKey_3=539, +ImGuiKey_4=540, +ImGuiKey_5=541, +ImGuiKey_6=542, +ImGuiKey_7=543, +ImGuiKey_8=544, +ImGuiKey_9=545, +ImGuiKey_A=546, +ImGuiKey_B=547, +ImGuiKey_C=548, +ImGuiKey_D=549, +ImGuiKey_E=550, +ImGuiKey_F=551, +ImGuiKey_G=552, +ImGuiKey_H=553, +ImGuiKey_I=554, +ImGuiKey_J=555, +ImGuiKey_K=556, +ImGuiKey_L=557, +ImGuiKey_M=558, +ImGuiKey_N=559, +ImGuiKey_O=560, +ImGuiKey_P=561, +ImGuiKey_Q=562, +ImGuiKey_R=563, +ImGuiKey_S=564, +ImGuiKey_T=565, +ImGuiKey_U=566, +ImGuiKey_V=567, +ImGuiKey_W=568, +ImGuiKey_X=569, +ImGuiKey_Y=570, +ImGuiKey_Z=571, +ImGuiKey_F1=572, +ImGuiKey_F2=573, +ImGuiKey_F3=574, +ImGuiKey_F4=575, +ImGuiKey_F5=576, +ImGuiKey_F6=577, +ImGuiKey_F7=578, +ImGuiKey_F8=579, +ImGuiKey_F9=580, +ImGuiKey_F10=581, +ImGuiKey_F11=582, +ImGuiKey_F12=583, +ImGuiKey_F13=584, +ImGuiKey_F14=585, +ImGuiKey_F15=586, +ImGuiKey_F16=587, +ImGuiKey_F17=588, +ImGuiKey_F18=589, +ImGuiKey_F19=590, +ImGuiKey_F20=591, +ImGuiKey_F21=592, +ImGuiKey_F22=593, +ImGuiKey_F23=594, +ImGuiKey_F24=595, +ImGuiKey_Apostrophe=596, +ImGuiKey_Comma=597, +ImGuiKey_Minus=598, +ImGuiKey_Period=599, +ImGuiKey_Slash=600, +ImGuiKey_Semicolon=601, +ImGuiKey_Equal=602, +ImGuiKey_LeftBracket=603, +ImGuiKey_Backslash=604, +ImGuiKey_RightBracket=605, +ImGuiKey_GraveAccent=606, +ImGuiKey_CapsLock=607, +ImGuiKey_ScrollLock=608, +ImGuiKey_NumLock=609, +ImGuiKey_PrintScreen=610, +ImGuiKey_Pause=611, +ImGuiKey_Keypad0=612, +ImGuiKey_Keypad1=613, +ImGuiKey_Keypad2=614, +ImGuiKey_Keypad3=615, +ImGuiKey_Keypad4=616, +ImGuiKey_Keypad5=617, +ImGuiKey_Keypad6=618, +ImGuiKey_Keypad7=619, +ImGuiKey_Keypad8=620, +ImGuiKey_Keypad9=621, +ImGuiKey_KeypadDecimal=622, +ImGuiKey_KeypadDivide=623, +ImGuiKey_KeypadMultiply=624, +ImGuiKey_KeypadSubtract=625, +ImGuiKey_KeypadAdd=626, +ImGuiKey_KeypadEnter=627, +ImGuiKey_KeypadEqual=628, +ImGuiKey_AppBack=629, +ImGuiKey_AppForward=630, +ImGuiKey_GamepadStart=631, +ImGuiKey_GamepadBack=632, +ImGuiKey_GamepadFaceLeft=633, +ImGuiKey_GamepadFaceRight=634, +ImGuiKey_GamepadFaceUp=635, +ImGuiKey_GamepadFaceDown=636, +ImGuiKey_GamepadDpadLeft=637, +ImGuiKey_GamepadDpadRight=638, +ImGuiKey_GamepadDpadUp=639, +ImGuiKey_GamepadDpadDown=640, +ImGuiKey_GamepadL1=641, +ImGuiKey_GamepadR1=642, +ImGuiKey_GamepadL2=643, +ImGuiKey_GamepadR2=644, +ImGuiKey_GamepadL3=645, +ImGuiKey_GamepadR3=646, +ImGuiKey_GamepadLStickLeft=647, +ImGuiKey_GamepadLStickRight=648, +ImGuiKey_GamepadLStickUp=649, +ImGuiKey_GamepadLStickDown=650, +ImGuiKey_GamepadRStickLeft=651, +ImGuiKey_GamepadRStickRight=652, +ImGuiKey_GamepadRStickUp=653, +ImGuiKey_GamepadRStickDown=654, +ImGuiKey_MouseLeft=655, +ImGuiKey_MouseRight=656, +ImGuiKey_MouseMiddle=657, +ImGuiKey_MouseX1=658, +ImGuiKey_MouseX2=659, +ImGuiKey_MouseWheelX=660, +ImGuiKey_MouseWheelY=661, +ImGuiKey_ReservedForModCtrl=662, +ImGuiKey_ReservedForModShift=663, +ImGuiKey_ReservedForModAlt=664, +ImGuiKey_ReservedForModSuper=665, +ImGuiKey_NamedKey_END=666, +ImGuiMod_None=0, +ImGuiMod_Ctrl=1 << 12, +ImGuiMod_Shift=1 << 13, +ImGuiMod_Alt=1 << 14, +ImGuiMod_Super=1 << 15, +ImGuiMod_Mask_=0xF000, +ImGuiKey_NamedKey_COUNT=ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, +}ImGuiKey; +typedef enum { + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, + ImGuiInputFlags_RouteActive = 1 << 10, + ImGuiInputFlags_RouteFocused = 1 << 11, + ImGuiInputFlags_RouteGlobal = 1 << 12, + ImGuiInputFlags_RouteAlways = 1 << 13, + ImGuiInputFlags_RouteOverFocused = 1 << 14, + ImGuiInputFlags_RouteOverActive = 1 << 15, + ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, + ImGuiInputFlags_RouteFromRootWindow = 1 << 17, + ImGuiInputFlags_Tooltip = 1 << 18, +}ImGuiInputFlags_; +typedef enum { + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, + ImGuiConfigFlags_NoMouse = 1 << 4, + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, + ImGuiConfigFlags_NoKeyboard = 1 << 6, + ImGuiConfigFlags_DockingEnable = 1 << 7, + ImGuiConfigFlags_ViewportsEnable = 1 << 10, + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, + ImGuiConfigFlags_IsSRGB = 1 << 20, + ImGuiConfigFlags_IsTouchScreen = 1 << 21, +}ImGuiConfigFlags_; +typedef enum { + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, + ImGuiBackendFlags_HasMouseCursors = 1 << 1, + ImGuiBackendFlags_HasSetMousePos = 1 << 2, + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, + ImGuiBackendFlags_PlatformHasViewports = 1 << 10, + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, + ImGuiBackendFlags_RendererHasViewports = 1 << 12, +}ImGuiBackendFlags_; +typedef enum { + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, + ImGuiCol_ChildBg, + ImGuiCol_PopupBg, + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, + ImGuiCol_TitleBgActive, + ImGuiCol_TitleBgCollapsed, + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_TabHovered, + ImGuiCol_Tab, + ImGuiCol_TabSelected, + ImGuiCol_TabSelectedOverline, + ImGuiCol_TabDimmed, + ImGuiCol_TabDimmedSelected, + ImGuiCol_TabDimmedSelectedOverline, + ImGuiCol_DockingPreview, + ImGuiCol_DockingEmptyBg, + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, + ImGuiCol_TableBorderStrong, + ImGuiCol_TableBorderLight, + ImGuiCol_TableRowBg, + ImGuiCol_TableRowBgAlt, + ImGuiCol_TextLink, + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, + ImGuiCol_NavCursor, + ImGuiCol_NavWindowingHighlight, + ImGuiCol_NavWindowingDimBg, + ImGuiCol_ModalWindowDimBg, + ImGuiCol_COUNT, +}ImGuiCol_; +typedef enum { + ImGuiStyleVar_Alpha, + ImGuiStyleVar_DisabledAlpha, + ImGuiStyleVar_WindowPadding, + ImGuiStyleVar_WindowRounding, + ImGuiStyleVar_WindowBorderSize, + ImGuiStyleVar_WindowMinSize, + ImGuiStyleVar_WindowTitleAlign, + ImGuiStyleVar_ChildRounding, + ImGuiStyleVar_ChildBorderSize, + ImGuiStyleVar_PopupRounding, + ImGuiStyleVar_PopupBorderSize, + ImGuiStyleVar_FramePadding, + ImGuiStyleVar_FrameRounding, + ImGuiStyleVar_FrameBorderSize, + ImGuiStyleVar_ItemSpacing, + ImGuiStyleVar_ItemInnerSpacing, + ImGuiStyleVar_IndentSpacing, + ImGuiStyleVar_CellPadding, + ImGuiStyleVar_ScrollbarSize, + ImGuiStyleVar_ScrollbarRounding, + ImGuiStyleVar_GrabMinSize, + ImGuiStyleVar_GrabRounding, + ImGuiStyleVar_TabRounding, + ImGuiStyleVar_TabBorderSize, + ImGuiStyleVar_TabBarBorderSize, + ImGuiStyleVar_TabBarOverlineSize, + ImGuiStyleVar_TableAngledHeadersAngle, + ImGuiStyleVar_TableAngledHeadersTextAlign, + ImGuiStyleVar_ButtonTextAlign, + ImGuiStyleVar_SelectableTextAlign, + ImGuiStyleVar_SeparatorTextBorderSize, + ImGuiStyleVar_SeparatorTextAlign, + ImGuiStyleVar_SeparatorTextPadding, + ImGuiStyleVar_DockingSeparatorSize, + ImGuiStyleVar_COUNT +}ImGuiStyleVar_; +typedef enum { + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, + ImGuiButtonFlags_MouseButtonRight = 1 << 1, + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, + ImGuiButtonFlags_EnableNav = 1 << 3, +}ImGuiButtonFlags_; +typedef enum { + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, + ImGuiColorEditFlags_NoPicker = 1 << 2, + ImGuiColorEditFlags_NoOptions = 1 << 3, + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, + ImGuiColorEditFlags_NoInputs = 1 << 5, + ImGuiColorEditFlags_NoTooltip = 1 << 6, + ImGuiColorEditFlags_NoLabel = 1 << 7, + ImGuiColorEditFlags_NoSidePreview = 1 << 8, + ImGuiColorEditFlags_NoDragDrop = 1 << 9, + ImGuiColorEditFlags_NoBorder = 1 << 10, + ImGuiColorEditFlags_AlphaBar = 1 << 16, + ImGuiColorEditFlags_AlphaPreview = 1 << 17, + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, + ImGuiColorEditFlags_HDR = 1 << 19, + ImGuiColorEditFlags_DisplayRGB = 1 << 20, + ImGuiColorEditFlags_DisplayHSV = 1 << 21, + ImGuiColorEditFlags_DisplayHex = 1 << 22, + ImGuiColorEditFlags_Uint8 = 1 << 23, + ImGuiColorEditFlags_Float = 1 << 24, + ImGuiColorEditFlags_PickerHueBar = 1 << 25, + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, + ImGuiColorEditFlags_InputRGB = 1 << 27, + ImGuiColorEditFlags_InputHSV = 1 << 28, + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, +}ImGuiColorEditFlags_; +typedef enum { + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Logarithmic = 1 << 5, + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, + ImGuiSliderFlags_NoInput = 1 << 7, + ImGuiSliderFlags_WrapAround = 1 << 8, + ImGuiSliderFlags_ClampOnInput = 1 << 9, + ImGuiSliderFlags_ClampZeroRange = 1 << 10, + ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, + ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange, + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, +}ImGuiSliderFlags_; +typedef enum { + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}ImGuiMouseButton_; +typedef enum { + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, + ImGuiMouseCursor_ResizeAll, + ImGuiMouseCursor_ResizeNS, + ImGuiMouseCursor_ResizeEW, + ImGuiMouseCursor_ResizeNESW, + ImGuiMouseCursor_ResizeNWSE, + ImGuiMouseCursor_Hand, + ImGuiMouseCursor_NotAllowed, + ImGuiMouseCursor_COUNT +}ImGuiMouseCursor_; +typedef enum { +ImGuiMouseSource_Mouse=0, +ImGuiMouseSource_TouchScreen=1, +ImGuiMouseSource_Pen=2, +ImGuiMouseSource_COUNT=3, +}ImGuiMouseSource; +typedef enum { + ImGuiCond_None = 0, + ImGuiCond_Always = 1 << 0, + ImGuiCond_Once = 1 << 1, + ImGuiCond_FirstUseEver = 1 << 2, + ImGuiCond_Appearing = 1 << 3, +}ImGuiCond_; +typedef enum { + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, + ImGuiTableFlags_Reorderable = 1 << 1, + ImGuiTableFlags_Hideable = 1 << 2, + ImGuiTableFlags_Sortable = 1 << 3, + ImGuiTableFlags_NoSavedSettings = 1 << 4, + ImGuiTableFlags_ContextMenuInBody = 1 << 5, + ImGuiTableFlags_RowBg = 1 << 6, + ImGuiTableFlags_BordersInnerH = 1 << 7, + ImGuiTableFlags_BordersOuterH = 1 << 8, + ImGuiTableFlags_BordersInnerV = 1 << 9, + ImGuiTableFlags_BordersOuterV = 1 << 10, + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, + ImGuiTableFlags_NoBordersInBody = 1 << 11, + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, + ImGuiTableFlags_SizingFixedFit = 1 << 13, + ImGuiTableFlags_SizingFixedSame = 2 << 13, + ImGuiTableFlags_SizingStretchProp = 3 << 13, + ImGuiTableFlags_SizingStretchSame = 4 << 13, + ImGuiTableFlags_NoHostExtendX = 1 << 16, + ImGuiTableFlags_NoHostExtendY = 1 << 17, + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, + ImGuiTableFlags_PreciseWidths = 1 << 19, + ImGuiTableFlags_NoClip = 1 << 20, + ImGuiTableFlags_PadOuterX = 1 << 21, + ImGuiTableFlags_NoPadOuterX = 1 << 22, + ImGuiTableFlags_NoPadInnerX = 1 << 23, + ImGuiTableFlags_ScrollX = 1 << 24, + ImGuiTableFlags_ScrollY = 1 << 25, + ImGuiTableFlags_SortMulti = 1 << 26, + ImGuiTableFlags_SortTristate = 1 << 27, + ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, +}ImGuiTableFlags_; +typedef enum { + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, + ImGuiTableColumnFlags_DefaultHide = 1 << 1, + ImGuiTableColumnFlags_DefaultSort = 1 << 2, + ImGuiTableColumnFlags_WidthStretch = 1 << 3, + ImGuiTableColumnFlags_WidthFixed = 1 << 4, + ImGuiTableColumnFlags_NoResize = 1 << 5, + ImGuiTableColumnFlags_NoReorder = 1 << 6, + ImGuiTableColumnFlags_NoHide = 1 << 7, + ImGuiTableColumnFlags_NoClip = 1 << 8, + ImGuiTableColumnFlags_NoSort = 1 << 9, + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, + ImGuiTableColumnFlags_IndentEnable = 1 << 16, + ImGuiTableColumnFlags_IndentDisable = 1 << 17, + ImGuiTableColumnFlags_AngledHeader = 1 << 18, + ImGuiTableColumnFlags_IsEnabled = 1 << 24, + ImGuiTableColumnFlags_IsVisible = 1 << 25, + ImGuiTableColumnFlags_IsSorted = 1 << 26, + ImGuiTableColumnFlags_IsHovered = 1 << 27, + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, +}ImGuiTableColumnFlags_; +typedef enum { + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, +}ImGuiTableRowFlags_; +typedef enum { + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, + ImGuiTableBgTarget_RowBg1 = 2, + ImGuiTableBgTarget_CellBg = 3, +}ImGuiTableBgTarget_; +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; + int SpecsCount; + bool SpecsDirty; +}; +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; + ImS16 ColumnIndex; + ImS16 SortOrder; + ImGuiSortDirection SortDirection; +}; +struct ImGuiStyle +{ + float Alpha; + float DisabledAlpha; + ImVec2 WindowPadding; + float WindowRounding; + float WindowBorderSize; + ImVec2 WindowMinSize; + ImVec2 WindowTitleAlign; + ImGuiDir WindowMenuButtonPosition; + float ChildRounding; + float ChildBorderSize; + float PopupRounding; + float PopupBorderSize; + ImVec2 FramePadding; + float FrameRounding; + float FrameBorderSize; + ImVec2 ItemSpacing; + ImVec2 ItemInnerSpacing; + ImVec2 CellPadding; + ImVec2 TouchExtraPadding; + float IndentSpacing; + float ColumnsMinSpacing; + float ScrollbarSize; + float ScrollbarRounding; + float GrabMinSize; + float GrabRounding; + float LogSliderDeadzone; + float TabRounding; + float TabBorderSize; + float TabMinWidthForCloseButton; + float TabBarBorderSize; + float TabBarOverlineSize; + float TableAngledHeadersAngle; + ImVec2 TableAngledHeadersTextAlign; + ImGuiDir ColorButtonPosition; + ImVec2 ButtonTextAlign; + ImVec2 SelectableTextAlign; + float SeparatorTextBorderSize; + ImVec2 SeparatorTextAlign; + ImVec2 SeparatorTextPadding; + ImVec2 DisplayWindowPadding; + ImVec2 DisplaySafeAreaPadding; + float DockingSeparatorSize; + float MouseCursorScale; + bool AntiAliasedLines; + bool AntiAliasedLinesUseTex; + bool AntiAliasedFill; + float CurveTessellationTol; + float CircleTessellationMaxError; + ImVec4 Colors[ImGuiCol_COUNT]; + float HoverStationaryDelay; + float HoverDelayShort; + float HoverDelayNormal; + ImGuiHoveredFlags HoverFlagsForTooltipMouse; + ImGuiHoveredFlags HoverFlagsForTooltipNav; +}; +struct ImGuiKeyData +{ + bool Down; + float DownDuration; + float DownDurationPrev; + float AnalogValue; +}; +typedef struct ImVector_ImWchar {int Size;int Capacity;ImWchar* Data;} ImVector_ImWchar; + +struct ImGuiIO +{ + ImGuiConfigFlags ConfigFlags; + ImGuiBackendFlags BackendFlags; + ImVec2 DisplaySize; + float DeltaTime; + float IniSavingRate; + const char* IniFilename; + const char* LogFilename; + void* UserData; + ImFontAtlas*Fonts; + float FontGlobalScale; + bool FontAllowUserScaling; + ImFont* FontDefault; + ImVec2 DisplayFramebufferScale; + bool ConfigNavSwapGamepadButtons; + bool ConfigNavMoveSetMousePos; + bool ConfigNavCaptureKeyboard; + bool ConfigNavEscapeClearFocusItem; + bool ConfigNavEscapeClearFocusWindow; + bool ConfigNavCursorVisibleAuto; + bool ConfigNavCursorVisibleAlways; + bool ConfigDockingNoSplit; + bool ConfigDockingWithShift; + bool ConfigDockingAlwaysTabBar; + bool ConfigDockingTransparentPayload; + bool ConfigViewportsNoAutoMerge; + bool ConfigViewportsNoTaskBarIcon; + bool ConfigViewportsNoDecoration; + bool ConfigViewportsNoDefaultParent; + bool MouseDrawCursor; + bool ConfigMacOSXBehaviors; + bool ConfigInputTrickleEventQueue; + bool ConfigInputTextCursorBlink; + bool ConfigInputTextEnterKeepActive; + bool ConfigDragClickToInputText; + bool ConfigWindowsResizeFromEdges; + bool ConfigWindowsMoveFromTitleBarOnly; + bool ConfigWindowsCopyContentsWithCtrlC; + bool ConfigScrollbarScrollByPage; + float ConfigMemoryCompactTimer; + float MouseDoubleClickTime; + float MouseDoubleClickMaxDist; + float MouseDragThreshold; + float KeyRepeatDelay; + float KeyRepeatRate; + bool ConfigErrorRecovery; + bool ConfigErrorRecoveryEnableAssert; + bool ConfigErrorRecoveryEnableDebugLog; + bool ConfigErrorRecoveryEnableTooltip; + bool ConfigDebugIsDebuggerPresent; + bool ConfigDebugHighlightIdConflicts; + bool ConfigDebugBeginReturnValueOnce; + bool ConfigDebugBeginReturnValueLoop; + bool ConfigDebugIgnoreFocusLoss; + bool ConfigDebugIniSettings; + const char* BackendPlatformName; + const char* BackendRendererName; + void* BackendPlatformUserData; + void* BackendRendererUserData; + void* BackendLanguageUserData; + bool WantCaptureMouse; + bool WantCaptureKeyboard; + bool WantTextInput; + bool WantSetMousePos; + bool WantSaveIniSettings; + bool NavActive; + bool NavVisible; + float Framerate; + int MetricsRenderVertices; + int MetricsRenderIndices; + int MetricsRenderWindows; + int MetricsActiveWindows; + ImVec2 MouseDelta; + ImGuiContext* Ctx; + ImVec2 MousePos; + bool MouseDown[5]; + float MouseWheel; + float MouseWheelH; + ImGuiMouseSource MouseSource; + ImGuiID MouseHoveredViewport; + bool KeyCtrl; + bool KeyShift; + bool KeyAlt; + bool KeySuper; + ImGuiKeyChord KeyMods; + ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT]; + bool WantCaptureMouseUnlessPopupClose; + ImVec2 MousePosPrev; + ImVec2 MouseClickedPos[5]; + double MouseClickedTime[5]; + bool MouseClicked[5]; + bool MouseDoubleClicked[5]; + ImU16 MouseClickedCount[5]; + ImU16 MouseClickedLastCount[5]; + bool MouseReleased[5]; + bool MouseDownOwned[5]; + bool MouseDownOwnedUnlessPopupClose[5]; + bool MouseWheelRequestAxisSwap; + bool MouseCtrlLeftAsRightClick; + float MouseDownDuration[5]; + float MouseDownDurationPrev[5]; + ImVec2 MouseDragMaxDistanceAbs[5]; + float MouseDragMaxDistanceSqr[5]; + float PenPressure; + bool AppFocusLost; + bool AppAcceptingEvents; + ImWchar16 InputQueueSurrogate; + ImVector_ImWchar InputQueueCharacters; +}; +struct ImGuiInputTextCallbackData +{ + ImGuiContext* Ctx; + ImGuiInputTextFlags EventFlag; + ImGuiInputTextFlags Flags; + void* UserData; + ImWchar EventChar; + ImGuiKey EventKey; + char* Buf; + int BufTextLen; + int BufSize; + bool BufDirty; + int CursorPos; + int SelectionStart; + int SelectionEnd; +}; +struct ImGuiSizeCallbackData +{ + void* UserData; + ImVec2 Pos; + ImVec2 CurrentSize; + ImVec2 DesiredSize; +}; +struct ImGuiWindowClass +{ + ImGuiID ClassId; + ImGuiID ParentViewportId; + ImGuiID FocusRouteParentWindowId; + ImGuiViewportFlags ViewportFlagsOverrideSet; + ImGuiViewportFlags ViewportFlagsOverrideClear; + ImGuiTabItemFlags TabItemFlagsOverrideSet; + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; + bool DockingAlwaysTabBar; + bool DockingAllowUnclassed; +}; +struct ImGuiPayload +{ + void* Data; + int DataSize; + ImGuiID SourceId; + ImGuiID SourceParentId; + int DataFrameCount; + char DataType[32 + 1]; + bool Preview; + bool Delivery; +}; +struct ImGuiOnceUponAFrame +{ + int RefFrame; +}; +struct ImGuiTextRange +{ + const char* b; + const char* e; +}; +typedef struct ImGuiTextRange ImGuiTextRange; + +typedef struct ImVector_ImGuiTextRange {int Size;int Capacity;ImGuiTextRange* Data;} ImVector_ImGuiTextRange; + +struct ImGuiTextFilter +{ + char InputBuf[256]; + ImVector_ImGuiTextRange Filters; + int CountGrep; +}; +typedef struct ImGuiTextRange ImGuiTextRange; +typedef struct ImVector_char {int Size;int Capacity;char* Data;} ImVector_char; + +struct ImGuiTextBuffer +{ + ImVector_char Buf; +}; +struct ImGuiStoragePair +{ + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; +}; +typedef struct ImVector_ImGuiStoragePair {int Size;int Capacity;ImGuiStoragePair* Data;} ImVector_ImGuiStoragePair; + +struct ImGuiStorage +{ + ImVector_ImGuiStoragePair Data; +}; +struct ImGuiListClipper +{ + ImGuiContext* Ctx; + int DisplayStart; + int DisplayEnd; + int ItemsCount; + float ItemsHeight; + float StartPosY; + double StartSeekOffsetY; + void* TempData; +}; +struct ImColor +{ + ImVec4 Value; +}; +typedef enum { + ImGuiMultiSelectFlags_None = 0, + ImGuiMultiSelectFlags_SingleSelect = 1 << 0, + ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, + ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, + ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, + ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, + ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, + ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, + ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, + ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, + ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, + ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, + ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, + ImGuiMultiSelectFlags_ScopeRect = 1 << 12, + ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, + ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, + ImGuiMultiSelectFlags_NavWrapX = 1 << 16, +}ImGuiMultiSelectFlags_; +typedef struct ImVector_ImGuiSelectionRequest {int Size;int Capacity;ImGuiSelectionRequest* Data;} ImVector_ImGuiSelectionRequest; + +struct ImGuiMultiSelectIO +{ + ImVector_ImGuiSelectionRequest Requests; + ImGuiSelectionUserData RangeSrcItem; + ImGuiSelectionUserData NavIdItem; + bool NavIdSelected; + bool RangeSrcReset; + int ItemsCount; +}; +typedef enum { + ImGuiSelectionRequestType_None = 0, + ImGuiSelectionRequestType_SetAll, + ImGuiSelectionRequestType_SetRange, +}ImGuiSelectionRequestType; +struct ImGuiSelectionRequest +{ + ImGuiSelectionRequestType Type; + bool Selected; + ImS8 RangeDirection; + ImGuiSelectionUserData RangeFirstItem; + ImGuiSelectionUserData RangeLastItem; +}; +struct ImGuiSelectionBasicStorage +{ + int Size; + bool PreserveOrder; + void* UserData; + ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); + int _SelectionOrder; + ImGuiStorage _Storage; +}; +struct ImGuiSelectionExternalStorage +{ + void* UserData; + void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); +}; +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +struct ImDrawCmd +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; + unsigned int IdxOffset; + unsigned int ElemCount; + ImDrawCallback UserCallback; + void* UserCallbackData; + int UserCallbackDataSize; + int UserCallbackDataOffset; +}; +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +typedef struct ImDrawCmdHeader ImDrawCmdHeader; +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; +typedef struct ImVector_ImDrawCmd {int Size;int Capacity;ImDrawCmd* Data;} ImVector_ImDrawCmd; + +typedef struct ImVector_ImDrawIdx {int Size;int Capacity;ImDrawIdx* Data;} ImVector_ImDrawIdx; + +struct ImDrawChannel +{ + ImVector_ImDrawCmd _CmdBuffer; + ImVector_ImDrawIdx _IdxBuffer; +}; +typedef struct ImVector_ImDrawChannel {int Size;int Capacity;ImDrawChannel* Data;} ImVector_ImDrawChannel; + +struct ImDrawListSplitter +{ + int _Current; + int _Count; + ImVector_ImDrawChannel _Channels; +}; +typedef enum { + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, + ImDrawFlags_RoundCornersTopLeft = 1 << 4, + ImDrawFlags_RoundCornersTopRight = 1 << 5, + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, + ImDrawFlags_RoundCornersBottomRight = 1 << 7, + ImDrawFlags_RoundCornersNone = 1 << 8, + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, +}ImDrawFlags_; +typedef enum { + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, + ImDrawListFlags_AntiAliasedFill = 1 << 2, + ImDrawListFlags_AllowVtxOffset = 1 << 3, +}ImDrawListFlags_; +typedef struct ImVector_ImDrawVert {int Size;int Capacity;ImDrawVert* Data;} ImVector_ImDrawVert; + +typedef struct ImVector_ImVec2 {int Size;int Capacity;ImVec2* Data;} ImVector_ImVec2; + +typedef struct ImVector_ImVec4 {int Size;int Capacity;ImVec4* Data;} ImVector_ImVec4; + +typedef struct ImVector_ImTextureID {int Size;int Capacity;ImTextureID* Data;} ImVector_ImTextureID; + +typedef struct ImVector_ImU8 {int Size;int Capacity;ImU8* Data;} ImVector_ImU8; + +struct ImDrawList +{ + ImVector_ImDrawCmd CmdBuffer; + ImVector_ImDrawIdx IdxBuffer; + ImVector_ImDrawVert VtxBuffer; + ImDrawListFlags Flags; + unsigned int _VtxCurrentIdx; + ImDrawListSharedData* _Data; + ImDrawVert* _VtxWritePtr; + ImDrawIdx* _IdxWritePtr; + ImVector_ImVec2 _Path; + ImDrawCmdHeader _CmdHeader; + ImDrawListSplitter _Splitter; + ImVector_ImVec4 _ClipRectStack; + ImVector_ImTextureID _TextureIdStack; + ImVector_ImU8 _CallbacksDataBuf; + float _FringeScale; + const char* _OwnerName; +}; +typedef struct ImVector_ImDrawListPtr {int Size;int Capacity;ImDrawList** Data;} ImVector_ImDrawListPtr; + +struct ImDrawData +{ + bool Valid; + int CmdListsCount; + int TotalIdxCount; + int TotalVtxCount; + ImVector_ImDrawListPtr CmdLists; + ImVec2 DisplayPos; + ImVec2 DisplaySize; + ImVec2 FramebufferScale; + ImGuiViewport* OwnerViewport; +}; +struct ImFontConfig +{ + void* FontData; + int FontDataSize; + bool FontDataOwnedByAtlas; + int FontNo; + float SizePixels; + int OversampleH; + int OversampleV; + bool PixelSnapH; + ImVec2 GlyphExtraSpacing; + ImVec2 GlyphOffset; + const ImWchar* GlyphRanges; + float GlyphMinAdvanceX; + float GlyphMaxAdvanceX; + bool MergeMode; + unsigned int FontBuilderFlags; + float RasterizerMultiply; + float RasterizerDensity; + ImWchar EllipsisChar; + char Name[40]; + ImFont* DstFont; +}; +struct ImFontGlyph +{ + unsigned int Colored : 1; + unsigned int Visible : 1; + unsigned int Codepoint : 30; + float AdvanceX; + float X0, Y0, X1, Y1; + float U0, V0, U1, V1; +}; +typedef struct ImVector_ImU32 {int Size;int Capacity;ImU32* Data;} ImVector_ImU32; + +struct ImFontGlyphRangesBuilder +{ + ImVector_ImU32 UsedChars; +}; +typedef struct ImFontAtlasCustomRect ImFontAtlasCustomRect; +struct ImFontAtlasCustomRect +{ + unsigned short X, Y; + unsigned short Width, Height; + unsigned int GlyphID : 31; + unsigned int GlyphColored : 1; + float GlyphAdvanceX; + ImVec2 GlyphOffset; + ImFont* Font; +}; +typedef enum { + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, + ImFontAtlasFlags_NoMouseCursors = 1 << 1, + ImFontAtlasFlags_NoBakedLines = 1 << 2, +}ImFontAtlasFlags_; +typedef struct ImVector_ImFontPtr {int Size;int Capacity;ImFont** Data;} ImVector_ImFontPtr; + +typedef struct ImVector_ImFontAtlasCustomRect {int Size;int Capacity;ImFontAtlasCustomRect* Data;} ImVector_ImFontAtlasCustomRect; + +typedef struct ImVector_ImFontConfig {int Size;int Capacity;ImFontConfig* Data;} ImVector_ImFontConfig; + +struct ImFontAtlas +{ + ImFontAtlasFlags Flags; + ImTextureID TexID; + int TexDesiredWidth; + int TexGlyphPadding; + bool Locked; + void* UserData; + bool TexReady; + bool TexPixelsUseColors; + unsigned char* TexPixelsAlpha8; + unsigned int* TexPixelsRGBA32; + int TexWidth; + int TexHeight; + ImVec2 TexUvScale; + ImVec2 TexUvWhitePixel; + ImVector_ImFontPtr Fonts; + ImVector_ImFontAtlasCustomRect CustomRects; + ImVector_ImFontConfig ConfigData; + ImVec4 TexUvLines[(63) + 1]; + const ImFontBuilderIO* FontBuilderIO; + unsigned int FontBuilderFlags; + int PackIdMouseCursors; + int PackIdLines; +}; +typedef struct ImVector_float {int Size;int Capacity;float* Data;} ImVector_float; + +typedef struct ImVector_ImFontGlyph {int Size;int Capacity;ImFontGlyph* Data;} ImVector_ImFontGlyph; + +struct ImFont +{ + ImVector_float IndexAdvanceX; + float FallbackAdvanceX; + float FontSize; + ImVector_ImWchar IndexLookup; + ImVector_ImFontGlyph Glyphs; + const ImFontGlyph* FallbackGlyph; + ImFontAtlas* ContainerAtlas; + const ImFontConfig* ConfigData; + short ConfigDataCount; + short EllipsisCharCount; + ImWchar EllipsisChar; + ImWchar FallbackChar; + float EllipsisWidth; + float EllipsisCharStep; + bool DirtyLookupTables; + float Scale; + float Ascent, Descent; + int MetricsTotalSurface; + ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX +1)/4096/8]; +}; +typedef enum { + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, + ImGuiViewportFlags_OwnedByApp = 1 << 2, + ImGuiViewportFlags_NoDecoration = 1 << 3, + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, + ImGuiViewportFlags_NoInputs = 1 << 7, + ImGuiViewportFlags_NoRendererClear = 1 << 8, + ImGuiViewportFlags_NoAutoMerge = 1 << 9, + ImGuiViewportFlags_TopMost = 1 << 10, + ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, + ImGuiViewportFlags_IsMinimized = 1 << 12, + ImGuiViewportFlags_IsFocused = 1 << 13, +}ImGuiViewportFlags_; +struct ImGuiViewport +{ + ImGuiID ID; + ImGuiViewportFlags Flags; + ImVec2 Pos; + ImVec2 Size; + ImVec2 WorkPos; + ImVec2 WorkSize; + float DpiScale; + ImGuiID ParentViewportId; + ImDrawData* DrawData; + void* RendererUserData; + void* PlatformUserData; + void* PlatformHandle; + void* PlatformHandleRaw; + bool PlatformWindowCreated; + bool PlatformRequestMove; + bool PlatformRequestResize; + bool PlatformRequestClose; +}; +typedef struct ImVector_ImGuiPlatformMonitor {int Size;int Capacity;ImGuiPlatformMonitor* Data;} ImVector_ImGuiPlatformMonitor; + +typedef struct ImVector_ImGuiViewportPtr {int Size;int Capacity;ImGuiViewport** Data;} ImVector_ImGuiViewportPtr; + +struct ImGuiPlatformIO +{ + const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); + void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text); + void* Platform_ClipboardUserData; + bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); + void* Platform_OpenInShellUserData; + void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* Platform_ImeUserData; + ImWchar Platform_LocaleDecimalPoint; + void* Renderer_RenderState; + void (*Platform_CreateWindow)(ImGuiViewport* vp); + void (*Platform_DestroyWindow)(ImGuiViewport* vp); + void (*Platform_ShowWindow)(ImGuiViewport* vp); + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); + void (*Platform_UpdateWindow)(ImGuiViewport* vp); + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); + ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); + void (*Renderer_CreateWindow)(ImGuiViewport* vp); + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); + ImVector_ImGuiPlatformMonitor Monitors; + ImVector_ImGuiViewportPtr Viewports; +}; +struct ImGuiPlatformMonitor +{ + ImVec2 MainPos, MainSize; + ImVec2 WorkPos, WorkSize; + float DpiScale; + void* PlatformHandle; +}; +struct ImGuiPlatformImeData +{ + bool WantVisible; + ImVec2 InputPos; + float InputLineHeight; +}; +struct ImBitVector; +struct ImRect; +struct ImDrawDataBuilder; +struct ImDrawListSharedData; +struct ImGuiBoxSelectState; +struct ImGuiColorMod; +struct ImGuiContext; +struct ImGuiContextHook; +struct ImGuiDataVarInfo; +struct ImGuiDataTypeInfo; +struct ImGuiDeactivatedItemData; +struct ImGuiDockContext; +struct ImGuiDockRequest; +struct ImGuiDockNode; +struct ImGuiDockNodeSettings; +struct ImGuiErrorRecoveryState; +struct ImGuiGroupData; +struct ImGuiInputTextState; +struct ImGuiInputTextDeactivateData; +struct ImGuiLastItemData; +struct ImGuiLocEntry; +struct ImGuiMenuColumns; +struct ImGuiMultiSelectState; +struct ImGuiMultiSelectTempData; +struct ImGuiNavItemData; +struct ImGuiMetricsConfig; +struct ImGuiNextWindowData; +struct ImGuiNextItemData; +struct ImGuiOldColumnData; +struct ImGuiOldColumns; +struct ImGuiPopupData; +struct ImGuiSettingsHandler; +struct ImGuiStyleMod; +struct ImGuiTabBar; +struct ImGuiTabItem; +struct ImGuiTable; +struct ImGuiTableHeaderData; +struct ImGuiTableColumn; +struct ImGuiTableInstanceData; +struct ImGuiTableTempData; +struct ImGuiTableSettings; +struct ImGuiTableColumnsSettings; +struct ImGuiTreeNodeStackData; +struct ImGuiTypingSelectState; +struct ImGuiTypingSelectRequest; +struct ImGuiWindow; +struct ImGuiWindowDockStyle; +struct ImGuiWindowTempData; +struct ImGuiWindowSettings; +typedef int ImGuiDataAuthority; +typedef int ImGuiLayoutType; +typedef int ImGuiActivateFlags; +typedef int ImGuiDebugLogFlags; +typedef int ImGuiFocusRequestFlags; +typedef int ImGuiItemStatusFlags; +typedef int ImGuiOldColumnFlags; +typedef int ImGuiLogFlags; +typedef int ImGuiNavRenderCursorFlags; +typedef int ImGuiNavMoveFlags; +typedef int ImGuiNextItemDataFlags; +typedef int ImGuiNextWindowDataFlags; +typedef int ImGuiScrollFlags; +typedef int ImGuiSeparatorFlags; +typedef int ImGuiTextFlags; +typedef int ImGuiTooltipFlags; +typedef int ImGuiTypingSelectFlags; +typedef int ImGuiWindowRefreshFlags; +extern ImGuiContext* GImGui; +typedef FILE* ImFileHandle; +typedef struct ImVec1 ImVec1; +struct ImVec1 +{ + float x; +}; +typedef struct ImVec2ih ImVec2ih; +struct ImVec2ih +{ + short x, y; +}; +struct ImRect +{ + ImVec2 Min; + ImVec2 Max; +}; +typedef ImU32* ImBitArrayPtr; +struct ImBitVector +{ + ImVector_ImU32 Storage; +}; +typedef int ImPoolIdx; +typedef struct ImGuiTextIndex ImGuiTextIndex; +typedef struct ImVector_int {int Size;int Capacity;int* Data;} ImVector_int; + +struct ImGuiTextIndex +{ + ImVector_int LineOffsets; + int EndOffset; +}; +struct ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; + const ImVec4* TexUvLines; + ImFont* Font; + float FontSize; + float FontScale; + float CurveTessellationTol; + float CircleSegmentMaxError; + ImVec4 ClipRectFullscreen; + ImDrawListFlags InitialFlags; + ImVector_ImVec2 TempBuffer; + ImVec2 ArcFastVtx[48]; + float ArcFastRadiusCutoff; + ImU8 CircleSegmentCounts[64]; +}; +struct ImDrawDataBuilder +{ + ImVector_ImDrawListPtr* Layers[2]; + ImVector_ImDrawListPtr LayerData1; +}; +struct ImGuiDataVarInfo +{ + ImGuiDataType Type; + ImU32 Count; + ImU32 Offset; +}; +typedef struct ImGuiDataTypeStorage ImGuiDataTypeStorage; +struct ImGuiDataTypeStorage +{ + ImU8 Data[8]; +}; +struct ImGuiDataTypeInfo +{ + size_t Size; + const char* Name; + const char* PrintFmt; + const char* ScanFmt; +}; +typedef enum { + ImGuiDataType_Pointer = ImGuiDataType_COUNT + 1, + ImGuiDataType_ID, +}ImGuiDataTypePrivate_; +typedef enum { + ImGuiItemFlags_Disabled = 1 << 10, + ImGuiItemFlags_ReadOnly = 1 << 11, + ImGuiItemFlags_MixedValue = 1 << 12, + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, + ImGuiItemFlags_AllowOverlap = 1 << 14, + ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, + ImGuiItemFlags_NoMarkEdited = 1 << 16, + ImGuiItemFlags_Inputable = 1 << 20, + ImGuiItemFlags_HasSelectionUserData = 1 << 21, + ImGuiItemFlags_IsMultiSelect = 1 << 22, + ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups, +}ImGuiItemFlagsPrivate_; +typedef enum { + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, + ImGuiItemStatusFlags_Edited = 1 << 2, + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, + ImGuiItemStatusFlags_Deactivated = 1 << 6, + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, + ImGuiItemStatusFlags_Visible = 1 << 8, + ImGuiItemStatusFlags_HasClipRect = 1 << 9, + ImGuiItemStatusFlags_HasShortcut = 1 << 10, +}ImGuiItemStatusFlags_; +typedef enum { + ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay, + ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, + ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_, +}ImGuiHoveredFlagsPrivate_; +typedef enum { + ImGuiInputTextFlags_Multiline = 1 << 26, + ImGuiInputTextFlags_MergedItem = 1 << 27, + ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, +}ImGuiInputTextFlagsPrivate_; +typedef enum { + ImGuiButtonFlags_PressedOnClick = 1 << 4, + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, + ImGuiButtonFlags_PressedOnRelease = 1 << 7, + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, + ImGuiButtonFlags_FlattenChildren = 1 << 11, + ImGuiButtonFlags_AllowOverlap = 1 << 12, + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, + ImGuiButtonFlags_NoKeyModsAllowed = 1 << 16, + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, + ImGuiButtonFlags_NoNavFocus = 1 << 18, + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, +}ImGuiButtonFlagsPrivate_; +typedef enum { + ImGuiComboFlags_CustomPreview = 1 << 20, +}ImGuiComboFlagsPrivate_; +typedef enum { + ImGuiSliderFlags_Vertical = 1 << 20, + ImGuiSliderFlags_ReadOnly = 1 << 21, +}ImGuiSliderFlagsPrivate_; +typedef enum { + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, + ImGuiSelectableFlags_SelectOnClick = 1 << 22, + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, +}ImGuiSelectableFlagsPrivate_; +typedef enum { + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28, + ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29, + ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow, +}ImGuiTreeNodeFlagsPrivate_; +typedef enum { + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, +}ImGuiSeparatorFlags_; +typedef enum { + ImGuiFocusRequestFlags_None = 0, + ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, + ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, +}ImGuiFocusRequestFlags_; +typedef enum { + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, +}ImGuiTextFlags_; +typedef enum { + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePrevious = 1 << 1, +}ImGuiTooltipFlags_; +typedef enum { + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}ImGuiLayoutType_; +typedef enum { + ImGuiLogFlags_None = 0, + ImGuiLogFlags_OutputTTY = 1 << 0, + ImGuiLogFlags_OutputFile = 1 << 1, + ImGuiLogFlags_OutputBuffer = 1 << 2, + ImGuiLogFlags_OutputClipboard = 1 << 3, + ImGuiLogFlags_OutputMask_ = ImGuiLogFlags_OutputTTY | ImGuiLogFlags_OutputFile | ImGuiLogFlags_OutputBuffer | ImGuiLogFlags_OutputClipboard, +}ImGuiLogFlags_; +typedef enum { + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}ImGuiAxis; +typedef enum { + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram, +}ImGuiPlotType; +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; +}; +typedef struct ImGuiComboPreviewData ImGuiComboPreviewData; +struct ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; +}; +struct ImGuiGroupData +{ + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupDeactivatedIdIsAlive; + bool BackupHoveredIdIsAlive; + bool BackupIsSameLine; + bool EmitItem; +}; +struct ImGuiMenuColumns +{ + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; + ImU16 OffsetLabel; + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; +}; +typedef struct ImGuiInputTextDeactivatedState ImGuiInputTextDeactivatedState; +struct ImGuiInputTextDeactivatedState +{ + ImGuiID ID; + ImVector_char TextA; +}; struct STB_TexteditState; +typedef STB_TexteditState ImStbTexteditState; +struct ImGuiInputTextState +{ + ImGuiContext* Ctx; + ImStbTexteditState* Stb; + ImGuiInputTextFlags Flags; + ImGuiID ID; + int TextLen; + const char* TextSrc; + ImVector_char TextA; + ImVector_char TextToRevertTo; + ImVector_char CallbackTextBackup; + int BufCapacity; + ImVec2 Scroll; + float CursorAnim; + bool CursorFollow; + bool SelectedAllMouseLock; + bool Edited; + bool WantReloadUserBuf; + int ReloadSelectionStart; + int ReloadSelectionEnd; +}; +typedef enum { + ImGuiWindowRefreshFlags_None = 0, + ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, + ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, + ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, +}ImGuiWindowRefreshFlags_; +typedef enum { + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 9, + ImGuiNextWindowDataFlags_HasViewport = 1 << 10, + ImGuiNextWindowDataFlags_HasDock = 1 << 11, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 12, +}ImGuiNextWindowDataFlags_; +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + ImGuiChildFlags ChildFlags; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; + ImGuiWindowRefreshFlags RefreshFlagsVal; +}; +typedef enum { + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, + ImGuiNextItemDataFlags_HasRefVal = 1 << 3, + ImGuiNextItemDataFlags_HasStorageID = 1 << 4, +}ImGuiNextItemDataFlags_; +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags HasFlags; + ImGuiItemFlags ItemFlags; + ImGuiID FocusScopeId; + ImGuiSelectionUserData SelectionUserData; + float Width; + ImGuiKeyChord Shortcut; + ImGuiInputFlags ShortcutFlags; + bool OpenVal; + ImU8 OpenCond; + ImGuiDataTypeStorage RefVal; + ImGuiID StorageId; +}; +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags ItemFlags; + ImGuiItemStatusFlags StatusFlags; + ImRect Rect; + ImRect NavRect; + ImRect DisplayRect; + ImRect ClipRect; + ImGuiKeyChord Shortcut; +}; +struct ImGuiTreeNodeStackData +{ + ImGuiID ID; + ImGuiTreeNodeFlags TreeFlags; + ImGuiItemFlags ItemFlags; + ImRect NavRect; +}; +struct ImGuiErrorRecoveryState +{ + short SizeOfWindowStack; + short SizeOfIDStack; + short SizeOfTreeStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; +}; +typedef struct ImGuiWindowStackData ImGuiWindowStackData; +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiErrorRecoveryState StackSizesInBegin; + bool DisabledOverrideReenable; +}; +typedef struct ImGuiShrinkWidthItem ImGuiShrinkWidthItem; +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; + float InitialWidth; +}; +typedef struct ImGuiPtrOrIndex ImGuiPtrOrIndex; +struct ImGuiPtrOrIndex +{ + void* Ptr; + int Index; +}; +struct ImGuiDeactivatedItemData +{ + ImGuiID ID; + int ElapseFrame; + bool HasBeenEditedBefore; + bool IsAlive; +}; +typedef enum { + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}ImGuiPopupPositionPolicy; +struct ImGuiPopupData +{ + ImGuiID PopupId; + ImGuiWindow* Window; + ImGuiWindow* RestoreNavWindow; + int ParentNavLayer; + int OpenFrameCount; + ImGuiID OpenParentId; + ImVec2 OpenPopupPos; + ImVec2 OpenMousePos; +}; +typedef struct ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN {ImU32 Storage[(ImGuiKey_NamedKey_COUNT+31)>>5];} ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN; + +typedef ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN ImBitArrayForNamedKeys; +typedef enum { + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}ImGuiInputEventType; +typedef enum { + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_COUNT +}ImGuiInputSource; +typedef struct ImGuiInputEventMousePos ImGuiInputEventMousePos; +struct ImGuiInputEventMousePos +{ float PosX, PosY; ImGuiMouseSource MouseSource; +}; +typedef struct ImGuiInputEventMouseWheel ImGuiInputEventMouseWheel; +struct ImGuiInputEventMouseWheel +{ float WheelX, WheelY; ImGuiMouseSource MouseSource; +}; +typedef struct ImGuiInputEventMouseButton ImGuiInputEventMouseButton; +struct ImGuiInputEventMouseButton +{ int Button; bool Down; ImGuiMouseSource MouseSource; +}; +typedef struct ImGuiInputEventMouseViewport ImGuiInputEventMouseViewport; +struct ImGuiInputEventMouseViewport +{ ImGuiID HoveredViewportID; +}; +typedef struct ImGuiInputEventKey ImGuiInputEventKey; +struct ImGuiInputEventKey +{ ImGuiKey Key; bool Down; float AnalogValue; +}; +typedef struct ImGuiInputEventText ImGuiInputEventText; +struct ImGuiInputEventText +{ unsigned int Char; +}; +typedef struct ImGuiInputEventAppFocused ImGuiInputEventAppFocused; +struct ImGuiInputEventAppFocused +{ bool Focused; +}; +typedef struct ImGuiInputEvent ImGuiInputEvent; +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + ImU32 EventId; + union + { + ImGuiInputEventMousePos MousePos; + ImGuiInputEventMouseWheel MouseWheel; + ImGuiInputEventMouseButton MouseButton; + ImGuiInputEventMouseViewport MouseViewport; + ImGuiInputEventKey Key; + ImGuiInputEventText Text; + ImGuiInputEventAppFocused AppFocused; + }; + bool AddedByTestEngine; +}; +typedef ImS16 ImGuiKeyRoutingIndex; +typedef struct ImGuiKeyRoutingData ImGuiKeyRoutingData; +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; + ImU8 RoutingCurrScore; + ImU8 RoutingNextScore; + ImGuiID RoutingCurr; + ImGuiID RoutingNext; +}; +typedef struct ImGuiKeyRoutingTable ImGuiKeyRoutingTable; +typedef struct ImVector_ImGuiKeyRoutingData {int Size;int Capacity;ImGuiKeyRoutingData* Data;} ImVector_ImGuiKeyRoutingData; + +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; + ImVector_ImGuiKeyRoutingData Entries; + ImVector_ImGuiKeyRoutingData EntriesNext; +}; +typedef struct ImGuiKeyOwnerData ImGuiKeyOwnerData; +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; + bool LockUntilRelease; +}; +typedef enum { + ImGuiInputFlags_RepeatRateDefault = 1 << 1, + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, + ImGuiInputFlags_RepeatUntilRelease = 1 << 4, + ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, + ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, + ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, + ImGuiInputFlags_LockThisFrame = 1 << 20, + ImGuiInputFlags_LockUntilRelease = 1 << 21, + ImGuiInputFlags_CondHovered = 1 << 22, + ImGuiInputFlags_CondActive = 1 << 23, + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, + ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways, + ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow, + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, + ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_, + ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, +}ImGuiInputFlagsPrivate_; +typedef struct ImGuiListClipperRange ImGuiListClipperRange; +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; + ImS8 PosToIndexOffsetMin; + ImS8 PosToIndexOffsetMax; +}; +typedef struct ImGuiListClipperData ImGuiListClipperData; +typedef struct ImVector_ImGuiListClipperRange {int Size;int Capacity;ImGuiListClipperRange* Data;} ImVector_ImGuiListClipperRange; + +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector_ImGuiListClipperRange Ranges; +}; +typedef enum { + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, + ImGuiActivateFlags_PreferTweak = 1 << 1, + ImGuiActivateFlags_TryToPreserveState = 1 << 2, + ImGuiActivateFlags_FromTabbing = 1 << 3, + ImGuiActivateFlags_FromShortcut = 1 << 4, +}ImGuiActivateFlags_; +typedef enum { + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, + ImGuiScrollFlags_NoScrollParent = 1 << 6, + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, +}ImGuiScrollFlags_; +typedef enum { + ImGuiNavRenderCursorFlags_None = 0, + ImGuiNavRenderCursorFlags_Compact = 1 << 1, + ImGuiNavRenderCursorFlags_AlwaysDraw = 1 << 2, + ImGuiNavRenderCursorFlags_NoRounding = 1 << 3, +}ImGuiNavRenderCursorFlags_; +typedef enum { + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, + ImGuiNavMoveFlags_WrapY = 1 << 3, + ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, + ImGuiNavMoveFlags_FocusApi = 1 << 9, + ImGuiNavMoveFlags_IsTabbing = 1 << 10, + ImGuiNavMoveFlags_IsPageMove = 1 << 11, + ImGuiNavMoveFlags_Activate = 1 << 12, + ImGuiNavMoveFlags_NoSelect = 1 << 13, + ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, + ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, +}ImGuiNavMoveFlags_; +typedef enum { + ImGuiNavLayer_Main = 0, + ImGuiNavLayer_Menu = 1, + ImGuiNavLayer_COUNT +}ImGuiNavLayer; +struct ImGuiNavItemData +{ + ImGuiWindow* Window; + ImGuiID ID; + ImGuiID FocusScopeId; + ImRect RectRel; + ImGuiItemFlags ItemFlags; + float DistBox; + float DistCenter; + float DistAxial; + ImGuiSelectionUserData SelectionUserData; +}; +typedef struct ImGuiFocusScopeData ImGuiFocusScopeData; +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; +}; +typedef enum { + ImGuiTypingSelectFlags_None = 0, + ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, + ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, +}ImGuiTypingSelectFlags_; +struct ImGuiTypingSelectRequest +{ + ImGuiTypingSelectFlags Flags; + int SearchBufferLen; + const char* SearchBuffer; + bool SelectRequest; + bool SingleCharMode; + ImS8 SingleCharSize; +}; +struct ImGuiTypingSelectState +{ + ImGuiTypingSelectRequest Request; + char SearchBuffer[64]; + ImGuiID FocusScope; + int LastRequestFrame; + float LastRequestTime; + bool SingleCharModeLock; +}; +typedef enum { + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, + ImGuiOldColumnFlags_NoResize = 1 << 1, + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, +}ImGuiOldColumnFlags_; +struct ImGuiOldColumnData +{ + float OffsetNorm; + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; + ImRect ClipRect; +}; +typedef struct ImVector_ImGuiOldColumnData {int Size;int Capacity;ImGuiOldColumnData* Data;} ImVector_ImGuiOldColumnData; + +struct ImGuiOldColumns +{ + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; + float LineMinY, LineMaxY; + float HostCursorPosY; + float HostCursorMaxPosX; + ImRect HostInitialClipRect; + ImRect HostBackupClipRect; + ImRect HostBackupParentWorkRect; + ImVector_ImGuiOldColumnData Columns; + ImDrawListSplitter Splitter; +}; +struct ImGuiBoxSelectState +{ + ImGuiID ID; + bool IsActive; + bool IsStarting; + bool IsStartedFromVoid; + bool IsStartedSetNavIdOnce; + bool RequestClear; + ImGuiKeyChord KeyMods : 16; + ImVec2 StartPosRel; + ImVec2 EndPosRel; + ImVec2 ScrollAccum; + ImGuiWindow* Window; + bool UnclipMode; + ImRect UnclipRect; + ImRect BoxSelectRectPrev; + ImRect BoxSelectRectCurr; +}; +struct ImGuiMultiSelectTempData +{ + ImGuiMultiSelectIO IO; + ImGuiMultiSelectState* Storage; + ImGuiID FocusScopeId; + ImGuiMultiSelectFlags Flags; + ImVec2 ScopeRectMin; + ImVec2 BackupCursorMaxPos; + ImGuiSelectionUserData LastSubmittedItem; + ImGuiID BoxSelectId; + ImGuiKeyChord KeyMods; + ImS8 LoopRequestSetAll; + bool IsEndIO; + bool IsFocused; + bool IsKeyboardSetRange; + bool NavIdPassedBy; + bool RangeSrcPassedBy; + bool RangeDstPassedBy; +}; +struct ImGuiMultiSelectState +{ + ImGuiWindow* Window; + ImGuiID ID; + int LastFrameActive; + int LastSelectionSize; + ImS8 RangeSelected; + ImS8 NavIdSelected; + ImGuiSelectionUserData RangeSrcItem; + ImGuiSelectionUserData NavIdItem; +}; +typedef enum { + ImGuiDockNodeFlags_DockSpace = 1 << 10, + ImGuiDockNodeFlags_CentralNode = 1 << 11, + ImGuiDockNodeFlags_NoTabBar = 1 << 12, + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, + ImGuiDockNodeFlags_NoResizeX = 1 << 16, + ImGuiDockNodeFlags_NoResizeY = 1 << 17, + ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, + ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther, + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, +}ImGuiDockNodeFlagsPrivate_; +typedef enum { + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window, +}ImGuiDataAuthority_; +typedef enum { + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible, +}ImGuiDockNodeState; +typedef struct ImVector_ImGuiWindowPtr {int Size;int Capacity;ImGuiWindow** Data;} ImVector_ImGuiWindowPtr; + +struct ImGuiDockNode +{ + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; + ImGuiDockNodeFlags LocalFlags; + ImGuiDockNodeFlags LocalFlagsInWindows; + ImGuiDockNodeFlags MergedFlags; + ImGuiDockNodeState State; + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; + ImVector_ImGuiWindowPtr Windows; + ImGuiTabBar* TabBar; + ImVec2 Pos; + ImVec2 Size; + ImVec2 SizeRef; + ImGuiAxis SplitAxis; + ImGuiWindowClass WindowClass; + ImU32 LastBgColor; + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; + ImGuiDockNode* CentralNode; + ImGuiDockNode* OnlyNodeWithWindows; + int CountNodeWithWindows; + int LastFrameAlive; + int LastFrameActive; + int LastFrameFocused; + ImGuiID LastFocusedNodeId; + ImGuiID SelectedTabId; + ImGuiID WantCloseTabId; + ImGuiID RefViewportId; + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; + bool IsFocused :1; + bool IsBgDrawnThisFrame :1; + bool HasCloseButton :1; + bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; + bool WantCloseAll :1; + bool WantLockSizeOnce :1; + bool WantMouseMove :1; + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; +}; +typedef enum { + ImGuiWindowDockStyleCol_Text, + ImGuiWindowDockStyleCol_TabHovered, + ImGuiWindowDockStyleCol_TabFocused, + ImGuiWindowDockStyleCol_TabSelected, + ImGuiWindowDockStyleCol_TabSelectedOverline, + ImGuiWindowDockStyleCol_TabDimmed, + ImGuiWindowDockStyleCol_TabDimmedSelected, + ImGuiWindowDockStyleCol_TabDimmedSelectedOverline, + ImGuiWindowDockStyleCol_COUNT +}ImGuiWindowDockStyleCol; +struct ImGuiWindowDockStyle +{ + ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; +}; +typedef struct ImVector_ImGuiDockRequest {int Size;int Capacity;ImGuiDockRequest* Data;} ImVector_ImGuiDockRequest; + +typedef struct ImVector_ImGuiDockNodeSettings {int Size;int Capacity;ImGuiDockNodeSettings* Data;} ImVector_ImGuiDockNodeSettings; + +struct ImGuiDockContext +{ + ImGuiStorage Nodes; + ImVector_ImGuiDockRequest Requests; + ImVector_ImGuiDockNodeSettings NodesSettings; + bool WantFullRebuild; +}; +typedef struct ImGuiViewportP ImGuiViewportP; +struct ImGuiViewportP +{ + ImGuiViewport _ImGuiViewport; + ImGuiWindow* Window; + int Idx; + int LastFrameActive; + int LastFocusedStampCount; + ImGuiID LastNameHash; + ImVec2 LastPos; + ImVec2 LastSize; + float Alpha; + float LastAlpha; + bool LastFocusedHadNavWindow; + short PlatformMonitor; + int BgFgDrawListsLastFrame[2]; + ImDrawList* BgFgDrawLists[2]; + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; + ImVec2 WorkInsetMin; + ImVec2 WorkInsetMax; + ImVec2 BuildWorkInsetMin; + ImVec2 BuildWorkInsetMax; +}; +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiID ClassId; + short DockOrder; + bool Collapsed; + bool IsChild; + bool WantApply; + bool WantDelete; +}; +struct ImGuiSettingsHandler +{ + const char* TypeName; + ImGuiID TypeHash; + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); + void* UserData; +}; +typedef enum { +ImGuiLocKey_VersionStr=0, +ImGuiLocKey_TableSizeOne=1, +ImGuiLocKey_TableSizeAllFit=2, +ImGuiLocKey_TableSizeAllDefault=3, +ImGuiLocKey_TableResetOrder=4, +ImGuiLocKey_WindowingMainMenuBar=5, +ImGuiLocKey_WindowingPopup=6, +ImGuiLocKey_WindowingUntitled=7, +ImGuiLocKey_OpenLink_s=8, +ImGuiLocKey_CopyLink=9, +ImGuiLocKey_DockingHideTabBar=10, +ImGuiLocKey_DockingHoldShiftToDock=11, +ImGuiLocKey_DockingDragToUndockOrMoveNode=12, +ImGuiLocKey_COUNT=13, +}ImGuiLocKey; +struct ImGuiLocEntry +{ + ImGuiLocKey Key; + const char* Text; +}; +typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const char* msg); +typedef enum { + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventError = 1 << 0, + ImGuiDebugLogFlags_EventActiveId = 1 << 1, + ImGuiDebugLogFlags_EventFocus = 1 << 2, + ImGuiDebugLogFlags_EventPopup = 1 << 3, + ImGuiDebugLogFlags_EventNav = 1 << 4, + ImGuiDebugLogFlags_EventClipper = 1 << 5, + ImGuiDebugLogFlags_EventSelection = 1 << 6, + ImGuiDebugLogFlags_EventIO = 1 << 7, + ImGuiDebugLogFlags_EventFont = 1 << 8, + ImGuiDebugLogFlags_EventInputRouting = 1 << 9, + ImGuiDebugLogFlags_EventDocking = 1 << 10, + ImGuiDebugLogFlags_EventViewport = 1 << 11, + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, + ImGuiDebugLogFlags_OutputToTTY = 1 << 20, + ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, +}ImGuiDebugLogFlags_; +typedef struct ImGuiDebugAllocEntry ImGuiDebugAllocEntry; +struct ImGuiDebugAllocEntry +{ + int FrameCount; + ImS16 AllocCount; + ImS16 FreeCount; +}; +typedef struct ImGuiDebugAllocInfo ImGuiDebugAllocInfo; +struct ImGuiDebugAllocInfo +{ + int TotalAllocCount; + int TotalFreeCount; + ImS16 LastEntriesIdx; + ImGuiDebugAllocEntry LastEntriesBuf[6]; +}; +struct ImGuiMetricsConfig +{ + bool ShowDebugLog; + bool ShowIDStackTool; + bool ShowWindowsRects; + bool ShowWindowsBeginOrder; + bool ShowTablesRects; + bool ShowDrawCmdMesh; + bool ShowDrawCmdBoundingBoxes; + bool ShowTextEncodingViewer; + bool ShowAtlasTintedWithTextColor; + bool ShowDockingNodes; + int ShowWindowsRectsType; + int ShowTablesRectsType; + int HighlightMonitorIdx; + ImGuiID HighlightViewportID; +}; +typedef struct ImGuiStackLevelInfo ImGuiStackLevelInfo; +struct ImGuiStackLevelInfo +{ + ImGuiID ID; + ImS8 QueryFrameCount; + bool QuerySuccess; + ImGuiDataType DataType : 8; + char Desc[57]; +}; +typedef struct ImGuiIDStackTool ImGuiIDStackTool; +typedef struct ImVector_ImGuiStackLevelInfo {int Size;int Capacity;ImGuiStackLevelInfo* Data;} ImVector_ImGuiStackLevelInfo; + +struct ImGuiIDStackTool +{ + int LastActiveFrame; + int StackLevel; + ImGuiID QueryId; + ImVector_ImGuiStackLevelInfo Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; +}; +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +typedef enum { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }ImGuiContextHookType; +struct ImGuiContextHook +{ + ImGuiID HookId; + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; +}; +typedef struct ImVector_ImGuiInputEvent {int Size;int Capacity;ImGuiInputEvent* Data;} ImVector_ImGuiInputEvent; + +typedef struct ImVector_ImGuiWindowStackData {int Size;int Capacity;ImGuiWindowStackData* Data;} ImVector_ImGuiWindowStackData; + +typedef struct ImVector_ImGuiColorMod {int Size;int Capacity;ImGuiColorMod* Data;} ImVector_ImGuiColorMod; + +typedef struct ImVector_ImGuiStyleMod {int Size;int Capacity;ImGuiStyleMod* Data;} ImVector_ImGuiStyleMod; + +typedef struct ImVector_ImGuiFocusScopeData {int Size;int Capacity;ImGuiFocusScopeData* Data;} ImVector_ImGuiFocusScopeData; + +typedef struct ImVector_ImGuiItemFlags {int Size;int Capacity;ImGuiItemFlags* Data;} ImVector_ImGuiItemFlags; + +typedef struct ImVector_ImGuiGroupData {int Size;int Capacity;ImGuiGroupData* Data;} ImVector_ImGuiGroupData; + +typedef struct ImVector_ImGuiPopupData {int Size;int Capacity;ImGuiPopupData* Data;} ImVector_ImGuiPopupData; + +typedef struct ImVector_ImGuiTreeNodeStackData {int Size;int Capacity;ImGuiTreeNodeStackData* Data;} ImVector_ImGuiTreeNodeStackData; + +typedef struct ImVector_ImGuiViewportPPtr {int Size;int Capacity;ImGuiViewportP** Data;} ImVector_ImGuiViewportPPtr; + +typedef struct ImVector_unsigned_char {int Size;int Capacity;unsigned char* Data;} ImVector_unsigned_char; + +typedef struct ImVector_ImGuiListClipperData {int Size;int Capacity;ImGuiListClipperData* Data;} ImVector_ImGuiListClipperData; + +typedef struct ImVector_ImGuiTableTempData {int Size;int Capacity;ImGuiTableTempData* Data;} ImVector_ImGuiTableTempData; + +typedef struct ImVector_ImGuiTable {int Size;int Capacity;ImGuiTable* Data;} ImVector_ImGuiTable; + +typedef struct ImPool_ImGuiTable {ImVector_ImGuiTable Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiTable; + +typedef struct ImVector_ImGuiTabBar {int Size;int Capacity;ImGuiTabBar* Data;} ImVector_ImGuiTabBar; + +typedef struct ImPool_ImGuiTabBar {ImVector_ImGuiTabBar Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiTabBar; + +typedef struct ImVector_ImGuiPtrOrIndex {int Size;int Capacity;ImGuiPtrOrIndex* Data;} ImVector_ImGuiPtrOrIndex; + +typedef struct ImVector_ImGuiShrinkWidthItem {int Size;int Capacity;ImGuiShrinkWidthItem* Data;} ImVector_ImGuiShrinkWidthItem; + +typedef struct ImVector_ImGuiMultiSelectTempData {int Size;int Capacity;ImGuiMultiSelectTempData* Data;} ImVector_ImGuiMultiSelectTempData; + +typedef struct ImVector_ImGuiMultiSelectState {int Size;int Capacity;ImGuiMultiSelectState* Data;} ImVector_ImGuiMultiSelectState; + +typedef struct ImPool_ImGuiMultiSelectState {ImVector_ImGuiMultiSelectState Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiMultiSelectState; + +typedef struct ImVector_ImGuiID {int Size;int Capacity;ImGuiID* Data;} ImVector_ImGuiID; + +typedef struct ImVector_ImGuiSettingsHandler {int Size;int Capacity;ImGuiSettingsHandler* Data;} ImVector_ImGuiSettingsHandler; + +typedef struct ImChunkStream_ImGuiWindowSettings {ImVector_char Buf;} ImChunkStream_ImGuiWindowSettings; + +typedef struct ImChunkStream_ImGuiTableSettings {ImVector_char Buf;} ImChunkStream_ImGuiTableSettings; + +typedef struct ImVector_ImGuiContextHook {int Size;int Capacity;ImGuiContextHook* Data;} ImVector_ImGuiContextHook; + +struct ImGuiContext +{ + bool Initialized; + bool FontAtlasOwnedByContext; + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; + ImGuiConfigFlags ConfigFlagsLastFrame; + ImFont* Font; + float FontSize; + float FontBaseSize; + float FontScale; + float CurrentDpiScale; + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + ImGuiID WithinEndChildID; + bool WithinFrameScope; + bool WithinFrameScopeWithImplicitWindow; + bool GcCompactAll; + bool TestEngineHookItems; + void* TestEngine; + char ContextName[16]; + ImVector_ImGuiInputEvent InputEventsQueue; + ImVector_ImGuiInputEvent InputEventsTrail; + ImGuiMouseSource InputEventsNextMouseSource; + ImU32 InputEventsNextEventId; + ImVector_ImGuiWindowPtr Windows; + ImVector_ImGuiWindowPtr WindowsFocusOrder; + ImVector_ImGuiWindowPtr WindowsTempSortBuffer; + ImVector_ImGuiWindowStackData CurrentWindowStack; + ImGuiStorage WindowsById; + int WindowsActiveCount; + ImVec2 WindowsHoverPadding; + ImGuiID DebugBreakInWindow; + ImGuiWindow* CurrentWindow; + ImGuiWindow* HoveredWindow; + ImGuiWindow* HoveredWindowUnderMovingWindow; + ImGuiWindow* HoveredWindowBeforeClear; + ImGuiWindow* MovingWindow; + ImGuiWindow* WheelingWindow; + ImVec2 WheelingWindowRefMousePos; + int WheelingWindowStartFrame; + int WheelingWindowScrolledFrame; + float WheelingWindowReleaseTimer; + ImVec2 WheelingWindowWheelRemainder; + ImVec2 WheelingAxisAvg; + ImGuiID DebugDrawIdConflicts; + ImGuiID DebugHookIdInfo; + ImGuiID HoveredId; + ImGuiID HoveredIdPreviousFrame; + int HoveredIdPreviousFrameItemCount; + float HoveredIdTimer; + float HoveredIdNotActiveTimer; + bool HoveredIdAllowOverlap; + bool HoveredIdIsDisabled; + bool ItemUnclipByLog; + ImGuiID ActiveId; + ImGuiID ActiveIdIsAlive; + float ActiveIdTimer; + bool ActiveIdIsJustActivated; + bool ActiveIdAllowOverlap; + bool ActiveIdNoClearOnFocusLoss; + bool ActiveIdHasBeenPressedBefore; + bool ActiveIdHasBeenEditedBefore; + bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdFromShortcut; + int ActiveIdMouseButton : 8; + ImVec2 ActiveIdClickOffset; + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; + ImGuiID ActiveIdPreviousFrame; + ImGuiDeactivatedItemData DeactivatedItemData; + ImGuiDataTypeStorage ActiveIdValueOnActivation; + ImGuiID LastActiveId; + float LastActiveIdTimer; + double LastKeyModsChangeTime; + double LastKeyModsChangeFromNoneTime; + double LastKeyboardKeyPressTime; + ImBitArrayForNamedKeys KeysMayBeCharInput; + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; + ImU32 ActiveIdUsingNavDirMask; + bool ActiveIdUsingAllKeyboardKeys; + ImGuiKeyChord DebugBreakInShortcutRouting; + ImGuiID CurrentFocusScopeId; + ImGuiItemFlags CurrentItemFlags; + ImGuiID DebugLocateId; + ImGuiNextItemData NextItemData; + ImGuiLastItemData LastItemData; + ImGuiNextWindowData NextWindowData; + bool DebugShowGroupRects; + ImGuiCol DebugFlashStyleColorIdx; + ImVector_ImGuiColorMod ColorStack; + ImVector_ImGuiStyleMod StyleVarStack; + ImVector_ImFontPtr FontStack; + ImVector_ImGuiFocusScopeData FocusScopeStack; + ImVector_ImGuiItemFlags ItemFlagsStack; + ImVector_ImGuiGroupData GroupStack; + ImVector_ImGuiPopupData OpenPopupStack; + ImVector_ImGuiPopupData BeginPopupStack; + ImVector_ImGuiTreeNodeStackData TreeNodeStack; + ImVector_ImGuiViewportPPtr Viewports; + ImGuiViewportP* CurrentViewport; + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; + ImRect PlatformMonitorsFullWorkRect; + int ViewportCreatedCount; + int PlatformWindowsCreatedCount; + int ViewportFocusedStampCount; + bool NavCursorVisible; + bool NavHighlightItemUnderNav; + bool NavMousePosDirty; + bool NavIdIsAlive; + ImGuiID NavId; + ImGuiWindow* NavWindow; + ImGuiID NavFocusScopeId; + ImGuiNavLayer NavLayer; + ImGuiID NavActivateId; + ImGuiID NavActivateDownId; + ImGuiID NavActivatePressedId; + ImGuiActivateFlags NavActivateFlags; + ImVector_ImGuiFocusScopeData NavFocusRoute; + ImGuiID NavHighlightActivatedId; + float NavHighlightActivatedTimer; + ImGuiID NavNextActivateId; + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; + ImGuiSelectionUserData NavLastValidSelectionUserData; + ImS8 NavCursorHideFrames; + bool NavAnyRequest; + bool NavInitRequest; + bool NavInitRequestFromMove; + ImGuiNavItemData NavInitResult; + bool NavMoveSubmitted; + bool NavMoveScoringItems; + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyChord NavMoveKeyMods; + ImGuiDir NavMoveDir; + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; + ImRect NavScoringRect; + ImRect NavScoringNoClipRect; + int NavScoringDebugCount; + int NavTabbingDir; + int NavTabbingCounter; + ImGuiNavItemData NavMoveResultLocal; + ImGuiNavItemData NavMoveResultLocalVisible; + ImGuiNavItemData NavMoveResultOther; + ImGuiNavItemData NavTabbingResultFirst; + ImGuiID NavJustMovedFromFocusScopeId; + ImGuiID NavJustMovedToId; + ImGuiID NavJustMovedToFocusScopeId; + ImGuiKeyChord NavJustMovedToKeyMods; + bool NavJustMovedToIsTabbing; + bool NavJustMovedToHasSelectionData; + ImGuiKeyChord ConfigNavWindowingKeyNext; + ImGuiKeyChord ConfigNavWindowingKeyPrev; + ImGuiWindow* NavWindowingTarget; + ImGuiWindow* NavWindowingTargetAnim; + ImGuiWindow* NavWindowingListWindow; + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + ImGuiKey NavWindowingToggleKey; + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; + float DimBgRatio; + bool DragDropActive; + bool DragDropWithinSource; + bool DragDropWithinTarget; + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; + ImRect DragDropTargetClipRect; + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; + ImGuiID DragDropAcceptIdCurr; + ImGuiID DragDropAcceptIdPrev; + int DragDropAcceptFrameCount; + ImGuiID DragDropHoldJustPressedId; + ImVector_unsigned_char DragDropPayloadBufHeap; + unsigned char DragDropPayloadBufLocal[16]; + int ClipperTempDataStacked; + ImVector_ImGuiListClipperData ClipperTempData; + ImGuiTable* CurrentTable; + ImGuiID DebugBreakInTable; + int TablesTempDataStacked; + ImVector_ImGuiTableTempData TablesTempData; + ImPool_ImGuiTable Tables; + ImVector_float TablesLastTimeActive; + ImVector_ImDrawChannel DrawChannelsTempMergeBuffer; + ImGuiTabBar* CurrentTabBar; + ImPool_ImGuiTabBar TabBars; + ImVector_ImGuiPtrOrIndex CurrentTabBarStack; + ImVector_ImGuiShrinkWidthItem ShrinkWidthBuffer; + ImGuiBoxSelectState BoxSelectState; + ImGuiMultiSelectTempData* CurrentMultiSelect; + int MultiSelectTempDataStacked; + ImVector_ImGuiMultiSelectTempData MultiSelectTempData; + ImPool_ImGuiMultiSelectState MultiSelectStorage; + ImGuiID HoverItemDelayId; + ImGuiID HoverItemDelayIdPreviousFrame; + float HoverItemDelayTimer; + float HoverItemDelayClearTimer; + ImGuiID HoverItemUnlockedStationaryId; + ImGuiID HoverWindowUnlockedStationaryId; + ImGuiMouseCursor MouseCursor; + float MouseStationaryTimer; + ImVec2 MouseLastValidPos; + ImGuiInputTextState InputTextState; + ImGuiInputTextDeactivatedState InputTextDeactivatedState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; + ImGuiDataTypeStorage DataTypeZeroValue; + int BeginMenuDepth; + int BeginComboDepth; + ImGuiColorEditFlags ColorEditOptions; + ImGuiID ColorEditCurrentID; + ImGuiID ColorEditSavedID; + float ColorEditSavedHue; + float ColorEditSavedSat; + ImU32 ColorEditSavedColor; + ImVec4 ColorPickerRef; + ImGuiComboPreviewData ComboPreviewData; + ImRect WindowResizeBorderExpectedRect; + bool WindowResizeRelativeMode; + short ScrollbarSeekMode; + float ScrollbarClickDeltaToGrabCenter; + float SliderGrabClickOffset; + float SliderCurrentAccum; + bool SliderCurrentAccumDirty; + bool DragCurrentAccumDirty; + float DragCurrentAccum; + float DragSpeedDefaultRatio; + float DisabledAlphaBackup; + short DisabledStackSize; + short TooltipOverrideCount; + ImGuiWindow* TooltipPreviousWindow; + ImVector_char ClipboardHandlerData; + ImVector_ImGuiID MenusIdSubmittedThisFrame; + ImGuiTypingSelectState TypingSelectState; + ImGuiPlatformImeData PlatformImeData; + ImGuiPlatformImeData PlatformImeDataPrev; + ImGuiID PlatformImeViewport; + ImGuiDockContext DockContext; + void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + bool SettingsLoaded; + float SettingsDirtyTimer; + ImGuiTextBuffer SettingsIniData; + ImVector_ImGuiSettingsHandler SettingsHandlers; + ImChunkStream_ImGuiWindowSettings SettingsWindows; + ImChunkStream_ImGuiTableSettings SettingsTables; + ImVector_ImGuiContextHook Hooks; + ImGuiID HookIdNext; + const char* LocalizationTable[ImGuiLocKey_COUNT]; + bool LogEnabled; + ImGuiLogFlags LogFlags; + ImGuiWindow* LogWindow; + ImFileHandle LogFile; + ImGuiTextBuffer LogBuffer; + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; + ImGuiErrorCallback ErrorCallback; + void* ErrorCallbackUserData; + ImVec2 ErrorTooltipLockedPos; + bool ErrorFirst; + int ErrorCountCurrentFrame; + ImGuiErrorRecoveryState StackSizesInNewFrame; + ImGuiErrorRecoveryState*StackSizesInBeginForCurrentWindow; + int DebugDrawIdConflictsCount; + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + ImGuiTextIndex DebugLogIndex; + int DebugLogSkippedErrors; + ImGuiDebugLogFlags DebugLogAutoDisableFlags; + ImU8 DebugLogAutoDisableFrames; + ImU8 DebugLocateFrames; + bool DebugBreakInLocateId; + ImGuiKeyChord DebugBreakKeyChord; + ImS8 DebugBeginReturnValueCullDepth; + bool DebugItemPickerActive; + ImU8 DebugItemPickerMouseButton; + ImGuiID DebugItemPickerBreakId; + float DebugFlashStyleColorTime; + ImVec4 DebugFlashStyleColorBackup; + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiIDStackTool DebugIDStackTool; + ImGuiDebugAllocInfo DebugAllocInfo; + ImGuiDockNode* DebugHoveredDockNode; + float FramerateSecPerFrame[60]; + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; + int WantCaptureKeyboardNextFrame; + int WantTextInputNextFrame; + ImVector_char TempBuffer; + char TempKeychordName[64]; +}; +struct ImGuiWindowTempData +{ + ImVec2 CursorPos; + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; + ImVec2 CursorMaxPos; + ImVec2 IdealMaxPos; + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; + float PrevLineTextBaseOffset; + bool IsSameLine; + bool IsSetPos; + ImVec1 Indent; + ImVec1 ColumnsOffset; + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness; + ImGuiNavLayer NavLayerCurrent; + short NavLayersActiveMask; + short NavLayersActiveMaskNext; + bool NavIsScrollPushableX; + bool NavHideHighlightOneFrame; + bool NavWindowHasScrollY; + bool MenuBarAppending; + ImVec2 MenuBarOffset; + ImGuiMenuColumns MenuColumns; + int TreeDepth; + ImU32 TreeHasStackDataDepthMask; + ImVector_ImGuiWindowPtr ChildWindows; + ImGuiStorage* StateStorage; + ImGuiOldColumns* CurrentColumns; + int CurrentTableIdx; + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; + ImU32 ModalDimBgColor; + float ItemWidth; + float TextWrapPos; + ImVector_float ItemWidthStack; + ImVector_float TextWrapPosStack; +}; +typedef struct ImVector_ImGuiOldColumns {int Size;int Capacity;ImGuiOldColumns* Data;} ImVector_ImGuiOldColumns; + +struct ImGuiWindow +{ + ImGuiContext* Ctx; + char* Name; + ImGuiID ID; + ImGuiWindowFlags Flags, FlagsPreviousFrame; + ImGuiChildFlags ChildFlags; + ImGuiWindowClass WindowClass; + ImGuiViewportP* Viewport; + ImGuiID ViewportId; + ImVec2 ViewportPos; + int ViewportAllowPlatformMonitorExtend; + ImVec2 Pos; + ImVec2 Size; + ImVec2 SizeFull; + ImVec2 ContentSize; + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; + ImVec2 WindowPadding; + float WindowRounding; + float WindowBorderSize; + float TitleBarHeight, MenuBarHeight; + float DecoOuterSizeX1, DecoOuterSizeY1; + float DecoOuterSizeX2, DecoOuterSizeY2; + float DecoInnerSizeX1, DecoInnerSizeY1; + int NameBufLen; + ImGuiID MoveId; + ImGuiID TabId; + ImGuiID ChildId; + ImGuiID PopupId; + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; + ImVec2 ScrollTargetCenterRatio; + ImVec2 ScrollTargetEdgeSnapDist; + ImVec2 ScrollbarSizes; + bool ScrollbarX, ScrollbarY; + bool ViewportOwned; + bool Active; + bool WasActive; + bool WriteAccessed; + bool Collapsed; + bool WantCollapseToggle; + bool SkipItems; + bool SkipRefresh; + bool Appearing; + bool Hidden; + bool IsFallbackWindow; + bool IsExplicitChild; + bool HasCloseButton; + signed char ResizeBorderHovered; + signed char ResizeBorderHeld; + short BeginCount; + short BeginCountPreviousFrame; + short BeginOrderWithinParent; + short BeginOrderWithinContext; + short FocusOrder; + ImS8 AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; + ImS8 HiddenFramesCannotSkipItems; + ImS8 HiddenFramesForRenderOnly; + ImS8 DisableInputsFrames; + ImGuiCond SetWindowPosAllowFlags : 8; + ImGuiCond SetWindowSizeAllowFlags : 8; + ImGuiCond SetWindowCollapsedAllowFlags : 8; + ImGuiCond SetWindowDockAllowFlags : 8; + ImVec2 SetWindowPosVal; + ImVec2 SetWindowPosPivot; + ImVector_ImGuiID IDStack; + ImGuiWindowTempData DC; + ImRect OuterRectClipped; + ImRect InnerRect; + ImRect InnerClipRect; + ImRect WorkRect; + ImRect ParentWorkRect; + ImRect ClipRect; + ImRect ContentRegionRect; + ImVec2ih HitTestHoleSize; + ImVec2ih HitTestHoleOffset; + int LastFrameActive; + int LastFrameJustFocused; + float LastTimeActive; + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector_ImGuiOldColumns ColumnsStorage; + float FontWindowScale; + float FontDpiScale; + int SettingsOffset; + ImDrawList* DrawList; + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; + ImGuiWindow* RootWindowPopupTree; + ImGuiWindow* RootWindowDockTree; + ImGuiWindow* RootWindowForTitleBarHighlight; + ImGuiWindow* RootWindowForNav; + ImGuiWindow* ParentWindowForFocusRoute; + ImGuiWindow* NavLastChildNavWindow; + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; + ImRect NavRectRel[ImGuiNavLayer_COUNT]; + ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; + ImGuiID NavRootFocusScopeId; + int MemoryDrawListIdxCapacity; + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; + bool DockIsActive :1; + bool DockNodeIsVisible :1; + bool DockTabIsVisible :1; + bool DockTabWantClose :1; + short DockOrder; + ImGuiWindowDockStyle DockStyle; + ImGuiDockNode* DockNode; + ImGuiDockNode* DockNodeAsHost; + ImGuiID DockId; + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; +}; +typedef enum { + ImGuiTabBarFlags_DockNode = 1 << 20, + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22, +}ImGuiTabBarFlagsPrivate_; +typedef enum { + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, + ImGuiTabItemFlags_Button = 1 << 21, + ImGuiTabItemFlags_Unsorted = 1 << 22, +}ImGuiTabItemFlagsPrivate_; +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + ImGuiWindow* Window; + int LastFrameVisible; + int LastFrameSelected; + float Offset; + float Width; + float ContentWidth; + float RequestedWidth; + ImS32 NameOffset; + ImS16 BeginOrder; + ImS16 IndexDuringLayout; + bool WantClose; +}; +typedef struct ImVector_ImGuiTabItem {int Size;int Capacity;ImGuiTabItem* Data;} ImVector_ImGuiTabItem; + +struct ImGuiTabBar +{ + ImGuiWindow* Window; + ImVector_ImGuiTabItem Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; + ImGuiID SelectedTabId; + ImGuiID NextSelectedTabId; + ImGuiID VisibleTabId; + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; + float WidthAllTabs; + float WidthAllTabsIdeal; + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + float SeparatorMinX; + float SeparatorMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; + ImS16 TabsActiveCount; + ImS16 LastTabItemIdx; + float ItemSpacingY; + ImVec2 FramePadding; + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; +}; +typedef ImS16 ImGuiTableColumnIdx; +typedef ImU16 ImGuiTableDrawChannelIdx; +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; + float WidthGiven; + float MinX; + float MaxX; + float WidthRequest; + float WidthAuto; + float WidthMax; + float StretchWeight; + float InitStretchWeightOrWidth; + ImRect ClipRect; + ImGuiID UserID; + float WorkMinX; + float WorkMaxX; + float ItemWidth; + float ContentMaxXFrozen; + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx IndexWithinEnabledSet; + ImGuiTableColumnIdx PrevEnabledColumn; + ImGuiTableColumnIdx NextEnabledColumn; + ImGuiTableColumnIdx SortOrder; + ImGuiTableDrawChannelIdx DrawChannelCurrent; + ImGuiTableDrawChannelIdx DrawChannelFrozen; + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; + bool IsEnabled; + bool IsUserEnabled; + bool IsUserEnabledNextFrame; + bool IsVisibleX; + bool IsVisibleY; + bool IsRequestOutput; + bool IsSkipItems; + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; + ImU8 AutoFitQueue; + ImU8 CannotSkipItemsQueue; + ImU8 SortDirection : 2; + ImU8 SortDirectionsAvailCount : 2; + ImU8 SortDirectionsAvailMask : 4; + ImU8 SortDirectionsAvailList; +}; +typedef struct ImGuiTableCellData ImGuiTableCellData; +struct ImGuiTableCellData +{ + ImU32 BgColor; + ImGuiTableColumnIdx Column; +}; +struct ImGuiTableHeaderData +{ + ImGuiTableColumnIdx Index; + ImU32 TextColor; + ImU32 BgColor0; + ImU32 BgColor1; +}; +struct ImGuiTableInstanceData +{ + ImGuiID TableInstanceID; + float LastOuterHeight; + float LastTopHeadersRowHeight; + float LastFrozenHeight; + int HoveredRowLast; + int HoveredRowNext; +}; +typedef struct ImSpan_ImGuiTableColumn {ImGuiTableColumn* Data;ImGuiTableColumn* DataEnd;} ImSpan_ImGuiTableColumn; + +typedef struct ImSpan_ImGuiTableColumnIdx {ImGuiTableColumnIdx* Data;ImGuiTableColumnIdx* DataEnd;} ImSpan_ImGuiTableColumnIdx; + +typedef struct ImSpan_ImGuiTableCellData {ImGuiTableCellData* Data;ImGuiTableCellData* DataEnd;} ImSpan_ImGuiTableCellData; + +typedef struct ImVector_ImGuiTableInstanceData {int Size;int Capacity;ImGuiTableInstanceData* Data;} ImVector_ImGuiTableInstanceData; + +typedef struct ImVector_ImGuiTableColumnSortSpecs {int Size;int Capacity;ImGuiTableColumnSortSpecs* Data;} ImVector_ImGuiTableColumnSortSpecs; + +struct ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; + ImGuiTableTempData* TempData; + ImSpan_ImGuiTableColumn Columns; + ImSpan_ImGuiTableColumnIdx DisplayOrderToIndex; + ImSpan_ImGuiTableCellData RowCellData; + ImBitArrayPtr EnabledMaskByDisplayOrder; + ImBitArrayPtr EnabledMaskByIndex; + ImBitArrayPtr VisibleMaskByIndex; + ImGuiTableFlags SettingsLoadedFlags; + int SettingsOffset; + int LastFrameActive; + int ColumnsCount; + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; + ImS16 InstanceInteracted; + float RowPosY1; + float RowPosY2; + float RowMinHeight; + float RowCellPaddingY; + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; + ImU32 RowBgColor[2]; + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; + float CellSpacingX1; + float CellSpacingX2; + float InnerWidth; + float ColumnsGivenWidth; + float ColumnsAutoFitWidth; + float ColumnsStretchSumWeights; + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; + float RefScale; + float AngledHeadersHeight; + float AngledHeadersSlope; + ImRect OuterRect; + ImRect InnerRect; + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; + ImRect Bg0ClipRectForDrawCmd; + ImRect Bg2ClipRectForDrawCmd; + ImRect HostClipRect; + ImRect HostBackupInnerClipRect; + ImGuiWindow* OuterWindow; + ImGuiWindow* InnerWindow; + ImGuiTextBuffer ColumnsNames; + ImDrawListSplitter* DrawSplitter; + ImGuiTableInstanceData InstanceDataFirst; + ImVector_ImGuiTableInstanceData InstanceDataExtra; + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector_ImGuiTableColumnSortSpecs SortSpecsMulti; + ImGuiTableSortSpecs SortSpecs; + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; + ImGuiTableColumnIdx ColumnsEnabledFixedCount; + ImGuiTableColumnIdx DeclColumnsCount; + ImGuiTableColumnIdx AngledHeadersCount; + ImGuiTableColumnIdx HoveredColumnBody; + ImGuiTableColumnIdx HoveredColumnBorder; + ImGuiTableColumnIdx HighlightColumnHeader; + ImGuiTableColumnIdx AutoFitSingleColumn; + ImGuiTableColumnIdx ResizedColumn; + ImGuiTableColumnIdx LastResizedColumn; + ImGuiTableColumnIdx HeldHeaderColumn; + ImGuiTableColumnIdx ReorderColumn; + ImGuiTableColumnIdx ReorderColumnDir; + ImGuiTableColumnIdx LeftMostEnabledColumn; + ImGuiTableColumnIdx RightMostEnabledColumn; + ImGuiTableColumnIdx LeftMostStretchedColumn; + ImGuiTableColumnIdx RightMostStretchedColumn; + ImGuiTableColumnIdx ContextPopupColumn; + ImGuiTableColumnIdx FreezeRowsRequest; + ImGuiTableColumnIdx FreezeRowsCount; + ImGuiTableColumnIdx FreezeColumnsRequest; + ImGuiTableColumnIdx FreezeColumnsCount; + ImGuiTableColumnIdx RowCellDataCurrent; + ImGuiTableDrawChannelIdx DummyDrawChannel; + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + bool IsLayoutLocked; + bool IsInsideRow; + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; + bool IsContextPopupOpen; + bool DisableDefaultContextMenu; + bool IsSettingsRequestLoad; + bool IsSettingsDirty; + bool IsDefaultDisplayOrder; + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; + bool IsDefaultSizingPolicy; + bool IsActiveIdAliveBeforeTable; + bool IsActiveIdInTable; + bool HasScrollbarYCurr; + bool HasScrollbarYPrev; + bool MemoryCompacted; + bool HostSkipItems; +}; +typedef struct ImVector_ImGuiTableHeaderData {int Size;int Capacity;ImGuiTableHeaderData* Data;} ImVector_ImGuiTableHeaderData; + +struct ImGuiTableTempData +{ + int TableIndex; + float LastTimeActive; + float AngledHeadersExtraWidth; + ImVector_ImGuiTableHeaderData AngledHeadersRequests; + ImVec2 UserOuterSize; + ImDrawListSplitter DrawSplitter; + ImRect HostBackupWorkRect; + ImRect HostBackupParentWorkRect; + ImVec2 HostBackupPrevLineSize; + ImVec2 HostBackupCurrLineSize; + ImVec2 HostBackupCursorMaxPos; + ImVec1 HostBackupColumnsOffset; + float HostBackupItemWidth; + int HostBackupItemWidthStackSize; +}; +typedef struct ImGuiTableColumnSettings ImGuiTableColumnSettings; +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImU8 IsEnabled : 1; + ImU8 IsStretch : 1; +}; +struct ImGuiTableSettings +{ + ImGuiID ID; + ImGuiTableFlags SaveFlags; + float RefScale; + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; + bool WantApply; +}; +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; +#ifdef IMGUI_ENABLE_FREETYPE +struct ImFontAtlas; +struct ImFontBuilderIO; +typedef enum { + ImGuiFreeTypeBuilderFlags_NoHinting = 1 << 0, + ImGuiFreeTypeBuilderFlags_NoAutoHint = 1 << 1, + ImGuiFreeTypeBuilderFlags_ForceAutoHint = 1 << 2, + ImGuiFreeTypeBuilderFlags_LightHinting = 1 << 3, + ImGuiFreeTypeBuilderFlags_MonoHinting = 1 << 4, + ImGuiFreeTypeBuilderFlags_Bold = 1 << 5, + ImGuiFreeTypeBuilderFlags_Oblique = 1 << 6, + ImGuiFreeTypeBuilderFlags_Monochrome = 1 << 7, + ImGuiFreeTypeBuilderFlags_LoadColor = 1 << 8, + ImGuiFreeTypeBuilderFlags_Bitmap = 1 << 9 +}ImGuiFreeTypeBuilderFlags; +#endif +#define IMGUI_HAS_DOCK 1 + +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) + +#else +struct GLFWwindow; +struct SDL_Window; +typedef union SDL_Event SDL_Event; +#endif // CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +#ifndef CIMGUI_DEFINE_ENUMS_AND_STRUCTS +typedef struct ImGuiTextFilter::ImGuiTextRange ImGuiTextRange; +typedef ImStb::STB_TexteditState STB_TexteditState; +typedef ImChunkStream ImChunkStream_ImGuiTableSettings; +typedef ImChunkStream ImChunkStream_ImGuiWindowSettings; +typedef ImPool ImPool_ImGuiMultiSelectState; +typedef ImPool ImPool_ImGuiTabBar; +typedef ImPool ImPool_ImGuiTable; +typedef ImSpan ImSpan_ImGuiTableCellData; +typedef ImSpan ImSpan_ImGuiTableColumn; +typedef ImSpan ImSpan_ImGuiTableColumnIdx; +typedef ImVector ImVector_ImDrawChannel; +typedef ImVector ImVector_ImDrawCmd; +typedef ImVector ImVector_ImDrawIdx; +typedef ImVector ImVector_ImDrawListPtr; +typedef ImVector ImVector_ImDrawVert; +typedef ImVector ImVector_ImFontPtr; +typedef ImVector ImVector_ImFontAtlasCustomRect; +typedef ImVector ImVector_ImFontConfig; +typedef ImVector ImVector_ImFontGlyph; +typedef ImVector ImVector_ImGuiColorMod; +typedef ImVector ImVector_ImGuiContextHook; +typedef ImVector ImVector_ImGuiDockNodeSettings; +typedef ImVector ImVector_ImGuiDockRequest; +typedef ImVector ImVector_ImGuiFocusScopeData; +typedef ImVector ImVector_ImGuiGroupData; +typedef ImVector ImVector_ImGuiID; +typedef ImVector ImVector_ImGuiInputEvent; +typedef ImVector ImVector_ImGuiItemFlags; +typedef ImVector ImVector_ImGuiKeyRoutingData; +typedef ImVector ImVector_ImGuiListClipperData; +typedef ImVector ImVector_ImGuiListClipperRange; +typedef ImVector ImVector_ImGuiMultiSelectTempData; +typedef ImVector ImVector_ImGuiOldColumnData; +typedef ImVector ImVector_ImGuiOldColumns; +typedef ImVector ImVector_ImGuiPlatformMonitor; +typedef ImVector ImVector_ImGuiPopupData; +typedef ImVector ImVector_ImGuiPtrOrIndex; +typedef ImVector ImVector_ImGuiSelectionRequest; +typedef ImVector ImVector_ImGuiSettingsHandler; +typedef ImVector ImVector_ImGuiShrinkWidthItem; +typedef ImVector ImVector_ImGuiStackLevelInfo; +typedef ImVector ImVector_ImGuiStoragePair; +typedef ImVector ImVector_ImGuiStyleMod; +typedef ImVector ImVector_ImGuiTabItem; +typedef ImVector ImVector_ImGuiTableColumnSortSpecs; +typedef ImVector ImVector_ImGuiTableHeaderData; +typedef ImVector ImVector_ImGuiTableInstanceData; +typedef ImVector ImVector_ImGuiTableTempData; +typedef ImVector ImVector_ImGuiTextRange; +typedef ImVector ImVector_ImGuiTreeNodeStackData; +typedef ImVector ImVector_ImGuiViewportPtr; +typedef ImVector ImVector_ImGuiViewportPPtr; +typedef ImVector ImVector_ImGuiWindowPtr; +typedef ImVector ImVector_ImGuiWindowStackData; +typedef ImVector ImVector_ImTextureID; +typedef ImVector ImVector_ImU32; +typedef ImVector ImVector_ImU8; +typedef ImVector ImVector_ImVec2; +typedef ImVector ImVector_ImVec4; +typedef ImVector ImVector_ImWchar; +typedef ImVector ImVector_char; +typedef ImVector ImVector_const_charPtr; +typedef ImVector ImVector_float; +typedef ImVector ImVector_int; +typedef ImVector ImVector_unsigned_char; +#endif //CIMGUI_DEFINE_ENUMS_AND_STRUCTS +CIMGUI_API ImVec2* ImVec2_ImVec2_Nil(void); +CIMGUI_API void ImVec2_destroy(ImVec2* self); +CIMGUI_API ImVec2* ImVec2_ImVec2_Float(float _x,float _y); +CIMGUI_API ImVec4* ImVec4_ImVec4_Nil(void); +CIMGUI_API void ImVec4_destroy(ImVec4* self); +CIMGUI_API ImVec4* ImVec4_ImVec4_Float(float _x,float _y,float _z,float _w); +CIMGUI_API ImGuiContext* igCreateContext(ImFontAtlas* shared_font_atlas); +CIMGUI_API void igDestroyContext(ImGuiContext* ctx); +CIMGUI_API ImGuiContext* igGetCurrentContext(void); +CIMGUI_API void igSetCurrentContext(ImGuiContext* ctx); +CIMGUI_API ImGuiIO* igGetIO(void); +CIMGUI_API ImGuiPlatformIO* igGetPlatformIO(void); +CIMGUI_API ImGuiStyle* igGetStyle(void); +CIMGUI_API void igNewFrame(void); +CIMGUI_API void igEndFrame(void); +CIMGUI_API void igRender(void); +CIMGUI_API ImDrawData* igGetDrawData(void); +CIMGUI_API void igShowDemoWindow(bool* p_open); +CIMGUI_API void igShowMetricsWindow(bool* p_open); +CIMGUI_API void igShowDebugLogWindow(bool* p_open); +CIMGUI_API void igShowIDStackToolWindow(bool* p_open); +CIMGUI_API void igShowAboutWindow(bool* p_open); +CIMGUI_API void igShowStyleEditor(ImGuiStyle* ref); +CIMGUI_API bool igShowStyleSelector(const char* label); +CIMGUI_API void igShowFontSelector(const char* label); +CIMGUI_API void igShowUserGuide(void); +CIMGUI_API const char* igGetVersion(void); +CIMGUI_API void igStyleColorsDark(ImGuiStyle* dst); +CIMGUI_API void igStyleColorsLight(ImGuiStyle* dst); +CIMGUI_API void igStyleColorsClassic(ImGuiStyle* dst); +CIMGUI_API bool igBegin(const char* name,bool* p_open,ImGuiWindowFlags flags); +CIMGUI_API void igEnd(void); +CIMGUI_API bool igBeginChild_Str(const char* str_id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginChild_ID(ImGuiID id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags); +CIMGUI_API void igEndChild(void); +CIMGUI_API bool igIsWindowAppearing(void); +CIMGUI_API bool igIsWindowCollapsed(void); +CIMGUI_API bool igIsWindowFocused(ImGuiFocusedFlags flags); +CIMGUI_API bool igIsWindowHovered(ImGuiHoveredFlags flags); +CIMGUI_API ImDrawList* igGetWindowDrawList(void); +CIMGUI_API float igGetWindowDpiScale(void); +CIMGUI_API void igGetWindowPos(ImVec2 *pOut); +CIMGUI_API void igGetWindowSize(ImVec2 *pOut); +CIMGUI_API float igGetWindowWidth(void); +CIMGUI_API float igGetWindowHeight(void); +CIMGUI_API ImGuiViewport* igGetWindowViewport(void); +CIMGUI_API void igSetNextWindowPos(const ImVec2 pos,ImGuiCond cond,const ImVec2 pivot); +CIMGUI_API void igSetNextWindowSize(const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetNextWindowSizeConstraints(const ImVec2 size_min,const ImVec2 size_max,ImGuiSizeCallback custom_callback,void* custom_callback_data); +CIMGUI_API void igSetNextWindowContentSize(const ImVec2 size); +CIMGUI_API void igSetNextWindowCollapsed(bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetNextWindowFocus(void); +CIMGUI_API void igSetNextWindowScroll(const ImVec2 scroll); +CIMGUI_API void igSetNextWindowBgAlpha(float alpha); +CIMGUI_API void igSetNextWindowViewport(ImGuiID viewport_id); +CIMGUI_API void igSetWindowPos_Vec2(const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_Vec2(const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_Bool(bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowFocus_Nil(void); +CIMGUI_API void igSetWindowFontScale(float scale); +CIMGUI_API void igSetWindowPos_Str(const char* name,const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_Str(const char* name,const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_Str(const char* name,bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowFocus_Str(const char* name); +CIMGUI_API float igGetScrollX(void); +CIMGUI_API float igGetScrollY(void); +CIMGUI_API void igSetScrollX_Float(float scroll_x); +CIMGUI_API void igSetScrollY_Float(float scroll_y); +CIMGUI_API float igGetScrollMaxX(void); +CIMGUI_API float igGetScrollMaxY(void); +CIMGUI_API void igSetScrollHereX(float center_x_ratio); +CIMGUI_API void igSetScrollHereY(float center_y_ratio); +CIMGUI_API void igSetScrollFromPosX_Float(float local_x,float center_x_ratio); +CIMGUI_API void igSetScrollFromPosY_Float(float local_y,float center_y_ratio); +CIMGUI_API void igPushFont(ImFont* font); +CIMGUI_API void igPopFont(void); +CIMGUI_API void igPushStyleColor_U32(ImGuiCol idx,ImU32 col); +CIMGUI_API void igPushStyleColor_Vec4(ImGuiCol idx,const ImVec4 col); +CIMGUI_API void igPopStyleColor(int count); +CIMGUI_API void igPushStyleVar_Float(ImGuiStyleVar idx,float val); +CIMGUI_API void igPushStyleVar_Vec2(ImGuiStyleVar idx,const ImVec2 val); +CIMGUI_API void igPushStyleVarX(ImGuiStyleVar idx,float val_x); +CIMGUI_API void igPushStyleVarY(ImGuiStyleVar idx,float val_y); +CIMGUI_API void igPopStyleVar(int count); +CIMGUI_API void igPushItemFlag(ImGuiItemFlags option,bool enabled); +CIMGUI_API void igPopItemFlag(void); +CIMGUI_API void igPushItemWidth(float item_width); +CIMGUI_API void igPopItemWidth(void); +CIMGUI_API void igSetNextItemWidth(float item_width); +CIMGUI_API float igCalcItemWidth(void); +CIMGUI_API void igPushTextWrapPos(float wrap_local_pos_x); +CIMGUI_API void igPopTextWrapPos(void); +CIMGUI_API ImFont* igGetFont(void); +CIMGUI_API float igGetFontSize(void); +CIMGUI_API void igGetFontTexUvWhitePixel(ImVec2 *pOut); +CIMGUI_API ImU32 igGetColorU32_Col(ImGuiCol idx,float alpha_mul); +CIMGUI_API ImU32 igGetColorU32_Vec4(const ImVec4 col); +CIMGUI_API ImU32 igGetColorU32_U32(ImU32 col,float alpha_mul); +CIMGUI_API const ImVec4* igGetStyleColorVec4(ImGuiCol idx); +CIMGUI_API void igGetCursorScreenPos(ImVec2 *pOut); +CIMGUI_API void igSetCursorScreenPos(const ImVec2 pos); +CIMGUI_API void igGetContentRegionAvail(ImVec2 *pOut); +CIMGUI_API void igGetCursorPos(ImVec2 *pOut); +CIMGUI_API float igGetCursorPosX(void); +CIMGUI_API float igGetCursorPosY(void); +CIMGUI_API void igSetCursorPos(const ImVec2 local_pos); +CIMGUI_API void igSetCursorPosX(float local_x); +CIMGUI_API void igSetCursorPosY(float local_y); +CIMGUI_API void igGetCursorStartPos(ImVec2 *pOut); +CIMGUI_API void igSeparator(void); +CIMGUI_API void igSameLine(float offset_from_start_x,float spacing); +CIMGUI_API void igNewLine(void); +CIMGUI_API void igSpacing(void); +CIMGUI_API void igDummy(const ImVec2 size); +CIMGUI_API void igIndent(float indent_w); +CIMGUI_API void igUnindent(float indent_w); +CIMGUI_API void igBeginGroup(void); +CIMGUI_API void igEndGroup(void); +CIMGUI_API void igAlignTextToFramePadding(void); +CIMGUI_API float igGetTextLineHeight(void); +CIMGUI_API float igGetTextLineHeightWithSpacing(void); +CIMGUI_API float igGetFrameHeight(void); +CIMGUI_API float igGetFrameHeightWithSpacing(void); +CIMGUI_API void igPushID_Str(const char* str_id); +CIMGUI_API void igPushID_StrStr(const char* str_id_begin,const char* str_id_end); +CIMGUI_API void igPushID_Ptr(const void* ptr_id); +CIMGUI_API void igPushID_Int(int int_id); +CIMGUI_API void igPopID(void); +CIMGUI_API ImGuiID igGetID_Str(const char* str_id); +CIMGUI_API ImGuiID igGetID_StrStr(const char* str_id_begin,const char* str_id_end); +CIMGUI_API ImGuiID igGetID_Ptr(const void* ptr_id); +CIMGUI_API ImGuiID igGetID_Int(int int_id); +CIMGUI_API void igTextUnformatted(const char* text,const char* text_end); +CIMGUI_API void igText(const char* fmt,...); +CIMGUI_API void igTextV(const char* fmt,va_list args); +CIMGUI_API void igTextColored(const ImVec4 col,const char* fmt,...); +CIMGUI_API void igTextColoredV(const ImVec4 col,const char* fmt,va_list args); +CIMGUI_API void igTextDisabled(const char* fmt,...); +CIMGUI_API void igTextDisabledV(const char* fmt,va_list args); +CIMGUI_API void igTextWrapped(const char* fmt,...); +CIMGUI_API void igTextWrappedV(const char* fmt,va_list args); +CIMGUI_API void igLabelText(const char* label,const char* fmt,...); +CIMGUI_API void igLabelTextV(const char* label,const char* fmt,va_list args); +CIMGUI_API void igBulletText(const char* fmt,...); +CIMGUI_API void igBulletTextV(const char* fmt,va_list args); +CIMGUI_API void igSeparatorText(const char* label); +CIMGUI_API bool igButton(const char* label,const ImVec2 size); +CIMGUI_API bool igSmallButton(const char* label); +CIMGUI_API bool igInvisibleButton(const char* str_id,const ImVec2 size,ImGuiButtonFlags flags); +CIMGUI_API bool igArrowButton(const char* str_id,ImGuiDir dir); +CIMGUI_API bool igCheckbox(const char* label,bool* v); +CIMGUI_API bool igCheckboxFlags_IntPtr(const char* label,int* flags,int flags_value); +CIMGUI_API bool igCheckboxFlags_UintPtr(const char* label,unsigned int* flags,unsigned int flags_value); +CIMGUI_API bool igRadioButton_Bool(const char* label,bool active); +CIMGUI_API bool igRadioButton_IntPtr(const char* label,int* v,int v_button); +CIMGUI_API void igProgressBar(float fraction,const ImVec2 size_arg,const char* overlay); +CIMGUI_API void igBullet(void); +CIMGUI_API bool igTextLink(const char* label); +CIMGUI_API void igTextLinkOpenURL(const char* label,const char* url); +CIMGUI_API void igImage(ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 tint_col,const ImVec4 border_col); +CIMGUI_API bool igImageButton(const char* str_id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col); +CIMGUI_API bool igBeginCombo(const char* label,const char* preview_value,ImGuiComboFlags flags); +CIMGUI_API void igEndCombo(void); +CIMGUI_API bool igCombo_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int popup_max_height_in_items); +CIMGUI_API bool igCombo_Str(const char* label,int* current_item,const char* items_separated_by_zeros,int popup_max_height_in_items); +CIMGUI_API bool igCombo_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int popup_max_height_in_items); +CIMGUI_API bool igDragFloat(const char* label,float* v,float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat2(const char* label,float v[2],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat3(const char* label,float v[3],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat4(const char* label,float v[4],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloatRange2(const char* label,float* v_current_min,float* v_current_max,float v_speed,float v_min,float v_max,const char* format,const char* format_max,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt(const char* label,int* v,float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt2(const char* label,int v[2],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt3(const char* label,int v[3],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt4(const char* label,int v[4],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragIntRange2(const char* label,int* v_current_min,int* v_current_max,float v_speed,int v_min,int v_max,const char* format,const char* format_max,ImGuiSliderFlags flags); +CIMGUI_API bool igDragScalar(const char* label,ImGuiDataType data_type,void* p_data,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat(const char* label,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat2(const char* label,float v[2],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat3(const char* label,float v[3],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat4(const char* label,float v[4],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderAngle(const char* label,float* v_rad,float v_degrees_min,float v_degrees_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt(const char* label,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt2(const char* label,int v[2],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt3(const char* label,int v[3],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt4(const char* label,int v[4],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderFloat(const char* label,const ImVec2 size,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderInt(const char* label,const ImVec2 size,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderScalar(const char* label,const ImVec2 size,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igInputText(const char* label,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputTextMultiline(const char* label,char* buf,size_t buf_size,const ImVec2 size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputTextWithHint(const char* label,const char* hint,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputFloat(const char* label,float* v,float step,float step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat2(const char* label,float v[2],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat3(const char* label,float v[3],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat4(const char* label,float v[4],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt(const char* label,int* v,int step,int step_fast,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt2(const char* label,int v[2],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt3(const char* label,int v[3],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt4(const char* label,int v[4],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputDouble(const char* label,double* v,double step,double step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igColorEdit3(const char* label,float col[3],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorEdit4(const char* label,float col[4],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorPicker3(const char* label,float col[3],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorPicker4(const char* label,float col[4],ImGuiColorEditFlags flags,const float* ref_col); +CIMGUI_API bool igColorButton(const char* desc_id,const ImVec4 col,ImGuiColorEditFlags flags,const ImVec2 size); +CIMGUI_API void igSetColorEditOptions(ImGuiColorEditFlags flags); +CIMGUI_API bool igTreeNode_Str(const char* label); +CIMGUI_API bool igTreeNode_StrStr(const char* str_id,const char* fmt,...); +CIMGUI_API bool igTreeNode_Ptr(const void* ptr_id,const char* fmt,...); +CIMGUI_API bool igTreeNodeV_Str(const char* str_id,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeV_Ptr(const void* ptr_id,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeEx_Str(const char* label,ImGuiTreeNodeFlags flags); +CIMGUI_API bool igTreeNodeEx_StrStr(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,...); +CIMGUI_API bool igTreeNodeEx_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,...); +CIMGUI_API bool igTreeNodeExV_Str(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeExV_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args); +CIMGUI_API void igTreePush_Str(const char* str_id); +CIMGUI_API void igTreePush_Ptr(const void* ptr_id); +CIMGUI_API void igTreePop(void); +CIMGUI_API float igGetTreeNodeToLabelSpacing(void); +CIMGUI_API bool igCollapsingHeader_TreeNodeFlags(const char* label,ImGuiTreeNodeFlags flags); +CIMGUI_API bool igCollapsingHeader_BoolPtr(const char* label,bool* p_visible,ImGuiTreeNodeFlags flags); +CIMGUI_API void igSetNextItemOpen(bool is_open,ImGuiCond cond); +CIMGUI_API void igSetNextItemStorageID(ImGuiID storage_id); +CIMGUI_API bool igSelectable_Bool(const char* label,bool selected,ImGuiSelectableFlags flags,const ImVec2 size); +CIMGUI_API bool igSelectable_BoolPtr(const char* label,bool* p_selected,ImGuiSelectableFlags flags,const ImVec2 size); +CIMGUI_API ImGuiMultiSelectIO* igBeginMultiSelect(ImGuiMultiSelectFlags flags,int selection_size,int items_count); +CIMGUI_API ImGuiMultiSelectIO* igEndMultiSelect(void); +CIMGUI_API void igSetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); +CIMGUI_API bool igIsItemToggledSelection(void); +CIMGUI_API bool igBeginListBox(const char* label,const ImVec2 size); +CIMGUI_API void igEndListBox(void); +CIMGUI_API bool igListBox_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int height_in_items); +CIMGUI_API bool igListBox_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int height_in_items); +CIMGUI_API void igPlotLines_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride); +CIMGUI_API void igPlotLines_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size); +CIMGUI_API void igPlotHistogram_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride); +CIMGUI_API void igPlotHistogram_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size); +CIMGUI_API void igValue_Bool(const char* prefix,bool b); +CIMGUI_API void igValue_Int(const char* prefix,int v); +CIMGUI_API void igValue_Uint(const char* prefix,unsigned int v); +CIMGUI_API void igValue_Float(const char* prefix,float v,const char* float_format); +CIMGUI_API bool igBeginMenuBar(void); +CIMGUI_API void igEndMenuBar(void); +CIMGUI_API bool igBeginMainMenuBar(void); +CIMGUI_API void igEndMainMenuBar(void); +CIMGUI_API bool igBeginMenu(const char* label,bool enabled); +CIMGUI_API void igEndMenu(void); +CIMGUI_API bool igMenuItem_Bool(const char* label,const char* shortcut,bool selected,bool enabled); +CIMGUI_API bool igMenuItem_BoolPtr(const char* label,const char* shortcut,bool* p_selected,bool enabled); +CIMGUI_API bool igBeginTooltip(void); +CIMGUI_API void igEndTooltip(void); +CIMGUI_API void igSetTooltip(const char* fmt,...); +CIMGUI_API void igSetTooltipV(const char* fmt,va_list args); +CIMGUI_API bool igBeginItemTooltip(void); +CIMGUI_API void igSetItemTooltip(const char* fmt,...); +CIMGUI_API void igSetItemTooltipV(const char* fmt,va_list args); +CIMGUI_API bool igBeginPopup(const char* str_id,ImGuiWindowFlags flags); +CIMGUI_API bool igBeginPopupModal(const char* name,bool* p_open,ImGuiWindowFlags flags); +CIMGUI_API void igEndPopup(void); +CIMGUI_API void igOpenPopup_Str(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igOpenPopup_ID(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igOpenPopupOnItemClick(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igCloseCurrentPopup(void); +CIMGUI_API bool igBeginPopupContextItem(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igBeginPopupContextWindow(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igBeginPopupContextVoid(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igIsPopupOpen_Str(const char* str_id,ImGuiPopupFlags flags); +CIMGUI_API bool igBeginTable(const char* str_id,int columns,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width); +CIMGUI_API void igEndTable(void); +CIMGUI_API void igTableNextRow(ImGuiTableRowFlags row_flags,float min_row_height); +CIMGUI_API bool igTableNextColumn(void); +CIMGUI_API bool igTableSetColumnIndex(int column_n); +CIMGUI_API void igTableSetupColumn(const char* label,ImGuiTableColumnFlags flags,float init_width_or_weight,ImGuiID user_id); +CIMGUI_API void igTableSetupScrollFreeze(int cols,int rows); +CIMGUI_API void igTableHeader(const char* label); +CIMGUI_API void igTableHeadersRow(void); +CIMGUI_API void igTableAngledHeadersRow(void); +CIMGUI_API ImGuiTableSortSpecs* igTableGetSortSpecs(void); +CIMGUI_API int igTableGetColumnCount(void); +CIMGUI_API int igTableGetColumnIndex(void); +CIMGUI_API int igTableGetRowIndex(void); +CIMGUI_API const char* igTableGetColumnName_Int(int column_n); +CIMGUI_API ImGuiTableColumnFlags igTableGetColumnFlags(int column_n); +CIMGUI_API void igTableSetColumnEnabled(int column_n,bool v); +CIMGUI_API int igTableGetHoveredColumn(void); +CIMGUI_API void igTableSetBgColor(ImGuiTableBgTarget target,ImU32 color,int column_n); +CIMGUI_API void igColumns(int count,const char* id,bool borders); +CIMGUI_API void igNextColumn(void); +CIMGUI_API int igGetColumnIndex(void); +CIMGUI_API float igGetColumnWidth(int column_index); +CIMGUI_API void igSetColumnWidth(int column_index,float width); +CIMGUI_API float igGetColumnOffset(int column_index); +CIMGUI_API void igSetColumnOffset(int column_index,float offset_x); +CIMGUI_API int igGetColumnsCount(void); +CIMGUI_API bool igBeginTabBar(const char* str_id,ImGuiTabBarFlags flags); +CIMGUI_API void igEndTabBar(void); +CIMGUI_API bool igBeginTabItem(const char* label,bool* p_open,ImGuiTabItemFlags flags); +CIMGUI_API void igEndTabItem(void); +CIMGUI_API bool igTabItemButton(const char* label,ImGuiTabItemFlags flags); +CIMGUI_API void igSetTabItemClosed(const char* tab_or_docked_window_label); +CIMGUI_API ImGuiID igDockSpace(ImGuiID dockspace_id,const ImVec2 size,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class); +CIMGUI_API ImGuiID igDockSpaceOverViewport(ImGuiID dockspace_id,const ImGuiViewport* viewport,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class); +CIMGUI_API void igSetNextWindowDockID(ImGuiID dock_id,ImGuiCond cond); +CIMGUI_API void igSetNextWindowClass(const ImGuiWindowClass* window_class); +CIMGUI_API ImGuiID igGetWindowDockID(void); +CIMGUI_API bool igIsWindowDocked(void); +CIMGUI_API void igLogToTTY(int auto_open_depth); +CIMGUI_API void igLogToFile(int auto_open_depth,const char* filename); +CIMGUI_API void igLogToClipboard(int auto_open_depth); +CIMGUI_API void igLogFinish(void); +CIMGUI_API void igLogButtons(void); +CIMGUI_API void igLogTextV(const char* fmt,va_list args); +CIMGUI_API bool igBeginDragDropSource(ImGuiDragDropFlags flags); +CIMGUI_API bool igSetDragDropPayload(const char* type,const void* data,size_t sz,ImGuiCond cond); +CIMGUI_API void igEndDragDropSource(void); +CIMGUI_API bool igBeginDragDropTarget(void); +CIMGUI_API const ImGuiPayload* igAcceptDragDropPayload(const char* type,ImGuiDragDropFlags flags); +CIMGUI_API void igEndDragDropTarget(void); +CIMGUI_API const ImGuiPayload* igGetDragDropPayload(void); +CIMGUI_API void igBeginDisabled(bool disabled); +CIMGUI_API void igEndDisabled(void); +CIMGUI_API void igPushClipRect(const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect); +CIMGUI_API void igPopClipRect(void); +CIMGUI_API void igSetItemDefaultFocus(void); +CIMGUI_API void igSetKeyboardFocusHere(int offset); +CIMGUI_API void igSetNavCursorVisible(bool visible); +CIMGUI_API void igSetNextItemAllowOverlap(void); +CIMGUI_API bool igIsItemHovered(ImGuiHoveredFlags flags); +CIMGUI_API bool igIsItemActive(void); +CIMGUI_API bool igIsItemFocused(void); +CIMGUI_API bool igIsItemClicked(ImGuiMouseButton mouse_button); +CIMGUI_API bool igIsItemVisible(void); +CIMGUI_API bool igIsItemEdited(void); +CIMGUI_API bool igIsItemActivated(void); +CIMGUI_API bool igIsItemDeactivated(void); +CIMGUI_API bool igIsItemDeactivatedAfterEdit(void); +CIMGUI_API bool igIsItemToggledOpen(void); +CIMGUI_API bool igIsAnyItemHovered(void); +CIMGUI_API bool igIsAnyItemActive(void); +CIMGUI_API bool igIsAnyItemFocused(void); +CIMGUI_API ImGuiID igGetItemID(void); +CIMGUI_API void igGetItemRectMin(ImVec2 *pOut); +CIMGUI_API void igGetItemRectMax(ImVec2 *pOut); +CIMGUI_API void igGetItemRectSize(ImVec2 *pOut); +CIMGUI_API ImGuiViewport* igGetMainViewport(void); +CIMGUI_API ImDrawList* igGetBackgroundDrawList(ImGuiViewport* viewport); +CIMGUI_API ImDrawList* igGetForegroundDrawList_ViewportPtr(ImGuiViewport* viewport); +CIMGUI_API bool igIsRectVisible_Nil(const ImVec2 size); +CIMGUI_API bool igIsRectVisible_Vec2(const ImVec2 rect_min,const ImVec2 rect_max); +CIMGUI_API double igGetTime(void); +CIMGUI_API int igGetFrameCount(void); +CIMGUI_API ImDrawListSharedData* igGetDrawListSharedData(void); +CIMGUI_API const char* igGetStyleColorName(ImGuiCol idx); +CIMGUI_API void igSetStateStorage(ImGuiStorage* storage); +CIMGUI_API ImGuiStorage* igGetStateStorage(void); +CIMGUI_API void igCalcTextSize(ImVec2 *pOut,const char* text,const char* text_end,bool hide_text_after_double_hash,float wrap_width); +CIMGUI_API void igColorConvertU32ToFloat4(ImVec4 *pOut,ImU32 in); +CIMGUI_API ImU32 igColorConvertFloat4ToU32(const ImVec4 in); +CIMGUI_API void igColorConvertRGBtoHSV(float r,float g,float b,float* out_h,float* out_s,float* out_v); +CIMGUI_API void igColorConvertHSVtoRGB(float h,float s,float v,float* out_r,float* out_g,float* out_b); +CIMGUI_API bool igIsKeyDown_Nil(ImGuiKey key); +CIMGUI_API bool igIsKeyPressed_Bool(ImGuiKey key,bool repeat); +CIMGUI_API bool igIsKeyReleased_Nil(ImGuiKey key); +CIMGUI_API bool igIsKeyChordPressed_Nil(ImGuiKeyChord key_chord); +CIMGUI_API int igGetKeyPressedAmount(ImGuiKey key,float repeat_delay,float rate); +CIMGUI_API const char* igGetKeyName(ImGuiKey key); +CIMGUI_API void igSetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); +CIMGUI_API bool igShortcut_Nil(ImGuiKeyChord key_chord,ImGuiInputFlags flags); +CIMGUI_API void igSetNextItemShortcut(ImGuiKeyChord key_chord,ImGuiInputFlags flags); +CIMGUI_API void igSetItemKeyOwner_Nil(ImGuiKey key); +CIMGUI_API bool igIsMouseDown_Nil(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseClicked_Bool(ImGuiMouseButton button,bool repeat); +CIMGUI_API bool igIsMouseReleased_Nil(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseDoubleClicked_Nil(ImGuiMouseButton button); +CIMGUI_API int igGetMouseClickedCount(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseHoveringRect(const ImVec2 r_min,const ImVec2 r_max,bool clip); +CIMGUI_API bool igIsMousePosValid(const ImVec2* mouse_pos); +CIMGUI_API bool igIsAnyMouseDown(void); +CIMGUI_API void igGetMousePos(ImVec2 *pOut); +CIMGUI_API void igGetMousePosOnOpeningCurrentPopup(ImVec2 *pOut); +CIMGUI_API bool igIsMouseDragging(ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igGetMouseDragDelta(ImVec2 *pOut,ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igResetMouseDragDelta(ImGuiMouseButton button); +CIMGUI_API ImGuiMouseCursor igGetMouseCursor(void); +CIMGUI_API void igSetMouseCursor(ImGuiMouseCursor cursor_type); +CIMGUI_API void igSetNextFrameWantCaptureMouse(bool want_capture_mouse); +CIMGUI_API const char* igGetClipboardText(void); +CIMGUI_API void igSetClipboardText(const char* text); +CIMGUI_API void igLoadIniSettingsFromDisk(const char* ini_filename); +CIMGUI_API void igLoadIniSettingsFromMemory(const char* ini_data,size_t ini_size); +CIMGUI_API void igSaveIniSettingsToDisk(const char* ini_filename); +CIMGUI_API const char* igSaveIniSettingsToMemory(size_t* out_ini_size); +CIMGUI_API void igDebugTextEncoding(const char* text); +CIMGUI_API void igDebugFlashStyleColor(ImGuiCol idx); +CIMGUI_API void igDebugStartItemPicker(void); +CIMGUI_API bool igDebugCheckVersionAndDataLayout(const char* version_str,size_t sz_io,size_t sz_style,size_t sz_vec2,size_t sz_vec4,size_t sz_drawvert,size_t sz_drawidx); +CIMGUI_API void igDebugLog(const char* fmt,...); +CIMGUI_API void igDebugLogV(const char* fmt,va_list args); +CIMGUI_API void igSetAllocatorFunctions(ImGuiMemAllocFunc alloc_func,ImGuiMemFreeFunc free_func,void* user_data); +CIMGUI_API void igGetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func,ImGuiMemFreeFunc* p_free_func,void** p_user_data); +CIMGUI_API void* igMemAlloc(size_t size); +CIMGUI_API void igMemFree(void* ptr); +CIMGUI_API void igUpdatePlatformWindows(void); +CIMGUI_API void igRenderPlatformWindowsDefault(void* platform_render_arg,void* renderer_render_arg); +CIMGUI_API void igDestroyPlatformWindows(void); +CIMGUI_API ImGuiViewport* igFindViewportByID(ImGuiID id); +CIMGUI_API ImGuiViewport* igFindViewportByPlatformHandle(void* platform_handle); +CIMGUI_API ImGuiTableSortSpecs* ImGuiTableSortSpecs_ImGuiTableSortSpecs(void); +CIMGUI_API void ImGuiTableSortSpecs_destroy(ImGuiTableSortSpecs* self); +CIMGUI_API ImGuiTableColumnSortSpecs* ImGuiTableColumnSortSpecs_ImGuiTableColumnSortSpecs(void); +CIMGUI_API void ImGuiTableColumnSortSpecs_destroy(ImGuiTableColumnSortSpecs* self); +CIMGUI_API ImGuiStyle* ImGuiStyle_ImGuiStyle(void); +CIMGUI_API void ImGuiStyle_destroy(ImGuiStyle* self); +CIMGUI_API void ImGuiStyle_ScaleAllSizes(ImGuiStyle* self,float scale_factor); +CIMGUI_API void ImGuiIO_AddKeyEvent(ImGuiIO* self,ImGuiKey key,bool down); +CIMGUI_API void ImGuiIO_AddKeyAnalogEvent(ImGuiIO* self,ImGuiKey key,bool down,float v); +CIMGUI_API void ImGuiIO_AddMousePosEvent(ImGuiIO* self,float x,float y); +CIMGUI_API void ImGuiIO_AddMouseButtonEvent(ImGuiIO* self,int button,bool down); +CIMGUI_API void ImGuiIO_AddMouseWheelEvent(ImGuiIO* self,float wheel_x,float wheel_y); +CIMGUI_API void ImGuiIO_AddMouseSourceEvent(ImGuiIO* self,ImGuiMouseSource source); +CIMGUI_API void ImGuiIO_AddMouseViewportEvent(ImGuiIO* self,ImGuiID id); +CIMGUI_API void ImGuiIO_AddFocusEvent(ImGuiIO* self,bool focused); +CIMGUI_API void ImGuiIO_AddInputCharacter(ImGuiIO* self,unsigned int c); +CIMGUI_API void ImGuiIO_AddInputCharacterUTF16(ImGuiIO* self,ImWchar16 c); +CIMGUI_API void ImGuiIO_AddInputCharactersUTF8(ImGuiIO* self,const char* str); +CIMGUI_API void ImGuiIO_SetKeyEventNativeData(ImGuiIO* self,ImGuiKey key,int native_keycode,int native_scancode,int native_legacy_index); +CIMGUI_API void ImGuiIO_SetAppAcceptingEvents(ImGuiIO* self,bool accepting_events); +CIMGUI_API void ImGuiIO_ClearEventsQueue(ImGuiIO* self); +CIMGUI_API void ImGuiIO_ClearInputKeys(ImGuiIO* self); +CIMGUI_API void ImGuiIO_ClearInputMouse(ImGuiIO* self); +CIMGUI_API ImGuiIO* ImGuiIO_ImGuiIO(void); +CIMGUI_API void ImGuiIO_destroy(ImGuiIO* self); +CIMGUI_API ImGuiInputTextCallbackData* ImGuiInputTextCallbackData_ImGuiInputTextCallbackData(void); +CIMGUI_API void ImGuiInputTextCallbackData_destroy(ImGuiInputTextCallbackData* self); +CIMGUI_API void ImGuiInputTextCallbackData_DeleteChars(ImGuiInputTextCallbackData* self,int pos,int bytes_count); +CIMGUI_API void ImGuiInputTextCallbackData_InsertChars(ImGuiInputTextCallbackData* self,int pos,const char* text,const char* text_end); +CIMGUI_API void ImGuiInputTextCallbackData_SelectAll(ImGuiInputTextCallbackData* self); +CIMGUI_API void ImGuiInputTextCallbackData_ClearSelection(ImGuiInputTextCallbackData* self); +CIMGUI_API bool ImGuiInputTextCallbackData_HasSelection(ImGuiInputTextCallbackData* self); +CIMGUI_API ImGuiWindowClass* ImGuiWindowClass_ImGuiWindowClass(void); +CIMGUI_API void ImGuiWindowClass_destroy(ImGuiWindowClass* self); +CIMGUI_API ImGuiPayload* ImGuiPayload_ImGuiPayload(void); +CIMGUI_API void ImGuiPayload_destroy(ImGuiPayload* self); +CIMGUI_API void ImGuiPayload_Clear(ImGuiPayload* self); +CIMGUI_API bool ImGuiPayload_IsDataType(ImGuiPayload* self,const char* type); +CIMGUI_API bool ImGuiPayload_IsPreview(ImGuiPayload* self); +CIMGUI_API bool ImGuiPayload_IsDelivery(ImGuiPayload* self); +CIMGUI_API ImGuiOnceUponAFrame* ImGuiOnceUponAFrame_ImGuiOnceUponAFrame(void); +CIMGUI_API void ImGuiOnceUponAFrame_destroy(ImGuiOnceUponAFrame* self); +CIMGUI_API ImGuiTextFilter* ImGuiTextFilter_ImGuiTextFilter(const char* default_filter); +CIMGUI_API void ImGuiTextFilter_destroy(ImGuiTextFilter* self); +CIMGUI_API bool ImGuiTextFilter_Draw(ImGuiTextFilter* self,const char* label,float width); +CIMGUI_API bool ImGuiTextFilter_PassFilter(ImGuiTextFilter* self,const char* text,const char* text_end); +CIMGUI_API void ImGuiTextFilter_Build(ImGuiTextFilter* self); +CIMGUI_API void ImGuiTextFilter_Clear(ImGuiTextFilter* self); +CIMGUI_API bool ImGuiTextFilter_IsActive(ImGuiTextFilter* self); +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Nil(void); +CIMGUI_API void ImGuiTextRange_destroy(ImGuiTextRange* self); +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Str(const char* _b,const char* _e); +CIMGUI_API bool ImGuiTextRange_empty(ImGuiTextRange* self); +CIMGUI_API void ImGuiTextRange_split(ImGuiTextRange* self,char separator,ImVector_ImGuiTextRange* out); +CIMGUI_API ImGuiTextBuffer* ImGuiTextBuffer_ImGuiTextBuffer(void); +CIMGUI_API void ImGuiTextBuffer_destroy(ImGuiTextBuffer* self); +CIMGUI_API const char* ImGuiTextBuffer_begin(ImGuiTextBuffer* self); +CIMGUI_API const char* ImGuiTextBuffer_end(ImGuiTextBuffer* self); +CIMGUI_API int ImGuiTextBuffer_size(ImGuiTextBuffer* self); +CIMGUI_API bool ImGuiTextBuffer_empty(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_clear(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_reserve(ImGuiTextBuffer* self,int capacity); +CIMGUI_API const char* ImGuiTextBuffer_c_str(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_append(ImGuiTextBuffer* self,const char* str,const char* str_end); +CIMGUI_API void ImGuiTextBuffer_appendfv(ImGuiTextBuffer* self,const char* fmt,va_list args); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Int(ImGuiID _key,int _val); +CIMGUI_API void ImGuiStoragePair_destroy(ImGuiStoragePair* self); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Float(ImGuiID _key,float _val); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Ptr(ImGuiID _key,void* _val); +CIMGUI_API void ImGuiStorage_Clear(ImGuiStorage* self); +CIMGUI_API int ImGuiStorage_GetInt(ImGuiStorage* self,ImGuiID key,int default_val); +CIMGUI_API void ImGuiStorage_SetInt(ImGuiStorage* self,ImGuiID key,int val); +CIMGUI_API bool ImGuiStorage_GetBool(ImGuiStorage* self,ImGuiID key,bool default_val); +CIMGUI_API void ImGuiStorage_SetBool(ImGuiStorage* self,ImGuiID key,bool val); +CIMGUI_API float ImGuiStorage_GetFloat(ImGuiStorage* self,ImGuiID key,float default_val); +CIMGUI_API void ImGuiStorage_SetFloat(ImGuiStorage* self,ImGuiID key,float val); +CIMGUI_API void* ImGuiStorage_GetVoidPtr(ImGuiStorage* self,ImGuiID key); +CIMGUI_API void ImGuiStorage_SetVoidPtr(ImGuiStorage* self,ImGuiID key,void* val); +CIMGUI_API int* ImGuiStorage_GetIntRef(ImGuiStorage* self,ImGuiID key,int default_val); +CIMGUI_API bool* ImGuiStorage_GetBoolRef(ImGuiStorage* self,ImGuiID key,bool default_val); +CIMGUI_API float* ImGuiStorage_GetFloatRef(ImGuiStorage* self,ImGuiID key,float default_val); +CIMGUI_API void** ImGuiStorage_GetVoidPtrRef(ImGuiStorage* self,ImGuiID key,void* default_val); +CIMGUI_API void ImGuiStorage_BuildSortByKey(ImGuiStorage* self); +CIMGUI_API void ImGuiStorage_SetAllInt(ImGuiStorage* self,int val); +CIMGUI_API ImGuiListClipper* ImGuiListClipper_ImGuiListClipper(void); +CIMGUI_API void ImGuiListClipper_destroy(ImGuiListClipper* self); +CIMGUI_API void ImGuiListClipper_Begin(ImGuiListClipper* self,int items_count,float items_height); +CIMGUI_API void ImGuiListClipper_End(ImGuiListClipper* self); +CIMGUI_API bool ImGuiListClipper_Step(ImGuiListClipper* self); +CIMGUI_API void ImGuiListClipper_IncludeItemByIndex(ImGuiListClipper* self,int item_index); +CIMGUI_API void ImGuiListClipper_IncludeItemsByIndex(ImGuiListClipper* self,int item_begin,int item_end); +CIMGUI_API void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* self,int item_index); +CIMGUI_API ImColor* ImColor_ImColor_Nil(void); +CIMGUI_API void ImColor_destroy(ImColor* self); +CIMGUI_API ImColor* ImColor_ImColor_Float(float r,float g,float b,float a); +CIMGUI_API ImColor* ImColor_ImColor_Vec4(const ImVec4 col); +CIMGUI_API ImColor* ImColor_ImColor_Int(int r,int g,int b,int a); +CIMGUI_API ImColor* ImColor_ImColor_U32(ImU32 rgba); +CIMGUI_API void ImColor_SetHSV(ImColor* self,float h,float s,float v,float a); +CIMGUI_API void ImColor_HSV(ImColor *pOut,float h,float s,float v,float a); +CIMGUI_API ImGuiSelectionBasicStorage* ImGuiSelectionBasicStorage_ImGuiSelectionBasicStorage(void); +CIMGUI_API void ImGuiSelectionBasicStorage_destroy(ImGuiSelectionBasicStorage* self); +CIMGUI_API void ImGuiSelectionBasicStorage_ApplyRequests(ImGuiSelectionBasicStorage* self,ImGuiMultiSelectIO* ms_io); +CIMGUI_API bool ImGuiSelectionBasicStorage_Contains(ImGuiSelectionBasicStorage* self,ImGuiID id); +CIMGUI_API void ImGuiSelectionBasicStorage_Clear(ImGuiSelectionBasicStorage* self); +CIMGUI_API void ImGuiSelectionBasicStorage_Swap(ImGuiSelectionBasicStorage* self,ImGuiSelectionBasicStorage* r); +CIMGUI_API void ImGuiSelectionBasicStorage_SetItemSelected(ImGuiSelectionBasicStorage* self,ImGuiID id,bool selected); +CIMGUI_API bool ImGuiSelectionBasicStorage_GetNextSelectedItem(ImGuiSelectionBasicStorage* self,void** opaque_it,ImGuiID* out_id); +CIMGUI_API ImGuiID ImGuiSelectionBasicStorage_GetStorageIdFromIndex(ImGuiSelectionBasicStorage* self,int idx); +CIMGUI_API ImGuiSelectionExternalStorage* ImGuiSelectionExternalStorage_ImGuiSelectionExternalStorage(void); +CIMGUI_API void ImGuiSelectionExternalStorage_destroy(ImGuiSelectionExternalStorage* self); +CIMGUI_API void ImGuiSelectionExternalStorage_ApplyRequests(ImGuiSelectionExternalStorage* self,ImGuiMultiSelectIO* ms_io); +CIMGUI_API ImDrawCmd* ImDrawCmd_ImDrawCmd(void); +CIMGUI_API void ImDrawCmd_destroy(ImDrawCmd* self); +CIMGUI_API ImTextureID ImDrawCmd_GetTexID(ImDrawCmd* self); +CIMGUI_API ImDrawListSplitter* ImDrawListSplitter_ImDrawListSplitter(void); +CIMGUI_API void ImDrawListSplitter_destroy(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_Clear(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_ClearFreeMemory(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_Split(ImDrawListSplitter* self,ImDrawList* draw_list,int count); +CIMGUI_API void ImDrawListSplitter_Merge(ImDrawListSplitter* self,ImDrawList* draw_list); +CIMGUI_API void ImDrawListSplitter_SetCurrentChannel(ImDrawListSplitter* self,ImDrawList* draw_list,int channel_idx); +CIMGUI_API ImDrawList* ImDrawList_ImDrawList(ImDrawListSharedData* shared_data); +CIMGUI_API void ImDrawList_destroy(ImDrawList* self); +CIMGUI_API void ImDrawList_PushClipRect(ImDrawList* self,const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect); +CIMGUI_API void ImDrawList_PushClipRectFullScreen(ImDrawList* self); +CIMGUI_API void ImDrawList_PopClipRect(ImDrawList* self); +CIMGUI_API void ImDrawList_PushTextureID(ImDrawList* self,ImTextureID texture_id); +CIMGUI_API void ImDrawList_PopTextureID(ImDrawList* self); +CIMGUI_API void ImDrawList_GetClipRectMin(ImVec2 *pOut,ImDrawList* self); +CIMGUI_API void ImDrawList_GetClipRectMax(ImVec2 *pOut,ImDrawList* self); +CIMGUI_API void ImDrawList_AddLine(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddRect(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_AddRectFilled(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_AddRectFilledMultiColor(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col_upr_left,ImU32 col_upr_right,ImU32 col_bot_right,ImU32 col_bot_left); +CIMGUI_API void ImDrawList_AddQuad(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddQuadFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col); +CIMGUI_API void ImDrawList_AddTriangle(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddTriangleFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col); +CIMGUI_API void ImDrawList_AddCircle(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddCircleFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments); +CIMGUI_API void ImDrawList_AddNgon(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddNgonFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments); +CIMGUI_API void ImDrawList_AddEllipse(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddEllipseFilled(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments); +CIMGUI_API void ImDrawList_AddText_Vec2(ImDrawList* self,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end); +CIMGUI_API void ImDrawList_AddText_FontPtr(ImDrawList* self,ImFont* font,float font_size,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end,float wrap_width,const ImVec4* cpu_fine_clip_rect); +CIMGUI_API void ImDrawList_AddBezierCubic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness,int num_segments); +CIMGUI_API void ImDrawList_AddBezierQuadratic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness,int num_segments); +CIMGUI_API void ImDrawList_AddPolyline(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_AddConvexPolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col); +CIMGUI_API void ImDrawList_AddConcavePolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col); +CIMGUI_API void ImDrawList_AddImage(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col); +CIMGUI_API void ImDrawList_AddImageQuad(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 uv1,const ImVec2 uv2,const ImVec2 uv3,const ImVec2 uv4,ImU32 col); +CIMGUI_API void ImDrawList_AddImageRounded(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_PathClear(ImDrawList* self); +CIMGUI_API void ImDrawList_PathLineTo(ImDrawList* self,const ImVec2 pos); +CIMGUI_API void ImDrawList_PathLineToMergeDuplicate(ImDrawList* self,const ImVec2 pos); +CIMGUI_API void ImDrawList_PathFillConvex(ImDrawList* self,ImU32 col); +CIMGUI_API void ImDrawList_PathFillConcave(ImDrawList* self,ImU32 col); +CIMGUI_API void ImDrawList_PathStroke(ImDrawList* self,ImU32 col,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_PathArcTo(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments); +CIMGUI_API void ImDrawList_PathArcToFast(ImDrawList* self,const ImVec2 center,float radius,int a_min_of_12,int a_max_of_12); +CIMGUI_API void ImDrawList_PathEllipticalArcTo(ImDrawList* self,const ImVec2 center,const ImVec2 radius,float rot,float a_min,float a_max,int num_segments); +CIMGUI_API void ImDrawList_PathBezierCubicCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,int num_segments); +CIMGUI_API void ImDrawList_PathBezierQuadraticCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,int num_segments); +CIMGUI_API void ImDrawList_PathRect(ImDrawList* self,const ImVec2 rect_min,const ImVec2 rect_max,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_AddCallback(ImDrawList* self,ImDrawCallback callback,void* userdata,size_t userdata_size); +CIMGUI_API void ImDrawList_AddDrawCmd(ImDrawList* self); +CIMGUI_API ImDrawList* ImDrawList_CloneOutput(ImDrawList* self); +CIMGUI_API void ImDrawList_ChannelsSplit(ImDrawList* self,int count); +CIMGUI_API void ImDrawList_ChannelsMerge(ImDrawList* self); +CIMGUI_API void ImDrawList_ChannelsSetCurrent(ImDrawList* self,int n); +CIMGUI_API void ImDrawList_PrimReserve(ImDrawList* self,int idx_count,int vtx_count); +CIMGUI_API void ImDrawList_PrimUnreserve(ImDrawList* self,int idx_count,int vtx_count); +CIMGUI_API void ImDrawList_PrimRect(ImDrawList* self,const ImVec2 a,const ImVec2 b,ImU32 col); +CIMGUI_API void ImDrawList_PrimRectUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,ImU32 col); +CIMGUI_API void ImDrawList_PrimQuadUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 d,const ImVec2 uv_a,const ImVec2 uv_b,const ImVec2 uv_c,const ImVec2 uv_d,ImU32 col); +CIMGUI_API void ImDrawList_PrimWriteVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col); +CIMGUI_API void ImDrawList_PrimWriteIdx(ImDrawList* self,ImDrawIdx idx); +CIMGUI_API void ImDrawList_PrimVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col); +CIMGUI_API void ImDrawList__ResetForNewFrame(ImDrawList* self); +CIMGUI_API void ImDrawList__ClearFreeMemory(ImDrawList* self); +CIMGUI_API void ImDrawList__PopUnusedDrawCmd(ImDrawList* self); +CIMGUI_API void ImDrawList__TryMergeDrawCmds(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedClipRect(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedTextureID(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedVtxOffset(ImDrawList* self); +CIMGUI_API void ImDrawList__SetTextureID(ImDrawList* self,ImTextureID texture_id); +CIMGUI_API int ImDrawList__CalcCircleAutoSegmentCount(ImDrawList* self,float radius); +CIMGUI_API void ImDrawList__PathArcToFastEx(ImDrawList* self,const ImVec2 center,float radius,int a_min_sample,int a_max_sample,int a_step); +CIMGUI_API void ImDrawList__PathArcToN(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments); +CIMGUI_API ImDrawData* ImDrawData_ImDrawData(void); +CIMGUI_API void ImDrawData_destroy(ImDrawData* self); +CIMGUI_API void ImDrawData_Clear(ImDrawData* self); +CIMGUI_API void ImDrawData_AddDrawList(ImDrawData* self,ImDrawList* draw_list); +CIMGUI_API void ImDrawData_DeIndexAllBuffers(ImDrawData* self); +CIMGUI_API void ImDrawData_ScaleClipRects(ImDrawData* self,const ImVec2 fb_scale); +CIMGUI_API ImFontConfig* ImFontConfig_ImFontConfig(void); +CIMGUI_API void ImFontConfig_destroy(ImFontConfig* self); +CIMGUI_API ImFontGlyphRangesBuilder* ImFontGlyphRangesBuilder_ImFontGlyphRangesBuilder(void); +CIMGUI_API void ImFontGlyphRangesBuilder_destroy(ImFontGlyphRangesBuilder* self); +CIMGUI_API void ImFontGlyphRangesBuilder_Clear(ImFontGlyphRangesBuilder* self); +CIMGUI_API bool ImFontGlyphRangesBuilder_GetBit(ImFontGlyphRangesBuilder* self,size_t n); +CIMGUI_API void ImFontGlyphRangesBuilder_SetBit(ImFontGlyphRangesBuilder* self,size_t n); +CIMGUI_API void ImFontGlyphRangesBuilder_AddChar(ImFontGlyphRangesBuilder* self,ImWchar c); +CIMGUI_API void ImFontGlyphRangesBuilder_AddText(ImFontGlyphRangesBuilder* self,const char* text,const char* text_end); +CIMGUI_API void ImFontGlyphRangesBuilder_AddRanges(ImFontGlyphRangesBuilder* self,const ImWchar* ranges); +CIMGUI_API void ImFontGlyphRangesBuilder_BuildRanges(ImFontGlyphRangesBuilder* self,ImVector_ImWchar* out_ranges); +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlasCustomRect_ImFontAtlasCustomRect(void); +CIMGUI_API void ImFontAtlasCustomRect_destroy(ImFontAtlasCustomRect* self); +CIMGUI_API bool ImFontAtlasCustomRect_IsPacked(ImFontAtlasCustomRect* self); +CIMGUI_API ImFontAtlas* ImFontAtlas_ImFontAtlas(void); +CIMGUI_API void ImFontAtlas_destroy(ImFontAtlas* self); +CIMGUI_API ImFont* ImFontAtlas_AddFont(ImFontAtlas* self,const ImFontConfig* font_cfg); +CIMGUI_API ImFont* ImFontAtlas_AddFontDefault(ImFontAtlas* self,const ImFontConfig* font_cfg); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromFileTTF(ImFontAtlas* self,const char* filename,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryTTF(ImFontAtlas* self,void* font_data,int font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedTTF(ImFontAtlas* self,const void* compressed_font_data,int compressed_font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(ImFontAtlas* self,const char* compressed_font_data_base85,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API void ImFontAtlas_ClearInputData(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_ClearTexData(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_ClearFonts(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_Clear(ImFontAtlas* self); +CIMGUI_API bool ImFontAtlas_Build(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_GetTexDataAsAlpha8(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel); +CIMGUI_API void ImFontAtlas_GetTexDataAsRGBA32(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel); +CIMGUI_API bool ImFontAtlas_IsBuilt(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_SetTexID(ImFontAtlas* self,ImTextureID id); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesDefault(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesGreek(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesKorean(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesJapanese(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseFull(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesCyrillic(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesThai(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesVietnamese(ImFontAtlas* self); +CIMGUI_API int ImFontAtlas_AddCustomRectRegular(ImFontAtlas* self,int width,int height); +CIMGUI_API int ImFontAtlas_AddCustomRectFontGlyph(ImFontAtlas* self,ImFont* font,ImWchar id,int width,int height,float advance_x,const ImVec2 offset); +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlas_GetCustomRectByIndex(ImFontAtlas* self,int index); +CIMGUI_API void ImFontAtlas_CalcCustomRectUV(ImFontAtlas* self,const ImFontAtlasCustomRect* rect,ImVec2* out_uv_min,ImVec2* out_uv_max); +CIMGUI_API bool ImFontAtlas_GetMouseCursorTexData(ImFontAtlas* self,ImGuiMouseCursor cursor,ImVec2* out_offset,ImVec2* out_size,ImVec2 out_uv_border[2],ImVec2 out_uv_fill[2]); +CIMGUI_API ImFont* ImFont_ImFont(void); +CIMGUI_API void ImFont_destroy(ImFont* self); +CIMGUI_API const ImFontGlyph* ImFont_FindGlyph(ImFont* self,ImWchar c); +CIMGUI_API const ImFontGlyph* ImFont_FindGlyphNoFallback(ImFont* self,ImWchar c); +CIMGUI_API float ImFont_GetCharAdvance(ImFont* self,ImWchar c); +CIMGUI_API bool ImFont_IsLoaded(ImFont* self); +CIMGUI_API const char* ImFont_GetDebugName(ImFont* self); +CIMGUI_API void ImFont_CalcTextSizeA(ImVec2 *pOut,ImFont* self,float size,float max_width,float wrap_width,const char* text_begin,const char* text_end,const char** remaining); +CIMGUI_API const char* ImFont_CalcWordWrapPositionA(ImFont* self,float scale,const char* text,const char* text_end,float wrap_width); +CIMGUI_API void ImFont_RenderChar(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,ImWchar c); +CIMGUI_API void ImFont_RenderText(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,const ImVec4 clip_rect,const char* text_begin,const char* text_end,float wrap_width,bool cpu_fine_clip); +CIMGUI_API void ImFont_BuildLookupTable(ImFont* self); +CIMGUI_API void ImFont_ClearOutputData(ImFont* self); +CIMGUI_API void ImFont_GrowIndex(ImFont* self,int new_size); +CIMGUI_API void ImFont_AddGlyph(ImFont* self,const ImFontConfig* src_cfg,ImWchar c,float x0,float y0,float x1,float y1,float u0,float v0,float u1,float v1,float advance_x); +CIMGUI_API void ImFont_AddRemapChar(ImFont* self,ImWchar dst,ImWchar src,bool overwrite_dst); +CIMGUI_API void ImFont_SetGlyphVisible(ImFont* self,ImWchar c,bool visible); +CIMGUI_API bool ImFont_IsGlyphRangeUnused(ImFont* self,unsigned int c_begin,unsigned int c_last); +CIMGUI_API ImGuiViewport* ImGuiViewport_ImGuiViewport(void); +CIMGUI_API void ImGuiViewport_destroy(ImGuiViewport* self); +CIMGUI_API void ImGuiViewport_GetCenter(ImVec2 *pOut,ImGuiViewport* self); +CIMGUI_API void ImGuiViewport_GetWorkCenter(ImVec2 *pOut,ImGuiViewport* self); +CIMGUI_API ImGuiPlatformIO* ImGuiPlatformIO_ImGuiPlatformIO(void); +CIMGUI_API void ImGuiPlatformIO_destroy(ImGuiPlatformIO* self); +CIMGUI_API ImGuiPlatformMonitor* ImGuiPlatformMonitor_ImGuiPlatformMonitor(void); +CIMGUI_API void ImGuiPlatformMonitor_destroy(ImGuiPlatformMonitor* self); +CIMGUI_API ImGuiPlatformImeData* ImGuiPlatformImeData_ImGuiPlatformImeData(void); +CIMGUI_API void ImGuiPlatformImeData_destroy(ImGuiPlatformImeData* self); +CIMGUI_API ImGuiID igImHashData(const void* data,size_t data_size,ImGuiID seed); +CIMGUI_API ImGuiID igImHashStr(const char* data,size_t data_size,ImGuiID seed); +CIMGUI_API void igImQsort(void* base,size_t count,size_t size_of_element,int(*compare_func)(void const*,void const*)); +CIMGUI_API ImU32 igImAlphaBlendColors(ImU32 col_a,ImU32 col_b); +CIMGUI_API bool igImIsPowerOfTwo_Int(int v); +CIMGUI_API bool igImIsPowerOfTwo_U64(ImU64 v); +CIMGUI_API int igImUpperPowerOfTwo(int v); +CIMGUI_API int igImStricmp(const char* str1,const char* str2); +CIMGUI_API int igImStrnicmp(const char* str1,const char* str2,size_t count); +CIMGUI_API void igImStrncpy(char* dst,const char* src,size_t count); +CIMGUI_API char* igImStrdup(const char* str); +CIMGUI_API char* igImStrdupcpy(char* dst,size_t* p_dst_size,const char* str); +CIMGUI_API const char* igImStrchrRange(const char* str_begin,const char* str_end,char c); +CIMGUI_API const char* igImStreolRange(const char* str,const char* str_end); +CIMGUI_API const char* igImStristr(const char* haystack,const char* haystack_end,const char* needle,const char* needle_end); +CIMGUI_API void igImStrTrimBlanks(char* str); +CIMGUI_API const char* igImStrSkipBlank(const char* str); +CIMGUI_API int igImStrlenW(const ImWchar* str); +CIMGUI_API const char* igImStrbol(const char* buf_mid_line,const char* buf_begin); +CIMGUI_API char igImToUpper(char c); +CIMGUI_API bool igImCharIsBlankA(char c); +CIMGUI_API bool igImCharIsBlankW(unsigned int c); +CIMGUI_API bool igImCharIsXdigitA(char c); +CIMGUI_API int igImFormatString(char* buf,size_t buf_size,const char* fmt,...); +CIMGUI_API int igImFormatStringV(char* buf,size_t buf_size,const char* fmt,va_list args); +CIMGUI_API void igImFormatStringToTempBuffer(const char** out_buf,const char** out_buf_end,const char* fmt,...); +CIMGUI_API void igImFormatStringToTempBufferV(const char** out_buf,const char** out_buf_end,const char* fmt,va_list args); +CIMGUI_API const char* igImParseFormatFindStart(const char* format); +CIMGUI_API const char* igImParseFormatFindEnd(const char* format); +CIMGUI_API const char* igImParseFormatTrimDecorations(const char* format,char* buf,size_t buf_size); +CIMGUI_API void igImParseFormatSanitizeForPrinting(const char* fmt_in,char* fmt_out,size_t fmt_out_size); +CIMGUI_API const char* igImParseFormatSanitizeForScanning(const char* fmt_in,char* fmt_out,size_t fmt_out_size); +CIMGUI_API int igImParseFormatPrecision(const char* format,int default_value); +CIMGUI_API const char* igImTextCharToUtf8(char out_buf[5],unsigned int c); +CIMGUI_API int igImTextStrToUtf8(char* out_buf,int out_buf_size,const ImWchar* in_text,const ImWchar* in_text_end); +CIMGUI_API int igImTextCharFromUtf8(unsigned int* out_char,const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextStrFromUtf8(ImWchar* out_buf,int out_buf_size,const char* in_text,const char* in_text_end,const char** in_remaining); +CIMGUI_API int igImTextCountCharsFromUtf8(const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextCountUtf8BytesFromChar(const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextCountUtf8BytesFromStr(const ImWchar* in_text,const ImWchar* in_text_end); +CIMGUI_API const char* igImTextFindPreviousUtf8Codepoint(const char* in_text_start,const char* in_text_curr); +CIMGUI_API int igImTextCountLines(const char* in_text,const char* in_text_end); +CIMGUI_API ImFileHandle igImFileOpen(const char* filename,const char* mode); +CIMGUI_API bool igImFileClose(ImFileHandle file); +CIMGUI_API ImU64 igImFileGetSize(ImFileHandle file); +CIMGUI_API ImU64 igImFileRead(void* data,ImU64 size,ImU64 count,ImFileHandle file); +CIMGUI_API ImU64 igImFileWrite(const void* data,ImU64 size,ImU64 count,ImFileHandle file); +CIMGUI_API void* igImFileLoadToMemory(const char* filename,const char* mode,size_t* out_file_size,int padding_bytes); +CIMGUI_API float igImPow_Float(float x,float y); +CIMGUI_API double igImPow_double(double x,double y); +CIMGUI_API float igImLog_Float(float x); +CIMGUI_API double igImLog_double(double x); +CIMGUI_API int igImAbs_Int(int x); +CIMGUI_API float igImAbs_Float(float x); +CIMGUI_API double igImAbs_double(double x); +CIMGUI_API float igImSign_Float(float x); +CIMGUI_API double igImSign_double(double x); +CIMGUI_API float igImRsqrt_Float(float x); +CIMGUI_API double igImRsqrt_double(double x); +CIMGUI_API void igImMin(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API void igImMax(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API void igImClamp(ImVec2 *pOut,const ImVec2 v,const ImVec2 mn,const ImVec2 mx); +CIMGUI_API void igImLerp_Vec2Float(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,float t); +CIMGUI_API void igImLerp_Vec2Vec2(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 t); +CIMGUI_API void igImLerp_Vec4(ImVec4 *pOut,const ImVec4 a,const ImVec4 b,float t); +CIMGUI_API float igImSaturate(float f); +CIMGUI_API float igImLengthSqr_Vec2(const ImVec2 lhs); +CIMGUI_API float igImLengthSqr_Vec4(const ImVec4 lhs); +CIMGUI_API float igImInvLength(const ImVec2 lhs,float fail_value); +CIMGUI_API float igImTrunc_Float(float f); +CIMGUI_API void igImTrunc_Vec2(ImVec2 *pOut,const ImVec2 v); +CIMGUI_API float igImFloor_Float(float f); +CIMGUI_API void igImFloor_Vec2(ImVec2 *pOut,const ImVec2 v); +CIMGUI_API int igImModPositive(int a,int b); +CIMGUI_API float igImDot(const ImVec2 a,const ImVec2 b); +CIMGUI_API void igImRotate(ImVec2 *pOut,const ImVec2 v,float cos_a,float sin_a); +CIMGUI_API float igImLinearSweep(float current,float target,float speed); +CIMGUI_API float igImLinearRemapClamp(float s0,float s1,float d0,float d1,float x); +CIMGUI_API void igImMul(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API bool igImIsFloatAboveGuaranteedIntegerPrecision(float f); +CIMGUI_API float igImExponentialMovingAverage(float avg,float sample,int n); +CIMGUI_API void igImBezierCubicCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,float t); +CIMGUI_API void igImBezierCubicClosestPoint(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,int num_segments); +CIMGUI_API void igImBezierCubicClosestPointCasteljau(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,float tess_tol); +CIMGUI_API void igImBezierQuadraticCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,float t); +CIMGUI_API void igImLineClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 p); +CIMGUI_API bool igImTriangleContainsPoint(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p); +CIMGUI_API void igImTriangleClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p); +CIMGUI_API void igImTriangleBarycentricCoords(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p,float* out_u,float* out_v,float* out_w); +CIMGUI_API float igImTriangleArea(const ImVec2 a,const ImVec2 b,const ImVec2 c); +CIMGUI_API bool igImTriangleIsClockwise(const ImVec2 a,const ImVec2 b,const ImVec2 c); +CIMGUI_API ImVec1* ImVec1_ImVec1_Nil(void); +CIMGUI_API void ImVec1_destroy(ImVec1* self); +CIMGUI_API ImVec1* ImVec1_ImVec1_Float(float _x); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Nil(void); +CIMGUI_API void ImVec2ih_destroy(ImVec2ih* self); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_short(short _x,short _y); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Vec2(const ImVec2 rhs); +CIMGUI_API ImRect* ImRect_ImRect_Nil(void); +CIMGUI_API void ImRect_destroy(ImRect* self); +CIMGUI_API ImRect* ImRect_ImRect_Vec2(const ImVec2 min,const ImVec2 max); +CIMGUI_API ImRect* ImRect_ImRect_Vec4(const ImVec4 v); +CIMGUI_API ImRect* ImRect_ImRect_Float(float x1,float y1,float x2,float y2); +CIMGUI_API void ImRect_GetCenter(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetSize(ImVec2 *pOut,ImRect* self); +CIMGUI_API float ImRect_GetWidth(ImRect* self); +CIMGUI_API float ImRect_GetHeight(ImRect* self); +CIMGUI_API float ImRect_GetArea(ImRect* self); +CIMGUI_API void ImRect_GetTL(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetTR(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetBL(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetBR(ImVec2 *pOut,ImRect* self); +CIMGUI_API bool ImRect_Contains_Vec2(ImRect* self,const ImVec2 p); +CIMGUI_API bool ImRect_Contains_Rect(ImRect* self,const ImRect r); +CIMGUI_API bool ImRect_ContainsWithPad(ImRect* self,const ImVec2 p,const ImVec2 pad); +CIMGUI_API bool ImRect_Overlaps(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Add_Vec2(ImRect* self,const ImVec2 p); +CIMGUI_API void ImRect_Add_Rect(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Expand_Float(ImRect* self,const float amount); +CIMGUI_API void ImRect_Expand_Vec2(ImRect* self,const ImVec2 amount); +CIMGUI_API void ImRect_Translate(ImRect* self,const ImVec2 d); +CIMGUI_API void ImRect_TranslateX(ImRect* self,float dx); +CIMGUI_API void ImRect_TranslateY(ImRect* self,float dy); +CIMGUI_API void ImRect_ClipWith(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_ClipWithFull(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Floor(ImRect* self); +CIMGUI_API bool ImRect_IsInverted(ImRect* self); +CIMGUI_API void ImRect_ToVec4(ImVec4 *pOut,ImRect* self); +CIMGUI_API size_t igImBitArrayGetStorageSizeInBytes(int bitcount); +CIMGUI_API void igImBitArrayClearAllBits(ImU32* arr,int bitcount); +CIMGUI_API bool igImBitArrayTestBit(const ImU32* arr,int n); +CIMGUI_API void igImBitArrayClearBit(ImU32* arr,int n); +CIMGUI_API void igImBitArraySetBit(ImU32* arr,int n); +CIMGUI_API void igImBitArraySetBitRange(ImU32* arr,int n,int n2); +CIMGUI_API void ImBitVector_Create(ImBitVector* self,int sz); +CIMGUI_API void ImBitVector_Clear(ImBitVector* self); +CIMGUI_API bool ImBitVector_TestBit(ImBitVector* self,int n); +CIMGUI_API void ImBitVector_SetBit(ImBitVector* self,int n); +CIMGUI_API void ImBitVector_ClearBit(ImBitVector* self,int n); +CIMGUI_API void ImGuiTextIndex_clear(ImGuiTextIndex* self); +CIMGUI_API int ImGuiTextIndex_size(ImGuiTextIndex* self); +CIMGUI_API const char* ImGuiTextIndex_get_line_begin(ImGuiTextIndex* self,const char* base,int n); +CIMGUI_API const char* ImGuiTextIndex_get_line_end(ImGuiTextIndex* self,const char* base,int n); +CIMGUI_API void ImGuiTextIndex_append(ImGuiTextIndex* self,const char* base,int old_size,int new_size); +CIMGUI_API ImGuiStoragePair* igImLowerBound(ImGuiStoragePair* in_begin,ImGuiStoragePair* in_end,ImGuiID key); +CIMGUI_API ImDrawListSharedData* ImDrawListSharedData_ImDrawListSharedData(void); +CIMGUI_API void ImDrawListSharedData_destroy(ImDrawListSharedData* self); +CIMGUI_API void ImDrawListSharedData_SetCircleTessellationMaxError(ImDrawListSharedData* self,float max_error); +CIMGUI_API ImDrawDataBuilder* ImDrawDataBuilder_ImDrawDataBuilder(void); +CIMGUI_API void ImDrawDataBuilder_destroy(ImDrawDataBuilder* self); +CIMGUI_API void* ImGuiDataVarInfo_GetVarPtr(ImGuiDataVarInfo* self,void* parent); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Int(ImGuiStyleVar idx,int v); +CIMGUI_API void ImGuiStyleMod_destroy(ImGuiStyleMod* self); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Float(ImGuiStyleVar idx,float v); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Vec2(ImGuiStyleVar idx,ImVec2 v); +CIMGUI_API ImGuiComboPreviewData* ImGuiComboPreviewData_ImGuiComboPreviewData(void); +CIMGUI_API void ImGuiComboPreviewData_destroy(ImGuiComboPreviewData* self); +CIMGUI_API ImGuiMenuColumns* ImGuiMenuColumns_ImGuiMenuColumns(void); +CIMGUI_API void ImGuiMenuColumns_destroy(ImGuiMenuColumns* self); +CIMGUI_API void ImGuiMenuColumns_Update(ImGuiMenuColumns* self,float spacing,bool window_reappearing); +CIMGUI_API float ImGuiMenuColumns_DeclColumns(ImGuiMenuColumns* self,float w_icon,float w_label,float w_shortcut,float w_mark); +CIMGUI_API void ImGuiMenuColumns_CalcNextTotalWidth(ImGuiMenuColumns* self,bool update_offsets); +CIMGUI_API ImGuiInputTextDeactivatedState* ImGuiInputTextDeactivatedState_ImGuiInputTextDeactivatedState(void); +CIMGUI_API void ImGuiInputTextDeactivatedState_destroy(ImGuiInputTextDeactivatedState* self); +CIMGUI_API void ImGuiInputTextDeactivatedState_ClearFreeMemory(ImGuiInputTextDeactivatedState* self); +CIMGUI_API ImGuiInputTextState* ImGuiInputTextState_ImGuiInputTextState(void); +CIMGUI_API void ImGuiInputTextState_destroy(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearText(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearFreeMemory(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_OnKeyPressed(ImGuiInputTextState* self,int key); +CIMGUI_API void ImGuiInputTextState_OnCharPressed(ImGuiInputTextState* self,unsigned int c); +CIMGUI_API void ImGuiInputTextState_CursorAnimReset(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_CursorClamp(ImGuiInputTextState* self); +CIMGUI_API bool ImGuiInputTextState_HasSelection(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearSelection(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetCursorPos(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetSelectionStart(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetSelectionEnd(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_SelectAll(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndSelectAll(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndKeepSelection(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndMoveToEnd(ImGuiInputTextState* self); +CIMGUI_API ImGuiNextWindowData* ImGuiNextWindowData_ImGuiNextWindowData(void); +CIMGUI_API void ImGuiNextWindowData_destroy(ImGuiNextWindowData* self); +CIMGUI_API void ImGuiNextWindowData_ClearFlags(ImGuiNextWindowData* self); +CIMGUI_API ImGuiNextItemData* ImGuiNextItemData_ImGuiNextItemData(void); +CIMGUI_API void ImGuiNextItemData_destroy(ImGuiNextItemData* self); +CIMGUI_API void ImGuiNextItemData_ClearFlags(ImGuiNextItemData* self); +CIMGUI_API ImGuiLastItemData* ImGuiLastItemData_ImGuiLastItemData(void); +CIMGUI_API void ImGuiLastItemData_destroy(ImGuiLastItemData* self); +CIMGUI_API ImGuiErrorRecoveryState* ImGuiErrorRecoveryState_ImGuiErrorRecoveryState(void); +CIMGUI_API void ImGuiErrorRecoveryState_destroy(ImGuiErrorRecoveryState* self); +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Ptr(void* ptr); +CIMGUI_API void ImGuiPtrOrIndex_destroy(ImGuiPtrOrIndex* self); +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Int(int index); +CIMGUI_API ImGuiPopupData* ImGuiPopupData_ImGuiPopupData(void); +CIMGUI_API void ImGuiPopupData_destroy(ImGuiPopupData* self); +CIMGUI_API ImGuiInputEvent* ImGuiInputEvent_ImGuiInputEvent(void); +CIMGUI_API void ImGuiInputEvent_destroy(ImGuiInputEvent* self); +CIMGUI_API ImGuiKeyRoutingData* ImGuiKeyRoutingData_ImGuiKeyRoutingData(void); +CIMGUI_API void ImGuiKeyRoutingData_destroy(ImGuiKeyRoutingData* self); +CIMGUI_API ImGuiKeyRoutingTable* ImGuiKeyRoutingTable_ImGuiKeyRoutingTable(void); +CIMGUI_API void ImGuiKeyRoutingTable_destroy(ImGuiKeyRoutingTable* self); +CIMGUI_API void ImGuiKeyRoutingTable_Clear(ImGuiKeyRoutingTable* self); +CIMGUI_API ImGuiKeyOwnerData* ImGuiKeyOwnerData_ImGuiKeyOwnerData(void); +CIMGUI_API void ImGuiKeyOwnerData_destroy(ImGuiKeyOwnerData* self); +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromIndices(int min,int max); +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromPositions(float y1,float y2,int off_min,int off_max); +CIMGUI_API ImGuiListClipperData* ImGuiListClipperData_ImGuiListClipperData(void); +CIMGUI_API void ImGuiListClipperData_destroy(ImGuiListClipperData* self); +CIMGUI_API void ImGuiListClipperData_Reset(ImGuiListClipperData* self,ImGuiListClipper* clipper); +CIMGUI_API ImGuiNavItemData* ImGuiNavItemData_ImGuiNavItemData(void); +CIMGUI_API void ImGuiNavItemData_destroy(ImGuiNavItemData* self); +CIMGUI_API void ImGuiNavItemData_Clear(ImGuiNavItemData* self); +CIMGUI_API ImGuiTypingSelectState* ImGuiTypingSelectState_ImGuiTypingSelectState(void); +CIMGUI_API void ImGuiTypingSelectState_destroy(ImGuiTypingSelectState* self); +CIMGUI_API void ImGuiTypingSelectState_Clear(ImGuiTypingSelectState* self); +CIMGUI_API ImGuiOldColumnData* ImGuiOldColumnData_ImGuiOldColumnData(void); +CIMGUI_API void ImGuiOldColumnData_destroy(ImGuiOldColumnData* self); +CIMGUI_API ImGuiOldColumns* ImGuiOldColumns_ImGuiOldColumns(void); +CIMGUI_API void ImGuiOldColumns_destroy(ImGuiOldColumns* self); +CIMGUI_API ImGuiBoxSelectState* ImGuiBoxSelectState_ImGuiBoxSelectState(void); +CIMGUI_API void ImGuiBoxSelectState_destroy(ImGuiBoxSelectState* self); +CIMGUI_API ImGuiMultiSelectTempData* ImGuiMultiSelectTempData_ImGuiMultiSelectTempData(void); +CIMGUI_API void ImGuiMultiSelectTempData_destroy(ImGuiMultiSelectTempData* self); +CIMGUI_API void ImGuiMultiSelectTempData_Clear(ImGuiMultiSelectTempData* self); +CIMGUI_API void ImGuiMultiSelectTempData_ClearIO(ImGuiMultiSelectTempData* self); +CIMGUI_API ImGuiMultiSelectState* ImGuiMultiSelectState_ImGuiMultiSelectState(void); +CIMGUI_API void ImGuiMultiSelectState_destroy(ImGuiMultiSelectState* self); +CIMGUI_API ImGuiDockNode* ImGuiDockNode_ImGuiDockNode(ImGuiID id); +CIMGUI_API void ImGuiDockNode_destroy(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsRootNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsDockSpace(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsFloatingNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsCentralNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsHiddenTabBar(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsNoTabBar(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsSplitNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsLeafNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsEmpty(ImGuiDockNode* self); +CIMGUI_API void ImGuiDockNode_Rect(ImRect *pOut,ImGuiDockNode* self); +CIMGUI_API void ImGuiDockNode_SetLocalFlags(ImGuiDockNode* self,ImGuiDockNodeFlags flags); +CIMGUI_API void ImGuiDockNode_UpdateMergedFlags(ImGuiDockNode* self); +CIMGUI_API ImGuiDockContext* ImGuiDockContext_ImGuiDockContext(void); +CIMGUI_API void ImGuiDockContext_destroy(ImGuiDockContext* self); +CIMGUI_API ImGuiViewportP* ImGuiViewportP_ImGuiViewportP(void); +CIMGUI_API void ImGuiViewportP_destroy(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_ClearRequestFlags(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_CalcWorkRectPos(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min); +CIMGUI_API void ImGuiViewportP_CalcWorkRectSize(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min,const ImVec2 inset_max); +CIMGUI_API void ImGuiViewportP_UpdateWorkRect(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetMainRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetWorkRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetBuildWorkRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API ImGuiWindowSettings* ImGuiWindowSettings_ImGuiWindowSettings(void); +CIMGUI_API void ImGuiWindowSettings_destroy(ImGuiWindowSettings* self); +CIMGUI_API char* ImGuiWindowSettings_GetName(ImGuiWindowSettings* self); +CIMGUI_API ImGuiSettingsHandler* ImGuiSettingsHandler_ImGuiSettingsHandler(void); +CIMGUI_API void ImGuiSettingsHandler_destroy(ImGuiSettingsHandler* self); +CIMGUI_API ImGuiDebugAllocInfo* ImGuiDebugAllocInfo_ImGuiDebugAllocInfo(void); +CIMGUI_API void ImGuiDebugAllocInfo_destroy(ImGuiDebugAllocInfo* self); +CIMGUI_API ImGuiStackLevelInfo* ImGuiStackLevelInfo_ImGuiStackLevelInfo(void); +CIMGUI_API void ImGuiStackLevelInfo_destroy(ImGuiStackLevelInfo* self); +CIMGUI_API ImGuiIDStackTool* ImGuiIDStackTool_ImGuiIDStackTool(void); +CIMGUI_API void ImGuiIDStackTool_destroy(ImGuiIDStackTool* self); +CIMGUI_API ImGuiContextHook* ImGuiContextHook_ImGuiContextHook(void); +CIMGUI_API void ImGuiContextHook_destroy(ImGuiContextHook* self); +CIMGUI_API ImGuiContext* ImGuiContext_ImGuiContext(ImFontAtlas* shared_font_atlas); +CIMGUI_API void ImGuiContext_destroy(ImGuiContext* self); +CIMGUI_API ImGuiWindow* ImGuiWindow_ImGuiWindow(ImGuiContext* context,const char* name); +CIMGUI_API void ImGuiWindow_destroy(ImGuiWindow* self); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Str(ImGuiWindow* self,const char* str,const char* str_end); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Ptr(ImGuiWindow* self,const void* ptr); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Int(ImGuiWindow* self,int n); +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromPos(ImGuiWindow* self,const ImVec2 p_abs); +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromRectangle(ImGuiWindow* self,const ImRect r_abs); +CIMGUI_API void ImGuiWindow_Rect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API float ImGuiWindow_CalcFontSize(ImGuiWindow* self); +CIMGUI_API void ImGuiWindow_TitleBarRect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API void ImGuiWindow_MenuBarRect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API ImGuiTabItem* ImGuiTabItem_ImGuiTabItem(void); +CIMGUI_API void ImGuiTabItem_destroy(ImGuiTabItem* self); +CIMGUI_API ImGuiTabBar* ImGuiTabBar_ImGuiTabBar(void); +CIMGUI_API void ImGuiTabBar_destroy(ImGuiTabBar* self); +CIMGUI_API ImGuiTableColumn* ImGuiTableColumn_ImGuiTableColumn(void); +CIMGUI_API void ImGuiTableColumn_destroy(ImGuiTableColumn* self); +CIMGUI_API ImGuiTableInstanceData* ImGuiTableInstanceData_ImGuiTableInstanceData(void); +CIMGUI_API void ImGuiTableInstanceData_destroy(ImGuiTableInstanceData* self); +CIMGUI_API ImGuiTable* ImGuiTable_ImGuiTable(void); +CIMGUI_API void ImGuiTable_destroy(ImGuiTable* self); +CIMGUI_API ImGuiTableTempData* ImGuiTableTempData_ImGuiTableTempData(void); +CIMGUI_API void ImGuiTableTempData_destroy(ImGuiTableTempData* self); +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableColumnSettings_ImGuiTableColumnSettings(void); +CIMGUI_API void ImGuiTableColumnSettings_destroy(ImGuiTableColumnSettings* self); +CIMGUI_API ImGuiTableSettings* ImGuiTableSettings_ImGuiTableSettings(void); +CIMGUI_API void ImGuiTableSettings_destroy(ImGuiTableSettings* self); +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableSettings_GetColumnSettings(ImGuiTableSettings* self); +CIMGUI_API ImGuiIO* igGetIOEx(ImGuiContext* ctx); +CIMGUI_API ImGuiPlatformIO* igGetPlatformIOEx(ImGuiContext* ctx); +CIMGUI_API ImGuiWindow* igGetCurrentWindowRead(void); +CIMGUI_API ImGuiWindow* igGetCurrentWindow(void); +CIMGUI_API ImGuiWindow* igFindWindowByID(ImGuiID id); +CIMGUI_API ImGuiWindow* igFindWindowByName(const char* name); +CIMGUI_API void igUpdateWindowParentAndRootLinks(ImGuiWindow* window,ImGuiWindowFlags flags,ImGuiWindow* parent_window); +CIMGUI_API void igUpdateWindowSkipRefresh(ImGuiWindow* window); +CIMGUI_API void igCalcWindowNextAutoFitSize(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API bool igIsWindowChildOf(ImGuiWindow* window,ImGuiWindow* potential_parent,bool popup_hierarchy,bool dock_hierarchy); +CIMGUI_API bool igIsWindowWithinBeginStackOf(ImGuiWindow* window,ImGuiWindow* potential_parent); +CIMGUI_API bool igIsWindowAbove(ImGuiWindow* potential_above,ImGuiWindow* potential_below); +CIMGUI_API bool igIsWindowNavFocusable(ImGuiWindow* window); +CIMGUI_API void igSetWindowPos_WindowPtr(ImGuiWindow* window,const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_WindowPtr(ImGuiWindow* window,const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_WindowPtr(ImGuiWindow* window,bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowHitTestHole(ImGuiWindow* window,const ImVec2 pos,const ImVec2 size); +CIMGUI_API void igSetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); +CIMGUI_API void igSetWindowParentWindowForFocusRoute(ImGuiWindow* window,ImGuiWindow* parent_window); +CIMGUI_API void igWindowRectAbsToRel(ImRect *pOut,ImGuiWindow* window,const ImRect r); +CIMGUI_API void igWindowRectRelToAbs(ImRect *pOut,ImGuiWindow* window,const ImRect r); +CIMGUI_API void igWindowPosAbsToRel(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p); +CIMGUI_API void igWindowPosRelToAbs(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p); +CIMGUI_API void igFocusWindow(ImGuiWindow* window,ImGuiFocusRequestFlags flags); +CIMGUI_API void igFocusTopMostWindowUnderOne(ImGuiWindow* under_this_window,ImGuiWindow* ignore_window,ImGuiViewport* filter_viewport,ImGuiFocusRequestFlags flags); +CIMGUI_API void igBringWindowToFocusFront(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayFront(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayBack(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayBehind(ImGuiWindow* window,ImGuiWindow* above_window); +CIMGUI_API int igFindWindowDisplayIndex(ImGuiWindow* window); +CIMGUI_API ImGuiWindow* igFindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); +CIMGUI_API void igSetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags); +CIMGUI_API void igSetCurrentFont(ImFont* font); +CIMGUI_API ImFont* igGetDefaultFont(void); +CIMGUI_API ImDrawList* igGetForegroundDrawList_WindowPtr(ImGuiWindow* window); +CIMGUI_API void igAddDrawListToDrawDataEx(ImDrawData* draw_data,ImVector_ImDrawListPtr* out_list,ImDrawList* draw_list); +CIMGUI_API void igInitialize(void); +CIMGUI_API void igShutdown(void); +CIMGUI_API void igUpdateInputEvents(bool trickle_fast_inputs); +CIMGUI_API void igUpdateHoveredWindowAndCaptureFlags(void); +CIMGUI_API void igFindHoveredWindowEx(const ImVec2 pos,bool find_first_and_in_any_viewport,ImGuiWindow** out_hovered_window,ImGuiWindow** out_hovered_window_under_moving_window); +CIMGUI_API void igStartMouseMovingWindow(ImGuiWindow* window); +CIMGUI_API void igStartMouseMovingWindowOrNode(ImGuiWindow* window,ImGuiDockNode* node,bool undock); +CIMGUI_API void igUpdateMouseMovingWindowNewFrame(void); +CIMGUI_API void igUpdateMouseMovingWindowEndFrame(void); +CIMGUI_API ImGuiID igAddContextHook(ImGuiContext* context,const ImGuiContextHook* hook); +CIMGUI_API void igRemoveContextHook(ImGuiContext* context,ImGuiID hook_to_remove); +CIMGUI_API void igCallContextHooks(ImGuiContext* context,ImGuiContextHookType type); +CIMGUI_API void igTranslateWindowsInViewport(ImGuiViewportP* viewport,const ImVec2 old_pos,const ImVec2 new_pos,const ImVec2 old_size,const ImVec2 new_size); +CIMGUI_API void igScaleWindowsInViewport(ImGuiViewportP* viewport,float scale); +CIMGUI_API void igDestroyPlatformWindow(ImGuiViewportP* viewport); +CIMGUI_API void igSetWindowViewport(ImGuiWindow* window,ImGuiViewportP* viewport); +CIMGUI_API void igSetCurrentViewport(ImGuiWindow* window,ImGuiViewportP* viewport); +CIMGUI_API const ImGuiPlatformMonitor* igGetViewportPlatformMonitor(ImGuiViewport* viewport); +CIMGUI_API ImGuiViewportP* igFindHoveredViewportFromPlatformWindowStack(const ImVec2 mouse_platform_pos); +CIMGUI_API void igMarkIniSettingsDirty_Nil(void); +CIMGUI_API void igMarkIniSettingsDirty_WindowPtr(ImGuiWindow* window); +CIMGUI_API void igClearIniSettings(void); +CIMGUI_API void igAddSettingsHandler(const ImGuiSettingsHandler* handler); +CIMGUI_API void igRemoveSettingsHandler(const char* type_name); +CIMGUI_API ImGuiSettingsHandler* igFindSettingsHandler(const char* type_name); +CIMGUI_API ImGuiWindowSettings* igCreateNewWindowSettings(const char* name); +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByID(ImGuiID id); +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByWindow(ImGuiWindow* window); +CIMGUI_API void igClearWindowSettings(const char* name); +CIMGUI_API void igLocalizeRegisterEntries(const ImGuiLocEntry* entries,int count); +CIMGUI_API const char* igLocalizeGetMsg(ImGuiLocKey key); +CIMGUI_API void igSetScrollX_WindowPtr(ImGuiWindow* window,float scroll_x); +CIMGUI_API void igSetScrollY_WindowPtr(ImGuiWindow* window,float scroll_y); +CIMGUI_API void igSetScrollFromPosX_WindowPtr(ImGuiWindow* window,float local_x,float center_x_ratio); +CIMGUI_API void igSetScrollFromPosY_WindowPtr(ImGuiWindow* window,float local_y,float center_y_ratio); +CIMGUI_API void igScrollToItem(ImGuiScrollFlags flags); +CIMGUI_API void igScrollToRect(ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags); +CIMGUI_API void igScrollToRectEx(ImVec2 *pOut,ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags); +CIMGUI_API void igScrollToBringRectIntoView(ImGuiWindow* window,const ImRect rect); +CIMGUI_API ImGuiItemStatusFlags igGetItemStatusFlags(void); +CIMGUI_API ImGuiItemFlags igGetItemFlags(void); +CIMGUI_API ImGuiID igGetActiveID(void); +CIMGUI_API ImGuiID igGetFocusID(void); +CIMGUI_API void igSetActiveID(ImGuiID id,ImGuiWindow* window); +CIMGUI_API void igSetFocusID(ImGuiID id,ImGuiWindow* window); +CIMGUI_API void igClearActiveID(void); +CIMGUI_API ImGuiID igGetHoveredID(void); +CIMGUI_API void igSetHoveredID(ImGuiID id); +CIMGUI_API void igKeepAliveID(ImGuiID id); +CIMGUI_API void igMarkItemEdited(ImGuiID id); +CIMGUI_API void igPushOverrideID(ImGuiID id); +CIMGUI_API ImGuiID igGetIDWithSeed_Str(const char* str_id_begin,const char* str_id_end,ImGuiID seed); +CIMGUI_API ImGuiID igGetIDWithSeed_Int(int n,ImGuiID seed); +CIMGUI_API void igItemSize_Vec2(const ImVec2 size,float text_baseline_y); +CIMGUI_API void igItemSize_Rect(const ImRect bb,float text_baseline_y); +CIMGUI_API bool igItemAdd(const ImRect bb,ImGuiID id,const ImRect* nav_bb,ImGuiItemFlags extra_flags); +CIMGUI_API bool igItemHoverable(const ImRect bb,ImGuiID id,ImGuiItemFlags item_flags); +CIMGUI_API bool igIsWindowContentHoverable(ImGuiWindow* window,ImGuiHoveredFlags flags); +CIMGUI_API bool igIsClippedEx(const ImRect bb,ImGuiID id); +CIMGUI_API void igSetLastItemData(ImGuiID item_id,ImGuiItemFlags in_flags,ImGuiItemStatusFlags status_flags,const ImRect item_rect); +CIMGUI_API void igCalcItemSize(ImVec2 *pOut,ImVec2 size,float default_w,float default_h); +CIMGUI_API float igCalcWrapWidthForPos(const ImVec2 pos,float wrap_pos_x); +CIMGUI_API void igPushMultiItemsWidths(int components,float width_full); +CIMGUI_API void igShrinkWidths(ImGuiShrinkWidthItem* items,int count,float width_excess); +CIMGUI_API const ImGuiDataVarInfo* igGetStyleVarInfo(ImGuiStyleVar idx); +CIMGUI_API void igBeginDisabledOverrideReenable(void); +CIMGUI_API void igEndDisabledOverrideReenable(void); +CIMGUI_API void igLogBegin(ImGuiLogFlags flags,int auto_open_depth); +CIMGUI_API void igLogToBuffer(int auto_open_depth); +CIMGUI_API void igLogRenderedText(const ImVec2* ref_pos,const char* text,const char* text_end); +CIMGUI_API void igLogSetNextTextDecoration(const char* prefix,const char* suffix); +CIMGUI_API bool igBeginChildEx(const char* name,ImGuiID id,const ImVec2 size_arg,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginPopupEx(ImGuiID id,ImGuiWindowFlags extra_window_flags); +CIMGUI_API void igOpenPopupEx(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igClosePopupToLevel(int remaining,bool restore_focus_to_window_under_popup); +CIMGUI_API void igClosePopupsOverWindow(ImGuiWindow* ref_window,bool restore_focus_to_window_under_popup); +CIMGUI_API void igClosePopupsExceptModals(void); +CIMGUI_API bool igIsPopupOpen_ID(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igGetPopupAllowedExtentRect(ImRect *pOut,ImGuiWindow* window); +CIMGUI_API ImGuiWindow* igGetTopMostPopupModal(void); +CIMGUI_API ImGuiWindow* igGetTopMostAndVisiblePopupModal(void); +CIMGUI_API ImGuiWindow* igFindBlockingModal(ImGuiWindow* window); +CIMGUI_API void igFindBestWindowPosForPopup(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API void igFindBestWindowPosForPopupEx(ImVec2 *pOut,const ImVec2 ref_pos,const ImVec2 size,ImGuiDir* last_dir,const ImRect r_outer,const ImRect r_avoid,ImGuiPopupPositionPolicy policy); +CIMGUI_API bool igBeginTooltipEx(ImGuiTooltipFlags tooltip_flags,ImGuiWindowFlags extra_window_flags); +CIMGUI_API bool igBeginTooltipHidden(void); +CIMGUI_API bool igBeginViewportSideBar(const char* name,ImGuiViewport* viewport,ImGuiDir dir,float size,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginMenuEx(const char* label,const char* icon,bool enabled); +CIMGUI_API bool igMenuItemEx(const char* label,const char* icon,const char* shortcut,bool selected,bool enabled); +CIMGUI_API bool igBeginComboPopup(ImGuiID popup_id,const ImRect bb,ImGuiComboFlags flags); +CIMGUI_API bool igBeginComboPreview(void); +CIMGUI_API void igEndComboPreview(void); +CIMGUI_API void igNavInitWindow(ImGuiWindow* window,bool force_reinit); +CIMGUI_API void igNavInitRequestApplyResult(void); +CIMGUI_API bool igNavMoveRequestButNoResultYet(void); +CIMGUI_API void igNavMoveRequestSubmit(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags); +CIMGUI_API void igNavMoveRequestForward(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags); +CIMGUI_API void igNavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); +CIMGUI_API void igNavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result,ImGuiTreeNodeStackData* tree_node_data); +CIMGUI_API void igNavMoveRequestCancel(void); +CIMGUI_API void igNavMoveRequestApplyResult(void); +CIMGUI_API void igNavMoveRequestTryWrapping(ImGuiWindow* window,ImGuiNavMoveFlags move_flags); +CIMGUI_API void igNavHighlightActivated(ImGuiID id); +CIMGUI_API void igNavClearPreferredPosForAxis(ImGuiAxis axis); +CIMGUI_API void igSetNavCursorVisibleAfterMove(void); +CIMGUI_API void igNavUpdateCurrentWindowIsScrollPushableX(void); +CIMGUI_API void igSetNavWindow(ImGuiWindow* window); +CIMGUI_API void igSetNavID(ImGuiID id,ImGuiNavLayer nav_layer,ImGuiID focus_scope_id,const ImRect rect_rel); +CIMGUI_API void igSetNavFocusScope(ImGuiID focus_scope_id); +CIMGUI_API void igFocusItem(void); +CIMGUI_API void igActivateItemByID(ImGuiID id); +CIMGUI_API bool igIsNamedKey(ImGuiKey key); +CIMGUI_API bool igIsNamedKeyOrMod(ImGuiKey key); +CIMGUI_API bool igIsLegacyKey(ImGuiKey key); +CIMGUI_API bool igIsKeyboardKey(ImGuiKey key); +CIMGUI_API bool igIsGamepadKey(ImGuiKey key); +CIMGUI_API bool igIsMouseKey(ImGuiKey key); +CIMGUI_API bool igIsAliasKey(ImGuiKey key); +CIMGUI_API bool igIsLRModKey(ImGuiKey key); +CIMGUI_API ImGuiKeyChord igFixupKeyChord(ImGuiKeyChord key_chord); +CIMGUI_API ImGuiKey igConvertSingleModFlagToKey(ImGuiKey key); +CIMGUI_API ImGuiKeyData* igGetKeyData_ContextPtr(ImGuiContext* ctx,ImGuiKey key); +CIMGUI_API ImGuiKeyData* igGetKeyData_Key(ImGuiKey key); +CIMGUI_API const char* igGetKeyChordName(ImGuiKeyChord key_chord); +CIMGUI_API ImGuiKey igMouseButtonToKey(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseDragPastThreshold(ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igGetKeyMagnitude2d(ImVec2 *pOut,ImGuiKey key_left,ImGuiKey key_right,ImGuiKey key_up,ImGuiKey key_down); +CIMGUI_API float igGetNavTweakPressedAmount(ImGuiAxis axis); +CIMGUI_API int igCalcTypematicRepeatAmount(float t0,float t1,float repeat_delay,float repeat_rate); +CIMGUI_API void igGetTypematicRepeatRate(ImGuiInputFlags flags,float* repeat_delay,float* repeat_rate); +CIMGUI_API void igTeleportMousePos(const ImVec2 pos); +CIMGUI_API void igSetActiveIdUsingAllKeyboardKeys(void); +CIMGUI_API bool igIsActiveIdUsingNavDir(ImGuiDir dir); +CIMGUI_API ImGuiID igGetKeyOwner(ImGuiKey key); +CIMGUI_API void igSetKeyOwner(ImGuiKey key,ImGuiID owner_id,ImGuiInputFlags flags); +CIMGUI_API void igSetKeyOwnersForKeyChord(ImGuiKeyChord key,ImGuiID owner_id,ImGuiInputFlags flags); +CIMGUI_API void igSetItemKeyOwner_InputFlags(ImGuiKey key,ImGuiInputFlags flags); +CIMGUI_API bool igTestKeyOwner(ImGuiKey key,ImGuiID owner_id); +CIMGUI_API ImGuiKeyOwnerData* igGetKeyOwnerData(ImGuiContext* ctx,ImGuiKey key); +CIMGUI_API bool igIsKeyDown_ID(ImGuiKey key,ImGuiID owner_id); +CIMGUI_API bool igIsKeyPressed_InputFlags(ImGuiKey key,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igIsKeyReleased_ID(ImGuiKey key,ImGuiID owner_id); +CIMGUI_API bool igIsKeyChordPressed_InputFlags(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igIsMouseDown_ID(ImGuiMouseButton button,ImGuiID owner_id); +CIMGUI_API bool igIsMouseClicked_InputFlags(ImGuiMouseButton button,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igIsMouseReleased_ID(ImGuiMouseButton button,ImGuiID owner_id); +CIMGUI_API bool igIsMouseDoubleClicked_ID(ImGuiMouseButton button,ImGuiID owner_id); +CIMGUI_API bool igShortcut_ID(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igSetShortcutRouting(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igTestShortcutRouting(ImGuiKeyChord key_chord,ImGuiID owner_id); +CIMGUI_API ImGuiKeyRoutingData* igGetShortcutRoutingData(ImGuiKeyChord key_chord); +CIMGUI_API void igDockContextInitialize(ImGuiContext* ctx); +CIMGUI_API void igDockContextShutdown(ImGuiContext* ctx); +CIMGUI_API void igDockContextClearNodes(ImGuiContext* ctx,ImGuiID root_id,bool clear_settings_refs); +CIMGUI_API void igDockContextRebuildNodes(ImGuiContext* ctx); +CIMGUI_API void igDockContextNewFrameUpdateUndocking(ImGuiContext* ctx); +CIMGUI_API void igDockContextNewFrameUpdateDocking(ImGuiContext* ctx); +CIMGUI_API void igDockContextEndFrame(ImGuiContext* ctx); +CIMGUI_API ImGuiID igDockContextGenNodeID(ImGuiContext* ctx); +CIMGUI_API void igDockContextQueueDock(ImGuiContext* ctx,ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload,ImGuiDir split_dir,float split_ratio,bool split_outer); +CIMGUI_API void igDockContextQueueUndockWindow(ImGuiContext* ctx,ImGuiWindow* window); +CIMGUI_API void igDockContextQueueUndockNode(ImGuiContext* ctx,ImGuiDockNode* node); +CIMGUI_API void igDockContextProcessUndockWindow(ImGuiContext* ctx,ImGuiWindow* window,bool clear_persistent_docking_ref); +CIMGUI_API void igDockContextProcessUndockNode(ImGuiContext* ctx,ImGuiDockNode* node); +CIMGUI_API bool igDockContextCalcDropPosForDocking(ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload_window,ImGuiDockNode* payload_node,ImGuiDir split_dir,bool split_outer,ImVec2* out_pos); +CIMGUI_API ImGuiDockNode* igDockContextFindNodeByID(ImGuiContext* ctx,ImGuiID id); +CIMGUI_API void igDockNodeWindowMenuHandler_Default(ImGuiContext* ctx,ImGuiDockNode* node,ImGuiTabBar* tab_bar); +CIMGUI_API bool igDockNodeBeginAmendTabBar(ImGuiDockNode* node); +CIMGUI_API void igDockNodeEndAmendTabBar(void); +CIMGUI_API ImGuiDockNode* igDockNodeGetRootNode(ImGuiDockNode* node); +CIMGUI_API bool igDockNodeIsInHierarchyOf(ImGuiDockNode* node,ImGuiDockNode* parent); +CIMGUI_API int igDockNodeGetDepth(const ImGuiDockNode* node); +CIMGUI_API ImGuiID igDockNodeGetWindowMenuButtonId(const ImGuiDockNode* node); +CIMGUI_API ImGuiDockNode* igGetWindowDockNode(void); +CIMGUI_API bool igGetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); +CIMGUI_API void igBeginDocked(ImGuiWindow* window,bool* p_open); +CIMGUI_API void igBeginDockableDragDropSource(ImGuiWindow* window); +CIMGUI_API void igBeginDockableDragDropTarget(ImGuiWindow* window); +CIMGUI_API void igSetWindowDock(ImGuiWindow* window,ImGuiID dock_id,ImGuiCond cond); +CIMGUI_API void igDockBuilderDockWindow(const char* window_name,ImGuiID node_id); +CIMGUI_API ImGuiDockNode* igDockBuilderGetNode(ImGuiID node_id); +CIMGUI_API ImGuiDockNode* igDockBuilderGetCentralNode(ImGuiID node_id); +CIMGUI_API ImGuiID igDockBuilderAddNode(ImGuiID node_id,ImGuiDockNodeFlags flags); +CIMGUI_API void igDockBuilderRemoveNode(ImGuiID node_id); +CIMGUI_API void igDockBuilderRemoveNodeDockedWindows(ImGuiID node_id,bool clear_settings_refs); +CIMGUI_API void igDockBuilderRemoveNodeChildNodes(ImGuiID node_id); +CIMGUI_API void igDockBuilderSetNodePos(ImGuiID node_id,ImVec2 pos); +CIMGUI_API void igDockBuilderSetNodeSize(ImGuiID node_id,ImVec2 size); +CIMGUI_API ImGuiID igDockBuilderSplitNode(ImGuiID node_id,ImGuiDir split_dir,float size_ratio_for_node_at_dir,ImGuiID* out_id_at_dir,ImGuiID* out_id_at_opposite_dir); +CIMGUI_API void igDockBuilderCopyDockSpace(ImGuiID src_dockspace_id,ImGuiID dst_dockspace_id,ImVector_const_charPtr* in_window_remap_pairs); +CIMGUI_API void igDockBuilderCopyNode(ImGuiID src_node_id,ImGuiID dst_node_id,ImVector_ImGuiID* out_node_remap_pairs); +CIMGUI_API void igDockBuilderCopyWindowSettings(const char* src_name,const char* dst_name); +CIMGUI_API void igDockBuilderFinish(ImGuiID node_id); +CIMGUI_API void igPushFocusScope(ImGuiID id); +CIMGUI_API void igPopFocusScope(void); +CIMGUI_API ImGuiID igGetCurrentFocusScope(void); +CIMGUI_API bool igIsDragDropActive(void); +CIMGUI_API bool igBeginDragDropTargetCustom(const ImRect bb,ImGuiID id); +CIMGUI_API void igClearDragDrop(void); +CIMGUI_API bool igIsDragDropPayloadBeingAccepted(void); +CIMGUI_API void igRenderDragDropTargetRect(const ImRect bb,const ImRect item_clip_rect); +CIMGUI_API ImGuiTypingSelectRequest* igGetTypingSelectRequest(ImGuiTypingSelectFlags flags); +CIMGUI_API int igTypingSelectFindMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx); +CIMGUI_API int igTypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx); +CIMGUI_API int igTypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data); +CIMGUI_API bool igBeginBoxSelect(const ImRect scope_rect,ImGuiWindow* window,ImGuiID box_select_id,ImGuiMultiSelectFlags ms_flags); +CIMGUI_API void igEndBoxSelect(const ImRect scope_rect,ImGuiMultiSelectFlags ms_flags); +CIMGUI_API void igMultiSelectItemHeader(ImGuiID id,bool* p_selected,ImGuiButtonFlags* p_button_flags); +CIMGUI_API void igMultiSelectItemFooter(ImGuiID id,bool* p_selected,bool* p_pressed); +CIMGUI_API void igMultiSelectAddSetAll(ImGuiMultiSelectTempData* ms,bool selected); +CIMGUI_API void igMultiSelectAddSetRange(ImGuiMultiSelectTempData* ms,bool selected,int range_dir,ImGuiSelectionUserData first_item,ImGuiSelectionUserData last_item); +CIMGUI_API ImGuiBoxSelectState* igGetBoxSelectState(ImGuiID id); +CIMGUI_API ImGuiMultiSelectState* igGetMultiSelectState(ImGuiID id); +CIMGUI_API void igSetWindowClipRectBeforeSetChannel(ImGuiWindow* window,const ImRect clip_rect); +CIMGUI_API void igBeginColumns(const char* str_id,int count,ImGuiOldColumnFlags flags); +CIMGUI_API void igEndColumns(void); +CIMGUI_API void igPushColumnClipRect(int column_index); +CIMGUI_API void igPushColumnsBackground(void); +CIMGUI_API void igPopColumnsBackground(void); +CIMGUI_API ImGuiID igGetColumnsID(const char* str_id,int count); +CIMGUI_API ImGuiOldColumns* igFindOrCreateColumns(ImGuiWindow* window,ImGuiID id); +CIMGUI_API float igGetColumnOffsetFromNorm(const ImGuiOldColumns* columns,float offset_norm); +CIMGUI_API float igGetColumnNormFromOffset(const ImGuiOldColumns* columns,float offset); +CIMGUI_API void igTableOpenContextMenu(int column_n); +CIMGUI_API void igTableSetColumnWidth(int column_n,float width); +CIMGUI_API void igTableSetColumnSortDirection(int column_n,ImGuiSortDirection sort_direction,bool append_to_sort_specs); +CIMGUI_API int igTableGetHoveredRow(void); +CIMGUI_API float igTableGetHeaderRowHeight(void); +CIMGUI_API float igTableGetHeaderAngledMaxLabelWidth(void); +CIMGUI_API void igTablePushBackgroundChannel(void); +CIMGUI_API void igTablePopBackgroundChannel(void); +CIMGUI_API void igTableAngledHeadersRowEx(ImGuiID row_id,float angle,float max_label_width,const ImGuiTableHeaderData* data,int data_count); +CIMGUI_API ImGuiTable* igGetCurrentTable(void); +CIMGUI_API ImGuiTable* igTableFindByID(ImGuiID id); +CIMGUI_API bool igBeginTableEx(const char* name,ImGuiID id,int columns_count,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width); +CIMGUI_API void igTableBeginInitMemory(ImGuiTable* table,int columns_count); +CIMGUI_API void igTableBeginApplyRequests(ImGuiTable* table); +CIMGUI_API void igTableSetupDrawChannels(ImGuiTable* table); +CIMGUI_API void igTableUpdateLayout(ImGuiTable* table); +CIMGUI_API void igTableUpdateBorders(ImGuiTable* table); +CIMGUI_API void igTableUpdateColumnsWeightFromWidth(ImGuiTable* table); +CIMGUI_API void igTableDrawBorders(ImGuiTable* table); +CIMGUI_API void igTableDrawDefaultContextMenu(ImGuiTable* table,ImGuiTableFlags flags_for_section_to_display); +CIMGUI_API bool igTableBeginContextMenuPopup(ImGuiTable* table); +CIMGUI_API void igTableMergeDrawChannels(ImGuiTable* table); +CIMGUI_API ImGuiTableInstanceData* igTableGetInstanceData(ImGuiTable* table,int instance_no); +CIMGUI_API ImGuiID igTableGetInstanceID(ImGuiTable* table,int instance_no); +CIMGUI_API void igTableSortSpecsSanitize(ImGuiTable* table); +CIMGUI_API void igTableSortSpecsBuild(ImGuiTable* table); +CIMGUI_API ImGuiSortDirection igTableGetColumnNextSortDirection(ImGuiTableColumn* column); +CIMGUI_API void igTableFixColumnSortDirection(ImGuiTable* table,ImGuiTableColumn* column); +CIMGUI_API float igTableGetColumnWidthAuto(ImGuiTable* table,ImGuiTableColumn* column); +CIMGUI_API void igTableBeginRow(ImGuiTable* table); +CIMGUI_API void igTableEndRow(ImGuiTable* table); +CIMGUI_API void igTableBeginCell(ImGuiTable* table,int column_n); +CIMGUI_API void igTableEndCell(ImGuiTable* table); +CIMGUI_API void igTableGetCellBgRect(ImRect *pOut,const ImGuiTable* table,int column_n); +CIMGUI_API const char* igTableGetColumnName_TablePtr(const ImGuiTable* table,int column_n); +CIMGUI_API ImGuiID igTableGetColumnResizeID(ImGuiTable* table,int column_n,int instance_no); +CIMGUI_API float igTableCalcMaxColumnWidth(const ImGuiTable* table,int column_n); +CIMGUI_API void igTableSetColumnWidthAutoSingle(ImGuiTable* table,int column_n); +CIMGUI_API void igTableSetColumnWidthAutoAll(ImGuiTable* table); +CIMGUI_API void igTableRemove(ImGuiTable* table); +CIMGUI_API void igTableGcCompactTransientBuffers_TablePtr(ImGuiTable* table); +CIMGUI_API void igTableGcCompactTransientBuffers_TableTempDataPtr(ImGuiTableTempData* table); +CIMGUI_API void igTableGcCompactSettings(void); +CIMGUI_API void igTableLoadSettings(ImGuiTable* table); +CIMGUI_API void igTableSaveSettings(ImGuiTable* table); +CIMGUI_API void igTableResetSettings(ImGuiTable* table); +CIMGUI_API ImGuiTableSettings* igTableGetBoundSettings(ImGuiTable* table); +CIMGUI_API void igTableSettingsAddSettingsHandler(void); +CIMGUI_API ImGuiTableSettings* igTableSettingsCreate(ImGuiID id,int columns_count); +CIMGUI_API ImGuiTableSettings* igTableSettingsFindByID(ImGuiID id); +CIMGUI_API ImGuiTabBar* igGetCurrentTabBar(void); +CIMGUI_API bool igBeginTabBarEx(ImGuiTabBar* tab_bar,const ImRect bb,ImGuiTabBarFlags flags); +CIMGUI_API ImGuiTabItem* igTabBarFindTabByID(ImGuiTabBar* tab_bar,ImGuiID tab_id); +CIMGUI_API ImGuiTabItem* igTabBarFindTabByOrder(ImGuiTabBar* tab_bar,int order); +CIMGUI_API ImGuiTabItem* igTabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); +CIMGUI_API ImGuiTabItem* igTabBarGetCurrentTab(ImGuiTabBar* tab_bar); +CIMGUI_API int igTabBarGetTabOrder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API const char* igTabBarGetTabName(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarAddTab(ImGuiTabBar* tab_bar,ImGuiTabItemFlags tab_flags,ImGuiWindow* window); +CIMGUI_API void igTabBarRemoveTab(ImGuiTabBar* tab_bar,ImGuiID tab_id); +CIMGUI_API void igTabBarCloseTab(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarQueueFocus_TabItemPtr(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarQueueFocus_Str(ImGuiTabBar* tab_bar,const char* tab_name); +CIMGUI_API void igTabBarQueueReorder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,int offset); +CIMGUI_API void igTabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,ImVec2 mouse_pos); +CIMGUI_API bool igTabBarProcessReorder(ImGuiTabBar* tab_bar); +CIMGUI_API bool igTabItemEx(ImGuiTabBar* tab_bar,const char* label,bool* p_open,ImGuiTabItemFlags flags,ImGuiWindow* docked_window); +CIMGUI_API void igTabItemCalcSize_Str(ImVec2 *pOut,const char* label,bool has_close_button_or_unsaved_marker); +CIMGUI_API void igTabItemCalcSize_WindowPtr(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API void igTabItemBackground(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImU32 col); +CIMGUI_API void igTabItemLabelAndCloseButton(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImVec2 frame_padding,const char* label,ImGuiID tab_id,ImGuiID close_button_id,bool is_contents_visible,bool* out_just_closed,bool* out_text_clipped); +CIMGUI_API void igRenderText(ImVec2 pos,const char* text,const char* text_end,bool hide_text_after_hash); +CIMGUI_API void igRenderTextWrapped(ImVec2 pos,const char* text,const char* text_end,float wrap_width); +CIMGUI_API void igRenderTextClipped(const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect); +CIMGUI_API void igRenderTextClippedEx(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect); +CIMGUI_API void igRenderTextEllipsis(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,float clip_max_x,float ellipsis_max_x,const char* text,const char* text_end,const ImVec2* text_size_if_known); +CIMGUI_API void igRenderFrame(ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,bool borders,float rounding); +CIMGUI_API void igRenderFrameBorder(ImVec2 p_min,ImVec2 p_max,float rounding); +CIMGUI_API void igRenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list,ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,float grid_step,ImVec2 grid_off,float rounding,ImDrawFlags flags); +CIMGUI_API void igRenderNavCursor(const ImRect bb,ImGuiID id,ImGuiNavRenderCursorFlags flags); +CIMGUI_API const char* igFindRenderedTextEnd(const char* text,const char* text_end); +CIMGUI_API void igRenderMouseCursor(ImVec2 pos,float scale,ImGuiMouseCursor mouse_cursor,ImU32 col_fill,ImU32 col_border,ImU32 col_shadow); +CIMGUI_API void igRenderArrow(ImDrawList* draw_list,ImVec2 pos,ImU32 col,ImGuiDir dir,float scale); +CIMGUI_API void igRenderBullet(ImDrawList* draw_list,ImVec2 pos,ImU32 col); +CIMGUI_API void igRenderCheckMark(ImDrawList* draw_list,ImVec2 pos,ImU32 col,float sz); +CIMGUI_API void igRenderArrowPointingAt(ImDrawList* draw_list,ImVec2 pos,ImVec2 half_sz,ImGuiDir direction,ImU32 col); +CIMGUI_API void igRenderArrowDockMenu(ImDrawList* draw_list,ImVec2 p_min,float sz,ImU32 col); +CIMGUI_API void igRenderRectFilledRangeH(ImDrawList* draw_list,const ImRect rect,ImU32 col,float x_start_norm,float x_end_norm,float rounding); +CIMGUI_API void igRenderRectFilledWithHole(ImDrawList* draw_list,const ImRect outer,const ImRect inner,ImU32 col,float rounding); +CIMGUI_API ImDrawFlags igCalcRoundingFlagsForRectInRect(const ImRect r_in,const ImRect r_outer,float threshold); +CIMGUI_API void igTextEx(const char* text,const char* text_end,ImGuiTextFlags flags); +CIMGUI_API bool igButtonEx(const char* label,const ImVec2 size_arg,ImGuiButtonFlags flags); +CIMGUI_API bool igArrowButtonEx(const char* str_id,ImGuiDir dir,ImVec2 size_arg,ImGuiButtonFlags flags); +CIMGUI_API bool igImageButtonEx(ImGuiID id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col,ImGuiButtonFlags flags); +CIMGUI_API void igSeparatorEx(ImGuiSeparatorFlags flags,float thickness); +CIMGUI_API void igSeparatorTextEx(ImGuiID id,const char* label,const char* label_end,float extra_width); +CIMGUI_API bool igCheckboxFlags_S64Ptr(const char* label,ImS64* flags,ImS64 flags_value); +CIMGUI_API bool igCheckboxFlags_U64Ptr(const char* label,ImU64* flags,ImU64 flags_value); +CIMGUI_API bool igCloseButton(ImGuiID id,const ImVec2 pos); +CIMGUI_API bool igCollapseButton(ImGuiID id,const ImVec2 pos,ImGuiDockNode* dock_node); +CIMGUI_API void igScrollbar(ImGuiAxis axis); +CIMGUI_API bool igScrollbarEx(const ImRect bb,ImGuiID id,ImGuiAxis axis,ImS64* p_scroll_v,ImS64 avail_v,ImS64 contents_v,ImDrawFlags draw_rounding_flags); +CIMGUI_API void igGetWindowScrollbarRect(ImRect *pOut,ImGuiWindow* window,ImGuiAxis axis); +CIMGUI_API ImGuiID igGetWindowScrollbarID(ImGuiWindow* window,ImGuiAxis axis); +CIMGUI_API ImGuiID igGetWindowResizeCornerID(ImGuiWindow* window,int n); +CIMGUI_API ImGuiID igGetWindowResizeBorderID(ImGuiWindow* window,ImGuiDir dir); +CIMGUI_API bool igButtonBehavior(const ImRect bb,ImGuiID id,bool* out_hovered,bool* out_held,ImGuiButtonFlags flags); +CIMGUI_API bool igDragBehavior(ImGuiID id,ImGuiDataType data_type,void* p_v,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderBehavior(const ImRect bb,ImGuiID id,ImGuiDataType data_type,void* p_v,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags,ImRect* out_grab_bb); +CIMGUI_API bool igSplitterBehavior(const ImRect bb,ImGuiID id,ImGuiAxis axis,float* size1,float* size2,float min_size1,float min_size2,float hover_extend,float hover_visibility_delay,ImU32 bg_col); +CIMGUI_API bool igTreeNodeBehavior(ImGuiID id,ImGuiTreeNodeFlags flags,const char* label,const char* label_end); +CIMGUI_API void igTreePushOverrideID(ImGuiID id); +CIMGUI_API bool igTreeNodeGetOpen(ImGuiID storage_id); +CIMGUI_API void igTreeNodeSetOpen(ImGuiID storage_id,bool open); +CIMGUI_API bool igTreeNodeUpdateNextOpen(ImGuiID storage_id,ImGuiTreeNodeFlags flags); +CIMGUI_API const ImGuiDataTypeInfo* igDataTypeGetInfo(ImGuiDataType data_type); +CIMGUI_API int igDataTypeFormatString(char* buf,int buf_size,ImGuiDataType data_type,const void* p_data,const char* format); +CIMGUI_API void igDataTypeApplyOp(ImGuiDataType data_type,int op,void* output,const void* arg_1,const void* arg_2); +CIMGUI_API bool igDataTypeApplyFromText(const char* buf,ImGuiDataType data_type,void* p_data,const char* format,void* p_data_when_empty); +CIMGUI_API int igDataTypeCompare(ImGuiDataType data_type,const void* arg_1,const void* arg_2); +CIMGUI_API bool igDataTypeClamp(ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max); +CIMGUI_API bool igDataTypeIsZero(ImGuiDataType data_type,const void* p_data); +CIMGUI_API bool igInputTextEx(const char* label,const char* hint,char* buf,int buf_size,const ImVec2 size_arg,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API void igInputTextDeactivateHook(ImGuiID id); +CIMGUI_API bool igTempInputText(const ImRect bb,ImGuiID id,const char* label,char* buf,int buf_size,ImGuiInputTextFlags flags); +CIMGUI_API bool igTempInputScalar(const ImRect bb,ImGuiID id,const char* label,ImGuiDataType data_type,void* p_data,const char* format,const void* p_clamp_min,const void* p_clamp_max); +CIMGUI_API bool igTempInputIsActive(ImGuiID id); +CIMGUI_API ImGuiInputTextState* igGetInputTextState(ImGuiID id); +CIMGUI_API void igSetNextItemRefVal(ImGuiDataType data_type,void* p_data); +CIMGUI_API void igColorTooltip(const char* text,const float* col,ImGuiColorEditFlags flags); +CIMGUI_API void igColorEditOptionsPopup(const float* col,ImGuiColorEditFlags flags); +CIMGUI_API void igColorPickerOptionsPopup(const float* ref_col,ImGuiColorEditFlags flags); +CIMGUI_API int igPlotEx(ImGuiPlotType plot_type,const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,const ImVec2 size_arg); +CIMGUI_API void igShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,ImVec2 gradient_p0,ImVec2 gradient_p1,ImU32 col0,ImU32 col1); +CIMGUI_API void igShadeVertsLinearUV(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,bool clamp); +CIMGUI_API void igShadeVertsTransformPos(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 pivot_in,float cos_a,float sin_a,const ImVec2 pivot_out); +CIMGUI_API void igGcCompactTransientMiscBuffers(void); +CIMGUI_API void igGcCompactTransientWindowBuffers(ImGuiWindow* window); +CIMGUI_API void igGcAwakeTransientWindowBuffers(ImGuiWindow* window); +CIMGUI_API bool igErrorLog(const char* msg); +CIMGUI_API void igErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out); +CIMGUI_API void igErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in); +CIMGUI_API void igErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in); +CIMGUI_API void igErrorCheckUsingSetCursorPosToExtendParentBoundaries(void); +CIMGUI_API void igErrorCheckEndFrameFinalizeErrorTooltip(void); +CIMGUI_API bool igBeginErrorTooltip(void); +CIMGUI_API void igEndErrorTooltip(void); +CIMGUI_API void igDebugAllocHook(ImGuiDebugAllocInfo* info,int frame_count,void* ptr,size_t size); +CIMGUI_API void igDebugDrawCursorPos(ImU32 col); +CIMGUI_API void igDebugDrawLineExtents(ImU32 col); +CIMGUI_API void igDebugDrawItemRect(ImU32 col); +CIMGUI_API void igDebugTextUnformattedWithLocateItem(const char* line_begin,const char* line_end); +CIMGUI_API void igDebugLocateItem(ImGuiID target_id); +CIMGUI_API void igDebugLocateItemOnHover(ImGuiID target_id); +CIMGUI_API void igDebugLocateItemResolveWithLastItem(void); +CIMGUI_API void igDebugBreakClearData(void); +CIMGUI_API bool igDebugBreakButton(const char* label,const char* description_of_location); +CIMGUI_API void igDebugBreakButtonTooltip(bool keyboard_only,const char* description_of_location); +CIMGUI_API void igShowFontAtlas(ImFontAtlas* atlas); +CIMGUI_API void igDebugHookIdInfo(ImGuiID id,ImGuiDataType data_type,const void* data_id,const void* data_id_end); +CIMGUI_API void igDebugNodeColumns(ImGuiOldColumns* columns); +CIMGUI_API void igDebugNodeDockNode(ImGuiDockNode* node,const char* label); +CIMGUI_API void igDebugNodeDrawList(ImGuiWindow* window,ImGuiViewportP* viewport,const ImDrawList* draw_list,const char* label); +CIMGUI_API void igDebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list,const ImDrawList* draw_list,const ImDrawCmd* draw_cmd,bool show_mesh,bool show_aabb); +CIMGUI_API void igDebugNodeFont(ImFont* font); +CIMGUI_API void igDebugNodeFontGlyph(ImFont* font,const ImFontGlyph* glyph); +CIMGUI_API void igDebugNodeStorage(ImGuiStorage* storage,const char* label); +CIMGUI_API void igDebugNodeTabBar(ImGuiTabBar* tab_bar,const char* label); +CIMGUI_API void igDebugNodeTable(ImGuiTable* table); +CIMGUI_API void igDebugNodeTableSettings(ImGuiTableSettings* settings); +CIMGUI_API void igDebugNodeInputTextState(ImGuiInputTextState* state); +CIMGUI_API void igDebugNodeTypingSelectState(ImGuiTypingSelectState* state); +CIMGUI_API void igDebugNodeMultiSelectState(ImGuiMultiSelectState* state); +CIMGUI_API void igDebugNodeWindow(ImGuiWindow* window,const char* label); +CIMGUI_API void igDebugNodeWindowSettings(ImGuiWindowSettings* settings); +CIMGUI_API void igDebugNodeWindowsList(ImVector_ImGuiWindowPtr* windows,const char* label); +CIMGUI_API void igDebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows,int windows_size,ImGuiWindow* parent_in_begin_stack); +CIMGUI_API void igDebugNodeViewport(ImGuiViewportP* viewport); +CIMGUI_API void igDebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor,const char* label,int idx); +CIMGUI_API void igDebugRenderKeyboardPreview(ImDrawList* draw_list); +CIMGUI_API void igDebugRenderViewportThumbnail(ImDrawList* draw_list,ImGuiViewportP* viewport,const ImRect bb); +CIMGUI_API const ImFontBuilderIO* igImFontAtlasGetBuilderForStbTruetype(void); +CIMGUI_API void igImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildInit(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildSetupFont(ImFontAtlas* atlas,ImFont* font,ImFontConfig* font_config,float ascent,float descent); +CIMGUI_API void igImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas,void* stbrp_context_opaque); +CIMGUI_API void igImFontAtlasBuildFinish(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned char in_marker_pixel_value); +CIMGUI_API void igImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned int in_marker_pixel_value); +CIMGUI_API void igImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256],float in_multiply_factor); +CIMGUI_API void igImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256],unsigned char* pixels,int x,int y,int w,int h,int stride); +#ifdef IMGUI_ENABLE_FREETYPE +CIMGUI_API const ImFontBuilderIO* ImGuiFreeType_GetBuilderForFreeType(void); +CIMGUI_API void ImGuiFreeType_SetAllocatorFunctions(void*(*alloc_func)(size_t sz,void* user_data),void(*free_func)(void* ptr,void* user_data),void* user_data); +#endif + + +/////////////////////////hand written functions +//no LogTextV +CIMGUI_API void igLogText(const char *fmt, ...); +//no appendfV +CIMGUI_API void ImGuiTextBuffer_appendf(ImGuiTextBuffer *self, const char *fmt, ...); +//for getting FLT_MAX in bindings +CIMGUI_API float igGET_FLT_MAX(void); +//for getting FLT_MIN in bindings +CIMGUI_API float igGET_FLT_MIN(void); + + +CIMGUI_API ImVector_ImWchar* ImVector_ImWchar_create(void); +CIMGUI_API void ImVector_ImWchar_destroy(ImVector_ImWchar* self); +CIMGUI_API void ImVector_ImWchar_Init(ImVector_ImWchar* p); +CIMGUI_API void ImVector_ImWchar_UnInit(ImVector_ImWchar* p); + +#ifdef IMGUI_HAS_DOCK +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowPos(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_pos)); +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowSize(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_size)); +#endif + +#endif //CIMGUI_INCLUDED + + + + diff --git a/src/main/imgui/cimgui_impl_dx9.cpp b/src/main/imgui/cimgui_impl_dx9.cpp new file mode 100644 index 0000000..de537c3 --- /dev/null +++ b/src/main/imgui/cimgui_impl_dx9.cpp @@ -0,0 +1,33 @@ +#include "imgui_impl_dx9.h" +#include "imgui_internal.h" +#include "cimgui.h" + +CIMGUI_API bool igImplDX9_Init(IDirect3DDevice9* device) +{ + return ImGui_ImplDX9_Init(device); +} + +CIMGUI_API void igImplDX9_Shutdown() +{ + ImGui_ImplDX9_Shutdown(); +} + +CIMGUI_API void igImplDX9_NewFrame() +{ + ImGui_ImplDX9_NewFrame(); +} + +CIMGUI_API void igImplDX9_RenderDrawData(ImDrawData* draw_data) +{ + ImGui_ImplDX9_RenderDrawData(draw_data); +} + +CIMGUI_API bool igImplDX9_CreateDeviceObjects() +{ + return ImGui_ImplDX9_CreateDeviceObjects(); +} + +CIMGUI_API void igImplDX9_InvalidateDeviceObjects() +{ + ImGui_ImplDX9_InvalidateDeviceObjects(); +} \ No newline at end of file diff --git a/src/main/imgui/cimgui_impl_dx9.h b/src/main/imgui/cimgui_impl_dx9.h new file mode 100644 index 0000000..a8b4187 --- /dev/null +++ b/src/main/imgui/cimgui_impl_dx9.h @@ -0,0 +1,16 @@ +#ifndef CIMGUI_IMPL_DX9_INCLUDED +#define CIMGUI_IMPL_DX9_INCLUDED + +#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#include "cimgui.h" + +typedef struct IDirect3DDevice9 IDirect3DDevice9; + +CIMGUI_API bool igImplDX9_Init(IDirect3DDevice9* device); +CIMGUI_API void igImplDX9_Shutdown(); +CIMGUI_API void igImplDX9_NewFrame(); +CIMGUI_API void igImplDX9_RenderDrawData(ImDrawData* draw_data); +CIMGUI_API bool igImplDX9_CreateDeviceObjects(); +CIMGUI_API void igImplDX9_InvalidateDeviceObjects(); + +#endif // CIMGUI_IMPL_DX9_INCLUDED \ No newline at end of file diff --git a/src/main/imgui/cimgui_impl_win32.cpp b/src/main/imgui/cimgui_impl_win32.cpp new file mode 100644 index 0000000..618afc5 --- /dev/null +++ b/src/main/imgui/cimgui_impl_win32.cpp @@ -0,0 +1,52 @@ +#include + +#include "imgui_impl_win32.h" +#include "imgui_internal.h" +#include "cimgui.h" + +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +CIMGUI_API bool igImplWin32_Init(void* hwnd) +{ + return ImGui_ImplWin32_Init(hwnd); +} + +CIMGUI_API bool igImplWin32_InitForOpenGL(void* hwnd) +{ + return ImGui_ImplWin32_InitForOpenGL(hwnd); +} + +CIMGUI_API void igImplWin32_Shutdown() +{ + ImGui_ImplWin32_Shutdown(); +} + +CIMGUI_API void igImplWin32_NewFrame() +{ + ImGui_ImplWin32_NewFrame(); +} + +CIMGUI_API LRESULT igImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + return ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam); +} + +CIMGUI_API void igImplWin32_EnableDpiAwareness() +{ + ImGui_ImplWin32_EnableDpiAwareness(); +} + +CIMGUI_API float igImplWin32_GetDpiScaleForHwnd(void* hwnd) +{ + return ImGui_ImplWin32_GetDpiScaleForHwnd(hwnd); +} + +CIMGUI_API float igImplWin32_GetDpiScaleForMonitor(void* monitor) +{ + return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); +} + +CIMGUI_API void igImplWin32_EnableAlphaCompositing(void* hwnd) +{ + ImGui_ImplWin32_EnableAlphaCompositing(hwnd); +} \ No newline at end of file diff --git a/src/main/imgui/cimgui_impl_win32.h b/src/main/imgui/cimgui_impl_win32.h new file mode 100644 index 0000000..156dbcc --- /dev/null +++ b/src/main/imgui/cimgui_impl_win32.h @@ -0,0 +1,21 @@ +#ifndef CIMGUI_IMPL_WIN32_INCLUDED +#define CIMGUI_IMPL_WIN32_INCLUDED + +#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#include "cimgui.h" + +CIMGUI_API bool igImplWin32_Init(void* hwnd); +CIMGUI_API bool igImplWin32_InitForOpenGL(void* hwnd); +CIMGUI_API void igImplWin32_Shutdown(); +CIMGUI_API void igImplWin32_NewFrame(); + +#if 0 +CIMGUI_API LRESULT igImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +CIMGUI_API void igImplWin32_EnableDpiAwareness(); +CIMGUI_API float igImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd +CIMGUI_API float igImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor +CIMGUI_API void igImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd + +#endif // CIMGUI_IMPL_WIN32_INCLUDED \ No newline at end of file diff --git a/src/main/imgui/imconfig.h b/src/main/imgui/imconfig.h new file mode 100644 index 0000000..4ad17ec --- /dev/null +++ b/src/main/imgui/imconfig.h @@ -0,0 +1,142 @@ +//----------------------------------------------------------------------------- +// DEAR IMGUI COMPILE-TIME OPTIONS +// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. +// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. +//----------------------------------------------------------------------------- +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it) +// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template. +//----------------------------------------------------------------------------- +// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp +// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. +// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. +// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using. +//----------------------------------------------------------------------------- + +#pragma once + +//---- Define assertion handler. Defaults to calling assert(). +// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. +//#define IM_ASSERT(_EXPR) MyAssert(_EXPR) +#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts + +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows +// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export +//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import +//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden + +//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. +#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//---- Disable all of Dear ImGui or don't implement standard windows/tools. +// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp. +//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. +//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. +//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty. + +//---- Don't implement some functions to reduce linkage requirements. +//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) +//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) +//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME). +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). +//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")). +//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) +//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. +//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. +//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). +//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded font (ProggyClean.ttf), remove ~9.5 KB from output binary. AddFontDefault() will assert. +//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available + +//---- Enable Test Engine / Automation features. +//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details. + +//---- Include imgui_user.h at the end of imgui.h as a convenience +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. +//#define IMGUI_INCLUDE_IMGUI_USER_H +//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h" + +//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support. +//#define IMGUI_USE_BGRA_PACKED_COLOR + +//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate. +//#define IMGUI_USE_LEGACY_CRC32_ADLER + +//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) +//#define IMGUI_USE_WCHAR32 + +//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version +// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined. +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined. + +//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) +// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h. +//#define IMGUI_USE_STB_SPRINTF + +//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) +// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). +// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. +//#define IMGUI_ENABLE_FREETYPE + +//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT) +// Only works in combination with IMGUI_ENABLE_FREETYPE. +// - lunasvg is currently easier to acquire/install, as e.g. it is part of vcpkg. +// - plutosvg will support more fonts and may load them faster. It currently requires to be built manually but it is fairly easy. See misc/freetype/README for instructions. +// - Both require headers to be available in the include path + program to be linked with the library code (not provided). +// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement) +//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG +//#define IMGUI_ENABLE_FREETYPE_LUNASVG + +//---- Use stb_truetype to build and rasterize the font atlas (default) +// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. +//#define IMGUI_ENABLE_STB_TRUETYPE + +//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. +// This will be inlined as part of ImVec2 and ImVec4 class declarations. +/* +#define IM_VEC2_CLASS_EXTRA \ + constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \ + operator MyVec2() const { return MyVec2(x,y); } + +#define IM_VEC4_CLASS_EXTRA \ + constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \ + operator MyVec4() const { return MyVec4(x,y,z,w); } +*/ +//---- ...Or use Dear ImGui's own very basic math operators. +//#define IMGUI_DEFINE_MATH_OPERATORS + +//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. +// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). +// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. +// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. +//#define ImDrawIdx unsigned int + +//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + +//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase) +// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() + +//---- Debug Tools: Enable slower asserts +//#define IMGUI_DEBUG_PARANOID + +//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files) +/* +namespace ImGui +{ + void MyFunction(const char* name, MyMatrix44* mtx); +} +*/ diff --git a/src/main/imgui/imgui.cpp b/src/main/imgui/imgui.cpp new file mode 100644 index 0000000..baa0338 --- /dev/null +++ b/src/main/imgui/imgui.cpp @@ -0,0 +1,22779 @@ +// dear imgui, v1.91.7 +// (main code and documentation) + +// Help: +// - See links below. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Read top of imgui.cpp for more details, links and comments. + +// Resources: +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) + +// For first-time users having issues compiling/linking/running/loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. + +// Copyright (c) 2014-2025 Omar Cornut +// Developed by Omar Cornut and every direct or indirect contributors to the GitHub. +// See LICENSE.txt for copyright and licensing details (standard MIT License). +// This library is free but needs your support to sustain development and maintenance. +// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts. +// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Funding +// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. + +// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. +// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without +// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't +// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you +// to a better solution or official support for them. + +/* + +Index of this file: + +DOCUMENTATION + +- MISSION STATEMENT +- CONTROLS GUIDE +- PROGRAMMER GUIDE + - READ FIRST + - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + - HOW A SIMPLE APPLICATION MAY LOOK LIKE + - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE +- API BREAKING CHANGES (read me when you update!) +- FREQUENTLY ASKED QUESTIONS (FAQ) + - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer) + +CODE +(search for "[SECTION]" in the code to find them) + +// [SECTION] INCLUDES +// [SECTION] FORWARD DECLARATIONS +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +// [SECTION] MISC HELPERS/UTILITIES (File functions) +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// [SECTION] ImGuiStorage +// [SECTION] ImGuiTextFilter +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex +// [SECTION] ImGuiListClipper +// [SECTION] STYLING +// [SECTION] RENDER HELPERS +// [SECTION] INITIALIZATION, SHUTDOWN +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] ID STACK +// [SECTION] INPUTS +// [SECTION] ERROR CHECKING, STATE RECOVERY +// [SECTION] ITEM SUBMISSION +// [SECTION] LAYOUT +// [SECTION] SCROLLING +// [SECTION] TOOLTIPS +// [SECTION] POPUPS +// [SECTION] WINDOW FOCUS +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +// [SECTION] DRAG AND DROP +// [SECTION] LOGGING/CAPTURING +// [SECTION] SETTINGS +// [SECTION] LOCALIZATION +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +// [SECTION] DOCKING +// [SECTION] PLATFORM DEPENDENT HELPERS +// [SECTION] METRICS/DEBUGGER WINDOW +// [SECTION] DEBUG LOG WINDOW +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) + +*/ + +//----------------------------------------------------------------------------- +// DOCUMENTATION +//----------------------------------------------------------------------------- + +/* + + MISSION STATEMENT + ================= + + - Easy to use to create code-driven and data-driven tools. + - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. + - Easy to hack and improve. + - Minimize setup and maintenance. + - Minimize state storage on user side. + - Minimize state synchronization. + - Portable, minimize dependencies, run on target (consoles, phones, etc.). + - Efficient runtime and memory consumption. + + Designed primarily for developers and content-creators, not the typical end-user! + Some of the current weaknesses (which we aim to address in the future) includes: + + - Doesn't look fancy. + - Limited layout features, intricate layouts are typically crafted in code. + + + CONTROLS GUIDE + ============== + + - MOUSE CONTROLS + - Mouse wheel: Scroll vertically. + - SHIFT+Mouse wheel: Scroll horizontally. + - Click [X]: Close a window, available when 'bool* p_open' is passed to ImGui::Begin(). + - Click ^, Double-Click title: Collapse window. + - Drag on corner/border: Resize window (double-click to auto fit window to its contents). + - Drag on any empty space: Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true). + - Left-click outside popup: Close popup stack (right-click over underlying popup: Partially close popup stack). + + - TEXT EDITOR + - Hold SHIFT or Drag Mouse: Select text. + - CTRL+Left/Right: Word jump. + - CTRL+Shift+Left/Right: Select words. + - CTRL+A or Double-Click: Select All. + - CTRL+X, CTRL+C, CTRL+V: Use OS clipboard. + - CTRL+Z, CTRL+Y: Undo, Redo. + - ESCAPE: Revert text to its original value. + - On OSX, controls are automatically adjusted to match standard OSX text editing 2ts and behaviors. + + - KEYBOARD CONTROLS + - Basic: + - Tab, SHIFT+Tab Cycle through text editable fields. + - CTRL+Tab, CTRL+Shift+Tab Cycle through windows. + - CTRL+Click Input text into a Slider or Drag widget. + - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`: + - Tab, SHIFT+Tab: Cycle through every items. + - Arrow keys Move through items using directional navigation. Tweak value. + - Arrow keys + Alt, Shift Tweak slower, tweak faster (when using arrow keys). + - Enter Activate item (prefer text input when possible). + - Space Activate item (prefer tweaking with arrows when possible). + - Escape Deactivate item, leave child window, close popup. + - Page Up, Page Down Previous page, next page. + - Home, End Scroll to top, scroll to bottom. + - Alt Toggle between scrolling layer and menu layer. + - CTRL+Tab then Ctrl+Arrows Move window. Hold SHIFT to resize instead of moving. + - Output when ImGuiConfigFlags_NavEnableKeyboard set, + - io.WantCaptureKeyboard flag is set when keyboard is claimed. + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used). + + - GAMEPAD CONTROLS + - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse! + - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets + - Backend support: backend needs to: + - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. + - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. + Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, + with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + + - REMOTE INPUTS SHARING & MOUSE EMULATION + - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app) + in order to share your PC mouse/keyboard. + - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the io.ConfigNavMoveSetMousePos flag. + Enabling io.ConfigNavMoveSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements. + When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. + When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!) + (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want + to set a boolean to ignore your other external mouse positions until the external source is moved again.) + + + PROGRAMMER GUIDE + ================ + + READ FIRST + ---------- + - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) + - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone! + The UI can be highly dynamic, there are no construction or destruction steps, less superfluous + data retention on your side, less state duplication, less state synchronization, fewer bugs. + - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. + Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version. + - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. + - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. + - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. + For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI, + where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. + - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. + - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). + If you get an assert, read the messages and comments around the assert. + - This codebase aims to be highly optimized: + - A typical idle frame should never call malloc/free. + - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible. + - We put particular energy in making sure performances are decent with typical "Debug" build settings as well. + Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all. + - This codebase aims to be both highly opinionated and highly flexible: + - This code works because of the things it choose to solve or not solve. + - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers, + and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now). + This is to increase compatibility, increase maintainability and facilitate use from other languages. + - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. + See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. + We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally. + - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction + (so don't use ImVector in your code or at our own risk!). + - Building: We don't use nor mandate a build system for the main library. + This is in an effort to ensure that it works in the real world aka with any esoteric build setup. + This is also because providing a build system for the main library would be of little-value. + The build problems are almost never coming from the main library but from specific backends. + + + HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + ---------------------------------------------- + - Update submodule or copy/overwrite every file. + - About imconfig.h: + - You may modify your copy of imconfig.h, in this case don't overwrite it. + - or you may locally branch to modify imconfig.h and merge/rebase latest. + - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to + specify a custom path for your imconfig.h file and instead not have to modify the default one. + + - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h) + - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master". + - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file. + - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. + If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed + from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will + likely be a comment about it. Please report any issue to the GitHub page! + - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file. + - Try to keep your copy of Dear ImGui reasonably up to date! + + + GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + --------------------------------------------------------------- + - See https://github.com/ocornut/imgui/wiki/Getting-Started. + - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. + - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder. + - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system. + It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL). + - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. + - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. + - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. + Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" + phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render(). + - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code. + - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. + + + HOW A SIMPLE APPLICATION MAY LOOK LIKE + -------------------------------------- + EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). + The sub-folders in examples/ contain examples applications following this structure. + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Application main loop + while (true) + { + // Feed inputs to dear imgui, start new frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // Any application code here + ImGui::Text("Hello, world!"); + + // Render dear imgui into screen + ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + g_pSwapChain->Present(1, 0); + } + + // Shutdown + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Build and load the texture atlas into a texture + // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) + int width, height; + unsigned char* pixels = nullptr; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // At this point you've got the texture data and you need to upload that to your graphic system: + // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. + // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. + MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) + io.Fonts->SetTexID((void*)texture); + + // Application main loop + while (true) + { + // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. + // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends) + io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) + io.DisplaySize.x = 1920.0f; // set the current display width + io.DisplaySize.y = 1280.0f; // set the current display height here + io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position + io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states + io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states + + // Call NewFrame(), after this point you can use ImGui::* functions anytime + // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) + ImGui::NewFrame(); + + // Most of your application code here + ImGui::Text("Hello, world!"); + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! + + // Render dear imgui, swap buffers + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) + ImGui::EndFrame(); + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + MyImGuiRenderFunction(draw_data); + SwapBuffers(); + } + + // Shutdown + ImGui::DestroyContext(); + + To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, + you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this. + + + HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + --------------------------------------------- + The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. + + void MyImGuiRenderFunction(ImDrawData* draw_data) + { + // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. + // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // We are using scissoring to clip some objects. All low-level graphics API should support it. + // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches + // (some elements visible outside their bounds) but you can fix that once everything else works! + // - Clipping coordinates are provided in imgui coordinates space: + // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size + // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. + // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) + MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); + + // The texture for the draw call is specified by pcmd->GetTexID(). + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); + + // Render 'pcmd->ElemCount/3' indexed triangles. + // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); + } + } + } + } + + + API BREAKING CHANGES + ==================== + + Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. + Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. + When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + You can read releases logs https://github.com/ocornut/imgui/releases for more details. + +(Docking/Viewport Branch) + - 2025/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: + - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. + you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) + - likewise io.MousePos and GetMousePos() will use OS coordinates. + If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. + + - 2025/01/14 (1.91.7) - renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth for consistency with other names. Kept redirection enum (will obsolete). (#6937) + - 2024/11/27 (1.91.6) - changed CRC32 table from CRC32-adler to CRC32c polynomial in order to be compatible with the result of SSE 4.2 instructions. + As a result, old .ini data may be partially lost (docking and tables information particularly). + Because some users have crafted and storing .ini data as a way to workaround limitations of the docking API, we are providing a '#define IMGUI_USE_LEGACY_CRC32_ADLER' compile-time option to keep using old CRC32 tables if you cannot afford invalidating old .ini data. + - 2024/11/06 (1.91.5) - commented/obsoleted out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before) + - io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). + - io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022). + - pre-1.87 backends are not supported: + - backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields. + - backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields. + - for more reference: + - read 1.87 and 1.88 part of this section or read Changelog for 1.87 and 1.88. + - read https://github.com/ocornut/imgui/issues/4921 + - if you have trouble updating a very old codebase using legacy backend-specific key codes: consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest. + - obsoleted ImGuiKey_COUNT (it is unusually error-prone/misleading since valid keys don't start at 0). probably use ImGuiKey_NamedKey_BEGIN/ImGuiKey_NamedKey_END? + - fonts: removed const qualifiers from most font functions in prevision for upcoming font improvements. + - 2024/10/18 (1.91.4) - renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor (for consistency with newly exposed and reworked features). Kept inline redirection enum (will obsolete). + - 2024/10/14 (1.91.4) - moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool. + moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool (note the inverted value!). + kept legacy names (will obsolete) + code that copies settings once the first time. Dynamically changing the old value won't work. Switch to using the new value! + - 2024/10/10 (1.91.4) - the typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641) + this removes the requirement to redefine it for backends which are e.g. storing descriptor sets or other 64-bits structures when building on 32-bits archs. It therefore simplify various building scripts/helpers. + you may have compile-time issues if you were casting to 'void*' instead of 'ImTextureID' when passing your types to functions taking ImTextureID values, e.g. ImGui::Image(). + in doubt it is almost always better to do an intermediate intptr_t cast, since it allows casting any pointer/integer type without warning: + - May warn: ImGui::Image((void*)MyTextureData, ...); + - May warn: ImGui::Image((void*)(intptr_t)MyTextureData, ...); + - Won't warn: ImGui::Image((ImTextureID)(intptr_t)MyTextureData), ...); + - note that you can always define ImTextureID to be your own high-level structures (with dedicated constructors) if you like. + - 2024/10/03 (1.91.3) - drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is a still special value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76) + - drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed). + although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76) + - 2024/09/10 (1.91.2) - internals: using multiple overlayed ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030) + it was one of the rare case where using same ID is legal. workarounds: (1) use single ButtonBehavior() call with multiple _MouseButton flags, or (2) surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() + - 2024/08/23 (1.91.1) - renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. kept inline redirection flag. + - 2024/08/22 (1.91.1) - moved some functions from ImGuiIO to ImGuiPlatformIO structure: + - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn + changed 'void* user_data' to 'ImGuiContext* ctx'. Pull your user data from platform_io.ClipboardUserData. + - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn + same as above line. + - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn (#7660) + - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn + - io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278) + - access those via GetPlatformIO() instead of GetIO(). + some were introduced very recently and often automatically setup by core library and backends, so for those we are exceptionally not maintaining a legacy redirection symbol. + - commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). As a reminder: + - old ImageButton() before 1.89 used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID) + - new ImageButton() since 1.89 requires an explicit 'const char* str_id' + - old ImageButton() before 1.89 had frame_padding' override argument. + - new ImageButton() since 1.89 always use style.FramePadding, which you can freely override with PushStyleVar()/PopStyleVar(). + - 2024/07/25 (1.91.0) - obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (see #7838 on GitHub for more info) + you should never need those functions. you can do everything with GetCursorScreenPos() and GetContentRegionAvail() in a more simple way. + - instead of: GetWindowContentRegionMax().x - GetCursorPos().x + - you can use: GetContentRegionAvail().x + - instead of: GetWindowContentRegionMax().x + GetWindowPos().x + - you can use: GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window + - instead of: GetContentRegionMax() + - you can use: GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates + - instead of: GetWindowContentRegionMax().x - GetWindowContentRegionMin().x + - you can use: GetContentRegionAvail() // when called from left edge of window + - 2024/07/15 (1.91.0) - renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups. (#1379, #1468, #2200, #4936, #5216, #7302, #7573) + (internals: also renamed ImGuiItemFlags_SelectableDontClosePopup into ImGuiItemFlags_AutoClosePopups with inverted behaviors) + - 2024/07/15 (1.91.0) - obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag(ImGuiItemFlags_ButtonRepeat, ...)/PopItemFlag(). + - 2024/07/02 (1.91.0) - commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456) + - commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456) + - ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc. + - 2024/07/02 (1.91.0) - IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness. + - old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - 2024/06/21 (1.90.9) - BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened); + - new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0); + - 2024/06/21 (1.90.9) - io: ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data, newly added ClearInputMouse() does. + - 2024/06/20 (1.90.9) - renamed ImGuiDragDropFlags_SourceAutoExpirePayload to ImGuiDragDropFlags_PayloadAutoExpire. + - 2024/06/18 (1.90.9) - style: renamed ImGuiCol_TabActive -> ImGuiCol_TabSelected, ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed, ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected. + - 2024/06/10 (1.90.9) - removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to ImGuiStoragePair (simpler for many languages). + - 2024/06/06 (1.90.8) - reordered ImGuiInputTextFlags values. This should not be breaking unless you are using generated headers that have values not matching the main library. + - 2024/06/06 (1.90.8) - removed 'ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft', was mostly unused and misleading. + - 2024/05/27 (1.90.7) - commented out obsolete symbols marked obsolete in 1.88 (May 2022): + - old: CaptureKeyboardFromApp(bool) + - new: SetNextFrameWantCaptureKeyboard(bool) + - old: CaptureMouseFromApp(bool) + - new: SetNextFrameWantCaptureMouse(bool) + - 2024/05/22 (1.90.7) - inputs (internals): renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more explicit and reduce confusion with the default it is a non-zero value and cannot be the default value (never made public, but disclosing as I expect a few users caught on owner-aware inputs). + - inputs (internals): renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest. + - inputs (internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order in function signatures: + - old: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + - new: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0); + - inputs (internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(): swapped last two parameters order in function signatures. + - old: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); + - old: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + for various reasons those changes makes sense. They are being made because making some of those API public. + only past users of imgui_internal.h with the extra parameters will be affected. Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL. + - 2024/05/21 (1.90.7) - docking: changed signature of DockSpaceOverViewport() to add explicit dockspace id if desired. pass 0 to use old behavior. (#7611) + - old: DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - new: DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys. + - it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps. + - removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456) + - 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions. + - 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282) + - old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise). + - new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values. + with the fix, IF you were successfully using TreeNode("")+SameLine(); you will now have extra spacing between your TreeNode and the following item. + You'll need to change the SameLine() call to SameLine(0,0) to remove this extraneous spacing. This seemed like the more sensible fix that's not making things less consistent. + (Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth). + - 2024/03/18 (1.90.5) - merged the radius_x/radius_y parameters in ImDrawList::AddEllipse(), AddEllipseFilled() and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those functions were added in 1.90, we are not adding inline redirection functions. The transition is easy and should affect few users. (#2743, #7417) + - 2024/03/08 (1.90.5) - inputs: more formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. It has been unnecessary and a no-op since 1.87 (it returns the same value as passed when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. + - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges. + - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls. + - 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80. + - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete). + - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete). + those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features. + - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work. + - old: BeginChild("Name", size, true) + - new: BeginChild("Name", size, ImGuiChildFlags_Border) + - old: BeginChild("Name", size, false) + - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None) + **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'** + - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding); + - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0); + - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user). + - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631) + - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete). + - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...) + - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...); + - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions: + - GetWindowContentRegionWidth() -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful. + - ImDrawCornerFlags_XXX -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources. + - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry! + - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878) + - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15). + - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete). + - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior. + - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610) + - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage. + - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3. + - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago: + - ListBoxHeader() -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference) + - ListBoxFooter() -> use EndListBox() + - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin(). + - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices(). + - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago: + - ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp + - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite + - ImDrawList::AddBezierCurve() -> use ImDrawList::AddBezierCubic() + - ImDrawList::PathBezierCurveTo() -> use ImDrawList::PathBezierCubicCurveTo() + - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete). + - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner. + - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h. + Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA, + it has been frequently requested by people to use our own. We had an opt-in define which was + previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164) + - OK: #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h" + - Error: #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h" + - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3. + - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79. + - 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details. + - 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete). + - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl + - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift + - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt + - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super + the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends. + the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions. + exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway. + - 2022/09/20 (1.89) - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. + this will require uses of legacy backend-dependent indices to be casted, e.g. + - with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A); + - with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A') + - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now! + - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr); + - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020): + - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags) + - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. + this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item. + - previously this would make the window content size ~200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - instead, please submit an item: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + - alternative: + Begin(...) + Dummy(ImVec2(200,200)) + End(); + - content size is now only extended when submitting an item! + - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert. + - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it. + - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete). + - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter. + - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values. + - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer. + - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier. + - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this. + - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes). + - Official backends from 1.87+ -> no issue. + - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating! + - Custom backends not writing to io.NavInputs[] -> no issue. + - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing! + - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[]. + - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete). + - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary. + - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO. + - 2022/01/20 (1.87) - inputs: reworded gamepad IO. + - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. + - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). + - 2022/01/17 (1.87) - inputs: reworked mouse IO. + - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() + - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() + - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() + - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] + note: for all calls to IO new functions, the Dear ImGui context should be bound/current. + read https://github.com/ocornut/imgui/issues/4921 for details. + - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(), ImGui::IsKeyDown(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. + - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes). + - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.* + - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. + - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. + - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. + - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) + - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() + - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x + - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); + - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect + - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex + - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings + - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. + - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. + - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): + - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() + - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder + - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). + - if you are using official backends from the source tree: you have nothing to do. + - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). + - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. + - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft + - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight + - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc. + flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. + breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": + - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) + - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) + - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) + - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. + this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. + the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. + legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). + - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): + - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() + - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing. + - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. + - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. + - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed. + - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete). + - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete). + - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete). + - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. + - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. + - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018): + - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). + - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg + - ImGuiInputTextCallback -> use ImGuiTextEditCallback + - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData + - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete). + - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added! + - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API. + - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures + - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018): + - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend + - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow) + - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT + - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT + - removed redirecting functions names that were marked obsolete in 1.61 (May 2018): + - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision. + - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter. + - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). + - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). + - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. + - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. + - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. + - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now! + - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). + replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). + worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions: + - if you omitted the 'power' parameter (likely!), you are not affected. + - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. + - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. + see https://github.com/ocornut/imgui/issues/3361 for all details. + kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. + for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. + - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. + - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79] + - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017. + - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular(). + - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more. + - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead. + - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. + - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): + - ShowTestWindow() -> use ShowDemoWindow() + - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) + - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() + - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg + - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding + - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap + - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS + - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API. + - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). + - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. + - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): + - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed + - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) + - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() + - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) + - ImFont::Glyph -> use ImFontGlyph + - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. + - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). + - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. + - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). + - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). + - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! + - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). + - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). + - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. + - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. + - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. + - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). + - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. + If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. + - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) + - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. + - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). + - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). + - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). + - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. + - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. + - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. + - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). + - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). + old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports. + when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. + - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. + - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. + - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. + If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. + - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", + consistent with other functions. Kept redirection functions (will obsolete). + - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. + - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch). + - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. + - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. + - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. + - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. + - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. + - 2018/02/07 (1.60) - reorganized context handling to be more explicit, + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. + - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. + - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. + - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. + - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). + - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags + - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. + - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. + - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). + - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). + - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). + - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). + - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). + - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. + - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. + - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. + - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. + - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. + - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); + - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. + - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. + - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. + removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] + - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! + - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). + - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). + - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). + - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". + - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! + - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). + - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). + - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. + - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. + - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). + - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). + - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. + - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. + - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))' + - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse + - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. + - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild(). + - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. + - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. + - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal. + - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } + If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. + - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). + - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. + - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). + - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337). + - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) + - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). + - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. + - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you. + - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. + - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. + - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position. + GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. + GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! + - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize + - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. + - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason + - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure. + you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. + - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + this necessary change will break your rendering function! the fix should be very easy. sorry for that :( + - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. + - the signature of the io.RenderDrawListsFn handler has changed! + old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). + parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' + ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. + ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. + - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. + - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! + - 2015/07/10 (1.43) - changed SameLine() parameters from int to float. + - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). + - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. + - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry! + - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). + - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). + - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. + - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened. + - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). + - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50. + - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API + - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. + - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. + - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50. + - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing + - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50. + - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing) + - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50. + - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once. + - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now. + - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior + - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing() + - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) + - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. + - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. + - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. + - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); + you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. + - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID() + - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) + - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets + - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) + - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) + - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility + - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered() + - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly) + - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity) + - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale() + - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn + - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically) + - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite + - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes + + + FREQUENTLY ASKED QUESTIONS (FAQ) + ================================ + + Read all answers online: + https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url) + Read all answers locally (with a text editor or ideally a Markdown viewer): + docs/FAQ.md + Some answers are copied down here to facilitate searching in code. + + Q&A: Basics + =========== + + Q: Where is the documentation? + A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++. + - Run the examples/ applications and explore them. + - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the + examples/ folder to explain how to integrate Dear ImGui with your own engine/application. + - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. + - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. + - Your programming IDE is your friend, find the type or function declaration to find comments + associated with it. + + Q: What is this library called? + Q: Which version should I get? + >> This library is called "Dear ImGui", please don't call it "ImGui" :) + >> See https://www.dearimgui.com/faq for details. + + Q&A: Integration + ================ + + Q: How to get started? + A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. + + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? + A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this. + + Q. How can I enable keyboard or gamepad controls? + Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display) + Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... + Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... + >> See https://www.dearimgui.com/faq + + Q&A: Usage + ---------- + + Q: About the ID Stack system.. + - Why is my widget not reacting when I click on it? + - How can I have widgets with an empty label? + - How can I have multiple widgets with the same label? + - How can I have multiple windows with the same label? + Q: How can I display an image? What is ImTextureID, how does it work? + Q: How can I use my own math types instead of ImVec2? + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + Q: How can I display custom shapes? (using low-level ImDrawList API) + >> See https://www.dearimgui.com/faq + + Q&A: Fonts, Text + ================ + + Q: How should I handle DPI in my application? + Q: How can I load a different font than the default? + Q: How can I easily use icons in my application? + Q: How can I load multiple fonts? + Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? + >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md + + Q&A: Concerns + ============= + + Q: Who uses Dear ImGui? + Q: Can you create elaborate/serious tools with Dear ImGui? + Q: Can you reskin the look of Dear ImGui? + Q: Why using C++ (as opposed to C)? + >> See https://www.dearimgui.com/faq + + Q&A: Community + ============== + + Q: How can I help? + A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui! + We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. + This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project. + >>> See https://github.com/ocornut/imgui/wiki/Funding + - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. + - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help! + - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. + You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers. + But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately). + +*/ + +//------------------------------------------------------------------------- +// [SECTION] INCLUDES +//------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // vsnprintf, sscanf, printf +#include // intptr_t + +// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled +#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif + +// [Windows] OS specific includes (optional) +#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && defined(IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_FUNCTIONS +#endif +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#ifndef NOMINMAX +#define NOMINMAX +#endif +#ifndef __MINGW32__ +#include // _wfopen, OpenClipboard +#else +#include +#endif +#if defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) +// The UWP and GDK Win32 API subsets don't support clipboard nor IME functions +#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif + +// [Apple] OS specific includes +#if defined(__APPLE__) +#include +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +// Debug options +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Hold CTRL to display for all candidates. CTRL+Arrow to change last direction. +#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window + +// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. +static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in +static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear + +static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut. + +// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) +static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). +static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. + +// Tooltip offset +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_MOUSE = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_TOUCH = ImVec2(0, -20); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_PIVOT_TOUCH = ImVec2(0.5f, 1.0f); // Multiplied by g.Style.MouseCursorScale + +// Docking +static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. + +//------------------------------------------------------------------------- +// [SECTION] FORWARD DECLARATIONS +//------------------------------------------------------------------------- + +static void SetCurrentWindow(ImGuiWindow* window); +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); + +// Settings +static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); +static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); + +// Platform Dependents default implementation for ImGuiPlatformIO functions +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx); +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text); +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext* ctx, const char* path); + +namespace ImGui +{ +// Item +static void ItemHandleShortcut(ImGuiID id); + +// Window Focus +static int FindWindowFocusIndex(ImGuiWindow* window); +static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags); + +// Navigation +static void NavUpdate(); +static void NavUpdateWindowing(); +static void NavUpdateWindowingOverlay(); +static void NavUpdateCancelRequest(); +static void NavUpdateCreateMoveRequest(); +static void NavUpdateCreateTabbingRequest(); +static float NavUpdatePageUpPageDown(); +static inline void NavUpdateAnyRequestFlag(); +static void NavUpdateCreateWrappingRequest(); +static void NavEndFrame(); +static bool NavScoreItem(ImGuiNavItemData* result); +static void NavApplyItemToResult(ImGuiNavItemData* result); +static void NavProcessItem(); +static void NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags); +static ImGuiInputSource NavCalcPreferredRefPosSource(); +static ImVec2 NavCalcPreferredRefPos(); +static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); +static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static void NavRestoreLayer(ImGuiNavLayer layer); + +// Error Checking and Debug Tools +static void ErrorCheckNewFrameSanityChecks(); +static void ErrorCheckEndFrameSanityChecks(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static void UpdateDebugToolItemPicker(); +static void UpdateDebugToolStackQueries(); +static void UpdateDebugToolFlashStyleColor(); +#endif + +// Inputs +static void UpdateKeyboardInputs(); +static void UpdateMouseInputs(); +static void UpdateMouseWheel(); +static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt); + +// Misc +static void UpdateSettings(); +static int UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); +static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); +static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); +static void RenderDimmedBackgrounds(); +static void SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect); + +// Viewports +const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. +static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); +static void DestroyViewport(ImGuiViewportP* viewport); +static void UpdateViewportsNewFrame(); +static void UpdateViewportsEndFrame(); +static void WindowSelectViewport(ImGuiWindow* window); +static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack); +static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); +static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); +static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); +static int FindPlatformMonitorForPos(const ImVec2& pos); +static int FindPlatformMonitorForRect(const ImRect& r); +static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); + +} + +//----------------------------------------------------------------------------- +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +//----------------------------------------------------------------------------- + +// DLL users: +// - Heaps and globals are not shared across DLL boundaries! +// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from. +// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL). +// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in). + +// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. +// - ImGui::CreateContext() will automatically set this pointer if it is NULL. +// Change to a different context by calling ImGui::SetCurrentContext(). +// - Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts: +// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace. +// - DLL users: read comments above. +#ifndef GImGui +ImGuiContext* GImGui = NULL; +#endif + +// Memory Allocator functions. Use SetAllocatorFunctions() to change them. +// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - DLL users: read comments above. +#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } +#else +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } +#endif +static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; +static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; +static void* GImAllocatorUserData = NULL; + +//----------------------------------------------------------------------------- +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) +//----------------------------------------------------------------------------- + +ImGuiStyle::ImGuiStyle() +{ + Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. + DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + WindowPadding = ImVec2(8,8); // Padding within a window + WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowMinSize = ImVec2(32,32); // Minimum window size + WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition = ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows + ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. + PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows + PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. + FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) + FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). + FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. + ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines + ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + CellPadding = ImVec2(4,2); // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar + GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize = 0.0f; // Thickness of border around tabs. + TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + TabBarOverlineSize = 2.0f; // Thickness of tab-bar overline, which highlights the selected tab-bar. + TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees). + TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + SeparatorTextBorderSize = 3.0f; // Thickness of border in SeparatorText() + SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + DockingSeparatorSize = 2.0f; // Thickness of resizing border between docked windows + MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). + CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Behaviors + HoverStationaryDelay = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + HoverDelayShort = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + // Default theme + ImGui::StyleColorsDark(this); +} + +// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. +// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. +void ImGuiStyle::ScaleAllSizes(float scale_factor) +{ + WindowPadding = ImTrunc(WindowPadding * scale_factor); + WindowRounding = ImTrunc(WindowRounding * scale_factor); + WindowMinSize = ImTrunc(WindowMinSize * scale_factor); + ChildRounding = ImTrunc(ChildRounding * scale_factor); + PopupRounding = ImTrunc(PopupRounding * scale_factor); + FramePadding = ImTrunc(FramePadding * scale_factor); + FrameRounding = ImTrunc(FrameRounding * scale_factor); + ItemSpacing = ImTrunc(ItemSpacing * scale_factor); + ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor); + CellPadding = ImTrunc(CellPadding * scale_factor); + TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor); + IndentSpacing = ImTrunc(IndentSpacing * scale_factor); + ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor); + ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor); + ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor); + GrabMinSize = ImTrunc(GrabMinSize * scale_factor); + GrabRounding = ImTrunc(GrabRounding * scale_factor); + LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor); + TabRounding = ImTrunc(TabRounding * scale_factor); + TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; + TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor); + SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor); + DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor); + DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor); + DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor); +} + +ImGuiIO::ImGuiIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); + + // Settings + ConfigFlags = ImGuiConfigFlags_None; + BackendFlags = ImGuiBackendFlags_None; + DisplaySize = ImVec2(-1.0f, -1.0f); + DeltaTime = 1.0f / 60.0f; + IniSavingRate = 5.0f; + IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). + LogFilename = "imgui_log.txt"; + UserData = NULL; + + Fonts = NULL; + FontGlobalScale = 1.0f; + FontDefault = NULL; + FontAllowUserScaling = false; + DisplayFramebufferScale = ImVec2(1.0f, 1.0f); + + // Keyboard/Gamepad Navigation options + ConfigNavSwapGamepadButtons = false; + ConfigNavMoveSetMousePos = false; + ConfigNavCaptureKeyboard = true; + ConfigNavEscapeClearFocusItem = true; + ConfigNavEscapeClearFocusWindow = false; + ConfigNavCursorVisibleAuto = true; + ConfigNavCursorVisibleAlways = false; + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + ConfigDockingNoSplit = false; + ConfigDockingWithShift = false; + ConfigDockingAlwaysTabBar = false; + ConfigDockingTransparentPayload = false; + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + ConfigViewportsNoAutoMerge = false; + ConfigViewportsNoTaskBarIcon = false; + ConfigViewportsNoDecoration = true; + ConfigViewportsNoDefaultParent = false; + + // Miscellaneous options + MouseDrawCursor = false; +#ifdef __APPLE__ + ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag +#else + ConfigMacOSXBehaviors = false; +#endif + ConfigInputTrickleEventQueue = true; + ConfigInputTextCursorBlink = true; + ConfigInputTextEnterKeepActive = false; + ConfigDragClickToInputText = false; + ConfigWindowsResizeFromEdges = true; + ConfigWindowsMoveFromTitleBarOnly = false; + ConfigWindowsCopyContentsWithCtrlC = false; + ConfigScrollbarScrollByPage = true; + ConfigMemoryCompactTimer = 60.0f; + ConfigDebugIsDebuggerPresent = false; + ConfigDebugHighlightIdConflicts = true; + ConfigDebugBeginReturnValueOnce = false; + ConfigDebugBeginReturnValueLoop = false; + + ConfigErrorRecovery = true; + ConfigErrorRecoveryEnableAssert = true; + ConfigErrorRecoveryEnableDebugLog = true; + ConfigErrorRecoveryEnableTooltip = true; + + // Inputs Behaviors + MouseDoubleClickTime = 0.30f; + MouseDoubleClickMaxDist = 6.0f; + MouseDragThreshold = 6.0f; + KeyRepeatDelay = 0.275f; + KeyRepeatRate = 0.050f; + + // Platform Functions + // Note: Initialize() will setup default clipboard/ime handlers. + BackendPlatformName = BackendRendererName = NULL; + BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; + + // Input (NB: we already have memset zero the entire structure!) + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); + MouseSource = ImGuiMouseSource_Mouse; + for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } + AppAcceptingEvents = true; +} + +// Pass in translated ASCII characters for text input. +// - with glfw you can get those from the callback set in glfwSetCharCallback() +// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API +void ImGuiIO::AddInputCharacter(unsigned int c) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (c == 0 || !AppAcceptingEvents) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Text; + e.Source = ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Text.Char = c; + g.InputEventsQueue.push_back(e); +} + +// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so +// we should save the high surrogate. +void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) +{ + if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents) + return; + + if ((c & 0xFC00) == 0xD800) // High surrogate, must save + { + if (InputQueueSurrogate != 0) + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + InputQueueSurrogate = c; + return; + } + + ImWchar cp = c; + if (InputQueueSurrogate != 0) + { + if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + { + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + } + else + { +#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF + cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar +#else + cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); +#endif + } + + InputQueueSurrogate = 0; + } + AddInputCharacter((unsigned)cp); +} + +void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) +{ + if (!AppAcceptingEvents) + return; + while (*utf8_chars != 0) + { + unsigned int c = 0; + utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + AddInputCharacter(c); + } +} + +// Clear all incoming events. +void ImGuiIO::ClearEventsQueue() +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsQueue.clear(); +} + +// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. +void ImGuiIO::ClearInputKeys() +{ + ImGuiContext& g = *Ctx; + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) + { + if (ImGui::IsMouseKey((ImGuiKey)key)) + continue; + ImGuiKeyData* key_data = &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; + } + KeyCtrl = KeyShift = KeyAlt = KeySuper = false; + KeyMods = ImGuiMod_None; + InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters(). +} + +void ImGuiIO::ClearInputMouse() +{ + for (ImGuiKey key = ImGuiKey_Mouse_BEGIN; key < ImGuiKey_Mouse_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; + } + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++) + { + MouseDown[n] = false; + MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f; + } + MouseWheel = MouseWheelH = 0.0f; +} + +// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue. +// Current frame character buffer is now also cleared by ClearInputKeys(). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +void ImGuiIO::ClearInputCharacters() +{ + InputQueueCharacters.resize(0); +} +#endif + +static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1) +{ + ImGuiContext& g = *ctx; + for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--) + { + ImGuiInputEvent* e = &g.InputEventsQueue[n]; + if (e->Type != type) + continue; + if (type == ImGuiInputEventType_Key && e->Key.Key != arg) + continue; + if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg) + continue; + return e; + } + return NULL; +} + +// Queue a new key down/up event. +// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) +// - bool down: Is the key down? use false to signify a key release. +// - float analog_value: 0.0f..1.0f +// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE. +// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT. +void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) +{ + //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } + IM_ASSERT(Ctx != NULL); + if (key == ImGuiKey_None || !AppAcceptingEvents) + return; + ImGuiContext& g = *Ctx; + IM_ASSERT(ImGui::IsNamedKeyOrMod(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. + IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. + + // MacOS: swap Cmd(Super) and Ctrl + if (g.IO.ConfigMacOSXBehaviors) + { + if (key == ImGuiMod_Super) { key = ImGuiMod_Ctrl; } + else if (key == ImGuiMod_Ctrl) { key = ImGuiMod_Super; } + else if (key == ImGuiKey_LeftSuper) { key = ImGuiKey_LeftCtrl; } + else if (key == ImGuiKey_RightSuper){ key = ImGuiKey_RightCtrl; } + else if (key == ImGuiKey_LeftCtrl) { key = ImGuiKey_LeftSuper; } + else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; } + } + + // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed) + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key); + const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key); + const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down; + const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue; + if (latest_key_down == down && latest_key_analog == analog_value) + return; + + // Add event + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Key; + e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Key.Key = key; + e.Key.Down = down; + e.Key.AnalogValue = analog_value; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) +{ + if (!AppAcceptingEvents) + return; + AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f); +} + +// [Optional] Call after AddKeyEvent(). +// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices. +// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this. +void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index) +{ + if (key == ImGuiKey_None) + return; + IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 + IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511 + IM_UNUSED(key); // Yet unused + IM_UNUSED(native_keycode); // Yet unused + IM_UNUSED(native_scancode); // Yet unused + IM_UNUSED(native_legacy_index); // Yet unused +} + +// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. +void ImGuiIO::SetAppAcceptingEvents(bool accepting_events) +{ + AppAcceptingEvents = accepting_events; +} + +// Queue a mouse move event +void ImGuiIO::AddMousePosEvent(float x, float y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (!AppAcceptingEvents) + return; + + // Apply same flooring as UpdateMouseInputs() + ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y); + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos); + const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos; + if (latest_pos.x == pos.x && latest_pos.y == pos.y) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MousePos; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MousePos.PosX = pos.x; + e.MousePos.PosY = pos.y; + e.MousePos.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + if (!AppAcceptingEvents) + return; + + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button. + if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick) + { + // Order of both statements matterns: this event will still release mouse button 1 + mouse_button = 1; + if (!down) + MouseCtrlLeftAsRightClick = false; + } + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button); + const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button]; + if (latest_button_down == down) + return; + + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click. + // - Note that this is actual physical Ctrl which is ImGuiMod_Super for us. + // - At this point we want from !down to down, so this is handling the initial press. + if (ConfigMacOSXBehaviors && mouse_button == 0 && down) + { + const ImGuiInputEvent* latest_super_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)ImGuiMod_Super); + if (latest_super_event ? latest_super_event->Key.Down : g.IO.KeySuper) + { + IMGUI_DEBUG_LOG_IO("[io] Super+Left Click aliased into Right Click\n"); + MouseCtrlLeftAsRightClick = true; + AddMouseButtonEvent(1, true); // This is just quicker to write that passing through, as we need to filter duplicate again. + return; + } + } + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseButton; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseButton.Button = mouse_button; + e.MouseButton.Down = down; + e.MouseButton.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// Queue a mouse wheel event (some mouse/API may only have a Y component) +void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate (unlike most events, wheel values are relative and easy to filter) + if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseWheel; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseWheel.WheelX = wheel_x; + e.MouseWheel.WheelY = wheel_y; + e.MouseWheel.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// This is not a real event, the data is latched in order to be stored in actual Mouse events. +// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes. +void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsNextMouseSource = source; +} + +void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport); + if (!AppAcceptingEvents) + return; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport); + const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport; + if (latest_viewport_id == viewport_id) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseViewport; + e.Source = ImGuiInputSource_Mouse; + e.MouseViewport.HoveredViewportID = viewport_id; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddFocusEvent(bool focused) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus); + const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost; + if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Focus; + e.EventId = g.InputEventsNextEventId++; + e.AppFocused.Focused = focused; + g.InputEventsQueue.push_back(e); +} + +ImGuiPlatformIO::ImGuiPlatformIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + Platform_LocaleDecimalPoint = '.'; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +//----------------------------------------------------------------------------- + +ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) +{ + IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau() + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + { + ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + return p_closest; +} + +// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp +static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); + float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + ImVec2 p_current(x4, y4); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + else if (level < 10) + { + float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; + float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; + float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; + float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; + float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; + float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol +// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically. +ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) +{ + IM_ASSERT(tess_tol > 0.0f); + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); + return p_closest; +} + +ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) +{ + ImVec2 ap = p - a; + ImVec2 ab_dir = b - a; + float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; + if (dot < 0.0f) + return a; + float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; + if (dot > ab_len_sqr) + return b; + return a + ab_dir * dot / ab_len_sqr; +} + +bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; + bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; + bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; + return ((b1 == b2) && (b2 == b3)); +} + +void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) +{ + ImVec2 v0 = b - a; + ImVec2 v1 = c - a; + ImVec2 v2 = p - a; + const float denom = v0.x * v1.y - v1.x * v0.y; + out_v = (v2.x * v1.y - v1.x * v2.y) / denom; + out_w = (v0.x * v2.y - v2.x * v0.y) / denom; + out_u = 1.0f - out_v - out_w; +} + +ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + ImVec2 proj_ab = ImLineClosestPoint(a, b, p); + ImVec2 proj_bc = ImLineClosestPoint(b, c, p); + ImVec2 proj_ca = ImLineClosestPoint(c, a, p); + float dist2_ab = ImLengthSqr(p - proj_ab); + float dist2_bc = ImLengthSqr(p - proj_bc); + float dist2_ca = ImLengthSqr(p - proj_ca); + float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); + if (m == dist2_ab) + return proj_ab; + if (m == dist2_bc) + return proj_bc; + return proj_ca; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +//----------------------------------------------------------------------------- + +// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. +int ImStricmp(const char* str1, const char* str2) +{ + int d; + while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; } + return d; +} + +int ImStrnicmp(const char* str1, const char* str2, size_t count) +{ + int d = 0; + while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; } + return d; +} + +void ImStrncpy(char* dst, const char* src, size_t count) +{ + if (count < 1) + return; + if (count > 1) + strncpy(dst, src, count - 1); + dst[count - 1] = 0; +} + +char* ImStrdup(const char* str) +{ + size_t len = strlen(str); + void* buf = IM_ALLOC(len + 1); + return (char*)memcpy(buf, (const void*)str, len + 1); +} + +char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) +{ + size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; + size_t src_size = strlen(src) + 1; + if (dst_buf_size < src_size) + { + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); + if (p_dst_size) + *p_dst_size = src_size; + } + return (char*)memcpy(dst, (const void*)src, src_size); +} + +const char* ImStrchrRange(const char* str, const char* str_end, char c) +{ + const char* p = (const char*)memchr(str, (int)c, str_end - str); + return p; +} + +int ImStrlenW(const ImWchar* str) +{ + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit + int n = 0; + while (*str++) n++; + return n; +} + +// Find end-of-line. Return pointer will point to either first \n, either str_end. +const char* ImStreolRange(const char* str, const char* str_end) +{ + const char* p = (const char*)memchr(str, '\n', str_end - str); + return p ? p : str_end; +} + +const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find beginning-of-line +{ + while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') + buf_mid_line--; + return buf_mid_line; +} + +const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) +{ + if (!needle_end) + needle_end = needle + strlen(needle); + + const char un0 = (char)ImToUpper(*needle); + while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) + { + if (ImToUpper(*haystack) == un0) + { + const char* b = needle + 1; + for (const char* a = haystack + 1; b < needle_end; a++, b++) + if (ImToUpper(*a) != ImToUpper(*b)) + break; + if (b == needle_end) + return haystack; + } + haystack++; + } + return NULL; +} + +// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. +void ImStrTrimBlanks(char* buf) +{ + char* p = buf; + while (p[0] == ' ' || p[0] == '\t') // Leading blanks + p++; + char* p_start = p; + while (*p != 0) // Find end of string + p++; + while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks + p--; + if (p_start != buf) // Copy memory if we had leading blanks + memmove(buf, p_start, p - p_start); + buf[p - p_start] = 0; // Zero terminate +} + +const char* ImStrSkipBlank(const char* str) +{ + while (str[0] == ' ' || str[0] == '\t') + str++; + return str; +} + +// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). +// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. +// B) When buf==NULL vsnprintf() will return the output size. +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h) +// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are +// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) +#ifdef IMGUI_USE_STB_SPRINTF +#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION +#define STB_SPRINTF_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_SPRINTF_FILENAME +#include IMGUI_STB_SPRINTF_FILENAME +#else +#include "stb_sprintf.h" +#endif +#endif // #ifdef IMGUI_USE_STB_SPRINTF + +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + va_end(args); + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} + +int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) +{ +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} +#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args); + va_end(args); +} + +// FIXME: Should rework API toward allowing multiple in-flight temp buffers (easier and safer for caller) +// by making the caller acquire a temp buffer token, with either explicit or destructor release, e.g. +// ImGuiTempBufferToken token; +// ImFormatStringToTempBuffer(token, ...); +void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + { + const char* buf = va_arg(args, const char*); // Skip formatting when using "%s" + if (buf == NULL) + buf = "(null)"; + *out_buf = buf; + if (out_buf_end) { *out_buf_end = buf + strlen(buf); } + } + else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0) + { + int buf_len = va_arg(args, int); // Skip formatting when using "%.*s" + const char* buf = va_arg(args, const char*); + if (buf == NULL) + { + buf = "(null)"; + buf_len = ImMin(buf_len, 6); + } + *out_buf = buf; + *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it. + } + else + { + int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args); + *out_buf = g.TempBuffer.Data; + if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; } + } +} + +#ifndef IMGUI_ENABLE_SSE4_2_CRC +// CRC32 needs a 1KB lookup table (not cache friendly) +// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: +// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. +static const ImU32 GCrc32LookupTable[256] = +{ +#ifdef IMGUI_USE_LEGACY_CRC32_ADLER + // Legacy CRC32-adler table used pre 1.91.6 (before 2024/11/27). Only use if you cannot afford invalidating old .ini data. + 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, + 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, + 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, + 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, + 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, + 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, + 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, + 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, + 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, + 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, + 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, + 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, + 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, + 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, + 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, + 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, +#else + // CRC32c table compatible with SSE 4.2 instructions + 0x00000000,0xF26B8303,0xE13B70F7,0x1350F3F4,0xC79A971F,0x35F1141C,0x26A1E7E8,0xD4CA64EB,0x8AD958CF,0x78B2DBCC,0x6BE22838,0x9989AB3B,0x4D43CFD0,0xBF284CD3,0xAC78BF27,0x5E133C24, + 0x105EC76F,0xE235446C,0xF165B798,0x030E349B,0xD7C45070,0x25AFD373,0x36FF2087,0xC494A384,0x9A879FA0,0x68EC1CA3,0x7BBCEF57,0x89D76C54,0x5D1D08BF,0xAF768BBC,0xBC267848,0x4E4DFB4B, + 0x20BD8EDE,0xD2D60DDD,0xC186FE29,0x33ED7D2A,0xE72719C1,0x154C9AC2,0x061C6936,0xF477EA35,0xAA64D611,0x580F5512,0x4B5FA6E6,0xB93425E5,0x6DFE410E,0x9F95C20D,0x8CC531F9,0x7EAEB2FA, + 0x30E349B1,0xC288CAB2,0xD1D83946,0x23B3BA45,0xF779DEAE,0x05125DAD,0x1642AE59,0xE4292D5A,0xBA3A117E,0x4851927D,0x5B016189,0xA96AE28A,0x7DA08661,0x8FCB0562,0x9C9BF696,0x6EF07595, + 0x417B1DBC,0xB3109EBF,0xA0406D4B,0x522BEE48,0x86E18AA3,0x748A09A0,0x67DAFA54,0x95B17957,0xCBA24573,0x39C9C670,0x2A993584,0xD8F2B687,0x0C38D26C,0xFE53516F,0xED03A29B,0x1F682198, + 0x5125DAD3,0xA34E59D0,0xB01EAA24,0x42752927,0x96BF4DCC,0x64D4CECF,0x77843D3B,0x85EFBE38,0xDBFC821C,0x2997011F,0x3AC7F2EB,0xC8AC71E8,0x1C661503,0xEE0D9600,0xFD5D65F4,0x0F36E6F7, + 0x61C69362,0x93AD1061,0x80FDE395,0x72966096,0xA65C047D,0x5437877E,0x4767748A,0xB50CF789,0xEB1FCBAD,0x197448AE,0x0A24BB5A,0xF84F3859,0x2C855CB2,0xDEEEDFB1,0xCDBE2C45,0x3FD5AF46, + 0x7198540D,0x83F3D70E,0x90A324FA,0x62C8A7F9,0xB602C312,0x44694011,0x5739B3E5,0xA55230E6,0xFB410CC2,0x092A8FC1,0x1A7A7C35,0xE811FF36,0x3CDB9BDD,0xCEB018DE,0xDDE0EB2A,0x2F8B6829, + 0x82F63B78,0x709DB87B,0x63CD4B8F,0x91A6C88C,0x456CAC67,0xB7072F64,0xA457DC90,0x563C5F93,0x082F63B7,0xFA44E0B4,0xE9141340,0x1B7F9043,0xCFB5F4A8,0x3DDE77AB,0x2E8E845F,0xDCE5075C, + 0x92A8FC17,0x60C37F14,0x73938CE0,0x81F80FE3,0x55326B08,0xA759E80B,0xB4091BFF,0x466298FC,0x1871A4D8,0xEA1A27DB,0xF94AD42F,0x0B21572C,0xDFEB33C7,0x2D80B0C4,0x3ED04330,0xCCBBC033, + 0xA24BB5A6,0x502036A5,0x4370C551,0xB11B4652,0x65D122B9,0x97BAA1BA,0x84EA524E,0x7681D14D,0x2892ED69,0xDAF96E6A,0xC9A99D9E,0x3BC21E9D,0xEF087A76,0x1D63F975,0x0E330A81,0xFC588982, + 0xB21572C9,0x407EF1CA,0x532E023E,0xA145813D,0x758FE5D6,0x87E466D5,0x94B49521,0x66DF1622,0x38CC2A06,0xCAA7A905,0xD9F75AF1,0x2B9CD9F2,0xFF56BD19,0x0D3D3E1A,0x1E6DCDEE,0xEC064EED, + 0xC38D26C4,0x31E6A5C7,0x22B65633,0xD0DDD530,0x0417B1DB,0xF67C32D8,0xE52CC12C,0x1747422F,0x49547E0B,0xBB3FFD08,0xA86F0EFC,0x5A048DFF,0x8ECEE914,0x7CA56A17,0x6FF599E3,0x9D9E1AE0, + 0xD3D3E1AB,0x21B862A8,0x32E8915C,0xC083125F,0x144976B4,0xE622F5B7,0xF5720643,0x07198540,0x590AB964,0xAB613A67,0xB831C993,0x4A5A4A90,0x9E902E7B,0x6CFBAD78,0x7FAB5E8C,0x8DC0DD8F, + 0xE330A81A,0x115B2B19,0x020BD8ED,0xF0605BEE,0x24AA3F05,0xD6C1BC06,0xC5914FF2,0x37FACCF1,0x69E9F0D5,0x9B8273D6,0x88D28022,0x7AB90321,0xAE7367CA,0x5C18E4C9,0x4F48173D,0xBD23943E, + 0xF36E6F75,0x0105EC76,0x12551F82,0xE03E9C81,0x34F4F86A,0xC69F7B69,0xD5CF889D,0x27A40B9E,0x79B737BA,0x8BDCB4B9,0x988C474D,0x6AE7C44E,0xBE2DA0A5,0x4C4623A6,0x5F16D052,0xAD7D5351 +#endif +}; +#endif + +// Known size hash +// It is ok to call ImHashData on a string with known length but the ### operator won't be supported. +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed) +{ + ImU32 crc = ~seed; + const unsigned char* data = (const unsigned char*)data_p; + const unsigned char *data_end = (const unsigned char*)data_p + data_size; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + const ImU32* crc32_lut = GCrc32LookupTable; + while (data < data_end) + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; + return ~crc; +#else + while (data + 4 <= data_end) + { + crc = _mm_crc32_u32(crc, *(ImU32*)data); + data += 4; + } + while (data < data_end) + crc = _mm_crc32_u8(crc, *data++); + return ~crc; +#endif +} + +// Zero-terminated string hash, with support for ### to reset back to seed value +// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. +// Because this syntax is rarely used we are optimizing for the common case. +// - If we reach ### in the string we discard the hash so far and reset to the seed. +// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) +{ + seed = ~seed; + ImU32 crc = seed; + const unsigned char* data = (const unsigned char*)data_p; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + const ImU32* crc32_lut = GCrc32LookupTable; +#endif + if (data_size != 0) + { + while (data_size-- != 0) + { + unsigned char c = *data++; + if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') + crc = seed; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif + } + } + else + { + while (unsigned char c = *data++) + { + if (c == '#' && data[0] == '#' && data[1] == '#') + crc = seed; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif + } + } + return ~crc; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (File functions) +//----------------------------------------------------------------------------- + +// Default file functions +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +ImFileHandle ImFileOpen(const char* filename, const char* mode) +{ +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (defined(__MINGW32__) || (!defined(__CYGWIN__) && !defined(__GNUC__))) + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. + // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! + const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); + const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); + + // Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator. + // We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314). + wchar_t local_temp_stack[FILENAME_MAX]; + ImVector local_temp_heap; + if (filename_wsize + mode_wsize > IM_ARRAYSIZE(local_temp_stack)) + local_temp_heap.resize(filename_wsize + mode_wsize); + wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack; + wchar_t* mode_wbuf = filename_wbuf + filename_wsize; + ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize); + return ::_wfopen(filename_wbuf, mode_wbuf); +#else + return fopen(filename, mode); +#endif +} + +// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way. +bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; } +ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; } +ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); } +ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); } +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +// Helper: Load file content into memory +// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() +// This can't really be used with "rt" because fseek size won't match read size. +void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) +{ + IM_ASSERT(filename && mode); + if (out_file_size) + *out_file_size = 0; + + ImFileHandle f; + if ((f = ImFileOpen(filename, mode)) == NULL) + return NULL; + + size_t file_size = (size_t)ImFileGetSize(f); + if (file_size == (size_t)-1) + { + ImFileClose(f); + return NULL; + } + + void* file_data = IM_ALLOC(file_size + padding_bytes); + if (file_data == NULL) + { + ImFileClose(f); + return NULL; + } + if (ImFileRead(file_data, 1, file_size, f) != file_size) + { + ImFileClose(f); + IM_FREE(file_data); + return NULL; + } + if (padding_bytes > 0) + memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); + + ImFileClose(f); + if (out_file_size) + *out_file_size = file_size; + + return file_data; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF + +// Convert UTF-8 to 32-bit character, process single character input. +// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8). +// We handle UTF-8 decoding error by skipping forward. +int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) +{ + static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 }; + static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 }; + static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 }; + static const int shiftc[] = { 0, 18, 12, 6, 0 }; + static const int shifte[] = { 0, 6, 4, 2, 0 }; + int len = lengths[*(const unsigned char*)in_text >> 3]; + int wanted = len + (len ? 0 : 1); + + if (in_text_end == NULL) + in_text_end = in_text + wanted; // Max length, nulls will be taken into account. + + // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here, + // so it is fast even with excessive branching. + unsigned char s[4]; + s[0] = in_text + 0 < in_text_end ? in_text[0] : 0; + s[1] = in_text + 1 < in_text_end ? in_text[1] : 0; + s[2] = in_text + 2 < in_text_end ? in_text[2] : 0; + s[3] = in_text + 3 < in_text_end ? in_text[3] : 0; + + // Assume a four-byte character and load four bytes. Unused bits are shifted out. + *out_char = (uint32_t)(s[0] & masks[len]) << 18; + *out_char |= (uint32_t)(s[1] & 0x3f) << 12; + *out_char |= (uint32_t)(s[2] & 0x3f) << 6; + *out_char |= (uint32_t)(s[3] & 0x3f) << 0; + *out_char >>= shiftc[len]; + + // Accumulate the various error conditions. + int e = 0; + e = (*out_char < mins[len]) << 6; // non-canonical encoding + e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? + e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range? + e |= (s[1] & 0xc0) >> 2; + e |= (s[2] & 0xc0) >> 4; + e |= (s[3] ) >> 6; + e ^= 0x2a; // top two bits of each tail byte correct? + e >>= shifte[len]; + + if (e) + { + // No bytes are consumed when *in_text == 0 || in_text == in_text_end. + // One byte is consumed in case of invalid first byte of in_text. + // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes. + // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s. + wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]); + *out_char = IM_UNICODE_CODEPOINT_INVALID; + } + + return wanted; +} + +int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) +{ + ImWchar* buf_out = buf; + ImWchar* buf_end = buf + buf_size; + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + *buf_out++ = (ImWchar)c; + } + *buf_out = 0; + if (in_text_remaining) + *in_text_remaining = in_text; + return (int)(buf_out - buf); +} + +int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) +{ + int char_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + char_count++; + } + return char_count; +} + +// Based on stb_to_utf8() from github.com/nothings/stb/ +static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c) +{ + if (c < 0x80) + { + buf[0] = (char)c; + return 1; + } + if (c < 0x800) + { + if (buf_size < 2) return 0; + buf[0] = (char)(0xc0 + (c >> 6)); + buf[1] = (char)(0x80 + (c & 0x3f)); + return 2; + } + if (c < 0x10000) + { + if (buf_size < 3) return 0; + buf[0] = (char)(0xe0 + (c >> 12)); + buf[1] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[2] = (char)(0x80 + ((c ) & 0x3f)); + return 3; + } + if (c <= 0x10FFFF) + { + if (buf_size < 4) return 0; + buf[0] = (char)(0xf0 + (c >> 18)); + buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); + buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[3] = (char)(0x80 + ((c ) & 0x3f)); + return 4; + } + // Invalid code point, the max unicode is 0x10FFFF + return 0; +} + +const char* ImTextCharToUtf8(char out_buf[5], unsigned int c) +{ + int count = ImTextCharToUtf8_inline(out_buf, 5, c); + out_buf[count] = 0; + return out_buf; +} + +// Not optimal but we very rarely use this function. +int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) +{ + unsigned int unused = 0; + return ImTextCharFromUtf8(&unused, in_text, in_text_end); +} + +static inline int ImTextCountUtf8BytesFromChar(unsigned int c) +{ + if (c < 0x80) return 1; + if (c < 0x800) return 2; + if (c < 0x10000) return 3; + if (c <= 0x10FFFF) return 4; + return 3; +} + +int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end) +{ + char* buf_p = out_buf; + const char* buf_end = out_buf + out_buf_size; + while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + *buf_p++ = (char)c; + else + buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c); + } + *buf_p = 0; + return (int)(buf_p - out_buf); +} + +int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) +{ + int bytes_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + bytes_count++; + else + bytes_count += ImTextCountUtf8BytesFromChar(c); + } + return bytes_count; +} + +const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr) +{ + while (in_text_curr > in_text_start) + { + in_text_curr--; + if ((*in_text_curr & 0xC0) != 0x80) + return in_text_curr; + } + return in_text_start; +} + +int ImTextCountLines(const char* in_text, const char* in_text_end) +{ + if (in_text_end == NULL) + in_text_end = in_text + strlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now. + int count = 0; + while (in_text < in_text_end) + { + const char* line_end = (const char*)memchr(in_text, '\n', in_text_end - in_text); + in_text = line_end ? line_end + 1 : in_text_end; + count++; + } + return count; +} + +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// Note: The Convert functions are early design which are not consistent with other API. +//----------------------------------------------------------------------------- + +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b) +{ + float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + return IM_COL32(r, g, b, 0xFF); +} + +ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) +{ + float s = 1.0f / 255.0f; + return ImVec4( + ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); +} + +ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) +{ + ImU32 out; + out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; + return out; +} + +// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 +// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv +void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v) +{ + float K = 0.f; + if (g < b) + { + ImSwap(g, b); + K = -1.f; + } + if (r < g) + { + ImSwap(r, g); + K = -2.f / 6.f - K; + } + + const float chroma = r - (g < b ? g : b); + out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); + out_s = chroma / (r + 1e-20f); + out_v = r; +} + +// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 +// also http://en.wikipedia.org/wiki/HSL_and_HSV +void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b) +{ + if (s == 0.0f) + { + // gray + out_r = out_g = out_b = v; + return; + } + + h = ImFmod(h, 1.0f) / (60.0f / 360.0f); + int i = (int)h; + float f = h - (float)i; + float p = v * (1.0f - s); + float q = v * (1.0f - s * f); + float t = v * (1.0f - s * (1.0f - f)); + + switch (i) + { + case 0: out_r = v; out_g = t; out_b = p; break; + case 1: out_r = q; out_g = v; out_b = p; break; + case 2: out_r = p; out_g = v; out_b = t; break; + case 3: out_r = p; out_g = q; out_b = v; break; + case 4: out_r = t; out_g = p; out_b = v; break; + case 5: default: out_r = v; out_g = p; out_b = q; break; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStorage +// Helper: Key->value storage +//----------------------------------------------------------------------------- + +// std::lower_bound but without the bullshit +ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key) +{ + ImGuiStoragePair* in_p = in_begin; + for (size_t count = (size_t)(in_end - in_p); count > 0; ) + { + size_t count2 = count >> 1; + ImGuiStoragePair* mid = in_p + count2; + if (mid->key < key) + { + in_p = ++mid; + count -= count2 + 1; + } + else + { + count = count2; + } + } + return in_p; +} + +IM_MSVC_RUNTIME_CHECKS_OFF +static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs) +{ + // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. + ImGuiID lhs_v = ((const ImGuiStoragePair*)lhs)->key; + ImGuiID rhs_v = ((const ImGuiStoragePair*)rhs)->key; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. +void ImGuiStorage::BuildSortByKey() +{ + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), PairComparerByID); +} + +int ImGuiStorage::GetInt(ImGuiID key, int default_val) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return default_val; + return it->val_i; +} + +bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const +{ + return GetInt(key, default_val ? 1 : 0) != 0; +} + +float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return default_val; + return it->val_f; +} + +void* ImGuiStorage::GetVoidPtr(ImGuiID key) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return NULL; + return it->val_p; +} + +// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. +int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_i; +} + +bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) +{ + return (bool*)GetIntRef(key, default_val ? 1 : 0); +} + +float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_f; +} + +void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_p; +} + +// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) +void ImGuiStorage::SetInt(ImGuiID key, int val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_i = val; +} + +void ImGuiStorage::SetBool(ImGuiID key, bool val) +{ + SetInt(key, val ? 1 : 0); +} + +void ImGuiStorage::SetFloat(ImGuiID key, float val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_f = val; +} + +void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_p = val; +} + +void ImGuiStorage::SetAllInt(int v) +{ + for (int i = 0; i < Data.Size; i++) + Data[i].val_i = v; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextFilter +//----------------------------------------------------------------------------- + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077 +{ + InputBuf[0] = 0; + CountGrep = 0; + if (default_filter) + { + ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); + Build(); + } +} + +bool ImGuiTextFilter::Draw(const char* label, float width) +{ + if (width != 0.0f) + ImGui::SetNextItemWidth(width); + bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); + if (value_changed) + Build(); + return value_changed; +} + +void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const +{ + out->resize(0); + const char* wb = b; + const char* we = wb; + while (we < e) + { + if (*we == separator) + { + out->push_back(ImGuiTextRange(wb, we)); + wb = we + 1; + } + we++; + } + if (wb != we) + out->push_back(ImGuiTextRange(wb, we)); +} + +void ImGuiTextFilter::Build() +{ + Filters.resize(0); + ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf)); + input_range.split(',', &Filters); + + CountGrep = 0; + for (ImGuiTextRange& f : Filters) + { + while (f.b < f.e && ImCharIsBlankA(f.b[0])) + f.b++; + while (f.e > f.b && ImCharIsBlankA(f.e[-1])) + f.e--; + if (f.empty()) + continue; + if (f.b[0] != '-') + CountGrep += 1; + } +} + +bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const +{ + if (Filters.Size == 0) + return true; + + if (text == NULL) + text = text_end = ""; + + for (const ImGuiTextRange& f : Filters) + { + if (f.b == f.e) + continue; + if (f.b[0] == '-') + { + // Subtract + if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) + return false; + } + else + { + // Grep + if (ImStristr(text, text_end, f.b, f.e) != NULL) + return true; + } + } + + // Implicit * grep + if (CountGrep == 0) + return true; + + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex +//----------------------------------------------------------------------------- + +// On some platform vsnprintf() takes va_list by reference and modifies it. +// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it. +#ifndef va_copy +#if defined(__GNUC__) || defined(__clang__) +#define va_copy(dest, src) __builtin_va_copy(dest, src) +#else +#define va_copy(dest, src) (dest = src) +#endif +#endif + +char ImGuiTextBuffer::EmptyString[1] = { 0 }; + +void ImGuiTextBuffer::append(const char* str, const char* str_end) +{ + int len = str_end ? (int)(str_end - str) : (int)strlen(str); + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + memcpy(&Buf[write_off - 1], str, (size_t)len); + Buf[write_off - 1 + len] = 0; +} + +void ImGuiTextBuffer::appendf(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + appendfv(fmt, args); + va_end(args); +} + +// Helper: Text buffer for logging/accumulating text +void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) +{ + va_list args_copy; + va_copy(args_copy, args); + + int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. + if (len <= 0) + { + va_end(args_copy); + return; + } + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); + va_end(args_copy); +} + +void ImGuiTextIndex::append(const char* base, int old_size, int new_size) +{ + IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset); + if (old_size == new_size) + return; + if (EndOffset == 0 || base[EndOffset - 1] == '\n') + LineOffsets.push_back(EndOffset); + const char* base_end = base + new_size; + for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; ) + if (++p < base_end) // Don't push a trailing offset on last \n + LineOffsets.push_back((int)(intptr_t)(p - base)); + EndOffset = ImMax(EndOffset, new_size); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiListClipper +//----------------------------------------------------------------------------- + +// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell. +// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous. +static bool GetSkipItemForListClipping() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); +} + +static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) +{ + if (ranges.Size - offset <= 1) + return; + + // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries) + for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end) + for (int i = offset; i < sort_end + offset; ++i) + if (ranges[i].Min > ranges[i + 1].Min) + ImSwap(ranges[i], ranges[i + 1]); + + // Now fuse ranges together as much as possible. + for (int i = 1 + offset; i < ranges.Size; i++) + { + IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert); + if (ranges[i - 1].Max < ranges[i].Min) + continue; + ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min); + ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max); + ranges.erase(ranges.Data + i); + i--; + } +} + +static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height) +{ + // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. + // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. + // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek? + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float off_y = pos_y - window->DC.CursorPos.y; + window->DC.CursorPos.y = pos_y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. + if (ImGuiOldColumns* columns = window->DC.CurrentColumns) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + if (ImGuiTable* table = g.CurrentTable) + { + if (table->IsInsideRow) + ImGui::TableEndRow(table); + table->RowPosY2 = window->DC.CursorPos.y; + const int row_increase = (int)((off_y / line_height) + 0.5f); + //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow() + table->RowBgColorCounter += row_increase; + } +} + +ImGuiListClipper::ImGuiListClipper() +{ + memset(this, 0, sizeof(*this)); +} + +ImGuiListClipper::~ImGuiListClipper() +{ + End(); +} + +void ImGuiListClipper::Begin(int items_count, float items_height) +{ + if (Ctx == NULL) + Ctx = ImGui::GetCurrentContext(); + + ImGuiContext& g = *Ctx; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name); + + if (ImGuiTable* table = g.CurrentTable) + if (table->IsInsideRow) + ImGui::TableEndRow(table); + + StartPosY = window->DC.CursorPos.y; + ItemsHeight = items_height; + ItemsCount = items_count; + DisplayStart = -1; + DisplayEnd = 0; + + // Acquire temporary buffer + if (++g.ClipperTempDataStacked > g.ClipperTempData.Size) + g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData()); + ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->Reset(this); + data->LossynessOffset = window->DC.CursorStartPosLossyness.y; + TempData = data; + StartSeekOffsetY = data->LossynessOffset; +} + +void ImGuiListClipper::End() +{ + if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData) + { + // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. + ImGuiContext& g = *Ctx; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name); + if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) + SeekCursorForItem(ItemsCount); + + // Restore temporary buffer and fix back pointers which may be invalidated when nesting + IM_ASSERT(data->ListClipper == this); + data->StepNo = data->Ranges.Size; + if (--g.ClipperTempDataStacked > 0) + { + data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->ListClipper->TempData = data; + } + TempData = NULL; + } + ItemsCount = -1; +} + +void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end) +{ + ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; + IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet. + IM_ASSERT(item_begin <= item_end); + if (item_begin < item_end) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end)); +} + +// This is already called while stepping. +// The ONLY reason you may want to call this is if you passed INT_MAX to ImGuiListClipper::Begin() because you couldn't step item count beforehand. +void ImGuiListClipper::SeekCursorForItem(int item_n) +{ + // - Perform the add and multiply with double to allow seeking through larger ranges. + // - StartPosY starts from ItemsFrozen, by adding SeekOffsetY we generally cancel that out (SeekOffsetY == LossynessOffset - ItemsFrozen * ItemsHeight). + // - The reason we store SeekOffsetY instead of inferring it, is because we want to allow user to perform Seek after the last step, where ImGuiListClipperData is already done. + float pos_y = (float)((double)StartPosY + StartSeekOffsetY + (double)item_n * ItemsHeight); + ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, ItemsHeight); +} + +static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) +{ + ImGuiContext& g = *clipper->Ctx; + ImGuiWindow* window = g.CurrentWindow; + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?"); + + ImGuiTable* table = g.CurrentTable; + if (table && table->IsInsideRow) + ImGui::TableEndRow(table); + + // No items + if (clipper->ItemsCount == 0 || GetSkipItemForListClipping()) + return false; + + // While we are in frozen row state, keep displaying items one by one, unclipped + // FIXME: Could be stored as a table-agnostic state. + if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows) + { + clipper->DisplayStart = data->ItemsFrozen; + clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount); + if (clipper->DisplayStart < clipper->DisplayEnd) + data->ItemsFrozen++; + return true; + } + + // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) + bool calc_clipping = false; + if (data->StepNo == 0) + { + clipper->StartPosY = window->DC.CursorPos.y; + if (clipper->ItemsHeight <= 0.0f) + { + // Submit the first item (or range) so we can measure its height (generally the first range is 0..1) + data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1)); + clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); + clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount); + data->StepNo = 1; + return true; + } + calc_clipping = true; // If on the first step with known item height, calculate clipping. + } + + // Step 1: Let the clipper infer height from first range + if (clipper->ItemsHeight <= 0.0f) + { + IM_ASSERT(data->StepNo == 1); + if (table) + IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y); + + clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart); + bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); + if (affected_by_floating_point_precision) + clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. + if (clipper->ItemsHeight == 0.0f && clipper->ItemsCount == INT_MAX) // Accept that no item have been submitted if in indeterminate mode. + return false; + IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); + calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. + } + + // Step 0 or 1: Calculate the actual ranges of visible elements. + const int already_submitted = clipper->DisplayEnd; + if (calc_clipping) + { + // Record seek offset, this is so ImGuiListClipper::Seek() can be called after ImGuiListClipperData is done + clipper->StartSeekOffsetY = (double)data->LossynessOffset - data->ItemsFrozen * (double)clipper->ItemsHeight; + + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount)); + } + else + { + // Add range selected to be included for navigation + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); + if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount)); + + // Add focused/active item + ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]); + if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); + + // Add visible range + float min_y = window->ClipRect.Min.y; + float max_y = window->ClipRect.Max.y; + + // Add box selection range + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (bs->IsActive && bs->Window == window) + { + // FIXME: Selectable() use of half-ItemSpacing isn't consistent in matter of layout, as ItemAdd(bb) stray above ItemSize()'s CursorPos. + // RangeSelect's BoxSelect relies on comparing overlap of previous and current rectangle and is sensitive to that. + // As a workaround we currently half ItemSpacing worth on each side. + min_y -= g.Style.ItemSpacing.y; + max_y += g.Style.ItemSpacing.y; + + // Box-select on 2D area requires different clipping. + if (bs->UnclipMode) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(bs->UnclipRect.Min.y, bs->UnclipRect.Max.y, 0, 0)); + } + + const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; + const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(min_y, max_y, off_min, off_max)); + } + + // Convert position ranges to item index ranges + // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. + // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, + // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. + for (ImGuiListClipperRange& range : data->Ranges) + if (range.PosToIndexConvert) + { + int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight); + int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f); + range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1); + range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount); + range.PosToIndexConvert = false; + } + ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo); + } + + // Step 0+ (if item height is given in advance) or 1+: Display the next range in line. + while (data->StepNo < data->Ranges.Size) + { + clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); + clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount); + if (clipper->DisplayStart > already_submitted) //-V1051 + clipper->SeekCursorForItem(clipper->DisplayStart); + data->StepNo++; + if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size) + continue; + return true; + } + + // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), + // Advance the cursor to the end of the list and then returns 'false' to end the loop. + if (clipper->ItemsCount < INT_MAX) + clipper->SeekCursorForItem(clipper->ItemsCount); + + return false; +} + +bool ImGuiListClipper::Step() +{ + ImGuiContext& g = *Ctx; + bool need_items_height = (ItemsHeight <= 0.0f); + bool ret = ImGuiListClipper_StepInternal(this); + if (ret && (DisplayStart == DisplayEnd)) + ret = false; + if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n"); + if (need_items_height && ItemsHeight > 0.0f) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight); + if (ret) + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd); + } + else + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n"); + End(); + } + return ret; +} + +//----------------------------------------------------------------------------- +// [SECTION] STYLING +//----------------------------------------------------------------------------- + +ImGuiStyle& ImGui::GetStyle() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->Style; +} + +ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = style.Colors[idx]; + c.w *= style.Alpha * alpha_mul; + return ColorConvertFloat4ToU32(c); +} + +ImU32 ImGui::GetColorU32(const ImVec4& col) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = col; + c.w *= style.Alpha; + return ColorConvertFloat4ToU32(c); +} + +const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) +{ + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; +} + +ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + alpha_mul *= style.Alpha; + if (alpha_mul >= 1.0f) + return col; + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); +} + +// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 +void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); +} + +void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = col; +} + +void ImGui::PopStyleColor(int count) +{ + ImGuiContext& g = *GImGui; + if (g.ColorStack.Size < count) + { + IM_ASSERT_USER_ERROR(0, "Calling PopStyleColor() too many times!"); + count = g.ColorStack.Size; + } + while (count > 0) + { + ImGuiColorMod& backup = g.ColorStack.back(); + g.Style.Colors[backup.Col] = backup.BackupValue; + g.ColorStack.pop_back(); + count--; + } +} + +static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] = +{ + ImGuiCol_Text, ImGuiCol_TabHovered, ImGuiCol_Tab, ImGuiCol_TabSelected, ImGuiCol_TabSelectedOverline, ImGuiCol_TabDimmed, ImGuiCol_TabDimmedSelected, ImGuiCol_TabDimmedSelectedOverline, +}; + +static const ImGuiDataVarInfo GStyleVarInfo[] = +{ + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) }, // ImGuiStyleVar_DockingSeparatorSize +}; + +const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx) +{ + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarInfo[idx]; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->x = val_x; +} + +void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->y = val_y; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PopStyleVar(int count) +{ + ImGuiContext& g = *GImGui; + if (g.StyleVarStack.Size < count) + { + IM_ASSERT_USER_ERROR(0, "Calling PopStyleVar() too many times!"); + count = g.StyleVarStack.Size; + } + while (count > 0) + { + // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. + ImGuiStyleMod& backup = g.StyleVarStack.back(); + const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx); + void* data = info->GetVarPtr(&g.Style); + if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + g.StyleVarStack.pop_back(); + count--; + } +} + +const char* ImGui::GetStyleColorName(ImGuiCol idx) +{ + // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; + switch (idx) + { + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabSelected: return "TabSelected"; + case ImGuiCol_TabSelectedOverline: return "TabSelectedOverline"; + case ImGuiCol_TabDimmed: return "TabDimmed"; + case ImGuiCol_TabDimmedSelected: return "TabDimmedSelected"; + case ImGuiCol_TabDimmedSelectedOverline: return "TabDimmedSelectedOverline"; + case ImGuiCol_DockingPreview: return "DockingPreview"; + case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TableHeaderBg: return "TableHeaderBg"; + case ImGuiCol_TableBorderStrong: return "TableBorderStrong"; + case ImGuiCol_TableBorderLight: return "TableBorderLight"; + case ImGuiCol_TableRowBg: return "TableRowBg"; + case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt"; + case ImGuiCol_TextLink: return "TextLink"; + case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_NavCursor: return "NavCursor"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; + case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; + } + IM_ASSERT(0); + return "Unknown"; +} + +//----------------------------------------------------------------------------- +// [SECTION] RENDER HELPERS +// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, +// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context. +// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context. +//----------------------------------------------------------------------------- + +const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) +{ + const char* text_display_end = text; + if (!text_end) + text_end = (const char*)-1; + + while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) + text_display_end++; + return text_display_end; +} + +// Internal ImGui functions to render text +// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() +void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Hide anything after a '##' string + const char* text_display_end; + if (hide_text_after_hash) + { + text_display_end = FindRenderedTextEnd(text, text_end); + } + else + { + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + text_display_end = text_end; + } + + if (text != text_display_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_display_end); + } +} + +void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + + if (text != text_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_end); + } +} + +// Default clip_rect uses (pos_min,pos_max) +// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList. +// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take +// better advantage of the render function taking size into account for coarse clipping. +void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Perform CPU side clipping for single clipped element to avoid using scissor state + ImVec2 pos = pos_min; + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); + + const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; + const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; + bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); + if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min + need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); + + // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. + if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); + if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); + + // Render + if (need_clipping) + { + ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); + } + else + { + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); + } +} + +void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Hide anything after a '##' string + const char* text_display_end = FindRenderedTextEnd(text, text_end); + const int text_len = (int)(text_display_end - text); + if (text_len == 0) + return; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_display_end); +} + +// Another overly complex function until we reorganize everything into a nice all-in-one helper. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); + //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const float font_scale = draw_list->_Data->FontScale; + const char* text_end_ellipsis = NULL; + const float ellipsis_width = font->EllipsisWidth * font_scale; + + // We can now claim the space between pos_max.x and ellipsis_max.x + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) + { + // Always display at least 1 character if there's no room for character + ellipsis + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; + } + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) + { + // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + + // Render text, render ellipsis + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y)); + if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x) + for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale) + font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar); + } + else + { + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); +} + +// Render a rectangle shaped with optional rounding and borders +void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); + const float border_size = g.Style.FrameBorderSize; + if (borders && border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const float border_size = g.Style.FrameBorderSize; + if (border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags) +{ + ImGuiContext& g = *GImGui; + if (id != g.NavId) + return; + if (!g.NavCursorVisible && !(flags & ImGuiNavRenderCursorFlags_AlwaysDraw)) + return; + if (id == g.LastItemData.ID && (g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + return; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.NavHideHighlightOneFrame) + return; + + float rounding = (flags & ImGuiNavRenderCursorFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + ImRect display_rect = bb; + display_rect.ClipWith(window->ClipRect); + const float thickness = 2.0f; + if (flags & ImGuiNavRenderCursorFlags_Compact) + { + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); + } + else + { + const float distance = 3.0f + thickness * 0.5f; + display_rect.Expand(ImVec2(distance, distance)); + bool fully_visible = window->ClipRect.Contains(display_rect); + if (!fully_visible) + window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); + if (!fully_visible) + window->DrawList->PopClipRect(); + } +} + +void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) +{ + ImGuiContext& g = *GImGui; + if (mouse_cursor <= ImGuiMouseCursor_None || mouse_cursor >= ImGuiMouseCursor_COUNT) // We intentionally accept out of bound values. + mouse_cursor = ImGuiMouseCursor_Arrow; + ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas; + for (ImGuiViewportP* viewport : g.Viewports) + { + // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. + ImVec2 offset, size, uv[4]; + if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + continue; + const ImVec2 pos = base_pos - offset; + const float scale = base_scale * viewport->DpiScale; + if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + ImTextureID tex_id = font_atlas->TexID; + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); + draw_list->PopTextureID(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] INITIALIZATION, SHUTDOWN +//----------------------------------------------------------------------------- + +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module +ImGuiContext* ImGui::GetCurrentContext() +{ + return GImGui; +} + +void ImGui::SetCurrentContext(ImGuiContext* ctx) +{ +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else + GImGui = ctx; +#endif +} + +void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) +{ + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; +} + +// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) +void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) +{ + *p_alloc_func = GImAllocatorAllocFunc; + *p_free_func = GImAllocatorFreeFunc; + *p_user_data = GImAllocatorUserData; +} + +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + SetCurrentContext(ctx); + Initialize(); + if (prev_ctx != NULL) + SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one. + return ctx; +} + +void ImGui::DestroyContext(ImGuiContext* ctx) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + if (ctx == NULL) //-V1051 + ctx = prev_ctx; + SetCurrentContext(ctx); + Shutdown(); + SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL); + IM_DELETE(ctx); +} + +// IMPORTANT: interactive elements requires a fixed ###xxx suffix, it must be same in ALL languages to allow for automation. +static const ImGuiLocEntry GLocalizationEntriesEnUS[] = +{ + { ImGuiLocKey_VersionStr, "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" }, + { ImGuiLocKey_TableSizeOne, "Size column to fit###SizeOne" }, + { ImGuiLocKey_TableSizeAllFit, "Size all columns to fit###SizeAll" }, + { ImGuiLocKey_TableSizeAllDefault, "Size all columns to default###SizeAll" }, + { ImGuiLocKey_TableResetOrder, "Reset order###ResetOrder" }, + { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" }, + { ImGuiLocKey_WindowingPopup, "(Popup)" }, + { ImGuiLocKey_WindowingUntitled, "(Untitled)" }, + { ImGuiLocKey_OpenLink_s, "Open '%s'" }, + { ImGuiLocKey_CopyLink, "Copy Link###CopyLink" }, + { ImGuiLocKey_DockingHideTabBar, "Hide tab bar###HideTabBar" }, + { ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window." }, + { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node." }, +}; + +ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) +{ + IO.Ctx = this; + InputTextState.Ctx = this; + + Initialized = false; + ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; + FontAtlasOwnedByContext = shared_font_atlas ? false : true; + Font = NULL; + FontSize = FontBaseSize = FontScale = CurrentDpiScale = 0.0f; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + Time = 0.0f; + FrameCount = 0; + FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; + WithinEndChildID = 0; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = false; + GcCompactAll = false; + TestEngineHookItems = false; + TestEngine = NULL; + memset(ContextName, 0, sizeof(ContextName)); + + InputEventsNextMouseSource = ImGuiMouseSource_Mouse; + InputEventsNextEventId = 1; + + WindowsActiveCount = 0; + CurrentWindow = NULL; + HoveredWindow = NULL; + HoveredWindowUnderMovingWindow = NULL; + HoveredWindowBeforeClear = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1; + WheelingWindowReleaseTimer = 0.0f; + + DebugDrawIdConflicts = 0; + DebugHookIdInfo = 0; + HoveredId = HoveredIdPreviousFrame = 0; + HoveredIdPreviousFrameItemCount = 0; + HoveredIdAllowOverlap = false; + HoveredIdIsDisabled = false; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; + ItemUnclipByLog = false; + ActiveId = 0; + ActiveIdIsAlive = 0; + ActiveIdTimer = 0.0f; + ActiveIdIsJustActivated = false; + ActiveIdAllowOverlap = false; + ActiveIdNoClearOnFocusLoss = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdFromShortcut = false; + ActiveIdClickOffset = ImVec2(-1, -1); + ActiveIdWindow = NULL; + ActiveIdSource = ImGuiInputSource_None; + ActiveIdMouseButton = -1; + ActiveIdPreviousFrame = 0; + memset(&DeactivatedItemData, 0, sizeof(DeactivatedItemData)); + memset(&ActiveIdValueOnActivation, 0, sizeof(ActiveIdValueOnActivation)); + LastActiveId = 0; + LastActiveIdTimer = 0.0f; + + LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0; + + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingAllKeyboardKeys = false; + + CurrentFocusScopeId = 0; + CurrentItemFlags = ImGuiItemFlags_None; + DebugShowGroupRects = false; + + CurrentViewport = NULL; + MouseViewport = MouseLastHoveredViewport = NULL; + PlatformLastFocusedViewportId = 0; + ViewportCreatedCount = PlatformWindowsCreatedCount = 0; + ViewportFocusedStampCount = 0; + + NavCursorVisible = false; + NavHighlightItemUnderNav = false; + NavMousePosDirty = false; + NavIdIsAlive = false; + NavId = 0; + NavWindow = NULL; + NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0; + NavLayer = ImGuiNavLayer_Main; + NavNextActivateId = 0; + NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavHighlightActivatedId = 0; + NavHighlightActivatedTimer = 0.0f; + NavInputSource = ImGuiInputSource_Keyboard; + NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + NavCursorHideFrames = 0; + + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavMoveSubmitted = false; + NavMoveScoringItems = false; + NavMoveForwardToNextFrame = false; + NavMoveFlags = ImGuiNavMoveFlags_None; + NavMoveScrollFlags = ImGuiScrollFlags_None; + NavMoveKeyMods = ImGuiMod_None; + NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; + NavScoringDebugCount = 0; + NavTabbingDir = 0; + NavTabbingCounter = 0; + + NavJustMovedFromFocusScopeId = NavJustMovedToId = NavJustMovedToFocusScopeId = 0; + NavJustMovedToKeyMods = ImGuiMod_None; + NavJustMovedToIsTabbing = false; + NavJustMovedToHasSelectionData = false; + + // All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac... + // FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this.. + ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab); + ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab); + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + NavWindowingToggleKey = ImGuiKey_None; + + DimBgRatio = 0.0f; + + DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; + DragDropSourceFlags = ImGuiDragDropFlags_None; + DragDropSourceFrameCount = -1; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropAcceptFlags = ImGuiDragDropFlags_None; + DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; + DragDropAcceptFrameCount = -1; + DragDropHoldJustPressedId = 0; + memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + + ClipperTempDataStacked = 0; + + CurrentTable = NULL; + TablesTempDataStacked = 0; + CurrentTabBar = NULL; + CurrentMultiSelect = NULL; + MultiSelectTempDataStacked = 0; + + HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0; + HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f; + + MouseCursor = ImGuiMouseCursor_Arrow; + MouseStationaryTimer = 0.0f; + + TempInputId = 0; + memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue)); + BeginMenuDepth = BeginComboDepth = 0; + ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; + ColorEditCurrentID = ColorEditSavedID = 0; + ColorEditSavedHue = ColorEditSavedSat = 0.0f; + ColorEditSavedColor = 0; + WindowResizeRelativeMode = false; + ScrollbarSeekMode = 0; + ScrollbarClickDeltaToGrabCenter = 0.0f; + SliderGrabClickOffset = 0.0f; + SliderCurrentAccum = 0.0f; + SliderCurrentAccumDirty = false; + DragCurrentAccumDirty = false; + DragCurrentAccum = 0.0f; + DragSpeedDefaultRatio = 1.0f / 100.0f; + DisabledAlphaBackup = 0.0f; + DisabledStackSize = 0; + TooltipOverrideCount = 0; + TooltipPreviousWindow = NULL; + + PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); + PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission + PlatformImeViewport = 0; + + DockNodeWindowMenuHandler = NULL; + + SettingsLoaded = false; + SettingsDirtyTimer = 0.0f; + HookIdNext = 0; + + memset(LocalizationTable, 0, sizeof(LocalizationTable)); + + LogEnabled = false; + LogFlags = ImGuiLogFlags_None; + LogWindow = NULL; + LogNextPrefix = LogNextSuffix = NULL; + LogFile = NULL; + LogLinePosY = FLT_MAX; + LogLineFirstItem = false; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + ErrorCallback = NULL; + ErrorCallbackUserData = NULL; + ErrorFirst = true; + ErrorCountCurrentFrame = 0; + StackSizesInBeginForCurrentWindow = NULL; + + DebugDrawIdConflictsCount = 0; + DebugLogFlags = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_OutputToTTY; + DebugLocateId = 0; + DebugLogSkippedErrors = 0; + DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + DebugLogAutoDisableFrames = 0; + DebugLocateFrames = 0; + DebugBeginReturnValueCullDepth = -1; + DebugItemPickerActive = false; + DebugItemPickerMouseButton = ImGuiMouseButton_Left; + DebugItemPickerBreakId = 0; + DebugFlashStyleColorTime = 0.0f; + DebugFlashStyleColorIdx = ImGuiCol_COUNT; + DebugHoveredDockNode = NULL; + + // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations + DebugBreakInWindow = 0; + DebugBreakInTable = 0; + DebugBreakInLocateId = false; + DebugBreakKeyChord = ImGuiKey_Pause; + DebugBreakInShortcutRouting = ImGuiKey_None; + + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); + FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; + FramerateSecPerFrameAccum = 0.0f; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + memset(TempKeychordName, 0, sizeof(TempKeychordName)); +} + +void ImGui::Initialize() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow and ImGuiTable types + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); + } + TableSettingsAddSettingsHandler(); + + // Setup default localization table + LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS)); + + // Setup default ImGuiPlatformIO clipboard/IME handlers. + g.PlatformIO.Platform_GetClipboardTextFn = Platform_GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations + g.PlatformIO.Platform_SetClipboardTextFn = Platform_SetClipboardTextFn_DefaultImpl; + g.PlatformIO.Platform_OpenInShellFn = Platform_OpenInShellFn_DefaultImpl; + g.PlatformIO.Platform_SetImeDataFn = Platform_SetImeDataFn_DefaultImpl; + + // Create default viewport + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; + viewport->Idx = 0; + viewport->PlatformWindowCreated = true; + viewport->Flags = ImGuiViewportFlags_OwnedByApp; + g.Viewports.push_back(viewport); + g.TempBuffer.resize(1024 * 3 + 1, 0); + g.ViewportCreatedCount++; + g.PlatformIO.Viewports.push_back(g.Viewports[0]); + + // Build KeysMayBeCharInput[] lookup table (1 bool per named key) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9) + || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period + || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent + || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual) + g.KeysMayBeCharInput.SetBit(key); + +#ifdef IMGUI_HAS_DOCK + // Initialize Docking + DockContextInitialize(&g); +#endif + + g.Initialized = true; +} + +// This function is merely here to free heap allocations. +void ImGui::Shutdown() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?"); + IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?"); + + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + if (g.IO.Fonts && g.FontAtlasOwnedByContext) + { + g.IO.Fonts->Locked = false; + IM_DELETE(g.IO.Fonts); + } + g.IO.Fonts = NULL; + g.DrawListSharedData.TempBuffer.clear(); + + // Cleanup of other data are conditional on actually having initialized Dear ImGui. + if (!g.Initialized) + return; + + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + + // Destroy platform windows + DestroyPlatformWindows(); + + // Shutdown extensions + DockContextShutdown(&g); + + CallContextHooks(&g, ImGuiContextHookType_Shutdown); + + // Clear everything else + g.Windows.clear_delete(); + g.WindowsFocusOrder.clear(); + g.WindowsTempSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.ActiveIdWindow = NULL; + g.MovingWindow = NULL; + + g.KeysRoutingTable.Clear(); + + g.ColorStack.clear(); + g.StyleVarStack.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.BeginPopupStack.clear(); + g.TreeNodeStack.clear(); + + g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; + g.Viewports.clear_delete(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + + g.ClipperTempData.clear_destruct(); + + g.Tables.Clear(); + g.TablesTempData.clear_destruct(); + g.DrawChannelsTempMergeBuffer.clear(); + + g.MultiSelectStorage.Clear(); + g.MultiSelectTempData.clear_destruct(); + + g.ClipboardHandlerData.clear(); + g.MenusIdSubmittedThisFrame.clear(); + g.InputTextState.ClearFreeMemory(); + g.InputTextDeactivatedState.ClearFreeMemory(); + + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); + + if (g.LogFile) + { +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + if (g.LogFile != stdout) +#endif + ImFileClose(g.LogFile); + g.LogFile = NULL; + } + g.LogBuffer.clear(); + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + + g.Initialized = false; +} + +// No specific ordering/dependency support, will see as needed +ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_); + g.Hooks.push_back(*hook); + g.Hooks.back().HookId = ++g.HookIdNext; + return g.HookIdNext; +} + +// Deferred removal, avoiding issue with changing vector while iterating it +void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook_id != 0); + for (ImGuiContextHook& hook : g.Hooks) + if (hook.HookId == hook_id) + hook.Type = ImGuiContextHookType_PendingRemoval_; +} + +// Call context hooks (used by e.g. test engine) +// We assume a small number of hooks so all stored in same array +void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) +{ + ImGuiContext& g = *ctx; + for (ImGuiContextHook& hook : g.Hooks) + if (hook.Type == hook_type) + hook.Callback(&g, &hook); +} + +//----------------------------------------------------------------------------- +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +//----------------------------------------------------------------------------- + +// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods +ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL) +{ + memset(this, 0, sizeof(*this)); + Ctx = ctx; + Name = ImStrdup(name); + NameBufLen = (int)strlen(name) + 1; + ID = ImHashStr(name); + IDStack.push_back(ID); + ViewportAllowPlatformMonitorExtend = -1; + ViewportPos = ImVec2(FLT_MAX, FLT_MAX); + MoveId = GetID("#MOVE"); + TabId = GetID("#TAB"); + ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); + AutoFitFramesX = AutoFitFramesY = -1; + AutoPosLastDirection = ImGuiDir_None; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0; + SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + LastFrameActive = -1; + LastFrameJustFocused = -1; + LastTimeActive = -1.0f; + FontWindowScale = FontDpiScale = 1.0f; + SettingsOffset = -1; + DockOrder = -1; + DrawList = &DrawListInst; + DrawList->_OwnerName = Name; + DrawList->_Data = &Ctx->DrawListSharedData; + NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX); + IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass(); +} + +ImGuiWindow::~ImGuiWindow() +{ + IM_ASSERT(DrawList == &DrawListInst); + IM_DELETE(Name); + ColumnsStorage.clear_destruct(); +} + +static void SetCurrentWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow = window; + g.StackSizesInBeginForCurrentWindow = g.CurrentWindow ? &g.CurrentWindowStack.back().StackSizesInBegin : NULL; + g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; + if (window) + { + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize; + ImGui::NavUpdateCurrentWindowIsScrollPushableX(); + } +} + +void ImGui::GcCompactTransientMiscBuffers() +{ + ImGuiContext& g = *GImGui; + g.ItemFlagsStack.clear(); + g.GroupStack.clear(); + g.MultiSelectTempDataStacked = 0; + g.MultiSelectTempData.clear_destruct(); + TableGcCompactSettings(); +} + +// Free up/compact internal window buffers, we can use this when a window becomes unused. +// Not freed: +// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data) +// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. +void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + window->MemoryCompacted = true; + window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; + window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; + window->IDStack.clear(); + window->DrawList->_ClearFreeMemory(); + window->DC.ChildWindows.clear(); + window->DC.ItemWidthStack.clear(); + window->DC.TextWrapPosStack.clear(); +} + +void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. + // The other buffers tends to amortize much faster. + window->MemoryCompacted = false; + window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); + window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); + window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; +} + +void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + // Clear previous active id + if (g.ActiveId != 0) + { + // While most behaved code would make an effort to not steal active id during window move/drag operations, + // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch + // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that. + if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n"); + g.MovingWindow = NULL; + } + + // Store deactivate data + ImGuiDeactivatedItemData* deactivated_data = &g.DeactivatedItemData; + deactivated_data->ID = g.ActiveId; + deactivated_data->ElapseFrame = (g.LastItemData.ID == g.ActiveId) ? g.FrameCount : g.FrameCount + 1; // FIXME: OK to use LastItemData? + deactivated_data->HasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; + deactivated_data->IsAlive = (g.ActiveIdIsAlive == g.ActiveId); + + // This could be written in a more general way (e.g associate a hook to ActiveId), + // but since this is currently quite an exception we'll leave it as is. + // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveID() + if (g.InputTextState.ID == g.ActiveId) + InputTextDeactivateHook(g.ActiveId); + } + + // Set active id + g.ActiveIdIsJustActivated = (g.ActiveId != id); + if (g.ActiveIdIsJustActivated) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : ""); + g.ActiveIdTimer = 0.0f; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; + g.ActiveIdMouseButton = -1; + if (id != 0) + { + g.LastActiveId = id; + g.LastActiveIdTimer = 0.0f; + } + } + g.ActiveId = id; + g.ActiveIdAllowOverlap = false; + g.ActiveIdNoClearOnFocusLoss = false; + g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdFromShortcut = false; + if (id) + { + g.ActiveIdIsAlive = id; + g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None); + } + + // Clear declaration of inputs claimed by the widget + // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; +} + +void ImGui::ClearActiveID() +{ + SetActiveID(0, NULL); // g.ActiveId = 0; +} + +void ImGui::SetHoveredID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.HoveredId = id; + g.HoveredIdAllowOverlap = false; + if (id != 0 && g.HoveredIdPreviousFrame != id) + g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; +} + +ImGuiID ImGui::GetHoveredID() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; +} + +void ImGui::MarkItemEdited(ImGuiID id) +{ + // This marking is to be able to provide info for IsItemDeactivatedAfterEdit(). + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data. + ImGuiContext& g = *GImGui; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_NoMarkEdited) + return; + if (g.ActiveId == id || g.ActiveId == 0) + { + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; + } + + // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343) + // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714) + IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id || (g.CurrentMultiSelect != NULL && g.BoxSelectState.IsActive)); + + //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; +} + +bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) +{ + // An active popup disable hovering on other windows (apart from its own children) + // FIXME-OPT: This could be cached/stored within the window. + ImGuiContext& g = *GImGui; + if (g.NavWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree) + if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The 'else' is important because Modal windows are also Popups. + bool want_inhibit = false; + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + want_inhibit = true; + else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + want_inhibit = true; + + // Inhibit hover unless the window is within the stack of our modal/popup + if (want_inhibit) + if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window)) + return false; + } + + // Filter by viewport + if (window->Viewport != g.MouseViewport) + if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree) + return false; + + return true; +} + +static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiHoveredFlags_DelayNormal) + return g.Style.HoverDelayNormal; + if (flags & ImGuiHoveredFlags_DelayShort) + return g.Style.HoverDelayShort; + return 0.0f; +} + +static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags) +{ + // Allow instance flags to override shared flags + if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal)) + shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal); + return user_flags | shared_flags; +} + +// This is roughly matching the behavior of internal-facing ItemHoverable() +// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() +// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId +bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0, "Invalid flags for IsItemHovered()!"); + + if (g.NavHighlightItemUnderNav && g.NavCursorVisible && !(flags & ImGuiHoveredFlags_NoNavOverride)) + { + if (!IsItemFocused()) + return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav); + } + else + { + // Test for bounding box overlap, as updated as ItemAdd() + ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; + if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + + // Done with rectangle culling so we can perform heavier checks now + // Test if we are hovering the right window (our window could be behind another window) + // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable + // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was + // the test that has been running for a long while. + if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0) + return false; + + // Test if another item is active (e.g. being dragged) + const ImGuiID id = g.LastItemData.ID; + if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId) + return false; + + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_NoWindowHoverableCheck)) + return false; + + // Test if the item is disabled + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + // Special handling for calling after Begin() which represent the title bar or tab. + // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin) + // will never be overwritten so we need to detect the case. + if (id == window->MoveId && window->WriteAccessed) + return false; + + // Test if using AllowOverlap and overlapped + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap) && id != 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0) + if (g.HoveredIdPreviousFrame != g.LastItemData.ID) + return false; + } + + // Handle hover delay + // (some ideas: https://www.nngroup.com/articles/timing-exposing-content) + const float delay = CalcDelayFromHoveredFlags(flags); + if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary)) + { + ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromPos(g.LastItemData.Rect.Min); + if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id)) + g.HoverItemDelayTimer = 0.0f; + g.HoverItemDelayId = hover_delay_id; + + // When changing hovered item we requires a bit of stationary delay before activating hover timer, + // but once unlocked on a given item we also moving. + //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); } + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id) + return false; + + if (g.HoverItemDelayTimer < delay) + return false; + } + + return true; +} + +// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). +// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call) +// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28. +// If you used this in your legacy/custom widgets code: +// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.ItemFlags'. +// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable. +bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Detect ID conflicts +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0 && g.HoveredIdPreviousFrame == id && (item_flags & ImGuiItemFlags_AllowDuplicateId) == 0) + { + g.HoveredIdPreviousFrameItemCount++; + if (g.DebugDrawIdConflicts == id) + window->DrawList->AddRect(bb.Min - ImVec2(1,1), bb.Max + ImVec2(1,1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f); + } +#endif + + if (g.HoveredWindow != window) + return false; + if (!IsMouseHoveringRect(bb.Min, bb.Max)) + return false; + + if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) + return false; + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + if (!g.ActiveIdFromShortcut) + return false; + + // Done with rectangle culling so we can perform heavier checks now. + if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) + { + g.HoveredIdIsDisabled = true; + return false; + } + + // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level + // hover test in widgets code. We could also decide to split this function is two. + if (id != 0) + { + // Drag source doesn't report as hovered + if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + return false; + + SetHoveredID(id); + + // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. + // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test. + if (item_flags & ImGuiItemFlags_AllowOverlap) + { + g.HoveredIdAllowOverlap = true; + if (g.HoveredIdPreviousFrame != id) + return false; + } + + // Display shortcut (only works with mouse) + // (ImGuiItemStatusFlags_HasShortcut in LastItemData denotes we want a tooltip) + if (id == g.LastItemData.ID && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasShortcut) && g.ActiveId != id) + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal)) + SetTooltip("%s", GetKeyChordName(g.LastItemData.Shortcut)); + } + + // When disabled we'll return false but still set HoveredId + if (item_flags & ImGuiItemFlags_Disabled) + { + // Release active id if turning disabled + if (g.ActiveId == id && id != 0) + ClearActiveID(); + g.HoveredIdIsDisabled = true; + return false; + } + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + // [DEBUG] Item Picker tool! + // We perform the check here because reaching is path is rare (1~ time a frame), + // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered + // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost. + if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakId == id) + IM_DEBUG_BREAK(); + } +#endif + + if (g.NavHighlightItemUnderNav && (item_flags & ImGuiItemFlags_NoNavDisableMouseHover) == 0) + return false; + + return true; +} + +// FIXME: This is inlined/duplicated in ItemAdd() +// FIXME: The id != 0 path is not used by our codebase, may get rid of it? +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!bb.Overlaps(window->ClipRect)) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) + return true; + return false; +} + +// This is also inlined in ItemAdd() +// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect. +void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) +{ + ImGuiContext& g = *GImGui; + g.LastItemData.ID = item_id; + g.LastItemData.ItemFlags = in_flags; + g.LastItemData.StatusFlags = item_flags; + g.LastItemData.Rect = g.LastItemData.NavRect = item_rect; +} + +float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) +{ + if (wrap_pos_x < 0.0f) + return 0.0f; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (wrap_pos_x == 0.0f) + { + // We could decide to setup a default wrapping max point for auto-resizing windows, + // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function? + //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) + // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x); + //else + wrap_pos_x = window->WorkRect.Max.x; + } + else if (wrap_pos_x > 0.0f) + { + wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space + } + + return ImMax(wrap_pos_x - pos.x, 1.0f); +} + +// IM_ALLOC() == ImGui::MemAlloc() +void* ImGui::MemAlloc(size_t size) +{ + void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size); +#endif + return ptr; +} + +// IM_FREE() == ImGui::MemFree() +void ImGui::MemFree(void* ptr) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ptr != NULL) + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1); +#endif + return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); +} + +// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames" +void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size) +{ + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + IM_UNUSED(ptr); + if (entry->FrameCount != frame_count) + { + info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf); + entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + entry->FrameCount = frame_count; + entry->AllocCount = entry->FreeCount = 0; + } + if (size != (size_t)-1) + { + //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, (int)size, ptr); + entry->AllocCount++; + info->TotalAllocCount++; + } + else + { + //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr); + entry->FreeCount++; + info->TotalFreeCount++; + } +} + +const char* ImGui::GetClipboardText() +{ + ImGuiContext& g = *GImGui; + return g.PlatformIO.Platform_GetClipboardTextFn ? g.PlatformIO.Platform_GetClipboardTextFn(&g) : ""; +} + +void ImGui::SetClipboardText(const char* text) +{ + ImGuiContext& g = *GImGui; + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + g.PlatformIO.Platform_SetClipboardTextFn(&g, text); +} + +const char* ImGui::GetVersion() +{ + return IMGUI_VERSION; +} + +ImGuiIO& ImGui::GetIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->IO; +} + +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiIO& ImGui::GetIOEx(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->IO; +} + +ImGuiPlatformIO& ImGui::GetPlatformIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext()?"); + return GImGui->PlatformIO; +} + +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiPlatformIO& ImGui::GetPlatformIOEx(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->PlatformIO; +} + +// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() +ImDrawData* ImGui::GetDrawData() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = g.Viewports[0]; + return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; +} + +double ImGui::GetTime() +{ + return GImGui->Time; +} + +int ImGui::GetFrameCount() +{ + return GImGui->FrameCount; +} + +static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) +{ + // Create the draw list on demand, because they are not frequently used for all viewports + ImGuiContext& g = *GImGui; + IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists)); + ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no]; + if (draw_list == NULL) + { + draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); + draw_list->_OwnerName = drawlist_name; + viewport->BgFgDrawLists[drawlist_no] = draw_list; + } + + // Our ImDrawList system requires that there is always a command + if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount) + { + draw_list->_ResetForNewFrame(); + draw_list->PushTextureID(g.IO.Fonts->TexID); + draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); + viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount; + } + return draw_list; +} + +ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) +{ + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background"); +} + +ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) +{ + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); +} + +ImDrawListSharedData* ImGui::GetDrawListSharedData() +{ + return &GImGui->DrawListSharedData; +} + +void ImGui::StartMouseMovingWindow(ImGuiWindow* window) +{ + // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. + // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. + // This is because we want ActiveId to be set even when the window is not permitted to move. + ImGuiContext& g = *GImGui; + FocusWindow(window); + SetActiveID(window->MoveId, window); + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + + bool can_move_window = true; + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (ImGuiDockNode* node = window->DockNodeAsHost) + if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (can_move_window) + g.MovingWindow = window; +} + +// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. +void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock) +{ + ImGuiContext& g = *GImGui; + bool can_undock_node = false; + if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0) + { + // Can undock if: + // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window) + // - part of a dockspace node hierarchy: so we can undock the last single visible node too. Undocking from a fixed/central node will create a new node and copy windows. + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that. + can_undock_node = true; + } + + const bool clicked = IsMouseClicked(0); + const bool dragging = IsMouseDragging(0); + if (can_undock_node && dragging) + DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame + else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window) + StartMouseMovingWindow(window); +} + +// Handle mouse moving window +// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() +// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId. +// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, +// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. +void ImGui::UpdateMouseMovingWindowNewFrame() +{ + ImGuiContext& g = *GImGui; + if (g.MovingWindow != NULL) + { + // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). + // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. + KeepAliveID(g.ActiveId); + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree); + ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree; + + // When a window stop being submitted while being dragged, it may will its viewport until next Begin() + const bool window_disappared = (!moving_window->WasActive && !moving_window->Active); + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared) + { + ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; + if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) + { + SetWindowPos(moving_window, pos, ImGuiCond_Always); + if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. + { + moving_window->Viewport->Pos = pos; + moving_window->Viewport->UpdateWorkRect(); + } + } + FocusWindow(g.MovingWindow); + } + else + { + if (!window_disappared) + { + // Try to merge the window back into the main viewport. + // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); + + // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. + if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted()) + g.MouseViewport = moving_window->Viewport; + + // Clear the NoInput window flag set by the Viewport system + if (moving_window->Viewport) + moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; + } + + g.MovingWindow = NULL; + ClearActiveID(); + } + } + else + { + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. + if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) + { + KeepAliveID(g.ActiveId); + if (!g.IO.MouseDown[0]) + ClearActiveID(); + } + } +} + +// Initiate focusing and moving window when clicking on empty space or title bar. +// Initiate focusing window when clicking on a disabled item. +// Handle left-click and right-click focus. +void ImGui::UpdateMouseMovingWindowEndFrame() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId != 0 || (g.HoveredId != 0 && !g.HoveredIdIsDisabled)) + return; + + // Unless we just made a window/popup appear + if (g.NavWindow && g.NavWindow->Appearing) + return; + + // Click on empty space to focus window and start moving + // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) + if (g.IO.MouseClicked[0]) + { + // Handle the edge case of a popup being closed while clicking in its empty space. + // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. + ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; + const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); + + if (root_window != NULL && !is_closed_popup) + { + StartMouseMovingWindow(g.HoveredWindow); //-V595 + + // Cancel moving if clicked outside of title bar + if (g.IO.ConfigWindowsMoveFromTitleBarOnly) + if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive) + if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; + + // Cancel moving if clicked over an item which was disabled or inhibited by popups + // (when g.HoveredIdIsDisabled == true && g.HoveredId == 0 we are inhibited by popups, when g.HoveredIdIsDisabled == true && g.HoveredId != 0 we are over a disabled item)0 already) + if (g.HoveredIdIsDisabled) + g.MovingWindow = NULL; + } + else if (root_window == NULL && g.NavWindow != NULL) + { + // Clicking on void disable focus + FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal); + } + } + + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) + if (g.IO.MouseClicked[1] && g.HoveredId == 0) + { + // Find the top-most window between HoveredWindow and the top-most Modal Window. + // This is where we can trim the popup stack. + ImGuiWindow* modal = GetTopMostPopupModal(); + bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal)); + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + } +} + +// This is called during NewFrame()->UpdateViewportsNewFrame() only. +// Need to keep in sync with SetWindowPos() +static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) +{ + window->Pos += delta; + window->ClipRect.Translate(delta); + window->OuterRectClipped.Translate(delta); + window->InnerRect.Translate(delta); + window->DC.CursorPos += delta; + window->DC.CursorStartPos += delta; + window->DC.CursorMaxPos += delta; + window->DC.IdealMaxPos += delta; +} + +static void ScaleWindow(ImGuiWindow* window, float scale) +{ + ImVec2 origin = window->Viewport->Pos; + window->Pos = ImFloor((window->Pos - origin) * scale + origin); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + window->ContentSize = ImTrunc(window->ContentSize * scale); +} + +static bool IsWindowActiveAndVisible(ImGuiWindow* window) +{ + return (window->Active) && (!window->Hidden); +} + +// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) +void ImGui::UpdateHoveredWindowAndCaptureFlags() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING + // by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow. + g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); + + // Find the window hovered by mouse: + // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. + // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + bool clear_hovered_windows = false; + FindHoveredWindowEx(g.IO.MousePos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow); + IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); + g.HoveredWindowBeforeClear = g.HoveredWindow; + + // Modal windows prevents mouse from hovering behind them. + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ? + clear_hovered_windows = true; + + // Disabled mouse hovering (we don't currently clear MousePos, we could) + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + clear_hovered_windows = true; + + // We track click ownership. When clicked outside of a window the click is owned by the application and + // won't report hovering nor request capture even while dragging over our windows afterward. + const bool has_open_popup = (g.OpenPopupStack.Size > 0); + const bool has_open_modal = (modal_window != NULL); + int mouse_earliest_down = -1; + bool mouse_any_down = false; + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + if (io.MouseClicked[i]) + { + io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup; + io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal; + } + mouse_any_down |= io.MouseDown[i]; + if (io.MouseDown[i] || io.MouseReleased[i]) // Increase release frame for our evaluation of earliest button (#1392) + if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down]) + mouse_earliest_down = i; + } + const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down]; + const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down]; + + // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. + // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) + const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; + if (!mouse_avail && !mouse_dragging_extern_payload) + clear_hovered_windows = true; + + if (clear_hovered_windows) + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app) + // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag + if (g.WantCaptureMouseNextFrame != -1) + { + io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0); + } + else + { + io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup; + io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal; + } + + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) + io.WantCaptureKeyboard = false; + if ((io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) == 0) + { + if ((g.ActiveId != 0) || (modal_window != NULL)) + io.WantCaptureKeyboard = true; + else if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && io.ConfigNavCaptureKeyboard) + io.WantCaptureKeyboard = true; + } + if (g.WantCaptureKeyboardNextFrame != -1) // Manual override + io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible + io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; +} + +// Called once a frame. Followed by SetCurrentFont() which sets up the remaining data. +static void SetupDrawListSharedData() +{ + ImGuiContext& g = *GImGui; + ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiViewportP* viewport : g.Viewports) + virtual_space.Add(viewport->GetMainRect()); + g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedLinesUseTex && !(g.IO.Fonts->Flags & ImFontAtlasFlags_NoBakedLines)) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + + // Remove pending delete hooks before frame start. + // This deferred removal avoid issues of removal while iterating the hook vector + for (int n = g.Hooks.Size - 1; n >= 0; n--) + if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_) + g.Hooks.erase(&g.Hooks[n]); + + CallContextHooks(&g, ImGuiContextHookType_NewFramePre); + + // Check and assert for various common IO and Configuration mistakes + g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame; + ErrorCheckNewFrameSanityChecks(); + g.ConfigFlagsCurrFrame = g.IO.ConfigFlags; + + // Load settings on first frame, save settings when modified (after a delay) + UpdateSettings(); + + g.Time += g.IO.DeltaTime; + g.WithinFrameScope = true; + g.FrameCount += 1; + g.TooltipOverrideCount = 0; + g.WindowsActiveCount = 0; + g.MenusIdSubmittedThisFrame.resize(0); + + // Calculate frame-rate for the user, as a purely luxurious feature + g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); + g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; + + // Process input queue (trickle as many events as possible), turn events into writes to IO structure + g.InputEventsTrail.resize(0); + UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); + + // Update viewports (after processing input queue, so io.MouseHoveredViewport is set) + UpdateViewportsNewFrame(); + + // Setup current font and draw list shared data + // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! + g.IO.Fonts->Locked = true; + SetupDrawListSharedData(); + SetCurrentFont(GetDefaultFont()); + IM_ASSERT(g.Font->IsLoaded()); + + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. + for (ImGuiViewportP* viewport : g.Viewports) + { + viewport->DrawData = NULL; + viewport->DrawDataP.Valid = false; + } + + // Drag and drop keep the source ID alive so even if the source disappear our state is consistent + if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) + KeepAliveID(g.DragDropPayload.SourceId); + + // [DEBUG] + if (!g.IO.ConfigDebugHighlightIdConflicts || !g.IO.KeyCtrl) // Count is locked while holding CTRL + g.DebugDrawIdConflicts = 0; + if (g.IO.ConfigDebugHighlightIdConflicts && g.HoveredIdPreviousFrameItemCount > 1) + g.DebugDrawIdConflicts = g.HoveredIdPreviousFrame; + + // Update HoveredId data + if (!g.HoveredIdPreviousFrame) + g.HoveredIdTimer = 0.0f; + if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) + g.HoveredIdNotActiveTimer = 0.0f; + if (g.HoveredId) + g.HoveredIdTimer += g.IO.DeltaTime; + if (g.HoveredId && g.ActiveId != g.HoveredId) + g.HoveredIdNotActiveTimer += g.IO.DeltaTime; + g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredIdPreviousFrameItemCount = 0; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + g.HoveredIdIsDisabled = false; + + // Clear ActiveID if the item is not alive anymore. + // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd(). + // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves. + if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n"); + ClearActiveID(); + } + + // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) + if (g.ActiveId) + g.ActiveIdTimer += g.IO.DeltaTime; + g.LastActiveIdTimer += g.IO.DeltaTime; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdIsJustActivated = false; + if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) + g.TempInputId = 0; + if (g.ActiveId == 0) + { + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; + } + if (g.DeactivatedItemData.ElapseFrame < g.FrameCount) + g.DeactivatedItemData.ID = 0; + g.DeactivatedItemData.IsAlive = false; + + // Record when we have been stationary as this state is preserved while over same item. + // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values. + // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function. + if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverItemUnlockedStationaryId = g.HoverItemDelayId; + else if (g.HoverItemDelayId == 0) + g.HoverItemUnlockedStationaryId = 0; + if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID; + else if (g.HoveredWindow == NULL) + g.HoverWindowUnlockedStationaryId = 0; + + // Update hover delay for IsItemHovered() with delays and tooltips + g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId; + if (g.HoverItemDelayId != 0) + { + g.HoverItemDelayTimer += g.IO.DeltaTime; + g.HoverItemDelayClearTimer = 0.0f; + g.HoverItemDelayId = 0; + } + else if (g.HoverItemDelayTimer > 0.0f) + { + // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps + // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle. + g.HoverItemDelayClearTimer += g.IO.DeltaTime; + if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate + g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer. + } + + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSource = false; + g.DragDropWithinTarget = false; + g.DragDropHoldJustPressedId = 0; + g.TooltipPreviousWindow = NULL; + + // Close popups on focus lost (currently wip/opt-in) + //if (g.IO.AppFocusLost) + // ClosePopupsExceptModals(); + + // Update keyboard input state + UpdateKeyboardInputs(); + + //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl)); + //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift)); + //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); + //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); + + // Update keyboard/gamepad navigation + NavUpdate(); + + // Update mouse input state + UpdateMouseInputs(); + + // Undocking + // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) + DockContextNewFrameUpdateUndocking(&g); + + // Mark all windows as not visible and compact unused memory. + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); + const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; + for (ImGuiWindow* window : g.Windows) + { + window->WasActive = window->Active; + window->Active = false; + window->WriteAccessed = false; + window->BeginCountPreviousFrame = window->BeginCount; + window->BeginCount = 0; + + // Garbage collect transient buffers of recently unused windows + if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); + } + + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + // (currently needs to be done after the WasActive=Active loop and FindHoveredWindowEx uses ->Active) + UpdateHoveredWindowAndCaptureFlags(); + + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindowNewFrame(); + + // Background darkening/whitening + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); + + g.MouseCursor = ImGuiMouseCursor_Arrow; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; + + // Platform IME data: reset for the frame + g.PlatformImeDataPrev = g.PlatformImeData; + g.PlatformImeData.WantVisible = false; + + // Mouse wheel scrolling, scale + UpdateMouseWheel(); + + // Garbage collect transient buffers of recently unused tables + for (int i = 0; i < g.TablesLastTimeActive.Size; i++) + if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) + TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); + for (ImGuiTableTempData& table_temp_data : g.TablesTempData) + if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time) + TableGcCompactTransientBuffers(&table_temp_data); + if (g.GcCompactAll) + GcCompactTransientMiscBuffers(); + g.GcCompactAll = false; + + // Closing the focused window restore focus to the first active root window in descending z-order + if (g.NavWindow && !g.NavWindow->WasActive) + FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); + + // No window should be open at the beginning of the frame. + // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. + g.CurrentWindowStack.resize(0); + g.BeginPopupStack.resize(0); + g.ItemFlagsStack.resize(0); + g.ItemFlagsStack.push_back(ImGuiItemFlags_AutoClosePopups); // Default flags + g.CurrentItemFlags = g.ItemFlagsStack.back(); + g.GroupStack.resize(0); + + // Docking + DockContextNewFrameUpdateDocking(&g); + + // [DEBUG] Update debug features +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + UpdateDebugToolItemPicker(); + UpdateDebugToolStackQueries(); + UpdateDebugToolFlashStyleColor(); + if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0) + { + g.DebugLocateId = 0; + g.DebugBreakInLocateId = false; + } + if (g.DebugLogAutoDisableFrames > 0 && --g.DebugLogAutoDisableFrames == 0) + { + DebugLog("(Debug Log: Auto-disabled some ImGuiDebugLogFlags after 2 frames)\n"); + g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags; + g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + } +#endif + + // Create implicit/fallback window - which we will only render it if the user has added something to it. + // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. + // This fallback is particularly important as it prevents ImGui:: calls from crashing. + g.WithinFrameScopeWithImplicitWindow = true; + SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); + IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); + + // Store stack sizes + g.ErrorCountCurrentFrame = 0; + ErrorRecoveryStoreState(&g.StackSizesInNewFrame); + + // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack, + // allowing to validate correct Begin/End behavior in user code. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.IO.ConfigDebugBeginReturnValueLoop) + g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10); + else + g.DebugBeginReturnValueCullDepth = -1; +#endif + + CallContextHooks(&g, ImGuiContextHookType_NewFramePost); +} + +// FIXME: Add a more explicit sort order in the window structure. +static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) +{ + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; + if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) + return d; + if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) + return d; + return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); +} + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) +{ + out_sorted_windows->push_back(window); + if (window->Active) + { + int count = window->DC.ChildWindows.Size; + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + for (int i = 0; i < count; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (child->Active) + AddWindowToSortBuffer(out_sorted_windows, child); + } + } +} + +static void AddWindowToDrawData(ImGuiWindow* window, int layer) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = window->Viewport; + IM_ASSERT(viewport != NULL); + g.IO.MetricsRenderWindows++; + if (window->DrawList->_Splitter._Count > 1) + window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows. + ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList); + for (ImGuiWindow* child : window->DC.ChildWindows) + if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active + AddWindowToDrawData(child, layer); +} + +static inline int GetWindowDisplayLayer(ImGuiWindow* window) +{ + return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; +} + +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static inline void AddRootWindowToDrawData(ImGuiWindow* window) +{ + AddWindowToDrawData(window, GetWindowDisplayLayer(window)); +} + +static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder) +{ + int n = builder->Layers[0]->Size; + int full_size = n; + for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++) + full_size += builder->Layers[i]->Size; + builder->Layers[0]->resize(full_size); + for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++) + { + ImVector* layer = builder->Layers[layer_n]; + if (layer->empty()) + continue; + memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*)); + n += layer->Size; + layer->resize(0); + } +} + +static void InitViewportDrawData(ImGuiViewportP* viewport) +{ + ImGuiIO& io = ImGui::GetIO(); + ImDrawData* draw_data = &viewport->DrawDataP; + + viewport->DrawData = draw_data; // Make publicly accessible + viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists; + viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1; + viewport->DrawDataBuilder.Layers[0]->resize(0); + viewport->DrawDataBuilder.Layers[1]->resize(0); + + // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode, + // and to allow applications/backends to easily skip rendering. + // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure. + // This is because the work has been done already, and its wasted! We should fix that and add optimizations for + // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline. + const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0; + + draw_data->Valid = true; + draw_data->CmdListsCount = 0; + draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; + draw_data->DisplayPos = viewport->Pos; + draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; + draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? + draw_data->OwnerViewport = viewport; +} + +// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. +// - When using this function it is sane to ensure that float are perfectly rounded to integer values, +// so that e.g. (int)(max.x-min.x) in user's render produce correct result. +// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect(): +// some frequently called functions which to modify both channels and clipping simultaneously tend to use the +// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds. +// - This is analoguous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack, +// which in the case of ClipRect is not so problematic but tends to be more restrictive for fonts. +void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +void ImGui::PopClipRect() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PopClipRect(); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window) +{ + for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--) + if (IsWindowActiveAndVisible(window->DC.ChildWindows[n])) + return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]); + return window; +} + +static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + ImGuiViewportP* viewport = window->Viewport; + ImRect viewport_rect = viewport->GetMainRect(); + + // Draw behind window by moving the draw command at the FRONT of the draw list + { + // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing. + // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. + ImDrawList* draw_list = window->RootWindowDockTree->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that) + draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); + ImDrawCmd cmd = draw_list->CmdBuffer.back(); + IM_ASSERT(cmd.ElemCount == 6); + draw_list->CmdBuffer.pop_back(); + draw_list->CmdBuffer.push_front(cmd); + draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. + draw_list->PopClipRect(); + } + + // Draw over sibling docking nodes in a same docking tree + if (window->RootWindow->DockIsActive) + { + ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false); + RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding); + draw_list->PopClipRect(); + } +} + +ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* bottom_most_visible_window = parent_window; + for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + if (!IsWindowWithinBeginStackOf(window, parent_window)) + break; + if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window)) + bottom_most_visible_window = window; + } + return bottom_most_visible_window; +} + +// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage. +// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds(). +static void ImGui::RenderDimmedBackgrounds() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal(); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + return; + const bool dim_bg_for_modal = (modal_window != NULL); + const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active); + if (!dim_bg_for_modal && !dim_bg_for_window_list) + return; + + ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL }; + if (dim_bg_for_modal) + { + // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. + ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); + RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio)); + viewports_already_dimmed[0] = modal_window->Viewport; + } + else if (dim_bg_for_window_list) + { + // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window + RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport) + RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport; + viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL; + + // Draw border around CTRL+Tab target window + ImGuiWindow* window = g.NavWindowingTargetAnim; + ImGuiViewport* viewport = window->Viewport; + float distance = g.FontSize; + ImRect bb = window->Rect(); + bb.Expand(distance); + if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y) + bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward + window->DrawList->ChannelsMerge(); + if (window->DrawList->CmdBuffer.Size == 0) + window->DrawList->AddDrawCmd(); + window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); + window->DrawList->PopClipRect(); + } + + // Draw dimming background on _other_ viewports than the ones our windows are in + for (ImGuiViewportP* viewport : g.Viewports) + { + if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1]) + continue; + if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window)) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); + } +} + +// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. +void ImGui::EndFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + // Don't process EndFrame() multiple times. + if (g.FrameCountEnded == g.FrameCount) + return; + IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePre); + + // [EXPERIMENTAL] Recover from errors + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverState(&g.StackSizesInNewFrame); + ErrorCheckEndFrameSanityChecks(); + ErrorCheckEndFrameFinalizeErrorTooltip(); + + // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + ImGuiPlatformImeData* ime_data = &g.PlatformImeData; + if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) + { + ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport); + IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); + if (viewport == NULL) + viewport = GetMainViewport(); + g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data); + } + + // Hide implicit/fallback "Debug" window if it hasn't been used + g.WithinFrameScopeWithImplicitWindow = false; + if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) + g.CurrentWindow->Active = false; + End(); + + // Update navigation: CTRL+Tab, wrap-around requests + NavEndFrame(); + + // Update docking + DockContextEndFrame(&g); + + SetCurrentViewport(NULL, NULL); + + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if (g.DragDropActive) + { + bool is_delivered = g.DragDropPayload.Delivery; + bool is_elapsed = (g.DragDropSourceFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_PayloadAutoExpire) || g.DragDropMouseButton == -1 || !IsMouseDown(g.DragDropMouseButton)); + if (is_delivered || is_elapsed) + ClearDragDrop(); + } + + // Drag and Drop: Fallback for missing source tooltip. This is not ideal but better than nothing. + // If you want to handle source item disappearing: instead of submitting your description tooltip + // in the BeginDragDropSource() block of the dragged item, you can submit them from a safe single spot + // (e.g. end of your item loop, or before EndFrame) by reading payload data. + // In the typical case, the contents of drag tooltip should be possible to infer solely from payload data. + if (g.DragDropActive && g.DragDropSourceFrameCount + 1 < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + g.DragDropWithinSource = true; + SetTooltip("..."); + g.DragDropWithinSource = false; + } + + // End frame + g.WithinFrameScope = false; + g.FrameCountEnded = g.FrameCount; + + // Initiate moving window + handle left-click and right-click focus + UpdateMouseMovingWindowEndFrame(); + + // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) + UpdateViewportsEndFrame(); + + // Sort the window list so that all child windows are after their parent + // We cannot do that on FocusWindow() because children may not exist yet + g.WindowsTempSortBuffer.resize(0); + g.WindowsTempSortBuffer.reserve(g.Windows.Size); + for (ImGuiWindow* window : g.Windows) + { + if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it + continue; + AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); + } + + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. + IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size); + g.Windows.swap(g.WindowsTempSortBuffer); + g.IO.MetricsActiveWindows = g.WindowsActiveCount; + + // Unlock font atlas + g.IO.Fonts->Locked = false; + + // Clear Input data for next frame + g.IO.MousePosPrev = g.IO.MousePos; + g.IO.AppFocusLost = false; + g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; + g.IO.InputQueueCharacters.resize(0); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePost); +} + +// Prepare the data for rendering so you can call GetDrawData() +// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all: +// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) +void ImGui::Render() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + if (g.FrameCountEnded != g.FrameCount) + EndFrame(); + if (g.FrameCountRendered == g.FrameCount) + return; + g.FrameCountRendered = g.FrameCount; + + g.IO.MetricsRenderWindows = 0; + CallContextHooks(&g, ImGuiContextHookType_RenderPre); + + // Add background ImDrawList (for each active viewport) + for (ImGuiViewportP* viewport : g.Viewports) + { + InitViewportDrawData(viewport); + if (viewport->BgFgDrawLists[0] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); + } + + // Draw modal/window whitening backgrounds + RenderDimmedBackgrounds(); + + // Add ImDrawList to render + ImGuiWindow* windows_to_render_top_most[2]; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL; + windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); + for (ImGuiWindow* window : g.Windows) + { + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) + AddRootWindowToDrawData(window); + } + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); + + // Draw software mouse cursor if requested by io.MouseDrawCursor flag + if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None) + RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + + // Setup ImDrawData structures for end-user + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; + for (ImGuiViewportP* viewport : g.Viewports) + { + FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder); + + // Add foreground ImDrawList (for each active viewport) + if (viewport->BgFgDrawLists[1] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); + + // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch). + ImDrawData* draw_data = &viewport->DrawDataP; + IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount); + for (ImDrawList* draw_list : draw_data->CmdLists) + draw_list->_PopUnusedDrawCmd(); + + g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; + g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; + } + + CallContextHooks(&g, ImGuiContextHookType_RenderPost); +} + +// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. +// CalcTextSize("") should return ImVec2(0.0f, g.FontSize) +ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) +{ + ImGuiContext& g = *GImGui; + + const char* text_display_end; + if (hide_text_after_double_hash) + text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string + else + text_display_end = text_end; + + ImFont* font = g.Font; + const float font_size = g.FontSize; + if (text == text_display_end) + return ImVec2(0.0f, font_size); + ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); + + // Round + // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out. + // FIXME: Investigate using ceilf or e.g. + // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c + // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html + text_size.x = IM_TRUNC(text_size.x + 0.99999f); + + return text_size; +} + +// Find window given position, search front-to-back +// - Typically write output back to g.HoveredWindow and g.HoveredWindowUnderMovingWindow. +// - FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// called, aka before the next Begin(). Moving window isn't affected. +// - The 'find_first_and_in_any_viewport = true' mode is only used by TestEngine. It is simpler to maintain here. +void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window_under_moving_window = NULL; + + // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) + ImGuiViewportP* backup_moving_window_viewport = NULL; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + { + backup_moving_window_viewport = g.MovingWindow->Viewport; + g.MovingWindow->Viewport = g.MouseViewport; + if (!(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + hovered_window = g.MovingWindow; + } + + ImVec2 padding_regular = g.Style.TouchExtraPadding; + ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (!window->WasActive || window->Hidden) + continue; + if (window->Flags & ImGuiWindowFlags_NoMouseInputs) + continue; + IM_ASSERT(window->Viewport); + if (window->Viewport != g.MouseViewport) + continue; + + // Using the clipped AABB, a child window will typically be clipped by its parent (not always) + ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize; + if (!window->OuterRectClipped.ContainsWithPad(pos, hit_padding)) + continue; + + // Support for one rectangular hole in any given window + // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) + if (window->HitTestHoleSize.x != 0) + { + ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y); + ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y); + if (ImRect(hole_pos, hole_pos + hole_size).Contains(pos)) + continue; + } + + if (find_first_and_in_any_viewport) + { + hovered_window = window; + break; + } + else + { + if (hovered_window == NULL) + hovered_window = window; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (hovered_window_under_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)) + hovered_window_under_moving_window = window; + if (hovered_window && hovered_window_under_moving_window) + break; + } + } + + *out_hovered_window = hovered_window; + if (out_hovered_window_under_moving_window != NULL) + *out_hovered_window_under_moving_window = hovered_window_under_moving_window; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + g.MovingWindow->Viewport = backup_moving_window_viewport; +} + +bool ImGui::IsItemActive() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + return g.ActiveId == g.LastItemData.ID; + return false; +} + +bool ImGui::IsItemActivated() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID) + return true; + return false; +} + +bool ImGui::IsItemDeactivated() +{ + ImGuiContext& g = *GImGui; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; + return (g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount); +} + +bool ImGui::IsItemDeactivatedAfterEdit() +{ + ImGuiContext& g = *GImGui; + return IsItemDeactivated() && g.DeactivatedItemData.HasBeenEditedBefore; +} + +// == (GetItemID() == GetFocusID() && GetFocusID() != 0) +bool ImGui::IsItemFocused() +{ + ImGuiContext& g = *GImGui; + if (g.NavId != g.LastItemData.ID || g.NavId == 0) + return false; + + // Special handling for the dummy item after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + ImGuiWindow* window = g.CurrentWindow; + if (g.LastItemData.ID == window->ID && window->WriteAccessed) + return false; + + return true; +} + +// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! +// Most widgets have specific reactions based on mouse-up/down state, mouse position etc. +bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) +{ + return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); +} + +bool ImGui::IsItemToggledOpen() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; +} + +// Call after a Selectable() or TreeNode() involved in multi-selection. +// Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose. +// This is only meant to be called inside a BeginMultiSelect()/EndMultiSelect() block. +// (Outside of multi-select, it would be misleading/ambiguous to report this signal, as widgets +// return e.g. a pressed event and user code is in charge of altering selection in ways we cannot predict.) +bool ImGui::IsItemToggledSelection() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentMultiSelect != NULL); // Can only be used inside a BeginMultiSelect()/EndMultiSelect() + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; +} + +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. +bool ImGui::IsAnyItemHovered() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; +} + +bool ImGui::IsAnyItemActive() +{ + ImGuiContext& g = *GImGui; + return g.ActiveId != 0; +} + +bool ImGui::IsAnyItemFocused() +{ + ImGuiContext& g = *GImGui; + return g.NavId != 0 && g.NavCursorVisible; +} + +bool ImGui::IsItemVisible() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0; +} + +bool ImGui::IsItemEdited() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0; +} + +// Allow next item to be overlapped by subsequent items. +// This works by requiring HoveredId to match for two subsequent frames, +// so if a following items overwrite it our interactions will naturally be disabled. +void ImGui::SetNextItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead. +void ImGui::SetItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (g.HoveredId == id) + g.HoveredIdAllowOverlap = true; + if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id. + g.ActiveIdAllowOverlap = true; +} +#endif + +// This is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations. +// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version if needed? +void ImGui::SetActiveIdUsingAllKeyboardKeys() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId != 0); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1; + g.ActiveIdUsingAllKeyboardKeys = true; + NavMoveRequestCancel(); +} + +ImGuiID ImGui::GetItemID() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.ID; +} + +ImVec2 ImGui::GetItemRectMin() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Min; +} + +ImVec2 ImGui::GetItemRectMax() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Max; +} + +ImVec2 ImGui::GetItemRectSize() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.GetSize(); +} + +// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'. +// ImGuiChildFlags_Borders is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details! +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiID id = GetCurrentWindow()->GetID(str_id); + return BeginChildEx(str_id, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + return BeginChildEx(NULL, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + IM_ASSERT(id != 0); + + // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument. + const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle | ImGuiChildFlags_NavFlattened; + IM_UNUSED(ImGuiChildFlags_SupportedMask_); + IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?"); + IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!"); + if (child_flags & ImGuiChildFlags_AlwaysAutoResize) + { + IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding) + child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding; + if (window_flags & ImGuiWindowFlags_NavFlattened) + child_flags |= ImGuiChildFlags_NavFlattened; +#endif + if (child_flags & ImGuiChildFlags_AutoResizeX) + child_flags &= ~ImGuiChildFlags_ResizeX; + if (child_flags & ImGuiChildFlags_AutoResizeY) + child_flags &= ~ImGuiChildFlags_ResizeY; + + // Set window flags + window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking; + window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize)) + window_flags |= ImGuiWindowFlags_AlwaysAutoResize; + if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0) + window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; + + // Special framed style + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding); + child_flags |= ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding; + window_flags |= ImGuiWindowFlags_NoMove; + } + + // Forward size + // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set. + // (the alternative would to store conditional flags per axis, which is possible but more code) + const ImVec2 size_avail = GetContentRegionAvail(); + const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y); + ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y); + + // A SetNextWindowSize() call always has priority (#8020) + // (since the code in Begin() never supported SizeVal==0.0f aka auto-resize via SetNextWindowSize() call, we don't support it here for now) + // FIXME: We only support ImGuiCond_Always in this path. Supporting other paths would requires to obtain window pointer. + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) != 0 && (g.NextWindowData.SizeCond & ImGuiCond_Always) != 0) + { + if (g.NextWindowData.SizeVal.x > 0.0f) + { + size.x = g.NextWindowData.SizeVal.x; + child_flags &= ~ImGuiChildFlags_ResizeX; + } + if (g.NextWindowData.SizeVal.y > 0.0f) + { + size.y = g.NextWindowData.SizeVal.y; + child_flags &= ~ImGuiChildFlags_ResizeY; + } + } + SetNextWindowSize(size); + + // Forward child flags (we allow prior settings to merge but it'll only work for adding flags) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) + g.NextWindowData.ChildFlags |= child_flags; + else + g.NextWindowData.ChildFlags = child_flags; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags; + + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround. + // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it. + const char* temp_window_name; + /*if (name && parent_window->IDStack.back() == parent_window->ID) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack + else*/ + if (name) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id); + else + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id); + + // Set style + const float backup_border_size = g.Style.ChildBorderSize; + if ((child_flags & ImGuiChildFlags_Borders) == 0) + g.Style.ChildBorderSize = 0.0f; + + // Begin into window + const bool ret = Begin(temp_window_name, NULL, window_flags); + + // Restore style + g.Style.ChildBorderSize = backup_border_size; + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PopStyleVar(3); + PopStyleColor(); + } + + ImGuiWindow* child_window = g.CurrentWindow; + child_window->ChildId = id; + + // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. + // While this is not really documented/defined, it seems that the expected thing to do. + if (child_window->BeginCount == 1) + parent_window->DC.CursorPos = child_window->Pos; + + // Process navigation-in immediately so NavInit can run on first frame + // Can enter a child if (A) it has navigable items or (B) it can be scrolled. + const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id); + if (g.ActiveId == temp_id_for_activation) + ClearActiveID(); + if (g.NavActivateId == id && !(child_flags & ImGuiChildFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY)) + { + FocusWindow(child_window); + NavInitWindow(child_window, false); + SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item + g.ActiveIdSource = g.NavInputSource; + } + return ret; +} + +void ImGui::EndChild() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* child_window = g.CurrentWindow; + + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; + IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls + + g.WithinEndChildID = child_window->ID; + ImVec2 child_size = child_window->Size; + End(); + if (child_window->BeginCount == 1) + { + ImGuiWindow* parent_window = g.CurrentWindow; + ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size); + ItemSize(child_size); + const bool nav_flattened = (child_window->ChildFlags & ImGuiChildFlags_NavFlattened) != 0; + if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !nav_flattened) + { + ItemAdd(bb, child_window->ChildId); + RenderNavCursor(bb, child_window->ChildId); + + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) + if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow) + RenderNavCursor(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavRenderCursorFlags_Compact); + } + else + { + // Not navigable into + // - This is a bit of a fringe use case, mostly useful for undecorated, non-scrolling contents childs, or empty childs. + // - We could later decide to not apply this path if ImGuiChildFlags_FrameStyle or ImGuiChildFlags_Borders is set. + ItemAdd(bb, child_window->ChildId, NULL, ImGuiItemFlags_NoNav); + + // But when flattened we directly reach items, adjust active layer mask accordingly + if (nav_flattened) + parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext; + } + if (g.HoveredWindow == child_window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + g.WithinEndChildID = backup_within_end_child_id; + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) +{ + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); + window->SetWindowDockAllowFlags = enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~flags); +} + +ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); +} + +ImGuiWindow* ImGui::FindWindowByName(const char* name) +{ + ImGuiID id = ImHashStr(name); + return FindWindowByID(id); +} + +static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->ViewportPos = main_viewport->Pos; + if (settings->ViewportId) + { + window->ViewportId = settings->ViewportId; + window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); + } + window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y)); + if (settings->Size.x > 0 && settings->Size.y > 0) + window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y)); + window->Collapsed = settings->Collapsed; + window->DockId = settings->DockId; + window->DockOrder = settings->DockOrder; +} + +static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + // Initial window state with e.g. default/arbitrary window position + // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->Pos = main_viewport->Pos + ImVec2(60, 60); + window->Size = window->SizeFull = ImVec2(0, 0); + window->ViewportPos = main_viewport->Pos; + window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + + if (settings != NULL) + { + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); + ApplyWindowSettings(window, settings); + } + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values + + if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) + { + window->AutoFitFramesX = window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } + else + { + if (window->Size.x <= 0.0f) + window->AutoFitFramesX = 2; + if (window->Size.y <= 0.0f) + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); + } +} + +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) +{ + // Create window the first time + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); + window->Flags = flags; + g.WindowsById.SetVoidPtr(window->ID, window); + + ImGuiWindowSettings* settings = NULL; + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0) + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + + InitOrLoadWindowSettings(window, settings); + + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) + g.Windows.push_front(window); // Quite slow but rare and only once + else + g.Windows.push_back(window); + + return window; +} + +static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window) +{ + return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window; +} + +static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) +{ + return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; +} + +static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window) +{ + // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + // FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller. + // Perhaps should tend further a neater test for this. + ImGuiContext& g = *GImGui; + ImVec2 size_min; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) + { + size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f; + } + else + { + size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f; + } + + // Reduce artifacts with very small windows + ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); + size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight + window_for_height->MenuBarHeight + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); + return size_min; +} + +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) +{ + ImGuiContext& g = *GImGui; + ImVec2 new_size = size_desired; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max. + ImRect cr = g.NextWindowData.SizeConstraintRect; + new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; + new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; + if (g.NextWindowData.SizeCallback) + { + ImGuiSizeCallbackData data; + data.UserData = g.NextWindowData.SizeCallbackUserData; + data.Pos = window->Pos; + data.CurrentSize = window->SizeFull; + data.DesiredSize = new_size; + g.NextWindowData.SizeCallback(&data); + new_size = data.DesiredSize; + } + new_size.x = IM_TRUNC(new_size.x); + new_size.y = IM_TRUNC(new_size.y); + } + + // Minimum size + ImVec2 size_min = CalcWindowMinSize(window); + return ImMax(new_size, size_min); +} + +static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal) +{ + bool preserve_old_content_sizes = false; + if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + preserve_old_content_sizes = true; + else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + preserve_old_content_sizes = true; + if (preserve_old_content_sizes) + { + *content_size_current = window->ContentSize; + *content_size_ideal = window->ContentSizeIdeal; + return; + } + + content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); + content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); +} + +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x; + const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y; + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars); + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Tooltip always resize + return size_desired; + } + else + { + // Maximum window size is determined by the viewport size or monitor size + ImVec2 size_min = CalcWindowMinSize(window); + ImVec2 size_max = ImVec2(FLT_MAX, FLT_MAX); + + // Child windows are layed within their parent (unless they are also popups/menus) and thus have no restriction + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || (window->Flags & ImGuiWindowFlags_Popup) != 0) + { + if (!window->ViewportOwned) + size_max = ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; + const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f; + } + + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, size_max)); + + // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one axis may be auto-fit when calculating scrollbars, + // we may need to compute/store three variants of size_auto_fit, for x/y/xy. + // Here we implement a workaround for child windows only, but a full solution would apply to normal windows as well: + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && !(window->ChildFlags & ImGuiChildFlags_ResizeY)) + size_auto_fit.y = window->SizeFull.y; + else if (!(window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->ChildFlags & ImGuiChildFlags_ResizeY)) + size_auto_fit.x = window->SizeFull.x; + + // When the window cannot fit all contents (either because of constraints, either because screen is too small), + // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. + ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + if (will_have_scrollbar_x) + size_auto_fit.y += style.ScrollbarSize; + if (will_have_scrollbar_y) + size_auto_fit.x += style.ScrollbarSize; + return size_auto_fit; + } +} + +ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) +{ + ImVec2 size_contents_current; + ImVec2 size_contents_ideal; + CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + return size_final; +} + +static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window) +{ + if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + return ImGuiCol_PopupBg; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive) + return ImGuiCol_ChildBg; + return ImGuiCol_WindowBg; +} + +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) +{ + ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left + ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right + ImVec2 size_expected = pos_max - pos_min; + ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); + *out_pos = pos_min; + if (corner_norm.x == 0.0f) + out_pos->x -= (size_constrained.x - size_expected.x); + if (corner_norm.y == 0.0f) + out_pos->y -= (size_constrained.y - size_expected.y); + *out_size = size_constrained; +} + +// Data for resizing from resize grip / corner +struct ImGuiResizeGripDef +{ + ImVec2 CornerPosN; + ImVec2 InnerDir; + int AngleMin12, AngleMax12; +}; +static const ImGuiResizeGripDef resize_grip_def[4] = +{ + { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right + { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left + { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused) +}; + +// Data for resizing from borders +struct ImGuiResizeBorderDef +{ + ImVec2 InnerDir; // Normal toward inside + ImVec2 SegmentN1, SegmentN2; // End positions, normalized (0,0: upper left) + float OuterAngle; // Angle toward outside +}; +static const ImGuiResizeBorderDef resize_border_def[4] = +{ + { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left + { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down +}; + +static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) +{ + ImRect rect = window->Rect(); + if (thickness == 0.0f) + rect.Max -= ImVec2(1, 1); + if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } + if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } + IM_ASSERT(0); + return ImRect(); +} + +// 0..3: corners (Lower-right, Lower-left, Unused, Unused) +ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) +{ + IM_ASSERT(n >= 0 && n < 4); + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Borders (Left, Right, Up, Down) +ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) +{ + IM_ASSERT(dir >= 0 && dir < 4); + int n = (int)dir + 4; + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Handle resize for: Resize Grips, Borders, Gamepad +// Return true when using auto-fit (double-click on resize grip) +static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window. + return false; + + int ret_auto_fit_mask = 0x00; + const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float grip_hover_inner_size = (resize_grip_count > 0) ? IM_TRUNC(grip_draw_size * 0.75f) : 0.0f; + const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; + + ImRect clamp_rect = visibility_rect; + const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar); + if (window_move_from_title_bar) + clamp_rect.Min.y -= window->TitleBarHeight; + + ImVec2 pos_target(FLT_MAX, FLT_MAX); + ImVec2 size_target(FLT_MAX, FLT_MAX); + + // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time). + // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. + // This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it. + // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. + // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). + // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup. + const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration); + if (clip_with_viewport_rect) + window->ClipRect = window->Viewport->GetMainRect(); + + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Manual resize grips + PushID("#RESIZE"); + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); + + // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window + bool hovered, held; + ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size); + if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); + if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered || held) + SetMouseCursor((resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE); + + if (held && g.IO.MouseDoubleClicked[0]) + { + // Auto-fit when double-clicking + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit_mask = 0x03; // Both axises + ClearActiveID(); + } + else if (held) + { + // Resize from any of the four corners + // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position + ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX); + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip + corner_target = ImClamp(corner_target, clamp_min, clamp_max); + CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); + } + + // Only lower-left grip is visible before hovering/activating + if (resize_grip_n == 0 || held || hovered) + resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); + } + + int resize_border_mask = 0x00; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0); + else + resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00; + for (int border_n = 0; border_n < 4; border_n++) + { + if ((resize_border_mask & (1 << border_n)) == 0) + continue; + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + + bool hovered, held; + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() + ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) + hovered = false; + if (hovered || held) + SetMouseCursor((axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS); + if (held && g.IO.MouseDoubleClicked[0]) + { + // Double-clicking bottom or right border auto-fit on this axis + // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one side may be auto-fit when calculating scrollbars. + // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases. + if (border_n == 1 || border_n == 3) // Right and bottom border + { + size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis]; + ret_auto_fit_mask |= (1 << axis); + hovered = held = false; // So border doesn't show highlighted at new position + } + ClearActiveID(); + } + else if (held) + { + // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop. + // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually. + // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it! + const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true)); + if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing) + { + g.WindowResizeBorderExpectedRect = border_rect; + g.WindowResizeRelativeMode = false; + } + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0) + g.WindowResizeRelativeMode = true; + + const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size); + const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis]; + const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above. + + // Use absolute mode position + ImVec2 border_target = window->Pos; + border_target[axis] = border_target_abs_mode_for_axis; + + // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position. + bool ignore_resize = false; + if (g.WindowResizeRelativeMode) + { + //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode"); + border_target[axis] = border_target_rel_mode_for_axis; + if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis)) + ignore_resize = true; + } + + // Clamp, apply + ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX); + border_target = ImClamp(border_target, clamp_min, clamp_max); + if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent + { + ImGuiWindow* parent_window = window->ParentWindow; + ImGuiWindowFlags parent_flags = parent_window->Flags; + ImRect border_limit_rect = parent_window->InnerRect; + border_limit_rect.Expand(ImVec2(-ImMax(parent_window->WindowPadding.x, parent_window->WindowBorderSize), -ImMax(parent_window->WindowPadding.y, parent_window->WindowBorderSize))); + if ((axis == ImGuiAxis_X) && ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar))) + border_target.x = ImClamp(border_target.x, border_limit_rect.Min.x, border_limit_rect.Max.x); + if ((axis == ImGuiAxis_Y) && (parent_flags & ImGuiWindowFlags_NoScrollbar)) + border_target.y = ImClamp(border_target.y, border_limit_rect.Min.y, border_limit_rect.Max.y); + } + if (!ignore_resize) + CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); + } + if (hovered) + *border_hovered = border_n; + if (held) + *border_held = border_n; + } + PopID(); + + // Restore nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + // Navigation resize (keyboard/gamepad) + // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user. + // Not even sure the callback works here. + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window) + { + ImVec2 nav_resize_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown); + if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f) + { + const float NAV_RESIZE_SPEED = 600.0f; + const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step; + g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size + g.NavWindowingToggleLayer = false; + g.NavHighlightItemUnderNav = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored); + g.NavWindowingAccumDeltaSize -= accum_floored; + } + } + } + + // Apply back modified position/size to window + const ImVec2 curr_pos = window->Pos; + const ImVec2 curr_size = window->SizeFull; + if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x)) + window->Size.x = window->SizeFull.x = size_target.x; + if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y)) + window->Size.y = window->SizeFull.y = size_target.y; + if (pos_target.x != FLT_MAX && window->Pos.x != ImTrunc(pos_target.x)) + window->Pos.x = ImTrunc(pos_target.x); + if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y)) + window->Pos.y = ImTrunc(pos_target.y); + if (curr_pos.x != window->Pos.x || curr_pos.y != window->Pos.y || curr_size.x != window->SizeFull.x || curr_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); + + // Recalculate next expected border expected coordinates + if (*border_held != -1) + g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + + return ret_auto_fit_mask; +} + +static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImVec2 size_for_clamping = window->Size; + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && window->DockNodeAsHost) + size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here. + else if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + size_for_clamping.y = window->TitleBarHeight; + window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); +} + +static void RenderWindowOuterSingleBorder(ImGuiWindow* window, int border_n, ImU32 border_col, float border_size) +{ + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const float rounding = window->WindowRounding; + const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(border_col, ImDrawFlags_None, border_size); +} + +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + const float border_size = window->WindowBorderSize; + const ImU32 border_col = GetColorU32(ImGuiCol_Border); + if (border_size > 0.0f && (window->Flags & ImGuiWindowFlags_NoBackground) == 0) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, 0, window->WindowBorderSize); + else if (border_size > 0.0f) + { + if (window->ChildFlags & ImGuiChildFlags_ResizeX) // Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border. + RenderWindowOuterSingleBorder(window, 1, border_col, border_size); + if (window->ChildFlags & ImGuiChildFlags_ResizeY) + RenderWindowOuterSingleBorder(window, 3, border_col, border_size); + } + if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1) + { + const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered; + const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // Thicker than usual + } + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + float y = window->Pos.y + window->TitleBarHeight - 1; + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), border_col, g.Style.FrameBorderSize); + } +} + +// Draw background and borders +// Draw and handle scrollbars +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Ensure that Scrollbar() doesn't read last frame's SkipItems + IM_ASSERT(window->BeginCount == 0); + window->SkipItems = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + const float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && g.NavCursorVisible) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse) + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + bool is_docking_transparent_payload = false; + if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) + if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) + is_docking_transparent_payload = true; + + ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); + if (window->ViewportOwned) + { + bg_col |= IM_COL32_A_MASK; // No alpha + if (is_docking_transparent_payload) + window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; + } + else + { + // Adjust alpha. For docking + bool override_alpha = false; + float alpha = 1.0f; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + { + alpha = g.NextWindowData.BgAlphaVal; + override_alpha = true; + } + if (is_docking_transparent_payload) + { + alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override? + override_alpha = true; + } + if (override_alpha) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + } + + // Render, for docked windows and host windows we ensure bg goes before decorations + if (window->DockIsActive) + window->DockNode->LastBgColor = bg_col; + ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + } + if (window->DockIsActive) + window->DockNode->IsBgDrawnThisFrame = true; + + // Title bar + // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, + // in order for their pos/size to be matching their undocking state.) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock + ImGuiDockNode* node = window->DockNode; + if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar()) + { + float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f); + float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f); + ImVec2 p = node->Pos; + ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); + ImGuiID unhide_id = window->GetID("#UNHIDE"); + KeepAliveID(unhide_id); + bool hovered, held; + if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren)) + node->WantHiddenTabBarToggle = true; + else if (held && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button + + // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. + ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImU32 col = resize_grip_col[resize_grip_n]; + if ((col & IM_COL32_A_MASK) == 0) + continue; + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(col); + } + } + + // Borders (for dock node host they will be rendered over after the tab bar) + if (handle_borders_and_resize_grips && !window->DockNodeAsHost) + RenderWindowOuterBorders(window); + } + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; +} + +// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead. +// Render title text, collapse button, close button +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref? + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y); + pad_l += button_sz + style.ItemInnerSpacing.x; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + g.CurrentItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f; + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correctly. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos; + marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x); + marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; + if (marker_pos.x > layout_r.Min.x) + { + RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text)); + clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); + } + } + //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); +} + +void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) +{ + window->ParentWindow = parent_window; + window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + { + window->RootWindowDockTree = parent_window->RootWindowDockTree; + if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) + window->RootWindow = parent_window->RootWindow; + } + if (parent_window && (flags & ImGuiWindowFlags_Popup)) + window->RootWindowPopupTree = parent_window->RootWindowPopupTree; + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ? + window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; + while (window->RootWindowForNav->ChildFlags & ImGuiChildFlags_NavFlattened) + { + IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); + window->RootWindowForNav = window->RootWindowForNav->ParentWindow; + } +} + +// [EXPERIMENTAL] Called by Begin(). NextWindowData is valid at this point. +// This is designed as a toy/test-bed for +void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + window->SkipRefresh = false; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0) + return; + if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh) + { + // FIXME-IDLE: Tests for e.g. mouse clicks or keyboard while focused. + if (window->Appearing) // If currently appearing + return; + if (window->Hidden) // If was hidden (previous frame) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnHover) && g.HoveredWindow) + if (window->RootWindow == g.HoveredWindow->RootWindow || IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, window)) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnFocus) && g.NavWindow) + if (window->RootWindow == g.NavWindow->RootWindow || IsWindowWithinBeginStackOf(g.NavWindow->RootWindow, window)) + return; + window->DrawList = NULL; + window->SkipRefresh = true; + } +} + +static void SetWindowActiveForSkipRefresh(ImGuiWindow* window) +{ + window->Active = true; + for (ImGuiWindow* child : window->DC.ChildWindows) + if (!child->Hidden) + { + child->Active = child->SkipRefresh = true; + SetWindowActiveForSkipRefresh(child); + } +} + +// Push a new Dear ImGui window to add widgets to. +// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. +// - Begin/End can be called multiple times during the frame with the same window name to append content. +// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). +// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. +// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. +// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. +bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required + IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet + + // Find or create + ImGuiWindow* window = FindWindowByName(name); + const bool window_just_created = (window == NULL); + if (window_just_created) + window = CreateNewWindow(name, flags); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInWindow == window->ID) + IM_DEBUG_BREAK(); + + // Automatically disable manual moving/resizing when NoInputs is set + if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) + flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; + + const int current_frame = g.FrameCount; + const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); + + // Update the Appearing flag (note: the BeginDocked() path may also set this to true later) + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed + window_just_activated_by_user |= (window != popup_ref.Window); + } + + // Update Flags, LastFrameActive, BeginOrderXXX fields + const bool window_was_appearing = window->Appearing; + if (first_begin_of_the_frame) + { + UpdateWindowInFocusOrderList(window, window_just_created, flags); + window->Appearing = window_just_activated_by_user; + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + window->FlagsPreviousFrame = window->Flags; + window->Flags = (ImGuiWindowFlags)flags; + window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0; + window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); + } + else + { + flags = window->Flags; + } + + // Docking + // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock) + SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); + if (first_begin_of_the_frame) + { + bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); + bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); + bool dock_node_was_visible = window->DockNodeIsVisible; + bool dock_tab_was_visible = window->DockTabIsVisible; + if (has_dock_node || new_auto_dock_node) + { + BeginDocked(window, p_open); + flags = window->Flags; + if (window->DockIsActive) + { + IM_ASSERT(window->DockNode != NULL); + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints + } + + // Amend the Appearing flag + if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing) + { + window->Appearing = true; + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + } + } + else + { + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + } + } + + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + + // We allow window memory to be compacted so recreate the base stack when needed. + if (window->IDStack.Size == 0) + window->IDStack.push_back(window->ID); + + // Add to stack + g.CurrentWindow = window; + g.CurrentWindowStack.resize(g.CurrentWindowStack.Size + 1); + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); + window_stack_data.Window = window; + window_stack_data.ParentLastItemDataBackup = g.LastItemData; + window_stack_data.DisabledOverrideReenable = (flags & ImGuiWindowFlags_Tooltip) && (g.CurrentItemFlags & ImGuiItemFlags_Disabled); + ErrorRecoveryStoreState(&window_stack_data.StackSizesInBegin); + g.StackSizesInBeginForCurrentWindow = &window_stack_data.StackSizesInBegin; + if (flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuDepth++; + + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if (first_begin_of_the_frame) + { + UpdateWindowParentAndRootLinks(window, flags, parent_window); + window->ParentWindowInBeginStack = parent_window_in_stack; + + // Focus route + // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack, + // Use for e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798) + window->ParentWindowForFocusRoute = (window->RootWindow != window) ? parent_window_in_stack : NULL; + if (window->ParentWindowForFocusRoute == NULL && window->DockNode != NULL) + if (window->DockNode->MergedFlags & ImGuiDockNodeFlags_DockedWindowsInFocusRoute) + window->ParentWindowForFocusRoute = window->DockNode->HostWindow; + + // Override with SetNextWindowClass() field or direct call to SetWindowParentWindowForFocusRoute() + if (window->WindowClass.FocusRouteParentWindowId != 0) + { + window->ParentWindowForFocusRoute = FindWindowByID(window->WindowClass.FocusRouteParentWindowId); + IM_ASSERT(window->ParentWindowForFocusRoute != 0); // Invalid value for FocusRouteParentWindowId. + } + } + + // Add to focus scope stack + PushFocusScope((window->ChildFlags & ImGuiChildFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID); + window->NavRootFocusScopeId = g.CurrentFocusScopeId; + + // Add to popup stacks: update OpenPopupStack[] data, push to BeginPopupStack[] + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + popup_ref.Window = window; + popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent; + g.BeginPopupStack.push_back(popup_ref); + window->PopupId = popup_ref.PopupId; + } + + // Process SetNextWindow***() calls + // (FIXME: Consider splitting the HasXXX flags into X/Y components + bool window_pos_set_by_api = false; + bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) + { + window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; + if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) + { + // May be processed on the next frame if this is our first frame and we are measuring size + // FIXME: Look into removing the branch so everything can go through this same code path for consistency. + window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + } + else + { + SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) + { + window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); + window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild() + g.NextWindowData.SizeVal.x = window->SizeFull.x; + if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) + g.NextWindowData.SizeVal.y = window->SizeFull.y; + SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) + { + if (g.NextWindowData.ScrollVal.x >= 0.0f) + { + window->ScrollTarget.x = g.NextWindowData.ScrollVal.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + if (g.NextWindowData.ScrollVal.y >= 0.0f) + { + window->ScrollTarget.y = g.NextWindowData.ScrollVal.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; + else if (first_begin_of_the_frame) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass) + window->WindowClass = g.NextWindowData.WindowClass; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) + SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) + FocusWindow(window); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + + // [EXPERIMENTAL] Skip Refresh mode + UpdateWindowSkipRefresh(window); + + // Nested root windows (typically tooltips) override disabled state + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + BeginDisabledOverrideReenable(); + + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindow = NULL; + + // When reusing window again multiple times a frame, just append content (don't need to setup again) + if (first_begin_of_the_frame && !window->SkipRefresh) + { + // Initialize + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + window->Active = true; + window->HasCloseButton = (p_open != NULL); + window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); + window->IDStack.resize(1); + window->DrawList->_ResetForNewFrame(); + window->DC.CurrentTableIdx = -1; + if (flags & ImGuiWindowFlags_DockNodeHost) + { + window->DrawList->ChannelsSplit(2); + window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later + } + + // Restore buffer capacity when woken from a compacted state, to avoid + if (window->MemoryCompacted) + GcAwakeTransientWindowBuffers(window); + + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). + // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. + bool window_title_visible_elsewhere = false; + if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive)) + window_title_visible_elsewhere = true; + else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + window_title_visible_elsewhere = true; + if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) + { + size_t buf_len = (size_t)window->NameBufLen; + window->Name = ImStrdupcpy(window->Name, &buf_len, name); + window->NameBufLen = (int)buf_len; + } + + // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS + + // Update contents size from last frame for auto-fitting (or use explicit size) + CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); + + // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors + // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because + // it has a single usage before this code block and may be set below before it is finally checked. + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; + if (window->HiddenFramesForRenderOnly > 0) + window->HiddenFramesForRenderOnly--; + + // Hide new windows for one frame until they calculate their size + if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) + window->HiddenFramesCannotSkipItems = 1; + + // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) + { + window->HiddenFramesCannotSkipItems = 1; + if (flags & ImGuiWindowFlags_AlwaysAutoResize) + { + if (!window_size_x_set_by_api) + window->Size.x = window->SizeFull.x = 0.f; + if (!window_size_y_set_by_api) + window->Size.y = window->SizeFull.y = 0.f; + window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f); + } + } + + // SELECT VIEWPORT + // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. + + WindowSelectViewport(window); + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + flags = window->Flags; + + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style. + + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow)) + window->WindowBorderSize = style.ChildBorderSize; + else + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + window->WindowPadding = style.WindowPadding; + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f) + window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + + // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + window->TitleBarHeight = (flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : g.FontSize + g.Style.FramePadding.y * 2.0f; + window->MenuBarHeight = (flags & ImGuiWindowFlags_MenuBar) ? window->DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0f : 0.0f; + + // Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible. + // Those flags will be altered further down in the function depending on more conditions. + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; + if (window_size_x_set_by_api && window->ContentSizeExplicit.x != 0.0f) + use_current_size_for_scrollbar_x = true; + if (window_size_y_set_by_api && window->ContentSizeExplicit.y != 0.0f) // #7252 + use_current_size_for_scrollbar_y = true; + + // Collapse window by double-clicking on title bar + // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive) + { + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), + // so verify that we don't have items over the title bar. + ImRect title_bar_rect = window->TitleBarRect(); + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && g.ActiveId == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max)) + if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_NoOwner) + window->WantCollapseToggle = true; + if (window->WantCollapseToggle) + { + window->Collapsed = !window->Collapsed; + if (!window->Collapsed) + use_current_size_for_scrollbar_y = true; + MarkIniSettingsDirty(window); + } + } + else + { + window->Collapsed = false; + } + window->WantCollapseToggle = false; + + // SIZE + + // Outer Decoration Sizes + // (we need to clear ScrollbarSize immediately as CalcWindowAutoFitSize() needs it and can be called from other locations). + const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes; + window->DecoOuterSizeX1 = 0.0f; + window->DecoOuterSizeX2 = 0.0f; + window->DecoOuterSizeY1 = window->TitleBarHeight + window->MenuBarHeight; + window->DecoOuterSizeY2 = 0.0f; + window->ScrollbarSizes = ImVec2(0.0f, 0.0f); + + // Calculate auto-fit size, handle automatic resize + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) + { + // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + if (!window_size_x_set_by_api) + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api) + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + } + else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + { + // Auto-fit may only grow window during the first few frames + // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + if (!window->Collapsed) + MarkIniSettingsDirty(window); + } + + // Apply minimum/maximum window size constraints and final size + window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; + + // POSITION + + // Popup latch its initial position, will position itself when it appears next frame + if (window_just_activated_by_user) + { + window->AutoPosLastDirection = ImGuiDir_None; + if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos() + window->Pos = g.BeginPopupStack.back().OpenPopupPos; + } + + // Position child window + if (flags & ImGuiWindowFlags_ChildWindow) + { + IM_ASSERT(parent_window && parent_window->Active); + window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; + parent_window->DC.ChildWindows.push_back(window); + if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = parent_window->DC.CursorPos; + } + + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); + if (window_pos_with_pivot) + SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) + else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = FindBestWindowPosForPopup(window); + + // Late create viewport if we don't fit within our current host viewport. + if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized)) + if (!window->Viewport->GetMainRect().Contains(window->Rect())) + { + // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) + //ImGuiViewport* old_viewport = window->Viewport; + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + + // FIXME-DPI + //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + } + + if (window->ViewportOwned) + WindowSyncOwnedViewport(window, parent_window_in_stack); + + // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) + // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. + ImRect viewport_rect(window->Viewport->GetMainRect()); + ImRect viewport_work_rect(window->Viewport->GetWorkRect()); + ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); + + // Clamp position/size so window stays visible within its viewport or monitor + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + // FIXME: Similar to code in GetWindowAllowedExtentRect() + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow)) + { + if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) + { + ClampWindowPos(window, visibility_rect); + } + else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) + { + if (g.MovingWindow != NULL && window->RootWindowDockTree == g.MovingWindow->RootWindowDockTree) + { + // While moving windows we allow them to straddle monitors (#7299, #3071) + visibility_rect = g.PlatformMonitorsFullWorkRect; + } + else + { + // When not moving ensure visible in its monitor + // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport. + const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport); + visibility_rect = ImRect(monitor->WorkPos, monitor->WorkPos + monitor->WorkSize); + } + visibility_rect.Expand(-visibility_padding); + ClampWindowPos(window, visibility_rect); + } + } + window->Pos = ImTrunc(window->Pos); + + // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) + // Large values tend to lead to variety of artifacts and are not recommended. + if (window->ViewportOwned || window->DockIsActive) + window->WindowRounding = 0.0f; + else + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + + // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. + //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f); + + // Apply window focus (new and reactivated windows are moved to front) + bool want_focus = false; + if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + { + if (flags & ImGuiWindowFlags_Popup) + want_focus = true; + else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip)) + want_focus = true; + } + + // [Test Engine] Register whole window in the item system (before submitting further decorations) +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (g.TestEngineHookItems) + { + IM_ASSERT(window->IDStack.Size == 1); + window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself. + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL); + IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); + window->IDStack.Size = 1; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + } +#endif + + // Decide if we are going to handle borders and resize grips + const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); + + // Handle manual resize: Resize Grips, Borders, Gamepad + int border_hovered = -1, border_held = -1; + ImU32 resize_grip_col[4] = {}; + const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + if (handle_borders_and_resize_grips && !window->Collapsed) + if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) + { + if (auto_fit_mask & (1 << ImGuiAxis_X)) + use_current_size_for_scrollbar_x = true; + if (auto_fit_mask & (1 << ImGuiAxis_Y)) + use_current_size_for_scrollbar_y = true; + } + window->ResizeBorderHovered = (signed char)border_hovered; + window->ResizeBorderHeld = (signed char)border_held; + + // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) + if (window->ViewportOwned) + { + if (!window->Viewport->PlatformRequestMove) + window->Viewport->Pos = window->Pos; + if (!window->Viewport->PlatformRequestResize) + window->Viewport->Size = window->Size; + window->Viewport->UpdateWorkRect(); + viewport_rect = window->Viewport->GetMainRect(); + } + + // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) + window->ViewportPos = window->Viewport->Pos; + + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // Intentionally use previous frame values for InnerRect and ScrollbarSizes. + // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + + // Amend the partially filled window->DecorationXXX values. + window->DecoOuterSizeX2 += window->ScrollbarSizes.x; + window->DecoOuterSizeY2 += window->ScrollbarSizes.y; + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depend on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. + + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + if (window->DockIsActive) + window->OuterRectClipped.Min.y += window->TitleBarHeight; + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - ScrollToRectEx() + // - NavUpdatePageUpPageDown() + // - Scrollbar() + window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1; + window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2; + + // Inner clipping rectangle. + // - Extend a outside of normal work region up to borders. + // - This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // - It also makes clipped items be more noticeable. + // - And is consistent on both axis (prior to 2024/05/03 ClipRect used WindowPadding.x * 0.5f on left and right edge), see #3312 + // - Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + + // Try to match the fact that our border is drawn centered over the window rectangle, rather than inner. + // This is why we do a *0.5f here. We don't currently even technically support large values for WindowBorderSize, + // see e.g #7887 #7888, but may do after we move the window border to become an inner border (and then we can remove the 0.5f here). + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + window->WindowBorderSize * 0.5f); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size * 0.5f); + window->InnerClipRect.Max.x = ImFloor(window->InnerRect.Max.x - window->WindowBorderSize * 0.5f); + window->InnerClipRect.Max.y = ImFloor(window->InnerRect.Max.y - window->WindowBorderSize * 0.5f); + window->InnerClipRect.ClipWithFull(host_rect); + + // Default item width. Make it proportional to window size if window manually resizes + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f); + else + window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f); + + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f; + + // DRAWING + + // Setup draw list and outer clipping rectangle + IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); + window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + PushClipRect(host_rect.Min, host_rect.Max, false); + + // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) + const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; + if (is_undocked_or_docked_visible) + { + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + { + // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) + // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs + ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL; + bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false; + bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0); + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping) + render_decorations_in_parent = true; + } + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; + + // Handle title bar, scrollbar, resize grips and resize borders + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); + + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + } + + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + window->ParentWorkRect = window->WorkRect; + + // [LEGACY] Content Region + // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling. + // Used by: + // - Mouse wheel scrolling + many other things + window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1; + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + + // Setup drawing context + // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) + window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x; + window->DC.GroupOffset.x = 0.0f; + window->DC.ColumnsOffset.x = 0.0f; + + // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. + // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. + double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x; + double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1; + window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y); + window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y)); + window->DC.CursorPos = window->DC.CursorStartPos; + window->DC.CursorPosPrevLine = window->DC.CursorPos; + window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.IdealMaxPos = window->DC.CursorStartPos; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; + window->DC.NavLayersActiveMaskNext = 0x00; + window->DC.NavIsScrollPushableX = true; + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f); + + window->DC.MenuBarAppending = false; + window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); + window->DC.TreeDepth = 0; + window->DC.TreeHasStackDataDepthMask = 0x00; + window->DC.ChildWindows.resize(0); + window->DC.StateStorage = &window->StateStorage; + window->DC.CurrentColumns = NULL; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + + window->DC.ItemWidth = window->ItemWidthDefault; + window->DC.TextWrapPos = -1.0f; // disabled + window->DC.ItemWidthStack.resize(0); + window->DC.TextWrapPosStack.resize(0); + if (flags & ImGuiWindowFlags_Modal) + window->DC.ModalDimBgColor = ColorConvertFloat4ToU32(GetStyleColorVec4(ImGuiCol_ModalWindowDimBg)); + + if (window->AutoFitFramesX > 0) + window->AutoFitFramesX--; + if (window->AutoFitFramesY > 0) + window->AutoFitFramesY--; + + // Clear SetNextWindowXXX data (can aim to move this higher in the function) + g.NextWindowData.ClearFlags(); + + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) + // We ImGuiFocusRequestFlags_UnlessBelowModal to: + // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed. + // - Position window behind the modal that is not a begin-parent of this window. + if (want_focus) + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + if (want_focus && window == g.NavWindow) + NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls + + // Close requested by platform window (apply to all windows in this viewport) + if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport()) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name); + *p_open = false; + g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing. + } + + // Pressing CTRL+C copy window content into the clipboard + // [EXPERIMENTAL] Breaks on nested Begin/End pairs. We need to work that out and add better logging scope. + // [EXPERIMENTAL] Text outputs has many issues. + if (g.IO.ConfigWindowsCopyContentsWithCtrlC) + if (g.NavWindow && g.NavWindow->RootWindow == window && g.ActiveId == 0 && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C)) + LogToClipboard(0); + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); + else if (!(flags & ImGuiWindowFlags_NoTitleBar) && window->DockIsActive) + LogText("%.*s\n", (int)(FindRenderedTextEnd(window->Name) - window->Name), window->Name); + + // Clear hit test shape every frame + window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; + + if (flags & ImGuiWindowFlags_Tooltip) + g.TooltipPreviousWindow = window; + + if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. + // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. + if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0) + BeginDockableDragDropSource(window); + + // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. + if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking)) + if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window) + if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) + BeginDockableDragDropTarget(window); + } + + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. + SetLastItemDataForWindow(window, title_bar_rect); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId)) + DebugLocateItemResolveWithLastItem(); +#endif + + // [Test Engine] Register title bar / tab with MoveId. +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + { + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData); + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + } +#endif + } + else + { + // Skip refresh always mark active + if (window->SkipRefresh) + SetWindowActiveForSkipRefresh(window); + + // Append + SetCurrentViewport(window, window->Viewport); + SetCurrentWindow(window); + g.NextWindowData.ClearFlags(); + SetLastItemDataForWindow(window, window->TitleBarRect()); + } + + if (!(flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); + + // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) + window->WriteAccessed = false; + window->BeginCount++; + + // Update visibility + if (first_begin_of_the_frame && !window->SkipRefresh) + { + // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. + // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. + // This is analogous to regular windows being hidden from one frame. + // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. + if (window->DockIsActive && !window->DockTabIsVisible) + { + if (window->LastFrameJustFocused == g.FrameCount) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu)) + { + // Child window can be out of sight and have "negative" clip windows. + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive); + const bool nav_request = (window->ChildFlags & ImGuiChildFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (!g.LogEnabled && !nav_request) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + { + if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) + window->HiddenFramesCanSkipItems = 1; + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + window->HiddenFramesCannotSkipItems = 1; + } + + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) + window->HiddenFramesCanSkipItems = 1; + + // Update the Hidden flag + bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0); + + // Disable inputs for requested number of frames + if (window->DisableInputsFrames > 0) + { + window->DisableInputsFrames--; + window->Flags |= ImGuiWindowFlags_NoInputs; + } + + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || hidden_regular) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; + + // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value. + if (window->SkipItems) + window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask; + + // Sanity check: there are two spots which can set Appearing = true + // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false + // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert. + if (window->SkipItems && !window->Appearing) + IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177 + } + else if (first_begin_of_the_frame) + { + // Skip refresh mode + window->SkipItems = true; + } + + // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors. + // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing) +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (!window->IsFallbackWindow) + if ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)) + { + if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; } + if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; } + return false; + } +#endif + + return !window->SkipItems; +} + +static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + if (window->DockIsActive) + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect); + else + SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(rect.Min, rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, rect); +} + +void ImGui::End() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Error checking: verify that user hasn't called End() too many times! + if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); + return; + } + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); + + // Error checking: verify that user doesn't directly call End() on a child window. + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive) + IM_ASSERT_USER_ERROR(g.WithinEndChildID == window->ID, "Must call EndChild() and not End()!"); + + // Close anything that is open + if (window->DC.CurrentColumns) + EndColumns(); + if (!(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) // Pop inner window clip rectangle + PopClipRect(); + PopFocusScope(); + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + EndDisabledOverrideReenable(); + + if (window->SkipRefresh) + { + IM_ASSERT(window->DrawList == NULL); + window->DrawList = &window->DrawListInst; + } + + // Stop logging + if (g.LogWindow == window) // FIXME: add more options for scope of logging + LogFinish(); + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Docking: report contents sizes to parent to allow for auto-resize + if (window->DockNode && window->DockTabIsVisible) + if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK + host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding; + + // Pop from window stack + g.LastItemData = window_stack_data.ParentLastItemDataBackup; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuDepth--; + if (window->Flags & ImGuiWindowFlags_Popup) + g.BeginPopupStack.pop_back(); + + // Error handling, state recovery + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverWindowState(&window_stack_data.StackSizesInBegin); + + g.CurrentWindowStack.pop_back(); + SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); + if (g.CurrentWindow) + SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); +} + +// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. +void ImGui::SetCurrentFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? + IM_ASSERT(font->Scale > 0.0f); + g.Font = font; + g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); + g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; + g.FontScale = g.FontSize / g.Font->FontSize; + + ImFontAtlas* atlas = g.Font->ContainerAtlas; + g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; + g.DrawListSharedData.TexUvLines = atlas->TexUvLines; + g.DrawListSharedData.Font = g.Font; + g.DrawListSharedData.FontSize = g.FontSize; + g.DrawListSharedData.FontScale = g.FontScale; +} + +// Use ImDrawList::_SetTextureID(), making our shared g.FontStack[] authorative against window-local ImDrawList. +// - Whereas ImDrawList::PushTextureID()/PopTextureID() is not to be used across Begin() calls. +// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did... +// - Some code paths never really fully worked with multiple atlas textures. +// - The right-ish solution may be to remove _SetTextureID() and make AddText/RenderText lazily call PushTextureID()/PopTextureID() +// the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem +// because we have a concrete need and a test bed for multiple atlas textures. +void ImGui::PushFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + if (font == NULL) + font = GetDefaultFont(); + g.FontStack.push_back(font); + SetCurrentFont(font); + g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PopFont() +{ + ImGuiContext& g = *GImGui; + if (g.FontStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopFont() too many times!"); + return; + } + g.FontStack.pop_back(); + ImFont* font = g.FontStack.Size == 0 ? GetDefaultFont() : g.FontStack.back(); + SetCurrentFont(font); + g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiItemFlags item_flags = g.CurrentItemFlags; + IM_ASSERT(item_flags == g.ItemFlagsStack.back()); + if (enabled) + item_flags |= option; + else + item_flags &= ~option; + g.CurrentItemFlags = item_flags; + g.ItemFlagsStack.push_back(item_flags); +} + +void ImGui::PopItemFlag() +{ + ImGuiContext& g = *GImGui; + if (g.ItemFlagsStack.Size <= 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemFlag() too many times!"); + return; + } + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); +} + +// BeginDisabled()/EndDisabled() +// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) +// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. +// - Feedback welcome at https://github.com/ocornut/imgui/issues/211 +// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions. +// (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) +// - Note: mixing up BeginDisabled() and PushItemFlag(ImGuiItemFlags_Disabled) is currently NOT SUPPORTED. +void ImGui::BeginDisabled(bool disabled) +{ + ImGuiContext& g = *GImGui; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (!was_disabled && disabled) + { + g.DisabledAlphaBackup = g.Style.Alpha; + g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha); + } + if (was_disabled || disabled) + g.CurrentItemFlags |= ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); // FIXME-OPT: can we simply skip this and use DisabledStackSize? + g.DisabledStackSize++; +} + +void ImGui::EndDisabled() +{ + ImGuiContext& g = *GImGui; + if (g.DisabledStackSize <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling EndDisabled() too many times!"); + return; + } + g.DisabledStackSize--; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + //PopItemFlag(); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) + g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); +} + +// Could have been called BeginDisabledDisable() but it didn't want to be award nominated for most awkward function name. +// Ideally we would use a shared e.g. BeginDisabled()->BeginDisabledEx() but earlier needs to be optimal. +// The whole code for this is awkward, will reevaluate if we find a way to implement SetNextItemDisabled(). +void ImGui::BeginDisabledOverrideReenable() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentItemFlags & ImGuiItemFlags_Disabled); + g.Style.Alpha = g.DisabledAlphaBackup; + g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); + g.DisabledStackSize++; +} + +void ImGui::EndDisabledOverrideReenable() +{ + ImGuiContext& g = *GImGui; + g.DisabledStackSize--; + IM_ASSERT(g.DisabledStackSize > 0); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + g.Style.Alpha = g.DisabledAlphaBackup * g.Style.DisabledAlpha; +} + +void ImGui::PushTextWrapPos(float wrap_pos_x) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); + window->DC.TextWrapPos = wrap_pos_x; +} + +void ImGui::PopTextWrapPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.TextWrapPosStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopTextWrapPos() too many times!"); + return; + } + window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); + window->DC.TextWrapPosStack.pop_back(); +} + +static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy) +{ + ImGuiWindow* last_window = NULL; + while (last_window != window) + { + last_window = window; + window = window->RootWindow; + if (popup_hierarchy) + window = window->RootWindowPopupTree; + if (dock_hierarchy) + window = window->RootWindowDockTree; + } + return window; +} + +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy) +{ + ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy); + if (window_root == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + if (window == window_root) // end of chain + return false; + window = window->ParentWindow; + } + return false; +} + +bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +{ + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + window = window->ParentWindowInBeginStack; + } + return false; +} + +bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below) +{ + ImGuiContext& g = *GImGui; + + // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array + const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below); + if (display_layer_delta != 0) + return display_layer_delta > 0; + + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* candidate_window = g.Windows[i]; + if (candidate_window == potential_above) + return true; + if (candidate_window == potential_below) + return false; + } + return false; +} + +// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. +bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0, "Invalid flags for IsWindowHovered()!"); + + ImGuiWindow* ref_window = g.HoveredWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if (ref_window == NULL) + return false; + + if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) + { + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + bool result; + if (flags & ImGuiHoveredFlags_ChildWindows) + result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + result = (ref_window == cur_window); + if (!result) + return false; + } + + if (!IsWindowContentHoverable(ref_window, flags)) + return false; + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId) + return false; + + // When changing hovered window we requires a bit of stationary delay before activating hover timer. + // FIXME: We don't support delay other than stationary one for now, other delay would need a way + // to fulfill the possibility that multiple IsWindowHovered() with varying flag could return true + // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache. + // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow. + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID) + return false; + + return true; +} + +ImGuiID ImGui::GetWindowDockID() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockId; +} + +bool ImGui::IsWindowDocked() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockIsActive; +} + +float ImGui::GetWindowWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.x; +} + +float ImGui::GetWindowHeight() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.y; +} + +ImVec2 ImGui::GetWindowPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return window->Pos; +} + +void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowPosAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); + + // Set + const ImVec2 old_pos = window->Pos; + window->Pos = ImTrunc(pos); + ImVec2 offset = window->Pos - old_pos; + if (offset.x == 0.0f && offset.y == 0.0f) + return; + MarkIniSettingsDirty(window); + // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here. + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.IdealMaxPos += offset; + window->DC.CursorStartPos += offset; +} + +void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + SetWindowPos(window, pos, cond); +} + +void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowPos(window, pos, cond); +} + +ImVec2 ImGui::GetWindowSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Size; +} + +void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0; + + // Set + ImVec2 old_size = window->SizeFull; + if (size.x <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.x = IM_TRUNC(size.x); + if (size.y <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.y = IM_TRUNC(size.y); + if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); +} + +void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) +{ + SetWindowSize(GImGui->CurrentWindow, size, cond); +} + +void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowSize(window, size, cond); +} + +void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) + return; + window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Set + window->Collapsed = collapsed; +} + +void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) +{ + IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters + window->HitTestHoleSize = ImVec2ih(size); + window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); +} + +void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window) +{ + window->Hidden = window->SkipItems = true; + window->HiddenFramesCanSkipItems = 1; +} + +void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); +} + +bool ImGui::IsWindowCollapsed() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Collapsed; +} + +bool ImGui::IsWindowAppearing() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Appearing; +} + +void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowCollapsed(window, collapsed, cond); +} + +void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; + g.NextWindowData.PosVal = pos; + g.NextWindowData.PosPivotVal = pivot; + g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.PosUndock = true; +} + +void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; + g.NextWindowData.SizeVal = size; + g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; +} + +// For each axis: +// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width. +// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint. +// - See "Demo->Examples->Constrained-resizing window" for examples. +void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); + g.NextWindowData.SizeCallback = custom_callback; + g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; +} + +// Content size = inner scrollable rectangle, padded with WindowPadding. +// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. +void ImGui::SetNextWindowContentSize(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = ImTrunc(size); +} + +void ImGui::SetNextWindowScroll(const ImVec2& scroll) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll; + g.NextWindowData.ScrollVal = scroll; +} + +void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; + g.NextWindowData.CollapsedVal = collapsed; + g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowBgAlpha(float alpha) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; + g.NextWindowData.BgAlphaVal = alpha; +} + +void ImGui::SetNextWindowViewport(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport; + g.NextWindowData.ViewportId = id; +} + +void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock; + g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.DockId = id; +} + +void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass; + g.NextWindowData.WindowClass = *window_class; +} + +// This is experimental and meant to be a toy for exploring a future/wider range of features. +void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasRefreshPolicy; + g.NextWindowData.RefreshFlagsVal = flags; +} + +ImDrawList* ImGui::GetWindowDrawList() +{ + ImGuiWindow* window = GetCurrentWindow(); + return window->DrawList; +} + +float ImGui::GetWindowDpiScale() +{ + ImGuiContext& g = *GImGui; + return g.CurrentDpiScale; +} + +ImGuiViewport* ImGui::GetWindowViewport() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport); + return g.CurrentViewport; +} + +ImFont* ImGui::GetFont() +{ + return GImGui->Font; +} + +float ImGui::GetFontSize() +{ + return GImGui->FontSize; +} + +ImVec2 ImGui::GetFontTexUvWhitePixel() +{ + return GImGui->DrawListSharedData.TexUvWhitePixel; +} + +void ImGui::SetWindowFontScale(float scale) +{ + IM_ASSERT(scale > 0.0f); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->FontWindowScale = scale; + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize; +} + +void ImGui::PushFocusScope(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiFocusScopeData data; + data.ID = id; + data.WindowID = g.CurrentWindow->ID; + g.FocusScopeStack.push_back(data); + g.CurrentFocusScopeId = id; +} + +void ImGui::PopFocusScope() +{ + ImGuiContext& g = *GImGui; + if (g.FocusScopeStack.Size <= g.StackSizesInBeginForCurrentWindow->SizeOfFocusScopeStack) + { + IM_ASSERT_USER_ERROR(0, "Calling PopFocusScope() too many times!"); + return; + } + g.FocusScopeStack.pop_back(); + g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0; +} + +void ImGui::SetNavFocusScope(ImGuiID focus_scope_id) +{ + ImGuiContext& g = *GImGui; + g.NavFocusScopeId = focus_scope_id; + g.NavFocusRoute.resize(0); // Invalidate + if (focus_scope_id == 0) + return; + IM_ASSERT(g.NavWindow != NULL); + + // Store current path (in reverse order) + if (focus_scope_id == g.CurrentFocusScopeId) + { + // Top of focus stack contains local focus scopes inside current window + for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--) + g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]); + } + else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId) + g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID }); + else + return; + + // Then follow on manually set ParentWindowForFocusRoute field (#6798) + for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute) + g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID }); + IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3 +} + +// Focus = move navigation cursor, set scrolling, set focus window. +void ImGui::FocusItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name); + if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this? + { + IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n"); + return; + } + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible | ImGuiNavMoveFlags_NoSelect; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + SetNavWindow(window); + NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags); + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); +} + +void ImGui::ActivateItemByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; + g.NavNextActivateFlags = ImGuiActivateFlags_None; +} + +// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system! +// But ActivateItem() should function without altering scroll/focus? +void ImGui::SetKeyboardFocusHere(int offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(offset >= -1); // -1 is allowed but not below + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name); + + // It makes sense in the vast majority of cases to never interrupt a drag and drop. + // When we refactor this function into ActivateItem() we may want to make this an option. + // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but + // is also automatically dropped in the event g.ActiveId is stolen. + if (g.DragDropActive || g.MovingWindow != NULL) + { + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n"); + return; + } + + SetNavWindow(window); + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + if (offset == -1) + { + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); + } + else + { + g.NavTabbingDir = 1; + g.NavTabbingCounter = offset + 1; + } +} + +void ImGui::SetItemDefaultFocus() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!window->Appearing) + return; + if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent) + return; + + g.NavInitRequest = false; + NavApplyItemToResult(&g.NavInitResult); + NavUpdateAnyRequestFlag(); + + // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll) + if (!window->ClipRect.Contains(g.LastItemData.Rect)) + ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None); +} + +void ImGui::SetStateStorage(ImGuiStorage* tree) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->DC.StateStorage = tree ? tree : &window->StateStorage; +} + +ImGuiStorage* ImGui::GetStateStorage() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->DC.StateStorage; +} + +bool ImGui::IsRectVisible(const ImVec2& size) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); +} + +bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); +} + +//----------------------------------------------------------------------------- +// [SECTION] ID STACK +//----------------------------------------------------------------------------- + +// This is one of the very rare legacy case where we use ImGuiWindow methods, +// it should ideally be flattened at some point but it's been used a lots by widgets. +IM_MSVC_RUNTIME_CHECKS_OFF +ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +// This is only used in rare/specific situations to manufacture an ID out of nowhere. +// FIXME: Consider instead storing last non-zero ID + count of successive zero-ID, and combine those? +ImGuiID ImGuiWindow::GetIDFromPos(const ImVec2& p_abs) +{ + ImGuiID seed = IDStack.back(); + ImVec2 p_rel = ImGui::WindowPosAbsToRel(this, p_abs); + ImGuiID id = ImHashData(&p_rel, sizeof(p_rel), seed); + return id; +} + +// " +ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) +{ + ImGuiID seed = IDStack.back(); + ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + return id; +} + +void ImGui::PushID(const char* str_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id_begin, str_id_end); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const void* ptr_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(ptr_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(int int_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(int_id); + window->IDStack.push_back(id); +} + +// Push a given id value ignoring the ID stack as a seed. +void ImGui::PushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); +#endif + window->IDStack.push_back(id); +} + +// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call +// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level. +// for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more) +ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) +{ + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed) +{ + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +void ImGui::PopID() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (window->IDStack.Size <= 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PopID() too many times!"); + return; + } + window->IDStack.pop_back(); +} + +ImGuiID ImGui::GetID(const char* str_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id); +} + +ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id_begin, str_id_end); +} + +ImGuiID ImGui::GetID(const void* ptr_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(ptr_id); +} + +ImGuiID ImGui::GetID(int int_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(int_id); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] INPUTS +//----------------------------------------------------------------------------- +// - GetModForLRModKey() [Internal] +// - FixupKeyChord() [Internal] +// - GetKeyData() [Internal] +// - GetKeyIndex() [Internal] +// - GetKeyName() +// - GetKeyChordName() [Internal] +// - CalcTypematicRepeatAmount() [Internal] +// - GetTypematicRepeatRate() [Internal] +// - GetKeyPressedAmount() [Internal] +// - GetKeyMagnitude2d() [Internal] +//----------------------------------------------------------------------------- +// - UpdateKeyRoutingTable() [Internal] +// - GetRoutingIdFromOwnerId() [Internal] +// - GetShortcutRoutingData() [Internal] +// - CalcRoutingScore() [Internal] +// - SetShortcutRouting() [Internal] +// - TestShortcutRouting() [Internal] +//----------------------------------------------------------------------------- +// - IsKeyDown() +// - IsKeyPressed() +// - IsKeyReleased() +//----------------------------------------------------------------------------- +// - IsMouseDown() +// - IsMouseClicked() +// - IsMouseReleased() +// - IsMouseDoubleClicked() +// - GetMouseClickedCount() +// - IsMouseHoveringRect() [Internal] +// - IsMouseDragPastThreshold() [Internal] +// - IsMouseDragging() +// - GetMousePos() +// - SetMousePos() [Internal] +// - GetMousePosOnOpeningCurrentPopup() +// - IsMousePosValid() +// - IsAnyMouseDown() +// - GetMouseDragDelta() +// - ResetMouseDragDelta() +// - GetMouseCursor() +// - SetMouseCursor() +//----------------------------------------------------------------------------- +// - UpdateAliasKey() +// - GetMergedModsFromKeys() +// - UpdateKeyboardInputs() +// - UpdateMouseInputs() +//----------------------------------------------------------------------------- +// - LockWheelingWindow [Internal] +// - FindBestWheelingWindow [Internal] +// - UpdateMouseWheel() [Internal] +//----------------------------------------------------------------------------- +// - SetNextFrameWantCaptureKeyboard() +// - SetNextFrameWantCaptureMouse() +//----------------------------------------------------------------------------- +// - GetInputSourceName() [Internal] +// - DebugPrintInputEvent() [Internal] +// - UpdateInputEvents() [Internal] +//----------------------------------------------------------------------------- +// - GetKeyOwner() [Internal] +// - TestKeyOwner() [Internal] +// - SetKeyOwner() [Internal] +// - SetItemKeyOwner() [Internal] +// - Shortcut() [Internal] +//----------------------------------------------------------------------------- + +static ImGuiKeyChord GetModForLRModKey(ImGuiKey key) +{ + if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl) + return ImGuiMod_Ctrl; + if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift) + return ImGuiMod_Shift; + if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt) + return ImGuiMod_Alt; + if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper) + return ImGuiMod_Super; + return ImGuiMod_None; +} + +ImGuiKeyChord ImGui::FixupKeyChord(ImGuiKeyChord key_chord) +{ + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord |= GetModForLRModKey(key); + return key_chord; +} + +ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key) +{ + ImGuiContext& g = *ctx; + + // Special storage location for mods + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + + IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); + return &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; +} + +// Those names a provided for debugging purpose and are not meant to be saved persistently not compared. +static const char* const GKeyNames[] = +{ + "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", + "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", + "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", + "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", + "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", + "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", + "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24", + "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", + "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", + "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", + "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", + "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "AppBack", "AppForward", + "GamepadStart", "GamepadBack", + "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", + "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", + "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", + "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown", + "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown", + "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY", + "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names. +}; +IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); + +const char* ImGui::GetKeyName(ImGuiKey key) +{ + if (key == ImGuiKey_None) + return "None"; + IM_ASSERT(IsNamedKeyOrMod(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + if (!IsNamedKey(key)) + return "Unknown"; + + return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; +} + +// Return untranslated names: on macOS, Cmd key will show as Ctrl, Ctrl key will show as super. +// Lifetime of return value: valid until next call to same function. +const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) +{ + ImGuiContext& g = *GImGui; + + const ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord &= ~GetModForLRModKey(key); // Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift" + ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s", + (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "", + (key_chord & ImGuiMod_Shift) ? "Shift+" : "", + (key_chord & ImGuiMod_Alt) ? "Alt+" : "", + (key_chord & ImGuiMod_Super) ? "Super+" : "", + (key != ImGuiKey_None || key_chord == ImGuiKey_None) ? GetKeyName(key) : ""); + size_t len; + if (key == ImGuiKey_None && key_chord != 0) + if ((len = strlen(g.TempKeychordName)) != 0) // Remove trailing '+' + g.TempKeychordName[len - 1] = 0; + return g.TempKeychordName; +} + +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N +int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) +{ + if (t1 == 0.0f) + return 1; + if (t0 >= t1) + return 0; + if (repeat_rate <= 0.0f) + return (t0 < repeat_delay) && (t1 >= repeat_delay); + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; +} + +void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate) +{ + ImGuiContext& g = *GImGui; + switch (flags & ImGuiInputFlags_RepeatRateMask_) + { + case ImGuiInputFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return; + case ImGuiInputFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return; + case ImGuiInputFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return; + } +} + +// Return value representing the number of presses in the last time period, for the given repeat rate +// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate) +int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return 0; + const float t = key_data->DownDuration; + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); +} + +// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values). +ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down) +{ + return ImVec2( + GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue, + GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue); +} + +// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data. +// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D +// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6 +// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation. +static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) +{ + ImGuiContext& g = *GImGui; + rt->EntriesNext.resize(0); + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + const int new_routing_start_idx = rt->EntriesNext.Size; + ImGuiKeyRoutingData* routing_entry; + for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex) + { + routing_entry = &rt->Entries[old_routing_idx]; + routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore; + routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry + routing_entry->RoutingNext = ImGuiKeyOwner_NoOwner; + routing_entry->RoutingNextScore = 255; + if (routing_entry->RoutingCurr == ImGuiKeyOwner_NoOwner) + continue; + rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer + + // Apply routing to owner if there's no owner already (RoutingCurr == None at this point) + // This is the result of previous frame's SetShortcutRouting() call. + if (routing_entry->Mods == g.IO.KeyMods) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) + { + owner_data->OwnerCurr = routing_entry->RoutingCurr; + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr); + } + } + } + + // Rewrite linked-list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1); + for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++) + rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1); + } + rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes +} + +// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope(). +static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + return (owner_id != ImGuiKeyOwner_NoOwner && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId; +} + +ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + // Majority of shortcuts will be Key + any number of Mods + // We accept _Single_ mod with ImGuiKey_None. + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal + // - Shortcut(ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal + ImGuiContext& g = *GImGui; + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + ImGuiKeyRoutingData* routing_data; + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + IM_ASSERT(IsNamedKey(key)); + + // Get (in the majority of case, the linked list will have one element so this should be 2 reads. + // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame). + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex) + { + routing_data = &rt->Entries[idx]; + if (routing_data->Mods == mods) + return routing_data; + } + + // Add to linked-list + ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size; + rt->Entries.push_back(ImGuiKeyRoutingData()); + routing_data = &rt->Entries[routing_data_idx]; + routing_data->Mods = (ImU16)mods; + routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx; + return routing_data; +} + +// Current score encoding (lower is highest priority): +// - 0: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive +// - 1: ImGuiInputFlags_ActiveItem or ImGuiInputFlags_RouteFocused (if item active) +// - 2: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused +// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack) +// - 254: ImGuiInputFlags_RouteGlobal +// - 255: never route +// 'flags' should include an explicit routing policy +static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiInputFlags_RouteFocused) + { + // ActiveID gets top priority + // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + + // Score based on distance to focused window (lower is better) + // Assuming both windows are submitting a routing request, + // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match) + // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best) + // Assuming only WindowA is submitting a routing request, + // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. + // This essentially follow the window->ParentWindowForFocusRoute chain. + if (focus_scope_id == 0) + return 255; + for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++) + if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id) + return 3 + index_in_focus_path; + return 255; + } + else if (flags & ImGuiInputFlags_RouteActive) + { + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + return 255; + } + else if (flags & ImGuiInputFlags_RouteGlobal) + { + if (flags & ImGuiInputFlags_RouteOverActive) + return 0; + if (flags & ImGuiInputFlags_RouteOverFocused) + return 2; + return 254; + } + IM_ASSERT(0); + return 0; +} + +// - We need this to filter some Shortcut() routes when an item e.g. an InputText() is active +// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be. +// - This is also used by UpdateInputEvents() to avoid trickling in the most common case of e.g. pressing ImGuiKey_G also emitting a G character. +static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord) +{ + // Mimic 'ignore_char_inputs' logic in InputText() + ImGuiContext& g = *GImGui; + + // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out. + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Ctrl)); + if (ignore_char_inputs) + return false; + + // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + return false; + return g.KeysMayBeCharInput.TestBit(key); +} + +// Request a desired route for an input chord (key + mods). +// Return true if the route is available this frame. +// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state. +// (Conceptually this does a "Submit for next frame" + "Test for current frame". +// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.) +bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() + else + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used + IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner); + if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused)) + IM_ASSERT(flags & ImGuiInputFlags_RouteGlobal); + + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + key_chord = FixupKeyChord(key_chord); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInShortcutRouting == key_chord) + IM_DEBUG_BREAK(); + + if (flags & ImGuiInputFlags_RouteUnlessBgFocused) + if (g.NavWindow == NULL) + return false; + + // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this? + if (flags & ImGuiInputFlags_RouteAlways) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> always, no register\n", GetKeyChordName(key_chord), flags, owner_id); + return true; + } + + // Specific culling when there's an active item. + if (g.ActiveId != 0 && g.ActiveId != owner_id) + { + if (flags & ImGuiInputFlags_RouteActive) + return false; + + // Cull shortcuts with no modifiers when it could generate a character. + // e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active. + // but Shortcut(Ctrl+G) should generally trigger when InputText() is active. + // TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active. + // (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined) + if (g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord)) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> filtered as potential char input\n", GetKeyChordName(key_chord), flags, owner_id); + return false; + } + + // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId + if ((flags & ImGuiInputFlags_RouteOverActive) == 0 && g.ActiveIdUsingAllKeyboardKeys) + { + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey((ImGuiKey)(key_chord & ImGuiMod_Mask_)); + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + } + } + + // Where do we evaluate route for? + ImGuiID focus_scope_id = g.CurrentFocusScopeId; + if (flags & ImGuiInputFlags_RouteFromRootWindow) + focus_scope_id = g.CurrentWindow->RootWindow->ID; // See PushFocusScope() call in Begin() + + const int score = CalcRoutingScore(focus_scope_id, owner_id, flags); + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d\n", GetKeyChordName(key_chord), flags, owner_id, score); + if (score == 255) + return false; + + // Submit routing for NEXT frame (assuming score is sufficient) + // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); + //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); + if (score < routing_data->RoutingNextScore) + { + routing_data->RoutingNext = owner_id; + routing_data->RoutingNextScore = (ImU8)score; + } + + // Return routing state for CURRENT frame + if (routing_data->RoutingCurr == owner_id) + IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n"); + return routing_data->RoutingCurr == owner_id; +} + +// Currently unused by core (but used by tests) +// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading. +bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id) +{ + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + key_chord = FixupKeyChord(key_chord); + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry. + return routing_data->RoutingCurr == routing_id; +} + +// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. +// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) +bool ImGui::IsKeyDown(ImGuiKey key) +{ + return IsKeyDown(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) +{ + return IsKeyPressed(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. +bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = key_data->DownDuration; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! + if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat + flags |= ImGuiInputFlags_Repeat; + + bool pressed = (t == 0.0f); + if (!pressed && (flags & ImGuiInputFlags_Repeat) != 0) + { + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate); + pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0; + if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_)) + { + // Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value. + // Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code. + ImGuiContext& g = *GImGui; + double key_pressed_time = g.Time - t + 0.00001f; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time)) + pressed = false; + } + } + if (!pressed) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyReleased(ImGuiKey key) +{ + return IsKeyReleased(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (key_data->DownDurationPrev < 0.0f || key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) +{ + return IsMouseClicked(button, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = g.IO.MouseDownDuration[button]; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsMouseClicked) == 0); // Passing flags not supported by this function! // FIXME: Could support RepeatRate and RepeatUntil flags here. + + const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0; + const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0); + if (!pressed) + return false; + + if (!TestKeyOwner(MouseButtonToKey(button), owner_id)) + return false; + + return true; +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any) +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id) +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id); +} + +int ImGui::GetMouseClickedCount(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button]; +} + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Hit testing, expanded for touch input + if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding)) + return false; + if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) + return false; + return true; +} + +// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + return IsMouseDragPastThreshold(button, lock_threshold); +} + +ImVec2 ImGui::GetMousePos() +{ + ImGuiContext& g = *GImGui; + return g.IO.MousePos; +} + +// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well. +// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend. +void ImGui::TeleportMousePos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + g.IO.MousePos = g.IO.MousePosPrev = pos; + g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + g.IO.WantSetMousePos = true; + //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); +} + +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +// Get desired mouse cursor shape. +// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(), +// updated during the frame, and locked in EndFrame()/Render(). +// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + ImGuiContext& g = *GImGui; + return g.MouseCursor; +} + +// We intentionally accept values of ImGuiMouseCursor that are outside our bounds, in case users needs to hack-in a custom cursor value. +// Custom cursors may be handled by custom backends. If you are using a standard backend and want to hack in a custom cursor, you may +// handle it before the backend _NewFrame() call and temporarily set ImGuiConfigFlags_NoMouseCursorChange during the backend _NewFrame() call. +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + ImGuiContext& g = *GImGui; + g.MouseCursor = cursor_type; +} + +static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value) +{ + IM_ASSERT(ImGui::IsAliasKey(key)); + ImGuiKeyData* key_data = ImGui::GetKeyData(key); + key_data->Down = v; + key_data->AnalogValue = analog_value; +} + +// [Internal] Do not use directly +static ImGuiKeyChord GetMergedModsFromKeys() +{ + ImGuiKeyChord mods = 0; + if (ImGui::IsKeyDown(ImGuiMod_Ctrl)) { mods |= ImGuiMod_Ctrl; } + if (ImGui::IsKeyDown(ImGuiMod_Shift)) { mods |= ImGuiMod_Shift; } + if (ImGui::IsKeyDown(ImGuiMod_Alt)) { mods |= ImGuiMod_Alt; } + if (ImGui::IsKeyDown(ImGuiMod_Super)) { mods |= ImGuiMod_Super; } + return mods; +} + +static void ImGui::UpdateKeyboardInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + io.ClearInputKeys(); + + // Update aliases + for (int n = 0; n < ImGuiMouseButton_COUNT; n++) + UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f); + UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH); + UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel); + + // Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values. + // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing. + const ImGuiKeyChord prev_key_mods = io.KeyMods; + io.KeyMods = GetMergedModsFromKeys(); + io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0; + io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0; + io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0; + io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0; + if (prev_key_mods != io.KeyMods) + g.LastKeyModsChangeTime = g.Time; + if (prev_key_mods != io.KeyMods && prev_key_mods == 0) + g.LastKeyModsChangeFromNoneTime = g.Time; + + // Clear gamepad data if disabled + if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) + for (int key = ImGuiKey_Gamepad_BEGIN; key < ImGuiKey_Gamepad_END; key++) + { + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].Down = false; + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].AnalogValue = 0.0f; + } + + // Update keys + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->DownDurationPrev = key_data->DownDuration; + key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f; + if (key_data->DownDuration == 0.0f) + { + if (IsKeyboardKey((ImGuiKey)key)) + g.LastKeyboardKeyPressTime = g.Time; + else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper) + g.LastKeyboardKeyPressTime = g.Time; + } + } + + // Update keys/input owner (named keys only): one entry per key + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; + owner_data->OwnerCurr = owner_data->OwnerNext; + if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp. + owner_data->OwnerNext = ImGuiKeyOwner_NoOwner; + owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore + } + + // Update key routing (for e.g. shortcuts) + UpdateKeyRoutingTable(&g.KeysRoutingTable); +} + +static void ImGui::UpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Mouse Wheel swapping flag + // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead + // - We avoid doing it on OSX as it the OS input layer handles this already. + // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature. + // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source. + io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors; + + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&io.MousePos)) + io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos); + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) + io.MouseDelta = io.MousePos - io.MousePosPrev; + else + io.MouseDelta = ImVec2(0.0f, 0.0f); + + // Update stationary timer. + // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates. + const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework. + const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold); + g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f; + //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer); + + // If mouse moved we re-enable mouse hovering in case it was disabled by keyboard/gamepad. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. + if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) + g.NavHighlightItemUnderNav = false; + + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; + io.MouseClickedCount[i] = 0; // Will be filled below + io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; + io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; + io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; + if (io.MouseClicked[i]) + { + bool is_repeated_click = false; + if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime) + { + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist) + is_repeated_click = true; + } + if (is_repeated_click) + io.MouseClickedLastCount[i]++; + else + io.MouseClickedLastCount[i] = 1; + io.MouseClickedTime[i] = g.Time; + io.MouseClickedPos[i] = io.MousePos; + io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = 0.0f; + } + else if (io.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); + io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); + io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); + } + + // We provide io.MouseDoubleClicked[] as a legacy service + io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); + + // Clicking any mouse button reactivate mouse hovering which may have been deactivated by keyboard/gamepad navigation + if (io.MouseClicked[i]) + g.NavHighlightItemUnderNav = false; + } +} + +static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount) +{ + ImGuiContext& g = *GImGui; + if (window) + g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER); + else + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindow == window) + return; + IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL"); + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + if (window == NULL) + { + g.WheelingWindowStartFrame = -1; + g.WheelingAxisAvg = ImVec2(0.0f, 0.0f); + } +} + +static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel) +{ + // For each axis, find window in the hierarchy that may want to use scrolling + ImGuiContext& g = *GImGui; + ImGuiWindow* windows[2] = { NULL, NULL }; + for (int axis = 0; axis < 2; axis++) + if (wheel[axis] != 0.0f) + for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow) + { + // Bubble up into parent window if: + // - a child window doesn't allow any scrolling. + // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag. + //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP) + const bool has_scrolling = (window->ScrollMax[axis] != 0.0f); + const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs); + //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]); + if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits) + break; // select this window + } + if (windows[0] == NULL && windows[1] == NULL) + return NULL; + + // If there's only one window or only one axis then there's no ambiguity + if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL) + return windows[1] ? windows[1] : windows[0]; + + // If candidate are different windows we need to decide which one to prioritize + // - First frame: only find a winner if one axis is zero. + // - Subsequent frames: only find a winner when one is more than the other. + if (g.WheelingWindowStartFrame == -1) + g.WheelingWindowStartFrame = g.FrameCount; + if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y)) + { + g.WheelingWindowWheelRemainder = wheel; + return NULL; + } + return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1]; +} + +// Called by NewFrame() +void ImGui::UpdateMouseWheel() +{ + // Reset the locked window if we move the mouse or after the timer elapses. + // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795) + ImGuiContext& g = *GImGui; + if (g.WheelingWindow != NULL) + { + g.WheelingWindowReleaseTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindowReleaseTimer <= 0.0f) + LockWheelingWindow(NULL, 0.0f); + } + + ImVec2 wheel; + wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheelH : 0.0f; + wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheel : 0.0f; + + //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y); + ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!mouse_window || mouse_window->Collapsed) + return; + + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + LockWheelingWindow(mouse_window, wheel.y); + ImGuiWindow* window = mouse_window; + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (window == window->RootWindow) + { + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + } + return; + } + if (g.IO.KeyCtrl) + return; + + // Mouse wheel scrolling + // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs() + if (g.IO.MouseWheelRequestAxisSwap) + wheel = ImVec2(wheel.y, 0.0f); + + // Maintain a rough average of moving magnitude on both axises + // FIXME: should by based on wall clock time rather than frame-counter + g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30); + g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30); + + // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now. + wheel += g.WheelingWindowWheelRemainder; + g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f); + if (wheel.x == 0.0f && wheel.y == 0.0f) + return; + + // Mouse wheel scrolling: find target and apply + // - don't renew lock if axis doesn't apply on the window. + // - select a main axis when both axises are being moved. + if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel))) + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f }; + if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y]) + do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false; + if (do_scroll[ImGuiAxis_X]) + { + LockWheelingWindow(window, wheel.x); + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step)); + SetScrollX(window, window->Scroll.x - wheel.x * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + if (do_scroll[ImGuiAxis_Y]) + { + LockWheelingWindow(window, wheel.y); + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step)); + SetScrollY(window, window->Scroll.y - wheel.y * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + } +} + +void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0; +} + +void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0; +} + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static const char* GetInputSourceName(ImGuiInputSource source) +{ + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad" }; + IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); + return input_source_names[source]; +} +static const char* GetMouseSourceName(ImGuiMouseSource source) +{ + const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT); + return mouse_source_names[source]; +} +static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) +{ + ImGuiContext& g = *GImGui; + if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; } + if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; } + if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } + if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } +} +#endif + +// Process input queue +// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'. +// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) +// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87) +void ImGui::UpdateInputEvents(bool trickle_fast_inputs) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Only trickle chars<>key when working with InputText() + // FIXME: InputText() could parse event trail? + // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) + const bool trickle_interleaved_nonchar_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); + + bool mouse_moved = false, mouse_wheeled = false, key_changed = false, key_changed_nonchar = false, text_inputted = false; + int mouse_button_changed = 0x00; + ImBitArray key_changed_mask; + + int event_n = 0; + for (; event_n < g.InputEventsQueue.Size; event_n++) + { + ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; + if (e->Type == ImGuiInputEventType_MousePos) + { + if (g.IO.WantSetMousePos) + continue; + // Trickling Rule: Stop processing queued events if we already handled a mouse button change + ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) + break; + io.MousePos = event_pos; + io.MouseSource = e->MousePos.MouseSource; + mouse_moved = true; + } + else if (e->Type == ImGuiInputEventType_MouseButton) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + const ImGuiMouseButton button = e->MouseButton.Button; + IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); + if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) + break; + if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover. + break; + io.MouseDown[button] = e->MouseButton.Down; + io.MouseSource = e->MouseButton.MouseSource; + mouse_button_changed |= (1 << button); + } + else if (e->Type == ImGuiInputEventType_MouseWheel) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the event + if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) + break; + io.MouseWheelH += e->MouseWheel.WheelX; + io.MouseWheel += e->MouseWheel.WheelY; + io.MouseSource = e->MouseWheel.MouseSource; + mouse_wheeled = true; + } + else if (e->Type == ImGuiInputEventType_MouseViewport) + { + io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID; + } + else if (e->Type == ImGuiInputEventType_Key) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; + ImGuiKey key = e->Key.Key; + IM_ASSERT(key != ImGuiKey_None); + ImGuiKeyData* key_data = GetKeyData(key); + const int key_data_index = (int)(key_data - g.IO.KeysData); + if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || mouse_button_changed != 0)) + break; + + const bool key_is_potentially_for_char_input = IsKeyChordPotentiallyCharInput(GetMergedModsFromKeys() | key); + if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input)) + break; + + key_data->Down = e->Key.Down; + key_data->AnalogValue = e->Key.AnalogValue; + key_changed = true; + key_changed_mask.SetBit(key_data_index); + if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input) + key_changed_nonchar = true; + } + else if (e->Type == ImGuiInputEventType_Text) + { + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; + // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + break; + if (trickle_interleaved_nonchar_keys_and_text && key_changed_nonchar) + break; + unsigned int c = e->Text.Char; + io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + if (trickle_interleaved_nonchar_keys_and_text) + text_inputted = true; + } + else if (e->Type == ImGuiInputEventType_Focus) + { + // We intentionally overwrite this and process in NewFrame(), in order to give a chance + // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. + const bool focus_lost = !e->AppFocused.Focused; + io.AppFocusLost = focus_lost; + } + else + { + IM_ASSERT(0 && "Unknown event!"); + } + } + + // Record trail (for domain-specific applications wanting to access a precise trail) + //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n); + for (int n = 0; n < event_n; n++) + g.InputEventsTrail.push_back(g.InputEventsQueue[n]); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)) + for (int n = 0; n < g.InputEventsQueue.Size; n++) + DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]); +#endif + + // Remaining events will be processed on the next frame + if (event_n == g.InputEventsQueue.Size) + g.InputEventsQueue.resize(0); + else + g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n); + + // Clear buttons state when focus is lost + // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle. + // - we clear in EndFrame() and not now in order allow application/user code polling this flag + // (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event). + if (g.IO.AppFocusLost) + { + g.IO.ClearInputKeys(); + g.IO.ClearInputMouse(); + } +} + +ImGuiID ImGui::GetKeyOwner(ImGuiKey key) +{ + if (!IsNamedKeyOrMod(key)) + return ImGuiKeyOwner_NoOwner; + + ImGuiContext& g = *GImGui; + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + ImGuiID owner_id = owner_data->OwnerCurr; + + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return ImGuiKeyOwner_NoOwner; + + return owner_id; +} + +// TestKeyOwner(..., ID) : (owner == None || owner == ID) +// TestKeyOwner(..., None) : (owner == None) +// TestKeyOwner(..., Any) : no owner test +// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags. +bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) +{ + if (!IsNamedKeyOrMod(key)) + return true; + + ImGuiContext& g = *GImGui; + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_id == ImGuiKeyOwner_Any) + return (owner_data->LockThisFrame == false); + + // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId + // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things. + // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions. + if (owner_data->OwnerCurr != owner_id) + { + if (owner_data->LockThisFrame) + return false; + if (owner_data->OwnerCurr != ImGuiKeyOwner_NoOwner) + return false; + } + + return true; +} + +// _LockXXX flags are useful to lock keys away from code which is not input-owner aware. +// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone. +// - SetKeyOwner(..., None) : clears owner +// - SetKeyOwner(..., Any, !Lock) : illegal (assert) +// - SetKeyOwner(..., Any or None, Lock) : set lock +void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(IsNamedKeyOrMod(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it) + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function! + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X, flags=%08X)\n", GetKeyName(key), owner_id, flags); + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + owner_data->OwnerCurr = owner_data->OwnerNext = owner_id; + + // We cannot lock by default as it would likely break lots of legacy code. + // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test) + owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0; + owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease); +} + +// Rarely used helper +void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + if (key_chord & ImGuiMod_Ctrl) { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); } + if (key_chord & ImGuiMod_Shift) { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); } + if (key_chord & ImGuiMod_Alt) { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); } + if (key_chord & ImGuiMod_Super) { SetKeyOwner(ImGuiMod_Super, owner_id, flags); } + if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); } +} + +// This is more or less equivalent to: +// if (IsItemHovered() || IsItemActive()) +// SetKeyOwner(key, GetItemID()); +// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times. +// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition. +// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority. +void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (id == 0 || (g.HoveredId != id && g.ActiveId != id)) + return; + if ((flags & ImGuiInputFlags_CondMask_) == 0) + flags |= ImGuiInputFlags_CondDefault_; + if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive))) + { + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function! + SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_); + } +} + +void ImGui::SetItemKeyOwner(ImGuiKey key) +{ + SetItemKeyOwner(key, ImGuiInputFlags_None); +} + +// This is the only public API until we expose owner_id versions of the API as replacements. +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord) +{ + return IsKeyChordPressed(key_chord, ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +// This is equivalent to comparing KeyMods + doing a IsKeyPressed() +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + key_chord = FixupKeyChord(key_chord); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (g.IO.KeyMods != mods) + return false; + + // Special storage location for mods + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + if (!IsKeyPressed(key, (flags & ImGuiInputFlags_RepeatMask_), owner_id)) + return false; + return true; +} + +void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasShortcut; + g.NextItemData.Shortcut = key_chord; + g.NextItemData.ShortcutFlags = flags; +} + +// Called from within ItemAdd: at this point we can read from NextItemData and write to LastItemData +void ImGui::ItemHandleShortcut(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputFlags flags = g.NextItemData.ShortcutFlags; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetNextItemShortcut) == 0); // Passing flags not supported by SetNextItemShortcut()! + + if (g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) + return; + if (flags & ImGuiInputFlags_Tooltip) + { + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasShortcut; + g.LastItemData.Shortcut = g.NextItemData.Shortcut; + } + if (!Shortcut(g.NextItemData.Shortcut, flags & ImGuiInputFlags_SupportedByShortcut, id) || g.NavActivateId != 0) + return; + + // FIXME: Generalize Activation queue? + g.NavActivateId = id; // Will effectively disable clipping. + g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut; + //if (g.ActiveId == 0 || g.ActiveId == id) + g.NavActivateDownId = g.NavActivatePressedId = id; + NavHighlightActivated(id); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + return Shortcut(key_chord, flags, ImGuiKeyOwner_Any); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("Shortcut(%s, flags=%X, owner_id=0x%08X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), flags, owner_id); + + // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteFocused; + + // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) + // Effectively makes Shortcut() always input-owner aware. + if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_NoOwner) + owner_id = GetRoutingIdFromOwnerId(owner_id); + + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + return false; + + // Submit route + if (!SetShortcutRouting(key_chord, flags, owner_id)) + return false; + + // Default repeat behavior for Shortcut() + // So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut. + if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0) + flags |= ImGuiInputFlags_RepeatUntilKeyModsChange; + + if (!IsKeyChordPressed(key_chord, flags, owner_id)) + return false; + + // Claim mods during the press + SetKeyOwnersForKeyChord(key_chord & ImGuiMod_Mask_, owner_id); + + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! + return true; +} + +//----------------------------------------------------------------------------- +// [SECTION] ERROR CHECKING, STATE RECOVERY +//----------------------------------------------------------------------------- +// - DebugCheckVersionAndDataLayout() (called via IMGUI_CHECKVERSION() macros) +// - ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +// - ErrorCheckNewFrameSanityChecks() +// - ErrorCheckEndFrameSanityChecks() +// - ErrorRecoveryStoreState() +// - ErrorRecoveryTryToRecoverState() +// - ErrorRecoveryTryToRecoverWindowState() +// - ErrorLog() +//----------------------------------------------------------------------------- + +// Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. +// Called by IMGUI_CHECKVERSION(). +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If this triggers you have mismatched headers and compiled code versions. +// - It could be because of a build issue (using new headers with old compiled code) +// - It could be because of mismatched configuration #define, compilation settings, packing pragma etc. +// THE CONFIGURATION SETTINGS MENTIONED IN imconfig.h MUST BE SET FOR ALL COMPILATION UNITS INVOLVED WITH DEAR IMGUI. +// Which is why it is required you put them in your imconfig file (and NOT only before including imgui.h). +// Otherwise it is possible that different compilation units would see different structure layout. +// If you don't want to modify imconfig.h you can use the IMGUI_USER_CONFIG define to change filename. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) +{ + bool error = false; + if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + return !error; +} + +// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell) +// This is causing issues and ambiguity and we need to retire that. +// See https://github.com/ocornut/imgui/issues/5548 for more details. +// [Scenario 1] +// Previously this would make the window content size ~200x200: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK +// Instead, please submit an item: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK +// Alternative: +// Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK +// [Scenario 2] +// For reference this is one of the issue what we aim to fix with this change: +// BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() +// The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller! +// While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue. +void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->DC.IsSetPos); + window->DC.IsSetPos = false; +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y) + return; + if (window->SkipItems) + return; + IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent."); +#else + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +#endif +} + +static void ImGui::ErrorCheckNewFrameSanityChecks() +{ + ImGuiContext& g = *GImGui; + + // Check user IM_ASSERT macro + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined! + // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. + // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) + // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong! + // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct! + if (true) IM_ASSERT(1); else IM_ASSERT(0); + + // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644) + // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it. +#ifdef __EMSCRIPTEN__ + if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0) + g.IO.DeltaTime = 0.00001f; +#endif + + // Check user data + // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) + IM_ASSERT(g.Initialized); + IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); + IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); + IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right); + + // Error handling: we do not accept 100% silent recovery! Please contact me if you feel this is getting in your way. + if (g.IO.ConfigErrorRecovery) + IM_ASSERT(g.IO.ConfigErrorRecoveryEnableAssert || g.IO.ConfigErrorRecoveryEnableDebugLog || g.IO.ConfigErrorRecoveryEnableTooltip || g.ErrorCallback != NULL); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Remap legacy names + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) + { + g.IO.ConfigNavMoveSetMousePos = true; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavEnableSetMousePos; + } + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) + { + g.IO.ConfigNavCaptureKeyboard = false; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavNoCaptureKeyboard; + } + + // Remap legacy clipboard handlers (OBSOLETED in 1.91.1, August 2024) + if (g.IO.GetClipboardTextFn != NULL && (g.PlatformIO.Platform_GetClipboardTextFn == NULL || g.PlatformIO.Platform_GetClipboardTextFn == Platform_GetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_GetClipboardTextFn = [](ImGuiContext* ctx) { return ctx->IO.GetClipboardTextFn(ctx->IO.ClipboardUserData); }; + if (g.IO.SetClipboardTextFn != NULL && (g.PlatformIO.Platform_SetClipboardTextFn == NULL || g.PlatformIO.Platform_SetClipboardTextFn == Platform_SetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_SetClipboardTextFn = [](ImGuiContext* ctx, const char* text) { return ctx->IO.SetClipboardTextFn(ctx->IO.ClipboardUserData, text); }; +#endif + + // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) + IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) + IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + + // Perform simple checks: multi-viewport and platform windows support + if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) + { + IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); + IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?"); + IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); + if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!"); + } + else + { + // Disable feature, our backends do not support it + g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable; + } + + // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs + for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors) + { + IM_UNUSED(mon); + IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly."); + IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them."); + IM_ASSERT(mon.DpiScale > 0.0f && mon.DpiScale < 99.0f && "Monitor DpiScale is invalid."); // Typical correct values would be between 1.0f and 4.0f + } + } +} + +static void ImGui::ErrorCheckEndFrameSanityChecks() +{ + // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() + // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). + // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will + // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. + // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), + // while still correctly asserting on mid-frame key press events. + ImGuiContext& g = *GImGui; + const ImGuiKeyChord key_mods = GetMergedModsFromKeys(); + IM_UNUSED(g); + IM_UNUSED(key_mods); + IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(key_mods); + + IM_ASSERT(g.CurrentWindowStack.Size == 1); + IM_ASSERT(g.CurrentWindowStack[0].Window->IsFallbackWindow); +} + +// Save current stack sizes. Called e.g. by NewFrame() and by Begin() but may be called for manual recovery. +void ImGui::ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out) +{ + ImGuiContext& g = *GImGui; + state_out->SizeOfWindowStack = (short)g.CurrentWindowStack.Size; + state_out->SizeOfIDStack = (short)g.CurrentWindow->IDStack.Size; + state_out->SizeOfTreeStack = (short)g.CurrentWindow->DC.TreeDepth; // NOT g.TreeNodeStack.Size which is a partial stack! + state_out->SizeOfColorStack = (short)g.ColorStack.Size; + state_out->SizeOfStyleVarStack = (short)g.StyleVarStack.Size; + state_out->SizeOfFontStack = (short)g.FontStack.Size; + state_out->SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; + state_out->SizeOfGroupStack = (short)g.GroupStack.Size; + state_out->SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; + state_out->SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; + state_out->SizeOfDisabledStack = (short)g.DisabledStackSize; +} + +// Chosen name "Try to recover" over e.g. "Restore" to suggest this is not a 100% guaranteed recovery. +// Called by e.g. EndFrame() but may be called for manual recovery. +// Attempt to recover full window stack. +void ImGui::ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in) +{ + // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" + ImGuiContext& g = *GImGui; + while (g.CurrentWindowStack.Size > state_in->SizeOfWindowStack) //-V1044 + { + // Recap: + // - Begin()/BeginChild() return false to indicate the window is collapsed or fully clipped. + // - Always call a matching End() for each Begin() call, regardless of its return value! + // - Begin/End and BeginChild/EndChild logic is KNOWN TO BE INCONSISTENT WITH ALL OTHER BEGIN/END FUNCTIONS. + // - We will fix that in a future major update. + ImGuiWindow* window = g.CurrentWindow; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + { + if (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) + { + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); + EndTable(); + } + else + { + IM_ASSERT_USER_ERROR(0, "Missing EndChild()"); + EndChild(); + } + } + else + { + IM_ASSERT_USER_ERROR(0, "Missing End()"); + End(); + } + } + if (g.CurrentWindowStack.Size == state_in->SizeOfWindowStack) + ErrorRecoveryTryToRecoverWindowState(state_in); +} + +// Called by e.g. End() but may be called for manual recovery. +// Read '// Error Handling [BETA]' block in imgui_internal.h for details. +// Attempt to recover from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. +void ImGui::ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in) +{ + ImGuiContext& g = *GImGui; + + while (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); + EndTable(); + } + + ImGuiWindow* window = g.CurrentWindow; + + // FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. + while (g.CurrentTabBar != NULL && g.CurrentTabBar->Window == window) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndTabBar()"); + EndTabBar(); + } + while (g.CurrentMultiSelect != NULL && g.CurrentMultiSelect->Storage->Window == window) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndMultiSelect()"); + EndMultiSelect(); + } + while (window->DC.TreeDepth > state_in->SizeOfTreeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing TreePop()"); + TreePop(); + } + while (g.GroupStack.Size > state_in->SizeOfGroupStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndGroup()"); + EndGroup(); + } + IM_ASSERT(g.GroupStack.Size == state_in->SizeOfGroupStack); + while (window->IDStack.Size > state_in->SizeOfIDStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopID()"); + PopID(); + } + while (g.DisabledStackSize > state_in->SizeOfDisabledStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndDisabled()"); + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + EndDisabled(); + else + { + EndDisabledOverrideReenable(); + g.CurrentWindowStack.back().DisabledOverrideReenable = false; + } + } + IM_ASSERT(g.DisabledStackSize == state_in->SizeOfDisabledStack); + while (g.ColorStack.Size > state_in->SizeOfColorStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopStyleColor()"); + PopStyleColor(); + } + while (g.ItemFlagsStack.Size > state_in->SizeOfItemFlagsStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopItemFlag()"); + PopItemFlag(); + } + while (g.StyleVarStack.Size > state_in->SizeOfStyleVarStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopStyleVar()"); + PopStyleVar(); + } + while (g.FontStack.Size > state_in->SizeOfFontStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopFont()"); + PopFont(); + } + while (g.FocusScopeStack.Size > state_in->SizeOfFocusScopeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopFocusScope()"); + PopFocusScope(); + } + //IM_ASSERT(g.FocusScopeStack.Size == state_in->SizeOfFocusScopeStack); +} + +bool ImGui::ErrorLog(const char* msg) +{ + ImGuiContext& g = *GImGui; + + // Output to debug log +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiWindow* window = g.CurrentWindow; + + if (g.IO.ConfigErrorRecoveryEnableDebugLog) + { + if (g.ErrorFirst) + IMGUI_DEBUG_LOG_ERROR("[imgui-error] (current settings: Assert=%d, Log=%d, Tooltip=%d)\n", + g.IO.ConfigErrorRecoveryEnableAssert, g.IO.ConfigErrorRecoveryEnableDebugLog, g.IO.ConfigErrorRecoveryEnableTooltip); + IMGUI_DEBUG_LOG_ERROR("[imgui-error] In window '%s': %s\n", window ? window->Name : "NULL", msg); + } + g.ErrorFirst = false; + + // Output to tooltip + if (g.IO.ConfigErrorRecoveryEnableTooltip) + { + if (g.WithinFrameScope && BeginErrorTooltip()) + { + if (g.ErrorCountCurrentFrame < 20) + { + Text("In window '%s': %s", window ? window->Name : "NULL", msg); + if (window && (!window->IsFallbackWindow || window->WasActive)) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 0, 0, 255)); + } + if (g.ErrorCountCurrentFrame == 20) + Text("(and more errors)"); + // EndFrame() will amend debug buttons to this window, after all errors have been submitted. + EndErrorTooltip(); + } + g.ErrorCountCurrentFrame++; + } +#endif + + // Output to callback + if (g.ErrorCallback != NULL) + g.ErrorCallback(&g, g.ErrorCallbackUserData, msg); + + // Return whether we should assert + return g.IO.ConfigErrorRecoveryEnableAssert; +} + +void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip() +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugDrawIdConflicts != 0 && g.IO.KeyCtrl == false) + g.DebugDrawIdConflictsCount = g.HoveredIdPreviousFrameItemCount; + if (g.DebugDrawIdConflicts != 0 && g.DebugItemPickerActive == false && BeginErrorTooltip()) + { + Text("Programmer error: %d visible items with conflicting ID!", g.DebugDrawIdConflictsCount); + BulletText("Code should use PushID()/PopID() in loops, or append \"##xx\" to same-label identifiers!"); + BulletText("Empty label e.g. Button(\"\") == same ID as parent widget/node. Use Button(\"##xx\") instead!"); + //BulletText("Code intending to use duplicate ID may use e.g. PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()"); // Not making this too visible for fear of it being abused. + BulletText("Set io.ConfigDebugHighlightIdConflicts=false to disable this warning in non-programmers builds."); + Separator(); + Text("(Hold CTRL to: use"); + SameLine(); + if (SmallButton("Item Picker")) + DebugStartItemPicker(); + SameLine(); + Text("to break in item call-stack, or"); + SameLine(); + if (SmallButton("Open FAQ->About ID Stack System") && g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage"); + EndErrorTooltip(); + } + + if (g.ErrorCountCurrentFrame > 0 && BeginErrorTooltip()) // Amend at end of frame + { + Separator(); + Text("(Hold CTRL to:"); + SameLine(); + if (SmallButton("Enable Asserts")) + g.IO.ConfigErrorRecoveryEnableAssert = true; + //SameLine(); + //if (SmallButton("Hide Error Tooltips")) + // g.IO.ConfigErrorRecoveryEnableTooltip = false; // Too dangerous + SameLine(0, 0); + Text(")"); + EndErrorTooltip(); + } +#endif +} + +// Pseudo-tooltip. Follow mouse until CTRL is held. When CTRL is held we lock position, allowing to click it. +bool ImGui::BeginErrorTooltip() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName("##Tooltip_Error"); + const bool use_locked_pos = (g.IO.KeyCtrl && window && window->WasActive); + PushStyleColor(ImGuiCol_PopupBg, ImLerp(g.Style.Colors[ImGuiCol_PopupBg], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.15f)); + if (use_locked_pos) + SetNextWindowPos(g.ErrorTooltipLockedPos); + bool is_visible = Begin("##Tooltip_Error", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + PopStyleColor(); + if (is_visible && g.CurrentWindow->BeginCount == 1) + { + SeparatorText("MESSAGE FROM DEAR IMGUI"); + BringWindowToDisplayFront(g.CurrentWindow); + BringWindowToFocusFront(g.CurrentWindow); + g.ErrorTooltipLockedPos = GetWindowPos(); + } + else if (!is_visible) + { + End(); + } + return is_visible; +} + +void ImGui::EndErrorTooltip() +{ + End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ITEM SUBMISSION +//----------------------------------------------------------------------------- +// - KeepAliveID() +// - ItemAdd() +//----------------------------------------------------------------------------- + +// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). +void ImGui::KeepAliveID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.IsAlive = true; +} + +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. +// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN) +IM_MSVC_RUNTIME_CHECKS_OFF +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Set item data + // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) + g.LastItemData.ID = id; + g.LastItemData.Rect = bb; + g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; + g.LastItemData.ItemFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags; + g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; + // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared. + + if (id != 0) + { + KeepAliveID(id); + + // Directional navigation processing + // Runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + if (!(g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + { + // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test. + window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened)) + NavProcessItem(); + } + + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasShortcut) + ItemHandleShortcut(id); + } + + // Lightweight clear of SetNextItemXXX data. + g.NextItemData.HasFlags = ImGuiNextItemDataFlags_None; + g.NextItemData.ItemFlags = ImGuiItemFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData); +#endif + + // Clipping test + // (this is an inline copy of IsClippedEx() so we can reuse the is_rect_visible value, otherwise we'd do 'if (IsClippedEx(bb, id)) return false') + // g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts) + const bool is_rect_visible = bb.Overlaps(window->ClipRect); + if (!is_rect_visible) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) + return false; + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + if (id == g.DebugLocateId) + DebugLocateItemResolveWithLastItem(); + + // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". + // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". + // READ THE FAQ: https://dearimgui.com/faq + IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); + } + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + //if ((g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav) == 0) + // window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG] +#endif + + if (id != 0 && g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.ElapseFrame = g.FrameCount; + + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (is_rect_visible) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible; + if (IsMouseHoveringRect(bb.Min, bb.Max)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] LAYOUT +//----------------------------------------------------------------------------- +// - ItemSize() +// - SameLine() +// - GetCursorScreenPos() +// - SetCursorScreenPos() +// - GetCursorPos(), GetCursorPosX(), GetCursorPosY() +// - SetCursorPos(), SetCursorPosX(), SetCursorPosY() +// - GetCursorStartPos() +// - Indent() +// - Unindent() +// - SetNextItemWidth() +// - PushItemWidth() +// - PushMultiItemsWidths() +// - PopItemWidth() +// - CalcItemWidth() +// - CalcItemSize() +// - GetTextLineHeight() +// - GetTextLineHeightWithSpacing() +// - GetFrameHeight() +// - GetFrameHeightWithSpacing() +// - GetContentRegionMax() +// - GetContentRegionAvail(), +// - BeginGroup() +// - EndGroup() +// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. +//----------------------------------------------------------------------------- + +// Advance cursor given item size for layout. +// Register minimum needed size so it can extend the bounding box used for auto-fit calculation. +// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. +// THIS IS IN THE PERFORMANCE CRITICAL PATH. +IM_MSVC_RUNTIME_CHECKS_OFF +void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // We increase the height in this function to accommodate for baseline offset. + // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, + // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. + const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; + + const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y; + const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y); + + // Always align ourselves on pixel boundaries + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = line_y1; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + window->DC.PrevLineSize.y = line_height; + window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); + window->DC.CurrLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Gets back to previous line and continue with horizontal layout +// offset_from_start_x == 0 : follow right after previous item +// offset_from_start_x != 0 : align to specified x position (relative to window/group left) +// spacing_w < 0 : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float offset_from_start_x, float spacing_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + if (offset_from_start_x != 0.0f) + { + if (spacing_w < 0.0f) + spacing_w = 0.0f; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + else + { + if (spacing_w < 0.0f) + spacing_w = g.Style.ItemSpacing.x; + window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + window->DC.IsSameLine = true; +} + +ImVec2 ImGui::GetCursorScreenPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos; +} + +void ImGui::SetCursorScreenPos(const ImVec2& pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; +} + +// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. +// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. +ImVec2 ImGui::GetCursorPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos - window->Pos + window->Scroll; +} + +float ImGui::GetCursorPosX() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; +} + +float ImGui::GetCursorPosY() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; +} + +void ImGui::SetCursorPos(const ImVec2& local_pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = window->Pos - window->Scroll + local_pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosX(float x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosY(float y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); + window->DC.IsSetPos = true; +} + +ImVec2 ImGui::GetCursorStartPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorStartPos - window->Pos; +} + +void ImGui::Indent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +void ImGui::Unindent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +// Affect large frame+labels widgets only. +void ImGui::SetNextItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; +} + +// FIXME: Remove the == 0.0f behavior? +void ImGui::PushItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PushMultiItemsWidths(int components, float w_full) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(components > 0); + const ImGuiStyle& style = g.Style; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + float w_items = w_full - style.ItemInnerSpacing.x * (components - 1); + float prev_split = w_items; + for (int i = components - 1; i > 0; i--) + { + float next_split = IM_TRUNC(w_items * i / components); + window->DC.ItemWidthStack.push_back(ImMax(prev_split - next_split, 1.0f)); + prev_split = next_split; + } + window->DC.ItemWidth = ImMax(prev_split, 1.0f); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PopItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.ItemWidthStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemWidth() too many times!"); + return; + } + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + window->DC.ItemWidthStack.pop_back(); +} + +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). +// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() +float ImGui::CalcItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float w; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; + else + w = window->DC.ItemWidth; + if (w < 0.0f) + { + float region_avail_x = GetContentRegionAvail().x; + w = ImMax(1.0f, region_avail_x + w); + } + w = IM_TRUNC(w); + return w; +} + +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) +{ + ImVec2 avail; + if (size.x < 0.0f || size.y < 0.0f) + avail = GetContentRegionAvail(); + + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, avail.x + size.x); // <-- size.x is negative here so we are subtracting + + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, avail.y + size.y); // <-- size.y is negative here so we are subtracting + + return size; +} + +float ImGui::GetTextLineHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize; +} + +float ImGui::GetTextLineHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.ItemSpacing.y; +} + +float ImGui::GetFrameHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f; +} + +float ImGui::GetFrameHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; +} + +ImVec2 ImGui::GetContentRegionAvail() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; + return mx - window->DC.CursorPos; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// You should never need those functions. Always use GetCursorScreenPos() and GetContentRegionAvail()! +// They are bizarre local-coordinates which don't play well with scrolling. +ImVec2 ImGui::GetContentRegionMax() +{ + return GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos(); +} + +ImVec2 ImGui::GetWindowContentRegionMin() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Min - window->Pos; +} + +ImVec2 ImGui::GetWindowContentRegionMax() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Max - window->Pos; +} +#endif + +// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) +// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. +// FIXME-OPT: Could we safely early out on ->SkipItems? +void ImGui::BeginGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.GroupStack.resize(g.GroupStack.Size + 1); + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.WindowID = window->ID; + group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; + group_data.BackupIndent = window->DC.Indent; + group_data.BackupGroupOffset = window->DC.GroupOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; + group_data.BackupIsSameLine = window->DC.IsSameLine; + group_data.BackupDeactivatedIdIsAlive = g.DeactivatedItemData.IsAlive; + group_data.EmitItem = true; + + window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; + window->DC.Indent = window->DC.GroupOffset; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +void ImGui::EndGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls + + ImGuiGroupData& group_data = g.GroupStack.back(); + IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Include LastItemData.Rect.Max as a workaround for e.g. EndTable() undershooting with CursorMaxPos report. (#7543) + ImRect group_bb(group_data.BackupCursorPos, ImMax(ImMax(window->DC.CursorMaxPos, g.LastItemData.Rect.Max), group_data.BackupCursorPos)); + window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, group_bb.Max); + window->DC.Indent = group_data.BackupIndent; + window->DC.GroupOffset = group_data.BackupGroupOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; + window->DC.IsSameLine = group_data.BackupIsSameLine; + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return + + if (!group_data.EmitItem) + { + g.GroupStack.pop_back(); + return; + } + + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize()); + ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop); + + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_deactivated_id = (group_data.BackupDeactivatedIdIsAlive == false) && (g.DeactivatedItemData.IsAlive == true); + if (group_contains_curr_active_id) + g.LastItemData.ID = g.ActiveId; + else if (group_contains_deactivated_id) + g.LastItemData.ID = g.DeactivatedItemData.ID; + g.LastItemData.Rect = group_bb; + + // Forward Hovered flag + const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; + if (group_contains_curr_hovered_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Forward Edited flag + if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; + + // Forward Deactivated flag + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_deactivated_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; + + g.GroupStack.pop_back(); + if (g.DebugShowGroupRects) + window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] +} + + +//----------------------------------------------------------------------------- +// [SECTION] SCROLLING +//----------------------------------------------------------------------------- + +// Helper to snap on edges when aiming at an item very close to the edge, +// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. +// When we refactor the scrolling API this may be configurable with a flag? +// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. +static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio) +{ + if (target <= snap_min + snap_threshold) + return ImLerp(snap_min, target, center_ratio); + if (target >= snap_max - snap_threshold) + return ImLerp(target, snap_max, center_ratio); + return target; +} + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) +{ + ImVec2 scroll = window->Scroll; + ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2); + for (int axis = 0; axis < 2; axis++) + { + if (window->ScrollTarget[axis] < FLT_MAX) + { + float center_ratio = window->ScrollTargetCenterRatio[axis]; + float scroll_target = window->ScrollTarget[axis]; + if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f) + { + float snap_min = 0.0f; + float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis]; + scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio); + } + scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]); + } + scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f)); + if (!window->Collapsed && !window->SkipItems) + scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]); + } + return scroll; +} + +void ImGui::ScrollToItem(ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ScrollToRectEx(window, g.LastItemData.NavRect, flags); +} + +void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ScrollToRectEx(window, item_rect, flags); +} + +// Scroll to keep newly navigated item fully into view +ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x); + scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y); + //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG] + //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG] + + // Check that only one behavior is selected per axis + IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_)); + IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_)); + + // Defaults + ImGuiScrollFlags in_flags = flags; + if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX) + flags |= ImGuiScrollFlags_KeepVisibleEdgeX; + if ((flags & ImGuiScrollFlags_MaskY_) == 0) + flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY; + + const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x; + const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y; + const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) + { + if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x) + SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f); + else if (item_rect.Max.x >= scroll_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) + { + if (can_be_fully_visible_x) + SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f); + else + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f); + } + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) + { + if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y) + SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f); + else if (item_rect.Max.y >= scroll_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) + { + if (can_be_fully_visible_y) + SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f); + else + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f); + } + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ImVec2 delta_scroll = next_scroll - window->Scroll; + + // Also scroll parent window to keep us into view if necessary + if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow)) + { + // FIXME-SCROLL: May be an option? + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX; + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY; + delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags); + } + + return delta_scroll; +} + +float ImGui::GetScrollX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; +} + +float ImGui::GetScrollY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; +} + +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} + +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} + +void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x) +{ + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y) +{ + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiContext& g = *GImGui; + SetScrollX(g.CurrentWindow, scroll_x); +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiContext& g = *GImGui; + SetScrollY(g.CurrentWindow, scroll_y); +} + +// Note that a local position will vary depending on initial scroll value, +// This is a little bit confusing so bear with us: +// - local_pos = (absolution_pos - window->Pos) +// - So local_x/local_y are 0.0f for a position at the upper-left corner of a window, +// and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area. +// - They mostly exist because of legacy API. +// Following the rules above, when trying to work with scrolling code, consider that: +// - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect! +// - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense +// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size +void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) +{ + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.x = center_x_ratio; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) +{ + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.y = center_y_ratio; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); + float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio); + SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x); +} + +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y); + float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); + SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y); +} + +//----------------------------------------------------------------------------- +// [SECTION] TOOLTIPS +//----------------------------------------------------------------------------- + +bool ImGui::BeginTooltip() +{ + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginItemTooltip() +{ + if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + return false; + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + + const bool is_dragdrop_tooltip = g.DragDropWithinSource || g.DragDropWithinTarget; + if (is_dragdrop_tooltip) + { + // Drag and Drop tooltips are positioning differently than other tooltips: + // - offset visibility to increase visibility around mouse. + // - never clamp within outer viewport boundary. + // We call SetNextWindowPos() to enforce position and disable clamping. + // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones). + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + const bool is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource_TouchScreen); + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + ImVec2 tooltip_pos = is_touchscreen ? (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_TOUCH * g.Style.MouseCursorScale) : (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_MOUSE * g.Style.MouseCursorScale); + ImVec2 tooltip_pivot = is_touchscreen ? TOOLTIP_DEFAULT_PIVOT_TOUCH : ImVec2(0.0f, 0.0f); + SetNextWindowPos(tooltip_pos, ImGuiCond_None, tooltip_pivot); + } + + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + tooltip_flags |= ImGuiTooltipFlags_OverridePrevious; + } + + const char* window_name_template = is_dragdrop_tooltip ? "##Tooltip_DragDrop_%02d" : "##Tooltip_%02d"; + char window_name[32]; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, g.TooltipOverrideCount); + if ((tooltip_flags & ImGuiTooltipFlags_OverridePrevious) && g.TooltipPreviousWindow != NULL && g.TooltipPreviousWindow->Active) + { + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + //IMGUI_DEBUG_LOG("[tooltip] '%s' already active, using +1 for this frame\n", window_name); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.TooltipPreviousWindow); + ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, ++g.TooltipOverrideCount); + } + + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; + Begin(window_name, NULL, flags | extra_window_flags); + // 2023-03-09: Added bool return value to the API, but currently always returning true. + // If this ever returns false we need to update BeginDragDropSource() accordingly. + //if (!ret) + // End(); + //return ret; + return true; +} + +void ImGui::EndTooltip() +{ + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + End(); +} + +void ImGui::SetTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetTooltipV(const char* fmt, va_list args) +{ + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + TextV(fmt, args); + EndTooltip(); +} + +// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'. +// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse. +void ImGui::SetItemTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetItemTooltipV(const char* fmt, va_list args) +{ + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); +} + + +//----------------------------------------------------------------------------- +// [SECTION] POPUPS +//----------------------------------------------------------------------------- + +// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel +bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + if (popup_flags & ImGuiPopupFlags_AnyPopupId) + { + // Return true if any popup is open at the current BeginPopup() level of the popup stack + // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. + IM_ASSERT(id == 0); + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + return g.OpenPopupStack.Size > 0; + else + return g.OpenPopupStack.Size > g.BeginPopupStack.Size; + } + else + { + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + { + // Return true if the popup is open anywhere in the popup stack + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + if (popup_data.PopupId == id) + return true; + return false; + } + else + { + // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + } + } +} + +bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id); + if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0) + IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally + return IsPopupOpen(id, popup_flags); +} + +// Also see FindBlockingModal(NULL) +ImGuiWindow* ImGui::GetTopMostPopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if (popup->Flags & ImGuiWindowFlags_Modal) + return popup; + return NULL; +} + +// See Demo->Stacked Modal to confirm what this is for. +ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup)) + return popup; + return NULL; +} + + +// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) +// should be positioned behind that modal window, unless the window was created inside the modal begin-stack. +// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. +// - WindowA // FindBlockingModal() returns Modal1 +// - WindowB // .. returns Modal1 +// - Modal1 // .. returns Modal2 +// - WindowC // .. returns Modal2 +// - WindowD // .. returns Modal2 +// - Modal2 // .. returns Modal2 +// - WindowE // .. returns NULL +// Notes: +// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL. +// Only difference is here we check for ->Active/WasActive but it may be unnecessary. +ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= 0) + return NULL; + + // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + { + ImGuiWindow* popup_window = popup_data.Window; + if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) + continue; + if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. + continue; + if (window == NULL) // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click. + return popup_window; + if (IsWindowWithinBeginStackOf(window, popup_window)) // Window may be over modal + continue; + return popup_window; // Place window right below first block modal + } + return NULL; +} + +void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.CurrentWindow->GetID(str_id); + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id); + OpenPopupEx(id, popup_flags); +} + +void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + OpenPopupEx(id, popup_flags); +} + +// Mark popup as open (toggle toward open state). +// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. +// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). +// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) +void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + const int current_stack_size = g.BeginPopupStack.Size; + + if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) + if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId)) + return; + + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + popup_ref.PopupId = id; + popup_ref.Window = NULL; + popup_ref.RestoreNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type). + popup_ref.OpenFrameCount = g.FrameCount; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); + popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; + + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id); + if (g.OpenPopupStack.Size < current_stack_size + 1) + { + g.OpenPopupStack.push_back(popup_ref); + } + else + { + // Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake! + // However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be + // in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer. + // Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags_NoReopen is not specified. + bool keep_existing = false; + if (g.OpenPopupStack[current_stack_size].PopupId == id) + if ((g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) || (popup_flags & ImGuiPopupFlags_NoReopen)) + keep_existing = true; + if (keep_existing) + { + // No reopen + g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; + } + else + { + // Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation) + ClosePopupToLevel(current_stack_size, true); + g.OpenPopupStack.push_back(popup_ref); + } + + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + // This is equivalent to what ClosePopupToLevel() does. + //if (g.OpenPopupStack[current_stack_size].PopupId == id) + // FocusWindow(parent_window); + } +} + +// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. +// This function closes any popups that are over 'ref_window'. +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size == 0) + return; + + // Don't close our own child popup windows. + //IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\") restore_under=%d\n", ref_window ? ref_window->Name : "", restore_focus_to_window_under_popup); + int popup_count_to_keep = 0; + if (ref_window) + { + // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) + for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) + { + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; + if (!popup.Window) + continue; + IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); + + // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) + // - Clicking/Focusing Window2 won't close Popup1: + // Window -> Popup1 -> Window2(Ref) + // - Clicking/focusing Popup1 will close Popup2 and Popup3: + // Window -> Popup1(Ref) -> Popup2 -> Popup3 + // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree! + // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child + // We step through every popup from bottom to top to validate their position relative to reference window. + bool ref_window_is_descendent_of_popup = false; + for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) + //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE + if (IsWindowWithinBeginStackOf(ref_window, popup_window)) + { + ref_window_is_descendent_of_popup = true; + break; + } + if (!ref_window_is_descendent_of_popup) + break; + } + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + { + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : ""); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); + } +} + +void ImGui::ClosePopupsExceptModals() +{ + ImGuiContext& g = *GImGui; + + int popup_count_to_keep; + for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--) + { + ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window; + if (!window || (window->Flags & ImGuiWindowFlags_Modal)) + break; + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + ClosePopupToLevel(popup_count_to_keep, true); +} + +void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_under=%d\n", remaining, restore_focus_to_window_under_popup); + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) + for (int n = remaining; n < g.OpenPopupStack.Size; n++) + IMGUI_DEBUG_LOG_POPUP("[popup] - Closing PopupID 0x%08X Window \"%s\"\n", g.OpenPopupStack[n].PopupId, g.OpenPopupStack[n].Window ? g.OpenPopupStack[n].Window->Name : NULL); + + // Trim open popup stack + ImGuiPopupData prev_popup = g.OpenPopupStack[remaining]; + g.OpenPopupStack.resize(remaining); + + // Restore focus (unless popup window was not yet submitted, and didn't have a chance to take focus anyhow. See #7325 for an edge case) + if (restore_focus_to_window_under_popup && prev_popup.Window) + { + ImGuiWindow* popup_window = prev_popup.Window; + ImGuiWindow* focus_window = (popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : prev_popup.RestoreNavWindow; + if (focus_window && !focus_window->WasActive) + FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback + else + FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None); + } +} + +// Close the popup we have begin-ed into. +void ImGui::CloseCurrentPopup() +{ + ImGuiContext& g = *GImGui; + int popup_idx = g.BeginPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + return; + + // Closing a menu closes its top-most parent popup (unless a modal) + while (popup_idx > 0) + { + ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; + ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; + bool close_parent = false; + if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) + if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar)) + close_parent = true; + if (!close_parent) + break; + popup_idx--; + } + IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + ClosePopupToLevel(popup_idx, true); + + // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. + // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. + // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. + if (ImGuiWindow* window = g.NavWindow) + window->DC.NavHideHighlightOneFrame = true; +} + +// Attention! BeginPopup() adds default flags when calling BeginPopupEx()! +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[20]; + if (extra_window_flags & ImGuiWindowFlags_ChildMenu) + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuDepth); // Recycle windows based on depth + else + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame + + bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + + //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; + + return is_open; +} + +bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; + ImGuiID id = g.CurrentWindow->GetID(str_id); + return BeginPopupEx(id, flags); +} + +// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup). +// - *p_open set back to false in BeginPopupModal() when popup is not open. +// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup. +bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = window->GetID(name); + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (p_open && *p_open) + *p_open = false; + return false; + } + + // Center modal windows by default for increased visibility + // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) + // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + } + + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking; + const bool is_open = Begin(name, p_open, flags); + if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + { + EndPopup(); + if (is_open) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + return false; + } + return is_open; +} + +void ImGui::EndPopup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls + IM_ASSERT(g.BeginPopupStack.Size > 0); + + // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) + if (g.NavWindow == window) + NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); + + // Child-popups don't need to be laid out + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + g.WithinEndChildID = window->ID; + End(); + g.WithinEndChildID = backup_within_end_child_id; +} + +// Helper to open a popup if mouse button is released over the item +// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup() +void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + { + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + OpenPopupEx(id, popup_flags); + } +} + +// This is a helper to handle the simplest case of associating one named popup to one given widget. +// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id. +// - To create a popup with a specific identifier, pass it in str_id. +// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call. +// - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id. +// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// This is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight); +// return BeginPopup(id); +// Which is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) +// OpenPopup(id); +// return BeginPopup(id); +// The main difference being that this is tweaked to avoid computing the ID twice. +bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "window_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "void_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) + if (GetTopMostPopupModal() == NULL) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) +// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. +// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor +// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. +// this allows us to have tooltips/popups displayed out of the parent viewport.) +ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) +{ + ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + + // Combo Box policy (we want a connecting edge) + if (policy == ImGuiPopupPositionPolicy_ComboBox) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + ImVec2 pos; + if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) + if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right + if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left + if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left + if (!r_outer.Contains(ImRect(pos, pos + size))) + continue; + *last_dir = dir; + return pos; + } + } + + // Tooltip and Default popup policy + // (Always first try the direction we used on the last frame, if any) + if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + + const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + + // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) + if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right)) + continue; + if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down)) + continue; + + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + + // Clamp top-left corner of popup + pos.x = ImMax(pos.x, r_outer.Min.x); + pos.y = ImMax(pos.y, r_outer.Min.y); + + *last_dir = dir; + return pos; + } + } + + // Fallback when not enough room: + *last_dir = ImGuiDir_None; + + // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + if (policy == ImGuiPopupPositionPolicy_Tooltip) + return ref_pos + ImVec2(2, 2); + + // Otherwise try to keep within display + ImVec2 pos = ref_pos; + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); + return pos; +} + +// Note that this is used for popups, which can overlap the non work-area of individual viewports. +ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImRect r_screen; + if (window->ViewportAllowPlatformMonitorExtend >= 0) + { + // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend]; + r_screen.Min = monitor.WorkPos; + r_screen.Max = monitor.WorkPos + monitor.WorkSize; + } + else + { + // Use the full viewport area (not work area) for popups + r_screen = window->Viewport->GetMainRect(); + } + ImVec2 padding = g.Style.DisplaySafeAreaPadding; + r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); + return r_screen; +} + +ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + ImRect r_outer = GetPopupAllowedExtentRect(window); + if (window->Flags & ImGuiWindowFlags_ChildMenu) + { + // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. + // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. + ImGuiWindow* parent_window = window->ParentWindow; + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + ImRect r_avoid; + if (parent_window->DC.MenuBarAppending) + r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field + else + r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); + } + if (window->Flags & ImGuiWindowFlags_Popup) + { + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here + } + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Position tooltip (always follows mouse + clamp within outer boundaries) + // FIXME: + // - Too many paths. One problem is that FindBestWindowPosForPopupEx() doesn't allow passing a suggested position (so touch screen path doesn't use it by default). + // - Drag and drop tooltips are not using this path either: BeginTooltipEx() manually sets their position. + // - Require some tidying up. In theory we could handle both cases in same location, but requires a bit of shuffling + // as drag and drop tooltips are calling SetNextWindowPos() leading to 'window_pos_set_by_api' being set in Begin(). + IM_ASSERT(g.CurrentWindow == window); + const float scale = g.Style.MouseCursorScale; + const ImVec2 ref_pos = NavCalcPreferredRefPos(); + + if (g.IO.MouseSource == ImGuiMouseSource_TouchScreen && NavCalcPreferredRefPosSource() == ImGuiInputSource_Mouse) + { + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_TOUCH * scale - (TOOLTIP_DEFAULT_PIVOT_TOUCH * window->Size); + if (r_outer.Contains(ImRect(tooltip_pos, tooltip_pos + window->Size))) + return tooltip_pos; + } + + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale; + ImRect r_avoid; + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && !g.IO.ConfigNavMoveSetMousePos) + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); + else + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255)); + + return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); + } + IM_ASSERT(0); + return window->Pos; +} + +//----------------------------------------------------------------------------- +// [SECTION] WINDOW FOCUS +//---------------------------------------------------------------------------- +// - SetWindowFocus() +// - SetNextWindowFocus() +// - IsWindowFocused() +// - UpdateWindowInFocusOrderList() [Internal] +// - BringWindowToFocusFront() [Internal] +// - BringWindowToDisplayFront() [Internal] +// - BringWindowToDisplayBack() [Internal] +// - BringWindowToDisplayBehind() [Internal] +// - FindWindowDisplayIndex() [Internal] +// - FocusWindow() [Internal] +// - FocusTopMostWindowUnderOne() [Internal] +//----------------------------------------------------------------------------- + +void ImGui::SetWindowFocus() +{ + FocusWindow(GImGui->CurrentWindow); +} + +void ImGui::SetWindowFocus(const char* name) +{ + if (name) + { + if (ImGuiWindow* window = FindWindowByName(name)) + FocusWindow(window); + } + else + { + FocusWindow(NULL); + } +} + +void ImGui::SetNextWindowFocus() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; +} + +// Similar to IsWindowHovered() +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.NavWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + + if (ref_window == NULL) + return false; + if (flags & ImGuiFocusedFlags_AnyWindow) + return true; + + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + if (flags & ImGuiHoveredFlags_ChildWindows) + return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + return (ref_window == cur_window); +} + +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(g); + int order = window->FocusOrder; + IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) + IM_ASSERT(g.WindowsFocusOrder[order] == window); + return order; +} + +static void ImGui::UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) +{ + ImGuiContext& g = *GImGui; + + const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0); + const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; + if ((just_created || child_flag_changed) && !new_is_explicit_child) + { + IM_ASSERT(!g.WindowsFocusOrder.contains(window)); + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + else if (!just_created && child_flag_changed && new_is_explicit_child) + { + IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); + for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) + g.WindowsFocusOrder[n]->FocusOrder--; + g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); + window->FocusOrder = -1; + } + window->IsExplicitChild = new_is_explicit_child; +} + +void ImGui::BringWindowToFocusFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == window->RootWindow); + + const int cur_order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); + if (g.WindowsFocusOrder.back() == window) + return; + + const int new_order = g.WindowsFocusOrder.Size - 1; + for (int n = cur_order; n < new_order; n++) + { + g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; + g.WindowsFocusOrder[n]->FocusOrder--; + IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); + } + g.WindowsFocusOrder[new_order] = window; + window->FocusOrder = (short)new_order; +} + +// Note technically focus related but rather adjacent and close to BringWindowToFocusFront() +void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better) + return; + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.Windows[i] == window) + { + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window) +{ + IM_ASSERT(window != NULL && behind_window != NULL); + ImGuiContext& g = *GImGui; + window = window->RootWindow; + behind_window = behind_window->RootWindow; + int pos_wnd = FindWindowDisplayIndex(window); + int pos_beh = FindWindowDisplayIndex(behind_window); + if (pos_wnd < pos_beh) + { + size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); + g.Windows[pos_beh - 1] = window; + } + else + { + size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); + g.Windows[pos_beh] = window; + } +} + +int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return g.Windows.index_from_ptr(g.Windows.find(window)); +} + +// Moving window to front of display and set focus (which happens to be back of our sorted list) +void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + + // Modal check? + if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case. + if (ImGuiWindow* blocking_modal = FindBlockingModal(window)) + { + // This block would typically be reached in two situations: + // - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags_UnlessBelowModal flag. + // - User clicking on void or anything behind a modal while a modal is open (window == NULL) + IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "", blocking_modal->Name); + if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayBehind(window, blocking_modal); // Still bring right under modal. (FIXME: Could move in focus list too?) + ClosePopupsOverWindow(GetTopMostPopupModal(), false); // Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals + return; + } + + // Find last focused child (if any) and focus it instead. + if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL) + window = NavRestoreLastChildNavWindow(window); + + // Apply focus + if (g.NavWindow != window) + { + SetNavWindow(window); + if (window && g.NavHighlightItemUnderNav) + g.NavMousePosDirty = true; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavLayer = ImGuiNavLayer_Main; + SetNavFocusScope(window ? window->NavRootFocusScopeId : 0); + g.NavIdIsAlive = false; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + + // Close popups if any + ClosePopupsOverWindow(window, false); + } + + // Move the root window to the top of the pile + IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; + ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL; + ImGuiDockNode* dock_node = window ? window->DockNode : NULL; + bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); + + // Steal active widgets. Some of the cases it triggers includes: + // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. + // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) + if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) + ClearActiveID(); + + // Passing NULL allow to disable keyboard focus + if (!window) + return; + window->LastFrameJustFocused = g.FrameCount; + + // Select in dock node + // For #2304 we avoid applying focus immediately before the tabbar is visible. + //if (dock_node && dock_node->TabBar) + // dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId; + + // Bring to front + BringWindowToFocusFront(focus_front_window); + if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(display_front_window); +} + +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + // Aim at root window behind us, if we are in a child window that's our own root (see #4640) + int offset = -1; + while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) + { + under_this_window = under_this_window->ParentWindow; + offset = 0; + } + start_idx = FindWindowFocusIndex(under_this_window) + offset; + } + for (int i = start_idx; i >= 0; i--) + { + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. + ImGuiWindow* window = g.WindowsFocusOrder[i]; + if (window == ignore_window || !window->WasActive) + continue; + if (filter_viewport != NULL && window->Viewport != filter_viewport) + continue; + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set... + // This is failing (lagging by one frame) for docked windows. + // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. + // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) + // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? + FocusWindow(window, flags); + return; + } + } + FocusWindow(NULL, flags); +} + +//----------------------------------------------------------------------------- +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +//----------------------------------------------------------------------------- + +// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked. +// In our terminology those should be interchangeable, yet right now this is super confusing. +// Those two functions are merely a legacy artifact, so at minimum naming should be clarified. + +void ImGui::SetNavCursorVisible(bool visible) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigNavCursorVisibleAlways) + visible = true; + g.NavCursorVisible = visible; +} + +// (was called NavRestoreHighlightAfterMove() before 1.91.4) +void ImGui::SetNavCursorVisibleAfterMove() +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; +} + +void ImGui::SetNavWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow != window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : ""); + g.NavWindow = window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavHighlightActivated(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavHighlightActivatedId = id; + g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER; +} + +void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX; +} + +void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); + g.NavId = id; + g.NavLayer = nav_layer; + SetNavFocusScope(focus_scope_id); + g.NavWindow->NavLastIds[nav_layer] = id; + g.NavWindow->NavRectRel[nav_layer] = rect_rel; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); +} + +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + if (g.NavWindow != window) + SetNavWindow(window); + + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid. + // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; + g.NavId = id; + g.NavLayer = nav_layer; + SetNavFocusScope(g.CurrentFocusScopeId); + window->NavLastIds[nav_layer] = id; + if (g.LastItemData.ID == id) + window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); + + if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + g.NavHighlightItemUnderNav = true; + else if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); +} + +static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) +{ + if (ImFabs(dx) > ImFabs(dy)) + return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; + return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; +} + +static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max) +{ + if (cand_max < curr_min) + return cand_max - curr_min; + if (curr_max < cand_min) + return cand_min - curr_max; + return 0.0f; +} + +// Scoring function for keyboard/gamepad directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool ImGui::NavScoreItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavLayer != window->DC.NavLayerCurrent) + return false; + + // FIXME: Those are not good variables names + ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle + const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringDebugCount++; + + // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring + if (window->ParentWindow == g.NavWindow) + { + IM_ASSERT((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened); + if (!window->ClipRect.Overlaps(cand)) + return false; + cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window + } + + // Compute distance between boxes + // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. + float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + if (dby != 0.0f && dbx != 0.0f) + dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + float dist_box = ImFabs(dbx) + ImFabs(dby); + + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) + + // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance + ImGuiDir quadrant; + float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; + if (dbx != 0.0f || dby != 0.0f) + { + // For non-overlapping boxes, use distance between boxes + // FIXME-NAV: Quadrant may be incorrect because of (1) dbx bias and (2) curr.Max.y bias applied by NavBiasScoringRect() where typically curr.Max.y==curr.Min.y + // One typical case where this happens, with style.WindowMenuButtonPosition == ImGuiDir_Right, pressing Left to navigate from Close to Collapse tends to fail. + // Also see #6344. Calling ImGetDirQuadrantFromDelta() with unbiased values may be good but side-effects are plenty. + dax = dbx; + day = dby; + dist_axial = dist_box; + quadrant = ImGetDirQuadrantFromDelta(dbx, dby); + } + else if (dcx != 0.0f || dcy != 0.0f) + { + // For overlapping boxes with different centers, use distance between centers + dax = dcx; + day = dcy; + dist_axial = dist_center; + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); + } + else + { + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) + quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + } + + const ImGuiDir move_dir = g.NavMoveDir; +#if IMGUI_DEBUG_NAV_SCORING + char buf[200]; + if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate. + { + if (quadrant == move_dir) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80)); + draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200)); + draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf); + } + } + const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max); + const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space)); + if (debug_hovering || debug_tty) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), + "d-box (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c", + dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]); + if (debug_hovering) + { + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200)); + draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200)); + draw_list->AddText(cand.Max, ~0U, buf); + } + if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); } + } +#endif + + // Is it in the quadrant we're interested in moving to? + bool new_best = false; + if (quadrant == move_dir) + { + // Does it beat the current best candidate? + if (dist_box < result->DistBox) + { + result->DistBox = dist_box; + result->DistCenter = dist_center; + return true; + } + if (dist_box == result->DistBox) + { + // Try using distance between center points to break ties + if (dist_center < result->DistCenter) + { + result->DistCenter = dist_center; + new_best = true; + } + else if (dist_center == result->DistCenter) + { + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + new_best = true; + } + } + } + + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? + if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match + if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f)) + { + result->DistAxial = dist_axial; + new_best = true; + } + + return new_best; +} + +static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + result->Window = window; + result->ID = g.LastItemData.ID; + result->FocusScopeId = g.CurrentFocusScopeId; + result->ItemFlags = g.LastItemData.ItemFlags; + result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); + if (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } +} + +// True when current work location may be scrolled horizontally when moving left / right. +// This is generally always true UNLESS within a column. We don't have a vertical equivalent. +void ImGui::NavUpdateCurrentWindowIsScrollPushableX() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL); +} + +// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) +// This is called after LastItemData is set, but NextItemData is also still valid. +static void ImGui::NavProcessItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = g.LastItemData.ID; + const ImGuiItemFlags item_flags = g.LastItemData.ItemFlags; + + // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221) + if (window->DC.NavIsScrollPushableX == false) + { + g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + } + const ImRect nav_bb = g.LastItemData.NavRect; + + // Process Init Request + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0; + if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0) + { + NavApplyItemToResult(&g.NavInitResult); + } + if (candidate_for_nav_default_focus) + { + g.NavInitRequest = false; // Found a match, clear request + NavUpdateAnyRequestFlag(); + } + } + + // Process Move Request (scoring for navigation) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) + if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + if ((g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) || (window->Flags & ImGuiWindowFlags_NoNavInputs) == 0) + { + const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + if (is_tabbing) + { + NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags); + } + else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) + { + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if (NavScoreItem(result)) + NavApplyItemToResult(result); + + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } + } + } + + // Update information for currently focused/navigated item + if (g.NavId == id) + { + if (g.NavWindow != window) + SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window. + g.NavLayer = window->DC.NavLayerCurrent; + SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath + g.NavFocusScopeId = g.CurrentFocusScopeId; + g.NavIdIsAlive = true; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } + window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) + } +} + +// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest(). +// Note that SetKeyboardFocusHere() API calls are considered tabbing requests! +// - Case 1: no nav/active id: set result to first eligible item, stop storing. +// - Case 2: tab forward: on ref id set counter, on counter elapse store result +// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request +// - Case 4: tab backward: store all results, on ref id pick prev, stop storing +// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested +void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + + if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0) + { + if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent) + return; + if (g.NavFocusScopeId != g.CurrentFocusScopeId) + return; + } + + // - Can always land on an item when using API call. + // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item. + // - Tabbing without _NavEnableKeyboard: goes through inputable items only. + bool can_stop; + if (move_flags & ImGuiNavMoveFlags_FocusApi) + can_stop = true; + else + can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable)); + + // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) + ImGuiNavItemData* result = &g.NavMoveResultLocal; + if (g.NavTabbingDir == +1) + { + // Tab Forward or SetKeyboardFocusHere() with >= 0 + if (can_stop && g.NavTabbingResultFirst.ID == 0) + NavApplyItemToResult(&g.NavTabbingResultFirst); + if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0) + NavMoveRequestResolveWithLastItem(result); + else if (g.NavId == id) + g.NavTabbingCounter = 1; + } + else if (g.NavTabbingDir == -1) + { + // Tab Backward + if (g.NavId == id) + { + if (result->ID) + { + g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); + } + } + else if (can_stop) + { + // Keep applying until reaching NavId + NavApplyItemToResult(result); + } + } + else if (g.NavTabbingDir == 0) + { + if (can_stop && g.NavId == id) + NavMoveRequestResolveWithLastItem(result); + if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init + NavApplyItemToResult(&g.NavTabbingResultFirst); + } +} + +bool ImGui::NavMoveRequestButNoResultYet() +{ + ImGuiContext& g = *GImGui; + return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +// FIXME: ScoringRect is not set +void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + //IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestSubmit: dir %c, window \"%s\"\n", "-WENS"[move_dir + 1], g.NavWindow->Name); + + if (move_flags & ImGuiNavMoveFlags_IsTabbing) + move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; + + g.NavMoveSubmitted = g.NavMoveScoringItems = true; + g.NavMoveDir = move_dir; + g.NavMoveDirForDebug = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags; + g.NavMoveScrollFlags = scroll_flags; + g.NavMoveForwardToNextFrame = false; + g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods; + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisible.Clear(); + g.NavMoveResultOther.Clear(); + g.NavTabbingCounter = 0; + g.NavTabbingResultFirst.Clear(); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; // Ensure request doesn't need more processing + NavApplyItemToResult(result); + NavUpdateAnyRequestFlag(); +} + +// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere +void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; + g.LastItemData.ID = tree_node_data->ID; + g.LastItemData.ItemFlags = tree_node_data->ItemFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper). + g.LastItemData.NavRect = tree_node_data->NavRect; + NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult() + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestCancel() +{ + ImGuiContext& g = *GImGui; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +// Forward will reuse the move request again on the next frame (generally with modifications done to it) +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavMoveForwardToNextFrame == false); + NavMoveRequestCancel(); + g.NavMoveForwardToNextFrame = true; + g.NavMoveDir = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded; + g.NavMoveScrollFlags = scroll_flags; +} + +// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire +// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY + + // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it: + // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest(). + if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) + g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags; +} + +// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). +// This way we could find the last focused window among our children. It would be much less confusing this way? +static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) +{ + ImGuiWindow* parent = nav_window; + while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent = parent->ParentWindow; + if (parent && parent != nav_window) + parent->NavLastChildNavWindow = nav_window; +} + +// Restore the last focused child. +// Call when we are expected to land on the Main Layer (0) after FocusWindow() +static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) +{ + if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) + return window->NavLastChildNavWindow; + if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar) + if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar)) + return tab->Window; + return window; +} + +void ImGui::NavRestoreLayer(ImGuiNavLayer layer) +{ + ImGuiContext& g = *GImGui; + if (layer == ImGuiNavLayer_Main) + { + ImGuiWindow* prev_nav_window = g.NavWindow; + g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests? + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + if (prev_nav_window) + IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name); + } + ImGuiWindow* window = g.NavWindow; + if (window->NavLastIds[layer] != 0) + { + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + } + else + { + g.NavLayer = layer; + NavInitWindow(window, true); + } +} + +static inline void ImGui::NavUpdateAnyRequestFlag() +{ + ImGuiContext& g = *GImGui; + g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + if (g.NavAnyRequest) + IM_ASSERT(g.NavWindow != NULL); +} + +// This needs to be called before we submit any widget (aka in or before Begin) +void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) +{ + // FIXME: ChildWindow test here is wrong for docking + ImGuiContext& g = *GImGui; + IM_ASSERT(window == g.NavWindow); + + if (window->Flags & ImGuiWindowFlags_NoNavInputs) + { + g.NavId = 0; + SetNavFocusScope(window->NavRootFocusScopeId); + return; + } + + bool init_for_nav = false; + if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); + if (init_for_nav) + { + SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect()); + g.NavInitRequest = true; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + NavUpdateAnyRequestFlag(); + } + else + { + g.NavId = window->NavLastIds[0]; + SetNavFocusScope(window->NavRootFocusScopeId); + } +} + +static ImGuiInputSource ImGui::NavCalcPreferredRefPosSource() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + + // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag. + if ((!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !window) && !activated_shortcut) + return ImGuiInputSource_Mouse; + else + return ImGuiInputSource_Keyboard; // or Nav in general +} + +static ImVec2 ImGui::NavCalcPreferredRefPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + ImGuiInputSource source = NavCalcPreferredRefPosSource(); + + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + + // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag. + if (source == ImGuiInputSource_Mouse) + { + // Mouse (we need a fallback in case the mouse becomes invalid after being used) + // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. + // In theory we could move that +1.0f offset in OpenPopupEx() + ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos; + return ImVec2(p.x + 1.0f, p.y); + } + else + { + // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item + ImRect ref_rect; + if (activated_shortcut) + ref_rect = g.LastItemData.NavRect; + else + ref_rect = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); + + // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) + if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) + { + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ref_rect.Translate(window->Scroll - next_scroll); + } + ImVec2 pos = ImVec2(ref_rect.Min.x + ImMin(g.Style.FramePadding.x * 4, ref_rect.GetWidth()), ref_rect.Max.y - ImMin(g.Style.FramePadding.y, ref_rect.GetHeight())); + ImGuiViewport* viewport = window->Viewport; + return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. + } +} + +float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate); + + ImGuiKey key_less, key_more; + if (g.NavInputSource == ImGuiInputSource_Gamepad) + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown; + } + else + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow; + } + float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate); + if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase + amount = 0.0f; + return amount; +} + +static void ImGui::NavUpdate() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + io.WantSetMousePos = false; + //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); + + // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard) + // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource? + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown }; + if (nav_gamepad_active) + for (ImGuiKey key : nav_gamepad_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Gamepad; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow }; + if (nav_keyboard_active) + for (ImGuiKey key : nav_keyboard_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Keyboard; + + // Process navigation init request (select first/default focus) + g.NavJustMovedToId = 0; + g.NavJustMovedToFocusScopeId = g.NavJustMovedFromFocusScopeId = 0; + if (g.NavInitResult.ID != 0) + NavInitRequestApplyResult(); + g.NavInitRequest = false; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + + // Process navigation move request + if (g.NavMoveSubmitted) + NavMoveRequestApplyResult(); + g.NavTabbingCounter = 0; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + if (g.NavCursorHideFrames > 0) + if (--g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; + + // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) + bool set_mouse_pos = false; + if (g.NavMousePosDirty && g.NavIdIsAlive) + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && g.NavWindow) + set_mouse_pos = true; + g.NavMousePosDirty = false; + IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); + + // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0 + if (g.NavWindow) + NavSaveLastChildNavWindowIntoParent(g.NavWindow); + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) + g.NavWindow->NavLastChildNavWindow = NULL; + + // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + NavUpdateWindowing(); + + // Set output flags for user application + io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + io.NavVisible = (io.NavActive && g.NavId != 0 && g.NavCursorVisible) || (g.NavWindowingTarget != NULL); + + // Process NavCancel input (to close a popup, get back to parent, clear focus) + NavUpdateCancelRequest(); + + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0; + g.NavActivateFlags = ImGuiActivateFlags_None; + if (g.NavId != 0 && g.NavCursorVisible && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, 0, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, 0, ImGuiKeyOwner_NoOwner))); + const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner)); + const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, 0, ImGuiKeyOwner_NoOwner))); + if (g.ActiveId == 0 && activate_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferTweak; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down)) + g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed)) + { + g.NavActivatePressedId = g.NavId; + NavHighlightActivated(g.NavId); + } + } + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavCursorVisible = false; + else if (g.IO.ConfigNavCursorVisibleAlways && g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; + if (g.NavActivateId != 0) + IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + + // Highlight + if (g.NavHighlightActivatedTimer > 0.0f) + g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime); + if (g.NavHighlightActivatedTimer == 0.0f) + g.NavHighlightActivatedId = 0; + + // Process programmatic activation request + // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) + if (g.NavNextActivateId != 0) + { + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId; + g.NavActivateFlags = g.NavNextActivateFlags; + } + g.NavNextActivateId = 0; + + // Process move requests + NavUpdateCreateMoveRequest(); + if (g.NavMoveDir == ImGuiDir_None) + NavUpdateCreateTabbingRequest(); + NavUpdateAnyRequestFlag(); + g.NavIdIsAlive = false; + + // Scrolling + if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + { + // *Fallback* manual-scroll with Nav directional keys when window has no navigable item + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const ImGuiDir move_dir = g.NavMoveDir; + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None) + { + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) + SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + } + + // *Normal* Manual scroll with LStick + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + if (nav_gamepad_active) + { + const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f; + if (scroll_dir.x != 0.0f && window->ScrollbarX) + SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); + if (scroll_dir.y != 0.0f) + SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); + } + } + + // Always prioritize mouse highlight if navigation is disabled + if (!nav_keyboard_active && !nav_gamepad_active) + { + g.NavCursorVisible = false; + g.NavHighlightItemUnderNav = set_mouse_pos = false; + } + + // Update mouse position if requested + // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) + if (set_mouse_pos && io.ConfigNavMoveSetMousePos && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + TeleportMousePos(NavCalcPreferredRefPos()); + + // [DEBUG] + g.NavScoringDebugCount = 0; +#if IMGUI_DEBUG_NAV_RECTS + if (ImGuiWindow* debug_window = g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(debug_window); + int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); } + //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } +#endif +} + +void ImGui::NavInitRequestApplyResult() +{ + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + ImGuiContext& g = *GImGui; + if (!g.NavWindow) + return; + + ImGuiNavItemData* result = &g.NavInitResult; + if (g.NavId != result->ID) + { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = 0; + g.NavJustMovedToIsTabbing = false; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + } + + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + if (g.NavInitRequestFromMove) + SetNavCursorVisibleAfterMove(); +} + +// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position +static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags) +{ + // Bias initial rect + ImGuiContext& g = *GImGui; + const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos; + + // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias. + // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column. + // - But each successful move sets new bias on one axis, only cleared when using mouse. + if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0) + { + if (preferred_pos_rel.x == FLT_MAX) + preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x; + if (preferred_pos_rel.y == FLT_MAX) + preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y; + } + + // Apply general bias on the other axis + if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX) + r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x; + else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX) + r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y; +} + +void ImGui::NavUpdateCreateMoveRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiWindow* window = g.NavWindow; + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + + if (g.NavMoveForwardToNextFrame && window != NULL) + { + // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) + // (preserve most state, which were already set by the NavMoveRequestForward() function) + IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); + IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); + } + else + { + // Initiate directional inputs request + g.NavMoveDir = ImGuiDir_None; + g.NavMoveFlags = ImGuiNavMoveFlags_None; + g.NavMoveScrollFlags = ImGuiScrollFlags_None; + if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Down; } + } + g.NavMoveClipDir = g.NavMoveDir; + g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + } + + // Update PageUp/PageDown/Home/End scroll + // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? + float scoring_rect_offset_y = 0.0f; + if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) + scoring_rect_offset_y = NavUpdatePageUpPageDown(); + if (scoring_rect_offset_y != 0.0f) + { + g.NavScoringNoClipRect = window->InnerRect; + g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); + } + + // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction. +#if IMGUI_DEBUG_NAV_SCORING + //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) + // g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); + if (io.KeyCtrl) + { + if (g.NavMoveDir == ImGuiDir_None) + g.NavMoveDir = g.NavMoveDirForDebug; + g.NavMoveClipDir = g.NavMoveDir; + g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; + } +#endif + + // Submit + g.NavMoveForwardToNextFrame = false; + if (g.NavMoveDir != ImGuiDir_None) + NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); + + // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match) + if (g.NavMoveSubmitted && g.NavId == 0) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "", g.NavLayer); + g.NavInitRequest = g.NavInitRequestFromMove = true; + g.NavInitResult.ID = 0; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; + } + + // When using gamepad, we project the reference nav bounding box into window visible area. + // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, + // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse). + if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded)) + { + bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0; + bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0; + ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1))); + + // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171) + // Otherwise 'inner_rect_rel' would be off on the move result frame. + inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll); + + if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); + float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f); + float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item + inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; + inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; + inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; + inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX; + window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel); + g.NavId = 0; + } + } + + // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) + ImRect scoring_rect; + if (window != NULL) + { + ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); + scoring_rect.TranslateY(scoring_rect_offset_y); + if (g.NavMoveSubmitted) + NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags); + IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] + //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] + } + g.NavScoringRect = scoring_rect; + g.NavScoringNoClipRect.Add(scoring_rect); +} + +void ImGui::NavUpdateCreateTabbingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + IM_ASSERT(g.NavMoveDir == ImGuiDir_None); + if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) + return; + + const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + if (!tab_pressed) + return; + + // Initiate tabbing request + // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) + // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (nav_keyboard_active) + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavCursorVisible == false && g.ActiveId == 0) ? 0 : +1; + else + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; + NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + g.NavTabbingCounter = -1; +} + +// Apply result from previous frame navigation directional move request. Always called from NavUpdate() +void ImGui::NavMoveRequestApplyResult() +{ + ImGuiContext& g = *GImGui; +#if IMGUI_DEBUG_NAV_SCORING + if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times + return; +#endif + + // Select which result to use + ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; + + // Tabbing forward wrap + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL) + if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID) + result = &g.NavTabbingResultFirst; + + // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + if (result == NULL) + { + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavCursorVisible; + if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); + NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis. + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n"); + return; + } + + // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. + if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId) + result = &g.NavMoveResultLocalVisible; + + // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. + if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) + if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) + result = &g.NavMoveResultOther; + IM_ASSERT(g.NavWindow && result->Window); + + // Scroll to keep newly navigated item fully into view. + if (g.NavLayer == ImGuiNavLayer_Main) + { + ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); + ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); + + if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY) + { + // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge? + float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; + SetScrollY(result->Window, scroll_target); + } + } + + if (g.NavWindow != result->Window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name); + g.NavWindow = result->Window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + + // Clear active id unless requested not to + // FIXME: ImGuiNavMoveFlags_NoClearActiveId is currently unused as we don't have a clear strategy to preserve active id after interaction, + // so this is mostly provided as a gateway for further experiments (see #1418, #2890) + if (g.ActiveId != result->ID && (g.NavMoveFlags & ImGuiNavMoveFlags_NoClearActiveId) == 0) + ClearActiveID(); + + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior. + if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0) + { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = g.NavMoveKeyMods; + g.NavJustMovedToIsTabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + //IMGUI_DEBUG_LOG_NAV("[nav] NavJustMovedFromFocusScopeId = 0x%08X, NavJustMovedToFocusScopeId = 0x%08X\n", g.NavJustMovedFromFocusScopeId, g.NavJustMovedToFocusScopeId); + } + + // Apply new NavID/Focus + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer]; + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + + // Restore last preferred position for current axis + // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0) + { + preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis]; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel; + } + + // Tabbing: Activates Inputable, otherwise only Focus + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->ItemFlags & ImGuiItemFlags_Inputable) == 0) + g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate; + + // Activate + if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_None; + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing; + } + + // Make nav cursor visible + if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); +} + +// Process Escape/NavCancel input (to close a popup, get back to parent, clear focus) +// FIXME: In order to support e.g. Escape to clear a selection we'll need: +// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. +// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept +static void ImGui::NavUpdateCancelRequest() +{ + ImGuiContext& g = *GImGui; + const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, 0, ImGuiKeyOwner_NoOwner)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, 0, ImGuiKeyOwner_NoOwner))) + return; + + IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n"); + if (g.ActiveId != 0) + { + ClearActiveID(); + } + else if (g.NavLayer != ImGuiNavLayer_Main) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + SetNavCursorVisibleAfterMove(); + } + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow->RootWindowForNav; + ImGuiWindow* parent_window = child_window->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect())); + SetNavCursorVisibleAfterMove(); + } + else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + { + // Close open popup/menu + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + } + else + { + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + // FIXME-NAV: This should happen on window appearing. + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup)))// || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + + // Clear nav focus + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + g.NavId = 0; + if (g.IO.ConfigNavEscapeClearFocusWindow) + FocusWindow(NULL); + } +} + +// Handle PageUp/PageDown/Home/End keys +// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request +// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference +// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid? +static float ImGui::NavUpdatePageUpPageDown() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) + return 0.0f; + + const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_NoOwner); + const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_NoOwner); + const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); + const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); + if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out + return 0.0f; + + if (g.NavLayer != ImGuiNavLayer_Main) + NavRestoreLayer(ImGuiNavLayer_Main); + + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY) + { + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(ImGuiKey_PageUp, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else + { + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(ImGuiKey_PageUp, true)) + { + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + } + else if (IsKeyPressed(ImGuiKey_PageDown, true)) + { + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + return nav_scoring_rect_offset_y; + } + return 0.0f; +} + +static void ImGui::NavEndFrame() +{ + ImGuiContext& g = *GImGui; + + // Show CTRL+TAB list window + if (g.NavWindowingTarget != NULL) + NavUpdateWindowingOverlay(); + + // Perform wrap-around in menus + // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly. + // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. + if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + NavUpdateCreateWrappingRequest(); +} + +static void ImGui::NavUpdateCreateWrappingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + + bool do_forward = false; + ImRect bb_rel = window->NavRectRel[g.NavLayer]; + ImGuiDir clip_dir = g.NavMoveDir; + + const ImGuiNavMoveFlags move_flags = g.NavMoveFlags; + //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row + clip_dir = ImGuiDir_Up; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row + clip_dir = ImGuiDir_Down; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column + clip_dir = ImGuiDir_Left; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column + clip_dir = ImGuiDir_Right; + } + do_forward = true; + } + if (!do_forward) + return; + window->NavRectRel[g.NavLayer] = bb_rel; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); +} + +// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) +// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically. +// If you want a window to never be focused, you may use the e.g. NoInputs flag. +bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) +{ + return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); +} + +static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) + return g.WindowsFocusOrder[i]; + return NULL; +} + +static void NavUpdateWindowingTarget(int focus_change_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget); + if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + return; + + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); + ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); + if (!window_target) + window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); + if (window_target) // Don't reset windowing target if there's a single window in the list + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + } + g.NavWindowingToggleLayer = false; +} + +// Windowing management mode +// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) +static void ImGui::NavUpdateWindowing() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + ImGuiWindow* apply_focus_window = NULL; + bool apply_toggle_layer = false; + + ImGuiWindow* modal_window = GetTopMostPopupModal(); + bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal. + if (!allow_windowing) + g.NavWindowingTarget = NULL; + + // Fade out + if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + { + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + g.NavWindowingTargetAnim = NULL; + } + + // Start CTRL+Tab or Square+L/R window selection + // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab) + const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing"); + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_None); + const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard! + bool just_started_windowing_from_null_focus = false; + if (start_windowing_with_gamepad || start_windowing_with_keyboard) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location + g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; + if (g.NavWindow == NULL) + just_started_windowing_from_null_focus = true; + + // Manually register ownership of our mods. Using a global route in the Shortcut() calls instead would probably be correct but may have more side-effects. + if (keyboard_next_window || keyboard_prev_window) + SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id); + } + + // Gamepad update + g.NavWindowingTimer += io.DeltaTime; + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) + { + // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + + // Select window to focus + const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1); + if (focus_change_dir != 0 && !just_started_windowing_from_null_focus) + { + NavUpdateWindowingTarget(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } + + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) + if (!IsKeyDown(ImGuiKey_NavGamepadMenu)) + { + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + if (g.NavWindowingToggleLayer && g.NavWindow) + apply_toggle_layer = true; + else if (!g.NavWindowingToggleLayer) + apply_focus_window = g.NavWindowingTarget; + g.NavWindowingTarget = NULL; + } + } + + // Keyboard: Focus + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_; + IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows. + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f + if ((keyboard_next_window || keyboard_prev_window) && !just_started_windowing_from_null_focus) + NavUpdateWindowingTarget(keyboard_next_window ? -1 : +1); + else if ((io.KeyMods & shared_mods) != shared_mods) + apply_focus_window = g.NavWindowingTarget; + } + + // Keyboard: Press and Release ALT to toggle menu layer + const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt }; + bool windowing_toggle_layer_start = false; + if (g.NavWindow != NULL && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + for (ImGuiKey windowing_toggle_key : windowing_toggle_keys) + if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner)) + { + windowing_toggle_layer_start = true; + g.NavWindowingToggleLayer = true; + g.NavWindowingToggleKey = windowing_toggle_key; + g.NavInputSource = ImGuiInputSource_Keyboard; + break; + } + if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) + // We cancel toggling nav layer when other modifiers are pressed. (See #4439) + // - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). + // We cancel toggling nav layer if an owner has claimed the key. + if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) + g.NavWindowingToggleLayer = false; + else if (windowing_toggle_layer_start == false && g.LastKeyboardKeyPressTime == g.Time) + g.NavWindowingToggleLayer = false; + else if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false) + g.NavWindowingToggleLayer = false; + + // Apply layer toggle on Alt release + // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. + if (IsKeyReleased(g.NavWindowingToggleKey) && g.NavWindowingToggleLayer) + if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) + if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) + apply_toggle_layer = true; + if (!IsKeyDown(g.NavWindowingToggleKey)) + g.NavWindowingToggleLayer = false; + } + + // Move window + if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) + { + ImVec2 nav_move_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f) + { + const float NAV_MOVE_SPEED = 800.0f; + const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaPos += nav_move_dir * move_step; + g.NavHighlightItemUnderNav = true; + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; + SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always); + g.NavWindowingAccumDeltaPos -= accum_floored; + } + } + } + + // Apply final focus + if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) + { + // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow() + // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow() + ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; + ClearActiveID(); + SetNavCursorVisibleAfterMove(); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); + apply_focus_window = g.NavWindow; + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window has ONLY a menu layer (no main layer), select it directly + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + + // Request OS level focus + if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus) + g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport); + } + if (apply_focus_window) + g.NavWindowingTarget = NULL; + + // Apply menu/layer toggle + if (apply_toggle_layer && g.NavWindow) + { + ClearActiveID(); + + // Move to parent menu if necessary + ImGuiWindow* new_nav_window = g.NavWindow; + while (new_nav_window->ParentWindow + && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 + && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + new_nav_window = new_nav_window->ParentWindow; + if (new_nav_window != g.NavWindow) + { + ImGuiWindow* old_nav_window = g.NavWindow; + FocusWindow(new_nav_window); + new_nav_window->NavLastChildNavWindow = old_nav_window; + } + + // Toggle layer + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + if (new_nav_layer != g.NavLayer) + { + // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) + const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); + if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) + g.NavWindow->NavLastIds[new_nav_layer] = 0; + NavRestoreLayer(new_nav_layer); + SetNavCursorVisibleAfterMove(); + } + } +} + +// Window has already passed the IsWindowNavFocusable() +static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) +{ + if (window->Flags & ImGuiWindowFlags_Popup) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup); + if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar); + if (window->DockNodeAsHost) + return "(Dock node)"; // Not normally shown to user. + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled); +} + +// Overlay displayed when using CTRL+TAB. Called by EndFrame(). +void ImGui::NavUpdateWindowingOverlay() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget != NULL); + + if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) + return; + + if (g.NavWindowingListWindow == NULL) + g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); + const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport(); + SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); + Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + if (g.ContextName[0] != 0) + SeparatorText(g.ContextName); + for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) + { + ImGuiWindow* window = g.WindowsFocusOrder[n]; + IM_ASSERT(window != NULL); // Fix static analyzers + if (!IsWindowNavFocusable(window)) + continue; + const char* label = window->Name; + if (label == FindRenderedTextEnd(label)) + label = GetFallbackWindowNameForWindowingList(window); + Selectable(label, g.NavWindowingTarget == window); + } + End(); + PopStyleVar(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DRAG AND DROP +//----------------------------------------------------------------------------- + +bool ImGui::IsDragDropActive() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive; +} + +void ImGui::ClearDragDrop() +{ + ImGuiContext& g = *GImGui; + if (g.DragDropActive) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] ClearDragDrop()\n"); + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; + + g.DragDropPayloadBufHeap.clear(); + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); +} + +bool ImGui::BeginTooltipHidden() +{ + ImGuiContext& g = *GImGui; + bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow); + return ret; +} + +// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +// If the item has an identifier: +// - This assume/require the item to be activated (typically via ButtonBehavior). +// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button. +// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag. +// If the item has no identifier: +// - Currently always assume left mouse button. +bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, + // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; + + bool source_drag_active = false; + ImGuiID source_id = 0; + ImGuiID source_parent_id = 0; + if ((flags & ImGuiDragDropFlags_SourceExtern) == 0) + { + source_id = g.LastItemData.ID; + if (source_id != 0) + { + // Common path: items with ID + if (g.ActiveId != source_id) + return false; + if (g.ActiveIdMouseButton != -1) + mouse_button = g.ActiveIdMouseButton; + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + g.ActiveIdAllowOverlap = false; + } + else + { + // Uncommon path: items without ID + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag. + if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) + { + IM_ASSERT(0); + return false; + } + + // Magic fallback to handle items with no assigned ID, e.g. Text(), Image() + // We build a throwaway ID based on current ID stack + relative AABB of items in window. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. + // Rely on keeping other window->LastItemXXX fields intact. + source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); + KeepAliveID(source_id); + bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.ItemFlags); + if (is_hovered && g.IO.MouseClicked[mouse_button]) + { + SetActiveID(source_id, window); + FocusWindow(window); + } + if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. + g.ActiveIdAllowOverlap = is_hovered; + } + if (g.ActiveId != source_id) + return false; + source_parent_id = window->IDStack.back(); + source_drag_active = IsMouseDragging(mouse_button); + + // Disable navigation and key inputs while dragging + cancel existing request if any + SetActiveIdUsingAllKeyboardKeys(); + } + else + { + // When ImGuiDragDropFlags_SourceExtern is set: + window = NULL; + source_id = ImHashStr("#SourceExtern"); + source_drag_active = true; + mouse_button = g.IO.MouseDown[0] ? 0 : -1; + KeepAliveID(source_id); + SetActiveID(source_id, NULL); + } + + IM_ASSERT(g.DragDropWithinTarget == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + if (!source_drag_active) + return false; + + // Activate drag and drop + if (!g.DragDropActive) + { + IM_ASSERT(source_id != 0); + ClearDragDrop(); + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] BeginDragDropSource() DragDropActive = true, source_id = 0x%08X%s\n", + source_id, (flags & ImGuiDragDropFlags_SourceExtern) ? " (EXTERN)" : ""); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + if (payload.SourceId == g.ActiveId) + g.ActiveIdNoClearOnFocusLoss = true; + } + g.DragDropSourceFrameCount = g.FrameCount; + g.DragDropWithinSource = true; + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + bool ret; + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + ret = BeginTooltipHidden(); + else + ret = BeginTooltip(); + IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame(). + IM_UNUSED(ret); + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; +} + +void ImGui::EndDragDropSource() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?"); + + if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + EndTooltip(); + + // Discard the drag if have not called SetDragDropPayload() + if (g.DragDropPayload.DataFrameCount == -1) + ClearDragDrop(); + g.DragDropWithinSource = false; +} + +// Use 'cond' to choose to submit payload on drag start or every frame +bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + if (cond == 0) + cond = ImGuiCond_Always; + + IM_ASSERT(type != NULL); + IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); + IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + + if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + { + // Copy payload + ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); + g.DragDropPayloadBufHeap.resize(0); + if (data_size > sizeof(g.DragDropPayloadBufLocal)) + { + // Store in heap + g.DragDropPayloadBufHeap.resize((int)data_size); + payload.Data = g.DragDropPayloadBufHeap.Data; + memcpy(payload.Data, data, data_size); + } + else if (data_size > 0) + { + // Store locally + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + payload.Data = g.DragDropPayloadBufLocal; + memcpy(payload.Data, data, data_size); + } + else + { + payload.Data = NULL; + } + payload.DataSize = (int)data_size; + } + payload.DataFrameCount = g.FrameCount; + + // Return whether the payload has been accepted + return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); +} + +bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree) + return false; + IM_ASSERT(id != 0); + if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) + return false; + if (window->SkipItems) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = bb; + g.DragDropTargetClipRect = window->ClipRect; // May want to be overridden by user depending on use case? + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +// We don't use BeginDragDropTargetCustom() and duplicate its code because: +// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. +// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) +bool ImGui::BeginDragDropTarget() +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems) + return false; + + const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; + ImGuiID id = g.LastItemData.ID; + if (id == 0) + { + id = window->GetIDFromRectangle(display_rect); + KeepAliveID(id); + } + if (g.DragDropPayload.SourceId == id) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = display_rect; + g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect; + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +bool ImGui::IsDragDropPayloadBeingAccepted() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive && g.DragDropAcceptIdPrev != 0; +} + +const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? + IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? + if (type != NULL && !payload.IsDataType(type)) + return NULL; + + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! + const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); + ImRect r = g.DragDropTargetRect; + float r_surface = r.GetWidth() * r.GetHeight(); + if (r_surface > g.DragDropAcceptIdCurrRectSurface) + return NULL; + + g.DragDropAcceptFlags = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId); + + // Render default drop visuals + payload.Preview = was_accepted_previously; + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame) + if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) + RenderDragDropTargetRect(r, g.DragDropTargetClipRect); + + g.DragDropAcceptFrameCount = g.FrameCount; + if ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) && g.DragDropMouseButton == -1) + payload.Delivery = was_accepted_previously && (g.DragDropSourceFrameCount < g.FrameCount); + else + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) + return NULL; + + if (payload.Delivery) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] AcceptDragDropPayload(): 0x%08X: payload delivery\n", g.DragDropTargetId); + return &payload; +} + +// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target. +void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImRect bb_display = bb; + bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible. + bb_display.Expand(3.5f); + bool push_clip_rect = !window->ClipRect.Contains(bb_display); + if (push_clip_rect) + window->DrawList->PushClipRectFullScreen(); + window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); + if (push_clip_rect) + window->DrawList->PopClipRect(); +} + +const ImGuiPayload* ImGui::GetDragDropPayload() +{ + ImGuiContext& g = *GImGui; + return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL; +} + +void ImGui::EndDragDropTarget() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinTarget); + g.DragDropWithinTarget = false; + + // Clear drag and drop state payload right after delivery + if (g.DragDropPayload.Delivery) + ClearDragDrop(); +} + +//----------------------------------------------------------------------------- +// [SECTION] LOGGING/CAPTURING +//----------------------------------------------------------------------------- +// All text output from the interface can be captured into tty/file/clipboard. +// By default, tree nodes are automatically opened during logging. +//----------------------------------------------------------------------------- + +// Pass text data straight to log (without being displayed) +static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args) +{ + if (g.LogFile) + { + g.LogBuffer.Buf.resize(0); + g.LogBuffer.appendfv(fmt, args); + ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile); + } + else + { + g.LogBuffer.appendfv(fmt, args); + } +} + +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + LogTextV(g, fmt, args); + va_end(args); +} + +void ImGui::LogTextV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogTextV(g, fmt, args); +} + +// Internal version that takes a position to decide on newline placement and pad items according to their depth. +// We split text into individual lines to add current tree level padding +// FIXME: This code is a little complicated perhaps, considering simplifying the whole system. +void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const char* prefix = g.LogNextPrefix; + const char* suffix = g.LogNextSuffix; + g.LogNextPrefix = g.LogNextSuffix = NULL; + + if (!text_end) + text_end = FindRenderedTextEnd(text, text_end); + + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1); + if (ref_pos) + g.LogLinePosY = ref_pos->y; + if (log_new_line) + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + + if (prefix) + LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. + + // Re-adjust padding if we have popped out of our starting depth + if (g.LogDepthRef > window->DC.TreeDepth) + g.LogDepthRef = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + + const char* text_remaining = text; + for (;;) + { + // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. + // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. + const char* line_start = text_remaining; + const char* line_end = ImStreolRange(line_start, text_end); + const bool is_last_line = (line_end == text_end); + if (line_start != line_end || !is_last_line) + { + const int line_length = (int)(line_end - line_start); + const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1; + LogText("%*s%.*s", indentation, "", line_length, line_start); + g.LogLineFirstItem = false; + if (*line_end == '\n') + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + } + if (is_last_line) + break; + text_remaining = line_end + 1; + } + + if (suffix) + LogRenderedText(ref_pos, suffix, suffix + strlen(suffix)); +} + +// Start logging/capturing text output +void ImGui::LogBegin(ImGuiLogFlags flags, int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.LogEnabled == false); + IM_ASSERT(g.LogFile == NULL && g.LogBuffer.empty()); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiLogFlags_OutputMask_)); // Check that only 1 type flag is used + + g.LogEnabled = g.ItemUnclipByLog = true; + g.LogFlags = flags; + g.LogWindow = window; + g.LogNextPrefix = g.LogNextSuffix = NULL; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; +} + +// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText) +void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix) +{ + ImGuiContext& g = *GImGui; + g.LogNextPrefix = prefix; + g.LogNextSuffix = suffix; +} + +void ImGui::LogToTTY(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + IM_UNUSED(auto_open_depth); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + LogBegin(ImGuiLogFlags_OutputTTY, auto_open_depth); + g.LogFile = stdout; +#endif +} + +// Start logging/capturing text output to given file +void ImGui::LogToFile(int auto_open_depth, const char* filename) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. + // By opening the file in binary mode "ab" we have consistent output everywhere. + if (!filename) + filename = g.IO.LogFilename; + if (!filename || !filename[0]) + return; + ImFileHandle f = ImFileOpen(filename, "ab"); + if (!f) + { + IM_ASSERT(0); + return; + } + + LogBegin(ImGuiLogFlags_OutputFile, auto_open_depth); + g.LogFile = f; +} + +// Start logging/capturing text output to clipboard +void ImGui::LogToClipboard(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogFlags_OutputClipboard, auto_open_depth); +} + +void ImGui::LogToBuffer(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogFlags_OutputBuffer, auto_open_depth); +} + +void ImGui::LogFinish() +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogText(IM_NEWLINE); + switch (g.LogFlags & ImGuiLogFlags_OutputMask_) + { + case ImGuiLogFlags_OutputTTY: +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + fflush(g.LogFile); +#endif + break; + case ImGuiLogFlags_OutputFile: + ImFileClose(g.LogFile); + break; + case ImGuiLogFlags_OutputBuffer: + break; + case ImGuiLogFlags_OutputClipboard: + if (!g.LogBuffer.empty()) + SetClipboardText(g.LogBuffer.begin()); + break; + default: + IM_ASSERT(0); + break; + } + + g.LogEnabled = g.ItemUnclipByLog = false; + g.LogFlags = ImGuiLogFlags_None; + g.LogFile = NULL; + g.LogBuffer.clear(); +} + +// Helper to display logging buttons +// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) +void ImGui::LogButtons() +{ + ImGuiContext& g = *GImGui; + + PushID("LogButtons"); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + const bool log_to_tty = Button("Log To TTY"); SameLine(); +#else + const bool log_to_tty = false; +#endif + const bool log_to_file = Button("Log To File"); SameLine(); + const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); + PushItemFlag(ImGuiItemFlags_NoTabStop, true); + SetNextItemWidth(80.0f); + SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); + PopItemFlag(); + PopID(); + + // Start logging at the end of the function so that the buttons don't appear in the log + if (log_to_tty) + LogToTTY(); + if (log_to_file) + LogToFile(); + if (log_to_clipboard) + LogToClipboard(); +} + +//----------------------------------------------------------------------------- +// [SECTION] SETTINGS +//----------------------------------------------------------------------------- +// - UpdateSettings() [Internal] +// - MarkIniSettingsDirty() [Internal] +// - FindSettingsHandler() [Internal] +// - ClearIniSettings() [Internal] +// - LoadIniSettingsFromDisk() +// - LoadIniSettingsFromMemory() +// - SaveIniSettingsToDisk() +// - SaveIniSettingsToMemory() +//----------------------------------------------------------------------------- +// - CreateNewWindowSettings() [Internal] +// - FindWindowSettingsByID() [Internal] +// - FindWindowSettingsByWindow() [Internal] +// - ClearWindowSettings() [Internal] +// - WindowSettingsHandler_***() [Internal] +//----------------------------------------------------------------------------- + +// Called by NewFrame() +void ImGui::UpdateSettings() +{ + // Load settings on first frame (if not explicitly loaded manually before) + ImGuiContext& g = *GImGui; + if (!g.SettingsLoaded) + { + IM_ASSERT(g.SettingsWindows.empty()); + if (g.IO.IniFilename) + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; + } + + // Save settings (with a delay after the last modification, so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) + { + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) + { + if (g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + else + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. + g.SettingsDirtyTimer = 0.0f; + } + } +} + +void ImGui::MarkIniSettingsDirty() +{ + ImGuiContext& g = *GImGui; + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL); + g.SettingsHandlers.push_back(*handler); +} + +void ImGui::RemoveSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name)) + g.SettingsHandlers.erase(handler); +} + +ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + const ImGuiID type_hash = ImHashStr(type_name); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.TypeHash == type_hash) + return &handler; + return NULL; +} + +// Clear all settings (windows, tables, docking etc.) +void ImGui::ClearIniSettings() +{ + ImGuiContext& g = *GImGui; + g.SettingsIniData.clear(); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ClearAllFn != NULL) + handler.ClearAllFn(&g, &handler); +} + +void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) +{ + size_t file_data_size = 0; + char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); + if (!file_data) + return; + if (file_data_size > 0) + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + IM_FREE(file_data); +} + +// Zero-tolerance, no error reporting, cheap .ini parsing +// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty! +void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()"); + //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + + // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). + // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. + if (ini_size == 0) + ini_size = strlen(ini_data); + g.SettingsIniData.Buf.resize((int)ini_size + 1); + char* const buf = g.SettingsIniData.Buf.Data; + char* const buf_end = buf + ini_size; + memcpy(buf, ini_data, ini_size); + buf_end[0] = 0; + + // Call pre-read handlers + // Some types will clear their data (e.g. dock information) some types will allow merge/override (window) + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ReadInitFn != NULL) + handler.ReadInitFn(&g, &handler); + + void* entry_data = NULL; + ImGuiSettingsHandler* entry_handler = NULL; + + char* line_end = NULL; + for (char* line = buf; line < buf_end; line = line_end + 1) + { + // Skip new lines markers, then find end of the line + while (*line == '\n' || *line == '\r') + line++; + line_end = line; + while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') + line_end++; + line_end[0] = 0; + if (line[0] == ';') + continue; + if (line[0] == '[' && line_end > line && line_end[-1] == ']') + { + // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. + line_end[-1] = 0; + const char* name_end = line_end - 1; + const char* type_start = line + 1; + char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); + const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; + if (!type_end || !name_start) + continue; + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' + entry_handler = FindSettingsHandler(type_start); + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; + } + else if (entry_handler != NULL && entry_data != NULL) + { + // Let type handler parse the line + entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); + } + } + g.SettingsLoaded = true; + + // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary) + memcpy(buf, ini_data, ini_size); + + // Call post-read handlers + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ApplyAllFn != NULL) + handler.ApplyAllFn(&g, &handler); +} + +void ImGui::SaveIniSettingsToDisk(const char* ini_filename) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + if (!ini_filename) + return; + + size_t ini_data_size = 0; + const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); + ImFileHandle f = ImFileOpen(ini_filename, "wt"); + if (!f) + return; + ImFileWrite(ini_data, sizeof(char), ini_data_size, f); + ImFileClose(f); +} + +// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer +const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + g.SettingsIniData.Buf.resize(0); + g.SettingsIniData.Buf.push_back(0); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + handler.WriteAllFn(&g, &handler, &g.SettingsIniData); + if (out_size) + *out_size = (size_t)g.SettingsIniData.size(); + return g.SettingsIniData.c_str(); +} + +ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) +{ + ImGuiContext& g = *GImGui; + + if (g.IO.ConfigDebugIniSettings == false) + { + // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier. + if (const char* p = strstr(name, "###")) + name = p; + } + const size_t name_len = strlen(name); + + // Allocate chunk + const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; + ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); + IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); + settings->ID = ImHashStr(name, name_len); + memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator + + return settings; +} + +// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names. +// This is called once per window .ini entry + once per newly instantiated window. +ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->ID == id && !settings->WantDelete) + return settings; + return NULL; +} + +// This is faster if you are holding on a Window already as we don't need to perform a search. +ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (window->SettingsOffset != -1) + return g.SettingsWindows.ptr_from_offset(window->SettingsOffset); + return FindWindowSettingsByID(window->ID); +} + +// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more. +void ImGui::ClearWindowSettings(const char* name) +{ + //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName(name); + if (window != NULL) + { + window->Flags |= ImGuiWindowFlags_NoSavedSettings; + InitOrLoadWindowSettings(window, NULL); + if (window->DockId != 0) + DockContextProcessUndockWindow(&g, window, true); + } + if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name))) + settings->WantDelete = true; +} + +static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + window->SettingsOffset = -1; + g.SettingsWindows.clear(); +} + +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = ImHashStr(name); + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id); + if (settings) + *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry + else + settings = ImGui::CreateNewWindowSettings(name); + settings->ID = id; + settings->WantApply = true; + return (void*)settings; +} + +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; + int x, y; + int i; + ImU32 u1; + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } + else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } + else if (sscanf(line, "IsChild=%d", &i) == 1) { settings->IsChild = (i != 0); } + else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } + else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } + else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } +} + +// Apply to existing windows (if any) +static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->WantApply) + { + if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID)) + ApplyWindowSettings(window, settings); + settings->WantApply = false; + } +} + +static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + // Gather data from windows that were active during this session + // (if a window wasn't opened in this session we preserve its settings) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->Flags & ImGuiWindowFlags_NoSavedSettings) + continue; + + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window); + if (!settings) + { + settings = ImGui::CreateNewWindowSettings(window->Name); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + } + IM_ASSERT(settings->ID == window->ID); + settings->Pos = ImVec2ih(window->Pos - window->ViewportPos); + settings->Size = ImVec2ih(window->SizeFull); + settings->ViewportId = window->ViewportId; + settings->ViewportPos = ImVec2ih(window->ViewportPos); + IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId); + settings->DockId = window->DockId; + settings->ClassId = window->WindowClass.ClassId; + settings->DockOrder = window->DockOrder; + settings->Collapsed = window->Collapsed; + settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set. + settings->WantDelete = false; + } + + // Write to text buffer + buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + if (settings->WantDelete) + continue; + const char* settings_name = settings->GetName(); + buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); + if (settings->IsChild) + { + buf->appendf("IsChild=1\n"); + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + } + else + { + if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + { + buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y); + buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); + } + if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + if (settings->Size.x != 0 || settings->Size.y != 0) + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + if (settings->DockId != 0) + { + //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier. + if (settings->DockOrder == -1) + buf->appendf("DockId=0x%08X\n", settings->DockId); + else + buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder); + if (settings->ClassId != 0) + buf->appendf("ClassId=0x%08X\n", settings->ClassId); + } + } + buf->append("\n"); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] LOCALIZATION +//----------------------------------------------------------------------------- + +void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count) +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < count; n++) + g.LocalizationTable[entries[n].Key] = entries[n].Text; +} + +//----------------------------------------------------------------------------- +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +//----------------------------------------------------------------------------- +// - GetMainViewport() +// - FindViewportByID() +// - FindViewportByPlatformHandle() +// - SetCurrentViewport() [Internal] +// - SetWindowViewport() [Internal] +// - GetWindowAlwaysWantOwnViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewports() [Internal] +// - TranslateWindowsInViewport() [Internal] +// - ScaleWindowsInViewport() [Internal] +// - FindHoveredViewportFromPlatformWindowStack() [Internal] +// - UpdateViewportsNewFrame() [Internal] +// - UpdateViewportsEndFrame() [Internal] +// - AddUpdateViewport() [Internal] +// - WindowSelectViewport() [Internal] +// - WindowSyncOwnedViewport() [Internal] +// - UpdatePlatformWindows() +// - RenderPlatformWindowsDefault() +// - FindPlatformMonitorForPos() [Internal] +// - FindPlatformMonitorForRect() [Internal] +// - UpdateViewportPlatformMonitor() [Internal] +// - DestroyPlatformWindow() [Internal] +// - DestroyPlatformWindows() +//----------------------------------------------------------------------------- + +ImGuiViewport* ImGui::GetMainViewport() +{ + ImGuiContext& g = *GImGui; + return g.Viewports[0]; +} + +// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236) +ImGuiViewport* ImGui::FindViewportByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->ID == id) + return viewport; + return NULL; +} + +ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle) +{ + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->PlatformHandle == platform_handle) + return viewport; + return NULL; +} + +void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + (void)current_window; + + if (viewport) + viewport->LastFrameActive = g.FrameCount; + if (g.CurrentViewport == viewport) + return; + g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f; + g.CurrentViewport = viewport; + IM_ASSERT(g.CurrentDpiScale > 0.0f && g.CurrentDpiScale < 99.0f); // Typical correct values would be between 1.0f and 4.0f + //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); + + // Notify platform layer of viewport changes + // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI + if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport) + g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport); +} + +void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + // Abandon viewport + if (window->ViewportOwned && window->Viewport->Window == window) + window->Viewport->Size = ImVec2(0.0f, 0.0f); + + window->Viewport = viewport; + window->ViewportId = viewport->ID; + window->ViewportOwned = (viewport->Window == window); +} + +static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) +{ + // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. + ImGuiContext& g = *GImGui; + if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge)) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + if (!window->DockIsActive) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) + if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0) + return true; + return false; +} + +static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (window->Viewport == viewport) + return false; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0) + return false; + if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0) + return false; + if (!viewport->GetMainRect().Contains(window->Rect())) + return false; + if (GetWindowAlwaysWantOwnViewport(window)) + return false; + + // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could.. + for (ImGuiWindow* window_behind : g.Windows) + { + if (window_behind == window) + break; + if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow)) + if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect())) + return false; + } + + // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) + ImGuiViewportP* old_viewport = window->Viewport; + if (window->ViewportOwned) + for (int n = 0; n < g.Windows.Size; n++) + if (g.Windows[n]->Viewport == old_viewport) + SetWindowViewport(g.Windows[n], viewport); + SetWindowViewport(window, viewport); + BringWindowToDisplayFront(window); + + return true; +} + +// FIXME: handle 0 to N host viewports +static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); +} + +// Translate Dear ImGui windows when a Host Viewport has been moved +// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) +void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows)); + + // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently + // translate imgui windows from OS-window-local to absolute coordinates or vice-versa. + // 2) If it's not going to fit into the new size, keep it at same absolute position. + // One problem with this is that most Win32 applications doesn't update their render while dragging, + // and so the window will appear to teleport when releasing the mouse. + const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); + ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size); + ImVec2 delta_pos = new_pos - old_pos; + for (ImGuiWindow* window : g.Windows) // FIXME-OPT + if (translate_all_windows || (window->Viewport == viewport && (old_size == new_size || test_still_fit_rect.Contains(window->Rect())))) + TranslateWindow(window, delta_pos); +} + +// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) +void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) +{ + ImGuiContext& g = *GImGui; + if (viewport->Window) + { + ScaleWindow(viewport->Window, scale); + } + else + { + for (ImGuiWindow* window : g.Windows) + if (window->Viewport == viewport) + ScaleWindow(window, scale); + } +} + +// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves. +// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. +// B) It requires Platform_GetWindowFocus to be implemented by backend. +ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* best_candidate = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos)) + if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount) + best_candidate = viewport; + return best_candidate; +} + +// Update viewports and monitor infos +// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info. +static void ImGui::UpdateViewportsNewFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); + + // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) + // Update Focused status + const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0; + if (viewports_enabled) + { + ImGuiViewportP* focused_viewport = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + { + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available) + { + bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); + if (is_minimized) + viewport->Flags |= ImGuiViewportFlags_IsMinimized; + else + viewport->Flags &= ~ImGuiViewportFlags_IsMinimized; + } + + // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport. + // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored. + if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available) + { + bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport); + if (is_focused) + viewport->Flags |= ImGuiViewportFlags_IsFocused; + else + viewport->Flags &= ~ImGuiViewportFlags_IsFocused; + if (is_focused) + focused_viewport = viewport; + } + } + + // Focused viewport has changed? + if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID); + const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId); + const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false); + + // Store a tag so we can infer z-order easily from all our windows + // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag + // will keep the front most stamp instead of losing it back to their parent viewport. + if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + g.PlatformLastFocusedViewportId = focused_viewport->ID; + + // Focus associated dear imgui window + // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299) + // - if focus didn't happen because we destroyed another window (#6462) + // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well. + const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed; + if (apply_imgui_focus_on_focused_viewport) + { + focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus. + ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild; + if (focused_viewport->Window != NULL) + FocusWindow(focused_viewport->Window, focus_request_flags); + else if (focused_viewport->LastFocusedHadNavWindow) + FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport + else + FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused + } + } + if (focused_viewport) + focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); + } + + // Create/update main viewport with current platform position. + // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. + ImGuiViewportP* main_viewport = g.Viewports[0]; + IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); + IM_ASSERT(main_viewport->Window == NULL); + ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f); + ImVec2 main_viewport_size = g.IO.DisplaySize; + if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized)) + { + main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) + main_viewport_size = main_viewport->Size; + } + AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); + + g.CurrentDpiScale = 0.0f; + g.CurrentViewport = NULL; + g.MouseViewport = NULL; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->Idx = n; + + // Erase unused viewports + if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) + { + DestroyViewport(viewport); + n--; + continue; + } + + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (viewports_enabled) + { + // Update Position and Size (from Platform Window to ImGui) if requested. + // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. + if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available) + { + // Viewport->WorkPos and WorkSize will be updated below + if (viewport->PlatformRequestMove) + viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); + if (viewport->PlatformRequestResize) + viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); + } + } + + // Update/copy monitor info + UpdateViewportPlatformMonitor(viewport); + + // Lock down space taken by menu bars and status bars + query initial insets from backend + // Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc. + viewport->WorkInsetMin = viewport->BuildWorkInsetMin; + viewport->WorkInsetMax = viewport->BuildWorkInsetMax; + viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f); + if (g.PlatformIO.Platform_GetWindowWorkAreaInsets != NULL && platform_funcs_available) + { + ImVec4 insets = g.PlatformIO.Platform_GetWindowWorkAreaInsets(viewport); + IM_ASSERT(insets.x >= 0.0f && insets.y >= 0.0f && insets.z >= 0.0f && insets.w >= 0.0f); + viewport->BuildWorkInsetMin = ImVec2(insets.x, insets.y); + viewport->BuildWorkInsetMax = ImVec2(insets.z, insets.w); + } + viewport->UpdateWorkRect(); + + // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. + viewport->Alpha = 1.0f; + + // Translate Dear ImGui windows when a Host Viewport has been moved + // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) + const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) + TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos, viewport->LastSize, viewport->Size); + + // Update DPI scale + float new_dpi_scale; + if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available) + new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); + else if (viewport->PlatformMonitor != -1) + new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + else + new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f; + IM_ASSERT(new_dpi_scale > 0.0f && new_dpi_scale < 99.0f); // Typical correct values would be between 1.0f and 4.0f + if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) + { + float scale_factor = new_dpi_scale / viewport->DpiScale; + if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + ScaleWindowsInViewport(viewport, scale_factor); + //if (viewport == GetMainViewport()) + // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); + + // Scale our window moving pivot so that the window will rescale roughly around the mouse position. + // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. + // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) + //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) + // g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor); + } + viewport->DpiScale = new_dpi_scale; + } + + // Update fallback monitor + g.PlatformMonitorsFullWorkRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + if (g.PlatformIO.Monitors.Size == 0) + { + ImGuiPlatformMonitor* monitor = &g.FallbackMonitor; + monitor->MainPos = main_viewport->Pos; + monitor->MainSize = main_viewport->Size; + monitor->WorkPos = main_viewport->WorkPos; + monitor->WorkSize = main_viewport->WorkSize; + monitor->DpiScale = main_viewport->DpiScale; + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos + monitor->WorkSize); + } + else + { + g.FallbackMonitor = g.PlatformIO.Monitors[0]; + } + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos + monitor.WorkSize); + } + + if (!viewports_enabled) + { + g.MouseViewport = main_viewport; + return; + } + + // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. + // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set. + ImGuiViewportP* viewport_hovered = NULL; + if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL; + if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback. + } + else + { + // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: + // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. + // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order. + // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); + } + if (viewport_hovered != NULL) + g.MouseLastHoveredViewport = viewport_hovered; + else if (g.MouseLastHoveredViewport == NULL) + g.MouseLastHoveredViewport = g.Viewports[0]; + + // Update mouse reference viewport + // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) + // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details) + if (g.MovingWindow && g.MovingWindow->Viewport) + g.MouseViewport = g.MovingWindow->Viewport; + else + g.MouseViewport = g.MouseLastHoveredViewport; + + // When dragging something, always refer to the last hovered viewport. + // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) + // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) + // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. + // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that. + const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; + if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) + viewport_hovered = g.MouseLastHoveredViewport; + if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown()) + if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + g.MouseViewport = viewport_hovered; + + IM_ASSERT(g.MouseViewport != NULL); +} + +// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) +static void ImGui::UpdateViewportsEndFrame() +{ + ImGuiContext& g = *GImGui; + g.PlatformIO.Viewports.resize(0); + for (int i = 0; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + viewport->LastPos = viewport->Pos; + viewport->LastSize = viewport->Size; + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) + if (i > 0) // Always include main viewport in the list + continue; + if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) + continue; + if (i > 0) + IM_ASSERT(viewport->Window != NULL); + g.PlatformIO.Viewports.push_back(viewport); + } + g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called +} + +// FIXME: We should ideally refactor the system to call this every frame (we currently don't) +ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + flags |= ImGuiViewportFlags_IsPlatformWindow; + if (window != NULL) + { + if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window) + flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing; + if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) + flags |= ImGuiViewportFlags_NoInputs; + if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing) + flags |= ImGuiViewportFlags_NoFocusOnAppearing; + } + + ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id); + if (viewport) + { + // Always update for main viewport as we are already pulling correct platform pos/size (see #4900) + if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Pos = pos; + if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Size = size; + viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags + } + else + { + // New viewport + viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = id; + viewport->Idx = g.Viewports.Size; + viewport->Pos = viewport->LastPos = pos; + viewport->Size = viewport->LastSize = size; + viewport->Flags = flags; + UpdateViewportPlatformMonitor(viewport); + g.Viewports.push_back(viewport); + g.ViewportCreatedCount++; + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : ""); + + // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. + // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame + g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x); + g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y); + g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); + g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); + + // Store initial DpiScale before the OS platform window creation, based on expected monitor data. + // This is so we can select an appropriate font size on the first frame of our window lifetime + if (viewport->PlatformMonitor != -1) + viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + } + + viewport->Window = window; + viewport->LastFrameActive = g.FrameCount; + viewport->UpdateWorkRect(); + IM_ASSERT(window == NULL || viewport->ID == window->ID); + + if (window != NULL) + window->ViewportOwned = true; + + return viewport; +} + +static void ImGui::DestroyViewport(ImGuiViewportP* viewport) +{ + // Clear references to this viewport in windows (window->ViewportId becomes the master data) + ImGuiContext& g = *GImGui; + for (ImGuiWindow* window : g.Windows) + { + if (window->Viewport != viewport) + continue; + window->Viewport = NULL; + window->ViewportOwned = false; + } + if (viewport == g.MouseLastHoveredViewport) + g.MouseLastHoveredViewport = NULL; + + // Destroy + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. + IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); + IM_ASSERT(g.Viewports[viewport->Idx] == viewport); + g.Viewports.erase(g.Viewports.Data + viewport->Idx); + IM_DELETE(viewport); +} + +// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. +static void ImGui::WindowSelectViewport(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + window->ViewportAllowPlatformMonitorExtend = -1; + + // Restore main viewport if multi-viewport is not supported by the backend + ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + { + SetWindowViewport(window, main_viewport); + return; + } + window->ViewportOwned = false; + + // Appearing popups reset their viewport so they can inherit again + if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing) + { + window->Viewport = NULL; + window->ViewportId = 0; + } + + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0) + { + // By default inherit from parent window + if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive)) + window->Viewport = window->ParentWindow->Viewport; + + // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file + if (window->Viewport == NULL && window->ViewportId != 0) + { + window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId); + if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX) + window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None); + } + } + + bool lock_viewport = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) + { + // Code explicitly request a viewport + window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); + window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. + if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL) + { + window->Viewport->Window = window; + window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node) + } + lock_viewport = true; + } + else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) + { + // Always inherit viewport from parent window + if (window->DockNode && window->DockNode->HostWindow) + IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport); + window->Viewport = window->ParentWindow->Viewport; + } + else if (window->DockNode && window->DockNode->HostWindow) + { + // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame + window->Viewport = window->DockNode->HostWindow->Viewport; + } + else if (flags & ImGuiWindowFlags_Tooltip) + { + window->Viewport = g.MouseViewport; + } + else if (GetWindowAlwaysWantOwnViewport(window)) + { + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid()) + { + if (window->Viewport != NULL && window->Viewport->Window == window) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else + { + // Merge into host viewport? + // We cannot test window->ViewportOwned as it set lower in the function. + // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212) + bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap)); + if (try_to_merge_into_host_viewport) + UpdateTryMergeWindowIntoHostViewports(window); + } + + // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport + if (window->Viewport == NULL) + if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport)) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + + // Mark window as allowed to protrude outside of its viewport and into the current monitor + if (!lock_viewport) + { + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + { + // We need to take account of the possibility that mouse may become invalid. + // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. + ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; + bool use_mouse_ref = (!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !g.NavWindow); + bool mouse_valid = IsMousePosValid(&mouse_ref); + if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid)) + window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); + else + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL) + { + // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. + const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; + if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) + { + // Steal/transfer ownership + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name); + window->Viewport->Window = window; + window->Viewport->ID = window->ID; + window->Viewport->LastNameHash = 0; + } + else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge? + { + // New viewport + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + } + } + else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) + { + // Regular (non-child, non-popup) windows by default are also allowed to protrude + // Child windows are kept contained within their parent. + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + } + + // Update flags + window->ViewportOwned = (window == window->Viewport->Window); + window->ViewportId = window->Viewport->ID; + + // If the OS window has a title bar, hide our imgui title bar + //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) + // window->Flags |= ImGuiWindowFlags_NoTitleBar; +} + +void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack) +{ + ImGuiContext& g = *GImGui; + + bool viewport_rect_changed = false; + + // Synchronize window --> viewport in most situations + // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM + if (window->Viewport->PlatformRequestMove) + { + window->Pos = window->Viewport->Pos; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Pos = window->Pos; + } + + if (window->Viewport->PlatformRequestResize) + { + window->Size = window->SizeFull = window->Viewport->Size; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Size = window->Size; + } + window->Viewport->UpdateWorkRect(); + + // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() + // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. + if (viewport_rect_changed) + UpdateViewportPlatformMonitor(window->Viewport); + + // Update common viewport flags + const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; + ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; + ImGuiWindowFlags window_flags = window->Flags; + const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0; + const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; + if (window_flags & ImGuiWindowFlags_Tooltip) + viewport_flags |= ImGuiViewportFlags_TopMost; + if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; + if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) + viewport_flags |= ImGuiViewportFlags_NoDecoration; + + // Not correct to set modal as topmost because: + // - Because other popups can be stacked above a modal (e.g. combo box in a modal) + // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" + //if (flags & ImGuiWindowFlags_Modal) + // viewport_flags |= ImGuiViewportFlags_TopMost; + + // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them + // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). + // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, + // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. + if (is_short_lived_floating_window && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; + + // We can overwrite viewport flags using ImGuiWindowClass (advanced users) + if (window->WindowClass.ViewportFlagsOverrideSet) + viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; + if (window->WindowClass.ViewportFlagsOverrideClear) + viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; + + // We can also tell the backend that clearing the platform window won't be necessary, + // as our window background is filling the viewport and we have disabled BgAlpha. + // FIXME: Work on support for per-viewport transparency (#2766) + if (!(window_flags & ImGuiWindowFlags_NoBackground)) + viewport_flags |= ImGuiViewportFlags_NoRendererClear; + + window->Viewport->Flags = viewport_flags; + + // Update parent viewport ID + // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) + if (window->WindowClass.ParentViewportId != (ImGuiID)-1) + window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; + else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive)) + window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; + else + window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; +} + +// Called by user at the end of the main loop, after EndFrame() +// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api. +void ImGui::UpdatePlatformWindows() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); + IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); + g.FrameCountPlatformEnded = g.FrameCount; + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + return; + + // Create/resize/destroy platform windows to match each active viewport. + // Skip the main viewport (index 0), which is always fully handled by the application! + for (int i = 1; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + + // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window + // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) + bool destroy_platform_window = false; + destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); + destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)); + if (destroy_platform_window) + { + DestroyPlatformWindow(viewport); + continue; + } + + // New windows that appears directly in a new viewport won't always have a size on their first frame + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0) + continue; + + // Create window + const bool is_new_platform_window = (viewport->PlatformWindowCreated == false); + if (is_new_platform_window) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + g.PlatformIO.Platform_CreateWindow(viewport); + if (g.PlatformIO.Renderer_CreateWindow != NULL) + g.PlatformIO.Renderer_CreateWindow(viewport); + g.PlatformWindowsCreatedCount++; + viewport->LastNameHash = 0; + viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?) + viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it. + viewport->PlatformWindowCreated = true; + } + + // Apply Position and Size (from ImGui to Platform/Renderer backends) + if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove) + g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); + if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize) + g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); + if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize) + g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); + viewport->LastPlatformPos = viewport->Pos; + viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size; + + // Update title bar (if it changed) + if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window)) + { + const char* title_begin = window_for_title->Name; + char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); + const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin); + if (viewport->LastNameHash != title_hash) + { + char title_end_backup_c = *title_end; + *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain. + g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); + *title_end = title_end_backup_c; + viewport->LastNameHash = title_hash; + } + } + + // Update alpha (if it changed) + if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha) + g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); + viewport->LastAlpha = viewport->Alpha; + + // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed. + if (g.PlatformIO.Platform_UpdateWindow) + g.PlatformIO.Platform_UpdateWindow(viewport); + + if (is_new_platform_window) + { + // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late) + if (g.FrameCount < 3) + viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; + + // Show window + g.PlatformIO.Platform_ShowWindow(viewport); + + // Even without focus, we assume the window becomes front-most. + // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. + if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + } + + // Clear request flags + viewport->ClearRequestFlags(); + } +} + +// This is a default/basic function for performing the rendering/swap of multiple Platform Windows. +// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves. +// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: +// +// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MyRenderFunction(platform_io.Viewports[i], my_args); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MySwapBufferFunction(platform_io.Viewports[i], my_args); +// +void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg) +{ + // Skip the main viewport (index 0), which is always fully handled by the application! + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); + if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); + } + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); + if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); + } +} + +static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos)) + return monitor_n; + } + return -1; +} + +// Search for the monitor with the largest intersection area with the given rectangle +// We generally try to avoid searching loops but the monitor count should be very small here +// FIXME-OPT: We could test the last monitor used for that viewport first, and early +static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + + const int monitor_count = g.PlatformIO.Monitors.Size; + if (monitor_count <= 1) + return monitor_count - 1; + + // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. + // This is necessary for tooltips which always resize down to zero at first. + const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); + int best_monitor_n = -1; + float best_monitor_surface = 0.001f; + + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize); + if (monitor_rect.Contains(rect)) + return monitor_n; + ImRect overlapping_rect = rect; + overlapping_rect.ClipWithFull(monitor_rect); + float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); + if (overlapping_surface < best_monitor_surface) + continue; + best_monitor_surface = overlapping_surface; + best_monitor_n = monitor_n; + } + return best_monitor_n; +} + +// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor) +static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) +{ + viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); +} + +// Return value is always != NULL, but don't hold on it across frames. +const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p; + int monitor_idx = viewport->PlatformMonitor; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + return &g.PlatformIO.Monitors[monitor_idx]; + return &g.FallbackMonitor; +} + +void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (viewport->PlatformWindowCreated) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + if (g.PlatformIO.Renderer_DestroyWindow) + g.PlatformIO.Renderer_DestroyWindow(viewport); + if (g.PlatformIO.Platform_DestroyWindow) + g.PlatformIO.Platform_DestroyWindow(viewport); + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL); + + // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize() + // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public. + if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID) + viewport->PlatformWindowCreated = false; + } + else + { + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); + } + viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL; + viewport->ClearRequestFlags(); +} + +void ImGui::DestroyPlatformWindows() +{ + // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend + // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. + // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling + // code to operator a consistent manner. + // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without + // crashing if it doesn't have data stored. + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + DestroyPlatformWindow(viewport); +} + + +//----------------------------------------------------------------------------- +// [SECTION] DOCKING +//----------------------------------------------------------------------------- +// Docking: Internal Types +// Docking: Forward Declarations +// Docking: ImGuiDockContext +// Docking: ImGuiDockContext Docking/Undocking functions +// Docking: ImGuiDockNode +// Docking: ImGuiDockNode Tree manipulation functions +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +// Docking: Builder Functions +// Docking: Begin/End Support Functions (called from Begin/End) +// Docking: Settings +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical Docking call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - NewFrame() new dear imgui frame +// | DockContextNewFrameUpdateUndocking() - process queued undocking requests +// | - DockContextProcessUndockWindow() - process one window undocking request +// | - DockContextProcessUndockNode() - process one whole node undocking request +// | DockContextNewFrameUpdateUndocking() - process queue docking requests, create floating dock nodes +// | - update g.HoveredDockNode - [debug] update node hovered by mouse +// | - DockContextProcessDock() - process one docking request +// | - DockNodeUpdate() +// | - DockNodeUpdateForRootNode() +// | - DockNodeUpdateFlagsAndCollapse() +// | - DockNodeFindInfo() +// | - destroy unused node or tab bar +// | - create dock node host window +// | - Begin() etc. +// | - DockNodeStartMouseMovingWindow() +// | - DockNodeTreeUpdatePosSize() +// | - DockNodeTreeUpdateSplitter() +// | - draw node background +// | - DockNodeUpdateTabBar() - create/update tab bar for a docking node +// | - DockNodeAddTabBar() +// | - DockNodeWindowMenuUpdate() +// | - DockNodeCalcTabBarLayout() +// | - BeginTabBarEx() +// | - TabItemEx() calls +// | - EndTabBar() +// | - BeginDockableDragDropTarget() +// | - DockNodeUpdate() - recurse into child nodes... +//----------------------------------------------------------------------------- +// - DockSpace() user submit a dockspace into a window +// | Begin(Child) - create a child window +// | DockNodeUpdate() - call main dock node update function +// | End(Child) +// | ItemSize() +//----------------------------------------------------------------------------- +// - Begin() +// | BeginDocked() +// | BeginDockableDragDropSource() +// | BeginDockableDragDropTarget() +// | - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- +// - EndFrame() +// | DockContextEndFrame() +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Docking: Internal Types +//----------------------------------------------------------------------------- +// - ImGuiDockRequestType +// - ImGuiDockRequest +// - ImGuiDockPreviewData +// - ImGuiDockNodeSettings +// - ImGuiDockContext +//----------------------------------------------------------------------------- + +enum ImGuiDockRequestType +{ + ImGuiDockRequestType_None = 0, + ImGuiDockRequestType_Dock, + ImGuiDockRequestType_Undock, + ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload +}; + +struct ImGuiDockRequest +{ + ImGuiDockRequestType Type; + ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL) + ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into + ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] + ImGuiDir DockSplitDir; + float DockSplitRatio; + bool DockSplitOuter; + ImGuiWindow* UndockTargetWindow; + ImGuiDockNode* UndockTargetNode; + + ImGuiDockRequest() + { + Type = ImGuiDockRequestType_None; + DockTargetWindow = DockPayload = UndockTargetWindow = NULL; + DockTargetNode = UndockTargetNode = NULL; + DockSplitDir = ImGuiDir_None; + DockSplitRatio = 0.5f; + DockSplitOuter = false; + } +}; + +struct ImGuiDockPreviewData +{ + ImGuiDockNode FutureNode; + bool IsDropAllowed; + bool IsCenterAvailable; + bool IsSidesAvailable; // Hold your breath, grammar freaks.. + bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) + ImGuiDockNode* SplitNode; + ImGuiDir SplitDir; + float SplitRatio; + ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() + + ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } +}; + +// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) +struct ImGuiDockNodeSettings +{ + ImGuiID ID; + ImGuiID ParentNodeId; + ImGuiID ParentWindowId; + ImGuiID SelectedTabId; + signed char SplitAxis; + char Depth; + ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih SizeRef; + ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; } +}; + +//----------------------------------------------------------------------------- +// Docking: Forward Declarations +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // ImGuiDockContext + static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); + static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); + static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); + static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); + static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); + static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window); + static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count); + static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all + + // ImGuiDockNode + static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); + static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id); + static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); + static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); + static void DockNodeHideHostWindow(ImGuiDockNode* node); + static void DockNodeUpdate(ImGuiDockNode* node); + static void DockNodeUpdateForRootNode(ImGuiDockNode* node); + static void DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node); + static void DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node); + static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); + static void DockNodeAddTabBar(ImGuiDockNode* node); + static void DockNodeRemoveTabBar(ImGuiDockNode* node); + static void DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar); + static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); + static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); + static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); + static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); + static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); + static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos); + static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); + static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); + static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } + static int DockNodeGetTabOrder(ImGuiWindow* window); + + // ImGuiDockNode tree manipulations + static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); + static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); + static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL); + static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); + static ImGuiDockNode* DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos); + static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); + + // Settings + static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id); + static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count); + static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id); + static void DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); + static void DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); + static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); + static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); + static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext +//----------------------------------------------------------------------------- +// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings, +// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active. +// At boot time only, we run a simple GC to remove nodes that have no references. +// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures), +// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does). +// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data. +//----------------------------------------------------------------------------- +// - DockContextInitialize() +// - DockContextShutdown() +// - DockContextClearNodes() +// - DockContextRebuildNodes() +// - DockContextNewFrameUpdateUndocking() +// - DockContextNewFrameUpdateDocking() +// - DockContextEndFrame() +// - DockContextFindNodeByID() +// - DockContextBindNodeToWindow() +// - DockContextGenNodeID() +// - DockContextAddNode() +// - DockContextRemoveNode() +// - ImGuiDockContextPruneNodeData +// - DockContextPruneUnusedSettingsNodes() +// - DockContextBuildNodesFromSettings() +// - DockContextBuildAddWindowsToNodes() +//----------------------------------------------------------------------------- + +void ImGui::DockContextInitialize(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + + // Add .ini handle for persistent docking data + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Docking"; + ini_handler.TypeHash = ImHashStr("Docking"); + ini_handler.ClearAllFn = DockSettingsHandler_ClearAll; + ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read + ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = DockSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = DockSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + + g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default; +} + +void ImGui::DockContextShutdown(ImGuiContext* ctx) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + IM_DELETE(node); +} + +void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs) +{ + IM_UNUSED(ctx); + IM_ASSERT(ctx == GImGui); + DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs); + DockBuilderRemoveNodeChildNodes(root_id); +} + +// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch +// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!) +void ImGui::DockContextRebuildNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n"); + SaveIniSettingsToMemory(); + ImGuiID root_id = 0; // Rebuild all + DockContextClearNodes(ctx, root_id, false); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, root_id); +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + { + if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0) + DockContextClearNodes(ctx, 0, true); + return; + } + + // Setting NoSplit at runtime merges all nodes + if (g.IO.ConfigDockingNoSplit) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode() && node->IsSplitNode()) + { + DockBuilderRemoveNodeChildNodes(node->ID); + //dc->WantFullRebuild = true; + } + + // Process full rebuild +#if 0 + if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) + dc->WantFullRebuild = true; +#endif + if (dc->WantFullRebuild) + { + DockContextRebuildNodes(ctx); + dc->WantFullRebuild = false; + } + + // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame) + for (ImGuiDockRequest& req : dc->Requests) + { + if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow) + DockContextProcessUndockWindow(ctx, req.UndockTargetWindow); + else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode) + DockContextProcessUndockNode(ctx, req.UndockTargetNode); + } +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // [DEBUG] Store hovered dock node. + // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut. + // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering. + g.DebugHoveredDockNode = NULL; + if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow) + { + if (hovered_window->DockNodeAsHost) + g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos); + else if (hovered_window->RootWindow->DockNode) + g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode; + } + + // Process Docking requests + for (ImGuiDockRequest& req : dc->Requests) + if (req.Type == ImGuiDockRequestType_Dock) + DockContextProcessDock(ctx, &req); + dc->Requests.resize(0); + + // Create windows for each automatic docking nodes + // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsFloatingNode()) + DockNodeUpdate(node); +} + +void ImGui::DockContextEndFrame(ImGuiContext* ctx) +{ + // Draw backgrounds of node missing their window + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &g.DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame) + { + ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size); + ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize); + node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags); + } +} + +ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id) +{ + return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id); +} + +ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) +{ + // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) + // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0 + // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted. + ImGuiID id = 0x0001; + while (DockContextFindNodeByID(ctx, id) != NULL) + id++; + return id; +} + +static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) +{ + // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window. + ImGuiContext& g = *ctx; + if (id == 0) + id = DockContextGenNodeID(ctx); + else + IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); + + // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings! + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id); + ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); + ctx->DockContext.Nodes.SetVoidPtr(node->ID, node); + return node; +} + +static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID); + IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); + IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); + IM_ASSERT(node->Windows.Size == 0); + + if (node->HostWindow) + node->HostWindow->DockNodeAsHost = NULL; + + ImGuiDockNode* parent_node = node->ParentNode; + const bool merge = (merge_sibling_into_parent_node && parent_node != NULL); + if (merge) + { + IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node); + ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]); + DockNodeTreeMerge(&g, parent_node, sibling_node); + } + else + { + for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++) + if (parent_node->ChildNodes[n] == node) + node->ParentNode->ChildNodes[n] = NULL; + dc->Nodes.SetVoidPtr(node->ID, NULL); + IM_DELETE(node); + } +} + +static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs) +{ + const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs; + const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs; + return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a); +} + +// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here. +struct ImGuiDockContextPruneNodeData +{ + int CountWindows, CountChildWindows, CountChildNodes; + ImGuiID RootId; + ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; } +}; + +// Garbage collect unused nodes (run once at init time) +static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IM_ASSERT(g.Windows.Size == 0); + + ImPool pool; + pool.Reserve(dc->NodesSettings.Size); + + // Count child nodes and compute RootID + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0; + pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID; + if (settings->ParentNodeId) + pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++; + } + + // Count reference to dock ids from dockspaces + // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes() + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + if (settings->ParentWindowId != 0) + if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId)) + if (window_settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId)) + data->CountChildNodes++; + } + + // Count reference to dock ids from window settings + // We guard against the possibility of an invalid .ini file (RootID may point to a missing node) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID dock_id = settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id)) + { + data->CountWindows++; + if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId)) + data_root->CountChildWindows++; + } + + // Prune + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID); + if (data->CountWindows > 1) + continue; + ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId); + + bool remove = false; + remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window + remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window + remove |= (data_root->CountChildWindows == 0); + if (remove) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); + DockSettingsRemoveNodeReferences(&settings->ID, 1); + settings->ID = 0; + } + } +} + +static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count) +{ + // Build nodes + for (int node_n = 0; node_n < node_settings_count; node_n++) + { + ImGuiDockNodeSettings* settings = &node_settings_array[node_n]; + if (settings->ID == 0) + continue; + ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); + node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL; + node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); + node->Size = ImVec2(settings->Size.x, settings->Size.y); + node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode; + if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL) + node->ParentNode->ChildNodes[0] = node; + else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) + node->ParentNode->ChildNodes[1] = node; + node->SelectedTabId = settings->SelectedTabId; + node->SplitAxis = (ImGuiAxis)settings->SplitAxis; + node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); + + // Bind host window immediately if it already exist (in case of a rebuild) + // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. + char host_window_title[20]; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title))); + } +} + +void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id) +{ + // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1) + continue; + if (window->DockNode != NULL) + continue; + + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings() + if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id) + DockNodeAddWindow(node, window, true); + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext Docking/Undocking functions +//----------------------------------------------------------------------------- +// - DockContextQueueDock() +// - DockContextQueueUndockWindow() +// - DockContextQueueUndockNode() +// - DockContextQueueNotifyRemovedNode() +// - DockContextProcessDock() +// - DockContextProcessUndockWindow() +// - DockContextProcessUndockNode() +// - DockContextCalcDropPosForDocking() +//----------------------------------------------------------------------------- + +void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer) +{ + IM_ASSERT(target != payload); + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Dock; + req.DockTargetWindow = target; + req.DockTargetNode = target_node; + req.DockPayload = payload; + req.DockSplitDir = split_dir; + req.DockSplitRatio = split_ratio; + req.DockSplitOuter = split_outer; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetWindow = window; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetNode = node; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (ImGuiDockRequest& req : dc->Requests) + if (req.DockTargetNode == node) + req.Type = ImGuiDockRequestType_None; +} + +void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) +{ + IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL)); + IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL); + + ImGuiContext& g = *ctx; + IM_UNUSED(g); + + ImGuiWindow* payload_window = req->DockPayload; // Optional + ImGuiWindow* target_window = req->DockTargetWindow; + ImGuiDockNode* node = req->DockTargetNode; + if (payload_window) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir); + else + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir); + + // Decide which Tab will be selected at the end of the operation + ImGuiID next_selected_id = 0; + ImGuiDockNode* payload_node = NULL; + if (payload_window) + { + payload_node = payload_window->DockNodeAsHost; + payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later. + if (payload_node && payload_node->IsLeafNode()) + next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId; + if (payload_node == NULL) + next_selected_id = payload_window->TabId; + } + + // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well + // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==. + if (node) + IM_ASSERT(node->LastFrameAlive <= g.FrameCount); + if (node && target_window && node == target_window->DockNodeAsHost) + IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode()); + + // Create new node and add existing window to it + if (node == NULL) + { + node = DockContextAddNode(ctx, 0); + node->Pos = target_window->Pos; + node->Size = target_window->Size; + if (target_window->DockNodeAsHost == NULL) + { + DockNodeAddWindow(node, target_window, true); + node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted; + target_window->DockIsActive = true; + } + } + + ImGuiDir split_dir = req->DockSplitDir; + if (split_dir != ImGuiDir_None) + { + // Split into two, one side will be our payload node unless we are dropping a loose window + const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side + const float split_ratio = req->DockSplitRatio; + DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); // payload_node may be NULL here! + ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1]; + new_node->HostWindow = node->HostWindow; + node = new_node; + } + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + + if (node != payload_node) + { + // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!) + if (node->Windows.Size > 0 && node->TabBar == NULL) + { + DockNodeAddTabBar(node); + for (int n = 0; n < node->Windows.Size; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + + if (payload_node != NULL) + { + // Transfer full payload node (with 1+ child windows or child nodes) + if (payload_node->IsSplitNode()) + { + if (node->Windows.Size > 0) + { + // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node. + // In this situation, we move the windows of the target node into the currently visible node of the payload. + // This allows us to preserve some of the underlying dock tree settings nicely. + IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted. + ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows; + if (visible_node->TabBar) + IM_ASSERT(visible_node->TabBar->Tabs.Size > 0); + DockNodeMoveWindows(node, visible_node); + DockNodeMoveWindows(visible_node, node); + DockSettingsRenameNodeReferences(node->ID, visible_node->ID); + } + if (node->IsCentralNode()) + { + // Central node property needs to be moved to a leaf node, pick the last focused one. + // FIXME-DOCK: If we had to transfer other flags here, what would the policy be? + ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId); + IM_ASSERT(last_focused_node != NULL); + ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); + IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node)); + last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode); + last_focused_root_node->CentralNode = last_focused_node; + } + + IM_ASSERT(node->Windows.Size == 0); + DockNodeMoveChildNodes(node, payload_node); + } + else + { + const ImGuiID payload_dock_id = payload_node->ID; + DockNodeMoveWindows(node, payload_node); + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + DockContextRemoveNode(ctx, payload_node, true); + } + else if (payload_window) + { + // Transfer single window + const ImGuiID payload_dock_id = payload_window->DockId; + node->VisibleWindow = payload_window; + DockNodeAddWindow(node, payload_window, true); + if (payload_dock_id != 0) + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + } + else + { + // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar + node->WantHiddenTabBarUpdate = true; + } + + // Update selection immediately + if (ImGuiTabBar* tab_bar = node->TabBar) + tab_bar->NextSelectedTabId = next_selected_id; + MarkIniSettingsDirty(); +} + +// Problem: +// Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more +// than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic +// with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be +// due to missing ImGuiBackendFlags_HasMouseCursors backend flag). +// Solution: +// When undocking a window we currently force its maximum size to 90% of the host viewport or monitor. +// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch). +static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport) +{ + if (ref_viewport == NULL) + return size; + + ImGuiContext& g = *GImGui; + ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f); + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + { + const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport); + max_size = ImTrunc(monitor->WorkSize * 0.90f); + } + return ImMin(size, max_size); +} + +void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref); + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId); + else + window->DockId = 0; + window->Collapsed = false; + window->DockIsActive = false; + window->DockNodeIsVisible = window->DockTabIsVisible = false; + window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport); + + MarkIniSettingsDirty(); +} + +void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Windows.Size >= 1); + + if (node->IsRootNode() || node->IsCentralNode()) + { + // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload. + ImGuiDockNode* new_node = DockContextAddNode(ctx, 0); + new_node->Pos = node->Pos; + new_node->Size = node->Size; + new_node->SizeRef = node->SizeRef; + DockNodeMoveWindows(new_node, node); + DockSettingsRenameNodeReferences(node->ID, new_node->ID); + node = new_node; + } + else + { + // Otherwise extract our node and merge our sibling back into the parent node. + IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; + node->ParentNode->ChildNodes[index_in_parent] = NULL; + DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]); + node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport + node->ParentNode = NULL; + } + for (ImGuiWindow* window : node->Windows) + { + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); + } + node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode; + node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport); + node->WantMouseMove = true; + MarkIniSettingsDirty(); +} + +// This is mostly used for automation. +bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) +{ + if (target != NULL && target_node == NULL) + target_node = target->DockNode; + + // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects + // (which would be functionally identical) we only show the outer one. Reflect this here. + if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None) + split_outer = true; + ImGuiDockPreviewData split_data; + DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer); + if (split_data.DropRectsDraw[split_dir+1].IsInverted()) + return false; + *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); + return true; +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode +//----------------------------------------------------------------------------- +// - DockNodeGetTabOrder() +// - DockNodeAddWindow() +// - DockNodeRemoveWindow() +// - DockNodeMoveChildNodes() +// - DockNodeMoveWindows() +// - DockNodeApplyPosSizeToWindows() +// - DockNodeHideHostWindow() +// - ImGuiDockNodeFindInfoResults +// - DockNodeFindInfo() +// - DockNodeFindWindowByID() +// - DockNodeUpdateFlagsAndCollapse() +// - DockNodeUpdateHasCentralNodeFlag() +// - DockNodeUpdateVisibleFlag() +// - DockNodeStartMouseMovingWindow() +// - DockNodeUpdate() +// - DockNodeUpdateWindowMenu() +// - DockNodeBeginAmendTabBar() +// - DockNodeEndAmendTabBar() +// - DockNodeUpdateTabBar() +// - DockNodeAddTabBar() +// - DockNodeRemoveTabBar() +// - DockNodeIsDropAllowedOne() +// - DockNodeIsDropAllowed() +// - DockNodeCalcTabBarLayout() +// - DockNodeCalcSplitRects() +// - DockNodeCalcDropRectsAndTestMousePos() +// - DockNodePreviewDockSetup() +// - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- + +ImGuiDockNode::ImGuiDockNode(ImGuiID id) +{ + ID = id; + SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None; + ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; + TabBar = NULL; + SplitAxis = ImGuiAxis_None; + + State = ImGuiDockNodeState_Unknown; + LastBgColor = IM_COL32_WHITE; + HostWindow = VisibleWindow = NULL; + CentralNode = OnlyNodeWithWindows = NULL; + CountNodeWithWindows = 0; + LastFrameAlive = LastFrameActive = LastFrameFocused = -1; + LastFocusedNodeId = 0; + SelectedTabId = 0; + WantCloseTabId = 0; + RefViewportId = 0; + AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; + AuthorityForViewport = ImGuiDataAuthority_Auto; + IsVisible = true; + IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false; + IsBgDrawnThisFrame = false; + WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; +} + +ImGuiDockNode::~ImGuiDockNode() +{ + IM_DELETE(TabBar); + TabBar = NULL; + ChildNodes[0] = ChildNodes[1] = NULL; +} + +int ImGui::DockNodeGetTabOrder(ImGuiWindow* window) +{ + ImGuiTabBar* tab_bar = window->DockNode->TabBar; + if (tab_bar == NULL) + return -1; + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId); + return tab ? TabBarGetTabOrder(tab_bar, tab) : -1; +} + +static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window) +{ + window->Hidden = true; + window->HiddenFramesCanSkipItems = window->Active ? 1 : 2; +} + +static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar) +{ + ImGuiContext& g = *GImGui; (void)g; + if (window->DockNode) + { + // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node) + IM_ASSERT(window->DockNode->ID != node->ID); + DockNodeRemoveWindow(window->DockNode, window, 0); + } + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window, + // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame). + // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin() + if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false) + DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]); + + node->Windows.push_back(window); + node->WantHiddenTabBarUpdate = true; + window->DockNode = node; + window->DockId = node->ID; + window->DockIsActive = (node->Windows.Size > 1); + window->DockTabWantClose = false; + + // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. + // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. + if (node->HostWindow == NULL && node->IsFloatingNode()) + { + if (node->AuthorityForPos == ImGuiDataAuthority_Auto) + node->AuthorityForPos = ImGuiDataAuthority_Window; + if (node->AuthorityForSize == ImGuiDataAuthority_Auto) + node->AuthorityForSize = ImGuiDataAuthority_Window; + if (node->AuthorityForViewport == ImGuiDataAuthority_Auto) + node->AuthorityForViewport = ImGuiDataAuthority_Window; + } + + // Add to tab bar if requested + if (add_to_tab_bar) + { + if (node->TabBar == NULL) + { + DockNodeAddTabBar(node); + node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId; + + // Add existing windows + for (int n = 0; n < node->Windows.Size - 1; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window); + } + + DockNodeUpdateVisibleFlag(node); + + // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame. + if (node->HostWindow) + UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow); +} + +static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window->DockNode == node); + //IM_ASSERT(window->RootWindowDockTree == node->HostWindow); + //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() + IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + window->DockNode = NULL; + window->DockIsActive = window->DockTabWantClose = false; + window->DockId = save_dock_id; + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately + + if (node->HostWindow && node->HostWindow->ViewportOwned) + { + // When undocking from a user interaction this will always run in NewFrame() and have not much effect. + // But mid-frame, if we clear viewport we need to mark window as hidden as well. + window->Viewport = NULL; + window->ViewportId = 0; + window->ViewportOwned = false; + window->Hidden = true; + } + + // Remove window + bool erased = false; + for (int n = 0; n < node->Windows.Size; n++) + if (node->Windows[n] == window) + { + node->Windows.erase(node->Windows.Data + n); + erased = true; + break; + } + if (!erased) + IM_ASSERT(erased); + if (node->VisibleWindow == window) + node->VisibleWindow = NULL; + + // Remove tab and possibly tab bar + node->WantHiddenTabBarUpdate = true; + if (node->TabBar) + { + TabBarRemoveTab(node->TabBar, window->TabId); + const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2; + if (node->Windows.Size < tab_count_threshold_for_tab_bar) + DockNodeRemoveTabBar(node); + } + + if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID) + { + // Automatic dock node delete themselves if they are not holding at least one tab + DockContextRemoveNode(&g, node, true); + return; + } + + if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow) + { + ImGuiWindow* remaining_window = node->Windows[0]; + // Note: we used to transport viewport ownership here. + remaining_window->Collapsed = node->HostWindow->Collapsed; + } + + // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree + DockNodeUpdateVisibleFlag(node); +} + +static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + IM_ASSERT(dst_node->Windows.Size == 0); + dst_node->ChildNodes[0] = src_node->ChildNodes[0]; + dst_node->ChildNodes[1] = src_node->ChildNodes[1]; + if (dst_node->ChildNodes[0]) + dst_node->ChildNodes[0]->ParentNode = dst_node; + if (dst_node->ChildNodes[1]) + dst_node->ChildNodes[1]->ParentNode = dst_node; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->SizeRef = src_node->SizeRef; + src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL; +} + +static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered) + IM_ASSERT(src_node && dst_node && dst_node != src_node); + ImGuiTabBar* src_tab_bar = src_node->TabBar; + if (src_tab_bar != NULL) + IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size); + + // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.) + bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL); + if (move_tab_bar) + { + dst_node->TabBar = src_node->TabBar; + src_node->TabBar = NULL; + } + + // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar(). + for (ImGuiWindow* window : src_node->Windows) + { + window->DockNode = NULL; + window->DockIsActive = false; + DockNodeAddWindow(dst_node, window, !move_tab_bar); + } + src_node->Windows.clear(); + + if (!move_tab_bar && src_node->TabBar) + { + if (dst_node->TabBar) + dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId; + DockNodeRemoveTabBar(src_node); + } +} + +static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node) +{ + for (ImGuiWindow* window : node->Windows) + { + SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame + SetWindowSize(window, node->Size, ImGuiCond_Always); + } +} + +static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node) +{ + if (node->HostWindow) + { + if (node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + node->HostWindow = NULL; + } + + if (node->Windows.Size == 1) + { + node->VisibleWindow = node->Windows[0]; + node->Windows[0]->DockIsActive = false; + } + + if (node->TabBar) + DockNodeRemoveTabBar(node); +} + +// Search function called once by root node in DockNodeUpdate() +struct ImGuiDockNodeTreeInfo +{ + ImGuiDockNode* CentralNode; + ImGuiDockNode* FirstNodeWithWindows; + int CountNodesWithWindows; + //ImGuiWindowClass WindowClassForMerges; + + ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); } +}; + +static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info) +{ + if (node->Windows.Size > 0) + { + if (info->FirstNodeWithWindows == NULL) + info->FirstNodeWithWindows = node; + info->CountNodesWithWindows++; + } + if (node->IsCentralNode()) + { + IM_ASSERT(info->CentralNode == NULL); // Should be only one + IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this."); + info->CentralNode = node; + } + if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL) + return; + if (node->ChildNodes[0]) + DockNodeFindInfo(node->ChildNodes[0], info); + if (node->ChildNodes[1]) + DockNodeFindInfo(node->ChildNodes[1], info); +} + +static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id) +{ + IM_ASSERT(id != 0); + for (ImGuiWindow* window : node->Windows) + if (window->ID == id) + return window; + return NULL; +} + +// - Remove inactive windows/nodes. +// - Update visibility flag. +static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + + // Inherit most flags + if (node->ParentNode) + node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + + // Recurse into children + // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. + // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' + // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]); + + // Remove inactive windows, collapse nodes + // Merge node flags overrides stored in windows + node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + IM_ASSERT(window->DockNode == node); + + bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + bool remove = false; + remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount); + remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame + remove |= (window->DockTabWantClose); + if (remove) + { + window->DockTabWantClose = false; + if (node->Windows.Size == 1 && !node->IsCentralNode()) + { + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return + return; + } + DockNodeRemoveWindow(node, window, node->ID); + window_n--; + continue; + } + + // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. + //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear; + node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet; + } + node->UpdateMergedFlags(); + + // Auto-hide tab bar option + ImGuiDockNodeFlags node_flags = node->MergedFlags; + if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar()) + node->WantHiddenTabBarToggle = true; + node->WantHiddenTabBarUpdate = false; + + // Cancel toggling if we know our tab bar is enforced to be hidden at all times + if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar)) + node->WantHiddenTabBarToggle = false; + + // Apply toggles at a single point of the frame (here!) + if (node->Windows.Size > 1) + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + else if (node->WantHiddenTabBarToggle) + node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar); + node->WantHiddenTabBarToggle = false; + + DockNodeUpdateVisibleFlag(node); +} + +// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames. +static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node) +{ + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]); + if (node->IsRootNode()) + { + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } + } +} + +static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node) +{ + // Update visibility flag + bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode(); + is_visible |= (node->Windows.Size > 0); + is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible); + is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible); + node->IsVisible = is_visible; +} + +static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->WantMouseMove == true); + StartMouseMovingWindow(window); + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos; + g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision. + node->WantMouseMove = false; +} + +// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class. +static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node) +{ + DockNodeUpdateFlagsAndCollapse(node); + + // - Setup central node pointers + // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!) + // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing + ImGuiDockNodeTreeInfo info; + DockNodeFindInfo(node, &info); + node->CentralNode = info.CentralNode; + node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL; + node->CountNodeWithWindows = info.CountNodesWithWindows; + if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL) + node->LastFocusedNodeId = info.FirstNodeWithWindows->ID; + + // Copy the window class from of our first window so it can be used for proper dock filtering. + // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy. + // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec. + if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows) + { + node->WindowClass = first_node_with_windows->Windows[0]->WindowClass; + for (int n = 1; n < first_node_with_windows->Windows.Size; n++) + if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false) + { + node->WindowClass = first_node_with_windows->Windows[n]->WindowClass; + break; + } + } + + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } +} + +static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + // Remove ourselves from any previous different host window + // This can happen if a user mistakenly does (see #4295 for details): + // - N+0: DockBuilderAddNode(id, 0) // missing ImGuiDockNodeFlags_DockSpace + // - N+1: NewFrame() // will create floating host window for that node + // - N+1: DockSpace(id) // requalify node as dockspace, moving host window + if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + + host_window->DockNodeAsHost = node; + node->HostWindow = host_window; +} + +static void ImGui::DockNodeUpdate(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->LastFrameActive != g.FrameCount); + node->LastFrameAlive = g.FrameCount; + node->IsBgDrawnThisFrame = false; + + node->CentralNode = node->OnlyNodeWithWindows = NULL; + if (node->IsRootNode()) + DockNodeUpdateForRootNode(node); + + // Remove tab bar if not needed + if (node->TabBar && node->IsNoTabBar()) + DockNodeRemoveTabBar(node); + + // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) + bool want_to_hide_host_window = false; + if (node->IsFloatingNode()) + { + if (node->Windows.Size <= 1 && node->IsLeafNode()) + if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) + want_to_hide_host_window = true; + if (node->CountNodeWithWindows == 0) + want_to_hide_host_window = true; + } + if (want_to_hide_host_window) + { + if (node->Windows.Size == 1) + { + // Floating window pos/size is authoritative + ImGuiWindow* single_window = node->Windows[0]; + node->Pos = single_window->Pos; + node->Size = single_window->SizeFull; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + + // Transfer focus immediately so when we revert to a regular window it is immediately selected + if (node->HostWindow && g.NavWindow == node->HostWindow) + FocusWindow(single_window); + if (node->HostWindow) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name); + single_window->Viewport = node->HostWindow->Viewport; + single_window->ViewportId = node->HostWindow->ViewportId; + if (node->HostWindow->ViewportOwned) + { + single_window->Viewport->ID = single_window->ID; + single_window->Viewport->Window = single_window; + single_window->ViewportOwned = true; + } + } + node->RefViewportId = single_window->ViewportId; + } + + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->HasCloseButton = node->HasWindowMenuButton = false; + node->LastFrameActive = g.FrameCount; + + if (node->WantMouseMove && node->Windows.Size == 1) + DockNodeStartMouseMovingWindow(node, node->Windows[0]); + return; + } + + // In some circumstance we will defer creating the host window (so everything will be kept hidden), + // while the expected visible window is resizing itself. + // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled, + // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up: + // N+0: Begin(): window created (with no known size), node is created + // N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible + // N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible + // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code. + // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin(). + // In reality it isn't very important as user quickly ends up with size data in .ini file. + if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode()) + { + IM_ASSERT(node->Windows.Size > 0); + ImGuiWindow* ref_window = NULL; + if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! + ref_window = DockNodeFindWindowByID(node, node->SelectedTabId); + if (ref_window == NULL) + ref_window = node->Windows[0]; + if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0) + { + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing; + return; + } + } + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + + // Decide if the node will have a close button and a window menu button + node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; + node->HasCloseButton = false; + for (ImGuiWindow* window : node->Windows) + { + // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. + node->HasCloseButton |= window->HasCloseButton; + window->DockIsActive = (node->Windows.Size > 1); + } + if (node_flags & ImGuiDockNodeFlags_NoCloseButton) + node->HasCloseButton = false; + + // Bind or create host window + ImGuiWindow* host_window = NULL; + bool beginned_into_host_window = false; + if (node->IsDockSpace()) + { + // [Explicit root dockspace node] + IM_ASSERT(node->HostWindow); + host_window = node->HostWindow; + } + else + { + // [Automatic root or child nodes] + if (node->IsRootNode() && node->IsVisible) + { + ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + + // Sync Pos + if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window) + SetNextWindowPos(ref_window->Pos); + else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode) + SetNextWindowPos(node->Pos); + + // Sync Size + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowSize(ref_window->SizeFull); + else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode) + SetNextWindowSize(node->Size); + + // Sync Collapsed + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowCollapsed(ref_window->Collapsed); + + // Sync Viewport + if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window) + SetNextWindowViewport(ref_window->ViewportId); + else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0) + SetNextWindowViewport(node->RefViewportId); + + SetNextWindowClass(&node->WindowClass); + + // Begin into the host window + char window_label[20]; + DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoFocusOnAppearing; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse; + window_flags |= ImGuiWindowFlags_NoTitleBar; + + SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); + Begin(window_label, NULL, window_flags); + PopStyleVar(); + beginned_into_host_window = true; + + host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->DC.CursorPos = host_window->Pos; + node->Pos = host_window->Pos; + node->Size = host_window->Size; + + // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) + // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. + // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. + // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window + // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back + // after the dock host window, losing their top-most status. + if (node->HostWindow->Appearing) + BringWindowToDisplayFront(node->HostWindow); + + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + else if (node->ParentNode) + { + node->HostWindow = host_window = node->ParentNode->HostWindow; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + if (node->WantMouseMove && node->HostWindow) + DockNodeStartMouseMovingWindow(node, node->HostWindow); + } + node->RefViewportId = 0; // Clear when we have a host window + + // Update focused node (the one whose title bar is highlight) within a node tree + if (node->IsSplitNode()) + IM_ASSERT(node->TabBar == NULL); + if (node->IsRootNode()) + if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL) + while (p_window != NULL && p_window->DockNode != NULL) + { + ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode); + if (p_node == node) + { + node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID! + break; + } + p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL; + } + + // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace + ImGuiDockNode* central_node = node->CentralNode; + const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty(); + bool central_node_hole_register_hit_test_hole = central_node_hole; + if (central_node_hole) + if (const ImGuiPayload* payload = ImGui::GetDragDropPayload()) + if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data)) + central_node_hole_register_hit_test_hole = false; + if (central_node_hole_register_hit_test_hole) + { + // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. + // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen + // covering passthru node we'd have a gap on the edge not covered by the hole) + IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode + ImGuiDockNode* root_node = DockNodeGetRootNode(central_node); + ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size); + ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size); + if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; } + if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; } + if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; } + if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; } + //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255)); + if (central_node_hole && !hole_rect.IsInverted()) + { + SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min); + if (host_window->ParentWindow) + SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min); + } + } + + // Update position/size, process and draw resizing splitters + if (node->IsRootNode() && host_window) + { + DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size); + PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]); + PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]); + PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]); + DockNodeTreeUpdateSplitter(node); + PopStyleColor(3); + } + + // Draw empty node background (currently can only be the Central Node) + if (host_window && node->IsEmpty() && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg); + if (node->LastBgColor != 0) + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor); + node->IsBgDrawnThisFrame = true; + } + + // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set. + // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size + // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! + const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; + if (render_dockspace_bg && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + if (central_node_hole) + RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f); + else + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f); + } + + // Draw and populate Tab Bar + if (host_window) + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + if (host_window && node->Windows.Size > 0) + { + DockNodeUpdateTabBar(node, host_window); + } + else + { + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->IsFocused = false; + } + if (node->TabBar && node->TabBar->SelectedTabId) + node->SelectedTabId = node->TabBar->SelectedTabId; + else if (node->Windows.Size > 0) + node->SelectedTabId = node->Windows[0]->TabId; + + // Draw payload drop target + if (host_window && node->IsVisible) + if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window)) + BeginDockableDragDropTarget(host_window); + + // We update this after DockNodeUpdateTabBar() + node->LastFrameActive = g.FrameCount; + + // Recurse into children + // FIXME-DOCK FIXME-OPT: Should not need to recurse into children + if (host_window) + { + if (node->ChildNodes[0]) + DockNodeUpdate(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdate(node->ChildNodes[1]); + + // Render outer borders last (after the tab bar) + if (node->IsRootNode()) + RenderWindowOuterBorders(host_window); + } + + // End host window + if (beginned_into_host_window) //-V1020 + End(); +} + +// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame. +static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs) +{ + ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window; + ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window; + if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder)) + return d; + return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); +} + +// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node. +// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented) +// Custom overrides may want to decorate, group, sort entries. +// Please note those are internal structures: if you copy this expect occasional breakage. +// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler) +void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + IM_UNUSED(ctx); + if (tab_bar->Tabs.Size == 1) + { + // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table. + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar())) + node->WantHiddenTabBarToggle = true; + } + else + { + // Display a selectable list of windows in this docking node + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId)) + TabBarQueueFocus(tab_bar, tab); + SameLine(); + Text(" "); + } + } +} + +static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + // Try to position the menu so it is more likely to stays within the same viewport + ImGuiContext& g = *GImGui; + if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f)); + else + SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f)); + if (BeginPopup("#WindowMenu")) + { + node->IsFocused = true; + g.DockNodeWindowMenuHandler(&g, node, tab_bar); + EndPopup(); + } +} + +// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button. +bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL || node->HostWindow == NULL) + return false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return false; + if (node->TabBar->ID == 0) + return false; + Begin(node->HostWindow->Name); + PushOverrideID(node->ID); + bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags); + IM_UNUSED(ret); + IM_ASSERT(ret); + return true; +} + +void ImGui::DockNodeEndAmendTabBar() +{ + EndTabBar(); + PopID(); + End(); +} + +static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node) +{ + // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy) + ImGuiContext& g = *GImGui; + if (g.NavWindowingTarget) + return (g.NavWindowingTarget->DockNode == node); + + // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window) + if (g.NavWindow && root_node->LastFocusedNodeId == node->ID) + { + // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node) + ImGuiWindow* parent_window = g.NavWindow->RootWindow; + while (parent_window->Flags & ImGuiWindowFlags_ChildMenu) + parent_window = parent_window->ParentWindow->RootWindow; + ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode; + for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL) + if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node) + return true; + } + return false; +} + +// Submit the tab bar corresponding to a dock node and various housekeeping details. +static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + const bool closed_all = node->WantCloseAll && node_was_active; + const ImGuiID closed_one = node->WantCloseTabId && node_was_active; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + + // Decide if we should use a focused title bar color + bool is_focused = false; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (IsDockNodeTitleBarHighlighted(node, root_node)) + is_focused = true; + + // Hidden tab bar will show a triangle on the upper-left (in Begin) + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + { + node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + node->IsFocused = is_focused; + if (is_focused) + node->LastFrameFocused = g.FrameCount; + if (node->VisibleWindow) + { + // Notify root of visible window (used to display title in OS task bar) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + if (node->TabBar) + node->TabBar->VisibleTabId = node->VisibleWindow->TabId; + } + return; + } + + // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed + bool backup_skip_item = host_window->SkipItems; + if (!node->IsDockSpace()) + { + host_window->SkipItems = false; + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + } + + // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID. + // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs, + // as docked windows themselves will override the stack with their own root ID. + PushOverrideID(node->ID); + ImGuiTabBar* tab_bar = node->TabBar; + bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden + if (tab_bar == NULL) + { + DockNodeAddTabBar(node); + tab_bar = node->TabBar; + } + + ImGuiID focus_tab_id = 0; + node->IsFocused = is_focused; + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // In a dock node, the Collapse Button turns into the Window Menu button. + // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes? + if (has_window_menu_button && IsPopupOpen("#WindowMenu")) + { + ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId; + DockNodeWindowMenuUpdate(node, tab_bar); + if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id) + focus_tab_id = tab_bar->NextSelectedTabId; + is_focused |= node->IsFocused; + } + + // Layout + ImRect title_bar_rect, tab_bar_rect; + ImVec2 window_menu_button_pos; + ImVec2 close_button_pos; + DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos); + + // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value. + const int tabs_count_old = tab_bar->Tabs.Size; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (TabBarFindTabByID(tab_bar, window->TabId) == NULL) + TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window); + } + + // Title bar + if (is_focused) + node->LastFrameFocused = g.FrameCount; + ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize); + host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags); + + // Docking/Collapse button + if (has_window_menu_button) + { + if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node) + OpenPopup("#WindowMenu"); + if (IsItemActive()) + focus_tab_id = tab_bar->SelectedTabId; + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode)); + } + + // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value + int tabs_unsorted_start = tab_bar->Tabs.Size; + for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--) + { + // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting? + tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted; + tabs_unsorted_start = tab_n; + } + if (tab_bar->Tabs.Size > tabs_unsorted_start) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); + for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_UNUSED(tab); + IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1); + if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) + ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); + } + + // Apply NavWindow focus back to the tab bar + if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node) + tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId; + + // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated + if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId; + else if (tab_bar->Tabs.Size > tabs_count_old) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId; + + // Begin tab bar + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); + tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll; + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; + if (!host_window->Collapsed && is_focused) + tab_bar_flags |= ImGuiTabBarFlags_IsFocused; + tab_bar->ID = GetID("#TabBar"); + tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width + tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize; + BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags); + //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)); + + // Backup style colors + ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT]; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]]; + + // Submit actual tabs + node->VisibleWindow = NULL; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument)) + continue; + if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active) + { + ImGuiTabItemFlags tab_item_flags = 0; + tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet; + if (window->Flags & ImGuiWindowFlags_UnsavedDocument) + tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Apply stored style overrides for the window + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]); + + // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so) + bool tab_open = true; + TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); + if (!tab_open) + node->WantCloseTabId = window->TabId; + if (tab_bar->VisibleTabId == window->TabId) + node->VisibleWindow = window; + + // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call + window->DockTabItemStatusFlags = g.LastItemData.StatusFlags; + window->DockTabItemRect = g.LastItemData.Rect; + + // Update navigation ID on menu layer + if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) + host_window->NavLastIds[1] = window->TabId; + } + } + + // Restore style colors + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n]; + + // Notify root of visible window (used to display title in OS task bar) + if (node->VisibleWindow) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + + // Close button (after VisibleWindow was updated) + // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId + const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton; + const bool close_button_is_visible = node->HasCloseButton; + //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one) + if (close_button_is_visible) + { + if (!close_button_is_enabled) + { + PushItemFlag(ImGuiItemFlags_Disabled, true); + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f)); + } + if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos)) + { + node->WantCloseAll = true; + for (int n = 0; n < tab_bar->Tabs.Size; n++) + TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]); + } + //if (IsItemActive()) + // focus_tab_id = tab_bar->SelectedTabId; + if (!close_button_is_enabled) + { + PopStyleColor(); + PopItemFlag(); + } + } + + // When clicking on the title bar outside of tabs, we still focus the selected tab for that node + // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them. + ImGuiID title_bar_id = host_window->GetID("#TITLEBAR"); + if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id) + { + // AllowOverlap mode required for appending into dock node tab bar, + // otherwise dragging window will steal HoveredId and amended tabs cannot get them. + bool held; + KeepAliveID(title_bar_id); + ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap); + if (g.HoveredId == title_bar_id) + { + g.LastItemData.ID = title_bar_id; + } + if (held) + { + if (IsMouseClicked(0)) + focus_tab_id = tab_bar->SelectedTabId; + + // Forward moving request to selected window + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space + } + } + + // Forward focus from host node to selected window + //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget) + // focus_tab_id = tab_bar->SelectedTabId; + + // When clicked on a tab we requested focus to the docked child + // This overrides the value set by "forward focus from host node to selected window". + if (tab_bar->NextSelectedTabId) + focus_tab_id = tab_bar->NextSelectedTabId; + + // Apply navigation focus + if (focus_tab_id != 0) + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id)) + if (tab->Window) + { + FocusWindow(tab->Window); + NavInitWindow(tab->Window, false); + } + + EndTabBar(); + PopID(); + + // Restore SkipItems flag + if (!node->IsDockSpace()) + { + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + host_window->SkipItems = backup_skip_item; + } +} + +static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node) +{ + IM_ASSERT(node->TabBar == NULL); + node->TabBar = IM_NEW(ImGuiTabBar); +} + +static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL) + return; + IM_DELETE(node->TabBar); + node->TabBar = NULL; +} + +static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window) +{ + if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) + return false; + + ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass; + ImGuiWindowClass* payload_class = &payload->WindowClass; + if (host_class->ClassId != payload_class->ClassId) + { + bool pass = false; + if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0) + pass = true; + if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0) + pass = true; + if (!pass) + return false; + } + + // Prevent docking any window created above a popup + // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features), + // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test. + // But it would requires more work on our end because the dock host windows is technically created in NewFrame() + // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking. + ImGuiContext& g = *GImGui; + for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) + if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window) + if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window)) // Payload is created from within a popup begin stack. + return false; + + return true; +} + +static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload) +{ + if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering + return true; + + const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload; + if (DockNodeIsDropAllowedOne(payload, host_window)) + return true; + } + return false; +} + +// window menu button == collapse button when not in a dock node. +// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code. +static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); + if (out_title_rect) { *out_title_rect = r; } + + r.Min.x += style.WindowBorderSize; + r.Max.x -= style.WindowBorderSize; + + float button_sz = g.FontSize; + r.Min.x += style.FramePadding.x; + r.Max.x -= style.FramePadding.x; + ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y); + if (node->HasCloseButton) + { + if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + r.Min.x += button_sz + style.ItemInnerSpacing.x; + } + else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (out_tab_bar_rect) { *out_tab_bar_rect = r; } + if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; } +} + +void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired) +{ + ImGuiContext& g = *GImGui; + const float dock_spacing = g.Style.ItemInnerSpacing.x; + const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + pos_new[axis ^ 1] = pos_old[axis ^ 1]; + size_new[axis ^ 1] = size_old[axis ^ 1]; + + // Distribute size on given axis (with a desired size or equally) + const float w_avail = size_old[axis] - dock_spacing; + if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) + { + size_new[axis] = size_new_desired[axis]; + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + else + { + size_new[axis] = IM_TRUNC(w_avail * 0.5f); + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + + // Position each node + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + { + pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing; + } + else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up) + { + pos_new[axis] = pos_old[axis]; + pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing; + } +} + +// Retrieve the drop rectangles for a given direction or for the center + perform hit testing. +bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos) +{ + ImGuiContext& g = *GImGui; + + const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight()); + const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f)); + float hs_w; // Half-size, longer axis + float hs_h; // Half-size, smaller axis + ImVec2 off; // Distance from edge or center + if (outer_docking) + { + //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); + //hs_h = ImTrunc(hs_w * 0.15f); + //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); + hs_w = ImTrunc(hs_for_central_nodes * 1.50f); + hs_h = ImTrunc(hs_for_central_nodes * 0.80f); + off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h)); + } + else + { + hs_w = ImTrunc(hs_for_central_nodes); + hs_h = ImTrunc(hs_for_central_nodes * 0.90f); + off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f)); + } + + ImVec2 c = ImTrunc(parent.GetCenter()); + if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); } + else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); } + else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); } + else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); } + else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); } + + if (test_mouse_pos == NULL) + return false; + + ImRect hit_r = out_r; + if (!outer_docking) + { + // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides + hit_r.Expand(ImTrunc(hs_w * 0.30f)); + ImVec2 mouse_delta = (*test_mouse_pos - c); + float mouse_delta_len2 = ImLengthSqr(mouse_delta); + float r_threshold_center = hs_w * 1.4f; + float r_threshold_sides = hs_w * (1.4f + 1.2f); + if (mouse_delta_len2 < r_threshold_center * r_threshold_center) + return (dir == ImGuiDir_None); + if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides) + return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y)); + } + return hit_r.Contains(*test_mouse_pos); +} + +// host_node may be NULL if the window doesn't have a DockNode already. +// FIXME-DOCK: This is misnamed since it's also doing the filtering. +static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking) +{ + ImGuiContext& g = *GImGui; + + // There is an edge case when docking into a dockspace which only has inactive nodes. + // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. + // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. + if (payload_node == NULL) + payload_node = payload_window->DockNodeAsHost; + ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; + if (ref_node_for_rect) + IM_ASSERT(ref_node_for_rect->IsVisible == true); + + // Filter, figure out where we are allowed to dock + ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet; + ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet; + data->IsCenterAvailable = true; + if (is_outer_docking) + data->IsCenterAvailable = false; + else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) + data->IsCenterAvailable = false; + else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode()) + data->IsCenterAvailable = false; + else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split? + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty())) + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty()) + data->IsCenterAvailable = false; + + data->IsSidesAvailable = true; + if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit) + data->IsSidesAvailable = false; + else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode()) + data->IsSidesAvailable = false; + else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther) + data->IsSidesAvailable = false; + + // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split) + data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton); + data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); + data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos; + data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size; + + // Calculate drop shapes geometry for allowed splitting directions + IM_ASSERT(ImGuiDir_None == -1); + data->SplitNode = host_node; + data->SplitDir = ImGuiDir_None; + data->IsSplitDirExplicit = false; + if (!host_window->Collapsed) + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (dir == ImGuiDir_None && !data->IsCenterAvailable) + continue; + if (dir != ImGuiDir_None && !data->IsSidesAvailable) + continue; + if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos)) + { + data->SplitDir = (ImGuiDir)dir; + data->IsSplitDirExplicit = true; + } + } + + // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar + data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable); + if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift) + data->IsDropAllowed = false; + + // Calculate split area + data->SplitRatio = 0.0f; + if (data->SplitDir != ImGuiDir_None) + { + ImGuiDir split_dir = data->SplitDir; + ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + ImVec2 pos_new, pos_old = data->FutureNode.Pos; + ImVec2 size_new, size_old = data->FutureNode.Size; + DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size); + + // Calculate split ratio so we can pass it down the docking request + float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]); + data->FutureNode.Pos = pos_new; + data->FutureNode.Size = size_new; + data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio); + } +} + +static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes + + // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent. + // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes. + const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload; + + // In case the two windows involved are on different viewports, we will draw the overlay on each of them. + int overlay_draw_lists_count = 0; + ImDrawList* overlay_draw_lists[2]; + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport); + if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload) + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport); + + // Draw main preview rectangle + const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f); + const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f); + const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f); + const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f); + + // Display area preview + const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0); + if (data->IsDropAllowed) + { + ImRect overlay_rect = data->FutureNode.Rect(); + if (data->SplitDir == ImGuiDir_None && can_preview_tabs) + overlay_rect.Min.y += GetFrameHeight(); + if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable) + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize)); + } + + // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) + if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable) + { + // Compute target tab bar geometry so we can locate our preview tabs + ImRect tab_bar_rect; + DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL); + ImVec2 tab_pos = tab_bar_rect.Min; + if (host_node && host_node->TabBar) + { + if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar()) + tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission. + else + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x; + } + else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost)) + { + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar + } + + // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows) + if (root_payload->DockNodeAsHost) + IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size); + ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL; + const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + // DockNode's TabBar may have non-window Tabs manually appended by user + ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload; + if (tab_bar_with_payload && payload_window == NULL) + continue; + if (!DockNodeIsDropAllowedOne(payload_window, host_window)) + continue; + + // Calculate the tab bounding box for each payload window + ImVec2 tab_size = TabItemCalcSize(payload_window); + ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y); + tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x; + const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]); + const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabSelected]); + PushStyleColor(ImGuiCol_Text, overlay_col_text); + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0; + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max); + TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs); + TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL); + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PopClipRect(); + } + PopStyleColor(); + } + } + + // Display drop boxes + const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding); + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (!data->DropRectsDraw[dir + 1].IsInverted()) + { + ImRect draw_r = data->DropRectsDraw[dir + 1]; + ImRect draw_r_in = draw_r; + draw_r_in.Expand(-2.0f); + ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop; + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImVec2 center = ImFloor(draw_r_in.GetCenter()); + overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding); + overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding); + if (dir == ImGuiDir_Left || dir == ImGuiDir_Right) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines); + if (dir == ImGuiDir_Up || dir == ImGuiDir_Down) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); + } + } + + // Stop after ImGuiDir_None + if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit) + return; + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode Tree manipulation functions +//----------------------------------------------------------------------------- +// - DockNodeTreeSplit() +// - DockNodeTreeMerge() +// - DockNodeTreeUpdatePosSize() +// - DockNodeTreeUpdateSplitterFindTouchingNode() +// - DockNodeTreeUpdateSplitter() +// - DockNodeTreeFindFallbackLeafNode() +// - DockNodeTreeFindNodeByPos() +//----------------------------------------------------------------------------- + +void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_axis != ImGuiAxis_None); + + ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0); + child_0->ParentNode = parent_node; + + ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0); + child_1->ParentNode = parent_node; + + ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1; + DockNodeMoveChildNodes(child_inheritor, parent_node); + parent_node->ChildNodes[0] = child_0; + parent_node->ChildNodes[1] = child_1; + parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow; + parent_node->SplitAxis = split_axis; + parent_node->VisibleWindow = NULL; + parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode; + + float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize); + size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); + IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. + child_0->SizeRef = child_1->SizeRef = parent_node->Size; + child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio); + child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]); + + DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); + DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node)); + DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size); + + // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property) + child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; + child_0->UpdateMergedFlags(); + child_1->UpdateMergedFlags(); + parent_node->UpdateMergedFlags(); + if (child_inheritor->IsCentralNode()) + DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor; +} + +void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child) +{ + // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL. + ImGuiContext& g = *GImGui; + ImGuiDockNode* child_0 = parent_node->ChildNodes[0]; + ImGuiDockNode* child_1 = parent_node->ChildNodes[1]; + IM_ASSERT(child_0 || child_1); + IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1); + if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0)) + { + IM_ASSERT(parent_node->TabBar == NULL); + IM_ASSERT(parent_node->Windows.Size == 0); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID); + + ImVec2 backup_last_explicit_size = parent_node->SizeRef; + DockNodeMoveChildNodes(parent_node, merge_lead_child); + if (child_0) + { + DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows + DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID); + } + if (child_1) + { + DockNodeMoveWindows(parent_node, child_1); + DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID); + } + DockNodeApplyPosSizeToWindows(parent_node); + parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto; + parent_node->VisibleWindow = merge_lead_child->VisibleWindow; + parent_node->SizeRef = backup_last_explicit_size; + + // Flags transfer + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag + parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows + parent_node->UpdateMergedFlags(); + + if (child_0) + { + ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL); + IM_DELETE(child_0); + } + if (child_1) + { + ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL); + IM_DELETE(child_1); + } +} + +// Update Pos/Size for a node hierarchy (don't affect child Windows yet) +// (Depth-first, Pre-Order) +void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node) +{ + // During the regular dock node update we write to all nodes. + // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away. + ImGuiContext& g = *GImGui; + const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node; + if (write_to_node) + { + node->Pos = pos; + node->Size = size; + } + + if (node->IsLeafNode()) + return; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + ImVec2 child_0_pos = pos, child_1_pos = pos; + ImVec2 child_0_size = size, child_1_size = size; + + const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0)); + const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1)); + const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node; + const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node; + + if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible) + { + const float spacing = g.Style.DockingSeparatorSize; + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + const float size_avail = ImMax(size[axis] - spacing, 0.0f); + + // Size allocation policy + // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. + const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); + + // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing. + // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc() + // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce + + // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) + if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce) + { + child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce) + { + child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce) + { + // FIXME-DOCK: We cannot honor the requested size, so apply ratio. + // Currently this path will only be taken if code programmatically sets WantLockSizeOnce + float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + + // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node + else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild) + { + child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild) + { + child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]); + child_0_size[axis] = (size_avail - child_1_size[axis]); + } + else + { + // 4) Otherwise distribute according to the relative ratio of each SizeRef value + float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); + child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f)); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + + child_1_pos[axis] += spacing + child_0_size[axis]; + } + + if (only_write_to_single_node == NULL) + child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false; + + const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible; + const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible; + if (child_0_recurse) + DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size); + if (child_1_recurse) + DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size); +} + +static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector* touching_nodes) +{ + if (node->IsLeafNode()) + { + touching_nodes->push_back(node); + return; + } + if (node->ChildNodes[0]->IsVisible) + if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes); + if (node->ChildNodes[1]->IsVisible) + if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); +} + +// (Depth-First, Pre-Order) +void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return; + + ImGuiContext& g = *GImGui; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + if (child_0->IsVisible && child_1->IsVisible) + { + // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally) + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + IM_ASSERT(axis != ImGuiAxis_None); + ImRect bb; + bb.Min = child_0->Pos; + bb.Max = child_1->Pos; + bb.Min[axis] += child_0->Size[axis]; + bb.Max[axis ^ 1] += child_1->Size[axis ^ 1]; + //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)); + + const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs + const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY; + if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag)) + { + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding); + } + else + { + //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node. + //bb.Max[axis] -= 1; + PushID(node->ID); + + // Find resizing limits by gathering list of nodes that are touching the splitter line. + ImVector touching_nodes[2]; + float min_size = g.Style.WindowMinSize[axis]; + float resize_limits[2]; + resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size; + resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size; + + ImGuiID splitter_id = GetID("##Splitter"); + if (g.ActiveId == splitter_id) // Only process when splitter is active + { + DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]); + DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]); + for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++) + resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size); + for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++) + resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); + + // [DEBUG] Render touching nodes & limits + /* + ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + for (int n = 0; n < 2; n++) + { + for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++) + draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255)); + if (axis == ImGuiAxis_X) + draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); + else + draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f); + } + */ + } + + // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters + float cur_size_0 = child_0->Size[axis]; + float cur_size_1 = child_1->Size[axis]; + float min_size_0 = resize_limits[0] - child_0->Pos[axis]; + float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; + ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg); + if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col)) + { + if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) + { + child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0; + child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis]; + child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1; + + // Lock the size of every node that is a sibling of the node we are touching + // This might be less desirable if we can merge sibling of a same axis into the same parental level. + for (int side_n = 0; side_n < 2; side_n++) + for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) + { + ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; + //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); + while (touching_node->ParentNode != node) + { + if (touching_node->ParentNode->SplitAxis == axis) + { + // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize(). + ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n]; + node_to_preserve->WantLockSizeOnce = true; + //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255)); + //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100)); + } + touching_node = touching_node->ParentNode; + } + } + + DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size); + DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size); + MarkIniSettingsDirty(); + } + } + PopID(); + } + } + + if (child_0->IsVisible) + DockNodeTreeUpdateSplitter(child_0); + if (child_1->IsVisible) + DockNodeTreeUpdateSplitter(child_1); +} + +ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0])) + return leaf_node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1])) + return leaf_node; + return NULL; +} + +ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos) +{ + if (!node->IsVisible) + return NULL; + + const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE? + ImRect r(node->Pos, node->Pos + node->Size); + r.Expand(dock_spacing * 0.5f); + bool inside = r.Contains(pos); + if (!inside) + return NULL; + + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos)) + return hovered_node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos)) + return hovered_node; + + // This means we are hovering over the splitter/spacing of a parent node + return node; +} + +//----------------------------------------------------------------------------- +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +//----------------------------------------------------------------------------- +// - SetWindowDock() [Internal] +// - DockSpace() +// - DockSpaceOverViewport() +//----------------------------------------------------------------------------- + +// [Internal] Called via SetNextWindowDockID() +void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowDockAllowFlags & cond) == 0) + return; + window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + if (window->DockId == dock_id) + return; + + // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot + ImGuiContext& g = *GImGui; + if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, dock_id)) + if (new_node->IsSplitNode()) + { + // Policy: Find central node or latest focused node. We first move back to our root node. + new_node = DockNodeGetRootNode(new_node); + if (new_node->CentralNode) + { + IM_ASSERT(new_node->CentralNode->IsCentralNode()); + dock_id = new_node->CentralNode->ID; + } + else + { + dock_id = new_node->LastFocusedNodeId; + } + } + + if (window->DockId == dock_id) + return; + + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, 0); + window->DockId = dock_id; +} + +// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. +// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. +// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. +// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location). +ImGuiID ImGui::DockSpace(ImGuiID dockspace_id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindowRead(); + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return 0; + + // Early out if parent window is hidden/collapsed + // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960. + // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true. + if (window->SkipItems) + flags |= ImGuiDockNodeFlags_KeepAliveOnly; + if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0) + window = GetCurrentWindow(); // call to set window->WriteAccessed = true; + + IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! + IM_ASSERT((flags & ImGuiDockNodeFlags_CentralNode) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! (#8145) + + IM_ASSERT(dockspace_id != 0); + ImGuiDockNode* node = DockContextFindNodeByID(&g, dockspace_id); + if (node == NULL) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", dockspace_id); + node = DockContextAddNode(&g, dockspace_id); + node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode); + } + if (window_class && window_class->ClassId != node->WindowClass.ClassId) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", dockspace_id, node->WindowClass.ClassId, window_class->ClassId); + node->SharedFlags = flags; + node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); + + // When a DockSpace transitioned form implicit to explicit this may be called a second time + // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again. + if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) + { + IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + return dockspace_id; + } + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + + // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible + if (flags & ImGuiDockNodeFlags_KeepAliveOnly) + { + node->LastFrameAlive = g.FrameCount; + return dockspace_id; + } + + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImTrunc(size_arg); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + + node->Pos = window->DC.CursorPos; + node->Size = node->SizeRef = size; + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; + + // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window? + // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented) + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; + window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; + window_flags |= ImGuiWindowFlags_NoBackground; + + char title[256]; + ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, dockspace_id); + + PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); + Begin(title, NULL, window_flags); + PopStyleVar(); + + ImGuiWindow* host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->ChildId = window->GetID(title); + node->OnlyNodeWithWindows = NULL; + + IM_ASSERT(node->IsRootNode()); + + // We need to handle the rare case were a central node is missing. + // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace. + // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split. + // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining. + // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property, + // as it doesn't make sense for an empty dockspace to not have this property. + if (node->IsLeafNode() && !node->IsCentralNode()) + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + + // Update the node + DockNodeUpdate(node); + + End(); + + ImRect bb(node->Pos, node->Pos + size); + ItemSize(size); + ItemAdd(bb, dockspace_id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?) + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild() + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + return dockspace_id; +} + +// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! +// The limitation with this call is that your window won't have a local menu bar, but you can also use BeginMainMenuBar(). +// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. +// If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. +ImGuiID ImGui::DockSpaceOverViewport(ImGuiID dockspace_id, const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) +{ + if (viewport == NULL) + viewport = GetMainViewport(); + + // Submit a window filling the entire viewport + SetNextWindowPos(viewport->WorkPos); + SetNextWindowSize(viewport->WorkSize); + SetNextWindowViewport(viewport->ID); + + ImGuiWindowFlags host_window_flags = 0; + host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + host_window_flags |= ImGuiWindowFlags_NoBackground; + + // FIXME-OPT: When using ImGuiDockNodeFlags_KeepAliveOnly with DockSpaceOverViewport() we might be able to spare submitting the window, + // since DockSpace() with that flag doesn't need a window. We'd only need to compute the default ID accordingly. + if (dockspace_flags & ImGuiDockNodeFlags_KeepAliveOnly) + host_window_flags |= ImGuiWindowFlags_NoMouseInputs; + + char label[32]; + ImFormatString(label, IM_ARRAYSIZE(label), "WindowOverViewport_%08X", viewport->ID); + + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + Begin(label, NULL, host_window_flags); + PopStyleVar(3); + + // Submit the dockspace + if (dockspace_id == 0) + dockspace_id = GetID("DockSpace"); + DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class); + + End(); + + return dockspace_id; +} + +//----------------------------------------------------------------------------- +// Docking: Builder Functions +//----------------------------------------------------------------------------- +// Very early end-user API to manipulate dock nodes. +// Only available in imgui_internal.h. Expect this API to change/break! +// It is expected that those functions are all called _before_ the dockspace node submission. +//----------------------------------------------------------------------------- +// - DockBuilderDockWindow() +// - DockBuilderGetNode() +// - DockBuilderSetNodePos() +// - DockBuilderSetNodeSize() +// - DockBuilderAddNode() +// - DockBuilderRemoveNode() +// - DockBuilderRemoveNodeChildNodes() +// - DockBuilderRemoveNodeDockedWindows() +// - DockBuilderSplitNode() +// - DockBuilderCopyNodeRec() +// - DockBuilderCopyNode() +// - DockBuilderCopyWindowSettings() +// - DockBuilderCopyDockSpace() +// - DockBuilderFinish() +//----------------------------------------------------------------------------- + +void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) +{ + // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1) + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id); + ImGuiID window_id = ImHashStr(window_name); + if (ImGuiWindow* window = FindWindowByID(window_id)) + { + // Apply to created window + ImGuiID prev_node_id = window->DockId; + SetWindowDock(window, node_id, ImGuiCond_Always); + if (window->DockId != prev_node_id) + window->DockOrder = -1; + } + else + { + // Apply to settings + ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id); + if (settings == NULL) + settings = CreateNewWindowSettings(window_name); + if (settings->DockId != node_id) + settings->DockOrder = -1; + settings->DockId = node_id; + } +} + +ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; + return DockContextFindNodeByID(&g, node_id); +} + +void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + node->Pos = pos; + node->AuthorityForPos = ImGuiDataAuthority_DockNode; +} + +void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + node->Size = node->SizeRef = size; + node->AuthorityForSize = ImGuiDataAuthority_DockNode; +} + +// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node! +// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node. +// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary. +// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand! +// For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect. +// - Use (id == 0) to let the system allocate a node identifier. +// - Existing node with a same id will be removed. +ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags); + + if (node_id != 0) + DockBuilderRemoveNode(node_id); + + ImGuiDockNode* node = NULL; + if (flags & ImGuiDockNodeFlags_DockSpace) + { + DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); + node = DockContextFindNodeByID(&g, node_id); + } + else + { + node = DockContextAddNode(&g, node_id); + node->SetLocalFlags(flags); + } + node->LastFrameAlive = g.FrameCount; // Set this otherwise BeginDocked will undock during the same frame. + return node->ID; +} + +void ImGui::DockBuilderRemoveNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + DockBuilderRemoveNodeDockedWindows(node_id, true); + DockBuilderRemoveNodeChildNodes(node_id); + // Node may have moved or deleted if e.g. any merge happened + node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + if (node->IsCentralNode() && node->ParentNode) + node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode); + DockContextRemoveNode(&g, node, true); +} + +// root_id = 0 to remove all, root_id != 0 to remove child of given node. +void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + ImGuiDockContext* dc = &g.DockContext; + + ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL; + if (root_id && root_node == NULL) + return; + bool has_central_node = false; + + ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto; + ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto; + + // Process active windows + ImVector nodes_to_remove; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + { + bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id); + if (want_removal) + { + if (node->IsCentralNode()) + has_central_node = true; + if (root_id != 0) + DockContextQueueNotifyRemovedNode(&g, node); + if (root_node) + { + DockNodeMoveWindows(root_node, node); + DockSettingsRenameNodeReferences(node->ID, root_node->ID); + } + nodes_to_remove.push_back(node); + } + } + + // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge) + // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead) + if (root_node) + { + root_node->AuthorityForPos = backup_root_node_authority_for_pos; + root_node->AuthorityForSize = backup_root_node_authority_for_size; + } + + // Apply to settings + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID window_settings_dock_id = settings->DockId) + for (int n = 0; n < nodes_to_remove.Size; n++) + if (nodes_to_remove[n]->ID == window_settings_dock_id) + { + settings->DockId = root_id; + break; + } + + // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes + if (nodes_to_remove.Size > 1) + ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst); + for (int n = 0; n < nodes_to_remove.Size; n++) + DockContextRemoveNode(&g, nodes_to_remove[n], false); + + if (root_id == 0) + { + dc->Nodes.Clear(); + dc->Requests.clear(); + } + else if (has_central_node) + { + root_node->CentralNode = root_node; + root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + } +} + +void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs) +{ + // Clear references in settings + ImGuiContext& g = *GImGui; + if (clear_settings_refs) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + bool want_removal = (root_id == 0) || (settings->DockId == root_id); + if (!want_removal && settings->DockId != 0) + if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId)) + if (DockNodeGetRootNode(node)->ID == root_id) + want_removal = true; + if (want_removal) + settings->DockId = 0; + } + } + + // Clear references in windows + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id); + if (want_removal) + { + const ImGuiID backup_dock_id = window->DockId; + IM_UNUSED(backup_dock_id); + DockContextProcessUndockWindow(&g, window, clear_settings_refs); + if (!clear_settings_refs) + IM_ASSERT(window->DockId == backup_dock_id); + } + } +} + +// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created. +// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set. +// FIXME-DOCK: We are not exposing nor using split_outer. +ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_dir != ImGuiDir_None); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, id); + if (node == NULL) + { + IM_ASSERT(node != NULL); + return 0; + } + + IM_ASSERT(!node->IsSplitNode()); // Assert if already Split + + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Split; + req.DockTargetWindow = NULL; + req.DockTargetNode = node; + req.DockPayload = NULL; + req.DockSplitDir = split_dir; + req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir); + req.DockSplitOuter = false; + DockContextProcessDock(&g, &req); + + ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; + ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; + if (out_id_at_dir) + *out_id_at_dir = id_at_dir; + if (out_id_at_opposite_dir) + *out_id_at_opposite_dir = id_at_opposite_dir; + return id_at_dir; +} + +static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known); + dst_node->SharedFlags = src_node->SharedFlags; + dst_node->LocalFlags = src_node->LocalFlags; + dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + dst_node->Pos = src_node->Pos; + dst_node->Size = src_node->Size; + dst_node->SizeRef = src_node->SizeRef; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->UpdateMergedFlags(); + + out_node_remap_pairs->push_back(src_node->ID); + out_node_remap_pairs->push_back(dst_node->ID); + + for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++) + if (src_node->ChildNodes[child_n]) + { + dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs); + dst_node->ChildNodes[child_n]->ParentNode = dst_node; + } + + IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); + return dst_node; +} + +void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_node_id != 0); + IM_ASSERT(dst_node_id != 0); + IM_ASSERT(out_node_remap_pairs != NULL); + + DockBuilderRemoveNode(dst_node_id); + + ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id); + IM_ASSERT(src_node != NULL); + + out_node_remap_pairs->clear(); + DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs); + + IM_ASSERT((out_node_remap_pairs->Size % 2) == 0); +} + +void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name) +{ + ImGuiWindow* src_window = FindWindowByName(src_name); + if (src_window == NULL) + return; + if (ImGuiWindow* dst_window = FindWindowByName(dst_name)) + { + dst_window->Pos = src_window->Pos; + dst_window->Size = src_window->Size; + dst_window->SizeFull = src_window->SizeFull; + dst_window->Collapsed = src_window->Collapsed; + } + else + { + ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name)); + if (!dst_settings) + dst_settings = CreateNewWindowSettings(dst_name); + ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos); + if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID) + { + dst_settings->ViewportPos = window_pos_2ih; + dst_settings->ViewportId = src_window->ViewportId; + dst_settings->Pos = ImVec2ih(0, 0); + } + else + { + dst_settings->Pos = window_pos_2ih; + } + dst_settings->Size = ImVec2ih(src_window->SizeFull); + dst_settings->Collapsed = src_window->Collapsed; + } +} + +// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed. +void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_dockspace_id != 0); + IM_ASSERT(dst_dockspace_id != 0); + IM_ASSERT(in_window_remap_pairs != NULL); + IM_ASSERT((in_window_remap_pairs->Size % 2) == 0); + + // Duplicate entire dock + // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart, + // whereas we could attempt to at least keep them together in a new, same floating node. + ImVector node_remap_pairs; + DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs); + + // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes + // (The windows associated to src_dockspace_id are staying in place) + ImVector src_windows; + for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2) + { + const char* src_window_name = (*in_window_remap_pairs)[remap_window_n]; + const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1]; + ImGuiID src_window_id = ImHashStr(src_window_name); + src_windows.push_back(src_window_id); + + // Search in the remapping tables + ImGuiID src_dock_id = 0; + if (ImGuiWindow* src_window = FindWindowByID(src_window_id)) + src_dock_id = src_window->DockId; + else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id)) + src_dock_id = src_window_settings->DockId; + ImGuiID dst_dock_id = 0; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (node_remap_pairs[dock_remap_n] == src_dock_id) + { + dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear + break; + } + + if (dst_dock_id != 0) + { + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id); + DockBuilderDockWindow(dst_window_name, dst_dock_id); + } + else + { + // Floating windows gets their settings transferred (regardless of whether the new window already exist or not) + // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name); + DockBuilderCopyWindowSettings(src_window_name, dst_window_name); + } + } + + // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list. + // Find those windows and move to them to the cloned dock node. This may be optional? + // Dock those are a second step as undocking would invalidate source dock nodes. + struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } }; + ImVector dock_remaining_windows; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n]) + { + ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + ImGuiDockNode* node = DockBuilderGetNode(src_dock_id); + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (src_windows.contains(window->ID)) + continue; + + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); + dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id)); + } + } + for (const DockRemainingWindowTask& task : dock_remaining_windows) + DockBuilderDockWindow(task.Window->Name, task.DockId); +} + +// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node. +void ImGui::DockBuilderFinish(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + //DockContextRebuild(&g); + DockContextBuildAddWindowsToNodes(&g, root_id); +} + +//----------------------------------------------------------------------------- +// Docking: Begin/End Support Functions (called from Begin/End) +//----------------------------------------------------------------------------- +// - GetWindowAlwaysWantOwnTabBar() +// - DockContextBindNodeToWindow() +// - BeginDocked() +// - BeginDockableDragDropSource() +// - BeginDockableDragDropTarget() +//----------------------------------------------------------------------------- + +bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0) + if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise + return true; + return false; +} + +static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiContext& g = *ctx; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(window->DockNode == NULL); + + // We should not be docking into a split node (SetWindowDock should avoid this) + if (node && node->IsSplitNode()) + { + DockContextProcessUndockWindow(ctx, window); + return NULL; + } + + // Create node + if (node == NULL) + { + node = DockContextAddNode(ctx, window->DockId); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + node->LastFrameAlive = g.FrameCount; + } + + // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet, + // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node). + // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout. + // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame. + if (!node->IsVisible) + { + ImGuiDockNode* ancestor_node = node; + while (!ancestor_node->IsVisible && ancestor_node->ParentNode) + ancestor_node = ancestor_node->ParentNode; + IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node)); + DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node); + } + + // Add window to node + bool node_was_visible = node->IsVisible; + DockNodeAddWindow(node, window, true); + node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see) + IM_ASSERT(node == window->DockNode); + return node; +} + +static void StoreDockStyleForWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + window->DockStyle.Colors[color_n] = ImGui::ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); +} + +void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) +{ + ImGuiContext& g = *GImGui; + + // Clear fields ahead so most early-out paths don't have to do it + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + + const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); + if (auto_dock_node) + { + if (window->DockId == 0) + { + IM_ASSERT(window->DockNode == NULL); + window->DockId = DockContextGenNodeID(&g); + } + } + else + { + // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) + bool want_undock = false; + want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; + want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; + if (want_undock) + { + DockContextProcessUndockWindow(&g, window); + return; + } + } + + // Bind to our dock node + ImGuiDockNode* node = window->DockNode; + if (node != NULL) + IM_ASSERT(window->DockId == node->ID); + if (window->DockId != 0 && node == NULL) + { + node = DockContextBindNodeToWindow(&g, window); + if (node == NULL) + return; + } + +#if 0 + // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set + if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode)) + { + DockContextProcessUndockWindow(ctx, window); + return; + } +#endif + + // Undock if our dockspace node disappeared + // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly. + if (node->LastFrameAlive < g.FrameCount) + { + // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking() + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->LastFrameAlive < g.FrameCount) + DockContextProcessUndockWindow(&g, window); + else + window->DockIsActive = true; + return; + } + + // Store style overrides + StoreDockStyleForWindow(window); + + // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, + // and never create neither a host window neither a tab bar. + // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) + if (node->HostWindow == NULL) + { + if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing) + window->DockIsActive = true; + if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window + DockNodeHideWindowDuringHostWindowCreation(window); + return; + } + + // We can have zero-sized nodes (e.g. children of a small-size dockspace) + IM_ASSERT(node->HostWindow); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f); + node->State = ImGuiDockNodeState_HostWindowVisible; + + // Undock if we are submitted earlier than the host window + if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) + { + DockContextProcessUndockWindow(&g, window); + return; + } + + // Position/Size window + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() + window->DockIsActive = true; + window->DockNodeIsVisible = true; + window->DockTabIsVisible = false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return; + + // When the window is selected we mark it as visible. + if (node->VisibleWindow == window) + window->DockTabIsVisible = true; + + // Update window flag + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0); + window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize; + window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding; + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + window->Flags |= ImGuiWindowFlags_NoTitleBar; + else + window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed! + + // Save new dock order only if the window has been visible once already + // This allows multiple windows to be created in the same frame and have their respective dock orders preserved. + if (node->TabBar && window->WasActive) + window->DockOrder = (short)DockNodeGetTabOrder(window); + + if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL) + *p_open = false; + + // Update ChildId to allow returning from Child to Parent with Escape + ImGuiWindow* parent_window = window->DockNode->HostWindow; + window->ChildId = parent_window->GetID(window->Name); +} + +void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == window->MoveId); + IM_ASSERT(g.MovingWindow == window); + IM_ASSERT(g.CurrentWindow == window); + + // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking. + if (g.IO.ConfigDockingWithShift != g.IO.KeyShift) + { + // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance. + // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active + // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function) + IM_ASSERT(g.NextWindowData.Flags == 0); + if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock)); + return; + } + + g.LastItemData.ID = window->MoveId; + window = window->RootWindowDockTree; + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit + ImGuiDragDropFlags drag_drop_flags = ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_PayloadAutoExpire | ImGuiDragDropFlags_PayloadNoCrossContext | ImGuiDragDropFlags_PayloadNoCrossProcess; + if (is_drag_docking && BeginDragDropSource(drag_drop_flags)) + { + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); + EndDragDropSource(); + StoreDockStyleForWindow(window); // Store style overrides while dragging (even when not docked) because docking preview may need it. + } +} + +void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + if (!g.DragDropActive) + return; + //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!BeginDragDropTargetCustom(window->Rect(), window->ID)) + return; + + // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering + // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) + const ImGuiPayload* payload = &g.DragDropPayload; + if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data)) + { + EndDragDropTarget(); + return; + } + + ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data; + if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)) + { + // Select target node + // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation) + bool dock_into_floating_window = false; + ImGuiDockNode* node = NULL; + if (window->DockNodeAsHost) + { + // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos(). + node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos); + + // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active) + // In this case we need to fallback into any leaf mode, possibly the central node. + // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first. + if (node && node->IsDockSpace() && node->IsRootNode()) + node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node); + } + else + { + if (window->DockNode) + node = window->DockNode; + else + dock_into_floating_window = true; // Dock into a regular window + } + + const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight())); + const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); + + // Preview docking request and find out split direction/ratio + //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. + const bool do_preview = payload->IsPreview() || payload->IsDelivery(); + if (do_preview && (node != NULL || dock_into_floating_window)) + { + // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear. + ImGuiDockPreviewData split_inner; + ImGuiDockPreviewData split_outer; + ImGuiDockPreviewData* split_data = &split_inner; + if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode())) + if (ImGuiDockNode* root_node = DockNodeGetRootNode(node)) + { + DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true); + if (split_outer.IsSplitDirExplicit) + split_data = &split_outer; + } + if (!node || node->IsLeafNode()) + DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false); + if (split_data == &split_outer) + split_inner.IsDropAllowed = false; + + // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes + DockNodePreviewDockRender(window, node, payload_window, &split_inner); + DockNodePreviewDockRender(window, node, payload_window, &split_outer); + + // Queue docking request + if (split_data->IsDropAllowed && payload->IsDelivery()) + DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); + } + } + EndDragDropTarget(); +} + +//----------------------------------------------------------------------------- +// Docking: Settings +//----------------------------------------------------------------------------- +// - DockSettingsRenameNodeReferences() +// - DockSettingsRemoveNodeReferences() +// - DockSettingsFindNodeSettings() +// - DockSettingsHandler_ApplyAll() +// - DockSettingsHandler_ReadOpen() +// - DockSettingsHandler_ReadLine() +// - DockSettingsHandler_DockNodeToSettings() +// - DockSettingsHandler_WriteAll() +//----------------------------------------------------------------------------- + +static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id); + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + { + ImGuiWindow* window = g.Windows[window_n]; + if (window->DockId == old_node_id && window->DockNode == NULL) + window->DockId = new_node_id; + } + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == old_node_id) + settings->DockId = new_node_id; +} + +// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings +static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count) +{ + ImGuiContext& g = *GImGui; + int found = 0; + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + for (int node_n = 0; node_n < node_ids_count; node_n++) + if (settings->DockId == node_ids[node_n]) + { + settings->DockId = 0; + settings->DockOrder = -1; + if (++found < node_ids_count) + break; + return; + } +} + +static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id) +{ + // FIXME-OPT + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->NodesSettings.Size; n++) + if (dc->NodesSettings[n].ID == id) + return &dc->NodesSettings[n]; + return NULL; +} + +// Clear settings data +static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiDockContext* dc = &ctx->DockContext; + dc->NodesSettings.clear(); + DockContextClearNodes(ctx, 0, true); +} + +// Recreate nodes based on settings data +static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + // Prune settings at boot time only + ImGuiDockContext* dc = &ctx->DockContext; + if (ctx->Windows.Size == 0) + DockContextPruneUnusedSettingsNodes(ctx); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, 0); +} + +static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + if (strcmp(name, "Data") != 0) + return NULL; + return (void*)1; +} + +static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line) +{ + char c = 0; + int x = 0, y = 0; + int r = 0; + + // Parsing, e.g. + // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " + // " DockNode ID=0x00000002 Parent=0x00000001 " + // Important: this code expect currently fields in a fixed order. + ImGuiDockNodeSettings node; + line = ImStrSkipBlank(line); + if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); } + else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; } + else return; + if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; + if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1) { line += r; if (node.ParentNodeId == 0) return; } + if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; } + if (node.ParentNodeId == 0) + { + if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return; + if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return; + } + else + { + if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); } + } + if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; } + if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; } + if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; } + if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; } + if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; } + if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; } + if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; } + if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; } + if (node.ParentNodeId != 0) + if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId)) + node.Depth = parent_settings->Depth + 1; + ctx->DockContext.NodesSettings.push_back(node); +} + +static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth) +{ + ImGuiDockNodeSettings node_settings; + IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3))); + node_settings.ID = node->ID; + node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0; + node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0; + node_settings.SelectedTabId = node->SelectedTabId; + node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None); + node_settings.Depth = (char)depth; + node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); + node_settings.Pos = ImVec2ih(node->Pos); + node_settings.Size = ImVec2ih(node->Size); + node_settings.SizeRef = ImVec2ih(node->SizeRef); + dc->NodesSettings.push_back(node_settings); + if (node->ChildNodes[0]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1); + if (node->ChildNodes[1]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1); +} + +static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // Gather settings data + // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer) + dc->NodesSettings.resize(0); + dc->NodesSettings.reserve(dc->Nodes.Data.Size); + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode()) + DockSettingsHandler_DockNodeToSettings(dc, node, 0); + + int max_depth = 0; + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth); + + // Write to text buffer + buf->appendf("[%s][Data]\n", handler->TypeName); + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + { + const int line_start_pos = buf->size(); (void)line_start_pos; + const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n]; + buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file + buf->appendf(" ID=0x%08X", node_settings->ID); + if (node_settings->ParentNodeId) + { + buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y); + } + else + { + if (node_settings->ParentWindowId) + buf->appendf(" Window=0x%08X", node_settings->ParentWindowId); + buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); + } + if (node_settings->SplitAxis != ImGuiAxis_None) + buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y'); + if (node_settings->Flags & ImGuiDockNodeFlags_NoResize) + buf->appendf(" NoResize=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode) + buf->appendf(" CentralNode=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar) + buf->appendf(" NoTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar) + buf->appendf(" HiddenTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton) + buf->appendf(" NoWindowMenuButton=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton) + buf->appendf(" NoCloseButton=1"); + if (node_settings->SelectedTabId) + buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId); + + // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!) + if (g.IO.ConfigDebugIniSettings) + if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) + { + buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything + if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) + buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name); + // Iterate settings so we can give info about windows that didn't exist during the session. + int contains_window = 0; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == node_settings->ID) + { + if (contains_window++ == 0) + buf->appendf(" ; contains "); + buf->appendf("'%s' ", settings->GetName()); + } + } + + buf->appendf("\n"); + } + buf->appendf("\n"); +} + + +//----------------------------------------------------------------------------- +// [SECTION] PLATFORM DEPENDENT HELPERS +//----------------------------------------------------------------------------- +// - Default clipboard handlers +// - Default shell function handlers +// - Default IME handlers +//----------------------------------------------------------------------------- + +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) + +#ifdef _MSC_VER +#pragma comment(lib, "user32") +#pragma comment(lib, "kernel32") +#endif + +// Win32 clipboard implementation +// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + g.ClipboardHandlerData.clear(); + if (!::OpenClipboard(NULL)) + return NULL; + HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return NULL; + } + if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle)) + { + int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL); + g.ClipboardHandlerData.resize(buf_len); + ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL); + } + ::GlobalUnlock(wbuf_handle); + ::CloseClipboard(); + return g.ClipboardHandlerData.Data; +} + +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +{ + if (!::OpenClipboard(NULL)) + return; + const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return; + } + WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle); + ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length); + ::GlobalUnlock(wbuf_handle); + ::EmptyClipboard(); + if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) + ::GlobalFree(wbuf_handle); + ::CloseClipboard(); +} + +#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) + +#include // Use old API to avoid need for separate .mm file +static PasteboardRef main_clipboard = 0; + +// OSX clipboard implementation +// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + for (ItemCount i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + g.ClipboardHandlerData.clear(); + int length = (int)CFDataGetLength(cf_data); + g.ClipboardHandlerData.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data); + g.ClipboardHandlerData[length] = 0; + CFRelease(cf_data); + return g.ClipboardHandlerData.Data; + } + } + } + return NULL; +} + +#else + +// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); +} + +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text) +{ + ImGuiContext& g = *ctx; + g.ClipboardHandlerData.clear(); + const char* text_end = text + strlen(text); + g.ClipboardHandlerData.resize((int)(text_end - text) + 1); + memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text)); + g.ClipboardHandlerData[(int)(text_end - text)] = 0; +} + +#endif // Default clipboard handlers + +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#if defined(__APPLE__) && TARGET_OS_IPHONE +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif + +#if defined(_WIN32) && defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#ifdef _WIN32 +#include // ShellExecuteA() +#ifdef _MSC_VER +#pragma comment(lib, "shell32") +#endif +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ + return (INT_PTR)::ShellExecuteA(NULL, "open", path, NULL, NULL, SW_SHOWDEFAULT) > 32; +} +#else +#include +#include +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ +#if defined(__APPLE__) + const char* args[] { "open", "--", path, NULL }; +#else + const char* args[] { "xdg-open", path, NULL }; +#endif + pid_t pid = fork(); + if (pid < 0) + return false; + if (!pid) + { + execvp(args[0], const_cast(args)); + exit(-1); + } + else + { + int status; + waitpid(pid, &status, 0); + return WEXITSTATUS(status) == 0; + } +} +#endif +#else +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char*) { return false; } +#endif // Default shell handlers + +//----------------------------------------------------------------------------- + +// Win32 API IME support (for Asian languages, etc.) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) + +#include +#ifdef _MSC_VER +#pragma comment(lib, "imm32") +#endif + +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) +{ + // Notify OS Input Method Editor of text input position + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + if (hwnd == 0) + return; + + //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0); + if (HIMC himc = ::ImmGetContext(hwnd)) + { + COMPOSITIONFORM composition_form = {}; + composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + composition_form.dwStyle = CFS_FORCE_POSITION; + ::ImmSetCompositionWindow(himc, &composition_form); + CANDIDATEFORM candidate_form = {}; + candidate_form.dwStyle = CFS_CANDIDATEPOS; + candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + ::ImmSetCandidateWindow(himc, &candidate_form); + ::ImmReleaseContext(hwnd, himc); + } +} + +#else + +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData*) {} + +#endif // Default IME handlers + +//----------------------------------------------------------------------------- +// [SECTION] METRICS/DEBUGGER WINDOW +//----------------------------------------------------------------------------- +// - DebugRenderViewportThumbnail() [Internal] +// - RenderViewportsThumbnails() [Internal] +// - DebugTextEncoding() +// - MetricsHelpMarker() [Internal] +// - ShowFontAtlas() [Internal] +// - ShowMetricsWindow() +// - DebugNodeColumns() [Internal] +// - DebugNodeDockNode() [Internal] +// - DebugNodeDrawList() [Internal] +// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] +// - DebugNodeFont() [Internal] +// - DebugNodeFontGlyph() [Internal] +// - DebugNodeStorage() [Internal] +// - DebugNodeTabBar() [Internal] +// - DebugNodeViewport() [Internal] +// - DebugNodeWindow() [Internal] +// - DebugNodeWindowSettings() [Internal] +// - DebugNodeWindowsList() [Internal] +// - DebugNodeWindowsListByBeginStackParent() [Internal] +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImVec2 scale = bb.GetSize() / viewport->Size; + ImVec2 off = bb.Min - viewport->Pos * scale; + float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); + for (ImGuiWindow* thumb_window : g.Windows) + { + if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) + continue; + if (thumb_window->Viewport != viewport) + continue; + + ImRect thumb_r = thumb_window->Rect(); + ImRect title_r = thumb_window->TitleBarRect(); + thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale)); + title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y + title_r.GetHeight() * 3.0f) * scale)); // Exaggerate title bar height + thumb_r.ClipWithFull(bb); + title_r.ClipWithFull(bb); + const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); + window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); + } + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + if (viewport->ID == g.DebugMetricsConfig.HighlightViewportID) + window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); +} + +static void RenderViewportsThumbnails() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Draw monitor and calculate their boundaries + float SCALE = 1.0f / 8.0f; + ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + bb_full.Add(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize)); + ImVec2 p = window->DC.CursorPos; + ImVec2 off = p - bb_full.Min * SCALE; + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + ImRect monitor_draw_bb(off + (monitor.MainPos) * SCALE, off + (monitor.MainPos + monitor.MainSize) * SCALE); + window->DrawList->AddRect(monitor_draw_bb.Min, monitor_draw_bb.Max, (g.DebugMetricsConfig.HighlightMonitorIdx == g.PlatformIO.Monitors.index_from_ptr(&monitor)) ? IM_COL32(255, 255, 0, 255) : ImGui::GetColorU32(ImGuiCol_Border), 4.0f); + window->DrawList->AddRectFilled(monitor_draw_bb.Min, monitor_draw_bb.Max, ImGui::GetColorU32(ImGuiCol_Border, 0.10f), 4.0f); + } + + // Draw viewports + for (ImGuiViewportP* viewport : g.Viewports) + { + ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); + ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); + } + ImGui::Dummy(bb_full.GetSize() * SCALE); +} + +static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs) +{ + const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs; + const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs; + return b->LastFocusedStampCount - a->LastFocusedStampCount; +} + +// Draw an arbitrary US keyboard layout to visualize translated keys +void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list) +{ + const float scale = ImGui::GetFontSize() / 13.0f; + const ImVec2 key_size = ImVec2(35.0f, 35.0f) * scale; + const float key_rounding = 3.0f * scale; + const ImVec2 key_face_size = ImVec2(25.0f, 25.0f) * scale; + const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f) * scale; + const float key_face_rounding = 2.0f * scale; + const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f) * scale; + const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); + const float key_row_offset = 9.0f * scale; + + ImVec2 board_min = GetCursorScreenPos(); + ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f); + ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y); + + struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; }; + const KeyLayoutData keys_to_display[] = + { + { 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R }, + { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F }, + { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V } + }; + + // Elements rendered manually via ImDrawList API are not clipped automatically. + // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view. + Dummy(board_max - board_min); + if (!IsItemVisible()) + return; + draw_list->PushClipRect(board_min, board_max, true); + for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++) + { + const KeyLayoutData* key_data = &keys_to_display[n]; + ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y); + ImVec2 key_max = key_min + key_size; + draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding); + draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding); + ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y); + ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y); + draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f); + draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding); + ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y); + draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label); + if (IsKeyDown(key_data->Key)) + draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding); + } + draw_list->PopClipRect(); +} + +// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct. +void ImGui::DebugTextEncoding(const char* str) +{ + Text("Text: \"%s\"", str); + if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable)) + return; + TableSetupColumn("Offset"); + TableSetupColumn("UTF-8"); + TableSetupColumn("Glyph"); + TableSetupColumn("Codepoint"); + TableHeadersRow(); + for (const char* p = str; *p != 0; ) + { + unsigned int c; + const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL); + TableNextColumn(); + Text("%d", (int)(p - str)); + TableNextColumn(); + for (int byte_index = 0; byte_index < c_utf8_len; byte_index++) + { + if (byte_index > 0) + SameLine(); + Text("0x%02X", (int)(unsigned char)p[byte_index]); + } + TableNextColumn(); + if (GetFont()->FindGlyphNoFallback((ImWchar)c)) + TextUnformatted(p, p + c_utf8_len); + else + TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]"); + TableNextColumn(); + Text("U+%04X", (int)c); + p += c_utf8_len; + } + EndTable(); +} + +static void DebugFlashStyleColorStop() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT) + g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup; + g.DebugFlashStyleColorIdx = ImGuiCol_COUNT; +} + +// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls. +void ImGui::DebugFlashStyleColor(ImGuiCol idx) +{ + ImGuiContext& g = *GImGui; + DebugFlashStyleColorStop(); + g.DebugFlashStyleColorTime = 0.5f; + g.DebugFlashStyleColorIdx = idx; + g.DebugFlashStyleColorBackup = g.Style.Colors[idx]; +} + +void ImGui::UpdateDebugToolFlashStyleColor() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorTime <= 0.0f) + return; + ColorConvertHSVtoRGB(ImCos(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z); + g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f; + if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f) + DebugFlashStyleColorStop(); +} + +static const char* FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id) +{ + union { void* ptr; int integer; } tex_id_opaque; + memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id))); + if (sizeof(tex_id) >= sizeof(void*)) + ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr); + else + ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer); + return buf; +} + +// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. +static void MetricsHelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +// [DEBUG] List fonts in a font atlas and display its texture +void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +{ + for (ImFont* font : atlas->Fonts) + { + PushID(font); + DebugNodeFont(font); + PopID(); + } + if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons + ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border); + Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); + TreePop(); + } +} + +void ImGui::ShowMetricsWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + if (cfg->ShowDebugLog) + ShowDebugLogWindow(&cfg->ShowDebugLog); + if (cfg->ShowIDStackTool) + ShowIDStackToolWindow(&cfg->ShowIDStackTool); + + if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // [DEBUG] Clear debug breaks hooks after exactly one cycle. + DebugBreakClearData(); + + // Basic info + Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + if (g.ContextName[0] != 0) + { + SameLine(); + Text("(Context Name: \"%s\")", g.ContextName); + } + Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); + Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount); + //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } + + Separator(); + + // Debugging enums + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" }; + enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type + const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" }; + if (cfg->ShowWindowsRectsType < 0) + cfg->ShowWindowsRectsType = WRT_WorkRect; + if (cfg->ShowTablesRectsType < 0) + cfg->ShowTablesRectsType = TRT_WorkRect; + + struct Funcs + { + static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance + if (rect_type == TRT_OuterRect) { return table->OuterRect; } + else if (rect_type == TRT_InnerRect) { return table->InnerRect; } + else if (rect_type == TRT_WorkRect) { return table->WorkRect; } + else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } + else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } + else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } + else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); } + else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } + else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } + else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate + else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } + else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); } + else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } + IM_ASSERT(0); + return ImRect(); + } + + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); } + else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + }; + + // Tools + if (TreeNode("Tools")) + { + // Debug Break features + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + SeparatorTextEx(0, "Debug breaks", NULL, CalcTextSize("(?)").x + g.Style.SeparatorTextPadding.x); + SameLine(); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) + DebugStartItemPicker(); + Checkbox("Show \"Debug Break\" buttons in other sections (io.ConfigDebugIsDebuggerPresent)", &g.IO.ConfigDebugIsDebuggerPresent); + + SeparatorText("Visualize"); + + Checkbox("Show Debug Log", &cfg->ShowDebugLog); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code."); + + Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code."); + + Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); + Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count); + if (cfg->ShowWindowsRects && g.NavWindow != NULL) + { + BulletText("'%s':", g.NavWindow->Name); + Indent(); + for (int rect_n = 0; rect_n < WRT_Count; rect_n++) + { + ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); + Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); + } + Unindent(); + } + + Checkbox("Show tables rectangles", &cfg->ShowTablesRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); + if (cfg->ShowTablesRects && g.NavWindow != NULL) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) + continue; + + BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + Indent(); + char buf[128]; + for (int rect_n = 0; rect_n < TRT_Count; rect_n++) + { + if (rect_n >= TRT_ColumnsRect) + { + if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect) + continue; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, rect_n, column_n); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, rect_n, -1); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + Unindent(); + } + } + Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data + + SeparatorText("Validate"); + + Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop); + SameLine(); + MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + + Checkbox("UTF-8 Encoding viewer", &cfg->ShowTextEncodingViewer); + SameLine(); + MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct."); + if (cfg->ShowTextEncodingViewer) + { + static char buf[64] = ""; + SetNextItemWidth(-FLT_MIN); + InputText("##DebugTextEncodingBuf", buf, IM_ARRAYSIZE(buf)); + if (buf[0] != 0) + DebugTextEncoding(buf); + } + + TreePop(); + } + + // Windows + if (TreeNode("Windows", "Windows (%d)", g.Windows.Size)) + { + //SetNextItemOpen(true, ImGuiCond_Once); + DebugNodeWindowsList(&g.Windows, "By display order"); + DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)"); + if (TreeNode("By submission order (begin stack)")) + { + // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship! + ImVector& temp_buffer = g.WindowsTempSortBuffer; + temp_buffer.resize(0); + for (ImGuiWindow* window : g.Windows) + if (window->LastFrameActive + 1 >= g.FrameCount) + temp_buffer.push_back(window); + struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } }; + ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder); + DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL); + TreePop(); + } + + TreePop(); + } + + // DrawLists + int drawlist_count = 0; + for (ImGuiViewportP* viewport : g.Viewports) + drawlist_count += viewport->DrawDataP.CmdLists.Size; + if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) + { + Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); + Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); + for (ImGuiViewportP* viewport : g.Viewports) + { + bool viewport_has_drawlist = false; + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + { + if (!viewport_has_drawlist) + Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID); + viewport_has_drawlist = true; + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + } + } + TreePop(); + } + + // Viewports + if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) + { + cfg->HighlightMonitorIdx = -1; + bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size); + SameLine(); + MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors."); + if (open) + { + for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) + { + DebugNodePlatformMonitor(&g.PlatformIO.Monitors[i], "Monitor", i); + if (IsItemHovered()) + cfg->HighlightMonitorIdx = i; + } + DebugNodePlatformMonitor(&g.FallbackMonitor, "Fallback", 0); + TreePop(); + } + + SetNextItemOpen(true, ImGuiCond_Once); + if (TreeNode("Windows Minimap")) + { + RenderViewportsThumbnails(); + TreePop(); + } + cfg->HighlightViewportID = 0; + + BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + if (TreeNode("Inferred Z order (front-to-back)")) + { + static ImVector viewports; + viewports.resize(g.Viewports.Size); + memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes()); + if (viewports.Size > 1) + ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount); + for (ImGuiViewportP* viewport : viewports) + { + BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"", + viewport->Idx, viewport->ID, viewport->LastFocusedStampCount, + (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A", + viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + cfg->HighlightViewportID = viewport->ID; + } + TreePop(); + } + + for (ImGuiViewportP* viewport : g.Viewports) + DebugNodeViewport(viewport); + TreePop(); + } + + // Details for Popups + if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) + { + for (const ImGuiPopupData& popup_data : g.OpenPopupStack) + { + // As it's difficult to interact with tree nodes while popups are open, we display everything inline. + ImGuiWindow* window = popup_data.Window; + BulletText("PopupID: %08x, Window: '%s' (%s%s), RestoreNavWindow '%s', ParentWindow '%s'", + popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "", + popup_data.RestoreNavWindow ? popup_data.RestoreNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL"); + } + TreePop(); + } + + // Details for TabBars + if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount())) + { + for (int n = 0; n < g.TabBars.GetMapSize(); n++) + if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n)) + { + PushID(tab_bar); + DebugNodeTabBar(tab_bar, "TabBar"); + PopID(); + } + TreePop(); + } + + // Details for Tables + if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount())) + { + for (int n = 0; n < g.Tables.GetMapSize(); n++) + if (ImGuiTable* table = g.Tables.TryGetMapData(n)) + DebugNodeTable(table); + TreePop(); + } + + // Details for Fonts + ImFontAtlas* atlas = g.IO.Fonts; + if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) + { + ShowFontAtlas(atlas); + TreePop(); + } + + // Details for InputText + if (TreeNode("InputText")) + { + DebugNodeInputTextState(&g.InputTextState); + TreePop(); + } + + // Details for TypingSelect + if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0)) + { + DebugNodeTypingSelectState(&g.TypingSelectState); + TreePop(); + } + + // Details for MultiSelect + if (TreeNode("MultiSelect", "MultiSelect (%d)", g.MultiSelectStorage.GetAliveCount())) + { + ImGuiBoxSelectState* bs = &g.BoxSelectState; + BulletText("BoxSelect ID=0x%08X, Starting = %d, Active %d", bs->ID, bs->IsStarting, bs->IsActive); + for (int n = 0; n < g.MultiSelectStorage.GetMapSize(); n++) + if (ImGuiMultiSelectState* state = g.MultiSelectStorage.TryGetMapData(n)) + DebugNodeMultiSelectState(state); + TreePop(); + } + + // Details for Docking +#ifdef IMGUI_HAS_DOCK + if (TreeNode("Docking")) + { + static bool root_nodes_only = true; + ImGuiDockContext* dc = &g.DockContext; + Checkbox("List root nodes", &root_nodes_only); + Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes); + if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); } + SameLine(); + if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (!root_nodes_only || node->IsRootNode()) + DebugNodeDockNode(node, "Node"); + TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + // Settings + if (TreeNode("Settings")) + { + if (SmallButton("Clear")) + ClearIniSettings(); + SameLine(); + if (SmallButton("Save to memory")) + SaveIniSettingsToMemory(); + SameLine(); + if (SmallButton("Save to disk")) + SaveIniSettingsToDisk(g.IO.IniFilename); + SameLine(); + if (g.IO.IniFilename) + Text("\"%s\"", g.IO.IniFilename); + else + TextUnformatted(""); + Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); + if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) + { + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + BulletText("\"%s\"", handler.TypeName); + TreePop(); + } + if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + DebugNodeWindowSettings(settings); + TreePop(); + } + + if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) + { + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + DebugNodeTableSettings(settings); + TreePop(); + } + +#ifdef IMGUI_HAS_DOCK + if (TreeNode("SettingsDocking", "Settings packed data: Docking")) + { + ImGuiDockContext* dc = &g.DockContext; + Text("In SettingsWindows:"); + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId != 0) + BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder); + Text("In SettingsNodes:"); + for (int n = 0; n < dc->NodesSettings.Size; n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[n]; + const char* selected_tab_name = NULL; + if (settings->SelectedTabId) + { + if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId)) + selected_tab_name = window->Name; + else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId)) + selected_tab_name = window_settings->GetName(); + } + BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : ""); + } + TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) + { + InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly); + TreePop(); + } + TreePop(); + } + + // Settings + if (TreeNode("Memory allocations")) + { + ImGuiDebugAllocInfo* info = &g.DebugAllocInfo; + Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount); + if (SmallButton("GC now")) { g.GcCompactAll = true; } + Text("Recent frames with allocations:"); + int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf); + for (int n = buf_size - 1; n >= 0; n--) + { + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size]; + BulletText("Frame %06d: %+3d ( %2d alloc, %2d free )", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount); + if (n == 0) + { + SameLine(); + Text("<- %d frames ago", g.FrameCount - entry->FrameCount); + } + } + TreePop(); + } + + if (TreeNode("Inputs")) + { + Text("KEYBOARD/GAMEPAD/MOUSE KEYS"); + { + // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. + Indent(); + Text("Keys down:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); } + Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys released:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + DebugRenderKeyboardPreview(GetWindowDrawList()); + Unindent(); + } + + Text("MOUSE STATE"); + { + Indent(); + if (IsMousePosValid()) + Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + Text("Mouse pos: "); + Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + int count = IM_ARRAYSIZE(io.MouseDown); + Text("Mouse down:"); for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); } + Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); } + Text("Mouse wheel: %.1f", io.MouseWheel); + Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer); + Text("Mouse source: %s", GetMouseSourceName(io.MouseSource)); + Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused + Unindent(); + } + + Text("MOUSE WHEELING"); + { + Indent(); + Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL"); + Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer); + Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : ""); + Unindent(); + } + + Text("KEY OWNERS"); + { + Indent(); + if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) + continue; + Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr, + owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : ""); + DebugLocateItemOnHover(owner_data->OwnerCurr); + } + EndChild(); + Unindent(); + } + Text("SHORTCUT ROUTING"); + SameLine(); + MetricsHelpMarker("Declared shortcut routes automatically set key owner when mods matches."); + { + Indent(); + if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; ) + { + ImGuiKeyRoutingData* routing_data = &rt->Entries[idx]; + ImGuiKeyChord key_chord = key | routing_data->Mods; + Text("%s: 0x%08X (scored %d)", GetKeyChordName(key_chord), routing_data->RoutingCurr, routing_data->RoutingCurrScore); + DebugLocateItemOnHover(routing_data->RoutingCurr); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + SameLine(); + if (DebugBreakButton("**DebugBreak**", "in SetShortcutRouting() for this KeyChord")) + g.DebugBreakInShortcutRouting = key_chord; + } + idx = routing_data->NextEntryIndex; + } + } + EndChild(); + Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Unindent(); + } + TreePop(); + } + + if (TreeNode("Internal state")) + { + Text("WINDOWING"); + Indent(); + Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); + Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL"); + Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0); + Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + Unindent(); + + Text("ITEMS"); + Indent(); + Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource)); + DebugLocateItemOnHover(g.ActiveId); + Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame + Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer); + Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + DebugLocateItemOnHover(g.DragDropPayload.SourceId); + Unindent(); + + Text("NAV,FOCUS"); + Indent(); + Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); + Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); + DebugLocateItemOnHover(g.NavId); + Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); + Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData); + Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); + Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId); + Text("NavActivateFlags: %04X", g.NavActivateFlags); + Text("NavCursorVisible: %d, NavHighlightItemUnderNav: %d", g.NavCursorVisible, g.NavHighlightItemUnderNav); + Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); + Text("NavFocusRoute[] = "); + for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--) + { + const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n]; + SameLine(0.0f, 0.0f); + Text("0x%08X/", focus_scope.ID); + SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name); + } + Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); + Unindent(); + + TreePop(); + } + + // Overlay: Display windows Rectangles and Begin Order + if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder) + { + for (ImGuiWindow* window : g.Windows) + { + if (!window->WasActive) + continue; + ImDrawList* draw_list = GetForegroundDrawList(window); + if (cfg->ShowWindowsRects) + { + ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + char buf[32]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); + float font_size = GetFontSize(); + draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); + draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); + } + } + } + + // Overlay: Display Tables Rectangles + if (cfg->ShowTablesRects) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1) + continue; + ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); + if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n); + ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255); + float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f; + draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + } + } + +#ifdef IMGUI_HAS_DOCK + // Overlay: Display Docking info + if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode) + { + char buf[64] = ""; + char* p = buf; + ImGuiDockNode* node = g.DebugHoveredDockNode; + ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); + int depth = DockNodeGetDepth(node); + overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); + ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth; + overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255)); + overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf); + } +#endif // #ifdef IMGUI_HAS_DOCK + + End(); +} + +void ImGui::DebugBreakClearData() +{ + // Those fields are scattered in their respective subsystem to stay in hot-data locations + ImGuiContext& g = *GImGui; + g.DebugBreakInWindow = 0; + g.DebugBreakInTable = 0; + g.DebugBreakInShortcutRouting = ImGuiKey_None; +} + +void ImGui::DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location) +{ + if (!BeginItemTooltip()) + return; + Text("To call IM_DEBUG_BREAK() %s:", description_of_location); + Separator(); + TextUnformatted(keyboard_only ? "- Press 'Pause/Break' on keyboard." : "- Press 'Pause/Break' on keyboard.\n- or Click (may alter focus/active id).\n- or navigate using keyboard and press space."); + Separator(); + TextUnformatted("Choose one way that doesn't interfere with what you are trying to debug!\nYou need a debugger attached or this will crash!"); + EndTooltip(); +} + +// Special button that doesn't take focus, doesn't take input owner, and can be activated without a click etc. +// In order to reduce interferences with the contents we are trying to debug into. +bool ImGui::DebugBreakButton(const char* label, const char* description_of_location) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrLineTextBaseOffset); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x * 2.0f, label_size.y); + + const ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + // WE DO NOT USE ButtonEx() or ButtonBehavior() in order to reduce our side-effects. + bool hovered = ItemHoverable(bb, id, g.CurrentItemFlags); + bool pressed = hovered && (IsKeyChordPressed(g.DebugBreakKeyChord) || IsMouseClicked(0) || g.NavActivateId == id); + DebugBreakButtonTooltip(false, description_of_location); + + ImVec4 col4f = GetStyleColorVec4(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImVec4 hsv; + ColorConvertRGBtoHSV(col4f.x, col4f.y, col4f.z, hsv.x, hsv.y, hsv.z); + ColorConvertHSVtoRGB(hsv.x + 0.20f, hsv.y, hsv.z, col4f.x, col4f.y, col4f.z); + + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, GetColorU32(col4f), true, g.Style.FrameRounding); + RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, g.Style.ButtonTextAlign, &bb); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// [DEBUG] Display contents of Columns +void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) +{ + if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) + return; + BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); + for (ImGuiOldColumnData& column : columns->Columns) + BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm)); + TreePop(); +} + +static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled) +{ + using namespace ImGui; + PushID(label); + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f)); + Text("%s:", label); + if (!enabled) + BeginDisabled(); + CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize); + CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX); + CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY); + CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar); + CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar); + CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton); + CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton); + CheckboxFlags("DockedWindowsInFocusRoute", p_flags, ImGuiDockNodeFlags_DockedWindowsInFocusRoute); + CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags + CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit); + CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther); + CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe); + CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther); + CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty); + CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking); + if (!enabled) + EndDisabled(); + PopStyleVar(); + PopID(); +} + +// [DEBUG] Display contents of ImDockNode +void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) +{ + ImGuiContext& g = *GImGui; + const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2); // Submitted with ImGuiDockNodeFlags_KeepAliveOnly + const bool is_active = (g.FrameCount - node->LastFrameActive < 2); // Submitted + if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open; + ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (node->Windows.Size > 0) + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + else + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + if (!is_alive) { PopStyleColor(); } + if (is_active && IsItemHovered()) + if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow) + GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255)); + if (open) + { + IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); + IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); + BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", + node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); + DebugNodeWindow(node->HostWindow, "HostWindow"); + DebugNodeWindow(node->VisibleWindow, "VisibleWindow"); + BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId); + BulletText("Misc:%s%s%s%s%s%s%s", + node->IsDockSpace() ? " IsDockSpace" : "", + node->IsCentralNode() ? " IsCentralNode" : "", + is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "", + node->WantLockSizeOnce ? " WantLockSizeOnce" : "", + node->HasCentralNodeChild ? " HasCentralNodeChild" : ""); + if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags)) + { + if (BeginTable("flags", 4)) + { + TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true); + EndTable(); + } + TreePop(); + } + if (node->ParentNode) + DebugNodeDockNode(node->ParentNode, "ParentNode"); + if (node->ChildNodes[0]) + DebugNodeDockNode(node->ChildNodes[0], "Child[0]"); + if (node->ChildNodes[1]) + DebugNodeDockNode(node->ChildNodes[1], "Child[1]"); + if (node->TabBar) + DebugNodeTabBar(node->TabBar, "TabBar"); + DebugNodeWindowsList(&node->Windows, "Windows"); + + TreePop(); + } +} + +// [DEBUG] Display contents of ImDrawList +// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport. +void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + int cmd_count = draw_list->CmdBuffer.Size; + if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) + cmd_count--; + bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count); + if (draw_list == GetWindowDrawList()) + { + SameLine(); + TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + if (node_open) + TreePop(); + return; + } + + ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list + if (window && IsItemHovered() && fg_draw_list) + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!node_open) + return; + + if (window && !window->WasActive) + TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); + + for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++) + { + if (pcmd->UserCallback) + { + BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); + continue; + } + + char texid_desc[20]; + FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TextureId); + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); + if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes); + if (!pcmd_node_open) + continue; + + // Calculate approximate coverage area (touched pixel count) + // This will be in pixels squared as long there's no post-scaling happening to the renderer output. + const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset; + float total_area = 0.0f; + for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; ) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos; + total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); + } + + // Display vertex information summary. Hover to get all triangles drawn in wire-frame + ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); + Selectable(buf); + if (IsItemHovered() && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false); + + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGuiListClipper clipper; + clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + while (clipper.Step()) + for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) + { + char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf); + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_i++) + { + const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; + triangle[n] = v.pos; + buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", + (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + } + + Selectable(buf, false); + if (fg_draw_list && IsItemHovered()) + { + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); + fg_draw_list->Flags = backup_flags; + } + } + TreePop(); + } + TreePop(); +} + +// [DEBUG] Display mesh/aabb of a ImDrawCmd +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb) +{ + IM_ASSERT(show_mesh || show_aabb); + + // Draw wire-frame version of all triangles + ImRect clip_rect = draw_cmd->ClipRect; + ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + ImDrawListFlags backup_flags = out_draw_list->Flags; + out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; ) + { + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list + ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; + + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); + if (show_mesh) + out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles + } + // Draw bounding boxes + if (show_aabb) + { + out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + } + out_draw_list->Flags = backup_flags; +} + +// [DEBUG] Display details for a single font, called by ShowStyleEditor(). +void ImGui::DebugNodeFont(ImFont* font) +{ + bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", + font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); + SameLine(); + if (SmallButton("Set as default")) + GetIO().FontDefault = font; + if (!opened) + return; + + // Display preview text + PushFont(font); + Text("The quick brown fox jumps over the lazy dog"); + PopFont(); + + // Display details + SetNextItemWidth(GetFontSize() * 8); + DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); + SameLine(); MetricsHelpMarker( + "Note that the default embedded font is NOT meant to be scaled.\n\n" + "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " + "You may oversample them to get some flexibility with scaling. " + "You can also render at multiple sizes and select which one to use at runtime.\n\n" + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); + Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + char c_str[5]; + Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); + Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); + const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); + Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) + if (font->ConfigData) + if (const ImFontConfig* cfg = &font->ConfigData[config_i]) + BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); + + // Display all glyphs of the fonts in separate pages of 256 characters + if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + { + ImDrawList* draw_list = GetWindowDrawList(); + const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); + const float cell_size = font->FontSize * 1; + const float cell_spacing = GetStyle().ItemSpacing.y; + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) + { + base += 4096 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (font->FindGlyphNoFallback((ImWchar)(base + n))) + count++; + if (count <= 0) + continue; + if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + + // Draw a 16x16 grid of glyphs + ImVec2 base_pos = GetCursorScreenPos(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (!glyph) + continue; + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip()) + { + DebugNodeFontGlyph(font, glyph); + EndTooltip(); + } + } + Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + TreePop(); + } + TreePop(); + } + TreePop(); +} + +void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph) +{ + Text("Codepoint: U+%04X", glyph->Codepoint); + Separator(); + Text("Visible: %d", glyph->Visible); + Text("AdvanceX: %.1f", glyph->AdvanceX); + Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); +} + +// [DEBUG] Display contents of ImGuiStorage +void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) +{ + if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) + return; + for (const ImGuiStoragePair& p : storage->Data) + { + BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. + DebugLocateItemOnHover(p.key); + } + TreePop(); +} + +// [DEBUG] Display contents of ImGuiTabBar +void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) +{ + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); + p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); + for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab)); + } + p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(label, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (is_active && IsItemHovered()) + { + ImDrawList* draw_list = GetForegroundDrawList(); + draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + } + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + PushID(tab); + if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); + if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); + Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f", + tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth); + PopID(); + } + TreePop(); + } +} + +void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + SetNextItemOpen(true, ImGuiCond_Once); + bool open = TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + g.DebugMetricsConfig.HighlightViewportID = viewport->ID; + if (open) + { + ImGuiWindowFlags flags = viewport->Flags; + BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%", + viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, + viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y, + viewport->PlatformMonitor, viewport->DpiScale * 100.0f); + if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } } + BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags, + //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard + (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", + (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "", + (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "", + (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "", + (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", + (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "", + (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", + (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "", + (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", + (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", + (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "", + (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "", + (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : ""); + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + TreePop(); + } +} + +void ImGui::DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx) +{ + BulletText("%s %d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", + label, idx, monitor->DpiScale * 100.0f, + monitor->MainPos.x, monitor->MainPos.y, monitor->MainPos.x + monitor->MainSize.x, monitor->MainPos.y + monitor->MainSize.y, monitor->MainSize.x, monitor->MainSize.y, + monitor->WorkPos.x, monitor->WorkPos.y, monitor->WorkPos.x + monitor->WorkSize.x, monitor->WorkPos.y + monitor->WorkSize.y, monitor->WorkSize.x, monitor->WorkSize.y); +} + +void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) +{ + if (window == NULL) + { + BulletText("%s: NULL", label); + return; + } + + ImGuiContext& g = *GImGui; + const bool is_active = window->WasActive; + ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered() && is_active) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!open) + return; + + if (window->MemoryCompacted) + TextDisabled("Note: some memory buffers have been compacted/freed."); + + if (g.IO.ConfigDebugIsDebuggerPresent && DebugBreakButton("**DebugBreak**", "in Begin()")) + g.DebugBreakInWindow = window->ID; + + ImGuiWindowFlags flags = window->Flags; + DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); + BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); + BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + if (flags & ImGuiWindowFlags_ChildWindow) + BulletText("ChildFlags: 0x%08X (%s%s%s%s..)", window->ChildFlags, + (window->ChildFlags & ImGuiChildFlags_Borders) ? "Borders " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeX) ? "ResizeX " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeY) ? "ResizeY " : "", + (window->ChildFlags & ImGuiChildFlags_NavFlattened) ? "NavFlattened " : ""); + BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId); + BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); + BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); + BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + { + ImRect r = window->NavRectRel[layer]; + if (r.Min.x >= r.Max.x && r.Min.y >= r.Max.y) + BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); + else + BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); + DebugLocateItemOnHover(window->NavLastIds[layer]); + } + const ImVec2* pr = window->NavPreferredScoringPosRel; + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater. + BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + + BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); + BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); + BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible); + if (window->DockNode || window->DockNodeAsHost) + DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); + + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); } + if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } + if (window->ParentWindowForFocusRoute != NULL) { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); } + if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } + if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) + { + for (ImGuiOldColumns& columns : window->ColumnsStorage) + DebugNodeColumns(&columns); + TreePop(); + } + DebugNodeStorage(&window->StateStorage, "Storage"); + TreePop(); +} + +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + if (settings->WantDelete) + BeginDisabled(); + Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", + settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); + if (settings->WantDelete) + EndDisabled(); +} + +void ImGui::DebugNodeWindowsList(ImVector* windows, const char* label) +{ + if (!TreeNode(label, "%s (%d)", label, windows->Size)) + return; + for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back + { + PushID((*windows)[i]); + DebugNodeWindow((*windows)[i], "Window"); + PopID(); + } + TreePop(); +} + +// FIXME-OPT: This is technically suboptimal, but it is simpler this way. +void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack) +{ + for (int i = 0; i < windows_size; i++) + { + ImGuiWindow* window = windows[i]; + if (window->ParentWindowInBeginStack != parent_in_begin_stack) + continue; + char buf[20]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext); + //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name); + DebugNodeWindow(window, buf); + Indent(); + DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); + Unindent(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DEBUG LOG WINDOW +//----------------------------------------------------------------------------- + +void ImGui::DebugLog(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + DebugLogV(fmt, args); + va_end(args); +} + +void ImGui::DebugLogV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const int old_size = g.DebugLogBuf.size(); + if (g.ContextName[0] != 0) + g.DebugLogBuf.appendf("[%s] [%05d] ", g.ContextName, g.FrameCount); + else + g.DebugLogBuf.appendf("[%05d] ", g.FrameCount); + g.DebugLogBuf.appendfv(fmt, args); + g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size()); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY) + IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size); +#ifdef IMGUI_ENABLE_TEST_ENGINE + // IMGUI_TEST_ENGINE_LOG() adds a trailing \n automatically + const int new_size = g.DebugLogBuf.size(); + const bool trailing_carriage_return = (g.DebugLogBuf[new_size - 1] == '\n'); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine) + IMGUI_TEST_ENGINE_LOG("%.*s", new_size - old_size - (trailing_carriage_return ? 1 : 0), g.DebugLogBuf.begin() + old_size); +#endif +} + +// FIXME-LAYOUT: To be done automatically via layout mode once we rework ItemSize/ItemAdd into ItemLayout. +static void SameLineOrWrap(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos(window->DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window->DC.CursorPosPrevLine.y); + if (window->WorkRect.Contains(ImRect(pos, pos + size))) + ImGui::SameLine(); +} + +static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags) +{ + ImGuiContext& g = *GImGui; + ImVec2 size(ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x + ImGui::CalcTextSize(name).x, ImGui::GetFrameHeight()); + SameLineOrWrap(size); // FIXME-LAYOUT: To be done automatically once we rework ItemSize/ItemAdd into ItemLayout. + + bool highlight_errors = (flags == ImGuiDebugLogFlags_EventError && g.DebugLogSkippedErrors > 0); + if (highlight_errors) + ImGui::PushStyleColor(ImGuiCol_Text, ImLerp(g.Style.Colors[ImGuiCol_Text], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.30f)); + if (ImGui::CheckboxFlags(name, &g.DebugLogFlags, flags) && g.IO.KeyShift && (g.DebugLogFlags & flags) != 0) + { + g.DebugLogAutoDisableFrames = 2; + g.DebugLogAutoDisableFlags |= flags; + } + if (highlight_errors) + { + ImGui::PopStyleColor(); + ImGui::SetItemTooltip("%d past errors skipped.", g.DebugLogSkippedErrors); + } + else + { + ImGui::SetItemTooltip("Hold SHIFT when clicking to enable for 2 frames only (useful for spammy log entries)"); + } +} + +void ImGui::ShowDebugLogWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + ImGuiDebugLogFlags all_enable_flags = ImGuiDebugLogFlags_EventMask_ & ~ImGuiDebugLogFlags_EventInputRouting; + CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags); + SetItemTooltip("(except InputRouting which is spammy)"); + + ShowDebugLogFlag("Errors", ImGuiDebugLogFlags_EventError); + ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId); + ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper); + ShowDebugLogFlag("Docking", ImGuiDebugLogFlags_EventDocking); + ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus); + ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO); + //ShowDebugLogFlag("Font", ImGuiDebugLogFlags_EventFont); + ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav); + ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup); + ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection); + ShowDebugLogFlag("Viewport", ImGuiDebugLogFlags_EventViewport); + ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting); + + if (SmallButton("Clear")) + { + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + g.DebugLogSkippedErrors = 0; + } + SameLine(); + if (SmallButton("Copy")) + SetClipboardText(g.DebugLogBuf.c_str()); + SameLine(); + if (SmallButton("Configure Outputs..")) + OpenPopup("Outputs"); + if (BeginPopup("Outputs")) + { + CheckboxFlags("OutputToTTY", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTTY); +#ifndef IMGUI_ENABLE_TEST_ENGINE + BeginDisabled(); +#endif + CheckboxFlags("OutputToTestEngine", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTestEngine); +#ifndef IMGUI_ENABLE_TEST_ENGINE + EndDisabled(); +#endif + EndPopup(); + } + + BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + + const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags; + g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper; + + ImGuiListClipper clipper; + clipper.Begin(g.DebugLogIndex.size()); + while (clipper.Step()) + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + DebugTextUnformattedWithLocateItem(g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no), g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no)); + g.DebugLogFlags = backup_log_flags; + if (GetScrollY() >= GetScrollMaxY()) + SetScrollHereY(1.0f); + EndChild(); + + End(); +} + +// Display line, search for 0xXXXXXXXX identifiers and call DebugLocateItemOnHover() when hovered. +void ImGui::DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end) +{ + TextUnformatted(line_begin, line_end); + if (!IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + return; + ImGuiContext& g = *GImGui; + ImRect text_rect = g.LastItemData.Rect; + for (const char* p = line_begin; p <= line_end - 10; p++) + { + ImGuiID id = 0; + if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1 || ImCharIsXdigitA(p[10])) + continue; + ImVec2 p0 = CalcTextSize(line_begin, p); + ImVec2 p1 = CalcTextSize(p, p + 10); + g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y)); + if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true)) + DebugLocateItemOnHover(id); + p += 10; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) +//----------------------------------------------------------------------------- + +// Draw a small cross at current CursorPos in current window's DrawList +void ImGui::DebugDrawCursorPos(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos = window->DC.CursorPos; + window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f); + window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f); +} + +// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList +void ImGui::DebugDrawLineExtents(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float curr_x = window->DC.CursorPos.x; + float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y); + float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f); +} + +// Draw last item rect in ForegroundDrawList (so it is always visible) +void ImGui::DebugDrawItemRect(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); +} + +// [DEBUG] Locate item position/rectangle given an ID. +static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255); // Green + +void ImGui::DebugLocateItem(ImGuiID target_id) +{ + ImGuiContext& g = *GImGui; + g.DebugLocateId = target_id; + g.DebugLocateFrames = 2; + g.DebugBreakInLocateId = false; +} + +// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow. +void ImGui::DebugLocateItemOnHover(ImGuiID target_id) +{ + if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return; + ImGuiContext& g = *GImGui; + DebugLocateItem(target_id); + GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR); + + // Can't easily use a context menu here because it will mess with focus, active id etc. + if (g.IO.ConfigDebugIsDebuggerPresent && g.MouseStationaryTimer > 1.0f) + { + DebugBreakButtonTooltip(false, "in ItemAdd()"); + if (IsKeyChordPressed(g.DebugBreakKeyChord)) + g.DebugBreakInLocateId = true; + } +} + +void ImGui::DebugLocateItemResolveWithLastItem() +{ + ImGuiContext& g = *GImGui; + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInLocateId) + IM_DEBUG_BREAK(); + + ImGuiLastItemData item_data = g.LastItemData; + g.DebugLocateId = 0; + ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow); + ImRect r = item_data.Rect; + r.Expand(3.0f); + ImVec2 p1 = g.IO.MousePos; + ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y); + draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR); + draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR); +} + +void ImGui::DebugStartItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerActive = true; +} + +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakId = 0; + if (!g.DebugItemPickerActive) + return; + + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + SetMouseCursor(ImGuiMouseCursor_Hand); + if (IsKeyPressed(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift); + if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id) + { + g.DebugItemPickerBreakId = hovered_id; + g.DebugItemPickerActive = false; + } + for (int mouse_button = 0; mouse_button < 3; mouse_button++) + if (change_mapping && IsMouseClicked(mouse_button)) + g.DebugItemPickerMouseButton = (ImU8)mouse_button; + SetNextWindowBgAlpha(0.70f); + if (!BeginTooltip()) + return; + Text("HoveredId: 0x%08X", hovered_id); + Text("Press ESC to abort picking."); + const char* mouse_button_names[] = { "Left", "Right", "Middle" }; + if (change_mapping) + Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button."); + else + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]); + EndTooltip(); +} + +// [DEBUG] ID Stack Tool: update queries. Called by NewFrame() +void ImGui::UpdateDebugToolStackQueries() +{ + ImGuiContext& g = *GImGui; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Clear hook when id stack tool is not visible + g.DebugHookIdInfo = 0; + if (g.FrameCount != tool->LastActiveFrame + 1) + return; + + // Update queries. The steps are: -1: query Stack, >= 0: query each stack item + // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time + const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; + if (tool->QueryId != query_id) + { + tool->QueryId = query_id; + tool->StackLevel = -1; + tool->Results.resize(0); + } + if (query_id == 0) + return; + + // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) + int stack_level = tool->StackLevel; + if (stack_level >= 0 && stack_level < tool->Results.Size) + if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) + tool->StackLevel++; + + // Update hook + stack_level = tool->StackLevel; + if (stack_level == -1) + g.DebugHookIdInfo = query_id; + if (stack_level >= 0 && stack_level < tool->Results.Size) + { + g.DebugHookIdInfo = tool->Results[stack_level].ID; + tool->Results[stack_level].QueryFrameCount++; + } +} + +// [DEBUG] ID Stack tool: hooks called by GetID() family functions +void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Step 0: stack query + // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget. + if (tool->StackLevel == -1) + { + tool->StackLevel++; + tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); + for (int n = 0; n < window->IDStack.Size + 1; n++) + tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; + return; + } + + // Step 1+: query for individual level + IM_ASSERT(tool->StackLevel >= 0); + if (tool->StackLevel != window->IDStack.Size) + return; + ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; + IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); + + switch (data_type) + { + case ImGuiDataType_S32: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); + break; + case ImGuiDataType_String: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id); + break; + case ImGuiDataType_Pointer: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); + break; + case ImGuiDataType_ID: + if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. + return; + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); + break; + default: + IM_ASSERT(0); + } + info->QuerySuccess = true; + info->DataType = data_type; +} + +static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size) +{ + ImGuiStackLevelInfo* info = &tool->Results[n]; + ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name); + if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc); + if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + return (*buf = 0); +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label); +#endif + return ImFormatString(buf, buf_size, "???"); +} + +// ID Stack Tool: Display UI +void ImGui::ShowIDStackToolWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // Display hovered/active status + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + const ImGuiID active_id = g.ActiveId; +#ifdef IMGUI_ENABLE_TEST_ENGINE + Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : ""); +#else + Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id); +#endif + SameLine(); + MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); + + // CTRL+C to copy path + const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime; + Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC); + SameLine(); + TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*"); + if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused)) + { + tool->CopyToClipboardLastTime = (float)g.Time; + char* p = g.TempBuffer.Data; + char* p_end = p + g.TempBuffer.Size; + for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++) + { + *p++ = '/'; + char level_desc[256]; + StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); + for (int n = 0; level_desc[n] && p + 2 < p_end; n++) + { + if (level_desc[n] == '/') + *p++ = '\\'; + *p++ = level_desc[n]; + } + } + *p = '\0'; + SetClipboardText(g.TempBuffer.Data); + } + + // Display decorated stack + tool->LastActiveFrame = g.FrameCount; + if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) + { + const float id_width = CalcTextSize("0xDDDDDDDD").x; + TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); + TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); + TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); + TableHeadersRow(); + for (int n = 0; n < tool->Results.Size; n++) + { + ImGuiStackLevelInfo* info = &tool->Results[n]; + TableNextColumn(); + Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); + TableNextColumn(); + StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size); + TextUnformatted(g.TempBuffer.Data); + TableNextColumn(); + Text("0x%08X", info->ID); + if (n == tool->Results.Size - 1) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); + } + EndTable(); + } + End(); +} + +#else + +void ImGui::ShowMetricsWindow(bool*) {} +void ImGui::ShowFontAtlas(ImFontAtlas*) {} +void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} +void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {} +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} +void ImGui::DebugNodeFont(ImFont*) {} +void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} +void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} +void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} +void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} +void ImGui::DebugNodeViewport(ImGuiViewportP*) {} + +void ImGui::ShowDebugLogWindow(bool*) {} +void ImGui::ShowIDStackToolWindow(bool*) {} +void ImGui::DebugStartItemPicker() {} +void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} + +#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +//----------------------------------------------------------------------------- + +// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. +// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github. +#ifdef IMGUI_INCLUDE_IMGUI_USER_INL +#include "imgui_user.inl" +#endif + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui.h b/src/main/imgui/imgui.h new file mode 100644 index 0000000..897d43e --- /dev/null +++ b/src/main/imgui/imgui.h @@ -0,0 +1,3987 @@ +// dear imgui, v1.91.7 +// (headers) + +// Help: +// - See links below. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Read top of imgui.cpp for more details, links and comments. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. + +// Resources: +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) + +// For first-time users having issues compiling/linking/running/loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. + +// Library Version +// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') +#define IMGUI_VERSION "1.91.7" +#define IMGUI_VERSION_NUM 19170 +#define IMGUI_HAS_TABLE +#define IMGUI_HAS_VIEWPORT // Viewport WIP branch +#define IMGUI_HAS_DOCK // Docking WIP branch + +/* + +Index of this file: +// [SECTION] Header mess +// [SECTION] Forward declarations and basic types +// [SECTION] Dear ImGui end-user API functions +// [SECTION] Flags & Enumerations +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<> +// [SECTION] ImGuiStyle +// [SECTION] ImGuiIO +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload) +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage) +// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) +// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) +// [SECTION] Obsolete functions and types + +*/ + +#pragma once + +// Configuration file with compile-time options +// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system) +#ifdef IMGUI_USER_CONFIG +#include IMGUI_USER_CONFIG +#endif +#include "imconfig.h" + +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +// Includes +#include // FLT_MIN, FLT_MAX +#include // va_list, va_start, va_end +#include // ptrdiff_t, NULL +#include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp + +// Define attributes of all API symbols declarations (e.g. for DLL under Windows) +// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h) +// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up. +#ifndef IMGUI_API +#define IMGUI_API +#endif +#ifndef IMGUI_IMPL_API +#define IMGUI_IMPL_API IMGUI_API +#endif + +// Helper Macros +#ifndef IM_ASSERT +#include +#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h +#endif +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! +#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. + +// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details. +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) + +// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. +// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different +// location. e.g. #include + void myprintf(_Printf_format_string_ const char* format, ...)) +#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) +#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) +#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) +#else +#define IM_FMTARGS(FMT) +#define IM_FMTLIST(FMT) +#endif + +// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) +#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID) +#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) +#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) +#else +#define IM_MSVC_RUNTIME_CHECKS_OFF +#define IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#endif +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations and basic types +//----------------------------------------------------------------------------- + +// Scalar data types +typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string) +typedef signed char ImS8; // 8-bit signed integer +typedef unsigned char ImU8; // 8-bit unsigned integer +typedef signed short ImS16; // 16-bit signed integer +typedef unsigned short ImU16; // 16-bit unsigned integer +typedef signed int ImS32; // 32-bit signed integer == int +typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) +typedef signed long long ImS64; // 64-bit signed integer +typedef unsigned long long ImU64; // 64-bit unsigned integer + +// Forward declarations +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) +struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. +struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) +struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImFont; // Runtime data for a single font within a parent ImFontAtlas +struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). +struct ImFontConfig; // Configuration data when adding a font or merging fonts +struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) +struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) +struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) +struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO) +struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. +struct ImGuiListClipper; // Helper to manually clip large list of items +struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame +struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO. +struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function. +struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors +struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests. +struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage. +struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO) +struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) +struct ImGuiStorage; // Helper for key->value storage (container sorted by key) +struct ImGuiStoragePair; // Helper for key->value storage (pair) +struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table +struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") +struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor +struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) + +// Enumerations +// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down) +enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) +enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen) +enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending) +typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions +typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type +typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape +typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling +typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() + +// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build +typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() +typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild() +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. +typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags +typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() +typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() +typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. +typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut() +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items +typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. +typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() +typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect() +typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() +typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() +typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn() +typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() + +// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] +// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. +// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. +// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators. +// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings) +#ifndef ImTextureID +typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) +#endif + +// ImDrawIdx: vertex index. [Compile-time configurable type] +// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). +// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) +#endif + +// Character types +// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) +typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. +typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. +#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif + +// Multi-Selection item index or identifier when using BeginMultiSelect() +// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure. +// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details. +typedef ImS64 ImGuiSelectionUserData; + +// Callback and functions types +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() + +// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] +// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec2 +{ + float x, y; + constexpr ImVec2() : x(0.0f), y(0.0f) { } + constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { } + float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine. + float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; } +#ifdef IM_VEC2_CLASS_EXTRA + IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. +#endif +}; + +// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] +struct ImVec4 +{ + float x, y, z, w; + constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { } + constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { } +#ifdef IM_VEC4_CLASS_EXTRA + IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. +#endif +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] Dear ImGui end-user API functions +// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Context creation and access + // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. + IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); + IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context + IMGUI_API ImGuiContext* GetCurrentContext(); + IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + + // Main + IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.) + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame! + IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. + + // Demo, Debug, Information + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. + IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events. + IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) + IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. + IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. + IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls). + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) + + // Styles + IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) + IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style + + // Windows + // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. + // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, + // which clicking will set the boolean to false when clicked. + // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. + // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). + // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + // - Note that the bottom of window stack always contains a window called "Debug". + IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); + IMGUI_API void End(); + + // Child Windows + // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. + // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". + // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true. + // Consider updating your old code: + // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); + // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders); + // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): + // == 0.0f: use remaining parent window size for this axis. + // > 0.0f: use specified size for this axis. + // < 0.0f: right/bottom-align to specified distance from available content boundaries. + // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents. + // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended. + // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value. + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API void EndChild(); + + // Windows Utilities + // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. + IMGUI_API bool IsWindowAppearing(); + IMGUI_API bool IsWindowCollapsed(); + IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. + IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. + IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x. + IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y. + IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. + + // Window manipulation + // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. + IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() + IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis). + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). + IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. + IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. + IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. + + // Windows Scrolling + // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). + // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). + IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + + // Parameters stacks (shared) + IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font + IMGUI_API void PopFont(); + IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); + IMGUI_API void PopStyleColor(int count = 1); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()! + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. " + IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. " + IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. " + IMGUI_API void PopStyleVar(int count = 1); + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true) + IMGUI_API void PopItemFlag(); + + // Parameters stacks (current window) + IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). + IMGUI_API void PopItemWidth(); + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side) + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API void PopTextWrapPos(); + + // Style read access + // - Use the ShowStyleEditor() function to interactively see/edit the colors. + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. + + // Layout cursor positioning + // - By "cursor" we mean the current output position. + // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. + // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail(). + // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: + // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward. + // - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos() + // - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM. + // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it. + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API). + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend. + IMGUI_API float GetCursorPosX(); // [window-local] " + IMGUI_API float GetCursorPosY(); // [window-local] " + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] " + IMGUI_API void SetCursorPosX(float local_x); // [window-local] " + IMGUI_API void SetCursorPosY(float local_y); // [window-local] " + IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version. + + // Other layout functions + IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. + IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context. + IMGUI_API void Spacing(); // add vertical spacing. + IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. + IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void BeginGroup(); // lock horizontal starting position + IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) + IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) + IMGUI_API float GetTextLineHeight(); // ~ FontSize + IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) + IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 + IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) + + // ID stack/scopes + // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui. + // - Those questions are answered and impacted by understanding of the ID stack system: + // - "Q: Why is my widget not reacting when I click on it?" + // - "Q: How can I have widgets with an empty label?" + // - "Q: How can I have multiple widgets with the same label?" + // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely + // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not normally displayed. + IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). + IMGUI_API void PopID(); // pop from the ID stack. + IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself + IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); + IMGUI_API ImGuiID GetID(const void* ptr_id); + IMGUI_API ImGuiID GetID(int int_id); + + // Widgets: Text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text + IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). + IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets + IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() + IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line + + // Widgets: Main + // - Most widgets return true when the value has been changed or when pressed/selected + // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. + IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button + IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape + IMGUI_API bool Checkbox(const char* label, bool* v); + IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); + IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); + IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } + IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); + IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked + IMGUI_API void TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked + + // Widgets: Images + // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. + // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size. + // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0)); + IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + + // Widgets: Combo Box (Dropdown) + // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); + IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! + IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" + IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1); + + // Widgets: Drag Sliders + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', + // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. + // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. + // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. + // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Regular Sliders + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. + IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Input with Keyboard + // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. + // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. + IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + + // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) + // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. + // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x + IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. + IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. + + // Widgets: Trees + // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. + IMGUI_API bool TreeNode(const char* label); + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " + IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); + IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. + IMGUI_API void TreePush(const void* ptr_id); // " + IMGUI_API void TreePop(); // ~ Unindent()+PopID() + IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode + IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). + IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id). + + // Widgets: Selectables + // - A selectable highlights when hovered, and can display another color when selected. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. + IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height + IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + + // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA] + // - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used. + // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else). + // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo. + // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree, + // which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo. + // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them. + IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1); + IMGUI_API ImGuiMultiSelectIO* EndMultiSelect(); + IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly. + + // Widgets: List Boxes + // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result. + // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items. + // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. + // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth + // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items + IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region + IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! + IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1); + + // Widgets: Data Plotting + // - Consider using ImPlot (https://github.com/epezent/implot) which is much better! + IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + + // Widgets: Value() Helpers. + // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) + IMGUI_API void Value(const char* prefix, bool b); + IMGUI_API void Value(const char* prefix, int v); + IMGUI_API void Value(const char* prefix, unsigned int v); + IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); + + // Widgets: Menus + // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. + // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. + // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. + // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. + IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). + IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! + IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. + IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL + + // Tooltips + // - Tooltips are windows following the mouse. They do not take focus away. + // - A tooltip window can contain items of any types. + // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip) + IMGUI_API bool BeginTooltip(); // begin/append a tooltip window. + IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true! + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip(). + IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Tooltips: helpers for showing a tooltip when hovering an item + // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom. + // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom. + // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered. + IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip(). + IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Popups, Modals + // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. + // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. + // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). + // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. + // This is sometimes leading to confusing mistakes. May rework this in the future. + // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window. + // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar. + IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + + // Popups: open/close functions + // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. + // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). + // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. + // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter + IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). + IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks + IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. + + // Popups: open+begin combined functions helpers + // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. + // - They are convenient to easily create context menus, hence the name. + // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. + // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). + + // Popups: query functions + // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. + IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. + + // Tables + // - Full-featured replacement for old Columns API. + // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary. + // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. + // The typical call flow is: + // - 1. Call BeginTable(), early out if returning false. + // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. + // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. + // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. + // - 5. Populate contents: + // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. + // - If you are using tables as a sort of grid, where every column is holding the same type of contents, + // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). + // TableNextColumn() will automatically wrap-around into the next row if needed. + // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! + // - Summary of possible call flow: + // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK + // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK + // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! + // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! + // - 5. Call EndTable() + IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); + IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! + IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. + IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. + IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. + + // Tables: Headers & Columns declaration + // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. + // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. + // Headers are required to perform: reordering, sorting, and opening the context menu. + // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. + // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in + // some advanced use cases (e.g. adding custom widgets in header row). + // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); + IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu + IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW. + + // Tables: Sorting & Miscellaneous functions + // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. + // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have + // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, + // else you may wastefully sort your data every frame! + // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. + IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). + IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) + IMGUI_API int TableGetColumnIndex(); // return current column index. + IMGUI_API int TableGetRowIndex(); // return current row index. + IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. + IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. + IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) + IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. + IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. + + // Legacy Columns API (prefer using Tables!) + // - You can also use SameLine(pos_x) to mimic simplified columns. + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true); + IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished + IMGUI_API int GetColumnIndex(); // get current column index + IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column + IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column + IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f + IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column + IMGUI_API int GetColumnsCount(); + + // Tab Bars, Tabs + // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself. + IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar + IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. + IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. + IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + + // Docking + // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. + // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! + // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. + // - Drag from window menu button (upper-left button) to undock an entire node (all windows). + // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. + // About dockspaces: + // - Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it. + // This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent. + // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. + // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! + // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. + // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. + IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id + IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship) + IMGUI_API ImGuiID GetWindowDockID(); + IMGUI_API bool IsWindowDocked(); // is current window docked into another window? + + // Logging/Capture + // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard + IMGUI_API void LogFinish(); // stop logging (close file, etc.) + IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard + IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Drag and Drop + // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). + // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) + // - An item can be both drag source and drop target. + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted. + IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! + IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() + IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. + IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! + IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type. + + // Disabling [BETA API] + // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) + // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) + // - Tooltips windows by exception are opted out of disabling. + // - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) + IMGUI_API void BeginDisabled(bool disabled = true); + IMGUI_API void EndDisabled(); + + // Clipping + // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); + IMGUI_API void PopClipRect(); + + // Focus, Activation + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of of a newly appearing window. + IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. + + // Keyboard/Gamepad Navigation + IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse. + + // Overlapping mode + IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this. + + // Item/Widgets Utilities and Query Functions + // - Most of the functions are referring to the previous Item that has been submitted. + // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. + IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. + IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) + IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. + IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) + IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. + IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). + IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing. + IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand) + IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectSize(); // get size of last item + + // Viewports + // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. + // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. + // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. + IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. + + // Background/Foreground Draw Lists + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport = NULL); // get background draw list for the given viewport or viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport = NULL); // get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents. + + // Miscellaneous Utilities + IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. + IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. + IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. + IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). + IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) + IMGUI_API ImGuiStorage* GetStateStorage(); + + // Text Utilities + IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); + + // Color Utilities + IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); + IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); + IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); + IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); + + // Inputs Utilities: Keyboard/Mouse/Gamepad + // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). + // - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921) + // - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices) + IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. + IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead. + IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. + IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call. + + // Inputs Utilities: Shortcut Testing & Routing [BETA] + // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. + // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments) + // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments) + // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values. + // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it. + // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. + // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts) + // Child2 -> no call // When Child2 is focused, Parent gets the shortcut. + // The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical. + // This is an important property as it facilitate working with foreign code or larger codebase. + // - To understand the difference: + // - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect. + // - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route. + // - Visualize registered routes in 'Metrics/Debugger->Inputs'. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + + // Inputs Utilities: Key/Input Ownership [BETA] + // - One common use case would be to allow your items to disable standard inputs behaviors such + // as Tab or Alt key handling, Mouse Wheel scrolling, etc. + // e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling. + // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them. + // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version. + IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + + // Inputs Utilities: Mouse + // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. + // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. + // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') + IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available + IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) + IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) + IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) + IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape + IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call. + + // Clipboard Utilities + // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. + IMGUI_API const char* GetClipboardText(); + IMGUI_API void SetClipboardText(const char* text); + + // Settings/.Ini Utilities + // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). + // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. + // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). + IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). + IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). + IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. + + // Debug Utilities + // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger + IMGUI_API void DebugTextEncoding(const char* text); + IMGUI_API void DebugFlashStyleColor(ImGuiCol idx); + IMGUI_API void DebugStartItemPicker(); + IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code! + IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1); +#endif + + // Memory Allocators + // - Those functions are not reliant on the current context. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. + IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); + IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); + IMGUI_API void* MemAlloc(size_t size); + IMGUI_API void MemFree(void* ptr); + + // (Optional) Platform/OS interface for multi-viewport support + // Read comments around the ImGuiPlatformIO structure for more details. + // Note: You may use GetWindowViewport() to get the current viewport of the current window. + IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. + IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. + IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). + IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends. + IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.) + +} // namespace ImGui + +//----------------------------------------------------------------------------- +// [SECTION] Flags & Enumerations +//----------------------------------------------------------------------------- + +// Flags for ImGui::Begin() +// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly) +enum ImGuiWindowFlags_ +{ + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar + ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip + ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window + ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. + ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node). + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame + ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). + ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file + ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. + ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) + ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + + // [Internal] + ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() + ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() + ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() + ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() + ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() + ImGuiWindowFlags_DockNodeHost = 1 << 29, // Don't use! For internal use by Begin()/NewFrame() + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call. + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call. +#endif +}; + +// Flags for ImGui::BeginChild() +// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'. +// About using AutoResizeX/AutoResizeY flags: +// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). +// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. +// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped. +// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch. +// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view. +// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping. +enum ImGuiChildFlags_ +{ + ImGuiChildFlags_None = 0, + ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason) + ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense) + ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags) + ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). " + ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED. + ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding. + ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows. + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency. +#endif +}; + +// Flags for ImGui::PushItemFlag() +// (Those are shared by all items) +enum ImGuiItemFlags_ +{ + ImGuiItemFlags_None = 0, // (Default) + ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav. + ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls). + ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items). + ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held. + ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window. + ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set. +}; + +// Flags for ImGui::InputText() +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) +enum ImGuiInputTextFlags_ +{ + // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter) + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef + ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input) + ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z + ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs + + // Inputs + ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead! + ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert) + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter). + + // Other options + ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode + ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode + ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus + ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value. + ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal. + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + + // Elide display / Alignment + ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only! + + // Callback features + ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + ImGuiInputTextFlags_CallbackResize = 1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. + + // Obsolete names + //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior +}; + +// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() +enum ImGuiTreeNodeFlags_ +{ + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected + ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) + ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). + ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag! + ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node. + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area). + ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text. + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column) + ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 17, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7 + ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth,// Renamed in 1.90.7 +#endif +}; + +// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. +// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags', +// we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. +// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. +// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. +// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter +// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly. +// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). +enum ImGuiPopupFlags_ +{ + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left) + ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right) + ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation) + //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening. + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack + ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space + ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. + ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, +}; + +// Flags for ImGui::Selectable() +enum ImGuiSelectableFlags_ +{ + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups) + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column) + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one + ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0 + ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7 +#endif +}; + +// Flags for ImGui::BeginCombo() +enum ImGuiComboFlags_ +{ + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default + ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() + ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) + ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible + ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible + ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button + ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button + ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, +}; + +// Flags for ImGui::BeginTabBar() +enum ImGuiTabBarFlags_ +{ + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) + ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab + ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, // Resize tabs when they don't fit + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, // Add scroll buttons when tabs don't fit + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, +}; + +// Flags for ImGui::BeginTabItem() +enum ImGuiTabItemFlags_ +{ + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure. + ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem() + ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab + ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab + ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) + ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons) + ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. +}; + +// Flags for ImGui::IsWindowFocused() +enum ImGuiFocusedFlags_ +{ + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, +}; + +// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +enum ImGuiHoveredFlags_ +{ + ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. + ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered + ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) + ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item. + ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window. + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled + ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse + ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow, + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, + + // Tooltips mode + // - typically used in IsItemHovered() + SetTooltip() sequence. + // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior. + // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often. + // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay. + ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence. + + // (Advanced) Mouse Hovering delays. + // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags. + // - use those if you need specific overrides. + ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay. + ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this. + ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays) +}; + +// Flags for ImGui::DockSpace(), shared/inherited by child nodes. +// (Some flags can be applied to individual nodes directly) +// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. +enum ImGuiDockNodeFlags_ +{ + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. + //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty) + ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty. + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. + ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node. + ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces. + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node. + ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90 + ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90 +#endif +}; + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +enum ImGuiDragDropFlags_ +{ + ImGuiDragDropFlags_None = 0, + // BeginDragDropSource() flags + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior. + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item. + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) + ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context. + ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process. + // AcceptDragDropPayload() flags + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9 +#endif +}; + +// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. +#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. + +// A primary data type +enum ImGuiDataType_ +{ + ImGuiDataType_S8, // signed char / char (with sensible compilers) + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short + ImGuiDataType_S32, // int + ImGuiDataType_U32, // unsigned int + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 + ImGuiDataType_Float, // float + ImGuiDataType_Double, // double + ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets) + ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets) + ImGuiDataType_COUNT +}; + +// A cardinal direction +enum ImGuiDir : int +{ + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT +}; + +// A sorting direction +enum ImGuiSortDirection : ImU8 +{ + ImGuiSortDirection_None = 0, + ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. + ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. +}; + +// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. +// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87). +// Support for legacy keys was completely removed in 1.91.5. +// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921 +// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter(). +// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps. +enum ImGuiKey : int +{ + // Keyboard + ImGuiKey_None = 0, + ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0) + + ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + ImGuiKey_Space, + ImGuiKey_Enter, + ImGuiKey_Escape, + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, + ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, + ImGuiKey_Menu, + ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, + ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, + ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, + ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, + ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, + ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, + ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18, + ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24, + ImGuiKey_Apostrophe, // ' + ImGuiKey_Comma, // , + ImGuiKey_Minus, // - + ImGuiKey_Period, // . + ImGuiKey_Slash, // / + ImGuiKey_Semicolon, // ; + ImGuiKey_Equal, // = + ImGuiKey_LeftBracket, // [ + ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash) + ImGuiKey_RightBracket, // ] + ImGuiKey_GraveAccent, // ` + ImGuiKey_CapsLock, + ImGuiKey_ScrollLock, + ImGuiKey_NumLock, + ImGuiKey_PrintScreen, + ImGuiKey_Pause, + ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, + ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, + ImGuiKey_KeypadDecimal, + ImGuiKey_KeypadDivide, + ImGuiKey_KeypadMultiply, + ImGuiKey_KeypadSubtract, + ImGuiKey_KeypadAdd, + ImGuiKey_KeypadEnter, + ImGuiKey_KeypadEqual, + ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back" + ImGuiKey_AppForward, + + // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION + // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets) + ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) + ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) + ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows) + ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit + ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard + ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak + ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode) + ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode) + ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog] + ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog] + ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS) + ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS) + ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadRStickLeft, // [Analog] + ImGuiKey_GamepadRStickRight, // [Analog] + ImGuiKey_GamepadRStickUp, // [Analog] + ImGuiKey_GamepadRStickDown, // [Analog] + + // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls) + // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API. + ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY, + + // [Internal] Reserved for mod storage + ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper, + ImGuiKey_NamedKey_END, + + // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) + // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing + // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. + // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those + // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl). + // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. + // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and + // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... + // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call. + ImGuiMod_None = 0, + ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS) + ImGuiMod_Shift = 1 << 13, // Shift + ImGuiMod_Alt = 1 << 14, // Option/Menu + ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS) + ImGuiMod_Mask_ = 0xF000, // 4-bits + + // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END. + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, + //ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys + //ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_NamedKey_BEGIN) index. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was extremely misleading (since named keys don't start at 0 anymore) + ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl + ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 + //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 +#endif +}; + +// Flags for Shortcut(), SetNextItemShortcut(), +// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h) +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlags_ +{ + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + + // Flags for Shortcut(), SetNextItemShortcut() + // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal. + // - Default policy is RouteFocused. Can select only 1 policy among all available. + ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only. + ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window. + ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route). + ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly. + // - Routing options + ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route). + ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active. + ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. + ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window. + + // Flags for SetNextItemShortcut() + ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out) +}; + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +enum ImGuiConfigFlags_ +{ + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions. + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states. + + // [BETA] Docking + ImGuiConfigFlags_DockingEnable = 1 << 7, // Docking enable flags. + + // [BETA] Viewports + // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. + ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends) + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application. + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. + + // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui) + ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. + ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard +#endif +}; + +// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. +enum ImGuiBackendFlags_ +{ + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. + + // [BETA] Viewports + ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports. + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under. + ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports. +}; + +// Enumeration for PushStyleColor() / PopStyleColor() +enum ImGuiCol_ +{ + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, // Background of normal windows + ImGuiCol_ChildBg, // Background of child windows + ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, // Title bar + ImGuiCol_TitleBgActive, // Title bar when focused + ImGuiCol_TitleBgCollapsed, // Title bar when collapsed + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows. + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_TabHovered, // Tab background, when hovered + ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected + ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected + ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected + ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected + ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected + ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected + ImGuiCol_DockingPreview, // Preview overlay color when about to docking something + ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, // Table header background + ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here) + ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) + ImGuiCol_TableRowBg, // Table row background (even rows) + ImGuiCol_TableRowBgAlt, // Table row background (odd rows) + ImGuiCol_TextLink, // Hyperlink color + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target + ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible + ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB + ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active + ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active + ImGuiCol_COUNT, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9] + ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9] + ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9] + ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4] +#endif +}; + +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. +// During initialization or between frames, feel free to just poke into ImGuiStyle directly. +// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +enum ImGuiStyleVar_ +{ + // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + ImGuiStyleVar_Alpha, // float Alpha + ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha + ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding + ImGuiStyleVar_WindowRounding, // float WindowRounding + ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize + ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize + ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign + ImGuiStyleVar_ChildRounding, // float ChildRounding + ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize + ImGuiStyleVar_PopupRounding, // float PopupRounding + ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize + ImGuiStyleVar_FramePadding, // ImVec2 FramePadding + ImGuiStyleVar_FrameRounding, // float FrameRounding + ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize + ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing + ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing + ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_CellPadding, // ImVec2 CellPadding + ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize + ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding + ImGuiStyleVar_GrabMinSize, // float GrabMinSize + ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_TabRounding, // float TabRounding + ImGuiStyleVar_TabBorderSize, // float TabBorderSize + ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize + ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize + ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle + ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign + ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign + ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize + ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign + ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding + ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize + ImGuiStyleVar_COUNT +}; + +// Flags for InvisibleButton() [extended in imgui_internal.h] +enum ImGuiButtonFlags_ +{ + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) + ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal] + ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default. +}; + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +enum ImGuiColorEditFlags_ +{ + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). + ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square. + ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) + ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). + ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. + ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). + ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. + ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) + + // User Options (right-click on widget to change some of them). + ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. + ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. + ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " + ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. + ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to + // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + + // [Internal] Masks + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, + + // Obsolete names + //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] +}; + +// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText) +enum ImGuiSliderFlags_ +{ + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits). + ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget. + ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now. + ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. + ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it. + ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic. + ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange, + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. +}; + +// Identify a mouse button. +// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. +enum ImGuiMouseButton_ +{ + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}; + +// Enumeration for GetMouseCursor() +// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +enum ImGuiMouseCursor_ +{ + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) + ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border + ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column + ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window + ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. + ImGuiMouseCursor_COUNT +}; + +// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data. +// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent() +// But that "Mouse" data can come from different source which occasionally may be useful for application to know about. +// You can submit a change of pointer type using io.AddMouseSourceEvent(). +enum ImGuiMouseSource : int +{ + ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse. + ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible). + ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates). + ImGuiMouseSource_COUNT +}; + +// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +enum ImGuiCond_ +{ + ImGuiCond_None = 0, // No condition (always set the variable), same as _Always + ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None + ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) + ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) + ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +//----------------------------------------------------------------------------- + +// Flags for ImGui::BeginTable() +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +enum ImGuiTableFlags_ +{ + // Features + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. + ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) + ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. + ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. + ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. + ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). + // Decorations + ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) + ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. + ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. + ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. + ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. + ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style + // Sizing Policy (read above for defaults) + ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. + ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. + ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. + ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). + // Sizing Extra Options + ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. + ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. + ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. + // Clipping + ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). + // Padding + ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers. + ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding. + ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). + // Scrolling + ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX. + ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. + // Sorting + ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). + ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). + // Miscellaneous + ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight) + + // [Internal] Combinations and masks + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, +}; + +// Flags for ImGui::TableSetupColumn() +enum ImGuiTableColumnFlags_ +{ + // Input configuration flags + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) + ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. + ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. + ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). + ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). + ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. + ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. + ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. + ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). + ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call. + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. + ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). + ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. + ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row. + + // Output status flags, read-only via TableGetColumnFlags() + ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. + ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. + ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs + ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse + + // [Internal] Combinations and masks + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) +}; + +// Flags for ImGui::TableNextRow() +enum ImGuiTableRowFlags_ +{ + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width) +}; + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +enum ImGuiTableBgTarget_ +{ + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) + ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) + ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color) +}; + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. + int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. + + ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +// Sorting specification for one column of a table (sizeof == 12 bytes) +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) + ImS16 ColumnIndex; // Index of the column + ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + + ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<> +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Debug Logging into ShowDebugLogWindow(), tty and more. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__) +#else +#define IMGUI_DEBUG_LOG(...) ((void)0) +#endif + +//----------------------------------------------------------------------------- +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- + +struct ImNewWrapper {}; +inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) +#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } + +//----------------------------------------------------------------------------- +// ImVector<> +// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). +//----------------------------------------------------------------------------- +// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. +// - We use std-like naming convention here, which is a little unusual for this codebase. +// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF +template +struct ImVector +{ + int Size; + int Capacity; + T* Data; + + // Provide standard typedefs but we don't use them ourselves. + typedef T value_type; + typedef value_type* iterator; + typedef const value_type* const_iterator; + + // Constructors, destructor + inline ImVector() { Size = Capacity = 0; Data = NULL; } + inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything + inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit. + inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit. + + inline bool empty() const { return Size == 0; } + inline int size() const { return Size; } + inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); } + inline int capacity() const { return Capacity; } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return Data + Size; } + inline const T* end() const { return Data + Size; } + inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } + inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } + inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } + + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } + inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; } + + // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. + inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStyle +//----------------------------------------------------------------------------- +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +//----------------------------------------------------------------------------- + +struct ImGuiStyle +{ + float Alpha; // Global alpha applies to everything in Dear ImGui. + float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + ImVec2 WindowPadding; // Padding within a window. + float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). + ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. + float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). + float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. + ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + float ScrollbarRounding; // Radius of grab corners for scrollbar. + float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. + float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + float TabBorderSize; // Thickness of border around tabs. + float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar. + float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). + ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + float SeparatorTextBorderSize; // Thickness of border in SeparatorText() + ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. + ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured). + float DockingSeparatorSize; // Thickness of resizing border between docked windows + float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. + bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + ImVec4 Colors[ImGuiCol_COUNT]; + + // Behaviors + // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO) + float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiIO +//----------------------------------------------------------------------------- +// Communicate most settings and inputs/outputs to Dear ImGui using this structure. +// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. +// It is generally expected that: +// - initialization: backends and user code writes to ImGuiIO. +// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO. +//----------------------------------------------------------------------------- +// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc. +//----------------------------------------------------------------------------- + +// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. +struct ImGuiKeyData +{ + bool Down; // True for if key is down + float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + float DownDurationPrev; // Last frame duration the key has been down + float AnalogValue; // 0.0f..1.0f for gamepad values +}; + +struct ImGuiIO +{ + //------------------------------------------------------------------ + // Configuration // Default value + //------------------------------------------------------------------ + + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. + ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. + float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. + const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + void* UserData; // = NULL // Store your own data. + + // Font system + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + float FontGlobalScale; // = 1.0f // Global scale all fonts + bool FontAllowUserScaling; // = false // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel. + ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. + + // Keyboard/Gamepad Navigation options + bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout. + bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true. + bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set. + bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on. + bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem). + bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor. + bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible. + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. + bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) + bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. + bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. + bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. + bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). + bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = , expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows. + + // Miscellaneous options + // (you can visualize and interact with all options in 'Demo->Configuration') + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. + bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only). + bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] CTRL+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order. + bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location. + float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. + + // Inputs Behaviors + // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle) + float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + + //------------------------------------------------------------------ + // Debug options + //------------------------------------------------------------------ + + // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL] + // - Error recovery is provided as a way to facilitate: + // - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running). + // - Recovery after running an exception handler or any error processing which may skip code after an error has been detected. + // - Error recovery is not perfect nor guaranteed! It is a feature to ease development. + // You not are not supposed to rely on it in the course of a normal application run. + // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT(). + // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked! + // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls! + // Otherwise it would severely hinder your ability to catch and correct mistakes! + // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details. + // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!) + // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.) + // - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings. + bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled. + bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR() + bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors. + bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled. + + // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro. + // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability. + // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application. + // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version). + bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK(). + + // Tools to detect code submitting items with conflicting/duplicate IDs + // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers. + // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead! + // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system + bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message when multiple items have conflicting identifiers. + + // Tools to test correct Begin/End and BeginChild/EndChild behaviors. + // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX() + // - This is inconsistent with other BeginXXX functions and create confusion for many users. + // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior. + bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows. + bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running. + + // Option to deactivate io.AddFocusEvent(false) handling. + // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data. + // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them. + bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing. + + // Option to audit .ini data + bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower) + + //------------------------------------------------------------------ + // Platform Identifiers + // (the imgui_impl_xxxx backend files are setting those up for you) + //------------------------------------------------------------------ + + // Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons. + // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. + const char* BackendPlatformName; // = NULL + const char* BackendRendererName; // = NULL + void* BackendPlatformUserData; // = NULL // User data for platform backend + void* BackendRendererUserData; // = NULL // User data for renderer backend + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend + + //------------------------------------------------------------------ + // Input - Call before calling NewFrame() + //------------------------------------------------------------------ + + // Input Functions + IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) + IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend. + IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered) + IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change + IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left. + IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen) + IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support). + IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) + IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string + + IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. + IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. + IMGUI_API void ClearEventsQueue(); // Clear all incoming events. + IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. + IMGUI_API void ClearInputMouse(); // Clear current mouse state. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). +#endif + + //------------------------------------------------------------------ + // Output - Updated by NewFrame() or EndFrame()/Render() + // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is + // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) + //------------------------------------------------------------------ + + bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + //------------------------------------------------------------------ + // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! + //------------------------------------------------------------------ + + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + + // Main Input State + // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) + // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll. + float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. + ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen). + ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). + bool KeyCtrl; // Keyboard modifier down: Control + bool KeyShift; // Keyboard modifier down: Shift + bool KeyAlt; // Keyboard modifier down: Alt + bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows + + // Other state maintained from data above + IO function calls + ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame() + ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. Use IsKeyXXX() functions to access this. + bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + bool MouseReleased[5]; // Mouse button went from Down to !Down + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. + bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. + bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) + float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + bool AppFocusLost; // Only modify via AddFocusEvent() + bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents() + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + + // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. + // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). + // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) + // Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) + // Read https://github.com/ocornut/imgui/issues/4921 for details. + //int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. + //bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. + //float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. + //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. + + // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO. + // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; +#endif + + IMGUI_API ImGuiIO(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) +//----------------------------------------------------------------------------- + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +struct ImGuiInputTextCallbackData +{ + ImGuiContext* Ctx; // Parent UI context + ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only + ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only + void* UserData; // What user passed to InputText() // Read-only + + // Arguments for the different callback events + // - During Resize callback, Buf will be same as your input buffer. + // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback. + // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. + // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. + ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + int CursorPos; // // Read-write // [Completion,History,Always] + int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) + int SelectionEnd; // // Read-write // [Completion,History,Always] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + IMGUI_API ImGuiInputTextCallbackData(); + IMGUI_API void DeleteChars(int pos, int bytes_count); + IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); + void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; } + void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } + bool HasSelection() const { return SelectionStart != SelectionEnd; } +}; + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +struct ImGuiSizeCallbackData +{ + void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>). + ImVec2 Pos; // Read-only. Window position, for reference. + ImVec2 CurrentSize; // Read-only. Current window size. + ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +}; + +// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. +// Important: the content of this class is still highly WIP and likely to change and be refactored +// before we stabilize Docking features. Please be mindful if using this. +// Provide hints: +// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) +// - To the platform backend for OS level parent/child relationships of viewport. +// - To the docking system for various options and filtering. +struct ImGuiWindowClass +{ + ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. + ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. + ImGuiID FocusRouteParentWindowId; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused. + ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) + bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) + bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? + + ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; } +}; + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +struct ImGuiPayload +{ + // Members + void* Data; // Data (copied and owned by dear imgui) + int DataSize; // Data size + + // [Internal] + ImGuiID SourceId; // Source item id + ImGuiID SourceParentId; // Source parent id (if available) + int DataFrameCount; // Data timestamp + char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max) + bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. + + ImGuiPayload() { Clear(); } + void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } + bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } + bool IsPreview() const { return Preview; } + bool IsDelivery() const { return Delivery; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +//----------------------------------------------------------------------------- + +// Helper: Unicode defines +#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. +#endif + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +struct ImGuiOnceUponAFrame +{ + ImGuiOnceUponAFrame() { RefFrame = -1; } + mutable int RefFrame; + operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } +}; + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +struct ImGuiTextFilter +{ + IMGUI_API ImGuiTextFilter(const char* default_filter = ""); + IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build + IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; + IMGUI_API void Build(); + void Clear() { InputBuf[0] = 0; Build(); } + bool IsActive() const { return !Filters.empty(); } + + // [Internal] + struct ImGuiTextRange + { + const char* b; + const char* e; + + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; + }; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; +}; + +// Helper: Growable text buffer for logging/accumulating text +// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') +struct ImGuiTextBuffer +{ + ImVector Buf; + IMGUI_API static char EmptyString[1]; + + ImGuiTextBuffer() { } + inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + int size() const { return Buf.Size ? Buf.Size - 1 : 0; } + bool empty() const { return Buf.Size <= 1; } + void clear() { Buf.clear(); } + void reserve(int capacity) { Buf.reserve(capacity); } + const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } + IMGUI_API void append(const char* str, const char* str_end = NULL); + IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); + IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); +}; + +// [Internal] Key+Value for ImGuiStorage +struct ImGuiStoragePair +{ + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; + ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; } + ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; } + ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; } +}; + +// Helper: Key->Value storage +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +struct ImGuiStorage +{ + // [Internal] + ImVector Data; + + // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) + // - Set***() functions find pair, insertion on demand if missing. + // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. + void Clear() { Data.clear(); } + IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; + IMGUI_API void SetInt(ImGuiID key, int val); + IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; + IMGUI_API void SetBool(ImGuiID key, bool val); + IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; + IMGUI_API void SetFloat(ImGuiID key, float val); + IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL + IMGUI_API void SetVoidPtr(ImGuiID key, void* val); + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); + IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); + IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); + IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); + + // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + IMGUI_API void BuildSortByKey(); + // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes) + IMGUI_API void SetAllInt(int val); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct +#endif +}; + +// Helper: Manually clip large list of items. +// If you have lots evenly spaced items and you have random access to the list, you can perform coarse +// clipping based on visibility to only submit items that are in view. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) +// Usage: +// ImGuiListClipper clipper; +// clipper.Begin(1000); // We have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// Generally what happens is: +// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. +// - User code submit that one element. +// - Clipper can measure the height of the first element +// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. +// - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. +struct ImGuiListClipper +{ + ImGuiContext* Ctx; // Parent UI context + int DisplayStart; // First item to display, updated by each call to Step() + int DisplayEnd; // End of items to display (exclusive) + int ItemsCount; // [Internal] Number of items + float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it + float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows. + void* TempData; // [Internal] Internal data + + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need) + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + IMGUI_API ImGuiListClipper(); + IMGUI_API ~ImGuiListClipper(); + IMGUI_API void Begin(int items_count, float items_height = -1.0f); + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + + // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility. + // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range). + inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); } + IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped. + + // Seek cursor toward given item. This is automatically called while stepping. + // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time. + // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count). + IMGUI_API void SeekCursorForItem(int item_index); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9] + inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6] + //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] +#endif +}; + +// Helpers: ImVec2/ImVec4 operators +// - It is important that we are keeping those disabled by default so they don't leak in user space. +// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h) +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +// - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface for possible user mistake. +#ifdef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED +IM_MSVC_RUNTIME_CHECKS_OFF +static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } +static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } +static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } +static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); } +static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } +static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } +static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } +static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } +static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } +static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } +static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +static inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; } +static inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; } +IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Helpers macros to generate 32-bit encoded colors +// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9. +#ifndef IM_COL32_R_SHIFT +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IM_COL32_R_SHIFT 16 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 0 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#else +#define IM_COL32_R_SHIFT 0 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 16 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#endif +#endif +#define IM_COL32(R,G,B,A) (((ImU32)(A)<> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {} + inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } + inline operator ImVec4() const { return Value; } + + // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. + inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage) +//----------------------------------------------------------------------------- + +// Multi-selection system +// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select +// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this. +// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc) +// with support for clipper (skipping non-visible items), box-select and many other details. +// - Selectable(), Checkbox() are supported but custom widgets may use it as well. +// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree, +// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it. +// - In the spirit of Dear ImGui design, your code owns actual selection data. +// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash. +// About ImGuiSelectionBasicStorage: +// - This is an optional helper to store a selection state and apply selection requests. +// - It is used by our demos and provided as a convenience to quickly implement multi-selection. +// Usage: +// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set. +// - Store and maintain actual selection data using persistent object identifiers. +// - Usage flow: +// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6. +// - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work. +// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls. +// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2. +// If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps. +// About ImGuiSelectionUserData: +// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData(). +// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO. +// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because +// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection. +// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData. +// Our system never assume that you identify items by indices, it never attempts to interpolate between two values. +// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate +// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work. +// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*, +// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside. + +// Flags for BeginMultiSelect() +enum ImGuiMultiSelectFlags_ +{ + ImGuiMultiSelectFlags_None = 0, + ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho! + ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all. + ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests. + ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item. + ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space. + ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items. + ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope. + ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused. + ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope. + ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window. + ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window. + ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default) + ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection. + //ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does. + ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one. +}; + +// Main IO structure returned by BeginMultiSelect()/EndMultiSelect(). +// This mainly contains a list of selection requests. +// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen. +// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo) +// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code. +struct ImGuiMultiSelectIO +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImVector Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data. + ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted. + ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items). + bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items). + bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection). + int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally. +}; + +// Selection request type +enum ImGuiSelectionRequestType +{ + ImGuiSelectionRequestType_None = 0, + ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index) + ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false. +}; + +// Selection request item +struct ImGuiSelectionRequest +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range. + bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect) + ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click. + ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom). + ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive! +}; + +// Optional helper to store multi-selection state + apply multi-selection requests. +// - Used by our demos and provided as a convenience to easily implement basic multi-selection. +// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' +// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate. +// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API. +// To store a multi-selection, in your application you could: +// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set replacement. +// - Use your own external storage: e.g. std::set, std::vector, interval trees, intrusively stored selection etc. +// In ImGuiSelectionBasicStorage we: +// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO) +// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index. +// - use decently optimized logic to allow queries and insertion of very large selection sets. +// - do not preserve selection order. +// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection. +// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing. +// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper. +struct ImGuiSelectionBasicStorage +{ + // Members + int Size; // // Number of selected items, maintained by this helper. + bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved) + void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; }; + int _SelectionOrder;// [Internal] Increasing counter to store selection order + ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set. Prefer not accessing directly: iterate with GetNextSelectedItem(). + + // Methods + IMGUI_API ImGuiSelectionBasicStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect() + IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection. + IMGUI_API void Clear(); // Clear selection + IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections + IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function) + IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' + inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter. +}; + +// Optional helper to apply multi-selection requests to existing randomly accessible storage. +// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state. +struct ImGuiSelectionExternalStorage +{ + // Members + void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; } + + // Methods + IMGUI_API ImGuiSelectionExternalStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls +}; + +//----------------------------------------------------------------------------- +// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. +//----------------------------------------------------------------------------- + +// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking. +#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX +#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63) +#endif + +// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] +// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, +// you can poke into the draw list for that! Draw callback may be useful for example to: +// A) Change your GPU render state, +// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. +// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly. +#ifndef ImDrawCallback +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +#endif + +// Special Draw callback value to request renderer backend to reset the graphics/render state. +// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address. +// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored. +// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) + +// Typically, 1 command = 1 GPU draw call (unless command is a callback) +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. +// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +struct ImDrawCmd +{ + ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. + unsigned int IdxOffset; // 4 // Start offset in index buffer. + unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + void* UserCallbackData; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored. + int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0. + int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1. + + ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed + + // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) + inline ImTextureID GetTexID() const { return TextureId; } +}; + +// Vertex layout +#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +#else +// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h +// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up. +// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. +IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; +#endif + +// [Internal] For use by ImDrawList +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; + +// [Internal] For use by ImDrawListSplitter +struct ImDrawChannel +{ + ImVector _CmdBuffer; + ImVector _IdxBuffer; +}; + + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. +struct ImDrawListSplitter +{ + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + + inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); +}; + +// Flags for ImDrawList functions +// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused) +enum ImDrawFlags_ +{ + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason) + ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01. + ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02. + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04. + ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08. + ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, +}; + +// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// It is however possible to temporarily alter flags between calls to ImDrawList:: functions. +enum ImDrawListFlags_ +{ + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). + ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. +}; + +// Draw command list +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. +// You can interleave normal ImGui:: calls and adding primitives to the current draw list. +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. +struct ImDrawList +{ + // This is what you have to render + ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those + ImVector VtxBuffer; // Vertex buffer. + ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + // [Internal, used while building lists] + unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImVector _Path; // [Internal] current path building + ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). + ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + ImVector _ClipRectStack; // [Internal] + ImVector _TextureIdStack; // [Internal] + ImVector _CallbacksDataBuf; // [Internal] + float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content + const char* _OwnerName; // Pointer to owner window's name for debugging + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData(). + // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved) + IMGUI_API ImDrawList(ImDrawListSharedData* shared_data); + IMGUI_API ~ImDrawList(); + + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRectFullScreen(); + IMGUI_API void PopClipRect(); + IMGUI_API void PushTextureID(ImTextureID texture_id); + IMGUI_API void PopTextureID(); + inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } + inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } + + // Primitives + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides. + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); + IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); + IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); + IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0); + IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); + IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); + IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) + + // General polygon + // - Only simple polygons are supported by filling functions (no self-intersections, no holes). + // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library. + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); + IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col); + + // Image primitives + // - Read FAQ to understand what ImTextureID is. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); + + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex(). + inline void PathClear() { _Path.Size = 0; } + inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } + inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse + IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); + + // Advanced: Draw Callbacks + // - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible). + // - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default. + // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this. + // - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState. + // - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer). + // - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render. + // - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data. + // - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*. + IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0); + + // Advanced: Miscellaneous + IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) + // - This API shouldn't have been in ImDrawList in the first place! + // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. + // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. + IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); + IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) + IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); + IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); + inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } + inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } + inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index + + // Obsolete names + //inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + + // [Internal helpers] + IMGUI_API void _ResetForNewFrame(); + IMGUI_API void _ClearFreeMemory(); + IMGUI_API void _PopUnusedDrawCmd(); + IMGUI_API void _TryMergeDrawCmds(); + IMGUI_API void _OnChangedClipRect(); + IMGUI_API void _OnChangedTextureID(); + IMGUI_API void _OnChangedVtxOffset(); + IMGUI_API void _SetTextureID(ImTextureID texture_id); + IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; + IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); + IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); +}; + +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +struct ImDrawData +{ + bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. + int CmdListsCount; // Number of ImDrawList* to render + int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size + int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size + ImVector CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. + ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). + + // Functions + ImDrawData() { Clear(); } + IMGUI_API void Clear(); + IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData. + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. +}; + +//----------------------------------------------------------------------------- +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) +//----------------------------------------------------------------------------- + +struct ImFontConfig +{ + void* FontData; // // TTF/OTF data + int FontDataSize; // // TTF/OTF data size + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). + int FontNo; // 0 // Index of font within TTF/OTF file + float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). + int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. + bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. + ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. + const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). + float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font + float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. + float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered. + ImWchar EllipsisChar; // 0 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + + // [Internal] + char Name[40]; // Name (strictly to ease debugging) + ImFont* DstFont; + + IMGUI_API ImFontConfig(); +}; + +// Hold rendering data for one glyph. +// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) +struct ImFontGlyph +{ + unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + unsigned int Codepoint : 30; // 0x0000..0x10FFFF + float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) + float X0, Y0, X1, Y1; // Glyph corners + float U0, V0, U1, V1; // Texture coordinates +}; + +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +struct ImFontGlyphRangesBuilder +{ + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges +}; + +// See ImFontAtlas::AddCustomRectXXX functions. +struct ImFontAtlasCustomRect +{ + unsigned short X, Y; // Output // Packed position in Atlas + + // [Internal] + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned int GlyphID : 31; // Input // For custom font glyphs only (ID < 0x110000) + unsigned int GlyphColored : 1; // Input // For custom font glyphs only: glyph is colored, removed tinting. + float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset + ImFont* Font; // Input // For custom font glyphs only: target font + ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +}; + +// Flags for ImFontAtlas build +enum ImFontAtlasFlags_ +{ + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two + ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) + ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). +}; + +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: +// - One or more fonts. +// - Custom graphics data needed to render the shapes needed by Dear ImGui. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. +// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. +// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. +// Common pitfalls: +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. +// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future! +struct ImFontAtlas +{ + IMGUI_API ImFontAtlas(); + IMGUI_API ~ImFontAtlas(); + IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); + IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); + IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. + IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). + IMGUI_API void Clear(); // Clear all input and output. + + // Build atlas, retrieve pixel data. + // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // The pitch is always = Width * BytesPerPixels (1 or 4) + // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. + IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. + IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel + IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent... + void SetTexID(ImTextureID id) { TexID = id; } + + //------------------------------------------- + // Glyph Ranges + //------------------------------------------- + + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. + // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. + IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin + IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic + IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters + IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese + IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters + IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters + + //------------------------------------------- + // [BETA] Custom Rectangles/Glyphs API + //------------------------------------------- + + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. + // - After calling Build(), you can query the rectangle position and render your pixels. + // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format. + // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. + IMGUI_API int AddCustomRectRegular(int width, int height); + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); + ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } + + // [Internal] + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; + IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + + //------------------------------------------- + // Members + //------------------------------------------- + + ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) + ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. + int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). + bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. + void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas). + + // [Internal] + // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + bool TexReady; // Set when texture was built matching current font input + bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. + unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight + unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + int TexWidth; // Texture width calculated during Build(). + int TexHeight; // Texture height calculated during Build(). + ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel + ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector ConfigData; // Configuration data + ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines + + // [Internal] Font builder + const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). + unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. + + // [Internal] Packing data + int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors + int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines + + // [Obsolete] + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +}; + +// Font runtime data and rendering +// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). +struct ImFont +{ + // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX + float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) + + // [Internal] Members: Hot ~28/40 bytes (for RenderText loop) + ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // // All glyphs. + const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + + // [Internal] Members: Cold ~32/40 bytes + // Conceptually ConfigData[] is the list of font sources merged to create this font. + ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into + const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData to ConfigDataCount instances + short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. + short EllipsisCharCount; // 1 // out // 1 or 3 + ImWchar EllipsisChar; // 2-4 // out // = '...'/'.'// Character used for ellipsis rendering. + ImWchar FallbackChar; // 2-4 // out // = FFFD/'?' // Character used if a glyph isn't found. + float EllipsisWidth; // 4 // out // Width + float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0 + bool DirtyLookupTables; // 1 // out // + float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + + // Methods + IMGUI_API ImFont(); + IMGUI_API ~ImFont(); + IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c); + IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c); + float GetCharAdvance(ImWchar c) { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } + bool IsLoaded() const { return ContainerAtlas != NULL; } + const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } + + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL); // utf8 + IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c); + IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false); + + // [Internal] Don't use! + IMGUI_API void BuildLookupTable(); + IMGUI_API void ClearOutputData(); + IMGUI_API void GrowIndex(int new_size); + IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); + IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. + IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); + IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Viewports +//----------------------------------------------------------------------------- + +// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. +enum ImGuiViewportFlags_ +{ + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the user application? (rather than our backend) + ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created. + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on. + ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. + ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). + ImGuiViewportFlags_NoAutoMerge = 1 << 9, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). + ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only). + ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport". + + // Output status flags (from Platform) + ImGuiViewportFlags_IsMinimized = 1 << 12, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. + ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true) +}; + +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - With multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +struct ImGuiViewport +{ + ImGuiID ID; // Unique identifier for the viewport + ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ + ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + ImVec2 Size; // Main Area: Size of the viewport. + ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + float DpiScale; // 1.0f = 96 DPI = No extra scale. + ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. + ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). + + // Platform/Backend Dependent Data + // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others. + // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled + // by the same system and you may not need to use all the UserData/Handle fields. + // The library never uses those fields, they are merely storage to facilitate backend implementation. + void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. + void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. + void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*), for FindViewportByPlatformHandle(). + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) + bool PlatformWindowCreated; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created. + bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) + bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) + + ImGuiViewport() { memset(this, 0, sizeof(*this)); } + ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } + + // Helpers + ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } + ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) +//----------------------------------------------------------------------------- + +// [BETA] (Optional) Multi-Viewport Support! +// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now. +// +// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport. +// This is achieved by creating new Platform/OS windows on the fly, and rendering into them. +// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports. +// +// See Recap: https://github.com/ocornut/imgui/wiki/Multi-Viewports +// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology. +// +// About the coordinates system: +// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!) +// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor! +// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position. +// +// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder: +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// Steps to use multi-viewports in your application, when using a custom backend: +// - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here! +// It's also an experimental feature, so some of the requirements may evolve. +// Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details. +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below). +// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'. +// Update ImGuiPlatformIO's Monitors list every frame. +// Update MousePos every frame, in absolute coordinates. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below. +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// About ImGui::RenderPlatformWindowsDefault(): +// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends. +// - You can check its simple source code to understand what it does. +// It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available: +// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers() +// Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault(). +// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.), +// you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg. +// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers, +// or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface. +//----------------------------------------------------------------------------- + +// Access via ImGui::GetPlatformIO() +struct ImGuiPlatformIO +{ + IMGUI_API ImGuiPlatformIO(); + + //------------------------------------------------------------------ + // Interface with OS and Platform backend (basic) + //------------------------------------------------------------------ + + // Optional: Access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) + const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); + void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text); + void* Platform_ClipboardUserData; + + // Optional: Open link/folder/file in OS Shell + // (default to use ShellExecuteA() on Windows, system() on Linux/Mac) + bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); + void* Platform_OpenInShellUserData; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* Platform_ImeUserData; + //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1] + + // Optional: Platform locale + // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point + ImWchar Platform_LocaleDecimalPoint; // '.' + + //------------------------------------------------------------------ + // Interface with Renderer Backend + //------------------------------------------------------------------ + + // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure. + void* Renderer_RenderState; + + //------------------------------------------------------------------ + // Input - Interface with OS/backends (Multi-Viewport support!) + //------------------------------------------------------------------ + + // For reference, the second column shows which function are generally calling the Platform Functions: + // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position) + // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame + // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows + // R = ImGui::RenderPlatformWindowsDefault() ~ render + // D = ImGui::DestroyPlatformWindows() ~ shutdown + // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it. + + // The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend. + // Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions. + // Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way. + + // Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by ----- + void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport + void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D // + void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area) + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . // + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . // + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string) + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) + void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. + ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). + + // Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by ----- + void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + + // (Optional) Monitor list + // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. + // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. + ImVector Monitors; + + //------------------------------------------------------------------ + // Output - List of viewports to render into platform windows + //------------------------------------------------------------------ + + // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render) + // (in the future we will attempt to organize this feature to remove the need for a "main viewport") + ImVector Viewports; // Main viewports, followed by all secondary viewports. +}; + +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. +struct ImGuiPlatformMonitor +{ + ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + float DpiScale; // 1.0f = 96 DPI + void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*) + ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; } +}; + +// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. +struct ImGuiPlatformImeData +{ + bool WantVisible; // A widget wants the IME to be visible + ImVec2 InputPos; // Position of the input cursor + float InputLineHeight; // Line height + + ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Obsolete functions and types +// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui +{ + // OBSOLETED in 1.91.0 (from July 2024) + static inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); } + static inline void PopButtonRepeat() { PopItemFlag(); } + static inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + static inline void PopTabStop() { PopItemFlag(); } + IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + // OBSOLETED in 1.90.0 (from September 2023) + static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); } + static inline void EndChildFrame() { EndChild(); } + //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); } + IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); + // OBSOLETED in 1.89.7 (from June 2023) + IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item. + // OBSOLETED in 1.89.4 (from March 2023) + static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + static inline void PopAllowKeyboardFocus() { PopItemFlag(); } + + // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) + //-- OBSOLETED in 1.89 (from August 2022) + //IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version. + //-- OBSOLETED in 1.88 (from May 2022) + //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. + //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. + //-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024) + //IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value! + //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; } + //-- OBSOLETED in 1.86 (from November 2021) + //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper. + //-- OBSOLETED in 1.85 (from August 2021) + //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } + //-- OBSOLETED in 1.81 (from February 2021) + //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } + //static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items + //static inline void ListBoxFooter() { EndListBox(); } + //-- OBSOLETED in 1.79 (from August 2020) + //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details. + //IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //-- OBSOLETED in 1.77 and before + //static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020) + //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019) + //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019) + //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019) + //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019) + //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) + //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) + //-- OBSOLETED in 1.60 and before + //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018) + //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha(). + //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead. + //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //-- OBSOLETED in 1.50 and before + //static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49 + //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48 + //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48 + //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42 +} + +//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() +//typedef ImDrawFlags ImDrawCornerFlags; +//enum ImDrawCornerFlags_ +//{ +// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit +// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). +// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. +// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. +// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. +// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 +// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, +// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, +// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, +// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, +//}; + +// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022) +// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place. +//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there. +//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super }; +//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int +//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super }; + +#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version) + +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022) +#ifdef IMGUI_DISABLE_METRICS_WINDOW +#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name. +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +// Include imgui_user.h at the end of imgui.h +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. +#ifdef IMGUI_INCLUDE_IMGUI_USER_H +#ifdef IMGUI_USER_H_FILENAME +#include IMGUI_USER_H_FILENAME +#else +#include "imgui_user.h" +#endif +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_demo.cpp b/src/main/imgui/imgui_demo.cpp new file mode 100644 index 0000000..1770375 --- /dev/null +++ b/src/main/imgui/imgui_demo.cpp @@ -0,0 +1,10738 @@ +// dear imgui, v1.91.7 +// (demo code) + +// Help: +// - Read FAQ at http://dearimgui.com/faq +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Need help integrating Dear ImGui in your codebase? +// - Read Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started +// - Read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// Read top of imgui.cpp and imgui.h for many details, documentation, comments, links. +// Get the latest version at https://github.com/ocornut/imgui + +// How to easily locate code? +// - Use Tools->Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Browse an online version the demo with code linked to hovered widgets: https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html +// - Find a visible string and search for it in the code! + +//--------------------------------------------------- +// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT! +//--------------------------------------------------- +// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: +// Think again! It is the most useful reference code that you and other coders will want to refer to and call. +// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app! +// Also include Metrics! ItemPicker! DebugLog! and other debug features. +// Removing this file from your project is hindering access to documentation for everyone in your team, +// likely leading you to poorer usage of the library. +// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). +// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be +// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. +// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference. +// Thank you, +// -Your beloved friend, imgui_demo.cpp (which you won't delete) + +//-------------------------------------------- +// ABOUT THE MEANING OF THE 'static' KEYWORD: +//-------------------------------------------- +// In this demo code, we frequently use 'static' variables inside functions. +// A static variable persists across calls. It is essentially a global variable but declared inside the scope of the function. +// Think of "static int n = 0;" as "global int n = 0;" ! +// We do this IN THE DEMO because we want: +// - to gather code and data in the same place. +// - to make the demo source code faster to read, faster to change, smaller in size. +// - it is also a convenient way of storing simple UI related information as long as your function +// doesn't need to be reentrant or used in multiple threads. +// This might be a pattern you will want to use in your code, but most of the data you would be working +// with in a complex codebase is likely going to be stored outside your functions. + +//----------------------------------------- +// ABOUT THE CODING STYLE OF OUR DEMO CODE +//----------------------------------------- +// The Demo code in this file is designed to be easy to copy-and-paste into your application! +// Because of this: +// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace. +// - We try to declare static variables in the local scope, as close as possible to the code using them. +// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API. +// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided +// by imgui.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional +// and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. +// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. + +// Navigating this file: +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - You can search/grep for all sections listed in the index to find the section. + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Helpers +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) +// [SECTION] Demo Window / ShowDemoWindow() +// [SECTION] ShowDemoWindowMenuBar() +// [SECTION] ShowDemoWindowWidgets() +// [SECTION] ShowDemoWindowMultiSelect() +// [SECTION] ShowDemoWindowLayout() +// [SECTION] ShowDemoWindowPopups() +// [SECTION] ShowDemoWindowTables() +// [SECTION] ShowDemoWindowInputs() +// [SECTION] About Window / ShowAboutWindow() +// [SECTION] Style Editor / ShowStyleEditor() +// [SECTION] User Guide / ShowUserGuide() +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +// System includes +#include // toupper +#include // INT_MIN, INT_MAX +#include // sqrtf, powf, cosf, sinf, floorf, ceilf +#include // vsnprintf, sscanf, printf +#include // NULL, malloc, free, atoi +#include // intptr_t +#if !defined(_MSC_VER) || _MSC_VER >= 1800 +#include // PRId64/PRIu64, not avail in some MinGW headers. +#endif +#ifdef __EMSCRIPTEN__ +#include // __EMSCRIPTEN_major__ etc. +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code) +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type +#pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure) +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" +#else +#define IM_NEWLINE "\n" +#endif + +// Helpers +#if defined(_MSC_VER) && !defined(snprintf) +#define snprintf _snprintf +#endif +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +// Format specifiers for 64-bit values (hasn't been decently standardized before VS2013) +#if !defined(PRId64) && defined(_MSC_VER) +#define PRId64 "I64d" +#define PRIu64 "I64u" +#elif !defined(PRId64) +#define PRId64 "lld" +#define PRIu64 "llu" +#endif + +// Helpers macros +// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste, +// but making an exception here as those are largely simplifying code... +// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo. +#define IM_MIN(A, B) (((A) < (B)) ? (A) : (B)) +#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) +#define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V)) + +// Enforce cdecl calling convention for functions called by the standard library, +// in case compilation settings changed the default to e.g. __vectorcall +#ifndef IMGUI_CDECL +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//----------------------------------------------------------------------------- + +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) + +// Forward Declarations +struct ImGuiDemoWindowData; +static void ShowExampleAppMainMenuBar(); +static void ShowExampleAppAssetsBrowser(bool* p_open); +static void ShowExampleAppConsole(bool* p_open); +static void ShowExampleAppCustomRendering(bool* p_open); +static void ShowExampleAppDockSpace(bool* p_open); +static void ShowExampleAppDocuments(bool* p_open); +static void ShowExampleAppLog(bool* p_open); +static void ShowExampleAppLayout(bool* p_open); +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data); +static void ShowExampleAppSimpleOverlay(bool* p_open); +static void ShowExampleAppAutoResize(bool* p_open); +static void ShowExampleAppConstrainedResize(bool* p_open); +static void ShowExampleAppFullscreen(bool* p_open); +static void ShowExampleAppLongText(bool* p_open); +static void ShowExampleAppWindowTitles(bool* p_open); +static void ShowExampleMenuFile(); + +// We split the contents of the big ShowDemoWindow() function into smaller functions +// (because the link time of very large functions tends to grow non-linearly) +static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowLayout(); +static void ShowDemoWindowPopups(); +static void ShowDemoWindowTables(); +static void ShowDemoWindowColumns(); +static void ShowDemoWindowInputs(); + +//----------------------------------------------------------------------------- +// [SECTION] Helpers +//----------------------------------------------------------------------------- + +// Helper to display a little (?) mark which shows a tooltip when hovered. +// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md) +static void HelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void ShowDockingDisabledMessage() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration."); + ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or "); + ImGui::SameLine(0.0f, 0.0f); + if (ImGui::SmallButton("click here")) + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; +} + +// Helper to wire demo markers located in code to an interactive browser +typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data); +extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; +extern void* GImGuiDemoMarkerCallbackUserData; +ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL; +void* GImGuiDemoMarkerCallbackUserData = NULL; +#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor etc.) +//----------------------------------------------------------------------------- + +// Simple representation for a tree +// (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.) +struct ExampleTreeNode +{ + // Tree structure + char Name[28] = ""; + int UID = 0; + ExampleTreeNode* Parent = NULL; + ImVector Childs; + unsigned short IndexInParent = 0; // Maintaining this allows us to implement linear traversal more easily + + // Leaf Data + bool HasData = false; // All leaves have data + bool DataMyBool = true; + int DataMyInt = 128; + ImVec2 DataMyVec2 = ImVec2(0.0f, 3.141592f); +}; + +// Simple representation of struct metadata/serialization data. +// (this is a minimal version of what a typical advanced application may provide) +struct ExampleMemberInfo +{ + const char* Name; // Member name + ImGuiDataType DataType; // Member type + int DataCount; // Member count (1 when scalar) + int Offset; // Offset inside parent structure +}; + +// Metadata description of ExampleTreeNode struct. +static const ExampleMemberInfo ExampleTreeNodeMemberInfos[] +{ + { "MyName", ImGuiDataType_String, 1, offsetof(ExampleTreeNode, Name) }, + { "MyBool", ImGuiDataType_Bool, 1, offsetof(ExampleTreeNode, DataMyBool) }, + { "MyInt", ImGuiDataType_S32, 1, offsetof(ExampleTreeNode, DataMyInt) }, + { "MyVec2", ImGuiDataType_Float, 2, offsetof(ExampleTreeNode, DataMyVec2) }, +}; + +static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent) +{ + ExampleTreeNode* node = IM_NEW(ExampleTreeNode); + snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name); + node->UID = uid; + node->Parent = parent; + node->IndexInParent = parent ? (unsigned short)parent->Childs.Size : 0; + if (parent) + parent->Childs.push_back(node); + return node; +} + +static void ExampleTree_DestroyNode(ExampleTreeNode* node) +{ + for (ExampleTreeNode* child_node : node->Childs) + ExampleTree_DestroyNode(child_node); + IM_DELETE(node); +} + +// Create example tree data +// (this allocates _many_ more times than most other code in either Dear ImGui or others demo) +static ExampleTreeNode* ExampleTree_CreateDemoTree() +{ + static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" }; + const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name); + char name_buf[NAME_MAX_LEN]; + int uid = 0; + ExampleTreeNode* node_L0 = ExampleTree_CreateNode("", ++uid, NULL); + const int root_items_multiplier = 2; + for (int idx_L0 = 0; idx_L0 < IM_ARRAYSIZE(root_names) * root_items_multiplier; idx_L0++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "%s %d", root_names[idx_L0 / root_items_multiplier], idx_L0 % root_items_multiplier); + ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0); + const int number_of_childs = (int)strlen(node_L1->Name); + for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Child %d", idx_L1); + ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1); + node_L2->HasData = true; + if (idx_L1 == 0) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Sub-child %d", 0); + ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2); + node_L3->HasData = true; + } + } + } + return node_L0; +} + +//----------------------------------------------------------------------------- +// [SECTION] Demo Window / ShowDemoWindow() +//----------------------------------------------------------------------------- + +// Data to be shared across different functions of the demo. +struct ImGuiDemoWindowData +{ + // Examples Apps (accessible from the "Examples" menu) + bool ShowMainMenuBar = false; + bool ShowAppAssetsBrowser = false; + bool ShowAppConsole = false; + bool ShowAppCustomRendering = false; + bool ShowAppDocuments = false; + bool ShowAppDockSpace = false; + bool ShowAppLog = false; + bool ShowAppLayout = false; + bool ShowAppPropertyEditor = false; + bool ShowAppSimpleOverlay = false; + bool ShowAppAutoResize = false; + bool ShowAppConstrainedResize = false; + bool ShowAppFullscreen = false; + bool ShowAppLongText = false; + bool ShowAppWindowTitles = false; + + // Dear ImGui Tools (accessible from the "Tools" menu) + bool ShowMetrics = false; + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowStyleEditor = false; + bool ShowAbout = false; + + // Other data + ExampleTreeNode* DemoTree = NULL; + + ~ImGuiDemoWindowData() { if (DemoTree) ExampleTree_DestroyNode(DemoTree); } +}; + +// Demonstrate most Dear ImGui features (this is big function!) +// You may execute this function to experiment with the UI and understand what it does. +// You may then search for keywords in the code when you are interested by a specific feature. +void ImGui::ShowDemoWindow(bool* p_open) +{ + // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup + // Most functions would normally just assert/crash if the context is missing. + IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing Dear ImGui context. Refer to examples app!"); + + // Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. + IMGUI_CHECKVERSION(); + + // Stored data + static ImGuiDemoWindowData demo_data; + + // Examples Apps (accessible from the "Examples" menu) + if (demo_data.ShowMainMenuBar) { ShowExampleAppMainMenuBar(); } + if (demo_data.ShowAppDockSpace) { ShowExampleAppDockSpace(&demo_data.ShowAppDockSpace); } // Important: Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) + if (demo_data.ShowAppDocuments) { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); } // ...process the Document app next, as it may also use a DockSpace() + if (demo_data.ShowAppAssetsBrowser) { ShowExampleAppAssetsBrowser(&demo_data.ShowAppAssetsBrowser); } + if (demo_data.ShowAppConsole) { ShowExampleAppConsole(&demo_data.ShowAppConsole); } + if (demo_data.ShowAppCustomRendering) { ShowExampleAppCustomRendering(&demo_data.ShowAppCustomRendering); } + if (demo_data.ShowAppLog) { ShowExampleAppLog(&demo_data.ShowAppLog); } + if (demo_data.ShowAppLayout) { ShowExampleAppLayout(&demo_data.ShowAppLayout); } + if (demo_data.ShowAppPropertyEditor) { ShowExampleAppPropertyEditor(&demo_data.ShowAppPropertyEditor, &demo_data); } + if (demo_data.ShowAppSimpleOverlay) { ShowExampleAppSimpleOverlay(&demo_data.ShowAppSimpleOverlay); } + if (demo_data.ShowAppAutoResize) { ShowExampleAppAutoResize(&demo_data.ShowAppAutoResize); } + if (demo_data.ShowAppConstrainedResize) { ShowExampleAppConstrainedResize(&demo_data.ShowAppConstrainedResize); } + if (demo_data.ShowAppFullscreen) { ShowExampleAppFullscreen(&demo_data.ShowAppFullscreen); } + if (demo_data.ShowAppLongText) { ShowExampleAppLongText(&demo_data.ShowAppLongText); } + if (demo_data.ShowAppWindowTitles) { ShowExampleAppWindowTitles(&demo_data.ShowAppWindowTitles); } + + // Dear ImGui Tools (accessible from the "Tools" menu) + if (demo_data.ShowMetrics) { ImGui::ShowMetricsWindow(&demo_data.ShowMetrics); } + if (demo_data.ShowDebugLog) { ImGui::ShowDebugLogWindow(&demo_data.ShowDebugLog); } + if (demo_data.ShowIDStackTool) { ImGui::ShowIDStackToolWindow(&demo_data.ShowIDStackTool); } + if (demo_data.ShowAbout) { ImGui::ShowAboutWindow(&demo_data.ShowAbout); } + if (demo_data.ShowStyleEditor) + { + ImGui::Begin("Dear ImGui Style Editor", &demo_data.ShowStyleEditor); + ImGui::ShowStyleEditor(); + ImGui::End(); + } + + // Demonstrate the various window flags. Typically you would just use the default! + static bool no_titlebar = false; + static bool no_scrollbar = false; + static bool no_menu = false; + static bool no_move = false; + static bool no_resize = false; + static bool no_collapse = false; + static bool no_close = false; + static bool no_nav = false; + static bool no_background = false; + static bool no_bring_to_front = false; + static bool no_docking = false; + static bool unsaved_document = false; + + ImGuiWindowFlags window_flags = 0; + if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; + if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; + if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; + if (no_move) window_flags |= ImGuiWindowFlags_NoMove; + if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; + if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; + if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; + if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; + if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; + if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking; + if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument; + if (no_close) p_open = NULL; // Don't pass our bool* to Begin + + // We specify a default position/size in case there's no data in the .ini file. + // We only do it to make the demo applications a little more welcoming, but typically this isn't required. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); + + // Main body of the Demo window starts here. + if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) + { + // Early out if the window is collapsed, as an optimization. + ImGui::End(); + return; + } + + // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. + //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) + + // Menu Bar + ShowDemoWindowMenuBar(&demo_data); + + ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Spacing(); + + IMGUI_DEMO_MARKER("Help"); + if (ImGui::CollapsingHeader("Help")) + { + ImGui::SeparatorText("ABOUT THIS DEMO:"); + ImGui::BulletText("Sections below are demonstrating many aspects of the library."); + ImGui::BulletText("The \"Examples\" menu above leads to more demo contents."); + ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" + "and Metrics/Debugger (general purpose Dear ImGui debugging tool)."); + + ImGui::SeparatorText("PROGRAMMER GUIDE:"); + ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); + ImGui::BulletText("See comments in imgui.cpp."); + ImGui::BulletText("See example applications in the examples/ folder."); + ImGui::BulletText("Read the FAQ at "); + ImGui::SameLine(0, 0); + ImGui::TextLinkOpenURL("https://www.dearimgui.com/faq/"); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); + + ImGui::SeparatorText("USER GUIDE:"); + ImGui::ShowUserGuide(); + } + + IMGUI_DEMO_MARKER("Configuration"); + if (ImGui::CollapsingHeader("Configuration")) + { + ImGuiIO& io = ImGui::GetIO(); + + if (ImGui::TreeNode("Configuration##2")) + { + ImGui::SeparatorText("General"); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); + ImGui::SameLine(); HelpMarker("Enable keyboard controls."); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); + ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable mouse inputs and interactions."); + + // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + { + if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) + { + ImGui::SameLine(); + ImGui::Text("<>"); + } + // Prevent both being checked + if (ImGui::IsKeyPressed(ImGuiKey_Space) || (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)) + io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; + } + + ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); + ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility."); + ImGui::CheckboxFlags("io.ConfigFlags: NoKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NoKeyboard); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable keyboard inputs and interactions."); + + ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue); + ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates."); + ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); + ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + + ImGui::SeparatorText("Keyboard/Gamepad Navigation"); + ImGui::Checkbox("io.ConfigNavSwapGamepadButtons", &io.ConfigNavSwapGamepadButtons); + ImGui::Checkbox("io.ConfigNavMoveSetMousePos", &io.ConfigNavMoveSetMousePos); + ImGui::SameLine(); HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult"); + ImGui::Checkbox("io.ConfigNavCaptureKeyboard", &io.ConfigNavCaptureKeyboard); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusItem", &io.ConfigNavEscapeClearFocusItem); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused item."); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusWindow", &io.ConfigNavEscapeClearFocusWindow); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused window."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAuto", &io.ConfigNavCursorVisibleAuto); + ImGui::SameLine(); HelpMarker("Using directional navigation key makes the cursor visible. Mouse click hides the cursor."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAlways", &io.ConfigNavCursorVisibleAlways); + ImGui::SameLine(); HelpMarker("Navigation cursor is always visible."); + + ImGui::SeparatorText("Docking"); + ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable); + ImGui::SameLine(); + if (io.ConfigDockingWithShift) + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + else + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit); + ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); + ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); + ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)"); + ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); + ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); + ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); + ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge."); + ImGui::Unindent(); + } + + ImGui::SeparatorText("Multi-viewports"); + ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable); + ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details."); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge); + ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it."); + ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the task bar icon state right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the decoration right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the parenting right away)."); + ImGui::Unindent(); + } + + ImGui::SeparatorText("Windows"); + ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); + ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback."); + ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); + ImGui::Checkbox("io.ConfigWindowsCopyContentsWithCtrlC", &io.ConfigWindowsCopyContentsWithCtrlC); // [EXPERIMENTAL] + ImGui::SameLine(); HelpMarker("*EXPERIMENTAL* CTRL+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order."); + ImGui::Checkbox("io.ConfigScrollbarScrollByPage", &io.ConfigScrollbarScrollByPage); + ImGui::SameLine(); HelpMarker("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location."); + + ImGui::SeparatorText("Widgets"); + ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); + ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); + ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive); + ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only)."); + ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText); + ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); + ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors); + ImGui::SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors."); + ImGui::Text("Also see Style->Rendering for rendering options."); + + // Also read: https://github.com/ocornut/imgui/wiki/Error-Handling + ImGui::SeparatorText("Error Handling"); + + ImGui::Checkbox("io.ConfigErrorRecovery", &io.ConfigErrorRecovery); + ImGui::SameLine(); HelpMarker( + "Options to configure how we handle recoverable errors.\n" + "- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n" + "- You not are not supposed to rely on it in the course of a normal application run.\n" + "- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n" + "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call!" + "Otherwise it would severely hinder your ability to catch and correct mistakes!"); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableAssert", &io.ConfigErrorRecoveryEnableAssert); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableDebugLog", &io.ConfigErrorRecoveryEnableDebugLog); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableTooltip", &io.ConfigErrorRecoveryEnableTooltip); + if (!io.ConfigErrorRecoveryEnableAssert && !io.ConfigErrorRecoveryEnableDebugLog && !io.ConfigErrorRecoveryEnableTooltip) + io.ConfigErrorRecoveryEnableAssert = io.ConfigErrorRecoveryEnableDebugLog = io.ConfigErrorRecoveryEnableTooltip = true; + + // Also read: https://github.com/ocornut/imgui/wiki/Debug-Tools + ImGui::SeparatorText("Debug"); + ImGui::Checkbox("io.ConfigDebugIsDebuggerPresent", &io.ConfigDebugIsDebuggerPresent); + ImGui::SameLine(); HelpMarker("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application."); + ImGui::Checkbox("io.ConfigDebugHighlightIdConflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::SameLine(); HelpMarker("Highlight and show an error message when multiple items have conflicting identifiers."); + ImGui::BeginDisabled(); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); + ImGui::EndDisabled(); + ImGui::SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover."); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueLoop", &io.ConfigDebugBeginReturnValueLoop); + ImGui::SameLine(); HelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + ImGui::Checkbox("io.ConfigDebugIgnoreFocusLoss", &io.ConfigDebugIgnoreFocusLoss); + ImGui::SameLine(); HelpMarker("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data."); + ImGui::Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + ImGui::SameLine(); HelpMarker("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)."); + + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Backend Flags"); + if (ImGui::TreeNode("Backend Flags")) + { + HelpMarker( + "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" + "Here we expose them as read-only fields to avoid breaking interactions with your backend."); + + // Make a local copy to avoid modifying actual backend flags. + // FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright? + ImGui::BeginDisabled(); + ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &io.BackendFlags, ImGuiBackendFlags_HasGamepad); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports); + ImGui::EndDisabled(); + + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Style"); + if (ImGui::TreeNode("Style")) + { + ImGui::Checkbox("Style Editor", &demo_data.ShowStyleEditor); + ImGui::SameLine(); + HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Capture, Logging"); + if (ImGui::TreeNode("Capture/Logging")) + { + HelpMarker( + "The logging API redirects all text output so you can easily capture the content of " + "a window or a block. Tree nodes can be automatically expanded.\n" + "Try opening any of the contents below in this window and then click one of the \"Log To\" button."); + ImGui::LogButtons(); + + HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output."); + if (ImGui::Button("Copy \"Hello, world!\" to clipboard")) + { + ImGui::LogToClipboard(); + ImGui::LogText("Hello, world!"); + ImGui::LogFinish(); + } + ImGui::TreePop(); + } + } + + IMGUI_DEMO_MARKER("Window options"); + if (ImGui::CollapsingHeader("Window options")) + { + if (ImGui::BeginTable("split", 3)) + { + ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar); + ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar); + ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu); + ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move); + ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize); + ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse); + ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close); + ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav); + ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background); + ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front); + ImGui::TableNextColumn(); ImGui::Checkbox("No docking", &no_docking); + ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document); + ImGui::EndTable(); + } + } + + // All demo contents + ShowDemoWindowWidgets(&demo_data); + ShowDemoWindowLayout(); + ShowDemoWindowPopups(); + ShowDemoWindowTables(); + ShowDemoWindowInputs(); + + // End of ShowDemoWindow() + ImGui::PopItemWidth(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowMenuBar() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Menu"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + IMGUI_DEMO_MARKER("Menu/File"); + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Examples")) + { + IMGUI_DEMO_MARKER("Menu/Examples"); + ImGui::MenuItem("Main menu bar", NULL, &demo_data->ShowMainMenuBar); + + ImGui::SeparatorText("Mini apps"); + ImGui::MenuItem("Assets Browser", NULL, &demo_data->ShowAppAssetsBrowser); + ImGui::MenuItem("Console", NULL, &demo_data->ShowAppConsole); + ImGui::MenuItem("Custom rendering", NULL, &demo_data->ShowAppCustomRendering); + ImGui::MenuItem("Documents", NULL, &demo_data->ShowAppDocuments); + ImGui::MenuItem("Dockspace", NULL, &demo_data->ShowAppDockSpace); + ImGui::MenuItem("Log", NULL, &demo_data->ShowAppLog); + ImGui::MenuItem("Property editor", NULL, &demo_data->ShowAppPropertyEditor); + ImGui::MenuItem("Simple layout", NULL, &demo_data->ShowAppLayout); + ImGui::MenuItem("Simple overlay", NULL, &demo_data->ShowAppSimpleOverlay); + + ImGui::SeparatorText("Concepts"); + ImGui::MenuItem("Auto-resizing window", NULL, &demo_data->ShowAppAutoResize); + ImGui::MenuItem("Constrained-resizing window", NULL, &demo_data->ShowAppConstrainedResize); + ImGui::MenuItem("Fullscreen window", NULL, &demo_data->ShowAppFullscreen); + ImGui::MenuItem("Long text display", NULL, &demo_data->ShowAppLongText); + ImGui::MenuItem("Manipulating window titles", NULL, &demo_data->ShowAppWindowTitles); + + ImGui::EndMenu(); + } + //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! + if (ImGui::BeginMenu("Tools")) + { + IMGUI_DEMO_MARKER("Menu/Tools"); + ImGuiIO& io = ImGui::GetIO(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool has_debug_tools = true; +#else + const bool has_debug_tools = false; +#endif + ImGui::MenuItem("Metrics/Debugger", NULL, &demo_data->ShowMetrics, has_debug_tools); + if (ImGui::BeginMenu("Debug Options")) + { + ImGui::BeginDisabled(!has_debug_tools); + ImGui::Checkbox("Highlight ID Conflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::EndDisabled(); + ImGui::Checkbox("Assert on error recovery", &io.ConfigErrorRecoveryEnableAssert); + ImGui::TextDisabled("(see Demo->Configuration for details & more)"); + ImGui::EndMenu(); + } + ImGui::MenuItem("Debug Log", NULL, &demo_data->ShowDebugLog, has_debug_tools); + ImGui::MenuItem("ID Stack Tool", NULL, &demo_data->ShowIDStackTool, has_debug_tools); + bool is_debugger_present = io.ConfigDebugIsDebuggerPresent; + if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools))// && is_debugger_present)) + ImGui::DebugStartItemPicker(); + if (!is_debugger_present) + ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable some extra features to avoid casual users crashing the application."); + ImGui::MenuItem("Style Editor", NULL, &demo_data->ShowStyleEditor); + ImGui::MenuItem("About Dear ImGui", NULL, &demo_data->ShowAbout); + + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowWidgets() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (!ImGui::CollapsingHeader("Widgets")) + return; + + static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom + if (disable_all) + ImGui::BeginDisabled(); + + IMGUI_DEMO_MARKER("Widgets/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::SeparatorText("General"); + + IMGUI_DEMO_MARKER("Widgets/Basic/Button"); + static int clicked = 0; + if (ImGui::Button("Button")) + clicked++; + if (clicked & 1) + { + ImGui::SameLine(); + ImGui::Text("Thanks for clicking me!"); + } + + IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox"); + static bool check = true; + ImGui::Checkbox("checkbox", &check); + + IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton"); + static int e = 0; + ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); + ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); + ImGui::RadioButton("radio c", &e, 2); + + // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)"); + for (int i = 0; i < 7; i++) + { + if (i > 0) + ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f)); + ImGui::Button("Click"); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + + // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements + // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) + // See 'Demo->Layout->Text Baseline Alignment' for details. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Hold to repeat:"); + ImGui::SameLine(); + + // Arrow buttons with Repeater + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)"); + static int counter = 0; + float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } + ImGui::SameLine(0.0f, spacing); + if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } + ImGui::PopItemFlag(); + ImGui::SameLine(); + ImGui::Text("%d", counter); + + ImGui::Button("Tooltip"); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::LabelText("label", "Value"); + + ImGui::SeparatorText("Inputs"); + + { + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Basic/InputText"); + static char str0[128] = "Hello, world!"; + ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); + ImGui::SameLine(); HelpMarker( + "USER:\n" + "Hold SHIFT or use mouse to select text.\n" + "CTRL+Left/Right to word jump.\n" + "CTRL+A or Double-Click to select all.\n" + "CTRL+X,CTRL+C,CTRL+V clipboard.\n" + "CTRL+Z,CTRL+Y undo/redo.\n" + "ESCAPE to revert.\n\n" + "PROGRAMMER:\n" + "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " + "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " + "in imgui_demo.cpp)."); + + static char str1[128] = ""; + ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); + + IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat"); + static int i0 = 123; + ImGui::InputInt("input int", &i0); + + static float f0 = 0.001f; + ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); + + static double d0 = 999999.00000001; + ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f"); + + static float f1 = 1.e10f; + ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); + ImGui::SameLine(); HelpMarker( + "You can input value using the scientific notation,\n" + " e.g. \"1e+8\" becomes \"100000000\"."); + + static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + ImGui::InputFloat3("input float3", vec4a); + } + + ImGui::SeparatorText("Drags"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat"); + static int i1 = 50, i2 = 42, i3 = 128; + ImGui::DragInt("drag int", &i1, 1); + ImGui::SameLine(); HelpMarker( + "Click and drag to edit value.\n" + "Hold SHIFT/ALT for faster/slower edit.\n" + "Double-click or CTRL+click to input value."); + ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragInt("drag int wrap 100..200", &i3, 1, 100, 200, "%d", ImGuiSliderFlags_WrapAround); + + static float f1 = 1.00f, f2 = 0.0067f; + ImGui::DragFloat("drag float", &f1, 0.005f); + ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); + //ImGui::DragFloat("drag wrap -1..1", &f3, 0.005f, -1.0f, 1.0f, NULL, ImGuiSliderFlags_WrapAround); + } + + ImGui::SeparatorText("Sliders"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat"); + static int i1 = 0; + ImGui::SliderInt("slider int", &i1, -1, 3); + ImGui::SameLine(); HelpMarker("CTRL+click to input value."); + + static float f1 = 0.123f, f2 = 0.0f; + ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); + ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle"); + static float angle = 0.0f; + ImGui::SliderAngle("slider angle", &angle); + + // Using the format string to display a name instead of an integer. + // Here we completely omit '%d' from the format string, so it'll only display a name. + // This technique can also be used with DragInt(). + IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)"); + enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; + static int elem = Element_Fire; + const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; + const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; + ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable CTRL+Click here. + ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); + } + + ImGui::SeparatorText("Selectors/Pickers"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4"); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "Click and hold to use drag and drop.\n" + "Right-click on the color square to show options.\n" + "CTRL+click on individual component to input value.\n"); + + ImGui::ColorEdit4("color 2", col2); + } + + { + // Using the _simplified_ one-liner Combo() api here + // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. + IMGUI_DEMO_MARKER("Widgets/Basic/Combo"); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; + static int item_current = 0; + ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner Combo API here.\n" + "Refer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API."); + } + + { + // Using the _simplified_ one-liner ListBox() api here + // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. + IMGUI_DEMO_MARKER("Widgets/Basic/ListBox"); + const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; + static int item_current = 1; + ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner ListBox API here.\n" + "Refer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tooltips"); + if (ImGui::TreeNode("Tooltips")) + { + // Tooltips are windows following the mouse. They do not take focus away. + ImGui::SeparatorText("General"); + + // Typical use cases: + // - Short-form (text only): SetItemTooltip("Hello"); + // - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); } + + // - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); } + // - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); } + + HelpMarker( + "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n" + "We provide a helper SetItemTooltip() function to perform the two with standards flags."); + + ImVec2 sz = ImVec2(-FLT_MIN, 0.0f); + + ImGui::Button("Basic", sz); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::Button("Fancy", sz); + if (ImGui::BeginItemTooltip()) + { + ImGui::Text("I am a fancy tooltip"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); + ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime())); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Always On"); + + // Showcase NOT relying on a IsItemHovered() to emit a tooltip. + // Here the tooltip is always emitted when 'always_on == true'. + static int always_on = 0; + ImGui::RadioButton("Off", &always_on, 0); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Simple)", &always_on, 1); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Advanced)", &always_on, 2); + if (always_on == 1) + ImGui::SetTooltip("I am following you around."); + else if (always_on == 2 && ImGui::BeginTooltip()) + { + ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f)); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Custom"); + + HelpMarker( + "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize" + "tooltip activation details across your application. You may however decide to use custom" + "flags for a specific tooltip instance."); + + // The following examples are passed for documentation purpose but may not be useful to most users. + // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from + // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used. + // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary. + ImGui::Button("Manual", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a manually emitted tooltip."); + + ImGui::Button("DelayNone", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone)) + ImGui::SetTooltip("I am a tooltip with no delay."); + + ImGui::Button("DelayShort", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort); + + ImGui::Button("DelayLong", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal); + + ImGui::Button("Stationary", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary)) + ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating."); + + // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav', + // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag. + ImGui::BeginDisabled(); + ImGui::Button("Disabled item", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a a tooltip for a disabled item."); + ImGui::EndDisabled(); + + ImGui::TreePop(); + } + + // Testing ImGuiOnceUponAFrame helper. + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) + // if (once) + // ImGui::Text("This will be displayed only once."); + + IMGUI_DEMO_MARKER("Widgets/Tree Nodes"); + if (ImGui::TreeNode("Tree Nodes")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees"); + if (ImGui::TreeNode("Basic trees")) + { + for (int i = 0; i < 5; i++) + { + // Use SetNextItemOpen() so set the default state of a node to be open. We could + // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + + // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict. + // An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)', + // aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine. + ImGui::PushID(i); + if (ImGui::TreeNode("", "Child %d", i)) + { + ImGui::Text("blah blah"); + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + ImGui::TreePop(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes"); + if (ImGui::TreeNode("Advanced, with Selectable nodes")) + { + HelpMarker( + "This is a more typical looking tree with selectable nodes.\n" + "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; + static bool align_label_with_current_x_position = false; + static bool test_drag_and_drop = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &base_flags, ImGuiTreeNodeFlags_SpanLabelWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsBackHere", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsBackHere); + ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); + ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); + ImGui::Text("Hello!"); + if (align_label_with_current_x_position) + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + + // 'selection_mask' is dumb representation of what may be user-side selection state. + // You may retain selection state inside or outside your objects in whatever format you see fit. + // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end + /// of the loop. May be a pointer to your own node type, etc. + static int selection_mask = (1 << 2); + int node_clicked = -1; + for (int i = 0; i < 6; i++) + { + // Disable the default "open on single-click behavior" + set Selected flag according to our selection. + // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)) != 0; + if (is_selected) + node_flags |= ImGuiTreeNodeFlags_Selected; + if (i < 3) + { + // Items 0..2 are Tree Node + bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + if (i == 2 && (base_flags & ImGuiTreeNodeFlags_SpanLabelWidth)) + { + // Item 2 has an additional inline button to help demonstrate SpanLabelWidth. + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + } + if (node_open) + { + ImGui::BulletText("Blah blah\nBlah Blah"); + ImGui::SameLine(); + ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + } + else + { + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can + // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). + node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet + ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + } + } + if (node_clicked != -1) + { + // Update selection state + // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) + if (ImGui::GetIO().KeyCtrl) + selection_mask ^= (1 << node_clicked); // CTRL+click to toggle + else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection + selection_mask = (1 << node_clicked); // Click to single-select + } + if (align_label_with_current_x_position) + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); + if (ImGui::TreeNode("Collapsing Headers")) + { + static bool closable_group = true; + ImGui::Checkbox("Show 2nd header", &closable_group); + if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("Some content %d", i); + } + if (ImGui::CollapsingHeader("Header with a close button", &closable_group)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("More content %d", i); + } + /* + if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + */ + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Bullets"); + if (ImGui::TreeNode("Bullets")) + { + ImGui::BulletText("Bullet point 1"); + ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) + { + ImGui::BulletText("Another bullet point"); + ImGui::TreePop(); + } + ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); + ImGui::Bullet(); ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text"); + if (ImGui::TreeNode("Text")) + { + IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); + if (ImGui::TreeNode("Colorful Text")) + { + // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. + ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); + ImGui::TextDisabled("Disabled"); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); + if (ImGui::TreeNode("Word Wrapping")) + { + // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. + ImGui::TextWrapped( + "This text should automatically wrap on the edge of the window. The current implementation " + "for text wrapping follows simple rules suitable for English and possibly other languages."); + ImGui::Spacing(); + + static float wrap_width = 200.0f; + ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); + + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (int n = 0; n < 2; n++) + { + ImGui::Text("Test paragraph %d:", n); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); + ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + if (n == 0) + ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); + else + ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + + // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) + draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); + ImGui::PopTextWrapPos(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); + if (ImGui::TreeNode("UTF-8 Text")) + { + // UTF-8 test with Japanese characters + // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) + // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 + // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you + // can save your source files as 'UTF-8 without signature'). + // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 + // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. + // Don't do this in your application! Please use u8"text in any language" in your application! + // Note that characters values are preserved even by InputText() if the font cannot be displayed, + // so you can safely copy & paste garbled characters into another application. + ImGui::TextWrapped( + "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " + "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " + "Read docs/FONTS.md for details."); + ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); + ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); + static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; + //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis + ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Images"); + if (ImGui::TreeNode("Images")) + { + ImGuiIO& io = ImGui::GetIO(); + ImGui::TextWrapped( + "Below we are displaying the font texture (which is the only texture we have access to in this demo). " + "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " + "Hover the texture for a zoomed view!"); + + // Below we are displaying the font texture because it is the only texture we have access to inside the demo! + // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that + // will be passed to the rendering backend via the ImDrawCmd structure. + // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top + // of their respective source file to specify what they expect to be stored in ImTextureID, for example: + // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer + // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. + // More: + // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers + // to ImGui::Image(), and gather width/height through your own functions, etc. + // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, + // it will help you debug issues if you are confused about it. + // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). + // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md + // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImTextureID my_tex_id = io.Fonts->TexID; + float my_tex_w = (float)io.Fonts->TexWidth; + float my_tex_h = (float)io.Fonts->TexHeight; + { + static bool use_text_color_for_tint = false; + ImGui::Checkbox("Use Text Color for Tint", &use_text_color_for_tint); + ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left + ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right + ImVec4 tint_col = use_text_color_for_tint ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + ImVec4 border_col = ImGui::GetStyleColorVec4(ImGuiCol_Border); + ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); + if (ImGui::BeginItemTooltip()) + { + float region_sz = 32.0f; + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; + float zoom = 4.0f; + if (region_x < 0.0f) { region_x = 0.0f; } + else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } + if (region_y < 0.0f) { region_y = 0.0f; } + else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } + ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); + ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); + ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); + ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); + ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col); + ImGui::EndTooltip(); + } + } + + IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); + ImGui::TextWrapped("And now some textured buttons.."); + static int pressed_count = 0; + for (int i = 0; i < 8; i++) + { + // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. + // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. + // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImGui::PushID(i); + if (i > 0) + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f)); + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col)) + pressed_count += 1; + if (i > 0) + ImGui::PopStyleVar(); + ImGui::PopID(); + ImGui::SameLine(); + } + ImGui::NewLine(); + ImGui::Text("Pressed %d times.", pressed_count); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Combo"); + if (ImGui::TreeNode("Combo")) + { + // Combo Boxes are also called "Dropdown" in other systems + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) + flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview)) + flags &= ~ImGuiComboFlags_NoPreview; + + // Override default popup height + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest); + + // Using the generic BeginCombo() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selection data as an index. + + // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[]) + const char* combo_preview_value = items[item_selected_idx]; + + if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + + ImGui::Spacing(); + ImGui::SeparatorText("One-liner variants"); + HelpMarker("Flags above don't apply to this section."); + + // Simplified one-liner Combo() API, using values packed in a single constant string + // This is a convenience for when the selection set is small and known at compile-time. + static int item_current_2 = 0; + ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); + + // Simplified one-liner Combo() using an accessor function + static int item_current_4 = 0; + ImGui::Combo("combo 4 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items)); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/List Boxes"); + if (ImGui::TreeNode("List boxes")) + { + // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() + // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild() + // to always be called (inconsistent with BeginListBox()/EndListBox()). + + // Using the generic BeginListBox() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selected data as an index. + + static bool item_highlight = false; + int item_highlighted_idx = -1; // Here we store our highlighted data as an index. + ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight); + + if (ImGui::BeginListBox("listbox 1")) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + if (item_highlight && ImGui::IsItemHovered()) + item_highlighted_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes."); + + // Custom size: use all width, 5 items tall + ImGui::Text("Full-width:"); + if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + bool is_selected = (item_selected_idx == n); + ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0; + if (ImGui::Selectable(items[n], is_selected, flags)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Selectables")) + { + // Selectable() has 2 overloads: + // - The one taking "bool selected" as a read-only selection information. + // When Selectable() has been clicked it returns true and you can alter selection state accordingly. + // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) + // The earlier is more flexible, as in real application your selection may be stored in many different ways + // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). + IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); + if (ImGui::TreeNode("Basic")) + { + static bool selection[5] = { false, true, false, false }; + ImGui::Selectable("1. I am selectable", &selection[0]); + ImGui::Selectable("2. I am selectable", &selection[1]); + ImGui::Selectable("3. I am selectable", &selection[2]); + if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick)) + if (ImGui::IsMouseDoubleClicked(0)) + selection[3] = !selection[3]; + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line"); + if (ImGui::TreeNode("Rendering more items on the same line")) + { + // (1) Using SetNextItemAllowOverlap() + // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. + static bool selected[3] = { false, false, false }; + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables"); + if (ImGui::TreeNode("In Tables")) + { + static bool selected[10] = {}; + + if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap + } + ImGui::EndTable(); + } + ImGui::Spacing(); + if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns); + ImGui::TableNextColumn(); + ImGui::Text("Some other contents"); + ImGui::TableNextColumn(); + ImGui::Text("123456"); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); + if (ImGui::TreeNode("Grid")) + { + static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; + + // Add in a bit of silly fun... + const float time = (float)ImGui::GetTime(); + const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected... + if (winning_state) + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); + + for (int y = 0; y < 4; y++) + for (int x = 0; x < 4; x++) + { + if (x > 0) + ImGui::SameLine(); + ImGui::PushID(y * 4 + x); + if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) + { + // Toggle clicked cell + toggle neighbors + selected[y][x] ^= 1; + if (x > 0) { selected[y][x - 1] ^= 1; } + if (x < 3) { selected[y][x + 1] ^= 1; } + if (y > 0) { selected[y - 1][x] ^= 1; } + if (y < 3) { selected[y + 1][x] ^= 1; } + } + ImGui::PopID(); + } + + if (winning_state) + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); + if (ImGui::TreeNode("Alignment")) + { + HelpMarker( + "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " + "basis using PushStyleVar(). You'll probably want to always keep your default situation to " + "left-align otherwise it becomes difficult to layout multiple items on a same line"); + static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; + for (int y = 0; y < 3; y++) + { + for (int x = 0; x < 3; x++) + { + ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); + char name[32]; + sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); + if (x > 0) ImGui::SameLine(); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); + ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); + ImGui::PopStyleVar(); + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + ShowDemoWindowMultiSelect(demo_data); + + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Text Input"); + if (ImGui::TreeNode("Text Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); + if (ImGui::TreeNode("Multi-line Text Input")) + { + // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize + // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. + static char text[1024 * 16] = + "/*\n" + " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" + " the hexadecimal encoding of one offending instruction,\n" + " more formally, the invalid operand with locked CMPXCHG8B\n" + " instruction bug, is a design flaw in the majority of\n" + " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" + " processors (all in the P5 microarchitecture).\n" + "*/\n\n" + "label:\n" + "\tlock cmpxchg8b eax\n"; + + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets."); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); + if (ImGui::TreeNode("Filtered Text Input")) + { + struct TextFilters + { + // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback) + static int FilterCasingSwap(ImGuiInputTextCallbackData* data) + { + if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase + else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase + return 0; + } + + // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out) + static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) + { + if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) + return 0; + return 1; + } + }; + + static char buf1[32] = ""; ImGui::InputText("default", buf1, 32); + static char buf2[32] = ""; ImGui::InputText("decimal", buf2, 32, ImGuiInputTextFlags_CharsDecimal); + static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, 32, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, 32, ImGuiInputTextFlags_CharsUppercase); + static char buf5[32] = ""; ImGui::InputText("no blank", buf5, 32, ImGuiInputTextFlags_CharsNoBlank); + static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters. + static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters. + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Password input"); + if (ImGui::TreeNode("Password Input")) + { + static char password[64] = "password123"; + ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks"); + if (ImGui::TreeNode("Completion, History, Edit Callbacks")) + { + struct Funcs + { + static int MyCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) + { + data->InsertChars(data->CursorPos, ".."); + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) + { + if (data->EventKey == ImGuiKey_UpArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Up!"); + data->SelectAll(); + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Down!"); + data->SelectAll(); + } + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) + { + // Toggle casing of first character + char c = data->Buf[0]; + if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32; + data->BufDirty = true; + + // Increment a counter + int* p_int = (int*)data->UserData; + *p_int = *p_int + 1; + } + return 0; + } + }; + static char buf1[64]; + ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we append \"..\" each time Tab is pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf2[64]; + ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we replace and select text each time Up/Down are pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf3[64]; + static int edit_count = 0; + ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); + ImGui::SameLine(); HelpMarker( + "Here we toggle the casing of the first character on every edit + count edits."); + ImGui::SameLine(); ImGui::Text("(%d)", edit_count); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); + if (ImGui::TreeNode("Resize Callback")) + { + // To wire InputText() with std::string or any other custom string type, + // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper + // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. + HelpMarker( + "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" + "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); + struct Funcs + { + static int MyResizeCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + ImVector* my_str = (ImVector*)data->UserData; + IM_ASSERT(my_str->begin() == data->Buf); + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + data->Buf = my_str->begin(); + } + return 0; + } + + // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. + // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) + { + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + } + }; + + // For this demo we are using ImVector as a string container. + // Note that because we need to store a terminating zero character, our size/capacity are 1 more + // than usually reported by a typical string class. + static ImVector my_str; + if (my_str.empty()) + my_str.push_back(0); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Eliding, Alignment"); + if (ImGui::TreeNode("Eliding, Alignment")) + { + static char buf1[128] = "/path/to/some/folder/with/long/filename.cpp"; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_ElideLeft; + ImGui::CheckboxFlags("ImGuiInputTextFlags_ElideLeft", &flags, ImGuiInputTextFlags_ElideLeft); + ImGui::InputText("Path", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous"); + if (ImGui::TreeNode("Miscellaneous")) + { + static char buf1[16]; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll; + ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo); + ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + // Tabs + IMGUI_DEMO_MARKER("Widgets/Tabs"); + if (ImGui::TreeNode("Tabs")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + if (ImGui::BeginTabItem("Avocado")) + { + ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Broccoli")) + { + ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Cucumber")) + { + ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); + if (ImGui::TreeNode("Advanced & Close Button")) + { + // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; + ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", &tab_bar_flags, ImGuiTabBarFlags_DrawSelectedOverline); + if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + // Tab Bar + ImGui::AlignTextToFramePadding(); + ImGui::Text("Opened:"); + const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; + static bool opened[4] = { true, true, true, true }; // Persistent user state + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + { + ImGui::SameLine(); + ImGui::Checkbox(names[n], &opened[n]); + } + + // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): + // the underlying bool will be set to false when the tab is closed. + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", names[n]); + if (n & 1) + ImGui::Text("I am an odd tab."); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); + if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) + { + static ImVector active_tabs; + static int next_tab_id = 0; + if (next_tab_id == 0) // Initialize with some default tabs + for (int i = 0; i < 3; i++) + active_tabs.push_back(next_tab_id++); + + // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. + // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... + // but they tend to make more sense together) + static bool show_leading_button = true; + static bool show_trailing_button = true; + ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); + ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); + + // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown; + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + // Demo a Leading TabItemButton(): click the "?" button to open a menu + if (show_leading_button) + if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) + ImGui::OpenPopup("MyHelpMenu"); + if (ImGui::BeginPopup("MyHelpMenu")) + { + ImGui::Selectable("Hello!"); + ImGui::EndPopup(); + } + + // Demo Trailing Tabs: click the "+" button to add a new tab. + // (In your app you may want to use a font icon instead of the "+") + // We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end. + if (show_trailing_button) + if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) + active_tabs.push_back(next_tab_id++); // Add new tab + + // Submit our regular tabs + for (int n = 0; n < active_tabs.Size; ) + { + bool open = true; + char name[16]; + snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); + if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", name); + ImGui::EndTabItem(); + } + + if (!open) + active_tabs.erase(active_tabs.Data + n); + else + n++; + } + + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Plot/Graph widgets are not very good. + // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot + // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) + IMGUI_DEMO_MARKER("Widgets/Plotting"); + if (ImGui::TreeNode("Plotting")) + { + static bool animate = true; + ImGui::Checkbox("Animate", &animate); + + // Plot as lines and plot as histogram + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); + //ImGui::SameLine(); HelpMarker("Consider using ImPlot instead!"); + + // Fill an array of contiguous float values to plot + // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float + // and the sizeof() of your structure in the "stride" parameter. + static float values[90] = {}; + static int values_offset = 0; + static double refresh_time = 0.0; + if (!animate || refresh_time == 0.0) + refresh_time = ImGui::GetTime(); + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo + { + static float phase = 0.0f; + values[values_offset] = cosf(phase); + values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); + phase += 0.10f * values_offset; + refresh_time += 1.0f / 60.0f; + } + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + average /= (float)IM_ARRAYSIZE(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); + } + + // Use functions to generate output + // FIXME: This is actually VERY awkward because current plot API only pass in indices. + // We probably want an API passing floats and user provide sample rate/count. + struct Funcs + { + static float Sin(void*, int i) { return sinf(i * 0.1f); } + static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + }; + static int func_type = 0, display_count = 70; + ImGui::SeparatorText("Functions"); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + ImGui::SameLine(); + ImGui::SliderInt("Sample count", &display_count, 1, 400); + float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; + ImGui::PlotLines("Lines##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::Separator(); + + ImGui::Text("Need better plotting and graphing? Consider using ImPlot:"); + ImGui::TextLinkOpenURL("https://github.com/epezent/implot"); + ImGui::Separator(); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Progress Bars"); + if (ImGui::TreeNode("Progress Bars")) + { + // Animate a simple progress bar + static float progress = 0.0f, progress_dir = 1.0f; + progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; + if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } + if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } + + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Progress Bar"); + + float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); + char buf[32]; + sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); + + // Pass an animated negative value, e.g. -1.0f * (float)ImGui::GetTime() is the recommended value. + // Adjust the factor if you want to adjust the animation speed. + ImGui::ProgressBar(-1.0f * (float)ImGui::GetTime(), ImVec2(0.0f, 0.0f), "Searching.."); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Indeterminate"); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Color"); + if (ImGui::TreeNode("Color/Picker Widgets")) + { + static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); + + static bool alpha_preview = true; + static bool alpha_half_preview = false; + static bool drag_and_drop = true; + static bool options_menu = true; + static bool hdr = false; + ImGui::SeparatorText("Options"); + ImGui::Checkbox("With Alpha Preview", &alpha_preview); + ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); + ImGui::Checkbox("With Drag and Drop", &drag_and_drop); + ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); + ImGui::SeparatorText("Inline color editor"); + ImGui::Text("Color widget:"); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "CTRL+click on individual component to input value.\n"); + ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); + ImGui::Text("Color widget HSV with Alpha:"); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); + ImGui::Text("Color widget with Float Display:"); + ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)"); + ImGui::Text("Color button with Picker:"); + ImGui::SameLine(); HelpMarker( + "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" + "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " + "be used for the tooltip and picker popup."); + ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)"); + ImGui::Text("Color button with Custom Picker Popup:"); + + // Generate a default palette. The palette will persist and can be edited. + static bool saved_palette_init = true; + static ImVec4 saved_palette[32] = {}; + if (saved_palette_init) + { + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, + saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); + saved_palette[n].w = 1.0f; // Alpha + } + saved_palette_init = false; + } + + static ImVec4 backup_color; + bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); + open_popup |= ImGui::Button("Palette"); + if (open_popup) + { + ImGui::OpenPopup("mypicker"); + backup_color = color; + } + if (ImGui::BeginPopup("mypicker")) + { + ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); + ImGui::Separator(); + ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + ImGui::Text("Current"); + ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); + ImGui::Text("Previous"); + if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) + color = backup_color; + ImGui::Separator(); + ImGui::Text("Palette"); + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::PushID(n); + if ((n % 8) != 0) + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); + + ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; + if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) + color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! + + // Allow user to drop colors into each palette entry. Note that ColorButton() is already a + // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); + ImGui::EndDragDropTarget(); + } + + ImGui::PopID(); + } + ImGui::EndGroup(); + ImGui::EndPopup(); + } + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)"); + ImGui::Text("Color button only:"); + static bool no_border = false; + ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); + ImGui::SeparatorText("Color picker"); + static bool alpha = true; + static bool alpha_bar = true; + static bool side_preview = true; + static bool ref_color = false; + static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); + static int display_mode = 0; + static int picker_mode = 0; + ImGui::Checkbox("With Alpha", &alpha); + ImGui::Checkbox("With Alpha Bar", &alpha_bar); + ImGui::Checkbox("With Side Preview", &side_preview); + if (side_preview) + { + ImGui::SameLine(); + ImGui::Checkbox("With Ref Color", &ref_color); + if (ref_color) + { + ImGui::SameLine(); + ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); + } + } + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); + ImGui::SameLine(); HelpMarker( + "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " + "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex " + "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); + ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode."); + ImGuiColorEditFlags flags = misc_flags; + if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() + if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; + if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; + if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; + if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays + if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode + if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; + if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; + ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); + + ImGui::Text("Set defaults in code:"); + ImGui::SameLine(); HelpMarker( + "SetColorEditOptions() is designed to allow you to set boot-time default.\n" + "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," + "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" + "encouraging you to persistently save values that aren't forward-compatible."); + if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); + if (ImGui::Button("Default: Float + HDR + Hue Wheel")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); + + // Always display a small version of both types of pickers + // (that's in order to make it more visible in the demo to people who are skimming quickly through it) + ImGui::Text("Both types:"); + float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f; + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + ImGui::SameLine(); + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) + static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! + ImGui::Spacing(); + ImGui::Text("HSV encoded colors"); + ImGui::SameLine(); HelpMarker( + "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" + "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" + "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); + ImGui::Text("Color widget with InputHSV:"); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); + if (ImGui::TreeNode("Drag/Slider Flags")) + { + // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! + static ImGuiSliderFlags flags = ImGuiSliderFlags_None; + ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput); + ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds."); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange); + ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp."); + ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); + ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); + ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoSpeedTweaks", &flags, ImGuiSliderFlags_NoSpeedTweaks); + ImGui::SameLine(); HelpMarker("Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic."); + ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround); + ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)"); + + // Drags + static float drag_f = 0.5f; + static int drag_i = 50; + ImGui::Text("Underlying float value: %f", drag_f); + ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); + //ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags); // To test ClampZeroRange + //ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags); + ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + + // Sliders + static float slider_f = 0.5f; + static int slider_i = 50; + const ImGuiSliderFlags flags_for_sliders = flags & ~ImGuiSliderFlags_WrapAround; + ImGui::Text("Underlying float value: %f", slider_f); + ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders); + ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Range Widgets"); + if (ImGui::TreeNode("Range Widgets")) + { + static float begin = 10, end = 90; + static int begin_i = 100, end_i = 1000; + ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); + ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Data Types"); + if (ImGui::TreeNode("Data Types")) + { + // DragScalar/InputScalar/SliderScalar functions allow various data types + // - signed/unsigned + // - 8/16/32/64-bits + // - integer/float/double + // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum + // to pass the type, and passing all arguments by pointer. + // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type. + // In practice, if you frequently use a given type that is not covered by the normal API entry points, + // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, + // and then pass their address to the generic function. For example: + // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") + // { + // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); + // } + + // Setup limits (as helper variables so we can take their address, as explained above) + // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. + #ifndef LLONG_MIN + ImS64 LLONG_MIN = -9223372036854775807LL - 1; + ImS64 LLONG_MAX = 9223372036854775807LL; + ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); + #endif + const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; + const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; + const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; + const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; + const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; + const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; + const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; + const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; + const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; + const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; + + // State + static char s8_v = 127; + static ImU8 u8_v = 255; + static short s16_v = 32767; + static ImU16 u16_v = 65535; + static ImS32 s32_v = -1; + static ImU32 u32_v = (ImU32)-1; + static ImS64 s64_v = -1; + static ImU64 u64_v = (ImU64)-1; + static float f32_v = 0.123f; + static double f64_v = 90000.01234567890123456789; + + const float drag_speed = 0.2f; + static bool drag_clamp = false; + IMGUI_DEMO_MARKER("Widgets/Data Types/Drags"); + ImGui::SeparatorText("Drags"); + ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); + ImGui::SameLine(); HelpMarker( + "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n" + "You can override the clamping limits by using CTRL+Click to input a value."); + ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); + ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X"); + ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); + ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); + ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); + ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic); + ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams"); + ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders"); + ImGui::SeparatorText("Sliders"); + ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); + ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); + ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); + ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); + ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); + ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); + ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); + ImGui::SliderScalar("slider s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X"); + ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); + ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); + ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" PRId64); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" PRId64); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); + ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); + ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); + ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); + + ImGui::SeparatorText("Sliders (reverse)"); + ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); + ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); + ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); + ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); + ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" PRId64); + ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms"); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs"); + static bool inputs_step = true; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None; + ImGui::SeparatorText("Inputs"); + ImGui::Checkbox("Show step buttons", &inputs_step); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", &flags, ImGuiInputTextFlags_ParseEmptyRefVal); + ImGui::CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", &flags, ImGuiInputTextFlags_DisplayEmptyRefVal); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X", flags); + ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", flags); + ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL, NULL, NULL, flags); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); + if (ImGui::TreeNode("Multi-component Widgets")) + { + static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + static int vec4i[4] = { 1, 5, 100, 255 }; + + ImGui::SeparatorText("2-wide"); + ImGui::InputFloat2("input float2", vec4f); + ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); + ImGui::InputInt2("input int2", vec4i); + ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); + ImGui::SliderInt2("slider int2", vec4i, 0, 255); + + ImGui::SeparatorText("3-wide"); + ImGui::InputFloat3("input float3", vec4f); + ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); + ImGui::InputInt3("input int3", vec4i); + ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); + ImGui::SliderInt3("slider int3", vec4i, 0, 255); + + ImGui::SeparatorText("4-wide"); + ImGui::InputFloat4("input float4", vec4f); + ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); + ImGui::InputInt4("input int4", vec4i); + ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); + ImGui::SliderInt4("slider int4", vec4i, 0, 255); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); + if (ImGui::TreeNode("Vertical Sliders")) + { + const float spacing = 4; + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); + + static int int_value = 0; + ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5); + ImGui::SameLine(); + + static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; + ImGui::PushID("set1"); + for (int i = 0; i < 7; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); + ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values[i]); + ImGui::PopStyleColor(4); + ImGui::PopID(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set2"); + static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; + const int rows = 3; + const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); + for (int nx = 0; nx < 4; nx++) + { + if (nx > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + for (int ny = 0; ny < rows; ny++) + { + ImGui::PushID(nx * rows + ny); + ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values2[nx]); + ImGui::PopID(); + } + ImGui::EndGroup(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set3"); + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); + ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); + ImGui::PopStyleVar(); + ImGui::PopID(); + } + ImGui::PopID(); + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop"); + if (ImGui::TreeNode("Drag and Drop")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets"); + if (ImGui::TreeNode("Drag and drop in standard widgets")) + { + // ColorEdit widgets automatically act as drag source and drag target. + // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F + // to allow your own widgets to use colors in their drag and drop interaction. + // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. + HelpMarker("You can drag from the color squares."); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::ColorEdit4("color 2", col2); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items"); + if (ImGui::TreeNode("Drag and drop to copy/swap items")) + { + enum Mode + { + Mode_Copy, + Mode_Move, + Mode_Swap + }; + static int mode = 0; + if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); + if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); + if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } + static const char* names[9] = + { + "Bobby", "Beatrice", "Betty", + "Brianna", "Barry", "Bernard", + "Bibi", "Blaine", "Bryn" + }; + for (int n = 0; n < IM_ARRAYSIZE(names); n++) + { + ImGui::PushID(n); + if ((n % 3) != 0) + ImGui::SameLine(); + ImGui::Button(names[n], ImVec2(60, 60)); + + // Our buttons are both drag sources and drag targets here! + if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) + { + // Set payload to carry the index of our item (could be anything) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); + + // Display preview (could be anything, e.g. when dragging an image we could decide to display + // the filename and a small preview of the image, etc.) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } + if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } + if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } + ImGui::EndDragDropSource(); + } + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) + { + IM_ASSERT(payload->DataSize == sizeof(int)); + int payload_n = *(const int*)payload->Data; + if (mode == Mode_Copy) + { + names[n] = names[payload_n]; + } + if (mode == Mode_Move) + { + names[n] = names[payload_n]; + names[payload_n] = ""; + } + if (mode == Mode_Swap) + { + const char* tmp = names[n]; + names[n] = names[payload_n]; + names[payload_n] = tmp; + } + } + ImGui::EndDragDropTarget(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); + if (ImGui::TreeNode("Drag to reorder items (simple)")) + { + // FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice. + // This code was always slightly faulty but in a way which was not easily noticeable. + // Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue. + ImGui::PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); + + // Simple reordering + HelpMarker( + "We don't use the drag and drop api at all here! " + "Instead we query when the item is held but not hovered, and order items accordingly."); + static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; + for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) + { + const char* item = item_names[n]; + ImGui::Selectable(item); + + if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) + { + int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); + if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) + { + item_names[n] = item_names[n_next]; + item_names[n_next] = item; + ImGui::ResetMouseDragDelta(); + } + } + } + + ImGui::PopItemFlag(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location"); + if (ImGui::TreeNode("Tooltip at target location")) + { + for (int n = 0; n < 2; n++) + { + // Drop targets + ImGui::Button(n ? "drop here##1" : "drop here##0"); + if (ImGui::BeginDragDropTarget()) + { + ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip; + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags)) + { + IM_UNUSED(payload); + ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed); + ImGui::SetTooltip("Cannot drop here!"); + } + ImGui::EndDragDropTarget(); + } + + // Drop source + static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f }; + if (n == 0) + ImGui::ColorButton("drag me", col4); + + } + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); + if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) + { + // Select an item type + const char* item_names[] = + { + "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", + "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" + }; + static int item_type = 4; + static bool item_disabled = false; + ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); + ImGui::SameLine(); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); + ImGui::Checkbox("Item Disabled", &item_disabled); + + // Submit selected items so we can query their status in the code following it. + bool ret = false; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; + if (item_disabled) + ImGui::BeginDisabled(true); + if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction + if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button + if (item_type == 2) { ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); ret = ImGui::Button("ITEM: Button"); ImGui::PopItemFlag(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window) + if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item + if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } + if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + + bool hovered_delay_none = ImGui::IsItemHovered(); + bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary); + bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort); + bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal); + bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary + + // Display the values of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code. + ImGui::BulletText( + "Return value = %d\n" + "IsItemFocused() = %d\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n" + "IsItemHovered(_AllowWhenDisabled) = %d\n" + "IsItemHovered(_RectOnly) = %d\n" + "IsItemActive() = %d\n" + "IsItemEdited() = %d\n" + "IsItemActivated() = %d\n" + "IsItemDeactivated() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" + "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" + "GetItemRectMin() = (%.1f, %.1f)\n" + "GetItemRectMax() = (%.1f, %.1f)\n" + "GetItemRectSize() = (%.1f, %.1f)", + ret, + ImGui::IsItemFocused(), + ImGui::IsItemHovered(), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), + ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), + ImGui::IsItemActive(), + ImGui::IsItemEdited(), + ImGui::IsItemActivated(), + ImGui::IsItemDeactivated(), + ImGui::IsItemDeactivatedAfterEdit(), + ImGui::IsItemVisible(), + ImGui::IsItemClicked(), + ImGui::IsItemToggledOpen(), + ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, + ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, + ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y + ); + ImGui::BulletText( + "with Hovering Delay or Stationary test:\n" + "IsItemHovered() = = %d\n" + "IsItemHovered(_Stationary) = %d\n" + "IsItemHovered(_DelayShort) = %d\n" + "IsItemHovered(_DelayNormal) = %d\n" + "IsItemHovered(_Tooltip) = %d", + hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip); + + if (item_disabled) + ImGui::EndDisabled(); + + char buf[1] = ""; + ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly); + ImGui::SameLine(); + HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); + if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) + { + static bool embed_all_inside_a_child_window = false; + ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); + if (embed_all_inside_a_child_window) + ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Borders); + + // Testing IsWindowFocused() function with its various flags. + ImGui::BulletText( + "IsWindowFocused() = %d\n" + "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_AnyWindow) = %d\n", + ImGui::IsWindowFocused(), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); + + // Testing IsWindowHovered() function with its various flags. + ImGui::BulletText( + "IsWindowHovered() = %d\n" + "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AnyWindow) = %d\n" + "IsWindowHovered(_Stationary) = %d\n", + ImGui::IsWindowHovered(), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary)); + + ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Borders); + ImGui::Text("This is another child window for testing the _ChildWindows flag."); + ImGui::EndChild(); + if (embed_all_inside_a_child_window) + ImGui::EndChild(); + + // Calling IsItemHovered() after begin returns the hovered status of the title bar. + // This is useful in particular if you want to create a context menu associated to the title bar of a window. + // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). + static bool test_window = false; + ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); + if (test_window) + { + // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. + // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? + ImGui::Begin("Title bar Hovered/Active tests", &test_window); + if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() + { + if (ImGui::MenuItem("Close")) { test_window = false; } + ImGui::EndPopup(); + } + ImGui::Text( + "IsItemHovered() after begin = %d (== is title bar hovered)\n" + "IsItemActive() after begin = %d (== is window being clicked/moved)\n", + ImGui::IsItemHovered(), ImGui::IsItemActive()); + ImGui::End(); + } + + ImGui::TreePop(); + } + + // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd: + // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space) + if (disable_all) + ImGui::EndDisabled(); + + IMGUI_DEMO_MARKER("Widgets/Disable Block"); + if (ImGui::TreeNode("Disable block")) + { + ImGui::Checkbox("Disable entire section above", &disable_all); + ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Filter"); + if (ImGui::TreeNode("Text Filter")) + { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. + HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings."); + static ImGuiTextFilter filter; + ImGui::Text("Filter usage:\n" + " \"\" display all lines\n" + " \"xxx\" display lines containing \"xxx\"\n" + " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" + " \"-xxx\" hide lines containing \"xxx\""); + filter.Draw(); + const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; + for (int i = 0; i < IM_ARRAYSIZE(lines); i++) + if (filter.PassFilter(lines[i])) + ImGui::BulletText("%s", lines[i]); + ImGui::TreePop(); + } +} + +static const char* ExampleNames[] = +{ + "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper", + "Bitter Gourd", "Bok Choy", "Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage", "Calabash", "Capers", "Carrot", "Cassava", + "Cauliflower", "Celery", "Celery Root", "Celcuce", "Chayote", "Chinese Broccoli", "Corn", "Cucumber" +}; + +// Extra functions to add deletion support to ImGuiSelectionBasicStorage +struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage +{ + // Find which item should be Focused after deletion. + // Call _before_ item submission. Retunr an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it. + // The subsequent ApplyDeletionPostLoop() code will use it to apply Selection. + // - We cannot provide this logic in core Dear ImGui because we don't have access to selection data. + // - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility. + // - Important: Deletion only works if the underlying ImGuiID for your items are stable: aka not depend on their index, but on e.g. item id/ptr. + // FIXME-MULTISELECT: Doesn't take account of the possibility focus target will be moved during deletion. Need refocus or scroll offset. + int ApplyDeletionPreLoop(ImGuiMultiSelectIO* ms_io, int items_count) + { + if (Size == 0) + return -1; + + // If focused item is not selected... + const int focused_idx = (int)ms_io->NavIdItem; // Index of currently focused item + if (ms_io->NavIdSelected == false) // This is merely a shortcut, == Contains(adapter->IndexToStorage(items, focused_idx)) + { + ms_io->RangeSrcReset = true; // Request to recover RangeSrc from NavId next frame. Would be ok to reset even when NavIdSelected==true, but it would take an extra frame to recover RangeSrc when deleting a selected item. + return focused_idx; // Request to focus same item after deletion. + } + + // If focused item is selected: land on first unselected item after focused item. + for (int idx = focused_idx + 1; idx < items_count; idx++) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + // If focused item is selected: otherwise return last unselected item before focused item. + for (int idx = IM_MIN(focused_idx, items_count) - 1; idx >= 0; idx--) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + return -1; + } + + // Rewrite item list (delete items) + update selection. + // - Call after EndMultiSelect() + // - We cannot provide this logic in core Dear ImGui because we don't have access to your items, nor to selection data. + template + void ApplyDeletionPostLoop(ImGuiMultiSelectIO* ms_io, ImVector& items, int item_curr_idx_to_select) + { + // Rewrite item list (delete items) + convert old selection index (before deletion) to new selection index (after selection). + // If NavId was not part of selection, we will stay on same item. + ImVector new_items; + new_items.reserve(items.Size - Size); + int item_next_idx_to_select = -1; + for (int idx = 0; idx < items.Size; idx++) + { + if (!Contains(GetStorageIdFromIndex(idx))) + new_items.push_back(items[idx]); + if (item_curr_idx_to_select == idx) + item_next_idx_to_select = new_items.Size - 1; + } + items.swap(new_items); + + // Update selection + Clear(); + if (item_next_idx_to_select != -1 && ms_io->NavIdSelected) + SetItemSelected(GetStorageIdFromIndex(item_next_idx_to_select), true); + } +}; + +// Example: Implement dual list box storage and interface +struct ExampleDualListBox +{ + ImVector Items[2]; // ID is index into ExampleName[] + ImGuiSelectionBasicStorage Selections[2]; // Store ExampleItemId into selection + bool OptKeepSorted = true; + + void MoveAll(int src, int dst) + { + IM_ASSERT((src == 0 && dst == 1) || (src == 1 && dst == 0)); + for (ImGuiID item_id : Items[src]) + Items[dst].push_back(item_id); + Items[src].clear(); + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void MoveSelected(int src, int dst) + { + for (int src_n = 0; src_n < Items[src].Size; src_n++) + { + ImGuiID item_id = Items[src][src_n]; + if (!Selections[src].Contains(item_id)) + continue; + Items[src].erase(&Items[src][src_n]); // FIXME-OPT: Could be implemented more optimally (rebuild src items and swap) + Items[dst].push_back(item_id); + src_n--; + } + if (OptKeepSorted) + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, int side) + { + // In this example we store item id in selection (instead of item index) + Selections[side].UserData = Items[side].Data; + Selections[side].AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImGuiID* items = (ImGuiID*)self->UserData; return items[idx]; }; + Selections[side].ApplyRequests(ms_io); + } + static int IMGUI_CDECL CompareItemsByValue(const void* lhs, const void* rhs) + { + const int* a = (const int*)lhs; + const int* b = (const int*)rhs; + return (*a - *b) > 0 ? +1 : -1; + } + void SortItems(int n) + { + qsort(Items[n].Data, (size_t)Items[n].Size, sizeof(Items[n][0]), CompareItemsByValue); + } + void Show() + { + //ImGui::Checkbox("Sorted", &OptKeepSorted); + if (ImGui::BeginTable("split", 3, ImGuiTableFlags_None)) + { + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Left side + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); // Buttons + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Right side + ImGui::TableNextRow(); + + int request_move_selected = -1; + int request_move_all = -1; + float child_height_0 = 0.0f; + for (int side = 0; side < 2; side++) + { + // FIXME-MULTISELECT: Dual List Box: Add context menus + // FIXME-NAV: Using ImGuiWindowFlags_NavFlattened exhibit many issues. + ImVector& items = Items[side]; + ImGuiSelectionBasicStorage& selection = Selections[side]; + + ImGui::TableSetColumnIndex((side == 0) ? 0 : 2); + ImGui::Text("%s (%d)", (side == 0) ? "Available" : "Basket", items.Size); + + // Submit scrolling range to avoid glitches on moving/deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + bool child_visible; + if (side == 0) + { + // Left child is resizable + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetFrameHeightWithSpacing() * 4), ImVec2(FLT_MAX, FLT_MAX)); + child_visible = ImGui::BeginChild("0", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY); + child_height_0 = ImGui::GetWindowSize().y; + } + else + { + // Right child use same height as left one + child_visible = ImGui::BeginChild("1", ImVec2(-FLT_MIN, child_height_0), ImGuiChildFlags_FrameStyle); + } + if (child_visible) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_None; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + ApplySelectionRequests(ms_io, side); + + for (int item_n = 0; item_n < items.Size; item_n++) + { + ImGuiID item_id = items[item_n]; + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(item_n); + ImGui::Selectable(ExampleNames[item_id], item_is_selected, ImGuiSelectableFlags_AllowDoubleClick); + if (ImGui::IsItemFocused()) + { + // FIXME-MULTISELECT: Dual List Box: Transfer focus + if (ImGui::IsKeyPressed(ImGuiKey_Enter) || ImGui::IsKeyPressed(ImGuiKey_KeypadEnter)) + request_move_selected = side; + if (ImGui::IsMouseDoubleClicked(0)) // FIXME-MULTISELECT: Double-click on multi-selection? + request_move_selected = side; + } + } + + ms_io = ImGui::EndMultiSelect(); + ApplySelectionRequests(ms_io, side); + } + ImGui::EndChild(); + } + + // Buttons columns + ImGui::TableSetColumnIndex(1); + ImGui::NewLine(); + //ImVec2 button_sz = { ImGui::CalcTextSize(">>").x + ImGui::GetStyle().FramePadding.x * 2.0f, ImGui::GetFrameHeight() + padding.y * 2.0f }; + ImVec2 button_sz = { ImGui::GetFrameHeight(), ImGui::GetFrameHeight() }; + + // (Using BeginDisabled()/EndDisabled() works but feels distracting given how it is currently visualized) + if (ImGui::Button(">>", button_sz)) + request_move_all = 0; + if (ImGui::Button(">", button_sz)) + request_move_selected = 0; + if (ImGui::Button("<", button_sz)) + request_move_selected = 1; + if (ImGui::Button("<<", button_sz)) + request_move_all = 1; + + // Process requests + if (request_move_all != -1) + MoveAll(request_move_all, request_move_all ^ 1); + if (request_move_selected != -1) + MoveSelected(request_move_selected, request_move_selected ^ 1); + + // FIXME-MULTISELECT: Support action from outside + /* + if (OptKeepSorted == false) + { + ImGui::NewLine(); + if (ImGui::ArrowButton("MoveUp", ImGuiDir_Up)) {} + if (ImGui::ArrowButton("MoveDown", ImGuiDir_Down)) {} + } + */ + + ImGui::EndTable(); + } + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowMultiSelect() +//----------------------------------------------------------------------------- +// Multi-selection demos +// Also read: https://github.com/ocornut/imgui/wiki/Multi-Select +//----------------------------------------------------------------------------- + +static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select"); + if (ImGui::TreeNode("Selection State & Multi-Select")) + { + HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data."); + + // Without any fancy API: manage single-selection yourself. + IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select"); + if (ImGui::TreeNode("Single-Select")) + { + static int selected = -1; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selected == n)) + selected = n; + } + ImGui::TreePop(); + } + + // Demonstrate implementation a most-basic form of multi-selection manually + // This doesn't support the SHIFT modifier which requires BeginMultiSelect()! + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)"); + if (ImGui::TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)")) + { + HelpMarker("Hold CTRL and click to select multiple items."); + static bool selection[5] = { false, false, false, false, false }; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selection[n])) + { + if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held + memset(selection, 0, sizeof(selection)); + selection[n] ^= 1; // Toggle current item + } + } + ImGui::TreePop(); + } + + // Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API. + // SHIFT+Click w/ CTRL and other standard features are supported. + // We use the ImGuiSelectionBasicStorage helper which you may freely reimplement. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select"); + if (ImGui::TreeNode("Multi-Select")) + { + ImGui::Text("Supported features:"); + ImGui::BulletText("Keyboard navigation (arrows, page up/down, home/end, space)."); + ImGui::BulletText("Ctrl modifier to preserve and toggle selection."); + ImGui::BulletText("Shift modifier for range selection."); + ImGui::BulletText("CTRL+A to select all."); + ImGui::BulletText("Escape to clear selection."); + ImGui::BulletText("Click and drag to box-select."); + ImGui::Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen."); + + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int ITEMS_COUNT = 50; + static ImGuiSelectionBasicStorage selection; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + + // The BeginChild() has no purpose for selection logic, other that offering a scrolling region. + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with clipper)"); + if (ImGui::TreeNode("Multi-Select (with clipper)")) + { + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImGuiSelectionBasicStorage selection; + + ImGui::Text("Added features:"); + ImGui::BulletText("Using ImGuiListClipper."); + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate dynamic item list + deletion support using the BeginMultiSelect/EndMultiSelect API. + // In order to support Deletion without any glitches you need to: + // - (1) If items are submitted in their own scrolling area, submit contents size SetNextWindowContentSize() ahead of time to prevent one-frame readjustment of scrolling. + // - (2) Items needs to have persistent ID Stack identifier = ID needs to not depends on their index. PushID(index) = KO. PushID(item_id) = OK. This is in order to focus items reliably after a selection. + // - (3) BeginXXXX process + // - (4) Focus process + // - (5) EndXXXX process + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with deletion)"); + if (ImGui::TreeNode("Multi-Select (with deletion)")) + { + // Storing items data separately from selection data. + // (you may decide to store selection data inside your item (aka intrusive storage) if you don't need multiple views over same items) + // Use a custom selection.Adapter: store item identifier in Selection (instead of index) + static ImVector items; + static ExampleSelectionWithDeletion selection; + selection.UserData = (void*)&items; + selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImVector* p_items = (ImVector*)self->UserData; return (*p_items)[idx]; }; // Index -> ID + + ImGui::Text("Added features:"); + ImGui::BulletText("Dynamic list with Delete key support."); + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + // Initialize default list with 50 items + button to add/remove items. + static ImGuiID items_next_id = 0; + if (items_next_id == 0) + for (ImGuiID n = 0; n < 50; n++) + items.push_back(items_next_id++); + if (ImGui::SmallButton("Add 20 items")) { for (int n = 0; n < 20; n++) { items.push_back(items_next_id++); } } + ImGui::SameLine(); + if (ImGui::SmallButton("Remove 20 items")) { for (int n = IM_MIN(20, items.Size); n > 0; n--) { selection.SetItemSelected(items.back(), false); items.pop_back(); } } + + // (1) Extra to support deletion: Submit scrolling range to avoid glitches on deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0); + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + + for (int n = 0; n < items.Size; n++) + { + const ImGuiID item_id = items[n]; + char label[64]; + sprintf(label, "Object %05u: %s", item_id, ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]); + + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Implement a Dual List Box (#6648) + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (dual list box)"); + if (ImGui::TreeNode("Multi-Select (dual list box)")) + { + // Init default state + static ExampleDualListBox dlb; + if (dlb.Items[0].Size == 0 && dlb.Items[1].Size == 0) + for (int item_id = 0; item_id < IM_ARRAYSIZE(ExampleNames); item_id++) + dlb.Items[0].push_back((ImGuiID)item_id); + + // Show + dlb.Show(); + + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)"); + if (ImGui::TreeNode("Multi-Select (in a table)")) + { + static ImGuiSelectionBasicStorage selection; + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter)) + { + ImGui::TableSetupColumn("Object"); + ImGui::TableSetupColumn("Action"); + ImGui::TableSetupScrollFreeze(0, 1); + ImGui::TableHeadersRow(); + + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap); + ImGui::TableNextColumn(); + ImGui::SmallButton("hello"); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)"); + if (ImGui::TreeNode("Multi-Select (checkboxes)")) + { + ImGui::Text("In a list of checkboxes (not selectable):"); + ImGui::BulletText("Using _NoAutoSelect + _NoAutoClear flags."); + ImGui::BulletText("Shift+Click to check multiple boxes."); + ImGui::BulletText("Shift+Keyboard to copy current value to other boxes."); + + // If you have an array of checkboxes, you may want to use NoAutoSelect + NoAutoClear and the ImGuiSelectionExternalStorage helper. + static bool items[20] = {}; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_ClearOnEscape; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); // Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width. + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, -1, IM_ARRAYSIZE(items)); + ImGuiSelectionExternalStorage storage_wrapper; + storage_wrapper.UserData = (void*)items; + storage_wrapper.AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int n, bool selected) { bool* array = (bool*)self->UserData; array[n] = selected; }; + storage_wrapper.ApplyRequests(ms_io); + for (int n = 0; n < 20; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Checkbox(label, &items[n]); + } + ms_io = ImGui::EndMultiSelect(); + storage_wrapper.ApplyRequests(ms_io); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Demonstrate individual selection scopes in same window + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (multiple scopes)"); + if (ImGui::TreeNode("Multi-Select (multiple scopes)")) + { + // Use default select: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int SCOPES_COUNT = 3; + const int ITEMS_COUNT = 8; // Per scope + static ImGuiSelectionBasicStorage selections_data[SCOPES_COUNT]; + + // Use ImGuiMultiSelectFlags_ScopeRect to not affect other selections in same window. + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ScopeRect | ImGuiMultiSelectFlags_ClearOnEscape;// | ImGuiMultiSelectFlags_ClearOnClickVoid; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + + for (int selection_scope_n = 0; selection_scope_n < SCOPES_COUNT; selection_scope_n++) + { + ImGui::PushID(selection_scope_n); + ImGuiSelectionBasicStorage* selection = &selections_data[selection_scope_n]; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection->Size, ITEMS_COUNT); + selection->ApplyRequests(ms_io); + + ImGui::SeparatorText("Selection scope"); + ImGui::Text("Selection size: %d/%d", selection->Size, ITEMS_COUNT); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection->Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection->ApplyRequests(ms_io); + ImGui::PopID(); + } + ImGui::TreePop(); + } + + // See ShowExampleAppAssetsBrowser() + if (ImGui::TreeNode("Multi-Select (tiled assets browser)")) + { + ImGui::Checkbox("Assets Browser", &demo_data->ShowAppAssetsBrowser); + ImGui::Text("(also access from 'Examples->Assets Browser' in menu)"); + ImGui::TreePop(); + } + + // Demonstrate supporting multiple-selection in a tree. + // - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly! + // This showcase how SetNextItemSelectionUserData() never assume indices! + // - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request. + // We want this interpolation to match what the user sees: in visible order, skipping closed nodes. + // This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper. + // - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you + // are more likely to build an array mapping sequential indices to visible tree nodes, since your + // filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier. + // - Consider this a prototype: we are working toward simplifying some of it. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)"); + if (ImGui::TreeNode("Multi-Select (trees)")) + { + HelpMarker( + "This is rather advanced and experimental. If you are getting started with multi-select," + "please don't start by looking at how to use it for a tree!\n\n" + "Future versions will try to simplify and formalize some of this."); + + struct ExampleTreeFuncs + { + static void DrawNode(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + tree_node_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Enable pressing left to jump to parent + if (node->Childs.Size == 0) + tree_node_flags |= ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_Leaf; + if (selection->Contains((ImGuiID)node->UID)) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + + // Using SetNextItemStorageID() to specify storage id, so we can easily peek into + // the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions. + ImGui::SetNextItemSelectionUserData((ImGuiSelectionUserData)(intptr_t)node); + ImGui::SetNextItemStorageID((ImGuiID)node->UID); + if (ImGui::TreeNodeEx(node->Name, tree_node_flags)) + { + for (ExampleTreeNode* child : node->Childs) + DrawNode(child, selection); + ImGui::TreePop(); + } + else if (ImGui::IsItemToggledOpen()) + { + TreeCloseAndUnselectChildNodes(node, selection); + } + } + + static bool TreeNodeGetOpen(ExampleTreeNode* node) + { + return ImGui::GetStateStorage()->GetBool((ImGuiID)node->UID); + } + + static void TreeNodeSetOpen(ExampleTreeNode* node, bool open) + { + ImGui::GetStateStorage()->SetBool((ImGuiID)node->UID, open); + } + + // When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected. + // FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node + // features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc. + static int TreeCloseAndUnselectChildNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, int depth = 0) + { + // Recursive close (the test for depth == 0 is because we call this on a node that was just closed!) + int unselected_count = selection->Contains((ImGuiID)node->UID) ? 1 : 0; + if (depth == 0 || TreeNodeGetOpen(node)) + { + for (ExampleTreeNode* child : node->Childs) + unselected_count += TreeCloseAndUnselectChildNodes(child, selection, depth + 1); + TreeNodeSetOpen(node, false); + } + + // Select root node if any of its child was selected, otherwise unselect + selection->SetItemSelected((ImGuiID)node->UID, (depth == 0 && unselected_count > 0)); + return unselected_count; + } + + // Apply multi-selection requests + static void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, ExampleTreeNode* tree, ImGuiSelectionBasicStorage* selection) + { + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + if (req.Selected) + TreeSetAllInOpenNodes(tree, selection, req.Selected); + else + selection->Clear(); + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + ExampleTreeNode* first_node = (ExampleTreeNode*)(intptr_t)req.RangeFirstItem; + ExampleTreeNode* last_node = (ExampleTreeNode*)(intptr_t)req.RangeLastItem; + for (ExampleTreeNode* node = first_node; node != NULL; node = TreeGetNextNodeInVisibleOrder(node, last_node)) + selection->SetItemSelected((ImGuiID)node->UID, req.Selected); + } + } + } + + static void TreeSetAllInOpenNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, bool selected) + { + if (node->Parent != NULL) // Root node isn't visible nor selectable in our scheme + selection->SetItemSelected((ImGuiID)node->UID, selected); + if (node->Parent == NULL || TreeNodeGetOpen(node)) + for (ExampleTreeNode* child : node->Childs) + TreeSetAllInOpenNodes(child, selection, selected); + } + + // Interpolate in *user-visible order* AND only *over opened nodes*. + // If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler. + // Here the tricks are that: + // - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion. + // this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)' + // which would only be called when crossing from child to a parent, aka not too much. + // - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack, + // making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location. + static ExampleTreeNode* TreeGetNextNodeInVisibleOrder(ExampleTreeNode* curr_node, ExampleTreeNode* last_node) + { + // Reached last node + if (curr_node == last_node) + return NULL; + + // Recurse into childs. Query storage to tell if the node is open. + if (curr_node->Childs.Size > 0 && TreeNodeGetOpen(curr_node)) + return curr_node->Childs[0]; + + // Next sibling, then into our own parent + while (curr_node->Parent != NULL) + { + if (curr_node->IndexInParent + 1 < curr_node->Parent->Childs.Size) + return curr_node->Parent->Childs[curr_node->IndexInParent + 1]; + curr_node = curr_node->Parent; + } + return NULL; + } + + }; // ExampleTreeFuncs + + static ImGuiSelectionBasicStorage selection; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); // Create tree once + ImGui::Text("Selection size: %d", selection.Size); + + if (ImGui::BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ExampleTreeNode* tree = demo_data->DemoTree; + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, selection.Size, -1); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + for (ExampleTreeNode* node : tree->Childs) + ExampleTreeFuncs::DrawNode(node, &selection); + ms_io = ImGui::EndMultiSelect(); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Advanced demonstration of BeginMultiSelect() + // - Showcase clipping. + // - Showcase deletion. + // - Showcase basic drag and drop. + // - Showcase TreeNode variant (note that tree node don't expand in the demo: supporting expanding tree nodes + clipping a separate thing). + // - Showcase using inside a table. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (advanced)"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Multi-Select (advanced)")) + { + // Options + enum WidgetType { WidgetType_Selectable, WidgetType_TreeNode }; + static bool use_clipper = true; + static bool use_deletion = true; + static bool use_drag_drop = true; + static bool show_in_table = false; + static bool show_color_button = true; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + static WidgetType widget_type = WidgetType_Selectable; + + if (ImGui::TreeNode("Options")) + { + if (ImGui::RadioButton("Selectables", widget_type == WidgetType_Selectable)) { widget_type = WidgetType_Selectable; } + ImGui::SameLine(); + if (ImGui::RadioButton("Tree nodes", widget_type == WidgetType_TreeNode)) { widget_type = WidgetType_TreeNode; } + ImGui::SameLine(); + HelpMarker("TreeNode() is technically supported but... using this correctly is more complicated (you need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. We will work toward simplifying and demoing this.\n\nFor now the tree demo is actually a little bit meaningless because it is an empty tree with only root nodes."); + ImGui::Checkbox("Enable clipper", &use_clipper); + ImGui::Checkbox("Enable deletion", &use_deletion); + ImGui::Checkbox("Enable drag & drop", &use_drag_drop); + ImGui::Checkbox("Show in a table", &show_in_table); + ImGui::Checkbox("Show color button", &show_color_button); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SingleSelect", &flags, ImGuiMultiSelectFlags_SingleSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectAll", &flags, ImGuiMultiSelectFlags_NoSelectAll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoRangeSelect", &flags, ImGuiMultiSelectFlags_NoRangeSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", &flags, ImGuiMultiSelectFlags_NoAutoClearOnReselect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", &flags, ImGuiMultiSelectFlags_BoxSelectNoScroll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnEscape", &flags, ImGuiMultiSelectFlags_ClearOnEscape); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClick", &flags, ImGuiMultiSelectFlags_SelectOnClick) && (flags & ImGuiMultiSelectFlags_SelectOnClick)) + flags &= ~ImGuiMultiSelectFlags_SelectOnClickRelease; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", &flags, ImGuiMultiSelectFlags_SelectOnClickRelease) && (flags & ImGuiMultiSelectFlags_SelectOnClickRelease)) + flags &= ~ImGuiMultiSelectFlags_SelectOnClick; + ImGui::SameLine(); HelpMarker("Allow dragging an unselected item without altering selection."); + ImGui::TreePop(); + } + + // Initialize default list with 1000 items. + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImVector items; + static int items_next_id = 0; + if (items_next_id == 0) { for (int n = 0; n < 1000; n++) { items.push_back(items_next_id++); } } + static ExampleSelectionWithDeletion selection; + static bool request_deletion_from_menu = false; // Queue deletion triggered from context menu + + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + const float items_height = (widget_type == WidgetType_TreeNode) ? ImGui::GetTextLineHeight() : ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize()); + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f); + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0)) || request_deletion_from_menu; + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + request_deletion_from_menu = false; + + if (show_in_table) + { + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(0.0f, 0.0f)); + ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f); + //ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacingY, 0.0f); + } + + ImGuiListClipper clipper; + if (use_clipper) + { + clipper.Begin(items.Size); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus); // Ensure focused item is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + } + + while (!use_clipper || clipper.Step()) + { + const int item_begin = use_clipper ? clipper.DisplayStart : 0; + const int item_end = use_clipper ? clipper.DisplayEnd : items.Size; + for (int n = item_begin; n < item_end; n++) + { + if (show_in_table) + ImGui::TableNextColumn(); + + const int item_id = items[n]; + const char* item_category = ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]; + char label[64]; + sprintf(label, "Object %05d: %s", item_id, item_category); + + // IMPORTANT: for deletion refocus to work we need object ID to be stable, + // aka not depend on their index in the list. Here we use our persistent item_id + // instead of index to build a unique ID that will persist. + // (If we used PushID(index) instead, focus wouldn't be restored correctly after deletion). + ImGui::PushID(item_id); + + // Emit a color button, to test that Shift+LeftArrow landing on an item that is not part + // of the selection scope doesn't erroneously alter our selection. + if (show_color_button) + { + ImU32 dummy_col = (ImU32)((unsigned int)n * 0xC250B74B) | IM_COL32_A_MASK; + ImGui::ColorButton("##", ImColor(dummy_col), ImGuiColorEditFlags_NoTooltip, color_button_sz); + ImGui::SameLine(); + } + + // Submit item + bool item_is_selected = selection.Contains((ImGuiID)n); + bool item_is_open = false; + ImGui::SetNextItemSelectionUserData(n); + if (widget_type == WidgetType_Selectable) + { + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_None); + } + else if (widget_type == WidgetType_TreeNode) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + if (item_is_selected) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + item_is_open = ImGui::TreeNodeEx(label, tree_node_flags); + } + + // Focus (for after deletion) + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and Drop + if (use_drag_drop && ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_id); + else + while (selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back((int)id); + ImGui::SetDragDropPayload("MULTISELECT_DEMO_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int* payload_items = (int*)payload->Data; + const int payload_count = (int)payload->DataSize / (int)sizeof(int); + if (payload_count == 1) + ImGui::Text("Object %05d: %s", payload_items[0], ExampleNames[payload_items[0] % IM_ARRAYSIZE(ExampleNames)]); + else + ImGui::Text("Dragging %d objects", payload_count); + + ImGui::EndDragDropSource(); + } + + if (widget_type == WidgetType_TreeNode && item_is_open) + ImGui::TreePop(); + + // Right-click: context menu + if (ImGui::BeginPopupContextItem()) + { + ImGui::BeginDisabled(!use_deletion || selection.Size == 0); + sprintf(label, "Delete %d item(s)###DeleteSelected", selection.Size); + if (ImGui::Selectable(label)) + request_deletion_from_menu = true; + ImGui::EndDisabled(); + ImGui::Selectable("Close"); + ImGui::EndPopup(); + } + + // Demo content within a table + if (show_in_table) + { + ImGui::TableNextColumn(); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::InputText("###NoLabel", (char*)(void*)item_category, strlen(item_category), ImGuiInputTextFlags_ReadOnly); + ImGui::PopStyleVar(); + } + + ImGui::PopID(); + } + if (!use_clipper) + break; + } + + if (show_in_table) + { + ImGui::EndTable(); + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowLayout() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowLayout() +{ + IMGUI_DEMO_MARKER("Layout"); + if (!ImGui::CollapsingHeader("Layout & Scrolling")) + return; + + IMGUI_DEMO_MARKER("Layout/Child windows"); + if (ImGui::TreeNode("Child windows")) + { + ImGui::SeparatorText("Child windows"); + + HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); + static bool disable_mouse_wheel = false; + static bool disable_menu = false; + ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); + ImGui::Checkbox("Disable Menu", &disable_menu); + + // Child 1: no border, enable horizontal scrollbar + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), ImGuiChildFlags_None, window_flags); + for (int i = 0; i < 100; i++) + ImGui::Text("%04d: scrollable region", i); + ImGui::EndChild(); + } + + ImGui::SameLine(); + + // Child 2: rounded border + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_None; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + if (!disable_menu) + window_flags |= ImGuiWindowFlags_MenuBar; + ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); + ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Borders, window_flags); + if (!disable_menu && ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) + { + for (int i = 0; i < 100; i++) + { + char buf[32]; + sprintf(buf, "%03d", i); + ImGui::TableNextColumn(); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + ImGui::EndTable(); + } + ImGui::EndChild(); + ImGui::PopStyleVar(); + } + + // Child 3: manual-resize + ImGui::SeparatorText("Manual-resize"); + { + HelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents."); + //if (ImGui::Button("Set Height to 200")) + // ImGui::SetNextWindowSize(ImVec2(-FLT_MIN, 200.0f)); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImGui::GetStyleColorVec4(ImGuiCol_FrameBg)); + if (ImGui::BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + for (int n = 0; n < 10; n++) + ImGui::Text("Line %04d", n); + ImGui::PopStyleColor(); + ImGui::EndChild(); + } + + // Child 4: auto-resizing height with a limit + ImGui::SeparatorText("Auto-resize with constraints"); + { + static int draw_lines = 3; + static int max_height_in_lines = 10; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Lines Count", &draw_lines, 0.2f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Max Height (in Lines)", &max_height_in_lines, 0.2f); + + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui::GetTextLineHeightWithSpacing() * max_height_in_lines)); + if (ImGui::BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0f), ImGuiChildFlags_Borders | ImGuiChildFlags_AutoResizeY)) + for (int n = 0; n < draw_lines; n++) + ImGui::Text("Line %04d", n); + ImGui::EndChild(); + } + + ImGui::SeparatorText("Misc/Advanced"); + + // Demonstrate a few extra things + // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) + // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) + // You can also call SetNextWindowPos() to position the child window. The parent window will effectively + // layout from this position. + // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from + // the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details. + { + static int offset_x = 0; + static bool override_bg_color = true; + static ImGuiChildFlags child_flags = ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); + ImGui::Checkbox("Override ChildBg color", &override_bg_color); + ImGui::CheckboxFlags("ImGuiChildFlags_Borders", &child_flags, ImGuiChildFlags_Borders); + ImGui::CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", &child_flags, ImGuiChildFlags_AlwaysUseWindowPadding); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeX", &child_flags, ImGuiChildFlags_ResizeX); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeY", &child_flags, ImGuiChildFlags_ResizeY); + ImGui::CheckboxFlags("ImGuiChildFlags_FrameStyle", &child_flags, ImGuiChildFlags_FrameStyle); + ImGui::SameLine(); HelpMarker("Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding."); + if (child_flags & ImGuiChildFlags_FrameStyle) + override_bg_color = false; + + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); + if (override_bg_color) + ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); + ImGui::BeginChild("Red", ImVec2(200, 100), child_flags, ImGuiWindowFlags_None); + if (override_bg_color) + ImGui::PopStyleColor(); + + for (int n = 0; n < 50; n++) + ImGui::Text("Some test %d", n); + ImGui::EndChild(); + bool child_is_hovered = ImGui::IsItemHovered(); + ImVec2 child_rect_min = ImGui::GetItemRectMin(); + ImVec2 child_rect_max = ImGui::GetItemRectMax(); + ImGui::Text("Hovered: %d", child_is_hovered); + ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Widgets Width"); + if (ImGui::TreeNode("Widgets Width")) + { + static float f = 0.0f; + static bool show_indented_items = true; + ImGui::Checkbox("Show indented items", &show_indented_items); + + // Use SetNextItemWidth() to set the width of a single upcoming item. + // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. + // In real code use you'll probably want to choose width values that are proportional to your font size + // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. + + ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); + ImGui::SameLine(); HelpMarker("Fixed width."); + ImGui::PushItemWidth(100); + ImGui::DragFloat("float##1b", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##1b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); + ImGui::PushItemWidth(-100); + ImGui::DragFloat("float##2a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##2b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); + ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##3a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##3b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus half"); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##4a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##4b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + // Demonstrate using PushItemWidth to surround three items. + // Calling SetNextItemWidth() before each of them would have the same effect. + ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); + ImGui::SameLine(); HelpMarker("Align to right edge"); + ImGui::PushItemWidth(-FLT_MIN); + ImGui::DragFloat("##float5a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##5b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout"); + if (ImGui::TreeNode("Basic Horizontal Layout")) + { + ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); + + // Text + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine"); + ImGui::Text("Two items: Hello"); ImGui::SameLine(); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Adjust spacing + ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Button + ImGui::AlignTextToFramePadding(); + ImGui::Text("Normal buttons"); ImGui::SameLine(); + ImGui::Button("Banana"); ImGui::SameLine(); + ImGui::Button("Apple"); ImGui::SameLine(); + ImGui::Button("Corniflower"); + + // Button + ImGui::Text("Small buttons"); ImGui::SameLine(); + ImGui::SmallButton("Like this one"); ImGui::SameLine(); + ImGui::Text("can fit within a text block."); + + // Aligned to arbitrary position. Easy/cheap column. + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::Text("x=150"); + ImGui::SameLine(300); ImGui::Text("x=300"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::SmallButton("x=150"); + ImGui::SameLine(300); ImGui::SmallButton("x=300"); + + // Checkbox + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)"); + static bool c1 = false, c2 = false, c3 = false, c4 = false; + ImGui::Checkbox("My", &c1); ImGui::SameLine(); + ImGui::Checkbox("Tailor", &c2); ImGui::SameLine(); + ImGui::Checkbox("Is", &c3); ImGui::SameLine(); + ImGui::Checkbox("Rich", &c4); + + // Various + static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f; + ImGui::PushItemWidth(80); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; + static int item = -1; + ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); + ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); + ImGui::PopItemWidth(); + + ImGui::PushItemWidth(80); + ImGui::Text("Lists:"); + static int selection[4] = { 0, 1, 2, 3 }; + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); + ImGui::PopID(); + //ImGui::SetItemTooltip("ListBox %d hovered", i); + } + ImGui::PopItemWidth(); + + // Dummy + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy"); + ImVec2 button_sz(40, 40); + ImGui::Button("A", button_sz); ImGui::SameLine(); + ImGui::Dummy(button_sz); ImGui::SameLine(); + ImGui::Button("B", button_sz); + + // Manually wrapping + // (we should eventually provide this as an automatic layout feature, but for now you can do it manually) + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping"); + ImGui::Text("Manual wrapping:"); + ImGuiStyle& style = ImGui::GetStyle(); + int buttons_count = 20; + float window_visible_x2 = ImGui::GetCursorScreenPos().x + ImGui::GetContentRegionAvail().x; + for (int n = 0; n < buttons_count; n++) + { + ImGui::PushID(n); + ImGui::Button("Box", button_sz); + float last_button_x2 = ImGui::GetItemRectMax().x; + float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line + if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) + ImGui::SameLine(); + ImGui::PopID(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Groups"); + if (ImGui::TreeNode("Groups")) + { + HelpMarker( + "BeginGroup() basically locks the horizontal position for new line. " + "EndGroup() bundles the whole group so that you can use \"item\" functions such as " + "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); + ImGui::BeginGroup(); + { + ImGui::BeginGroup(); + ImGui::Button("AAA"); + ImGui::SameLine(); + ImGui::Button("BBB"); + ImGui::SameLine(); + ImGui::BeginGroup(); + ImGui::Button("CCC"); + ImGui::Button("DDD"); + ImGui::EndGroup(); + ImGui::SameLine(); + ImGui::Button("EEE"); + ImGui::EndGroup(); + ImGui::SetItemTooltip("First group hovered"); + } + // Capture the group size and create widgets using the same size + ImVec2 size = ImGui::GetItemRectSize(); + const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; + ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); + + ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::SameLine(); + ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::EndGroup(); + ImGui::SameLine(); + + ImGui::Button("LEVERAGE\nBUZZWORD", size); + ImGui::SameLine(); + + if (ImGui::BeginListBox("List", size)) + { + ImGui::Selectable("Selected", true); + ImGui::Selectable("Not Selected", false); + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment"); + if (ImGui::TreeNode("Text Baseline Alignment")) + { + { + ImGui::BulletText("Text baseline:"); + ImGui::SameLine(); HelpMarker( + "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " + "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets."); + ImGui::Indent(); + + ImGui::Text("KO Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("Baseline of button will look misaligned with text.."); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + // (because we don't know what's coming after the Text() statement, we need to move the text baseline + // down by FramePadding.y ahead of time) + ImGui::AlignTextToFramePadding(); + ImGui::Text("OK Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item##2"); ImGui::SameLine(); + HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); + + // SmallButton() uses the same vertical padding as Text + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); + ImGui::SmallButton("TEST##2"); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Text aligned to framed item"); ImGui::SameLine(); + ImGui::Button("Item##1"); ImGui::SameLine(); + ImGui::Text("Item"); ImGui::SameLine(); + ImGui::SmallButton("Item##2"); ImGui::SameLine(); + ImGui::Button("Item##3"); + + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Multi-line text:"); + ImGui::Indent(); + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); + + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Misc items:"); + ImGui::Indent(); + + // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button. + ImGui::Button("80x80", ImVec2(80, 80)); + ImGui::SameLine(); + ImGui::Button("50x50", ImVec2(50, 50)); + ImGui::SameLine(); + ImGui::Button("Button()"); + ImGui::SameLine(); + ImGui::SmallButton("SmallButton()"); + + // Tree + const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::Button("Button##1"); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNode("Node##1")) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. + // Otherwise you can use SmallButton() (smaller fit). + ImGui::AlignTextToFramePadding(); + + // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add + // other contents below the node. + bool node_open = ImGui::TreeNode("Node##2"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + if (node_open) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Bullet + ImGui::Button("Button##3"); + ImGui::SameLine(0.0f, spacing); + ImGui::BulletText("Bullet text"); + + ImGui::AlignTextToFramePadding(); + ImGui::BulletText("Node"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::Unindent(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Scrolling"); + if (ImGui::TreeNode("Scrolling")) + { + // Vertical scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical"); + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); + + static int track_item = 50; + static bool enable_track = true; + static bool enable_extra_decorations = false; + static float scroll_to_off_px = 0.0f; + static float scroll_to_pos_px = 200.0f; + + ImGui::Checkbox("Decoration", &enable_extra_decorations); + + ImGui::Checkbox("Track", &enable_track); + ImGui::PushItemWidth(100); + ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + + bool scroll_to_off = ImGui::Button("Scroll Offset"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + + bool scroll_to_pos = ImGui::Button("Scroll To Pos"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + ImGui::PopItemWidth(); + + if (scroll_to_off || scroll_to_pos) + enable_track = false; + + ImGuiStyle& style = ImGui::GetStyle(); + float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; + if (child_w < 1.0f) + child_w = 1.0f; + ImGui::PushID("##VerticalScrolling"); + for (int i = 0; i < 5; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; + ImGui::TextUnformatted(names[i]); + + const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; + const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Borders, child_flags); + if (ImGui::BeginMenuBar()) + { + ImGui::TextUnformatted("abc"); + ImGui::EndMenuBar(); + } + if (scroll_to_off) + ImGui::SetScrollY(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_y = ImGui::GetScrollY(); + float scroll_max_y = ImGui::GetScrollMaxY(); + ImGui::EndChild(); + ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); + ImGui::EndGroup(); + } + ImGui::PopID(); + + // Horizontal scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal"); + ImGui::Spacing(); + HelpMarker( + "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" + "Because the clipping rectangle of most window hides half worth of WindowPadding on the " + "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " + "equivalent SetScrollFromPosY(+1) wouldn't."); + ImGui::PushID("##HorizontalScrolling"); + for (int i = 0; i < 5; i++) + { + float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags_Borders, child_flags); + if (scroll_to_off) + ImGui::SetScrollX(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (item > 0) + ImGui::SameLine(); + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::SameLine(); + const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; + ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); + ImGui::Spacing(); + } + ImGui::PopID(); + + // Miscellaneous Horizontal Scrolling Demo + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)"); + HelpMarker( + "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" + "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin()."); + static int lines = 7; + ImGui::SliderInt("Lines", &lines, 1, 15); + ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); + ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30); + ImGui::BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags_Borders, ImGuiWindowFlags_HorizontalScrollbar); + for (int line = 0; line < lines; line++) + { + // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() + // If you want to create your own time line for a real application you may be better off manipulating + // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets + // yourself. You may also want to use the lower-level ImDrawList API. + int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); + for (int n = 0; n < num_buttons; n++) + { + if (n > 0) ImGui::SameLine(); + ImGui::PushID(n + line * 1000); + char num_buf[16]; + sprintf(num_buf, "%d", n); + const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf; + float hue = n * 0.05f; + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); + ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f)); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::PopStyleVar(2); + float scroll_x_delta = 0.0f; + ImGui::SmallButton("<<"); + if (ImGui::IsItemActive()) + scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("Scroll from code"); ImGui::SameLine(); + ImGui::SmallButton(">>"); + if (ImGui::IsItemActive()) + scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x); + if (scroll_x_delta != 0.0f) + { + // Demonstrate a trick: you can use Begin to set yourself in the context of another window + // (here we are already out of your child window) + ImGui::BeginChild("scrolling"); + ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); + ImGui::EndChild(); + } + ImGui::Spacing(); + + static bool show_horizontal_contents_size_demo_window = false; + ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); + + if (show_horizontal_contents_size_demo_window) + { + static bool show_h_scrollbar = true; + static bool show_button = true; + static bool show_tree_nodes = true; + static bool show_text_wrapped = false; + static bool show_columns = true; + static bool show_tab_bar = true; + static bool show_child = false; + static bool explicit_content_size = false; + static float contents_size_x = 300.0f; + if (explicit_content_size) + ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); + ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window"); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); + HelpMarker( + "Test how different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\n" + "Use 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); + ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) + ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size + ImGui::Checkbox("Columns", &show_columns); // Will use contents size + ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Child", &show_child); // Will grow and use contents size + ImGui::Checkbox("Explicit content size", &explicit_content_size); + ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); + if (explicit_content_size) + { + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("##csx", &contents_size_x); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); + ImGui::Dummy(ImVec2(0, 10)); + } + ImGui::PopStyleVar(2); + ImGui::Separator(); + if (show_button) + { + ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); + } + if (show_tree_nodes) + { + bool open = true; + if (ImGui::TreeNode("this is a tree node")) + { + if (ImGui::TreeNode("another one of those tree node...")) + { + ImGui::Text("Some tree contents"); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::CollapsingHeader("CollapsingHeader", &open); + } + if (show_text_wrapped) + { + ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); + } + if (show_columns) + { + ImGui::Text("Tables:"); + if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders)) + { + for (int n = 0; n < 4; n++) + { + ImGui::TableNextColumn(); + ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x); + } + ImGui::EndTable(); + } + ImGui::Text("Columns:"); + ImGui::Columns(4); + for (int n = 0; n < 4; n++) + { + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::NextColumn(); + } + ImGui::Columns(1); + } + if (show_tab_bar && ImGui::BeginTabBar("Hello")) + { + if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } + ImGui::EndTabBar(); + } + if (show_child) + { + ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Borders); + ImGui::EndChild(); + } + ImGui::End(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Text Clipping"); + if (ImGui::TreeNode("Text Clipping")) + { + static ImVec2 size(100.0f, 100.0f); + static ImVec2 offset(30.0f, 30.0f); + ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); + ImGui::TextWrapped("(Click and drag to scroll)"); + + HelpMarker( + "(Left) Using ImGui::PushClipRect():\n" + "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" + "(use this if you want your clipping rectangle to affect interactions)\n\n" + "(Center) Using ImDrawList::PushClipRect():\n" + "Will alter ImDrawList rendering only.\n" + "(use this as a shortcut if you are only using ImDrawList calls)\n\n" + "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n" + "Will alter only this specific ImDrawList::AddText() rendering.\n" + "This is often used internally to avoid altering the clipping rectangle and minimize draw calls."); + + for (int n = 0; n < 3; n++) + { + if (n > 0) + ImGui::SameLine(); + + ImGui::PushID(n); + ImGui::InvisibleButton("##canvas", size); + if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) + { + offset.x += ImGui::GetIO().MouseDelta.x; + offset.y += ImGui::GetIO().MouseDelta.y; + } + ImGui::PopID(); + if (!ImGui::IsItemVisible()) // Skip rendering as ImDrawList elements are not clipped. + continue; + + const ImVec2 p0 = ImGui::GetItemRectMin(); + const ImVec2 p1 = ImGui::GetItemRectMax(); + const char* text_str = "Line 1 hello\nLine 2 clip me!"; + const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + switch (n) + { + case 0: + ImGui::PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + ImGui::PopClipRect(); + break; + case 1: + draw_list->PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + draw_list->PopClipRect(); + break; + case 2: + ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert. + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); + break; + } + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Overlap Mode"); + if (ImGui::TreeNode("Overlap Mode")) + { + static bool enable_allow_overlap = true; + + HelpMarker( + "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n" + "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. " + "Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state."); + ImGui::Checkbox("Enable AllowOverlap", &enable_allow_overlap); + + ImVec2 button1_pos = ImGui::GetCursorScreenPos(); + ImVec2 button2_pos = ImVec2(button1_pos.x + 50.0f, button1_pos.y + 50.0f); + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Button("Button 1", ImVec2(80, 80)); + ImGui::SetCursorScreenPos(button2_pos); + ImGui::Button("Button 2", ImVec2(80, 80)); + + // This is typically used with width-spanning items. + // (note that Selectable() has a dedicated flag ImGuiSelectableFlags_AllowOverlap, which is a shortcut + // for using SetNextItemAllowOverlap(). For demo purpose we use SetNextItemAllowOverlap() here.) + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Selectable("Some Selectable", false); + ImGui::SameLine(); + ImGui::SmallButton("++"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowPopups() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowPopups() +{ + IMGUI_DEMO_MARKER("Popups"); + if (!ImGui::CollapsingHeader("Popups & Modal windows")) + return; + + // The properties of popups windows are: + // - They block normal mouse hovering detection outside them. (*) + // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as + // we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup(). + // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even + // when normally blocked by a popup. + // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close + // popups at any time. + + // Typical use for regular windows: + // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); + // Typical use for popups: + // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } + + // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. + // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. + + IMGUI_DEMO_MARKER("Popups/Popups"); + if (ImGui::TreeNode("Popups")) + { + ImGui::TextWrapped( + "When a popup is active, it inhibits interacting with windows that are behind the popup. " + "Clicking outside the popup closes it."); + + static int selected_fish = -1; + const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" }; + static bool toggles[] = { true, false, false, false, false }; + + // Simple selection popup (if you want to show the current selection inside the Button itself, + // you may want to build a string using the "###" operator to preserve a constant ID with a variable label) + if (ImGui::Button("Select..")) + ImGui::OpenPopup("my_select_popup"); + ImGui::SameLine(); + ImGui::TextUnformatted(selected_fish == -1 ? "" : names[selected_fish]); + if (ImGui::BeginPopup("my_select_popup")) + { + ImGui::SeparatorText("Aquarium"); + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + if (ImGui::Selectable(names[i])) + selected_fish = i; + ImGui::EndPopup(); + } + + // Showing a menu with toggles + if (ImGui::Button("Toggle..")) + ImGui::OpenPopup("my_toggle_popup"); + if (ImGui::BeginPopup("my_toggle_popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + ImGui::EndMenu(); + } + + ImGui::Separator(); + ImGui::Text("Tooltip here"); + ImGui::SetItemTooltip("I am a tooltip over a popup"); + + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + ImGui::Text("I am the last one here."); + ImGui::EndPopup(); + } + ImGui::EndMenu(); + } + ImGui::EndPopup(); + } + ImGui::EndPopup(); + } + + // Call the more complete ShowExampleMenuFile which we use in various places of this demo + if (ImGui::Button("With a menu..")) + ImGui::OpenPopup("my_file_popup"); + if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + ImGui::MenuItem("Dummy"); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from popup!"); + ImGui::Button("This is a dummy button.."); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier."); + + // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: + // if (id == 0) + // id = GetItemID(); // Use last item id + // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + // OpenPopup(id); + // return BeginPopup(id); + // For advanced uses you may want to replicate and customize this code. + // See more details in BeginPopupContextItem(). + + // Example 1 + // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), + // and BeginPopupContextItem() will use the last item ID as the popup ID. + { + const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" }; + static int selected = -1; + for (int n = 0; n < 5; n++) + { + if (ImGui::Selectable(names[n], selected == n)) + selected = n; + if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id + { + selected = n; + ImGui::Text("This a popup for \"%s\"!", names[n]); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SetItemTooltip("Right-click to open popup"); + } + } + + // Example 2 + // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem(). + // Using an explicit identifier is also convenient if you want to activate the popups from different locations. + { + HelpMarker("Text() elements don't have stable identifiers so we need to provide one."); + static float value = 0.5f; + ImGui::Text("Value = %.3f <-- (1) right-click this text", value); + if (ImGui::BeginPopupContextItem("my popup")) + { + if (ImGui::Selectable("Set to zero")) value = 0.0f; + if (ImGui::Selectable("Set to PI")) value = 3.1415f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); + ImGui::EndPopup(); + } + + // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup. + // Here we make it that right-clicking this other text element opens the same popup as above. + // The popup itself will be submitted by the code above. + ImGui::Text("(2) Or right-click this text"); + ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight); + + // Back to square one: manually open the same popup. + if (ImGui::Button("(3) Or click this button")) + ImGui::OpenPopup("my popup"); + } + + // Example 3 + // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID), + // we need to make sure your item identifier is stable. + // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ). + { + HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator."); + static char name[32] = "Label1"; + char buf[64]; + sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label + ImGui::Button(buf); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("Edit name:"); + ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Modals"); + if (ImGui::TreeNode("Modals")) + { + ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside."); + + if (ImGui::Button("Delete..")) + ImGui::OpenPopup("Delete?"); + + // Always center this window when appearing + ImVec2 center = ImGui::GetMainViewport()->GetCenter(); + ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + + if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!"); + ImGui::Separator(); + + //static int unused_i = 0; + //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0"); + + static bool dont_ask_me_next_time = false; + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time); + ImGui::PopStyleVar(); + + if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::SetItemDefaultFocus(); + ImGui::SameLine(); + if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::EndPopup(); + } + + if (ImGui::Button("Stacked modals..")) + ImGui::OpenPopup("Stacked 1"); + if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Some menu item")) {} + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it."); + + // Testing behavior of widgets stacking their own regular popups over the modal. + static int item = 1; + static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + ImGui::ColorEdit4("Color", color); + + if (ImGui::Button("Add another modal..")) + ImGui::OpenPopup("Stacked 2"); + + // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which + // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value + // of the bool actually doesn't matter here. + bool unused_open = true; + if (ImGui::BeginPopupModal("Stacked 2", &unused_open)) + { + ImGui::Text("Hello from Stacked The Second!"); + ImGui::ColorEdit4("Color", color); // Allow opening another nested popup + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Menus inside a regular window"); + if (ImGui::TreeNode("Menus inside a regular window")) + { + ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); + ImGui::Separator(); + + ImGui::MenuItem("Menu item", "CTRL+M"); + if (ImGui::BeginMenu("Menu inside a regular window")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::Separator(); + ImGui::TreePop(); + } +} + +// Dummy data structure that we use for the Table demo. +// (pre-C++11 doesn't allow us to instantiate ImVector template if this structure is defined inside the demo function) +namespace +{ +// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. +// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID. +// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex) +// If you don't use sorting, you will generally never care about giving column an ID! +enum MyItemColumnID +{ + MyItemColumnID_ID, + MyItemColumnID_Name, + MyItemColumnID_Action, + MyItemColumnID_Quantity, + MyItemColumnID_Description +}; + +struct MyItem +{ + int ID; + const char* Name; + int Quantity; + + // We have a problem which is affecting _only this demo_ and should not affect your code: + // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(), + // however qsort doesn't allow passing user data to comparing function. + // As a workaround, we are storing the sort specs in a static/global for the comparing function to access. + // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global. + // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called + // very often by the sorting algorithm it would be a little wasteful. + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, MyItem* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), MyItem::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const MyItem* a = (const MyItem*)lhs; + const MyItem* b = (const MyItem*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn() + // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler! + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + switch (sort_spec->ColumnUserID) + { + case MyItemColumnID_ID: delta = (a->ID - b->ID); break; + case MyItemColumnID_Name: delta = (strcmp(a->Name, b->Name)); break; + case MyItemColumnID_Quantity: delta = (a->Quantity - b->Quantity); break; + case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break; + default: IM_ASSERT(0); break; + } + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + + // qsort() is instable so always return a way to differenciate items. + // Your own compare function may want to avoid fallback on implicit sort specs. + // e.g. a Name compare if it wasn't already part of the sort specs. + return (a->ID - b->ID); + } +}; +const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; +} + +// Make the UI compact because there are so many fields +static void PushStyleCompact() +{ + ImGuiStyle& style = ImGui::GetStyle(); + ImGui::PushStyleVarY(ImGuiStyleVar_FramePadding, (float)(int)(style.FramePadding.y * 0.60f)); + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, (float)(int)(style.ItemSpacing.y * 0.60f)); +} + +static void PopStyleCompact() +{ + ImGui::PopStyleVar(2); +} + +// Show a combo box with a choice of sizing policies +static void EditTableSizingFlags(ImGuiTableFlags* p_flags) +{ + struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; }; + static const EnumDesc policies[] = + { + { ImGuiTableFlags_None, "Default", "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." }, + { ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, + { ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." }, + { ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", "Columns default to _WidthStretch with weights proportional to their widths." }, + { ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." } + }; + int idx; + for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++) + if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_)) + break; + const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : ""; + if (ImGui::BeginCombo("Sizing Policy", preview_text)) + { + for (int n = 0; n < IM_ARRAYSIZE(policies); n++) + if (ImGui::Selectable(policies[n].Name, idx == n)) + *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value; + ImGui::EndCombo(); + } + ImGui::SameLine(); + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f); + for (int m = 0; m < IM_ARRAYSIZE(policies); m++) + { + ImGui::Separator(); + ImGui::Text("%s:", policies[m].Name); + ImGui::Separator(); + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f); + ImGui::TextUnformatted(policies[m].Tooltip); + } + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) +{ + ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)"); + ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide); + ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort); + if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch); + if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed); + ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize); + ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder); + ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide); + ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip); + ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort); + ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending); + ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending); + ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel); + ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth); + ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending); + ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending); + ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0"); + ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0"); + ImGui::CheckboxFlags("_AngledHeader", p_flags, ImGuiTableColumnFlags_AngledHeader); +} + +static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) +{ + ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled); + ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible); + ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted); + ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered); +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowTables() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowTables() +{ + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + IMGUI_DEMO_MARKER("Tables"); + if (!ImGui::CollapsingHeader("Tables & Columns")) + return; + + // Using those as a base value to create width/height that are factor of the size of our font + const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x; + const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing(); + + ImGui::PushID("Tables"); + + int open_action = -1; + if (ImGui::Button("Expand all")) + open_action = 1; + ImGui::SameLine(); + if (ImGui::Button("Collapse all")) + open_action = 0; + ImGui::SameLine(); + + // Options + static bool disable_indent = false; + ImGui::Checkbox("Disable tree indentation", &disable_indent); + ImGui::SameLine(); + HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width."); + ImGui::Separator(); + if (disable_indent) + ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); + + // About Styling of tables + // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs. + // There are however a few settings that a shared and part of the ImGuiStyle structure: + // style.CellPadding // Padding within each cell + // style.Colors[ImGuiCol_TableHeaderBg] // Table header background + // style.Colors[ImGuiCol_TableBorderStrong] // Table outer and header borders + // style.Colors[ImGuiCol_TableBorderLight] // Table inner borders + // style.Colors[ImGuiCol_TableRowBg] // Table row background when ImGuiTableFlags_RowBg is enabled (even rows) + // style.Colors[ImGuiCol_TableRowBgAlt] // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows) + + // Demos + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Basic"); + if (ImGui::TreeNode("Basic")) + { + // Here we will showcase three different ways to output a table. + // They are very simple variations of a same thing! + + // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. + // In many situations, this is the most flexible and easy to use pattern. + HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop."); + if (ImGui::BeginTable("table1", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Row %d Column %d", row, column); + } + } + ImGui::EndTable(); + } + + // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). + // This is generally more convenient when you have code manually submitting the contents of each column. + HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually."); + if (ImGui::BeginTable("table2", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("Row %d", row); + ImGui::TableNextColumn(); + ImGui::Text("Some contents"); + ImGui::TableNextColumn(); + ImGui::Text("123.456"); + } + ImGui::EndTable(); + } + + // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), + // as TableNextColumn() will automatically wrap around and create new rows as needed. + // This is generally more convenient when your cells all contains the same type of data. + HelpMarker( + "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains " + "the same type of contents.\n This is also more similar to the old NextColumn() function of the " + "Columns API, and provided to facilitate the Columns->Tables API transition."); + if (ImGui::BeginTable("table3", 3)) + { + for (int item = 0; item < 14; item++) + { + ImGui::TableNextColumn(); + ImGui::Text("Item %d", item); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Borders, background"); + if (ImGui::TreeNode("Borders, background")) + { + // Expose a few Borders related flags interactively + enum ContentsType { CT_Text, CT_FillButton }; + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static bool display_headers = false; + static int contents_type = CT_Text; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerH\n | ImGuiTableFlags_BordersOuterH"); + ImGui::Indent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner); + ImGui::Unindent(); + + ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:"); + ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text); + ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); + ImGui::Checkbox("Display headers", &display_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Display headers so we can inspect their interaction with borders + // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them now. See other sections for details) + if (display_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + if (contents_type == CT_Text) + ImGui::TextUnformatted(buf); + else if (contents_type == CT_FillButton) + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, stretch"); + if (ImGui::TreeNode("Resizable, stretch")) + { + // By default, if we don't enable ScrollX the sizing policy for each column is "Stretch" + // All columns maintain a sizing weight, and they will occupy all available width. + static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::SameLine(); HelpMarker( + "Using the _Resizable flag automatically enables the _BordersInnerV flag as well, " + "this is why the resize borders are still showing when unchecking this."); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, fixed"); + if (ImGui::TreeNode("Resizable, fixed")) + { + // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) + // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) + // If there is not enough available width to fit all columns, they will however be resized down. + // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings + HelpMarker( + "Using _Resizable + _SizingFixedFit flags.\n" + "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" + "Double-click a column border to auto-fit the column to its contents."); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, mixed"); + if (ImGui::TreeNode("Resizable, mixed")) + { + HelpMarker( + "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" + "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch."); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + if (ImGui::BeginTable("table1", 3, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 6, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 6; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers"); + if (ImGui::TreeNode("Reorderable, hideable, with headers")) + { + HelpMarker( + "Click and drag column headers to reorder columns.\n\n" + "Right-click on a header to open a context menu."); + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column. + // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.) + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Use outer_size.x == 0.0f instead of default to make the table as tight as possible + // (only valid when no scrolling and no stretch column) + if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Fixed %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Padding"); + if (ImGui::TreeNode("Padding")) + { + // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. + // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding. + HelpMarker( + "We often want outer padding activated when any using features which makes the edges of a column visible:\n" + "e.g.:\n" + "- BorderOuterV\n" + "- any form of row selection\n" + "Because of this, activating BorderOuterV sets the default to PadOuterX. " + "Using PadOuterX or NoPadOuterX you can override the default.\n\n" + "Actual padding values are using style.CellPadding.\n\n" + "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX); + ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX); + ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX); + ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)"); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV); + static bool show_headers = false; + ImGui::Checkbox("show_headers", &show_headers); + PopStyleCompact(); + + if (ImGui::BeginTable("table_padding", 3, flags1)) + { + if (show_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + { + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + } + else + { + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) + // ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255)); + } + } + ImGui::EndTable(); + } + + // Second example: set style.CellPadding to (0.0) or a custom value. + // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one... + HelpMarker("Setting style.CellPadding to (0,0) or a custom value."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static ImVec2 cell_padding(0.0f, 0.0f); + static bool show_widget_frame_bg = true; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable); + ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg); + ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f"); + PopStyleCompact(); + + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding); + if (ImGui::BeginTable("table_padding_2", 3, flags2)) + { + static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells + static bool init = true; + if (!show_widget_frame_bg) + ImGui::PushStyleColor(ImGuiCol_FrameBg, 0); + for (int cell = 0; cell < 3 * 5; cell++) + { + ImGui::TableNextColumn(); + if (init) + strcpy(text_bufs[cell], "edit me"); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushID(cell); + ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell])); + ImGui::PopID(); + } + if (!show_widget_frame_bg) + ImGui::PopStyleColor(); + init = false; + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Explicit widths"); + if (ImGui::TreeNode("Sizing policies")) + { + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame }; + for (int table_n = 0; table_n < 4; table_n++) + { + ImGui::PushID(table_n); + ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&sizing_policy_flags[table_n]); + + // To make it easier to understand the different sizing policy, + // For each policy: we display one table where the columns have equal contents width, + // and one where the columns have different contents width. + if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("AAAA"); + ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB"); + ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC"); + } + ImGui::EndTable(); + } + ImGui::PopID(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Advanced"); + ImGui::SameLine(); + HelpMarker( + "This section allows you to interact and see the effect of various sizing policies " + "depending on whether Scroll is enabled and the contents of your columns."); + + enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText }; + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable; + static int contents_type = CT_ShowWidth; + static int column_count = 3; + + PushStyleCompact(); + ImGui::PushID("Advanced"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&flags); + ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0"); + if (contents_type == CT_FillButton) + { + ImGui::SameLine(); + HelpMarker( + "Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop " + "where contents width can feed into auto-column width can feed into contents width."); + } + ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + + if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7))) + { + for (int cell = 0; cell < 10 * column_count; cell++) + { + ImGui::TableNextColumn(); + int column = ImGui::TableGetColumnIndex(); + int row = ImGui::TableGetRowIndex(); + + ImGui::PushID(cell); + char label[32]; + static char text_buf[32] = ""; + sprintf(label, "Hello %d,%d", column, row); + switch (contents_type) + { + case CT_ShortText: ImGui::TextUnformatted(label); break; + case CT_LongText: ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break; + case CT_ShowWidth: ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break; + case CT_Button: ImGui::Button(label); break; + case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break; + case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break; + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping"); + if (ImGui::TreeNode("Vertical scrolling, with clipping")) + { + HelpMarker( + "Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\n" + "We also demonstrate using ImGuiListClipper to virtualize the submission of many items."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible + ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None); + ImGui::TableHeadersRow(); + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(1000); + while (clipper.Step()) + { + for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Horizontal scrolling"); + if (ImGui::TreeNode("Horizontal scrolling")) + { + HelpMarker( + "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " + "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" + "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX, " + "because the container window won't automatically extend vertically to fix contents " + "(this may be improved in future versions)."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + static int freeze_cols = 1; + static int freeze_rows = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze() + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableSetupColumn("Four"); + ImGui::TableSetupColumn("Five"); + ImGui::TableSetupColumn("Six"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 20; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 7; column++) + { + // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement. + // Because here we know that: + // - A) all our columns are contributing the same to row height + // - B) column 0 is always visible, + // We only always submit this one column and can skip others. + // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags(). + if (!ImGui::TableSetColumnIndex(column) && column > 0) + continue; + if (column == 0) + ImGui::Text("Line %d", row); + else + ImGui::Text("Hello world %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Stretch + ScrollX"); + ImGui::SameLine(); + HelpMarker( + "Showcase using Stretch columns + ScrollX together: " + "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" + "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns " + "along with ScrollX doesn't make sense."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + static float inner_width = 1000.0f; + PushStyleCompact(); + ImGui::PushID("flags3"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX); + ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f"); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width)) + { + for (int cell = 0; cell < 20 * 7; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex()); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns flags"); + if (ImGui::TreeNode("Columns flags")) + { + // Create a first table just to show all the options/flags we want to make visible in our example! + const int column_count = 3; + const char* column_names[column_count] = { "One", "Two", "Three" }; + static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide }; + static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags() + + if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None)) + { + PushStyleCompact(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableNextColumn(); + ImGui::PushID(column); + ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns + ImGui::Text("'%s'", column_names[column]); + ImGui::Spacing(); + ImGui::Text("Input flags:"); + EditTableColumnsFlags(&column_flags[column]); + ImGui::Spacing(); + ImGui::Text("Output flags:"); + ImGui::BeginDisabled(); + ShowTableColumnsStatusFlags(column_flags_out[column]); + ImGui::EndDisabled(); + ImGui::PopID(); + } + PopStyleCompact(); + ImGui::EndTable(); + } + + // Create the real table we care about for the example! + // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, + // otherwise in a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + // + resizing the parent window down). + const ImGuiTableFlags flags + = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV + | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable; + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9); + if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size)) + { + bool has_angled_header = false; + for (int column = 0; column < column_count; column++) + { + has_angled_header |= (column_flags[column] & ImGuiTableColumnFlags_AngledHeader) != 0; + ImGui::TableSetupColumn(column_names[column], column_flags[column]); + } + if (has_angled_header) + ImGui::TableAngledHeadersRow(); + ImGui::TableHeadersRow(); + for (int column = 0; column < column_count; column++) + column_flags_out[column] = ImGui::TableGetColumnFlags(column); + float indent_step = (float)((int)TEXT_BASE_WIDTH / 2); + for (int row = 0; row < 8; row++) + { + // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. + ImGui::Indent(indent_step); + ImGui::TableNextRow(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column)); + } + } + ImGui::Unindent(indent_step * 8.0f); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns widths"); + if (ImGui::TreeNode("Columns widths")) + { + HelpMarker("Using TableSetupColumn() to setup default width."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize); + PopStyleCompact(); + if (ImGui::BeginTable("table1", 3, flags1)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f + ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f + ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + HelpMarker( + "Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, " + "fixed columns with set width may still be shrunk down if there's not enough space in the host."); + + static ImGuiTableFlags flags2 = ImGuiTableFlags_None; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 4, flags2)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and then all columns + // will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 4; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Nested tables"); + if (ImGui::TreeNode("Nested tables")) + { + HelpMarker("This demonstrates embedding a table into another table cell."); + + if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("A0"); + ImGui::TableSetupColumn("A1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextColumn(); + ImGui::Text("A0 Row 0"); + { + float rows_height = TEXT_BASE_HEIGHT * 2; + if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("B0"); + ImGui::TableSetupColumn("B1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 0"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 0"); + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 1"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 1"); + + ImGui::EndTable(); + } + } + ImGui::TableNextColumn(); ImGui::Text("A1 Row 0"); + ImGui::TableNextColumn(); ImGui::Text("A0 Row 1"); + ImGui::TableNextColumn(); ImGui::Text("A1 Row 1"); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Row height"); + if (ImGui::TreeNode("Row height")) + { + HelpMarker( + "You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, " + "so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\n" + "We cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row."); + if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_Borders)) + { + for (int row = 0; row < 8; row++) + { + float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row); + ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height); + ImGui::TableNextColumn(); + ImGui::Text("min_row_height = %.2f", min_row_height); + } + ImGui::EndTable(); + } + + HelpMarker( + "Showcase using SameLine(0,0) to share Current Line Height between cells.\n\n" + "Please note that Tables Row Height is not the same thing as Current Line Height, " + "as a table cell may contains multiple lines."); + if (ImGui::BeginTable("table_share_lineheight", 2, ImGuiTableFlags_Borders)) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##1", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::Text("Line 1"); + ImGui::Text("Line 2"); + + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##2", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::SameLine(0.0f, 0.0f); // Reuse line height from previous column + ImGui::Text("Line 1, with SameLine(0,0)"); + ImGui::Text("Line 2"); + + ImGui::EndTable(); + } + + HelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table."); + if (ImGui::BeginTable("table_changing_cellpadding_y", 1, ImGuiTableFlags_Borders)) + { + ImGuiStyle& style = ImGui::GetStyle(); + for (int row = 0; row < 8; row++) + { + if ((row % 3) == 2) + ImGui::PushStyleVarY(ImGuiStyleVar_CellPadding, 20.0f); + ImGui::TableNextRow(ImGuiTableRowFlags_None); + ImGui::TableNextColumn(); + ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y); + if ((row % 3) == 2) + ImGui::PopStyleVar(); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Outer size"); + if (ImGui::TreeNode("Outer size")) + { + // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY + // Important to that note how the two flags have slightly different behaviors! + ImGui::Text("Using NoHostExtendX and NoHostExtendY:"); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + PopStyleCompact(); + + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f); + if (ImGui::BeginTable("table1", 3, flags, outer_size)) + { + for (int row = 0; row < 10; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + ImGui::Text("Hello!"); + + ImGui::Spacing(); + + ImGui::Text("Using explicit size:"); + if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Background color"); + if (ImGui::TreeNode("Background color")) + { + static ImGuiTableFlags flags = ImGuiTableFlags_RowBg; + static int row_bg_type = 1; + static int row_bg_target = 1; + static int cell_bg_type = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style."); + ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0"); + ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them."); + ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here."); + IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2); + IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1); + IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 5, flags)) + { + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + + // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)' + // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag. + if (row_bg_type != 0) + { + ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient? + ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color); + } + + // Fill cells + for (int column = 0; column < 5; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%c%c", 'A' + row, '0' + column); + + // Change background of Cells B1->C2 + // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)' + // (the CellBg color will be blended over the RowBg and ColumnBg colors) + // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop. + if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1) + { + ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f)); + ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Tree view"); + if (ImGui::TreeNode("Tree view")) + { + static ImGuiTableFlags table_flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; + + static ImGuiTreeNodeFlags tree_node_flags_base = ImGuiTreeNodeFlags_SpanAllColumns; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanLabelWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanAllColumns); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_LabelSpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_LabelSpanAllColumns); + ImGui::SameLine(); HelpMarker("Useful if you know that you aren't displaying contents in other columns"); + + HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns."); + if (ImGui::BeginTable("3ways", 3, table_flags)) + { + // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide); + ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f); + ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f); + ImGui::TableHeadersRow(); + + // Simple storage to output a dummy file-system. + struct MyTreeNode + { + const char* Name; + const char* Type; + int Size; + int ChildIdx; + int ChildCount; + static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + const bool is_folder = (node->ChildCount > 0); + + ImGuiTreeNodeFlags node_flags = tree_node_flags_base; + if (node != &all_nodes[0]) + node_flags &= ~ImGuiTreeNodeFlags_LabelSpanAllColumns; // Only demonstrate this on the root node. + + if (is_folder) + { + bool open = ImGui::TreeNodeEx(node->Name, node_flags); + if ((node_flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) == 0) + { + ImGui::TableNextColumn(); + ImGui::TextDisabled("--"); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + if (open) + { + for (int child_n = 0; child_n < node->ChildCount; child_n++) + DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes); + ImGui::TreePop(); + } + } + else + { + ImGui::TreeNodeEx(node->Name, node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen); + ImGui::TableNextColumn(); + ImGui::Text("%d", node->Size); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + } + }; + static const MyTreeNode nodes[] = + { + { "Root with Long Name", "Folder", -1, 1, 3 }, // 0 + { "Music", "Folder", -1, 4, 2 }, // 1 + { "Textures", "Folder", -1, 6, 3 }, // 2 + { "desktop.ini", "System file", 1024, -1,-1 }, // 3 + { "File1_a.wav", "Audio file", 123000, -1,-1 }, // 4 + { "File1_b.wav", "Audio file", 456000, -1,-1 }, // 5 + { "Image001.png", "Image file", 203128, -1,-1 }, // 6 + { "Copy of Image001.png", "Image file", 203256, -1,-1 }, // 7 + { "Copy of Image001 (Final2).png","Image file", 203512, -1,-1 }, // 8 + }; + + MyTreeNode::DisplayNode(&nodes[0], nodes); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Item width"); + if (ImGui::TreeNode("Item width")) + { + HelpMarker( + "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" + "Note that on auto-resizing non-resizable fixed columns, querying the content width for " + "e.g. right-alignment doesn't make sense."); + if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders)) + { + ImGui::TableSetupColumn("small"); + ImGui::TableSetupColumn("half"); + ImGui::TableSetupColumn("right-align"); + ImGui::TableHeadersRow(); + + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + if (row == 0) + { + // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) + ImGui::TableSetColumnIndex(0); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small + ImGui::TableSetColumnIndex(1); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::TableSetColumnIndex(2); + ImGui::PushItemWidth(-FLT_MIN); // Right-aligned + } + + // Draw our contents + static float dummy_f = 0.0f; + ImGui::PushID(row); + ImGui::TableSetColumnIndex(0); + ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(1); + ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(2); + ImGui::SliderFloat("##float2", &dummy_f, 0.0f, 1.0f); // No visible label since right-aligned + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using TableHeader() calls instead of TableHeadersRow() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Custom headers"); + if (ImGui::TreeNode("Custom headers")) + { + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("Apricot"); + ImGui::TableSetupColumn("Banana"); + ImGui::TableSetupColumn("Cherry"); + + // Dummy entire-column selection storage + // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. + static bool column_selected[3] = {}; + + // Instead of calling TableHeadersRow() we'll submit custom headers ourselves. + // (A different approach is also possible: + // - Specify ImGuiTableColumnFlags_NoHeaderLabel in some TableSetupColumn() call. + // - Call TableHeadersRow() normally. This will submit TableHeader() with no name. + // - Then call TableSetColumnIndex() to position yourself in the column and submit your stuff e.g. Checkbox().) + ImGui::TableNextRow(ImGuiTableRowFlags_Headers); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn() + ImGui::PushID(column); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("##checkall", &column_selected[column]); + ImGui::PopStyleVar(); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::TableHeader(column_name); + ImGui::PopID(); + } + + // Submit table contents + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + char buf[32]; + sprintf(buf, "Cell %d,%d", column, row); + ImGui::TableSetColumnIndex(column); + ImGui::Selectable(buf, column_selected[column]); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using ImGuiTableColumnFlags_AngledHeader flag to create angled headers + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Angled headers"); + if (ImGui::TreeNode("Angled headers")) + { + const char* column_names[] = { "Track", "cabasa", "ride", "smash", "tom-hi", "tom-mid", "tom-low", "hihat-o", "hihat-c", "snare-s", "snare-c", "clap", "rim", "kick" }; + const int columns_count = IM_ARRAYSIZE(column_names); + const int rows_count = 12; + + static ImGuiTableFlags table_flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_Hideable | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_HighlightHoveredColumn; + static ImGuiTableColumnFlags column_flags = ImGuiTableColumnFlags_AngledHeader | ImGuiTableColumnFlags_WidthFixed; + static bool bools[columns_count * rows_count] = {}; // Dummy storage selection storage + static int frozen_cols = 1; + static int frozen_rows = 2; + ImGui::CheckboxFlags("_ScrollX", &table_flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("_ScrollY", &table_flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("_Resizable", &table_flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("_Sortable", &table_flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("_NoBordersInBody", &table_flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("_HighlightHoveredColumn", &table_flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen columns", &frozen_cols, 0, 2); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen rows", &frozen_rows, 0, 2); + ImGui::CheckboxFlags("Disable header contributing to column width", &column_flags, ImGuiTableColumnFlags_NoHeaderWidth); + + if (ImGui::TreeNode("Style settings")) + { + ImGui::SameLine(); + HelpMarker("Giving access to some ImGuiStyle value in this demo for convenience."); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderAngle("style.TableAngledHeadersAngle", &ImGui::GetStyle().TableAngledHeadersAngle, -50.0f, +50.0f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderFloat2("style.TableAngledHeadersTextAlign", (float*)&ImGui::GetStyle().TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::TreePop(); + } + + if (ImGui::BeginTable("table_angled_headers", columns_count, table_flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 12))) + { + ImGui::TableSetupColumn(column_names[0], ImGuiTableColumnFlags_NoHide | ImGuiTableColumnFlags_NoReorder); + for (int n = 1; n < columns_count; n++) + ImGui::TableSetupColumn(column_names[n], column_flags); + ImGui::TableSetupScrollFreeze(frozen_cols, frozen_rows); + + ImGui::TableAngledHeadersRow(); // Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag. + ImGui::TableHeadersRow(); // Draw remaining headers and allow access to context-menu and other functions. + for (int row = 0; row < rows_count; row++) + { + ImGui::PushID(row); + ImGui::TableNextRow(); + ImGui::TableSetColumnIndex(0); + ImGui::AlignTextToFramePadding(); + ImGui::Text("Track %d", row); + for (int column = 1; column < columns_count; column++) + if (ImGui::TableSetColumnIndex(column)) + { + ImGui::PushID(column); + ImGui::Checkbox("", &bools[row * columns_count + column]); + ImGui::PopID(); + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate creating custom context menus inside columns, + // while playing it nice with context menus provided by TableHeadersRow()/TableHeader() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker( + "By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\n" + "Using ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); + static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody); + PopStyleCompact(); + + // Context Menus: first example + // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + + // Submit dummy contents + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Context Menus: second example + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [2.2] Right-click on the ".." to open a custom popup + // [2.3] Right-click in columns to open another custom popup + HelpMarker( + "Demonstrate mixing table context menu (over header), item context button (over button) " + "and custom per-colunm context menu (over column body)."); + ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + // Submit dummy contents + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + ImGui::SameLine(); + + // [2.2] Right-click on the ".." to open a custom popup + ImGui::PushID(row * COLUMNS_COUNT + column); + ImGui::SmallButton(".."); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + } + + // [2.3] Right-click anywhere in columns to open another custom popup + // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup + // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping) + int hovered_column = -1; + for (int column = 0; column < COLUMNS_COUNT + 1; column++) + { + ImGui::PushID(column); + if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered) + hovered_column = column; + if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1)) + ImGui::OpenPopup("MyPopup"); + if (ImGui::BeginPopup("MyPopup")) + { + if (column == COLUMNS_COUNT) + ImGui::Text("This is a custom popup for unused space after the last column."); + else + ImGui::Text("This is a custom popup for Column %d", column); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + + ImGui::EndTable(); + ImGui::Text("Hovered column: %d", hovered_column); + } + ImGui::TreePop(); + } + + // Demonstrate creating multiple tables with the same ID + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Synced instances"); + if (ImGui::TreeNode("Synced instances")) + { + HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); + + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings; + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_SizingFixedFit", &flags, ImGuiTableFlags_SizingFixedFit); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + for (int n = 0; n < 3; n++) + { + char buf[32]; + sprintf(buf, "Synced Table %d", n); + bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen); + if (open && ImGui::BeginTable("Table", 3, flags, ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 5))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + const int cell_count = (n == 1) ? 27 : 9; // Make second table have a scrollbar to verify that additional decoration is not affecting column positions. + for (int cell = 0; cell < cell_count; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("this cell %d", cell); + } + ImGui::EndTable(); + } + } + ImGui::TreePop(); + } + + // Demonstrate using Sorting facilities + // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting. + // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified) + static const char* template_items_names[] = + { + "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", + "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" + }; + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Sorting"); + if (ImGui::TreeNode("Sorting")) + { + // Create item list + static ImVector items; + if (items.Size == 0) + { + items.resize(50, MyItem()); + for (int n = 0; n < items.Size; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (n * n - n) % 20; // Assign default quantities + } + } + + // Options + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollY; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + PopStyleCompact(); + + if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + // Demonstrate using a mixture of flags among available sort-related flags: + // - ImGuiTableColumnFlags_DefaultSort + // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending + // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending + ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible + ImGui::TableHeadersRow(); + + // Sort our data if sort specs have been changed! + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) + { + // Display a data item + MyItem* item = &items[row_n]; + ImGui::PushID(item->ID); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("%04d", item->ID); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(item->Name); + ImGui::TableNextColumn(); + ImGui::SmallButton("None"); + ImGui::TableNextColumn(); + ImGui::Text("%d", item->Quantity); + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // In this example we'll expose most table flags and settings. + // For specific flags and settings refer to the corresponding section for more detailed explanation. + // This section is mostly useful to experiment with combining certain flags or settings with each others. + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Advanced"); + if (ImGui::TreeNode("Advanced")) + { + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable + | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_SizingFixedFit; + static ImGuiTableColumnFlags columns_base_flags = ImGuiTableColumnFlags_None; + + enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow }; + static int contents_type = CT_SelectableSpanRow; + const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" }; + static int freeze_cols = 1; + static int freeze_rows = 1; + static int items_count = IM_ARRAYSIZE(template_items_names) * 2; + static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12); + static float row_min_height = 0.0f; // Auto + static float inner_width_with_scroll = 0.0f; // Auto-extend + static bool outer_size_enabled = true; + static bool show_headers = true; + static bool show_wrapped_text = false; + //static ImGuiTextFilter filter; + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing + if (ImGui::TreeNode("Options")) + { + // Make the UI compact because there are so many fields + PushStyleCompact(); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f); + + if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen)) + { + EditTableSizingFlags(&flags); + ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled."); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Headers:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_headers", &show_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", &columns_base_flags, ImGuiTableColumnFlags_AngledHeader); + ImGui::SameLine(); HelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_wrapped_text", &show_wrapped_text); + + ImGui::DragFloat2("##OuterSize", &outer_size_value.x); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Checkbox("outer_size", &outer_size_enabled); + ImGui::SameLine(); + HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" + "- The table is output directly in the parent window.\n" + "- OuterSize.x < 0.0f will right-align the table.\n" + "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n" + "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set)."); + + // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. + // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled. + ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX); + + ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX); + ImGui::SameLine(); HelpMarker("Specify height of the Selectable item."); + + ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999); + ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names)); + //filter.Draw("filter"); + ImGui::TreePop(); + } + + ImGui::PopItemWidth(); + PopStyleCompact(); + ImGui::Spacing(); + ImGui::TreePop(); + } + + // Update item list if we changed the number of items + static ImVector items; + static ImVector selection; + static bool items_need_sort = false; + if (items.Size != items_count) + { + items.resize(items_count, MyItem()); + for (int n = 0; n < items_count; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities + } + } + + const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList(); + const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size; + ImVec2 table_scroll_cur, table_scroll_max; // For debug display + const ImDrawList* table_draw_list = NULL; // " + + // Submit table + const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f; + if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + ImGui::TableSetupColumn("ID", columns_base_flags | ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", columns_base_flags | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", columns_base_flags | ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", columns_base_flags | ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupColumn("Description", columns_base_flags | ((flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch), 0.0f, MyItemColumnID_Description); + ImGui::TableSetupColumn("Hidden", columns_base_flags | ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + + // Sort our data if sort specs have been changed! + ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs(); + if (sort_specs && sort_specs->SpecsDirty) + items_need_sort = true; + if (sort_specs && items_need_sort && items.Size > 1) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + items_need_sort = false; + + // Take note of whether we are currently sorting based on the Quantity field, + // we will use this to trigger sorting when we know the data of this column has been modified. + const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0; + + // Show headers + if (show_headers && (columns_base_flags & ImGuiTableColumnFlags_AngledHeader) != 0) + ImGui::TableAngledHeadersRow(); + if (show_headers) + ImGui::TableHeadersRow(); + + // Show data + // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? +#if 1 + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + { + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) +#else + // Without clipper + { + for (int row_n = 0; row_n < items.Size; row_n++) +#endif + { + MyItem* item = &items[row_n]; + //if (!filter.PassFilter(item->Name)) + // continue; + + const bool item_is_selected = selection.contains(item->ID); + ImGui::PushID(item->ID); + ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height); + + // For the demo purpose we can select among different type of items submitted in the first column + ImGui::TableSetColumnIndex(0); + char label[32]; + sprintf(label, "%04d", item->ID); + if (contents_type == CT_Text) + ImGui::TextUnformatted(label); + else if (contents_type == CT_Button) + ImGui::Button(label); + else if (contents_type == CT_SmallButton) + ImGui::SmallButton(label); + else if (contents_type == CT_FillButton) + ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); + else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow) + { + ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap : ImGuiSelectableFlags_None; + if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height))) + { + if (ImGui::GetIO().KeyCtrl) + { + if (item_is_selected) + selection.find_erase_unsorted(item->ID); + else + selection.push_back(item->ID); + } + else + { + selection.clear(); + selection.push_back(item->ID); + } + } + } + + if (ImGui::TableSetColumnIndex(1)) + ImGui::TextUnformatted(item->Name); + + // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, + // and we are currently sorting on the column showing the Quantity. + // To avoid triggering a sort while holding the button, we only trigger it when the button has been released. + // You will probably need some extra logic if you want to automatically sort when a specific entry changes. + if (ImGui::TableSetColumnIndex(2)) + { + if (ImGui::SmallButton("Chop")) { item->Quantity += 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + ImGui::SameLine(); + if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + } + + if (ImGui::TableSetColumnIndex(3)) + ImGui::Text("%d", item->Quantity); + + ImGui::TableSetColumnIndex(4); + if (show_wrapped_text) + ImGui::TextWrapped("Lorem ipsum dolor sit amet"); + else + ImGui::Text("Lorem ipsum dolor sit amet"); + + if (ImGui::TableSetColumnIndex(5)) + ImGui::Text("1234"); + + ImGui::PopID(); + } + } + + // Store some info to display debug details below + table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY()); + table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY()); + table_draw_list = ImGui::GetWindowDrawList(); + ImGui::EndTable(); + } + static bool show_debug_details = false; + ImGui::Checkbox("Debug details", &show_debug_details); + if (show_debug_details && table_draw_list) + { + ImGui::SameLine(0.0f, 0.0f); + const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size; + if (table_draw_list == parent_draw_list) + ImGui::Text(": DrawCmd: +%d (in same window)", + table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count); + else + ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", + table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y); + } + ImGui::TreePop(); + } + + ImGui::PopID(); + + ShowDemoWindowColumns(); + + if (disable_indent) + ImGui::PopStyleVar(); +} + +// Demonstrate old/legacy Columns API! +// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!] +static void ShowDemoWindowColumns() +{ + IMGUI_DEMO_MARKER("Columns (legacy API)"); + bool open = ImGui::TreeNode("Legacy Columns API"); + ImGui::SameLine(); + HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!"); + if (!open) + return; + + // Basic columns + IMGUI_DEMO_MARKER("Columns (legacy API)/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::Text("Without border:"); + ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border + ImGui::Separator(); + for (int n = 0; n < 14; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + if (ImGui::Selectable(label)) {} + //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} + ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + + ImGui::Text("With border:"); + ImGui::Columns(4, "mycolumns"); // 4-ways, with border + ImGui::Separator(); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Text("Hovered"); ImGui::NextColumn(); + ImGui::Separator(); + const char* names[3] = { "One", "Two", "Three" }; + const char* paths[3] = { "/path/one", "/path/two", "/path/three" }; + static int selected = -1; + for (int i = 0; i < 3; i++) + { + char label[32]; + sprintf(label, "%04d", i); + if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns)) + selected = i; + bool hovered = ImGui::IsItemHovered(); + ImGui::NextColumn(); + ImGui::Text(names[i]); ImGui::NextColumn(); + ImGui::Text(paths[i]); ImGui::NextColumn(); + ImGui::Text("%d", hovered); ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Borders"); + if (ImGui::TreeNode("Borders")) + { + // NB: Future columns API should allow automatic horizontal borders. + static bool h_borders = true; + static bool v_borders = true; + static int columns_count = 4; + const int lines_count = 3; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); + if (columns_count < 2) + columns_count = 2; + ImGui::SameLine(); + ImGui::Checkbox("horizontal", &h_borders); + ImGui::SameLine(); + ImGui::Checkbox("vertical", &v_borders); + ImGui::Columns(columns_count, NULL, v_borders); + for (int i = 0; i < columns_count * lines_count; i++) + { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); + ImGui::PushID(i); + ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::PopID(); + ImGui::NextColumn(); + } + ImGui::Columns(1); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + + // Create multiple items in a same cell before switching to next column + IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items"); + if (ImGui::TreeNode("Mixed items")) + { + ImGui::Columns(3, "mixed"); + ImGui::Separator(); + + ImGui::Text("Hello"); + ImGui::Button("Banana"); + ImGui::NextColumn(); + + ImGui::Text("ImGui"); + ImGui::Button("Apple"); + static float foo = 1.0f; + ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f"); + ImGui::Text("An extra line here."); + ImGui::NextColumn(); + + ImGui::Text("Sailor"); + ImGui::Button("Corniflower"); + static float bar = 1.0f; + ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f"); + ImGui::NextColumn(); + + if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + // Word wrapping + IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping"); + if (ImGui::TreeNode("Word-wrapping")) + { + ImGui::Columns(2, "word-wrapping"); + ImGui::Separator(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Left"); + ImGui::NextColumn(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Right"); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling"); + if (ImGui::TreeNode("Horizontal Scrolling")) + { + ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); + ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f); + ImGui::BeginChild("##ScrollingRegion", child_size, ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::Columns(10); + + // Also demonstrate using clipper for large vertical lists + int ITEMS_COUNT = 2000; + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + while (clipper.Step()) + { + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + for (int j = 0; j < 10; j++) + { + ImGui::Text("Line %d Column %d...", i, j); + ImGui::NextColumn(); + } + } + ImGui::Columns(1); + ImGui::EndChild(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Tree"); + if (ImGui::TreeNode("Tree")) + { + ImGui::Columns(2, "tree", true); + for (int x = 0; x < 3; x++) + { + bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + ImGui::NextColumn(); + if (open1) + { + for (int y = 0; y < 3; y++) + { + bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + if (open2) + { + ImGui::Text("Even more contents"); + if (ImGui::TreeNode("Tree in column")) + { + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::TreePop(); + } + } + ImGui::NextColumn(); + if (open2) + ImGui::TreePop(); + } + ImGui::TreePop(); + } + } + ImGui::Columns(1); + ImGui::TreePop(); + } + + ImGui::TreePop(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowInputs() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowInputs() +{ + IMGUI_DEMO_MARKER("Inputs & Focus"); + if (ImGui::CollapsingHeader("Inputs & Focus")) + { + ImGuiIO& io = ImGui::GetIO(); + + // Display inputs submitted to ImGuiIO + IMGUI_DEMO_MARKER("Inputs & Focus/Inputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + bool inputs_opened = ImGui::TreeNode("Inputs"); + ImGui::SameLine(); + HelpMarker( + "This is a simplified view. See more detailed input state:\n" + "- in 'Tools->Metrics/Debugger->Inputs'.\n" + "- in 'Tools->Debug Log->IO'."); + if (inputs_opened) + { + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse pos: "); + ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + ImGui::Text("Mouse down:"); + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); + + // We iterate both legacy native range and named ImGuiKey ranges. This is a little unusual/odd but this allows + // displaying the data for old/new backends. + // User code should never have to go through such hoops! + // You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; + ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN; + ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); } + ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + + ImGui::TreePop(); + } + + // Display ImGuiIO output flags + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + bool outputs_opened = ImGui::TreeNode("Outputs"); + ImGui::SameLine(); + HelpMarker( + "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui " + "to instruct your application of how to route inputs. Typically, when a value is true, it means " + "Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n" + "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, " + "and underlying application should ignore mouse inputs (in practice there are many and more subtle " + "rules leading to how those flags are set)."); + if (outputs_opened) + { + ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse); + ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); + ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard); + ImGui::Text("io.WantTextInput: %d", io.WantTextInput); + ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos); + ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible); + + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/WantCapture override"); + if (ImGui::TreeNode("WantCapture override")) + { + HelpMarker( + "Hovering the colored canvas will override io.WantCaptureXXX fields.\n" + "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering " + "and true when clicking."); + static int capture_override_mouse = -1; + static int capture_override_keyboard = -1; + const char* capture_override_desc[] = { "None", "Set to false", "Set to true" }; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureMouse() on hover", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureKeyboard() on hover", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp); + + ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(128.0f, 96.0f)); // Dummy item + if (ImGui::IsItemHovered() && capture_override_mouse != -1) + ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1); + if (ImGui::IsItemHovered() && capture_override_keyboard != -1) + ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1); + + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Demonstrate using Shortcut() and Routing Policies. + // The general flow is: + // - Code interested in a chord (e.g. "Ctrl+A") declares their intent. + // - Multiple locations may be interested in same chord! Routing helps find a winner. + // - Every frame, we resolve all claims and assign one owner if the modifiers are matching. + // - The lower-level function is 'bool SetShortcutRouting()', returns true when caller got the route. + // - Most of the times, SetShortcutRouting() is not called directly. User mostly calls Shortcut() with routing flags. + // - If you call Shortcut() WITHOUT any routing option, it uses ImGuiInputFlags_RouteFocused. + // TL;DR: Most uses will simply be: + // - Shortcut(ImGuiMod_Ctrl | ImGuiKey_A); // Use ImGuiInputFlags_RouteFocused policy. + IMGUI_DEMO_MARKER("Inputs & Focus/Shortcuts"); + if (ImGui::TreeNode("Shortcuts")) + { + static ImGuiInputFlags route_options = ImGuiInputFlags_Repeat; + static ImGuiInputFlags route_type = ImGuiInputFlags_RouteFocused; + ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &route_options, ImGuiInputFlags_Repeat); + ImGui::RadioButton("ImGuiInputFlags_RouteActive", &route_type, ImGuiInputFlags_RouteActive); + ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &route_type, ImGuiInputFlags_RouteFocused); + ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &route_type, ImGuiInputFlags_RouteGlobal); + ImGui::Indent(); + ImGui::BeginDisabled(route_type != ImGuiInputFlags_RouteGlobal); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverFocused", &route_options, ImGuiInputFlags_RouteOverFocused); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverActive", &route_options, ImGuiInputFlags_RouteOverActive); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteUnlessBgFocused", &route_options, ImGuiInputFlags_RouteUnlessBgFocused); + ImGui::EndDisabled(); + ImGui::Unindent(); + ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &route_type, ImGuiInputFlags_RouteAlways); + ImGuiInputFlags flags = route_type | route_options; // Merged flags + if (route_type != ImGuiInputFlags_RouteGlobal) + flags &= ~(ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused); + + ImGui::SeparatorText("Using SetNextItemShortcut()"); + ImGui::Text("Ctrl+S"); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, flags | ImGuiInputFlags_Tooltip); + ImGui::Button("Save"); + ImGui::Text("Alt+F"); + ImGui::SetNextItemShortcut(ImGuiMod_Alt | ImGuiKey_F, flags | ImGuiInputFlags_Tooltip); + static float f = 0.5f; + ImGui::SliderFloat("Factor", &f, 0.0f, 1.0f); + + ImGui::SeparatorText("Using Shortcut()"); + const float line_height = ImGui::GetTextLineHeightWithSpacing(); + const ImGuiKeyChord key_chord = ImGuiMod_Ctrl | ImGuiKey_A; + + ImGui::Text("Ctrl+A"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(1.0f, 0.0f, 1.0f, 0.1f)); + + ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 14), true); + ImGui::Text("Press CTRL+A and see who receives it!"); + ImGui::Separator(); + + // 1: Window polling for CTRL+A + ImGui::Text("(in WindowA)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + // 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active) + // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //char str[16] = "Press CTRL+A"; + //ImGui::Spacing(); + //ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); + //ImGuiID item_id = ImGui::GetItemID(); + //ImGui::SameLine(); HelpMarker("Internal widgets always use _RouteFocused"); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, item_id) ? "PRESSED" : "..."); + + // 3: Dummy child is not claiming the route: focusing them shouldn't steal route away from WindowA + ImGui::BeginChild("ChildD", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildD: not using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused()); + ImGui::EndChild(); + + // 4: Child window polling for CTRL+A. It is deeper than WindowA and gets priority when focused. + ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildE: using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + ImGui::EndChild(); + + // 5: In a popup + if (ImGui::Button("Open Popup")) + ImGui::OpenPopup("PopupF"); + if (ImGui::BeginPopup("PopupF")) + { + ImGui::Text("(in PopupF)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //ImGui::InputText("InputTextG", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, ImGui::GetItemID()) ? "PRESSED" : "..."); + ImGui::EndPopup(); + } + ImGui::EndChild(); + ImGui::PopStyleColor(); + + ImGui::TreePop(); + } + + // Display mouse cursors + IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors"); + if (ImGui::TreeNode("Mouse Cursors")) + { + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); + + ImGuiMouseCursor current = ImGui::GetMouseCursor(); + const char* cursor_name = (current >= ImGuiMouseCursor_Arrow) && (current < ImGuiMouseCursor_COUNT) ? mouse_cursors_names[current] : "N/A"; + ImGui::Text("Current mouse cursor = %d: %s", current, cursor_name); + ImGui::BeginDisabled(true); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::EndDisabled(); + + ImGui::Text("Hover to see mouse cursors:"); + ImGui::SameLine(); HelpMarker( + "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " + "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " + "otherwise your backend needs to handle it."); + for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) + { + char label[32]; + sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); + ImGui::Bullet(); ImGui::Selectable(label, false); + if (ImGui::IsItemHovered()) + ImGui::SetMouseCursor(i); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing"); + if (ImGui::TreeNode("Tabbing")) + { + ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); + static char buf[32] = "hello"; + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); + ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopItemFlag(); + ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code"); + if (ImGui::TreeNode("Focus from code")) + { + bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine(); + bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine(); + bool focus_3 = ImGui::Button("Focus on 3"); + int has_focus = 0; + static char buf[128] = "click on a button to set focus"; + + if (focus_1) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 1; + + if (focus_2) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 2; + + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); + if (focus_3) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 3; + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopItemFlag(); + + if (has_focus) + ImGui::Text("Item with focus: %d", has_focus); + else + ImGui::Text("Item with focus: "); + + // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item + static float f3[3] = { 0.0f, 0.0f, 0.0f }; + int focus_ahead = -1; + if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine(); + if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine(); + if (ImGui::Button("Focus on Z")) { focus_ahead = 2; } + if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); + ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); + + ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Dragging"); + if (ImGui::TreeNode("Dragging")) + { + ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); + for (int button = 0; button < 3; button++) + { + ImGui::Text("IsMouseDragging(%d):", button); + ImGui::Text(" w/ default threshold: %d,", ImGui::IsMouseDragging(button)); + ImGui::Text(" w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f)); + ImGui::Text(" w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f)); + } + + ImGui::Button("Drag Me"); + if (ImGui::IsItemActive()) + ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor + + // Drag operations gets "unlocked" when the mouse has moved past a certain threshold + // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher + // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta(). + ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); + ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); + ImVec2 mouse_delta = io.MouseDelta; + ImGui::Text("GetMouseDragDelta(0):"); + ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y); + ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y); + ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y); + ImGui::TreePop(); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] About Window / ShowAboutWindow() +// Access from Dear ImGui Demo -> Tools -> About +//----------------------------------------------------------------------------- + +void ImGui::ShowAboutWindow(bool* p_open) +{ + if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Tools/About Dear ImGui"); + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + + ImGui::TextLinkOpenURL("Homepage", "https://github.com/ocornut/imgui"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("FAQ", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Wiki", "https://github.com/ocornut/imgui/wiki"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Releases", "https://github.com/ocornut/imgui/releases"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Funding", "https://github.com/ocornut/imgui/wiki/Funding"); + + ImGui::Separator(); + ImGui::Text("(c) 2014-2025 Omar Cornut"); + ImGui::Text("Developed by Omar Cornut and all Dear ImGui contributors."); + ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); + ImGui::Text("If your company uses this, please consider funding the project."); + + static bool show_config_info = false; + ImGui::Checkbox("Config/Build Information", &show_config_info); + if (show_config_info) + { + ImGuiIO& io = ImGui::GetIO(); + ImGuiStyle& style = ImGui::GetStyle(); + + bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); + ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18); + ImGui::BeginChild(ImGui::GetID("cfg_infos"), child_size, ImGuiChildFlags_FrameStyle); + if (copy_to_clipboard) + { + ImGui::LogToClipboard(); + ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub + } + + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Separator(); + ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); + ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); +#endif +#ifdef IMGUI_USE_BGRA_PACKED_COLOR + ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR"); +#endif +#ifdef _WIN32 + ImGui::Text("define: _WIN32"); +#endif +#ifdef _WIN64 + ImGui::Text("define: _WIN64"); +#endif +#ifdef __linux__ + ImGui::Text("define: __linux__"); +#endif +#ifdef __APPLE__ + ImGui::Text("define: __APPLE__"); +#endif +#ifdef _MSC_VER + ImGui::Text("define: _MSC_VER=%d", _MSC_VER); +#endif +#ifdef _MSVC_LANG + ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG); +#endif +#ifdef __MINGW32__ + ImGui::Text("define: __MINGW32__"); +#endif +#ifdef __MINGW64__ + ImGui::Text("define: __MINGW64__"); +#endif +#ifdef __GNUC__ + ImGui::Text("define: __GNUC__=%d", (int)__GNUC__); +#endif +#ifdef __clang_version__ + ImGui::Text("define: __clang_version__=%s", __clang_version__); +#endif +#ifdef __EMSCRIPTEN__ + ImGui::Text("define: __EMSCRIPTEN__"); + ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_major__, __EMSCRIPTEN_minor__, __EMSCRIPTEN_tiny__); +#endif +#ifdef IMGUI_HAS_VIEWPORT + ImGui::Text("define: IMGUI_HAS_VIEWPORT"); +#endif +#ifdef IMGUI_HAS_DOCK + ImGui::Text("define: IMGUI_HAS_DOCK"); +#endif + ImGui::Separator(); + ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); + ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); + ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) ImGui::Text(" NoKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ImGui::Text(" DpiEnableScaleViewports"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ImGui::Text(" DpiEnableScaleFonts"); + if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge"); + if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon"); + if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration"); + if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); + if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); + if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); + if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); + if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); + if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); + if (io.ConfigNavMoveSetMousePos) ImGui::Text("io.ConfigNavMoveSetMousePos"); + if (io.ConfigNavCaptureKeyboard) ImGui::Text("io.ConfigNavCaptureKeyboard"); + if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); + if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); + if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + if (io.ConfigMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer); + ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); + if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); + if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); + ImGui::Separator(); + ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); + ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); + ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + ImGui::Separator(); + ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y); + ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize); + ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y); + ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding); + ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize); + ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y); + ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); + + if (copy_to_clipboard) + { + ImGui::LogText("\n```\n"); + ImGui::LogFinish(); + } + ImGui::EndChild(); + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Style Editor / ShowStyleEditor() +//----------------------------------------------------------------------------- +// - ShowFontSelector() +// - ShowStyleSelector() +// - ShowStyleEditor() +//----------------------------------------------------------------------------- + +// Forward declare ShowFontAtlas() which isn't worth putting in public API yet +namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); } + +// Demo helper function to select among loaded fonts. +// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. +void ImGui::ShowFontSelector(const char* label) +{ + ImGuiIO& io = ImGui::GetIO(); + ImFont* font_current = ImGui::GetFont(); + if (ImGui::BeginCombo(label, font_current->GetDebugName())) + { + for (ImFont* font : io.Fonts->Fonts) + { + ImGui::PushID((void*)font); + if (ImGui::Selectable(font->GetDebugName(), font == font_current)) + io.FontDefault = font; + if (font == font_current) + ImGui::SetItemDefaultFocus(); + ImGui::PopID(); + } + ImGui::EndCombo(); + } + ImGui::SameLine(); + HelpMarker( + "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" + "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" + "- Read FAQ and docs/FONTS.md for more details.\n" + "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); +} + +// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. +// Here we use the simplified Combo() api that packs items into a single literal string. +// Useful for quick combo boxes where the choices are known locally. +bool ImGui::ShowStyleSelector(const char* label) +{ + static int style_idx = -1; + if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0")) + { + switch (style_idx) + { + case 0: ImGui::StyleColorsDark(); break; + case 1: ImGui::StyleColorsLight(); break; + case 2: ImGui::StyleColorsClassic(); break; + } + return true; + } + return false; +} + +void ImGui::ShowStyleEditor(ImGuiStyle* ref) +{ + IMGUI_DEMO_MARKER("Tools/Style Editor"); + // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to + // (without a reference style pointer, we will use one compared locally as a reference) + ImGuiStyle& style = ImGui::GetStyle(); + static ImGuiStyle ref_saved_style; + + // Default to using internal storage as reference + static bool init = true; + if (init && ref == NULL) + ref_saved_style = style; + init = false; + if (ref == NULL) + ref = &ref_saved_style; + + ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f); + + if (ImGui::ShowStyleSelector("Colors##Selector")) + ref_saved_style = style; + ImGui::ShowFontSelector("Fonts##Selector"); + + // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) + if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) + style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding + { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } + + // Save/Revert button + if (ImGui::Button("Save Ref")) + *ref = ref_saved_style = style; + ImGui::SameLine(); + if (ImGui::Button("Revert Ref")) + style = *ref; + ImGui::SameLine(); + HelpMarker( + "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " + "Use \"Export\" below to save them somewhere."); + + ImGui::Separator(); + + if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Sizes")) + { + ImGui::SeparatorText("Main"); + ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); + ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); + + ImGui::SeparatorText("Borders"); + ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f"); + ImGui::SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, 2.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set."); + + ImGui::SeparatorText("Rounding"); + ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Tables"); + ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f); + ImGui::SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + + ImGui::SeparatorText("Widgets"); + ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + int window_menu_button_position = style.WindowMenuButtonPosition + 1; + if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + style.WindowMenuButtonPosition = (ImGuiDir)(window_menu_button_position - 1); + ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); + ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); + ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); + ImGui::SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f"); + ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Docking"); + ImGui::SliderFloat("DockingSplitterSize", &style.DockingSeparatorSize, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Tooltips"); + for (int n = 0; n < 2; n++) + if (ImGui::TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav")) + { + ImGuiHoveredFlags* p = (n == 0) ? &style.HoverFlagsForTooltipMouse : &style.HoverFlagsForTooltipNav; + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone); + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort); + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal); + ImGui::CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary); + ImGui::CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay); + ImGui::TreePop(); + } + + ImGui::SeparatorText("Misc"); + ImGui::SliderFloat2("DisplayWindowPadding", (float*)&style.DisplayWindowPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen."); + ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Colors")) + { + static int output_dest = 0; + static bool output_only_modified = true; + if (ImGui::Button("Export")) + { + if (output_dest == 0) + ImGui::LogToClipboard(); + else + ImGui::LogToTTY(); + ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const ImVec4& col = style.Colors[i]; + const char* name = ImGui::GetStyleColorName(i); + if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) + ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, + name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); + } + ImGui::LogFinish(); + } + ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); + + static ImGuiTextFilter filter; + filter.Draw("Filter colors", ImGui::GetFontSize() * 16); + + static ImGuiColorEditFlags alpha_flags = 0; + if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); + if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); + if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); + HelpMarker( + "In the color list:\n" + "Left-click on color square to open color picker,\n" + "Right-click to open edit options menu."); + + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX)); + ImGui::BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName(i); + if (!filter.PassFilter(name)) + continue; + ImGui::PushID(i); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ImGui::Button("?")) + ImGui::DebugFlashStyleColor((ImGuiCol)i); + ImGui::SetItemTooltip("Flash given color to identify places where it is used."); + ImGui::SameLine(); +#endif + ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); + if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) + { + // Tips: in a real user application, you may want to merge and use an icon font into the main font, + // so instead of "Save"/"Revert" you'd use icons! + // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; } + } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); + ImGui::TextUnformatted(name); + ImGui::PopID(); + } + ImGui::PopItemWidth(); + ImGui::EndChild(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Fonts")) + { + ImGuiIO& io = ImGui::GetIO(); + ImFontAtlas* atlas = io.Fonts; + HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); + ImGui::ShowFontAtlas(atlas); + + // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. + // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). + const float MIN_SCALE = 0.3f; + const float MAX_SCALE = 2.0f; + HelpMarker( + "Those are old settings provided for convenience.\n" + "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " + "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" + "Using those settings here will give you poor quality results."); + static float window_scale = 1.0f; + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window + ImGui::SetWindowFontScale(window_scale); + ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Rendering")) + { + ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); + ImGui::SameLine(); + HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); + + ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); + ImGui::SameLine(); + HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); + + ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); + if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; + + // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. + ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); + const bool show_samples = ImGui::IsItemActive(); + if (show_samples) + ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); + if (show_samples && ImGui::BeginTooltip()) + { + ImGui::TextUnformatted("(R = radius, N = approx number of segments)"); + ImGui::Spacing(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + const float min_widget_width = ImGui::CalcTextSize("R: MMM\nN: MMM").x; + for (int n = 0; n < 8; n++) + { + const float RAD_MIN = 5.0f; + const float RAD_MAX = 70.0f; + const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); + + ImGui::BeginGroup(); + + // N is not always exact here due to how PathArcTo() function work internally + ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); + + const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f); + const float offset_x = floorf(canvas_width * 0.5f); + const float offset_y = floorf(RAD_MAX); + + const ImVec2 p1 = ImGui::GetCursorScreenPos(); + draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + + /* + const ImVec2 p2 = ImGui::GetCursorScreenPos(); + draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + */ + + ImGui::EndGroup(); + ImGui::SameLine(); + } + ImGui::EndTooltip(); + } + ImGui::SameLine(); + HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically."); + + ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. + ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::PopItemWidth(); +} + +//----------------------------------------------------------------------------- +// [SECTION] User Guide / ShowUserGuide() +//----------------------------------------------------------------------------- + +void ImGui::ShowUserGuide() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::BulletText("Double-click on title bar to collapse window."); + ImGui::BulletText( + "Click and drag on lower corner to resize window\n" + "(double-click to auto fit window to its contents)."); + ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); + ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); + ImGui::BulletText("CTRL+Tab to select a window."); + if (io.FontAllowUserScaling) + ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); + ImGui::BulletText("While inputing text:\n"); + ImGui::Indent(); + ImGui::BulletText("CTRL+Left/Right to word jump."); + ImGui::BulletText("CTRL+A or double-click to select all."); + ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); + ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); + ImGui::BulletText("ESCAPE to revert."); + ImGui::Unindent(); + ImGui::BulletText("With keyboard navigation enabled:"); + ImGui::Indent(); + ImGui::BulletText("Arrow keys to navigate."); + ImGui::BulletText("Space to activate a widget."); + ImGui::BulletText("Return to input text into a widget."); + ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); + ImGui::BulletText("Alt to jump to the menu layer of a window."); + ImGui::Unindent(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +//----------------------------------------------------------------------------- +// - ShowExampleAppMainMenuBar() +// - ShowExampleMenuFile() +//----------------------------------------------------------------------------- + +// Demonstrate creating a "main" fullscreen menu bar and populating it. +// Note the difference between BeginMainMenuBar() and BeginMenuBar(): +// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!) +// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. +static void ShowExampleAppMainMenuBar() +{ + if (ImGui::BeginMainMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Undo", "CTRL+Z")) {} + if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item + ImGui::Separator(); + if (ImGui::MenuItem("Cut", "CTRL+X")) {} + if (ImGui::MenuItem("Copy", "CTRL+C")) {} + if (ImGui::MenuItem("Paste", "CTRL+V")) {} + ImGui::EndMenu(); + } + ImGui::EndMainMenuBar(); + } +} + +// Note that shortcuts are currently provided for display only +// (future version will add explicit flags to BeginMenu() to request processing shortcuts) +static void ShowExampleMenuFile() +{ + IMGUI_DEMO_MARKER("Examples/Menu"); + ImGui::MenuItem("(demo menu)", NULL, false, false); + if (ImGui::MenuItem("New")) {} + if (ImGui::MenuItem("Open", "Ctrl+O")) {} + if (ImGui::BeginMenu("Open Recent")) + { + ImGui::MenuItem("fish_hat.c"); + ImGui::MenuItem("fish_hat.inl"); + ImGui::MenuItem("fish_hat.h"); + if (ImGui::BeginMenu("More..")) + { + ImGui::MenuItem("Hello"); + ImGui::MenuItem("Sailor"); + if (ImGui::BeginMenu("Recurse..")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Save", "Ctrl+S")) {} + if (ImGui::MenuItem("Save As..")) {} + + ImGui::Separator(); + IMGUI_DEMO_MARKER("Examples/Menu/Options"); + if (ImGui::BeginMenu("Options")) + { + static bool enabled = true; + ImGui::MenuItem("Enabled", "", &enabled); + ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Borders); + for (int i = 0; i < 10; i++) + ImGui::Text("Scrolling Text %d", i); + ImGui::EndChild(); + static float f = 0.5f; + static int n = 0; + ImGui::SliderFloat("Value", &f, 0.0f, 1.0f); + ImGui::InputFloat("Input", &f, 0.1f); + ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0"); + ImGui::EndMenu(); + } + + IMGUI_DEMO_MARKER("Examples/Menu/Colors"); + if (ImGui::BeginMenu("Colors")) + { + float sz = ImGui::GetTextLineHeight(); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName((ImGuiCol)i); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i)); + ImGui::Dummy(ImVec2(sz, sz)); + ImGui::SameLine(); + ImGui::MenuItem(name); + } + ImGui::EndMenu(); + } + + // Here we demonstrate appending again to the "Options" menu (which we already created above) + // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. + // In a real code-base using it would make senses to use this feature from very different code locations. + if (ImGui::BeginMenu("Options")) // <-- Append! + { + IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu"); + static bool b = true; + ImGui::Checkbox("SomeOption", &b); + ImGui::EndMenu(); + } + + if (ImGui::BeginMenu("Disabled", false)) // Disabled + { + IM_ASSERT(0); + } + if (ImGui::MenuItem("Checked", NULL, true)) {} + ImGui::Separator(); + if (ImGui::MenuItem("Quit", "Alt+F4")) {} +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple console window, with scrolling, filtering, completion and history. +// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions. +struct ExampleAppConsole +{ + char InputBuf[256]; + ImVector Items; + ImVector Commands; + ImVector History; + int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. + ImGuiTextFilter Filter; + bool AutoScroll; + bool ScrollToBottom; + + ExampleAppConsole() + { + IMGUI_DEMO_MARKER("Examples/Console"); + ClearLog(); + memset(InputBuf, 0, sizeof(InputBuf)); + HistoryPos = -1; + + // "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches. + Commands.push_back("HELP"); + Commands.push_back("HISTORY"); + Commands.push_back("CLEAR"); + Commands.push_back("CLASSIFY"); + AutoScroll = true; + ScrollToBottom = false; + AddLog("Welcome to Dear ImGui!"); + } + ~ExampleAppConsole() + { + ClearLog(); + for (int i = 0; i < History.Size; i++) + ImGui::MemFree(History[i]); + } + + // Portable helpers + static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } + static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } + static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = ImGui::MemAlloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } + static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } + + void ClearLog() + { + for (int i = 0; i < Items.Size; i++) + ImGui::MemFree(Items[i]); + Items.clear(); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + // FIXME-OPT + char buf[1024]; + va_list args; + va_start(args, fmt); + vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args); + buf[IM_ARRAYSIZE(buf)-1] = 0; + va_end(args); + Items.push_back(Strdup(buf)); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. + // So e.g. IsItemHovered() will return true when hovering the title bar. + // Here we create a context menu only available from the title bar. + if (ImGui::BeginPopupContextItem()) + { + if (ImGui::MenuItem("Close Console")) + *p_open = false; + ImGui::EndPopup(); + } + + ImGui::TextWrapped( + "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate " + "implementation may want to store entries along with extra data such as timestamp, emitter, etc."); + ImGui::TextWrapped("Enter 'HELP' for help."); + + // TODO: display items starting from the bottom + + if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Clear")) { ClearLog(); } + ImGui::SameLine(); + bool copy_to_clipboard = ImGui::SmallButton("Copy"); + //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } + + ImGui::Separator(); + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Options, Filter + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_O, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); + ImGui::Separator(); + + // Reserve enough left-over height for 1 separator + 1 input text + const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); + if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::Selectable("Clear")) ClearLog(); + ImGui::EndPopup(); + } + + // Display every line as a separate entry so we can change their color or add custom widgets. + // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); + // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping + // to only process visible items. The clipper will automatically measure the height of your first item and then + // "seek" to display only items in the visible area. + // To use the clipper we can replace your standard loop: + // for (int i = 0; i < Items.Size; i++) + // With: + // ImGuiListClipper clipper; + // clipper.Begin(Items.Size); + // while (clipper.Step()) + // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + // - That your items are evenly spaced (same height) + // - That you have cheap random access to your elements (you can access them given their index, + // without processing all the ones before) + // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. + // We would need random-access on the post-filtered list. + // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices + // or offsets of items that passed the filtering test, recomputing this array when user changes the filter, + // and appending newly elements as they are inserted. This is left as a task to the user until we can manage + // to improve this example code! + // If your items are of variable height: + // - Split them into same height items would be simpler and facilitate random-seeking into your list. + // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing + if (copy_to_clipboard) + ImGui::LogToClipboard(); + for (const char* item : Items) + { + if (!Filter.PassFilter(item)) + continue; + + // Normally you would store more information in your item than just a string. + // (e.g. make Items[] an array of structure, store color/type etc.) + ImVec4 color; + bool has_color = false; + if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } + else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } + if (has_color) + ImGui::PushStyleColor(ImGuiCol_Text, color); + ImGui::TextUnformatted(item); + if (has_color) + ImGui::PopStyleColor(); + } + if (copy_to_clipboard) + ImGui::LogFinish(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) + ImGui::SetScrollHereY(1.0f); + ScrollToBottom = false; + + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::Separator(); + + // Command-line + bool reclaim_focus = false; + ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; + if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) + { + char* s = InputBuf; + Strtrim(s); + if (s[0]) + ExecCommand(s); + strcpy(s, ""); + reclaim_focus = true; + } + + // Auto-focus on window apparition + ImGui::SetItemDefaultFocus(); + if (reclaim_focus) + ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget + + ImGui::End(); + } + + void ExecCommand(const char* command_line) + { + AddLog("# %s\n", command_line); + + // Insert into history. First find match and delete it so it can be pushed to the back. + // This isn't trying to be smart or optimal. + HistoryPos = -1; + for (int i = History.Size - 1; i >= 0; i--) + if (Stricmp(History[i], command_line) == 0) + { + ImGui::MemFree(History[i]); + History.erase(History.begin() + i); + break; + } + History.push_back(Strdup(command_line)); + + // Process command + if (Stricmp(command_line, "CLEAR") == 0) + { + ClearLog(); + } + else if (Stricmp(command_line, "HELP") == 0) + { + AddLog("Commands:"); + for (int i = 0; i < Commands.Size; i++) + AddLog("- %s", Commands[i]); + } + else if (Stricmp(command_line, "HISTORY") == 0) + { + int first = History.Size - 10; + for (int i = first > 0 ? first : 0; i < History.Size; i++) + AddLog("%3d: %s\n", i, History[i]); + } + else + { + AddLog("Unknown command: '%s'\n", command_line); + } + + // On command input, we scroll to bottom even if AutoScroll==false + ScrollToBottom = true; + } + + // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks + static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) + { + ExampleAppConsole* console = (ExampleAppConsole*)data->UserData; + return console->TextEditCallback(data); + } + + int TextEditCallback(ImGuiInputTextCallbackData* data) + { + //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd); + switch (data->EventFlag) + { + case ImGuiInputTextFlags_CallbackCompletion: + { + // Example of TEXT COMPLETION + + // Locate beginning of current word + const char* word_end = data->Buf + data->CursorPos; + const char* word_start = word_end; + while (word_start > data->Buf) + { + const char c = word_start[-1]; + if (c == ' ' || c == '\t' || c == ',' || c == ';') + break; + word_start--; + } + + // Build a list of candidates + ImVector candidates; + for (int i = 0; i < Commands.Size; i++) + if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0) + candidates.push_back(Commands[i]); + + if (candidates.Size == 0) + { + // No match + AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start); + } + else if (candidates.Size == 1) + { + // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0]); + data->InsertChars(data->CursorPos, " "); + } + else + { + // Multiple matches. Complete as much as we can.. + // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. + int match_len = (int)(word_end - word_start); + for (;;) + { + int c = 0; + bool all_candidates_matches = true; + for (int i = 0; i < candidates.Size && all_candidates_matches; i++) + if (i == 0) + c = toupper(candidates[i][match_len]); + else if (c == 0 || c != toupper(candidates[i][match_len])) + all_candidates_matches = false; + if (!all_candidates_matches) + break; + match_len++; + } + + if (match_len > 0) + { + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); + } + + // List matches + AddLog("Possible matches:\n"); + for (int i = 0; i < candidates.Size; i++) + AddLog("- %s\n", candidates[i]); + } + + break; + } + case ImGuiInputTextFlags_CallbackHistory: + { + // Example of HISTORY + const int prev_history_pos = HistoryPos; + if (data->EventKey == ImGuiKey_UpArrow) + { + if (HistoryPos == -1) + HistoryPos = History.Size - 1; + else if (HistoryPos > 0) + HistoryPos--; + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + if (HistoryPos != -1) + if (++HistoryPos >= History.Size) + HistoryPos = -1; + } + + // A better implementation would preserve the data on the current input line along with cursor position. + if (prev_history_pos != HistoryPos) + { + const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : ""; + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, history_str); + } + } + } + return 0; + } +}; + +static void ShowExampleAppConsole(bool* p_open) +{ + static ExampleAppConsole console; + console.Draw("Example: Console", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +//----------------------------------------------------------------------------- + +// Usage: +// static ExampleAppLog my_log; +// my_log.AddLog("Hello %d world\n", 123); +// my_log.Draw("title"); +struct ExampleAppLog +{ + ImGuiTextBuffer Buf; + ImGuiTextFilter Filter; + ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls. + bool AutoScroll; // Keep scrolling if already at the bottom. + + ExampleAppLog() + { + AutoScroll = true; + Clear(); + } + + void Clear() + { + Buf.clear(); + LineOffsets.clear(); + LineOffsets.push_back(0); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + int old_size = Buf.size(); + va_list args; + va_start(args, fmt); + Buf.appendfv(fmt, args); + va_end(args); + for (int new_size = Buf.size(); old_size < new_size; old_size++) + if (Buf[old_size] == '\n') + LineOffsets.push_back(old_size + 1); + } + + void Draw(const char* title, bool* p_open = NULL) + { + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Main window + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + bool clear = ImGui::Button("Clear"); + ImGui::SameLine(); + bool copy = ImGui::Button("Copy"); + ImGui::SameLine(); + Filter.Draw("Filter", -100.0f); + + ImGui::Separator(); + + if (ImGui::BeginChild("scrolling", ImVec2(0, 0), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (clear) + Clear(); + if (copy) + ImGui::LogToClipboard(); + + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + const char* buf = Buf.begin(); + const char* buf_end = Buf.end(); + if (Filter.IsActive()) + { + // In this example we don't use the clipper when Filter is enabled. + // This is because we don't have random access to the result of our filter. + // A real application processing logs with ten of thousands of entries may want to store the result of + // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). + for (int line_no = 0; line_no < LineOffsets.Size; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + if (Filter.PassFilter(line_start, line_end)) + ImGui::TextUnformatted(line_start, line_end); + } + } + else + { + // The simplest and easy way to display the entire buffer: + // ImGui::TextUnformatted(buf_begin, buf_end); + // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward + // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are + // within the visible area. + // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them + // on your side is recommended. Using ImGuiListClipper requires + // - A) random access into your data + // - B) items all being the same height, + // both of which we can handle since we have an array pointing to the beginning of each line of text. + // When using the filter (in the block of code above) we don't have random access into the data to display + // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make + // it possible (and would be recommended if you want to search through tens of thousands of entries). + ImGuiListClipper clipper; + clipper.Begin(LineOffsets.Size); + while (clipper.Step()) + { + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + ImGui::TextUnformatted(line_start, line_end); + } + } + clipper.End(); + } + ImGui::PopStyleVar(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) + ImGui::SetScrollHereY(1.0f); + } + ImGui::EndChild(); + ImGui::End(); + } +}; + +// Demonstrate creating a simple log window with basic filtering. +static void ShowExampleAppLog(bool* p_open) +{ + static ExampleAppLog log; + + // For the demo: add a debug button _BEFORE_ the normal log window contents + // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. + // Most of the contents of the window will be added by the log.Draw() call. + ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); + ImGui::Begin("Example: Log", p_open); + IMGUI_DEMO_MARKER("Examples/Log"); + if (ImGui::SmallButton("[Debug] Add 5 entries")) + { + static int counter = 0; + const char* categories[3] = { "info", "warn", "error" }; + const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; + for (int n = 0; n < 5; n++) + { + const char* category = categories[counter % IM_ARRAYSIZE(categories)]; + const char* word = words[counter % IM_ARRAYSIZE(words)]; + log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", + ImGui::GetFrameCount(), category, ImGui::GetTime(), word); + counter++; + } + } + ImGui::End(); + + // Actually call in the regular Log helper (which will Begin() into the same window as we just did) + log.Draw("Example: Log", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +//----------------------------------------------------------------------------- + +// Demonstrate create a window with multiple child windows. +static void ShowExampleAppLayout(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); + if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar)) + { + IMGUI_DEMO_MARKER("Examples/Simple layout"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Close", "Ctrl+W")) { *p_open = false; } + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Left + static int selected = 0; + { + ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX); + for (int i = 0; i < 100; i++) + { + // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav + char label[128]; + sprintf(label, "MyObject %d", i); + if (ImGui::Selectable(label, selected == i)) + selected = i; + } + ImGui::EndChild(); + } + ImGui::SameLine(); + + // Right + { + ImGui::BeginGroup(); + ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us + ImGui::Text("MyObject: %d", selected); + ImGui::Separator(); + if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Description")) + { + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Details")) + { + ImGui::Text("ID: 0123456789"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::EndChild(); + if (ImGui::Button("Revert")) {} + ImGui::SameLine(); + if (ImGui::Button("Save")) {} + ImGui::EndGroup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +//----------------------------------------------------------------------------- +// Some of the interactions are a bit lack-luster: +// - We would want pressing validating or leaving the filter to somehow restore focus. +// - We may want more advanced filtering (child nodes) and clipper support: both will need extra work. +// - We would want to customize some keyboard interactions to easily keyboard navigate between the tree and the properties. +//----------------------------------------------------------------------------- + +struct ExampleAppPropertyEditor +{ + ImGuiTextFilter Filter; + ExampleTreeNode* VisibleNode = NULL; + + void Draw(ExampleTreeNode* root_node) + { + // Left side: draw tree + // - Currently using a table to benefit from RowBg feature + if (ImGui::BeginChild("##tree", ImVec2(300, 0), ImGuiChildFlags_ResizeX | ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened)) + { + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F, ImGuiInputFlags_Tooltip); + ImGui::PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + if (ImGui::InputTextWithHint("##Filter", "incl,-excl", Filter.InputBuf, IM_ARRAYSIZE(Filter.InputBuf), ImGuiInputTextFlags_EscapeClearsAll)) + Filter.Build(); + ImGui::PopItemFlag(); + + if (ImGui::BeginTable("##bg", 1, ImGuiTableFlags_RowBg)) + { + for (ExampleTreeNode* node : root_node->Childs) + if (Filter.PassFilter(node->Name)) // Filter root node + DrawTreeNode(node); + ImGui::EndTable(); + } + } + ImGui::EndChild(); + + // Right side: draw properties + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + if (ExampleTreeNode* node = VisibleNode) + { + ImGui::Text("%s", node->Name); + ImGui::TextDisabled("UID: 0x%08X", node->UID); + ImGui::Separator(); + if (ImGui::BeginTable("##properties", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY)) + { + // Push object ID after we entered the table, so table is shared for all objects + ImGui::PushID((int)node->UID); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 2.0f); // Default twice larger + if (node->HasData) + { + // In a typical application, the structure description would be derived from a data-driven system. + // - We try to mimic this with our ExampleMemberInfo structure and the ExampleTreeNodeMemberInfos[] array. + // - Limits and some details are hard-coded to simplify the demo. + for (const ExampleMemberInfo& field_desc : ExampleTreeNodeMemberInfos) + { + ImGui::TableNextRow(); + ImGui::PushID(field_desc.Name); + ImGui::TableNextColumn(); + ImGui::AlignTextToFramePadding(); + ImGui::TextUnformatted(field_desc.Name); + ImGui::TableNextColumn(); + void* field_ptr = (void*)(((unsigned char*)node) + field_desc.Offset); + switch (field_desc.DataType) + { + case ImGuiDataType_Bool: + { + IM_ASSERT(field_desc.DataCount == 1); + ImGui::Checkbox("##Editor", (bool*)field_ptr); + break; + } + case ImGuiDataType_S32: + { + int v_min = INT_MIN, v_max = INT_MAX; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, 1.0f, &v_min, &v_max); + break; + } + case ImGuiDataType_Float: + { + float v_min = 0.0f, v_max = 1.0f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SliderScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, &v_min, &v_max); + break; + } + case ImGuiDataType_String: + { + ImGui::InputText("##Editor", reinterpret_cast(field_ptr), 28); + break; + } + } + ImGui::PopID(); + } + } + ImGui::PopID(); + ImGui::EndTable(); + } + } + ImGui::EndGroup(); + } + + void DrawTreeNode(ExampleTreeNode* node) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::PushID(node->UID); + ImGuiTreeNodeFlags tree_flags = ImGuiTreeNodeFlags_None; + tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; // Standard opening mode as we are likely to want to add selection afterwards + tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Left arrow support + if (node == VisibleNode) + tree_flags |= ImGuiTreeNodeFlags_Selected; + if (node->Childs.Size == 0) + tree_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet; + if (node->DataMyBool == false) + ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetStyle().Colors[ImGuiCol_TextDisabled]); + bool node_open = ImGui::TreeNodeEx("", tree_flags, "%s", node->Name); + if (node->DataMyBool == false) + ImGui::PopStyleColor(); + if (ImGui::IsItemFocused()) + VisibleNode = node; + if (node_open) + { + for (ExampleTreeNode* child : node->Childs) + DrawTreeNode(child); + ImGui::TreePop(); + } + ImGui::PopID(); + } +}; + +// Demonstrate creating a simple property editor. +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data) +{ + ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Property editor", p_open)) + { + ImGui::End(); + return; + } + + IMGUI_DEMO_MARKER("Examples/Property Editor"); + static ExampleAppPropertyEditor property_editor; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); + property_editor.Draw(demo_data->DemoTree); + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +//----------------------------------------------------------------------------- + +// Demonstrate/test rendering huge amount of text, and the incidence of clipping. +static void ShowExampleAppLongText(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Long text display", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Long text display"); + + static int test_type = 0; + static ImGuiTextBuffer log; + static int lines = 0; + ImGui::Text("Printing unusually long amount of text."); + ImGui::Combo("Test type", &test_type, + "Single call to TextUnformatted()\0" + "Multiple calls to Text(), clipped\0" + "Multiple calls to Text(), not clipped (slow)\0"); + ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); + if (ImGui::Button("Clear")) { log.clear(); lines = 0; } + ImGui::SameLine(); + if (ImGui::Button("Add 1000 lines")) + { + for (int i = 0; i < 1000; i++) + log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i); + lines += 1000; + } + ImGui::BeginChild("Log"); + switch (test_type) + { + case 0: + // Single call to TextUnformatted() with a big buffer + ImGui::TextUnformatted(log.begin(), log.end()); + break; + case 1: + { + // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiListClipper clipper; + clipper.Begin(lines); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + case 2: + // Multiple calls to Text(), not clipped (slow) + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int i = 0; i < lines; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + ImGui::EndChild(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window which gets auto-resized according to its content. +static void ShowExampleAppAutoResize(bool* p_open) +{ + if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Auto-resizing window"); + + static int lines = 10; + ImGui::TextUnformatted( + "Window will resize every-frame to the size of its content.\n" + "Note that you probably don't want to query the window size to\n" + "output your content because that would create a feedback loop."); + ImGui::SliderInt("Number of lines", &lines, 1, 20); + for (int i = 0; i < lines; i++) + ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window with custom resize constraints. +// Note that size constraints currently don't work on a docked window (when in 'docking' branch) +static void ShowExampleAppConstrainedResize(bool* p_open) +{ + struct CustomConstraints + { + // Helper functions to demonstrate programmatic constraints + // FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier. + // FIXME: None of the three demos works consistently when resizing from borders. + static void AspectRatio(ImGuiSizeCallbackData* data) + { + float aspect_ratio = *(float*)data->UserData; + data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio); + } + static void Square(ImGuiSizeCallbackData* data) + { + data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); + } + static void Step(ImGuiSizeCallbackData* data) + { + float step = *(float*)data->UserData; + data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); + } + }; + + const char* test_desc[] = + { + "Between 100x100 and 500x500", + "At least 100x100", + "Resize vertical + lock current width", + "Resize horizontal + lock current height", + "Width Between 400 and 500", + "Height at least 400", + "Custom: Aspect Ratio 16:9", + "Custom: Always Square", + "Custom: Fixed Steps (100)", + }; + + // Options + static bool auto_resize = false; + static bool window_padding = true; + static int type = 6; // Aspect Ratio + static int display_lines = 10; + + // Submit constraint + float aspect_ratio = 16.0f / 9.0f; + float fixed_step = 100.0f; + if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500)); // Between 100x100 and 500x500 + if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 + if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Resize vertical + lock current width + if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Resize horizontal + lock current height + if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width Between and 400 and 500 + if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, FLT_MAX)); // Height at least 400 + if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio); // Aspect ratio + if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square + if (type == 8) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step); // Fixed Step + + // Submit window + if (!window_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + const ImGuiWindowFlags window_flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; + const bool window_open = ImGui::Begin("Example: Constrained Resize", p_open, window_flags); + if (!window_padding) + ImGui::PopStyleVar(); + if (window_open) + { + IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); + if (ImGui::GetIO().KeyShift) + { + // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture. + ImVec2 avail_size = ImGui::GetContentRegionAvail(); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size); + ImGui::SetCursorScreenPos(ImVec2(pos.x + 10, pos.y + 10)); + ImGui::Text("%.2f x %.2f", avail_size.x, avail_size.y); + } + else + { + ImGui::Text("(Hold SHIFT to display a dummy viewport)"); + if (ImGui::IsWindowDocked()) + ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!"); + if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); + if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); + if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); + ImGui::Checkbox("Auto-resize", &auto_resize); + ImGui::Checkbox("Window padding", &window_padding); + for (int i = 0; i < display_lines; i++) + ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple static window with no decoration +// + a context-menu to choose which corner of the screen to use. +static void ShowExampleAppSimpleOverlay(bool* p_open) +{ + static int location = 0; + ImGuiIO& io = ImGui::GetIO(); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; + if (location >= 0) + { + const float PAD = 10.0f; + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any! + ImVec2 work_size = viewport->WorkSize; + ImVec2 window_pos, window_pos_pivot; + window_pos.x = (location & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); + window_pos.y = (location & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); + window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f; + window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f; + ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); + ImGui::SetNextWindowViewport(viewport->ID); + window_flags |= ImGuiWindowFlags_NoMove; + } + else if (location == -2) + { + // Center window + ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + window_flags |= ImGuiWindowFlags_NoMove; + } + ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background + if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) + { + IMGUI_DEMO_MARKER("Examples/Simple Overlay"); + ImGui::Text("Simple overlay\n" "(right-click to change position)"); + ImGui::Separator(); + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse Position: "); + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::MenuItem("Custom", NULL, location == -1)) location = -1; + if (ImGui::MenuItem("Center", NULL, location == -2)) location = -2; + if (ImGui::MenuItem("Top-left", NULL, location == 0)) location = 0; + if (ImGui::MenuItem("Top-right", NULL, location == 1)) location = 1; + if (ImGui::MenuItem("Bottom-left", NULL, location == 2)) location = 2; + if (ImGui::MenuItem("Bottom-right", NULL, location == 3)) location = 3; + if (p_open && ImGui::MenuItem("Close")) *p_open = false; + ImGui::EndPopup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window covering the entire screen/viewport +static void ShowExampleAppFullscreen(bool* p_open) +{ + static bool use_work_area = true; + static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings; + + // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) + // Based on your use case you may want one or the other. + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos); + ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); + + if (ImGui::Begin("Example: Fullscreen window", p_open, flags)) + { + ImGui::Checkbox("Use work area instead of main area", &use_work_area); + ImGui::SameLine(); + HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); + + ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar); + ImGui::Unindent(); + + if (p_open && ImGui::Button("Close this window")) + *p_open = false; + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() +//----------------------------------------------------------------------------- + +// Demonstrate the use of "##" and "###" in identifiers to manipulate ID generation. +// This applies to all regular items as well. +// Read FAQ section "How can I have multiple widgets with the same label?" for details. +static void ShowExampleAppWindowTitles(bool*) +{ + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + const ImVec2 base_pos = viewport->Pos; + + // By default, Windows are uniquely identified by their title. + // You can use the "##" and "###" markers to manipulate the display/ID. + + // Using "##" to display same title but have unique identifier. + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##1"); + IMGUI_DEMO_MARKER("Examples/Manipulating window titles"); + ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); + ImGui::End(); + + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##2"); + ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); + ImGui::End(); + + // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" + char buf[128]; + sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver); + ImGui::Begin(buf); + ImGui::Text("This window has a changing title."); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +//----------------------------------------------------------------------------- + +// Add a |_| looking shape +static void PathConcaveShape(ImDrawList* draw_list, float x, float y, float sz) +{ + const ImVec2 pos_norms[] = { { 0.0f, 0.0f }, { 0.3f, 0.0f }, { 0.3f, 0.7f }, { 0.7f, 0.7f }, { 0.7f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 1.0f } }; + for (const ImVec2& p : pos_norms) + draw_list->PathLineTo(ImVec2(x + 0.5f + (int)(sz * p.x), y + 0.5f + (int)(sz * p.y))); +} + +// Demonstrate using the low-level ImDrawList to draw custom shapes. +static void ShowExampleAppCustomRendering(bool* p_open) +{ + if (!ImGui::Begin("Example: Custom rendering", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Custom Rendering"); + + // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of + // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your + // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not + // exposed outside (to avoid messing with your types) In this example we are not using the maths operators! + + if (ImGui::BeginTabBar("##TabBar")) + { + if (ImGui::BeginTabItem("Primitives")) + { + ImGui::PushItemWidth(-ImGui::GetFontSize() * 15); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + // Draw gradients + // (note that those are currently exacerbating our sRGB/Linear issues) + // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. + ImGui::Text("Gradients"); + ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight()); + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient1", gradient_size); + } + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient2", gradient_size); + } + + // Draw a bunch of primitives + ImGui::Text("All primitives"); + static float sz = 36.0f; + static float thickness = 3.0f; + static int ngon_sides = 6; + static bool circle_segments_override = false; + static int circle_segments_override_v = 12; + static bool curve_segments_override = false; + static int curve_segments_override_v = 8; + static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f"); + ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); + ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12); + ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40); + ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40); + ImGui::ColorEdit4("Color", &colf.x); + + const ImVec2 p = ImGui::GetCursorScreenPos(); + const ImU32 col = ImColor(colf); + const float spacing = 10.0f; + const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight; + const float rounding = sz / 5.0f; + const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; + const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; + const ImVec2 cp3[3] = { ImVec2(0.0f, sz * 0.6f), ImVec2(sz * 0.5f, -sz * 0.4f), ImVec2(sz, sz) }; // Control points for curves + const ImVec2 cp4[4] = { ImVec2(0.0f, 0.0f), ImVec2(sz * 1.3f, sz * 0.3f), ImVec2(sz - sz * 1.3f, sz - sz * 0.3f), ImVec2(sz, sz) }; + + float x = p.x + 4.0f; + float y = p.y + 4.0f; + for (int n = 0; n < 2; n++) + { + // First line uses a thickness of 1.0f, second line uses the configurable thickness + float th = (n == 0) ? 1.0f : thickness; + draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle + draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle + //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathStroke(col, ImDrawFlags_Closed, th); x += sz + spacing; // Concave Shape + //draw_list->AddPolyline(concave_shape, IM_ARRAYSIZE(concave_shape), col, ImDrawFlags_Closed, th); + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + + // Path + draw_list->PathArcTo(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, 3.141592f, 3.141592f * -0.5f); + draw_list->PathStroke(col, ImDrawFlags_None, th); + x += sz + spacing; + + // Quadratic Bezier Curve (3 control points) + draw_list->AddBezierQuadratic(ImVec2(x + cp3[0].x, y + cp3[0].y), ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), col, th, curve_segments); + x += sz + spacing; + + // Cubic Bezier Curve (4 control points) + draw_list->AddBezierCubic(ImVec2(x + cp4[0].x, y + cp4[0].y), ImVec2(x + cp4[1].x, y + cp4[1].y), ImVec2(x + cp4[2].x, y + cp4[2].y), ImVec2(x + cp4[3].x, y + cp4[3].y), col, th, curve_segments); + + x = p.x + 4; + y += sz + spacing; + } + + // Filled shapes + draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, ngon_sides); x += sz + spacing; // N-gon + draw_list->AddCircleFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, circle_segments); x += sz + spacing; // Circle + draw_list->AddEllipseFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), ImVec2(sz * 0.5f, sz * 0.3f), col, -0.3f, circle_segments); x += sz + spacing;// Ellipse + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle + //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathFillConcave(col); x += sz + spacing; // Concave shape + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) + + // Path + draw_list->PathArcTo(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, 3.141592f * -0.5f, 3.141592f); + draw_list->PathFillConvex(col); + x += sz + spacing; + + // Quadratic Bezier Curve (3 control points) + draw_list->PathLineTo(ImVec2(x + cp3[0].x, y + cp3[0].y)); + draw_list->PathBezierQuadraticCurveTo(ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), curve_segments); + draw_list->PathFillConvex(col); + x += sz + spacing; + + draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); + x += sz + spacing; + + ImGui::Dummy(ImVec2((sz + spacing) * 13.2f, (sz + spacing) * 3.0f)); + ImGui::PopItemWidth(); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Canvas")) + { + static ImVector points; + static ImVec2 scrolling(0.0f, 0.0f); + static bool opt_enable_grid = true; + static bool opt_enable_context_menu = true; + static bool adding_line = false; + + ImGui::Checkbox("Enable grid", &opt_enable_grid); + ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); + ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); + + // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. + // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. + // To use a child window instead we could use, e.g: + // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding + // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); + // ImGui::PopStyleColor(); + // ImGui::PopStyleVar(); + // [...] + // ImGui::EndChild(); + + // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() + ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available + if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f; + if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f; + ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); + + // Draw border and background color + ImGuiIO& io = ImGui::GetIO(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)); + draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)); + + // This will catch our interactions + ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight); + const bool is_hovered = ImGui::IsItemHovered(); // Hovered + const bool is_active = ImGui::IsItemActive(); // Held + const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin + const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y); + + // Add first and second point + if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) + { + points.push_back(mouse_pos_in_canvas); + points.push_back(mouse_pos_in_canvas); + adding_line = true; + } + if (adding_line) + { + points.back() = mouse_pos_in_canvas; + if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) + adding_line = false; + } + + // Pan (we use a zero mouse threshold when there's no context menu) + // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. + const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f; + if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) + { + scrolling.x += io.MouseDelta.x; + scrolling.y += io.MouseDelta.y; + } + + // Context menu (under default mouse threshold) + ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); + if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f) + ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + if (ImGui::BeginPopup("context")) + { + if (adding_line) + points.resize(points.size() - 2); + adding_line = false; + if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); } + if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); } + ImGui::EndPopup(); + } + + // Draw grid + all lines in the canvas + draw_list->PushClipRect(canvas_p0, canvas_p1, true); + if (opt_enable_grid) + { + const float GRID_STEP = 64.0f; + for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40)); + for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); + } + for (int n = 0; n < points.Size; n += 2) + draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); + draw_list->PopClipRect(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("BG/FG draw lists")) + { + static bool draw_bg = true; + static bool draw_fg = true; + ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); + ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); + ImVec2 window_pos = ImGui::GetWindowPos(); + ImVec2 window_size = ImGui::GetWindowSize(); + ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); + if (draw_bg) + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4); + if (draw_fg) + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); + ImGui::EndTabItem(); + } + + // Demonstrate out-of-order rendering via channels splitting + // We use functions in ImDrawList as each draw list contains a convenience splitter, + // but you can also instantiate your own ImDrawListSplitter if you need to nest them. + if (ImGui::BeginTabItem("Draw Channels")) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + { + ImGui::Text("Blue shape is drawn first: appears in back"); + ImGui::Text("Red shape is drawn after: appears in front"); + ImVec2 p0 = ImGui::GetCursorScreenPos(); + draw_list->AddRectFilled(ImVec2(p0.x, p0.y), ImVec2(p0.x + 50, p0.y + 50), IM_COL32(0, 0, 255, 255)); // Blue + draw_list->AddRectFilled(ImVec2(p0.x + 25, p0.y + 25), ImVec2(p0.x + 75, p0.y + 75), IM_COL32(255, 0, 0, 255)); // Red + ImGui::Dummy(ImVec2(75, 75)); + } + ImGui::Separator(); + { + ImGui::Text("Blue shape is drawn first, into channel 1: appears in front"); + ImGui::Text("Red shape is drawn after, into channel 0: appears in back"); + ImVec2 p1 = ImGui::GetCursorScreenPos(); + + // Create 2 channels and draw a Blue shape THEN a Red shape. + // You can create any number of channels. Tables API use 1 channel per column in order to better batch draw calls. + draw_list->ChannelsSplit(2); + draw_list->ChannelsSetCurrent(1); + draw_list->AddRectFilled(ImVec2(p1.x, p1.y), ImVec2(p1.x + 50, p1.y + 50), IM_COL32(0, 0, 255, 255)); // Blue + draw_list->ChannelsSetCurrent(0); + draw_list->AddRectFilled(ImVec2(p1.x + 25, p1.y + 25), ImVec2(p1.x + 75, p1.y + 75), IM_COL32(255, 0, 0, 255)); // Red + + // Flatten/reorder channels. Red shape is in channel 0 and it appears below the Blue shape in channel 1. + // This works by copying draw indices only (vertices are not copied). + draw_list->ChannelsMerge(); + ImGui::Dummy(ImVec2(75, 75)); + ImGui::Text("After reordering, contents of channel 0 appears below channel 1."); + } + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +//----------------------------------------------------------------------------- + +// Demonstrate using DockSpace() to create an explicit docking node within an existing window. +// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! +// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. +// - Drag from window menu button (upper-left button) to undock an entire node (all windows). +// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. +// About dockspaces: +// - Use DockSpace() to create an explicit dock node _within_ an existing window. +// - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. +// This is often used with ImGuiDockNodeFlags_PassthruCentralNode. +// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! (*) +// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. +// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. +// (*) because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node, +// because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can create +// your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to use. +void ShowExampleAppDockSpace(bool* p_open) +{ + // READ THIS !!! + // TL;DR; this demo is more complicated than what most users you would normally use. + // If we remove all options we are showcasing, this demo would become: + // void ShowExampleAppDockSpace() + // { + // ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport()); + // } + // In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below! + // In this specific demo, we are not using DockSpaceOverViewport() because: + // - (1) we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false) + // - (2) we allow the host window to have padding (when opt_padding == true) + // - (3) we expose many flags and need a way to have them visible. + // - (4) we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() + // in your code, but we don't here because we allow the window to be floating) + + static bool opt_fullscreen = true; + static bool opt_padding = false; + static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; + + // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, + // because it would be confusing to have two docking targets within each others. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; + if (opt_fullscreen) + { + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(viewport->WorkPos); + ImGui::SetNextWindowSize(viewport->WorkSize); + ImGui::SetNextWindowViewport(viewport->ID); + ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + } + else + { + dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; + } + + // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background + // and handle the pass-thru hole, so we ask Begin() to not render a background. + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + window_flags |= ImGuiWindowFlags_NoBackground; + + // Important: note that we proceed even if Begin() returns false (aka window is collapsed). + // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, + // all active windows docked into it will lose their parent and become undocked. + // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise + // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. + if (!opt_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + ImGui::Begin("DockSpace Demo", p_open, window_flags); + if (!opt_padding) + ImGui::PopStyleVar(); + + if (opt_fullscreen) + ImGui::PopStyleVar(2); + + // Submit the DockSpace + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); + } + else + { + ShowDockingDisabledMessage(); + } + + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Options")) + { + // Disabling fullscreen would allow the window to be moved to the front of other windows, + // which we can't undo at the moment without finer window depth/z control. + ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen); + ImGui::MenuItem("Padding", NULL, &opt_padding); + ImGui::Separator(); + + if (ImGui::MenuItem("Flag: NoDockingOverCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingOverCentralNode; } + if (ImGui::MenuItem("Flag: NoDockingSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingSplit) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingSplit; } + if (ImGui::MenuItem("Flag: NoUndocking", "", (dockspace_flags & ImGuiDockNodeFlags_NoUndocking) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoUndocking; } + if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoResize; } + if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; } + if (ImGui::MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) { dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; } + ImGui::Separator(); + + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + HelpMarker( + "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n" + "- Drag from window title bar or their tab to dock/undock." "\n" + "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n" + "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n" + "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)" "\n" + "This demo app has nothing to do with enabling docking!" "\n\n" + "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n" + "Read comments in ShowExampleAppDockSpace() for more details."); + + ImGui::EndMenuBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +//----------------------------------------------------------------------------- + +// Simplified structure to mimic a Document model +struct MyDocument +{ + char Name[32]; // Document title + int UID; // Unique ID (necessary as we can change title) + bool Open; // Set when open (we keep an array of all available documents to simplify demo code!) + bool OpenPrev; // Copy of Open from last update. + bool Dirty; // Set when the document has been modified + ImVec4 Color; // An arbitrary variable associated to the document + + MyDocument(int uid, const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) + { + UID = uid; + snprintf(Name, sizeof(Name), "%s", name); + Open = OpenPrev = open; + Dirty = false; + Color = color; + } + void DoOpen() { Open = true; } + void DoForceClose() { Open = false; Dirty = false; } + void DoSave() { Dirty = false; } +}; + +struct ExampleAppDocuments +{ + ImVector Documents; + ImVector CloseQueue; + MyDocument* RenamingDoc = NULL; + bool RenamingStarted = false; + + ExampleAppDocuments() + { + Documents.push_back(MyDocument(0, "Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(1, "Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); + Documents.push_back(MyDocument(2, "Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); + Documents.push_back(MyDocument(3, "Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(4, "A Rather Long Title", false, ImVec4(0.4f, 0.8f, 0.8f, 1.0f))); + Documents.push_back(MyDocument(5, "Some Document", false, ImVec4(0.8f, 0.8f, 1.0f, 1.0f))); + } + + // As we allow to change document name, we append a never-changing document ID so tabs are stable + void GetTabName(MyDocument* doc, char* out_buf, size_t out_buf_size) + { + snprintf(out_buf, out_buf_size, "%s###doc%d", doc->Name, doc->UID); + } + + // Display placeholder contents for the Document + void DisplayDocContents(MyDocument* doc) + { + ImGui::PushID(doc); + ImGui::Text("Document \"%s\"", doc->Name); + ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); + ImGui::PopStyleColor(); + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_R, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Rename..")) + { + RenamingDoc = doc; + RenamingStarted = true; + } + ImGui::SameLine(); + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_M, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Modify")) + doc->Dirty = true; + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Save")) + doc->DoSave(); + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_W, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Close")) + CloseQueue.push_back(doc); + ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. + ImGui::PopID(); + } + + // Display context menu for the Document + void DisplayDocContextMenu(MyDocument* doc) + { + if (!ImGui::BeginPopupContextItem()) + return; + + char buf[256]; + sprintf(buf, "Save %s", doc->Name); + if (ImGui::MenuItem(buf, "Ctrl+S", false, doc->Open)) + doc->DoSave(); + if (ImGui::MenuItem("Rename...", "Ctrl+R", false, doc->Open)) + RenamingDoc = doc; + if (ImGui::MenuItem("Close", "Ctrl+W", false, doc->Open)) + CloseQueue.push_back(doc); + ImGui::EndPopup(); + } + + // [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. + // If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, + // as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for + // the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has + // disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively + // give the impression of a flicker for one frame. + // We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. + // Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. + void NotifyOfDocumentsClosedElsewhere() + { + for (MyDocument& doc : Documents) + { + if (!doc.Open && doc.OpenPrev) + ImGui::SetTabItemClosed(doc.Name); + doc.OpenPrev = doc.Open; + } + } +}; + +void ShowExampleAppDocuments(bool* p_open) +{ + static ExampleAppDocuments app; + + // Options + enum Target + { + Target_None, + Target_Tab, // Create documents as local tab into a local tab bar + Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace + }; + static Target opt_target = Target_Tab; + static bool opt_reorderable = true; + static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; + + // When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") + // that we emit gets docked into the same spot as the parent window ("Example: Documents"). + // This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab + // not visible, which in turn would stop submitting the "Eggplant" window. + // We avoid this problem by submitting our documents window even if our parent window is not currently visible. + // Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking. + + bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); + if (!window_contents_visible && opt_target != Target_DockSpaceAndWindow) + { + ImGui::End(); + return; + } + + // Menu + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + int open_count = 0; + for (MyDocument& doc : app.Documents) + open_count += doc.Open ? 1 : 0; + + if (ImGui::BeginMenu("Open", open_count < app.Documents.Size)) + { + for (MyDocument& doc : app.Documents) + if (!doc.Open && ImGui::MenuItem(doc.Name)) + doc.DoOpen(); + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) + for (MyDocument& doc : app.Documents) + app.CloseQueue.push_back(&doc); + if (ImGui::MenuItem("Exit") && p_open) + *p_open = false; + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // [Debug] List documents with one checkbox for each + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument& doc = app.Documents[doc_n]; + if (doc_n > 0) + ImGui::SameLine(); + ImGui::PushID(&doc); + if (ImGui::Checkbox(doc.Name, &doc.Open)) + if (!doc.Open) + doc.DoForceClose(); + ImGui::PopID(); + } + ImGui::PushItemWidth(ImGui::GetFontSize() * 12); + ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0"); + ImGui::PopItemWidth(); + bool redock_all = false; + if (opt_target == Target_Tab) { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); } + if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); } + + ImGui::Separator(); + + // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags. + // They have multiple effects: + // - Display a dot next to the title. + // - Tab is selected when clicking the X close button. + // - Closure is not assumed (will wait for user to stop submitting the tab). + // Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + // We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty + // hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. + // The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. + + // Tabs + if (opt_target == Target_Tab) + { + ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; + if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) + { + if (opt_reorderable) + app.NotifyOfDocumentsClosedElsewhere(); + + // [DEBUG] Stress tests + //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. + //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. + + // Submit Tabs + for (MyDocument& doc : app.Documents) + { + if (!doc.Open) + continue; + + // As we allow to change document name, we append a never-changing document id so tabs are stable + char doc_name_buf[64]; + app.GetTabName(&doc, doc_name_buf, sizeof(doc_name_buf)); + ImGuiTabItemFlags tab_flags = (doc.Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); + bool visible = ImGui::BeginTabItem(doc_name_buf, &doc.Open, tab_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc.Open && doc.Dirty) + { + doc.Open = true; + app.CloseQueue.push_back(&doc); + } + + app.DisplayDocContextMenu(&doc); + if (visible) + { + app.DisplayDocContents(&doc); + ImGui::EndTabItem(); + } + } + + ImGui::EndTabBar(); + } + } + else if (opt_target == Target_DockSpaceAndWindow) + { + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + app.NotifyOfDocumentsClosedElsewhere(); + + // Create a DockSpace node where any window can be docked + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id); + + // Create Windows + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + continue; + + ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver); + ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0); + bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc->Open && doc->Dirty) + { + doc->Open = true; + app.CloseQueue.push_back(doc); + } + + app.DisplayDocContextMenu(doc); + if (visible) + app.DisplayDocContents(doc); + + ImGui::End(); + } + } + else + { + ShowDockingDisabledMessage(); + } + } + + // Early out other contents + if (!window_contents_visible) + { + ImGui::End(); + return; + } + + // Display renaming UI + if (app.RenamingDoc != NULL) + { + if (app.RenamingStarted) + ImGui::OpenPopup("Rename"); + if (ImGui::BeginPopup("Rename")) + { + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 30); + if (ImGui::InputText("###Name", app.RenamingDoc->Name, IM_ARRAYSIZE(app.RenamingDoc->Name), ImGuiInputTextFlags_EnterReturnsTrue)) + { + ImGui::CloseCurrentPopup(); + app.RenamingDoc = NULL; + } + if (app.RenamingStarted) + ImGui::SetKeyboardFocusHere(-1); + ImGui::EndPopup(); + } + else + { + app.RenamingDoc = NULL; + } + app.RenamingStarted = false; + } + + // Display closing confirmation UI + if (!app.CloseQueue.empty()) + { + int close_queue_unsaved_documents = 0; + for (int n = 0; n < app.CloseQueue.Size; n++) + if (app.CloseQueue[n]->Dirty) + close_queue_unsaved_documents++; + + if (close_queue_unsaved_documents == 0) + { + // Close documents when all are unsaved + for (int n = 0; n < app.CloseQueue.Size; n++) + app.CloseQueue[n]->DoForceClose(); + app.CloseQueue.clear(); + } + else + { + if (!ImGui::IsPopupOpen("Save?")) + ImGui::OpenPopup("Save?"); + if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("Save change to the following items?"); + float item_height = ImGui::GetTextLineHeightWithSpacing(); + if (ImGui::BeginChild(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height), ImGuiChildFlags_FrameStyle)) + for (MyDocument* doc : app.CloseQueue) + if (doc->Dirty) + ImGui::Text("%s", doc->Name); + ImGui::EndChild(); + + ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f); + if (ImGui::Button("Yes", button_size)) + { + for (MyDocument* doc : app.CloseQueue) + { + if (doc->Dirty) + doc->DoSave(); + doc->DoForceClose(); + } + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("No", button_size)) + { + for (MyDocument* doc : app.CloseQueue) + doc->DoForceClose(); + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("Cancel", button_size)) + { + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::EndPopup(); + } + } + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() +//----------------------------------------------------------------------------- + +//#include "imgui_internal.h" // NavMoveRequestTryWrapping() + +struct ExampleAsset +{ + ImGuiID ID; + int Type; + + ExampleAsset(ImGuiID id, int type) { ID = id; Type = type; } + + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, ExampleAsset* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), ExampleAsset::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const ExampleAsset* a = (const ExampleAsset*)lhs; + const ExampleAsset* b = (const ExampleAsset*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + if (sort_spec->ColumnIndex == 0) + delta = ((int)a->ID - (int)b->ID); + else if (sort_spec->ColumnIndex == 1) + delta = (a->Type - b->Type); + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + return ((int)a->ID - (int)b->ID); + } +}; +const ImGuiTableSortSpecs* ExampleAsset::s_current_sort_specs = NULL; + +struct ExampleAssetsBrowser +{ + // Options + bool ShowTypeOverlay = true; + bool AllowSorting = true; + bool AllowDragUnselected = false; + bool AllowBoxSelect = true; + float IconSize = 32.0f; + int IconSpacing = 10; + int IconHitSpacing = 4; // Increase hit-spacing if you want to make it possible to clear or box-select from gaps. Some spacing is required to able to amend with Shift+box-select. Value is small in Explorer. + bool StretchSpacing = true; + + // State + ImVector Items; // Our items + ExampleSelectionWithDeletion Selection; // Our selection (ImGuiSelectionBasicStorage + helper funcs to handle deletion) + ImGuiID NextItemId = 0; // Unique identifier when creating new items + bool RequestDelete = false; // Deferred deletion request + bool RequestSort = false; // Deferred sort request + float ZoomWheelAccum = 0.0f; // Mouse wheel accumulator to handle smooth wheels better + + // Calculated sizes for layout, output of UpdateLayoutSizes(). Could be locals but our code is simpler this way. + ImVec2 LayoutItemSize; + ImVec2 LayoutItemStep; // == LayoutItemSize + LayoutItemSpacing + float LayoutItemSpacing = 0.0f; + float LayoutSelectableSpacing = 0.0f; + float LayoutOuterPadding = 0.0f; + int LayoutColumnCount = 0; + int LayoutLineCount = 0; + + // Functions + ExampleAssetsBrowser() + { + AddItems(10000); + } + void AddItems(int count) + { + if (Items.Size == 0) + NextItemId = 0; + Items.reserve(Items.Size + count); + for (int n = 0; n < count; n++, NextItemId++) + Items.push_back(ExampleAsset(NextItemId, (NextItemId % 20) < 15 ? 0 : (NextItemId % 20) < 18 ? 1 : 2)); + RequestSort = true; + } + void ClearItems() + { + Items.clear(); + Selection.Clear(); + } + + // Logic would be written in the main code BeginChild() and outputing to local variables. + // We extracted it into a function so we can call it easily from multiple places. + void UpdateLayoutSizes(float avail_width) + { + // Layout: when not stretching: allow extending into right-most spacing. + LayoutItemSpacing = (float)IconSpacing; + if (StretchSpacing == false) + avail_width += floorf(LayoutItemSpacing * 0.5f); + + // Layout: calculate number of icon per line and number of lines + LayoutItemSize = ImVec2(floorf(IconSize), floorf(IconSize)); + LayoutColumnCount = IM_MAX((int)(avail_width / (LayoutItemSize.x + LayoutItemSpacing)), 1); + LayoutLineCount = (Items.Size + LayoutColumnCount - 1) / LayoutColumnCount; + + // Layout: when stretching: allocate remaining space to more spacing. Round before division, so item_spacing may be non-integer. + if (StretchSpacing && LayoutColumnCount > 1) + LayoutItemSpacing = floorf(avail_width - LayoutItemSize.x * LayoutColumnCount) / LayoutColumnCount; + + LayoutItemStep = ImVec2(LayoutItemSize.x + LayoutItemSpacing, LayoutItemSize.y + LayoutItemSpacing); + LayoutSelectableSpacing = IM_MAX(floorf(LayoutItemSpacing) - IconHitSpacing, 0.0f); + LayoutOuterPadding = floorf(LayoutItemSpacing * 0.5f); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(IconSize * 25, IconSize * 15), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open, ImGuiWindowFlags_MenuBar)) + { + ImGui::End(); + return; + } + + // Menu bar + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Add 10000 items")) + AddItems(10000); + if (ImGui::MenuItem("Clear items")) + ClearItems(); + ImGui::Separator(); + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Options")) + { + ImGui::PushItemWidth(ImGui::GetFontSize() * 10); + + ImGui::SeparatorText("Contents"); + ImGui::Checkbox("Show Type Overlay", &ShowTypeOverlay); + ImGui::Checkbox("Allow Sorting", &AllowSorting); + + ImGui::SeparatorText("Selection Behavior"); + ImGui::Checkbox("Allow dragging unselected item", &AllowDragUnselected); + ImGui::Checkbox("Allow box-selection", &AllowBoxSelect); + + ImGui::SeparatorText("Layout"); + ImGui::SliderFloat("Icon Size", &IconSize, 16.0f, 128.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Use CTRL+Wheel to zoom"); + ImGui::SliderInt("Icon Spacing", &IconSpacing, 0, 32); + ImGui::SliderInt("Icon Hit Spacing", &IconHitSpacing, 0, 32); + ImGui::Checkbox("Stretch Spacing", &StretchSpacing); + ImGui::PopItemWidth(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Show a table with ONLY one header row to showcase the idea/possibility of using this to provide a sorting UI + if (AllowSorting) + { + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiTableFlags table_flags_for_sort_specs = ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("for_sort_specs_only", 2, table_flags_for_sort_specs, ImVec2(0.0f, ImGui::GetFrameHeight()))) + { + ImGui::TableSetupColumn("Index"); + ImGui::TableSetupColumn("Type"); + ImGui::TableHeadersRow(); + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty || RequestSort) + { + ExampleAsset::SortWithSortSpecs(sort_specs, Items.Data, Items.Size); + sort_specs->SpecsDirty = RequestSort = false; + } + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + } + + ImGuiIO& io = ImGui::GetIO(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.y + LayoutItemSpacing))); + if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove)) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + const float avail_width = ImGui::GetContentRegionAvail().x; + UpdateLayoutSizes(avail_width); + + // Calculate and store start position. + ImVec2 start_pos = ImGui::GetCursorScreenPos(); + start_pos = ImVec2(start_pos.x + LayoutOuterPadding, start_pos.y + LayoutOuterPadding); + ImGui::SetCursorScreenPos(start_pos); + + // Multi-select + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_ClearOnClickVoid; + + // - Enable box-select (in 2D mode, so that changing box-select rectangle X1/X2 boundaries will affect clipped items) + if (AllowBoxSelect) + ms_flags |= ImGuiMultiSelectFlags_BoxSelect2d; + + // - This feature allows dragging an unselected item without selecting it (rarely used) + if (AllowDragUnselected) + ms_flags |= ImGuiMultiSelectFlags_SelectOnClickRelease; + + // - Enable keyboard wrapping on X axis + // (FIXME-MULTISELECT: We haven't designed/exposed a general nav wrapping api yet, so this flag is provided as a courtesy to avoid doing: + // ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + // When we finish implementing a more general API for this, we will obsolete this flag in favor of the new system) + ms_flags |= ImGuiMultiSelectFlags_NavWrapX; + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, Selection.Size, Items.Size); + + // Use custom selection adapter: store ID in selection (recommended) + Selection.UserData = this; + Selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self_, int idx) { ExampleAssetsBrowser* self = (ExampleAssetsBrowser*)self_->UserData; return self->Items[idx].ID; }; + Selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (Selection.Size > 0)) || RequestDelete; + const int item_curr_idx_to_focus = want_delete ? Selection.ApplyDeletionPreLoop(ms_io, Items.Size) : -1; + RequestDelete = false; + + // Push LayoutSelectableSpacing (which is LayoutItemSpacing minus hit-spacing, if we decide to have hit gaps between items) + // Altering style ItemSpacing may seem unnecessary as we position every items using SetCursorScreenPos()... + // But it is necessary for two reasons: + // - Selectables uses it by default to visually fill the space between two items. + // - The vertical spacing would be measured by Clipper to calculate line height if we didn't provide it explicitly (here we do). + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(LayoutSelectableSpacing, LayoutSelectableSpacing)); + + // Rendering parameters + const ImU32 icon_type_overlay_colors[3] = { 0, IM_COL32(200, 70, 70, 255), IM_COL32(70, 170, 70, 255) }; + const ImU32 icon_bg_color = ImGui::GetColorU32(IM_COL32(35, 35, 35, 220)); + const ImVec2 icon_type_overlay_size = ImVec2(4.0f, 4.0f); + const bool display_label = (LayoutItemSize.x >= ImGui::CalcTextSize("999").x); + + const int column_count = LayoutColumnCount; + ImGuiListClipper clipper; + clipper.Begin(LayoutLineCount, LayoutItemStep.y); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus / column_count); // Ensure focused item line is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem / column_count); // Ensure RangeSrc item line is not clipped. + while (clipper.Step()) + { + for (int line_idx = clipper.DisplayStart; line_idx < clipper.DisplayEnd; line_idx++) + { + const int item_min_idx_for_current_line = line_idx * column_count; + const int item_max_idx_for_current_line = IM_MIN((line_idx + 1) * column_count, Items.Size); + for (int item_idx = item_min_idx_for_current_line; item_idx < item_max_idx_for_current_line; ++item_idx) + { + ExampleAsset* item_data = &Items[item_idx]; + ImGui::PushID((int)item_data->ID); + + // Position item + ImVec2 pos = ImVec2(start_pos.x + (item_idx % column_count) * LayoutItemStep.x, start_pos.y + line_idx * LayoutItemStep.y); + ImGui::SetCursorScreenPos(pos); + + ImGui::SetNextItemSelectionUserData(item_idx); + bool item_is_selected = Selection.Contains((ImGuiID)item_data->ID); + bool item_is_visible = ImGui::IsRectVisible(LayoutItemSize); + ImGui::Selectable("", item_is_selected, ImGuiSelectableFlags_None, LayoutItemSize); + + // Update our selection state immediately (without waiting for EndMultiSelect() requests) + // because we use this to alter the color of our text/icon. + if (ImGui::IsItemToggledSelection()) + item_is_selected = !item_is_selected; + + // Focus (for after deletion) + if (item_curr_idx_to_focus == item_idx) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and drop + if (ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_data->ID); + else + while (Selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back(id); + ImGui::SetDragDropPayload("ASSETS_BROWSER_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip, by extracting it from the payload data + // (we could read from selection, but it is more correct and reusable to read from payload) + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int payload_count = (int)payload->DataSize / (int)sizeof(ImGuiID); + ImGui::Text("%d assets", payload_count); + + ImGui::EndDragDropSource(); + } + + // Render icon (a real app would likely display an image/thumbnail here) + // Because we use ImGuiMultiSelectFlags_BoxSelect2d, clipping vertical may occasionally be larger, so we coarse-clip our rendering as well. + if (item_is_visible) + { + ImVec2 box_min(pos.x - 1, pos.y - 1); + ImVec2 box_max(box_min.x + LayoutItemSize.x + 2, box_min.y + LayoutItemSize.y + 2); // Dubious + draw_list->AddRectFilled(box_min, box_max, icon_bg_color); // Background color + if (ShowTypeOverlay && item_data->Type != 0) + { + ImU32 type_col = icon_type_overlay_colors[item_data->Type % IM_ARRAYSIZE(icon_type_overlay_colors)]; + draw_list->AddRectFilled(ImVec2(box_max.x - 2 - icon_type_overlay_size.x, box_min.y + 2), ImVec2(box_max.x - 2, box_min.y + 2 + icon_type_overlay_size.y), type_col); + } + if (display_label) + { + ImU32 label_col = ImGui::GetColorU32(item_is_selected ? ImGuiCol_Text : ImGuiCol_TextDisabled); + char label[32]; + sprintf(label, "%d", item_data->ID); + draw_list->AddText(ImVec2(box_min.x, box_max.y - ImGui::GetFontSize()), label_col, label); + } + } + + ImGui::PopID(); + } + } + } + clipper.End(); + ImGui::PopStyleVar(); // ImGuiStyleVar_ItemSpacing + + // Context menu + if (ImGui::BeginPopupContextWindow()) + { + ImGui::Text("Selection: %d items", Selection.Size); + ImGui::Separator(); + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndPopup(); + } + + ms_io = ImGui::EndMultiSelect(); + Selection.ApplyRequests(ms_io); + if (want_delete) + Selection.ApplyDeletionPostLoop(ms_io, Items, item_curr_idx_to_focus); + + // Zooming with CTRL+Wheel + if (ImGui::IsWindowAppearing()) + ZoomWheelAccum = 0.0f; + if (ImGui::IsWindowHovered() && io.MouseWheel != 0.0f && ImGui::IsKeyDown(ImGuiMod_Ctrl) && ImGui::IsAnyItemActive() == false) + { + ZoomWheelAccum += io.MouseWheel; + if (fabsf(ZoomWheelAccum) >= 1.0f) + { + // Calculate hovered item index from mouse location + // FIXME: Locking aiming on 'hovered_item_idx' (with a cool-down timer) would ensure zoom keeps on it. + const float hovered_item_nx = (io.MousePos.x - start_pos.x + LayoutItemSpacing * 0.5f) / LayoutItemStep.x; + const float hovered_item_ny = (io.MousePos.y - start_pos.y + LayoutItemSpacing * 0.5f) / LayoutItemStep.y; + const int hovered_item_idx = ((int)hovered_item_ny * LayoutColumnCount) + (int)hovered_item_nx; + //ImGui::SetTooltip("%f,%f -> item %d", hovered_item_nx, hovered_item_ny, hovered_item_idx); // Move those 4 lines in block above for easy debugging + + // Zoom + IconSize *= powf(1.1f, (float)(int)ZoomWheelAccum); + IconSize = IM_CLAMP(IconSize, 16.0f, 128.0f); + ZoomWheelAccum -= (int)ZoomWheelAccum; + UpdateLayoutSizes(avail_width); + + // Manipulate scroll to that we will land at the same Y location of currently hovered item. + // - Calculate next frame position of item under mouse + // - Set new scroll position to be used in next ImGui::BeginChild() call. + float hovered_item_rel_pos_y = ((float)(hovered_item_idx / LayoutColumnCount) + fmodf(hovered_item_ny, 1.0f)) * LayoutItemStep.y; + hovered_item_rel_pos_y += ImGui::GetStyle().WindowPadding.y; + float mouse_local_y = io.MousePos.y - ImGui::GetWindowPos().y; + ImGui::SetScrollY(hovered_item_rel_pos_y - mouse_local_y); + } + } + } + ImGui::EndChild(); + + ImGui::Text("Selected: %d/%d items", Selection.Size, Items.Size); + ImGui::End(); + } +}; + +void ShowExampleAppAssetsBrowser(bool* p_open) +{ + IMGUI_DEMO_MARKER("Examples/Assets Browser"); + static ExampleAssetsBrowser assets_browser; + assets_browser.Draw("Example: Assets Browser", p_open); +} + +// End of Demo code +#else + +void ImGui::ShowAboutWindow(bool*) {} +void ImGui::ShowDemoWindow(bool*) {} +void ImGui::ShowUserGuide() {} +void ImGui::ShowStyleEditor(ImGuiStyle*) {} +bool ImGui::ShowStyleSelector(const char* label) { return false; } +void ImGui::ShowFontSelector(const char* label) {} + +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_draw.cpp b/src/main/imgui/imgui_draw.cpp new file mode 100644 index 0000000..c4e4458 --- /dev/null +++ b/src/main/imgui/imgui_draw.cpp @@ -0,0 +1,4855 @@ +// dear imgui, v1.91.7 +// (drawing and font code) + +/* + +Index of this file: + +// [SECTION] STB libraries implementation +// [SECTION] Style functions +// [SECTION] ImDrawList +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +// [SECTION] ImDrawListSplitter +// [SECTION] ImDrawData +// [SECTION] Helpers ShadeVertsXXX functions +// [SECTION] ImFontConfig +// [SECTION] ImFontAtlas +// [SECTION] ImFontAtlas: glyph ranges helpers +// [SECTION] ImFontGlyphRangesBuilder +// [SECTION] ImFont +// [SECTION] ImGui Internal Render Helpers +// [SECTION] Decompression code +// [SECTION] Default font data (ProggyClean.ttf) + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "misc/freetype/imgui_freetype.h" +#endif + +#include // vsnprintf, sscanf, printf + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +//------------------------------------------------------------------------- +// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack) +//------------------------------------------------------------------------- + +// Compile time options: +//#define IMGUI_STB_NAMESPACE ImStb +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE +{ +#endif + +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. +#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. +#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. +#endif + +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma clang diagnostic ignored "-Wmissing-prototypes" +#pragma clang diagnostic ignored "-Wimplicit-fallthrough" +#endif + +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] +#pragma GCC diagnostic ignored "-Wimplicit-fallthrough" // warning: this statement may fall through +#endif + +#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBRP_STATIC +#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) +#define STBRP_SORT ImQsort +#define STB_RECT_PACK_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else +#include "imstb_rectpack.h" +#endif +#endif + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) +#define STBTT_free(x,u) ((void)(u), IM_FREE(x)) +#define STBTT_assert(x) do { IM_ASSERT(x); } while(0) +#define STBTT_fmod(x,y) ImFmod(x,y) +#define STBTT_sqrt(x) ImSqrt(x) +#define STBTT_pow(x,y) ImPow(x,y) +#define STBTT_fabs(x) ImFabs(x) +#define STBTT_ifloor(x) ((int)ImFloor(x)) +#define STBTT_iceil(x) ((int)ImCeil(x)) +#define STBTT_STATIC +#define STB_TRUETYPE_IMPLEMENTATION +#else +#define STBTT_DEF extern +#endif +#ifdef IMGUI_STB_TRUETYPE_FILENAME +#include IMGUI_STB_TRUETYPE_FILENAME +#else +#include "imstb_truetype.h" +#endif +#endif +#endif // IMGUI_ENABLE_STB_TRUETYPE + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#if defined(_MSC_VER) +#pragma warning (pop) +#endif + +#ifdef IMGUI_STB_NAMESPACE +} // namespace ImStb +using namespace IMGUI_STB_NAMESPACE; +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Style functions +//----------------------------------------------------------------------------- + +void ImGui::StyleColorsDark(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); +} + +void ImGui::StyleColorsClassic(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); + colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); + colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); + colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.53f, 0.53f, 0.87f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +// Those light colors are better suited with a thicker font than the default one + FrameBorder +void ImGui::StyleColorsLight(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); + colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList +//----------------------------------------------------------------------------- + +ImDrawListSharedData::ImDrawListSharedData() +{ + memset(this, 0, sizeof(*this)); + for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) + { + const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); + ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) +{ + if (CircleSegmentMaxError == max_error) + return; + + IM_ASSERT(max_error > 0.0f); + CircleSegmentMaxError = max_error; + for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) + { + const float radius = (float)i; + CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +ImDrawList::ImDrawList(ImDrawListSharedData* shared_data) +{ + memset(this, 0, sizeof(*this)); + _Data = shared_data; +} + +ImDrawList::~ImDrawList() +{ + _ClearFreeMemory(); +} + +// Initialize before use in a new frame. We always have a command ready in the buffer. +// In the majority of cases, you would want to call PushClipRect() and PushTextureID() after this. +void ImDrawList::_ResetForNewFrame() +{ + // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. + IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, TextureId) == sizeof(ImVec4)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + if (_Splitter._Count > 1) + _Splitter.Merge(this); + + CmdBuffer.resize(0); + IdxBuffer.resize(0); + VtxBuffer.resize(0); + Flags = _Data->InitialFlags; + memset(&_CmdHeader, 0, sizeof(_CmdHeader)); + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.resize(0); + _TextureIdStack.resize(0); + _CallbacksDataBuf.resize(0); + _Path.resize(0); + _Splitter.Clear(); + CmdBuffer.push_back(ImDrawCmd()); + _FringeScale = 1.0f; +} + +void ImDrawList::_ClearFreeMemory() +{ + CmdBuffer.clear(); + IdxBuffer.clear(); + VtxBuffer.clear(); + Flags = ImDrawListFlags_None; + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.clear(); + _TextureIdStack.clear(); + _CallbacksDataBuf.clear(); + _Path.clear(); + _Splitter.ClearFreeMemory(); +} + +ImDrawList* ImDrawList::CloneOutput() const +{ + ImDrawList* dst = IM_NEW(ImDrawList(_Data)); + dst->CmdBuffer = CmdBuffer; + dst->IdxBuffer = IdxBuffer; + dst->VtxBuffer = VtxBuffer; + dst->Flags = Flags; + return dst; +} + +void ImDrawList::AddDrawCmd() +{ + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() + draw_cmd.TextureId = _CmdHeader.TextureId; + draw_cmd.VtxOffset = _CmdHeader.VtxOffset; + draw_cmd.IdxOffset = IdxBuffer.Size; + + IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); + CmdBuffer.push_back(draw_cmd); +} + +// Pop trailing draw command (used before merging or presenting to user) +// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL +void ImDrawList::_PopUnusedDrawCmd() +{ + while (CmdBuffer.Size > 0) + { + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL) + return;// break; + CmdBuffer.pop_back(); + } +} + +void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size) +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + IM_ASSERT(curr_cmd->UserCallback == NULL); + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + } + + curr_cmd->UserCallback = callback; + if (userdata_size == 0) + { + // Store user data directly in command (no indirection) + curr_cmd->UserCallbackData = userdata; + curr_cmd->UserCallbackDataSize = 0; + curr_cmd->UserCallbackDataOffset = -1; + } + else + { + // Copy and store user data in a buffer + IM_ASSERT(userdata != NULL); + IM_ASSERT(userdata_size < (1u << 31)); + curr_cmd->UserCallbackData = NULL; // Will be resolved during Render() + curr_cmd->UserCallbackDataSize = (int)userdata_size; + curr_cmd->UserCallbackDataOffset = _CallbacksDataBuf.Size; + _CallbacksDataBuf.resize(_CallbacksDataBuf.Size + (int)userdata_size); + memcpy(_CallbacksDataBuf.Data + (size_t)curr_cmd->UserCallbackDataOffset, userdata, userdata_size); + } + + AddDrawCmd(); // Force a new command after us (see comment below) +} + +// Compare ClipRect, TextureId and VtxOffset with a single memcmp() +#define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) + +// Try to merge two last draw commands +void ImDrawList::_TryMergeDrawCmds() +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) + { + prev_cmd->ElemCount += curr_cmd->ElemCount; + CmdBuffer.pop_back(); + } +} + +// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. +// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. +void ImDrawList::_OnChangedClipRect() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + curr_cmd->ClipRect = _CmdHeader.ClipRect; +} + +void ImDrawList::_OnChangedTextureID() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + curr_cmd->TextureId = _CmdHeader.TextureId; +} + +void ImDrawList::_OnChangedVtxOffset() +{ + // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. + _VtxCurrentIdx = 0; + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + curr_cmd->VtxOffset = _CmdHeader.VtxOffset; +} + +int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const +{ + // Automatic segment count + const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy + if (radius_idx >= 0 && radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + return _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); +} + +// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) +void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect) +{ + ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); + if (intersect_with_current_clip_rect) + { + ImVec4 current = _CmdHeader.ClipRect; + if (cr.x < current.x) cr.x = current.x; + if (cr.y < current.y) cr.y = current.y; + if (cr.z > current.z) cr.z = current.z; + if (cr.w > current.w) cr.w = current.w; + } + cr.z = ImMax(cr.x, cr.z); + cr.w = ImMax(cr.y, cr.w); + + _ClipRectStack.push_back(cr); + _CmdHeader.ClipRect = cr; + _OnChangedClipRect(); +} + +void ImDrawList::PushClipRectFullScreen() +{ + PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); +} + +void ImDrawList::PopClipRect() +{ + _ClipRectStack.pop_back(); + _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; + _OnChangedClipRect(); +} + +void ImDrawList::PushTextureID(ImTextureID texture_id) +{ + _TextureIdStack.push_back(texture_id); + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); +} + +void ImDrawList::PopTextureID() +{ + _TextureIdStack.pop_back(); + _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; + _OnChangedTextureID(); +} + +// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTextureID()/PopTextureID(). +void ImDrawList::_SetTextureID(ImTextureID texture_id) +{ + if (_CmdHeader.TextureId == texture_id) + return; + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); +} + +// Reserve space for a number of vertices and indices. +// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or +// submit the intermediate results. PrimUnreserve() can be used to release unused allocations. +void ImDrawList::PrimReserve(int idx_count, int vtx_count) +{ + // Large mesh support (when enabled) + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) + { + // FIXME: In theory we should be testing that vtx_count <64k here. + // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us + // to not make that check until we rework the text functions to handle clipping and large horizontal lines better. + _CmdHeader.VtxOffset = VtxBuffer.Size; + _OnChangedVtxOffset(); + } + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount += idx_count; + + int vtx_buffer_old_size = VtxBuffer.Size; + VtxBuffer.resize(vtx_buffer_old_size + vtx_count); + _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size; + + int idx_buffer_old_size = IdxBuffer.Size; + IdxBuffer.resize(idx_buffer_old_size + idx_count); + _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; +} + +// Release the number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). +void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) +{ + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount -= idx_count; + VtxBuffer.shrink(VtxBuffer.Size - vtx_count); + IdxBuffer.shrink(IdxBuffer.Size - idx_count); +} + +// Fully unrolled with inline call to keep our debug builds decently fast. +void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +{ + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. +// - Those macros expects l-values and need to be used as their own statement. +// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0 +#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0 + +// TODO: Thickness anti-aliased lines cap are missing their AA fringe. +// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) +{ + if (points_count < 2 || (col & IM_COL32_A_MASK) == 0) + return; + + const bool closed = (flags & ImDrawFlags_Closed) != 0; + const ImVec2 opaque_uv = _Data->TexUvWhitePixel; + const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw + const bool thick_line = (thickness > _FringeScale); + + if (Flags & ImDrawListFlags_AntiAliasedLines) + { + // Anti-aliased stroke + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + + // Thicknesses <1.0 should behave like thickness 1.0 + thickness = ImMax(thickness, 1.0f); + const int integer_thickness = (int)thickness; + const float fractional_thickness = thickness - integer_thickness; + + // Do we want to draw this line using a texture? + // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. + // - If AA_SIZE is not 1.0f we cannot use the texture path. + const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); + + // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off + IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); + + const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); + const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); + PrimReserve(idx_count, vtx_count); + + // Temporary buffer + // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point + _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5)); + ImVec2* temp_normals = _Data->TempBuffer.Data; + ImVec2* temp_points = temp_normals + points_count; + + // Calculate normals (tangents) for each line segment + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + float dx = points[i2].x - points[i1].x; + float dy = points[i2].y - points[i1].y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i1].x = dy; + temp_normals[i1].y = -dx; + } + if (!closed) + temp_normals[points_count - 1] = temp_normals[points_count - 2]; + + // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point + if (use_texture || !thick_line) + { + // [PATH 1] Texture-based lines (thick or non-thick) + // [PATH 2] Non texture-based lines (non-thick) + + // The width of the geometry we need to draw - this is essentially pixels for the line itself, plus "one pixel" for AA. + // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture + // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code. + // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to + // allow scaling geometry while preserving one-screen-pixel AA fringe). + const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + temp_points[0] = points[0] + temp_normals[0] * half_draw_size; + temp_points[1] = points[0] - temp_normals[0] * half_draw_size; + temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size; + temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size; + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment + const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area + dm_y *= half_draw_size; + + // Add temporary vertexes for the outer edges + ImVec2* out_vtx = &temp_points[i2 * 2]; + out_vtx[0].x = points[i2].x + dm_x; + out_vtx[0].y = points[i2].y + dm_y; + out_vtx[1].x = points[i2].x - dm_x; + out_vtx[1].y = points[i2].y - dm_y; + + if (use_texture) + { + // Add indices for two triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri + _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri + _IdxWritePtr += 6; + } + else + { + // Add indexes for four triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1 + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2 + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1 + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2 + _IdxWritePtr += 12; + } + + idx1 = idx2; + } + + // Add vertexes for each point on the line + if (use_texture) + { + // If we're using textures we only need to emit the left/right edge vertices + ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; + /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false! + { + const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; + tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() + tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; + tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; + tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; + }*/ + ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); + ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge + _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge + _VtxWritePtr += 2; + } + } + else + { + // If we're not using a texture, we need the center vertex as well + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line + _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge + _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge + _VtxWritePtr += 3; + } + } + } + else + { + // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point + const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + const int points_last = points_count - 1; + temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); + temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); + temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment + const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); + float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); + float dm_in_x = dm_x * half_inner_thickness; + float dm_in_y = dm_y * half_inner_thickness; + + // Add temporary vertices + ImVec2* out_vtx = &temp_points[i2 * 4]; + out_vtx[0].x = points[i2].x + dm_out_x; + out_vtx[0].y = points[i2].y + dm_out_y; + out_vtx[1].x = points[i2].x + dm_in_x; + out_vtx[1].y = points[i2].y + dm_in_y; + out_vtx[2].x = points[i2].x - dm_in_x; + out_vtx[2].y = points[i2].y - dm_in_y; + out_vtx[3].x = points[i2].x - dm_out_x; + out_vtx[3].y = points[i2].y - dm_out_y; + + // Add indexes + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3); + _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2); + _IdxWritePtr += 18; + + idx1 = idx2; + } + + // Add vertices + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans; + _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans; + _VtxWritePtr += 4; + } + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // [PATH 4] Non texture-based, Non anti-aliased lines + const int idx_count = count * 6; + const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges + PrimReserve(idx_count, vtx_count); + + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + const ImVec2& p1 = points[i1]; + const ImVec2& p2 = points[i2]; + + float dx = p2.x - p1.x; + float dy = p2.y - p1.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + dx *= (thickness * 0.5f); + dy *= (thickness * 0.5f); + + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2); + _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3); + _IdxWritePtr += 6; + _VtxCurrentIdx += 4; + } + } +} + +// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. +void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2)*3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2)*3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + // Calculate arc auto segment step size + if (a_step <= 0) + a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius); + + // Make sure we never do steps larger than one quarter of the circle + a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); + + const int sample_range = ImAbs(a_max_sample - a_min_sample); + const int a_next_step = a_step; + + int samples = sample_range + 1; + bool extra_max_sample = false; + if (a_step > 1) + { + samples = sample_range / a_step + 1; + const int overstep = sample_range % a_step; + + if (overstep > 0) + { + extra_max_sample = true; + samples++; + + // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, + // distribute first step range evenly between them by reducing first step size. + if (sample_range > 0) + a_step -= (a_step - overstep) / 2; + } + } + + _Path.resize(_Path.Size + samples); + ImVec2* out_ptr = _Path.Data + (_Path.Size - samples); + + int sample_index = a_min_sample; + if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + { + sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + } + + if (a_max_sample >= a_min_sample) + { + for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + else + { + for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + + if (extra_max_sample) + { + int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (normalized_max_sample < 0) + normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + + IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr); +} + +void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + // Note that we are adding a point at both a_min and a_max. + // If you are trying to draw a full closed circle you don't want the overlapping points! + _Path.reserve(_Path.Size + (num_segments + 1)); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); + } +} + +// 0: East, 3: South, 6: West, 9: North, 12: East +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); +} + +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + if (num_segments > 0) + { + _PathArcToN(center, radius, a_min, a_max, num_segments); + return; + } + + // Automatic segment count + if (radius <= _Data->ArcFastRadiusCutoff) + { + const bool a_is_reverse = a_max < a_min; + + // We are going to use precomputed values for mid samples. + // Determine first and last sample in lookup table that belong to the arc. + const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); + const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); + + const int a_min_sample = a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f); + const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f); + const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); + + const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f; + const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f; + + _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); + if (a_emit_start) + _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)); + if (a_mid_samples > 0) + _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0); + if (a_emit_end) + _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)); + } + else + { + const float arc_length = ImAbs(a_max - a_min); + const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); + const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); + _PathArcToN(center, radius, a_min, a_max, arc_segment_count); + } +} + +void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments) +{ + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + _Path.reserve(_Path.Size + (num_segments + 1)); + + const float cos_rot = ImCos(rot); + const float sin_rot = ImSin(rot); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + ImVec2 point(ImCos(a) * radius.x, ImSin(a) * radius.y); + const ImVec2 rel((point.x * cos_rot) - (point.y * sin_rot), (point.x * sin_rot) + (point.y * cos_rot)); + point.x = rel.x + center.x; + point.y = rel.y + center.y; + _Path.push_back(point); + } +} + +ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) +{ + float u = 1.0f - t; + float w1 = u * u * u; + float w2 = 3 * u * u * t; + float w3 = 3 * u * t * t; + float w4 = t * t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y); +} + +ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t) +{ + float u = 1.0f - t; + float w1 = u * u; + float w2 = 2 * u * t; + float w3 = t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y); +} + +// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp +static void PathBezierCubicCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = (x2 - x4) * dy - (y2 - y4) * dx; + float d3 = (x3 - x4) * dy - (y3 - y4) * dx; + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x4, y4)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; + float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; + PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +static void PathBezierQuadraticCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level) +{ + float dx = x3 - x1, dy = y3 - y1; + float det = (x2 - x3) * dy - (y2 - y3) * dx; + if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x3, y3)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1); + PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1); + } +} + +void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step)); + } +} + +void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step)); + } +} + +static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) +{ + /* + IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Obsoleted in 1.82 (from February 2021). This code was stripped/simplified and mostly commented in 1.90 (from September 2023) + // - Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) + if (flags == ~0) { return ImDrawFlags_RoundCornersAll; } + // - Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations). Read details in older version of this code. + if (flags >= 0x01 && flags <= 0x0F) { return (flags << 4); } + // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' +#endif + */ + // If this assert triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. + // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc. anyway. + // See details in 1.82 Changelog as well as 2021/03/12 and 2023/09/08 entries in "API BREAKING CHANGES" section. + IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); + + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags |= ImDrawFlags_RoundCornersAll; + + return flags; +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) +{ + if (rounding >= 0.5f) + { + flags = FixRectCornerFlags(flags); + rounding = ImMin(rounding, ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f); + } + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PathLineTo(a); + PathLineTo(ImVec2(b.x, a.y)); + PathLineTo(b); + PathLineTo(ImVec2(a.x, b.y)); + } + else + { + const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; + const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; + const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f; + const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; + PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); + PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); + PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); + PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6); + } +} + +void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + PathLineTo(p1 + ImVec2(0.5f, 0.5f)); + PathLineTo(p2 + ImVec2(0.5f, 0.5f)); + PathStroke(col, 0, thickness); +} + +// p_min = upper-left, p_max = lower-right +// Note we don't render 1 pixels sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (Flags & ImDrawListFlags_AntiAliasedLines) + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags); + else + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PrimReserve(6, 4); + PrimRect(p_min, p_max, col); + } + else + { + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + } +} + +// p_min = upper-left, p_max = lower-right +void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +{ + if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + PrimReserve(6, 4); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); + PrimWriteVtx(p_min, uv, col_upr_left); + PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); + PrimWriteVtx(p_max, uv, col_bot_right); + PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); +} + +void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathFillConvex(col); +} + +void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathFillConvex(col); +} + +void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + } + + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + } + + PathFillConvex(col); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Ellipse +void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Cubic Bezier takes 4 controls points +void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierCubicCurveTo(p2, p3, p4, num_segments); + PathStroke(col, 0, thickness); +} + +// Quadratic Bezier takes 3 controls points +void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierQuadraticCurveTo(p2, p3, num_segments); + PathStroke(col, 0, thickness); +} + +void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + // Accept null ranges + if (text_begin == text_end || text_begin[0] == 0) + return; + if (text_end == NULL) + text_end = text_begin + strlen(text_begin); + + // Pull default font/size from the shared ImDrawListSharedData instance + if (font == NULL) + font = _Data->Font; + if (font_size == 0.0f) + font_size = _Data->FontSize; + + IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. + + ImVec4 clip_rect = _CmdHeader.ClipRect; + if (cpu_fine_clip_rect) + { + clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); + clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y); + clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); + clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); + } + font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); +} + +void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) +{ + AddText(NULL, 0.0f, pos, col, text_begin, text_end); +} + +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimRectUV(p_min, p_max, uv_min, uv_max, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + flags = FixRectCornerFlags(flags); + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); + return; + } + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + int vert_start_idx = VtxBuffer.Size; + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + int vert_end_idx = VtxBuffer.Size; + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); + + if (push_texture_id) + PopTextureID(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +//----------------------------------------------------------------------------- +// Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity. +// Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf +// Provided as a convenience for user but not used by main library. +//----------------------------------------------------------------------------- +// - ImTriangulator [Internal] +// - AddConcavePolyFilled() +//----------------------------------------------------------------------------- + +enum ImTriangulatorNodeType +{ + ImTriangulatorNodeType_Convex, + ImTriangulatorNodeType_Ear, + ImTriangulatorNodeType_Reflex +}; + +struct ImTriangulatorNode +{ + ImTriangulatorNodeType Type; + int Index; + ImVec2 Pos; + ImTriangulatorNode* Next; + ImTriangulatorNode* Prev; + + void Unlink() { Next->Prev = Prev; Prev->Next = Next; } +}; + +struct ImTriangulatorNodeSpan +{ + ImTriangulatorNode** Data = NULL; + int Size = 0; + + void push_back(ImTriangulatorNode* node) { Data[Size++] = node; } + void find_erase_unsorted(int idx) { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } } +}; + +struct ImTriangulator +{ + static int EstimateTriangleCount(int points_count) { return (points_count < 3) ? 0 : points_count - 2; } + static int EstimateScratchBufferSize(int points_count) { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; } + + void Init(const ImVec2* points, int points_count, void* scratch_buffer); + void GetNextTriangle(unsigned int out_triangle[3]); // Return relative indexes for next triangle + + // Internal functions + void BuildNodes(const ImVec2* points, int points_count); + void BuildReflexes(); + void BuildEars(); + void FlipNodeList(); + bool IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const; + void ReclassifyNode(ImTriangulatorNode* node); + + // Internal members + int _TrianglesLeft = 0; + ImTriangulatorNode* _Nodes = NULL; + ImTriangulatorNodeSpan _Ears; + ImTriangulatorNodeSpan _Reflexes; +}; + +// Distribute storage for nodes, ears and reflexes. +// FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer +// (this would require first building reflexes to bail to convex if empty, without even building nodes) +void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer) +{ + IM_ASSERT(scratch_buffer != NULL && points_count >= 3); + _TrianglesLeft = EstimateTriangleCount(points_count); + _Nodes = (ImTriangulatorNode*)scratch_buffer; // points_count x Node + _Ears.Data = (ImTriangulatorNode**)(_Nodes + points_count); // points_count x Node* + _Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node* + BuildNodes(points, points_count); + BuildReflexes(); + BuildEars(); +} + +void ImTriangulator::BuildNodes(const ImVec2* points, int points_count) +{ + for (int i = 0; i < points_count; i++) + { + _Nodes[i].Type = ImTriangulatorNodeType_Convex; + _Nodes[i].Index = i; + _Nodes[i].Pos = points[i]; + _Nodes[i].Next = _Nodes + i + 1; + _Nodes[i].Prev = _Nodes + i - 1; + } + _Nodes[0].Prev = _Nodes + points_count - 1; + _Nodes[points_count - 1].Next = _Nodes; +} + +void ImTriangulator::BuildReflexes() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Reflex; + _Reflexes.push_back(n1); + } +} + +void ImTriangulator::BuildEars() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (n1->Type != ImTriangulatorNodeType_Convex) + continue; + if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Ear; + _Ears.push_back(n1); + } +} + +void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3]) +{ + if (_Ears.Size == 0) + { + FlipNodeList(); + + ImTriangulatorNode* node = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next) + node->Type = ImTriangulatorNodeType_Convex; + _Reflexes.Size = 0; + BuildReflexes(); + BuildEars(); + + // If we still don't have ears, it means geometry is degenerated. + if (_Ears.Size == 0) + { + // Return first triangle available, mimicking the behavior of convex fill. + IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated + _Ears.Data[0] = _Nodes; + _Ears.Size = 1; + } + } + + ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size]; + out_triangle[0] = ear->Prev->Index; + out_triangle[1] = ear->Index; + out_triangle[2] = ear->Next->Index; + + ear->Unlink(); + if (ear == _Nodes) + _Nodes = ear->Next; + + ReclassifyNode(ear->Prev); + ReclassifyNode(ear->Next); + _TrianglesLeft--; +} + +void ImTriangulator::FlipNodeList() +{ + ImTriangulatorNode* prev = _Nodes; + ImTriangulatorNode* temp = _Nodes; + ImTriangulatorNode* current = _Nodes->Next; + prev->Next = prev; + prev->Prev = prev; + while (current != _Nodes) + { + temp = current->Next; + + current->Next = prev; + prev->Prev = current; + _Nodes->Next = current; + current->Prev = _Nodes; + + prev = current; + current = temp; + } + _Nodes = prev; +} + +// A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm) +bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const +{ + ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size; + for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++) + { + ImTriangulatorNode* reflex = *p; + if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2) + if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos)) + return false; + } + return true; +} + +void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1) +{ + // Classify node + ImTriangulatorNodeType type; + const ImTriangulatorNode* n0 = n1->Prev; + const ImTriangulatorNode* n2 = n1->Next; + if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Reflex; + else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Ear; + else + type = ImTriangulatorNodeType_Convex; + + // Update lists when a type changes + if (type == n1->Type) + return; + if (n1->Type == ImTriangulatorNodeType_Reflex) + _Reflexes.find_erase_unsorted(n1->Index); + else if (n1->Type == ImTriangulatorNodeType_Ear) + _Ears.find_erase_unsorted(n1->Index); + if (type == ImTriangulatorNodeType_Reflex) + _Reflexes.push_back(n1); + else if (type == ImTriangulatorNodeType_Ear) + _Ears.push_back(n1); + n1->Type = type; +} + +// Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes). +// (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer! +// It is up to caller to ensure not making costly calls that will be outside of visible area. +// As concave fill is noticeably more expensive than other primitives, be mindful of this... +// Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false') +void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + ImTriangulator triangulator; + unsigned int triangle[3]; + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2) * 3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2) * 3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawListSplitter +//----------------------------------------------------------------------------- +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. +//----------------------------------------------------------------------------- + +void ImDrawListSplitter::ClearFreeMemory() +{ + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); +} + +void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) +{ + IM_UNUSED(draw_list); + IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + { + _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable + _Channels.resize(channels_count); + } + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); + } + } +} + +void ImDrawListSplitter::Merge(ImDrawList* draw_list) +{ + // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + draw_list->_PopUnusedDrawCmd(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + ch._CmdBuffer.pop_back(); + + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) + { + // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. + // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. + ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; + if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += next_cmd->ElemCount; + idx_offset += next_cmd->ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. + } + } + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) + { + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + + // Ensure there's always a non-callback draw command trailing the command-buffer + if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL) + draw_list->AddDrawCmd(); + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); + + _Count = 1; +} + +void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) +{ + IM_ASSERT(idx >= 0 && idx < _Count); + if (_Current == idx) + return; + + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd == NULL) + draw_list->AddDrawCmd(); + else if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawData +//----------------------------------------------------------------------------- + +void ImDrawData::Clear() +{ + Valid = false; + CmdListsCount = TotalIdxCount = TotalVtxCount = 0; + CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them. + DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f); + OwnerViewport = NULL; +} + +// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list +// as long at it is expected that the result will be later merged into draw_data->CmdLists[]. +void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list) +{ + if (draw_list->CmdBuffer.Size == 0) + return; + if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL) + return; + + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + + // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) + // If this assert triggers because you are drawing lots of stuff manually: + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // Be mindful that the lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. + // - If you want large meshes with more than 64K vertices, you can either: + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example backends already support this from 1.71. Pre-1.71 backends won't. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + // Resolve callback data pointers + if (draw_list->_CallbacksDataBuf.Size > 0) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + if (cmd.UserCallback != NULL && cmd.UserCallbackDataOffset != -1 && cmd.UserCallbackDataSize > 0) + cmd.UserCallbackData = draw_list->_CallbacksDataBuf.Data + cmd.UserCallbackDataOffset; + + // Add to output list + records state in ImDrawData + out_list->push_back(draw_list); + draw_data->CmdListsCount++; + draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; +} + +void ImDrawData::AddDrawList(ImDrawList* draw_list) +{ + IM_ASSERT(CmdLists.Size == CmdListsCount); + draw_list->_PopUnusedDrawCmd(); + ImGui::AddDrawListToDrawDataEx(this, &CmdLists, draw_list); +} + +// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! +void ImDrawData::DeIndexAllBuffers() +{ + ImVector new_vtx_buffer; + TotalVtxCount = TotalIdxCount = 0; + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + if (cmd_list->IdxBuffer.empty()) + continue; + new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); + for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) + new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; + cmd_list->VtxBuffer.swap(new_vtx_buffer); + cmd_list->IdxBuffer.resize(0); + TotalVtxCount += cmd_list->VtxBuffer.Size; + } +} + +// Helper to scale the ClipRect field of each ImDrawCmd. +// Use if your final output buffer is at a different scale than draw_data->DisplaySize, +// or if there is a difference between your window resolution and framebuffer resolution. +void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) +{ + for (ImDrawList* draw_list : CmdLists) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + cmd.ClipRect = ImVec4(cmd.ClipRect.x * fb_scale.x, cmd.ClipRect.y * fb_scale.y, cmd.ClipRect.z * fb_scale.x, cmd.ClipRect.w * fb_scale.y); +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers ShadeVertsXXX functions +//----------------------------------------------------------------------------- + +// Generic linear color gradient, write to RGB fields, leave A untouched. +void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) +{ + ImVec2 gradient_extent = gradient_p1 - gradient_p0; + float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF; + const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF; + const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF; + const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r; + const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g; + const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b; + for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) + { + float d = ImDot(vert->pos - gradient_p0, gradient_extent); + float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); + int r = (int)(col0_r + col_delta_r * t); + int g = (int)(col0_g + col_delta_g * t); + int b = (int)(col0_b + col_delta_b * t); + vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); + } +} + +// Distribute UV over (a, b) rectangle +void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp) +{ + const ImVec2 size = b - a; + const ImVec2 uv_size = uv_b - uv_a; + const ImVec2 scale = ImVec2( + size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, + size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); + + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + if (clamp) + { + const ImVec2 min = ImMin(uv_a, uv_b); + const ImVec2 max = ImMax(uv_a, uv_b); + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); + } + else + { + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale); + } +} + +void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out) +{ + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontConfig +//----------------------------------------------------------------------------- + +ImFontConfig::ImFontConfig() +{ + memset(this, 0, sizeof(*this)); + FontDataOwnedByAtlas = true; + OversampleH = 2; + OversampleV = 1; + GlyphMaxAdvanceX = FLT_MAX; + RasterizerMultiply = 1.0f; + RasterizerDensity = 1.0f; + EllipsisChar = 0; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas +//----------------------------------------------------------------------------- +// - Default texture data encoded in ASCII +// - ImFontAtlas::ClearInputData() +// - ImFontAtlas::ClearTexData() +// - ImFontAtlas::ClearFonts() +// - ImFontAtlas::Clear() +// - ImFontAtlas::GetTexDataAsAlpha8() +// - ImFontAtlas::GetTexDataAsRGBA32() +// - ImFontAtlas::AddFont() +// - ImFontAtlas::AddFontDefault() +// - ImFontAtlas::AddFontFromFileTTF() +// - ImFontAtlas::AddFontFromMemoryTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedBase85TTF() +// - ImFontAtlas::AddCustomRectRegular() +// - ImFontAtlas::AddCustomRectFontGlyph() +// - ImFontAtlas::CalcCustomRectUV() +// - ImFontAtlas::GetMouseCursorTexData() +// - ImFontAtlas::Build() +// - ImFontAtlasBuildMultiplyCalcLookupTable() +// - ImFontAtlasBuildMultiplyRectAlpha8() +// - ImFontAtlasBuildWithStbTruetype() +// - ImFontAtlasGetBuilderForStbTruetype() +// - ImFontAtlasUpdateConfigDataPointers() +// - ImFontAtlasBuildSetupFont() +// - ImFontAtlasBuildPackCustomRects() +// - ImFontAtlasBuildRender8bppRectFromString() +// - ImFontAtlasBuildRender32bppRectFromString() +// - ImFontAtlasBuildRenderDefaultTexData() +// - ImFontAtlasBuildRenderLinesTexData() +// - ImFontAtlasBuildInit() +// - ImFontAtlasBuildFinish() +//----------------------------------------------------------------------------- + +// A work of art lies ahead! (. = white layer, X = black layer, others are blank) +// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. +// (This is used when io.MouseDrawCursor = true) +const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing. +const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; +static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = +{ + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX " + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" + "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " + " X..X - - X...X - X...X - X..X X..X - - X........X - " + " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " + "------------- - X - X -X.....................X- ------------------- " + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " +}; + +static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = +{ + // Pos ........ Size ......... Offset ...... + { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow + { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll + { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS + { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW + { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW + { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE + { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand + { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed +}; + +ImFontAtlas::ImFontAtlas() +{ + memset(this, 0, sizeof(*this)); + TexGlyphPadding = 1; + PackIdMouseCursors = PackIdLines = -1; +} + +ImFontAtlas::~ImFontAtlas() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Clear(); +} + +void ImFontAtlas::ClearInputData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + for (ImFontConfig& font_cfg : ConfigData) + if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas) + { + IM_FREE(font_cfg.FontData); + font_cfg.FontData = NULL; + } + + // When clearing this we lose access to the font name and other information used to build the font. + for (ImFont* font : Fonts) + if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size) + { + font->ConfigData = NULL; + font->ConfigDataCount = 0; + } + ConfigData.clear(); + CustomRects.clear(); + PackIdMouseCursors = PackIdLines = -1; + // Important: we leave TexReady untouched +} + +void ImFontAtlas::ClearTexData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + if (TexPixelsAlpha8) + IM_FREE(TexPixelsAlpha8); + if (TexPixelsRGBA32) + IM_FREE(TexPixelsRGBA32); + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; + TexPixelsUseColors = false; + // Important: we leave TexReady untouched +} + +void ImFontAtlas::ClearFonts() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Fonts.clear_delete(); + TexReady = false; +} + +void ImFontAtlas::Clear() +{ + ClearInputData(); + ClearTexData(); + ClearFonts(); +} + +void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Build atlas on demand + if (TexPixelsAlpha8 == NULL) + Build(); + + *out_pixels = TexPixelsAlpha8; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; +} + +void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Convert to RGBA32 format on demand + // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp + if (!TexPixelsRGBA32) + { + unsigned char* pixels = NULL; + GetTexDataAsAlpha8(&pixels, NULL, NULL); + if (pixels) + { + TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); + const unsigned char* src = pixels; + unsigned int* dst = TexPixelsRGBA32; + for (int n = TexWidth * TexHeight; n > 0; n--) + *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); + } + } + + *out_pixels = (unsigned char*)TexPixelsRGBA32; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; +} + +ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); + IM_ASSERT(font_cfg->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?"); + IM_ASSERT(font_cfg->OversampleH > 0 && font_cfg->OversampleV > 0 && "Is ImFontConfig struct correctly initialized?"); + IM_ASSERT(font_cfg->RasterizerDensity > 0.0f); + + // Create new font + if (!font_cfg->MergeMode) + Fonts.push_back(IM_NEW(ImFont)); + else + IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. + + ConfigData.push_back(*font_cfg); + ImFontConfig& new_font_cfg = ConfigData.back(); + if (new_font_cfg.DstFont == NULL) + new_font_cfg.DstFont = Fonts.back(); + if (!new_font_cfg.FontDataOwnedByAtlas) + { + new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); + new_font_cfg.FontDataOwnedByAtlas = true; + memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); + } + + // Round font size + // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet. + // - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes. + // - We may support it better later and remove this rounding. + new_font_cfg.SizePixels = ImTrunc(new_font_cfg.SizePixels); + + // Pointers to ConfigData and BuilderData are otherwise dangling + ImFontAtlasUpdateConfigDataPointers(this); + + // Invalidate texture + TexReady = false; + ClearTexData(); + return new_font_cfg.DstFont; +} + +// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) +static unsigned int stb_decompress_length(const unsigned char* input); +static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); +static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } +static void Decode85(const unsigned char* src, unsigned char* dst) +{ + while (*src) + { + unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4])))); + dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. + src += 5; + dst += 4; + } +} +#ifndef IMGUI_DISABLE_DEFAULT_FONT +static const char* GetDefaultCompressedFontDataTTF(int* out_size); +#endif + +// Load embedded ProggyClean.ttf at size 13, disable oversampling +ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) +{ +#ifndef IMGUI_DISABLE_DEFAULT_FONT + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (!font_cfg_template) + { + font_cfg.OversampleH = font_cfg.OversampleV = 1; + font_cfg.PixelSnapH = true; + } + if (font_cfg.SizePixels <= 0.0f) + font_cfg.SizePixels = 13.0f * 1.0f; + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + font_cfg.EllipsisChar = (ImWchar)0x0085; + font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units + + int ttf_compressed_size = 0; + const char* ttf_compressed = GetDefaultCompressedFontDataTTF(&ttf_compressed_size); + const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); + ImFont* font = AddFontFromMemoryCompressedTTF(ttf_compressed, ttf_compressed_size, font_cfg.SizePixels, &font_cfg, glyph_ranges); + return font; +#else + IM_ASSERT(0 && "AddFontDefault() disabled in this build."); + IM_UNUSED(font_cfg_template); + return NULL; +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT +} + +ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + size_t data_size = 0; + void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); + if (!data) + { + IM_ASSERT_USER_ERROR(0, "Could not load font file!"); + return NULL; + } + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (font_cfg.Name[0] == '\0') + { + // Store a short copy of filename into into the font name for convenience + const char* p; + for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); + } + return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); +} + +// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). +ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size. + font_cfg.FontData = font_data; + font_cfg.FontDataSize = font_data_size; + font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; + if (glyph_ranges) + font_cfg.GlyphRanges = glyph_ranges; + return AddFont(&font_cfg); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); + unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size); + stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); + + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontDataOwnedByAtlas = true; + return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) +{ + int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); + Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); + ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); + IM_FREE(compressed_ttf); + return font; +} + +int ImFontAtlas::AddCustomRectRegular(int width, int height) +{ + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) +{ +#ifdef IMGUI_USE_WCHAR32 + IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); +#endif + IM_ASSERT(font != NULL); + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + r.GlyphID = id; + r.GlyphColored = 0; // Set to 1 manually to mark glyph as colored // FIXME: No official API for that (#8133) + r.GlyphAdvanceX = advance_x; + r.GlyphOffset = offset; + r.Font = font; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const +{ + IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates + IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed + *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); + *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); +} + +bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) +{ + if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) + return false; + if (Flags & ImFontAtlasFlags_NoMouseCursors) + return false; + + IM_ASSERT(PackIdMouseCursors != -1); + ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); + ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; + *out_size = size; + *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; + out_uv_border[0] = (pos) * TexUvScale; + out_uv_border[1] = (pos + size) * TexUvScale; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + out_uv_fill[0] = (pos) * TexUvScale; + out_uv_fill[1] = (pos + size) * TexUvScale; + return true; +} + +bool ImFontAtlas::Build() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + + // Default font is none are specified + if (ConfigData.Size == 0) + AddFontDefault(); + + // Select builder + // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which + // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are + // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere + // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. + const ImFontBuilderIO* builder_io = FontBuilderIO; + if (builder_io == NULL) + { +#ifdef IMGUI_ENABLE_FREETYPE + builder_io = ImGuiFreeType::GetBuilderForFreeType(); +#elif defined(IMGUI_ENABLE_STB_TRUETYPE) + builder_io = ImFontAtlasGetBuilderForStbTruetype(); +#else + IM_ASSERT(0); // Invalid Build function +#endif + } + + // Build + return builder_io->FontBuilder_Build(this); +} + +void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) +{ + for (unsigned int i = 0; i < 256; i++) + { + unsigned int value = (unsigned int)(i * in_brighten_factor); + out_table[i] = value > 255 ? 255 : (value & 0xFF); + } +} + +void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) +{ + IM_ASSERT_PARANOID(w <= stride); + unsigned char* data = pixels + x + y * stride; + for (int j = h; j > 0; j--, data += stride - w) + for (int i = w; i > 0; i--, data++) + *data = table[*data]; +} + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) +// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) +struct ImFontBuildSrcData +{ + stbtt_fontinfo FontInfo; + stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) + stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. + stbtt_packedchar* PackedChars; // Output glyphs + const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) + int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] + int GlyphsHighest; // Highest requested codepoint + int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) + ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet) +}; + +// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) +struct ImFontBuildDstData +{ + int SrcCount; // Number of source fonts targeting this destination font. + int GlyphsHighest; + int GlyphsCount; + ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. +}; + +static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out) +{ + IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); + const ImU32* it_begin = in->Storage.begin(); + const ImU32* it_end = in->Storage.end(); + for (const ImU32* it = it_begin; it < it_end; it++) + if (ImU32 entries_32 = *it) + for (ImU32 bit_n = 0; bit_n < 32; bit_n++) + if (entries_32 & ((ImU32)1 << bit_n)) + out->push_back((int)(((it - it_begin) << 5) + bit_n)); +} + +static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) +{ + IM_ASSERT(atlas->ConfigData.Size > 0); + + ImFontAtlasBuildInit(atlas); + + // Clear atlas + atlas->TexID = (ImTextureID)NULL; + atlas->TexWidth = atlas->TexHeight = 0; + atlas->TexUvScale = ImVec2(0.0f, 0.0f); + atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); + atlas->ClearTexData(); + + // Temporary storage for building + ImVector src_tmp_array; + ImVector dst_tmp_array; + src_tmp_array.resize(atlas->ConfigData.Size); + dst_tmp_array.resize(atlas->Fonts.Size); + memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); + + // 1. Initialize font loading structure, check font data validity + for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); + + // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + src_tmp.DstIndex = -1; + for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) + if (cfg.DstFont == atlas->Fonts[output_i]) + src_tmp.DstIndex = output_i; + if (src_tmp.DstIndex == -1) + { + IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? + return false; + } + // Initialize helper structure for font loading and verify that the TTF/OTF data is correct + const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); + IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); + if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) + { + IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); + return false; + } + + // Measure highest codepoints + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + { + // Check for valid range. This may also help detect *some* dangling pointers, because a common + // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent, + // or to forget to zero-terminate the glyph range array. + IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?"); + src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); + } + dst_tmp.SrcCount++; + dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); + } + + // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. + int total_glyphs_count = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); + + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + { + if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) + continue; + if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? + continue; + + // Add to avail set/counters + src_tmp.GlyphsCount++; + dst_tmp.GlyphsCount++; + src_tmp.GlyphsSet.SetBit(codepoint); + dst_tmp.GlyphsSet.SetBit(codepoint); + total_glyphs_count++; + } + } + + // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); + UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); + src_tmp.GlyphsSet.Clear(); + IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); + } + for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) + dst_tmp_array[dst_i].GlyphsSet.Clear(); + dst_tmp_array.clear(); + + // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) + // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) + ImVector buf_rects; + ImVector buf_packedchars; + buf_rects.resize(total_glyphs_count); + buf_packedchars.resize(total_glyphs_count); + memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); + memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); + + // 4. Gather glyphs sizes so we can pack them in our virtual canvas. + int total_surface = 0; + int buf_rects_out_n = 0; + int buf_packedchars_out_n = 0; + const int pack_padding = atlas->TexGlyphPadding; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + src_tmp.Rects = &buf_rects[buf_rects_out_n]; + src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; + buf_rects_out_n += src_tmp.GlyphsCount; + buf_packedchars_out_n += src_tmp.GlyphsCount; + + // Convert our ranges in the format stb_truetype wants + ImFontConfig& cfg = atlas->ConfigData[src_i]; + src_tmp.PackRange.font_size = cfg.SizePixels * cfg.RasterizerDensity; + src_tmp.PackRange.first_unicode_codepoint_in_range = 0; + src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; + src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; + src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; + src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; + src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; + + // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) + const float scale = (cfg.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity); + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) + { + int x0, y0, x1, y1; + const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); + IM_ASSERT(glyph_index_in_font != 0); + stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); + src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + pack_padding + cfg.OversampleH - 1); + src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + pack_padding + cfg.OversampleV - 1); + total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; + } + } + for (int i = 0; i < atlas->CustomRects.Size; i++) + total_surface += (atlas->CustomRects[i].Width + pack_padding) * (atlas->CustomRects[i].Height + pack_padding); + + // We need a width for the skyline algorithm, any width! + // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. + const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; + atlas->TexHeight = 0; + if (atlas->TexDesiredWidth > 0) + atlas->TexWidth = atlas->TexDesiredWidth; + else + atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; + + // 5. Start packing + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + const int TEX_HEIGHT_MAX = 1024 * 32; + stbtt_pack_context spc = {}; + stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, 0, NULL); + spc.padding = atlas->TexGlyphPadding; // Because we mixup stbtt_PackXXX and stbrp_PackXXX there's a bit of a hack here, not passing the value to stbtt_PackBegin() allows us to still pack a TexWidth-1 wide item. (#8107) + ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); + + // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); + + // Extend texture height and mark missing glyphs as non-packed so we won't render them. + // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + if (src_tmp.Rects[glyph_i].was_packed) + atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + } + + // 7. Allocate texture + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); + memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); + spc.pixels = atlas->TexPixelsAlpha8; + spc.height = atlas->TexHeight; + + // 8. Render/rasterize font characters into the texture + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); + + // Apply multiply operator + if (cfg.RasterizerMultiply != 1.0f) + { + unsigned char multiply_table[256]; + ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); + stbrp_rect* r = &src_tmp.Rects[0]; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) + if (r->was_packed) + ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); + } + src_tmp.Rects = NULL; + } + + // End packing + stbtt_PackEnd(&spc); + buf_rects.clear(); + + // 9. Setup ImFont and glyphs for runtime + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + // When merging fonts with MergeMode=true: + // - We can have multiple input fonts writing into a same destination font. + // - dst_font->ConfigData is != from cfg which is our source configuration. + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFont* dst_font = cfg.DstFont; + + const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + + const float ascent = ImCeil(unscaled_ascent * font_scale); + const float descent = ImFloor(unscaled_descent * font_scale); + ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); + const float font_off_x = cfg.GlyphOffset.x; + const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); + + const float inv_rasterization_scale = 1.0f / cfg.RasterizerDensity; + + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + { + // Register glyph + const int codepoint = src_tmp.GlyphsList[glyph_i]; + const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; + stbtt_aligned_quad q; + float unused_x = 0.0f, unused_y = 0.0f; + stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); + float x0 = q.x0 * inv_rasterization_scale + font_off_x; + float y0 = q.y0 * inv_rasterization_scale + font_off_y; + float x1 = q.x1 * inv_rasterization_scale + font_off_x; + float y1 = q.y1 * inv_rasterization_scale + font_off_y; + dst_font->AddGlyph(&cfg, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale); + } + } + + // Cleanup + src_tmp_array.clear_destruct(); + + ImFontAtlasBuildFinish(atlas); + return true; +} + +const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() +{ + static ImFontBuilderIO io; + io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; + return &io; +} + +#endif // IMGUI_ENABLE_STB_TRUETYPE + +void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas) +{ + for (ImFontConfig& font_cfg : atlas->ConfigData) + { + ImFont* font = font_cfg.DstFont; + if (!font_cfg.MergeMode) + { + font->ConfigData = &font_cfg; + font->ConfigDataCount = 0; + } + font->ConfigDataCount++; + } +} + +void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) +{ + if (!font_config->MergeMode) + { + font->ClearOutputData(); + font->FontSize = font_config->SizePixels; + IM_ASSERT(font->ConfigData == font_config); + font->ContainerAtlas = atlas; + font->Ascent = ascent; + font->Descent = descent; + } +} + +void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) +{ + stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; + IM_ASSERT(pack_context != NULL); + + ImVector& user_rects = atlas->CustomRects; + IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. +#ifdef __GNUC__ + if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343) +#endif + + const int pack_padding = atlas->TexGlyphPadding; + ImVector pack_rects; + pack_rects.resize(user_rects.Size); + memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); + for (int i = 0; i < user_rects.Size; i++) + { + pack_rects[i].w = user_rects[i].Width + pack_padding; + pack_rects[i].h = user_rects[i].Height + pack_padding; + } + stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); + for (int i = 0; i < pack_rects.Size; i++) + if (pack_rects[i].was_packed) + { + user_rects[i].X = (unsigned short)pack_rects[i].x; + user_rects[i].Y = (unsigned short)pack_rects[i].y; + IM_ASSERT(pack_rects[i].w == user_rects[i].Width + pack_padding && pack_rects[i].h == user_rects[i].Height + pack_padding); + atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); + } +} + +void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; +} + +void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; +} + +static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) +{ + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); + IM_ASSERT(r->IsPacked()); + + const int w = atlas->TexWidth; + if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) + { + // White pixels only + IM_ASSERT(r->Width == 2 && r->Height == 2); + const int offset = (int)r->X + (int)r->Y * w; + if (atlas->TexPixelsAlpha8 != NULL) + { + atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + } + else + { + atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; + } + } + else + { + // White pixels and mouse cursor + IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); + const int x_for_white = r->X; + const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + if (atlas->TexPixelsAlpha8 != NULL) + { + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + } + else + { + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); + } + } + atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); +} + +static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) +{ + if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) + return; + + // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); + IM_ASSERT(r->IsPacked()); + for (int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row + { + // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle + int y = n; + int line_width = n; + int pad_left = (r->Width - line_width) / 2; + int pad_right = r->Width - (pad_left + line_width); + + // Write each slice + IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels + if (atlas->TexPixelsAlpha8 != NULL) + { + unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (int i = 0; i < pad_left; i++) + *(write_ptr + i) = 0x00; + + for (int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = 0xFF; + + for (int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = 0x00; + } + else + { + unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (int i = 0; i < pad_left; i++) + *(write_ptr + i) = IM_COL32(255, 255, 255, 0); + + for (int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = IM_COL32_WHITE; + + for (int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); + } + + // Calculate UVs for this line + ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale; + float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts + atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); + } +} + +// Note: this is called / shared by both the stb_truetype and the FreeType builder +void ImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + // Register texture region for mouse cursors or standard white pixels + if (atlas->PackIdMouseCursors < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + else + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); + } + + // Register texture region for thick lines + // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row + if (atlas->PackIdLines < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) + atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + } +} + +// This is called/shared by both the stb_truetype and the FreeType builder. +void ImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + // Render into our custom data blocks + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); + ImFontAtlasBuildRenderDefaultTexData(atlas); + ImFontAtlasBuildRenderLinesTexData(atlas); + + // Register custom rectangle glyphs + for (int i = 0; i < atlas->CustomRects.Size; i++) + { + const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; + if (r->Font == NULL || r->GlyphID == 0) + continue; + + // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH + IM_ASSERT(r->Font->ContainerAtlas == atlas); + ImVec2 uv0, uv1; + atlas->CalcCustomRectUV(r, &uv0, &uv1); + r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); + if (r->GlyphColored) + r->Font->Glyphs.back().Colored = 1; + } + + // Build all fonts lookup tables + for (ImFont* font : atlas->Fonts) + if (font->DirtyLookupTables) + font->BuildLookupTable(); + + atlas->TexReady = true; +} + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas: glyph ranges helpers +//------------------------------------------------------------------------- +// - GetGlyphRangesDefault() +// - GetGlyphRangesGreek() +// - GetGlyphRangesKorean() +// - GetGlyphRangesChineseFull() +// - GetGlyphRangesChineseSimplifiedCommon() +// - GetGlyphRangesJapanese() +// - GetGlyphRangesCyrillic() +// - GetGlyphRangesThai() +// - GetGlyphRangesVietnamese() +//----------------------------------------------------------------------------- + +// Retrieve list of range (2 int per range, values are inclusive) +const ImWchar* ImFontAtlas::GetGlyphRangesDefault() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesGreek() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0370, 0x03FF, // Greek and Coptic + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesKorean() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3131, 0x3163, // Korean alphabets + 0xAC00, 0xD7A3, // Korean characters + 0xFFFD, 0xFFFD, // Invalid + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD, // Invalid + 0x4e00, 0x9FAF, // CJK Ideograms + 0, + }; + return &ranges[0]; +} + +static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges) +{ + for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) + { + out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]); + base_codepoint += accumulative_offsets[n]; + } + out_ranges[0] = 0; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() +{ + // Store 2500 regularly used characters for Simplified Chinese. + // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 + // This table covers 97.97% of all characters used during the month in July, 1987. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, + 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, + 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, + 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, + 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, + 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, + 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, + 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, + 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, + 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, + 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, + 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, + 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, + 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, + 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, + 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, + 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, + 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, + 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, + 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, + 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, + 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, + 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, + 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, + 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, + 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, + 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, + 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, + 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, + 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, + 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, + 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, + 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, + 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, + 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, + 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, + 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, + 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, + 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, + 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() +{ + // 2999 ideograms code points for Japanese + // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points + // - 863 Jinmeiyo (meaning "for personal name") Kanji code points + // - Sourced from official information provided by the government agencies of Japan: + // - List of Joyo Kanji by the Agency for Cultural Affairs + // - https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kijun/naikaku/kanji/ + // - List of Jinmeiyo Kanji by the Ministry of Justice + // - http://www.moj.go.jp/MINJI/minji86.html + // - Available under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0). + // - https://creativecommons.org/licenses/by/4.0/legalcode + // - You can generate this code by the script at: + // - https://github.com/vaiorabbit/everyday_use_kanji + // - References: + // - List of Joyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji + // - List of Jinmeiyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji + // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1, + 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3, + 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8, + 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5, + 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1, + 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30, + 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3, + 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4, + 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14, + 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1, + 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1, + 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1, + 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1, + 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2, + 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7, + 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5, + 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1, + 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7, + 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2, + 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5, + 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6, + 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2, + 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16, + 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11, + 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18, + 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9, + 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3, + 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6, + 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1, + 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8, + 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1, + 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10, + 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5, + 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2, + 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5, + 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1, + 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5, + 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4, + 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7, + 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5, + 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13, + 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21, + 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1, + 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38, + 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4, + 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4, + 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1, + 3,2,1,1,1,1,2,1,1, + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement + 0x2DE0, 0x2DFF, // Cyrillic Extended-A + 0xA640, 0xA69F, // Cyrillic Extended-B + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesThai() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x2010, 0x205E, // Punctuations + 0x0E00, 0x0E7F, // Thai + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, + }; + return &ranges[0]; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontGlyphRangesBuilder +//----------------------------------------------------------------------------- + +void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) +{ + while (text_end ? (text < text_end) : *text) + { + unsigned int c = 0; + int c_len = ImTextCharFromUtf8(&c, text, text_end); + text += c_len; + if (c_len == 0) + break; + AddChar((ImWchar)c); + } +} + +void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) +{ + for (; ranges[0]; ranges += 2) + for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 + AddChar((ImWchar)c); +} + +void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) +{ + const int max_codepoint = IM_UNICODE_CODEPOINT_MAX; + for (int n = 0; n <= max_codepoint; n++) + if (GetBit(n)) + { + out_ranges->push_back((ImWchar)n); + while (n < max_codepoint && GetBit(n + 1)) + n++; + out_ranges->push_back((ImWchar)n); + } + out_ranges->push_back(0); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFont +//----------------------------------------------------------------------------- + +ImFont::ImFont() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + FallbackChar = 0; + EllipsisChar = 0; + EllipsisWidth = EllipsisCharStep = 0.0f; + EllipsisCharCount = 0; + FallbackGlyph = NULL; + ContainerAtlas = NULL; + ConfigData = NULL; + ConfigDataCount = 0; + DirtyLookupTables = false; + Scale = 1.0f; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); +} + +ImFont::~ImFont() +{ + ClearOutputData(); +} + +void ImFont::ClearOutputData() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + Glyphs.clear(); + IndexAdvanceX.clear(); + IndexLookup.clear(); + FallbackGlyph = NULL; + ContainerAtlas = NULL; + DirtyLookupTables = true; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); +} + +static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) +{ + for (int n = 0; n < candidate_chars_count; n++) + if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) + return candidate_chars[n]; + return 0; +} + +void ImFont::BuildLookupTable() +{ + int max_codepoint = 0; + for (int i = 0; i != Glyphs.Size; i++) + max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); + + // Build lookup table + IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!"); + IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved + IndexAdvanceX.clear(); + IndexLookup.clear(); + DirtyLookupTables = false; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); + GrowIndex(max_codepoint + 1); + for (int i = 0; i < Glyphs.Size; i++) + { + int codepoint = (int)Glyphs[i].Codepoint; + IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; + IndexLookup[codepoint] = (ImWchar)i; + + // Mark 4K page as used + const int page_n = codepoint / 4096; + Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); + } + + // Create a glyph to handle TAB + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) + if (FindGlyph((ImWchar)' ')) + { + if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& tab_glyph = Glyphs.back(); + tab_glyph = *FindGlyph((ImWchar)' '); + tab_glyph.Codepoint = '\t'; + tab_glyph.AdvanceX *= IM_TABSIZE; + IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; + IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); + } + + // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) + SetGlyphVisible((ImWchar)' ', false); + SetGlyphVisible((ImWchar)'\t', false); + + // Setup Fallback character + const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackGlyph = &Glyphs.back(); + FallbackChar = (ImWchar)FallbackGlyph->Codepoint; + } + } + FallbackAdvanceX = FallbackGlyph->AdvanceX; + for (int i = 0; i < max_codepoint + 1; i++) + if (IndexAdvanceX[i] < 0.0f) + IndexAdvanceX[i] = FallbackAdvanceX; + + // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { ConfigData->EllipsisChar, (ImWchar)0x2026, (ImWchar)0x0085 }; + const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; + if (EllipsisChar == 0) + EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); + const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); + if (EllipsisChar != 0) + { + EllipsisCharCount = 1; + EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1; + } + else if (dot_char != 0) + { + const ImFontGlyph* dot_glyph = FindGlyph(dot_char); + EllipsisChar = dot_char; + EllipsisCharCount = 3; + EllipsisCharStep = (float)(int)(dot_glyph->X1 - dot_glyph->X0) + 1.0f; + EllipsisWidth = ImMax(dot_glyph->AdvanceX, dot_glyph->X0 + EllipsisCharStep * 3.0f - 1.0f); // FIXME: Slightly odd for normally mono-space fonts but since this is used for trailing contents. + } +} + +// API is designed this way to avoid exposing the 4K page size +// e.g. use with IsGlyphRangeUnused(0, 255) +bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) +{ + unsigned int page_begin = (c_begin / 4096); + unsigned int page_last = (c_last / 4096); + for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) + if ((page_n >> 3) < sizeof(Used4kPagesMap)) + if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) + return false; + return true; +} + +void ImFont::SetGlyphVisible(ImWchar c, bool visible) +{ + if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) + glyph->Visible = visible ? 1 : 0; +} + +void ImFont::GrowIndex(int new_size) +{ + IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); + if (new_size <= IndexLookup.Size) + return; + IndexAdvanceX.resize(new_size, -1.0f); + IndexLookup.resize(new_size, (ImWchar)-1); +} + +// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. +// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). +// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font. +void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) +{ + if (cfg != NULL) + { + // Clamp & recenter if needed + const float advance_x_original = advance_x; + advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); + if (advance_x != advance_x_original) + { + float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; + x0 += char_off_x; + x1 += char_off_x; + } + + // Snap to pixel + if (cfg->PixelSnapH) + advance_x = IM_ROUND(advance_x); + + // Bake spacing + advance_x += cfg->GlyphExtraSpacing.x; + } + + int glyph_idx = Glyphs.Size; + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& glyph = Glyphs[glyph_idx]; + glyph.Codepoint = (unsigned int)codepoint; + glyph.Visible = (x0 != x1) && (y0 != y1); + glyph.Colored = false; + glyph.X0 = x0; + glyph.Y0 = y0; + glyph.X1 = x1; + glyph.Y1 = y1; + glyph.U0 = u0; + glyph.V0 = v0; + glyph.U1 = u1; + glyph.V1 = v1; + glyph.AdvanceX = advance_x; + + // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) + // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. + float pad = ContainerAtlas->TexGlyphPadding + 0.99f; + DirtyLookupTables = true; + MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); +} + +void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) +{ + IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. + unsigned int index_size = (unsigned int)IndexLookup.Size; + + if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists + return; + if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op + return; + + GrowIndex(dst + 1); + IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; + IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; +} + +// Find glyph, return fallback if missing +const ImFontGlyph* ImFont::FindGlyph(ImWchar c) +{ + if (c >= (size_t)IndexLookup.Size) + return FallbackGlyph; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return FallbackGlyph; + return &Glyphs.Data[i]; +} + +const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) +{ + if (c >= (size_t)IndexLookup.Size) + return NULL; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return NULL; + return &Glyphs.Data[i]; +} + +// Trim trailing space and find beginning of next line +static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end) +{ + while (text < text_end && ImCharIsBlankA(*text)) + text++; + if (*text == '\n') + text++; + return text; +} + +#define ImFontGetCharAdvanceX(_FONT, _CH) ((int)(_CH) < (_FONT)->IndexAdvanceX.Size ? (_FONT)->IndexAdvanceX.Data[_CH] : (_FONT)->FallbackAdvanceX) + +// Simple word-wrapping for English, not full-featured. Please submit failing cases! +// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end. +// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) +const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) +{ + // For references, possible wrap point marked with ^ + // "aaa bbb, ccc,ddd. eee fff. ggg!" + // ^ ^ ^ ^ ^__ ^ ^ + + // List of hardcoded separators: .,;!?'" + + // Skip extra blanks after a line returns (that includes not counting them in width computation) + // e.g. "Hello world" --> "Hello" "World" + + // Cut words that cannot possibly fit within one line. + // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" + float line_width = 0.0f; + float word_width = 0.0f; + float blank_width = 0.0f; + wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters + + const char* word_end = text; + const char* prev_word_end = NULL; + bool inside_word = true; + + const char* s = text; + IM_ASSERT(text_end != NULL); + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + const char* next_s; + if (c < 0x80) + next_s = s + 1; + else + next_s = s + ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + line_width = word_width = blank_width = 0.0f; + inside_word = true; + s = next_s; + continue; + } + if (c == '\r') + { + s = next_s; + continue; + } + } + + const float char_width = ImFontGetCharAdvanceX(this, c); + if (ImCharIsBlankW(c)) + { + if (inside_word) + { + line_width += blank_width; + blank_width = 0.0f; + word_end = s; + } + blank_width += char_width; + inside_word = false; + } + else + { + word_width += char_width; + if (inside_word) + { + word_end = next_s; + } + else + { + prev_word_end = word_end; + line_width += word_width + blank_width; + word_width = blank_width = 0.0f; + } + + // Allow wrapping after punctuation. + inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"'); + } + + // We ignore blank width at the end of the line (they can be skipped) + if (line_width + word_width > wrap_width) + { + // Words that cannot possibly fit within an entire line will be cut anywhere. + if (word_width < wrap_width) + s = prev_word_end ? prev_word_end : word_end; + break; + } + + s = next_s; + } + + // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol). + if (s == text && text < text_end) + return s + 1; + return s; +} + +ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. + + const float line_height = size; + const float scale = size / FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + const char* s = text_begin; + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); + + if (s >= word_wrap_eol) + { + if (text_size.x < line_width) + text_size.x = line_width; + text_size.y += line_height; + line_width = 0.0f; + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + const char* prev_s = s; + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + continue; + } + if (c == '\r') + continue; + } + + const float char_width = ImFontGetCharAdvanceX(this, c) * scale; + if (line_width + char_width >= max_width) + { + s = prev_s; + break; + } + + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (line_width > 0 || text_size.y == 0.0f) + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) +{ + const ImFontGlyph* glyph = FindGlyph(c); + if (!glyph || !glyph->Visible) + return; + if (glyph->Colored) + col |= ~IM_COL32_A_MASK; + float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); + draw_list->PrimReserve(6, 4); + draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. + + // Align to be pixel perfect + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); + if (y > clip_rect.w) + return; + + const float scale = size / FontSize; + const float line_height = FontSize * scale; + const float origin_x = x; + const bool word_wrap_enabled = (wrap_width > 0.0f); + + // Fast-forward to first visible line + const char* s = text_begin; + if (y + line_height < clip_rect.y) + while (y + line_height < clip_rect.y && s < text_end) + { + const char* line_end = (const char*)memchr(s, '\n', text_end - s); + if (word_wrap_enabled) + { + // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA(). + // If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both. + // However it is still better than nothing performing the fast-forward! + s = CalcWordWrapPositionA(scale, s, line_end ? line_end : text_end, wrap_width); + s = CalcWordWrapNextLineStartA(s, text_end); + } + else + { + s = line_end ? line_end + 1 : text_end; + } + y += line_height; + } + + // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() + // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) + if (text_end - s > 10000 && !word_wrap_enabled) + { + const char* s_end = s; + float y_end = y; + while (y_end < clip_rect.w && s_end < text_end) + { + s_end = (const char*)memchr(s_end, '\n', text_end - s_end); + s_end = s_end ? s_end + 1 : text_end; + y_end += line_height; + } + text_end = s_end; + } + if (s == text_end) + return; + + // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) + const int vtx_count_max = (int)(text_end - s) * 4; + const int idx_count_max = (int)(text_end - s) * 6; + const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; + draw_list->PrimReserve(idx_count_max, vtx_count_max); + ImDrawVert* vtx_write = draw_list->_VtxWritePtr; + ImDrawIdx* idx_write = draw_list->_IdxWritePtr; + unsigned int vtx_index = draw_list->_VtxCurrentIdx; + + const ImU32 col_untinted = col | ~IM_COL32_A_MASK; + const char* word_wrap_eol = NULL; + + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - origin_x)); + + if (s >= word_wrap_eol) + { + x = origin_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + x = origin_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + continue; + } + if (c == '\r') + continue; + } + + const ImFontGlyph* glyph = FindGlyph((ImWchar)c); + if (glyph == NULL) + continue; + + float char_width = glyph->AdvanceX * scale; + if (glyph->Visible) + { + // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + if (x1 <= clip_rect.z && x2 >= clip_rect.x) + { + // Render a character + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip) + { + if (x1 < clip_rect.x) + { + u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); + x1 = clip_rect.x; + } + if (y1 < clip_rect.y) + { + v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); + y1 = clip_rect.y; + } + if (x2 > clip_rect.z) + { + u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); + x2 = clip_rect.z; + } + if (y2 > clip_rect.w) + { + v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); + y2 = clip_rect.w; + } + if (y1 >= y2) + { + x += char_width; + continue; + } + } + + // Support for untinted glyphs + ImU32 glyph_col = glyph->Colored ? col_untinted : col; + + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: + { + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + idx_write[0] = (ImDrawIdx)(vtx_index); idx_write[1] = (ImDrawIdx)(vtx_index + 1); idx_write[2] = (ImDrawIdx)(vtx_index + 2); + idx_write[3] = (ImDrawIdx)(vtx_index); idx_write[4] = (ImDrawIdx)(vtx_index + 2); idx_write[5] = (ImDrawIdx)(vtx_index + 3); + vtx_write += 4; + vtx_index += 4; + idx_write += 6; + } + } + } + x += char_width; + } + + // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. + draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() + draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); + draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); + draw_list->_VtxWritePtr = vtx_write; + draw_list->_IdxWritePtr = idx_write; + draw_list->_VtxCurrentIdx = vtx_index; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGui Internal Render Helpers +//----------------------------------------------------------------------------- +// Vaguely redesigned to stop accessing ImGui global state: +// - RenderArrow() +// - RenderBullet() +// - RenderCheckMark() +// - RenderArrowDockMenu() +// - RenderArrowPointingAt() +// - RenderRectFilledRangeH() +// - RenderRectFilledWithHole() +//----------------------------------------------------------------------------- +// Function in need of a redesign (legacy mess) +// - RenderColorRectWithAlphaCheckerboard() +//----------------------------------------------------------------------------- + +// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state +void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) +{ + const float h = draw_list->_Data->FontSize * 1.00f; + float r = h * 0.40f * scale; + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); + + ImVec2 a, b, c; + switch (dir) + { + case ImGuiDir_Up: + case ImGuiDir_Down: + if (dir == ImGuiDir_Up) r = -r; + a = ImVec2(+0.000f, +0.750f) * r; + b = ImVec2(-0.866f, -0.750f) * r; + c = ImVec2(+0.866f, -0.750f) * r; + break; + case ImGuiDir_Left: + case ImGuiDir_Right: + if (dir == ImGuiDir_Left) r = -r; + a = ImVec2(+0.750f, +0.000f) * r; + b = ImVec2(-0.750f, +0.866f) * r; + c = ImVec2(-0.750f, -0.866f) * r; + break; + case ImGuiDir_None: + case ImGuiDir_COUNT: + IM_ASSERT(0); + break; + } + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); +} + +void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) +{ + // FIXME-OPT: This should be baked in font. + draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); +} + +void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz) +{ + float thickness = ImMax(sz / 5.0f, 1.0f); + sz -= thickness * 0.5f; + pos += ImVec2(thickness * 0.25f, thickness * 0.25f); + + float third = sz / 3.0f; + float bx = pos.x + third; + float by = pos.y + sz - third * 0.5f; + draw_list->PathLineTo(ImVec2(bx - third, by - third)); + draw_list->PathLineTo(ImVec2(bx, by)); + draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); + draw_list->PathStroke(col, 0, thickness); +} + +// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. +void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) +{ + switch (direction) + { + case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings + } +} + +// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality, +// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. +void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col) +{ + draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col); + RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); +} + +static inline float ImAcos01(float x) +{ + if (x <= 0.0f) return IM_PI * 0.5f; + if (x >= 1.0f) return 0.0f; + return ImAcos(x); + //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. +} + +// FIXME: Cleanup and move code to ImDrawList. +void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) +{ + if (x_end_norm == x_start_norm) + return; + if (x_start_norm > x_end_norm) + ImSwap(x_start_norm, x_end_norm); + + ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); + ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); + if (rounding == 0.0f) + { + draw_list->AddRectFilled(p0, p1, col, 0.0f); + return; + } + + rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); + const float inv_rounding = 1.0f / rounding; + const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); + const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); + const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. + const float x0 = ImMax(p0.x, rect.Min.x + rounding); + if (arc0_b == arc0_e) + { + draw_list->PathLineTo(ImVec2(x0, p1.y)); + draw_list->PathLineTo(ImVec2(x0, p0.y)); + } + else if (arc0_b == 0.0f && arc0_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL + draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR + } + else + { + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e); // TR + } + if (p1.x > rect.Min.x + rounding) + { + const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); + const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); + const float x1 = ImMin(p1.x, rect.Max.x - rounding); + if (arc1_b == arc1_e) + { + draw_list->PathLineTo(ImVec2(x1, p0.y)); + draw_list->PathLineTo(ImVec2(x1, p1.y)); + } + else if (arc1_b == 0.0f && arc1_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR + draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR + } + else + { + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e); // BR + } + } + draw_list->PathFillConvex(col); +} + +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding) +{ + const bool fill_L = (inner.Min.x > outer.Min.x); + const bool fill_R = (inner.Max.x < outer.Max.x); + const bool fill_U = (inner.Min.y > outer.Min.y); + const bool fill_D = (inner.Max.y < outer.Max.y); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); +} + +ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold) +{ + bool round_l = r_in.Min.x <= r_outer.Min.x + threshold; + bool round_r = r_in.Max.x >= r_outer.Max.x - threshold; + bool round_t = r_in.Min.y <= r_outer.Min.y + threshold; + bool round_b = r_in.Max.y >= r_outer.Max.y - threshold; + return ImDrawFlags_RoundCornersNone + | ((round_t && round_l) ? ImDrawFlags_RoundCornersTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundCornersTopRight : 0) + | ((round_b && round_l) ? ImDrawFlags_RoundCornersBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundCornersBottomRight : 0); +} + +// Helper for ColorPicker4() +// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. +// FIXME: uses ImGui::GetColorU32 +void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags) +{ + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags = ImDrawFlags_RoundCornersDefault_; + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); + draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags); + + int yi = 0; + for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) + { + float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); + if (y2 <= y1) + continue; + for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) + { + float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); + if (x2 <= x1) + continue; + ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; + if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; } + + // Combine flags + cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags); + draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags); + } + } + } + else + { + draw_list->AddRectFilled(p_min, p_max, col, rounding, flags); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Decompression code +//----------------------------------------------------------------------------- +// Compressed with stb_compress() then converted to a C array and encoded as base85. +// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file. +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h +//----------------------------------------------------------------------------- + +static unsigned int stb_decompress_length(const unsigned char *input) +{ + return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; +} + +static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; +static const unsigned char *stb__barrier_in_b; +static unsigned char *stb__dout; +static void stb__match(const unsigned char *data, unsigned int length) +{ + // INVERSE of memmove... write each byte before copying the next... + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } + while (length--) *stb__dout++ = *data++; +} + +static void stb__lit(const unsigned char *data, unsigned int length) +{ + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } + memcpy(stb__dout, data, length); + stb__dout += length; +} + +#define stb__in2(x) ((i[x] << 8) + i[(x)+1]) +#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) +#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) + +static const unsigned char *stb_decompress_token(const unsigned char *i) +{ + if (*i >= 0x20) { // use fewer if's for cases that expand small + if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; + else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3; + else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); + } else { // more ifs for cases that expand large, since overhead is amortized + if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4; + else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5; + else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); + else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); + else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5; + else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6; + } + return i; +} + +static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) +{ + const unsigned long ADLER_MOD = 65521; + unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; + unsigned long blocklen = buflen % 5552; + + unsigned long i; + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { + s1 += buffer[0], s2 += s1; + s1 += buffer[1], s2 += s1; + s1 += buffer[2], s2 += s1; + s1 += buffer[3], s2 += s1; + s1 += buffer[4], s2 += s1; + s1 += buffer[5], s2 += s1; + s1 += buffer[6], s2 += s1; + s1 += buffer[7], s2 += s1; + + buffer += 8; + } + + for (; i < blocklen; ++i) + s1 += *buffer++, s2 += s1; + + s1 %= ADLER_MOD, s2 %= ADLER_MOD; + buflen -= blocklen; + blocklen = 5552; + } + return (unsigned int)(s2 << 16) + (unsigned int)s1; +} + +static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) +{ + if (stb__in4(0) != 0x57bC0000) return 0; + if (stb__in4(4) != 0) return 0; // error! stream is > 4GB + const unsigned int olen = stb_decompress_length(i); + stb__barrier_in_b = i; + stb__barrier_out_e = output + olen; + stb__barrier_out_b = output; + i += 16; + + stb__dout = output; + for (;;) { + const unsigned char *old_i = i; + i = stb_decompress_token(i); + if (i == old_i) { + if (*i == 0x05 && i[1] == 0xfa) { + IM_ASSERT(stb__dout == output + olen); + if (stb__dout != output + olen) return 0; + if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2)) + return 0; + return olen; + } else { + IM_ASSERT(0); /* NOTREACHED */ + return 0; + } + } + IM_ASSERT(stb__dout <= output + olen); + if (stb__dout > output + olen) + return 0; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Default font data (ProggyClean.ttf) +//----------------------------------------------------------------------------- +// ProggyClean.ttf +// Copyright (c) 2004, 2005 Tristan Grimmer +// MIT license (see License.txt in http://www.proggyfonts.net/index.php?menu=download) +// Download and more information at http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEFAULT_FONT + +// File: 'ProggyClean.ttf' (41208 bytes) +// Exported using binary_to_compressed_c.exe -u8 "ProggyClean.ttf" proggy_clean_ttf +static const unsigned int proggy_clean_ttf_compressed_size = 9583; +static const unsigned char proggy_clean_ttf_compressed_data[9583] = +{ + 87,188,0,0,0,0,0,0,0,0,160,248,0,4,0,0,55,0,1,0,0,0,12,0,128,0,3,0,64,79,83,47,50,136,235,116,144,0,0,1,72,130,21,44,78,99,109,97,112,2,18,35,117,0,0,3,160,130,19,36,82,99,118,116, + 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7,8,24,74,249,12,76,74,8,91,234,8,67,80,17,131,222,33,253,0,121,30,44,73,0,16,69,15,6,32,0,65,23,38,69,231,12,65,179,6,98,131,16,86,31,27,24,108,157,14,80,160,8,24,65,46,17,33,4,0, + 96,2,18,144,191,65,226,8,68,19,5,171,199,80,9,15,180,199,67,89,5,32,255,24,79,173,28,174,201,24,79,179,50,32,1,24,122,5,10,82,61,10,180,209,83,19,8,32,128,24,80,129,27,111,248,43,131, + 71,24,115,103,8,67,127,41,78,213,24,100,247,19,66,115,39,75,107,5,32,254,165,219,78,170,40,24,112,163,49,32,1,97,203,6,65,173,64,32,0,83,54,7,133,217,88,37,12,32,254,131,28,33,128, + 3,67,71,44,84,183,6,32,5,69,223,33,96,7,7,123,137,16,192,211,24,112,14,9,32,255,67,88,29,68,14,10,84,197,38,33,0,22,116,47,50,32,87,106,99,9,116,49,15,89,225,15,97,231,23,70,41,19, + 82,85,8,93,167,6,32,253,132,236,108,190,7,89,251,5,116,49,58,33,128,128,131,234,32,15,24,74,67,38,70,227,24,24,83,45,23,89,219,12,70,187,12,89,216,19,32,2,69,185,24,141,24,70,143,66, + 24,82,119,56,78,24,10,32,253,133,149,132,6,24,106,233,7,69,198,48,178,203,81,243,12,68,211,15,106,255,23,66,91,15,69,193,7,100,39,10,24,83,72,16,176,204,33,19,0,88,207,45,68,21,12, + 68,17,10,65,157,53,68,17,6,32,254,92,67,10,65,161,25,69,182,43,24,118,91,47,69,183,18,181,209,111,253,12,89,159,8,66,112,12,69,184,45,35,0,0,0,9,24,80,227,26,73,185,16,118,195,15,131, + 15,33,1,0,65,59,15,66,39,27,160,111,66,205,12,148,111,143,110,33,128,128,156,112,24,81,199,8,75,199,23,66,117,20,155,121,32,254,68,126,12,72,213,29,134,239,149,123,89,27,16,148,117, + 65,245,8,24,71,159,14,141,134,134,28,73,51,55,109,77,15,105,131,11,68,67,11,76,169,27,107,209,12,102,174,8,32,128,72,100,18,116,163,56,79,203,11,75,183,44,85,119,19,71,119,23,151,227, + 32,1,93,27,8,65,122,5,77,102,8,110,120,20,66,23,8,66,175,17,66,63,12,133,12,79,35,8,74,235,33,67,149,16,69,243,15,78,57,15,69,235,16,67,177,7,151,192,130,23,67,84,29,141,192,174,187, + 77,67,15,69,11,12,159,187,77,59,10,199,189,24,70,235,50,96,83,19,66,53,23,105,65,19,77,47,12,163,199,66,67,37,78,207,50,67,23,23,174,205,67,228,6,71,107,13,67,22,14,66,85,11,83,187, + 38,124,47,49,95,7,19,66,83,23,67,23,19,24,96,78,17,80,101,16,71,98,40,33,0,7,88,131,22,24,89,245,12,84,45,12,102,213,5,123,12,9,32,2,126,21,14,43,255,0,128,128,0,0,20,0,128,255,128, + 3,126,19,39,32,75,106,51,7,113,129,15,24,110,135,19,126,47,15,115,117,11,69,47,11,32,2,109,76,9,102,109,9,32,128,75,2,10,130,21,32,254,69,47,6,32,3,94,217,47,32,0,65,247,10,69,15,46, + 65,235,31,65,243,15,101,139,10,66,174,14,65,247,16,72,102,28,69,17,14,84,243,9,165,191,88,47,48,66,53,12,32,128,71,108,6,203,193,32,17,75,187,42,73,65,16,65,133,52,114,123,9,167,199, + 69,21,37,86,127,44,75,171,11,180,197,78,213,12,148,200,81,97,46,24,95,243,9,32,4,66,75,33,113,103,9,87,243,36,143,225,24,84,27,31,90,145,8,148,216,67,49,5,24,84,34,14,75,155,27,67, + 52,13,140,13,36,0,20,0,128,255,24,135,99,46,88,59,43,155,249,80,165,7,136,144,71,161,23,32,253,132,33,32,254,88,87,44,136,84,35,128,0,0,21,81,103,5,94,47,44,76,51,12,143,197,151,15, + 65,215,31,24,64,77,13,65,220,20,65,214,14,71,4,40,65,213,13,32,0,130,0,35,21,1,2,0,135,0,34,36,0,72,134,10,36,1,0,26,0,130,134,11,36,2,0,14,0,108,134,11,32,3,138,23,32,4,138,11,34, + 5,0,20,134,33,34,0,0,6,132,23,32,1,134,15,32,18,130,25,133,11,37,1,0,13,0,49,0,133,11,36,2,0,7,0,38,134,11,36,3,0,17,0,45,134,11,32,4,138,35,36,5,0,10,0,62,134,23,32,6,132,23,36,3, + 0,1,4,9,130,87,131,167,133,11,133,167,133,11,133,167,133,11,37,3,0,34,0,122,0,133,11,133,167,133,11,133,167,133,11,133,167,34,50,0,48,130,1,34,52,0,47,134,5,8,49,49,0,53,98,121,32, + 84,114,105,115,116,97,110,32,71,114,105,109,109,101,114,82,101,103,117,108,97,114,84,84,88,32,80,114,111,103,103,121,67,108,101,97,110,84,84,50,48,48,52,47,130,2,53,49,53,0,98,0,121, + 0,32,0,84,0,114,0,105,0,115,0,116,0,97,0,110,130,15,32,71,132,15,36,109,0,109,0,101,130,9,32,82,130,5,36,103,0,117,0,108,130,29,32,114,130,43,34,84,0,88,130,35,32,80,130,25,34,111, + 0,103,130,1,34,121,0,67,130,27,32,101,132,59,32,84,130,31,33,0,0,65,155,9,34,20,0,0,65,11,6,130,8,135,2,33,1,1,130,9,8,120,1,1,2,1,3,1,4,1,5,1,6,1,7,1,8,1,9,1,10,1,11,1,12,1,13,1,14, + 1,15,1,16,1,17,1,18,1,19,1,20,1,21,1,22,1,23,1,24,1,25,1,26,1,27,1,28,1,29,1,30,1,31,1,32,0,3,0,4,0,5,0,6,0,7,0,8,0,9,0,10,0,11,0,12,0,13,0,14,0,15,0,16,0,17,0,18,0,19,0,20,0,21,0, + 22,0,23,0,24,0,25,0,26,0,27,0,28,0,29,0,30,0,31,130,187,8,66,33,0,34,0,35,0,36,0,37,0,38,0,39,0,40,0,41,0,42,0,43,0,44,0,45,0,46,0,47,0,48,0,49,0,50,0,51,0,52,0,53,0,54,0,55,0,56,0, + 57,0,58,0,59,0,60,0,61,0,62,0,63,0,64,0,65,0,66,130,243,9,75,68,0,69,0,70,0,71,0,72,0,73,0,74,0,75,0,76,0,77,0,78,0,79,0,80,0,81,0,82,0,83,0,84,0,85,0,86,0,87,0,88,0,89,0,90,0,91,0, + 92,0,93,0,94,0,95,0,96,0,97,1,33,1,34,1,35,1,36,1,37,1,38,1,39,1,40,1,41,1,42,1,43,1,44,1,45,1,46,1,47,1,48,1,49,1,50,1,51,1,52,1,53,1,54,1,55,1,56,1,57,1,58,1,59,1,60,1,61,1,62,1, + 63,1,64,1,65,0,172,0,163,0,132,0,133,0,189,0,150,0,232,0,134,0,142,0,139,0,157,0,169,0,164,0,239,0,138,0,218,0,131,0,147,0,242,0,243,0,141,0,151,0,136,0,195,0,222,0,241,0,158,0,170, + 0,245,0,244,0,246,0,162,0,173,0,201,0,199,0,174,0,98,0,99,0,144,0,100,0,203,0,101,0,200,0,202,0,207,0,204,0,205,0,206,0,233,0,102,0,211,0,208,0,209,0,175,0,103,0,240,0,145,0,214,0, + 212,0,213,0,104,0,235,0,237,0,137,0,106,0,105,0,107,0,109,0,108,0,110,0,160,0,111,0,113,0,112,0,114,0,115,0,117,0,116,0,118,0,119,0,234,0,120,0,122,0,121,0,123,0,125,0,124,0,184,0, + 161,0,127,0,126,0,128,0,129,0,236,0,238,0,186,14,117,110,105,99,111,100,101,35,48,120,48,48,48,49,141,14,32,50,141,14,32,51,141,14,32,52,141,14,32,53,141,14,32,54,141,14,32,55,141, + 14,32,56,141,14,32,57,141,14,32,97,141,14,32,98,141,14,32,99,141,14,32,100,141,14,32,101,141,14,32,102,140,14,33,49,48,141,14,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49, + 141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,45,49,102,6,100,101,108,101,116,101,4,69,117,114, + 111,140,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236, + 32,56,141,236,32,56,141,236,32,56,65,220,13,32,57,65,220,13,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141, + 239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,35,57,102,0,0,5,250,72,249,98,247, +}; + +static const char* GetDefaultCompressedFontDataTTF(int* out_size) +{ + *out_size = proggy_clean_ttf_compressed_size; + return (const char*)proggy_clean_ttf_compressed_data; +} +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_dx9.cpp b/src/main/imgui/imgui_impl_dx9.cpp new file mode 100644 index 0000000..2cc8681 --- /dev/null +++ b/src/main/imgui/imgui_impl_dx9.cpp @@ -0,0 +1,424 @@ +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. +// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. +// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). +// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file. +// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer. +// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). +// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. +// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_dx9.h" + +// DirectX +#include + +// DirectX data +struct ImGui_ImplDX9_Data +{ + LPDIRECT3DDEVICE9 pd3dDevice; + LPDIRECT3DVERTEXBUFFER9 pVB; + LPDIRECT3DINDEXBUFFER9 pIB; + LPDIRECT3DTEXTURE9 FontTexture; + int VertexBufferSize; + int IndexBufferSize; + bool HasRgbaSupport; + + ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct CUSTOMVERTEX +{ + float pos[3]; + D3DCOLOR col; + float uv[2]; +}; +#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) + +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL) +#else +#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16)) +#endif + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + + // Setup viewport + D3DVIEWPORT9 vp; + vp.X = vp.Y = 0; + vp.Width = (DWORD)draw_data->DisplaySize.x; + vp.Height = (DWORD)draw_data->DisplaySize.y; + vp.MinZ = 0.0f; + vp.MaxZ = 1.0f; + + LPDIRECT3DDEVICE9 device = bd->pd3dDevice; + device->SetViewport(&vp); + + // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. + device->SetPixelShader(nullptr); + device->SetVertexShader(nullptr); + device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); + device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + device->SetRenderState(D3DRS_ZENABLE, FALSE); + device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); + device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); + device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); + device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); + device->SetRenderState(D3DRS_FOGENABLE, FALSE); + device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); + device->SetRenderState(D3DRS_SPECULARENABLE, FALSE); + device->SetRenderState(D3DRS_STENCILENABLE, FALSE); + device->SetRenderState(D3DRS_CLIPPING, TRUE); + device->SetRenderState(D3DRS_LIGHTING, FALSE); + device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); + device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); + device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); + + // Setup orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() + { + float L = draw_data->DisplayPos.x + 0.5f; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; + float T = draw_data->DisplayPos.y + 0.5f; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; + D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } }; + D3DMATRIX mat_projection = + { { { + 2.0f/(R-L), 0.0f, 0.0f, 0.0f, + 0.0f, 2.0f/(T-B), 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f + } } }; + device->SetTransform(D3DTS_WORLD, &mat_identity); + device->SetTransform(D3DTS_VIEW, &mat_identity); + device->SetTransform(D3DTS_PROJECTION, &mat_projection); + } +} + +// Render function. +void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + LPDIRECT3DDEVICE9 device = bd->pd3dDevice; + + // Create and grow buffers if needed + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) + return; + } + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) + { + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) + return; + } + + // Backup the DX9 state + IDirect3DStateBlock9* state_block = nullptr; + if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0) + return; + if (state_block->Capture() < 0) + { + state_block->Release(); + return; + } + + // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) + D3DMATRIX last_world, last_view, last_projection; + device->GetTransform(D3DTS_WORLD, &last_world); + device->GetTransform(D3DTS_VIEW, &last_view); + device->GetTransform(D3DTS_PROJECTION, &last_projection); + + // Allocate buffers + CUSTOMVERTEX* vtx_dst; + ImDrawIdx* idx_dst; + if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + { + state_block->Release(); + return; + } + if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + { + bd->pVB->Unlock(); + state_block->Release(); + return; + } + + // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. + // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and + // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR + // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data; + for (int i = 0; i < draw_list->VtxBuffer.Size; i++) + { + vtx_dst->pos[0] = vtx_src->pos.x; + vtx_dst->pos[1] = vtx_src->pos.y; + vtx_dst->pos[2] = 0.0f; + vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col); + vtx_dst->uv[0] = vtx_src->uv.x; + vtx_dst->uv[1] = vtx_src->uv.y; + vtx_dst++; + vtx_src++; + } + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + idx_dst += draw_list->IdxBuffer.Size; + } + bd->pVB->Unlock(); + bd->pIB->Unlock(); + device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); + device->SetIndices(bd->pIB); + device->SetFVF(D3DFVF_CUSTOMVERTEX); + + // Setup desired DX state + ImGui_ImplDX9_SetupRenderState(draw_data); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX9_SetupRenderState(draw_data); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + device->SetScissorRect(&r); + + // Bind texture, Draw + const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); + device->SetTexture(0, texture); + device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + + // Restore the DX9 transform + device->SetTransform(D3DTS_WORLD, &last_world); + device->SetTransform(D3DTS_VIEW, &last_view); + device->SetTransform(D3DTS_PROJECTION, &last_projection); + + // Restore the DX9 state + state_block->Apply(); + state_block->Release(); +} + +static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format) +{ + LPDIRECT3D9 pd3d = nullptr; + if (pDevice->GetDirect3D(&pd3d) != D3D_OK) + return false; + D3DDEVICE_CREATION_PARAMETERS param = {}; + D3DDISPLAYMODE mode = {}; + if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK) + { + pd3d->Release(); + return false; + } + // Font texture should support linear filter, color blend and write to render-target + bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK; + pd3d->Release(); + return support; +} + +bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx9"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->pd3dDevice = device; + bd->pd3dDevice->AddRef(); + bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8); + + return true; +} + +void ImGui_ImplDX9_Shutdown() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplDX9_InvalidateDeviceObjects(); + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + IM_DELETE(bd); +} + +// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) +static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h) +{ +#ifndef IMGUI_USE_BGRA_PACKED_COLOR + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors); +#else + const bool convert_rgba_to_bgra = false; + IM_UNUSED(tex_use_colors); +#endif + for (int y = 0; y < h; y++) + { + ImU32* src_p = (ImU32*)((unsigned char*)src + src_pitch * y); + ImU32* dst_p = (ImU32*)((unsigned char*)dst + dst_pitch * y); + if (convert_rgba_to_bgra) + for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy + *dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p); + else + memcpy(dst_p, src_p, w * 4); // Raw copy + } +} + +static bool ImGui_ImplDX9_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + unsigned char* pixels; + int width, height, bytes_per_pixel; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); + + // Upload texture to graphics system + bd->FontTexture = nullptr; + if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) + return false; + D3DLOCKED_RECT tex_locked_rect; + if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) + return false; + ImGui_ImplDX9_CopyTextureRegion(io.Fonts->TexPixelsUseColors, (ImU32*)pixels, width * bytes_per_pixel, (ImU32*)tex_locked_rect.pBits, (int)tex_locked_rect.Pitch, width, height); + bd->FontTexture->UnlockRect(0); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)bd->FontTexture); + return true; +} + +bool ImGui_ImplDX9_CreateDeviceObjects() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return false; + if (!ImGui_ImplDX9_CreateFontsTexture()) + return false; + return true; +} + +void ImGui_ImplDX9_InvalidateDeviceObjects() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return; + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. +} + +void ImGui_ImplDX9_NewFrame() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplDX9_CreateDeviceObjects(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_dx9.h b/src/main/imgui/imgui_impl_dx9.h new file mode 100644 index 0000000..b693054 --- /dev/null +++ b/src/main/imgui/imgui_impl_dx9.h @@ -0,0 +1,33 @@ +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct IDirect3DDevice9; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); +IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_win32.cpp b/src/main/imgui/imgui_impl_win32.cpp new file mode 100644 index 0000000..f1cf6ec --- /dev/null +++ b/src/main/imgui/imgui_impl_win32.cpp @@ -0,0 +1,940 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Configuration flags to add in your imconfig file: +//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768) +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. +// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL). +// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window. +// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702) +// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162) +// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode). +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. +// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness. +// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages. +// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1). +// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). +// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). +// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1. +// 2021-01-25: Inputs: Dynamically loading XInput DLL. +// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. +// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) +// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. +// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). +// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. +// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. +// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). +// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. +// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. +// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. +// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_win32.h" +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#include // GET_X_LPARAM(), GET_Y_LPARAM() +#include +#include + +// Using XInput for gamepad (will load DLL dynamically) +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +#include +typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); +typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*); +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif + +struct ImGui_ImplWin32_Data +{ + HWND hWnd; + HWND MouseHwnd; + int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area + int MouseButtonsDown; + INT64 Time; + INT64 TicksPerSecond; + ImGuiMouseCursor LastMouseCursor; + UINT32 KeyboardCodePage; + +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bool HasGamepad; + bool WantUpdateHasGamepad; + HMODULE XInputDLL; + PFN_XInputGetCapabilities XInputGetCapabilities; + PFN_XInputGetState XInputGetState; +#endif + + ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData(ImGuiIO& io) +{ + return (ImGui_ImplWin32_Data*)io.BackendPlatformUserData; +} + +// Functions +static void ImGui_ImplWin32_UpdateKeyboardCodePage(ImGuiIO& io) +{ + // Retrieve keyboard code page, required for handling of non-Unicode Windows. + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + HKL keyboard_layout = ::GetKeyboardLayout(0); + LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT); + if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0) + bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails. +} + +static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + INT64 perf_frequency, perf_counter; + if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) + return false; + if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter)) + return false; + + // Setup backend capabilities flags + ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_win32"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + bd->hWnd = (HWND)hwnd; + bd->TicksPerSecond = perf_frequency; + bd->Time = perf_counter; + bd->LastMouseCursor = ImGuiMouseCursor_COUNT; + ImGui_ImplWin32_UpdateKeyboardCodePage(io); + + // Set platform dependent data in viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd; + IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch + + // Dynamically load XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bd->WantUpdateHasGamepad = true; + const char* xinput_dll_names[] = + { + "xinput1_4.dll", // Windows 8+ + "xinput1_3.dll", // DirectX SDK + "xinput9_1_0.dll", // Windows Vista, Windows 7 + "xinput1_2.dll", // DirectX SDK + "xinput1_1.dll" // DirectX SDK + }; + for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) + if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) + { + bd->XInputDLL = dll; + bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); + bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); + break; + } +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + return true; +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd) +{ + return ImGui_ImplWin32_InitEx(hwnd, false); +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd) +{ + // OpenGL needs CS_OWNDC + return ImGui_ImplWin32_InitEx(hwnd, true); +} + +void ImGui_ImplWin32_Shutdown() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + // Unload XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if (bd->XInputDLL) + ::FreeLibrary(bd->XInputDLL); +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); + IM_DELETE(bd); +} + +static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgui_cursor) +{ + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(nullptr); + } + else + { + // Show OS mouse cursor + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; + } + ::SetCursor(::LoadCursor(nullptr, win32_cursor)); + } + return true; +} + +static bool IsVkDown(int vk) +{ + return (::GetKeyState(vk) & 0x8000) != 0; +} + +static void ImGui_ImplWin32_AddKeyEvent(ImGuiIO& io, ImGuiKey key, bool down, int native_keycode, int native_scancode = -1) +{ + io.AddKeyEvent(key, down); + io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code) + IM_UNUSED(native_scancode); +} + +static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds(ImGuiIO& io) +{ + // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one. + if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, false, VK_LSHIFT); + if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, false, VK_RSHIFT); + + // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW). + if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftSuper, false, VK_LWIN); + if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightSuper, false, VK_RWIN); +} + +static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io) +{ + io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL)); + io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT)); + io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU)); + io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN)); +} + +static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + IM_ASSERT(bd->hWnd != 0); + + HWND focused_window = ::GetForegroundWindow(); + const bool is_app_focused = (focused_window == bd->hWnd); + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + if (io.WantSetMousePos) + { + POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; + if (::ClientToScreen(bd->hWnd, &pos)) + ::SetCursorPos(pos.x, pos.y); + } + + // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) + // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE + if (!io.WantSetMousePos && bd->MouseTrackedArea == 0) + { + POINT pos; + if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos)) + io.AddMousePosEvent((float)pos.x, (float)pos.y); + } + } +} + +// Gamepad navigation mapping +static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io) +{ +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + // return; + + // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. + // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. + if (bd->WantUpdateHasGamepad) + { + XINPUT_CAPABILITIES caps = {}; + bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; + bd->WantUpdateHasGamepad = false; + } + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + XINPUT_STATE xinput_state; + XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); } + #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); } + MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START); + MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X); + MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B); + MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y); + MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A); + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN); + MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER); + MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER); + MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB); + MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + #undef MAP_BUTTON + #undef MAP_ANALOG +#else // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + IM_UNUSED(io); +#endif +} + +void ImGui_ImplWin32_NewFrame() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + RECT rect = { 0, 0, 0, 0 }; + ::GetClientRect(bd->hWnd, &rect); + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + + // Setup time step + INT64 current_time = 0; + ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); + io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; + bd->Time = current_time; + + // Update OS mouse position + ImGui_ImplWin32_UpdateMouseData(io); + + // Process workarounds for known Windows key handling issues + ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io); + + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (bd->LastMouseCursor != mouse_cursor) + { + bd->LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(io, mouse_cursor); + } + + // Update game controllers (if enabled and available) + ImGui_ImplWin32_UpdateGamepads(io); +} + +// Map VK_xxx to ImGuiKey_xxx. +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam); +ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam) +{ + // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED. + if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) + return ImGuiKey_KeypadEnter; + + switch (wParam) + { + case VK_TAB: return ImGuiKey_Tab; + case VK_LEFT: return ImGuiKey_LeftArrow; + case VK_RIGHT: return ImGuiKey_RightArrow; + case VK_UP: return ImGuiKey_UpArrow; + case VK_DOWN: return ImGuiKey_DownArrow; + case VK_PRIOR: return ImGuiKey_PageUp; + case VK_NEXT: return ImGuiKey_PageDown; + case VK_HOME: return ImGuiKey_Home; + case VK_END: return ImGuiKey_End; + case VK_INSERT: return ImGuiKey_Insert; + case VK_DELETE: return ImGuiKey_Delete; + case VK_BACK: return ImGuiKey_Backspace; + case VK_SPACE: return ImGuiKey_Space; + case VK_RETURN: return ImGuiKey_Enter; + case VK_ESCAPE: return ImGuiKey_Escape; + case VK_OEM_7: return ImGuiKey_Apostrophe; + case VK_OEM_COMMA: return ImGuiKey_Comma; + case VK_OEM_MINUS: return ImGuiKey_Minus; + case VK_OEM_PERIOD: return ImGuiKey_Period; + case VK_OEM_2: return ImGuiKey_Slash; + case VK_OEM_1: return ImGuiKey_Semicolon; + case VK_OEM_PLUS: return ImGuiKey_Equal; + case VK_OEM_4: return ImGuiKey_LeftBracket; + case VK_OEM_5: return ImGuiKey_Backslash; + case VK_OEM_6: return ImGuiKey_RightBracket; + case VK_OEM_3: return ImGuiKey_GraveAccent; + case VK_CAPITAL: return ImGuiKey_CapsLock; + case VK_SCROLL: return ImGuiKey_ScrollLock; + case VK_NUMLOCK: return ImGuiKey_NumLock; + case VK_SNAPSHOT: return ImGuiKey_PrintScreen; + case VK_PAUSE: return ImGuiKey_Pause; + case VK_NUMPAD0: return ImGuiKey_Keypad0; + case VK_NUMPAD1: return ImGuiKey_Keypad1; + case VK_NUMPAD2: return ImGuiKey_Keypad2; + case VK_NUMPAD3: return ImGuiKey_Keypad3; + case VK_NUMPAD4: return ImGuiKey_Keypad4; + case VK_NUMPAD5: return ImGuiKey_Keypad5; + case VK_NUMPAD6: return ImGuiKey_Keypad6; + case VK_NUMPAD7: return ImGuiKey_Keypad7; + case VK_NUMPAD8: return ImGuiKey_Keypad8; + case VK_NUMPAD9: return ImGuiKey_Keypad9; + case VK_DECIMAL: return ImGuiKey_KeypadDecimal; + case VK_DIVIDE: return ImGuiKey_KeypadDivide; + case VK_MULTIPLY: return ImGuiKey_KeypadMultiply; + case VK_SUBTRACT: return ImGuiKey_KeypadSubtract; + case VK_ADD: return ImGuiKey_KeypadAdd; + case VK_LSHIFT: return ImGuiKey_LeftShift; + case VK_LCONTROL: return ImGuiKey_LeftCtrl; + case VK_LMENU: return ImGuiKey_LeftAlt; + case VK_LWIN: return ImGuiKey_LeftSuper; + case VK_RSHIFT: return ImGuiKey_RightShift; + case VK_RCONTROL: return ImGuiKey_RightCtrl; + case VK_RMENU: return ImGuiKey_RightAlt; + case VK_RWIN: return ImGuiKey_RightSuper; + case VK_APPS: return ImGuiKey_Menu; + case '0': return ImGuiKey_0; + case '1': return ImGuiKey_1; + case '2': return ImGuiKey_2; + case '3': return ImGuiKey_3; + case '4': return ImGuiKey_4; + case '5': return ImGuiKey_5; + case '6': return ImGuiKey_6; + case '7': return ImGuiKey_7; + case '8': return ImGuiKey_8; + case '9': return ImGuiKey_9; + case 'A': return ImGuiKey_A; + case 'B': return ImGuiKey_B; + case 'C': return ImGuiKey_C; + case 'D': return ImGuiKey_D; + case 'E': return ImGuiKey_E; + case 'F': return ImGuiKey_F; + case 'G': return ImGuiKey_G; + case 'H': return ImGuiKey_H; + case 'I': return ImGuiKey_I; + case 'J': return ImGuiKey_J; + case 'K': return ImGuiKey_K; + case 'L': return ImGuiKey_L; + case 'M': return ImGuiKey_M; + case 'N': return ImGuiKey_N; + case 'O': return ImGuiKey_O; + case 'P': return ImGuiKey_P; + case 'Q': return ImGuiKey_Q; + case 'R': return ImGuiKey_R; + case 'S': return ImGuiKey_S; + case 'T': return ImGuiKey_T; + case 'U': return ImGuiKey_U; + case 'V': return ImGuiKey_V; + case 'W': return ImGuiKey_W; + case 'X': return ImGuiKey_X; + case 'Y': return ImGuiKey_Y; + case 'Z': return ImGuiKey_Z; + case VK_F1: return ImGuiKey_F1; + case VK_F2: return ImGuiKey_F2; + case VK_F3: return ImGuiKey_F3; + case VK_F4: return ImGuiKey_F4; + case VK_F5: return ImGuiKey_F5; + case VK_F6: return ImGuiKey_F6; + case VK_F7: return ImGuiKey_F7; + case VK_F8: return ImGuiKey_F8; + case VK_F9: return ImGuiKey_F9; + case VK_F10: return ImGuiKey_F10; + case VK_F11: return ImGuiKey_F11; + case VK_F12: return ImGuiKey_F12; + case VK_F13: return ImGuiKey_F13; + case VK_F14: return ImGuiKey_F14; + case VK_F15: return ImGuiKey_F15; + case VK_F16: return ImGuiKey_F16; + case VK_F17: return ImGuiKey_F17; + case VK_F18: return ImGuiKey_F18; + case VK_F19: return ImGuiKey_F19; + case VK_F20: return ImGuiKey_F20; + case VK_F21: return ImGuiKey_F21; + case VK_F22: return ImGuiKey_F22; + case VK_F23: return ImGuiKey_F23; + case VK_F24: return ImGuiKey_F24; + case VK_BROWSER_BACK: return ImGuiKey_AppBack; + case VK_BROWSER_FORWARD: return ImGuiKey_AppForward; + default: return ImGuiKey_None; + } +} + +// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. +#ifndef WM_MOUSEHWHEEL +#define WM_MOUSEHWHEEL 0x020E +#endif +#ifndef DBT_DEVNODES_CHANGED +#define DBT_DEVNODES_CHANGED 0x0007 +#endif + +// Helper to obtain the source of mouse messages. +// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages +// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this. +static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} + +// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) +// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. +// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. + +// Copy either line into your .cpp file to forward declare the function: +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext() +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext() + +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow(). + // We silently allow both context or just only backend data to be nullptr. + if (ImGui::GetCurrentContext() == nullptr) + return 0; + return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO()); +} + +// This version is in theory thread-safe in the sense that no path should access ImGui::GetCurrentContext(). +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + if (bd == nullptr) + return 0; + switch (msg) + { + case WM_MOUSEMOVE: + case WM_NCMOUSEMOVE: + { + // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + const int area = (msg == WM_MOUSEMOVE) ? 1 : 2; + bd->MouseHwnd = hwnd; + if (bd->MouseTrackedArea != area) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 }; + if (bd->MouseTrackedArea != 0) + ::TrackMouseEvent(&tme_cancel); + ::TrackMouseEvent(&tme_track); + bd->MouseTrackedArea = area; + } + POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; + if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates. + return 0; + io.AddMouseSourceEvent(mouse_source); + io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); + return 0; + } + case WM_MOUSELEAVE: + case WM_NCMOUSELEAVE: + { + const int area = (msg == WM_MOUSELEAVE) ? 1 : 2; + if (bd->MouseTrackedArea == area) + { + if (bd->MouseHwnd == hwnd) + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + return 0; + } + case WM_DESTROY: + if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + ::TrackMouseEvent(&tme_cancel); + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + return 0; + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + { + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + int button = 0; + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } + if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr) + ::SetCapture(hwnd); // Allow us to read mouse coordinates when dragging mouse outside of our window bounds. + bd->MouseButtonsDown |= 1 << button; + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, true); + return 0; + } + case WM_LBUTTONUP: + case WM_RBUTTONUP: + case WM_MBUTTONUP: + case WM_XBUTTONUP: + { + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + int button = 0; + if (msg == WM_LBUTTONUP) { button = 0; } + if (msg == WM_RBUTTONUP) { button = 1; } + if (msg == WM_MBUTTONUP) { button = 2; } + if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + bd->MouseButtonsDown &= ~(1 << button); + if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) + ::ReleaseCapture(); + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, false); + return 0; + } + case WM_MOUSEWHEEL: + io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA); + return 0; + case WM_MOUSEHWHEEL: + io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f); + return 0; + case WM_KEYDOWN: + case WM_KEYUP: + case WM_SYSKEYDOWN: + case WM_SYSKEYUP: + { + const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN); + if (wParam < 256) + { + // Submit modifiers + ImGui_ImplWin32_UpdateKeyModifiers(io); + + // Obtain virtual key code and convert to ImGuiKey + const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam); + const int vk = (int)wParam; + const int scancode = (int)LOBYTE(HIWORD(lParam)); + + // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event. + if (key == ImGuiKey_PrintScreen && !is_key_down) + ImGui_ImplWin32_AddKeyEvent(io, key, true, vk, scancode); + + // Submit key event + if (key != ImGuiKey_None) + ImGui_ImplWin32_AddKeyEvent(io, key, is_key_down, vk, scancode); + + // Submit individual left/right modifier events + if (vk == VK_SHIFT) + { + // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds() + if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); } + if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); } + } + else if (vk == VK_CONTROL) + { + if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); } + if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); } + } + else if (vk == VK_MENU) + { + if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); } + if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); } + } + } + return 0; + } + case WM_SETFOCUS: + case WM_KILLFOCUS: + io.AddFocusEvent(msg == WM_SETFOCUS); + return 0; + case WM_INPUTLANGCHANGE: + ImGui_ImplWin32_UpdateKeyboardCodePage(io); + return 0; + case WM_CHAR: + if (::IsWindowUnicode(hwnd)) + { + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + if (wParam > 0 && wParam < 0x10000) + io.AddInputCharacterUTF16((unsigned short)wParam); + } + else + { + wchar_t wch = 0; + ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1); + io.AddInputCharacter(wch); + } + return 0; + case WM_SETCURSOR: + // This is required to restore cursor when transitioning from e.g resize borders to client area. + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor)) + return 1; + return 0; + case WM_DEVICECHANGE: +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + bd->WantUpdateHasGamepad = true; +#endif + return 0; + } + return 0; +} + + +//-------------------------------------------------------------------------------------------------------- +// DPI-related helpers (optional) +//-------------------------------------------------------------------------------------------------------- +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +//--------------------------------------------------------------------------------------------------------- +// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. +// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. +// If you are trying to implement your own backend for your own engine, you may ignore that noise. +//--------------------------------------------------------------------------------------------------------- + +// Perform our own check with RtlVerifyVersionInfo() instead of using functions from as they +// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200 +static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) +{ + typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); + static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr; + if (RtlVerifyVersionInfoFn == nullptr) + if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) + RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); + if (RtlVerifyVersionInfoFn == nullptr) + return FALSE; + + RTL_OSVERSIONINFOEXW versionInfo = { }; + ULONGLONG conditionMask = 0; + versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW); + versionInfo.dwMajorVersion = major; + versionInfo.dwMinorVersion = minor; + VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); + VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); + return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; +} + +#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA +#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 +#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE +#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10 + +#ifndef DPI_ENUMS_DECLARED +typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; +typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; +#endif +#ifndef _DPI_AWARENESS_CONTEXTS_ +DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 +#endif +#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 +#endif +typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ +typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ +typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) + +// Helper function to enable DPI awareness without setting up a manifest +void ImGui_ImplWin32_EnableDpiAwareness() +{ + if (_IsWindows10OrGreater()) + { + static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process + if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) + { + SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); + return; + } + } + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) + { + SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); + return; + } + } +#if _WIN32_WINNT >= 0x0600 + ::SetProcessDPIAware(); +#endif +} + +#if defined(_MSC_VER) && !defined(NOGDI) +#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' +#endif + +float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) +{ + UINT xdpi = 96, ydpi = 96; + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr; + if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr) + GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); + if (GetDpiForMonitorFn != nullptr) + { + GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + return xdpi / 96.0f; + } + } +#ifndef NOGDI + const HDC dc = ::GetDC(nullptr); + xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); + ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + ::ReleaseDC(nullptr, dc); +#endif + return xdpi / 96.0f; +} + +float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) +{ + HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); + return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); +} + +//--------------------------------------------------------------------------------------------------------- +// Transparency related helpers (optional) +//-------------------------------------------------------------------------------------------------------- + +#if defined(_MSC_VER) +#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi' +#endif + +// [experimental] +// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c +// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW) +void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) +{ + if (!_IsWindowsVistaOrGreater()) + return; + + BOOL composition; + if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition) + return; + + BOOL opaque; + DWORD color; + if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque)) + { + HRGN region = ::CreateRectRgn(0, 0, -1, -1); + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; + bb.hRgnBlur = region; + bb.fEnable = TRUE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + ::DeleteObject(region); + } + else + { + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + } +} + +//--------------------------------------------------------------------------------------------------------- + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_win32.h b/src/main/imgui/imgui_impl_win32.h new file mode 100644 index 0000000..083fe38 --- /dev/null +++ b/src/main/imgui/imgui_impl_win32.h @@ -0,0 +1,53 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd); +IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); + +// Win32 message handler your application need to call. +// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper. +// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. +// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. + +#if 0 +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +// DPI-related helpers (optional) +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor + +// Transparency related helpers (optional) [experimental] +// - Use to enable alpha compositing transparency with the desktop. +// - Use together with e.g. clearing your framebuffer with zero-alpha. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_internal.h b/src/main/imgui/imgui_internal.h new file mode 100644 index 0000000..bf8792c --- /dev/null +++ b/src/main/imgui/imgui_internal.h @@ -0,0 +1,3899 @@ +// dear imgui, v1.91.7 +// (internal structures/api) + +// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. + +/* + +Index of this file: + +// [SECTION] Header mess +// [SECTION] Forward declarations +// [SECTION] Context pointer +// [SECTION] STB libraries includes +// [SECTION] Macros +// [SECTION] Generic helpers +// [SECTION] ImDrawList support +// [SECTION] Data types support +// [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Popup support +// [SECTION] Inputs support +// [SECTION] Clipper support +// [SECTION] Navigation support +// [SECTION] Typing-select support +// [SECTION] Columns support +// [SECTION] Box-select support +// [SECTION] Multi-select support +// [SECTION] Docking support +// [SECTION] Viewport support +// [SECTION] Settings support +// [SECTION] Localization support +// [SECTION] Error handling, State recovery support +// [SECTION] Metrics, Debug tools +// [SECTION] Generic context hooks +// [SECTION] ImGuiContext (main imgui context) +// [SECTION] ImGuiWindowTempData, ImGuiWindow +// [SECTION] Tab bar, Tab item support +// [SECTION] Table support +// [SECTION] ImGui internal API +// [SECTION] ImFontAtlas internal API +// [SECTION] Test Engine specific hooks (imgui_test_engine) + +*/ + +#pragma once +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#ifndef IMGUI_VERSION +#include "imgui.h" +#endif + +#include // FILE*, sscanf +#include // NULL, malloc, free, qsort, atoi, atof +#include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf +#include // INT_MIN, INT_MAX + +// Enable SSE intrinsics if available +#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE) +#define IMGUI_ENABLE_SSE +#include +#if (defined __AVX__ || defined __SSE4_2__) +#define IMGUI_ENABLE_SSE4_2 +#include +#endif +#endif +// Emscripten has partial SSE 4.2 support where _mm_crc32_u32 is not available. See https://emscripten.org/docs/porting/simd.html#id11 and #8213 +#if defined(IMGUI_ENABLE_SSE4_2) && !defined(IMGUI_USE_LEGACY_CRC32_ADLER) && !defined(__EMSCRIPTEN__) +#define IMGUI_ENABLE_SSE4_2_CRC +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor() +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn' +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#endif + +// In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h +// As they are frequently requested, we do not want to encourage to many people using imgui_internal.h +#if defined(IMGUI_DEFINE_MATH_OPERATORS) && !defined(IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED) +#error Please '#define IMGUI_DEFINE_MATH_OPERATORS' _BEFORE_ including imgui.h! +#endif + +// Legacy defines +#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#endif + +// Enable stb_truetype by default unless FreeType is enabled. +// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together. +#ifndef IMGUI_ENABLE_FREETYPE +#define IMGUI_ENABLE_STB_TRUETYPE +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations +//----------------------------------------------------------------------------- + +struct ImBitVector; // Store 1-bit per value +struct ImRect; // An axis-aligned rectangle (2 points) +struct ImDrawDataBuilder; // Helper to build a ImDrawData instance +struct ImDrawListSharedData; // Data shared between all ImDrawList instances +struct ImGuiBoxSelectState; // Box-selection state (currently used by multi-selection, could potentially be used by others) +struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it +struct ImGuiContext; // Main Dear ImGui context +struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine +struct ImGuiDataVarInfo; // Variable information (e.g. to access style variables from an enum) +struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum +struct ImGuiDeactivatedItemData; // Data for IsItemDeactivated()/IsItemDeactivatedAfterEdit() function. +struct ImGuiDockContext; // Docking system context +struct ImGuiDockRequest; // Docking system dock/undock queued request +struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) +struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) +struct ImGuiErrorRecoveryState; // Storage of stack sizes for error handling and recovery +struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() +struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box +struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a deactivating InputText() while another is stealing active id +struct ImGuiLastItemData; // Status storage for last submitted items +struct ImGuiLocEntry; // A localization entry. +struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only +struct ImGuiMultiSelectState; // Multi-selection persistent state (for focused selection). +struct ImGuiMultiSelectTempData; // Multi-selection temporary state (while traversing). +struct ImGuiNavItemData; // Result of a keyboard/gamepad directional navigation move query result +struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api +struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api +struct ImGuiPopupData; // Storage for current popup stack +struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file +struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it +struct ImGuiTabBar; // Storage for a tab bar +struct ImGuiTabItem; // Storage for a tab item (within a tab bar) +struct ImGuiTable; // Storage for a table +struct ImGuiTableHeaderData; // Storage for TableAngledHeadersRow() +struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableInstanceData; // Storage for one instance of a same table +struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. +struct ImGuiTableSettings; // Storage for a table .ini settings +struct ImGuiTableColumnsSettings; // Storage for a column .ini settings +struct ImGuiTreeNodeStackData; // Temporary storage for TreeNode(). +struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest() +struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public) +struct ImGuiWindow; // Storage for one window +struct ImGuiWindowDockStyle; // Storage for window-style data which needs to be stored for docking purpose +struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) +struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) + +// Enumerations +// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +enum ImGuiLocKey : int; // -> enum ImGuiLocKey // Enum: a localization entry for translation. +typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field +typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical + +// Flags +typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) +typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags +typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags +typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() +typedef int ImGuiLogFlags; // -> enum ImGuiLogFlags_ // Flags: for LogBegin() text capturing function +typedef int ImGuiNavRenderCursorFlags; // -> enum ImGuiNavRenderCursorFlags_//Flags: for RenderNavCursor() +typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests +typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions +typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests +typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() +typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest() +typedef int ImGuiWindowRefreshFlags; // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy() + +//----------------------------------------------------------------------------- +// [SECTION] Context pointer +// See implementation of this variable in imgui.cpp for comments and details. +//----------------------------------------------------------------------------- + +#ifndef GImGui +extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Macros +//----------------------------------------------------------------------------- + +// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow* + +// Debug Printing Into TTY +// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename) +#ifndef IMGUI_DEBUG_PRINTF +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#define IMGUI_DEBUG_PRINTF(_FMT,...) printf(_FMT, __VA_ARGS__) +#else +#define IMGUI_DEBUG_PRINTF(_FMT,...) ((void)0) +#endif +#endif + +// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. +#define IMGUI_DEBUG_LOG_ERROR(...) do { ImGuiContext& g2 = *GImGui; if (g2.DebugLogFlags & ImGuiDebugLogFlags_EventError) IMGUI_DEBUG_LOG(__VA_ARGS__); else g2.DebugLogSkippedErrors++; } while (0) +#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FONT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFont) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) + +// Static Asserts +#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") + +// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. +// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. +//#define IMGUI_DEBUG_PARANOID +#ifdef IMGUI_DEBUG_PARANOID +#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) +#else +#define IM_ASSERT_PARANOID(_EXPR) +#endif + +// Misc Macros +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!) +#else +#define IM_NEWLINE "\n" +#endif +#ifndef IM_TABSIZE // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override +#define IM_TABSIZE (4) +#endif +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 +#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose +#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +#define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // ImTrunc() is not inlined in MSVC debug builds +#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // +#define IM_STRINGIFY_HELPER(_X) #_X +#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#define IM_FLOOR IM_TRUNC +#endif + +// Hint for branch prediction +#if (defined(__cplusplus) && (__cplusplus >= 202002L)) || (defined(_MSVC_LANG) && (_MSVC_LANG >= 202002L)) +#define IM_LIKELY [[likely]] +#define IM_UNLIKELY [[unlikely]] +#else +#define IM_LIKELY +#define IM_UNLIKELY +#endif + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif + +// Warnings +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX)) +#else +#define IM_MSVC_WARNING_SUPPRESS(XXXX) +#endif + +// Debug Tools +// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item. +// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference. +#ifndef IM_DEBUG_BREAK +#if defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#elif defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) +#define IM_DEBUG_BREAK() __asm__ volatile("int3;nop") +#elif defined(__GNUC__) && defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") +#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0") +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK + +// Format specifiers, printing 64-bit hasn't been decently standardized... +// In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define them yourself. +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_PRId64 "I64d" +#define IM_PRIu64 "I64u" +#define IM_PRIX64 "I64X" +#else +#define IM_PRId64 "lld" +#define IM_PRIu64 "llu" +#define IM_PRIX64 "llX" +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Generic helpers +// Note that the ImXXX helpers functions are lower-level than ImGui functions. +// ImGui functions or the ImGui context are never called/used from other ImXXX functions. +//----------------------------------------------------------------------------- +// - Helpers: Hashing +// - Helpers: Sorting +// - Helpers: Bit manipulation +// - Helpers: String +// - Helpers: Formatting +// - Helpers: UTF-8 <> wchar conversions +// - Helpers: ImVec2/ImVec4 operators +// - Helpers: Maths +// - Helpers: Geometry +// - Helper: ImVec1 +// - Helper: ImVec2ih +// - Helper: ImRect +// - Helper: ImBitArray +// - Helper: ImBitVector +// - Helper: ImSpan<>, ImSpanAllocator<> +// - Helper: ImPool<> +// - Helper: ImChunkStream<> +// - Helper: ImGuiTextIndex +// - Helper: ImGuiStorage +//----------------------------------------------------------------------------- + +// Helpers: Hashing +IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImGuiID seed = 0); +IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0); + +// Helpers: Sorting +#ifndef ImQsort +static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } +#endif + +// Helpers: Color Blending +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); + +// Helpers: Bit manipulation +static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } +static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } + +// Helpers: String +IMGUI_API int ImStricmp(const char* str1, const char* str2); // Case insensitive compare. +IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); // Case insensitive compare to a certain count. +IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); // Copy to a certain count and always zero terminate (strncpy doesn't). +IMGUI_API char* ImStrdup(const char* str); // Duplicate a string. +IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); // Copy in provided buffer, recreate buffer if needed. +IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); // Find first occurrence of 'c' in string range. +IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line +IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); // Find a substring in a string range. +IMGUI_API void ImStrTrimBlanks(char* str); // Remove leading and trailing blanks from a buffer. +IMGUI_API const char* ImStrSkipBlank(const char* str); // Find first non-blank character. +IMGUI_API int ImStrlenW(const ImWchar* str); // Computer string length (ImWchar string) +IMGUI_API const char* ImStrbol(const char* buf_mid_line, const char* buf_begin); // Find beginning-of-line +IM_MSVC_RUNTIME_CHECKS_OFF +static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; } +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +static inline bool ImCharIsXdigitA(char c) { return (c >= '0' && c <= '9') || (c >= 'A' && c <= 'F') || (c >= 'a' && c <= 'f'); } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Formatting +IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API const char* ImParseFormatFindStart(const char* format); +IMGUI_API const char* ImParseFormatFindEnd(const char* format); +IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); + +// Helpers: UTF-8 <> wchar conversions +IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf +IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 +IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr); // return previous UTF-8 code-point. +IMGUI_API int ImTextCountLines(const char* in_text, const char* in_text_end); // return number of lines taken by text. trailing carriage return doesn't count as an extra line. + +// Helpers: File System +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef void* ImFileHandle; +static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } +static inline bool ImFileClose(ImFileHandle) { return false; } +static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } +static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } +static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } +#endif +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef FILE* ImFileHandle; +IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode); +IMGUI_API bool ImFileClose(ImFileHandle file); +IMGUI_API ImU64 ImFileGetSize(ImFileHandle file); +IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file); +IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file); +#else +#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions +#endif +IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); + +// Helpers: Maths +IM_MSVC_RUNTIME_CHECKS_OFF +// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) +#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#define ImFabs(X) fabsf(X) +#define ImSqrt(X) sqrtf(X) +#define ImFmod(X, Y) fmodf((X), (Y)) +#define ImCos(X) cosf(X) +#define ImSin(X) sinf(X) +#define ImAcos(X) acosf(X) +#define ImAtan2(Y, X) atan2f((Y), (X)) +#define ImAtof(STR) atof(STR) +#define ImCeil(X) ceilf(X) +static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision +static inline double ImPow(double x, double y) { return pow(x, y); } +static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision +static inline double ImLog(double x) { return log(x); } +static inline int ImAbs(int x) { return x < 0 ? -x : x; } +static inline float ImAbs(float x) { return fabsf(x); } +static inline double ImAbs(double x) { return fabs(x); } +static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument +static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } +#ifdef IMGUI_ENABLE_SSE +static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } +#else +static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } +#endif +static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } +#endif +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for those types) +template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } +template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } +template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * (T)t); } +template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } +// - Misc maths helpers +static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2&mn, const ImVec2&mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } +static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } +static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } +static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } +static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } +static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } +static inline float ImTrunc(float f) { return (float)(int)(f); } +static inline ImVec2 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +static inline float ImFloor(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() +static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2(ImFloor(v.x), ImFloor(v.y)); } +static inline int ImModPositive(int a, int b) { return (a + b) % b; } +static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } +static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } +static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } +static inline float ImLinearRemapClamp(float s0, float s1, float d0, float d1, float x) { return ImSaturate((x - s0) / (s1 - s0)) * (d1 - d0) + d0; } +static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } +static inline float ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Geometry +IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); +IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments +IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol +IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t); +IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); +IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); +inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +inline bool ImTriangleIsClockwise(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ((b.x - a.x) * (c.y - b.y)) - ((c.x - b.x) * (b.y - a.y)) > 0.0f; } + +// Helper: ImVec1 (1D vector) +// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec1 +{ + float x; + constexpr ImVec1() : x(0.0f) { } + constexpr ImVec1(float _x) : x(_x) { } +}; + +// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) +struct ImVec2ih +{ + short x, y; + constexpr ImVec2ih() : x(0), y(0) {} + constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {} + constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {} +}; + +// Helper: ImRect (2D axis aligned bounding-box) +// NB: we can't rely on ImVec2 math operators being available here! +struct IMGUI_API ImRect +{ + ImVec2 Min; // Upper-left + ImVec2 Max; // Lower-right + + constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} + constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } + float GetWidth() const { return Max.x - Min.x; } + float GetHeight() const { return Max.y - Min.y; } + float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); } + ImVec2 GetTL() const { return Min; } // Top-left + ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right + ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool ContainsWithPad(const ImVec2& p, const ImVec2& pad) const { return p.x >= Min.x - pad.x && p.y >= Min.y - pad.y && p.x < Max.x + pad.x && p.y < Max.y + pad.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } + void TranslateX(float dx) { Min.x += dx; Max.x += dx; } + void TranslateY(float dy) { Min.y += dy; Max.y += dy; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + void Floor() { Min.x = IM_TRUNC(Min.x); Min.y = IM_TRUNC(Min.y); Max.x = IM_TRUNC(Max.x); Max.y = IM_TRUNC(Max.y); } + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } + ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } +}; + +// Helper: ImBitArray +#define IM_BITARRAY_TESTBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] & ((ImU32)1 << ((_N) & 31))) != 0) // Macro version of ImBitArrayTestBit(): ensure args have side-effect or are costly! +#define IM_BITARRAY_CLEARBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] &= ~((ImU32)1 << ((_N) & 31)))) // Macro version of ImBitArrayClearBit(): ensure args have side-effect or are costly! +inline size_t ImBitArrayGetStorageSizeInBytes(int bitcount) { return (size_t)((bitcount + 31) >> 5) << 2; } +inline void ImBitArrayClearAllBits(ImU32* arr, int bitcount){ memset(arr, 0, ImBitArrayGetStorageSizeInBytes(bitcount)); } +inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } +inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } +inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } +inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2) +{ + n2--; + while (n <= n2) + { + int a_mod = (n & 31); + int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1; + ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1); + arr[n >> 5] |= mask; + n = (n + 32) & ~31; + } +} + +typedef ImU32* ImBitArrayPtr; // Name for use in structs + +// Helper: ImBitArray class (wrapper over ImBitArray functions) +// Store 1-bit per value. +template +struct ImBitArray +{ + ImU32 Storage[(BITCOUNT + 31) >> 5]; + ImBitArray() { ClearAllBits(); } + void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } + void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } + bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } + void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); } + void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); } + void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) + bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } +}; + +// Helper: ImBitVector +// Store 1-bit per value. +struct IMGUI_API ImBitVector +{ + ImVector Storage; + void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } + void Clear() { Storage.clear(); } + bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return IM_BITARRAY_TESTBIT(Storage.Data, n); } + void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); } + void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helper: ImSpan<> +// Pointing to a span of data we don't own. +template +struct ImSpan +{ + T* Data; + T* DataEnd; + + // Constructors, destructor + inline ImSpan() { Data = DataEnd = NULL; } + inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; } + inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; } + + inline void set(T* data, int size) { Data = data; DataEnd = data + size; } + inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; } + inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); } + inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); } + inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return DataEnd; } + inline const T* end() const { return DataEnd; } + + // Utilities + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; } +}; + +// Helper: ImSpanAllocator<> +// Facilitate storing multiple chunks into a single large block (the "arena") +// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges. +template +struct ImSpanAllocator +{ + char* BasePtr; + int CurrOff; + int CurrIdx; + int Offsets[CHUNKS]; + int Sizes[CHUNKS]; + + ImSpanAllocator() { memset(this, 0, sizeof(*this)); } + inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } + inline int GetArenaSizeInBytes() { return CurrOff; } + inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } + inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); } + inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); } + template + inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } +}; + +// Helper: ImPool<> +// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. +typedef int ImPoolIdx; +template +struct ImPool +{ + ImVector Buf; // Contiguous data + ImGuiStorage Map; // ID->Index + ImPoolIdx FreeIdx; // Next free idx to use + ImPoolIdx AliveCount; // Number of active/alive items (for display purpose) + + ImPool() { FreeIdx = AliveCount = 0; } + ~ImPool() { Clear(); } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; } + void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; } + void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } + + // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... } + // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize() + int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose) + int GetBufSize() const { return Buf.Size; } + int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere + T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } +}; + +// Helper: ImChunkStream<> +// Build and iterate a contiguous stream of variable-sized structures. +// This is used by Settings to store persistent data while reducing allocation count. +// We store the chunk size first, and align the final size on 4 bytes boundaries. +// The tedious/zealous amount of casting is to avoid -Wcast-align warnings. +template +struct ImChunkStream +{ + ImVector Buf; + + void clear() { Buf.clear(); } + bool empty() const { return Buf.Size == 0; } + int size() const { return Buf.Size; } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } + T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } + int chunk_size(const T* p) { return ((const int*)p)[-1]; } + T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } + int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } + T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } + void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } +}; + +// Helper: ImGuiTextIndex +// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API. +struct ImGuiTextIndex +{ + ImVector LineOffsets; + int EndOffset = 0; // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?) + + void clear() { LineOffsets.clear(); EndOffset = 0; } + int size() { return LineOffsets.Size; } + const char* get_line_begin(const char* base, int n) { return base + LineOffsets[n]; } + const char* get_line_end(const char* base, int n) { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); } + void append(const char* base, int old_size, int new_size); +}; + +// Helper: ImGuiStorage +IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key); +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList support +//----------------------------------------------------------------------------- + +// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. +// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693 +// Number of segments (N) is calculated using equation: +// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r +// Our equation is significantly simpler that one in the post thanks for choosing segment that is +// perpendicular to X axis. Follow steps in the article from this starting condition and you will +// will get this result. +// +// Rendering circles with an odd number of segments, while mathematically correct will produce +// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) +#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) + +// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'. +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI)))) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD)) + +// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle. +#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE +#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table. +#endif +#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. + +// Data shared between all ImDrawList instances +// Conceptually this could have been called e.g. ImDrawListSharedContext +// Typically one ImGui context would create and maintain one of this. +// You may want to create your own instance of you try to ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. +struct IMGUI_API ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas + ImFont* Font; // Current/default font (optional, for simplified AddText overload) + float FontSize; // Current/default font size (optional, for simplified AddText overload) + float FontScale; // Current/default font scale (== FontSize / Font->FontSize) + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() + float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + ImVector TempBuffer; // Temporary write buffer + + // Lookup tables + ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. + float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() + ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) + + ImDrawListSharedData(); + void SetCircleTessellationMaxError(float max_error); +}; + +struct ImDrawDataBuilder +{ + ImVector* Layers[2]; // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData. + ImVector LayerData1; + + ImDrawDataBuilder() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Data types support +//----------------------------------------------------------------------------- + +struct ImGuiDataVarInfo +{ + ImGuiDataType Type; + ImU32 Count; // 1+ + ImU32 Offset; // Offset in parent structure + void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } +}; + +struct ImGuiDataTypeStorage +{ + ImU8 Data[8]; // Opaque storage to fit any data up to ImGuiDataType_COUNT +}; + +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + +// Extend ImGuiDataType_ +enum ImGuiDataTypePrivate_ +{ + ImGuiDataType_Pointer = ImGuiDataType_COUNT + 1, + ImGuiDataType_ID, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Widgets support: flags, enums, data structures +//----------------------------------------------------------------------------- + +// Extend ImGuiItemFlags +// - input: PushItemFlag() manipulates g.CurrentItemFlags, g.NextItemData.ItemFlags, ItemAdd() calls may add extra flags too. +// - output: stored in g.LastItemData.ItemFlags +enum ImGuiItemFlagsPrivate_ +{ + // Controlled by user + ImGuiItemFlags_Disabled = 1 << 10, // false // Disable interactions (DOES NOT affect visuals. DO NOT mix direct use of this with BeginDisabled(). See BeginDisabled()/EndDisabled() for full disable feature, and github #211). + ImGuiItemFlags_ReadOnly = 1 << 11, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. + ImGuiItemFlags_MixedValue = 1 << 12, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, // false // Disable hoverable check in ItemHoverable() + ImGuiItemFlags_AllowOverlap = 1 << 14, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame. + ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, // false // Nav keyboard/gamepad mode doesn't disable hover highlight (behave as if NavHighlightItemUnderNav==false). + ImGuiItemFlags_NoMarkEdited = 1 << 16, // false // Skip calling MarkItemEdited() + + // Controlled by widget code + ImGuiItemFlags_Inputable = 1 << 20, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. + ImGuiItemFlags_HasSelectionUserData = 1 << 21, // false // Set by SetNextItemSelectionUserData() + ImGuiItemFlags_IsMultiSelect = 1 << 22, // false // Set by SetNextItemSelectionUserData() + + ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups, // Please don't change, use PushItemFlag() instead. + + // Obsolete + //ImGuiItemFlags_SelectableDontClosePopup = !ImGuiItemFlags_AutoClosePopups, // Can't have a redirect as we inverted the behavior +}; + +// Status flags for an already submitted item +// - output: stored in g.LastItemData.StatusFlags +enum ImGuiItemStatusFlags_ +{ + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid + ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. + ImGuiItemStatusFlags_Visible = 1 << 8, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()). + ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid. + ImGuiItemStatusFlags_HasShortcut = 1 << 10, // g.LastItemData.Shortcut valid. Set by SetNextItemShortcut() -> ItemAdd(). + + // Additional status + semantic for ImGuiTestEngine +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode) + ImGuiItemStatusFlags_Opened = 1 << 21, // Opened status + ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem) + ImGuiItemStatusFlags_Checked = 1 << 23, // Checked status + ImGuiItemStatusFlags_Inputable = 1 << 24, // Item is a text-inputable (e.g. InputText, SliderXXX, DragXXX) +#endif +}; + +// Extend ImGuiHoveredFlags_ +enum ImGuiHoveredFlagsPrivate_ +{ + ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay, + ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, + ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_, +}; + +// Extend ImGuiInputTextFlags_ +enum ImGuiInputTextFlagsPrivate_ +{ + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_MergedItem = 1 << 27, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. + ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, // For internal use by InputScalar() and TempInputScalar() +}; + +// Extend ImGuiButtonFlags_ +enum ImGuiButtonFlagsPrivate_ +{ + ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item + ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + //ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat -> use ImGuiItemFlags_ButtonRepeat instead. + ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable. + //ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press + //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModsAllowed = 1 << 16, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.ItemFlags) + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, +}; + +// Extend ImGuiComboFlags_ +enum ImGuiComboFlagsPrivate_ +{ + ImGuiComboFlags_CustomPreview = 1 << 20, // enable BeginComboPreview() +}; + +// Extend ImGuiSliderFlags_ +enum ImGuiSliderFlagsPrivate_ +{ + ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? + ImGuiSliderFlags_ReadOnly = 1 << 21, // Consider using g.NextItemData.ItemFlags |= ImGuiItemFlags_ReadOnly instead. +}; + +// Extend ImGuiSelectableFlags_ +enum ImGuiSelectableFlagsPrivate_ +{ + // NB: need to be in sync with last value of ImGuiSelectableFlags_ + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API. + ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem) + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, // Disable padding each side with ItemSpacing * 0.5f + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) +}; + +// Extend ImGuiTreeNodeFlags_ +enum ImGuiTreeNodeFlagsPrivate_ +{ + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader() + ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, for reversed trees (#6517) + ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow, +}; + +enum ImGuiSeparatorFlags_ +{ + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, // Make separator cover all columns of a legacy Columns() set. +}; + +// Flags for FocusWindow(). This is not called ImGuiFocusFlags to avoid confusion with public-facing ImGuiFocusedFlags. +// FIXME: Once we finishing replacing more uses of GetTopMostPopupModal()+IsWindowWithinBeginStackOf() +// and FindBlockingModal() with this, we may want to change the flag to be opt-out instead of opt-in. +enum ImGuiFocusRequestFlags_ +{ + ImGuiFocusRequestFlags_None = 0, + ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, // Find last focused child (if any) and focus it instead. + ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, // Do not set focus if the window is below a modal. +}; + +enum ImGuiTextFlags_ +{ + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, +}; + +enum ImGuiTooltipFlags_ +{ + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePrevious = 1 << 1, // Clear/ignore previously submitted tooltip (defaults to append) +}; + +// FIXME: this is in development, not exposed/functional as a generic feature yet. +// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiLayoutType_ +{ + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}; + +// Flags for LogBegin() text capturing function +enum ImGuiLogFlags_ +{ + ImGuiLogFlags_None = 0, + + ImGuiLogFlags_OutputTTY = 1 << 0, + ImGuiLogFlags_OutputFile = 1 << 1, + ImGuiLogFlags_OutputBuffer = 1 << 2, + ImGuiLogFlags_OutputClipboard = 1 << 3, + ImGuiLogFlags_OutputMask_ = ImGuiLogFlags_OutputTTY | ImGuiLogFlags_OutputFile | ImGuiLogFlags_OutputBuffer | ImGuiLogFlags_OutputClipboard, +}; + +// X/Y enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiAxis +{ + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}; + +enum ImGuiPlotType +{ + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram, +}; + +// Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; + +// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } +}; + +// Storage data for BeginComboPreview()/EndComboPreview() +struct IMGUI_API ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; + + ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); } +}; + +// Stacked storage data for BeginGroup()/EndGroup() +struct IMGUI_API ImGuiGroupData +{ + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupDeactivatedIdIsAlive; + bool BackupHoveredIdIsAlive; + bool BackupIsSameLine; + bool EmitItem; +}; + +// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. +struct IMGUI_API ImGuiMenuColumns +{ + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; // Always zero for now + ImU16 OffsetLabel; // Offsets are locked in Update() + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) + + ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); } + void Update(float spacing, bool window_reappearing); + float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark); + void CalcNextTotalWidth(bool update_offsets); +}; + +// Internal temporary state for deactivating InputText() instances. +struct IMGUI_API ImGuiInputTextDeactivatedState +{ + ImGuiID ID; // widget id owning the text state (which just got deactivated) + ImVector TextA; // text buffer + + ImGuiInputTextDeactivatedState() { memset(this, 0, sizeof(*this)); } + void ClearFreeMemory() { ID = 0; TextA.clear(); } +}; + +// Forward declare imstb_textedit.h structure + make its main configuration define accessible +#undef IMSTB_TEXTEDIT_STRING +#undef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_STRING ImGuiInputTextState +#define IMSTB_TEXTEDIT_CHARTYPE char +#define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +namespace ImStb { struct STB_TexteditState; } +typedef ImStb::STB_TexteditState ImStbTexteditState; + +// Internal state of the currently focused/edited text input box +// For a given item ID, access with ImGui::GetInputTextState() +struct IMGUI_API ImGuiInputTextState +{ + ImGuiContext* Ctx; // parent UI context (needs to be set explicitly by parent). + ImStbTexteditState* Stb; // State for stb_textedit.h + ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set. + ImGuiID ID; // widget id owning the text state + int TextLen; // UTF-8 length of the string in TextA (in bytes) + const char* TextSrc; // == TextA.Data unless read-only, in which case == buf passed to InputText(). Field only set and valid _inside_ the call InputText() call. + ImVector TextA; // main UTF8 buffer. TextA.Size is a buffer size! Should always be >= buf_size passed by user (and of course >= CurLenA + 1). + ImVector TextToRevertTo; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered) + ImVector CallbackTextBackup; // temporary storage for callback to support automatic reconcile of undo-stack + int BufCapacity; // end-user buffer capacity (include zero terminator) + ImVec2 Scroll; // horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y) + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + bool Edited; // edited this frame + bool WantReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version. + int ReloadSelectionStart; + int ReloadSelectionEnd; + + ImGuiInputTextState(); + ~ImGuiInputTextState(); + void ClearText() { TextLen = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextA.clear(); TextToRevertTo.clear(); } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + void OnCharPressed(unsigned int c); + + // Cursor & Selection + void CursorAnimReset(); + void CursorClamp(); + bool HasSelection() const; + void ClearSelection(); + int GetCursorPos() const; + int GetSelectionStart() const; + int GetSelectionEnd() const; + void SelectAll(); + + // Reload user buf (WIP #2890) + // If you modify underlying user-passed const char* while active you need to call this (InputText V2 may lift this) + // strcpy(my_buf, "hello"); + // if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item + // state->ReloadUserBufAndSelectAll(); + void ReloadUserBufAndSelectAll(); + void ReloadUserBufAndKeepSelection(); + void ReloadUserBufAndMoveToEnd(); +}; + +enum ImGuiWindowRefreshFlags_ +{ + ImGuiWindowRefreshFlags_None = 0, + ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, // [EXPERIMENTAL] Try to keep existing contents, USER MUST NOT HONOR BEGIN() RETURNING FALSE AND NOT APPEND. + ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, // [EXPERIMENTAL] Always refresh on hover + ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, // [EXPERIMENTAL] Always refresh on focus + // Refresh policy/frequency, Load Balancing etc. +}; + +enum ImGuiNextWindowDataFlags_ +{ + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 9, + ImGuiNextWindowDataFlags_HasViewport = 1 << 10, + ImGuiNextWindowDataFlags_HasDock = 1 << 11, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 12, +}; + +// Storage for SetNexWindow** functions +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + ImGuiChildFlags ChildFlags; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; // Override background alpha + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) + ImGuiWindowRefreshFlags RefreshFlagsVal; + + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } +}; + +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, + ImGuiNextItemDataFlags_HasRefVal = 1 << 3, + ImGuiNextItemDataFlags_HasStorageID = 1 << 4, +}; + +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags HasFlags; // Called HasFlags instead of Flags to avoid mistaking this + ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap and ImGuiItemFlags_HasSelectionUserData. + // Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem() + ImGuiID FocusScopeId; // Set by SetNextItemSelectionUserData() + ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) + float Width; // Set by SetNextItemWidth() + ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut() + ImGuiInputFlags ShortcutFlags; // Set by SetNextItemShortcut() + bool OpenVal; // Set by SetNextItemOpen() + ImU8 OpenCond; // Set by SetNextItemOpen() + ImGuiDataTypeStorage RefVal; // Not exposed yet, for ImGuiInputTextFlags_ParseEmptyAsRefVal + ImGuiID StorageId; // Set by SetNextItemStorageID() + + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; } + inline void ClearFlags() { HasFlags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! +}; + +// Status storage for the last submitted item +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags ItemFlags; // See ImGuiItemFlags_ (called 'InFlags' before v1.91.4). + ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ + ImRect Rect; // Full rectangle + ImRect NavRect; // Navigation scoring rectangle (not displayed) + // Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags are set. + ImRect DisplayRect; // Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) is set. + ImRect ClipRect; // Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasClipRect) is set.. + ImGuiKeyChord Shortcut; // Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasShortcut) is set.. + + ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } +}; + +// Store data emitted by TreeNode() for usage by TreePop() +// - To implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere: store the minimum amount of data +// which we can't infer in TreePop(), to perform the equivalent of NavApplyItemToResult(). +// Only stored when the node is a potential candidate for landing on a Left arrow jump. +struct ImGuiTreeNodeStackData +{ + ImGuiID ID; + ImGuiTreeNodeFlags TreeFlags; + ImGuiItemFlags ItemFlags; // Used for nav landing + ImRect NavRect; // Used for nav landing +}; + +// sizeof() = 20 +struct IMGUI_API ImGuiErrorRecoveryState +{ + short SizeOfWindowStack; + short SizeOfIDStack; + short SizeOfTreeStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; + + ImGuiErrorRecoveryState() { memset(this, 0, sizeof(*this)); } +}; + +// Data saved for each window pushed into the stack +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiErrorRecoveryState StackSizesInBegin; // Store size of various stacks for asserting + bool DisabledOverrideReenable; // Non-child window override disabled flag +}; + +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; + float InitialWidth; +}; + +struct ImGuiPtrOrIndex +{ + void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int Index; // Usually index in a main pool. + + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } +}; + +// Data used by IsItemDeactivated()/IsItemDeactivatedAfterEdit() functions +struct ImGuiDeactivatedItemData +{ + ImGuiID ID; + int ElapseFrame; + bool HasBeenEditedBefore; + bool IsAlive; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Popup support +//----------------------------------------------------------------------------- + +enum ImGuiPopupPositionPolicy +{ + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}; + +// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack) +struct ImGuiPopupData +{ + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* RestoreNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close + int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Inputs support +//----------------------------------------------------------------------------- + +// Bit array for named keys +typedef ImBitArray ImBitArrayForNamedKeys; + +// [Internal] Key ranges +#define ImGuiKey_LegacyNativeKey_BEGIN 0 +#define ImGuiKey_LegacyNativeKey_END 512 +#define ImGuiKey_Keyboard_BEGIN (ImGuiKey_NamedKey_BEGIN) +#define ImGuiKey_Keyboard_END (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_BEGIN (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_END (ImGuiKey_GamepadRStickDown + 1) +#define ImGuiKey_Mouse_BEGIN (ImGuiKey_MouseLeft) +#define ImGuiKey_Mouse_END (ImGuiKey_MouseWheelY + 1) +#define ImGuiKey_Aliases_BEGIN (ImGuiKey_Mouse_BEGIN) +#define ImGuiKey_Aliases_END (ImGuiKey_Mouse_END) + +// [Internal] Named shortcuts for Navigation +#define ImGuiKey_NavKeyboardTweakSlow ImGuiMod_Ctrl +#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift +#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1 +#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1 +#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown) +#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight) +#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft +#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp + +enum ImGuiInputEventType +{ + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}; + +enum ImGuiInputSource +{ + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them. + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_COUNT +}; + +// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension? +// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor' +struct ImGuiInputEventMousePos { float PosX, PosY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseWheel { float WheelX, WheelY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseButton { int Button; bool Down; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseViewport { ImGuiID HoveredViewportID; }; +struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; +struct ImGuiInputEventText { unsigned int Char; }; +struct ImGuiInputEventAppFocused { bool Focused; }; + +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + ImU32 EventId; // Unique, sequential increasing integer to identify an event (if you need to correlate them to other data). + union + { + ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos + ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel + ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton + ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport + ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key + ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text + ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus + }; + bool AddedByTestEngine; + + ImGuiInputEvent() { memset(this, 0, sizeof(*this)); } +}; + +// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior. +#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. +#define ImGuiKeyOwner_NoOwner ((ImGuiID)-1) // Require key to have no owner. +//#define ImGuiKeyOwner_None ImGuiKeyOwner_NoOwner // We previously called this 'ImGuiKeyOwner_None' but it was inconsistent with our pattern that _None values == 0 and quite dangerous. Also using _NoOwner makes the IsKeyPressed() calls more explicit. + +typedef ImS16 ImGuiKeyRoutingIndex; + +// Routing table entry (sizeof() == 16 bytes) +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. + ImU8 RoutingCurrScore; // [DEBUG] For debug display + ImU8 RoutingNextScore; // Lower is better (0: perfect score) + ImGuiID RoutingCurr; + ImGuiID RoutingNext; + + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; } +}; + +// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. +// Stored in main context (1 instance) +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[] + ImVector Entries; + ImVector EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer) + + ImGuiKeyRoutingTable() { Clear(); } + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); } +}; + +// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features) +// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData. +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame. + bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well. + + ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_NoOwner; LockThisFrame = LockUntilRelease = false; } +}; + +// Extend ImGuiInputFlags_ +// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlagsPrivate_ +{ + // Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut() + // - Repeat mode: Repeat rate selection + ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster + // - Repeat mode: Specify when repeating key pressed can be interrupted. + // - In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in. + ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior. + ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut) + ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod. + ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat + + // Flags for SetKeyOwner(), SetItemKeyOwner() + // - Locking key away from non-input aware code. Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary. + ImGuiInputFlags_LockThisFrame = 1 << 20, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. + ImGuiInputFlags_LockUntilRelease = 1 << 21, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. + + // - Condition for SetItemKeyOwner() + ImGuiInputFlags_CondHovered = 1 << 22, // Only set if item is hovered (default to both) + ImGuiInputFlags_CondActive = 1 << 23, // Only set if item is active (default to both) + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + + // [Internal] Mask of which function support which flags + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, + ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways, + ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow, + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, + ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_, + ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Clipper support +//----------------------------------------------------------------------------- + +// Note that Max is exclusive, so perhaps should be using a Begin/End convention. +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later) + ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices + ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices + + static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; } + static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; } +}; + +// Temporary clipper data, buffers shared/reused between instances +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector Ranges; + + ImGuiListClipperData() { memset(this, 0, sizeof(*this)); } + void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Navigation support +//----------------------------------------------------------------------------- + +enum ImGuiActivateFlags_ +{ + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key. + ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used. + ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) + ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request + ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function. +}; + +// Early work-in-progress API for ScrollToItem() +enum ImGuiScrollFlags_ +{ + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis] + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible] + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used] + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used] + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window) + ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to). + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, +}; + +enum ImGuiNavRenderCursorFlags_ +{ + ImGuiNavRenderCursorFlags_None = 0, + ImGuiNavRenderCursorFlags_Compact = 1 << 1, // Compact highlight, no padding/distance from focused item + ImGuiNavRenderCursorFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) even when g.NavCursorVisible == false, aka even when using the mouse. + ImGuiNavRenderCursorFlags_NoRounding = 1 << 3, +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiNavHighlightFlags_None = ImGuiNavRenderCursorFlags_None, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_Compact = ImGuiNavRenderCursorFlags_Compact, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_AlwaysDraw = ImGuiNavRenderCursorFlags_AlwaysDraw, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_NoRounding = ImGuiNavRenderCursorFlags_NoRounding, // Renamed in 1.91.4 +#endif +}; + +enum ImGuiNavMoveFlags_ +{ + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) + ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness + ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result + ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details) + ImGuiNavMoveFlags_IsTabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight + ImGuiNavMoveFlags_IsPageMove = 1 << 11, // Identify a PageDown/PageUp request. + ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item. + ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo + ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, // Do not alter the nav cursor visible state + ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, // (Experimental) Do not clear active id when applying move result +}; + +enum ImGuiNavLayer +{ + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt) + ImGuiNavLayer_COUNT +}; + +// Storage for navigation query/results +struct ImGuiNavItemData +{ + ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) + ImGuiID ID; // Init,Move // Best candidate item ID + ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID + ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space + ImGuiItemFlags ItemFlags; // ????,Move // Best candidate item flags + float DistBox; // Move // Best candidate box distance to current NavId + float DistCenter; // Move // Best candidate center distance to current NavId + float DistAxial; // Move // Best candidate axial distance to current NavId + ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionUserData() value. Valid if (ItemFlags & ImGuiItemFlags_HasSelectionUserData) + + ImGuiNavItemData() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; ItemFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } +}; + +// Storage for PushFocusScope(), g.FocusScopeStack[], g.NavFocusRoute[] +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Typing-select support +//----------------------------------------------------------------------------- + +// Flags for GetTypingSelectRequest() +enum ImGuiTypingSelectFlags_ +{ + ImGuiTypingSelectFlags_None = 0, + ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, // Backspace to delete character inputs. If using: ensure GetTypingSelectRequest() is not called more than once per frame (filter by e.g. focus state) + ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, // Allow "single char" search mode which is activated when pressing the same character multiple times. +}; + +// Returned by GetTypingSelectRequest(), designed to eventually be public. +struct IMGUI_API ImGuiTypingSelectRequest +{ + ImGuiTypingSelectFlags Flags; // Flags passed to GetTypingSelectRequest() + int SearchBufferLen; + const char* SearchBuffer; // Search buffer contents (use full string. unless SingleCharMode is set, in which case use SingleCharSize). + bool SelectRequest; // Set when buffer was modified this frame, requesting a selection. + bool SingleCharMode; // Notify when buffer contains same character repeated, to implement special mode. In this situation it preferred to not display any on-screen search indication. + ImS8 SingleCharSize; // Length in bytes of first letter codepoint (1 for ascii, 2-4 for UTF-8). If (SearchBufferLen==RepeatCharSize) only 1 letter has been input. +}; + +// Storage for GetTypingSelectRequest() +struct IMGUI_API ImGuiTypingSelectState +{ + ImGuiTypingSelectRequest Request; // User-facing data + char SearchBuffer[64]; // Search buffer: no need to make dynamic as this search is very transient. + ImGuiID FocusScope; + int LastRequestFrame = 0; + float LastRequestTime = 0.0f; + bool SingleCharModeLock = false; // After a certain single char repeat count we lock into SingleCharMode. Two benefits: 1) buffer never fill, 2) we can provide an immediate SingleChar mode without timer elapsing. + + ImGuiTypingSelectState() { memset(this, 0, sizeof(*this)); } + void Clear() { SearchBuffer[0] = 0; SingleCharModeLock = false; } // We preserve remaining data for easier debugging +}; + +//----------------------------------------------------------------------------- +// [SECTION] Columns support +//----------------------------------------------------------------------------- + +// Flags for internal's BeginColumns(). This is an obsolete API. Prefer using BeginTable() nowadays! +enum ImGuiOldColumnFlags_ +{ + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, // Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, + //ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, + //ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, + //ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, + //ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, + //ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize, +#endif +}; + +struct ImGuiOldColumnData +{ + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; // Not exposed + ImRect ClipRect; + + ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } +}; + +struct ImGuiOldColumns +{ + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x + float LineMinY, LineMaxY; + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() + ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() + ImVector Columns; + ImDrawListSplitter Splitter; + + ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Box-select support +//----------------------------------------------------------------------------- + +struct ImGuiBoxSelectState +{ + // Active box-selection data (persistent, 1 active at a time) + ImGuiID ID; + bool IsActive; + bool IsStarting; + bool IsStartedFromVoid; // Starting click was not from an item. + bool IsStartedSetNavIdOnce; + bool RequestClear; + ImGuiKeyChord KeyMods : 16; // Latched key-mods for box-select logic. + ImVec2 StartPosRel; // Start position in window-contents relative space (to support scrolling) + ImVec2 EndPosRel; // End position in window-contents relative space + ImVec2 ScrollAccum; // Scrolling accumulator (to behave at high-frame spaces) + ImGuiWindow* Window; + + // Temporary/Transient data + bool UnclipMode; // (Temp/Transient, here in hot area). Set/cleared by the BeginMultiSelect()/EndMultiSelect() owning active box-select. + ImRect UnclipRect; // Rectangle where ItemAdd() clipping may be temporarily disabled. Need support by multi-select supporting widgets. + ImRect BoxSelectRectPrev; // Selection rectangle in absolute coordinates (derived every frame from BoxSelectStartPosRel and MousePos) + ImRect BoxSelectRectCurr; + + ImGuiBoxSelectState() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-select support +//----------------------------------------------------------------------------- + +// We always assume that -1 is an invalid value (which works for indices and pointers) +#define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1) + +// Temporary storage for multi-select +struct IMGUI_API ImGuiMultiSelectTempData +{ + ImGuiMultiSelectIO IO; // MUST BE FIRST FIELD. Requests are set and returned by BeginMultiSelect()/EndMultiSelect() + written to by user during the loop. + ImGuiMultiSelectState* Storage; + ImGuiID FocusScopeId; // Copied from g.CurrentFocusScopeId (unless another selection scope was pushed manually) + ImGuiMultiSelectFlags Flags; + ImVec2 ScopeRectMin; + ImVec2 BackupCursorMaxPos; + ImGuiSelectionUserData LastSubmittedItem; // Copy of last submitted item data, used to merge output ranges. + ImGuiID BoxSelectId; + ImGuiKeyChord KeyMods; + ImS8 LoopRequestSetAll; // -1: no operation, 0: clear all, 1: select all. + bool IsEndIO; // Set when switching IO from BeginMultiSelect() to EndMultiSelect() state. + bool IsFocused; // Set if currently focusing the selection scope (any item of the selection). May be used if you have custom shortcut associated to selection. + bool IsKeyboardSetRange; // Set by BeginMultiSelect() when using Shift+Navigation. Because scrolling may be affected we can't afford a frame of lag with Shift+Navigation. + bool NavIdPassedBy; + bool RangeSrcPassedBy; // Set by the item that matches RangeSrcItem. + bool RangeDstPassedBy; // Set by the item that matches NavJustMovedToId when IsSetRange is set. + + ImGuiMultiSelectTempData() { Clear(); } + void Clear() { size_t io_sz = sizeof(IO); ClearIO(); memset((void*)(&IO + 1), 0, sizeof(*this) - io_sz); } // Zero-clear except IO as we preserve IO.Requests[] buffer allocation. + void ClearIO() { IO.Requests.resize(0); IO.RangeSrcItem = IO.NavIdItem = ImGuiSelectionUserData_Invalid; IO.NavIdSelected = IO.RangeSrcReset = false; } +}; + +// Persistent storage for multi-select (as long as selection is alive) +struct IMGUI_API ImGuiMultiSelectState +{ + ImGuiWindow* Window; + ImGuiID ID; + int LastFrameActive; // Last used frame-count, for GC. + int LastSelectionSize; // Set by BeginMultiSelect() based on optional info provided by user. May be -1 if unknown. + ImS8 RangeSelected; // -1 (don't have) or true/false + ImS8 NavIdSelected; // -1 (don't have) or true/false + ImGuiSelectionUserData RangeSrcItem; // + ImGuiSelectionUserData NavIdItem; // SetNextItemSelectionUserData() value for NavId (if part of submitted items) + + ImGuiMultiSelectState() { Window = NULL; ID = 0; LastFrameActive = LastSelectionSize = 0; RangeSelected = NavIdSelected = -1; RangeSrcItem = NavIdItem = ImGuiSelectionUserData_Invalid; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Docking support +//----------------------------------------------------------------------------- + +#define DOCKING_HOST_DRAW_CHANNEL_BG 0 // Dock host: background fill +#define DOCKING_HOST_DRAW_CHANNEL_FG 1 // Dock host: decorations and contents + +#ifdef IMGUI_HAS_DOCK + +// Extend ImGuiDockNodeFlags_ +enum ImGuiDockNodeFlagsPrivate_ +{ + // [Internal] + ImGuiDockNodeFlags_DockSpace = 1 << 10, // Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. + ImGuiDockNodeFlags_CentralNode = 1 << 11, // Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor. + ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back. + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Saved // Disable window/docking menu (that one that appears instead of the collapse button) + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Saved // Disable close button + ImGuiDockNodeFlags_NoResizeX = 1 << 16, // // + ImGuiDockNodeFlags_NoResizeY = 1 << 17, // // + ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, // // Any docked window will be automatically be focus-route chained (window->ParentWindowForFocusRoute set to this) so Shortcut() in this window can run when any docked window is focused. + + // Disable docking/undocking actions in this dockspace or individual node (existing docked nodes will be preserved) + // Those are not exposed in public because the desirable sharing/inheriting/copy-flag-on-split behaviors are quite difficult to design and understand. + // The two public flags ImGuiDockNodeFlags_NoDockingOverCentralNode/ImGuiDockNodeFlags_NoDockingSplit don't have those issues. + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, // // Disable this node from splitting other windows/nodes. + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, // // Disable other windows/nodes from being docked over this node. + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, // // Disable this node from being docked over another window or non-empty node. + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, // // Disable this node from being docked over an empty node (e.g. DockSpace with no other windows) + ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther, + + // Masks + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + + // When splitting, those local flags are moved to the inheriting child, never duplicated + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, +}; + +// Store the source authority (dock node vs window) of a field +enum ImGuiDataAuthority_ +{ + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window, +}; + +enum ImGuiDockNodeState +{ + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible, +}; + +// sizeof() 156~192 +struct IMGUI_API ImGuiDockNode +{ + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) + ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node + ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows + ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows) + ImGuiDockNodeState State; + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. + ImVector Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order. + ImGuiTabBar* TabBar; + ImVec2 Pos; // Current position + ImVec2 Size; // Current size + ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size. + ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y) + ImGuiWindowClass WindowClass; // [Root node only] + ImU32 LastBgColor; + + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window. + ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node. + ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy. + int CountNodeWithWindows; // [Root node only] + int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly + int LastFrameActive; // Last frame number the node was updated. + int LastFrameFocused; // Last frame number the node was focused. + ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. + ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected. + ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window. + ImGuiID RefViewportId; // Reference viewport ID from visible window when HostWindow == NULL. + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) + bool IsFocused :1; + bool IsBgDrawnThisFrame :1; + bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one. + bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; + bool WantCloseAll :1; // Set when closing all tabs at once. + bool WantLockSizeOnce :1; + bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; + + ImGuiDockNode(ImGuiID id); + ~ImGuiDockNode(); + bool IsRootNode() const { return ParentNode == NULL; } + bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; } + bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; } + bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; } + bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle + bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar + bool IsSplitNode() const { return ChildNodes[0] != NULL; } + bool IsLeafNode() const { return ChildNodes[0] == NULL; } + bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + + void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); } + void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; } +}; + +// List of colors that are stored at the time of Begin() into Docked Windows. +// We currently store the packed colors in a simple array window->DockStyle.Colors[]. +// A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow, +// but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame. +enum ImGuiWindowDockStyleCol +{ + ImGuiWindowDockStyleCol_Text, + ImGuiWindowDockStyleCol_TabHovered, + ImGuiWindowDockStyleCol_TabFocused, + ImGuiWindowDockStyleCol_TabSelected, + ImGuiWindowDockStyleCol_TabSelectedOverline, + ImGuiWindowDockStyleCol_TabDimmed, + ImGuiWindowDockStyleCol_TabDimmedSelected, + ImGuiWindowDockStyleCol_TabDimmedSelectedOverline, + ImGuiWindowDockStyleCol_COUNT +}; + +// We don't store style.Alpha: dock_node->LastBgColor embeds it and otherwise it would only affect the docking tab, which intuitively I would say we don't want to. +struct ImGuiWindowDockStyle +{ + ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; +}; + +struct ImGuiDockContext +{ + ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes + ImVector Requests; + ImVector NodesSettings; + bool WantFullRebuild; + ImGuiDockContext() { memset(this, 0, sizeof(*this)); } +}; + +#endif // #ifdef IMGUI_HAS_DOCK + +//----------------------------------------------------------------------------- +// [SECTION] Viewport support +//----------------------------------------------------------------------------- + +// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) +// Every instance of ImGuiViewport is in fact a ImGuiViewportP. +struct ImGuiViewportP : public ImGuiViewport +{ + ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) + int Idx; + int LastFrameActive; // Last frame number this viewport was activated by a window + int LastFocusedStampCount; // Last stamp number from when a window hosted by this viewport was focused (by comparing this value between two viewport we have an implicit viewport z-order we use as fallback) + ImGuiID LastNameHash; + ImVec2 LastPos; + ImVec2 LastSize; + float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) + float LastAlpha; + bool LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused. + short PlatformMonitor; + int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used + ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; + + // Per-viewport work area + // - Insets are >= 0.0f values, distance from viewport corners to work area. + // - BeginMainMenuBar() and DockspaceOverViewport() tend to use work area to avoid stepping over existing contents. + // - Generally 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + ImVec2 WorkInsetMin; // Work Area inset locked for the frame. GetWorkRect() always fits within GetMainRect(). + ImVec2 WorkInsetMax; // " + ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset + ImVec2 BuildWorkInsetMax; // " + + ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } + ~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); } + void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } + + // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) + ImVec2 CalcWorkRectPos(const ImVec2& inset_min) const { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); } + ImVec2 CalcWorkRectSize(const ImVec2& inset_min, const ImVec2& inset_max) const { return ImVec2(ImMax(0.0f, Size.x - inset_min.x - inset_max.x), ImMax(0.0f, Size.y - inset_min.y - inset_max.y)); } + void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkInsetMin); WorkSize = CalcWorkRectSize(WorkInsetMin, WorkInsetMax); } // Update public fields + + // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) + ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } + ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkInsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkInsetMin, BuildWorkInsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Settings support +//----------------------------------------------------------------------------- + +// Windows data saved in imgui.ini file +// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily. +// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure) +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. + ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. + ImGuiID ClassId; // ID of window class if specified + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + bool Collapsed; + bool IsChild; + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + bool WantDelete; // Set to invalidate/delete the settings entry + + ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); DockOrder = -1; } + char* GetName() { return (char*)(this + 1); } +}; + +struct ImGuiSettingsHandler +{ + const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' + ImGuiID TypeHash; // == ImHashStr(TypeName) + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order) + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order) + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' + void* UserData; + + ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Localization support +//----------------------------------------------------------------------------- + +// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack. +enum ImGuiLocKey : int +{ + ImGuiLocKey_VersionStr, + ImGuiLocKey_TableSizeOne, + ImGuiLocKey_TableSizeAllFit, + ImGuiLocKey_TableSizeAllDefault, + ImGuiLocKey_TableResetOrder, + ImGuiLocKey_WindowingMainMenuBar, + ImGuiLocKey_WindowingPopup, + ImGuiLocKey_WindowingUntitled, + ImGuiLocKey_OpenLink_s, + ImGuiLocKey_CopyLink, + ImGuiLocKey_DockingHideTabBar, + ImGuiLocKey_DockingHoldShiftToDock, + ImGuiLocKey_DockingDragToUndockOrMoveNode, + ImGuiLocKey_COUNT +}; + +struct ImGuiLocEntry +{ + ImGuiLocKey Key; + const char* Text; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Error handling, State recovery support +//----------------------------------------------------------------------------- + +// Macros used by Recoverable Error handling +// - Only dispatch error if _EXPR: evaluate as assert (similar to an assert macro). +// - The message will always be a string literal, in order to increase likelihood of being display by an assert handler. +// - See 'Demo->Configuration->Error Handling' and ImGuiIO definitions for details on error handling. +// - Read https://github.com/ocornut/imgui/wiki/Error-Handling for details on error handling. +#ifndef IM_ASSERT_USER_ERROR +#define IM_ASSERT_USER_ERROR(_EXPR,_MSG) do { if (!(_EXPR) && ImGui::ErrorLog(_MSG)) { IM_ASSERT((_EXPR) && _MSG); } } while (0) // Recoverable User Error +#endif + +// The error callback is currently not public, as it is expected that only advanced users will rely on it. +typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const char* msg); // Function signature for g.ErrorCallback + +//----------------------------------------------------------------------------- +// [SECTION] Metrics, Debug Tools +//----------------------------------------------------------------------------- + +// See IMGUI_DEBUG_LOG() and IMGUI_DEBUG_LOG_XXX() macros. +enum ImGuiDebugLogFlags_ +{ + // Event types + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventError = 1 << 0, // Error submitted by IM_ASSERT_USER_ERROR() + ImGuiDebugLogFlags_EventActiveId = 1 << 1, + ImGuiDebugLogFlags_EventFocus = 1 << 2, + ImGuiDebugLogFlags_EventPopup = 1 << 3, + ImGuiDebugLogFlags_EventNav = 1 << 4, + ImGuiDebugLogFlags_EventClipper = 1 << 5, + ImGuiDebugLogFlags_EventSelection = 1 << 6, + ImGuiDebugLogFlags_EventIO = 1 << 7, + ImGuiDebugLogFlags_EventFont = 1 << 8, + ImGuiDebugLogFlags_EventInputRouting = 1 << 9, + ImGuiDebugLogFlags_EventDocking = 1 << 10, + ImGuiDebugLogFlags_EventViewport = 1 << 11, + + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, + ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY + ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, // Also send output to Test Engine +}; + +struct ImGuiDebugAllocEntry +{ + int FrameCount; + ImS16 AllocCount; + ImS16 FreeCount; +}; + +struct ImGuiDebugAllocInfo +{ + int TotalAllocCount; // Number of call to MemAlloc(). + int TotalFreeCount; + ImS16 LastEntriesIdx; // Current index in buffer + ImGuiDebugAllocEntry LastEntriesBuf[6]; // Track last 6 frames that had allocations + + ImGuiDebugAllocInfo() { memset(this, 0, sizeof(*this)); } +}; + +struct ImGuiMetricsConfig +{ + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowWindowsRects = false; + bool ShowWindowsBeginOrder = false; + bool ShowTablesRects = false; + bool ShowDrawCmdMesh = true; + bool ShowDrawCmdBoundingBoxes = true; + bool ShowTextEncodingViewer = false; + bool ShowAtlasTintedWithTextColor = false; + bool ShowDockingNodes = false; + int ShowWindowsRectsType = -1; + int ShowTablesRectsType = -1; + int HighlightMonitorIdx = -1; + ImGuiID HighlightViewportID = 0; +}; + +struct ImGuiStackLevelInfo +{ + ImGuiID ID; + ImS8 QueryFrameCount; // >= 1: Query in progress + bool QuerySuccess; // Obtained result from DebugHookIdInfo() + ImGuiDataType DataType : 8; + char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed. + + ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } +}; + +// State for ID Stack tool queries +struct ImGuiIDStackTool +{ + int LastActiveFrame; + int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level + ImGuiID QueryId; // ID to query details for + ImVector Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; + + ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Generic context hooks +//----------------------------------------------------------------------------- + +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }; + +struct ImGuiContextHook +{ + ImGuiID HookId; // A unique ID assigned by AddContextHook() + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; + + ImGuiContextHook() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiContext (main Dear ImGui context) +//----------------------------------------------------------------------------- + +struct ImGuiContext +{ + bool Initialized; + bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() + ImGuiConfigFlags ConfigFlagsLastFrame; + ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() + float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. + float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. + float FontScale; // == FontSize / Font->FontSize + float CurrentDpiScale; // Current window/viewport DpiScale == CurrentViewport->DpiScale + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + ImGuiID WithinEndChildID; // Set within EndChild() + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool GcCompactAll; // Request full GC + bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() + void* TestEngine; // Test engine user data + char ContextName[16]; // Storage for a context name (to facilitate debugging multi-context setups) + + // Inputs + ImVector InputEventsQueue; // Input events which will be trickled/written into IO structure. + ImVector InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail. + ImGuiMouseSource InputEventsNextMouseSource; + ImU32 InputEventsNextEventId; + + // Windows state + ImVector Windows; // Windows, sorted in display order, back to front + ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. + ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child + ImVector CurrentWindowStack; + ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* + int WindowsActiveCount; // Number of unique windows submitted by frame + ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING). + ImGuiID DebugBreakInWindow; // Set to break in Begin() call. + ImGuiWindow* CurrentWindow; // Window being drawn into + ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. + ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiWindow* HoveredWindowBeforeClear; // Window the mouse is hovering. Filled even with _NoMouse. This is currently useful for multi-context compositors. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree. + ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. + ImVec2 WheelingWindowRefMousePos; + int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL + int WheelingWindowScrolledFrame; + float WheelingWindowReleaseTimer; + ImVec2 WheelingWindowWheelRemainder; + ImVec2 WheelingAxisAvg; + + // Item/widgets state and tracking information + ImGuiID DebugDrawIdConflicts; // Set when we detect multiple items with the same identifier + ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] + ImGuiID HoveredId; // Hovered widget, filled during the frame + ImGuiID HoveredIdPreviousFrame; + int HoveredIdPreviousFrameItemCount; // Count numbers of items using the same ID as last frame's hovered id + float HoveredIdTimer; // Measure contiguous hovering time + float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active + bool HoveredIdAllowOverlap; + bool HoveredIdIsDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. + bool ItemUnclipByLog; // Disable ItemAdd() clipping, essentially a memory-locality friendly copy of LogEnabled + ImGuiID ActiveId; // Active widget + ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) + float ActiveIdTimer; + bool ActiveIdIsJustActivated; // Set at the time of activation for one frame + bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused. + bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. + bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. + bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdFromShortcut; + int ActiveIdMouseButton : 8; + ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad + ImGuiID ActiveIdPreviousFrame; + ImGuiDeactivatedItemData DeactivatedItemData; + ImGuiDataTypeStorage ActiveIdValueOnActivation; // Backup of initial value at the time of activation. ONLY SET BY SPECIFIC WIDGETS: DragXXX and SliderXXX. + ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. + float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. + + // Key/Input Ownership + Shortcut Routing system + // - The idea is that instead of "eating" a given key, we can link to an owner. + // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. + // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame(). + double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic) + double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic) + double LastKeyboardKeyPressTime; // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed. + ImBitArrayForNamedKeys KeysMayBeCharInput; // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (this is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations) + ImGuiKeyChord DebugBreakInShortcutRouting; // Set to break in SetShortcutRouting()/Shortcut() calls. + //ImU32 ActiveIdUsingNavInputMask; // [OBSOLETE] Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes --> 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' + + // Next window/item data + ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId. + ImGuiItemFlags CurrentItemFlags; // Value for currently appending items == g.ItemFlagsStack.back() + ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + bool DebugShowGroupRects; + + // Shared stacks + ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() + ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() + ImVector OpenPopupStack; // Which popups are open (persistent) + ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImVectorTreeNodeStack; // Stack for TreeNode() + + // Viewports + ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. + ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information. + ImRect PlatformMonitorsFullWorkRect; // Bounding box of all platform monitors + int ViewportCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int PlatformWindowsCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int ViewportFocusedStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter + + // Keyboard/Gamepad Navigation + bool NavCursorVisible; // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move. + bool NavHighlightItemUnderNav; // Disable mouse hovering highlight. Highlight navigation focused item instead of mouse hovered item. + //bool NavDisableHighlight; // Old name for !g.NavCursorVisible before 1.91.4 (2024/10/18). OPPOSITE VALUE (g.NavDisableHighlight == !g.NavCursorVisible) + //bool NavDisableMouseHover; // Old name for g.NavHighlightItemUnderNav before 1.91.1 (2024/10/18) this was called When user starts using keyboard/gamepad, we hide mouse hovering highlight until mouse is touched again. + bool NavMousePosDirty; // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default) + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid + ImGuiID NavId; // Focused item for navigation + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' + ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope) + ImGuiNavLayer NavLayer; // Focused layer (main scrolling layer, or menu/title bar layer) + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() + ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) + ImGuiActivateFlags NavActivateFlags; + ImVector NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain. + ImGuiID NavHighlightActivatedId; + float NavHighlightActivatedTimer; + ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse + ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data. + ImS8 NavCursorHideFrames; + + // Navigation: Init & Move Requests + bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() + bool NavInitRequest; // Init request for appearing window to select first item + bool NavInitRequestFromMove; + ImGuiNavItemData NavInitResult; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) + bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame() + bool NavMoveScoringItems; // Move request submitted, still scoring incoming items + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyChord NavMoveKeyMods; + ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? + ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. + ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted + int NavScoringDebugCount; // Metrics for debugging + int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id + int NavTabbingCounter; // >0 when counting items for tabbing + ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy + + // Navigation: record of last move request + ImGuiID NavJustMovedFromFocusScopeId; // Just navigated from this focus scope id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). + ImGuiKeyChord NavJustMovedToKeyMods; + bool NavJustMovedToIsTabbing; // Copy of ImGuiNavMoveFlags_IsTabbing. Maybe we should store whole flags. + bool NavJustMovedToHasSelectionData; // Copy of move result's ItemFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData. + + // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) + ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828) + ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X) + ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! + ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. + ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + ImGuiKey NavWindowingToggleKey; + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; + + // Render + float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) + + // Drag and Drop + bool DragDropActive; + bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source. + bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target. + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) + ImRect DragDropTargetClipRect; // Store ClipRect at the time of item's drawing + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) + ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) + ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) + int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source + ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press. + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size + unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads + + // Clipper + int ClipperTempDataStacked; + ImVector ClipperTempData; + + // Tables + ImGuiTable* CurrentTable; + ImGuiID DebugBreakInTable; // Set to break in BeginTable() call. + int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) + ImVector TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) + ImPool Tables; // Persistent table data + ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) + ImVector DrawChannelsTempMergeBuffer; + + // Tab bars + ImGuiTabBar* CurrentTabBar; + ImPool TabBars; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; + + // Multi-Select state + ImGuiBoxSelectState BoxSelectState; + ImGuiMultiSelectTempData* CurrentMultiSelect; + int MultiSelectTempDataStacked; // Temporary multi-select data size (because we leave previous instances undestructed, we generally don't use MultiSelectTempData.Size) + ImVector MultiSelectTempData; + ImPool MultiSelectStorage; + + // Hover Delay system + ImGuiID HoverItemDelayId; + ImGuiID HoverItemDelayIdPreviousFrame; + float HoverItemDelayTimer; // Currently used by IsItemHovered() + float HoverItemDelayClearTimer; // Currently used by IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared. + ImGuiID HoverItemUnlockedStationaryId; // Mouse has once been stationary on this item. Only reset after departing the item. + ImGuiID HoverWindowUnlockedStationaryId; // Mouse has once been stationary on this window. Only reset after departing the window. + + // Mouse state + ImGuiMouseCursor MouseCursor; + float MouseStationaryTimer; // Time the mouse has been stationary (with some loose heuristic) + ImVec2 MouseLastValidPos; + + // Widget state + ImGuiInputTextState InputTextState; + ImGuiInputTextDeactivatedState InputTextDeactivatedState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types + int BeginMenuDepth; + int BeginComboDepth; + ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets + ImGuiID ColorEditCurrentID; // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others). + ImGuiID ColorEditSavedID; // ID we are saving/restoring HS for + float ColorEditSavedHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditSavedSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips + ImU32 ColorEditSavedColor; // RGB value with alpha set to 0. + ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + ImGuiComboPreviewData ComboPreviewData; + ImRect WindowResizeBorderExpectedRect; // Expected border rect, switch to relative edit if moving + bool WindowResizeRelativeMode; + short ScrollbarSeekMode; // 0: scroll to clicked location, -1/+1: prev/next page. + float ScrollbarClickDeltaToGrabCenter; // When scrolling to mouse location: distance between mouse and center of grab box, normalized in parent space. + float SliderGrabClickOffset; + float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. + bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? + bool DragCurrentAccumDirty; + float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings + float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio + float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() + short DisabledStackSize; + short TooltipOverrideCount; + ImGuiWindow* TooltipPreviousWindow; // Window of last tooltip submitted during the frame + ImVector ClipboardHandlerData; // If no custom clipboard handler is defined + ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once + ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest() + + // Platform support + ImGuiPlatformImeData PlatformImeData; // Data updated by current frame + ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler. + ImGuiID PlatformImeViewport; + + // Extensions + // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? + ImGuiDockContext DockContext; + void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + + // Settings + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries + ImChunkStream SettingsTables; // ImGuiTable .ini settings entries + ImVector Hooks; // Hooks for extensions (e.g. test engine) + ImGuiID HookIdNext; // Next available HookId + + // Localization + const char* LocalizationTable[ImGuiLocKey_COUNT]; + + // Capture/Logging + bool LogEnabled; // Currently capturing + ImGuiLogFlags LogFlags; // Capture flags/type + ImGuiWindow* LogWindow; + ImFileHandle LogFile; // If != NULL log to stdout/ file + ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + + // Error Handling + ImGuiErrorCallback ErrorCallback; // = NULL. May be exposed in public API eventually. + void* ErrorCallbackUserData; // = NULL + ImVec2 ErrorTooltipLockedPos; + bool ErrorFirst; + int ErrorCountCurrentFrame; // [Internal] Number of errors submitted this frame. + ImGuiErrorRecoveryState StackSizesInNewFrame; // [Internal] + ImGuiErrorRecoveryState*StackSizesInBeginForCurrentWindow; // [Internal] + + // Debug Tools + // (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.) + int DebugDrawIdConflictsCount; // Locked count (preserved when holding CTRL) + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + ImGuiTextIndex DebugLogIndex; + int DebugLogSkippedErrors; + ImGuiDebugLogFlags DebugLogAutoDisableFlags; + ImU8 DebugLogAutoDisableFrames; + ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above. + bool DebugBreakInLocateId; // Debug break in ItemAdd() call for g.DebugLocateId. + ImGuiKeyChord DebugBreakKeyChord; // = ImGuiKey_Pause + ImS8 DebugBeginReturnValueCullDepth; // Cycle between 0..9 then wrap around. + bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) + ImU8 DebugItemPickerMouseButton; + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID + float DebugFlashStyleColorTime; + ImVec4 DebugFlashStyleColorBackup; + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiIDStackTool DebugIDStackTool; + ImGuiDebugAllocInfo DebugAllocInfo; + ImGuiDockNode* DebugHoveredDockNode; // Hovered dock node. + + // Misc + float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames.. + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1. + int WantCaptureKeyboardNextFrame; // " + int WantTextInputNextFrame; + ImVector TempBuffer; // Temporary text buffer + char TempKeychordName[64]; + + ImGuiContext(ImFontAtlas* shared_font_atlas); +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiWindowTempData, ImGuiWindow +//----------------------------------------------------------------------------- + +// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. +// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..) +// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin) +struct IMGUI_API ImGuiWindowTempData +{ + // Layout + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. + ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame. + ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame. + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). + float PrevLineTextBaseOffset; + bool IsSameLine; + bool IsSetPos; + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area. + + // Keyboard/Gamepad navigation + ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) + short NavLayersActiveMask; // Which layers have been written to (result from previous frame) + short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) + bool NavIsScrollPushableX; // Set when current work location may be scrolled horizontally when moving left / right. This is generally always true UNLESS within a column. + bool NavHideHighlightOneFrame; + bool NavWindowHasScrollY; // Set per window when scrolling can be used (== ScrollMax.y > 0.0f) + + // Miscellaneous + bool MenuBarAppending; // FIXME: Remove this + ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement + int TreeDepth; // Current tree depth. + ImU32 TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary. + ImVector ChildWindows; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) + ImGuiOldColumns* CurrentColumns; // Current columns set + int CurrentTableIdx; // Current table index (into g.Tables) + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + ImU32 ModalDimBgColor; + + // Local parameters stacks + // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. + float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). + float TextWrapPos; // Current text wrap pos. + ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) + ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) +}; + +// Storage for one window +struct IMGUI_API ImGuiWindow +{ + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + char* Name; // Window name, owned by the window. + ImGuiID ID; // == ImHashStr(Name) + ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ + ImGuiChildFlags ChildFlags; // Set when window is a child window. See enum ImGuiChildFlags_ + ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() + ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. + ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) + ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive) + int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor + ImVec2 Pos; // Position (always rounded-up to nearest pixel) + ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) + ImVec2 SizeFull; // Size when non collapsed + ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. + float WindowBorderSize; // Window border size at the time of Begin(). + float TitleBarHeight, MenuBarHeight; // Note that those used to be function before 2024/05/28. If you have old code calling TitleBarHeight() you can change it to TitleBarHeight. + float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin(). + float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y). + float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes). + int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! + ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID TabId; // == window->GetID("#TAB") + ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) + ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) + ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered + ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold + ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? + bool ViewportOwned; + bool Active; // Set to true on Begin(), unless Collapsed + bool WasActive; + bool WriteAccessed; // Set to true when any widget access the current window + bool Collapsed; // Set when collapsing window to become only title-bar + bool WantCollapseToggle; + bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool SkipRefresh; // [EXPERIMENTAL] Reuse previous frame drawn contents, Begin() returns false. + bool Appearing; // Set during the frame where the window is appearing (or re-appearing) + bool Hidden; // Do not display (== HiddenFrames*** > 0) + bool IsFallbackWindow; // Set on the "Debug##Default" window. + bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked() + bool HasCloseButton; // Set when the window has a close button (p_open != NULL) + signed char ResizeBorderHovered; // Current border being hovered for resize (-1: none, otherwise 0-3) + signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) + short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) + short BeginCountPreviousFrame; // Number of Begin() during the previous frame + short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. + short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. + ImS8 AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames + ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size + ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only + ImS8 DisableInputsFrames; // Disable window interactions for N frames + ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. + ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. + ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() use. + ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) + ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. + + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) + ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. + + // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. + ImVec2ih HitTestHoleOffset; + + int LastFrameActive; // Last frame number the window was Active. + int LastFrameJustFocused; // Last frame number the window was made Focused. + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector ColumnsStorage; + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() + float FontDpiScale; + int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) + + ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL. + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. + ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. + ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes. + ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. + ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document) + + ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) + ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; // Preferred X/Y position updated when moving on a given axis, reset to FLT_MAX. + ImGuiID NavRootFocusScopeId; // Focus Scope ID at the time of Begin() + + int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; // Set when window extraneous data have been garbage collected + + // Docking + bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1). + bool DockNodeIsVisible :1; + bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected? + bool DockTabWantClose :1; + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + ImGuiWindowDockStyle DockStyle; + ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden. + ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) + ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; + +public: + ImGuiWindow(ImGuiContext* context, const char* name); + ~ImGuiWindow(); + + ImGuiID GetID(const char* str, const char* str_end = NULL); + ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); + ImGuiID GetIDFromPos(const ImVec2& p_abs); + ImGuiID GetIDFromRectangle(const ImRect& r_abs); + + // We don't use g.FontSize because the window may be != g.CurrentWindow. + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + float CalcFontSize() const { ImGuiContext& g = *Ctx; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tab bar, Tab item support +//----------------------------------------------------------------------------- + +// Extend ImGuiTabBarFlags_ +enum ImGuiTabBarFlagsPrivate_ +{ + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22, // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs +}; + +// Extend ImGuiTabItemFlags_ +enum ImGuiTabItemFlagsPrivate_ +{ + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) + ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button + ImGuiTabItemFlags_Unsorted = 1 << 22, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. +}; + +// Storage for one active tab item (sizeof() 48 bytes) +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. + int LastFrameVisible; + int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance + float Offset; // Position relative to beginning of tab + float Width; // Width currently displayed + float ContentWidth; // Width of label, stored during BeginTabItem() call + float RequestedWidth; // Width optionally requested by caller, -1.0f is unused + ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable + ImS16 IndexDuringLayout; // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions. + bool WantClose; // Marked as closed by SetTabItemClosed() + + ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } +}; + +// Storage for a tab bar (sizeof() 160 bytes) +struct IMGUI_API ImGuiTabBar +{ + ImGuiWindow* Window; + ImVector Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; // Zero for tab-bars used by docking + ImGuiID SelectedTabId; // Selected tab/window + ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar + float WidthAllTabs; // Actual width of all tabs (locked during layout) + float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + float SeparatorMinX; + float SeparatorMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame + ImS16 TabsActiveCount; // Number of tabs submitted this frame. + ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() + float ItemSpacingY; + ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. + + ImGuiTabBar(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Table support +//----------------------------------------------------------------------------- + +#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. +#define IMGUI_TABLE_MAX_COLUMNS 512 // May be further lifted + +// Our current column maximum is 64 but we may raise that in the future. +typedef ImS16 ImGuiTableColumnIdx; +typedef ImU16 ImGuiTableDrawChannelIdx; + +// [Internal] sizeof() ~ 112 +// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. +// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping. +// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped". +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_ + float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space. + float MinX; // Absolute positions + float MaxX; + float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() + float WidthAuto; // Automatic width + float WidthMax; // Maximum width (FIXME: overwritten by each instance) + float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. + float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). + ImRect ClipRect; // Clipping rectangle for the column + ImGuiID UserID; // Optional, value passed to TableSetupColumn() + float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column + float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2) + float ItemWidth; // Current item width for the column, preserved across rows + float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width. + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; // Offset into parent ColumnsNames[] + ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users) + ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder) + ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column + ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column + ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort + ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers) + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows + bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0 + bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling). + bool IsUserEnabledNextFrame; + bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). + bool IsVisibleY; + bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not. + bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen). + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte + ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit + ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem + ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3) + ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each) + ImU8 SortDirectionsAvailList; // Ordered list of available sort directions (2-bits each, total 8-bits) + + ImGuiTableColumn() + { + memset(this, 0, sizeof(*this)); + StretchWeight = WidthRequest = -1.0f; + NameOffset = -1; + DisplayOrder = IndexWithinEnabledSet = -1; + PrevEnabledColumn = NextEnabledColumn = -1; + SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1; + } +}; + +// Transient cell data stored per row. +// sizeof() ~ 6 bytes +struct ImGuiTableCellData +{ + ImU32 BgColor; // Actual color + ImGuiTableColumnIdx Column; // Column number +}; + +// Parameters for TableAngledHeadersRowEx() +// This may end up being refactored for more general purpose. +// sizeof() ~ 12 bytes +struct ImGuiTableHeaderData +{ + ImGuiTableColumnIdx Index; // Column index + ImU32 TextColor; + ImU32 BgColor0; + ImU32 BgColor1; +}; + +// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?) +// sizeof() ~ 24 bytes +struct ImGuiTableInstanceData +{ + ImGuiID TableInstanceID; + float LastOuterHeight; // Outer height from last frame + float LastTopHeadersRowHeight; // Height of first consecutive header rows from last frame (FIXME: this is used assuming consecutive headers are in same frozen set) + float LastFrozenHeight; // Height of frozen section from last frame + int HoveredRowLast; // Index of row which was hovered last frame. + int HoveredRowNext; // Index of row hovered this frame, set after encountering it. + + ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastTopHeadersRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; } +}; + +// sizeof() ~ 592 bytes + heap allocs described in TableBeginInitMemory() +struct IMGUI_API ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] + ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] + ImSpan Columns; // Point within RawData[] + ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) + ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. + ImBitArrayPtr EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map + ImBitArrayPtr EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data + ImBitArrayPtr VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) + ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order) + int SettingsOffset; // Offset in g.SettingsTables + int LastFrameActive; + int ColumnsCount; // Number of columns declared in BeginTable() + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched. + ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with + float RowPosY1; + float RowPosY2; + float RowMinHeight; // Height submitted to TableNextRow() + float RowCellPaddingY; // Top and bottom padding. Reloaded during row change. + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_ + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this. + ImU32 RowBgColor[2]; // Background color override for current row. + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; // Padding from each borders. Locked in BeginTable()/Layout. + float CellSpacingX1; // Spacing between non-bordered cells. Locked in BeginTable()/Layout. + float CellSpacingX2; + float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. + float ColumnsGivenWidth; // Sum of current column width + float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window + float ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). + ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries + ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped + ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. + ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. + ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() + ImGuiWindow* OuterWindow; // Parent window for the table + ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) + ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names + ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly + ImGuiTableInstanceData InstanceDataFirst; + ImVector InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns using fixed width (<= ColumnsCount) + ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() + ImGuiTableColumnIdx AngledHeadersCount; // Count columns with angled headers + ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! + ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). + ImGuiTableColumnIdx HighlightColumnHeader; // Index of column which should be highlighted. + ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. + ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. + ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. + ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. + ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) + ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 + ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. + ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. + ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. + ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. + ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot + ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count + ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count + ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row + ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. + bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. + bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). + bool DisableDefaultContextMenu; // Disable default context menu contents. You may submit your own using TableBeginContextMenuPopup()/EndPopup() + bool IsSettingsRequestLoad; + bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. + bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; // Set when we got past the frozen row. + bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() + bool IsActiveIdAliveBeforeTable; + bool IsActiveIdInTable; + bool HasScrollbarYCurr; // Whether ANY instance of this table had a vertical scrollbar during the current frame. + bool HasScrollbarYPrev; // Whether ANY instance of this table had a vertical scrollbar during the previous. + bool MemoryCompacted; + bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis + + ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } + ~ImGuiTable() { IM_FREE(RawData); } +}; + +// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). +// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. +// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. +// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs. +// sizeof() ~ 136 bytes. +struct IMGUI_API ImGuiTableTempData +{ + int TableIndex; // Index in g.Tables.Buf[] pool + float LastTimeActive; // Last timestamp this structure was used + float AngledHeadersExtraWidth; // Used in EndTable() + ImVector AngledHeadersRequests; // Used in TableAngledHeadersRow() + + ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() + ImDrawListSplitter DrawSplitter; + + ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() + ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() + ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() + ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() + ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() + ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() + float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() + int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() + + ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } +}; + +// sizeof() ~ 12 +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImU8 IsEnabled : 1; // "Visible" in ini file + ImU8 IsStretch : 1; + + ImGuiTableColumnSettings() + { + WidthOrWeight = 0.0f; + UserID = 0; + Index = -1; + DisplayOrder = SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + IsEnabled = 1; + IsStretch = 0; + } +}; + +// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.) +struct ImGuiTableSettings +{ + ImGuiID ID; // Set to 0 to invalidate/delete the setting + ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..) + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + + ImGuiTableSettings() { memset(this, 0, sizeof(*this)); } + ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGui internal API +// No guarantee of forward compatibility here! +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Windows + // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) + // If this ever crashes because g.CurrentWindow is NULL, it means that either: + // - ImGui::NewFrame() has never been called, which is illegal. + // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. + IMGUI_API ImGuiIO& GetIOEx(ImGuiContext* ctx); + IMGUI_API ImGuiPlatformIO& GetPlatformIOEx(ImGuiContext* ctx); + inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } + inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } + IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); + IMGUI_API ImGuiWindow* FindWindowByName(const char* name); + IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); + IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window); + IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy); + IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); + IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); + inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } // You may also use SetNextWindowClass()'s FocusRouteParentWindowId field. + inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } + inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } + inline ImVec2 WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); } + inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); } + + // Windows: Display Order and Focus Order + IMGUI_API void FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window); + IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window); + IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); + + // Windows: Idle, Refresh Policies [EXPERIMENTAL] + IMGUI_API void SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags); + + // Fonts, drawing + IMGUI_API void SetCurrentFont(ImFont* font); + inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } + IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list); + + // Init + IMGUI_API void Initialize(); + IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + + // NewFrame + IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); + IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window); + IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock); + IMGUI_API void UpdateMouseMovingWindowNewFrame(); + IMGUI_API void UpdateMouseMovingWindowEndFrame(); + + // Generic context hooks + IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); + IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); + IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); + + // Viewports + IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size); + IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); + IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); + IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport); + IMGUI_API ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos); + + // Settings + IMGUI_API void MarkIniSettingsDirty(); + IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); + IMGUI_API void ClearIniSettings(); + IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler); + IMGUI_API void RemoveSettingsHandler(const char* type_name); + IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + + // Settings - Windows + IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByID(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByWindow(ImGuiWindow* window); + IMGUI_API void ClearWindowSettings(const char* name); + + // Localization + IMGUI_API void LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count); + inline const char* LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : "*Missing Text*"; } + + // Scrolling + IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); + + // Early work-in-progress API (ScrollToItem() will become public) + IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0); + IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); + IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); +//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); } +//#endif + + // Basic Accessors + inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } + inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.ItemFlags; } + inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } + inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } + IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void ClearActiveID(); + IMGUI_API ImGuiID GetHoveredID(); + IMGUI_API void SetHoveredID(ImGuiID id); + IMGUI_API void KeepAliveID(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. + IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes) + IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed); + IMGUI_API ImGuiID GetIDWithSeed(int n, ImGuiID seed); + + // Basic Helpers for widget code + IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); + inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min. + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); + IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags); + IMGUI_API bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0); + IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); + IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); + IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); + IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); + IMGUI_API void PushMultiItemsWidths(int components, float width_full); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + + // Parameter stacks (shared) + IMGUI_API const ImGuiDataVarInfo* GetStyleVarInfo(ImGuiStyleVar idx); + IMGUI_API void BeginDisabledOverrideReenable(); + IMGUI_API void EndDisabledOverrideReenable(); + + // Logging/Capture + IMGUI_API void LogBegin(ImGuiLogFlags flags, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); + + // Childs + IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags); + + // Popups, Modals + IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags); + IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); + IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsExceptModals(); + IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); + IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); + IMGUI_API ImGuiWindow* GetTopMostPopupModal(); + IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); + IMGUI_API ImGuiWindow* FindBlockingModal(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); + + // Tooltips + IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginTooltipHidden(); + + // Menus + IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); + IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true); + IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true); + + // Combos + IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); + IMGUI_API bool BeginComboPreview(); + IMGUI_API void EndComboPreview(); + + // Keyboard/Gamepad Navigation + IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API void NavInitRequestApplyResult(); + IMGUI_API bool NavMoveRequestButNoResultYet(); + IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); + IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data); + IMGUI_API void NavMoveRequestCancel(); + IMGUI_API void NavMoveRequestApplyResult(); + IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavHighlightActivated(ImGuiID id); + IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis); + IMGUI_API void SetNavCursorVisibleAfterMove(); + IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX(); + IMGUI_API void SetNavWindow(ImGuiWindow* window); + IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + IMGUI_API void SetNavFocusScope(ImGuiID focus_scope_id); + + // Focus/Activation + // This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are + // much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones. + IMGUI_API void FocusItem(); // Focus last item (no selection/activation). + IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again. + + // Inputs + // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } + inline bool IsNamedKeyOrMod(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super; } + inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } + inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; } + inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } + inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; } + inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } + inline bool IsLRModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } + ImGuiKeyChord FixupKeyChord(ImGuiKeyChord key_chord); + inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key) + { + if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl; + if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift; + if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt; + if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper; + return key; + } + + IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key); + inline ImGuiKeyData* GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); } + IMGUI_API const char* GetKeyChordName(ImGuiKeyChord key_chord); + inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); } + IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); + IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down); + IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); + IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate); + IMGUI_API void TeleportMousePos(const ImVec2& pos); + IMGUI_API void SetActiveIdUsingAllKeyboardKeys(); + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } + + // [EXPERIMENTAL] Low-Level: Key/Input Ownership + // - The idea is that instead of "eating" a given input, we can link to an owner id. + // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead). + // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. + // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0). + // - Input ownership is automatically released on the frame after a key is released. Therefore: + // - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case). + // - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover). + // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state. + // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step. + // Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved. + IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key); + IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' + inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } + + // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership + // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag. + // - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0) + // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'. + // Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. + // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API. + IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat. + IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id); + + // Shortcut Testing & Routing + // - Set Shortcut() and SetNextItemShortcut() in imgui.h + // - When a policy (except for ImGuiInputFlags_RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(), + // allowing the system to decide where to route the input among other route-aware calls. + // (* using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key) and bypassing route registration and check) + // - When using one of the routing option: + // - The default route is ImGuiInputFlags_RouteFocused (accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.) + // - Routes are requested given a chord (key + modifiers) and a routing policy. + // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame. + // - Each route may be granted to a single owner. When multiple requests are made we have policies to select the winning route (e.g. deep most window). + // - Multiple read sites may use the same owner id can all access the granted route. + // - When owner_id is 0 we use the current Focus Scope ID as a owner ID in order to identify our location. + // - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute() + // e.g. if you have a tool window associated to a document, and you want document shortcuts to run when the tool is focused. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); + IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); // owner_id needs to be explicit and cannot be 0 + IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); + IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); + + // Docking + // (some functions are only declared in imgui.cpp, see Docking section) + IMGUI_API void DockContextInitialize(ImGuiContext* ctx); + IMGUI_API void DockContextShutdown(ImGuiContext* ctx); + IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all + IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx); + IMGUI_API void DockContextEndFrame(ImGuiContext* ctx); + IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx); + IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); + IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); + IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true); + IMGUI_API void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); + IMGUI_API ImGuiDockNode*DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); + IMGUI_API void DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node); + IMGUI_API void DockNodeEndAmendTabBar(); + inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } + inline bool DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; } + inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } + inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); } + inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; } + IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); + IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); + IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window); + IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window); + IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); + + // Docking - Builder function needs to be generally called before the node is used/submitted. + // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability. + // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame. + // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode(). + // You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API. + // - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node. + // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure + // to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable. + // - Call DockBuilderFinish() after you are done. + IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); + IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); + inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; } + IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0); + IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows + IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true); + IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id). + IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); + IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); + IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node. + IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs); + IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs); + IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); + IMGUI_API void DockBuilderFinish(ImGuiID node_id); + + // [EXPERIMENTAL] Focus Scope + // This is generally used to identify a unique input location (for e.g. a selection set) + // There is one per window (automatically set in Begin), but: + // - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set. + // So in order to identify a set multiple lists in same window may each need a focus scope. + // If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope() + // - Shortcut routing also use focus scope as a default location identifier if an owner is not provided. + // We don't use the ID Stack for this as it is common to want them separate. + IMGUI_API void PushFocusScope(ImGuiID id); + IMGUI_API void PopFocusScope(); + inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope() + + // Drag and Drop + IMGUI_API bool IsDragDropActive(); + IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API void ClearDragDrop(); + IMGUI_API bool IsDragDropPayloadBeingAccepted(); + IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect); + + // Typing-Select API + // (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature) + // (this is currently not documented nor used by main library, but should work. See "widgets_typingselect" in imgui_test_suite for usage code. Please let us know if you use this!) + IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None); + IMGUI_API int TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data); + + // Box-Select API + IMGUI_API bool BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags); + IMGUI_API void EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags); + + // Multi-Select API + IMGUI_API void MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags); + IMGUI_API void MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed); + IMGUI_API void MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected); + IMGUI_API void MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item); + inline ImGuiBoxSelectState* GetBoxSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.BoxSelectState.ID == id && g.BoxSelectState.IsActive) ? &g.BoxSelectState : NULL; } + inline ImGuiMultiSelectState* GetMultiSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return g.MultiSelectStorage.GetByKey(id); } + + // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) + IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); + IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns + IMGUI_API void PushColumnClipRect(int column_index); + IMGUI_API void PushColumnsBackground(); + IMGUI_API void PopColumnsBackground(); + IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); + IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset); + + // Tables: Candidates for public API + IMGUI_API void TableOpenContextMenu(int column_n = -1); + IMGUI_API void TableSetColumnWidth(int column_n, float width); + IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); + IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet. + IMGUI_API float TableGetHeaderRowHeight(); + IMGUI_API float TableGetHeaderAngledMaxLabelWidth(); + IMGUI_API void TablePushBackgroundChannel(); + IMGUI_API void TablePopBackgroundChannel(); + IMGUI_API void TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count); + + // Tables: Internals + inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } + IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); + IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); + IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); + IMGUI_API void TableBeginApplyRequests(ImGuiTable* table); + IMGUI_API void TableSetupDrawChannels(ImGuiTable* table); + IMGUI_API void TableUpdateLayout(ImGuiTable* table); + IMGUI_API void TableUpdateBorders(ImGuiTable* table); + IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); + IMGUI_API void TableDrawBorders(ImGuiTable* table); + IMGUI_API void TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display); + IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table); + IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); + inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; } + inline ImGuiID TableGetInstanceID(ImGuiTable* table, int instance_no) { return TableGetInstanceData(table, instance_no)->TableInstanceID; } + IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); + IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); + IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); + IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API void TableBeginRow(ImGuiTable* table); + IMGUI_API void TableEndRow(ImGuiTable* table); + IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n); + IMGUI_API void TableEndCell(ImGuiTable* table); + IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); + IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); + IMGUI_API ImGuiID TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no = 0); + IMGUI_API float TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); + IMGUI_API void TableRemove(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); + IMGUI_API void TableGcCompactSettings(); + + // Tables: Settings + IMGUI_API void TableLoadSettings(ImGuiTable* table); + IMGUI_API void TableSaveSettings(ImGuiTable* table); + IMGUI_API void TableResetSettings(ImGuiTable* table); + IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); + IMGUI_API void TableSettingsAddSettingsHandler(); + IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); + IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); + + // Tab Bars + inline ImGuiTabBar* GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; } + IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); + IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order); + IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); + IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar); + inline int TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); } + IMGUI_API const char* TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window); + IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset); + IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos); + IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker); + IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window); + IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); + IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); + + // Render helpers + // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. + // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) + IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); + IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); + IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders = true, float rounding = 0.0f); + IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); + IMGUI_API void RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None); // Navigation highlight +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None) { RenderNavCursor(bb, id, flags); } // Renamed in 1.91.4 +#endif + IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. + IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); + + // Render helpers (those functions don't access any ImGui state!) + IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); + IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); + IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); + IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); + IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold); + + // Widgets + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0); + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f); + IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width); + IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); + IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); + + // Widgets: Window Decorations + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags draw_rounding_flags = 0); + IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners + IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); + + // Widgets low-level behaviors + IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); + + // Widgets: Tree Nodes + IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API void TreePushOverrideID(ImGuiID id); + IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id); + IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool open); + IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging. + + // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. + // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). + // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " + template IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); + template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); + + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty = NULL); + IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); + IMGUI_API bool DataTypeIsZero(ImGuiDataType data_type, const void* p_data); + + // InputText + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API void InputTextDeactivateHook(ImGuiID id); + IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); + IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active + IMGUI_API void SetNextItemRefVal(ImGuiDataType data_type, void* p_data); + + // Color + IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); + + // Plot + IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg); + + // Shade functions (write over already created vertices) + IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); + IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + IMGUI_API void ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out); + + // Garbage collection + IMGUI_API void GcCompactTransientMiscBuffers(); + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + + // Error handling, State Recovery + IMGUI_API bool ErrorLog(const char* msg); + IMGUI_API void ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out); + IMGUI_API void ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + IMGUI_API void ErrorCheckEndFrameFinalizeErrorTooltip(); + IMGUI_API bool BeginErrorTooltip(); + IMGUI_API void EndErrorTooltip(); + + // Debug Tools + IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free + IMGUI_API void DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end); + IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time! + IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time! + IMGUI_API void DebugLocateItemResolveWithLastItem(); + IMGUI_API void DebugBreakClearData(); + IMGUI_API bool DebugBreakButton(const char* label, const char* description_of_location); + IMGUI_API void DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location); + IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); + IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); + IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label); + IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); + IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); + IMGUI_API void DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph); + IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); + IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); + IMGUI_API void DebugNodeTable(ImGuiTable* table); + IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); + IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state); + IMGUI_API void DebugNodeTypingSelectState(ImGuiTypingSelectState* state); + IMGUI_API void DebugNodeMultiSelectState(ImGuiMultiSelectState* state); + IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); + IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); + IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); + IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); + IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx); + IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list); + IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); + + // Obsolete functions +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 + //inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 + //inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity! + + // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister(): + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' + //inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + //inline void FocusableItemUnregister(ImGuiWindow* window) // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem +#endif + +} // namespace ImGui + + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas internal API +//----------------------------------------------------------------------------- + +// This structure is likely to evolve as we add support for incremental atlas updates. +// Conceptually this could be in ImGuiPlatformIO, but we are far from ready to make this public. +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; + +// Helper for font builder +#ifdef IMGUI_ENABLE_STB_TRUETYPE +IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); +#endif +IMGUI_API void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); +IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); +IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); +IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); + +//----------------------------------------------------------------------------- +// [SECTION] Test Engine specific hooks (imgui_test_engine) +//----------------------------------------------------------------------------- + +#ifdef IMGUI_ENABLE_TEST_ENGINE +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, ImGuiID id, const ImRect& bb, const ImGuiLastItemData* item_data); // item_data may be NULL +extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id); + +// In IMGUI_VERSION_NUM >= 18934: changed IMGUI_TEST_ENGINE_ITEM_ADD(bb,id) to IMGUI_TEST_ENGINE_ITEM_ADD(id,bb,item_data); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _ID, _BB, _ITEM_DATA) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#else +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_tables.cpp b/src/main/imgui/imgui_tables.cpp new file mode 100644 index 0000000..efef5ff --- /dev/null +++ b/src/main/imgui/imgui_tables.cpp @@ -0,0 +1,4499 @@ +// dear imgui, v1.91.7 +// (tables and columns code) + +/* + +Index of this file: + +// [SECTION] Commentary +// [SECTION] Header mess +// [SECTION] Tables: Main code +// [SECTION] Tables: Simple accessors +// [SECTION] Tables: Row changes +// [SECTION] Tables: Columns changes +// [SECTION] Tables: Columns width management +// [SECTION] Tables: Drawing +// [SECTION] Tables: Sorting +// [SECTION] Tables: Headers +// [SECTION] Tables: Context Menu +// [SECTION] Tables: Settings (.ini data) +// [SECTION] Tables: Garbage Collection +// [SECTION] Tables: Debugging +// [SECTION] Columns, BeginColumns, EndColumns, etc. + +*/ + +// Navigating this file: +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. + +//----------------------------------------------------------------------------- +// [SECTION] Commentary +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical tables call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - BeginTable() user begin into a table +// | BeginChild() - (if ScrollX/ScrollY is set) +// | TableBeginInitMemory() - first time table is used +// | TableResetSettings() - on settings reset +// | TableLoadSettings() - on settings load +// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests +// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame) +// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width +// - TableSetupColumn() user submit columns details (optional) +// - TableSetupScrollFreeze() user submit scroll freeze information (optional) +//----------------------------------------------------------------------------- +// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). +// | TableSetupDrawChannels() - setup ImDrawList channels +// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission +// | TableBeginContextMenuPopup() +// | - TableDrawDefaultContextMenu() - draw right-click context menu contents +//----------------------------------------------------------------------------- +// - TableHeadersRow() or TableHeader() user submit a headers row (optional) +// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction +// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu +// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers) +// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow()) +// | TableEndRow() - finish existing row +// | TableBeginRow() - add a new row +// - TableSetColumnIndex() / TableNextColumn() user begin into a cell +// | TableEndCell() - close existing column/cell +// | TableBeginCell() - enter into current column/cell +// - [...] user emit contents +//----------------------------------------------------------------------------- +// - EndTable() user ends the table +// | TableDrawBorders() - draw outer borders, inner vertical borders +// | TableMergeDrawChannels() - merge draw channels if clipping isn't required +// | EndChild() - (if ScrollX/ScrollY is set) +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// TABLE SIZING +//----------------------------------------------------------------------------- +// (Read carefully because this is subtle but it does make sense!) +//----------------------------------------------------------------------------- +// About 'outer_size': +// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags. +// Default value is ImVec2(0.0f, 0.0f). +// X +// - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge. +// - outer_size.x > 0.0f -> Set Fixed width. +// Y with ScrollX/ScrollY disabled: we output table directly in current window +// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful if parent window can vertically scroll. +// - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set) +// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtendY is set) +// Y with ScrollX/ScrollY enabled: using a child window for scrolling +// - outer_size.y < 0.0f -> Bottom-align. Not meaningful if parent window can vertically scroll. +// - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window. +// - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis. +//----------------------------------------------------------------------------- +// Outer size is also affected by the NoHostExtendX/NoHostExtendY flags. +// Important to note how the two flags have slightly different behaviors! +// - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. +// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. +// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height. +// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not useful and not easily noticeable). +//----------------------------------------------------------------------------- +// About 'inner_width': +// With ScrollX disabled: +// - inner_width -> *ignored* +// With ScrollX enabled: +// - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird +// - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns. +// - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space! +//----------------------------------------------------------------------------- +// Details: +// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept +// of "available space" doesn't make sense. +// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding +// of what the value does. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// COLUMNS SIZING POLICIES +// (Reference: ImGuiTableFlags_SizingXXX flags and ImGuiTableColumnFlags_WidthXXX flags) +//----------------------------------------------------------------------------- +// About overriding column sizing policy and width/weight with TableSetupColumn(): +// We use a default parameter of -1 for 'init_width'/'init_weight'. +// - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic +// - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom +// - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f +// - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom +// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f) +// and you can fit a 100.0f wide item in it without clipping and with padding honored. +//----------------------------------------------------------------------------- +// About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag) +// - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width +// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width +// - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f +// - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents +// Default Width and default Weight can be overridden when calling TableSetupColumn(). +//----------------------------------------------------------------------------- +// About mixing Fixed/Auto and Stretch columns together: +// - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! +// that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. +// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents. +// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weights/widths. +//----------------------------------------------------------------------------- +// About using column width: +// If a column is manually resizable or has a width specified with TableSetupColumn(): +// - you may use GetContentRegionAvail().x to query the width available in a given column. +// - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. +// If the column is not resizable and has no width specified with TableSetupColumn(): +// - its width will be automatic and be set to the max of items submitted. +// - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN). +// - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN). +//----------------------------------------------------------------------------- + + +//----------------------------------------------------------------------------- +// TABLES CLIPPING/CULLING +//----------------------------------------------------------------------------- +// About clipping/culling of Rows in Tables: +// - For large numbers of rows, it is recommended you use ImGuiListClipper to submit only visible rows. +// ImGuiListClipper is reliant on the fact that rows are of equal height. +// See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. +// - Note that auto-resizing columns don't play well with using the clipper. +// By default a table with _ScrollX but without _Resizable will have column auto-resize. +// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed. +//----------------------------------------------------------------------------- +// About clipping/culling of Columns in Tables: +// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing +// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know +// it is not going to contribute to row height. +// In many situations, you may skip submitting contents for every column but one (e.g. the first one). +// - Case A: column is not hidden by user, and at least partially in sight (most common case). +// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output. +// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). +// +// [A] [B] [C] +// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() returns false, user can skip submitting items but only if the column doesn't contribute to row height. +// SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. +// ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. +// ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway). +// +// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. +// However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer. +//----------------------------------------------------------------------------- +// About clipping/culling of whole Tables: +// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // intptr_t + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wstrict-overflow" +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Main code +//----------------------------------------------------------------------------- +// - TableFixFlags() [Internal] +// - TableFindByID() [Internal] +// - BeginTable() +// - BeginTableEx() [Internal] +// - TableBeginInitMemory() [Internal] +// - TableBeginApplyRequests() [Internal] +// - TableSetupColumnFlags() [Internal] +// - TableUpdateLayout() [Internal] +// - TableUpdateBorders() [Internal] +// - EndTable() +// - TableSetupColumn() +// - TableSetupScrollFreeze() +//----------------------------------------------------------------------------- + +// Configuration +static const int TABLE_DRAW_CHANNEL_BG0 = 0; +static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1; +static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel) +static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. +static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. +static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. + +// Helper +inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window) +{ + // Adjust flags: set default sizing policy + if ((flags & ImGuiTableFlags_SizingMask_) == 0) + flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame; + + // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame + if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableFlags_NoKeepColumnsVisible; + + // Adjust flags: enforce borders when resizable + if (flags & ImGuiTableFlags_Resizable) + flags |= ImGuiTableFlags_BordersInnerV; + + // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on + if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) + flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY); + + // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody + if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize) + flags &= ~ImGuiTableFlags_NoBordersInBody; + + // Adjust flags: disable saved settings if there's nothing to save + if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0) + flags |= ImGuiTableFlags_NoSavedSettings; + + // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) + if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings) + flags |= ImGuiTableFlags_NoSavedSettings; + + return flags; +} + +ImGuiTable* ImGui::TableFindByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.Tables.GetByKey(id); +} + +// Read about "TABLE SIZING" at the top of this file. +bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiID id = GetID(str_id); + return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width); +} + +bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* outer_window = GetCurrentWindow(); + if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. + return false; + + // Sanity checks + IM_ASSERT(columns_count > 0 && columns_count < IMGUI_TABLE_MAX_COLUMNS); + if (flags & ImGuiTableFlags_ScrollX) + IM_ASSERT(inner_width >= 0.0f); + + // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve. + // FIXME: coarse clipping because access to table data causes two issues: + // - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine. + // - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers. + // The side-effects of accessing table data on coarse clip would be: + // - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations. + // - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[]. + const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; + const ImVec2 avail_size = GetContentRegionAvail(); + const ImVec2 actual_outer_size = ImTrunc(CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f)); + const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); + const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows! + if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size) + { + ItemSize(outer_rect); + ItemAdd(outer_rect, id); + return false; + } + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInTable == id) + IM_DEBUG_BREAK(); + + // Acquire storage for the table + ImGuiTable* table = g.Tables.GetOrAddByKey(id); + + // Acquire temporary buffers + const int table_idx = g.Tables.GetIndex(table); + if (++g.TablesTempDataStacked > g.TablesTempData.Size) + g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData()); + ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1]; + temp_data->TableIndex = table_idx; + table->DrawSplitter = &table->TempData->DrawSplitter; + table->DrawSplitter->Clear(); + + // Fix flags + table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0; + flags = TableFixFlags(flags, outer_window); + + // Initialize + const int previous_frame_active = table->LastFrameActive; + const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1; + const ImGuiTableFlags previous_flags = table->Flags; + table->ID = id; + table->Flags = flags; + table->LastFrameActive = g.FrameCount; + table->OuterWindow = table->InnerWindow = outer_window; + table->ColumnsCount = columns_count; + table->IsLayoutLocked = false; + table->InnerWidth = inner_width; + temp_data->UserOuterSize = outer_size; + + // Instance data (for instance 0, TableID == TableInstanceID) + ImGuiID instance_id; + table->InstanceCurrent = (ImS16)instance_no; + if (instance_no > 0) + { + IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); + if (table->InstanceDataExtra.Size < instance_no) + table->InstanceDataExtra.push_back(ImGuiTableInstanceData()); + instance_id = GetIDWithSeed(instance_no, GetIDWithSeed("##Instances", NULL, id)); // Push "##Instances" followed by (int)instance_no in ID stack. + } + else + { + instance_id = id; + } + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->TableInstanceID = instance_id; + + // When not using a child window, WorkRect.Max will grow as we append contents. + if (use_child_window) + { + // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent + // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing) + ImVec2 override_content_size(FLT_MAX, FLT_MAX); + if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY)) + override_content_size.y = FLT_MIN; + + // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and + // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align + // based on the right side of the child window work rect, which would require knowing ahead if we are going to + // have decoration taking horizontal spaces (typically a vertical scrollbar). + if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f) + override_content_size.x = inner_width; + + if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX) + SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); + + // Reset scroll if we are reactivating it + if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) == 0) + SetNextWindowScroll(ImVec2(0.0f, 0.0f)); + + // Create scrolling region (without border and zero window padding) + ImGuiWindowFlags child_window_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; + BeginChildEx(name, instance_id, outer_rect.GetSize(), ImGuiChildFlags_None, child_window_flags); + table->InnerWindow = g.CurrentWindow; + table->WorkRect = table->InnerWindow->WorkRect; + table->OuterRect = table->InnerWindow->Rect(); + table->InnerRect = table->InnerWindow->InnerRect; + IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); + + // Allow submitting when host is measuring + if (table->InnerWindow->SkipItems && outer_window_is_measuring_size) + table->InnerWindow->SkipItems = false; + + // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned) + if (instance_no == 0) + { + table->HasScrollbarYPrev = table->HasScrollbarYCurr; + table->HasScrollbarYCurr = false; + } + table->HasScrollbarYCurr |= table->InnerWindow->ScrollbarY; + } + else + { + // For non-scrolling tables, WorkRect == OuterRect == InnerRect. + // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). + table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; + table->HasScrollbarYPrev = table->HasScrollbarYCurr = false; + } + + // Push a standardized ID for both child-using and not-child-using tables + PushOverrideID(id); + if (instance_no > 0) + PushOverrideID(instance_id); // FIXME: Somehow this is not resolved by stack-tool, even tho GetIDWithSeed() submitted the symbol. + + // Backup a copy of host window members we will modify + ImGuiWindow* inner_window = table->InnerWindow; + table->HostIndentX = inner_window->DC.Indent.x; + table->HostClipRect = inner_window->ClipRect; + table->HostSkipItems = inner_window->SkipItems; + temp_data->HostBackupWorkRect = inner_window->WorkRect; + temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; + temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; + temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; + temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; + temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; + temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth; + temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; + inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + + // Make borders not overlap our contents by offsetting HostClipRect (#6765, #7428, #3752) + // (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the + // limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap + // problem only affect scrolling tables in this case we can get away with doing it without extra cost). + if (inner_window != outer_window) + { + // FIXME: Because inner_window's Scrollbar doesn't know about border size, since it's not encoded in window->WindowBorderSize, + // it already overlaps it and doesn't need an extra offset. Ideally we should be able to pass custom border size with + // different x/y values to BeginChild(). + if (flags & ImGuiTableFlags_BordersOuterV) + { + table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x); + if (inner_window->DecoOuterSizeX2 == 0.0f) + table->HostClipRect.Max.x = ImMax(table->HostClipRect.Max.x - TABLE_BORDER_SIZE, table->HostClipRect.Min.x); + } + if (flags & ImGuiTableFlags_BordersOuterH) + { + table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y); + if (inner_window->DecoOuterSizeY2 == 0.0f) + table->HostClipRect.Max.y = ImMax(table->HostClipRect.Max.y - TABLE_BORDER_SIZE, table->HostClipRect.Min.y); + } + } + + // Padding and Spacing + // - None ........Content..... Pad .....Content........ + // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | + // - PadInner ........Content.. Pad | Pad ..Content........ + // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad | + const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0; + const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true; + const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f; + const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f; + const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f; + table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border; + table->CellSpacingX2 = inner_spacing_explicit; + table->CellPaddingX = inner_padding_explicit; + + const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; + table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX; + + table->CurrentColumn = -1; + table->CurrentRow = -1; + table->RowBgColorCounter = 0; + table->LastRowFlags = ImGuiTableRowFlags_None; + table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; + table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width + table->InnerClipRect.ClipWithFull(table->HostClipRect); + table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : table->HostClipRect.Max.y; + + table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow + table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() + table->RowCellPaddingY = 0.0f; + table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any + table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; + table->IsUnfrozenRows = true; + table->DeclColumnsCount = table->AngledHeadersCount = 0; + if (previous_frame_active + 1 < g.FrameCount) + table->IsActiveIdInTable = false; + table->AngledHeadersHeight = 0.0f; + temp_data->AngledHeadersExtraWidth = 0.0f; + + // Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders() + table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); + table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); + + // Make table current + g.CurrentTable = table; + outer_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + outer_window->DC.CurrentTableIdx = table_idx; + if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. + inner_window->DC.CurrentTableIdx = table_idx; + + if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) + table->IsResetDisplayOrderRequest = true; + + // Mark as used to avoid GC + if (table_idx >= g.TablesLastTimeActive.Size) + g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); + g.TablesLastTimeActive[table_idx] = (float)g.Time; + temp_data->LastTimeActive = (float)g.Time; + table->MemoryCompacted = false; + + // Setup memory buffer (clear data if columns count changed) + ImGuiTableColumn* old_columns_to_preserve = NULL; + void* old_columns_raw_data = NULL; + const int old_columns_count = table->Columns.size(); + if (old_columns_count != 0 && old_columns_count != columns_count) + { + // Attempt to preserve width on column count change (#4046) + old_columns_to_preserve = table->Columns.Data; + old_columns_raw_data = table->RawData; + table->RawData = NULL; + } + if (table->RawData == NULL) + { + TableBeginInitMemory(table, columns_count); + table->IsInitializing = table->IsSettingsRequestLoad = true; + } + if (table->IsResetAllRequest) + TableResetSettings(table); + if (table->IsInitializing) + { + // Initialize + table->SettingsOffset = -1; + table->IsSortSpecsDirty = true; + table->InstanceInteracted = -1; + table->ContextPopupColumn = -1; + table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1; + table->AutoFitSingleColumn = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + for (int n = 0; n < columns_count; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + if (old_columns_to_preserve && n < old_columns_count) + { + // FIXME: We don't attempt to preserve column order in this path. + *column = old_columns_to_preserve[n]; + } + else + { + float width_auto = column->WidthAuto; + *column = ImGuiTableColumn(); + column->WidthAuto = width_auto; + column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker + column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true; + } + column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; + } + } + if (old_columns_raw_data) + IM_FREE(old_columns_raw_data); + + // Load settings + if (table->IsSettingsRequestLoad) + TableLoadSettings(table); + + // Handle DPI/font resize + // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well. + // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition. + // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory. + // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path. + const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ? + if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) + { + const float scale_factor = new_ref_scale_unit / table->RefScale; + //IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); + for (int n = 0; n < columns_count; n++) + table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; + } + table->RefScale = new_ref_scale_unit; + + // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call.. + // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user. + // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option. + inner_window->SkipItems = true; + + // Clear names + // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn() + if (table->ColumnsNames.Buf.Size > 0) + table->ColumnsNames.Buf.resize(0); + + // Apply queued resizing/reordering/hiding requests + TableBeginApplyRequests(table); + + return true; +} + +// For reference, the average total _allocation count_ for a table is: +// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables[]) +// + 1 (for table->RawData allocated below) +// + 1 (for table->ColumnsNames, if names are used) +// Shared allocations for the maximum number of simultaneously nested tables (generally a very small number) +// + 1 (for table->Splitter._Channels) +// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) +// Where active_channels_count is variable but often == columns_count or == columns_count + 1, see TableSetupDrawChannels() for details. +// Unused channels don't perform their +2 allocations. +void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) +{ + // Allocate single buffer for our arrays + const int columns_bit_array_size = (int)ImBitArrayGetStorageSizeInBytes(columns_count); + ImSpanAllocator<6> span_allocator; + span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); + span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); + span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); + for (int n = 3; n < 6; n++) + span_allocator.Reserve(n, columns_bit_array_size); + table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); + memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); + span_allocator.SetArenaBasePtr(table->RawData); + span_allocator.GetSpan(0, &table->Columns); + span_allocator.GetSpan(1, &table->DisplayOrderToIndex); + span_allocator.GetSpan(2, &table->RowCellData); + table->EnabledMaskByDisplayOrder = (ImU32*)span_allocator.GetSpanPtrBegin(3); + table->EnabledMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(4); + table->VisibleMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(5); +} + +// Apply queued resizing/reordering/hiding requests +void ImGui::TableBeginApplyRequests(ImGuiTable* table) +{ + // Handle resizing request + // (We process this in the TableBegin() of the first instance of each table) + // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling? + if (table->InstanceCurrent == 0) + { + if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX) + TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth); + table->LastResizedColumn = table->ResizedColumn; + table->ResizedColumnNextWidth = FLT_MAX; + table->ResizedColumn = -1; + + // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy. + // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings. + if (table->AutoFitSingleColumn != -1) + { + TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto); + table->AutoFitSingleColumn = -1; + } + } + + // Handle reordering request + // Note: we don't clear ReorderColumn after handling the request. + if (table->InstanceCurrent == 0) + { + if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) + table->ReorderColumn = -1; + table->HeldHeaderColumn = -1; + if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0) + { + // We need to handle reordering across hidden columns. + // In the configuration below, moving C to the right of E will lead to: + // ... C [D] E ---> ... [D] E C (Column name/index) + // ... 2 3 4 ... 2 3 4 (Display order) + const int reorder_dir = table->ReorderColumnDir; + IM_ASSERT(reorder_dir == -1 || reorder_dir == +1); + IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable); + ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn]; + ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn]; + IM_UNUSED(dst_column); + const int src_order = src_column->DisplayOrder; + const int dst_order = dst_column->DisplayOrder; + src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order; + for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) + table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; + IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); + + // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[]. Rebuild later from the former. + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; + table->ReorderColumnDir = 0; + table->IsSettingsDirty = true; + } + } + + // Handle display order reset request + if (table->IsResetDisplayOrderRequest) + { + for (int n = 0; n < table->ColumnsCount; n++) + table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n; + table->IsResetDisplayOrderRequest = false; + table->IsSettingsDirty = true; + } +} + +// Adjust flags: default width mode + stretch columns are not allowed when auto extending +static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in) +{ + ImGuiTableColumnFlags flags = flags_in; + + // Sizing Policy + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) + { + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + else + flags |= ImGuiTableColumnFlags_WidthStretch; + } + else + { + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. + } + + // Resize + if ((table->Flags & ImGuiTableFlags_Resizable) == 0) + flags |= ImGuiTableColumnFlags_NoResize; + + // Sorting + if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending)) + flags |= ImGuiTableColumnFlags_NoSort; + + // Indentation + if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0) + flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable; + + // Alignment + //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) + // flags |= ImGuiTableColumnFlags_AlignCenter; + //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. + + // Preserve status flags + column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_); + + // Build an ordered list of available sort directions + column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0; + if (table->Flags & ImGuiTableFlags_Sortable) + { + int count = 0, mask = 0, list = 0; + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; } + column->SortDirectionsAvailList = (ImU8)list; + column->SortDirectionsAvailMask = (ImU8)mask; + column->SortDirectionsAvailCount = (ImU8)count; + ImGui::TableFixColumnSortDirection(table, column); + } +} + +// Layout columns for the frame. This is in essence the followup to BeginTable() and this is our largest function. +// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() and other TableSetupXXXXX() functions to be called first. +// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns. +// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns? +void ImGui::TableUpdateLayout(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->IsLayoutLocked == false); + + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + table->IsDefaultDisplayOrder = true; + table->ColumnsEnabledCount = 0; + ImBitArrayClearAllBits(table->EnabledMaskByIndex, table->ColumnsCount); + ImBitArrayClearAllBits(table->EnabledMaskByDisplayOrder, table->ColumnsCount); + table->LeftMostEnabledColumn = -1; + table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE + + // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. + // Process columns in their visible orders as we are building the Prev/Next indices. + int count_fixed = 0; // Number of columns that have fixed sizing policies + int count_stretch = 0; // Number of columns that have stretch sizing policies + int prev_visible_column_idx = -1; + bool has_auto_fit_request = false; + bool has_resizable = false; + float stretch_sum_width_auto = 0.0f; + float fixed_max_width_auto = 0.0f; + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + if (column_n != order_n) + table->IsDefaultDisplayOrder = false; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame. + // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway. + // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect. + if (table->DeclColumnsCount <= column_n) + { + TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None); + column->NameOffset = -1; + column->UserID = 0; + column->InitStretchWeightOrWidth = -1.0f; + } + + // Update Enabled state, mark settings and sort specs dirty + if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) + column->IsUserEnabledNextFrame = true; + if (column->IsUserEnabled != column->IsUserEnabledNextFrame) + { + column->IsUserEnabled = column->IsUserEnabledNextFrame; + table->IsSettingsDirty = true; + } + column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0; + + if (column->SortOrder != -1 && !column->IsEnabled) + table->IsSortSpecsDirty = true; + if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti)) + table->IsSortSpecsDirty = true; + + // Auto-fit unsized columns + const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f); + if (start_auto_fit) + column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames + + if (!column->IsEnabled) + { + column->IndexWithinEnabledSet = -1; + continue; + } + + // Mark as enabled and link to previous/next enabled column + column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + column->NextEnabledColumn = -1; + if (prev_visible_column_idx != -1) + table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; + else + table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n; + column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; + ImBitArraySetBit(table->EnabledMaskByIndex, column_n); + ImBitArraySetBit(table->EnabledMaskByDisplayOrder, column->DisplayOrder); + prev_visible_column_idx = column_n; + IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); + + // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) + // Combine width from regular rows + width from headers unless requested not to. + if (!column->IsPreserveWidthAuto && table->InstanceCurrent == 0) + column->WidthAuto = TableGetColumnWidthAuto(table, column); + + // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column_is_resizable) + has_resizable = true; + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable) + column->WidthAuto = column->InitStretchWeightOrWidth; + + if (column->AutoFitQueue != 0x00) + has_auto_fit_request = true; + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + stretch_sum_width_auto += column->WidthAuto; + count_stretch++; + } + else + { + fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto); + count_fixed++; + } + } + if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + table->IsSortSpecsDirty = true; + table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0); + + // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid + // the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). Also see #6510. + // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time. + if (has_auto_fit_request && table->OuterWindow != table->InnerWindow) + table->InnerWindow->SkipItems = false; + if (has_auto_fit_request) + table->IsSettingsDirty = true; + + // [Part 3] Fix column flags and record a few extra information. + float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. + float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. + table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + { + // Apply same widths policy + float width_auto = column->WidthAuto; + if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable)) + width_auto = fixed_max_width_auto; + + // Apply automatic width + // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) + if (column->AutoFitQueue != 0x00) + column->WidthRequest = width_auto; + else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && column->IsRequestOutput) + column->WidthRequest = width_auto; + + // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets + // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very + // large height (= first frame scrollbar display very off + clipper would skip lots of items). + // This is merely making the side-effect less extreme, but doesn't properly fixes it. + // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? + // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. + if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) + column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? + sum_width_requests += column->WidthRequest; + } + else + { + // Initialize stretch weight + if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable) + { + if (column->InitStretchWeightOrWidth > 0.0f) + column->StretchWeight = column->InitStretchWeightOrWidth; + else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp) + column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch; + else + column->StretchWeight = 1.0f; + } + + stretch_sum_weights += column->StretchWeight; + if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder) + table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder) + table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + } + column->IsPreserveWidthAuto = false; + sum_width_requests += table->CellPaddingX * 2.0f; + } + table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; + table->ColumnsStretchSumWeights = stretch_sum_weights; + + // [Part 4] Apply final widths based on requested widths + const ImRect work_rect = table->WorkRect; + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920) + const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed); + const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; + float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; + table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest) + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + float weight_ratio = column->StretchWeight / stretch_sum_weights; + column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); + width_remaining_for_stretched_columns -= column->WidthRequest; + } + + // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column + // See additional comments in TableSetColumnWidth(). + if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1) + column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; + + // Assign final width, record width in case we will need to shrink + column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth)); + table->ColumnsGivenWidth += column->WidthGiven; + } + + // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column). + // Using right-to-left distribution (more likely to match resizing cursor). + if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths)) + for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]]; + if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->WidthRequest += 1.0f; + column->WidthGiven += 1.0f; + width_remaining_for_stretched_columns -= 1.0f; + } + + // Determine if table is hovered which will be used to flag columns as hovered. + // - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + // but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily + // clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem). + // - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->HoveredRowLast = table_instance->HoveredRowNext; + table_instance->HoveredRowNext = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight)); + const ImGuiID backup_active_id = g.ActiveId; + g.ActiveId = 0; + const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None); + g.ActiveId = backup_active_id; + + // Determine skewed MousePos.x to support angled headers. + float mouse_skewed_x = g.IO.MousePos.x; + if (table->AngledHeadersHeight > 0.0f) + if (g.IO.MousePos.y >= table->OuterRect.Min.y && g.IO.MousePos.y <= table->OuterRect.Min.y + table->AngledHeadersHeight) + mouse_skewed_x += ImTrunc((table->OuterRect.Min.y + table->AngledHeadersHeight - g.IO.MousePos.y) * table->AngledHeadersSlope); + + // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column + // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. + int visible_n = 0; + bool has_at_least_one_column_requesting_output = false; + bool offset_x_frozen = (table->FreezeColumnsCount > 0); + float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1; + ImRect host_clip_rect = table->InnerClipRect; + //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; + ImBitArrayClearAllBits(table->VisibleMaskByIndex, table->ColumnsCount); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + + column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen + + if (offset_x_frozen && table->FreezeColumnsCount == visible_n) + { + offset_x += work_rect.Min.x - table->OuterRect.Min.x; + offset_x_frozen = false; + } + + // Clear status flags + column->Flags &= ~ImGuiTableColumnFlags_StatusMask_; + + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + // Hidden column: clear a few fields and we are done with it for the remainder of the function. + // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. + column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x; + column->WidthGiven = 0.0f; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false; + column->IsSkipItems = true; + column->ItemWidth = 1.0f; + continue; + } + + // Lock start position + column->MinX = offset_x; + + // Lock width based on start position and minimum/maximum width for this position + column->WidthMax = TableCalcMaxColumnWidth(table, column_n); + column->WidthGiven = ImMin(column->WidthGiven, column->WidthMax); + column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); + column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + + // Lock other positions + // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. + // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. + // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. + // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. + const float previous_instance_work_min_x = column->WorkMinX; + column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; + column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max + column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f); + column->ClipRect.Min.x = column->MinX; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + + // Mark column as Clipped (not in sight) + // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables. + // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY. + // Taking advantage of LastOuterHeight would yield good results there... + // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x, + // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else). + // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small. + column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x); + column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y); + const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY; + if (is_visible) + ImBitArraySetBit(table->VisibleMaskByIndex, column_n); + + // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output. + column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0; + + // Mark column as SkipItems (ignoring all items/layout) + // (table->HostSkipItems is a copy of inner_window->SkipItems before we cleared it above in Part 2) + column->IsSkipItems = !column->IsEnabled || table->HostSkipItems; + if (column->IsSkipItems) + IM_ASSERT(!is_visible); + if (column->IsRequestOutput && !column->IsSkipItems) + has_at_least_one_column_requesting_output = true; + + // Update status flags + column->Flags |= ImGuiTableColumnFlags_IsEnabled; + if (is_visible) + column->Flags |= ImGuiTableColumnFlags_IsVisible; + if (column->SortOrder != -1) + column->Flags |= ImGuiTableColumnFlags_IsSorted; + + // Detect hovered column + if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x) + { + column->Flags |= ImGuiTableColumnFlags_IsHovered; + table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; + } + + // Alignment + // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in + // many cases (to be able to honor this we might be able to store a log of cells width, per row, for + // visible rows, but nav/programmatic scroll would have visible artifacts.) + //if (column->Flags & ImGuiTableColumnFlags_AlignRight) + // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen); + //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) + // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); + + // Reset content width variables + if (table->InstanceCurrent == 0) + { + column->ContentMaxXFrozen = column->WorkMinX; + column->ContentMaxXUnfrozen = column->WorkMinX; + column->ContentMaxXHeadersUsed = column->WorkMinX; + column->ContentMaxXHeadersIdeal = column->WorkMinX; + } + else + { + // As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation. + const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x; + column->ContentMaxXFrozen += offset_from_previous_instance; + column->ContentMaxXUnfrozen += offset_from_previous_instance; + column->ContentMaxXHeadersUsed += offset_from_previous_instance; + column->ContentMaxXHeadersIdeal += offset_from_previous_instance; + } + + // Don't decrement auto-fit counters until container window got a chance to submit its items + if (table->HostSkipItems == false && table->InstanceCurrent == 0) + { + column->AutoFitQueue >>= 1; + column->CannotSkipItemsQueue >>= 1; + } + + if (visible_n < table->FreezeColumnsCount) + host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x); + + offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + visible_n++; + } + + // In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible. + // Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar. + if (has_at_least_one_column_requesting_output == false) + { + table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true; + table->Columns[table->LeftMostEnabledColumn].IsSkipItems = false; + } + + // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) + // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either + // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. + const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x); + if (is_hovering_table && table->HoveredColumnBody == -1) + if (mouse_skewed_x >= unused_x1) + table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount; + if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) + table->Flags &= ~ImGuiTableFlags_Resizable; + + table->IsActiveIdAliveBeforeTable = (g.ActiveIdIsAlive != 0); + + // [Part 8] Lock actual OuterRect/WorkRect right-most position. + // This is done late to handle the case of fixed-columns tables not claiming more widths that they need. + // Because of this we are careful with uses of WorkRect and InnerClipRect before this point. + if (table->RightMostStretchedColumn != -1) + table->Flags &= ~ImGuiTableFlags_NoHostExtendX; + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1; + table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); + } + table->InnerWindow->ParentWorkRect = table->WorkRect; + table->BorderX1 = table->InnerClipRect.Min.x; + table->BorderX2 = table->InnerClipRect.Max.x; + + // Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call. + float window_content_max_y; + if (table->Flags & ImGuiTableFlags_NoHostExtendY) + window_content_max_y = table->OuterRect.Max.y; + else + window_content_max_y = ImMax(table->InnerWindow->ContentRegionRect.Max.y, (table->Flags & ImGuiTableFlags_ScrollY) ? 0.0f : table->OuterRect.Max.y); + table->InnerWindow->WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table->InnerWindow->WorkRect.Min.y, table->InnerWindow->WorkRect.Max.y); + + // [Part 9] Allocate draw channels and setup background cliprect + TableSetupDrawChannels(table); + + // [Part 10] Hit testing on borders + if (table->Flags & ImGuiTableFlags_Resizable) + TableUpdateBorders(table); + table_instance->LastTopHeadersRowHeight = 0.0f; + table->IsLayoutLocked = true; + table->IsUsingHeaders = false; + + // Highlight header + table->HighlightColumnHeader = -1; + if (table->IsContextPopupOpen && table->ContextPopupColumn != -1 && table->InstanceInteracted == table->InstanceCurrent) + table->HighlightColumnHeader = table->ContextPopupColumn; + else if ((table->Flags & ImGuiTableFlags_HighlightHoveredColumn) && table->HoveredColumnBody != -1 && table->HoveredColumnBody != table->ColumnsCount && table->HoveredColumnBorder == -1) + if (g.ActiveId == 0 || (table->IsActiveIdInTable || g.DragDropActive)) + table->HighlightColumnHeader = table->HoveredColumnBody; + + // [Part 11] Default context menu + // - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup(). + // - To modify or replace this: set table->IsContextPopupNoDefaultContents = true, then call TableBeginContextMenuPopup()/.../EndPopup(). + // - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu, + // e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options. + if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table)) + { + TableDrawDefaultContextMenu(table, table->Flags); + EndPopup(); + } + + // [Part 12] Sanitize and build sort specs before we have a chance to use them for display. + // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) + if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) + TableSortSpecsBuild(table); + + // [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns) + if (table->FreezeColumnsRequest > 0) + table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x; + if (table->FreezeRowsRequest > 0) + table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight; + table_instance->LastFrozenHeight = 0.0f; + + // Initial state + ImGuiWindow* inner_window = table->InnerWindow; + if (table->Flags & ImGuiTableFlags_NoClip) + table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + else + inner_window->DrawList->PushClipRect(inner_window->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); // FIXME: use table->InnerClipRect? +} + +// Process hit-testing on resizing borders. Actual size change will be applied in EndTable() +// - Set table->HoveredColumnBorder with a short delay/timer to reduce visual feedback noise. +void ImGui::TableUpdateBorders(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable); + + // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and + // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not + // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). + // Actual columns highlight/render will be performed in EndTable() and not be affected. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale); + const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight; + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight); + const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight; + + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) + continue; + + // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders() + const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body; + if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) + continue; + + if (!column->IsVisibleX && table->LastResizedColumn != column_n) + continue; + + ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); + ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); + ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav); + //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); + + bool hovered = false, held = false; + bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); + if (pressed && IsMouseDoubleClicked(0)) + { + TableSetColumnWidthAutoSingle(table, column_n); + ClearActiveID(); + held = false; + } + if (held) + { + if (table->LastResizedColumn == -1) + table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX; + table->ResizedColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + } + if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held) + { + table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n; + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + } + } +} + +void ImGui::EndTable() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "EndTable() call should only be done while in BeginTable() scope!"); + return; + } + + // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some + // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) + //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); + + // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our + // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + const ImGuiTableFlags flags = table->Flags; + ImGuiWindow* inner_window = table->InnerWindow; + ImGuiWindow* outer_window = table->OuterWindow; + ImGuiTableTempData* temp_data = table->TempData; + IM_ASSERT(inner_window == g.CurrentWindow); + IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); + + if (table->IsInsideRow) + TableEndRow(table); + + // Context menu in columns body + if (flags & ImGuiTableFlags_ContextMenuInBody) + if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + TableOpenContextMenu((int)table->HoveredColumnBody); + + // Finalize table height + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; + inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; + inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; + const float inner_content_max_y = table->RowPosY2; + IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); + if (inner_window != outer_window) + inner_window->DC.CursorMaxPos.y = inner_content_max_y; + else if (!(flags & ImGuiTableFlags_NoHostExtendY)) + table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height + table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); + table_instance->LastOuterHeight = table->OuterRect.GetHeight(); + + // Setup inner scrolling range + // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, + // but since the later is likely to be impossible to do we'd rather update both axises together. + if (table->Flags & ImGuiTableFlags_ScrollX) + { + const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x; + if (table->RightMostEnabledColumn != -1) + max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); + if (table->ResizedColumn != -1) + max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); + table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth; + } + + // Pop clipping rect + if (!(flags & ImGuiTableFlags_NoClip)) + inner_window->DrawList->PopClipRect(); + inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); + + // Draw borders + if ((flags & ImGuiTableFlags_Borders) != 0) + TableDrawBorders(table); + +#if 0 + // Strip out dummy channel draw calls + // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out) + // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway. + // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices. + if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1) + { + ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel]; + dummy_channel->_CmdBuffer.resize(0); + dummy_channel->_IdxBuffer.resize(0); + } +#endif + + // Flatten channels and merge draw calls + ImDrawListSplitter* splitter = table->DrawSplitter; + splitter->SetCurrentChannel(inner_window->DrawList, 0); + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + TableMergeDrawChannels(table); + splitter->Merge(inner_window->DrawList); + + // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() + float auto_fit_width_for_fixed = 0.0f; + float auto_fit_width_for_stretched = 0.0f; + float auto_fit_width_for_stretched_min = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column); + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + auto_fit_width_for_fixed += column_width_request; + else + auto_fit_width_for_stretched += column_width_request; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0) + auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights)); + } + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min); + + // Update scroll + if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) + { + inner_window->Scroll.x = 0.0f; + } + else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent) + { + // When releasing a column being resized, scroll to keep the resulting column in sight + const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f; + ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; + if (column->MaxX < table->InnerClipRect.Min.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f); + else if (column->MaxX > table->InnerClipRect.Max.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f); + } + + // Apply resizing/dragging at the end of the frame + if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted) + { + ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; + const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale)); + const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); + table->ResizedColumnNextWidth = new_width; + } + + table->IsActiveIdInTable = (g.ActiveIdIsAlive != 0 && table->IsActiveIdAliveBeforeTable == false); + + // Pop from id stack + IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!"); + IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); + if (table->InstanceCurrent > 0) + PopID(); + PopID(); + + // Restore window data that we modified + const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; + inner_window->WorkRect = temp_data->HostBackupWorkRect; + inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect; + inner_window->SkipItems = table->HostSkipItems; + outer_window->DC.CursorPos = table->OuterRect.Min; + outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; + outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize; + outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset; + + // Layout in outer window + // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding + // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) + if (inner_window != outer_window) + { + short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask; + inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently. + g.CurrentTable = NULL; // To avoid error recovery recursing + EndChild(); + g.CurrentTable = table; + inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask; + } + else + { + ItemSize(table->OuterRect.GetSize()); + ItemAdd(table->OuterRect, 0); + } + + // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + // FIXME-TABLE: Could we remove this section? + // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents + IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); + } + else if (temp_data->UserOuterSize.x <= 0.0f) + { + // Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block + // - Checking for ImGuiTableFlags_ScrollX/ScrollY flag makes us a frame ahead when disabling those flags. + // - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback. + const float inner_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; // Slightly misleading name but used for code symmetry with inner_content_max_y + const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.x : 0.0f); + outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, inner_content_max_x + decoration_size - temp_data->UserOuterSize.x); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, inner_content_max_x + decoration_size)); + } + else + { + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x); + } + if (temp_data->UserOuterSize.y <= 0.0f) + { + const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.y : 0.0f; + outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y + decoration_size)); + } + else + { + // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set) + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y); + } + + // Save settings + if (table->IsSettingsDirty) + TableSaveSettings(table); + table->IsInitializing = false; + + // Clear or restore current table, if any + IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); + IM_ASSERT(g.TablesTempDataStacked > 0); + temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL; + g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; + if (g.CurrentTable) + { + g.CurrentTable->TempData = temp_data; + g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter; + } + outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; + NavUpdateCurrentWindowIsScrollPushableX(); +} + +// See "COLUMNS SIZING POLICIES" comments at the top of this file +// If (init_width_or_weight <= 0.0f) it is ignored +void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()"); + if (table->DeclColumnsCount >= table->ColumnsCount) + { + IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!"); + return; + } + + ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount]; + table->DeclColumnsCount++; + + // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. + // Give a grace to users of ImGuiTableFlags_ScrollX. + if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0) + IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); + + // When passing a width automatically enforce WidthFixed policy + // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable) + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) + if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + if (flags & ImGuiTableColumnFlags_AngledHeader) + { + flags |= ImGuiTableColumnFlags_NoHeaderLabel; + table->AngledHeadersCount++; + } + + TableSetupColumnFlags(table, column, flags); + column->UserID = user_id; + flags = column->Flags; + + // Initialize defaults + column->InitStretchWeightOrWidth = init_width_or_weight; + if (table->IsInitializing) + { + // Init width or weight + if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) + { + if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) + column->WidthRequest = init_width_or_weight; + if (flags & ImGuiTableColumnFlags_WidthStretch) + column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; + + // Disable auto-fit if an explicit width/weight has been specified + if (init_width_or_weight > 0.0f) + column->AutoFitQueue = 0x00; + } + + // Init default visibility/sort state + if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) + column->IsUserEnabled = column->IsUserEnabledNextFrame = false; + if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) + { + column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. + column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); + } + } + + // Store name (append with zero-terminator in contiguous buffer) + // FIXME: If we recorded the number of \n in names we could compute header row height + column->NameOffset = -1; + if (label != NULL && label[0] != 0) + { + column->NameOffset = (ImS16)table->ColumnsNames.size(); + table->ColumnsNames.append(label, label + strlen(label) + 1); + } +} + +// [Public] +void ImGui::TableSetupScrollFreeze(int columns, int rows) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); + IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit + + table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0; + table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; + table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; + table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; + table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b + + // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered. + // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section) + for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++) + { + int order_n = table->DisplayOrderToIndex[column_n]; + if (order_n != column_n && order_n >= table->FreezeColumnsRequest) + { + ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder); + ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Simple accessors +//----------------------------------------------------------------------------- +// - TableGetColumnCount() +// - TableGetColumnName() +// - TableGetColumnName() [Internal] +// - TableSetColumnEnabled() +// - TableGetColumnFlags() +// - TableGetCellBgRect() [Internal] +// - TableGetColumnResizeID() [Internal] +// - TableGetHoveredColumn() [Internal] +// - TableGetHoveredRow() [Internal] +// - TableSetBgColor() +//----------------------------------------------------------------------------- + +int ImGui::TableGetColumnCount() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + return table ? table->ColumnsCount : 0; +} + +const char* ImGui::TableGetColumnName(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return NULL; + if (column_n < 0) + column_n = table->CurrentColumn; + return TableGetColumnName(table, column_n); +} + +const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) +{ + if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount) + return ""; // NameOffset is invalid at this point + const ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->NameOffset == -1) + return ""; + return &table->ColumnsNames.Buf[column->NameOffset]; +} + +// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view) +// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) +// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state. +// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable(). +// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0. +// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu. +void ImGui::TableSetColumnEnabled(int column_n, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above + if (column_n < 0) + column_n = table->CurrentColumn; + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column = &table->Columns[column_n]; + column->IsUserEnabledNextFrame = enabled; +} + +// We allow querying for an extra column in order to poll the IsHovered state of the right-most section +ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return ImGuiTableColumnFlags_None; + if (column_n < 0) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) + return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None; + return table->Columns[column_n].Flags; +} + +// Return the cell rectangle based on currently known height. +// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. +// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height. +// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right +// columns report a small offset so their CellBgRect can extend up to the outer border. +// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling. +ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float x1 = column->MinX; + float x2 = column->MaxX; + //if (column->PrevEnabledColumn == -1) + // x1 -= table->OuterPaddingX; + //if (column->NextEnabledColumn == -1) + // x2 += table->OuterPaddingX; + x1 = ImMax(x1, table->WorkRect.Min.x); + x2 = ImMin(x2, table->WorkRect.Max.x); + return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); +} + +// Return the resizing ID for the right-side of the given column. +ImGuiID ImGui::TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no) +{ + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiID instance_id = TableGetInstanceID(table, instance_no); + return instance_id + 1 + column_n; // FIXME: #6140: still not ideal +} + +// Return -1 when table is not hovered. return columns_count if hovering the unused space at the right of the right-most visible column. +int ImGui::TableGetHoveredColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + return (int)table->HoveredColumnBody; +} + +// Return -1 when table is not hovered. Return maxrow+1 if in table but below last submitted row. +// *IMPORTANT* Unlike TableGetHoveredColumn(), this has a one frame latency in updating the value. +// This difference with is the reason why this is not public yet. +int ImGui::TableGetHoveredRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + return (int)table_instance->HoveredRowLast; +} + +void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(target != ImGuiTableBgTarget_None); + + if (color == IM_COL32_DISABLE) + color = 0; + + // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. + switch (target) + { + case ImGuiTableBgTarget_CellBg: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + if (column_n == -1) + column_n = table->CurrentColumn; + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + return; + if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) + table->RowCellDataCurrent++; + ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; + cell_data->BgColor = color; + cell_data->Column = (ImGuiTableColumnIdx)column_n; + break; + } + case ImGuiTableBgTarget_RowBg0: + case ImGuiTableBgTarget_RowBg1: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + IM_ASSERT(column_n == -1); + int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; + table->RowBgColor[bg_idx] = color; + break; + } + default: + IM_ASSERT(0); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Row changes +//------------------------------------------------------------------------- +// - TableGetRowIndex() +// - TableNextRow() +// - TableBeginRow() [Internal] +// - TableEndRow() [Internal] +//------------------------------------------------------------------------- + +// [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows +int ImGui::TableGetRowIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentRow; +} + +// [Public] Starts into the first cell of a new row +void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + if (table->IsInsideRow) + TableEndRow(table); + + table->LastRowFlags = table->RowFlags; + table->RowFlags = row_flags; + table->RowCellPaddingY = g.Style.CellPadding.y; + table->RowMinHeight = row_min_height; + TableBeginRow(table); + + // We honor min_row_height requested by user, but cannot guarantee per-row maximum height, + // because that would essentially require a unique clipping rectangle per-cell. + table->RowPosY2 += table->RowCellPaddingY * 2.0f; + table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); + + // Disable output until user calls TableNextColumn() + table->InnerWindow->SkipItems = true; +} + +// [Internal] Only called by TableNextRow() +void ImGui::TableBeginRow(ImGuiTable* table) +{ + ImGuiWindow* window = table->InnerWindow; + IM_ASSERT(!table->IsInsideRow); + + // New row + table->CurrentRow++; + table->CurrentColumn = -1; + table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE; + table->RowCellDataCurrent = -1; + table->IsInsideRow = true; + + // Begin frozen rows + float next_y1 = table->RowPosY2; + if (table->CurrentRow == 0 && table->FreezeRowsCount > 0) + next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y; + + table->RowPosY1 = table->RowPosY2 = next_y1; + table->RowTextBaseline = 0.0f; + table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent + + window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + table->RowCellPaddingY); // This allows users to call SameLine() to share LineSize between columns. + window->DC.PrevLineSize = window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // This allows users to call SameLine() to share LineSize between columns, and to call it from first column too. + window->DC.IsSameLine = window->DC.IsSetPos = false; + window->DC.CursorMaxPos.y = next_y1; + + // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. + if (table->RowFlags & ImGuiTableRowFlags_Headers) + { + TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg)); + if (table->CurrentRow == 0) + table->IsUsingHeaders = true; + } +} + +// [Internal] Called by TableNextRow() +void ImGui::TableEndRow(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window == table->InnerWindow); + IM_ASSERT(table->IsInsideRow); + + if (table->CurrentColumn != -1) + TableEndCell(table); + + // Logging + if (g.LogEnabled) + LogRenderedText(NULL, "|"); + + // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is + // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. + window->DC.CursorPos.y = table->RowPosY2; + + // Row background fill + const float bg_y1 = table->RowPosY1; + const float bg_y2 = table->RowPosY2; + const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); + const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + if ((table->RowFlags & ImGuiTableRowFlags_Headers) && (table->CurrentRow == 0 || (table->LastRowFlags & ImGuiTableRowFlags_Headers))) + table_instance->LastTopHeadersRowHeight += bg_y2 - bg_y1; + + const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); + if (is_visible) + { + // Update data for TableGetHoveredRow() + if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0) + table_instance->HoveredRowNext = table->CurrentRow; + + // Decide of background color for the row + ImU32 bg_col0 = 0; + ImU32 bg_col1 = 0; + if (table->RowBgColor[0] != IM_COL32_DISABLE) + bg_col0 = table->RowBgColor[0]; + else if (table->Flags & ImGuiTableFlags_RowBg) + bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg); + if (table->RowBgColor[1] != IM_COL32_DISABLE) + bg_col1 = table->RowBgColor[1]; + + // Decide of top border color + ImU32 top_border_col = 0; + const float border_size = TABLE_BORDER_SIZE; + if (table->CurrentRow > 0 && (table->Flags & ImGuiTableFlags_BordersInnerH)) + top_border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; + + const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; + const bool draw_strong_bottom_border = unfreeze_rows_actual; + if ((bg_col0 | bg_col1 | top_border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) + { + // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is + // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4(); + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); + } + + // Draw row background + // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle + if (bg_col0 || bg_col1) + { + ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2); + row_rect.ClipWith(table->BgClipRect); + if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0); + if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1); + } + + // Draw cell background color + if (draw_cell_bg_color) + { + ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; + for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) + { + // As we render the BG here we need to clip things (for layout we would not) + // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling. + const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; + ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); + cell_bg_rect.ClipWith(table->BgClipRect); + cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling + cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); + if (cell_bg_rect.Min.y < cell_bg_rect.Max.y) + window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); + } + } + + // Draw top border + if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), top_border_col, border_size); + + // Draw bottom border at the row unfreezing mark (always strong) + if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size); + } + + // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) + // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and + // get the new cursor position. + if (unfreeze_rows_request) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main; + const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y); + table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y; + + if (unfreeze_rows_actual) + { + IM_ASSERT(table->IsUnfrozenRows == false); + table->IsUnfrozenRows = true; + + // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect + table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, table->InnerClipRect.Max.y); + table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = table->InnerClipRect.Max.y; + table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; + IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); + + float row_height = table->RowPosY2 - table->RowPosY1; + table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; + table->RowPosY1 = table->RowPosY2 - row_height; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->DrawChannelCurrent = column->DrawChannelUnfrozen; + column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; + } + + // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y + SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + } + } + + if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) + table->RowBgColorCounter++; + table->IsInsideRow = false; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns changes +//------------------------------------------------------------------------- +// - TableGetColumnIndex() +// - TableSetColumnIndex() +// - TableNextColumn() +// - TableBeginCell() [Internal] +// - TableEndCell() [Internal] +//------------------------------------------------------------------------- + +int ImGui::TableGetColumnIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentColumn; +} + +// [Public] Append into a specific column +bool ImGui::TableSetColumnIndex(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->CurrentColumn != column_n) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + IM_ASSERT(column_n >= 0 && table->ColumnsCount); + TableBeginCell(table, column_n); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[column_n].IsRequestOutput; +} + +// [Public] Append into the next column, wrap and create a new row when already on last column +bool ImGui::TableNextColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + TableBeginCell(table, table->CurrentColumn + 1); + } + else + { + TableNextRow(); + TableBeginCell(table, 0); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[table->CurrentColumn].IsRequestOutput; +} + + +// [Internal] Called by TableSetColumnIndex()/TableNextColumn() +// This is called very frequently, so we need to be mindful of unnecessary overhead. +// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. +void ImGui::TableBeginCell(ImGuiTable* table, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTableColumn* column = &table->Columns[column_n]; + ImGuiWindow* window = table->InnerWindow; + table->CurrentColumn = column_n; + + // Start position is roughly ~~ CellRect.Min + CellPadding + Indent + float start_x = column->WorkMinX; + if (column->Flags & ImGuiTableColumnFlags_IndentEnable) + start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. + + window->DC.CursorPos.x = start_x; + window->DC.CursorPos.y = table->RowPosY1 + table->RowCellPaddingY; + window->DC.CursorMaxPos.x = window->DC.CursorPos.x; + window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x; // PrevLine.y is preserved. This allows users to call SameLine() to share LineSize between columns. + window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; + window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; + + // Note how WorkRect.Max.y is only set once during layout + window->WorkRect.Min.y = window->DC.CursorPos.y; + window->WorkRect.Min.x = column->WorkMinX; + window->WorkRect.Max.x = column->WorkMaxX; + window->DC.ItemWidth = column->ItemWidth; + + window->SkipItems = column->IsSkipItems; + if (column->IsSkipItems) + { + g.LastItemData.ID = 0; + g.LastItemData.StatusFlags = 0; + } + + if (table->Flags & ImGuiTableFlags_NoClip) + { + // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); + } + else + { + // FIXME-TABLE: Could avoid this if draw channel is dummy channel? + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + } + + // Logging + if (g.LogEnabled && !column->IsSkipItems) + { + LogRenderedText(&window->DC.CursorPos, "|"); + g.LogLinePosY = FLT_MAX; + } +} + +// [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn() +void ImGui::TableEndCell(ImGuiTable* table) +{ + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + ImGuiWindow* window = table->InnerWindow; + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Report maximum position so we can infer content size per column. + float* p_max_pos_x; + if (table->RowFlags & ImGuiTableRowFlags_Headers) + p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call + else + p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; + *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); + if (column->IsEnabled) + table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->RowCellPaddingY); + column->ItemWidth = window->DC.ItemWidth; + + // Propagate text baseline for the entire row + // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one. + table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns width management +//------------------------------------------------------------------------- +// - TableGetMaxColumnWidth() [Internal] +// - TableGetColumnWidthAuto() [Internal] +// - TableSetColumnWidth() +// - TableSetColumnWidthAutoSingle() [Internal] +// - TableSetColumnWidthAutoAll() [Internal] +// - TableUpdateColumnsWeightFromWidth() [Internal] +//------------------------------------------------------------------------- +// Note that actual columns widths are computed in TableUpdateLayout(). +//------------------------------------------------------------------------- + +// Maximum column content width given current layout. Use column->MinX so this value differs on a per-column basis. +float ImGui::TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float max_width = FLT_MAX; + const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2; + if (table->Flags & ImGuiTableFlags_ScrollX) + { + // Frozen columns can't reach beyond visible width else scrolling will naturally break. + // (we use DisplayOrder as within a set of multiple frozen column reordering is possible) + if (column->DisplayOrder < table->FreezeColumnsRequest) + { + max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX; + max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2; + } + } + else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0) + { + // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make + // sure they are all visible. Because of this we also know that all of the columns will always fit in + // table->WorkRect and therefore in table->InnerRect (because ScrollX is off) + // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match. + // See "table_width_distrib" and "table_width_keep_visible" tests + max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX; + //max_width -= table->CellSpacingX1; + max_width -= table->CellSpacingX2; + max_width -= table->CellPaddingX * 2.0f; + max_width -= table->OuterPaddingX; + } + return max_width; +} + +// Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field +float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column) +{ + const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX; + const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX; + float width_auto = content_width_body; + if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) + width_auto = ImMax(width_auto, content_width_headers); + + // Non-resizable fixed columns preserve their requested width + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f) + if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize)) + width_auto = column->InitStretchWeightOrWidth; + + return ImMax(width_auto, table->MinColumnWidth); +} + +// 'width' = inner column width, without padding +void ImGui::TableSetColumnWidth(int column_n, float width) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && table->IsLayoutLocked == false); + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column_0 = &table->Columns[column_n]; + float column_0_width = width; + + // Apply constraints early + // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) + IM_ASSERT(table->MinColumnWidth > 0.0f); + const float min_width = table->MinColumnWidth; + const float max_width = ImMax(min_width, column_0->WidthMax); // Don't use TableCalcMaxColumnWidth() here as it would rely on MinX from last instance (#7933) + column_0_width = ImClamp(column_0_width, min_width, max_width); + if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) + return; + + //IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); + ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; + + // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. + // - All fixed: easy. + // - All stretch: easy. + // - One or more fixed + one stretch: easy. + // - One or more fixed + more than one stretch: tricky. + // Qt when manual resize is enabled only supports a single _trailing_ stretch column, we support more cases here. + + // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. + // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. + // Scenarios: + // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset. + // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered. + // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size. + // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 W3 resize from W1| or W2| --> ok + // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 F3 resize from W1| or W2| --> ok + // - W1 F2 W3 resize from W1| or F2| --> ok + // - F1 W2 F3 resize from W2| --> ok + // - F1 W3 F2 resize from W3| --> ok + // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. + // - W1 F2 F3 resize from F2| --> ok + // All resizes from a Wx columns are locking other columns. + + // Possible improvements: + // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns. + // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix. + + // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). + + // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize. + // This is the preferred resize path + if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed) + if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder) + { + column_0->WidthRequest = column_0_width; + table->IsSettingsDirty = true; + return; + } + + // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column) + if (column_1 == NULL) + column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL; + if (column_1 == NULL) + return; + + // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column. + // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) + float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width); + column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; + IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f); + column_0->WidthRequest = column_0_width; + column_1->WidthRequest = column_1_width; + if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch) + TableUpdateColumnsWeightFromWidth(table); + table->IsSettingsDirty = true; +} + +// Disable clipping then auto-fit, will take 2 frames +// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns) +void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n) +{ + // Single auto width uses auto-fit + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled) + return; + column->CannotSkipItemsQueue = (1 << 0); + table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n; +} + +void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table) +{ + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column + continue; + column->CannotSkipItemsQueue = (1 << 0); + column->AutoFitQueue = (1 << 1); + } +} + +void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1); + + // Measure existing quantities + float visible_weight = 0.0f; + float visible_width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + IM_ASSERT(column->StretchWeight > 0.0f); + visible_weight += column->StretchWeight; + visible_width += column->WidthRequest; + } + IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f); + + // Apply new weights + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight; + IM_ASSERT(column->StretchWeight > 0.0f); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Drawing +//------------------------------------------------------------------------- +// - TablePushBackgroundChannel() [Internal] +// - TablePopBackgroundChannel() [Internal] +// - TableSetupDrawChannels() [Internal] +// - TableMergeDrawChannels() [Internal] +// - TableGetColumnBorderCol() [Internal] +// - TableDrawBorders() [Internal] +//------------------------------------------------------------------------- + +// Bg2 is used by Selectable (and possibly other widgets) to render to the background. +// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. +void ImGui::TablePushBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + table->HostBackupInnerClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); +} + +void ImGui::TablePopBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); +} + +// Allocate draw channels. Called by TableUpdateLayout() +// - We allocate them following storage order instead of display order so reordering columns won't needlessly +// increase overall dormant memory cost. +// - We isolate headers draw commands in their own channels instead of just altering clip rects. +// This is in order to facilitate merging of draw commands. +// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels. +// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other +// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged. +// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for +// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4). +// Draw channel allocation (before merging): +// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call) +// - Clip --> 2+D+N channels +// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) +// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero) +// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. +void ImGui::TableSetupDrawChannels(ImGuiTable* table) +{ + const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; + const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount; + const int channels_for_bg = 1 + 1 * freeze_row_multiplier; + const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || (memcmp(table->VisibleMaskByIndex, table->EnabledMaskByIndex, ImBitArrayGetStorageSizeInBytes(table->ColumnsCount)) != 0)) ? +1 : 0; + const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; + table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); + table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); + table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN; + table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); + + int draw_channel_current = 2; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsVisibleX && column->IsVisibleY) + { + column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current); + column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); + if (!(table->Flags & ImGuiTableFlags_NoClip)) + draw_channel_current++; + } + else + { + column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel; + } + column->DrawChannelCurrent = column->DrawChannelFrozen; + } + + // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default. + // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect. + // (This technically isn't part of setting up draw channels, but is reasonably related to be done here) + table->BgClipRect = table->InnerClipRect; + table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect; + table->Bg2ClipRectForDrawCmd = table->HostClipRect; + IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y); +} + +// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable(). +// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect, +// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels(). +// +// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve +// this we merge their clip rect and make them contiguous in the channel list, so they can be merged +// by the call to DrawSplitter.Merge() following to the call to this function. +// We reorder draw commands by arranging them into a maximum of 4 distinct groups: +// +// 1 group: 2 groups: 2 groups: 4 groups: +// [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze +// [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll +// +// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled). +// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group +// based on its position (within frozen rows/columns groups or not). +// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect. +// This function assume that each column are pointing to a distinct draw channel, +// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask. +// +// Column channels will not be merged into one of the 1-4 groups in the following cases: +// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value). +// Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds +// matches, by e.g. calling SetCursorScreenPos(). +// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here.. +// we could do better but it's going to be rare and probably not worth the hassle. +// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd. +// +// This function is particularly tricky to understand.. take a breath. +void ImGui::TableMergeDrawChannels(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImDrawListSplitter* splitter = table->DrawSplitter; + const bool has_freeze_v = (table->FreezeRowsCount > 0); + const bool has_freeze_h = (table->FreezeColumnsCount > 0); + IM_ASSERT(splitter->_Current == 0); + + // Track which groups we are going to attempt to merge, and which channels goes into each group. + struct MergeGroup + { + ImRect ClipRect; + int ChannelsCount = 0; + ImBitArrayPtr ChannelsMask = NULL; + }; + int merge_group_mask = 0x00; + MergeGroup merge_groups[4]; + + // Use a reusable temp buffer for the merge masks as they are dynamically sized. + const int max_draw_channels = (4 + table->ColumnsCount * 2); + const int size_for_masks_bitarrays_one = (int)ImBitArrayGetStorageSizeInBytes(max_draw_channels); + g.TempBuffer.reserve(size_for_masks_bitarrays_one * 5); + memset(g.TempBuffer.Data, 0, size_for_masks_bitarrays_one * 5); + for (int n = 0; n < IM_ARRAYSIZE(merge_groups); n++) + merge_groups[n].ChannelsMask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * n)); + ImBitArrayPtr remaining_mask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * 4)); + + // 1. Scan channels and take note of those which can be merged + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const int merge_group_sub_count = has_freeze_v ? 2 : 1; + for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++) + { + const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen; + + // Don't attempt to merge if there are multiple draw calls within the column + ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; + if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + src_channel->_CmdBuffer.pop_back(); + if (src_channel->_CmdBuffer.Size != 1) + continue; + + // Find out the width of this merge group and check if it will fit in our column + // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it) + if (!(column->Flags & ImGuiTableColumnFlags_NoClip)) + { + float content_max_x; + if (!has_freeze_v) + content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze + else if (merge_group_sub_n == 0) + content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze + else + content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze + if (content_max_x > column->ClipRect.Max.x) + continue; + } + + const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); + IM_ASSERT(channel_no < max_draw_channels); + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + ImBitArraySetBit(merge_group->ChannelsMask, channel_no); + merge_group->ChannelsCount++; + merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect); + merge_group_mask |= (1 << merge_group_n); + } + + // Invalidate current draw channel + // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) + column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1; + } + + // [DEBUG] Display merge groups +#if 0 + if (g.IO.KeyShift) + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + continue; + char buf[32]; + ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount); + ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4); + ImVec2 text_size = CalcTextSize(buf, NULL); + GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255)); + GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL); + GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255)); + } +#endif + + // 2. Rewrite channel list in our preferred order + if (merge_group_mask != 0) + { + // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels(). + const int LEADING_DRAW_CHANNELS = 2; + g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized + ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; + ImBitArraySetBitRange(remaining_mask, LEADING_DRAW_CHANNELS, splitter->_Count); + ImBitArrayClearBit(remaining_mask, table->Bg2DrawChannelUnfrozen); + IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); + int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); + //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; + ImRect host_rect = table->HostClipRect; + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + ImRect merge_clip_rect = merge_group->ClipRect; + + // Extend outer-most clip limits to match those of host, so draw calls can be merged even if + // outer-most columns have some outer padding offsetting them from their parent ClipRect. + // The principal cases this is dealing with are: + // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge + // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge + // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit + // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect. + if ((merge_group_n & 1) == 0 || !has_freeze_h) + merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x); + if ((merge_group_n & 2) == 0 || !has_freeze_v) + merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y); + if ((merge_group_n & 1) != 0) + merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x); + if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) + merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); + //GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); // [DEBUG] + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); + remaining_count -= merge_group->ChannelsCount; + for (int n = 0; n < (size_for_masks_bitarrays_one >> 2); n++) + remaining_mask[n] &= ~merge_group->ChannelsMask[n]; + for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) + { + // Copy + overwrite new clip rect + if (!IM_BITARRAY_TESTBIT(merge_group->ChannelsMask, n)) + continue; + IM_BITARRAY_CLEARBIT(merge_group->ChannelsMask, n); + merge_channels_count--; + + ImDrawChannel* channel = &splitter->_Channels[n]; + IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); + channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4(); + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + } + } + + // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1) + if (merge_group_n == 1 && has_freeze_v) + memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel)); + } + + // Append unmergeable channels that we didn't reorder at the end of the list + for (int n = 0; n < splitter->_Count && remaining_count != 0; n++) + { + if (!IM_BITARRAY_TESTBIT(remaining_mask, n)) + continue; + ImDrawChannel* channel = &splitter->_Channels[n]; + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + remaining_count--; + } + IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size); + memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel)); + } +} + +static ImU32 TableGetColumnBorderCol(ImGuiTable* table, int order_n, int column_n) +{ + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (is_resized || is_hovered) + return ImGui::GetColorU32(is_resized ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + if (is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize))) + return table->BorderColorStrong; + return table->BorderColorLight; +} + +// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow) +void ImGui::TableDrawBorders(ImGuiTable* table) +{ + ImGuiWindow* inner_window = table->InnerWindow; + if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect)) + return; + + ImDrawList* inner_drawlist = inner_window->DrawList; + table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); + inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); + + // Draw inner border and resizing feedback + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float border_size = TABLE_BORDER_SIZE; + const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f); + const float draw_y2_body = table->InnerRect.Max.y; + const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1; + if (table->Flags & ImGuiTableFlags_BordersInnerV) + { + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (column->MaxX > table->InnerClipRect.Max.x && !is_resized) + continue; + + // Decide whether right-most column is visible + if (column->NextEnabledColumn == -1 && !is_resizable) + if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX)) + continue; + if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. + continue; + + // Draw in outer window so right-most column won't be clipped + // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. + float draw_y2 = (is_hovered || is_resized || is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) == 0) ? draw_y2_body : draw_y2_head; + if (draw_y2 > draw_y1) + inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size); + } + } + + // Draw outer border + // FIXME: could use AddRect or explicit VLine/HLine helper? + if (table->Flags & ImGuiTableFlags_BordersOuter) + { + // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call + // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their + // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part + // of it in inner window, and the part that's over scrollbars in the outer window..) + // Either solution currently won't allow us to use a larger border size: the border would clipped. + const ImRect outer_border = table->OuterRect; + const ImU32 outer_col = table->BorderColorStrong; + if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) + { + inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterV) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterH) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size); + } + } + if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y) + { + // Draw bottom-most row border between it is above outer border. + const float border_y = table->RowPosY2; + if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y) + inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size); + } + + inner_drawlist->PopClipRect(); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Sorting +//------------------------------------------------------------------------- +// - TableGetSortSpecs() +// - TableFixColumnSortDirection() [Internal] +// - TableGetColumnNextSortDirection() [Internal] +// - TableSetColumnSortDirection() [Internal] +// - TableSortSpecsSanitize() [Internal] +// - TableSortSpecsBuild() [Internal] +//------------------------------------------------------------------------- + +// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) +// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have +// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, +// else you may wastefully sort your data every frame! +// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! +ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + + if (!(table->Flags & ImGuiTableFlags_Sortable)) + return NULL; + + // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + TableSortSpecsBuild(table); + return &table->SortSpecs; +} + +static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n) +{ + IM_ASSERT(n < column->SortDirectionsAvailCount); + return (ImGuiSortDirection)((column->SortDirectionsAvailList >> (n << 1)) & 0x03); +} + +// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) +void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column) +{ + if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0) + return; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + table->IsSortSpecsDirty = true; +} + +// Calculate next sort direction that would be set after clicking the column +// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click. +// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op. +IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2); +ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + IM_ASSERT(column->SortDirectionsAvailCount > 0); + if (column->SortOrder == -1) + return TableGetColumnAvailSortDirection(column, 0); + for (int n = 0; n < 3; n++) + if (column->SortDirection == TableGetColumnAvailSortDirection(column, n)) + return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount); + IM_ASSERT(0); + return ImGuiSortDirection_None; +} + +// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert +// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. +void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!(table->Flags & ImGuiTableFlags_SortMulti)) + append_to_sort_specs = false; + if (!(table->Flags & ImGuiTableFlags_SortTristate)) + IM_ASSERT(sort_direction != ImGuiSortDirection_None); + + ImGuiTableColumnIdx sort_order_max = 0; + if (append_to_sort_specs) + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); + + ImGuiTableColumn* column = &table->Columns[column_n]; + column->SortDirection = (ImU8)sort_direction; + if (column->SortDirection == ImGuiSortDirection_None) + column->SortOrder = -1; + else if (column->SortOrder == -1 || !append_to_sort_specs) + column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0; + + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column != column && !append_to_sort_specs) + other_column->SortOrder = -1; + TableFixColumnSortDirection(table, other_column); + } + table->IsSettingsDirty = true; + table->IsSortSpecsDirty = true; +} + +void ImGui::TableSortSpecsSanitize(ImGuiTable* table) +{ + IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); + + // Clear SortOrder from hidden column and verify that there's no gap or duplicate. + int sort_order_count = 0; + ImU64 sort_order_mask = 0x00; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder != -1 && !column->IsEnabled) + column->SortOrder = -1; + if (column->SortOrder == -1) + continue; + sort_order_count++; + sort_order_mask |= ((ImU64)1 << column->SortOrder); + IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); + } + + const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); + const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti); + if (need_fix_linearize || need_fix_single_sort_order) + { + ImU64 fixed_mask = 0x00; + for (int sort_n = 0; sort_n < sort_order_count; sort_n++) + { + // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. + // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) + int column_with_smallest_sort_order = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) + if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) + column_with_smallest_sort_order = column_n; + IM_ASSERT(column_with_smallest_sort_order != -1); + fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); + table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n; + + // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. + if (need_fix_single_sort_order) + { + sort_order_count = 1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (column_n != column_with_smallest_sort_order) + table->Columns[column_n].SortOrder = -1; + break; + } + } + } + + // Fallback default sort order (if no column with the ImGuiTableColumnFlags_DefaultSort flag) + if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + sort_order_count = 1; + column->SortOrder = 0; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + break; + } + } + + table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count; +} + +void ImGui::TableSortSpecsBuild(ImGuiTable* table) +{ + bool dirty = table->IsSortSpecsDirty; + if (dirty) + { + TableSortSpecsSanitize(table); + table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); + table->SortSpecs.SpecsDirty = true; // Mark as dirty for user + table->IsSortSpecsDirty = false; // Mark as not dirty for us + } + + // Write output + // May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable() + ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; + if (dirty && sort_specs != NULL) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder == -1) + continue; + IM_ASSERT(column->SortOrder < table->SortSpecsCount); + ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder]; + sort_spec->ColumnUserID = column->UserID; + sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; + sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; + sort_spec->SortDirection = (ImGuiSortDirection)column->SortDirection; + } + + table->SortSpecs.Specs = sort_specs; + table->SortSpecs.SpecsCount = table->SortSpecsCount; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Headers +//------------------------------------------------------------------------- +// - TableGetHeaderRowHeight() [Internal] +// - TableGetHeaderAngledMaxLabelWidth() [Internal] +// - TableHeadersRow() +// - TableHeader() +// - TableAngledHeadersRow() +// - TableAngledHeadersRowEx() [Internal] +//------------------------------------------------------------------------- + +float ImGui::TableGetHeaderRowHeight() +{ + // Caring for a minor edge case: + // Calculate row height, for the unlikely case that some labels may be taller than others. + // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. + // In your custom header row you may omit this all together and just call TableNextRow() without a height... + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float row_height = g.FontSize; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if ((table->Columns[column_n].Flags & ImGuiTableColumnFlags_NoHeaderLabel) == 0) + row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(table, column_n)).y); + return row_height + g.Style.CellPadding.y * 2.0f; +} + +float ImGui::TableGetHeaderAngledMaxLabelWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader) + width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x); + return width + g.Style.CellPadding.y * 2.0f; // Swap padding +} + +// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). +// The intent is that advanced users willing to create customized headers would not need to use this helper +// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets. +// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. +// This code is intentionally written to not make much use of internal functions, to give you better direction +// if you need to write your own. +// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. +void ImGui::TableHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + + // Call layout if not already done. This is automatically done by TableNextRow: we do it here _only_ to make + // it easier to debug-step in TableUpdateLayout(). Your own version of this function doesn't need this. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + // Open row + const float row_height = TableGetHeaderRowHeight(); + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + const float row_y1 = GetCursorScreenPos().y; + if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. + return; + + const int columns_count = TableGetColumnCount(); + for (int column_n = 0; column_n < columns_count; column_n++) + { + if (!TableSetColumnIndex(column_n)) + continue; + + // Push an id to allow empty/unnamed headers. This is also idiomatic as it ensure there is a consistent ID path to access columns (for e.g. automation) + const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); + PushID(column_n); + TableHeader(name); + PopID(); + } + + // Allow opening popup from the right-most section after the last column. + ImVec2 mouse_pos = ImGui::GetMousePos(); + if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) + if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) + TableOpenContextMenu(columns_count); // Will open a non-column-specific popup. +} + +// Emit a column header (text + optional sort order) +// We cpu-clip text here so that all columns headers can be merged into a same draw call. +// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader() +void ImGui::TableHeader(const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + + IM_ASSERT(table->CurrentColumn != -1); + const int column_n = table->CurrentColumn; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Label + if (label == NULL) + label = ""; + const char* label_end = FindRenderedTextEnd(label); + ImVec2 label_size = CalcTextSize(label, label_end, true); + ImVec2 label_pos = window->DC.CursorPos; + + // If we already got a row height, there's use that. + // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect? + ImRect cell_r = TableGetCellBgRect(table, column_n); + float label_height = ImMax(label_size.y, table->RowMinHeight - table->RowCellPaddingY * 2.0f); + + // Calculate ideal size for sort order arrow + float w_arrow = 0.0f; + float w_sort_text = 0.0f; + bool sort_arrow = false; + char sort_order_suf[4] = ""; + const float ARROW_SCALE = 0.65f; + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); + if (column->SortOrder != -1) + sort_arrow = true; + if (column->SortOrder > 0) + { + ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); + w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x; + } + } + + // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging. + float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; + column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, sort_arrow ? cell_r.Max.x : ImMin(max_pos_x, cell_r.Max.x)); + column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); + + // Keep header highlighted when context menu is open. + ImGuiID id = window->GetID(label); + ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); + ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal + if (!ItemAdd(bb, id)) + return; + + //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + + // Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. + const bool highlight = (table->HighlightColumnHeader == column_n); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap); + if (held || hovered || highlight) + { + const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); + } + else + { + // Submit single cell bg color in the case we didn't submit a full header row + if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); + } + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding); + if (held) + table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; + window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; + + // Drag and drop to re-order columns. + // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. + if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) + { + // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x + table->ReorderColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + + // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder. + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) + if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL) + if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = -1; + if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) + if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL) + if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = +1; + } + + // Sort order arrow + const float ellipsis_max = ImMax(cell_r.Max.x - w_arrow - w_sort_text, label_pos.x); + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + if (column->SortOrder != -1) + { + float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text); + float y = label_pos.y; + if (column->SortOrder > 0) + { + PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f)); + RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf); + PopStyleColor(); + x += w_sort_text; + } + RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); + } + + // Handle clicking on column header to adjust Sort Order + if (pressed && table->ReorderColumn != column_n) + { + ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column); + TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift); + } + } + + // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will + // be merged into a single draw call. + //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); + + const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); + if (text_clipped && hovered && g.ActiveId == 0) + SetItemTooltip("%.*s", (int)(label_end - label), label); + + // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden + if (IsMouseReleased(1) && IsItemHovered()) + TableOpenContextMenu(column_n); +} + +// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets. +// FIXME: No hit-testing/button on the angled header. +void ImGui::TableAngledHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiTableTempData* temp_data = table->TempData; + temp_data->AngledHeadersRequests.resize(0); + temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount); + + // Which column needs highlight? + const ImGuiID row_id = GetID("##AngledHeaders"); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + int highlight_column_n = table->HighlightColumnHeader; + if (highlight_column_n == -1 && table->HoveredColumnBody != -1) + if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive))) + highlight_column_n = table->HoveredColumnBody; + + // Build up request + ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg); + ImU32 col_text = GetColorU32(ImGuiCol_Text); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here. + continue; + ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 }; + temp_data->AngledHeadersRequests.push_back(request); + } + + // Render row + TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size); +} + +// Important: data must be fed left to right +void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiWindow* window = g.CurrentWindow; + ImDrawList* draw_list = window->DrawList; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->CurrentRow == -1 && "Must be first row"); + + if (max_label_width == 0.0f) + max_label_width = TableGetHeaderAngledMaxLabelWidth(); + + // Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user. + const bool flip_label = (angle < 0.0f); + angle -= IM_PI * 0.5f; + const float cos_a = ImCos(angle); + const float sin_a = ImSin(angle); + const float label_cos_a = flip_label ? ImCos(angle + IM_PI) : cos_a; + const float label_sin_a = flip_label ? ImSin(angle + IM_PI) : sin_a; + const ImVec2 unit_right = ImVec2(cos_a, sin_a); + + // Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow() + // FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other. + const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f; + const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y)); + table->AngledHeadersHeight = row_height; + table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f; + const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right + + // Declare row, override and draw our own background + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + TableNextColumn(); + const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2); + table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0); + float clip_rect_min_x = table->BgClipRect.Min.x; + if (table->FreezeColumnsCount > 0) + clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX); + TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel + PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns + draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color. + PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns + + ButtonBehavior(row_r, row_id, NULL, NULL); + KeepAliveID(row_id); + + const float ascent_scaled = g.Font->Ascent * g.FontScale; // FIXME: Standardize those scaling factors better + const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f); + const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component + const ImVec2 align = g.Style.TableAngledHeadersTextAlign; + + // Draw background and labels in first pass, then all borders. + float max_x = -FLT_MAX; + for (int pass = 0; pass < 2; pass++) + for (int order_n = 0; order_n < data_count; order_n++) + { + const ImGuiTableHeaderData* request = &data[order_n]; + const int column_n = request->Index; + ImGuiTableColumn* column = &table->Columns[column_n]; + + ImVec2 bg_shape[4]; + bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y); + bg_shape[1] = ImVec2(column->MinX, row_r.Max.y); + bg_shape[2] = bg_shape[1] + header_angled_vector; + bg_shape[3] = bg_shape[0] + header_angled_vector; + if (pass == 0) + { + // Draw shape + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0); + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight + max_x = ImMax(max_x, bg_shape[3].x); + + // Draw label + // - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset. + // - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated. + const char* label_name = TableGetColumnName(table, column_n); + const char* label_name_end = FindRenderedTextEnd(label_name); + const float line_off_step_x = (g.FontSize / -sin_a); + const int label_lines = ImTextCountLines(label_name, label_name_end); + + // Left<>Right alignment + float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f; + float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x; + line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x; + + // Register header width + column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x); + + while (label_name < label_name_end) + { + const char* label_name_eol = strchr(label_name, '\n'); + if (label_name_eol == NULL) + label_name_eol = label_name_end; + + // FIXME: Individual line clipping for right-most column is broken for negative angles. + ImVec2 label_size = CalcTextSize(label_name, label_name_eol); + float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text. + float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x); + ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height)); + int vtx_idx_begin = draw_list->_VtxCurrentIdx; + PushStyleColor(ImGuiCol_Text, request->TextColor); + RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size); + PopStyleColor(); + int vtx_idx_end = draw_list->_VtxCurrentIdx; + + // Up<>Down alignment + const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f); + const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f); + + // Rotate and offset label + ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y); + ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y); + line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x; + pivot_out += unit_right * padding.y; + if (flip_label) + pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x)); + pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x; + ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset + //if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); } + + label_name = label_name_eol + 1; + } + } + if (pass == 1) + { + // Draw border + draw_list->AddLine(bg_shape[0], bg_shape[3], TableGetColumnBorderCol(table, order_n, column_n)); + } + } + PopClipRect(); + PopClipRect(); + table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Context Menu +//------------------------------------------------------------------------- +// - TableOpenContextMenu() [Internal] +// - TableBeginContextMenuPopup() [Internal] +// - TableDrawDefaultContextMenu() [Internal] +//------------------------------------------------------------------------- + +// Use -1 to open menu not specific to a given column. +void ImGui::TableOpenContextMenu(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn() + column_n = -1; + IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount); + if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + table->IsContextPopupOpen = true; + table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + OpenPopupEx(context_menu_id, ImGuiPopupFlags_None); + } +} + +bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table) +{ + if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted) + return false; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) + return true; + table->IsContextPopupOpen = false; + return false; +} + +// Output context menu into current window (generally a popup) +// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? +// Sections to display are pulled from 'flags_for_section_to_display', which is typically == table->Flags. +// - ImGuiTableFlags_Resizable -> display Sizing menu items +// - ImGuiTableFlags_Reorderable -> display "Reset Order" +////- ImGuiTableFlags_Sortable -> display sorting options (disabled) +// - ImGuiTableFlags_Hideable -> display columns visibility menu items +// It means if you have a custom context menus you can call this section and omit some sections, and add your own. +void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + bool want_separator = false; + const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; + ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; + + // Sizing + if (flags_for_section_to_display & ImGuiTableFlags_Resizable) + { + if (column != NULL) + { + const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne" + TableSetColumnWidthAutoSingle(table, column_n); + } + + const char* size_all_desc; + if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit); // "###SizeAll" All fixed + else + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault); // "###SizeAll" All stretch or mixed + if (MenuItem(size_all_desc, NULL)) + TableSetColumnWidthAutoAll(table); + want_separator = true; + } + + // Ordering + if (flags_for_section_to_display & ImGuiTableFlags_Reorderable) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder)) + table->IsResetDisplayOrderRequest = true; + want_separator = true; + } + + // Reset all (should work but seems unnecessary/noisy to expose?) + //if (MenuItem("Reset all")) + // table->IsResetAllRequest = true; + + // Sorting + // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) +#if 0 + if ((flags_for_section_to_display & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) + { + if (want_separator) + Separator(); + want_separator = true; + + bool append_to_sort_specs = g.IO.KeyShift; + if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs); + if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs); + } +#endif + + // Hiding / Visibility + if (flags_for_section_to_display & ImGuiTableFlags_Hideable) + { + if (want_separator) + Separator(); + want_separator = true; + + PushItemFlag(ImGuiItemFlags_AutoClosePopups, false); + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column->Flags & ImGuiTableColumnFlags_Disabled) + continue; + + const char* name = TableGetColumnName(table, other_column_n); + if (name == NULL || name[0] == 0) + name = ""; + + // Make sure we can't hide the last active column + bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; + if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1) + menu_item_active = false; + if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active)) + other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled; + } + PopItemFlag(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Settings (.ini data) +//------------------------------------------------------------------------- +// FIXME: The binding/finding/creating flow are too confusing. +//------------------------------------------------------------------------- +// - TableSettingsInit() [Internal] +// - TableSettingsCalcChunkSize() [Internal] +// - TableSettingsCreate() [Internal] +// - TableSettingsFindByID() [Internal] +// - TableGetBoundSettings() [Internal] +// - TableResetSettings() +// - TableSaveSettings() [Internal] +// - TableLoadSettings() [Internal] +// - TableSettingsHandler_ClearAll() [Internal] +// - TableSettingsHandler_ApplyAll() [Internal] +// - TableSettingsHandler_ReadOpen() [Internal] +// - TableSettingsHandler_ReadLine() [Internal] +// - TableSettingsHandler_WriteAll() [Internal] +// - TableSettingsInstallHandler() [Internal] +//------------------------------------------------------------------------- +// [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings. +// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table. +// [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty. +// [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file. +//------------------------------------------------------------------------- + +// Clear and initialize empty settings instance +static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max) +{ + IM_PLACEMENT_NEW(settings) ImGuiTableSettings(); + ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings(); + for (int n = 0; n < columns_count_max; n++, settings_column++) + IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings(); + settings->ID = id; + settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count; + settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max; + settings->WantApply = true; +} + +static size_t TableSettingsCalcChunkSize(int columns_count) +{ + return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings); +} + +ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count)); + TableSettingsInit(settings, id, columns_count, columns_count); + return settings; +} + +// Find existing settings +ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id) +{ + // FIXME-OPT: Might want to store a lookup map for this? + ImGuiContext& g = *GImGui; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID == id) + return settings; + return NULL; +} + +// Get settings for a given table, NULL if none +ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table) +{ + if (table->SettingsOffset != -1) + { + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); + IM_ASSERT(settings->ID == table->ID); + if (settings->ColumnsCountMax >= table->ColumnsCount) + return settings; // OK + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return NULL; +} + +// Restore initial state of table (with or without saved settings) +void ImGui::TableResetSettings(ImGuiTable* table) +{ + table->IsInitializing = table->IsSettingsDirty = true; + table->IsResetAllRequest = false; + table->IsSettingsRequestLoad = false; // Don't reload from ini + table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative +} + +void ImGui::TableSaveSettings(ImGuiTable* table) +{ + table->IsSettingsDirty = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind or create settings data + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = TableGetBoundSettings(table); + if (settings == NULL) + { + settings = TableSettingsCreate(table->ID, table->ColumnsCount); + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount; + + // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings + IM_ASSERT(settings->ID == table->ID); + IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount); + ImGuiTableColumn* column = table->Columns.Data; + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + + bool save_ref_scale = false; + settings->SaveFlags = ImGuiTableFlags_None; + for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) + { + const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest; + column_settings->WidthOrWeight = width_or_weight; + column_settings->Index = (ImGuiTableColumnIdx)n; + column_settings->DisplayOrder = column->DisplayOrder; + column_settings->SortOrder = column->SortOrder; + column_settings->SortDirection = column->SortDirection; + column_settings->IsEnabled = column->IsUserEnabled; + column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) + save_ref_scale = true; + + // We skip saving some data in the .ini file when they are unnecessary to restore our state. + // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f. + // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. + if (width_or_weight != column->InitStretchWeightOrWidth) + settings->SaveFlags |= ImGuiTableFlags_Resizable; + if (column->DisplayOrder != n) + settings->SaveFlags |= ImGuiTableFlags_Reorderable; + if (column->SortOrder != -1) + settings->SaveFlags |= ImGuiTableFlags_Sortable; + if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) + settings->SaveFlags |= ImGuiTableFlags_Hideable; + } + settings->SaveFlags &= table->Flags; + settings->RefScale = save_ref_scale ? table->RefScale : 0.0f; + + MarkIniSettingsDirty(); +} + +void ImGui::TableLoadSettings(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + table->IsSettingsRequestLoad = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind settings + ImGuiTableSettings* settings; + if (table->SettingsOffset == -1) + { + settings = TableSettingsFindByID(table->ID); + if (settings == NULL) + return; + if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return... + table->IsSettingsDirty = true; + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + else + { + settings = TableGetBoundSettings(table); + } + + table->SettingsLoadedFlags = settings->SaveFlags; + table->RefScale = settings->RefScale; + + // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + ImU64 display_order_mask = 0; + for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++) + { + int column_n = column_settings->Index; + if (column_n < 0 || column_n >= table->ColumnsCount) + continue; + + ImGuiTableColumn* column = &table->Columns[column_n]; + if (settings->SaveFlags & ImGuiTableFlags_Resizable) + { + if (column_settings->IsStretch) + column->StretchWeight = column_settings->WidthOrWeight; + else + column->WidthRequest = column_settings->WidthOrWeight; + column->AutoFitQueue = 0x00; + } + if (settings->SaveFlags & ImGuiTableFlags_Reorderable) + column->DisplayOrder = column_settings->DisplayOrder; + else + column->DisplayOrder = (ImGuiTableColumnIdx)column_n; + display_order_mask |= (ImU64)1 << column->DisplayOrder; + column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled; + column->SortOrder = column_settings->SortOrder; + column->SortDirection = column_settings->SortDirection; + } + + // Validate and fix invalid display order data + const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1; + if (display_order_mask != expected_display_order_mask) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n; + + // Rebuild index + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; +} + +static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + table->SettingsOffset = -1; + g.SettingsTables.clear(); +} + +// Apply to existing windows (if any) +static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + { + table->IsSettingsRequestLoad = true; + table->SettingsOffset = -1; + } +} + +static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = 0; + int columns_count = 0; + if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2) + return NULL; + + if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id)) + { + if (settings->ColumnsCountMax >= columns_count) + { + TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle + return settings; + } + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return ImGui::TableSettingsCreate(id, columns_count); +} + +static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + ImGuiTableSettings* settings = (ImGuiTableSettings*)entry; + float f = 0.0f; + int column_n = 0, r = 0, n = 0; + + if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; } + + if (sscanf(line, "Column %d%n", &column_n, &r) == 1) + { + if (column_n < 0 || column_n >= settings->ColumnsCount) + return; + line = ImStrSkipBlank(line + r); + char c = 0; + ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n; + column->Index = (ImGuiTableColumnIdx)column_n; + if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; } + if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; } + if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; } + if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; } + } +} + +static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + { + if (settings->ID == 0) // Skip ditched settings + continue; + + // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped + // (e.g. Order was unchanged) + const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0; + const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; + const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; + const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; + if (!save_size && !save_visible && !save_order && !save_sort) + continue; + + buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve + buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); + if (settings->RefScale != 0.0f) + buf->appendf("RefScale=%g\n", settings->RefScale); + ImGuiTableColumnSettings* column = settings->GetColumnSettings(); + for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) + { + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1); + if (!save_column) + continue; + buf->appendf("Column %-2d", column_n); + if (column->UserID != 0) { buf->appendf(" UserID=%08X", column->UserID); } + if (save_size && column->IsStretch) { buf->appendf(" Weight=%.4f", column->WidthOrWeight); } + if (save_size && !column->IsStretch) { buf->appendf(" Width=%d", (int)column->WidthOrWeight); } + if (save_visible) { buf->appendf(" Visible=%d", column->IsEnabled); } + if (save_order) { buf->appendf(" Order=%d", column->DisplayOrder); } + if (save_sort && column->SortOrder != -1) { buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); } + buf->append("\n"); + } + buf->append("\n"); + } +} + +void ImGui::TableSettingsAddSettingsHandler() +{ + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Table"; + ini_handler.TypeHash = ImHashStr("Table"); + ini_handler.ClearAllFn = TableSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Garbage Collection +//------------------------------------------------------------------------- +// - TableRemove() [Internal] +// - TableGcCompactTransientBuffers() [Internal] +// - TableGcCompactSettings() [Internal] +//------------------------------------------------------------------------- + +// Remove Table (currently only used by TestEngine) +void ImGui::TableRemove(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + int table_idx = g.Tables.GetIndex(table); + //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); + //memset(table, 0, sizeof(ImGuiTable)); + g.Tables.Remove(table->ID, table); + g.TablesLastTimeActive[table_idx] = -1.0f; +} + +// Free up/compact internal Table buffers for when it gets unused +void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + IM_ASSERT(table->MemoryCompacted == false); + table->SortSpecs.Specs = NULL; + table->SortSpecsMulti.clear(); + table->IsSortSpecsDirty = true; // FIXME: In theory shouldn't have to leak into user performing a sort on resume. + table->ColumnsNames.clear(); + table->MemoryCompacted = true; + for (int n = 0; n < table->ColumnsCount; n++) + table->Columns[n].NameOffset = -1; + g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; +} + +void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data) +{ + temp_data->DrawSplitter.ClearFreeMemory(); + temp_data->LastTimeActive = -1.0f; +} + +// Compact and remove unused settings data (currently only used by TestEngine) +void ImGui::TableGcCompactSettings() +{ + ImGuiContext& g = *GImGui; + int required_memory = 0; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount); + if (required_memory == g.SettingsTables.Buf.Size) + return; + ImChunkStream new_chunk_stream; + new_chunk_stream.Buf.reserve(required_memory); + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount)); + g.SettingsTables.swap(new_chunk_stream); +} + + +//------------------------------------------------------------------------- +// [SECTION] Tables: Debugging +//------------------------------------------------------------------------- +// - DebugNodeTable() [Internal] +//------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) +{ + sizing_policy &= ImGuiTableFlags_SizingMask_; + if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; } + if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; } + return "N/A"; +} + +void ImGui::DebugNodeTable(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + const bool is_active = (table->LastFrameActive >= g.FrameCount - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); + if (IsItemVisible() && table->HoveredColumnBody != -1) + GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + if (!open) + return; + if (table->InstanceCurrent > 0) + Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + if (DebugBreakButton("**DebugBreak**", "in BeginTable()")) + g.DebugBreakInTable = table->ID; + SameLine(); + } + + bool clear_settings = SmallButton("Clear settings"); + BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); + BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); + BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); + BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); + BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); + for (int n = 0; n < table->InstanceCurrent + 1; n++) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, n); + BulletText("Instance %d: HoveredRow: %d, LastOuterHeight: %.2f", n, table_instance->HoveredRowLast, table_instance->LastOuterHeight); + } + //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); + float sum_weights = 0.0f; + for (int n = 0; n < table->ColumnsCount; n++) + if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch) + sum_weights += table->Columns[n].StretchWeight; + for (int n = 0; n < table->ColumnsCount; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + const char* name = TableGetColumnName(table, n); + char buf[512]; + ImFormatString(buf, IM_ARRAYSIZE(buf), + "Column %d order %d '%s': offset %+.2f to %+.2f%s\n" + "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" + "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n" + "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n" + "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n" + "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..", + n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "", + column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen, + column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f, + column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x, + column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX, + column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags, + (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", + (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", + (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); + Bullet(); + Selectable(buf); + if (IsItemHovered()) + { + ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); + GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); + } + } + if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) + DebugNodeTableSettings(settings); + if (clear_settings) + table->IsResetAllRequest = true; + TreePop(); +} + +void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings) +{ + if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount)) + return; + BulletText("SaveFlags: 0x%08X", settings->SaveFlags); + BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax); + for (int n = 0; n < settings->ColumnsCount; n++) + { + ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n]; + ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None; + BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X", + n, column_settings->DisplayOrder, column_settings->SortOrder, + (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", + column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID); + } + TreePop(); +} + +#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugNodeTable(ImGuiTable*) {} +void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} + +#endif + + +//------------------------------------------------------------------------- +// [SECTION] Columns, BeginColumns, EndColumns, etc. +// (This is a legacy API, prefer using BeginTable/EndTable!) +//------------------------------------------------------------------------- +// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.) +//------------------------------------------------------------------------- +// - SetWindowClipRectBeforeSetChannel() [Internal] +// - GetColumnIndex() +// - GetColumnsCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, +// they would meddle many times with the underlying ImDrawCmd. +// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let +// the subsequent single call to SetCurrentChannel() does it things once. +void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) +{ + ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); + window->ClipRect = clip_rect; + window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; + window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; +} + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f; + +static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return 0.0f; + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return GetContentRegionAvail().x; + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiOldColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + columns->HostBackupClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, 0); +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); +} + +ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiOldColumns()); + ImGuiOldColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiOldColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostInitialClipRect = window->ClipRect; + columns->HostBackupParentWorkRect = window->ParentWorkRect; + window->ParentWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImTrunc(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiOldColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiOldColumnData* column = &columns->Columns[n]; + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWithFull(window->ClipRect); + } + + if (columns->Count > 1) + { + columns->Splitter.Split(window->DrawList, 1 + columns->Count); + columns->Splitter.SetCurrentChannel(window->DrawList, 1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; + window->WorkRect.Max.y = window->ContentRegionRect.Max.y; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + + // Next column + if (++columns->Current == columns->Count) + columns->Current = 0; + + PopItemWidth(); + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() + // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), + ImGuiOldColumnData* column = &columns->Columns[columns->Current]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (columns->Current > 0) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + } + else + { + // New row/line: column 0 honor IndentX. + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.IsSameLine = false; + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + columns->Splitter.Merge(window->DrawList); + } + + const ImGuiOldColumnFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiOldColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale); + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); + if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiOldColumnFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = IM_TRUNC(x); + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = window->ParentWorkRect; + window->ParentWorkRect = columns->HostBackupParentWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + NavUpdateCurrentWindowIsScrollPushableX(); +} + +void ImGui::Columns(int columns_count, const char* id, bool borders) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiOldColumnFlags flags = (borders ? 0 : ImGuiOldColumnFlags_NoBorder); + //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_widgets.cpp b/src/main/imgui/imgui_widgets.cpp new file mode 100644 index 0000000..2cbef83 --- /dev/null +++ b/src/main/imgui/imgui_widgets.cpp @@ -0,0 +1,10473 @@ +// dear imgui, v1.91.7 +// (widgets code) + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Widgets: Text, etc. +// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.) +// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.) +// [SECTION] Widgets: ComboBox +// [SECTION] Data Type and Data Formatting Helpers +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +// [SECTION] Widgets: InputText, InputTextMultiline +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +// [SECTION] Widgets: Selectable +// [SECTION] Widgets: Typing-Select support +// [SECTION] Widgets: Box-Select support +// [SECTION] Widgets: Multi-Select support +// [SECTION] Widgets: Multi-Select helpers +// [SECTION] Widgets: ListBox +// [SECTION] Widgets: PlotLines, PlotHistogram +// [SECTION] Widgets: Value helpers +// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // intptr_t + +//------------------------------------------------------------------------- +// Warnings +//------------------------------------------------------------------------- + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +//------------------------------------------------------------------------- +// Data +//------------------------------------------------------------------------- + +// Widgets +static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior. +static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags. + +// Those MIN/MAX values are not define because we need to point to them +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; +static const unsigned short IM_U16_MIN = 0; +static const unsigned short IM_U16_MAX = 0xFFFF; +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +#ifdef LLONG_MIN +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +#else +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; +#endif +static const ImU64 IM_U64_MIN = 0; +#ifdef ULLONG_MAX +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +#else +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +#endif + +//------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//------------------------------------------------------------------------- + +// For InputTextEx() +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard = false); +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Text, etc. +//------------------------------------------------------------------------- +// - TextEx() [Internal] +// - TextUnformatted() +// - Text() +// - TextV() +// - TextColored() +// - TextColoredV() +// - TextDisabled() +// - TextDisabledV() +// - TextWrapped() +// - TextWrappedV() +// - LabelText() +// - LabelTextV() +// - BulletText() +// - BulletTextV() +//------------------------------------------------------------------------- + +void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Accept null ranges + if (text == text_end) + text = text_end = ""; + + // Calculate length + const char* text_begin = text; + if (text_end == NULL) + text_end = text + strlen(text); // FIXME-OPT + + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + const float wrap_pos_x = window->DC.TextWrapPos; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); + if (text_end - text <= 2000 || wrap_enabled) + { + // Common case + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } + else + { + // Long text! + // Perform manual coarse clipping to optimize for long multi-line text + // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. + const char* line = text; + const float line_height = GetTextLineHeight(); + ImVec2 text_size(0, 0); + + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) + { + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) + { + int lines_skipped = 0; + while (line < text_end && lines_skipped < lines_skippable) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + } + + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0)) + break; + + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + text_size.y = (pos - text_pos).y; + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + ItemAdd(bb, 0); + } +} + +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::Text(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextV(fmt, args); + va_end(args); +} + +void ImGui::TextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const char* text, *text_end; + ImFormatStringToTempBufferV(&text, &text_end, fmt, args); + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextColoredV(col, fmt, args); + va_end(args); +} + +void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, col); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextDisabled(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextDisabledV(fmt, args); + va_end(args); +} + +void ImGui::TextDisabledV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextWrapped(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextWrappedV(fmt, args); + va_end(args); +} + +void ImGui::TextWrappedV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + if (need_backup) + PushTextWrapPos(0.0f); + TextV(fmt, args); + if (need_backup) + PopTextWrapPos(); +} + +void ImGui::LabelText(const char* label, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LabelTextV(label, fmt, args); + va_end(args); +} + +// Add a label+text combo aligned to other label+value widgets +void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float w = CalcItemWidth(); + + const char* value_text_begin, *value_text_end; + ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args); + const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const ImVec2 pos = window->DC.CursorPos; + const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)); + const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0)) + return; + + // Render + RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); +} + +void ImGui::BulletText(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + BulletTextV(fmt, args); + va_end(args); +} + +// Text with a little bullet aligned to the typical tree node. +void ImGui::BulletTextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const char* text_begin, *text_end; + ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args); + const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); + const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(total_size, 0.0f); + const ImRect bb(pos, pos + total_size); + if (!ItemAdd(bb, 0)) + return; + + // Render + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col); + RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Main +//------------------------------------------------------------------------- +// - ButtonBehavior() [Internal] +// - Button() +// - SmallButton() +// - InvisibleButton() +// - ArrowButton() +// - CloseButton() [Internal] +// - CollapseButton() [Internal] +// - GetWindowScrollbarID() [Internal] +// - GetWindowScrollbarRect() [Internal] +// - Scrollbar() [Internal] +// - ScrollbarEx() [Internal] +// - Image() +// - ImageButton() +// - Checkbox() +// - CheckboxFlagsT() [Internal] +// - CheckboxFlags() +// - RadioButton() +// - ProgressBar() +// - Bullet() +// - Hyperlink() +//------------------------------------------------------------------------- + +// The ButtonBehavior() function is key to many interactions and used by many/most widgets. +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. +//------------------------------------------------------------------------------------------------------------------------------------------------ +// The behavior of the return-value changes when ImGuiItemFlags_ButtonRepeat is set: +// Repeat+ Repeat+ Repeat+ Repeat+ +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick +//------------------------------------------------------------------------------------------------------------------------------------------------- +// Frame N+0 (mouse button is down) - true - true +// ... - - - - +// Frame N + RepeatDelay true true - true +// ... - - - - +// Frame N + RepeatDelay + RepeatRate*N true true - true +//------------------------------------------------------------------------------------------------------------------------------------------------- + +// - FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc. +// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);' +// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading. +// - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature. +// One idiom which was previously valid which will now emit a warning is when using multiple overlayed ButtonBehavior() +// with same ID and different MouseButton (see #8030). You can fix it by: +// (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags. +// or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() +bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + // Default behavior inherited from item flags + // Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that. + ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.ItemFlags : g.CurrentItemFlags); + if (flags & ImGuiButtonFlags_AllowOverlap) + item_flags |= ImGuiItemFlags_AllowOverlap; + + // Default only reacts to left mouse button + if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) + flags |= ImGuiButtonFlags_MouseButtonLeft; + + // Default behavior requires click + release inside bounding box + if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) + flags |= (item_flags & ImGuiItemFlags_ButtonRepeat) ? ImGuiButtonFlags_PressedOnClick : ImGuiButtonFlags_PressedOnDefault_; + + ImGuiWindow* backup_hovered_window = g.HoveredWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree; + if (flatten_hovered_children) + g.HoveredWindow = window; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + // Alternate registration spot, for when caller didn't use ItemAdd() + if (g.LastItemData.ID != id) + IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL); +#endif + + bool pressed = false; + bool hovered = ItemHoverable(bb, id, item_flags); + + // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button + if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) + if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + { + hovered = true; + SetHoveredID(id); + if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) + { + pressed = true; + g.DragDropHoldJustPressedId = id; + FocusWindow(window); + } + } + + if (flatten_hovered_children) + g.HoveredWindow = backup_hovered_window; + + // Mouse handling + const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id; + if (hovered) + { + IM_ASSERT(id != 0); // Lazily check inside rare path. + + // Poll mouse buttons + // - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId. + // - Technically we only need some values in one code path, but since this is gated by hovered test this is fine. + int mouse_button_clicked = -1; + int mouse_button_released = -1; + for (int button = 0; button < 3; button++) + if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here. + { + if (IsMouseClicked(button, ImGuiInputFlags_None, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; } + if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; } + } + + // Process initial action + const bool mods_ok = !(flags & ImGuiButtonFlags_NoKeyModsAllowed) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt); + if (mods_ok) + { + if (mouse_button_clicked != -1 && g.ActiveId != id) + { + if (!(flags & ImGuiButtonFlags_NoSetKeyOwner)) + SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id); + if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) + { + SetActiveID(id, window); + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { + SetFocusID(id, window); + FocusWindow(window); + } + else + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } + } + if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2)) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveId) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { + SetFocusID(id, window); + FocusWindow(window); + } + else + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } + } + } + if (flags & ImGuiButtonFlags_PressedOnRelease) + { + if (mouse_button_released != -1) + { + const bool has_repeated_at_least_once = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior + if (!has_repeated_at_least_once) + pressed = true; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); // FIXME: Lack of FocusWindow() call here is inconsistent with other paths. Research why. + ClearActiveID(); + } + } + + // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). + // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. + if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, ImGuiInputFlags_Repeat, test_owner_id)) + pressed = true; + } + + if (pressed && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + + // Keyboard/Gamepad navigation handling + // We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav) + if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) + hovered = true; + if (g.NavActivateDownId == id) + { + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = (g.NavActivatePressedId == id); + if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat)) + { + // Avoid pressing multiple keys from triggering excessive amount of repeat events + const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); + const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter); + const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate); + const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration); + nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + } + if (nav_activated_by_code || nav_activated_by_inputs) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + pressed = true; + SetActiveID(id, window); + g.ActiveIdSource = g.NavInputSource; + if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)) + SetFocusID(id, window); + if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut) + g.ActiveIdFromShortcut = true; + } + } + + // Process while held + bool held = false; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; + + const int mouse_button = g.ActiveIdMouseButton; + if (mouse_button == -1) + { + // Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304). + ClearActiveID(); + } + else if (IsMouseDown(mouse_button, test_owner_id)) + { + held = true; + } + else + { + bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; + if ((release_in || release_anywhere) && !g.DragDropActive) + { + // Report as pressed when releasing the mouse (this is the most common path) + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2; + bool is_repeating_already = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id); + if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned) + pressed = true; + } + ClearActiveID(); + } + if (!(flags & ImGuiButtonFlags_NoNavFocus) && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + // When activated using Nav, we hold on the ActiveID until activation button is released + if (g.NavActivateDownId == id) + held = true; // hovered == true not true as we are already likely hovered on direct activation. + else + ClearActiveID(); + } + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; + } + + // Activation highlight (this may be a remote activation) + if (g.NavHighlightActivatedId == id) + hovered = true; + + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + + return pressed; +} + +bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImVec2 pos = window->DC.CursorPos; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; + ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + + const ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + + if (g.LogEnabled) + LogSetNextTextDecoration("[", "]"); + RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); + + // Automatically close popups + //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) + // CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::Button(const char* label, const ImVec2& size_arg) +{ + return ButtonEx(label, size_arg, ImGuiButtonFlags_None); +} + +// Small buttons fits within text without additional vertical spacing. +bool ImGui::SmallButton(const char* label) +{ + ImGuiContext& g = *GImGui; + float backup_padding_y = g.Style.FramePadding.y; + g.Style.FramePadding.y = 0.0f; + bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); + g.Style.FramePadding.y = backup_padding_y; + return pressed; +} + +// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. +// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. + IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); + + const ImGuiID id = window->GetID(str_id); + ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + if (!ItemAdd(bb, id, NULL, (flags & ImGuiButtonFlags_EnableNav) ? ImGuiItemFlags_None : ImGuiItemFlags_NoNav)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + RenderNavCursor(bb, id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiID id = window->GetID(str_id); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + const float default_size = GetFrameHeight(); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +{ + float sz = GetFrameHeight(); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None); +} + +// Button to close a window +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) + // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + ImRect bb_interact = bb; + const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); + if (area_to_visible_ratio < 1.5f) + bb_interact.Expand(ImTrunc(bb_interact.GetSize() * -0.25f)); + + // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. + // (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer). + bool is_clipped = !ItemAdd(bb_interact, id); + + bool hovered, held; + bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held); + if (is_clipped) + return pressed; + + // Render + ImU32 bg_col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); + if (hovered) + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + ImU32 cross_col = GetColorU32(ImGuiCol_Text); + ImVec2 cross_center = bb.GetCenter() - ImVec2(0.5f, 0.5f); + float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f); + + return pressed; +} + +// The Collapse button also functions as a Dock Menu button. +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + bool is_clipped = !ItemAdd(bb, id); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + if (is_clipped) + return pressed; + + // Render + //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + if (hovered || held) + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + + if (dock_node) + RenderArrowDockMenu(window->DrawList, bb.Min, g.FontSize, text_col); + else + RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + + // Switch to moving the window after mouse is moved beyond the initial drag threshold + if (IsItemActive() && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, dock_node, true); // Undock from window/collapse menu button + + return pressed; +} + +ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +{ + return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); +} + +// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. +ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) +{ + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float border_size = window->WindowBorderSize; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) + IM_ASSERT(scrollbar_size > 0.0f); + if (axis == ImGuiAxis_X) + return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size); + else + return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size); +} + +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = GetWindowScrollbarID(window, axis); + + // Calculate scrollbar bounding box + ImRect bb = GetWindowScrollbarRect(window, axis); + ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; + if (axis == ImGuiAxis_X) + { + rounding_corners |= ImDrawFlags_RoundCornersBottomLeft; + if (!window->ScrollbarY) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + else + { + if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) + rounding_corners |= ImDrawFlags_RoundCornersTopRight; + if (!window->ScrollbarX) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; + float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; + ImS64 scroll = (ImS64)window->Scroll[axis]; + ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_visible, (ImS64)size_contents, rounding_corners); + window->Scroll[axis] = (float)scroll; +} + +// Vertical/Horizontal scrollbar +// The entire piece of code below is rather confusing because: +// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) +// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar +// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. +// Still, the code should probably be made simpler.. +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags draw_rounding_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; + + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return false; + + const ImGuiStyle& style = g.Style; + const bool allow_interaction = (alpha >= 1.0f); + + ImRect bb = bb_frame; + bb.Expand(ImVec2(-ImClamp(IM_TRUNC((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_TRUNC((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), (ImS64)1); + const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v); + const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + + const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_visible_v); + float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space + if (held && allow_interaction && grab_h_norm < 1.0f) + { + const float scrollbar_pos_v = bb.Min[axis]; + const float mouse_pos_v = g.IO.MousePos[axis]; + + // Click position in scrollbar normalized space (0.0f->1.0f) + const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); + + const int held_dir = (clicked_v_norm < grab_v_norm) ? -1 : (clicked_v_norm > grab_v_norm + grab_h_norm) ? +1 : 0; + if (g.ActiveIdIsJustActivated) + { + // On initial click when held_dir == 0 (clicked over grab): calculate the distance between mouse and the center of the grab + const bool scroll_to_clicked_location = (g.IO.ConfigScrollbarScrollByPage == false || g.IO.KeyShift || held_dir == 0); + g.ScrollbarSeekMode = scroll_to_clicked_location ? 0 : (short)held_dir; + g.ScrollbarClickDeltaToGrabCenter = (held_dir == 0 && !g.IO.KeyShift) ? clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f : 0.0f; + } + + // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + if (g.ScrollbarSeekMode == 0) + { + // Absolute seeking + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); + } + else + { + // Page by page + if (IsMouseClicked(ImGuiMouseButton_Left, ImGuiInputFlags_Repeat) && held_dir == g.ScrollbarSeekMode) + { + float page_dir = (g.ScrollbarSeekMode > 0.0f) ? +1.0f : -1.0f; + *p_scroll_v = ImClamp(*p_scroll_v + (ImS64)(page_dir * size_visible_v), (ImS64)0, scroll_max); + } + } + + // Update values for rendering + scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + + // Update distance to grab now that we have seek'ed and saturated + //if (seek_absolute) + // g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Render + const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, draw_rounding_flags); + ImRect grab_rect; + if (axis == ImGuiAxis_X) + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); + else + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + +// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const float border_size = (border_col.w > 0.0f) ? 1.0f : 0.0f; + const ImVec2 padding(border_size, border_size); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + // Render + if (border_size > 0.0f) + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f, ImDrawFlags_None, border_size); + window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); +} + +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImVec2 padding = g.Style.FramePadding; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); + window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + + return pressed; +} + +// - ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button. +// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. (#8165) // FIXME: Maybe that's not the best design? +bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + return ImageButtonEx(window->GetID(str_id), user_texture_id, image_size, uv0, uv1, bg_col, tint_col); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy API obsoleted in 1.89. Two differences with new ImageButton() +// - old ImageButton() used ImTextureID as item id (created issue with multiple buttons with same image, transient texture id values, opaque computation of ID) +// - new ImageButton() requires an explicit 'const char* str_id' +// - old ImageButton() had frame_padding' override argument. +// - new ImageButton() always use style.FramePadding. +/* +bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + // Default to using texture ID as ID. User can still push string/integer prefixes. + PushID((ImTextureID)(intptr_t)user_texture_id); + if (frame_padding >= 0) + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding)); + bool ret = ImageButton("", user_texture_id, size, uv0, uv1, bg_col, tint_col); + if (frame_padding >= 0) + PopStyleVar(); + PopID(); + return ret; +} +*/ +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImGui::Checkbox(const char* label, bool* v) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + const bool is_visible = ItemAdd(total_bb, id); + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(total_bb)) // Extra layer of "no logic clip" for box-select support + { + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return false; + } + + // Range-Selection/Multi-selection support (header) + bool checked = *v; + if (is_multi_select) + MultiSelectItemHeader(id, &checked, NULL); + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + + // Range-Selection/Multi-selection support (footer) + if (is_multi_select) + MultiSelectItemFooter(id, &checked, &pressed); + else if (pressed) + checked = !checked; + + if (*v != checked) + { + *v = checked; + pressed = true; // return value + MarkItemEdited(id); + } + + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const bool mixed_value = (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + if (is_visible) + { + RenderNavCursor(total_bb, id); + RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + if (mixed_value) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) + ImVec2 pad(ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)), ImMax(1.0f, IM_TRUNC(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); + } + } + const ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); + if (is_visible && label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +template +bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) +{ + bool all_on = (*flags & flags_value) == flags_value; + bool any_on = (*flags & flags_value) != 0; + bool pressed; + if (!all_on && any_on) + { + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_MixedValue; + pressed = Checkbox(label, &all_on); + } + else + { + pressed = Checkbox(label, &all_on); + + } + if (pressed) + { + if (all_on) + *flags |= flags_value; + else + *flags &= ~flags_value; + } + return pressed; +} + +bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::RadioButton(const char* label, bool active) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + ImVec2 center = check_bb.GetCenter(); + center.x = IM_ROUND(center.x); + center.y = IM_ROUND(center.y); + const float radius = (square_sz - 1.0f) * 0.5f; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + MarkItemEdited(id); + + RenderNavCursor(total_bb, id); + const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment); + if (active) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark)); + } + + if (style.FrameBorderSize > 0.0f) + { + window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), num_segment, style.FrameBorderSize); + window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), num_segment, style.FrameBorderSize); + } + + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, active ? "(x)" : "( )"); + if (label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. +bool ImGui::RadioButton(const char* label, int* v, int v_button) +{ + const bool pressed = RadioButton(label, *v == v_button); + if (pressed) + *v = v_button; + return pressed; +} + +// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size +void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, 0)) + return; + + // Fraction < 0.0f will display an indeterminate progress bar animation + // The value must be animated along with time, so e.g. passing '-1.0f * ImGui::GetTime()' as fraction works. + const bool is_indeterminate = (fraction < 0.0f); + if (!is_indeterminate) + fraction = ImSaturate(fraction); + + // Out of courtesy we accept a NaN fraction without crashing + float fill_n0 = 0.0f; + float fill_n1 = (fraction == fraction) ? fraction : 0.0f; + + if (is_indeterminate) + { + const float fill_width_n = 0.2f; + fill_n0 = ImFmod(-fraction, 1.0f) * (1.0f + fill_width_n) - fill_width_n; + fill_n1 = ImSaturate(fill_n0 + fill_width_n); + fill_n0 = ImSaturate(fill_n0); + } + + // Render + RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_n0, fill_n1, style.FrameRounding); + + // Default displaying the fraction as percentage string, but user can override it + // Don't display text for indeterminate bars by default + char overlay_buf[32]; + if (!is_indeterminate || overlay != NULL) + { + if (!overlay) + { + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); + overlay = overlay_buf; + } + + ImVec2 overlay_size = CalcTextSize(overlay, NULL); + if (overlay_size.x > 0.0f) + { + float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : ImLerp(bb.Min.x, bb.Max.x, fill_n1) + style.ItemSpacing.x; + RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); + } + } +} + +void ImGui::Bullet() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + { + SameLine(0, style.FramePadding.x * 2); + return; + } + + // Render and stay on same line + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); +} + +// This is provided as a convenience for being an often requested feature. +// FIXME-STYLE: we delayed adding as there is a larger plan to revamp the styling system. +// Because of this we currently don't provide many styling options for this widget +// (e.g. hovered/active colors are automatically inferred from a single color). +bool ImGui::TextLink(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const char* label_end = FindRenderedTextEnd(label); + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcTextSize(label, label_end, true); + ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + RenderNavCursor(bb, id); + + if (hovered) + SetMouseCursor(ImGuiMouseCursor_Hand); + + ImVec4 text_colf = g.Style.Colors[ImGuiCol_TextLink]; + ImVec4 line_colf = text_colf; + { + // FIXME-STYLE: Read comments above. This widget is NOT written in the same style as some earlier widgets, + // as we are currently experimenting/planning a different styling system. + float h, s, v; + ColorConvertRGBtoHSV(text_colf.x, text_colf.y, text_colf.z, h, s, v); + if (held || hovered) + { + v = ImSaturate(v + (held ? 0.4f : 0.3f)); + h = ImFmod(h + 0.02f, 1.0f); + } + ColorConvertHSVtoRGB(h, s, v, text_colf.x, text_colf.y, text_colf.z); + v = ImSaturate(v - 0.20f); + ColorConvertHSVtoRGB(h, s, v, line_colf.x, line_colf.y, line_colf.z); + } + + float line_y = bb.Max.y + ImFloor(g.Font->Descent * g.FontScale * 0.20f); + window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf)); // FIXME-TEXT: Underline mode. + + PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf)); + RenderText(bb.Min, label, label_end); + PopStyleColor(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +void ImGui::TextLinkOpenURL(const char* label, const char* url) +{ + ImGuiContext& g = *GImGui; + if (url == NULL) + url = label; + if (TextLink(label)) + if (g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, url); + SetItemTooltip(LocalizeGetMsg(ImGuiLocKey_OpenLink_s), url); // It is more reassuring for user to _always_ display URL when we same as label + if (BeginPopupContextItem()) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_CopyLink))) + SetClipboardText(url); + EndPopup(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Low-level Layout helpers +//------------------------------------------------------------------------- +// - Spacing() +// - Dummy() +// - NewLine() +// - AlignTextToFramePadding() +// - SeparatorEx() [Internal] +// - Separator() +// - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] +//------------------------------------------------------------------------- + +void ImGui::Spacing() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ItemSize(ImVec2(0, 0)); +} + +void ImGui::Dummy(const ImVec2& size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + ItemAdd(bb, 0); +} + +void ImGui::NewLine() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + ItemSize(ImVec2(0, 0)); + else + ItemSize(ImVec2(0.0f, g.FontSize)); + window->DC.LayoutType = backup_layout_type; +} + +void ImGui::AlignTextToFramePadding() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); +} + +// Horizontal/vertical separating line +// FIXME: Surprisingly, this seemingly trivial widget is a victim of many different legacy/tricky layout issues. +// Note how thickness == 1.0f is handled specifically as not moving CursorPos by 'thickness', but other values are. +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + IM_ASSERT(thickness > 0.0f); + + if (flags & ImGuiSeparatorFlags_Vertical) + { + // Vertical separator, for menu bars (use current line height). + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness, y2)); + ItemSize(ImVec2(thickness, 0.0f)); + if (!ItemAdd(bb, 0)) + return; + + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); + } + else if (flags & ImGuiSeparatorFlags_Horizontal) + { + // Horizontal Separator + float x1 = window->DC.CursorPos.x; + float x2 = window->WorkRect.Max.x; + + // Preserve legacy behavior inside Columns() + // Before Tables API happened, we relied on Separator() to span all columns of a Columns() set. + // We currently don't need to provide the same feature for tables because tables naturally have border features. + ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + { + x1 = window->Pos.x + window->DC.Indent.x; // Used to be Pos.x before 2023/10/03 + x2 = window->Pos.x + window->Size.x; + PushColumnsBackground(); + } + + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) + const float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change. + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness)); + ItemSize(ImVec2(0.0f, thickness_for_layout)); + + if (ItemAdd(bb, 0)) + { + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------\n"); + + } + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + } +} + +void ImGui::Separator() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // Those flags should eventually be configurable by the user + // FIXME: We cannot g.Style.SeparatorTextBorderSize for thickness as it relates to SeparatorText() which is a decorated separator, not defaulting to 1.0f. + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + + // Only applies to legacy Columns() api as they relied on Separator() a lot. + if (window->DC.CurrentColumns) + flags |= ImGuiSeparatorFlags_SpanAllColumns; + + SeparatorEx(flags, 1.0f); +} + +void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStyle& style = g.Style; + + const ImVec2 label_size = CalcTextSize(label, label_end, false); + const ImVec2 pos = window->DC.CursorPos; + const ImVec2 padding = style.SeparatorTextPadding; + + const float separator_thickness = style.SeparatorTextBorderSize; + const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness)); + const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y)); + const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f)); + ItemSize(min_size, text_baseline_y); + if (!ItemAdd(bb, id)) + return; + + const float sep1_x1 = pos.x; + const float sep2_x2 = bb.Max.x; + const float seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f); + + const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f); + const ImVec2 label_pos(pos.x + padding.x + ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y); // FIXME-ALIGN + + // This allows using SameLine() to position something in the 'extra_w' + window->DC.CursorPosPrevLine.x = label_pos.x + label_size.x; + + const ImU32 separator_col = GetColorU32(ImGuiCol_Separator); + if (label_size.x > 0.0f) + { + const float sep1_x2 = label_pos.x - style.ItemSpacing.x; + const float sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x; + if (sep1_x2 > sep1_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep1_x2, seps_y), separator_col, separator_thickness); + if (sep2_x2 > sep2_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + if (g.LogEnabled) + LogSetNextTextDecoration("---", NULL); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, bb.Max.x, label, label_end, &label_size); + } + else + { + if (g.LogEnabled) + LogText("---"); + if (separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + } +} + +void ImGui::SeparatorText(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + // The SeparatorText() vs SeparatorTextEx() distinction is designed to be considerate that we may want: + // - allow separator-text to be draggable items (would require a stable ID + a noticeable highlight) + // - this high-level entry point to allow formatting? (which in turns may require ID separate from formatted string) + // - because of this we probably can't turn 'const char* label' into 'const char* fmt, ...' + // Otherwise, we can decide that users wanting to drag this would layout a dedicated drag-item, + // and then we can turn this into a format function. + SeparatorTextEx(0, label, FindRenderedTextEnd(label), 0.0f); +} + +// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav)) + return false; + + // FIXME: AFAIK the only leftover reason for passing ImGuiButtonFlags_AllowOverlap here is + // to allow caller of SplitterBehavior() to call SetItemAllowOverlap() after the item. + // Nowadays we would instead want to use SetNextItemAllowOverlap() before the item. + ImGuiButtonFlags button_flags = ImGuiButtonFlags_FlattenChildren; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + button_flags |= ImGuiButtonFlags_AllowOverlap; +#endif + + bool hovered, held; + ImRect bb_interact = bb; + bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); + ButtonBehavior(bb_interact, id, &hovered, &held, button_flags); + if (hovered) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb + + if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); + + ImRect bb_render = bb; + if (held) + { + float mouse_delta = (g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min)[axis]; + + // Minimum pane size + float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); + float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); + if (mouse_delta < -size_1_maximum_delta) + mouse_delta = -size_1_maximum_delta; + if (mouse_delta > size_2_maximum_delta) + mouse_delta = size_2_maximum_delta; + + // Apply resize + if (mouse_delta != 0.0f) + { + *size1 = ImMax(*size1 + mouse_delta, min_size1); + *size2 = ImMax(*size2 - mouse_delta, min_size2); + bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); + MarkItemEdited(id); + } + } + + // Render at new position + if (bg_col & IM_COL32_A_MASK) + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f); + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); + + return held; +} + +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +// Set items Width to -1.0f to disable shrinking this item. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +{ + if (count == 1) + { + if (items[0].Width >= 0.0f) + items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + int count_same_width = 1; + while (width_excess > 0.0f && count_same_width < count) + { + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) + count_same_width++; + float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + if (max_width_to_remove_per_item <= 0.0f) + break; + float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + for (int item_n = 0; item_n < count_same_width; item_n++) + items[item_n].Width -= width_to_remove_per_item; + width_excess -= width_to_remove_per_item * count_same_width; + } + + // Round width and redistribute remainder + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. + width_excess = 0.0f; + for (int n = 0; n < count; n++) + { + float width_rounded = ImTrunc(items[n].Width); + width_excess += items[n].Width - width_rounded; + items[n].Width = width_rounded; + } + while (width_excess > 0.0f) + for (int n = 0; n < count && width_excess > 0.0f; n++) + { + float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f); + items[n].Width += width_to_add; + width_excess -= width_to_add; + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ComboBox +//------------------------------------------------------------------------- +// - CalcMaxPopupHeightFromItemCount() [Internal] +// - BeginCombo() +// - BeginComboPopup() [Internal] +// - EndCombo() +// - BeginComboPreview() [Internal] +// - EndComboPreview() [Internal] +// - Combo() +//------------------------------------------------------------------------- + +static float CalcMaxPopupHeightFromItemCount(int items_count) +{ + ImGuiContext& g = *GImGui; + if (items_count <= 0) + return FLT_MAX; + return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); +} + +bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags; + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + if (flags & ImGuiComboFlags_WidthFitPreview) + IM_ASSERT((flags & (ImGuiComboFlags_NoPreview | (ImGuiComboFlags)ImGuiComboFlags_CustomPreview)) == 0); + + const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const float preview_width = ((flags & ImGuiComboFlags_WidthFitPreview) && (preview_value != NULL)) ? CalcTextSize(preview_value, NULL, true).x : 0.0f; + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : ((flags & ImGuiComboFlags_WidthFitPreview) ? (arrow_size + preview_width + style.FramePadding.x * 2.0f) : CalcItemWidth()); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &bb)) + return false; + + // Open on click + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); + bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); + if (pressed && !popup_open) + { + OpenPopupEx(popup_id, ImGuiPopupFlags_None); + popup_open = true; + } + + // Render shape + const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); + RenderNavCursor(bb, id); + if (!(flags & ImGuiComboFlags_NoPreview)) + window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); + if (!(flags & ImGuiComboFlags_NoArrowButton)) + { + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); + if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); + } + RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); + + // Custom preview + if (flags & ImGuiComboFlags_CustomPreview) + { + g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y); + IM_ASSERT(preview_value == NULL || preview_value[0] == 0); + preview_value = NULL; + } + + // Render preview and label + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) + { + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL); + } + if (label_size.x > 0) + RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label); + + if (!popup_open) + return false; + + g.NextWindowData.Flags = backup_next_window_data_flags; + return BeginComboPopup(popup_id, bb, flags); +} + +bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); + return false; + } + + // Set popup size + float w = bb.GetWidth(); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); + } + else + { + if ((flags & ImGuiComboFlags_HeightMask_) == 0) + flags |= ImGuiComboFlags_HeightRegular; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + int popup_max_height_in_items = -1; + if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; + else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; + else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; + ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX); + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size + constraint_min.x = w; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f) + constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items); + SetNextWindowSizeConstraints(constraint_min, constraint_max); + } + + // This is essentially a specialized version of BeginPopupEx() + char name[16]; + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginComboDepth); // Recycle windows based on depth + + // Set position given a custom constraint (peak into expected window size so we can position it) + // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? + // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? + if (ImGuiWindow* popup_window = FindWindowByName(name)) + if (popup_window->WasActive) + { + // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. + ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); + popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)" + ImRect r_outer = GetPopupAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox); + SetNextWindowPos(pos); + } + + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + PushStyleVarX(ImGuiStyleVar_WindowPadding, g.Style.FramePadding.x); // Horizontally align ourselves with the framed text + bool ret = Begin(name, NULL, window_flags); + PopStyleVar(); + if (!ret) + { + EndPopup(); + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + g.BeginComboDepth++; + return true; +} + +void ImGui::EndCombo() +{ + ImGuiContext& g = *GImGui; + EndPopup(); + g.BeginComboDepth--; +} + +// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements +// (Experimental, see GitHub issues: #1658, #4168) +bool ImGui::BeginComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)) + return false; + IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag? + if (!window->ClipRect.Overlaps(preview_data->PreviewRect)) // Narrower test (optional) + return false; + + // FIXME: This could be contained in a PushWorkRect() api + preview_data->BackupCursorPos = window->DC.CursorPos; + preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos; + preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + preview_data->BackupLayout = window->DC.LayoutType; + window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); + + return true; +} + +void ImGui::EndComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future + ImDrawList* draw_list = window->DrawList; + if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y) + if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command + { + draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect; + draw_list->_TryMergeDrawCmds(); + } + PopClipRect(); + window->DC.CursorPos = preview_data->BackupCursorPos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos); + window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; + window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; + window->DC.LayoutType = preview_data->BackupLayout; + window->DC.IsSameLine = false; + preview_data->PreviewRect = ImRect(); +} + +// Getter for the old Combo() API: const char*[] +static const char* Items_ArrayGetter(void* data, int idx) +{ + const char* const* items = (const char* const*)data; + return items[idx]; +} + +// Getter for the old Combo() API: "item1\0item2\0item3\0" +static const char* Items_SingleStringGetter(void* data, int idx) +{ + const char* items_separated_by_zeros = (const char*)data; + int items_count = 0; + const char* p = items_separated_by_zeros; + while (*p) + { + if (idx == items_count) + break; + p += strlen(p) + 1; + items_count++; + } + return *p ? p : NULL; +} + +// Old API, prefer using BeginCombo() nowadays if you can. +bool ImGui::Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Call the getter to obtain the preview string which is a parameter to BeginCombo() + const char* preview_value = NULL; + if (*current_item >= 0 && *current_item < items_count) + preview_value = getter(user_data, *current_item); + + // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. + if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + + if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) + return false; + + // Display items + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count); + clipper.IncludeItemByIndex(*current_item); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected) && *current_item != i) + { + value_changed = true; + *current_item = i; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + + EndCombo(); + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +// Combo box helper allowing to pass an array of strings. +bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) +{ + const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); + return value_changed; +} + +// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" +bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) +{ + int items_count = 0; + const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open + while (*p) + { + p += strlen(p) + 1; + items_count++; + } + bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); + return value_changed; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +struct ImGuiGetNameFromIndexOldToNewCallbackData { void* UserData; bool (*OldCallback)(void*, int, const char**); }; +static const char* ImGuiGetNameFromIndexOldToNewCallback(void* user_data, int idx) +{ + ImGuiGetNameFromIndexOldToNewCallbackData* data = (ImGuiGetNameFromIndexOldToNewCallbackData*)user_data; + const char* s = NULL; + data->OldCallback(data->UserData, idx, &s); + return s; +} + +bool ImGui::ListBox(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return ListBox(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, height_in_items); +} +bool ImGui::Combo(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return Combo(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, popup_max_height_in_items); +} + +#endif + +//------------------------------------------------------------------------- +// [SECTION] Data Type and Data Formatting Helpers [Internal] +//------------------------------------------------------------------------- +// - DataTypeGetInfo() +// - DataTypeFormatString() +// - DataTypeApplyOp() +// - DataTypeApplyFromText() +// - DataTypeCompare() +// - DataTypeClamp() +// - GetMinimumStepAtDecimalPrecision +// - RoundScalarWithFormat<>() +//------------------------------------------------------------------------- + +static const ImGuiDataTypeInfo GDataTypeInfo[] = +{ + { sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "U8", "%u", "%u" }, + { sizeof(short), "S16", "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "U16", "%u", "%u" }, + { sizeof(int), "S32", "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "U32", "%u", "%u" }, +#ifdef _MSC_VER + { sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%I64u","%I64u" }, +#else + { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%llu", "%llu" }, +#endif + { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double + { sizeof(bool), "bool", "%d", "%d" }, // ImGuiDataType_Bool + { 0, "char*","%s", "%s" }, // ImGuiDataType_String +}; +IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); + +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) +{ + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) +{ + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) + return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); + if (data_type == ImGuiDataType_Float) + return ImFormatString(buf, buf_size, format, *(const float*)p_data); + if (data_type == ImGuiDataType_Double) + return ImFormatString(buf, buf_size, format, *(const double*)p_data); + if (data_type == ImGuiDataType_S8) + return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); + IM_ASSERT(0); + return 0; +} + +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2) +{ + IM_ASSERT(op == '+' || op == '-'); + switch (data_type) + { + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; + case ImGuiDataType_S32: + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + return; + case ImGuiDataType_U32: + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + return; + case ImGuiDataType_S64: + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + return; + case ImGuiDataType_U64: + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + return; + case ImGuiDataType_Float: + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } + return; + case ImGuiDataType_Double: + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } + return; + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); +} + +// User can input math operators (e.g. +100) to edit a numerical values. +// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. +bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty) +{ + // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, type_info->Size); + + while (ImCharIsBlankA(*buf)) + buf++; + if (!buf[0]) + { + if (p_data_when_empty != NULL) + { + memcpy(p_data, p_data_when_empty, type_info->Size); + return memcmp(&data_backup, p_data, type_info->Size) != 0; + } + return false; + } + + // Sanitize format + // - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf + // - In theory could treat empty format as using default, but this would only cover rare/bizarre case of using InputScalar() + integer + format string without %. + char format_sanitized[32]; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + format = type_info->ScanFmt; + else + format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized)); + + // Small types need a 32-bit buffer to receive the result from scanf() + int v32 = 0; + if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1) + return false; + if (type_info->Size < 4) + { + if (data_type == ImGuiDataType_S8) + *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + + return memcmp(&data_backup, p_data, type_info->Size) != 0; +} + +template +static int DataTypeCompareT(const T* lhs, const T* rhs) +{ + if (*lhs < *rhs) return -1; + if (*lhs > *rhs) return +1; + return 0; +} + +int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeCompareT((const ImS8* )arg_1, (const ImS8* )arg_2); + case ImGuiDataType_U8: return DataTypeCompareT((const ImU8* )arg_1, (const ImU8* )arg_2); + case ImGuiDataType_S16: return DataTypeCompareT((const ImS16* )arg_1, (const ImS16* )arg_2); + case ImGuiDataType_U16: return DataTypeCompareT((const ImU16* )arg_1, (const ImU16* )arg_2); + case ImGuiDataType_S32: return DataTypeCompareT((const ImS32* )arg_1, (const ImS32* )arg_2); + case ImGuiDataType_U32: return DataTypeCompareT((const ImU32* )arg_1, (const ImU32* )arg_2); + case ImGuiDataType_S64: return DataTypeCompareT((const ImS64* )arg_1, (const ImS64* )arg_2); + case ImGuiDataType_U64: return DataTypeCompareT((const ImU64* )arg_1, (const ImU64* )arg_2); + case ImGuiDataType_Float: return DataTypeCompareT((const float* )arg_1, (const float* )arg_2); + case ImGuiDataType_Double: return DataTypeCompareT((const double*)arg_1, (const double*)arg_2); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return 0; +} + +template +static bool DataTypeClampT(T* v, const T* v_min, const T* v_max) +{ + // Clamp, both sides are optional, return true if modified + if (v_min && *v < *v_min) { *v = *v_min; return true; } + if (v_max && *v > *v_max) { *v = *v_max; return true; } + return false; +} + +bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeClampT((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max); + case ImGuiDataType_U8: return DataTypeClampT((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max); + case ImGuiDataType_S16: return DataTypeClampT((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max); + case ImGuiDataType_U16: return DataTypeClampT((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max); + case ImGuiDataType_S32: return DataTypeClampT((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max); + case ImGuiDataType_U32: return DataTypeClampT((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max); + case ImGuiDataType_S64: return DataTypeClampT((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max); + case ImGuiDataType_U64: return DataTypeClampT((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max); + case ImGuiDataType_Float: return DataTypeClampT((float* )p_data, (const float* )p_min, (const float* )p_max); + case ImGuiDataType_Double: return DataTypeClampT((double*)p_data, (const double*)p_min, (const double*)p_max); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +bool ImGui::DataTypeIsZero(ImGuiDataType data_type, const void* p_data) +{ + ImGuiContext& g = *GImGui; + return DataTypeCompare(data_type, p_data, &g.DataTypeZeroValue) == 0; +} + +static float GetMinimumStepAtDecimalPrecision(int decimal_precision) +{ + static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; + if (decimal_precision < 0) + return FLT_MIN; + return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); +} + +template +TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) +{ + IM_UNUSED(data_type); + IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); + const char* fmt_start = ImParseFormatFindStart(format); + if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string + return v; + + // Sanitize format + char fmt_sanitized[32]; + ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); + fmt_start = fmt_sanitized; + + // Format value with our rounding, and read back + char v_str[64]; + ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); + const char* p = v_str; + while (*p == ' ') + p++; + v = (TYPE)ImAtof(p); + + return v; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +//------------------------------------------------------------------------- +// - DragBehaviorT<>() [Internal] +// - DragBehavior() [Internal] +// - DragScalar() +// - DragScalarN() +// - DragFloat() +// - DragFloat2() +// - DragFloat3() +// - DragFloat4() +// - DragFloatRange2() +// - DragInt() +// - DragInt2() +// - DragInt3() +// - DragInt4() +// - DragIntRange2() +//------------------------------------------------------------------------- + +// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) +template +bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_bounded = (v_min < v_max) || ((v_min == v_max) && (v_min != 0.0f || (flags & ImGuiSliderFlags_ClampZeroRange))); + const bool is_wrapped = is_bounded && (flags & ImGuiSliderFlags_WrapAround); + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + + // Default tweak speed + if (v_speed == 0.0f && is_bounded && (v_max - v_min < FLT_MAX)) + v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); + + // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings + float adjust_delta = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + adjust_delta = g.IO.MouseDelta[axis]; + if (g.IO.KeyAlt && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) + adjust_delta *= 1.0f / 100.0f; + if (g.IO.KeyShift && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) + adjust_delta *= 10.0f; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const float tweak_factor = (flags & ImGuiSliderFlags_NoSpeedTweaks) ? 1.0f : tweak_slow ? 1.0f / 10.0f : tweak_fast ? 10.0f : 1.0f; + adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor; + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); + } + adjust_delta *= v_speed; + + // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. + if (axis == ImGuiAxis_Y) + adjust_delta = -adjust_delta; + + // For logarithmic use our range is effectively 0..1 so scale the delta into that range + if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0 + adjust_delta /= (float)(v_max - v_min); + + // Clear current value on activation + // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. + const bool is_just_activated = g.ActiveIdIsJustActivated; + const bool is_already_past_limits_and_pushing_outward = is_bounded && !is_wrapped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + if (is_just_activated || is_already_past_limits_and_pushing_outward) + { + g.DragCurrentAccum = 0.0f; + g.DragCurrentAccumDirty = false; + } + else if (adjust_delta != 0.0f) + { + g.DragCurrentAccum += adjust_delta; + g.DragCurrentAccumDirty = true; + } + + if (!g.DragCurrentAccumDirty) + return false; + + TYPE v_cur = *v; + FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense) + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + + // Convert to parametric space, apply delta, convert back + float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float v_new_parametric = v_old_parametric + g.DragCurrentAccum; + v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + v_old_ref_for_accum_remainder = v_old_parametric; + } + else + { + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; + } + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + + // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. + g.DragCurrentAccumDirty = false; + if (is_logarithmic) + { + // Convert to parametric space, apply delta, convert back + float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder); + } + else + { + g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); + } + + // Lose zero sign for float/double + if (v_cur == (TYPE)-0) + v_cur = (TYPE)0; + + if (*v != v_cur && is_bounded) + { + if (is_wrapped) + { + // Wrap values + if (v_cur < v_min) + v_cur += v_max - v_min + (is_floating_point ? 0 : 1); + if (v_cur > v_max) + v_cur -= v_max - v_min + (is_floating_point ? 0 : 1); + } + else + { + // Clamp values + handle overflow/wrap-around for integer types. + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) + v_cur = v_min; + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) + v_cur = v_max; + } + } + + // Apply result + if (*v == v_cur) + return false; + *v = v_cur; + return true; +} + +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + { + // Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation. + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + } + if (g.ActiveId != id) + return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. +// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL-clicking on Drag turns it into an InputText + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); + const bool make_active = (clicked || double_clicked || g.NavActivateId == id); + if (make_active && (clicked || double_clicked)) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + // (Optional) simple click (without moving) turns Drag into an InputText + if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) + if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + g.NavActivateId = id; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + temp_input_is_active = true; + } + + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + bool clamp_enabled = false; + if ((flags & ImGuiSliderFlags_ClampOnInput) && (p_min != NULL || p_max != NULL)) + { + const int clamp_range_dir = (p_min != NULL && p_max != NULL) ? DataTypeCompare(data_type, p_min, p_max) : 0; // -1 when *p_min < *p_max, == 0 when *p_min == *p_max + if (p_min == NULL || p_max == NULL || clamp_range_dir < 0) + clamp_enabled = true; + else if (clamp_range_dir == 0) + clamp_enabled = DataTypeIsZero(data_type, p_min) ? ((flags & ImGuiSliderFlags_ClampZeroRange) != 0) : true; + } + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); + if (value_changed) + MarkItemEdited(id); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + float min_min = (v_min >= v_max) ? -FLT_MAX : v_min; + float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + float max_max = (v_min >= v_max) ? FLT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +// NB: v_speed is float to allow adjusting the drag speed with more precision +bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + int min_min = (v_min >= v_max) ? INT_MIN : v_min; + int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + int max_max = (v_min >= v_max) ? INT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +//------------------------------------------------------------------------- +// - ScaleRatioFromValueT<> [Internal] +// - ScaleValueFromRatioT<> [Internal] +// - SliderBehaviorT<>() [Internal] +// - SliderBehavior() [Internal] +// - SliderScalar() +// - SliderScalarN() +// - SliderFloat() +// - SliderFloat2() +// - SliderFloat3() +// - SliderFloat4() +// - SliderAngle() +// - SliderInt() +// - SliderInt2() +// - SliderInt3() +// - SliderInt4() +// - VSliderScalar() +// - VSliderFloat() +// - VSliderInt() +//------------------------------------------------------------------------- + +// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) +template +float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + if (v_min == v_max) + return 0.0f; + IM_UNUSED(data_type); + + const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); + if (is_logarithmic) + { + bool flipped = v_max < v_min; + + if (flipped) // Handle the case where the range is backwards + ImSwap(v_min, v_max); + + // Fudge min/max to avoid getting close to log(0) + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_min == 0.0f) && (v_max < 0.0f)) + v_min_fudged = -logarithmic_zero_epsilon; + else if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float result; + if (v_clamped <= v_min_fudged) + result = 0.0f; // Workaround for values that are in-range but below our fudge + else if (v_clamped >= v_max_fudged) + result = 1.0f; // Workaround for values that are in-range but above our fudge + else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions + { + float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (v == 0.0f) + result = zero_point_center; // Special case for exactly zero + else if (v < 0.0f) + result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L; + else + result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R)); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)); + else + result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)); + + return flipped ? (1.0f - result) : result; + } + else + { + // Linear slider + return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); + } +} + +// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) +template +TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + // We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct" + // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler. + if (t <= 0.0f || v_min == v_max) + return v_min; + if (t >= 1.0f) + return v_max; + + TYPE result = (TYPE)0; + if (is_logarithmic) + { + // Fudge min/max to avoid getting silly results close to zero + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + const bool flipped = v_max < v_min; // Check if range is "backwards" + if (flipped) + ImSwap(v_min_fudged, v_max_fudged); + + // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range + + if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts + { + float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) + result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + else if (t_with_flip < zero_point_center) + result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); + else + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); + } + else + { + // Linear slider + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + if (is_floating_point) + { + result = ImLerp(v_min, v_max, t); + } + else if (t < 1.0) + { + // - For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 + // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. + FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; + result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); + } + } + + return result; +} + +// FIXME: Try to move more of the code into shared SliderBehavior() +template +bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const float v_range_f = (float)(v_min < v_max ? v_max - v_min : v_min - v_max); // We don't need high precision for what we do with it. + + // Calculate bounds + const float grab_padding = 2.0f; // FIXME: Should be part of style. + const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; + float grab_sz = style.GrabMinSize; + if (!is_floating_point && v_range_f >= 0.0f) // v_range_f < 0 may happen on integer overflows + grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + grab_sz = ImMin(grab_sz, slider_sz); + const float slider_usable_sz = slider_sz - grab_sz; + const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; + const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); + } + + // Process interacting with the slider + bool value_changed = false; + if (g.ActiveId == id) + { + bool set_new_value = false; + float clicked_t = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (!g.IO.MouseDown[0]) + { + ClearActiveID(); + } + else + { + const float mouse_abs_pos = g.IO.MousePos[axis]; + if (g.ActiveIdIsJustActivated) + { + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here. + g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f; + } + if (slider_usable_sz > 0.0f) + clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz); + if (axis == ImGuiAxis_Y) + clicked_t = 1.0f - clicked_t; + set_new_value = true; + } + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + if (g.ActiveIdIsJustActivated) + { + g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation + g.SliderCurrentAccumDirty = false; + } + + float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis); + if (input_delta != 0.0f) + { + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + if (decimal_precision > 0) + { + input_delta /= 100.0f; // Keyboard/Gamepad tweak speeds in % of slider bounds + if (tweak_slow) + input_delta /= 10.0f; + } + else + { + if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow) + input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Keyboard/Gamepad tweak speeds in integer steps + else + input_delta /= 100.0f; + } + if (tweak_fast) + input_delta *= 10.0f; + + g.SliderCurrentAccum += input_delta; + g.SliderCurrentAccumDirty = true; + } + + float delta = g.SliderCurrentAccum; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + { + ClearActiveID(); + } + else if (g.SliderCurrentAccumDirty) + { + clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + { + set_new_value = false; + g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate + } + else + { + set_new_value = true; + float old_clicked_t = clicked_t; + clicked_t = ImSaturate(clicked_t + delta); + + // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if (delta > 0) + g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta); + else + g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta); + } + + g.SliderCurrentAccumDirty = false; + } + } + + if (set_new_value) + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + set_new_value = false; + + if (set_new_value) + { + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + + // Apply result + if (*v != v_new) + { + *v = v_new; + value_changed = true; + } + } + } + + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } + else + { + // Output grab position so it can be displayed by the caller + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } + + return value_changed; +} + +// For 32-bit and larger types, slider bounds are limited to half the natural type range. +// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. +// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + IM_ASSERT((flags & ImGuiSliderFlags_WrapAround) == 0); // Not supported by SliderXXX(), only by DragXXX() + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: + IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U32: + IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_S64: + IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U64: + IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Float: + IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Double: + IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL-clicking on Slider turns it into an input box + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + const bool make_active = (clicked || g.NavActivateId == id); + if (make_active && clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + const bool clamp_enabled = (flags & ImGuiSliderFlags_ClampOnInput) != 0; + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; +} + +// Add multiple sliders on 1 line for compact edition of multiple components +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags) +{ + if (format == NULL) + format = "%.0f deg"; + float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); + if (value_changed) + *v_rad = v_deg * (2 * IM_PI) / 360.0f; + return value_changed; +} + +bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(frame_bb, id)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + if (clicked || g.NavActivateId == id) + { + if (clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + // For the vertical slider we allow centered text to overlap the frame padding + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + return value_changed; +} + +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +//------------------------------------------------------------------------- +// - ImParseFormatFindStart() [Internal] +// - ImParseFormatFindEnd() [Internal] +// - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatSanitizeForPrinting() [Internal] +// - ImParseFormatSanitizeForScanning() [Internal] +// - ImParseFormatPrecision() [Internal] +// - TempInputTextScalar() [Internal] +// - InputScalar() +// - InputScalarN() +// - InputFloat() +// - InputFloat2() +// - InputFloat3() +// - InputFloat4() +// - InputInt() +// - InputInt2() +// - InputInt3() +// - InputInt4() +// - InputDouble() +//------------------------------------------------------------------------- + +// We don't use strchr() because our strings are usually very short and often start with '%' +const char* ImParseFormatFindStart(const char* fmt) +{ + while (char c = fmt[0]) + { + if (c == '%' && fmt[1] != '%') + return fmt; + else if (c == '%') + fmt++; + fmt++; + } + return fmt; +} + +const char* ImParseFormatFindEnd(const char* fmt) +{ + // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. + if (fmt[0] != '%') + return fmt; + const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); + const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); + for (char c; (c = *fmt) != 0; fmt++) + { + if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) + return fmt + 1; + if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) + return fmt + 1; + } + return fmt; +} + +// Extract the format out of a format string with leading or trailing decorations +// fmt = "blah blah" -> return "" +// fmt = "%.3f" -> return fmt +// fmt = "hello %.3f" -> return fmt + 6 +// fmt = "%.3f hello" -> return buf written with "%.3f" +const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size) +{ + const char* fmt_start = ImParseFormatFindStart(fmt); + if (fmt_start[0] != '%') + return ""; + const char* fmt_end = ImParseFormatFindEnd(fmt_start); + if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. + return fmt_start; + ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); + return buf; +} + +// Sanitize format +// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi +// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. +void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate +} + +// - For scanning we need to remove all width and precision fields and flags "%+3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d" +const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + const char* fmt_out_begin = fmt_out; + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + bool has_type = false; + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (!has_type && ((c >= '0' && c <= '9') || c == '.' || c == '+' || c == '#')) + continue; + has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate + return fmt_out_begin; +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + +// Parse display precision back from the display format string +// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. +int ImParseFormatPrecision(const char* fmt, int default_precision) +{ + fmt = ImParseFormatFindStart(fmt); + if (fmt[0] != '%') + return default_precision; + fmt++; + while (*fmt >= '0' && *fmt <= '9') + fmt++; + int precision = INT_MAX; + if (*fmt == '.') + { + fmt = ImAtoi(fmt + 1, &precision); + if (precision < 0 || precision > 99) + precision = default_precision; + } + if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation + precision = -1; + if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) + precision = -1; + return (precision == INT_MAX) ? default_precision : precision; +} + +// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) +// FIXME: Facilitate using this in variety of other situations. +// FIXME: Among other things, setting ImGuiItemFlags_AllowDuplicateId in LastItemData is currently correct but +// the expected relationship between TempInputXXX functions and LastItemData is a little fishy. +bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags) +{ + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. + // We clear ActiveID on the first frame to allow the InputText() taking it back. + ImGuiContext& g = *GImGui; + const bool init = (g.TempInputId != id); + if (init) + ClearActiveID(); + + g.CurrentWindow->DC.CursorPos = bb.Min; + g.LastItemData.ItemFlags |= ImGuiItemFlags_AllowDuplicateId; + bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); + if (init) + { + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputId = g.ActiveId; + } + return value_changed; +} + +// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! +// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. +// However this may not be ideal for all uses, as some user code may break on out of bound values. +bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) +{ + // FIXME: May need to clarify display behavior if format doesn't contain %. + // "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405 + ImGuiContext& g = *GImGui; + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + char fmt_buf[32]; + char data_buf[32]; + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + if (format[0] == 0) + format = type_info->PrintFmt; + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); + ImStrTrimBlanks(data_buf); + + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + g.LastItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; // Because TempInputText() uses ImGuiInputTextFlags_MergedItem it doesn't submit a new item, so we poke LastItemData. + bool value_changed = false; + if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) + { + // Backup old value + size_t data_type_size = type_info->Size; + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, data_type_size); + + // Apply new value (or operations) then clamp + DataTypeApplyFromText(data_buf, data_type, p_data, format, NULL); + if (p_clamp_min || p_clamp_max) + { + if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) + ImSwap(p_clamp_min, p_clamp_max); + DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); + } + + // Only mark as edited if new value is different + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; + value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; + if (value_changed) + MarkItemEdited(id); + } + return value_changed; +} + +void ImGui::SetNextItemRefVal(ImGuiDataType data_type, void* p_data) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasRefVal; + memcpy(&g.NextItemData.RefVal, p_data, DataTypeGetInfo(data_type)->Size); +} + +// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. +// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + IM_ASSERT((flags & ImGuiInputTextFlags_EnterReturnsTrue) == 0); // Not supported by InputScalar(). Please open an issue if you this would be useful to you. Otherwise use IsItemDeactivatedAfterEdit()! + + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + void* p_data_default = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasRefVal) ? &g.NextItemData.RefVal : &g.DataTypeZeroValue; + + char buf[64]; + if ((flags & ImGuiInputTextFlags_DisplayEmptyRefVal) && DataTypeCompare(data_type, p_data, p_data_default) == 0) + buf[0] = 0; + else + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); + + // Disable the MarkItemEdited() call in InputText but keep ImGuiItemStatusFlags_Edited. + // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + g.NextItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; + flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + + bool value_changed = false; + if (p_step == NULL) + { + if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); + } + else + { + const float button_size = GetFrameHeight(); + + BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() + PushID(label); + SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + + // Step buttons + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; + if (flags & ImGuiInputTextFlags_ReadOnly) + BeginDisabled(); + PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("-", ImVec2(button_size, button_size))) + { + DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("+", ImVec2(button_size, button_size))) + { + DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + PopItemFlag(); + if (flags & ImGuiInputTextFlags_ReadOnly) + EndDisabled(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + style.FramePadding = backup_frame_padding; + + PopID(); + EndGroup(); + } + + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) +{ + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); +} + +bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) +{ + // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. + const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); +} + +bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) +{ + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint +//------------------------------------------------------------------------- +// - imstb_textedit.h include +// - InputText() +// - InputTextWithHint() +// - InputTextMultiline() +// - InputTextGetCharInfo() [Internal] +// - InputTextReindexLines() [Internal] +// - InputTextReindexLinesRange() [Internal] +// - InputTextEx() [Internal] +// - DebugNodeInputTextState() [Internal] +//------------------------------------------------------------------------- + +namespace ImStb +{ +#include "imstb_textedit.h" +} + +bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint. + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +// This is only used in the path where the multiline widget is inactivate. +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) +{ + int line_count = 0; + const char* s = text_begin; + while (true) + { + const char* s_eol = strchr(s, '\n'); + line_count++; + if (s_eol == NULL) + { + s = s + strlen(s); + break; + } + s = s_eol + 1; + } + *out_text_end = s; + return line_count; +} + +// FIXME: Ideally we'd share code with ImFont::CalcTextSizeA() +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining, ImVec2* out_offset, bool stop_on_new_line) +{ + ImGuiContext& g = *ctx; + ImFont* font = g.Font; + const float line_height = g.FontSize; + const float scale = line_height / font->FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const char* s = text_begin; + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (stop_on_new_line) + break; + continue; + } + if (c == '\r') + continue; + + const float char_width = ((int)c < font->IndexAdvanceX.Size ? font->IndexAdvanceX.Data[c] : font->FallbackAdvanceX) * scale; + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (out_offset) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) +// With our UTF-8 use of stb_textedit: +// - STB_TEXTEDIT_GETCHAR is nothing more than a a "GETBYTE". It's only used to compare to ascii or to copy blocks of text so we are fine. +// - One exception is the STB_TEXTEDIT_IS_SPACE feature which would expect a full char in order to handle full-width space such as 0x3000 (see ImCharIsBlankW). +// - ...but we don't use that feature. +namespace ImStb +{ +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->TextLen; } +static char STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx <= obj->TextLen); return obj->TextSrc[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { unsigned int c; ImTextCharFromUtf8(&c, obj->TextSrc + line_start_idx + char_idx, obj->TextSrc + obj->TextLen); if ((ImWchar)c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance((ImWchar)c) * g.FontScale; } +static char STB_TEXTEDIT_NEWLINE = '\n'; +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) +{ + const char* text = obj->TextSrc; + const char* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSize(obj->Ctx, text + line_start_idx, text + obj->TextLen, &text_remaining, NULL, true); + r->x0 = 0.0f; + r->x1 = size.x; + r->baseline_y_delta = size.y; + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = (int)(text_remaining - (text + line_start_idx)); +} + +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL + +static int IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx >= obj->TextLen) + return obj->TextLen + 1; + unsigned int c; + return idx + ImTextCharFromUtf8(&c, obj->TextSrc + idx, obj->TextSrc + obj->TextLen); +} + +static int IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx <= 0) + return -1; + const char* p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, obj->TextSrc + idx); + return (int)(p - obj->TextSrc); +} + +static bool ImCharIsSeparatorW(unsigned int c) +{ + static const unsigned int separator_list[] = + { + ',', 0x3001, '.', 0x3002, ';', 0xFF1B, '(', 0xFF08, ')', 0xFF09, '{', 0xFF5B, '}', 0xFF5D, + '[', 0x300C, ']', 0x300D, '|', 0xFF5C, '!', 0xFF01, '\\', 0xFFE5, '/', 0x30FB, 0xFF0F, + '\n', '\r', + }; + for (unsigned int separator : separator_list) + if (c == separator) + return true; + return false; +} + +static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) +{ + // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); + return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) +{ + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); + return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + return idx < 0 ? 0 : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) +{ + int len = obj->TextLen; + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + while (idx < len && !is_word_boundary_from_left(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + int len = obj->TextLen; + while (idx < len && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); } +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL + +static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) +{ + // Offset remaining text (+ copy zero terminator) + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + char* dst = obj->TextA.Data + pos; + char* src = obj->TextA.Data + pos + n; + memmove(dst, src, obj->TextLen - n - pos + 1); + obj->Edited = true; + obj->TextLen -= n; +} + +static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len) +{ + const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int text_len = obj->TextLen; + IM_ASSERT(pos <= text_len); + + if (!is_resizable && (new_text_len + obj->TextLen + 1 > obj->BufCapacity)) + return false; + + // Grow internal buffer if needed + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + if (new_text_len + text_len + 1 > obj->TextA.Size) + { + if (!is_resizable) + return false; + obj->TextA.resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1); + obj->TextSrc = obj->TextA.Data; + } + + char* text = obj->TextA.Data; + if (pos != text_len) + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos)); + memcpy(text + pos, new_text, (size_t)new_text_len); + + obj->Edited = true; + obj->TextLen += new_text_len; + obj->TextA[obj->TextLen] = '\0'; + + return true; +} + +// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page +#define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page +#define STB_TEXTEDIT_K_SHIFT 0x400000 + +#define IMSTB_TEXTEDIT_IMPLEMENTATION +#define IMSTB_TEXTEDIT_memmove memmove +#include "imstb_textedit.h" + +// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling +// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) +static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + stb_text_makeundo_replace(str, state, 0, str->TextLen, text_len); + ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->TextLen); + state->cursor = state->select_start = state->select_end = 0; + if (text_len <= 0) + return; + if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) + { + state->cursor = state->select_start = state->select_end = text_len; + state->has_preferred_x = 0; + return; + } + IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() +} + +} // namespace ImStb + +// We added an extra indirection where 'Stb' is heap-allocated, in order facilitate the work of bindings generators. +ImGuiInputTextState::ImGuiInputTextState() +{ + memset(this, 0, sizeof(*this)); + Stb = IM_NEW(ImStbTexteditState); + memset(Stb, 0, sizeof(*Stb)); +} + +ImGuiInputTextState::~ImGuiInputTextState() +{ + IM_DELETE(Stb); +} + +void ImGuiInputTextState::OnKeyPressed(int key) +{ + stb_textedit_key(this, Stb, key); + CursorFollow = true; + CursorAnimReset(); +} + +void ImGuiInputTextState::OnCharPressed(unsigned int c) +{ + // Convert the key to a UTF8 byte sequence. + // The changes we had to make to stb_textedit_key made it very much UTF-8 specific which is not too great. + char utf8[5]; + ImTextCharToUtf8(utf8, c); + stb_textedit_text(this, Stb, utf8, (int)strlen(utf8)); + CursorFollow = true; + CursorAnimReset(); +} + +// Those functions are not inlined in imgui_internal.h, allowing us to hide ImStbTexteditState from that header. +void ImGuiInputTextState::CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking +void ImGuiInputTextState::CursorClamp() { Stb->cursor = ImMin(Stb->cursor, TextLen); Stb->select_start = ImMin(Stb->select_start, TextLen); Stb->select_end = ImMin(Stb->select_end, TextLen); } +bool ImGuiInputTextState::HasSelection() const { return Stb->select_start != Stb->select_end; } +void ImGuiInputTextState::ClearSelection() { Stb->select_start = Stb->select_end = Stb->cursor; } +int ImGuiInputTextState::GetCursorPos() const { return Stb->cursor; } +int ImGuiInputTextState::GetSelectionStart() const { return Stb->select_start; } +int ImGuiInputTextState::GetSelectionEnd() const { return Stb->select_end; } +void ImGuiInputTextState::SelectAll() { Stb->select_start = 0; Stb->cursor = Stb->select_end = TextLen; Stb->has_preferred_x = 0; } +void ImGuiInputTextState::ReloadUserBufAndSelectAll() { WantReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; } +void ImGuiInputTextState::ReloadUserBufAndKeepSelection() { WantReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; } +void ImGuiInputTextState::ReloadUserBufAndMoveToEnd() { WantReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; } + +ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() +{ + memset(this, 0, sizeof(*this)); +} + +// Public API to manipulate UTF-8 text from within a callback. +// FIXME: The existence of this rarely exercised code path is a bit of a nuisance. +// Historically they existed because STB_TEXTEDIT_INSERTCHARS() etc. worked on our ImWchar +// buffer, but nowadays they both work on UTF-8 data. Should aim to merge both. +void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) +{ + IM_ASSERT(pos + bytes_count <= BufTextLen); + char* dst = Buf + pos; + const char* src = Buf + pos + bytes_count; + memmove(dst, src, BufTextLen - bytes_count - pos + 1); + + if (CursorPos >= pos + bytes_count) + CursorPos -= bytes_count; + else if (CursorPos >= pos) + CursorPos = pos; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen -= bytes_count; +} + +void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) +{ + // Accept null ranges + if (new_text == new_text_end) + return; + + // Grow internal buffer if needed + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); + if (new_text_len + BufTextLen >= BufSize) + { + if (!is_resizable) + return; + + ImGuiContext& g = *Ctx; + ImGuiInputTextState* edit_state = &g.InputTextState; + IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); + IM_ASSERT(Buf == edit_state->TextA.Data); + int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; + edit_state->TextA.resize(new_buf_size + 1); + edit_state->TextSrc = edit_state->TextA.Data; + Buf = edit_state->TextA.Data; + BufSize = edit_state->BufCapacity = new_buf_size; + } + + if (BufTextLen != pos) + memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); + memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); + Buf[BufTextLen + new_text_len] = '\0'; + + if (CursorPos >= pos) + CursorPos += new_text_len; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen += new_text_len; +} + +// Return false to discard a character. +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard) +{ + unsigned int c = *p_char; + + // Filter non-printable (NB: isprint is unreliable! see #2467) + bool apply_named_filters = true; + if (c < 0x20) + { + bool pass = false; + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) + pass |= (c == '\t') && (flags & ImGuiInputTextFlags_AllowTabInput) != 0; + if (!pass) + return false; + apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. + } + + if (input_source_is_clipboard == false) + { + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; + + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + } + + // Filter Unicode ranges we are not handling in this build + if (c > IM_UNICODE_CODEPOINT_MAX) + return false; + + // Generic named filters + if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint))) + { + // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'. + // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. + // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. + // Change the default decimal_point with: + // ImGui::GetPlatformIO()->Platform_LocaleDecimalPoint = *localeconv()->decimal_point; + // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. + ImGuiContext& g = *ctx; + const unsigned c_decimal_point = (unsigned int)g.PlatformIO.Platform_LocaleDecimalPoint; + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint)) + if (c == '.' || c == ',') + c = c_decimal_point; + + // Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) + // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may + // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font. + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal)) + if (c >= 0xFF01 && c <= 0xFF5E) + c = c - 0xFF01 + 0x21; + + // Allow 0-9 . - + * / + if (flags & ImGuiInputTextFlags_CharsDecimal) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + return false; + + // Allow 0-9 . - + * / e E + if (flags & ImGuiInputTextFlags_CharsScientific) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + return false; + + // Allow 0-9 a-F A-F + if (flags & ImGuiInputTextFlags_CharsHexadecimal) + if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) + return false; + + // Turn a-z into A-Z + if (flags & ImGuiInputTextFlags_CharsUppercase) + if (c >= 'a' && c <= 'z') + c += (unsigned int)('A' - 'a'); + + if (flags & ImGuiInputTextFlags_CharsNoBlank) + if (ImCharIsBlankW(c)) + return false; + + *p_char = c; + } + + // Custom callback filter + if (flags & ImGuiInputTextFlags_CallbackCharFilter) + { + ImGuiContext& g = *GImGui; + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; + callback_data.EventChar = (ImWchar)c; + callback_data.Flags = flags; + callback_data.UserData = user_data; + if (callback(&callback_data) != 0) + return false; + *p_char = callback_data.EventChar; + if (!callback_data.EventChar) + return false; + } + + return true; +} + +// Find the shortest single replacement we can make to get from old_buf to new_buf +// Note that this doesn't directly alter state->TextA, state->TextLen. They are expected to be made valid separately. +// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly. +static void InputTextReconcileUndoState(ImGuiInputTextState* state, const char* old_buf, int old_length, const char* new_buf, int new_length) +{ + const int shorter_length = ImMin(old_length, new_length); + int first_diff; + for (first_diff = 0; first_diff < shorter_length; first_diff++) + if (old_buf[first_diff] != new_buf[first_diff]) + break; + if (first_diff == old_length && first_diff == new_length) + return; + + int old_last_diff = old_length - 1; + int new_last_diff = new_length - 1; + for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--) + if (old_buf[old_last_diff] != new_buf[new_last_diff]) + break; + + const int insert_len = new_last_diff - first_diff + 1; + const int delete_len = old_last_diff - first_diff + 1; + if (insert_len > 0 || delete_len > 0) + if (IMSTB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb->undostate, first_diff, delete_len, insert_len)) + for (int i = 0; i < delete_len; i++) + p[i] = old_buf[first_diff + i]; +} + +// As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables) +// we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714) +// It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick, +// but that more likely be attractive when we do have _NoLiveEdit flag available. +void ImGui::InputTextDeactivateHook(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputTextState* state = &g.InputTextState; + if (id == 0 || state->ID != id) + return; + g.InputTextDeactivatedState.ID = state->ID; + if (state->Flags & ImGuiInputTextFlags_ReadOnly) + { + g.InputTextDeactivatedState.TextA.resize(0); // In theory this data won't be used, but clear to be neat. + } + else + { + IM_ASSERT(state->TextA.Data != 0); + IM_ASSERT(state->TextA[state->TextLen] == 0); + g.InputTextDeactivatedState.TextA.resize(state->TextLen + 1); + memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->TextLen + 1); + } +} + +// Edit a string of text +// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". +// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match +// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. +// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. +// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h +// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are +// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(buf != NULL && buf_size >= 0); + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + IM_ASSERT(!((flags & ImGuiInputTextFlags_ElideLeft) && (flags & ImGuiInputTextFlags_Multiline))); // Multiline will not work with left-trimming + + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool RENDER_SELECTION_WHEN_INACTIVE = false; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) + BeginGroup(); + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); + + ImGuiWindow* draw_window = window; + ImVec2 inner_size = frame_size; + ImGuiLastItemData item_data_backup; + if (is_multiline) + { + ImVec2 backup_pos = window->DC.CursorPos; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + { + EndGroup(); + return false; + } + item_data_backup = g.LastItemData; + window->DC.CursorPos = backup_pos; + + // Prevent NavActivation from Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping. + if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && (flags & ImGuiInputTextFlags_AllowTabInput)) + g.NavActivateId = 0; + + // Prevent NavActivate reactivating in BeginChild() when we are already active. + const ImGuiID backup_activate_id = g.NavActivateId; + if (g.ActiveId == id) // Prevent reactivation + g.NavActivateId = 0; + + // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); + g.NavActivateId = backup_activate_id; + PopStyleVar(3); + PopStyleColor(); + if (!child_visible) + { + EndChild(); + EndGroup(); + return false; + } + draw_window = g.CurrentWindow; // Child window + draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.CursorPos += style.FramePadding; + inner_size.x -= draw_window->ScrollbarSizes.x; + } + else + { + // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) + ItemSize(total_bb, style.FramePadding.y); + if (!(flags & ImGuiInputTextFlags_MergedItem)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + return false; + } + + // Ensure mouse cursor is set even after switching to keyboard/gamepad mode. May generalize further? (#6417) + bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags | ImGuiItemFlags_NoNavDisableMouseHover); + if (hovered) + SetMouseCursor(ImGuiMouseCursor_TextInput); + if (hovered && g.NavHighlightItemUnderNav) + hovered = false; + + // We are only allowed to access the state if we are already the active widget. + ImGuiInputTextState* state = GetInputTextState(id); + + if (g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) + flags |= ImGuiInputTextFlags_ReadOnly; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard))); + + const bool user_clicked = hovered && io.MouseClicked[0]; + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + bool clear_active_id = false; + bool select_all = false; + + float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; + + const bool init_reload_from_user_buf = (state != NULL && state->WantReloadUserBuf); + const bool init_changed_specs = (state != NULL && state->Stb->single_line != !is_multiline); // state != NULL means its our state. + const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav); + const bool init_state = (init_make_active || user_scroll_active); + if (init_reload_from_user_buf) + { + int new_len = (int)strlen(buf); + IM_ASSERT(new_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?"); + state->WantReloadUserBuf = false; + InputTextReconcileUndoState(state, state->TextA.Data, state->TextLen, buf, new_len); + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextLen = new_len; + memcpy(state->TextA.Data, buf, state->TextLen + 1); + state->Stb->select_start = state->ReloadSelectionStart; + state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd; + state->CursorClamp(); + } + else if ((init_state && g.ActiveId != id) || init_changed_specs) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714) + InputTextDeactivateHook(state->ID); + + // Take a copy of the initial buffer value. + // From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + IM_ASSERT(buf_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?"); + state->TextToRevertTo.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextToRevertTo.Data, buf, buf_len + 1); + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate? + bool recycle_state = (state->ID == id && !init_changed_specs); + if (recycle_state && (state->TextLen != buf_len || (state->TextA.Data == NULL || strncmp(state->TextA.Data, buf, buf_len) != 0))) + recycle_state = false; + + // Start edition + state->ID = id; + state->TextLen = buf_len; + if (!is_readonly) + { + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextA.Data, buf, state->TextLen + 1); + } + + // Find initial scroll position for right alignment + state->Scroll = ImVec2(0.0f, 0.0f); + if (flags & ImGuiInputTextFlags_ElideLeft) + state->Scroll.x += ImMax(0.0f, CalcTextSize(buf).x - frame_size.x + style.FramePadding.x * 2.0f); + + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + if (recycle_state) + state->CursorClamp(); + else + stb_textedit_initialize_state(state->Stb, !is_multiline); + + if (!is_multiline) + { + if (flags & ImGuiInputTextFlags_AutoSelectAll) + select_all = true; + if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) + select_all = true; + if (user_clicked && io.KeyCtrl) + select_all = true; + } + + if (flags & ImGuiInputTextFlags_AlwaysOverwrite) + state->Stb->insert_mode = 1; // stb field name is indeed incorrect (see #2863) + } + + const bool is_osx = io.ConfigMacOSXBehaviors; + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + } + if (g.ActiveId == id) + { + // Declare some inputs, the other are registered and polled via Shortcut() routing system. + // FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combinaison into individual shortcuts. + const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Enter, ImGuiKey_KeypadEnter, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End }; + for (ImGuiKey key : always_owned_keys) + SetKeyOwner(key, id); + if (user_clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + { + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + SetKeyOwner(ImGuiKey_UpArrow, id); + SetKeyOwner(ImGuiKey_DownArrow, id); + } + if (is_multiline) + { + SetKeyOwner(ImGuiKey_PageUp, id); + SetKeyOwner(ImGuiKey_PageDown, id); + } + // FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu + if (is_osx) + SetKeyOwner(ImGuiMod_Alt, id); + + // Expose scroll in a manner that is agnostic to us using a child window + if (is_multiline && state != NULL) + state->Scroll.y = draw_window->Scroll.y; + + // Read-only mode always ever read from source buffer. Refresh TextLen when active. + if (is_readonly && state != NULL) + state->TextLen = (int)strlen(buf); + //if (is_readonly && state != NULL) + // state->TextA.clear(); // Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th allocation. + } + if (state != NULL) + state->TextSrc = is_readonly ? buf : state->TextA.Data; + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + clear_active_id = true; + + // Lock the decision of whether we are going to take the path displaying the cursor or selection + bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool validated = false; + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state; + const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + { + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; + password_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); + PushFont(password_font); + } + + // Process mouse inputs and character inputs + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + state->Edited = false; + state->BufCapacity = buf_size; + state->Flags = flags; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + + // Edit in progress + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->Scroll.x; + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); + + if (select_all) + { + state->SelectAll(); + state->SelectedAllMouseLock = true; + } + else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) + { + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); + const int multiclick_count = (io.MouseClickedCount[0] - 2); + if ((multiclick_count % 2) == 0) + { + // Double-click: Select word + // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant: + // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) + const bool is_bol = (state->Stb->cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor - 1) == '\n'; + if (STB_TEXT_HAS_SELECTION(state->Stb) || !is_bol) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + if (!STB_TEXT_HAS_SELECTION(state->Stb)) + ImStb::stb_textedit_prep_selection_at_cursor(state->Stb); + state->Stb->cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb->cursor); + state->Stb->select_end = state->Stb->cursor; + ImStb::stb_textedit_clamp(state, state->Stb); + } + else + { + // Triple-click: Select line + const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor) == '\n'; + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); + state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); + if (!is_eol && is_multiline) + { + ImSwap(state->Stb->select_start, state->Stb->select_end); + state->Stb->cursor = state->Stb->select_end; + } + state->CursorFollow = false; + } + state->CursorAnimReset(); + } + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) + { + if (hovered) + { + if (io.KeyShift) + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); + else + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; + } + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + state->SelectedAllMouseLock = false; + + // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) + // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes) + if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly) + { + if (Shortcut(ImGuiKey_Tab, ImGuiInputFlags_Repeat, id)) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + // FIXME: Implement Shift+Tab + /* + if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, ImGuiInputFlags_Repeat, id)) + { + } + */ + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl); + if (io.InputQueueCharacters.Size > 0) + { + if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t') // Skip Tab, see above. + continue; + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + + // Consume characters + io.InputQueueCharacters.resize(0); + } + } + + // Process other shortcuts/key-presses + bool revert_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + IM_ASSERT(state != NULL); + + const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); + state->Stb->row_count_per_page = row_count_per_page; + + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + + // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) + // Otherwise we could simply assume that we own the keys as we are active. + const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat; + const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, 0, id)) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, f_repeat, id)) && !is_readonly; + const bool is_undo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || (is_osx && Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id))) && !is_readonly && is_undoable; + const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, 0, id); + + // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); + const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); + const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id)); + + // FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of. + // FIXME-OSX: Missing support for Alt(option)+Right/Left = go to end of line, or next line if already in end of line. + if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) + { + if (!state->HasSelection()) + { + // OSX doesn't seem to have Super+Delete to delete until end-of-line, so we don't emulate that (as opposed to Super+Backspace) + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); + } + else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly) + { + if (!state->HasSelection()) + { + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeyCtrl && !io.KeyAlt && !io.KeySuper) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (is_enter_pressed || is_gamepad_validate) + { + // Determine if we turn Enter into a \n character + bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; + if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + { + validated = true; + if (io.ConfigInputTextEnterKeepActive && !is_multiline) + state->SelectAll(); // No need to scroll + else + clear_active_id = true; + } + else if (!is_readonly) + { + unsigned int c = '\n'; // Insert new line + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + } + else if (is_cancel) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + if (buf[0] != 0) + { + revert_edit = true; + } + else + { + render_cursor = render_selection = false; + clear_active_id = true; + } + } + else + { + clear_active_id = revert_edit = true; + render_cursor = render_selection = false; + } + } + else if (is_undo || is_redo) + { + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); + } + else if (is_select_all) + { + state->SelectAll(); + state->CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + { + // SetClipboardText() only takes null terminated strings + state->TextSrc may point to read-only user buffer, so we need to make a copy. + const int ib = state->HasSelection() ? ImMin(state->Stb->select_start, state->Stb->select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb->select_start, state->Stb->select_end) : state->TextLen; + g.TempBuffer.reserve(ie - ib + 1); + memcpy(g.TempBuffer.Data, state->TextSrc + ib, ie - ib); + g.TempBuffer.Data[ie - ib] = 0; + SetClipboardText(g.TempBuffer.Data); + } + if (is_cut) + { + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, state->Stb); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)strlen(clipboard); + ImVector clipboard_filtered; + clipboard_filtered.reserve(clipboard_len + 1); + for (const char* s = clipboard; *s != 0; ) + { + unsigned int c; + int in_len = ImTextCharFromUtf8(&c, s, NULL); + s += in_len; + if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true)) + continue; + char c_utf8[5]; + ImTextCharToUtf8(c_utf8, c); + int out_len = (int)strlen(c_utf8); + clipboard_filtered.resize(clipboard_filtered.Size + out_len); + memcpy(clipboard_filtered.Data + clipboard_filtered.Size - out_len, c_utf8, out_len); + } + if (clipboard_filtered.Size > 0) // If everything was filtered, ignore the pasting operation + { + clipboard_filtered.push_back(0); + stb_textedit_paste(state, state->Stb, clipboard_filtered.Data, clipboard_filtered.Size - 1); + state->CursorFollow = true; + } + } + } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + } + + // Process callbacks and apply result back to user's buffer. + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + if (revert_edit && !is_readonly) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + // Clear input + IM_ASSERT(buf[0] != 0); + apply_new_text = ""; + apply_new_text_length = 0; + value_changed = true; + IMSTB_TEXTEDIT_CHARTYPE empty_string; + stb_textedit_replace(state, state->Stb, &empty_string, 0); + } + else if (strcmp(buf, state->TextToRevertTo.Data) != 0) + { + apply_new_text = state->TextToRevertTo.Data; + apply_new_text_length = state->TextToRevertTo.Size - 1; + + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + // Push records into the undo stack so we can CTRL+Z the revert operation itself + value_changed = true; + stb_textedit_replace(state, state->Stb, state->TextToRevertTo.Data, state->TextToRevertTo.Size - 1); + } + } + + // FIXME-OPT: We always reapply the live buffer back to the input buffer before clearing ActiveId, + // even though strictly speaking it wasn't modified on this frame. Should mark dirty state from the stb_textedit callbacks. + // If we do that, need to ensure that as special case, 'validated == true' also writes back. + // This also allows the user to use InputText() without maintaining any user-side storage. + // (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object + // unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). + const bool apply_edit_back_to_user_buffer = true;// !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + if (apply_edit_back_to_user_buffer) + { + // Apply current edited text immediately. + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_None; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) + { + event_flag = ImGuiInputTextFlags_CallbackEdit; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + { + event_flag = ImGuiInputTextFlags_CallbackAlways; + } + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = event_flag; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; + + // FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925 + char* callback_buf = is_readonly ? buf : state->TextA.Data; + IM_ASSERT(callback_buf == state->TextSrc); + state->CallbackTextBackup.resize(state->TextLen + 1); + memcpy(state->CallbackTextBackup.Data, callback_buf, state->TextLen + 1); + + callback_data.EventKey = event_key; + callback_data.Buf = callback_buf; + callback_data.BufTextLen = state->TextLen; + callback_data.BufSize = state->BufCapacity; + callback_data.BufDirty = false; + + const int utf8_cursor_pos = callback_data.CursorPos = state->Stb->cursor; + const int utf8_selection_start = callback_data.SelectionStart = state->Stb->select_start; + const int utf8_selection_end = callback_data.SelectionEnd = state->Stb->select_end; + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback + IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacity); + IM_ASSERT(callback_data.Flags == flags); + const bool buf_dirty = callback_data.BufDirty; + if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb->cursor = callback_data.CursorPos; state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb->select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb->cursor : callback_data.SelectionStart; } + if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb->select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb->select_start : callback_data.SelectionEnd; } + if (buf_dirty) + { + // Callback may update buffer and thus set buf_dirty even in read-only mode. + IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + InputTextReconcileUndoState(state, state->CallbackTextBackup.Data, state->CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen); + state->TextLen = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); + } + } + } + + // Will copy result string if modified + if (!is_readonly && strcmp(state->TextSrc, buf) != 0) + { + apply_new_text = state->TextSrc; + apply_new_text_length = state->TextLen; + value_changed = true; + } + } + } + + // Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details) + if (g.InputTextDeactivatedState.ID == id) + { + if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0) + { + apply_new_text = g.InputTextDeactivatedState.TextA.Data; + apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1; + value_changed = true; + //IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text); + } + g.InputTextDeactivatedState.ID = 0; + } + + // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) + if (apply_new_text != NULL) + { + //// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size + //// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used + //// without any storage on user's side. + IM_ASSERT(apply_new_text_length >= 0); + if (is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + //IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + // Otherwise request text input ahead for next frame. + if (g.ActiveId == id && clear_active_id) + ClearActiveID(); + else if (g.ActiveId == id) + g.WantTextInputNextFrame = 1; + + // Render frame + if (!is_multiline) + { + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + } + + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) + { + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->TextLen; + + // Render text (with cursor and selection) + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + const char* text_begin = buf_display; + const char* text_end = text_begin + state->TextLen; + ImVec2 cursor_offset, select_start_offset; + + { + // Find lines numbers straddling cursor and selection min position + int cursor_line_no = render_cursor ? -1 : -1000; + int selmin_line_no = render_selection ? -1 : -1000; + const char* cursor_ptr = render_cursor ? text_begin + state->Stb->cursor : NULL; + const char* selmin_ptr = render_selection ? text_begin + ImMin(state->Stb->select_start, state->Stb->select_end) : NULL; + + // Count lines and find line number for cursor and selection ends + int line_count = 1; + if (is_multiline) + { + for (const char* s = text_begin; (s = (const char*)memchr(s, '\n', (size_t)(text_end - s))) != NULL; s++) + { + if (cursor_line_no == -1 && s >= cursor_ptr) { cursor_line_no = line_count; } + if (selmin_line_no == -1 && s >= selmin_ptr) { selmin_line_no = line_count; } + line_count++; + } + } + if (cursor_line_no == -1) + cursor_line_no = line_count; + if (selmin_line_no == -1) + selmin_line_no = line_count; + + // Calculate 2d position by finding the beginning of the line and measuring distance + cursor_offset.x = InputTextCalcTextSize(&g, ImStrbol(cursor_ptr, text_begin), cursor_ptr).x; + cursor_offset.y = cursor_line_no * g.FontSize; + if (selmin_line_no >= 0) + { + select_start_offset.x = InputTextCalcTextSize(&g, ImStrbol(selmin_ptr, text_begin), selmin_ptr).x; + select_start_offset.y = selmin_line_no * g.FontSize; + } + + // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) + if (is_multiline) + text_size = ImVec2(inner_size.x, line_count * g.FontSize); + } + + // Scroll + if (render_cursor && state->CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = inner_size.x * 0.25f; + const float visible_width = inner_size.x - style.FramePadding.x; + if (cursor_offset.x < state->Scroll.x) + state->Scroll.x = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - visible_width >= state->Scroll.x) + state->Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x); + } + else + { + state->Scroll.y = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + // Test if cursor is vertically visible + if (cursor_offset.y - g.FontSize < scroll_y) + scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y) + scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; + const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); + scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + } + + state->CursorFollow = false; + } + + // Draw selection + const ImVec2 draw_scroll = ImVec2(state->Scroll.x, 0.0f); + if (render_selection) + { + const char* text_selected_begin = text_begin + ImMin(state->Stb->select_start, state->Stb->select_end); + const char* text_selected_end = text_begin + ImMax(state->Stb->select_start, state->Stb->select_end); + + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; + for (const char* p = text_selected_begin; p < text_selected_end; ) + { + if (rect_pos.y > clip_rect.w + g.FontSize) + break; + if (rect_pos.y < clip_rect.y) + { + p = (const char*)memchr((void*)p, '\n', text_selected_end - p); + p = p ? p + 1 : text_selected_end; + } + else + { + ImVec2 rect_size = InputTextCalcTextSize(&g, p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = IM_TRUNC(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); + rect.ClipWith(clip_rect); + if (rect.Overlaps(clip_rect)) + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + rect_pos.x = draw_pos.x - draw_scroll.x; + } + rect_pos.y += g.FontSize; + } + } + + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + // FIXME-OPT: Multiline could submit a smaller amount of contents to AddText() since we already iterated through it. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + + // Draw blinking cursor + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll); + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + { + g.PlatformImeData.WantVisible = true; + g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + g.PlatformImeData.InputLineHeight = g.FontSize; + g.PlatformImeViewport = window->Viewport->ID; + } + } + } + else + { + // Render text only (no selection, no cursor) + if (is_multiline) + text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->TextLen; + else if (!is_displaying_hint) + buf_display_end = buf_display + strlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + // Find render position for right alignment + if (flags & ImGuiInputTextFlags_ElideLeft) + draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - CalcTextSize(buf_display, NULL).x - style.FramePadding.x); + + const ImVec2 draw_scroll = /*state ? ImVec2(state->Scroll.x, 0.0f) :*/ ImVec2(0.0f, 0.0f); // Preserve scroll when inactive? + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + } + + if (is_password && !is_displaying_hint) + PopFont(); + + if (is_multiline) + { + // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (see #4761, #7870)... + Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); + g.NextItemData.ItemFlags |= (ImGuiItemFlags)ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; + EndChild(); + item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); + + // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... + // FIXME: This quite messy/tricky, should attempt to get rid of the child window. + EndGroup(); + if (g.LastItemData.ID == 0 || g.LastItemData.ID != GetWindowScrollbarID(draw_window, ImGuiAxis_Y)) + { + g.LastItemData.ID = id; + g.LastItemData.ItemFlags = item_data_backup.ItemFlags; + g.LastItemData.StatusFlags = item_data_backup.StatusFlags; + } + } + if (state) + state->TextSrc = NULL; + + // Log as text + if (g.LogEnabled && (!is_password || is_displaying_hint)) + { + LogSetNextTextDecoration("{", "}"); + LogRenderedText(&draw_pos, buf_display, buf_display_end); + } + + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if (value_changed) + MarkItemEdited(id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return validated; + else + return value_changed; +} + +void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + ImStb::STB_TexteditState* stb_state = state->Stb; + ImStb::StbUndoState* undo_state = &stb_state->undostate; + Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId); + DebugLocateItemOnHover(state->ID); + Text("CurLenA: %d, Cursor: %d, Selection: %d..%d", state->TextLen, stb_state->cursor, stb_state->select_start, stb_state->select_end); + Text("BufCapacityA: %d", state->BufCapacity); + Text("(Internal Buffer: TextA Size: %d, Capacity: %d)", state->TextA.Size, state->TextA.Capacity); + Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x); + Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point); + if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 10), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) // Visualize undo state + { + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int n = 0; n < IMSTB_TEXTEDIT_UNDOSTATECOUNT; n++) + { + ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n]; + const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' '; + if (undo_rec_type == ' ') + BeginDisabled(); + const int buf_preview_len = (undo_rec_type != ' ' && undo_rec->char_storage != -1) ? undo_rec->insert_length : 0; + const char* buf_preview_str = undo_state->undo_char + undo_rec->char_storage; + Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%.*s\"", + undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf_preview_len, buf_preview_str); + if (undo_rec_type == ' ') + EndDisabled(); + } + PopStyleVar(); + } + EndChild(); +#else + IM_UNUSED(state); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +//------------------------------------------------------------------------- +// - ColorEdit3() +// - ColorEdit4() +// - ColorPicker3() +// - RenderColorRectWithAlphaCheckerboard() [Internal] +// - ColorPicker4() +// - ColorButton() +// - SetColorEditOptions() +// - ColorTooltip() [Internal] +// - ColorEditOptionsPopup() [Internal] +// - ColorPickerOptionsPopup() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); +} + +static void ColorEditRestoreH(const float* col, float* H) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + *H = g.ColorEditSavedHue; +} + +// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation. +// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting. +static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + + // When S == 0, H is undefined. + // When H == 1 it wraps around to 0. + if (*S == 0.0f || (*H == 0.0f && g.ColorEditSavedHue == 1)) + *H = g.ColorEditSavedHue; + + // When V == 0, S is undefined. + if (*V == 0.0f) + *S = g.ColorEditSavedSat; +} + +// Edit colors components (each component in 0.0f..1.0f range). +// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. +bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float square_sz = GetFrameHeight(); + const char* label_display_end = FindRenderedTextEnd(label); + float w_full = CalcItemWidth(); + g.NextItemData.ClearFlags(); + + BeginGroup(); + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + + // If we're not showing any slider there's no point in doing any HSV conversions + const ImGuiColorEditFlags flags_untouched = flags; + if (flags & ImGuiColorEditFlags_NoInputs) + flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; + + // Context menu: display and modify options (before defaults are applied) + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorEditOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_DisplayMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_); + if (!(flags & ImGuiColorEditFlags_DataTypeMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_); + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_); + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + + const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; + const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; + const int components = alpha ? 4 : 3; + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = ImMax(w_full - w_button, 1.0f); + w_full = w_inputs + w_button; + + // Convert to the formats we need + float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + ColorEditRestoreHS(col, &f[0], &f[1], &f[2]); + } + int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; + + bool value_changed = false; + bool value_changed_as_float = false; + + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB/HSV 0..255 Sliders + const float w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1); + + const bool hide_prefix = (IM_TRUNC(w_items / components) <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = + { + { "%3d", "%3d", "%3d", "%3d" }, // Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA + }; + static const char* fmt_table_float[3][4] = + { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA + }; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; + + float prev_split = 0.0f; + for (int n = 0; n < components; n++) + { + if (n > 0) + SameLine(0, style.ItemInnerSpacing.x); + float next_split = IM_TRUNC(w_items * (n + 1) / components); + SetNextItemWidth(ImMax(next_split - prev_split, 1.0f)); + prev_split = next_split; + + // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. + if (flags & ImGuiColorEditFlags_Float) + { + value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed_as_float |= value_changed; + } + else + { + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + } + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB Hexadecimal Input + char buf[64]; + if (alpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); + SetNextItemWidth(w_inputs); + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsUppercase)) + { + value_changed = true; + char* p = buf; + while (*p == '#' || ImCharIsBlankA(*p)) + p++; + i[0] = i[1] = i[2] = 0; + i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) + int r; + if (alpha) + r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + else + r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + + ImGuiWindow* picker_active_window = NULL; + if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) + { + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); + + const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); + if (ColorButton("##ColorButton", col_v4, flags)) + { + if (!(flags & ImGuiColorEditFlags_NoPicker)) + { + // Store current color and open a picker + g.ColorPickerRef = col_v4; + OpenPopup("picker"); + SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y)); + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + if (BeginPopup("picker")) + { + if (g.CurrentWindow->BeginCount == 1) + { + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextEx(label, label_display_end); + Spacing(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); + } + EndPopup(); + } + } + + if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) + { + // Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left), + // but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this. + SameLine(0.0f, style.ItemInnerSpacing.x); + window->DC.CursorPos.x = pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + + // Convert back + if (value_changed && picker_active_window == NULL) + { + if (!value_changed_as_float) + for (int n = 0; n < 4; n++) + f[n] = i[n] / 255.0f; + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + { + g.ColorEditSavedHue = f[0]; + g.ColorEditSavedSat = f[1]; + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0)); + } + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; + } + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + EndGroup(); + + // Drag and Drop Target + // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + { + bool accepted_drag_drop = false; + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 //-V1086 + value_changed = accepted_drag_drop = true; + } + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * components); + value_changed = accepted_drag_drop = true; + } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); + EndDragDropTarget(); + } + + // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). + if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) + g.LastItemData.ID = g.ActiveId; + + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + float col4[4] = { col[0], col[1], col[2], 1.0f }; + if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) + return false; + col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; + return true; +} + +// Helper for ColorPicker4() +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) +{ + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); +} + +// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) +// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) +bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImDrawList* draw_list = window->DrawList; + ImGuiStyle& style = g.Style; + ImGuiIO& io = g.IO; + + const float width = CalcItemWidth(); + const bool is_readonly = ((g.NextItemData.ItemFlags | g.CurrentItemFlags) & ImGuiItemFlags_ReadOnly) != 0; + g.NextItemData.ClearFlags(); + + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + BeginGroup(); + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + flags |= ImGuiColorEditFlags_NoSmallPreview; + + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorPickerOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_; + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); + + // Setup + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; + bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); + ImVec2 picker_pos = window->DC.CursorPos; + float square_sz = GetFrameHeight(); + float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; + float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; + float bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20f); + + float backup_initial_col[4]; + memcpy(backup_initial_col, col, components * sizeof(float)); + + float wheel_thickness = sv_picker_size * 0.08f; + float wheel_r_outer = sv_picker_size * 0.50f; + float wheel_r_inner = wheel_r_outer - wheel_thickness; + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f); + + // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. + float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); + ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. + ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. + ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. + + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + + bool value_changed = false, value_changed_h = false, value_changed_sv = false; + + PushItemFlag(ImGuiItemFlags_NoNav, true); + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Hue wheel + SV triangle logic + InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; + ImVec2 current_off = g.IO.MousePos - wheel_center; + float initial_dist2 = ImLengthSqr(initial_off); + if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1)) + { + // Interactive with Hue wheel + H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f; + if (H < 0.0f) + H += 1.0f; + value_changed = value_changed_h = true; + } + float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); + if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) + { + // Interacting with SV triangle + ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); + if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) + current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); + float uu, vv, ww; + ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); + V = ImClamp(1.0f - vv, 0.0001f, 1.0f); + S = ImClamp(uu / V, 0.0001f, 1.0f); + value_changed = value_changed_sv = true; + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // SV rectangle logic + InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); + V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + ColorEditRestoreH(col, &H); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. + value_changed = value_changed_sv = true; + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + // Hue bar logic + SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); + InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = value_changed_h = true; + } + } + + // Alpha bar logic + if (alpha_bar) + { + SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); + InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = true; + } + } + PopItemFlag(); // ImGuiItemFlags_NoNav + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + SameLine(0, style.ItemInnerSpacing.x); + BeginGroup(); + } + + if (!(flags & ImGuiColorEditFlags_NoLabel)) + { + const char* label_display_end = FindRenderedTextEnd(label); + if (label != label_display_end) + { + if ((flags & ImGuiColorEditFlags_NoSidePreview)) + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + } + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if ((flags & ImGuiColorEditFlags_NoLabel)) + Text("Current"); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); + if (ref_col != NULL) + { + Text("Original"); + ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) + { + memcpy(col, ref_col, components * sizeof(float)); + value_changed = true; + } + } + PopItemFlag(); + EndGroup(); + } + + // Convert back color to RGB + if (value_changed_h || value_changed_sv) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]); + g.ColorEditSavedHue = H; + g.ColorEditSavedSat = S; + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } + + // R,G,B and H,S,V slider color editor + bool value_changed_fix_hue_wrap = false; + if ((flags & ImGuiColorEditFlags_NoInputs) == 0) + { + PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) + { + // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) + value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); + value_changed = true; + } + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); + PopItemWidth(); + } + + // Try to cancel hue wrap (after ColorEdit4 call), if any + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) + { + float new_H, new_S, new_V; + ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); + if (new_H <= 0 && H > 0) + { + if (new_V <= 0 && V != new_V) + ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); + else if (new_S <= 0) + ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); + } + } + + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately. + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! + + ImVec2 sv_cursor_pos; + + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Render Hue Wheel + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); + for (int n = 0; n < 6; n++) + { + const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; + const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; + const int vert_start_idx = draw_list->VtxBuffer.Size; + draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); + draw_list->PathStroke(col_white, 0, wheel_thickness); + const int vert_end_idx = draw_list->VtxBuffer.Size; + + // Paint colors over existing vertices + ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); + ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]); + } + + // Render Cursor + preview on Hue Wheel + float cos_hue_angle = ImCos(H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(H * 2.0f * IM_PI); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); + float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; + int hue_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(hue_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); + + // Render SV triangle (rotated according to hue) + ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); + ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); + ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); + ImVec2 uv_white = GetFontTexUvWhitePixel(); + draw_list->PrimReserve(3, 3); + draw_list->PrimVtx(tra, uv_white, hue_color32); + draw_list->PrimVtx(trb, uv_white, col_black); + draw_list->PrimVtx(trc, uv_white, col_white); + draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); + sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // Render SV Square + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + + // Render Hue Bar + for (int i = 0; i < 6; ++i) + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); + float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); + RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) + float sv_cursor_rad = value_changed_sv ? wheel_thickness * 0.55f : wheel_thickness * 0.40f; + int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments); + + // Render alpha bar + if (alpha_bar) + { + float alpha = ImSaturate(col[3]); + ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); + RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); + RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + EndGroup(); + + if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) + value_changed = false; + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + + return value_changed; +} + +// A little color square. Return true when clicked. +// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. +// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. +// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(desc_id); + const float default_size = GetFrameHeight(); + const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + if (flags & ImGuiColorEditFlags_NoAlpha) + flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); + + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); + float grid_step = ImMin(size.x, size.y) / 2.99f; + float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); + ImRect bb_inner = bb; + float off = 0.0f; + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. + bb_inner.Expand(off); + } + if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) + { + float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); + } + else + { + // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; + if (col_source.w < 1.0f) + RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); + else + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); + } + RenderNavCursor(bb, id); + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + } + + // Drag and Drop Source + // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. + if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); + else + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); + ColorButton(desc_id, col, flags); + SameLine(); + TextEx("Color"); + EndDragDropSource(); + } + + // Tooltip + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered && IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + + return pressed; +} + +// Initialize/override default color options +void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_; + if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_; + if ((flags & ImGuiColorEditFlags_PickerMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_; + if ((flags & ImGuiColorEditFlags_InputMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check only 1 option is selected + g.ColorEditOptions = flags; +} + +// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; + if (text_end > text) + { + TextEx(text, text_end); + Separator(); + } + + ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + SameLine(); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } + EndTooltip(); +} + +void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) +{ + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_); + bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_); + if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) + return; + + ImGuiContext& g = *GImGui; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); + ImGuiColorEditFlags opts = g.ColorEditOptions; + if (allow_opt_inputs) + { + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex; + } + if (allow_opt_datatype) + { + if (allow_opt_inputs) Separator(); + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float; + } + + if (allow_opt_inputs || allow_opt_datatype) + Separator(); + if (Button("Copy as..", ImVec2(-1, 0))) + OpenPopup("Copy"); + if (BeginPopup("Copy")) + { + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + char buf[64]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb); + if (Selectable(buf)) + SetClipboardText(buf); + if (!(flags & ImGuiColorEditFlags_NoAlpha)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + } + EndPopup(); + } + + g.ColorEditOptions = opts; + PopItemFlag(); + EndPopup(); +} + +void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) +{ + bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_); + bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); + if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) + return; + + ImGuiContext& g = *GImGui; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); + if (allow_opt_picker) + { + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + PushItemWidth(picker_size.x); + for (int picker_type = 0; picker_type < 2; picker_type++) + { + // Draw small/thumbnail version of each picker type (over an invisible button for selection) + if (picker_type > 0) Separator(); + PushID(picker_type); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha); + if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; + ImVec2 backup_pos = GetCursorScreenPos(); + if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup + g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_); + SetCursorScreenPos(backup_pos); + ImVec4 previewing_ref_col; + memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); + PopID(); + } + PopItemWidth(); + } + if (allow_opt_alpha_bar) + { + if (allow_opt_picker) Separator(); + CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + } + PopItemFlag(); + EndPopup(); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +//------------------------------------------------------------------------- +// - TreeNode() +// - TreeNodeV() +// - TreeNodeEx() +// - TreeNodeExV() +// - TreeNodeBehavior() [Internal] +// - TreePush() +// - TreePop() +// - GetTreeNodeToLabelSpacing() +// - SetNextItemOpen() +// - CollapsingHeader() +//------------------------------------------------------------------------- + +bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, ImGuiTreeNodeFlags_None, label, NULL); +} + +bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) +{ + return TreeNodeExV(str_id, 0, fmt, args); +} + +bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) +{ + return TreeNodeExV(ptr_id, 0, fmt, args); +} + +bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags, label, NULL); +} + +bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(id, flags, label, label_end); +} + +bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(ptr_id); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(id, flags, label, label_end); +} + +bool ImGui::TreeNodeGetOpen(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + return storage->GetInt(storage_id, 0) != 0; +} + +void ImGui::TreeNodeSetOpen(ImGuiID storage_id, bool open) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + storage->SetInt(storage_id, open ? 1 : 0); +} + +bool ImGui::TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags) +{ + if (flags & ImGuiTreeNodeFlags_Leaf) + return true; + + // We only write to the tree storage if the user clicks, or explicitly use the SetNextItemOpen function + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStorage* storage = window->DC.StateStorage; + + bool is_open; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasOpen) + { + if (g.NextItemData.OpenCond & ImGuiCond_Always) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(storage_id, is_open); + } + else + { + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. + const int stored_value = storage->GetInt(storage_id, -1); + if (stored_value == -1) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(storage_id, is_open); + } + else + { + is_open = stored_value != 0; + } + } + } + else + { + is_open = storage->GetInt(storage_id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + } + + // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). + // NB- If we are above max depth we still allow manually opened nodes to be logged. + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) + is_open = true; + + return is_open; +} + +// Store ImGuiTreeNodeStackData for just submitted node. +// Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase. +static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.TreeNodeStack.resize(g.TreeNodeStack.Size + 1); + ImGuiTreeNodeStackData* tree_node_data = &g.TreeNodeStack.back(); + tree_node_data->ID = g.LastItemData.ID; + tree_node_data->TreeFlags = flags; + tree_node_data->ItemFlags = g.LastItemData.ItemFlags; + tree_node_data->NavRect = g.LastItemData.NavRect; + window->DC.TreeHasStackDataDepthMask |= (1 << window->DC.TreeDepth); +} + +// When using public API, currently 'id == storage_id' is always true, but we separate the values to facilitate advanced user code doing storage queries outside of UI loop. +bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); + + if (!label_end) + label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow + + // We vertically grow up to current line height up the typical widget height. + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); + const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL); + const bool span_all_columns_label = (flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) != 0 && (g.CurrentTable != NULL); + ImRect frame_bb; + frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanLabelWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + frame_height; + if (display_frame) + { + const float outer_extend = IM_TRUNC(window->WindowPadding.x * 0.5f); // Framed header expand a little outside of current limits + frame_bb.Min.x -= outer_extend; + frame_bb.Max.x += outer_extend; + } + + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), padding.y); + + // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing + ImRect interact_bb = frame_bb; + if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanLabelWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f); + + // Compute open and multi-select states before ItemAdd() as it clear NextItem data. + ImGuiID storage_id = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasStorageID) ? g.NextItemData.StorageId : id; + bool is_open = TreeNodeUpdateNextOpen(storage_id, flags); + + bool is_visible; + if (span_all_columns || span_all_columns_label) + { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + is_visible = ItemAdd(interact_bb, id); + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + else + { + is_visible = ItemAdd(interact_bb, id); + } + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + g.LastItemData.DisplayRect = frame_bb; + + // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled: + // Store data for the current depth to allow returning to this node from any child item. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle. + bool store_tree_node_stack_data = false; + if (!(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + { + if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && is_open && !g.NavIdIsAlive) + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + store_tree_node_stack_data = true; + } + + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + if (!is_visible) + { + if (store_tree_node_stack_data && is_open) + TreeNodeStoreStackData(flags); // Call before TreePushOverrideID() + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; + } + + if (span_all_columns || span_all_columns_label) + { + TablePushBackgroundChannel(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; + if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) + button_flags |= ImGuiButtonFlags_AllowOverlap; + if (!is_leaf) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + + // We allow clicking on the arrow section with keyboard modifiers held, in order to easily + // allow browsing a tree while preserving selection with code implementing multi-selection patterns. + // When clicking on the rest of the tree node we always disallow keyboard modifiers. + const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; + const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (is_multi_select) // We absolutely need to distinguish open vs select so _OpenOnArrow comes by default + flags |= (flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 ? ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick : ImGuiTreeNodeFlags_OpenOnArrow; + + // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. + // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. + // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) + // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) + // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) + // It is rather standard that arrow click react on Down rather than Up. + // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. + if (is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_PressedOnClick; + else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + + // Multi-selection support (header) + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + if (is_mouse_x_over_arrow) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + } + else + { + if (window != g.HoveredWindow || !is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_NoKeyModsAllowed; + } + + bool hovered, held; + bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + bool toggled = false; + if (!is_leaf) + { + if (pressed && g.DragDropHoldJustPressedId != id) + { + if ((flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 || (g.NavActivateId == id && !is_multi_select)) + toggled = true; // Single click + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= is_mouse_x_over_arrow && !g.NavHighlightItemUnderNav; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) + toggled = true; // Double click + } + else if (pressed && g.DragDropHoldJustPressedId == id) + { + IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); + if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = true; + else + pressed = false; // Cancel press so it doesn't trigger selection. + } + + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + + if (toggled) + { + is_open = !is_open; + window->DC.StateStorage->SetInt(storage_id, is_open); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; + } + } + + // Multi-selection support (footer) + if (is_multi_select) + { + bool pressed_copy = pressed && !toggled; + MultiSelectItemFooter(id, &selected, &pressed_copy); + if (pressed) + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, interact_bb); + } + + if (selected != was_selected) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + { + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + if (display_frame) + { + // Framed type + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x - padding.x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + if (g.LogEnabled) + LogSetNextTextDecoration("###", "###"); + } + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + } + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogSetNextTextDecoration(">", NULL); + } + + if (span_all_columns && !span_all_columns_label) + TablePopBackgroundChannel(); + + // Label + if (display_frame) + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + else + RenderText(text_pos, label, label_end, false); + + if (span_all_columns_label) + TablePopBackgroundChannel(); + } + + if (store_tree_node_stack_data && is_open) + TreeNodeStoreStackData(flags); // Call before TreePushOverrideID() + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); // Could use TreePush(label) but this avoid computing twice + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; +} + +void ImGui::TreePush(const char* str_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(str_id); +} + +void ImGui::TreePush(const void* ptr_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(ptr_id); +} + +void ImGui::TreePushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Indent(); + window->DC.TreeDepth++; + PushOverrideID(id); +} + +void ImGui::TreePop() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Unindent(); + + window->DC.TreeDepth--; + ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); + + if (window->DC.TreeHasStackDataDepthMask & tree_depth_mask) // Only set during request + { + ImGuiTreeNodeStackData* data = &g.TreeNodeStack.back(); + IM_ASSERT(data->ID == window->IDStack.back()); + if (data->TreeFlags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) + { + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) + if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, data); + } + g.TreeNodeStack.pop_back(); + window->DC.TreeHasStackDataDepthMask &= ~tree_depth_mask; + } + + IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. + PopID(); +} + +// Horizontal distance preceding label when using TreeNode() or Bullet() +float ImGui::GetTreeNodeToLabelSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + (g.Style.FramePadding.x * 2.0f); +} + +// Set next TreeNode/CollapsingHeader open state. +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = (ImU8)(cond ? cond : ImGuiCond_Always); +} + +// Set next TreeNode/CollapsingHeader storage id. +void ImGui::SetNextItemStorageID(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasStorageID; + g.NextItemData.StorageId = storage_id; +} + +// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). +// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). +bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader, label); +} + +// p_visible == NULL : regular collapsing header +// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false +// p_visible != NULL && *p_visible == false : do not show the header at all +// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen. +bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (p_visible && !*p_visible) + return false; + + ImGuiID id = window->GetID(label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader; + if (p_visible) + flags |= ImGuiTreeNodeFlags_AllowOverlap | (ImGuiTreeNodeFlags)ImGuiTreeNodeFlags_ClipLabelForTrailingButton; + bool is_open = TreeNodeBehavior(id, flags, label); + if (p_visible != NULL) + { + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. + ImGuiContext& g = *GImGui; + ImGuiLastItemData last_item_backup = g.LastItemData; + float button_size = g.FontSize; + float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size); + float button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y; + ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); + if (CloseButton(close_button_id, ImVec2(button_x, button_y))) + *p_visible = false; + g.LastItemData = last_item_backup; + } + + return is_open; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Selectable +//------------------------------------------------------------------------- +// - Selectable() +//------------------------------------------------------------------------- + +// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. +// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. +// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowOverlap are also frequently used flags. +// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. +bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. + ImGuiID id = window->GetID(label); + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(size, 0.0f); + + // Fill horizontal space + // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. + const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; + const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; + const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) + size.x = ImMax(label_size.x, max_x - min_x); + + // Text stays at the submission position, but bounding box may be extended on both sides + const ImVec2 text_min = pos; + const ImVec2 text_max(min_x + size.x, pos.y + size.y); + + // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. + // FIXME: Not part of layout so not included in clipper calculation, but ItemSize currently doesn't allow offsetting CursorPos. + ImRect bb(min_x, pos.y, text_max.x, text_max.y); + if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) + { + const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = IM_TRUNC(spacing_x * 0.50f); + const float spacing_U = IM_TRUNC(spacing_y * 0.50f); + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + } + //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } + + const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; + const ImGuiItemFlags extra_item_flags = disabled_item ? (ImGuiItemFlags)ImGuiItemFlags_Disabled : ImGuiItemFlags_None; + bool is_visible; + if (span_all_columns) + { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + else + { + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + } + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(bb)) // Extra layer of "no logic clip" for box-select support (would be more overhead to add to ItemAdd) + return false; + + const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (disabled_item && !disabled_global) // Only testing this as an optimization + BeginDisabled(); + + // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, + // which would be advantageous since most selectable are not selected. + if (span_all_columns) + { + if (g.CurrentTable) + TablePushBackgroundChannel(); + else if (window->DC.CurrentColumns) + PushColumnsBackground(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries + ImGuiButtonFlags button_flags = 0; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } + if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; } + if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } + if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } + if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } + if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; } + + // Multi-selection support (header) + const bool was_selected = selected; + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + } + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + + // Multi-selection support (footer) + if (is_multi_select) + { + MultiSelectItemFooter(id, &selected, &pressed); + } + else + { + // Auto-select when moved into + // - This will be more fully fleshed in the range-select branch + // - This is not exposed as it won't nicely work with some user side handling of shift/control + // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons + // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) + // - (2) usage will fail with clipped items + // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. + if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId) + if (g.NavJustMovedToId == id) + selected = pressed = true; + } + + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with keyboard/gamepad + if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) + { + if (!g.NavHighlightItemUnderNav && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + { + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect) + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + } + if (pressed) + MarkItemEdited(id); + + if (selected != was_selected) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + if (is_visible) + { + const bool highlighted = hovered || (flags & ImGuiSelectableFlags_Highlight); + if (highlighted || selected) + { + // Between 1.91.0 and 1.91.4 we made selected Selectable use an arbitrary lerp between _Header and _HeaderHovered. Removed that now. (#8106) + ImU32 col = GetColorU32((held && highlighted) ? ImGuiCol_HeaderActive : highlighted ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + } + if (g.NavId == id) + { + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + RenderNavCursor(bb, id, nav_render_cursor_flags); + } + } + + if (span_all_columns) + { + if (g.CurrentTable) + TablePopBackgroundChannel(); + else if (window->DC.CurrentColumns) + PopColumnsBackground(); + } + + if (is_visible) + RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); + + // Automatically close popups + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_NoAutoClosePopups) && (g.LastItemData.ItemFlags & ImGuiItemFlags_AutoClosePopups)) + CloseCurrentPopup(); + + if (disabled_item && !disabled_global) + EndDisabled(); + + // Selectable() always returns a pressed state! + // Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui::IsItemToggledSelection() to retrieve + // selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching EndMultiSelect(). + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; //-V1020 +} + +bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + if (Selectable(label, *p_selected, flags, size_arg)) + { + *p_selected = !*p_selected; + return true; + } + return false; +} + + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Typing-Select support +//------------------------------------------------------------------------- + +// [Experimental] Currently not exposed in public API. +// Consume character inputs and return search request, if any. +// This would typically only be called on the focused window or location you want to grab inputs for, e.g. +// if (ImGui::IsWindowFocused(...)) +// if (ImGuiTypingSelectRequest* req = ImGui::GetTypingSelectRequest()) +// focus_idx = ImGui::TypingSelectFindMatch(req, my_items.size(), [](void*, int n) { return my_items[n]->Name; }, &my_items, -1); +// However the code is written in a way where calling it from multiple locations is safe (e.g. to obtain buffer). +ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiTypingSelectState* data = &g.TypingSelectState; + ImGuiTypingSelectRequest* out_request = &data->Request; + + // Clear buffer + const float TYPING_SELECT_RESET_TIMER = 1.80f; // FIXME: Potentially move to IO config. + const int TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK = 4; // Lock single char matching when repeating same char 4 times + if (data->SearchBuffer[0] != 0) + { + bool clear_buffer = false; + clear_buffer |= (g.NavFocusScopeId != data->FocusScope); + clear_buffer |= (data->LastRequestTime + TYPING_SELECT_RESET_TIMER < g.Time); + clear_buffer |= g.NavAnyRequest; + clear_buffer |= g.ActiveId != 0 && g.NavActivateId == 0; // Allow temporary SPACE activation to not interfere + clear_buffer |= IsKeyPressed(ImGuiKey_Escape) || IsKeyPressed(ImGuiKey_Enter); + clear_buffer |= IsKeyPressed(ImGuiKey_Backspace) && (flags & ImGuiTypingSelectFlags_AllowBackspace) == 0; + //if (clear_buffer) { IMGUI_DEBUG_LOG("GetTypingSelectRequest(): Clear SearchBuffer.\n"); } + if (clear_buffer) + data->Clear(); + } + + // Append to buffer + const int buffer_max_len = IM_ARRAYSIZE(data->SearchBuffer) - 1; + int buffer_len = (int)strlen(data->SearchBuffer); + bool select_request = false; + for (ImWchar w : g.IO.InputQueueCharacters) + { + const int w_len = ImTextCountUtf8BytesFromStr(&w, &w + 1); + if (w < 32 || (buffer_len == 0 && ImCharIsBlankW(w)) || (buffer_len + w_len > buffer_max_len)) // Ignore leading blanks + continue; + char w_buf[5]; + ImTextCharToUtf8(w_buf, (unsigned int)w); + if (data->SingleCharModeLock && w_len == out_request->SingleCharSize && memcmp(w_buf, data->SearchBuffer, w_len) == 0) + { + select_request = true; // Same character: don't need to append to buffer. + continue; + } + if (data->SingleCharModeLock) + { + data->Clear(); // Different character: clear + buffer_len = 0; + } + memcpy(data->SearchBuffer + buffer_len, w_buf, w_len + 1); // Append + buffer_len += w_len; + select_request = true; + } + g.IO.InputQueueCharacters.resize(0); + + // Handle backspace + if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, ImGuiInputFlags_Repeat)) + { + char* p = (char*)(void*)ImTextFindPreviousUtf8Codepoint(data->SearchBuffer, data->SearchBuffer + buffer_len); + *p = 0; + buffer_len = (int)(p - data->SearchBuffer); + } + + // Return request if any + if (buffer_len == 0) + return NULL; + if (select_request) + { + data->FocusScope = g.NavFocusScopeId; + data->LastRequestFrame = g.FrameCount; + data->LastRequestTime = (float)g.Time; + } + out_request->Flags = flags; + out_request->SearchBufferLen = buffer_len; + out_request->SearchBuffer = data->SearchBuffer; + out_request->SelectRequest = (data->LastRequestFrame == g.FrameCount); + out_request->SingleCharMode = false; + out_request->SingleCharSize = 0; + + // Calculate if buffer contains the same character repeated. + // - This can be used to implement a special search mode on first character. + // - Performed on UTF-8 codepoint for correctness. + // - SingleCharMode is always set for first input character, because it usually leads to a "next". + if (flags & ImGuiTypingSelectFlags_AllowSingleCharMode) + { + const char* buf_begin = out_request->SearchBuffer; + const char* buf_end = out_request->SearchBuffer + out_request->SearchBufferLen; + const int c0_len = ImTextCountUtf8BytesFromChar(buf_begin, buf_end); + const char* p = buf_begin + c0_len; + for (; p < buf_end; p += c0_len) + if (memcmp(buf_begin, p, (size_t)c0_len) != 0) + break; + const int single_char_count = (p == buf_end) ? (out_request->SearchBufferLen / c0_len) : 0; + out_request->SingleCharMode = (single_char_count > 0 || data->SingleCharModeLock); + out_request->SingleCharSize = (ImS8)c0_len; + data->SingleCharModeLock |= (single_char_count >= TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK); // From now on we stop search matching to lock to single char mode. + } + + return out_request; +} + +static int ImStrimatchlen(const char* s1, const char* s1_end, const char* s2) +{ + int match_len = 0; + while (s1 < s1_end && ImToUpper(*s1++) == ImToUpper(*s2++)) + match_len++; + return match_len; +} + +// Default handler for finding a result for typing-select. You may implement your own. +// You might want to display a tooltip to visualize the current request SearchBuffer +// When SingleCharMode is set: +// - it is better to NOT display a tooltip of other on-screen display indicator. +// - the index of the currently focused item is required. +// if your SetNextItemSelectionUserData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem, otherwise from g.NavLastValidSelectionUserData. +int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + if (req == NULL || req->SelectRequest == false) // Support NULL parameter so both calls can be done from same spot. + return -1; + int idx = -1; + if (req->SingleCharMode && (req->Flags & ImGuiTypingSelectFlags_AllowSingleCharMode)) + idx = TypingSelectFindNextSingleCharMatch(req, items_count, get_item_name_func, user_data, nav_item_idx); + else + idx = TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data); + if (idx != -1) + SetNavCursorVisibleAfterMove(); + return idx; +} + +// Special handling when a single character is repeated: perform search on a single letter and goes to next. +int ImGui::TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + // FIXME: Assume selection user data is index. Would be extremely practical. + //if (nav_item_idx == -1) + // nav_item_idx = (int)g.NavLastValidSelectionUserData; + + int first_match_idx = -1; + bool return_next_match = false; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + if (ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SingleCharSize, item_name) < req->SingleCharSize) + continue; + if (return_next_match) // Return next matching item after current item. + return idx; + if (first_match_idx == -1 && nav_item_idx == -1) // Return first match immediately if we don't have a nav_item_idx value. + return idx; + if (first_match_idx == -1) // Record first match for wrapping. + first_match_idx = idx; + if (nav_item_idx == idx) // Record that we encountering nav_item so we can return next match. + return_next_match = true; + } + return first_match_idx; // First result +} + +int ImGui::TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data) +{ + int longest_match_idx = -1; + int longest_match_len = 0; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + const int match_len = ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SearchBufferLen, item_name); + if (match_len <= longest_match_len) + continue; + longest_match_idx = idx; + longest_match_len = match_len; + if (match_len == req->SearchBufferLen) + break; + } + return longest_match_idx; +} + +void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState* data) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + Text("SearchBuffer = \"%s\"", data->SearchBuffer); + Text("SingleCharMode = %d, Size = %d, Lock = %d", data->Request.SingleCharMode, data->Request.SingleCharSize, data->SingleCharModeLock); + Text("LastRequest = time: %.2f, frame: %d", data->LastRequestTime, data->LastRequestFrame); +#else + IM_UNUSED(data); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Box-Select support +// This has been extracted away from Multi-Select logic in the hope that it could eventually be used elsewhere, but hasn't been yet. +//------------------------------------------------------------------------- +// Extra logic in MultiSelectItemFooter() and ImGuiListClipper::Step() +//------------------------------------------------------------------------- +// - BoxSelectPreStartDrag() [Internal] +// - BoxSelectActivateDrag() [Internal] +// - BoxSelectDeactivateDrag() [Internal] +// - BoxSelectScrollWithMouseDrag() [Internal] +// - BeginBoxSelect() [Internal] +// - EndBoxSelect() [Internal] +//------------------------------------------------------------------------- + +// Call on the initial click. +static void BoxSelectPreStartDrag(ImGuiID id, ImGuiSelectionUserData clicked_item) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + bs->ID = id; + bs->IsStarting = true; // Consider starting box-select. + bs->IsStartedFromVoid = (clicked_item == ImGuiSelectionUserData_Invalid); + bs->IsStartedSetNavIdOnce = bs->IsStartedFromVoid; + bs->KeyMods = g.IO.KeyMods; + bs->StartPosRel = bs->EndPosRel = ImGui::WindowPosAbsToRel(g.CurrentWindow, g.IO.MousePos); + bs->ScrollAccum = ImVec2(0.0f, 0.0f); +} + +static void BoxSelectActivateDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Activate\n", bs->ID); + bs->IsActive = true; + bs->Window = window; + bs->IsStarting = false; + ImGui::SetActiveID(bs->ID, window); + ImGui::SetActiveIdUsingAllKeyboardKeys(); + if (bs->IsStartedFromVoid && (bs->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0) + bs->RequestClear = true; +} + +static void BoxSelectDeactivateDrag(ImGuiBoxSelectState* bs) +{ + ImGuiContext& g = *GImGui; + bs->IsActive = bs->IsStarting = false; + if (g.ActiveId == bs->ID) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Deactivate\n", bs->ID); + ImGui::ClearActiveID(); + } + bs->ID = 0; +} + +static void BoxSelectScrollWithMouseDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window, const ImRect& inner_r) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(bs->Window == window); + for (int n = 0; n < 2; n++) // each axis + { + const float mouse_pos = g.IO.MousePos[n]; + const float dist = (mouse_pos > inner_r.Max[n]) ? mouse_pos - inner_r.Max[n] : (mouse_pos < inner_r.Min[n]) ? mouse_pos - inner_r.Min[n] : 0.0f; + const float scroll_curr = window->Scroll[n]; + if (dist == 0.0f || (dist < 0.0f && scroll_curr < 0.0f) || (dist > 0.0f && scroll_curr >= window->ScrollMax[n])) + continue; + + const float speed_multiplier = ImLinearRemapClamp(g.FontSize, g.FontSize * 5.0f, 1.0f, 4.0f, ImAbs(dist)); // x1 to x4 depending on distance + const float scroll_step = g.FontSize * 35.0f * speed_multiplier * ImSign(dist) * g.IO.DeltaTime; + bs->ScrollAccum[n] += scroll_step; + + // Accumulate into a stored value so we can handle high-framerate + const float scroll_step_i = ImFloor(bs->ScrollAccum[n]); + if (scroll_step_i == 0.0f) + continue; + if (n == 0) + ImGui::SetScrollX(window, scroll_curr + scroll_step_i); + else + ImGui::SetScrollY(window, scroll_curr + scroll_step_i); + bs->ScrollAccum[n] -= scroll_step_i; + } +} + +bool ImGui::BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + KeepAliveID(box_select_id); + if (bs->ID != box_select_id) + return false; + + // IsStarting is set by MultiSelectItemFooter() when considering a possible box-select. We validate it here and lock geometry. + bs->UnclipMode = false; + bs->RequestClear = false; + if (bs->IsStarting && IsMouseDragPastThreshold(0)) + BoxSelectActivateDrag(bs, window); + else if ((bs->IsStarting || bs->IsActive) && g.IO.MouseDown[0] == false) + BoxSelectDeactivateDrag(bs); + if (!bs->IsActive) + return false; + + // Current frame absolute prev/current rectangles are used to toggle selection. + // They are derived from positions relative to scrolling space. + ImVec2 start_pos_abs = WindowPosRelToAbs(window, bs->StartPosRel); + ImVec2 prev_end_pos_abs = WindowPosRelToAbs(window, bs->EndPosRel); // Clamped already + ImVec2 curr_end_pos_abs = g.IO.MousePos; + if (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) // Box-select scrolling only happens with ScopeWindow + curr_end_pos_abs = ImClamp(curr_end_pos_abs, scope_rect.Min, scope_rect.Max); + bs->BoxSelectRectPrev.Min = ImMin(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectPrev.Max = ImMax(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectCurr.Min = ImMin(start_pos_abs, curr_end_pos_abs); + bs->BoxSelectRectCurr.Max = ImMax(start_pos_abs, curr_end_pos_abs); + + // Box-select 2D mode detects horizontal changes (vertical ones are already picked by Clipper) + // Storing an extra rect used by widgets supporting box-select. + if (ms_flags & ImGuiMultiSelectFlags_BoxSelect2d) + if (bs->BoxSelectRectPrev.Min.x != bs->BoxSelectRectCurr.Min.x || bs->BoxSelectRectPrev.Max.x != bs->BoxSelectRectCurr.Max.x) + { + bs->UnclipMode = true; + bs->UnclipRect = bs->BoxSelectRectPrev; // FIXME-OPT: UnclipRect x coordinates could be intersection of Prev and Curr rect on X axis. + bs->UnclipRect.Add(bs->BoxSelectRectCurr); + } + + //GetForegroundDrawList()->AddRect(bs->UnclipRect.Min, bs->UnclipRect.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectPrev.Min, bs->BoxSelectRectPrev.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectCurr.Min, bs->BoxSelectRectCurr.Max, IM_COL32(0,255,0,200), 0.0f, 0, 1.0f); + return true; +} + +void ImGui::EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + IM_ASSERT(bs->IsActive); + bs->UnclipMode = false; + + // Render selection rectangle + bs->EndPosRel = WindowPosAbsToRel(window, ImClamp(g.IO.MousePos, scope_rect.Min, scope_rect.Max)); // Clamp stored position according to current scrolling view + ImRect box_select_r = bs->BoxSelectRectCurr; + box_select_r.ClipWith(scope_rect); + window->DrawList->AddRectFilled(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_SeparatorHovered, 0.30f)); // FIXME-MULTISELECT: Styling + window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT: Styling + + // Scroll + const bool enable_scroll = (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) && (ms_flags & ImGuiMultiSelectFlags_BoxSelectNoScroll) == 0; + if (enable_scroll) + { + ImRect scroll_r = scope_rect; + scroll_r.Expand(-g.FontSize); + //GetForegroundDrawList()->AddRect(scroll_r.Min, scroll_r.Max, IM_COL32(0, 255, 0, 255)); + if (!scroll_r.Contains(g.IO.MousePos)) + BoxSelectScrollWithMouseDrag(bs, window, scroll_r); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select support +//------------------------------------------------------------------------- +// - DebugLogMultiSelectRequests() [Internal] +// - CalcScopeRect() [Internal] +// - BeginMultiSelect() +// - EndMultiSelect() +// - SetNextItemSelectionUserData() +// - MultiSelectItemHeader() [Internal] +// - MultiSelectItemFooter() [Internal] +// - DebugNodeMultiSelectState() [Internal] +//------------------------------------------------------------------------- + +static void DebugLogMultiSelectRequests(const char* function, const ImGuiMultiSelectIO* io) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(function); + for (const ImGuiSelectionRequest& req : io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetAll %d (= %s)\n", function, req.Selected, req.Selected ? "SelectAll" : "Clear"); + if (req.Type == ImGuiSelectionRequestType_SetRange) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetRange %" IM_PRId64 "..%" IM_PRId64 " (0x%" IM_PRIX64 "..0x%" IM_PRIX64 ") = %d (dir %d)\n", function, req.RangeFirstItem, req.RangeLastItem, req.RangeFirstItem, req.RangeLastItem, req.Selected, req.RangeDirection); + } +} + +static ImRect CalcScopeRect(ImGuiMultiSelectTempData* ms, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + { + // Warning: this depends on CursorMaxPos so it means to be called by EndMultiSelect() only + return ImRect(ms->ScopeRectMin, ImMax(window->DC.CursorMaxPos, ms->ScopeRectMin)); + } + else + { + // When a table, pull HostClipRect, which allows us to predict ClipRect before first row/layout is performed. (#7970) + ImRect scope_rect = window->InnerClipRect; + if (g.CurrentTable != NULL) + scope_rect = g.CurrentTable->HostClipRect; + + // Add inner table decoration (#7821) // FIXME: Why not baking in InnerClipRect? + scope_rect.Min = ImMin(scope_rect.Min + ImVec2(window->DecoInnerSizeX1, window->DecoInnerSizeY1), scope_rect.Max); + return scope_rect; + } +} + +// Return ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +// Passing 'selection_size' and 'items_count' parameters is currently optional. +// - 'selection_size' is useful to disable some shortcut routing: e.g. ImGuiMultiSelectFlags_ClearOnEscape won't claim Escape key when selection_size 0, +// allowing a first press to clear selection THEN the second press to leave child window and return to parent. +// - 'items_count' is stored in ImGuiMultiSelectIO which makes it a convenient way to pass the information to your ApplyRequest() handler (but you may pass it differently). +// - If they are costly for you to compute (e.g. external intrusive selection without maintaining size), you may avoid them and pass -1. +// - If you can easily tell if your selection is empty or not, you may pass 0/1, or you may enable ImGuiMultiSelectFlags_ClearOnEscape flag dynamically. +ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size, int items_count) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (++g.MultiSelectTempDataStacked > g.MultiSelectTempData.Size) + g.MultiSelectTempData.resize(g.MultiSelectTempDataStacked, ImGuiMultiSelectTempData()); + ImGuiMultiSelectTempData* ms = &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1]; + IM_STATIC_ASSERT(offsetof(ImGuiMultiSelectTempData, IO) == 0); // Clear() relies on that. + g.CurrentMultiSelect = ms; + if ((flags & (ImGuiMultiSelectFlags_ScopeWindow | ImGuiMultiSelectFlags_ScopeRect)) == 0) + flags |= ImGuiMultiSelectFlags_ScopeWindow; + if (flags & ImGuiMultiSelectFlags_SingleSelect) + flags &= ~(ImGuiMultiSelectFlags_BoxSelect2d | ImGuiMultiSelectFlags_BoxSelect1d); + if (flags & ImGuiMultiSelectFlags_BoxSelect2d) + flags &= ~ImGuiMultiSelectFlags_BoxSelect1d; + + // FIXME: Workaround to the fact we override CursorMaxPos, meaning size measurement are lost. (#8250) + // They should perhaps be stacked properly? + if (ImGuiTable* table = g.CurrentTable) + if (table->CurrentColumn != -1) + TableEndCell(table); // This is currently safe to call multiple time. If that properly is lost we can extract the "save measurement" part of it. + + // FIXME: BeginFocusScope() + const ImGuiID id = window->IDStack.back(); + ms->Clear(); + ms->FocusScopeId = id; + ms->Flags = flags; + ms->IsFocused = (ms->FocusScopeId == g.NavFocusScopeId); + ms->BackupCursorMaxPos = window->DC.CursorMaxPos; + ms->ScopeRectMin = window->DC.CursorMaxPos = window->DC.CursorPos; + PushFocusScope(ms->FocusScopeId); + if (flags & ImGuiMultiSelectFlags_ScopeWindow) // Mark parent child window as navigable into, with highlight. Assume user will always submit interactive items. + window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; + + // Use copy of keyboard mods at the time of the request, otherwise we would requires mods to be held for an extra frame. + ms->KeyMods = g.NavJustMovedToId ? (g.NavJustMovedToIsTabbing ? 0 : g.NavJustMovedToKeyMods) : g.IO.KeyMods; + if (flags & ImGuiMultiSelectFlags_NoRangeSelect) + ms->KeyMods &= ~ImGuiMod_Shift; + + // Bind storage + ImGuiMultiSelectState* storage = g.MultiSelectStorage.GetOrAddByKey(id); + storage->ID = id; + storage->LastFrameActive = g.FrameCount; + storage->LastSelectionSize = selection_size; + storage->Window = window; + ms->Storage = storage; + + // Output to user + ms->IO.Requests.resize(0); + ms->IO.RangeSrcItem = storage->RangeSrcItem; + ms->IO.NavIdItem = storage->NavIdItem; + ms->IO.NavIdSelected = (storage->NavIdSelected == 1) ? true : false; + ms->IO.ItemsCount = items_count; + + // Clear when using Navigation to move within the scope + // (we compare FocusScopeId so it possible to use multiple selections inside a same window) + bool request_clear = false; + bool request_select_all = false; + if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == ms->FocusScopeId && g.NavJustMovedToHasSelectionData) + { + if (ms->KeyMods & ImGuiMod_Shift) + ms->IsKeyboardSetRange = true; + if (ms->IsKeyboardSetRange) + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid); // Not ready -> could clear? + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + else if (g.NavJustMovedFromFocusScopeId == ms->FocusScopeId) + { + // Also clear on leaving scope (may be optional?) + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + + // Box-select handling: update active state. + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + ms->BoxSelectId = GetID("##BoxSelect"); + if (BeginBoxSelect(CalcScopeRect(ms, window), window, ms->BoxSelectId, flags)) + request_clear |= bs->RequestClear; + } + + if (ms->IsFocused) + { + // Shortcut: Clear selection (Escape) + // - Only claim shortcut if selection is not empty, allowing further presses on Escape to e.g. leave current child window. + // - Box select also handle Escape and needs to pass an id to bypass ActiveIdUsingAllKeyboardKeys lock. + if (flags & ImGuiMultiSelectFlags_ClearOnEscape) + { + if (selection_size != 0 || bs->IsActive) + if (Shortcut(ImGuiKey_Escape, ImGuiInputFlags_None, bs->IsActive ? bs->ID : 0)) + { + request_clear = true; + if (bs->IsActive) + BoxSelectDeactivateDrag(bs); + } + } + + // Shortcut: Select all (CTRL+A) + if (!(flags & ImGuiMultiSelectFlags_SingleSelect) && !(flags & ImGuiMultiSelectFlags_NoSelectAll)) + if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_A)) + request_select_all = true; + } + + if (request_clear || request_select_all) + { + MultiSelectAddSetAll(ms, request_select_all); + if (!request_select_all) + storage->LastSelectionSize = 0; + } + ms->LoopRequestSetAll = request_select_all ? 1 : request_clear ? 0 : -1; + ms->LastSubmittedItem = ImGuiSelectionUserData_Invalid; + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("BeginMultiSelect", &ms->IO); + + return &ms->IO; +} + +// Return updated ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +ImGuiMultiSelectIO* ImGui::EndMultiSelect() +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR(ms->FocusScopeId == g.CurrentFocusScopeId, "EndMultiSelect() FocusScope mismatch!"); + IM_ASSERT(g.CurrentMultiSelect != NULL && storage->Window == g.CurrentWindow); + IM_ASSERT(g.MultiSelectTempDataStacked > 0 && &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] == g.CurrentMultiSelect); + + ImRect scope_rect = CalcScopeRect(ms, window); + if (ms->IsFocused) + { + // We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be an easy change here. + if (ms->IO.RangeSrcReset || (ms->RangeSrcPassedBy == false && ms->IO.RangeSrcItem != ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at begining of the scope (see tests for easy failure) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset RangeSrcItem.\n"); // Will set be to NavId. + storage->RangeSrcItem = ImGuiSelectionUserData_Invalid; + } + if (ms->NavIdPassedBy == false && storage->NavIdItem != ImGuiSelectionUserData_Invalid) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset NavIdItem.\n"); + storage->NavIdItem = ImGuiSelectionUserData_Invalid; + storage->NavIdSelected = -1; + } + + if ((ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) && GetBoxSelectState(ms->BoxSelectId)) + EndBoxSelect(scope_rect, ms->Flags); + } + + if (ms->IsEndIO == false) + ms->IO.Requests.resize(0); + + // Clear selection when clicking void? + // We specifically test for IsMouseDragPastThreshold(0) == false to allow box-selection! + // The InnerRect test is necessary for non-child/decorated windows. + bool scope_hovered = IsWindowHovered() && window->InnerRect.Contains(g.IO.MousePos); + if (scope_hovered && (ms->Flags & ImGuiMultiSelectFlags_ScopeRect)) + scope_hovered &= scope_rect.Contains(g.IO.MousePos); + if (scope_hovered && g.HoveredId == 0 && g.ActiveId == 0) + { + if (ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + if (!g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && g.IO.MouseClickedCount[0] == 1) + { + BoxSelectPreStartDrag(ms->BoxSelectId, ImGuiSelectionUserData_Invalid); + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + SetHoveredID(ms->BoxSelectId); + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + SetNavID(0, ImGuiNavLayer_Main, ms->FocusScopeId, ImRect(g.IO.MousePos, g.IO.MousePos)); // Automatically switch FocusScope for initial click from void to box-select. + } + } + + if (ms->Flags & ImGuiMultiSelectFlags_ClearOnClickVoid) + if (IsMouseReleased(0) && IsMouseDragPastThreshold(0) == false && g.IO.KeyMods == ImGuiMod_None) + MultiSelectAddSetAll(ms, false); + } + + // Courtesy nav wrapping helper flag + if (ms->Flags & ImGuiMultiSelectFlags_NavWrapX) + { + IM_ASSERT(ms->Flags & ImGuiMultiSelectFlags_ScopeWindow); // Only supported at window scope + ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + } + + // Unwind + window->DC.CursorMaxPos = ImMax(ms->BackupCursorMaxPos, window->DC.CursorMaxPos); + PopFocusScope(); + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("EndMultiSelect", &ms->IO); + + ms->FocusScopeId = 0; + ms->Flags = ImGuiMultiSelectFlags_None; + g.CurrentMultiSelect = (--g.MultiSelectTempDataStacked > 0) ? &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] : NULL; + + return &ms->IO; +} + +void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data) +{ + // Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code! + // This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api. + ImGuiContext& g = *GImGui; + g.NextItemData.SelectionUserData = selection_user_data; + g.NextItemData.FocusScopeId = g.CurrentFocusScopeId; + + if (ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect) + { + // Auto updating RangeSrcPassedBy for cases were clipper is not used (done before ItemAdd() clipping) + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData | ImGuiItemFlags_IsMultiSelect; + if (ms->IO.RangeSrcItem == selection_user_data) + ms->RangeSrcPassedBy = true; + } + else + { + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData; + } +} + +// In charge of: +// - Applying SetAll for submitted items. +// - Applying SetRange for submitted items and record end points. +// - Altering button behavior flags to facilitate use with drag and drop. +void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + + bool selected = *p_selected; + if (ms->IsFocused) + { + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope"); + + // Apply SetAll (Clear/SelectAll) requests requested by BeginMultiSelect(). + // This is only useful if the user hasn't processed them already, and this only works if the user isn't using the clipper. + // If you are using a clipper you need to process the SetAll request after calling BeginMultiSelect() + if (ms->LoopRequestSetAll != -1) + selected = (ms->LoopRequestSetAll == 1); + + // When using SHIFT+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection) + // For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function) + if (ms->IsKeyboardSetRange) + { + IM_ASSERT(id != 0 && (ms->KeyMods & ImGuiMod_Shift) != 0); + const bool is_range_dst = (ms->RangeDstPassedBy == false) && g.NavJustMovedToId == id; // Assume that g.NavJustMovedToId is not clipped. + if (is_range_dst) + ms->RangeDstPassedBy = true; + if (is_range_dst && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) // If we don't have RangeSrc, assign RangeSrc = RangeDst + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected ? 1 : 0; + } + const bool is_range_src = storage->RangeSrcItem == item_data; + if (is_range_src || is_range_dst || ms->RangeSrcPassedBy != ms->RangeDstPassedBy) + { + // Apply range-select value to visible items + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid && storage->RangeSelected != -1); + selected = (storage->RangeSelected != 0); + } + else if ((ms->KeyMods & ImGuiMod_Ctrl) == 0 && (ms->Flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + // Clear other items + selected = false; + } + } + *p_selected = selected; + } + + // Alter button behavior flags + // To handle drag and drop of multiple items we need to avoid clearing selection on click. + // Enabling this test makes actions using CTRL+SHIFT delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items. + if (p_button_flags != NULL) + { + ImGuiButtonFlags button_flags = *p_button_flags; + button_flags |= ImGuiButtonFlags_NoHoveredOnFocus; + if ((!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore)) && !(ms->Flags & ImGuiMultiSelectFlags_SelectOnClickRelease)) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + *p_button_flags = button_flags; + } +} + +// In charge of: +// - Auto-select on navigation. +// - Box-select toggle handling. +// - Right-click handling. +// - Altering selection based on Ctrl/Shift modifiers, both for keyboard and mouse. +// - Record current selection state for RangeSrc +// This is all rather complex, best to run and refer to "widgets_multiselect_xxx" tests in imgui_test_suite. +void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + bool selected = *p_selected; + bool pressed = *p_pressed; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + if (pressed) + ms->IsFocused = true; + + bool hovered = false; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) + hovered = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (!ms->IsFocused && !hovered) + return; + + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + + ImGuiMultiSelectFlags flags = ms->Flags; + const bool is_singleselect = (flags & ImGuiMultiSelectFlags_SingleSelect) != 0; + bool is_ctrl = (ms->KeyMods & ImGuiMod_Ctrl) != 0; + bool is_shift = (ms->KeyMods & ImGuiMod_Shift) != 0; + + bool apply_to_range_src = false; + + if (g.NavId == id && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + apply_to_range_src = true; + if (ms->IsEndIO == false) + { + ms->IO.Requests.resize(0); + ms->IsEndIO = true; + } + + // Auto-select as you navigate a list + if (g.NavJustMovedToId == id) + { + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + if (is_ctrl && is_shift) + pressed = true; + else if (!is_ctrl) + selected = pressed = true; + } + else + { + // With NoAutoSelect, using Shift+keyboard performs a write/copy + if (is_shift) + pressed = true; + else if (!is_ctrl) + apply_to_range_src = true; // Since if (pressed) {} main block is not running we update this + } + } + + if (apply_to_range_src) + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected; // Will be updated at the end of this function anyway. + } + + // Box-select toggle handling + if (ms->BoxSelectId != 0) + if (ImGuiBoxSelectState* bs = GetBoxSelectState(ms->BoxSelectId)) + { + const bool rect_overlap_curr = bs->BoxSelectRectCurr.Overlaps(g.LastItemData.Rect); + const bool rect_overlap_prev = bs->BoxSelectRectPrev.Overlaps(g.LastItemData.Rect); + if ((rect_overlap_curr && !rect_overlap_prev && !selected) || (rect_overlap_prev && !rect_overlap_curr)) + { + if (storage->LastSelectionSize <= 0 && bs->IsStartedSetNavIdOnce) + { + pressed = true; // First item act as a pressed: code below will emit selection request and set NavId (whatever we emit here will be overridden anyway) + bs->IsStartedSetNavIdOnce = false; + } + else + { + selected = !selected; + MultiSelectAddSetRange(ms, selected, +1, item_data, item_data); + } + storage->LastSelectionSize = ImMax(storage->LastSelectionSize + 1, 1); + } + } + + // Right-click handling. + // FIXME-MULTISELECT: Currently filtered out by ImGuiMultiSelectFlags_NoAutoSelect but maybe should be moved to Selectable(). See https://github.com/ocornut/imgui/pull/5816 + if (hovered && IsMouseClicked(1) && (flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + if (g.ActiveId != 0 && g.ActiveId != id) + ClearActiveID(); + SetFocusID(id, window); + if (!pressed && !selected) + { + pressed = true; + is_ctrl = is_shift = false; + } + } + + // Unlike Space, Enter doesn't alter selection (but can still return a press) unless current item is not selected. + // The later, "unless current item is not select", may become optional? It seems like a better default if Enter doesn't necessarily open something + // (unlike e.g. Windows explorer). For use case where Enter always open something, we might decide to make this optional? + const bool enter_pressed = pressed && (g.NavActivateId == id) && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput); + + // Alter selection + if (pressed && (!enter_pressed || !selected)) + { + // Box-select + ImGuiInputSource input_source = (g.NavJustMovedToId == id || g.NavActivateId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + if (selected == false && !g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && input_source == ImGuiInputSource_Mouse && g.IO.MouseClickedCount[0] == 1) + BoxSelectPreStartDrag(ms->BoxSelectId, item_data); + + //---------------------------------------------------------------------------------------- + // ACTION | Begin | Pressed/Activated | End + //---------------------------------------------------------------------------------------- + // Keys Navigated: | Clear | Src=item, Sel=1 SetRange 1 + // Keys Navigated: Ctrl | n/a | n/a + // Keys Navigated: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Keys Navigated: Ctrl+Shift | n/a | Dst=item, Sel=Src => Clear + SetRange Src-Dst + // Keys Activated: | n/a | Src=item, Sel=1 => Clear + SetRange 1 + // Keys Activated: Ctrl | n/a | Src=item, Sel=!Sel => SetSange 1 + // Keys Activated: Shift | n/a | Dst=item, Sel=1 => Clear + SetSange 1 + //---------------------------------------------------------------------------------------- + // Mouse Pressed: | n/a | Src=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl | n/a | Src=item, Sel=!Sel => SetRange 1 + // Mouse Pressed: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl+Shift | n/a | Dst=item, Sel=!Sel => SetRange Src-Dst + //---------------------------------------------------------------------------------------- + + if ((flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + bool request_clear = false; + if (is_singleselect) + request_clear = true; + else if ((input_source == ImGuiInputSource_Mouse || g.NavActivateId == id) && !is_ctrl) + request_clear = (flags & ImGuiMultiSelectFlags_NoAutoClearOnReselect) ? !selected : true; + else if ((input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Gamepad) && is_shift && !is_ctrl) + request_clear = true; // With is_shift==false the RequestClear was done in BeginIO, not necessary to do again. + if (request_clear) + MultiSelectAddSetAll(ms, false); + } + + int range_direction; + bool range_selected; + if (is_shift && !is_singleselect) + { + //IM_ASSERT(storage->HasRangeSrc && storage->HasRangeValue); + if (storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + storage->RangeSrcItem = item_data; + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + // Shift+Arrow always select + // Ctrl+Shift+Arrow copy source selection state (already stored by BeginMultiSelect() in storage->RangeSelected) + range_selected = (is_ctrl && storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + } + else + { + // Shift+Arrow copy source selection state + // Shift+Click always copy from target selection state + if (ms->IsKeyboardSetRange) + range_selected = (storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + else + range_selected = !selected; + } + range_direction = ms->RangeSrcPassedBy ? +1 : -1; + } + else + { + // Ctrl inverts selection, otherwise always select + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + selected = is_ctrl ? !selected : true; + else + selected = !selected; + storage->RangeSrcItem = item_data; + range_selected = selected; + range_direction = +1; + } + MultiSelectAddSetRange(ms, range_selected, range_direction, storage->RangeSrcItem, item_data); + } + + // Update/store the selection state of the Source item (used by CTRL+SHIFT, when Source is unselected we perform a range unselect) + if (storage->RangeSrcItem == item_data) + storage->RangeSelected = selected ? 1 : 0; + + // Update/store the selection state of focused item + if (g.NavId == id) + { + storage->NavIdItem = item_data; + storage->NavIdSelected = selected ? 1 : 0; + } + if (storage->NavIdItem == item_data) + ms->NavIdPassedBy = true; + ms->LastSubmittedItem = item_data; + + *p_selected = selected; + *p_pressed = pressed; +} + +void ImGui::MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected) +{ + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetAll, selected, 0, ImGuiSelectionUserData_Invalid, ImGuiSelectionUserData_Invalid }; + ms->IO.Requests.resize(0); // Can always clear previous requests + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item) +{ + // Merge contiguous spans into same request (unless NoRangeSelect is set which guarantees single-item ranges) + if (ms->IO.Requests.Size > 0 && first_item == last_item && (ms->Flags & ImGuiMultiSelectFlags_NoRangeSelect) == 0) + { + ImGuiSelectionRequest* prev = &ms->IO.Requests.Data[ms->IO.Requests.Size - 1]; + if (prev->Type == ImGuiSelectionRequestType_SetRange && prev->RangeLastItem == ms->LastSubmittedItem && prev->Selected == selected) + { + prev->RangeLastItem = last_item; + return; + } + } + + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetRange, selected, (ImS8)range_dir, (range_dir > 0) ? first_item : last_item, (range_dir > 0) ? last_item : first_item }; + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::DebugNodeMultiSelectState(ImGuiMultiSelectState* storage) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool is_active = (storage->LastFrameActive >= GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode((void*)(intptr_t)storage->ID, "MultiSelect 0x%08X in '%s'%s", storage->ID, storage->Window ? storage->Window->Name : "N/A", is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (!open) + return; + Text("RangeSrcItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), RangeSelected = %d", storage->RangeSrcItem, storage->RangeSrcItem, storage->RangeSelected); + Text("NavIdItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), NavIdSelected = %d", storage->NavIdItem, storage->NavIdItem, storage->NavIdSelected); + Text("LastSelectionSize = %d", storage->LastSelectionSize); // Provided by user + TreePop(); +#else + IM_UNUSED(storage); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select helpers +//------------------------------------------------------------------------- +// - ImGuiSelectionBasicStorage +// - ImGuiSelectionExternalStorage +//------------------------------------------------------------------------- + +ImGuiSelectionBasicStorage::ImGuiSelectionBasicStorage() +{ + Size = 0; + PreserveOrder = false; + UserData = NULL; + AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage*, int idx) { return (ImGuiID)idx; }; + _SelectionOrder = 1; // Always >0 +} + +void ImGuiSelectionBasicStorage::Clear() +{ + Size = 0; + _SelectionOrder = 1; // Always >0 + _Storage.Data.resize(0); +} + +void ImGuiSelectionBasicStorage::Swap(ImGuiSelectionBasicStorage& r) +{ + ImSwap(Size, r.Size); + ImSwap(_SelectionOrder, r._SelectionOrder); + _Storage.Data.swap(r._Storage.Data); +} + +bool ImGuiSelectionBasicStorage::Contains(ImGuiID id) const +{ + return _Storage.GetInt(id, 0) != 0; +} + +static int IMGUI_CDECL PairComparerByValueInt(const void* lhs, const void* rhs) +{ + int lhs_v = ((const ImGuiStoragePair*)lhs)->val_i; + int rhs_v = ((const ImGuiStoragePair*)rhs)->val_i; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// GetNextSelectedItem() is an abstraction allowing us to change our underlying actual storage system without impacting user. +// (e.g. store unselected vs compact down, compact down on demand, use raw ImVector instead of ImGuiStorage...) +bool ImGuiSelectionBasicStorage::GetNextSelectedItem(void** opaque_it, ImGuiID* out_id) +{ + ImGuiStoragePair* it = (ImGuiStoragePair*)*opaque_it; + ImGuiStoragePair* it_end = _Storage.Data.Data + _Storage.Data.Size; + if (PreserveOrder && it == NULL && it_end != NULL) + ImQsort(_Storage.Data.Data, (size_t)_Storage.Data.Size, sizeof(ImGuiStoragePair), PairComparerByValueInt); // ~ImGuiStorage::BuildSortByValueInt() + if (it == NULL) + it = _Storage.Data.Data; + IM_ASSERT(it >= _Storage.Data.Data && it <= it_end); + if (it != it_end) + while (it->val_i == 0 && it < it_end) + it++; + const bool has_more = (it != it_end); + *opaque_it = has_more ? (void**)(it + 1) : (void**)(it); + *out_id = has_more ? it->key : 0; + if (PreserveOrder && !has_more) + _Storage.BuildSortByKey(); + return has_more; +} + +void ImGuiSelectionBasicStorage::SetItemSelected(ImGuiID id, bool selected) +{ + int* p_int = _Storage.GetIntRef(id, 0); + if (selected && *p_int == 0) { *p_int = _SelectionOrder++; Size++; } + else if (!selected && *p_int != 0) { *p_int = 0; Size--; } +} + +// Optimized for batch edits (with same value of 'selected') +static void ImGuiSelectionBasicStorage_BatchSetItemSelected(ImGuiSelectionBasicStorage* selection, ImGuiID id, bool selected, int size_before_amends, int selection_order) +{ + ImGuiStorage* storage = &selection->_Storage; + ImGuiStoragePair* it = ImLowerBound(storage->Data.Data, storage->Data.Data + size_before_amends, id); + const bool is_contained = (it != storage->Data.Data + size_before_amends) && (it->key == id); + if (selected == (is_contained && it->val_i != 0)) + return; + if (selected && !is_contained) + storage->Data.push_back(ImGuiStoragePair(id, selection_order)); // Push unsorted at end of vector, will be sorted in SelectionMultiAmendsFinish() + else if (is_contained) + it->val_i = selected ? selection_order : 0; // Modify in-place. + selection->Size += selected ? +1 : -1; +} + +static void ImGuiSelectionBasicStorage_BatchFinish(ImGuiSelectionBasicStorage* selection, bool selected, int size_before_amends) +{ + ImGuiStorage* storage = &selection->_Storage; + if (selected && selection->Size != size_before_amends) + storage->BuildSortByKey(); // When done selecting: sort everything +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// - Enable 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen. +// - Honoring SetRange requests requires that you can iterate/interpolate between RangeFirstItem and RangeLastItem. +// - In this demo we often submit indices to SetNextItemSelectionUserData() + store the same indices in persistent selection. +// - Your code may do differently. If you store pointers or objects ID in ImGuiSelectionUserData you may need to perform +// a lookup in order to have some way to iterate/interpolate between two items. +// - A full-featured application is likely to allow search/filtering which is likely to lead to using indices +// and constructing a view index <> object id/ptr data structure anyway. +// WHEN YOUR APPLICATION SETTLES ON A CHOICE, YOU WILL PROBABLY PREFER TO GET RID OF THIS UNNECESSARY 'ImGuiSelectionBasicStorage' INDIRECTION LOGIC. +// Notice that with the simplest adapter (using indices everywhere), all functions return their parameters. +// The most simple implementation (using indices everywhere) would look like: +// for (ImGuiSelectionRequest& req : ms_io->Requests) +// { +// if (req.Type == ImGuiSelectionRequestType_SetAll) { Clear(); if (req.Selected) { for (int n = 0; n < items_count; n++) { SetItemSelected(n, true); } } +// if (req.Type == ImGuiSelectionRequestType_SetRange) { for (int n = (int)ms_io->RangeFirstItem; n <= (int)ms_io->RangeLastItem; n++) { SetItemSelected(n, ms_io->Selected); } } +// } +void ImGuiSelectionBasicStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + // For convenience we obtain ItemsCount as passed to BeginMultiSelect(), which is optional. + // It makes sense when using ImGuiSelectionBasicStorage to simply pass your items count to BeginMultiSelect(). + // Other scheme may handle SetAll differently. + IM_ASSERT(ms_io->ItemsCount != -1 && "Missing value for items_count in BeginMultiSelect() call!"); + IM_ASSERT(AdapterIndexToStorageId != NULL); + + // This is optimized/specialized to cope with very large selections (e.g. 100k+ items) + // - A simpler version could call SetItemSelected() directly instead of ImGuiSelectionBasicStorage_BatchSetItemSelected() + ImGuiSelectionBasicStorage_BatchFinish(). + // - Optimized select can append unsorted, then sort in a second pass. Optimized unselect can clear in-place then compact in a second pass. + // - A more optimal version wouldn't even use ImGuiStorage but directly a ImVector to reduce bandwidth, but this is a reasonable trade off to reuse code. + // - There are many ways this could be better optimized. The worse case scenario being: using BoxSelect2d in a grid, box-select scrolling down while wiggling + // left and right: it affects coarse clipping + can emit multiple SetRange with 1 item each.) + // FIXME-OPT: For each block of consecutive SetRange request: + // - add all requests to a sorted list, store ID, selected, offset in ImGuiStorage. + // - rewrite sorted storage a single time. + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + Clear(); + if (req.Selected) + { + _Storage.Data.reserve(ms_io->ItemsCount); + const int size_before_amends = _Storage.Data.Size; + for (int idx = 0; idx < ms_io->ItemsCount; idx++, _SelectionOrder++) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, _SelectionOrder); + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + const int selection_changes = (int)req.RangeLastItem - (int)req.RangeFirstItem + 1; + //ImGuiContext& g = *GImGui; IMGUI_DEBUG_LOG_SELECTION("Req %d/%d: set %d to %d\n", ms_io->Requests.index_from_ptr(&req), ms_io->Requests.Size, selection_changes, req.Selected); + if (selection_changes == 1 || (selection_changes < Size / 100)) + { + // Multiple sorted insertion + copy likely to be faster. + // Technically we could do a single copy with a little more work (sort sequential SetRange requests) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + SetItemSelected(GetStorageIdFromIndex(idx), req.Selected); + } + else + { + // Append insertion + single sort likely be faster. + // Use req.RangeDirection to set order field so that shift+clicking from 1 to 5 is different than shift+clicking from 5 to 1 + const int size_before_amends = _Storage.Data.Size; + int selection_order = _SelectionOrder + ((req.RangeDirection < 0) ? selection_changes - 1 : 0); + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++, selection_order += req.RangeDirection) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, selection_order); + if (req.Selected) + _SelectionOrder += selection_changes; + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + } +} + +//------------------------------------------------------------------------- + +ImGuiSelectionExternalStorage::ImGuiSelectionExternalStorage() +{ + UserData = NULL; + AdapterSetItemSelected = NULL; +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// We also pull 'ms_io->ItemsCount' as passed for BeginMultiSelect() for consistency with ImGuiSelectionBasicStorage +// This makes no assumption about underlying storage. +void ImGuiSelectionExternalStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + IM_ASSERT(AdapterSetItemSelected); + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + for (int idx = 0; idx < ms_io->ItemsCount; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + if (req.Type == ImGuiSelectionRequestType_SetRange) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ListBox +//------------------------------------------------------------------------- +// - BeginListBox() +// - EndListBox() +// - ListBox() +//------------------------------------------------------------------------- + +// This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. +// This handle some subtleties with capturing info from the label. +// If you don't need a label you can pretty much directly use ImGui::BeginChild() with ImGuiChildFlags_FrameStyle. +// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" +// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.5f * item_height). +bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Size default to hold ~7.25 items. + // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = ImTrunc(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); + ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); + ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + g.NextItemData.ClearFlags(); + + if (!IsRectVisible(bb.Min, bb.Max)) + { + ItemSize(bb.GetSize(), style.FramePadding.y); + ItemAdd(bb, 0, &frame_bb); + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + // FIXME-OPT: We could omit the BeginGroup() if label_size.x == 0.0f but would need to omit the EndGroup() as well. + BeginGroup(); + if (label_size.x > 0.0f) + { + ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); + RenderText(label_pos, label); + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); + AlignTextToFramePadding(); + } + + BeginChild(id, frame_bb.GetSize(), ImGuiChildFlags_FrameStyle); + return true; +} + +void ImGui::EndListBox() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); + IM_UNUSED(window); + + EndChild(); + EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label +} + +bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) +{ + const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); + return value_changed; +} + +// This is merely a helper around BeginListBox(), EndListBox(). +// Considering using those directly to submit custom data or store selection differently. +bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Calculate size from "height_in_items" + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + float height_in_items_f = height_in_items + 0.25f; + ImVec2 size(0.0f, ImTrunc(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); + + if (!BeginListBox(label, size)) + return false; + + // Assume all items have even height (= 1 line of text). If you need items of different height, + // you can create a custom version of ListBox() in your code without using the clipper. + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + clipper.IncludeItemByIndex(*current_item); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected)) + { + *current_item = i; + value_changed = true; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + EndListBox(); + + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: PlotLines, PlotHistogram +//------------------------------------------------------------------------- +// - PlotEx() [Internal] +// - PlotLines() +// - PlotHistogram() +//------------------------------------------------------------------------- +// Plot/Graph widgets are not very good. +// Consider writing your own, or using a third-party one, see: +// - ImPlot https://github.com/epezent/implot +// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions +//------------------------------------------------------------------------- + +int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return -1; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0f); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_NoNav)) + return -1; + bool hovered; + ButtonBehavior(frame_bb, id, &hovered, NULL); + + // Determine scale from values if not specified + if (scale_min == FLT_MAX || scale_max == FLT_MAX) + { + float v_min = FLT_MAX; + float v_max = -FLT_MAX; + for (int i = 0; i < values_count; i++) + { + const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; + v_min = ImMin(v_min, v); + v_max = ImMax(v_max, v); + } + if (scale_min == FLT_MAX) + scale_min = v_min; + if (scale_max == FLT_MAX) + scale_max = v_max; + } + + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + + const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + int idx_hovered = -1; + if (values_count >= values_count_min) + { + int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + + // Tooltip on hover + if (hovered && inner_bb.Contains(g.IO.MousePos)) + { + const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); + const int v_idx = (int)(t * item_count); + IM_ASSERT(v_idx >= 0 && v_idx < values_count); + + const float v0 = values_getter(data, (v_idx + values_offset) % values_count); + const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); + if (plot_type == ImGuiPlotType_Lines) + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1); + else if (plot_type == ImGuiPlotType_Histogram) + SetTooltip("%d: %8.4g", v_idx, v0); + idx_hovered = v_idx; + } + + const float t_step = 1.0f / (float)res_w; + const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); + + float v0 = values_getter(data, (0 + values_offset) % values_count); + float t0 = 0.0f; + ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + + const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); + const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); + + for (int n = 0; n < res_w; n++) + { + const float t1 = t0 + t_step; + const int v1_idx = (int)(t0 * item_count + 0.5f); + IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); + const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); + + // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. + ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); + ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); + if (plot_type == ImGuiPlotType_Lines) + { + window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + else if (plot_type == ImGuiPlotType_Histogram) + { + if (pos1.x >= pos0.x + 2.0f) + pos1.x -= 1.0f; + window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + + t0 = t1; + tp0 = tp1; + } + } + + // Text overlay + if (overlay_text) + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); + + // Return hovered index or -1 if none are hovered. + // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx(). + return idx_hovered; +} + +struct ImGuiPlotArrayGetterData +{ + const float* Values; + int Stride; + + ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } +}; + +static float Plot_ArrayGetter(void* data, int idx) +{ + ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + return v; +} + +void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Value helpers +// Those is not very useful, legacy API. +//------------------------------------------------------------------------- +// - Value() +//------------------------------------------------------------------------- + +void ImGui::Value(const char* prefix, bool b) +{ + Text("%s: %s", prefix, (b ? "true" : "false")); +} + +void ImGui::Value(const char* prefix, int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, unsigned int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, float v, const char* float_format) +{ + if (float_format) + { + char fmt[64]; + ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); + Text(fmt, prefix, v); + } + else + { + Text("%s: %.3f", prefix, v); + } +} + +//------------------------------------------------------------------------- +// [SECTION] MenuItem, BeginMenu, EndMenu, etc. +//------------------------------------------------------------------------- +// - ImGuiMenuColumns [Internal] +// - BeginMenuBar() +// - EndMenuBar() +// - BeginMainMenuBar() +// - EndMainMenuBar() +// - BeginMenu() +// - EndMenu() +// - MenuItemEx() [Internal] +// - MenuItem() +//------------------------------------------------------------------------- + +// Helpers for internal use +void ImGuiMenuColumns::Update(float spacing, bool window_reappearing) +{ + if (window_reappearing) + memset(Widths, 0, sizeof(Widths)); + Spacing = (ImU16)spacing; + CalcNextTotalWidth(true); + memset(Widths, 0, sizeof(Widths)); + TotalWidth = NextTotalWidth; + NextTotalWidth = 0; +} + +void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets) +{ + ImU16 offset = 0; + bool want_spacing = false; + for (int i = 0; i < IM_ARRAYSIZE(Widths); i++) + { + ImU16 width = Widths[i]; + if (want_spacing && width > 0) + offset += Spacing; + want_spacing |= (width > 0); + if (update_offsets) + { + if (i == 1) { OffsetLabel = offset; } + if (i == 2) { OffsetShortcut = offset; } + if (i == 3) { OffsetMark = offset; } + } + offset += width; + } + NextTotalWidth = offset; +} + +float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark) +{ + Widths[0] = ImMax(Widths[0], (ImU16)w_icon); + Widths[1] = ImMax(Widths[1], (ImU16)w_label); + Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut); + Widths[3] = ImMax(Widths[3], (ImU16)w_mark); + CalcNextTotalWidth(false); + return (float)ImMax(TotalWidth, NextTotalWidth); +} + +// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. +bool ImGui::BeginMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + if (!(window->Flags & ImGuiWindowFlags_MenuBar)) + return false; + + IM_ASSERT(!window->DC.MenuBarAppending); + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore + PushID("##menubar"); + + // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + ImRect bar_rect = window->MenuBarRect(); + ImRect clip_rect(ImFloor(bar_rect.Min.x + window->WindowBorderSize), ImFloor(bar_rect.Min.y + window->WindowBorderSize), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), ImFloor(bar_rect.Max.y)); + clip_rect.ClipWith(window->OuterRectClipped); + PushClipRect(clip_rect.Min, clip_rect.Max, false); + + // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). + window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.MenuBarAppending = true; + AlignTextToFramePadding(); + return true; +} + +void ImGui::EndMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. + if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + { + // Try to find out if the request is for one of our child menu + ImGuiWindow* nav_earliest_child = g.NavWindow; + while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) + nav_earliest_child = nav_earliest_child->ParentWindow; + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + { + // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. + // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering) + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary) + FocusWindow(window); + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + // FIXME-NAV: How to deal with this when not using g.IO.ConfigNavCursorVisibleAuto? + if (g.NavCursorVisible) + { + g.NavCursorVisible = false; // Hide nav cursor for the current frame so we don't see the intermediary selection. Will be set again + g.NavCursorHideFrames = 2; + } + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; + NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat + } + } + + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); + IM_ASSERT(window->DC.MenuBarAppending); + PopClipRect(); + PopID(); + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + + // FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here. + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.EmitItem = false; + ImVec2 restore_cursor_max_pos = group_data.BackupCursorMaxPos; + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, window->DC.CursorMaxPos.x - window->Scroll.x); // Convert ideal extents for scrolling layer equivalent. + EndGroup(); // Restore position on layer 0 // FIXME: Misleading to use a group for that backup/restore + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.MenuBarAppending = false; + window->DC.CursorMaxPos = restore_cursor_max_pos; +} + +// Important: calling order matters! +// FIXME: Somehow overlapping with docking tech. +// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts) +bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags) +{ + IM_ASSERT(dir != ImGuiDir_None); + + ImGuiWindow* bar_window = FindWindowByName(name); + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); + if (bar_window == NULL || bar_window->BeginCount == 0) + { + // Calculate and set window size/position + ImRect avail_rect = viewport->GetBuildWorkRect(); + ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + ImVec2 pos = avail_rect.Min; + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + pos[axis] = avail_rect.Max[axis] - axis_size; + ImVec2 size = avail_rect.GetSize(); + size[axis] = axis_size; + SetNextWindowPos(pos); + SetNextWindowSize(size); + + // Report our size into work area (for next frame) using actual window size + if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) + viewport->BuildWorkInsetMin[axis] += axis_size; + else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) + viewport->BuildWorkInsetMax[axis] += axis_size; + } + + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set. + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint + bool is_open = Begin(name, NULL, window_flags); + PopStyleVar(2); + + return is_open; +} + +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + + // Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change + SetCurrentViewport(NULL, viewport); + + // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. + // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea? + // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + float height = GetFrameHeight(); + bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + + if (is_open) + BeginMenuBar(); + else + End(); + return is_open; +} + +void ImGui::EndMainMenuBar() +{ + EndMenuBar(); + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + ImGuiContext& g = *GImGui; + if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) + FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild); + + End(); +} + +static bool IsRootOfOpenMenuSet() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu)) + return false; + + // Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others + // (e.g. inside menu bar vs loose menu items) based on parent ID. + // This would however prevent the use of e.g. PushID() user code submitting menus. + // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag, + // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. + // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup + // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu. + // In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer. + // This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still + // open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart + // it likely won't be a problem anyone runs into. + const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; + if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer) + return false; + return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true, false); +} + +bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); + + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + // The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + window_flags |= ImGuiWindowFlags_ChildWindow; + + // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). + // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. + // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used. + if (g.MenusIdSubmittedThisFrame.contains(id)) + { + if (menu_is_open) + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + else + g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values + return menu_is_open; + } + + // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu + g.MenusIdSubmittedThisFrame.push_back(id); + + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window) + // This is only done for items for the menu set and not the full parent window. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. + ImVec2 popup_pos, pos = window->DC.CursorPos; + PushID(label); + if (!enabled) + BeginDisabled(); + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + bool pressed; + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_NoAutoClosePopups; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Menu inside an horizontal menu bar + // Selectable extend their highlight by half ItemSpacing in each direction. + // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() + popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + float w = label_size.x; + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y)); + LogSetNextTextDecoration("[", "]"); + RenderText(text_pos, label); + PopStyleVar(); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu inside a regular/vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + LogSetNextTextDecoration("", ">"); + RenderText(text_pos, label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); + } + if (!enabled) + EndDisabled(); + + const bool hovered = (g.HoveredId == id) && enabled && !g.NavHighlightItemUnderNav; + if (menuset_is_open) + PopItemFlag(); + + bool want_open = false; + bool want_open_nav_init = false; + bool want_close = false; + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + { + // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu + // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. + bool moving_toward_child_menu = false; + ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below) + ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL) + { + const float ref_unit = g.FontSize; // FIXME-DPI + const float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f; + const ImRect next_window_rect = child_menu_window->Rect(); + ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); + ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + const float pad_farmost_h = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // Add a bit of extra slack. + ta.x += child_dir * -0.5f; + tb.x += child_dir * ref_unit; + tc.x += child_dir * ref_unit; + tb.y = ta.y + ImMax((tb.y - pad_farmost_h) - ta.y, -ref_unit * 8.0f); // Triangle has maximum height to limit the slope and the bias toward large sub-menus + tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, +ref_unit * 8.0f); + moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + } + + // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not) + // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon. + // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.) + if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavHighlightItemUnderNav && g.ActiveId == 0) + want_close = true; + + // Open + // (note: at this point 'hovered' actually includes the NavDisableMouseHover == false test) + if (!menu_is_open && pressed) // Click/activate to open + want_open = true; + else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open + want_open = true; + else if (!menu_is_open && hovered && g.HoveredIdTimer >= 0.30f && g.MouseStationaryTimer >= 0.30f) // Hover to open (timer fallback) + want_open = true; + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + { + want_open = want_open_nav_init = true; + NavMoveRequestCancel(); + SetNavCursorVisibleAfterMove(); + } + } + else + { + // Menu bar + if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it + { + want_close = true; + want_open = menu_is_open = false; + } + else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others + { + want_open = true; + } + else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + + if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' + want_close = true; + if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + PopID(); + + if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) + { + // Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame. + OpenPopup(label); + } + else if (want_open) + { + menu_is_open = true; + OpenPopup(label, ImGuiPopupFlags_NoReopen);// | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0)); + } + + if (menu_is_open) + { + ImGuiLastItemData last_item_in_parent = g.LastItemData; + SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos. + PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + PopStyleVar(); + if (menu_is_open) + { + // Implement what ImGuiPopupFlags_NoReopenAlwaysNavInit would do: + // Perform an init request in the case the popup was already open (via a previous mouse hover) + if (want_open && want_open_nav_init && !g.NavInitRequest) + { + FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags_UnlessBelowModal); + NavInitWindow(g.CurrentWindow, false); + } + + // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu() + // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck) + g.LastItemData = last_item_in_parent; + if (g.HoveredWindow == window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + } + else + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + } + + return menu_is_open; +} + +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + return BeginMenuEx(label, NULL, enabled); +} + +void ImGui::EndMenu() +{ + // Nav: When a left move request our menu failed, close ourselves. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginMenu()/EndMenu() calls + ImGuiWindow* parent_window = window->ParentWindow; // Should always be != NULL is we passed assert. + if (window->BeginCount == window->BeginCountPreviousFrame) + if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet()) + if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical) + { + ClosePopupToLevel(g.BeginPopupStack.Size - 1, true); + NavMoveRequestCancel(); + } + + EndPopup(); +} + +bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 pos = window->DC.CursorPos; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // See BeginMenuEx() for comments about this. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. + bool pressed; + PushID(label); + if (!enabled) + BeginDisabled(); + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover; + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful + // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. + float w = label_size.x; + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); + PopStyleVar(); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + RenderText(text_pos, label); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu item inside a vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame + float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + { + RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + if (shortcut_w > 0.0f) + { + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + LogSetNextTextDecoration("(", ")"); + RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); + } + } + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + if (!enabled) + EndDisabled(); + PopID(); + if (menuset_is_open) + PopItemFlag(); + + return pressed; +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + return MenuItemEx(label, NULL, shortcut, selected, enabled); +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) +{ + if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled)) + { + if (p_selected) + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +//------------------------------------------------------------------------- +// - BeginTabBar() +// - BeginTabBarEx() [Internal] +// - EndTabBar() +// - TabBarLayout() [Internal] +// - TabBarCalcTabID() [Internal] +// - TabBarCalcMaxTabWidth() [Internal] +// - TabBarFindTabById() [Internal] +// - TabBarFindTabByOrder() [Internal] +// - TabBarFindMostRecentlySelectedTabForActiveWindow() [Internal] +// - TabBarGetCurrentTab() [Internal] +// - TabBarGetTabName() [Internal] +// - TabBarAddTab() [Internal] +// - TabBarRemoveTab() [Internal] +// - TabBarCloseTab() [Internal] +// - TabBarScrollClamp() [Internal] +// - TabBarScrollToTab() [Internal] +// - TabBarQueueFocus() [Internal] +// - TabBarQueueReorder() [Internal] +// - TabBarProcessReorderFromMousePos() [Internal] +// - TabBarProcessReorder() [Internal] +// - TabBarScrollingButtons() [Internal] +// - TabBarTabListPopupButton() [Internal] +//------------------------------------------------------------------------- + +struct ImGuiTabBarSection +{ + int TabCount; // Number of tabs in this section. + float Width; // Sum of width of tabs in this section (after shrinking down) + float Spacing; // Horizontal spacing at the end of the section. + + ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); } +}; + +namespace ImGui +{ + static void TabBarLayout(ImGuiTabBar* tab_bar); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window); + static float TabBarCalcMaxTabWidth(); + static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); + static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); +} + +ImGuiTabBar::ImGuiTabBar() +{ + memset(this, 0, sizeof(*this)); + CurrFrameVisible = PrevFrameVisible = -1; + LastTabItemIdx = -1; +} + +static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab) +{ + return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; +} + +static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + const int a_section = TabItemGetSectionIdx(a); + const int b_section = TabItemGetSectionIdx(b); + if (a_section != b_section) + return a_section - b_section; + return (int)(a->IndexDuringLayout - b->IndexDuringLayout); +} + +static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->BeginOrder - b->BeginOrder); +} + +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) +{ + ImGuiContext& g = *GImGui; + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); +} + +static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); +} + +bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + tab_bar->ID = id; + tab_bar->SeparatorMinX = tab_bar->BarRect.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f); + tab_bar->SeparatorMaxX = tab_bar->BarRect.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f); + //if (g.NavWindow && IsWindowChildOf(g.NavWindow, window, false, false)) + flags |= ImGuiTabBarFlags_IsFocused; + return BeginTabBarEx(tab_bar, tab_bar_bb, flags); +} + +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + IM_ASSERT(tab_bar->ID != 0); + if ((flags & ImGuiTabBarFlags_DockNode) == 0) + PushOverrideID(tab_bar->ID); + + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; + tab_bar->Window = window; + + // Append with multiple BeginTabBar()/EndTabBar() pairs. + tab_bar->BackupCursorPos = window->DC.CursorPos; + if (tab_bar->CurrFrameVisible == g.FrameCount) + { + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + tab_bar->BeginCount++; + return true; + } + + // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable + if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) + if ((flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); + tab_bar->TabsAddedNew = false; + + // Flags + if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + + tab_bar->Flags = flags; + tab_bar->BarRect = tab_bar_bb; + tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() + tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; + tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight; + tab_bar->CurrTabsContentsHeight = 0.0f; + tab_bar->ItemSpacingY = g.Style.ItemSpacing.y; + tab_bar->FramePadding = g.Style.FramePadding; + tab_bar->TabsActiveCount = 0; + tab_bar->LastTabItemIdx = -1; + tab_bar->BeginCount = 1; + + // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + + // Draw separator + // (it would be misleading to draw this in EndTabBar() suggesting that it may be drawn over tabs, as tab bar are appendable) + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected); + if (g.Style.TabBarBorderSize > 0.0f) + { + const float y = tab_bar->BarRect.Max.y; + window->DrawList->AddRectFilled(ImVec2(tab_bar->SeparatorMinX, y - g.Style.TabBarBorderSize), ImVec2(tab_bar->SeparatorMaxX, y), col); + } + return true; +} + +void ImGui::EndTabBar() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); + return; + } + + // Fallback in case no TabItem have been submitted + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) + { + tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight); + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight; + } + else + { + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight; + } + if (tab_bar->BeginCount > 1) + window->DC.CursorPos = tab_bar->BackupCursorPos; + + tab_bar->LastTabItemIdx = -1; + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + PopID(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); +} + +// Scrolling happens only in the central section (leading/trailing sections are not scrolling) +static float TabBarCalcScrollableWidth(ImGuiTabBar* tab_bar, ImGuiTabBarSection* sections) +{ + return tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; +} + +// This is called only once a frame before by the first call to ItemTab() +// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. +static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + tab_bar->WantLayout = false; + + // Garbage collect by compacting list + // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section) + int tab_dst_n = 0; + bool need_sort_by_section = false; + ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing + for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose) + { + // Remove tab + if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; } + continue; + } + if (tab_dst_n != tab_src_n) + tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + + tab = &tab_bar->Tabs[tab_dst_n]; + tab->IndexDuringLayout = (ImS16)tab_dst_n; + + // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) + int curr_tab_section_n = TabItemGetSectionIdx(tab); + if (tab_dst_n > 0) + { + ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; + int prev_tab_section_n = TabItemGetSectionIdx(prev_tab); + if (curr_tab_section_n == 0 && prev_tab_section_n != 0) + need_sort_by_section = true; + if (prev_tab_section_n == 2 && curr_tab_section_n != 2) + need_sort_by_section = true; + } + + sections[curr_tab_section_n].TabCount++; + tab_dst_n++; + } + if (tab_bar->Tabs.Size != tab_dst_n) + tab_bar->Tabs.resize(tab_dst_n); + + if (need_sort_by_section) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection); + + // Calculate spacing between sections + sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + + // Setup next selected tab + ImGuiID scroll_to_tab_id = 0; + if (tab_bar->NextSelectedTabId) + { + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; + tab_bar->NextSelectedTabId = 0; + scroll_to_tab_id = tab_bar->SelectedTabId; + } + + // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). + if (tab_bar->ReorderRequestTabId != 0) + { + if (TabBarProcessReorder(tab_bar)) + if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) + scroll_to_tab_id = tab_bar->ReorderRequestTabId; + tab_bar->ReorderRequestTabId = 0; + } + + // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) + const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; + if (tab_list_popup_button) + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! + scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central + // (whereas our tabs are stored as: leading, central, trailing) + int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); + + // Compute ideal tabs widths + store them into shrink buffer + ImGuiTabItem* most_recently_selected_tab = NULL; + int curr_section_n = -1; + bool found_selected_tab_id = false; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); + + if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button)) + most_recently_selected_tab = tab; + if (tab->ID == tab_bar->SelectedTabId) + found_selected_tab_id = true; + if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_to_tab_id = tab->ID; + + // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. + // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, + // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. + const char* tab_name = TabBarGetTabName(tab_bar, tab); + const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x; + + int section_n = TabItemGetSectionIdx(tab); + ImGuiTabBarSection* section = §ions[section_n]; + section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); + curr_section_n = section_n; + + // Store data so we can build an array sorted by width if we need to shrink tabs down + IM_MSVC_WARNING_SUPPRESS(6385); + ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++]; + shrink_width_item->Index = tab_n; + shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth; + tab->Width = ImMax(tab->ContentWidth, 1.0f); + } + + // Compute total ideal width (used for e.g. auto-resizing a window) + tab_bar->WidthAllTabsIdeal = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing; + + // Horizontal scrolling buttons + // (note that TabBarScrollButtons() will alter BarRect.Max.x) + if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) + if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) + { + scroll_to_tab_id = scroll_and_select_tab->ID; + if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab_bar->SelectedTabId = scroll_to_tab_id; + } + + // Shrink widths if full tabs don't fit in their allocated space + float section_0_w = sections[0].Width + sections[0].Spacing; + float section_1_w = sections[1].Width + sections[1].Spacing; + float section_2_w = sections[2].Width + sections[2].Spacing; + bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth(); + float width_excess; + if (central_section_is_visible) + width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section + else + width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section + + // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore + if (width_excess >= 1.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) + { + int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); + int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); + ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess); + + // Apply shrunk values into tabs and sections + for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index]; + float shrinked_width = IM_TRUNC(g.ShrinkWidthBuffer[tab_n].Width); + if (shrinked_width < 0.0f) + continue; + + shrinked_width = ImMax(1.0f, shrinked_width); + int section_n = TabItemGetSectionIdx(tab); + sections[section_n].Width -= (tab->Width - shrinked_width); + tab->Width = shrinked_width; + } + } + + // Layout all active tabs + int section_tab_index = 0; + float tab_offset = 0.0f; + tab_bar->WidthAllTabs = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + { + ImGuiTabBarSection* section = §ions[section_n]; + if (section_n == 2) + tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset); + + for (int tab_n = 0; tab_n < section->TabCount; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; + tab->Offset = tab_offset; + tab->NameOffset = -1; + tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f); + } + tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f); + tab_offset += section->Spacing; + section_tab_index += section->TabCount; + } + + // Clear name buffers + tab_bar->TabsNames.Buf.resize(0); + + // If we have lost the selected tab, select the next most recently active one + if (found_selected_tab_id == false) + tab_bar->SelectedTabId = 0; + if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) + scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + + // Lock in visible tab + tab_bar->VisibleTabId = tab_bar->SelectedTabId; + tab_bar->VisibleTabWasSubmitted = false; + + // CTRL+TAB can override visible tab temporarily + if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) + tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId; + + // Apply request requests + if (scroll_to_tab_id != 0) + TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); + else if ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow)) + { + const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH; + const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX; + if (TestKeyOwner(wheel_key, tab_bar->ID) && wheel != 0.0f) + { + const float scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0f; + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget - scroll_step); + } + SetKeyOwner(wheel_key, tab_bar->ID); + } + + // Update scrolling + tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); + if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } + tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; + tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; + + // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos = tab_bar->BarRect.Min; + ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal); +} + +// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack. +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window) +{ + if (docked_window != NULL) + { + IM_UNUSED(tab_bar); + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + ImGuiID id = docked_window->TabId; + KeepAliveID(id); + return id; + } + else + { + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(label); + } +} + +static float ImGui::TabBarCalcMaxTabWidth() +{ + ImGuiContext& g = *GImGui; + return g.FontSize * 20.0f; +} + +ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (tab_id != 0) + for (int n = 0; n < tab_bar->Tabs.Size; n++) + if (tab_bar->Tabs[n].ID == tab_id) + return &tab_bar->Tabs[n]; + return NULL; +} + +// Order = visible order, not submission order! (which is tab->BeginOrder) +ImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order) +{ + if (order < 0 || order >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[order]; +} + +// FIXME: See references to #2304 in TODO.txt +ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* most_recently_selected_tab = NULL; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + if (tab->Window && tab->Window->WasActive) + most_recently_selected_tab = tab; + } + return most_recently_selected_tab; +} + +ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar) +{ + if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[tab_bar->LastTabItemIdx]; +} + +const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->Window) + return tab->Window->Name; + if (tab->NameOffset == -1) + return "N/A"; + IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size); + return tab_bar->TabsNames.Buf.Data + tab->NameOffset; +} + +// The purpose of this call is to register tab in advance so we can control their order at the time they appear. +// Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function. +void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(TabBarFindTabByID(tab_bar, window->TabId) == NULL); + IM_ASSERT(g.CurrentTabBar != tab_bar); // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame) + + if (!window->HasCloseButton) + tab_flags |= ImGuiTabItemFlags_NoCloseButton; // Set _NoCloseButton immediately because it will be used for first-frame width calculation. + + ImGuiTabItem new_tab; + new_tab.ID = window->TabId; + new_tab.Flags = tab_flags; + new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab + if (new_tab.LastFrameVisible == -1) + new_tab.LastFrameVisible = g.FrameCount - 1; + new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission + tab_bar->Tabs.push_back(new_tab); +} + +// The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. +void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab_bar->Tabs.erase(tab); + if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } +} + +// Called on manual closure attempt +void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->Flags & ImGuiTabItemFlags_Button) + return; // A button appended with TabItemButton(). + + if ((tab->Flags & (ImGuiTabItemFlags_UnsavedDocument | ImGuiTabItemFlags_NoAssumedClosure)) == 0) + { + // This will remove a frame of lag for selecting another tab on closure. + // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure + tab->WantClose = true; + if (tab_bar->VisibleTabId == tab->ID) + { + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } + } + else + { + // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup) + if (tab_bar->VisibleTabId != tab->ID) + TabBarQueueFocus(tab_bar, tab); + } +} + +static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) +{ + scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth()); + return ImMax(scrolling, 0.0f); +} + +// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections) +{ + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id); + if (tab == NULL) + return; + if (tab->Flags & ImGuiTabItemFlags_SectionMask_) + return; + + ImGuiContext& g = *GImGui; + float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) + int order = TabBarGetTabOrder(tab_bar, tab); + + // Scrolling happens only in the central section (leading/trailing sections are not scrolling) + float scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections); + + // We make all tabs positions all relative Sections[0].Width to make code simpler + float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f); + float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width)) + { + // Scroll to the left + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); + tab_bar->ScrollingTarget = tab_x1; + } + else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width) + { + // Scroll to the right + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - scrollable_width; + } +} + +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + tab_bar->NextSelectedTabId = tab->ID; +} + +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name) +{ + IM_ASSERT((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0); // Only supported for manual/explicit tab bars + ImGuiID tab_id = TabBarCalcTabID(tab_bar, tab_name, NULL); + tab_bar->NextSelectedTabId = tab_id; +} + +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset) +{ + IM_ASSERT(offset != 0); + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + tab_bar->ReorderRequestTabId = tab->ID; + tab_bar->ReorderRequestOffset = (ImS16)offset; +} + +void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* src_tab, ImVec2 mouse_pos) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0) + return; + + const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); + + // Count number of contiguous tabs we are crossing over + const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; + const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab); + int dst_idx = src_idx; + for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir) + { + // Reordered tabs must share the same section + const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i]; + if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder) + break; + if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_)) + break; + dst_idx = i; + + // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. + const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x; + const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x; + //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255)); + if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) + break; + } + + if (dst_idx != src_idx) + TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx); +} + +bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId); + if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder)) + return false; + + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = TabBarGetTabOrder(tab_bar, tab1) + tab_bar->ReorderRequestOffset; + if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) + return false; + + // Reordered tabs must share the same section + // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too) + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + if (tab2->Flags & ImGuiTabItemFlags_NoReorder) + return false; + if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_)) + return false; + + ImGuiTabItem item_tmp = *tab1; + ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2; + ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1; + const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; + memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem)); + *tab2 = item_tmp; + + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + return true; +} + +static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); + const float scrolling_buttons_width = arrow_button_size.x * 2.0f; + + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); + + int select_dir = 0; + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + const float backup_repeat_delay = g.IO.KeyRepeatDelay; + const float backup_repeat_rate = g.IO.KeyRepeatRate; + g.IO.KeyRepeatDelay = 0.250f; + g.IO.KeyRepeatRate = 0.200f; + float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width); + window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) + select_dir = -1; + window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) + select_dir = +1; + PopItemFlag(); + PopStyleColor(2); + g.IO.KeyRepeatRate = backup_repeat_rate; + g.IO.KeyRepeatDelay = backup_repeat_delay; + + ImGuiTabItem* tab_to_scroll_to = NULL; + if (select_dir != 0) + if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + { + int selected_order = TabBarGetTabOrder(tab_bar, tab_item); + int target_order = selected_order + select_dir; + + // Skip tab item buttons until another tab item is found or end is reached + while (tab_to_scroll_to == NULL) + { + // If we are at the end of the list, still scroll to make our tab visible + tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; + + // Cross through buttons + // (even if first/last item is a button, return it so we can update the scroll) + if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button) + { + target_order += select_dir; + selected_order += select_dir; + tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; + } + } + } + window->DC.CursorPos = backup_cursor_pos; + tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; + + return tab_to_scroll_to; +} + +static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We use g.Style.FramePadding.y to match the square ArrowButton size + const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); + tab_bar->BarRect.Min.x += tab_list_popup_button_width; + + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest); + PopStyleColor(2); + + ImGuiTabItem* tab_to_select = NULL; + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + + const char* tab_name = TabBarGetTabName(tab_bar, tab); + if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) + tab_to_select = tab; + } + EndCombo(); + } + + window->DC.CursorPos = backup_cursor_pos; + return tab_to_select; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +//------------------------------------------------------------------------- +// - BeginTabItem() +// - EndTabItem() +// - TabItemButton() +// - TabItemEx() [Internal] +// - SetTabItemClosed() +// - TabItemCalcSize() [Internal] +// - TabItemBackground() [Internal] +// - TabItemLabelAndCloseButton() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! + + bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); + if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + } + return ret; +} + +void ImGui::EndTabItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) + PopID(); +} + +bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL); +} + +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) +{ + // Layout whole tab bar if not already done + ImGuiContext& g = *GImGui; + if (tab_bar->WantLayout) + { + ImGuiNextItemData backup_next_item_data = g.NextItemData; + TabBarLayout(tab_bar); + g.NextItemData = backup_next_item_data; + } + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window); + + // If the user called us with *p_open == false, we early out and don't render. + // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + if (p_open && !*p_open) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + return false; + } + + IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button)); + IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing + + // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) + if (flags & ImGuiTabItemFlags_NoCloseButton) + p_open = NULL; + else if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + + // Acquire tab data + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); + bool tab_is_new = false; + if (tab == NULL) + { + tab_bar->Tabs.push_back(ImGuiTabItem()); + tab = &tab_bar->Tabs.back(); + tab->ID = id; + tab_bar->TabsAddedNew = tab_is_new = true; + } + tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument)); + tab->RequestedWidth = -1.0f; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) + size.x = tab->RequestedWidth = g.NextItemData.Width; + if (tab_is_new) + tab->Width = ImMax(1.0f, size.x); + tab->ContentWidth = size.x; + tab->BeginOrder = tab_bar->TabsActiveCount++; + + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; + const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; + tab->LastFrameVisible = g.FrameCount; + tab->Flags = flags; + tab->Window = docked_window; + + // Append name _WITH_ the zero-terminator + // (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar) + if (docked_window != NULL) + { + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + tab->NameOffset = -1; + } + else + { + tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + strlen(label) + 1); + } + + // Update selected tab + if (!is_tab_button) + { + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) + TabBarQueueFocus(tab_bar, tab); // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar + TabBarQueueFocus(tab_bar, tab); + } + + // Lock visibility + // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) + bool tab_contents_visible = (tab_bar->VisibleTabId == id); + if (tab_contents_visible) + tab_bar->VisibleTabWasSubmitted = true; + + // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL) + if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) + tab_contents_visible = true; + + // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted + // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. + if (tab_appearing && (!tab_bar_appearing || tab_is_new)) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + if (is_tab_button) + return false; + return tab_contents_visible; + } + + if (tab_bar->SelectedTabId == id) + tab->LastFrameSelected = g.FrameCount; + + // Backup current layout position + const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; + + // Layout + const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + size.x = tab->Width; + if (is_central_section) + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_TRUNC(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + else + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f); + ImVec2 pos = window->DC.CursorPos; + ImRect bb(pos, pos + size); + + // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) + const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX); + if (want_clip_rect) + PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true); + + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + + if (!ItemAdd(bb, id)) + { + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + return tab_contents_visible; + } + + // Click to Select a tab + ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap); + if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (pressed && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + // Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow() + // will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id. + if (held && docked_window && g.ActiveId == id && g.ActiveIdIsJustActivated) + g.ActiveIdWindow = docked_window; + + // Drag and drop a single floating window node moves it + ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; + const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1); + if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) + { + // Move + StartMouseMovingWindow(docked_window); + } + else if (held && !tab_appearing && IsMouseDragging(0)) + { + // Drag and drop: re-order tabs + int drag_dir = 0; + float drag_distance_from_edge_x = 0.0f; + if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL))) + { + // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) + { + drag_dir = -1; + drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) + { + drag_dir = +1; + drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + } + + // Extract a Dockable window out of it's tab bar + const bool can_undock = docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove) && !(node->MergedFlags & ImGuiDockNodeFlags_NoUndocking); + if (can_undock) + { + // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar + bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id); + if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) + { + float threshold_base = g.FontSize; + float threshold_x = (threshold_base * 2.2f); + float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); + //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] + + float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); + if (distance_from_edge_y >= threshold_y) + undocking_tab = true; + if (drag_distance_from_edge_x > threshold_x) + if ((drag_dir < 0 && TabBarGetTabOrder(tab_bar, tab) == 0) || (drag_dir > 0 && TabBarGetTabOrder(tab_bar, tab) == tab_bar->Tabs.Size - 1)) + undocking_tab = true; + } + + if (undocking_tab) + { + // Undock + // FIXME: refactor to share more code with e.g. StartMouseMovingWindow + DockContextQueueUndockWindow(&g, docked_window); + g.MovingWindow = docked_window; + SetActiveID(g.MovingWindow->MoveId, g.MovingWindow); + g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + } + } + } + +#if 0 + if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) + { + // Enlarge tab display when hovering + bb.Max.x = bb.Min.x + IM_TRUNC(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); + display_draw_list = GetForegroundDrawList(window); + TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); + } +#endif + + // Render tab shape + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabDimmed)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline) && style.TabBarOverlineSize > 0.0f) + { + float x_offset = IM_TRUNC(0.4f * style.TabRounding); + if (x_offset < 2.0f * g.CurrentDpiScale) + x_offset = 0.0f; + float y_offset = 1.0f * g.CurrentDpiScale; + display_draw_list->AddLine(bb.GetTL() + ImVec2(x_offset, y_offset), bb.GetTR() + ImVec2(-x_offset, y_offset), GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline), style.TabBarOverlineSize); + } + RenderNavCursor(bb, id); + + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (tab_bar->SelectedTabId != tab->ID && hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0; + bool just_closed; + bool text_clipped; + TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent) + // That state is copied to window->DockTabItemStatusFlags by our caller. + if (docked_window && (hovered || g.HoveredId == close_button_id)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Restore main window position so user can draw there + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + + // Tooltip + // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) + // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) + // FIXME: This is a mess. + // FIXME: We may want disabled tab to still display the tooltip? + if (text_clipped && g.HoveredId == id && !held) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) + SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + + IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected + if (is_tab_button) + return pressed; + return tab_contents_visible; +} + +// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. +// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar(). +// Tabs closed by the close button will automatically be flagged to avoid this issue. +void ImGui::SetTabItemClosed(const char* label) +{ + ImGuiContext& g = *GImGui; + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); + if (is_within_manual_tab_bar) + { + ImGuiTabBar* tab_bar = g.CurrentTabBar; + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL); + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab->WantClose = true; // Will be processed by next call to TabBarLayout() + } + else if (ImGuiWindow* window = FindWindowByName(label)) + { + if (window->DockIsActive) + if (ImGuiDockNode* node = window->DockNode) + { + ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label, window); + TabBarRemoveTab(node->TabBar, tab_id); + window->DockTabWantClose = true; + } + } +} + +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); + if (has_close_button_or_unsaved_marker) + size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. + else + size.x += g.Style.FramePadding.x + 1.0f; + return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); +} + +ImVec2 ImGui::TabItemCalcSize(ImGuiWindow* window) +{ + return TabItemCalcSize(window->Name, window->HasCloseButton || (window->Flags & ImGuiWindowFlags_UnsavedDocument)); +} + +void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) +{ + // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. + ImGuiContext& g = *GImGui; + const float width = bb.GetWidth(); + IM_UNUSED(flags); + IM_ASSERT(width > 0.0f); + const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f)); + const float y1 = bb.Min.y + 1.0f; + const float y2 = bb.Max.y - g.Style.TabBarBorderSize; + draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); + draw_list->PathFillConvex(col); + if (g.Style.TabBorderSize > 0.0f) + { + draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize); + } +} + +// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic +// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. +void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + if (out_just_closed) + *out_just_closed = false; + if (out_text_clipped) + *out_text_clipped = false; + + if (bb.GetWidth() <= 1.0f) + return; + + // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) + // But right now if you want to alter text color of tabs this is what you need to do. +#if 0 + const float backup_alpha = g.Style.Alpha; + if (!is_contents_visible) + g.Style.Alpha *= 0.7f; +#endif + + // Render text label (with clipping + alpha gradient) + unsaved marker + ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); + ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + + // Return clipped state ignoring the close button + if (out_text_clipped) + { + *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x; + //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); + } + + const float button_sz = g.FontSize; + const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y); + + // Close Button & Unsaved Marker + // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() + // 'hovered' will be true when hovering the Tab but NOT when hovering the close button + // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button + // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false + bool close_button_pressed = false; + bool close_button_visible = false; + if (close_button_id != 0) + if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton)) + if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) + close_button_visible = true; + bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); + + if (close_button_visible) + { + ImGuiLastItemData last_item_backup = g.LastItemData; + if (CloseButton(close_button_id, button_pos)) + close_button_pressed = true; + g.LastItemData = last_item_backup; + + // Close with middle mouse button + if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + close_button_pressed = true; + } + else if (unsaved_marker_visible) + { + const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz)); + RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); + } + + // This is all rather complicated + // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) + // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. + float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + if (close_button_visible || unsaved_marker_visible) + { + text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f); + text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f; + ellipsis_max_x = text_pixel_clip_bb.Max.x; + } + LogSetNextTextDecoration("/", "\\"); + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); + +#if 0 + if (!is_contents_visible) + g.Style.Alpha = backup_alpha; +#endif + + if (out_just_closed) + *out_just_closed = close_button_pressed; +} + + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imstb_rectpack.h b/src/main/imgui/imstb_rectpack.h new file mode 100644 index 0000000..f6917e7 --- /dev/null +++ b/src/main/imgui/imstb_rectpack.h @@ -0,0 +1,627 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_rect_pack.h 1.01. +// Grep for [DEAR IMGUI] to find the changes. +// +// stb_rect_pack.h - v1.01 - public domain - rectangle packing +// Sean Barrett 2014 +// +// Useful for e.g. packing rectangular textures into an atlas. +// Does not do rotation. +// +// Before #including, +// +// #define STB_RECT_PACK_IMPLEMENTATION +// +// in the file that you want to have the implementation. +// +// Not necessarily the awesomest packing method, but better than +// the totally naive one in stb_truetype (which is primarily what +// this is meant to replace). +// +// Has only had a few tests run, may have issues. +// +// More docs to come. +// +// No memory allocations; uses qsort() and assert() from stdlib. +// Can override those by defining STBRP_SORT and STBRP_ASSERT. +// +// This library currently uses the Skyline Bottom-Left algorithm. +// +// Please note: better rectangle packers are welcome! Please +// implement them to the same API, but with a different init +// function. +// +// Credits +// +// Library +// Sean Barrett +// Minor features +// Martins Mozeiko +// github:IntellectualKitty +// +// Bugfixes / warning fixes +// Jeremy Jaussaud +// Fabian Giesen +// +// Version history: +// +// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section +// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles +// 0.99 (2019-02-07) warning fixes +// 0.11 (2017-03-03) return packing success/fail result +// 0.10 (2016-10-25) remove cast-away-const to avoid warnings +// 0.09 (2016-08-27) fix compiler warnings +// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0) +// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0) +// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort +// 0.05: added STBRP_ASSERT to allow replacing assert +// 0.04: fixed minor bug in STBRP_LARGE_RECTS support +// 0.01: initial release +// +// LICENSE +// +// See end of file for license information. + +////////////////////////////////////////////////////////////////////////////// +// +// INCLUDE SECTION +// + +#ifndef STB_INCLUDE_STB_RECT_PACK_H +#define STB_INCLUDE_STB_RECT_PACK_H + +#define STB_RECT_PACK_VERSION 1 + +#ifdef STBRP_STATIC +#define STBRP_DEF static +#else +#define STBRP_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +typedef struct stbrp_context stbrp_context; +typedef struct stbrp_node stbrp_node; +typedef struct stbrp_rect stbrp_rect; + +typedef int stbrp_coord; + +#define STBRP__MAXVAL 0x7fffffff +// Mostly for internal use, but this is the maximum supported coordinate value. + +STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); +// Assign packed locations to rectangles. The rectangles are of type +// 'stbrp_rect' defined below, stored in the array 'rects', and there +// are 'num_rects' many of them. +// +// Rectangles which are successfully packed have the 'was_packed' flag +// set to a non-zero value and 'x' and 'y' store the minimum location +// on each axis (i.e. bottom-left in cartesian coordinates, top-left +// if you imagine y increasing downwards). Rectangles which do not fit +// have the 'was_packed' flag set to 0. +// +// You should not try to access the 'rects' array from another thread +// while this function is running, as the function temporarily reorders +// the array while it executes. +// +// To pack into another rectangle, you need to call stbrp_init_target +// again. To continue packing into the same rectangle, you can call +// this function again. Calling this multiple times with multiple rect +// arrays will probably produce worse packing results than calling it +// a single time with the full rectangle array, but the option is +// available. +// +// The function returns 1 if all of the rectangles were successfully +// packed and 0 otherwise. + +struct stbrp_rect +{ + // reserved for your use: + int id; + + // input: + stbrp_coord w, h; + + // output: + stbrp_coord x, y; + int was_packed; // non-zero if valid packing + +}; // 16 bytes, nominally + + +STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes); +// Initialize a rectangle packer to: +// pack a rectangle that is 'width' by 'height' in dimensions +// using temporary storage provided by the array 'nodes', which is 'num_nodes' long +// +// You must call this function every time you start packing into a new target. +// +// There is no "shutdown" function. The 'nodes' memory must stay valid for +// the following stbrp_pack_rects() call (or calls), but can be freed after +// the call (or calls) finish. +// +// Note: to guarantee best results, either: +// 1. make sure 'num_nodes' >= 'width' +// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1' +// +// If you don't do either of the above things, widths will be quantized to multiples +// of small integers to guarantee the algorithm doesn't run out of temporary storage. +// +// If you do #2, then the non-quantized algorithm will be used, but the algorithm +// may run out of temporary storage and be unable to pack some rectangles. + +STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem); +// Optionally call this function after init but before doing any packing to +// change the handling of the out-of-temp-memory scenario, described above. +// If you call init again, this will be reset to the default (false). + + +STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic); +// Optionally select which packing heuristic the library should use. Different +// heuristics will produce better/worse results for different data sets. +// If you call init again, this will be reset to the default. + +enum +{ + STBRP_HEURISTIC_Skyline_default=0, + STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, + STBRP_HEURISTIC_Skyline_BF_sortHeight +}; + + +////////////////////////////////////////////////////////////////////////////// +// +// the details of the following structures don't matter to you, but they must +// be visible so you can handle the memory allocations for them + +struct stbrp_node +{ + stbrp_coord x,y; + stbrp_node *next; +}; + +struct stbrp_context +{ + int width; + int height; + int align; + int init_mode; + int heuristic; + int num_nodes; + stbrp_node *active_head; + stbrp_node *free_head; + stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' +}; + +#ifdef __cplusplus +} +#endif + +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// IMPLEMENTATION SECTION +// + +#ifdef STB_RECT_PACK_IMPLEMENTATION +#ifndef STBRP_SORT +#include +#define STBRP_SORT qsort +#endif + +#ifndef STBRP_ASSERT +#include +#define STBRP_ASSERT assert +#endif + +#ifdef _MSC_VER +#define STBRP__NOTUSED(v) (void)(v) +#define STBRP__CDECL __cdecl +#else +#define STBRP__NOTUSED(v) (void)sizeof(v) +#define STBRP__CDECL +#endif + +enum +{ + STBRP__INIT_skyline = 1 +}; + +STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic) +{ + switch (context->init_mode) { + case STBRP__INIT_skyline: + STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); + context->heuristic = heuristic; + break; + default: + STBRP_ASSERT(0); + } +} + +STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem) +{ + if (allow_out_of_mem) + // if it's ok to run out of memory, then don't bother aligning them; + // this gives better packing, but may fail due to OOM (even though + // the rectangles easily fit). @TODO a smarter approach would be to only + // quantize once we've hit OOM, then we could get rid of this parameter. + context->align = 1; + else { + // if it's not ok to run out of memory, then quantize the widths + // so that num_nodes is always enough nodes. + // + // I.e. num_nodes * align >= width + // align >= width / num_nodes + // align = ceil(width/num_nodes) + + context->align = (context->width + context->num_nodes-1) / context->num_nodes; + } +} + +STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) +{ + int i; + + for (i=0; i < num_nodes-1; ++i) + nodes[i].next = &nodes[i+1]; + nodes[i].next = NULL; + context->init_mode = STBRP__INIT_skyline; + context->heuristic = STBRP_HEURISTIC_Skyline_default; + context->free_head = &nodes[0]; + context->active_head = &context->extra[0]; + context->width = width; + context->height = height; + context->num_nodes = num_nodes; + stbrp_setup_allow_out_of_mem(context, 0); + + // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) + context->extra[0].x = 0; + context->extra[0].y = 0; + context->extra[0].next = &context->extra[1]; + context->extra[1].x = (stbrp_coord) width; + context->extra[1].y = (1<<30); + context->extra[1].next = NULL; +} + +// find minimum y position if it starts at x1 +static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste) +{ + stbrp_node *node = first; + int x1 = x0 + width; + int min_y, visited_width, waste_area; + + STBRP__NOTUSED(c); + + STBRP_ASSERT(first->x <= x0); + + #if 0 + // skip in case we're past the node + while (node->next->x <= x0) + ++node; + #else + STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency + #endif + + STBRP_ASSERT(node->x <= x0); + + min_y = 0; + waste_area = 0; + visited_width = 0; + while (node->x < x1) { + if (node->y > min_y) { + // raise min_y higher. + // we've accounted for all waste up to min_y, + // but we'll now add more waste for everything we've visted + waste_area += visited_width * (node->y - min_y); + min_y = node->y; + // the first time through, visited_width might be reduced + if (node->x < x0) + visited_width += node->next->x - x0; + else + visited_width += node->next->x - node->x; + } else { + // add waste area + int under_width = node->next->x - node->x; + if (under_width + visited_width > width) + under_width = width - visited_width; + waste_area += under_width * (min_y - node->y); + visited_width += under_width; + } + node = node->next; + } + + *pwaste = waste_area; + return min_y; +} + +typedef struct +{ + int x,y; + stbrp_node **prev_link; +} stbrp__findresult; + +static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height) +{ + int best_waste = (1<<30), best_x, best_y = (1 << 30); + stbrp__findresult fr; + stbrp_node **prev, *node, *tail, **best = NULL; + + // align to multiple of c->align + width = (width + c->align - 1); + width -= width % c->align; + STBRP_ASSERT(width % c->align == 0); + + // if it can't possibly fit, bail immediately + if (width > c->width || height > c->height) { + fr.prev_link = NULL; + fr.x = fr.y = 0; + return fr; + } + + node = c->active_head; + prev = &c->active_head; + while (node->x + width <= c->width) { + int y,waste; + y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); + if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL + // bottom left + if (y < best_y) { + best_y = y; + best = prev; + } + } else { + // best-fit + if (y + height <= c->height) { + // can only use it if it first vertically + if (y < best_y || (y == best_y && waste < best_waste)) { + best_y = y; + best_waste = waste; + best = prev; + } + } + } + prev = &node->next; + node = node->next; + } + + best_x = (best == NULL) ? 0 : (*best)->x; + + // if doing best-fit (BF), we also have to try aligning right edge to each node position + // + // e.g, if fitting + // + // ____________________ + // |____________________| + // + // into + // + // | | + // | ____________| + // |____________| + // + // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned + // + // This makes BF take about 2x the time + + if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) { + tail = c->active_head; + node = c->active_head; + prev = &c->active_head; + // find first node that's admissible + while (tail->x < width) + tail = tail->next; + while (tail) { + int xpos = tail->x - width; + int y,waste; + STBRP_ASSERT(xpos >= 0); + // find the left position that matches this + while (node->next->x <= xpos) { + prev = &node->next; + node = node->next; + } + STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); + y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); + if (y + height <= c->height) { + if (y <= best_y) { + if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { + best_x = xpos; + //STBRP_ASSERT(y <= best_y); [DEAR IMGUI] + best_y = y; + best_waste = waste; + best = prev; + } + } + } + tail = tail->next; + } + } + + fr.prev_link = best; + fr.x = best_x; + fr.y = best_y; + return fr; +} + +static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height) +{ + // find best position according to heuristic + stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); + stbrp_node *node, *cur; + + // bail if: + // 1. it failed + // 2. the best node doesn't fit (we don't always check this) + // 3. we're out of memory + if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) { + res.prev_link = NULL; + return res; + } + + // on success, create new node + node = context->free_head; + node->x = (stbrp_coord) res.x; + node->y = (stbrp_coord) (res.y + height); + + context->free_head = node->next; + + // insert the new node into the right starting point, and + // let 'cur' point to the remaining nodes needing to be + // stiched back in + + cur = *res.prev_link; + if (cur->x < res.x) { + // preserve the existing one, so start testing with the next one + stbrp_node *next = cur->next; + cur->next = node; + cur = next; + } else { + *res.prev_link = node; + } + + // from here, traverse cur and free the nodes, until we get to one + // that shouldn't be freed + while (cur->next && cur->next->x <= res.x + width) { + stbrp_node *next = cur->next; + // move the current node to the free list + cur->next = context->free_head; + context->free_head = cur; + cur = next; + } + + // stitch the list back in + node->next = cur; + + if (cur->x < res.x + width) + cur->x = (stbrp_coord) (res.x + width); + +#ifdef _DEBUG + cur = context->active_head; + while (cur->x < context->width) { + STBRP_ASSERT(cur->x < cur->next->x); + cur = cur->next; + } + STBRP_ASSERT(cur->next == NULL); + + { + int count=0; + cur = context->active_head; + while (cur) { + cur = cur->next; + ++count; + } + cur = context->free_head; + while (cur) { + cur = cur->next; + ++count; + } + STBRP_ASSERT(count == context->num_nodes+2); + } +#endif + + return res; +} + +static int STBRP__CDECL rect_height_compare(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + if (p->h > q->h) + return -1; + if (p->h < q->h) + return 1; + return (p->w > q->w) ? -1 : (p->w < q->w); +} + +static int STBRP__CDECL rect_original_order(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); +} + +STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) +{ + int i, all_rects_packed = 1; + + // we use the 'was_packed' field internally to allow sorting/unsorting + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = i; + } + + // sort according to heuristic + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); + + for (i=0; i < num_rects; ++i) { + if (rects[i].w == 0 || rects[i].h == 0) { + rects[i].x = rects[i].y = 0; // empty rect needs no space + } else { + stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); + if (fr.prev_link) { + rects[i].x = (stbrp_coord) fr.x; + rects[i].y = (stbrp_coord) fr.y; + } else { + rects[i].x = rects[i].y = STBRP__MAXVAL; + } + } + } + + // unsort + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); + + // set was_packed flags and all_rects_packed status + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); + if (!rects[i].was_packed) + all_rects_packed = 0; + } + + // return the all_rects_packed status + return all_rects_packed; +} +#endif + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/src/main/imgui/imstb_textedit.h b/src/main/imgui/imstb_textedit.h new file mode 100644 index 0000000..b7a761c --- /dev/null +++ b/src/main/imgui/imstb_textedit.h @@ -0,0 +1,1469 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_textedit.h 1.14. +// Those changes would need to be pushed into nothings/stb: +// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) +// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783) +// - Added name to struct or it may be forward declared in our code. +// - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925) +// Grep for [DEAR IMGUI] to find the changes. +// - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_* + +// stb_textedit.h - v1.14 - public domain - Sean Barrett +// Development of this library was sponsored by RAD Game Tools +// +// This C header file implements the guts of a multi-line text-editing +// widget; you implement display, word-wrapping, and low-level string +// insertion/deletion, and stb_textedit will map user inputs into +// insertions & deletions, plus updates to the cursor position, +// selection state, and undo state. +// +// It is intended for use in games and other systems that need to build +// their own custom widgets and which do not have heavy text-editing +// requirements (this library is not recommended for use for editing large +// texts, as its performance does not scale and it has limited undo). +// +// Non-trivial behaviors are modelled after Windows text controls. +// +// +// LICENSE +// +// See end of file for license information. +// +// +// DEPENDENCIES +// +// Uses the C runtime function 'memmove', which you can override +// by defining IMSTB_TEXTEDIT_memmove before the implementation. +// Uses no other functions. Performs no runtime allocations. +// +// +// VERSION HISTORY +// +// 1.14 (2021-07-11) page up/down, various fixes +// 1.13 (2019-02-07) fix bug in undo size management +// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash +// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield +// 1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.9 (2016-08-27) customizable move-by-word +// 1.8 (2016-04-02) better keyboard handling when mouse button is down +// 1.7 (2015-09-13) change y range handling in case baseline is non-0 +// 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove +// 1.5 (2014-09-10) add support for secondary keys for OS X +// 1.4 (2014-08-17) fix signed/unsigned warnings +// 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary +// 1.2 (2014-05-27) fix some RAD types that had crept into the new code +// 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE ) +// 1.0 (2012-07-26) improve documentation, initial public release +// 0.3 (2012-02-24) bugfixes, single-line mode; insert mode +// 0.2 (2011-11-28) fixes to undo/redo +// 0.1 (2010-07-08) initial version +// +// ADDITIONAL CONTRIBUTORS +// +// Ulf Winklemann: move-by-word in 1.1 +// Fabian Giesen: secondary key inputs in 1.5 +// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 +// Louis Schnellbach: page up/down in 1.14 +// +// Bugfixes: +// Scott Graham +// Daniel Keller +// Omar Cornut +// Dan Thompson +// +// USAGE +// +// This file behaves differently depending on what symbols you define +// before including it. +// +// +// Header-file mode: +// +// If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this, +// it will operate in "header file" mode. In this mode, it declares a +// single public symbol, STB_TexteditState, which encapsulates the current +// state of a text widget (except for the string, which you will store +// separately). +// +// To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a +// primitive type that defines a single character (e.g. char, wchar_t, etc). +// +// To save space or increase undo-ability, you can optionally define the +// following things that are used by the undo system: +// +// STB_TEXTEDIT_POSITIONTYPE small int type encoding a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// If you don't define these, they are set to permissive types and +// moderate sizes. The undo system does no memory allocations, so +// it grows STB_TexteditState by the worst-case storage which is (in bytes): +// +// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT +// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT +// +// +// Implementation mode: +// +// If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it +// will compile the implementation of the text edit widget, depending +// on a large number of symbols which must be defined before the include. +// +// The implementation is defined only as static functions. You will then +// need to provide your own APIs in the same file which will access the +// static functions. +// +// The basic concept is that you provide a "string" object which +// behaves like an array of characters. stb_textedit uses indices to +// refer to positions in the string, implicitly representing positions +// in the displayed textedit. This is true for both plain text and +// rich text; even with rich text stb_truetype interacts with your +// code as if there was an array of all the displayed characters. +// +// Symbols that must be the same in header-file and implementation mode: +// +// STB_TEXTEDIT_CHARTYPE the character type +// STB_TEXTEDIT_POSITIONTYPE small type that is a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// Symbols you must define for implementation mode: +// +// STB_TEXTEDIT_STRING the type of object representing a string being edited, +// typically this is a wrapper object with other data you need +// +// STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1)) +// STB_TEXTEDIT_LAYOUTROW(&r,obj,n) returns the results of laying out a line of characters +// starting from character #n (see discussion below) +// STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character +// to the xpos of the i+1'th char for a line of characters +// starting at character #n (i.e. accounts for kerning +// with previous char) +// STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character +// (return type is int, -1 means not valid to insert) +// STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based +// STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize +// as manually wordwrapping for end-of-line positioning +// +// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i +// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// +// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key +// +// STB_TEXTEDIT_K_LEFT keyboard input to move cursor left +// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right +// STB_TEXTEDIT_K_UP keyboard input to move cursor up +// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down +// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page +// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page +// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME +// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END +// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME +// STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text // e.g. ctrl-END +// STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor +// STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor +// STB_TEXTEDIT_K_UNDO keyboard input to perform undo +// STB_TEXTEDIT_K_REDO keyboard input to perform redo +// +// Optional: +// STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode +// STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'), +// required for default WORDLEFT/WORDRIGHT handlers +// STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to +// STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to +// STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT +// STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT +// STB_TEXTEDIT_K_LINESTART2 secondary keyboard input to move cursor to start of line +// STB_TEXTEDIT_K_LINEEND2 secondary keyboard input to move cursor to end of line +// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text +// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text +// +// Keyboard input must be encoded as a single integer value; e.g. a character code +// and some bitflags that represent shift states. to simplify the interface, SHIFT must +// be a bitflag, so we can test the shifted state of cursor movements to allow selection, +// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. +// +// You can encode other things, such as CONTROL or ALT, in additional bits, and +// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example, +// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN +// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit, +// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the +// API below. The control keys will only match WM_KEYDOWN events because of the +// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN +// bit so it only decodes WM_CHAR events. +// +// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed +// row of characters assuming they start on the i'th character--the width and +// the height and the number of characters consumed. This allows this library +// to traverse the entire layout incrementally. You need to compute word-wrapping +// here. +// +// Each textfield keeps its own insert mode state, which is not how normal +// applications work. To keep an app-wide insert mode, update/copy the +// "insert_mode" field of STB_TexteditState before/after calling API functions. +// +// API +// +// void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +// +// void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key) +// void stb_textedit_text(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int text_len) +// +// Each of these functions potentially updates the string and updates the +// state. +// +// initialize_state: +// set the textedit state to a known good default state when initially +// constructing the textedit. +// +// click: +// call this with the mouse x,y on a mouse down; it will update the cursor +// and reset the selection start/end to the cursor point. the x,y must +// be relative to the text widget, with (0,0) being the top left. +// +// drag: +// call this with the mouse x,y on a mouse drag/up; it will update the +// cursor and the selection end point +// +// cut: +// call this to delete the current selection; returns true if there was +// one. you should FIRST copy the current selection to the system paste buffer. +// (To copy, just copy the current selection out of the string yourself.) +// +// paste: +// call this to paste text at the current cursor point or over the current +// selection if there is one. +// +// key: +// call this for keyboard inputs sent to the textfield. you can use it +// for "key down" events or for "translated" key events. if you need to +// do both (as in Win32), or distinguish Unicode characters from control +// inputs, set a high bit to distinguish the two; then you can define the +// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit +// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is +// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to +// anything other type you want before including. +// if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are +// transformed into text and stb_textedit_text() is automatically called. +// +// text: [DEAR IMGUI] added 2024-09 +// call this to text inputs sent to the textfield. +// +// +// When rendering, you can read the cursor position and selection state from +// the STB_TexteditState. +// +// +// Notes: +// +// This is designed to be usable in IMGUI, so it allows for the possibility of +// running in an IMGUI that has NOT cached the multi-line layout. For this +// reason, it provides an interface that is compatible with computing the +// layout incrementally--we try to make sure we make as few passes through +// as possible. (For example, to locate the mouse pointer in the text, we +// could define functions that return the X and Y positions of characters +// and binary search Y and then X, but if we're doing dynamic layout this +// will run the layout algorithm many times, so instead we manually search +// forward in one pass. Similar logic applies to e.g. up-arrow and +// down-arrow movement.) +// +// If it's run in a widget that *has* cached the layout, then this is less +// efficient, but it's not horrible on modern computers. But you wouldn't +// want to edit million-line files with it. + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Header-file mode +//// +//// + +#ifndef INCLUDE_IMSTB_TEXTEDIT_H +#define INCLUDE_IMSTB_TEXTEDIT_H + +//////////////////////////////////////////////////////////////////////// +// +// STB_TexteditState +// +// Definition of STB_TexteditState which you should store +// per-textfield; it includes cursor position, selection state, +// and undo state. +// + +#ifndef IMSTB_TEXTEDIT_UNDOSTATECOUNT +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#endif +#ifndef IMSTB_TEXTEDIT_UNDOCHARCOUNT +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +#endif +#ifndef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_CHARTYPE int +#endif +#ifndef IMSTB_TEXTEDIT_POSITIONTYPE +#define IMSTB_TEXTEDIT_POSITIONTYPE int +#endif + +typedef struct +{ + // private data + IMSTB_TEXTEDIT_POSITIONTYPE where; + IMSTB_TEXTEDIT_POSITIONTYPE insert_length; + IMSTB_TEXTEDIT_POSITIONTYPE delete_length; + int char_storage; +} StbUndoRecord; + +typedef struct +{ + // private data + StbUndoRecord undo_rec [IMSTB_TEXTEDIT_UNDOSTATECOUNT]; + IMSTB_TEXTEDIT_CHARTYPE undo_char[IMSTB_TEXTEDIT_UNDOCHARCOUNT]; + short undo_point, redo_point; + int undo_char_point, redo_char_point; +} StbUndoState; + +typedef struct STB_TexteditState +{ + ///////////////////// + // + // public data + // + + int cursor; + // position of the text cursor within the string + + int select_start; // selection start point + int select_end; + // selection start and end point in characters; if equal, no selection. + // note that start may be less than or greater than end (e.g. when + // dragging the mouse, start is where the initial click was, and you + // can drag in either direction) + + unsigned char insert_mode; + // each textfield keeps its own insert mode state. to keep an app-wide + // insert mode, copy this value in/out of the app state + + int row_count_per_page; + // page size in number of row. + // this value MUST be set to >0 for pageup or pagedown in multilines documents. + + ///////////////////// + // + // private data + // + unsigned char cursor_at_end_of_line; // not implemented yet + unsigned char initialized; + unsigned char has_preferred_x; + unsigned char single_line; + unsigned char padding1, padding2, padding3; + float preferred_x; // this determines where the cursor up/down tries to seek to along x + StbUndoState undostate; +} STB_TexteditState; + + +//////////////////////////////////////////////////////////////////////// +// +// StbTexteditRow +// +// Result of layout query, used by stb_textedit to determine where +// the text in each row is. + +// result of layout query +typedef struct +{ + float x0,x1; // starting x location, end x location (allows for align=right, etc) + float baseline_y_delta; // position of baseline relative to previous row's baseline + float ymin,ymax; // height of row above and below baseline + int num_chars; +} StbTexteditRow; +#endif //INCLUDE_IMSTB_TEXTEDIT_H + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Implementation mode +//// +//// + + +// implementation isn't include-guarded, since it might have indirectly +// included just the "header" portion +#ifdef IMSTB_TEXTEDIT_IMPLEMENTATION + +#ifndef IMSTB_TEXTEDIT_memmove +#include +#define IMSTB_TEXTEDIT_memmove memmove +#endif + + +///////////////////////////////////////////////////////////////////////////// +// +// Mouse input handling +// + +// traverse the layout to locate the nearest character to a display position +static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y) +{ + StbTexteditRow r; + int n = STB_TEXTEDIT_STRINGLEN(str); + float base_y = 0, prev_x; + int i=0, k; + + r.x0 = r.x1 = 0; + r.ymin = r.ymax = 0; + r.num_chars = 0; + + // search rows to find one that straddles 'y' + while (i < n) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (r.num_chars <= 0) + return n; + + if (i==0 && y < base_y + r.ymin) + return 0; + + if (y < base_y + r.ymax) + break; + + i += r.num_chars; + base_y += r.baseline_y_delta; + } + + // below all text, return 'after' last character + if (i >= n) + return n; + + // check if it's before the beginning of the line + if (x < r.x0) + return i; + + // check if it's before the end of the line + if (x < r.x1) { + // search characters in row for one that straddles 'x' + prev_x = r.x0; + for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) { + float w = STB_TEXTEDIT_GETWIDTH(str, i, k); + if (x < prev_x+w) { + if (x < prev_x+w/2) + return k+i; + else + return IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k); + } + prev_x += w; + } + // shouldn't happen, but if it does, fall through to end-of-line case + } + + // if the last character is a newline, return that. otherwise return 'after' the last character + if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) + return i+r.num_chars-1; + else + return i+r.num_chars; +} + +// API click: on mouse down, move the cursor to the clicked location, and reset the selection +static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + state->cursor = stb_text_locate_coord(str, x, y); + state->select_start = state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; +} + +// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location +static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + int p = 0; + + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + if (state->select_start == state->select_end) + state->select_start = state->cursor; + + p = stb_text_locate_coord(str, x, y); + state->cursor = state->select_end = p; +} + +///////////////////////////////////////////////////////////////////////////// +// +// Keyboard input handling +// + +// forward declarations +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); + +typedef struct +{ + float x,y; // position of n'th character + float height; // height of line + int first_char, length; // first char of row, and length + int prev_first; // first char of previous row +} StbFindState; + +// find the x/y location of a character, and remember info about the previous row in +// case we get a move-up event (for page up, we'll have to rescan) +static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING *str, int n, int single_line) +{ + StbTexteditRow r; + int prev_start = 0; + int z = STB_TEXTEDIT_STRINGLEN(str); + int i=0, first; + + if (n == z && single_line) { + // special case if it's at the end (may not be needed?) + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + find->y = 0; + find->first_char = 0; + find->length = z; + find->height = r.ymax - r.ymin; + find->x = r.x1; + return; + } + + // search rows to find the one that straddles character n + find->y = 0; + + for(;;) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (n < i + r.num_chars) + break; + if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] special handling for last line + break; // [DEAR IMGUI] + prev_start = i; + i += r.num_chars; + find->y += r.baseline_y_delta; + if (i == z) // [DEAR IMGUI] + { + r.num_chars = 0; // [DEAR IMGUI] + break; // [DEAR IMGUI] + } + } + + find->first_char = first = i; + find->length = r.num_chars; + find->height = r.ymax - r.ymin; + find->prev_first = prev_start; + + // now scan to find xpos + find->x = r.x0; + for (i=0; first+i < n; i = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, first + i) - first) + find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); +} + +#define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) + +// make the selection/cursor state valid if client altered the string +static void stb_textedit_clamp(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + int n = STB_TEXTEDIT_STRINGLEN(str); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start > n) state->select_start = n; + if (state->select_end > n) state->select_end = n; + // if clamping forced them to be equal, move the cursor to match + if (state->select_start == state->select_end) + state->cursor = state->select_start; + } + if (state->cursor > n) state->cursor = n; +} + +// delete characters while updating undo +static void stb_textedit_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) +{ + stb_text_makeundo_delete(str, state, where, len); + STB_TEXTEDIT_DELETECHARS(str, where, len); + state->has_preferred_x = 0; +} + +// delete the section +static void stb_textedit_delete_selection(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + stb_textedit_clamp(str, state); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start < state->select_end) { + stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start); + state->select_end = state->cursor = state->select_start; + } else { + stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end); + state->select_start = state->cursor = state->select_end; + } + state->has_preferred_x = 0; + } +} + +// canoncialize the selection so start <= end +static void stb_textedit_sortselection(STB_TexteditState *state) +{ + if (state->select_end < state->select_start) { + int temp = state->select_end; + state->select_end = state->select_start; + state->select_start = temp; + } +} + +// move cursor to first character of selection +static void stb_textedit_move_to_first(STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + state->cursor = state->select_start; + state->select_end = state->select_start; + state->has_preferred_x = 0; + } +} + +// move cursor to last character of selection +static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->select_start = state->select_end; + state->has_preferred_x = 0; + } +} + +// [DEAR IMGUI] +// Functions must be implemented for UTF8 support +// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit. +// There is not necessarily a '[DEAR IMGUI]' at the usage sites. +#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx) (idx - 1) +#endif +#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx) (idx + 1) +#endif + +#ifdef STB_TEXTEDIT_IS_SPACE +static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx ) +{ + return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1; +} + +#ifndef STB_TEXTEDIT_MOVEWORDLEFT +static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c ) +{ + --c; // always move at least one character + while( c >= 0 && !is_word_boundary( str, c ) ) + --c; + + if( c < 0 ) + c = 0; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous +#endif + +#ifndef STB_TEXTEDIT_MOVEWORDRIGHT +static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c ) +{ + const int len = STB_TEXTEDIT_STRINGLEN(str); + ++c; // always move at least one character + while( c < len && !is_word_boundary( str, c ) ) + ++c; + + if( c > len ) + c = len; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next +#endif + +#endif + +// update selection and cursor to match each other +static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) +{ + if (!STB_TEXT_HAS_SELECTION(state)) + state->select_start = state->select_end = state->cursor; + else + state->cursor = state->select_end; +} + +// API cut: delete selection +static int stb_textedit_cut(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_delete_selection(str,state); // implicitly clamps + state->has_preferred_x = 0; + return 1; + } + return 0; +} + +// API paste: replace existing selection with passed-in text +static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE *text, int len) +{ + // if there's a selection, the paste should delete it + stb_textedit_clamp(str, state); + stb_textedit_delete_selection(str,state); + // try to insert the characters + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { + stb_text_makeundo_insert(state, state->cursor, len); + state->cursor += len; + state->has_preferred_x = 0; + return 1; + } + // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) + return 0; +} + +#ifndef STB_TEXTEDIT_KEYTYPE +#define STB_TEXTEDIT_KEYTYPE int +#endif + +// [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility. +static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + // can't add newline in single-line mode + if (text[0] == '\n' && state->single_line) + return; + + if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { + stb_text_makeundo_replace(str, state, state->cursor, 1, 1); + STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + state->cursor += text_len; + state->has_preferred_x = 0; + } + } + else { + stb_textedit_delete_selection(str, state); // implicitly clamps + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + stb_text_makeundo_insert(state, state->cursor, text_len); + state->cursor += text_len; + state->has_preferred_x = 0; + } + } +} + +// API key: process a keyboard input +static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) +{ +retry: + switch (key) { + default: { +#ifdef STB_TEXTEDIT_KEYTOTEXT + int c = STB_TEXTEDIT_KEYTOTEXT(key); + if (c > 0) { + IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c; + stb_textedit_text(str, state, &ch, 1); + } +#endif + break; + } + +#ifdef STB_TEXTEDIT_K_INSERT + case STB_TEXTEDIT_K_INSERT: + state->insert_mode = !state->insert_mode; + break; +#endif + + case STB_TEXTEDIT_K_UNDO: + stb_text_undo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_REDO: + stb_text_redo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT: + // if currently there's a selection, move cursor to start of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else + if (state->cursor > 0) + state->cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_RIGHT: + // if currently there's a selection, move cursor to end of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + stb_textedit_clamp(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + // move selection left + if (state->select_end > 0) + state->select_end = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->select_end); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_MOVEWORDLEFT + case STB_TEXTEDIT_K_WORDLEFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + +#ifdef STB_TEXTEDIT_MOVEWORDRIGHT + case STB_TEXTEDIT_K_WORDRIGHT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + + case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + // move selection right + state->select_end = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->select_end); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_DOWN: + case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGDOWN: + case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down in single-line behave like left&right + key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + int start = find.first_char + find.length; + + if (find.length == 0) + break; + + // [DEAR IMGUI] + // going down while being on the last line shouldn't bring us to that line end + if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) + break; + + // now find character position down a row + state->cursor = start; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to next line + find.first_char = find.first_char + find.length; + find.length = row.num_chars; + } + break; + } + + case STB_TEXTEDIT_K_UP: + case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGUP: + case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down become left&right + key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + + // can only go up if there's a previous row + if (find.prev_first == find.first_char) + break; + + // now find character position up a row + state->cursor = find.prev_first; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to previous line + // (we need to scan previous line the hard way. maybe we could expose this as a new API function?) + prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; + while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) + --prev_scan; + find.first_char = find.prev_first; + find.prev_first = prev_scan; + } + break; + } + + case STB_TEXTEDIT_K_DELETE: + case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + int n = STB_TEXTEDIT_STRINGLEN(str); + if (state->cursor < n) + stb_textedit_delete(str, state, state->cursor, IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor) - state->cursor); + } + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_BACKSPACE: + case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + stb_textedit_clamp(str, state); + if (state->cursor > 0) { + int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + stb_textedit_delete(str, state, prev, state->cursor - prev); + state->cursor = prev; + } + } + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2: +#endif + case STB_TEXTEDIT_K_TEXTSTART: + state->cursor = state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2: +#endif + case STB_TEXTEDIT_K_TEXTEND: + state->cursor = STB_TEXTEDIT_STRINGLEN(str); + state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str); + state->has_preferred_x = 0; + break; + + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2: +#endif + case STB_TEXTEDIT_K_LINESTART: + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2: +#endif + case STB_TEXTEDIT_K_LINEEND: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->has_preferred_x = 0; + break; + } + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + } + } +} + +///////////////////////////////////////////////////////////////////////////// +// +// Undo processing +// +// @OPTIMIZE: the undo/redo buffer should be circular + +static void stb_textedit_flush_redo(StbUndoState *state) +{ + state->redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; +} + +// discard the oldest entry in the undo list +static void stb_textedit_discard_undo(StbUndoState *state) +{ + if (state->undo_point > 0) { + // if the 0th undo state has characters, clean those up + if (state->undo_rec[0].char_storage >= 0) { + int n = state->undo_rec[0].insert_length, i; + // delete n characters from all other records + state->undo_char_point -= n; + IMSTB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); + for (i=0; i < state->undo_point; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it + } + --state->undo_point; + IMSTB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); + } +} + +// discard the oldest entry in the redo list--it's bad if this +// ever happens, but because undo & redo have to store the actual +// characters in different cases, the redo character buffer can +// fill up even though the undo buffer didn't +static void stb_textedit_discard_redo(StbUndoState *state) +{ + int k = IMSTB_TEXTEDIT_UNDOSTATECOUNT-1; + + if (state->redo_point <= k) { + // if the k'th undo state has characters, clean those up + if (state->undo_rec[k].char_storage >= 0) { + int n = state->undo_rec[k].insert_length, i; + // move the remaining redo character data to the end of the buffer + state->redo_char_point += n; + IMSTB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((IMSTB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); + // adjust the position of all the other records to account for above memmove + for (i=state->redo_point; i < k; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage += n; + } + // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' + // [DEAR IMGUI] + size_t move_size = (size_t)((IMSTB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; + const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; + IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); + IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); + IMSTB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + + // now move redo_point to point to the new one + ++state->redo_point; + } +} + +static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars) +{ + // any time we create a new undo record, we discard redo + stb_textedit_flush_redo(state); + + // if we have no free records, we have to make room, by sliding the + // existing records down + if (state->undo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + stb_textedit_discard_undo(state); + + // if the characters to store won't possibly fit in the buffer, we can't undo + if (numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) { + state->undo_point = 0; + state->undo_char_point = 0; + return NULL; + } + + // if we don't have enough free characters in the buffer, we have to make room + while (state->undo_char_point + numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) + stb_textedit_discard_undo(state); + + return &state->undo_rec[state->undo_point++]; +} + +static IMSTB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) +{ + StbUndoRecord *r = stb_text_create_undo_record(state, insert_len); + if (r == NULL) + return NULL; + + r->where = pos; + r->insert_length = (IMSTB_TEXTEDIT_POSITIONTYPE) insert_len; + r->delete_length = (IMSTB_TEXTEDIT_POSITIONTYPE) delete_len; + + if (insert_len == 0) { + r->char_storage = -1; + return NULL; + } else { + r->char_storage = state->undo_char_point; + state->undo_char_point += insert_len; + return &state->undo_char[r->char_storage]; + } +} + +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord u, *r; + if (s->undo_point == 0) + return; + + // we need to do two things: apply the undo record, and create a redo record + u = s->undo_rec[s->undo_point-1]; + r = &s->undo_rec[s->redo_point-1]; + r->char_storage = -1; + + r->insert_length = u.delete_length; + r->delete_length = u.insert_length; + r->where = u.where; + + if (u.delete_length) { + // if the undo record says to delete characters, then the redo record will + // need to re-insert the characters that get deleted, so we need to store + // them. + + // there are three cases: + // there's enough room to store the characters + // characters stored for *redoing* don't leave room for redo + // characters stored for *undoing* don't leave room for redo + // if the last is true, we have to bail + + if (s->undo_char_point + u.delete_length >= IMSTB_TEXTEDIT_UNDOCHARCOUNT) { + // the undo records take up too much character space; there's no space to store the redo characters + r->insert_length = 0; + } else { + int i; + + // there's definitely room to store the characters eventually + while (s->undo_char_point + u.delete_length > s->redo_char_point) { + // should never happen: + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + return; + // there's currently not enough room, so discard a redo record + stb_textedit_discard_redo(s); + } + r = &s->undo_rec[s->redo_point-1]; + + r->char_storage = s->redo_char_point - u.delete_length; + s->redo_char_point = s->redo_char_point - u.delete_length; + + // now save the characters + for (i=0; i < u.delete_length; ++i) + s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i); + } + + // now we can carry out the deletion + STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length); + } + + // check type of recorded action: + if (u.insert_length) { + // easy case: was a deletion, so we need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); + s->undo_char_point -= u.insert_length; + } + + state->cursor = u.where + u.insert_length; + + s->undo_point--; + s->redo_point--; +} + +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord *u, r; + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + return; + + // we need to do two things: apply the redo record, and create an undo record + u = &s->undo_rec[s->undo_point]; + r = s->undo_rec[s->redo_point]; + + // we KNOW there must be room for the undo record, because the redo record + // was derived from an undo record + + u->delete_length = r.insert_length; + u->insert_length = r.delete_length; + u->where = r.where; + u->char_storage = -1; + + if (r.delete_length) { + // the redo record requires us to delete characters, so the undo record + // needs to store the characters + + if (s->undo_char_point + u->insert_length > s->redo_char_point) { + u->insert_length = 0; + u->delete_length = 0; + } else { + int i; + u->char_storage = s->undo_char_point; + s->undo_char_point = s->undo_char_point + u->insert_length; + + // now save the characters + for (i=0; i < u->insert_length; ++i) + s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i); + } + + STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length); + } + + if (r.insert_length) { + // easy case: need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); + s->redo_char_point += r.insert_length; + } + + state->cursor = r.where + r.insert_length; + + s->undo_point++; + s->redo_point++; +} + +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length) +{ + stb_text_createundo(&state->undostate, where, 0, length); +} + +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) +{ + int i; + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); + if (p) { + for (i=0; i < length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) +{ + int i; + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); + if (p) { + for (i=0; i < old_length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +// reset the state to default +static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line) +{ + state->undostate.undo_point = 0; + state->undostate.undo_char_point = 0; + state->undostate.redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->undostate.redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; + state->select_end = state->select_start = 0; + state->cursor = 0; + state->has_preferred_x = 0; + state->preferred_x = 0; + state->cursor_at_end_of_line = 0; + state->initialized = 1; + state->single_line = (unsigned char) is_single_line; + state->insert_mode = 0; + state->row_count_per_page = 0; +} + +// API initialize +static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +{ + stb_textedit_clear_state(state, is_single_line); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +static int stb_textedit_paste(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE const *ctext, int len) +{ + return stb_textedit_paste_internal(str, state, (IMSTB_TEXTEDIT_CHARTYPE *) ctext, len); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif//IMSTB_TEXTEDIT_IMPLEMENTATION + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/src/main/imgui/imstb_truetype.h b/src/main/imgui/imstb_truetype.h new file mode 100644 index 0000000..976f09c --- /dev/null +++ b/src/main/imgui/imstb_truetype.h @@ -0,0 +1,5085 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_truetype.h 1.26. +// Mostly fixing for compiler and static analyzer warnings. +// Grep for [DEAR IMGUI] to find the changes. + +// stb_truetype.h - v1.26 - public domain +// authored from 2009-2021 by Sean Barrett / RAD Game Tools +// +// ======================================================================= +// +// NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES +// +// This library does no range checking of the offsets found in the file, +// meaning an attacker can use it to read arbitrary memory. +// +// ======================================================================= +// +// This library processes TrueType files: +// parse files +// extract glyph metrics +// extract glyph shapes +// render glyphs to one-channel bitmaps with antialiasing (box filter) +// render glyphs to one-channel SDF bitmaps (signed-distance field/function) +// +// Todo: +// non-MS cmaps +// crashproof on bad data +// hinting? (no longer patented) +// cleartype-style AA? +// optimize: use simple memory allocator for intermediates +// optimize: build edge-list directly from curves +// optimize: rasterize directly from curves? +// +// ADDITIONAL CONTRIBUTORS +// +// Mikko Mononen: compound shape support, more cmap formats +// Tor Andersson: kerning, subpixel rendering +// Dougall Johnson: OpenType / Type 2 font handling +// Daniel Ribeiro Maciel: basic GPOS-based kerning +// +// Misc other: +// Ryan Gordon +// Simon Glass +// github:IntellectualKitty +// Imanol Celaya +// Daniel Ribeiro Maciel +// +// Bug/warning reports/fixes: +// "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe +// Cass Everitt Martins Mozeiko github:aloucks +// stoiko (Haemimont Games) Cap Petschulat github:oyvindjam +// Brian Hook Omar Cornut github:vassvik +// Walter van Niftrik Ryan Griege +// David Gow Peter LaValle +// David Given Sergey Popov +// Ivan-Assen Ivanov Giumo X. Clanjor +// Anthony Pesch Higor Euripedes +// Johan Duparc Thomas Fields +// Hou Qiming Derek Vinyard +// Rob Loach Cort Stratton +// Kenney Phillis Jr. Brian Costabile +// Ken Voskuil (kaesve) +// +// VERSION HISTORY +// +// 1.26 (2021-08-28) fix broken rasterizer +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// variant PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// +// Full history can be found at the end of this file. +// +// LICENSE +// +// See end of file for license information. +// +// USAGE +// +// Include this file in whatever places need to refer to it. In ONE C/C++ +// file, write: +// #define STB_TRUETYPE_IMPLEMENTATION +// before the #include of this file. This expands out the actual +// implementation into that C/C++ file. +// +// To make the implementation private to the file that generates the implementation, +// #define STBTT_STATIC +// +// Simple 3D API (don't ship this, but it's fine for tools and quick start) +// stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture +// stbtt_GetBakedQuad() -- compute quad to draw for a given char +// +// Improved 3D API (more shippable): +// #include "stb_rect_pack.h" -- optional, but you really want it +// stbtt_PackBegin() +// stbtt_PackSetOversampling() -- for improved quality on small fonts +// stbtt_PackFontRanges() -- pack and renders +// stbtt_PackEnd() +// stbtt_GetPackedQuad() +// +// "Load" a font file from a memory buffer (you have to keep the buffer loaded) +// stbtt_InitFont() +// stbtt_GetFontOffsetForIndex() -- indexing for TTC font collections +// stbtt_GetNumberOfFonts() -- number of fonts for TTC font collections +// +// Render a unicode codepoint to a bitmap +// stbtt_GetCodepointBitmap() -- allocates and returns a bitmap +// stbtt_MakeCodepointBitmap() -- renders into bitmap you provide +// stbtt_GetCodepointBitmapBox() -- how big the bitmap must be +// +// Character advance/positioning +// stbtt_GetCodepointHMetrics() +// stbtt_GetFontVMetrics() +// stbtt_GetFontVMetricsOS2() +// stbtt_GetCodepointKernAdvance() +// +// Starting with version 1.06, the rasterizer was replaced with a new, +// faster and generally-more-precise rasterizer. The new rasterizer more +// accurately measures pixel coverage for anti-aliasing, except in the case +// where multiple shapes overlap, in which case it overestimates the AA pixel +// coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If +// this turns out to be a problem, you can re-enable the old rasterizer with +// #define STBTT_RASTERIZER_VERSION 1 +// which will incur about a 15% speed hit. +// +// ADDITIONAL DOCUMENTATION +// +// Immediately after this block comment are a series of sample programs. +// +// After the sample programs is the "header file" section. This section +// includes documentation for each API function. +// +// Some important concepts to understand to use this library: +// +// Codepoint +// Characters are defined by unicode codepoints, e.g. 65 is +// uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is +// the hiragana for "ma". +// +// Glyph +// A visual character shape (every codepoint is rendered as +// some glyph) +// +// Glyph index +// A font-specific integer ID representing a glyph +// +// Baseline +// Glyph shapes are defined relative to a baseline, which is the +// bottom of uppercase characters. Characters extend both above +// and below the baseline. +// +// Current Point +// As you draw text to the screen, you keep track of a "current point" +// which is the origin of each character. The current point's vertical +// position is the baseline. Even "baked fonts" use this model. +// +// Vertical Font Metrics +// The vertical qualities of the font, used to vertically position +// and space the characters. See docs for stbtt_GetFontVMetrics. +// +// Font Size in Pixels or Points +// The preferred interface for specifying font sizes in stb_truetype +// is to specify how tall the font's vertical extent should be in pixels. +// If that sounds good enough, skip the next paragraph. +// +// Most font APIs instead use "points", which are a common typographic +// measurement for describing font size, defined as 72 points per inch. +// stb_truetype provides a point API for compatibility. However, true +// "per inch" conventions don't make much sense on computer displays +// since different monitors have different number of pixels per +// inch. For example, Windows traditionally uses a convention that +// there are 96 pixels per inch, thus making 'inch' measurements have +// nothing to do with inches, and thus effectively defining a point to +// be 1.333 pixels. Additionally, the TrueType font data provides +// an explicit scale factor to scale a given font's glyphs to points, +// but the author has observed that this scale factor is often wrong +// for non-commercial fonts, thus making fonts scaled in points +// according to the TrueType spec incoherently sized in practice. +// +// DETAILED USAGE: +// +// Scale: +// Select how high you want the font to be, in points or pixels. +// Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute +// a scale factor SF that will be used by all other functions. +// +// Baseline: +// You need to select a y-coordinate that is the baseline of where +// your text will appear. Call GetFontBoundingBox to get the baseline-relative +// bounding box for all characters. SF*-y0 will be the distance in pixels +// that the worst-case character could extend above the baseline, so if +// you want the top edge of characters to appear at the top of the +// screen where y=0, then you would set the baseline to SF*-y0. +// +// Current point: +// Set the current point where the first character will appear. The +// first character could extend left of the current point; this is font +// dependent. You can either choose a current point that is the leftmost +// point and hope, or add some padding, or check the bounding box or +// left-side-bearing of the first character to be displayed and set +// the current point based on that. +// +// Displaying a character: +// Compute the bounding box of the character. It will contain signed values +// relative to . I.e. if it returns x0,y0,x1,y1, +// then the character should be displayed in the rectangle from +// to = 32 && *text < 128) { + stbtt_aligned_quad q; + stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9 + glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0); + glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0); + glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1); + glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1); + } + ++text; + } + glEnd(); +} +#endif +// +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program (this compiles): get a single bitmap, print as ASCII art +// +#if 0 +#include +#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation +#include "stb_truetype.h" + +char ttf_buffer[1<<25]; + +int main(int argc, char **argv) +{ + stbtt_fontinfo font; + unsigned char *bitmap; + int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20); + + fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb")); + + stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0)); + bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0); + + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) + putchar(" .:ioVM@"[bitmap[j*w+i]>>5]); + putchar('\n'); + } + return 0; +} +#endif +// +// Output: +// +// .ii. +// @@@@@@. +// V@Mio@@o +// :i. V@V +// :oM@@M +// :@@@MM@M +// @@o o@M +// :@@. M@M +// @@@o@@@@ +// :M@@V:@@. +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program: print "Hello World!" banner, with bugs +// +#if 0 +char buffer[24<<20]; +unsigned char screen[20][79]; + +int main(int arg, char **argv) +{ + stbtt_fontinfo font; + int i,j,ascent,baseline,ch=0; + float scale, xpos=2; // leave a little padding in case the character extends left + char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness + + fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb")); + stbtt_InitFont(&font, buffer, 0); + + scale = stbtt_ScaleForPixelHeight(&font, 15); + stbtt_GetFontVMetrics(&font, &ascent,0,0); + baseline = (int) (ascent*scale); + + while (text[ch]) { + int advance,lsb,x0,y0,x1,y1; + float x_shift = xpos - (float) floor(xpos); + stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb); + stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1); + stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]); + // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong + // because this API is really for baking character bitmaps into textures. if you want to render + // a sequence of characters, you really need to render each bitmap to a temp buffer, then + // "alpha blend" that into the working buffer + xpos += (advance * scale); + if (text[ch+1]) + xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]); + ++ch; + } + + for (j=0; j < 20; ++j) { + for (i=0; i < 78; ++i) + putchar(" .:ioVM@"[screen[j][i]>>5]); + putchar('\n'); + } + + return 0; +} +#endif + + +////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// +//// +//// INTEGRATION WITH YOUR CODEBASE +//// +//// The following sections allow you to supply alternate definitions +//// of C library functions used by stb_truetype, e.g. if you don't +//// link with the C runtime library. + +#ifdef STB_TRUETYPE_IMPLEMENTATION + // #define your own (u)stbtt_int8/16/32 before including to override this + #ifndef stbtt_uint8 + typedef unsigned char stbtt_uint8; + typedef signed char stbtt_int8; + typedef unsigned short stbtt_uint16; + typedef signed short stbtt_int16; + typedef unsigned int stbtt_uint32; + typedef signed int stbtt_int32; + #endif + + typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1]; + typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1]; + + // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h + #ifndef STBTT_ifloor + #include + #define STBTT_ifloor(x) ((int) floor(x)) + #define STBTT_iceil(x) ((int) ceil(x)) + #endif + + #ifndef STBTT_sqrt + #include + #define STBTT_sqrt(x) sqrt(x) + #define STBTT_pow(x,y) pow(x,y) + #endif + + #ifndef STBTT_fmod + #include + #define STBTT_fmod(x,y) fmod(x,y) + #endif + + #ifndef STBTT_cos + #include + #define STBTT_cos(x) cos(x) + #define STBTT_acos(x) acos(x) + #endif + + #ifndef STBTT_fabs + #include + #define STBTT_fabs(x) fabs(x) + #endif + + // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h + #ifndef STBTT_malloc + #include + #define STBTT_malloc(x,u) ((void)(u),malloc(x)) + #define STBTT_free(x,u) ((void)(u),free(x)) + #endif + + #ifndef STBTT_assert + #include + #define STBTT_assert(x) assert(x) + #endif + + #ifndef STBTT_strlen + #include + #define STBTT_strlen(x) strlen(x) + #endif + + #ifndef STBTT_memcpy + #include + #define STBTT_memcpy memcpy + #define STBTT_memset memset + #endif +#endif + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// INTERFACE +//// +//// + +#ifndef __STB_INCLUDE_STB_TRUETYPE_H__ +#define __STB_INCLUDE_STB_TRUETYPE_H__ + +#ifdef STBTT_STATIC +#define STBTT_DEF static +#else +#define STBTT_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +// private structure +typedef struct +{ + unsigned char *data; + int cursor; + int size; +} stbtt__buf; + +////////////////////////////////////////////////////////////////////////////// +// +// TEXTURE BAKING API +// +// If you use this API, you only have to call two functions ever. +// + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; +} stbtt_bakedchar; + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata); // you allocate this, it's num_chars long +// if return is positive, the first unused row of the bitmap +// if return is negative, returns the negative of the number of characters that fit +// if return is 0, no characters fit and no rows were used +// This uses a very crappy packing. + +typedef struct +{ + float x0,y0,s0,t0; // top-left + float x1,y1,s1,t1; // bottom-right +} stbtt_aligned_quad; + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier +// Call GetBakedQuad with char_index = 'character - first_char', and it +// creates the quad you need to draw and advances the current position. +// +// The coordinate system used assumes y increases downwards. +// +// Characters will extend both above and below the current position; +// see discussion of "BASELINE" above. +// +// It's inefficient; you might want to c&p it and optimize it. + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap); +// Query the font vertical metrics without having to create a font first. + + +////////////////////////////////////////////////////////////////////////////// +// +// NEW TEXTURE BAKING API +// +// This provides options for packing multiple fonts into one atlas, not +// perfectly but better than nothing. + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; + float xoff2,yoff2; +} stbtt_packedchar; + +typedef struct stbtt_pack_context stbtt_pack_context; +typedef struct stbtt_fontinfo stbtt_fontinfo; +#ifndef STB_RECT_PACK_VERSION +typedef struct stbrp_rect stbrp_rect; +#endif + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context); +// Initializes a packing context stored in the passed-in stbtt_pack_context. +// Future calls using this context will pack characters into the bitmap passed +// in here: a 1-channel bitmap that is width * height. stride_in_bytes is +// the distance from one row to the next (or 0 to mean they are packed tightly +// together). "padding" is the amount of padding to leave between each +// character (normally you want '1' for bitmaps you'll use as textures with +// bilinear filtering). +// +// Returns 0 on failure, 1 on success. + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc); +// Cleans up the packing context and frees all memory. + +#define STBTT_POINT_SIZE(x) (-(x)) + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range); +// Creates character bitmaps from the font_index'th font found in fontdata (use +// font_index=0 if you don't know what that is). It creates num_chars_in_range +// bitmaps for characters with unicode values starting at first_unicode_char_in_range +// and increasing. Data for how to render them is stored in chardata_for_range; +// pass these to stbtt_GetPackedQuad to get back renderable quads. +// +// font_size is the full height of the character from ascender to descender, +// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed +// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE() +// and pass that result as 'font_size': +// ..., 20 , ... // font max minus min y is 20 pixels tall +// ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall + +typedef struct +{ + float font_size; + int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint + int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints + int num_chars; + stbtt_packedchar *chardata_for_range; // output + unsigned char h_oversample, v_oversample; // don't set these, they're used internally +} stbtt_pack_range; + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges); +// Creates character bitmaps from multiple ranges of characters stored in +// ranges. This will usually create a better-packed bitmap than multiple +// calls to stbtt_PackFontRange. Note that you can call this multiple +// times within a single PackBegin/PackEnd. + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample); +// Oversampling a font increases the quality by allowing higher-quality subpixel +// positioning, and is especially valuable at smaller text sizes. +// +// This function sets the amount of oversampling for all following calls to +// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given +// pack context. The default (no oversampling) is achieved by h_oversample=1 +// and v_oversample=1. The total number of pixels required is +// h_oversample*v_oversample larger than the default; for example, 2x2 +// oversampling requires 4x the storage of 1x1. For best results, render +// oversampled textures with bilinear filtering. Look at the readme in +// stb/tests/oversample for information about oversampled fonts +// +// To use with PackFontRangesGather etc., you must set it before calls +// call to PackFontRangesGatherRects. + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); +// If skip != 0, this tells stb_truetype to skip any codepoints for which +// there is no corresponding glyph. If skip=0, which is the default, then +// codepoints without a glyph received the font's "missing character" glyph, +// typically an empty box by convention. + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int align_to_integer); + +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects); +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +// Calling these functions in sequence is roughly equivalent to calling +// stbtt_PackFontRanges(). If you more control over the packing of multiple +// fonts, or if you want to pack custom data into a font texture, take a look +// at the source to of stbtt_PackFontRanges() and create a custom version +// using these functions, e.g. call GatherRects multiple times, +// building up a single array of rects, then call PackRects once, +// then call RenderIntoRects repeatedly. This may result in a +// better packing than calling PackFontRanges multiple times +// (or it may not). + +// this is an opaque structure that you shouldn't mess with which holds +// all the context needed from PackBegin to PackEnd. +struct stbtt_pack_context { + void *user_allocator_context; + void *pack_info; + int width; + int height; + int stride_in_bytes; + int padding; + int skip_missing; + unsigned int h_oversample, v_oversample; + unsigned char *pixels; + void *nodes; +}; + +////////////////////////////////////////////////////////////////////////////// +// +// FONT LOADING +// +// + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data); +// This function will determine the number of fonts in a font file. TrueType +// collection (.ttc) files may contain multiple fonts, while TrueType font +// (.ttf) files only contain one font. The number of fonts can be used for +// indexing with the previous function where the index is between zero and one +// less than the total fonts. If an error occurs, -1 is returned. + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index); +// Each .ttf/.ttc file may have more than one font. Each font has a sequential +// index number starting from 0. Call this function to get the font offset for +// a given index; it returns -1 if the index is out of range. A regular .ttf +// file will only define one font and it always be at offset 0, so it will +// return '0' for index 0, and -1 for all other indices. + +// The following structure is defined publicly so you can declare one on +// the stack or as a global or etc, but you should treat it as opaque. +struct stbtt_fontinfo +{ + void * userdata; + unsigned char * data; // pointer to .ttf file + int fontstart; // offset of start of font + + int numGlyphs; // number of glyphs, needed for range checking + + int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf + int index_map; // a cmap mapping for our chosen character encoding + int indexToLocFormat; // format needed to map from glyph index to glyph + + stbtt__buf cff; // cff font data + stbtt__buf charstrings; // the charstring index + stbtt__buf gsubrs; // global charstring subroutines index + stbtt__buf subrs; // private charstring subroutines index + stbtt__buf fontdicts; // array of font dicts + stbtt__buf fdselect; // map from glyph to fontdict +}; + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset); +// Given an offset into the file that defines a font, this function builds +// the necessary cached info for the rest of the system. You must allocate +// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't +// need to do anything special to free it, because the contents are pure +// value data with no additional data structures. Returns 0 on failure. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER TO GLYPH-INDEX CONVERSIOn + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint); +// If you're going to perform multiple operations on the same character +// and you want a speed-up, call this function with the character you're +// going to process, then use glyph-based functions instead of the +// codepoint-based functions. +// Returns 0 if the character codepoint is not defined in the font. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER PROPERTIES +// + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose "height" is 'pixels' tall. +// Height is measured as the distance from the highest ascender to the lowest +// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics +// and computing: +// scale = pixels / (ascent - descent) +// so if you prefer to measure height by the ascent only, use a similar calculation. + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose EM size is mapped to +// 'pixels' tall. This is probably what traditional APIs compute, but +// I'm not positive. + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap); +// ascent is the coordinate above the baseline the font extends; descent +// is the coordinate below the baseline the font extends (i.e. it is typically negative) +// lineGap is the spacing between one row's descent and the next row's ascent... +// so you should advance the vertical position by "*ascent - *descent + *lineGap" +// these are expressed in unscaled coordinates, so you must multiply by +// the scale factor for a given size + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap); +// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2 +// table (specific to MS/Windows TTF files). +// +// Returns 1 on success (table present), 0 on failure. + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1); +// the bounding box around all possible characters + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing); +// leftSideBearing is the offset from the current horizontal position to the left edge of the character +// advanceWidth is the offset from the current horizontal position to the next horizontal position +// these are expressed in unscaled coordinates + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2); +// an additional amount to add to the 'advance' value between ch1 and ch2 + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1); +// Gets the bounding box of the visible part of the glyph, in unscaled coordinates + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing); +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2); +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); +// as above, but takes one or more glyph indices for greater efficiency + +typedef struct stbtt_kerningentry +{ + int glyph1; // use stbtt_FindGlyphIndex + int glyph2; + int advance; +} stbtt_kerningentry; + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info); +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length); +// Retrieves a complete list of all of the kerning pairs provided by the font +// stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write. +// The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1) + +////////////////////////////////////////////////////////////////////////////// +// +// GLYPH SHAPES (you probably don't need these, but they have to go before +// the bitmaps for C declaration-order reasons) +// + +#ifndef STBTT_vmove // you can predefine these to use different values (but why?) + enum { + STBTT_vmove=1, + STBTT_vline, + STBTT_vcurve, + STBTT_vcubic + }; +#endif + +#ifndef stbtt_vertex // you can predefine this to use different values + // (we share this with other code at RAD) + #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file + typedef struct + { + stbtt_vertex_type x,y,cx,cy,cx1,cy1; + unsigned char type,padding; + } stbtt_vertex; +#endif + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index); +// returns non-zero if nothing is drawn for this glyph + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices); +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices); +// returns # of vertices and fills *vertices with the pointer to them +// these are expressed in "unscaled" coordinates +// +// The shape is a series of contours. Each one starts with +// a STBTT_moveto, then consists of a series of mixed +// STBTT_lineto and STBTT_curveto segments. A lineto +// draws a line from previous endpoint to its x,y; a curveto +// draws a quadratic bezier from previous endpoint to +// its x,y, using cx,cy as the bezier control point. + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); +// frees the data allocated above + +STBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl); +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg); +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg); +// fills svg with the character's SVG data. +// returns data size or 0 if SVG not found. + +////////////////////////////////////////////////////////////////////////////// +// +// BITMAP RENDERING +// + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata); +// frees the bitmap allocated below + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// allocates a large-enough single-channel 8bpp bitmap and renders the +// specified character/glyph at the specified scale into it, with +// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque). +// *width & *height are filled out with the width & height of the bitmap, +// which is stored left-to-right, top-to-bottom. +// +// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); +// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap +// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap +// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the +// width and height and positioning info for it first. + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint); +// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint); +// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering +// is performed (see stbtt_PackSetOversampling) + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +// get the bbox of the bitmap centered around the glyph origin; so the +// bitmap width is ix1-ix0, height is iy1-iy0, and location to place +// the bitmap top left is (leftSideBearing*scale,iy0). +// (Note that the bitmap uses y-increases-down, but the shape uses +// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.) + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); +// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel +// shift for the character + +// the following functions are equivalent to the above functions, but operate +// on glyph indices instead of Unicode codepoints (for efficiency) +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph); +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); + + +// @TODO: don't expose this structure +typedef struct +{ + int w,h,stride; + unsigned char *pixels; +} stbtt__bitmap; + +// rasterize a shape with quadratic beziers into a bitmap +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into + float flatness_in_pixels, // allowable error of curve in pixels + stbtt_vertex *vertices, // array of vertices defining shape + int num_verts, // number of vertices in above array + float scale_x, float scale_y, // scale applied to input vertices + float shift_x, float shift_y, // translation applied to input vertices + int x_off, int y_off, // another translation applied to input + int invert, // if non-zero, vertically flip shape + void *userdata); // context for to STBTT_MALLOC + +////////////////////////////////////////////////////////////////////////////// +// +// Signed Distance Function (or Field) rendering + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata); +// frees the SDF bitmap allocated below + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +// These functions compute a discretized SDF field for a single character, suitable for storing +// in a single-channel texture, sampling with bilinear filtering, and testing against +// larger than some threshold to produce scalable fonts. +// info -- the font +// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap +// glyph/codepoint -- the character to generate the SDF for +// padding -- extra "pixels" around the character which are filled with the distance to the character (not 0), +// which allows effects like bit outlines +// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character) +// pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale) +// if positive, > onedge_value is inside; if negative, < onedge_value is inside +// width,height -- output height & width of the SDF bitmap (including padding) +// xoff,yoff -- output origin of the character +// return value -- a 2D array of bytes 0..255, width*height in size +// +// pixel_dist_scale & onedge_value are a scale & bias that allows you to make +// optimal use of the limited 0..255 for your application, trading off precision +// and special effects. SDF values outside the range 0..255 are clamped to 0..255. +// +// Example: +// scale = stbtt_ScaleForPixelHeight(22) +// padding = 5 +// onedge_value = 180 +// pixel_dist_scale = 180/5.0 = 36.0 +// +// This will create an SDF bitmap in which the character is about 22 pixels +// high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled +// shape, sample the SDF at each pixel and fill the pixel if the SDF value +// is greater than or equal to 180/255. (You'll actually want to antialias, +// which is beyond the scope of this example.) Additionally, you can compute +// offset outlines (e.g. to stroke the character border inside & outside, +// or only outside). For example, to fill outside the character up to 3 SDF +// pixels, you would compare against (180-36.0*3)/255 = 72/255. The above +// choice of variables maps a range from 5 pixels outside the shape to +// 2 pixels inside the shape to 0..255; this is intended primarily for apply +// outside effects only (the interior range is needed to allow proper +// antialiasing of the font at *smaller* sizes) +// +// The function computes the SDF analytically at each SDF pixel, not by e.g. +// building a higher-res bitmap and approximating it. In theory the quality +// should be as high as possible for an SDF of this size & representation, but +// unclear if this is true in practice (perhaps building a higher-res bitmap +// and computing from that can allow drop-out prevention). +// +// The algorithm has not been optimized at all, so expect it to be slow +// if computing lots of characters or very large sizes. + + + +////////////////////////////////////////////////////////////////////////////// +// +// Finding the right font... +// +// You should really just solve this offline, keep your own tables +// of what font is what, and don't try to get it out of the .ttf file. +// That's because getting it out of the .ttf file is really hard, because +// the names in the file can appear in many possible encodings, in many +// possible languages, and e.g. if you need a case-insensitive comparison, +// the details of that depend on the encoding & language in a complex way +// (actually underspecified in truetype, but also gigantic). +// +// But you can use the provided functions in two possible ways: +// stbtt_FindMatchingFont() will use *case-sensitive* comparisons on +// unicode-encoded names to try to find the font you want; +// you can run this before calling stbtt_InitFont() +// +// stbtt_GetFontNameString() lets you get any of the various strings +// from the file yourself and do your own comparisons on them. +// You have to have called stbtt_InitFont() first. + + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags); +// returns the offset (not index) of the font that matches, or -1 if none +// if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold". +// if you use any other flag, use a font name like "Arial"; this checks +// the 'macStyle' header field; i don't know if fonts set this consistently +#define STBTT_MACSTYLE_DONTCARE 0 +#define STBTT_MACSTYLE_BOLD 1 +#define STBTT_MACSTYLE_ITALIC 2 +#define STBTT_MACSTYLE_UNDERSCORE 4 +#define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0 + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2); +// returns 1/0 whether the first string interpreted as utf8 is identical to +// the second string interpreted as big-endian utf16... useful for strings from next func + +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID); +// returns the string (which may be big-endian double byte, e.g. for unicode) +// and puts the length in bytes in *length. +// +// some of the values for the IDs are below; for more see the truetype spec: +// http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html +// http://www.microsoft.com/typography/otspec/name.htm + +enum { // platformID + STBTT_PLATFORM_ID_UNICODE =0, + STBTT_PLATFORM_ID_MAC =1, + STBTT_PLATFORM_ID_ISO =2, + STBTT_PLATFORM_ID_MICROSOFT =3 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_UNICODE + STBTT_UNICODE_EID_UNICODE_1_0 =0, + STBTT_UNICODE_EID_UNICODE_1_1 =1, + STBTT_UNICODE_EID_ISO_10646 =2, + STBTT_UNICODE_EID_UNICODE_2_0_BMP=3, + STBTT_UNICODE_EID_UNICODE_2_0_FULL=4 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT + STBTT_MS_EID_SYMBOL =0, + STBTT_MS_EID_UNICODE_BMP =1, + STBTT_MS_EID_SHIFTJIS =2, + STBTT_MS_EID_UNICODE_FULL =10 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes + STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4, + STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5, + STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6, + STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7 +}; + +enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID... + // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs + STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410, + STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411, + STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412, + STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419, + STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409, + STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D +}; + +enum { // languageID for STBTT_PLATFORM_ID_MAC + STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11, + STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23, + STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32, + STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 , + STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 , + STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33, + STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19 +}; + +#ifdef __cplusplus +} +#endif + +#endif // __STB_INCLUDE_STB_TRUETYPE_H__ + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// IMPLEMENTATION +//// +//// + +#ifdef STB_TRUETYPE_IMPLEMENTATION + +#ifndef STBTT_MAX_OVERSAMPLE +#define STBTT_MAX_OVERSAMPLE 8 +#endif + +#if STBTT_MAX_OVERSAMPLE > 255 +#error "STBTT_MAX_OVERSAMPLE cannot be > 255" +#endif + +typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1]; + +#ifndef STBTT_RASTERIZER_VERSION +#define STBTT_RASTERIZER_VERSION 2 +#endif + +#ifdef _MSC_VER +#define STBTT__NOTUSED(v) (void)(v) +#else +#define STBTT__NOTUSED(v) (void)sizeof(v) +#endif + +////////////////////////////////////////////////////////////////////////// +// +// stbtt__buf helpers to parse data from file +// + +static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor++]; +} + +static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor]; +} + +static void stbtt__buf_seek(stbtt__buf *b, int o) +{ + STBTT_assert(!(o > b->size || o < 0)); + b->cursor = (o > b->size || o < 0) ? b->size : o; +} + +static void stbtt__buf_skip(stbtt__buf *b, int o) +{ + stbtt__buf_seek(b, b->cursor + o); +} + +static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n) +{ + stbtt_uint32 v = 0; + int i; + STBTT_assert(n >= 1 && n <= 4); + for (i = 0; i < n; i++) + v = (v << 8) | stbtt__buf_get8(b); + return v; +} + +static stbtt__buf stbtt__new_buf(const void *p, size_t size) +{ + stbtt__buf r; + STBTT_assert(size < 0x40000000); + r.data = (stbtt_uint8*) p; + r.size = (int) size; + r.cursor = 0; + return r; +} + +#define stbtt__buf_get16(b) stbtt__buf_get((b), 2) +#define stbtt__buf_get32(b) stbtt__buf_get((b), 4) + +static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s) +{ + stbtt__buf r = stbtt__new_buf(NULL, 0); + if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r; + r.data = b->data + o; + r.size = s; + return r; +} + +static stbtt__buf stbtt__cff_get_index(stbtt__buf *b) +{ + int count, start, offsize; + start = b->cursor; + count = stbtt__buf_get16(b); + if (count) { + offsize = stbtt__buf_get8(b); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(b, offsize * count); + stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1); + } + return stbtt__buf_range(b, start, b->cursor - start); +} + +static stbtt_uint32 stbtt__cff_int(stbtt__buf *b) +{ + int b0 = stbtt__buf_get8(b); + if (b0 >= 32 && b0 <= 246) return b0 - 139; + else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108; + else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108; + else if (b0 == 28) return stbtt__buf_get16(b); + else if (b0 == 29) return stbtt__buf_get32(b); + STBTT_assert(0); + return 0; +} + +static void stbtt__cff_skip_operand(stbtt__buf *b) { + int v, b0 = stbtt__buf_peek8(b); + STBTT_assert(b0 >= 28); + if (b0 == 30) { + stbtt__buf_skip(b, 1); + while (b->cursor < b->size) { + v = stbtt__buf_get8(b); + if ((v & 0xF) == 0xF || (v >> 4) == 0xF) + break; + } + } else { + stbtt__cff_int(b); + } +} + +static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key) +{ + stbtt__buf_seek(b, 0); + while (b->cursor < b->size) { + int start = b->cursor, end, op; + while (stbtt__buf_peek8(b) >= 28) + stbtt__cff_skip_operand(b); + end = b->cursor; + op = stbtt__buf_get8(b); + if (op == 12) op = stbtt__buf_get8(b) | 0x100; + if (op == key) return stbtt__buf_range(b, start, end-start); + } + return stbtt__buf_range(b, 0, 0); +} + +static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out) +{ + int i; + stbtt__buf operands = stbtt__dict_get(b, key); + for (i = 0; i < outcount && operands.cursor < operands.size; i++) + out[i] = stbtt__cff_int(&operands); +} + +static int stbtt__cff_index_count(stbtt__buf *b) +{ + stbtt__buf_seek(b, 0); + return stbtt__buf_get16(b); +} + +static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i) +{ + int count, offsize, start, end; + stbtt__buf_seek(&b, 0); + count = stbtt__buf_get16(&b); + offsize = stbtt__buf_get8(&b); + STBTT_assert(i >= 0 && i < count); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(&b, i*offsize); + start = stbtt__buf_get(&b, offsize); + end = stbtt__buf_get(&b, offsize); + return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start); +} + +////////////////////////////////////////////////////////////////////////// +// +// accessors to parse data from file +// + +// on platforms that don't allow misaligned reads, if we want to allow +// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE + +#define ttBYTE(p) (* (stbtt_uint8 *) (p)) +#define ttCHAR(p) (* (stbtt_int8 *) (p)) +#define ttFixed(p) ttLONG(p) + +static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_int16 ttSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_uint32 ttULONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } +static stbtt_int32 ttLONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } + +#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3)) +#define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3]) + +static int stbtt__isfont(stbtt_uint8 *font) +{ + // check the version number + if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1 + if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this! + if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF + if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0 + if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts + return 0; +} + +// @OPTIMIZE: binary search +static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag) +{ + stbtt_int32 num_tables = ttUSHORT(data+fontstart+4); + stbtt_uint32 tabledir = fontstart + 12; + stbtt_int32 i; + for (i=0; i < num_tables; ++i) { + stbtt_uint32 loc = tabledir + 16*i; + if (stbtt_tag(data+loc+0, tag)) + return ttULONG(data+loc+8); + } + return 0; +} + +static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index) +{ + // if it's just a font, there's only one valid index + if (stbtt__isfont(font_collection)) + return index == 0 ? 0 : -1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + stbtt_int32 n = ttLONG(font_collection+8); + if (index >= n) + return -1; + return ttULONG(font_collection+12+index*4); + } + } + return -1; +} + +static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection) +{ + // if it's just a font, there's only one valid font + if (stbtt__isfont(font_collection)) + return 1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + return ttLONG(font_collection+8); + } + } + return 0; +} + +static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) +{ + stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 }; + stbtt__buf pdict; + stbtt__dict_get_ints(&fontdict, 18, 2, private_loc); + if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0); + pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]); + stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff); + if (!subrsoff) return stbtt__new_buf(NULL, 0); + stbtt__buf_seek(&cff, private_loc[1]+subrsoff); + return stbtt__cff_get_index(&cff); +} + +// since most people won't use this, find this table the first time it's needed +static int stbtt__get_svg(stbtt_fontinfo *info) +{ + stbtt_uint32 t; + if (info->svg < 0) { + t = stbtt__find_table(info->data, info->fontstart, "SVG "); + if (t) { + stbtt_uint32 offset = ttULONG(info->data + t + 2); + info->svg = t + offset; + } else { + info->svg = 0; + } + } + return info->svg; +} + +static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) +{ + stbtt_uint32 cmap, t; + stbtt_int32 i,numTables; + + info->data = data; + info->fontstart = fontstart; + info->cff = stbtt__new_buf(NULL, 0); + + cmap = stbtt__find_table(data, fontstart, "cmap"); // required + info->loca = stbtt__find_table(data, fontstart, "loca"); // required + info->head = stbtt__find_table(data, fontstart, "head"); // required + info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required + info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required + info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required + info->kern = stbtt__find_table(data, fontstart, "kern"); // not required + info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required + + if (!cmap || !info->head || !info->hhea || !info->hmtx) + return 0; + if (info->glyf) { + // required for truetype + if (!info->loca) return 0; + } else { + // initialization for CFF / Type2 fonts (OTF) + stbtt__buf b, topdict, topdictidx; + stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0; + stbtt_uint32 cff; + + cff = stbtt__find_table(data, fontstart, "CFF "); + if (!cff) return 0; + + info->fontdicts = stbtt__new_buf(NULL, 0); + info->fdselect = stbtt__new_buf(NULL, 0); + + // @TODO this should use size from table (not 512MB) + info->cff = stbtt__new_buf(data+cff, 512*1024*1024); + b = info->cff; + + // read the header + stbtt__buf_skip(&b, 2); + stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize + + // @TODO the name INDEX could list multiple fonts, + // but we just use the first one. + stbtt__cff_get_index(&b); // name INDEX + topdictidx = stbtt__cff_get_index(&b); + topdict = stbtt__cff_index_get(topdictidx, 0); + stbtt__cff_get_index(&b); // string INDEX + info->gsubrs = stbtt__cff_get_index(&b); + + stbtt__dict_get_ints(&topdict, 17, 1, &charstrings); + stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype); + stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff); + stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff); + info->subrs = stbtt__get_subrs(b, topdict); + + // we only support Type 2 charstrings + if (cstype != 2) return 0; + if (charstrings == 0) return 0; + + if (fdarrayoff) { + // looks like a CID font + if (!fdselectoff) return 0; + stbtt__buf_seek(&b, fdarrayoff); + info->fontdicts = stbtt__cff_get_index(&b); + info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff); + } + + stbtt__buf_seek(&b, charstrings); + info->charstrings = stbtt__cff_get_index(&b); + } + + t = stbtt__find_table(data, fontstart, "maxp"); + if (t) + info->numGlyphs = ttUSHORT(data+t+4); + else + info->numGlyphs = 0xffff; + + info->svg = -1; + + // find a cmap encoding table we understand *now* to avoid searching + // later. (todo: could make this installable) + // the same regardless of glyph. + numTables = ttUSHORT(data + cmap + 2); + info->index_map = 0; + for (i=0; i < numTables; ++i) { + stbtt_uint32 encoding_record = cmap + 4 + 8 * i; + // find an encoding we understand: + switch(ttUSHORT(data+encoding_record)) { + case STBTT_PLATFORM_ID_MICROSOFT: + switch (ttUSHORT(data+encoding_record+2)) { + case STBTT_MS_EID_UNICODE_BMP: + case STBTT_MS_EID_UNICODE_FULL: + // MS/Unicode + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + break; + case STBTT_PLATFORM_ID_UNICODE: + // Mac/iOS has these + // all the encodingIDs are unicode, so we don't bother to check it + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + } + if (info->index_map == 0) + return 0; + + info->indexToLocFormat = ttUSHORT(data+info->head + 50); + return 1; +} + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint) +{ + stbtt_uint8 *data = info->data; + stbtt_uint32 index_map = info->index_map; + + stbtt_uint16 format = ttUSHORT(data + index_map + 0); + if (format == 0) { // apple byte encoding + stbtt_int32 bytes = ttUSHORT(data + index_map + 2); + if (unicode_codepoint < bytes-6) + return ttBYTE(data + index_map + 6 + unicode_codepoint); + return 0; + } else if (format == 6) { + stbtt_uint32 first = ttUSHORT(data + index_map + 6); + stbtt_uint32 count = ttUSHORT(data + index_map + 8); + if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count) + return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2); + return 0; + } else if (format == 2) { + STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean + return 0; + } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges + stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1; + stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1; + stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10); + stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1; + + // do a binary search of the segments + stbtt_uint32 endCount = index_map + 14; + stbtt_uint32 search = endCount; + + if (unicode_codepoint > 0xffff) + return 0; + + // they lie from endCount .. endCount + segCount + // but searchRange is the nearest power of two, so... + if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2)) + search += rangeShift*2; + + // now decrement to bias correctly to find smallest + search -= 2; + while (entrySelector) { + stbtt_uint16 end; + searchRange >>= 1; + end = ttUSHORT(data + search + searchRange*2); + if (unicode_codepoint > end) + search += searchRange*2; + --entrySelector; + } + search += 2; + + { + stbtt_uint16 offset, start, last; + stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); + + start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); + last = ttUSHORT(data + endCount + 2*item); + if (unicode_codepoint < start || unicode_codepoint > last) + return 0; + + offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); + if (offset == 0) + return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item)); + + return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item); + } + } else if (format == 12 || format == 13) { + stbtt_uint32 ngroups = ttULONG(data+index_map+12); + stbtt_int32 low,high; + low = 0; high = (stbtt_int32)ngroups; + // Binary search the right group. + while (low < high) { + stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high + stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12); + stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4); + if ((stbtt_uint32) unicode_codepoint < start_char) + high = mid; + else if ((stbtt_uint32) unicode_codepoint > end_char) + low = mid+1; + else { + stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8); + if (format == 12) + return start_glyph + unicode_codepoint-start_char; + else // format == 13 + return start_glyph; + } + } + return 0; // not found + } + // @TODO + STBTT_assert(0); + return 0; +} + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices) +{ + return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices); +} + +static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy) +{ + v->type = type; + v->x = (stbtt_int16) x; + v->y = (stbtt_int16) y; + v->cx = (stbtt_int16) cx; + v->cy = (stbtt_int16) cy; +} + +static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index) +{ + int g1,g2; + + STBTT_assert(!info->cff.size); + + if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range + if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format + + if (info->indexToLocFormat == 0) { + g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; + g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; + } else { + g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4); + g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4); + } + + return g1==g2 ? -1 : g1; // if length is 0, return -1 +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); + +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + if (info->cff.size) { + stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1); + } else { + int g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 0; + + if (x0) *x0 = ttSHORT(info->data + g + 2); + if (y0) *y0 = ttSHORT(info->data + g + 4); + if (x1) *x1 = ttSHORT(info->data + g + 6); + if (y1) *y1 = ttSHORT(info->data + g + 8); + } + return 1; +} + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1) +{ + return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1); +} + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt_int16 numberOfContours; + int g; + if (info->cff.size) + return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0; + g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 1; + numberOfContours = ttSHORT(info->data + g); + return numberOfContours == 0; +} + +static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off, + stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy) +{ + if (start_off) { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy); + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy); + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0); + } + return num_vertices; +} + +static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + stbtt_int16 numberOfContours; + stbtt_uint8 *endPtsOfContours; + stbtt_uint8 *data = info->data; + stbtt_vertex *vertices=0; + int num_vertices=0; + int g = stbtt__GetGlyfOffset(info, glyph_index); + + *pvertices = NULL; + + if (g < 0) return 0; + + numberOfContours = ttSHORT(data + g); + + if (numberOfContours > 0) { + stbtt_uint8 flags=0,flagcount; + stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0; + stbtt_int32 x,y,cx,cy,sx,sy, scx,scy; + stbtt_uint8 *points; + endPtsOfContours = (data + g + 10); + ins = ttUSHORT(data + g + 10 + numberOfContours * 2); + points = data + g + 10 + numberOfContours * 2 + 2 + ins; + + n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2); + + m = n + 2*numberOfContours; // a loose bound on how many vertices we might need + vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata); + if (vertices == 0) + return 0; + + next_move = 0; + flagcount=0; + + // in first pass, we load uninterpreted data into the allocated array + // above, shifted to the end of the array so we won't overwrite it when + // we create our final data starting from the front + + off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated + + // first load flags + + for (i=0; i < n; ++i) { + if (flagcount == 0) { + flags = *points++; + if (flags & 8) + flagcount = *points++; + } else + --flagcount; + vertices[off+i].type = flags; + } + + // now load x coordinates + x=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 2) { + stbtt_int16 dx = *points++; + x += (flags & 16) ? dx : -dx; // ??? + } else { + if (!(flags & 16)) { + x = x + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].x = (stbtt_int16) x; + } + + // now load y coordinates + y=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 4) { + stbtt_int16 dy = *points++; + y += (flags & 32) ? dy : -dy; // ??? + } else { + if (!(flags & 32)) { + y = y + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].y = (stbtt_int16) y; + } + + // now convert them to our format + num_vertices=0; + sx = sy = cx = cy = scx = scy = 0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + x = (stbtt_int16) vertices[off+i].x; + y = (stbtt_int16) vertices[off+i].y; + + if (next_move == i) { + if (i != 0) + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + + // now start the new one + start_off = !(flags & 1); + if (start_off) { + // if we start off with an off-curve point, then when we need to find a point on the curve + // where we can start, and we need to save some state for when we wraparound. + scx = x; + scy = y; + if (!(vertices[off+i+1].type & 1)) { + // next point is also a curve point, so interpolate an on-point curve + sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1; + sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1; + } else { + // otherwise just use the next point as our start point + sx = (stbtt_int32) vertices[off+i+1].x; + sy = (stbtt_int32) vertices[off+i+1].y; + ++i; // we're using point i+1 as the starting point, so skip it + } + } else { + sx = x; + sy = y; + } + stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0); + was_off = 0; + next_move = 1 + ttUSHORT(endPtsOfContours+j*2); + ++j; + } else { + if (!(flags & 1)) { // if it's a curve + if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy); + cx = x; + cy = y; + was_off = 1; + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0); + was_off = 0; + } + } + } + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + } else if (numberOfContours < 0) { + // Compound shapes. + int more = 1; + stbtt_uint8 *comp = data + g + 10; + num_vertices = 0; + vertices = 0; + while (more) { + stbtt_uint16 flags, gidx; + int comp_num_verts = 0, i; + stbtt_vertex *comp_verts = 0, *tmp = 0; + float mtx[6] = {1,0,0,1,0,0}, m, n; + + flags = ttSHORT(comp); comp+=2; + gidx = ttSHORT(comp); comp+=2; + + if (flags & 2) { // XY values + if (flags & 1) { // shorts + mtx[4] = ttSHORT(comp); comp+=2; + mtx[5] = ttSHORT(comp); comp+=2; + } else { + mtx[4] = ttCHAR(comp); comp+=1; + mtx[5] = ttCHAR(comp); comp+=1; + } + } + else { + // @TODO handle matching point + STBTT_assert(0); + } + if (flags & (1<<3)) { // WE_HAVE_A_SCALE + mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } + + // Find transformation scales. + m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); + n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); + + // Get indexed glyph. + comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts); + if (comp_num_verts > 0) { + // Transform vertices. + for (i = 0; i < comp_num_verts; ++i) { + stbtt_vertex* v = &comp_verts[i]; + stbtt_vertex_type x,y; + x=v->x; y=v->y; + v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + x=v->cx; y=v->cy; + v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + } + // Append vertices. + tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata); + if (!tmp) { + if (vertices) STBTT_free(vertices, info->userdata); + if (comp_verts) STBTT_free(comp_verts, info->userdata); + return 0; + } + if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); + STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); + if (vertices) STBTT_free(vertices, info->userdata); + vertices = tmp; + STBTT_free(comp_verts, info->userdata); + num_vertices += comp_num_verts; + } + // More components ? + more = flags & (1<<5); + } + } else { + // numberOfCounters == 0, do nothing + } + + *pvertices = vertices; + return num_vertices; +} + +typedef struct +{ + int bounds; + int started; + float first_x, first_y; + float x, y; + stbtt_int32 min_x, max_x, min_y, max_y; + + stbtt_vertex *pvertices; + int num_vertices; +} stbtt__csctx; + +#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0} + +static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y) +{ + if (x > c->max_x || !c->started) c->max_x = x; + if (y > c->max_y || !c->started) c->max_y = y; + if (x < c->min_x || !c->started) c->min_x = x; + if (y < c->min_y || !c->started) c->min_y = y; + c->started = 1; +} + +static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1) +{ + if (c->bounds) { + stbtt__track_vertex(c, x, y); + if (type == STBTT_vcubic) { + stbtt__track_vertex(c, cx, cy); + stbtt__track_vertex(c, cx1, cy1); + } + } else { + stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy); + c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1; + c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1; + } + c->num_vertices++; +} + +static void stbtt__csctx_close_shape(stbtt__csctx *ctx) +{ + if (ctx->first_x != ctx->x || ctx->first_y != ctx->y) + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy) +{ + stbtt__csctx_close_shape(ctx); + ctx->first_x = ctx->x = ctx->x + dx; + ctx->first_y = ctx->y = ctx->y + dy; + stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy) +{ + ctx->x += dx; + ctx->y += dy; + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3) +{ + float cx1 = ctx->x + dx1; + float cy1 = ctx->y + dy1; + float cx2 = cx1 + dx2; + float cy2 = cy1 + dy2; + ctx->x = cx2 + dx3; + ctx->y = cy2 + dy3; + stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2); +} + +static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n) +{ + int count = stbtt__cff_index_count(&idx); + int bias = 107; + if (count >= 33900) + bias = 32768; + else if (count >= 1240) + bias = 1131; + n += bias; + if (n < 0 || n >= count) + return stbtt__new_buf(NULL, 0); + return stbtt__cff_index_get(idx, n); +} + +static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt__buf fdselect = info->fdselect; + int nranges, start, end, v, fmt, fdselector = -1, i; + + stbtt__buf_seek(&fdselect, 0); + fmt = stbtt__buf_get8(&fdselect); + if (fmt == 0) { + // untested + stbtt__buf_skip(&fdselect, glyph_index); + fdselector = stbtt__buf_get8(&fdselect); + } else if (fmt == 3) { + nranges = stbtt__buf_get16(&fdselect); + start = stbtt__buf_get16(&fdselect); + for (i = 0; i < nranges; i++) { + v = stbtt__buf_get8(&fdselect); + end = stbtt__buf_get16(&fdselect); + if (glyph_index >= start && glyph_index < end) { + fdselector = v; + break; + } + start = end; + } + } + if (fdselector == -1) return stbtt__new_buf(NULL, 0); // [DEAR IMGUI] fixed, see #6007 and nothings/stb#1422 + return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); +} + +static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c) +{ + int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0; + int has_subrs = 0, clear_stack; + float s[48]; + stbtt__buf subr_stack[10], subrs = info->subrs, b; + float f; + +#define STBTT__CSERR(s) (0) + + // this currently ignores the initial width value, which isn't needed if we have hmtx + b = stbtt__cff_index_get(info->charstrings, glyph_index); + while (b.cursor < b.size) { + i = 0; + clear_stack = 1; + b0 = stbtt__buf_get8(&b); + switch (b0) { + // @TODO implement hinting + case 0x13: // hintmask + case 0x14: // cntrmask + if (in_header) + maskbits += (sp / 2); // implicit "vstem" + in_header = 0; + stbtt__buf_skip(&b, (maskbits + 7) / 8); + break; + + case 0x01: // hstem + case 0x03: // vstem + case 0x12: // hstemhm + case 0x17: // vstemhm + maskbits += (sp / 2); + break; + + case 0x15: // rmoveto + in_header = 0; + if (sp < 2) return STBTT__CSERR("rmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]); + break; + case 0x04: // vmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("vmoveto stack"); + stbtt__csctx_rmove_to(c, 0, s[sp-1]); + break; + case 0x16: // hmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("hmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-1], 0); + break; + + case 0x05: // rlineto + if (sp < 2) return STBTT__CSERR("rlineto stack"); + for (; i + 1 < sp; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical + // starting from a different place. + + case 0x07: // vlineto + if (sp < 1) return STBTT__CSERR("vlineto stack"); + goto vlineto; + case 0x06: // hlineto + if (sp < 1) return STBTT__CSERR("hlineto stack"); + for (;;) { + if (i >= sp) break; + stbtt__csctx_rline_to(c, s[i], 0); + i++; + vlineto: + if (i >= sp) break; + stbtt__csctx_rline_to(c, 0, s[i]); + i++; + } + break; + + case 0x1F: // hvcurveto + if (sp < 4) return STBTT__CSERR("hvcurveto stack"); + goto hvcurveto; + case 0x1E: // vhcurveto + if (sp < 4) return STBTT__CSERR("vhcurveto stack"); + for (;;) { + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f); + i += 4; + hvcurveto: + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]); + i += 4; + } + break; + + case 0x08: // rrcurveto + if (sp < 6) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x18: // rcurveline + if (sp < 8) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp - 2; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack"); + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + case 0x19: // rlinecurve + if (sp < 8) return STBTT__CSERR("rlinecurve stack"); + for (; i + 1 < sp - 6; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack"); + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x1A: // vvcurveto + case 0x1B: // hhcurveto + if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack"); + f = 0.0; + if (sp & 1) { f = s[i]; i++; } + for (; i + 3 < sp; i += 4) { + if (b0 == 0x1B) + stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0); + else + stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]); + f = 0.0; + } + break; + + case 0x0A: // callsubr + if (!has_subrs) { + if (info->fdselect.size) + subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); + has_subrs = 1; + } + // FALLTHROUGH + case 0x1D: // callgsubr + if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); + v = (int) s[--sp]; + if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit"); + subr_stack[subr_stack_height++] = b; + b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v); + if (b.size == 0) return STBTT__CSERR("subr not found"); + b.cursor = 0; + clear_stack = 0; + break; + + case 0x0B: // return + if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr"); + b = subr_stack[--subr_stack_height]; + clear_stack = 0; + break; + + case 0x0E: // endchar + stbtt__csctx_close_shape(c); + return 1; + + case 0x0C: { // two-byte escape + float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6; + float dx, dy; + int b1 = stbtt__buf_get8(&b); + switch (b1) { + // @TODO These "flex" implementations ignore the flex-depth and resolution, + // and always draw beziers. + case 0x22: // hflex + if (sp < 7) return STBTT__CSERR("hflex stack"); + dx1 = s[0]; + dx2 = s[1]; + dy2 = s[2]; + dx3 = s[3]; + dx4 = s[4]; + dx5 = s[5]; + dx6 = s[6]; + stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0); + break; + + case 0x23: // flex + if (sp < 13) return STBTT__CSERR("flex stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = s[10]; + dy6 = s[11]; + //fd is s[12] + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + case 0x24: // hflex1 + if (sp < 9) return STBTT__CSERR("hflex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dx4 = s[5]; + dx5 = s[6]; + dy5 = s[7]; + dx6 = s[8]; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5)); + break; + + case 0x25: // flex1 + if (sp < 11) return STBTT__CSERR("flex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = dy6 = s[10]; + dx = dx1+dx2+dx3+dx4+dx5; + dy = dy1+dy2+dy3+dy4+dy5; + if (STBTT_fabs(dx) > STBTT_fabs(dy)) + dy6 = -dy; + else + dx6 = -dx; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + default: + return STBTT__CSERR("unimplemented"); + } + } break; + + default: + if (b0 != 255 && b0 != 28 && b0 < 32) + return STBTT__CSERR("reserved operator"); + + // push immediate + if (b0 == 255) { + f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; + } else { + stbtt__buf_skip(&b, -1); + f = (float)(stbtt_int16)stbtt__cff_int(&b); + } + if (sp >= 48) return STBTT__CSERR("push stack overflow"); + s[sp++] = f; + clear_stack = 0; + break; + } + if (clear_stack) sp = 0; + } + return STBTT__CSERR("no endchar"); + +#undef STBTT__CSERR +} + +static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + // runs the charstring twice, once to count and once to output (to avoid realloc) + stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1); + stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0); + if (stbtt__run_charstring(info, glyph_index, &count_ctx)) { + *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata); + output_ctx.pvertices = *pvertices; + if (stbtt__run_charstring(info, glyph_index, &output_ctx)) { + STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices); + return output_ctx.num_vertices; + } + } + *pvertices = NULL; + return 0; +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + stbtt__csctx c = STBTT__CSCTX_INIT(1); + int r = stbtt__run_charstring(info, glyph_index, &c); + if (x0) *x0 = r ? c.min_x : 0; + if (y0) *y0 = r ? c.min_y : 0; + if (x1) *x1 = r ? c.max_x : 0; + if (y1) *y1 = r ? c.max_y : 0; + return r ? c.num_vertices : 0; +} + +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + if (!info->cff.size) + return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices); + else + return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices); +} + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing) +{ + stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34); + if (glyph_index < numOfLongHorMetrics) { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2); + } else { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1)); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics)); + } +} + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info) +{ + stbtt_uint8 *data = info->data + info->kern; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + return ttUSHORT(data+10); +} + +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length) +{ + stbtt_uint8 *data = info->data + info->kern; + int k, length; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + length = ttUSHORT(data+10); + if (table_length < length) + length = table_length; + + for (k = 0; k < length; k++) + { + table[k].glyph1 = ttUSHORT(data+18+(k*6)); + table[k].glyph2 = ttUSHORT(data+20+(k*6)); + table[k].advance = ttSHORT(data+22+(k*6)); + } + + return length; +} + +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint8 *data = info->data + info->kern; + stbtt_uint32 needle, straw; + int l, r, m; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + l = 0; + r = ttUSHORT(data+10) - 1; + needle = glyph1 << 16 | glyph2; + while (l <= r) { + m = (l + r) >> 1; + straw = ttULONG(data+18+(m*6)); // note: unaligned read + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else + return ttSHORT(data+22+(m*6)); + } + return 0; +} + +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) +{ + stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); + switch (coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; + } + } + break; + } + + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; + + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; + } + } + break; + } + + default: return -1; // unsupported + } + + return -1; +} + +static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) +{ + stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); + switch (classDefFormat) + { + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; + + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + break; + } + + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; + + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } + break; + } + + default: + return -1; // Unsupported definition type, return an error. + } + + // "All glyphs not assigned to a class fall into class 0". (OpenType spec) + return 0; +} + +// Define to STBTT_assert(x) if you want to break on unimplemented formats. +#define STBTT_GPOS_TODO_assert(x) + +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint16 lookupListOffset; + stbtt_uint8 *lookupList; + stbtt_uint16 lookupCount; + stbtt_uint8 *data; + stbtt_int32 i, sti; + + if (!info->gpos) return 0; + + data = info->data + info->gpos; + + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 + + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); + + for (i=0; i= pairSetCount) return 0; + + needle=glyph2; + r=pairValueCount-1; + l=0; + + // Binary search. + while (l <= r) { + stbtt_uint16 secondGlyph; + stbtt_uint8 *pairValue; + m = (l + r) >> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } else + return 0; + break; + } + + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats? + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + stbtt_uint8 *class1Records, *class2Records; + stbtt_int16 xAdvance; + + if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed + if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed + + class1Records = table + 16; + class2Records = class1Records + 2 * (glyph1class * class2Count); + xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } else + return 0; + break; + } + + default: + return 0; // Unsupported position format + } + } + } + + return 0; +} + +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) +{ + int xAdvance = 0; + + if (info->gpos) + xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); + else if (info->kern) + xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); + + return xAdvance; +} + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2) +{ + if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs + return 0; + return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2)); +} + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing) +{ + stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing); +} + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap) +{ + if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4); + if (descent) *descent = ttSHORT(info->data+info->hhea + 6); + if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8); +} + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap) +{ + int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); + if (!tab) + return 0; + if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68); + if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70); + if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72); + return 1; +} + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1) +{ + *x0 = ttSHORT(info->data + info->head + 36); + *y0 = ttSHORT(info->data + info->head + 38); + *x1 = ttSHORT(info->data + info->head + 40); + *y1 = ttSHORT(info->data + info->head + 42); +} + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height) +{ + int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6); + return (float) height / fheight; +} + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels) +{ + int unitsPerEm = ttUSHORT(info->data + info->head + 18); + return pixels / unitsPerEm; +} + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) +{ + STBTT_free(v, info->userdata); +} + +STBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl) +{ + int i; + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info); + + int numEntries = ttUSHORT(svg_doc_list); + stbtt_uint8 *svg_docs = svg_doc_list + 2; + + for(i=0; i= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2))) + return svg_doc; + } + return 0; +} + +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg) +{ + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc; + + if (info->svg == 0) + return 0; + + svg_doc = stbtt_FindSVGDoc(info, gl); + if (svg_doc != NULL) { + *svg = (char *) data + info->svg + ttULONG(svg_doc + 4); + return ttULONG(svg_doc + 8); + } else { + return 0; + } +} + +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg) +{ + return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg); +} + +////////////////////////////////////////////////////////////////////////////// +// +// antialiasing software rasterizer +// + +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning + if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) { + // e.g. space character + if (ix0) *ix0 = 0; + if (iy0) *iy0 = 0; + if (ix1) *ix1 = 0; + if (iy1) *iy1 = 0; + } else { + // move to integral bboxes (treating pixels as little squares, what pixels get touched)? + if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x); + if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y); + if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x); + if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y); + } +} + +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1); +} + +////////////////////////////////////////////////////////////////////////////// +// +// Rasterizer + +typedef struct stbtt__hheap_chunk +{ + struct stbtt__hheap_chunk *next; +} stbtt__hheap_chunk; + +typedef struct stbtt__hheap +{ + struct stbtt__hheap_chunk *head; + void *first_free; + int num_remaining_in_head_chunk; +} stbtt__hheap; + +static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata) +{ + if (hh->first_free) { + void *p = hh->first_free; + hh->first_free = * (void **) p; + return p; + } else { + if (hh->num_remaining_in_head_chunk == 0) { + int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); + stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata); + if (c == NULL) + return NULL; + c->next = hh->head; + hh->head = c; + hh->num_remaining_in_head_chunk = count; + } + --hh->num_remaining_in_head_chunk; + return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; + } +} + +static void stbtt__hheap_free(stbtt__hheap *hh, void *p) +{ + *(void **) p = hh->first_free; + hh->first_free = p; +} + +static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata) +{ + stbtt__hheap_chunk *c = hh->head; + while (c) { + stbtt__hheap_chunk *n = c->next; + STBTT_free(c, userdata); + c = n; + } +} + +typedef struct stbtt__edge { + float x0,y0, x1,y1; + int invert; +} stbtt__edge; + + +typedef struct stbtt__active_edge +{ + struct stbtt__active_edge *next; + #if STBTT_RASTERIZER_VERSION==1 + int x,dx; + float ey; + int direction; + #elif STBTT_RASTERIZER_VERSION==2 + float fx,fdx,fdy; + float direction; + float sy; + float ey; + #else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" + #endif +} stbtt__active_edge; + +#if STBTT_RASTERIZER_VERSION == 1 +#define STBTT_FIXSHIFT 10 +#define STBTT_FIX (1 << STBTT_FIXSHIFT) +#define STBTT_FIXMASK (STBTT_FIX-1) + +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + if (!z) return z; + + // round dx down to avoid overshooting + if (dxdy < 0) + z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); + else + z->dx = STBTT_ifloor(STBTT_FIX * dxdy); + + z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount + z->x -= off_x * STBTT_FIX; + + z->ey = e->y1; + z->next = 0; + z->direction = e->invert ? 1 : -1; + return z; +} +#elif STBTT_RASTERIZER_VERSION == 2 +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + //STBTT_assert(e->y0 <= start_point); + if (!z) return z; + z->fdx = dxdy; + z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f; + z->fx = e->x0 + dxdy * (start_point - e->y0); + z->fx -= off_x; + z->direction = e->invert ? 1.0f : -1.0f; + z->sy = e->y0; + z->ey = e->y1; + z->next = 0; + return z; +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#if STBTT_RASTERIZER_VERSION == 1 +// note: this routine clips fills that extend off the edges... ideally this +// wouldn't happen, but it could happen if the truetype glyph bounding boxes +// are wrong, or if the user supplies a too-small bitmap +static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight) +{ + // non-zero winding fill + int x0=0, w=0; + + while (e) { + if (w == 0) { + // if we're currently at zero, we need to record the edge start point + x0 = e->x; w += e->direction; + } else { + int x1 = e->x; w += e->direction; + // if we went to zero, we need to draw + if (w == 0) { + int i = x0 >> STBTT_FIXSHIFT; + int j = x1 >> STBTT_FIXSHIFT; + + if (i < len && j >= 0) { + if (i == j) { + // x0,x1 are the same pixel, so compute combined coverage + scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT); + } else { + if (i >= 0) // add antialiasing for x0 + scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT); + else + i = -1; // clip + + if (j < len) // add antialiasing for x1 + scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT); + else + j = len; // clip + + for (++i; i < j; ++i) // fill pixels between x0 and x1 + scanline[i] = scanline[i] + (stbtt_uint8) max_weight; + } + } + } + } + + e = e->next; + } +} + +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0; + int max_weight = (255 / vsubsample); // weight per vertical scanline + int s; // vertical subsample index + unsigned char scanline_data[512], *scanline; + + if (result->w > 512) + scanline = (unsigned char *) STBTT_malloc(result->w, userdata); + else + scanline = scanline_data; + + y = off_y * vsubsample; + e[n].y0 = (off_y + result->h) * (float) vsubsample + 1; + + while (j < result->h) { + STBTT_memset(scanline, 0, result->w); + for (s=0; s < vsubsample; ++s) { + // find center of pixel for this scanline + float scan_y = y + 0.5f; + stbtt__active_edge **step = &active; + + // update all active edges; + // remove all active edges that terminate before the center of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + z->x += z->dx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + } + + // resort the list if needed + for(;;) { + int changed=0; + step = &active; + while (*step && (*step)->next) { + if ((*step)->x > (*step)->next->x) { + stbtt__active_edge *t = *step; + stbtt__active_edge *q = t->next; + + t->next = q->next; + q->next = t; + *step = q; + changed = 1; + } + step = &(*step)->next; + } + if (!changed) break; + } + + // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline + while (e->y0 <= scan_y) { + if (e->y1 > scan_y) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata); + if (z != NULL) { + // find insertion point + if (active == NULL) + active = z; + else if (z->x < active->x) { + // insert at front + z->next = active; + active = z; + } else { + // find thing to insert AFTER + stbtt__active_edge *p = active; + while (p->next && p->next->x < z->x) + p = p->next; + // at this point, p->next->x is NOT < z->x + z->next = p->next; + p->next = z; + } + } + } + ++e; + } + + // now process all active edges in XOR fashion + if (active) + stbtt__fill_active_edges(scanline, result->w, active, max_weight); + + ++y; + } + STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w); + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} + +#elif STBTT_RASTERIZER_VERSION == 2 + +// the edge passed in here does not cross the vertical line at x or the vertical line at x+1 +// (i.e. it has already been clipped to those) +static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1) +{ + if (y0 == y1) return; + STBTT_assert(y0 < y1); + STBTT_assert(e->sy <= e->ey); + if (y0 > e->ey) return; + if (y1 < e->sy) return; + if (y0 < e->sy) { + x0 += (x1-x0) * (e->sy - y0) / (y1-y0); + y0 = e->sy; + } + if (y1 > e->ey) { + x1 += (x1-x0) * (e->ey - y1) / (y1-y0); + y1 = e->ey; + } + + if (x0 == x) + STBTT_assert(x1 <= x+1); + else if (x0 == x+1) + STBTT_assert(x1 >= x); + else if (x0 <= x) + STBTT_assert(x1 <= x); + else if (x0 >= x+1) + STBTT_assert(x1 >= x+1); + else + STBTT_assert(x1 >= x && x1 <= x+1); + + if (x0 <= x && x1 <= x) + scanline[x] += e->direction * (y1-y0); + else if (x0 >= x+1 && x1 >= x+1) + ; + else { + STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1); + scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position + } +} + +static float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width) +{ + STBTT_assert(top_width >= 0); + STBTT_assert(bottom_width >= 0); + return (top_width + bottom_width) / 2.0f * height; +} + +static float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1) +{ + return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0); +} + +static float stbtt__sized_triangle_area(float height, float width) +{ + return height * width / 2; +} + +static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) +{ + float y_bottom = y_top+1; + + while (e) { + // brute force every pixel + + // compute intersection points with top & bottom + STBTT_assert(e->ey >= y_top); + + if (e->fdx == 0) { + float x0 = e->fx; + if (x0 < len) { + if (x0 >= 0) { + stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom); + stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom); + } else { + stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom); + } + } + } else { + float x0 = e->fx; + float dx = e->fdx; + float xb = x0 + dx; + float x_top, x_bottom; + float sy0,sy1; + float dy = e->fdy; + STBTT_assert(e->sy <= y_bottom && e->ey >= y_top); + + // compute endpoints of line segment clipped to this scanline (if the + // line segment starts on this scanline. x0 is the intersection of the + // line with y_top, but that may be off the line segment. + if (e->sy > y_top) { + x_top = x0 + dx * (e->sy - y_top); + sy0 = e->sy; + } else { + x_top = x0; + sy0 = y_top; + } + if (e->ey < y_bottom) { + x_bottom = x0 + dx * (e->ey - y_top); + sy1 = e->ey; + } else { + x_bottom = xb; + sy1 = y_bottom; + } + + if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) { + // from here on, we don't have to range check x values + + if ((int) x_top == (int) x_bottom) { + float height; + // simple case, only spans one pixel + int x = (int) x_top; + height = (sy1 - sy0) * e->direction; + STBTT_assert(x >= 0 && x < len); + scanline[x] += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f); + scanline_fill[x] += height; // everything right of this pixel is filled + } else { + int x,x1,x2; + float y_crossing, y_final, step, sign, area; + // covers 2+ pixels + if (x_top > x_bottom) { + // flip scanline vertically; signed area is the same + float t; + sy0 = y_bottom - (sy0 - y_top); + sy1 = y_bottom - (sy1 - y_top); + t = sy0, sy0 = sy1, sy1 = t; + t = x_bottom, x_bottom = x_top, x_top = t; + dx = -dx; + dy = -dy; + t = x0, x0 = xb, xb = t; + } + STBTT_assert(dy >= 0); + STBTT_assert(dx >= 0); + + x1 = (int) x_top; + x2 = (int) x_bottom; + // compute intersection with y axis at x1+1 + y_crossing = y_top + dy * (x1+1 - x0); + + // compute intersection with y axis at x2 + y_final = y_top + dy * (x2 - x0); + + // x1 x_top x2 x_bottom + // y_top +------|-----+------------+------------+--------|---+------------+ + // | | | | | | + // | | | | | | + // sy0 | Txxxxx|............|............|............|............| + // y_crossing | *xxxxx.......|............|............|............| + // | | xxxxx..|............|............|............| + // | | /- xx*xxxx........|............|............| + // | | dy < | xxxxxx..|............|............| + // y_final | | \- | xx*xxx.........|............| + // sy1 | | | | xxxxxB...|............| + // | | | | | | + // | | | | | | + // y_bottom +------------+------------+------------+------------+------------+ + // + // goal is to measure the area covered by '.' in each pixel + + // if x2 is right at the right edge of x1, y_crossing can blow up, github #1057 + // @TODO: maybe test against sy1 rather than y_bottom? + if (y_crossing > y_bottom) + y_crossing = y_bottom; + + sign = e->direction; + + // area of the rectangle covered from sy0..y_crossing + area = sign * (y_crossing-sy0); + + // area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing) + scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top); + + // check if final y_crossing is blown up; no test case for this + if (y_final > y_bottom) { + int denom = (x2 - (x1+1)); + y_final = y_bottom; + if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316) + dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom + } + } + + // in second pixel, area covered by line segment found in first pixel + // is always a rectangle 1 wide * the height of that line segment; this + // is exactly what the variable 'area' stores. it also gets a contribution + // from the line segment within it. the THIRD pixel will get the first + // pixel's rectangle contribution, the second pixel's rectangle contribution, + // and its own contribution. the 'own contribution' is the same in every pixel except + // the leftmost and rightmost, a trapezoid that slides down in each pixel. + // the second pixel's contribution to the third pixel will be the + // rectangle 1 wide times the height change in the second pixel, which is dy. + + step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x, + // which multiplied by 1-pixel-width is how much pixel area changes for each step in x + // so the area advances by 'step' every time + + for (x = x1+1; x < x2; ++x) { + scanline[x] += area + step/2; // area of trapezoid is 1*step/2 + area += step; + } + STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down + STBTT_assert(sy1 > y_final-0.01f); + + // area covered in the last pixel is the rectangle from all the pixels to the left, + // plus the trapezoid filled by the line segment in this pixel all the way to the right edge + scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f); + + // the rest of the line is filled based on the total height of the line segment in this pixel + scanline_fill[x2] += sign * (sy1-sy0); + } + } else { + // if edge goes outside of box we're drawing, we require + // clipping logic. since this does not match the intended use + // of this library, we use a different, very slow brute + // force implementation + // note though that this does happen some of the time because + // x_top and x_bottom can be extrapolated at the top & bottom of + // the shape and actually lie outside the bounding box + int x; + for (x=0; x < len; ++x) { + // cases: + // + // there can be up to two intersections with the pixel. any intersection + // with left or right edges can be handled by splitting into two (or three) + // regions. intersections with top & bottom do not necessitate case-wise logic. + // + // the old way of doing this found the intersections with the left & right edges, + // then used some simple logic to produce up to three segments in sorted order + // from top-to-bottom. however, this had a problem: if an x edge was epsilon + // across the x border, then the corresponding y position might not be distinct + // from the other y segment, and it might ignored as an empty segment. to avoid + // that, we need to explicitly produce segments based on x positions. + + // rename variables to clearly-defined pairs + float y0 = y_top; + float x1 = (float) (x); + float x2 = (float) (x+1); + float x3 = xb; + float y3 = y_bottom; + + // x = e->x + e->dx * (y-y_top) + // (y-y_top) = (x - e->x) / e->dx + // y = (x - e->x) / e->dx + y_top + float y1 = (x - x0) / dx + y_top; + float y2 = (x+1 - x0) / dx + y_top; + + if (x0 < x1 && x3 > x2) { // three segments descending down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x1 && x0 > x2) { // three segments descending down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x1 && x3 > x1) { // two segments across x, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x3 < x1 && x0 > x1) { // two segments across x, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else { // one segment + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3); + } + } + } + } + e = e->next; + } +} + +// directly AA rasterize edges w/o supersampling +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0, i; + float scanline_data[129], *scanline, *scanline2; + + STBTT__NOTUSED(vsubsample); + + if (result->w > 64) + scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata); + else + scanline = scanline_data; + + scanline2 = scanline + result->w; + + y = off_y; + e[n].y0 = (float) (off_y + result->h) + 1; + + while (j < result->h) { + // find center of pixel for this scanline + float scan_y_top = y + 0.0f; + float scan_y_bottom = y + 1.0f; + stbtt__active_edge **step = &active; + + STBTT_memset(scanline , 0, result->w*sizeof(scanline[0])); + STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0])); + + // update all active edges; + // remove all active edges that terminate before the top of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y_top) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + step = &((*step)->next); // advance through list + } + } + + // insert all edges that start before the bottom of this scanline + while (e->y0 <= scan_y_bottom) { + if (e->y0 != e->y1) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); + if (z != NULL) { + if (j == 0 && off_y != 0) { + if (z->ey < scan_y_top) { + // this can happen due to subpixel positioning and some kind of fp rounding error i think + z->ey = scan_y_top; + } + } + STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds + // insert at front + z->next = active; + active = z; + } + } + ++e; + } + + // now process all active edges + if (active) + stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top); + + { + float sum = 0; + for (i=0; i < result->w; ++i) { + float k; + int m; + sum += scanline2[i]; + k = scanline[i] + sum; + k = (float) STBTT_fabs(k)*255 + 0.5f; + m = (int) k; + if (m > 255) m = 255; + result->pixels[j*result->stride + i] = (unsigned char) m; + } + } + // advance all the edges + step = &active; + while (*step) { + stbtt__active_edge *z = *step; + z->fx += z->fdx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + + ++y; + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0) + +static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n) +{ + int i,j; + for (i=1; i < n; ++i) { + stbtt__edge t = p[i], *a = &t; + j = i; + while (j > 0) { + stbtt__edge *b = &p[j-1]; + int c = STBTT__COMPARE(a,b); + if (!c) break; + p[j] = p[j-1]; + --j; + } + if (i != j) + p[j] = t; + } +} + +static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n) +{ + /* threshold for transitioning to insertion sort */ + while (n > 12) { + stbtt__edge t; + int c01,c12,c,m,i,j; + + /* compute median of three */ + m = n >> 1; + c01 = STBTT__COMPARE(&p[0],&p[m]); + c12 = STBTT__COMPARE(&p[m],&p[n-1]); + /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ + if (c01 != c12) { + /* otherwise, we'll need to swap something else to middle */ + int z; + c = STBTT__COMPARE(&p[0],&p[n-1]); + /* 0>mid && midn => n; 0 0 */ + /* 0n: 0>n => 0; 0 n */ + z = (c == c12) ? 0 : n-1; + t = p[z]; + p[z] = p[m]; + p[m] = t; + } + /* now p[m] is the median-of-three */ + /* swap it to the beginning so it won't move around */ + t = p[0]; + p[0] = p[m]; + p[m] = t; + + /* partition loop */ + i=1; + j=n-1; + for(;;) { + /* handling of equality is crucial here */ + /* for sentinels & efficiency with duplicates */ + for (;;++i) { + if (!STBTT__COMPARE(&p[i], &p[0])) break; + } + for (;;--j) { + if (!STBTT__COMPARE(&p[0], &p[j])) break; + } + /* make sure we haven't crossed */ + if (i >= j) break; + t = p[i]; + p[i] = p[j]; + p[j] = t; + + ++i; + --j; + } + /* recurse on smaller side, iterate on larger */ + if (j < (n-i)) { + stbtt__sort_edges_quicksort(p,j); + p = p+i; + n = n-i; + } else { + stbtt__sort_edges_quicksort(p+i, n-i); + n = j; + } + } +} + +static void stbtt__sort_edges(stbtt__edge *p, int n) +{ + stbtt__sort_edges_quicksort(p, n); + stbtt__sort_edges_ins_sort(p, n); +} + +typedef struct +{ + float x,y; +} stbtt__point; + +static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata) +{ + float y_scale_inv = invert ? -scale_y : scale_y; + stbtt__edge *e; + int n,i,j,k,m; +#if STBTT_RASTERIZER_VERSION == 1 + int vsubsample = result->h < 8 ? 15 : 5; +#elif STBTT_RASTERIZER_VERSION == 2 + int vsubsample = 1; +#else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + // vsubsample should divide 255 evenly; otherwise we won't reach full opacity + + // now we have to blow out the windings into explicit edge lists + n = 0; + for (i=0; i < windings; ++i) + n += wcount[i]; + + e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel + if (e == 0) return; + n = 0; + + m=0; + for (i=0; i < windings; ++i) { + stbtt__point *p = pts + m; + m += wcount[i]; + j = wcount[i]-1; + for (k=0; k < wcount[i]; j=k++) { + int a=k,b=j; + // skip the edge if horizontal + if (p[j].y == p[k].y) + continue; + // add edge from j to k to the list + e[n].invert = 0; + if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) { + e[n].invert = 1; + a=j,b=k; + } + e[n].x0 = p[a].x * scale_x + shift_x; + e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample; + e[n].x1 = p[b].x * scale_x + shift_x; + e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample; + ++n; + } + } + + // now sort the edges by their highest point (should snap to integer, and then by x) + //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare); + stbtt__sort_edges(e, n); + + // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule + stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata); + + STBTT_free(e, userdata); +} + +static void stbtt__add_point(stbtt__point *points, int n, float x, float y) +{ + if (!points) return; // during first pass, it's unallocated + points[n].x = x; + points[n].y = y; +} + +// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching +static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) +{ + // midpoint + float mx = (x0 + 2*x1 + x2)/4; + float my = (y0 + 2*y1 + y2)/4; + // versus directly drawn line + float dx = (x0+x2)/2 - mx; + float dy = (y0+y2)/2 - my; + if (n > 16) // 65536 segments on one curve better be enough! + return 1; + if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA + stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x2,y2); + *num_points = *num_points+1; + } + return 1; +} + +static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n) +{ + // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough + float dx0 = x1-x0; + float dy0 = y1-y0; + float dx1 = x2-x1; + float dy1 = y2-y1; + float dx2 = x3-x2; + float dy2 = y3-y2; + float dx = x3-x0; + float dy = y3-y0; + float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2)); + float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy); + float flatness_squared = longlen*longlen-shortlen*shortlen; + + if (n > 16) // 65536 segments on one curve better be enough! + return; + + if (flatness_squared > objspace_flatness_squared) { + float x01 = (x0+x1)/2; + float y01 = (y0+y1)/2; + float x12 = (x1+x2)/2; + float y12 = (y1+y2)/2; + float x23 = (x2+x3)/2; + float y23 = (y2+y3)/2; + + float xa = (x01+x12)/2; + float ya = (y01+y12)/2; + float xb = (x12+x23)/2; + float yb = (y12+y23)/2; + + float mx = (xa+xb)/2; + float my = (ya+yb)/2; + + stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x3,y3); + *num_points = *num_points+1; + } +} + +// returns number of contours +static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata) +{ + stbtt__point *points=0; + int num_points=0; + + float objspace_flatness_squared = objspace_flatness * objspace_flatness; + int i,n=0,start=0, pass; + + // count how many "moves" there are to get the contour count + for (i=0; i < num_verts; ++i) + if (vertices[i].type == STBTT_vmove) + ++n; + + *num_contours = n; + if (n == 0) return 0; + + *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata); + + if (*contour_lengths == 0) { + *num_contours = 0; + return 0; + } + + // make two passes through the points so we don't need to realloc + for (pass=0; pass < 2; ++pass) { + float x=0,y=0; + if (pass == 1) { + points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata); + if (points == NULL) goto error; + } + num_points = 0; + n= -1; + for (i=0; i < num_verts; ++i) { + switch (vertices[i].type) { + case STBTT_vmove: + // start the next contour + if (n >= 0) + (*contour_lengths)[n] = num_points - start; + ++n; + start = num_points; + + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x,y); + break; + case STBTT_vline: + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x, y); + break; + case STBTT_vcurve: + stbtt__tesselate_curve(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + case STBTT_vcubic: + stbtt__tesselate_cubic(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].cx1, vertices[i].cy1, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + } + } + (*contour_lengths)[n] = num_points - start; + } + + return points; +error: + STBTT_free(points, userdata); + STBTT_free(*contour_lengths, userdata); + *contour_lengths = 0; + *num_contours = 0; + return NULL; +} + +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata) +{ + float scale = scale_x > scale_y ? scale_y : scale_x; + int winding_count = 0; + int *winding_lengths = NULL; + stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata); + if (windings) { + stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata); + STBTT_free(winding_lengths, userdata); + STBTT_free(windings, userdata); + } +} + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + int ix0,iy0,ix1,iy1; + stbtt__bitmap gbm; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) { + STBTT_free(vertices, info->userdata); + return NULL; + } + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1); + + // now we get the size + gbm.w = (ix1 - ix0); + gbm.h = (iy1 - iy0); + gbm.pixels = NULL; // in case we error + + if (width ) *width = gbm.w; + if (height) *height = gbm.h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + if (gbm.w && gbm.h) { + gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); + if (gbm.pixels) { + gbm.stride = gbm.w; + + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata); + } + } + STBTT_free(vertices, info->userdata); + return gbm.pixels; +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph) +{ + int ix0,iy0; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + stbtt__bitmap gbm; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); + gbm.pixels = output; + gbm.w = out_w; + gbm.h = out_h; + gbm.stride = out_stride; + + if (gbm.w && gbm.h) + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata); + + STBTT_free(vertices, info->userdata); +} + +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) +{ + stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint); +} + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-CRAPPY packing to keep source code small + +static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata) +{ + float scale; + int x,y,bottom_y, i; + stbtt_fontinfo f; + f.userdata = NULL; + if (!stbtt_InitFont(&f, data, offset)) + return -1; + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + x=y=1; + bottom_y = 1; + + scale = stbtt_ScaleForPixelHeight(&f, pixel_height); + + for (i=0; i < num_chars; ++i) { + int advance, lsb, x0,y0,x1,y1,gw,gh; + int g = stbtt_FindGlyphIndex(&f, first_char + i); + stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb); + stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1); + gw = x1-x0; + gh = y1-y0; + if (x + gw + 1 >= pw) + y = bottom_y, x = 1; // advance to next row + if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row + return -i; + STBTT_assert(x+gw < pw); + STBTT_assert(y+gh < ph); + stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g); + chardata[i].x0 = (stbtt_int16) x; + chardata[i].y0 = (stbtt_int16) y; + chardata[i].x1 = (stbtt_int16) (x + gw); + chardata[i].y1 = (stbtt_int16) (y + gh); + chardata[i].xadvance = scale * advance; + chardata[i].xoff = (float) x0; + chardata[i].yoff = (float) y0; + x = x + gw + 1; + if (y+gh+1 > bottom_y) + bottom_y = y+gh+1; + } + return bottom_y; +} + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule) +{ + float d3d_bias = opengl_fillrule ? 0 : -0.5f; + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_bakedchar *b = chardata + char_index; + int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); + int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); + + q->x0 = round_x + d3d_bias; + q->y0 = round_y + d3d_bias; + q->x1 = round_x + b->x1 - b->x0 + d3d_bias; + q->y1 = round_y + b->y1 - b->y0 + d3d_bias; + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// rectangle packing replacement routines if you don't have stb_rect_pack.h +// + +#ifndef STB_RECT_PACK_VERSION + +typedef int stbrp_coord; + +//////////////////////////////////////////////////////////////////////////////////// +// // +// // +// COMPILER WARNING ?!?!? // +// // +// // +// if you get a compile warning due to these symbols being defined more than // +// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h" // +// // +//////////////////////////////////////////////////////////////////////////////////// + +typedef struct +{ + int width,height; + int x,y,bottom_y; +} stbrp_context; + +typedef struct +{ + unsigned char x; +} stbrp_node; + +struct stbrp_rect +{ + stbrp_coord x,y; + int id,w,h,was_packed; +}; + +static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes) +{ + con->width = pw; + con->height = ph; + con->x = 0; + con->y = 0; + con->bottom_y = 0; + STBTT__NOTUSED(nodes); + STBTT__NOTUSED(num_nodes); +} + +static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) +{ + int i; + for (i=0; i < num_rects; ++i) { + if (con->x + rects[i].w > con->width) { + con->x = 0; + con->y = con->bottom_y; + } + if (con->y + rects[i].h > con->height) + break; + rects[i].x = con->x; + rects[i].y = con->y; + rects[i].was_packed = 1; + con->x += rects[i].w; + if (con->y + rects[i].h > con->bottom_y) + con->bottom_y = con->y + rects[i].h; + } + for ( ; i < num_rects; ++i) + rects[i].was_packed = 0; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If +// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy. + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context) +{ + stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context); + int num_nodes = pw - padding; + stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context); + + if (context == NULL || nodes == NULL) { + if (context != NULL) STBTT_free(context, alloc_context); + if (nodes != NULL) STBTT_free(nodes , alloc_context); + return 0; + } + + spc->user_allocator_context = alloc_context; + spc->width = pw; + spc->height = ph; + spc->pixels = pixels; + spc->pack_info = context; + spc->nodes = nodes; + spc->padding = padding; + spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; + spc->h_oversample = 1; + spc->v_oversample = 1; + spc->skip_missing = 0; + + stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); + + if (pixels) + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + + return 1; +} + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc) +{ + STBTT_free(spc->nodes , spc->user_allocator_context); + STBTT_free(spc->pack_info, spc->user_allocator_context); +} + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample) +{ + STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE); + STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE); + if (h_oversample <= STBTT_MAX_OVERSAMPLE) + spc->h_oversample = h_oversample; + if (v_oversample <= STBTT_MAX_OVERSAMPLE) + spc->v_oversample = v_oversample; +} + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip) +{ + spc->skip_missing = skip; +} + +#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1) + +static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_w = w - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < h; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < w; ++i) { + STBTT_assert(pixels[i] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i] = (unsigned char) (total / kernel_width); + } + + pixels += stride_in_bytes; + } +} + +static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_h = h - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < w; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < h; ++i) { + STBTT_assert(pixels[i*stride_in_bytes] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + + pixels += 1; + } +} + +static float stbtt__oversample_shift(int oversample) +{ + if (!oversample) + return 0.0f; + + // The prefilter is a box filter of width "oversample", + // which shifts phase by (oversample - 1)/2 pixels in + // oversampled space. We want to shift in the opposite + // direction to counter this. + return (float)-(oversample - 1) / (2.0f * (float)oversample); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k; + int missing_glyph_added = 0; + + k=0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + ranges[i].h_oversample = (unsigned char) spc->h_oversample; + ranges[i].v_oversample = (unsigned char) spc->v_oversample; + for (j=0; j < ranges[i].num_chars; ++j) { + int x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) { + rects[k].w = rects[k].h = 0; + } else { + stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + &x0,&y0,&x1,&y1); + rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); + rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + if (glyph == 0) + missing_glyph_added = 1; + } + ++k; + } + } + + return k; +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, + output, + out_w - (prefilter_x - 1), + out_h - (prefilter_y - 1), + out_stride, + scale_x, + scale_y, + shift_x, + shift_y, + glyph); + + if (prefilter_x > 1) + stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); + + if (prefilter_y > 1) + stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); + + *sub_x = stbtt__oversample_shift(prefilter_x); + *sub_y = stbtt__oversample_shift(prefilter_y); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k, missing_glyph = -1, return_value = 1; + + // save current values + int old_h_over = spc->h_oversample; + int old_v_over = spc->v_oversample; + + k = 0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + float recip_h,recip_v,sub_x,sub_y; + spc->h_oversample = ranges[i].h_oversample; + spc->v_oversample = ranges[i].v_oversample; + recip_h = 1.0f / spc->h_oversample; + recip_v = 1.0f / spc->v_oversample; + sub_x = stbtt__oversample_shift(spc->h_oversample); + sub_y = stbtt__oversample_shift(spc->v_oversample); + for (j=0; j < ranges[i].num_chars; ++j) { + stbrp_rect *r = &rects[k]; + if (r->was_packed && r->w != 0 && r->h != 0) { + stbtt_packedchar *bc = &ranges[i].chardata_for_range[j]; + int advance, lsb, x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + stbrp_coord pad = (stbrp_coord) spc->padding; + + // pad on left and top + r->x += pad; + r->y += pad; + r->w -= pad; + r->h -= pad; + stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb); + stbtt_GetGlyphBitmapBox(info, glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + &x0,&y0,&x1,&y1); + stbtt_MakeGlyphBitmapSubpixel(info, + spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w - spc->h_oversample+1, + r->h - spc->v_oversample+1, + spc->stride_in_bytes, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + glyph); + + if (spc->h_oversample > 1) + stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->h_oversample); + + if (spc->v_oversample > 1) + stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->v_oversample); + + bc->x0 = (stbtt_int16) r->x; + bc->y0 = (stbtt_int16) r->y; + bc->x1 = (stbtt_int16) (r->x + r->w); + bc->y1 = (stbtt_int16) (r->y + r->h); + bc->xadvance = scale * advance; + bc->xoff = (float) x0 * recip_h + sub_x; + bc->yoff = (float) y0 * recip_v + sub_y; + bc->xoff2 = (x0 + r->w) * recip_h + sub_x; + bc->yoff2 = (y0 + r->h) * recip_v + sub_y; + + if (glyph == 0) + missing_glyph = j; + } else if (spc->skip_missing) { + return_value = 0; + } else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) { + ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph]; + } else { + return_value = 0; // if any fail, report failure + } + + ++k; + } + } + + // restore original values + spc->h_oversample = old_h_over; + spc->v_oversample = old_v_over; + + return return_value; +} + +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects) +{ + stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects); +} + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) +{ + stbtt_fontinfo info; + int i, j, n, return_value; // [DEAR IMGUI] removed = 1; + //stbrp_context *context = (stbrp_context *) spc->pack_info; + stbrp_rect *rects; + + // flag all characters as NOT packed + for (i=0; i < num_ranges; ++i) + for (j=0; j < ranges[i].num_chars; ++j) + ranges[i].chardata_for_range[j].x0 = + ranges[i].chardata_for_range[j].y0 = + ranges[i].chardata_for_range[j].x1 = + ranges[i].chardata_for_range[j].y1 = 0; + + n = 0; + for (i=0; i < num_ranges; ++i) + n += ranges[i].num_chars; + + rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); + if (rects == NULL) + return 0; + + info.userdata = spc->user_allocator_context; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index)); + + n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); + + stbtt_PackFontRangesPackRects(spc, rects, n); + + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); + + STBTT_free(rects, spc->user_allocator_context); + return return_value; +} + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range) +{ + stbtt_pack_range range; + range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range; + range.array_of_unicode_codepoints = NULL; + range.num_chars = num_chars_in_range; + range.chardata_for_range = chardata_for_range; + range.font_size = font_size; + return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); +} + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap) +{ + int i_ascent, i_descent, i_lineGap; + float scale; + stbtt_fontinfo info; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); + scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); + stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); + *ascent = (float) i_ascent * scale; + *descent = (float) i_descent * scale; + *lineGap = (float) i_lineGap * scale; +} + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) +{ + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_packedchar *b = chardata + char_index; + + if (align_to_integer) { + float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f); + float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f); + q->x0 = x; + q->y0 = y; + q->x1 = x + b->xoff2 - b->xoff; + q->y1 = y + b->yoff2 - b->yoff; + } else { + q->x0 = *xpos + b->xoff; + q->y0 = *ypos + b->yoff; + q->x1 = *xpos + b->xoff2; + q->y1 = *ypos + b->yoff2; + } + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// sdf computation +// + +#define STBTT_min(a,b) ((a) < (b) ? (a) : (b)) +#define STBTT_max(a,b) ((a) < (b) ? (b) : (a)) + +static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2]) +{ + float q0perp = q0[1]*ray[0] - q0[0]*ray[1]; + float q1perp = q1[1]*ray[0] - q1[0]*ray[1]; + float q2perp = q2[1]*ray[0] - q2[0]*ray[1]; + float roperp = orig[1]*ray[0] - orig[0]*ray[1]; + + float a = q0perp - 2*q1perp + q2perp; + float b = q1perp - q0perp; + float c = q0perp - roperp; + + float s0 = 0., s1 = 0.; + int num_s = 0; + + if (a != 0.0) { + float discr = b*b - a*c; + if (discr > 0.0) { + float rcpna = -1 / a; + float d = (float) STBTT_sqrt(discr); + s0 = (b+d) * rcpna; + s1 = (b-d) * rcpna; + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) { + if (num_s == 0) s0 = s1; + ++num_s; + } + } + } else { + // 2*b*s + c = 0 + // s = -c / (2*b) + s0 = c / (-2 * b); + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + } + + if (num_s == 0) + return 0; + else { + float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]); + float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; + + float q0d = q0[0]*rayn_x + q0[1]*rayn_y; + float q1d = q1[0]*rayn_x + q1[1]*rayn_y; + float q2d = q2[0]*rayn_x + q2[1]*rayn_y; + float rod = orig[0]*rayn_x + orig[1]*rayn_y; + + float q10d = q1d - q0d; + float q20d = q2d - q0d; + float q0rd = q0d - rod; + + hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d; + hits[0][1] = a*s0+b; + + if (num_s > 1) { + hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d; + hits[1][1] = a*s1+b; + return 2; + } else { + return 1; + } + } +} + +static int equal(float *a, float *b) +{ + return (a[0] == b[0] && a[1] == b[1]); +} + +static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts) +{ + int i; + float orig[2], ray[2] = { 1, 0 }; + float y_frac; + int winding = 0; + + // make sure y never passes through a vertex of the shape + y_frac = (float) STBTT_fmod(y, 1.0f); + if (y_frac < 0.01f) + y += 0.01f; + else if (y_frac > 0.99f) + y -= 0.01f; + + orig[0] = x; + orig[1] = y; + + // test a ray from (-infinity,y) to (x,y) + for (i=0; i < nverts; ++i) { + if (verts[i].type == STBTT_vline) { + int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y; + int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } + if (verts[i].type == STBTT_vcurve) { + int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ; + int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy; + int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ; + int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2)); + int by = STBTT_max(y0,STBTT_max(y1,y2)); + if (y > ay && y < by && x > ax) { + float q0[2],q1[2],q2[2]; + float hits[2][2]; + q0[0] = (float)x0; + q0[1] = (float)y0; + q1[0] = (float)x1; + q1[1] = (float)y1; + q2[0] = (float)x2; + q2[1] = (float)y2; + if (equal(q0,q1) || equal(q1,q2)) { + x0 = (int)verts[i-1].x; + y0 = (int)verts[i-1].y; + x1 = (int)verts[i ].x; + y1 = (int)verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } else { + int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); + if (num_hits >= 1) + if (hits[0][0] < 0) + winding += (hits[0][1] < 0 ? -1 : 1); + if (num_hits >= 2) + if (hits[1][0] < 0) + winding += (hits[1][1] < 0 ? -1 : 1); + } + } + } + } + return winding; +} + +static float stbtt__cuberoot( float x ) +{ + if (x<0) + return -(float) STBTT_pow(-x,1.0f/3.0f); + else + return (float) STBTT_pow( x,1.0f/3.0f); +} + +// x^3 + a*x^2 + b*x + c = 0 +static int stbtt__solve_cubic(float a, float b, float c, float* r) +{ + float s = -a / 3; + float p = b - a*a / 3; + float q = a * (2*a*a - 9*b) / 27 + c; + float p3 = p*p*p; + float d = q*q + 4*p3 / 27; + if (d >= 0) { + float z = (float) STBTT_sqrt(d); + float u = (-q + z) / 2; + float v = (-q - z) / 2; + u = stbtt__cuberoot(u); + v = stbtt__cuberoot(v); + r[0] = s + u + v; + return 1; + } else { + float u = (float) STBTT_sqrt(-p/3); + float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative + float m = (float) STBTT_cos(v); + float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; + r[0] = s + u * 2 * m; + r[1] = s - u * (m + n); + r[2] = s - u * (m - n); + + //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? + //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); + //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); + return 3; + } +} + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + float scale_x = scale, scale_y = scale; + int ix0,iy0,ix1,iy1; + int w,h; + unsigned char *data; + + if (scale == 0) return NULL; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); + + // if empty, return NULL + if (ix0 == ix1 || iy0 == iy1) + return NULL; + + ix0 -= padding; + iy0 -= padding; + ix1 += padding; + iy1 += padding; + + w = (ix1 - ix0); + h = (iy1 - iy0); + + if (width ) *width = w; + if (height) *height = h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + // invert for y-downwards bitmaps + scale_y = -scale_y; + + { + int x,y,i,j; + float *precompute; + stbtt_vertex *verts; + int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); + data = (unsigned char *) STBTT_malloc(w * h, info->userdata); + precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata); + + for (i=0,j=num_verts-1; i < num_verts; j=i++) { + if (verts[i].type == STBTT_vline) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; + float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); + precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; + float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; + float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float len2 = bx*bx + by*by; + if (len2 != 0.0f) + precompute[i] = 1.0f / (bx*bx + by*by); + else + precompute[i] = 0.0f; + } else + precompute[i] = 0.0f; + } + + for (y=iy0; y < iy1; ++y) { + for (x=ix0; x < ix1; ++x) { + float val; + float min_dist = 999999.0f; + float sx = (float) x + 0.5f; + float sy = (float) y + 0.5f; + float x_gspace = (sx / scale_x); + float y_gspace = (sy / scale_y); + + int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path + + for (i=0; i < num_verts; ++i) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + + if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) { + float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; + + float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + // coarse culling against bbox + //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && + // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) + dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + STBTT_assert(i != 0); + if (dist < min_dist) { + // check position along line + // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) + // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) + float dx = x1-x0, dy = y1-y0; + float px = x0-sx, py = y0-sy; + // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy + // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve + float t = -(px*dx + py*dy) / (dx*dx + dy*dy); + if (t >= 0.0f && t <= 1.0f) + min_dist = dist; + } + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y; + float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y; + float box_x0 = STBTT_min(STBTT_min(x0,x1),x2); + float box_y0 = STBTT_min(STBTT_min(y0,y1),y2); + float box_x1 = STBTT_max(STBTT_max(x0,x1),x2); + float box_y1 = STBTT_max(STBTT_max(y0,y1),y2); + // coarse culling against bbox to avoid computing cubic unnecessarily + if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) { + int num=0; + float ax = x1-x0, ay = y1-y0; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float mx = x0 - sx, my = y0 - sy; + float res[3] = {0.f,0.f,0.f}; + float px,py,t,it,dist2; + float a_inv = precompute[i]; + if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula + float a = 3*(ax*bx + ay*by); + float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); + float c = mx*ax+my*ay; + if (a == 0.0) { // if a is 0, it's linear + if (b != 0.0) { + res[num++] = -c/b; + } + } else { + float discriminant = b*b - 4*a*c; + if (discriminant < 0) + num = 0; + else { + float root = (float) STBTT_sqrt(discriminant); + res[0] = (-b - root)/(2*a); + res[1] = (-b + root)/(2*a); + num = 2; // don't bother distinguishing 1-solution case, as code below will still work + } + } + } else { + float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point + float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv; + float d = (mx*ax+my*ay) * a_inv; + num = stbtt__solve_cubic(b, c, d, res); + } + dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { + t = res[0], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) { + t = res[1], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) { + t = res[2], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + } + } + } + if (winding == 0) + min_dist = -min_dist; // if outside the shape, value is negative + val = onedge_value + pixel_dist_scale * min_dist; + if (val < 0) + val = 0; + else if (val > 255) + val = 255; + data[(y-iy0)*w+(x-ix0)] = (unsigned char) val; + } + } + STBTT_free(precompute, info->userdata); + STBTT_free(verts, info->userdata); + } + return data; +} + +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +////////////////////////////////////////////////////////////////////////////// +// +// font name matching -- recommended not to use this +// + +// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string +static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) +{ + stbtt_int32 i=0; + + // convert utf16 to utf8 and compare the results while converting + while (len2) { + stbtt_uint16 ch = s2[0]*256 + s2[1]; + if (ch < 0x80) { + if (i >= len1) return -1; + if (s1[i++] != ch) return -1; + } else if (ch < 0x800) { + if (i+1 >= len1) return -1; + if (s1[i++] != 0xc0 + (ch >> 6)) return -1; + if (s1[i++] != 0x80 + (ch & 0x3f)) return -1; + } else if (ch >= 0xd800 && ch < 0xdc00) { + stbtt_uint32 c; + stbtt_uint16 ch2 = s2[2]*256 + s2[3]; + if (i+3 >= len1) return -1; + c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000; + if (s1[i++] != 0xf0 + (c >> 18)) return -1; + if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1; + s2 += 2; // plus another 2 below + len2 -= 2; + } else if (ch >= 0xdc00 && ch < 0xe000) { + return -1; + } else { + if (i+2 >= len1) return -1; + if (s1[i++] != 0xe0 + (ch >> 12)) return -1; + if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1; + } + s2 += 2; + len2 -= 2; + } + return i; +} + +static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) +{ + return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2); +} + +// returns results in whatever encoding you request... but note that 2-byte encodings +// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID) +{ + stbtt_int32 i,count,stringOffset; + stbtt_uint8 *fc = font->data; + stbtt_uint32 offset = font->fontstart; + stbtt_uint32 nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return NULL; + + count = ttUSHORT(fc+nm+2); + stringOffset = nm + ttUSHORT(fc+nm+4); + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2) + && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) { + *length = ttUSHORT(fc+loc+8); + return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10)); + } + } + return NULL; +} + +static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id) +{ + stbtt_int32 i; + stbtt_int32 count = ttUSHORT(fc+nm+2); + stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4); + + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + stbtt_int32 id = ttUSHORT(fc+loc+6); + if (id == target_id) { + // find the encoding + stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4); + + // is this a Unicode encoding? + if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) { + stbtt_int32 slen = ttUSHORT(fc+loc+8); + stbtt_int32 off = ttUSHORT(fc+loc+10); + + // check if there's a prefix match + stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen); + if (matchlen >= 0) { + // check for target_id+1 immediately following, with same encoding & language + if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) { + slen = ttUSHORT(fc+loc+12+8); + off = ttUSHORT(fc+loc+12+10); + if (slen == 0) { + if (matchlen == nlen) + return 1; + } else if (matchlen < nlen && name[matchlen] == ' ') { + ++matchlen; + if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen)) + return 1; + } + } else { + // if nothing immediately following + if (matchlen == nlen) + return 1; + } + } + } + + // @TODO handle other encodings + } + } + return 0; +} + +static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags) +{ + stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name); + stbtt_uint32 nm,hd; + if (!stbtt__isfont(fc+offset)) return 0; + + // check italics/bold/underline flags in macStyle... + if (flags) { + hd = stbtt__find_table(fc, offset, "head"); + if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0; + } + + nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return 0; + + if (flags) { + // if we checked the macStyle flags, then just check the family and ignore the subfamily + if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } else { + if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } + + return 0; +} + +static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags) +{ + stbtt_int32 i; + for (i=0;;++i) { + stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i); + if (off < 0) return off; + if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags)) + return off; + } +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, + float pixel_height, unsigned char *pixels, int pw, int ph, + int first_char, int num_chars, stbtt_bakedchar *chardata) +{ + return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata); +} + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index) +{ + return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); +} + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data) +{ + return stbtt_GetNumberOfFonts_internal((unsigned char *) data); +} + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset) +{ + return stbtt_InitFont_internal(info, (unsigned char *) data, offset); +} + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags) +{ + return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags); +} + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2) +{ + return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif // STB_TRUETYPE_IMPLEMENTATION + + +// FULL VERSION HISTORY +// +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) allow user-defined fabs() replacement +// fix memory leak if fontsize=0.0 +// fix warning from duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// allow PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// 1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine) +// also more precise AA rasterizer, except if shapes overlap +// remove need for STBTT_sort +// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC +// 1.04 (2015-04-15) typo in example +// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes +// 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++ +// 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match +// non-oversampled; STBTT_POINT_SIZE for packed case only +// 1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling +// 0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg) +// 0.9 (2014-08-07) support certain mac/iOS fonts without an MS platformID +// 0.8b (2014-07-07) fix a warning +// 0.8 (2014-05-25) fix a few more warnings +// 0.7 (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back +// 0.6c (2012-07-24) improve documentation +// 0.6b (2012-07-20) fix a few more warnings +// 0.6 (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels, +// stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty +// 0.5 (2011-12-09) bugfixes: +// subpixel glyph renderer computed wrong bounding box +// first vertex of shape can be off-curve (FreeSans) +// 0.4b (2011-12-03) fixed an error in the font baking example +// 0.4 (2011-12-01) kerning, subpixel rendering (tor) +// bugfixes for: +// codepoint-to-glyph conversion using table fmt=12 +// codepoint-to-glyph conversion using table fmt=4 +// stbtt_GetBakedQuad with non-square texture (Zer) +// updated Hello World! sample to use kerning and subpixel +// fixed some warnings +// 0.3 (2009-06-24) cmap fmt=12, compound shapes (MM) +// userdata, malloc-from-userdata, non-zero fill (stb) +// 0.2 (2009-03-11) Fix unsigned/signed char warnings +// 0.1 (2009-03-09) First public release +// + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ From c0289b14d3df86fee64dd5acc55e3dc937063a43 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 22:41:37 +0100 Subject: [PATCH 070/118] fix: Add missing hook_table_revert function The function signature was already defined in the header but the implementation in the module missing --- src/main/hook/table.c | 83 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 83 insertions(+) diff --git a/src/main/hook/table.c b/src/main/hook/table.c index ed67b3b..285a43d 100644 --- a/src/main/hook/table.c +++ b/src/main/hook/table.c @@ -15,12 +15,21 @@ static const size_t apiset_prefix_len = sizeof(apiset_prefix) - 1; static void hook_table_apply_to_all( const char *depname, const struct hook_symbol *syms, size_t nsyms); +static void hook_table_revert_to_all( + const char *depname, const struct hook_symbol *syms, size_t nsyms); + static void hook_table_apply_to_iid( HMODULE target, const pe_iid_t *iid, const struct hook_symbol *syms, size_t nsyms); +static void hook_table_revert_to_iid( + HMODULE target, + const pe_iid_t *iid, + const struct hook_symbol *syms, + size_t nsyms); + static bool hook_table_match_module( HMODULE target, const char *iid_name, const char *depname); @@ -44,6 +53,23 @@ static void hook_table_apply_to_all( } } +static void hook_table_revert_to_all( + const char *depname, const struct hook_symbol *syms, size_t nsyms) +{ + const peb_dll_t *dll; + HMODULE pe; + + for (dll = peb_dll_get_first(); dll != NULL; dll = peb_dll_get_next(dll)) { + pe = peb_dll_get_base(dll); + + if (pe == NULL) { + continue; /* ?? Happens sometimes. */ + } + + hook_table_revert(pe, depname, syms, nsyms); + } +} + void hook_table_apply( HMODULE target, const char *depname, @@ -73,6 +99,35 @@ void hook_table_apply( } } +void hook_table_revert( + HMODULE target, + const char *depname, + const struct hook_symbol *syms, + size_t nsyms) +{ + const pe_iid_t *iid; + const char *iid_name; + + assert(depname != NULL); + assert(syms != NULL || nsyms == 0); + + if (target == NULL) { + /* Call out, which will then call us back repeatedly. Awkward, but + viewed from the outside it's good for usability. */ + + hook_table_revert_to_all(depname, syms, nsyms); + } else { + for (iid = pe_iid_get_first(target); iid != NULL; + iid = pe_iid_get_next(target, iid)) { + iid_name = pe_iid_get_name(target, iid); + + if (hook_table_match_module(target, iid_name, depname)) { + hook_table_revert_to_iid(target, iid, syms, nsyms); + } + } + } +} + static void hook_table_apply_to_iid( HMODULE target, const pe_iid_t *iid, @@ -101,6 +156,34 @@ static void hook_table_apply_to_iid( } } +static void hook_table_revert_to_iid( + HMODULE target, + const pe_iid_t *iid, + const struct hook_symbol *syms, + size_t nsyms) +{ + struct pe_iat_entry iate; + size_t i; + size_t j; + const struct hook_symbol *sym; + + i = 0; + + while (pe_iid_get_iat_entry(target, iid, i++, &iate) == S_OK) { + for (j = 0; j < nsyms; j++) { + sym = &syms[j]; + + if (hook_table_match_proc(&iate, sym)) { + // Only revert-able if the original pointer was stored + // previously + if (sym->link != NULL && *sym->link != NULL) { + pe_patch(iate.ppointer, sym->link, sizeof(*sym->link)); + } + } + } + } +} + static bool hook_table_match_module( HMODULE target, const char *iid_name, const char *depname) { From 1800f75f3d4a4edfe1b219cae22160705d86e616 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 22:41:37 +0100 Subject: [PATCH 071/118] feat: Add bt d3d9 hook specific imgui overlay MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit For now, we focus on internal overlays for bemanitools that hook into an existing d3d9 context. The current abstraction is fairly thin and should be fine as a start. Implementations are called “components” and hook up with a single frame_update function to execute and logic and drawing updates with imgui --- Module.mk | 1 + src/main/imgui-bt/Module.mk | 10 ++ src/main/imgui-bt/cimgui.h | 10 ++ src/main/imgui-bt/component.h | 12 +++ src/main/imgui-bt/imgui-d3d9-hook.c | 143 ++++++++++++++++++++++++++++ src/main/imgui-bt/imgui-d3d9-hook.h | 13 +++ 6 files changed, 189 insertions(+) create mode 100644 src/main/imgui-bt/Module.mk create mode 100644 src/main/imgui-bt/cimgui.h create mode 100644 src/main/imgui-bt/component.h create mode 100644 src/main/imgui-bt/imgui-d3d9-hook.c create mode 100644 src/main/imgui-bt/imgui-d3d9-hook.h diff --git a/Module.mk b/Module.mk index 4ba926c..d4043f0 100644 --- a/Module.mk +++ b/Module.mk @@ -160,6 +160,7 @@ include src/main/iidxio-ezusb2/Module.mk include src/main/iidxio/Module.mk include src/main/iidxiotest/Module.mk include src/main/imgui/Module.mk +include src/main/imgui-bt/Module.mk include src/main/inject/Module.mk include src/main/jbio-magicbox/Module.mk include src/main/jbio-p4io/Module.mk diff --git a/src/main/imgui-bt/Module.mk b/src/main/imgui-bt/Module.mk new file mode 100644 index 0000000..fcf1676 --- /dev/null +++ b/src/main/imgui-bt/Module.mk @@ -0,0 +1,10 @@ +libs += imgui-bt + +libs_imgui-bt := \ + hook \ + hooklib \ + util \ + imgui \ + +src_imgui-bt := \ + imgui-d3d9-hook.c \ diff --git a/src/main/imgui-bt/cimgui.h b/src/main/imgui-bt/cimgui.h new file mode 100644 index 0000000..75b8f3e --- /dev/null +++ b/src/main/imgui-bt/cimgui.h @@ -0,0 +1,10 @@ +#ifndef IMGUI_BT_CIMGUI_H +#define IMGUI_BT_CIMGUI_H + +// Comprehensive header file for including cimgui correctly for integration in this project +#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#include "imgui/cimgui.h" +#include "imgui/cimgui_impl_dx9.h" +#include "imgui/cimgui_impl_win32.h" + +#endif \ No newline at end of file diff --git a/src/main/imgui-bt/component.h b/src/main/imgui-bt/component.h new file mode 100644 index 0000000..fc479a8 --- /dev/null +++ b/src/main/imgui-bt/component.h @@ -0,0 +1,12 @@ +#ifndef IMGUI_BT_COMPONENT_H +#define IMGUI_BT_COMPONENT_H + +#include "imgui-bt/cimgui.h" + +typedef void (*imgui_bt_component_frame_update_t)(ImGuiContext *ctx); + +typedef struct imgui_bt_component { + imgui_bt_component_frame_update_t frame_update; +} imgui_bt_component_t; + +#endif diff --git a/src/main/imgui-bt/imgui-d3d9-hook.c b/src/main/imgui-bt/imgui-d3d9-hook.c new file mode 100644 index 0000000..6f230fc --- /dev/null +++ b/src/main/imgui-bt/imgui-d3d9-hook.c @@ -0,0 +1,143 @@ +#define LOG_MODULE "imgui-d3d9-hook" + +#include "hook/d3d9.h" +#include "hook/table.h" + +#include "imgui-bt/cimgui.h" +#include "imgui-bt/component.h" + +#include "util/defs.h" +#include "util/log.h" +#include "util/mem.h" + +typedef LRESULT WINAPI (*RegisterClassA_t)(WNDCLASSA *lpwcx); +typedef LRESULT WINAPI (*WndProc_t)(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +static LRESULT WINAPI _imgui_d3d9_hook_RegisterClassA(WNDCLASSA *lpwcx); + +static bool _imgui_d3d9_hook_initialized; +static ImGuiContext *_imgui_d3d9_hook_imgui_ctx; +static RegisterClassA_t _imgui_d3d9_hook_original_RegisterClassA; +static WndProc_t _imgui_d3d9_hook_original_wndproc; +static imgui_bt_component_t *_imgui_d3d9_hook_components; +static size_t _imgui_d3d9_hook_component_count; + +static const struct hook_symbol _imgui_d3d9_hook_syms[] = { + {.name = "RegisterClassA", + .patch = _imgui_d3d9_hook_RegisterClassA, + .link = (void **) &_imgui_d3d9_hook_original_RegisterClassA}, +}; + +CIMGUI_API LRESULT igImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +static LRESULT WINAPI _imgui_d3d9_hook_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + LRESULT result; + + result = igImplWin32_WndProcHandler(hWnd, msg, wParam, lParam); + + if (result) { + return result; + } + + return _imgui_d3d9_hook_original_wndproc(hWnd, msg, wParam, lParam); +} + +static LRESULT WINAPI _imgui_d3d9_hook_RegisterClassA(WNDCLASSA *lpwcx) +{ + log_info("Swapping out WndProc handler for wrapper handler in RegisterClassA %s", lpwcx->lpszClassName); + + _imgui_d3d9_hook_original_wndproc = lpwcx->lpfnWndProc; + lpwcx->lpfnWndProc = _imgui_d3d9_hook_WndProc; + + return _imgui_d3d9_hook_original_RegisterClassA(lpwcx); +} + +void imgui_d3d9_hook_init(const imgui_bt_component_t *components, size_t component_count) +{ + ImGuiIO *io; + ImGuiStyle* style; + + log_assert(components); + log_assert(component_count > 0); + + _imgui_d3d9_hook_components = (imgui_bt_component_t *) xmalloc(component_count * sizeof(imgui_bt_component_t)); + memcpy(_imgui_d3d9_hook_components, components, component_count * sizeof(imgui_bt_component_t)); + _imgui_d3d9_hook_component_count = component_count; + + _imgui_d3d9_hook_imgui_ctx = igCreateContext(NULL); + io = igGetIO(); + + io->ConfigFlags = ImGuiConfigFlags_NavEnableKeyboard + | ImGuiConfigFlags_DockingEnable + | ImGuiConfigFlags_ViewportsEnable; + + io->MouseDrawCursor = true; + io->IniFilename = NULL; + io->FontAllowUserScaling = true; + + hook_table_apply(NULL, "user32.dll", _imgui_d3d9_hook_syms, lengthof(_imgui_d3d9_hook_syms)); + + // Setup style + style = igGetStyle(); + style->Colors[ImGuiCol_WindowBg] = (ImVec4){0.0f, 0.0f, 0.0f, 1.0f}; + style->Colors[ImGuiCol_PlotLines] = (ImVec4){1.0f, 1.0f, 0.0f, 1.0f}; + + _imgui_d3d9_hook_initialized = true; +} + +void imgui_d3d9_hook_fini() +{ + hook_table_revert(NULL, "user32.dll", _imgui_d3d9_hook_syms, lengthof(_imgui_d3d9_hook_syms)); + + igImplDX9_Shutdown(); + igImplWin32_Shutdown(); + igDestroyContext(NULL); + + _imgui_d3d9_hook_initialized = false; +} + +HRESULT imgui_hook_d3d9_irp_handler(struct hook_d3d9_irp *irp) +{ + HRESULT hr; + + log_assert(irp); + + if (!_imgui_d3d9_hook_initialized) { + return hook_d3d9_irp_invoke_next(irp); + } + + switch (irp->op) { + case HOOK_D3D9_IRP_OP_CTX_CREATE_DEVICE: + hr = hook_d3d9_irp_invoke_next(irp); + + if (hr == S_OK) { + igImplWin32_Init(irp->args.ctx_create_device.hwnd); + igImplDX9_Init(*irp->args.ctx_create_device.pdev); + } + + return hr; + + case HOOK_D3D9_IRP_OP_DEV_BEGIN_SCENE: + igImplDX9_NewFrame(); + igImplWin32_NewFrame(); + igNewFrame(); + + for (size_t i = 0; i < _imgui_d3d9_hook_component_count; i++) { + _imgui_d3d9_hook_components[i].frame_update(_imgui_d3d9_hook_imgui_ctx); + } + + return hook_d3d9_irp_invoke_next(irp); + + case HOOK_D3D9_IRP_OP_DEV_END_SCENE: + igRender(); + igImplDX9_RenderDrawData(igGetDrawData()); + + return hook_d3d9_irp_invoke_next(irp); + + default: + return hook_d3d9_irp_invoke_next(irp); + } + + log_fatal("Illegal state"); +} \ No newline at end of file diff --git a/src/main/imgui-bt/imgui-d3d9-hook.h b/src/main/imgui-bt/imgui-d3d9-hook.h new file mode 100644 index 0000000..59e0f0e --- /dev/null +++ b/src/main/imgui-bt/imgui-d3d9-hook.h @@ -0,0 +1,13 @@ +#ifndef IMGUI_D3D9_HOOK_H +#define IMGUI_D3D9_HOOK_H + +#include "hook/d3d9.h" + +#include "imgui-bt/component.h" + +void imgui_d3d9_hook_init(const imgui_bt_component_t *components, size_t component_count); +void imgui_d3d9_hook_fini(); + +HRESULT imgui_hook_d3d9_irp_handler(struct hook_d3d9_irp *irp); + +#endif \ No newline at end of file From aa3e7d307d6bcf0690dbd7b63af9e61ba4b44938 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 22:41:37 +0100 Subject: [PATCH 072/118] feat: Add frame time performance graph imgui overlay MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit A overlay window showing the a frame time graph with the current frame time, ~10 seconds of history as well as reference lines for the current avg. and a configurable target frame time. This is considered a debug tool to support in any efforts that are related to understanding current frame times of the games. More specifically this can be used to asses impact of any bemanitools hooking to the game’s main (render) loop. --- Module.mk | 1 + src/main/imgui-debug/Module.mk | 10 + src/main/imgui-debug/frame-perf-graph.c | 258 ++++++++++++++++++++++++ src/main/imgui-debug/frame-perf-graph.h | 10 + src/main/imgui-debug/time-history.c | 63 ++++++ src/main/imgui-debug/time-history.h | 23 +++ 6 files changed, 365 insertions(+) create mode 100644 src/main/imgui-debug/Module.mk create mode 100644 src/main/imgui-debug/frame-perf-graph.c create mode 100644 src/main/imgui-debug/frame-perf-graph.h create mode 100644 src/main/imgui-debug/time-history.c create mode 100644 src/main/imgui-debug/time-history.h diff --git a/Module.mk b/Module.mk index d4043f0..170ac9e 100644 --- a/Module.mk +++ b/Module.mk @@ -161,6 +161,7 @@ include src/main/iidxio/Module.mk include src/main/iidxiotest/Module.mk include src/main/imgui/Module.mk include src/main/imgui-bt/Module.mk +include src/main/imgui-debug/Module.mk include src/main/inject/Module.mk include src/main/jbio-magicbox/Module.mk include src/main/jbio-p4io/Module.mk diff --git a/src/main/imgui-debug/Module.mk b/src/main/imgui-debug/Module.mk new file mode 100644 index 0000000..5a4073f --- /dev/null +++ b/src/main/imgui-debug/Module.mk @@ -0,0 +1,10 @@ +libs += imgui-debug + +libs_imgui-debug := \ + imgui-bt \ + imgui \ + util \ + +src_imgui-debug := \ + frame-perf-graph.c \ + time-history.c \ diff --git a/src/main/imgui-debug/frame-perf-graph.c b/src/main/imgui-debug/frame-perf-graph.c new file mode 100644 index 0000000..9228f96 --- /dev/null +++ b/src/main/imgui-debug/frame-perf-graph.c @@ -0,0 +1,258 @@ +#include + +#include "imgui-bt/cimgui.h" + +#include "imgui-debug/frame-perf-graph.h" +#include "imgui-debug/time-history.h" + +#include "util/log.h" + +typedef struct imgui_debug_frame_perf_graph { + float target_time_ms; + float y_axis_min_time_ms; + float y_axis_max_time_ms; +} imgui_debug_frame_perf_graph_t; + +static const ImVec2 WINDOW_MIN_SIZE = {320, 240}; + +static imgui_debug_time_history_t _imgui_debug_frame_perf_graph_history; +static imgui_debug_frame_perf_graph_t _imgui_debug_frame_perf_graph; + +static void _imgui_debug_frame_perf_graph_draw( + imgui_debug_frame_perf_graph_t *graph, + const imgui_debug_time_history_t *history) +{ + float current_value; + ImVec2 window_size; + static bool show_labels = true; + static bool show_target_line = true; + static bool show_avg_line = true; + + log_assert(history); + + current_value = imgui_debug_time_history_recent_value_get(history); + + igSetNextWindowSize(WINDOW_MIN_SIZE, ImGuiCond_FirstUseEver); + igSetNextWindowSizeConstraints(WINDOW_MIN_SIZE, igGetIO()->DisplaySize, NULL, NULL); + + igBegin("Frame Time Graph", NULL, ImGuiWindowFlags_MenuBar); + + // Add menu bar + if (igBeginMenuBar()) { + if (igBeginMenu("Settings", true)) { + igPushItemWidth(110); + + float min_time_slider = graph->y_axis_min_time_ms; + float max_time_slider = graph->y_axis_max_time_ms; + float target_time_input = graph->target_time_ms; + + if (igDragFloat("y-axis min time (ms)", &min_time_slider, 0.1f, 0.1f, max_time_slider - 0.1f, "%.1f", ImGuiSliderFlags_None)) { + graph->y_axis_min_time_ms = min_time_slider; + } + + if (igDragFloat("y-axis max time (ms)", &max_time_slider, 0.1f, min_time_slider + 0.1f, 100.0f, "%.1f", ImGuiSliderFlags_None)) { + graph->y_axis_max_time_ms = max_time_slider; + } + + if (igInputFloat("Target time reference (ms)", &target_time_input, 0.0f, 0.0f, "%.3f", ImGuiInputTextFlags_EnterReturnsTrue)) { + if (target_time_input >= 0.1f && target_time_input <= 100.0f) { + graph->target_time_ms = target_time_input; + } else { + target_time_input = graph->target_time_ms; + } + } + + igCheckbox("Show reference line labels", &show_labels); + igCheckbox("Show target reference line", &show_target_line); + igCheckbox("Show average reference line", &show_avg_line); + + if (igButton("Focus on average", (ImVec2){0, 0})) { + // Convert +/- 10 fps around average to milliseconds + float avg_fps = 1000.0f / history->avg_time_ms; + graph->y_axis_min_time_ms = 1000.0f / (avg_fps + 10.0f); + graph->y_axis_max_time_ms = 1000.0f / fmaxf(avg_fps - 10.0f, 1.0f); + } + + igSameLine(0, -1); + + if (igButton("Focus on target", (ImVec2){0, 0})) { + // Convert +/- 10 fps around target to milliseconds + float target_fps = 1000.0f / graph->target_time_ms; + graph->y_axis_min_time_ms = 1000.0f / (target_fps + 10.0f); + graph->y_axis_max_time_ms = 1000.0f / fmaxf(target_fps - 10.0f, 1.0f); + } + + igPopItemWidth(); + igEndMenu(); + } + igEndMenuBar(); + } + + igGetContentRegionAvail(&window_size); + + igPushStyleColor_Vec4(ImGuiCol_Text, (ImVec4){1, 1, 0, 1}); + igText("Now %.3f ms", current_value); + igPopStyleColor(1); + igSameLine(0, -1); + igPushStyleColor_Vec4(ImGuiCol_Text, (ImVec4){1, 0, 0, 1}); + igText("Target %.3f ms", graph->target_time_ms); + igPopStyleColor(1); + igPushStyleColor_Vec4(ImGuiCol_Text, (ImVec4){0, 1, 0, 1}); + igText("Avg %.3f ms", history->avg_time_ms); + igPopStyleColor(1); + igSameLine(0, -1); + igText(" Min %.3f ms Max %.3f ms", history->min_time_ms, history->max_time_ms); + + // Setup plot area using actual window size, with extra space at top for "ms" label + ImVec2 plot_pos; + igGetCursorScreenPos(&plot_pos); + plot_pos.y += 15; // Add space at top for "ms" label + ImVec2 plot_size = {window_size.x - 50, window_size.y - 65}; // Adjusted for extra top space + + // Plot frame times in ms + ImVec2 plot_pos_offset = {plot_pos.x + 50, plot_pos.y}; + igSetCursorScreenPos(plot_pos_offset); + + igPlotLines_FloatPtr("##framegraph", + history->time_values_ms, + history->size, + history->current_index, + "", + graph->y_axis_min_time_ms, + graph->y_axis_max_time_ms, + plot_size, + sizeof(float)); + + // Draw Y axis (ms) + ImDrawList* draw_list = igGetWindowDrawList(); + char y_label[32]; + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y}, + (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), 1.0f); + + // Draw "ms" label at top of y-axis + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, plot_pos.y - 15}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), "ms", NULL); + + // Scale number of reference points based on plot height + int num_reference_points = (int)(plot_size.y / 25); // One point per ~40 pixels + if (num_reference_points < 4) num_reference_points = 4; + + float time_min = graph->y_axis_min_time_ms; + float time_max = graph->y_axis_max_time_ms; + float time_step = (time_max - time_min) / (num_reference_points + 1); + + // Draw min time value at top of y-axis and reference line + snprintf(y_label, sizeof(y_label), "%.2f", time_min); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, plot_pos.y + plot_size.y - 10}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), y_label, NULL); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y}, + (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y + plot_size.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,0.3f}), 1.0f); + + // Draw reference points and lines on side of y-axis + for (int i = 1; i <= num_reference_points; i++) { + float value = time_max - (time_step * i); + float normalized_pos = (time_max - value) / (time_max - time_min); + float y_pos = plot_pos.y + (plot_size.y * normalized_pos); + snprintf(y_label, sizeof(y_label), "%.2f", value); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, y_pos - 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), y_label, NULL); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, y_pos}, + (ImVec2){plot_pos.x + plot_size.x + 50, y_pos}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,0.2f}), 1.0f); + } + + // Draw max time value at bottom of y-axis and reference line + snprintf(y_label, sizeof(y_label), "%.2f", time_max); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, plot_pos.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), y_label, NULL); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y}, + (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,0.3f}), 1.0f); + + // Draw target frame time reference line if within plot area + if (show_target_line && graph->target_time_ms >= time_min && graph->target_time_ms <= time_max) { + float normalized_target = (time_max - graph->target_time_ms) / (time_max - time_min); + float y_pos_target = plot_pos.y + (plot_size.y * normalized_target); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, y_pos_target}, + (ImVec2){plot_pos.x + plot_size.x + 50, y_pos_target}, + igColorConvertFloat4ToU32((ImVec4){1,0,0,1.0f}), 1.0f); + if (show_labels) { + snprintf(y_label, sizeof(y_label), "%.3f", graph->target_time_ms); + ImDrawList_AddText_Vec2(draw_list, + (ImVec2){plot_pos.x + 50 + plot_size.x/2 - 10, y_pos_target + 5}, + igColorConvertFloat4ToU32((ImVec4){1,0,0,1}), y_label, NULL); + } + } + + // Draw reference line for current average if within plot area + if (show_avg_line && history->avg_time_ms >= time_min && history->avg_time_ms <= time_max) { + float normalized_avg = (time_max - history->avg_time_ms) / (time_max - time_min); + float y_pos_avg = plot_pos.y + (plot_size.y * normalized_avg); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, y_pos_avg}, + (ImVec2){plot_pos.x + plot_size.x + 50, y_pos_avg}, + igColorConvertFloat4ToU32((ImVec4){0,1,0,1.0f}), 1.0f); + if (show_labels) { + snprintf(y_label, sizeof(y_label), "%.3f", history->avg_time_ms); + ImDrawList_AddText_Vec2(draw_list, + (ImVec2){plot_pos.x + 50 + plot_size.x/2 - 10, y_pos_avg + 5}, + igColorConvertFloat4ToU32((ImVec4){0,1,0,1}), y_label, NULL); + } + } + + // Draw X axis (time in frames) + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y}, + (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y + plot_size.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), 1.0f); + + // Draw "frames" label centered on x-axis + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 50 + (plot_size.x / 2) - 20, plot_pos.y + plot_size.y + 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), "frames ago", NULL); + + char x_label[32]; + snprintf(x_label, sizeof(x_label), "%d", history->size); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y + 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), x_label, NULL); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y + plot_size.y + 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), "0", NULL); + + igEnd(); +} + +static void _imgui_debug_frame_perf_graph_component_frame_update(ImGuiContext *ctx) +{ + ImGuiIO *io; + + log_assert(ctx); + + igSetCurrentContext(ctx); + io = igGetIO(); + + imgui_debug_time_history_update(&_imgui_debug_frame_perf_graph_history, 1000.0f / io->Framerate); + + _imgui_debug_frame_perf_graph_draw(&_imgui_debug_frame_perf_graph, &_imgui_debug_frame_perf_graph_history); +} + +void imgui_debug_frame_perf_graph_init( + float target_fps, + imgui_bt_component_t *component) +{ + log_assert(target_fps > 0.0f); + log_assert(component); + + imgui_debug_time_history_init(ceilf(10 * target_fps), &_imgui_debug_frame_perf_graph_history); + + _imgui_debug_frame_perf_graph.target_time_ms = 1000.0f / target_fps; + _imgui_debug_frame_perf_graph.y_axis_min_time_ms = 1000.0f / fmaxf(0.0f, target_fps - 20.0f); + _imgui_debug_frame_perf_graph.y_axis_max_time_ms = 1000.0f / fminf(target_fps + 20.0f, 1000.0f); + + component->frame_update = _imgui_debug_frame_perf_graph_component_frame_update; +} \ No newline at end of file diff --git a/src/main/imgui-debug/frame-perf-graph.h b/src/main/imgui-debug/frame-perf-graph.h new file mode 100644 index 0000000..e2040a0 --- /dev/null +++ b/src/main/imgui-debug/frame-perf-graph.h @@ -0,0 +1,10 @@ +#ifndef IMGUI_DEBUG_FRAME_PERF_GRAPH_H +#define IMGUI_DEBUG_FRAME_PERF_GRAPH_H + +#include "imgui-bt/component.h" + +void imgui_debug_frame_perf_graph_init( + float target_fps, + imgui_bt_component_t *component); + +#endif \ No newline at end of file diff --git a/src/main/imgui-debug/time-history.c b/src/main/imgui-debug/time-history.c new file mode 100644 index 0000000..000320f --- /dev/null +++ b/src/main/imgui-debug/time-history.c @@ -0,0 +1,63 @@ +#include +#include + +#include "time-history.h" + +#include "util/log.h" +#include "util/mem.h" + +void imgui_debug_time_history_init(uint32_t size, imgui_debug_time_history_t *history) +{ + log_assert(size > 0); + log_assert(history); + + memset(history, 0, sizeof(imgui_debug_time_history_t)); + + history->size = size; + history->time_values_ms = (float *) xmalloc(size * sizeof(float)); +} + +void imgui_debug_time_history_update(imgui_debug_time_history_t *history, float time_ms) +{ + log_assert(history); + + history->time_values_ms[history->current_index] = time_ms; + history->current_index = (history->current_index + 1) % history->size; + + history->min_time_ms = history->time_values_ms[0]; + history->max_time_ms = history->time_values_ms[0]; + history->avg_time_ms = 0; + + for (uint32_t i = 0; i < history->size; i++) { + if (history->time_values_ms[i] < history->min_time_ms) { + history->min_time_ms = history->time_values_ms[i]; + } + + if (history->time_values_ms[i] > history->max_time_ms) { + history->max_time_ms = history->time_values_ms[i]; + } + + history->avg_time_ms += history->time_values_ms[i]; + } + + history->avg_time_ms /= history->size; +} + +float imgui_debug_time_history_recent_value_get(const imgui_debug_time_history_t *history) +{ + log_assert(history); + + if (history->current_index == 0) { + return history->time_values_ms[history->size - 1]; + } else { + return history->time_values_ms[history->current_index - 1]; + } +} + +void imgui_debug_time_history_free(imgui_debug_time_history_t *history) +{ + log_assert(history); + log_assert(history->time_values_ms); + + free(history->time_values_ms); +} \ No newline at end of file diff --git a/src/main/imgui-debug/time-history.h b/src/main/imgui-debug/time-history.h new file mode 100644 index 0000000..0a56f51 --- /dev/null +++ b/src/main/imgui-debug/time-history.h @@ -0,0 +1,23 @@ +#ifndef IMGUI_DEBUG_TIME_HISTORY_H +#define IMGUI_DEBUG_TIME_HISTORY_H + +#include + +typedef struct imgui_debug_time_history { + uint32_t size; + float *time_values_ms; + uint32_t current_index; + float min_time_ms; + float max_time_ms; + float avg_time_ms; +} imgui_debug_time_history_t; + +void imgui_debug_time_history_init(uint32_t size, imgui_debug_time_history_t *history); + +void imgui_debug_time_history_update(imgui_debug_time_history_t *history, float time_ms); + +float imgui_debug_time_history_recent_value_get(const imgui_debug_time_history_t *history); + +void imgui_debug_time_history_free(imgui_debug_time_history_t *history); + +#endif \ No newline at end of file From 83473a83be37f93d9b63c78f2ec0d94da76e14c0 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 12:33:16 +0100 Subject: [PATCH 073/118] feat: nvgpu tool for tweaking nvidia gpu driver settings MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit An open source re-implementation of the “NvDisplayConfigLDJ" tool with additional enhancements. This can be used to tweak your nvidia GPU driver settings to create custom display timings to address IIDX’s requirement if expecting proper display timings. This can also be used for any legacy IIDX versions that even expect very specific display timings, e.g. 59.95 or 60.05 hz. Furthermore, creating application profiles allows further tweaks to important GPU settings such as the current performance mode setting. This is crucial to ensure the GPU is not going into any kind of power saving states which results in non-smooth scrolling during gameplay and micro stuttering that cannot be measured on application level. Summary: Test Plan: --- Module.mk | 4 + README.md | 1 + doc/tools/nvgpu.md | 80 + src/imports/nvapi/NvApiDriverSettings.c | 947 + src/imports/nvapi/NvApiDriverSettings.h | 1150 ++ src/imports/nvapi/nvHLSLExtns.h | 2315 +++ src/imports/nvapi/nvHLSLExtnsInternal.h | 758 + src/imports/nvapi/nvShaderExtnEnums.h | 142 + src/imports/nvapi/nvapi.h | 24002 ++++++++++++++++++++++ src/imports/nvapi/nvapi_interface.h | 529 + src/imports/nvapi/nvapi_lite_common.h | 659 + src/imports/nvapi/nvapi_lite_d3dext.h | 184 + src/imports/nvapi/nvapi_lite_salend.h | 809 + src/imports/nvapi/nvapi_lite_salstart.h | 812 + src/imports/nvapi/nvapi_lite_sli.h | 247 + src/imports/nvapi/nvapi_lite_stereo.h | 592 + src/imports/nvapi/nvapi_lite_surround.h | 95 + src/main/nv/Module.mk | 4 + src/main/nv/api.h | 63 + src/main/nv/module.c | 790 + src/main/nv/module.h | 13 + src/main/nvgpu/Module.mk | 8 + src/main/nvgpu/main.c | 1344 ++ src/main/util/Module.mk | 2 +- src/main/util/winerr.c | 38 + src/main/util/winerr.h | 8 + 26 files changed, 35595 insertions(+), 1 deletion(-) create mode 100644 doc/tools/nvgpu.md create mode 100644 src/imports/nvapi/NvApiDriverSettings.c create mode 100644 src/imports/nvapi/NvApiDriverSettings.h create mode 100644 src/imports/nvapi/nvHLSLExtns.h create mode 100644 src/imports/nvapi/nvHLSLExtnsInternal.h create mode 100644 src/imports/nvapi/nvShaderExtnEnums.h create mode 100644 src/imports/nvapi/nvapi.h create mode 100644 src/imports/nvapi/nvapi_interface.h create mode 100644 src/imports/nvapi/nvapi_lite_common.h create mode 100644 src/imports/nvapi/nvapi_lite_d3dext.h create mode 100644 src/imports/nvapi/nvapi_lite_salend.h create mode 100644 src/imports/nvapi/nvapi_lite_salstart.h create mode 100644 src/imports/nvapi/nvapi_lite_sli.h create mode 100644 src/imports/nvapi/nvapi_lite_stereo.h create mode 100644 src/imports/nvapi/nvapi_lite_surround.h create mode 100644 src/main/nv/Module.mk create mode 100644 src/main/nv/api.h create mode 100644 src/main/nv/module.c create mode 100644 src/main/nv/module.h create mode 100644 src/main/nvgpu/Module.mk create mode 100644 src/main/nvgpu/main.c create mode 100644 src/main/util/winerr.c create mode 100644 src/main/util/winerr.h diff --git a/Module.mk b/Module.mk index 2a948a8..4c42db6 100644 --- a/Module.mk +++ b/Module.mk @@ -172,6 +172,8 @@ include src/main/jbhook3/Module.mk include src/main/launcher/Module.mk include src/main/mempatch-hook/Module.mk include src/main/mm/Module.mk +include src/main/nv/Module.mk +include src/main/nvgpu/Module.mk include src/main/p3io/Module.mk include src/main/p3iodrv/Module.mk include src/main/p3ioemu/Module.mk @@ -232,6 +234,7 @@ $(zipdir)/tools.zip: \ build/bin/indep-32/ezusb2-dbg-hook.dll \ build/bin/indep-32/ezusb2-tool.exe \ build/bin/indep-32/ezusb-tool.exe \ + build/bin/indep-32/nvgpu.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -246,6 +249,7 @@ $(zipdir)/tools-x64.zip: \ build/bin/indep-64/iidx-ezusb2-exit-hook.dll \ build/bin/indep-64/jbiotest.exe \ build/bin/indep-64/mempatch-hook.dll \ + build/bin/indep-64/nvgpu.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ diff --git a/README.md b/README.md index 6827f95..5700293 100644 --- a/README.md +++ b/README.md @@ -122,6 +122,7 @@ The following games are supported with their corresponding hook-libraries. - ir-beat-patch-9/10: Patch the IR beat phase on IIDX 9 and 10 - [mempatch-hook](doc/tools/mempatch-hook.md): Patch raw memory locations in the target process based on the provided configuration +- [nvgpu](doc/tools/nvgpu.md): Command line tool to configure and tweak the NVIDIA GPU driver - [pcbidgen](doc/tools/pcbidgen.md): Konami PCBID generator tool - [ViGEm clients](doc/vigem/README.md): Expose BT5 APIs as XBOX game controllers to play any games with real cabinet hardware. diff --git a/doc/tools/nvgpu.md b/doc/tools/nvgpu.md new file mode 100644 index 0000000..788b31c --- /dev/null +++ b/doc/tools/nvgpu.md @@ -0,0 +1,80 @@ +# nvgpu - Command line tool to configure and tweak the NVIDIA GPU driver + +An open source re-implementation of the “NvDisplayConfigLDJ" tool with additional enhancements. + +The tool is based on NVIDIA's [nvapi](https://github.com/NVIDIA/nvapi) which is an interface to +various driver settings that can also be tweaked from the NVIDIA Control Panel. The goal of this +tool is to provide a streamlined command line interface to configure various settings that can +improve gameplay experience significantly. + +This can be used to tweak your nvidia GPU driver settings to create custom display timings to address +IIDX’s requirement if expecting proper display timings. This can also be used for any legacy IIDX +versions that even expect very specific display timings, e.g. 59.95 or 60.05 hz. + +Furthermore, creating application profiles allows further tweaks to important GPU settings such as +the current performance mode setting. This is crucial to ensure the GPU is not going into any kind of +power saving states which results in non-smooth scrolling during gameplay and micro stuttering that +cannot be measured on application level. + +Simply run the tool without any arguments to get a full synopsis of available commands. + +## Example usage for modern IIDX + +### Custom GPU profile + +The following creates a custom profile to address potential performance concerns such as not 100% smooth scrolling and +micro stuttering. + +* Create a custom profile: `nvgpu profile create launcher` +* Add the launcher application to the profile: `nvgpu profile application-add launcher launcher.exe` + * This will apply to any (IIDX) game running with `launcher.exe` +* Disable G-SYNC for the profile: `nvgpu profile gsync-disable launcher` +* Set GPU power state to maximum for the profile: `nvgpu profile gpu-power-state-max launcher` + +### Custom timing + +* Run the game and observe the monitor check screen (requires IIDX 20+) +* Take note of the refresh rate of the monitor that is determined by the game +* Exit the game +* Run `nvgpu display list` to get the display ID of the monitor you want to change use that ID in the following commands +* Run `nvgpu display custom-resolution-test` with your display ID and monitor settings to test the custom configuration + first + * For example, for IIDX 31 which runs in native 1920x1080 with a monitor also having that as its native resolution, + having the monitor id `0x12345678` and the monitor check yielding a value of ~`59.9345`, run + `nvgpu display custom-resolution-test 1920 1080 59.9345 10` + * Observe if the test is successful and the display doesn't turn blank or displays a glitched image for ~10 seconds +* Run `nvgpu display custom-resolution-set` with the previously tested settings to apply the custom display mode + * For example, `nvgpu display custom-resolution-set 0x12345678 1920 1080 59.9345` + +## Example usage for legacy IIDX + +Legacy IIDX concerns any game prior to IIDX 20 that introduced the monitor check screen. The game engine was expecting +a the display/GPU/driver to perform at specific refresh rate timings in order to provide correct timing and audio +playback for the game. To this date (i.e. IIDX 31), the game engine never re-syncs audio playback during gameplay. +Therefore any flaky and incorrect timing will result in audio desynchronization either early on or throughout a song. + +### Custom GPU profile + +The following creates a custom profile to address potential performance concerns such as not 100% smooth scrolling and +micro stuttering. + +* Create a custom profile: `nvgpu profile create bm2dx` +* Add the launcher application to the profile: `nvgpu profile application-add bm2dx bm2dx.exe` + * This will apply to any (IIDX) game running with an executable named `bm2fx.exe` +* Disable G-SYNC for the profile: `nvgpu profile gsync-disable bm2dx` +* Set GPU power state to maximum for the profile: `nvgpu profile gpu-power-state-max bm2dx` + +### Custom timing + +* Use a modern game and it to observe the monitor check screen (requires IIDX 20+) +* Take note of the refresh rate of the monitor that is determined by the game +* Exit the game +* Run `nvgpu display list` to get the display ID of the monitor you want to change use that ID in the following commands +* Run `nvgpu display custom-resolution-test` with your display ID and monitor settings to test the custom configuration + first + * For example, for IIDX 31 which runs in native 1920x1080 with a monitor also having that as its native resolution, + having the monitor id `0x12345678` and the monitor check yielding a value of ~`59.9345`, run + `nvgpu display custom-resolution-test 1920 1080 59.9345 10` + * Observe if the test is successful and the display doesn't turn blank or displays a glitched image for ~10 seconds +* Run `nvgpu display custom-resolution-set` with the previously tested settings to apply the custom display mode + * For example, `nvgpu display custom-resolution-set 0x12345678 1920 1080 59.9345` \ No newline at end of file diff --git a/src/imports/nvapi/NvApiDriverSettings.c b/src/imports/nvapi/NvApiDriverSettings.c new file mode 100644 index 0000000..18e1ff6 --- /dev/null +++ b/src/imports/nvapi/NvApiDriverSettings.c @@ -0,0 +1,947 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + + +#include "NvApiDriverSettings.h" + +EValues_OGL_AA_LINE_GAMMA g_valuesOGL_AA_LINE_GAMMA[OGL_AA_LINE_GAMMA_NUM_VALUES] = +{ + OGL_AA_LINE_GAMMA_DISABLED, + OGL_AA_LINE_GAMMA_ENABLED, + OGL_AA_LINE_GAMMA_MIN, + OGL_AA_LINE_GAMMA_MAX, +}; + +EValues_OGL_CPL_GDI_COMPATIBILITY g_valuesOGL_CPL_GDI_COMPATIBILITY[OGL_CPL_GDI_COMPATIBILITY_NUM_VALUES] = +{ + OGL_CPL_GDI_COMPATIBILITY_PREFER_DISABLED, + OGL_CPL_GDI_COMPATIBILITY_PREFER_ENABLED, + OGL_CPL_GDI_COMPATIBILITY_AUTO, +}; + +EValues_OGL_CPL_PREFER_DXPRESENT g_valuesOGL_CPL_PREFER_DXPRESENT[OGL_CPL_PREFER_DXPRESENT_NUM_VALUES] = +{ + OGL_CPL_PREFER_DXPRESENT_PREFER_DISABLED, + OGL_CPL_PREFER_DXPRESENT_PREFER_ENABLED, + OGL_CPL_PREFER_DXPRESENT_AUTO, +}; + +EValues_OGL_DEEP_COLOR_SCANOUT g_valuesOGL_DEEP_COLOR_SCANOUT[OGL_DEEP_COLOR_SCANOUT_NUM_VALUES] = +{ + OGL_DEEP_COLOR_SCANOUT_DISABLE, + OGL_DEEP_COLOR_SCANOUT_ENABLE, +}; + +EValues_OGL_DEFAULT_SWAP_INTERVAL g_valuesOGL_DEFAULT_SWAP_INTERVAL[OGL_DEFAULT_SWAP_INTERVAL_NUM_VALUES] = +{ + OGL_DEFAULT_SWAP_INTERVAL_TEAR, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC, + OGL_DEFAULT_SWAP_INTERVAL_VALUE_MASK, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_MASK, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_OFF, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_ON, + OGL_DEFAULT_SWAP_INTERVAL_APP_CONTROLLED, + OGL_DEFAULT_SWAP_INTERVAL_DISABLE, +}; + +EValues_OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL g_valuesOGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL[OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_NUM_VALUES] = +{ + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ZERO_SCANLINES, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ONE_FULL_FRAME_OF_SCANLINES, +}; + +EValues_OGL_DEFAULT_SWAP_INTERVAL_SIGN g_valuesOGL_DEFAULT_SWAP_INTERVAL_SIGN[OGL_DEFAULT_SWAP_INTERVAL_SIGN_NUM_VALUES] = +{ + OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_NEGATIVE, +}; + +EValues_OGL_EVENT_LOG_SEVERITY_THRESHOLD g_valuesOGL_EVENT_LOG_SEVERITY_THRESHOLD[OGL_EVENT_LOG_SEVERITY_THRESHOLD_NUM_VALUES] = +{ + OGL_EVENT_LOG_SEVERITY_THRESHOLD_DISABLE, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_CRITICAL, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_WARNING, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_INFORMATION, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL, +}; + +EValues_OGL_FORCE_BLIT g_valuesOGL_FORCE_BLIT[OGL_FORCE_BLIT_NUM_VALUES] = +{ + OGL_FORCE_BLIT_ON, + OGL_FORCE_BLIT_OFF, +}; + +EValues_OGL_FORCE_STEREO g_valuesOGL_FORCE_STEREO[OGL_FORCE_STEREO_NUM_VALUES] = +{ + OGL_FORCE_STEREO_OFF, + OGL_FORCE_STEREO_ON, +}; + +const wchar_t * g_valuesOGL_IMPLICIT_GPU_AFFINITY[OGL_IMPLICIT_GPU_AFFINITY_NUM_VALUES] = +{ + OGL_IMPLICIT_GPU_AFFINITY_AUTOSELECT +}; + +EValues_OGL_OVERLAY_PIXEL_TYPE g_valuesOGL_OVERLAY_PIXEL_TYPE[OGL_OVERLAY_PIXEL_TYPE_NUM_VALUES] = +{ + OGL_OVERLAY_PIXEL_TYPE_NONE, + OGL_OVERLAY_PIXEL_TYPE_CI, + OGL_OVERLAY_PIXEL_TYPE_RGBA, + OGL_OVERLAY_PIXEL_TYPE_CI_AND_RGBA, +}; + +EValues_OGL_OVERLAY_SUPPORT g_valuesOGL_OVERLAY_SUPPORT[OGL_OVERLAY_SUPPORT_NUM_VALUES] = +{ + OGL_OVERLAY_SUPPORT_OFF, + OGL_OVERLAY_SUPPORT_ON, + OGL_OVERLAY_SUPPORT_FORCE_SW, +}; + +EValues_OGL_QUALITY_ENHANCEMENTS g_valuesOGL_QUALITY_ENHANCEMENTS[OGL_QUALITY_ENHANCEMENTS_NUM_VALUES] = +{ + OGL_QUALITY_ENHANCEMENTS_HQUAL, + OGL_QUALITY_ENHANCEMENTS_QUAL, + OGL_QUALITY_ENHANCEMENTS_PERF, + OGL_QUALITY_ENHANCEMENTS_HPERF, +}; + +EValues_OGL_SINGLE_BACKDEPTH_BUFFER g_valuesOGL_SINGLE_BACKDEPTH_BUFFER[OGL_SINGLE_BACKDEPTH_BUFFER_NUM_VALUES] = +{ + OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE, + OGL_SINGLE_BACKDEPTH_BUFFER_ENABLE, + OGL_SINGLE_BACKDEPTH_BUFFER_USE_HW_DEFAULT, +}; + +EValues_OGL_SLI_MULTICAST g_valuesOGL_SLI_MULTICAST[OGL_SLI_MULTICAST_NUM_VALUES] = +{ + OGL_SLI_MULTICAST_DISABLE, + OGL_SLI_MULTICAST_ENABLE, + OGL_SLI_MULTICAST_FORCE_DISABLE, + OGL_SLI_MULTICAST_ALLOW_MOSAIC, +}; + +EValues_OGL_THREAD_CONTROL g_valuesOGL_THREAD_CONTROL[OGL_THREAD_CONTROL_NUM_VALUES] = +{ + OGL_THREAD_CONTROL_ENABLE, + OGL_THREAD_CONTROL_DISABLE, +}; + +EValues_OGL_TMON_LEVEL g_valuesOGL_TMON_LEVEL[OGL_TMON_LEVEL_NUM_VALUES] = +{ + OGL_TMON_LEVEL_DISABLE, + OGL_TMON_LEVEL_CRITICAL, + OGL_TMON_LEVEL_WARNING, + OGL_TMON_LEVEL_INFORMATION, + OGL_TMON_LEVEL_MOST, + OGL_TMON_LEVEL_VERBOSE, +}; + +EValues_OGL_TRIPLE_BUFFER g_valuesOGL_TRIPLE_BUFFER[OGL_TRIPLE_BUFFER_NUM_VALUES] = +{ + OGL_TRIPLE_BUFFER_DISABLED, + OGL_TRIPLE_BUFFER_ENABLED, +}; + +EValues_AA_BEHAVIOR_FLAGS g_valuesAA_BEHAVIOR_FLAGS[AA_BEHAVIOR_FLAGS_NUM_VALUES] = +{ + AA_BEHAVIOR_FLAGS_NONE, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_APP_CONTROLLED, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_ENHANCE, + AA_BEHAVIOR_FLAGS_DISABLE_OVERRIDE, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_APP_CONTROLLED, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_OVERRIDE, + AA_BEHAVIOR_FLAGS_DISABLE_ENHANCE, + AA_BEHAVIOR_FLAGS_MAP_VCAA_TO_MULTISAMPLING, + AA_BEHAVIOR_FLAGS_SLI_DISABLE_TRANSPARENCY_SUPERSAMPLING, + AA_BEHAVIOR_FLAGS_DISABLE_CPLAA, + AA_BEHAVIOR_FLAGS_SKIP_RT_DIM_CHECK_FOR_ENHANCE, + AA_BEHAVIOR_FLAGS_DISABLE_SLIAA, + AA_BEHAVIOR_FLAGS_DEFAULT, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4_SHIFT, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4_SHIFT, + AA_BEHAVIOR_FLAGS_MASK, +}; + +EValues_AA_MODE_ALPHATOCOVERAGE g_valuesAA_MODE_ALPHATOCOVERAGE[AA_MODE_ALPHATOCOVERAGE_NUM_VALUES] = +{ + AA_MODE_ALPHATOCOVERAGE_MODE_MASK, + AA_MODE_ALPHATOCOVERAGE_MODE_OFF, + AA_MODE_ALPHATOCOVERAGE_MODE_ON, + AA_MODE_ALPHATOCOVERAGE_MODE_MAX, +}; + +EValues_AA_MODE_GAMMACORRECTION g_valuesAA_MODE_GAMMACORRECTION[AA_MODE_GAMMACORRECTION_NUM_VALUES] = +{ + AA_MODE_GAMMACORRECTION_MASK, + AA_MODE_GAMMACORRECTION_OFF, + AA_MODE_GAMMACORRECTION_ON_IF_FOS, + AA_MODE_GAMMACORRECTION_ON_ALWAYS, + AA_MODE_GAMMACORRECTION_MAX, + AA_MODE_GAMMACORRECTION_DEFAULT, + AA_MODE_GAMMACORRECTION_DEFAULT_TESLA, + AA_MODE_GAMMACORRECTION_DEFAULT_FERMI, +}; + +EValues_AA_MODE_METHOD g_valuesAA_MODE_METHOD[AA_MODE_METHOD_NUM_VALUES] = +{ + AA_MODE_METHOD_NONE, + AA_MODE_METHOD_SUPERSAMPLE_2X_H, + AA_MODE_METHOD_SUPERSAMPLE_2X_V, + AA_MODE_METHOD_SUPERSAMPLE_1_5X1_5, + AA_MODE_METHOD_FREE_0x03, + AA_MODE_METHOD_FREE_0x04, + AA_MODE_METHOD_SUPERSAMPLE_4X, + AA_MODE_METHOD_SUPERSAMPLE_4X_BIAS, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAUSSIAN, + AA_MODE_METHOD_FREE_0x08, + AA_MODE_METHOD_FREE_0x09, + AA_MODE_METHOD_SUPERSAMPLE_9X, + AA_MODE_METHOD_SUPERSAMPLE_9X_BIAS, + AA_MODE_METHOD_SUPERSAMPLE_16X, + AA_MODE_METHOD_SUPERSAMPLE_16X_BIAS, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL, + AA_MODE_METHOD_MULTISAMPLE_2X_QUINCUNX, + AA_MODE_METHOD_MULTISAMPLE_4X, + AA_MODE_METHOD_FREE_0x11, + AA_MODE_METHOD_MULTISAMPLE_4X_GAUSSIAN, + AA_MODE_METHOD_MIXEDSAMPLE_4X_SKEWED_4TAP, + AA_MODE_METHOD_FREE_0x14, + AA_MODE_METHOD_FREE_0x15, + AA_MODE_METHOD_MIXEDSAMPLE_6X, + AA_MODE_METHOD_MIXEDSAMPLE_6X_SKEWED_6TAP, + AA_MODE_METHOD_MIXEDSAMPLE_8X, + AA_MODE_METHOD_MIXEDSAMPLE_8X_SKEWED_8TAP, + AA_MODE_METHOD_MIXEDSAMPLE_16X, + AA_MODE_METHOD_MULTISAMPLE_4X_GAMMA, + AA_MODE_METHOD_MULTISAMPLE_16X, + AA_MODE_METHOD_VCAA_32X_8v24, + AA_MODE_METHOD_CORRUPTION_CHECK, + AA_MODE_METHOD_6X_CT, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_GAMMA, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAMMA, + AA_MODE_METHOD_MULTISAMPLE_4X_FOSGAMMA, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_FOSGAMMA, + AA_MODE_METHOD_SUPERSAMPLE_4X_FOSGAMMA, + AA_MODE_METHOD_MULTISAMPLE_8X, + AA_MODE_METHOD_VCAA_8X_4v4, + AA_MODE_METHOD_VCAA_16X_4v12, + AA_MODE_METHOD_VCAA_16X_8v8, + AA_MODE_METHOD_MIXEDSAMPLE_32X, + AA_MODE_METHOD_SUPERVCAA_64X_4v12, + AA_MODE_METHOD_SUPERVCAA_64X_8v8, + AA_MODE_METHOD_MIXEDSAMPLE_64X, + AA_MODE_METHOD_MIXEDSAMPLE_128X, + AA_MODE_METHOD_COUNT, + AA_MODE_METHOD_METHOD_MASK, + AA_MODE_METHOD_METHOD_MAX, +}; + +EValues_AA_MODE_REPLAY g_valuesAA_MODE_REPLAY[AA_MODE_REPLAY_NUM_VALUES] = +{ + AA_MODE_REPLAY_SAMPLES_MASK, + AA_MODE_REPLAY_SAMPLES_ONE, + AA_MODE_REPLAY_SAMPLES_TWO, + AA_MODE_REPLAY_SAMPLES_FOUR, + AA_MODE_REPLAY_SAMPLES_EIGHT, + AA_MODE_REPLAY_SAMPLES_MAX, + AA_MODE_REPLAY_MODE_MASK, + AA_MODE_REPLAY_MODE_OFF, + AA_MODE_REPLAY_MODE_ALPHA_TEST, + AA_MODE_REPLAY_MODE_PIXEL_KILL, + AA_MODE_REPLAY_MODE_DYN_BRANCH, + AA_MODE_REPLAY_MODE_OPTIMAL, + AA_MODE_REPLAY_MODE_ALL, + AA_MODE_REPLAY_MODE_MAX, + AA_MODE_REPLAY_TRANSPARENCY, + AA_MODE_REPLAY_DISALLOW_TRAA, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_TESLA, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_FERMI, + AA_MODE_REPLAY_MASK, +}; + +EValues_AA_MODE_SELECTOR g_valuesAA_MODE_SELECTOR[AA_MODE_SELECTOR_NUM_VALUES] = +{ + AA_MODE_SELECTOR_MASK, + AA_MODE_SELECTOR_APP_CONTROL, + AA_MODE_SELECTOR_OVERRIDE, + AA_MODE_SELECTOR_ENHANCE, + AA_MODE_SELECTOR_MAX, +}; + +EValues_AA_MODE_SELECTOR_SLIAA g_valuesAA_MODE_SELECTOR_SLIAA[AA_MODE_SELECTOR_SLIAA_NUM_VALUES] = +{ + AA_MODE_SELECTOR_SLIAA_DISABLED, + AA_MODE_SELECTOR_SLIAA_ENABLED, +}; + +EValues_ANISO_MODE_LEVEL g_valuesANISO_MODE_LEVEL[ANISO_MODE_LEVEL_NUM_VALUES] = +{ + ANISO_MODE_LEVEL_MASK, + ANISO_MODE_LEVEL_NONE_POINT, + ANISO_MODE_LEVEL_NONE_LINEAR, + ANISO_MODE_LEVEL_MAX, + ANISO_MODE_LEVEL_DEFAULT, +}; + +EValues_ANISO_MODE_SELECTOR g_valuesANISO_MODE_SELECTOR[ANISO_MODE_SELECTOR_NUM_VALUES] = +{ + ANISO_MODE_SELECTOR_MASK, + ANISO_MODE_SELECTOR_APP, + ANISO_MODE_SELECTOR_USER, + ANISO_MODE_SELECTOR_COND, + ANISO_MODE_SELECTOR_MAX, + ANISO_MODE_SELECTOR_DEFAULT, +}; + +EValues_ANSEL_ALLOW g_valuesANSEL_ALLOW[ANSEL_ALLOW_NUM_VALUES] = +{ + ANSEL_ALLOW_DISALLOWED, + ANSEL_ALLOW_ALLOWED, +}; + +EValues_ANSEL_ALLOWLISTED g_valuesANSEL_ALLOWLISTED[ANSEL_ALLOWLISTED_NUM_VALUES] = +{ + ANSEL_ALLOWLISTED_DISALLOWED, + ANSEL_ALLOWLISTED_ALLOWED, +}; + +EValues_ANSEL_ENABLE g_valuesANSEL_ENABLE[ANSEL_ENABLE_NUM_VALUES] = +{ + ANSEL_ENABLE_OFF, + ANSEL_ENABLE_ON, +}; + +EValues_APPLICATION_PROFILE_NOTIFICATION_TIMEOUT g_valuesAPPLICATION_PROFILE_NOTIFICATION_TIMEOUT[APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NUM_VALUES] = +{ + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NINE_SECONDS, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_FIFTEEN_SECONDS, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_THIRTY_SECONDS, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ONE_MINUTE, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_TWO_MINUTES, +}; + +EValues_BATTERY_BOOST_APP_FPS g_valuesBATTERY_BOOST_APP_FPS[BATTERY_BOOST_APP_FPS_NUM_VALUES] = +{ + BATTERY_BOOST_APP_FPS_MIN, + BATTERY_BOOST_APP_FPS_MAX, + BATTERY_BOOST_APP_FPS_NO_OVERRIDE, +}; + +EValues_CPL_HIDDEN_PROFILE g_valuesCPL_HIDDEN_PROFILE[CPL_HIDDEN_PROFILE_NUM_VALUES] = +{ + CPL_HIDDEN_PROFILE_DISABLED, + CPL_HIDDEN_PROFILE_ENABLED, +}; + +const wchar_t * g_valuesCUDA_EXCLUDED_GPUS[CUDA_EXCLUDED_GPUS_NUM_VALUES] = +{ + CUDA_EXCLUDED_GPUS_NONE +}; + +const wchar_t * g_valuesD3DOGL_GPU_MAX_POWER[D3DOGL_GPU_MAX_POWER_NUM_VALUES] = +{ + D3DOGL_GPU_MAX_POWER_DEFAULTPOWER +}; + +EValues_EXPORT_PERF_COUNTERS g_valuesEXPORT_PERF_COUNTERS[EXPORT_PERF_COUNTERS_NUM_VALUES] = +{ + EXPORT_PERF_COUNTERS_OFF, + EXPORT_PERF_COUNTERS_ON, +}; + +EValues_EXTERNAL_QUIET_MODE g_valuesEXTERNAL_QUIET_MODE[EXTERNAL_QUIET_MODE_NUM_VALUES] = +{ + EXTERNAL_QUIET_MODE_ON, + EXTERNAL_QUIET_MODE_OFF, +}; + +EValues_FRL_FPS g_valuesFRL_FPS[FRL_FPS_NUM_VALUES] = +{ + FRL_FPS_DISABLED, + FRL_FPS_MIN, + FRL_FPS_MAX, +}; + +EValues_FXAA_ALLOW g_valuesFXAA_ALLOW[FXAA_ALLOW_NUM_VALUES] = +{ + FXAA_ALLOW_DISALLOWED, + FXAA_ALLOW_ALLOWED, +}; + +EValues_FXAA_ENABLE g_valuesFXAA_ENABLE[FXAA_ENABLE_NUM_VALUES] = +{ + FXAA_ENABLE_OFF, + FXAA_ENABLE_ON, +}; + +EValues_FXAA_INDICATOR_ENABLE g_valuesFXAA_INDICATOR_ENABLE[FXAA_INDICATOR_ENABLE_NUM_VALUES] = +{ + FXAA_INDICATOR_ENABLE_OFF, + FXAA_INDICATOR_ENABLE_ON, +}; + +EValues_LATENCY_INDICATOR_AUTOALIGN g_valuesLATENCY_INDICATOR_AUTOALIGN[LATENCY_INDICATOR_AUTOALIGN_NUM_VALUES] = +{ + LATENCY_INDICATOR_AUTOALIGN_DISABLED, + LATENCY_INDICATOR_AUTOALIGN_ENABLED, +}; + +EValues_MCSFRSHOWSPLIT g_valuesMCSFRSHOWSPLIT[MCSFRSHOWSPLIT_NUM_VALUES] = +{ + MCSFRSHOWSPLIT_DISABLED, + MCSFRSHOWSPLIT_ENABLED, +}; + +EValues_NV_QUALITY_UPSCALING g_valuesNV_QUALITY_UPSCALING[NV_QUALITY_UPSCALING_NUM_VALUES] = +{ + NV_QUALITY_UPSCALING_OFF, + NV_QUALITY_UPSCALING_ON, +}; + +EValues_OPTIMUS_MAXAA g_valuesOPTIMUS_MAXAA[OPTIMUS_MAXAA_NUM_VALUES] = +{ + OPTIMUS_MAXAA_MIN, + OPTIMUS_MAXAA_MAX, +}; + +EValues_PHYSXINDICATOR g_valuesPHYSXINDICATOR[PHYSXINDICATOR_NUM_VALUES] = +{ + PHYSXINDICATOR_DISABLED, + PHYSXINDICATOR_ENABLED, +}; + +EValues_PREFERRED_PSTATE g_valuesPREFERRED_PSTATE[PREFERRED_PSTATE_NUM_VALUES] = +{ + PREFERRED_PSTATE_ADAPTIVE, + PREFERRED_PSTATE_PREFER_MAX, + PREFERRED_PSTATE_DRIVER_CONTROLLED, + PREFERRED_PSTATE_PREFER_CONSISTENT_PERFORMANCE, + PREFERRED_PSTATE_PREFER_MIN, + PREFERRED_PSTATE_OPTIMAL_POWER, + PREFERRED_PSTATE_MIN, + PREFERRED_PSTATE_MAX, +}; + +EValues_PREVENT_UI_AF_OVERRIDE g_valuesPREVENT_UI_AF_OVERRIDE[PREVENT_UI_AF_OVERRIDE_NUM_VALUES] = +{ + PREVENT_UI_AF_OVERRIDE_OFF, + PREVENT_UI_AF_OVERRIDE_ON, +}; + +EValues_SHIM_MCCOMPAT g_valuesSHIM_MCCOMPAT[SHIM_MCCOMPAT_NUM_VALUES] = +{ + SHIM_MCCOMPAT_INTEGRATED, + SHIM_MCCOMPAT_ENABLE, + SHIM_MCCOMPAT_USER_EDITABLE, + SHIM_MCCOMPAT_MASK, + SHIM_MCCOMPAT_VIDEO_MASK, + SHIM_MCCOMPAT_VARYING_BIT, + SHIM_MCCOMPAT_AUTO_SELECT, + SHIM_MCCOMPAT_OVERRIDE_BIT, +}; + +EValues_SHIM_RENDERING_MODE g_valuesSHIM_RENDERING_MODE[SHIM_RENDERING_MODE_NUM_VALUES] = +{ + SHIM_RENDERING_MODE_INTEGRATED, + SHIM_RENDERING_MODE_ENABLE, + SHIM_RENDERING_MODE_USER_EDITABLE, + SHIM_RENDERING_MODE_MASK, + SHIM_RENDERING_MODE_VIDEO_MASK, + SHIM_RENDERING_MODE_VARYING_BIT, + SHIM_RENDERING_MODE_AUTO_SELECT, + SHIM_RENDERING_MODE_OVERRIDE_BIT, +}; + +EValues_SHIM_RENDERING_OPTIONS g_valuesSHIM_RENDERING_OPTIONS[SHIM_RENDERING_OPTIONS_NUM_VALUES] = +{ + SHIM_RENDERING_OPTIONS_DEFAULT_RENDERING_MODE, + SHIM_RENDERING_OPTIONS_DISABLE_ASYNC_PRESENT, + SHIM_RENDERING_OPTIONS_EHSHELL_DETECT, + SHIM_RENDERING_OPTIONS_FLASHPLAYER_HOST_DETECT, + SHIM_RENDERING_OPTIONS_VIDEO_DRM_APP_DETECT, + SHIM_RENDERING_OPTIONS_IGNORE_OVERRIDES, + SHIM_RENDERING_OPTIONS_RESERVED1, + SHIM_RENDERING_OPTIONS_ENABLE_DWM_ASYNC_PRESENT, + SHIM_RENDERING_OPTIONS_RESERVED2, + SHIM_RENDERING_OPTIONS_ALLOW_INHERITANCE, + SHIM_RENDERING_OPTIONS_DISABLE_WRAPPERS, + SHIM_RENDERING_OPTIONS_DISABLE_DXGI_WRAPPERS, + SHIM_RENDERING_OPTIONS_PRUNE_UNSUPPORTED_FORMATS, + SHIM_RENDERING_OPTIONS_ENABLE_ALPHA_FORMAT, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING, + SHIM_RENDERING_OPTIONS_DISABLE_CUDA, + SHIM_RENDERING_OPTIONS_ALLOW_CP_CAPS_FOR_VIDEO, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING_FWD_OPTIMUS, + SHIM_RENDERING_OPTIONS_DISABLE_DURING_SECURE_BOOT, + SHIM_RENDERING_OPTIONS_INVERT_FOR_QUADRO, + SHIM_RENDERING_OPTIONS_INVERT_FOR_MSHYBRID, + SHIM_RENDERING_OPTIONS_REGISTER_PROCESS_ENABLE_GOLD, + SHIM_RENDERING_OPTIONS_HANDLE_WINDOWED_MODE_PERF_OPT, + SHIM_RENDERING_OPTIONS_HANDLE_WIN7_ASYNC_RUNTIME_BUG, + SHIM_RENDERING_OPTIONS_EXPLICIT_ADAPTER_OPTED_BY_APP, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH, + SHIM_RENDERING_OPTIONS_DISABLE_TURING_POWER_POLICY, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM, +}; + +EValues_SLI_GPU_COUNT g_valuesSLI_GPU_COUNT[SLI_GPU_COUNT_NUM_VALUES] = +{ + SLI_GPU_COUNT_AUTOSELECT, + SLI_GPU_COUNT_ONE, + SLI_GPU_COUNT_TWO, + SLI_GPU_COUNT_THREE, + SLI_GPU_COUNT_FOUR, +}; + +EValues_SLI_PREDEFINED_GPU_COUNT g_valuesSLI_PREDEFINED_GPU_COUNT[SLI_PREDEFINED_GPU_COUNT_NUM_VALUES] = +{ + SLI_PREDEFINED_GPU_COUNT_AUTOSELECT, + SLI_PREDEFINED_GPU_COUNT_ONE, + SLI_PREDEFINED_GPU_COUNT_TWO, + SLI_PREDEFINED_GPU_COUNT_THREE, + SLI_PREDEFINED_GPU_COUNT_FOUR, +}; + +EValues_SLI_PREDEFINED_GPU_COUNT_DX10 g_valuesSLI_PREDEFINED_GPU_COUNT_DX10[SLI_PREDEFINED_GPU_COUNT_DX10_NUM_VALUES] = +{ + SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT, + SLI_PREDEFINED_GPU_COUNT_DX10_ONE, + SLI_PREDEFINED_GPU_COUNT_DX10_TWO, + SLI_PREDEFINED_GPU_COUNT_DX10_THREE, + SLI_PREDEFINED_GPU_COUNT_DX10_FOUR, +}; + +EValues_SLI_PREDEFINED_MODE g_valuesSLI_PREDEFINED_MODE[SLI_PREDEFINED_MODE_NUM_VALUES] = +{ + SLI_PREDEFINED_MODE_AUTOSELECT, + SLI_PREDEFINED_MODE_FORCE_SINGLE, + SLI_PREDEFINED_MODE_FORCE_AFR, + SLI_PREDEFINED_MODE_FORCE_AFR2, + SLI_PREDEFINED_MODE_FORCE_SFR, + SLI_PREDEFINED_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR, +}; + +EValues_SLI_PREDEFINED_MODE_DX10 g_valuesSLI_PREDEFINED_MODE_DX10[SLI_PREDEFINED_MODE_DX10_NUM_VALUES] = +{ + SLI_PREDEFINED_MODE_DX10_AUTOSELECT, + SLI_PREDEFINED_MODE_DX10_FORCE_SINGLE, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR2, + SLI_PREDEFINED_MODE_DX10_FORCE_SFR, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR_OF_SFR__FALLBACK_3AFR, +}; + +EValues_SLI_RENDERING_MODE g_valuesSLI_RENDERING_MODE[SLI_RENDERING_MODE_NUM_VALUES] = +{ + SLI_RENDERING_MODE_AUTOSELECT, + SLI_RENDERING_MODE_FORCE_SINGLE, + SLI_RENDERING_MODE_FORCE_AFR, + SLI_RENDERING_MODE_FORCE_AFR2, + SLI_RENDERING_MODE_FORCE_SFR, + SLI_RENDERING_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR, +}; + +EValues_VRPRERENDERLIMIT g_valuesVRPRERENDERLIMIT[VRPRERENDERLIMIT_NUM_VALUES] = +{ + VRPRERENDERLIMIT_MIN, + VRPRERENDERLIMIT_MAX, + VRPRERENDERLIMIT_APP_CONTROLLED, + VRPRERENDERLIMIT_DEFAULT, +}; + +EValues_VRRFEATUREINDICATOR g_valuesVRRFEATUREINDICATOR[VRRFEATUREINDICATOR_NUM_VALUES] = +{ + VRRFEATUREINDICATOR_DISABLED, + VRRFEATUREINDICATOR_ENABLED, +}; + +EValues_VRROVERLAYINDICATOR g_valuesVRROVERLAYINDICATOR[VRROVERLAYINDICATOR_NUM_VALUES] = +{ + VRROVERLAYINDICATOR_DISABLED, + VRROVERLAYINDICATOR_ENABLED, +}; + +EValues_VRRREQUESTSTATE g_valuesVRRREQUESTSTATE[VRRREQUESTSTATE_NUM_VALUES] = +{ + VRRREQUESTSTATE_DISABLED, + VRRREQUESTSTATE_FULLSCREEN_ONLY, + VRRREQUESTSTATE_FULLSCREEN_AND_WINDOWED, +}; + +EValues_VRR_APP_OVERRIDE g_valuesVRR_APP_OVERRIDE[VRR_APP_OVERRIDE_NUM_VALUES] = +{ + VRR_APP_OVERRIDE_ALLOW, + VRR_APP_OVERRIDE_FORCE_OFF, + VRR_APP_OVERRIDE_DISALLOW, + VRR_APP_OVERRIDE_ULMB, + VRR_APP_OVERRIDE_FIXED_REFRESH, +}; + +EValues_VRR_APP_OVERRIDE_REQUEST_STATE g_valuesVRR_APP_OVERRIDE_REQUEST_STATE[VRR_APP_OVERRIDE_REQUEST_STATE_NUM_VALUES] = +{ + VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW, + VRR_APP_OVERRIDE_REQUEST_STATE_FORCE_OFF, + VRR_APP_OVERRIDE_REQUEST_STATE_DISALLOW, + VRR_APP_OVERRIDE_REQUEST_STATE_ULMB, + VRR_APP_OVERRIDE_REQUEST_STATE_FIXED_REFRESH, +}; + +EValues_VRR_MODE g_valuesVRR_MODE[VRR_MODE_NUM_VALUES] = +{ + VRR_MODE_DISABLED, + VRR_MODE_FULLSCREEN_ONLY, + VRR_MODE_FULLSCREEN_AND_WINDOWED, +}; + +EValues_VSYNCSMOOTHAFR g_valuesVSYNCSMOOTHAFR[VSYNCSMOOTHAFR_NUM_VALUES] = +{ + VSYNCSMOOTHAFR_OFF, + VSYNCSMOOTHAFR_ON, +}; + +EValues_VSYNCVRRCONTROL g_valuesVSYNCVRRCONTROL[VSYNCVRRCONTROL_NUM_VALUES] = +{ + VSYNCVRRCONTROL_DISABLE, + VSYNCVRRCONTROL_ENABLE, + VSYNCVRRCONTROL_NOTSUPPORTED, +}; + +EValues_VSYNC_BEHAVIOR_FLAGS g_valuesVSYNC_BEHAVIOR_FLAGS[VSYNC_BEHAVIOR_FLAGS_NUM_VALUES] = +{ + VSYNC_BEHAVIOR_FLAGS_NONE, + VSYNC_BEHAVIOR_FLAGS_DEFAULT, + VSYNC_BEHAVIOR_FLAGS_IGNORE_FLIPINTERVAL_MULTIPLE, +}; + +EValues_WKS_API_STEREO_EYES_EXCHANGE g_valuesWKS_API_STEREO_EYES_EXCHANGE[WKS_API_STEREO_EYES_EXCHANGE_NUM_VALUES] = +{ + WKS_API_STEREO_EYES_EXCHANGE_OFF, + WKS_API_STEREO_EYES_EXCHANGE_ON, +}; + +EValues_WKS_API_STEREO_MODE g_valuesWKS_API_STEREO_MODE[WKS_API_STEREO_MODE_NUM_VALUES] = +{ + WKS_API_STEREO_MODE_SHUTTER_GLASSES, + WKS_API_STEREO_MODE_VERTICAL_INTERLACED, + WKS_API_STEREO_MODE_TWINVIEW, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_AUTO, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC0, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC1, + WKS_API_STEREO_MODE_COLOR_LINE, + WKS_API_STEREO_MODE_COLOR_INTERLEAVED, + WKS_API_STEREO_MODE_ANAGLYPH, + WKS_API_STEREO_MODE_HORIZONTAL_INTERLACED, + WKS_API_STEREO_MODE_SIDE_FIELD, + WKS_API_STEREO_MODE_SUB_FIELD, + WKS_API_STEREO_MODE_CHECKERBOARD, + WKS_API_STEREO_MODE_INVERSE_CHECKERBOARD, + WKS_API_STEREO_MODE_TRIDELITY_SL, + WKS_API_STEREO_MODE_TRIDELITY_MV, + WKS_API_STEREO_MODE_SEEFRONT, + WKS_API_STEREO_MODE_STEREO_MIRROR, + WKS_API_STEREO_MODE_FRAME_SEQUENTIAL, + WKS_API_STEREO_MODE_AUTODETECT_PASSIVE_MODE, + WKS_API_STEREO_MODE_AEGIS_DT_FRAME_SEQUENTIAL, + WKS_API_STEREO_MODE_OEM_EMITTER_FRAME_SEQUENTIAL, + WKS_API_STEREO_MODE_DP_INBAND, + WKS_API_STEREO_MODE_USE_HW_DEFAULT, + WKS_API_STEREO_MODE_DEFAULT_GL, +}; + +EValues_WKS_STEREO_DONGLE_SUPPORT g_valuesWKS_STEREO_DONGLE_SUPPORT[WKS_STEREO_DONGLE_SUPPORT_NUM_VALUES] = +{ + WKS_STEREO_DONGLE_SUPPORT_OFF, + WKS_STEREO_DONGLE_SUPPORT_DAC, + WKS_STEREO_DONGLE_SUPPORT_DLP, +}; + +EValues_WKS_STEREO_SUPPORT g_valuesWKS_STEREO_SUPPORT[WKS_STEREO_SUPPORT_NUM_VALUES] = +{ + WKS_STEREO_SUPPORT_OFF, + WKS_STEREO_SUPPORT_ON, +}; + +EValues_WKS_STEREO_SWAP_MODE g_valuesWKS_STEREO_SWAP_MODE[WKS_STEREO_SWAP_MODE_NUM_VALUES] = +{ + WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL, + WKS_STEREO_SWAP_MODE_PER_EYE, + WKS_STEREO_SWAP_MODE_PER_EYE_PAIR, + WKS_STEREO_SWAP_MODE_LEGACY_BEHAVIOR, + WKS_STEREO_SWAP_MODE_PER_EYE_FOR_SWAP_GROUP, +}; + +EValues_AO_MODE g_valuesAO_MODE[AO_MODE_NUM_VALUES] = +{ + AO_MODE_OFF, + AO_MODE_LOW, + AO_MODE_MEDIUM, + AO_MODE_HIGH, +}; + +EValues_AO_MODE_ACTIVE g_valuesAO_MODE_ACTIVE[AO_MODE_ACTIVE_NUM_VALUES] = +{ + AO_MODE_ACTIVE_DISABLED, + AO_MODE_ACTIVE_ENABLED, +}; + +EValues_AUTO_LODBIASADJUST g_valuesAUTO_LODBIASADJUST[AUTO_LODBIASADJUST_NUM_VALUES] = +{ + AUTO_LODBIASADJUST_OFF, + AUTO_LODBIASADJUST_ON, +}; + +EValues_EXPORT_PERF_COUNTERS_DX9_ONLY g_valuesEXPORT_PERF_COUNTERS_DX9_ONLY[EXPORT_PERF_COUNTERS_DX9_ONLY_NUM_VALUES] = +{ + EXPORT_PERF_COUNTERS_DX9_ONLY_OFF, + EXPORT_PERF_COUNTERS_DX9_ONLY_ON, +}; + +EValues_LODBIASADJUST g_valuesLODBIASADJUST[LODBIASADJUST_NUM_VALUES] = +{ + LODBIASADJUST_MIN, + LODBIASADJUST_MAX, +}; + +EValues_MAXWELL_B_SAMPLE_INTERLEAVE g_valuesMAXWELL_B_SAMPLE_INTERLEAVE[MAXWELL_B_SAMPLE_INTERLEAVE_NUM_VALUES] = +{ + MAXWELL_B_SAMPLE_INTERLEAVE_OFF, + MAXWELL_B_SAMPLE_INTERLEAVE_ON, +}; + +EValues_PRERENDERLIMIT g_valuesPRERENDERLIMIT[PRERENDERLIMIT_NUM_VALUES] = +{ + PRERENDERLIMIT_MIN, + PRERENDERLIMIT_MAX, + PRERENDERLIMIT_APP_CONTROLLED, +}; + +EValues_PS_SHADERDISKCACHE g_valuesPS_SHADERDISKCACHE[PS_SHADERDISKCACHE_NUM_VALUES] = +{ + PS_SHADERDISKCACHE_OFF, + PS_SHADERDISKCACHE_ON, +}; + +EValues_PS_SHADERDISKCACHE_MAX_SIZE g_valuesPS_SHADERDISKCACHE_MAX_SIZE[PS_SHADERDISKCACHE_MAX_SIZE_NUM_VALUES] = +{ + PS_SHADERDISKCACHE_MAX_SIZE_MIN, + PS_SHADERDISKCACHE_MAX_SIZE_MAX, +}; + +EValues_PS_TEXFILTER_ANISO_OPTS2 g_valuesPS_TEXFILTER_ANISO_OPTS2[PS_TEXFILTER_ANISO_OPTS2_NUM_VALUES] = +{ + PS_TEXFILTER_ANISO_OPTS2_OFF, + PS_TEXFILTER_ANISO_OPTS2_ON, +}; + +EValues_PS_TEXFILTER_BILINEAR_IN_ANISO g_valuesPS_TEXFILTER_BILINEAR_IN_ANISO[PS_TEXFILTER_BILINEAR_IN_ANISO_NUM_VALUES] = +{ + PS_TEXFILTER_BILINEAR_IN_ANISO_OFF, + PS_TEXFILTER_BILINEAR_IN_ANISO_ON, +}; + +EValues_PS_TEXFILTER_DISABLE_TRILIN_SLOPE g_valuesPS_TEXFILTER_DISABLE_TRILIN_SLOPE[PS_TEXFILTER_DISABLE_TRILIN_SLOPE_NUM_VALUES] = +{ + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ON, +}; + +EValues_PS_TEXFILTER_NO_NEG_LODBIAS g_valuesPS_TEXFILTER_NO_NEG_LODBIAS[PS_TEXFILTER_NO_NEG_LODBIAS_NUM_VALUES] = +{ + PS_TEXFILTER_NO_NEG_LODBIAS_OFF, + PS_TEXFILTER_NO_NEG_LODBIAS_ON, +}; + +EValues_QUALITY_ENHANCEMENTS g_valuesQUALITY_ENHANCEMENTS[QUALITY_ENHANCEMENTS_NUM_VALUES] = +{ + QUALITY_ENHANCEMENTS_HIGHQUALITY, + QUALITY_ENHANCEMENTS_QUALITY, + QUALITY_ENHANCEMENTS_PERFORMANCE, + QUALITY_ENHANCEMENTS_HIGHPERFORMANCE, +}; + +EValues_QUALITY_ENHANCEMENT_SUBSTITUTION g_valuesQUALITY_ENHANCEMENT_SUBSTITUTION[QUALITY_ENHANCEMENT_SUBSTITUTION_NUM_VALUES] = +{ + QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION, + QUALITY_ENHANCEMENT_SUBSTITUTION_HIGHQUALITY_BECOMES_QUALITY, +}; + +EValues_REFRESH_RATE_OVERRIDE g_valuesREFRESH_RATE_OVERRIDE[REFRESH_RATE_OVERRIDE_NUM_VALUES] = +{ + REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED, + REFRESH_RATE_OVERRIDE_HIGHEST_AVAILABLE, + REFRESH_RATE_OVERRIDE_LOW_LATENCY_RR_MASK, +}; + +EValues_SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE g_valuesSET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE[SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_NUM_VALUES] = +{ + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ON, +}; + +EValues_SET_VAB_DATA g_valuesSET_VAB_DATA[SET_VAB_DATA_NUM_VALUES] = +{ + SET_VAB_DATA_ZERO, + SET_VAB_DATA_UINT_ONE, + SET_VAB_DATA_FLOAT_ONE, + SET_VAB_DATA_FLOAT_POS_INF, + SET_VAB_DATA_FLOAT_NAN, + SET_VAB_DATA_USE_API_DEFAULTS, +}; + +EValues_VSYNCMODE g_valuesVSYNCMODE[VSYNCMODE_NUM_VALUES] = +{ + VSYNCMODE_PASSIVE, + VSYNCMODE_FORCEOFF, + VSYNCMODE_FORCEON, + VSYNCMODE_FLIPINTERVAL2, + VSYNCMODE_FLIPINTERVAL3, + VSYNCMODE_FLIPINTERVAL4, + VSYNCMODE_VIRTUAL, +}; + +EValues_VSYNCTEARCONTROL g_valuesVSYNCTEARCONTROL[VSYNCTEARCONTROL_NUM_VALUES] = +{ + VSYNCTEARCONTROL_DISABLE, + VSYNCTEARCONTROL_ENABLE, +}; + + +SettingDWORDNameString mapSettingDWORD[TOTAL_DWORD_SETTING_NUM] = +{ + {OGL_AA_LINE_GAMMA_ID, OGL_AA_LINE_GAMMA_STRING, 4, (NvU32 *)g_valuesOGL_AA_LINE_GAMMA, OGL_AA_LINE_GAMMA_DISABLED}, + {OGL_CPL_GDI_COMPATIBILITY_ID, OGL_CPL_GDI_COMPATIBILITY_STRING, 3, (NvU32 *)g_valuesOGL_CPL_GDI_COMPATIBILITY, OGL_CPL_GDI_COMPATIBILITY_AUTO}, + {OGL_CPL_PREFER_DXPRESENT_ID, OGL_CPL_PREFER_DXPRESENT_STRING, 3, (NvU32 *)g_valuesOGL_CPL_PREFER_DXPRESENT, OGL_CPL_PREFER_DXPRESENT_AUTO}, + {OGL_DEEP_COLOR_SCANOUT_ID, OGL_DEEP_COLOR_SCANOUT_STRING, 2, (NvU32 *)g_valuesOGL_DEEP_COLOR_SCANOUT, OGL_DEEP_COLOR_SCANOUT_ENABLE}, + {OGL_DEFAULT_SWAP_INTERVAL_ID, OGL_DEFAULT_SWAP_INTERVAL_STRING, 9, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL, OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE}, + {OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ID, OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_STRING, 2, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL, 0x00000000}, + {OGL_DEFAULT_SWAP_INTERVAL_SIGN_ID, OGL_DEFAULT_SWAP_INTERVAL_SIGN_STRING, 2, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL_SIGN, OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE}, + {OGL_EVENT_LOG_SEVERITY_THRESHOLD_ID, OGL_EVENT_LOG_SEVERITY_THRESHOLD_STRING, 5, (NvU32 *)g_valuesOGL_EVENT_LOG_SEVERITY_THRESHOLD, OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL}, + {OGL_EXTENSION_STRING_VERSION_ID, OGL_EXTENSION_STRING_VERSION_STRING, 0, NULL, 0x00000000}, + {OGL_FORCE_BLIT_ID, OGL_FORCE_BLIT_STRING, 2, (NvU32 *)g_valuesOGL_FORCE_BLIT, OGL_FORCE_BLIT_OFF}, + {OGL_FORCE_STEREO_ID, OGL_FORCE_STEREO_STRING, 2, (NvU32 *)g_valuesOGL_FORCE_STEREO, OGL_FORCE_STEREO_OFF}, + {OGL_MAX_FRAMES_ALLOWED_ID, OGL_MAX_FRAMES_ALLOWED_STRING, 0, NULL, 0x00000002}, + {OGL_OVERLAY_PIXEL_TYPE_ID, OGL_OVERLAY_PIXEL_TYPE_STRING, 4, (NvU32 *)g_valuesOGL_OVERLAY_PIXEL_TYPE, OGL_OVERLAY_PIXEL_TYPE_CI}, + {OGL_OVERLAY_SUPPORT_ID, OGL_OVERLAY_SUPPORT_STRING, 3, (NvU32 *)g_valuesOGL_OVERLAY_SUPPORT, OGL_OVERLAY_SUPPORT_OFF}, + {OGL_QUALITY_ENHANCEMENTS_ID, OGL_QUALITY_ENHANCEMENTS_STRING, 4, (NvU32 *)g_valuesOGL_QUALITY_ENHANCEMENTS, OGL_QUALITY_ENHANCEMENTS_QUAL}, + {OGL_SINGLE_BACKDEPTH_BUFFER_ID, OGL_SINGLE_BACKDEPTH_BUFFER_STRING, 3, (NvU32 *)g_valuesOGL_SINGLE_BACKDEPTH_BUFFER, OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE}, + {OGL_SLI_MULTICAST_ID, OGL_SLI_MULTICAST_STRING, 4, (NvU32 *)g_valuesOGL_SLI_MULTICAST, OGL_SLI_MULTICAST_DISABLE}, + {OGL_THREAD_CONTROL_ID, OGL_THREAD_CONTROL_STRING, 2, (NvU32 *)g_valuesOGL_THREAD_CONTROL, 0x00000000}, + {OGL_TMON_LEVEL_ID, OGL_TMON_LEVEL_STRING, 6, (NvU32 *)g_valuesOGL_TMON_LEVEL, OGL_TMON_LEVEL_MOST}, + {OGL_TRIPLE_BUFFER_ID, OGL_TRIPLE_BUFFER_STRING, 2, (NvU32 *)g_valuesOGL_TRIPLE_BUFFER, OGL_TRIPLE_BUFFER_DISABLED}, + {AA_BEHAVIOR_FLAGS_ID, AA_BEHAVIOR_FLAGS_STRING, 18, (NvU32 *)g_valuesAA_BEHAVIOR_FLAGS, AA_BEHAVIOR_FLAGS_DEFAULT}, + {AA_MODE_ALPHATOCOVERAGE_ID, AA_MODE_ALPHATOCOVERAGE_STRING, 4, (NvU32 *)g_valuesAA_MODE_ALPHATOCOVERAGE, 0x00000000}, + {AA_MODE_GAMMACORRECTION_ID, AA_MODE_GAMMACORRECTION_STRING, 8, (NvU32 *)g_valuesAA_MODE_GAMMACORRECTION, 0x00000000}, + {AA_MODE_METHOD_ID, AA_MODE_METHOD_STRING, 50, (NvU32 *)g_valuesAA_MODE_METHOD, AA_MODE_METHOD_NONE}, + {AA_MODE_REPLAY_ID, AA_MODE_REPLAY_STRING, 20, (NvU32 *)g_valuesAA_MODE_REPLAY, 0x00000000}, + {AA_MODE_SELECTOR_ID, AA_MODE_SELECTOR_STRING, 5, (NvU32 *)g_valuesAA_MODE_SELECTOR, AA_MODE_SELECTOR_APP_CONTROL}, + {AA_MODE_SELECTOR_SLIAA_ID, AA_MODE_SELECTOR_SLIAA_STRING, 2, (NvU32 *)g_valuesAA_MODE_SELECTOR_SLIAA, AA_MODE_SELECTOR_SLIAA_DISABLED}, + {ANISO_MODE_LEVEL_ID, ANISO_MODE_LEVEL_STRING, 5, (NvU32 *)g_valuesANISO_MODE_LEVEL, ANISO_MODE_LEVEL_DEFAULT}, + {ANISO_MODE_SELECTOR_ID, ANISO_MODE_SELECTOR_STRING, 6, (NvU32 *)g_valuesANISO_MODE_SELECTOR, ANISO_MODE_SELECTOR_DEFAULT}, + {ANSEL_ALLOW_ID, ANSEL_ALLOW_STRING, 2, (NvU32 *)g_valuesANSEL_ALLOW, ANSEL_ALLOW_ALLOWED}, + {ANSEL_ALLOWLISTED_ID, ANSEL_ALLOWLISTED_STRING, 2, (NvU32 *)g_valuesANSEL_ALLOWLISTED, ANSEL_ALLOWLISTED_DISALLOWED}, + {ANSEL_ENABLE_ID, ANSEL_ENABLE_STRING, 2, (NvU32 *)g_valuesANSEL_ENABLE, ANSEL_ENABLE_ON}, + {APPIDLE_DYNAMIC_FRL_FPS_ID, APPIDLE_DYNAMIC_FRL_FPS_STRING, 0, NULL, 0x00000000}, + {APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_ID, APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_STRING, 0, NULL, 0x00000000}, + {APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ID, APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_STRING, 6, (NvU32 *)g_valuesAPPLICATION_PROFILE_NOTIFICATION_TIMEOUT, APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED}, + {APPLICATION_STEAM_ID_ID, APPLICATION_STEAM_ID_STRING, 0, NULL, 0x00000000}, + {BATTERY_BOOST_APP_FPS_ID, BATTERY_BOOST_APP_FPS_STRING, 3, (NvU32 *)g_valuesBATTERY_BOOST_APP_FPS, BATTERY_BOOST_APP_FPS_NO_OVERRIDE}, + {CPL_HIDDEN_PROFILE_ID, CPL_HIDDEN_PROFILE_STRING, 2, (NvU32 *)g_valuesCPL_HIDDEN_PROFILE, CPL_HIDDEN_PROFILE_DISABLED}, + {EXPORT_PERF_COUNTERS_ID, EXPORT_PERF_COUNTERS_STRING, 2, (NvU32 *)g_valuesEXPORT_PERF_COUNTERS, EXPORT_PERF_COUNTERS_OFF}, + {EXTERNAL_QUIET_MODE_ID, EXTERNAL_QUIET_MODE_STRING, 2, (NvU32 *)g_valuesEXTERNAL_QUIET_MODE, EXTERNAL_QUIET_MODE_OFF}, + {FRL_FPS_ID, FRL_FPS_STRING, 3, (NvU32 *)g_valuesFRL_FPS, FRL_FPS_DISABLED}, + {FXAA_ALLOW_ID, FXAA_ALLOW_STRING, 2, (NvU32 *)g_valuesFXAA_ALLOW, FXAA_ALLOW_ALLOWED}, + {FXAA_ENABLE_ID, FXAA_ENABLE_STRING, 2, (NvU32 *)g_valuesFXAA_ENABLE, FXAA_ENABLE_OFF}, + {FXAA_INDICATOR_ENABLE_ID, FXAA_INDICATOR_ENABLE_STRING, 2, (NvU32 *)g_valuesFXAA_INDICATOR_ENABLE, FXAA_INDICATOR_ENABLE_OFF}, + {LATENCY_INDICATOR_AUTOALIGN_ID, LATENCY_INDICATOR_AUTOALIGN_STRING, 2, (NvU32 *)g_valuesLATENCY_INDICATOR_AUTOALIGN, LATENCY_INDICATOR_AUTOALIGN_ENABLED}, + {MCSFRSHOWSPLIT_ID, MCSFRSHOWSPLIT_STRING, 2, (NvU32 *)g_valuesMCSFRSHOWSPLIT, MCSFRSHOWSPLIT_DISABLED}, + {NV_QUALITY_UPSCALING_ID, NV_QUALITY_UPSCALING_STRING, 2, (NvU32 *)g_valuesNV_QUALITY_UPSCALING, NV_QUALITY_UPSCALING_OFF}, + {OPTIMUS_MAXAA_ID, OPTIMUS_MAXAA_STRING, 2, (NvU32 *)g_valuesOPTIMUS_MAXAA, 0x00000000}, + {PHYSXINDICATOR_ID, PHYSXINDICATOR_STRING, 2, (NvU32 *)g_valuesPHYSXINDICATOR, PHYSXINDICATOR_DISABLED}, + {PREFERRED_PSTATE_ID, PREFERRED_PSTATE_STRING, 8, (NvU32 *)g_valuesPREFERRED_PSTATE, PREFERRED_PSTATE_OPTIMAL_POWER}, + {PREVENT_UI_AF_OVERRIDE_ID, PREVENT_UI_AF_OVERRIDE_STRING, 2, (NvU32 *)g_valuesPREVENT_UI_AF_OVERRIDE, PREVENT_UI_AF_OVERRIDE_OFF}, + {SHIM_MAXRES_ID, SHIM_MAXRES_STRING, 0, NULL, 0x00000000}, + {SHIM_MCCOMPAT_ID, SHIM_MCCOMPAT_STRING, 8, (NvU32 *)g_valuesSHIM_MCCOMPAT, SHIM_MCCOMPAT_AUTO_SELECT}, + {SHIM_RENDERING_MODE_ID, SHIM_RENDERING_MODE_STRING, 8, (NvU32 *)g_valuesSHIM_RENDERING_MODE, SHIM_RENDERING_MODE_AUTO_SELECT}, + {SHIM_RENDERING_OPTIONS_ID, SHIM_RENDERING_OPTIONS_STRING, 30, (NvU32 *)g_valuesSHIM_RENDERING_OPTIONS, 0x00000000}, + {SLI_GPU_COUNT_ID, SLI_GPU_COUNT_STRING, 5, (NvU32 *)g_valuesSLI_GPU_COUNT, SLI_GPU_COUNT_AUTOSELECT}, + {SLI_PREDEFINED_GPU_COUNT_ID, SLI_PREDEFINED_GPU_COUNT_STRING, 5, (NvU32 *)g_valuesSLI_PREDEFINED_GPU_COUNT, SLI_PREDEFINED_GPU_COUNT_AUTOSELECT}, + {SLI_PREDEFINED_GPU_COUNT_DX10_ID, SLI_PREDEFINED_GPU_COUNT_DX10_STRING, 5, (NvU32 *)g_valuesSLI_PREDEFINED_GPU_COUNT_DX10, SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT}, + {SLI_PREDEFINED_MODE_ID, SLI_PREDEFINED_MODE_STRING, 6, (NvU32 *)g_valuesSLI_PREDEFINED_MODE, SLI_PREDEFINED_MODE_AUTOSELECT}, + {SLI_PREDEFINED_MODE_DX10_ID, SLI_PREDEFINED_MODE_DX10_STRING, 6, (NvU32 *)g_valuesSLI_PREDEFINED_MODE_DX10, SLI_PREDEFINED_MODE_DX10_AUTOSELECT}, + {SLI_RENDERING_MODE_ID, SLI_RENDERING_MODE_STRING, 6, (NvU32 *)g_valuesSLI_RENDERING_MODE, SLI_RENDERING_MODE_AUTOSELECT}, + {VRPRERENDERLIMIT_ID, VRPRERENDERLIMIT_STRING, 4, (NvU32 *)g_valuesVRPRERENDERLIMIT, VRPRERENDERLIMIT_DEFAULT}, + {VRRFEATUREINDICATOR_ID, VRRFEATUREINDICATOR_STRING, 2, (NvU32 *)g_valuesVRRFEATUREINDICATOR, VRRFEATUREINDICATOR_ENABLED}, + {VRROVERLAYINDICATOR_ID, VRROVERLAYINDICATOR_STRING, 2, (NvU32 *)g_valuesVRROVERLAYINDICATOR, VRROVERLAYINDICATOR_ENABLED}, + {VRRREQUESTSTATE_ID, VRRREQUESTSTATE_STRING, 3, (NvU32 *)g_valuesVRRREQUESTSTATE, VRRREQUESTSTATE_FULLSCREEN_ONLY}, + {VRR_APP_OVERRIDE_ID, VRR_APP_OVERRIDE_STRING, 5, (NvU32 *)g_valuesVRR_APP_OVERRIDE, VRR_APP_OVERRIDE_ALLOW}, + {VRR_APP_OVERRIDE_REQUEST_STATE_ID, VRR_APP_OVERRIDE_REQUEST_STATE_STRING, 5, (NvU32 *)g_valuesVRR_APP_OVERRIDE_REQUEST_STATE, VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW}, + {VRR_MODE_ID, VRR_MODE_STRING, 3, (NvU32 *)g_valuesVRR_MODE, VRR_MODE_FULLSCREEN_ONLY}, + {VSYNCSMOOTHAFR_ID, VSYNCSMOOTHAFR_STRING, 2, (NvU32 *)g_valuesVSYNCSMOOTHAFR, VSYNCSMOOTHAFR_OFF}, + {VSYNCVRRCONTROL_ID, VSYNCVRRCONTROL_STRING, 3, (NvU32 *)g_valuesVSYNCVRRCONTROL, VSYNCVRRCONTROL_ENABLE}, + {VSYNC_BEHAVIOR_FLAGS_ID, VSYNC_BEHAVIOR_FLAGS_STRING, 3, (NvU32 *)g_valuesVSYNC_BEHAVIOR_FLAGS, VSYNC_BEHAVIOR_FLAGS_DEFAULT}, + {WKS_API_STEREO_EYES_EXCHANGE_ID, WKS_API_STEREO_EYES_EXCHANGE_STRING, 2, (NvU32 *)g_valuesWKS_API_STEREO_EYES_EXCHANGE, WKS_API_STEREO_EYES_EXCHANGE_OFF}, + {WKS_API_STEREO_MODE_ID, WKS_API_STEREO_MODE_STRING, 25, (NvU32 *)g_valuesWKS_API_STEREO_MODE, WKS_API_STEREO_MODE_SHUTTER_GLASSES}, + {WKS_STEREO_DONGLE_SUPPORT_ID, WKS_STEREO_DONGLE_SUPPORT_STRING, 3, (NvU32 *)g_valuesWKS_STEREO_DONGLE_SUPPORT, WKS_STEREO_DONGLE_SUPPORT_DAC}, + {WKS_STEREO_SUPPORT_ID, WKS_STEREO_SUPPORT_STRING, 2, (NvU32 *)g_valuesWKS_STEREO_SUPPORT, WKS_STEREO_SUPPORT_OFF}, + {WKS_STEREO_SWAP_MODE_ID, WKS_STEREO_SWAP_MODE_STRING, 5, (NvU32 *)g_valuesWKS_STEREO_SWAP_MODE, WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL}, + {AO_MODE_ID, AO_MODE_STRING, 4, (NvU32 *)g_valuesAO_MODE, AO_MODE_OFF}, + {AO_MODE_ACTIVE_ID, AO_MODE_ACTIVE_STRING, 2, (NvU32 *)g_valuesAO_MODE_ACTIVE, AO_MODE_ACTIVE_DISABLED}, + {AUTO_LODBIASADJUST_ID, AUTO_LODBIASADJUST_STRING, 2, (NvU32 *)g_valuesAUTO_LODBIASADJUST, AUTO_LODBIASADJUST_ON}, + {EXPORT_PERF_COUNTERS_DX9_ONLY_ID, EXPORT_PERF_COUNTERS_DX9_ONLY_STRING, 2, (NvU32 *)g_valuesEXPORT_PERF_COUNTERS_DX9_ONLY, EXPORT_PERF_COUNTERS_DX9_ONLY_OFF}, + {LODBIASADJUST_ID, LODBIASADJUST_STRING, 2, (NvU32 *)g_valuesLODBIASADJUST, 0x00000000}, + {MAXWELL_B_SAMPLE_INTERLEAVE_ID, MAXWELL_B_SAMPLE_INTERLEAVE_STRING, 2, (NvU32 *)g_valuesMAXWELL_B_SAMPLE_INTERLEAVE, MAXWELL_B_SAMPLE_INTERLEAVE_OFF}, + {PRERENDERLIMIT_ID, PRERENDERLIMIT_STRING, 3, (NvU32 *)g_valuesPRERENDERLIMIT, PRERENDERLIMIT_APP_CONTROLLED}, + {PS_SHADERDISKCACHE_ID, PS_SHADERDISKCACHE_STRING, 2, (NvU32 *)g_valuesPS_SHADERDISKCACHE, PS_SHADERDISKCACHE_ON}, + {PS_SHADERDISKCACHE_MAX_SIZE_ID, PS_SHADERDISKCACHE_MAX_SIZE_STRING, 2, (NvU32 *)g_valuesPS_SHADERDISKCACHE_MAX_SIZE, 0x00000000}, + {PS_TEXFILTER_ANISO_OPTS2_ID, PS_TEXFILTER_ANISO_OPTS2_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_ANISO_OPTS2, PS_TEXFILTER_ANISO_OPTS2_OFF}, + {PS_TEXFILTER_BILINEAR_IN_ANISO_ID, PS_TEXFILTER_BILINEAR_IN_ANISO_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_BILINEAR_IN_ANISO, PS_TEXFILTER_BILINEAR_IN_ANISO_OFF}, + {PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ID, PS_TEXFILTER_DISABLE_TRILIN_SLOPE_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_DISABLE_TRILIN_SLOPE, PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF}, + {PS_TEXFILTER_NO_NEG_LODBIAS_ID, PS_TEXFILTER_NO_NEG_LODBIAS_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_NO_NEG_LODBIAS, PS_TEXFILTER_NO_NEG_LODBIAS_OFF}, + {QUALITY_ENHANCEMENTS_ID, QUALITY_ENHANCEMENTS_STRING, 4, (NvU32 *)g_valuesQUALITY_ENHANCEMENTS, QUALITY_ENHANCEMENTS_QUALITY}, + {QUALITY_ENHANCEMENT_SUBSTITUTION_ID, QUALITY_ENHANCEMENT_SUBSTITUTION_STRING, 2, (NvU32 *)g_valuesQUALITY_ENHANCEMENT_SUBSTITUTION, QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION}, + {REFRESH_RATE_OVERRIDE_ID, REFRESH_RATE_OVERRIDE_STRING, 3, (NvU32 *)g_valuesREFRESH_RATE_OVERRIDE, REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED}, + {SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ID, SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_STRING, 2, (NvU32 *)g_valuesSET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE, SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF}, + {SET_VAB_DATA_ID, SET_VAB_DATA_STRING, 6, (NvU32 *)g_valuesSET_VAB_DATA, SET_VAB_DATA_USE_API_DEFAULTS}, + {VSYNCMODE_ID, VSYNCMODE_STRING, 7, (NvU32 *)g_valuesVSYNCMODE, VSYNCMODE_PASSIVE}, + {VSYNCTEARCONTROL_ID, VSYNCTEARCONTROL_STRING, 2, (NvU32 *)g_valuesVSYNCTEARCONTROL, VSYNCTEARCONTROL_DISABLE}, +}; + +SettingWSTRINGNameString mapSettingWSTRING[TOTAL_WSTRING_SETTING_NUM] = +{ + {OGL_IMPLICIT_GPU_AFFINITY_ID, OGL_IMPLICIT_GPU_AFFINITY_STRING, 1, (const wchar_t **)g_valuesOGL_IMPLICIT_GPU_AFFINITY, L"autoselect"}, + {CUDA_EXCLUDED_GPUS_ID, CUDA_EXCLUDED_GPUS_STRING, 1, (const wchar_t **)g_valuesCUDA_EXCLUDED_GPUS, L"none"}, + {D3DOGL_GPU_MAX_POWER_ID, D3DOGL_GPU_MAX_POWER_STRING, 1, (const wchar_t **)g_valuesD3DOGL_GPU_MAX_POWER, L"0"}, + {ICAFE_LOGO_CONFIG_ID, ICAFE_LOGO_CONFIG_STRING, 0, NULL, L""}, + {PS_SHADERDISKCACHE_DLL_PATH_WCHAR_ID, PS_SHADERDISKCACHE_DLL_PATH_WCHAR_STRING, 0, NULL, L""}, +}; + diff --git a/src/imports/nvapi/NvApiDriverSettings.h b/src/imports/nvapi/NvApiDriverSettings.h new file mode 100644 index 0000000..7e4d2b3 --- /dev/null +++ b/src/imports/nvapi/NvApiDriverSettings.h @@ -0,0 +1,1150 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#ifndef _NVAPI_DRIVER_SETTINGS_H_ +#define _NVAPI_DRIVER_SETTINGS_H_ + +#define OGL_AA_LINE_GAMMA_STRING L"Antialiasing - Line gamma" +#define OGL_CPL_GDI_COMPATIBILITY_STRING L"OpenGL GDI compatibility" +#define OGL_CPL_PREFER_DXPRESENT_STRING L"Vulkan/OpenGL present method" +#define OGL_DEEP_COLOR_SCANOUT_STRING L"Deep color for 3D applications" +#define OGL_DEFAULT_SWAP_INTERVAL_STRING L"OpenGL default swap interval" +#define OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_STRING L"OpenGL default swap interval fraction" +#define OGL_DEFAULT_SWAP_INTERVAL_SIGN_STRING L"OpenGL default swap interval sign" +#define OGL_EVENT_LOG_SEVERITY_THRESHOLD_STRING L"Event Log Severity Threshold" +#define OGL_EXTENSION_STRING_VERSION_STRING L"Extension String version" +#define OGL_FORCE_BLIT_STRING L"Buffer-flipping mode" +#define OGL_FORCE_STEREO_STRING L"Force Stereo shuttering" +#define OGL_IMPLICIT_GPU_AFFINITY_STRING L"Preferred OpenGL GPU" +#define OGL_MAX_FRAMES_ALLOWED_STRING L"Maximum frames allowed" +#define OGL_OVERLAY_PIXEL_TYPE_STRING L"Exported Overlay pixel types" +#define OGL_OVERLAY_SUPPORT_STRING L"Enable overlay" +#define OGL_QUALITY_ENHANCEMENTS_STRING L"High level control of the rendering quality on OpenGL" +#define OGL_SINGLE_BACKDEPTH_BUFFER_STRING L"Unified back/depth buffer" +#define OGL_SLI_MULTICAST_STRING L"Enable NV_gpu_multicast extension" +#define OGL_THREAD_CONTROL_STRING L"Threaded optimization" +#define OGL_TMON_LEVEL_STRING L"Event Log Tmon Severity Threshold" +#define OGL_TRIPLE_BUFFER_STRING L"Triple buffering" +#define AA_BEHAVIOR_FLAGS_STRING L"Antialiasing - Behavior Flags" +#define AA_MODE_ALPHATOCOVERAGE_STRING L"Antialiasing - Transparency Multisampling" +#define AA_MODE_GAMMACORRECTION_STRING L"Antialiasing - Gamma correction" +#define AA_MODE_METHOD_STRING L"Antialiasing - Setting" +#define AA_MODE_REPLAY_STRING L"Antialiasing - Transparency Supersampling" +#define AA_MODE_SELECTOR_STRING L"Antialiasing - Mode" +#define AA_MODE_SELECTOR_SLIAA_STRING L"Antialiasing - SLI AA" +#define ANISO_MODE_LEVEL_STRING L"Anisotropic filtering setting" +#define ANISO_MODE_SELECTOR_STRING L"Anisotropic filtering mode" +#define ANSEL_ALLOW_STRING L"NVIDIA Predefined Ansel Usage" +#define ANSEL_ALLOWLISTED_STRING L"Ansel flags for enabled applications" +#define ANSEL_ENABLE_STRING L"Enable Ansel" +#define APPIDLE_DYNAMIC_FRL_FPS_STRING L"Idle Application Max FPS Limit" +#define APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_STRING L"Idle Application Threshold Time out in seconds" +#define APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_STRING L"Application Profile Notification Popup Timeout" +#define APPLICATION_STEAM_ID_STRING L"Steam Application ID" +#define BATTERY_BOOST_APP_FPS_STRING L"Battery Boost Application FPS" +#define CPL_HIDDEN_PROFILE_STRING L"Do not display this profile in the Control Panel" +#define CUDA_EXCLUDED_GPUS_STRING L"List of Universal GPU ids" +#define D3DOGL_GPU_MAX_POWER_STRING L"Maximum GPU Power" +#define EXPORT_PERF_COUNTERS_STRING L"Export Performance Counters" +#define EXTERNAL_QUIET_MODE_STRING L"External Quiet Mode (XQM)" +#define FRL_FPS_STRING L"Frame Rate Limiter" +#define FXAA_ALLOW_STRING L"NVIDIA Predefined FXAA Usage" +#define FXAA_ENABLE_STRING L"Enable FXAA" +#define FXAA_INDICATOR_ENABLE_STRING L"Enable FXAA Indicator" +#define LATENCY_INDICATOR_AUTOALIGN_STRING L"Autoalign flash indicator" +#define MCSFRSHOWSPLIT_STRING L"SLI indicator" +#define NV_QUALITY_UPSCALING_STRING L"NVIDIA Quality upscaling" +#define OPTIMUS_MAXAA_STRING L"Maximum AA samples allowed for a given application" +#define PHYSXINDICATOR_STRING L"Display the PhysX indicator" +#define PREFERRED_PSTATE_STRING L"Power management mode" +#define PREVENT_UI_AF_OVERRIDE_STRING L"No override of Anisotropic filtering" +#define SHIM_MAXRES_STRING L"Maximum resolution allowed for a given application" +#define SHIM_MCCOMPAT_STRING L"Optimus flags for enabled applications" +#define SHIM_RENDERING_MODE_STRING L"Enable application for Optimus" +#define SHIM_RENDERING_OPTIONS_STRING L"Shim Rendering Mode Options per application for Optimus" +#define SLI_GPU_COUNT_STRING L"Number of GPUs to use on SLI rendering mode" +#define SLI_PREDEFINED_GPU_COUNT_STRING L"NVIDIA predefined number of GPUs to use on SLI rendering mode" +#define SLI_PREDEFINED_GPU_COUNT_DX10_STRING L"NVIDIA predefined number of GPUs to use on SLI rendering mode on DirectX 10" +#define SLI_PREDEFINED_MODE_STRING L"NVIDIA predefined SLI mode" +#define SLI_PREDEFINED_MODE_DX10_STRING L"NVIDIA predefined SLI mode on DirectX 10" +#define SLI_RENDERING_MODE_STRING L"SLI rendering mode" +#define VRPRERENDERLIMIT_STRING L"Virtual Reality pre-rendered frames" +#define VRRFEATUREINDICATOR_STRING L"Toggle the VRR global feature" +#define VRROVERLAYINDICATOR_STRING L"Display the VRR Overlay Indicator" +#define VRRREQUESTSTATE_STRING L"VRR requested state" +#define VRR_APP_OVERRIDE_STRING L"G-SYNC" +#define VRR_APP_OVERRIDE_REQUEST_STATE_STRING L"G-SYNC" +#define VRR_MODE_STRING L"Enable G-SYNC globally" +#define VSYNCSMOOTHAFR_STRING L"Flag to control smooth AFR behavior" +#define VSYNCVRRCONTROL_STRING L"Variable refresh Rate" +#define VSYNC_BEHAVIOR_FLAGS_STRING L"Vsync - Behavior Flags" +#define WKS_API_STEREO_EYES_EXCHANGE_STRING L"Stereo - Swap eyes" +#define WKS_API_STEREO_MODE_STRING L"Stereo - Display mode" +#define WKS_STEREO_DONGLE_SUPPORT_STRING L"Stereo - Dongle Support" +#define WKS_STEREO_SUPPORT_STRING L"Stereo - Enable" +#define WKS_STEREO_SWAP_MODE_STRING L"Stereo - swap mode" +#define AO_MODE_STRING L"Ambient Occlusion" +#define AO_MODE_ACTIVE_STRING L"NVIDIA Predefined Ambient Occlusion Usage" +#define AUTO_LODBIASADJUST_STRING L"Texture filtering - Driver Controlled LOD Bias" +#define EXPORT_PERF_COUNTERS_DX9_ONLY_STRING L"Export Performance Counters for DX9 only" +#define ICAFE_LOGO_CONFIG_STRING L"ICafe Settings" +#define LODBIASADJUST_STRING L"Texture filtering - LOD Bias" +#define MAXWELL_B_SAMPLE_INTERLEAVE_STRING L"Enable sample interleaving (MFAA)" +#define PRERENDERLIMIT_STRING L"Maximum pre-rendered frames" +#define PS_SHADERDISKCACHE_STRING L"Shader Cache" +#define PS_SHADERDISKCACHE_DLL_PATH_WCHAR_STRING L"shader cache path to dll" +#define PS_SHADERDISKCACHE_MAX_SIZE_STRING L"Shader disk cache maximum size" +#define PS_TEXFILTER_ANISO_OPTS2_STRING L"Texture filtering - Anisotropic sample optimization" +#define PS_TEXFILTER_BILINEAR_IN_ANISO_STRING L"Texture filtering - Anisotropic filter optimization" +#define PS_TEXFILTER_DISABLE_TRILIN_SLOPE_STRING L"Texture filtering - Trilinear optimization" +#define PS_TEXFILTER_NO_NEG_LODBIAS_STRING L"Texture filtering - Negative LOD bias" +#define QUALITY_ENHANCEMENTS_STRING L"Texture filtering - Quality" +#define QUALITY_ENHANCEMENT_SUBSTITUTION_STRING L"Texture filtering - Quality Substitution" +#define REFRESH_RATE_OVERRIDE_STRING L"Preferred refresh rate" +#define SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_STRING L"PowerThrottle" +#define SET_VAB_DATA_STRING L"VAB Default Data" +#define VSYNCMODE_STRING L"Vertical Sync" +#define VSYNCTEARCONTROL_STRING L"Vertical Sync Tear Control" + +enum ESetting { + OGL_AA_LINE_GAMMA_ID = 0x2089BF6C, + OGL_CPL_GDI_COMPATIBILITY_ID = 0x2072C5A3, + OGL_CPL_PREFER_DXPRESENT_ID = 0x20D690F8, + OGL_DEEP_COLOR_SCANOUT_ID = 0x2097C2F6, + OGL_DEFAULT_SWAP_INTERVAL_ID = 0x206A6582, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ID = 0x206C4581, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_ID = 0x20655CFA, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_ID = 0x209DF23E, + OGL_EXTENSION_STRING_VERSION_ID = 0x20FF7493, + OGL_FORCE_BLIT_ID = 0x201F619F, + OGL_FORCE_STEREO_ID = 0x204D9A0C, + OGL_IMPLICIT_GPU_AFFINITY_ID = 0x20D0F3E6, + OGL_MAX_FRAMES_ALLOWED_ID = 0x208E55E3, + OGL_OVERLAY_PIXEL_TYPE_ID = 0x209AE66F, + OGL_OVERLAY_SUPPORT_ID = 0x206C28C4, + OGL_QUALITY_ENHANCEMENTS_ID = 0x20797D6C, + OGL_SINGLE_BACKDEPTH_BUFFER_ID = 0x20A29055, + OGL_SLI_MULTICAST_ID = 0x2092D3BE, + OGL_THREAD_CONTROL_ID = 0x20C1221E, + OGL_TMON_LEVEL_ID = 0x202888C1, + OGL_TRIPLE_BUFFER_ID = 0x20FDD1F9, + AA_BEHAVIOR_FLAGS_ID = 0x10ECDB82, + AA_MODE_ALPHATOCOVERAGE_ID = 0x10FC2D9C, + AA_MODE_GAMMACORRECTION_ID = 0x107D639D, + AA_MODE_METHOD_ID = 0x10D773D2, + AA_MODE_REPLAY_ID = 0x10D48A85, + AA_MODE_SELECTOR_ID = 0x107EFC5B, + AA_MODE_SELECTOR_SLIAA_ID = 0x107AFC5B, + ANISO_MODE_LEVEL_ID = 0x101E61A9, + ANISO_MODE_SELECTOR_ID = 0x10D2BB16, + ANSEL_ALLOW_ID = 0x1035DB89, + ANSEL_ALLOWLISTED_ID = 0x1085DA8A, + ANSEL_ENABLE_ID = 0x1075D972, + APPIDLE_DYNAMIC_FRL_FPS_ID = 0x10835016, + APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_ID = 0x10835017, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ID = 0x104554B6, + APPLICATION_STEAM_ID_ID = 0x107CDDBC, + BATTERY_BOOST_APP_FPS_ID = 0x10115C8C, + CPL_HIDDEN_PROFILE_ID = 0x106D5CFF, + CUDA_EXCLUDED_GPUS_ID = 0x10354FF8, + D3DOGL_GPU_MAX_POWER_ID = 0x10D1EF29, + EXPORT_PERF_COUNTERS_ID = 0x108F0841, + EXTERNAL_QUIET_MODE_ID = 0x10115C8D, + FRL_FPS_ID = 0x10835002, + FXAA_ALLOW_ID = 0x1034CB89, + FXAA_ENABLE_ID = 0x1074C972, + FXAA_INDICATOR_ENABLE_ID = 0x1068FB9C, + LATENCY_INDICATOR_AUTOALIGN_ID = 0x1095F170, + MCSFRSHOWSPLIT_ID = 0x10287051, + NV_QUALITY_UPSCALING_ID = 0x10444444, + OPTIMUS_MAXAA_ID = 0x10F9DC83, + PHYSXINDICATOR_ID = 0x1094F16F, + PREFERRED_PSTATE_ID = 0x1057EB71, + PREVENT_UI_AF_OVERRIDE_ID = 0x103BCCB5, + SHIM_MAXRES_ID = 0x10F9DC82, + SHIM_MCCOMPAT_ID = 0x10F9DC80, + SHIM_RENDERING_MODE_ID = 0x10F9DC81, + SHIM_RENDERING_OPTIONS_ID = 0x10F9DC84, + SLI_GPU_COUNT_ID = 0x1033DCD1, + SLI_PREDEFINED_GPU_COUNT_ID = 0x1033DCD2, + SLI_PREDEFINED_GPU_COUNT_DX10_ID = 0x1033DCD3, + SLI_PREDEFINED_MODE_ID = 0x1033CEC1, + SLI_PREDEFINED_MODE_DX10_ID = 0x1033CEC2, + SLI_RENDERING_MODE_ID = 0x1033CED1, + VRPRERENDERLIMIT_ID = 0x10111133, + VRRFEATUREINDICATOR_ID = 0x1094F157, + VRROVERLAYINDICATOR_ID = 0x1095F16F, + VRRREQUESTSTATE_ID = 0x1094F1F7, + VRR_APP_OVERRIDE_ID = 0x10A879CF, + VRR_APP_OVERRIDE_REQUEST_STATE_ID = 0x10A879AC, + VRR_MODE_ID = 0x1194F158, + VSYNCSMOOTHAFR_ID = 0x101AE763, + VSYNCVRRCONTROL_ID = 0x10A879CE, + VSYNC_BEHAVIOR_FLAGS_ID = 0x10FDEC23, + WKS_API_STEREO_EYES_EXCHANGE_ID = 0x11AE435C, + WKS_API_STEREO_MODE_ID = 0x11E91A61, + WKS_STEREO_DONGLE_SUPPORT_ID = 0x112493BD, + WKS_STEREO_SUPPORT_ID = 0x11AA9E99, + WKS_STEREO_SWAP_MODE_ID = 0x11333333, + AO_MODE_ID = 0x00667329, + AO_MODE_ACTIVE_ID = 0x00664339, + AUTO_LODBIASADJUST_ID = 0x00638E8F, + EXPORT_PERF_COUNTERS_DX9_ONLY_ID = 0x00B65E72, + ICAFE_LOGO_CONFIG_ID = 0x00DB1337, + LODBIASADJUST_ID = 0x00738E8F, + MAXWELL_B_SAMPLE_INTERLEAVE_ID = 0x0098C1AC, + PRERENDERLIMIT_ID = 0x007BA09E, + PS_SHADERDISKCACHE_ID = 0x00198FFF, + PS_SHADERDISKCACHE_DLL_PATH_WCHAR_ID = 0x0019A002, + PS_SHADERDISKCACHE_MAX_SIZE_ID = 0x00AC8497, + PS_TEXFILTER_ANISO_OPTS2_ID = 0x00E73211, + PS_TEXFILTER_BILINEAR_IN_ANISO_ID = 0x0084CD70, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ID = 0x002ECAF2, + PS_TEXFILTER_NO_NEG_LODBIAS_ID = 0x0019BB68, + QUALITY_ENHANCEMENTS_ID = 0x00CE2691, + QUALITY_ENHANCEMENT_SUBSTITUTION_ID = 0x00CE2692, + REFRESH_RATE_OVERRIDE_ID = 0x0064B541, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ID = 0x00AE785C, + SET_VAB_DATA_ID = 0x00AB8687, + VSYNCMODE_ID = 0x00A879CF, + VSYNCTEARCONTROL_ID = 0x005A375C, + TOTAL_DWORD_SETTING_NUM = 96, + TOTAL_WSTRING_SETTING_NUM = 5, + TOTAL_SETTING_NUM = 101, + INVALID_SETTING_ID = 0xFFFFFFFF +}; + +enum EValues_OGL_AA_LINE_GAMMA { + OGL_AA_LINE_GAMMA_DISABLED = 0x10, + OGL_AA_LINE_GAMMA_ENABLED = 0x23, + OGL_AA_LINE_GAMMA_MIN = 1, + OGL_AA_LINE_GAMMA_MAX = 100, + OGL_AA_LINE_GAMMA_NUM_VALUES = 4, + OGL_AA_LINE_GAMMA_DEFAULT = OGL_AA_LINE_GAMMA_DISABLED +}; + +enum EValues_OGL_CPL_GDI_COMPATIBILITY { + OGL_CPL_GDI_COMPATIBILITY_PREFER_DISABLED = 0x00000000, + OGL_CPL_GDI_COMPATIBILITY_PREFER_ENABLED = 0x00000001, + OGL_CPL_GDI_COMPATIBILITY_AUTO = 0x00000002, + OGL_CPL_GDI_COMPATIBILITY_NUM_VALUES = 3, + OGL_CPL_GDI_COMPATIBILITY_DEFAULT = OGL_CPL_GDI_COMPATIBILITY_AUTO +}; + +enum EValues_OGL_CPL_PREFER_DXPRESENT { + OGL_CPL_PREFER_DXPRESENT_PREFER_DISABLED = 0x00000000, + OGL_CPL_PREFER_DXPRESENT_PREFER_ENABLED = 0x00000001, + OGL_CPL_PREFER_DXPRESENT_AUTO = 0x00000002, + OGL_CPL_PREFER_DXPRESENT_NUM_VALUES = 3, + OGL_CPL_PREFER_DXPRESENT_DEFAULT = OGL_CPL_PREFER_DXPRESENT_AUTO +}; + +enum EValues_OGL_DEEP_COLOR_SCANOUT { + OGL_DEEP_COLOR_SCANOUT_DISABLE = 0, + OGL_DEEP_COLOR_SCANOUT_ENABLE = 1, + OGL_DEEP_COLOR_SCANOUT_NUM_VALUES = 2, + OGL_DEEP_COLOR_SCANOUT_DEFAULT = OGL_DEEP_COLOR_SCANOUT_ENABLE +}; + +enum EValues_OGL_DEFAULT_SWAP_INTERVAL { + OGL_DEFAULT_SWAP_INTERVAL_TEAR = 0, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE = 1, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC = 1, + OGL_DEFAULT_SWAP_INTERVAL_VALUE_MASK = 0x0000FFFF, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_MASK = 0xF0000000, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_OFF = 0xF0000000, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_ON = 0x10000000, + OGL_DEFAULT_SWAP_INTERVAL_APP_CONTROLLED = 0x00000000, + OGL_DEFAULT_SWAP_INTERVAL_DISABLE = 0xffffffff, + OGL_DEFAULT_SWAP_INTERVAL_NUM_VALUES = 9, + OGL_DEFAULT_SWAP_INTERVAL_DEFAULT = OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE +}; + +enum EValues_OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL { + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ZERO_SCANLINES = 0, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ONE_FULL_FRAME_OF_SCANLINES = 100, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_NUM_VALUES = 2, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_DEFAULT = 0U +}; + +enum EValues_OGL_DEFAULT_SWAP_INTERVAL_SIGN { + OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE = 0, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_NEGATIVE = 1, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_NUM_VALUES = 2, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_DEFAULT = OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE +}; + +enum EValues_OGL_EVENT_LOG_SEVERITY_THRESHOLD { + OGL_EVENT_LOG_SEVERITY_THRESHOLD_DISABLE = 0, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_CRITICAL = 1, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_WARNING = 2, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_INFORMATION = 3, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL = 4, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_NUM_VALUES = 5, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_DEFAULT = OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL +}; + +enum EValues_OGL_FORCE_BLIT { + OGL_FORCE_BLIT_ON = 1, + OGL_FORCE_BLIT_OFF = 0, + OGL_FORCE_BLIT_NUM_VALUES = 2, + OGL_FORCE_BLIT_DEFAULT = OGL_FORCE_BLIT_OFF +}; + +enum EValues_OGL_FORCE_STEREO { + OGL_FORCE_STEREO_OFF = 0, + OGL_FORCE_STEREO_ON = 1, + OGL_FORCE_STEREO_NUM_VALUES = 2, + OGL_FORCE_STEREO_DEFAULT = OGL_FORCE_STEREO_OFF +}; + +#define OGL_IMPLICIT_GPU_AFFINITY_ENV_VAR L"OGL_DEFAULT_RENDERING_GPU" +#define OGL_IMPLICIT_GPU_AFFINITY_AUTOSELECT L"autoselect" +#define OGL_IMPLICIT_GPU_AFFINITY_NUM_VALUES 1 +#define OGL_IMPLICIT_GPU_AFFINITY_DEFAULT OGL_IMPLICIT_GPU_AFFINITY_AUTOSELECT + +enum EValues_OGL_OVERLAY_PIXEL_TYPE { + OGL_OVERLAY_PIXEL_TYPE_NONE = 0x0, + OGL_OVERLAY_PIXEL_TYPE_CI = 0x1, + OGL_OVERLAY_PIXEL_TYPE_RGBA = 0x2, + OGL_OVERLAY_PIXEL_TYPE_CI_AND_RGBA = 0x3, + OGL_OVERLAY_PIXEL_TYPE_NUM_VALUES = 4, + OGL_OVERLAY_PIXEL_TYPE_DEFAULT = OGL_OVERLAY_PIXEL_TYPE_CI +}; + +enum EValues_OGL_OVERLAY_SUPPORT { + OGL_OVERLAY_SUPPORT_OFF = 0, + OGL_OVERLAY_SUPPORT_ON = 1, + OGL_OVERLAY_SUPPORT_FORCE_SW = 2, + OGL_OVERLAY_SUPPORT_NUM_VALUES = 3, + OGL_OVERLAY_SUPPORT_DEFAULT = OGL_OVERLAY_SUPPORT_OFF +}; + +enum EValues_OGL_QUALITY_ENHANCEMENTS { + OGL_QUALITY_ENHANCEMENTS_HQUAL = 0xfffffff6, + OGL_QUALITY_ENHANCEMENTS_QUAL = 0, + OGL_QUALITY_ENHANCEMENTS_PERF = 10, + OGL_QUALITY_ENHANCEMENTS_HPERF = 20, + OGL_QUALITY_ENHANCEMENTS_NUM_VALUES = 4, + OGL_QUALITY_ENHANCEMENTS_DEFAULT = OGL_QUALITY_ENHANCEMENTS_QUAL +}; + +enum EValues_OGL_SINGLE_BACKDEPTH_BUFFER { + OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE = 0x0, + OGL_SINGLE_BACKDEPTH_BUFFER_ENABLE = 0x1, + OGL_SINGLE_BACKDEPTH_BUFFER_USE_HW_DEFAULT = 0xffffffff, + OGL_SINGLE_BACKDEPTH_BUFFER_NUM_VALUES = 3, + OGL_SINGLE_BACKDEPTH_BUFFER_DEFAULT = OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE +}; + +enum EValues_OGL_SLI_MULTICAST { + OGL_SLI_MULTICAST_DISABLE = 0x00, + OGL_SLI_MULTICAST_ENABLE = 0x01, + OGL_SLI_MULTICAST_FORCE_DISABLE = 0x02, + OGL_SLI_MULTICAST_ALLOW_MOSAIC = 0x04, + OGL_SLI_MULTICAST_NUM_VALUES = 4, + OGL_SLI_MULTICAST_DEFAULT = OGL_SLI_MULTICAST_DISABLE +}; + +enum EValues_OGL_THREAD_CONTROL { + OGL_THREAD_CONTROL_ENABLE = 0x00000001, + OGL_THREAD_CONTROL_DISABLE = 0x00000002, + OGL_THREAD_CONTROL_NUM_VALUES = 2, + OGL_THREAD_CONTROL_DEFAULT = 0U +}; + +enum EValues_OGL_TMON_LEVEL { + OGL_TMON_LEVEL_DISABLE = 0, + OGL_TMON_LEVEL_CRITICAL = 1, + OGL_TMON_LEVEL_WARNING = 2, + OGL_TMON_LEVEL_INFORMATION = 3, + OGL_TMON_LEVEL_MOST = 4, + OGL_TMON_LEVEL_VERBOSE = 5, + OGL_TMON_LEVEL_NUM_VALUES = 6, + OGL_TMON_LEVEL_DEFAULT = OGL_TMON_LEVEL_MOST +}; + +enum EValues_OGL_TRIPLE_BUFFER { + OGL_TRIPLE_BUFFER_DISABLED = 0x00000000, + OGL_TRIPLE_BUFFER_ENABLED = 0x00000001, + OGL_TRIPLE_BUFFER_NUM_VALUES = 2, + OGL_TRIPLE_BUFFER_DEFAULT = OGL_TRIPLE_BUFFER_DISABLED +}; + +enum EValues_AA_BEHAVIOR_FLAGS { + AA_BEHAVIOR_FLAGS_NONE = 0x00000000, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_APP_CONTROLLED = 0x00000001, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_ENHANCE = 0x00000002, + AA_BEHAVIOR_FLAGS_DISABLE_OVERRIDE = 0x00000003, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_APP_CONTROLLED = 0x00000004, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_OVERRIDE = 0x00000008, + AA_BEHAVIOR_FLAGS_DISABLE_ENHANCE = 0x0000000c, + AA_BEHAVIOR_FLAGS_MAP_VCAA_TO_MULTISAMPLING = 0x00010000, + AA_BEHAVIOR_FLAGS_SLI_DISABLE_TRANSPARENCY_SUPERSAMPLING = 0x00020000, + AA_BEHAVIOR_FLAGS_DISABLE_CPLAA = 0x00040000, + AA_BEHAVIOR_FLAGS_SKIP_RT_DIM_CHECK_FOR_ENHANCE = 0x00080000, + AA_BEHAVIOR_FLAGS_DISABLE_SLIAA = 0x00100000, + AA_BEHAVIOR_FLAGS_DEFAULT = 0x00000000, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4 = 0xf0000000, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4_SHIFT = 28, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4 = 0x0f000000, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4_SHIFT = 24, + AA_BEHAVIOR_FLAGS_MASK = 0xff1f000f, + AA_BEHAVIOR_FLAGS_NUM_VALUES = 18, +}; + +enum EValues_AA_MODE_ALPHATOCOVERAGE { + AA_MODE_ALPHATOCOVERAGE_MODE_MASK = 0x00000004, + AA_MODE_ALPHATOCOVERAGE_MODE_OFF = 0x00000000, + AA_MODE_ALPHATOCOVERAGE_MODE_ON = 0x00000004, + AA_MODE_ALPHATOCOVERAGE_MODE_MAX = 0x00000004, + AA_MODE_ALPHATOCOVERAGE_NUM_VALUES = 4, + AA_MODE_ALPHATOCOVERAGE_DEFAULT = 0x00000000 +}; + +enum EValues_AA_MODE_GAMMACORRECTION { + AA_MODE_GAMMACORRECTION_MASK = 0x00000003, + AA_MODE_GAMMACORRECTION_OFF = 0x00000000, + AA_MODE_GAMMACORRECTION_ON_IF_FOS = 0x00000001, + AA_MODE_GAMMACORRECTION_ON_ALWAYS = 0x00000002, + AA_MODE_GAMMACORRECTION_MAX = 0x00000002, + AA_MODE_GAMMACORRECTION_DEFAULT = 0x00000000, + AA_MODE_GAMMACORRECTION_DEFAULT_TESLA = 0x00000002, + AA_MODE_GAMMACORRECTION_DEFAULT_FERMI = 0x00000002, + AA_MODE_GAMMACORRECTION_NUM_VALUES = 8, +}; + +enum EValues_AA_MODE_METHOD { + AA_MODE_METHOD_NONE = 0x0, + AA_MODE_METHOD_SUPERSAMPLE_2X_H = 0x1, + AA_MODE_METHOD_SUPERSAMPLE_2X_V = 0x2, + AA_MODE_METHOD_SUPERSAMPLE_1_5X1_5 = 0x2, + AA_MODE_METHOD_FREE_0x03 = 0x3, + AA_MODE_METHOD_FREE_0x04 = 0x4, + AA_MODE_METHOD_SUPERSAMPLE_4X = 0x5, + AA_MODE_METHOD_SUPERSAMPLE_4X_BIAS = 0x6, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAUSSIAN = 0x7, + AA_MODE_METHOD_FREE_0x08 = 0x8, + AA_MODE_METHOD_FREE_0x09 = 0x9, + AA_MODE_METHOD_SUPERSAMPLE_9X = 0xA, + AA_MODE_METHOD_SUPERSAMPLE_9X_BIAS = 0xB, + AA_MODE_METHOD_SUPERSAMPLE_16X = 0xC, + AA_MODE_METHOD_SUPERSAMPLE_16X_BIAS = 0xD, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL = 0xE, + AA_MODE_METHOD_MULTISAMPLE_2X_QUINCUNX = 0xF, + AA_MODE_METHOD_MULTISAMPLE_4X = 0x10, + AA_MODE_METHOD_FREE_0x11 = 0x11, + AA_MODE_METHOD_MULTISAMPLE_4X_GAUSSIAN = 0x12, + AA_MODE_METHOD_MIXEDSAMPLE_4X_SKEWED_4TAP = 0x13, + AA_MODE_METHOD_FREE_0x14 = 0x14, + AA_MODE_METHOD_FREE_0x15 = 0x15, + AA_MODE_METHOD_MIXEDSAMPLE_6X = 0x16, + AA_MODE_METHOD_MIXEDSAMPLE_6X_SKEWED_6TAP = 0x17, + AA_MODE_METHOD_MIXEDSAMPLE_8X = 0x18, + AA_MODE_METHOD_MIXEDSAMPLE_8X_SKEWED_8TAP = 0x19, + AA_MODE_METHOD_MIXEDSAMPLE_16X = 0x1a, + AA_MODE_METHOD_MULTISAMPLE_4X_GAMMA = 0x1b, + AA_MODE_METHOD_MULTISAMPLE_16X = 0x1c, + AA_MODE_METHOD_VCAA_32X_8v24 = 0x1d, + AA_MODE_METHOD_CORRUPTION_CHECK = 0x1e, + AA_MODE_METHOD_6X_CT = 0x1f, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_GAMMA = 0x20, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAMMA = 0x21, + AA_MODE_METHOD_MULTISAMPLE_4X_FOSGAMMA = 0x22, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_FOSGAMMA = 0x23, + AA_MODE_METHOD_SUPERSAMPLE_4X_FOSGAMMA = 0x24, + AA_MODE_METHOD_MULTISAMPLE_8X = 0x25, + AA_MODE_METHOD_VCAA_8X_4v4 = 0x26, + AA_MODE_METHOD_VCAA_16X_4v12 = 0x27, + AA_MODE_METHOD_VCAA_16X_8v8 = 0x28, + AA_MODE_METHOD_MIXEDSAMPLE_32X = 0x29, + AA_MODE_METHOD_SUPERVCAA_64X_4v12 = 0x2a, + AA_MODE_METHOD_SUPERVCAA_64X_8v8 = 0x2b, + AA_MODE_METHOD_MIXEDSAMPLE_64X = 0x2c, + AA_MODE_METHOD_MIXEDSAMPLE_128X = 0x2d, + AA_MODE_METHOD_COUNT = 0x2e, + AA_MODE_METHOD_METHOD_MASK = 0x0000ffff, + AA_MODE_METHOD_METHOD_MAX = 0xf1c57815, + AA_MODE_METHOD_NUM_VALUES = 50, + AA_MODE_METHOD_DEFAULT = AA_MODE_METHOD_NONE +}; + +enum EValues_AA_MODE_REPLAY { + AA_MODE_REPLAY_SAMPLES_MASK = 0x00000070, + AA_MODE_REPLAY_SAMPLES_ONE = 0x00000000, + AA_MODE_REPLAY_SAMPLES_TWO = 0x00000010, + AA_MODE_REPLAY_SAMPLES_FOUR = 0x00000020, + AA_MODE_REPLAY_SAMPLES_EIGHT = 0x00000030, + AA_MODE_REPLAY_SAMPLES_MAX = 0x00000030, + AA_MODE_REPLAY_MODE_MASK = 0x0000000f, + AA_MODE_REPLAY_MODE_OFF = 0x00000000, + AA_MODE_REPLAY_MODE_ALPHA_TEST = 0x00000001, + AA_MODE_REPLAY_MODE_PIXEL_KILL = 0x00000002, + AA_MODE_REPLAY_MODE_DYN_BRANCH = 0x00000004, + AA_MODE_REPLAY_MODE_OPTIMAL = 0x00000004, + AA_MODE_REPLAY_MODE_ALL = 0x00000008, + AA_MODE_REPLAY_MODE_MAX = 0x0000000f, + AA_MODE_REPLAY_TRANSPARENCY = 0x00000023, + AA_MODE_REPLAY_DISALLOW_TRAA = 0x00000100, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT = 0x00000000, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_TESLA = 0x00000000, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_FERMI = 0x00000000, + AA_MODE_REPLAY_MASK = 0x0000017f, + AA_MODE_REPLAY_NUM_VALUES = 20, + AA_MODE_REPLAY_DEFAULT = 0x00000000 +}; + +enum EValues_AA_MODE_SELECTOR { + AA_MODE_SELECTOR_MASK = 0x00000003, + AA_MODE_SELECTOR_APP_CONTROL = 0x00000000, + AA_MODE_SELECTOR_OVERRIDE = 0x00000001, + AA_MODE_SELECTOR_ENHANCE = 0x00000002, + AA_MODE_SELECTOR_MAX = 0x00000002, + AA_MODE_SELECTOR_NUM_VALUES = 5, + AA_MODE_SELECTOR_DEFAULT = AA_MODE_SELECTOR_APP_CONTROL +}; + +enum EValues_AA_MODE_SELECTOR_SLIAA { + AA_MODE_SELECTOR_SLIAA_DISABLED = 0, + AA_MODE_SELECTOR_SLIAA_ENABLED = 1, + AA_MODE_SELECTOR_SLIAA_NUM_VALUES = 2, + AA_MODE_SELECTOR_SLIAA_DEFAULT = AA_MODE_SELECTOR_SLIAA_DISABLED +}; + +enum EValues_ANISO_MODE_LEVEL { + ANISO_MODE_LEVEL_MASK = 0x0000ffff, + ANISO_MODE_LEVEL_NONE_POINT = 0x00000000, + ANISO_MODE_LEVEL_NONE_LINEAR = 0x00000001, + ANISO_MODE_LEVEL_MAX = 0x00000010, + ANISO_MODE_LEVEL_DEFAULT = 0x00000001, + ANISO_MODE_LEVEL_NUM_VALUES = 5, +}; + +enum EValues_ANISO_MODE_SELECTOR { + ANISO_MODE_SELECTOR_MASK = 0x0000000f, + ANISO_MODE_SELECTOR_APP = 0x00000000, + ANISO_MODE_SELECTOR_USER = 0x00000001, + ANISO_MODE_SELECTOR_COND = 0x00000002, + ANISO_MODE_SELECTOR_MAX = 0x00000002, + ANISO_MODE_SELECTOR_DEFAULT = 0x00000000, + ANISO_MODE_SELECTOR_NUM_VALUES = 6, +}; + +enum EValues_ANSEL_ALLOW { + ANSEL_ALLOW_DISALLOWED = 0, + ANSEL_ALLOW_ALLOWED = 1, + ANSEL_ALLOW_NUM_VALUES = 2, + ANSEL_ALLOW_DEFAULT = ANSEL_ALLOW_ALLOWED +}; + +enum EValues_ANSEL_ALLOWLISTED { + ANSEL_ALLOWLISTED_DISALLOWED = 0, + ANSEL_ALLOWLISTED_ALLOWED = 1, + ANSEL_ALLOWLISTED_NUM_VALUES = 2, + ANSEL_ALLOWLISTED_DEFAULT = ANSEL_ALLOWLISTED_DISALLOWED +}; + +enum EValues_ANSEL_ENABLE { + ANSEL_ENABLE_OFF = 0, + ANSEL_ENABLE_ON = 1, + ANSEL_ENABLE_NUM_VALUES = 2, + ANSEL_ENABLE_DEFAULT = ANSEL_ENABLE_ON +}; + +enum EValues_APPLICATION_PROFILE_NOTIFICATION_TIMEOUT { + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED = 0, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NINE_SECONDS = 9, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_FIFTEEN_SECONDS = 15, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_THIRTY_SECONDS = 30, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ONE_MINUTE = 60, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_TWO_MINUTES = 120, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NUM_VALUES = 6, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DEFAULT = APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED +}; + +enum EValues_BATTERY_BOOST_APP_FPS { + BATTERY_BOOST_APP_FPS_MIN = 0x00000001, + BATTERY_BOOST_APP_FPS_MAX = 0x000003ff, + BATTERY_BOOST_APP_FPS_NO_OVERRIDE = 0x00000000, + BATTERY_BOOST_APP_FPS_NUM_VALUES = 3, + BATTERY_BOOST_APP_FPS_DEFAULT = BATTERY_BOOST_APP_FPS_NO_OVERRIDE +}; + +enum EValues_CPL_HIDDEN_PROFILE { + CPL_HIDDEN_PROFILE_DISABLED = 0, + CPL_HIDDEN_PROFILE_ENABLED = 1, + CPL_HIDDEN_PROFILE_NUM_VALUES = 2, + CPL_HIDDEN_PROFILE_DEFAULT = CPL_HIDDEN_PROFILE_DISABLED +}; + +#define CUDA_EXCLUDED_GPUS_NONE L"none" +#define CUDA_EXCLUDED_GPUS_NUM_VALUES 1 +#define CUDA_EXCLUDED_GPUS_DEFAULT CUDA_EXCLUDED_GPUS_NONE + +#define D3DOGL_GPU_MAX_POWER_DEFAULTPOWER L"0" +#define D3DOGL_GPU_MAX_POWER_NUM_VALUES 1 +#define D3DOGL_GPU_MAX_POWER_DEFAULT D3DOGL_GPU_MAX_POWER_DEFAULTPOWER + +enum EValues_EXPORT_PERF_COUNTERS { + EXPORT_PERF_COUNTERS_OFF = 0x00000000, + EXPORT_PERF_COUNTERS_ON = 0x00000001, + EXPORT_PERF_COUNTERS_NUM_VALUES = 2, + EXPORT_PERF_COUNTERS_DEFAULT = EXPORT_PERF_COUNTERS_OFF +}; + +enum EValues_EXTERNAL_QUIET_MODE { + EXTERNAL_QUIET_MODE_ON = 0x00000001, + EXTERNAL_QUIET_MODE_OFF = 0x00000000, + EXTERNAL_QUIET_MODE_NUM_VALUES = 2, + EXTERNAL_QUIET_MODE_DEFAULT = EXTERNAL_QUIET_MODE_OFF +}; + +enum EValues_FRL_FPS { + FRL_FPS_DISABLED = 0x00000000, + FRL_FPS_MIN = 0x00000000, + FRL_FPS_MAX = 0x000003ff, + FRL_FPS_NUM_VALUES = 3, + FRL_FPS_DEFAULT = FRL_FPS_DISABLED +}; + +enum EValues_FXAA_ALLOW { + FXAA_ALLOW_DISALLOWED = 0, + FXAA_ALLOW_ALLOWED = 1, + FXAA_ALLOW_NUM_VALUES = 2, + FXAA_ALLOW_DEFAULT = FXAA_ALLOW_ALLOWED +}; + +enum EValues_FXAA_ENABLE { + FXAA_ENABLE_OFF = 0, + FXAA_ENABLE_ON = 1, + FXAA_ENABLE_NUM_VALUES = 2, + FXAA_ENABLE_DEFAULT = FXAA_ENABLE_OFF +}; + +enum EValues_FXAA_INDICATOR_ENABLE { + FXAA_INDICATOR_ENABLE_OFF = 0, + FXAA_INDICATOR_ENABLE_ON = 1, + FXAA_INDICATOR_ENABLE_NUM_VALUES = 2, + FXAA_INDICATOR_ENABLE_DEFAULT = FXAA_INDICATOR_ENABLE_OFF +}; + +enum EValues_LATENCY_INDICATOR_AUTOALIGN { + LATENCY_INDICATOR_AUTOALIGN_DISABLED = 0x0, + LATENCY_INDICATOR_AUTOALIGN_ENABLED = 0x1, + LATENCY_INDICATOR_AUTOALIGN_NUM_VALUES = 2, + LATENCY_INDICATOR_AUTOALIGN_DEFAULT = LATENCY_INDICATOR_AUTOALIGN_ENABLED +}; + +enum EValues_MCSFRSHOWSPLIT { + MCSFRSHOWSPLIT_DISABLED = 0x34534064, + MCSFRSHOWSPLIT_ENABLED = 0x24545582, + MCSFRSHOWSPLIT_NUM_VALUES = 2, + MCSFRSHOWSPLIT_DEFAULT = MCSFRSHOWSPLIT_DISABLED +}; + +enum EValues_NV_QUALITY_UPSCALING { + NV_QUALITY_UPSCALING_OFF = 0, + NV_QUALITY_UPSCALING_ON = 1, + NV_QUALITY_UPSCALING_NUM_VALUES = 2, + NV_QUALITY_UPSCALING_DEFAULT = NV_QUALITY_UPSCALING_OFF +}; + +enum EValues_OPTIMUS_MAXAA { + OPTIMUS_MAXAA_MIN = 0, + OPTIMUS_MAXAA_MAX = 16, + OPTIMUS_MAXAA_NUM_VALUES = 2, + OPTIMUS_MAXAA_DEFAULT = 0 +}; + +enum EValues_PHYSXINDICATOR { + PHYSXINDICATOR_DISABLED = 0x34534064, + PHYSXINDICATOR_ENABLED = 0x24545582, + PHYSXINDICATOR_NUM_VALUES = 2, + PHYSXINDICATOR_DEFAULT = PHYSXINDICATOR_DISABLED +}; + +enum EValues_PREFERRED_PSTATE { + PREFERRED_PSTATE_ADAPTIVE = 0x00000000, + PREFERRED_PSTATE_PREFER_MAX = 0x00000001, + PREFERRED_PSTATE_DRIVER_CONTROLLED = 0x00000002, + PREFERRED_PSTATE_PREFER_CONSISTENT_PERFORMANCE = 0x00000003, + PREFERRED_PSTATE_PREFER_MIN = 0x00000004, + PREFERRED_PSTATE_OPTIMAL_POWER = 0x00000005, + PREFERRED_PSTATE_MIN = 0x00000000, + PREFERRED_PSTATE_MAX = 0x00000005, + PREFERRED_PSTATE_NUM_VALUES = 8, + PREFERRED_PSTATE_DEFAULT = PREFERRED_PSTATE_OPTIMAL_POWER +}; + +enum EValues_PREVENT_UI_AF_OVERRIDE { + PREVENT_UI_AF_OVERRIDE_OFF = 0, + PREVENT_UI_AF_OVERRIDE_ON = 1, + PREVENT_UI_AF_OVERRIDE_NUM_VALUES = 2, + PREVENT_UI_AF_OVERRIDE_DEFAULT = PREVENT_UI_AF_OVERRIDE_OFF +}; + +enum EValues_SHIM_MCCOMPAT { + SHIM_MCCOMPAT_INTEGRATED = 0x00000000U, + SHIM_MCCOMPAT_ENABLE = 0x00000001U, + SHIM_MCCOMPAT_USER_EDITABLE = 0x00000002U, + SHIM_MCCOMPAT_MASK = 0x00000003U, + SHIM_MCCOMPAT_VIDEO_MASK = 0x00000004U, + SHIM_MCCOMPAT_VARYING_BIT = 0x00000008U, + SHIM_MCCOMPAT_AUTO_SELECT = 0x00000010U, + SHIM_MCCOMPAT_OVERRIDE_BIT = 0x80000000U, + SHIM_MCCOMPAT_NUM_VALUES = 8, + SHIM_MCCOMPAT_DEFAULT = SHIM_MCCOMPAT_AUTO_SELECT +}; + +enum EValues_SHIM_RENDERING_MODE { + SHIM_RENDERING_MODE_INTEGRATED = 0x00000000U, + SHIM_RENDERING_MODE_ENABLE = 0x00000001U, + SHIM_RENDERING_MODE_USER_EDITABLE = 0x00000002U, + SHIM_RENDERING_MODE_MASK = 0x00000003U, + SHIM_RENDERING_MODE_VIDEO_MASK = 0x00000004U, + SHIM_RENDERING_MODE_VARYING_BIT = 0x00000008U, + SHIM_RENDERING_MODE_AUTO_SELECT = 0x00000010U, + SHIM_RENDERING_MODE_OVERRIDE_BIT = 0x80000000U, + SHIM_RENDERING_MODE_NUM_VALUES = 8, + SHIM_RENDERING_MODE_DEFAULT = SHIM_RENDERING_MODE_AUTO_SELECT +}; + +enum EValues_SHIM_RENDERING_OPTIONS { + SHIM_RENDERING_OPTIONS_DEFAULT_RENDERING_MODE = 0x00000000U, + SHIM_RENDERING_OPTIONS_DISABLE_ASYNC_PRESENT = 0x00000001U, + SHIM_RENDERING_OPTIONS_EHSHELL_DETECT = 0x00000002U, + SHIM_RENDERING_OPTIONS_FLASHPLAYER_HOST_DETECT = 0x00000004U, + SHIM_RENDERING_OPTIONS_VIDEO_DRM_APP_DETECT = 0x00000008U, + SHIM_RENDERING_OPTIONS_IGNORE_OVERRIDES = 0x00000010U, + SHIM_RENDERING_OPTIONS_RESERVED1 = 0x00000020U, + SHIM_RENDERING_OPTIONS_ENABLE_DWM_ASYNC_PRESENT = 0x00000040U, + SHIM_RENDERING_OPTIONS_RESERVED2 = 0x00000080U, + SHIM_RENDERING_OPTIONS_ALLOW_INHERITANCE = 0x00000100U, + SHIM_RENDERING_OPTIONS_DISABLE_WRAPPERS = 0x00000200U, + SHIM_RENDERING_OPTIONS_DISABLE_DXGI_WRAPPERS = 0x00000400U, + SHIM_RENDERING_OPTIONS_PRUNE_UNSUPPORTED_FORMATS = 0x00000800U, + SHIM_RENDERING_OPTIONS_ENABLE_ALPHA_FORMAT = 0x00001000U, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING = 0x00002000U, + SHIM_RENDERING_OPTIONS_DISABLE_CUDA = 0x00004000U, + SHIM_RENDERING_OPTIONS_ALLOW_CP_CAPS_FOR_VIDEO = 0x00008000U, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING_FWD_OPTIMUS = 0x00010000U, + SHIM_RENDERING_OPTIONS_DISABLE_DURING_SECURE_BOOT = 0x00020000U, + SHIM_RENDERING_OPTIONS_INVERT_FOR_QUADRO = 0x00040000U, + SHIM_RENDERING_OPTIONS_INVERT_FOR_MSHYBRID = 0x00080000U, + SHIM_RENDERING_OPTIONS_REGISTER_PROCESS_ENABLE_GOLD = 0x00100000U, + SHIM_RENDERING_OPTIONS_HANDLE_WINDOWED_MODE_PERF_OPT = 0x00200000U, + SHIM_RENDERING_OPTIONS_HANDLE_WIN7_ASYNC_RUNTIME_BUG = 0x00400000U, + SHIM_RENDERING_OPTIONS_EXPLICIT_ADAPTER_OPTED_BY_APP = 0x00800000U, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH = 0x01000000U, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH = 0x02000000U, + SHIM_RENDERING_OPTIONS_DISABLE_TURING_POWER_POLICY = 0x04000000U, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM = 0x08000000U, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM = 0x10000000U, + SHIM_RENDERING_OPTIONS_NUM_VALUES = 30, + SHIM_RENDERING_OPTIONS_DEFAULT = 0x00000000U +}; + +enum EValues_SLI_GPU_COUNT { + SLI_GPU_COUNT_AUTOSELECT = 0x00000000, + SLI_GPU_COUNT_ONE = 0x00000001, + SLI_GPU_COUNT_TWO = 0x00000002, + SLI_GPU_COUNT_THREE = 0x00000003, + SLI_GPU_COUNT_FOUR = 0x00000004, + SLI_GPU_COUNT_NUM_VALUES = 5, + SLI_GPU_COUNT_DEFAULT = SLI_GPU_COUNT_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_GPU_COUNT { + SLI_PREDEFINED_GPU_COUNT_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_GPU_COUNT_ONE = 0x00000001, + SLI_PREDEFINED_GPU_COUNT_TWO = 0x00000002, + SLI_PREDEFINED_GPU_COUNT_THREE = 0x00000003, + SLI_PREDEFINED_GPU_COUNT_FOUR = 0x00000004, + SLI_PREDEFINED_GPU_COUNT_NUM_VALUES = 5, + SLI_PREDEFINED_GPU_COUNT_DEFAULT = SLI_PREDEFINED_GPU_COUNT_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_GPU_COUNT_DX10 { + SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_GPU_COUNT_DX10_ONE = 0x00000001, + SLI_PREDEFINED_GPU_COUNT_DX10_TWO = 0x00000002, + SLI_PREDEFINED_GPU_COUNT_DX10_THREE = 0x00000003, + SLI_PREDEFINED_GPU_COUNT_DX10_FOUR = 0x00000004, + SLI_PREDEFINED_GPU_COUNT_DX10_NUM_VALUES = 5, + SLI_PREDEFINED_GPU_COUNT_DX10_DEFAULT = SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_MODE { + SLI_PREDEFINED_MODE_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_MODE_FORCE_SINGLE = 0x00000001, + SLI_PREDEFINED_MODE_FORCE_AFR = 0x00000002, + SLI_PREDEFINED_MODE_FORCE_AFR2 = 0x00000003, + SLI_PREDEFINED_MODE_FORCE_SFR = 0x00000004, + SLI_PREDEFINED_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR = 0x00000005, + SLI_PREDEFINED_MODE_NUM_VALUES = 6, + SLI_PREDEFINED_MODE_DEFAULT = SLI_PREDEFINED_MODE_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_MODE_DX10 { + SLI_PREDEFINED_MODE_DX10_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_MODE_DX10_FORCE_SINGLE = 0x00000001, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR = 0x00000002, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR2 = 0x00000003, + SLI_PREDEFINED_MODE_DX10_FORCE_SFR = 0x00000004, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR_OF_SFR__FALLBACK_3AFR = 0x00000005, + SLI_PREDEFINED_MODE_DX10_NUM_VALUES = 6, + SLI_PREDEFINED_MODE_DX10_DEFAULT = SLI_PREDEFINED_MODE_DX10_AUTOSELECT +}; + +enum EValues_SLI_RENDERING_MODE { + SLI_RENDERING_MODE_AUTOSELECT = 0x00000000, + SLI_RENDERING_MODE_FORCE_SINGLE = 0x00000001, + SLI_RENDERING_MODE_FORCE_AFR = 0x00000002, + SLI_RENDERING_MODE_FORCE_AFR2 = 0x00000003, + SLI_RENDERING_MODE_FORCE_SFR = 0x00000004, + SLI_RENDERING_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR = 0x00000005, + SLI_RENDERING_MODE_NUM_VALUES = 6, + SLI_RENDERING_MODE_DEFAULT = SLI_RENDERING_MODE_AUTOSELECT +}; + +enum EValues_VRPRERENDERLIMIT { + VRPRERENDERLIMIT_MIN = 0x00, + VRPRERENDERLIMIT_MAX = 0xff, + VRPRERENDERLIMIT_APP_CONTROLLED = 0x00, + VRPRERENDERLIMIT_DEFAULT = 0x01, + VRPRERENDERLIMIT_NUM_VALUES = 4, +}; + +enum EValues_VRRFEATUREINDICATOR { + VRRFEATUREINDICATOR_DISABLED = 0x0, + VRRFEATUREINDICATOR_ENABLED = 0x1, + VRRFEATUREINDICATOR_NUM_VALUES = 2, + VRRFEATUREINDICATOR_DEFAULT = VRRFEATUREINDICATOR_ENABLED +}; + +enum EValues_VRROVERLAYINDICATOR { + VRROVERLAYINDICATOR_DISABLED = 0x0, + VRROVERLAYINDICATOR_ENABLED = 0x1, + VRROVERLAYINDICATOR_NUM_VALUES = 2, + VRROVERLAYINDICATOR_DEFAULT = VRROVERLAYINDICATOR_ENABLED +}; + +enum EValues_VRRREQUESTSTATE { + VRRREQUESTSTATE_DISABLED = 0x0, + VRRREQUESTSTATE_FULLSCREEN_ONLY = 0x1, + VRRREQUESTSTATE_FULLSCREEN_AND_WINDOWED = 0x2, + VRRREQUESTSTATE_NUM_VALUES = 3, + VRRREQUESTSTATE_DEFAULT = VRRREQUESTSTATE_FULLSCREEN_ONLY +}; + +enum EValues_VRR_APP_OVERRIDE { + VRR_APP_OVERRIDE_ALLOW = 0, + VRR_APP_OVERRIDE_FORCE_OFF = 1, + VRR_APP_OVERRIDE_DISALLOW = 2, + VRR_APP_OVERRIDE_ULMB = 3, + VRR_APP_OVERRIDE_FIXED_REFRESH = 4, + VRR_APP_OVERRIDE_NUM_VALUES = 5, + VRR_APP_OVERRIDE_DEFAULT = VRR_APP_OVERRIDE_ALLOW +}; + +enum EValues_VRR_APP_OVERRIDE_REQUEST_STATE { + VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW = 0, + VRR_APP_OVERRIDE_REQUEST_STATE_FORCE_OFF = 1, + VRR_APP_OVERRIDE_REQUEST_STATE_DISALLOW = 2, + VRR_APP_OVERRIDE_REQUEST_STATE_ULMB = 3, + VRR_APP_OVERRIDE_REQUEST_STATE_FIXED_REFRESH = 4, + VRR_APP_OVERRIDE_REQUEST_STATE_NUM_VALUES = 5, + VRR_APP_OVERRIDE_REQUEST_STATE_DEFAULT = VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW +}; + +enum EValues_VRR_MODE { + VRR_MODE_DISABLED = 0x0, + VRR_MODE_FULLSCREEN_ONLY = 0x1, + VRR_MODE_FULLSCREEN_AND_WINDOWED = 0x2, + VRR_MODE_NUM_VALUES = 3, + VRR_MODE_DEFAULT = VRR_MODE_FULLSCREEN_ONLY +}; + +enum EValues_VSYNCSMOOTHAFR { + VSYNCSMOOTHAFR_OFF = 0x00000000, + VSYNCSMOOTHAFR_ON = 0x00000001, + VSYNCSMOOTHAFR_NUM_VALUES = 2, + VSYNCSMOOTHAFR_DEFAULT = VSYNCSMOOTHAFR_OFF +}; + +enum EValues_VSYNCVRRCONTROL { + VSYNCVRRCONTROL_DISABLE = 0x00000000, + VSYNCVRRCONTROL_ENABLE = 0x00000001, + VSYNCVRRCONTROL_NOTSUPPORTED = 0x9f95128e, + VSYNCVRRCONTROL_NUM_VALUES = 3, + VSYNCVRRCONTROL_DEFAULT = VSYNCVRRCONTROL_ENABLE +}; + +enum EValues_VSYNC_BEHAVIOR_FLAGS { + VSYNC_BEHAVIOR_FLAGS_NONE = 0x00000000, + VSYNC_BEHAVIOR_FLAGS_DEFAULT = 0x00000000, + VSYNC_BEHAVIOR_FLAGS_IGNORE_FLIPINTERVAL_MULTIPLE = 0x00000001, + VSYNC_BEHAVIOR_FLAGS_NUM_VALUES = 3, +}; + +enum EValues_WKS_API_STEREO_EYES_EXCHANGE { + WKS_API_STEREO_EYES_EXCHANGE_OFF = 0, + WKS_API_STEREO_EYES_EXCHANGE_ON = 1, + WKS_API_STEREO_EYES_EXCHANGE_NUM_VALUES = 2, + WKS_API_STEREO_EYES_EXCHANGE_DEFAULT = WKS_API_STEREO_EYES_EXCHANGE_OFF +}; + +enum EValues_WKS_API_STEREO_MODE { + WKS_API_STEREO_MODE_SHUTTER_GLASSES = 0, + WKS_API_STEREO_MODE_VERTICAL_INTERLACED = 1, + WKS_API_STEREO_MODE_TWINVIEW = 2, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_AUTO = 3, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC0 = 4, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC1 = 5, + WKS_API_STEREO_MODE_COLOR_LINE = 6, + WKS_API_STEREO_MODE_COLOR_INTERLEAVED = 7, + WKS_API_STEREO_MODE_ANAGLYPH = 8, + WKS_API_STEREO_MODE_HORIZONTAL_INTERLACED = 9, + WKS_API_STEREO_MODE_SIDE_FIELD = 10, + WKS_API_STEREO_MODE_SUB_FIELD = 11, + WKS_API_STEREO_MODE_CHECKERBOARD = 12, + WKS_API_STEREO_MODE_INVERSE_CHECKERBOARD = 13, + WKS_API_STEREO_MODE_TRIDELITY_SL = 14, + WKS_API_STEREO_MODE_TRIDELITY_MV = 15, + WKS_API_STEREO_MODE_SEEFRONT = 16, + WKS_API_STEREO_MODE_STEREO_MIRROR = 17, + WKS_API_STEREO_MODE_FRAME_SEQUENTIAL = 18, + WKS_API_STEREO_MODE_AUTODETECT_PASSIVE_MODE = 19, + WKS_API_STEREO_MODE_AEGIS_DT_FRAME_SEQUENTIAL = 20, + WKS_API_STEREO_MODE_OEM_EMITTER_FRAME_SEQUENTIAL = 21, + WKS_API_STEREO_MODE_DP_INBAND = 22, + WKS_API_STEREO_MODE_USE_HW_DEFAULT = 0xffffffff, + WKS_API_STEREO_MODE_DEFAULT_GL = 3, + WKS_API_STEREO_MODE_NUM_VALUES = 25, + WKS_API_STEREO_MODE_DEFAULT = WKS_API_STEREO_MODE_SHUTTER_GLASSES +}; + +enum EValues_WKS_STEREO_DONGLE_SUPPORT { + WKS_STEREO_DONGLE_SUPPORT_OFF = 0, + WKS_STEREO_DONGLE_SUPPORT_DAC = 1, + WKS_STEREO_DONGLE_SUPPORT_DLP = 2, + WKS_STEREO_DONGLE_SUPPORT_NUM_VALUES = 3, + WKS_STEREO_DONGLE_SUPPORT_DEFAULT = WKS_STEREO_DONGLE_SUPPORT_DAC +}; + +enum EValues_WKS_STEREO_SUPPORT { + WKS_STEREO_SUPPORT_OFF = 0, + WKS_STEREO_SUPPORT_ON = 1, + WKS_STEREO_SUPPORT_NUM_VALUES = 2, + WKS_STEREO_SUPPORT_DEFAULT = WKS_STEREO_SUPPORT_OFF +}; + +enum EValues_WKS_STEREO_SWAP_MODE { + WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL = 0x0, + WKS_STEREO_SWAP_MODE_PER_EYE = 0x1, + WKS_STEREO_SWAP_MODE_PER_EYE_PAIR = 0x2, + WKS_STEREO_SWAP_MODE_LEGACY_BEHAVIOR = 0x3, + WKS_STEREO_SWAP_MODE_PER_EYE_FOR_SWAP_GROUP = 0x4, + WKS_STEREO_SWAP_MODE_NUM_VALUES = 5, + WKS_STEREO_SWAP_MODE_DEFAULT = WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL +}; + +enum EValues_AO_MODE { + AO_MODE_OFF = 0, + AO_MODE_LOW = 1, + AO_MODE_MEDIUM = 2, + AO_MODE_HIGH = 3, + AO_MODE_NUM_VALUES = 4, + AO_MODE_DEFAULT = AO_MODE_OFF +}; + +enum EValues_AO_MODE_ACTIVE { + AO_MODE_ACTIVE_DISABLED = 0, + AO_MODE_ACTIVE_ENABLED = 1, + AO_MODE_ACTIVE_NUM_VALUES = 2, + AO_MODE_ACTIVE_DEFAULT = AO_MODE_ACTIVE_DISABLED +}; + +enum EValues_AUTO_LODBIASADJUST { + AUTO_LODBIASADJUST_OFF = 0x00000000, + AUTO_LODBIASADJUST_ON = 0x00000001, + AUTO_LODBIASADJUST_NUM_VALUES = 2, + AUTO_LODBIASADJUST_DEFAULT = AUTO_LODBIASADJUST_ON +}; + +enum EValues_EXPORT_PERF_COUNTERS_DX9_ONLY { + EXPORT_PERF_COUNTERS_DX9_ONLY_OFF = 0x00000000, + EXPORT_PERF_COUNTERS_DX9_ONLY_ON = 0x00000001, + EXPORT_PERF_COUNTERS_DX9_ONLY_NUM_VALUES = 2, + EXPORT_PERF_COUNTERS_DX9_ONLY_DEFAULT = EXPORT_PERF_COUNTERS_DX9_ONLY_OFF +}; + +enum EValues_LODBIASADJUST { + LODBIASADJUST_MIN = 0xffffff80, + LODBIASADJUST_MAX = 128, + LODBIASADJUST_NUM_VALUES = 2, + LODBIASADJUST_DEFAULT = 0 +}; + +enum EValues_MAXWELL_B_SAMPLE_INTERLEAVE { + MAXWELL_B_SAMPLE_INTERLEAVE_OFF = 0, + MAXWELL_B_SAMPLE_INTERLEAVE_ON = 1, + MAXWELL_B_SAMPLE_INTERLEAVE_NUM_VALUES = 2, + MAXWELL_B_SAMPLE_INTERLEAVE_DEFAULT = MAXWELL_B_SAMPLE_INTERLEAVE_OFF +}; + +enum EValues_PRERENDERLIMIT { + PRERENDERLIMIT_MIN = 0x00, + PRERENDERLIMIT_MAX = 0xff, + PRERENDERLIMIT_APP_CONTROLLED = 0x00, + PRERENDERLIMIT_NUM_VALUES = 3, + PRERENDERLIMIT_DEFAULT = PRERENDERLIMIT_APP_CONTROLLED +}; + +enum EValues_PS_SHADERDISKCACHE { + PS_SHADERDISKCACHE_OFF = 0x00000000, + PS_SHADERDISKCACHE_ON = 0x00000001, + PS_SHADERDISKCACHE_NUM_VALUES = 2, + PS_SHADERDISKCACHE_DEFAULT = PS_SHADERDISKCACHE_ON +}; + +enum EValues_PS_SHADERDISKCACHE_MAX_SIZE { + PS_SHADERDISKCACHE_MAX_SIZE_MIN = 0x0, + PS_SHADERDISKCACHE_MAX_SIZE_MAX = 0xffffffff, + PS_SHADERDISKCACHE_MAX_SIZE_NUM_VALUES = 2, + PS_SHADERDISKCACHE_MAX_SIZE_DEFAULT = 0x1000 +}; + +enum EValues_PS_TEXFILTER_ANISO_OPTS2 { + PS_TEXFILTER_ANISO_OPTS2_OFF = 0x00000000, + PS_TEXFILTER_ANISO_OPTS2_ON = 0x00000001, + PS_TEXFILTER_ANISO_OPTS2_NUM_VALUES = 2, + PS_TEXFILTER_ANISO_OPTS2_DEFAULT = PS_TEXFILTER_ANISO_OPTS2_OFF +}; + +enum EValues_PS_TEXFILTER_BILINEAR_IN_ANISO { + PS_TEXFILTER_BILINEAR_IN_ANISO_OFF = 0x00000000, + PS_TEXFILTER_BILINEAR_IN_ANISO_ON = 0x00000001, + PS_TEXFILTER_BILINEAR_IN_ANISO_NUM_VALUES = 2, + PS_TEXFILTER_BILINEAR_IN_ANISO_DEFAULT = PS_TEXFILTER_BILINEAR_IN_ANISO_OFF +}; + +enum EValues_PS_TEXFILTER_DISABLE_TRILIN_SLOPE { + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF = 0x00000000, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ON = 0x00000001, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_NUM_VALUES = 2, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_DEFAULT = PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF +}; + +enum EValues_PS_TEXFILTER_NO_NEG_LODBIAS { + PS_TEXFILTER_NO_NEG_LODBIAS_OFF = 0x00000000, + PS_TEXFILTER_NO_NEG_LODBIAS_ON = 0x00000001, + PS_TEXFILTER_NO_NEG_LODBIAS_NUM_VALUES = 2, + PS_TEXFILTER_NO_NEG_LODBIAS_DEFAULT = PS_TEXFILTER_NO_NEG_LODBIAS_OFF +}; + +enum EValues_QUALITY_ENHANCEMENTS { + QUALITY_ENHANCEMENTS_HIGHQUALITY = 0xfffffff6, + QUALITY_ENHANCEMENTS_QUALITY = 0x00000000, + QUALITY_ENHANCEMENTS_PERFORMANCE = 0x0000000a, + QUALITY_ENHANCEMENTS_HIGHPERFORMANCE = 0x00000014, + QUALITY_ENHANCEMENTS_NUM_VALUES = 4, + QUALITY_ENHANCEMENTS_DEFAULT = QUALITY_ENHANCEMENTS_QUALITY +}; + +enum EValues_QUALITY_ENHANCEMENT_SUBSTITUTION { + QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION = 0x00000000, + QUALITY_ENHANCEMENT_SUBSTITUTION_HIGHQUALITY_BECOMES_QUALITY = 0x00000001, + QUALITY_ENHANCEMENT_SUBSTITUTION_NUM_VALUES = 2, + QUALITY_ENHANCEMENT_SUBSTITUTION_DEFAULT = QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION +}; + +enum EValues_REFRESH_RATE_OVERRIDE { + REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED = 0x00000000, + REFRESH_RATE_OVERRIDE_HIGHEST_AVAILABLE = 0x00000001, + REFRESH_RATE_OVERRIDE_LOW_LATENCY_RR_MASK = 0x00000FF0, + REFRESH_RATE_OVERRIDE_NUM_VALUES = 3, + REFRESH_RATE_OVERRIDE_DEFAULT = REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED +}; + +enum EValues_SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE { + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF = 0x00000000, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ON = 0x00000001, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_NUM_VALUES = 2, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_DEFAULT = SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF +}; + +enum EValues_SET_VAB_DATA { + SET_VAB_DATA_ZERO = 0x00000000, + SET_VAB_DATA_UINT_ONE = 0x00000001, + SET_VAB_DATA_FLOAT_ONE = 0x3f800000, + SET_VAB_DATA_FLOAT_POS_INF = 0x7f800000, + SET_VAB_DATA_FLOAT_NAN = 0x7fc00000, + SET_VAB_DATA_USE_API_DEFAULTS = 0xffffffff, + SET_VAB_DATA_NUM_VALUES = 6, + SET_VAB_DATA_DEFAULT = SET_VAB_DATA_USE_API_DEFAULTS +}; + +enum EValues_VSYNCMODE { + VSYNCMODE_PASSIVE = 0x60925292, + VSYNCMODE_FORCEOFF = 0x08416747, + VSYNCMODE_FORCEON = 0x47814940, + VSYNCMODE_FLIPINTERVAL2 = 0x32610244, + VSYNCMODE_FLIPINTERVAL3 = 0x71271021, + VSYNCMODE_FLIPINTERVAL4 = 0x13245256, + VSYNCMODE_VIRTUAL = 0x18888888, + VSYNCMODE_NUM_VALUES = 7, + VSYNCMODE_DEFAULT = VSYNCMODE_PASSIVE +}; + +enum EValues_VSYNCTEARCONTROL { + VSYNCTEARCONTROL_DISABLE = 0x96861077, + VSYNCTEARCONTROL_ENABLE = 0x99941284, + VSYNCTEARCONTROL_NUM_VALUES = 2, + VSYNCTEARCONTROL_DEFAULT = VSYNCTEARCONTROL_DISABLE +}; + + + +typedef struct _SettingDWORDNameString { + NvU32 settingId; + const wchar_t * settingNameString; + NvU32 numSettingValues; + NvU32 *settingValues; + NvU32 defaultValue; +} SettingDWORDNameString; + +typedef struct _SettingWSTRINGNameString { + NvU32 settingId; + const wchar_t * settingNameString; + NvU32 numSettingValues; + const wchar_t **settingValues; + const wchar_t * defaultValue; +} SettingWSTRINGNameString; + + +#endif // _NVAPI_DRIVER_SETTINGS_H_ + diff --git a/src/imports/nvapi/nvHLSLExtns.h b/src/imports/nvapi/nvHLSLExtns.h new file mode 100644 index 0000000..786b722 --- /dev/null +++ b/src/imports/nvapi/nvHLSLExtns.h @@ -0,0 +1,2315 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +////////////////////////// NVIDIA SHADER EXTENSIONS ///////////////// + +// this file is to be #included in the app HLSL shader code to make +// use of nvidia shader extensions + + +#include "imports/nvapi/nvHLSLExtnsInternal.h" + +//----------------------------------------------------------------------------// +//------------------------- Warp Shuffle Functions ---------------------------// +//----------------------------------------------------------------------------// + +// all functions have variants with width parameter which permits sub-division +// of the warp into segments - for example to exchange data between 4 groups of +// 8 lanes in a SIMD manner. If width is less than warpSize then each subsection +// of the warp behaves as a separate entity with a starting logical lane ID of 0. +// A thread may only exchange data with others in its own subsection. Width must +// have a value which is a power of 2 so that the warp can be subdivided equally; +// results are undefined if width is not a power of 2, or is a number greater +// than warpSize. + +// +// simple variant of SHFL instruction +// returns val from the specified lane +// optional width parameter must be a power of two and width <= 32 +// +int NvShfl(int val, uint srcLane, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = srcLane; // source lane + g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width); + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL; + + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +int2 NvShfl(int2 val, uint srcLane, int width = NV_WARP_SIZE) +{ + int x = NvShfl(val.x, srcLane, width); + int y = NvShfl(val.y, srcLane, width); + return int2(x, y); +} + +int4 NvShfl(int4 val, uint srcLane, int width = NV_WARP_SIZE) +{ + int x = NvShfl(val.x, srcLane, width); + int y = NvShfl(val.y, srcLane, width); + int z = NvShfl(val.z, srcLane, width); + int w = NvShfl(val.w, srcLane, width); + return int4(x, y, z, w); +} + +// +// Copy from a lane with lower ID relative to caller +// +int NvShflUp(int val, uint delta, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = delta; // relative lane offset + g_NvidiaExt[index].src0u.z = (NV_WARP_SIZE - width) << 8; // minIndex = maxIndex for shfl_up (src2[4:0] is expected to be 0) + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_UP; + return g_NvidiaExt.IncrementCounter(); +} + +// +// Copy from a lane with higher ID relative to caller +// +int NvShflDown(int val, uint delta, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = delta; // relative lane offset + g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width); + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_DOWN; + return g_NvidiaExt.IncrementCounter(); +} + +// +// Copy from a lane based on bitwise XOR of own lane ID +// +int NvShflXor(int val, uint laneMask, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = laneMask; // laneMask to be XOR'ed with current laneId to get the source lane id + g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width); + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_XOR; + return g_NvidiaExt.IncrementCounter(); +} + + +//----------------------------------------------------------------------------// +//----------------------------- Warp Vote Functions---------------------------// +//----------------------------------------------------------------------------// + +// returns 0xFFFFFFFF if the predicate is true for any thread in the warp, returns 0 otherwise +uint NvAny(int predicate) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = predicate; + g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_ANY; + return g_NvidiaExt.IncrementCounter(); +} + +// returns 0xFFFFFFFF if the predicate is true for ALL threads in the warp, returns 0 otherwise +uint NvAll(int predicate) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = predicate; + g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_ALL; + return g_NvidiaExt.IncrementCounter(); +} + +// returns a mask of all threads in the warp with bits set for threads that have predicate true +uint NvBallot(int predicate) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = predicate; + g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_BALLOT; + return g_NvidiaExt.IncrementCounter(); +} + + +//----------------------------------------------------------------------------// +//----------------------------- Utility Functions ----------------------------// +//----------------------------------------------------------------------------// + +// returns the lane index of the current thread (thread index in warp) +int NvGetLaneId() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_GET_LANE_ID; + return g_NvidiaExt.IncrementCounter(); +} + +// returns value of special register - specify subopcode from any of NV_SPECIALOP_* specified in nvShaderExtnEnums.h - other opcodes undefined behavior +uint NvGetSpecial(uint subOpCode) +{ + return __NvGetSpecial(subOpCode); +} + +//----------------------------------------------------------------------------// +//----------------------------- FP16 Atmoic Functions-------------------------// +//----------------------------------------------------------------------------// + +// The functions below performs atomic operations on two consecutive fp16 +// values in the given raw UAV. +// The uint paramater 'fp16x2Val' is treated as two fp16 values byteAddress must be multiple of 4 +// The returned value are the two fp16 values packed into a single uint + +uint NvInterlockedAddFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_MAX); +} + + +// versions of the above functions taking two fp32 values (internally converted to fp16 values) +uint NvInterlockedAddFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + + +//----------------------------------------------------------------------------// + +// The functions below perform atomic operation on a R16G16_FLOAT UAV at the given address +// the uint paramater 'fp16x2Val' is treated as two fp16 values +// the returned value are the two fp16 values (.x and .y components) packed into a single uint +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16_FLOAT format (might result in app crash or TDR) + +uint NvInterlockedAddFp16x2(RWTexture1D uav, uint address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture1D uav, uint address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture1D uav, uint address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture2D uav, uint2 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture2D uav, uint2 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture2D uav, uint2 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture3D uav, uint3 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture3D uav, uint3 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture3D uav, uint3 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + + +// versions taking two fp32 values (internally converted to fp16) +uint NvInterlockedAddFp16x2(RWTexture1D uav, uint address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture1D uav, uint address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture1D uav, uint address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture2D uav, uint2 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture2D uav, uint2 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture2D uav, uint2 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture3D uav, uint3 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture3D uav, uint3 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture3D uav, uint3 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + + +//----------------------------------------------------------------------------// + +// The functions below perform Atomic operation on a R16G16B16A16_FLOAT UAV at the given address +// the uint2 paramater 'fp16x2Val' is treated as four fp16 values +// i.e, fp16x2Val.x = uav.xy and fp16x2Val.y = uav.yz +// The returned value are the four fp16 values (.xyzw components) packed into uint2 +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16B16A16_FLOAT format (might result in app crash or TDR) + +uint2 NvInterlockedAddFp16x4(RWTexture1D uav, uint address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture1D uav, uint address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture1D uav, uint address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture2D uav, uint2 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture2D uav, uint2 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture2D uav, uint2 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture3D uav, uint3 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture3D uav, uint3 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture3D uav, uint3 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +// versions taking four fp32 values (internally converted to fp16) +uint2 NvInterlockedAddFp16x4(RWTexture1D uav, uint address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture1D uav, uint address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture1D uav, uint address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture2D uav, uint2 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture2D uav, uint2 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture2D uav, uint2 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture3D uav, uint3 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture3D uav, uint3 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture3D uav, uint3 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX); +} + + +//----------------------------------------------------------------------------// +//----------------------------- FP32 Atmoic Functions-------------------------// +//----------------------------------------------------------------------------// + +// The functions below performs atomic add on the given UAV treating the value as float +// byteAddress must be multiple of 4 +// The returned value is the value present in memory location before the atomic add + +float NvInterlockedAddFp32(RWByteAddressBuffer uav, uint byteAddress, float val) +{ + return __NvAtomicAddFP32(uav, byteAddress, val); +} + +//----------------------------------------------------------------------------// + +// The functions below perform atomic add on a R32_FLOAT UAV at the given address +// the returned value is the value before performing the atomic add +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R32_FLOAT format (might result in app crash or TDR) + +float NvInterlockedAddFp32(RWTexture1D uav, uint address, float val) +{ + return __NvAtomicAddFP32(uav, address, val); +} + +float NvInterlockedAddFp32(RWTexture2D uav, uint2 address, float val) +{ + return __NvAtomicAddFP32(uav, address, val); +} + +float NvInterlockedAddFp32(RWTexture3D uav, uint3 address, float val) +{ + return __NvAtomicAddFP32(uav, address, val); +} + + +//----------------------------------------------------------------------------// +//--------------------------- UINT64 Atmoic Functions-------------------------// +//----------------------------------------------------------------------------// + +// The functions below performs atomic operation on the given UAV treating the value as uint64 +// byteAddress must be multiple of 8 +// The returned value is the value present in memory location before the atomic operation +// uint2 vector type is used to represent a single uint64 value with the x component containing the low 32 bits and y component the high 32 bits. + +uint2 NvInterlockedAddUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, byteAddress, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_SWAP); +} + +//----------------------------------------------------------------------------// + +// The functions below perform atomic operation on a R32G32_UINT UAV at the given address treating the value as uint64 +// the returned value is the value before performing the atomic operation +// uint2 vector type is used to represent a single uint64 value with the x component containing the low 32 bits and y component the high 32 bits. +// Warning: Behaviour of these set of functions is undefined if the UAV is not of R32G32_UINT format (might result in app crash or TDR) + +uint2 NvInterlockedAddUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWTexture1D uav, uint address, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, address, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_SWAP); +} + +uint2 NvInterlockedAddUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWTexture2D uav, uint2 address, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, address, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_SWAP); +} + +uint2 NvInterlockedAddUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWTexture3D uav, uint3 address, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, address, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_SWAP); +} + +//----------------------------------------------------------------------------// +//--------------------------- VPRS functions ---------------------------------// +//----------------------------------------------------------------------------// + +// Returns the shading rate and the number of per-pixel shading passes for current VPRS pixel +uint3 NvGetShadingRate() +{ + uint3 shadingRate = (uint3)0; + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_GET_SHADING_RATE; + g_NvidiaExt[index].numOutputsForIncCounter = 3; + shadingRate.x = g_NvidiaExt.IncrementCounter(); + shadingRate.y = g_NvidiaExt.IncrementCounter(); + shadingRate.z = g_NvidiaExt.IncrementCounter(); + return shadingRate; +} + +float NvEvaluateAttributeAtSampleForVPRS(float attrib, uint sampleIndex, int2 pixelOffset) +{ + float value = (float)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float2 NvEvaluateAttributeAtSampleForVPRS(float2 attrib, uint sampleIndex, int2 pixelOffset) +{ + float2 value = (float2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float3 NvEvaluateAttributeAtSampleForVPRS(float3 attrib, uint sampleIndex, int2 pixelOffset) +{ + float3 value = (float3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float4 NvEvaluateAttributeAtSampleForVPRS(float4 attrib, uint sampleIndex, int2 pixelOffset) +{ + float4 value = (float4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + value.w = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +int NvEvaluateAttributeAtSampleForVPRS(int attrib, uint sampleIndex, int2 pixelOffset) +{ + int value = (int)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int2 NvEvaluateAttributeAtSampleForVPRS(int2 attrib, uint sampleIndex, int2 pixelOffset) +{ + int2 value = (int2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int3 NvEvaluateAttributeAtSampleForVPRS(int3 attrib, uint sampleIndex, int2 pixelOffset) +{ + int3 value = (int3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int4 NvEvaluateAttributeAtSampleForVPRS(int4 attrib, uint sampleIndex, int2 pixelOffset) +{ + int4 value = (int4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + value.w = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint NvEvaluateAttributeAtSampleForVPRS(uint attrib, uint sampleIndex, int2 pixelOffset) +{ + uint value = (uint)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint2 NvEvaluateAttributeAtSampleForVPRS(uint2 attrib, uint sampleIndex, int2 pixelOffset) +{ + uint2 value = (uint2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint3 NvEvaluateAttributeAtSampleForVPRS(uint3 attrib, uint sampleIndex, int2 pixelOffset) +{ + uint3 value = (uint3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint4 NvEvaluateAttributeAtSampleForVPRS(uint4 attrib, uint sampleIndex, int2 pixelOffset) +{ + uint4 value = (uint4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + value.w = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + + +float NvEvaluateAttributeSnappedForVPRS(float attrib, uint2 offset) +{ + float value = (float)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float2 NvEvaluateAttributeSnappedForVPRS(float2 attrib, uint2 offset) +{ + float2 value = (float2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float3 NvEvaluateAttributeSnappedForVPRS(float3 attrib, uint2 offset) +{ + float3 value = (float3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float4 NvEvaluateAttributeSnappedForVPRS(float4 attrib, uint2 offset) +{ + float4 value = (float4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + value.w = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +int NvEvaluateAttributeSnappedForVPRS(int attrib, uint2 offset) +{ + int value = (int)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int2 NvEvaluateAttributeSnappedForVPRS(int2 attrib, uint2 offset) +{ + int2 value = (int2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int3 NvEvaluateAttributeSnappedForVPRS(int3 attrib, uint2 offset) +{ + int3 value = (int3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int4 NvEvaluateAttributeSnappedForVPRS(int4 attrib, uint2 offset) +{ + int4 value = (int4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + value.w = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint NvEvaluateAttributeSnappedForVPRS(uint attrib, uint2 offset) +{ + uint value = (uint)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint2 NvEvaluateAttributeSnappedForVPRS(uint2 attrib, uint2 offset) +{ + uint2 value = (uint2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint3 NvEvaluateAttributeSnappedForVPRS(uint3 attrib, uint2 offset) +{ + uint3 value = (uint3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint4 NvEvaluateAttributeSnappedForVPRS(uint4 attrib, uint2 offset) +{ + uint4 value = (uint4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + value.w = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +// MATCH instruction variants +uint NvWaveMatch(uint value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = value; + g_NvidiaExt[index].src1u.x = 1; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(uint2 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = value.xy; + g_NvidiaExt[index].src1u.x = 2; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(uint4 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u = value; + g_NvidiaExt[index].src1u.x = 4; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(float value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = asuint(value); + g_NvidiaExt[index].src1u.x = 1; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(float2 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = asuint(value); + g_NvidiaExt[index].src1u.x = 2; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(float4 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u = asuint(value); + g_NvidiaExt[index].src1u.x = 4; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + + +//----------------------------------------------------------------------------// +//------------------------------ Footprint functions -------------------------// +//----------------------------------------------------------------------------// +// texSpace and smpSpace must be immediates, texIndex and smpIndex can be variable +// offset must be immediate +// the required components of location and offset fields can be filled depending on the dimension/type of the texture +// texType should be one of 2D or 3D as defined in nvShaderExtnEnums.h and and should be an immediate literal +// if the above restrictions are not met, the behaviour of this instruction is undefined + +uint4 NvFootprintFine(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, offset); +} + +uint4 NvFootprintCoarse(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, offset); +} + + + +uint4 NvFootprintFineBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, bias, offset); +} + +uint4 NvFootprintCoarseBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, bias, offset); +} + + + +uint4 NvFootprintFineLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, lodLevel, offset); +} + +uint4 NvFootprintCoarseLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, lodLevel, offset); +} + + + +uint4 NvFootprintFineGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, ddx, ddy, offset); +} + +uint4 NvFootprintCoarseGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, ddx, ddy, offset); +} + +uint NvFootprintExtractLOD(uint4 blob) +{ + return ((blob.w & 0xF000) >> 12); +} + +uint NvFootprintExtractReturnGran(uint4 blob) +{ + return ((blob.z & 0xF000000) >> 24); +} + +uint2 NvFootprintExtractAnchorTileLoc2D(uint4 blob) +{ + uint2 loc; + loc.x = (blob.w & 0xFFF); + loc.y = (blob.z & 0xFFF); + return loc; +} + +uint3 NvFootprintExtractAnchorTileLoc3D(uint4 blob) +{ + uint3 loc; + loc.x = (blob.w & 0xFFF); + loc.y = ((blob.w & 0xFFF0000) >> 16); + loc.z = (blob.z & 0x1FFF); + return loc; +} + +uint2 NvFootprintExtractOffset2D(uint4 blob) +{ + uint2 loc; + loc.x = ((blob.z & 0x070000) >> 16); + loc.y = ((blob.z & 0x380000) >> 19); + return loc; +} + +uint3 NvFootprintExtractOffset3D(uint4 blob) +{ + uint3 loc; + loc.x = ((blob.z & 0x030000) >> 16); + loc.y = ((blob.z & 0x0C0000) >> 18); + loc.z = ((blob.z & 0x300000) >> 20); + return loc; +} + +uint2 NvFootprintExtractBitmask(uint4 blob) +{ + return blob.xy; +} + + +// Variant of Footprint extensions which returns isSingleLod (out parameter) +// isSingleLod = true -> This footprint request touched the texels from only single LOD. +uint4 NvFootprintFine(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarse(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + + +uint4 NvFootprintFineBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, bias, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarseBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, bias, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + + +uint4 NvFootprintFineLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, lodLevel, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarseLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, lodLevel, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + + +uint4 NvFootprintFineGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, ddx, ddy, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarseGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, ddx, ddy, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + +uint NvActiveThreads() +{ + return NvBallot(1); +} + + +//----------------------------------------------------------------------------// +//------------------------------ WaveMultiPrefix functions -------------------// +//----------------------------------------------------------------------------// + +// Following are the WaveMultiPrefix functions for different operations (Add, Bitand, BitOr, BitXOr) for different datatypes (uint, uint2, uint4) +// This is a set of functions which implement multi-prefix operations among the set of active lanes in the current wave (WARP). +// A multi-prefix operation comprises a set of prefix operations, executed in parallel within subsets of lanes identified with the provided bitmasks. +// These bitmasks represent partitioning of the set of active lanes in the current wave into N groups (where N is the number of unique masks across all lanes in the wave). +// N prefix operations are then performed each within its corresponding group. +// The groups are assumed to be non-intersecting (that is, a given lane can be a member of one and only one group), +// and bitmasks in all lanes belonging to the same group are required to be the same. +// There are 2 type of functions - Exclusive and Inclusive prefix operations. +// e.g. For NvWaveMultiPrefixInclusiveAdd(val, mask) operation - For each of the groups (for which mask input is same) following is the expected output : +// i^th thread in a group has value = sum(values of threads 0 to i) +// For Exclusive version of same opeartion - +// i^th thread in a group has value = sum(values of threads 0 to i-1) and 0th thread in a the Group has value 0 + +// Extensions for Add +uint NvWaveMultiPrefixInclusiveAdd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + // As remainingThreads only has threads in group with smaller thread ids than its own thread-id nextLane can never be 31 for any thread in the group except the smallest one + // For smallest thread in the group, remainingThreads is 0 --> nextLane is ~0 (i.e. considering last 5 bits its 31) + // So passing maskClampValue=30 to __NvShflGeneric, it will return laneValid=false for the smallest thread in the group. So update val and nextLane based on laneValid. + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val + temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveAdd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : 0; + return NvWaveMultiPrefixInclusiveAdd(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveAdd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val + temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveAdd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(0, 0); + return NvWaveMultiPrefixInclusiveAdd(val, mask); +} + +uint4 NvWaveMultiPrefixInclusiveAdd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val + temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveAdd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(0, 0, 0, 0); + return NvWaveMultiPrefixInclusiveAdd(val, mask); +} + +// MultiPrefix extensions for Bitand +uint NvWaveMultiPrefixInclusiveAnd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val & temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveAnd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : ~0; + return NvWaveMultiPrefixInclusiveAnd(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveAnd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val & temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveAnd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(~0, ~0); + return NvWaveMultiPrefixInclusiveAnd(val, mask); +} + + +uint4 NvWaveMultiPrefixInclusiveAnd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val & temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveAnd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(~0, ~0, ~0, ~0); + return NvWaveMultiPrefixInclusiveAnd(val, mask); +} + + +// MultiPrefix extensions for BitOr +uint NvWaveMultiPrefixInclusiveOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val | temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : 0; + return NvWaveMultiPrefixInclusiveOr(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val | temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(0, 0); + return NvWaveMultiPrefixInclusiveOr(val, mask); +} + + +uint4 NvWaveMultiPrefixInclusiveOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val | temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(0, 0, 0, 0); + return NvWaveMultiPrefixInclusiveOr(val, mask); +} + + +// MultiPrefix extensions for BitXOr +uint NvWaveMultiPrefixInclusiveXOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val ^ temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveXOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : 0; + return NvWaveMultiPrefixInclusiveXOr(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveXOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val ^ temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveXOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(0, 0); + return NvWaveMultiPrefixInclusiveXOr(val, mask); +} + + +uint4 NvWaveMultiPrefixInclusiveXOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val ^ temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveXOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(0, 0, 0, 0); + return NvWaveMultiPrefixInclusiveXOr(val, mask); +} + + +//----------------------------------------------------------------------------// +//------------------------- DXR Micro-map Extension --------------------------// +//----------------------------------------------------------------------------// + +float3x3 NvRtTriangleObjectPositions() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_TRIANGLE_OBJECT_POSITIONS; + + float3x3 ret; + ret[0][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][2] = asfloat(g_NvidiaExt.IncrementCounter()); + return ret; +} + +float3x3 NvRtMicroTriangleObjectPositions() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_TRIANGLE_OBJECT_POSITIONS; + + float3x3 ret; + ret[0][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][2] = asfloat(g_NvidiaExt.IncrementCounter()); + return ret; +} + +float3x2 NvRtMicroTriangleBarycentrics() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_TRIANGLE_BARYCENTRICS; + + float3x2 ret; + ret[0][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][1] = asfloat(g_NvidiaExt.IncrementCounter()); + return ret; +} + +bool NvRtIsMicroTriangleHit() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_IS_MICRO_TRIANGLE_HIT; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; +} + +bool NvRtIsBackFacing() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_IS_BACK_FACING; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; +} + +#if __SHADER_TARGET_MAJOR > 6 || (__SHADER_TARGET_MAJOR == 6 && __SHADER_TARGET_MINOR >= 5) + +float3 NvRtMicroVertexObjectPosition(RaytracingAccelerationStructure AccelerationStructure, uint InstanceIndex, uint GeometryIndex, uint PrimitiveIndex, uint2 UV) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_VERTEX_OBJECT_POSITION; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = UV.x; + g_NvidiaExt[index].src1u.x = UV.y; + uint handle = g_NvidiaExt.IncrementCounter(); + float3 ret; + ret.x = asfloat(g_NvidiaExt.IncrementCounter()); + ret.y = asfloat(g_NvidiaExt.IncrementCounter()); + ret.z = asfloat(g_NvidiaExt.IncrementCounter()); + + RayQuery<0> rq; + rq.TraceRayInline(AccelerationStructure, 0, handle, (RayDesc)0); + + return ret; +} + +float2 NvRtMicroVertexBarycentrics(RaytracingAccelerationStructure AccelerationStructure, uint InstanceIndex, uint GeometryIndex, uint PrimitiveIndex, uint2 UV) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_VERTEX_BARYCENTRICS; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = UV.x; + g_NvidiaExt[index].src1u.x = UV.y; + uint handle = g_NvidiaExt.IncrementCounter(); + float2 ret; + ret.x = asfloat(g_NvidiaExt.IncrementCounter()); + ret.y = asfloat(g_NvidiaExt.IncrementCounter()); + + RayQuery<0> rq; + rq.TraceRayInline(AccelerationStructure, 0, handle, (RayDesc)0); + + return ret; +} + +#endif + +//----------------------------------------------------------------------------// +//------------------------- DXR HitObject Extension --------------------------// +//----------------------------------------------------------------------------// + +// Support for templates in HLSL requires HLSL 2021+. When using dxc, +// use the -HV 2021 command line argument to enable these versions. +#if defined(__HLSL_VERSION) && (__HLSL_VERSION >= 2021) && !defined(NV_HITOBJECT_USE_MACRO_API) + +struct NvHitObject { + uint _handle; + + bool IsMiss() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_MISS; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsHit() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_HIT; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsNop() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_NOP; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + uint GetInstanceID() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_ID; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetInstanceIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetPrimitiveIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_PRIMITIVE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetGeometryIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_GEOMETRY_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetHitKind() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_HIT_KIND; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + RayDesc GetRayDesc() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_RAY_DESC; + g_NvidiaExt[index].src0u.x = _handle; + + uint tmin = g_NvidiaExt.IncrementCounter(); + uint tmax = g_NvidiaExt.IncrementCounter(); + uint rayOrgX = g_NvidiaExt.IncrementCounter(); + uint rayOrgY = g_NvidiaExt.IncrementCounter(); + uint rayOrgZ = g_NvidiaExt.IncrementCounter(); + uint rayDirX = g_NvidiaExt.IncrementCounter(); + uint rayDirY = g_NvidiaExt.IncrementCounter(); + uint rayDirZ = g_NvidiaExt.IncrementCounter(); + + RayDesc ray; + ray.TMin = asfloat(tmin); + ray.TMax = asfloat(tmax); + ray.Origin.x = asfloat(rayOrgX); + ray.Origin.y = asfloat(rayOrgY); + ray.Origin.z = asfloat(rayOrgZ); + ray.Direction.x = asfloat(rayDirX); + ray.Direction.y = asfloat(rayDirY); + ray.Direction.z = asfloat(rayDirZ); + + return ray; + } + + template + T GetAttributes() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_ATTRIBUTES; + g_NvidiaExt[index].src0u.x = _handle; + uint callHandle = g_NvidiaExt.IncrementCounter(); + + T attrs; + CallShader(callHandle, attrs); + return attrs; + } + + uint GetShaderTableIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_SHADER_TABLE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint LoadLocalRootTableConstant(uint RootConstantOffsetInBytes) + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_LOAD_LOCAL_ROOT_TABLE_CONSTANT; + g_NvidiaExt[index].src0u.x = _handle; + g_NvidiaExt[index].src0u.y = RootConstantOffsetInBytes; + return g_NvidiaExt.IncrementCounter(); + } +}; + +template +NvHitObject NvTraceRayHitObject( + RaytracingAccelerationStructure AccelerationStructure, + uint RayFlags, + uint InstanceInclusionMask, + uint RayContributionToHitGroupIndex, + uint MultiplierForGeometryContributionToHitGroupIndex, + uint MissShaderIndex, + RayDesc Ray, + inout T Payload) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_TRACE_RAY; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + g_NvidiaExt[index].src0u.x = MissShaderIndex; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + uint traceHandle = g_NvidiaExt.IncrementCounter(); + + TraceRay(AccelerationStructure, RayFlags, InstanceInclusionMask, RayContributionToHitGroupIndex, MultiplierForGeometryContributionToHitGroupIndex, traceHandle, Ray, Payload); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +template +NvHitObject NvMakeHit( + RaytracingAccelerationStructure AccelerationStructure, + uint InstanceIndex, + uint GeometryIndex, + uint PrimitiveIndex, + uint HitKind, + uint RayContributionToHitGroupIndex, + uint MultiplierForGeometryContributionToHitGroupIndex, + RayDesc Ray, + T Attributes) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = HitKind; + g_NvidiaExt[index].src1u.x = RayContributionToHitGroupIndex; + g_NvidiaExt[index].src1u.y = MultiplierForGeometryContributionToHitGroupIndex; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + uint traceHandle = g_NvidiaExt.IncrementCounter(); + + struct AttrWrapper { T Attrs; }; + AttrWrapper wrapper; + wrapper.Attrs = Attributes; + CallShader(traceHandle, wrapper); + + struct DummyPayload { int a; }; + DummyPayload payload; + TraceRay(AccelerationStructure, 0, 0, 0, 0, traceHandle, Ray, payload); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +template +NvHitObject NvMakeHitWithRecordIndex( + uint HitGroupRecordIndex, + RaytracingAccelerationStructure AccelerationStructure, + uint InstanceIndex, + uint GeometryIndex, + uint PrimitiveIndex, + uint HitKind, + RayDesc Ray, + T Attributes) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT_WITH_RECORD_INDEX; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = HitKind; + g_NvidiaExt[index].src1u.x = HitGroupRecordIndex; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + uint traceHandle = g_NvidiaExt.IncrementCounter(); + + struct AttrWrapper { T Attrs; }; + AttrWrapper wrapper; + wrapper.Attrs = Attributes; + CallShader(traceHandle, wrapper); + + struct DummyPayload { int a; }; + DummyPayload payload; + TraceRay(AccelerationStructure, 0, 0, 0, 0, traceHandle, Ray, payload); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +NvHitObject NvMakeMiss( + uint MissShaderIndex, + RayDesc Ray) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_MISS; + g_NvidiaExt[index].src0u.x = MissShaderIndex; + g_NvidiaExt[index].src0u.y = asuint(Ray.TMin); + g_NvidiaExt[index].src0u.z = asuint(Ray.TMax); + g_NvidiaExt[index].src1u.x = asuint(Ray.Origin.x); + g_NvidiaExt[index].src1u.y = asuint(Ray.Origin.y); + g_NvidiaExt[index].src1u.z = asuint(Ray.Origin.z); + g_NvidiaExt[index].src2u.x = asuint(Ray.Direction.x); + g_NvidiaExt[index].src2u.y = asuint(Ray.Direction.y); + g_NvidiaExt[index].src2u.z = asuint(Ray.Direction.z); + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +NvHitObject NvMakeNop() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_NOP; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +void NvReorderThread(uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 0; + g_NvidiaExt[index].src0u.y = 0; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj, uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 1; + g_NvidiaExt[index].src0u.y = HitObj._handle; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj) +{ + NvReorderThread(HitObj, 0, 0); +} + +template +void NvInvokeHitObject( + RaytracingAccelerationStructure AccelerationStructure, + NvHitObject HitObj, + inout T Payload) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_INVOKE; + g_NvidiaExt[index].src0u.x = HitObj._handle; + uint handle = g_NvidiaExt.IncrementCounter(); + + TraceRay(AccelerationStructure, 0, 0, 0, 0, handle, (RayDesc)0, Payload); +} + +// Macro-based version of the HitObject API. Use this when HLSL 2021 is not available. +// Enable by specifying #define NV_HITOBJECT_USE_MACRO_API before including this header. +#elif defined(NV_HITOBJECT_USE_MACRO_API) + +struct NvHitObject { + uint _handle; + + bool IsMiss() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_MISS; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsHit() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_HIT; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsNop() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_NOP; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + uint GetInstanceID() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_ID; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetInstanceIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetPrimitiveIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_PRIMITIVE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetGeometryIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_GEOMETRY_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetHitKind() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_HIT_KIND; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + RayDesc GetRayDesc() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_RAY_DESC; + g_NvidiaExt[index].src0u.x = _handle; + + uint tmin = g_NvidiaExt.IncrementCounter(); + uint tmax = g_NvidiaExt.IncrementCounter(); + uint rayOrgX = g_NvidiaExt.IncrementCounter(); + uint rayOrgY = g_NvidiaExt.IncrementCounter(); + uint rayOrgZ = g_NvidiaExt.IncrementCounter(); + uint rayDirX = g_NvidiaExt.IncrementCounter(); + uint rayDirY = g_NvidiaExt.IncrementCounter(); + uint rayDirZ = g_NvidiaExt.IncrementCounter(); + + RayDesc ray; + ray.TMin = asfloat(tmin); + ray.TMax = asfloat(tmax); + ray.Origin.x = asfloat(rayOrgX); + ray.Origin.y = asfloat(rayOrgY); + ray.Origin.z = asfloat(rayOrgZ); + ray.Direction.x = asfloat(rayDirX); + ray.Direction.y = asfloat(rayDirY); + ray.Direction.z = asfloat(rayDirZ); + + return ray; + } + + uint GetShaderTableIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_SHADER_TABLE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint LoadLocalRootTableConstant(uint RootConstantOffsetInBytes) + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_LOAD_LOCAL_ROOT_TABLE_CONSTANT; + g_NvidiaExt[index].src0u.x = _handle; + g_NvidiaExt[index].src0u.y = RootConstantOffsetInBytes; + return g_NvidiaExt.IncrementCounter(); + } +}; + +#define NvTraceRayHitObject(AccelerationStructure,RayFlags,InstanceInclusionMask,RayContributionToHitGroupIndex,MultiplierForGeometryContributionToHitGroupIndex,MissShaderIndex,Ray,Payload,ResultHitObj) \ +do { \ + uint _rayFlags = RayFlags; \ + uint _instanceInclusionMask = InstanceInclusionMask; \ + uint _rayContributionToHitGroupIndex = RayContributionToHitGroupIndex; \ + uint _multiplierForGeometryContributionToHitGroupIndex = MultiplierForGeometryContributionToHitGroupIndex; \ + uint _missShaderIndex = MissShaderIndex; \ + RayDesc _ray = Ray; \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_TRACE_RAY; \ + g_NvidiaExt[_index].numOutputsForIncCounter = 2; \ + g_NvidiaExt[_index].src0u.x = _missShaderIndex; \ + uint _hitHandle = g_NvidiaExt.IncrementCounter(); \ + uint _traceHandle = g_NvidiaExt.IncrementCounter(); \ + TraceRay(AccelerationStructure, _rayFlags, _instanceInclusionMask, _rayContributionToHitGroupIndex, _multiplierForGeometryContributionToHitGroupIndex, _traceHandle, _ray, Payload); \ + ResultHitObj._handle = _hitHandle; \ +} while(0) + +struct NvHitObjectMacroDummyPayloadType { int a; }; + +#define NvMakeHit(AccelerationStructure,InstanceIndex,GeometryIndex,PrimitiveIndex,HitKind,RayContributionToHitGroupIndex,MultiplierForGeometryContributionToHitGroupIndex,Ray,Attributes,ResultHitObj) \ +do { \ + uint _instanceIndex = InstanceIndex; \ + uint _geometryIndex = GeometryIndex; \ + uint _primitiveIndex = PrimitiveIndex; \ + uint _hitKind = HitKind; \ + uint _rayContributionToHitGroupIndex = RayContributionToHitGroupIndex; \ + uint _multiplierForGeometryContributionToHitGroupIndex = MultiplierForGeometryContributionToHitGroupIndex; \ + RayDesc _ray = Ray; \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT; \ + g_NvidiaExt[_index].numOutputsForIncCounter = 2; \ + g_NvidiaExt[_index].src0u.x = _instanceIndex; \ + g_NvidiaExt[_index].src0u.y = _geometryIndex; \ + g_NvidiaExt[_index].src0u.z = _primitiveIndex; \ + g_NvidiaExt[_index].src0u.w = _hitKind; \ + g_NvidiaExt[_index].src1u.x = _rayContributionToHitGroupIndex; \ + g_NvidiaExt[_index].src1u.y = _multiplierForGeometryContributionToHitGroupIndex; \ + uint _hitHandle = g_NvidiaExt.IncrementCounter(); \ + uint _traceHandle = g_NvidiaExt.IncrementCounter(); \ + CallShader(_traceHandle, Attributes); \ + NvHitObjectMacroDummyPayloadType _payload; \ + TraceRay(AccelerationStructure, 0, 0, 0, 0, _traceHandle, _ray, _payload); \ + ResultHitObj._handle = _hitHandle; \ +} while(0) + +#define NvMakeHitWithRecordIndex(HitGroupRecordIndex,AccelerationStructure,InstanceIndex,GeometryIndex,PrimitiveIndex,HitKind,Ray,Attributes,ResultHitObj) \ +do { \ + uint _hitGroupRecordIndex = HitGroupRecordIndex; \ + uint _instanceIndex = InstanceIndex; \ + uint _geometryIndex = GeometryIndex; \ + uint _primitiveIndex = PrimitiveIndex; \ + uint _hitKind = HitKind; \ + RayDesc _ray = Ray; \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT_WITH_RECORD_INDEX; \ + g_NvidiaExt[_index].numOutputsForIncCounter = 2; \ + g_NvidiaExt[_index].src0u.x = _instanceIndex; \ + g_NvidiaExt[_index].src0u.y = _geometryIndex; \ + g_NvidiaExt[_index].src0u.z = _primitiveIndex; \ + g_NvidiaExt[_index].src0u.w = _hitKind; \ + g_NvidiaExt[_index].src1u.x = _hitGroupRecordIndex; \ + uint _hitHandle = g_NvidiaExt.IncrementCounter(); \ + uint _traceHandle = g_NvidiaExt.IncrementCounter(); \ + CallShader(_traceHandle, Attributes); \ + NvHitObjectMacroDummyPayloadType _payload; \ + TraceRay(AccelerationStructure, 0, 0, 0, 0, _traceHandle, _ray, _payload); \ + ResultHitObj._handle = _hitHandle; \ +} while(0) + +NvHitObject NvMakeMiss( + uint MissShaderIndex, + RayDesc Ray) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_MISS; + g_NvidiaExt[index].src0u.x = MissShaderIndex; + g_NvidiaExt[index].src0u.y = asuint(Ray.TMin); + g_NvidiaExt[index].src0u.z = asuint(Ray.TMax); + g_NvidiaExt[index].src1u.x = asuint(Ray.Origin.x); + g_NvidiaExt[index].src1u.y = asuint(Ray.Origin.y); + g_NvidiaExt[index].src1u.z = asuint(Ray.Origin.z); + g_NvidiaExt[index].src2u.x = asuint(Ray.Direction.x); + g_NvidiaExt[index].src2u.y = asuint(Ray.Direction.y); + g_NvidiaExt[index].src2u.z = asuint(Ray.Direction.z); + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +NvHitObject NvMakeNop() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_NOP; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +#define NvGetAttributesFromHitObject(HitObj,ResultAttributes) \ +do { \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_ATTRIBUTES; \ + g_NvidiaExt[_index].src0u.x = HitObj._handle; \ + uint _callHandle = g_NvidiaExt.IncrementCounter(); \ + CallShader(_callHandle, ResultAttributes); \ +} while(0) + +void NvReorderThread(uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 0; + g_NvidiaExt[index].src0u.y = 0; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj, uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 1; + g_NvidiaExt[index].src0u.y = HitObj._handle; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj) +{ + NvReorderThread(HitObj, 0, 0); +} + +#define NvInvokeHitObject(AccelerationStructure,HitObj,Payload) \ +do { \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_INVOKE; \ + g_NvidiaExt[_index].src0u.x = HitObj._handle; \ + uint _handle = g_NvidiaExt.IncrementCounter(); \ + TraceRay(AccelerationStructure, 0, 0, 0, 0, _handle, (RayDesc)0, Payload); \ +} while(0) + +#endif diff --git a/src/imports/nvapi/nvHLSLExtnsInternal.h b/src/imports/nvapi/nvHLSLExtnsInternal.h new file mode 100644 index 0000000..d87240a --- /dev/null +++ b/src/imports/nvapi/nvHLSLExtnsInternal.h @@ -0,0 +1,758 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ +////////////////////////// NVIDIA SHADER EXTENSIONS ///////////////// +// internal functions +// Functions in this file are not expected to be called by apps directly + +#include "imports/nvapi/nvShaderExtnEnums.h" + +struct NvShaderExtnStruct +{ + uint opcode; // opcode + uint rid; // resource ID + uint sid; // sampler ID + + uint4 dst1u; // destination operand 1 (for instructions that need extra destination operands) + uint4 src3u; // source operand 3 + uint4 src4u; // source operand 4 + uint4 src5u; // source operand 5 + + uint4 src0u; // uint source operand 0 + uint4 src1u; // uint source operand 0 + uint4 src2u; // uint source operand 0 + uint4 dst0u; // uint destination operand + + uint markUavRef; // the next store to UAV is fake and is used only to identify the uav slot + uint numOutputsForIncCounter; // Used for output to IncrementCounter + float padding1[27]; // struct size: 256 bytes +}; + +// RW structured buffer for Nvidia shader extensions + +// Application needs to define NV_SHADER_EXTN_SLOT as a unused slot, which should be +// set using NvAPI_D3D11_SetNvShaderExtnSlot() call before creating the first shader that +// uses nvidia shader extensions. E.g before including this file in shader define it as: +// #define NV_SHADER_EXTN_SLOT u7 + +// For SM5.1, application needs to define NV_SHADER_EXTN_REGISTER_SPACE as register space +// E.g. before including this file in shader define it as: +// #define NV_SHADER_EXTN_REGISTER_SPACE space2 + +// Note that other operations to this UAV will be ignored so application +// should bind a null resource + +#ifdef NV_SHADER_EXTN_REGISTER_SPACE +RWStructuredBuffer g_NvidiaExt : register( NV_SHADER_EXTN_SLOT, NV_SHADER_EXTN_REGISTER_SPACE ); +#else +RWStructuredBuffer g_NvidiaExt : register( NV_SHADER_EXTN_SLOT ); +#endif + +//----------------------------------------------------------------------------// +// the exposed SHFL instructions accept a mask parameter in src2 +// To compute lane mask from width of segment: +// minLaneID : currentLaneId & src2[12:8] +// maxLaneID : minLaneId | (src2[4:0] & ~src2[12:8]) +// where [minLaneId, maxLaneId] defines the segment where currentLaneId belongs +// we always set src2[4:0] to 11111 (0x1F), and set src2[12:8] as (32 - width) +int __NvGetShflMaskFromWidth(uint width) +{ + return ((NV_WARP_SIZE - width) << 8) | 0x1F; +} + +//----------------------------------------------------------------------------// + +void __NvReferenceUAVForOp(RWByteAddressBuffer uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav.Store(index, 0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = float2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = float2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = float2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = float4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = float4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = float4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = 0.0f; +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = 0.0f; +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = 0.0f; +} + + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = uint2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = uint2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = uint2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = uint4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = uint4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = uint4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = 0; +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = 0; +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = 0; +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = int2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = int2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = int2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = int4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = int4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = int4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = 0; +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = 0; +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = 0; +} + +//----------------------------------------------------------------------------// +// ATOMIC op sub-opcodes +#define NV_EXTN_ATOM_AND 0 +#define NV_EXTN_ATOM_OR 1 +#define NV_EXTN_ATOM_XOR 2 + +#define NV_EXTN_ATOM_ADD 3 +#define NV_EXTN_ATOM_MAX 6 +#define NV_EXTN_ATOM_MIN 7 + +#define NV_EXTN_ATOM_SWAP 8 +#define NV_EXTN_ATOM_CAS 9 + +//----------------------------------------------------------------------------// + +// performs Atomic operation on two consecutive fp16 values in the given UAV +// the uint paramater 'fp16x2Val' is treated as two fp16 values +// the passed sub-opcode 'op' should be an immediate constant +// byteAddress must be multiple of 4 +// the returned value are the two fp16 values packed into a single uint +uint __NvAtomicOpFP16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +//----------------------------------------------------------------------------// + +// performs Atomic operation on a R16G16_FLOAT UAV at the given address +// the uint paramater 'fp16x2Val' is treated as two fp16 values +// the passed sub-opcode 'op' should be an immediate constant +// the returned value are the two fp16 values (.x and .y components) packed into a single uint +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16_FLOAT format (might result in app crash or TDR) + +uint __NvAtomicOpFP16x2(RWTexture1D uav, uint address, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +uint __NvAtomicOpFP16x2(RWTexture2D uav, uint2 address, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +uint __NvAtomicOpFP16x2(RWTexture3D uav, uint3 address, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +//----------------------------------------------------------------------------// + +// performs Atomic operation on a R16G16B16A16_FLOAT UAV at the given address +// the uint2 paramater 'fp16x2Val' is treated as four fp16 values +// i.e, fp16x2Val.x = uav.xy and fp16x2Val.y = uav.yz +// the passed sub-opcode 'op' should be an immediate constant +// the returned value are the four fp16 values (.xyzw components) packed into uint2 +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16B16A16_FLOAT format (might result in app crash or TDR) + +uint2 __NvAtomicOpFP16x2(RWTexture1D uav, uint address, uint2 fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + // break it down into two fp16x2 atomic ops + uint2 retVal; + + // first op has x-coordinate = x * 2 + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address * 2; + g_NvidiaExt[index].src1u.x = fp16x2Val.x; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.x = g_NvidiaExt[index].dst0u.x; + + // second op has x-coordinate = x * 2 + 1 + index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address * 2 + 1; + g_NvidiaExt[index].src1u.x = fp16x2Val.y; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.y = g_NvidiaExt[index].dst0u.x; + + return retVal; +} + +uint2 __NvAtomicOpFP16x2(RWTexture2D uav, uint2 address, uint2 fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + // break it down into two fp16x2 atomic ops + uint2 retVal; + + // first op has x-coordinate = x * 2 + uint2 addressTemp = uint2(address.x * 2, address.y); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.x; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.x = g_NvidiaExt[index].dst0u.x; + + // second op has x-coordinate = x * 2 + 1 + addressTemp.x++; + index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.y; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.y = g_NvidiaExt[index].dst0u.x; + + return retVal; +} + +uint2 __NvAtomicOpFP16x2(RWTexture3D uav, uint3 address, uint2 fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + // break it down into two fp16x2 atomic ops + uint2 retVal; + + // first op has x-coordinate = x * 2 + uint3 addressTemp = uint3(address.x * 2, address.y, address.z); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.x; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.x = g_NvidiaExt[index].dst0u.x; + + // second op has x-coordinate = x * 2 + 1 + addressTemp.x++; + index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.y; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.y = g_NvidiaExt[index].dst0u.x; + + return retVal; +} + +uint __fp32x2Tofp16x2(float2 val) +{ + return (f32tof16(val.y)<<16) | f32tof16(val.x) ; +} + +uint2 __fp32x4Tofp16x4(float4 val) +{ + return uint2( (f32tof16(val.y)<<16) | f32tof16(val.x), (f32tof16(val.w)<<16) | f32tof16(val.z) ) ; +} + +//----------------------------------------------------------------------------// + +// FP32 Atomic functions +// performs Atomic operation treating the uav as float (fp32) values +// the passed sub-opcode 'op' should be an immediate constant +// byteAddress must be multiple of 4 +float __NvAtomicAddFP32(RWByteAddressBuffer uav, uint byteAddress, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.x = asuint(val); // passing as uint to make it more convinient for the driver to translate + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +float __NvAtomicAddFP32(RWTexture1D uav, uint address, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.x = asuint(val); + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +float __NvAtomicAddFP32(RWTexture2D uav, uint2 address, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.x = asuint(val); + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +float __NvAtomicAddFP32(RWTexture3D uav, uint3 address, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.x = asuint(val); + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +//----------------------------------------------------------------------------// + +// UINT64 Atmoic Functions +// The functions below performs atomic operation on the given UAV treating the value as uint64 +// byteAddress must be multiple of 8 +// The returned value is the value present in memory location before the atomic operation +// uint2 vector type is used to represent a single uint64 value with the x component containing the low 32 bits and y component the high 32 bits. + +uint2 __NvAtomicCompareExchangeUINT64(RWByteAddressBuffer uav, uint byteAddress, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWByteAddressBuffer uav, uint byteAddress, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicCompareExchangeUINT64(RWTexture1D uav, uint address, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWTexture1D uav, uint address, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicCompareExchangeUINT64(RWTexture2D uav, uint2 address, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWTexture2D uav, uint2 address, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicCompareExchangeUINT64(RWTexture3D uav, uint3 address, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWTexture3D uav, uint3 address, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + + +uint4 __NvFootprint(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +uint4 __NvFootprintBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, float bias, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src2u.x = asuint(bias); + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT_BIAS; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +uint4 __NvFootprintLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, float lodLevel, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src2u.x = asuint(lodLevel); + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT_LEVEL; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +uint4 __NvFootprintGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, float3 ddx, float3 ddy, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src2u.xyz = asuint(ddx); + g_NvidiaExt[index].src5u.xyz = asuint(ddy); + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT_GRAD; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +// returns value of special register - specify subopcode from any of NV_SPECIALOP_* specified in nvShaderExtnEnums.h - other opcodes undefined behavior +uint __NvGetSpecial(uint subOpCode) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_GET_SPECIAL; + g_NvidiaExt[index].src0u.x = subOpCode; + return g_NvidiaExt.IncrementCounter(); +} + +// predicate is returned in laneValid indicating if srcLane is in range and val from specified lane is returned. +int __NvShflGeneric(int val, uint srcLane, uint maskClampVal, out uint laneValid) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = srcLane; // source lane + g_NvidiaExt[index].src0u.z = maskClampVal; + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_GENERIC; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + + laneValid = asuint(g_NvidiaExt.IncrementCounter()); + return g_NvidiaExt.IncrementCounter(); +} \ No newline at end of file diff --git a/src/imports/nvapi/nvShaderExtnEnums.h b/src/imports/nvapi/nvShaderExtnEnums.h new file mode 100644 index 0000000..282f7b9 --- /dev/null +++ b/src/imports/nvapi/nvShaderExtnEnums.h @@ -0,0 +1,142 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +//////////////////////////////////////////////////////////////////////////////// +////////////////////////// NVIDIA SHADER EXTENSIONS //////////////////////////// +//////////////////////////////////////////////////////////////////////////////// + +// This file can be included both from HLSL shader code as well as C++ code. +// The app should call NvAPI_D3D11_IsNvShaderExtnOpCodeSupported() / NvAPI_D3D12_IsNvShaderExtnOpCodeSupported() +// to check for support for every nv shader extension opcode it plans to use + + + +//----------------------------------------------------------------------------// +//---------------------------- NV Shader Extn Version -----------------------// +//----------------------------------------------------------------------------// +#define NV_SHADER_EXTN_VERSION 1 + +//----------------------------------------------------------------------------// +//---------------------------- Misc constants --------------------------------// +//----------------------------------------------------------------------------// +#define NV_WARP_SIZE 32 +#define NV_WARP_SIZE_LOG2 5 + +//----------------------------------------------------------------------------// +//---------------------------- opCode constants ------------------------------// +//----------------------------------------------------------------------------// + + +#define NV_EXTN_OP_SHFL 1 +#define NV_EXTN_OP_SHFL_UP 2 +#define NV_EXTN_OP_SHFL_DOWN 3 +#define NV_EXTN_OP_SHFL_XOR 4 + +#define NV_EXTN_OP_VOTE_ALL 5 +#define NV_EXTN_OP_VOTE_ANY 6 +#define NV_EXTN_OP_VOTE_BALLOT 7 + +#define NV_EXTN_OP_GET_LANE_ID 8 +#define NV_EXTN_OP_FP16_ATOMIC 12 +#define NV_EXTN_OP_FP32_ATOMIC 13 + +#define NV_EXTN_OP_GET_SPECIAL 19 + +#define NV_EXTN_OP_UINT64_ATOMIC 20 + +#define NV_EXTN_OP_MATCH_ANY 21 + +// FOOTPRINT - For Sample and SampleBias +#define NV_EXTN_OP_FOOTPRINT 28 +#define NV_EXTN_OP_FOOTPRINT_BIAS 29 + +#define NV_EXTN_OP_GET_SHADING_RATE 30 + +// FOOTPRINT - For SampleLevel and SampleGrad +#define NV_EXTN_OP_FOOTPRINT_LEVEL 31 +#define NV_EXTN_OP_FOOTPRINT_GRAD 32 + +// SHFL Generic +#define NV_EXTN_OP_SHFL_GENERIC 33 + +#define NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE 51 +#define NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED 52 + +// HitObject API +#define NV_EXTN_OP_HIT_OBJECT_TRACE_RAY 67 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_HIT 68 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_HIT_WITH_RECORD_INDEX 69 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_MISS 70 +#define NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD 71 +#define NV_EXTN_OP_HIT_OBJECT_INVOKE 72 +#define NV_EXTN_OP_HIT_OBJECT_IS_MISS 73 +#define NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_ID 74 +#define NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_INDEX 75 +#define NV_EXTN_OP_HIT_OBJECT_GET_PRIMITIVE_INDEX 76 +#define NV_EXTN_OP_HIT_OBJECT_GET_GEOMETRY_INDEX 77 +#define NV_EXTN_OP_HIT_OBJECT_GET_HIT_KIND 78 +#define NV_EXTN_OP_HIT_OBJECT_GET_RAY_DESC 79 +#define NV_EXTN_OP_HIT_OBJECT_GET_ATTRIBUTES 80 +#define NV_EXTN_OP_HIT_OBJECT_GET_SHADER_TABLE_INDEX 81 +#define NV_EXTN_OP_HIT_OBJECT_LOAD_LOCAL_ROOT_TABLE_CONSTANT 82 +#define NV_EXTN_OP_HIT_OBJECT_IS_HIT 83 +#define NV_EXTN_OP_HIT_OBJECT_IS_NOP 84 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_NOP 85 + +// Micro-map API +#define NV_EXTN_OP_RT_TRIANGLE_OBJECT_POSITIONS 86 +#define NV_EXTN_OP_RT_MICRO_TRIANGLE_OBJECT_POSITIONS 87 +#define NV_EXTN_OP_RT_MICRO_TRIANGLE_BARYCENTRICS 88 +#define NV_EXTN_OP_RT_IS_MICRO_TRIANGLE_HIT 89 +#define NV_EXTN_OP_RT_IS_BACK_FACING 90 +#define NV_EXTN_OP_RT_MICRO_VERTEX_OBJECT_POSITION 91 +#define NV_EXTN_OP_RT_MICRO_VERTEX_BARYCENTRICS 92 + +//----------------------------------------------------------------------------// +//-------------------- GET_SPECIAL subOpCode constants -----------------------// +//----------------------------------------------------------------------------// +#define NV_SPECIALOP_THREADLTMASK 4 +#define NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED 5 +#define NV_SPECIALOP_GLOBAL_TIMER_LO 9 +#define NV_SPECIALOP_GLOBAL_TIMER_HI 10 + +//----------------------------------------------------------------------------// +//----------------------------- Texture Types -------------------------------// +//----------------------------------------------------------------------------// +#define NV_EXTN_TEXTURE_1D 2 +#define NV_EXTN_TEXTURE_1D_ARRAY 3 +#define NV_EXTN_TEXTURE_2D 4 +#define NV_EXTN_TEXTURE_2D_ARRAY 5 +#define NV_EXTN_TEXTURE_3D 6 +#define NV_EXTN_TEXTURE_CUBE 7 +#define NV_EXTN_TEXTURE_CUBE_ARRAY 8 + + +//---------------------------------------------------------------------------// +//----------------FOOTPRINT Enums for NvFootprint* extns---------------------// +//---------------------------------------------------------------------------// +#define NV_EXTN_FOOTPRINT_MODE_FINE 0 +#define NV_EXTN_FOOTPRINT_MODE_COARSE 1 diff --git a/src/imports/nvapi/nvapi.h b/src/imports/nvapi/nvapi.h new file mode 100644 index 0000000..22119f9 --- /dev/null +++ b/src/imports/nvapi/nvapi.h @@ -0,0 +1,24002 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included` in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ +///////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// Date: Dec 17, 2024 +// File: nvapi.h +// +// NvAPI provides an interface to NVIDIA devices. This file contains the +// interface constants, structure definitions and function prototypes. +// +// Target Profile: Open-Source +// Target Platform: windows +// +/////////////////////////////////////////////////////////////////////////////// +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#include"imports/nvapi/nvapi_lite_sli.h" +#include"imports/nvapi/nvapi_lite_surround.h" +#include"imports/nvapi/nvapi_lite_stereo.h" +#include"imports/nvapi/nvapi_lite_d3dext.h" +#ifndef _NVAPI_H +#define _NVAPI_H + +// icex2: Edit for bemanitools to make this work with mingw, see +// https://forums.developer.nvidia.com/t/how-can-you-compile-nvapi-h-with-mingw/33050/5 +#include "imports/nvapi/nvapi_lite_salstart.h" + +#pragma pack(push,8) // Make sure we have consistent structure packings + +#ifdef __cplusplus +extern "C" { +#endif +// ==================================================== +// Universal NvAPI Definitions +// ==================================================== +#ifndef _WIN32 +#define __cdecl +#endif + + + +//! @} + + +//! \ingroup nvapistatus +#define NVAPI_API_NOT_INTIALIZED NVAPI_API_NOT_INITIALIZED //!< Fix typo in error code + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Initialize +// +//! This function initializes the NvAPI library (if not already initialized) but always increments the ref-counter. +//! This must be called before calling other NvAPI_ functions. +//! Note: It is now mandatory to call NvAPI_Initialize before calling any other NvAPI. +//! NvAPI_Unload should be called to unload the NVAPI Library. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_LIBRARY_NOT_FOUND Failed to load the NVAPI support library +//! \sa nvapistatus +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Initialize(); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Unload +// +//! DESCRIPTION: Decrements the ref-counter and when it reaches ZERO, unloads NVAPI library. +//! This must be called in pairs with NvAPI_Initialize. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! If the client wants unload functionality, it is recommended to always call NvAPI_Initialize and NvAPI_Unload in pairs. +//! +//! Unloading NvAPI library is not supported when the library is in a resource locked state. +//! Some functions in the NvAPI library initiates an operation or allocates certain resources +//! and there are corresponding functions available, to complete the operation or free the +//! allocated resources. All such function pairs are designed to prevent unloading NvAPI library. +//! +//! For example, if NvAPI_Unload is called after NvAPI_XXX which locks a resource, it fails with +//! NVAPI_ERROR. Developers need to call the corresponding NvAPI_YYY to unlock the resources, +//! before calling NvAPI_Unload again. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_API_IN_USE Atleast an API is still being called hence cannot unload requested driver. +//! +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Unload(); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetErrorMessage +// +//! This function converts an NvAPI error code into a null terminated string. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param nr The error code to convert +//! \param szDesc The string corresponding to the error code +//! +//! \return NULL terminated string (always, never NULL) +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetErrorMessage(NvAPI_Status nr,NvAPI_ShortString szDesc); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetInterfaceVersionString +// +//! This function returns a string describing the version of the NvAPI library. +//! The contents of the string are human readable. Do not assume a fixed +//! format. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param szDesc User readable string giving NvAPI version information +//! +//! \return See \ref nvapistatus for the list of possible return values. +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetInterfaceVersionString(NvAPI_ShortString szDesc); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetInterfaceVersionStringEx +// +//! This function returns a string describing the version of the NvAPI library. +//! The contents of the string are human readable. Do not assume a fixed format. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 450 +//! +//! \param szDesc User readable string giving NvAPI version information +//! +//! \return See \ref nvapistatus for the list of possible return values. +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetInterfaceVersionStringEx(NvAPI_ShortString szDesc); + + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// All display port related data types definition starts +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +// This category is intentionally added before the #ifdef. The #endif should also be in the same scope + +#ifndef DISPLAYPORT_STRUCTS_DEFINED +#define DISPLAYPORT_STRUCTS_DEFINED + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_LINK_RATE +{ + NV_DP_1_62GBPS = 6, + NV_DP_2_70GBPS = 0xA, + NV_DP_5_40GBPS = 0x14, + NV_DP_8_10GBPS = 0x1E, +// Recommended Intermidiate Link Transfer Rates + NV_EDP_2_16GBPS = 8, + NV_EDP_2_43GBPS = 9, + NV_EDP_3_24GBPS = 0xC, + NV_EDP_4_32GBPS = 0x10 +} NV_DP_LINK_RATE; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_LANE_COUNT +{ + NV_DP_1_LANE = 1, + NV_DP_2_LANE = 2, + NV_DP_4_LANE = 4, +} NV_DP_LANE_COUNT; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_COLOR_FORMAT +{ + NV_DP_COLOR_FORMAT_RGB = 0, + NV_DP_COLOR_FORMAT_YCbCr422, + NV_DP_COLOR_FORMAT_YCbCr444, +} NV_DP_COLOR_FORMAT; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_COLORIMETRY +{ + NV_DP_COLORIMETRY_RGB = 0, + NV_DP_COLORIMETRY_YCbCr_ITU601, + NV_DP_COLORIMETRY_YCbCr_ITU709, +} NV_DP_COLORIMETRY; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_DYNAMIC_RANGE +{ + NV_DP_DYNAMIC_RANGE_VESA = 0, + NV_DP_DYNAMIC_RANGE_CEA, +} NV_DP_DYNAMIC_RANGE; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_BPC +{ + NV_DP_BPC_DEFAULT = 0, + NV_DP_BPC_6, + NV_DP_BPC_8, + NV_DP_BPC_10, + NV_DP_BPC_12, + NV_DP_BPC_16, +} NV_DP_BPC; + + +#endif //#ifndef DISPLAYPORT_STRUCTS_DEFINED + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// All display port related data types definitions end +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetEDID +// +//! \fn NvAPI_GPU_GetEDID(NvPhysicalGpuHandle hPhysicalGpu, NvU32 displayOutputId, NV_EDID *pEDID) +//! This function returns the EDID data for the specified GPU handle and connection bit mask. +//! displayOutputId should have exactly 1 bit set to indicate a single display. See \ref handles. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_INVALID_ARGUMENT pEDID is NULL; displayOutputId has 0 or > 1 bits set +//! \retval NVAPI_OK *pEDID contains valid data. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \retval NVAPI_DATA_NOT_FOUND The requested display does not contain an EDID. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +//! @{ + +#define NV_EDID_V1_DATA_SIZE 256 + +#define NV_EDID_DATA_SIZE NV_EDID_V1_DATA_SIZE + +typedef struct +{ + NvU32 version; //structure version + NvU8 EDID_Data[NV_EDID_DATA_SIZE]; +} NV_EDID_V1; + +//! Used in NvAPI_GPU_GetEDID() +typedef struct +{ + NvU32 version; //!< Structure version + NvU8 EDID_Data[NV_EDID_DATA_SIZE]; + NvU32 sizeofEDID; +} NV_EDID_V2; + +//! Used in NvAPI_GPU_GetEDID() +typedef struct +{ + NvU32 version; //!< Structure version + NvU8 EDID_Data[NV_EDID_DATA_SIZE]; + NvU32 sizeofEDID; + NvU32 edidId; //!< ID which always returned in a monotonically increasing counter. + //!< Across a split-EDID read we need to verify that all calls returned the same edidId. + //!< This counter is incremented if we get the updated EDID. + NvU32 offset; //!< Which 256-byte page of the EDID we want to read. Start at 0. + //!< If the read succeeds with edidSize > NV_EDID_DATA_SIZE, + //!< call back again with offset+256 until we have read the entire buffer +} NV_EDID_V3; + +typedef NV_EDID_V3 NV_EDID; + +#define NV_EDID_VER1 MAKE_NVAPI_VERSION(NV_EDID_V1,1) +#define NV_EDID_VER2 MAKE_NVAPI_VERSION(NV_EDID_V2,2) +#define NV_EDID_VER3 MAKE_NVAPI_VERSION(NV_EDID_V3,3) +#define NV_EDID_VER NV_EDID_VER3 + +//! @} + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetEDID(NvPhysicalGpuHandle hPhysicalGpu, NvU32 displayOutputId, NV_EDID *pEDID); + +//! \ingroup gpu + +//! Used in NvAPI_DISP_GetEdidData + +#define NV_EDID_DATA_SIZE_MAX 1024 //!< This is the current size supported by Nvidia Display Driver and may change in future. + +typedef enum +{ + NV_EDID_FLAG_DEFAULT = 0, //!< the EDID which is actively used by the driver, it could be _RAW/_COOKED/_FORCED/_INF. + NV_EDID_FLAG_RAW = 1, //!< the EDID which is not modified by the driver. If there's no _FORCED edid engaged, it + //!< will be the unmodified monitor EDID from the I2C bus. Otherwise it is original _FORCED edid. + NV_EDID_FLAG_COOKED = 2, //!< the EDID has been modified by the driver for compatibility + NV_EDID_FLAG_FORCED = 3, //!< the EDID is forced by the end-user over s/w interface, + NV_EDID_FLAG_INF = 4, //!< the EDID is from monitor INF + NV_EDID_FLAG_HW = 5, //!< the EDID is from the monitor over I2C bus without any modification. +} NV_EDID_FLAG; + +//! \ingroup gpu +//! Used in NV_GPU_CONNECTOR_DATA +typedef enum _NV_GPU_CONNECTOR_TYPE +{ + NVAPI_GPU_CONNECTOR_VGA_15_PIN = 0x00000000, + NVAPI_GPU_CONNECTOR_TV_COMPOSITE = 0x00000010, + NVAPI_GPU_CONNECTOR_TV_SVIDEO = 0x00000011, + NVAPI_GPU_CONNECTOR_TV_HDTV_COMPONENT = 0x00000013, + NVAPI_GPU_CONNECTOR_TV_SCART = 0x00000014, + NVAPI_GPU_CONNECTOR_TV_COMPOSITE_SCART_ON_EIAJ4120 = 0x00000016, + NVAPI_GPU_CONNECTOR_TV_HDTV_EIAJ4120 = 0x00000017, + NVAPI_GPU_CONNECTOR_PC_POD_HDTV_YPRPB = 0x00000018, + NVAPI_GPU_CONNECTOR_PC_POD_SVIDEO = 0x00000019, + NVAPI_GPU_CONNECTOR_PC_POD_COMPOSITE = 0x0000001A, + NVAPI_GPU_CONNECTOR_DVI_I_TV_SVIDEO = 0x00000020, + NVAPI_GPU_CONNECTOR_DVI_I_TV_COMPOSITE = 0x00000021, + NVAPI_GPU_CONNECTOR_DVI_I = 0x00000030, + NVAPI_GPU_CONNECTOR_DVI_D = 0x00000031, + NVAPI_GPU_CONNECTOR_ADC = 0x00000032, + NVAPI_GPU_CONNECTOR_LFH_DVI_I_1 = 0x00000038, + NVAPI_GPU_CONNECTOR_LFH_DVI_I_2 = 0x00000039, + NVAPI_GPU_CONNECTOR_SPWG = 0x00000040, + NVAPI_GPU_CONNECTOR_OEM = 0x00000041, + NVAPI_GPU_CONNECTOR_DISPLAYPORT_EXTERNAL = 0x00000046, + NVAPI_GPU_CONNECTOR_DISPLAYPORT_INTERNAL = 0x00000047, + NVAPI_GPU_CONNECTOR_DISPLAYPORT_MINI_EXT = 0x00000048, + NVAPI_GPU_CONNECTOR_HDMI_A = 0x00000061, + NVAPI_GPU_CONNECTOR_HDMI_C_MINI = 0x00000063, + NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_1 = 0x00000064, + NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_2 = 0x00000065, + NVAPI_GPU_CONNECTOR_VIRTUAL_WFD = 0x00000070, //!< Deprecated. + NVAPI_GPU_CONNECTOR_USB_C = 0x00000071, + NVAPI_GPU_CONNECTOR_UNKNOWN = 0xFFFFFFFF, +} NV_GPU_CONNECTOR_TYPE; + +//////////////////////////////////////////////////////////////////////////////// +// +// NvAPI_TVOutput Information +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup tvapi +//! Used in NV_DISPLAY_TV_OUTPUT_INFO +typedef enum _NV_DISPLAY_TV_FORMAT +{ + NV_DISPLAY_TV_FORMAT_NONE = 0, + NV_DISPLAY_TV_FORMAT_SD_NTSCM = 0x00000001, + NV_DISPLAY_TV_FORMAT_SD_NTSCJ = 0x00000002, + NV_DISPLAY_TV_FORMAT_SD_PALM = 0x00000004, + NV_DISPLAY_TV_FORMAT_SD_PALBDGH = 0x00000008, + NV_DISPLAY_TV_FORMAT_SD_PALN = 0x00000010, + NV_DISPLAY_TV_FORMAT_SD_PALNC = 0x00000020, + NV_DISPLAY_TV_FORMAT_SD_576i = 0x00000100, + NV_DISPLAY_TV_FORMAT_SD_480i = 0x00000200, + NV_DISPLAY_TV_FORMAT_ED_480p = 0x00000400, + NV_DISPLAY_TV_FORMAT_ED_576p = 0x00000800, + NV_DISPLAY_TV_FORMAT_HD_720p = 0x00001000, + NV_DISPLAY_TV_FORMAT_HD_1080i = 0x00002000, + NV_DISPLAY_TV_FORMAT_HD_1080p = 0x00004000, + NV_DISPLAY_TV_FORMAT_HD_720p50 = 0x00008000, + NV_DISPLAY_TV_FORMAT_HD_1080p24 = 0x00010000, + NV_DISPLAY_TV_FORMAT_HD_1080i50 = 0x00020000, + NV_DISPLAY_TV_FORMAT_HD_1080p50 = 0x00040000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30 = 0x00080000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30_3840 = NV_DISPLAY_TV_FORMAT_UHD_4Kp30, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25 = 0x00100000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25_3840 = NV_DISPLAY_TV_FORMAT_UHD_4Kp25, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24 = 0x00200000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_3840 = NV_DISPLAY_TV_FORMAT_UHD_4Kp24, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_SMPTE = 0x00400000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp50_3840 = 0x00800000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp60_3840 = 0x00900000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30_4096 = 0x00A00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25_4096 = 0x00B00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_4096 = 0x00C00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp50_4096 = 0x00D00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp60_4096 = 0x00E00000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp24_7680 = 0x01000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp25_7680 = 0x02000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp30_7680 = 0x04000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp48_7680 = 0x08000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp50_7680 = 0x09000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp60_7680 = 0x0A000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp100_7680 = 0x0B000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp120_7680 = 0x0C000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp48_3840 = 0x0D000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp48_4096 = 0x0E000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp100_4096 = 0x0F000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp100_3840 = 0x10000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp120_4096 = 0x11000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp120_3840 = 0x12000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp100_5120 = 0x13000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp120_5120 = 0x14000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_5120 = 0x15000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25_5120 = 0x16000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30_5120 = 0x17000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp48_5120 = 0x18000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp50_5120 = 0x19000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp60_5120 = 0x20000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp24_10240 = 0x21000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp25_10240 = 0x22000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp30_10240 = 0x23000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp48_10240 = 0x24000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp50_10240 = 0x25000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp60_10240 = 0x26000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp100_10240 = 0x27000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp120_10240 = 0x28000000, + + + NV_DISPLAY_TV_FORMAT_SD_OTHER = 0x30000000, + NV_DISPLAY_TV_FORMAT_ED_OTHER = 0x40000000, + NV_DISPLAY_TV_FORMAT_HD_OTHER = 0x50000000, + + NV_DISPLAY_TV_FORMAT_ANY = 0x80000000, + +} NV_DISPLAY_TV_FORMAT; + + +//! \ingroup dispcontrol +//! @{ +#define NVAPI_MAX_VIEW_TARGET 2 +#define NVAPI_ADVANCED_MAX_VIEW_TARGET 4 + +#ifndef _NV_TARGET_VIEW_MODE_ +#define _NV_TARGET_VIEW_MODE_ + +//! Used in NvAPI_SetView(). +typedef enum _NV_TARGET_VIEW_MODE +{ + NV_VIEW_MODE_STANDARD = 0, + NV_VIEW_MODE_CLONE = 1, + NV_VIEW_MODE_HSPAN = 2, + NV_VIEW_MODE_VSPAN = 3, + NV_VIEW_MODE_DUALVIEW = 4, + NV_VIEW_MODE_MULTIVIEW = 5, +} NV_TARGET_VIEW_MODE; +#endif + +//! @} + +// Following definitions are used in NvAPI_SetViewEx. + +//! Scaling modes - used in NvAPI_SetViewEx(). +//! \ingroup dispcontrol +typedef enum _NV_SCALING +{ + NV_SCALING_DEFAULT = 0, //!< No change + + // New Scaling Declarations + NV_SCALING_GPU_SCALING_TO_CLOSEST = 1, //!< Balanced - Full Screen + NV_SCALING_GPU_SCALING_TO_NATIVE = 2, //!< Force GPU - Full Screen + NV_SCALING_GPU_SCANOUT_TO_NATIVE = 3, //!< Force GPU - Centered\No Scaling + NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE = 5, //!< Force GPU - Aspect Ratio + NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_CLOSEST = 6, //!< Balanced - Aspect Ratio + NV_SCALING_GPU_SCANOUT_TO_CLOSEST = 7, //!< Balanced - Centered\No Scaling + NV_SCALING_GPU_INTEGER_ASPECT_SCALING = 8, //!< Force GPU - Integer Scaling + + // Legacy Declarations + NV_SCALING_MONITOR_SCALING = NV_SCALING_GPU_SCALING_TO_CLOSEST, + NV_SCALING_ADAPTER_SCALING = NV_SCALING_GPU_SCALING_TO_NATIVE, + NV_SCALING_CENTERED = NV_SCALING_GPU_SCANOUT_TO_NATIVE, + NV_SCALING_ASPECT_SCALING = NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE, + + NV_SCALING_CUSTOMIZED = 255 //!< For future use +} NV_SCALING; + +//! Rotate modes- used in NvAPI_SetViewEx(). + +//! \ingroup dispcontrol +typedef enum _NV_ROTATE +{ + NV_ROTATE_0 = 0, + NV_ROTATE_90 = 1, + NV_ROTATE_180 = 2, + NV_ROTATE_270 = 3, + NV_ROTATE_IGNORED = 4, +} NV_ROTATE; + +//! Color formats- used in NvAPI_SetViewEx(). +//! \ingroup dispcontrol +#define NVFORMAT_MAKEFOURCC(ch0, ch1, ch2, ch3) \ + ((NvU32)(NvU8)(ch0) | ((NvU32)(NvU8)(ch1) << 8) | \ + ((NvU32)(NvU8)(ch2) << 16) | ((NvU32)(NvU8)(ch3) << 24 )) + + + +//! Color formats- used in NvAPI_SetViewEx(). +//! \ingroup dispcontrol +typedef enum _NV_FORMAT +{ + NV_FORMAT_UNKNOWN = 0, //!< unknown. Driver will choose one as following value. + NV_FORMAT_P8 = 41, //!< for 8bpp mode + NV_FORMAT_R5G6B5 = 23, //!< for 16bpp mode + NV_FORMAT_A8R8G8B8 = 21, //!< for 32bpp mode + NV_FORMAT_A16B16G16R16F = 113, //!< for 64bpp(floating point) mode. + +} NV_FORMAT; + +// TV standard + +typedef struct +{ + float x; //!< x-coordinate of the viewport top-left point + float y; //!< y-coordinate of the viewport top-left point + float w; //!< Width of the viewport + float h; //!< Height of the viewport +} NV_VIEWPORTF; + + + +//! \ingroup dispcontrol +//! The timing override is not supported yet; must be set to _AUTO. \n + + +typedef enum _NV_TIMING_OVERRIDE +{ + NV_TIMING_OVERRIDE_CURRENT = 0, //!< get the current timing + NV_TIMING_OVERRIDE_AUTO, //!< the timing the driver will use based the current policy + NV_TIMING_OVERRIDE_EDID, //!< EDID timing + NV_TIMING_OVERRIDE_DMT, //!< VESA DMT timing + NV_TIMING_OVERRIDE_DMT_RB, //!< VESA DMT timing with reduced blanking + NV_TIMING_OVERRIDE_CVT, //!< VESA CVT timing + NV_TIMING_OVERRIDE_CVT_RB, //!< VESA CVT timing with reduced blanking + NV_TIMING_OVERRIDE_GTF, //!< VESA GTF timing + NV_TIMING_OVERRIDE_EIA861, //!< EIA 861x pre-defined timing + NV_TIMING_OVERRIDE_ANALOG_TV, //!< analog SD/HDTV timing + NV_TIMING_OVERRIDE_CUST, //!< NV custom timings + NV_TIMING_OVERRIDE_NV_PREDEFINED, //!< NV pre-defined timing (basically the PsF timings) + NV_TIMING_OVERRIDE_NV_PSF = NV_TIMING_OVERRIDE_NV_PREDEFINED, + NV_TIMING_OVERRIDE_NV_ASPR, + NV_TIMING_OVERRIDE_SDI, //!< Override for SDI timing + + NV_TIMING_OVRRIDE_MAX, +}NV_TIMING_OVERRIDE; + + +#ifndef NV_TIMING_STRUCTS_DEFINED +#define NV_TIMING_STRUCTS_DEFINED + +//*********************** +// The Timing Structure +//*********************** +// +//! \ingroup dispcontrol +//! NVIDIA-specific timing extras \n +//! Used in NV_TIMING. +typedef struct tagNV_TIMINGEXT +{ + NvU32 flag; //!< Reserved for NVIDIA hardware-based enhancement, such as double-scan. + NvU16 rr; //!< Logical refresh rate to present + NvU32 rrx1k; //!< Physical vertical refresh rate in 0.001Hz + NvU32 aspect; //!< Display aspect ratio Hi(aspect):horizontal-aspect, Low(aspect):vertical-aspect + NvU16 rep; //!< Bit-wise pixel repetition factor: 0x1:no pixel repetition; 0x2:each pixel repeats twice horizontally,.. + NvU32 status; //!< Timing standard + NvU8 name[40]; //!< Timing name +}NV_TIMINGEXT; + + + +//! \ingroup dispcontrol +//!The very basic timing structure based on the VESA standard: +//! \code +//! |<----------------------------htotal--------------------------->| +//! ---------"active" video-------->|<-------blanking------>|<----- +//! |<-------hvisible-------->|<-hb->|<-hfp->|<-hsw->|<-hbp->|<-hb->| +//! --------- -+-------------------------+ | | | | | +//! A A | | | | | | | +//! : : | | | | | | | +//! : : | | | | | | | +//! :vertical| addressable video | | | | | | +//! : visible| | | | | | | +//! : : | | | | | | | +//! : : | | | | | | | +//! vertical V | | | | | | | +//! total --+-------------------------+ | | | | | +//! : vb border | | | | | +//! : -----------------------------------+ | | | | +//! : vfp front porch | | | | +//! : -------------------------------------------+ | | | +//! : vsw sync width | | | +//! : ---------------------------------------------------+ | | +//! : vbp back porch | | +//! : -----------------------------------------------------------+ | +//! V vb border | +//! ---------------------------------------------------------------------------+ +//! \endcode +typedef struct _NV_TIMING +{ + // VESA scan out timing parameters: + NvU16 HVisible; //!< horizontal visible + NvU16 HBorder; //!< horizontal border + NvU16 HFrontPorch; //!< horizontal front porch + NvU16 HSyncWidth; //!< horizontal sync width + NvU16 HTotal; //!< horizontal total + NvU8 HSyncPol; //!< horizontal sync polarity: 1-negative, 0-positive + + NvU16 VVisible; //!< vertical visible + NvU16 VBorder; //!< vertical border + NvU16 VFrontPorch; //!< vertical front porch + NvU16 VSyncWidth; //!< vertical sync width + NvU16 VTotal; //!< vertical total + NvU8 VSyncPol; //!< vertical sync polarity: 1-negative, 0-positive + + NvU16 interlaced; //!< 1-interlaced, 0-progressive + NvU32 pclk; //!< pixel clock in 10 kHz + + //other timing related extras + NV_TIMINGEXT etc; +}NV_TIMING; +#endif //NV_TIMING_STRUCTS_DEFINED + + +//! \addtogroup dispcontrol +//! Timing-related constants +//! @{ +#define NV_TIMING_H_SYNC_POSITIVE 0 +#define NV_TIMING_H_SYNC_NEGATIVE 1 +#define NV_TIMING_H_SYNC_DEFAULT NV_TIMING_H_SYNC_NEGATIVE +// +#define NV_TIMING_V_SYNC_POSITIVE 0 +#define NV_TIMING_V_SYNC_NEGATIVE 1 +#define NV_TIMING_V_SYNC_DEFAULT NV_TIMING_V_SYNC_POSITIVE +// +#define NV_TIMING_PROGRESSIVE 0 +#define NV_TIMING_INTERLACED 1 +#define NV_TIMING_INTERLACED_EXTRA_VBLANK_ON_FIELD2 1 +#define NV_TIMING_INTERLACED_NO_EXTRA_VBLANK_ON_FIELD2 2 +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetView +// +//! \fn NvAPI_SetView(NvDisplayHandle hNvDisplay, NV_VIEW_TARGET_INFO *pTargetInfo, NV_TARGET_VIEW_MODE targetView) +//! This function lets the caller modify the target display arrangement of the selected source display handle in any nView mode. +//! It can also modify or extend the source display in Dualview mode. +//! \note Maps the selected source to the associated target Ids. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs cannot be enabled with this API. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 90 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] pTargetInfo Pointer to array of NV_VIEW_TARGET_INFO, specifying device properties in this view. +//! The first device entry in the array is the physical primary. +//! The device entry with the lowest source id is the desktop primary. +//! \param [in] targetCount Count of target devices specified in pTargetInfo. +//! \param [in] targetView Target view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +//! Used in NvAPI_SetView() and NvAPI_GetView() +typedef struct +{ + NvU32 version; //!< (IN) structure version + NvU32 count; //!< (IN) target count + struct + { + NvU32 deviceMask; //!< (IN/OUT) Device mask + NvU32 sourceId; //!< (IN/OUT) Source ID - values will be based on the number of heads exposed per GPU. + NvU32 bPrimary:1; //!< (OUT) Indicates if this is the GPU's primary view target. This is not the desktop GDI primary. + //!< NvAPI_SetView automatically selects the first target in NV_VIEW_TARGET_INFO index 0 as the GPU's primary view. + NvU32 bInterlaced:1; //!< (IN/OUT) Indicates if the timing being used on this monitor is interlaced. + NvU32 bGDIPrimary:1; //!< (IN/OUT) Indicates if this is the desktop GDI primary. + NvU32 bForceModeSet:1;//!< (IN) Used only on Win7 and higher during a call to NvAPI_SetView(). Turns off optimization & forces OS to set supplied mode. + } target[NVAPI_MAX_VIEW_TARGET]; +} NV_VIEW_TARGET_INFO; + +//! \ingroup dispcontrol +#define NV_VIEW_TARGET_INFO_VER MAKE_NVAPI_VERSION(NV_VIEW_TARGET_INFO,2) + +//! \ingroup dispcontrol +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig.") +NVAPI_INTERFACE NvAPI_SetView(NvDisplayHandle hNvDisplay, NV_VIEW_TARGET_INFO *pTargetInfo, NV_TARGET_VIEW_MODE targetView); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetViewEx +// +//! \fn NvAPI_SetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NV_TARGET_VIEW_MODE displayView) +//! This function lets caller to modify the display arrangement for selected source display handle in any of the nview modes. +//! It also allows to modify or extend the source display in dualview mode. +//! \note Maps the selected source to the associated target Ids. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs cannot be enabled with this API. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] pPathInfo Pointer to array of NV_VIEW_PATH_INFO, specifying device properties in this view. +//! The first device entry in the array is the physical primary. +//! The device entry with the lowest source id is the desktop primary. +//! \param [in] pathCount Count of paths specified in pPathInfo. +//! \param [in] displayView Display view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +#define NVAPI_MAX_DISPLAY_PATH NVAPI_MAX_VIEW_TARGET + +//! \ingroup dispcontrol +#define NVAPI_ADVANCED_MAX_DISPLAY_PATH NVAPI_ADVANCED_MAX_VIEW_TARGET + + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PATH_INFO. +typedef struct +{ + NvU32 deviceMask; //!< (IN) Device mask + NvU32 sourceId; //!< (IN) Values will be based on the number of heads exposed per GPU(0, 1?) + NvU32 bPrimary:1; //!< (IN/OUT) Indicates if this is the GPU's primary view target. This is not the desktop GDI primary. + //!< NvAPI_SetViewEx() automatically selects the first target in NV_DISPLAY_PATH_INFO index 0 as the GPU's primary view. + NV_GPU_CONNECTOR_TYPE connector; //!< (IN) Specify connector type. For TV only. + + // source mode information + NvU32 width; //!< (IN) Width of the mode + NvU32 height; //!< (IN) Height of the mode + NvU32 depth; //!< (IN) Depth of the mode + NV_FORMAT colorFormat; //!< Color format if it needs to be specified. Not used now. + + //rotation setting of the mode + NV_ROTATE rotation; //!< (IN) Rotation setting. + + // the scaling mode + NV_SCALING scaling; //!< (IN) Scaling setting + + // Timing info + NvU32 refreshRate; //!< (IN) Refresh rate of the mode + NvU32 interlaced:1; //!< (IN) Interlaced mode flag + + NV_DISPLAY_TV_FORMAT tvFormat; //!< (IN) To choose the last TV format set this value to NV_DISPLAY_TV_FORMAT_NONE + + // Windows desktop position + NvU32 posx; //!< (IN/OUT) X-offset of this display on the Windows desktop + NvU32 posy; //!< (IN/OUT) Y-offset of this display on the Windows desktop + NvU32 bGDIPrimary:1; //!< (IN/OUT) Indicates if this is the desktop GDI primary. + + NvU32 bForceModeSet:1;//!< (IN) Used only on Win7 and higher during a call to NvAPI_SetViewEx(). Turns off optimization & forces OS to set supplied mode. + NvU32 bFocusDisplay:1;//!< (IN) If set, this display path should have the focus after the GPU topology change + NvU32 gpuId:24; //!< (IN) the physical display/target Gpu id which is the owner of the scan out (for SLI multimon, display from the slave Gpu) + +} NV_DISPLAY_PATH; + +//! \ingroup dispcontrol +//! Used in NvAPI_SetViewEx() and NvAPI_GetViewEx(). +typedef struct +{ + NvU32 version; //!< (IN) Structure version + NvU32 count; //!< (IN) Path count + NV_DISPLAY_PATH path[NVAPI_MAX_DISPLAY_PATH]; +} NV_DISPLAY_PATH_INFO_V3; + +//! \ingroup dispcontrol +//! Used in NvAPI_SetViewEx() and NvAPI_GetViewEx(). +typedef struct +{ + NvU32 version; //!< (IN) Structure version + NvU32 count; //!< (IN) Path count + NV_DISPLAY_PATH path[NVAPI_ADVANCED_MAX_DISPLAY_PATH]; +} NV_DISPLAY_PATH_INFO; + +//! \addtogroup dispcontrol +//! Macro for constructing the version fields of NV_DISPLAY_PATH_INFO +//! @{ +#define NV_DISPLAY_PATH_INFO_VER NV_DISPLAY_PATH_INFO_VER4 +#define NV_DISPLAY_PATH_INFO_VER4 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,4) +#define NV_DISPLAY_PATH_INFO_VER3 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,3) +#define NV_DISPLAY_PATH_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,2) +#define NV_DISPLAY_PATH_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,1) +//! @} +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetViewEx +// +//! \fn NvAPI_SetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NV_TARGET_VIEW_MODE displayView) +//! This function lets caller to modify the display arrangement for selected source display handle in any of the nview modes. +//! It also allows to modify or extend the source display in dualview mode. +//! \note Maps the selected source to the associated target Ids. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs cannot be enabled with this API. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] pPathInfo Pointer to array of NV_VIEW_PATH_INFO, specifying device properties in this view. +//! The first device entry in the array is the physical primary. +//! The device entry with the lowest source id is the desktop primary. +//! \param [in] pathCount Count of paths specified in pPathInfo. +//! \param [in] displayView Display view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig.") +NVAPI_INTERFACE NvAPI_SetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NV_TARGET_VIEW_MODE displayView); + + + +/////////////////////////////////////////////////////////////////////////////// +// SetDisplayConfig/GetDisplayConfig +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol + +typedef struct _NV_POSITION +{ + NvS32 x; + NvS32 y; +} NV_POSITION; + +//! \ingroup dispcontrol +typedef struct _NV_RESOLUTION +{ + NvU32 width; + NvU32 height; + NvU32 colorDepth; +} NV_RESOLUTION; + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1 +{ + NvU32 version; + + // Rotation and Scaling + NV_ROTATE rotation; //!< (IN) rotation setting. + NV_SCALING scaling; //!< (IN) scaling setting. + + // Refresh Rate + NvU32 refreshRate1K; //!< (IN) Non-interlaced Refresh Rate of the mode, multiplied by 1000, 0 = ignored + //!< This is the value which driver reports to the OS. + // Flags + NvU32 interlaced:1; //!< (IN) Interlaced mode flag, ignored if refreshRate == 0 + NvU32 primary:1; //!< (IN) Declares primary display in clone configuration. This is *NOT* GDI Primary. + //!< Only one target can be primary per source. If no primary is specified, the first + //!< target will automatically be primary. +#ifdef NV_PAN_AND_SCAN_DEFINED + NvU32 isPanAndScanTarget:1; //!< Whether on this target Pan and Scan is enabled or has to be enabled. Valid only + //!< when the target is part of clone topology. +#else + NvU32 reservedBit1:1; +#endif + NvU32 disableVirtualModeSupport:1; + NvU32 isPreferredUnscaledTarget:1; + NvU32 reserved:27; + // TV format information + NV_GPU_CONNECTOR_TYPE connector; //!< Specify connector type. For TV only, ignored if tvFormat == NV_DISPLAY_TV_FORMAT_NONE + NV_DISPLAY_TV_FORMAT tvFormat; //!< (IN) to choose the last TV format set this value to NV_DISPLAY_TV_FORMAT_NONE + //!< In case of NvAPI_DISP_GetDisplayConfig(), this field will indicate the currently applied TV format; + //!< if no TV format is applied, this field will have NV_DISPLAY_TV_FORMAT_NONE value. + //!< In case of NvAPI_DISP_SetDisplayConfig(), this field should only be set in case of TVs; + //!< for other displays this field will be ignored and resolution & refresh rate specified in input will be used to apply the TV format. + + // Backend (raster) timing standard + NV_TIMING_OVERRIDE timingOverride; //!< Ignored if timingOverride == NV_TIMING_OVERRIDE_CURRENT + NV_TIMING timing; //!< Scan out timing, valid only if timingOverride == NV_TIMING_OVERRIDE_CUST + //!< The value NV_TIMING::NV_TIMINGEXT::rrx1k is obtained from the EDID. The driver may + //!< tweak this value for HDTV, stereo, etc., before reporting it to the OS. +} NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1; + +//! \ingroup dispcontrol +typedef NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1 NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO; + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1,1) + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER1 + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_TARGET_INFO_V1 +{ + NvU32 displayId; //!< Display ID + NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO* details; //!< May be NULL if no advanced settings are required. NULL for Non-NVIDIA Display. +} NV_DISPLAYCONFIG_PATH_TARGET_INFO_V1; + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 +{ + NvU32 displayId; //!< Display ID + NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO* details; //!< May be NULL if no advanced settings are required + NvU32 targetId; //!< Windows CCD target ID. Must be present only for non-NVIDIA adapter, for NVIDIA adapter this parameter is ignored. +} NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2; + + +//! \ingroup dispcontrol +//! As version is not defined for this structure, we will be using version of NV_DISPLAYCONFIG_PATH_INFO +typedef NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 NV_DISPLAYCONFIG_PATH_TARGET_INFO; + + +//! \ingroup dispcontrol +typedef enum _NV_DISPLAYCONFIG_SPANNING_ORIENTATION +{ + NV_DISPLAYCONFIG_SPAN_NONE = 0, + NV_DISPLAYCONFIG_SPAN_HORIZONTAL = 1, + NV_DISPLAYCONFIG_SPAN_VERTICAL = 2, +} NV_DISPLAYCONFIG_SPANNING_ORIENTATION; + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 +{ + NV_RESOLUTION resolution; + NV_FORMAT colorFormat; //!< Ignored at present, must be NV_FORMAT_UNKNOWN (0) + NV_POSITION position; //!< Is all positions are 0 or invalid, displays will be automatically + //!< positioned from left to right with GDI Primary at 0,0, and all + //!< other displays in the order of the path array. + NV_DISPLAYCONFIG_SPANNING_ORIENTATION spanningOrientation; //!< Spanning is only supported on XP + NvU32 bGDIPrimary : 1; + NvU32 bSLIFocus : 1; + NvU32 reserved : 30; //!< Must be 0 +} NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1; + + + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_INFO_V1 +{ + NvU32 version; + NvU32 reserved_sourceId; //!< This field is reserved. There is ongoing debate if we need this field. + //!< Identifies sourceIds used by Windows. If all sourceIds are 0, + //!< these will be computed automatically. + NvU32 targetInfoCount; //!< Number of elements in targetInfo array + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V1* targetInfo; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1* sourceModeInfo; //!< May be NULL if mode info is not important +} NV_DISPLAYCONFIG_PATH_INFO_V1; + +//! \ingroup dispcontrol +//! This define is temporary and must be removed once DVS failure is fixed. +#define _NV_DISPLAYCONFIG_PATH_INFO_V2 _NV_DISPLAYCONFIG_PATH_INFO + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_INFO_V2 +{ + NvU32 version; + union { + NvU32 sourceId; //!< Identifies sourceId used by Windows CCD. This can be optionally set. + NvU32 reserved_sourceId; //!< Only for compatibility + }; + + NvU32 targetInfoCount; //!< Number of elements in targetInfo array + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2* targetInfo; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1* sourceModeInfo; //!< May be NULL if mode info is not important + NvU32 IsNonNVIDIAAdapter : 1; //!< True for non-NVIDIA adapter. + NvU32 reserved : 31; //!< Must be 0 + void *pOSAdapterID; //!< Used by Non-NVIDIA adapter for pointer to OS Adapter of LUID + //!< type, type casted to void *. +} NV_DISPLAYCONFIG_PATH_INFO_V2; + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAYCONFIG_PATH_INFO_V1,1) + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAYCONFIG_PATH_INFO_V2,2) + +#ifndef NV_DISPLAYCONFIG_PATH_INFO_VER + +typedef NV_DISPLAYCONFIG_PATH_INFO_V2 NV_DISPLAYCONFIG_PATH_INFO; + +#define NV_DISPLAYCONFIG_PATH_INFO_VER NV_DISPLAYCONFIG_PATH_INFO_VER2 + +typedef NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 NV_DISPLAYCONFIG_SOURCE_MODE_INFO; + +#endif + + +//! \ingroup dispcontrol +typedef enum _NV_DISPLAYCONFIG_FLAGS +{ + NV_DISPLAYCONFIG_VALIDATE_ONLY = 0x00000001, + NV_DISPLAYCONFIG_SAVE_TO_PERSISTENCE = 0x00000002, + NV_DISPLAYCONFIG_DRIVER_RELOAD_ALLOWED = 0x00000004, //!< Driver reload is permitted if necessary + NV_DISPLAYCONFIG_FORCE_MODE_ENUMERATION = 0x00000008, //!< Refresh OS mode list. + NV_FORCE_COMMIT_VIDPN = 0x00000010, //!< Tell OS to avoid optimizing CommitVidPn call during a modeset +} NV_DISPLAYCONFIG_FLAGS; + + +#define NVAPI_UNICODE_STRING_MAX 2048 +#define NVAPI_BINARY_DATA_MAX 4096 + +typedef NvU16 NvAPI_UnicodeString[NVAPI_UNICODE_STRING_MAX]; +typedef const NvU16 *NvAPI_LPCWSTR; + +// Common + + + +//! \ingroup gpuclock +//! @{ +#define NVAPI_MAX_GPU_CLOCKS 32 +#define NVAPI_MAX_GPU_PUBLIC_CLOCKS 32 +#define NVAPI_MAX_GPU_PERF_CLOCKS 32 +#define NVAPI_MAX_GPU_PERF_VOLTAGES 16 +#define NVAPI_MAX_GPU_PERF_PSTATES 16 +//! @} + +//! \ingroup gpuclock +typedef enum _NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID +{ + NVAPI_GPU_PERF_VOLTAGE_INFO_DOMAIN_CORE = 0, + NVAPI_GPU_PERF_VOLTAGE_INFO_DOMAIN_UNDEFINED = NVAPI_MAX_GPU_PERF_VOLTAGES, +} NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID; + +//! \ingroup gpuclock +typedef enum _NV_GPU_PUBLIC_CLOCK_ID +{ + NVAPI_GPU_PUBLIC_CLOCK_GRAPHICS = 0, + NVAPI_GPU_PUBLIC_CLOCK_MEMORY = 4, + NVAPI_GPU_PUBLIC_CLOCK_PROCESSOR = 7, + NVAPI_GPU_PUBLIC_CLOCK_VIDEO = 8, + NVAPI_GPU_PUBLIC_CLOCK_UNDEFINED = NVAPI_MAX_GPU_PUBLIC_CLOCKS, +} NV_GPU_PUBLIC_CLOCK_ID; + + +//! \addtogroup gpupstate +//! @{ + +typedef enum _NV_GPU_PERF_PSTATE_ID +{ + NVAPI_GPU_PERF_PSTATE_P0 = 0, + NVAPI_GPU_PERF_PSTATE_P1, + NVAPI_GPU_PERF_PSTATE_P2, + NVAPI_GPU_PERF_PSTATE_P3, + NVAPI_GPU_PERF_PSTATE_P4, + NVAPI_GPU_PERF_PSTATE_P5, + NVAPI_GPU_PERF_PSTATE_P6, + NVAPI_GPU_PERF_PSTATE_P7, + NVAPI_GPU_PERF_PSTATE_P8, + NVAPI_GPU_PERF_PSTATE_P9, + NVAPI_GPU_PERF_PSTATE_P10, + NVAPI_GPU_PERF_PSTATE_P11, + NVAPI_GPU_PERF_PSTATE_P12, + NVAPI_GPU_PERF_PSTATE_P13, + NVAPI_GPU_PERF_PSTATE_P14, + NVAPI_GPU_PERF_PSTATE_P15, + NVAPI_GPU_PERF_PSTATE_UNDEFINED = NVAPI_MAX_GPU_PERF_PSTATES, + NVAPI_GPU_PERF_PSTATE_ALL, + +} NV_GPU_PERF_PSTATE_ID; + +//! @} + + + +//! \addtogroup gpupstate +//! @{ + +#define NVAPI_MAX_GPU_PSTATE20_PSTATES 16 +#define NVAPI_MAX_GPU_PSTATE20_CLOCKS 8 +#define NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES 4 + +//! Used to identify clock type +typedef enum +{ + //! Clock domains that use single frequency value within given pstate + NVAPI_GPU_PERF_PSTATE20_CLOCK_TYPE_SINGLE = 0, + + //! Clock domains that allow range of frequency values within given pstate + NVAPI_GPU_PERF_PSTATE20_CLOCK_TYPE_RANGE, +} NV_GPU_PERF_PSTATE20_CLOCK_TYPE_ID; + +//! Used to describe both voltage and frequency deltas +typedef struct +{ + //! Value of parameter delta (in respective units [kHz, uV]) + NvS32 value; + + struct + { + //! Min value allowed for parameter delta (in respective units [kHz, uV]) + NvS32 min; + + //! Max value allowed for parameter delta (in respective units [kHz, uV]) + NvS32 max; + } valueRange; +} NV_GPU_PERF_PSTATES20_PARAM_DELTA; + +//! Used to describe single clock entry +typedef struct +{ + //! ID of the clock domain + NV_GPU_PUBLIC_CLOCK_ID domainId; + + //! Clock type ID + NV_GPU_PERF_PSTATE20_CLOCK_TYPE_ID typeId; + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Current frequency delta from nominal settings in (kHz) + NV_GPU_PERF_PSTATES20_PARAM_DELTA freqDelta_kHz; + + //! Clock domain type dependant information + union + { + struct + { + //! Clock frequency within given pstate in (kHz) + NvU32 freq_kHz; + } single; + + struct + { + //! Min clock frequency within given pstate in (kHz) + NvU32 minFreq_kHz; + + //! Max clock frequency within given pstate in (kHz) + NvU32 maxFreq_kHz; + + //! Voltage domain ID and value range in (uV) required for this clock + NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID domainId; + NvU32 minVoltage_uV; + NvU32 maxVoltage_uV; + } range; + } data; +} NV_GPU_PSTATE20_CLOCK_ENTRY_V1; + +//! Used to describe single base voltage entry +typedef struct +{ + //! ID of the voltage domain + NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID domainId; + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Current base voltage settings in [uV] + NvU32 volt_uV; + + NV_GPU_PERF_PSTATES20_PARAM_DELTA voltDelta_uV; // Current base voltage delta from nominal settings in [uV] +} NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1; + +//! Used in NvAPI_GPU_GetPstates20() interface call. + +typedef struct +{ + //! Version info of the structure (NV_GPU_PERF_PSTATES20_INFO_VER) + NvU32 version; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Number of populated pstates + NvU32 numPstates; + + //! Number of populated clocks (per pstate) + NvU32 numClocks; + + //! Number of populated base voltages (per pstate) + NvU32 numBaseVoltages; + + //! Performance state (P-State) settings + //! Valid index range is 0 to numPstates-1 + struct + { + //! ID of the P-State + NV_GPU_PERF_PSTATE_ID pstateId; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Array of clock entries + //! Valid index range is 0 to numClocks-1 + NV_GPU_PSTATE20_CLOCK_ENTRY_V1 clocks[NVAPI_MAX_GPU_PSTATE20_CLOCKS]; + + //! Array of baseVoltage entries + //! Valid index range is 0 to numBaseVoltages-1 + NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1 baseVoltages[NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES]; + } pstates[NVAPI_MAX_GPU_PSTATE20_PSTATES]; +} NV_GPU_PERF_PSTATES20_INFO_V1; + +//! Used in NvAPI_GPU_GetPstates20() interface call. + +typedef struct _NV_GPU_PERF_PSTATES20_INFO_V2 +{ + //! Version info of the structure (NV_GPU_PERF_PSTATES20_INFO_VER) + NvU32 version; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Number of populated pstates + NvU32 numPstates; + + //! Number of populated clocks (per pstate) + NvU32 numClocks; + + //! Number of populated base voltages (per pstate) + NvU32 numBaseVoltages; + + //! Performance state (P-State) settings + //! Valid index range is 0 to numPstates-1 + struct + { + //! ID of the P-State + NV_GPU_PERF_PSTATE_ID pstateId; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Array of clock entries + //! Valid index range is 0 to numClocks-1 + NV_GPU_PSTATE20_CLOCK_ENTRY_V1 clocks[NVAPI_MAX_GPU_PSTATE20_CLOCKS]; + + //! Array of baseVoltage entries + //! Valid index range is 0 to numBaseVoltages-1 + NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1 baseVoltages[NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES]; + } pstates[NVAPI_MAX_GPU_PSTATE20_PSTATES]; + + //! OV settings - Please refer to NVIDIA over-volting recommendation to understand impact of this functionality + //! Valid index range is 0 to numVoltages-1 + struct + { + //! Number of populated voltages + NvU32 numVoltages; + + //! Array of voltage entries + //! Valid index range is 0 to numVoltages-1 + NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1 voltages[NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES]; + } ov; +} NV_GPU_PERF_PSTATES20_INFO_V2; + +typedef NV_GPU_PERF_PSTATES20_INFO_V2 NV_GPU_PERF_PSTATES20_INFO; + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO_V1 +#define NV_GPU_PERF_PSTATES20_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES20_INFO_V1,1) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO_V2 +#define NV_GPU_PERF_PSTATES20_INFO_VER2 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES20_INFO_V2,2) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO_V2 +#define NV_GPU_PERF_PSTATES20_INFO_VER3 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES20_INFO_V2,3) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO +#define NV_GPU_PERF_PSTATES20_INFO_VER NV_GPU_PERF_PSTATES20_INFO_VER3 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetDisplayDriverVersion +//! \fn NvAPI_GetDisplayDriverVersion(NvDisplayHandle hNvDisplay, NV_DISPLAY_DRIVER_VERSION *pVersion) +//! This function returns a struct that describes aspects of the display driver +//! build. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_SYS_GetDriverAndBranchVersion. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param [in] hNvDisplay NVIDIA display handle. +//! \param [out] pVersion Pointer to NV_DISPLAY_DRIVER_VERSION struc +//! +//! \retval NVAPI_ERROR +//! \retval NVAPI_OK +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup driverapi +//! Used in NvAPI_GetDisplayDriverVersion() +typedef struct +{ + NvU32 version; // Structure version + NvU32 drvVersion; + NvU32 bldChangeListNum; + NvAPI_ShortString szBuildBranchString; + NvAPI_ShortString szAdapterString; +} NV_DISPLAY_DRIVER_VERSION; + +//! \ingroup driverapi +#define NV_DISPLAY_DRIVER_VERSION_VER MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_VERSION,1) + + +//! \ingroup driverapi +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_SYS_GetDriverAndBranchVersion.") +NVAPI_INTERFACE NvAPI_GetDisplayDriverVersion(NvDisplayHandle hNvDisplay, NV_DISPLAY_DRIVER_VERSION *pVersion); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_OGL_ExpertModeSet[Get] +// +//! \name NvAPI_OGL_ExpertModeSet[Get] Functions +//@{ +//! This function configures OpenGL Expert Mode, an API usage feedback and +//! advice reporting mechanism. The effects of this call are +//! applied only to the current context, and are reset to the +//! defaults when the context is destroyed. +//! +//! \note This feature is valid at runtime only when GLExpert +//! functionality has been built into the OpenGL driver +//! installed on the system. All Windows Vista OpenGL +//! drivers provided by NVIDIA have this instrumentation +//! included by default. Windows XP, however, requires a +//! special display driver available with the NVIDIA +//! PerfSDK found at developer.nvidia.com. +//! +//! \note These functions are valid only for the current OpenGL +//! context. Calling these functions prior to creating a +//! context and calling MakeCurrent with it will result +//! in errors and undefined behavior. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param expertDetailMask Mask made up of NVAPI_OGLEXPERT_DETAIL bits, +//! this parameter specifies the detail level in +//! the feedback stream. +//! +//! \param expertReportMask Mask made up of NVAPI_OGLEXPERT_REPORT bits, +//! this parameter specifies the areas of +//! functional interest. +//! +//! \param expertOutputMask Mask made up of NVAPI_OGLEXPERT_OUTPUT bits, +//! this parameter specifies the feedback output +//! location. +//! +//! \param expertCallback Used in conjunction with OUTPUT_TO_CALLBACK, +//! this is a simple callback function the user +//! may use to obtain the feedback stream. The +//! function will be called once per fully +//! qualified feedback stream extry. +//! +//! \retval NVAPI_API_NOT_INTIALIZED NVAPI not initialized +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU found +//! \retval NVAPI_OPENGL_CONTEXT_NOT_CURRENT No NVIDIA OpenGL context +//! which supports GLExpert +//! has been made current +//! \retval NVAPI_ERROR OpenGL driver failed to load properly +//! \retval NVAPI_OK Success +// +/////////////////////////////////////////////////////////////////////////////// + +//! \addtogroup oglapi +//! @{ +#define NVAPI_OGLEXPERT_DETAIL_NONE 0x00000000 +#define NVAPI_OGLEXPERT_DETAIL_ERROR 0x00000001 +#define NVAPI_OGLEXPERT_DETAIL_SWFALLBACK 0x00000002 +#define NVAPI_OGLEXPERT_DETAIL_BASIC_INFO 0x00000004 +#define NVAPI_OGLEXPERT_DETAIL_DETAILED_INFO 0x00000008 +#define NVAPI_OGLEXPERT_DETAIL_PERFORMANCE_WARNING 0x00000010 +#define NVAPI_OGLEXPERT_DETAIL_QUALITY_WARNING 0x00000020 +#define NVAPI_OGLEXPERT_DETAIL_USAGE_WARNING 0x00000040 +#define NVAPI_OGLEXPERT_DETAIL_ALL 0xFFFFFFFF + +#define NVAPI_OGLEXPERT_REPORT_NONE 0x00000000 +#define NVAPI_OGLEXPERT_REPORT_ERROR 0x00000001 +#define NVAPI_OGLEXPERT_REPORT_SWFALLBACK 0x00000002 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_VERTEX 0x00000004 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_GEOMETRY 0x00000008 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_XFB 0x00000010 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_RASTER 0x00000020 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_FRAGMENT 0x00000040 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_ROP 0x00000080 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_FRAMEBUFFER 0x00000100 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_PIXEL 0x00000200 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_TEXTURE 0x00000400 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_BUFFEROBJECT 0x00000800 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_TEXTURE 0x00001000 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_PROGRAM 0x00002000 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_FBO 0x00004000 +#define NVAPI_OGLEXPERT_REPORT_FEATURE_SLI 0x00008000 +#define NVAPI_OGLEXPERT_REPORT_ALL 0xFFFFFFFF + + +#define NVAPI_OGLEXPERT_OUTPUT_TO_NONE 0x00000000 +#define NVAPI_OGLEXPERT_OUTPUT_TO_CONSOLE 0x00000001 +#define NVAPI_OGLEXPERT_OUTPUT_TO_DEBUGGER 0x00000004 +#define NVAPI_OGLEXPERT_OUTPUT_TO_CALLBACK 0x00000008 +#define NVAPI_OGLEXPERT_OUTPUT_TO_ALL 0xFFFFFFFF + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION TYPE: NVAPI_OGLEXPERT_CALLBACK +// +//! DESCRIPTION: Used in conjunction with OUTPUT_TO_CALLBACK, this is a simple +//! callback function the user may use to obtain the feedback +//! stream. The function will be called once per fully qualified +//! feedback stream entry. +//! +//! \param categoryId Contains the bit from the NVAPI_OGLEXPERT_REPORT +//! mask that corresponds to the current message +//! \param messageId Unique ID for the current message +//! \param detailLevel Contains the bit from the NVAPI_OGLEXPERT_DETAIL +//! mask that corresponds to the current message +//! \param objectId Unique ID of the object that corresponds to the +//! current message +//! \param messageStr Text string from the current message +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +typedef void (* NVAPI_OGLEXPERT_CALLBACK) (unsigned int categoryId, unsigned int messageId, unsigned int detailLevel, int objectId, const char *messageStr); + + + +//! \ingroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeSet(NvU32 expertDetailLevel, + NvU32 expertReportMask, + NvU32 expertOutputMask, + NVAPI_OGLEXPERT_CALLBACK expertCallback); + +//! \addtogroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeGet(NvU32 *pExpertDetailLevel, + NvU32 *pExpertReportMask, + NvU32 *pExpertOutputMask, + NVAPI_OGLEXPERT_CALLBACK *pExpertCallback); + +//@} +/////////////////////////////////////////////////////////////////////////////// +// +//! \name NvAPI_OGL_ExpertModeDefaultsSet[Get] Functions +//! +//@{ +//! This function configures OpenGL Expert Mode global defaults. These settings +//! apply to any OpenGL application which starts up after these +//! values are applied (i.e. these settings *do not* apply to +//! currently running applications). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param expertDetailLevel Value which specifies the detail level in +//! the feedback stream. This is a mask made up +//! of NVAPI_OGLEXPERT_LEVEL bits. +//! +//! \param expertReportMask Mask made up of NVAPI_OGLEXPERT_REPORT bits, +//! this parameter specifies the areas of +//! functional interest. +//! +//! \param expertOutputMask Mask made up of NVAPI_OGLEXPERT_OUTPUT bits, +//! this parameter specifies the feedback output +//! location. Note that using OUTPUT_TO_CALLBACK +//! here is meaningless and has no effect, but +//! using it will not cause an error. +//! +//! \return ::NVAPI_ERROR or ::NVAPI_OK +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeDefaultsSet(NvU32 expertDetailLevel, + NvU32 expertReportMask, + NvU32 expertOutputMask); + +//! \addtogroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeDefaultsGet(NvU32 *pExpertDetailLevel, + NvU32 *pExpertReportMask, + NvU32 *pExpertOutputMask); +//@} + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumTCCPhysicalGPUs +// +//! This function returns an array of physical GPU handles that are in TCC Mode. +//! Each handle represents a physical GPU present in the system in TCC Mode. +//! That GPU may not be visible to the OS directly. +//! +//! The array nvGPUHandle will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! NOTE: Handles enumerated by this API are only valid for NvAPIs that are tagged as TCC_SUPPORTED +//! If handle is passed to any other API, it will fail with NVAPI_INVALID_HANDLE +//! +//! For WDDM GPU handles please use NvAPI_EnumPhysicalGPUs() +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! +//! \param [out] nvGPUHandle Physical GPU array that will contain all TCC Physical GPUs +//! \param [out] pGpuCount count represent the number of valid entries in nvGPUHandle +//! +//! +//! \retval NVAPI_INVALID_ARGUMENT nvGPUHandle or pGpuCount is NULL +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumTCCPhysicalGPUs( NvPhysicalGpuHandle nvGPUHandle[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumLogicalGPUs +// +//! This function returns an array of logical GPU handles. +//! +//! Each handle represents one or more GPUs acting in concert as a single graphics device. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array nvGPUHandle will be filled with logical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! \note All logical GPUs handles get invalidated on a GPU topology change, so the calling +//! application is required to renum the logical GPU handles to get latest physical handle +//! mapping after every GPU topology change activated by a call to NvAPI_SetGpuTopologies(). +//! +//! To detect if SLI rendering is enabled, use NvAPI_D3D_GetCurrentSLIState(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT nvGPUHandle or pGpuCount is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumLogicalGPUs(NvLogicalGpuHandle nvGPUHandle[NVAPI_MAX_LOGICAL_GPUS], NvU32 *pGpuCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUsFromDisplay +// +//! This function returns an array of physical GPU handles associated with the specified display. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array nvGPUHandle will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! If the display corresponds to more than one physical GPU, the first GPU returned +//! is the one with the attached active output. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvDisp is not valid; nvGPUHandle or pGpuCount is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND no NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUsFromDisplay(NvDisplayHandle hNvDisp, NvPhysicalGpuHandle nvGPUHandle[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUFromUnAttachedDisplay +// +//! This function returns a physical GPU handle associated with the specified unattached display. +//! The source GPU is a physical render GPU which renders the frame buffer but may or may not drive the scan out. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvUnAttachedDisp is not valid or pPhysicalGpu is NULL. +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUFromUnAttachedDisplay(NvUnAttachedDisplayHandle hNvUnAttachedDisp, NvPhysicalGpuHandle *pPhysicalGpu); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetLogicalGPUFromDisplay +// +//! This function returns the logical GPU handle associated with the specified display. +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! hNvDisp can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvDisp is not valid; pLogicalGPU is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetLogicalGPUFromDisplay(NvDisplayHandle hNvDisp, NvLogicalGpuHandle *pLogicalGPU); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetLogicalGPUFromPhysicalGPU +// +//! This function returns the logical GPU handle associated with specified physical GPU handle. +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGPU is not valid; pLogicalGPU is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetLogicalGPUFromPhysicalGPU(NvPhysicalGpuHandle hPhysicalGPU, NvLogicalGpuHandle *pLogicalGPU); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUsFromLogicalGPU +// +//! This function returns the physical GPU handles associated with the specified logical GPU handle. +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array hPhysicalGPU will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hLogicalGPU is not valid; hPhysicalGPU is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_LOGICAL_GPU_HANDLE hLogicalGPU was not a logical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUsFromLogicalGPU(NvLogicalGpuHandle hLogicalGPU,NvPhysicalGpuHandle hPhysicalGPU[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUFromGPUID +// +//! Do not use this function for new software development. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT gpuId is zero or pPhysicalGPU is NULL +//! \retval NVAPI_OK Handle was returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUFromGPUID(NvU32 gpuId, NvPhysicalGpuHandle *pPhysicalGPU); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetGPUIDfromPhysicalGPU +// +//! Do not use this function for new software development. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu is NULL or invalid. Re-enumerate the GPU handles. +//! \retval NVAPI_OK Handle was returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetGPUIDfromPhysicalGPU(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pGpuId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetShaderSubPipeCount +// +//! DESCRIPTION: This function retrieves the number of Shader SubPipes on the GPU +//! On newer architectures, this corresponds to the number of SM units +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 170 +//! +//! \retval NVAPI_INVALID_ARGUMENT: pCount is NULL +//! \retval NVAPI_OK: *pCount is set +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND: no NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetShaderSubPipeCount(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pCount); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetGpuCoreCount +// +//! DESCRIPTION: Retrieves the total number of cores defined for a GPU. +//! Returns 0 on architectures that don't define GPU cores. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \retval ::NVAPI_INVALID_ARGUMENT pCount is NULL +//! \retval ::NVAPI_OK *pCount is set +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND no NVIDIA GPU driving a display was found +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \retval ::NVAPI_NOT_SUPPORTED API call is not supported on current architecture +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetGpuCoreCount(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pCount); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAllOutputs +// +//! This function returns set of all GPU-output identifiers as a bitmask. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetAllDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL. +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetAllDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetAllOutputs(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pOutputsMask); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedOutputs +// +//! This function is the same as NvAPI_GPU_GetAllOutputs() but returns only the set of GPU output +//! identifiers that are connected to display devices. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL. +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedOutputs(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedSLIOutputs +// +//! DESCRIPTION: This function is the same as NvAPI_GPU_GetConnectedOutputs() but returns only the set of GPU-output +//! identifiers that can be selected in an SLI configuration. +//! NOTE: This function matches NvAPI_GPU_GetConnectedOutputs() +//! - On systems which are not SLI capable. +//! - If the queried GPU is not part of a valid SLI group. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 170 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedSLIOutputs(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + + + +//! \ingroup gpu +typedef enum +{ + NV_MONITOR_CONN_TYPE_UNINITIALIZED = 0, + NV_MONITOR_CONN_TYPE_VGA, + NV_MONITOR_CONN_TYPE_COMPONENT, + NV_MONITOR_CONN_TYPE_SVIDEO, + NV_MONITOR_CONN_TYPE_HDMI, + NV_MONITOR_CONN_TYPE_DVI, + NV_MONITOR_CONN_TYPE_LVDS, + NV_MONITOR_CONN_TYPE_DP, + NV_MONITOR_CONN_TYPE_COMPOSITE, + NV_MONITOR_CONN_TYPE_UNKNOWN = -1 +} NV_MONITOR_CONN_TYPE; + + +//! \addtogroup gpu +//! @{ +#define NV_GPU_CONNECTED_IDS_FLAG_UNCACHED NV_BIT(0) //!< Get uncached connected devices +#define NV_GPU_CONNECTED_IDS_FLAG_SLI NV_BIT(1) //!< Get devices such that those can be selected in an SLI configuration +#define NV_GPU_CONNECTED_IDS_FLAG_LIDSTATE NV_BIT(2) //!< Get devices such that to reflect the Lid State +#define NV_GPU_CONNECTED_IDS_FLAG_FAKE NV_BIT(3) //!< Get devices that includes the fake connected monitors +#define NV_GPU_CONNECTED_IDS_FLAG_EXCLUDE_MST NV_BIT(4) //!< Excludes devices that are part of the multi stream topology. + +//! @} + +//! \ingroup gpu +typedef struct _NV_GPU_DISPLAYIDS +{ + NvU32 version; + NV_MONITOR_CONN_TYPE connectorType; //!< out: vga, tv, dvi, hdmi and dp. This is reserved for future use and clients should not rely on this information. Instead get the + //!< GPU connector type from NvAPI_GPU_GetConnectorInfo/NvAPI_GPU_GetConnectorInfoEx + NvU32 displayId; //!< this is a unique identifier for each device + + NvU32 isDynamic : 1; //!< if bit is set then this display is part of MST topology and it's a dynamic + NvU32 isMultiStreamRootNode : 1; //!< if bit is set then this displayID belongs to a multi stream enabled connector(root node). Note that when multi stream is enabled and + //!< a single multi stream capable monitor is connected to it, the monitor will share the display id with the RootNode. + //!< When there is more than one monitor connected in a multi stream topology, then the root node will have a separate displayId. + NvU32 isActive : 1; //!< if bit is set then this display is being actively driven + NvU32 isCluster : 1; //!< if bit is set then this display is the representative display + NvU32 isOSVisible : 1; //!< if bit is set, then this display is reported to the OS + NvU32 isWFD : 1; //!< Deprecated. Will always return 0. + NvU32 isConnected : 1; //!< if bit is set, then this display is connected + + NvU32 reservedInternal : 10; //!< Do not use + NvU32 isPhysicallyConnected : 1; //!< if bit is set, then this display is a phycially connected display; Valid only when isConnected bit is set + NvU32 reserved : 14; //!< must be zero +} NV_GPU_DISPLAYIDS; + +//! \ingroup gpu +//! Macro for constructing the version field of ::_NV_GPU_DISPLAYIDS +#define NV_GPU_DISPLAYIDS_VER1 MAKE_NVAPI_VERSION(NV_GPU_DISPLAYIDS,1) +#define NV_GPU_DISPLAYIDS_VER2 MAKE_NVAPI_VERSION(NV_GPU_DISPLAYIDS,3) + +#define NV_GPU_DISPLAYIDS_VER NV_GPU_DISPLAYIDS_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedDisplayIds +// +//! +//! DESCRIPTION: Due to space limitation NvAPI_GPU_GetConnectedOutputs can return maximum 32 devices, but +//! this is no longer true for DPMST. NvAPI_GPU_GetConnectedDisplayIds will return all +//! the connected display devices in the form of displayIds for the associated hPhysicalGpu. +//! This function can accept set of flags to request cached, uncached, sli and lid to get the connected devices. +//! Default value for flags will be cached . +//! +//! HOW TO USE: 1) for each PhysicalGpu, make a call to get the number of connected displayId's +//! using NvAPI_GPU_GetConnectedDisplayIds by passing the pDisplayIds as NULL +//! On call success: +//! +//! 2) If pDisplayIdCount is greater than 0, allocate memory based on pDisplayIdCount. Then make a call NvAPI_GPU_GetConnectedDisplayIds to populate DisplayIds. +//! However, if pDisplayIdCount is 0, do not make this call. +//! SUPPORTED OS: Windows 10 and higher +//! +//! \param [in] hPhysicalGpu - GPU selection +//! \param [in] flags - One or more defines from NV_GPU_CONNECTED_IDS_FLAG_* as valid flags. +//! \param [in,out] pDisplayIds - Pointer to an NV_GPU_DISPLAYIDS struct, each entry represents a one displayID and its attributes +//! \param [in] pDisplayIdCount - Number of displayId's. +//! +//! \retval NVAPI_INVALID_ARGUMENT: hPhysicalGpu or pDisplayIds or pDisplayIdCount is NULL +//! \retval NVAPI_OK: *pDisplayIds contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND: no NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetConnectedDisplayIds(__in NvPhysicalGpuHandle hPhysicalGpu, __inout_ecount_part_opt(*pDisplayIdCount, *pDisplayIdCount) NV_GPU_DISPLAYIDS* pDisplayIds, __inout NvU32* pDisplayIdCount, __in NvU32 flags); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAllDisplayIds +// +//! DESCRIPTION: This API returns display IDs for all possible outputs on the GPU. +//! For DPMST connector, it will return display IDs for all the video sinks in the topology. \n +//! HOW TO USE: 1. The first call should be made to get the all display ID count. To get the display ID count, send in \n +//! a) hPhysicalGpu - a valid WDDM type GPU handle(enumerated using NvAPI_SYS_GetPhysicalGPUs()) as input, \n +//! b) pDisplayIds - NULL, as we just want to get the display ID count. \n +//! c) pDisplayIdCount - a valid pointer to NvU32, whose value is set to ZERO. \n +//! If all parameters are correct and this call is successful, this call will return the display ID's count. \n +//! 2. To get the display ID array, make the second call to NvAPI_GPU_GetAllDisplayIds() with \n +//! a) hPhysicalGpu - should be same value which was sent in first call, \n +//! b) pDisplayIds - pointer to the display ID array allocated by caller based on display ID count, \n +//! eg. malloc(sizeof(NV_GPU_DISPLAYIDS) * pDisplayIdCount). \n +//! c) pDisplayIdCount - a valid pointer to NvU32. This indicates for how many display IDs \n +//! the memory is allocated(pDisplayIds) by the caller. \n +//! If all parameters are correct and this call is successful, this call will return the display ID array and actual +//! display ID count (which was obtained in the first call to NvAPI_GPU_GetAllDisplayIds). If the input display ID count is +//! less than the actual display ID count, it will overwrite the input and give the pDisplayIdCount as actual count and the +//! API will return NVAPI_INSUFFICIENT_BUFFER. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGpu GPU selection. +//! \param [in,out] DisplayIds Pointer to an array of NV_GPU_DISPLAYIDS structures, each entry represents one displayID +//! and its attributes. +//! \param [in,out] pDisplayIdCount As input, this parameter indicates the number of display's id's for which caller has +//! allocated the memory. As output, it will return the actual number of display IDs. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INSUFFICIENT_BUFFER When the input buffer(pDisplayIds) is less than the actual number of display IDs, this API +//! will return NVAPI_INSUFFICIENT_BUFFER. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetAllDisplayIds(__in NvPhysicalGpuHandle hPhysicalGpu, __inout_ecount_part_opt(*pDisplayIdCount, *pDisplayIdCount) NV_GPU_DISPLAYIDS* pDisplayIds, __inout NvU32* pDisplayIdCount); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedOutputsWithLidState +// +//! This function is similar to NvAPI_GPU_GetConnectedOutputs(), and returns the connected display identifiers that are connected +//! as an output mask but unlike NvAPI_GPU_GetConnectedOutputs() this API "always" reflects the Lid State in the output mask. +//! Thus if you expect the LID close state to be available in the connection mask use this API. +//! - If LID is closed then this API will remove the LID panel from the connected display identifiers. +//! - If LID is open then this API will reflect the LID panel in the connected display identifiers. +//! +//! \note This API should be used on notebook systems and on systems where the LID state is required in the connection +//! output mask. On desktop systems the returned identifiers will match NvAPI_GPU_GetConnectedOutputs(). +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedOutputsWithLidState(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedSLIOutputsWithLidState +// +//! DESCRIPTION: This function is the same as NvAPI_GPU_GetConnectedOutputsWithLidState() but returns only the set +//! of GPU-output identifiers that can be selected in an SLI configuration. With SLI disabled, +//! this function matches NvAPI_GPU_GetConnectedOutputsWithLidState(). +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 170 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedSLIOutputsWithLidState(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetSystemType +// +//! \fn NvAPI_GPU_GetSystemType(NvPhysicalGpuHandle hPhysicalGpu, NV_SYSTEM_TYPE *pSystemType) +//! This function identifies whether the GPU is a notebook GPU or a desktop GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pSystemType contains the GPU system type +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetSystemType() +typedef enum +{ + NV_SYSTEM_TYPE_UNKNOWN = 0, + NV_SYSTEM_TYPE_LAPTOP = 1, + NV_SYSTEM_TYPE_DESKTOP = 2, + +} NV_SYSTEM_TYPE; + + + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetSystemType(NvPhysicalGpuHandle hPhysicalGpu, NV_SYSTEM_TYPE *pSystemType); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetActiveOutputs +// +//! This function is the same as NvAPI_GPU_GetAllOutputs but returns only the set of GPU output +//! identifiers that are actively driving display devices. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL. +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetActiveOutputs(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_SetEDID +// +//! Thus function sets the EDID data for the specified GPU handle and connection bit mask. +//! User can either send (Gpu handle & output id) or only display Id in variable displayOutputId parameter & hPhysicalGpu parameter can be default handle (0). +//! \note The EDID will be cached across the boot session and will be enumerated to the OS in this call. +//! To remove the EDID set sizeofEDID to zero. +//! OS and NVAPI connection status APIs will reflect the newly set or removed EDID dynamically. +//! +//! This feature will NOT be supported on the following boards: +//! - GeForce +//! - Quadro VX +//! - Tesla +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 100 +//! +//! \requires Administrator privileges +//! +//! \retval NVAPI_INVALID_ARGUMENT pEDID is NULL; displayOutputId has 0 or > 1 bits set +//! \retval NVAPI_OK *pEDID data was applied to the requested displayOutputId. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle. +//! \retval NVAPI_NOT_SUPPORTED For the above mentioned GPUs +//! \retval NVAPI_INVALID_USER_PRIVILEGE The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_SetEDID(NvPhysicalGpuHandle hPhysicalGpu, NvU32 displayOutputId, NV_EDID *pEDID); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetOutputType +// +//! \fn NvAPI_GPU_GetOutputType(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputId, NV_GPU_OUTPUT_TYPE *pOutputType) +//! This function returns the output type. User can either specify both 'physical GPU handle and outputId (exactly 1 bit set - see \ref handles)' or +//! a valid displayId in the outputId parameter. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \Version Earliest supported ForceWare version: 82.61 +//! +//! \retval NVAPI_INVALID_ARGUMENT outputId, pOutputType is NULL; or if outputId parameter is not displayId and either it has > 1 bit set or hPhysicalGpu is NULL. +//! \retval NVAPI_OK *pOutputType contains a NvGpuOutputType value +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +//! used in NvAPI_GPU_GetOutputType() +typedef enum _NV_GPU_OUTPUT_TYPE +{ + NVAPI_GPU_OUTPUT_UNKNOWN = 0, + NVAPI_GPU_OUTPUT_CRT = 1, //!< CRT display device + NVAPI_GPU_OUTPUT_DFP = 2, //!< Digital Flat Panel display device + NVAPI_GPU_OUTPUT_TV = 3, //!< TV display device +} NV_GPU_OUTPUT_TYPE; + + + + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetOutputType(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputId, NV_GPU_OUTPUT_TYPE *pOutputType); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_ValidateOutputCombination +// +//! This function determines if a set of GPU outputs can be active +//! simultaneously. While a GPU may have outputs, typically they cannot +//! all be active at the same time due to internal resource sharing. +//! +//! Given a physical GPU handle and a mask of candidate outputs, this call +//! will return NVAPI_OK if all of the specified outputs can be driven +//! simultaneously. It will return NVAPI_INVALID_COMBINATION if they cannot. +//! +//! Use NvAPI_GPU_GetAllOutputs() to determine which outputs are candidates. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_OK Combination of outputs in outputsMask are valid (can be active simultaneously). +//! \retval NVAPI_INVALID_COMBINATION Combination of outputs in outputsMask are NOT valid. +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or outputsMask does not have at least 2 bits set. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ValidateOutputCombination(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputsMask); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetFullName +// +//! This function retrieves the full GPU name as an ASCII string - for example, "Quadro FX 1400". +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetFullName(NvPhysicalGpuHandle hPhysicalGpu, NvAPI_ShortString szName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPCIIdentifiers +// +//! This function returns the PCI identifiers associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \param DeviceId The internal PCI device identifier for the GPU. +//! \param SubSystemId The internal PCI subsystem identifier for the GPU. +//! \param RevisionId The internal PCI device-specific revision identifier for the GPU. +//! \param ExtDeviceId The external PCI device identifier for the GPU. +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or an argument is NULL +//! \retval NVAPI_OK Arguments are populated with PCI identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPCIIdentifiers(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pDeviceId,NvU32 *pSubSystemId,NvU32 *pRevisionId,NvU32 *pExtDeviceId); + + + + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetGPUType(). +typedef enum _NV_GPU_TYPE +{ + NV_SYSTEM_TYPE_GPU_UNKNOWN = 0, + NV_SYSTEM_TYPE_IGPU = 1, //!< Integrated GPU + NV_SYSTEM_TYPE_DGPU = 2, //!< Discrete GPU +} NV_GPU_TYPE; + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetGPUType +// +//! DESCRIPTION: This function returns the GPU type (integrated or discrete). +//! See ::NV_GPU_TYPE. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 173 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu +//! \retval NVAPI_OK *pGpuType contains the GPU type +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetGPUType(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_TYPE *pGpuType); + + + + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetBusType() +typedef enum _NV_GPU_BUS_TYPE +{ + NVAPI_GPU_BUS_TYPE_UNDEFINED = 0, + NVAPI_GPU_BUS_TYPE_PCI = 1, + NVAPI_GPU_BUS_TYPE_AGP = 2, + NVAPI_GPU_BUS_TYPE_PCI_EXPRESS = 3, + NVAPI_GPU_BUS_TYPE_FPCI = 4, + NVAPI_GPU_BUS_TYPE_AXI = 5, +} NV_GPU_BUS_TYPE; +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBusType +// +//! This function returns the type of bus associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBusType is NULL. +//! \retval NVAPI_OK *pBusType contains bus identifier. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBusType(NvPhysicalGpuHandle hPhysicalGpu,NV_GPU_BUS_TYPE *pBusType); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBusId +// +//! DESCRIPTION: Returns the ID of the bus associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 167 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBusId is NULL. +//! \retval NVAPI_OK *pBusId contains the bus ID. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBusId(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pBusId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBusSlotId +// +//! DESCRIPTION: Returns the ID of the bus slot associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 167 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBusSlotId is NULL. +//! \retval NVAPI_OK *pBusSlotId contains the bus slot ID. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBusSlotId(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pBusSlotId); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetIRQ +// +//! This function returns the interrupt number associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pIRQ is NULL. +//! \retval NVAPI_OK *pIRQ contains interrupt number. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetIRQ(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pIRQ); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVbiosRevision +// +//! This function returns the revision of the video BIOS associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBiosRevision is NULL. +//! \retval NVAPI_OK *pBiosRevision contains revision number. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVbiosRevision(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pBiosRevision); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVbiosOEMRevision +// +//! This function returns the OEM revision of the video BIOS associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBiosRevision is NULL +//! \retval NVAPI_OK *pBiosRevision contains revision number +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVbiosOEMRevision(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pBiosRevision); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVbiosVersionString +// +//! This function returns the full video BIOS version string in the form of xx.xx.xx.xx.yy where +//! - xx numbers come from NvAPI_GPU_GetVbiosRevision() and +//! - yy comes from NvAPI_GPU_GetVbiosOEMRevision(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu is NULL. +//! \retval NVAPI_OK szBiosRevision contains version string. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVbiosVersionString(NvPhysicalGpuHandle hPhysicalGpu,NvAPI_ShortString szBiosRevision); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAGPAperture +// +//! This function returns the AGP aperture in megabytes. +//! +//! \deprecated Do not use this function - it is deprecated in release 455. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_NOT_SUPPORTED +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 455.") +NVAPI_INTERFACE NvAPI_GPU_GetAGPAperture(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pSize); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetCurrentAGPRate +// +//! This function returns the current AGP Rate (0 = AGP not present, 1 = 1x, 2 = 2x, etc.). +//! +//! \deprecated Do not use this function - it is deprecated in release 455. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_NOT_SUPPORTED +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 455.") +NVAPI_INTERFACE NvAPI_GPU_GetCurrentAGPRate(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pRate); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetCurrentPCIEDownstreamWidth +// +//! This function returns the number of PCIE lanes being used for the PCIE interface +//! downstream from the GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT pWidth is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetCurrentPCIEDownstreamWidth(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pWidth); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPhysicalFrameBufferSize +// +//! This function returns the physical size of framebuffer in KB. This does NOT include any +//! system RAM that may be dedicated for use by the GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT pSize is NULL +//! \retval NVAPI_OK Call successful +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPhysicalFrameBufferSize(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pSize); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVirtualFrameBufferSize +// +//! This function returns the virtual size of framebuffer in KB. This includes the physical RAM plus any +//! system RAM that has been dedicated for use by the GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT pSize is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVirtualFrameBufferSize(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pSize); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetQuadroStatus +// +//! This function retrieves the Quadro status for the GPU (1 if Quadro, 0 if GeForce) +//! +//! This API is deprecated and it is recommended to instead query +//! NV_GPU_WORKSTATION_FEATURE_TYPE_PROVIZ support from the API +//! NvAPI_GPU_QueryWorkstationFeatureSupport. +//! \deprecated Do not use this function - it is deprecated in release 460. +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 460.") +NVAPI_INTERFACE NvAPI_GPU_GetQuadroStatus(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pStatus); + + +//! \ingroup gpu +typedef struct _NV_BOARD_INFO +{ + NvU32 version; //!< structure version + NvU8 BoardNum[16]; //!< Board Serial Number + +}NV_BOARD_INFO_V1; + +#define NV_BOARD_INFO_VER1 MAKE_NVAPI_VERSION(NV_BOARD_INFO_V1,1) +#ifndef NV_BOARD_INFO_VER +//! \ingroup gpu +typedef NV_BOARD_INFO_V1 NV_BOARD_INFO; +//! \ingroup gpu +//! \ingroup gpu +#define NV_BOARD_INFO_VER NV_BOARD_INFO_VER1 +#endif + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBoardInfo +// +//! DESCRIPTION: This API Retrieves the Board information (a unique GPU Board Serial Number) stored in the InfoROM. +//! +//! \param [in] hPhysicalGpu Physical GPU Handle. +//! \param [in,out] NV_BOARD_INFO Board Information. +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_ERROR miscellaneous error occurred +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE handle passed is not a physical GPU handle +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized +//! \retval ::NVAPI_INVALID_POINTER pBoardInfo is NULL +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION the version of the INFO struct is not supported +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBoardInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_BOARD_INFO *pBoardInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetRamBusWidth +// +//! This function returns the width of the GPU's RAM memory bus. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 100 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetRamBusWidth(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pBusWidth); + + + +//! Used in NvAPI_GPU_GetArchInfo() +typedef struct +{ + NvU32 version; + + NvU32 architecture; + NvU32 implementation; + NvU32 revision; + +} NV_GPU_ARCH_INFO_V1; + +//! NV_GPU_ARCH_INFO() values to identify Architecture level for the GPU. +typedef enum _NV_GPU_ARCHITECTURE_ID +{ + + NV_GPU_ARCHITECTURE_T2X = 0xE0000020, + NV_GPU_ARCHITECTURE_T3X = 0xE0000030, + NV_GPU_ARCHITECTURE_T4X = 0xE0000040, + NV_GPU_ARCHITECTURE_T12X = 0xE0000040, + NV_GPU_ARCHITECTURE_NV40 = 0x00000040, + NV_GPU_ARCHITECTURE_NV50 = 0x00000050, + NV_GPU_ARCHITECTURE_G78 = 0x00000060, + NV_GPU_ARCHITECTURE_G80 = 0x00000080, + NV_GPU_ARCHITECTURE_G90 = 0x00000090, + NV_GPU_ARCHITECTURE_GT200 = 0x000000A0, + NV_GPU_ARCHITECTURE_GF100 = 0x000000C0, + NV_GPU_ARCHITECTURE_GF110 = 0x000000D0, + NV_GPU_ARCHITECTURE_GK100 = 0x000000E0, + NV_GPU_ARCHITECTURE_GK110 = 0x000000F0, + NV_GPU_ARCHITECTURE_GK200 = 0x00000100, + NV_GPU_ARCHITECTURE_GM000 = 0x00000110, + NV_GPU_ARCHITECTURE_GM200 = 0x00000120, + NV_GPU_ARCHITECTURE_GP100 = 0x00000130, + NV_GPU_ARCHITECTURE_GV100 = 0x00000140, + NV_GPU_ARCHITECTURE_GV110 = 0x00000150, + NV_GPU_ARCHITECTURE_TU100 = 0x00000160, + NV_GPU_ARCHITECTURE_GA100 = 0x00000170, + NV_GPU_ARCHITECTURE_AD100 = 0x00000190, + +}NV_GPU_ARCHITECTURE_ID; + +//! NV_GPU_ARCH_INFO() values to identify GPU Architecture Implementation. +typedef enum _NV_GPU_ARCH_IMPLEMENTATION_ID +{ + + NV_GPU_ARCH_IMPLEMENTATION_T20 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_T30 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_T35 = 0x00000005, + + NV_GPU_ARCH_IMPLEMENTATION_T40 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_T124 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_NV40 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_NV41 = 0x00000001, + NV_GPU_ARCH_IMPLEMENTATION_NV42 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_NV43 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_NV44 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_NV44A = 0x0000000A, + NV_GPU_ARCH_IMPLEMENTATION_NV46 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_NV47 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_NV49 = 0x00000009, + NV_GPU_ARCH_IMPLEMENTATION_NV4B = 0x0000000B, + NV_GPU_ARCH_IMPLEMENTATION_NV4C = 0x0000000C, + NV_GPU_ARCH_IMPLEMENTATION_NV4E = 0x0000000E, + + NV_GPU_ARCH_IMPLEMENTATION_NV50 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_NV63 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_NV67 = 0x00000007, + + NV_GPU_ARCH_IMPLEMENTATION_G84 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_G86 = 0x00000006, + + NV_GPU_ARCH_IMPLEMENTATION_G92 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_G94 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_G96 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_G98 = 0x00000008, + + NV_GPU_ARCH_IMPLEMENTATION_GT200 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GT212 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_GT214 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GT215 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_GT216 = 0x00000005, + NV_GPU_ARCH_IMPLEMENTATION_GT218 = 0x00000008, + NV_GPU_ARCH_IMPLEMENTATION_MCP77 = 0x0000000A, + NV_GPU_ARCH_IMPLEMENTATION_GT21C = 0x0000000B, + NV_GPU_ARCH_IMPLEMENTATION_MCP79 = 0x0000000C, + NV_GPU_ARCH_IMPLEMENTATION_GT21A = 0x0000000D, + NV_GPU_ARCH_IMPLEMENTATION_MCP89 = 0x0000000F, + + NV_GPU_ARCH_IMPLEMENTATION_GF100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GF104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GF106 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_GF108 = 0x00000001, + + NV_GPU_ARCH_IMPLEMENTATION_GF110 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GF116 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_GF117 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_GF118 = 0x00000008, + NV_GPU_ARCH_IMPLEMENTATION_GF119 = 0x00000009, + + NV_GPU_ARCH_IMPLEMENTATION_GK104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GK106 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_GK107 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_GK20A = 0x0000000A, + NV_GPU_ARCH_IMPLEMENTATION_GK110 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_GK208 = 0x00000008, + + NV_GPU_ARCH_IMPLEMENTATION_GM204 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GM206 = 0x00000006, + + NV_GPU_ARCH_IMPLEMENTATION_GP100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GP000 = 0x00000001, + NV_GPU_ARCH_IMPLEMENTATION_GP102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_GP104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GP106 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_GP107 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_GP108 = 0x00000008, + + NV_GPU_ARCH_IMPLEMENTATION_GV100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GV10B = 0x0000000B, + + NV_GPU_ARCH_IMPLEMENTATION_TU100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_TU102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_TU104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_TU106 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_TU116 = 0x00000008, + NV_GPU_ARCH_IMPLEMENTATION_TU117 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_TU000 = 0x00000001, + + NV_GPU_ARCH_IMPLEMENTATION_GA100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GA102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_GA104 = 0x00000004, + + NV_GPU_ARCH_IMPLEMENTATION_AD102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_AD103 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_AD104 = 0x00000004, + +}NV_GPU_ARCH_IMPLEMENTATION_ID; + +typedef enum _NV_GPU_CHIP_REVISION +{ + NV_GPU_CHIP_REV_EMULATION_QT = 0x00000000, //!< QT chip + NV_GPU_CHIP_REV_EMULATION_FPGA = 0x00000001, //!< FPGA implementation of the chipset + NV_GPU_CHIP_REV_A01 = 0x00000011, //!< First silicon chipset revision + NV_GPU_CHIP_REV_A02 = 0x00000012, //!< Second Silicon chipset revision + NV_GPU_CHIP_REV_A03 = 0x00000013, //!< Third Silicon chipset revision + NV_GPU_CHIP_REV_UNKNOWN = 0xffffffff, //!< Unknown chip revision +}NV_GPU_CHIP_REVISION; + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetArchInfo() +typedef struct +{ + NvU32 version; + + union + { + NvU32 architecture; //!< architecture and architecture_id are the same. The former is NvU32 while the latter is an enum made for readability. + NV_GPU_ARCHITECTURE_ID architecture_id; //!< specifies the architecture level for the GPU. + }; + union + { + NvU32 implementation; //!< implementation and implementation_id are the same. The former is NvU32 while the latter is an enum made for readability. + NV_GPU_ARCH_IMPLEMENTATION_ID implementation_id; //!< specifies the implementation of the architecture for the GPU. + }; + union + { + NvU32 revision; //!< revision and revision_id are the same. The former is NvU32 while the latter is an enum made for readability. + NV_GPU_CHIP_REVISION revision_id; //!< specifies the architecture revision of the GPU. + }; + +} NV_GPU_ARCH_INFO_V2; + +//! \ingroup gpu +typedef NV_GPU_ARCH_INFO_V2 NV_GPU_ARCH_INFO; + +//! \ingroup gpu +#define NV_GPU_ARCH_INFO_VER_1 MAKE_NVAPI_VERSION(NV_GPU_ARCH_INFO_V1,1) +#define NV_GPU_ARCH_INFO_VER_2 MAKE_NVAPI_VERSION(NV_GPU_ARCH_INFO_V2,2) +#define NV_GPU_ARCH_INFO_VER NV_GPU_ARCH_INFO_VER_2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetArchInfo +// +//! \fn NvAPI_GPU_GetArchInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_ARCH_INFO *pGpuArchInfo) +//! This function retrieves the architecture, implementation and chip revision for the specified GPU . +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! \since Release: 85 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetArchInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_ARCH_INFO *pGpuArchInfo); + + + +/////////////////////////////////////////////////////////////////////////////////// +// I2C API +// Provides ability to read or write data using I2C protocol. +// These APIs allow I2C access only to DDC monitors + + +//! \ingroup i2capi +//! @{ +#define NVAPI_MAX_SIZEOF_I2C_DATA_BUFFER 4096 +#define NVAPI_MAX_SIZEOF_I2C_REG_ADDRESS 4 +#define NVAPI_DISPLAY_DEVICE_MASK_MAX 24 +#define NVAPI_I2C_SPEED_DEPRECATED 0xFFFF + +typedef enum +{ + NVAPI_I2C_SPEED_DEFAULT, //!< Set i2cSpeedKhz to I2C_SPEED_DEFAULT if default I2C speed is to be chosen, ie.use the current frequency setting. + NVAPI_I2C_SPEED_3KHZ, + NVAPI_I2C_SPEED_10KHZ, + NVAPI_I2C_SPEED_33KHZ, + NVAPI_I2C_SPEED_100KHZ, + NVAPI_I2C_SPEED_200KHZ, + NVAPI_I2C_SPEED_400KHZ, +} NV_I2C_SPEED; + +//! Used in NvAPI_I2CRead() and NvAPI_I2CWrite() +typedef struct +{ + NvU32 version; //!< The structure version. + NvU32 displayMask; //!< The Display Mask of the concerned display. + NvU8 bIsDDCPort; //!< This flag indicates either the DDC port (TRUE) or the communication port + //!< (FALSE) of the concerned display. + NvU8 i2cDevAddress; //!< The address of the I2C slave. The address should be shifted left by one. For + //!< example, the I2C address 0x50, often used for reading EDIDs, would be stored + //!< here as 0xA0. This matches the position within the byte sent by the master, as + //!< the last bit is reserved to specify the read or write direction. + NvU8* pbI2cRegAddress; //!< The I2C target register address. May be NULL, which indicates no register + //!< address should be sent. + NvU32 regAddrSize; //!< The size in bytes of target register address. If pbI2cRegAddress is NULL, this + //!< field must be 0. + NvU8* pbData; //!< The buffer of data which is to be read or written (depending on the command). + NvU32 cbSize; //!< The size of the data buffer, pbData, to be read or written. + NvU32 i2cSpeed; //!< The target speed of the transaction (between 28Kbps to 40Kbps; not guaranteed). +} NV_I2C_INFO_V1; + +//! Used in NvAPI_I2CRead() and NvAPI_I2CWrite() +typedef struct +{ + NvU32 version; //!< The structure version. + NvU32 displayMask; //!< The Display Mask of the concerned display. + NvU8 bIsDDCPort; //!< This flag indicates either the DDC port (TRUE) or the communication port + //!< (FALSE) of the concerned display. + NvU8 i2cDevAddress; //!< The address of the I2C slave. The address should be shifted left by one. For + //!< example, the I2C address 0x50, often used for reading EDIDs, would be stored + //!< here as 0xA0. This matches the position within the byte sent by the master, as + //!< the last bit is reserved to specify the read or write direction. + NvU8* pbI2cRegAddress; //!< The I2C target register address. May be NULL, which indicates no register + //!< address should be sent. + NvU32 regAddrSize; //!< The size in bytes of target register address. If pbI2cRegAddress is NULL, this + //!< field must be 0. + NvU8* pbData; //!< The buffer of data which is to be read or written (depending on the command). + NvU32 cbSize; //!< The size of the data buffer, pbData, to be read or written. + NvU32 i2cSpeed; //!< Deprecated, Must be set to NVAPI_I2C_SPEED_DEPRECATED. + NV_I2C_SPEED i2cSpeedKhz; //!< The target speed of the transaction in (kHz) (Chosen from the enum NV_I2C_SPEED). +} NV_I2C_INFO_V2; + +//! Used in NvAPI_I2CRead() and NvAPI_I2CWrite() +typedef struct +{ + NvU32 version; //!< The structure version. + NvU32 displayMask; //!< The Display Mask of the concerned display. + NvU8 bIsDDCPort; //!< This flag indicates either the DDC port (TRUE) or the communication port + //!< (FALSE) of the concerned display. + NvU8 i2cDevAddress; //!< The address of the I2C slave. The address should be shifted left by one. For + //!< example, the I2C address 0x50, often used for reading EDIDs, would be stored + //!< here as 0xA0. This matches the position within the byte sent by the master, as + //!< the last bit is reserved to specify the read or write direction. + NvU8* pbI2cRegAddress; //!< The I2C target register address. May be NULL, which indicates no register + //!< address should be sent. + NvU32 regAddrSize; //!< The size in bytes of target register address. If pbI2cRegAddress is NULL, this + //!< field must be 0. + NvU8* pbData; //!< The buffer of data which is to be read or written (depending on the command). + NvU32 cbSize; //!< The size of the data buffer, pbData, to be read or written. + NvU32 i2cSpeed; //!< Deprecated, Must be set to NVAPI_I2C_SPEED_DEPRECATED. + NV_I2C_SPEED i2cSpeedKhz; //!< The target speed of the transaction in (kHz) (Chosen from the enum NV_I2C_SPEED). + NvU8 portId; //!< The portid on which device is connected (remember to set bIsPortIdSet if this value is set) + //!< Optional for pre-Kepler + NvU32 bIsPortIdSet; //!< set this flag on if and only if portid value is set +} NV_I2C_INFO_V3; + +typedef NV_I2C_INFO_V3 NV_I2C_INFO; + +#define NV_I2C_INFO_VER3 MAKE_NVAPI_VERSION(NV_I2C_INFO_V3,3) +#define NV_I2C_INFO_VER2 MAKE_NVAPI_VERSION(NV_I2C_INFO_V2,2) +#define NV_I2C_INFO_VER1 MAKE_NVAPI_VERSION(NV_I2C_INFO_V1,1) + +#define NV_I2C_INFO_VER NV_I2C_INFO_VER3 +//! @} + +/***********************************************************************************/ + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_I2CRead +// +//! This function reads the data buffer from the I2C port. +//! The I2C request must be for a DDC port: pI2cInfo->bIsDDCPort = 1. +//! +//! A data buffer size larger than 16 bytes may be rejected if a register address is specified. In such a case, +//! NVAPI_ARGUMENT_EXCEED_MAX_SIZE would be returned. +//! +//! If a register address is specified (i.e. regAddrSize is positive), then the transaction will be performed in +//! the combined format described in the I2C specification. The register address will be written, followed by +//! reading into the data buffer. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [out] NV_I2C_INFO *pI2cInfo The I2C data input structure +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION Structure version is not supported. +//! \retval NVAPI_INVALID_ARGUMENT - argument does not meet specified requirements +//! \retval NVAPI_ARGUMENT_EXCEED_MAX_SIZE - an argument exceeds the maximum +//! +//! \ingroup i2capi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_I2CRead(NvPhysicalGpuHandle hPhysicalGpu, NV_I2C_INFO *pI2cInfo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_I2CWrite +// +//! This function writes the data buffer to the I2C port. +//! +//! The I2C request must be for a DDC port: pI2cInfo->bIsDDCPort = 1. +//! +//! A data buffer size larger than 16 bytes may be rejected if a register address is specified. In such a case, +//! NVAPI_ARGUMENT_EXCEED_MAX_SIZE would be returned. +//! +//! If a register address is specified (i.e. regAddrSize is positive), then the register address will be written +//! and the data buffer will immediately follow without a restart. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [in] pI2cInfo The I2C data input structure +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION Structure version is not supported. +//! \retval NVAPI_INVALID_ARGUMENT Argument does not meet specified requirements +//! \retval NVAPI_ARGUMENT_EXCEED_MAX_SIZE Argument exceeds the maximum +//! +//! \ingroup i2capi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_I2CWrite(NvPhysicalGpuHandle hPhysicalGpu, NV_I2C_INFO *pI2cInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_WorkstationFeatureSetup +// +//! \fn NvAPI_GPU_WorkstationFeatureSetup(NvPhysicalGpuHandle hPhysicalGpu, NvU32 featureEnableMask, NvU32 featureDisableMask) +//! DESCRIPTION: This API configures the driver for a set of workstation features. +//! The driver can allocate the memory resources accordingly. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \param [in] hPhysicalGpu Physical GPU Handle of the display adapter to be configured. GPU handles may be retrieved +//! using NvAPI_EnumPhysicalGPUs. A value of NULL is permitted and applies the same operation +//! to all GPU handles enumerated by NvAPI_EnumPhysicalGPUs. +//! \param [in] featureEnableMask Mask of features the caller requests to enable for use +//! \param [in] featureDisableMask Mask of features the caller requests to disable +//! +//! As a general rule, features in the enable and disable masks are expected to be disjoint, although the disable +//! mask has precedence and a feature flagged in both masks will be disabled. +//! +//! \retval ::NVAPI_OK configuration request succeeded +//! \retval ::NVAPI_ERROR configuration request failed +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu is not a physical GPU handle. +//! \retval ::NVAPI_GPU_WORKSTATION_FEATURE_INCOMPLETE requested feature set does not have all resources allocated for completeness. +//! \retval ::NVAPI_NO_IMPLEMENTATION OS below Win7, implemented only for Win7 but returns NVAPI_OK on OS above Win7 to +//! keep compatibility with apps written against Win7. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef enum +{ + NVAPI_GPU_WORKSTATION_FEATURE_MASK_SWAPGROUP = 0x00000001, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_STEREO = 0x00000010, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_WARPING = 0x00000100, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_PIXINTENSITY = 0x00000200, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_GRAYSCALE = 0x00000400, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_BPC10 = 0x00001000 +} NVAPI_GPU_WORKSTATION_FEATURE_MASK; + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_WorkstationFeatureSetup(__in NvPhysicalGpuHandle hPhysicalGpu, __in NvU32 featureEnableMask, __in NvU32 featureDisableMask); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_WorkstationFeatureQuery +// +//! DESCRIPTION: This API queries the current set of workstation features. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \param [in] hPhysicalGpu Physical GPU Handle of the display adapter to be configured. GPU handles may be retrieved +//! using NvAPI_EnumPhysicalGPUs. +//! \param [out] pConfiguredFeatureMask Mask of features requested for use by client drivers +//! \param [out] pConsistentFeatureMask Mask of features that have all resources allocated for completeness. +//! +//! \retval ::NVAPI_OK configuration request succeeded +//! \retval ::NVAPI_ERROR configuration request failed +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu is not a physical GPU handle. +//! \retval ::NVAPI_NO_IMPLEMENTATION OS below Win7, implemented only for Win7 but returns NVAPI_OK on OS above Win7 to +//! keep compatibility with apps written against Win7. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_WorkstationFeatureQuery(__in NvPhysicalGpuHandle hPhysicalGpu, __out_opt NvU32 *pConfiguredFeatureMask, __out_opt NvU32 *pConsistentFeatureMask); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetHDCPSupportStatus +// +//! \fn NvAPI_GPU_GetHDCPSupportStatus(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_GET_HDCP_SUPPORT_STATUS *pGetHDCPSupportStatus) +//! DESCRIPTION: This function returns a GPU's HDCP support status. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 175 +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_INVALID_ARGUMENT +//! \retval ::NVAPI_HANDLE_INVALIDATED +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION +// +//////////////////////////////////////////////////////////////////////////////// + + +//! \addtogroup gpu +//! @{ + + +//! HDCP fuse states - used in NV_GPU_GET_HDCP_SUPPORT_STATUS +typedef enum _NV_GPU_HDCP_FUSE_STATE +{ + NV_GPU_HDCP_FUSE_STATE_UNKNOWN = 0, + NV_GPU_HDCP_FUSE_STATE_DISABLED = 1, + NV_GPU_HDCP_FUSE_STATE_ENABLED = 2, +} NV_GPU_HDCP_FUSE_STATE; + + +//! HDCP key sources - used in NV_GPU_GET_HDCP_SUPPORT_STATUS +typedef enum _NV_GPU_HDCP_KEY_SOURCE +{ + NV_GPU_HDCP_KEY_SOURCE_UNKNOWN = 0, + NV_GPU_HDCP_KEY_SOURCE_NONE = 1, + NV_GPU_HDCP_KEY_SOURCE_CRYPTO_ROM = 2, + NV_GPU_HDCP_KEY_SOURCE_SBIOS = 3, + NV_GPU_HDCP_KEY_SOURCE_I2C_ROM = 4, + NV_GPU_HDCP_KEY_SOURCE_FUSES = 5, +} NV_GPU_HDCP_KEY_SOURCE; + + +//! HDCP key source states - used in NV_GPU_GET_HDCP_SUPPORT_STATUS +typedef enum _NV_GPU_HDCP_KEY_SOURCE_STATE +{ + NV_GPU_HDCP_KEY_SOURCE_STATE_UNKNOWN = 0, + NV_GPU_HDCP_KEY_SOURCE_STATE_ABSENT = 1, + NV_GPU_HDCP_KEY_SOURCE_STATE_PRESENT = 2, +} NV_GPU_HDCP_KEY_SOURCE_STATE; + + +//! HDPC support status - used in NvAPI_GPU_GetHDCPSupportStatus() +typedef struct +{ + NvU32 version; //! Structure version constucted by macro #NV_GPU_GET_HDCP_SUPPORT_STATUS + NV_GPU_HDCP_FUSE_STATE hdcpFuseState; //! GPU's HDCP fuse state + NV_GPU_HDCP_KEY_SOURCE hdcpKeySource; //! GPU's HDCP key source + NV_GPU_HDCP_KEY_SOURCE_STATE hdcpKeySourceState; //! GPU's HDCP key source state +} NV_GPU_GET_HDCP_SUPPORT_STATUS; + + +//! Macro for constructing the version for structure NV_GPU_GET_HDCP_SUPPORT_STATUS +#define NV_GPU_GET_HDCP_SUPPORT_STATUS_VER MAKE_NVAPI_VERSION(NV_GPU_GET_HDCP_SUPPORT_STATUS,1) + + +//! @} + + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetHDCPSupportStatus(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_GET_HDCP_SUPPORT_STATUS *pGetHDCPSupportStatus); + + + + +//! \ingroup gpucuda +//! @{ + +//! defgroup nvcomp_gpu_top NVIDIA Compute GPU Topology Flags +//! @{ + +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_CAPABLE NV_BIT(0) //!< This is Read only GPU flag - Physics capable GPU. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_ENABLE NV_BIT(1) //!< This is Read/Write GPU flag - Indicates GPU is already enabled for physics. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_DEDICATED NV_BIT(2) //!< This is Read only GPU flag - Physics enabled GPU which is *dedicated* for physics indicates + //!< this compute capable GPU was automatically made usable for Physx on CUDA. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_RECOMMENDED NV_BIT(3) //!< This is Read only GPU flag - Physics GPU which is recommended by the driver. +#define NV_COMPUTE_GPU_TOPOLOGY_CUDA_AVAILABLE NV_BIT(4) //!< This is Read only GPU flag. +#define NV_COMPUTE_GPU_TOPOLOGY_CUDA_CAPABLE NV_BIT(16) //!< This is Read only GPU flag. +#define NV_COMPUTE_GPU_TOPOLOGY_CUDA_DISABLED NV_BIT(17) //!< This is Read only GPU flag. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_AVAILABLE NV_BIT(21) //!< This is Read only GPU flag - PhysX is able to use this GPU (PhysX is installed, etc) + +//! @} + +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 gpuCount; //!< Total number of compute-capable GPUs + + struct + { + NvPhysicalGpuHandle hPhysicalGpu; //!< Compute-capable physical GPU handle + NvU32 flags; //!< One or more flags from \ref nvcomp_gpu_top + + } computeGpus[NVAPI_MAX_GPU_PER_TOPOLOGY]; //!< Array of compute-capable physical GPUs. + +} NV_COMPUTE_GPU_TOPOLOGY_V1; + + +typedef struct _NV_COMPUTE_GPU +{ + NvPhysicalGpuHandle hPhysicalGpu; //!< Compute-capable physical GPU handle + NvU32 flags; //!< One or more flags from \ref nvcomp_gpu_top + +} NV_COMPUTE_GPU; + +typedef struct _NV_COMPUTE_GPU_TOPOLOGY_V2 +{ + NvU32 version; //!< Structure version + NvU32 gpuCount; //!< Size of array + NV_COMPUTE_GPU *computeGpus; //!< Array of compute-capable physical GPUs (allocate memory of size of Physical gpuCount of system). + +} NV_COMPUTE_GPU_TOPOLOGY_V2; + +//! Macro for constructing the version field of NV_COMPUTE_GPU_TOPOLOGY +#define NV_COMPUTE_GPU_TOPOLOGY_VER1 MAKE_NVAPI_VERSION(NV_COMPUTE_GPU_TOPOLOGY_V1,1) + +#define NV_COMPUTE_GPU_TOPOLOGY_VER MAKE_NVAPI_VERSION(NV_COMPUTE_GPU_TOPOLOGY_V2,2) +typedef NV_COMPUTE_GPU_TOPOLOGY_V2 NV_COMPUTE_GPU_TOPOLOGY; + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_CudaEnumComputeCapableGpus +// +//! DESCRIPTION: This API enumerates one or more compute-capable GPUs. +//! Note that this API is deprecated and should no longer be used for new software development. +//! \deprecated Do not use this function - it is deprecated in release 319. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in,out] pComputeTopo Pointer to the structure NV_COMPUTE_GPU_TOPOLOGY. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! The gpuCount indicates if one or more compute-capable GPUs are found. +//! gpuCount >= 1 means atleast one compute-capable GPU is found. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION Structure version is not supported, initialize to NV_COMPUTE_GPU_TOPOLOGY_VER. +//! \retval ::NVAPI_ERROR Enumeration of the GPUs failed. Make sure at least one NVIDIA GPU exists in the system. +//! +//! \ingroup gpucuda +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 319.") +NVAPI_INTERFACE NvAPI_GPU_CudaEnumComputeCapableGpus(__inout NV_COMPUTE_GPU_TOPOLOGY *pComputeTopo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetTachReading +// +//! DESCRIPTION: This API retrieves the fan speed tachometer reading for the specified physical GPU. +//! +//! HOW TO USE: +//! - NvU32 Value = 0; +//! - ret = NvAPI_GPU_GetTachReading(hPhysicalGpu, &Value); +//! - On call success: +//! - Value contains the tachometer reading +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu GPU selection. +//! \param [out] pValue Pointer to a variable to get the tachometer reading +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! \retval ::NVAPI_NOT_SUPPORTED - functionality not supported +//! \retval ::NVAPI_API_NOT_INTIALIZED - nvapi not initialized +//! \retval ::NVAPI_INVALID_ARGUMENT - invalid argument passed +//! \retval ::NVAPI_HANDLE_INVALIDATED - handle passed has been invalidated (see user guide) +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE - handle passed is not a physical GPU handle +//! +//! \ingroup gpucooler +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetTachReading(NvPhysicalGpuHandle hPhysicalGPU, NvU32 *pValue); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetECCStatusInfo +// +//! \fn NvAPI_GPU_GetECCStatusInfo(NvPhysicalGpuHandle hPhysicalGpu, +//! NV_GPU_ECC_STATUS_INFO *pECCStatusInfo); +//! DESCRIPTION: This function returns ECC memory status information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for which ECC +//! status information is to be retrieved. +//! \param [out] pECCStatusInfo A pointer to an ECC status structure. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! \retval ::NVAPI_ERROR An unknown error occurred. +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE The provided GPU handle is not a physical GPU handle. +//! \retval ::NVAPI_INVALID_HANDLE The provided GPU handle is invalid. +//! \retval ::NVAPI_HANDLE_INVALIDATED The provided GPU handle is no longer valid. +//! \retval ::NVAPI_INVALID_POINTER An invalid argument pointer was provided. +//! \retval ::NVAPI_NOT_SUPPORTED The request is not supported. +//! \retval ::NVAPI_API_NOT_INTIALIZED NvAPI was not yet initialized. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \addtogroup gpuecc +//! Used in NV_GPU_ECC_STATUS_INFO. +typedef enum _NV_ECC_CONFIGURATION +{ + NV_ECC_CONFIGURATION_NOT_SUPPORTED = 0, + NV_ECC_CONFIGURATION_DEFERRED, //!< Changes require a POST to take effect + NV_ECC_CONFIGURATION_IMMEDIATE, //!< Changes can optionally be made to take effect immediately +} NV_ECC_CONFIGURATION; + +//! \ingroup gpuecc +//! Used in NvAPI_GPU_GetECCStatusInfo(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 isSupported : 1; //!< ECC memory feature support + NV_ECC_CONFIGURATION configurationOptions; //!< Supported ECC memory feature configuration options + NvU32 isEnabled : 1; //!< Active ECC memory setting +} NV_GPU_ECC_STATUS_INFO; + +//! \ingroup gpuecc +//! Macro for constructing the version field of NV_GPU_ECC_STATUS_INFO +#define NV_GPU_ECC_STATUS_INFO_VER MAKE_NVAPI_VERSION(NV_GPU_ECC_STATUS_INFO,1) + +//! \ingroup gpuecc +NVAPI_INTERFACE NvAPI_GPU_GetECCStatusInfo(NvPhysicalGpuHandle hPhysicalGpu, + NV_GPU_ECC_STATUS_INFO *pECCStatusInfo); + +//! \ingroup gpuecc +//! Used in NvAPI_GPU_GetECCErrorInfo()/ +typedef struct +{ + NvU32 version; //!< Structure version + struct + { + NvU64 singleBitErrors; //!< Number of single-bit ECC errors detected since last boot + NvU64 doubleBitErrors; //!< Number of double-bit ECC errors detected since last boot + } current; + struct + { + NvU64 singleBitErrors; //!< Number of single-bit ECC errors detected since last counter reset + NvU64 doubleBitErrors; //!< Number of double-bit ECC errors detected since last counter reset + } aggregate; +} NV_GPU_ECC_ERROR_INFO; + +//! \ingroup gpuecc +//! Macro for constructing the version field of NV_GPU_ECC_ERROR_INFO +#define NV_GPU_ECC_ERROR_INFO_VER MAKE_NVAPI_VERSION(NV_GPU_ECC_ERROR_INFO,1) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetECCErrorInfo +// +//! \fn NvAPI_GPU_GetECCErrorInfo(NvPhysicalGpuHandle hPhysicalGpu, +//! NV_GPU_ECC_ERROR_INFO *pECCErrorInfo); +//! +//! DESCRIPTION: This function returns ECC memory error information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which ECC error information is to be +//! retrieved. +//! \param [out] pECCErrorInfo A pointer to an ECC error structure. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! \retval ::NVAPI_ERROR An unknown error occurred. +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE The provided GPU handle is not a physical GPU handle. +//! \retval ::NVAPI_INVALID_ARGUMENT incorrect param value +//! \retval ::NVAPI_INVALID_POINTER An invalid argument pointer was provided. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION structure version is not supported, initialize to NV_GPU_ECC_ERROR_INFO_VER. +//! \retval ::NVAPI_HANDLE_INVALIDATED The provided GPU handle is no longer valid. +//! \retval ::NVAPI_NOT_SUPPORTED The request is not supported. +//! \retval ::NVAPI_API_NOT_INTIALIZED NvAPI was not yet initialized. +// +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup gpuecc + +NVAPI_INTERFACE NvAPI_GPU_GetECCErrorInfo(NvPhysicalGpuHandle hPhysicalGpu, + NV_GPU_ECC_ERROR_INFO *pECCErrorInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_ResetECCErrorInfo +// +//! DESCRIPTION: This function resets ECC memory error counters. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \requires Administrator privileges since release 430.39 +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which ECC error information is to be +//! cleared. +//! \param [in] bResetCurrent Reset the current ECC error counters. +//! \param [in] bResetAggregate Reset the aggregate ECC error counters. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gpuecc +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ResetECCErrorInfo(NvPhysicalGpuHandle hPhysicalGpu, NvU8 bResetCurrent, + NvU8 bResetAggregate); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetECCConfigurationInfo +// +//! \fn NvAPI_GPU_GetECCConfigurationInfo(NvPhysicalGpuHandle hPhysicalGpu, +//! NV_GPU_ECC_CONFIGURATION_INFO *pECCConfigurationInfo); +//! DESCRIPTION: This function returns ECC memory configuration information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which ECC configuration information +//! is to be retrieved. +//! \param [out] pECCConfigurationInfo A pointer to an ECC +//! configuration structure. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! \retval ::NVAPI_ERROR An unknown error occurred. +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE The provided GPU handle is not a physical GPU handle. +//! \retval ::NVAPI_INVALID_HANDLE The provided GPU handle is invalid. +//! \retval ::NVAPI_HANDLE_INVALIDATED The provided GPU handle is no longer valid. +//! \retval ::NVAPI_INVALID_POINTER An invalid argument pointer was provided. +//! \retval ::NVAPI_NOT_SUPPORTED The request is not supported. +//! \retval ::NVAPI_API_NOT_INTIALIZED NvAPI was not yet initialized. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpuecc +//! Used in NvAPI_GPU_GetECCConfigurationInfo(). +typedef struct +{ + NvU32 version; //! Structure version + NvU32 isEnabled : 1; //! Current ECC configuration stored in non-volatile memory + NvU32 isEnabledByDefault : 1; //! Factory default ECC configuration (static) +} NV_GPU_ECC_CONFIGURATION_INFO; + +//! \ingroup gpuecc +//! Macro for consstructing the verion field of NV_GPU_ECC_CONFIGURATION_INFO +#define NV_GPU_ECC_CONFIGURATION_INFO_VER MAKE_NVAPI_VERSION(NV_GPU_ECC_CONFIGURATION_INFO,1) + +//! \ingroup gpuecc +NVAPI_INTERFACE NvAPI_GPU_GetECCConfigurationInfo(NvPhysicalGpuHandle hPhysicalGpu, + NV_GPU_ECC_CONFIGURATION_INFO *pECCConfigurationInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_SetECCConfiguration +// +//! DESCRIPTION: This function updates the ECC memory configuration setting. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \requires Administrator privileges since release 430.39 +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which to update the ECC configuration +//! setting. +//! \param [in] bEnable The new ECC configuration setting. +//! \param [in] bEnableImmediately Request that the new setting take effect immediately. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_CONFIGURATION - Possibly SLI is enabled. Disable SLI and retry. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gpuecc +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_SetECCConfiguration(NvPhysicalGpuHandle hPhysicalGpu, NvU8 bEnable, + NvU8 bEnableImmediately); + + + +// The following enum is providing definitions for events signaled by a Quadro Sync (QSYNC) device. +// QSYNC event broadcast is supported for Windows 10 and later OS. +typedef enum +{ + NV_QSYNC_EVENT_NONE = 0, + NV_QSYNC_EVENT_SYNC_LOSS = 1, // Frame Lock sync loss event + NV_QSYNC_EVENT_SYNC_GAIN = 2, // Frame Lock sync gain event + NV_QSYNC_EVENT_HOUSESYNC_GAIN = 3, // House cable gain(plug in) event + NV_QSYNC_EVENT_HOUSESYNC_LOSS = 4, // House cable loss(plug out) event + NV_QSYNC_EVENT_RJ45_GAIN = 5, // RJ45 cable gain(plug in) event + NV_QSYNC_EVENT_RJ45_LOSS = 6, // RJ45 cable loss(plug out) event +} NV_QSYNC_EVENT; + +typedef struct +{ + NV_QSYNC_EVENT qsyncEvent; // One of the value of the enum NV_QSYNC_EVENT + NvU32 reserved[7]; // Reserved for future use. Do not use this. +} NV_QSYNC_EVENT_DATA; + +//! Callback for QSYNC event +typedef void(__cdecl *NVAPI_CALLBACK_QSYNCEVENT)(NV_QSYNC_EVENT_DATA qyncEventData, void *callbackParam); + + +//! Enum for Event IDs +typedef enum +{ + NV_EVENT_TYPE_NONE = 0, + NV_EVENT_TYPE_QSYNC = 6, +} NV_EVENT_TYPE; + +//! Core NV_EVENT_REGISTER_CALLBACK structure declaration +typedef struct +{ + NvU32 version; //!< version field to ensure minimum version compatibility + NV_EVENT_TYPE eventId; //!< ID of the event being sent + void *callbackParam; //!< This value will be passed back to the callback function when an event occurs + union + { + NVAPI_CALLBACK_QSYNCEVENT nvQSYNCEventCallback; //!< Callback function pointer for QSYNC events + }nvCallBackFunc; + +} NV_EVENT_REGISTER_CALLBACK, *PNV_EVENT_REGISTER_CALLBACK; + +//! Macro for constructing the version field of ::NV_EVENT_REGISTER_CALLBACK +#define NV_EVENT_REGISTER_CALLBACK_VERSION MAKE_NVAPI_VERSION(NV_EVENT_REGISTER_CALLBACK,1) + + +//! \ingroup gpu +typedef enum _NV_GPU_WORKSTATION_FEATURE_TYPE +{ + NV_GPU_WORKSTATION_FEATURE_TYPE_NVIDIA_RTX_VR_READY = 1, //!< NVIDIA RTX VR Ready + NV_GPU_WORKSTATION_FEATURE_TYPE_QUADRO_VR_READY = NV_GPU_WORKSTATION_FEATURE_TYPE_NVIDIA_RTX_VR_READY, //!< DEPRECATED name - do not use + NV_GPU_WORKSTATION_FEATURE_TYPE_PROVIZ = 2, +} NV_GPU_WORKSTATION_FEATURE_TYPE; + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_QueryWorkstationFeatureSupport +// +//! \fn NvAPI_GPU_QueryWorkstationFeatureSupport(NvPhysicalGpuHandle physicalGpu, NV_GPU_WORKSTATION_FEATURE_TYPE gpuWorkstationFeature) +//! \code +//! DESCRIPTION: Indicates whether a queried workstation feature is supported by the requested GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 440 +//! +//! DESCRIPTION: This API, when called with a valid physical gpu handle as Input, lets caller know whether the given workstation feature is supported by this GPU. +//! +//! PARAMETERS: physicalGpu(IN) : The handle of the GPU for the which caller wants to get the support information. +//! gpuWorkstationFeature(IN ) : The feature for the GPU in question. One of the values from enum NV_GPU_WORKSTATION_FEATURE_TYPE. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status listed below +//! +//! \retval ::NVAPI_OK the queried workstation feature is supported on the given GPU. +//! \retval ::NVAPI_NO_IMPLEMENTATION the current driver doesn't support this interface. +//! \retval ::NVAPI_INVALID_HANDLE the incoming physicalGpu handle is invalid. +//! \retval ::NVAPI_NOT_SUPPORTED the requested gpuWorkstationFeature is not supported in the selected GPU. +//! \retval ::NVAPI_SETTING_NOT_FOUND the requested gpuWorkstationFeature is unknown to the current driver version. +//! +//! \endcode +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_QueryWorkstationFeatureSupport(NvPhysicalGpuHandle physicalGpu, NV_GPU_WORKSTATION_FEATURE_TYPE gpuWorkstationFeature); + + + +//! \ingroup gpu +typedef struct +{ + NvU32 version; //!< version of this structure + NvU32 width; //!< width of the input texture + NvU32 height; //!< height of the input texture + float* blendingTexture; //!< array of floating values building an intensity RGB texture +} NV_SCANOUT_INTENSITY_DATA_V1; + +//! \ingroup gpu +typedef struct +{ + NvU32 version; //!< version of this structure + NvU32 width; //!< width of the input texture + NvU32 height; //!< height of the input texture + float* blendingTexture; //!< array of floating values building an intensity RGB texture + float* offsetTexture; //!< array of floating values building an offset texture + NvU32 offsetTexChannels; //!< number of channels per pixel in the offset texture +} NV_SCANOUT_INTENSITY_DATA_V2; + +typedef NV_SCANOUT_INTENSITY_DATA_V2 NV_SCANOUT_INTENSITY_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_INTENSITY_DATA_VER1 MAKE_NVAPI_VERSION(NV_SCANOUT_INTENSITY_DATA_V1, 1) +#define NV_SCANOUT_INTENSITY_DATA_VER2 MAKE_NVAPI_VERSION(NV_SCANOUT_INTENSITY_DATA_V2, 2) +#define NV_SCANOUT_INTENSITY_DATA_VER NV_SCANOUT_INTENSITY_DATA_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_SetScanoutIntensity +// +//! DESCRIPTION: This API enables and sets up per-pixel intensity feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to apply the intensity control. +//! \param [in] scanoutIntensityData the intensity texture info. +//! \param [out] pbSticky(OUT) indicates whether the settings will be kept over a reboot. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input data. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_SCANOUT_INTENSITY_DATA structure version mismatch. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_SetScanoutIntensity(NvU32 displayId, NV_SCANOUT_INTENSITY_DATA* scanoutIntensityData, int *pbSticky); + + +//! \ingroup gpu +typedef struct _NV_SCANOUT_INTENSITY_STATE_DATA +{ + NvU32 version; //!< version of this structure + NvU32 bEnabled; //!< intensity is enabled or not +} NV_SCANOUT_INTENSITY_STATE_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_INTENSITY_STATE_VER MAKE_NVAPI_VERSION(NV_SCANOUT_INTENSITY_STATE_DATA, 1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutIntensityState +// +//! DESCRIPTION: This API queries current state of the intensity feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] scanoutIntensityStateData intensity state data. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutIntensityState(__in NvU32 displayId, __inout NV_SCANOUT_INTENSITY_STATE_DATA* scanoutIntensityStateData); + + +//! \ingroup gpu +typedef enum +{ + NV_GPU_WARPING_VERTICE_FORMAT_TRIANGLESTRIP_XYUVRQ = 0, + NV_GPU_WARPING_VERTICE_FORMAT_TRIANGLES_XYUVRQ = 1, +} NV_GPU_WARPING_VERTICE_FORMAT; + +//! \ingroup gpu +typedef struct +{ + NvU32 version; //!< version of this structure + float* vertices; //!< width of the input texture + NV_GPU_WARPING_VERTICE_FORMAT vertexFormat; //!< format of the input vertices + int numVertices; //!< number of the input vertices + NvSBox* textureRect; //!< rectangle in desktop coordinates describing the source area for the warping +} NV_SCANOUT_WARPING_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_WARPING_VER MAKE_NVAPI_VERSION(NV_SCANOUT_WARPING_DATA, 1) + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_SetScanoutWarping +// +//! DESCRIPTION: This API enables and sets up the warping feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Combined physical display and GPU identifier of the display to apply the intensity control +//! \param [in] scanoutWarpingData The warping data info +//! \param [out] pbSticky Indicates whether the settings will be kept over a reboot. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input data. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_SCANOUT_WARPING_DATA structure version mismatch. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_GPU_SetScanoutWarping(NvU32 displayId, NV_SCANOUT_WARPING_DATA* scanoutWarpingData, int* piMaxNumVertices, int* pbSticky); + + +//! \ingroup gpu +typedef struct _NV_SCANOUT_WARPING_STATE_DATA +{ + NvU32 version; //!< version of this structure + NvU32 bEnabled; //!< warping is enabled or not +} NV_SCANOUT_WARPING_STATE_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_WARPING_STATE_VER MAKE_NVAPI_VERSION(NV_SCANOUT_WARPING_STATE_DATA, 1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutWarpingState +// +//! DESCRIPTION: This API queries current state of the warping feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] scanoutWarpingStateData warping state data. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutWarpingState(__in NvU32 displayId, __inout NV_SCANOUT_WARPING_STATE_DATA* scanoutWarpingStateData); + +typedef enum +{ + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_WARPING_RESAMPLING_METHOD = 0 +} NV_GPU_SCANOUT_COMPOSITION_PARAMETER; + +//! This enum defines a collection of possible scanout composition values that can be used to configure +//! possible scanout composition settings. (Currently the only parameter defined is the WARPING_RESAMPLING_METHOD). +typedef enum +{ + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_SET_TO_DEFAULT = 0, // Set parameter to default value. + // WARPING_RESAMPLING_METHOD section: + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BILINEAR = 0x100, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_TRIANGULAR = 0x101, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_BELL_SHAPED = 0x102, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_BSPLINE = 0x103, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_TRIANGULAR = 0x104, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_BELL_SHAPED = 0x105, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_BSPLINE = 0x106 +} NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_SetScanoutCompositionParameter +// +//! DESCRIPTION: This API sets various parameters that configure the scanout composition feature on the specified display. +//! (currently there is only one configurable parameter defined: WARPING_RESAMPLING_METHOD, +//! but this function is designed to support the addition of parameters as needed.) +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Combined physical display and GPU identifier of the display to apply the intensity control +//! \param [in] parameter The scanout composition parameter to be set +//! \param [in] parameterValue The data to be set for the specified parameter +//! \param [in] pContainer Additional container for data associated with the specified parameter +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input data. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_GPU_SetScanoutCompositionParameter(NvU32 displayId, NV_GPU_SCANOUT_COMPOSITION_PARAMETER parameter, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE parameterValue, float *pContainer); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutCompositionParameter +// +//! DESCRIPTION: This API queries current state of one of the various scanout composition parameters on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in] parameter scanout composition parameter to by queried. +//! \param [out] parameterData scanout composition parameter data. +//! \param [out] pContainer Additional container for returning data associated with the specified parameter +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutCompositionParameter(__in NvU32 displayId, __in NV_GPU_SCANOUT_COMPOSITION_PARAMETER parameter, + __out NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE *parameterData, __out float *pContainer); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutConfiguration +// +//! DESCRIPTION: This API queries the desktop and scanout portion of the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] desktopRect desktop area of the display in desktop coordinates. +//! \param [in,out] scanoutRect scanout area of the display relative to desktopRect. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutConfiguration(NvU32 displayId, NvSBox* desktopRect, NvSBox* scanoutRect); + + + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetScanoutConfigurationEx(). +typedef struct _NV_SCANOUT_INFORMATION +{ + NvU32 version; //!< Structure version, needs to be initialized with NV_SCANOUT_INFORMATION_VER. + + NvSBox sourceDesktopRect; //!< Operating system display device rect in desktop coordinates displayId is scanning out from. + NvSBox sourceViewportRect; //!< Area inside the sourceDesktopRect which is scanned out to the display. + NvSBox targetViewportRect; //!< Area inside the rect described by targetDisplayWidth/Height sourceViewportRect is scanned out to. + NvU32 targetDisplayWidth; //!< Horizontal size of the active resolution scanned out to the display. + NvU32 targetDisplayHeight; //!< Vertical size of the active resolution scanned out to the display. + NvU32 cloneImportance; //!< If targets are cloned views of the sourceDesktopRect the cloned targets have an importance assigned (0:primary,1 secondary,...). + NV_ROTATE sourceToTargetRotation; //!< Rotation performed between the sourceViewportRect and the targetViewportRect. +} NV_SCANOUT_INFORMATION; + +#define NV_SCANOUT_INFORMATION_VER MAKE_NVAPI_VERSION(NV_SCANOUT_INFORMATION,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutConfigurationEx +// +//! DESCRIPTION: This API queries the desktop and scanout portion of the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 331 +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] pScanoutInformation desktop area to displayId mapping information. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutConfigurationEx(__in NvU32 displayId, __inout NV_SCANOUT_INFORMATION *pScanoutInformation); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAdapterIdFromPhysicalGpu +// +//! DESCRIPTION: This API returns the OS-AdapterID from physicalGpu Handle. OS-AdapterID +//! is the Adapter ID that is used by Win7 CCD APIs. +//! This API is deprecated. Please use NvAPI_GPU_GetLogicalGpuInfo to get the OS-AdapterID. +//! NvAPI_GetLogicalGPUFromPhysicalGPU can be used to get the logical GPU handle associated with specified physical GPU handle. +//! +//! \deprecated Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetLogicalGpuInfo. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGpu PhysicalGpu Handle +//! \param [out] pOSAdapterId Returns OS-AdapterId, it is typed as void * to +//! avoid dependency with windows.h. User must type cast it to LUID. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT pOSAdapterId is NULL; hPhysicalGpu is invalid +//! \retval ::NVAPI_OK *pOSAdapterId contains valid data. +//! \retval ::NVAPI_NOT_SUPPORTED This API is not supported on the system. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetLogicalGpuInfo.") +NVAPI_INTERFACE NvAPI_GPU_GetAdapterIdFromPhysicalGpu(NvPhysicalGpuHandle hPhysicalGpu, void *pOSAdapterId); + + + + +//! \ingroup gpu +typedef enum _NV_VIRTUALIZATION_MODE +{ + NV_VIRTUALIZATION_MODE_NONE = 0, //!< Represents Bare Metal GPU + NV_VIRTUALIZATION_MODE_NMOS = 1, //!< Represents GPU-Passthrough + NV_VIRTUALIZATION_MODE_VGX = 2, //!< Represents vGPU inside virtual machine + NV_VIRTUALIZATION_MODE_HOST_VGPU = 3 //!< Represents VGX hypervisor in vGPU mode +} NV_VIRTUALIZATION_MODE; + +//! \ingroup gpu +typedef struct _NV_GPU_VIRTUALIZATION_INFO +{ + NvU32 version; //!< Structure version + + NV_VIRTUALIZATION_MODE virtualizationMode; //!< one of NV_VIRTUALIZATION_MODE. + NvU32 reserved; //!< reserved for future use. Should be set to ZERO. +} NV_GPU_VIRTUALIZATION_INFO_V1; + +//! \ingroup gpu +typedef NV_GPU_VIRTUALIZATION_INFO_V1 NV_GPU_VIRTUALIZATION_INFO; + +//! \ingroup gpu +#define NV_GPU_VIRTUALIZATION_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_VIRTUALIZATION_INFO_V1,1) + +//! \ingroup gpu +#define NV_GPU_VIRTUALIZATION_INFO_VER NV_GPU_VIRTUALIZATION_INFO_VER1 + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_GetVirtualizationInfo +//! +//! DESCRIPTION: This API returns virtualization information of the GPU +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 367 +//! +//! \param [in,out] pVirtualizationInfo Pointer to NV_GPU_VIRTUALIZATION_INFO structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVirtualizationInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_VIRTUALIZATION_INFO *pVirtualizationInfo); + + +//! \ingroup gpu +typedef struct _NV_LOGICAL_GPU_DATA_V1 +{ + NvU32 version; //!< [in] Structure version. + void *pOSAdapterId; //!< [out] Returns OS-AdapterId. User must send memory buffer of size atleast equal to the size of LUID structure before calling the NVAPI. + NvU32 physicalGpuCount; //!< [out] Number of physical GPU handles associated with the specified logical GPU handle. + + NvPhysicalGpuHandle physicalGpuHandles[NVAPI_MAX_PHYSICAL_GPUS]; //!< [out] This array will be filled with physical GPU handles associated with the given logical GPU handle. + //!< The array index refers to the Physical Gpu Index (Idx). + //!< Idx value is the same as D3D11 MultiGPUDevice GPU index, D3D12 node index, OpenGL GL_NV_gpu_multicast GPU index. + //!< When converted to a bit mask (1 << Idx), it matches: + //!< 1. Vulkan deviceNodeMask in VkPhysicalDeviceIDProperties + //!< 2. CUDA deviceNodeMask returned by cuDeviceGetLuid + NvU32 reserved[8]; //!< Reserved for future use. Should be set to ZERO. +} NV_LOGICAL_GPU_DATA_V1; + +//! \ingroup gpu +typedef NV_LOGICAL_GPU_DATA_V1 NV_LOGICAL_GPU_DATA; +#define NV_LOGICAL_GPU_DATA_VER1 MAKE_NVAPI_VERSION(NV_LOGICAL_GPU_DATA_V1,1) +#define NV_LOGICAL_GPU_DATA_VER NV_LOGICAL_GPU_DATA_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetLogicalGpuInfo +// +//! This function is used to query Logical GPU information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 421 +//! +//! \param [in] hLogicalGpu logical GPU Handle. +//! \param [in,out] pLogicalGpuData Pointer to NV_LOGICAL_GPU_DATA structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetLogicalGpuInfo(__in NvLogicalGpuHandle hLogicalGpu, __inout NV_LOGICAL_GPU_DATA *pLogicalGpuData); + + +//! \ingroup gridlicense +//! @{ + +//! Maximum number of supported Feature License +#define NV_LICENSE_MAX_COUNT 3 + +//! Signature length for GRID License +#define NV_LICENSE_SIGNATURE_SIZE (128) + +//! Length for Grid License +#define NV_LICENSE_INFO_MAX_LENGTH (128) + +//! License string +typedef char NvAPI_LicenseString[NV_LICENSE_INFO_MAX_LENGTH]; + +//! Used in NV_LICENSE_FEATURE_DETAILS +typedef enum _NV_LICENSE_FEATURE_TYPE +{ + NV_LICENSE_FEATURE_UNKNOWN = 0, + NV_LICENSE_FEATURE_VGPU = 1, + NV_LICENSE_FEATURE_NVIDIA_RTX = 2, + NV_LICENSE_FEATURE_QUADRO = NV_LICENSE_FEATURE_NVIDIA_RTX, //!< DEPRECATED name - do not use + NV_LICENSE_FEATURE_GAMING = 3, + NV_LICENSE_FEATURE_COMPUTE = 4, +} NV_LICENSE_FEATURE_TYPE; + +//! Used in NV_LICENSE_FEATURE_DETAILS +//! +//!< The 'status' variable holds any one of the following license expiry status codes : +//!< 0 - Expiry information not available +//!< 1 - Invalid expiry or error fetching expiry +//!< 2 - Valid expiry +//!< 3 - Expiry not applicable +//!< 4 - Permanent expiry +typedef struct _NV_LICENSE_EXPIRY_DETAILS +{ + NvU32 year; //!< Year value of license expiry + NvU16 month; //!< Month value of license expiry + NvU16 day; //!< Day value of license expiry + NvU16 hour; //!< Hour value of license expiry + NvU16 min; //!< Minutes value of license expiry + NvU16 sec; //!< Seconds value of license expiry + + NvU8 status; //!< License expiry status +}NV_LICENSE_EXPIRY_DETAILS; + +//! Used in NV_LICENSABLE_FEATURES +typedef struct _NV_LICENSE_FEATURE_DETAILS_V1 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isEnabled : 1; //!< The current state of the licensed feature, true=enabled, false=disabled. + NvU32 reserved : 31; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated +}NV_LICENSE_FEATURE_DETAILS_V1; + +typedef struct _NV_LICENSE_FEATURE_DETAILS_V2 +{ + NvU32 version; //!< Unused. + NvU32 isEnabled : 1; //!< The current state of the licensed feature, true=enabled, false=disabled. + NvU32 reserved : 31; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated + NvAPI_LicenseString productName; //!< Nvidia Grid licensable product name. +}NV_LICENSE_FEATURE_DETAILS_V2; + +typedef struct _NV_LICENSE_FEATURE_DETAILS_V3 +{ + NvU32 version; //!< Unused. + NvU32 isEnabled : 1; //!< The current state of license, true=licensed, false=unlicensed. + NvU32 isFeatureEnabled : 1; //!< The current state of feature, true=enabled, false=disabled. + NvU32 reserved : 30; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated + NvAPI_LicenseString productName; //!< Nvidia Grid licensable product name. +}NV_LICENSE_FEATURE_DETAILS_V3; + +typedef struct _NV_LICENSE_FEATURE_DETAILS_V4 +{ + NvU32 version; //!< Unused. + NvU32 isEnabled : 1; //!< The current state of license, true=licensed, false=unlicensed. + NvU32 isFeatureEnabled : 1; //!< The current state of feature, true=enabled, false=disabled. + NvU32 reserved : 30; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated + NvAPI_LicenseString productName; //!< Nvidia Grid licensable product name. + NV_LICENSE_EXPIRY_DETAILS licenseExpiry; //!< License expiry information. +}NV_LICENSE_FEATURE_DETAILS_V4; + +typedef NV_LICENSE_FEATURE_DETAILS_V1 NV_LICENSE_FEATURE_DETAILS; + +#define NV_LICENSE_FEATURE_DETAILS_VER1 MAKE_NVAPI_VERSION(NV_LICENSE_FEATURE_DETAILS_V1, 1) +#define NV_LICENSE_FEATURE_DETAILS_VER NV_LICENSE_FEATURE_DETAILS_VER1 + +//! Licensable features +typedef struct _NV_LICENSABLE_FEATURES_V1 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V1 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V1; + +typedef struct _NV_LICENSABLE_FEATURES_V2 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V2 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V2; + +typedef struct _NV_LICENSABLE_FEATURES_V3 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V3 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V3; + +typedef struct _NV_LICENSABLE_FEATURES_V4 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V4 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V4; + +typedef NV_LICENSABLE_FEATURES_V4 NV_LICENSABLE_FEATURES; + +#define NV_LICENSABLE_FEATURES_VER1 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V1, 1) +#define NV_LICENSABLE_FEATURES_VER2 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V2, 2) +#define NV_LICENSABLE_FEATURES_VER3 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V3, 3) +#define NV_LICENSABLE_FEATURES_VER4 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V4, 4) +#define NV_LICENSABLE_FEATURES_VER NV_LICENSABLE_FEATURES_VER4 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetLicensableFeatures +// +//! DESCRIPTION: This function call identifies whether licenses are supported on this system and if +//! they are supported, returns the details of the features that can be licensed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu GPU selection +//! \param [in,out] pLicensableFeatures Licensable features information. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup gridlicense +///////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetLicensableFeatures(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_LICENSABLE_FEATURES *pLicensableFeatures); + + +#define NVAPI_NVLINK_COUNTER_MAX_TYPES 32 +#define NVAPI_NVLINK_MAX_LINKS 32 + +//! \ingroup nvlink +//! @{ +//! Used in NvAPI_GPU_NVLINK_GetCaps() + +/* caps format is byte_index:bit_mask */ +#define NVAPI_NVLINK_CAPS_SUPPORTED 0x00000001 //!< Set if NVLink is present and supported on this GPU.This field is used for *global* caps only and NOT for per-link caps +#define NVAPI_NVLINK_CAPS_P2P_SUPPORTED 0x00000002 //!< Set if P2P over NVLink is supported on this GPU. +#define NVAPI_NVLINK_CAPS_SYSMEM_ACCESS 0x00000004 //!< Set if sysmem can be accessed over NVLink on this GPU. +#define NVAPI_NVLINK_CAPS_P2P_ATOMICS 0x00000008 //!< Set if P2P atomics are supported over NVLink on this GPU. +#define NVAPI_NVLINK_CAPS_SYSMEM_ATOMICS 0x00000010 //!< Set if sysmem atomic transcations are supported over NVLink on this GPU. +#define NVAPI_NVLINK_CAPS_PEX_TUNNELING 0x00000020 //!< Set if PEX tunneling over NVLink is supported on this GPU. +#define NVAPI_NVLINK_CAPS_SLI_BRIDGE 0x00000040 //!< Set if SLI over NVLink is supported on this GPU. +#define NVAPI_NVLINK_CAPS_SLI_BRIDGE_SENSABLE 0x00000080 //!< This bit is set if capable of sensing SLI bridges. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L0 0x00000100 //!< This bit is set if L0 is a supported power state on this GPU. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L1 0x00000200 //!< This bit is set if L1 is a supported power state on this GPU. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L2 0x00000400 //!< This bit is set if L2 is a supported power state on this GPU. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L3 0x00000800 //!< This bit is set if L3 is a supported power state on this GPU. + +#define NVAPI_NVLINK_CAPS_VALID 0x00001000 //!< Set if this link is supported on this GPU.This field is used for *per-link* caps only and NOT for global caps. + +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_INVALID (0x00000000) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_2_2 (0x00000004U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_3_0 (0x00000005U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_3_1 (0x00000006U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_4_0 (0x00000007U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_5_0 (0x00000008U) + +#define NVAPI_NVLINK_CAPS_NCI_VERSION_INVALID (0x00000000) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_2_2 (0x00000004U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_3_0 (0x00000005U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_3_1 (0x00000006U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_4_0 (0x00000007U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_5_0 (0x00000008U) + +typedef struct +{ + NvU32 version; //!< Version of this structure. Must always be first element in this structure. + NvU32 capsTbl; //!< This is bit field for getting different global caps.The individual bitfields are specified by NVAPI_NVLINK_CAPS_* + NvU8 lowestNvlinkVersion; //!< This field specifies the lowest supported NVLink version for this GPU. + NvU8 highestNvlinkVersion; //!< This field specifies the highest supported NVLink version for this GPU. + NvU8 lowestNciVersion; //!< This field specifies the lowest supported NCI version for this GPU. + NvU8 highestNciVersion; //!< This field specifies the highest supported NCI version for this GPU. + NvU32 linkMask; //!< This field provides a bitfield mask of NVLink links enabled on this GPU. +}NVLINK_GET_CAPS_V1; + +typedef NVLINK_GET_CAPS_V1 NVLINK_GET_CAPS; +#define NVLINK_GET_CAPS_VER1 MAKE_NVAPI_VERSION(NVLINK_GET_CAPS_V1, 1) + +#define NVLINK_GET_CAPS_VER NVLINK_GET_CAPS_VER1 +//! @} +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_NVLINK_GetCaps +// +//! DESCRIPTION: This function returns the NVLink capabilities supported by the GPU. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 361 +//! +//! \param [in] hPhysicalGpu GPU selection +//! +//! \param [in,out] NVLINK_GET_CAPS This structure contains the output parameters. +//! Also need to specify the version. +//! +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The caller does not have administrative privileges +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup nvlink +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_NVLINK_GetCaps(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NVLINK_GET_CAPS *capsParams); + + +//! \ingroup nvlink +//! @{ +//! Used in NvAPI_GPU_NVLINK_GetStatus() + +#define NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_NONE (0x00000000) +#define NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_PCI (0x00000001) +#define NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_UUID (0x00000002) + +typedef enum _NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE +{ + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_EBRIDGE, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_NPU, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_GPU, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_SWITCH, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_TEGRA, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_NONE, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_UUID_INVALID, +} NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE; + +typedef struct +{ + NvU32 deviceIdFlags; //!< ID Flags, Bitmask that specifies which IDs are valid for the GPU. Refer NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_* for possible values. + //!< If NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_PCI is set, PCI information is valid. + //!< If NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_UUID is set, UUID is valid. + NvU16 domain; //!< domain, bus, device, function, pciDeviceId : PCI information for the GPU. + NvU16 bus; + NvU16 device; + NvU16 function; + NvU32 pciDeviceId; + NvU64 deviceType; //!< GPU Type. See NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_* for possible values. + NvU8 deviceUUID[16]; //!< GPU UUID +}NVLINK_DEVICE_INFO_V1; + +typedef enum _NVAPI_NVLINK_STATUS_LINK_STATE +{ + NVAPI_NVLINK_STATUS_LINK_STATE_UNKNOWN, + NVAPI_NVLINK_STATUS_LINK_STATE_INIT, + NVAPI_NVLINK_STATUS_LINK_STATE_HWCFG, + NVAPI_NVLINK_STATUS_LINK_STATE_SWCFG, + NVAPI_NVLINK_STATUS_LINK_STATE_ACTIVE, + NVAPI_NVLINK_STATUS_LINK_STATE_FAULT, + NVAPI_NVLINK_STATUS_LINK_STATE_RECOVERY, + NVAPI_NVLINK_STATUS_LINK_STATE_RECOVERY_AC, + NVAPI_NVLINK_STATUS_LINK_STATE_RECOVERY_AX, + NVAPI_NVLINK_STATUS_LINK_STATE_INVALID = 0xFFFFFFFF, +}NVAPI_NVLINK_STATUS_LINK_STATE; + +typedef enum _NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE +{ + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_UNKNOWN, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_HIGH_SPEED_1, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_LOW_POWER, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_TRAINING, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_SAFE_MODE, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_OFF, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_TEST, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_FAULT, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_INVALID = 0xFF, +}NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE; + +typedef enum _NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE +{ + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_UNKNOWN, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_HIGH_SPEED_1, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_LOW_POWER, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_TRAINING, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_SAFE_MODE, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_OFF, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_TEST, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_FAULT, + + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_INVALID= 0xFF, +} NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE; + + +#define NVAPI_NVLINK_STATUS_PHY_NVHS (0x00000001) +#define NVAPI_NVLINK_STATUS_PHY_GRS (0x00000002) +#define NVAPI_NVLINK_STATUS_PHY_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_NVLINK_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_NVLINK_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_STATUS_NVLINK_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_NCI_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_NCI_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_STATUS_NCI_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_NVHS_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_NVHS_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_GRS_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_GRS_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_CONNECTED_TRUE (0x00000001) +#define NVAPI_NVLINK_STATUS_CONNECTED_FALSE (0x00000000) + +#define NVAPI_NVLINK_STATUS_LOOP_PROPERTY_LOOPBACK (0x00000001) +#define NVAPI_NVLINK_STATUS_LOOP_PROPERTY_LOOPOUT (0x00000002) +#define NVAPI_NVLINK_STATUS_LOOP_PROPERTY_NONE (0x00000000) + +#define NVAPI_NVLINK_STATUS_REMOTE_LINK_NUMBER_INVALID (0x000000FF) + +#define NVAPI_NVLINK_REFCLK_TYPE_INVALID (0x00) +#define NVAPI_NVLINK_REFCLK_TYPE_NVHS (0x01) +#define NVAPI_NVLINK_REFCLK_TYPE_PEX (0x02) + + +typedef struct +{ + NvU32 capsTbl; //!< This is bit field for getting different global caps.The individual bitfields are specified by NVAPI_NVLINK_CAPS_*. + NvU8 phyType; //!< This field specifies the type of PHY (NVHS or GRS) being used for this link. + NvU8 subLinkWidth; //!< This field specifies the no. of lanes per sublink. + NvU32 linkState; //!< This field specifies the current state of the link.See NVAPI_NVLINK_GET_NVLINK_STATUS_LINK_STATE_* for possible values. + NvU8 rxSublinkStatus; //!< This field specifies the current state of RX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_RX_STATE_* for possible values. + NvU8 txSublinkStatus; //!< This field specifies the current state of TX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_TX_STATE_* for possible values. + NvU8 nvlinkVersion; //!< This field specifies the NVLink version supported by the link. + NvU8 nciVersion; //!< This field specifies the NCI version supported by the link. + NvU8 phyVersion; //!< This field specifies the version of PHY being used by the link. + NvU32 nvlinkCommonClockSpeedMhz; //!< This field gives the value of nvlink common clock in MHz. + NvU32 nvlinkRefClkSpeedMhz; //!< This field gives the value of nvlink refclk clock in MHz. + NvU8 nvlinkRefClkType; //!< This field specifies whether refclk is taken from NVHS reflck or PEX refclk for the current GPU.See NVAPI_NVLINK_REFCLK_TYPE_INVALID* for possible values. + NvU32 nvlinkLinkClockMhz; //!< This field gives the actual clock/speed at which links is running in MHz. + NvU32 connected:1 ; //!< This field specifies if any device is connected on the other end of the link. + NvU32 reserved:31; //!< Reserved for future use. + NvU8 loopProperty; //!< This field specifies if the link is a loopback/loopout link. See NVAPI_NVLINK_STATUS_LOOP_PROPERTY_* for possible values. + NvU8 remoteDeviceLinkNumber; //!< This field specifies the link number on the remote end of the link. + NVLINK_DEVICE_INFO_V1 remoteDeviceInfo; //!< This field stores the GPU information for the remote end of the link +}NVLINK_LINK_STATUS_INFO_V1; + +typedef struct +{ + NvU32 capsTbl; //!< This is bit field for getting different global caps.The individual bitfields are specified by NVAPI_NVLINK_CAPS_*. + NvU8 phyType; //!< This field specifies the type of PHY (NVHS or GRS) being used for this link. + NvU8 subLinkWidth; //!< This field specifies the no. of lanes per sublink. + NvU32 linkState; //!< This field specifies the current state of the link.See NVAPI_NVLINK_GET_NVLINK_STATUS_LINK_STATE_* for possible values. + NvU8 rxSublinkStatus; //!< This field specifies the current state of RX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_RX_STATE_* for possible values. + NvU8 txSublinkStatus; //!< This field specifies the current state of TX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_TX_STATE_* for possible values. + NvU8 nvlinkVersion; //!< This field specifies the NVLink version supported by the link. + NvU8 nciVersion; //!< This field specifies the NCI version supported by the link. + NvU8 phyVersion; //!< This field specifies the version of PHY being used by the link. + NvU32 nvlinkCommonClockSpeedMhz; //!< This field gives the value of nvlink common clock in MHz. + NvU32 nvlinkRefClkSpeedMhz; //!< This field gives the value of nvlink refclk clock in MHz. + NvU8 nvlinkRefClkType; //!< This field specifies whether refclk is taken from NVHS reflck or PEX refclk for the current GPU.See NVAPI_NVLINK_REFCLK_TYPE_INVALID* for possible values. + NvU32 nvlinkLinkClockMhz; //!< This field gives the actual clock/speed at which links is running in MHz. + NvU32 connected:1 ; //!< This field specifies if any device is connected on the other end of the link. + NvU32 reserved:31; //!< Reserved for future use. + NvU8 loopProperty; //!< This field specifies if the link is a loopback/loopout link. See NVAPI_NVLINK_STATUS_LOOP_PROPERTY_* for possible values. + NvU8 remoteDeviceLinkNumber; //!< This field specifies the link number on the remote end of the link. + NVLINK_DEVICE_INFO_V1 remoteDeviceInfo; //!< This field stores the device information for the remote end of the link + NvU8 localDeviceLinkNumber; //!< This field specifies the link number on the local end of the link. + NVLINK_DEVICE_INFO_V1 localDeviceInfo; //!< This field stores the device information for the local end of the link. + NvU32 nvlinkLineRateMbps; //!< Bit rate at which bits toggle on wires in megabits per second. + NvU32 reservedEx[8]; //!< Reserved for future use to avoid versioning. +}NVLINK_LINK_STATUS_INFO_V2; + +typedef struct +{ + NvU32 version; //!< Version of this structure. Must always be first element in this structure. + NvU32 linkMask; //!< This parameter specifies for which links we want the status. + NVLINK_LINK_STATUS_INFO_V1 linkInfo[NVAPI_NVLINK_MAX_LINKS]; //!< This structure stores the per-link status of different NVLink parameters. The link is identified by the index. +}NVLINK_GET_STATUS_V1; + +typedef struct +{ + NvU32 version; //!< Version of this structure. Must always be first element in this structure. + NvU32 linkMask; //!< This parameter specifies for which links we want the status. + NVLINK_LINK_STATUS_INFO_V2 linkInfo[NVAPI_NVLINK_MAX_LINKS]; //!< This structure stores the per-link status of different NVLink parameters. The link is identified by the index. +}NVLINK_GET_STATUS_V2; + + +typedef NVLINK_GET_STATUS_V2 NVLINK_GET_STATUS; +#define NVLINK_GET_STATUS_VER1 MAKE_NVAPI_VERSION(NVLINK_GET_STATUS_V1, 1) +#define NVLINK_GET_STATUS_VER2 MAKE_NVAPI_VERSION(NVLINK_GET_STATUS_V2, 2) + +#define NVLINK_GET_STATUS_VER NVLINK_GET_STATUS_VER2 +//! @} +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_NVLINK_GetStatus +// +//! DESCRIPTION: This function returns the NVLink status. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 361 +//! +//! \param [in] hPhysicalGpu GPU selection +//! +//! \param [in,out] NVLINK_GET_STATUS This structure contains the input and output parameters. +//! linkMask is the input param while others are output parameters. +//! Also need to specify the version. +//! +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The caller does not have administrative privileges +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup nvlink +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_NVLINK_GetStatus(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NVLINK_GET_STATUS* statusParams); + + +typedef struct _NV_GPU_INFO_V1 +{ + NvU32 version; //!< Structure Version. + NvU32 bIsExternalGpu:1; //!< This flag is set for external GPU. + NvU32 reserved:31; //!< Reserved for future use +} NV_GPU_INFO_V1; + +typedef struct _NV_GPU_INFO_V2 +{ + NvU32 version; //!< Structure Version. + NvU32 bIsExternalGpu:1; //!< This flag is set for external GPU. + NvU32 reserved0:31; //!< Reserved for future use + NvU64 reserved1; //!< Reserved for future use + NvU32 rayTracingCores; //!< Number of "Ray Tracing Cores" supported by the GPU. + NvU32 tensorCores; //!< Number of "Tensor Cores" supported by the GPU. + NvU32 reserved2[14]; //!< Reserved for future use. +} NV_GPU_INFO_V2; + +#define NV_GPU_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_INFO_V1, 1) +#define NV_GPU_INFO_VER2 MAKE_NVAPI_VERSION(NV_GPU_INFO_V2, 2) +#define NV_GPU_INFO_VER NV_GPU_INFO_VER2 +typedef NV_GPU_INFO_V2 NV_GPU_INFO; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetGPUInfo +// +//! DESCRIPTION: This API will return NVIDIA GPU related information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! +//! \param [in,out] pGpuInfo - This structure will be filled with required information. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetGPUInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_INFO *pGpuInfo); + + + +typedef struct _NV_GPU_VR_READY_V1 +{ + NvU32 version; //!< Structure Version. + NvU32 isVRReady : 1; //!< Is the requested GPU VR ready. + NvU32 reserved : 31; +} NV_GPU_VR_READY_V1; + +#define NV_GPU_VR_READY_VER1 MAKE_NVAPI_VERSION(NV_GPU_VR_READY_V1, 1) +#define NV_GPU_VR_READY_VER NV_GPU_VR_READY_VER1 +typedef NV_GPU_VR_READY_V1 NV_GPU_VR_READY; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVRReadyData +// +//! DESCRIPTION: This API will return NVIDIA GPU VR Ready state. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 465 +//! +//! \param [in,out] pGpuVrReadyData - This structure will be filled with required information. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVRReadyData(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_VR_READY *pGpuVrReadyData); + + +typedef enum _NV_ADAPTER_TYPE +{ + NV_ADAPTER_TYPE_UNKNOWN = 0x0, + NV_ADAPTER_TYPE_WDDM = NV_BIT(0), //BATT event + NV_GPU_PERF_DECREASE_REASON_API_TRIGGERED = 0x00000008, //!< API triggered slowdown + NV_GPU_PERF_DECREASE_REASON_INSUFFICIENT_POWER = 0x00000010, //!< Power connector missing + NV_GPU_PERF_DECREASE_REASON_UNKNOWN = 0x80000000, //!< Unknown reason +} NVAPI_GPU_PERF_DECREASE; + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPerfDecreaseInfo +// +//! DESCRIPTION: This function retrieves - in NvU32 variable - reasons for the current performance decrease. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \param [in] hPhysicalGPU (IN) - GPU for which performance decrease is to be evaluated. +//! \param [out] pPerfDecrInfo (OUT) - Pointer to a NvU32 variable containing performance decrease info +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup gpuPerf +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPerfDecreaseInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NvU32 *pPerfDecrInfo); + + +//! \ingroup gpupstate +//! Used in NvAPI_GPU_GetPstatesInfoEx() +typedef struct +{ + NvU32 version; + NvU32 flags; //!< - bit 0 indicates if perfmon is enabled or not + //!< - bit 1 indicates if dynamic Pstate is capable or not + //!< - bit 2 indicates if dynamic Pstate is enable or not + //!< - all other bits must be set to 0 + NvU32 numPstates; //!< The number of available p-states + NvU32 numClocks; //!< The number of clock domains supported by each P-State + struct + { + NV_GPU_PERF_PSTATE_ID pstateId; //!< ID of the p-state. + NvU32 flags; //!< - bit 0 indicates if the PCIE limit is GEN1 or GEN2 + //!< - bit 1 indicates if the Pstate is overclocked or not + //!< - bit 2 indicates if the Pstate is overclockable or not + //!< - all other bits must be set to 0 + struct + { + NV_GPU_PUBLIC_CLOCK_ID domainId; //!< ID of the clock domain + NvU32 flags; //!< Reserved. Must be set to 0 + NvU32 freq; //!< Clock frequency in kHz + + } clocks[NVAPI_MAX_GPU_PERF_CLOCKS]; + } pstates[NVAPI_MAX_GPU_PERF_PSTATES]; + +} NV_GPU_PERF_PSTATES_INFO_V1; + + +//! \ingroup gpupstate +typedef struct +{ + NvU32 version; + NvU32 flags; //!< - bit 0 indicates if perfmon is enabled or not + //!< - bit 1 indicates if dynamic Pstate is capable or not + //!< - bit 2 indicates if dynamic Pstate is enable or not + //!< - all other bits must be set to 0 + NvU32 numPstates; //!< The number of available p-states + NvU32 numClocks; //!< The number of clock domains supported by each P-State + NvU32 numVoltages; + struct + { + NV_GPU_PERF_PSTATE_ID pstateId; //!< ID of the p-state. + NvU32 flags; //!< - bit 0 indicates if the PCIE limit is GEN1 or GEN2 + //!< - bit 1 indicates if the Pstate is overclocked or not + //!< - bit 2 indicates if the Pstate is overclockable or not + //!< - all other bits must be set to 0 + struct + { + NV_GPU_PUBLIC_CLOCK_ID domainId; + NvU32 flags; //!< bit 0 indicates if this clock is overclockable + //!< all other bits must be set to 0 + NvU32 freq; + + } clocks[NVAPI_MAX_GPU_PERF_CLOCKS]; + struct + { + NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID domainId; //!< ID of the voltage domain, containing flags and mvolt info + NvU32 flags; //!< Reserved for future use. Must be set to 0 + NvU32 mvolt; //!< Voltage in mV + + } voltages[NVAPI_MAX_GPU_PERF_VOLTAGES]; + + } pstates[NVAPI_MAX_GPU_PERF_PSTATES]; //!< Valid index range is 0 to numVoltages-1 + +} NV_GPU_PERF_PSTATES_INFO_V2; + +//! \ingroup gpupstate +typedef NV_GPU_PERF_PSTATES_INFO_V2 NV_GPU_PERF_PSTATES_INFO; + + +//! \ingroup gpupstate +//! @{ + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO_V1 +#define NV_GPU_PERF_PSTATES_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES_INFO_V1,1) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO_V2 +#define NV_GPU_PERF_PSTATES_INFO_VER2 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES_INFO_V2,2) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO_V2 +#define NV_GPU_PERF_PSTATES_INFO_VER3 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES_INFO_V2,3) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO +#define NV_GPU_PERF_PSTATES_INFO_VER NV_GPU_PERF_PSTATES_INFO_VER3 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPstatesInfoEx +// +//! DESCRIPTION: This API retrieves all performance states (P-States) information. +//! +//! P-States are GPU active/executing performance capability and power consumption states. +//! +//! P-States ranges from P0 to P15, with P0 being the highest performance/power state, and +//! P15 being the lowest performance/power state. Each P-State, if available, maps to a +//! performance level. Not all P-States are available on a given system. The definitions +//! of each P-State are currently as follows: \n +//! - P0/P1 - Maximum 3D performance +//! - P2/P3 - Balanced 3D performance-power +//! - P8 - Basic HD video playback +//! - P10 - DVD playback +//! - P12 - Minimum idle power consumption +//! +//! \deprecated Do not use this function - it is deprecated in release 304. Instead, use NvAPI_GPU_GetPstates20. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [out] pPerfPstatesInfo P-States information retrieved, as detailed below: \n +//! - flags is reserved for future use. +//! - numPstates is the number of available P-States +//! - numClocks is the number of clock domains supported by each P-State +//! - pstates has valid index range from 0 to numPstates - 1 +//! - pstates[i].pstateId is the ID of the P-State, +//! containing the following info: +//! - pstates[i].flags containing the following info: +//! - bit 0 indicates if the PCIE limit is GEN1 or GEN2 +//! - bit 1 indicates if the Pstate is overclocked or not +//! - bit 2 indicates if the Pstate is overclockable or not +//! - pstates[i].clocks has valid index range from 0 to numClocks -1 +//! - pstates[i].clocks[j].domainId is the public ID of the clock domain, +//! containing the following info: +//! - pstates[i].clocks[j].flags containing the following info: +//! bit 0 indicates if the clock domain is overclockable or not +//! - pstates[i].clocks[j].freq is the clock frequency in kHz +//! - pstates[i].voltages has a valid index range from 0 to numVoltages - 1 +//! - pstates[i].voltages[j].domainId is the ID of the voltage domain, +//! containing the following info: +//! - pstates[i].voltages[j].flags is reserved for future use. +//! - pstates[i].voltages[j].mvolt is the voltage in mV +//! inputFlags(IN) - This can be used to select various options: +//! - if bit 0 is set, pPerfPstatesInfo would contain the default settings +//! instead of the current, possibily overclocked settings. +//! - if bit 1 is set, pPerfPstatesInfo would contain the maximum clock +//! frequencies instead of the nominal frequencies. +//! - if bit 2 is set, pPerfPstatesInfo would contain the minimum clock +//! frequencies instead of the nominal frequencies. +//! - all other bits must be set to 0. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! \retval ::NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide) +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the NV_GPU_PERF_PSTATES struct is not supported +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 304. Instead, use NvAPI_GPU_GetPstates20.") +NVAPI_INTERFACE NvAPI_GPU_GetPstatesInfoEx(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_PERF_PSTATES_INFO *pPerfPstatesInfo, NvU32 inputFlags); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPstates20 +// +//! DESCRIPTION: This API retrieves all performance states (P-States) 2.0 information. +//! +//! P-States are GPU active/executing performance capability states. +//! They range from P0 to P15, with P0 being the highest performance state, +//! and P15 being the lowest performance state. Each P-State, if available, +//! maps to a performance level. Not all P-States are available on a given system. +//! The definition of each P-States are currently as follow: +//! - P0/P1 - Maximum 3D performance +//! - P2/P3 - Balanced 3D performance-power +//! - P8 - Basic HD video playback +//! - P10 - DVD playback +//! - P12 - Minimum idle power consumption +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 295 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGPU GPU selection +//! \param [out] pPstatesInfo P-States information retrieved, as documented in declaration above +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPstates20(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_PERF_PSTATES20_INFO *pPstatesInfo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetCurrentPstate +// +//! DESCRIPTION: This function retrieves the current performance state (P-State). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGPU GPU selection +//! \param [out] pCurrentPstate The ID of the current P-State of the GPU - see \ref NV_GPU_PERF_PSTATES. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_NOT_SUPPORTED P-States is not supported on this setup. +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetCurrentPstate(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_PERF_PSTATE_ID *pCurrentPstate); + + + + +//! \ingroup gpupstate +#define NVAPI_MAX_GPU_UTILIZATIONS 8 + + + +//! \ingroup gpupstate +//! Used in NvAPI_GPU_GetDynamicPstatesInfoEx(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 flags; //!< bit 0 indicates if the dynamic Pstate is enabled or not + struct + { + NvU32 bIsPresent:1; //!< Set if this utilization domain is present on this GPU + NvU32 percentage; //!< Percentage of time where the domain is considered busy in the last 1 second interval + } utilization[NVAPI_MAX_GPU_UTILIZATIONS]; +} NV_GPU_DYNAMIC_PSTATES_INFO_EX; + +//! \ingroup gpupstate +//! Macro for constructing the version field of NV_GPU_DYNAMIC_PSTATES_INFO_EX +#define NV_GPU_DYNAMIC_PSTATES_INFO_EX_VER MAKE_NVAPI_VERSION(NV_GPU_DYNAMIC_PSTATES_INFO_EX,1) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetDynamicPstatesInfoEx +// +//! DESCRIPTION: This API retrieves the NV_GPU_DYNAMIC_PSTATES_INFO_EX structure for the specified physical GPU. +//! Each domain's info is indexed in the array. For example: +//! - pDynamicPstatesInfo->utilization[NVAPI_GPU_UTILIZATION_DOMAIN_GPU] holds the info for the GPU domain. \p +//! There are currently 4 domains for which GPU utilization and dynamic P-State thresholds can be retrieved: +//! graphic engine (GPU), frame buffer (FB), video engine (VID), and bus interface (BUS). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! \since Release: 185 +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_INVALID_ARGUMENT pDynamicPstatesInfo is NULL +//! \retval ::NVAPI_HANDLE_INVALIDATED +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the INFO struct is not supported +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetDynamicPstatesInfoEx(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_DYNAMIC_PSTATES_INFO_EX *pDynamicPstatesInfoEx); +/////////////////////////////////////////////////////////////////////////////////// +// Thermal API +// Provides ability to get temperature levels from the various thermal sensors associated with the GPU + +//! \ingroup gputhermal +#define NVAPI_MAX_THERMAL_SENSORS_PER_GPU 3 + +//! \ingroup gputhermal +//! Used in NV_GPU_THERMAL_SETTINGS +typedef enum +{ + NVAPI_THERMAL_TARGET_NONE = 0, + NVAPI_THERMAL_TARGET_GPU = 1, //!< GPU core temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_MEMORY = 2, //!< GPU memory temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_POWER_SUPPLY = 4, //!< GPU power supply temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_BOARD = 8, //!< GPU board ambient temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_VCD_BOARD = 9, //!< Visual Computing Device Board temperature requires NvVisualComputingDeviceHandle + NVAPI_THERMAL_TARGET_VCD_INLET = 10, //!< Visual Computing Device Inlet temperature requires NvVisualComputingDeviceHandle + NVAPI_THERMAL_TARGET_VCD_OUTLET = 11, //!< Visual Computing Device Outlet temperature requires NvVisualComputingDeviceHandle + + NVAPI_THERMAL_TARGET_ALL = 15, + NVAPI_THERMAL_TARGET_UNKNOWN = -1, +} NV_THERMAL_TARGET; + +//! \ingroup gputhermal +//! Used in NV_GPU_THERMAL_SETTINGS +typedef enum +{ + NVAPI_THERMAL_CONTROLLER_NONE = 0, + NVAPI_THERMAL_CONTROLLER_GPU_INTERNAL, + NVAPI_THERMAL_CONTROLLER_ADM1032, + NVAPI_THERMAL_CONTROLLER_MAX6649, + NVAPI_THERMAL_CONTROLLER_MAX1617, + NVAPI_THERMAL_CONTROLLER_LM99, + NVAPI_THERMAL_CONTROLLER_LM89, + NVAPI_THERMAL_CONTROLLER_LM64, + NVAPI_THERMAL_CONTROLLER_ADT7473, + NVAPI_THERMAL_CONTROLLER_SBMAX6649, + NVAPI_THERMAL_CONTROLLER_VBIOSEVT, + NVAPI_THERMAL_CONTROLLER_OS, + NVAPI_THERMAL_CONTROLLER_UNKNOWN = -1, +} NV_THERMAL_CONTROLLER; + +//! \ingroup gputhermal +//! Used in NvAPI_GPU_GetThermalSettings() +typedef struct +{ + NvU32 version; //!< structure version + NvU32 count; //!< number of associated thermal sensors + struct + { + NV_THERMAL_CONTROLLER controller; //!< internal, ADM1032, MAX6649... + NvU32 defaultMinTemp; //!< The min default temperature value of the thermal sensor in degree Celsius + NvU32 defaultMaxTemp; //!< The max default temperature value of the thermal sensor in degree Celsius + NvU32 currentTemp; //!< The current temperature value of the thermal sensor in degree Celsius + NV_THERMAL_TARGET target; //!< Thermal sensor targeted @ GPU, memory, chipset, powersupply, Visual Computing Device, etc. + } sensor[NVAPI_MAX_THERMAL_SENSORS_PER_GPU]; + +} NV_GPU_THERMAL_SETTINGS_V1; + +//! \ingroup gputhermal +typedef struct +{ + NvU32 version; //!< structure version + NvU32 count; //!< number of associated thermal sensors + struct + { + NV_THERMAL_CONTROLLER controller; //!< internal, ADM1032, MAX6649... + NvS32 defaultMinTemp; //!< Minimum default temperature value of the thermal sensor in degree Celsius + NvS32 defaultMaxTemp; //!< Maximum default temperature value of the thermal sensor in degree Celsius + NvS32 currentTemp; //!< Current temperature value of the thermal sensor in degree Celsius + NV_THERMAL_TARGET target; //!< Thermal sensor targeted - GPU, memory, chipset, powersupply, Visual Computing Device, etc + } sensor[NVAPI_MAX_THERMAL_SENSORS_PER_GPU]; + +} NV_GPU_THERMAL_SETTINGS_V2; + +//! \ingroup gputhermal +typedef NV_GPU_THERMAL_SETTINGS_V2 NV_GPU_THERMAL_SETTINGS; + +//! \ingroup gputhermal +//! @{ + +//! Macro for constructing the version field of NV_GPU_THERMAL_SETTINGS_V1 +#define NV_GPU_THERMAL_SETTINGS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_THERMAL_SETTINGS_V1,1) + +//! Macro for constructing the version field of NV_GPU_THERMAL_SETTINGS_V2 +#define NV_GPU_THERMAL_SETTINGS_VER_2 MAKE_NVAPI_VERSION(NV_GPU_THERMAL_SETTINGS_V2,2) + +//! Macro for constructing the version field of NV_GPU_THERMAL_SETTINGS +#define NV_GPU_THERMAL_SETTINGS_VER NV_GPU_THERMAL_SETTINGS_VER_2 +//! @} + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetThermalSettings +// +//! This function retrieves the thermal information of all thermal sensors or specific thermal sensor associated with the selected GPU. +//! Thermal sensors are indexed 0 to NVAPI_MAX_THERMAL_SENSORS_PER_GPU-1. +//! +//! - To retrieve specific thermal sensor info, set the sensorIndex to the required thermal sensor index. +//! - To retrieve info for all sensors, set sensorIndex to NVAPI_THERMAL_TARGET_ALL. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 85 +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [in] sensorIndex Explicit thermal sensor index selection. +//! \param [out] pThermalSettings Array of thermal settings. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_INVALID_ARGUMENT pThermalInfo is NULL. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the INFO struct is not supported. +//! \ingroup gputhermal +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetThermalSettings(NvPhysicalGpuHandle hPhysicalGpu, NvU32 sensorIndex, NV_GPU_THERMAL_SETTINGS *pThermalSettings); + + + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 reserved; //!< These bits are reserved for future use. + struct + { + NvU32 bIsPresent:1; //!< Set if this domain is present on this GPU + NvU32 reserved:31; //!< These bits are reserved for future use. + NvU32 frequency; //!< Clock frequency (kHz) + }domain[NVAPI_MAX_GPU_PUBLIC_CLOCKS]; +} NV_GPU_CLOCK_FREQUENCIES_V1; + +#ifndef NV_GPU_MAX_CLOCK_FREQUENCIES + #define NV_GPU_MAX_CLOCK_FREQUENCIES 3 +#endif + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef enum +{ + NV_GPU_CLOCK_FREQUENCIES_CURRENT_FREQ = 0, + NV_GPU_CLOCK_FREQUENCIES_BASE_CLOCK = 1, + NV_GPU_CLOCK_FREQUENCIES_BOOST_CLOCK = 2, + NV_GPU_CLOCK_FREQUENCIES_CLOCK_TYPE_NUM = NV_GPU_MAX_CLOCK_FREQUENCIES +} NV_GPU_CLOCK_FREQUENCIES_CLOCK_TYPE; + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 ClockType:4; //!< One of NV_GPU_CLOCK_FREQUENCIES_CLOCK_TYPE. Used to specify the type of clock to be returned. + NvU32 reserved:20; //!< These bits are reserved for future use. Must be set to 0. + NvU32 reserved1:8; //!< These bits are reserved. + struct + { + NvU32 bIsPresent:1; //!< Set if this domain is present on this GPU + NvU32 reserved:31; //!< These bits are reserved for future use. + NvU32 frequency; //!< Clock frequency (kHz) + }domain[NVAPI_MAX_GPU_PUBLIC_CLOCKS]; +} NV_GPU_CLOCK_FREQUENCIES_V2; + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef NV_GPU_CLOCK_FREQUENCIES_V2 NV_GPU_CLOCK_FREQUENCIES; + +//! \addtogroup gpuclock +//! @{ +#define NV_GPU_CLOCK_FREQUENCIES_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLOCK_FREQUENCIES_V1,1) +#define NV_GPU_CLOCK_FREQUENCIES_VER_2 MAKE_NVAPI_VERSION(NV_GPU_CLOCK_FREQUENCIES_V2,2) +#define NV_GPU_CLOCK_FREQUENCIES_VER_3 MAKE_NVAPI_VERSION(NV_GPU_CLOCK_FREQUENCIES_V2,3) +#define NV_GPU_CLOCK_FREQUENCIES_VER NV_GPU_CLOCK_FREQUENCIES_VER_3 +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAllClockFrequencies +// +//! This function retrieves the NV_GPU_CLOCK_FREQUENCIES structure for the specified physical GPU. +//! +//! For each clock domain: +//! - bIsPresent is set for each domain that is present on the GPU +//! - frequency is the domain's clock freq in kHz +//! +//! Each domain's info is indexed in the array. For example: +//! clkFreqs.domain[NVAPI_GPU_PUBLIC_CLOCK_MEMORY] holds the info for the MEMORY domain. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 295 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval NVAPI_INVALID_ARGUMENT pClkFreqs is NULL. +//! \ingroup gpuclock +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetAllClockFrequencies(__in NvPhysicalGpuHandle hPhysicalGPU, __inout NV_GPU_CLOCK_FREQUENCIES *pClkFreqs); + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_QueryIlluminationSupport +//! +//! \fn NvAPI_GPU_QueryIlluminationSupport(__inout NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM *pIlluminationSupportInfo) +//! DESCRIPTION: This function reports if the specified illumination attribute is supported. +//! +//! \note Only a single GPU can manage an given attribute on a given HW element, +//! regardless of how many are attatched. I.E. only one GPU will be used to control +//! the brightness of the LED on an SLI bridge, regardless of how many are physicaly attached. +//! You should enumerate thru the GPUs with this call to determine which GPU is managing the attribute. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 300.05 +//! +//! \param [in] hPhysicalGpu Physical GPU handle +//! \param Attribute An enumeration value specifying the Illumination attribute to be querried +//! \param [out] pSupported A boolean indicating if the attribute is supported. +//! +//! \return See \ref nvapistatus for the list of possible return values. +// +////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef enum _NV_GPU_ILLUMINATION_ATTRIB +{ + NV_GPU_IA_LOGO_BRIGHTNESS = 0, + NV_GPU_IA_SLI_BRIGHTNESS = 1, +} NV_GPU_ILLUMINATION_ATTRIB; + +//! \ingroup gpu +typedef struct _NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1 { + + // IN + NvU32 version; //!< Version of this structure + NvPhysicalGpuHandle hPhysicalGpu; //!< The handle of the GPU that you are checking for the specified attribute. + //!< note that this is the GPU that is managing the attribute. + //!< Only a single GPU can manage an given attribute on a given HW element, + //!< regardless of how many are attatched. + //!< I.E. only one GPU will be used to control the brightness of the LED on an SLI bridge, + //!< regardless of how many are physicaly attached. + //!< You enumerate thru the GPUs with this call to determine which GPU is managing the attribute. + NV_GPU_ILLUMINATION_ATTRIB Attribute; //!< An enumeration value specifying the Illumination attribute to be querried. + //!< refer to enum \ref NV_GPU_ILLUMINATION_ATTRIB. + + // OUT + NvU32 bSupported; //!< A boolean indicating if the attribute is supported. + +} NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1; + +//! \ingroup gpu +typedef NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1 NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM; +//! \ingroup gpu +#define NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_VER_1 MAKE_NVAPI_VERSION(NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1,1) +//! \ingroup gpu +#define NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_VER NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_VER_1 + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_QueryIlluminationSupport(__inout NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM *pIlluminationSupportInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_GetIllumination +//! +//! \fn NvAPI_GPU_GetIllumination(NV_GPU_GET_ILLUMINATION_PARM *pIlluminationInfo) +//! DESCRIPTION: This function reports value of the specified illumination attribute. +//! +//! \note Only a single GPU can manage an given attribute on a given HW element, +//! regardless of how many are attatched. I.E. only one GPU will be used to control +//! the brightness of the LED on an SLI bridge, regardless of how many are physicaly attached. +//! You should enumerate thru the GPUs with the \ref NvAPI_GPU_QueryIlluminationSupport call to +//! determine which GPU is managing the attribute. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 300.05 +//! +//! \param [in] hPhysicalGpu Physical GPU handle +//! \param Attribute An enumeration value specifying the Illumination attribute to be querried +//! \param [out] Value A DWORD containing the current value for the specified attribute. +//! This is specified as a percentage of the full range of the attribute +//! (0-100; 0 = off, 100 = full brightness) +//! +//! \return See \ref nvapistatus for the list of possible return values. Return values of special interest are: +//! NVAPI_INVALID_ARGUMENT The specified attibute is not known to the driver. +//! NVAPI_NOT_SUPPORTED: The specified attribute is not supported on the specified GPU +// +////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef struct _NV_GPU_GET_ILLUMINATION_PARM_V1 { + + // IN + NvU32 version; //!< Version of this structure + NvPhysicalGpuHandle hPhysicalGpu; //!< The handle of the GPU that you are checking for the specified attribute. + //!< Note that this is the GPU that is managing the attribute. + //!< Only a single GPU can manage an given attribute on a given HW element, + //!< regardless of how many are attatched. + //!< I.E. only one GPU will be used to control the brightness of the LED on an SLI bridge, + //!< regardless of how many are physicaly attached. + //!< You enumerate thru the GPUs with this call to determine which GPU is managing the attribute. + NV_GPU_ILLUMINATION_ATTRIB Attribute; //!< An enumeration value specifying the Illumination attribute to be querried. + //!< refer to enum \ref NV_GPU_ILLUMINATION_ATTRIB. + + // OUT + NvU32 Value; //!< A DWORD that will contain the current value of the specified attribute. + //! This is specified as a percentage of the full range of the attribute + //! (0-100; 0 = off, 100 = full brightness) + +} NV_GPU_GET_ILLUMINATION_PARM_V1; + +//! \ingroup gpu +typedef NV_GPU_GET_ILLUMINATION_PARM_V1 NV_GPU_GET_ILLUMINATION_PARM; +//! \ingroup gpu +#define NV_GPU_GET_ILLUMINATION_PARM_VER_1 MAKE_NVAPI_VERSION(NV_GPU_GET_ILLUMINATION_PARM_V1,1) +//! \ingroup gpu +#define NV_GPU_GET_ILLUMINATION_PARM_VER NV_GPU_GET_ILLUMINATION_PARM_VER_1 + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetIllumination(NV_GPU_GET_ILLUMINATION_PARM *pIlluminationInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_SetIllumination +//! +//! \fn NvAPI_GPU_SetIllumination(NV_GPU_SET_ILLUMINATION_PARM *pIlluminationInfo) +//! DESCRIPTION: This function sets the value of the specified illumination attribute. +//! +//! \note Only a single GPU can manage an given attribute on a given HW element, +//! regardless of how many are attatched. I.E. only one GPU will be used to control +//! the brightness of the LED on an SLI bridge, regardless of how many are physicaly attached. +//! You should enumerate thru the GPUs with the \ref NvAPI_GPU_QueryIlluminationSupport call to +//! determine which GPU is managing the attribute. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 300.05 +//! +//! \param [in] hPhysicalGpu Physical GPU handle +//! \param Attribute An enumeration value specifying the Illumination attribute to be set +//! \param Value The new value for the specified attribute. +//! This should be specified as a percentage of the full range of the attribute +//! (0-100; 0 = off, 100 = full brightness) +//! If a value is specified outside this range, NVAPI_INVALID_ARGUMENT will be returned. +//! +//! \return See \ref nvapistatus for the list of possible return values. Return values of special interest are: +//! NVAPI_INVALID_ARGUMENT The specified attibute is not known to the driver, or the specified value is out of range. +//! NVAPI_NOT_SUPPORTED The specified attribute is not supported on the specified GPU. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef struct _NV_GPU_SET_ILLUMINATION_PARM_V1 { + + // IN + NvU32 version; //!< Version of this structure + NvPhysicalGpuHandle hPhysicalGpu; //!< The handle of the GPU that you are checking for the specified attribute. + //!< Note that this is the GPU that is managing the attribute. + //!< Only a single GPU can manage an given attribute on a given HW element, + //!< regardless of how many are attatched. + //!< I.E. only one GPU will be used to control the brightness of the LED on an SLI bridge, + //!< regardless of how many are physicaly attached. + //!< You enumerate thru the GPUs with this call to determine which GPU is managing the attribute. + NV_GPU_ILLUMINATION_ATTRIB Attribute; //!< An enumeration value specifying the Illumination attribute to be querried. + //!< refer to enum \ref NV_GPU_ILLUMINATION_ATTRIB. + NvU32 Value; //!< A DWORD containing the new value for the specified attribute. + //!< This should be specified as a percentage of the full range of the attribute + //!< (0-100; 0 = off, 100 = full brightness) + //!< If a value is specified outside this range, NVAPI_INVALID_ARGUMENT will be returned. + + // OUT + +} NV_GPU_SET_ILLUMINATION_PARM_V1; + +//! \ingroup gpu +typedef NV_GPU_SET_ILLUMINATION_PARM_V1 NV_GPU_SET_ILLUMINATION_PARM; +//! \ingroup gpu +#define NV_GPU_SET_ILLUMINATION_PARM_VER_1 MAKE_NVAPI_VERSION(NV_GPU_SET_ILLUMINATION_PARM_V1,1) +//! \ingroup gpu +#define NV_GPU_SET_ILLUMINATION_PARM_VER NV_GPU_SET_ILLUMINATION_PARM_VER_1 + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_SetIllumination(NV_GPU_SET_ILLUMINATION_PARM *pIlluminationInfo); + + + +/*! + * Enumeration of control modes that can be applied to Illumination Zones. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB = 0, // deprecated + NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB, // deprecated + + NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL = 0, + NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR, + + // Strictly add new control modes above this. + NV_GPU_CLIENT_ILLUM_CTRL_MODE_INVALID = 0xFF, +} NV_GPU_CLIENT_ILLUM_CTRL_MODE; + +/*! + * Enumeration of locations where an Illumination Zone might be present. + * Encoding used - + * 1:0 - Number specifier (0) + * 4:2 - Location (TOP) + * 7:5 - Type (GPU/SLI) + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_GPU_TOP_0 = 0x00, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_GPU_FRONT_0 = 0x08, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_GPU_BACK_0 = 0x0C, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_SLI_TOP_0 = 0x20, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_INVALID = 0xFFFFFFFF, +} NV_GPU_CLIENT_ILLUM_ZONE_LOCATION; + +/*! + * Enumeration of ILLUM_DEVICEs. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_INVALID = 0, + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_MCUV10, + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_GPIO_PWM_RGBW_V10, + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_GPIO_PWM_SINGLE_COLOR_V10, +} NV_GPU_CLIENT_ILLUM_DEVICE_TYPE; + +/*! + * Enumeration of ILLUM_ZONEs. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_INVALID = 0, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGB, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_COLOR_FIXED, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGBW, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_SINGLE_COLOR, +} NV_GPU_CLIENT_ILLUM_ZONE_TYPE; + +/*! + * Number of color points for the piecewise linear control mode. + */ +#define NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS 2 + +/*! + * Enumeration of Cycle types for piecewise linear control mode. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_HALF_HALT = 0, + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_FULL_HALT, + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_FULL_REPEAT, + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_INVALID = 0xFF, +} NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_TYPE; + +#define NV_GPU_CLIENT_ILLUM_DEVICE_NUM_DEVICES_MAX 32 + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 + * Describes the static information of illumination device type MCUV10. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_MCUV10 +{ + /*! + * I2C Device Index: Pointing to the illumination device in I2C Devices Table. + */ + NvU8 i2cDevIdx; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_MCUV10; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 + * Describes the static information of illum device type GPIO_PWM_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_RGBW +{ + /*! + * Red drive GPIO pin. + */ + NvU8 gpioPinRed; + + /*! + * Green drive GPIO pin. + */ + NvU8 gpioPinGreen; + + /*! + * Blue drive GPIO pin. + */ + NvU8 gpioPinBlue; + + /*! + * White drive GPIO pin. + */ + NvU8 gpioPinWhite; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_RGBW; +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 + * Describes the static information of illum device type GPIO_PWM_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_SINGLE_COLOR +{ + /*! + * Single Color GPIO pin. + */ + NvU8 gpioPinSingleColor; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_SINGLE_COLOR; + +/*! + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 +{ + /*! + * Type of the illumination device. + */ + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE type; + + /*! + * Supported control modes for this illumination device. + */ + NvU32 ctrlModeMask; + + /*! + * Union of illumination device info data. Interpreted as per + * @ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1::type + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_MCUV10 mcuv10; + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_RGBW gpioPwmRgbwv10; + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_SINGLE_COLOR gpioPwmSingleColorv10; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1; + +/*! + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1 +{ + /*! + * Version of structure. Must always be first member. + */ + NvU32 version; + + /*! + * Number of illumination devices present. + */ + NvU32 numIllumDevices; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + + /*! + */ + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 devices[NV_GPU_CLIENT_ILLUM_DEVICE_NUM_DEVICES_MAX]; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_VER NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1 NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumDevicesGetInfo +//! +//! DESCRIPTION: This API returns static information about illumination devices on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumDevicesInfo Pointer to structure containing static +//! information about illumination devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumDevicesGetInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS *pIllumDevicesInfo); + + +/*! + * Structure representing the data required for synchronization. + */ +typedef struct +{ + /*! + * Boolean representing the need for synchronization. + */ + NvBool bSync; + + /*! + * Time stamp value required for synchronization. + */ + NvU64 timeStampms; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_DEVICE_SYNC_V1; + +/*! + * Structure representing the device control parameters of each ILLUM_DEVICE. + */ +typedef struct +{ + /*! + * Type of the illum device. + */ + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE type; + + /*! + * Structure containing the synchronization data for the illumination device. + */ + NV_GPU_CLIENT_ILLUM_DEVICE_SYNC_V1 syncData; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_V1; + +typedef NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_V1 NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL; + +/*! + * Structure representing the control parameters of ILLUM_DEVICE-s. + */ +typedef struct +{ + /*! + * Version of structure. Must always be first member. + */ + NvU32 version; + + /*! + * Number of illumination devices present. + */ + NvU32 numIllumDevices; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + + /*! + */ + NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_V1 devices[NV_GPU_CLIENT_ILLUM_DEVICE_NUM_DEVICES_MAX]; +} NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_VER NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_V1 NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumDevicesGetControl +//! +//! DESCRIPTION: This API gets control parameters about illumination devices on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [inout] pIllumDevicesControl Pointer to structure containing control +//! information about illum devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumDevicesGetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS *pClientIllumDevicesControl); + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumDevicesSetControl +//! +//! DESCRIPTION: This API sets control parameters about illumination devices on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [inout] pClientIllumDevicesControl Pointer to structure containing control +//! information about illum devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumDevicesSetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS *pClientIllumDevicesControl); + + +#define NV_GPU_CLIENT_ILLUM_ZONE_NUM_ZONES_MAX 32 + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGB +{ + NvU8 rsvd; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGB; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 + * Describes the static information of illum zone type RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGBW +{ + NvU8 rsvd; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGBW; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 + * Describes the static information of illum zone type SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_SINGLE_COLOR +{ + NvU8 rsvd; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_SINGLE_COLOR; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 +{ + NV_GPU_CLIENT_ILLUM_ZONE_TYPE type; + + /*! + * Index pointing to an Illumination Device that controls this zone. + */ + NvU8 illumDeviceIdx; + + /*! + * Provider index for representing logical to physical zone mapping. + */ + NvU8 provIdx; + + /*! + * Location of the zone on the board. + */ + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION zoneLocation; + + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGB rgb; + NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGBW rgbw; + NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_SINGLE_COLOR singleColor; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1 +{ + /*! + * Version of structure. Must always be first member. + */ + NvU32 version; + + /*! + * Number of illumination zones present. + */ + NvU32 numIllumZones; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 zones[NV_GPU_CLIENT_ILLUM_ZONE_NUM_ZONES_MAX]; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_VER NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1 NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumZonesGetInfo +//! +//! DESCRIPTION: This API returns static information about illumination zones on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumZonesInfo Pointer to structure containing static +//! information about illumination devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumZonesGetInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS *pIllumZonesInfo); + + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS +{ + /*! + * Red compenent of color applied to the zone. + */ + NvU8 colorR; + + /*! + * Green compenent of color applied to the zone. + */ + NvU8 colorG; + + /*! + * Blue compenent of color applied to the zone. + */ + NvU8 colorB; + + /*! + * Brightness perecentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS rgbParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR +{ + /*! + * Type of cycle effect to apply. + */ + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_TYPE cycleType; + + /*! + * Number of times to repeat function within group period. + */ + NvU8 grpCount; + + /*! + * Time in ms to transition from color A to color B. + */ + NvU16 riseTimems; + + /*! + * Time in ms to transition from color B to color A. + */ + NvU16 fallTimems; + + /*! + * Time in ms to remain at color A before color A to color B transition. + */ + NvU16 ATimems; + + /*! + * Time in ms to remain at color B before color B to color A transition. + */ + NvU16 BTimems; + + /*! + * Time in ms to remain idle before next group of repeated function cycles. + */ + NvU16 grpIdleTimems; + + /*! + * Time in ms to offset the cycle relative to other zones. + */ + NvU16 phaseOffsetms; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS rgbParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illumination zone of type + * \ref NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB +{ + /*! + * Union of illumination zone control data for zone of type NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGB. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB manualRGB; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB piecewiseLinearRGB; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS +{ + /*! + * Brightness percentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS colorFixedParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_COLOR_FIXED +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS colorFixedParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_COLOR_FIXED; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illum zone of type + * \ref NV_GPU_CLIENT_ILLUM_ZONE_TYPE_COLOR_FIXED. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED +{ + /*! + * Union of illum zone control data for zone of type NV_GPU_CLIENT_ILLUM_ZONE_TYPE_COLOR_FIXED. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED manualColorFixed; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_COLOR_FIXED piecewiseLinearColorFixed; + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS +{ + /*! + * Red component of color applied to the zone. + */ + NvU8 colorR; + + /*! + * Green component of color applied to the zone. + */ + NvU8 colorG; + + /*! + * Blue component of color applied to the zone. + */ + NvU8 colorB; + + /*! + * White component of color applied to the zone. + */ + NvU8 colorW; + + /*! + * Brightness percentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_RGBW + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_RGBW. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS rgbwParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_RGBW + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGBW +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGBW. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS rgbwParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGBW; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illum zone of type + * \ref NV_GPU_ILLUM_ZONE_TYPE_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGBW +{ + /*! + * Union of illum zone control data for zone of type NV_GPU_ILLUM_ZONE_TYPE_RGBW. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW manualRGBW; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGBW piecewiseLinearRGBW; + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGBW; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS +{ + /*! + * Brightness percentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_SINGLE_COLOR. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS singleColorParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_SINGLE_COLOR +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_SINGLE_COLOR. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS singleColorParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_SINGLE_COLOR; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illum zone of type + * \ref NV_GPU_ILLUM_ZONE_TYPE_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR +{ + /*! + * Union of illum zone control data for zone of type NV_GPU_ILLUM_ZONE_TYPE_SINGLE_COLOR. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR manualSingleColor; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_SINGLE_COLOR piecewiseLinearSingleColor; + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 +{ + NV_GPU_CLIENT_ILLUM_ZONE_TYPE type; + NV_GPU_CLIENT_ILLUM_CTRL_MODE ctrlMode; + union + { + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB rgb; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED colorFixed; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGBW rgbw; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR singleColor; + NvU8 rsvd[64]; + } data; + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1 +{ + NvU32 version; + + /*! + * Bit field specifying the set of values to retrieve or set + * - default (NV_TRUE) + * - currently active (NV_FALSE). + */ + NvU32 bDefault : 1; + NvU32 rsvdField : 31; + + /*! + * Number of illumination zones present. + */ + NvU32 numIllumZonesControl; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 zones[NV_GPU_CLIENT_ILLUM_ZONE_NUM_ZONES_MAX]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_VER NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1 NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumZonesGetControl +//! +//! DESCRIPTION: Accessor for control information about illumination zones on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumZonesControl Pointer to structure containing control +//! information about illumination zones. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumZonesGetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS *pIllumZonesControl); + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumZonesSetControl +//! +//! DESCRIPTION: Mutator for control information about illumination zones on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumZonesControl Pointer to structure containing control +//! information about illumination zones. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumZonesSetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS *pIllumZonesControl); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Event_RegisterCallback +// +//! DESCRIPTION: This API registers the process for events. This API should be called for each eventcallback. +//! The handle returned to the client will be common across all eventCallbacks. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] eventCallback Pointer to NV_EVENT_REGISTER_CALLBACK structure to call +//! on new events +//! \param [out] phClient Handle to client for use with +//! unregister function +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NvAPI not initialized +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid argument +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Event_RegisterCallback(PNV_EVENT_REGISTER_CALLBACK eventCallback, + NvEventHandle* phClient); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Event_UnregisterCallback +// +//! DESCRIPTION: This API unregister an event handle. +//! This API should be called only once per process(irrespective of the number of callbacks registered). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hClient Handle associated with this listeners +//! event queue. Same as returned from +//! NvAPI_Event_RegisterCallback(). +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NvAPI not initialized +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid argument +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Event_UnregisterCallback(NvEventHandle hClient); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumNvidiaDisplayHandle +// +//! This function returns the handle of the NVIDIA display specified by the enum +//! index (thisEnum). The client should keep enumerating until it +//! returns error. +//! +//! Note: Display handles can get invalidated on a modeset, so the calling applications need to +//! renum the handles after every modeset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param [in] thisEnum The index of the NVIDIA display. +//! \param [out] pNvDispHandle Pointer to the NVIDIA display handle. +//! +//! \retval NVAPI_INVALID_ARGUMENT Either the handle pointer is NULL or enum index too big +//! \retval NVAPI_OK Return a valid NvDisplayHandle based on the enum index +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device found in the system +//! \retval NVAPI_END_ENUMERATION No more display device to enumerate +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumNvidiaDisplayHandle(NvU32 thisEnum, NvDisplayHandle *pNvDispHandle); + + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumNvidiaUnAttachedDisplayHandle +// +//! This function returns the handle of the NVIDIA unattached display specified by the enum +//! index (thisEnum). The client should keep enumerating until it +//! returns error. +//! Note: Display handles can get invalidated on a modeset, so the calling applications need to +//! renum the handles after every modeset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param [in] thisEnum The index of the NVIDIA display. +//! \param [out] pNvUnAttachedDispHandle Pointer to the NVIDIA display handle of the unattached display. +//! +//! \retval NVAPI_INVALID_ARGUMENT Either the handle pointer is NULL or enum index too big +//! \retval NVAPI_OK Return a valid NvDisplayHandle based on the enum index +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device found in the system +//! \retval NVAPI_END_ENUMERATION No more display device to enumerate. +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumNvidiaUnAttachedDisplayHandle(NvU32 thisEnum, NvUnAttachedDisplayHandle *pNvUnAttachedDispHandle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_CreateDisplayFromUnAttachedDisplay +// +//! This function converts the unattached display handle to an active attached display handle. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvUnAttachedDisp is not valid or pNvDisplay is NULL. +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_CreateDisplayFromUnAttachedDisplay(NvUnAttachedDisplayHandle hNvUnAttachedDisp, NvDisplayHandle *pNvDisplay); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetAssociatedNVidiaDisplayHandle +// +//! This function returns the handle of the NVIDIA display that is associated +//! with the given display "name" (such as "\\.\DISPLAY1"). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT Either argument is NULL +//! \retval NVAPI_OK *pNvDispHandle is now valid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetAssociatedNvidiaDisplayHandle(const char *szDisplayName, NvDisplayHandle *pNvDispHandle); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetAssociatedUnAttachedNvidiaDisplayHandle +// +//! DESCRIPTION: This function returns the handle of an unattached NVIDIA display that is +//! associated with the given display name (such as "\\DISPLAY1"). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Either argument is NULL. +//! \retval ::NVAPI_OK *pNvUnAttachedDispHandle is now valid. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name. +//! +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetAssociatedUnAttachedNvidiaDisplayHandle(const char *szDisplayName, NvUnAttachedDisplayHandle *pNvUnAttachedDispHandle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetAssociatedNVidiaDisplayName +// +//! For a given NVIDIA display handle, this function returns a string (such as "\\.\DISPLAY1") to identify the display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT Either argument is NULL +//! \retval NVAPI_OK *pNvDispHandle is now valid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetAssociatedNvidiaDisplayName(NvDisplayHandle NvDispHandle, NvAPI_ShortString szDisplayName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetUnAttachedAssociatedDisplayName +// +//! This function returns the display name given, for example, "\\DISPLAY1", using the unattached NVIDIA display handle +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT Either argument is NULL +//! \retval NVAPI_OK *pNvDispHandle is now valid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetUnAttachedAssociatedDisplayName(NvUnAttachedDisplayHandle hNvUnAttachedDisp, NvAPI_ShortString szDisplayName); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnableHWCursor +// +//! This function enables hardware cursor support +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnableHWCursor(NvDisplayHandle hNvDisplay); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DisableHWCursor +// +//! This function disables hardware cursor support +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DisableHWCursor(NvDisplayHandle hNvDisplay); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetVBlankCounter +// +//! This function gets the V-blank counter +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetVBlankCounter(NvDisplayHandle hNvDisplay, NvU32 *pCounter); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SetRefreshRateOverride +// +//! This function overrides the refresh rate on the given display/outputsMask. +//! The new refresh rate can be applied right away in this API call or deferred to be applied with the +//! next OS modeset. The override is good for only one modeset (regardless whether it's deferred or immediate). +//! +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 80 +//! +//! \param [in] hNvDisplay The NVIDIA display handle. It can be NVAPI_DEFAULT_HANDLE or a handle +//! enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] outputsMask A set of bits that identify all target outputs which are associated with the NVIDIA +//! display handle to apply the refresh rate override. When SLI is enabled, the +//! outputsMask only applies to the GPU that is driving the display output. +//! \param [in] refreshRate The override value. "0.0" means cancel the override. +//! \param [in] bSetDeferred +//! - "0": Apply the refresh rate override immediately in this API call.\p +//! - "1": Apply refresh rate at the next OS modeset. +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvDisplay or outputsMask is invalid +//! \retval NVAPI_OK The refresh rate override is correct set +//! \retval NVAPI_ERROR The operation failed +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SetRefreshRateOverride(NvDisplayHandle hNvDisplay, NvU32 outputsMask, float refreshRate, NvU32 bSetDeferred); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetAssociatedDisplayOutputId +// +//! This function gets the active outputId associated with the display handle. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 90 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! \param [out] outputId The active display output ID associated with the selected display handle hNvDisplay. +//! The outputid will have only one bit set. In the case of Clone or Span mode, this will indicate the +//! display outputId of the primary display that the GPU is driving. See \ref handles. +//! +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_DISPLAY_HANDLE hNvDisplay is not a valid display handle. +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetAssociatedDisplayOutputId(NvDisplayHandle hNvDisplay, NvU32 *pOutputId); + + +//! \ingroup dispcontrol +//! Used in NvAPI_GetDisplayPortInfo(). +typedef struct _NV_DISPLAY_PORT_INFO_V1 +{ + NvU32 version; //!< Structure version + NvU32 dpcd_ver; //!< DPCD version of the monitor + NV_DP_LINK_RATE maxLinkRate; //!< Maximum supported link rate + NV_DP_LANE_COUNT maxLaneCount; //!< Maximum supported lane count + NV_DP_LINK_RATE curLinkRate; //!< Current link rate + NV_DP_LANE_COUNT curLaneCount; //!< Current lane count + NV_DP_COLOR_FORMAT colorFormat; //!< Current color format + NV_DP_DYNAMIC_RANGE dynamicRange; //!< Dynamic range + NV_DP_COLORIMETRY colorimetry; //!< Ignored in RGB space + NV_DP_BPC bpc; //!< Current bit-per-component + NvU32 isDp : 1; //!< If the monitor is driven by a DisplayPort + NvU32 isInternalDp : 1; //!< If the monitor is driven by an NV Dp transmitter + NvU32 isColorCtrlSupported : 1; //!< If the color format change is supported + NvU32 is6BPCSupported : 1; //!< If 6 bpc is supported + NvU32 is8BPCSupported : 1; //!< If 8 bpc is supported + NvU32 is10BPCSupported : 1; //!< If 10 bpc is supported + NvU32 is12BPCSupported : 1; //!< If 12 bpc is supported + NvU32 is16BPCSupported : 1; //!< If 16 bpc is supported + NvU32 isYCrCb420Supported : 1; //!< If YCrCb420 is supported + NvU32 isYCrCb422Supported : 1; //!< If YCrCb422 is supported + NvU32 isYCrCb444Supported : 1; //!< If YCrCb444 is supported + NvU32 isRgb444SupportedOnCurrentMode : 1; //!< If Rgb444 is supported on the current mode + NvU32 isYCbCr444SupportedOnCurrentMode : 1; //!< If YCbCr444 is supported on the current mode + NvU32 isYCbCr422SupportedOnCurrentMode : 1; //!< If YCbCr422 is supported on the current mode + NvU32 isYCbCr420SupportedOnCurrentMode : 1; //!< If YCbCr420 is supported on the current mode + NvU32 is6BPCSupportedOnCurrentMode : 1; // if 6 bpc is supported On Current Mode + NvU32 is8BPCSupportedOnCurrentMode : 1; // if 8 bpc is supported On Current Mode + NvU32 is10BPCSupportedOnCurrentMode : 1; // if 10 bpc is supported On Current Mode + NvU32 is12BPCSupportedOnCurrentMode : 1; // if 12 bpc is supported On Current Mode + NvU32 is16BPCSupportedOnCurrentMode : 1; // if 16 bpc is supported On Current Mode + NvU32 isMonxvYCC601Capable : 1; // if xvYCC 601 extended colorimetry is supported + NvU32 isMonxvYCC709Capable : 1; // if xvYCC 709 extended colorimetry is supported + NvU32 isMonsYCC601Capable : 1; // if sYCC601 extended colorimetry is supported + NvU32 isMonAdobeYCC601Capable : 1; // if AdobeYCC601 extended colorimetry is supported + NvU32 isMonAdobeRGBCapable : 1; // if AdobeRGB extended colorimetry is supported + NvU32 isMonBT2020RGBCapable : 1; // if BT2020 RGB extended colorimetry is supported + NvU32 isMonBT2020YCCCapable : 1; // if BT2020 Y'CbCr extended colorimetry is supported + NvU32 isMonBT2020cYCCCapable : 1; // if BT2020 cYCbCr (constant luminance) extended colorimetry is supported + + NvU32 reserved : 4; //!< reserved + } NV_DISPLAY_PORT_INFO_V1; + + typedef NV_DISPLAY_PORT_INFO_V1 NV_DISPLAY_PORT_INFO; + +//! Macro for constructing the version field of NV_DISPLAY_PORT_INFO. +#define NV_DISPLAY_PORT_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_INFO,1) +#define NV_DISPLAY_PORT_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_INFO,2) +#define NV_DISPLAY_PORT_INFO_VER NV_DISPLAY_PORT_INFO_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetDisplayPortInfo +// +//! \fn NvAPI_GetDisplayPortInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_DISPLAY_PORT_INFO *pInfo) +//! DESCRIPTION: This function returns the current DisplayPort-related information on the specified device (monitor). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! \param [in] hvDisplay NVIDIA Display selection. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! This parameter is ignored when the outputId is a NvAPI displayId. +//! \param [in] outputId This can either be the connection bit mask or the NvAPI displayId. When the legacy connection bit mask is passed, +//! it should have exactly 1 bit set to indicate a single display. If it's "0" then the default outputId from +//! NvAPI_GetAssociatedDisplayOutputId() will be used. See \ref handles. +//! \param [out] pInfo The DisplayPort information +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_GetDisplayPortInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_DISPLAY_PORT_INFO *pInfo); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SetDisplayPort +// +//! \fn NvAPI_SetDisplayPort(NvDisplayHandle hNvDisplay, NvU32 outputId, NV_DISPLAY_PORT_CONFIG *pCfg) +//! DESCRIPTION: This function sets up DisplayPort-related configurations. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! \param [in] hNvDisplay NVIDIA display handle. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] outputId This display output ID, when it's "0" it means the default outputId generated from the return of +//! NvAPI_GetAssociatedDisplayOutputId(). See \ref handles. +//! \param [in] pCfg The display port config structure. If pCfg is NULL, it means to use the driver's default value to setup. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter +/////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dispcontrol +//! DisplayPort configuration settings - used in NvAPI_SetDisplayPort(). +typedef struct +{ + NvU32 version; //!< Structure version - 2 is the latest + NV_DP_LINK_RATE linkRate; //!< Link rate + NV_DP_LANE_COUNT laneCount; //!< Lane count + NV_DP_COLOR_FORMAT colorFormat; //!< Color format to set + NV_DP_DYNAMIC_RANGE dynamicRange; //!< Dynamic range + NV_DP_COLORIMETRY colorimetry; //!< Ignored in RGB space + NV_DP_BPC bpc; //!< Bit-per-component + NvU32 isHPD : 1; //!< If the control panel is making this call due to HPD + NvU32 isSetDeferred : 1; //!< Requires an OS modeset to finalize the setup if set + NvU32 isChromaLpfOff : 1; //!< Force the chroma low_pass_filter to be off + NvU32 isDitherOff : 1; //!< Force to turn off dither + NvU32 testLinkTrain : 1; //!< If testing mode, skip validation + NvU32 testColorChange : 1; //!< If testing mode, skip validation + +} NV_DISPLAY_PORT_CONFIG; + +//! \addtogroup dispcontrol +//! @{ +//! Macro for constructing the version field of NV_DISPLAY_PORT_CONFIG +#define NV_DISPLAY_PORT_CONFIG_VER MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_CONFIG,2) +//! Macro for constructing the version field of NV_DISPLAY_PORT_CONFIG +#define NV_DISPLAY_PORT_CONFIG_VER_1 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_CONFIG,1) +//! Macro for constructing the version field of NV_DISPLAY_PORT_CONFIG +#define NV_DISPLAY_PORT_CONFIG_VER_2 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_CONFIG,2) +//! @} + + +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_SetDisplayPort(NvDisplayHandle hNvDisplay, NvU32 outputId, NV_DISPLAY_PORT_CONFIG *pCfg); + + + + +//! \ingroup dispcontrol +//! Used in NvAPI_GetHDMISupportInfo(). +typedef struct _NV_HDMI_SUPPORT_INFO_V1 +{ + NvU32 version; //!< Structure version + + NvU32 isGpuHDMICapable : 1; //!< If the GPU can handle HDMI + NvU32 isMonUnderscanCapable : 1; //!< If the monitor supports underscan + NvU32 isMonBasicAudioCapable : 1; //!< If the monitor supports basic audio + NvU32 isMonYCbCr444Capable : 1; //!< If YCbCr 4:4:4 is supported + NvU32 isMonYCbCr422Capable : 1; //!< If YCbCr 4:2:2 is supported + NvU32 isMonxvYCC601Capable : 1; //!< If xvYCC 601 is supported + NvU32 isMonxvYCC709Capable : 1; //!< If xvYCC 709 is supported + NvU32 isMonHDMI : 1; //!< If the monitor is HDMI (with IEEE's HDMI registry ID) + NvU32 reserved : 24; //!< Reserved. + + NvU32 EDID861ExtRev; //!< Revision number of the EDID 861 extension + } NV_HDMI_SUPPORT_INFO_V1; + +typedef struct _NV_HDMI_SUPPORT_INFO_V2 +{ + NvU32 version; //!< Structure version + + NvU32 isGpuHDMICapable : 1; //!< If the GPU can handle HDMI + NvU32 isMonUnderscanCapable : 1; //!< If the monitor supports underscan + NvU32 isMonBasicAudioCapable : 1; //!< If the monitor supports basic audio + NvU32 isMonYCbCr444Capable : 1; //!< If YCbCr 4:4:4 is supported + NvU32 isMonYCbCr422Capable : 1; //!< If YCbCr 4:2:2 is supported + NvU32 isMonxvYCC601Capable : 1; //!< If xvYCC extended colorimetry 601 is supported + NvU32 isMonxvYCC709Capable : 1; //!< If xvYCC extended colorimetry 709 is supported + NvU32 isMonHDMI : 1; //!< If the monitor is HDMI (with IEEE's HDMI registry ID) + NvU32 isMonsYCC601Capable : 1; //!< if sYCC601 extended colorimetry is supported + NvU32 isMonAdobeYCC601Capable : 1; //!< if AdobeYCC601 extended colorimetry is supported + NvU32 isMonAdobeRGBCapable : 1; //!< if AdobeRGB extended colorimetry is supported + NvU32 reserved : 21; //!< Reserved. + + NvU32 EDID861ExtRev; //!< Revision number of the EDID 861 extension + } NV_HDMI_SUPPORT_INFO_V2; + +#define NV_HDMI_SUPPORT_INFO_VER1 MAKE_NVAPI_VERSION(NV_HDMI_SUPPORT_INFO_V1, 1) +#define NV_HDMI_SUPPORT_INFO_VER2 MAKE_NVAPI_VERSION(NV_HDMI_SUPPORT_INFO_V2, 2) + + + +#ifndef NV_HDMI_SUPPORT_INFO_VER + +typedef NV_HDMI_SUPPORT_INFO_V2 NV_HDMI_SUPPORT_INFO; +#define NV_HDMI_SUPPORT_INFO_VER NV_HDMI_SUPPORT_INFO_VER2 + +#endif + + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetHDMISupportInfo +// +//! \fn NvAPI_GetHDMISupportInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_HDMI_SUPPORT_INFO *pInfo) +//! This API returns the current infoframe data on the specified device(monitor). +//! +//! \since Release: 95 +//! +//! \param [in] hvDisplay NVIDIA Display selection. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! This parameter is ignored when the outputId is a NvAPI displayId. +//! \param [in] outputId This can either be the connection bit mask or the NvAPI displayId. When the legacy connection bit mask is passed, +//! it should have exactly 1 bit set to indicate a single display. If it's "0" then the default outputId from +//! NvAPI_GetAssociatedDisplayOutputId() will be used. See \ref handles. +//! \param [out] pInfo The monitor and GPU's HDMI support info +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +/////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_GetHDMISupportInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_HDMI_SUPPORT_INFO *pInfo); + + +//! \ingroup dispcontrol + +typedef enum +{ + NV_INFOFRAME_CMD_GET_DEFAULT = 0, //!< Returns the fields in the infoframe with values set by the manufacturer - NVIDIA/OEM. + NV_INFOFRAME_CMD_RESET, //!< Sets the fields in the infoframe to auto, and infoframe to the default infoframe for use in a set. + NV_INFOFRAME_CMD_GET, //!< Get the current infoframe state. + NV_INFOFRAME_CMD_SET, //!< Set the current infoframe state (flushed to the monitor), the values are one time and do not persist. + NV_INFOFRAME_CMD_GET_OVERRIDE, //!< Get the override infoframe state, non-override fields will be set to value = AUTO, overridden fields will have the current override values. + NV_INFOFRAME_CMD_SET_OVERRIDE, //!< Set the override infoframe state, non-override fields will be set to value = AUTO, other values indicate override; persist across modeset/reboot + NV_INFOFRAME_CMD_GET_PROPERTY, //!< get properties associated with infoframe (each of the infoframe type will have properties) + NV_INFOFRAME_CMD_SET_PROPERTY, //!< set properties associated with infoframe +} NV_INFOFRAME_CMD; + + +typedef enum +{ + NV_INFOFRAME_PROPERTY_MODE_AUTO = 0, //!< Driver determines whether to send infoframes. + NV_INFOFRAME_PROPERTY_MODE_ENABLE, //!< Driver always sends infoframe. + NV_INFOFRAME_PROPERTY_MODE_DISABLE, //!< Driver never sends infoframe. + NV_INFOFRAME_PROPERTY_MODE_ALLOW_OVERRIDE, //!< Driver only sends infoframe when client requests it via infoframe escape call. +} NV_INFOFRAME_PROPERTY_MODE; + + +//! Returns whether the current monitor is in blacklist or force this monitor to be in blacklist. +typedef enum +{ + NV_INFOFRAME_PROPERTY_BLACKLIST_FALSE = 0, + NV_INFOFRAME_PROPERTY_BLACKLIST_TRUE, +} NV_INFOFRAME_PROPERTY_BLACKLIST; + +typedef struct +{ + NvU32 mode : 4; + NvU32 blackList : 2; + NvU32 reserved : 10; + NvU32 version : 8; + NvU32 length : 8; +} NV_INFOFRAME_PROPERTY; + +//! Byte1 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_NODATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_OVERSCAN, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_UNDERSCAN, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_FUTURE, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_NOT_PRESENT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_VERTICAL_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_HORIZONTAL_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_BOTH_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_AFI_ABSENT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_AFI_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_AFI_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AVI_ACTIVEFORMATINFO; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_RGB = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_YCbCr422, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_YCbCr444, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_FUTURE, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_F17_FALSE = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_F17_TRUE, + NV_INFOFRAME_FIELD_VALUE_AVI_F17_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AVI_F17; + +//! Byte2 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_NO_AFD = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE01, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE02, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE03, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_LETTERBOX_GT16x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE05, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE06, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE07, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_EQUAL_CODEDFRAME = 8, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_CENTER_4x3, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_CENTER_16x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_CENTER_14x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE12, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_4x3_ON_14x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_16x9_ON_14x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_16x9_ON_4x3, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_AUTO = 31, +} NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_4x3, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_16x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_FUTURE, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_SMPTE_170M, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_ITUR_BT709, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_USE_EXTENDED_COLORIMETRY, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY; + +//! Byte 3 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_HORIZONTAL, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_VERTICAL, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_BOTH, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_DEFAULT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_LIMITED_RANGE, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_FULL_RANGE, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_RESERVED, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_XVYCC601 = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_XVYCC709, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_SYCC601, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_ADOBEYCC601, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_ADOBERGB, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_RESERVED05, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_RESERVED06, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_RESERVED07, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_AUTO = 15 +} NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_ITC_VIDEO_CONTENT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_ITC_ITCONTENT, + NV_INFOFRAME_FIELD_VALUE_AVI_ITC_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AVI_ITC; + +//! Byte 4 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_NONE = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X02, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X03, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X04, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X05, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X06, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X07, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X08, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X09, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X10, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED10, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED11, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED12, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED13, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED14, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED15, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_AUTO = 31 +} NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_GRAPHICS = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_PHOTO, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_CINEMA, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_GAME, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_LIMITED_RANGE = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_FULL_RANGE, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_RESERVED02, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_RESERVED03, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION; + +//! Adding an Auto bit to each field +typedef struct +{ + NvU32 vic : 8; + NvU32 pixelRepeat : 5; + NvU32 colorSpace : 3; + NvU32 colorimetry : 3; + NvU32 extendedColorimetry : 4; + NvU32 rgbQuantizationRange : 3; + NvU32 yccQuantizationRange : 3; + NvU32 itContent : 2; + NvU32 contentTypes : 3; + NvU32 scanInfo : 3; + NvU32 activeFormatInfoPresent : 2; + NvU32 activeFormatAspectRatio : 5; + NvU32 picAspectRatio : 3; + NvU32 nonuniformScaling : 3; + NvU32 barInfo : 3; + NvU32 top_bar : 17; + NvU32 bottom_bar : 17; + NvU32 left_bar : 17; + NvU32 right_bar : 17; + NvU32 Future17 : 2; + NvU32 Future47 : 2; +} NV_INFOFRAME_VIDEO; + +//! Byte 1 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_2, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_4, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_5, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_6, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_7, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_8, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_AUTO = 15 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_PCM, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_AC3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MPEG1, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MP3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MPEG2, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_AACLC, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DTS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_ATRAC, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DSD, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_EAC3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DTSHD, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MLP, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DST, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_WMAPRO, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_USE_CODING_EXTENSION_TYPE, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_AUTO = 31 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE; + +//! Byte 2 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_16BITS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_20BITS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_24BITS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_32000HZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_44100HZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_48000HZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_88200KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_96000KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_176400KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_192000KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_AUTO = 15 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY; + + + +//! Byte 3 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_USE_CODING_TYPE = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_HEAAC, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_HEAACV2, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_MPEGSURROUND, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE04, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE05, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE06, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE07, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE08, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE09, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE10, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE11, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE12, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE13, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE14, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE15, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE16, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE17, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE18, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE19, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE20, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE21, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE22, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE23, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE24, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE25, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE26, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE27, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE28, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE29, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE30, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE31, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_AUTO = 63 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE; + + +//! Byte 4 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_X_X_FR_FL =0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_FCH_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_FCH_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_X_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_X_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_RC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_RC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FCH_RC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FCH_RC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_FCH_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_FCH_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_FC_LFE_FR_FL = 0X31, + // all other values should default to auto + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_AUTO = 0x1FF +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION; + +//! Byte 5 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_0DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_PLUS10DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_RESERVED03, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_0DB = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_1DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_2DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_3DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_4DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_5DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_6DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_7DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_8DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_9DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_10DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_11DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_12DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_13DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_14DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_15DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_AUTO = 31 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX_PERMITTED = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX_PROHIBITED, + NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX; + +typedef struct +{ + NvU32 codingType : 5; + NvU32 codingExtensionType : 6; + NvU32 sampleSize : 3; + NvU32 sampleRate : 4; + NvU32 channelCount : 4; + NvU32 speakerPlacement : 9; + NvU32 downmixInhibit : 2; + NvU32 lfePlaybackLevel : 3; + NvU32 levelShift : 5; + NvU32 Future12 : 2; + NvU32 Future2x : 4; + NvU32 Future3x : 4; + NvU32 Future52 : 2; + NvU32 Future6 : 9; + NvU32 Future7 : 9; + NvU32 Future8 : 9; + NvU32 Future9 : 9; + NvU32 Future10 : 9; +} NV_INFOFRAME_AUDIO; + +typedef struct +{ + NvU32 version; //!< version of this structure + NvU16 size; //!< size of this structure + NvU8 cmd; //!< The actions to perform from NV_INFOFRAME_CMD + NvU8 type; //!< type of infoframe + + union + { + NV_INFOFRAME_PROPERTY property; //!< This is NVIDIA-specific and corresponds to the property cmds and associated infoframe. + NV_INFOFRAME_AUDIO audio; + NV_INFOFRAME_VIDEO video; + } infoframe; +} NV_INFOFRAME_DATA; + +//! Macro for constructing the version field of ::NV_INFOFRAME_DATA +#define NV_INFOFRAME_DATA_VER MAKE_NVAPI_VERSION(NV_INFOFRAME_DATA,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_InfoFrameControl +// +//! DESCRIPTION: This API controls the InfoFrame values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pInfoframeData Contains data corresponding to InfoFrame +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_InfoFrameControl(__in NvU32 displayId, __inout NV_INFOFRAME_DATA *pInfoframeData); + + + + + + +//! \ingroup dispcontrol +//! @{ +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_ColorControl +// +//! \fn NvAPI_Disp_ColorControl(NvU32 displayId, NV_COLOR_DATA *pColorData) +//! DESCRIPTION: This API controls the Color values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pColorData Contains data corresponding to color information +//! +//! \return RETURN STATUS: +//! ::NVAPI_OK, +//! ::NVAPI_ERROR, +//! ::NVAPI_INVALID_ARGUMENT +// +/////////////////////////////////////////////////////////////////////////////// + +typedef enum +{ + NV_COLOR_CMD_GET = 1, + NV_COLOR_CMD_SET, + NV_COLOR_CMD_IS_SUPPORTED_COLOR, + NV_COLOR_CMD_GET_DEFAULT +} NV_COLOR_CMD; + +//! See Table 14 of CEA-861E. Not all of this is supported by the GPU. +typedef enum +{ + NV_COLOR_FORMAT_RGB = 0, + NV_COLOR_FORMAT_YUV422, + NV_COLOR_FORMAT_YUV444, + NV_COLOR_FORMAT_YUV420, + + NV_COLOR_FORMAT_DEFAULT = 0xFE, + NV_COLOR_FORMAT_AUTO = 0xFF +} NV_COLOR_FORMAT; + + + +typedef enum +{ + NV_COLOR_COLORIMETRY_RGB = 0, + NV_COLOR_COLORIMETRY_YCC601, + NV_COLOR_COLORIMETRY_YCC709, + NV_COLOR_COLORIMETRY_XVYCC601, + NV_COLOR_COLORIMETRY_XVYCC709, + NV_COLOR_COLORIMETRY_SYCC601, + NV_COLOR_COLORIMETRY_ADOBEYCC601, + NV_COLOR_COLORIMETRY_ADOBERGB, + NV_COLOR_COLORIMETRY_BT2020RGB, + NV_COLOR_COLORIMETRY_BT2020YCC, + NV_COLOR_COLORIMETRY_BT2020cYCC, + + NV_COLOR_COLORIMETRY_DEFAULT = 0xFE, + NV_COLOR_COLORIMETRY_AUTO = 0xFF +} NV_COLOR_COLORIMETRY; + +typedef enum _NV_DYNAMIC_RANGE +{ + NV_DYNAMIC_RANGE_VESA = 0x0, + NV_DYNAMIC_RANGE_CEA = 0x1, + + NV_DYNAMIC_RANGE_AUTO = 0xFF +} NV_DYNAMIC_RANGE; + +typedef enum _NV_BPC +{ + NV_BPC_DEFAULT = 0, + NV_BPC_6 = 1, + NV_BPC_8 = 2, + NV_BPC_10 = 3, + NV_BPC_12 = 4, + NV_BPC_16 = 5, +} NV_BPC; + +typedef enum _NV_COLOR_SELECTION_POLICY +{ + NV_COLOR_SELECTION_POLICY_USER = 0, //!< app/nvcpl make decision to select the desire color format + NV_COLOR_SELECTION_POLICY_BEST_QUALITY = 1, //!< driver/ OS make decision to select the best color format + NV_COLOR_SELECTION_POLICY_DEFAULT = NV_COLOR_SELECTION_POLICY_BEST_QUALITY, + NV_COLOR_SELECTION_POLICY_UNKNOWN = 0xFF, +} NV_COLOR_SELECTION_POLICY; + +typedef enum _NV_DESKTOP_COLOR_DEPTH +{ + NV_DESKTOP_COLOR_DEPTH_DEFAULT = 0x0, // set if the current setting should be kept + NV_DESKTOP_COLOR_DEPTH_8BPC = 0x1, //8 bit int per color component (8 bit int alpha) + NV_DESKTOP_COLOR_DEPTH_10BPC = 0x2, //10 bit int per color component (2 bit int alpha) + NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT = 0x3, //16 bit float per color component (16 bit float alpha) + NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT_WCG = 0x4, //16 bit float per color component (16 bit float alpha) wide color gamut + NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT_HDR = 0x5, //16 bit float per color component (16 bit float alpha) HDR + NV_DESKTOP_COLOR_DEPTH_MAX_VALUE = NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT_HDR, // must be set to highest enum value +} NV_DESKTOP_COLOR_DEPTH; + +typedef struct _NV_COLOR_DATA_V1 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + } data; +} NV_COLOR_DATA_V1; + +typedef struct _NV_COLOR_DATA_V2 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + } data; +} NV_COLOR_DATA_V2; + +typedef struct _NV_COLOR_DATA_V3 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + NV_BPC bpc; //!< One of NV_BPC enum values. + } data; +} NV_COLOR_DATA_V3; + +typedef struct _NV_COLOR_DATA_V4 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + NV_BPC bpc; //!< One of NV_BPC enum values. + NV_COLOR_SELECTION_POLICY colorSelectionPolicy; //!< One of the color selection policy + } data; +} NV_COLOR_DATA_V4; + +typedef struct _NV_COLOR_DATA_V5 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + NV_BPC bpc; //!< One of NV_BPC enum values. + NV_COLOR_SELECTION_POLICY colorSelectionPolicy; //!< One of the color selection policy + NV_DESKTOP_COLOR_DEPTH depth; //!< One of NV_DESKTOP_COLOR_DEPTH enum values. + } data; +} NV_COLOR_DATA_V5; + +typedef NV_COLOR_DATA_V5 NV_COLOR_DATA; + +#define NV_COLOR_DATA_VER1 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V1, 1) +#define NV_COLOR_DATA_VER2 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V2, 2) +#define NV_COLOR_DATA_VER3 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V3, 3) +#define NV_COLOR_DATA_VER4 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V4, 4) +#define NV_COLOR_DATA_VER5 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V5, 5) +#define NV_COLOR_DATA_VER NV_COLOR_DATA_VER5 + +NVAPI_INTERFACE NvAPI_Disp_ColorControl(NvU32 displayId, NV_COLOR_DATA *pColorData); + +//! @} + + +typedef enum +{ + NV_STATIC_METADATA_TYPE_1 = 0 //!< Tells the type of structure used to define the Static Metadata Descriptor block. +}NV_STATIC_METADATA_DESCRIPTOR_ID; + +typedef struct _NV_HDR_CAPABILITIES_V1 +{ + NvU32 version; //!< Version of this structure + + NvU32 isST2084EotfSupported :1; //!< HDMI2.0a UHDA HDR with ST2084 EOTF (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isTraditionalHdrGammaSupported :1; //!< HDMI2.0a traditional HDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isEdrSupported :1; //!< Extended Dynamic Range on SDR displays. Boolean: 0 = not supported, 1 = supported; + NvU32 driverExpandDefaultHdrParameters :1; //!< If set, driver will expand default (=zero) HDR capabilities parameters contained in display's EDID. + //!< Boolean: 0 = report actual HDR parameters, 1 = expand default HDR parameters; + NvU32 isTraditionalSdrGammaSupported :1; //!< HDMI2.0a traditional SDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 reserved :27; + + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 desired_content_max_luminance; //!< Maximum display luminance = desired max luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 desired_content_min_luminance; //!< Minimum display luminance = desired min luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + NvU16 desired_content_max_frame_average_luminance; //!< Desired maximum Frame-Average Light Level (MaxFALL) of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + }display_data; +} NV_HDR_CAPABILITIES_V1; + +typedef struct _NV_HDR_CAPABILITIES_V2 +{ + NvU32 version; //!< Version of this structure + + NvU32 isST2084EotfSupported :1; //!< HDMI2.0a UHDA HDR with ST2084 EOTF (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isTraditionalHdrGammaSupported :1; //!< HDMI2.0a traditional HDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isEdrSupported :1; //!< Extended Dynamic Range on SDR displays. Boolean: 0 = not supported, 1 = supported; + NvU32 driverExpandDefaultHdrParameters :1; //!< If set, driver will expand default (=zero) HDR capabilities parameters contained in display's EDID. + //!< Boolean: 0 = report actual HDR parameters, 1 = expand default HDR parameters; + NvU32 isTraditionalSdrGammaSupported :1; //!< HDMI2.0a traditional SDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isDolbyVisionSupported :1; //!< Dolby Vision Support. Boolean: 0 = not supported, 1 = supported; + NvU32 reserved :26; + + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 desired_content_max_luminance; //!< Maximum display luminance = desired max luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 desired_content_min_luminance; //!< Minimum display luminance = desired min luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + NvU16 desired_content_max_frame_average_luminance; //!< Desired maximum Frame-Average Light Level (MaxFALL) of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + }display_data; + + struct + { + NvU32 VSVDB_version : 3; //!< Version of Vendor Data block,Version 0: 25 bytes Version 1: 14 bytes + NvU32 dm_version : 8; //!< Upper Nibble represents major version of Display Management(DM) while lower represents minor version of DM + NvU32 supports_2160p60hz : 1; //!< If set sink is capable of 4kx2k @ 60hz + NvU32 supports_YUV422_12bit : 1; //!< If set, sink is capable of YUV422-12 bit + NvU32 supports_global_dimming : 1; //!< Indicates if sink supports global dimming + NvU32 colorimetry : 1; //!< If set indicates sink supports DCI P3 colorimetry, REc709 otherwise + NvU32 supports_backlight_control : 2; //!< This is set when sink is using lowlatency interface and can control its backlight. + NvU32 backlt_min_luma : 2; //!< It is the level for Backlt min luminance value. + NvU32 interface_supported_by_sink : 2; //!< Indicates the interface (standard or low latency) supported by the sink. + NvU32 supports_10b_12b_444 : 2; //!< It is set when interface supported is low latency, it tells whether it supports 10 bit or 12 bit RGB 4:4:4 or YCbCr 4:4:4 or both. + NvU32 reserved : 9; //!< Should be set to zero + //!< All values below are encoded use DolbyVisionHDMITransmissionSpecification document to decode + NvU16 target_min_luminance; //!< Represents min luminance level of Sink + NvU16 target_max_luminance; //!< Represents max luminance level of sink + NvU16 cc_red_x; //!< Red primary chromaticity coordinate x + NvU16 cc_red_y; //!< Red primary chromaticity coordinate y + NvU16 cc_green_x; //!< Green primary chromaticity coordinate x + NvU16 cc_green_y; //!< Green primary chromaticity coordinate Y + NvU16 cc_blue_x; //!< Blue primary chromaticity coordinate x + NvU16 cc_blue_y; //!< Blue primary chromaticity coordinate y + NvU16 cc_white_x; //!< White primary chromaticity coordinate x + NvU16 cc_white_y; //!< White primary chromaticity coordinate y + }dv_static_metadata; + +} NV_HDR_CAPABILITIES_V2; + +typedef struct _NV_HDR_CAPABILITIES_V3 +{ + NvU32 version; //!< Version of this structure + + NvU32 isST2084EotfSupported :1; //!< HDMI2.0a UHDA HDR with ST2084 EOTF (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isTraditionalHdrGammaSupported :1; //!< HDMI2.0a traditional HDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isEdrSupported :1; //!< Extended Dynamic Range on SDR displays. Boolean: 0 = not supported, 1 = supported; + NvU32 driverExpandDefaultHdrParameters :1; //!< If set, driver will expand default (=zero) HDR capabilities parameters contained in display's EDID. + //!< Boolean: 0 = report actual HDR parameters, 1 = expand default HDR parameters; + NvU32 isTraditionalSdrGammaSupported :1; //!< HDMI2.0a traditional SDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isDolbyVisionSupported :1; //!< Dolby Vision Support. Boolean: 0 = not supported, 1 = supported; + NvU32 isHdr10PlusSupported :1; //!< HDR10+ (Sink Side Tonemapping) is supported + NvU32 isHdr10PlusGamingSupported :1; //!< HDR10+ Gaming, a.k.a HDR10+ Source Side Tonemapping (SSTM), is supported + NvU32 reserved :24; + + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 desired_content_max_luminance; //!< Maximum display luminance = desired max luminance of HDR content ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + NvU16 desired_content_min_luminance; //!< Minimum display luminance = desired min luminance of HDR content ([0x0000-0xFFFF] = [0.0 - 6.55350] cd/m^2, in units of 0.0001 cd/m^2) + NvU16 desired_content_max_frame_average_luminance; //!< Desired maximum Frame-Average Light Level (MaxFALL) of HDR content ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + }display_data; + + struct + { + NvU32 VSVDB_version : 3; //!< Version of Vendor Data block,Version 0: 25 bytes Version 1: 14 bytes + NvU32 dm_version : 8; //!< Upper Nibble represents major version of Display Management(DM) while lower represents minor version of DM + NvU32 supports_2160p60hz : 1; //!< If set sink is capable of 4kx2k @ 60hz + NvU32 supports_YUV422_12bit : 1; //!< If set, sink is capable of YUV422-12 bit + NvU32 supports_global_dimming : 1; //!< Indicates if sink supports global dimming + NvU32 colorimetry : 1; //!< If set indicates sink supports DCI P3 colorimetry, REc709 otherwise + NvU32 supports_backlight_control : 2; //!< This is set when sink is using lowlatency interface and can control its backlight. + NvU32 backlt_min_luma : 2; //!< It is the level for Backlt min luminance value (reserved = 0x3 in latest DV spec). + NvU32 interface_supported_by_sink : 2; //!< Indicates the interface (standard or low latency) supported by the sink. + NvU32 supports_10b_12b_444 : 2; //!< It is set when interface supported is low latency, it tells whether it supports 10 bit or 12 bit RGB 4:4:4 or YCbCr 4:4:4 or both. + NvU32 parity : 1; //!< resolution and frame-rate relationships between Dolby Vision and other video processing + NvU32 reserved : 8; //!< Should be set to zero + + //!< All values below are encoded use DolbyVisionHDMITransmissionSpecification document to decode + NvU16 target_min_luminance; //!< Represents min luminance level of Sink + NvU16 target_max_luminance; //!< Represents max luminance level of sink + NvU16 cc_red_x; //!< Red primary chromaticity coordinate x + NvU16 cc_red_y; //!< Red primary chromaticity coordinate y + NvU16 cc_green_x; //!< Green primary chromaticity coordinate x + NvU16 cc_green_y; //!< Green primary chromaticity coordinate Y + NvU16 cc_blue_x; //!< Blue primary chromaticity coordinate x + NvU16 cc_blue_y; //!< Blue primary chromaticity coordinate y + NvU16 cc_white_x; //!< White primary chromaticity coordinate x + NvU16 cc_white_y; //!< White primary chromaticity coordinate y + }dv_static_metadata; + + struct + { + NvU16 application_version : 2; //!< Application version of HDR10+ Vendor Specific Video Data Block + NvU16 full_frame_peak_luminance_index : 2; //!< Full frame peak luminance index + NvU16 peak_luminance_index : 4; //!< Peak luminance index + NvU16 reserved : 8; + }hdr10plus_vsvdb; + +} NV_HDR_CAPABILITIES_V3; + +#define NV_HDR_CAPABILITIES_VER1 MAKE_NVAPI_VERSION(NV_HDR_CAPABILITIES_V1, 1) +#define NV_HDR_CAPABILITIES_VER2 MAKE_NVAPI_VERSION(NV_HDR_CAPABILITIES_V2, 2) +#define NV_HDR_CAPABILITIES_VER3 MAKE_NVAPI_VERSION(NV_HDR_CAPABILITIES_V3, 3) +#define NV_HDR_CAPABILITIES_VER NV_HDR_CAPABILITIES_VER3 +typedef NV_HDR_CAPABILITIES_V3 NV_HDR_CAPABILITIES; + +//! \ingroup dispcontrol +//! @{ +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetHdrCapabilities +// +//! \fn NvAPI_Disp_GetHdrCapabilities(NvU32 displayId, NV_HDR_CAPABILITIES *pHdrCapabilities) +//! DESCRIPTION: This API gets High Dynamic Range (HDR) capabilities of the display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pHdrCapabilities display's HDR capabilities +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetHdrCapabilities(__in NvU32 displayId, __inout NV_HDR_CAPABILITIES *pHdrCapabilities); + +//! @} + + +typedef enum +{ + NV_HDR_CMD_GET = 0, //!< Get current HDR output configuration + NV_HDR_CMD_SET = 1 //!< Set HDR output configuration +} NV_HDR_CMD; + +typedef enum +{ + // Official production-ready HDR modes + NV_HDR_MODE_OFF = 0, //!< Turn off HDR + NV_HDR_MODE_UHDA = 2, //!< Source: CCCS [a.k.a FP16 scRGB, linear, sRGB primaries, [-65504,0, 65504] range, RGB(1,1,1) = 80nits] Output : UHDA HDR [a.k.a HDR10, RGB/YCC 10/12bpc ST2084(PQ) EOTF RGB(1,1,1) = 10000 nits, Rec2020 color primaries, ST2086 static HDR metadata]. This is the only supported production HDR mode. + + // Experimental + NV_HDR_MODE_UHDA_PASSTHROUGH = 5, //!< Experimental mode only, not for production! Source: HDR10 RGB 10bpc Output: HDR10 RGB 10 bpc - signal UHDA HDR mode (PQ + Rec2020) to the sink but send source pixel values unmodified (no PQ or Rec2020 conversions) - assumes source is already in HDR10 format. + NV_HDR_MODE_DOLBY_VISION = 7, //!< Experimental mode only, not for production! Source: RGB8 Dolby Vision encoded (12 bpc YCbCr422 packed into RGB8) Output: Dolby Vision encoded : Application is to encoded frames in DV format and embed DV dynamic metadata as described in Dolby Vision specification. + + // Unsupported/obsolete HDR modes + NV_HDR_MODE_EDR = 3, //!< Do not use! Internal test mode only, to be removed. Source: CCCS (a.k.a FP16 scRGB) Output : EDR (Extended Dynamic Range) - HDR content is tonemapped and gamut mapped to output on regular SDR display set to max luminance ( ~300 nits ). + NV_HDR_MODE_SDR = 4, //!< Do not use! Internal test mode only, to be removed. Source: any Output: SDR (Standard Dynamic Range), we continuously send SDR EOTF InfoFrame signaling, HDMI compliance testing. + NV_HDR_MODE_UHDA_NB = 6, //!< Do not use! Internal test mode only, to be removed. Source: CCCS (a.k.a FP16 scRGB) Output : notebook HDR + NV_HDR_MODE_UHDBD = 2 //!< Do not use! Obsolete, to be removed. NV_HDR_MODE_UHDBD == NV_HDR_MODE_UHDA, reflects obsolete pre-UHDA naming convention. + +} NV_HDR_MODE; + +typedef struct _NV_HDR_COLOR_DATA_V1 +{ + NvU32 version; //!< Version of this structure + NV_HDR_CMD cmd; //!< Command get/set + NV_HDR_MODE hdrMode; //!< HDR mode + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 max_display_mastering_luminance; //!< Maximum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 min_display_mastering_luminance; //!< Minimum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + + NvU16 max_content_light_level; //!< Maximum Content Light level (MaxCLL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 max_frame_average_light_level; //!< Maximum Frame-Average Light Level (MaxFALL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + } mastering_display_data; +} NV_HDR_COLOR_DATA_V1; + +typedef struct _NV_HDR_COLOR_DATA_V2 +{ + NvU32 version; //!< Version of this structure + NV_HDR_CMD cmd; //!< Command get/set + NV_HDR_MODE hdrMode; //!< HDR mode + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 max_display_mastering_luminance; //!< Maximum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 min_display_mastering_luminance; //!< Minimum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + + NvU16 max_content_light_level; //!< Maximum Content Light level (MaxCLL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 max_frame_average_light_level; //!< Maximum Frame-Average Light Level (MaxFALL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + } mastering_display_data; + + NV_COLOR_FORMAT hdrColorFormat; //!< Optional, One of NV_COLOR_FORMAT enum values, if set it will apply requested color format for HDR session + NV_DYNAMIC_RANGE hdrDynamicRange; //!< Optional, One of NV_DYNAMIC_RANGE enum values, if set it will apply requested dynamic range for HDR session + NV_BPC hdrBpc; //!< Optional, One of NV_BPC enum values, if set it will apply requested color depth + //!< Dolby Vision mode: DV supports specific combinations of colorformat, dynamic range and bpc. Please refer Dolby Vision specification. + //!< If invalid or no combination is passed driver will force default combination of RGB format + full range + 8bpc. + //!< HDR mode: These fields are ignored in hdr mode +} NV_HDR_COLOR_DATA_V2; + +#define NV_HDR_COLOR_DATA_VER1 MAKE_NVAPI_VERSION(NV_HDR_COLOR_DATA_V1, 1) +#define NV_HDR_COLOR_DATA_VER2 MAKE_NVAPI_VERSION(NV_HDR_COLOR_DATA_V2, 2) + +#ifndef NV_HDR_COLOR_DATA_VER +#define NV_HDR_COLOR_DATA_VER NV_HDR_COLOR_DATA_VER2 +typedef NV_HDR_COLOR_DATA_V2 NV_HDR_COLOR_DATA; +#endif + +//! \ingroup dispcontrol +//! @{ + /////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_HdrColorControl +// +//! \fn NvAPI_Disp_HdrColorControl(NvU32 displayId, NV_HDR_COLOR_DATA *pHdrColorData) +//! DESCRIPTION: This API configures High Dynamic Range (HDR) and Extended Dynamic Range (EDR) output. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pHdrColorData HDR configuration data +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_HdrColorControl(__in NvU32 displayId, __inout NV_HDR_COLOR_DATA *pHdrColorData); + +typedef enum _NV_COLORSPACE_TYPE +{ + NV_COLORSPACE_sRGB = 0, //!< sRGB IEC 61966-2-1:1999 == DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 + NV_COLORSPACE_xRGB = 1, //!< FP16 linear with sRGB color primaries == DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709 + NV_COLORSPACE_REC2100 = 12, //!< ITU-R Rec BT.2100 (HDR10) == DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020 +} NV_COLORSPACE_TYPE; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetSourceColorSpace +// +//! \fn NvAPI_Disp_SetSourceColorSpace(__in NvU32 displayId, __in NV_SOURCE_COLORSPACE colorSpace) +//! DESCRIPTION: This API sets colorspace of the source identified by the process id of the caller +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [in] colorSpaceType Source colorspace type +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetSourceColorSpace(__in NvU32 displayId, __in NV_COLORSPACE_TYPE colorSpaceType); + +#define NV_SOURCE_PID_CURRENT 0 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetSourceColorSpace +// +//! \fn NvAPI_Disp_GetSourceColorSpace(__in NvU32 displayId, __inout NV_SOURCE_COLORSPACE* pColorSpace) +//! DESCRIPTION: This API gets colorspace of the source identified by the process id. +//! Set sourcePID = NV_SOURCE_PID_CURRENT to use the process id of the caller. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [out] pColorSpaceType Source colorspace type +//! \param [in] sourcePID Source process id (PID) +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetSourceColorSpace(__in NvU32 displayId, __inout NV_COLORSPACE_TYPE* pColorSpaceType, NvU64 sourcePID); + +typedef struct _NV_HDR_METADATA_V1 +{ + NvU32 version; //!< Version of this structure + + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 max_display_mastering_luminance; //!< Maximum display mastering luminance ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + NvU16 min_display_mastering_luminance; //!< Minimum display mastering luminance ([0x0000-0xFFFF] = [0.0 - 6.55350] cd/m^2, in units of 0.0001 cd/m^2) + + NvU16 max_content_light_level; //!< Maximum Content Light level (MaxCLL) ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + NvU16 max_frame_average_light_level; //!< Maximum Frame-Average Light Level (MaxFALL) ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) +} NV_HDR_METADATA_V1; + +#define NV_HDR_METADATA_VER1 MAKE_NVAPI_VERSION(NV_HDR_METADATA_V1, 1) +#define NV_HDR_METADATA_VER NV_HDR_METADATA_VER1 +typedef NV_HDR_METADATA_V1 NV_HDR_METADATA; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetSourceHdrMetadata +// +//! \fn NvAPI_Disp_SetSourceHdrMetadata(__in NvU32 displayId, __in NV_HDR_METADATA* pMetadata) +//! DESCRIPTION: This API sets HDR metadata of the source identified by the process id of the caller +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [in] pMetadata HDR metadata +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetSourceHdrMetadata(__in NvU32 displayId, __in NV_HDR_METADATA* pMetadata); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetSourceHdrMetadata +// +//! \fn NvAPI_NvAPI_Disp_GetSourceHdrMetadata(__in NvU32 displayId, __inout NV_HDR_METADATA* pMetadata) +//! DESCRIPTION: This API gets HDR metadata of the source identified by the process id of the caller +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [out] pMetadata HDR metadata +//! \param [in] sourcePID Source process id (PID) +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetSourceHdrMetadata(__in NvU32 displayId, __inout NV_HDR_METADATA* pMetadata, NvU64 sourcePID); + +typedef enum _NV_DISPLAY_OUTPUT_MODE +{ + NV_DISPLAY_OUTPUT_MODE_SDR = 0, + NV_DISPLAY_OUTPUT_MODE_HDR10 = 1, + NV_DISPLAY_OUTPUT_MODE_HDR10PLUS_GAMING = 2 +} NV_DISPLAY_OUTPUT_MODE; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetOutputMode +// +//! \fn NvAPI_Disp_SetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode) +//! DESCRIPTION: This API sets display output mode and returns the display output mode used by the OS before the API call. +//! Only one application at a time can override OS display output mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Display identifier +//! \param [in, out] pDisplayMode New/original display output mode +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_RESOURCE_IN_USE the output mode can't be changed as it is already overriden by another application. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetOutputMode +// +//! \fn NvAPI_Disp_GetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode) +//! DESCRIPTION: This API gets display output mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Display identifier +//! \param [out] pDisplayMode Current display output mode +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode); + +typedef enum _NV_HDR_TONEMAPPING_METHOD +{ + NV_HDR_TONEMAPPING_APP = 0, + NV_HDR_TONEMAPPING_GPU = 1 +} NV_HDR_TONEMAPPING_METHOD; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetHdrToneMapping +// +//! \fn NvAPI_Disp_SetHdrToneMapping(__in NvU32 displayId, __in NV_HDR_TONEMAPPING_METHOD hdrTonemapping) +//! DESCRIPTION: This API sets HDR tonemapping method for the display +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Display identifier +//! \param [in] hdrTonemapping HDR tonemapping method +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetHdrToneMapping(__in NvU32 displayId, __in NV_HDR_TONEMAPPING_METHOD hdrTonemapping); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetHdrToneMapping +// +//! \fn NvAPI_Disp_GetHdrToneMapping(__in NvU32 displayId, __inout NV_HDR_TONEMAPPING_METHOD* pHdrTonemapping) +//! DESCRIPTION: This API gets HDR tonemapping method for the display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId display identifier +//! \param [out] pHdrTonemapping HDR tonemapping method +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetHdrToneMapping(__in NvU32 displayId, __inout NV_HDR_TONEMAPPING_METHOD* pHdrTonemapping); +//! @} + +//! \ingroup dispcontrol +//! Used in NvAPI_DISP_GetTiming(). +typedef struct +{ + NvU32 isInterlaced : 4; //!< To retrieve interlaced/progressive timing + NvU32 reserved0 : 12; + union + { + NvU32 tvFormat : 8; //!< The actual analog HD/SDTV format. Used when the timing type is + //! NV_TIMING_OVERRIDE_ANALOG_TV and width==height==rr==0. + NvU32 ceaId : 8; //!< The EIA/CEA 861B/D predefined short timing descriptor ID. + //! Used when the timing type is NV_TIMING_OVERRIDE_EIA861 + //! and width==height==rr==0. + NvU32 nvPsfId : 8; //!< The NV predefined PsF format Id. + //! Used when the timing type is NV_TIMING_OVERRIDE_NV_PREDEFINED. + }; + NvU32 scaling : 8; //!< Define preferred scaling +}NV_TIMING_FLAG; + +//! \ingroup dispcontrol +//! Used in NvAPI_DISP_GetTiming(). +typedef struct _NV_TIMING_INPUT +{ + NvU32 version; //!< (IN) structure version + + NvU32 width; //!< Visible horizontal size + NvU32 height; //!< Visible vertical size + float rr; //!< Timing refresh rate + + NV_TIMING_FLAG flag; //!< Flag containing additional info for timing calculation. + + NV_TIMING_OVERRIDE type; //!< Timing type(formula) to use for calculating the timing +}NV_TIMING_INPUT; + +#define NV_TIMING_INPUT_VER MAKE_NVAPI_VERSION(NV_TIMING_INPUT,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetTiming +// +//! DESCRIPTION: This function calculates the timing from the visible width/height/refresh-rate and timing type info. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] displayId Display ID of the display. +//! \param [in] timingInput Inputs used for calculating the timing. +//! \param [out] pTiming Pointer to the NV_TIMING structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetTiming( __in NvU32 displayId,__in NV_TIMING_INPUT *timingInput, __out NV_TIMING *pTiming); + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetMonitorCapabilities +// +//! \fn NvAPI_DISP_GetMonitorCapabilities(NvU32 displayId, NV_MONITOR_CAPABILITIES *pMonitorCapabilities) +//! DESCRIPTION: This API returns the Monitor capabilities +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [out] pMonitorCapabilities The monitor support info +//! +//! \return ::NVAPI_OK, +//! ::NVAPI_ERROR, +//! ::NVAPI_INVALID_ARGUMENT +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +//! @{ + + +//! HDMI-related and extended CAPs +typedef enum +{ + // hdmi related caps + NV_MONITOR_CAPS_TYPE_HDMI_VSDB = 0x1000, + NV_MONITOR_CAPS_TYPE_HDMI_VCDB = 0x1001, + // backend caps + NV_MONITOR_CAPS_TYPE_GENERIC = 0x1002, +} NV_MONITOR_CAPS_TYPE; + + + +typedef struct _NV_MONITOR_CAPS_VCDB +{ + NvU8 quantizationRangeYcc : 1; + NvU8 quantizationRangeRgb : 1; + NvU8 scanInfoPreferredVideoFormat : 2; + NvU8 scanInfoITVideoFormats : 2; + NvU8 scanInfoCEVideoFormats : 2; +} NV_MONITOR_CAPS_VCDB; + + +//! See NvAPI_DISP_GetMonitorCapabilities(). +typedef struct _NV_MONITOR_CAPS_VSDB +{ + // byte 1 + NvU8 sourcePhysicalAddressB : 4; //!< Byte 1 + NvU8 sourcePhysicalAddressA : 4; //!< Byte 1 + // byte 2 + NvU8 sourcePhysicalAddressD : 4; //!< Byte 2 + NvU8 sourcePhysicalAddressC : 4; //!< Byte 2 + // byte 3 + NvU8 supportDualDviOperation : 1; //!< Byte 3 + NvU8 reserved6 : 2; //!< Byte 3 + NvU8 supportDeepColorYCbCr444 : 1; //!< Byte 3 + NvU8 supportDeepColor30bits : 1; //!< Byte 3 + NvU8 supportDeepColor36bits : 1; //!< Byte 3 + NvU8 supportDeepColor48bits : 1; //!< Byte 3 + NvU8 supportAI : 1; //!< Byte 3 + // byte 4 + NvU8 maxTmdsClock; //!< Bye 4 + // byte 5 + NvU8 cnc0SupportGraphicsTextContent : 1; //!< Byte 5 + NvU8 cnc1SupportPhotoContent : 1; //!< Byte 5 + NvU8 cnc2SupportCinemaContent : 1; //!< Byte 5 + NvU8 cnc3SupportGameContent : 1; //!< Byte 5 + NvU8 reserved8 : 1; //!< Byte 5 + NvU8 hasVicEntries : 1; //!< Byte 5 + NvU8 hasInterlacedLatencyField : 1; //!< Byte 5 + NvU8 hasLatencyField : 1; //!< Byte 5 + // byte 6 + NvU8 videoLatency; //!< Byte 6 + // byte 7 + NvU8 audioLatency; //!< Byte 7 + // byte 8 + NvU8 interlacedVideoLatency; //!< Byte 8 + // byte 9 + NvU8 interlacedAudioLatency; //!< Byte 9 + // byte 10 + NvU8 reserved13 : 7; //!< Byte 10 + NvU8 has3dEntries : 1; //!< Byte 10 + // byte 11 + NvU8 hdmi3dLength : 5; //!< Byte 11 + NvU8 hdmiVicLength : 3; //!< Byte 11 + // Remaining bytes + NvU8 hdmi_vic[7]; //!< Keeping maximum length for 3 bits + NvU8 hdmi_3d[31]; //!< Keeping maximum length for 5 bits +} NV_MONITOR_CAPS_VSDB; + +typedef struct _NV_MONITOR_CAPS_GENERIC +{ + NvU8 supportVRR : 1; //!< monitor supports variable refresh rate. Valid for NV_MONITOR_CAPS_TYPE_GENERIC only. + NvU8 supportULMB : 1; //!< monitor supports ULMB with variable refresh rate. Valid for NV_MONITOR_CAPS_TYPE_GENERIC only. + NvU8 isTrueGsync : 1; //!< whether the monitor is actually GSYNC or adaptive sync monitor : 0 for adaptive sync. + NvU8 isRLACapable : 1; //!< whether monitor supports RLA + NvU8 currentlyCapableOfVRR : 1; //!< monitor currently supports VRR on applied display settings. Valid for NV_MONITOR_CAPS_TYPE_GENERIC only. + NvU8 reserved : 3; +} NV_MONITOR_CAPS_GENERIC; + +//! See NvAPI_DISP_GetMonitorCapabilities(). +typedef struct _NV_MONITOR_CAPABILITIES_V1 +{ + NvU32 version; + NvU16 size; + NvU32 infoType; + NvU32 connectorType; //!< Out: VGA, TV, DVI, HDMI, DP + NvU8 bIsValidInfo : 1; //!< Boolean : Returns invalid if requested info is not present such as VCDB not present + union { + NV_MONITOR_CAPS_VSDB vsdb; + NV_MONITOR_CAPS_VCDB vcdb; + NV_MONITOR_CAPS_GENERIC caps; + } data; +} NV_MONITOR_CAPABILITIES_V1; + +typedef NV_MONITOR_CAPABILITIES_V1 NV_MONITOR_CAPABILITIES; + +//! Macro for constructing the version field of ::NV_MONITOR_CAPABILITIES_V1 +#define NV_MONITOR_CAPABILITIES_VER1 MAKE_NVAPI_VERSION(NV_MONITOR_CAPABILITIES_V1,1) +#define NV_MONITOR_CAPABILITIES_VER NV_MONITOR_CAPABILITIES_VER1 + +//! @} + +//! SUPPORTED OS: Windows 10 and higher +//! +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_GetMonitorCapabilities(__in NvU32 displayId, __inout NV_MONITOR_CAPABILITIES *pMonitorCapabilities); + +//! \ingroup dispcontrol +typedef struct _NV_MONITOR_COLOR_DATA +{ + NvU32 version; +// We are only supporting DP monitors for now. We need to extend this to HDMI panels as well + NV_DP_COLOR_FORMAT colorFormat; //!< One of the supported color formats + NV_DP_BPC backendBitDepths; //!< One of the supported bit depths +} NV_MONITOR_COLOR_CAPS_V1; + +typedef NV_MONITOR_COLOR_CAPS_V1 NV_MONITOR_COLOR_CAPS; + +//! \ingroup dispcontrol +#define NV_MONITOR_COLOR_CAPS_VER1 MAKE_NVAPI_VERSION(NV_MONITOR_COLOR_CAPS_V1,1) +#define NV_MONITOR_COLOR_CAPS_VER NV_MONITOR_COLOR_CAPS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetMonitorColorCapabilities +// +//! DESCRIPTION: This API returns all the color formats and bit depth values supported by a given DP monitor. +//! +//! USAGE: Sequence of calls which caller should make to get the information. +//! 1. First call NvAPI_DISP_GetMonitorColorCapabilities() with pMonitorColorCapabilities as NULL to get the count. +//! 2. Allocate memory for color caps(NV_MONITOR_COLOR_CAPS) array. +//! 3. Call NvAPI_DISP_GetMonitorColorCapabilities() again with the pointer to the memory allocated to get all the +//! color capabilities. +//! +//! Note : +//! 1. pColorCapsCount should never be NULL, else the API will fail with NVAPI_INVALID_ARGUMENT. +//! 2. *pColorCapsCount returned from the API will always be the actual count in any/every call. +//! 3. Memory size to be allocated should be (*pColorCapsCount * sizeof(NV_MONITOR_COLOR_CAPS)). +//! 4. If the memory allocated is less than what is required to return all the timings, this API will return the +//! amount of information which can fit in user provided buffer and API will return NVAPI_INSUFFICIENT_BUFFER. +//! 5. If the caller specifies a greater value for *pColorCapsCount in second call to NvAPI_DISP_GetMonitorColorCapabilities() +//! than what was returned from first call, the API will return only the actual number of elements in the color +//! capabilities array and the extra buffer will remain unused. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in, out] pMonitorColorCapabilities The monitor color capabilities information +//! \param [in, out] pColorCapsCount - During input, the number of elements allocated for the pMonitorColorCapabilities pointer +//! - During output, the actual number of color data elements the monitor supports +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INSUFFICIENT_BUFFER The input buffer size is not sufficient to hold the total contents. In this case +//! *pColorCapsCount will hold the required amount of elements. +//! \retval NVAPI_INVALID_DISPLAY_ID The input monitor is either not connected or is not a DP panel. +//! +//! \ingroup dispcontrol +//! +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetMonitorColorCapabilities(__in NvU32 displayId, __inout_ecount_part_opt(*pColorCapsCount, *pColorCapsCount) NV_MONITOR_COLOR_CAPS *pMonitorColorCapabilities, __inout NvU32 *pColorCapsCount); + +//! \ingroup dispcontrol +//! Used in NvAPI_DISP_EnumCustomDisplay() and NvAPI_DISP_TryCustomDisplay(). +typedef struct +{ + NvU32 version; + + // the source mode information + NvU32 width; //!< Source surface(source mode) width + NvU32 height; //!< Source surface(source mode) height + NvU32 depth; //!< Source surface color depth."0" means all 8/16/32bpp + NV_FORMAT colorFormat; //!< Color format (optional) + + NV_VIEWPORTF srcPartition; //!< For multimon support, should be set to (0,0,1.0,1.0) for now. + + float xRatio; //!< Horizontal scaling ratio + float yRatio; //!< Vertical scaling ratio + + NV_TIMING timing; //!< Timing used to program TMDS/DAC/LVDS/HDMI/TVEncoder, etc. + NvU32 hwModeSetOnly : 1; //!< If set, it means a hardware modeset without OS update + +}NV_CUSTOM_DISPLAY; + +//! \ingroup dispcontrol +//! Used in NV_CUSTOM_DISPLAY. +#define NV_CUSTOM_DISPLAY_VER MAKE_NVAPI_VERSION(NV_CUSTOM_DISPLAY,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_EnumCustomDisplay +// +//! DESCRIPTION: This API enumerates the custom timing specified by the enum index. +//! The client should keep enumerating until it returns NVAPI_END_ENUMERATION. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] displayId Dispaly ID of the display. +//! \param [in] index Enum index +//! \param [inout] pCustDisp Pointer to the NV_CUSTOM_DISPLAY structure +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_EnumCustomDisplay( __in NvU32 displayId, __in NvU32 index, __inout NV_CUSTOM_DISPLAY *pCustDisp); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_TryCustomDisplay +// +//! DESCRIPTION: This API is used to set up a custom display without saving the configuration on multiple displays. +//! +//! \note +//! All the members of srcPartition, present in NV_CUSTOM_DISPLAY structure, should have their range in (0.0,1.0). +//! In clone mode the timings can applied to both the target monitors but only one target at a time. \n +//! For the secondary target the applied timings works under the following conditions: +//! - If the secondary monitor EDID supports the selected timing, OR +//! - If the selected custom timings can be scaled by the secondary monitor for the selected source resolution on the primary, OR +//! - If the selected custom timings matches the existing source resolution on the primary. +//! Setting up a custom display on non-active but connected monitors is supported only for Win7 and above. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Array of the target display Dispaly IDs - See \ref handles. +//! \param [in] count Total number of the incoming Display IDs and corresponding NV_CUSTOM_DISPLAY structure. This is for the multi-head support. +//! \param [in] pCustDisp Pointer to the NV_CUSTOM_DISPLAY structure array. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_TryCustomDisplay( __in_ecount(count) NvU32 *pDisplayIds, __in NvU32 count, __in_ecount(count) NV_CUSTOM_DISPLAY *pCustDisp); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_DeleteCustomDisplay +// +//! DESCRIPTION: This function deletes the custom display configuration, specified from the registry for all the displays whose display IDs are passed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Array of Dispaly IDs on which custom display configuration is to be saved. +//! \param [in] count Total number of the incoming Dispaly IDs. This is for the multi-head support. +//! \param [in] pCustDisp Pointer to the NV_CUSTOM_DISPLAY structure +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_DeleteCustomDisplay( __in_ecount(count) NvU32 *pDisplayIds, __in NvU32 count, __in NV_CUSTOM_DISPLAY *pCustDisp); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_SaveCustomDisplay +// +//! DESCRIPTION: This function saves the current hardware display configuration on the specified Display IDs as a custom display configuration. +//! This function should be called right after NvAPI_DISP_TryCustomDisplay() to save the custom display from the current +//! hardware context. This function will not do anything if the custom display configuration is not tested on the hardware. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Array of Dispaly IDs on which custom display configuration is to be saved. +//! \param [in] count Total number of the incoming Dispaly IDs. This is for the multi-head support. +//! \param [in] isThisOutputIdOnly If set, the saved custom display will only be applied on the monitor with the same outputId (see \ref handles). +//! \param [in] isThisMonitorIdOnly If set, the saved custom display will only be applied on the monitor with the same EDID ID or +//! the same TV connector in case of analog TV. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SaveCustomDisplay( __in_ecount(count) NvU32 *pDisplayIds, __in NvU32 count, __in NvU32 isThisOutputIdOnly, __in NvU32 isThisMonitorIdOnly); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_RevertCustomDisplayTrial +// +//! DESCRIPTION: This API is used to restore the display configuration, that was changed by calling NvAPI_DISP_TryCustomDisplay(). This function +//! must be called only after a custom display configuration is tested on the hardware, using NvAPI_DISP_TryCustomDisplay(), +//! otherwise no action is taken. On Vista, NvAPI_DISP_RevertCustomDisplayTrial should be called with an active display that +//! was affected during the NvAPI_DISP_TryCustomDisplay() call, per GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Pointer to display Id, of an active display. +//! \param [in] count Total number of incoming Display IDs. For future use only. Currently it is expected to be passed as 1. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_RevertCustomDisplayTrial( __in_ecount(count) NvU32* pDisplayIds, __in NvU32 count); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetView +// +//! This API lets caller retrieve the target display arrangement for selected source display handle. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs will be returned as STANDARD VIEW. +//! Use NvAPI_SYS_GetDisplayTopologies() to query views across GPUs. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. It can be #NVAPI_DEFAULT_HANDLE or a handle enumerated from +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [out] pTargets User allocated storage to retrieve an array of NV_VIEW_TARGET_INFO. Can be NULL to retrieve +//! the targetCount. +//! \param [in,out] targetMaskCount Count of target device mask specified in pTargetMask. +//! \param [out] targetView Target view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig.") +NVAPI_INTERFACE NvAPI_GetView(NvDisplayHandle hNvDisplay, NV_VIEW_TARGET_INFO *pTargets, NvU32 *pTargetMaskCount, NV_TARGET_VIEW_MODE *pTargetView); + + + + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetViewEx +// +//! DESCRIPTION: This API lets caller retrieve the target display arrangement for selected source display handle. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs will be returned as STANDARD VIEW. +//! Use NvAPI_SYS_GetDisplayTopologies() to query views across GPUs. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in,out] pPathInfo Count field should be set to NVAPI_MAX_DISPLAY_PATH. Can be NULL to retrieve just the pathCount. +//! \param [in,out] pPathCount Number of elements in array pPathInfo->path. +//! \param [out] pTargetViewMode Display view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_API_NOT_INTIALIZED NVAPI not initialized +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \retval NVAPI_EXPECTED_DISPLAY_HANDLE hNvDisplay is not a valid display handle. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig.") +NVAPI_INTERFACE NvAPI_GetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NvU32 *pPathCount, NV_TARGET_VIEW_MODE *pTargetViewMode); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetSupportedViews +// +//! This API lets caller enumerate all the supported NVIDIA display views - nView and Dualview modes. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. It can be #NVAPI_DEFAULT_HANDLE or a handle enumerated from +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [out] pTargetViews Array of supported views. Can be NULL to retrieve the pViewCount first. +//! \param [in,out] pViewCount Count of supported views. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetSupportedViews(NvDisplayHandle hNvDisplay, NV_TARGET_VIEW_MODE *pTargetViews, NvU32 *pViewCount); + + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetDisplayIdByDisplayName +// +//! DESCRIPTION: This API retrieves the Display Id of a given display by +//! display name. The display must be active to retrieve the +//! displayId. In the case of clone mode or Surround gaming, +//! the primary or top-left display will be returned. +//! +//! \param [in] displayName Name of display (Eg: "\\DISPLAY1" to +//! retrieve the displayId for. +//! \param [out] displayId Display ID of the requested display. +//! +//! retval ::NVAPI_OK: Capabilties have been returned. +//! retval ::NVAPI_INVALID_ARGUMENT: One or more args passed in are invalid. +//! retval ::NVAPI_API_NOT_INTIALIZED: The NvAPI API needs to be initialized first +//! retval ::NVAPI_NO_IMPLEMENTATION: This entrypoint not available +//! retval ::NVAPI_ERROR: Miscellaneous error occurred +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetDisplayIdByDisplayName(const char *displayName, NvU32* displayId); + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetDisplayConfig +// +//! DESCRIPTION: This API lets caller retrieve the current global display +//! configuration. +//! USAGE: The caller might have to call this three times to fetch all the required configuration details as follows: +//! First Pass: Caller should Call NvAPI_DISP_GetDisplayConfig() with pathInfo set to NULL to fetch pathInfoCount. +//! Second Pass: Allocate memory for pathInfo with respect to the number of pathInfoCount(from First Pass) to fetch +//! targetInfoCount. If sourceModeInfo is needed allocate memory or it can be initialized to NULL. +//! Third Pass(Optional, only required if target information is required): Allocate memory for targetInfo with respect +//! to number of targetInfoCount(from Second Pass). +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in,out] pathInfoCount Number of elements in pathInfo array, returns number of valid topologies, this cannot be null. +//! \param [in,out] pathInfo Array of path information +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_ARGUMENT - Invalid input parameter. Following can be the reason for this return value: +//! -# pathInfoCount is NULL. +//! -# *pathInfoCount is 0 and pathInfo is not NULL. +//! -# *pathInfoCount is not 0 and pathInfo is NULL. +//! \retval NVAPI_DEVICE_BUSY - ModeSet has not yet completed. Please wait and call it again. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetDisplayConfig(__inout NvU32 *pathInfoCount, __out_ecount_full_opt(*pathInfoCount) NV_DISPLAYCONFIG_PATH_INFO *pathInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_SetDisplayConfig +// +// +//! DESCRIPTION: This API lets caller apply a global display configuration +//! across multiple GPUs. +//! +//! If all sourceIds are zero, then NvAPI will pick up sourceId's based on the following criteria : +//! - If user provides sourceModeInfo then we are trying to assign 0th sourceId always to GDIPrimary. +//! This is needed since active windows always moves along with 0th sourceId. +//! - For rest of the paths, we are incrementally assigning the sourceId per adapter basis. +//! - If user doesn't provide sourceModeInfo then NVAPI just picks up some default sourceId's in incremental order. +//! Note : NVAPI will not intelligently choose the sourceIDs for any configs that does not need a modeset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pathInfoCount Number of supplied elements in pathInfo +//! \param [in] pathInfo Array of path information +//! \param [in] flags A bitwise OR of supported flags from NV_DISPLAYCONFIG_FLAGS. +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid input parameter. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SetDisplayConfig(__in NvU32 pathInfoCount, __in_ecount(pathInfoCount) NV_DISPLAYCONFIG_PATH_INFO* pathInfo, __in NvU32 flags); + + + +//! \ingroup dispcontrol +//! @{ +typedef struct _NV_EDID_DATA_V1 +{ + NvU32 version; //!< Structure version. + NvU8 *pEDID; //!< Pointer to EDID data. + NvU32 sizeOfEDID; //!< Size of EDID data. +} NV_EDID_DATA_V1; + +typedef struct _NV_EDID_DATA_V2 +{ + NvU32 version; //!< Structure version. + NvU8 *pEDID; //!< Pointer to EDID data. + NvU32 sizeOfEDID; //!< Size of EDID data. + NvU32 reserved[8]; //!< Reserved for future use. +} NV_EDID_DATA_V2; + +typedef NV_EDID_DATA_V2 NV_EDID_DATA; +#define NV_EDID_DATA_VER1 MAKE_NVAPI_VERSION(NV_EDID_DATA_V1, 1) +#define NV_EDID_DATA_VER2 MAKE_NVAPI_VERSION(NV_EDID_DATA_V2, 2) + +#define NV_EDID_DATA_VER NV_EDID_DATA_VER2 +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetEdidData +// +//! \code +//! DESCRIPTION: This API returns the EDID data for the specified display Id. +//! (NvAPI_GPU_GetConnectedDisplayIds() can be used to get the DisplayIds). +//! +//! USAGE: The caller has to call this API two times to fetch the required details as follows: +//! First Pass : Caller should call NvAPI_DISP_GetEdidData() with pEdidParams->pEDID set to NULL, +//! to get the size of the EDID buffer in pEdidParams->sizeOfEDID. +//! Second Pass: Allocate memory for the EDID buffer of the size - pEdidParams->sizeOfEDID, +//! and call the API again to get the EDID buffer populated. +//! +//! +//! \param [in] displayId - NVIDIA Display ID +//! \param [inout] pEdidParams - Pointer to the structure that contains - pointer to EDID buffer and its size +//! \param [inout] pFlag - The type of EDID to be retrieved (IN). +//! To only retrieve the EDID type, the user should send pEdidParams->pEDID as NULL and +//! pEdidParams->sizeOfEDID as 0. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 400 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! NVAPI_INSUFFICIENT_BUFFER: Reallocate buffer with pEdidParams->sizeOfEDID and call again to get complete data. +//! In this case pEdidParams->pEDID contains undefined data. +//! This error occurs only when pEdidParams->pEDID is present. +//! \endcode +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetEdidData(__in NvU32 displayId, __inout NV_EDID_DATA *pEdidParams, __inout NV_EDID_FLAG *pFlag); +//! @} + +typedef struct _NV_GET_ADAPTIVE_SYNC_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 maxFrameInterval; //!< [out] maximum frame interval in micro seconds as set previously using NvAPI_DISP_SetAdaptiveSyncData function. + //!< If default values from EDID are used, this parameter returns 0. + NvU32 bDisableAdaptiveSync : 1; //!< [out] Indicates if adaptive sync is disabled on the display. + NvU32 bDisableFrameSplitting : 1; //!< [out] Indicates if frame splitting is disabled on the display. + NvU32 reserved : 30; //!< reserved for future use. + NvU32 lastFlipRefreshCount; //!< [out] Number of times the last flip was shown on the screen + NvU64 lastFlipTimeStamp; //!< [out] Timestamp for the lastest flip on the screen + NvU32 reservedEx[4]; //!< reserved for future use. +} NV_GET_ADAPTIVE_SYNC_DATA_V1; + +#define NV_GET_ADAPTIVE_SYNC_DATA_VER1 MAKE_NVAPI_VERSION(NV_GET_ADAPTIVE_SYNC_DATA_V1,1) +#define NV_GET_ADAPTIVE_SYNC_DATA_VER NV_GET_ADAPTIVE_SYNC_DATA_VER1 + +typedef NV_GET_ADAPTIVE_SYNC_DATA_V1 NV_GET_ADAPTIVE_SYNC_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_GetAdaptiveSyncData(__in NvU32 displayId, __inout NV_GET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData) +//! \code +//! DESCRIPTION: This function is used to get data for the Adaptive Sync Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 415 +//! +//! \param [in] displayId - display id of the display +//! \param [inout] pAdaptiveSyncData - A pointer to NV_GET_ADAPTIVE_SYNC_DATA, containing the information about the values of parameters that are to be retrieved on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_GetAdaptiveSyncData(__in NvU32 displayId, __inout NV_GET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData); + +typedef struct _NV_SET_ADAPTIVE_SYNC_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 maxFrameInterval; //!< [in] maximum frame interval in micro seconds. + //!< If maxFrameInterval is send as 0, default values from EDID will be used. + NvU32 bDisableAdaptiveSync : 1; //!< [in] Indicates if adaptive sync is disabled on the display. + NvU32 bDisableFrameSplitting : 1; //!< [in] Indicates if Frame Splitting should be disabled. + NvU32 reserved : 30; //!< reserved for future use. + NvU32 reservedEx[7]; //!< reserved for future use. +} NV_SET_ADAPTIVE_SYNC_DATA_V1; + +#define NV_SET_ADAPTIVE_SYNC_DATA_VER1 MAKE_NVAPI_VERSION(NV_SET_ADAPTIVE_SYNC_DATA_V1,1) +#define NV_SET_ADAPTIVE_SYNC_DATA_VER NV_SET_ADAPTIVE_SYNC_DATA_VER1 + +typedef NV_SET_ADAPTIVE_SYNC_DATA_V1 NV_SET_ADAPTIVE_SYNC_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_SetAdaptiveSyncData(__in NvU32 displayId, __in NV_SET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData) +//! \code +//! DESCRIPTION: This function is used to set data for Adaptive Sync Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 415 +//! +//! \param [in] displayId - display id of the display +//! \param [in] pAdaptiveSyncData - A pointer to NV_SET_ADAPTIVE_SYNC_DATA, containing the information about the values of parameters that are to be set on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_SetAdaptiveSyncData(__in NvU32 displayId, __in NV_SET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData); + + +typedef struct _NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 frameIntervalUs; //!< [out] frame interval in micro seconds if Virtual RR is currently applied + NvU32 reservedEx[8]; //!< reserved for future use. +} NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1; + +#define NV_GET_VIRTUAL_REFRESH_RATE_DATA_VER1 MAKE_NVAPI_VERSION(_NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1,1) +#define NV_GET_VIRTUAL_REFRESH_RATE_DATA_VER NV_GET_VIRTUAL_REFRESH_RATE_DATA_VER1 + +typedef NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1 NV_GET_VIRTUAL_REFRESH_RATE_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_GetVirtualRefreshRateData(__in NvU32 displayId, __inout NV_GET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData) +//! \code +//! DESCRIPTION: This function is used to get Virtual Refresh Rate data for a VRR Capable Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 510 +//! +//! \param [in] displayId - display id of the display +//! \param [inout] pVirtualRefreshRateData - A pointer to NV_GET_VIRTUAL_REFRESH_RATE_DATA, containing the information about the values of parameters that are to be retrieved on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_GetVirtualRefreshRateData(__in NvU32 displayId, __inout NV_GET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData); + +typedef struct _NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 frameIntervalUs; //!< [in] frame interval in micro seconds if Virtual RR is currently applied + NvU32 reservedEx[8]; //!< reserved for future use. +} NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1; + +#define NV_SET_VIRTUAL_REFRESH_RATE_DATA_VER1 MAKE_NVAPI_VERSION(_NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1,1) +#define NV_SET_VIRTUAL_REFRESH_RATE_DATA_VER NV_SET_VIRTUAL_REFRESH_RATE_DATA_VER1 + +typedef NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1 NV_SET_VIRTUAL_REFRESH_RATE_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_SetVirtualRefreshRateData(__in NvU32 displayId, __in NV_SET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData) +//! \code +//! DESCRIPTION: This function is used to set Virtual Refresh Rate data for a VRR Capable Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 510 +//! +//! \param [in] displayId - display id of the display +//! \param [inout] pVirtualRefreshRateData - A pointer to NV_SET_VIRTUAL_REFRESH_RATE_DATA, containing the information about the values of parameters that are to be retrieved on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_SetVirtualRefreshRateData(__in NvU32 displayId, __in NV_SET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData); + +//! \ingroup dispcontrol +typedef struct +{ + NvU32 version; //!< [in] Structure version + NvU32 displayId; //!< [in] Monitor Identifier to be set + NvU32 reserved; //!< Reserved for future use without adding versioning +} NV_SET_PREFERRED_STEREO_DISPLAY_V1; + +//! \ingroup dispcontrol +typedef NV_SET_PREFERRED_STEREO_DISPLAY_V1 NV_SET_PREFERRED_STEREO_DISPLAY; + +//! \ingroup dispcontrol +#define NV_SET_PREFERRED_STEREO_DISPLAY_VER1 MAKE_NVAPI_VERSION(NV_SET_PREFERRED_STEREO_DISPLAY_V1,1) + +//! \ingroup dispcontrol +#define NV_SET_PREFERRED_STEREO_DISPLAY_VER NV_SET_PREFERRED_STEREO_DISPLAY_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_SetPreferredStereoDisplay +// +//! DESCRIPTION: Specifies a display output that drives the 3pin DIN output signal +//! in a workstation stereo system environment. +//! If display output is specified as a displayId of 0, the preferred +//! stereo display target is reset to the driver default selection. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 470 +//! +//! \param [in] pPreferredStereoDisplay Pointer to a NV_SET_PREFERRED_STEREO_DISPLAY structure +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_ERROR miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SetPreferredStereoDisplay(__in NV_SET_PREFERRED_STEREO_DISPLAY *pPreferredStereoDisplay); + +//! \ingroup dispcontrol +typedef struct +{ + NvU32 version; //!< [in] Structure version + NvU32 displayId; //!< [out] The queried stereo display + NvU32 reserved; //!< Reserved for future use without adding versioning +} NV_GET_PREFERRED_STEREO_DISPLAY_V1; + +//! \ingroup dispcontrol +typedef NV_GET_PREFERRED_STEREO_DISPLAY_V1 NV_GET_PREFERRED_STEREO_DISPLAY; + +//! \ingroup dispcontrol +#define NV_GET_PREFERRED_STEREO_DISPLAY_VER1 MAKE_NVAPI_VERSION(NV_GET_PREFERRED_STEREO_DISPLAY_V1,1) + +//! \ingroup dispcontrol +#define NV_GET_PREFERRED_STEREO_DISPLAY_VER NV_GET_PREFERRED_STEREO_DISPLAY_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetPreferredStereoDisplay +// +//! DESCRIPTION: Queries the displayId of the display output driving the 3pin +//! DIN stereo signal, if any. +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 470 +//! +//! \param [inout] pPreferredStereoDisplay Pointer to a NV_GET_PREFERRED_STEREO_DISPLAY structure +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_ERROR miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument (probably NULL). +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetPreferredStereoDisplay(__inout NV_GET_PREFERRED_STEREO_DISPLAY *pPreferredStereoDisplay); + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) + +typedef struct _NV_MANAGED_DEDICATED_DISPLAY_INFO +{ + NvU32 version; //!< [in] Version of this structure. + NvU32 displayId; //!< [out] DisplayId. + NvU32 isAcquired : 1; //!< [out] If bit is set, this display has been acquired by another process through NvAPI_DISP_AcquireDedicatedDisplay(). + NvU32 isMosaic : 1; //!< [out] If bit is set, this display represents a Mosaic grid. + NvU32 reserved : 30; //!< [out] Reserved for future use without adding versioning. +} NV_MANAGED_DEDICATED_DISPLAY_INFO_V1; + +#define NV_MANAGED_DEDICATED_DISPLAY_INFO_VER1 MAKE_NVAPI_VERSION(NV_MANAGED_DEDICATED_DISPLAY_INFO_V1,1) +#define NV_MANAGED_DEDICATED_DISPLAY_INFO_VER NV_MANAGED_DEDICATED_DISPLAY_INFO_VER1 + +typedef NV_MANAGED_DEDICATED_DISPLAY_INFO_V1 NV_MANAGED_DEDICATED_DISPLAY_INFO; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetNvManagedDedicatedDisplays +// +//! DESCRIPTION: This API returns the count of dedicated displays managed by +//! the Nvidia driver, and specific driver info of each display. +//! This API does not return VR displays. +//! +//! HOW TO USE: 1) First make a call NvAPI_DISP_GetNvManagedDedicatedDisplays to get the number of dedicated displays managed by the Nvidia driver +//! by passing pDedicatedDisplays as NULL. +//! On call success: +//! 2) Allocate memory based on pDisplayCount, then call NvAPI_DISP_GetNvManagedDedicatedDisplays to populate pDedicatedDisplays. +//! +//! \since Release: 495 +//! +//! \param [in/out] pDedicatedDisplayCount The count of dedicated displays managed by the Nvidia driver. +//! \param [in/out] pDedicatedDisplays Pointer to an array of NV_MANAGED_DEDICATED_DISPLAY_INFO data structure. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API is not implemented in current driver. +//! \retval ::NVAPI_OUT_OF_MEMORY Could not allocate sufficient memory to complete the call. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not initialized. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of NV_MANAGED_DEDICATED_DISPLAY_INFO structure is invalid. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetNvManagedDedicatedDisplays(__inout NvU32* pDedicatedDisplayCount, __inout NV_MANAGED_DEDICATED_DISPLAY_INFO* pDedicatedDisplays); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_AcquireDedicatedDisplay +// +//! DESCRIPTION: This API requests exclusive access to the specified dedicated +//! display managed by the Nvidia driver. If the call succeeds, a handle +//! is returned which could be opened as a DisplaySource. +//! The call fails if the display is not managed by the Nvidia driver. +//! The call fails if the display has already been acquired by another process. +//! +//! \since Release: 495 +//! +//! \param [in] displayId Display ID of the dedicated display to be acquired. +//! \param [in/out] pDisplaySourceHandle Pointer to memory that receives the shared handle to a DisplaySource. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API not implemented. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_INVALID_DISPLAY_ID An invalid displayId was passed as an argument. +//! \retval ::NVAPI_UNREGISTERED_RESOURCE The display is not managed by the Nvidia driver. +//! \retval ::NVAPI_RESOURCE_IN_USE The display has already been acquired by another process. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_AcquireDedicatedDisplay(__in NvU32 displayId, __inout NvU64* pDisplaySourceHandle); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_ReleaseDedicatedDisplay +// +//! DESCRIPTION: This API releases the exclusive ownership of a specific dedicated +//! display previously acquired by the process. +//! +//! \since Release: 495 +//! +//! \param [in] displayId Display ID of the dedicated display to be released. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API not implemented. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_UNREGISTERED_RESOURCE The display is not managed by the Nvidia driver. +//! \retval ::NVAPI_DDISPLAY_NOT_ACQUIRED The display is not acquired by the process. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_ReleaseDedicatedDisplay(__in NvU32 displayId); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 11 and higher +//! +#if defined(__cplusplus) + +typedef struct _NV_MANAGED_DEDICATED_DISPLAY_METADATA +{ + NvU32 version; //!< [in] Version of this structure. + NvU32 displayId; //!< [in] DisplayId to identify the display connector the metadata operation is requested for. + NvU32 bSetPosition : 1; //!< [in] Set call: 1 in case the information in variables/fields "positionX" and "positionY" should be stored as metadata. 0 otherwise. + NvU32 bRemovePosition : 1; //!< [in] Set call: 1 in case the stored positionX and positionY metadata should be set to 'not defined', N/A. 0 otherwise. + NvU32 bPositionIsAvailable : 1; //!< [out] Query call: 1 in case the information in variables/fields "positionX" and "positionY" is valid (has been set before). 0 otherwise. + NvU32 bSetName : 1; //!< [in] Set call: 1 in case the information in variable/field "name" should be stored as metadata. 0 otherwise. + NvU32 bRemoveName : 1; //!< [in] Set call: 1 in case the stored name metadata should be set to 'not defined',N/A. 0 otherwise. + NvU32 bNameIsAvailable : 1; //!< [out] Query call: 1 in case the information in variable/field "name" is valid (has been set before). 0 otherwise. + NvU32 reserved : 26; //!< [in][out] Reserved for future use without adding versioning. + NvS32 positionX; //!< [in][out] Metadata for the virtual horizontal position for the display connector specified by displayId. + NvS32 positionY; //!< [in][out] Metadata for the virtual vertical position for the display connector specified by displayId. + NvAPI_ShortString name; //!< [in][out] Metadata for the virtual name of for the display connector specified by displayId. + //!< Valid characters are in the range of 32 ' ' (space) to 126 '~' (both included). +} NV_MANAGED_DEDICATED_DISPLAY_METADATA_V1; + +#define NV_MANAGED_DEDICATED_DISPLAY_METADATA_VER1 MAKE_NVAPI_VERSION(NV_MANAGED_DEDICATED_DISPLAY_METADATA_V1,1) +#define NV_MANAGED_DEDICATED_DISPLAY_METADATA_VER NV_MANAGED_DEDICATED_DISPLAY_METADATA_VER1 + +typedef NV_MANAGED_DEDICATED_DISPLAY_METADATA_V1 NV_MANAGED_DEDICATED_DISPLAY_METADATA; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetNvManagedDedicatedDisplayMetadata +// +//! DESCRIPTION: This API returns metadata which has been set for the display connector in question. +//! Main use case would be to query the data for an Nvidia managed dedicated display. +//! The function will work for any valid displayId though. +//! +//! \since Release: 550 +//! +//! \param [in/out] pDedicatedDisplayMetadata Data structure containing input and output data. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API is not implemented in current driver. +//! \retval ::NVAPI_NOT_SUPPORTED The API is not supported on the current operating system or gpu. +//! \retval ::NVAPI_OUT_OF_MEMORY There wasn't sufficient memory to complete the call. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not initialized. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the NV_MANAGED_DEDICATED_DISPLAY_METADATA structure is invalid. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetNvManagedDedicatedDisplayMetadata(__inout NV_MANAGED_DEDICATED_DISPLAY_METADATA* pDedicatedDisplayMetadata); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 11 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_SetNvManagedDedicatedDisplayMetadata +// +//! DESCRIPTION: This API allows to set metadata for the display connector in question. +//! Main use case would be to set the data for an Nvidia managed dedicated display. +//! The function will work for any valid displayId though. +//! +//! \since Release: 550 +//! +//! \param [in/out] pDedicatedDisplayMetadata Data structure containing input and output data. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API is not implemented in current driver. +//! \retval ::NVAPI_NOT_SUPPORTED The API is not supported on the current operating system or gpu. +//! \retval ::NVAPI_OUT_OF_MEMORY There wasn't sufficient memory to complete the call. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not initialized. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the NV_MANAGED_DEDICATED_DISPLAY_METADATA structure is invalid. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE The caller doesn't have the required administrator privileges to access this API. +//! \retval ::NVAPI_INVALID_ARGUMENT Characters in pDedicatedDisplayMetadata->name are out of the allowed range. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SetNvManagedDedicatedDisplayMetadata(__inout NV_MANAGED_DEDICATED_DISPLAY_METADATA* pDedicatedDisplayMetadata); +#endif // defined(__cplusplus) + + +#if defined (_WINNT_) + +//! \ingroup dispcontrol + +typedef struct _NV_DISPLAY_ID_INFO_DATA_V1 +{ + NvU32 version; //!< [in] Structure version + LUID adapterId; //!< [out] Locally unique ID (LUID) of the display adapter on which the given display is present. + NvU32 targetId; //!< [out] The target identifier of the given display. This is also called AdapterRelativeId. + NvU32 reserved[4]; //!< Reserved for future use. +} NV_DISPLAY_ID_INFO_DATA_V1; + +#define NV_DISPLAY_ID_INFO_DATA_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_ID_INFO_DATA_V1,1) +#define NV_DISPLAY_ID_INFO_DATA_VER NV_DISPLAY_ID_INFO_DATA_VER1 + +typedef NV_DISPLAY_ID_INFO_DATA_V1 NV_DISPLAY_ID_INFO_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Disp_GetDisplayIdInfo +// +//! DESCRIPTION: This API returns information related to the given displayId. +//! It returns adapterId and targetId (AdapterRelativeId) corresponding to the given displayId. +//! If the displayId is part of a display grid (Mosaic/Surround), then every displayId that is part of the same display grid +//! outputs the same (adapterId, targetId) pair, and no other displayId outputs this pair. +//! Otherwise, the (adapterId, targetId) pair is unique to this displayId. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 530 +//! +//! \param [in] displayId DisplayId of the display. +//! \param [inout] pDisplayIdInfoData Pointer to the NV_DISPLAY_ID_INFO_DATA structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetDisplayIdInfo(__in NvU32 displayId, __inout NV_DISPLAY_ID_INFO_DATA* pDisplayIdInfoData); + +#endif + + +//! \ingroup dispcontrol + +#if defined (_WINNT_) + +typedef struct _NV_TARGET_INFO_DATA_V1 +{ + NvU32 version; //!< [in] Structure version + LUID adapterId; //!< [in] Locally unique ID (LUID) of the display adapter on which the target is present. + NvU32 targetId; //!< [in] The target identifier. This is also called AdapterRelativeId. + NvU32 displayId[NVAPI_MAX_DISPLAYS]; //!< [out] An array of displayIds corresponding to the input adapterId and targetId. + //!< If the input (targetId, adapterId) pair is a display grid (Mosaic/Surround), + //!< then the output contains the displayId of every display that is part of the display grid. + //!< Otherwise, it contains exactly one displayId. + //!< These displayId values are unique to this (targetId, adapterId) pair. + NvU32 displayIdCount; //!< [out] The number of displays returned in displayId array. + NvU32 reserved[4]; //!< Reserved for future use. +} NV_TARGET_INFO_DATA_V1; + +#define NV_TARGET_INFO_DATA_VER1 MAKE_NVAPI_VERSION(NV_TARGET_INFO_DATA_V1,1) +#define NV_TARGET_INFO_DATA_VER NV_TARGET_INFO_DATA_VER1 + +typedef NV_TARGET_INFO_DATA_V1 NV_TARGET_INFO_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Disp_GetDisplayIdsFromTarget +// +//! DESCRIPTION: This API returns displayId(s) corresponding to the given target. +//! If the input (targetId, adapterId) pair is a display grid (Mosaic/Surround), then the output contains the displayId of every display +//! that is part of the display grid. Otherwise, it contains exactly one displayId. +//! These displayId values are unique to this (targetId, adapterId) pair. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 530 +//! +//! \param [inout] pTargetInfoData Pointer to the NV_TARGET_INFO_DATA structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetDisplayIdsFromTarget(__inout NV_TARGET_INFO_DATA* pTargetInfoData); + +#endif + + +//! \ingroup dispcontrol + +typedef struct _NV_GET_VRR_INFO_V1 +{ + NvU32 version; //!< [in] Structure version + NvU32 bIsVRREnabled : 1; //!< [out] Set if VRR Mode is currently active on given display. + NvU32 bIsVRRPossible : 1; //!< [out] Set to true if VRR Mode is possible on the given display. + NvU32 bIsVRRRequested : 1; //!< [out] Set to true if VRR Mode is requested for the given display. + NvU32 bIsVRRIndicatorEnabled : 1; //!< [out] Set to true if the VRR indicator is enabled. This can be done through the NVIDIA Control Panel. + NvU32 bIsDisplayInVRRMode : 1; //!< [out] Set to true if the display is in VRR Mode. + NvU32 reserved : 27; //!< Reserved for future use. + NvU32 reservedEx[4]; //!< Reserved for future use +} NV_GET_VRR_INFO_V1; + +#define NV_GET_VRR_INFO_VER1 MAKE_NVAPI_VERSION(NV_GET_VRR_INFO_V1,1) +#define NV_GET_VRR_INFO_VER NV_GET_VRR_INFO_VER1 + +typedef NV_GET_VRR_INFO_V1 NV_GET_VRR_INFO; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Disp_GetVRRInfo +// +//! DESCRIPTION: This API returns Variable Refresh Rate(VRR) information for the given display ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [inout] pVrrInfo Pointer to the NV_GET_VRR_INFO structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetVRRInfo(__in NvU32 displayId, __inout NV_GET_VRR_INFO *pVrrInfo); + + + +//////////////////////////////////////////////////////////////////////////////////////// +// +// MOSAIC allows a multi display target output scanout on a single source. +// +// SAMPLE of MOSAIC 1x4 topo with 8 pixel horizontal overlap +// +//+-------------------------++-------------------------++-------------------------++-------------------------+ +//| || || || | +//| || || || | +//| || || || | +//| DVI1 || DVI2 || DVI3 || DVI4 | +//| || || || | +//| || || || | +//| || || || | +//| || || || | +//+-------------------------++-------------------------++-------------------------++-------------------------+ + + +//! \addtogroup mosaicapi +//! @{ + +#define NVAPI_MAX_MOSAIC_DISPLAY_ROWS 8 +#define NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS 8 +// +// These bits are used to describe the validity of a topo. +// +#define NV_MOSAIC_TOPO_VALIDITY_VALID 0x00000000 //!< The topology is valid +#define NV_MOSAIC_TOPO_VALIDITY_MISSING_GPU 0x00000001 //!< Not enough SLI GPUs were found to fill the entire + //! topology. hPhysicalGPU will be 0 for these. +#define NV_MOSAIC_TOPO_VALIDITY_MISSING_DISPLAY 0x00000002 //!< Not enough displays were found to fill the entire + //! topology. displayOutputId will be 0 for these. +#define NV_MOSAIC_TOPO_VALIDITY_MIXED_DISPLAY_TYPES 0x00000004 //!< The topoogy is only possible with displays of the same + //! NV_GPU_OUTPUT_TYPE. Check displayOutputIds to make + //! sure they are all CRTs, or all DFPs. + + +// +//! This structure defines the topology details. +typedef struct +{ + NvU32 version; //!< Version of this structure + NvLogicalGpuHandle hLogicalGPU; //!< Logical GPU for this topology + NvU32 validityMask; //!< 0 means topology is valid with the current hardware. + //! If not 0, inspect bits against NV_MOSAIC_TOPO_VALIDITY_*. + NvU32 rowCount; //!< Number of displays in a row + NvU32 colCount; //!< Number of displays in a column + + struct + { + NvPhysicalGpuHandle hPhysicalGPU; //!< Physical GPU to be used in the topology (0 if GPU missing) + NvU32 displayOutputId; //!< Connected display target (0 if no display connected) + NvS32 overlapX; //!< Pixels of overlap on left of target: (+overlap, -gap) + NvS32 overlapY; //!< Pixels of overlap on top of target: (+overlap, -gap) + + } gpuLayout[NVAPI_MAX_MOSAIC_DISPLAY_ROWS][NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS]; + +} NV_MOSAIC_TOPO_DETAILS; + +//! Macro for constructing te vesion field of NV_MOSAIC_TOPO_DETAILS +#define NVAPI_MOSAIC_TOPO_DETAILS_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPO_DETAILS,1) + + +// +//! These values refer to the different types of Mosaic topologies that are possible. When +//! getting the supported Mosaic topologies, you can specify one of these types to narrow down +//! the returned list to only those that match the given type. +typedef enum +{ + NV_MOSAIC_TOPO_TYPE_ALL, //!< All mosaic topologies + NV_MOSAIC_TOPO_TYPE_BASIC, //!< Basic Mosaic topologies + NV_MOSAIC_TOPO_TYPE_PASSIVE_STEREO, //!< Passive Stereo topologies + NV_MOSAIC_TOPO_TYPE_SCALED_CLONE, //!< Not supported at this time + NV_MOSAIC_TOPO_TYPE_PASSIVE_STEREO_SCALED_CLONE, //!< Not supported at this time + NV_MOSAIC_TOPO_TYPE_MAX, //!< Always leave this at end of the enum +} NV_MOSAIC_TOPO_TYPE; + + +// +//! This is a complete list of supported Mosaic topologies. +//! +//! Using a "Basic" topology combines multiple monitors to create a single desktop. +//! +//! Using a "Passive" topology combines multiples monitors to create a passive stereo desktop. +//! In passive stereo, two identical topologies combine - one topology is used for the right eye and the other identical //! topology (targeting different displays) is used for the left eye. \n +//! NOTE: common\inc\nvEscDef.h shadows a couple PASSIVE_STEREO enums. If this +//! enum list changes and effects the value of NV_MOSAIC_TOPO_BEGIN_PASSIVE_STEREO +//! please update the corresponding value in nvEscDef.h +typedef enum +{ + NV_MOSAIC_TOPO_NONE, + + // 'BASIC' topos start here + // + // The result of using one of these Mosaic topos is that multiple monitors + // will combine to create a single desktop. + // + NV_MOSAIC_TOPO_BEGIN_BASIC, + NV_MOSAIC_TOPO_1x2_BASIC = NV_MOSAIC_TOPO_BEGIN_BASIC, + NV_MOSAIC_TOPO_2x1_BASIC, + NV_MOSAIC_TOPO_1x3_BASIC, + NV_MOSAIC_TOPO_3x1_BASIC, + NV_MOSAIC_TOPO_1x4_BASIC, + NV_MOSAIC_TOPO_4x1_BASIC, + NV_MOSAIC_TOPO_2x2_BASIC, + NV_MOSAIC_TOPO_2x3_BASIC, + NV_MOSAIC_TOPO_2x4_BASIC, + NV_MOSAIC_TOPO_3x2_BASIC, + NV_MOSAIC_TOPO_4x2_BASIC, + NV_MOSAIC_TOPO_1x5_BASIC, + NV_MOSAIC_TOPO_1x6_BASIC, + NV_MOSAIC_TOPO_7x1_BASIC, + + // Add padding for 10 more entries. 6 will be enough room to specify every + // possible topology with 8 or fewer displays, so this gives us a little + // extra should we need it. + NV_MOSAIC_TOPO_END_BASIC = NV_MOSAIC_TOPO_7x1_BASIC + 9, + + // 'PASSIVE_STEREO' topos start here + // + // The result of using one of these Mosaic topos is that multiple monitors + // will combine to create a single PASSIVE STEREO desktop. What this means is + // that there will be two topos that combine to create the overall desktop. + // One topo will be used for the left eye, and the other topo (of the + // same rows x cols), will be used for the right eye. The difference between + // the two topos is that different GPUs and displays will be used. + // + NV_MOSAIC_TOPO_BEGIN_PASSIVE_STEREO, // value shadowed in nvEscDef.h + NV_MOSAIC_TOPO_1x2_PASSIVE_STEREO = NV_MOSAIC_TOPO_BEGIN_PASSIVE_STEREO, + NV_MOSAIC_TOPO_2x1_PASSIVE_STEREO, + NV_MOSAIC_TOPO_1x3_PASSIVE_STEREO, + NV_MOSAIC_TOPO_3x1_PASSIVE_STEREO, + NV_MOSAIC_TOPO_1x4_PASSIVE_STEREO, + NV_MOSAIC_TOPO_4x1_PASSIVE_STEREO, + NV_MOSAIC_TOPO_2x2_PASSIVE_STEREO, + NV_MOSAIC_TOPO_END_PASSIVE_STEREO = NV_MOSAIC_TOPO_2x2_PASSIVE_STEREO + 4, + + + // + // Total number of topos. Always leave this at the end of the enumeration. + // + NV_MOSAIC_TOPO_MAX //! Total number of topologies. + +} NV_MOSAIC_TOPO; + + +// +//! This is a "topology brief" structure. It tells you what you need to know about +//! a topology at a high level. A list of these is returned when you query for the +//! supported Mosaic information. +//! +//! If you need more detailed information about the topology, call +//! NvAPI_Mosaic_GetTopoGroup() with the topology value from this structure. +typedef struct +{ + NvU32 version; //!< Version of this structure + NV_MOSAIC_TOPO topo; //!< The topology + NvU32 enabled; //!< 1 if topo is enabled, else 0 + NvU32 isPossible; //!< 1 if topo *can* be enabled, else 0 + +} NV_MOSAIC_TOPO_BRIEF; + +//! Macro for constructing the version field of NV_MOSAIC_TOPO_BRIEF +#define NVAPI_MOSAIC_TOPO_BRIEF_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPO_BRIEF,1) + + +// +//! Basic per-display settings that are used in setting/getting the Mosaic mode +typedef struct _NV_MOSAIC_DISPLAY_SETTING_V1 +{ + NvU32 version; //!< Version of this structure + NvU32 width; //!< Per-display width + NvU32 height; //!< Per-display height + NvU32 bpp; //!< Bits per pixel + NvU32 freq; //!< Display frequency +} NV_MOSAIC_DISPLAY_SETTING_V1; + +typedef struct NV_MOSAIC_DISPLAY_SETTING_V2 +{ + NvU32 version; //!< Version of this structure + NvU32 width; //!< Per-display width + NvU32 height; //!< Per-display height + NvU32 bpp; //!< Bits per pixel + NvU32 freq; //!< Display frequency + NvU32 rrx1k; //!< Display frequency in x1k +} NV_MOSAIC_DISPLAY_SETTING_V2; + +typedef NV_MOSAIC_DISPLAY_SETTING_V2 NV_MOSAIC_DISPLAY_SETTING; + +//! Macro for constructing the version field of NV_MOSAIC_DISPLAY_SETTING +#define NVAPI_MOSAIC_DISPLAY_SETTING_VER1 MAKE_NVAPI_VERSION(NV_MOSAIC_DISPLAY_SETTING_V1,1) +#define NVAPI_MOSAIC_DISPLAY_SETTING_VER2 MAKE_NVAPI_VERSION(NV_MOSAIC_DISPLAY_SETTING_V2,2) +#define NVAPI_MOSAIC_DISPLAY_SETTING_VER NVAPI_MOSAIC_DISPLAY_SETTING_VER2 + + +// +// Set a reasonable max number of display settings to support +// so arrays are bound. +// +#define NV_MOSAIC_DISPLAY_SETTINGS_MAX 40 //!< Set a reasonable maximum number of display settings to support + //! so arrays are bound. + + +// +//! This structure is used to contain a list of supported Mosaic topologies +//! along with the display settings that can be used. +typedef struct _NV_MOSAIC_SUPPORTED_TOPO_INFO_V1 +{ + NvU32 version; //!< Version of this structure + NvU32 topoBriefsCount; //!< Number of topologies in below array + NV_MOSAIC_TOPO_BRIEF topoBriefs[NV_MOSAIC_TOPO_MAX]; //!< List of supported topologies with only brief details + NvU32 displaySettingsCount; //!< Number of display settings in below array + NV_MOSAIC_DISPLAY_SETTING_V1 displaySettings[NV_MOSAIC_DISPLAY_SETTINGS_MAX]; //!< List of per display settings possible + +} NV_MOSAIC_SUPPORTED_TOPO_INFO_V1; + +typedef struct _NV_MOSAIC_SUPPORTED_TOPO_INFO_V2 +{ + NvU32 version; //!< Version of this structure + NvU32 topoBriefsCount; //!< Number of topologies in below array + NV_MOSAIC_TOPO_BRIEF topoBriefs[NV_MOSAIC_TOPO_MAX]; //!< List of supported topologies with only brief details + NvU32 displaySettingsCount; //!< Number of display settings in below array + NV_MOSAIC_DISPLAY_SETTING_V2 displaySettings[NV_MOSAIC_DISPLAY_SETTINGS_MAX]; //!< List of per display settings possible + +} NV_MOSAIC_SUPPORTED_TOPO_INFO_V2; + +typedef NV_MOSAIC_SUPPORTED_TOPO_INFO_V2 NV_MOSAIC_SUPPORTED_TOPO_INFO; + +//! Macro forconstructing the version field of NV_MOSAIC_SUPPORTED_TOPO_INFO +#define NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER1 MAKE_NVAPI_VERSION(NV_MOSAIC_SUPPORTED_TOPO_INFO_V1,1) +#define NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER2 MAKE_NVAPI_VERSION(NV_MOSAIC_SUPPORTED_TOPO_INFO_V2,2) +#define NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER2 + + +// +// Indices to use to access the topos array within the mosaic topology +#define NV_MOSAIC_TOPO_IDX_DEFAULT 0 + +#define NV_MOSAIC_TOPO_IDX_LEFT_EYE 0 +#define NV_MOSAIC_TOPO_IDX_RIGHT_EYE 1 +#define NV_MOSAIC_TOPO_NUM_EYES 2 + + +// +//! This defines the maximum number of topos that can be in a topo group. +//! At this time, it is set to 2 because our largest topo group (passive +//! stereo) only needs 2 topos (left eye and right eye). +//! +//! If a new topo group with more than 2 topos is added above, then this +//! number will also have to be incremented. +#define NV_MOSAIC_MAX_TOPO_PER_TOPO_GROUP 2 + + +// +//! This structure defines a group of topologies that work together to create one +//! overall layout. All of the supported topologies are represented with this +//! structure. +//! +//! For example, a 'Passive Stereo' topology would be represented with this +//! structure, and would have separate topology details for the left and right eyes. +//! The count would be 2. A 'Basic' topology is also represented by this structure, +//! with a count of 1. +//! +//! The structure is primarily used internally, but is exposed to applications in a +//! read-only fashion because there are some details in it that might be useful +//! (like the number of rows/cols, or connected display information). A user can +//! get the filled-in structure by calling NvAPI_Mosaic_GetTopoGroup(). +//! +//! You can then look at the detailed values within the structure. There are no +//! entrypoints which take this structure as input (effectively making it read-only). +typedef struct +{ + NvU32 version; //!< Version of this structure + NV_MOSAIC_TOPO_BRIEF brief; //!< The brief details of this topo + NvU32 count; //!< Number of topos in array below + NV_MOSAIC_TOPO_DETAILS topos[NV_MOSAIC_MAX_TOPO_PER_TOPO_GROUP]; + +} NV_MOSAIC_TOPO_GROUP; + +//! Macro for constructing the version field of NV_MOSAIC_TOPO_GROUP +#define NVAPI_MOSAIC_TOPO_GROUP_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPO_GROUP,1) + +//! @} + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetSupportedTopoInfo +// +//! DESCRIPTION: This API returns information on the topologies and display resolutions +//! supported by Mosaic mode. +//! +//! NOTE: Not all topologies returned can be set immediately. +//! See 'OUT' Notes below. +//! +//! Once you get the list of supported topologies, you can call +//! NvAPI_Mosaic_GetTopoGroup() with one of the Mosaic topologies if you need +//! more information about it. +//! +//! 'IN' Notes: pSupportedTopoInfo->version must be set before calling this function. +//! If the specified version is not supported by this implementation, +//! an error will be returned (NVAPI_INCOMPATIBLE_STRUCT_VERSION). +//! +//! 'OUT' Notes: Some of the topologies returned might not be valid for one reason or +//! another. It could be due to mismatched or missing displays. It +//! could also be because the required number of GPUs is not found. +//! At a high level, you can see if the topology is valid and can be enabled +//! by looking at the pSupportedTopoInfo->topoBriefs[xxx].isPossible flag. +//! If this is true, the topology can be enabled. If it +//! is false, you can find out why it cannot be enabled by getting the +//! details of the topology via NvAPI_Mosaic_GetTopoGroup(). From there, +//! look at the validityMask of the individual topologies. The bits can +//! be tested against the NV_MOSAIC_TOPO_VALIDITY_* bits. +//! +//! It is possible for this function to return NVAPI_OK with no topologies +//! listed in the return structure. If this is the case, it means that +//! the current hardware DOES support Mosaic, but with the given configuration +//! no valid topologies were found. This most likely means that SLI was not +//! enabled for the hardware. Once enabled, you should see valid topologies +//! returned from this function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! +//! \param [in,out] pSupportedTopoInfo Information about what topologies and display resolutions +//! are supported for Mosaic. +//! \param [in] type The type of topologies the caller is interested in +//! getting. See NV_MOSAIC_TOPO_TYPE for possible values. +//! +//! \retval ::NVAPI_OK No errors in returning supported topologies. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more arguments passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +// compatible with this entry point. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetSupportedTopoInfo(NV_MOSAIC_SUPPORTED_TOPO_INFO *pSupportedTopoInfo, NV_MOSAIC_TOPO_TYPE type); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetTopoGroup +// +//! DESCRIPTION: This API returns a structure filled with the details +//! of the specified Mosaic topology. +//! +//! If the pTopoBrief passed in matches the current topology, +//! then information in the brief and group structures +//! will reflect what is current. Thus the brief would have +//! the current 'enable' status, and the group would have the +//! current overlap values. If there is no match, then the +//! returned brief has an 'enable' status of FALSE (since it +//! is obviously not enabled), and the overlap values will be 0. +//! +//! 'IN' Notes: pTopoGroup->version must be set before calling this function. +//! If the specified version is not supported by this implementation, +//! an error will be returned (NVAPI_INCOMPATIBLE_STRUCT_VERSION). +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pTopoBrief The topology for getting the details +//! This must be one of the topology briefs +//! returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [in,out] pTopoGroup The topology details matching the brief +//! +//! \retval ::NVAPI_OK Details were retrieved successfully. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +// compatible with this entry point. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetTopoGroup(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_TOPO_GROUP *pTopoGroup); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetOverlapLimits +// +//! DESCRIPTION: This API returns the X and Y overlap limits required if +//! the given Mosaic topology and display settings are to be used. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pTopoBrief The topology for getting limits +//! This must be one of the topo briefs +//! returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [in] pDisplaySetting The display settings for getting the limits. +//! This must be one of the settings +//! returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [out] pMinOverlapX X overlap minimum +//! \param [out] pMaxOverlapX X overlap maximum +//! \param [out] pMinOverlapY Y overlap minimum +//! \param [out] pMaxOverlapY Y overlap maximum +//! +//! \retval ::NVAPI_OK Details were retrieved successfully. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +//! compatible with this entry point. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetOverlapLimits(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_DISPLAY_SETTING *pDisplaySetting, NvS32 *pMinOverlapX, NvS32 *pMaxOverlapX, NvS32 *pMinOverlapY, NvS32 *pMaxOverlapY); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_SetCurrentTopo +// +//! DESCRIPTION: This API sets the Mosaic topology and performs a mode switch +//! using the given display settings. +//! +//! If NVAPI_OK is returned, the current Mosaic topology was set +//! correctly. Any other status returned means the +//! topology was not set, and remains what it was before this +//! function was called. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pTopoBrief The topology to set. This must be one of the topologies returned from +//! NvAPI_Mosaic_GetSupportedTopoInfo(), and it must have an isPossible value of 1. +//! \param [in] pDisplaySetting The per display settings to be used in the Mosaic mode. This must be one of the +//! settings returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [in] overlapX The pixel overlap to use between horizontal displays (use positive a number for +//! overlap, or a negative number to create a gap.) If the overlap is out of bounds +//! for what is possible given the topo and display setting, the overlap will be clamped. +//! \param [in] overlapY The pixel overlap to use between vertical displays (use positive a number for +//! overlap, or a negative number to create a gap.) If the overlap is out of bounds for +//! what is possible given the topo and display setting, the overlap will be clamped. +//! \param [in] enable If 1, the topology being set will also be enabled, meaning that the mode set will +//! occur. \n +//! If 0, you don't want to be in Mosaic mode right now, but want to set the current +//! Mosaic topology so you can enable it later with NvAPI_Mosaic_EnableCurrentTopo(). +//! +//! \retval ::NVAPI_OK The Mosaic topology was set. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_TOPO_NOT_POSSIBLE The topology passed in is not currently possible. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +//! compatible with this entrypoint. +//! \retval ::NVAPI_MODE_CHANGE_FAILED There was an error changing the display mode. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_SetCurrentTopo(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_DISPLAY_SETTING *pDisplaySetting, NvS32 overlapX, NvS32 overlapY, NvU32 enable); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetCurrentTopo +// +//! DESCRIPTION: This API returns information for the current Mosaic topology. +//! This includes topology, display settings, and overlap values. +//! +//! You can call NvAPI_Mosaic_GetTopoGroup() with the topology +//! if you require more information. +//! +//! If there isn't a current topology, then pTopoBrief->topo will +//! be NV_MOSAIC_TOPO_NONE. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [out] pTopoBrief The current Mosaic topology +//! \param [out] pDisplaySetting The current per-display settings +//! \param [out] pOverlapX The pixel overlap between horizontal displays +//! \param [out] pOverlapY The pixel overlap between vertical displays +//! +//! \retval ::NVAPI_OK Success getting current info. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entry point not available. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetCurrentTopo(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_DISPLAY_SETTING *pDisplaySetting, NvS32 *pOverlapX, NvS32 *pOverlapY); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_EnableCurrentTopo +// +//! DESCRIPTION: This API enables or disables the current Mosaic topology +//! based on the setting of the incoming 'enable' parameter. +//! +//! An "enable" setting enables the current (previously set) Mosaic topology. +//! Note that when the current Mosaic topology is retrieved, it must have an isPossible value of 1 or +//! an error will occur. +//! +//! A "disable" setting disables the current Mosaic topology. +//! The topology information will persist, even across reboots. +//! To re-enable the Mosaic topology, call this function +//! again with the enable parameter set to 1. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] enable 1 to enable the current Mosaic topo, 0 to disable it. +//! +//! \retval ::NVAPI_OK The Mosaic topo was enabled/disabled. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more arguments passed in are invalid. +//! \retval ::NVAPI_TOPO_NOT_POSSIBLE The current topology is not currently possible. +//! \retval ::NVAPI_MODE_CHANGE_FAILED There was an error changing the display mode. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_EnableCurrentTopo(NvU32 enable); + +//! \ingroup mosaicapi +//! @{ +typedef struct _NV_MOSAIC_GRID_TOPO_DISPLAY_V1 +{ + NvU32 displayId; //!< DisplayID of the display + NvS32 overlapX; //!< (+overlap, -gap) + NvS32 overlapY; //!< (+overlap, -gap) + NV_ROTATE rotation; //!< Rotation of display + NvU32 cloneGroup; //!< Reserved, must be 0 +} NV_MOSAIC_GRID_TOPO_DISPLAY_V1; + +typedef enum _NV_PIXEL_SHIFT_TYPE +{ + NV_PIXEL_SHIFT_TYPE_NO_PIXEL_SHIFT = 0, //!< No pixel shift will be applied to this display. + NV_PIXEL_SHIFT_TYPE_2x2_TOP_LEFT_PIXELS = 1, //!< This display will be used to scanout top left pixels in 2x2 PixelShift configuration + NV_PIXEL_SHIFT_TYPE_2x2_BOTTOM_RIGHT_PIXELS = 2, //!< This display will be used to scanout bottom right pixels in 2x2 PixelShift configuration + NV_PIXEL_SHIFT_TYPE_2x2_TOP_RIGHT_PIXELS = 4, //!< This display will be used to scanout top right pixels in 2x2 PixelShift configuration + NV_PIXEL_SHIFT_TYPE_2x2_BOTTOM_LEFT_PIXELS = 8, //!< This display will be used to scanout bottom left pixels in 2x2 PixelShift configuration +} NV_PIXEL_SHIFT_TYPE; + +typedef struct _NV_MOSAIC_GRID_TOPO_DISPLAY_V2 +{ + NvU32 version; //!< Version of this structure + + NvU32 displayId; //!< DisplayID of the display + NvS32 overlapX; //!< (+overlap, -gap) + NvS32 overlapY; //!< (+overlap, -gap) + NV_ROTATE rotation; //!< Rotation of display + NvU32 cloneGroup; //!< Reserved, must be 0 + NV_PIXEL_SHIFT_TYPE pixelShiftType; //!< Type of the pixel shift enabled display +} NV_MOSAIC_GRID_TOPO_DISPLAY_V2; + +#ifndef NV_MOSAIC_GRID_TOPO_DISPLAY_VER + +typedef NV_MOSAIC_GRID_TOPO_DISPLAY_V1 NV_MOSAIC_GRID_TOPO_DISPLAY; + +#endif + +typedef struct _NV_MOSAIC_GRID_TOPO_V1 +{ + NvU32 version; //!< Version of this structure + NvU32 rows; //!< Number of rows + NvU32 columns; //!< Number of columns + NvU32 displayCount; //!< Number of display details + NvU32 applyWithBezelCorrect : 1; //!< When enabling and doing the modeset, do we switch to the bezel-corrected resolution + NvU32 immersiveGaming : 1; //!< Enable as immersive gaming instead of Mosaic SLI (for Quadro-boards only) + NvU32 baseMosaic : 1; //!< Enable as Base Mosaic (Panoramic) instead of Mosaic SLI (for NVS and Quadro-boards only) + NvU32 driverReloadAllowed : 1; //!< If necessary, reloading the driver is permitted (for Vista and above only). Will not be persisted. Value undefined on get. + NvU32 acceleratePrimaryDisplay : 1; //!< Enable SLI acceleration on the primary display while in single-wide mode (For Immersive Gaming only). Will not be persisted. Value undefined on get. + NvU32 reserved : 27; //!< Reserved, must be 0 + NV_MOSAIC_GRID_TOPO_DISPLAY_V1 displays[NV_MOSAIC_MAX_DISPLAYS]; //!< Displays are done as [(row * columns) + column] + NV_MOSAIC_DISPLAY_SETTING_V1 displaySettings; //!< Display settings +} NV_MOSAIC_GRID_TOPO_V1; + +typedef struct _NV_MOSAIC_GRID_TOPO_V2 +{ + NvU32 version; //!< Version of this structure + NvU32 rows; //!< Number of rows + NvU32 columns; //!< Number of columns + NvU32 displayCount; //!< Number of display details + NvU32 applyWithBezelCorrect : 1; //!< When enabling and doing the modeset, do we switch to the bezel-corrected resolution + NvU32 immersiveGaming : 1; //!< Enable as immersive gaming instead of Mosaic SLI (for Quadro-boards only) + NvU32 baseMosaic : 1; //!< Enable as Base Mosaic (Panoramic) instead of Mosaic SLI (for NVS and Quadro-boards only) + NvU32 driverReloadAllowed : 1; //!< If necessary, reloading the driver is permitted (for Vista and above only). Will not be persisted. Value undefined on get. + NvU32 acceleratePrimaryDisplay : 1; //!< Enable SLI acceleration on the primary display while in single-wide mode (For Immersive Gaming only). Will not be persisted. Value undefined on get. + NvU32 pixelShift : 1; //!< Enable Pixel shift + NvU32 reserved : 26; //!< Reserved, must be 0 + NV_MOSAIC_GRID_TOPO_DISPLAY_V2 displays[NV_MOSAIC_MAX_DISPLAYS]; //!< Displays are done as [(row * columns) + column] + NV_MOSAIC_DISPLAY_SETTING_V1 displaySettings; //!< Display settings +} NV_MOSAIC_GRID_TOPO_V2; + +//! Macro for constructing the version field of ::NV_MOSAIC_GRID_TOPO +#define NV_MOSAIC_GRID_TOPO_VER1 MAKE_NVAPI_VERSION(NV_MOSAIC_GRID_TOPO_V1,1) +#define NV_MOSAIC_GRID_TOPO_VER2 MAKE_NVAPI_VERSION(NV_MOSAIC_GRID_TOPO_V2,2) +#ifndef NV_MOSAIC_GRID_TOPO_VER + +typedef NV_MOSAIC_GRID_TOPO_V2 NV_MOSAIC_GRID_TOPO; + +//! Macro for constructing the version field of ::NV_MOSAIC_GRID_TOPO +#define NV_MOSAIC_GRID_TOPO_VER NV_MOSAIC_GRID_TOPO_VER2 + +#endif + +//! @} + +//! since Release R290 + +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_DISPLAY_ON_INVALID_GPU NV_BIT(0) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_DISPLAY_ON_WRONG_CONNECTOR NV_BIT(1) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_COMMON_TIMINGS NV_BIT(2) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_EDID_AVAILABLE NV_BIT(3) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_MISMATCHED_OUTPUT_TYPE NV_BIT(4) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_DISPLAY_CONNECTED NV_BIT(5) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_GPU_TOPOLOGY NV_BIT(6) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NOT_SUPPORTED NV_BIT(7) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_SLI_BRIDGE NV_BIT(8) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_ECC_ENABLED NV_BIT(9) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_GPU_TOPOLOGY_NOT_SUPPORTED NV_BIT(10) + + + + + + + +//! Do not change the current GPU topology. If the NO_DRIVER_RELOAD bit is not +//! specified, then it may still require a driver reload. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_CURRENT_GPU_TOPOLOGY NV_BIT(0) + +//! Do not allow a driver reload. That is, stick with the same master GPU as well as the +//! same SLI configuration. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_NO_DRIVER_RELOAD NV_BIT(1) + +//! When choosing a GPU topology, choose the topology with the best performance. +//! Without this flag, it will choose the topology that uses the smallest number +//! of GPU's. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_MAXIMIZE_PERFORMANCE NV_BIT(2) + +//! Do not return an error if no configuration will work with all of the grids. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_ALLOW_INVALID NV_BIT(3) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_SetDisplayGrids +// +//! DESCRIPTION: Sets a new display topology, replacing any existing topologies +//! that use the same displays. +//! +//! This function will look for an SLI configuration that will +//! allow the display topology to work. +//! +//! To revert to a single display, specify that display as a 1x1 +//! grid. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pGridTopologies The topology details to set. +//! \param [in] gridCount The number of elements in the pGridTopologies array. +//! \param [in] setTopoFlags Zero or more of the NVAPI_MOSAIC_SETDISPLAYTOPO_FLAG_* +//! flags. +//! +//! +//! \retval ::NVAPI_OK Capabilities have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_NO_ACTIVE_SLI_TOPOLOGY No matching GPU topologies could be found. +//! \retval ::NVAPI_TOPO_NOT_POSSIBLE One or more of the display grids are not valid. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_SetDisplayGrids(__in_ecount(gridCount) NV_MOSAIC_GRID_TOPO *pGridTopologies, __in NvU32 gridCount, __in NvU32 setTopoFlags); + + +//! \ingroup mosaicapi +//! Indicates that a display's position in the grid is sub-optimal. +#define NV_MOSAIC_DISPLAYTOPO_WARNING_DISPLAY_POSITION NV_BIT(0) + +//! \ingroup mosaicapi +//! Indicates that SetDisplaySettings would need to perform a driver reload. +#define NV_MOSAIC_DISPLAYTOPO_WARNING_DRIVER_RELOAD_REQUIRED NV_BIT(1) + +//! \ingroup mosaicapi +typedef struct +{ + NvU32 version; + NvU32 errorFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYTOPO_ERROR_* flags. + NvU32 warningFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYTOPO_WARNING_* flags. + + NvU32 displayCount; //!< (OUT) The number of valid entries in the displays array. + struct + { + NvU32 displayId; //!< (OUT) The DisplayID of this display. + NvU32 errorFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYCAPS_PROBLEM_* flags. + NvU32 warningFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYTOPO_WARNING_* flags. + + NvU32 supportsRotation : 1; //!< (OUT) This display can be rotated + NvU32 reserved : 31; //!< (OUT) reserved + } displays[NVAPI_MAX_DISPLAYS]; +} NV_MOSAIC_DISPLAY_TOPO_STATUS; + +//! \ingroup mosaicapi +#define NV_MOSAIC_DISPLAY_TOPO_STATUS_VER MAKE_NVAPI_VERSION(NV_MOSAIC_DISPLAY_TOPO_STATUS,1) + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_ValidateDisplayGrids +// +//! DESCRIPTION: Determines if a list of grid topologies is valid. It will choose an SLI +//! configuration in the same way that NvAPI_Mosaic_SetDisplayGrids() does. +//! +//! On return, each element in the pTopoStatus array will contain any errors or +//! warnings about each grid topology. If any error flags are set, then the topology +//! is not valid. If any warning flags are set, then the topology is valid, but +//! sub-optimal. +//! +//! If the ALLOW_INVALID flag is set, then it will continue to validate the grids +//! even if no SLI configuration will allow all of the grids. In this case, a grid +//! grid with no matching GPU topology will have the error +//! flags NO_GPU_TOPOLOGY or NOT_SUPPORTED set. +//! +//! If the ALLOW_INVALID flag is not set and no matching SLI configuration is +//! found, then it will skip the rest of the validation and return +//! NVAPI_NO_ACTIVE_SLI_TOPOLOGY. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] setTopoFlags Zero or more of the NVAPI_MOSAIC_SETDISPLAYTOPO_FLAG_* +//! flags. +//! \param [in] pGridTopologies The array of grid topologies to verify. +//! \param [in,out] pTopoStatus The array of problems and warnings with each grid topology. +//! \param [in] gridCount The number of elements in the pGridTopologies and +//! pTopoStatus arrays. +//! +//! +//! \retval ::NVAPI_OK: Capabilities have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT: One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED: The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION: This entrypoint not available +//! \retval ::NVAPI_NO_ACTIVE_SLI_TOPOLOGY: No matching GPU topologies could be found. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_ValidateDisplayGrids(__in NvU32 setTopoFlags, + __in_ecount(gridCount) NV_MOSAIC_GRID_TOPO *pGridTopologies, + __inout_ecount_full(gridCount) NV_MOSAIC_DISPLAY_TOPO_STATUS *pTopoStatus, + __in NvU32 gridCount); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_EnumDisplayModes +// +//! DESCRIPTION: Determines the set of available display modes for a given grid topology. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pGridTopology The grid topology to use. +//! \param [in,out] pDisplaySettings A pointer to an array of display settings to populate, +//! or NULL to find out the total number of available modes. +//! \param [in,out] pDisplayCount If pDisplaySettings is not NULL, then pDisplayCount +//! should point to the number of elements in the +//! pDisplaySettings array. On return, it will contain the +//! number of modes that were actually returned. If +//! pDisplaySettings is NULL, then pDisplayCount will receive +//! the total number of modes that are available. +//! +//! +//! \retval ::NVAPI_OK Capabilities have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! +//! \ingroup mosaciapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_EnumDisplayModes(__in NV_MOSAIC_GRID_TOPO *pGridTopology, + __inout_ecount_part_opt(*pDisplayCount, *pDisplayCount) NV_MOSAIC_DISPLAY_SETTING *pDisplaySettings, + __inout NvU32 *pDisplayCount); + + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_EnumDisplayGrids +// +//! DESCRIPTION: Enumerates the current active grid topologies. This includes Mosaic, IG, and +//! Panoramic topologies, as well as single displays. +//! +//! If pGridTopologies is NULL, then pGridCount will be set to the number of active +//! grid topologies. +//! +//! If pGridTopologies is not NULL, then pGridCount contains the maximum number of +//! grid topologies to return. On return, pGridCount will be set to the number of +//! grid topologies that were returned. +//! +//! \param [out] pGridTopologies The list of active grid topologies. +//! \param [in,out] pGridCount A pointer to the number of grid topologies returned. +//! +//! \retval ::NVAPI_OK Capabilties have been returned. +//! \retval ::NVAPI_END_ENUMERATION There are no more topologies to return. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_EnumDisplayGrids(__inout_ecount_part_opt(*pGridCount, *pGridCount) NV_MOSAIC_GRID_TOPO *pGridTopologies, + __inout NvU32 *pGridCount); + + +//////////////////////////////////////////////////////////////////////////////////////// +// +// ########################################################################### +// DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS +// +// Below is the Phase 1 Mosaic stuff, the Phase 2 stuff above is what will remain +// once Phase 2 is complete. For a small amount of time, the two will co-exist. As +// soon as apps (nvapichk, NvAPITestMosaic, and CPL) are updated to use the Phase 2 +// entrypoints, the code below will be deleted. +// +// DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS +// ########################################################################### +// +// Supported topos 1x4, 4x1 and 2x2 to start with. +// +// Selected scan out targets can be one per GPU or more than one on the same GPU. +// +// SAMPLE of MOSAIC 1x4 SCAN OUT TOPO with 8 pixel horizontal overlap +// +//+-------------------------++-------------------------++-------------------------++-------------------------+ +//| || || || | +//| || || || | +//| || || || | +//| DVI1 || DVI2 || DVI3 || DVI4 | +//| || || || | +//| || || || | +//| || || || | +//| || || || | +//+-------------------------++-------------------------++-------------------------++-------------------------+ + + +//! \addtogroup mosaicapi +//! @{ + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MAX_MOSAIC_DISPLAY_ROWS 8 + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS 8 + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MAX_MOSAIC_TOPOS 16 + +//! Used in NvAPI_GetCurrentMosaicTopology() and NvAPI_SetCurrentMosaicTopology(). +typedef struct +{ + NvU32 version; //!< Version number of the mosaic topology + NvU32 rowCount; //!< Horizontal display count + NvU32 colCount; //!< Vertical display count + + struct + { + NvPhysicalGpuHandle hPhysicalGPU; //!< Physical GPU to be used in the topology + NvU32 displayOutputId; //!< Connected display target + NvS32 overlapX; //!< Pixels of overlap on the left of target: (+overlap, -gap) + NvS32 overlapY; //!< Pixels of overlap on the top of target: (+overlap, -gap) + + } gpuLayout[NVAPI_MAX_MOSAIC_DISPLAY_ROWS][NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS]; + +} NV_MOSAIC_TOPOLOGY; + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MOSAIC_TOPOLOGY_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPOLOGY,1) + +//! Used in NvAPI_GetSupportedMosaicTopologies(). +typedef struct +{ + NvU32 version; + NvU32 totalCount; //!< Count of valid topologies + NV_MOSAIC_TOPOLOGY topos[NVAPI_MAX_MOSAIC_TOPOS]; //!< Maximum number of topologies + +} NV_MOSAIC_SUPPORTED_TOPOLOGIES; + +//! Used in NV_MOSAIC_SUPPORTED_TOPOLOGIES. +#define NVAPI_MOSAIC_SUPPORTED_TOPOLOGIES_VER MAKE_NVAPI_VERSION(NV_MOSAIC_SUPPORTED_TOPOLOGIES,1) + +//!@} + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetSupportedMosaicTopologies +// +//! DESCRIPTION: This API returns all valid Mosaic topologies. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [out] pMosaicTopos An array of valid Mosaic topologies. +//! +//! \retval NVAPI_OK Call succeeded; 1 or more topologies were returned +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_MIXED_TARGET_TYPES Mosaic topology is only possible with all targets of the same NV_GPU_OUTPUT_TYPE. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetSupportedMosaicTopologies(NV_MOSAIC_SUPPORTED_TOPOLOGIES *pMosaicTopos); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetCurrentMosaicTopology +// +//! DESCRIPTION: This API gets the current Mosaic topology. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [out] pMosaicTopo The current Mosaic topology +//! \param [out] pEnabled TRUE if returned topology is currently enabled, else FALSE +//! +//! \retval NVAPI_OK Call succeeded +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetCurrentMosaicTopology(NV_MOSAIC_TOPOLOGY *pMosaicTopo, NvU32 *pEnabled); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetCurrentMosaicTopology +// +//! DESCRIPTION: This API sets the Mosaic topology, and enables it so that the +//! Mosaic display settings are enumerated upon request. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [in] pMosaicTopo A valid Mosaic topology +//! +//! \retval NVAPI_OK Call succeeded +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SetCurrentMosaicTopology(NV_MOSAIC_TOPOLOGY *pMosaicTopo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnableCurrentMosaicTopology +// +//! DESCRIPTION: This API enables or disables the current Mosaic topology. +//! When enabling, the last Mosaic topology will be set. +//! +//! - If enabled, enumeration of display settings will include valid Mosaic resolutions. +//! - If disabled, enumeration of display settings will not include Mosaic resolutions. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [in] enable TRUE to enable the Mosaic Topology, FALSE to disable it. +//! +//! \retval NVAPI_OK Call succeeded +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnableCurrentMosaicTopology(NvU32 enable); + + +#define NVAPI_MAX_GSYNC_DEVICES 4 + + +// Sync Display APIs + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_EnumSyncDevices +// +//! DESCRIPTION: This API returns an array of Sync device handles. A Sync device handle represents a +//! single Sync device on the system. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [out] nvGSyncHandles- The caller provides an array of handles, which must contain at least +//! NVAPI_MAX_GSYNC_DEVICES elements. The API will zero out the entire array and then fill in one +//! or more handles. If an error occurs, the array is invalid. +//! \param [out] *gsyncCount- The caller provides the storage space. NvAPI_GSync_EnumSyncDevices +//! sets *gsyncCount to indicate how many of the elements in the nvGSyncHandles[] array are valid. +//! If an error occurs, *gsyncCount will be set to zero. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT nvGSyncHandles or gsyncCount is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_EnumSyncDevices(__out NvGSyncDeviceHandle nvGSyncHandles[NVAPI_MAX_GSYNC_DEVICES], __out NvU32 *gsyncCount); + + +// GSync boardId values +#define NVAPI_GSYNC_BOARD_ID_P358 856 //!< GSync board ID 0x358, see NV_GSYNC_CAPABILITIES +#define NVAPI_GSYNC_BOARD_ID_P2060 8288 //!< GSync board ID 0x2060, see NV_GSYNC_CAPABILITIES + +//! \since Release: 375 +#define NVAPI_GSYNC_BOARD_ID_P2061 8289 //!< GSync board ID 0x2061, see NV_GSYNC_CAPABILITIES + + +//! Used in NvAPI_GSync_QueryCapabilities(). +typedef struct _NV_GSYNC_CAPABILITIES_V1 +{ + NvU32 version; //!< Version of the structure + NvU32 boardId; //!< Board ID + NvU32 revision; //!< FPGA Revision + NvU32 capFlags; //!< Capabilities of the Sync board. Reserved for future use +} NV_GSYNC_CAPABILITIES_V1; + +typedef struct _NV_GSYNC_CAPABILITIES_V2 +{ + NvU32 version; //!< Version of the structure + NvU32 boardId; //!< Board ID + NvU32 revision; //!< FPGA major revision + NvU32 capFlags; //!< Capabilities of the Sync board. Reserved for future use + NvU32 extendedRevision; //!< FPGA minor revision +} NV_GSYNC_CAPABILITIES_V2; + +typedef struct _NV_GSYNC_CAPABILITIES_V3 +{ + NvU32 version; //!< Version of the structure + NvU32 boardId; //!< Board ID + NvU32 revision; //!< FPGA major revision + NvU32 capFlags; //!< Capabilities of the Sync board. Reserved for future use + NvU32 extendedRevision; //!< FPGA minor revision + NvU32 bIsMulDivSupported : 1; //!< Indicates if multiplication/division of the frequency of house sync signal is supported. + NvU32 reserved : 31; //!< Reserved for future use + NvU32 maxMulDivValue; //!< This parameter returns the maximum possible value that can be programmed + //!< for multiplying / dividing house sync. Only valid if bIsMulDivSupported is set to 1. +} NV_GSYNC_CAPABILITIES_V3; + +typedef NV_GSYNC_CAPABILITIES_V3 NV_GSYNC_CAPABILITIES; + + +//! \ingroup gsyncapi +//! Macro for constructing the version field of NV_GSYNC_CAPABILITIES. +#define NV_GSYNC_CAPABILITIES_VER1 MAKE_NVAPI_VERSION(NV_GSYNC_CAPABILITIES_V1,1) +#define NV_GSYNC_CAPABILITIES_VER2 MAKE_NVAPI_VERSION(NV_GSYNC_CAPABILITIES_V2,2) +#define NV_GSYNC_CAPABILITIES_VER3 MAKE_NVAPI_VERSION(NV_GSYNC_CAPABILITIES_V3,3) +#define NV_GSYNC_CAPABILITIES_VER NV_GSYNC_CAPABILITIES_VER3 + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_QueryCapabilities +// +//! DESCRIPTION: This API returns the capabilities of the Sync device. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The handle for a Sync device for which the capabilities will be queried. +//! \param [inout] *pNvGSyncCapabilities- The caller provides the storage space. NvAPI_GSync_QueryCapabilities() sets +//! *pNvGSyncCapabilities to the version and capabilities details of the Sync device +//! If an error occurs, *pNvGSyncCapabilities will be set to NULL. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_QueryCapabilities(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout NV_GSYNC_CAPABILITIES *pNvGSyncCapabilities); + + + +//! Connector values for a GPU. Used in NV_GSYNC_GPU. +typedef enum _NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR +{ + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_NONE = 0, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_PRIMARY = 1, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_SECONDARY = 2, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_TERTIARY = 3, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_QUARTERNARY = 4, +} NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR; + +//! Display sync states. Used in NV_GSYNC_DISPLAY. +typedef enum _NVAPI_GSYNC_DISPLAY_SYNC_STATE +{ + NVAPI_GSYNC_DISPLAY_SYNC_STATE_UNSYNCED = 0, + NVAPI_GSYNC_DISPLAY_SYNC_STATE_SLAVE = 1, + NVAPI_GSYNC_DISPLAY_SYNC_STATE_MASTER = 2, +} NVAPI_GSYNC_DISPLAY_SYNC_STATE; + +typedef struct _NV_GSYNC_GPU +{ + NvU32 version; //!< Version of the structure + NvPhysicalGpuHandle hPhysicalGpu; //!< GPU handle + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR connector; //!< Indicates which connector on the device the GPU is connected to. + NvPhysicalGpuHandle hProxyPhysicalGpu; //!< GPU through which hPhysicalGpu is connected to the Sync device (if not directly connected) + //!< - this is NULL otherwise + NvU32 isSynced : 1; //!< Whether this GPU is sync'd or not. + NvU32 reserved : 31; //!< Should be set to ZERO +} NV_GSYNC_GPU; + +typedef struct _NV_GSYNC_DISPLAY +{ + NvU32 version; //!< Version of the structure + NvU32 displayId; //!< display identifier for displays.The GPU to which it is connected, can be retireved from NvAPI_SYS_GetPhysicalGpuFromDisplayId + NvU32 isMasterable : 1; //!< Can this display be the master? (Read only) + NvU32 reserved : 31; //!< Should be set to ZERO + NVAPI_GSYNC_DISPLAY_SYNC_STATE syncState; //!< Is this display slave/master + //!< (Retrieved with topology or set by caller for enable/disable sync) +} NV_GSYNC_DISPLAY; + +#define NV_GSYNC_DISPLAY_VER MAKE_NVAPI_VERSION(NV_GSYNC_DISPLAY,1) +#define NV_GSYNC_GPU_VER MAKE_NVAPI_VERSION(NV_GSYNC_GPU,1) + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetTopology +// +//! DESCRIPTION: This API returns the topology for the specified Sync device. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle for a Sync device for which the topology will be queried. +//! \param [in, out] gsyncGpuCount- It returns number of GPUs connected to Sync device +//! \param [in, out] gsyncGPUs- It returns info about GPUs connected to Sync device +//! \param [in, out] gsyncDisplayCount- It returns number of active displays that belongs to Sync device +//! \param [in, out] gsyncDisplays- It returns info about all active displays that belongs to Sync device +//! +//! HOW TO USE: 1) make a call to get the number of GPUs connected OR displays synced through Sync device +//! by passing the gsyncGPUs OR gsyncDisplays as NULL respectively. Both gsyncGpuCount and gsyncDisplayCount can be retrieved in same call by passing +//! both gsyncGPUs and gsyncDisplays as NULL +//! On call success: +//! 2) Allocate memory based on gsyncGpuCount(for gsyncGPUs) and/or gsyncDisplayCount(for gsyncDisplays) then make a call to populate gsyncGPUs and/or gsyncDisplays respectively. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! \retval ::NVAPI_INSUFFICIENT_BUFFER When the actual number of GPUs/displays in the topology exceed the number of elements allocated for SyncGPUs/SyncDisplays respectively. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetTopology(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout_opt NvU32 *gsyncGpuCount, __inout_ecount_part_opt(*gsyncGpuCount, *gsyncGpuCount) NV_GSYNC_GPU *gsyncGPUs, + __inout_opt NvU32 *gsyncDisplayCount, __inout_ecount_part_opt(*gsyncDisplayCount, *gsyncDisplayCount) NV_GSYNC_DISPLAY *gsyncDisplays); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_SetSyncStateSettings +// +//! DESCRIPTION: Sets a new sync state for the displays in system. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] gsyncDisplayCount- The number of displays in gsyncDisplays. +//! \param [in] pGsyncDisplays- The caller provides the structure containing all displays that need to be synchronized in the system. +//! The displays that are not part of pGsyncDisplays, will be un-synchronized. +//! \param [in] flags- Reserved for future use. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT If the display topology or count not valid. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! \retval ::NVAPI_INVALID_SYNC_TOPOLOGY 1.If any mosaic grid is partial. +//! 2.If timing(HVisible/VVisible/refreshRate) applied of any display is different. +//! 3.If There is a across GPU mosaic grid in system and that is not a part of pGsyncDisplays. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_SetSyncStateSettings(__in NvU32 gsyncDisplayCount, __in_ecount(gsyncDisplayCount) NV_GSYNC_DISPLAY *pGsyncDisplays, __in NvU32 flags); + + +//! \ingroup gsyncapi + +//! Source signal edge to be used for output pulse. See NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_POLARITY +{ + NVAPI_GSYNC_POLARITY_RISING_EDGE = 0, + NVAPI_GSYNC_POLARITY_FALLING_EDGE = 1, + NVAPI_GSYNC_POLARITY_BOTH_EDGES = 2, +} NVAPI_GSYNC_POLARITY; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_VIDEO_MODE +{ + NVAPI_GSYNC_VIDEO_MODE_NONE = 0, + NVAPI_GSYNC_VIDEO_MODE_TTL = 1, + NVAPI_GSYNC_VIDEO_MODE_NTSCPALSECAM = 2, + NVAPI_GSYNC_VIDEO_MODE_HDTV = 3, + NVAPI_GSYNC_VIDEO_MODE_COMPOSITE = 4, +} NVAPI_GSYNC_VIDEO_MODE; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_SYNC_SOURCE +{ + NVAPI_GSYNC_SYNC_SOURCE_VSYNC = 0, + NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC = 1, +} NVAPI_GSYNC_SYNC_SOURCE; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef struct _NV_GSYNC_DELAY +{ + NvU32 version; //!< Version of the structure + NvU32 numLines; //!< delay to be induced in number of horizontal lines. + NvU32 numPixels; //!< delay to be induced in number of pixels. + NvU32 maxLines; //!< maximum number of lines supported at current display mode to induce delay. Updated by NvAPI_GSync_GetControlParameters(). Read only. + NvU32 minPixels; //!< minimum number of pixels required at current display mode to induce delay. Updated by NvAPI_GSync_GetControlParameters(). Read only. +} NV_GSYNC_DELAY; + +#define NV_GSYNC_DELAY_VER MAKE_NVAPI_VERSION(NV_GSYNC_DELAY,1) + +//! Used in NvAPI_GSync_GetControlParameters() and NvAPI_GSync_SetControlParameters(). +typedef struct _NV_GSYNC_CONTROL_PARAMS_V1 +{ + NvU32 version; //!< Version of the structure + NVAPI_GSYNC_POLARITY polarity; //!< Leading edge / Falling edge / both + NVAPI_GSYNC_VIDEO_MODE vmode; //!< None, TTL, NTSCPALSECAM, HDTV + NvU32 interval; //!< Number of pulses to wait between framelock signal generation + NVAPI_GSYNC_SYNC_SOURCE source; //!< VSync/House sync + NvU32 interlaceMode:1; //!< interlace mode for a Sync device + NvU32 syncSourceIsOutput:1; //!< Set this to make house sync as an output; valid only when NV_GSYNC_CONTROL_PARAMS::source is NVAPI_GSYNC_SYNC_SOURCE_VSYNC on P2061 boards. + //!< syncSourceIsOutput should always be NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC i.e. 0 on P2060 boards or when NV_GSYNC_CONTROL_PARAMS::source is set to NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC. + NvU32 reserved:30; //!< should be set zero + NV_GSYNC_DELAY syncSkew; //!< The time delay between the frame sync signal and the GPUs signal. + NV_GSYNC_DELAY startupDelay; //!< Sync start delay for master. +} NV_GSYNC_CONTROL_PARAMS_V1; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_MULTIPLY_DIVIDE_MODE +{ + NVAPI_GSYNC_UNDEFINED_MODE = 0, + NVAPI_GSYNC_MULTIPLY_MODE = 1, + NVAPI_GSYNC_DIVIDE_MODE = 2, +} NVAPI_GSYNC_MULTIPLY_DIVIDE_MODE; + +typedef struct _NV_GSYNC_CONTROL_PARAMS_V2 +{ + NvU32 version; //!< Version of the structure + NVAPI_GSYNC_POLARITY polarity; //!< Leading edge / Falling edge / both + NVAPI_GSYNC_VIDEO_MODE vmode; //!< None, TTL, NTSCPALSECAM, HDTV + NvU32 interval; //!< Number of pulses to wait between framelock signal generation + NVAPI_GSYNC_SYNC_SOURCE source; //!< VSync/House sync + NvU32 interlaceMode:1; //!< interlace mode for a Sync device + NvU32 syncSourceIsOutput:1; //!< Set this to make house sync as an output; valid only when NV_GSYNC_CONTROL_PARAMS::source is NVAPI_GSYNC_SYNC_SOURCE_VSYNC on P2061 boards. + //!< syncSourceIsOutput should always be NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC i.e. 0 on P2060 boards or when NV_GSYNC_CONTROL_PARAMS::source is set to NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC. + NvU32 reserved:30; //!< should be set zero + NV_GSYNC_DELAY syncSkew; //!< The time delay between the frame sync signal and the GPUs signal. + NV_GSYNC_DELAY startupDelay; //!< Sync start delay for master. + NVAPI_GSYNC_MULTIPLY_DIVIDE_MODE multiplyDivideMode; //!< Indicates multiplier/divider mode for the housesync signal. + //!< While setting multiplyDivideMode, source needs to be set as NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC. + NvU8 multiplyDivideValue; //!< Indicates the multiplier/divider value for the housesync signal. Only supported if bIsMulDivSupported field of the structure NV_GSYNC_CAPABILITIES is set to 1. + //!< The maximum supported value for this field can be obtained from maxMulDivValue field of the structure NV_GSYNC_CAPABILITIES. +} NV_GSYNC_CONTROL_PARAMS_V2; + +typedef NV_GSYNC_CONTROL_PARAMS_V2 NV_GSYNC_CONTROL_PARAMS; +#define NV_GSYNC_CONTROL_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GSYNC_CONTROL_PARAMS_V1,1) +#define NV_GSYNC_CONTROL_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_GSYNC_CONTROL_PARAMS_V2,2) +#define NV_GSYNC_CONTROL_PARAMS_VER NV_GSYNC_CONTROL_PARAMS_VER2 + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetControlParameters +// +//! DESCRIPTION: This API queries for sync control parameters as defined in NV_GSYNC_CONTROL_PARAMS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle of the Sync device for which to get parameters +//! \param [inout] *pGsyncControls- The caller provides the storage space. NvAPI_GSync_GetControlParameters() populates *pGsyncControls with values. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetControlParameters(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout NV_GSYNC_CONTROL_PARAMS *pGsyncControls); + + + +////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_SetControlParameters +// +//! DESCRIPTION: This API sets control parameters as defined in NV_SYNC_CONTROL_PARAMS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle of the Sync device for which to get parameters +//! \param [inout] *pGsyncControls- The caller provides NV_GSYNC_CONTROL_PARAMS. skew and startDelay will be updated to the applied values. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_SetControlParameters(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout NV_GSYNC_CONTROL_PARAMS *pGsyncControls); + + + + +//! Used in NvAPI_GSync_AdjustSyncDelay() +typedef enum _NVAPI_GSYNC_DELAY_TYPE +{ + NVAPI_GSYNC_DELAY_TYPE_UNKNOWN = 0, + NVAPI_GSYNC_DELAY_TYPE_SYNC_SKEW = 1, + NVAPI_GSYNC_DELAY_TYPE_STARTUP = 2 +} NVAPI_GSYNC_DELAY_TYPE; + +////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_AdjustSyncDelay +// +//! DESCRIPTION: This API adjusts the skew and startDelay to the closest possible values. Use this API before calling NvAPI_GSync_SetControlParameters for skew or startDelay. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 319 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle of the Sync device for which to get parameters +//! \param [in] delayType- Specifies whether the delay is syncSkew or startupDelay. +//! \param [inout] *pGsyncDelay- The caller provides NV_GSYNC_DELAY. skew and startDelay will be adjusted and updated to the closest values. +//! \param [out] *syncSteps- This parameter is optional. It returns the sync delay in unit steps. If 0, it means either the NV_GSYNC_DELAY::numPixels is less than NV_GSYNC_DELAY::minPixels or NV_GSYNC_DELAY::numOfLines exceeds the NV_GSYNC_DELAY::maxLines. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_AdjustSyncDelay(__in NvGSyncDeviceHandle hNvGSyncDevice, __in NVAPI_GSYNC_DELAY_TYPE delayType, __inout NV_GSYNC_DELAY *pGsyncDelay, __out_opt NvU32* syncSteps); + + + +//! Used in NvAPI_GSync_GetSyncStatus(). +typedef struct _NV_GSYNC_STATUS +{ + NvU32 version; //!< Version of the structure + NvU32 bIsSynced; //!< Is timing in sync? + NvU32 bIsStereoSynced; //!< Does the phase of the timing signal from the GPU = the phase of the master sync signal? + NvU32 bIsSyncSignalAvailable; //!< Is the sync signal available? +} NV_GSYNC_STATUS; + +//! Macro for constructing the version field for NV_GSYNC_STATUS. +#define NV_GSYNC_STATUS_VER MAKE_NVAPI_VERSION(NV_GSYNC_STATUS,1) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetSyncStatus +// +//! DESCRIPTION: This API queries the sync status of a GPU - timing, stereosync and sync signal availability. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- Handle of the Sync device +//! \param [in] hPhysicalGpu- GPU to be queried for sync status. +//! \param [out] *status- The caller provides the storage space. NvAPI_GSync_GetSyncStatus() populates *status with +//! values - timing, stereosync and signal availability. On error, *status is set to NULL. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL / SyncTarget is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any G-Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetSyncStatus(__in NvGSyncDeviceHandle hNvGSyncDevice, __in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GSYNC_STATUS *status); + + +//! \ingroup gsyncapi + +#define NVAPI_MAX_RJ45_PER_GSYNC 2 + +//! Used in NV_GSYNC_STATUS_PARAMS. +typedef enum _NVAPI_GSYNC_RJ45_IO +{ + NVAPI_GSYNC_RJ45_OUTPUT = 0, + NVAPI_GSYNC_RJ45_INPUT = 1, + NVAPI_GSYNC_RJ45_UNUSED = 2 //!< This field is used to notify that the framelock is not actually present. + +} NVAPI_GSYNC_RJ45_IO; + +//! \ingroup gsyncapi +//! Used in NvAPI_GSync_GetStatusParameters(). +typedef struct _NV_GSYNC_STATUS_PARAMS_V1 +{ + NvU32 version; + NvU32 refreshRate; //!< The refresh rate + NVAPI_GSYNC_RJ45_IO RJ45_IO[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Configured as input / output + NvU32 RJ45_Ethernet[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Connected to ethernet hub? [ERRONEOUSLY CONNECTED!] + NvU32 houseSyncIncoming; //!< Incoming house sync frequency in Hz + NvU32 bHouseSync; //!< Is house sync connected? +} NV_GSYNC_STATUS_PARAMS_V1; + +typedef struct _NV_GSYNC_STATUS_PARAMS_V2 +{ + NvU32 version; + NvU32 refreshRate; //!< The refresh rate + NVAPI_GSYNC_RJ45_IO RJ45_IO[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Configured as input / output + NvU32 RJ45_Ethernet[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Connected to ethernet hub? [ERRONEOUSLY CONNECTED!] + NvU32 houseSyncIncoming; //!< Incoming house sync frequency in Hz + NvU32 bHouseSync; //!< Is house sync connected? + NvU32 bInternalSlave : 1; //!< Valid only for P2061 board. + //!< If set to 1, it means that this P2061 board receives input from another P2061 board. + NvU32 reserved : 31; //!< Reserved for future use. +} NV_GSYNC_STATUS_PARAMS_V2; + + +typedef NV_GSYNC_STATUS_PARAMS_V2 NV_GSYNC_STATUS_PARAMS; + +//! \ingroup gsyncapi +//! Macro for constructing the version field of NV_GSYNC_STATUS_PARAMS +#define NV_GSYNC_STATUS_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GSYNC_STATUS_PARAMS_V1,1) +#define NV_GSYNC_STATUS_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_GSYNC_STATUS_PARAMS_V2,2) +#define NV_GSYNC_STATUS_PARAMS_VER NV_GSYNC_STATUS_PARAMS_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetStatusParameters +// +//! DESCRIPTION: This API queries for sync status parameters as defined in NV_GSYNC_STATUS_PARAMS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice The caller provides the handle of the GSync device for which to get parameters +//! \param [out] *pStatusParams The caller provides the storage space. NvAPI_GSync_GetStatusParameters populates *pStatusParams with +//! values. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL / pStatusParams is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any GSync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetStatusParameters(NvGSyncDeviceHandle hNvGSyncDevice, NV_GSYNC_STATUS_PARAMS *pStatusParams); + +//! @} + + + + + + + + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_RegisterResource +// +//! DESCRIPTION: This API binds a resource (surface/texture) so that it can be retrieved +//! internally by NVAPI. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \param [in] pResource surface/texture +//! +//! \return ::NVAPI_OK, ::NVAPI_ERROR +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_RegisterResource(IDirect3DResource9* pResource); +#endif //defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_UnregisterResource +// +//! DESCRIPTION: This API unbinds a resource (surface/texture) after use. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pResource surface/texture +//! +//! \return ::NVAPI_OK, ::NVAPI_ERROR +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_UnregisterResource(IDirect3DResource9* pResource); + +#endif //defined(_D3D9_H_) + + + + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_AliasSurfaceAsTexture +// +//! \fn NvAPI_D3D9_AliasSurfaceAsTexture(IDirect3DDevice9* pDev, +//! IDirect3DSurface9* pSurface, +//! IDirect3DTexture9 **ppTexture, +//! DWORD dwFlag); +//! DESCRIPTION: Create a texture that is an alias of a surface registered with NvAPI. The +//! new texture can be bound with IDirect3DDevice9::SetTexture(). Note that the texture must +//! be unbound before drawing to the surface again. +//! Unless the USE_SUPER flag is passed, MSAA surfaces will be resolved before +//! being used as a texture. MSAA depth buffers are resolved with a point filter, +//! and non-depth MSAA surfaces are resolved with a linear filter. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The D3D device that owns the objects +//! \param [in] pSurface Pointer to a surface that has been registered with NvAPI +//! to which a texture alias is to be provided +//! \param [out] ppTexture Fill with the texture created +//! \param [in] dwFlag NVAPI_ALIAS_SURFACE_FLAG to describe how to handle the texture +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as an argument +//! \retval ::NVAPI_INVALID_ARGUMENT One of the arguments was invalid, probably dwFlag. +//! \retval ::NVAPI_UNREGISTERED_RESOURCE pSurface has not been registered with NvAPI +//! \retval ::NVAPI_ERROR error occurred +// +/////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dx +//! See NvAPI_D3D9_AliasSurfaceAsTexture(). +typedef enum { + NVAPI_ALIAS_SURFACE_FLAG_NONE = 0x00000000, + NVAPI_ALIAS_SURFACE_FLAG_USE_SUPER = 0x00000001, //!< Use the surface's msaa buffer directly as a texture, rather than resolving. (This is much slower, but potentially has higher quality.) + NVAPI_ALIAS_SURFACE_FLAG_MASK = 0x00000001 +} NVAPI_ALIAS_SURFACE_FLAG; + + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D9_AliasSurfaceAsTexture(IDirect3DDevice9* pDev, + IDirect3DSurface9* pSurface, + IDirect3DTexture9 **ppTexture, + DWORD dwFlag); +#endif //defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_StretchRectEx +// +//! DESCRIPTION: This API copies the contents of the source resource to the destination +//! resource. This function can convert +//! between a wider range of surfaces than +//! IDirect3DDevice9::StretchRect. For example, it can copy +//! from a depth/stencil surface to a texture. +//! +//! The source and destination resources *must* be registered +//! with NvAPI before being used with NvAPI_D3D9_StretchRectEx(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The D3D device that owns the objects. +//! \param [in] pSourceResource Pointer to the source resource. +//! \param [in] pSrcRect Defines the rectangle on the source to copy from. If NULL, copy from the entire resource. +//! \param [in] pDestResource Pointer to the destination resource. +//! \param [in] pDstRect Defines the rectangle on the destination to copy to. If NULL, copy to the entire resource. +//! \param [in] Filter Choose a filtering method: D3DTEXF_NONE, D3DTEXF_POINT, D3DTEXF_LINEAR. +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument (probably NULL) +//! \retval ::NVAPI_INVALID_ARGUMENT One of the arguments was invalid +//! \retval ::NVAPI_UNREGISTERED_RESOURCE a resource was passed in without being registered +//! \retval ::NVAPI_ERROR error occurred +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_StretchRectEx(IDirect3DDevice9 * pDevice, + IDirect3DResource9 * pSourceResource, + CONST RECT * pSourceRect, + IDirect3DResource9 * pDestResource, + CONST RECT * pDestRect, + D3DTEXTUREFILTERTYPE Filter); + +#endif //defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_ClearRT +// +//! DESCRIPTION: This API Clears the currently bound render target(s) with the +//! given color +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The D3D device that owns the objects. +//! \param [in] dwNumRects The no of rectangles to clear. If 0, clear the entire surface (clipped to viewport) +//! \param [in] pRects Defines the rectangles to clear. Should be NULL if dwNumRects == 0 +//! \param [in] r red component of the clear color +//! \param [in] g green component of the clear color +//! \param [in] b blue component of the clear color +//! \param [in] a alpha component of the clear color +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_ClearRT(IDirect3DDevice9 * pDevice, + NvU32 dwNumRects, + CONST RECT * pRects, + float r, float g, float b, float a); +#endif //if defined(_D3D9_H_) + + + + + + + + + + +#if defined(_D3D9_H_) && defined(__cplusplus) +//! SUPPORTED OS: Windows 10 and higher +//! + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_GetSurfaceHandle +// +//! This function gets the handle of a given surface. This handle uniquely +//! identifies the surface through all NvAPI entries. +//! +//! +//! \since Release: 313 +//! +//! \param [in] pSurface Surface to be identified +//! \param [out] pHandle Will be filled by the return handle +//! +//! \return An int which could be an NvAPI status or DX HRESULT code +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_GetSurfaceHandle(IDirect3DSurface9 *pSurface, + NVDX_ObjectHandle *pHandle); + +#endif //defined(_D3D9_H_) && defined(__cplusplus) + +#if defined(_D3D9_H_) && defined(__cplusplus) +//! SUPPORTED OS: Windows 10 and higher +//! +//! \addtogroup dxvidcontrol +//! @{ + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION_NAME: NvAPI_D3D9_VideoSetStereoInfo +// +//! \fn NvAPI_D3D9_VideoSetStereoInfo(IDirect3DDevice9 *pDev, +//! NV_DX_VIDEO_STEREO_INFO *pStereoInfo); +//! \code +//! DESCRIPTION: This api specifies the stereo format of a surface, so that the +//! surface could be used for stereo video processing or compositing. +//! In particular, this api could be used to link the left and right +//! views of a decoded picture. +//! +//! \since Release: 313 +//! +//! INPUT: pDev - The device on which the stereo surface will be used +//! pStereoInfo - The stereo format of the surface +//! +//! RETURN STATUS: an int which could be an NvAPI status or DX HRESULT code +//! \endcode +/////////////////////////////////////////////////////////////////////////////// + +#ifndef NV_STEREO_VIDEO_FORMAT_DEFINE +#define NV_STEREO_VIDEO_FORMAT_DEFINE + + +typedef enum _NV_STEREO_VIDEO_FORMAT +{ + NV_STEREO_VIDEO_FORMAT_NOT_STEREO = 0, + + NV_STEREO_VIDEO_FORMAT_SIDE_BY_SIDE_LR = 1, + NV_STEREO_VIDEO_FORMAT_SIDE_BY_SIDE_RL = 2, + NV_STEREO_VIDEO_FORMAT_TOP_BOTTOM_LR = 3, + NV_STEREO_VIDEO_FORMAT_TOP_BOTTOM_RL = 4, + NV_STEREO_VIDEO_FORMAT_ROW_INTERLEAVE_LR = 5, + NV_STEREO_VIDEO_FORMAT_ROW_INTERLEAVE_RL = 6, + NV_STEREO_VIDEO_FORMAT_TWO_FRAMES_LR = 7, + NV_STEREO_VIDEO_FORMAT_MONO_PLUS_OFFSET = 8, + + NV_STEREO_VIDEO_FORMAT_LAST = 9, +} NV_STEREO_VIDEO_FORMAT; + +#endif // NV_STEREO_VIDEO_FORMAT_DEFINE + + +typedef struct _NV_DX_VIDEO_STEREO_INFO { + NvU32 dwVersion; //!< Must be NV_DX_VIDEO_STEREO_INFO_VER + NVDX_ObjectHandle hSurface; //!< The surface whose stereo format is to be set + NVDX_ObjectHandle hLinkedSurface; //!< The linked surface (must be valid when eFormat==NV_STEREO_VIDEO_FORMAT_TWO_FRAMES_LR) + NV_STEREO_VIDEO_FORMAT eFormat; //!< Stereo format of the surface + NvS32 sViewOffset; //!< Signed offset of each view (positive offset indicating left view is shifted left) + BOOL bStereoEnable; //!< Whether stereo rendering should be enabled (if FALSE, only left view will be used) +} NV_DX_VIDEO_STEREO_INFO; + +//! Macro for constructing the version field of ::NV_DX_VIDEO_STEREO_INFO +#define NV_DX_VIDEO_STEREO_INFO_VER MAKE_NVAPI_VERSION(NV_DX_VIDEO_STEREO_INFO,1) + +NVAPI_INTERFACE NvAPI_D3D9_VideoSetStereoInfo(IDirect3DDevice9 *pDev, + NV_DX_VIDEO_STEREO_INFO *pStereoInfo); + +//! @} +#endif //defined(_D3D9_H_) && defined(__cplusplus) + + +#if defined(__cplusplus) && defined(__d3d10_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D10_SetDepthBoundsTest +// +//! DESCRIPTION: This function enables/disables the depth bounds test. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device to set the depth bounds test +//! \param [in] bEnable Enable(non-zero)/disable(zero) the depth bounds test +//! \param [in] fMinDepth The minimum depth for the depth bounds test +//! \param [in] fMaxDepth The maximum depth for the depth bounds test \n +//! The valid values for fMinDepth and fMaxDepth +//! are such that 0 <= fMinDepth <= fMaxDepth <= 1 +//! +//! \return NVAPI_OK if the depth bounds test was correctly enabled or disabled +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D10_SetDepthBoundsTest(ID3D10Device *pDev, + NvU32 bEnable, + float fMinDepth, + float fMaxDepth); + +#endif //defined(__cplusplus) && defined(__d3d10_h__) + + + + + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_IsNvShaderExtnOpCodeSupported +// +//! DESCRIPTION: This function checks if a nv HLSL shader extension opcode is +//! supported on current hardware. List of opcodes is in nvShaderExtnEnums.h +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details on supported opcodes. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device on which to query for support, +//! should be a ID3D11Device+ device +//! \param [in] opCode the opcode to check +//! \param [out] pSupported true if supported, false otherwise +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK if the call succeeded +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_IsNvShaderExtnOpCodeSupported(__in IUnknown *pDev, + __in NvU32 opCode, + __out bool *pSupported); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetNvShaderExtnSlot +// +//! DESCRIPTION: This function sets the fake UAV slot that is used by Nvidia HLSL +//! shader extensions globally. All createShader calls made to the driver after +//! setting this slot would treat writes/reads to this UAV in a +//! different way. Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages. +//! To disable shader extensions the app need to set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D11Device+ device +//! \param [in] uavSlot the uav slot to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot was set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetNvShaderExtnSlot(__in IUnknown *pDev, + __in NvU32 uavSlot); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && defined (__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetNvShaderExtnSlotSpace +// +//! DESCRIPTION: This function is specifically created for ray tracing since we do not +//! currently support PSOs with DXR. +//! This function sets the device's fake UAV slot and space that is used by Nvidia HLSL +//! shader extensions globally. All state objects created by the driver after +//! setting this slot would treat writes/reads to this UAV in a +//! different way. Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages. +//! To disable shader extensions the app need to set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D12Device+ device +//! \param [in] uavSlot The uav slot to use +//! \param [in] uavSpace The uav space to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot and uavSpace were set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetNvShaderExtnSlotSpace(__in IUnknown *pDev, + __in NvU32 uavSlot, + __in NvU32 uavSpace); + + /////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetNvShaderExtnSlotSpaceLocalThread +// +//! DESCRIPTION: This function is specifically created for ray tracing shaders since we do not +//! currently support PSOs with DXR. +//! This function sets the device's fake UAV slot that is used by Nvidia HLSL +//! shader extensions on local thread. All state objects created by the driver +//! on the same thread that call this function after setting this slot would treat writes/reads +//! to this UAV in a different way. +//! Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages for the device. +//! To disable shader extensions the app may set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! +//! \since Release: 387 +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D12Device+ device +//! \param [in] uavSlot the uav slot to use +//! \param [in] uavSpace the uav space to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot and uavSpace were set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetNvShaderExtnSlotSpaceLocalThread(__in IUnknown *pDev, + __in NvU32 uavSlot, + __in NvU32 uavSpace); + +#endif //defined (__cplusplus) && defined (__d3d12_h__) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetNvShaderExtnSlotLocalThread +// +//! DESCRIPTION: This function sets the fake UAV slot that is used by Nvidia HLSL +//! shader extensions on local thread. All createShader calls on the same thread +//! that calls this function after setting this slot would treat writes/reads +//! to this UAV in a different way. +//! Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages. +//! To disable shader extensions the app may set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 387 +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D11Device+ device +//! \param [in] uavSlot the uav slot to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot was set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetNvShaderExtnSlotLocalThread(__in IUnknown *pDev, + __in NvU32 uavSlot); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_BeginUAVOverlapEx +// +//! DESCRIPTION: Causes the driver to skip synchronization that is normally needed when accessing UAVs. +//! Applications must use this with caution otherwise this might cause data hazards when +//! multiple draw calls/compute shader launches are accessing same memory locations +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDeviceOrContext pointer to D3D11 device, or D3D11 device context +//! \param [in] insertWFIFlags bit fields to indicate which WFI would be inserted (gfx / compute / both). +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +typedef enum _NVAPI_D3D11_INSERTWFI_FLAG +{ + NVAPI_D3D_BEGIN_UAV_OVERLAP_NO_WFI = 0x00000000, //!< no WFI + NVAPI_D3D_BEGIN_UAV_OVERLAP_GFX_WFI = 0x00000001, //!< (bit 0) force graphics WFI + NVAPI_D3D_BEGIN_UAV_OVERLAP_COMP_WFI = 0x00000002, //!< (bit 1) force compute WFI +} NVAPI_D3D11_INSERTWFI_FLAG; + +NVAPI_INTERFACE NvAPI_D3D11_BeginUAVOverlapEx(__in IUnknown *pDeviceOrContext, __in NvU32 insertWFIFlags); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_BeginUAVOverlap +// +//! DESCRIPTION: Causes the driver to skip synchronization that is normally needed when accessing UAVs. +//! Applications must use this with caution otherwise this might cause data hazards when +//! multiple draw calls/compute shader launches are accessing same memory locations +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDeviceOrContext pointer to D3D11 device, or D3D11 device context +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_BeginUAVOverlap(__in IUnknown *pDeviceOrContext); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_EndUAVOverlap +// +//! DESCRIPTION: Re-enables driver synchronization between calls that access same UAVs +//! See NvAPI_D3D_BeginUAVOverlap for more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDeviceOrContext pointer to D3D11 device, or D3D11 device context +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_EndUAVOverlap(__in IUnknown *pDeviceOrContext); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined(__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_GetResourceHandle +// +//! \code +//! DESCRIPTION: This function retrieves a driver handle to a DX10 resource +//! +//! INPUT: pDev The device on which the resource was created +//! pResource The resource for which we want to retrieve a +//! driver handle. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! OUTPUT: phObject Pointer to an NvAPI handle to be populated +//! on success +//! +//! RETURN STATUS: NVAPI_OK if and only if phObject was populated with a valid +//! driver handle +//! \endcode +//! \ingroup nsightapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_GetResourceHandle(ID3D11Device *pDev, + ID3D11Resource* pResource, + NVDX_ObjectHandle* phObject); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetFPSIndicatorState +// +//! DESCRIPTION: Display an overlay that tracks the number of times the app presents per second, or, +//! the number of frames-per-second (FPS) +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] bool Whether or not to enable the fps indicator. +//! +//! \return ::NVAPI_OK, +//! ::NVAPI_ERROR +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetFPSIndicatorState(IUnknown *pDev, NvU8 doEnable); + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_Present +// +//! DESCRIPTION: This API presents the contents of the next buffer in the sequence of back buffers +//! owned by a IDirect3DDevice9 device. +//! This Present operation supports using a SwapGroup and SwapBarrier on the SwapChain +//! that owns the back buffer to be presented. +//! +//! NOTE: NvAPI_D3D9_Present is a wrapper of the method IDirect3DDevice9::Present which +//! additionally notifies the D3D driver of the SwapChain used by the runtime for +//! presentation, thus allowing the D3D driver to apply SwapGroup and SwapBarrier +//! functionality to that SwapChain. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The IDirect3DDevice9 interface that is used to issue the Present, +//! using the following IDirect3DDevice9::Present input parameters +//! \param [in] pSwapChain Optional pointer to a IDirect3DSwapChain9 interface. If provided, the presentation is executed +//! using this interface (i.e. pSwapChain->Present()) for the given swapchain only. +//! If NULL, the presentation is executed on the device for all swapchains as in pDevice->Present() +//! \param [in] pSourceRect A pointer to a RECT structure containing the source rectangle. +//! If NULL, the entire source surface is presented. +//! \param [in] pDestRect A pointer to a RECT structure containing the destination rectangle, in window client coordinates. +//! If NULL, the entire client area is filled. +//! \param [in] hDestWindowOverride A pointer to a destination window whose client area is taken as the target for this presentation. +//! If this value is NULL, then the hWndDeviceWindow member of D3DPRESENT_PARAMTERS is taken. +//! \param [in] pDirtyRegion (IN) A pointer to a region to be presented. It must be NULL unless the swap chain was reated with +//! D3DSWAPEFFECT_COPY. If this value is non-NULL, the contained region is expressed in back buffer coordinates. +//! +//! \retval ::NVAPI_OK the Present operation was successfully executed +//! \retval ::NVAPI_D3D_DEVICE_LOST D3D device status is D3DERR_DEVICELOST or D3DERR_DEVICENOTRESET, the caller has to reset device +//! \retval ::NVAPI_DEVICE_BUSY the Present operation failed with an error other than D3DERR_DEVICELOST or D3DERR_DEVICENOTRESET +//! \retval ::NVAPI_ERROR the communication with the D3D driver failed, SwapGroup/SwapBarrier may not be possible. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//!\ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_Present(IDirect3DDevice9 *pDevice, + IDirect3DSwapChain9 *pSwapChain, + const RECT *pSourceRect, + const RECT *pDestRect, + HWND hDestWindowOverride, + const RGNDATA *pDirtyRegion); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_QueryFrameCount +// +//! DESCRIPTION: This API queries the universal framecounter of the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the DX9 device that has access to the Quadro-Sync device +//! \param [out] pFrameCount The caller provides the storage space where the framecount is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK *pFrameCount populated with framecount value. +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_QueryFrameCount(IDirect3DDevice9 *pDevice, + NvU32 *pFrameCount); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_ResetFrameCount +// +//! DESCRIPTION: This API resets the universal framecounter on the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the DX9 device that has access to the Quadro-Sync device +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK framecounter has been reset +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_ResetFrameCount(IDirect3DDevice9 *pDevice); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_QueryMaxSwapGroup +// +//! DESCRIPTION: This API queries the number of supported SwapGroups and SwapBarriers in the graphics system. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [out] pMaxGroups The caller provides the storage space where the number of available SwapGroups is stored. +//! \param [out] pMaxBarriers The caller provides the storage space where the number of available SwapBarriers is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the number of SwapGroups and SwapBarriers has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_QueryMaxSwapGroup(IDirect3DDevice9 *pDevice, + NvU32 *pMaxGroups, + NvU32 *pMaxBarriers); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_QuerySwapGroup +// +//! DESCRIPTION: This API queries the current SwapGroup and SwapBarrier that a SwapChain of a specific client device is bound to. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [in] pSwapChain The caller provides the IDirect3DSwapChain9 interface as a handle to the SwapChain +//! that belongs to the swapgroup client device +//! \param [out] pSwapGroup The caller provides the storage space where the current SwapGroup is stored. +//! \param [out] pSwapBarrier The caller provides the storage space where the current SwapBarrier is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the current SwapGroup and SwapBarrier has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_QuerySwapGroup(IDirect3DDevice9 *pDevice, + IDirect3DSwapChain9 *pSwapChain, + NvU32 *pSwapGroup, + NvU32 *pSwapBarrier); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_JoinSwapGroup +// +//! DESCRIPTION: This API causes the SwapChain of a SwapGroup client to join or leave the specified SwapGroup. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [in] pSwapChain The caller provides the IDirect3DSwapChain9 interface as a handle to the SwapChain +//! that belongs to the swapgroup client device +//! \param [in] group The caller specifies the SwapGroup which the SwapChain should join. +//! - If the value of group is zero, the SwapChain leaves the SwapGroup. +//! - The SwapChain joins a SwapGroup if the SwapGroup number is a positive integer less than or +//! equal to the maximum number of SwapGroups queried by NvAPI_SwapGroup_QueryMaxSwapGroup. +//! \param [in] blocking The caller specifies that a presentation of this SwapChain should return immediately or block +//! until all members of the SwapGroup are ready and the presentation was actually executed. +//! A boolean value of false means the Present operation returns immediately and a value of true +//! means the Present operation is blocking. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapChain joined/left the SwapGroup accordingly +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_JoinSwapGroup(IDirect3DDevice9 *pDevice, + IDirect3DSwapChain9 *pSwapChain, + NvU32 group, + BOOL blocking); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_BindSwapBarrier +// +//! DESCRIPTION: This API causes a SwapGroup to be bound to or released from the specified SwapBarrier. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [in] group The caller specifies the SwapGroup to be bound to the SwapBarrier. +//! \param [in] barrier The caller specifies the SwapBarrier that the SwapGroup should be bound to. +//! - If the value of barrier is zero, the SwapGroup will be released from the SwapBarrier. +//! - The SwapGroup will be bound to the SwapBarrier if the value of barrier is a positive +//! integer less than or equal to the maximum number of SwapBarriers queried by NvAPI_SwapGroup_QueryMaxSwapGroup. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapGroup is bound to or released from the specified SwapBarrier +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_BindSwapBarrier(IDirect3DDevice9 *pDevice, + NvU32 group, + NvU32 barrier); +#endif //if defined(_D3D9_H_) + +//! \ingroup dx +typedef enum +{ + NVAPI_VSYNC_DEFAULT, //!< Fall back to the default settings + NVAPI_VSYNC_OFF, //!< Force vertical sync off when performance is more important than image quality and for benchmarking" + NVAPI_VSYNC_ON, //!< Force vertical sync on when image quality is more important than performance + NVAPI_VSYNC_ADAPTIVE, //!< Select adaptive to turn vertical sync on or off based on the frame rate. + //! Vertical sync will only be on for frame rates above the monitor refresh rate. + NVAPI_VSYNC_ADAPTIVE_HALF_REFRESH_RATE //!< + +} NVAPI_VSYNC_MODE; + + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetVerticalSyncMode +// +//! DESCRIPTION: This API set the vertical sync mode for the given device context. +//! +//! \param [in] pDevice The caller provides the device and can be either IDirect3DDevice9 or ID3D10Device or ID3D10Device1 or ID3D11Device. +//! \param [in] vsyncMode The caller specifies the NVAPI_VSYNC_MODE to be set. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetVerticalSyncMode(__in IUnknown *pDevice, __in NVAPI_VSYNC_MODE vsyncMode); + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_Present +// +//! DESCRIPTION: Presents the contents of the next buffer in the sequence of back buffers +//! owned by a D3D device. +//! This Present operation supports using a SwapGroup and SwapBarrier on the SwapChain +//! that owns the back buffer to be presented. +//! +//! NOTE: NvAPI_D3D1x_Present is a wrapper of the method IDXGISwapChain::Present which +//! additionally notifies the D3D driver of the SwapChain used by the runtime for +//! presentation, thus allowing the D3D driver to apply SwapGroup and SwapBarrier +//! functionality to that SwapChain. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The D3D device interface that is used to issue the Present operation, +//! using the following IDirect3DDevice9::Present input parameters. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] pSwapChain The IDXGISwapChain interface that is intended to present +//! \param [in] SyncInterval An integer that specifies the how to synchronize presentation of a frame with the vertical blank. +//! Values are: +//! - 0: The presentation occurs immediately, there is no synchronization. +//! - 1,2,3,4 : Synchronize presentation after the n'th vertical blank. +//! \param [in] Flags An integer value that contains swap-chain presentation options as defined in DXGI_PRESENT. +//! +//! \retval ::NVAPI_OK the Present operation was successfully executed +//! \retval ::NVAPI_DEVICE_BUSY the Present operation failed with an error DXGI_ERROR_DEVICE_RESET or DXGI_ERROR_DEVICE_REMOVED, +// DXGI_STATUS_OCCLUDED, or D3DDDIERR_DEVICEREMOVED. +//! \retval ::NVAPI_ERROR the communication with the D3D driver failed, SwapGroup/SwapBarrier may not be possible. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_Present(IUnknown *pDevice, + IDXGISwapChain *pSwapChain, + UINT SyncInterval, + UINT Flags); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_QueryFrameCount +// +//! DESCRIPTION: This API queries the universal framecounter of the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the D3D device that has access to the Quadro-Sync device, +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [out] pFrameCount The caller provides the storage space where the framecount is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK *pFrameCount populated with framecount value. +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_QueryFrameCount(IUnknown *pDevice, + NvU32 *pFrameCount); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_ResetFrameCount +// +//! DESCRIPTION: This API resets the universal framecounter on the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the D3D device that has access to the Quadro-Sync device, +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK framecounter has been reset +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT pDevice arg passed in is invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_ResetFrameCount(IUnknown *pDevice); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_QueryMaxSwapGroup +// +//! DESCRIPTION: This API queries the number of supported SwapGroups and SwapBarriers in the graphics system. +//! +//! \param [in] pDevice The caller provides the D3D device that is intended to use SwapGroup functionality. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [out] pMaxGroups The caller provides the storage space where the number of available SwapGroups is stored. +//! \param [out] pMaxBarriers The caller provides the storage space where the number of available SwapBarriers is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the number of SwapGroups and SwapBarriers has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_QueryMaxSwapGroup(IUnknown *pDevice, + NvU32 *pMaxGroups, + NvU32 *pMaxBarriers); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_QuerySwapGroup +// +//! DESCRIPTION: This API queries the current SwapGroup and SwapBarrier that a SwapChain of a specific client device is bound to. +//! +//! \param [in] pDevice The caller provides the D3D device that owns the SwapChain used as a SwapGroup client. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] pSwapChain The IDXGISwapChain interface that is used as the SwapGroup client. +//! +//! \param [out] pSwapGroup The caller provides the storage space where the current SwapGroup is stored. +//! \param [out] pSwapBarrier The caller provides the storage space where the current SwapBarrier is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the current SwapGroup and SwapBarrier has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_QuerySwapGroup(IUnknown *pDevice, + IDXGISwapChain *pSwapChain, + NvU32 *pSwapGroup, + NvU32 *pSwapBarrier); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_JoinSwapGroup +// +//! DESCRIPTION: This API causes the SwapChain of a SwapGroup client to join or leave the specified SwapGroup. +//! +//! \param [in] pDevice The caller provides the D3D device that owns the SwapChain used as a SwapGroup client. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] pSwapChain The IDXGISwapChain interface that is used as the SwapGroup client. +//! \param [in] group The caller specifies the SwapGroup which the SwapChain should join. +//! - If the value of group is zero, the SwapChain leaves the SwapGroup. +//! - The SwapChain joins a SwapGroup if the SwapGroup number is a positive integer less than or +//! equal to the maximum number of SwapGroups queried by NvAPI_SwapGroup_QueryMaxSwapGroup. +//! \param [in] blocking The caller specifies that a presentation of this SwapChain should return immediately or block +//! until all members of the SwapGroup are ready and the presentation was actually executed. +//! A boolean value of false means the Present operation returns immediately and a value of true +//! means the Present operation is blocking. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapChain joined/left the SwapGroup accordingly +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_JoinSwapGroup(IUnknown *pDevice, + IDXGISwapChain *pSwapChain, + NvU32 group, + BOOL blocking); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_BindSwapBarrier +// +//! DESCRIPTION: This API causes a SwapGroup to be bound to or released from the specified SwapBarrier. +//! +//! \param [in] pDevice The caller provides the D3D device that owns the SwapChain used as a SwapGroup client. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] group The caller specifies the SwapGroup to be bound to the SwapBarrier. +//! \param [in] barrier The caller specifies the SwapBarrier that the SwapGroup should be bound to. +//! - If the value of barrier is zero, the SwapGroup releases the SwapBarrier. +//! - The SwapGroup will be bound to the SwapBarrier if the value of barrier is a positive +//! integer less than or equal to the maximum number of SwapBarriers queried by NvAPI_D3D1x_QueryMaxSwapGroup. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapGroup is bound to the specified SwapBarrier +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_BindSwapBarrier(IUnknown *pDevice, + NvU32 group, + NvU32 barrier); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QueryPresentBarrierSupport +// +//! DESCRIPTION: This API returns if presentBarrier feature is supported on the specified device. +//! +//! \since Release: 470 +//! +//! \param [in] pDevice The ID3D12Device device which owns the SwapChain as a PresentBarrier client. +//! \param [out] pSupported Pointer to a boolean returning true if supported, false otherwise. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_QueryPresentBarrierSupport(__in ID3D12Device *pDevice, __out bool *pSupported); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreatePresentBarrierClient +// +//! DESCRIPTION: This API returns an NvPresentBarrierClientHandle handle, which +//! owns the swapchain to be synchronized through PresentBarrier. +//! This handle is used in other PresentBarrier functions. +//! +//! \since Release: 470 +//! +//! \param [in] pDevice The ID3D12Device device which owns the SwapChain as a PresentBarrier client. +//! \param [in] pSwapChain The IDXGISwapChain interface that presentBarrier is operated on. +//! \param [OUT] pPresentBarrierClient Pointer to an NvPresentBarrierClientHandle handle created by the driver +//! on success. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreatePresentBarrierClient(__in ID3D12Device *pDevice, + __in IDXGISwapChain *pSwapChain, + __out NvPresentBarrierClientHandle *pPresentBarrierClient); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RegisterPresentBarrierResources +// +//! DESCRIPTION: This API registers scanout resources of a presentBarrier client +//! to the presentBarrier, and a fence object which is used for +//! presentBarrier synchronization. Once the registration has completed +//! successfully, it is not allowed to add additional resources, i.e. the +//! number of back buffers and fence object are not allowed to be +//! changed. However, application must call this function whenever the +//! back buffers are changed, e.g. ResizeBuffers() is called. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient The NvPresentBarrierClientHandle client handle that owns the resources. +//! \param [in] pFence An ID3D12Fence object created by the application and used for present +//! synchronization through presentBarrier. Application must wait on this +//! fence to ensure the scanout resources are ready for use in the next +//! rendering loop. The fence is only signaled by the driver and must not +//! be signaled through any other queue command. The fence value must be +//! monotonically increasing on every present call, and tracked by the +//! application. +//! \param [in] ppResources An array of ID3D12Resource to be synchronized through presentBarrier, and +//! the size is specified by numResources. +//! \param [in] numResources The number of ID3D12Resource elements in ppResources. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \return ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \return ::NVAPI_INVALID_ARGUMENT an invalid number of resources was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RegisterPresentBarrierResources(__in NvPresentBarrierClientHandle presentBarrierClient, + __in ID3D12Fence *pFence, + __in ID3D12Resource **ppResources, + __in NvU32 numResources); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DestroyPresentBarrierClient +// +//! DESCRIPTION: This API destroys a presentBarrier client, and must be called +//! after client leaves presentBarrier to avoid memory leak. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxx_CreatedPresentBarrierClient +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DestroyPresentBarrierClient(__in NvPresentBarrierClientHandle presentBarrierClient); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +typedef struct _NV_JOIN_PRESENT_BARRIER_PARAMS +{ + NvU32 dwVersion; //!< Must be NV_JOIN_PRESENT_BARRIER_PARAMS_VER1 +} NV_JOIN_PRESENT_BARRIER_PARAMS; + +//! Macro for constructing the version field of ::NV_JOIN_PRESENT_BARRIER_PARAMS +#define NV_JOIN_PRESENT_BARRIER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_JOIN_PRESENT_BARRIER_PARAMS, 1) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_JoinPresentBarrier +// +//! DESCRIPTION: This API adds a registered PresentBarrier client to the presentBarrier. +//! If the call suceeds, image present of the registered scanout resources +//! from this client is under the synchronization of presentBarrier. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxx_CreatedPresentBarrierClient +//! \param [in] pParams Parameters to joining presentBarrier. +//! +//! \retval ::NVAPI_OK the call succeeded +//! \retval ::NVAPI_ERROR the call failed +//! \retval ::NVAPI_NO_IMPLEMENTATION the interface is not implemented +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION the version of data structure is not correct +//! \retval ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \retval ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument (probably NULL) +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_JoinPresentBarrier(__in NvPresentBarrierClientHandle presentBarrierClient, __in NV_JOIN_PRESENT_BARRIER_PARAMS *pParams); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_LeavePresentBarrier +// +//! DESCRIPTION: This API removes a registered client from presentBarrier. If this +//! client does not join presentBarrier, this function does nothing. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxxx_CreatePresentBarrierClient. +//! +//! \retval ::NVAPI_OK the call succeeded +//! \retval ::NVAPI_ERROR the call failed +//! \retval ::NVAPI_NO_IMPLEMENTATION the interface is not implemented +//! \retval ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_LeavePresentBarrier(__in NvPresentBarrierClientHandle presentBarrierClient); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) + +#define NV_PRESENT_BARRIER_FRAME_STATICS_VER1 MAKE_NVAPI_VERSION(NV_PRESENT_BARRIER_FRAME_STATISTICS,1) + +typedef enum _NV_PRESENT_BARRIER_SYNC_MODE +{ + PRESENT_BARRIER_NOT_JOINED = 0x00000000, //!< The client hasn't joined presentBarrier + PRESENT_BARRIER_SYNC_CLIENT = 0x00000001, //!< The client joined the presentBarrier, but is not synchronized with + //! any other presentBarrier clients. This happens if the back buffers + //! of this client are composited instead of being flipped out to screen + PRESENT_BARRIER_SYNC_SYSTEM = 0x00000002, //!< The client joined the presentBarrier, and is synchronized with other + //! presentBarrier clients within the system + PRESENT_BARRIER_SYNC_CLUSTER = 0x00000003, //!< The client joined the presentBarrier, and is synchronized with other + //! clients within the system and across systems through QSync devices +} NV_PRESENT_BARRIER_SYNC_MODE; + +typedef struct _NV_PRESENT_BARRIER_FRAME_STATISTICS +{ + NvU32 dwVersion; //!< Must be NV_PRESENT_BARRIER_FRAME_STATICS_VER1 + NV_PRESENT_BARRIER_SYNC_MODE SyncMode; //!< The presentBarrier mode of this client from last present call + NvU32 PresentCount; //!< The total count of times that a frame has been presented from this + //! client after it joined presentBarrier successfully. + NvU32 PresentInSyncCount; //!< The total count of times that a frame has been presented from this + //! client and that has happened since the returned SyncMode is + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + //! If the returned SyncMode is any other mode, this value is 0. + //! This count is set back to 0 in case the SyncMode switches away from + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + NvU32 FlipInSyncCount; //!< The total count of flips from this client since the returned SyncMode + //! is PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + //! If the returned SyncMode is any other mode, this value is 0. + //! This count is set back to 0 in case the SyncMode switches away from + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + NvU32 RefreshCount; //!< The total count of v-blanks since the returned SyncMode of this client + //! is PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + //! If the returned SyncMode is any other mode, this value is 0. + //! This count is set back to 0 in case the SyncMode switches away from + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. +} NV_PRESENT_BARRIER_FRAME_STATISTICS; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_QueryPresentBarrierFrameStatistics +// +//! DESCRIPTION: This API returns the presentBarrier frame statistics of last +//! present call from this client. If the client did not join +//! presentBarrier, the SyncMode is returned as PRESENT_BARRIER_NOT_JOINED, +//! and all other fields are reset. Driver does not retain any +//! presentBarrier info of the client once it leaves presentBarrier. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxxx_CreatePresentBarrierClient. +//! \param [out] pFrameStats Pointer to NV_PRESENT_BARRIER_FRAME_STATISTICS structure about presentBarrier statistics. +//! +//! \retval ::NVAPI_OK the call succeeded +//! \retval ::NVAPI_ERROR the call failed +//! \retval ::NVAPI_NO_IMPLEMENTATION the interface is not implemented +//! \retval ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \retval ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument (probably NULL) +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION invalid version of frameStatistics params +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_QueryPresentBarrierFrameStatistics(__in NvPresentBarrierClientHandle presentBarrierClient, + __out NV_PRESENT_BARRIER_FRAME_STATISTICS *pFrameStats); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateDDisplayPresentBarrierClient +// +//! DESCRIPTION: This API returns an NvPresentBarrierClientHandle handle. +//! +//! \since Release: 510 +//! +//! \param [in] pDevice The ID3D12Device device which executes the rendering commands of this PresentBarrier +//! client. It must be created on the same adapter as DisplayDevice. +//! \param [in] sourceId The adapter-relative identifier for the DisplaySource obtained from DisplaySource.SourceId(). +//! \param [OUT] pPresentBarrierClient Pointer to an NvPresentBarrierClientHandle handle created by the driver on success. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \return ::NVAPI_INVALID_HANDLE the input displaySource handle is not owned by the process +//! \return ::NVAPI_NOT_SUPPORTED PresentBarrier featue is not supported on this configuration +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreateDDisplayPresentBarrierClient(__in ID3D12Device *pDevice, __in NvU32 sourceId, __out NvPresentBarrierClientHandle *pPresentBarrierClient); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__) || defined(__d3d12_h__)) + +enum NVAPI_QUAD_FILLMODE +{ + NVAPI_QUAD_FILLMODE_DISABLED = 0, + NVAPI_QUAD_FILLMODE_BBOX = 1, + NVAPI_QUAD_FILLMODE_FULL_VIEWPORT = 2, +}; + +#endif //defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +typedef struct NvAPI_D3D11_RASTERIZER_DESC_EX +{ + // D3D11_RASTERIZER_DESC member variables + D3D11_FILL_MODE FillMode; + D3D11_CULL_MODE CullMode; + BOOL FrontCounterClockwise; + INT DepthBias; + FLOAT DepthBiasClamp; + FLOAT SlopeScaledDepthBias; + BOOL DepthClipEnable; + BOOL ScissorEnable; + BOOL MultisampleEnable; + BOOL AntialiasedLineEnable; + + // NvAPI_D3D11_RASTERIZER_DESC_EX specific member variables + NvU32 ForcedSampleCount; //1 it needs to match N, in non-TIR it needs to match RT sample count. Ignored if ForcePerSampleInterlock is set + NvU8 SamplePositionsX[16]; // 1 && (pDesc->MiscFlags&D3D11_RESOURCE_MISC_TILED) +//! \param [in] pInitialData A pointer to an array of D3D11_SUBRESOURCE_DATA structures that describe subresources for the 2D texture resource. +//! \param [out] ppTexture2D A pointer to a buffer that receives a pointer to a ID3D11Texture2D interface for the created texture. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateTiledTexture2DArray(__in ID3D11Device *pDevice, + __in const D3D11_TEXTURE2D_DESC *pDesc, + __in const D3D11_SUBRESOURCE_DATA *pInitialData, + __out ID3D11Texture2D **ppTexture2D); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) + +typedef enum _NV_D3D11_FEATURE +{ + NV_D3D11_FEATURE_RASTERIZER, +} NV_D3D11_FEATURE; + +typedef struct _NV_D3D11_FEATURE_DATA_RASTERIZER_SUPPORT +{ + BOOL TargetIndependentRasterWithDepth; + BOOL ProgrammableSamplePositions; + BOOL InterleavedSampling; + BOOL ConservativeRaster; + BOOL PostZCoverage; + BOOL CoverageToColor; +} NV_D3D11_FEATURE_DATA_RASTERIZER_SUPPORT; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CheckFeatureSupport +// +//! DESCRIPTION: This function gets information about the features that are supported by the current graphics driver. +//! +//! +//! +//! \param [in] pDevice The device on which to query for support. +//! \param [in] Feature A member of the NvAPI_D3D11_FEATURE enumerated type that describes which feature to query for suppor. +//! \param [in] pFeatureSupportData Upon completion of the method, the passed structure is filled with data that describes the feature support. +//! \param [out] FeatureSupportDataSize The size of the structure passed to the pFeatureSupportData parameter. +//! +//! \since Release: 410 +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! \retval :: Returns NVAPI_OK if successful; returns NVAPI_INVALID_ARGUMENT if an unsupported data type is passed to the pFeatureSupportData parameter +//! or a size mismatch is detected for the FeatureSupportDataSize parameter; +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CheckFeatureSupport(__in ID3D11Device *pDevice, + __in NV_D3D11_FEATURE Feature, + __out void *pFeatureSupportData, + __in UINT FeatureSupportDataSize); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateImplicitMSAATexture2D +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_CreateImplicitMSAATexture2D is a simple wrapper of ID3D11Device::CreateTexture2D +//! which allows to create multisampled 2D texture that is exposed to DX runtime as non-multisampled texture. +//! +//! \param [in] pDevice Current d3d device +//! \param [in] pDesc A pointer to a D3D11_TEXTURE2D_DESC structure that describes a 2D texture resource. +//! To create a typeless resource that can be interpreted at runtime into different, +//! compatible formats, specify a typeless format in the texture description. +//! To generatemipmap levels automatically, set the number of mipmap levels to 0. +//! SampleDesc.SampleCount specifies actual resource sample count, while D3D runtime object +//! sees resource as non-multisampled. +//! +//! \param [out] ppTexture2D A pointer to a buffer that receives a pointer to a ID3D11Texture2D interface for the +//! created texture. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateImplicitMSAATexture2D(__in ID3D11Device *pDevice, + __in const D3D11_TEXTURE2D_DESC *pDesc, + __out ID3D11Texture2D **ppTexture2D); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateImplicitMSAATexture2D +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D12_CreateCommittedImplicitMSAATexture2D is a simple wrapper of ID3D12Device::CreateCommittedResource +//! which allows to create multisampled 2D texture that is exposed to DX runtime as non-multisampled texture. +//! +//! \param [in] pDevice Current d3d device +//! \param [in] pDesc A pointer to a D3D12_RESOURCE_DESC structure that describes a 2D texture resource. +//! To create a typeless resource that can be interpreted at runtime into different, +//! compatible formats, specify a typeless format in the texture description. +//! To generatemipmap levels automatically, set the number of mipmap levels to 0. +//! SampleDesc.SampleCount specifies actual resource sample count, while D3D runtime object +//! sees resource as non-multisampled. +//! \param [in] pHeapProperties, HeapFlags, InitialResourceState, pOptimizedClearValue, riidResource See D3D12 docs +//! +//! \param [out] ppResource Same ID3D12Device::CreateCommittedResource +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreateCommittedImplicitMSAATexture2D( + __in ID3D12Device* pDevice, + __in const D3D12_HEAP_PROPERTIES *pHeapProperties, + D3D12_HEAP_FLAGS HeapFlags, + __in const D3D12_RESOURCE_DESC *pDesc, + D3D12_RESOURCE_STATES InitialResourceState, + __in_opt const D3D12_CLEAR_VALUE *pOptimizedClearValue, + REFIID riidResource, + __out void **ppvResource); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +//! SUPPORTED OS: Windows 10 and higher +//! + +//! \ingroup dx +//! Valid modes for NvAPI_D3D11_ResolveSubresourceRegion() and NvAPI_D3D12_ResolveSubresourceRegion +typedef enum _NV_RESOLVE_MODE { + NV_RESOLVE_MODE_SAMPLE_0, +} NV_RESOLVE_MODE; + +#if defined (__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_ResolveSubresourceRegion +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_ResolveSubresourceRegion is D3D11 an analog of D3D12 ResolveSubresourceRegion. +//! +//! \param [in] pDstResource Destination resource. Must be a created with the D3D11_USAGE_DEFAULT flag and be single-sampled. +//! \param [in] DstSubresource A zero-based index, that identifies the destination subresource. Use D3D11CalcSubresource to calculate the index. +//! \param [in] DstX The X coordinate of the left-most edge of the destination region. +//! The width of the destination region is the same as the width of the source rect. +//! +//! \param [in] DstY The Y coordinate of the top-most edge of the destination region. +//! The height of the destination region is the same as the height of the source rect. +//! +//! \param [in] pSrcResource Source resource. Must be multisampled. +//! \param [in] SrcSubresource The source subresource of the source resource. +//! \param [in] pSrcRect Specifies the rectangular region of the source resource to be resolved. +//! Passing NULL for pSrcRect specifies that the entire subresource is to be resolved. +//! +//! \param [in] Format A DXGI_FORMAT that indicates how the multisampled resource will be resolved to a single-sampled resource. +//! \param [in] ResolveMode Specifies the operation used to resolve the source samples. NV_RESOLVE_MODE_SAMPLE_0 is the only supported mode. +//! NV_RESOLVE_MODE_SAMPLE_0 outputs sample 0 and discards all other samples. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_ResolveSubresourceRegion( + __in ID3D11Device *pDevice, + __in ID3D11Texture2D *pDstResource, + __in UINT DstSubresource, + __in UINT DstX, + __in UINT DstY, + __in ID3D11Texture2D *pSrcResource, + __in UINT SrcSubresource, + __in_opt const RECT *pSrcRect, + __in DXGI_FORMAT Format, + __in NV_RESOLVE_MODE ResolveMode); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_ResolveSubresourceRegion +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D12_ResolveSubresourceRegion is D3D11 an analog of D3D12 ResolveSubresourceRegion. +//! +//! \param [in] pDstResource Destination resource. Must be a created with the D3D11_USAGE_DEFAULT flag and be single-sampled. +//! \param [in] DstSubresource A zero-based index, that identifies the destination subresource. Use D3D11CalcSubresource to calculate the index. +//! \param [in] DstX The X coordinate of the left-most edge of the destination region. +//! The width of the destination region is the same as the width of the source rect. +//! +//! \param [in] DstY The Y coordinate of the top-most edge of the destination region. +//! The height of the destination region is the same as the height of the source rect. +//! +//! \param [in] pSrcResource Source resource. Must be multisampled. +//! \param [in] SrcSubresource The source subresource of the source resource. +//! \param [in] pSrcRect Specifies the rectangular region of the source resource to be resolved. +//! Passing NULL for pSrcRect specifies that the entire subresource is to be resolved. +//! +//! \param [in] Format A DXGI_FORMAT that indicates how the multisampled resource will be resolved to a single-sampled resource. +//! \param [in] ResolveMode Specifies the operation used to resolve the source samples. NV_RESOLVE_MODE_SAMPLE_0 is the only supported mode. +//! NV_RESOLVE_MODE_SAMPLE_0 outputs sample 0 and discards all other samples. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_ResolveSubresourceRegion( + __in ID3D12GraphicsCommandList1*pCommandList, + __in ID3D12Resource *pDstResource, + __in UINT DstSubresource, + __in UINT DstX, + __in UINT DstY, + __in ID3D12Resource *pSrcResource, + __in UINT SrcSubresource, + __in_opt RECT *pSrcRect, + __in DXGI_FORMAT Format, + __in NV_RESOLVE_MODE ResolveMode); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_TiledTexture2DArrayGetDesc +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_TiledTexture2DArrayGetDesc is an simple wrapper of ID3D11Texture2D::GetDesc +//! when pTiledTexture2DArray is created with NvAPI_D3D11_CreateTiledTexture2DArray. +//! Runtime doesn't know the created resource is actually a tiled resource. +//! So calling ID3D11Texture2D::GetDesc will get a desc without D3D11_RESOURCE_MISC_TILED in MiscFlags. +//! This wrapper API just adds D3D11_RESOURCE_MISC_TILED back. +//! +//! \param [in] pTiledTexture2DArray Pointer of tiled texture2D array to get resource desc from. +//! \param [out] pDesc Pointer to a resource description. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_TiledTexture2DArrayGetDesc(__in ID3D11Texture2D *pTiledTexture2DArray, + __out D3D11_TEXTURE2D_DESC *pDesc); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_UpdateTileMappings +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_UpdateTileMappings is an extension of ID3D11DeviceContext2::UpdateTileMappings. +//! It allows pTiledResource to be a resource created with NvAPI_D3D11_CreateTiledTexture2DArray, and should be used only in such case. +//! +//! \param [in] pDeviceContext Must be Immediate DeviceContext. +//! \param [in] pTiledResource A pointer to the tiled texture 2D array resource created by NvAPI_D3D11_CreateTiledTexture2DArray. +//! \param [in] NumTiledResourceRegions The number of tiled resource regions. +//! \param [in] pTiledResourceRegionStartCoordinates An array of D3D11_TILED_RESOURCE_COORDINATE structures that describe the starting coordinates of the tiled resource regions. Cannot be NULL. +//! \param [in] pTiledResourceRegionSizes An array of D3D11_TILE_REGION_SIZE structures that describe the sizes of the tiled resource regions. Cannot be NULL. +//! \param [in] pTilePool A pointer to the tile pool. This resource should be created by standard API. +//! \param [in] NumRanges The number of tile-pool ranges. +//! \param [in] pRangeFlags An array of D3D11_TILE_RANGE_FLAG values that describe each tile-pool range. +//! \param [in] pTilePoolStartOffsets An array of offsets into the tile pool. These are 0-based tile offsets, counting in tiles (not bytes). +//! \param [in] pRangeTileCounts An array of values that specify the number of tiles in each tile-pool range. +//! \param [in] Flags A combination of D3D11_TILE_MAPPING_FLAGS values that are combined by using a bitwise OR operation. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_UpdateTileMappings( + __in ID3D11DeviceContext2 *pDeviceContext, + __in ID3D11Resource *pTiledResource, + __in UINT NumTiledResourceRegions, + __in const D3D11_TILED_RESOURCE_COORDINATE *pTiledResourceRegionStartCoordinates, + __in const D3D11_TILE_REGION_SIZE *pTiledResourceRegionSizes, + __in ID3D11Buffer *pTilePool, + __in UINT NumRanges, + __in const UINT *pRangeFlags, + __in const UINT *pTilePoolStartOffsets, + __in const UINT *pRangeTileCounts, + __in UINT Flags); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CopyTileMappings +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_CopyTileMappings is an extension of ID3D11DeviceContext2::CopyTileMappings +//! It allows pDestTiledResource or pSourceTiledResource or both to be created with NvAPI_D3D11_CreateTiledTexture2DArray. +//! It should be used only in such case. +//! +//! \param [in] pDeviceContext Must be Immediate DeviceContext. +//! \param [in] pDestTiledResource Tiled resource created by NvAPI_D3D11_CreateTiledTexture2DArray to copy tile mappings into. +//! \param [in] pDestRegionStartCoordinate A pointer to a D3D11_TILED_RESOURCE_COORDINATE structure that describes the starting coordinates of the destination tiled resource. +//! \param [in] pSourceTiledResource Tiled resource created by NvAPI_D3D11_CreateTiledTexture2DArray to copy tile mappings from. +//! \param [in] pSourceRegionStartCoordinate A pointer to a D3D11_TILED_RESOURCE_COORDINATE structure that describes the starting coordinates of the source tiled resource. +//! \param [in] pTileRegionSize A pointer to a D3D11_TILE_REGION_SIZE structure that describes the size of the tiled region. +//! \param [in] Flags A combination of D3D11_TILE_MAPPING_FLAGS values that are combined by using a bitwise OR operation. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CopyTileMappings( + __in ID3D11DeviceContext *pDeviceContext, + __in ID3D11Resource *pDestTiledResource, + __in const D3D11_TILED_RESOURCE_COORDINATE *pDestRegionStartCoordinate, + __in ID3D11Resource *pSourceTiledResource, + __in const D3D11_TILED_RESOURCE_COORDINATE *pSourceRegionStartCoordinate, + __in const D3D11_TILE_REGION_SIZE *pTileRegionSize, + __in UINT Flags); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_TiledResourceBarrier +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_TiledResourceBarrier is an extension of ID3D11DeviceContext2::TiledResourceBarrier, but only works on ID3D11Resource(no support for ID3D11View). +//! If pTiledResourceAccessBeforeBarrier or pTiledResourceAccessAfterBarrier or both are created by NvAPI_D3D11_CreateTiledTexture2DArray, +//! NvAPI_D3D11_TiledResourceBarrier must be used instead of ID3D11DeviceContext2::TiledResourceBarrier. +//! +//! \param [in] pDeviceContext Must be Immediate DeviceContext. +//! \param [in] pTiledResourceAccessBeforeBarrier Access operations on this resource must complete before the access operations on the object that pTiledResourceAccessAfterBarrier specifies. +//! \param [in] pTiledResourceAccessAfterBarrier Access operations on this resource must begin after the access operations on the object that pTiledResourceAccessBeforeBarrier specifies. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_TiledResourceBarrier( + __in ID3D11DeviceContext *pDeviceContext, + __in ID3D11Resource *pTiledResourceAccessBeforeBarrier, + __in ID3D11Resource *pTiledResourceAccessAfterBarrier); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA +// +//! \code +//! DESCRIPTION: This function allows creating (aliasing) a non-MSAA Texture2D object using the same memory as the given multi-sampled +//! texture (pInputTex). The surface created would be bloated in width and height but it will have SampleCount = 1 +//! For 2X MSAA: OutTex.Width = InputTex.Width * 2, outTex.Height = InputTex.Height +//! For 4X MSAA: OutTex.Width = InputTex.Width * 2, outTex.Height = InputTex.Height * 2 +//! For 8X MSAA: OutTex.Width = InputTex.Width * 4, outTex.Height = InputTex.Height * 2 +//! Only textures SampleQuality = 0 can be aliased as Non MSAA +//! The app should ensure that original texture is released only after the aliased copy is released. +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \param [in] pDevice current d3d device +//! \param [in] pInputTex The MultiSampled Texture2D resource that is being aliased +//! \param [out] ppOutTex The aliased non AA copy MultiSampled Texture2D resource +//! +//! +//! \return :: NVAPI_OK if the call succeeds. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA(__in ID3D11Device *pDevice, + __in ID3D11Texture2D *pInputTex, + __out ID3D11Texture2D **ppOutTex); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) +typedef UINT NvAPI_D3D11_SWIZZLE_MODE; + +typedef enum _NV_SWIZZLE_MODE +{ + NV_SWIZZLE_POS_X = 0, + NV_SWIZZLE_NEG_X = 1, + NV_SWIZZLE_POS_Y = 2, + NV_SWIZZLE_NEG_Y = 3, + NV_SWIZZLE_POS_Z = 4, + NV_SWIZZLE_NEG_Z = 5, + NV_SWIZZLE_POS_W = 6, + NV_SWIZZLE_NEG_W = 7 +}NV_SWIZZLE_MODE; + +typedef enum _NV_SWIZZLE_OFFSET +{ + NV_SWIZZLE_OFFSET_X = 0, + NV_SWIZZLE_OFFSET_Y = 4, + NV_SWIZZLE_OFFSET_Z = 8, + NV_SWIZZLE_OFFSET_W = 12 +}NV_SWIZZLE_OFFSET; + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) +#define NV_CUSTOM_SEMANTIC_MAX_LIMIT 32 + +typedef enum NV_CUSTOM_SEMANTIC_TYPE +{ + NV_NONE_SEMANTIC = 0, + NV_X_RIGHT_SEMANTIC = 1, + NV_VIEWPORT_MASK_SEMANTIC = 2, + NV_XYZW_RIGHT_SEMANTIC = 3, + NV_VIEWPORT_MASK_2_SEMANTIC = 4, + + NV_POSITION_SEMANTIC = 5, + NV_CLIP_DISTANCE_0_SEMANTIC = 6, // MultiView can accept upto two vec4 values. So the application should not use + NV_CLIP_DISTANCE_1_SEMANTIC = 7, // more than 2 of the below Clip / Cull semantics in a single shader. + NV_CULL_DISTANCE_0_SEMANTIC = 8, + NV_CULL_DISTANCE_1_SEMANTIC = 9, + NV_GENERIC_ATTRIBUTE_SEMANTIC = 10, + + NV_PACKED_EYE_INDEX_SEMANTIC = 17, + NV_CUSTOM_SEMANTIC_MAX = NV_CUSTOM_SEMANTIC_MAX_LIMIT, +} NV_CUSTOM_SEMANTIC_TYPE; + +typedef struct _NV_CUSTOM_SEMANTIC +{ + UINT version; // NV_CUSTOM_SEMANTIC_VERSION + + NV_CUSTOM_SEMANTIC_TYPE NVCustomSemanticType; // type of custom semantic (NV_CUSTOM_SEMANTIC_TYPE) + NvAPI_LongString NVCustomSemanticNameString; // name of custom semantic e.g. "NV_X_RIGHT", "NV_VIEWPORT_MASK" + BOOL RegisterSpecified; // (optional) set to TRUE to explicitly provide register number and mask as below + NvU32 RegisterNum; // (optional) output register which has the custom semantic. + NvU32 RegisterMask; // (optional) output register component mask which has the custom semantic (X:1, Y:2, Z:4) + NvU32 Reserved; // reserved +} NV_CUSTOM_SEMANTIC; + +#define NV_CUSTOM_SEMANTIC_VERSION MAKE_NVAPI_VERSION(NV_CUSTOM_SEMANTIC, 1) + +#endif //defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +typedef struct NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5 +{ + UINT version; + + BOOL UseViewportMask; + BOOL OffsetRtIndexByVpIndex; + BOOL ForceFastGS; + BOOL DontUseViewportOrder; + BOOL UseAttributeSkipMask; + BOOL UseCoordinateSwizzle; + NvAPI_D3D11_SWIZZLE_MODE *pCoordinateSwizzling; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL ConvertToFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5; + +typedef NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5 NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX; +#define NVAPI_D3D11_CREATEGEOMETRYSHADEREX_2_VER_5 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5, 5) +#define NVAPI_D3D11_CREATEGEOMETRYSHADEREX_2_VERSION NVAPI_D3D11_CREATEGEOMETRYSHADEREX_2_VER_5 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateGeometryShaderEx +// +//! \fn NvAPI_D3D11_CreateGeometryShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of geometry shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateGeometryShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter is UseViewportMask which is to tell the driver to create a shader +//! that outputs a viewport mask instead when a viewport index is indicated. +//! Outputting a viewport mask allows a single primitive to land on many different viewports +//! as specified by the bits set in the mask, rather than to rely on a single number that tells it +//! which unique viewport it would be drawn on. +//! This can be used for example in conjunction with the setting of coordinates swizzling (see XXX_NVAPI function) +//! to generates multiple adjacent views of the same primitive in a more efficient fashion +//! (outputting the primitive only once). +//! +//! This function is free-threaded create compatible i.e. it can be called from a different +//! thread than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled geometry shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] UseViewportMask Set to FALSE for custom semantic shaders. Tell the driver to create a shader that outputs the viewport mask in lieu of the viewport index. See above description. +//! \param [in] OffsetRtIndexByVpIndex Set to FALSE for custom semantic shaders. The Rendertarget index is offset by the viewport index +//! \param [in] ForceFastGS If TRUE, GS must be written with maxvertexcount(1) and must pass-through input vertex 0 to the output without modification +//! \param [in] DontUseViewportOrder Default FALSE for Primitives batched per viewport to improve performance. Set TRUE for API order (slow). +//! \param [in] UseAttributeSkipMask reserved +//! \param [in] UseCoordinateSwizzle reserved +//! \param [in] pCoordinateSwizzling reserved +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] ConvertToFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppGeometryShader Address of a pointer to a ID3D11GeometryShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateGeometryShaderEx_2(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX *pCreateGeometryShaderExArgs, + __out ID3D11GeometryShader **ppGeometryShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC +} NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V1; + +typedef struct NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved +} NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2; + +typedef struct NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V3 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V3; + +typedef NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V3 NvAPI_D3D11_CREATE_VERTEX_SHADER_EX; +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V1, 1) +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2, 2) +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_3 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2, 3) +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VERSION NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_3 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateVertexShaderEx +// +//! \fn NvAPI_D3D11_CreateVertexShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of vertex shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateVertexShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled vertex shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] UseWithFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppVertexShader Address of a pointer to a ID3D11VertexShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateVertexShaderEx(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_VERTEX_SHADER_EX *pCreateVertexShaderExArgs, + __out ID3D11VertexShader **ppVertexShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved +} NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1; + +typedef struct NvAPI_D3D11_CREATE_HULL_SHADER_EX_V2 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_HULL_SHADER_EX_V2; + +typedef NvAPI_D3D11_CREATE_HULL_SHADER_EX_V2 NvAPI_D3D11_CREATE_HULL_SHADER_EX; +#define NVAPI_D3D11_CREATEHULLSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1, 1) +#define NVAPI_D3D11_CREATEHULLSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1, 2) +#define NVAPI_D3D11_CREATEHULLSHADEREX_VERSION NVAPI_D3D11_CREATEHULLSHADEREX_VER_2 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateHullShaderEx +// +//! \fn NvAPI_D3D11_CreateHullShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of hull shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateHullShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled hull shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] UseWithFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppHullShader Address of a pointer to a ID3D11HullShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateHullShaderEx(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_HULL_SHADER_EX *pCreateHullShaderExArgs, + __out ID3D11HullShader **ppHullShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC +} NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V1; + +typedef struct NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V2 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved +} NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V2; + +typedef struct NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3; + +typedef NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3 NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX; +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V1, 1) +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V2, 2) +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_3 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3, 3) +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VERSION NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_3 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateDomainShaderEx +// +//! \fn NvAPI_D3D11_CreateDomainShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of domain shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateDomainShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled domain shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] UseWithFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppDomainShader Address of a pointer to a ID3D11DomainShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateDomainShaderEx(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX *pCreateDomainShaderExArgs, + __out ID3D11DomainShader **ppDomainShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC +} NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V1; + +#define NVAPI_D3D11_CREATEPIXELSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V1, 1) + +typedef struct NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2 +{ + UINT version; // Always use NVAPI_D3D11_CREATEPIXELSHADEREX_VERSION + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + NvU32 bEnableSuperSamplingPredicationForVRS : 1; // This enables sampling within a pixel for SuperSampling mode of Variable Rate Shading for relevant attributes tagged with "sample" modifier + NvU32 bEnableSuperSamplingPredicationForVRSAllAttributes : 1; // This enables sampling within a pixel for SuperSampling mode of Variable Rate Shading for all relevant attributes + NvU32 reserved : 30; // Reserved for further use +} NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2; + +typedef NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2 NvAPI_D3D11_CREATE_PIXEL_SHADER_EX; +#define NVAPI_D3D11_CREATEPIXELSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2, 2) +#define NVAPI_D3D11_CREATEPIXELSHADEREX_VERSION NVAPI_D3D11_CREATEPIXELSHADEREX_VER_2 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreatePixelShaderEx_2 +// +//! \fn NvAPI_D3D11_CreatePixelShaderEx_2 +//! +//! DESCRIPTION: This function allows us to extend the creation of pixel shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreatePixelShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled domain shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [out] ppPixelShader Address of a pointer to a ID3D11PixelShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreatePixelShaderEx_2(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_PIXEL_SHADER_EX *pCreatePixelShaderExArgs, + __out ID3D11PixelShader **ppPixelShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +typedef enum _NV_FASTGS_FLAGS +{ + NV_FASTGS_USE_VIEWPORT_MASK = 0x01, // Causes SV_ViewportArrayIndex value to be interpreted as a bitmask of viewports to broadcast to. + NV_FASTGS_OFFSET_RT_INDEX_BY_VP_INDEX = 0x02, // Causes SV_RenderTargetArrayIndex value to be offset by the viewport index when broadcasting. + NV_FASTGS_STRICT_API_ORDER = 0x04, // Causes broadcast primitives to be rendered strictly in API order (slow). + // By default, primitives may be batched per viewport to improve performance. +} NV_FASTGS_FLAGS; + +#endif //defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +struct NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC_V1 +{ + NvU32 version; // ALWAYS == NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER + NvU32 flags; // A combination of flags from NV_FASTGS_FLAGS + NvAPI_D3D11_SWIZZLE_MODE *pCoordinateSwizzling; // [optional] Array of 16 coordinate swizzle modes, one per viewport. NULL if not used. + // The output x, y, z, and w coordinates of all vertices can be set to any of the coordinates or their + // negated versions i.e. {x, y, z, w, -x, -y, -z, -w}. Coordinates are swizzled before any viewport + // operation occurs i.e. before frustum clipping, scaling, and viewport clipping. And after + // last of vertex/tesselation/geometry shader stage, stream-out and viewport broadcast expansion (see NV_FASTGS_USE_VIEWPORT_MASK) + // pCoordinateSwizzling[i] sets the swizzle-mode of each component for viewport i. + // See NV_SWIZZLE_MODE for values of allowed swizzle modes. + // See NV_SWIZZLE_OFFSET for bit offset from where NV_SWIZZLE_MODE to be set for each component. + // For example : + // 1. To set swizzle for viewport 0 such that - w and z are unchanged and values of x and y are swapped : + // pCoordinateSwizzling[0] = (NV_SWIZZLE_POS_W << NV_SWIZZLE_OFFSET_W) | + // (NV_SWIZZLE_POS_Z << NV_SWIZZLE_OFFSET_Z) | + // (NV_SWIZZLE_POS_X << NV_SWIZZLE_OFFSET_Y) | + // (NV_SWIZZLE_POS_Y << NV_SWIZZLE_OFFSET_X); + // 2. To set swizzle for viewport 0 such that - w, z and y are unchanged and value of x is negated : + // pCoordinateSwizzling[0] = (NV_SWIZZLE_POS_W << NV_SWIZZLE_OFFSET_W) | + // (NV_SWIZZLE_POS_Z << NV_SWIZZLE_OFFSET_Z) | + // (NV_SWIZZLE_POS_Y << NV_SWIZZLE_OFFSET_Y) | + // (NV_SWIZZLE_NEG_X << NV_SWIZZLE_OFFSET_X); + // Need to set some valid combination of swizzle-modes for all viewports, irrespective of whether that viewport is set. + // Invalid swizzle-mode for any viewport (even if that viewport is not set) may result in removal of device. +}; + +#define NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC_V1, 1) +#define NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER1 + +typedef NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC_V1 NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC; + +//////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateFastGeometryShaderExplicit +// +//! \fn NvAPI_D3D11_CreateFastGeometryShaderExplicit +//! +//! DESCRIPTION: This function will create a fast geometry shader written using an "explicit" +//! coding style, rather than converting a standard GS. For the explicit coding +//! style, the GS must be written with maxvertexcount(1), and must pass-through +//! input vertex 0 to the output without modification. +//! +//! Additional per-primitive outputs may also be computed and written to the single +//! output vertex. If these outputs are read by the pixel shader, they must be +//! declared with the "nointerpolation" attribute in the PS input signature; +//! otherwise, visual corruption may occur. Also, unlike D3D API, there is no guarantee +//! that pixel shader will get the default value of an attribute if that attribute is not written +//! by the earlier shader stage in the pipeline. +//! +//! The first four parameters are identical to ID3D11Device::CreateGeometryShader(), +//! so please refer to its documentation for their usage. +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled geometry shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] pCreateFastGSArgs A pointer to a NvAPI_D3D11_CREATE_FASTGS_EXPLICIT struct. +//! \param [out] ppGeometryShader Address of a pointer to a ID3D11GeometryShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +//////////////////////////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateFastGeometryShaderExplicit(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC *pCreateFastGSArgs, + __out ID3D11GeometryShader **ppGeometryShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) +//////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateFastGeometryShader +// +//! \fn NvAPI_D3D11_CreateFastGeometryShader +//! +//! DESCRIPTION: This function will convert a regular geometry shader into a fast GS variant if possible. +//! It will not do any validation regarding the compatibility of the resulting fast GS with any +//! Pixel shader. The validation has to be done by the application manually. +//! +//! The parameters are identical to ID3D11Device::CreateGeometryShader() +//! so please refer to its documentation for their usage. +//! +//! If the shader is too complex or is not in adequate form to be converted to fast GS +//! this function will simply fail. You should then call ID3D11Device::CreateGeometryShader() +//! to create the regular geometry shader. +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled geometry shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [out] ppGeometryShader Address of a pointer to a ID3D11GeometryShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateFastGeometryShader(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __out ID3D11GeometryShader **ppGeometryShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_DecompressView +// +//! \code +//! DESCRIPTION: This function is used to decompress a surface using the currently bound programmable sample positions. +//! +//! This is needed: +//! - When writing to a surface in a region previously rendered by different sample positions and no clear was done. +//! - When reading a surface in a shader that was rendered using non-standard sample positions. +//! - When copying from a surface that was rendered using non-standard sample positions. +//! +//! \param [in] pDevice Current d3d11 device +//! \param [in] pDeviceContext Current d3d11 device context +//! \param [in] pView Current view to decompress +//! +//! +//! \return ::NVAPI_OK if the call succeeds. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_DecompressView(__in ID3D11Device* pDevice, __in ID3D11DeviceContext *pDeviceContext, __in ID3D11View* pView); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) + +//! Enum for CreatePSO extensions. +//! \ingroup dx +//! constant 5 is assigned to two members of this enum becuase the first member name contains a typo: EXTNENSION. Please use the correctly-spelled enumerator. +typedef enum _NV_PSO_EXTENSION +{ + NV_PSO_RASTER_EXTENSION = 0, + NV_PSO_REQUEST_FASTGS_EXTENSION = 1, + NV_PSO_GEOMETRY_SHADER_EXTENSION = 2, + NV_PSO_ENABLE_DEPTH_BOUND_TEST_EXTENSION = 3, + NV_PSO_EXPLICIT_FASTGS_EXTENSION = 4, + NV_PSO_SET_SHADER_EXTNENSION_SLOT_AND_SPACE = 5, + NV_PSO_SET_SHADER_EXTENSION_SLOT_AND_SPACE = 5, + NV_PSO_VERTEX_SHADER_EXTENSION = 6, + NV_PSO_DOMAIN_SHADER_EXTENSION = 7, + NV_PSO_HULL_SHADER_EXTENSION = 9, +}NV_PSO_EXTENSION; + +struct NVAPI_D3D12_PSO_EXTENSION_DESC_V1 +{ + NvU32 baseVersion; //1 it needs to match N, in non-TIR it needs to match RT sample count. Ignored if ForcePerSampleInterlock is set + NvU8 SamplePositionsX[16]; //= 201103L + +#define compile_time_assert(b) static_assert((b), "Compile time assertion failed: "#b) + +enum NV_META_COMMAND_TENSOR_DATA_TYPE : NvU64 +{ + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT32, + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT16, + NV_META_COMMAND_TENSOR_DATA_TYPE_UINT32, + + NV_META_COMMAND_TENSOR_DATA_TYPE_COUNT, +}; + + +enum NV_META_COMMAND_TENSOR_LAYOUT : NvU64 +{ + NV_META_COMMAND_TENSOR_LAYOUT_UNKNOWN, // opaque HW-native layout + NV_META_COMMAND_TENSOR_LAYOUT_STANDARD, // NCDHW - planar / row major layout (width is inner-most dimension, batch-size N is the outermost) + NV_META_COMMAND_TENSOR_LAYOUT_COUNT, +}; + +enum NV_META_COMMAND_TENSOR_FLAGS : NvU64 +{ + NV_META_COMMAND_TENSOR_FLAG_NONE = 0, + NV_META_COMMAND_TENSOR_FLAG_DATA_STATIC = 0x1, // data pointed by the tensor is static (i.e, won't be modified after command list recording) +}; + +enum NV_META_COMMAND_PRECISION : NvU64 +{ + NV_META_COMMAND_PRECISION_FLOAT32, + NV_META_COMMAND_PRECISION_FLOAT16, + NV_META_COMMAND_PRECISION_MUL_FLOAT16_ADD_FLOAT32, + + NV_META_COMMAND_PRECISION_COUNT, +}; + +struct NV_META_COMMAND_TENSOR_DESC +{ + NV_META_COMMAND_TENSOR_DATA_TYPE DataType; + NV_META_COMMAND_TENSOR_LAYOUT Layout; + NV_META_COMMAND_TENSOR_FLAGS Flags; + NvU64 DimensionCount; // 4 or 5 + NvU64 Size[NV_META_COMMAND_MAX_TENSOR_DIM]; + NvU64 Stride[NV_META_COMMAND_MAX_TENSOR_DIM]; // only used with NV_META_COMMAND_TENSOR_LAYOUT_STANDARD +}; + +enum NV_META_COMMAND_ACTIVATION_FUNCTION : NvU64 +{ + NV_META_COMMAND_ACTIVATION_FUNCTION_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARDMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARD_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_IDENTITY, + NV_META_COMMAND_ACTIVATION_FUNCTION_LEAKY_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_LINEAR, + NV_META_COMMAND_ACTIVATION_FUNCTION_LOG_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETERIZED_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETRIC_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTSIGN, + NV_META_COMMAND_ACTIVATION_FUNCTION_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_THRESHOLDED_RELU, + + NV_META_COMMAND_ACTIVATION_FUNCTION_COUNT, +}; + +struct NV_META_COMMAND_ACTIVATION_DESC +{ + NV_META_COMMAND_ACTIVATION_FUNCTION Function; + float Params[NV_META_COMMAND_ACTIVATION_MAX_PARAMS]; +}; + +#else + +#define compile_time_assert(b) typedef char compile_time_assertion_failed_in_line_##__LINE__[(b)?1:-1] + +enum NV_META_COMMAND_TENSOR_DATA_TYPE +{ + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT32, + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT16, + NV_META_COMMAND_TENSOR_DATA_TYPE_UINT32, + + NV_META_COMMAND_TENSOR_DATA_TYPE_COUNT, +}; + + +enum NV_META_COMMAND_TENSOR_LAYOUT +{ + NV_META_COMMAND_TENSOR_LAYOUT_UNKNOWN, // opaque HW-native layout + NV_META_COMMAND_TENSOR_LAYOUT_STANDARD, // NCDHW - planar / row major layout (width is inner-most dimension, batch-size N is the outermost) + NV_META_COMMAND_TENSOR_LAYOUT_COUNT, +}; + +enum NV_META_COMMAND_TENSOR_FLAGS +{ + NV_META_COMMAND_TENSOR_FLAG_NONE = 0, + NV_META_COMMAND_TENSOR_FLAG_DATA_STATIC = 0x1, // data pointed by the tensor is static (i.e, won't be modified after command list recording) +}; + +enum NV_META_COMMAND_PRECISION +{ + NV_META_COMMAND_PRECISION_FLOAT32, + NV_META_COMMAND_PRECISION_FLOAT16, + NV_META_COMMAND_PRECISION_MUL_FLOAT16_ADD_FLOAT32, + + NV_META_COMMAND_PRECISION_COUNT, +}; + +struct NV_META_COMMAND_TENSOR_DESC +{ + NvU64 DataType; // NV_META_COMMAND_TENSOR_DATA_TYPE + NvU64 Layout; // NV_META_COMMAND_TENSOR_LAYOUT + NvU64 Flags; // NV_META_COMMAND_TENSOR_FLAGS + NvU64 DimensionCount; // 4 or 5 + NvU64 Size[NV_META_COMMAND_MAX_TENSOR_DIM]; + NvU64 Stride[NV_META_COMMAND_MAX_TENSOR_DIM]; // only used with NV_META_COMMAND_TENSOR_LAYOUT_STANDARD +}; + +enum NV_META_COMMAND_ACTIVATION_FUNCTION +{ + NV_META_COMMAND_ACTIVATION_FUNCTION_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARDMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARD_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_IDENTITY, + NV_META_COMMAND_ACTIVATION_FUNCTION_LEAKY_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_LINEAR, + NV_META_COMMAND_ACTIVATION_FUNCTION_LOG_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETERIZED_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETRIC_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTSIGN, + NV_META_COMMAND_ACTIVATION_FUNCTION_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_THRESHOLDED_RELU, + + NV_META_COMMAND_ACTIVATION_FUNCTION_COUNT, +}; + +struct NV_META_COMMAND_ACTIVATION_DESC +{ + NvU64 Function; // NV_META_COMMAND_ACTIVATION_FUNCTION + float Params[NV_META_COMMAND_ACTIVATION_MAX_PARAMS]; +}; + +#endif + +struct NV_META_COMMAND_OPTIONAL_TENSOR_DESC : NV_META_COMMAND_TENSOR_DESC +{ + // true when the tensor isn't needed (e.g, bias is optional) + NV_META_COMMAND_BOOL IsNull; +}; + + +struct NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC : NV_META_COMMAND_ACTIVATION_DESC +{ + // true when activation isn't needed + NV_META_COMMAND_BOOL IsNull; +}; + + +enum NV_META_COMMAND_PADDING_MODE +{ + NV_META_COMMAND_PADDING_ZEROS, + NV_META_COMMAND_PADDING_MIRROR, + NV_META_COMMAND_PADDING_CLAMP, + NV_META_COMMAND_PADDING_CONSTANT, + + NV_META_COMMAND_PADDING_COUNT, +}; + +struct NV_META_COMMAND_PADDING_DESC +{ + NV_META_COMMAND_PADDING_MODE Mode; + + // used with NV_META_COMMAND_PADDING_CONSTANT + float ConstantPadVal; +}; + +// use this enum to query resource sizes using GetRequiredParameterResourceSize() call +enum NV_META_COMMAND_RESOURCE_TYPE +{ + NV_META_COMMAND_RESOURCE_TYPE_INPUT = 0, + NV_META_COMMAND_RESOURCE_TYPE_OUTPUT = 1, + + NV_META_COMMAND_RESOURCE_TYPE_FILTER = 2, + NV_META_COMMAND_RESOURCE_TYPE_WEIGHT = 2, + NV_META_COMMAND_RESOURCE_TYPE_BIAS = 3, + + NV_META_COMMAND_RESOURCE_TYPE_MATRIX_A = 0, + NV_META_COMMAND_RESOURCE_TYPE_MATRIX_B = 2, + NV_META_COMMAND_RESOURCE_TYPE_MATRIX_C = 3, + + NV_META_COMMAND_RESOURCE_TYPE_PERSISTENT = 4, + NV_META_COMMAND_RESOURCE_TYPE_TEMPORARY = 5, +}; + + +// Extended version of convolution operation that performs: +// +// y = act ( alpha1 * conv(x) + alpha2 * z + bias ) +// +// alpha1 and alpha2 are either scalars or if PerChannelScaling is TRUE, they are vectors of +// same dimension as the bias tensor (vector of size equal to number of output channels) +// +// z (SkipConnectionResource) has same dimension as output tensor y (OutputResource). + +static const GUID MetaCommand_ConvolutionEx = +{ 0xa7666f1e, 0x9c55, 0x47ee, { 0x9e, 0xb3, 0xe1, 0x62, 0x0, 0x92, 0xd1, 0xe9 } }; + +#define NV_META_COMMAND_NUM_SPATIAL_DIM 3 +// D, H, W when DimensionCount is 3 +// H, W when DimensionCount is 2 + + +#if __cplusplus >= 201103L +enum NV_META_COMMAND_CONVOLUTION_DIRECTION : NvU64 +{ + NV_META_COMMAND_CONVOLUTION_DIRECTION_FORWARD, // Corresponds to regular Convolution + NV_META_COMMAND_CONVOLUTION_DIRECTION_BACKWARD, // Corresponds to ConvolutionTranspose + + NV_META_COMMAND_CONVOLUTION_DIRECTION_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_MODE : NvU64 +{ + NV_META_COMMAND_CONVOLUTION_MODE_CONVOLUTION, + NV_META_COMMAND_CONVOLUTION_MODE_CROSS_CORRELATION, + + NV_META_COMMAND_CONVOLUTION_MODE_COUNT, +}; + +struct NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC +{ + // Descriptor of the input tensor + NV_META_COMMAND_TENSOR_DESC DescIn; + + // Descriptor of the tensor acting as the filter kernel + NV_META_COMMAND_TENSOR_DESC DescFilter; + + // Descriptor of the optional bias tensor + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescBias; + + // Descriptor of the output tensor + NV_META_COMMAND_TENSOR_DESC DescOut; + + // Convolution mode (CROSS_CORRELATION or CONVOLUTION) + NV_META_COMMAND_CONVOLUTION_MODE Mode; + + // Convolution direction (FORWARD or BACKWARD) + NV_META_COMMAND_CONVOLUTION_DIRECTION Direction; + + // Precision at which convolution is done + NV_META_COMMAND_PRECISION Precision; + + // Optional activation function + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; + + // Padding mode (only used when output tensor dimensions are different from input tensor dimensions) + NV_META_COMMAND_PADDING_DESC Padding; + + // enables per channel scaling i.e, use Alpha1Resource and Alpha2Resource + // instead of Alpha1 and Alpha2 below + NV_META_COMMAND_BOOL PerChannelScaling; + + // scaling factors used when PerChannelScaling is FALSE + // set Alpha1 = 1.0f, Alpha2 = 0.0f for simple convolutions + // that don't need scaling or skip connection + float Alpha1; + float Alpha2; + + // Strides for the filter kernel position + NvU64 Stride[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // The distance per dimension between elements that are multiplied + NvU64 Dilation[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the start of each dimension + NvU64 StartPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the end of each dimension + NvU64 EndPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Number of dimensions to which convolution occurs (2 or 3) + NvU64 DimensionCount; + + // Number of channel groups convolved independently + NvU64 GroupCount; +}; + +#else + +enum NV_META_COMMAND_CONVOLUTION_DIRECTION +{ + NV_META_COMMAND_CONVOLUTION_DIRECTION_FORWARD, // Corresponds to regular Convolution + NV_META_COMMAND_CONVOLUTION_DIRECTION_BACKWARD, // Corresponds to ConvolutionTranspose + + NV_META_COMMAND_CONVOLUTION_DIRECTION_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_MODE +{ + NV_META_COMMAND_CONVOLUTION_MODE_CONVOLUTION, + NV_META_COMMAND_CONVOLUTION_MODE_CROSS_CORRELATION, + + NV_META_COMMAND_CONVOLUTION_MODE_COUNT, +}; + +struct NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC +{ + // Descriptor of the input tensor + NV_META_COMMAND_TENSOR_DESC DescIn; + + // Descriptor of the tensor acting as the filter kernel + NV_META_COMMAND_TENSOR_DESC DescFilter; + + // Descriptor of the optional bias tensor + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescBias; + + // Descriptor of the output tensor + NV_META_COMMAND_TENSOR_DESC DescOut; + + // Convolution mode (CROSS_CORRELATION or CONVOLUTION) + NvU64 Mode; // NV_META_COMMAND_CONVOLUTION_MODE + + // Convolution direction (FORWARD or BACKWARD) + NvU64 Direction; // NV_META_COMMAND_CONVOLUTION_DIRECTION + + // Precision at which convolution is done + NvU64 Precision; // NV_META_COMMAND_PRECISION + + // Optional activation function + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; + + // Padding mode (only used when output tensor dimensions are different from input tensor dimensions) + NV_META_COMMAND_PADDING_DESC Padding; + + // enables per channel scaling i.e, use Alpha1Resource and Alpha2Resource + // instead of Alpha1 and Alpha2 below + NV_META_COMMAND_BOOL PerChannelScaling; + + // scaling factors used when PerChannelScaling is FALSE + // set Alpha1 = 1.0f, Alpha2 = 0.0f for simple convolutions + // that don't need scaling or skip connection + float Alpha1; + float Alpha2; + + // Strides for the filter kernel position + NvU64 Stride[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // The distance per dimension between elements that are multiplied + NvU64 Dilation[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the start of each dimension + NvU64 StartPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the end of each dimension + NvU64 EndPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Number of dimensions to which convolution occurs (2 or 3) + NvU64 DimensionCount; + + // Number of channel groups convolved independently + NvU64 GroupCount; +}; +#endif + + +// Fused Convolution variants + +// supported combinations right now are: +// - Convolution + Max Pooling (also optionally outputs pre-pool data) +// - 2x2 upsample + (optional) residual add + Convolution +// +// other combinations may be exposed in future + +static const GUID MetaCommand_ConvolutionExFused = +{ 0xe1b112eb, 0xdecd, 0x4ff6,{ 0x85, 0xbb, 0x1f, 0xe, 0x3a, 0xb0, 0x4, 0x14 } }; + + +enum NV_META_COMMAND_CONVOLUTION_POOL_MODE +{ + NV_META_COMMAND_CONVOLUTION_POOL_MODE_NONE, + NV_META_COMMAND_CONVOLUTION_POOL_MODE_REDUCTION_MAX, + NV_META_COMMAND_CONVOLUTION_POOL_MODE_REDUCTION_AVG, + NV_META_COMMAND_CONVOLUTION_POOL_MODE_REDUCTION_MIN, + + NV_META_COMMAND_CONVOLUTION_POOL_MODE_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE +{ + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_NONE, + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_REPLICATE, + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_BILINEAR, + + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_SKIP_MODE +{ + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_NONE, + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_ADD, + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_CONCAT, + + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_COUNT, +}; + +struct NV_META_COMMAND_CONVOLUTION_FUSE_DESC +{ + NV_META_COMMAND_CONVOLUTION_POOL_MODE PoolMode; + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE UpsampleMode; + NV_META_COMMAND_CONVOLUTION_SKIP_MODE SkipMode; + + NV_META_COMMAND_BOOL OutputPrepool; // used with NV_META_COMMAND_CONVOLUTION_POOL_MODE +}; + +// uses same structures for init and execute descriptors +// SkipConnectionResource is used to specify the resource for pre-pool data or residual add +struct NV_META_COMMAND_CREATE_CONVOLUTION_EX_FUSED_DESC : NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC +{ + NV_META_COMMAND_CONVOLUTION_FUSE_DESC FuseDesc; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_META_COMMAND_TENSOR_DESC) == 112); +compile_time_assert(sizeof(NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC) == 640); +compile_time_assert(sizeof(NV_META_COMMAND_CONVOLUTION_FUSE_DESC) == 20); +compile_time_assert(sizeof(NV_META_COMMAND_CREATE_CONVOLUTION_EX_FUSED_DESC) == 660); + + +// GEMM (General matrix multiply) +// +// Y = alpha * t(A) * t(B) + beta * C, +// +// where t is a matrix transform option +// +// If C is null, and beta is non-zero, the output +// matrix is used as C matrix. i.e, the operation performed is: +// Y = alpha * t(A) * t(B) + beta * Y +// +static const GUID MetaCommand_Gemm = + { 0x8f9ff059, 0xfe72, 0x488e, { 0xa0, 0x66, 0xb1, 0x4e, 0x79, 0x48, 0xec, 0x8 } }; + +#if __cplusplus >= 201103L + +enum NV_META_COMMAND_MATRIX_TRANSFORM : NvU64 +{ + NV_META_COMMAND_MATRIX_TRANSFORM_NONE, + NV_META_COMMAND_MATRIX_TRANSFORM_TRANSPOSE, + + NV_META_COMMAND_MATRIX_TRANSFORM_COUNT, +}; + +struct NV_META_COMMAND_CREATE_GEMM_DESC +{ + NV_META_COMMAND_TENSOR_DESC DescA; + NV_META_COMMAND_TENSOR_DESC DescB; + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescC; + NV_META_COMMAND_TENSOR_DESC DescOut; + NV_META_COMMAND_PRECISION Precision; + + NV_META_COMMAND_MATRIX_TRANSFORM TransA; + NV_META_COMMAND_MATRIX_TRANSFORM TransB; + float Alpha; + float Beta; + + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; +}; + +#else + +enum NV_META_COMMAND_MATRIX_TRANSFORM +{ + NV_META_COMMAND_MATRIX_TRANSFORM_NONE, + NV_META_COMMAND_MATRIX_TRANSFORM_TRANSPOSE, + + NV_META_COMMAND_MATRIX_TRANSFORM_COUNT, +}; + +struct NV_META_COMMAND_CREATE_GEMM_DESC +{ + NV_META_COMMAND_TENSOR_DESC DescA; + NV_META_COMMAND_TENSOR_DESC DescB; + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescC; + NV_META_COMMAND_TENSOR_DESC DescOut; + NvU64 Precision; // NV_META_COMMAND_PRECISION + + NvU64 TransA; // NV_META_COMMAND_MATRIX_TRANSFORM + NvU64 TransB; // NV_META_COMMAND_MATRIX_TRANSFORM + float Alpha; + float Beta; + + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; +}; + +#endif + + +#pragma pack(pop) + +#endif // #if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_EnumerateMetaCommands +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Enumerates MetaCommands supported on the system +//! +//! \param [in] pDevice A pointer to D3D11 device. +//! \param [in/out] pNumMetaCommands Should be non-null. When the value pointed by pNumMetaCommands is 0 (or when pDescs is NULL), the function returns number of metacommands supported. +//! When the value pointed is non-zero, the value indicates number of Metacommand descriptions to be populated in pDescs array. +//! \param [out] pDescs Pointer to array where Metacommand descriptions will be returned. Can be null to indicate that the app is querying the number of supported metacommands. +//! Otherwise should have enough space to hold *pNumMetaCommands descriptors +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_EnumerateMetaCommands(__in ID3D11Device *pDevice, + __inout NvU32 *pNumMetaCommands, + __out_ecount_opt(*pNumMetaCommands) NVAPI_META_COMMAND_DESC *pDescs); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Creates a MetaCommand object which can be used to execute optimized operations exposed by driver like convolutions. +//! +//! \param [in] pDevice A pointer to D3D11 device. +//! \param [in] CommandId GUID of the operations to perform +//! \param [in] pCreationParametersData structure containing all creation parameters for the requested Metacommand +//! \param [in] CreationParametersDataSize size of parameter data structure +//! \param [out] ppMetaCommand A pointer to memory that receives the pointer to the created MetaCommand object. +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! NVAPI_NOT_SUPPORTED - The requested Metacommand is not supported. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +#pragma pack(push, 4) +struct NV_D3D11_META_COMMAND_RESOURCE +{ + union + { + NVDX_ObjectHandle ResourceHandle; // NVAPI handle of a buffer resource (use NvAPI_D3D11_GetResourceHandle to get this handle) + NvU64 unused; // to get correct sturcutre size on 32 bit builds + }; + NvU64 Offset; // offset within the resource in bytes +}; + +struct NV_D3D11_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC +{ + // Persistent resource used as scratch space by driver + // it's written at time of init, and read at time of execute + // use GetRequiredParameterResourceSize to query its size + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; +}; + +struct NV_D3D11_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC +{ + NV_D3D11_META_COMMAND_RESOURCE InputResource; + NV_D3D11_META_COMMAND_RESOURCE FilterResource; + NV_D3D11_META_COMMAND_RESOURCE BiasResource; // optional + NV_D3D11_META_COMMAND_RESOURCE OutputResource; + + // Alpha1Resource and Alpha2Resource are used only when + // PerChannelScaling is set. Otherwise the scalars Alpha1/Alpha2 are used + // should have same dimension as bias + NV_D3D11_META_COMMAND_RESOURCE Alpha1Resource; + NV_D3D11_META_COMMAND_RESOURCE Alpha2Resource; + + // optional, same dimension/descriptor as output + NV_D3D11_META_COMMAND_RESOURCE SkipConnectionResource; + + + // should point to same memory that was specified at time of init + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; + + // temporary resource used as scratch space by driver + // used for both read and write at the time of execute + // use GetRequiredParameterResourceSize to query its size + NV_D3D11_META_COMMAND_RESOURCE TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC) == 16); +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC) == 144); + +struct NV_D3D11_META_COMMAND_INITIALIZE_GEMM_DESC +{ + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; +}; + +struct NV_D3D11_META_COMMAND_EXECUTE_GEMM_DESC +{ + NV_D3D11_META_COMMAND_RESOURCE AResource; + NV_D3D11_META_COMMAND_RESOURCE BResource; + NV_D3D11_META_COMMAND_RESOURCE CResource; + NV_D3D11_META_COMMAND_RESOURCE OutputResource; + + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; + NV_D3D11_META_COMMAND_RESOURCE TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_INITIALIZE_GEMM_DESC) == 16); +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_EXECUTE_GEMM_DESC) == 96); + + +#pragma pack(pop) + +DECLARE_INTERFACE_(__declspec(uuid("00BF193A-117B-42BC-BBCD-E964A0EA4F2B"))ID3D11NvMetaCommand_V1, IUnknown) +{ + BEGIN_INTERFACE + + // *** IUnknown methods *** + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppv) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // ** ID3D11NvMetaCommand methods *** + // Return size of parameter + STDMETHOD(GetRequiredParameterResourceSize)(THIS_ NV_META_COMMAND_RESOURCE_TYPE ResourceType, NvU64 *SizeInBytes) const PURE; + + END_INTERFACE +}; + +typedef ID3D11NvMetaCommand_V1 ID3D11NvMetaCommand; +#define ID3D11NvMetaCommand_VER1 MAKE_NVAPI_VERSION(IID3D11NvMetaCommand_V1, 1) +#define ID3D11NvMetaCommand_VER ID3D11NvMetaCommand_VER1 + +NVAPI_INTERFACE NvAPI_D3D11_CreateMetaCommand(__in ID3D11Device *pDevice, + __in REFGUID CommandId, + __in_bcount(CreationParametersDataSize) const void *pCreationParametersData, + __in NvU32 CreationParametersDataSize, + __out ID3D11NvMetaCommand **ppMetaCommand); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_InitializeMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Initializes the given MetaCommand with the parameters passed in +//! +//! \param [in] pDeviceContext A pointer to the d3d11 device context +//! \param [in] pMetaCommand the MetaCommand to initialize +//! \param [in] pInitializationParametersData Structure containing parameters +//! \param [in] InitializationParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_InitializeMetaCommand(__in ID3D11DeviceContext *pDeviceContext, + __in ID3D11NvMetaCommand *pMetaCommand, + __in_bcount(InitializationParametersDataSize) const void *pInitializationParametersData, + __in NvU32 InitializationParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_ExecuteMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Executes the given MetaCommand with the parameters passed in +//! +//! \param [in] pDeviceContext A pointer to the d3d11 device context +//! \param [in] pMetaCommand the MetaCommand to execute +//! \param [in] pExecutionParametersData Structure containing parameters +//! \param [in] ExecutionParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_ExecuteMetaCommand(__in ID3D11DeviceContext *pDeviceContext, + __in ID3D11NvMetaCommand *pMetaCommand, + __in_bcount(ExecutionParametersDataSize) const void *pExecutionParametersData, + __in NvU32 ExecutionParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EnumerateMetaCommands +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Enumerates MetaCommands supported on the system +//! +//! \param [in] pDevice A pointer to D3D12 device. +//! \param [in/out] pNumMetaCommands Should be non-null. When the value pointed by pNumMetaCommands is 0 or when pDescs is NULL, the function returns number of metacommands supported. +//! When the value pointed is non-zero, the value indicates number of Metacommand descriptions to be populated in pDescs array. +//! \param [out] pDescs Pointer to array where Metacommand descriptions will be returned. Can be null to indicate that the app is querying the number of supported metacommands. +//! Otherwise should have enough space to hold *pNumMetaCommands descriptors +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_EnumerateMetaCommands(__in ID3D12Device *pDevice, + __inout NvU32 *pNumMetaCommands, + __out_ecount_opt(*pNumMetaCommands) NVAPI_META_COMMAND_DESC *pDescs); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Creates a MetaCommand object which can be used to execute optimized operations exposed by driver like convolutions. +//! +//! \param [in] pDevice A pointer to D3D12 device. +//! \param [in] CommandId GUID of the operations to perform +//! \param [in] NodeMask GPU mask for which metacommand is to be created. Set it to 0 for single GPU systems +//! \param [in] pCreationParametersData structure containing all creation parameters for the requested Metacommand +//! \param [in] CreationParametersDataSize size of parameter data structure +//! \param [out] ppMetaCommand A pointer to memory that receives the pointer to the created MetaCommand object. +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! NVAPI_NOT_SUPPORTED - The requested Metacommand is not supported. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +#pragma pack(push, 4) +struct NV_D3D12_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC +{ + // Persistent resource used as scratch space by driver + // it's written at time of init, and read at time of execute + // use GetRequiredParameterResourceSize to query its size + D3D12_GPU_VIRTUAL_ADDRESS PersistentResource; +}; + +struct NV_D3D12_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS InputResource; + D3D12_GPU_VIRTUAL_ADDRESS FilterResource; + D3D12_GPU_VIRTUAL_ADDRESS BiasResource; // optional + D3D12_GPU_VIRTUAL_ADDRESS OutputResource; + + // Alpha1Resource and Alpha2Resource are used only when + // PerChannelScaling is set. Otherwise the scalars Alpha1/Alpha2 are used + // should have same dimension as bias + D3D12_GPU_VIRTUAL_ADDRESS Alpha1Resource; + D3D12_GPU_VIRTUAL_ADDRESS Alpha2Resource; + + // optional, same dimension/descriptor as output + D3D12_GPU_VIRTUAL_ADDRESS SkipConnectionResource; + + // should point to same memory that was specified at time of init + D3D12_GPU_VIRTUAL_ADDRESS PersistentResource; + + // temporary resource used as scratch space by driver + // both written and read at time of execute + // use GetRequiredParameterResourceSize to query its size + D3D12_GPU_VIRTUAL_ADDRESS TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC) == 8); +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC) == 72); + +struct NV_D3D12_META_COMMAND_INITIALIZE_GEMM_DESC +{ + NvU64 PersistentResource; +}; + +struct NV_D3D12_META_COMMAND_EXECUTE_GEMM_DESC +{ + NvU64 AResource; + NvU64 BResource; + NvU64 CResource; + NvU64 OutputResource; + + NvU64 PersistentResource; + NvU64 TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_INITIALIZE_GEMM_DESC) == 8); +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_EXECUTE_GEMM_DESC) == 48); + + +#pragma pack(pop) + +DECLARE_INTERFACE_(__declspec(uuid("00BF193A-117B-42BC-BBCD-E964A0EA4F2B"))ID3D12NvMetaCommand_V1, IUnknown) +{ + BEGIN_INTERFACE + + // *** IUnknown methods *** + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppv) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // ** ID3D12NvMetaCommand methods *** + // Return size of parameter + STDMETHOD(GetRequiredParameterResourceSize)(THIS_ NV_META_COMMAND_RESOURCE_TYPE ResourceType, NvU64 *SizeInBytes) const PURE; + + END_INTERFACE +}; + +typedef ID3D12NvMetaCommand_V1 ID3D12NvMetaCommand; +#define ID3D12NvMetaCommand_VER1 MAKE_NVAPI_VERSION(IID3D12NvMetaCommand_V1, 1) +#define ID3D12NvMetaCommand_VER ID3D12NvMetaCommand_VER1 + +NVAPI_INTERFACE NvAPI_D3D12_CreateMetaCommand(__in ID3D12Device *pDevice, + __in REFGUID CommandId, + __in NvU32 NodeMask, + __in_bcount(CreationParametersDataSize) const void *pCreationParametersData, + __in NvU32 CreationParametersDataSize, + __out ID3D12NvMetaCommand **ppMetaCommand); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_InitializeMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Initializes the given MetaCommand with the parameters passed in +//! +//! \param [in] pCommandList A pointer to D3D12 command list. +//! \param [in] pMetaCommand the MetaCommand to initialize +//! \param [in] pInitializationParametersData Structure containing parameters +//! \param [in] InitializationParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_InitializeMetaCommand(__in ID3D12GraphicsCommandList *pCommandlist, + __in ID3D12NvMetaCommand *pMetaCommand, + __in_bcount(InitializationParametersDataSize) const void *pInitializationParametersData, + __in NvU32 InitializationParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_ExecuteMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Executes the given MetaCommand with the parameters passed in +//! +//! \param [in] pCommandList A pointer to D3D12 command list. +//! \param [in] pMetaCommand the MetaCommand to execute +//! \param [in] pExecutionParametersData Structure containing parameters +//! \param [in] ExecutionParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_ExecuteMetaCommand(__in ID3D12GraphicsCommandList *pCommandlist, + __in ID3D12NvMetaCommand *pMetaCommand, + __in_bcount(ExecutionParametersDataSize) const void *pExecutionParametersData, + __in NvU32 ExecutionParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateCommittedResource +// +//! \since Release: 384 +// +//! \code +//! DESCRIPTION: Wrapper around ID3D12Device::CreateCommittedResource to allow creation of resources according to params provided. +//! HTEX resource is created when NV_D3D12_RESOURCE_FLAG_HTEX is set in the nvResourceFlags parameter. +//! NV_D3D12_RESOURCE_FLAG_CPUVISIBLE_VIDMEM gives driver hint to create the resource on cpu visible vidmem +//! only upload resources use this flag currently, others behave exactly as ID3D12Device::CreateCommittedResource +//! Otherwise the function behaves exactly same as regular ID3D12Device::CreateCommittedResource. +//! When NV_D3D12_RESOURCE_FLAG_HTEX is set, the texels are centered on integer coordinates and filtering +//! and LOD are calculated based on the size minus one, which then allows the edges to filter to the exact texels on the edge, +//! eliminating the border/edge filtering issue. Dimension of next mip level is CEIL(currentMipDimension/2), and size of smallest mip is 2x2. +//! Note that NV_D3D12_RESOURCE_FLAG_HTEX can't be used for shared resources. +//! Best practice: Query available space in cpu visible vidmem using NvAPI_D3D12_QueryCpuVisibleVidmem +//! before using NV_D3D12_RESOURCE_FLAG_CPUVISIBLE_VIDMEM +//! +//! \param [in] pDevice A pointer to D3D12 device. +//! \param [in] pHeapProperties A pointer to a D3D12_HEAP_PROPERTIES structure that provides properties for the resource's heap. +//! \param [in] HeapFlags Heap options, as a bitwise-OR'd combination of D3D12_HEAP_FLAGS enumeration constants. +//! \param [in] pDesc A pointer to a D3D12_RESOURCE_DESC structure that describes the resource. +//! \param [in] InitialState The initial state of the resource, as a bitwise-OR'd combination of D3D12_RESOURCE_STATES enumeration constants. +//! \param [in] pOptimizedClearValue Specifies a D3D12_CLEAR_VALUE that describes the default value for a clear color. +//! \param [in] pNVResourceParams A pointer to a structure containing additional NV specific resource creation information (see NV_D3D12_RESOURCE_FLAGS below for more info on flags) +//! \param [in] riid The globally unique identifier (GUID) for the resource interface. +//! \param [out] ppvResource A pointer to memory that receives the requested interface pointer to the created resource object. +//! ppvResource can be NULL, to enable capability testing. When ppvResource is NULL, no object will be created and pSupported +//! will be set to true when pResourceDesc is valid. +//! \param [out] pSupported optional, needed only for capability testing when ppvResource is NULL +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +typedef enum { + NV_D3D12_RESOURCE_FLAG_NONE = 0, + NV_D3D12_RESOURCE_FLAG_HTEX = 1, //!< Create HTEX texture + NV_D3D12_RESOURCE_FLAG_CPUVISIBLE_VIDMEM= 2, //!< Hint to create resource in cpuvisible vidmem +} NV_D3D12_RESOURCE_FLAGS; + +typedef struct _NV_RESOURCE_PARAMS_V1 +{ + NvU32 version; //!SetFence(dstGpu, hFence, Value); \ + pMultiGPUDevice->WaitForFence(1 << (srcGpu), hFence, Value); \ + Value++; + +#define FENCE_SYNCHRONIZATION_END(pMultiGPUDevice, hFence, Value, srcGpu, dstGpu) \ + pMultiGPUDevice->SetFence(srcGpu, hFence, Value); \ + pMultiGPUDevice->WaitForFence(1 << (dstGpu), hFence, Value); \ + Value++; + +//! PresentCompositingConfig method flags. +#define NVAPI_PRESENT_COMPOSITING_CONFIG_FLAG_USE_VIDEO_BRIDGE 0x01 +#define NVAPI_PRESENT_COMPOSITING_CONFIG_FLAG_CLEAR_OUTBANDS 0x02 +#define NVAPI_PRESENT_COMPOSITING_CONFIG_FLAG_GET_VIDEO_BRIDGE_STATUS 0x80000000 + +#define NVAPI_VIDEO_BRIDGE_STATUS_AVAILABLE 0 +#define NVAPI_VIDEO_BRIDGE_STATUS_NOT_AVAILABLE 1 +#define NVAPI_VIDEO_BRIDGE_STATUS_FAILED_ACCESS 2 +#define NVAPI_VIDEO_BRIDGE_STATUS_UNKNOWN 3 + +#define NVAPI_ALL_GPUS 0 +typedef ID3D11MultiGPUDevice_V1 ID3D11MultiGPUDevice; + +#define ID3D11MultiGPUDevice_VER1 MAKE_NVAPI_VERSION(ID3D11MultiGPUDevice_V1, 1) +#define ID3D11MultiGPUDevice_VER2 MAKE_NVAPI_VERSION(ID3D11MultiGPUDevice_V1, 2) +#define ID3D11MultiGPUDevice_VER3 MAKE_NVAPI_VERSION(ID3D11MultiGPUDevice_V1, 3) +#define ID3D11MultiGPUDevice_VER ID3D11MultiGPUDevice_VER3 + +#define ALL_GPUS 0 + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D11_CreateMultiGPUDevice(__in ID3D11Device *pDevice, __in ULONG version, __out ULONG *currentVersion, __out ID3D11MultiGPUDevice **ppD3D11MultiGPUDevice, __in UINT maxGpus=ALL_GPUS); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to query the support of Single Pass Stereo HW feature +//! \ingroup dx +typedef struct _NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1 +{ + NvU32 version; // parameter struct version + NvU32 bSinglePassStereoSupported; // Single Pass Stereo supported +} NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1; + +typedef struct _NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2 +{ + NvU32 version; // _IN_ parameter struct version + NvU32 bSinglePassStereoSupported : 1; // _OUT_ Single Pass Stereo supported + NvU32 bSinglePassStereoXYZWSupported : 1; // _OUT_ Single Pass Stereo XYZW supported + NvU32 reserved : 30; // _INOUT_ bits reserved for future use +} NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2; + +typedef NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2 NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS; +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2, 2) +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER2 + +#ifndef NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER +typedef NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1 NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS; +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER1 +#endif + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QuerySinglePassStereoSupport +// +//! DESCRIPTION: Queries the support of Single Pass Stereo feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The ID3D11Device to use. +//! \param [inout] pSinglePassStereoSupportedParams Stores value of whether Single Pass Stereo is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QuerySinglePassStereoSupport(__in IUnknown *pDevice, + __inout NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS *pQuerySinglePassStereoSupportedParams); + +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +#if defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetSinglePassStereoMode +// +//! DESCRIPTION: Set the Single Pass Stereo state +//! +//! \note Note that this is an asynchronous function and returns NVAPI_OK if all arguments are valid. +//! Returned value NVAPI_OK does not reflect that Single Pass Stereo is supported or is set in hardware. +//! One must call NvAPI_D3D_QuerySinglePassStereoSupport() to confirm that the current setup +//! supports Single Pass Stereo before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevOrContext The ID3D11Device or ID3D11DeviceContext to use. +//! \param [in] numViews Number of views to render. +//! \param [in] renderTargetIndexOffset Offset between render targets of the different views. +//! \param [in] independentViewportMaskEnable Is the independent viewport mask enabled. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetSinglePassStereoMode(__in IUnknown *pDevOrContext, __in NvU32 numViews, __in NvU32 renderTargetIndexOffset, __in NvU8 independentViewportMaskEnable); + +#endif //defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QuerySinglePassStereoSupport +// +//! DESCRIPTION: Queries the support of Single Pass Stereo feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pDevice The IDirect3DDevice12 to use. +//! \param [inout] pQuerySinglePassStereoSupportedParams Stores value of whether Single Pass Stereo is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_QuerySinglePassStereoSupport(__in ID3D12Device *pDevice, + __inout NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS *pQuerySinglePassStereoSupportedParams); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetSinglePassStereoMode +// +//! DESCRIPTION: Set the Single Pass Stereo state. +//! +//! \note Note that Single Pass Stereo state persists on a particular CommandList till it is closed. +//! The state is reset to default (disabled) for every newly created CommandList. +//! One must call NvAPI_D3D12_QuerySinglePassStereoSupport() to confirm that the current setup +//! supports Single Pass Stereo before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pCommandList The command list in which we will add push buffer commmands for enabling Single Pass Stereo feature +//! Note: Command list of type D3D12_COMMAND_LIST_TYPE_BUNDLE is not allowed for setting the state of this feature. +//! \param [in] numViews Number of views to render. +//! \param [in] RenderTargetIndexOffset Offset between render targets of the different views. +//! \param [in] IndependentViewportMaskEnable Is the independent viewport mask enabled. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_SetSinglePassStereoMode(__in ID3D12GraphicsCommandList* pCommandList, + __in NvU32 numViews, + __in NvU32 renderTargetIndexOffset, + __in NvU8 independentViewportMaskEnable); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to query the support of MultiView HW feature +//! \ingroup dx + +typedef struct _NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1 +{ + NvU32 version; // _IN_ parameter struct version + NvU32 bMultiViewSupported : 1; // _OUT_ MultiView supported (Render 4 views in a single pass) + NvU32 bSinglePassStereoSupported : 1; // _OUT_ StereoX supported (Render 2 views in a single pass) + NvU32 bSinglePassStereoXYZWSupported : 1; // _OUT_ StereoXYZW supported (Render 2 views in a single pass) + NvU32 reserved : 29; // _INOUT_ bits reserved for future use +} NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1 NV_QUERY_MULTIVIEW_SUPPORT_PARAMS; +#define NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_VER NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_VER1 +#define NV_MULTIVIEW_MAX_SUPPORTED_VIEWS 4 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QueryMultiViewSupport +// +//! DESCRIPTION: Queries the support of MultiView feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The ID3D11Device to use. +//! \param [inout] pMultiViewSupportedParams Stores value of whether MultiView is supported on current setup or not. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QueryMultiViewSupport(__in IUnknown *pDevice, + __inout NV_QUERY_MULTIVIEW_SUPPORT_PARAMS *pQueryMultiViewSupportedParams); + +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used for setting the Mode for MultiView HW Feature. +//! \ingroup dx +typedef struct _NV_MULTIVIEW_PARAMS_V1 +{ + NvU32 version; // _IN_ parameter struct version + NvU32 numViews; // _IN_ Number of views to render. + NvU32 renderTargetIndexOffset[NV_MULTIVIEW_MAX_SUPPORTED_VIEWS]; // _IN_ Offset between render targets for each of the per views. + NvU8 independentViewportMaskEnable; // _IN_ Is the independent viewport mask enabled. +} NV_MULTIVIEW_PARAMS_V1; + +typedef NV_MULTIVIEW_PARAMS_V1 NV_MULTIVIEW_PARAMS; +#define NV_MULTIVIEW_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_MULTIVIEW_PARAMS_V1, 1) +#define NV_MULTIVIEW_PARAMS_VER NV_MULTIVIEW_PARAMS_VER1 + +#if defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetMultiViewMode +// +//! DESCRIPTION: Set the MultiView state +//! +//! \note Note that this is an asynchronous function and returns NVAPI_OK if all arguments are valid. +//! Returned value NVAPI_OK does not reflect that MultiView is supported or is set in hardware. +//! One must call NvAPI_D3D_QueryMultiViewSupport() to confirm that the current setup +//! supports MultiView before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevOrContext The ID3D11Device or ID3D11DeviceContext to use. +//! \param [in] pMultiViewParams MultiView Params +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetMultiViewMode(__in IUnknown *pDevOrContext, __in NV_MULTIVIEW_PARAMS *pMultiViewParams); + +#endif //defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to query the support of Lens Matched Shading HW feature +//! \ingroup dx +typedef struct _NV_QUERY_MODIFIED_W_SUPPORT_PARAMS +{ + NvU32 version; // parameter struct version + NvU32 bModifiedWSupported; // Modified W supported +} NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_V1 NV_QUERY_MODIFIED_W_SUPPORT_PARAMS; +#define NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_VER NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QueryModifiedWSupport +// +//! DESCRIPTION: Queries the support of Modified W feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The ID3D11Device to use. +//! \param [inout] pQueryModifiedWSupportedParams Stores value of whether Modified W is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QueryModifiedWSupport(__in IUnknown *pDev, + __inout NV_QUERY_MODIFIED_W_SUPPORT_PARAMS *pQueryModifiedWSupportedParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#define NV_MODIFIED_W_MAX_VIEWPORTS 16 + +typedef struct _NV_MODIFIED_W_COEFFICIENTS +{ + float fA; // A coefficient in w' = w + Ax + By + float fB; // B coefficient in w' = w + Ax + By + float fAReserved; // reserved + float fBReserved; // reserved + + float fReserved[2]; // reserved +} NV_MODIFIED_W_COEFFICIENTS; + +typedef struct _NV_MODIFIED_W_PARAMS +{ + NvU32 version; // parameter struct version + NvU32 numEntries; // number of valid NV_MODIFIED_W_COEFFICIENTS structs in array + NV_MODIFIED_W_COEFFICIENTS modifiedWCoefficients[NV_MODIFIED_W_MAX_VIEWPORTS]; // coefficients + + NvU32 id; // reserved + NvU32 reserved[NV_MODIFIED_W_MAX_VIEWPORTS]; // reserved +} NV_MODIFIED_W_PARAMS_V1; + +typedef NV_MODIFIED_W_PARAMS_V1 NV_MODIFIED_W_PARAMS; +#define NV_MODIFIED_W_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_MODIFIED_W_PARAMS_V1, 1) +#define NV_MODIFIED_W_PARAMS_VER NV_MODIFIED_W_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetModifiedWMode +// +//! DESCRIPTION: Set the Modified W state and A,B coefficients for HW support +//! +//! \note Note that this is an asynchronous function and returns NVAPI_OK if all arguments are valid. +//! Returned value NVAPI_OK does not reflect that Modified-W is supported or is set in hardware. +//! One must call NvAPI_D3D_QueryModifiedWSupport() to confirm that the current setup +//! supports Modified-W before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevOrContext The ID3D11Device or ID3D11DeviceContext to use. +//! \param [in] psModifiedWParams Modified W parameters. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetModifiedWMode(__in IUnknown *pDevOrContext, __in NV_MODIFIED_W_PARAMS *psModifiedWParams); + +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QueryModifiedWSupport +// +//! DESCRIPTION: Queries the support of Modified-W feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pDevice The ID3D12Device Device created by application +//! \param [inout] pQueryModifiedWSupportedParams Stores value of whether Modified-W is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_QueryModifiedWSupport(__in ID3D12Device *pDevice, + __inout NV_QUERY_MODIFIED_W_SUPPORT_PARAMS *pQueryModifiedWSupportedParams); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetModifiedWMode +// +//! DESCRIPTION: Set the Modified-W state and A, B coefficients for HW support +//! +//! \note Note that Modified-W state persists on a particular CommandList till it is closed. +//! The state is reset to default (disabled) for every newly created CommandList. +//! One must call NvAPI_D3D12_QueryModifiedWSupport() to confirm that the current setup +//! supports Modified-W before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pCommandList The command list in which we will add push buffer commmands for enabling Modified-W feature +//! Note: Command list of type D3D12_COMMAND_LIST_TYPE_BUNDLE is not allowed for setting the state of this feature. +//! \param [in] pModifiedWParams Modified-W parameters. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_SetModifiedWMode(__in ID3D12GraphicsCommandList* pCommandList, + __in NV_MODIFIED_W_PARAMS *pModifiedWParams); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + + +#if defined(__cplusplus) && (defined(__d3d11_h__)) + +//! \ingroup dx +//! See NvAPI_D3D_CreateLateLatchObject +DECLARE_INTERFACE(ID3DLateLatchObject_V1) +{ + STDMETHOD_(UINT,Release) (THIS) PURE; //! Release the created LateLatch object and associated buffers. + STDMETHOD_(NvAPI_Status,Latch) (THIS_ __in IUnknown* pContext = NULL) PURE; //! Request to queue the latch operation to the GPU. + STDMETHOD_(ID3D11Buffer*,GetD3D11Buffer) (THIS_ __in UINT index = 0) PURE; //! Get ID3D11Buffer* available at the given 'index' + STDMETHOD_(UINT,GetBufferCount) (THIS) PURE; //! Returns the number of late latch buffers created for this LateLatchObject. + STDMETHOD_(NvAPI_Status,UpdateData) (THIS_ __in void **ppData) PURE; //! Fully update all LateLatch buffers with new data. + STDMETHOD_(NvAPI_Status,UpdateData) (THIS_ __in void *pData, __in size_t offset, + __in size_t size, __in UINT index = 0) PURE; //! Partially update one of the LateLatch buffers with new data. +}; + +//! \ingroup dx +//! See NvAPI_D3D_CreateLateLatchObject +typedef ID3DLateLatchObject_V1 ID3DLateLatchObject; +#define ID3DLateLatchObject_VER1 MAKE_NVAPI_VERSION(ID3DLateLatchObject_V1, 1) +#define ID3DLateLatchObject_VER ID3DLateLatchObject_VER1 + +typedef struct _NV_D3D_LATELATCH_OBJECT_DESC_V1 +{ + NvU32 version; + NvU32 numBuffers; // _IN_ Number of LateLatch buffers that the app wants to create. + D3D11_BUFFER_DESC **ppBufferDesc; // _IN_ Description of buffers + ID3DLateLatchObject **ppD3DLateLatchObject; // _Out_ Pointer to created interface +} NV_D3D_LATELATCH_OBJECT_DESC_V1; + +typedef NV_D3D_LATELATCH_OBJECT_DESC_V1 NV_D3D_LATELATCH_OBJECT_DESC; +#define NV_D3D_LATELATCH_OBJECT_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D_LATELATCH_OBJECT_DESC_V1, 1) +#define NV_D3D_LATELATCH_OBJECT_DESC_VER NV_D3D_LATELATCH_OBJECT_DESC_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_CreateLateLatchObject +// +//! DESCRIPTION: Creates a Late Latch Object interface +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 384 +//! +//! \param [in] pDevice Current ID3D11Device. +//! \param [inout] pLateLatchObjectDesc Pointer to in/out structure for late latch object creation +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D_CreateLateLatchObject(__in IUnknown *pDevice, __inout NV_D3D_LATELATCH_OBJECT_DESC* pLateLatchObjectDesc); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + + + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D_QueryLateLatchSupport +typedef struct _NV_QUERY_LATELATCH_SUPPORT_PARAMS +{ + NvU32 version; //!< (IN) Parameter structure version + NvU32 bLateLatchSupported; //!< (OUT) LateLatch supported +} NV_QUERY_LATELATCH_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_LATELATCH_SUPPORT_PARAMS_V1 NV_QUERY_LATELATCH_SUPPORT_PARAMS; +#define NV_QUERY_LATELATCH_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_LATELATCH_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_LATELATCH_SUPPORT_PARAMS_VER NV_QUERY_LATELATCH_SUPPORT_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QueryLateLatchSupport +// +//! DESCRIPTION: Queries the support of DX11 Late Latch feature on current setup. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 384 +//! +//! \param [in] pDevice Current ID3D11Device. +//! \param [inout] pQueryLateLatchSupportParams Stores value of whether Late Latch is supported on current setup or not. +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QueryLateLatchSupport(__in IUnknown *pDevice, + __inout NV_QUERY_LATELATCH_SUPPORT_PARAMS *pQueryLateLatchSupportParams); +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + + + +#if defined (__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_RegisterDevice +// +//! DESCRIPTION: Tells NvAPI about a D3D device. This must be called prior to using any DX1x +//! deferred-context calls. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The ID3D10Device or ID3D11Device to use. +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_RegisterDevice(__in IUnknown *pDev); + +#endif //if defined(__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + + + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_MultiDrawInstancedIndirect +// +//! DESCRIPTION: Extension of DrawInstancedIndirect that takes a draw count in. The effect of this function is to loop over +//! that draw count and perform the DrawInstancedIndirect operation each time, incrementing the buffer offset +//! by the supplied stride each time. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDevContext11 Pointer to D3D11 device context (IC or DC) +//! \param [in] drawCount Do DrawInstancedIndirect operation this many times +//! \param [in] *pBuffer ID3D11Buffer that contains the command parameters +//! \param [in] alignedByteOffsetForArgs Start in pBuffer of the command parameters +//! \param [in] alignedByteStrideForArgs Stride of the command parameters - must be >= 4 * sizeof(NvU32) +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_D3D_DEVICE_NOT_REGISTERED When MultiDraw is called on a deferred context, and the device has not yet +//! been registered (NvAPI_D3D_RegisterDevice), this error is returned. +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_MultiDrawInstancedIndirect(__in ID3D11DeviceContext *pDevContext11, + __in NvU32 drawCount, + __in ID3D11Buffer *pBuffer, + __in NvU32 alignedByteOffsetForArgs, + __in NvU32 alignedByteStrideForArgs); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_MultiDrawIndexedInstancedIndirect +// +//! DESCRIPTION: Extension of DrawIndexedInstancedIndirect that takes a draw count in. The effect of this function is to loop over +//! that draw count and perform the DrawIndexedInstancedIndirect operation each time, incrementing the buffer offset +//! by the supplied stride each time. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDevContext11 Pointer to D3D11 device context (IC or DC) +//! \param [in] drawCount Do DrawIndexedInstancedIndirect operation this many times +//! \param [in] *pBuffer ID3D11Buffer that contains the command parameters +//! \param [in] alignedByteOffsetForArgs Start in pBuffer of the command parameters +//! \param [in] alignedByteStrideForArgs Stride of the command parameters - must be >= 5 * sizeof(NvU32) +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_D3D_DEVICE_NOT_REGISTERED When MultiDraw is called on a deferred context, and the device has not yet +//! been registered (NvAPI_D3D_RegisterDevice), this error is returned. +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_MultiDrawIndexedInstancedIndirect(__in ID3D11DeviceContext *pDevContext11, + __in NvU32 drawCount, + __in ID3D11Buffer *pBuffer, + __in NvU32 alignedByteOffsetForArgs, + __in NvU32 alignedByteStrideForArgs); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && ( defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) ||defined(__d3d11_h__) ) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_ImplicitSLIControl +// +//! This function enables/disables the SLI rendering mode. It has to be called prior to D3D device creation. Once this function is called with DISABLE_IMPLICIT_SLI +//! parameter all subsequently created devices will be forced to run in a single gpu mode until the same function is called with ENABLE_IMPLICIT_SLI parameter. The enable +//! call will force all subsequently created devices to run in default implicit SLI mode being determined by an application profile or a global control panel SLI setting. +//! This NvAPI call is supported in all DX10+ versions of the driver. It is supported on all Windows versions. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Error occurred +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dx +typedef enum _IMPLICIT_SLI_CONTROL +{ + DISABLE_IMPLICIT_SLI = 0, + ENABLE_IMPLICIT_SLI = 1, +} IMPLICIT_SLI_CONTROL; + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D_ImplicitSLIControl(__in IMPLICIT_SLI_CONTROL implicitSLIControl); + +#endif //defined (__cplusplus) && ( defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) ||defined(__d3d11_h__) ) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetNeedsAppFPBlendClamping +// +//! \code +//! DESCRIPTION: This function returns whether the application needs to do FP blend clamping itself +//! +//! \param [in] pDevice Current d3d device +//! \param [out] pAppClampNeeded If true, app needs to clamp. If false, HW does the clamping +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \since Release: 375 +//! +//! SUPPORTED OS: Windows 10 +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_GetNeedsAppFPBlendClamping(__in ID3D12Device *pDevice, + __out bool *pAppClampNeeded); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 +//! + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_UseDriverHeapPriorities +// +//! \code +//! DESCRIPTION: Sets the driver to override Microsoft's heap allocation priority values with Nvidia driver priority values. Use this once per process before allocating resources. +//! +//! \param [in] pDevice The IDirect3DDevice12 to use. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \since Release: 381 +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_UseDriverHeapPriorities(__in ID3D12Device *pDevice); + +#endif // defined (__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && ( defined(__d3d12_h__)) + + +typedef struct _NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS +{ + __in NvU32 version; //!< Structure version + __in ID3D12Device *pDevice; //!< The ID3D12Device created by application. + __in ID3D12Resource *pSwapChainBuffer; //!< The ID3D12Resource part of the application swap chain that has companion allocations. + __in NvU32 companionBufferCount; //!< The number of ID3D12Resource pointers requested to be returned in the ppComanionResources array, which should match ID3D12Device::GetNodeCount for the complete set of companion allocations. + __inout ID3D12Resource **ppCompanionResources; //!< An array of ID3D12Resource pointers sized to match companionBufferCount, which will receive the companion allocations. +} NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_V1; + +typedef NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_V1 NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS; +#define NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_VER1 MAKE_NVAPI_VERSION(NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_V1, 1) +#define NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_VER NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_Mosaic_GetCompanionAllocations +// +//! DESCRIPTION: Queries the driver for internally created allocations that accompany a swap chain buffer for present-related operations. +//! Surfaces returned by this interface must be destroied at the same time that the original swap chain buffer is destroyed. +//! In general this occurs prior to a ResizeBuffers call, or when the swap chain is released. +//! Note that this function only works in Landscape orientation due to Windows behavior, and attempts to utilize it with any type of display +//! rotation will result in failure. +//! +//! \param [inout] companionBufferCount The parameters for this function. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! \retval NVAPI_INVALID_CALL System configuration does not support this interface (eg, display is rotated, mosaic not enabled, etc) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_Mosaic_GetCompanionAllocations(__inout NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS *params); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && ( defined(__d3d12_h__)) + +typedef struct _NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS +{ + __in NvU32 version; //!< Structure version + __in ID3D12Device *pDevice; //!< The ID3D12Device created by application. + __in ID3D12Resource *pSwapChainBuffer; //!< The ID3D12Resource part of the application swap chain. + __inout NvU32 *pPartitionCount; //!< A variable to receive the number of NV_MGPU_MOSAIC_DISPLAY_SURFACE_PARTITION elements returned or that holds the size of pPartitions when it is non-NULL. + __inout RECT *pViewport; //!< An optional array to hold the viewport information per partition. When this is valid pNodeMask must also be valid. + __inout NvU32 *pNodeMask; //!< An optional array to hold the GPU mask where this viewport must be valid per partition. When this is valid pViewport must also be valid. +} NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_V1; + +typedef NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_V1 NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS; +#define NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_VER1 MAKE_NVAPI_VERSION(NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_V1, 1) +#define NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_VER NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_Mosaic_GetViewportAndGpuPartitions +// +//! DESCRIPTION: Queries the driver for how a swap chain display surface is subdivided across devices in relation to display connectivity. +//! Call this interface with NULL pPartitions in order to know how many subdivisions exist and allocate the proper size to hold all data. +//! Call it a second time with a properly sized partitions array to receive all subdivisions along with GPU node masks of each rectangle. +//! Note that this function only works in Landscape orientation due to Windows behavior, and attempts to utilize it with any type of display +//! rotation will result in failure. +//! +//! \param [inout] params The parameters for this function. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! \retval NVAPI_INVALID_CALL System configuration does not support this interface (eg, display is rotated, mosaic not enabled, etc) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_Mosaic_GetViewportAndGpuPartitions(__inout NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS *params); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +//! \ingroup dx +//! See NvAPI_D3D1x_GetGraphicsCapabilities + +typedef struct _NV_D3D1x_GRAPHICS_CAPS_V1 +{ + NvU32 bExclusiveScissorRectsSupported : 1; //!< (OUT) Outputs whether Exclusive Scissor Rects are supported or not + NvU32 bVariablePixelRateShadingSupported : 1; //!< (OUT) Outputs whether Variable Pixel Shading Rates are supported or not + NvU32 reservedBits : 30; // Reserved bits for future expansion + NvU32 reserved[7]; // Reserved for future expansion +} NV_D3D1x_GRAPHICS_CAPS_V1; + +#define NV_D3D1x_GRAPHICS_CAPS_VER1 MAKE_NVAPI_VERSION(NV_D3D1x_GRAPHICS_CAPS_V1, 1) + +typedef struct _NV_D3D1x_GRAPHICS_CAPS_V2 +{ + NvU32 bExclusiveScissorRectsSupported : 1; //!< (OUT) Outputs whether Exclusive Scissor Rects are supported or not + NvU32 bVariablePixelRateShadingSupported : 1; //!< (OUT) Outputs whether Variable Pixel Shading Rates are supported or not + NvU32 bFastUAVClearSupported : 1; //!< (OUT) Outputs whether UAVClear is implemented using ZBC rather than compute shader + NvU32 reservedBits : 29; // Reserved bits for future expansion + NvU16 majorSMVersion; //!< (OUT) Major SM version of the device + NvU16 minorSMVersion; //!< (OUT) Minor SM version of the device + NvU32 reserved[14]; // Reserved for future expansion +} NV_D3D1x_GRAPHICS_CAPS_V2; + +typedef NV_D3D1x_GRAPHICS_CAPS_V2 NV_D3D1x_GRAPHICS_CAPS; +#define NV_D3D1x_GRAPHICS_CAPS_VER2 MAKE_NVAPI_VERSION(NV_D3D1x_GRAPHICS_CAPS_V2, 2) +#define NV_D3D1x_GRAPHICS_CAPS_VER NV_D3D1x_GRAPHICS_CAPS_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_GetGraphicsCapabilities +// +//! DESCRIPTION: Get the graphics capabilities for current hardware/software setup +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The ID3D11Device device to be used for getting the graphics capabilities. +//! \param [in] structVersion Version of the caps struct. Should be set to NV_D3D1x_GRAPHICS_CAPS_VER. +//! \param [inout] pGraphicsCaps Pointer to a NV_D3D1x_GRAPHICS_CAPS_CAPS struct created by app. +//! Graphics capabilities will be filled in this struct by the driver. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D1x_GetGraphicsCapabilities(__in IUnknown *pDevice, + __in NvU32 structVersion, + __inout NV_D3D1x_GRAPHICS_CAPS *pGraphicsCaps); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D12_GetGraphicsCapabilities + +typedef struct _NV_D3D12_GRAPHICS_CAPS_V1 +{ + NvU32 bExclusiveScissorRectsSupported : 1; //!< (OUT) Outputs whether Exclusive Scissor Rects are supported or not + NvU32 bVariablePixelRateShadingSupported : 1; //!< (OUT) Outputs whether Variable Pixel Shading Rates are supported or not + NvU32 bFastUAVClearSupported : 1; //!< (OUT) Outputs whether UAVClear is implemented using ZBC rather than compute shader + NvU32 reservedBits : 29; // Reserved bits for future expansion + NvU16 majorSMVersion; //!< (OUT) Major SM version of the device + NvU16 minorSMVersion; //!< (OUT) Minor SM version of the device + NvU32 reserved[6]; // Reserved for future expansion +} NV_D3D12_GRAPHICS_CAPS_V1; + +typedef NV_D3D12_GRAPHICS_CAPS_V1 NV_D3D12_GRAPHICS_CAPS; +#define NV_D3D12_GRAPHICS_CAPS_VER1 MAKE_NVAPI_VERSION(NV_D3D12_GRAPHICS_CAPS_V1, 1) +#define NV_D3D12_GRAPHICS_CAPS_VER NV_D3D12_GRAPHICS_CAPS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetGraphicsCapabilities +// +//! DESCRIPTION: Get the graphics capabilities for current hardware/software setup +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The ID3D12Device device to be used for getting the graphics capabilities. +//! \param [in] structVersion Version of the caps struct. Should be set to NV_D3D12_GRAPHICS_CAPS_VER. +//! \param [inout] pGraphicsCaps Pointer to a NV_D3D12_GRAPHICS_CAPS_CAPS struct created by app. +//! Graphics capabilities will be filled in this struct by the driver. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_GetGraphicsCapabilities(__in IUnknown *pDevice, + __in NvU32 structVersion, + __inout NV_D3D12_GRAPHICS_CAPS *pGraphicsCaps); + +#endif // defined(__cplusplus) && (defined(__d3d12_h__)) + + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +#define NV_MAX_NUM_EXCLUSIVE_SCISSOR_RECTS 16 +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +//! \ingroup dx +//! See NvAPI_D3D11_RSSetExclusiveScissorRects + +typedef struct _NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1 +{ + bool enableExclusiveScissorRect; //!< (IN) Control of enabling Exclusive ScissorRect per rect + D3D11_RECT scissorRect; //!< (IN) Single rect dimensions +} NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1; + +typedef struct _NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1 +{ + NvU32 version; //!< (IN) Parameter struct version + NvU32 numRects; //!< (IN) Number of Exclusive Scissor Rects to be set. + // \note Passing zero will globally disable Exclusive Scissor Rects + // \note Max value can be equal to NV_MAX_NUM_EXCLUSIVE_SCISSOR_RECTS + NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1 *pRects; //!< (IN) Array of NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC with number of elements equal to Exclusive Scissor Rects +} NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1; + +typedef NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1 NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC; +typedef NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1 NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC; +#define NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1, 1) +#define NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_VER NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetExclusiveScissorRects +// +//! DESCRIPTION: Sets Exclusive Scissor Rects. The content bounded within the Scissor Rects +//! will be excluded from rendering unlike regular Scissor Rects. These are +//! orthogonal with Regular Scissor Rects. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) to be used for setting the Exclusive Scissor Rects. +//! \param [in] pExclusiveScissorRectsDesc Description of the Exclusive Scissor Rects duly filled with their dimensions +//! and control over enablement of individual ScissorRect +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetExclusiveScissorRects(__in IUnknown *pContext, + __in NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC *pExclusiveScissorRectsDesc); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D11_RSSetViewportsPixelShadingRates + +#define NV_MAX_PIXEL_SHADING_RATES 16 // Currently only 12 Shading Rates are available +#define NV_MAX_NUM_VIEWPORTS 16 + +// Every element in Shading Rate Resource represents the shading rate for all pixels in the corresponding tile +// The Shading Rate Resource dimensions must be the bound render target size divided by the tile dimensions (width/height) + +#define NV_VARIABLE_PIXEL_SHADING_TILE_WIDTH 16 // Width of the tile, in pixels +#define NV_VARIABLE_PIXEL_SHADING_TILE_HEIGHT 16 // Height of the tile, in pixels + +typedef enum +{ + NV_PIXEL_X0_CULL_RASTER_PIXELS, // No shading, tiles are culled + NV_PIXEL_X16_PER_RASTER_PIXEL, // 16 shading passes per 1 raster pixel + NV_PIXEL_X8_PER_RASTER_PIXEL, // 8 shading passes per 1 raster pixel + NV_PIXEL_X4_PER_RASTER_PIXEL, // 4 shading passes per 1 raster pixel + NV_PIXEL_X2_PER_RASTER_PIXEL, // 2 shading passes per 1 raster pixel + NV_PIXEL_X1_PER_RASTER_PIXEL, // Per-pixel shading + NV_PIXEL_X1_PER_2X1_RASTER_PIXELS, // 1 shading pass per 2 raster pixels + NV_PIXEL_X1_PER_1X2_RASTER_PIXELS, // 1 shading pass per 2 raster pixels + NV_PIXEL_X1_PER_2X2_RASTER_PIXELS, // 1 shading pass per 4 raster pixels + NV_PIXEL_X1_PER_4X2_RASTER_PIXELS, // 1 shading pass per 8 raster pixels + NV_PIXEL_X1_PER_2X4_RASTER_PIXELS, // 1 shading pass per 8 raster pixels + NV_PIXEL_X1_PER_4X4_RASTER_PIXELS // 1 shading pass per 16 raster pixels +} NV_PIXEL_SHADING_RATE; +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +typedef struct _NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1 +{ + bool enableVariablePixelShadingRate; //!< (IN) Control of enabling Variable Pixel Shading Rate per viewport + NV_PIXEL_SHADING_RATE shadingRateTable[NV_MAX_PIXEL_SHADING_RATES]; //!< (IN) Lookup table of converting Shading Rate Index to NV_PIXEL_SHADING_RATE + // \note Shading Rate Resource View would be populated by application with indices of this table +} NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1; + +typedef struct _NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 numViewports; //!< (IN) Number of viewports with shading rate set. + // \note Passing zero will globally disable Variable Pixel Rate Shading for all viewports immaterial of values in pViewports + // \note Max value can be equal to NV_MAX_NUM_VIEWPORTS + NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1 *pViewports; //!< (IN) Array of NV_D3D11_VIEWPORT_SHADING_RATE_DESC with number of elements equal to NumViewports +} NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1; + +typedef NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1 NV_D3D11_VIEWPORTS_SHADING_RATE_DESC; +typedef NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1 NV_D3D11_VIEWPORT_SHADING_RATE_DESC; +#define NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1, 1) +#define NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_VER NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetViewportsPixelShadingRates +// +//! DESCRIPTION: Sets Pixel Shading Rates and Enables/Disables per-viewport Variable Pixel Shading Rate feature +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) to be used for setting the Viewports Shading Rates +//! \param [in] pShadingRateDesc Shading rate descriptor +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetViewportsPixelShadingRates(__in IUnknown *pContext, + __in NV_D3D11_VIEWPORTS_SHADING_RATE_DESC *pShadingRateDesc); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +typedef enum _NV_SRRV_DIMENSION +{ + NV_SRRV_DIMENSION_TEXTURE2D = 4, + NV_SRRV_DIMENSION_TEXTURE2DARRAY = 5, +} NV_SRRV_DIMENSION; + +typedef struct _NV_TEX2D_SRRV +{ + UINT MipSlice; +} NV_TEX2D_SRRV; + +typedef struct _NV_TEX2D_ARRAY_SRRV +{ + UINT MipSlice; + UINT FirstArraySlice; + UINT ArraySize; +} NV_TEX2D_ARRAY_SRRV; +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +typedef struct _NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1 +{ + NvU32 version; //!< (IN) Parameter struct version + DXGI_FORMAT Format; //!< (IN) Format of the resource used as Shading Rate Surface. Should be either DXGI_FORMAT_R8_UINT or DXGI_FORMAT_R8_TYPELESS + NV_SRRV_DIMENSION ViewDimension; //!< (IN) This declares whether the Shading Rate Surface is a simple 2D Texture or Array of 2D Textures + union + { + NV_TEX2D_SRRV Texture2D; + NV_TEX2D_ARRAY_SRRV Texture2DArray; + }; +} NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1; + +typedef NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1 NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC; +#define NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1, 1) +#define NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_VER NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_VER1 + +DECLARE_INTERFACE_(__declspec(uuid("E14BE7F6-8FF5-4F5E-B63A-AD016EB8FBE5"))ID3D11NvShadingRateResourceView_V1, ID3D11View) +{ + BEGIN_INTERFACE + + // *** IUnknown methods *** + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppv) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // **** ID3D11View method **/ + // Get Shading Rate Resource used while creating the Shading Rate Resource View + STDMETHOD_(void,GetResource)(THIS_ _Outptr_ ID3D11Resource **ppResource) PURE; + + // ** ID3D11NvShadingRateResourceView methods *** + // The descriptor used while creating the Shading Rate Resource View + STDMETHOD(GetDesc)(THIS_ NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC* pDesc) PURE; + + END_INTERFACE +}; + +typedef ID3D11NvShadingRateResourceView_V1 ID3D11NvShadingRateResourceView; +#define ID3D11NvShadingRateResourceView_VER1 MAKE_NVAPI_VERSION(ID3D11NvShadingRateResourceView_V1, 1) +#define ID3D11NvShadingRateResourceView_VER ID3D11NvShadingRateResourceView_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateShadingRateResourceView +// +//! DESCRIPTION: Creates Shading Rate Resource View by taking ID3D11Resource as an input Shading Rate Surface. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The device to be used for creating the Shading Rate Resource View +//! \param [in] pShadingRateResource Shading Rate Resource on which the view is to be created. +//! \note This should be of format DXGI_FORMAT_R8_UINT or DXGI_FORMAT_R8_TYPELESS +//! \note This should be confined to size calculated using render target dimensions, +//! NV_VARIABLE_PIXEL_SHADING_TILE_WIDTH and NV_VARIABLE_PIXEL_SHADING_TILE_HEIGHT +//! \param [in] pShadingRateDesc Shading Rate Resource View descriptor +//! \param [out] ppShadingRateResourceView Address of a pointer to ID3D11NvShadingRateResourceView for returning the newly created Shading Rate Resource View +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateShadingRateResourceView(__in ID3D11Device *pDevice, + __in ID3D11Resource *pShadingRateResource, + __in NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC *pShadingRateResourceViewDesc, + __out ID3D11NvShadingRateResourceView **ppShadingRateResourceView); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetShadingRateResourceView +// +//! DESCRIPTION: Sets Shading Rate Resource View +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) used for setting the Shading Rate Resource View +//! \param [out] pShadingRateResourceView Shading Rate Resource View to be set +//! \note See NvAPI_D3D11_CreateShadingRateResourceView +//! \note Passing this as null will reset Shading Rate Resource View to defaults +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetShadingRateResourceView(__in IUnknown *pContext, + __in ID3D11NvShadingRateResourceView *pShadingRateResourceView); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D11_RSGetPixelShadingRateSampleOrder +//! See NvAPI_D3D11_RSSetPixelShadingRateSampleOrder + +// X, Y = sample position. S = sample number. +// The inner-most dimension is the sample number, followed by X and Y. + +typedef struct _NV_PIXEL_SRSO_1x2 +{ + struct NV_PIXEL_SRSO_1x2_X1 { NvU8 Y[2]; } X1; + struct NV_PIXEL_SRSO_1x2_X2 { NvU8 YS[2][2]; } X2; + struct NV_PIXEL_SRSO_1x2_X4 { NvU8 YS[2][4]; } X4; + struct NV_PIXEL_SRSO_1x2_X8 { NvU8 YS[2][8]; } X8; +} NV_PIXEL_SRSO_1x2; + +typedef struct _NV_PIXEL_SRSO_2x1 +{ + struct NV_PIXEL_SRSO_2x1_X1 { NvU8 X[2]; } X1; + struct NV_PIXEL_SRSO_2x1_X2 { NvU8 XS[2][2]; } X2; + struct NV_PIXEL_SRSO_2x1_X4 { NvU8 XS[2][4]; } X4; +} NV_PIXEL_SRSO_2x1; + +typedef struct _NV_PIXEL_SRSO_2x2 +{ + struct NV_PIXEL_SRSO_2x2_X1 { NvU8 YX[2][2]; } X1; + struct NV_PIXEL_SRSO_2x2_X2 { NvU8 YXS[2][2][2]; } X2; + struct NV_PIXEL_SRSO_2x2_X4 { NvU8 YXS[2][2][4]; } X4; +} NV_PIXEL_SRSO_2x2; + +typedef struct _NV_PIXEL_SRSO_2x4 +{ + struct NV_PIXEL_SRSO_2x4_X1 { NvU8 YX[4][2]; } X1; + struct NV_PIXEL_SRSO_2x4_X2 { NvU8 YXS[4][2][2]; } X2; +} NV_PIXEL_SRSO_2x4; + +typedef struct _NV_PIXEL_SRSO_4x2 +{ + struct NV_PIXEL_SRSO_4x2_X1 { NvU8 YX[2][4]; } X1; +} NV_PIXEL_SRSO_4x2; + +typedef struct _NV_PIXEL_SRSO_4x4 +{ + struct NV_PIXEL_SRSO_4x4_X1 { NvU8 YX[4][4]; } X1; +} NV_PIXEL_SRSO_4x4; + +typedef struct _NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1 +{ + NvU32 version; + NV_PIXEL_SRSO_1x2 Pixel_1x2; + NV_PIXEL_SRSO_2x1 Pixel_2x1; + NV_PIXEL_SRSO_2x2 Pixel_2x2; + NV_PIXEL_SRSO_2x4 Pixel_2x4; + NV_PIXEL_SRSO_4x2 Pixel_4x2; + NV_PIXEL_SRSO_4x4 Pixel_4x4; +} NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1; + +typedef NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1 NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE; +#define NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_VER1 MAKE_NVAPI_VERSION(NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1, 1) +#define NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_VER NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_VER1 + +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSGetPixelShadingRateSampleOrder +// +//! DESCRIPTION: Get the Sample Order for Variable Shading Rate +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) used for getting the Shading Rate Sample Order +//! \param [out] pSampleOrderTable A pointer to NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE where the current Sample Order for Variable Pixel Rate Shading that is returned +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSGetPixelShadingRateSampleOrder(__in IUnknown *pContext, + __out NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE* pSampleOrderTable); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetPixelShadingRateSampleOrder +// +//! DESCRIPTION: Set the Sample Order for Variable Shading Rate +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) used for setting the Shading Rate Sample Order +//! \param [out] pSampleOrderTable Sample Order for Variable Shading Rate to be set +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetPixelShadingRateSampleOrder(__in IUnknown *pContext, + __in NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE* pSampleOrderTable); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +typedef struct _NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use +} NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1; + +typedef NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1 NV_VRS_HELPER_LATCH_GAZE_PARAMS; +#define NV_VRS_HELPER_LATCH_GAZE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1, 1) +#define NV_VRS_HELPER_LATCH_GAZE_PARAMS_VER NV_VRS_HELPER_LATCH_GAZE_PARAMS_VER1 + +typedef enum _NV_VRS_CONTENT_TYPE +{ + NV_VRS_CONTENT_TYPE_INVALID = 0x0, + NV_VRS_CONTENT_TYPE_FOVEATED_RENDERING = 0x1, + NV_VRS_CONTENT_TYPE_MAX = NV_VRS_CONTENT_TYPE_FOVEATED_RENDERING +} NV_VRS_CONTENT_TYPE; + +typedef enum _NV_FOVEATED_RENDERING_SHADING_RATE_PRESET +{ + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_INVALID = 0, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGHEST_PERFORMANCE = 1, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGH_PERFORMANCE = 2, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_BALANCED = 3, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGH_QUALITY = 4, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGHEST_QUALITY = 5, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_CUSTOM = 6, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_MAX = NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_CUSTOM +} NV_FOVEATED_RENDERING_SHADING_RATE_PRESET; + +typedef struct _NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1 +{ + NvU32 version; + + NV_PIXEL_SHADING_RATE InnerMostRegionShadingRate; //!< (IN) Shading Rate for the inner-most region of the foveated rendering pattern + NV_PIXEL_SHADING_RATE MiddleRegionShadingRate; //!< (IN) Shading Rate for the middle region of the foveated rendering pattern + NV_PIXEL_SHADING_RATE PeripheralRegionShadingRate; //!< (IN) Shading Rate for the peripheral region of the foveated rendering pattern +} NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1; + +typedef NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1 NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC; +#define NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1, 1) +#define NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_VER NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_VER1 + +typedef enum _NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET +{ + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_INVALID = 0, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_WIDE = 1, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_BALANCED = 2, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_NARROW = 3, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_CUSTOM = 4, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_MAX = NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_CUSTOM +} NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET; + +typedef struct _NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1 +{ + NvU32 version; + + float fInnermostRadii[2]; //!< (IN) Horizontal and vertical radius for the inner-most region of the foveated rendering pattern + float fMiddleRadii[2]; //!< (IN) Horizontal and vertical radius for the middle region of the foveated rendering pattern + float fPeripheralRadii[2]; //!< (IN) Horizontal and vertical radius for the peripheral region of the foveated rendering pattern +} NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1; + +typedef NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1 NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC; +#define NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1, 1) +#define NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_VER NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_VER1 + +typedef struct _NV_FOVEATED_RENDERING_DESC_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET ShadingRatePreset; //!< (IN) Preset of the shading rate + NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1 ShadingRateCustomPresetDesc; //!< (IN) To be provided only if ShadingRatePreset is NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_CUSTOM + + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET FoveationPatternPreset; //!< (IN) Preset of the foveation pattern + NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1 FoveationPatternCustomPresetDesc; //!< (IN) To be provided only if FoveationPatternPreset is NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_CUSTOM + + NvU32 GazeDataDeviceId; //!< (IN) ID of the gaze data provider. Needed only for supporting more than one device with eye tracking. + // Should be 0 if gaze data is provided only from a single device. Should be less than (MAX_NUMBER_OF_GAZE_DATA_PROVIDERS - 1) + +} NV_FOVEATED_RENDERING_DESC_V1; + +typedef NV_FOVEATED_RENDERING_DESC_V1 NV_FOVEATED_RENDERING_DESC; +#define NV_FOVEATED_RENDERING_DESC_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_DESC_V1, 1) +#define NV_FOVEATED_RENDERING_DESC_VER NV_FOVEATED_RENDERING_DESC_VER1 + +typedef enum _NV_VRS_RENDER_MODE +{ + NV_VRS_RENDER_MODE_INVALID = 0, + NV_VRS_RENDER_MODE_MONO = 1, // States mono rendering on the entire render target + NV_VRS_RENDER_MODE_LEFT_EYE = 2, // States Left eye rendering of a stereo pair on the entire render target + NV_VRS_RENDER_MODE_RIGHT_EYE = 3, // States Right eye rendering of a stereo pair on the entire render target + NV_VRS_RENDER_MODE_STEREO = 4, // States side-by-side stereo rendering on the render target + NV_VRS_RENDER_MODE_MAX = NV_VRS_RENDER_MODE_STEREO +} NV_VRS_RENDER_MODE; + +#define MAX_NUMBER_OF_GAZE_DATA_PROVIDERS 8 // Maximum number of gaze data providers / devices. + +typedef struct _NV_VRS_HELPER_ENABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + NV_VRS_RENDER_MODE RenderMode; //!< (IN) This defines whether subsequent render calls are for mono/stereo + NV_VRS_CONTENT_TYPE ContentType; //!< (IN) This defines the type of content with which the VRS pattern will be generated + + NV_FOVEATED_RENDERING_DESC_V1 sFoveatedRenderingDesc; //!< (IN) Provide this if ContentType has NV_VRS_CONTENT_TYPE_FOVEATED_RENDERING flag +} NV_VRS_HELPER_ENABLE_PARAMS_V1; + +typedef NV_VRS_HELPER_ENABLE_PARAMS_V1 NV_VRS_HELPER_ENABLE_PARAMS; +#define NV_VRS_HELPER_ENABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_ENABLE_PARAMS_V1, 1) +#define NV_VRS_HELPER_ENABLE_PARAMS_VER NV_VRS_HELPER_ENABLE_PARAMS_VER1 + +typedef struct _NV_VRS_HELPER_DISABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 reserved; //!< (IN) Reserved for future use +} NV_VRS_HELPER_DISABLE_PARAMS_V1; + +typedef NV_VRS_HELPER_DISABLE_PARAMS_V1 NV_VRS_HELPER_DISABLE_PARAMS; +#define NV_VRS_HELPER_DISABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_DISABLE_PARAMS_V1, 1) +#define NV_VRS_HELPER_DISABLE_PARAMS_VER NV_VRS_HELPER_DISABLE_PARAMS_VER1 + +typedef struct _NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + IUnknown **ppShadingRateResource; //!< (OUT) Pointer to 2D Texture resource with currently applied shading rate pattern + NV_PIXEL_SHADING_RATE shadingRateTable[NV_MAX_PIXEL_SHADING_RATES]; //!< (OUT) Shading Rate Table filled by the driver +} NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1; + +typedef NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1 NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS; +#define NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1, 1) +#define NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_VER NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_VER1 + +typedef struct _NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 reserved; //!< (IN) Reserved for future use +} NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1; + +typedef NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1 NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS; +#define NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1, 1) +#define NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_VER NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_VER1 + +DECLARE_INTERFACE(ID3DNvVRSHelper_V1) +{ + BEGIN_INTERFACE + + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // Latches the latest gaze which will be used for subsequent foveated rendering. Recommended to be called once per frame before scene drawing begins. + STDMETHOD_(NvAPI_Status,LatchGaze)(THIS_ IUnknown* pContext, NV_VRS_HELPER_LATCH_GAZE_PARAMS* pLatchGazeParams) PURE; + + // Enables VRS with sepcified content type and preset. This can be called per draw call. + STDMETHOD_(NvAPI_Status,Enable)(THIS_ IUnknown* pContext, NV_VRS_HELPER_ENABLE_PARAMS* pEnableParams) PURE; + + // Disables VRS till re-enabled. + STDMETHOD_(NvAPI_Status,Disable)(THIS_ IUnknown* pContext, NV_VRS_HELPER_DISABLE_PARAMS* pDisableParams) PURE; + + // Creates a 2D texture, copies the current shading rate pattern on it and returns the pointer to this texture. + // It also returns an array that conveys which value in the shading rate resource corresponds to which exact pixel shading rate. + STDMETHOD_(NvAPI_Status,GetShadingRateResource)(THIS_ IUnknown* pContext, NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS *pGetShadingRateResourceParams) PURE; + + // Destroys all internally created shading rate resources and views. + STDMETHOD_(NvAPI_Status,PurgeInternalShadingRateResources)(THIS_ IUnknown* pContext, NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS* pPurgeParams) PURE; + + END_INTERFACE +}; + +typedef ID3DNvVRSHelper_V1 ID3DNvVRSHelper; +#define ID3DNvVRSHelper_VER1 MAKE_NVAPI_VERSION(ID3DNvVRSHelper_V1, 1) +#define ID3DNvVRSHelper_VER ID3DNvVRSHelper_VER1 + +typedef struct _NV_VRS_HELPER_INIT_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + ID3DNvVRSHelper_V1 **ppVRSHelper; //!< (OUT) Interface for Shading Rate Pattern Tracker +} NV_VRS_HELPER_INIT_PARAMS_V1; + +typedef NV_VRS_HELPER_INIT_PARAMS_V1 NV_VRS_HELPER_INIT_PARAMS; +#define NV_VRS_HELPER_INIT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_INIT_PARAMS_V1, 1) +#define NV_VRS_HELPER_INIT_PARAMS_VER NV_VRS_HELPER_INIT_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_InitializeVRSHelper +// +//! DESCRIPTION: Creates an interface for updating, enabling and disabling internally tracked shading rate pattern for Variable Rate Shading +//! +//! SUPPORTED OS: Windows 7 and higher +//! +//! +//! \since Release: 430 +//! +//! \param [in] pDevice The device to be used for creating the VRS Handler interface +//! \note This should be same the device used for Gaze Handler. See also: NvAPI_D3D_InitializeNvGazeHandler. +//! \param [in] pInitializeVRSHelperParams Descriptor for VRS Helper initialization +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D_InitializeVRSHelper(__in IUnknown *pDevice, + __inout NV_VRS_HELPER_INIT_PARAMS *pInitializeVRSHelperParams); + +typedef enum _NV_GAZE_DATA_VALIDITY_FLAGS +{ + NV_GAZE_ORIGIN_VALID = 0x1, + NV_GAZE_DIRECTION_VALID = 0x2, + NV_GAZE_LOCATION_VALID = 0x4, + NV_GAZE_VELOCITY_VALID = 0x8, + NV_GAZE_PUPIL_DIAMETER_VALID = 0x10, + NV_GAZE_EYE_OPENNESS_VALID = 0x20, + NV_GAZE_EYE_SACCADE_DATA_VALID = 0x40 +} NV_GAZE_DATA_VALIDITY_FLAGS; + +typedef struct _NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE +{ + NvU32 version; //!< (IN) Version of the structure + + NvU32 GazeDataValidityFlags; //!< (IN) To be populated with OR'ing flags from NV_GAZE_DATA_VALIDITY_FLAGS + + float fGazeOrigin_mm[3]; //!< (IN) Use flag NV_GAZE_ORIGIN_VALID. Origin of the eye in millimeters. Used mainly to detect whether Left Eye or Right Eye. + float fGazeDirection[3]; //!< (IN) Use flag NV_GAZE_DIRECTION_VALID. Normalized direction of the gaze of the eye. Used for calculating the gaze location using the FOV. + float fGazeNormalizedLocation[2]; //!< (IN) Use flag NV_GAZE_LOCATION_VALID. Precalculated normalized gaze location in limits (-1 to +1) for X and Y. Center of the screen denotes (0, 0). If this is valid, this will be given higher priority than direction. + float fGazeVelocity[2]; //!< (IN) Use flag NV_GAZE_VELOCITY_VALID. Optional: Velocity of the eye on the normalized space in each direction. Central foveated region would be skewed in the direction of the velocity. + float fPupilDiameter_mm; //!< (IN) Use flag NV_GAZE_PUPIL_DIAMETER_VALID. Unused at the moment. + float fEyeOpenness; //!< (IN) Use flag NV_GAZE_EYE_OPENNESS_VALID. Unused at the moment. + BOOL bInSaccade; //!< (IN) Use flag NV_GAZE_EYE_SACCADE_DATA_VALID. Denotes whether eye is currently in saccade movement or not. +} NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1; + +typedef NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE; +#define NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1, 1) +#define NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_VER NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_VER1 + +typedef struct _NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + NvU64 Timestamp; //!< (IN) Timestamp at which the gaze data has been captured. Should be larger than timestamp provided at previous update. + union + { + NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 sMonoData; //!< (IN) Gaze data for Mono rendering mode + struct + { + NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 sLeftEye; //!< (IN) Gaze data for Left Eye of Stereo rendering mode + NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 sRightEye; //!< (IN) Gaze data for Right Eye of Stereo rendering mode + } sStereoData; + }; +} NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_V1; + +typedef NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_V1 NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS; +#define NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_V1, 1) +#define NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_VER NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_VER1 + + +DECLARE_INTERFACE(ID3DNvGazeHandler_V2) +{ + BEGIN_INTERFACE + + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // Updates the gaze data for foveated rendering + STDMETHOD_(NvAPI_Status,UpdateGazeData)(THIS_ IUnknown* pContext, NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS* pUpdateGazeDataParams) PURE; + + + END_INTERFACE +}; +typedef ID3DNvGazeHandler_V2 ID3DNvGazeHandler; +#define ID3DNvGazeHandler_VER2 MAKE_NVAPI_VERSION(ID3DNvGazeHandler_V2, 2) +#define ID3DNvGazeHandler_VER ID3DNvGazeHandler_VER2 + +DECLARE_INTERFACE(ID3DNvGazeHandler_V1) +{ + BEGIN_INTERFACE + + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // Updates the gaze data for foveated rendering + STDMETHOD_(NvAPI_Status,UpdateGazeData)(THIS_ IUnknown* pContext, NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS* pUpdateGazeDataParams) PURE; + + END_INTERFACE +}; +#define ID3DNvGazeHandler_VER1 MAKE_NVAPI_VERSION(ID3DNvGazeHandler_V1, 1) +#ifndef ID3DNvGazeHandler_VER +typedef ID3DNvGazeHandler_V1 ID3DNvGazeHandler; +#define ID3DNvGazeHandler_VER ID3DNvGazeHandler_VER1 +#endif + +typedef enum _NV_GAZE_DATA_TYPE +{ + NV_GAZE_DATA_INVALID = 0, + NV_GAZE_DATA_MONO = 1, + NV_GAZE_DATA_STEREO = 2, + NV_GAZE_DATA_MAX = NV_GAZE_DATA_STEREO +} NV_GAZE_DATA_TYPE; + +typedef struct _NV_GAZE_HANDLER_INIT_PARAMS_V2 +{ + NvU32 version; //!< (IN) Struct version + + NvU32 GazeDataDeviceId; //!< (IN) ID of the gaze data provider. Needed only for supporting more than one device with eye tracking. + // Should be 0 if gaze data is provided only from a single device. Should be less than (MAX_NUMBER_OF_GAZE_DATA_PROVIDERS - 1) + + NV_GAZE_DATA_TYPE GazeDataType; //!< (IN) Describes whether gaze is Mono or Stereo + NvU32 flags; //!< (IN) Reserved for future use + float fHorizontalFOV; //!< (IN) Horizontal Field of View + float fVericalFOV; //!< (IN) Vertical Field of View + + ID3DNvGazeHandler_V2 **ppNvGazeHandler; //!< (OUT) Interface for Gaze Data Handler +} NV_GAZE_HANDLER_INIT_PARAMS_V2; + +typedef NV_GAZE_HANDLER_INIT_PARAMS_V2 NV_GAZE_HANDLER_INIT_PARAMS; +#define NV_GAZE_HANDLER_INIT_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_GAZE_HANDLER_INIT_PARAMS_V2, 2) +#define NV_GAZE_HANDLER_INIT_PARAMS_VER NV_GAZE_HANDLER_INIT_PARAMS_VER2 + +typedef struct _NV_GAZE_HANDLER_INIT_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + + NvU32 GazeDataDeviceId; //!< (IN) ID of the gaze data provider. Needed only for supporting more than one device with eye tracking. + // Should be 0 if gaze data is provided only from a single device. Should be less than (MAX_NUMBER_OF_GAZE_DATA_PROVIDERS - 1) + + NV_GAZE_DATA_TYPE GazeDataType; //!< (IN) Describes whether gaze is Mono or Stereo + NvU32 flags; //!< (IN) Reserved for future use + float fHorizontalFOV; //!< (IN) Horizontal Field of View + float fVericalFOV; //!< (IN) Vertical Field of View + + ID3DNvGazeHandler_V1 **ppNvGazeHandler; //!< (OUT) Interface for Gaze Data Handler +} NV_GAZE_HANDLER_INIT_PARAMS_V1; + +#define NV_GAZE_HANDLER_INIT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GAZE_HANDLER_INIT_PARAMS_V1, 1) +#ifndef NV_GAZE_HANDLER_INIT_PARAMS_VER +typedef NV_GAZE_HANDLER_INIT_PARAMS_V1 NV_GAZE_HANDLER_INIT_PARAMS; +#define NV_GAZE_HANDLER_INIT_PARAMS_VER NV_GAZE_HANDLER_INIT_PARAMS_VER1 +#endif + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_InitializeNvGazeHandler +// +//! DESCRIPTION: Creates an interface for updating and managing gaze data +//! +//! SUPPORTED OS: Windows 7 and higher +//! +//! +//! \since Release: 430 +//! +//! \param [in] pDevice The device to be used for creating the Gaze Handler interface +//! \note This should be same as the device used with VRS Handler. See also: NvAPI_D3D_InitializeVRSHelper. +//! \param [in] pInitializeNvGazeHandlerParams Descriptor for Gaze Data Handler initialization +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D_InitializeNvGazeHandler(__in IUnknown *pDevice, + __inout NV_GAZE_HANDLER_INIT_PARAMS *pInitializeNvGazeHandlerParams); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && defined(__d3d11_h__) + +//! \ingroup dx + +typedef enum NV_SMP_ASSIST_TYPE +{ + NV_SMP_ASSIST_NONE = 0, + NV_SMP_ASSIST_MRS = 1, // SMP Assist required for Multi-Res Shading + NV_SMP_ASSIST_LMS = 2, // SMP Assist required for Lens Matched Shading + NV_SMP_ASSIST_NUM_TYPES +} NV_SMP_ASSIST_TYPE; + +typedef enum NV_SMP_ASSIST_LEVEL +{ + NV_SMP_ASSIST_LEVEL_FULL = 0, // Full assistance. App selects a pre-baked MRS/LMS config, driver handles correct setting of viewport, scissors and FastGS + NV_SMP_ASSIST_LEVEL_PARTIAL = 1, // Partial assistance. App provides a custom MRS/LMS config, driver handles correct setting of viewport, scissors and FastGS + NV_SMP_ASSIST_LEVEL_MINIMAL = 2, // Minimal assistance. App provides viewports and scissors. App sets FastGS as required. App sets LMS params as required (NvAPI_D3D_SetModifiedWMode). App provides SMPType as NONE. Driver handles correct setting of viewports and scissors. + NV_SMP_ASSIST_NUM_LEVELS +} NV_SMP_ASSIST_LEVEL; + +typedef enum NV_MRS_CONFIG +{ + NV_MRS_CONFIG_BALANCED = 0, + NV_MRS_CONFIG_AGGRESSIVE = 1, + NV_MRS_CONFIG_OCULUSRIFT_CV1_CONSERVATIVE = 2, + NV_MRS_CONFIG_OCULUSRIFT_CV1_BALANCED = 3, + NV_MRS_CONFIG_OCULUSRIFT_CV1_AGGRESSIVE = 4, + NV_MRS_CONFIG_HTC_VIVE_CONSERVATIVE = 5, + NV_MRS_CONFIG_HTC_VIVE_BALANCED = 6, + NV_MRS_CONFIG_HTC_VIVE_AGGRESSIVE = 7, + NV_MRS_NUM_CONFIGS +} NV_MRS_CONFIG; + +typedef enum NV_LMS_CONFIG +{ + NV_LMS_CONFIG_OCULUSRIFT_CV1_CONSERVATIVE = 0, + NV_LMS_CONFIG_OCULUSRIFT_CV1_BALANCED = 1, + NV_LMS_CONFIG_OCULUSRIFT_CV1_AGGRESSIVE = 2, + NV_LMS_CONFIG_HTC_VIVE_CONSERVATIVE = 3, + NV_LMS_CONFIG_HTC_VIVE_BALANCED = 4, + NV_LMS_CONFIG_HTC_VIVE_AGGRESSIVE = 5, + NV_LMS_NUM_CONFIGS +} NV_LMS_CONFIG; + +#define NV_SMP_ASSIST_FLAGS_DEFAULT 0x00000000 + +#define NV_SMP_ASSIST_MAX_VIEWPORTS 16 + +typedef struct _NV_MRS_CUSTOM_CONFIG_V1 +{ + float centerWidth; //!< (IN) Size of the central viewport, ranging (0,1], where 1 is full original viewport size + float centerHeight; + float centerX; //!< (IN) Location of the central viewport, ranging 0..1, where 0.5 is the center of the screen + float centerY; + float densityScaleX[3]; //!< (IN) Pixel density scale factors: how much the linear pixel density is scaled within each row and column (1.0 = full density) + float densityScaleY[3]; +} NV_MRS_CUSTOM_CONFIG_V1; + +typedef NV_MRS_CUSTOM_CONFIG_V1 NV_MRS_CUSTOM_CONFIG; + +typedef struct _NV_MRS_INSTANCED_STEREO_CONFIG_V1 +{ //!< (OUT) MRS Instanced stereo config returned by the SMP Assist GetConstants API + float centerWidth[2]; //!< (OUT) Size of the central viewport, ranging (0,1], where 1 is full original viewport size + float centerHeight; + float centerX[2]; //!< (OUT) Location of the central viewport, ranging 0..1, where 0.5 is the center of the screen + float centerY; + float densityScaleX[5]; //!< (OUT) Pixel density scale factors: how much the linear pixel density is scaled within each row and column (1.0 = full density) + float densityScaleY[3]; +} NV_MRS_INSTANCED_STEREO_CONFIG_V1; + +typedef NV_MRS_INSTANCED_STEREO_CONFIG_V1 NV_MRS_INSTANCED_STEREO_CONFIG; + +typedef struct _NV_LMS_CUSTOM_CONFIG_V1 +{ + float warpLeft; //!< (IN) LMS params to control warping of the 2 left quadrants + float warpRight; //!< (IN) LMS params to control warping of the 2 right quadrants + float warpUp; //!< (IN) LMS params to control warping of the 2 upper quadrants + float warpDown; //!< (IN) LMS params to control warping of the 2 lower quadrants + + float relativeSizeLeft; //!< (IN) LMS params to control the width of the 2 left quandrants relative to the bounding box width + float relativeSizeRight; //!< (IN) LMS params to control the width of the 2 right quandrants relative to the bounding box width + float relativeSizeUp; //!< (IN) LMS params to control the height of the 2 upper quandrants relative to the bounding box height + float relativeSizeDown; //!< (IN) LMS params to control the height of the 2 lower quandrants relative to the bounding box height +} NV_LMS_CUSTOM_CONFIG_V1; + +typedef NV_LMS_CUSTOM_CONFIG_V1 NV_LMS_CUSTOM_CONFIG; + +typedef struct _NV_LMS_INSTANCED_STEREO_CONFIG_V1 +{ //!< (OUT) LMS Instanced stereo config returned by the SMP Assist GetConstants API + NV_LMS_CUSTOM_CONFIG_V1 sLeftConfig; //!< (OUT) LMS config for the Left eye view + NV_LMS_CUSTOM_CONFIG_V1 sRightConfig; //!< (OUT) LMS config for the Right eye view +} NV_LMS_INSTANCED_STEREO_CONFIG_V1; + +typedef NV_LMS_INSTANCED_STEREO_CONFIG_V1 NV_LMS_INSTANCED_STEREO_CONFIG; + +typedef enum _NV_SMP_ASSIST_EYE_INDEX +{ + NV_SMP_ASSIST_EYE_INDEX_MONO = 0, // Non-stereo rendering + NV_SMP_ASSIST_EYE_INDEX_LEFT_EYE = 1, // Stereo - Rendering left eye + NV_SMP_ASSIST_EYE_INDEX_RIGHT_EYE = 2, // Stereo - Rendering right eye + NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO = 3, // Stereo - Rendering both eyes +} NV_SMP_ASSIST_EYE_INDEX; + +#define NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES 4 + +typedef struct _NV_CUSTOM_RECTS_V1 +{ + NvU32 numViewports[NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES]; + D3D11_VIEWPORT *pViewports[NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES]; //!< (IN) Viewports, for each eye index, that should be set when app calls Enable(eyeIndex) + D3D11_RECT *pScissors[NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES]; //!< (IN) Scissors, for each eye index, that should be set when app calls Enable(eyeIndex) +} NV_CUSTOM_RECTS_V1; + +typedef NV_CUSTOM_RECTS_V1 NV_CUSTOM_RECTS; + +typedef struct _NV_SMP_ASSIST_ENABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_EYE_INDEX eEyeIndex; //!< (IN) Rendering mode for upcoming draw calls (Mono/Stereo-Left/Stereo-Right/Instanced Stereo) +} NV_SMP_ASSIST_ENABLE_PARAMS_V1; + +typedef NV_SMP_ASSIST_ENABLE_PARAMS_V1 NV_SMP_ASSIST_ENABLE_PARAMS; +#define NV_SMP_ASSIST_ENABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_ENABLE_PARAMS_V1, 1) +#define NV_SMP_ASSIST_ENABLE_PARAMS_VER NV_SMP_ASSIST_ENABLE_PARAMS_VER1 + +typedef struct _NV_SMP_ASSIST_DISABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NvU32 Reserved; //!< (IN) Unused. +} NV_SMP_ASSIST_DISABLE_PARAMS_V1; + +typedef NV_SMP_ASSIST_DISABLE_PARAMS_V1 NV_SMP_ASSIST_DISABLE_PARAMS; +#define NV_SMP_ASSIST_DISABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_DISABLE_PARAMS_V1, 1) +#define NV_SMP_ASSIST_DISABLE_PARAMS_VER NV_SMP_ASSIST_DISABLE_PARAMS_VER1 + +// FastGS constant buffer data returned by the GetConstants API. +// Refer VRWorks SDK's multiprojection_dx app (struct FastGSCBData) +typedef struct _NV_SMP_ASSIST_FASTGSCBDATA_V1 +{ + float NDCSplitsX[2]; //!< (OUT) FastGS constant buffer data for Multi-Res Shading/ Lens Matched Shading + float NDCSplitsY[2]; +} NV_SMP_ASSIST_FASTGSCBDATA_V1; + +typedef NV_SMP_ASSIST_FASTGSCBDATA_V1 NV_SMP_ASSIST_FASTGSCBDATA; + +typedef struct _NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1 +{ + float NDCSplitsX[4]; //!< (OUT) FastGS constant buffer data for Multi-Res Shading (Instanced stereo). 2 splits for left eye followed by 2 splits for right eye + float NDCSplitsY[2]; +} NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1; + +typedef NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1 NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO; + +// Constant buffer data to supply the UV-remapping helper functions +// Refer VRWorks SDK's multiprojection_dx app (struct RemapCBData) +typedef struct _NV_SMP_ASSIST_REMAPCBDATA_V1 +{ + //!< (OUT) Constant buffer data to supply the UV-remapping helper functions + float ClipToWindowSplitsX[2]; + float ClipToWindowSplitsY[2]; + float ClipToWindowX[3][2]; // ClipToWindowX[i][0] is Scale and ClipToWindowX[i][1] is Bias + float ClipToWindowY[3][2]; // ClipToWindowY[i][0] is Scale and ClipToWindowY[i][1] is Bias + float ClipToWindowZ[2]; // ClipToWindowZ[0] is Scale and ClipToWindowZ[1] is Bias + + float WindowToClipSplitsX[2]; + float WindowToClipSplitsY[2]; + float WindowToClipX[3][2]; // WindowToClipX[i][0] is Scale and WindowToClipX[i][1] is Bias + float WindowToClipY[3][2]; // WindowToClipY[i][0] is Scale and WindowToClipY[i][1] is Bias + float WindowToClipZ[2]; // WindowToClipZ[0] is Scale and WindowToClipZ[1] is Bias + + float BoundingRectOriginX; + float BoundingRectOriginY; + float BoundingRectSizeWidth; + float BoundingRectSizeHeight; + float BoundingRectSizeInvWidth; + float BoundingRectSizeInvHeight; + + float Padding[2]; +}NV_SMP_ASSIST_REMAPCBDATA_V1; + +typedef NV_SMP_ASSIST_REMAPCBDATA_V1 NV_SMP_ASSIST_REMAPCBDATA; + +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NV_SMP_ASSIST_GET_CONSTANTS_V3 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_EYE_INDEX eEyeIndex; //!< (IN) Viewports/scissors/constant buffer data corresponding to the input eEyeIndex will be returned + NvU32 numViewports; //!< (OUT) Number of valid viewport entries + D3D11_VIEWPORT *pViewports; //!< (OUT) If not NULL, this will contain the viewports computed by driver based on init params + D3D11_RECT *pScissors; //!< (OUT) If not NULL, this will contain the scissors computed by the driver based on init params + + NV_SMP_ASSIST_TYPE eSMPAssistType; //!< (OUT) SMP type provided in Init call + NV_SMP_ASSIST_LEVEL eSMPAssistLevel; //!< (OUT) SMP Assist level provided in Init call + + union + { + NV_MRS_CUSTOM_CONFIG_V1 sMRSConfig; //!< (OUT) If eSMPAssistType is MRS, then MRS config will be populated + NV_LMS_CUSTOM_CONFIG_V1 sLMSConfig; //!< (OUT) If eSMPAssistType is LMS, then LMS config will be populated + }; + + float projectionSizeWidth; //!< (OUT) MRS/LMS projection size + float projectionSizeHeight; //!< (OUT) + + NV_SMP_ASSIST_FASTGSCBDATA_V1 *pFastGSCBData; //!< (OUT) If not NULL, this will contain constant buffer data to supply the FastGS for culling primitives per-viewport + NV_SMP_ASSIST_REMAPCBDATA_V1 *pRemapCBData; //!< (OUT) If not NULL, this will contain constant buffer data to supply the UV-remapping helper functions + + D3D11_VIEWPORT boundingViewport; //!< (OUT) If eSMPType is MRS or LMS then this will be a union of the individual viewports populated in pViewports + D3D11_RECT boundingScissor; //!< (OUT) If eSMPType is MRS or LMS then this will be a union of the individual scissor rects populated in pScissors + + union + { + NV_MRS_INSTANCED_STEREO_CONFIG_V1 sMRS_ISConfig; //!< (OUT) If eSMPAssistType is MRS and eEyeIndex is NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO then MRS Instanced stereo config will be populated + NV_LMS_INSTANCED_STEREO_CONFIG_V1 sLMS_ISConfig; //!< (OUT) If eSMPAssistType is LMS and eEyeIndex is NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO then LMS Instanced stereo config will be populated + }; + + NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1 *pFastGSCBDataMRS_IS; //!< (OUT) If non-NULL and eSMPAssistType is MRS and eEyeIndex is NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO then MRS Instanced stereo FastGS constant buffer data will be populated +} NV_SMP_ASSIST_GET_CONSTANTS_V3; + +#define NV_SMP_ASSIST_GET_CONSTANTS_VER3 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_GET_CONSTANTS_V3, 3) +typedef NV_SMP_ASSIST_GET_CONSTANTS_V3 NV_SMP_ASSIST_GET_CONSTANTS; +#define NV_SMP_ASSIST_GET_CONSTANTS_VER NV_SMP_ASSIST_GET_CONSTANTS_VER3 + +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NV_SMP_ASSIST_SETUP_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + union + { + NV_MRS_CONFIG eMRSConfig; //!< (IN) If eSMPAssistType is MRS and SMP Assist Level is Full then provide MRS config enum + NV_LMS_CONFIG eLMSConfig; //!< (IN) If eSMPAssistType is LMS and SMP Assist Level is Full then provide LMS config enum + NV_MRS_CUSTOM_CONFIG_V1 sMRSCustomConfig; //!< (IN) If eSMPAssistType is MRS and SMP Assist Level is Partial, then provide MRS config + NV_LMS_CUSTOM_CONFIG_V1 sLMSCustomConfig; //!< (IN) If eSMPAssistType is LMS and SMP Assist Level is Partial, then provide LMS config + NV_CUSTOM_RECTS_V1 sCustomRects; //!< (IN) If SMP Assist Level is Minimal, provide custom viewports and scissor rects for each eye index. + }; + + float resolutionScale; //!< (IN) A resolution multiplier in the range [0.1, 3.0] if app wants to render at higher resolution + D3D11_VIEWPORT boundingBox; //!< (IN) Rect on the rendertarget, to place the projection + float vpOffsets[2]; //!< (IN) Default set to 0. If non-zero, MRS/LMS viewports' TopLeftX and TopLeftY will be + //!< offset by vpOffsets[0] and vpOffsets[1] respectively. +} NV_SMP_ASSIST_SETUP_PARAMS_V1; + +typedef NV_SMP_ASSIST_SETUP_PARAMS_V1 NV_SMP_ASSIST_SETUP_PARAMS; +#define NV_SMP_ASSIST_SETUP_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_SETUP_PARAMS_V1, 1) +#define NV_SMP_ASSIST_SETUP_PARAMS_VER NV_SMP_ASSIST_SETUP_PARAMS_VER1 + +typedef struct _NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_TYPE eSMPAssistType; // Patch instanced stereo shaders (created with packed eye index) with this SMPAssistType (NV_SMP_ASSIST_LMS only) + float leftCoeffs[4]; // Left eye: outpos.x = dotproduct(outputpos, leftCoeffs) + leftConst + float leftConst; + float rightCoeffs[4]; // Right eye: outpos.x = dotproduct(outputpos, rightCoeffs) + rightConst + float rightConst; +} NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1; + +typedef NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1 NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS; +#define NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1, 1) +#define NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_VER NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! + +DECLARE_INTERFACE(ID3DNvSMPAssist_V1) +{ +////////////////////////////// VER1 methods ////////////////////////////////////////// + // Disable SMP Assist for further Draw calls + STDMETHOD_(NvAPI_Status,Disable)(THIS_ __in IUnknown *pDevContext, __in const NV_SMP_ASSIST_DISABLE_PARAMS *psSMPAssistDisableParams) PURE; + + // Enable SMP Assist for further Draw calls. App has to provide the type of rendering done in upcoming Draw calls - Mono/Left eye/Right eye/Instanced Stereo + STDMETHOD_(NvAPI_Status,Enable)(THIS_ __in IUnknown *pDevContext, __in const NV_SMP_ASSIST_ENABLE_PARAMS *psSMPAssistEnableParams) PURE; + + // Get the constants used by the drivers + STDMETHOD_(NvAPI_Status,GetConstants)(THIS_ __inout NV_SMP_ASSIST_GET_CONSTANTS *psSMPAssistGetConstants) PURE; + + // Setup the projections (rects, constant buffer data etc.) + STDMETHOD_(NvAPI_Status,SetupProjections)(THIS_ __in IUnknown *pDevice, __in const NV_SMP_ASSIST_SETUP_PARAMS *psSMPAssistSetupParams) PURE; + + // Update instanced stereo specific data + STDMETHOD_(NvAPI_Status,UpdateInstancedStereoData)(THIS_ __in IUnknown *pDevice, __in const NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS *psSMPAssistInstancedStereoParams) PURE; +////////////////////////////// end of VER1 methods ////////////////////////////////////////// +}; + +typedef ID3DNvSMPAssist_V1 ID3DNvSMPAssist; +#define ID3DNVSMPASSIST_VER1 MAKE_NVAPI_VERSION(ID3DNvSMPAssist_V1, 1) +#define ID3DNVSMPASSIST_VER ID3DNVSMPASSIST_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NV_SMP_ASSIST_INITIALIZE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_TYPE eSMPAssistType; //!< (IN) None/MRS/LMS + NV_SMP_ASSIST_LEVEL eSMPAssistLevel; //!< (IN) Full/Partial/Minimal + NvU32 flags; //!< (IN) Flags, if any + + ID3DNvSMPAssist **ppD3DNvSMPAssist; //!< (OUT) Interface pointer returned by the Init call. Use for future Enable/Disable etc. calls + +} NV_SMP_ASSIST_INITIALIZE_PARAMS_V1; + +#define NV_SMP_ASSIST_INITIALIZE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_INITIALIZE_PARAMS_V1, 1) +#ifndef NV_SMP_ASSIST_INITIALIZE_PARAMS_VER +typedef NV_SMP_ASSIST_INITIALIZE_PARAMS_V1 NV_SMP_ASSIST_INITIALIZE_PARAMS; +#define NV_SMP_ASSIST_INITIALIZE_PARAMS_VER NV_SMP_ASSIST_INITIALIZE_PARAMS_VER1 +#endif + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_InitializeSMPAssist +// +//! DESCRIPTION: Initialize SMP Assist extension. Take the SMPAssist(MRS/LMS) params from the application. +//! Provide the application with a interface pointer for future use. +//! +//! \since Release: 396 +//! \param [in] pDevice Pointer to IUnknown (Currently supports ID3D11Device) +//! \param [inout] pSMPAssistInitParams SMP Assist initialization params +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_OK Call succeeded. +//! \retval ::NVAPI_ERROR Call failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One of the required input arguments was NULL +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_InitializeSMPAssist(__in IUnknown *pDevice, __inout NV_SMP_ASSIST_INITIALIZE_PARAMS *pSMPAssistInitParams); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && defined(__d3d11_h__) +//! \ingroup dx +typedef struct _NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_TYPE eSMPAssistType; //!< (IN) None/MRS/LMS + NV_SMP_ASSIST_LEVEL eSMPAssistLevel; //!< (IN) Full/Partial/Minimal + NvBool bSMPAssistSupported; //!< (OUT) SMP Assist supported or not +} NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1 NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS; +#define NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_VER NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QuerySMPAssistSupport +// +//! DESCRIPTION: Query SMP assist extension support. +//! +//! \since Release: 396 +//! \param [in] pDev Pointer to IUnknown (Currently supports ID3D11Device) +//! \param [out] pQuerySMPAssistSupportParams Pointer to a structure returning requested SMP assist support +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_NOT_SUPPORTED Requested SMP assist is not supported. +//! \retval ::NVAPI_OK Call succeeded. Check value of pQuerySMPAssistSupportParams->bSMPAssistSupported +//! \retval ::NVAPI_INVALID_POINTER pDev or pQuerySMPAssistSupportParams was a NULL pointer +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QuerySMPAssistSupport(__in IUnknown *pDev, __inout NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS *pQuerySMPAssistSupportParams); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get sleep status +//! \ingroup dx +typedef struct _NV_GET_SLEEP_STATUS_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (OUT) Is low latency mode enabled? + NvBool bFsVrr; //!< (OUT) Is fullscreen VRR enabled? + NvBool bCplVsyncOn; //!< (OUT) Is Control Panel overriding VSYNC ON? + NvU32 sleepIntervalUs; //!< (OUT) Latest sleep interval in microseconds. + NvBool bUseGameSleep; //!< (OUT) Is NvAPI_D3D_Sleep() being called? + NvU8 rsvd[121]; //!< (IN) Reserved. Must be set to 0s. +} NV_GET_SLEEP_STATUS_PARAMS_V1; + +typedef NV_GET_SLEEP_STATUS_PARAMS_V1 NV_GET_SLEEP_STATUS_PARAMS; +#define NV_GET_SLEEP_STATUS_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GET_SLEEP_STATUS_PARAMS_V1, 1) +#define NV_GET_SLEEP_STATUS_PARAMS_VER NV_GET_SLEEP_STATUS_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetSleepStatus +// +//! DESCRIPTION: This function can be used to get the latest sleep status: +//! bLowLatencyMode indicates whether low latency mode is currently +//! enabled in the driver. +//! Note that it may not always reflect the previously requested sleep mode, +//! as the feature may not be available on the platform, or the setting has +//! been overridden by the control panel, for example. +//! bFsVrr indicates fullscreen GSYNC or GSYNC Compatible mode. It is valid +//! only when the application is in the foreground. +//! bCplVsyncOn indicates Control Panel VSYNC ON override. +//! +//! \since Release: 455 +//! \param [in] pDev The target device. +//! \param [in] pGetSleepStatusParams Sleep status params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetSleepStatus(__in IUnknown *pDev, __in NV_GET_SLEEP_STATUS_PARAMS *pGetSleepStatusParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to set sleep mode +//! \ingroup dx +typedef struct _NV_SET_SLEEP_MODE_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (IN) Low latency mode enable/disable. + NvBool bLowLatencyBoost; //!< (IN) Request maximum GPU clock frequency regardless of workload. + NvU32 minimumIntervalUs; //!< (IN) Minimum frame interval in microseconds. 0 = no frame rate limit. + NvBool bUseMarkersToOptimize; //!< (IN) Allow latency markers to be used for runtime optimizations. + NvU8 rsvd[31]; //!< (IN) Reserved. Must be set to 0s. +} NV_SET_SLEEP_MODE_PARAMS_V1; + +typedef NV_SET_SLEEP_MODE_PARAMS_V1 NV_SET_SLEEP_MODE_PARAMS; +#define NV_SET_SLEEP_MODE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SET_SLEEP_MODE_PARAMS_V1, 1) +#define NV_SET_SLEEP_MODE_PARAMS_VER NV_SET_SLEEP_MODE_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetSleepMode +// +//! DESCRIPTION: This function can be used to update sleep mode dynamically. +//! The settings are not dependent to each other, meaning low latency mode +//! can be enabled/disabled regardless of whether minimum interval is set or +//! not. The former is to intelligently lower latency without impacting frame +//! rate. The later is to limit frame rate (e.g. minimumIntervalUs = 10000 +//! limits frame rate to 100 FPS). They work well separately and/or together. +//! Note that minimumIntervalUs usage is not limited to lowering latency, so +//! feel free to use it to limit frame rate for menu, cut scenes, etc. +//! Note that low latency mode can be enabled, and/or minimum interval can +//! be set, even without using NvAPI_D3D_Sleep(). However, without it, the +//! sleep to achieve these features would happen at a less optimal point, +//! resulting in higher overall latency. +//! The bLowLatencyBoost will request the GPU run at max clocks even in +//! scenarios where it is idle most of the frame and would normally try +//! to save power. This can decrease latency in CPU-limited scenarios. +//! While this function can be called as often as needed, it is not +//! necessary nor recommended to call this too frequently (e.g. every frame), +//! as the settings persist for the target device. +//! +//! \since Release: 455 +//! \param [in] pDev The target device. +//! \param [in] pSetSleepModeParams Sleep mode params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetSleepMode(__in IUnknown *pDev, __in NV_SET_SLEEP_MODE_PARAMS *pSetSleepModeParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_Sleep +// +//! DESCRIPTION: It is recommended to call this function at the very start of +//! each frame (e.g. before input sampling). If there is a need to sleep, +//! due to frame rate limit and/or low latency features, for example, +//! this call provides an entry point for the driver to sleep at the most +//! optimal spot to achieve the lowest latency. +//! It is recommended to call this function even when low latency mode is +//! disabled and minimum interval is 0. Other features, such as Maximum Frame +//! Rate setting, could be enabled in the control panel to benefit from this. +//! It is OK to start (or stop) using this function at any time. However, +//! when using this function, it must be called exactly once on each frame. +//! If this function is not called, after several frames, the driver would +//! fallback to sleep at its less optimal spot. +//! +//! \since Release: 455 +//! \param [in] pDev The target device. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_Sleep(__in IUnknown *pDev); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to send Reflex Sync data to UMD +//! \ingroup dx +typedef struct _NV_SET_REFLEX_SYNC_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvU32 bEnable:1; //!< (IN) Enable Reflex Sync + NvU32 bDisable:1; //!< (IN) Disable Reflex Sync + NvU32 flagsRsvd:30; //!< (IN) Reserved flag bits. Must be set to 0s. + NvU32 vblankIntervalUs; //!< (IN) Interval between VBLANKs in microseconds. (0 means N/A) + NvS32 timeInQueueUs; //!< (IN) Amount of time in the completed frame queue. Can be negative. (0 means N/A) + NvU32 timeInQueueUsTarget; //!< (IN) Target amount of time in the completed frame queue. (0 means N/A) + NvU8 rsvd[28]; //!< (IN) Reserved. Must be set to 0s. +} NV_SET_REFLEX_SYNC_PARAMS_V1; + +typedef NV_SET_REFLEX_SYNC_PARAMS_V1 NV_SET_REFLEX_SYNC_PARAMS; +#define NV_SET_REFLEX_SYNC_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SET_REFLEX_SYNC_PARAMS_V1, 1) +#define NV_SET_REFLEX_SYNC_PARAMS_VER NV_SET_REFLEX_SYNC_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetReflexSync +// +//! DESCRIPTION: This function can be used to enable/disable Reflex Sync, +//! and to pass in essential data for the Reflex Sync operation. +//! +//! \since Release: 530 +//! \param [in] pDev The target device. +//! \param [in] pSetReflexSyncParams Reflex Sync params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetReflexSync(__in IUnknown *pDev, __in NV_SET_REFLEX_SYNC_PARAMS *pSetReflexSyncParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get latency report. +//! \ingroup dx + +typedef struct _NV_LATENCY_RESULT_PARAMS +{ + NvU32 version; //!< (IN) Structure version + struct FrameReport { + NvU64 frameID; + NvU64 inputSampleTime; + NvU64 simStartTime; + NvU64 simEndTime; + NvU64 renderSubmitStartTime; + NvU64 renderSubmitEndTime; + NvU64 presentStartTime; + NvU64 presentEndTime; + NvU64 driverStartTime; + NvU64 driverEndTime; + NvU64 osRenderQueueStartTime; + NvU64 osRenderQueueEndTime; + NvU64 gpuRenderStartTime; + NvU64 gpuRenderEndTime; + NvU32 gpuActiveRenderTimeUs; //!< (OUT) Difference between gpuRenderStartTime and gpuRenderEndTime, excluding the idles in between, in microseconds. + NvU32 gpuFrameTimeUs; //!< (OUT) Difference between previous and current frame's gpuRenderEndTime, in microseconds. + NvU8 rsvd[120]; + } frameReport[64]; + NvU8 rsvd[32]; +} NV_LATENCY_RESULT_PARAMS_V1; + +typedef NV_LATENCY_RESULT_PARAMS_V1 NV_LATENCY_RESULT_PARAMS; +#define NV_LATENCY_RESULT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_LATENCY_RESULT_PARAMS_V1, 1) +#define NV_LATENCY_RESULT_PARAMS_VER NV_LATENCY_RESULT_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetLatency +// +//! DESCRIPTION: Get a latency report including the timestamps of the +//! application latency markers set with NvAPI_D3D_SetLatencyMarker as well +//! as driver, OS queue and graphics hardware times. Requires calling +//! NvAPI_D3D_SetLatencyMarker with incrementing frameID for valid results. +//! Rendering for at least 90 frames is recommended to properly fill out the +//! structure. The newest completed frame is at the end (element 63) and +//! is preceeded by older frames. If not enough frames are valid then all +//! frames are returned with all zeroes. +//! +//! \since Release: 455 +//! \param [in] pDev The target device +//! \param [in] pGetLatencyParams The latency result structure. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetLatency(__in IUnknown *pDev, __out NV_LATENCY_RESULT_PARAMS *pGetLatencyParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used define latency marker type +//! \ingroup dx +typedef enum +{ + SIMULATION_START = 0, + SIMULATION_END = 1, + RENDERSUBMIT_START = 2, + RENDERSUBMIT_END = 3, + PRESENT_START = 4, + PRESENT_END = 5, + INPUT_SAMPLE = 6, + TRIGGER_FLASH = 7, + PC_LATENCY_PING = 8, + OUT_OF_BAND_RENDERSUBMIT_START = 9, + OUT_OF_BAND_RENDERSUBMIT_END = 10, + OUT_OF_BAND_PRESENT_START = 11, + OUT_OF_BAND_PRESENT_END = 12, +} NV_LATENCY_MARKER_TYPE; + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used set latency markers +//! \ingroup dx +typedef struct _NV_LATENCY_MARKER_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvU64 frameID; + NV_LATENCY_MARKER_TYPE markerType; + NvU64 rsvd0; + NvU8 rsvd[56]; +} NV_LATENCY_MARKER_PARAMS_V1; + +typedef NV_LATENCY_MARKER_PARAMS_V1 NV_LATENCY_MARKER_PARAMS; +#define NV_LATENCY_MARKER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_LATENCY_MARKER_PARAMS_V1, 1) +#define NV_LATENCY_MARKER_PARAMS_VER NV_LATENCY_MARKER_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetLatencyMarker +// +//! DESCRIPTION: Set a latency marker to be tracked by the +//! NvAPI_D3D_GetLatency function. SIMULATION_START must be the first marker +//! sent in a frame, after the previous frame's Sleep call (if used). +//! INPUT_SAMPLE may be sent to record the moment user input was sampled and +//! should come between SIMULATION_START and SIMULATION_END. +//! RENDERSUBMIT_START should come before any Direct3D calls are made for +//! the given frame and RENDERSUBMIT_END should come before calling Present. +//! PRESENT_START and END should wrap the Present call to inform the driver +//! of a present block done by the OS before the driver receives the Present. +//! TRIGGER_FLASH tells the driver to render its flash indicator for latency +//! testing, typically driven by a mouse click. +//! The frameID can start at an abitrary moment in the application lifetime +//! but must strictly increment from that point forward for consistent results. +//! +//! \since Release: 455 +//! \param [in] pDev Pointer to the target device +//! \param [in] pSetLatencyMarkerParams Pointer to the latency marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetLatencyMarker(__in IUnknown *pDev, __in NV_LATENCY_MARKER_PARAMS* pSetLatencyMarkerParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used in NvAPI_D3D12_SetAsyncFrameMarker and NvAPI_D3D11_SetAsyncFrameMarker +//! \ingroup dx +typedef struct _NV_ASYNC_FRAME_MARKER_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NvU64 frameID; + NV_LATENCY_MARKER_TYPE markerType; + NvU64 presentFrameID; + NvU8 rsvd[56]; +} NV_ASYNC_FRAME_MARKER_PARAMS_V1; + +typedef NV_ASYNC_FRAME_MARKER_PARAMS_V1 NV_ASYNC_FRAME_MARKER_PARAMS; +#define NV_ASYNC_FRAME_MARKER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_ASYNC_FRAME_MARKER_PARAMS_V1, 1) +#define NV_ASYNC_FRAME_MARKER_PARAMS_VER NV_ASYNC_FRAME_MARKER_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetAsyncFrameMarker +// +//! DESCRIPTION: Set an async frame marker for present and out-of-band render tracking. +//! +//! \since Release: 520 +//! \param [in] pCommandQueue Pointer to the D3D12CommandQueue +//! \param [in] pSetAsyncFrameMarkerParams Pointer to the async frame marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetAsyncFrameMarker(__in ID3D12CommandQueue *pCommandQueue, __in NV_ASYNC_FRAME_MARKER_PARAMS* pSetAsyncFrameMarkerParams); +#endif //defined(__cplusplus) && (defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetAsyncFrameMarker +// +//! DESCRIPTION: Set an async frame marker for present and out-of-band render tracking. +//! +//! \since Release: 565 +//! \param [in] pDevice Pointer to the target device +//! \param [in] pSetAsyncFrameMarkerParams Pointer to the async frame marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetAsyncFrameMarker(__in IUnknown *pDevice, __in NV_ASYNC_FRAME_MARKER_PARAMS* pSetAsyncFrameMarkerParams); +#endif //defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used in NvAPI_D3D12_NotifyOutOfBandCommandQueue +//! \ingroup dx +typedef enum +{ + OUT_OF_BAND_RENDER = 0, + OUT_OF_BAND_PRESENT = 1, + OUT_OF_BAND_IGNORE = 2, +} NV_OUT_OF_BAND_CQ_TYPE; + +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_NotifyOutOfBandCommandQueue +// +//! DESCRIPTION: Notifies the driver that this command queue runs out of band +//! from the application's frame cadence. +//! +//! \since Release: 520 +//! \param [in] pCommandQueue The D3D12CommandQueue +//! \param [in] cqType The type of out of band command queue +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_NotifyOutOfBandCommandQueue(__in ID3D12CommandQueue *pCommandQueue, __in NV_OUT_OF_BAND_CQ_TYPE cqType); +#endif //defined(__cplusplus) && defined(__d3d12_h__)) + + +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetCreateCommandQueueLowLatencyHint +// +//! DESCRIPTION: Reserved call. +//! +//! \since Release: 530 +//! \param [in] pDevice The creating device +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetCreateCommandQueueLowLatencyHint(__in ID3D12Device *pDevice); +#endif //defined(__cplusplus) && defined(__d3d12_h__)) + +#if defined (__cplusplus) && defined(__d3d12_h__) + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +typedef struct NVAPI_D3D12_CREATE_CUBIN_SHADER_PARAMS +{ + size_t structSizeIn; //!< [in] Caller's version of input params + size_t structSizeOut; //!< [out] Driver's version of input params + + ID3D12Device* pDevice; //!< [in] pointer to ID3D12Device object + const void* pCubin; //!< [in] pointer to blob containing the cubin + NvU32 size; //!< [in] size of pCubin blob in bytes + NvU32 blockX; //!< [in] size of CTA / thread block/group + NvU32 blockY; //!< [in] + NvU32 blockZ; //!< [in] + NvU32 dynSharedMemBytes; //!< [in] dynamic shared memory required by the shader in bytes + const char* pShaderName; //!< [in] pointer to shader name, acts as identifier for SLI special handling, doesn't need to be accurate + NvU32 flags; //!< [in] reserved, set to 0 + NVDX_ObjectHandle hShader; //!< [out] variable that receives the handle to the created shader. + +} NVAPI_D3D12_CREATE_CUBIN_SHADER_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShaderExV2(__inout NVAPI_D3D12_CREATE_CUBIN_SHADER_PARAMS* pParams); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShader(__in ID3D12Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShaderEx(__in ID3D12Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in NvU32 dynSharedMemBytes, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShaderWithName(__in ID3D12Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_LaunchCubinShader(__in ID3D12GraphicsCommandList* pCommandList, + __in NVDX_ObjectHandle hShader, + __in NvU32 gridX, + __in NvU32 gridY, + __in NvU32 gridZ, + __in const void* pParams, + __in NvU32 paramSize); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_DestroyCubinComputeShader(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hShader); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +#if defined(__d3d12_h__) +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct NVAPI_D3D12_GET_CUDA_MERGED_TEXTURE_SAMPLER_OBJECT_PARAMS +{ + size_t structSizeIn; //!< [in] Caller's version of input params + size_t structSizeOut; //!< [out] Driver's version of input params + + ID3D12Device* pDevice; //!< [in] pointer to ID3D12Device object + D3D12_CPU_DESCRIPTOR_HANDLE texDesc; //!< [in] CPU descriptor handle of the texture (SRV) + D3D12_CPU_DESCRIPTOR_HANDLE smpDesc; //!< [in] CPU descriptor handle of the sampler (set to 0 if sampler isn't required) + NvU64 textureHandle; //!< [out] A variable that receives the driver handle + +} NVAPI_D3D12_GET_CUDA_MERGED_TEXTURE_SAMPLER_OBJECT_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_GetCudaMergedTextureSamplerObject(__inout NVAPI_D3D12_GET_CUDA_MERGED_TEXTURE_SAMPLER_OBJECT_PARAMS* pParams); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +typedef enum _NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TYPE +{ + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_SURFACE = 0, + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TEXTURE = 1, + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_SAMPLER = 2, + +} NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TYPE; + +typedef struct NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_PARAMS +{ + size_t structSizeIn; //!< [in] Caller's version of input params + size_t structSizeOut; //!< [out] Driver's version of input params + + ID3D12Device* pDevice; //!< [in] Pointer to ID3D12Device object + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TYPE type; //!< [in] Type of the descriptor + D3D12_CPU_DESCRIPTOR_HANDLE desc; //!< [in] CPU descriptor handle of the UAV + NvU64 handle; //!< [out] A pointer to memory that receives the driver handle + +} NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_GetCudaIndependentDescriptorObject(__inout NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_PARAMS* pParams); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_GetCudaTextureObject(__in ID3D12Device* pDevice, + __in D3D12_CPU_DESCRIPTOR_HANDLE texDesc, + __in D3D12_CPU_DESCRIPTOR_HANDLE smpDesc, + __out NvU32* pTextureHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_GetCudaSurfaceObject(__in ID3D12Device* pDevice, + __in D3D12_CPU_DESCRIPTOR_HANDLE uavDesc, + __out NvU32* pSurfaceHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_IsFatbinPTXSupported(__in ID3D12Device *pDevice, + __out bool *pSupported); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCuModule(__in ID3D12Device* pDevice, + __in const void* pBlob, + __in NvU32 size, + __out NVDX_ObjectHandle* phModule); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_EnumFunctionsInModule(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hModule, + __inout NvU32* pArraySize, + __out const char** const pFunctionNames); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCuFunction(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hModule, + __in const char* pName, + __out NVDX_ObjectHandle* phFunction); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NVAPI_DIM3 +{ + NvU32 x; + NvU32 y; + NvU32 z; +} NVAPI_DIM3; + +typedef struct _NVAPI_CU_KERNEL_LAUNCH_PARAMS +{ + NVDX_ObjectHandle hFunction; + NVAPI_DIM3 gridDim; + NVAPI_DIM3 blockDim; + NvU32 dynSharedMemBytes; + void const * pParams; + NvU32 paramSize; +} NVAPI_CU_KERNEL_LAUNCH_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_LaunchCuKernelChain(__in ID3D12GraphicsCommandList* pCommandList, + __in const NVAPI_CU_KERNEL_LAUNCH_PARAMS* pKernels, + __in NvU32 numKernels); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NVAPI_CU_KERNEL_LAUNCH_PARAMS_EX +{ + NVDX_ObjectHandle hFunction; + NVAPI_DIM3 gridDim; + NVAPI_DIM3 blockDim; + NvU32 dynSharedMemBytes; + + // either pParams/paramsSize is used or kernelParams is used + void const * pParams; + NvU32 paramSize; + void **kernelParams; +} NVAPI_CU_KERNEL_LAUNCH_PARAMS_EX; + +NVAPI_INTERFACE NvAPI_D3D12_LaunchCuKernelChainEx(__in ID3D12GraphicsCommandList* pCommandList, + __in const NVAPI_CU_KERNEL_LAUNCH_PARAMS_EX* pKernels, + __in NvU32 numKernels); + + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_DestroyCuModule(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hModule); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_DestroyCuFunction(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hFunction); +#endif //if defined (__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d11_h__) + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateCubinComputeShader(__in ID3D11Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateCubinComputeShaderEx(__in ID3D11Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in NvU32 dynSharedMemBytes, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateCubinComputeShaderWithName(__in ID3D11Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_LaunchCubinShader(__in ID3D11DeviceContext *pDeviceContext, + __in NVDX_ObjectHandle hShader, + __in NvU32 gridX, + __in NvU32 gridY, + __in NvU32 gridZ, + __in const void* pParams, + __in NvU32 paramSize, + __in const NVDX_ObjectHandle* pReadResources, + __in NvU32 numReadResources, + __in const NVDX_ObjectHandle* pWriteResources, + __in NvU32 numWriteResources); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_DestroyCubinComputeShader(__in ID3D11Device* pDevice, + __in NVDX_ObjectHandle hShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_IsFatbinPTXSupported(__in ID3D11Device *pDevice, + __out bool *pSupported); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateUnorderedAccessView(__in ID3D11Device* pDevice, + __in ID3D11Resource* pResource, + __in const D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc, + __out ID3D11UnorderedAccessView** ppUAV, + __out NvU32* pDriverHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateShaderResourceView(__in ID3D11Device* pDevice, + __in ID3D11Resource* pResource, + __in const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc, + __out ID3D11ShaderResourceView** ppSRV, + __out NvU32* pDriverHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateSamplerState(__in ID3D11Device* pDevice, + __in const D3D11_SAMPLER_DESC* pSamplerDesc, + __out ID3D11SamplerState** ppSamplerState, + __out NvU32* pDriverHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_GetCudaTextureObject(__in ID3D11Device* pDevice, + __in NvU32 srvDriverHandle, + __in NvU32 samplerDriverHandle, + __out NvU32* pCudaTextureHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_GetResourceGPUVirtualAddress(__in ID3D11Device* pDevice, + __in const NVDX_ObjectHandle hResource, + __out NvU64* pGpuVA); +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined(__cplusplus) && defined(__d3d12_h__) +//! Flags specifying raytracing thread reordering hardware support. +//! Additional flags will be added as support becomes available. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS +{ + NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAP_NONE = 0x0, //!< Thread reordering acts as a no-op + NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAP_STANDARD = NV_BIT(0) //!< Standard thread reordering is supported +} NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS; + +//! Flags specifying raytracing Opacity Micromap support. +//! Additional flags will be added as support becomes available. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAPS +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAP_NONE = 0x0, //!< Opacity Micromap support is not available. + //!< The application must not attempt to use any OMM entrypoints or flags. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAP_STANDARD = NV_BIT(0) //!< Standard Opacity Micromap support is available +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAPS; + +//! Flags specifying raytracing Displacement Micromap support. +//! Additional flags will be added as support becomes available. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAPS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAP_NONE = 0x0, //!< Displacement Micromap support is not available. + //!< The application must not attempt to use any DMM entrypoints or flags. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAP_STANDARD = NV_BIT(0) //!< Standard Displacement Micromap support is available +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAPS; + +//! List of Raytracing CAPS types that can be queried. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_CAPS_TYPE +{ + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_THREAD_REORDERING = 0, + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_OPACITY_MICROMAP = 1, + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_DISPLACEMENT_MICROMAP = 2, + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_INVALID = -1 +} NVAPI_D3D12_RAYTRACING_CAPS_TYPE; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingCaps +// +//! DESCRIPTION: Query raytracing capabilities of a device. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Pointer to the device on which raytracing caps should be queried from. +//! \param [in] type Raytracing caps type requested. (ex: NVAPI_D3D12_RAYTRACING_CAPS_TYPE_THREAD_REORDERING) +//! \param [out] pData Pointer to memory that receives caps. (ex: NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS*) +//! \param [in] dataSize Size in bytes to return to pData. Must match the size of the caps data requested. (ex: sizeof(NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS)) +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as an argument +//! \retval ::NVAPI_INVALID_ARGUMENT At least one of the arguments are invalid +//! \retval ::NVAPI_ERROR Error occurred +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingCaps( + __in ID3D12Device* pDevice, + __in NVAPI_D3D12_RAYTRACING_CAPS_TYPE type, + __out void* pData, + __in size_t dataSize); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Flags specifying validation behaviour for raytracing operations. +//! \ingroup dx +//! See NvAPI_D3D12_EnableRaytracingValidation +typedef enum _NVAPI_D3D12_RAYTRACING_VALIDATION_FLAGS +{ + NVAPI_D3D12_RAYTRACING_VALIDATION_FLAG_NONE = 0x0, //!< No validation flags. +} NVAPI_D3D12_RAYTRACING_VALIDATION_FLAGS; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EnableRaytracingValidation +// +//! DESCRIPTION: Enable raytracing validation for a device. +//! This function must be called before any other raytracing-related function +//! is invoked on the device. Raytracing validation can only be enabled when +//! the NV_ALLOW_RAYTRACING_VALIDATION envvar is set to 1. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device on which raytracing validation should be enabled. +//! \param [in] flags Raytracing validation flags. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as device argument +//! \retval ::NVAPI_INVALID_ARGUMENT An unsupported flag was specified +//! \retval ::NVAPI_INVALID_CALL The call was made too late (other raytracing-related calls have already been made) +//! \retval ::NVAPI_ACCESS_DENIED Validation is not allowed by envvar +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_EnableRaytracingValidation( + __in ID3D12Device5* pDevice, + __in NVAPI_D3D12_RAYTRACING_VALIDATION_FLAGS flags); + + + +//! Severity classification of validation messages. +//! \ingroup dx +//! See NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_CALLBACK +typedef enum _NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY +{ + NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY_ERROR = 0x0, //!< Error message (indicates likely bug) + NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY_WARNING = 0x1 //!< Warning message (indicates inadvisable usage or possible bug) +} NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY; + +//! Callback for raytracing validation messages. +//! \param [in] pUserData User data pointer as provided to callback registration. +//! \param [in] severity Severity of message. +//! \param [in] messageCode Type of reported validation message. +//! \param [in] message Human-readable description of what the message code means. +//! \param [in] messageDetails Additional human-readable context for validation message. May contain newlines. +//! \ingroup dx +//! See NvAPI_D3D12_RegisterRaytracingValidationMessageCallback +typedef void(__stdcall *NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_CALLBACK)(void* pUserData, NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY severity, const char* messageCode, const char* message, const char* messageDetails); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RegisterRaytracingValidationMessageCallback +// +//! DESCRIPTION: Register a message callback for raytracing validation messages. +//! The provided callback may be invoked by the driver using any thread at any time until the callback is unregistered. +//! It is invalid to register/unregister callbacks from within the callback. +//! It is invalid to create or destroy objects for the device or record commands onto command lists from within the callback. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device from which to obtain raytracing validation messages. +//! \param [in] pfnMessageCallback Callback used to report validation messages. +//! \param [in] pUserData [optional] User data to pass as argument to message callback. +//! \param [out] pHandle Handle that may be used to unregister the callback. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as an argument +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RegisterRaytracingValidationMessageCallback( + __in ID3D12Device5* pDevice, + __in NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_CALLBACK pfnMessageCallback, + __in_opt void* pUserData, + __out void** pHandle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_UnregisterRaytracingValidationMessageCallback +// +//! DESCRIPTION: Unregister a previously registered message callback for raytracing validation messages. +//! The provided callback will not be invoked once the unregister call has returned. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device from which to stop obtaining raytracing validation messages. +//! \param [in] handle Handle to which callback should be unregistered, obtained at registration. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as device argument +//! \retval ::NVAPI_INVALID_ARGUMENT Callback handle not recognized +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_UnregisterRaytracingValidationMessageCallback( + __in ID3D12Device5* pDevice, + __in void* handle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_FlushRaytracingValidationMessages +// +//! DESCRIPTION: Flush any validation messages that have not yet been reported. +//! This guarantees that any validation messages for work which is known to be complete on the GPU +//! at the time of the call are reported to registered callbacks. +//! This operation is lightweight if the flushed device does not have raytracing validation enabled. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device on which raytracing validation messages should be flushed. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as device argument +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_FlushRaytracingValidationMessages( + __in ID3D12Device5* pDevice); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +// Types used by both device and command list functions. + +//! Flags specifying building instructions and hints when constructing a DMM Array. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAGS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_NONE = 0x0, //!< No options specified for the DMM Array build. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE = NV_BIT(0), //!< Allow the DMM Array build to take a little longer in order to optimize for traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD = NV_BIT(1) //!< Spend as little time as possible on the DMM Array build with some potential loss to traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAGS; + +//! Specifies the input Displacement Micromap formats. +//! The DC1 (Displacement Compression 1) format follows the space-filling curve in barycentric space over the uniformly tessellated micro-triangles. +//! +//! \note This is a 16-bit value when used in #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT_DC1_64_TRIS_64_BYTES = 0x1, //!< 64 micro-triangles packed into 64 bytes + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT_DC1_256_TRIS_128_BYTES = 0x2, //!< 256 micro-triangles packed into 128 bytes + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT_DC1_1024_TRIS_128_BYTES = 0x3, //!< 1024 micro-triangles packed into 128 bytes + +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT; + +//! Number of DMMs of a specific configuration in a DMM Array or BLAS build. +//! Used to compute conservative buffer size estimates for DMM Array and BLAS builds. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT +{ + NvU32 count; //!< For DMM Array builds: total number of DMMs in the DMM Array with the particular \p subdivisionLevel and \p format specified in this descriptor. + //!< For BLAS builds: total number of DMMs with the \p subdivisionLevel and \p format combination that is referenced from the BLAS. + NvU32 subdivisionLevel; //!< Number of subdivisions for the DMM; valid inputs are [0, 5] (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT format; //!< Displacement Micromap format. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT; + +//! Describes one Displacement Micromap. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC +{ + NvU32 byteOffset; //!< Byte offset from the \c inputBuffer, specified in the input structure #NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS, to where the input DMM data is located. + NvU16 subdivisionLevel; //!< Number of subdivisions for the DMM; valid inputs are [0, 5] (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NvU16 format; //!< Format of the DMM of type #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC; + +//! Input structure to DMM Array construction. +//! Individual DMMs are accessed via indices when used in bottom-level acceleration structure (BLAS) construction. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAGS flags; //!< Flags which apply to all DMMs in the array. + NvU32 numDMMUsageCounts; //!< Number of DMM usage count entries in the \p pDMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT* pDMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the DMM entries in the build. + D3D12_GPU_VIRTUAL_ADDRESS inputBuffer; //!< Address for raw DMM input data; it must be 256-byte aligned (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT) + //!< It is recommended to try to organize DMMs together in memory that are expected to be used close together spatially. + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE perDMMDescs; //!< GPU array with one #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC entry per DMM. +} NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS; + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Conservative memory requirements for building a DMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO +{ + NvU64 resultDataMaxSizeInBytes; //!< Size required to hold the result of a DMM Array build based on the specified inputs. + NvU64 scratchDataSizeInBytes; //!< Scratch storage on GPU required during DMM Array build based on the specified inputs. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO; + +//! Parameters given to NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS* pDesc; //!< [in] Description of the DMM Array build. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO* pInfo; //!< [out] Result of the query. +} NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1; +#define NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS; +#define NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo +// +//! DESCRIPTION: Query conservative memory requirements for building a DMM (Displacement Micromap) Array. +//! The returned size is conservative for DMM Array builds containing +//! a lower or equal number of entries for each resolution and format combination. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pDevice Device on which the DMM Array will be built. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo( + __in ID3D12Device5* pDevice, + __inout NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +// Types used by both device and command list functions. + +//! Flags specifying building instructions and hints when constructing an OMM Array. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAGS +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_NONE = 0x0, //!< No options specified for the OMM Array build. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE = NV_BIT(0), //!< Allow the OMM Array build to take a little longer in order to optimize for traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD = NV_BIT(1) //!< Spend as little time as possible on the OMM Array build with some potential loss to traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAGS; + +//! Specifies the input Opacity Micromap formats. +//! The OC1 (Opacity Compression 1) format follows the space-filling curve in barycentric space over the uniformly tessellated micro-triangles. +//! +//! \note This is a 16-bit value when used in #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT_OC1_2_STATE = 0x1, //!< 2-state (Transparent/Opaque) format. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT_OC1_4_STATE = 0x2 //!< 4-state (Transparent/Opaque, Known/Unknown) format. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT; + +//! Number of OMMs of a specific configuration in an OMM Array. +//! Used to compute conservative buffer size estimates for OMM Array builds. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT +{ + NvU32 count; //!< Total number of OMMs in the OMM Array with the particular \p subdivisionLevel and \p format specified in this descriptor. + NvU32 subdivisionLevel; //!< Number of subdivisions for the OMM; valid inputs are [0, 12] (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_OC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT format; //!< Opacity Micromap format. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT; + +//! Describes one Opacity Micromap. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC +{ + NvU32 byteOffset; //!< Byte offset from the \c inputBuffer, specified in the input structure #NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS, to where the input OMM data is located. + NvU16 subdivisionLevel; //!< Number of subdivisions for the OMM; valid inputs are [0, 12] (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_OC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NvU16 format; //!< Format of the OMM of type #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC; + +//! Input structure to OMM Array construction. +//! Individual OMMs are accessed via indices when used in bottom-level acceleration structure (BLAS) construction. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAGS flags; //!< Flags which apply to all OMMs in the array. + NvU32 numOMMUsageCounts; //!< Number of OMM usage count entries in the \p pOMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT* pOMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the OMM entries in the build. + D3D12_GPU_VIRTUAL_ADDRESS inputBuffer; //!< Address for raw OMM input data; it must be 256-byte aligned. + //!< It is recommended to try to organize OMMs together in memory that are expected to be used close together spatially. + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE perOMMDescs; //!< GPU array with one #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC entry per OMM. +} NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS; + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Conservative memory requirements for building an OMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO +{ + NvU64 resultDataMaxSizeInBytes; //!< Size required to hold the result of an OMM Array build based on the specified inputs. + NvU64 scratchDataSizeInBytes; //!< Scratch storage on GPU required during OMM Array build based on the specified inputs. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO; + +//! Parameters given to NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS* pDesc; //!< [in] Description of the OMM Array build. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO* pInfo; //!< [out] Result of the query. +} NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1; +#define NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS; +#define NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo +// +//! DESCRIPTION: Query conservative memory requirements for building an OMM (Opacity Micromap) Array. +//! The returned size is conservative for OMM Array builds containing +//! a lower or equal number of entries for each resolution and format combination. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the OMM Array will be built. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo( + __in ID3D12Device5* pDevice, + __inout NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Pipeline creation state flags. +//! Support should only be enabled for the specific features that are present, since they may incur a small penalty on traversal performance overall. +//! If the pipeline is not created with the correct primitive support, and that primitive type is encountered during traversal, behavior is undefined. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS +{ + NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS_NONE = 0, //!< [in] No pipeline flags. + NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS_ENABLE_OMM_SUPPORT = NV_BIT(0), //!< [in] Change whether raytracing pipelines are created with support for Opacity Micromaps. + NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS_ENABLE_DMM_SUPPORT = NV_BIT(1), //!< [in] Change whether raytracing pipelines are created with support for Displacement Micromaps. +} NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS; + +//! State used when creating new pipelines. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER. + NvU32 flags; //!< [in] A bitwise OR of one or more #NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS flags for raytracing pipeline creation. +} NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1; +#define NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1, 1) +typedef NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1 NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS; +#define NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetCreatePipelineStateOptions +// +//! DESCRIPTION: Globally change the state affecting pipeline creations. +//! This affects all pipelines created after this call, and until this function is called again. +//! +//! \note Only supported on GPUs capable of DXR. +//! Some of the flags and fields have further restrictions, in which case their description will include a note with more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the pipelines will be created. +//! \param [in] pState State to be applied to all future pipeline creations. + +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetCreatePipelineStateOptions( + __in ID3D12Device5* pDevice, + __in const NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS* pState); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Type of serialized data. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX +{ + // D3D12_SERIALIZED_DATA_TYPE flags + NVAPI_D3D12_SERIALIZED_DATA_RAYTRACING_ACCELERATION_STRUCTURE_EX = 0x0, //!< Serialized data contains a raytracing acceleration structure. + //!< Starting from offset 0, the first bytes of the serialized acceleration structure can be reinterpreted as \c D3D12_SERIALIZED_RAYTRACING_ACCELERATION_STRUCTURE_HEADER. + //!< That structure contains the identifier to be passed along to NvAPI_D3D12_CheckDriverMatchingIdentifierEx(). + + // NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX specific flags + NVAPI_D3D12_SERIALIZED_DATA_RAYTRACING_OPACITY_MICROMAP_ARRAY_EX = 0x1, //!< Data blob contains an OMM Array. + //!< Starting from offset 0, the first bytes of the OMM Array can be reinterpreted as \c D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER. + NVAPI_D3D12_SERIALIZED_DATA_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_EX = 0x2, //!< Data blob contains a DMM Array. + //!< Starting from offset 0, the first bytes of the DMM Array can be reinterpreted as \c D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER. + +} NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX; + +//! Parameters given to NvAPI_D3D12_CheckDriverMatchingIdentifierEx(). +//! +//! \ingroup dx +typedef struct _NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER. + NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX serializedDataType; //!< [in] Type of data to be deserialized; see #NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX. + const D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER* pIdentifierToCheck; //!< [in] Identifier from the header of the serialized data to check with the driver; see \c D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER. + //!< Information about how to retrieve that identifier can be found in the description of each #NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX enum. + D3D12_DRIVER_MATCHING_IDENTIFIER_STATUS checkStatus; //!< [out] Result of the check; see \c D3D12_DRIVER_MATCHING_IDENTIFIER_STATUS. +} NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1; +#define NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1, 1) +typedef NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1 NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS; +#define NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CheckDriverMatchingIdentifierEx +// +//! DESCRIPTION: This function is an extension of ID3D12Device5::CheckDriverMatchingIdentifier() with additional serialized data types. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the data will be deserialized. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CheckDriverMatchingIdentifierEx( + __in ID3D12Device5* pDevice, + __inout NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! This enum extends \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS with modified and additional values. +//! Only modified/new values are fully described; for more information on the other values, please check Microsoft's DirectX Raytracing Specification. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX +{ + // D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS flags + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_NONE_EX = 0x0, //!< No options specified for the acceleration structure build. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_UPDATE_EX = NV_BIT(0), //!< Allow the acceleration structure to later be updated (via the flag #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PERFORM_UPDATE_EX), rather than always requiring a full rebuild. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_COMPACTION_EX = NV_BIT(1), //!< Allow for the acceleration structure to later be compacted. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_TRACE_EX = NV_BIT(2), //!< Favorize higher raytracing performance at the cost of longer build times. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_BUILD_EX = NV_BIT(3), //!< Favorize faster build times at the cost of lower raytracing performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_MINIMIZE_MEMORY_EX = NV_BIT(4), //!< Minimize the memory footprint of the produced acceleration structure, potentially at the cost of longer build time or lower raytracing performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PERFORM_UPDATE_EX = NV_BIT(5), //!< Instead of rebuilding the acceleration structure from scratch, the existing acceleration structure will be updated. + //!< Added behaviour: If #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_UPDATE_EX is specified, OMM references may be changed along with positions when an update is performed. + + // NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX specific flags + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_UPDATE_EX = NV_BIT(6), //!< The acceleration structure (AS) supports updating OMM contents (base OMM Array and/or indices). + //!< Specifying this flag may result in larger AS size and may reduce traversal performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_DISABLE_OMMS_EX = NV_BIT(7), //!< Only applicable for BLAS builds. If enabled, any instances referencing this BLAS are allowed to disable the OMM test through the #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX flag. + //!< Specifying this build flag may result in some reductions in traversal performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_OPACITY_STATES_UPDATE_EX = NV_BIT(8), //!< The acceleration structure (AS) supports updating OMM data (encoded opacity values). + //!< Specifying this flag may reduce traversal performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_DATA_ACCESS_EX = NV_BIT(9), //!< Allows triangle and micro-triangle data to be accessed through the BLAS via shader intrinsics. + +} NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX; + +//! This enum extends \c D3D12_RAYTRACING_GEOMETRY_TYPE with additional values. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX +{ + // D3D12_RAYTRACING_GEOMETRY_TYPE flags + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_TRIANGLES_EX = 0x0, //!< This geometry is made of basic triangles. + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_PROCEDURAL_PRIMITIVE_AABBS_EX = 0x1, //!< This geometry is made of axis-aligned bounding boxes (AABBs). + + // NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX specific flags + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_OMM_TRIANGLES_EX = 0x2, //!< Shares most fields with the basic triangle geometry type, but allows an OMM Array to be attached to the geometry. + //!< The basic triangle type and this OMM-enabled type geometries may be mixed in the same BLAS build. + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_DMM_TRIANGLES_EX = 0x3, //!< Triangle geometry with attached DMM data. + //!< This geometry cannot be mixed with other geometry types in the same BLAS. + +} NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX; + +//! If a triangle has a uniform OMM state in a BLAS build, it is preferable to signal this explicitly rather than attaching a single state OMM. +//! This can be accomplished by supplying these special indices as entries in \c opacityMicromapIndexBuffer, in #NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_TRANSPARENT = -1, //!< Uniform transparent OMM state. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_OPAQUE = -2, //!< Uniform opaque OMM state. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_UNKNOWN_TRANSPARENT = -3, //!< Uniform unknown-transparent OMM state. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_UNKNOWN_OPAQUE = -4 //!< Uniform unknown-opaque OMM state. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX; + +//! Geometry descriptor attachment with Opacity Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_ATTACHMENT_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE opacityMicromapIndexBuffer; //!< Optional buffer specifying which OMM index to use for each triangle; if \c NULL, there is a 1:1 mapping between input triangles and OMM Array entries. + //!< Special values can be used to encode OMMs with uniform state for individual triangles (see #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX). + //!< For BLAS updates, this input buffer must match that of the original build if the #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_UPDATE_EX build flag is not set. + DXGI_FORMAT opacityMicromapIndexFormat; //!< Format of \c opacityMicromapIndexBuffer, either \c DXGI_FORMAT_R32_UINT or \c DXGI_FORMAT_R16_UINT. + NvU32 opacityMicromapBaseLocation; //!< Constant added to all non-negative OMM indices in \p opacityMicromapIndexBuffer. + D3D12_GPU_VIRTUAL_ADDRESS opacityMicromapArray; //!< Pointer to an OMM Array used by this geometry; it may be set to \c NULL if no non-uniform OMMs are used. + //!< Unlike vertex, index, and transform buffers, this resource is dereferenced during raytracing. + + NvU32 numOMMUsageCounts; //!< Number of OMM usage count entries in the \p pOMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT* pOMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the OMM entries referred-to by the OMM index buffer specified by this geometry. + +} NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_ATTACHMENT_DESC; + +//! The edge vA..vB is decimated: after subdivision the number of micro-triangles on that edge is halved. +//! (i.e. the neighboring primitive can have a lower subdivision level without introducing cracks) +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAGS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAG_DECIMATE_01 = NV_BIT(0), + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAG_DECIMATE_12 = NV_BIT(1), + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAG_DECIMATE_20 = NV_BIT(2), + +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAGS; + +//! Geometry descriptor attachment with Displacement Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_ATTACHMENT_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE triangleMicromapIndexBuffer; //!< Optional buffer specifying which DMM index to use for each triangle; if \c NULL, there is a 1:1 mapping between input triangles and DMM Array entries. + //!< For BLAS updates, this input buffer must match that of the original build. + DXGI_FORMAT triangleMicromapIndexFormat; //!< Format of \c displacementMicromapIndexBuffer, either \c DXGI_FORMAT_R32_UINT or \c DXGI_FORMAT_R16_UINT. + NvU32 triangleMicromapBaseLocation; //!< Constant added to all DMM indices in \p displacementMicromapIndexBuffer. + + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE trianglePrimitiveFlagsBuffer; //!< Optional, per-triangle UINT8 mode flags (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAGS) + + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE vertexBiasAndScaleBuffer; //!< Optional displacement base vertex bias and displacement vector scale buffer. If not supplied, bias defaults to 0 and scale to 1. + DXGI_FORMAT vertexBiasAndScaleFormat; //!< Format of \c displacementBiasAndScaleBuffer. Supported formats are \c DXGI_FORMAT_R16G16_FLOAT and \c DXGI_FORMAT_R32G32_FLOAT + + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE vertexDisplacementVectorBuffer; //!< Per-vertex displacement vector buffer. This buffer is indexed using the index buffer from the base triangle geometry. + DXGI_FORMAT vertexDisplacementVectorFormat; //!< Format of \c displacementVectorBuffer. Supported formats are \c DXGI_FORMAT_R32G32B32_FLOAT, \c DXGI_FORMAT_R32G32B32A32_FLOAT, and \c DXGI_FORMAT_R16G16B16A16_FLOAT (The Alpha channel is ignored, and stride can be set accordingly). + + D3D12_GPU_VIRTUAL_ADDRESS displacementMicromapArray; //!< Pointer to a DMM Array used by this geometry. + //!< Unlike vertex, index, and transform buffers, this resource is dereferenced during raytracing. + + NvU32 numDMMUsageCounts; //!< Number of DMM usage count entries in the \p pDMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT* pDMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the DMM entries referred-to by the DMM index buffer specified by this geometry. + +} NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_ATTACHMENT_DESC; + +//! Geometry triangle descriptor with attached augmented Displacement Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_TRIANGLES_DESC +{ + D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC triangles; //!< Triangle mesh descriptor. + NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_ATTACHMENT_DESC dmmAttachment; //!< Displacement Micromap attachment descriptor. +} NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_TRIANGLES_DESC; + +//! Geometry triangle descriptor with attached augmented Opacity Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC +{ + D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC triangles; //!< Triangle mesh descriptor. + NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_ATTACHMENT_DESC ommAttachment; //!< Opacity Micromap attachment descriptor. +} NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC; + + +//! This structure extends \c D3D12_RAYTRACING_GEOMETRY_DESC by supporting additional geometry types. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX +{ + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX type; //!< The type of geometry stored in the union of this structure. + D3D12_RAYTRACING_GEOMETRY_FLAGS flags; //!< Flags affecting how this geometry is processed by the raytracing pipeline. + union + { + D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC triangles; //!< Describes triangle geometry if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_TRIANGLES_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + D3D12_RAYTRACING_GEOMETRY_AABBS_DESC aabbs; //!< Describes AABB geometry if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_PROCEDURAL_PRIMITIVE_AABBS_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC ommTriangles; //!< Describes triangle geometry which may optionally use Opacity Micromaps, if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_OMM_TRIANGLES_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_TRIANGLES_DESC dmmTriangles; //!< Describes micro-triangle geometry, if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_DMM_TRIANGLES_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + }; +} NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX; + +//! This enum extends \c D3D12_RAYTRACING_INSTANCE_FLAGS with additional values. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX +{ + // D3D12_RAYTRACING_INSTANCE_FLAGS flags + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_NONE_EX = 0x0, //!< No options specified for this instance. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_TRIANGLE_CULL_DISABLE_EX = NV_BIT(0), //!< Disable triangle culling for this instance. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_TRIANGLE_FRONT_COUNTERCLOCKWISE_EX = NV_BIT(1), //!< Use counter-clockwise winding for defining front faces, instead of the default of clockwise winding. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_FORCE_OPAQUE_EX = NV_BIT(2), //!< Force all geometries in this instance to be opaque. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_FORCE_NON_OPAQUE_EX = NV_BIT(3), //!< All geometries in this instance will be processed as if they never had the \c D3D12_RAYTRACING_GEOMETRY_FLAG_OPAQUE flag applied to them. + + // NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX specific flags + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_FORCE_OMM_2_STATE_EX = NV_BIT(4), //!< Ignore the Unknown state and only consider the Transparent/Opaque bit for all 4-state OMMs encountered during traversal. + //!< This flag has no effect if #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX is set. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX = NV_BIT(5) //!< Disable OMMs for all triangles, and revert to using geometry opaque/non-opaque state instead (legacy behavior). + //!< This flag is only valid if the referenced BLAS was built with the #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_DISABLE_OMMS_EX flag; omitting that flag during BLAS build will result in undefined behavior. +} NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX; + +//! This structure extends \c D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS by supporting additional geometry types. +//! Only modified members are fully described below; for more information on the other members, please check Microsoft's DirectX Raytracing Specification. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX +{ + D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE type; //!< Whether a top-level acceleration structure (TLAS) or bottom-level acceleration structure (BLAS) will be built using this information. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX flags; //!< Options influencing how the acceleration structure is built and which of its features can be used. + NvU32 numDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TOP_LEVEL, it represents the number of descriptions stored in \c instanceDescs. + //!< Otherwise, it contains the number of geometry descriptions stored in \c pGeometryDescs or \c ppGeometryDescs. + D3D12_ELEMENTS_LAYOUT descsLayout; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BOTTOM_LEVEL, it specifies which of \c pGeometryDescs and \c ppGeometryDescs to use. + //!< Otherwise, this parameter is unused. + NvU32 geometryDescStrideInBytes; //!< Stride between consecutive geometry descriptors. Should typically be set to sizeof(NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX). + //!< Only used if \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL and \c descLayout is \c D3D12_ELEMENTS_LAYOUT_ARRAY. + //!< This field guarantees backwards compatibility, even if the geometry descriptor size increases in future NVAPI versions. + union + { + D3D12_GPU_VIRTUAL_ADDRESS instanceDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TOP_LEVEL, the referenced instance structures can used the extended set of flags #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX in place of the \c D3D12_RAYTRACING_INSTANCE_FLAGS mentioned in \c D3D12_RAYTRACING_INSTANCE_DESC. + //!< Otherwise, this parameter is unused (space repurposed in a union). + const NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX* pGeometryDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BOTTOM_LEVEL and \c descLayout is \c D3D12_ELEMENTS_LAYOUT_ARRAY, it contains the descriptions of all geometries to be built into a BLAS. + //!< Otherwise, this parameter is unused (space repurposed in a union). + const NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX*const* ppGeometryDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BOTTOM_LEVEL and \c descLayout is \c D3D12_ELEMENTS_LAYOUT_ARRAY_OF_POINTERS, it contains the addresses of descriptions for all geometries to be built into a BLAS. + //!< Otherwise, this parameter is unused (space repurposed in a union). + }; +} NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX; + +//! Parameters given to NvAPI_D3D12_GetRaytracingAccelerationStructurePrebuildInfoEx(). +//! +//! \ingroup dx +typedef struct _NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX* pDesc; //!< [in] Description of the acceleration-structure build. + D3D12_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO* pInfo; //!< [out] Result of the query. +} NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1; +#define NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1, 1) +typedef NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1 NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS; +#define NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingAccelerationStructurePrebuildInfoEx +// +//! DESCRIPTION: This function is an extension of ID3D12Device5::GetRaytracingAccelerationStructurePrebuildInfo() with additional input types. +//! +//! \note Only supported on GPUs capable of DXR. +//! Some of the flags and fields have further restrictions, in which case their description will include a note with more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the acceleration structure will be built. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingAccelerationStructurePrebuildInfoEx( + __in ID3D12Device5* pDevice, + __inout NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Description of the inputs and memory areas used during the building of OMM Arrays. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destOpacityMicromapArrayData; //!< Output location for the OMM Array build. + //!< NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo() reports the amount of memory required for the result given a set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT). + NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS inputs; //!< Description of the input data for the OMM Array build. + D3D12_GPU_VIRTUAL_ADDRESS scratchOpacityMicromapArrayData; //!< Location where the build will store temporary data. + //!< NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo() reports the amount of scratch memory the implementation will need for a given set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT). + //!< Contents of this memory going into a build on the GPU timeline are irrelevant and will not be preserved. + //!< After the build is complete on the GPU timeline, the memory is left with whatever undefined contents the build finished with. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. +} NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_DESC; + +//! Structure emitted by NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo(), and optionally NvAPI_D3D12_BuildRaytracingOpacityMicromapArray(), when \c type equals #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC +{ + NvU64 currentSizeInBytes; //!< Size of the OMM Array buffer. + //!< The queried size may be smaller than the size reported by NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo(). + //!< This allows the application to move and relocate the OMM Array to a smaller buffer to reclaim any unused memory after the OMM Array build is complete. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC; + +//! Type of postbuild info to emit after an OMM Array build. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE = 0x0 //!< Size of the current OMM Array. May be smaller than reported by the NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo() call. + //!< Unused memory can be reclaimed by copying the OMM Array into a new resource; see #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE; + +//! Description of the postbuild information to generate from an OMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destBuffer; //!< Result storage. + //!< Size required and the layout of the contents written by the system depend on \p infoType. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. + //!< The memory must be aligned to the natural alignment for the members of the particular output structure being generated (e.g. 8 bytes for a struct with the largest member being \c NvU64). + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE infoType; //!< Type of postbuild information to retrieve. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC; + +//! Parameters given to NvAPI_D3D12_BuildRaytracingOpacityMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_DESC* pDesc; //!< [in] Description of the OMM Array build. + NvU32 numPostbuildInfoDescs; //!< [in] Size of postbuild info desc array. Set to 0 if none are needed. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pPostbuildInfoDescs; //!< [in] Optional array of descriptions for postbuild info to generate describing properties of the acceleration structure that was built. + //!< [in] Any given postbuild info type, \c D3D12_RAYTRACING_ACCEELRATION_STRUCTURE_POSTBUILD_INFO_TYPE, can only be selected for output by at most one array entry. +} NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS; +#define NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_BuildRaytracingOpacityMicromapArray +// +//! DESCRIPTION: Construct OMM Array for a collection of OMMs on the GPU. +//! The CPU-side input buffers are not referenced after this call. +//! The GPU-side input resources are not referenced after the build has concluded after ExecuteCommandList(). +//! Additionally, the application may optionally output postbuild information immediately after the build. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_COMBINATION pParams->pPostbuildInfoDescs was set to \c NULL while pParams->numPostbuildInfoDescs is non zero. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_BuildRaytracingOpacityMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER. + D3D12_GPU_VIRTUAL_ADDRESS opacityMicromapArray; //!< [in] OMM Array current memory address; it must be 256-byte aligned (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT). +} NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS; +#define NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray +// +//! DESCRIPTION: Makes the OMM Array usable at its current location in memory. +//! An OMM Array that has been copied to a new location must be relocated using this function before it may be attached to any BLAS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Description of the inputs and memory areas used during the building of DMM Arrays. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destDisplacementMicromapArrayData; //!< Output location for the DMM Array build. + //!< NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo() reports the amount of memory required for the result given a set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT). + NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS inputs; //!< Description of the input data for the DMM Array build. + D3D12_GPU_VIRTUAL_ADDRESS scratchDisplacementMicromapArrayData; //!< Location where the build will store temporary data. + //!< NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo() reports the amount of scratch memory the implementation will need for a given set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT). + //!< Contents of this memory going into a build on the GPU timeline are irrelevant and will not be preserved. + //!< After the build is complete on the GPU timeline, the memory is left with whatever undefined contents the build finished with. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. +} NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_DESC; + +//! Structure emitted by NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo(), and optionally NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray(), when \c type equals #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC +{ + NvU64 currentSizeInBytes; //!< Size of the DMM Array buffer. + //!< The queried size may be smaller than the size reported by NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo(). + //!< This allows the application to move and relocate the DMM Array to a smaller buffer to reclaim any unused memory after the DMM Array build is complete. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC; + +//! Type of postbuild info to emit after a DMM Array build. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE = 0x0, //!< Size of the current DMM Array. May be smaller than reported by the NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo() call. + //!< Unused memory can be reclaimed by copying the DMM Array into a new resource; see #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE; + +//! Description of the postbuild information to generate from a DMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destBuffer; //!< Result storage. + //!< Size required and the layout of the contents written by the system depend on \p infoType. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. + //!< The memory must be aligned to the natural alignment for the members of the particular output structure being generated (e.g. 8 bytes for a struct with the largest member being \c NvU64). + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE infoType; //!< Type of postbuild information to retrieve. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC; + +//! Parameters given to NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_DESC* pDesc; //!< [in] Description of the DMM Array build. + NvU32 numPostbuildInfoDescs; //!< [in] Size of postbuild info desc array. Set to 0 if none are needed. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pPostbuildInfoDescs; //!< [in] Optional array of descriptions for postbuild info to generate describing properties of the acceleration structure that was built. + //!< [in] Any given postbuild info type, \c D3D12_RAYTRACING_ACCEELRATION_STRUCTURE_POSTBUILD_INFO_TYPE, can only be selected for output by at most one array entry. +} NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS; +#define NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray +// +//! DESCRIPTION: Construct DMM Array for a collection of DMMs on the GPU. +//! The CPU-side input buffers are not referenced after this call. +//! The GPU-side input resources are not referenced after the build has concluded after ExecuteCommandList(). +//! Additionally, the application may optionally output postbuild information immediately after the build. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_COMBINATION pParams->pPostbuildInfoDescs was set to \c NULL while pParams->numPostbuildInfoDescs is non zero. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_RelocateRaytracingDisplacementMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER. + D3D12_GPU_VIRTUAL_ADDRESS displacementMicromapArray; //!< [in] DMM Array current memory address; it must be 256-byte aligned (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT). +} NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS; +#define NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RelocateRaytracingDisplacementMicromapArray +// +//! DESCRIPTION: Makes the DMM Array usable at its current location in memory. +//! A DMM Array that has been copied to a new location must be relocated using this function before it may be attached to any BLAS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RelocateRaytracingDisplacementMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pDesc; //!< [in] Description of which postbuild info to emit. + NvU32 numSources; //!< [in] Number of DMM Arrays in \p pSources. + const D3D12_GPU_VIRTUAL_ADDRESS* pSources; //!< [in] List of DMM Arrays for which postbuild info should be emitted. +} NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1; +#define NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS; +#define NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo +// +//! DESCRIPTION: Emits information about one or more DMM Arrays, only available after the DMM Array constructions have finished. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pDesc; //!< [in] Description of which postbuild info to emit. + NvU32 numSources; //!< [in] Number of OMM Arrays in \p pSources. + const D3D12_GPU_VIRTUAL_ADDRESS* pSources; //!< [in] List of OMM Arrays for which postbuild info should be emitted. +} NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1; +#define NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS; +#define NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo +// +//! DESCRIPTION: Emits information about one or more OMM Arrays, only available after the OMM Array constructions have finished. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! This structure extends \c D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC by supporting additional geometry types as inputs. +//! For more information on the different members, please check Microsoft's DirectX Raytracing Specification. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC_EX +{ + D3D12_GPU_VIRTUAL_ADDRESS destAccelerationStructureData; //!< Memory where the resulting acceleration structure will be stored. + NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX inputs; //!< The inputs to the build process. + D3D12_GPU_VIRTUAL_ADDRESS sourceAccelerationStructureData; //!< The acceleration structure to be updated. + //!< Otherwise if the acceleration structure should be rebuilt entirely, this value must be \c NULL. + D3D12_GPU_VIRTUAL_ADDRESS scratchAccelerationStructureData; //!< Memory that will be temporarily used during the building process. +} NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC_EX; + +//! Parameters given to NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC_EX* pDesc; //!< [in] Description of the acceleration structure to build. + NvU32 numPostbuildInfoDescs; //!< [in] Size of postbuild info desc array. Set to 0 if none are needed. + const D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC* pPostbuildInfoDescs; //!< [in] Optional array of descriptions for postbuild info to generate describing properties of the acceleration structure that was built. + //!< Any given postbuild info type, \c D3D12_RAYTRACING_ACCEELRATION_STRUCTURE_POSTBUILD_INFO_TYPE, can only be selected for output by at most one array entry. +} NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1; +#define NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1, 1) +typedef NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1 NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS; +#define NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_BuildRaytracingAccelerationStructureEx +// +//! DESCRIPTION: Perform an acceleration structure build on the GPU. +//! Also optionally output postbuild information immediately after the build. +//! This function is an extension of ID3D12GraphicsCommandList4::BuildRaytracingAccelerationStructure() with additional serialized data types. +//! +//! \note Only supported on GPUs capable of DXR. +//! Some of the flags and fields have further restrictions, in which case their description will include a note with more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_COMBINATION pParams->pPostbuildInfoDescs was set to \c NULL while pParams->numPostbuildInfoDescs is non zero. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_BuildRaytracingAccelerationStructureEx( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +/////////////////////////////////////////////////////////////////////////////// +// +// Miscellaneous +// +/////////////////////////////////////////////////////////////////////////////// + +//! Opacity Micromap micro-triangle states. +//! Not part of any input, but listed here for convenience. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_TRANSPARENT = 0, //!< Transparent OMM state: hit is ignored. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_OPAQUE = 1, //!< Opaque OMM state: hit is committed. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_UNKNOWN_TRANSPARENT = 2, //!< Unknown-transparent OMM state. + //!< * If operating in 2-state mode, ignore hit. + //!< * If operating in 4-state mode, invoke any-hit shader. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_UNKNOWN_OPAQUE = 3 //!< Unknown-opaque OMM state. + //!< * If operating in 2-state mode, commit hit. + //!< * If operating in 4-state mode, invoke any-hit shader. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE; + +//! Mandatory alignment for the address of an OMM Array. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT 256 + +//! Highest subdivision-level allowed with OC1. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_OC1_MAX_SUBDIVISION_LEVEL 12 + +//! A list of flags that can be given to the \c TraceRay() function in HLSL. +//! +//! \ingroup dx +typedef enum _NVAPI_RAY_FLAGS_EX +{ + // RAY_FLAGS flags + NVAPI_RAY_FLAG_NONE_EX = 0x0, //!< No flag specified. + NVAPI_RAY_FLAG_FORCE_OPAQUE_EX = NV_BIT( 0), //!< Consider all intersected geometries to be opaque, regardless of the flags specified at the geometry and instance level. + NVAPI_RAY_FLAG_FORCE_NON_OPAQUE_EX = NV_BIT( 1), //!< Consider all intersected geometries to be non-opaque, regardless of the flags specified at the geometry and instance level. + NVAPI_RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH_EX = NV_BIT( 2), //!< End the traversal as soon as a geometry is hit, and that hit is not ignored by the any hit shader. + NVAPI_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER_EX = NV_BIT( 3), //!< Do not invoke the closest hit shader once the traversal ends. + NVAPI_RAY_FLAG_CULL_BACK_FACING_TRIANGLES_EX = NV_BIT( 4), //!< Never intersect triangle geometries that are back facing with regard to the ray. + NVAPI_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES_EX = NV_BIT( 5), //!< Never intersect triangle geometries that are front facing with regard to the ray. + NVAPI_RAY_FLAG_CULL_OPAQUE_EX = NV_BIT( 6), //!< Never intersect geometries that were flagged as opaque. + NVAPI_RAY_FLAG_CULL_NON_OPAQUE_EX = NV_BIT( 7), //!< Never intersect geometries that were not flagged as opaque. + NVAPI_RAY_FLAG_SKIP_TRIANGLES_EX = NV_BIT( 8), //!< Never intersect triangle geometries. + NVAPI_RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES_EX = NV_BIT( 9), //!< Never intersect AABB geometries. + + // NVAPI_RAY_FLAGS_EX specific flags + NVAPI_RAY_FLAG_FORCE_OMM_2_STATE_EX = NV_BIT(10), //!< Treat unknown-opaque and unknown-transparent as opaque and transparent, respectively, during traversal. + //!< If an instance is flagged with #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX, that takes precedence over this flag. +} NVAPI_RAY_FLAG_EX; + +//! Mandatory alignment for the address of a DMM Array. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT 256 + +//! Highest subdivision-level allowed with DC1. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DC1_MAX_SUBDIVISION_LEVEL 5 + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + + +//! \ingroup DX +typedef enum _NV_D3D12_WORKSTATION_FEATURE_TYPE +{ + NV_D3D12_WORKSTATION_FEATURE_TYPE_PRESENT_BARRIER = 1, // PresentBarrier feature + NV_D3D12_WORKSTATION_FEATURE_TYPE_RDMA_BAR1_SUPPORT = 2, // RDMA heap supported via Bar1 carveout +} NV_D3D12_WORKSTATION_FEATURE_TYPE; + +// parameter structure for NV_D3D12_WORKSTATION_FEATURE_TYPE_RDMA_BAR1_AVAILABLE related information +typedef struct _NV_D3D12_WORKSTATION_FEATURE_RDMA_PROPERTIES +{ + NvU64 rdmaHeapSize; // maximum available Bar1 heap size for RDMA allocations +} NV_D3D12_WORKSTATION_FEATURE_RDMA_PROPERTIES; + +// parameter structure for querying workstation feature information +typedef struct _NV_D3D12_WORKSTATION_FEATURE_PROPERTIES +{ + NvU32 version; //!< (IN) Structure version + NV_D3D12_WORKSTATION_FEATURE_TYPE workstationFeatureType; //!< (IN) the type of workstation feature to be queried + NvBool supported; //!< (OUT) boolean returning if feature is supported + union + { + NV_D3D12_WORKSTATION_FEATURE_RDMA_PROPERTIES rdmaInfo; //!< (OUT) RDMA feature related information, returned only if + //!< workstationFeatureType is NV_D3D12_WORKSTATION_FEATURE_TYPE_RDMA_BAR1_SUPPORT + }; +} NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_V1; + +#define NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_V1,1) +#define NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_VER NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_VER1 +#define NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_V1 + + +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QueryWorkstationFeatureProperties +// +//! DESCRIPTION: This API returns information about the properties of specific workstation features on the specified device. +//! +//! \since Release: 530 +//! +//! \param [in] pDevice The ID3D12Device device which is queried for feature properties +//! \param [inout] pWorkstationFeatureProperties Pointer to a structure containing workstation feature query information. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_QueryWorkstationFeatureProperties(__in ID3D12Device *pDevice, __inout NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS *pWorkstationFeatureProperties); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateCommittedRDMABuffer +// +//! \since Release: 530 +// +//! \code +//! DESCRIPTION: NvAPI_D3D12_CreateCommittedRDMABuffer is a wrapper of ID3D12Device::CreateCommittedResource +//! which allows to allocate linear memory which can be used for remote direct memory access (RDMA) from other devices. +//! It creates an implicit D3D12 heap of the requested size, allocates the resource and returns an RDMA address for remote direct memory access. +//! The created memory will reside on the specified device local memory and won't be cpu accessible. +//! +//! \param [in] pDevice A pointer to a D3D12 device. +//! \param [in] size Size in bytes of the linear buffer to be allocated for the resource. +//! \param [in] heapCreationNodeMask This mask indicates the node where the resource should be created. +//! \param [in] heapVisibleNodeMask This mask indicates on which nodes the resource is accessible. +//! \param [in] riidResource The globally unique identifier (GUID) for the resource interface. +//! \param [out] ppvResource A pointer to memory that receives the requested interface pointer to the created resource object. +//! \param [out] ppRDMAAddress A pointer to memory that receives the Bar1 memory region for remote direct memory access. + +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreateCommittedRDMABuffer( + __in ID3D12Device* pDevice, + __in NvU64 size, + __in NvU32 heapCreationNodeMask, + __in NvU32 heapVisibleNodeMask, + __in REFIID riidResource, + __out void **ppvResource, + __out void **ppRDMAAddress); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT TYPE NAME: INvAPI_DirectD3D12GraphicsCommandList +// +/////////////////////////////////////////////////////////////////////////////// +class INvAPI_DirectD3D12GraphicsCommandList +{ +public: + virtual bool IsValid() const = 0; + virtual ID3D12GraphicsCommandList* GetID3D12GraphicsCommandList() const = 0; + + void DispatchGraphics(NvU32 numDispatches); + void SetMarker(void* pMarkerData, NvU32 markerSize); +}; + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT FUNCTION NAME: NvAPI_DirectD3D12GraphicsCommandList_Create +// +//! DESCRIPTION: Create the NvAPI_DirectD3D12GraphicsCommandList handle. +//! This function must be called after ID3D12Device::CreateCommandList. +//! +//! \param [in] pDXD3D12GraphicsCommandList The ID3D12GraphicsCommandList +//! \param [out] ppReturnD3D12GraphicsCommandList The corresponding NvAPI_DirectD3D12GraphicsCommandList handle +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DirectD3D12GraphicsCommandList_Create(__in ID3D12GraphicsCommandList *pDXD3D12GraphicsCommandList, + __out INvAPI_DirectD3D12GraphicsCommandList **ppReturnD3D12GraphicsCommandList); + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT FUNCTION NAME: NvAPI_DirectD3D12GraphicsCommandList_Release +// +//! DESCRIPTION: release the NvAPI_DirectD3D12GraphicsCommandList handle. +//! +//! \param [in] pD3D12GraphicsCommandList The NvAPI_DirectD3D12GraphicsCommandList handle to release +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DirectD3D12GraphicsCommandList_Release(__in INvAPI_DirectD3D12GraphicsCommandList *pD3D12GraphicsCommandList); + + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT FUNCTION NAME: NvAPI_DirectD3D12GraphicsCommandList_Reset +// +//! DESCRIPTION: reset the NvAPI_DirectD3D12GraphicsCommandList handle. +//! This function must be called after ID3D12GraphicsCommandList::Reset() and before any other NvAPI_Direct +//! function calls such as dispatchGraphics() etc. +//! +//! \param [in] pD3D12GraphicsCommandList The NvAPI_DirectD3D12GraphicsCommandList handle to reset +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DirectD3D12GraphicsCommandList_Reset(__in INvAPI_DirectD3D12GraphicsCommandList *pD3D12GraphicsCommandList); +#endif + + + +///////////////////////////////////////////////////////////////////////// +// Video Input Output (VIO) API +///////////////////////////////////////////////////////////////////////// + + + +//! \ingroup vidio +//! Unique identifier for VIO owner (process identifier or NVVIOOWNERID_NONE) +typedef NvU32 NVVIOOWNERID; + + +//! \addtogroup vidio +//! @{ + + +#define NVVIOOWNERID_NONE 0 //!< Unregistered ownerId + + +//! Owner type for device +typedef enum _NVVIOOWNERTYPE +{ + NVVIOOWNERTYPE_NONE , //!< No owner for the device + NVVIOOWNERTYPE_APPLICATION , //!< Application owns the device + NVVIOOWNERTYPE_DESKTOP , //!< Desktop transparent mode owns the device (not applicable for video input) +}NVVIOOWNERTYPE; + +// Access rights for NvAPI_VIO_Open() + +//! Read access (not applicable for video output) +#define NVVIO_O_READ 0x00000000 + +//! Write exclusive access (not applicable for video input) +#define NVVIO_O_WRITE_EXCLUSIVE 0x00010001 + +//! +#define NVVIO_VALID_ACCESSRIGHTS (NVVIO_O_READ | \ + NVVIO_O_WRITE_EXCLUSIVE ) + + +//! VIO_DATA.ulOwnerID high-bit is set only if device has been initialized by VIOAPI +//! examined at NvAPI_GetCapabilities|NvAPI_VIO_Open to determine if settings need to be applied from registry or POR state read +#define NVVIO_OWNERID_INITIALIZED 0x80000000 + +//! VIO_DATA.ulOwnerID next-bit is set only if device is currently in exclusive write access mode from NvAPI_VIO_Open() +#define NVVIO_OWNERID_EXCLUSIVE 0x40000000 + +//! VIO_DATA.ulOwnerID lower bits are: +//! NVGVOOWNERTYPE_xxx enumerations indicating use context +#define NVVIO_OWNERID_TYPEMASK 0x0FFFFFFF //!< mask for NVVIOOWNERTYPE_xxx + + +//! @} + +//--------------------------------------------------------------------- +// Enumerations +//--------------------------------------------------------------------- + + +//! \addtogroup vidio +//! @{ + +//! Video signal format and resolution +typedef enum _NVVIOSIGNALFORMAT +{ + NVVIOSIGNALFORMAT_NONE, //!< Invalid signal format + NVVIOSIGNALFORMAT_487I_59_94_SMPTE259_NTSC, //!< 01 487i 59.94Hz (SMPTE259) NTSC + NVVIOSIGNALFORMAT_576I_50_00_SMPTE259_PAL, //!< 02 576i 50.00Hz (SMPTE259) PAL + NVVIOSIGNALFORMAT_1035I_60_00_SMPTE260, //!< 03 1035i 60.00Hz (SMPTE260) + NVVIOSIGNALFORMAT_1035I_59_94_SMPTE260, //!< 04 1035i 59.94Hz (SMPTE260) + NVVIOSIGNALFORMAT_1080I_50_00_SMPTE295, //!< 05 1080i 50.00Hz (SMPTE295) + NVVIOSIGNALFORMAT_1080I_60_00_SMPTE274, //!< 06 1080i 60.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080I_59_94_SMPTE274, //!< 07 1080i 59.94Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080I_50_00_SMPTE274, //!< 08 1080i 50.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_30_00_SMPTE274, //!< 09 1080p 30.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_29_97_SMPTE274, //!< 10 1080p 29.97Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_25_00_SMPTE274, //!< 11 1080p 25.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_24_00_SMPTE274, //!< 12 1080p 24.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_23_976_SMPTE274, //!< 13 1080p 23.976Hz (SMPTE274) + NVVIOSIGNALFORMAT_720P_60_00_SMPTE296, //!< 14 720p 60.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_59_94_SMPTE296, //!< 15 720p 59.94Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_50_00_SMPTE296, //!< 16 720p 50.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_1080I_48_00_SMPTE274, //!< 17 1080I 48.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080I_47_96_SMPTE274, //!< 18 1080I 47.96Hz (SMPTE274) + NVVIOSIGNALFORMAT_720P_30_00_SMPTE296, //!< 19 720p 30.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_29_97_SMPTE296, //!< 20 720p 29.97Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_25_00_SMPTE296, //!< 21 720p 25.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_24_00_SMPTE296, //!< 22 720p 24.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_23_98_SMPTE296, //!< 23 720p 23.98Hz (SMPTE296) + NVVIOSIGNALFORMAT_2048P_30_00_SMPTE372, //!< 24 2048p 30.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_29_97_SMPTE372, //!< 25 2048p 29.97Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_60_00_SMPTE372, //!< 26 2048i 60.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_59_94_SMPTE372, //!< 27 2048i 59.94Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_25_00_SMPTE372, //!< 28 2048p 25.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_50_00_SMPTE372, //!< 29 2048i 50.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_24_00_SMPTE372, //!< 30 2048p 24.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_23_98_SMPTE372, //!< 31 2048p 23.98Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_48_00_SMPTE372, //!< 32 2048i 48.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_47_96_SMPTE372, //!< 33 2048i 47.96Hz (SMPTE372) + + NVVIOSIGNALFORMAT_1080PSF_25_00_SMPTE274, //!< 34 1080PsF 25.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_29_97_SMPTE274, //!< 35 1080PsF 29.97Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_30_00_SMPTE274, //!< 36 1080PsF 30.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_24_00_SMPTE274, //!< 37 1080PsF 24.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_23_98_SMPTE274, //!< 38 1080PsF 23.98Hz (SMPTE274) + + NVVIOSIGNALFORMAT_1080P_50_00_SMPTE274_3G_LEVEL_A, //!< 39 1080P 50.00Hz (SMPTE274) 3G Level A + NVVIOSIGNALFORMAT_1080P_59_94_SMPTE274_3G_LEVEL_A, //!< 40 1080P 59.94Hz (SMPTE274) 3G Level A + NVVIOSIGNALFORMAT_1080P_60_00_SMPTE274_3G_LEVEL_A, //!< 41 1080P 60.00Hz (SMPTE274) 3G Level A + + NVVIOSIGNALFORMAT_1080P_60_00_SMPTE274_3G_LEVEL_B, //!< 42 1080p 60.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_1080I_60_00_SMPTE274_3G_LEVEL_B, //!< 43 1080i 60.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_60_00_SMPTE372_3G_LEVEL_B, //!< 44 2048i 60.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_50_00_SMPTE274_3G_LEVEL_B, //!< 45 1080p 50.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_1080I_50_00_SMPTE274_3G_LEVEL_B, //!< 46 1080i 50.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_50_00_SMPTE372_3G_LEVEL_B, //!< 47 2048i 50.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_30_00_SMPTE274_3G_LEVEL_B, //!< 48 1080p 30.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_30_00_SMPTE372_3G_LEVEL_B, //!< 49 2048p 30.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_25_00_SMPTE274_3G_LEVEL_B, //!< 50 1080p 25.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_25_00_SMPTE372_3G_LEVEL_B, //!< 51 2048p 25.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_24_00_SMPTE274_3G_LEVEL_B, //!< 52 1080p 24.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_24_00_SMPTE372_3G_LEVEL_B, //!< 53 2048p 24.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080I_48_00_SMPTE274_3G_LEVEL_B, //!< 54 1080i 48.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_48_00_SMPTE372_3G_LEVEL_B, //!< 55 2048i 48.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_59_94_SMPTE274_3G_LEVEL_B, //!< 56 1080p 59.94Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_1080I_59_94_SMPTE274_3G_LEVEL_B, //!< 57 1080i 59.94Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_59_94_SMPTE372_3G_LEVEL_B, //!< 58 2048i 59.94Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_29_97_SMPTE274_3G_LEVEL_B, //!< 59 1080p 29.97Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_29_97_SMPTE372_3G_LEVEL_B, //!< 60 2048p 29.97Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_23_98_SMPTE274_3G_LEVEL_B, //!< 61 1080p 29.98Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_23_98_SMPTE372_3G_LEVEL_B, //!< 62 2048p 29.98Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080I_47_96_SMPTE274_3G_LEVEL_B, //!< 63 1080i 47.96Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_47_96_SMPTE372_3G_LEVEL_B, //!< 64 2048i 47.96Hz (SMPTE372) 3G Level B + + NVVIOSIGNALFORMAT_END //!< 65 To indicate end of signal format list + +}NVVIOSIGNALFORMAT; + +//! SMPTE standards format +typedef enum _NVVIOVIDEOSTANDARD +{ + NVVIOVIDEOSTANDARD_SMPTE259 , //!< SMPTE259 + NVVIOVIDEOSTANDARD_SMPTE260 , //!< SMPTE260 + NVVIOVIDEOSTANDARD_SMPTE274 , //!< SMPTE274 + NVVIOVIDEOSTANDARD_SMPTE295 , //!< SMPTE295 + NVVIOVIDEOSTANDARD_SMPTE296 , //!< SMPTE296 + NVVIOVIDEOSTANDARD_SMPTE372 , //!< SMPTE372 +}NVVIOVIDEOSTANDARD; + +//! HD or SD video type +typedef enum _NVVIOVIDEOTYPE +{ + NVVIOVIDEOTYPE_SD , //!< Standard-definition (SD) + NVVIOVIDEOTYPE_HD , //!< High-definition (HD) +}NVVIOVIDEOTYPE; + +//! Interlace mode +typedef enum _NVVIOINTERLACEMODE +{ + NVVIOINTERLACEMODE_PROGRESSIVE , //!< Progressive (p) + NVVIOINTERLACEMODE_INTERLACE , //!< Interlace (i) + NVVIOINTERLACEMODE_PSF , //!< Progressive Segment Frame (psf) +}NVVIOINTERLACEMODE; + +//! Video data format +typedef enum _NVVIODATAFORMAT +{ + NVVIODATAFORMAT_UNKNOWN = -1 , //!< Invalid DataFormat + NVVIODATAFORMAT_R8G8B8_TO_YCRCB444 , //!< R8:G8:B8 => YCrCb (4:4:4) + NVVIODATAFORMAT_R8G8B8A8_TO_YCRCBA4444 , //!< R8:G8:B8:A8 => YCrCbA (4:4:4:4) + NVVIODATAFORMAT_R8G8B8Z10_TO_YCRCBZ4444 , //!< R8:G8:B8:Z10 => YCrCbZ (4:4:4:4) + NVVIODATAFORMAT_R8G8B8_TO_YCRCB422 , //!< R8:G8:B8 => YCrCb (4:2:2) + NVVIODATAFORMAT_R8G8B8A8_TO_YCRCBA4224 , //!< R8:G8:B8:A8 => YCrCbA (4:2:2:4) + NVVIODATAFORMAT_R8G8B8Z10_TO_YCRCBZ4224 , //!< R8:G8:B8:Z10 => YCrCbZ (4:2:2:4) + NVVIODATAFORMAT_X8X8X8_444_PASSTHRU , //!< R8:G8:B8 => RGB (4:4:4) + NVVIODATAFORMAT_X8X8X8A8_4444_PASSTHRU , //!< R8:G8:B8:A8 => RGBA (4:4:4:4) + NVVIODATAFORMAT_X8X8X8Z10_4444_PASSTHRU , //!< R8:G8:B8:Z10 => RGBZ (4:4:4:4) + NVVIODATAFORMAT_X10X10X10_444_PASSTHRU , //!< Y10:CR10:CB10 => YCrCb (4:4:4) + NVVIODATAFORMAT_X10X8X8_444_PASSTHRU , //!< Y10:CR8:CB8 => YCrCb (4:4:4) + NVVIODATAFORMAT_X10X8X8A10_4444_PASSTHRU , //!< Y10:CR8:CB8:A10 => YCrCbA (4:4:4:4) + NVVIODATAFORMAT_X10X8X8Z10_4444_PASSTHRU , //!< Y10:CR8:CB8:Z10 => YCrCbZ (4:4:4:4) + NVVIODATAFORMAT_DUAL_R8G8B8_TO_DUAL_YCRCB422 , //!< R8:G8:B8 + R8:G8:B8 => YCrCb (4:2:2 + 4:2:2) + NVVIODATAFORMAT_DUAL_X8X8X8_TO_DUAL_422_PASSTHRU , //!< Y8:CR8:CB8 + Y8:CR8:CB8 => YCrCb (4:2:2 + 4:2:2) + NVVIODATAFORMAT_R10G10B10_TO_YCRCB422 , //!< R10:G10:B10 => YCrCb (4:2:2) + NVVIODATAFORMAT_R10G10B10_TO_YCRCB444 , //!< R10:G10:B10 => YCrCb (4:4:4) + NVVIODATAFORMAT_X12X12X12_444_PASSTHRU , //!< X12:X12:X12 => XXX (4:4:4) + NVVIODATAFORMAT_X12X12X12_422_PASSTHRU , //!< X12:X12:X12 => XXX (4:2:2) + NVVIODATAFORMAT_Y10CR10CB10_TO_YCRCB422 , //!< Y10:CR10:CB10 => YCrCb (4:2:2) + NVVIODATAFORMAT_Y8CR8CB8_TO_YCRCB422 , //!< Y8:CR8:CB8 => YCrCb (4:2:2) + NVVIODATAFORMAT_Y10CR8CB8A10_TO_YCRCBA4224 , //!< Y10:CR8:CB8:A10 => YCrCbA (4:2:2:4) + NVVIODATAFORMAT_R10G10B10_TO_RGB444 , //!< R10:G10:B10 => RGB (4:4:4) + NVVIODATAFORMAT_R12G12B12_TO_YCRCB444 , //!< R12:G12:B12 => YCrCb (4:4:4) + NVVIODATAFORMAT_R12G12B12_TO_YCRCB422 , //!< R12:G12:B12 => YCrCb (4:2:2) +}NVVIODATAFORMAT; + +//! Video output area +typedef enum _NVVIOOUTPUTAREA +{ + NVVIOOUTPUTAREA_FULLSIZE , //!< Output to entire video resolution (full size) + NVVIOOUTPUTAREA_SAFEACTION , //!< Output to centered 90% of video resolution (safe action) + NVVIOOUTPUTAREA_SAFETITLE , //!< Output to centered 80% of video resolution (safe title) +}NVVIOOUTPUTAREA; + +//! Synchronization source +typedef enum _NVVIOSYNCSOURCE +{ + NVVIOSYNCSOURCE_SDISYNC , //!< SDI Sync (Digital input) + NVVIOSYNCSOURCE_COMPSYNC , //!< COMP Sync (Composite input) +}NVVIOSYNCSOURCE; + +//! Composite synchronization type +typedef enum _NVVIOCOMPSYNCTYPE +{ + NVVIOCOMPSYNCTYPE_AUTO , //!< Auto-detect + NVVIOCOMPSYNCTYPE_BILEVEL , //!< Bi-level signal + NVVIOCOMPSYNCTYPE_TRILEVEL , //!< Tri-level signal +}NVVIOCOMPSYNCTYPE; + +//! Video input output status +typedef enum _NVVIOINPUTOUTPUTSTATUS +{ + NVINPUTOUTPUTSTATUS_OFF , //!< Not in use + NVINPUTOUTPUTSTATUS_ERROR , //!< Error detected + NVINPUTOUTPUTSTATUS_SDI_SD , //!< SDI (standard-definition) + NVINPUTOUTPUTSTATUS_SDI_HD , //!< SDI (high-definition) +}NVVIOINPUTOUTPUTSTATUS; + +//! Synchronization input status +typedef enum _NVVIOSYNCSTATUS +{ + NVVIOSYNCSTATUS_OFF , //!< Sync not detected + NVVIOSYNCSTATUS_ERROR , //!< Error detected + NVVIOSYNCSTATUS_SYNCLOSS , //!< Genlock in use, format mismatch with output + NVVIOSYNCSTATUS_COMPOSITE , //!< Composite sync + NVVIOSYNCSTATUS_SDI_SD , //!< SDI sync (standard-definition) + NVVIOSYNCSTATUS_SDI_HD , //!< SDI sync (high-definition) +}NVVIOSYNCSTATUS; + +//! Video Capture Status +typedef enum _NVVIOCAPTURESTATUS +{ + NVVIOSTATUS_STOPPED , //!< Sync not detected + NVVIOSTATUS_RUNNING , //!< Error detected + NVVIOSTATUS_ERROR , //!< Genlock in use, format mismatch with output +}NVVIOCAPTURESTATUS; + +//! Video Capture Status +typedef enum _NVVIOSTATUSTYPE +{ + NVVIOSTATUSTYPE_IN , //!< Input Status + NVVIOSTATUSTYPE_OUT , //!< Output Status +}NVVIOSTATUSTYPE; + + +//! Assumption, maximum 4 SDI input and 4 SDI output cards supported on a system +#define NVAPI_MAX_VIO_DEVICES 8 + +//! 4 physical jacks supported on each SDI input card. +#define NVAPI_MAX_VIO_JACKS 4 + + +//! Each physical jack an on SDI input card can have +//! two "channels" in the case of "3G" VideoFormats, as specified +//! by SMPTE 425; for non-3G VideoFormats, only the first channel within +//! a physical jack is valid. +#define NVAPI_MAX_VIO_CHANNELS_PER_JACK 2 + +//! 4 Streams, 1 per physical jack +#define NVAPI_MAX_VIO_STREAMS 4 + +#define NVAPI_MIN_VIO_STREAMS 1 + +//! SDI input supports a max of 2 links per stream +#define NVAPI_MAX_VIO_LINKS_PER_STREAM 2 + + +#define NVAPI_MAX_FRAMELOCK_MAPPING_MODES 20 + +//! Min number of capture images +#define NVAPI_GVI_MIN_RAW_CAPTURE_IMAGES 1 + +//! Max number of capture images +#define NVAPI_GVI_MAX_RAW_CAPTURE_IMAGES 32 + +//! Default number of capture images +#define NVAPI_GVI_DEFAULT_RAW_CAPTURE_IMAGES 5 + + + +// Data Signal notification events. These need a event handler in RM. +// Register/Unregister and PopEvent NVAPI's are already available. + +//! Device configuration +typedef enum _NVVIOCONFIGTYPE +{ + NVVIOCONFIGTYPE_IN , //!< Input Status + NVVIOCONFIGTYPE_OUT , //!< Output Status +}NVVIOCONFIGTYPE; + +typedef enum _NVVIOCOLORSPACE +{ + NVVIOCOLORSPACE_UNKNOWN, + NVVIOCOLORSPACE_YCBCR, + NVVIOCOLORSPACE_YCBCRA, + NVVIOCOLORSPACE_YCBCRD, + NVVIOCOLORSPACE_GBR, + NVVIOCOLORSPACE_GBRA, + NVVIOCOLORSPACE_GBRD, +} NVVIOCOLORSPACE; + +//! Component sampling +typedef enum _NVVIOCOMPONENTSAMPLING +{ + NVVIOCOMPONENTSAMPLING_UNKNOWN, + NVVIOCOMPONENTSAMPLING_4444, + NVVIOCOMPONENTSAMPLING_4224, + NVVIOCOMPONENTSAMPLING_444, + NVVIOCOMPONENTSAMPLING_422 +} NVVIOCOMPONENTSAMPLING; + +typedef enum _NVVIOBITSPERCOMPONENT +{ + NVVIOBITSPERCOMPONENT_UNKNOWN, + NVVIOBITSPERCOMPONENT_8, + NVVIOBITSPERCOMPONENT_10, + NVVIOBITSPERCOMPONENT_12, +} NVVIOBITSPERCOMPONENT; + +typedef enum _NVVIOLINKID +{ + NVVIOLINKID_UNKNOWN, + NVVIOLINKID_A, + NVVIOLINKID_B, + NVVIOLINKID_C, + NVVIOLINKID_D +} NVVIOLINKID; + + +typedef enum _NVVIOANCPARITYCOMPUTATION +{ + NVVIOANCPARITYCOMPUTATION_AUTO, + NVVIOANCPARITYCOMPUTATION_ON, + NVVIOANCPARITYCOMPUTATION_OFF +} NVVIOANCPARITYCOMPUTATION; + + + +//! @} + + +//--------------------------------------------------------------------- +// Structures +//--------------------------------------------------------------------- + +//! \addtogroup vidio +//! @{ + + +//! Supports Serial Digital Interface (SDI) output +#define NVVIOCAPS_VIDOUT_SDI 0x00000001 + +//! Supports Internal timing source +#define NVVIOCAPS_SYNC_INTERNAL 0x00000100 + +//! Supports Genlock timing source +#define NVVIOCAPS_SYNC_GENLOCK 0x00000200 + +//! Supports Serial Digital Interface (SDI) synchronization input +#define NVVIOCAPS_SYNCSRC_SDI 0x00001000 + +//! Supports Composite synchronization input +#define NVVIOCAPS_SYNCSRC_COMP 0x00002000 + +//! Supports Desktop transparent mode +#define NVVIOCAPS_OUTPUTMODE_DESKTOP 0x00010000 + +//! Supports OpenGL application mode +#define NVVIOCAPS_OUTPUTMODE_OPENGL 0x00020000 + +//! Supports Serial Digital Interface (SDI) input +#define NVVIOCAPS_VIDIN_SDI 0x00100000 + +//! Supports Packed ANC +#define NVVIOCAPS_PACKED_ANC_SUPPORTED 0x00200000 + +//! Supports ANC audio blanking +#define NVVIOCAPS_AUDIO_BLANKING_SUPPORTED 0x00400000 + +//! SDI-class interface: SDI output with two genlock inputs +#define NVVIOCLASS_SDI 0x00000001 + +//! Device capabilities +typedef struct _NVVIOCAPS +{ + NvU32 version; //!< Structure version + NvAPI_String adapterName; //!< Graphics adapter name + NvU32 adapterClass; //!< Graphics adapter classes (NVVIOCLASS_SDI mask) + NvU32 adapterCaps; //!< Graphics adapter capabilities (NVVIOCAPS_* mask) + NvU32 dipSwitch; //!< On-board DIP switch settings bits + NvU32 dipSwitchReserved; //!< On-board DIP switch settings reserved bits + NvU32 boardID; //!< Board ID + //! Driver version + struct // + { + NvU32 majorVersion; //!< Major version. For GVI, majorVersion contains MajorVersion(HIWORD) And MinorVersion(LOWORD) + NvU32 minorVersion; //!< Minor version. For GVI, minorVersion contains Revison(HIWORD) And Build(LOWORD) + } driver; // + //! Firmware version + struct + { + NvU32 majorVersion; //!< Major version. In version 2, for both GVI and GVO, majorVersion contains MajorVersion(HIWORD) And MinorVersion(LOWORD) + NvU32 minorVersion; //!< Minor version. In version 2, for both GVI and GVO, minorVersion contains Revison(HIWORD) And Build(LOWORD) + } firmWare; // + NVVIOOWNERID ownerId; //!< Unique identifier for owner of video output (NVVIOOWNERID_INVALID if free running) + NVVIOOWNERTYPE ownerType; //!< Owner type (OpenGL application or Desktop mode) +} NVVIOCAPS; + +//! Macro for constructing the version field of NVVIOCAPS +#define NVVIOCAPS_VER1 MAKE_NVAPI_VERSION(NVVIOCAPS,1) +#define NVVIOCAPS_VER2 MAKE_NVAPI_VERSION(NVVIOCAPS,2) +#define NVVIOCAPS_VER NVVIOCAPS_VER2 + +//! Input channel status +typedef struct _NVVIOCHANNELSTATUS +{ + NvU32 smpte352; //!< 4-byte SMPTE 352 video payload identifier + NVVIOSIGNALFORMAT signalFormat; //!< Signal format + NVVIOBITSPERCOMPONENT bitsPerComponent; //!< Bits per component + NVVIOCOMPONENTSAMPLING samplingFormat; //!< Sampling format + NVVIOCOLORSPACE colorSpace; //!< Color space + NVVIOLINKID linkID; //!< Link ID +} NVVIOCHANNELSTATUS; + +//! Input device status +typedef struct _NVVIOINPUTSTATUS +{ + NVVIOCHANNELSTATUS vidIn[NVAPI_MAX_VIO_JACKS][NVAPI_MAX_VIO_CHANNELS_PER_JACK]; //!< Video input status per channel within a jack + NVVIOCAPTURESTATUS captureStatus; //!< status of video capture +} NVVIOINPUTSTATUS; + +//! Output device status +typedef struct _NVVIOOUTPUTSTATUS +{ + NVVIOINPUTOUTPUTSTATUS vid1Out; //!< Video 1 output status + NVVIOINPUTOUTPUTSTATUS vid2Out; //!< Video 2 output status + NVVIOSYNCSTATUS sdiSyncIn; //!< SDI sync input status + NVVIOSYNCSTATUS compSyncIn; //!< Composite sync input status + NvU32 syncEnable; //!< Sync enable (TRUE if using syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSIGNALFORMAT syncFormat; //!< Sync format + NvU32 frameLockEnable; //!< Framelock enable flag + NvU32 outputVideoLocked; //!< Output locked status + NvU32 dataIntegrityCheckErrorCount; //!< Data integrity check error count + NvU32 dataIntegrityCheckEnabled; //!< Data integrity check status enabled + NvU32 dataIntegrityCheckFailed; //!< Data integrity check status failed + NvU32 uSyncSourceLocked; //!< genlocked to framelocked to ref signal + NvU32 uPowerOn; //!< TRUE: indicates there is sufficient power +} NVVIOOUTPUTSTATUS; + +//! Video device status. +typedef struct _NVVIOSTATUS +{ + NvU32 version; //!< Structure version + NVVIOSTATUSTYPE nvvioStatusType; //!< Input or Output status + union + { + NVVIOINPUTSTATUS inStatus; //!< Input device status + NVVIOOUTPUTSTATUS outStatus; //!< Output device status + }vioStatus; +} NVVIOSTATUS; + +//! Macro for constructingthe version field of NVVIOSTATUS +#define NVVIOSTATUS_VER MAKE_NVAPI_VERSION(NVVIOSTATUS,1) + +//! Output region +typedef struct _NVVIOOUTPUTREGION +{ + NvU32 x; //!< Horizontal origin in pixels + NvU32 y; //!< Vertical origin in pixels + NvU32 width; //!< Width of region in pixels + NvU32 height; //!< Height of region in pixels +} NVVIOOUTPUTREGION; + +//! Gamma ramp (8-bit index) +typedef struct _NVVIOGAMMARAMP8 +{ + NvU16 uRed[256]; //!< Red channel gamma ramp (8-bit index, 16-bit values) + NvU16 uGreen[256]; //!< Green channel gamma ramp (8-bit index, 16-bit values) + NvU16 uBlue[256]; //!< Blue channel gamma ramp (8-bit index, 16-bit values) +} NVVIOGAMMARAMP8; + +//! Gamma ramp (10-bit index) +typedef struct _NVVIOGAMMARAMP10 +{ + NvU16 uRed[1024]; //!< Red channel gamma ramp (10-bit index, 16-bit values) + NvU16 uGreen[1024]; //!< Green channel gamma ramp (10-bit index, 16-bit values) + NvU16 uBlue[1024]; //!< Blue channel gamma ramp (10-bit index, 16-bit values) +} NVVIOGAMMARAMP10; + + +//! Sync delay +typedef struct _NVVIOSYNCDELAY +{ + NvU32 version; //!< Structure version + NvU32 horizontalDelay; //!< Horizontal delay in pixels + NvU32 verticalDelay; //!< Vertical delay in lines +} NVVIOSYNCDELAY; + +//! Macro for constructing the version field of NVVIOSYNCDELAY +#define NVVIOSYNCDELAY_VER MAKE_NVAPI_VERSION(NVVIOSYNCDELAY,1) + + +//! Video mode information +typedef struct _NVVIOVIDEOMODE +{ + NvU32 horizontalPixels; //!< Horizontal resolution (in pixels) + NvU32 verticalLines; //!< Vertical resolution for frame (in lines) + float fFrameRate; //!< Frame rate + NVVIOINTERLACEMODE interlaceMode; //!< Interlace mode + NVVIOVIDEOSTANDARD videoStandard; //!< SMPTE standards format + NVVIOVIDEOTYPE videoType; //!< HD or SD signal classification +} NVVIOVIDEOMODE; + +//! Signal format details +typedef struct _NVVIOSIGNALFORMATDETAIL +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format enumerated value + NVVIOVIDEOMODE videoMode; //!< Video mode for signal format +}NVVIOSIGNALFORMATDETAIL; + + +//! R8:G8:B8 +#define NVVIOBUFFERFORMAT_R8G8B8 0x00000001 + +//! R8:G8:B8:Z24 +#define NVVIOBUFFERFORMAT_R8G8B8Z24 0x00000002 + +//! R8:G8:B8:A8 +#define NVVIOBUFFERFORMAT_R8G8B8A8 0x00000004 + +//! R8:G8:B8:A8:Z24 +#define NVVIOBUFFERFORMAT_R8G8B8A8Z24 0x00000008 + +//! R16FP:G16FP:B16FP +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FP 0x00000010 + +//! R16FP:G16FP:B16FP:Z24 +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FPZ24 0x00000020 + +//! R16FP:G16FP:B16FP:A16FP +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FPA16FP 0x00000040 + +//! R16FP:G16FP:B16FP:A16FP:Z24 +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FPA16FPZ24 0x00000080 + + + +//! Data format details +typedef struct _NVVIODATAFORMATDETAIL +{ + NVVIODATAFORMAT dataFormat; //!< Data format enumerated value + NvU32 vioCaps; //!< Data format capabilities (NVVIOCAPS_* mask) +}NVVIODATAFORMATDETAIL; + +//! Colorspace conversion +typedef struct _NVVIOCOLORCONVERSION +{ + NvU32 version; //!< Structure version + float colorMatrix[3][3]; //!< Output[n] = + float colorOffset[3]; //!< Input[0] * colorMatrix[n][0] + + float colorScale[3]; //!< Input[1] * colorMatrix[n][1] + + //!< Input[2] * colorMatrix[n][2] + + //!< OutputRange * colorOffset[n] + //!< where OutputRange is the standard magnitude of + //!< Output[n][n] and colorMatrix and colorOffset + //!< values are within the range -1.0 to +1.0 + NvU32 compositeSafe; //!< compositeSafe constrains luminance range when using composite output +} NVVIOCOLORCONVERSION; + +//! macro for constructing the version field of _NVVIOCOLORCONVERSION. +#define NVVIOCOLORCONVERSION_VER MAKE_NVAPI_VERSION(NVVIOCOLORCONVERSION,1) + +//! Gamma correction +typedef struct _NVVIOGAMMACORRECTION +{ + NvU32 version; //!< Structure version + NvU32 vioGammaCorrectionType; //!< Gamma correction type (8-bit or 10-bit) + //! Gamma correction: + union + { + NVVIOGAMMARAMP8 gammaRamp8; //!< Gamma ramp (8-bit index, 16-bit values) + NVVIOGAMMARAMP10 gammaRamp10; //!< Gamma ramp (10-bit index, 16-bit values) + }gammaRamp; + float fGammaValueR; //!< Red Gamma value within gamma ranges. 0.5 - 6.0 + float fGammaValueG; //!< Green Gamma value within gamma ranges. 0.5 - 6.0 + float fGammaValueB; //!< Blue Gamma value within gamma ranges. 0.5 - 6.0 +} NVVIOGAMMACORRECTION; + +//! Macro for constructing thevesion field of _NVVIOGAMMACORRECTION +#define NVVIOGAMMACORRECTION_VER MAKE_NVAPI_VERSION(NVVIOGAMMACORRECTION,1) + +//! Maximum number of ranges per channel +#define MAX_NUM_COMPOSITE_RANGE 2 + + +typedef struct _NVVIOCOMPOSITERANGE +{ + NvU32 uRange; + NvU32 uEnabled; + NvU32 uMin; + NvU32 uMax; +} NVVIOCOMPOSITERANGE; + + + +// Device configuration (fields masks indicating NVVIOCONFIG fields to use for NvAPI_VIO_GetConfig/NvAPI_VIO_SetConfig() ) +// +#define NVVIOCONFIG_SIGNALFORMAT 0x00000001 //!< fields: signalFormat +#define NVVIOCONFIG_DATAFORMAT 0x00000002 //!< fields: dataFormat +#define NVVIOCONFIG_OUTPUTREGION 0x00000004 //!< fields: outputRegion +#define NVVIOCONFIG_OUTPUTAREA 0x00000008 //!< fields: outputArea +#define NVVIOCONFIG_COLORCONVERSION 0x00000010 //!< fields: colorConversion +#define NVVIOCONFIG_GAMMACORRECTION 0x00000020 //!< fields: gammaCorrection +#define NVVIOCONFIG_SYNCSOURCEENABLE 0x00000040 //!< fields: syncSource and syncEnable +#define NVVIOCONFIG_SYNCDELAY 0x00000080 //!< fields: syncDelay +#define NVVIOCONFIG_COMPOSITESYNCTYPE 0x00000100 //!< fields: compositeSyncType +#define NVVIOCONFIG_FRAMELOCKENABLE 0x00000200 //!< fields: EnableFramelock +#define NVVIOCONFIG_422FILTER 0x00000400 //!< fields: bEnable422Filter +#define NVVIOCONFIG_COMPOSITETERMINATE 0x00000800 //!< fields: bCompositeTerminate (Not supported on Quadro FX 4000 SDI) +#define NVVIOCONFIG_DATAINTEGRITYCHECK 0x00001000 //!< fields: bEnableDataIntegrityCheck (Not supported on Quadro FX 4000 SDI) +#define NVVIOCONFIG_CSCOVERRIDE 0x00002000 //!< fields: colorConversion override +#define NVVIOCONFIG_FLIPQUEUELENGTH 0x00004000 //!< fields: flipqueuelength control +#define NVVIOCONFIG_ANCTIMECODEGENERATION 0x00008000 //!< fields: bEnableANCTimeCodeGeneration +#define NVVIOCONFIG_COMPOSITE 0x00010000 //!< fields: bEnableComposite +#define NVVIOCONFIG_ALPHAKEYCOMPOSITE 0x00020000 //!< fields: bEnableAlphaKeyComposite +#define NVVIOCONFIG_COMPOSITE_Y 0x00040000 //!< fields: compRange +#define NVVIOCONFIG_COMPOSITE_CR 0x00080000 //!< fields: compRange +#define NVVIOCONFIG_COMPOSITE_CB 0x00100000 //!< fields: compRange +#define NVVIOCONFIG_FULL_COLOR_RANGE 0x00200000 //!< fields: bEnableFullColorRange +#define NVVIOCONFIG_RGB_DATA 0x00400000 //!< fields: bEnableRGBData +#define NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE 0x00800000 //!< fields: bEnableSDIOutput +#define NVVIOCONFIG_STREAMS 0x01000000 //!< fields: streams +#define NVVIOCONFIG_ANC_PARITY_COMPUTATION 0x02000000 //!< fields: ancParityComputation +#define NVVIOCONFIG_ANC_AUDIO_REPEAT 0x04000000 //!< fields: enableAudioBlanking + + +// Don't forget to update NVVIOCONFIG_VALIDFIELDS in nvapi.spec when NVVIOCONFIG_ALLFIELDS changes. +#define NVVIOCONFIG_ALLFIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_OUTPUTREGION | \ + NVVIOCONFIG_OUTPUTAREA | \ + NVVIOCONFIG_COLORCONVERSION | \ + NVVIOCONFIG_GAMMACORRECTION | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_SYNCDELAY | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_422FILTER | \ + NVVIOCONFIG_COMPOSITETERMINATE | \ + NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_CSCOVERRIDE | \ + NVVIOCONFIG_FLIPQUEUELENGTH | \ + NVVIOCONFIG_ANCTIMECODEGENERATION | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB | \ + NVVIOCONFIG_FULL_COLOR_RANGE | \ + NVVIOCONFIG_RGB_DATA | \ + NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE | \ + NVVIOCONFIG_STREAMS | \ + NVVIOCONFIG_ANC_PARITY_COMPUTATION | \ + NVVIOCONFIG_ANC_AUDIO_REPEAT ) + +#define NVVIOCONFIG_VALIDFIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_OUTPUTREGION | \ + NVVIOCONFIG_OUTPUTAREA | \ + NVVIOCONFIG_COLORCONVERSION | \ + NVVIOCONFIG_GAMMACORRECTION | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_SYNCDELAY | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE | \ + NVVIOCONFIG_422FILTER | \ + NVVIOCONFIG_COMPOSITETERMINATE | \ + NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_CSCOVERRIDE | \ + NVVIOCONFIG_FLIPQUEUELENGTH | \ + NVVIOCONFIG_ANCTIMECODEGENERATION | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB | \ + NVVIOCONFIG_FULL_COLOR_RANGE | \ + NVVIOCONFIG_RGB_DATA | \ + NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE | \ + NVVIOCONFIG_STREAMS | \ + NVVIOCONFIG_ANC_PARITY_COMPUTATION | \ + NVVIOCONFIG_ANC_AUDIO_REPEAT) + +#define NVVIOCONFIG_DRIVERFIELDS ( NVVIOCONFIG_OUTPUTREGION | \ + NVVIOCONFIG_OUTPUTAREA | \ + NVVIOCONFIG_COLORCONVERSION | \ + NVVIOCONFIG_FLIPQUEUELENGTH) + +#define NVVIOCONFIG_GAMMAFIELDS ( NVVIOCONFIG_GAMMACORRECTION ) + +#define NVVIOCONFIG_RMCTRLFIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_422FILTER | \ + NVVIOCONFIG_COMPOSITETERMINATE | \ + NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB) + +#define NVVIOCONFIG_RMSKEWFIELDS ( NVVIOCONFIG_SYNCDELAY ) + +#define NVVIOCONFIG_ALLOWSDIRUNNING_FIELDS ( NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_SYNCDELAY | \ + NVVIOCONFIG_CSCOVERRIDE | \ + NVVIOCONFIG_ANCTIMECODEGENERATION | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB | \ + NVVIOCONFIG_ANC_PARITY_COMPUTATION) + + + #define NVVIOCONFIG_RMMODESET_FIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_ANC_AUDIO_REPEAT) + + +//! Output device configuration +// No members can be deleted from below structure. Only add new members at the +// end of the structure. +typedef struct _NVVIOOUTPUTCONFIG_V1 +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format for video output + NVVIODATAFORMAT dataFormat; //!< Data format for video output + NVVIOOUTPUTREGION outputRegion; //!< Region for video output (Desktop mode) + NVVIOOUTPUTAREA outputArea; //!< Usable resolution for video output (safe area) + NVVIOCOLORCONVERSION colorConversion; //!< Color conversion. + NVVIOGAMMACORRECTION gammaCorrection; + NvU32 syncEnable; //!< Sync enable (TRUE to use syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSYNCDELAY syncDelay; //!< Sync delay + NVVIOCOMPSYNCTYPE compositeSyncType; //!< Composite sync type + NvU32 frameLockEnable; //!< Flag indicating whether framelock was on/off + NvU32 psfSignalFormat; //!< Indicates whether contained format is PSF Signal format + NvU32 enable422Filter; //!< Enables/Disables 4:2:2 filter + NvU32 compositeTerminate; //!< Composite termination + NvU32 enableDataIntegrityCheck; //!< Enable data integrity check: true - enable, false - disable + NvU32 cscOverride; //!< Use provided CSC color matrix to overwrite + NvU32 flipQueueLength; //!< Number of buffers used for the internal flipqueue + NvU32 enableANCTimeCodeGeneration; //!< Enable SDI ANC time code generation + NvU32 enableComposite; //!< Enable composite + NvU32 enableAlphaKeyComposite; //!< Enable Alpha key composite + NVVIOCOMPOSITERANGE compRange; //!< Composite ranges + NvU8 reservedData[256]; //!< Inicates last stored SDI output state TRUE-ON / FALSE-OFF + NvU32 enableFullColorRange; //!< Flag indicating Full Color Range + NvU32 enableRGBData; //!< Indicates data is in RGB format +} NVVIOOUTPUTCONFIG_V1; + +typedef struct _NVVIOOUTPUTCONFIG_V2 +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format for video output + NVVIODATAFORMAT dataFormat; //!< Data format for video output + NVVIOOUTPUTREGION outputRegion; //!< Region for video output (Desktop mode) + NVVIOOUTPUTAREA outputArea; //!< Usable resolution for video output (safe area) + NVVIOCOLORCONVERSION colorConversion; //!< Color conversion. + NVVIOGAMMACORRECTION gammaCorrection; + NvU32 syncEnable; //!< Sync enable (TRUE to use syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSYNCDELAY syncDelay; //!< Sync delay + NVVIOCOMPSYNCTYPE compositeSyncType; //!< Composite sync type + NvU32 frameLockEnable; //!< Flag indicating whether framelock was on/off + NvU32 psfSignalFormat; //!< Indicates whether contained format is PSF Signal format + NvU32 enable422Filter; //!< Enables/Disables 4:2:2 filter + NvU32 compositeTerminate; //!< Composite termination + NvU32 enableDataIntegrityCheck; //!< Enable data integrity check: true - enable, false - disable + NvU32 cscOverride; //!< Use provided CSC color matrix to overwrite + NvU32 flipQueueLength; //!< Number of buffers used for the internal flip queue + NvU32 enableANCTimeCodeGeneration; //!< Enable SDI ANC time code generation + NvU32 enableComposite; //!< Enable composite + NvU32 enableAlphaKeyComposite; //!< Enable Alpha key composite + NVVIOCOMPOSITERANGE compRange; //!< Composite ranges + NvU8 reservedData[256]; //!< Indicates last stored SDI output state TRUE-ON / FALSE-OFF + NvU32 enableFullColorRange; //!< Flag indicating Full Color Range + NvU32 enableRGBData; //!< Indicates data is in RGB format + NVVIOANCPARITYCOMPUTATION ancParityComputation; //!< Enable HW ANC parity bit computation (auto/on/off) +} NVVIOOUTPUTCONFIG_V2; + +typedef struct _NVVIOOUTPUTCONFIG_V3 +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format for video output + NVVIODATAFORMAT dataFormat; //!< Data format for video output + NVVIOOUTPUTREGION outputRegion; //!< Region for video output (Desktop mode) + NVVIOOUTPUTAREA outputArea; //!< Usable resolution for video output (safe area) + NVVIOCOLORCONVERSION colorConversion; //!< Color conversion. + NVVIOGAMMACORRECTION gammaCorrection; + NvU32 syncEnable; //!< Sync enable (TRUE to use syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSYNCDELAY syncDelay; //!< Sync delay + NVVIOCOMPSYNCTYPE compositeSyncType; //!< Composite sync type + NvU32 frameLockEnable; //!< Flag indicating whether framelock was on/off + NvU32 psfSignalFormat; //!< Indicates whether contained format is PSF Signal format + NvU32 enable422Filter; //!< Enables/Disables 4:2:2 filter + NvU32 compositeTerminate; //!< Composite termination + NvU32 enableDataIntegrityCheck; //!< Enable data integrity check: true - enable, false - disable + NvU32 cscOverride; //!< Use provided CSC color matrix to overwrite + NvU32 flipQueueLength; //!< Number of buffers used for the internal flip queue + NvU32 enableANCTimeCodeGeneration; //!< Enable SDI ANC time code generation + NvU32 enableComposite; //!< Enable composite + NvU32 enableAlphaKeyComposite; //!< Enable Alpha key composite + NVVIOCOMPOSITERANGE compRange; //!< Composite ranges + NvU8 reservedData[256]; //!< Indicates last stored SDI output state TRUE-ON / FALSE-OFF + NvU32 enableFullColorRange; //!< Flag indicating Full Color Range + NvU32 enableRGBData; //!< Indicates data is in RGB format + NVVIOANCPARITYCOMPUTATION ancParityComputation; //!< Enable HW ANC parity bit computation (auto/on/off) + NvU32 enableAudioBlanking; //!< Enable HANC audio blanking on repeat frames +} NVVIOOUTPUTCONFIG_V3; + +//! Stream configuration +typedef struct _NVVIOSTREAM +{ + NvU32 bitsPerComponent; //!< Bits per component + NVVIOCOMPONENTSAMPLING sampling; //!< Sampling + NvU32 expansionEnable; //!< Enable/disable 4:2:2->4:4:4 expansion + NvU32 numLinks; //!< Number of active links + struct + { + NvU32 jack; //!< This stream's link[i] will use the specified (0-based) channel within the + NvU32 channel; //!< specified (0-based) jack + } links[NVAPI_MAX_VIO_LINKS_PER_STREAM]; +} NVVIOSTREAM; + +//! Input device configuration +typedef struct _NVVIOINPUTCONFIG +{ + NvU32 numRawCaptureImages; //!< numRawCaptureImages is the number of frames to keep in the capture queue. + //!< must be between NVAPI_GVI_MIN_RAW_CAPTURE_IMAGES and NVAPI_GVI_MAX_RAW_CAPTURE_IMAGES, + NVVIOSIGNALFORMAT signalFormat; //!< Signal format. + //!< Please note that both numRawCaptureImages and signalFormat should be set together. + NvU32 numStreams; //!< Number of active streams. + NVVIOSTREAM streams[NVAPI_MAX_VIO_STREAMS]; //!< Stream configurations + NvU32 bTestMode; //!< This attribute controls the GVI test mode. + //!< Possible values 0/1. When testmode enabled, the + //!< GVI device will generate fake data as quickly as possible. +} NVVIOINPUTCONFIG; + +typedef struct _NVVIOCONFIG_V1 +{ + NvU32 version; //!< Structure version + NvU32 fields; //!< Caller sets to NVVIOCONFIG_* mask for fields to use + NVVIOCONFIGTYPE nvvioConfigType; //!< Input or Output configuration + union + { + NVVIOINPUTCONFIG inConfig; //!< Input device configuration + NVVIOOUTPUTCONFIG_V1 outConfig; //!< Output device configuration + }vioConfig; +} NVVIOCONFIG_V1; + + +typedef struct _NVVIOCONFIG_V2 +{ + NvU32 version; //!< Structure version + NvU32 fields; //!< Caller sets to NVVIOCONFIG_* mask for fields to use + NVVIOCONFIGTYPE nvvioConfigType; //!< Input or Output configuration + union + { + NVVIOINPUTCONFIG inConfig; //!< Input device configuration + NVVIOOUTPUTCONFIG_V2 outConfig; //!< Output device configuration + }vioConfig; +} NVVIOCONFIG_V2; + +typedef struct _NVVIOCONFIG_V3 +{ + NvU32 version; //!< Structure version + NvU32 fields; //!< Caller sets to NVVIOCONFIG_* mask for fields to use + NVVIOCONFIGTYPE nvvioConfigType; //!< Input or Output configuration + union + { + NVVIOINPUTCONFIG inConfig; //!< Input device configuration + NVVIOOUTPUTCONFIG_V3 outConfig; //!< Output device configuration + }vioConfig; +} NVVIOCONFIG_V3; +typedef NVVIOOUTPUTCONFIG_V3 NVVIOOUTPUTCONFIG; +typedef NVVIOCONFIG_V3 NVVIOCONFIG; + +#define NVVIOCONFIG_VER1 MAKE_NVAPI_VERSION(NVVIOCONFIG_V1,1) +#define NVVIOCONFIG_VER2 MAKE_NVAPI_VERSION(NVVIOCONFIG_V2,2) +#define NVVIOCONFIG_VER3 MAKE_NVAPI_VERSION(NVVIOCONFIG_V3,3) +#define NVVIOCONFIG_VER NVVIOCONFIG_VER3 + + +typedef struct +{ + NvPhysicalGpuHandle hPhysicalGpu; //!< Handle to Physical GPU (This could be NULL for GVI device if its not binded) + NvVioHandle hVioHandle; //!Create Stereo Handle->InitActivation->Reset Device +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 302 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! \param [in] bDelayed Use delayed activation +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// + +//! \addtogroup stereoapi +//! @{ + +//! InitActivation Flags +typedef enum _NVAPI_STEREO_INIT_ACTIVATION_FLAGS +{ + NVAPI_STEREO_INIT_ACTIVATION_IMMEDIATE = 0X00, + NVAPI_STEREO_INIT_ACTIVATION_DELAYED = 0x01, +} NVAPI_STEREO_INIT_ACTIVATION_FLAGS; + +NVAPI_INTERFACE NvAPI_Stereo_InitActivation(__in StereoHandle hStereoHandle, __in NVAPI_STEREO_INIT_ACTIVATION_FLAGS flags); + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Trigger_Activation +// +//! DESCRIPTION: This API allows an application to trigger creation of a stereo desktop, +//! in case the creation was stopped on application launch. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 302 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval ::NVAPI_STEREO_INIT_ACTIVATION_NOT_DONE - Stereo InitActivation not called. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Trigger_Activation(__in StereoHandle hStereoHandle); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_CapturePngImage +// +//! DESCRIPTION: This API captures the current stereo image in PNG stereo format. +//! Only the last capture call per flip will be effective. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! +//! \retval ::NVAPI_OK Image captured. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_CapturePngImage(StereoHandle stereoHandle); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_ReverseStereoBlitControl +// +//! DESCRIPTION: This API turns on/off reverse stereo blit. +//! +//! HOW TO USE: Use after the stereo handle for the device interface is created via successfull call to the appropriate +//! NvAPI_Stereo_CreateHandleFrom() function. +//! After reversed stereo blit control is turned on, blits from the stereo surface will +//! produce the right-eye image in the left side of the destination surface and the left-eye +//! image in the right side of the destination surface. +//! +//! In DirectX 9, the destination surface must be created as the render target, and StretchRect must be used. +//! Conditions: +//! - DstWidth == 2*SrcWidth +//! - DstHeight == SrcHeight +//! - Src surface is the stereo surface. +//! - SrcRect must be {0,0,SrcWidth,SrcHeight} +//! - DstRect must be {0,0,DstWidth,DstHeight} +//! +//! In DirectX 10, ResourceCopyRegion must be used. +//! Conditions: +//! - DstWidth == 2*SrcWidth +//! - DstHeight == SrcHeight +//! - dstX == 0, +//! - dstY == 0, +//! - dstZ == 0, +//! - SrcBox: left=top=front==0; right==SrcWidth; bottom==SrcHeight; back==1; +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! \param [in] TurnOn != 0 : Turns on \n +//! == 0 : Turns off +//! +//! +//! \retval ::NVAPI_OK Retrieval of frustum adjust mode was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_ReverseStereoBlitControl(StereoHandle hStereoHandle, NvU8 TurnOn); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetNotificationMessage +// +//! DESCRIPTION: This API is a Setup notification message that the stereo driver uses to notify the application +//! when the user changes the stereo driver state. +//! +//! When the user changes the stereo state (Activated or Deactivated, separation or conversion) +//! the stereo driver posts a defined message with the following parameters: +//! +//! lParam is the current conversion. (Actual conversion is *(float*)&lParam ) +//! +//! wParam == MAKEWPARAM(l, h) where +//! - l == 0 if stereo is deactivated +//! - l == 1 if stereo is deactivated +//! - h is the current separation. (Actual separation is float(h*100.f/0xFFFF) +//! +//! Call this API with NULL hWnd to prohibit notification. +//! +//! WHEN TO USE: Use after the stereo handle for device interface is created via successful call to appropriate +//! NvAPI_Stereo_CreateHandleFrom() function. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! \param [in] hWnd Window HWND that will be notified when the user changes the stereo driver state. +//! Actual HWND must be cast to an NvU64. +//! \param [in] messageID MessageID of the message that will be posted to hWnd +//! +//! \retval ::NVAPI_OK Notification set. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetNotificationMessage(StereoHandle hStereoHandle, NvU64 hWnd,NvU64 messageID); + + + + + + + + + + + + + + + +//! \ingroup stereoapi +#define NVAPI_STEREO_QUADBUFFERED_API_VERSION 0x2 + +//! \ingroup stereoapi + typedef enum _NV_StereoSwapChainMode + { + NVAPI_STEREO_SWAPCHAIN_DEFAULT = 0, + NVAPI_STEREO_SWAPCHAIN_STEREO = 1, + NVAPI_STEREO_SWAPCHAIN_MONO = 2, + } NV_STEREO_SWAPCHAIN_MODE; + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_CreateSwapChain +// +//! DESCRIPTION: This API allows the user to create a mono or a stereo swap chain. +//! +//! NOTE: NvAPI_D3D1x_CreateSwapChain is a wrapper of the method IDXGIFactory::CreateSwapChain which +//! additionally notifies the D3D driver of the mode in which stereo mode the swap chain is to be +//! created. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! A pointer to the device that will write 2D images to the swap chain. +//! \param [in] pDesc A pointer to the swap-chain description (DXGI_SWAP_CHAIN_DESC). This parameter cannot be NULL. +//! \param [out] ppSwapChain A pointer to the swap chain created. +//! \param [in] mode The stereo mode fot the swap chain. +//! NVAPI_STEREO_SWAPCHAIN_DEFAULT +//! NVAPI_STEREO_SWAPCHAIN_STEREO +//! NVAPI_STEREO_SWAPCHAIN_MONO +//! +//! \retval ::NVAPI_OK The swap chain was created successfully. +//! \retval ::NVAPI_ERROR The operation failed. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_CreateSwapChain(StereoHandle hStereoHandle, + DXGI_SWAP_CHAIN_DESC* pDesc, + IDXGISwapChain** ppSwapChain, + NV_STEREO_SWAPCHAIN_MODE mode); + +#endif //if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + + +#if defined(_D3D9_H_) //NvAPI_D3D9_CreateSwapChain +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_CreateSwapChain +// +//! DESCRIPTION: This API allows the user to create a mono or a stereo swap chain. +//! +//! NOTE: NvAPI_D3D9_CreateSwapChain is a wrapper of the method IDirect3DDevice9::CreateAdditionalSwapChain which +//! additionally notifies the D3D driver if the swap chain creation mode must be stereo or mono. +//! +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [in, out] pPresentationParameters A pointer to the swap-chain description (DXGI). This parameter cannot be NULL. +//! \param [out] ppSwapChain A pointer to the swap chain created. +//! \param [in] mode The stereo mode for the swap chain. +//! NVAPI_STEREO_SWAPCHAIN_DEFAULT +//! NVAPI_STEREO_SWAPCHAIN_STEREO +//! NVAPI_STEREO_SWAPCHAIN_MONO +//! +//! \retval ::NVAPI_OK The swap chain creation was successful +//! \retval ::NVAPI_ERROR The operation failed. +//! +//!\ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_CreateSwapChain(StereoHandle hStereoHandle, + D3DPRESENT_PARAMETERS *pPresentationParameters, + IDirect3DSwapChain9 **ppSwapChain, + NV_STEREO_SWAPCHAIN_MODE mode); +#endif //if defined(_D3D9_H_) //NvAPI_D3D9_CreateSwapChain + + + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_InitLowLatencyDevice +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function has to be used to initialize a Vulkan device +//! as a low latency device. The driver initializes a set of parameters to +//! be used in subsequent low latency API calls for this device. +//! The returned NV_VULKAN_LOW_LATENCY_DEVICE_PARAMS has to be passed into +//! any low latency API call as a parameter to ensure use of these parameters. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [out] signalDemaphoreHandle pointer to a VkSemaphore handle that is signalling in Sleep +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_InitLowLatencyDevice(__in HANDLE vkDevice, __out HANDLE *signalSemaphoreHandle); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_DestroyLowLatencyDevice +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function releases the set of low latency device +//! parameters. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_DestroyLowLatencyDevice(__in HANDLE vkDevice); +#endif // defined(__cplusplus) && defined(_WINNT_) + + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get sleep status +//! \ingroup oglapi +typedef struct _NV_VULKAN_GET_SLEEP_STATUS_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (OUT) Is low latency mode enabled? + NvU8 rsvd[128]; //!< (IN) Reserved. Must be set to 0s. +} NV_VULKAN_GET_SLEEP_STATUS_PARAMS_V1; + +typedef NV_VULKAN_GET_SLEEP_STATUS_PARAMS_V1 NV_VULKAN_GET_SLEEP_STATUS_PARAMS; +#define NV_VULKAN_GET_SLEEP_STATUS_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_GET_SLEEP_STATUS_PARAMS_V1, 1) +#define NV_VULKAN_GET_SLEEP_STATUS_PARAMS_VER NV_VULKAN_GET_SLEEP_STATUS_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_GetSleepStatus +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function can be used to get the latest sleep status. +//! bLowLatencyMode indicates whether low latency mode is currently +//! enabled in the driver. +//! Note that it may not always reflect the previously requested sleep mode, +//! as the feature may not be available on the platform, or the setting has +//! been overridden by the control panel, for example. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [inout] pGetSleepStatusParams Sleep status params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_GetSleepStatus(__in HANDLE vkDevice, __inout NV_VULKAN_GET_SLEEP_STATUS_PARAMS *pGetSleepStatusParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to set sleep mode +//! \ingroup oglapi +#if defined(__cplusplus) && defined(_WINNT_) +typedef struct _NV_VULKAN_SET_SLEEP_MODE_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (IN) Low latency mode enable/disable. + NvBool bLowLatencyBoost; //!< (IN) Request maximum GPU clock frequency regardless of workload. + NvU32 minimumIntervalUs; //!< (IN) Minimum frame interval in microseconds. 0 = no frame rate limit. + NvU8 rsvd[32]; //!< (IN) Reserved. Must be set to 0s. +} NV_VULKAN_SET_SLEEP_MODE_PARAMS_V1; + +typedef NV_VULKAN_SET_SLEEP_MODE_PARAMS_V1 NV_VULKAN_SET_SLEEP_MODE_PARAMS; +#define NV_VULKAN_SET_SLEEP_MODE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_SET_SLEEP_MODE_PARAMS_V1, 1) +#define NV_VULKAN_SET_SLEEP_MODE_PARAMS_VER NV_VULKAN_SET_SLEEP_MODE_PARAMS_VER1 +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_SetSleepMode +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function can be used to update sleep mode dynamically. +//! The settings are not dependent to each other, meaning low latency mode +//! can be enabled/disabled regardless of whether minimum interval is set or +//! not. The former is to intelligently lower latency without impacting frame +//! rate. The later is to limit frame rate (e.g. minimumIntervalUs = 10000 +//! limits frame rate to 100 FPS). They work well separately and/or together. +//! Note that minimumIntervalUs usage is not limited to lowering latency, so +//! feel free to use it to limit frame rate for menu, cut scenes, etc. +//! Note that low latency mode can be enabled, and/or minimum interval can +//! be set, even without using NvAPI_D3D_Sleep(). However, without it, the +//! sleep to achieve these features would happen at a less optimal point, +//! resulting in higher overall latency. +//! The bLowLatencyBoost will request the GPU run at max clocks even in +//! scenarios where it is idle most of the frame and would normally try +//! to save power. This can decrease latency in CPU-limited scenarios. +//! While this function can be called as often as needed, it is not +//! necessary nor recommended to call this too frequently (e.g. every frame), +//! as the settings persist for the target device. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] pSetSleepModeParams Sleep mode params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_SetSleepMode(__in HANDLE vkDevice, __in NV_VULKAN_SET_SLEEP_MODE_PARAMS *pSetSleepModeParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_Sleep +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: It is recommended to call this function at the very start of +//! each frame (e.g. before input sampling). If there is a need to sleep, +//! due to frame rate limit and/or low latency features, for example, +//! this call provides an entry point for the driver to sleep at the most +//! optimal spot to achieve the lowest latency. +//! It is recommended to call this function even when low latency mode is +//! disabled and minimum interval is 0. Other features, such as Maximum Frame +//! Rate setting, could be enabled in the control panel to benefit from this. +//! It is OK to start (or stop) using this function at any time. However, +//! when using this function, it must be called exactly once on each frame. +//! If this function is not called, after several frames, the driver would +//! fallback to sleep at its less optimal spot. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] signalValue Value that will be signalled in signalDemaphoreHandle semaphore at Sleep +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_Sleep(__in HANDLE vkDevice, __in NvU64 signalValue); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get latency report. +//! \ingroup oglapi +typedef struct _NV_VULKAN_LATENCY_RESULT_PARAMS +{ + NvU32 version; //!< (IN) Structure version + struct vkFrameReport { + NvU64 frameID; + NvU64 inputSampleTime; + NvU64 simStartTime; + NvU64 simEndTime; + NvU64 renderSubmitStartTime; + NvU64 renderSubmitEndTime; + NvU64 presentStartTime; + NvU64 presentEndTime; + NvU64 driverStartTime; + NvU64 driverEndTime; + NvU64 osRenderQueueStartTime; + NvU64 osRenderQueueEndTime; + NvU64 gpuRenderStartTime; + NvU64 gpuRenderEndTime; + NvU8 rsvd[128]; + } frameReport[64]; + NvU8 rsvd[32]; +} NV_VULKAN_LATENCY_RESULT_PARAMS_V1; + +typedef NV_VULKAN_LATENCY_RESULT_PARAMS_V1 NV_VULKAN_LATENCY_RESULT_PARAMS; +#define NV_VULKAN_LATENCY_RESULT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_LATENCY_RESULT_PARAMS_V1, 1) +#define NV_VULKAN_LATENCY_RESULT_PARAMS_VER NV_VULKAN_LATENCY_RESULT_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_GetLatency +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: Get a latency report including the timestamps of the +//! application latency markers set with NvAPI_Vulkan_SetLatencyMarker as well +//! as driver, OS queue and graphics hardware times. Requires calling +//! NvAPI_Vulkan_SetLatencyMarker with incrementing frameID for valid results. +//! Rendering for at least 90 frames is recommended to properly fill out the +//! structure. The newest completed frame is at the end (element 63) and +//! is preceeded by older frames. If not enough frames are valid then all +//! frames are returned with all zeroes. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [inout] pGetLatencyParams The latency result structure. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_GetLatency(__in HANDLE vkDevice, __inout NV_VULKAN_LATENCY_RESULT_PARAMS* pGetLatencyParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used define latency marker type +//! \ingroup oglapi +typedef enum +{ + VULKAN_SIMULATION_START = 0, + VULKAN_SIMULATION_END = 1, + VULKAN_RENDERSUBMIT_START = 2, + VULKAN_RENDERSUBMIT_END = 3, + VULKAN_PRESENT_START = 4, + VULKAN_PRESENT_END = 5, + VULKAN_INPUT_SAMPLE = 6, + VULKAN_TRIGGER_FLASH = 7, + VULKAN_PC_LATENCY_PING = 8, + VULKAN_OUT_OF_BAND_RENDERSUBMIT_START = 9, + VULKAN_OUT_OF_BAND_RENDERSUBMIT_END = 10, + VULKAN_OUT_OF_BAND_PRESENT_START = 11, + VULKAN_OUT_OF_BAND_PRESENT_END = 12, +} NV_VULKAN_LATENCY_MARKER_TYPE; + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used set latency markers +//! \ingroup oglapi +typedef struct _NV_VULKAN_LATENCY_MARKER_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvU64 frameID; + NV_VULKAN_LATENCY_MARKER_TYPE markerType; + NvU8 rsvd[64]; +} NV_VULKAN_LATENCY_MARKER_PARAMS_V1; + +typedef NV_VULKAN_LATENCY_MARKER_PARAMS_V1 NV_VULKAN_LATENCY_MARKER_PARAMS; +#define NV_VULKAN_LATENCY_MARKER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_LATENCY_MARKER_PARAMS_V1, 1) +#define NV_VULKAN_LATENCY_MARKER_PARAMS_VER NV_VULKAN_LATENCY_MARKER_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_SetLatencyMarker +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: Set a latency marker to be tracked by the +//! NvAPI_Vulkan_GetLatency function. SIMULATION_START must be the first marker +//! sent in a frame, after the previous frame's Sleep call (if used). +//! INPUT_SAMPLE may be sent to record the moment user input was sampled and +//! should come between SIMULATION_START and SIMULATION_END. +//! RENDERSUBMIT_START should come before any Vulkan API calls are made for +//! the given frame and RENDERSUBMIT_END should come before calling Present. +//! PRESENT_START and END should wrap the Present call to inform the driver +//! of a present block done by the OS before the driver receives the Present. +//! TRIGGER_FLASH tells the driver to render its flash indicator for latency +//! testing, typically driven by a mouse click. +//! The frameID can start at an abitrary moment in the application lifetime +//! but must strictly increment from that point forward for consistent results. + +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] pSetLatencyMarkerParams The latency marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_SetLatencyMarker(__in HANDLE vkDevice, __in NV_VULKAN_LATENCY_MARKER_PARAMS* pSetLatencyMarkerParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used in NvAPI_Vulkan_NotifyOutOfBandVkQueue +//! \ingroup oglapi +typedef enum +{ + VULKAN_OUT_OF_BAND_QUEUE_TYPE_RENDER = 0, + VULKAN_OUT_OF_BAND_QUEUE_TYPE_PRESENT = 1, +} NV_VULKAN_OUT_OF_BAND_QUEUE_TYPE; + +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_NotifyOutOfBandVkQueue +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: Notifies the driver that this command queue runs out of band +//! from the application's frame cadence. +//! +//! \since Release: 520 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] queueHandle The VkQueue +//! \param [in] queueType The type of out of band VkQueue +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_NotifyOutOfBandVkQueue(__in HANDLE vkDevice, __in HANDLE queueHandle, __in NV_VULKAN_OUT_OF_BAND_QUEUE_TYPE queueType); +#endif // defined(__cplusplus) && defined(_WINNT_) + + +//! \addtogroup drsapi +//! @{ + + +// GPU Profile APIs + +NV_DECLARE_HANDLE(NvDRSSessionHandle); +NV_DECLARE_HANDLE(NvDRSProfileHandle); + +#define NVAPI_DRS_GLOBAL_PROFILE ((NvDRSProfileHandle) -1) + +#define NVAPI_SETTING_MAX_VALUES 100 + +typedef enum _NVDRS_SETTING_TYPE +{ + NVDRS_DWORD_TYPE, + NVDRS_BINARY_TYPE, + NVDRS_STRING_TYPE, + NVDRS_WSTRING_TYPE +} NVDRS_SETTING_TYPE; + +typedef enum _NVDRS_SETTING_LOCATION +{ + NVDRS_CURRENT_PROFILE_LOCATION, + NVDRS_GLOBAL_PROFILE_LOCATION, + NVDRS_BASE_PROFILE_LOCATION, + NVDRS_DEFAULT_PROFILE_LOCATION +} NVDRS_SETTING_LOCATION; + + +typedef struct _NVDRS_GPU_SUPPORT +{ + NvU32 geforce : 1; + NvU32 quadro : 1; + NvU32 nvs : 1; + NvU32 reserved4 : 1; + NvU32 reserved5 : 1; + NvU32 reserved6 : 1; + NvU32 reserved7 : 1; + NvU32 reserved8 : 1; + NvU32 reserved9 : 1; + NvU32 reserved10 : 1; + NvU32 reserved11 : 1; + NvU32 reserved12 : 1; + NvU32 reserved13 : 1; + NvU32 reserved14 : 1; + NvU32 reserved15 : 1; + NvU32 reserved16 : 1; + NvU32 reserved17 : 1; + NvU32 reserved18 : 1; + NvU32 reserved19 : 1; + NvU32 reserved20 : 1; + NvU32 reserved21 : 1; + NvU32 reserved22 : 1; + NvU32 reserved23 : 1; + NvU32 reserved24 : 1; + NvU32 reserved25 : 1; + NvU32 reserved26 : 1; + NvU32 reserved27 : 1; + NvU32 reserved28 : 1; + NvU32 reserved29 : 1; + NvU32 reserved30 : 1; + NvU32 reserved31 : 1; + NvU32 reserved32 : 1; +} NVDRS_GPU_SUPPORT; + +//! Enum to decide on the datatype of setting value. +typedef struct _NVDRS_BINARY_SETTING +{ + NvU32 valueLength; //!< valueLength should always be in number of bytes. + NvU8 valueData[NVAPI_BINARY_DATA_MAX]; +} NVDRS_BINARY_SETTING; + +typedef struct _NVDRS_SETTING_VALUES +{ + NvU32 version; //!< Structure Version + NvU32 numSettingValues; //!< Total number of values available in a setting. + NVDRS_SETTING_TYPE settingType; //!< Type of setting value. + union //!< Setting can hold either DWORD or Binary value or string. Not mixed types. + { + NvU32 u32DefaultValue; //!< Accessing default DWORD value of this setting. + NVDRS_BINARY_SETTING binaryDefaultValue; //!< Accessing default Binary value of this setting. + //!< Must be allocated by caller with valueLength specifying buffer size, or only valueLength will be filled in. + NvAPI_UnicodeString wszDefaultValue; //!< Accessing default unicode string value of this setting. + }; + union //!< Setting values can be of either DWORD, Binary values or String type, + { //!< NOT mixed types. + NvU32 u32Value; //!< All possible DWORD values for a setting + NVDRS_BINARY_SETTING binaryValue; //!< All possible Binary values for a setting + NvAPI_UnicodeString wszValue; //!< Accessing current unicode string value of this setting. + }settingValues[NVAPI_SETTING_MAX_VALUES]; +} NVDRS_SETTING_VALUES; + +//! Macro for constructing the version field of ::_NVDRS_SETTING_VALUES +#define NVDRS_SETTING_VALUES_VER MAKE_NVAPI_VERSION(NVDRS_SETTING_VALUES,1) + +typedef struct _NVDRS_SETTING_V1 +{ + NvU32 version; //!< Structure Version + NvAPI_UnicodeString settingName; //!< String name of setting + NvU32 settingId; //!< 32 bit setting Id + NVDRS_SETTING_TYPE settingType; //!< Type of setting value. + NVDRS_SETTING_LOCATION settingLocation; //!< Describes where the value in CurrentValue comes from. + NvU32 isCurrentPredefined; //!< It is different than 0 if the currentValue is a predefined Value, + //!< 0 if the currentValue is a user value. + NvU32 isPredefinedValid; //!< It is different than 0 if the PredefinedValue union contains a valid value. + union //!< Setting can hold either DWORD or Binary value or string. Not mixed types. + { + NvU32 u32PredefinedValue; //!< Accessing default DWORD value of this setting. + NVDRS_BINARY_SETTING binaryPredefinedValue; //!< Accessing default Binary value of this setting. + //!< Must be allocated by caller with valueLength specifying buffer size, + //!< or only valueLength will be filled in. + NvAPI_UnicodeString wszPredefinedValue; //!< Accessing default unicode string value of this setting. + }; + union //!< Setting can hold either DWORD or Binary value or string. Not mixed types. + { + NvU32 u32CurrentValue; //!< Accessing current DWORD value of this setting. + NVDRS_BINARY_SETTING binaryCurrentValue; //!< Accessing current Binary value of this setting. + //!< Must be allocated by caller with valueLength specifying buffer size, + //!< or only valueLength will be filled in. + NvAPI_UnicodeString wszCurrentValue; //!< Accessing current unicode string value of this setting. + }; +} NVDRS_SETTING_V1; + +//! Macro for constructing the version field of ::_NVDRS_SETTING +#define NVDRS_SETTING_VER1 MAKE_NVAPI_VERSION(NVDRS_SETTING_V1, 1) + +typedef NVDRS_SETTING_V1 NVDRS_SETTING; +#define NVDRS_SETTING_VER NVDRS_SETTING_VER1 + +typedef struct _NVDRS_APPLICATION_V1 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the application +} NVDRS_APPLICATION_V1; + +typedef struct _NVDRS_APPLICATION_V2 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the Application + NvAPI_UnicodeString fileInFolder; //!< Select this application only if this file is found. + //!< When specifying multiple files, separate them using the ':' character. +} NVDRS_APPLICATION_V2; + +typedef struct _NVDRS_APPLICATION_V3 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the Application + NvAPI_UnicodeString fileInFolder; //!< Select this application only if this file is found. + //!< When specifying multiple files, separate them using the ':' character. + NvU32 isMetro:1; //!< Windows 8 style app + NvU32 isCommandLine:1; //!< Command line parsing for the application name + NvU32 reserved:30; //!< Reserved. Should be 0. +} NVDRS_APPLICATION_V3; + +typedef struct _NVDRS_APPLICATION_V4 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the Application + NvAPI_UnicodeString fileInFolder; //!< Select this application only if this file is found. + //!< When specifying multiple files, separate them using the ':' character. + NvU32 isMetro:1; //!< Windows 8 style app + NvU32 isCommandLine:1; //!< Command line parsing for the application name + NvU32 reserved:30; //!< Reserved. Should be 0. + NvAPI_UnicodeString commandLine; //!< If isCommandLine is set to 0 this must be an empty. If isCommandLine is set to 1 + //!< this contains application's command line as if it was returned by GetCommandLineW. +} NVDRS_APPLICATION_V4; + +#define NVDRS_APPLICATION_VER_V1 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V1,1) +#define NVDRS_APPLICATION_VER_V2 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V2,2) +#define NVDRS_APPLICATION_VER_V3 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V3,3) +#define NVDRS_APPLICATION_VER_V4 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V4,4) + +typedef NVDRS_APPLICATION_V4 NVDRS_APPLICATION; +#define NVDRS_APPLICATION_VER NVDRS_APPLICATION_VER_V4 + +typedef struct _NVDRS_PROFILE_V1 +{ + NvU32 version; //!< Structure Version + NvAPI_UnicodeString profileName; //!< String name of the Profile + NVDRS_GPU_SUPPORT gpuSupport; //!< This read-only flag indicates the profile support on either + //!< Quadro, or Geforce, or both. + NvU32 isPredefined; //!< Is the Profile user-defined, or predefined + NvU32 numOfApps; //!< Total number of applications that belong to this profile. Read-only + NvU32 numOfSettings; //!< Total number of settings applied for this Profile. Read-only +} NVDRS_PROFILE_V1; + +typedef NVDRS_PROFILE_V1 NVDRS_PROFILE; + +//! Macro for constructing the version field of ::NVDRS_PROFILE +#define NVDRS_PROFILE_VER1 MAKE_NVAPI_VERSION(NVDRS_PROFILE_V1,1) +#define NVDRS_PROFILE_VER NVDRS_PROFILE_VER1 + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_CreateSession +// +//! DESCRIPTION: This API allocates memory and initializes the session. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] *phSession Return pointer to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR: For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_CreateSession(NvDRSSessionHandle *phSession); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DestroySession +// +//! DESCRIPTION: This API frees the allocation: cleanup of NvDrsSession. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DestroySession(NvDRSSessionHandle hSession); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_LoadSettings +// +//! DESCRIPTION: This API loads and parses the settings data. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_LoadSettings(NvDRSSessionHandle hSession); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SaveSettings +// +//! DESCRIPTION: This API saves the settings data to the system. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SaveSettings(NvDRSSessionHandle hSession); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_LoadSettingsFromFile +// +//! DESCRIPTION: This API loads settings from the given file path. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle +//! \param [in] fileName Binary File Name/Path +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_LoadSettingsFromFile(NvDRSSessionHandle hSession, NvAPI_UnicodeString fileName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SaveSettingsToFile +// +//! DESCRIPTION: This API saves settings to the given file path. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] fileName Binary File Name/Path +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SaveSettingsToFile(NvDRSSessionHandle hSession, NvAPI_UnicodeString fileName); + +//! @} + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_CreateProfile +// +//! DESCRIPTION: This API creates an empty profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] *pProfileInfo Input pointer to NVDRS_PROFILE. +//! \param [in] *phProfile Returns pointer to profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_CreateProfile(NvDRSSessionHandle hSession, NVDRS_PROFILE *pProfileInfo, NvDRSProfileHandle *phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteProfile +// +//! DESCRIPTION: This API deletes a profile or sets it back to a predefined value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteProfile(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SetCurrentGlobalProfile +// +//! DESCRIPTION: This API sets the current global profile in the driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] wszGlobalProfileName Input current Global profile name. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SetCurrentGlobalProfile(NvDRSSessionHandle hSession, NvAPI_UnicodeString wszGlobalProfileName); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetCurrentGlobalProfile +// +//! DESCRIPTION: This API returns the handle to the current global profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [out] *phProfile Returns current Global profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetCurrentGlobalProfile(NvDRSSessionHandle hSession, NvDRSProfileHandle *phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetProfileInfo +// +//! DESCRIPTION: This API gets information about the given profile. User needs to specify the name of the Profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [out] *pProfileInfo Return the profile info. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetProfileInfo(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_PROFILE *pProfileInfo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SetProfileInfo +// +//! DESCRIPTION: Specifies flags for a given profile. Currently only the NVDRS_GPU_SUPPORT is +//! used to update the profile. Neither the name, number of settings or applications +//! or other profile information can be changed with this function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] *pProfileInfo Input the new profile info. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SetProfileInfo(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_PROFILE *pProfileInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_FindProfileByName +// +//! DESCRIPTION: This API finds a profile in the current session. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] profileName Input profileName. +//! \param [out] phProfile Input profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_PROFILE_NOT_FOUND if profile is not found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_FindProfileByName(NvDRSSessionHandle hSession, NvAPI_UnicodeString profileName, NvDRSProfileHandle* phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumProfiles +// +//! DESCRIPTION: This API enumerates through all the profiles in the session. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] index Input the index for enumeration. +//! \param [out] *phProfile Returns profile handle. +//! +//! RETURN STATUS: NVAPI_OK: SUCCESS if the profile is found +//! NVAPI_ERROR: For miscellaneous errors. +//! NVAPI_END_ENUMERATION: index exceeds the total number of available Profiles in DB. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumProfiles(NvDRSSessionHandle hSession, NvU32 index, NvDRSProfileHandle *phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetNumProfiles +// +//! DESCRIPTION: This API obtains the number of profiles in the current session object. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param out] *numProfiles Returns count of profiles in the current hSession. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_API_NOT_INTIALIZED Failed to initialize. +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid Arguments. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetNumProfiles(NvDRSSessionHandle hSession, NvU32 *numProfiles); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_CreateApplication +// +//! DESCRIPTION: This API adds an executable name to a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] *pApplication Input NVDRS_APPLICATION struct with the executable name to be added. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_CreateApplication(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_APPLICATION *pApplication); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteApplicationEx +// +//! DESCRIPTION: This API removes an executable from a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession - Input to the session handle. +//! \param [in] hProfile - Input profile handle. +//! \param [in] *pApp - Input all the information about the application to be removed. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS If the path provided could refer to two different executables, +//! this error will be returned. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteApplicationEx(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_APPLICATION *pApp); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteApplication +// +//! DESCRIPTION: This API removes an executable name from a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSessionPARAMETERS Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] appName Input the executable name to be removed. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS If the path provided could refer to two different executables, +//! this error will be returned +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteApplication(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvAPI_UnicodeString appName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetApplicationInfo +// +//! DESCRIPTION: This API gets information about the given application. The input application name +//! must match exactly what the Profile has stored for the application. +//! This function is better used to retrieve application information from a previous +//! enumeration. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] appName Input application name. +//! \param [out] *pApplication Returns NVDRS_APPLICATION struct with all the attributes. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS The application name could not +// single out only one executable. +//! \retval ::NVAPI_EXECUTABLE_NOT_FOUND No application with that name is found on the profile. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetApplicationInfo(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvAPI_UnicodeString appName, NVDRS_APPLICATION *pApplication); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumApplications +// +//! DESCRIPTION: This API enumerates all the applications in a given profile from the starting index to the maximum length. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] startIndex Indicates starting index for enumeration. +//! \param [in,out] *appCount Input maximum length of the passed in arrays. Returns the actual length. +//! \param [out] *pApplication Returns NVDRS_APPLICATION struct with all the attributes. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_END_ENUMERATION startIndex exceeds the total appCount. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumApplications(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 startIndex, NvU32 *appCount, NVDRS_APPLICATION *pApplication); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_FindApplicationByName +// +//! DESCRIPTION: This API searches the application and the associated profile for the given application name. +//! If a fully qualified path is provided, this function will always return the profile +//! the driver will apply upon running the application (on the path provided). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the hSession handle +//! \param [in] appName Input appName. For best results, provide a fully qualified path of the type +//! c:/Folder1/Folder2/App.exe +//! \param [out] *phProfile Returns profile handle. +//! \param [in,out] *pApplication Returns NVDRS_APPLICATION struct pointer. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below: +//! \retval ::NVAPI_APPLICATION_NOT_FOUND If App not found +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS If the input appName was not fully qualified, this error might return in the case of multiple matches +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_FindApplicationByName(__in NvDRSSessionHandle hSession, __in NvAPI_UnicodeString appName, __out NvDRSProfileHandle *phProfile, __inout NVDRS_APPLICATION *pApplication); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SetSetting +// +//! DESCRIPTION: This API adds/modifies a setting to a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] *pSetting Input NVDRS_SETTING struct pointer. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SetSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_SETTING *pSetting); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetSetting +// +//! DESCRIPTION: This API gets information about the given setting. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] settingId Input settingId. +//! \param [out] *pSetting Returns all the setting info +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 settingId, NVDRS_SETTING *pSetting); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumSettings +// +//! DESCRIPTION: This API enumerates all the settings of a given profile from startIndex to the maximum length. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] startIndex Indicates starting index for enumeration. +//! \param [in,out] *settingsCount Input max length of the passed in arrays, Returns the actual length. +//! \param [out] *pSetting Returns all the settings info. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_END_ENUMERATION startIndex exceeds the total appCount. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumSettings(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 startIndex, NvU32 *settingsCount, NVDRS_SETTING *pSetting); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumAvailableSettingIds +// +//! DESCRIPTION: This API enumerates all the Ids of all the settings recognized by NVAPI. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] pSettingIds User-provided array of length *pMaxCount that NVAPI will fill with IDs. +//! \param [in,out] pMaxCount Input max length of the passed in array, Returns the actual length. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! NVAPI_END_ENUMERATION: the provided pMaxCount is not enough to hold all settingIds. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumAvailableSettingIds(NvU32 *pSettingIds, NvU32 *pMaxCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumAvailableSettingValues +// +//! DESCRIPTION: This API enumerates all available setting values for a given setting. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] settingId Input settingId. +//! \param [in,out] pMaxNumValues Input max length of the passed in arrays, Returns the actual length. +//! \param [out] *pSettingValues Returns all available setting values and its count. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumAvailableSettingValues(NvU32 settingId, NvU32 *pMaxNumValues, NVDRS_SETTING_VALUES *pSettingValues); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetSettingIdFromName +// +//! DESCRIPTION: This API gets the binary ID of a setting given the setting name. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] settingName Input Unicode settingName. +//! \param [out] *pSettingId Returns corresponding settingId. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_PROFILE_NOT_FOUND if profile is not found +//! \retval ::NVAPI_SETTING_NOT_FOUND if setting is not found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetSettingIdFromName(NvAPI_UnicodeString settingName, NvU32 *pSettingId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetSettingNameFromId +// +//! DESCRIPTION: This API gets the setting name given the binary ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] settingId Input settingId. +//! \param [in] *pSettingName Returns corresponding Unicode settingName. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_PROFILE_NOT_FOUND if profile is not found +//! \retval ::NVAPI_SETTING_NOT_FOUND if setting is not found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetSettingNameFromId(NvU32 settingId, NvAPI_UnicodeString *pSettingName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteProfileSetting +// +//! DESCRIPTION: This API deletes a setting or sets it back to predefined value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] settingId Input settingId to be deleted. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteProfileSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 settingId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_RestoreAllDefaults +// +//! DESCRIPTION: This API restores the whole system to predefined(default) values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_RestoreAllDefaults(NvDRSSessionHandle hSession); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_RestoreProfileDefault +// +//! DESCRIPTION: This API restores the given profile to predefined(default) values. +//! Any and all user specified modifications will be removed. +//! If the whole profile was set by the user, the profile will be removed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_PROFILE_REMOVED SUCCESS, and the hProfile is no longer valid. +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_RestoreProfileDefault(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_RestoreProfileDefaultSetting +// +//! DESCRIPTION: This API restores the given profile setting to predefined(default) values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] settingId Input settingId. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_RestoreProfileDefaultSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 settingId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetBaseProfile +// +//! DESCRIPTION: Returns the handle to the current global profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] *phProfile Returns Base profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetBaseProfile(NvDRSSessionHandle hSession, NvDRSProfileHandle *phProfile); + + + + +//! \addtogroup sysgeneral +//! @{ + +typedef struct +{ + NvU32 version; //!< structure version + NvU32 vendorId; //!< Chipset vendor identification + NvU32 deviceId; //!< Chipset device identification + NvAPI_ShortString szVendorName; //!< Chipset vendor Name + NvAPI_ShortString szChipsetName; //!< Chipset device Name + NvU32 flags; //!< Chipset info flags - obsolete + NvU32 subSysVendorId; //!< Chipset subsystem vendor identification + NvU32 subSysDeviceId; //!< Chipset subsystem device identification + NvAPI_ShortString szSubSysVendorName; //!< subsystem vendor Name + NvU32 HBvendorId; //!< Host bridge vendor identification + NvU32 HBdeviceId; //!< Host bridge device identification + NvU32 HBsubSysVendorId; //!< Host bridge subsystem vendor identification + NvU32 HBsubSysDeviceId; //!< Host bridge subsystem device identification + +} NV_CHIPSET_INFO_v4; + +typedef struct +{ + NvU32 version; //!< structure version + NvU32 vendorId; //!< vendor ID + NvU32 deviceId; //!< device ID + NvAPI_ShortString szVendorName; //!< vendor Name + NvAPI_ShortString szChipsetName; //!< device Name + NvU32 flags; //!< Chipset info flags - obsolete + NvU32 subSysVendorId; //!< subsystem vendor ID + NvU32 subSysDeviceId; //!< subsystem device ID + NvAPI_ShortString szSubSysVendorName; //!< subsystem vendor Name +} NV_CHIPSET_INFO_v3; + +typedef enum +{ + NV_CHIPSET_INFO_HYBRID = 0x00000001, +} NV_CHIPSET_INFO_FLAGS; + +typedef struct +{ + NvU32 version; //!< structure version + NvU32 vendorId; //!< vendor ID + NvU32 deviceId; //!< device ID + NvAPI_ShortString szVendorName; //!< vendor Name + NvAPI_ShortString szChipsetName; //!< device Name + NvU32 flags; //!< Chipset info flags +} NV_CHIPSET_INFO_v2; + +typedef struct +{ + NvU32 version; //structure version + NvU32 vendorId; //vendor ID + NvU32 deviceId; //device ID + NvAPI_ShortString szVendorName; //vendor Name + NvAPI_ShortString szChipsetName; //device Name +} NV_CHIPSET_INFO_v1; + +#define NV_CHIPSET_INFO_VER_1 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v1,1) +#define NV_CHIPSET_INFO_VER_2 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v2,2) +#define NV_CHIPSET_INFO_VER_3 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v3,3) +#define NV_CHIPSET_INFO_VER_4 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v4,4) + +#define NV_CHIPSET_INFO NV_CHIPSET_INFO_v4 +#define NV_CHIPSET_INFO_VER NV_CHIPSET_INFO_VER_4 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SYS_GetChipSetInfo +// +//! This function returns information about the system's chipset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT pChipSetInfo is NULL. +//! \retval NVAPI_OK *pChipSetInfo is now set. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_CHIPSET_INFO version not compatible with driver. +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetChipSetInfo(NV_CHIPSET_INFO *pChipSetInfo); + + +//! \ingroup sysgeneral +//! Lid and dock information - used in NvAPI_GetLidDockInfo() +typedef struct +{ + NvU32 version; //! Structure version, constructed from the macro #NV_LID_DOCK_PARAMS_VER + NvU32 currentLidState; + NvU32 currentDockState; + NvU32 currentLidPolicy; + NvU32 currentDockPolicy; + NvU32 forcedLidMechanismPresent; + NvU32 forcedDockMechanismPresent; +}NV_LID_DOCK_PARAMS; + + +//! ingroup sysgeneral +#define NV_LID_DOCK_PARAMS_VER MAKE_NVAPI_VERSION(NV_LID_DOCK_PARAMS,1) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetLidDockInfo +// +//! DESCRIPTION: This function returns the current lid and dock information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 177 +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_NOT_SUPPORTED +//! \retval ::NVAPI_HANDLE_INVALIDATED +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetLidAndDockInfo(NV_LID_DOCK_PARAMS *pLidAndDock); + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SYS_GetDisplayIdFromGpuAndOutputId +// +//! DESCRIPTION: This API converts a Physical GPU handle and output ID to a +//! display ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGpu Handle to the physical GPU +//! \param [in] outputId Connected display output ID on the +//! target GPU - must only have one bit set +//! \param [out] displayId Pointer to an NvU32 which contains +//! the display ID +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid input parameter. +//! +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetDisplayIdFromGpuAndOutputId(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputId, NvU32* displayId); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SYS_GetGpuAndOutputIdFromDisplayId +// +//! DESCRIPTION: This API converts a display ID to a Physical GPU handle and output ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Display ID of display to retrieve +//! GPU and outputId for +//! \param [out] hPhysicalGpu Handle to the physical GPU +//! \param [out] outputId ) Connected display output ID on the +//! target GPU will only have one bit set. +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_ID_OUT_OF_RANGE The DisplayId corresponds to a +//! display which is not within the +//! normal outputId range. +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_INVALID_ARGUMENT +//! +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetGpuAndOutputIdFromDisplayId(NvU32 displayId, NvPhysicalGpuHandle *hPhysicalGpu, NvU32 *outputId); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SYS_GetPhysicalGpuFromDisplayId +// +//! \code +//! DESCRIPTION: This API retrieves the Physical GPU handle of the connected display +//! +//! \since Release: 313 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! PARAMETERS: displayId(IN) - Display ID of display to retrieve +//! GPU handle +//! hPhysicalGpu(OUT) - Handle to the physical GPU +//! +//! RETURN STATUS: +//! NVAPI_OK - completed request +//! NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! NVAPI_ERROR - miscellaneous error occurred +//! NVAPI_INVALID_ARGUMENT - Invalid input parameter. +//! \endcode +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetPhysicalGpuFromDisplayId(NvU32 displayId, NvPhysicalGpuHandle *hPhysicalGpu); + +typedef struct _NV_DISPLAY_DRIVER_INFO +{ + NvU32 version; //!< Structure Version. + NvU32 driverVersion; //!< Contains the driver version after successful return. + NvAPI_ShortString szBuildBranch; //!< Contains the driver-branch string after successful return. + NvU32 bIsDCHDriver : 1; //!< Contains the driver DCH status after successful return. + //!< Value of 1 means that this is DCH driver. + //!< Value of 0 means that this is not a DCH driver (NVAPI may be unable to query the DCH status of the driver due to some registry API errors, in that case the API will return with NVAPI_ERROR) + NvU32 bIsNVIDIAStudioPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Studio Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Studio Driver package. + NvU32 bIsNVIDIAGameReadyPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Game Ready Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Game Ready Driver package. + NvU32 bIsNVIDIARTXProductionBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX Enterprise Production Branch which offers ISV certifications, long life-cycle support, regular security updates, and access to the same functionality as corresponding NVIDIA Studio Driver Packages (i.e., of the same driver version number). + //!< Value of 1 means that this driver is from the NVIDIA RTX Enterprise Production Branch package. + NvU32 bIsNVIDIARTXNewFeatureBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX New Feature Branch. + //!< This driver typically gives access to new features, bug fixes, new operating system support, and other driver enhancements offered between NVIDIA RTX Enterprise Production Branch releases. Support duration for NVIDIA RTX New Feature Branches is shorter than that for NVIDIA RTX Enterprise Production Branches. + //!< Value of 1 means that this driver is from the NVIDIA RTX New Feature Branch package. + NvU32 reserved : 27; //!< Reserved for future use. +} NV_DISPLAY_DRIVER_INFO_V1; + +typedef struct _NV_DISPLAY_DRIVER_INFO_V2 +{ + NvU32 version; //!< Structure Version. + NvU32 driverVersion; //!< Contains the driver version after successful return. + NvAPI_ShortString szBuildBranch; //!< Contains the driver-branch string after successful return. + NvU32 bIsDCHDriver : 1; //!< Contains the driver DCH status after successful return. + //!< Value of 1 means that this is DCH driver. + //!< Value of 0 means that this is not a DCH driver (NVAPI may be unable to query the DCH status of the driver due to some registry API errors, in that case the API will return with NVAPI_ERROR) + NvU32 bIsNVIDIAStudioPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Studio Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Studio Driver package. + NvU32 bIsNVIDIAGameReadyPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Game Ready Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Game Ready Driver package. + NvU32 bIsNVIDIARTXProductionBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX Enterprise Production Branch which offers ISV certifications, long life-cycle support, regular security updates, and access to the same functionality as corresponding NVIDIA Studio Driver Packages (i.e., of the same driver version number). + //!< Value of 1 means that this driver is from the NVIDIA RTX Enterprise Production Branch package. + NvU32 bIsNVIDIARTXNewFeatureBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX New Feature Branch. + //!< This driver typically gives access to new features, bug fixes, new operating system support, and other driver enhancements offered between NVIDIA RTX Enterprise Production Branch releases. Support duration for NVIDIA RTX New Feature Branches is shorter than that for NVIDIA RTX Enterprise Production Branches. + //!< Value of 1 means that this driver is from the NVIDIA RTX New Feature Branch package. + NvU32 reserved : 27; //!< Reserved for future use. + NvAPI_ShortString szBuildBaseBranch; //!< (OUT) Contains the driver base branch string after successful return. + NvU32 reservedEx; //!< Reserved for future use +} NV_DISPLAY_DRIVER_INFO_V2; + +#define NV_DISPLAY_DRIVER_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_INFO_V1, 1) +#define NV_DISPLAY_DRIVER_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_INFO_V2, 2) +typedef NV_DISPLAY_DRIVER_INFO_V2 NV_DISPLAY_DRIVER_INFO; +#define NV_DISPLAY_DRIVER_INFO_VER NV_DISPLAY_DRIVER_INFO_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SYS_GetDisplayDriverInfo +// +//! DESCRIPTION: This API will return information related to the NVIDIA Display Driver. +//! Note that out of the driver types - Studio, Game Ready, RTX Production Branch, RTX New Feature Branch - only one driver type can be available in system. +//! If NVAPI is unable to get the information of particular driver type, we report all flags as 0 (Unknown). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 396 +//! +//! \param [inout] pDriverInfo - This structure will be filled with required information. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetDisplayDriverInfo(__inout NV_DISPLAY_DRIVER_INFO *pDriverInfo); + + +typedef struct _NV_PHYSICAL_GPU_HANDLE_DATA +{ + NvPhysicalGpuHandle hPhysicalGpu; // 1399) && !defined(NVAPI_INTERNAL) && !defined(NVAPI_DEPRECATED_OLD) +#ifndef __nvapi_deprecated_function +#define __nvapi_deprecated_function(message) __declspec(deprecated(message)) +#endif +#ifndef __nvapi_deprecated_datatype +#define __nvapi_deprecated_datatype(FirstRelease) __declspec(deprecated("Do not use this data type - it is deprecated in release " #FirstRelease ".")) +#endif +#else +#ifndef __nvapi_deprecated_function +#define __nvapi_deprecated_function(message) +#endif +#ifndef __nvapi_deprecated_datatype +#define __nvapi_deprecated_datatype(FirstRelease) +#endif +#endif + + +/* 64-bit types for compilers that support them, plus some obsolete variants */ +#if defined(__GNUC__) || defined(__arm) || defined(__IAR_SYSTEMS_ICC__) || defined(__ghs__) || defined(_WIN64) +typedef unsigned long long NvU64; /* 0 to 18446744073709551615 */ +typedef long long NvS64; /* -9223372036854775808 to 9223372036854775807 */ +#else +typedef unsigned __int64 NvU64; /* 0 to 18446744073709551615 */ +typedef __int64 NvS64; /* -9223372036854775808 to 9223372036854775807 */ +#endif + +#if NVAPI_USE_STDINT +typedef uint32_t NvV32; /* "void": enumerated or multiple fields */ +typedef uint32_t NvU32; /* 0 to 4294967295 */ +typedef int32_t NvS32; /* -2147483648 to 2147483647 */ + +#else +// mac os 32-bit still needs this +#if (defined(macintosh) || defined(__APPLE__)) && !defined(__LP64__) +typedef signed long NvS32; /* -2147483648 to 2147483647 */ +#else +typedef signed int NvS32; /* -2147483648 to 2147483647 */ +#endif + +#if !(NVOS_IS_UNIX || (defined(__unix))) +// mac os 32-bit still needs this +#if ( (defined(macintosh) && defined(__LP64__) && (__NVAPI_RESERVED0__)) || \ + (!defined(macintosh) && defined(__NVAPI_RESERVED0__)) ) +typedef unsigned int NvU32; /* 0 to 4294967295 */ +#else +typedef unsigned long NvU32; /* 0 to 4294967295 */ +#endif +#else +typedef unsigned int NvU32; /* 0 to 4294967295 */ +#endif +#endif + +typedef unsigned long temp_NvU32; /* 0 to 4294967295 */ +typedef signed short NvS16; +typedef unsigned short NvU16; +typedef unsigned char NvU8; +typedef signed char NvS8; +typedef float NvF32; +typedef double NvF64; + +/*! + * Macro to convert NvU32 to NvF32. + */ +#define NvU32TONvF32(_pData) *(NvF32 *)(_pData) +/*! + * Macro to convert NvF32 to NvU32. + */ +#define NvF32TONvU32(_pData) *(NvU32 *)(_pData) + +/* Boolean type */ +typedef NvU8 NvBool; +#define NV_TRUE ((NvBool)(0 == 0)) +#define NV_FALSE ((NvBool)(0 != 0)) + +typedef struct _NV_RECT +{ + NvU32 left; + NvU32 top; + NvU32 right; + NvU32 bottom; +} NV_RECT; + + +#define NV_DECLARE_HANDLE(name) struct name##__ { int unused; }; typedef struct name##__ *name + +//! \addtogroup nvapihandles +//! NVAPI Handles - These handles are retrieved from various calls and passed in to others in NvAPI +//! These are meant to be opaque types. Do not assume they correspond to indices, HDCs, +//! display indexes or anything else. +//! +//! Most handles remain valid until a display re-configuration (display mode set) or GPU +//! reconfiguration (going into or out of SLI modes) occurs. If NVAPI_HANDLE_INVALIDATED +//! is received by an app, it should discard all handles, and re-enumerate them. +//! @{ +NV_DECLARE_HANDLE(NvLogicalGpuHandle); //!< One or more physical GPUs acting in concert (SLI) +NV_DECLARE_HANDLE(NvPhysicalGpuHandle); //!< A single physical GPU +NV_DECLARE_HANDLE(NvDisplayHandle); //!< Display Device driven by NVIDIA GPU(s) (an attached display) +NV_DECLARE_HANDLE(NvMonitorHandle); //!< Monitor handle +NV_DECLARE_HANDLE(NvUnAttachedDisplayHandle); //!< Unattached Display Device driven by NVIDIA GPU(s) +NV_DECLARE_HANDLE(NvVisualComputingDeviceHandle); //!< A handle to a Visual Computing Device +NV_DECLARE_HANDLE(NvEventHandle); //!< A handle to an event registration instance + + +NV_DECLARE_HANDLE(NvHICHandle); //!< A handle to a Host Interface Card +NV_DECLARE_HANDLE(NvGSyncDeviceHandle); //!< A handle to a Sync device +NV_DECLARE_HANDLE(NvVioHandle); //!< A handle to an SDI device +NV_DECLARE_HANDLE(NvTransitionHandle); //!< A handle to address a single transition request +NV_DECLARE_HANDLE(NvAudioHandle); //!< NVIDIA HD Audio Device +NV_DECLARE_HANDLE(Nv3DVPContextHandle); //!< A handle for a 3D Vision Pro (3DVP) context +NV_DECLARE_HANDLE(Nv3DVPTransceiverHandle); //!< A handle for a 3DVP RF transceiver +NV_DECLARE_HANDLE(Nv3DVPGlassesHandle); //!< A handle for a pair of 3DVP RF shutter glasses +NV_DECLARE_HANDLE(NvPcfClientHandle); //!< A handle for NVPCF clients + +typedef void* StereoHandle; //!< A stereo handle, that corresponds to the device interface + +NV_DECLARE_HANDLE(NvSourceHandle); //!< Unique source handle on the system +NV_DECLARE_HANDLE(NvTargetHandle); //!< Unique target handle on the system +NV_DECLARE_HANDLE(NVDX_SwapChainHandle); //!< DirectX SwapChain objects +static const NVDX_SwapChainHandle NVDX_SWAPCHAIN_NONE = 0; +NV_DECLARE_HANDLE(NvPresentBarrierClientHandle); //!< PresentBarrier client object +//! @} + +//! \ingroup nvapihandles +//! @{ +#define NVAPI_DEFAULT_HANDLE 0 +#define NV_BIT(x) (1 << (x)) +//! @} + + + +//! \addtogroup nvapitypes +//! @{ +#define NVAPI_GENERIC_STRING_MAX 4096 +#define NVAPI_LONG_STRING_MAX 256 +#define NVAPI_SHORT_STRING_MAX 64 + +typedef struct +{ + NvS32 sX; + NvS32 sY; + NvS32 sWidth; + NvS32 sHeight; +} NvSBox; + +#ifndef NvGUID_Defined +#define NvGUID_Defined + +typedef struct +{ + NvU32 data1; + NvU16 data2; + NvU16 data3; + NvU8 data4[8]; +} NvGUID, NvLUID; + + +#endif //#ifndef NvGUID_Defined +#define NVAPI_MAX_PHYSICAL_GPUS 64 + + +#define NVAPI_MAX_PHYSICAL_BRIDGES 100 +#define NVAPI_PHYSICAL_GPUS 32 +#define NVAPI_MAX_LOGICAL_GPUS 64 +#define NVAPI_MAX_AVAILABLE_GPU_TOPOLOGIES 256 +#define NVAPI_MAX_AVAILABLE_SLI_GROUPS 256 +#define NVAPI_MAX_GPU_TOPOLOGIES NVAPI_MAX_PHYSICAL_GPUS +#define NVAPI_MAX_GPU_PER_TOPOLOGY 8 +#define NVAPI_MAX_DISPLAY_HEADS 2 +#define NVAPI_ADVANCED_DISPLAY_HEADS 4 +#define NVAPI_MAX_DISPLAYS NVAPI_PHYSICAL_GPUS * NVAPI_ADVANCED_DISPLAY_HEADS +#define NVAPI_MAX_ACPI_IDS 16 +#define NVAPI_MAX_VIEW_MODES 8 + + +#define NVAPI_SYSTEM_MAX_HWBCS 128 +#define NVAPI_SYSTEM_HWBC_INVALID_ID 0xffffffff + +#define NVAPI_SYSTEM_MAX_DISPLAYS NVAPI_MAX_PHYSICAL_GPUS * NV_MAX_HEADS +#define NV_MAX_HEADS 4 //!< Maximum heads, each with NVAPI_DESKTOP_RES resolution +#define NVAPI_MAX_HEADS_PER_GPU 32 +#define NV_MAX_VID_STREAMS 4 //!< Maximum number of input video streams, each with a #NVAPI_VIDEO_SRC_INFO +#define NV_MAX_VID_STREAMS_EX 20 //!< Increasing MAX no. of input video streams, each with a #NVAPI_VIDEO_SRC_INFO +#define NV_MAX_VID_PROFILES 4 //!< Maximum number of output video profiles supported + +#define NVAPI_MAX_AUDIO_DEVICES 16 + + +typedef char NvAPI_String[NVAPI_GENERIC_STRING_MAX]; +typedef char NvAPI_LongString[NVAPI_LONG_STRING_MAX]; +typedef char NvAPI_ShortString[NVAPI_SHORT_STRING_MAX]; +typedef NvU16 NvAPI_UnicodeShortString[NVAPI_SHORT_STRING_MAX]; +//! @} + + +// ========================================================================================= +//! NvAPI Version Definition \n +//! Maintain per structure specific version define using the MAKE_NVAPI_VERSION macro. \n +//! Usage: #define NV_GENLOCK_STATUS_VER MAKE_NVAPI_VERSION(NV_GENLOCK_STATUS, 1) +//! \ingroup nvapitypes +// ========================================================================================= +#define MAKE_NVAPI_VERSION(typeName,ver) (NvU32)(sizeof(typeName) | ((ver)<<16)) + +//! \ingroup nvapitypes +#define GET_NVAPI_VERSION(ver) (NvU32)((ver)>>16) + +//! \ingroup nvapitypes +#define GET_NVAPI_SIZE(ver) (NvU32)((ver) & 0xffff) + + +// ==================================================== +//! NvAPI Status Values +//! All NvAPI functions return one of these codes. +//! \ingroup nvapistatus +// ==================================================== + + +typedef enum _NvAPI_Status +{ + NVAPI_OK = 0, //!< Success. Request is completed. + NVAPI_ERROR = -1, //!< Generic error + NVAPI_LIBRARY_NOT_FOUND = -2, //!< NVAPI support library cannot be loaded. + NVAPI_NO_IMPLEMENTATION = -3, //!< not implemented in current driver installation + NVAPI_API_NOT_INITIALIZED = -4, //!< NvAPI_Initialize has not been called (successfully) + NVAPI_INVALID_ARGUMENT = -5, //!< The argument/parameter value is not valid or NULL. + NVAPI_NVIDIA_DEVICE_NOT_FOUND = -6, //!< No NVIDIA display driver, or NVIDIA GPU driving a display, was found. + NVAPI_END_ENUMERATION = -7, //!< No more items to enumerate + NVAPI_INVALID_HANDLE = -8, //!< Invalid handle + NVAPI_INCOMPATIBLE_STRUCT_VERSION = -9, //!< An argument's structure version is not supported + NVAPI_HANDLE_INVALIDATED = -10, //!< The handle is no longer valid (likely due to GPU or display re-configuration) + NVAPI_OPENGL_CONTEXT_NOT_CURRENT = -11, //!< No NVIDIA OpenGL context is current (but needs to be) + NVAPI_INVALID_POINTER = -14, //!< An invalid pointer, usually NULL, was passed as a parameter + NVAPI_NO_GL_EXPERT = -12, //!< OpenGL Expert is not supported by the current drivers + NVAPI_INSTRUMENTATION_DISABLED = -13, //!< OpenGL Expert is supported, but driver instrumentation is currently disabled + NVAPI_NO_GL_NSIGHT = -15, //!< OpenGL does not support Nsight + + NVAPI_EXPECTED_LOGICAL_GPU_HANDLE = -100, //!< Expected a logical GPU handle for one or more parameters + NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE = -101, //!< Expected a physical GPU handle for one or more parameters + NVAPI_EXPECTED_DISPLAY_HANDLE = -102, //!< Expected an NV display handle for one or more parameters + NVAPI_INVALID_COMBINATION = -103, //!< The combination of parameters is not valid. + NVAPI_NOT_SUPPORTED = -104, //!< Requested feature is not supported in the selected GPU + NVAPI_PORTID_NOT_FOUND = -105, //!< No port ID was found for the I2C transaction + NVAPI_EXPECTED_UNATTACHED_DISPLAY_HANDLE = -106, //!< Expected an unattached display handle as one of the input parameters. + NVAPI_INVALID_PERF_LEVEL = -107, //!< Invalid perf level + NVAPI_DEVICE_BUSY = -108, //!< Device is busy; request not fulfilled + NVAPI_NV_PERSIST_FILE_NOT_FOUND = -109, //!< NV persist file is not found + NVAPI_PERSIST_DATA_NOT_FOUND = -110, //!< NV persist data is not found + NVAPI_EXPECTED_TV_DISPLAY = -111, //!< Expected a TV output display + NVAPI_EXPECTED_TV_DISPLAY_ON_DCONNECTOR = -112, //!< Expected a TV output on the D Connector - HDTV_EIAJ4120. + NVAPI_NO_ACTIVE_SLI_TOPOLOGY = -113, //!< SLI is not active on this device. + NVAPI_SLI_RENDERING_MODE_NOTALLOWED = -114, //!< Setup of SLI rendering mode is not possible right now. + NVAPI_EXPECTED_DIGITAL_FLAT_PANEL = -115, //!< Expected a digital flat panel. + NVAPI_ARGUMENT_EXCEED_MAX_SIZE = -116, //!< Argument exceeds the expected size. + NVAPI_DEVICE_SWITCHING_NOT_ALLOWED = -117, //!< Inhibit is ON due to one of the flags in NV_GPU_DISPLAY_CHANGE_INHIBIT or SLI active. + NVAPI_TESTING_CLOCKS_NOT_SUPPORTED = -118, //!< Testing of clocks is not supported. + NVAPI_UNKNOWN_UNDERSCAN_CONFIG = -119, //!< The specified underscan config is from an unknown source (e.g. INF) + NVAPI_TIMEOUT_RECONFIGURING_GPU_TOPO = -120, //!< Timeout while reconfiguring GPUs + NVAPI_DATA_NOT_FOUND = -121, //!< Requested data was not found + NVAPI_EXPECTED_ANALOG_DISPLAY = -122, //!< Expected an analog display + NVAPI_NO_VIDLINK = -123, //!< No SLI video bridge is present + NVAPI_REQUIRES_REBOOT = -124, //!< NVAPI requires a reboot for the settings to take effect + NVAPI_INVALID_HYBRID_MODE = -125, //!< The function is not supported with the current Hybrid mode. + NVAPI_MIXED_TARGET_TYPES = -126, //!< The target types are not all the same + NVAPI_SYSWOW64_NOT_SUPPORTED = -127, //!< The function is not supported from 32-bit on a 64-bit system. + NVAPI_IMPLICIT_SET_GPU_TOPOLOGY_CHANGE_NOT_ALLOWED = -128, //!< There is no implicit GPU topology active. Use NVAPI_SetHybridMode to change topology. + NVAPI_REQUEST_USER_TO_CLOSE_NON_MIGRATABLE_APPS = -129, //!< Prompt the user to close all non-migratable applications. + NVAPI_OUT_OF_MEMORY = -130, //!< Could not allocate sufficient memory to complete the call. + NVAPI_WAS_STILL_DRAWING = -131, //!< The previous operation that is transferring information to or from this surface is incomplete. + NVAPI_FILE_NOT_FOUND = -132, //!< The file was not found. + NVAPI_TOO_MANY_UNIQUE_STATE_OBJECTS = -133, //!< There are too many unique instances of a particular type of state object. + NVAPI_INVALID_CALL = -134, //!< The method call is invalid. For example, a method's parameter may not be a valid pointer. + NVAPI_D3D10_1_LIBRARY_NOT_FOUND = -135, //!< d3d10_1.dll cannot be loaded. + NVAPI_FUNCTION_NOT_FOUND = -136, //!< Couldn't find the function in the loaded DLL. + NVAPI_INVALID_USER_PRIVILEGE = -137, //!< The application will require Administrator privileges to access this API. + //!< The application can be elevated to a higher permission level by selecting "Run as Administrator". + NVAPI_EXPECTED_NON_PRIMARY_DISPLAY_HANDLE = -138, //!< The handle corresponds to GDIPrimary. + NVAPI_EXPECTED_COMPUTE_GPU_HANDLE = -139, //!< Setting Physx GPU requires that the GPU is compute-capable. + NVAPI_STEREO_NOT_INITIALIZED = -140, //!< The Stereo part of NVAPI failed to initialize completely. Check if the stereo driver is installed. + NVAPI_STEREO_REGISTRY_ACCESS_FAILED = -141, //!< Access to stereo-related registry keys or values has failed. + NVAPI_STEREO_REGISTRY_PROFILE_TYPE_NOT_SUPPORTED = -142, //!< The given registry profile type is not supported. + NVAPI_STEREO_REGISTRY_VALUE_NOT_SUPPORTED = -143, //!< The given registry value is not supported. + NVAPI_STEREO_NOT_ENABLED = -144, //!< Stereo is not enabled and the function needed it to execute completely. + NVAPI_STEREO_NOT_TURNED_ON = -145, //!< Stereo is not turned on and the function needed it to execute completely. + NVAPI_STEREO_INVALID_DEVICE_INTERFACE = -146, //!< Invalid device interface. + NVAPI_STEREO_PARAMETER_OUT_OF_RANGE = -147, //!< Separation percentage or JPEG image capture quality is out of [0-100] range. + NVAPI_STEREO_FRUSTUM_ADJUST_MODE_NOT_SUPPORTED = -148, //!< The given frustum adjust mode is not supported. + NVAPI_TOPO_NOT_POSSIBLE = -149, //!< The mosaic topology is not possible given the current state of the hardware. + NVAPI_MODE_CHANGE_FAILED = -150, //!< An attempt to do a display resolution mode change has failed. + NVAPI_D3D11_LIBRARY_NOT_FOUND = -151, //!< d3d11.dll/d3d11_beta.dll cannot be loaded. + NVAPI_INVALID_ADDRESS = -152, //!< Address is outside of valid range. + NVAPI_STRING_TOO_SMALL = -153, //!< The pre-allocated string is too small to hold the result. + NVAPI_MATCHING_DEVICE_NOT_FOUND = -154, //!< The input does not match any of the available devices. + NVAPI_DRIVER_RUNNING = -155, //!< Driver is running. + NVAPI_DRIVER_NOTRUNNING = -156, //!< Driver is not running. + NVAPI_ERROR_DRIVER_RELOAD_REQUIRED = -157, //!< A driver reload is required to apply these settings. + NVAPI_SET_NOT_ALLOWED = -158, //!< Intended setting is not allowed. + NVAPI_ADVANCED_DISPLAY_TOPOLOGY_REQUIRED = -159, //!< Information can't be returned due to "advanced display topology". + NVAPI_SETTING_NOT_FOUND = -160, //!< Setting is not found. + NVAPI_SETTING_SIZE_TOO_LARGE = -161, //!< Setting size is too large. + NVAPI_TOO_MANY_SETTINGS_IN_PROFILE = -162, //!< There are too many settings for a profile. + NVAPI_PROFILE_NOT_FOUND = -163, //!< Profile is not found. + NVAPI_PROFILE_NAME_IN_USE = -164, //!< Profile name is duplicated. + NVAPI_PROFILE_NAME_EMPTY = -165, //!< Profile name is empty. + NVAPI_EXECUTABLE_NOT_FOUND = -166, //!< Application not found in the Profile. + NVAPI_EXECUTABLE_ALREADY_IN_USE = -167, //!< Application already exists in the other profile. + NVAPI_DATATYPE_MISMATCH = -168, //!< Data Type mismatch + NVAPI_PROFILE_REMOVED = -169, //!< The profile passed as parameter has been removed and is no longer valid. + NVAPI_UNREGISTERED_RESOURCE = -170, //!< An unregistered resource was passed as a parameter. + NVAPI_ID_OUT_OF_RANGE = -171, //!< The DisplayId corresponds to a display which is not within the normal outputId range. + NVAPI_DISPLAYCONFIG_VALIDATION_FAILED = -172, //!< Display topology is not valid so the driver cannot do a mode set on this configuration. + NVAPI_DPMST_CHANGED = -173, //!< Display Port Multi-Stream topology has been changed. + NVAPI_INSUFFICIENT_BUFFER = -174, //!< Input buffer is insufficient to hold the contents. + NVAPI_ACCESS_DENIED = -175, //!< No access to the caller. + NVAPI_MOSAIC_NOT_ACTIVE = -176, //!< The requested action cannot be performed without Mosaic being enabled. + NVAPI_SHARE_RESOURCE_RELOCATED = -177, //!< The surface is relocated away from video memory. + NVAPI_REQUEST_USER_TO_DISABLE_DWM = -178, //!< The user should disable DWM before calling NvAPI. + NVAPI_D3D_DEVICE_LOST = -179, //!< D3D device status is D3DERR_DEVICELOST or D3DERR_DEVICENOTRESET - the user has to reset the device. + NVAPI_INVALID_CONFIGURATION = -180, //!< The requested action cannot be performed in the current state. + NVAPI_STEREO_HANDSHAKE_NOT_DONE = -181, //!< Call failed as stereo handshake not completed. + NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS = -182, //!< The path provided was too short to determine the correct NVDRS_APPLICATION + NVAPI_DEFAULT_STEREO_PROFILE_IS_NOT_DEFINED = -183, //!< Default stereo profile is not currently defined + NVAPI_DEFAULT_STEREO_PROFILE_DOES_NOT_EXIST = -184, //!< Default stereo profile does not exist + NVAPI_CLUSTER_ALREADY_EXISTS = -185, //!< A cluster is already defined with the given configuration. + NVAPI_DPMST_DISPLAY_ID_EXPECTED = -186, //!< The input display id is not that of a multi stream enabled connector or a display device in a multi stream topology + NVAPI_INVALID_DISPLAY_ID = -187, //!< The input display id is not valid or the monitor associated to it does not support the current operation + NVAPI_STREAM_IS_OUT_OF_SYNC = -188, //!< While playing secure audio stream, stream goes out of sync + NVAPI_INCOMPATIBLE_AUDIO_DRIVER = -189, //!< Older audio driver version than required + NVAPI_VALUE_ALREADY_SET = -190, //!< Value already set, setting again not allowed. + NVAPI_TIMEOUT = -191, //!< Requested operation timed out + NVAPI_GPU_WORKSTATION_FEATURE_INCOMPLETE = -192, //!< The requested workstation feature set has incomplete driver internal allocation resources + NVAPI_STEREO_INIT_ACTIVATION_NOT_DONE = -193, //!< Call failed because InitActivation was not called. + NVAPI_SYNC_NOT_ACTIVE = -194, //!< The requested action cannot be performed without Sync being enabled. + NVAPI_SYNC_MASTER_NOT_FOUND = -195, //!< The requested action cannot be performed without Sync Master being enabled. + NVAPI_INVALID_SYNC_TOPOLOGY = -196, //!< Invalid displays passed in the NV_GSYNC_DISPLAY pointer. + NVAPI_ECID_SIGN_ALGO_UNSUPPORTED = -197, //!< The specified signing algorithm is not supported. Either an incorrect value was entered or the current installed driver/hardware does not support the input value. + NVAPI_ECID_KEY_VERIFICATION_FAILED = -198, //!< The encrypted public key verification has failed. + NVAPI_FIRMWARE_OUT_OF_DATE = -199, //!< The device's firmware is out of date. + NVAPI_FIRMWARE_REVISION_NOT_SUPPORTED = -200, //!< The device's firmware is not supported. + NVAPI_LICENSE_CALLER_AUTHENTICATION_FAILED = -201, //!< The caller is not authorized to modify the License. + NVAPI_D3D_DEVICE_NOT_REGISTERED = -202, //!< The user tried to use a deferred context without registering the device first + NVAPI_RESOURCE_NOT_ACQUIRED = -203, //!< Head or SourceId was not reserved for the VR Display before doing the Modeset or the dedicated display. + NVAPI_TIMING_NOT_SUPPORTED = -204, //!< Provided timing is not supported. + NVAPI_HDCP_ENCRYPTION_FAILED = -205, //!< HDCP Encryption Failed for the device. Would be applicable when the device is HDCP Capable. + NVAPI_PCLK_LIMITATION_FAILED = -206, //!< Provided mode is over sink device pclk limitation. + NVAPI_NO_CONNECTOR_FOUND = -207, //!< No connector on GPU found. + NVAPI_HDCP_DISABLED = -208, //!< When a non-HDCP capable HMD is connected, we would inform user by this code. + NVAPI_API_IN_USE = -209, //!< Atleast an API is still being called + NVAPI_NVIDIA_DISPLAY_NOT_FOUND = -210, //!< No display found on Nvidia GPU(s). + NVAPI_PRIV_SEC_VIOLATION = -211, //!< Priv security violation, improper access to a secured register. + NVAPI_INCORRECT_VENDOR = -212, //!< NVAPI cannot be called by this vendor + NVAPI_DISPLAY_IN_USE = -213, //!< DirectMode Display is already in use + NVAPI_UNSUPPORTED_CONFIG_NON_HDCP_HMD = -214, //!< The Config is having Non-NVidia GPU with Non-HDCP HMD connected + NVAPI_MAX_DISPLAY_LIMIT_REACHED = -215, //!< GPU's Max Display Limit has Reached + NVAPI_INVALID_DIRECT_MODE_DISPLAY = -216, //!< DirectMode not Enabled on the Display + NVAPI_GPU_IN_DEBUG_MODE = -217, //!< GPU is in debug mode, OC is NOT allowed. + NVAPI_D3D_CONTEXT_NOT_FOUND = -218, //!< No NvAPI context was found for this D3D object + NVAPI_STEREO_VERSION_MISMATCH = -219, //!< there is version mismatch between stereo driver and dx driver + NVAPI_GPU_NOT_POWERED = -220, //!< GPU is not powered and so the request cannot be completed. + NVAPI_ERROR_DRIVER_RELOAD_IN_PROGRESS = -221, //!< The display driver update in progress. + NVAPI_WAIT_FOR_HW_RESOURCE = -222, //!< Wait for HW resources allocation + NVAPI_REQUIRE_FURTHER_HDCP_ACTION = -223, //!< operation requires further HDCP action + NVAPI_DISPLAY_MUX_TRANSITION_FAILED = -224, //!< Dynamic Mux transition failure + NVAPI_INVALID_DSC_VERSION = -225, //!< Invalid DSC version + NVAPI_INVALID_DSC_SLICECOUNT = -226, //!< Invalid DSC slice count + NVAPI_INVALID_DSC_OUTPUT_BPP = -227, //!< Invalid DSC output BPP + NVAPI_FAILED_TO_LOAD_FROM_DRIVER_STORE = -228, //!< There was an error while loading nvapi.dll from the driver store. + NVAPI_NO_VULKAN = -229, //!< OpenGL does not export Vulkan fake extensions + NVAPI_REQUEST_PENDING = -230, //!< A request for NvTOPPs telemetry CData has already been made and is pending a response. + NVAPI_RESOURCE_IN_USE = -231, //!< Operation cannot be performed because the resource is in use. + NVAPI_INVALID_IMAGE = -232, //!< Device kernel image is invalid + NVAPI_INVALID_PTX = -233, //!< PTX JIT compilation failed + NVAPI_NVLINK_UNCORRECTABLE = -234, //!< Uncorrectable NVLink error was detected during the execution + NVAPI_JIT_COMPILER_NOT_FOUND = -235, //!< PTX JIT compiler library was not found. + NVAPI_INVALID_SOURCE = -236, //!< Device kernel source is invalid. + NVAPI_ILLEGAL_INSTRUCTION = -237, //!< While executing a kernel, the device encountered an illegal instruction. + NVAPI_INVALID_PC = -238, //!< While executing a kernel, the device program counter wrapped its address space + NVAPI_LAUNCH_FAILED = -239, //!< An exception occurred on the device while executing a kernel + NVAPI_NOT_PERMITTED = -240, //!< Attempted operation is not permitted. + NVAPI_CALLBACK_ALREADY_REGISTERED = -241, //!< The callback function has already been registered. + NVAPI_CALLBACK_NOT_FOUND = -242, //!< The callback function is not found or not registered. + NVAPI_INVALID_OUTPUT_WIRE_FORMAT = -243, //!< Invalid Wire Format for the VR HMD +} NvAPI_Status; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SYS_GetDriverAndBranchVersion +// +//! DESCRIPTION: This API returns display driver version and driver-branch string. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] pDriverVersion Contains the driver version after successful return. +//! \param [out] szBuildBranchString Contains the driver-branch string after successful return. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT: either pDriverVersion is NULL or enum index too big +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! +//! \ingroup driverapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetDriverAndBranchVersion(NvU32* pDriverVersion, NvAPI_ShortString szBuildBranchString); +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfo(). +typedef struct +{ + NvU32 version; //!< Version info + NvU32 dedicatedVideoMemory; //!< Size(in kb) of the physical framebuffer. + NvU32 availableDedicatedVideoMemory; //!< Size(in kb) of the available physical framebuffer for allocating video memory surfaces. + NvU32 systemVideoMemory; //!< Size(in kb) of system memory the driver allocates at load time. + NvU32 sharedSystemMemory; //!< Size(in kb) of shared system memory that driver is allowed to commit for surfaces across all allocations. + +} NV_DISPLAY_DRIVER_MEMORY_INFO_V1; + + +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfo(). +typedef struct +{ + NvU32 version; //!< Version info + NvU32 dedicatedVideoMemory; //!< Size(in kb) of the physical framebuffer. + NvU32 availableDedicatedVideoMemory; //!< Size(in kb) of the available physical framebuffer for allocating video memory surfaces. + NvU32 systemVideoMemory; //!< Size(in kb) of system memory the driver allocates at load time. + NvU32 sharedSystemMemory; //!< Size(in kb) of shared system memory that driver is allowed to commit for surfaces across all allocations. + NvU32 curAvailableDedicatedVideoMemory; //!< Size(in kb) of the current available physical framebuffer for allocating video memory surfaces. + +} NV_DISPLAY_DRIVER_MEMORY_INFO_V2; + +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfo(). +typedef struct +{ + NvU32 version; //!< Version info + NvU32 dedicatedVideoMemory; //!< Size(in kb) of the physical framebuffer. + NvU32 availableDedicatedVideoMemory; //!< Size(in kb) of the available physical framebuffer for allocating video memory surfaces. + NvU32 systemVideoMemory; //!< Size(in kb) of system memory the driver allocates at load time. + NvU32 sharedSystemMemory; //!< Size(in kb) of shared system memory that driver is allowed to commit for surfaces across all allocations. + NvU32 curAvailableDedicatedVideoMemory; //!< Size(in kb) of the current available physical framebuffer for allocating video memory surfaces. + NvU32 dedicatedVideoMemoryEvictionsSize; //!< Size(in kb) of the total size of memory released as a result of the evictions. + NvU32 dedicatedVideoMemoryEvictionCount; //!< Indicates the number of eviction events that caused an allocation to be removed from dedicated video memory to free GPU + //!< video memory to make room for other allocations. +} NV_DISPLAY_DRIVER_MEMORY_INFO_V3; + +//! \ingroup driverapi +typedef NV_DISPLAY_DRIVER_MEMORY_INFO_V3 NV_DISPLAY_DRIVER_MEMORY_INFO; + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_DISPLAY_DRIVER_MEMORY_INFO_V1 +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER_1 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_MEMORY_INFO_V1,1) + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_DISPLAY_DRIVER_MEMORY_INFO_V2 +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER_2 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_MEMORY_INFO_V2,2) + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_DISPLAY_DRIVER_MEMORY_INFO_V3 +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER_3 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_MEMORY_INFO_V3,3) + +//! \ingroup driverapi +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER NV_DISPLAY_DRIVER_MEMORY_INFO_VER_3 + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetMemoryInfo +// +//! DESCRIPTION: This function retrieves the available driver memory footprint for the specified GPU. +//! If the GPU is in TCC Mode, only dedicatedVideoMemory will be returned in pMemoryInfo (NV_DISPLAY_DRIVER_MEMORY_INFO). +//! +//! \deprecated Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetMemoryInfoEx. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! \since Release: 177 +//! +//! \param [in] hPhysicalGpu Handle of the physical GPU for which the memory information is to be extracted. +//! \param [out] pMemoryInfo The memory footprint available in the driver. See NV_DISPLAY_DRIVER_MEMORY_INFO. +//! +//! \retval NVAPI_INVALID_ARGUMENT pMemoryInfo is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_DISPLAY_DRIVER_MEMORY_INFO structure version mismatch. +//! +//! \ingroup driverapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetMemoryInfoEx.") +NVAPI_INTERFACE NvAPI_GPU_GetMemoryInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_DISPLAY_DRIVER_MEMORY_INFO *pMemoryInfo); + + +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfoEx(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU64 dedicatedVideoMemory; //!< Size(in bytes) of the physical framebuffer. Refers to the dedicated video memory on discrete GPUs. + //! It is more performant for GPU operations than the reserved systemVideoMemory. + NvU64 availableDedicatedVideoMemory; //!< Size(in bytes) of the available physical framebuffer for allocating video memory surfaces. + NvU64 systemVideoMemory; //!< Size(in bytes) of system memory the driver allocates at load time. It is a substitute for dedicated video memory. + //!< Typically used with integrated GPUs that do not have dedicated video memory. + NvU64 sharedSystemMemory; //!< Size(in bytes) of shared system memory that driver is allowed to commit for surfaces across all allocations. + //!< On discrete GPUs, it is used to utilize system memory for various operations. It does not need to be reserved during boot. + //!< It may be used by both GPU and CPU, and has an "on-demand" type of usage. + NvU64 curAvailableDedicatedVideoMemory; //!< Size(in bytes) of the current available physical framebuffer for allocating video memory surfaces. + NvU64 dedicatedVideoMemoryEvictionsSize; //!< Size(in bytes) of the total size of memory released as a result of the evictions. + NvU64 dedicatedVideoMemoryEvictionCount; //!< Indicates the number of eviction events that caused an allocation to be removed from dedicated video memory to free GPU + //!< video memory to make room for other allocations. + NvU64 dedicatedVideoMemoryPromotionsSize; //!< Size(in bytes) of the total size of memory allocated as a result of the promotions. + NvU64 dedicatedVideoMemoryPromotionCount; //!< Indicates the number of promotion events that caused an allocation to be promoted to dedicated video memory +} NV_GPU_MEMORY_INFO_EX_V1; + +//! \ingroup driverapi +typedef NV_GPU_MEMORY_INFO_EX_V1 NV_GPU_MEMORY_INFO_EX; + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_GPU_MEMORY_INFO_EX_V1 +#define NV_GPU_MEMORY_INFO_EX_VER_1 MAKE_NVAPI_VERSION(NV_GPU_MEMORY_INFO_EX_V1,1) + +//! \ingroup driverapi +#define NV_GPU_MEMORY_INFO_EX_VER NV_GPU_MEMORY_INFO_EX_VER_1 + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetMemoryInfoEx +// +//! DESCRIPTION: This function retrieves the available driver memory footprint for the specified GPU. +//! If the GPU is in TCC Mode, only dedicatedVideoMemory will be returned in pMemoryInfo (NV_GPU_MEMORY_INFO_EX). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 520 +//! +//! \param [in] hPhysicalGpu Handle of the physical GPU for which the memory information is to be extracted. +//! \param [out] pMemoryInfo The memory footprint available in the driver. See NV_GPU_MEMORY_INFO_EX. +//! +//! \retval NVAPI_INVALID_ARGUMENT pMemoryInfo is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_GPU_MEMORY_INFO_EX structure version mismatch. +//! +//! \ingroup driverapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetMemoryInfoEx(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_MEMORY_INFO_EX *pMemoryInfo); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumPhysicalGPUs +// +//! This function returns an array of physical GPU handles. +//! Each handle represents a physical GPU present in the system. +//! That GPU may be part of an SLI configuration, or may not be visible to the OS directly. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array nvGPUHandle will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! \note In drivers older than 105.00, all physical GPU handles get invalidated on a +//! modeset. So the calling applications need to renum the handles after every modeset.\n +//! With drivers 105.00 and up, all physical GPU handles are constant. +//! Physical GPU handles are constant as long as the GPUs are not physically moved and +//! the SBIOS VGA order is unchanged. +//! +//! For GPU handles in TCC MODE please use NvAPI_EnumTCCPhysicalGPUs() +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \par Introduced in +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT nvGPUHandle or pGpuCount is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumPhysicalGPUs(NvPhysicalGpuHandle nvGPUHandle[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +NV_DECLARE_HANDLE(NVDX_ObjectHandle); // DX Objects +static const NVDX_ObjectHandle NVDX_OBJECT_NONE = 0; + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetObjectHandleForResource +// +//! DESCRIPTION: This API gets a handle to a resource. +//! +//! \param [in] pDev The ID3D11Device, ID3D10Device or IDirect3DDevice9 or ID3D11DeviceContext to use +//! \param [in] pResource The ID3D11Resource, ID3D10Resource or IDirect3DResource9 from which +//! we want the NvAPI handle +//! \param [out] pHandle A handle to the resource +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \return ::NVAPI_OK if the handle was populated. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetObjectHandleForResource( + IUnknown *pDevice, + IUnknown *pResource, + NVDX_ObjectHandle *pHandle); + + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_d3dext.h b/src/imports/nvapi/nvapi_lite_d3dext.h new file mode 100644 index 0000000..deab4f9 --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_d3dext.h @@ -0,0 +1,184 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +#if defined(__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +//! \ingroup dx +//! D3D_FEATURE_LEVEL supported - used in NvAPI_D3D11_CreateDevice() and NvAPI_D3D11_CreateDeviceAndSwapChain() +typedef enum +{ + NVAPI_DEVICE_FEATURE_LEVEL_NULL = -1, + NVAPI_DEVICE_FEATURE_LEVEL_10_0 = 0, + NVAPI_DEVICE_FEATURE_LEVEL_10_0_PLUS = 1, + NVAPI_DEVICE_FEATURE_LEVEL_10_1 = 2, + NVAPI_DEVICE_FEATURE_LEVEL_11_0 = 3, +} NVAPI_DEVICE_FEATURE_LEVEL; + +#endif //defined(__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +#if defined(__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateDevice +// +//! DESCRIPTION: This function tries to create a DirectX 11 device. If the call fails (if we are running +//! on pre-DirectX 11 hardware), depending on the type of hardware it will try to create a DirectX 10.1 OR DirectX 10.0+ +//! OR DirectX 10.0 device. The function call is the same as D3D11CreateDevice(), but with an extra +//! argument (D3D_FEATURE_LEVEL supported by the device) that the function fills in. This argument +//! can contain -1 (NVAPI_DEVICE_FEATURE_LEVEL_NULL), if the requested featureLevel is less than DirecX 10.0. +//! +//! NOTE: When NvAPI_D3D11_CreateDevice is called with 10+ feature level we have an issue on few set of +//! tesla hardware (G80/G84/G86/G92/G94/G96) which does not support all feature level 10+ functionality +//! e.g. calling driver with mismatch between RenderTarget and Depth Buffer. App developers should +//! take into consideration such limitation when using NVAPI on such tesla hardwares. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pAdapter +//! \param [in] DriverType +//! \param [in] Software +//! \param [in] Flags +//! \param [in] *pFeatureLevels +//! \param [in] FeatureLevels +//! \param [in] SDKVersion +//! \param [in] **ppDevice +//! \param [in] *pFeatureLevel +//! \param [in] **ppImmediateContext +//! \param [in] *pSupportedLevel D3D_FEATURE_LEVEL supported +//! +//! \return NVAPI_OK if the createDevice call succeeded. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateDevice(IDXGIAdapter* pAdapter, + D3D_DRIVER_TYPE DriverType, + HMODULE Software, + UINT Flags, + CONST D3D_FEATURE_LEVEL *pFeatureLevels, + UINT FeatureLevels, + UINT SDKVersion, + ID3D11Device **ppDevice, + D3D_FEATURE_LEVEL *pFeatureLevel, + ID3D11DeviceContext **ppImmediateContext, + NVAPI_DEVICE_FEATURE_LEVEL *pSupportedLevel); + + +#endif //defined(__cplusplus) && defined(__d3d11_h__) +#if defined(__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateDeviceAndSwapChain +// +//! DESCRIPTION: This function tries to create a DirectX 11 device and swap chain. If the call fails (if we are +//! running on pre=DirectX 11 hardware), depending on the type of hardware it will try to create a DirectX 10.1 OR +//! DirectX 10.0+ OR DirectX 10.0 device. The function call is the same as D3D11CreateDeviceAndSwapChain, +//! but with an extra argument (D3D_FEATURE_LEVEL supported by the device) that the function fills +//! in. This argument can contain -1 (NVAPI_DEVICE_FEATURE_LEVEL_NULL), if the requested featureLevel +//! is less than DirectX 10.0. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pAdapter +//! \param [in] DriverType +//! \param [in] Software +//! \param [in] Flags +//! \param [in] *pFeatureLevels +//! \param [in] FeatureLevels +//! \param [in] SDKVersion +//! \param [in] *pSwapChainDesc +//! \param [in] **ppSwapChain +//! \param [in] **ppDevice +//! \param [in] *pFeatureLevel +//! \param [in] **ppImmediateContext +//! \param [in] *pSupportedLevel D3D_FEATURE_LEVEL supported +//! +//!return NVAPI_OK if the createDevice with swap chain call succeeded. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, + D3D_DRIVER_TYPE DriverType, + HMODULE Software, + UINT Flags, + CONST D3D_FEATURE_LEVEL *pFeatureLevels, + UINT FeatureLevels, + UINT SDKVersion, + CONST DXGI_SWAP_CHAIN_DESC *pSwapChainDesc, + IDXGISwapChain **ppSwapChain, + ID3D11Device **ppDevice, + D3D_FEATURE_LEVEL *pFeatureLevel, + ID3D11DeviceContext **ppImmediateContext, + NVAPI_DEVICE_FEATURE_LEVEL *pSupportedLevel); + + + +#endif //defined(__cplusplus) && defined(__d3d11_h__) +#if defined(__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetDepthBoundsTest +// +//! DESCRIPTION: This function enables/disables the depth bounds test +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDeviceOrContext The device or device context to set depth bounds test +//! \param [in] bEnable Enable(non-zero)/disable(zero) the depth bounds test +//! \param [in] fMinDepth The minimum depth for depth bounds test +//! \param [in] fMaxDepth The maximum depth for depth bounds test +//! The valid values for fMinDepth and fMaxDepth +//! are such that 0 <= fMinDepth <= fMaxDepth <= 1 +//! +//! \return ::NVAPI_OK if the depth bounds test was correcly enabled or disabled +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetDepthBoundsTest(IUnknown* pDeviceOrContext, + NvU32 bEnable, + float fMinDepth, + float fMaxDepth); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_salend.h b/src/imports/nvapi/nvapi_lite_salend.h new file mode 100644 index 0000000..77a999d --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_salend.h @@ -0,0 +1,809 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#ifndef __NVAPI_EMPTY_SAL +#ifdef __nvapi_undef__ecount + #undef __ecount + #undef __nvapi_undef__ecount +#endif +#ifdef __nvapi_undef__bcount + #undef __bcount + #undef __nvapi_undef__bcount +#endif +#ifdef __nvapi_undef__in + #undef __in + #undef __nvapi_undef__in +#endif +#ifdef __nvapi_undef__in_ecount + #undef __in_ecount + #undef __nvapi_undef__in_ecount +#endif +#ifdef __nvapi_undef__in_bcount + #undef __in_bcount + #undef __nvapi_undef__in_bcount +#endif +#ifdef __nvapi_undef__in_z + #undef __in_z + #undef __nvapi_undef__in_z +#endif +#ifdef __nvapi_undef__in_ecount_z + #undef __in_ecount_z + #undef __nvapi_undef__in_ecount_z +#endif +#ifdef __nvapi_undef__in_bcount_z + #undef __in_bcount_z + #undef __nvapi_undef__in_bcount_z +#endif +#ifdef __nvapi_undef__in_nz + #undef __in_nz + #undef __nvapi_undef__in_nz +#endif +#ifdef __nvapi_undef__in_ecount_nz + #undef __in_ecount_nz + #undef __nvapi_undef__in_ecount_nz +#endif +#ifdef __nvapi_undef__in_bcount_nz + #undef __in_bcount_nz + #undef __nvapi_undef__in_bcount_nz +#endif +#ifdef __nvapi_undef__out + #undef __out + #undef __nvapi_undef__out +#endif +#ifdef __nvapi_undef__out_ecount + #undef __out_ecount + #undef __nvapi_undef__out_ecount +#endif +#ifdef __nvapi_undef__out_bcount + #undef __out_bcount + #undef __nvapi_undef__out_bcount +#endif +#ifdef __nvapi_undef__out_ecount_part + #undef __out_ecount_part + #undef __nvapi_undef__out_ecount_part +#endif +#ifdef __nvapi_undef__out_bcount_part + #undef __out_bcount_part + #undef __nvapi_undef__out_bcount_part +#endif +#ifdef __nvapi_undef__out_ecount_full + #undef __out_ecount_full + #undef __nvapi_undef__out_ecount_full +#endif +#ifdef __nvapi_undef__out_bcount_full + #undef __out_bcount_full + #undef __nvapi_undef__out_bcount_full +#endif +#ifdef __nvapi_undef__out_z + #undef __out_z + #undef __nvapi_undef__out_z +#endif +#ifdef __nvapi_undef__out_z_opt + #undef __out_z_opt + #undef __nvapi_undef__out_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_z + #undef __out_ecount_z + #undef __nvapi_undef__out_ecount_z +#endif +#ifdef __nvapi_undef__out_bcount_z + #undef __out_bcount_z + #undef __nvapi_undef__out_bcount_z +#endif +#ifdef __nvapi_undef__out_ecount_part_z + #undef __out_ecount_part_z + #undef __nvapi_undef__out_ecount_part_z +#endif +#ifdef __nvapi_undef__out_bcount_part_z + #undef __out_bcount_part_z + #undef __nvapi_undef__out_bcount_part_z +#endif +#ifdef __nvapi_undef__out_ecount_full_z + #undef __out_ecount_full_z + #undef __nvapi_undef__out_ecount_full_z +#endif +#ifdef __nvapi_undef__out_bcount_full_z + #undef __out_bcount_full_z + #undef __nvapi_undef__out_bcount_full_z +#endif +#ifdef __nvapi_undef__out_nz + #undef __out_nz + #undef __nvapi_undef__out_nz +#endif +#ifdef __nvapi_undef__out_nz_opt + #undef __out_nz_opt + #undef __nvapi_undef__out_nz_opt +#endif +#ifdef __nvapi_undef__out_ecount_nz + #undef __out_ecount_nz + #undef __nvapi_undef__out_ecount_nz +#endif +#ifdef __nvapi_undef__out_bcount_nz + #undef __out_bcount_nz + #undef __nvapi_undef__out_bcount_nz +#endif +#ifdef __nvapi_undef__inout + #undef __inout + #undef __nvapi_undef__inout +#endif +#ifdef __nvapi_undef__inout_ecount + #undef __inout_ecount + #undef __nvapi_undef__inout_ecount +#endif +#ifdef __nvapi_undef__inout_bcount + #undef __inout_bcount + #undef __nvapi_undef__inout_bcount +#endif +#ifdef __nvapi_undef__inout_ecount_part + #undef __inout_ecount_part + #undef __nvapi_undef__inout_ecount_part +#endif +#ifdef __nvapi_undef__inout_bcount_part + #undef __inout_bcount_part + #undef __nvapi_undef__inout_bcount_part +#endif +#ifdef __nvapi_undef__inout_ecount_full + #undef __inout_ecount_full + #undef __nvapi_undef__inout_ecount_full +#endif +#ifdef __nvapi_undef__inout_bcount_full + #undef __inout_bcount_full + #undef __nvapi_undef__inout_bcount_full +#endif +#ifdef __nvapi_undef__inout_z + #undef __inout_z + #undef __nvapi_undef__inout_z +#endif +#ifdef __nvapi_undef__inout_ecount_z + #undef __inout_ecount_z + #undef __nvapi_undef__inout_ecount_z +#endif +#ifdef __nvapi_undef__inout_bcount_z + #undef __inout_bcount_z + #undef __nvapi_undef__inout_bcount_z +#endif +#ifdef __nvapi_undef__inout_nz + #undef __inout_nz + #undef __nvapi_undef__inout_nz +#endif +#ifdef __nvapi_undef__inout_ecount_nz + #undef __inout_ecount_nz + #undef __nvapi_undef__inout_ecount_nz +#endif +#ifdef __nvapi_undef__inout_bcount_nz + #undef __inout_bcount_nz + #undef __nvapi_undef__inout_bcount_nz +#endif +#ifdef __nvapi_undef__ecount_opt + #undef __ecount_opt + #undef __nvapi_undef__ecount_opt +#endif +#ifdef __nvapi_undef__bcount_opt + #undef __bcount_opt + #undef __nvapi_undef__bcount_opt +#endif +#ifdef __nvapi_undef__in_opt + #undef __in_opt + #undef __nvapi_undef__in_opt +#endif +#ifdef __nvapi_undef__in_ecount_opt + #undef __in_ecount_opt + #undef __nvapi_undef__in_ecount_opt +#endif +#ifdef __nvapi_undef__in_bcount_opt + #undef __in_bcount_opt + #undef __nvapi_undef__in_bcount_opt +#endif +#ifdef __nvapi_undef__in_z_opt + #undef __in_z_opt + #undef __nvapi_undef__in_z_opt +#endif +#ifdef __nvapi_undef__in_ecount_z_opt + #undef __in_ecount_z_opt + #undef __nvapi_undef__in_ecount_z_opt +#endif +#ifdef __nvapi_undef__in_bcount_z_opt + #undef __in_bcount_z_opt + #undef __nvapi_undef__in_bcount_z_opt +#endif +#ifdef __nvapi_undef__in_nz_opt + #undef __in_nz_opt + #undef __nvapi_undef__in_nz_opt +#endif +#ifdef __nvapi_undef__in_ecount_nz_opt + #undef __in_ecount_nz_opt + #undef __nvapi_undef__in_ecount_nz_opt +#endif +#ifdef __nvapi_undef__in_bcount_nz_opt + #undef __in_bcount_nz_opt + #undef __nvapi_undef__in_bcount_nz_opt +#endif +#ifdef __nvapi_undef__out_opt + #undef __out_opt + #undef __nvapi_undef__out_opt +#endif +#ifdef __nvapi_undef__out_ecount_opt + #undef __out_ecount_opt + #undef __nvapi_undef__out_ecount_opt +#endif +#ifdef __nvapi_undef__out_bcount_opt + #undef __out_bcount_opt + #undef __nvapi_undef__out_bcount_opt +#endif +#ifdef __nvapi_undef__out_ecount_part_opt + #undef __out_ecount_part_opt + #undef __nvapi_undef__out_ecount_part_opt +#endif +#ifdef __nvapi_undef__out_bcount_part_opt + #undef __out_bcount_part_opt + #undef __nvapi_undef__out_bcount_part_opt +#endif +#ifdef __nvapi_undef__out_ecount_full_opt + #undef __out_ecount_full_opt + #undef __nvapi_undef__out_ecount_full_opt +#endif +#ifdef __nvapi_undef__out_bcount_full_opt + #undef __out_bcount_full_opt + #undef __nvapi_undef__out_bcount_full_opt +#endif +#ifdef __nvapi_undef__out_ecount_z_opt + #undef __out_ecount_z_opt + #undef __nvapi_undef__out_ecount_z_opt +#endif +#ifdef __nvapi_undef__out_bcount_z_opt + #undef __out_bcount_z_opt + #undef __nvapi_undef__out_bcount_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_part_z_opt + #undef __out_ecount_part_z_opt + #undef __nvapi_undef__out_ecount_part_z_opt +#endif +#ifdef __nvapi_undef__out_bcount_part_z_opt + #undef __out_bcount_part_z_opt + #undef __nvapi_undef__out_bcount_part_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_full_z_opt + #undef __out_ecount_full_z_opt + #undef __nvapi_undef__out_ecount_full_z_opt +#endif +#ifdef __nvapi_undef__out_bcount_full_z_opt + #undef __out_bcount_full_z_opt + #undef __nvapi_undef__out_bcount_full_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_nz_opt + #undef __out_ecount_nz_opt + #undef __nvapi_undef__out_ecount_nz_opt +#endif +#ifdef __nvapi_undef__out_bcount_nz_opt + #undef __out_bcount_nz_opt + #undef __nvapi_undef__out_bcount_nz_opt +#endif +#ifdef __nvapi_undef__inout_opt + #undef __inout_opt + #undef __nvapi_undef__inout_opt +#endif +#ifdef __nvapi_undef__inout_ecount_opt + #undef __inout_ecount_opt + #undef __nvapi_undef__inout_ecount_opt +#endif +#ifdef __nvapi_undef__inout_bcount_opt + #undef __inout_bcount_opt + #undef __nvapi_undef__inout_bcount_opt +#endif +#ifdef __nvapi_undef__inout_ecount_part_opt + #undef __inout_ecount_part_opt + #undef __nvapi_undef__inout_ecount_part_opt +#endif +#ifdef __nvapi_undef__inout_bcount_part_opt + #undef __inout_bcount_part_opt + #undef __nvapi_undef__inout_bcount_part_opt +#endif +#ifdef __nvapi_undef__inout_ecount_full_opt + #undef __inout_ecount_full_opt + #undef __nvapi_undef__inout_ecount_full_opt +#endif +#ifdef __nvapi_undef__inout_bcount_full_opt + #undef __inout_bcount_full_opt + #undef __nvapi_undef__inout_bcount_full_opt +#endif +#ifdef __nvapi_undef__inout_z_opt + #undef __inout_z_opt + #undef __nvapi_undef__inout_z_opt +#endif +#ifdef __nvapi_undef__inout_ecount_z_opt + #undef __inout_ecount_z_opt + #undef __nvapi_undef__inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__inout_ecount_z_opt + #undef __inout_ecount_z_opt + #undef __nvapi_undef__inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__inout_bcount_z_opt + #undef __inout_bcount_z_opt + #undef __nvapi_undef__inout_bcount_z_opt +#endif +#ifdef __nvapi_undef__inout_nz_opt + #undef __inout_nz_opt + #undef __nvapi_undef__inout_nz_opt +#endif +#ifdef __nvapi_undef__inout_ecount_nz_opt + #undef __inout_ecount_nz_opt + #undef __nvapi_undef__inout_ecount_nz_opt +#endif +#ifdef __nvapi_undef__inout_bcount_nz_opt + #undef __inout_bcount_nz_opt + #undef __nvapi_undef__inout_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_ecount + #undef __deref_ecount + #undef __nvapi_undef__deref_ecount +#endif +#ifdef __nvapi_undef__deref_bcount + #undef __deref_bcount + #undef __nvapi_undef__deref_bcount +#endif +#ifdef __nvapi_undef__deref_out + #undef __deref_out + #undef __nvapi_undef__deref_out +#endif +#ifdef __nvapi_undef__deref_out_ecount + #undef __deref_out_ecount + #undef __nvapi_undef__deref_out_ecount +#endif +#ifdef __nvapi_undef__deref_out_bcount + #undef __deref_out_bcount + #undef __nvapi_undef__deref_out_bcount +#endif +#ifdef __nvapi_undef__deref_out_ecount_part + #undef __deref_out_ecount_part + #undef __nvapi_undef__deref_out_ecount_part +#endif +#ifdef __nvapi_undef__deref_out_bcount_part + #undef __deref_out_bcount_part + #undef __nvapi_undef__deref_out_bcount_part +#endif +#ifdef __nvapi_undef__deref_out_ecount_full + #undef __deref_out_ecount_full + #undef __nvapi_undef__deref_out_ecount_full +#endif +#ifdef __nvapi_undef__deref_out_bcount_full + #undef __deref_out_bcount_full + #undef __nvapi_undef__deref_out_bcount_full +#endif +#ifdef __nvapi_undef__deref_out_z + #undef __deref_out_z + #undef __nvapi_undef__deref_out_z +#endif +#ifdef __nvapi_undef__deref_out_ecount_z + #undef __deref_out_ecount_z + #undef __nvapi_undef__deref_out_ecount_z +#endif +#ifdef __nvapi_undef__deref_out_bcount_z + #undef __deref_out_bcount_z + #undef __nvapi_undef__deref_out_bcount_z +#endif +#ifdef __nvapi_undef__deref_out_nz + #undef __deref_out_nz + #undef __nvapi_undef__deref_out_nz +#endif +#ifdef __nvapi_undef__deref_out_ecount_nz + #undef __deref_out_ecount_nz + #undef __nvapi_undef__deref_out_ecount_nz +#endif +#ifdef __nvapi_undef__deref_out_bcount_nz + #undef __deref_out_bcount_nz + #undef __nvapi_undef__deref_out_bcount_nz +#endif +#ifdef __nvapi_undef__deref_inout + #undef __deref_inout + #undef __nvapi_undef__deref_inout +#endif +#ifdef __nvapi_undef__deref_inout_z + #undef __deref_inout_z + #undef __nvapi_undef__deref_inout_z +#endif +#ifdef __nvapi_undef__deref_inout_ecount + #undef __deref_inout_ecount + #undef __nvapi_undef__deref_inout_ecount +#endif +#ifdef __nvapi_undef__deref_inout_bcount + #undef __deref_inout_bcount + #undef __nvapi_undef__deref_inout_bcount +#endif +#ifdef __nvapi_undef__deref_inout_ecount_part + #undef __deref_inout_ecount_part + #undef __nvapi_undef__deref_inout_ecount_part +#endif +#ifdef __nvapi_undef__deref_inout_bcount_part + #undef __deref_inout_bcount_part + #undef __nvapi_undef__deref_inout_bcount_part +#endif +#ifdef __nvapi_undef__deref_inout_ecount_full + #undef __deref_inout_ecount_full + #undef __nvapi_undef__deref_inout_ecount_full +#endif +#ifdef __nvapi_undef__deref_inout_bcount_full + #undef __deref_inout_bcount_full + #undef __nvapi_undef__deref_inout_bcount_full +#endif +#ifdef __nvapi_undef__deref_inout_z + #undef __deref_inout_z + #undef __nvapi_undef__deref_inout_z +#endif +#ifdef __nvapi_undef__deref_inout_ecount_z + #undef __deref_inout_ecount_z + #undef __nvapi_undef__deref_inout_ecount_z +#endif +#ifdef __nvapi_undef__deref_inout_bcount_z + #undef __deref_inout_bcount_z + #undef __nvapi_undef__deref_inout_bcount_z +#endif +#ifdef __nvapi_undef__deref_inout_nz + #undef __deref_inout_nz + #undef __nvapi_undef__deref_inout_nz +#endif +#ifdef __nvapi_undef__deref_inout_ecount_nz + #undef __deref_inout_ecount_nz + #undef __nvapi_undef__deref_inout_ecount_nz +#endif +#ifdef __nvapi_undef__deref_inout_bcount_nz + #undef __deref_inout_bcount_nz + #undef __nvapi_undef__deref_inout_bcount_nz +#endif +#ifdef __nvapi_undef__deref_ecount_opt + #undef __deref_ecount_opt + #undef __nvapi_undef__deref_ecount_opt +#endif +#ifdef __nvapi_undef__deref_bcount_opt + #undef __deref_bcount_opt + #undef __nvapi_undef__deref_bcount_opt +#endif +#ifdef __nvapi_undef__deref_out_opt + #undef __deref_out_opt + #undef __nvapi_undef__deref_out_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_opt + #undef __deref_out_ecount_opt + #undef __nvapi_undef__deref_out_ecount_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_opt + #undef __deref_out_bcount_opt + #undef __nvapi_undef__deref_out_bcount_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_part_opt + #undef __deref_out_ecount_part_opt + #undef __nvapi_undef__deref_out_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_part_opt + #undef __deref_out_bcount_part_opt + #undef __nvapi_undef__deref_out_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_full_opt + #undef __deref_out_ecount_full_opt + #undef __nvapi_undef__deref_out_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_full_opt + #undef __deref_out_bcount_full_opt + #undef __nvapi_undef__deref_out_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_out_z_opt + #undef __deref_out_z_opt + #undef __nvapi_undef__deref_out_z_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_z_opt + #undef __deref_out_ecount_z_opt + #undef __nvapi_undef__deref_out_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_z_opt + #undef __deref_out_bcount_z_opt + #undef __nvapi_undef__deref_out_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_out_nz_opt + #undef __deref_out_nz_opt + #undef __nvapi_undef__deref_out_nz_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_nz_opt + #undef __deref_out_ecount_nz_opt + #undef __nvapi_undef__deref_out_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_nz_opt + #undef __deref_out_bcount_nz_opt + #undef __nvapi_undef__deref_out_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_inout_opt + #undef __deref_inout_opt + #undef __nvapi_undef__deref_inout_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_opt + #undef __deref_inout_ecount_opt + #undef __nvapi_undef__deref_inout_ecount_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_opt + #undef __deref_inout_bcount_opt + #undef __nvapi_undef__deref_inout_bcount_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_part_opt + #undef __deref_inout_ecount_part_opt + #undef __nvapi_undef__deref_inout_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_part_opt + #undef __deref_inout_bcount_part_opt + #undef __nvapi_undef__deref_inout_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_full_opt + #undef __deref_inout_ecount_full_opt + #undef __nvapi_undef__deref_inout_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_full_opt + #undef __deref_inout_bcount_full_opt + #undef __nvapi_undef__deref_inout_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_inout_z_opt + #undef __deref_inout_z_opt + #undef __nvapi_undef__deref_inout_z_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_z_opt + #undef __deref_inout_ecount_z_opt + #undef __nvapi_undef__deref_inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_z_opt + #undef __deref_inout_bcount_z_opt + #undef __nvapi_undef__deref_inout_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_inout_nz_opt + #undef __deref_inout_nz_opt + #undef __nvapi_undef__deref_inout_nz_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_nz_opt + #undef __deref_inout_ecount_nz_opt + #undef __nvapi_undef__deref_inout_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_nz_opt + #undef __deref_inout_bcount_nz_opt + #undef __nvapi_undef__deref_inout_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_ecount + #undef __deref_opt_ecount + #undef __nvapi_undef__deref_opt_ecount +#endif +#ifdef __nvapi_undef__deref_opt_bcount + #undef __deref_opt_bcount + #undef __nvapi_undef__deref_opt_bcount +#endif +#ifdef __nvapi_undef__deref_opt_out + #undef __deref_opt_out + #undef __nvapi_undef__deref_opt_out +#endif +#ifdef __nvapi_undef__deref_opt_out_z + #undef __deref_opt_out_z + #undef __nvapi_undef__deref_opt_out_z +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount + #undef __deref_opt_out_ecount + #undef __nvapi_undef__deref_opt_out_ecount +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount + #undef __deref_opt_out_bcount + #undef __nvapi_undef__deref_opt_out_bcount +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_part + #undef __deref_opt_out_ecount_part + #undef __nvapi_undef__deref_opt_out_ecount_part +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_part + #undef __deref_opt_out_bcount_part + #undef __nvapi_undef__deref_opt_out_bcount_part +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_full + #undef __deref_opt_out_ecount_full + #undef __nvapi_undef__deref_opt_out_ecount_full +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_full + #undef __deref_opt_out_bcount_full + #undef __nvapi_undef__deref_opt_out_bcount_full +#endif +#ifdef __nvapi_undef__deref_opt_inout + #undef __deref_opt_inout + #undef __nvapi_undef__deref_opt_inout +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount + #undef __deref_opt_inout_ecount + #undef __nvapi_undef__deref_opt_inout_ecount +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount + #undef __deref_opt_inout_bcount + #undef __nvapi_undef__deref_opt_inout_bcount +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_part + #undef __deref_opt_inout_ecount_part + #undef __nvapi_undef__deref_opt_inout_ecount_part +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_part + #undef __deref_opt_inout_bcount_part + #undef __nvapi_undef__deref_opt_inout_bcount_part +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_full + #undef __deref_opt_inout_ecount_full + #undef __nvapi_undef__deref_opt_inout_ecount_full +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_full + #undef __deref_opt_inout_bcount_full + #undef __nvapi_undef__deref_opt_inout_bcount_full +#endif +#ifdef __nvapi_undef__deref_opt_inout_z + #undef __deref_opt_inout_z + #undef __nvapi_undef__deref_opt_inout_z +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_z + #undef __deref_opt_inout_ecount_z + #undef __nvapi_undef__deref_opt_inout_ecount_z +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_z + #undef __deref_opt_inout_bcount_z + #undef __nvapi_undef__deref_opt_inout_bcount_z +#endif +#ifdef __nvapi_undef__deref_opt_inout_nz + #undef __deref_opt_inout_nz + #undef __nvapi_undef__deref_opt_inout_nz +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_nz + #undef __deref_opt_inout_ecount_nz + #undef __nvapi_undef__deref_opt_inout_ecount_nz +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_nz + #undef __deref_opt_inout_bcount_nz + #undef __nvapi_undef__deref_opt_inout_bcount_nz +#endif +#ifdef __nvapi_undef__deref_opt_ecount_opt + #undef __deref_opt_ecount_opt + #undef __nvapi_undef__deref_opt_ecount_opt +#endif +#ifdef __nvapi_undef__deref_opt_bcount_opt + #undef __deref_opt_bcount_opt + #undef __nvapi_undef__deref_opt_bcount_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_opt + #undef __deref_opt_out_opt + #undef __nvapi_undef__deref_opt_out_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_opt + #undef __deref_opt_out_ecount_opt + #undef __nvapi_undef__deref_opt_out_ecount_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_opt + #undef __deref_opt_out_bcount_opt + #undef __nvapi_undef__deref_opt_out_bcount_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_part_opt + #undef __deref_opt_out_ecount_part_opt + #undef __nvapi_undef__deref_opt_out_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_part_opt + #undef __deref_opt_out_bcount_part_opt + #undef __nvapi_undef__deref_opt_out_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_full_opt + #undef __deref_opt_out_ecount_full_opt + #undef __nvapi_undef__deref_opt_out_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_full_opt + #undef __deref_opt_out_bcount_full_opt + #undef __nvapi_undef__deref_opt_out_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_z_opt + #undef __deref_opt_out_z_opt + #undef __nvapi_undef__deref_opt_out_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_z_opt + #undef __deref_opt_out_ecount_z_opt + #undef __nvapi_undef__deref_opt_out_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_z_opt + #undef __deref_opt_out_bcount_z_opt + #undef __nvapi_undef__deref_opt_out_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_nz_opt + #undef __deref_opt_out_nz_opt + #undef __nvapi_undef__deref_opt_out_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_nz_opt + #undef __deref_opt_out_ecount_nz_opt + #undef __nvapi_undef__deref_opt_out_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_nz_opt + #undef __deref_opt_out_bcount_nz_opt + #undef __nvapi_undef__deref_opt_out_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_opt + #undef __deref_opt_inout_opt + #undef __nvapi_undef__deref_opt_inout_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_opt + #undef __deref_opt_inout_ecount_opt + #undef __nvapi_undef__deref_opt_inout_ecount_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_opt + #undef __deref_opt_inout_bcount_opt + #undef __nvapi_undef__deref_opt_inout_bcount_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_part_opt + #undef __deref_opt_inout_ecount_part_opt + #undef __nvapi_undef__deref_opt_inout_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_part_opt + #undef __deref_opt_inout_bcount_part_opt + #undef __nvapi_undef__deref_opt_inout_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_full_opt + #undef __deref_opt_inout_ecount_full_opt + #undef __nvapi_undef__deref_opt_inout_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_full_opt + #undef __deref_opt_inout_bcount_full_opt + #undef __nvapi_undef__deref_opt_inout_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_z_opt + #undef __deref_opt_inout_z_opt + #undef __nvapi_undef__deref_opt_inout_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_z_opt + #undef __deref_opt_inout_ecount_z_opt + #undef __nvapi_undef__deref_opt_inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_z_opt + #undef __deref_opt_inout_bcount_z_opt + #undef __nvapi_undef__deref_opt_inout_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_nz_opt + #undef __deref_opt_inout_nz_opt + #undef __nvapi_undef__deref_opt_inout_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_nz_opt + #undef __deref_opt_inout_ecount_nz_opt + #undef __nvapi_undef__deref_opt_inout_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_nz_opt + #undef __deref_opt_inout_bcount_nz_opt + #undef __nvapi_undef__deref_opt_inout_bcount_nz_opt +#endif +#ifdef __nvapi_success + #undef __success + #undef __nvapi_success +#endif +#ifdef __nvapi__Ret_notnull_ + #undef __nvapi__Ret_notnull_ + #undef _Ret_notnull_ +#endif +#ifdef __nvapi__Post_writable_byte_size_ + #undef __nvapi__Post_writable_byte_size_ + #undef _Post_writable_byte_size_ +#endif +#ifdef __nvapi_Outptr_ + #undef __nvapi_Outptr_ + #undef _Outptr_ +#endif + +#endif // __NVAPI_EMPTY_SAL diff --git a/src/imports/nvapi/nvapi_lite_salstart.h b/src/imports/nvapi/nvapi_lite_salstart.h new file mode 100644 index 0000000..453576f --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_salstart.h @@ -0,0 +1,812 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +// ==================================================== +// SAL related support +// ==================================================== + +#ifndef __ecount + #define __nvapi_undef__ecount + #define __ecount(size) +#endif +#ifndef __bcount + #define __nvapi_undef__bcount + #define __bcount(size) +#endif +#ifndef __in + #define __nvapi_undef__in + #define __in +#endif +#ifndef __in_ecount + #define __nvapi_undef__in_ecount + #define __in_ecount(size) +#endif +#ifndef __in_bcount + #define __nvapi_undef__in_bcount + #define __in_bcount(size) +#endif +#ifndef __in_z + #define __nvapi_undef__in_z + #define __in_z +#endif +#ifndef __in_ecount_z + #define __nvapi_undef__in_ecount_z + #define __in_ecount_z(size) +#endif +#ifndef __in_bcount_z + #define __nvapi_undef__in_bcount_z + #define __in_bcount_z(size) +#endif +#ifndef __in_nz + #define __nvapi_undef__in_nz + #define __in_nz +#endif +#ifndef __in_ecount_nz + #define __nvapi_undef__in_ecount_nz + #define __in_ecount_nz(size) +#endif +#ifndef __in_bcount_nz + #define __nvapi_undef__in_bcount_nz + #define __in_bcount_nz(size) +#endif +#ifndef __out + #define __nvapi_undef__out + #define __out +#endif +#ifndef __out_ecount + #define __nvapi_undef__out_ecount + #define __out_ecount(size) +#endif +#ifndef __out_bcount + #define __nvapi_undef__out_bcount + #define __out_bcount(size) +#endif +#ifndef __out_ecount_part + #define __nvapi_undef__out_ecount_part + #define __out_ecount_part(size,length) +#endif +#ifndef __out_bcount_part + #define __nvapi_undef__out_bcount_part + #define __out_bcount_part(size,length) +#endif +#ifndef __out_ecount_full + #define __nvapi_undef__out_ecount_full + #define __out_ecount_full(size) +#endif +#ifndef __out_bcount_full + #define __nvapi_undef__out_bcount_full + #define __out_bcount_full(size) +#endif +#ifndef __out_z + #define __nvapi_undef__out_z + #define __out_z +#endif +#ifndef __out_z_opt + #define __nvapi_undef__out_z_opt + #define __out_z_opt +#endif +#ifndef __out_ecount_z + #define __nvapi_undef__out_ecount_z + #define __out_ecount_z(size) +#endif +#ifndef __out_bcount_z + #define __nvapi_undef__out_bcount_z + #define __out_bcount_z(size) +#endif +#ifndef __out_ecount_part_z + #define __nvapi_undef__out_ecount_part_z + #define __out_ecount_part_z(size,length) +#endif +#ifndef __out_bcount_part_z + #define __nvapi_undef__out_bcount_part_z + #define __out_bcount_part_z(size,length) +#endif +#ifndef __out_ecount_full_z + #define __nvapi_undef__out_ecount_full_z + #define __out_ecount_full_z(size) +#endif +#ifndef __out_bcount_full_z + #define __nvapi_undef__out_bcount_full_z + #define __out_bcount_full_z(size) +#endif +#ifndef __out_nz + #define __nvapi_undef__out_nz + #define __out_nz +#endif +#ifndef __out_nz_opt + #define __nvapi_undef__out_nz_opt + #define __out_nz_opt +#endif +#ifndef __out_ecount_nz + #define __nvapi_undef__out_ecount_nz + #define __out_ecount_nz(size) +#endif +#ifndef __out_bcount_nz + #define __nvapi_undef__out_bcount_nz + #define __out_bcount_nz(size) +#endif +#ifndef __inout + #define __nvapi_undef__inout + #define __inout +#endif +#ifndef __inout_ecount + #define __nvapi_undef__inout_ecount + #define __inout_ecount(size) +#endif +#ifndef __inout_bcount + #define __nvapi_undef__inout_bcount + #define __inout_bcount(size) +#endif +#ifndef __inout_ecount_part + #define __nvapi_undef__inout_ecount_part + #define __inout_ecount_part(size,length) +#endif +#ifndef __inout_bcount_part + #define __nvapi_undef__inout_bcount_part + #define __inout_bcount_part(size,length) +#endif +#ifndef __inout_ecount_full + #define __nvapi_undef__inout_ecount_full + #define __inout_ecount_full(size) +#endif +#ifndef __inout_bcount_full + #define __nvapi_undef__inout_bcount_full + #define __inout_bcount_full(size) +#endif +#ifndef __inout_z + #define __nvapi_undef__inout_z + #define __inout_z +#endif +#ifndef __inout_ecount_z + #define __nvapi_undef__inout_ecount_z + #define __inout_ecount_z(size) +#endif +#ifndef __inout_bcount_z + #define __nvapi_undef__inout_bcount_z + #define __inout_bcount_z(size) +#endif +#ifndef __inout_nz + #define __nvapi_undef__inout_nz + #define __inout_nz +#endif +#ifndef __inout_ecount_nz + #define __nvapi_undef__inout_ecount_nz + #define __inout_ecount_nz(size) +#endif +#ifndef __inout_bcount_nz + #define __nvapi_undef__inout_bcount_nz + #define __inout_bcount_nz(size) +#endif +#ifndef __ecount_opt + #define __nvapi_undef__ecount_opt + #define __ecount_opt(size) +#endif +#ifndef __bcount_opt + #define __nvapi_undef__bcount_opt + #define __bcount_opt(size) +#endif +#ifndef __in_opt + #define __nvapi_undef__in_opt + #define __in_opt +#endif +#ifndef __in_ecount_opt + #define __nvapi_undef__in_ecount_opt + #define __in_ecount_opt(size) +#endif +#ifndef __in_bcount_opt + #define __nvapi_undef__in_bcount_opt + #define __in_bcount_opt(size) +#endif +#ifndef __in_z_opt + #define __nvapi_undef__in_z_opt + #define __in_z_opt +#endif +#ifndef __in_ecount_z_opt + #define __nvapi_undef__in_ecount_z_opt + #define __in_ecount_z_opt(size) +#endif +#ifndef __in_bcount_z_opt + #define __nvapi_undef__in_bcount_z_opt + #define __in_bcount_z_opt(size) +#endif +#ifndef __in_nz_opt + #define __nvapi_undef__in_nz_opt + #define __in_nz_opt +#endif +#ifndef __in_ecount_nz_opt + #define __nvapi_undef__in_ecount_nz_opt + #define __in_ecount_nz_opt(size) +#endif +#ifndef __in_bcount_nz_opt + #define __nvapi_undef__in_bcount_nz_opt + #define __in_bcount_nz_opt(size) +#endif +#ifndef __out_opt + #define __nvapi_undef__out_opt + #define __out_opt +#endif +#ifndef __out_ecount_opt + #define __nvapi_undef__out_ecount_opt + #define __out_ecount_opt(size) +#endif +#ifndef __out_bcount_opt + #define __nvapi_undef__out_bcount_opt + #define __out_bcount_opt(size) +#endif +#ifndef __out_ecount_part_opt + #define __nvapi_undef__out_ecount_part_opt + #define __out_ecount_part_opt(size,length) +#endif +#ifndef __out_bcount_part_opt + #define __nvapi_undef__out_bcount_part_opt + #define __out_bcount_part_opt(size,length) +#endif +#ifndef __out_ecount_full_opt + #define __nvapi_undef__out_ecount_full_opt + #define __out_ecount_full_opt(size) +#endif +#ifndef __out_bcount_full_opt + #define __nvapi_undef__out_bcount_full_opt + #define __out_bcount_full_opt(size) +#endif +#ifndef __out_ecount_z_opt + #define __nvapi_undef__out_ecount_z_opt + #define __out_ecount_z_opt(size) +#endif +#ifndef __out_bcount_z_opt + #define __nvapi_undef__out_bcount_z_opt + #define __out_bcount_z_opt(size) +#endif +#ifndef __out_ecount_part_z_opt + #define __nvapi_undef__out_ecount_part_z_opt + #define __out_ecount_part_z_opt(size,length) +#endif +#ifndef __out_bcount_part_z_opt + #define __nvapi_undef__out_bcount_part_z_opt + #define __out_bcount_part_z_opt(size,length) +#endif +#ifndef __out_ecount_full_z_opt + #define __nvapi_undef__out_ecount_full_z_opt + #define __out_ecount_full_z_opt(size) +#endif +#ifndef __out_bcount_full_z_opt + #define __nvapi_undef__out_bcount_full_z_opt + #define __out_bcount_full_z_opt(size) +#endif +#ifndef __out_ecount_nz_opt + #define __nvapi_undef__out_ecount_nz_opt + #define __out_ecount_nz_opt(size) +#endif +#ifndef __out_bcount_nz_opt + #define __nvapi_undef__out_bcount_nz_opt + #define __out_bcount_nz_opt(size) +#endif +#ifndef __inout_opt + #define __nvapi_undef__inout_opt + #define __inout_opt +#endif +#ifndef __inout_ecount_opt + #define __nvapi_undef__inout_ecount_opt + #define __inout_ecount_opt(size) +#endif +#ifndef __inout_bcount_opt + #define __nvapi_undef__inout_bcount_opt + #define __inout_bcount_opt(size) +#endif +#ifndef __inout_ecount_part_opt + #define __nvapi_undef__inout_ecount_part_opt + #define __inout_ecount_part_opt(size,length) +#endif +#ifndef __inout_bcount_part_opt + #define __nvapi_undef__inout_bcount_part_opt + #define __inout_bcount_part_opt(size,length) +#endif +#ifndef __inout_ecount_full_opt + #define __nvapi_undef__inout_ecount_full_opt + #define __inout_ecount_full_opt(size) +#endif +#ifndef __inout_bcount_full_opt + #define __nvapi_undef__inout_bcount_full_opt + #define __inout_bcount_full_opt(size) +#endif +#ifndef __inout_z_opt + #define __nvapi_undef__inout_z_opt + #define __inout_z_opt +#endif +#ifndef __inout_ecount_z_opt + #define __nvapi_undef__inout_ecount_z_opt + #define __inout_ecount_z_opt(size) +#endif +#ifndef __inout_ecount_z_opt + #define __nvapi_undef__inout_ecount_z_opt + #define __inout_ecount_z_opt(size) +#endif +#ifndef __inout_bcount_z_opt + #define __nvapi_undef__inout_bcount_z_opt + #define __inout_bcount_z_opt(size) +#endif +#ifndef __inout_nz_opt + #define __nvapi_undef__inout_nz_opt + #define __inout_nz_opt +#endif +#ifndef __inout_ecount_nz_opt + #define __nvapi_undef__inout_ecount_nz_opt + #define __inout_ecount_nz_opt(size) +#endif +#ifndef __inout_bcount_nz_opt + #define __nvapi_undef__inout_bcount_nz_opt + #define __inout_bcount_nz_opt(size) +#endif +#ifndef __deref_ecount + #define __nvapi_undef__deref_ecount + #define __deref_ecount(size) +#endif +#ifndef __deref_bcount + #define __nvapi_undef__deref_bcount + #define __deref_bcount(size) +#endif +#ifndef __deref_out + #define __nvapi_undef__deref_out + #define __deref_out +#endif +#ifndef __deref_out_ecount + #define __nvapi_undef__deref_out_ecount + #define __deref_out_ecount(size) +#endif +#ifndef __deref_out_bcount + #define __nvapi_undef__deref_out_bcount + #define __deref_out_bcount(size) +#endif +#ifndef __deref_out_ecount_part + #define __nvapi_undef__deref_out_ecount_part + #define __deref_out_ecount_part(size,length) +#endif +#ifndef __deref_out_bcount_part + #define __nvapi_undef__deref_out_bcount_part + #define __deref_out_bcount_part(size,length) +#endif +#ifndef __deref_out_ecount_full + #define __nvapi_undef__deref_out_ecount_full + #define __deref_out_ecount_full(size) +#endif +#ifndef __deref_out_bcount_full + #define __nvapi_undef__deref_out_bcount_full + #define __deref_out_bcount_full(size) +#endif +#ifndef __deref_out_z + #define __nvapi_undef__deref_out_z + #define __deref_out_z +#endif +#ifndef __deref_out_ecount_z + #define __nvapi_undef__deref_out_ecount_z + #define __deref_out_ecount_z(size) +#endif +#ifndef __deref_out_bcount_z + #define __nvapi_undef__deref_out_bcount_z + #define __deref_out_bcount_z(size) +#endif +#ifndef __deref_out_nz + #define __nvapi_undef__deref_out_nz + #define __deref_out_nz +#endif +#ifndef __deref_out_ecount_nz + #define __nvapi_undef__deref_out_ecount_nz + #define __deref_out_ecount_nz(size) +#endif +#ifndef __deref_out_bcount_nz + #define __nvapi_undef__deref_out_bcount_nz + #define __deref_out_bcount_nz(size) +#endif +#ifndef __deref_inout + #define __nvapi_undef__deref_inout + #define __deref_inout +#endif +#ifndef __deref_inout_z + #define __nvapi_undef__deref_inout_z + #define __deref_inout_z +#endif +#ifndef __deref_inout_ecount + #define __nvapi_undef__deref_inout_ecount + #define __deref_inout_ecount(size) +#endif +#ifndef __deref_inout_bcount + #define __nvapi_undef__deref_inout_bcount + #define __deref_inout_bcount(size) +#endif +#ifndef __deref_inout_ecount_part + #define __nvapi_undef__deref_inout_ecount_part + #define __deref_inout_ecount_part(size,length) +#endif +#ifndef __deref_inout_bcount_part + #define __nvapi_undef__deref_inout_bcount_part + #define __deref_inout_bcount_part(size,length) +#endif +#ifndef __deref_inout_ecount_full + #define __nvapi_undef__deref_inout_ecount_full + #define __deref_inout_ecount_full(size) +#endif +#ifndef __deref_inout_bcount_full + #define __nvapi_undef__deref_inout_bcount_full + #define __deref_inout_bcount_full(size) +#endif +#ifndef __deref_inout_z + #define __nvapi_undef__deref_inout_z + #define __deref_inout_z +#endif +#ifndef __deref_inout_ecount_z + #define __nvapi_undef__deref_inout_ecount_z + #define __deref_inout_ecount_z(size) +#endif +#ifndef __deref_inout_bcount_z + #define __nvapi_undef__deref_inout_bcount_z + #define __deref_inout_bcount_z(size) +#endif +#ifndef __deref_inout_nz + #define __nvapi_undef__deref_inout_nz + #define __deref_inout_nz +#endif +#ifndef __deref_inout_ecount_nz + #define __nvapi_undef__deref_inout_ecount_nz + #define __deref_inout_ecount_nz(size) +#endif +#ifndef __deref_inout_bcount_nz + #define __nvapi_undef__deref_inout_bcount_nz + #define __deref_inout_bcount_nz(size) +#endif +#ifndef __deref_ecount_opt + #define __nvapi_undef__deref_ecount_opt + #define __deref_ecount_opt(size) +#endif +#ifndef __deref_bcount_opt + #define __nvapi_undef__deref_bcount_opt + #define __deref_bcount_opt(size) +#endif +#ifndef __deref_out_opt + #define __nvapi_undef__deref_out_opt + #define __deref_out_opt +#endif +#ifndef __deref_out_ecount_opt + #define __nvapi_undef__deref_out_ecount_opt + #define __deref_out_ecount_opt(size) +#endif +#ifndef __deref_out_bcount_opt + #define __nvapi_undef__deref_out_bcount_opt + #define __deref_out_bcount_opt(size) +#endif +#ifndef __deref_out_ecount_part_opt + #define __nvapi_undef__deref_out_ecount_part_opt + #define __deref_out_ecount_part_opt(size,length) +#endif +#ifndef __deref_out_bcount_part_opt + #define __nvapi_undef__deref_out_bcount_part_opt + #define __deref_out_bcount_part_opt(size,length) +#endif +#ifndef __deref_out_ecount_full_opt + #define __nvapi_undef__deref_out_ecount_full_opt + #define __deref_out_ecount_full_opt(size) +#endif +#ifndef __deref_out_bcount_full_opt + #define __nvapi_undef__deref_out_bcount_full_opt + #define __deref_out_bcount_full_opt(size) +#endif +#ifndef __deref_out_z_opt + #define __nvapi_undef__deref_out_z_opt + #define __deref_out_z_opt +#endif +#ifndef __deref_out_ecount_z_opt + #define __nvapi_undef__deref_out_ecount_z_opt + #define __deref_out_ecount_z_opt(size) +#endif +#ifndef __deref_out_bcount_z_opt + #define __nvapi_undef__deref_out_bcount_z_opt + #define __deref_out_bcount_z_opt(size) +#endif +#ifndef __deref_out_nz_opt + #define __nvapi_undef__deref_out_nz_opt + #define __deref_out_nz_opt +#endif +#ifndef __deref_out_ecount_nz_opt + #define __nvapi_undef__deref_out_ecount_nz_opt + #define __deref_out_ecount_nz_opt(size) +#endif +#ifndef __deref_out_bcount_nz_opt + #define __nvapi_undef__deref_out_bcount_nz_opt + #define __deref_out_bcount_nz_opt(size) +#endif +#ifndef __deref_inout_opt + #define __nvapi_undef__deref_inout_opt + #define __deref_inout_opt +#endif +#ifndef __deref_inout_ecount_opt + #define __nvapi_undef__deref_inout_ecount_opt + #define __deref_inout_ecount_opt(size) +#endif +#ifndef __deref_inout_bcount_opt + #define __nvapi_undef__deref_inout_bcount_opt + #define __deref_inout_bcount_opt(size) +#endif +#ifndef __deref_inout_ecount_part_opt + #define __nvapi_undef__deref_inout_ecount_part_opt + #define __deref_inout_ecount_part_opt(size,length) +#endif +#ifndef __deref_inout_bcount_part_opt + #define __nvapi_undef__deref_inout_bcount_part_opt + #define __deref_inout_bcount_part_opt(size,length) +#endif +#ifndef __deref_inout_ecount_full_opt + #define __nvapi_undef__deref_inout_ecount_full_opt + #define __deref_inout_ecount_full_opt(size) +#endif +#ifndef __deref_inout_bcount_full_opt + #define __nvapi_undef__deref_inout_bcount_full_opt + #define __deref_inout_bcount_full_opt(size) +#endif +#ifndef __deref_inout_z_opt + #define __nvapi_undef__deref_inout_z_opt + #define __deref_inout_z_opt +#endif +#ifndef __deref_inout_ecount_z_opt + #define __nvapi_undef__deref_inout_ecount_z_opt + #define __deref_inout_ecount_z_opt(size) +#endif +#ifndef __deref_inout_bcount_z_opt + #define __nvapi_undef__deref_inout_bcount_z_opt + #define __deref_inout_bcount_z_opt(size) +#endif +#ifndef __deref_inout_nz_opt + #define __nvapi_undef__deref_inout_nz_opt + #define __deref_inout_nz_opt +#endif +#ifndef __deref_inout_ecount_nz_opt + #define __nvapi_undef__deref_inout_ecount_nz_opt + #define __deref_inout_ecount_nz_opt(size) +#endif +#ifndef __deref_inout_bcount_nz_opt + #define __nvapi_undef__deref_inout_bcount_nz_opt + #define __deref_inout_bcount_nz_opt(size) +#endif +#ifndef __deref_opt_ecount + #define __nvapi_undef__deref_opt_ecount + #define __deref_opt_ecount(size) +#endif +#ifndef __deref_opt_bcount + #define __nvapi_undef__deref_opt_bcount + #define __deref_opt_bcount(size) +#endif +#ifndef __deref_opt_out + #define __nvapi_undef__deref_opt_out + #define __deref_opt_out +#endif +#ifndef __deref_opt_out_z + #define __nvapi_undef__deref_opt_out_z + #define __deref_opt_out_z +#endif +#ifndef __deref_opt_out_ecount + #define __nvapi_undef__deref_opt_out_ecount + #define __deref_opt_out_ecount(size) +#endif +#ifndef __deref_opt_out_bcount + #define __nvapi_undef__deref_opt_out_bcount + #define __deref_opt_out_bcount(size) +#endif +#ifndef __deref_opt_out_ecount_part + #define __nvapi_undef__deref_opt_out_ecount_part + #define __deref_opt_out_ecount_part(size,length) +#endif +#ifndef __deref_opt_out_bcount_part + #define __nvapi_undef__deref_opt_out_bcount_part + #define __deref_opt_out_bcount_part(size,length) +#endif +#ifndef __deref_opt_out_ecount_full + #define __nvapi_undef__deref_opt_out_ecount_full + #define __deref_opt_out_ecount_full(size) +#endif +#ifndef __deref_opt_out_bcount_full + #define __nvapi_undef__deref_opt_out_bcount_full + #define __deref_opt_out_bcount_full(size) +#endif +#ifndef __deref_opt_inout + #define __nvapi_undef__deref_opt_inout + #define __deref_opt_inout +#endif +#ifndef __deref_opt_inout_ecount + #define __nvapi_undef__deref_opt_inout_ecount + #define __deref_opt_inout_ecount(size) +#endif +#ifndef __deref_opt_inout_bcount + #define __nvapi_undef__deref_opt_inout_bcount + #define __deref_opt_inout_bcount(size) +#endif +#ifndef __deref_opt_inout_ecount_part + #define __nvapi_undef__deref_opt_inout_ecount_part + #define __deref_opt_inout_ecount_part(size,length) +#endif +#ifndef __deref_opt_inout_bcount_part + #define __nvapi_undef__deref_opt_inout_bcount_part + #define __deref_opt_inout_bcount_part(size,length) +#endif +#ifndef __deref_opt_inout_ecount_full + #define __nvapi_undef__deref_opt_inout_ecount_full + #define __deref_opt_inout_ecount_full(size) +#endif +#ifndef __deref_opt_inout_bcount_full + #define __nvapi_undef__deref_opt_inout_bcount_full + #define __deref_opt_inout_bcount_full(size) +#endif +#ifndef __deref_opt_inout_z + #define __nvapi_undef__deref_opt_inout_z + #define __deref_opt_inout_z +#endif +#ifndef __deref_opt_inout_ecount_z + #define __nvapi_undef__deref_opt_inout_ecount_z + #define __deref_opt_inout_ecount_z(size) +#endif +#ifndef __deref_opt_inout_bcount_z + #define __nvapi_undef__deref_opt_inout_bcount_z + #define __deref_opt_inout_bcount_z(size) +#endif +#ifndef __deref_opt_inout_nz + #define __nvapi_undef__deref_opt_inout_nz + #define __deref_opt_inout_nz +#endif +#ifndef __deref_opt_inout_ecount_nz + #define __nvapi_undef__deref_opt_inout_ecount_nz + #define __deref_opt_inout_ecount_nz(size) +#endif +#ifndef __deref_opt_inout_bcount_nz + #define __nvapi_undef__deref_opt_inout_bcount_nz + #define __deref_opt_inout_bcount_nz(size) +#endif +#ifndef __deref_opt_ecount_opt + #define __nvapi_undef__deref_opt_ecount_opt + #define __deref_opt_ecount_opt(size) +#endif +#ifndef __deref_opt_bcount_opt + #define __nvapi_undef__deref_opt_bcount_opt + #define __deref_opt_bcount_opt(size) +#endif +#ifndef __deref_opt_out_opt + #define __nvapi_undef__deref_opt_out_opt + #define __deref_opt_out_opt +#endif +#ifndef __deref_opt_out_ecount_opt + #define __nvapi_undef__deref_opt_out_ecount_opt + #define __deref_opt_out_ecount_opt(size) +#endif +#ifndef __deref_opt_out_bcount_opt + #define __nvapi_undef__deref_opt_out_bcount_opt + #define __deref_opt_out_bcount_opt(size) +#endif +#ifndef __deref_opt_out_ecount_part_opt + #define __nvapi_undef__deref_opt_out_ecount_part_opt + #define __deref_opt_out_ecount_part_opt(size,length) +#endif +#ifndef __deref_opt_out_bcount_part_opt + #define __nvapi_undef__deref_opt_out_bcount_part_opt + #define __deref_opt_out_bcount_part_opt(size,length) +#endif +#ifndef __deref_opt_out_ecount_full_opt + #define __nvapi_undef__deref_opt_out_ecount_full_opt + #define __deref_opt_out_ecount_full_opt(size) +#endif +#ifndef __deref_opt_out_bcount_full_opt + #define __nvapi_undef__deref_opt_out_bcount_full_opt + #define __deref_opt_out_bcount_full_opt(size) +#endif +#ifndef __deref_opt_out_z_opt + #define __nvapi_undef__deref_opt_out_z_opt + #define __deref_opt_out_z_opt +#endif +#ifndef __deref_opt_out_ecount_z_opt + #define __nvapi_undef__deref_opt_out_ecount_z_opt + #define __deref_opt_out_ecount_z_opt(size) +#endif +#ifndef __deref_opt_out_bcount_z_opt + #define __nvapi_undef__deref_opt_out_bcount_z_opt + #define __deref_opt_out_bcount_z_opt(size) +#endif +#ifndef __deref_opt_out_nz_opt + #define __nvapi_undef__deref_opt_out_nz_opt + #define __deref_opt_out_nz_opt +#endif +#ifndef __deref_opt_out_ecount_nz_opt + #define __nvapi_undef__deref_opt_out_ecount_nz_opt + #define __deref_opt_out_ecount_nz_opt(size) +#endif +#ifndef __deref_opt_out_bcount_nz_opt + #define __nvapi_undef__deref_opt_out_bcount_nz_opt + #define __deref_opt_out_bcount_nz_opt(size) +#endif +#ifndef __deref_opt_inout_opt + #define __nvapi_undef__deref_opt_inout_opt + #define __deref_opt_inout_opt +#endif +#ifndef __deref_opt_inout_ecount_opt + #define __nvapi_undef__deref_opt_inout_ecount_opt + #define __deref_opt_inout_ecount_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_opt + #define __nvapi_undef__deref_opt_inout_bcount_opt + #define __deref_opt_inout_bcount_opt(size) +#endif +#ifndef __deref_opt_inout_ecount_part_opt + #define __nvapi_undef__deref_opt_inout_ecount_part_opt + #define __deref_opt_inout_ecount_part_opt(size,length) +#endif +#ifndef __deref_opt_inout_bcount_part_opt + #define __nvapi_undef__deref_opt_inout_bcount_part_opt + #define __deref_opt_inout_bcount_part_opt(size,length) +#endif +#ifndef __deref_opt_inout_ecount_full_opt + #define __nvapi_undef__deref_opt_inout_ecount_full_opt + #define __deref_opt_inout_ecount_full_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_full_opt + #define __nvapi_undef__deref_opt_inout_bcount_full_opt + #define __deref_opt_inout_bcount_full_opt(size) +#endif +#ifndef __deref_opt_inout_z_opt + #define __nvapi_undef__deref_opt_inout_z_opt + #define __deref_opt_inout_z_opt +#endif +#ifndef __deref_opt_inout_ecount_z_opt + #define __nvapi_undef__deref_opt_inout_ecount_z_opt + #define __deref_opt_inout_ecount_z_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_z_opt + #define __nvapi_undef__deref_opt_inout_bcount_z_opt + #define __deref_opt_inout_bcount_z_opt(size) +#endif +#ifndef __deref_opt_inout_nz_opt + #define __nvapi_undef__deref_opt_inout_nz_opt + #define __deref_opt_inout_nz_opt +#endif +#ifndef __deref_opt_inout_ecount_nz_opt + #define __nvapi_undef__deref_opt_inout_ecount_nz_opt + #define __deref_opt_inout_ecount_nz_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_nz_opt + #define __nvapi_undef__deref_opt_inout_bcount_nz_opt + #define __deref_opt_inout_bcount_nz_opt(size) +#endif +#ifndef __success + #define __nvapi_success + #define __success(epxr) +#endif +#ifndef _Ret_notnull_ + #define __nvapi__Ret_notnull_ + #define _Ret_notnull_ +#endif +#ifndef _Post_writable_byte_size_ + #define __nvapi__Post_writable_byte_size_ + #define _Post_writable_byte_size_(n) +#endif +#ifndef _Outptr_ + #define __nvapi_Outptr_ + #define _Outptr_ +#endif + +#define NVAPI_INTERFACE extern __success(return == NVAPI_OK) NvAPI_Status __cdecl diff --git a/src/imports/nvapi/nvapi_lite_sli.h b/src/imports/nvapi/nvapi_lite_sli.h new file mode 100644 index 0000000..0ceff5b --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_sli.h @@ -0,0 +1,247 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +//----------------------------------------------------------------------------- +// DirectX APIs +//----------------------------------------------------------------------------- + + +//! \ingroup dx +//! Used in NvAPI_D3D10_GetCurrentSLIState(), and NvAPI_D3D_GetCurrentSLIState(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 maxNumAFRGroups; //!< [OUT] The maximum possible value of numAFRGroups + NvU32 numAFRGroups; //!< [OUT] The number of AFR groups enabled in the system + NvU32 currentAFRIndex; //!< [OUT] The AFR group index for the frame currently being rendered + NvU32 nextFrameAFRIndex; //!< [OUT] What the AFR group index will be for the next frame (i.e. after calling Present) + NvU32 previousFrameAFRIndex; //!< [OUT] The AFR group index that was used for the previous frame (~0 if more than one frame has not been rendered yet) + NvU32 bIsCurAFRGroupNew; //!< [OUT] Boolean: Is this frame the first time running on the current AFR group + +} NV_GET_CURRENT_SLI_STATE_V1; + +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 maxNumAFRGroups; //!< [OUT] The maximum possible value of numAFRGroups + NvU32 numAFRGroups; //!< [OUT] The number of AFR groups enabled in the system + NvU32 currentAFRIndex; //!< [OUT] The AFR group index for the frame currently being rendered + NvU32 nextFrameAFRIndex; //!< [OUT] What the AFR group index will be for the next frame (i.e. after calling Present) + NvU32 previousFrameAFRIndex; //!< [OUT] The AFR group index that was used for the previous frame (~0 if more than one frame has not been rendered yet) + NvU32 bIsCurAFRGroupNew; //!< [OUT] Boolean: Is this frame the first time running on the current AFR group + NvU32 numVRSLIGpus; //!< [OUT] The number of GPUs used in VR-SLI. If it is 0 VR-SLI is not active + +} NV_GET_CURRENT_SLI_STATE_V2; + +//! \ingroup dx +#define NV_GET_CURRENT_SLI_STATE_VER1 MAKE_NVAPI_VERSION(NV_GET_CURRENT_SLI_STATE_V1,1) +#define NV_GET_CURRENT_SLI_STATE_VER2 MAKE_NVAPI_VERSION(NV_GET_CURRENT_SLI_STATE_V2,1) +#define NV_GET_CURRENT_SLI_STATE_VER NV_GET_CURRENT_SLI_STATE_VER2 +#define NV_GET_CURRENT_SLI_STATE NV_GET_CURRENT_SLI_STATE_V2 +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetCurrentSLIState +// +//! DESCRIPTION: This function returns the current SLI state for the specified device. The structure +//! contains the number of AFR groups, the current AFR group index, +//! and what the AFR group index will be for the next frame. \p +//! pDevice can be either a IDirect3DDevice9 or ID3D10Device pointer. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 173 +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Error occurred +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetCurrentSLIState(IUnknown *pDevice, NV_GET_CURRENT_SLI_STATE *pSliState); +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetResourceHint +// +//! \fn NvAPI_D3D_SetResourceHint(IUnknown *pDev, NVDX_ObjectHandle obj, +//! NVAPI_D3D_SETRESOURCEHINT_CATEGORY dwHintCategory, +//! NvU32 dwHintName, +//! NvU32 *pdwHintValue) +//! +//! DESCRIPTION: This is a general purpose function for passing down various resource +//! related hints to the driver. Hints are divided into categories +//! and types within each category. For DX11 devices this function is free-threaded. +//! An application is responsible to complete this call before making use of the resource +//! in a rendering context (therefore applying inter-thread synchronization as appropriate). +//! As a debug help to an application the driver enforces that a resource in this call was never bound. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pDev The ID3D10Device or IDirect3DDevice9 that is a using the resource +//! \param [in] obj Previously obtained HV resource handle +//! \param [in] dwHintCategory Category of the hints +//! \param [in] dwHintName A hint within this category +//! \param [in/out] *pdwHintValue Pointer to location containing hint value, function returns previous hint value in this slot +//! +//! \return an int which could be an NvAPI status or DX HRESULT code +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_INVALID_ARGUMENT +//! \retval ::NVAPI_INVALID_CALL It is illegal to change a hint dynamically when the resource is already bound. +// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dx +//! Valid categories for NvAPI_D3D_SetResourceHint() +typedef enum _NVAPI_D3D_SETRESOURCEHINT_CATEGORY +{ + NVAPI_D3D_SRH_CATEGORY_SLI = 1 +} NVAPI_D3D_SETRESOURCEHINT_CATEGORY; + + +// +// NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC: +// NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USING: +// NVAPI_D3D_SRH_SLI_RESPECT_DRIVER_INTERFRAME_CONTENT_SYNC: + + +//! \ingroup dx +//! Types of SLI hints; \n +//! NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC: Valid values : 0 or 1 \n +//! Default value: 0 \n +//! Explanation: If the value is 1, the driver will not track any rendering operations that would mark this resource as dirty, +//! avoiding any form of synchronization across frames rendered in parallel in multiple GPUs in AFR mode. +//! +//! NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USAGE: Valid values : 0 or 1 \n +//! Default value: 0 \n +//! Explanation: If the value is 1, the driver will try to perform operations which involved target resource in broadcast, +//! where it's possible. Hint is static and must be set before resource starts using. +//! +//! NVAPI_D3D_SRH_SLI_RESPECT_DRIVER_INTERFRAME_CONTENT_SYNC: Valid values : 0 or 1 \n +//! Default value: 0 \n +//! Explanation: If the value is 1, the driver will do dirty resource resolve regardless of discard flags in the application profile or +//! AFR-FriendlyD3DHints.exe name using. +//! +typedef enum _NVAPI_D3D_SETRESOURCEHINT_SLI +{ + NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC = 1, + NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USAGE = 2, + NVAPI_D3D_SRH_SLI_RESPECT_DRIVER_INTERFRAME_CONTENT_SYNC = 3 +} NVAPI_D3D_SETRESOURCEHINT_SLI; + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D_SetResourceHint(IUnknown *pDev, NVDX_ObjectHandle obj, + NVAPI_D3D_SETRESOURCEHINT_CATEGORY dwHintCategory, + NvU32 dwHintName, + NvU32 *pdwHintValue); +#endif //defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_BeginResourceRendering +// +//! \fn NvAPI_D3D_BeginResourceRendering(IUnknown *pDeviceOrContext, NVDX_ObjectHandle obj, NvU32 Flags) +//! DESCRIPTION: This function tells the driver that the resource will begin to receive updates. It must be used in combination with NvAPI_D3D_EndResourceRendering(). +//! The primary use of this function is allow the driver to initiate early inter-frame synchronization of resources while running in AFR SLI mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pDev IDirect3DDevice9, ID3D10Device, ID3D11Device or ID3D11DeviceContext that is using the resource +//! \param [in] obj Previously obtained HV resource handle +//! \param [in] Flags The flags for functionality applied to resource while being used. +//! +//! \retval ::NVAPI_OK Function succeeded, if used properly and driver can initiate proper sync'ing of the resources. +//! \retval ::NVAPI_INVALID_ARGUMENT Bad argument(s) or invalid flag values +//! \retval ::NVAPI_INVALID_CALL Mismatched begin/end calls +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dx +//! Used in NvAPI_D3D_BeginResourceRendering(). +typedef enum _NVAPI_D3D_RESOURCERENDERING_FLAG +{ + NVAPI_D3D_RR_FLAG_DEFAULTS = 0x00000000, //!< All bits set to 0 are defaults. + NVAPI_D3D_RR_FLAG_FORCE_DISCARD_CONTENT = 0x00000001, //!< (bit 0) The flag forces to discard previous content of the resource regardless of the NvApiHints_Sli_Disable_InterframeSync hint + NVAPI_D3D_RR_FLAG_FORCE_KEEP_CONTENT = 0x00000002, //!< (bit 1) The flag forces to respect previous content of the resource regardless of the NvApiHints_Sli_Disable_InterframeSync hint + NVAPI_D3D_RR_FLAG_MULTI_FRAME = 0x00000004 //!< (bit 2) The flag hints the driver that content will be used for many frames. If not specified then the driver assumes that content is used only on the next frame +} NVAPI_D3D_RESOURCERENDERING_FLAG; + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D_BeginResourceRendering(IUnknown *pDeviceOrContext, NVDX_ObjectHandle obj, NvU32 Flags); + +#endif //defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_EndResourceRendering +// +//! DESCRIPTION: This function tells the driver that the resource is done receiving updates. It must be used in combination with +//! NvAPI_D3D_BeginResourceRendering(). +//! The primary use of this function is allow the driver to initiate early inter-frame syncs of resources while running in AFR SLI mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pDev IDirect3DDevice9, ID3D10Device, ID3D11Device or ID3D11DeviceContext that is using the resource +//! \param [in] obj Previously obtained HV resource handle +//! \param [in] Flags Reserved, must be zero +// +//! \retval ::NVAPI_OK Function succeeded, if used properly and driver can initiate proper sync'ing of the resources. +//! \retval ::NVAPI_INVALID_ARGUMENT Bad argument(s) or invalid flag values +//! \retval ::NVAPI_INVALID_CALL Mismatched begin/end calls +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_EndResourceRendering(IUnknown *pDeviceOrContext, NVDX_ObjectHandle obj, NvU32 Flags); +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_stereo.h b/src/imports/nvapi/nvapi_lite_stereo.h new file mode 100644 index 0000000..cce50d6 --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_stereo.h @@ -0,0 +1,592 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Enable +// +//! DESCRIPTION: This APU enables stereo mode in the registry. +//! Calls to this function affect the entire system. +//! If stereo is not enabled, then calls to functions that require that stereo is enabled have no effect, +//! and will return the appropriate error code. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \retval ::NVAPI_OK Stereo is now enabled. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Enable(void); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Disable +// +//! DESCRIPTION: This API disables stereo mode in the registry. +//! Calls to this function affect the entire system. +//! If stereo is not enabled, then calls to functions that require that stereo is enabled have no effect, +//! and will return the appropriate error code. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \retval ::NVAPI_OK Stereo is now disabled. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Disable(void); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_IsEnabled +// +//! DESCRIPTION: This API checks if stereo mode is enabled in the registry. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [out] pIsStereoEnabled Address where the result of the inquiry will be placed. +//! +//! \retval ::NVAPI_OK Check was sucessfully completed and result reflects current state of stereo availability. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_IsEnabled(NvU8 *pIsStereoEnabled); +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__)|| defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_CreateHandleFromIUnknown +// +//! DESCRIPTION: This API creates a stereo handle that is used in subsequent calls related to a given device interface. +//! This must be called before any other NvAPI_Stereo_ function for that handle. +//! Multiple devices can be used at one time using multiple calls to this function (one per each device). +//! +//! HOW TO USE: After the Direct3D device is created, create the stereo handle. +//! On call success: +//! -# Use all other NvAPI_Stereo_ functions that have stereo handle as first parameter. +//! -# After the device interface that corresponds to the the stereo handle is destroyed, +//! the application should call NvAPI_DestroyStereoHandle() for that stereo handle. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] pDevice Pointer to IUnknown interface that is IDirect3DDevice9* in DX9, ID3D10Device*. +//! \param [out] pStereoHandle Pointer to the newly created stereo handle. +//! +//! \retval ::NVAPI_OK Stereo handle is created for given device interface. +//! \retval ::NVAPI_INVALID_ARGUMENT Provided device interface is invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_CreateHandleFromIUnknown(IUnknown *pDevice, StereoHandle *pStereoHandle); + +#endif // defined(_D3D9_H_) || defined(__d3d10_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_DestroyHandle +// +//! DESCRIPTION: This API destroys the stereo handle created with one of the NvAPI_Stereo_CreateHandleFrom() functions. +//! This should be called after the device corresponding to the handle has been destroyed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that is to be destroyed. +//! +//! \retval ::NVAPI_OK Stereo handle is destroyed. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_DestroyHandle(StereoHandle stereoHandle); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Activate +// +//! DESCRIPTION: This API activates stereo for the device interface corresponding to the given stereo handle. +//! Activating stereo is possible only if stereo was enabled previously in the registry. +//! If stereo is not activated, then calls to functions that require that stereo is activated have no effect, +//! and will return the appropriate error code. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! +//! \retval ::NVAPI_OK Stereo is turned on. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Activate(StereoHandle stereoHandle); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Deactivate +// +//! DESCRIPTION: This API deactivates stereo for the given device interface. +//! If stereo is not activated, then calls to functions that require that stereo is activated have no effect, +//! and will return the appropriate error code. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! +//! \retval ::NVAPI_OK Stereo is turned off. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Deactivate(StereoHandle stereoHandle); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_IsActivated +// +//! DESCRIPTION: This API checks if stereo is activated for the given device interface. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] pIsStereoOn Address where result of the inquiry will be placed. +//! +//! \retval ::NVAPI_OK - Check was sucessfully completed and result reflects current state of stereo (on/off). +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE - Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR - Something is wrong (generic error). +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_IsActivated(StereoHandle stereoHandle, NvU8 *pIsStereoOn); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetSeparation +// +//! DESCRIPTION: This API gets current separation value (in percents). +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pSeparationPercentage Address of @c float type variable to store current separation percentage in. +//! +//! \retval ::NVAPI_OK Retrieval of separation percentage was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetSeparation(StereoHandle stereoHandle, float *pSeparationPercentage); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetSeparation +// +//! DESCRIPTION: This API sets separation to given percentage. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] newSeparationPercentage New value for separation percentage. +//! +//! \retval ::NVAPI_OK Setting of separation percentage was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_STEREO_PARAMETER_OUT_OF_RANGE Given separation percentage is out of [0..100] range. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetSeparation(StereoHandle stereoHandle, float newSeparationPercentage); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetConvergence +// +//! DESCRIPTION: This API gets the current convergence value. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pConvergence Address of @c float type variable to store current convergence value in. +//! +//! \retval ::NVAPI_OK Retrieval of convergence value was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetConvergence(StereoHandle stereoHandle, float *pConvergence); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetConvergence +// +//! DESCRIPTION: This API sets convergence to the given value. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] newConvergence New value for convergence. +//! +//! \retval ::NVAPI_OK Setting of convergence value was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetConvergence(StereoHandle stereoHandle, float newConvergence); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetActiveEye +// +//! \fn NvAPI_Stereo_SetActiveEye(StereoHandle hStereoHandle, NV_STEREO_ACTIVE_EYE StereoEye); +//! DESCRIPTION: This API sets the back buffer to left or right in Direct stereo mode. +//! +//! HOW TO USE: After the stereo handle for device interface is created via successfull call to appropriate +//! NvAPI_Stereo_CreateHandleFrom function. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] StereoEye Defines active eye in Direct stereo mode +//! +//! \retval ::NVAPI_OK - Active eye is set. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE - Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_INVALID_ARGUMENT - StereoEye parameter has not allowed value. +//! \retval ::NVAPI_SET_NOT_ALLOWED - Current stereo mode is not Direct +//! \retval ::NVAPI_ERROR - Something is wrong (generic error). +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +typedef enum _NV_StereoActiveEye +{ + NVAPI_STEREO_EYE_RIGHT = 1, + NVAPI_STEREO_EYE_LEFT = 2, + NVAPI_STEREO_EYE_MONO = 3, +} NV_STEREO_ACTIVE_EYE; + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_SetActiveEye(StereoHandle hStereoHandle, NV_STEREO_ACTIVE_EYE StereoEye); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetDriverMode +// +//! \fn NvAPI_Stereo_SetDriverMode( NV_STEREO_DRIVER_MODE mode ); +//! DESCRIPTION: This API sets the 3D stereo driver mode: Direct or Automatic +//! +//! HOW TO USE: This API must be called before the device is created. +//! Applies to DirectX 9 and higher. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] mode Defines the 3D stereo driver mode: Direct or Automatic +//! +//! \retval ::NVAPI_OK Active eye is set. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_INVALID_ARGUMENT mode parameter has not allowed value. +//! \retval ::NVAPI_ERROR Something is wrong (generic error). +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +typedef enum _NV_StereoDriverMode +{ + NVAPI_STEREO_DRIVER_MODE_AUTOMATIC = 0, + NVAPI_STEREO_DRIVER_MODE_DIRECT = 2, +} NV_STEREO_DRIVER_MODE; + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_SetDriverMode( NV_STEREO_DRIVER_MODE mode ); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetEyeSeparation +// +//! DESCRIPTION: This API returns eye separation as a ratio of /. +//! +//! HOW TO USE: After the stereo handle for device interface is created via successfull call to appropriate API. Applies only to DirectX 9 and up. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pSeparation Eye separation. +//! +//! \retval ::NVAPI_OK Active eye is set. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR (generic error). +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetEyeSeparation(StereoHandle hStereoHandle, float *pSeparation ); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_IsWindowedModeSupported +// +//! DESCRIPTION: This API returns availability of windowed mode stereo +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] bSupported(OUT) != 0 - supported, \n +//! == 0 - is not supported +//! +//! +//! \retval ::NVAPI_OK Retrieval of frustum adjust mode was successfull. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR Something is wrong (generic error). +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_IsWindowedModeSupported(NvU8* bSupported); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetSurfaceCreationMode +// +//! \function NvAPI_Stereo_SetSurfaceCreationMode(StereoHandle hStereoHandle, NVAPI_STEREO_SURFACECREATEMODE creationMode) +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] creationMode New surface creation mode for this device interface. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API sets surface creation mode for this device interface. +//! +//! WHEN TO USE: After the stereo handle for device interface is created via successful call to appropriate NvAPI_Stereo_CreateHandleFrom function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! There are no return error codes with specific meaning for this API. +//! +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +typedef enum _NVAPI_STEREO_SURFACECREATEMODE +{ + NVAPI_STEREO_SURFACECREATEMODE_AUTO, //!< Use driver registry profile settings for surface creation mode. + NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO, //!< Always create stereo surfaces. + NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO //!< Always create mono surfaces. +} NVAPI_STEREO_SURFACECREATEMODE; + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_SetSurfaceCreationMode(__in StereoHandle hStereoHandle, __in NVAPI_STEREO_SURFACECREATEMODE creationMode); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetSurfaceCreationMode +// +//! \function NvAPI_Stereo_GetSurfaceCreationMode(StereoHandle hStereoHandle, NVAPI_STEREO_SURFACECREATEMODE* pCreationMode) +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pCreationMode The current creation mode for this device interface. +//! +//! \since Release: 295 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API gets surface creation mode for this device interface. +//! +//! WHEN TO USE: After the stereo handle for device interface is created via successful call to appropriate NvAPI_Stereo_CreateHandleFrom function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! There are no return error codes with specific meaning for this API. +//! +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_GetSurfaceCreationMode(__in StereoHandle hStereoHandle, __in NVAPI_STEREO_SURFACECREATEMODE* pCreationMode); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Debug_WasLastDrawStereoized +// +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pWasStereoized Address where result of the inquiry will be placed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API checks if the last draw call was stereoized. It is a very expensive to call and should be used for debugging purpose *only*. +//! +//! WHEN TO USE: After the stereo handle for device interface is created via successful call to appropriate NvAPI_Stereo_CreateHandleFrom function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! There are no return error codes with specific meaning for this API. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Debug_WasLastDrawStereoized(__in StereoHandle hStereoHandle, __out NvU8 *pWasStereoized); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetDefaultProfile +// +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API defines the stereo profile used by the driver in case the application has no associated profile. +//! +//! WHEN TO USE: To take effect, this API must be called before D3D device is created. Calling once a device has been created will not affect the current device. +//! +//! \param [in] szProfileName Default profile name. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! Error codes specific to this API are described below. +//! +//! \retval NVAPI_SUCCESS - Default stereo profile name has been copied into szProfileName. +//! \retval NVAPI_INVALID_ARGUMENT - szProfileName == NULL. +//! \retval NVAPI_DEFAULT_STEREO_PROFILE_DOES_NOT_EXIST - Default stereo profile does not exist +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetDefaultProfile(__in const char* szProfileName); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetDefaultProfile +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API retrieves the current default stereo profile. +//! +//! After call cbSizeOut contain 0 if default profile is not set required buffer size cbSizeOut. +//! To get needed buffer size this function can be called with szProfileName==0 and cbSizeIn == 0. +//! +//! WHEN TO USE: This API can be called at any time. +//! +//! +//! \param [in] cbSizeIn Size of buffer allocated for default stereo profile name. +//! \param [out] szProfileName Default stereo profile name. +//! \param [out] pcbSizeOut Required buffer size. +//! # ==0 - there is no default stereo profile name currently set +//! # !=0 - size of buffer required for currently set default stereo profile name including trailing '0'. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! Error codes specific to this API are described below. +//! +//! \retval NVAPI_SUCCESS - Default stereo profile name has been copied into szProfileName. +//! \retval NVAPI_DEFAULT_STEREO_PROFILE_IS_NOT_DEFINED - There is no default stereo profile set at this time. +//! \retval NVAPI_INVALID_ARGUMENT - pcbSizeOut == 0 or cbSizeIn >= *pcbSizeOut && szProfileName == 0 +//! \retval NVAPI_INSUFFICIENT_BUFFER - cbSizeIn < *pcbSizeOut +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetDefaultProfile( __in NvU32 cbSizeIn, __out_bcount_part_opt(cbSizeIn, *pcbSizeOut) char* szProfileName, __out NvU32 *pcbSizeOut); + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_surround.h b/src/imports/nvapi/nvapi_lite_surround.h new file mode 100644 index 0000000..7f861d8 --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_surround.h @@ -0,0 +1,95 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetGDIPrimaryDisplayId +// +//! DESCRIPTION: This API returns the Display ID of the GDI Primary. +//! +//! \param [out] displayId Display ID of the GDI Primary display. +//! +//! \retval ::NVAPI_OK: Capabilties have been returned. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND: GDI Primary not on an NVIDIA GPU. +//! \retval ::NVAPI_INVALID_ARGUMENT: One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED: The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION: This entrypoint not available +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetGDIPrimaryDisplayId(NvU32* displayId); +#define NV_MOSAIC_MAX_DISPLAYS (64) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetDisplayViewportsByResolution +// +//! DESCRIPTION: This API returns the viewports that would be applied on +//! the requested display. +//! +//! \param [in] displayId Display ID of a single display in the active +//! mosaic topology to query. +//! \param [in] srcWidth Width of full display topology. If both +//! width and height are 0, the current +//! resolution is used. +//! \param [in] srcHeight Height of full display topology. If both +//! width and height are 0, the current +//! resolution is used. +//! \param [out] viewports Array of NV_RECT viewports. +//! SUPPORTED OS: Windows 10 and higher +//! +//! If the requested resolution is a single-wide +//! resolution, only viewports[0] will +//! contain the viewport details, regardless +//! of which display is driving the display. +//! \param [out] bezelCorrected Returns 1 if the requested resolution is +//! bezel corrected. May be NULL. +//! +//! \retval ::NVAPI_OK Capabilties have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_MOSAIC_NOT_ACTIVE The display does not belong to an active Mosaic Topology +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetDisplayViewportsByResolution(NvU32 displayId, NvU32 srcWidth, NvU32 srcHeight, NV_RECT viewports[NV_MOSAIC_MAX_DISPLAYS], NvU8* bezelCorrected); + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/main/nv/Module.mk b/src/main/nv/Module.mk new file mode 100644 index 0000000..36c3a42 --- /dev/null +++ b/src/main/nv/Module.mk @@ -0,0 +1,4 @@ +libs += nv + +src_nv := \ + module.c \ diff --git a/src/main/nv/api.h b/src/main/nv/api.h new file mode 100644 index 0000000..91f3fd0 --- /dev/null +++ b/src/main/nv/api.h @@ -0,0 +1,63 @@ +#ifndef NVGPU_CONFIG_NVAPI_H +#define NVGPU_CONFIG_NVAPI_H + +#include + +// Remark: nvapi is not compatible with mingw and requires some changes, see +// https://forums.developer.nvidia.com/t/how-can-you-compile-nvapi-h-with-mingw/33050/5 +#include "imports/nvapi/nvapi.h" +#include "imports/nvapi/NvApiDriverSettings.h" + +typedef NvAPI_Status (*NvAPI_Initialize_t)(); +typedef NvAPI_Status (*NvAPI_Unload_t)(); +typedef NvAPI_Status (*NvAPI_GetInterfaceVersionStringEx_t)(NvAPI_ShortString); +typedef NvAPI_Status (*NvAPI_SYS_GetDriverAndBranchVersion_t)(NvU32 *, NvAPI_ShortString); +typedef NvAPI_Status (*NvAPI_GetErrorMessage_t)(NvAPI_Status, NvAPI_ShortString); +typedef NvAPI_Status (*NvAPI_DRS_CreateSession_t)(NvDRSSessionHandle *); +typedef NvAPI_Status (*NvAPI_DRS_LoadSettings_t)(NvDRSSessionHandle); +typedef NvAPI_Status (*NvAPI_DRS_FindProfileByName_t)(NvDRSSessionHandle, NvAPI_UnicodeString, NvDRSProfileHandle *); +typedef NvAPI_Status (*NvAPI_DRS_FindApplicationByName_t)(NvDRSSessionHandle, NvAPI_UnicodeString, NvDRSProfileHandle *, NVDRS_APPLICATION *); +typedef NvAPI_Status (*NvAPI_DRS_CreateProfile_t)(NvDRSSessionHandle, NVDRS_PROFILE *, NvDRSProfileHandle *); +typedef NvAPI_Status (*NvAPI_DRS_CreateApplication_t)(NvDRSSessionHandle, NvDRSProfileHandle, NVDRS_APPLICATION *); +typedef NvAPI_Status (*NvAPI_DRS_GetSetting_t)(NvDRSSessionHandle, NvDRSProfileHandle, NvU32, NVDRS_SETTING *); +typedef NvAPI_Status (*NvAPI_DRS_SetSetting_t)(NvDRSSessionHandle, NvDRSProfileHandle, NVDRS_SETTING *); +typedef NvAPI_Status (*NvAPI_DRS_SaveSettings_t)(NvDRSSessionHandle); +typedef NvAPI_Status (*NvAPI_DRS_DestroySession_t)(NvDRSSessionHandle); +typedef NvAPI_Status (*NvAPI_EnumPhysicalGPUs_t)(NvPhysicalGpuHandle *, NvU32 *); +typedef NvAPI_Status (*NvAPI_GPU_GetConnectedDisplayIds_t)(NvPhysicalGpuHandle, NV_GPU_DISPLAYIDS*, NvU32 *, NvU32); +typedef NvAPI_Status (*NvAPI_DISP_GetTiming_t)(NvU32, NV_TIMING_INPUT*, NV_TIMING*); +typedef NvAPI_Status (*NvAPI_DISP_TryCustomDisplay_t)(NvU32 *, NvU32, NV_CUSTOM_DISPLAY *); +typedef NvAPI_Status (*NvAPI_DISP_SaveCustomDisplay_t)(NvU32*, NvU32, NvU32, NvU32); +typedef NvAPI_Status (*NvAPI_DISP_RevertCustomDisplayTrial_t)(NvU32*, NvU32); +typedef NvAPI_Status (*NvAPI_DRS_DeleteProfile_t)(NvDRSSessionHandle, NvDRSProfileHandle); +typedef NvAPI_Status (*NvAPI_DISP_GetDisplayConfig_t)(NvU32*, NV_DISPLAYCONFIG_PATH_INFO*); +typedef NvAPI_Status (*NvAPI_DISP_SetDisplayConfig_t)(NvU32, NV_DISPLAYCONFIG_PATH_INFO*, NvU32); + +typedef struct nv_api { + NvAPI_Initialize_t NvAPI_Initialize; + NvAPI_Unload_t NvAPI_Unload; + NvAPI_GetInterfaceVersionStringEx_t NvAPI_GetInterfaceVersionStringEx; + NvAPI_SYS_GetDriverAndBranchVersion_t NvAPI_SYS_GetDriverAndBranchVersion; + NvAPI_GetErrorMessage_t NvAPI_GetErrorMessage; + NvAPI_DRS_CreateSession_t NvAPI_DRS_CreateSession; + NvAPI_DRS_LoadSettings_t NvAPI_DRS_LoadSettings; + NvAPI_DRS_FindProfileByName_t NvAPI_DRS_FindProfileByName; + NvAPI_DRS_FindApplicationByName_t NvAPI_DRS_FindApplicationByName; + NvAPI_DRS_CreateProfile_t NvAPI_DRS_CreateProfile; + NvAPI_DRS_CreateApplication_t NvAPI_DRS_CreateApplication; + NvAPI_DRS_GetSetting_t NvAPI_DRS_GetSetting; + NvAPI_DRS_SetSetting_t NvAPI_DRS_SetSetting; + NvAPI_DRS_SaveSettings_t NvAPI_DRS_SaveSettings; + NvAPI_DRS_DestroySession_t NvAPI_DRS_DestroySession; + NvAPI_EnumPhysicalGPUs_t NvAPI_EnumPhysicalGPUs; + NvAPI_GPU_GetConnectedDisplayIds_t NvAPI_GPU_GetConnectedDisplayIds; + NvAPI_DISP_GetTiming_t NvAPI_DISP_GetTiming; + NvAPI_DISP_TryCustomDisplay_t NvAPI_DISP_TryCustomDisplay; + NvAPI_DISP_SaveCustomDisplay_t NvAPI_DISP_SaveCustomDisplay; + NvAPI_DISP_RevertCustomDisplayTrial_t NvAPI_DISP_RevertCustomDisplayTrial; + NvAPI_DRS_DeleteProfile_t NvAPI_DRS_DeleteProfile; + NvAPI_DISP_GetDisplayConfig_t NvAPI_DISP_GetDisplayConfig; + NvAPI_DISP_SetDisplayConfig_t NvAPI_DISP_SetDisplayConfig; +} nv_api_t; + +#endif \ No newline at end of file diff --git a/src/main/nv/module.c b/src/main/nv/module.c new file mode 100644 index 0000000..977d407 --- /dev/null +++ b/src/main/nv/module.c @@ -0,0 +1,790 @@ +#define LOG_MODULE "nv-module" + +#include + +#include "nv/module.h" + +#include "util/log.h" +#include "util/mem.h" +#include "util/winerr.h" + +#if defined(_WIN64) +#define NV_MODULE_PATH "nvapi64.dll" +#else +#define NV_MODULE_PATH "nvapi.dll" +#endif + +// Source: https://github.com/falahati/NvAPIWrapper/blob/master/NvAPIWrapper/Native/Helpers/FunctionId.cs +// Last update on source: 2019-07-15 +// // ------------------------------------------------- +// // Public NvAPI Functions +// // ------------------------------------------------- + +// NvAPI_CreateDisplayFromUnAttachedDisplay = 0x63F9799E, +// NvAPI_D3D_BeginResourceRendering = 0x91123D6A, +// NvAPI_D3D_ConfigureAnsel = 0x341C6C7F, +// NvAPI_D3D_CreateLateLatchObject = 0x2DB27D09, +// NvAPI_D3D_EndResourceRendering = 0x37E7191C, +// NvAPI_D3D_GetCurrentSLIState = 0x4B708B54, +// NvAPI_D3D_GetObjectHandleForResource = 0xFCEAC864, +// NvAPI_D3D_ImplicitSLIControl = 0x2AEDE111, +// NvAPI_D3D_InitializeSMPAssist = 0x42763D0C, +// NvAPI_D3D_IsGSyncActive = 0xE942B0FF, +// NvAPI_D3D_IsGSyncCapable = 0x9C1EED78, +// NvAPI_D3D_QueryLateLatchSupport = 0x8CECA0EC, +// NvAPI_D3D_QueryModifiedWSupport = 0xCBF9F4F5, +// NvAPI_D3D_QueryMultiViewSupport = 0xB6E0A41C, +// NvAPI_D3D_QuerySinglePassStereoSupport = 0x6F5F0A6D, +// NvAPI_D3D_QuerySMPAssistSupport = 0xC57921DE, +// NvAPI_D3D_RegisterDevice = 0x8C02C4D0, +// NvAPI_D3D_SetFPSIndicatorState = 0xA776E8DB, +// NvAPI_D3D_SetModifiedWMode = 0x6EA4BF4, +// NvAPI_D3D_SetMultiViewMode = 0x8285C8DA, +// NvAPI_D3D_SetResourceHint = 0x6C0ED98C, +// NvAPI_D3D_SetSinglePassStereoMode = 0xA39E6E6E, +// NvAPI_D3D10_SetDepthBoundsTest = 0x4EADF5D2, +// NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA = 0xF1C54FC9, +// NvAPI_D3D11_BeginUAVOverlap = 0x65B93CA8, +// NvAPI_D3D11_BeginUAVOverlapEx = 0xBA08208A, +// NvAPI_D3D11_CopyTileMappings = 0xC09EE6BC, +// NvAPI_D3D11_CreateDevice = 0x6A16D3A0, +// NvAPI_D3D11_CreateDeviceAndSwapChain = 0xBB939EE5, +// NvAPI_D3D11_CreateDomainShaderEx = 0xA0D7180D, +// NvAPI_D3D11_CreateFastGeometryShader = 0x525D43BE, +// NvAPI_D3D11_CreateFastGeometryShaderExplicit = 0x71AB7C9C, +// NvAPI_D3D11_CreateGeometryShaderEx_2 = 0x99ED5C1C, +// NvAPI_D3D11_CreateHullShaderEx = 0xB53CAB00, +// NvAPI_D3D11_CreateMultiGPUDevice = 0xBDB20007, +// NvAPI_D3D11_CreatePixelShaderEx_2 = 0x4162822B, +// NvAPI_D3D11_CreateRasterizerState = 0xDB8D28AF, +// NvAPI_D3D11_CreateShadingRateResourceView = 0x99CA2DFF, +// NvAPI_D3D11_CreateTiledTexture2DArray = 0x7886981A, +// NvAPI_D3D11_CreateVertexShaderEx = 0xBEAA0B2, +// NvAPI_D3D11_EndUAVOverlap = 0x2216A357, +// NvAPI_D3D11_IsNvShaderExtnOpCodeSupported = 0x5F68DA40, +// NvAPI_D3D11_MultiDrawIndexedInstancedIndirect = 0x59E890F9, +// NvAPI_D3D11_MultiDrawInstancedIndirect = 0xD4E26BBF, +// NvAPI_D3D11_MultiGPU_GetCaps = 0xD2D25687, +// NvAPI_D3D11_MultiGPU_Init = 0x17BE49E, +// NvAPI_D3D11_RSGetPixelShadingRateSampleOrder = 0x92442A1, +// NvAPI_D3D11_RSSetExclusiveScissorRects = 0xAE4D73EF, +// NvAPI_D3D11_RSSetPixelShadingRateSampleOrder = 0xA942373A, +// NvAPI_D3D11_RSSetShadingRateResourceView = 0x1B0C2F83, +// NvAPI_D3D11_RSSetViewportsPixelShadingRates = 0x34F7938F, +// NvAPI_D3D11_SetDepthBoundsTest = 0x7AAF7A04, +// NvAPI_D3D11_SetNvShaderExtnSlot = 0x8E90BB9F, +// NvAPI_D3D11_SetNvShaderExtnSlotLocalThread = 0xE6482A0, +// NvAPI_D3D11_TiledResourceBarrier = 0xD6839099, +// NvAPI_D3D11_TiledTexture2DArrayGetDesc = 0xF1A2B9D5, +// NvAPI_D3D11_UpdateTileMappings = 0x9A06EA07, +// NvAPI_D3D12_CopyTileMappings = 0x47F78194, +// NvAPI_D3D12_CreateComputePipelineState = 0x2762DEAC, +// NvAPI_D3D12_CreateGraphicsPipelineState = 0x2FC28856, +// NvAPI_D3D12_CreateHeap = 0x5CB397CF, +// NvAPI_D3D12_CreateReservedResource = 0x2C85F101, +// NvAPI_D3D12_IsNvShaderExtnOpCodeSupported = 0x3DFACEC8, +// NvAPI_D3D12_Mosaic_GetCompanionAllocations = 0xA46022C7, +// NvAPI_D3D12_Mosaic_GetViewportAndGpuPartitions = 0xB092B818, +// NvAPI_D3D12_QueryModifiedWSupport = 0x51235248, +// NvAPI_D3D12_QuerySinglePassStereoSupport = 0x3B03791B, +// NvAPI_D3D12_ReservedResourceGetDesc = 0x9AA2AABB, +// NvAPI_D3D12_ResourceAliasingBarrier = 0xB942BAB7, +// NvAPI_D3D12_SetDepthBoundsTestValues = 0xB9333FE9, +// NvAPI_D3D12_SetModifiedWMode = 0xE1FDABA7, +// NvAPI_D3D12_SetSinglePassStereoMode = 0x83556D87, +// NvAPI_D3D12_UpdateTileMappings = 0xC6017A7D, +// NvAPI_D3D12_UseDriverHeapPriorities = 0xF0D978A8, +// NvAPI_D3D1x_CreateSwapChain = 0x1BC21B66, +// NvAPI_D3D1x_DisableShaderDiskCache = 0xD0CBCA7D, +// NvAPI_D3D1x_GetGraphicsCapabilities = 0x52B1499A, +// NvAPI_D3D9_AliasSurfaceAsTexture = 0xE5CEAE41, +// NvAPI_D3D9_ClearRT = 0x332D3942, +// NvAPI_D3D9_CreateSwapChain = 0x1A131E09, +// NvAPI_D3D9_GetSurfaceHandle = 0xF2DD3F2, +// NvAPI_D3D9_RegisterResource = 0xA064BDFC, +// NvAPI_D3D9_StretchRectEx = 0x22DE03AA, +// NvAPI_D3D9_UnregisterResource = 0xBB2B17AA, +// NvAPI_D3D9_VideoSetStereoInfo = 0xB852F4DB, +// NvAPI_DisableHWCursor = 0xAB163097, +// NvAPI_Disp_ColorControl = 0x92F9D80D, +// NvAPI_DISP_DeleteCustomDisplay = 0x552E5B9B, +// NvAPI_DISP_EnumCustomDisplay = 0xA2072D59, +// NvAPI_DISP_GetAssociatedUnAttachedNvidiaDisplayHandle = 0xA70503B2, +// NvAPI_DISP_GetDisplayConfig = 0x11ABCCF8, +// NvAPI_DISP_GetDisplayIdByDisplayName = 0xAE457190, +// NvAPI_DISP_GetGDIPrimaryDisplayId = 0x1E9D8A31, +// NvAPI_Disp_GetHdrCapabilities = 0x84F2A8DF, +// NvAPI_DISP_GetMonitorCapabilities = 0x3B05C7E1, +// NvAPI_DISP_GetMonitorColorCapabilities = 0x6AE4CFB5, +// NvAPI_DISP_GetTiming = 0x175167E9, +// NvAPI_Disp_HdrColorControl = 0x351DA224, +// NvAPI_Disp_InfoFrameControl = 0x6067AF3F, +// NvAPI_DISP_RevertCustomDisplayTrial = 0xCBBD40F0, +// NvAPI_DISP_SaveCustomDisplay = 0x49882876, +// NvAPI_DISP_SetDisplayConfig = 0x5D8CF8DE, +// NvAPI_DISP_TryCustomDisplay = 0x1F7DB630, +// NvAPI_DRS_CreateApplication = 0x4347A9DE, +// NvAPI_DRS_CreateProfile = 0xCC176068, +// NvAPI_DRS_CreateSession = 0x694D52E, +// NvAPI_DRS_DeleteApplication = 0x2C694BC6, +// NvAPI_DRS_DeleteApplicationEx = 0xC5EA85A1, +// NvAPI_DRS_DeleteProfile = 0x17093206, +// NvAPI_DRS_DeleteProfileSetting = 0xE4A26362, +// NvAPI_DRS_DestroySession = 0xDAD9CFF8, +// NvAPI_DRS_EnumApplications = 0x7FA2173A, +// NvAPI_DRS_EnumAvailableSettingIds = 0xF020614A, +// NvAPI_DRS_EnumAvailableSettingValues = 0x2EC39F90, +// NvAPI_DRS_EnumProfiles = 0xBC371EE0, +// NvAPI_DRS_EnumSettings = 0xAE3039DA, +// NvAPI_DRS_FindApplicationByName = 0xEEE566B2, +// NvAPI_DRS_FindProfileByName = 0x7E4A9A0B, +// NvAPI_DRS_GetApplicationInfo = 0xED1F8C69, +// NvAPI_DRS_GetBaseProfile = 0xDA8466A0, +// NvAPI_DRS_GetCurrentGlobalProfile = 0x617BFF9F, +// NvAPI_DRS_GetNumProfiles = 0x1DAE4FBC, +// NvAPI_DRS_GetProfileInfo = 0x61CD6FD6, +// NvAPI_DRS_GetSetting = 0x73BF8338, +// NvAPI_DRS_GetSettingIdFromName = 0xCB7309CD, +// NvAPI_DRS_GetSettingNameFromId = 0xD61CBE6E, +// NvAPI_DRS_LoadSettings = 0x375DBD6B, +// NvAPI_DRS_LoadSettingsFromFile = 0xD3EDE889, +// NvAPI_DRS_RestoreAllDefaults = 0x5927B094, +// NvAPI_DRS_RestoreProfileDefault = 0xFA5F6134, +// NvAPI_DRS_RestoreProfileDefaultSetting = 0x53F0381E, +// NvAPI_DRS_SaveSettings = 0xFCBC7E14, +// NvAPI_DRS_SaveSettingsToFile = 0x2BE25DF8, +// NvAPI_DRS_SetCurrentGlobalProfile = 0x1C89C5DF, +// NvAPI_DRS_SetProfileInfo = 0x16ABD3A9, +// NvAPI_DRS_SetSetting = 0x577DD202, +// NvAPI_EnableCurrentMosaicTopology = 0x74073CC9, +// NvAPI_EnableHWCursor = 0x2863148D, +// NvAPI_EnumLogicalGPUs = 0x48B3EA59, +// NvAPI_EnumNvidiaDisplayHandle = 0x9ABDD40D, +// NvAPI_EnumNvidiaUnAttachedDisplayHandle = 0x20DE9260, +// NvAPI_EnumPhysicalGPUs = 0xE5AC921F, +// NvAPI_EnumTCCPhysicalGPUs = 0xD9930B07, +// NvAPI_GetAssociatedDisplayOutputId = 0xD995937E, +// NvAPI_GetAssociatedNvidiaDisplayHandle = 0x35C29134, +// NvAPI_GetAssociatedNvidiaDisplayName = 0x22A78B05, +// NvAPI_GetCurrentMosaicTopology = 0xF60852BD, +// NvAPI_GetDisplayDriverVersion = 0xF951A4D1, +// NvAPI_GetDisplayPortInfo = 0xC64FF367, +// NvAPI_GetErrorMessage = 0x6C2D048C, +// NvAPI_GetHDMISupportInfo = 0x6AE16EC3, +// NvAPI_GetInterfaceVersionString = 0x1053FA5, +// NvAPI_GetLogicalGPUFromDisplay = 0xEE1370CF, +// NvAPI_GetLogicalGPUFromPhysicalGPU = 0xADD604D1, +// NvAPI_GetPhysicalGPUFromUnAttachedDisplay = 0x5018ED61, +// NvAPI_GetPhysicalGPUsFromDisplay = 0x34EF9506, +// NvAPI_GetPhysicalGPUsFromLogicalGPU = 0xAEA3FA32, +// NvAPI_GetSupportedMosaicTopologies = 0x410B5C25, +// NvAPI_GetSupportedViews = 0x66FB7FC0, +// NvAPI_GetUnAttachedAssociatedDisplayName = 0x4888D790, +// NvAPI_GetVBlankCounter = 0x67B5DB55, +// NvAPI_GetView = 0xD6B99D89, +// NvAPI_GetViewEx = 0xDBBC0AF4, +// NvAPI_GPU_ClientIllumDevicesGetControl = 0x73C01D58, +// NvAPI_GPU_ClientIllumDevicesGetInfo = 0xD4100E58, +// NvAPI_GPU_ClientIllumDevicesSetControl = 0x57024C62, +// NvAPI_GPU_ClientIllumZonesGetControl = 0x3DBF5764, +// NvAPI_GPU_ClientIllumZonesGetInfo = 0x4B81241B, +// NvAPI_GPU_ClientIllumZonesSetControl = 0x197D065E, +// NvAPI_GPU_GetActiveOutputs = 0xE3E89B6F, +// NvAPI_GPU_GetAGPAperture = 0x6E042794, +// NvAPI_GPU_GetAllClockFrequencies = 0xDCB616C3, +// NvAPI_GPU_GetAllDisplayIds = 0x785210A2, +// NvAPI_GPU_GetAllOutputs = 0x7D554F8E, +// NvAPI_GPU_GetBoardInfo = 0x22D54523, +// NvAPI_GPU_GetBusId = 0x1BE0B8E5, +// NvAPI_GPU_GetBusSlotId = 0x2A0A350F, +// NvAPI_GPU_GetBusType = 0x1BB18724, +// NvAPI_GPU_GetConnectedDisplayIds = 0x78DBA2, +// NvAPI_GPU_GetConnectedOutputs = 0x1730BFC9, +// NvAPI_GPU_GetConnectedOutputsWithLidState = 0xCF8CAF39, +// NvAPI_GPU_GetConnectedSLIOutputs = 0x680DE09, +// NvAPI_GPU_GetConnectedSLIOutputsWithLidState = 0x96043CC7, +// NvAPI_GPU_GetCurrentAGPRate = 0xC74925A0, +// NvAPI_GPU_GetCurrentPCIEDownstreamWidth = 0xD048C3B1, +// NvAPI_GPU_GetCurrentPstate = 0x927DA4F6, +// NvAPI_GPU_GetDynamicPstatesInfoEx = 0x60DED2ED, +// NvAPI_GPU_GetECCConfigurationInfo = 0x77A796F3, +// NvAPI_GPU_GetECCErrorInfo = 0xC71F85A6, +// NvAPI_GPU_GetECCStatusInfo = 0xCA1DDAF3, +// NvAPI_GPU_GetEDID = 0x37D32E69, +// NvAPI_GPU_GetFullName = 0xCEEE8E9F, +// NvAPI_GPU_GetGpuCoreCount = 0xC7026A87, +// NvAPI_GPU_GetGPUType = 0xC33BAEB1, +// NvAPI_GPU_GetHDCPSupportStatus = 0xF089EEF5, +// NvAPI_GPU_GetIllumination = 0x9A1B9365, +// NvAPI_GPU_GetIRQ = 0xE4715417, +// NvAPI_GPU_GetMemoryInfo = 0x7F9B368, +// NvAPI_GPU_GetOutputType = 0x40A505E4, +// NvAPI_GPU_GetPCIIdentifiers = 0x2DDFB66E, +// NvAPI_GPU_GetPerfDecreaseInfo = 0x7F7F4600, +// NvAPI_GPU_GetPhysicalFrameBufferSize = 0x46FBEB03, +// NvAPI_GPU_GetPstates20 = 0x6FF81213, +// NvAPI_GPU_GetPstatesInfoEx = 0x843C0256, +// NvAPI_GPU_GetQuadroStatus = 0xE332FA47, +// NvAPI_GPU_GetScanoutCompositionParameter = 0x58FE51E6, +// NvAPI_GPU_GetScanoutConfiguration = 0x6A9F5B63, +// NvAPI_GPU_GetScanoutConfigurationEx = 0xE2E1E6F0, +// NvAPI_GPU_GetScanoutIntensityState = 0xE81CE836, +// NvAPI_GPU_GetScanoutWarpingState = 0x6F5435AF, +// NvAPI_GPU_GetShaderSubPipeCount = 0xBE17923, +// NvAPI_GPU_GetSystemType = 0xBAAABFCC, +// NvAPI_GPU_GetTachReading = 0x5F608315, +// NvAPI_GPU_GetThermalSettings = 0xE3640A56, +// NvAPI_GPU_GetVbiosOEMRevision = 0x2D43FB31, +// NvAPI_GPU_GetVbiosRevision = 0xACC3DA0A, +// NvAPI_GPU_GetVbiosVersionString = 0xA561FD7D, +// NvAPI_GPU_GetVirtualFrameBufferSize = 0x5A04B644, +// NvAPI_GPU_QueryIlluminationSupport = 0xA629DA31, +// NvAPI_GPU_ResetECCErrorInfo = 0xC02EEC20, +// NvAPI_GPU_SetECCConfiguration = 0x1CF639D9, +// NvAPI_GPU_SetEDID = 0xE83D6456, +// NvAPI_GPU_SetIllumination = 0x254A187, +// NvAPI_GPU_SetScanoutCompositionParameter = 0xF898247D, +// NvAPI_GPU_SetScanoutIntensity = 0xA57457A4, +// NvAPI_GPU_SetScanoutWarping = 0xB34BAB4F, +// NvAPI_GPU_ValidateOutputCombination = 0x34C9C2D4, +// NvAPI_GPU_WorkstationFeatureQuery = 0x4537DF, +// NvAPI_GPU_WorkstationFeatureSetup = 0x6C1F3FE4, +// NvAPI_GSync_AdjustSyncDelay = 0x2D11FF51, +// NvAPI_GSync_EnumSyncDevices = 0xD9639601, +// NvAPI_GSync_GetControlParameters = 0x16DE1C6A, +// NvAPI_GSync_GetStatusParameters = 0x70D404EC, +// NvAPI_GSync_GetSyncStatus = 0xF1F5B434, +// NvAPI_GSync_GetTopology = 0x4562BC38, +// NvAPI_GSync_QueryCapabilities = 0x44A3F1D1, +// NvAPI_GSync_SetControlParameters = 0x8BBFF88B, +// NvAPI_GSync_SetSyncStateSettings = 0x60ACDFDD, +// NvAPI_I2CRead = 0x2FDE12C5, +// NvAPI_I2CWrite = 0xE812EB07, +// NvAPI_Mosaic_EnableCurrentTopo = 0x5F1AA66C, +// NvAPI_Mosaic_EnumDisplayGrids = 0xDF2887AF, +// NvAPI_Mosaic_EnumDisplayModes = 0x78DB97D7, +// NvAPI_Mosaic_GetCurrentTopo = 0xEC32944E, +// NvAPI_Mosaic_GetDisplayViewportsByResolution = 0xDC6DC8D3, +// NvAPI_Mosaic_GetOverlapLimits = 0x989685F0, +// NvAPI_Mosaic_GetSupportedTopoInfo = 0xFDB63C81, +// NvAPI_Mosaic_GetTopoGroup = 0xCB89381D, +// NvAPI_Mosaic_SetCurrentTopo = 0x9B542831, +// NvAPI_Mosaic_SetDisplayGrids = 0x4D959A89, +// NvAPI_Mosaic_ValidateDisplayGrids = 0xCF43903D, +// NvAPI_OGL_ExpertModeDefaultsGet = 0xAE921F12, +// NvAPI_OGL_ExpertModeDefaultsSet = 0xB47A657E, +// NvAPI_OGL_ExpertModeGet = 0x22ED9516, +// NvAPI_OGL_ExpertModeSet = 0x3805EF7A, +// NvAPI_SetCurrentMosaicTopology = 0xD54B8989, +// NvAPI_SetDisplayPort = 0xFA13E65A, +// NvAPI_SetRefreshRateOverride = 0x3092AC32, +// NvAPI_SetView = 0x957D7B6, +// NvAPI_SetViewEx = 0x6B89E68, +// NvAPI_Stereo_Activate = 0xF6A1AD68, +// NvAPI_Stereo_CaptureJpegImage = 0x932CB140, +// NvAPI_Stereo_CapturePngImage = 0x8B7E99B5, +// NvAPI_Stereo_CreateConfigurationProfileRegistryKey = 0xBE7692EC, +// NvAPI_Stereo_CreateHandleFromIUnknown = 0xAC7E37F4, +// NvAPI_Stereo_Deactivate = 0x2D68DE96, +// NvAPI_Stereo_Debug_WasLastDrawStereoized = 0xED4416C5, +// NvAPI_Stereo_DecreaseConvergence = 0x4C87E317, +// NvAPI_Stereo_DecreaseSeparation = 0xDA044458, +// NvAPI_Stereo_DeleteConfigurationProfileRegistryKey = 0xF117B834, +// NvAPI_Stereo_DeleteConfigurationProfileValue = 0x49BCEECF, +// NvAPI_Stereo_DestroyHandle = 0x3A153134, +// NvAPI_Stereo_Disable = 0x2EC50C2B, +// NvAPI_Stereo_Enable = 0x239C4545, +// NvAPI_Stereo_GetConvergence = 0x4AB00934, +// NvAPI_Stereo_GetDefaultProfile = 0x624E21C2, +// NvAPI_Stereo_GetEyeSeparation = 0xCE653127, +// NvAPI_Stereo_GetFrustumAdjustMode = 0xE6839B43, +// NvAPI_Stereo_GetSeparation = 0x451F2134, +// NvAPI_Stereo_GetStereoSupport = 0x296C434D, +// NvAPI_Stereo_GetSurfaceCreationMode = 0x36F1C736, +// NvAPI_Stereo_IncreaseConvergence = 0xA17DAABE, +// NvAPI_Stereo_IncreaseSeparation = 0xC9A8ECEC, +// NvAPI_Stereo_InitActivation = 0xC7177702, +// NvAPI_Stereo_IsActivated = 0x1FB0BC30, +// NvAPI_Stereo_IsEnabled = 0x348FF8E1, +// NvAPI_Stereo_IsWindowedModeSupported = 0x40C8ED5E, +// NvAPI_Stereo_ReverseStereoBlitControl = 0x3CD58F89, +// NvAPI_Stereo_SetActiveEye = 0x96EEA9F8, +// NvAPI_Stereo_SetConfigurationProfileValue = 0x24409F48, +// NvAPI_Stereo_SetConvergence = 0x3DD6B54B, +// NvAPI_Stereo_SetDefaultProfile = 0x44F0ECD1, +// NvAPI_Stereo_SetDriverMode = 0x5E8F0BEC, +// NvAPI_Stereo_SetFrustumAdjustMode = 0x7BE27FA2, +// NvAPI_Stereo_SetNotificationMessage = 0x6B9B409E, +// NvAPI_Stereo_SetSeparation = 0x5C069FA3, +// NvAPI_Stereo_SetSurfaceCreationMode = 0xF5DCFCBA, +// NvAPI_Stereo_Trigger_Activation = 0xD6C6CD2, +// NvAPI_SYS_GetChipSetInfo = 0x53DABBCA, +// NvAPI_SYS_GetDisplayIdFromGpuAndOutputId = 0x8F2BAB4, +// NvAPI_SYS_GetDriverAndBranchVersion = 0x2926AAAD, +// NvAPI_SYS_GetGpuAndOutputIdFromDisplayId = 0x112BA1A5, +// NvAPI_SYS_GetLidAndDockInfo = 0xCDA14D8A, +// NvAPI_SYS_GetPhysicalGpuFromDisplayId = 0x9EA74659, +// NvAPI_VIO_Close = 0xD01BD237, +// NvAPI_VIO_EnumDataFormats = 0x221FA8E8, +// NvAPI_VIO_EnumDevices = 0xFD7C5557, +// NvAPI_VIO_EnumSignalFormats = 0xEAD72FE4, +// NvAPI_VIO_GetCapabilities = 0x1DC91303, +// NvAPI_VIO_GetConfig = 0xD34A789B, +// NvAPI_VIO_GetCSC = 0x7B0D72A3, +// NvAPI_VIO_GetGamma = 0x51D53D06, +// NvAPI_VIO_GetPCIInfo = 0xB981D935, +// NvAPI_VIO_GetSyncDelay = 0x462214A9, +// NvAPI_VIO_IsFrameLockModeCompatible = 0x7BF0A94D, +// NvAPI_VIO_IsRunning = 0x96BD040E, +// NvAPI_VIO_Open = 0x44EE4841, +// NvAPI_VIO_QueryTopology = 0x869534E2, +// NvAPI_VIO_SetConfig = 0xE4EEC07, +// NvAPI_VIO_SetCSC = 0xA1EC8D74, +// NvAPI_VIO_SetGamma = 0x964BF452, +// NvAPI_VIO_SetSyncDelay = 0x2697A8D1, +// NvAPI_VIO_Start = 0xCDE8E1A3, +// NvAPI_VIO_Status = 0xE6CE4F1, +// NvAPI_VIO_Stop = 0x6BA2A5D6, +// NvAPI_VIO_SyncFormatDetect = 0x118D48A3, + +// // ------------------------------------------------- +// // Private Internal NvAPI Functions +// // ------------------------------------------------- + +// NvAPI_3D_GetProperty = 0x8061A4B1, +// NvAPI_3D_GetPropertyRange = 0x0B85DE27C, +// NvAPI_3D_SetProperty = 0x0C9175E8D, +// NvAPI_AccessDisplayDriverRegistry = 0xF5579360, +// NvAPI_Coproc_GetApplicationCoprocInfo = 0x79232685, +// NvAPI_Coproc_GetCoprocInfoFlagsEx = 0x69A9874D, +// NvAPI_Coproc_GetCoprocStatus = 0x1EFC3957, +// NvAPI_Coproc_NotifyCoprocPowerState = 0x0CADCB956, +// NvAPI_Coproc_SetCoprocInfoFlagsEx = 0x0F4C863AC, +// NvAPI_CreateUnAttachedDisplayFromDisplay = 0xA0C72EE4, +// NvAPI_D3D_CreateQuery = 0x5D19BCA4, +// NvAPI_D3D_DestroyQuery = 0x0C8FF7258, +// NvAPI_D3D_Query_Begin = 0x0E5A9AAE0, +// NvAPI_D3D_Query_End = 0x2AC084FA, +// NvAPI_D3D_Query_GetData = 0x0F8B53C69, +// NvAPI_D3D_Query_GetDataSize = 0x0F2A54796, +// NvAPI_D3D_Query_GetType = 0x4ACEEAF7, +// NvAPI_D3D_RegisterApp = 0x0D44D3C4E, +// NvAPI_D3D10_AliasPrimaryAsTexture = 0x8AAC133D, +// NvAPI_D3D10_BeginShareResource = 0x35233210, +// NvAPI_D3D10_BeginShareResourceEx = 0x0EF303A9D, +// NvAPI_D3D10_CreateDevice = 0x2DE11D61, +// NvAPI_D3D10_CreateDeviceAndSwapChain = 0x5B803DAF, +// NvAPI_D3D10_EndShareResource = 0x0E9C5853, +// NvAPI_D3D10_GetRenderedCursorAsBitmap = 0x0CAC3CE5D, +// NvAPI_D3D10_ProcessCallbacks = 0x0AE9C2019, +// NvAPI_D3D10_SetPrimaryFlipChainCallbacks = 0x73EB9329, +// NvAPI_D3D11_BeginShareResource = 0x121BDC6, +// NvAPI_D3D11_EndShareResource = 0x8FFB8E26, +// NvAPI_D3D1x_BindSwapBarrier = 0x9DE8C729, +// NvAPI_D3D1x_IFR_SetUpTargetBufferToSys = 0x473F7828, +// NvAPI_D3D1x_IFR_TransferRenderTarget = 0x9FBAE4EB, +// NvAPI_D3D1x_JoinSwapGroup = 0x14610CD7, +// NvAPI_D3D1x_Present = 0x3B845A1, +// NvAPI_D3D1x_QueryFrameCount = 0x9152E055, +// NvAPI_D3D1x_QueryMaxSwapGroup = 0x9BB9D68F, +// NvAPI_D3D1x_QuerySwapGroup = 0x407F67AA, +// NvAPI_D3D1x_ResetFrameCount = 0x0FBBB031A, +// NvAPI_D3D9_AliasPrimaryAsTexture = 0x13C7112E, +// NvAPI_D3D9_AliasPrimaryFromDevice = 0x7C20C5BE, +// NvAPI_D3D9_BindSwapBarrier = 0x9C39C246, +// NvAPI_D3D9_CreatePathContextNV = 0x0A342F682, +// NvAPI_D3D9_CreatePathNV = 0x71329DF3, +// NvAPI_D3D9_CreateRenderTarget = 0x0B3827C8, +// NvAPI_D3D9_CreateTexture = 0x0D5E13573, +// NvAPI_D3D9_CreateVideo = 0x89FFD9A3, +// NvAPI_D3D9_CreateVideoBegin = 0x84C9D553, +// NvAPI_D3D9_CreateVideoEnd = 0x0B476BF61, +// NvAPI_D3D9_DeletePathNV = 0x73E0019A, +// NvAPI_D3D9_DestroyPathContextNV = 0x667C2929, +// NvAPI_D3D9_DMA = 0x962B8AF6, +// NvAPI_D3D9_DrawPathNV = 0x13199B3D, +// NvAPI_D3D9_EnableStereo = 0x492A6954, +// NvAPI_D3D9_EnumVideoFeatures = 0x1DB7C52C, +// NvAPI_D3D9_FreeVideo = 0x3111BED1, +// NvAPI_D3D9_GetCurrentRenderTargetHandle = 0x22CAD61, +// NvAPI_D3D9_GetCurrentZBufferHandle = 0x0B380F218, +// NvAPI_D3D9_GetIndexBufferHandle = 0x0FC5A155B, +// NvAPI_D3D9_GetOverlaySurfaceHandles = 0x6800F5FC, +// NvAPI_D3D9_GetSLIInfo = 0x694BFF4D, +// NvAPI_D3D9_GetTextureHandle = 0x0C7985ED5, +// NvAPI_D3D9_GetVertexBufferHandle = 0x72B19155, +// NvAPI_D3D9_GetVideoCapabilities = 0x3D596B93, +// NvAPI_D3D9_GetVideoState = 0x0A4527BF8, +// NvAPI_D3D9_GPUBasedCPUSleep = 0x0D504DDA7, +// NvAPI_D3D9_GpuSyncAcquire = 0x0D00B8317, +// NvAPI_D3D9_GpuSyncEnd = 0x754033F0, +// NvAPI_D3D9_GpuSyncGetHandleSize = 0x80C9FD3B, +// NvAPI_D3D9_GpuSyncInit = 0x6D6FDAD4, +// NvAPI_D3D9_GpuSyncMapIndexBuffer = 0x12EE68F2, +// NvAPI_D3D9_GpuSyncMapSurfaceBuffer = 0x2AB714AB, +// NvAPI_D3D9_GpuSyncMapTexBuffer = 0x0CDE4A28A, +// NvAPI_D3D9_GpuSyncMapVertexBuffer = 0x0DBC803EC, +// NvAPI_D3D9_GpuSyncRelease = 0x3D7A86BB, +// NvAPI_D3D9_IFR_SetUpTargetBufferToNV12BLVideoSurface = 0x0CFC92C15, +// NvAPI_D3D9_IFR_SetUpTargetBufferToSys = 0x55255D05, +// NvAPI_D3D9_IFR_TransferRenderTarget = 0x0AB7C2DC, +// NvAPI_D3D9_IFR_TransferRenderTargetToNV12BLVideoSurface = 0x5FE72F64, +// NvAPI_D3D9_JoinSwapGroup = 0x7D44BB54, +// NvAPI_D3D9_Lock = 0x6317345C, +// NvAPI_D3D9_NVFBC_GetStatus = 0x0bd3eb475, +// NvAPI_D3D9_PathClearDepthNV = 0x157E45C4, +// NvAPI_D3D9_PathDepthNV = 0x0FCB16330, +// NvAPI_D3D9_PathEnableColorWriteNV = 0x3E2804A2, +// NvAPI_D3D9_PathEnableDepthTestNV = 0x0E99BA7F3, +// NvAPI_D3D9_PathMatrixNV = 0x0D2F6C499, +// NvAPI_D3D9_PathParameterfNV = 0x0F7FF00C1, +// NvAPI_D3D9_PathParameteriNV = 0x0FC31236C, +// NvAPI_D3D9_PathVerticesNV = 0x0C23DF926, +// NvAPI_D3D9_Present = 0x5650BEB, +// NvAPI_D3D9_PresentSurfaceToDesktop = 0x0F7029C5, +// NvAPI_D3D9_PresentVideo = 0x5CF7F862, +// NvAPI_D3D9_QueryAAOverrideMode = 0x0DDF5643C, +// NvAPI_D3D9_QueryFrameCount = 0x9083E53A, +// NvAPI_D3D9_QueryMaxSwapGroup = 0x5995410D, +// NvAPI_D3D9_QuerySwapGroup = 0x0EBA4D232, +// NvAPI_D3D9_QueryVideoInfo = 0x1E6634B3, +// NvAPI_D3D9_ResetFrameCount = 0x0FA6A0675, +// NvAPI_D3D9_SetGamutData = 0x2BBDA32E, +// NvAPI_D3D9_SetPitchSurfaceCreation = 0x18CDF365, +// NvAPI_D3D9_SetResourceHint = 0x905F5C27, +// NvAPI_D3D9_SetSLIMode = 0x0BFDC062C, +// NvAPI_D3D9_SetSurfaceCreationLayout = 0x5609B86A, +// NvAPI_D3D9_SetVideoState = 0x0BD4BC56F, +// NvAPI_D3D9_StretchRect = 0x0AEAECD41, +// NvAPI_D3D9_Unlock = 0x0C182027E, +// NvAPI_D3D9_VideoSurfaceEncryptionControl = 0x9D2509EF, +// NvAPI_DeleteCustomDisplay = 0x0E7CB998D, +// NvAPI_DeleteUnderscanConfig = 0x0F98854C8, +// NvAPI_Disp_DpAuxChannelControl = 0x8EB56969, +// NvAPI_DISP_EnumHDMIStereoModes = 0x0D2CCF5D6, +// NvAPI_DISP_GetDisplayBlankingState = 0x63E5D8DB, +// NvAPI_DISP_GetHCloneTopology = 0x47BAD137, +// NvAPI_DISP_GetVirtualModeData = 0x3230D69A, +// NvAPI_DISP_OverrideDisplayModeList = 0x291BFF2, +// NvAPI_DISP_SetDisplayBlankingState = 0x1E17E29B, +// NvAPI_DISP_SetHCloneTopology = 0x61041C24, +// NvAPI_DISP_ValidateHCloneTopology = 0x5F4C2664, +// NvAPI_EnumCustomDisplay = 0x42892957, +// NvAPI_EnumUnderscanConfig = 0x4144111A, +// NvAPI_Event_RegisterCallback = 0x0E6DBEA69, +// NvAPI_Event_UnregisterCallback = 0x0DE1F9B45, +// NvAPI_GetDisplayDriverBuildTitle = 0x7562E947, +// NvAPI_GetDisplayDriverCompileType = 0x988AEA78, +// NvAPI_GetDisplayDriverMemoryInfo = 0x774AA982, +// NvAPI_GetDisplayDriverRegistryPath = 0x0E24CEEE, +// NvAPI_GetDisplayDriverSecurityLevel = 0x9D772BBA, +// NvAPI_GetDisplayFeatureConfig = 0x8E985CCD, +// NvAPI_GetDisplayFeatureConfigDefaults = 0x0F5F4D01, +// NvAPI_GetDisplayPosition = 0x6BB1EE5D, +// NvAPI_GetDisplaySettings = 0x0DC27D5D4, +// NvAPI_GetDriverMemoryInfo = 0x2DC95125, +// NvAPI_GetDriverModel = 0x25EEB2C4, +// NvAPI_GetDVCInfo = 0x4085DE45, +// NvAPI_GetDVCInfoEx = 0x0E45002D, +// NvAPI_GetGPUIDfromPhysicalGPU = 0x6533EA3E, +// NvAPI_GetHDCPLinkParameters = 0x0B3BB0772, +// NvAPI_GetHUEInfo = 0x95B64341, +// NvAPI_GetHybridMode = 0x0E23B68C1, +// NvAPI_GetImageSharpeningInfo = 0x9FB063DF, +// NvAPI_GetInfoFrame = 0x9734F1D, +// NvAPI_GetInfoFrameState = 0x41511594, +// NvAPI_GetInfoFrameStatePvt = 0x7FC17574, +// NvAPI_GetInvalidGpuTopologies = 0x15658BE6, +// NvAPI_GetLoadedMicrocodePrograms = 0x919B3136, +// NvAPI_GetPhysicalGPUFromDisplay = 0x1890E8DA, +// NvAPI_GetPhysicalGPUFromGPUID = 0x5380AD1A, +// NvAPI_GetPVExtName = 0x2F5B08E0, +// NvAPI_GetPVExtProfile = 0x1B1B9A16, +// NvAPI_GetScalingCaps = 0x8E875CF9, +// NvAPI_GetTiming = 0x0AFC4833E, +// NvAPI_GetTopologyDisplayGPU = 0x813D89A8, +// NvAPI_GetTVEncoderControls = 0x5757474A, +// NvAPI_GetTVOutputBorderColor = 0x6DFD1C8C, +// NvAPI_GetTVOutputInfo = 0x30C805D5, +// NvAPI_GetUnAttachedDisplayDriverRegistryPath = 0x633252D8, +// NvAPI_GetValidGpuTopologies = 0x5DFAB48A, +// NvAPI_GetVideoState = 0x1C5659CD, +// NvAPI_GPS_GetPerfSensors = 0x271C1109, +// NvAPI_GPS_GetPowerSteeringStatus = 0x540EE82E, +// NvAPI_GPS_GetThermalLimit = 0x583113ED, +// NvAPI_GPS_GetVPStateCap = 0x71913023, +// NvAPI_GPS_SetPowerSteeringStatus = 0x9723D3A2, +// NvAPI_GPS_SetThermalLimit = 0x0C07E210F, +// NvAPI_GPS_SetVPStateCap = 0x68888EB4, +// NvAPI_GPU_ClearPCIELinkAERInfo = 0x521566BB, +// NvAPI_GPU_ClearPCIELinkErrorInfo = 0x8456FF3D, +// NvAPI_GPU_ClientPowerPoliciesGetInfo = 0x34206D86, +// NvAPI_GPU_ClientPowerPoliciesGetStatus = 0x70916171, +// NvAPI_GPU_ClientPowerPoliciesSetStatus = 0x0AD95F5ED, +// NvAPI_GPU_ClientPowerTopologyGetInfo = 0x0A4DFD3F2, +// NvAPI_GPU_ClientPowerTopologyGetStatus = 0x0EDCF624E, +// NvAPI_GPU_CudaEnumComputeCapableGpus = 0x5786CC6E, +// NvAPI_GPU_EnableDynamicPstates = 0x0FA579A0F, +// NvAPI_GPU_EnableOverclockedPstates = 0x0B23B70EE, +// NvAPI_GPU_Get_DisplayPort_DongleInfo = 0x76A70E8D, +// NvAPI_GPU_GetAllClocks = 0x1BD69F49, +// NvAPI_GPU_GetAllGpusOnSameBoard = 0x4DB019E6, +// NvAPI_GPU_GetArchInfo = 0xD8265D24, +// NvAPI_GPU_GetBarInfo = 0xE4B701E3, +// NvAPI_GPU_GetClockBoostLock = 0xe440b867, // unknown name, NVAPI_ID_CURVE_GET +// NvAPI_GPU_GetClockBoostMask = 0x507b4b59, +// NvAPI_GPU_GetClockBoostRanges = 0x64b43a6a, +// NvAPI_GPU_GetClockBoostTable = 0x23f1b133, +// NvAPI_GPU_GetColorSpaceConversion = 0x8159E87A, +// NvAPI_GPU_GetConnectorInfo = 0x4ECA2C10, +// NvAPI_GPU_GetCoolerPolicyTable = 0x518A32C, +// NvAPI_GPU_GetCoolerSettings = 0x0DA141340, +// NvAPI_GPU_GetCoreVoltageBoostPercent = 0x9df23ca1, +// NvAPI_GPU_GetCurrentFanSpeedLevel = 0x0BD71F0C9, +// NvAPI_GPU_GetCurrentThermalLevel = 0x0D2488B79, +// NvAPI_GPU_GetCurrentVoltage = 0x465f9bcf, +// NvAPI_GPU_GetDeepIdleState = 0x1AAD16B4, +// NvAPI_GPU_GetDeviceDisplayMode = 0x0D2277E3A, +// NvAPI_GPU_GetDisplayUnderflowStatus = 0xED9E8057, +// NvAPI_GPU_GetDitherControl = 0x932AC8FB, +// NvAPI_GPU_GetExtendedMinorRevision = 0x25F17421, +// NvAPI_GPU_GetFBWidthAndLocation = 0x11104158, +// NvAPI_GPU_GetFlatPanelInfo = 0x36CFF969, +// NvAPI_GPU_GetFoundry = 0x5D857A00, +// NvAPI_GPU_GetFrameBufferCalibrationLockFailures = 0x524B9773, +// NvAPI_GPU_GetHardwareQualType = 0xF91E777B, +// NvAPI_GPU_GetHybridControllerInfo = 0xD26B8A58, +// NvAPI_GPU_GetLogicalFBWidthAndLocation = 0x8efc0978, +// NvAPI_GPU_GetManufacturingInfo = 0xA4218928, +// NvAPI_GPU_GetMemPartitionMask = 0x329D77CD, +// NvAPI_GPU_GetMXMBlock = 0xB7AB19B9, +// NvAPI_GPU_GetPartitionCount = 0x86F05D7A, +// NvAPI_GPU_GetPCIEInfo = 0xE3795199, +// NvAPI_GPU_GetPerfClocks = 0x1EA54A3B, +// NvAPI_GPU_GetPerfHybridMode = 0x5D7CCAEB, +// NvAPI_GPU_GetPerGpuTopologyStatus = 0x0A81F8992, +// NvAPI_GPU_GetPixelClockRange = 0x66AF10B7, +// NvAPI_GPU_GetPowerMizerInfo = 0x76BFA16B, +// NvAPI_GPU_GetPSFloorSweepStatus = 0xDEE047AB, +// NvAPI_GPU_GetPstateClientLimits = 0x88C82104, +// NvAPI_GPU_GetPstatesInfo = 0x0BA94C56E, +// NvAPI_GPU_GetRamBankCount = 0x17073A3C, +// NvAPI_GPU_GetRamBusWidth = 0x7975C581, +// NvAPI_GPU_GetRamConfigStrap = 0x51CCDB2A, +// NvAPI_GPU_GetRamMaker = 0x42aea16a, +// NvAPI_GPU_GetRamType = 0x57F7CAAC, +// NvAPI_GPU_GetRawFuseData = 0xE0B1DCE9, +// NvAPI_GPU_GetROPCount = 0xfdc129fa, +// NvAPI_GPU_GetSampleType = 0x32E1D697, +// NvAPI_GPU_GetSerialNumber = 0x14B83A5F, +// NvAPI_GPU_GetShaderPipeCount = 0x63E2F56F, +// NvAPI_GPU_GetShortName = 0xD988F0F3, +// NvAPI_GPU_GetSMMask = 0x0EB7AF173, +// NvAPI_GPU_GetTargetID = 0x35B5FD2F, +// NvAPI_GPU_GetThermalPoliciesInfo = 0x00D258BB5, // NvAPI_GPU_ClientThermalPoliciesGetInfo +// NvAPI_GPU_GetThermalPoliciesStatus = 0x0E9C425A1, +// NvAPI_GPU_GetThermalTable = 0xC729203C, +// NvAPI_GPU_GetTotalSMCount = 0x0AE5FBCFE, +// NvAPI_GPU_GetTotalSPCount = 0x0B6D62591, +// NvAPI_GPU_GetTotalTPCCount = 0x4E2F76A8, +// NvAPI_GPU_GetTPCMask = 0x4A35DF54, +// NvAPI_GPU_GetUsages = 0x189a1fdf, +// NvAPI_GPU_GetVbiosImage = 0xFC13EE11, +// NvAPI_GPU_GetVbiosMxmVersion = 0xE1D5DABA, +// NvAPI_GPU_GetVFPCurve = 0x21537ad4, +// NvAPI_GPU_GetVoltageDomainsStatus = 0x0C16C7E2C, +// NvAPI_GPU_GetVoltages = 0x7D656244, +// NvAPI_GPU_GetVoltageStep = 0x28766157, // unsure of the name +// NvAPI_GPU_GetVPECount = 0xD8CBF37B, +// NvAPI_GPU_GetVSFloorSweepStatus = 0xD4F3944C, +// NvAPI_GPU_GPIOQueryLegalPins = 0x0FAB69565, +// NvAPI_GPU_GPIOReadFromPin = 0x0F5E10439, +// NvAPI_GPU_GPIOWriteToPin = 0x0F3B11E68, +// NvAPI_GPU_PerfPoliciesGetInfo = 0x409d9841, +// NvAPI_GPU_PerfPoliciesGetStatus = 0x3d358a0c, +// NvAPI_GPU_PhysxQueryRecommendedState = 0x7A4174F4, +// NvAPI_GPU_PhysxSetState = 0x4071B85E, +// NvAPI_GPU_QueryActiveApps = 0x65B1C5F5, +// NvAPI_GPU_RestoreCoolerPolicyTable = 0x0D8C4FE63, +// NvAPI_GPU_RestoreCoolerSettings = 0x8F6ED0FB, +// NvAPI_GPU_SetClockBoostLock = 0x39442cfb, // unknown name, NVAPI_ID_CURVE_SET +// NvAPI_GPU_SetClockBoostTable = 0x0733e009, +// NvAPI_GPU_SetClocks = 0x6F151055, +// NvAPI_GPU_SetColorSpaceConversion = 0x0FCABD23A, +// NvAPI_GPU_SetCoolerLevels = 0x891FA0AE, +// NvAPI_GPU_SetCoolerPolicyTable = 0x987947CD, +// NvAPI_GPU_SetCoreVoltageBoostPercent = 0xb9306d9b, +// NvAPI_GPU_SetCurrentPCIESpeed = 0x3BD32008, +// NvAPI_GPU_SetCurrentPCIEWidth = 0x3F28E1B9, +// NvAPI_GPU_SetDeepIdleState = 0x568A2292, +// NvAPI_GPU_SetDisplayUnderflowMode = 0x387B2E41, +// NvAPI_GPU_SetDitherControl = 0x0DF0DFCDD, +// NvAPI_GPU_SetPerfClocks = 0x7BCF4AC, +// NvAPI_GPU_SetPerfHybridMode = 0x7BC207F8, +// NvAPI_GPU_SetPixelClockRange = 0x5AC7F8E5, +// NvAPI_GPU_SetPowerMizerInfo = 0x50016C78, +// NvAPI_GPU_SetPstateClientLimits = 0x0FDFC7D49, +// NvAPI_GPU_SetPstates20 = 0x0F4DAE6B, +// NvAPI_GPU_SetPstatesInfo = 0x0CDF27911, +// NvAPI_GPU_SetThermalPoliciesStatus = 0x034C0B13D, +// NvAPI_Hybrid_IsAppMigrationStateChangeable = 0x584CB0B6, +// NvAPI_Hybrid_QueryBlockedMigratableApps = 0x0F4C2F8CC, +// NvAPI_Hybrid_QueryUnblockedNonMigratableApps = 0x5F35BCB5, +// NvAPI_Hybrid_SetAppMigrationState = 0x0FA0B9A59, +// NvAPI_I2CReadEx = 0x4D7B0709, +// NvAPI_I2CWriteEx = 0x283AC65A, +// NvAPI_LoadMicrocode = 0x3119F36E, +// NvAPI_Mosaic_ChooseGpuTopologies = 0x0B033B140, +// NvAPI_Mosaic_EnumGridTopologies = 0x0A3C55220, +// NvAPI_Mosaic_GetDisplayCapabilities = 0x0D58026B9, +// NvAPI_Mosaic_GetMosaicCapabilities = 0x0DA97071E, +// NvAPI_Mosaic_GetMosaicViewports = 0x7EBA036, +// NvAPI_Mosaic_SetGridTopology = 0x3F113C77, +// NvAPI_Mosaic_ValidateDisplayGridsWithSLI = 0x1ECFD263, +// NvAPI_QueryNonMigratableApps = 0x0BB9EF1C3, +// NvAPI_QueryUnderscanCap = 0x61D7B624, +// NvAPI_RestartDisplayDriver = 0xB4B26B65, +// NvAPI_RevertCustomDisplayTrial = 0x854BA405, +// NvAPI_SaveCustomDisplay = 0x0A9062C78, +// NvAPI_SetDisplayFeatureConfig = 0x0F36A668D, +// NvAPI_SetDisplayPosition = 0x57D9060F, +// NvAPI_SetDisplaySettings = 0x0E04F3D86, +// NvAPI_SetDVCLevel = 0x172409B4, +// NvAPI_SetDVCLevelEx = 0x4A82C2B1, +// NvAPI_SetFrameRateNotify = 0x18919887, +// NvAPI_SetGpuTopologies = 0x25201F3D, +// NvAPI_SetHUEAngle = 0x0F5A0F22C, +// NvAPI_SetHybridMode = 0x0FB22D656, +// NvAPI_SetImageSharpeningLevel = 0x3FC9A59C, +// NvAPI_SetInfoFrame = 0x69C6F365, +// NvAPI_SetInfoFrameState = 0x67EFD887, +// NvAPI_SetPVExtName = 0x4FEEB498, +// NvAPI_SetPVExtProfile = 0x8354A8F4, +// NvAPI_SetTopologyDisplayGPU = 0xF409D5E5, +// NvAPI_SetTopologyFocusDisplayAndView = 0x0A8064F9, +// NvAPI_SetTVEncoderControls = 0x0CA36A3AB, +// NvAPI_SetTVOutputBorderColor = 0x0AED02700, +// NvAPI_SetUnderscanConfig = 0x3EFADA1D, +// NvAPI_SetVideoState = 0x54FE75A, +// NvAPI_Stereo_AppHandShake = 0x8C610BDA, +// NvAPI_Stereo_ForceToScreenDepth = 0x2D495758, +// NvAPI_Stereo_GetCursorSeparation = 0x72162B35, +// NvAPI_Stereo_GetPixelShaderConstantB = 0x0C79333AE, +// NvAPI_Stereo_GetPixelShaderConstantF = 0x0D4974572, +// NvAPI_Stereo_GetPixelShaderConstantI = 0x0ECD8F8CF, +// NvAPI_Stereo_GetStereoCaps = 0x0DFC063B7, +// NvAPI_Stereo_GetVertexShaderConstantB = 0x712BAA5B, +// NvAPI_Stereo_GetVertexShaderConstantF = 0x622FDC87, +// NvAPI_Stereo_GetVertexShaderConstantI = 0x5A60613A, +// NvAPI_Stereo_HandShake_Message_Control = 0x315E0EF0, +// NvAPI_Stereo_HandShake_Trigger_Activation = 0x0B30CD1A7, +// NvAPI_Stereo_Is3DCursorSupported = 0x0D7C9EC09, +// NvAPI_Stereo_SetCursorSeparation = 0x0FBC08FC1, +// NvAPI_Stereo_SetPixelShaderConstantB = 0x0BA6109EE, +// NvAPI_Stereo_SetPixelShaderConstantF = 0x0A9657F32, +// NvAPI_Stereo_SetPixelShaderConstantI = 0x912AC28F, +// NvAPI_Stereo_SetVertexShaderConstantB = 0x5268716F, +// NvAPI_Stereo_SetVertexShaderConstantF = 0x416C07B3, +// NvAPI_Stereo_SetVertexShaderConstantI = 0x7923BA0E, +// NvAPI_SYS_GetChipSetTopologyStatus = 0x8A50F126, +// NvAPI_SYS_GetSliApprovalCookie = 0xB539A26E, +// NvAPI_SYS_SetPostOutput = 0xD3A092B1, +// NvAPI_SYS_VenturaGetCoolingBudget = 0x0C9D86E33, +// NvAPI_SYS_VenturaGetPowerReading = 0x63685979, +// NvAPI_SYS_VenturaGetState = 0x0CB7C208D, +// NvAPI_SYS_VenturaSetCoolingBudget = 0x85FF5A15, +// NvAPI_SYS_VenturaSetState = 0x0CE2E9D9, +// NvAPI_TryCustomDisplay = 0x0BF6C1762, +// NvAPI_VideoGetStereoInfo = 0x8E1F8CFE, +// NvAPI_VideoSetStereoInfo = 0x97063269, +// NvAPI_GPU_ClientFanCoolersGetInfo = 0xfb85b01e, +// NvAPI_GPU_ClientFanCoolersGetStatus = 0x35aed5e8, +// NvAPI_GPU_ClientFanCoolersGetControl = 0x814b209f, +// NvAPI_GPU_ClientFanCoolersSetControl = 0xa58971a5, +// Unknown_1629A173 = 0x1629a173, // `Unknown(*mut { version = 0x00030038, count, .. })` +// Unknown_36E39E6B = 0x36e39e6b, // `Unknown(*mut { version = 0x0002000c, count, ... })` might be handles? +// Unknown_B7BCF50D = 0xb7bcf50d, // `Unknown(hGpu, *mut { version = 0x00010008, value })` seen `value = 0x703` +// Unknown_F1D2777B = 0xf1d2777b, // `Unknown(hDisplayHandle, *mut hGpu)` maybe? + +// NvAPI_Unload = 0xD22BDD7E, +// NvAPI_Initialize = 0x150E828 + +typedef uintptr_t *(*NvAPI_QueryInterface_t)(unsigned int); + +typedef struct nv_module { + HMODULE handle; + nv_api_t api; +} nv_module_t; + +static void* _nv_module_function_get(HMODULE handle, const char *name) +{ + void *func = GetProcAddress(handle, name); + + if (func == NULL) { + log_fatal("Failed to get function pointer for %s: %s", name, util_winerr_format_error_code(GetLastError())); + } + + return func; +} + +void nv_module_load(nv_module_t **module) +{ + HMODULE handle; + NvAPI_QueryInterface_t nvapi_query_interface; + + log_assert(module); + + *module = (nv_module_t *) xmalloc(sizeof(nv_module_t)); + + handle = LoadLibraryA(NV_MODULE_PATH); + + if (handle == NULL) { + log_fatal("Failed to load nvapi module: %s", util_winerr_format_error_code(GetLastError())); + } + + (*module)->handle = handle; + + nvapi_query_interface = _nv_module_function_get((*module)->handle, "nvapi_QueryInterface"); + + (*module)->api.NvAPI_Initialize = (NvAPI_Initialize_t) nvapi_query_interface(0x0150E828); + (*module)->api.NvAPI_Unload = (NvAPI_Unload_t) nvapi_query_interface(0xD22BDD7E); + (*module)->api.NvAPI_GetInterfaceVersionStringEx = (NvAPI_GetInterfaceVersionStringEx_t) nvapi_query_interface(0x1053FA5); + (*module)->api.NvAPI_SYS_GetDriverAndBranchVersion = (NvAPI_SYS_GetDriverAndBranchVersion_t) nvapi_query_interface(0x2926AAAD); + (*module)->api.NvAPI_GetErrorMessage = (NvAPI_GetErrorMessage_t) nvapi_query_interface(0x6C2D048C); + (*module)->api.NvAPI_DRS_CreateSession = (NvAPI_DRS_CreateSession_t) nvapi_query_interface(0x0694D52E); + (*module)->api.NvAPI_DRS_LoadSettings = (NvAPI_DRS_LoadSettings_t) nvapi_query_interface(0x375DBD6B); + (*module)->api.NvAPI_DRS_FindProfileByName = (NvAPI_DRS_FindProfileByName_t) nvapi_query_interface(0x7E4A9A0B); + (*module)->api.NvAPI_DRS_FindApplicationByName = (NvAPI_DRS_FindApplicationByName_t) nvapi_query_interface(0x0EEE566B2); + (*module)->api.NvAPI_DRS_CreateProfile = (NvAPI_DRS_CreateProfile_t) nvapi_query_interface(0x0CC176068); + (*module)->api.NvAPI_DRS_CreateApplication = (NvAPI_DRS_CreateApplication_t) nvapi_query_interface(0x4347A9DE); + (*module)->api.NvAPI_DRS_GetSetting = (NvAPI_DRS_GetSetting_t) nvapi_query_interface(0x73BF8338); + (*module)->api.NvAPI_DRS_SetSetting = (NvAPI_DRS_SetSetting_t) nvapi_query_interface(0x577DD202); + (*module)->api.NvAPI_DRS_SaveSettings = (NvAPI_DRS_SaveSettings_t) nvapi_query_interface(0x0FCBC7E14); + (*module)->api.NvAPI_DRS_DestroySession = (NvAPI_DRS_DestroySession_t) nvapi_query_interface(0x0DAD9CFF8); + (*module)->api.NvAPI_EnumPhysicalGPUs = (NvAPI_EnumPhysicalGPUs_t) nvapi_query_interface(0x0E5AC921F); + (*module)->api.NvAPI_GPU_GetConnectedDisplayIds = (NvAPI_GPU_GetConnectedDisplayIds_t) nvapi_query_interface(0x78DBA2); + (*module)->api.NvAPI_DISP_GetTiming = (NvAPI_DISP_GetTiming_t) nvapi_query_interface(0x175167E9); + (*module)->api.NvAPI_DISP_TryCustomDisplay = (NvAPI_DISP_TryCustomDisplay_t) nvapi_query_interface(0x1F7DB630); + (*module)->api.NvAPI_DISP_SaveCustomDisplay = (NvAPI_DISP_SaveCustomDisplay_t) nvapi_query_interface(0x49882876); + (*module)->api.NvAPI_DISP_RevertCustomDisplayTrial = (NvAPI_DISP_RevertCustomDisplayTrial_t) nvapi_query_interface(0xCBBD40F0); + (*module)->api.NvAPI_DRS_DeleteProfile = (NvAPI_DRS_DeleteProfile_t) nvapi_query_interface(0x17093206); + (*module)->api.NvAPI_DISP_GetDisplayConfig = (NvAPI_DISP_GetDisplayConfig_t) nvapi_query_interface(0x11ABCCF8); + (*module)->api.NvAPI_DISP_SetDisplayConfig = (NvAPI_DISP_SetDisplayConfig_t) nvapi_query_interface(0x5D8CF8DE); +} + +void nv_module_free(nv_module_t **module) +{ + log_assert(module); + + FreeLibrary((*module)->handle); + + free(*module); +} + +void nv_module_api_get(const nv_module_t *module, nv_api_t *api) +{ + log_assert(module); + log_assert(api); + + *api = module->api; +} diff --git a/src/main/nv/module.h b/src/main/nv/module.h new file mode 100644 index 0000000..0db57f1 --- /dev/null +++ b/src/main/nv/module.h @@ -0,0 +1,13 @@ +#ifndef NVGPU_CONFIG_NVAPI_MODULE_H +#define NVGPU_CONFIG_NVAPI_MODULE_H + +#include "nv/api.h" + +typedef struct nv_module nv_module_t; + +void nv_module_load(nv_module_t **module); +void nv_module_free(nv_module_t **module); + +void nv_module_api_get(const nv_module_t *module, nv_api_t *api); + +#endif \ No newline at end of file diff --git a/src/main/nvgpu/Module.mk b/src/main/nvgpu/Module.mk new file mode 100644 index 0000000..963caf6 --- /dev/null +++ b/src/main/nvgpu/Module.mk @@ -0,0 +1,8 @@ +exes += nvgpu \ + +libs_nvgpu := \ + nv \ + util \ + +src_nvgpu := \ + main.c \ diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c new file mode 100644 index 0000000..83a9c6f --- /dev/null +++ b/src/main/nvgpu/main.c @@ -0,0 +1,1344 @@ +#include + +#include +#include +#include +#include +#include +#include + +#include "nv/api.h" +#include "nv/module.h" + +#include "util/fs.h" +#include "util/mem.h" +#include "util/str.h" + +#define NV_DRS_SETTINGS_FOLDER "C:\\ProgramData\\NVIDIA Corporation\\Drs" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define PRINT_ERR_WITH_NVAPI_MESSAGE(status, fmt, ...) \ + NvAPI_ShortString error_str; \ + nv_api->NvAPI_GetErrorMessage(status, error_str); \ + fprintf(stderr, fmt ", reason: %s\n", ##__VA_ARGS__, error_str); + +static bool _session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_DestroySession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Destroying driver settings session"); + return false; + } + + return true; +} + +static bool _session_create_and_settings_load(const nv_api_t *nv_api, NvDRSSessionHandle *session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_CreateSession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver settings session"); + return false; + } + + status = nv_api->NvAPI_DRS_LoadSettings(*session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Loading driver settings"); + + return _session_destroy(nv_api, *session); + } + + return true; +} + +static bool _settings_save_and_session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + printfln_err("Saving ..."); + + status = nv_api->NvAPI_DRS_SaveSettings(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving driver settings"); + + return _session_destroy(nv_api, session); + } + + return _session_destroy(nv_api, session); +} + +static bool _profile_get( + const nv_api_t *nv_api, + const char *profile_name, + NvDRSSessionHandle session, + NvDRSProfileHandle *profile) +{ + NvAPI_UnicodeString nv_profile_name; + NvAPI_Status status; + wchar_t *profile_name_wstr; + + assert(nv_api); + assert(session); + assert(profile); + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(nv_profile_name, sizeof(nv_profile_name), profile_name_wstr); + + status = nv_api->NvAPI_DRS_FindProfileByName(session, nv_profile_name, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Finding driver profile %s", profile_name); + return false; + } + + return true; +} + +static bool _profile_setting_set( + const nv_api_t *nv_api, + NvDRSSessionHandle session, + NvDRSProfileHandle profile, + NVDRS_SETTING *setting) +{ + NvAPI_Status status; + + assert(nv_api); + assert(setting); + + status = nv_api->NvAPI_DRS_SetSetting(session, profile, setting); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "Error setting driver settings"); + return false; + } + + return true; +} + +static void _ensure_drs_settings_folder_exists() +{ + // Even on a fresh install, this might not exist which result + // in NVAPI_ACCESS_DENIED errors on many (or even all?) nvapi DRS functions + if (!path_exists(NV_DRS_SETTINGS_FOLDER)) { + printfln_err("NOTE: DRS settings folder to store profiles does not exist, creating..."); + path_mkdir(NV_DRS_SETTINGS_FOLDER); + } +} + +// ------------------------------------------------------------------------------------------------- + +static bool _nv_info(const nv_api_t *nv_api) +{ + NvAPI_ShortString interface_version; + NvAPI_ShortString driver_version; + NvU32 driver_version_number; + NvAPI_Status status; + + printfln_err("Getting interface version..."); + + status = nv_api->NvAPI_GetInterfaceVersionStringEx(interface_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting interface version string"); + return false; + } + + printfln_err("Getting driver and branch version..."); + + status = nv_api->NvAPI_SYS_GetDriverAndBranchVersion(&driver_version_number, driver_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting driver and branch version"); + return false; + } + + printfln_out("Interface version: %s", interface_version); + printfln_out("Driver version: %s", driver_version); + printfln_out("Driver version number: %lu", driver_version_number); + + return true; +} + +static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NVDRS_PROFILE profile; + wchar_t *profile_name_wstr; + NvAPI_Status status; + NvDRSProfileHandle profile_handle; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + profile.version = NVDRS_PROFILE_VER; + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(profile.profileName, sizeof(profile.profileName), profile_name_wstr); + free(profile_name_wstr); + + printfln_err("Creating profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver profile"); + + _session_destroy(nv_api, session); + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_delete(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + printfln_err("Deleting profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_DeleteProfile(session, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Deleting driver profile %s", profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_application_add(const nv_api_t *nv_api, const char *profile_name, const char *application_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + NVDRS_APPLICATION application; + wchar_t *application_name_wstr; + + assert(nv_api); + assert(profile_name); + assert(application_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + application.version = NVDRS_APPLICATION_VER; + + application_name_wstr = str_widen(application_name); + wstr_cpy(application.appName, sizeof(application.appName), application_name_wstr); + free(application_name_wstr); + + printfln_err("Adding application %s to profile %s...", application_name, profile_name); + + status = nv_api->NvAPI_DRS_CreateApplication(session, profile, &application); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Adding application %s to profile %s", application_name, profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gsync_disable(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = VRR_APP_OVERRIDE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + setting.u32CurrentValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + + printfln_err("Disabling G-SYNC for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gpu_power_state_max(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = PREFERRED_PSTATE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = PREFERRED_PSTATE_PREFER_MAX; + setting.u32CurrentValue = PREFERRED_PSTATE_PREFER_MAX; + + printfln_err("Setting GPU power state to maximum for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _displays_list(const nv_api_t *nv_api) +{ + NvAPI_Status status; + NvPhysicalGpuHandle gpu_handle[NVAPI_MAX_PHYSICAL_GPUS]; + NvU32 gpu_count; + NvU32 display_id_count; + NV_GPU_DISPLAYIDS *display_ids; + const char *connector_type; + + assert(nv_api); + + status = nv_api->NvAPI_EnumPhysicalGPUs(gpu_handle, &gpu_count); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Enumerating physical GPUs"); + return false; + } + + printfln_err("Display ID, Connector Type, Active, Connected, Physically Connected"); + + for (NvU32 i = 0; i < gpu_count; i++) { + // Get display count per GPU + display_id_count = 0; + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], NULL, &display_id_count, 0); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display count of GPU"); + return false; + } + + if (display_id_count > 0) { + display_ids = (NV_GPU_DISPLAYIDS*) xmalloc(sizeof(NV_GPU_DISPLAYIDS) * display_id_count); + + for (NvU32 j = 0; j < display_id_count; j++) { + display_ids[j].version = NV_GPU_DISPLAYIDS_VER; + } + + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], display_ids, &display_id_count, 0); + + if (status != NVAPI_OK) { + free(display_ids); + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display ids of GPU"); + return false; + } + + for (NvU32 j = 0; j < display_id_count; j++) { + switch (display_ids[j].connectorType) { + case NV_MONITOR_CONN_TYPE_VGA: + connector_type = "VGA"; + break; + case NV_MONITOR_CONN_TYPE_COMPONENT: + connector_type = "Component"; + break; + case NV_MONITOR_CONN_TYPE_SVIDEO: + connector_type = "S-Video"; + break; + case NV_MONITOR_CONN_TYPE_HDMI: + connector_type = "HDMI"; + break; + case NV_MONITOR_CONN_TYPE_DVI: + connector_type = "DVI"; + break; + case NV_MONITOR_CONN_TYPE_LVDS: + connector_type = "LVDS"; + break; + case NV_MONITOR_CONN_TYPE_DP: + connector_type = "DP"; + break; + case NV_MONITOR_CONN_TYPE_COMPOSITE: + connector_type = "Composite"; + break; + default: + connector_type = "unknown"; + break; + } + + printfln_out("0x%lX, %s, %s, %s, %s", + display_ids[j].displayId, + connector_type, + display_ids[j].isActive ? "active" : "inactive", + display_ids[j].isConnected ? "connected" : "disconnected", + display_ids[j].isPhysicallyConnected ? "connected" : "disconnected"); + } + + free(display_ids); + } + } + + return true; +} + +static bool _display_config_get(const nv_api_t *nv_api, NvU32 display_id) +{ + NvU32 target_info_count; + NV_DISPLAYCONFIG_PATH_INFO display_config; + NvAPI_Status status; + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 *target_info; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 *source_mode_info; + + assert(nv_api); + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&target_info_count, NULL); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config count"); + return false; + } + + memset(&display_config, 0, sizeof(NV_DISPLAYCONFIG_PATH_INFO)); + + display_config.version = NV_DISPLAYCONFIG_PATH_INFO_VER; + display_config.targetInfoCount = target_info_count; + display_config.targetInfo = (NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2*) xmalloc(sizeof(NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2) * target_info_count); + display_config.sourceModeInfo = (NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1*) xmalloc(sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1) * target_info_count); + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&target_info_count, &display_config); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config"); + + free(display_config.targetInfo); + free(display_config.sourceModeInfo); + + return false; + } + + if (display_id != 0) { + printfln_err("Applying display ID filter: %lX", display_id); + } + + printfln_err("Num total display configs: %ld", display_config.targetInfoCount); + + for (NvU32 i = 0; i < display_config.targetInfoCount; i++) { + target_info = &display_config.targetInfo[i]; + source_mode_info = &display_config.sourceModeInfo[i]; + + if (display_id != 0 && target_info->displayId != display_id) { + continue; + } + + printfln_out("--------------------------------"); + printfln_out("Display ID: %lX", target_info->displayId); + printfln_out("Resolution width: %ld", source_mode_info->resolution.width); + printfln_out("Resolution height: %ld", source_mode_info->resolution.height); + printfln_out("Color depth: %d", source_mode_info->colorFormat); + printfln_out("Position x: %d", source_mode_info->position.x); + printfln_out("Position y: %d", source_mode_info->position.y); + printfln_out("Spanning orientation: %d", source_mode_info->spanningOrientation); + printfln_out("GDI primary: %d", source_mode_info->bGDIPrimary); + printfln_out("SLI focus: %d", source_mode_info->bSLIFocus); + + if (target_info->details) { + switch (target_info->details->rotation) { + case NV_ROTATE_0: + printfln_out("Rotation: 0 degrees"); + break; + case NV_ROTATE_90: + printfln_out("Rotation: 90 degrees"); + break; + case NV_ROTATE_180: + printfln_out("Rotation: 180 degrees"); + break; + case NV_ROTATE_270: + printfln_out("Rotation: 270 degrees"); + break; + case NV_ROTATE_IGNORED: + printfln_out("Rotation: ignored"); + break; + default: + printfln_out("Rotation: unknown (%d)", target_info->details->rotation); + break; + } + + switch (target_info->details->scaling) { + case NV_SCALING_DEFAULT: + printfln_out("Scaling: default"); + break; + case NV_SCALING_GPU_SCALING_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to closest"); + break; + case NV_SCALING_GPU_SCALING_TO_NATIVE: + printfln_out("Scaling: GPU scaling to native"); + break; + case NV_SCALING_GPU_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scaling to aspect scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to aspect scanout to closest"); + break; + case NV_SCALING_GPU_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scanout to closest"); + break; + case NV_SCALING_GPU_INTEGER_ASPECT_SCALING: + printfln_out("Scaling: GPU integer aspect scaling"); + break; + default: + printfln_out("Scaling: unknown (%d)", target_info->details->scaling); + break; + } + + printfln_out("Refresh rate (non interlaced): %ld", target_info->details->refreshRate1K * 1000); + printfln_out("Interlaced: %d", target_info->details->interlaced); + printfln_out("Primary: %d", target_info->details->primary); + printfln_out("Disable virtual mode support: %d", target_info->details->disableVirtualModeSupport); + printfln_out("Is preferred unscaled target: %d", target_info->details->isPreferredUnscaledTarget); + + switch (target_info->details->connector) { + case NVAPI_GPU_CONNECTOR_VGA_15_PIN: + printfln_out("Connector: VGA 15 Pin"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE: + printfln_out("Connector: TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_TV_SVIDEO: + printfln_out("Connector: TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_COMPONENT: + printfln_out("Connector: TV HDTV Component"); + break; + case NVAPI_GPU_CONNECTOR_TV_SCART: + printfln_out("Connector: TV SCART"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE_SCART_ON_EIAJ4120: + printfln_out("Connector: TV Composite SCART on EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_EIAJ4120: + printfln_out("Connector: TV HDTV EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_HDTV_YPRPB: + printfln_out("Connector: PC POD HDTV YPRPB"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_SVIDEO: + printfln_out("Connector: PC POD S-Video"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_COMPOSITE: + printfln_out("Connector: PC POD Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_SVIDEO: + printfln_out("Connector: DVI-I TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_COMPOSITE: + printfln_out("Connector: DVI-I TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I: + printfln_out("Connector: DVI-I"); + break; + case NVAPI_GPU_CONNECTOR_DVI_D: + printfln_out("Connector: DVI-D"); + break; + case NVAPI_GPU_CONNECTOR_ADC: + printfln_out("Connector: ADC"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_1: + printfln_out("Connector: LFH DVI-I 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_2: + printfln_out("Connector: LFH DVI-I 2"); + break; + case NVAPI_GPU_CONNECTOR_SPWG: + printfln_out("Connector: SPWG"); + break; + case NVAPI_GPU_CONNECTOR_OEM: + printfln_out("Connector: OEM"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_EXTERNAL: + printfln_out("Connector: DisplayPort External"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_INTERNAL: + printfln_out("Connector: DisplayPort Internal"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_MINI_EXT: + printfln_out("Connector: DisplayPort Mini External"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_A: + printfln_out("Connector: HDMI A"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_C_MINI: + printfln_out("Connector: HDMI C Mini"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_1: + printfln_out("Connector: LFH DisplayPort 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_2: + printfln_out("Connector: LFH DisplayPort 2"); + break; + case NVAPI_GPU_CONNECTOR_VIRTUAL_WFD: + printfln_out("Connector: Virtual WFD"); + break; + case NVAPI_GPU_CONNECTOR_USB_C: + printfln_out("Connector: USB C"); + break; + default: + printfln_out("Connector: unknown (%d)", target_info->details->connector); + break; + } + + switch (target_info->details->tvFormat) { + case NV_DISPLAY_TV_FORMAT_NONE: + printfln_out("TV format: none"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCM: + printfln_out("TV format: SD NTSC-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCJ: + printfln_out("TV format: SD NTSC-J"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALM: + printfln_out("TV format: SD PAL-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALBDGH: + printfln_out("TV format: SD PAL-BDGH"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALN: + printfln_out("TV format: SD PAL-N"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALNC: + printfln_out("TV format: SD PAL-NC"); + break; + case NV_DISPLAY_TV_FORMAT_SD_576i: + printfln_out("TV format: SD 576i"); + break; + case NV_DISPLAY_TV_FORMAT_SD_480i: + printfln_out("TV format: SD 480i"); + break; + case NV_DISPLAY_TV_FORMAT_ED_480p: + printfln_out("TV format: ED 480p"); + break; + case NV_DISPLAY_TV_FORMAT_ED_576p: + printfln_out("TV format: ED 576p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p: + printfln_out("TV format: HD 720p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i: + printfln_out("TV format: HD 1080i"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p: + printfln_out("TV format: HD 1080p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p50: + printfln_out("TV format: HD 720p50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p24: + printfln_out("TV format: HD 1080p24"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i50: + printfln_out("TV format: HD 1080i50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p50: + printfln_out("TV format: HD 1080p50"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_3840: + printfln_out("TV format: UHD 4Kp30 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_3840: + printfln_out("TV format: UHD 4Kp25 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_3840: + printfln_out("TV format: UHD 4Kp24 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_SMPTE: + printfln_out("TV format: UHD 4Kp24 SMPTE"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_3840: + printfln_out("TV format: UHD 4Kp50 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_3840: + printfln_out("TV format: UHD 4Kp60 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_4096: + printfln_out("TV format: UHD 4Kp30 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_4096: + printfln_out("TV format: UHD 4Kp25 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_4096: + printfln_out("TV format: UHD 4Kp24 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_4096: + printfln_out("TV format: UHD 4Kp50 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_4096: + printfln_out("TV format: UHD 4Kp60 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp24_7680: + printfln_out("TV format: UHD 8Kp24 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp25_7680: + printfln_out("TV format: UHD 8Kp25 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp30_7680: + printfln_out("TV format: UHD 8Kp30 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp48_7680: + printfln_out("TV format: UHD 8Kp48 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp50_7680: + printfln_out("TV format: UHD 8Kp50 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp60_7680: + printfln_out("TV format: UHD 8Kp60 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp100_7680: + printfln_out("TV format: UHD 8Kp100 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp120_7680: + printfln_out("TV format: UHD 8Kp120 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_3840: + printfln_out("TV format: UHD 4Kp48 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_4096: + printfln_out("TV format: UHD 4Kp48 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_3840: + printfln_out("TV format: UHD 4Kp100 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_4096: + printfln_out("TV format: UHD 4Kp100 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_4096: + printfln_out("TV format: UHD 4Kp120 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_3840: + printfln_out("TV format: UHD 4Kp120 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_5120: + printfln_out("TV format: UHD 4Kp100 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_5120: + printfln_out("TV format: UHD 4Kp120 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_5120: + printfln_out("TV format: UHD 4Kp24 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_5120: + printfln_out("TV format: UHD 4Kp25 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_5120: + printfln_out("TV format: UHD 4Kp30 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_5120: + printfln_out("TV format: UHD 4Kp48 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_5120: + printfln_out("TV format: UHD 4Kp50 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_5120: + printfln_out("TV format: UHD 4Kp60 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp24_10240: + printfln_out("TV format: UHD 10Kp24 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp25_10240: + printfln_out("TV format: UHD 10Kp25 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp30_10240: + printfln_out("TV format: UHD 10Kp30 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp48_10240: + printfln_out("TV format: UHD 10Kp48 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp50_10240: + printfln_out("TV format: UHD 10Kp50 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp60_10240: + printfln_out("TV format: UHD 10Kp60 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp100_10240: + printfln_out("TV format: UHD 10Kp100 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp120_10240: + printfln_out("TV format: UHD 10Kp120 10240"); + break; + case NV_DISPLAY_TV_FORMAT_SD_OTHER: + printfln_out("TV format: SD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ED_OTHER: + printfln_out("TV format: ED Other"); + break; + case NV_DISPLAY_TV_FORMAT_HD_OTHER: + printfln_out("TV format: HD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ANY: + printfln_out("TV format: Any"); + break; + default: + printfln_out("TV format: unknown (%d)", target_info->details->tvFormat); + break; + } + + switch (target_info->details->timingOverride) { + case NV_TIMING_OVERRIDE_CURRENT: + printfln_out("Timing override: current"); + break; + case NV_TIMING_OVERRIDE_AUTO: + printfln_out("Timing override: auto"); + break; + case NV_TIMING_OVERRIDE_EDID: + printfln_out("Timing override: EDID"); + break; + case NV_TIMING_OVERRIDE_DMT: + printfln_out("Timing override: VESA DMT"); + break; + case NV_TIMING_OVERRIDE_DMT_RB: + printfln_out("Timing override: VESA DMT RB"); + break; + case NV_TIMING_OVERRIDE_CVT: + printfln_out("Timing override: VESA CVT"); + break; + case NV_TIMING_OVERRIDE_CVT_RB: + printfln_out("Timing override: VESA CVT RB"); + break; + case NV_TIMING_OVERRIDE_GTF: + printfln_out("Timing override: VESA GTF"); + break; + case NV_TIMING_OVERRIDE_EIA861: + printfln_out("Timing override: EIA 861x pre-defined timing"); + break; + case NV_TIMING_OVERRIDE_ANALOG_TV: + printfln_out("Timing override: analog SD/HDTV timing"); + break; + case NV_TIMING_OVERRIDE_CUST: + printfln_out("Timing override: NV custom timings"); + break; + case NV_TIMING_OVERRIDE_NV_PREDEFINED: + printfln_out("Timing override: NV pre-defined timing (basically the PsF timings)"); + break; + case NV_TIMING_OVERRIDE_NV_ASPR: + printfln_out("Timing override: NV ASPR"); + break; + case NV_TIMING_OVERRIDE_SDI: + printfln_out("Timing override: SDI"); + break; + case NV_TIMING_OVRRIDE_MAX: + printfln_out("Timing override: max"); + break; + default: + printfln_out("Timing override: unknown (%d)", target_info->details->timingOverride); + break; + } + + printfln_out("Override custom (backend raster) timing"); + + printfln_out("Horizontal visible: %d", target_info->details->timing.HVisible); + printfln_out("Horizontal border: %d", target_info->details->timing.HBorder); + printfln_out("Horizontal front porch: %d", target_info->details->timing.HFrontPorch); + printfln_out("Horizontal sync width: %d", target_info->details->timing.HSyncWidth); + printfln_out("Horizontal total: %d", target_info->details->timing.HTotal); + printfln_out("Horizontal sync polarity: %s", target_info->details->timing.HSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Vertical visible: %d", target_info->details->timing.VVisible); + printfln_out("Vertical border: %d", target_info->details->timing.VBorder); + printfln_out("Vertical front porch: %d", target_info->details->timing.VFrontPorch); + printfln_out("Vertical sync width: %d", target_info->details->timing.VSyncWidth); + printfln_out("Vertical total: %d", target_info->details->timing.VTotal); + printfln_out("Vertical sync polarity: %s", target_info->details->timing.VSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Interlaced: %s", target_info->details->timing.interlaced == 1 ? "interlaced" : "progressive"); + printfln_out("Pixel clock: %lu kHz", target_info->details->timing.pclk * 10); + + printfln_out("Flag: 0x%lX", target_info->details->timing.etc.flag); + printfln_out("Logical refresh rate to present: %d", target_info->details->timing.etc.rr); + printfln_out("Physical vertical refresh rate: %f Hz", target_info->details->timing.etc.rrx1k * 0.001); + printfln_out("Display aspect ratio: %lu:%lu", target_info->details->timing.etc.aspect >> 16, target_info->details->timing.etc.aspect & 0xFFFF); + printfln_out("Bit-wise pixel repetition factor (1 = no pixel repetition, 2 = each pixel repeats twice horizontally, etc.): %d", target_info->details->timing.etc.rep); + printfln_out("Timing status: 0x%lX", target_info->details->timing.etc.status); + printfln_out("Timing name: %s", target_info->details->timing.etc.name); + } + + printfln_out("--------------------------------"); + } + + free(display_config.targetInfo); + free(display_config.sourceModeInfo); + + return true; +} + +static bool _custom_resolution_set( + const nv_api_t *nv_api, + NvU32 display_id, + uint16_t screen_width, + uint16_t screen_height, + float screen_refresh_rate, + uint8_t test_only_timeout_sec) +{ + NV_CUSTOM_DISPLAY custom_display; + NV_TIMING_FLAG flag; + NV_TIMING_INPUT timing; + NvAPI_Status status; + + assert(nv_api); + + memset(&custom_display, 0, sizeof(NV_CUSTOM_DISPLAY)); + memset(&flag, 0, sizeof(NV_TIMING_FLAG)); + memset(&timing, 0, sizeof(NV_TIMING_INPUT)); + + custom_display.version = NV_CUSTOM_DISPLAY_VER; + custom_display.width = screen_width; + custom_display.height = screen_height; + custom_display.depth = 32; + custom_display.colorFormat = NV_FORMAT_A8R8G8B8; + custom_display.srcPartition.x = 0; + custom_display.srcPartition.y = 0; + custom_display.srcPartition.w = 1; + custom_display.srcPartition.h = 1; + custom_display.xRatio = 1; + custom_display.yRatio = 1; + + timing.version = NV_TIMING_INPUT_VER; + timing.height = screen_height; + timing.width = screen_width; + timing.rr = screen_refresh_rate; + timing.flag = flag; + timing.type = NV_TIMING_OVERRIDE_CVT_RB; + + printfln_err("Calculating custom display timing for display ID 0x%lX", display_id); + + status = nv_api->NvAPI_DISP_GetTiming(display_id, &timing, &custom_display.timing); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Calculating custom display timing"); + return false; + } + + status = nv_api->NvAPI_DISP_TryCustomDisplay(&display_id, 1, &custom_display); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Trying custom display configuration"); + return false; + } + + if (test_only_timeout_sec == 0) { + printfln_err("Persisting custom display configuration"); + + status = nv_api->NvAPI_DISP_SaveCustomDisplay(&display_id, 1, true, true); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving custom display configuration"); + return false; + } + + printfln_err("Custom display configuration persisted"); + } else { + printfln_err("Trying custom display configuration for %d seconds...", test_only_timeout_sec); + + Sleep(test_only_timeout_sec * 1000); + + printfln_err("Reverting custom display configuration, not persisting"); + + status = nv_api->NvAPI_DISP_RevertCustomDisplayTrial(&display_id, 1); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Reverting custom display configuration"); + return false; + } + } + + return true; +} + +// ------------------------------------------------------------------------------------------------- + +static void _print_synopsis() +{ + printfln_err("Usage: nvgpu "); + printfln_err("Commands:"); + printfln_err(" nv"); + printfln_err(" info Print information about the NVAPI module and driver"); + printfln_err(""); + printfln_err(" profile"); + printfln_err(" create Create a new driver profile with the given name"); + printfln_err(" delete Delete an existing driver profile"); + printfln_err(" application-add "); + printfln_err(" Add an application to the driver profile. This will apply the profile to the application when the driver detects a process being launched, e.g. MyApplication.exe"); + printfln_err(" gsync-disable Disable G-SYNC for the driver profile"); + printfln_err(" gpu-power-state-max Set GPU power state to maximum for the driver profile"); + printfln_err(""); + printfln_err(" display"); + printfln_err(" list List all connected displays and their display IDs"); + printfln_err(" config-get [display_id] Get the current display configurations. Optionally, specify a display ID to get the configuration of that display only"); + printfln_err(" custom-resolution-set "); + printfln_err(" Set a custom display mode with the given parameters for the given display ID. The settings are persisted immediately. Ensure you tested these before with the custom-display-test command."); + printfln_err(" custom-resolution-test "); + printfln_err(" Test a custom display mode for a limited amount of time. This will revert the display mode after the given amount of seconds and not persist the changes."); +} + +static bool _cmd_nv_info(const nv_api_t *nv_api) +{ + return _nv_info(nv_api); +} + +static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_create(nv_api, profile_name); +} + +static bool _cmd_profile_delete(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_delete(nv_api, profile_name); +} + +static bool _cmd_profile_application_add(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + const char *application_name; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + application_name = argv[1]; + + return _profile_application_add(nv_api, profile_name, application_name); +} + +static bool _cmd_profile_gsync_disable(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gsync_disable(nv_api, profile_name); +} + +static bool _cmd_profile_gpu_power_state_max(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gpu_power_state_max(nv_api, profile_name); +} + +static bool _cmd_display_list(const nv_api_t *nv_api) +{ + return _displays_list(nv_api); +} + +static bool _cmd_display_config_get(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + + if (argc > 0) { + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + } else { + display_id = 0; + } + + return _display_config_get(nv_api, display_id); +} + +static bool _cmd_custom_resolution_set(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + + if (argc < 4) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + printf_err("Setting custom resolution for display ID 0x%X: %dx%d@%f\n", display_id, screen_width, screen_height, screen_refresh_rate); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + 0); +} + +static bool _cmd_custom_resolution_test(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + uint8_t test_only_timeout_sec; + + if (argc < 5) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + test_only_timeout_sec = atoi(argv[4]); + + if (test_only_timeout_sec == 0) { + printfln_err("ERROR: Time out parameter must be greater than 0"); + return false; + } + + printf_err("Testing custom resolution for display ID %u: %dx%d@%f, timeout %d seconds\n", display_id, screen_width, screen_height, screen_refresh_rate, test_only_timeout_sec); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + test_only_timeout_sec); +} + +// ------------------------------------------------------------------------------------------------- + +int main(int argc, char **argv) +{ + const char *command; + const char *sub_command; + nv_module_t *nv_module; + nv_api_t nv_api; + NvAPI_Status status; + bool result; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + exit(1); + } + + command = argv[1]; + sub_command = argv[2]; + + printfln_err("Loading NVAPI module..."); + + nv_module_load(&nv_module); + nv_module_api_get(nv_module, &nv_api); + + printfln_err("Initializing NVAPI..."); + + status = nv_api.NvAPI_Initialize(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + fprintf(stderr, "ERROR: Initializing NVAPI, reason: %s\n", error_str); + + nv_module_free(&nv_module); + exit(1); + } + + printfln_err("Running command: %s %s", command, sub_command); + + if (!strcmp(command, "nv")) { + if (!strcmp(sub_command, "info")) { + result = _cmd_nv_info(&nv_api); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "profile")) { + _ensure_drs_settings_folder_exists(); + + if (!strcmp(sub_command, "create")) { + result = _cmd_profile_create(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "delete")) { + result = _cmd_profile_delete(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "application-add")) { + result = _cmd_profile_application_add(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gsync-disable")) { + result = _cmd_profile_gsync_disable(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gpu-power-state-max")) { + result = _cmd_profile_gpu_power_state_max(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "display")) { + if (!strcmp(sub_command, "list")) { + result = _cmd_display_list(&nv_api); + } else if (!strcmp(sub_command, "config-get")) { + result = _cmd_display_config_get(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-set")) { + result = _cmd_custom_resolution_set(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-test")) { + result = _cmd_custom_resolution_test(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else { + printfln_err("ERROR: Unknown command: %s", command); + _print_synopsis(); + result = false; + } + + status = nv_api.NvAPI_Unload(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + printfln_err("ERROR: Unloading NVAPI, reason: %s", error_str); + } + + nv_module_free(&nv_module); + + if (result) { + printfln_err("Command completed successfully"); + exit(0); + } else { + printfln_err("Command failed"); + exit(1); + } +} \ No newline at end of file diff --git a/src/main/util/Module.mk b/src/main/util/Module.mk index ab8d495..0a4e2f1 100644 --- a/src/main/util/Module.mk +++ b/src/main/util/Module.mk @@ -20,5 +20,5 @@ src_util := \ str.c \ thread.c \ time.c \ + winerr.c \ winres.c \ - diff --git a/src/main/util/winerr.c b/src/main/util/winerr.c new file mode 100644 index 0000000..98fe35b --- /dev/null +++ b/src/main/util/winerr.c @@ -0,0 +1,38 @@ +#include + +#include "util/mem.h" +#include "util/str.h" +#include "util/winerr.h" + +char* util_winerr_format_last_error_code() +{ + return util_winerr_format_error_code(GetLastError()); +} + +char* util_winerr_format_error_code(int err_code) +{ + // Max size according to docs + char buffer[64 * 1024]; + char *buffer_dyn; + DWORD format_flags; + DWORD language_id; + size_t len; + + format_flags = FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS; + language_id = MAKELANGID(LANG_ENGLISH, SUBLANG_ENGLISH_US); + + len = FormatMessageA(format_flags, NULL, err_code, language_id, buffer, sizeof(buffer), NULL); + + if (len > 0) { + // Have this on the heap by don't use the dynamic allocation provided by + // the function because it's on a different heap and can't be free'd + // with free() + buffer_dyn = xmalloc(len); + + str_cpy(buffer_dyn, len, buffer); + + return buffer_dyn; + } else { + return NULL; + } +} \ No newline at end of file diff --git a/src/main/util/winerr.h b/src/main/util/winerr.h new file mode 100644 index 0000000..edbe1bd --- /dev/null +++ b/src/main/util/winerr.h @@ -0,0 +1,8 @@ +#ifndef UTIL_WINERR_H +#define UTIL_WINERR_H + +char* util_winerr_format_last_error_code(); + +char* util_winerr_format_error_code(int err_code); + +#endif \ No newline at end of file From a11c7a07046f361c7af8b9b351cbd06dbfc1b598 Mon Sep 17 00:00:00 2001 From: icex2 Date: Fri, 7 Feb 2025 22:41:37 +0100 Subject: [PATCH 074/118] feat: Add separate d3d9-frame-graph-hook Allow this to be hooked by any application with a d3d9 render backend. This is not compatible with d3d9ex. --- Module.mk | 3 ++ src/main/d3d9-frame-graph-hook/Module.mk | 16 ++++++++++ .../d3d9-frame-graph-hook.def | 4 +++ src/main/d3d9-frame-graph-hook/main.c | 32 +++++++++++++++++++ 4 files changed, 55 insertions(+) create mode 100644 src/main/d3d9-frame-graph-hook/Module.mk create mode 100644 src/main/d3d9-frame-graph-hook/d3d9-frame-graph-hook.def create mode 100644 src/main/d3d9-frame-graph-hook/main.c diff --git a/Module.mk b/Module.mk index 170ac9e..a152063 100644 --- a/Module.mk +++ b/Module.mk @@ -100,6 +100,7 @@ include src/main/bstio/Module.mk include src/main/camhook/Module.mk include src/main/cconfig/Module.mk include src/main/config/Module.mk +include src/main/d3d9-frame-graph-hook/Module.mk include src/main/d3d9-util/Module.mk include src/main/d3d9exhook/Module.mk include src/main/ddrhook-util/Module.mk @@ -238,6 +239,7 @@ $(zipdir)/tools.zip: \ build/bin/indep-32/ezusb2-tool.exe \ build/bin/indep-32/ezusb-tool.exe \ build/bin/indep-32/nvgpu.exe \ + build/bin/indep-32/d3d9-frame-graph-hook.dll \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -253,6 +255,7 @@ $(zipdir)/tools-x64.zip: \ build/bin/indep-64/jbiotest.exe \ build/bin/indep-64/mempatch-hook.dll \ build/bin/indep-64/nvgpu.exe \ + build/bin/indep-64/d3d9-frame-graph-hook.dll \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ diff --git a/src/main/d3d9-frame-graph-hook/Module.mk b/src/main/d3d9-frame-graph-hook/Module.mk new file mode 100644 index 0000000..53fd61f --- /dev/null +++ b/src/main/d3d9-frame-graph-hook/Module.mk @@ -0,0 +1,16 @@ +dlls += d3d9-frame-graph-hook + +ldflags_d3d9-frame-graph-hook := \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ + +libs_d3d9-frame-graph-hook := \ + hook \ + imgui-bt \ + imgui-debug \ + imgui \ + util \ + +src_d3d9-frame-graph-hook := \ + main.c \ diff --git a/src/main/d3d9-frame-graph-hook/d3d9-frame-graph-hook.def b/src/main/d3d9-frame-graph-hook/d3d9-frame-graph-hook.def new file mode 100644 index 0000000..ede7cd5 --- /dev/null +++ b/src/main/d3d9-frame-graph-hook/d3d9-frame-graph-hook.def @@ -0,0 +1,4 @@ +LIBRARY d3d9-frame-graph-hook + +EXPORTS + DllMain@12 @1 NONAME diff --git a/src/main/d3d9-frame-graph-hook/main.c b/src/main/d3d9-frame-graph-hook/main.c new file mode 100644 index 0000000..702c6ff --- /dev/null +++ b/src/main/d3d9-frame-graph-hook/main.c @@ -0,0 +1,32 @@ +#include + +#include "hook/d3d9.h" +#include "hook/table.h" + +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + +#include "util/defs.h" +#include "util/log.h" + +static const hook_d3d9_irp_handler_t d3d9_frame_graph_hook_handlers[] = { + imgui_hook_d3d9_irp_handler +}; + +BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (reason == DLL_PROCESS_ATTACH) { + log_to_writer(log_writer_null, NULL); + + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + + hook_d3d9_init(d3d9_frame_graph_hook_handlers, lengthof(d3d9_frame_graph_hook_handlers)); + } + + return TRUE; +} \ No newline at end of file From 5f5824f9f8212c6f152ee22b0b9f0ce955317495 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sat, 8 Feb 2025 22:16:33 +0100 Subject: [PATCH 075/118] feat: d3d9-monitor-check tool MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Summary: Test Plan: A separate application to run the infamous IIDX “monitor check”. The on-screen output has been enhanced to provide more detailed information about the on-going process. The tool furthermore allows basic querying of adapter and adapter modes information from the command line. These additional options can be useful to gather more debug information or select correct parameters for the monitor test from actually supported mode parameters by the adapter. The tool has been tested on an actual cabinet with nvgpu setting different custom timings. The accuracy seems to be even higher than what IIDX’s monitor check is actually showing. For example, with a custom timing of 59.900, the tool yields 59.902. Meanwhile, the monitor check of iidx 30 yields ~XXX TODO. --- Module.mk | 3 + README.md | 2 + doc/tools/d3d9-monitor-check.md | 13 + src/main/d3d9-monitor-check/Module.mk | 13 + src/main/d3d9-monitor-check/main.c | 695 ++++++++++++++++++++++++++ 5 files changed, 726 insertions(+) create mode 100644 doc/tools/d3d9-monitor-check.md create mode 100644 src/main/d3d9-monitor-check/Module.mk create mode 100644 src/main/d3d9-monitor-check/main.c diff --git a/Module.mk b/Module.mk index a152063..6748d2c 100644 --- a/Module.mk +++ b/Module.mk @@ -101,6 +101,7 @@ include src/main/camhook/Module.mk include src/main/cconfig/Module.mk include src/main/config/Module.mk include src/main/d3d9-frame-graph-hook/Module.mk +include src/main/d3d9-monitor-check/Module.mk include src/main/d3d9-util/Module.mk include src/main/d3d9exhook/Module.mk include src/main/ddrhook-util/Module.mk @@ -240,6 +241,7 @@ $(zipdir)/tools.zip: \ build/bin/indep-32/ezusb-tool.exe \ build/bin/indep-32/nvgpu.exe \ build/bin/indep-32/d3d9-frame-graph-hook.dll \ + build/bin/indep-32/d3d9-monitor-check.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -256,6 +258,7 @@ $(zipdir)/tools-x64.zip: \ build/bin/indep-64/mempatch-hook.dll \ build/bin/indep-64/nvgpu.exe \ build/bin/indep-64/d3d9-frame-graph-hook.dll \ + build/bin/indep-64/d3d9-monitor-check.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ diff --git a/README.md b/README.md index 5700293..1c2d5bb 100644 --- a/README.md +++ b/README.md @@ -119,6 +119,8 @@ The following games are supported with their corresponding hook-libraries. - [extiotest](doc/tools/extiotest.md) - [aciotest](doc/tools/aciotest.md): Command line tool to quickly test ACIO devices - config: UI input/output configuration tool when using the default bemanitools API (geninput) +- [d3d9-monitor-check](doc/tools/d3d9-monitor-check.md): Command line tool to check the monitor refresh rate of the + current GPU + monitor configuration - ir-beat-patch-9/10: Patch the IR beat phase on IIDX 9 and 10 - [mempatch-hook](doc/tools/mempatch-hook.md): Patch raw memory locations in the target process based on the provided configuration diff --git a/doc/tools/d3d9-monitor-check.md b/doc/tools/d3d9-monitor-check.md new file mode 100644 index 0000000..f119496 --- /dev/null +++ b/doc/tools/d3d9-monitor-check.md @@ -0,0 +1,13 @@ +# D3D9 Monitor Check + +A separate application to run the infamous IIDX “monitor check” without having to run the actual +game. + +Simply run the tool without any arguments to get a full synopsis with usage instructions. + +Accuracy remarks: + +The tool has been tested on an actual cabinet with `nvgpu` setting different custom timings. The +accuracy seems to be even higher than what IIDX’s monitor check is actually showing. For example, +with a custom timing of 59.900, the tool yields 59.902. Meanwhile, the monitor check of iidx 30 +yields ~XXX TODO. \ No newline at end of file diff --git a/src/main/d3d9-monitor-check/Module.mk b/src/main/d3d9-monitor-check/Module.mk new file mode 100644 index 0000000..0f66079 --- /dev/null +++ b/src/main/d3d9-monitor-check/Module.mk @@ -0,0 +1,13 @@ +exes += d3d9-monitor-check \ + +ldflags_d3d9-monitor-check := \ + -ld3d9 \ + -ldwmapi \ + -lgdi32 \ + -ld3dx9 \ + +libs_d3d9-monitor-check := \ + util \ + +src_d3d9-monitor-check := \ + main.c \ diff --git a/src/main/d3d9-monitor-check/main.c b/src/main/d3d9-monitor-check/main.c new file mode 100644 index 0000000..5ab438d --- /dev/null +++ b/src/main/d3d9-monitor-check/main.c @@ -0,0 +1,695 @@ +#include + +#include +#include + +#include +#include +#include +#include + +#include "util/time.h" +#include "util/winerr.h" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define printfln_winerr(fmt, ...) \ + char *winerr = util_winerr_format_last_error_code(); \ + fprintf(stderr, fmt ": %s\n", ##__VA_ARGS__, winerr); \ + free(winerr); + +static const D3DFORMAT _d3dformat = D3DFMT_X8R8G8B8; + +static void _print_synopsis() +{ + printfln_err("D3D9 monitor check"); + printfln_err(""); + printfln_err("Improved open source re-implementation of IIDX's infamous \"monitor check\" screen"); + printfln_err("Run a bare D3D9 render loop to measure the refresh rate of the current GPU + monitor configuration"); + printfln_err(""); + printfln_err("Usage:"); + printfln_err(" d3d9-monitor-check "); + printfln_err(""); + printfln_err("Available commands:"); + printfln_err(" adapter: Query adapter information"); + printfln_err(" modes: Query adapter modes"); + printfln_err(" run [--total-warm-up-frame-count n] [--total-frame-count n] [--windowed] [--vsync-off]: Run the monitor check. Ensure that the mandatory parameters for width, height and refresh rate are values that are supported by the adapter's mode. Use the \"modes\" subcommand to get a list of supported modes."); + printfln_err(" width: Width of the rendering resolution to run the test at"); + printfln_err(" height: Height of the rendering resolution to run the test at"); + printfln_err(" refresh_rate: Target refresh rate to run the test at"); + printfln_err(" total-warm-up-frame-count: Optional. Number of frames to warm-up before executing the main run that counts towards the measurement results"); + printfln_err(" total-frame-count: Optional. Total number of frames to run the test for that count towards the measurement results"); + printfln_err(" windowed: Optional. Run the test in windowed mode (not recommended)"); + printfln_err(" vsync-off: Optional. Run the test with vsync off (not recommended)"); +} + +static bool _create_d3d_context(IDirect3D9 **d3d) +{ + // Initialize D3D + *d3d = Direct3DCreate9(D3D_SDK_VERSION); + + if (!*d3d) { + printfln_winerr("Creating d3d context failed"); + return false; + } + + return true; +} + +static bool _query_adapter_identifier(IDirect3D9 *d3d, D3DADAPTER_IDENTIFIER9 *identifier) +{ + HRESULT hr; + + hr = IDirect3D9_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, identifier); + + if (hr != D3D_OK) { + printfln_winerr("GetAdapterIdentifier failed"); + return false; + } + + return true; +} + +static bool _create_window(uint32_t width, uint32_t height, HWND *hwnd) +{ + WNDCLASSEX wc; + + memset(&wc, 0, sizeof(wc)); + + wc.cbSize = sizeof(wc); + wc.lpfnWndProc = DefWindowProc; + wc.hInstance = GetModuleHandle(NULL); + wc.lpszClassName = "D3D9MonitorCheck"; + + RegisterClassExA(&wc); + + // Create window + *hwnd = CreateWindowA( + wc.lpszClassName, + "D3D9 Monitor Check", + WS_OVERLAPPEDWINDOW, + CW_USEDEFAULT, + CW_USEDEFAULT, + width, + height, + NULL, + NULL, + wc.hInstance, + NULL); + + if (!*hwnd) { + printfln_winerr("Failed to create window"); + return false; + } + + return true; +} + +static bool _create_d3d_device( + HWND hwnd, + IDirect3D9 *d3d, + uint32_t width, + uint32_t height, + uint32_t refresh_rate, + bool windowed, + bool vsync_off, + IDirect3DDevice9 **device) +{ + D3DPRESENT_PARAMETERS pp; + HRESULT hr; + + memset(&pp, 0, sizeof(pp)); + + if (windowed) { + ShowWindow(hwnd, SW_SHOW); + + pp.Windowed = TRUE; + pp.FullScreen_RefreshRateInHz = 0; + } else { + ShowCursor(FALSE); + + pp.Windowed = FALSE; + pp.FullScreen_RefreshRateInHz = refresh_rate; + } + + if (vsync_off) { + pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; + } else { + pp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; + } + + pp.BackBufferWidth = width; + pp.BackBufferHeight = height; + pp.BackBufferFormat = _d3dformat; + pp.BackBufferCount = 2; + pp.MultiSampleType = D3DMULTISAMPLE_NONE; + pp.MultiSampleQuality = 0; + pp.SwapEffect = D3DSWAPEFFECT_DISCARD; + pp.hDeviceWindow = hwnd; + pp.EnableAutoDepthStencil = TRUE; + pp.AutoDepthStencilFormat = D3DFMT_D16; + pp.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER; + + // Create D3D device + hr = IDirect3D9_CreateDevice( + d3d, + D3DADAPTER_DEFAULT, + D3DDEVTYPE_HAL, + hwnd, + D3DCREATE_HARDWARE_VERTEXPROCESSING, + &pp, + device); + + if (hr != D3D_OK) { + printfln_winerr("Creating d3d device failed"); + return false; + } + + return true; +} + +static uint32_t _get_font_height(uint32_t resolution_height) +{ + // Default size for 480p + return (uint32_t) (20.0f * resolution_height / 480.0f); +} + +static uint32_t _get_text_offset_x(uint32_t resolution_width) +{ + // Default offset for 480p + return (uint32_t) (20.0f * resolution_width / 480.0f); +} + +static uint32_t _get_text_offset_y(uint32_t resolution_height, uint32_t font_height) +{ + // Default offset for 480p + return (uint32_t) (font_height + 10 * (resolution_height / 640.0f)); +} + +static bool _create_font(IDirect3DDevice9 *device, uint32_t font_height, ID3DXFont **font) +{ + HRESULT hr; + + hr = D3DXCreateFont(device, font_height, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, + OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, + "Arial", font); + + if (hr != D3D_OK) { + printfln_winerr("Creating font failed"); + return false; + } + + return true; +} + +static void _draw_text(IDirect3DDevice9 *device, ID3DXFont *font, uint32_t font_height, int x, int y, const char *fmt, ...) +{ + va_list args; + char text[1024]; + RECT rect; + + va_start(args, fmt); + vsprintf(text, fmt, args); + va_end(args); + + rect.left = x; + rect.top = y; + // Base width of 300 is based on 480p + rect.right = x + (480 * (font_height / 20.0f)); + rect.bottom = y + font_height; + + ID3DXFont_DrawText(font, NULL, text, -1, &rect, DT_LEFT | DT_TOP, D3DCOLOR_XRGB(255, 255, 255)); +} + +static bool _adapter() +{ + IDirect3D9 *d3d; + D3DADAPTER_IDENTIFIER9 identifier; + + if (!_create_d3d_context(&d3d)) { + return false; + } + + if (!_query_adapter_identifier(d3d, &identifier)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_out("Driver: %s", identifier.Driver); + printfln_out("Description: %s", identifier.Description); + printfln_out("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_out("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_out("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + printfln_out("VendorId: %lu", identifier.VendorId); + printfln_out("DeviceId: %lu", identifier.DeviceId); + printfln_out("SubSysId: %lu", identifier.SubSysId); + printfln_out("Revision: %lu", identifier.Revision); + printfln_out("DeviceIdentifier: {%08lX-%04X-%04X-%02X%02X-%02X%02X%02X%02X%02X%02X}", + identifier.DeviceIdentifier.Data1, + identifier.DeviceIdentifier.Data2, + identifier.DeviceIdentifier.Data3, + identifier.DeviceIdentifier.Data4[0], + identifier.DeviceIdentifier.Data4[1], + identifier.DeviceIdentifier.Data4[2], + identifier.DeviceIdentifier.Data4[3], + identifier.DeviceIdentifier.Data4[4], + identifier.DeviceIdentifier.Data4[5], + identifier.DeviceIdentifier.Data4[6], + identifier.DeviceIdentifier.Data4[7]); + printfln_out("WHQLLevel: %lu", identifier.WHQLLevel); + + IDirect3D9_Release(d3d); + + return true; +} + +static bool _modes() +{ + IDirect3D9 *d3d; + HRESULT hr; + UINT mode_count; + D3DDISPLAYMODE mode; + + memset(&mode, 0, sizeof(D3DDISPLAYMODE)); + + if (!_create_d3d_context(&d3d)) { + return false; + } + + mode_count = IDirect3D9_GetAdapterModeCount(d3d, D3DADAPTER_DEFAULT, _d3dformat); + + printfln_err("Available adapter modes (total %d)", mode_count); + printfln_err("Mode index: width x height @ refresh rate"); + + for (UINT i = 0; i < mode_count; i++) { + hr = IDirect3D9_EnumAdapterModes(d3d, D3DADAPTER_DEFAULT, _d3dformat, i, &mode); + + if (hr != D3D_OK) { + printfln_winerr("EnumAdapterMode index %d failed", i); + IDirect3D9_Release(d3d); + return false; + } + + printfln_out("%d: %d x %d @ %d hz", i, mode.Width, mode.Height, mode.RefreshRate); + } + + IDirect3D9_Release(d3d); + + return true; +} + +static bool _run(uint32_t width, uint32_t height, uint32_t refresh_rate, uint32_t total_warm_up_frame_count, uint32_t total_frame_count, bool windowed, bool vsync_off) +{ + HWND hwnd; + IDirect3D9 *d3d; + D3DADAPTER_IDENTIFIER9 identifier; + IDirect3DDevice9 *device; + uint32_t font_height; + ID3DXFont *font; + uint32_t text_offset_x; + uint32_t text_offset_y; + + MSG msg; + bool exit_loop; + bool warm_up_done; + uint32_t warm_up_frame_count; + uint32_t frame_count; + uint64_t start_time; + uint64_t end_time; + uint64_t elapsed_us; + uint64_t total_elapsed_us; + + printfln_err("Creating d3d context ..."); + + if (!_create_d3d_context(&d3d)) { + return false; + } + + printfln_err("Querying adapter identifier ..."); + + if (!_query_adapter_identifier(d3d, &identifier)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Adapter:"); + printfln_err("Driver: %s", identifier.Driver); + printfln_err("Description: %s", identifier.Description); + printfln_err("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_err("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_err("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + + printfln_err("Creating window with %dx%d ...", width, height); + + if (!_create_window(width, height, &hwnd)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Creating d3d device %d x %d @ %d hz %s vsync %s ...", + width, + height, + refresh_rate, + windowed ? "windowed" : "fullscreen", + vsync_off ? "off" : "on"); + + if (!_create_d3d_device( + hwnd, + d3d, + width, + height, + refresh_rate, + windowed, + vsync_off, + &device)) { + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + return false; + } + + printfln_err("Creating font ..."); + + font_height = _get_font_height(height); + + if (!_create_font(device, font_height, &font)) { + IDirect3DDevice9_Release(device); + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + return false; + } + + text_offset_x = _get_text_offset_x(width); + text_offset_y = _get_text_offset_y(height, font_height); + + // --------------------------------------------------------------------------------------------- + + exit_loop = false; + warm_up_done = false; + + warm_up_frame_count = 0; + frame_count = 0; + + elapsed_us = 0; + total_elapsed_us = 0; + + printfln_err("Warm-up for %d frames ...", total_warm_up_frame_count); + + start_time = time_get_counter(); + + while (warm_up_frame_count + frame_count < total_warm_up_frame_count + total_frame_count) { + // reset when warm-up is done + if (warm_up_frame_count >= total_warm_up_frame_count && !warm_up_done) { + warm_up_done = true; + total_elapsed_us = 0; + printfln_err("Warm-up finished"); + printfln_err("Running test for %d frames ...", total_frame_count); + } + + // Required to not make windows think we are stuck and not responding + while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { + if (msg.message == WM_QUIT) { + exit_loop = true; + break; + } + + TranslateMessage(&msg); + DispatchMessage(&msg); + } + + if (exit_loop) { + break; + } + + if (GetAsyncKeyState(VK_ESCAPE) & 0x8000) { + exit_loop = true; + break; + } + + IDirect3DDevice9_Clear( + device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 0), + 1.0f, + 0); + IDirect3DDevice9_BeginScene(device); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y, "D3D9 Monitor Check"); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 3, + "GPU: %s", identifier.Description); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 4, + "Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + + if (warm_up_frame_count < total_warm_up_frame_count) { + // First frame won't have any data available causing division by zero in the stats + if (warm_up_frame_count != 0) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Warm-up in progress ..."); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Frame: %d / %d", warm_up_frame_count, total_warm_up_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Last frame time: %.3f ms", elapsed_us / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / warm_up_frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Last refresh rate: %.3f Hz", 1000.0f / (elapsed_us / 1000.0f)); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 11, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / warm_up_frame_count / 1000.0f)); + } + } else { + // First frame won't have any data available causing division by zero in the stats + if (frame_count != 0) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Measuring in progress ..."); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Frame: %d / %d", frame_count, total_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Last frame time: %.3f ms", elapsed_us / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Last refresh rate: %.3f Hz", 1000.0f / (elapsed_us / 1000.0f)); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 11, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + } + } + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 13, "Press ESC to exit early"); + + IDirect3DDevice9_EndScene(device); + IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + + end_time = time_get_counter(); + elapsed_us = time_get_elapsed_us(end_time - start_time); + start_time = end_time; + total_elapsed_us += elapsed_us; + + if (warm_up_frame_count < total_warm_up_frame_count) { + warm_up_frame_count++; + } else { + frame_count++; + } + } + + // --------------------------------------------------------------------------------------------- + + printfln_err("Running test finished"); + + IDirect3DDevice9_Clear( + device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 0), + 1.0f, + 0); + IDirect3DDevice9_BeginScene(device); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y, "D3D9 Monitor Check"); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 3, + "GPU: %s", identifier.Description); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 4, + "Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + + if (exit_loop) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Exited early"); + } else { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Finished"); + } + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Total warm-up frame count: %d", warm_up_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Total sample frame count: %d", frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 12, "Exiting in 5 seconds ..."); + + IDirect3DDevice9_EndScene(device); + IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + + Sleep(5000); + + // --------------------------------------------------------------------------------------------- + + printfln_err("Final results"); + printfln_out("GPU: %s", identifier.Description); + printfln_out("Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + printfln_out("Avg frame time (ms): %.3f", total_elapsed_us / frame_count / 1000.0f); + printfln_out("Avg refresh rate (hz): %.3f", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + + ID3DXFont_Release(font); + IDirect3DDevice9_Release(device); + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + + return true; +} + +static bool _cmd_adapter() +{ + return _adapter(); +} + +static bool _cmd_modes() +{ + return _modes(); +} + +static bool _cmd_run(int argc, char **argv) +{ + uint32_t width; + uint32_t height; + uint32_t refresh_rate; + uint32_t total_warm_up_frame_count; + uint32_t total_frame_count; + bool windowed; + bool vsync_off; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + width = atoi(argv[0]); + + if (width == 0 || width > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid width: %d", width); + return false; + } + + height = atoi(argv[1]); + + if (height == 0 || height > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid height: %d", height); + return false; + } + + refresh_rate = atoi(argv[2]); + + if (refresh_rate == 0 || refresh_rate > 1000) { + _print_synopsis(); + printfln_err("ERROR: Invalid refresh rate: %d", refresh_rate); + return false; + } + + // Sane defaults + total_warm_up_frame_count = 500; + total_frame_count = 1000; + windowed = false; + vsync_off = false; + + for (int i = 3; i < argc; i++) { + if (!strcmp(argv[i], "--total-warm-up-frame-count")) { + if (i + 1 < argc) { + total_warm_up_frame_count = atoi(argv[++i]); + + if (total_warm_up_frame_count == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid total warm-up frame count: %d", total_warm_up_frame_count); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --total-warm-up-frame-count"); + return false; + } + } else if (!strcmp(argv[i], "--total-frame-count")) { + if (i + 1 < argc) { + total_frame_count = atoi(argv[++i]); + + if (total_frame_count == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid total frame count: %d", total_frame_count); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --total-frame-count"); + return false; + } + } else if (!strcmp(argv[i], "--windowed")) { + windowed = true; + } else if (!strcmp(argv[i], "--vsync-off")) { + vsync_off = true; + } + } + + return _run(width, height, refresh_rate, total_warm_up_frame_count, total_frame_count, windowed, vsync_off); +} + +int main(int argc, char **argv) +{ + const char *command; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return 1; + } + + command = argv[1]; + + if (!strcmp(command, "adapter")) { + if (!_cmd_adapter(argc - 2, argv + 2)) { + return 1; + } + } else if (!strcmp(command, "modes")) { + if (!_cmd_modes(argc - 2, argv + 2)) { + return 1; + } + } else if (!strcmp(command, "run")) { + if (!_cmd_run(argc - 2, argv + 2)) { + return 1; + } + } else { + _print_synopsis(argv[0]); + printfln_err("ERROR: Unknown command: %s", command); + return 1; + } + + return 0; +} From 27bb8a0e2d98cfb7b96a5d6ba4f6188ce6ee18f9 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sat, 8 Feb 2025 22:16:33 +0100 Subject: [PATCH 076/118] feat: d3d9-monitor-check tool MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit A separate application to run the infamous IIDX “monitor check”. The on-screen output has been enhanced to provide more detailed information about the on-going process. The tool furthermore allows basic querying of adapter and adapter modes information from the command line. These additional options can be useful to gather more debug information or select correct parameters for the monitor test from actually supported mode parameters by the adapter. The tool has been tested on an actual cabinet with nvgpu setting different custom timings. The accuracy seems to be even higher than what IIDX’s monitor check is actually showing. For example, with a custom timing of 59.900, the tool yields 59.902. Meanwhile, the monitor check of iidx 30 yields ~XXX TODO. --- Module.mk | 3 + README.md | 2 + doc/tools/d3d9-monitor-check.md | 13 + src/main/d3d9-monitor-check/Module.mk | 13 + src/main/d3d9-monitor-check/main.c | 695 ++++++++++++++++++++++++++ 5 files changed, 726 insertions(+) create mode 100644 doc/tools/d3d9-monitor-check.md create mode 100644 src/main/d3d9-monitor-check/Module.mk create mode 100644 src/main/d3d9-monitor-check/main.c diff --git a/Module.mk b/Module.mk index a152063..6748d2c 100644 --- a/Module.mk +++ b/Module.mk @@ -101,6 +101,7 @@ include src/main/camhook/Module.mk include src/main/cconfig/Module.mk include src/main/config/Module.mk include src/main/d3d9-frame-graph-hook/Module.mk +include src/main/d3d9-monitor-check/Module.mk include src/main/d3d9-util/Module.mk include src/main/d3d9exhook/Module.mk include src/main/ddrhook-util/Module.mk @@ -240,6 +241,7 @@ $(zipdir)/tools.zip: \ build/bin/indep-32/ezusb-tool.exe \ build/bin/indep-32/nvgpu.exe \ build/bin/indep-32/d3d9-frame-graph-hook.dll \ + build/bin/indep-32/d3d9-monitor-check.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -256,6 +258,7 @@ $(zipdir)/tools-x64.zip: \ build/bin/indep-64/mempatch-hook.dll \ build/bin/indep-64/nvgpu.exe \ build/bin/indep-64/d3d9-frame-graph-hook.dll \ + build/bin/indep-64/d3d9-monitor-check.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ diff --git a/README.md b/README.md index 5700293..1c2d5bb 100644 --- a/README.md +++ b/README.md @@ -119,6 +119,8 @@ The following games are supported with their corresponding hook-libraries. - [extiotest](doc/tools/extiotest.md) - [aciotest](doc/tools/aciotest.md): Command line tool to quickly test ACIO devices - config: UI input/output configuration tool when using the default bemanitools API (geninput) +- [d3d9-monitor-check](doc/tools/d3d9-monitor-check.md): Command line tool to check the monitor refresh rate of the + current GPU + monitor configuration - ir-beat-patch-9/10: Patch the IR beat phase on IIDX 9 and 10 - [mempatch-hook](doc/tools/mempatch-hook.md): Patch raw memory locations in the target process based on the provided configuration diff --git a/doc/tools/d3d9-monitor-check.md b/doc/tools/d3d9-monitor-check.md new file mode 100644 index 0000000..f119496 --- /dev/null +++ b/doc/tools/d3d9-monitor-check.md @@ -0,0 +1,13 @@ +# D3D9 Monitor Check + +A separate application to run the infamous IIDX “monitor check” without having to run the actual +game. + +Simply run the tool without any arguments to get a full synopsis with usage instructions. + +Accuracy remarks: + +The tool has been tested on an actual cabinet with `nvgpu` setting different custom timings. The +accuracy seems to be even higher than what IIDX’s monitor check is actually showing. For example, +with a custom timing of 59.900, the tool yields 59.902. Meanwhile, the monitor check of iidx 30 +yields ~XXX TODO. \ No newline at end of file diff --git a/src/main/d3d9-monitor-check/Module.mk b/src/main/d3d9-monitor-check/Module.mk new file mode 100644 index 0000000..0f66079 --- /dev/null +++ b/src/main/d3d9-monitor-check/Module.mk @@ -0,0 +1,13 @@ +exes += d3d9-monitor-check \ + +ldflags_d3d9-monitor-check := \ + -ld3d9 \ + -ldwmapi \ + -lgdi32 \ + -ld3dx9 \ + +libs_d3d9-monitor-check := \ + util \ + +src_d3d9-monitor-check := \ + main.c \ diff --git a/src/main/d3d9-monitor-check/main.c b/src/main/d3d9-monitor-check/main.c new file mode 100644 index 0000000..5ab438d --- /dev/null +++ b/src/main/d3d9-monitor-check/main.c @@ -0,0 +1,695 @@ +#include + +#include +#include + +#include +#include +#include +#include + +#include "util/time.h" +#include "util/winerr.h" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define printfln_winerr(fmt, ...) \ + char *winerr = util_winerr_format_last_error_code(); \ + fprintf(stderr, fmt ": %s\n", ##__VA_ARGS__, winerr); \ + free(winerr); + +static const D3DFORMAT _d3dformat = D3DFMT_X8R8G8B8; + +static void _print_synopsis() +{ + printfln_err("D3D9 monitor check"); + printfln_err(""); + printfln_err("Improved open source re-implementation of IIDX's infamous \"monitor check\" screen"); + printfln_err("Run a bare D3D9 render loop to measure the refresh rate of the current GPU + monitor configuration"); + printfln_err(""); + printfln_err("Usage:"); + printfln_err(" d3d9-monitor-check "); + printfln_err(""); + printfln_err("Available commands:"); + printfln_err(" adapter: Query adapter information"); + printfln_err(" modes: Query adapter modes"); + printfln_err(" run [--total-warm-up-frame-count n] [--total-frame-count n] [--windowed] [--vsync-off]: Run the monitor check. Ensure that the mandatory parameters for width, height and refresh rate are values that are supported by the adapter's mode. Use the \"modes\" subcommand to get a list of supported modes."); + printfln_err(" width: Width of the rendering resolution to run the test at"); + printfln_err(" height: Height of the rendering resolution to run the test at"); + printfln_err(" refresh_rate: Target refresh rate to run the test at"); + printfln_err(" total-warm-up-frame-count: Optional. Number of frames to warm-up before executing the main run that counts towards the measurement results"); + printfln_err(" total-frame-count: Optional. Total number of frames to run the test for that count towards the measurement results"); + printfln_err(" windowed: Optional. Run the test in windowed mode (not recommended)"); + printfln_err(" vsync-off: Optional. Run the test with vsync off (not recommended)"); +} + +static bool _create_d3d_context(IDirect3D9 **d3d) +{ + // Initialize D3D + *d3d = Direct3DCreate9(D3D_SDK_VERSION); + + if (!*d3d) { + printfln_winerr("Creating d3d context failed"); + return false; + } + + return true; +} + +static bool _query_adapter_identifier(IDirect3D9 *d3d, D3DADAPTER_IDENTIFIER9 *identifier) +{ + HRESULT hr; + + hr = IDirect3D9_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, identifier); + + if (hr != D3D_OK) { + printfln_winerr("GetAdapterIdentifier failed"); + return false; + } + + return true; +} + +static bool _create_window(uint32_t width, uint32_t height, HWND *hwnd) +{ + WNDCLASSEX wc; + + memset(&wc, 0, sizeof(wc)); + + wc.cbSize = sizeof(wc); + wc.lpfnWndProc = DefWindowProc; + wc.hInstance = GetModuleHandle(NULL); + wc.lpszClassName = "D3D9MonitorCheck"; + + RegisterClassExA(&wc); + + // Create window + *hwnd = CreateWindowA( + wc.lpszClassName, + "D3D9 Monitor Check", + WS_OVERLAPPEDWINDOW, + CW_USEDEFAULT, + CW_USEDEFAULT, + width, + height, + NULL, + NULL, + wc.hInstance, + NULL); + + if (!*hwnd) { + printfln_winerr("Failed to create window"); + return false; + } + + return true; +} + +static bool _create_d3d_device( + HWND hwnd, + IDirect3D9 *d3d, + uint32_t width, + uint32_t height, + uint32_t refresh_rate, + bool windowed, + bool vsync_off, + IDirect3DDevice9 **device) +{ + D3DPRESENT_PARAMETERS pp; + HRESULT hr; + + memset(&pp, 0, sizeof(pp)); + + if (windowed) { + ShowWindow(hwnd, SW_SHOW); + + pp.Windowed = TRUE; + pp.FullScreen_RefreshRateInHz = 0; + } else { + ShowCursor(FALSE); + + pp.Windowed = FALSE; + pp.FullScreen_RefreshRateInHz = refresh_rate; + } + + if (vsync_off) { + pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; + } else { + pp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; + } + + pp.BackBufferWidth = width; + pp.BackBufferHeight = height; + pp.BackBufferFormat = _d3dformat; + pp.BackBufferCount = 2; + pp.MultiSampleType = D3DMULTISAMPLE_NONE; + pp.MultiSampleQuality = 0; + pp.SwapEffect = D3DSWAPEFFECT_DISCARD; + pp.hDeviceWindow = hwnd; + pp.EnableAutoDepthStencil = TRUE; + pp.AutoDepthStencilFormat = D3DFMT_D16; + pp.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER; + + // Create D3D device + hr = IDirect3D9_CreateDevice( + d3d, + D3DADAPTER_DEFAULT, + D3DDEVTYPE_HAL, + hwnd, + D3DCREATE_HARDWARE_VERTEXPROCESSING, + &pp, + device); + + if (hr != D3D_OK) { + printfln_winerr("Creating d3d device failed"); + return false; + } + + return true; +} + +static uint32_t _get_font_height(uint32_t resolution_height) +{ + // Default size for 480p + return (uint32_t) (20.0f * resolution_height / 480.0f); +} + +static uint32_t _get_text_offset_x(uint32_t resolution_width) +{ + // Default offset for 480p + return (uint32_t) (20.0f * resolution_width / 480.0f); +} + +static uint32_t _get_text_offset_y(uint32_t resolution_height, uint32_t font_height) +{ + // Default offset for 480p + return (uint32_t) (font_height + 10 * (resolution_height / 640.0f)); +} + +static bool _create_font(IDirect3DDevice9 *device, uint32_t font_height, ID3DXFont **font) +{ + HRESULT hr; + + hr = D3DXCreateFont(device, font_height, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, + OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, + "Arial", font); + + if (hr != D3D_OK) { + printfln_winerr("Creating font failed"); + return false; + } + + return true; +} + +static void _draw_text(IDirect3DDevice9 *device, ID3DXFont *font, uint32_t font_height, int x, int y, const char *fmt, ...) +{ + va_list args; + char text[1024]; + RECT rect; + + va_start(args, fmt); + vsprintf(text, fmt, args); + va_end(args); + + rect.left = x; + rect.top = y; + // Base width of 300 is based on 480p + rect.right = x + (480 * (font_height / 20.0f)); + rect.bottom = y + font_height; + + ID3DXFont_DrawText(font, NULL, text, -1, &rect, DT_LEFT | DT_TOP, D3DCOLOR_XRGB(255, 255, 255)); +} + +static bool _adapter() +{ + IDirect3D9 *d3d; + D3DADAPTER_IDENTIFIER9 identifier; + + if (!_create_d3d_context(&d3d)) { + return false; + } + + if (!_query_adapter_identifier(d3d, &identifier)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_out("Driver: %s", identifier.Driver); + printfln_out("Description: %s", identifier.Description); + printfln_out("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_out("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_out("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + printfln_out("VendorId: %lu", identifier.VendorId); + printfln_out("DeviceId: %lu", identifier.DeviceId); + printfln_out("SubSysId: %lu", identifier.SubSysId); + printfln_out("Revision: %lu", identifier.Revision); + printfln_out("DeviceIdentifier: {%08lX-%04X-%04X-%02X%02X-%02X%02X%02X%02X%02X%02X}", + identifier.DeviceIdentifier.Data1, + identifier.DeviceIdentifier.Data2, + identifier.DeviceIdentifier.Data3, + identifier.DeviceIdentifier.Data4[0], + identifier.DeviceIdentifier.Data4[1], + identifier.DeviceIdentifier.Data4[2], + identifier.DeviceIdentifier.Data4[3], + identifier.DeviceIdentifier.Data4[4], + identifier.DeviceIdentifier.Data4[5], + identifier.DeviceIdentifier.Data4[6], + identifier.DeviceIdentifier.Data4[7]); + printfln_out("WHQLLevel: %lu", identifier.WHQLLevel); + + IDirect3D9_Release(d3d); + + return true; +} + +static bool _modes() +{ + IDirect3D9 *d3d; + HRESULT hr; + UINT mode_count; + D3DDISPLAYMODE mode; + + memset(&mode, 0, sizeof(D3DDISPLAYMODE)); + + if (!_create_d3d_context(&d3d)) { + return false; + } + + mode_count = IDirect3D9_GetAdapterModeCount(d3d, D3DADAPTER_DEFAULT, _d3dformat); + + printfln_err("Available adapter modes (total %d)", mode_count); + printfln_err("Mode index: width x height @ refresh rate"); + + for (UINT i = 0; i < mode_count; i++) { + hr = IDirect3D9_EnumAdapterModes(d3d, D3DADAPTER_DEFAULT, _d3dformat, i, &mode); + + if (hr != D3D_OK) { + printfln_winerr("EnumAdapterMode index %d failed", i); + IDirect3D9_Release(d3d); + return false; + } + + printfln_out("%d: %d x %d @ %d hz", i, mode.Width, mode.Height, mode.RefreshRate); + } + + IDirect3D9_Release(d3d); + + return true; +} + +static bool _run(uint32_t width, uint32_t height, uint32_t refresh_rate, uint32_t total_warm_up_frame_count, uint32_t total_frame_count, bool windowed, bool vsync_off) +{ + HWND hwnd; + IDirect3D9 *d3d; + D3DADAPTER_IDENTIFIER9 identifier; + IDirect3DDevice9 *device; + uint32_t font_height; + ID3DXFont *font; + uint32_t text_offset_x; + uint32_t text_offset_y; + + MSG msg; + bool exit_loop; + bool warm_up_done; + uint32_t warm_up_frame_count; + uint32_t frame_count; + uint64_t start_time; + uint64_t end_time; + uint64_t elapsed_us; + uint64_t total_elapsed_us; + + printfln_err("Creating d3d context ..."); + + if (!_create_d3d_context(&d3d)) { + return false; + } + + printfln_err("Querying adapter identifier ..."); + + if (!_query_adapter_identifier(d3d, &identifier)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Adapter:"); + printfln_err("Driver: %s", identifier.Driver); + printfln_err("Description: %s", identifier.Description); + printfln_err("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_err("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_err("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + + printfln_err("Creating window with %dx%d ...", width, height); + + if (!_create_window(width, height, &hwnd)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Creating d3d device %d x %d @ %d hz %s vsync %s ...", + width, + height, + refresh_rate, + windowed ? "windowed" : "fullscreen", + vsync_off ? "off" : "on"); + + if (!_create_d3d_device( + hwnd, + d3d, + width, + height, + refresh_rate, + windowed, + vsync_off, + &device)) { + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + return false; + } + + printfln_err("Creating font ..."); + + font_height = _get_font_height(height); + + if (!_create_font(device, font_height, &font)) { + IDirect3DDevice9_Release(device); + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + return false; + } + + text_offset_x = _get_text_offset_x(width); + text_offset_y = _get_text_offset_y(height, font_height); + + // --------------------------------------------------------------------------------------------- + + exit_loop = false; + warm_up_done = false; + + warm_up_frame_count = 0; + frame_count = 0; + + elapsed_us = 0; + total_elapsed_us = 0; + + printfln_err("Warm-up for %d frames ...", total_warm_up_frame_count); + + start_time = time_get_counter(); + + while (warm_up_frame_count + frame_count < total_warm_up_frame_count + total_frame_count) { + // reset when warm-up is done + if (warm_up_frame_count >= total_warm_up_frame_count && !warm_up_done) { + warm_up_done = true; + total_elapsed_us = 0; + printfln_err("Warm-up finished"); + printfln_err("Running test for %d frames ...", total_frame_count); + } + + // Required to not make windows think we are stuck and not responding + while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { + if (msg.message == WM_QUIT) { + exit_loop = true; + break; + } + + TranslateMessage(&msg); + DispatchMessage(&msg); + } + + if (exit_loop) { + break; + } + + if (GetAsyncKeyState(VK_ESCAPE) & 0x8000) { + exit_loop = true; + break; + } + + IDirect3DDevice9_Clear( + device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 0), + 1.0f, + 0); + IDirect3DDevice9_BeginScene(device); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y, "D3D9 Monitor Check"); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 3, + "GPU: %s", identifier.Description); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 4, + "Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + + if (warm_up_frame_count < total_warm_up_frame_count) { + // First frame won't have any data available causing division by zero in the stats + if (warm_up_frame_count != 0) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Warm-up in progress ..."); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Frame: %d / %d", warm_up_frame_count, total_warm_up_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Last frame time: %.3f ms", elapsed_us / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / warm_up_frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Last refresh rate: %.3f Hz", 1000.0f / (elapsed_us / 1000.0f)); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 11, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / warm_up_frame_count / 1000.0f)); + } + } else { + // First frame won't have any data available causing division by zero in the stats + if (frame_count != 0) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Measuring in progress ..."); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Frame: %d / %d", frame_count, total_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Last frame time: %.3f ms", elapsed_us / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Last refresh rate: %.3f Hz", 1000.0f / (elapsed_us / 1000.0f)); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 11, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + } + } + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 13, "Press ESC to exit early"); + + IDirect3DDevice9_EndScene(device); + IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + + end_time = time_get_counter(); + elapsed_us = time_get_elapsed_us(end_time - start_time); + start_time = end_time; + total_elapsed_us += elapsed_us; + + if (warm_up_frame_count < total_warm_up_frame_count) { + warm_up_frame_count++; + } else { + frame_count++; + } + } + + // --------------------------------------------------------------------------------------------- + + printfln_err("Running test finished"); + + IDirect3DDevice9_Clear( + device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 0), + 1.0f, + 0); + IDirect3DDevice9_BeginScene(device); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y, "D3D9 Monitor Check"); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 3, + "GPU: %s", identifier.Description); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 4, + "Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + + if (exit_loop) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Exited early"); + } else { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Finished"); + } + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Total warm-up frame count: %d", warm_up_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Total sample frame count: %d", frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 12, "Exiting in 5 seconds ..."); + + IDirect3DDevice9_EndScene(device); + IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + + Sleep(5000); + + // --------------------------------------------------------------------------------------------- + + printfln_err("Final results"); + printfln_out("GPU: %s", identifier.Description); + printfln_out("Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + printfln_out("Avg frame time (ms): %.3f", total_elapsed_us / frame_count / 1000.0f); + printfln_out("Avg refresh rate (hz): %.3f", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + + ID3DXFont_Release(font); + IDirect3DDevice9_Release(device); + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + + return true; +} + +static bool _cmd_adapter() +{ + return _adapter(); +} + +static bool _cmd_modes() +{ + return _modes(); +} + +static bool _cmd_run(int argc, char **argv) +{ + uint32_t width; + uint32_t height; + uint32_t refresh_rate; + uint32_t total_warm_up_frame_count; + uint32_t total_frame_count; + bool windowed; + bool vsync_off; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + width = atoi(argv[0]); + + if (width == 0 || width > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid width: %d", width); + return false; + } + + height = atoi(argv[1]); + + if (height == 0 || height > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid height: %d", height); + return false; + } + + refresh_rate = atoi(argv[2]); + + if (refresh_rate == 0 || refresh_rate > 1000) { + _print_synopsis(); + printfln_err("ERROR: Invalid refresh rate: %d", refresh_rate); + return false; + } + + // Sane defaults + total_warm_up_frame_count = 500; + total_frame_count = 1000; + windowed = false; + vsync_off = false; + + for (int i = 3; i < argc; i++) { + if (!strcmp(argv[i], "--total-warm-up-frame-count")) { + if (i + 1 < argc) { + total_warm_up_frame_count = atoi(argv[++i]); + + if (total_warm_up_frame_count == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid total warm-up frame count: %d", total_warm_up_frame_count); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --total-warm-up-frame-count"); + return false; + } + } else if (!strcmp(argv[i], "--total-frame-count")) { + if (i + 1 < argc) { + total_frame_count = atoi(argv[++i]); + + if (total_frame_count == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid total frame count: %d", total_frame_count); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --total-frame-count"); + return false; + } + } else if (!strcmp(argv[i], "--windowed")) { + windowed = true; + } else if (!strcmp(argv[i], "--vsync-off")) { + vsync_off = true; + } + } + + return _run(width, height, refresh_rate, total_warm_up_frame_count, total_frame_count, windowed, vsync_off); +} + +int main(int argc, char **argv) +{ + const char *command; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return 1; + } + + command = argv[1]; + + if (!strcmp(command, "adapter")) { + if (!_cmd_adapter(argc - 2, argv + 2)) { + return 1; + } + } else if (!strcmp(command, "modes")) { + if (!_cmd_modes(argc - 2, argv + 2)) { + return 1; + } + } else if (!strcmp(command, "run")) { + if (!_cmd_run(argc - 2, argv + 2)) { + return 1; + } + } else { + _print_synopsis(argv[0]); + printfln_err("ERROR: Unknown command: %s", command); + return 1; + } + + return 0; +} From db6e7a6ad9c39573a1fe5b948c6a1ed394b19e23 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sat, 8 Feb 2025 22:16:33 +0100 Subject: [PATCH 077/118] feat: d3d9-monitor-check tool MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit A separate application to run the infamous IIDX “monitor check”. The on-screen output has been enhanced to provide more detailed information about the on-going process. The tool furthermore allows basic querying of adapter and adapter modes information from the command line. These additional options can be useful to gather more debug information or select correct parameters for the monitor test from actually supported mode parameters by the adapter. The tool has been tested on an actual cabinet with nvgpu setting different custom timings. The accuracy seems to be even higher than what IIDX’s monitor check is actually showing. For example, with a custom timing of 59.900, the tool yields 59.902. Meanwhile, the monitor check of iidx 29 59.8981 hz to 59.8997 hz on screen. This doesn’t mean the game’s getting inaccurate values. The game actually syncs and plays just fine. However, the game’s monitor check cannot be used as a reference for “getting the avg. refresh rate” value as an input parameter for other tools, e.g. chart patching with btools. --- Module.mk | 3 + README.md | 2 + doc/tools/d3d9-monitor-check.md | 27 + src/main/d3d9-monitor-check/Module.mk | 13 + src/main/d3d9-monitor-check/main.c | 695 ++++++++++++++++++++++++++ 5 files changed, 740 insertions(+) create mode 100644 doc/tools/d3d9-monitor-check.md create mode 100644 src/main/d3d9-monitor-check/Module.mk create mode 100644 src/main/d3d9-monitor-check/main.c diff --git a/Module.mk b/Module.mk index a152063..6748d2c 100644 --- a/Module.mk +++ b/Module.mk @@ -101,6 +101,7 @@ include src/main/camhook/Module.mk include src/main/cconfig/Module.mk include src/main/config/Module.mk include src/main/d3d9-frame-graph-hook/Module.mk +include src/main/d3d9-monitor-check/Module.mk include src/main/d3d9-util/Module.mk include src/main/d3d9exhook/Module.mk include src/main/ddrhook-util/Module.mk @@ -240,6 +241,7 @@ $(zipdir)/tools.zip: \ build/bin/indep-32/ezusb-tool.exe \ build/bin/indep-32/nvgpu.exe \ build/bin/indep-32/d3d9-frame-graph-hook.dll \ + build/bin/indep-32/d3d9-monitor-check.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -256,6 +258,7 @@ $(zipdir)/tools-x64.zip: \ build/bin/indep-64/mempatch-hook.dll \ build/bin/indep-64/nvgpu.exe \ build/bin/indep-64/d3d9-frame-graph-hook.dll \ + build/bin/indep-64/d3d9-monitor-check.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ diff --git a/README.md b/README.md index 5700293..1c2d5bb 100644 --- a/README.md +++ b/README.md @@ -119,6 +119,8 @@ The following games are supported with their corresponding hook-libraries. - [extiotest](doc/tools/extiotest.md) - [aciotest](doc/tools/aciotest.md): Command line tool to quickly test ACIO devices - config: UI input/output configuration tool when using the default bemanitools API (geninput) +- [d3d9-monitor-check](doc/tools/d3d9-monitor-check.md): Command line tool to check the monitor refresh rate of the + current GPU + monitor configuration - ir-beat-patch-9/10: Patch the IR beat phase on IIDX 9 and 10 - [mempatch-hook](doc/tools/mempatch-hook.md): Patch raw memory locations in the target process based on the provided configuration diff --git a/doc/tools/d3d9-monitor-check.md b/doc/tools/d3d9-monitor-check.md new file mode 100644 index 0000000..83dc92d --- /dev/null +++ b/doc/tools/d3d9-monitor-check.md @@ -0,0 +1,27 @@ +# D3D9 Monitor Check + +A separate application to run the infamous IIDX “monitor check” without having to run the actual +game. The tool can be used to test measure the current avg. monitor refresh rate or debug/check if +that value is fluctuating for some reason. + +The final avg. value that is provided at the end of the test can be used as input for other tooling +or settings (e.g. patching charts to a different refresh rate on older games with bemanitools). + +Simply run the tool without any arguments to get a full synopsis with usage instructions. + +## "Accuracy" remarks + +The tool has been tested on an actual cabinet with `nvgpu` setting different custom timings. The +accuracy seems to be even higher than what IIDX’s monitor check is actually showing. For example, +with a custom timing of 59.900 hz, this tool yields fairly accurate and stable avg. 59.902 hz. + +The monitor check of IIDX 29 shows results of 59.8981 hz to 59.8997 hz on screen. As these are the +only visible values to the user, determining a specific (avg.) value that can be used as input for +other tooling or settings (e.g. patching charts to a different refresh rate on older games with +bemanitools) is difficult. This doesn't mean that the game's monitor checks are actually +inaccurate or wrong. Modern games with a built-in monitor check (starting IIDX 20) are syncing up +fine and don't need any further patching or modifications. + +For older games, picking a value that is not as close as possible to an accurate avg. value can +easily lead to issues with sync. So it's recommended to use the d3d9-monitor-check tool to get the +most accurate value. \ No newline at end of file diff --git a/src/main/d3d9-monitor-check/Module.mk b/src/main/d3d9-monitor-check/Module.mk new file mode 100644 index 0000000..0f66079 --- /dev/null +++ b/src/main/d3d9-monitor-check/Module.mk @@ -0,0 +1,13 @@ +exes += d3d9-monitor-check \ + +ldflags_d3d9-monitor-check := \ + -ld3d9 \ + -ldwmapi \ + -lgdi32 \ + -ld3dx9 \ + +libs_d3d9-monitor-check := \ + util \ + +src_d3d9-monitor-check := \ + main.c \ diff --git a/src/main/d3d9-monitor-check/main.c b/src/main/d3d9-monitor-check/main.c new file mode 100644 index 0000000..5ab438d --- /dev/null +++ b/src/main/d3d9-monitor-check/main.c @@ -0,0 +1,695 @@ +#include + +#include +#include + +#include +#include +#include +#include + +#include "util/time.h" +#include "util/winerr.h" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define printfln_winerr(fmt, ...) \ + char *winerr = util_winerr_format_last_error_code(); \ + fprintf(stderr, fmt ": %s\n", ##__VA_ARGS__, winerr); \ + free(winerr); + +static const D3DFORMAT _d3dformat = D3DFMT_X8R8G8B8; + +static void _print_synopsis() +{ + printfln_err("D3D9 monitor check"); + printfln_err(""); + printfln_err("Improved open source re-implementation of IIDX's infamous \"monitor check\" screen"); + printfln_err("Run a bare D3D9 render loop to measure the refresh rate of the current GPU + monitor configuration"); + printfln_err(""); + printfln_err("Usage:"); + printfln_err(" d3d9-monitor-check "); + printfln_err(""); + printfln_err("Available commands:"); + printfln_err(" adapter: Query adapter information"); + printfln_err(" modes: Query adapter modes"); + printfln_err(" run [--total-warm-up-frame-count n] [--total-frame-count n] [--windowed] [--vsync-off]: Run the monitor check. Ensure that the mandatory parameters for width, height and refresh rate are values that are supported by the adapter's mode. Use the \"modes\" subcommand to get a list of supported modes."); + printfln_err(" width: Width of the rendering resolution to run the test at"); + printfln_err(" height: Height of the rendering resolution to run the test at"); + printfln_err(" refresh_rate: Target refresh rate to run the test at"); + printfln_err(" total-warm-up-frame-count: Optional. Number of frames to warm-up before executing the main run that counts towards the measurement results"); + printfln_err(" total-frame-count: Optional. Total number of frames to run the test for that count towards the measurement results"); + printfln_err(" windowed: Optional. Run the test in windowed mode (not recommended)"); + printfln_err(" vsync-off: Optional. Run the test with vsync off (not recommended)"); +} + +static bool _create_d3d_context(IDirect3D9 **d3d) +{ + // Initialize D3D + *d3d = Direct3DCreate9(D3D_SDK_VERSION); + + if (!*d3d) { + printfln_winerr("Creating d3d context failed"); + return false; + } + + return true; +} + +static bool _query_adapter_identifier(IDirect3D9 *d3d, D3DADAPTER_IDENTIFIER9 *identifier) +{ + HRESULT hr; + + hr = IDirect3D9_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, identifier); + + if (hr != D3D_OK) { + printfln_winerr("GetAdapterIdentifier failed"); + return false; + } + + return true; +} + +static bool _create_window(uint32_t width, uint32_t height, HWND *hwnd) +{ + WNDCLASSEX wc; + + memset(&wc, 0, sizeof(wc)); + + wc.cbSize = sizeof(wc); + wc.lpfnWndProc = DefWindowProc; + wc.hInstance = GetModuleHandle(NULL); + wc.lpszClassName = "D3D9MonitorCheck"; + + RegisterClassExA(&wc); + + // Create window + *hwnd = CreateWindowA( + wc.lpszClassName, + "D3D9 Monitor Check", + WS_OVERLAPPEDWINDOW, + CW_USEDEFAULT, + CW_USEDEFAULT, + width, + height, + NULL, + NULL, + wc.hInstance, + NULL); + + if (!*hwnd) { + printfln_winerr("Failed to create window"); + return false; + } + + return true; +} + +static bool _create_d3d_device( + HWND hwnd, + IDirect3D9 *d3d, + uint32_t width, + uint32_t height, + uint32_t refresh_rate, + bool windowed, + bool vsync_off, + IDirect3DDevice9 **device) +{ + D3DPRESENT_PARAMETERS pp; + HRESULT hr; + + memset(&pp, 0, sizeof(pp)); + + if (windowed) { + ShowWindow(hwnd, SW_SHOW); + + pp.Windowed = TRUE; + pp.FullScreen_RefreshRateInHz = 0; + } else { + ShowCursor(FALSE); + + pp.Windowed = FALSE; + pp.FullScreen_RefreshRateInHz = refresh_rate; + } + + if (vsync_off) { + pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; + } else { + pp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; + } + + pp.BackBufferWidth = width; + pp.BackBufferHeight = height; + pp.BackBufferFormat = _d3dformat; + pp.BackBufferCount = 2; + pp.MultiSampleType = D3DMULTISAMPLE_NONE; + pp.MultiSampleQuality = 0; + pp.SwapEffect = D3DSWAPEFFECT_DISCARD; + pp.hDeviceWindow = hwnd; + pp.EnableAutoDepthStencil = TRUE; + pp.AutoDepthStencilFormat = D3DFMT_D16; + pp.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER; + + // Create D3D device + hr = IDirect3D9_CreateDevice( + d3d, + D3DADAPTER_DEFAULT, + D3DDEVTYPE_HAL, + hwnd, + D3DCREATE_HARDWARE_VERTEXPROCESSING, + &pp, + device); + + if (hr != D3D_OK) { + printfln_winerr("Creating d3d device failed"); + return false; + } + + return true; +} + +static uint32_t _get_font_height(uint32_t resolution_height) +{ + // Default size for 480p + return (uint32_t) (20.0f * resolution_height / 480.0f); +} + +static uint32_t _get_text_offset_x(uint32_t resolution_width) +{ + // Default offset for 480p + return (uint32_t) (20.0f * resolution_width / 480.0f); +} + +static uint32_t _get_text_offset_y(uint32_t resolution_height, uint32_t font_height) +{ + // Default offset for 480p + return (uint32_t) (font_height + 10 * (resolution_height / 640.0f)); +} + +static bool _create_font(IDirect3DDevice9 *device, uint32_t font_height, ID3DXFont **font) +{ + HRESULT hr; + + hr = D3DXCreateFont(device, font_height, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, + OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, + "Arial", font); + + if (hr != D3D_OK) { + printfln_winerr("Creating font failed"); + return false; + } + + return true; +} + +static void _draw_text(IDirect3DDevice9 *device, ID3DXFont *font, uint32_t font_height, int x, int y, const char *fmt, ...) +{ + va_list args; + char text[1024]; + RECT rect; + + va_start(args, fmt); + vsprintf(text, fmt, args); + va_end(args); + + rect.left = x; + rect.top = y; + // Base width of 300 is based on 480p + rect.right = x + (480 * (font_height / 20.0f)); + rect.bottom = y + font_height; + + ID3DXFont_DrawText(font, NULL, text, -1, &rect, DT_LEFT | DT_TOP, D3DCOLOR_XRGB(255, 255, 255)); +} + +static bool _adapter() +{ + IDirect3D9 *d3d; + D3DADAPTER_IDENTIFIER9 identifier; + + if (!_create_d3d_context(&d3d)) { + return false; + } + + if (!_query_adapter_identifier(d3d, &identifier)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_out("Driver: %s", identifier.Driver); + printfln_out("Description: %s", identifier.Description); + printfln_out("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_out("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_out("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + printfln_out("VendorId: %lu", identifier.VendorId); + printfln_out("DeviceId: %lu", identifier.DeviceId); + printfln_out("SubSysId: %lu", identifier.SubSysId); + printfln_out("Revision: %lu", identifier.Revision); + printfln_out("DeviceIdentifier: {%08lX-%04X-%04X-%02X%02X-%02X%02X%02X%02X%02X%02X}", + identifier.DeviceIdentifier.Data1, + identifier.DeviceIdentifier.Data2, + identifier.DeviceIdentifier.Data3, + identifier.DeviceIdentifier.Data4[0], + identifier.DeviceIdentifier.Data4[1], + identifier.DeviceIdentifier.Data4[2], + identifier.DeviceIdentifier.Data4[3], + identifier.DeviceIdentifier.Data4[4], + identifier.DeviceIdentifier.Data4[5], + identifier.DeviceIdentifier.Data4[6], + identifier.DeviceIdentifier.Data4[7]); + printfln_out("WHQLLevel: %lu", identifier.WHQLLevel); + + IDirect3D9_Release(d3d); + + return true; +} + +static bool _modes() +{ + IDirect3D9 *d3d; + HRESULT hr; + UINT mode_count; + D3DDISPLAYMODE mode; + + memset(&mode, 0, sizeof(D3DDISPLAYMODE)); + + if (!_create_d3d_context(&d3d)) { + return false; + } + + mode_count = IDirect3D9_GetAdapterModeCount(d3d, D3DADAPTER_DEFAULT, _d3dformat); + + printfln_err("Available adapter modes (total %d)", mode_count); + printfln_err("Mode index: width x height @ refresh rate"); + + for (UINT i = 0; i < mode_count; i++) { + hr = IDirect3D9_EnumAdapterModes(d3d, D3DADAPTER_DEFAULT, _d3dformat, i, &mode); + + if (hr != D3D_OK) { + printfln_winerr("EnumAdapterMode index %d failed", i); + IDirect3D9_Release(d3d); + return false; + } + + printfln_out("%d: %d x %d @ %d hz", i, mode.Width, mode.Height, mode.RefreshRate); + } + + IDirect3D9_Release(d3d); + + return true; +} + +static bool _run(uint32_t width, uint32_t height, uint32_t refresh_rate, uint32_t total_warm_up_frame_count, uint32_t total_frame_count, bool windowed, bool vsync_off) +{ + HWND hwnd; + IDirect3D9 *d3d; + D3DADAPTER_IDENTIFIER9 identifier; + IDirect3DDevice9 *device; + uint32_t font_height; + ID3DXFont *font; + uint32_t text_offset_x; + uint32_t text_offset_y; + + MSG msg; + bool exit_loop; + bool warm_up_done; + uint32_t warm_up_frame_count; + uint32_t frame_count; + uint64_t start_time; + uint64_t end_time; + uint64_t elapsed_us; + uint64_t total_elapsed_us; + + printfln_err("Creating d3d context ..."); + + if (!_create_d3d_context(&d3d)) { + return false; + } + + printfln_err("Querying adapter identifier ..."); + + if (!_query_adapter_identifier(d3d, &identifier)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Adapter:"); + printfln_err("Driver: %s", identifier.Driver); + printfln_err("Description: %s", identifier.Description); + printfln_err("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_err("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_err("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + + printfln_err("Creating window with %dx%d ...", width, height); + + if (!_create_window(width, height, &hwnd)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Creating d3d device %d x %d @ %d hz %s vsync %s ...", + width, + height, + refresh_rate, + windowed ? "windowed" : "fullscreen", + vsync_off ? "off" : "on"); + + if (!_create_d3d_device( + hwnd, + d3d, + width, + height, + refresh_rate, + windowed, + vsync_off, + &device)) { + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + return false; + } + + printfln_err("Creating font ..."); + + font_height = _get_font_height(height); + + if (!_create_font(device, font_height, &font)) { + IDirect3DDevice9_Release(device); + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + return false; + } + + text_offset_x = _get_text_offset_x(width); + text_offset_y = _get_text_offset_y(height, font_height); + + // --------------------------------------------------------------------------------------------- + + exit_loop = false; + warm_up_done = false; + + warm_up_frame_count = 0; + frame_count = 0; + + elapsed_us = 0; + total_elapsed_us = 0; + + printfln_err("Warm-up for %d frames ...", total_warm_up_frame_count); + + start_time = time_get_counter(); + + while (warm_up_frame_count + frame_count < total_warm_up_frame_count + total_frame_count) { + // reset when warm-up is done + if (warm_up_frame_count >= total_warm_up_frame_count && !warm_up_done) { + warm_up_done = true; + total_elapsed_us = 0; + printfln_err("Warm-up finished"); + printfln_err("Running test for %d frames ...", total_frame_count); + } + + // Required to not make windows think we are stuck and not responding + while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { + if (msg.message == WM_QUIT) { + exit_loop = true; + break; + } + + TranslateMessage(&msg); + DispatchMessage(&msg); + } + + if (exit_loop) { + break; + } + + if (GetAsyncKeyState(VK_ESCAPE) & 0x8000) { + exit_loop = true; + break; + } + + IDirect3DDevice9_Clear( + device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 0), + 1.0f, + 0); + IDirect3DDevice9_BeginScene(device); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y, "D3D9 Monitor Check"); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 3, + "GPU: %s", identifier.Description); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 4, + "Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + + if (warm_up_frame_count < total_warm_up_frame_count) { + // First frame won't have any data available causing division by zero in the stats + if (warm_up_frame_count != 0) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Warm-up in progress ..."); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Frame: %d / %d", warm_up_frame_count, total_warm_up_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Last frame time: %.3f ms", elapsed_us / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / warm_up_frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Last refresh rate: %.3f Hz", 1000.0f / (elapsed_us / 1000.0f)); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 11, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / warm_up_frame_count / 1000.0f)); + } + } else { + // First frame won't have any data available causing division by zero in the stats + if (frame_count != 0) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Measuring in progress ..."); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Frame: %d / %d", frame_count, total_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Last frame time: %.3f ms", elapsed_us / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Last refresh rate: %.3f Hz", 1000.0f / (elapsed_us / 1000.0f)); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 11, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + } + } + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 13, "Press ESC to exit early"); + + IDirect3DDevice9_EndScene(device); + IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + + end_time = time_get_counter(); + elapsed_us = time_get_elapsed_us(end_time - start_time); + start_time = end_time; + total_elapsed_us += elapsed_us; + + if (warm_up_frame_count < total_warm_up_frame_count) { + warm_up_frame_count++; + } else { + frame_count++; + } + } + + // --------------------------------------------------------------------------------------------- + + printfln_err("Running test finished"); + + IDirect3DDevice9_Clear( + device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 0), + 1.0f, + 0); + IDirect3DDevice9_BeginScene(device); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y, "D3D9 Monitor Check"); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 3, + "GPU: %s", identifier.Description); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 4, + "Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + + if (exit_loop) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Exited early"); + } else { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Finished"); + } + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Total warm-up frame count: %d", warm_up_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Total sample frame count: %d", frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 12, "Exiting in 5 seconds ..."); + + IDirect3DDevice9_EndScene(device); + IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + + Sleep(5000); + + // --------------------------------------------------------------------------------------------- + + printfln_err("Final results"); + printfln_out("GPU: %s", identifier.Description); + printfln_out("Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + printfln_out("Avg frame time (ms): %.3f", total_elapsed_us / frame_count / 1000.0f); + printfln_out("Avg refresh rate (hz): %.3f", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + + ID3DXFont_Release(font); + IDirect3DDevice9_Release(device); + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + + return true; +} + +static bool _cmd_adapter() +{ + return _adapter(); +} + +static bool _cmd_modes() +{ + return _modes(); +} + +static bool _cmd_run(int argc, char **argv) +{ + uint32_t width; + uint32_t height; + uint32_t refresh_rate; + uint32_t total_warm_up_frame_count; + uint32_t total_frame_count; + bool windowed; + bool vsync_off; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + width = atoi(argv[0]); + + if (width == 0 || width > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid width: %d", width); + return false; + } + + height = atoi(argv[1]); + + if (height == 0 || height > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid height: %d", height); + return false; + } + + refresh_rate = atoi(argv[2]); + + if (refresh_rate == 0 || refresh_rate > 1000) { + _print_synopsis(); + printfln_err("ERROR: Invalid refresh rate: %d", refresh_rate); + return false; + } + + // Sane defaults + total_warm_up_frame_count = 500; + total_frame_count = 1000; + windowed = false; + vsync_off = false; + + for (int i = 3; i < argc; i++) { + if (!strcmp(argv[i], "--total-warm-up-frame-count")) { + if (i + 1 < argc) { + total_warm_up_frame_count = atoi(argv[++i]); + + if (total_warm_up_frame_count == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid total warm-up frame count: %d", total_warm_up_frame_count); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --total-warm-up-frame-count"); + return false; + } + } else if (!strcmp(argv[i], "--total-frame-count")) { + if (i + 1 < argc) { + total_frame_count = atoi(argv[++i]); + + if (total_frame_count == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid total frame count: %d", total_frame_count); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --total-frame-count"); + return false; + } + } else if (!strcmp(argv[i], "--windowed")) { + windowed = true; + } else if (!strcmp(argv[i], "--vsync-off")) { + vsync_off = true; + } + } + + return _run(width, height, refresh_rate, total_warm_up_frame_count, total_frame_count, windowed, vsync_off); +} + +int main(int argc, char **argv) +{ + const char *command; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return 1; + } + + command = argv[1]; + + if (!strcmp(command, "adapter")) { + if (!_cmd_adapter(argc - 2, argv + 2)) { + return 1; + } + } else if (!strcmp(command, "modes")) { + if (!_cmd_modes(argc - 2, argv + 2)) { + return 1; + } + } else if (!strcmp(command, "run")) { + if (!_cmd_run(argc - 2, argv + 2)) { + return 1; + } + } else { + _print_synopsis(argv[0]); + printfln_err("ERROR: Unknown command: %s", command); + return 1; + } + + return 0; +} From 8b22ef1e8c53ec56dfbc45542ac89a4fe9657f66 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sat, 8 Feb 2025 22:42:52 +0100 Subject: [PATCH 078/118] feat: Add iidxio-async implementation A shim library implementing the same concept as the already existing ddrio-async library. The iidxio implementation takes another iidxio library and runs it asynchronously which may improve performance for certain iidxio implementations, e.g. if the send and receive functions are driving actual IO calls synchrously and are expensive. This is not a replacement for a well engineered and proper implementation of a iidxio library for any specific use-case. It does not fix bad performance of existing implementations, i.e. if the poll rate is too low because actual IO is too slow. Use with caution and know why and when you need to use it. --- Module.mk | 3 + doc/iidxhook/README.md | 2 + doc/iidxhook/iidxio-async.md | 22 ++ src/main/iidxio-async/Module.mk | 9 + src/main/iidxio-async/iidxio-async.def | 18 ++ src/main/iidxio-async/iidxio.c | 407 +++++++++++++++++++++++++ 6 files changed, 461 insertions(+) create mode 100644 doc/iidxhook/iidxio-async.md create mode 100644 src/main/iidxio-async/Module.mk create mode 100644 src/main/iidxio-async/iidxio-async.def create mode 100644 src/main/iidxio-async/iidxio.c diff --git a/Module.mk b/Module.mk index 2a948a8..6754895 100644 --- a/Module.mk +++ b/Module.mk @@ -154,6 +154,7 @@ include src/main/iidxhook6/Module.mk include src/main/iidxhook7/Module.mk include src/main/iidxhook8/Module.mk include src/main/iidxhook9/Module.mk +include src/main/iidxio-async/Module.mk include src/main/iidxio-bio2/Module.mk include src/main/iidxio-ezusb/Module.mk include src/main/iidxio-ezusb2/Module.mk @@ -456,6 +457,7 @@ $(zipdir)/iidx-27-to-30.zip: \ $(zipdir)/iidx-hwio-x86.zip: \ build/bin/indep-32/aciomgr.dll \ build/bin/indep-32/eamio-icca.dll \ + build/bin/indep-32/iidxio-async.dll \ build/bin/indep-32/iidxio-bio2.dll \ build/bin/indep-32/iidxio-ezusb.dll \ build/bin/indep-32/iidxio-ezusb2.dll \ @@ -469,6 +471,7 @@ $(zipdir)/iidx-hwio-x86.zip: \ $(zipdir)/iidx-hwio-x64.zip: \ build/bin/indep-64/aciomgr.dll \ build/bin/indep-64/eamio-icca.dll \ + build/bin/indep-64/iidxio-async.dll \ build/bin/indep-64/iidxio-bio2.dll \ build/bin/indep-64/iidxio-ezusb.dll \ build/bin/indep-64/iidxio-ezusb2.dll \ diff --git a/doc/iidxhook/README.md b/doc/iidxhook/README.md index cd1e68d..e39f56e 100644 --- a/doc/iidxhook/README.md +++ b/doc/iidxhook/README.md @@ -48,6 +48,8 @@ Available implementations that can be swapped out depending on which kind of IO use: - `iidxio`: Default implementation supporting keyboard, mouse and USB game controllers +- [iidxio-async](iidxhook/iidxio-async.md): Shim implementation that runs another iidxio implementation in a dedicated + thread - [iidxio-bio2](iidxhook/iidxio-bio2.md): Support BIO2 hardware - [iidxio-ezusb](iidxhook/iidxio-ezusb.md): Support C02 ezusb FX hardware - [iidxio-ezusb2](iidxhook/iidxio-ezusb2.md): Support IO2 ezusb FX2 hardware diff --git a/doc/iidxhook/iidxio-async.md b/doc/iidxhook/iidxio-async.md new file mode 100644 index 0000000..82f7c21 --- /dev/null +++ b/doc/iidxhook/iidxio-async.md @@ -0,0 +1,22 @@ +# IIDXIO async API implementation + +This implementation of the iidxio API is a shim library that takes another iidxio library and +runs the functions `iidx_io_ep1_send`, `iidx_io_ep2_recv` and `iidx_io_ep3_write_16seg` in a +dedicated thread. State synchronization to the getter and setter functions is also handled +transparently. + +Usage of this **may** improve performance of certain iidxio implementations or when using them +in certain integrations, e.g. the send and receive functions of a iidxio implementation for some +target IO hardware calls are synchronous and expensive. + +This is not a fix/solution to a badly implemented iidxio library with poor performance as it cannot +make it go faster and address potential latency issues, for example. + +Use with caution and know why and when you need to use it. + +## Setup + +* Add `iidxio-async.dll` in the same folder as your `iidxhookX.dll` +* Rename your `iidxio.dll` to `iidxio-async-child.dll` +* Rename `iidxio-async.dll` to `iidxio.dll` +* Run the game \ No newline at end of file diff --git a/src/main/iidxio-async/Module.mk b/src/main/iidxio-async/Module.mk new file mode 100644 index 0000000..d852e4e --- /dev/null +++ b/src/main/iidxio-async/Module.mk @@ -0,0 +1,9 @@ +dlls += iidxio-async + +ldflags_iidxio-async := \ + +libs_iidxio-async := \ + util \ + +src_iidxio-async := \ + iidxio.c \ diff --git a/src/main/iidxio-async/iidxio-async.def b/src/main/iidxio-async/iidxio-async.def new file mode 100644 index 0000000..403900d --- /dev/null +++ b/src/main/iidxio-async/iidxio-async.def @@ -0,0 +1,18 @@ +LIBRARY iidxio + +EXPORTS + iidx_io_ep1_send + iidx_io_ep1_set_deck_lights + iidx_io_ep1_set_panel_lights + iidx_io_ep1_set_top_lamps + iidx_io_ep1_set_top_neons + iidx_io_ep2_get_keys + iidx_io_ep2_get_panel + iidx_io_ep2_get_sys + iidx_io_ep2_get_slider + iidx_io_ep2_get_turntable + iidx_io_ep2_recv + iidx_io_ep3_write_16seg + iidx_io_fini + iidx_io_init + iidx_io_set_loggers diff --git a/src/main/iidxio-async/iidxio.c b/src/main/iidxio-async/iidxio.c new file mode 100644 index 0000000..b81ec6b --- /dev/null +++ b/src/main/iidxio-async/iidxio.c @@ -0,0 +1,407 @@ +#define LOG_MODULE "iidxio-async" + +#include + +#include +#include +#include +#include + +#include + +#include "bemanitools/iidxio.h" + +#include "util/log.h" +#include "util/thread.h" +#include "util/time.h" + +typedef void (*iidx_io_set_loggers_t)( + log_formatter_t misc, + log_formatter_t info, + log_formatter_t warning, + log_formatter_t fatal); +typedef bool (*iidx_io_init_t)( + thread_create_t thread_create, + thread_join_t thread_join, + thread_destroy_t thread_destroy); +typedef void (*iidx_io_fini_t)(void); +typedef void (*iidx_io_ep1_set_deck_lights_t)(uint16_t deck_lights); +typedef void (*iidx_io_ep1_set_panel_lights_t)(uint8_t panel_lights); +typedef void (*iidx_io_ep1_set_top_lamps_t)(uint8_t top_lamps); +typedef void (*iidx_io_ep1_set_top_neons_t)(bool top_neons); +typedef bool (*iidx_io_ep1_send_t)(void); +typedef bool (*iidx_io_ep2_recv_t)(void); +typedef uint8_t (*iidx_io_ep2_get_turntable_t)(uint8_t player_no); +typedef uint8_t (*iidx_io_ep2_get_slider_t)(uint8_t slider_no); +typedef uint8_t (*iidx_io_ep2_get_sys_t)(void); +typedef uint8_t (*iidx_io_ep2_get_panel_t)(void); +typedef uint16_t (*iidx_io_ep2_get_keys_t)(void); +typedef bool (*iidx_io_ep3_write_16seg_t)(const char *text); + +static HMODULE _child_iidx_io_module; + +static iidx_io_set_loggers_t _child_iidx_io_set_loggers; +static iidx_io_init_t _child_iidx_io_init; +static iidx_io_fini_t _child_iidx_io_fini; + +static iidx_io_ep1_set_deck_lights_t _child_iidx_io_ep1_set_deck_lights; +static iidx_io_ep1_set_panel_lights_t _child_iidx_io_ep1_set_panel_lights; +static iidx_io_ep1_set_top_lamps_t _child_iidx_io_ep1_set_top_lamps; +static iidx_io_ep1_set_top_neons_t _child_iidx_io_ep1_set_top_neons; +static iidx_io_ep1_send_t _child_iidx_io_ep1_send; +static iidx_io_ep2_recv_t _child_iidx_io_ep2_recv; +static iidx_io_ep2_get_turntable_t _child_iidx_io_ep2_get_turntable; +static iidx_io_ep2_get_slider_t _child_iidx_io_ep2_get_slider; +static iidx_io_ep2_get_sys_t _child_iidx_io_ep2_get_sys; +static iidx_io_ep2_get_panel_t _child_iidx_io_ep2_get_panel; +static iidx_io_ep2_get_keys_t _child_iidx_io_ep2_get_keys; +static iidx_io_ep3_write_16seg_t _child_iidx_io_ep3_write_16seg; + +static log_formatter_t _log_formatter_misc; +static log_formatter_t _log_formatter_info; +static log_formatter_t _log_formatter_warning; +static log_formatter_t _log_formatter_fatal; + +static _Atomic(bool) _io_thread_proc_loop; +static _Atomic(bool) _io_thread_proc_running; + +static _Atomic(uint16_t) _child_iidx_io_deck_lights; +static _Atomic(uint8_t) _child_iidx_io_panel_lights; +static _Atomic(uint8_t) _child_iidx_io_top_lamps; +static _Atomic(bool) _child_iidx_io_top_neons; + +static _Atomic(uint8_t) _child_iidx_io_turntable_p1; +static _Atomic(uint8_t) _child_iidx_io_turntable_p2; +static _Atomic(uint8_t) _child_iidx_io_slider_1; +static _Atomic(uint8_t) _child_iidx_io_slider_2; +static _Atomic(uint8_t) _child_iidx_io_slider_3; +static _Atomic(uint8_t) _child_iidx_io_slider_4; +static _Atomic(uint8_t) _child_iidx_io_slider_5; +static _Atomic(uint8_t) _child_iidx_io_sys; +static _Atomic(uint8_t) _child_iidx_io_panel; +static _Atomic(uint16_t) _child_iidx_io_keys; + +static HANDLE _child_iidx_io_16seg_mutex; +static char _child_iidx_16seg[9]; +static bool _child_iidx_io_16seg_dirty; + +static int _io_thread_proc(void *ctx) +{ + uint64_t time_start; + uint64_t time_end; + uint64_t loop_counter; + uint64_t total_time; + char text_16seg[9]; + + bool result; + + atomic_store_explicit(&_io_thread_proc_running, true, memory_order_seq_cst); + + log_info("IO thread running"); + + time_start = time_get_counter(); + loop_counter = 0; + + while (atomic_load_explicit(&_io_thread_proc_loop, memory_order_seq_cst)) { + result = _child_iidx_io_ep2_recv(); + + if (!result) { + log_warning("_child_iidx_io_ep2_recv returned false"); + atomic_store_explicit( + &_io_thread_proc_running, false, memory_order_seq_cst); + + log_info("IO thread shut down"); + + return 0; + } + + atomic_store_explicit(&_child_iidx_io_turntable_p1, _child_iidx_io_ep2_get_turntable(0), memory_order_relaxed); + atomic_store_explicit(&_child_iidx_io_turntable_p2, _child_iidx_io_ep2_get_turntable(1), memory_order_relaxed); + atomic_store_explicit(&_child_iidx_io_slider_1, _child_iidx_io_ep2_get_slider(0), memory_order_relaxed); + atomic_store_explicit(&_child_iidx_io_slider_2, _child_iidx_io_ep2_get_slider(1), memory_order_relaxed); + atomic_store_explicit(&_child_iidx_io_slider_3, _child_iidx_io_ep2_get_slider(2), memory_order_relaxed); + atomic_store_explicit(&_child_iidx_io_slider_4, _child_iidx_io_ep2_get_slider(3), memory_order_relaxed); + atomic_store_explicit(&_child_iidx_io_slider_5, _child_iidx_io_ep2_get_slider(4), memory_order_relaxed); + atomic_store_explicit(&_child_iidx_io_sys, _child_iidx_io_ep2_get_sys(), memory_order_relaxed); + atomic_store_explicit(&_child_iidx_io_panel, _child_iidx_io_ep2_get_panel(), memory_order_relaxed); + atomic_store_explicit(&_child_iidx_io_keys, _child_iidx_io_ep2_get_keys(), memory_order_relaxed); + + _child_iidx_io_ep1_set_deck_lights(atomic_load_explicit(&_child_iidx_io_deck_lights, memory_order_relaxed)); + _child_iidx_io_ep1_set_panel_lights(atomic_load_explicit(&_child_iidx_io_panel_lights, memory_order_relaxed)); + _child_iidx_io_ep1_set_top_lamps(atomic_load_explicit(&_child_iidx_io_top_lamps, memory_order_relaxed)); + _child_iidx_io_ep1_set_top_neons(atomic_load_explicit(&_child_iidx_io_top_neons, memory_order_relaxed)); + + result = _child_iidx_io_ep1_send(); + + if (!result) { + log_warning("_child_iidx_io_ep1_send returned false"); + atomic_store_explicit( + &_io_thread_proc_running, false, memory_order_seq_cst); + + log_info("IO thread shut down"); + + return 0; + } + + if (_child_iidx_io_16seg_dirty) { + WaitForSingleObject(_child_iidx_io_16seg_mutex, INFINITE); + memcpy(text_16seg, _child_iidx_16seg, sizeof(text_16seg)); + _child_iidx_io_16seg_dirty = false; + ReleaseMutex(_child_iidx_io_16seg_mutex); + + result = _child_iidx_io_ep3_write_16seg(text_16seg); + + if (!result) { + log_warning("_child_iidx_io_ep3_write_16seg returned false"); + atomic_store_explicit( + &_io_thread_proc_running, false, memory_order_seq_cst); + + log_info("IO thread shut down"); + + return 0; + } + } + + // Don't hog the CPU + SwitchToThread(); + + loop_counter++; + } + + time_end = time_get_counter(); + total_time = time_get_elapsed_us(time_end - time_start); + + log_info( + "IO thread performance: total iterations %lld, avg. loop cycle time %f " + "us", + loop_counter, + ((double) total_time) / loop_counter); + + atomic_store_explicit( + &_io_thread_proc_running, false, memory_order_seq_cst); + + log_info("IO thread shut down"); + + return 0; +} + +static void *_load_function(HMODULE module, const char *name) +{ + void *ptr; + + ptr = GetProcAddress(module, name); + + if (ptr == NULL) { + log_fatal("Could not find function %s in iidxio child library", name); + } + + return ptr; +} + +void iidx_io_set_loggers( + log_formatter_t misc, + log_formatter_t info, + log_formatter_t warning, + log_formatter_t fatal) +{ + _log_formatter_misc = misc; + _log_formatter_info = info; + _log_formatter_warning = warning; + _log_formatter_fatal = fatal; + + log_to_external(misc, info, warning, fatal); +} + +bool iidx_io_init( + thread_create_t thread_create, + thread_join_t thread_join, + thread_destroy_t thread_destroy) +{ + log_info("Loading iidxio-async-child.dll as child iidxio library..."); + + _child_iidx_io_module = LoadLibraryA("iidxio-async-child.dll"); + + if (_child_iidx_io_module == NULL) { + log_warning("Loading iidxio-async-child.dll failed"); + return false; + } + + _child_iidx_io_set_loggers = + _load_function(_child_iidx_io_module, "iidx_io_set_loggers"); + _child_iidx_io_init = _load_function(_child_iidx_io_module, "iidx_io_init"); + _child_iidx_io_fini = _load_function(_child_iidx_io_module, "iidx_io_fini"); + + _child_iidx_io_ep1_set_deck_lights = + _load_function(_child_iidx_io_module, "iidx_io_ep1_set_deck_lights"); + _child_iidx_io_ep1_set_panel_lights = + _load_function(_child_iidx_io_module, "iidx_io_ep1_set_panel_lights"); + _child_iidx_io_ep1_set_top_lamps = + _load_function(_child_iidx_io_module, "iidx_io_ep1_set_top_lamps"); + _child_iidx_io_ep1_set_top_neons = + _load_function(_child_iidx_io_module, "iidx_io_ep1_set_top_neons"); + _child_iidx_io_ep1_send = + _load_function(_child_iidx_io_module, "iidx_io_ep1_send"); + _child_iidx_io_ep2_recv = + _load_function(_child_iidx_io_module, "iidx_io_ep2_recv"); + _child_iidx_io_ep2_get_turntable = + _load_function(_child_iidx_io_module, "iidx_io_ep2_get_turntable"); + _child_iidx_io_ep2_get_slider = + _load_function(_child_iidx_io_module, "iidx_io_ep2_get_slider"); + _child_iidx_io_ep2_get_sys = + _load_function(_child_iidx_io_module, "iidx_io_ep2_get_sys"); + _child_iidx_io_ep2_get_panel = + _load_function(_child_iidx_io_module, "iidx_io_ep2_get_panel"); + _child_iidx_io_ep2_get_keys = + _load_function(_child_iidx_io_module, "iidx_io_ep2_get_keys"); + _child_iidx_io_ep3_write_16seg = + _load_function(_child_iidx_io_module, "iidx_io_ep3_write_16seg"); + + _child_iidx_io_set_loggers( + _log_formatter_misc, + _log_formatter_info, + _log_formatter_warning, + _log_formatter_fatal); + + _child_iidx_io_16seg_mutex = CreateMutex(NULL, FALSE, NULL); + + log_info("Calling child iidx_io_init..."); + + if (!_child_iidx_io_init(thread_create, thread_join, thread_destroy)) { + log_warning("Child iidx_io_init failed"); + FreeLibrary(_child_iidx_io_module); + CloseHandle(_child_iidx_io_16seg_mutex); + + return false; + } + + atomic_store_explicit(&_io_thread_proc_loop, true, memory_order_seq_cst); + + if (!thread_create(_io_thread_proc, NULL, 16384, 0)) { + log_warning("Creating IO thread failed"); + + _child_iidx_io_fini(); + FreeLibrary(_child_iidx_io_module); + CloseHandle(_child_iidx_io_16seg_mutex); + return false; + } + + return true; +} + +void iidx_io_fini(void) +{ + atomic_store_explicit(&_io_thread_proc_loop, false, memory_order_seq_cst); + + log_info("Shutting down IO thread and waiting for it to finish..."); + + while ( + atomic_load_explicit(&_io_thread_proc_running, memory_order_seq_cst)) { + Sleep(1); + } + + log_info("IO thread finished"); + + _child_iidx_io_fini(); + + FreeLibrary(_child_iidx_io_module); + CloseHandle(_child_iidx_io_16seg_mutex); +} + +void iidx_io_ep1_set_deck_lights(uint16_t deck_lights) +{ + atomic_store_explicit( + &_child_iidx_io_deck_lights, deck_lights, memory_order_relaxed); +} + +void iidx_io_ep1_set_panel_lights(uint8_t panel_lights) +{ + atomic_store_explicit( + &_child_iidx_io_panel_lights, panel_lights, memory_order_relaxed); +} + +void iidx_io_ep1_set_top_lamps(uint8_t top_lamps) +{ + atomic_store_explicit( + &_child_iidx_io_top_lamps, top_lamps, memory_order_relaxed); +} + +void iidx_io_ep1_set_top_neons(bool top_neons) +{ + atomic_store_explicit( + &_child_iidx_io_top_neons, top_neons, memory_order_relaxed); +} + +bool iidx_io_ep1_send(void) +{ + // Any sending and receiving is executed async in a separate thread + return true; +} + +bool iidx_io_ep2_recv(void) +{ + // Any sending and receiving is executed async in a separate thread + return true; +} + +uint8_t iidx_io_ep2_get_turntable(uint8_t player_no) +{ + switch (player_no) + { + case 0: + return atomic_load_explicit(&_child_iidx_io_turntable_p1, memory_order_relaxed); + case 1: + return atomic_load_explicit(&_child_iidx_io_turntable_p2, memory_order_relaxed); + default: + return 0; + } +} + +uint8_t iidx_io_ep2_get_slider(uint8_t slider_no) +{ + switch (slider_no) + { + case 0: + return atomic_load_explicit(&_child_iidx_io_slider_1, memory_order_relaxed); + case 1: + return atomic_load_explicit(&_child_iidx_io_slider_2, memory_order_relaxed); + case 2: + return atomic_load_explicit(&_child_iidx_io_slider_3, memory_order_relaxed); + case 3: + return atomic_load_explicit(&_child_iidx_io_slider_4, memory_order_relaxed); + case 4: + return atomic_load_explicit(&_child_iidx_io_slider_5, memory_order_relaxed); + default: + return 0; + } +} + +uint8_t iidx_io_ep2_get_sys(void) +{ + return atomic_load_explicit(&_child_iidx_io_sys, memory_order_relaxed); +} + +uint8_t iidx_io_ep2_get_panel(void) +{ + return atomic_load_explicit(&_child_iidx_io_panel, memory_order_relaxed); +} + +uint16_t iidx_io_ep2_get_keys(void) +{ + return atomic_load_explicit(&_child_iidx_io_keys, memory_order_relaxed); +} + +bool iidx_io_ep3_write_16seg(const char *text) +{ + // This section is only producer while the thread is the only consumer + // Utilize this to optimize the 16seg writing and only write if the text has actually changed + if (!strcmp(text, _child_iidx_16seg)) { + return true; + } + + WaitForSingleObject(_child_iidx_io_16seg_mutex, INFINITE); + memcpy(_child_iidx_16seg, text, sizeof(_child_iidx_16seg)); + _child_iidx_io_16seg_dirty = true; + ReleaseMutex(_child_iidx_io_16seg_mutex); + + return true; +} \ No newline at end of file From 05889947feeed2d8eab80ce1700573f636633d52 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sat, 8 Feb 2025 23:00:58 +0100 Subject: [PATCH 079/118] feat: nvgpu tool for tweaking nvidia gpu driver settings MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit An open source re-implementation of the “NvDisplayConfigLDJ" tool with additional enhancements. This can be used to tweak your nvidia GPU driver settings to create custom display timings to address IIDX’s requirement if expecting proper display timings. This can also be used for any legacy IIDX versions that even expect very specific display timings, e.g. 59.95 or 60.05 hz. Furthermore, creating application profiles allows further tweaks to important GPU settings such as the current performance mode setting. This is crucial to ensure the GPU is not going into any kind of power saving states which results in non-smooth scrolling during gameplay and micro stuttering that cannot be measured on application level. Summary: Test Plan: --- Module.mk | 4 + README.md | 1 + doc/tools/nvgpu.md | 78 + src/imports/nvapi/NvApiDriverSettings.c | 947 + src/imports/nvapi/NvApiDriverSettings.h | 1150 ++ src/imports/nvapi/nvHLSLExtns.h | 2315 +++ src/imports/nvapi/nvHLSLExtnsInternal.h | 758 + src/imports/nvapi/nvShaderExtnEnums.h | 142 + src/imports/nvapi/nvapi.h | 24002 ++++++++++++++++++++++ src/imports/nvapi/nvapi_interface.h | 529 + src/imports/nvapi/nvapi_lite_common.h | 659 + src/imports/nvapi/nvapi_lite_d3dext.h | 184 + src/imports/nvapi/nvapi_lite_salend.h | 809 + src/imports/nvapi/nvapi_lite_salstart.h | 812 + src/imports/nvapi/nvapi_lite_sli.h | 247 + src/imports/nvapi/nvapi_lite_stereo.h | 592 + src/imports/nvapi/nvapi_lite_surround.h | 95 + src/main/nv/Module.mk | 4 + src/main/nv/api.h | 63 + src/main/nv/module.c | 790 + src/main/nv/module.h | 13 + src/main/nvgpu/Module.mk | 8 + src/main/nvgpu/main.c | 1344 ++ src/main/util/Module.mk | 2 +- src/main/util/winerr.c | 38 + src/main/util/winerr.h | 8 + 26 files changed, 35593 insertions(+), 1 deletion(-) create mode 100644 doc/tools/nvgpu.md create mode 100644 src/imports/nvapi/NvApiDriverSettings.c create mode 100644 src/imports/nvapi/NvApiDriverSettings.h create mode 100644 src/imports/nvapi/nvHLSLExtns.h create mode 100644 src/imports/nvapi/nvHLSLExtnsInternal.h create mode 100644 src/imports/nvapi/nvShaderExtnEnums.h create mode 100644 src/imports/nvapi/nvapi.h create mode 100644 src/imports/nvapi/nvapi_interface.h create mode 100644 src/imports/nvapi/nvapi_lite_common.h create mode 100644 src/imports/nvapi/nvapi_lite_d3dext.h create mode 100644 src/imports/nvapi/nvapi_lite_salend.h create mode 100644 src/imports/nvapi/nvapi_lite_salstart.h create mode 100644 src/imports/nvapi/nvapi_lite_sli.h create mode 100644 src/imports/nvapi/nvapi_lite_stereo.h create mode 100644 src/imports/nvapi/nvapi_lite_surround.h create mode 100644 src/main/nv/Module.mk create mode 100644 src/main/nv/api.h create mode 100644 src/main/nv/module.c create mode 100644 src/main/nv/module.h create mode 100644 src/main/nvgpu/Module.mk create mode 100644 src/main/nvgpu/main.c create mode 100644 src/main/util/winerr.c create mode 100644 src/main/util/winerr.h diff --git a/Module.mk b/Module.mk index 2a948a8..4c42db6 100644 --- a/Module.mk +++ b/Module.mk @@ -172,6 +172,8 @@ include src/main/jbhook3/Module.mk include src/main/launcher/Module.mk include src/main/mempatch-hook/Module.mk include src/main/mm/Module.mk +include src/main/nv/Module.mk +include src/main/nvgpu/Module.mk include src/main/p3io/Module.mk include src/main/p3iodrv/Module.mk include src/main/p3ioemu/Module.mk @@ -232,6 +234,7 @@ $(zipdir)/tools.zip: \ build/bin/indep-32/ezusb2-dbg-hook.dll \ build/bin/indep-32/ezusb2-tool.exe \ build/bin/indep-32/ezusb-tool.exe \ + build/bin/indep-32/nvgpu.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -246,6 +249,7 @@ $(zipdir)/tools-x64.zip: \ build/bin/indep-64/iidx-ezusb2-exit-hook.dll \ build/bin/indep-64/jbiotest.exe \ build/bin/indep-64/mempatch-hook.dll \ + build/bin/indep-64/nvgpu.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ diff --git a/README.md b/README.md index 6827f95..5700293 100644 --- a/README.md +++ b/README.md @@ -122,6 +122,7 @@ The following games are supported with their corresponding hook-libraries. - ir-beat-patch-9/10: Patch the IR beat phase on IIDX 9 and 10 - [mempatch-hook](doc/tools/mempatch-hook.md): Patch raw memory locations in the target process based on the provided configuration +- [nvgpu](doc/tools/nvgpu.md): Command line tool to configure and tweak the NVIDIA GPU driver - [pcbidgen](doc/tools/pcbidgen.md): Konami PCBID generator tool - [ViGEm clients](doc/vigem/README.md): Expose BT5 APIs as XBOX game controllers to play any games with real cabinet hardware. diff --git a/doc/tools/nvgpu.md b/doc/tools/nvgpu.md new file mode 100644 index 0000000..5cde37c --- /dev/null +++ b/doc/tools/nvgpu.md @@ -0,0 +1,78 @@ +# nvgpu - Command line tool to configure and tweak the NVIDIA GPU driver + +An open source re-implementation of the “NvDisplayConfigLDJ" tool with additional enhancements. + +The tool is based on NVIDIA's [nvapi](https://github.com/NVIDIA/nvapi) which is an interface to +various driver settings that can also be tweaked from the NVIDIA Control Panel. The goal of this +tool is to provide a streamlined command line interface to configure various settings that can +improve gameplay experience significantly. + +This can be used to tweak your nvidia GPU driver settings to create custom display timings to address +IIDX’s requirement if expecting proper display timings. This can also be used for any legacy IIDX +versions that even expect very specific display timings, e.g. 59.95 or 60.05 hz. + +Furthermore, creating application profiles allows further tweaks to important GPU settings such as +the current performance mode setting. This is crucial to ensure the GPU is not going into any kind of +power saving states which results in non-smooth scrolling during gameplay and micro stuttering that +cannot be measured on application level. + +Simply run the tool without any arguments to get a full synopsis of available commands. + +## Example usage for modern IIDX + +### Custom GPU profile + +The following creates a custom profile to address potential performance concerns such as not 100% smooth scrolling and +micro stuttering. + +* Create a custom profile: `nvgpu profile create launcher` +* Add the launcher application to the profile: `nvgpu profile application-add launcher launcher.exe` + * This will apply to any (IIDX) game running with `launcher.exe` +* Set GPU power state to maximum for the profile: `nvgpu profile gpu-power-state-max launcher` + +### Custom timing + +* Run the game and observe the monitor check screen (requires IIDX 20+) +* Take note of the refresh rate of the monitor that is determined by the game +* Exit the game +* Run `nvgpu display list` to get the display ID of the monitor you want to change use that ID in the following commands +* Run `nvgpu display custom-resolution-test` with your display ID and monitor settings to test the custom configuration + first + * For example, for IIDX 31 which runs in native 1920x1080 with a monitor also having that as its native resolution, + having the monitor id `0x12345678` and the monitor check yielding a value of ~`59.9345`, run + `nvgpu display custom-resolution-test 1920 1080 59.9345 10` + * Observe if the test is successful and the display doesn't turn blank or displays a glitched image for ~10 seconds +* Run `nvgpu display custom-resolution-set` with the previously tested settings to apply the custom display mode + * For example, `nvgpu display custom-resolution-set 0x12345678 1920 1080 59.9345` + +## Example usage for legacy IIDX + +Legacy IIDX concerns any game prior to IIDX 20 that introduced the monitor check screen. The game engine was expecting +a the display/GPU/driver to perform at specific refresh rate timings in order to provide correct timing and audio +playback for the game. To this date (i.e. IIDX 31), the game engine never re-syncs audio playback during gameplay. +Therefore any flaky and incorrect timing will result in audio desynchronization either early on or throughout a song. + +### Custom GPU profile + +The following creates a custom profile to address potential performance concerns such as not 100% smooth scrolling and +micro stuttering. + +* Create a custom profile: `nvgpu profile create bm2dx` +* Add the launcher application to the profile: `nvgpu profile application-add bm2dx bm2dx.exe` + * This will apply to any (IIDX) game running with an executable named `bm2fx.exe` +* Set GPU power state to maximum for the profile: `nvgpu profile gpu-power-state-max bm2dx` + +### Custom timing + +* Use a modern game and it to observe the monitor check screen (requires IIDX 20+) +* Take note of the refresh rate of the monitor that is determined by the game +* Exit the game +* Run `nvgpu display list` to get the display ID of the monitor you want to change use that ID in the following commands +* Run `nvgpu display custom-resolution-test` with your display ID and monitor settings to test the custom configuration + first + * For example, for IIDX 31 which runs in native 1920x1080 with a monitor also having that as its native resolution, + having the monitor id `0x12345678` and the monitor check yielding a value of ~`59.9345`, run + `nvgpu display custom-resolution-test 1920 1080 59.9345 10` + * Observe if the test is successful and the display doesn't turn blank or displays a glitched image for ~10 seconds +* Run `nvgpu display custom-resolution-set` with the previously tested settings to apply the custom display mode + * For example, `nvgpu display custom-resolution-set 0x12345678 1920 1080 59.9345` \ No newline at end of file diff --git a/src/imports/nvapi/NvApiDriverSettings.c b/src/imports/nvapi/NvApiDriverSettings.c new file mode 100644 index 0000000..18e1ff6 --- /dev/null +++ b/src/imports/nvapi/NvApiDriverSettings.c @@ -0,0 +1,947 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + + +#include "NvApiDriverSettings.h" + +EValues_OGL_AA_LINE_GAMMA g_valuesOGL_AA_LINE_GAMMA[OGL_AA_LINE_GAMMA_NUM_VALUES] = +{ + OGL_AA_LINE_GAMMA_DISABLED, + OGL_AA_LINE_GAMMA_ENABLED, + OGL_AA_LINE_GAMMA_MIN, + OGL_AA_LINE_GAMMA_MAX, +}; + +EValues_OGL_CPL_GDI_COMPATIBILITY g_valuesOGL_CPL_GDI_COMPATIBILITY[OGL_CPL_GDI_COMPATIBILITY_NUM_VALUES] = +{ + OGL_CPL_GDI_COMPATIBILITY_PREFER_DISABLED, + OGL_CPL_GDI_COMPATIBILITY_PREFER_ENABLED, + OGL_CPL_GDI_COMPATIBILITY_AUTO, +}; + +EValues_OGL_CPL_PREFER_DXPRESENT g_valuesOGL_CPL_PREFER_DXPRESENT[OGL_CPL_PREFER_DXPRESENT_NUM_VALUES] = +{ + OGL_CPL_PREFER_DXPRESENT_PREFER_DISABLED, + OGL_CPL_PREFER_DXPRESENT_PREFER_ENABLED, + OGL_CPL_PREFER_DXPRESENT_AUTO, +}; + +EValues_OGL_DEEP_COLOR_SCANOUT g_valuesOGL_DEEP_COLOR_SCANOUT[OGL_DEEP_COLOR_SCANOUT_NUM_VALUES] = +{ + OGL_DEEP_COLOR_SCANOUT_DISABLE, + OGL_DEEP_COLOR_SCANOUT_ENABLE, +}; + +EValues_OGL_DEFAULT_SWAP_INTERVAL g_valuesOGL_DEFAULT_SWAP_INTERVAL[OGL_DEFAULT_SWAP_INTERVAL_NUM_VALUES] = +{ + OGL_DEFAULT_SWAP_INTERVAL_TEAR, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC, + OGL_DEFAULT_SWAP_INTERVAL_VALUE_MASK, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_MASK, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_OFF, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_ON, + OGL_DEFAULT_SWAP_INTERVAL_APP_CONTROLLED, + OGL_DEFAULT_SWAP_INTERVAL_DISABLE, +}; + +EValues_OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL g_valuesOGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL[OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_NUM_VALUES] = +{ + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ZERO_SCANLINES, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ONE_FULL_FRAME_OF_SCANLINES, +}; + +EValues_OGL_DEFAULT_SWAP_INTERVAL_SIGN g_valuesOGL_DEFAULT_SWAP_INTERVAL_SIGN[OGL_DEFAULT_SWAP_INTERVAL_SIGN_NUM_VALUES] = +{ + OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_NEGATIVE, +}; + +EValues_OGL_EVENT_LOG_SEVERITY_THRESHOLD g_valuesOGL_EVENT_LOG_SEVERITY_THRESHOLD[OGL_EVENT_LOG_SEVERITY_THRESHOLD_NUM_VALUES] = +{ + OGL_EVENT_LOG_SEVERITY_THRESHOLD_DISABLE, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_CRITICAL, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_WARNING, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_INFORMATION, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL, +}; + +EValues_OGL_FORCE_BLIT g_valuesOGL_FORCE_BLIT[OGL_FORCE_BLIT_NUM_VALUES] = +{ + OGL_FORCE_BLIT_ON, + OGL_FORCE_BLIT_OFF, +}; + +EValues_OGL_FORCE_STEREO g_valuesOGL_FORCE_STEREO[OGL_FORCE_STEREO_NUM_VALUES] = +{ + OGL_FORCE_STEREO_OFF, + OGL_FORCE_STEREO_ON, +}; + +const wchar_t * g_valuesOGL_IMPLICIT_GPU_AFFINITY[OGL_IMPLICIT_GPU_AFFINITY_NUM_VALUES] = +{ + OGL_IMPLICIT_GPU_AFFINITY_AUTOSELECT +}; + +EValues_OGL_OVERLAY_PIXEL_TYPE g_valuesOGL_OVERLAY_PIXEL_TYPE[OGL_OVERLAY_PIXEL_TYPE_NUM_VALUES] = +{ + OGL_OVERLAY_PIXEL_TYPE_NONE, + OGL_OVERLAY_PIXEL_TYPE_CI, + OGL_OVERLAY_PIXEL_TYPE_RGBA, + OGL_OVERLAY_PIXEL_TYPE_CI_AND_RGBA, +}; + +EValues_OGL_OVERLAY_SUPPORT g_valuesOGL_OVERLAY_SUPPORT[OGL_OVERLAY_SUPPORT_NUM_VALUES] = +{ + OGL_OVERLAY_SUPPORT_OFF, + OGL_OVERLAY_SUPPORT_ON, + OGL_OVERLAY_SUPPORT_FORCE_SW, +}; + +EValues_OGL_QUALITY_ENHANCEMENTS g_valuesOGL_QUALITY_ENHANCEMENTS[OGL_QUALITY_ENHANCEMENTS_NUM_VALUES] = +{ + OGL_QUALITY_ENHANCEMENTS_HQUAL, + OGL_QUALITY_ENHANCEMENTS_QUAL, + OGL_QUALITY_ENHANCEMENTS_PERF, + OGL_QUALITY_ENHANCEMENTS_HPERF, +}; + +EValues_OGL_SINGLE_BACKDEPTH_BUFFER g_valuesOGL_SINGLE_BACKDEPTH_BUFFER[OGL_SINGLE_BACKDEPTH_BUFFER_NUM_VALUES] = +{ + OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE, + OGL_SINGLE_BACKDEPTH_BUFFER_ENABLE, + OGL_SINGLE_BACKDEPTH_BUFFER_USE_HW_DEFAULT, +}; + +EValues_OGL_SLI_MULTICAST g_valuesOGL_SLI_MULTICAST[OGL_SLI_MULTICAST_NUM_VALUES] = +{ + OGL_SLI_MULTICAST_DISABLE, + OGL_SLI_MULTICAST_ENABLE, + OGL_SLI_MULTICAST_FORCE_DISABLE, + OGL_SLI_MULTICAST_ALLOW_MOSAIC, +}; + +EValues_OGL_THREAD_CONTROL g_valuesOGL_THREAD_CONTROL[OGL_THREAD_CONTROL_NUM_VALUES] = +{ + OGL_THREAD_CONTROL_ENABLE, + OGL_THREAD_CONTROL_DISABLE, +}; + +EValues_OGL_TMON_LEVEL g_valuesOGL_TMON_LEVEL[OGL_TMON_LEVEL_NUM_VALUES] = +{ + OGL_TMON_LEVEL_DISABLE, + OGL_TMON_LEVEL_CRITICAL, + OGL_TMON_LEVEL_WARNING, + OGL_TMON_LEVEL_INFORMATION, + OGL_TMON_LEVEL_MOST, + OGL_TMON_LEVEL_VERBOSE, +}; + +EValues_OGL_TRIPLE_BUFFER g_valuesOGL_TRIPLE_BUFFER[OGL_TRIPLE_BUFFER_NUM_VALUES] = +{ + OGL_TRIPLE_BUFFER_DISABLED, + OGL_TRIPLE_BUFFER_ENABLED, +}; + +EValues_AA_BEHAVIOR_FLAGS g_valuesAA_BEHAVIOR_FLAGS[AA_BEHAVIOR_FLAGS_NUM_VALUES] = +{ + AA_BEHAVIOR_FLAGS_NONE, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_APP_CONTROLLED, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_ENHANCE, + AA_BEHAVIOR_FLAGS_DISABLE_OVERRIDE, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_APP_CONTROLLED, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_OVERRIDE, + AA_BEHAVIOR_FLAGS_DISABLE_ENHANCE, + AA_BEHAVIOR_FLAGS_MAP_VCAA_TO_MULTISAMPLING, + AA_BEHAVIOR_FLAGS_SLI_DISABLE_TRANSPARENCY_SUPERSAMPLING, + AA_BEHAVIOR_FLAGS_DISABLE_CPLAA, + AA_BEHAVIOR_FLAGS_SKIP_RT_DIM_CHECK_FOR_ENHANCE, + AA_BEHAVIOR_FLAGS_DISABLE_SLIAA, + AA_BEHAVIOR_FLAGS_DEFAULT, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4_SHIFT, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4_SHIFT, + AA_BEHAVIOR_FLAGS_MASK, +}; + +EValues_AA_MODE_ALPHATOCOVERAGE g_valuesAA_MODE_ALPHATOCOVERAGE[AA_MODE_ALPHATOCOVERAGE_NUM_VALUES] = +{ + AA_MODE_ALPHATOCOVERAGE_MODE_MASK, + AA_MODE_ALPHATOCOVERAGE_MODE_OFF, + AA_MODE_ALPHATOCOVERAGE_MODE_ON, + AA_MODE_ALPHATOCOVERAGE_MODE_MAX, +}; + +EValues_AA_MODE_GAMMACORRECTION g_valuesAA_MODE_GAMMACORRECTION[AA_MODE_GAMMACORRECTION_NUM_VALUES] = +{ + AA_MODE_GAMMACORRECTION_MASK, + AA_MODE_GAMMACORRECTION_OFF, + AA_MODE_GAMMACORRECTION_ON_IF_FOS, + AA_MODE_GAMMACORRECTION_ON_ALWAYS, + AA_MODE_GAMMACORRECTION_MAX, + AA_MODE_GAMMACORRECTION_DEFAULT, + AA_MODE_GAMMACORRECTION_DEFAULT_TESLA, + AA_MODE_GAMMACORRECTION_DEFAULT_FERMI, +}; + +EValues_AA_MODE_METHOD g_valuesAA_MODE_METHOD[AA_MODE_METHOD_NUM_VALUES] = +{ + AA_MODE_METHOD_NONE, + AA_MODE_METHOD_SUPERSAMPLE_2X_H, + AA_MODE_METHOD_SUPERSAMPLE_2X_V, + AA_MODE_METHOD_SUPERSAMPLE_1_5X1_5, + AA_MODE_METHOD_FREE_0x03, + AA_MODE_METHOD_FREE_0x04, + AA_MODE_METHOD_SUPERSAMPLE_4X, + AA_MODE_METHOD_SUPERSAMPLE_4X_BIAS, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAUSSIAN, + AA_MODE_METHOD_FREE_0x08, + AA_MODE_METHOD_FREE_0x09, + AA_MODE_METHOD_SUPERSAMPLE_9X, + AA_MODE_METHOD_SUPERSAMPLE_9X_BIAS, + AA_MODE_METHOD_SUPERSAMPLE_16X, + AA_MODE_METHOD_SUPERSAMPLE_16X_BIAS, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL, + AA_MODE_METHOD_MULTISAMPLE_2X_QUINCUNX, + AA_MODE_METHOD_MULTISAMPLE_4X, + AA_MODE_METHOD_FREE_0x11, + AA_MODE_METHOD_MULTISAMPLE_4X_GAUSSIAN, + AA_MODE_METHOD_MIXEDSAMPLE_4X_SKEWED_4TAP, + AA_MODE_METHOD_FREE_0x14, + AA_MODE_METHOD_FREE_0x15, + AA_MODE_METHOD_MIXEDSAMPLE_6X, + AA_MODE_METHOD_MIXEDSAMPLE_6X_SKEWED_6TAP, + AA_MODE_METHOD_MIXEDSAMPLE_8X, + AA_MODE_METHOD_MIXEDSAMPLE_8X_SKEWED_8TAP, + AA_MODE_METHOD_MIXEDSAMPLE_16X, + AA_MODE_METHOD_MULTISAMPLE_4X_GAMMA, + AA_MODE_METHOD_MULTISAMPLE_16X, + AA_MODE_METHOD_VCAA_32X_8v24, + AA_MODE_METHOD_CORRUPTION_CHECK, + AA_MODE_METHOD_6X_CT, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_GAMMA, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAMMA, + AA_MODE_METHOD_MULTISAMPLE_4X_FOSGAMMA, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_FOSGAMMA, + AA_MODE_METHOD_SUPERSAMPLE_4X_FOSGAMMA, + AA_MODE_METHOD_MULTISAMPLE_8X, + AA_MODE_METHOD_VCAA_8X_4v4, + AA_MODE_METHOD_VCAA_16X_4v12, + AA_MODE_METHOD_VCAA_16X_8v8, + AA_MODE_METHOD_MIXEDSAMPLE_32X, + AA_MODE_METHOD_SUPERVCAA_64X_4v12, + AA_MODE_METHOD_SUPERVCAA_64X_8v8, + AA_MODE_METHOD_MIXEDSAMPLE_64X, + AA_MODE_METHOD_MIXEDSAMPLE_128X, + AA_MODE_METHOD_COUNT, + AA_MODE_METHOD_METHOD_MASK, + AA_MODE_METHOD_METHOD_MAX, +}; + +EValues_AA_MODE_REPLAY g_valuesAA_MODE_REPLAY[AA_MODE_REPLAY_NUM_VALUES] = +{ + AA_MODE_REPLAY_SAMPLES_MASK, + AA_MODE_REPLAY_SAMPLES_ONE, + AA_MODE_REPLAY_SAMPLES_TWO, + AA_MODE_REPLAY_SAMPLES_FOUR, + AA_MODE_REPLAY_SAMPLES_EIGHT, + AA_MODE_REPLAY_SAMPLES_MAX, + AA_MODE_REPLAY_MODE_MASK, + AA_MODE_REPLAY_MODE_OFF, + AA_MODE_REPLAY_MODE_ALPHA_TEST, + AA_MODE_REPLAY_MODE_PIXEL_KILL, + AA_MODE_REPLAY_MODE_DYN_BRANCH, + AA_MODE_REPLAY_MODE_OPTIMAL, + AA_MODE_REPLAY_MODE_ALL, + AA_MODE_REPLAY_MODE_MAX, + AA_MODE_REPLAY_TRANSPARENCY, + AA_MODE_REPLAY_DISALLOW_TRAA, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_TESLA, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_FERMI, + AA_MODE_REPLAY_MASK, +}; + +EValues_AA_MODE_SELECTOR g_valuesAA_MODE_SELECTOR[AA_MODE_SELECTOR_NUM_VALUES] = +{ + AA_MODE_SELECTOR_MASK, + AA_MODE_SELECTOR_APP_CONTROL, + AA_MODE_SELECTOR_OVERRIDE, + AA_MODE_SELECTOR_ENHANCE, + AA_MODE_SELECTOR_MAX, +}; + +EValues_AA_MODE_SELECTOR_SLIAA g_valuesAA_MODE_SELECTOR_SLIAA[AA_MODE_SELECTOR_SLIAA_NUM_VALUES] = +{ + AA_MODE_SELECTOR_SLIAA_DISABLED, + AA_MODE_SELECTOR_SLIAA_ENABLED, +}; + +EValues_ANISO_MODE_LEVEL g_valuesANISO_MODE_LEVEL[ANISO_MODE_LEVEL_NUM_VALUES] = +{ + ANISO_MODE_LEVEL_MASK, + ANISO_MODE_LEVEL_NONE_POINT, + ANISO_MODE_LEVEL_NONE_LINEAR, + ANISO_MODE_LEVEL_MAX, + ANISO_MODE_LEVEL_DEFAULT, +}; + +EValues_ANISO_MODE_SELECTOR g_valuesANISO_MODE_SELECTOR[ANISO_MODE_SELECTOR_NUM_VALUES] = +{ + ANISO_MODE_SELECTOR_MASK, + ANISO_MODE_SELECTOR_APP, + ANISO_MODE_SELECTOR_USER, + ANISO_MODE_SELECTOR_COND, + ANISO_MODE_SELECTOR_MAX, + ANISO_MODE_SELECTOR_DEFAULT, +}; + +EValues_ANSEL_ALLOW g_valuesANSEL_ALLOW[ANSEL_ALLOW_NUM_VALUES] = +{ + ANSEL_ALLOW_DISALLOWED, + ANSEL_ALLOW_ALLOWED, +}; + +EValues_ANSEL_ALLOWLISTED g_valuesANSEL_ALLOWLISTED[ANSEL_ALLOWLISTED_NUM_VALUES] = +{ + ANSEL_ALLOWLISTED_DISALLOWED, + ANSEL_ALLOWLISTED_ALLOWED, +}; + +EValues_ANSEL_ENABLE g_valuesANSEL_ENABLE[ANSEL_ENABLE_NUM_VALUES] = +{ + ANSEL_ENABLE_OFF, + ANSEL_ENABLE_ON, +}; + +EValues_APPLICATION_PROFILE_NOTIFICATION_TIMEOUT g_valuesAPPLICATION_PROFILE_NOTIFICATION_TIMEOUT[APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NUM_VALUES] = +{ + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NINE_SECONDS, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_FIFTEEN_SECONDS, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_THIRTY_SECONDS, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ONE_MINUTE, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_TWO_MINUTES, +}; + +EValues_BATTERY_BOOST_APP_FPS g_valuesBATTERY_BOOST_APP_FPS[BATTERY_BOOST_APP_FPS_NUM_VALUES] = +{ + BATTERY_BOOST_APP_FPS_MIN, + BATTERY_BOOST_APP_FPS_MAX, + BATTERY_BOOST_APP_FPS_NO_OVERRIDE, +}; + +EValues_CPL_HIDDEN_PROFILE g_valuesCPL_HIDDEN_PROFILE[CPL_HIDDEN_PROFILE_NUM_VALUES] = +{ + CPL_HIDDEN_PROFILE_DISABLED, + CPL_HIDDEN_PROFILE_ENABLED, +}; + +const wchar_t * g_valuesCUDA_EXCLUDED_GPUS[CUDA_EXCLUDED_GPUS_NUM_VALUES] = +{ + CUDA_EXCLUDED_GPUS_NONE +}; + +const wchar_t * g_valuesD3DOGL_GPU_MAX_POWER[D3DOGL_GPU_MAX_POWER_NUM_VALUES] = +{ + D3DOGL_GPU_MAX_POWER_DEFAULTPOWER +}; + +EValues_EXPORT_PERF_COUNTERS g_valuesEXPORT_PERF_COUNTERS[EXPORT_PERF_COUNTERS_NUM_VALUES] = +{ + EXPORT_PERF_COUNTERS_OFF, + EXPORT_PERF_COUNTERS_ON, +}; + +EValues_EXTERNAL_QUIET_MODE g_valuesEXTERNAL_QUIET_MODE[EXTERNAL_QUIET_MODE_NUM_VALUES] = +{ + EXTERNAL_QUIET_MODE_ON, + EXTERNAL_QUIET_MODE_OFF, +}; + +EValues_FRL_FPS g_valuesFRL_FPS[FRL_FPS_NUM_VALUES] = +{ + FRL_FPS_DISABLED, + FRL_FPS_MIN, + FRL_FPS_MAX, +}; + +EValues_FXAA_ALLOW g_valuesFXAA_ALLOW[FXAA_ALLOW_NUM_VALUES] = +{ + FXAA_ALLOW_DISALLOWED, + FXAA_ALLOW_ALLOWED, +}; + +EValues_FXAA_ENABLE g_valuesFXAA_ENABLE[FXAA_ENABLE_NUM_VALUES] = +{ + FXAA_ENABLE_OFF, + FXAA_ENABLE_ON, +}; + +EValues_FXAA_INDICATOR_ENABLE g_valuesFXAA_INDICATOR_ENABLE[FXAA_INDICATOR_ENABLE_NUM_VALUES] = +{ + FXAA_INDICATOR_ENABLE_OFF, + FXAA_INDICATOR_ENABLE_ON, +}; + +EValues_LATENCY_INDICATOR_AUTOALIGN g_valuesLATENCY_INDICATOR_AUTOALIGN[LATENCY_INDICATOR_AUTOALIGN_NUM_VALUES] = +{ + LATENCY_INDICATOR_AUTOALIGN_DISABLED, + LATENCY_INDICATOR_AUTOALIGN_ENABLED, +}; + +EValues_MCSFRSHOWSPLIT g_valuesMCSFRSHOWSPLIT[MCSFRSHOWSPLIT_NUM_VALUES] = +{ + MCSFRSHOWSPLIT_DISABLED, + MCSFRSHOWSPLIT_ENABLED, +}; + +EValues_NV_QUALITY_UPSCALING g_valuesNV_QUALITY_UPSCALING[NV_QUALITY_UPSCALING_NUM_VALUES] = +{ + NV_QUALITY_UPSCALING_OFF, + NV_QUALITY_UPSCALING_ON, +}; + +EValues_OPTIMUS_MAXAA g_valuesOPTIMUS_MAXAA[OPTIMUS_MAXAA_NUM_VALUES] = +{ + OPTIMUS_MAXAA_MIN, + OPTIMUS_MAXAA_MAX, +}; + +EValues_PHYSXINDICATOR g_valuesPHYSXINDICATOR[PHYSXINDICATOR_NUM_VALUES] = +{ + PHYSXINDICATOR_DISABLED, + PHYSXINDICATOR_ENABLED, +}; + +EValues_PREFERRED_PSTATE g_valuesPREFERRED_PSTATE[PREFERRED_PSTATE_NUM_VALUES] = +{ + PREFERRED_PSTATE_ADAPTIVE, + PREFERRED_PSTATE_PREFER_MAX, + PREFERRED_PSTATE_DRIVER_CONTROLLED, + PREFERRED_PSTATE_PREFER_CONSISTENT_PERFORMANCE, + PREFERRED_PSTATE_PREFER_MIN, + PREFERRED_PSTATE_OPTIMAL_POWER, + PREFERRED_PSTATE_MIN, + PREFERRED_PSTATE_MAX, +}; + +EValues_PREVENT_UI_AF_OVERRIDE g_valuesPREVENT_UI_AF_OVERRIDE[PREVENT_UI_AF_OVERRIDE_NUM_VALUES] = +{ + PREVENT_UI_AF_OVERRIDE_OFF, + PREVENT_UI_AF_OVERRIDE_ON, +}; + +EValues_SHIM_MCCOMPAT g_valuesSHIM_MCCOMPAT[SHIM_MCCOMPAT_NUM_VALUES] = +{ + SHIM_MCCOMPAT_INTEGRATED, + SHIM_MCCOMPAT_ENABLE, + SHIM_MCCOMPAT_USER_EDITABLE, + SHIM_MCCOMPAT_MASK, + SHIM_MCCOMPAT_VIDEO_MASK, + SHIM_MCCOMPAT_VARYING_BIT, + SHIM_MCCOMPAT_AUTO_SELECT, + SHIM_MCCOMPAT_OVERRIDE_BIT, +}; + +EValues_SHIM_RENDERING_MODE g_valuesSHIM_RENDERING_MODE[SHIM_RENDERING_MODE_NUM_VALUES] = +{ + SHIM_RENDERING_MODE_INTEGRATED, + SHIM_RENDERING_MODE_ENABLE, + SHIM_RENDERING_MODE_USER_EDITABLE, + SHIM_RENDERING_MODE_MASK, + SHIM_RENDERING_MODE_VIDEO_MASK, + SHIM_RENDERING_MODE_VARYING_BIT, + SHIM_RENDERING_MODE_AUTO_SELECT, + SHIM_RENDERING_MODE_OVERRIDE_BIT, +}; + +EValues_SHIM_RENDERING_OPTIONS g_valuesSHIM_RENDERING_OPTIONS[SHIM_RENDERING_OPTIONS_NUM_VALUES] = +{ + SHIM_RENDERING_OPTIONS_DEFAULT_RENDERING_MODE, + SHIM_RENDERING_OPTIONS_DISABLE_ASYNC_PRESENT, + SHIM_RENDERING_OPTIONS_EHSHELL_DETECT, + SHIM_RENDERING_OPTIONS_FLASHPLAYER_HOST_DETECT, + SHIM_RENDERING_OPTIONS_VIDEO_DRM_APP_DETECT, + SHIM_RENDERING_OPTIONS_IGNORE_OVERRIDES, + SHIM_RENDERING_OPTIONS_RESERVED1, + SHIM_RENDERING_OPTIONS_ENABLE_DWM_ASYNC_PRESENT, + SHIM_RENDERING_OPTIONS_RESERVED2, + SHIM_RENDERING_OPTIONS_ALLOW_INHERITANCE, + SHIM_RENDERING_OPTIONS_DISABLE_WRAPPERS, + SHIM_RENDERING_OPTIONS_DISABLE_DXGI_WRAPPERS, + SHIM_RENDERING_OPTIONS_PRUNE_UNSUPPORTED_FORMATS, + SHIM_RENDERING_OPTIONS_ENABLE_ALPHA_FORMAT, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING, + SHIM_RENDERING_OPTIONS_DISABLE_CUDA, + SHIM_RENDERING_OPTIONS_ALLOW_CP_CAPS_FOR_VIDEO, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING_FWD_OPTIMUS, + SHIM_RENDERING_OPTIONS_DISABLE_DURING_SECURE_BOOT, + SHIM_RENDERING_OPTIONS_INVERT_FOR_QUADRO, + SHIM_RENDERING_OPTIONS_INVERT_FOR_MSHYBRID, + SHIM_RENDERING_OPTIONS_REGISTER_PROCESS_ENABLE_GOLD, + SHIM_RENDERING_OPTIONS_HANDLE_WINDOWED_MODE_PERF_OPT, + SHIM_RENDERING_OPTIONS_HANDLE_WIN7_ASYNC_RUNTIME_BUG, + SHIM_RENDERING_OPTIONS_EXPLICIT_ADAPTER_OPTED_BY_APP, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH, + SHIM_RENDERING_OPTIONS_DISABLE_TURING_POWER_POLICY, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM, +}; + +EValues_SLI_GPU_COUNT g_valuesSLI_GPU_COUNT[SLI_GPU_COUNT_NUM_VALUES] = +{ + SLI_GPU_COUNT_AUTOSELECT, + SLI_GPU_COUNT_ONE, + SLI_GPU_COUNT_TWO, + SLI_GPU_COUNT_THREE, + SLI_GPU_COUNT_FOUR, +}; + +EValues_SLI_PREDEFINED_GPU_COUNT g_valuesSLI_PREDEFINED_GPU_COUNT[SLI_PREDEFINED_GPU_COUNT_NUM_VALUES] = +{ + SLI_PREDEFINED_GPU_COUNT_AUTOSELECT, + SLI_PREDEFINED_GPU_COUNT_ONE, + SLI_PREDEFINED_GPU_COUNT_TWO, + SLI_PREDEFINED_GPU_COUNT_THREE, + SLI_PREDEFINED_GPU_COUNT_FOUR, +}; + +EValues_SLI_PREDEFINED_GPU_COUNT_DX10 g_valuesSLI_PREDEFINED_GPU_COUNT_DX10[SLI_PREDEFINED_GPU_COUNT_DX10_NUM_VALUES] = +{ + SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT, + SLI_PREDEFINED_GPU_COUNT_DX10_ONE, + SLI_PREDEFINED_GPU_COUNT_DX10_TWO, + SLI_PREDEFINED_GPU_COUNT_DX10_THREE, + SLI_PREDEFINED_GPU_COUNT_DX10_FOUR, +}; + +EValues_SLI_PREDEFINED_MODE g_valuesSLI_PREDEFINED_MODE[SLI_PREDEFINED_MODE_NUM_VALUES] = +{ + SLI_PREDEFINED_MODE_AUTOSELECT, + SLI_PREDEFINED_MODE_FORCE_SINGLE, + SLI_PREDEFINED_MODE_FORCE_AFR, + SLI_PREDEFINED_MODE_FORCE_AFR2, + SLI_PREDEFINED_MODE_FORCE_SFR, + SLI_PREDEFINED_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR, +}; + +EValues_SLI_PREDEFINED_MODE_DX10 g_valuesSLI_PREDEFINED_MODE_DX10[SLI_PREDEFINED_MODE_DX10_NUM_VALUES] = +{ + SLI_PREDEFINED_MODE_DX10_AUTOSELECT, + SLI_PREDEFINED_MODE_DX10_FORCE_SINGLE, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR2, + SLI_PREDEFINED_MODE_DX10_FORCE_SFR, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR_OF_SFR__FALLBACK_3AFR, +}; + +EValues_SLI_RENDERING_MODE g_valuesSLI_RENDERING_MODE[SLI_RENDERING_MODE_NUM_VALUES] = +{ + SLI_RENDERING_MODE_AUTOSELECT, + SLI_RENDERING_MODE_FORCE_SINGLE, + SLI_RENDERING_MODE_FORCE_AFR, + SLI_RENDERING_MODE_FORCE_AFR2, + SLI_RENDERING_MODE_FORCE_SFR, + SLI_RENDERING_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR, +}; + +EValues_VRPRERENDERLIMIT g_valuesVRPRERENDERLIMIT[VRPRERENDERLIMIT_NUM_VALUES] = +{ + VRPRERENDERLIMIT_MIN, + VRPRERENDERLIMIT_MAX, + VRPRERENDERLIMIT_APP_CONTROLLED, + VRPRERENDERLIMIT_DEFAULT, +}; + +EValues_VRRFEATUREINDICATOR g_valuesVRRFEATUREINDICATOR[VRRFEATUREINDICATOR_NUM_VALUES] = +{ + VRRFEATUREINDICATOR_DISABLED, + VRRFEATUREINDICATOR_ENABLED, +}; + +EValues_VRROVERLAYINDICATOR g_valuesVRROVERLAYINDICATOR[VRROVERLAYINDICATOR_NUM_VALUES] = +{ + VRROVERLAYINDICATOR_DISABLED, + VRROVERLAYINDICATOR_ENABLED, +}; + +EValues_VRRREQUESTSTATE g_valuesVRRREQUESTSTATE[VRRREQUESTSTATE_NUM_VALUES] = +{ + VRRREQUESTSTATE_DISABLED, + VRRREQUESTSTATE_FULLSCREEN_ONLY, + VRRREQUESTSTATE_FULLSCREEN_AND_WINDOWED, +}; + +EValues_VRR_APP_OVERRIDE g_valuesVRR_APP_OVERRIDE[VRR_APP_OVERRIDE_NUM_VALUES] = +{ + VRR_APP_OVERRIDE_ALLOW, + VRR_APP_OVERRIDE_FORCE_OFF, + VRR_APP_OVERRIDE_DISALLOW, + VRR_APP_OVERRIDE_ULMB, + VRR_APP_OVERRIDE_FIXED_REFRESH, +}; + +EValues_VRR_APP_OVERRIDE_REQUEST_STATE g_valuesVRR_APP_OVERRIDE_REQUEST_STATE[VRR_APP_OVERRIDE_REQUEST_STATE_NUM_VALUES] = +{ + VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW, + VRR_APP_OVERRIDE_REQUEST_STATE_FORCE_OFF, + VRR_APP_OVERRIDE_REQUEST_STATE_DISALLOW, + VRR_APP_OVERRIDE_REQUEST_STATE_ULMB, + VRR_APP_OVERRIDE_REQUEST_STATE_FIXED_REFRESH, +}; + +EValues_VRR_MODE g_valuesVRR_MODE[VRR_MODE_NUM_VALUES] = +{ + VRR_MODE_DISABLED, + VRR_MODE_FULLSCREEN_ONLY, + VRR_MODE_FULLSCREEN_AND_WINDOWED, +}; + +EValues_VSYNCSMOOTHAFR g_valuesVSYNCSMOOTHAFR[VSYNCSMOOTHAFR_NUM_VALUES] = +{ + VSYNCSMOOTHAFR_OFF, + VSYNCSMOOTHAFR_ON, +}; + +EValues_VSYNCVRRCONTROL g_valuesVSYNCVRRCONTROL[VSYNCVRRCONTROL_NUM_VALUES] = +{ + VSYNCVRRCONTROL_DISABLE, + VSYNCVRRCONTROL_ENABLE, + VSYNCVRRCONTROL_NOTSUPPORTED, +}; + +EValues_VSYNC_BEHAVIOR_FLAGS g_valuesVSYNC_BEHAVIOR_FLAGS[VSYNC_BEHAVIOR_FLAGS_NUM_VALUES] = +{ + VSYNC_BEHAVIOR_FLAGS_NONE, + VSYNC_BEHAVIOR_FLAGS_DEFAULT, + VSYNC_BEHAVIOR_FLAGS_IGNORE_FLIPINTERVAL_MULTIPLE, +}; + +EValues_WKS_API_STEREO_EYES_EXCHANGE g_valuesWKS_API_STEREO_EYES_EXCHANGE[WKS_API_STEREO_EYES_EXCHANGE_NUM_VALUES] = +{ + WKS_API_STEREO_EYES_EXCHANGE_OFF, + WKS_API_STEREO_EYES_EXCHANGE_ON, +}; + +EValues_WKS_API_STEREO_MODE g_valuesWKS_API_STEREO_MODE[WKS_API_STEREO_MODE_NUM_VALUES] = +{ + WKS_API_STEREO_MODE_SHUTTER_GLASSES, + WKS_API_STEREO_MODE_VERTICAL_INTERLACED, + WKS_API_STEREO_MODE_TWINVIEW, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_AUTO, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC0, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC1, + WKS_API_STEREO_MODE_COLOR_LINE, + WKS_API_STEREO_MODE_COLOR_INTERLEAVED, + WKS_API_STEREO_MODE_ANAGLYPH, + WKS_API_STEREO_MODE_HORIZONTAL_INTERLACED, + WKS_API_STEREO_MODE_SIDE_FIELD, + WKS_API_STEREO_MODE_SUB_FIELD, + WKS_API_STEREO_MODE_CHECKERBOARD, + WKS_API_STEREO_MODE_INVERSE_CHECKERBOARD, + WKS_API_STEREO_MODE_TRIDELITY_SL, + WKS_API_STEREO_MODE_TRIDELITY_MV, + WKS_API_STEREO_MODE_SEEFRONT, + WKS_API_STEREO_MODE_STEREO_MIRROR, + WKS_API_STEREO_MODE_FRAME_SEQUENTIAL, + WKS_API_STEREO_MODE_AUTODETECT_PASSIVE_MODE, + WKS_API_STEREO_MODE_AEGIS_DT_FRAME_SEQUENTIAL, + WKS_API_STEREO_MODE_OEM_EMITTER_FRAME_SEQUENTIAL, + WKS_API_STEREO_MODE_DP_INBAND, + WKS_API_STEREO_MODE_USE_HW_DEFAULT, + WKS_API_STEREO_MODE_DEFAULT_GL, +}; + +EValues_WKS_STEREO_DONGLE_SUPPORT g_valuesWKS_STEREO_DONGLE_SUPPORT[WKS_STEREO_DONGLE_SUPPORT_NUM_VALUES] = +{ + WKS_STEREO_DONGLE_SUPPORT_OFF, + WKS_STEREO_DONGLE_SUPPORT_DAC, + WKS_STEREO_DONGLE_SUPPORT_DLP, +}; + +EValues_WKS_STEREO_SUPPORT g_valuesWKS_STEREO_SUPPORT[WKS_STEREO_SUPPORT_NUM_VALUES] = +{ + WKS_STEREO_SUPPORT_OFF, + WKS_STEREO_SUPPORT_ON, +}; + +EValues_WKS_STEREO_SWAP_MODE g_valuesWKS_STEREO_SWAP_MODE[WKS_STEREO_SWAP_MODE_NUM_VALUES] = +{ + WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL, + WKS_STEREO_SWAP_MODE_PER_EYE, + WKS_STEREO_SWAP_MODE_PER_EYE_PAIR, + WKS_STEREO_SWAP_MODE_LEGACY_BEHAVIOR, + WKS_STEREO_SWAP_MODE_PER_EYE_FOR_SWAP_GROUP, +}; + +EValues_AO_MODE g_valuesAO_MODE[AO_MODE_NUM_VALUES] = +{ + AO_MODE_OFF, + AO_MODE_LOW, + AO_MODE_MEDIUM, + AO_MODE_HIGH, +}; + +EValues_AO_MODE_ACTIVE g_valuesAO_MODE_ACTIVE[AO_MODE_ACTIVE_NUM_VALUES] = +{ + AO_MODE_ACTIVE_DISABLED, + AO_MODE_ACTIVE_ENABLED, +}; + +EValues_AUTO_LODBIASADJUST g_valuesAUTO_LODBIASADJUST[AUTO_LODBIASADJUST_NUM_VALUES] = +{ + AUTO_LODBIASADJUST_OFF, + AUTO_LODBIASADJUST_ON, +}; + +EValues_EXPORT_PERF_COUNTERS_DX9_ONLY g_valuesEXPORT_PERF_COUNTERS_DX9_ONLY[EXPORT_PERF_COUNTERS_DX9_ONLY_NUM_VALUES] = +{ + EXPORT_PERF_COUNTERS_DX9_ONLY_OFF, + EXPORT_PERF_COUNTERS_DX9_ONLY_ON, +}; + +EValues_LODBIASADJUST g_valuesLODBIASADJUST[LODBIASADJUST_NUM_VALUES] = +{ + LODBIASADJUST_MIN, + LODBIASADJUST_MAX, +}; + +EValues_MAXWELL_B_SAMPLE_INTERLEAVE g_valuesMAXWELL_B_SAMPLE_INTERLEAVE[MAXWELL_B_SAMPLE_INTERLEAVE_NUM_VALUES] = +{ + MAXWELL_B_SAMPLE_INTERLEAVE_OFF, + MAXWELL_B_SAMPLE_INTERLEAVE_ON, +}; + +EValues_PRERENDERLIMIT g_valuesPRERENDERLIMIT[PRERENDERLIMIT_NUM_VALUES] = +{ + PRERENDERLIMIT_MIN, + PRERENDERLIMIT_MAX, + PRERENDERLIMIT_APP_CONTROLLED, +}; + +EValues_PS_SHADERDISKCACHE g_valuesPS_SHADERDISKCACHE[PS_SHADERDISKCACHE_NUM_VALUES] = +{ + PS_SHADERDISKCACHE_OFF, + PS_SHADERDISKCACHE_ON, +}; + +EValues_PS_SHADERDISKCACHE_MAX_SIZE g_valuesPS_SHADERDISKCACHE_MAX_SIZE[PS_SHADERDISKCACHE_MAX_SIZE_NUM_VALUES] = +{ + PS_SHADERDISKCACHE_MAX_SIZE_MIN, + PS_SHADERDISKCACHE_MAX_SIZE_MAX, +}; + +EValues_PS_TEXFILTER_ANISO_OPTS2 g_valuesPS_TEXFILTER_ANISO_OPTS2[PS_TEXFILTER_ANISO_OPTS2_NUM_VALUES] = +{ + PS_TEXFILTER_ANISO_OPTS2_OFF, + PS_TEXFILTER_ANISO_OPTS2_ON, +}; + +EValues_PS_TEXFILTER_BILINEAR_IN_ANISO g_valuesPS_TEXFILTER_BILINEAR_IN_ANISO[PS_TEXFILTER_BILINEAR_IN_ANISO_NUM_VALUES] = +{ + PS_TEXFILTER_BILINEAR_IN_ANISO_OFF, + PS_TEXFILTER_BILINEAR_IN_ANISO_ON, +}; + +EValues_PS_TEXFILTER_DISABLE_TRILIN_SLOPE g_valuesPS_TEXFILTER_DISABLE_TRILIN_SLOPE[PS_TEXFILTER_DISABLE_TRILIN_SLOPE_NUM_VALUES] = +{ + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ON, +}; + +EValues_PS_TEXFILTER_NO_NEG_LODBIAS g_valuesPS_TEXFILTER_NO_NEG_LODBIAS[PS_TEXFILTER_NO_NEG_LODBIAS_NUM_VALUES] = +{ + PS_TEXFILTER_NO_NEG_LODBIAS_OFF, + PS_TEXFILTER_NO_NEG_LODBIAS_ON, +}; + +EValues_QUALITY_ENHANCEMENTS g_valuesQUALITY_ENHANCEMENTS[QUALITY_ENHANCEMENTS_NUM_VALUES] = +{ + QUALITY_ENHANCEMENTS_HIGHQUALITY, + QUALITY_ENHANCEMENTS_QUALITY, + QUALITY_ENHANCEMENTS_PERFORMANCE, + QUALITY_ENHANCEMENTS_HIGHPERFORMANCE, +}; + +EValues_QUALITY_ENHANCEMENT_SUBSTITUTION g_valuesQUALITY_ENHANCEMENT_SUBSTITUTION[QUALITY_ENHANCEMENT_SUBSTITUTION_NUM_VALUES] = +{ + QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION, + QUALITY_ENHANCEMENT_SUBSTITUTION_HIGHQUALITY_BECOMES_QUALITY, +}; + +EValues_REFRESH_RATE_OVERRIDE g_valuesREFRESH_RATE_OVERRIDE[REFRESH_RATE_OVERRIDE_NUM_VALUES] = +{ + REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED, + REFRESH_RATE_OVERRIDE_HIGHEST_AVAILABLE, + REFRESH_RATE_OVERRIDE_LOW_LATENCY_RR_MASK, +}; + +EValues_SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE g_valuesSET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE[SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_NUM_VALUES] = +{ + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ON, +}; + +EValues_SET_VAB_DATA g_valuesSET_VAB_DATA[SET_VAB_DATA_NUM_VALUES] = +{ + SET_VAB_DATA_ZERO, + SET_VAB_DATA_UINT_ONE, + SET_VAB_DATA_FLOAT_ONE, + SET_VAB_DATA_FLOAT_POS_INF, + SET_VAB_DATA_FLOAT_NAN, + SET_VAB_DATA_USE_API_DEFAULTS, +}; + +EValues_VSYNCMODE g_valuesVSYNCMODE[VSYNCMODE_NUM_VALUES] = +{ + VSYNCMODE_PASSIVE, + VSYNCMODE_FORCEOFF, + VSYNCMODE_FORCEON, + VSYNCMODE_FLIPINTERVAL2, + VSYNCMODE_FLIPINTERVAL3, + VSYNCMODE_FLIPINTERVAL4, + VSYNCMODE_VIRTUAL, +}; + +EValues_VSYNCTEARCONTROL g_valuesVSYNCTEARCONTROL[VSYNCTEARCONTROL_NUM_VALUES] = +{ + VSYNCTEARCONTROL_DISABLE, + VSYNCTEARCONTROL_ENABLE, +}; + + +SettingDWORDNameString mapSettingDWORD[TOTAL_DWORD_SETTING_NUM] = +{ + {OGL_AA_LINE_GAMMA_ID, OGL_AA_LINE_GAMMA_STRING, 4, (NvU32 *)g_valuesOGL_AA_LINE_GAMMA, OGL_AA_LINE_GAMMA_DISABLED}, + {OGL_CPL_GDI_COMPATIBILITY_ID, OGL_CPL_GDI_COMPATIBILITY_STRING, 3, (NvU32 *)g_valuesOGL_CPL_GDI_COMPATIBILITY, OGL_CPL_GDI_COMPATIBILITY_AUTO}, + {OGL_CPL_PREFER_DXPRESENT_ID, OGL_CPL_PREFER_DXPRESENT_STRING, 3, (NvU32 *)g_valuesOGL_CPL_PREFER_DXPRESENT, OGL_CPL_PREFER_DXPRESENT_AUTO}, + {OGL_DEEP_COLOR_SCANOUT_ID, OGL_DEEP_COLOR_SCANOUT_STRING, 2, (NvU32 *)g_valuesOGL_DEEP_COLOR_SCANOUT, OGL_DEEP_COLOR_SCANOUT_ENABLE}, + {OGL_DEFAULT_SWAP_INTERVAL_ID, OGL_DEFAULT_SWAP_INTERVAL_STRING, 9, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL, OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE}, + {OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ID, OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_STRING, 2, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL, 0x00000000}, + {OGL_DEFAULT_SWAP_INTERVAL_SIGN_ID, OGL_DEFAULT_SWAP_INTERVAL_SIGN_STRING, 2, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL_SIGN, OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE}, + {OGL_EVENT_LOG_SEVERITY_THRESHOLD_ID, OGL_EVENT_LOG_SEVERITY_THRESHOLD_STRING, 5, (NvU32 *)g_valuesOGL_EVENT_LOG_SEVERITY_THRESHOLD, OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL}, + {OGL_EXTENSION_STRING_VERSION_ID, OGL_EXTENSION_STRING_VERSION_STRING, 0, NULL, 0x00000000}, + {OGL_FORCE_BLIT_ID, OGL_FORCE_BLIT_STRING, 2, (NvU32 *)g_valuesOGL_FORCE_BLIT, OGL_FORCE_BLIT_OFF}, + {OGL_FORCE_STEREO_ID, OGL_FORCE_STEREO_STRING, 2, (NvU32 *)g_valuesOGL_FORCE_STEREO, OGL_FORCE_STEREO_OFF}, + {OGL_MAX_FRAMES_ALLOWED_ID, OGL_MAX_FRAMES_ALLOWED_STRING, 0, NULL, 0x00000002}, + {OGL_OVERLAY_PIXEL_TYPE_ID, OGL_OVERLAY_PIXEL_TYPE_STRING, 4, (NvU32 *)g_valuesOGL_OVERLAY_PIXEL_TYPE, OGL_OVERLAY_PIXEL_TYPE_CI}, + {OGL_OVERLAY_SUPPORT_ID, OGL_OVERLAY_SUPPORT_STRING, 3, (NvU32 *)g_valuesOGL_OVERLAY_SUPPORT, OGL_OVERLAY_SUPPORT_OFF}, + {OGL_QUALITY_ENHANCEMENTS_ID, OGL_QUALITY_ENHANCEMENTS_STRING, 4, (NvU32 *)g_valuesOGL_QUALITY_ENHANCEMENTS, OGL_QUALITY_ENHANCEMENTS_QUAL}, + {OGL_SINGLE_BACKDEPTH_BUFFER_ID, OGL_SINGLE_BACKDEPTH_BUFFER_STRING, 3, (NvU32 *)g_valuesOGL_SINGLE_BACKDEPTH_BUFFER, OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE}, + {OGL_SLI_MULTICAST_ID, OGL_SLI_MULTICAST_STRING, 4, (NvU32 *)g_valuesOGL_SLI_MULTICAST, OGL_SLI_MULTICAST_DISABLE}, + {OGL_THREAD_CONTROL_ID, OGL_THREAD_CONTROL_STRING, 2, (NvU32 *)g_valuesOGL_THREAD_CONTROL, 0x00000000}, + {OGL_TMON_LEVEL_ID, OGL_TMON_LEVEL_STRING, 6, (NvU32 *)g_valuesOGL_TMON_LEVEL, OGL_TMON_LEVEL_MOST}, + {OGL_TRIPLE_BUFFER_ID, OGL_TRIPLE_BUFFER_STRING, 2, (NvU32 *)g_valuesOGL_TRIPLE_BUFFER, OGL_TRIPLE_BUFFER_DISABLED}, + {AA_BEHAVIOR_FLAGS_ID, AA_BEHAVIOR_FLAGS_STRING, 18, (NvU32 *)g_valuesAA_BEHAVIOR_FLAGS, AA_BEHAVIOR_FLAGS_DEFAULT}, + {AA_MODE_ALPHATOCOVERAGE_ID, AA_MODE_ALPHATOCOVERAGE_STRING, 4, (NvU32 *)g_valuesAA_MODE_ALPHATOCOVERAGE, 0x00000000}, + {AA_MODE_GAMMACORRECTION_ID, AA_MODE_GAMMACORRECTION_STRING, 8, (NvU32 *)g_valuesAA_MODE_GAMMACORRECTION, 0x00000000}, + {AA_MODE_METHOD_ID, AA_MODE_METHOD_STRING, 50, (NvU32 *)g_valuesAA_MODE_METHOD, AA_MODE_METHOD_NONE}, + {AA_MODE_REPLAY_ID, AA_MODE_REPLAY_STRING, 20, (NvU32 *)g_valuesAA_MODE_REPLAY, 0x00000000}, + {AA_MODE_SELECTOR_ID, AA_MODE_SELECTOR_STRING, 5, (NvU32 *)g_valuesAA_MODE_SELECTOR, AA_MODE_SELECTOR_APP_CONTROL}, + {AA_MODE_SELECTOR_SLIAA_ID, AA_MODE_SELECTOR_SLIAA_STRING, 2, (NvU32 *)g_valuesAA_MODE_SELECTOR_SLIAA, AA_MODE_SELECTOR_SLIAA_DISABLED}, + {ANISO_MODE_LEVEL_ID, ANISO_MODE_LEVEL_STRING, 5, (NvU32 *)g_valuesANISO_MODE_LEVEL, ANISO_MODE_LEVEL_DEFAULT}, + {ANISO_MODE_SELECTOR_ID, ANISO_MODE_SELECTOR_STRING, 6, (NvU32 *)g_valuesANISO_MODE_SELECTOR, ANISO_MODE_SELECTOR_DEFAULT}, + {ANSEL_ALLOW_ID, ANSEL_ALLOW_STRING, 2, (NvU32 *)g_valuesANSEL_ALLOW, ANSEL_ALLOW_ALLOWED}, + {ANSEL_ALLOWLISTED_ID, ANSEL_ALLOWLISTED_STRING, 2, (NvU32 *)g_valuesANSEL_ALLOWLISTED, ANSEL_ALLOWLISTED_DISALLOWED}, + {ANSEL_ENABLE_ID, ANSEL_ENABLE_STRING, 2, (NvU32 *)g_valuesANSEL_ENABLE, ANSEL_ENABLE_ON}, + {APPIDLE_DYNAMIC_FRL_FPS_ID, APPIDLE_DYNAMIC_FRL_FPS_STRING, 0, NULL, 0x00000000}, + {APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_ID, APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_STRING, 0, NULL, 0x00000000}, + {APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ID, APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_STRING, 6, (NvU32 *)g_valuesAPPLICATION_PROFILE_NOTIFICATION_TIMEOUT, APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED}, + {APPLICATION_STEAM_ID_ID, APPLICATION_STEAM_ID_STRING, 0, NULL, 0x00000000}, + {BATTERY_BOOST_APP_FPS_ID, BATTERY_BOOST_APP_FPS_STRING, 3, (NvU32 *)g_valuesBATTERY_BOOST_APP_FPS, BATTERY_BOOST_APP_FPS_NO_OVERRIDE}, + {CPL_HIDDEN_PROFILE_ID, CPL_HIDDEN_PROFILE_STRING, 2, (NvU32 *)g_valuesCPL_HIDDEN_PROFILE, CPL_HIDDEN_PROFILE_DISABLED}, + {EXPORT_PERF_COUNTERS_ID, EXPORT_PERF_COUNTERS_STRING, 2, (NvU32 *)g_valuesEXPORT_PERF_COUNTERS, EXPORT_PERF_COUNTERS_OFF}, + {EXTERNAL_QUIET_MODE_ID, EXTERNAL_QUIET_MODE_STRING, 2, (NvU32 *)g_valuesEXTERNAL_QUIET_MODE, EXTERNAL_QUIET_MODE_OFF}, + {FRL_FPS_ID, FRL_FPS_STRING, 3, (NvU32 *)g_valuesFRL_FPS, FRL_FPS_DISABLED}, + {FXAA_ALLOW_ID, FXAA_ALLOW_STRING, 2, (NvU32 *)g_valuesFXAA_ALLOW, FXAA_ALLOW_ALLOWED}, + {FXAA_ENABLE_ID, FXAA_ENABLE_STRING, 2, (NvU32 *)g_valuesFXAA_ENABLE, FXAA_ENABLE_OFF}, + {FXAA_INDICATOR_ENABLE_ID, FXAA_INDICATOR_ENABLE_STRING, 2, (NvU32 *)g_valuesFXAA_INDICATOR_ENABLE, FXAA_INDICATOR_ENABLE_OFF}, + {LATENCY_INDICATOR_AUTOALIGN_ID, LATENCY_INDICATOR_AUTOALIGN_STRING, 2, (NvU32 *)g_valuesLATENCY_INDICATOR_AUTOALIGN, LATENCY_INDICATOR_AUTOALIGN_ENABLED}, + {MCSFRSHOWSPLIT_ID, MCSFRSHOWSPLIT_STRING, 2, (NvU32 *)g_valuesMCSFRSHOWSPLIT, MCSFRSHOWSPLIT_DISABLED}, + {NV_QUALITY_UPSCALING_ID, NV_QUALITY_UPSCALING_STRING, 2, (NvU32 *)g_valuesNV_QUALITY_UPSCALING, NV_QUALITY_UPSCALING_OFF}, + {OPTIMUS_MAXAA_ID, OPTIMUS_MAXAA_STRING, 2, (NvU32 *)g_valuesOPTIMUS_MAXAA, 0x00000000}, + {PHYSXINDICATOR_ID, PHYSXINDICATOR_STRING, 2, (NvU32 *)g_valuesPHYSXINDICATOR, PHYSXINDICATOR_DISABLED}, + {PREFERRED_PSTATE_ID, PREFERRED_PSTATE_STRING, 8, (NvU32 *)g_valuesPREFERRED_PSTATE, PREFERRED_PSTATE_OPTIMAL_POWER}, + {PREVENT_UI_AF_OVERRIDE_ID, PREVENT_UI_AF_OVERRIDE_STRING, 2, (NvU32 *)g_valuesPREVENT_UI_AF_OVERRIDE, PREVENT_UI_AF_OVERRIDE_OFF}, + {SHIM_MAXRES_ID, SHIM_MAXRES_STRING, 0, NULL, 0x00000000}, + {SHIM_MCCOMPAT_ID, SHIM_MCCOMPAT_STRING, 8, (NvU32 *)g_valuesSHIM_MCCOMPAT, SHIM_MCCOMPAT_AUTO_SELECT}, + {SHIM_RENDERING_MODE_ID, SHIM_RENDERING_MODE_STRING, 8, (NvU32 *)g_valuesSHIM_RENDERING_MODE, SHIM_RENDERING_MODE_AUTO_SELECT}, + {SHIM_RENDERING_OPTIONS_ID, SHIM_RENDERING_OPTIONS_STRING, 30, (NvU32 *)g_valuesSHIM_RENDERING_OPTIONS, 0x00000000}, + {SLI_GPU_COUNT_ID, SLI_GPU_COUNT_STRING, 5, (NvU32 *)g_valuesSLI_GPU_COUNT, SLI_GPU_COUNT_AUTOSELECT}, + {SLI_PREDEFINED_GPU_COUNT_ID, SLI_PREDEFINED_GPU_COUNT_STRING, 5, (NvU32 *)g_valuesSLI_PREDEFINED_GPU_COUNT, SLI_PREDEFINED_GPU_COUNT_AUTOSELECT}, + {SLI_PREDEFINED_GPU_COUNT_DX10_ID, SLI_PREDEFINED_GPU_COUNT_DX10_STRING, 5, (NvU32 *)g_valuesSLI_PREDEFINED_GPU_COUNT_DX10, SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT}, + {SLI_PREDEFINED_MODE_ID, SLI_PREDEFINED_MODE_STRING, 6, (NvU32 *)g_valuesSLI_PREDEFINED_MODE, SLI_PREDEFINED_MODE_AUTOSELECT}, + {SLI_PREDEFINED_MODE_DX10_ID, SLI_PREDEFINED_MODE_DX10_STRING, 6, (NvU32 *)g_valuesSLI_PREDEFINED_MODE_DX10, SLI_PREDEFINED_MODE_DX10_AUTOSELECT}, + {SLI_RENDERING_MODE_ID, SLI_RENDERING_MODE_STRING, 6, (NvU32 *)g_valuesSLI_RENDERING_MODE, SLI_RENDERING_MODE_AUTOSELECT}, + {VRPRERENDERLIMIT_ID, VRPRERENDERLIMIT_STRING, 4, (NvU32 *)g_valuesVRPRERENDERLIMIT, VRPRERENDERLIMIT_DEFAULT}, + {VRRFEATUREINDICATOR_ID, VRRFEATUREINDICATOR_STRING, 2, (NvU32 *)g_valuesVRRFEATUREINDICATOR, VRRFEATUREINDICATOR_ENABLED}, + {VRROVERLAYINDICATOR_ID, VRROVERLAYINDICATOR_STRING, 2, (NvU32 *)g_valuesVRROVERLAYINDICATOR, VRROVERLAYINDICATOR_ENABLED}, + {VRRREQUESTSTATE_ID, VRRREQUESTSTATE_STRING, 3, (NvU32 *)g_valuesVRRREQUESTSTATE, VRRREQUESTSTATE_FULLSCREEN_ONLY}, + {VRR_APP_OVERRIDE_ID, VRR_APP_OVERRIDE_STRING, 5, (NvU32 *)g_valuesVRR_APP_OVERRIDE, VRR_APP_OVERRIDE_ALLOW}, + {VRR_APP_OVERRIDE_REQUEST_STATE_ID, VRR_APP_OVERRIDE_REQUEST_STATE_STRING, 5, (NvU32 *)g_valuesVRR_APP_OVERRIDE_REQUEST_STATE, VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW}, + {VRR_MODE_ID, VRR_MODE_STRING, 3, (NvU32 *)g_valuesVRR_MODE, VRR_MODE_FULLSCREEN_ONLY}, + {VSYNCSMOOTHAFR_ID, VSYNCSMOOTHAFR_STRING, 2, (NvU32 *)g_valuesVSYNCSMOOTHAFR, VSYNCSMOOTHAFR_OFF}, + {VSYNCVRRCONTROL_ID, VSYNCVRRCONTROL_STRING, 3, (NvU32 *)g_valuesVSYNCVRRCONTROL, VSYNCVRRCONTROL_ENABLE}, + {VSYNC_BEHAVIOR_FLAGS_ID, VSYNC_BEHAVIOR_FLAGS_STRING, 3, (NvU32 *)g_valuesVSYNC_BEHAVIOR_FLAGS, VSYNC_BEHAVIOR_FLAGS_DEFAULT}, + {WKS_API_STEREO_EYES_EXCHANGE_ID, WKS_API_STEREO_EYES_EXCHANGE_STRING, 2, (NvU32 *)g_valuesWKS_API_STEREO_EYES_EXCHANGE, WKS_API_STEREO_EYES_EXCHANGE_OFF}, + {WKS_API_STEREO_MODE_ID, WKS_API_STEREO_MODE_STRING, 25, (NvU32 *)g_valuesWKS_API_STEREO_MODE, WKS_API_STEREO_MODE_SHUTTER_GLASSES}, + {WKS_STEREO_DONGLE_SUPPORT_ID, WKS_STEREO_DONGLE_SUPPORT_STRING, 3, (NvU32 *)g_valuesWKS_STEREO_DONGLE_SUPPORT, WKS_STEREO_DONGLE_SUPPORT_DAC}, + {WKS_STEREO_SUPPORT_ID, WKS_STEREO_SUPPORT_STRING, 2, (NvU32 *)g_valuesWKS_STEREO_SUPPORT, WKS_STEREO_SUPPORT_OFF}, + {WKS_STEREO_SWAP_MODE_ID, WKS_STEREO_SWAP_MODE_STRING, 5, (NvU32 *)g_valuesWKS_STEREO_SWAP_MODE, WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL}, + {AO_MODE_ID, AO_MODE_STRING, 4, (NvU32 *)g_valuesAO_MODE, AO_MODE_OFF}, + {AO_MODE_ACTIVE_ID, AO_MODE_ACTIVE_STRING, 2, (NvU32 *)g_valuesAO_MODE_ACTIVE, AO_MODE_ACTIVE_DISABLED}, + {AUTO_LODBIASADJUST_ID, AUTO_LODBIASADJUST_STRING, 2, (NvU32 *)g_valuesAUTO_LODBIASADJUST, AUTO_LODBIASADJUST_ON}, + {EXPORT_PERF_COUNTERS_DX9_ONLY_ID, EXPORT_PERF_COUNTERS_DX9_ONLY_STRING, 2, (NvU32 *)g_valuesEXPORT_PERF_COUNTERS_DX9_ONLY, EXPORT_PERF_COUNTERS_DX9_ONLY_OFF}, + {LODBIASADJUST_ID, LODBIASADJUST_STRING, 2, (NvU32 *)g_valuesLODBIASADJUST, 0x00000000}, + {MAXWELL_B_SAMPLE_INTERLEAVE_ID, MAXWELL_B_SAMPLE_INTERLEAVE_STRING, 2, (NvU32 *)g_valuesMAXWELL_B_SAMPLE_INTERLEAVE, MAXWELL_B_SAMPLE_INTERLEAVE_OFF}, + {PRERENDERLIMIT_ID, PRERENDERLIMIT_STRING, 3, (NvU32 *)g_valuesPRERENDERLIMIT, PRERENDERLIMIT_APP_CONTROLLED}, + {PS_SHADERDISKCACHE_ID, PS_SHADERDISKCACHE_STRING, 2, (NvU32 *)g_valuesPS_SHADERDISKCACHE, PS_SHADERDISKCACHE_ON}, + {PS_SHADERDISKCACHE_MAX_SIZE_ID, PS_SHADERDISKCACHE_MAX_SIZE_STRING, 2, (NvU32 *)g_valuesPS_SHADERDISKCACHE_MAX_SIZE, 0x00000000}, + {PS_TEXFILTER_ANISO_OPTS2_ID, PS_TEXFILTER_ANISO_OPTS2_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_ANISO_OPTS2, PS_TEXFILTER_ANISO_OPTS2_OFF}, + {PS_TEXFILTER_BILINEAR_IN_ANISO_ID, PS_TEXFILTER_BILINEAR_IN_ANISO_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_BILINEAR_IN_ANISO, PS_TEXFILTER_BILINEAR_IN_ANISO_OFF}, + {PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ID, PS_TEXFILTER_DISABLE_TRILIN_SLOPE_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_DISABLE_TRILIN_SLOPE, PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF}, + {PS_TEXFILTER_NO_NEG_LODBIAS_ID, PS_TEXFILTER_NO_NEG_LODBIAS_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_NO_NEG_LODBIAS, PS_TEXFILTER_NO_NEG_LODBIAS_OFF}, + {QUALITY_ENHANCEMENTS_ID, QUALITY_ENHANCEMENTS_STRING, 4, (NvU32 *)g_valuesQUALITY_ENHANCEMENTS, QUALITY_ENHANCEMENTS_QUALITY}, + {QUALITY_ENHANCEMENT_SUBSTITUTION_ID, QUALITY_ENHANCEMENT_SUBSTITUTION_STRING, 2, (NvU32 *)g_valuesQUALITY_ENHANCEMENT_SUBSTITUTION, QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION}, + {REFRESH_RATE_OVERRIDE_ID, REFRESH_RATE_OVERRIDE_STRING, 3, (NvU32 *)g_valuesREFRESH_RATE_OVERRIDE, REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED}, + {SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ID, SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_STRING, 2, (NvU32 *)g_valuesSET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE, SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF}, + {SET_VAB_DATA_ID, SET_VAB_DATA_STRING, 6, (NvU32 *)g_valuesSET_VAB_DATA, SET_VAB_DATA_USE_API_DEFAULTS}, + {VSYNCMODE_ID, VSYNCMODE_STRING, 7, (NvU32 *)g_valuesVSYNCMODE, VSYNCMODE_PASSIVE}, + {VSYNCTEARCONTROL_ID, VSYNCTEARCONTROL_STRING, 2, (NvU32 *)g_valuesVSYNCTEARCONTROL, VSYNCTEARCONTROL_DISABLE}, +}; + +SettingWSTRINGNameString mapSettingWSTRING[TOTAL_WSTRING_SETTING_NUM] = +{ + {OGL_IMPLICIT_GPU_AFFINITY_ID, OGL_IMPLICIT_GPU_AFFINITY_STRING, 1, (const wchar_t **)g_valuesOGL_IMPLICIT_GPU_AFFINITY, L"autoselect"}, + {CUDA_EXCLUDED_GPUS_ID, CUDA_EXCLUDED_GPUS_STRING, 1, (const wchar_t **)g_valuesCUDA_EXCLUDED_GPUS, L"none"}, + {D3DOGL_GPU_MAX_POWER_ID, D3DOGL_GPU_MAX_POWER_STRING, 1, (const wchar_t **)g_valuesD3DOGL_GPU_MAX_POWER, L"0"}, + {ICAFE_LOGO_CONFIG_ID, ICAFE_LOGO_CONFIG_STRING, 0, NULL, L""}, + {PS_SHADERDISKCACHE_DLL_PATH_WCHAR_ID, PS_SHADERDISKCACHE_DLL_PATH_WCHAR_STRING, 0, NULL, L""}, +}; + diff --git a/src/imports/nvapi/NvApiDriverSettings.h b/src/imports/nvapi/NvApiDriverSettings.h new file mode 100644 index 0000000..7e4d2b3 --- /dev/null +++ b/src/imports/nvapi/NvApiDriverSettings.h @@ -0,0 +1,1150 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#ifndef _NVAPI_DRIVER_SETTINGS_H_ +#define _NVAPI_DRIVER_SETTINGS_H_ + +#define OGL_AA_LINE_GAMMA_STRING L"Antialiasing - Line gamma" +#define OGL_CPL_GDI_COMPATIBILITY_STRING L"OpenGL GDI compatibility" +#define OGL_CPL_PREFER_DXPRESENT_STRING L"Vulkan/OpenGL present method" +#define OGL_DEEP_COLOR_SCANOUT_STRING L"Deep color for 3D applications" +#define OGL_DEFAULT_SWAP_INTERVAL_STRING L"OpenGL default swap interval" +#define OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_STRING L"OpenGL default swap interval fraction" +#define OGL_DEFAULT_SWAP_INTERVAL_SIGN_STRING L"OpenGL default swap interval sign" +#define OGL_EVENT_LOG_SEVERITY_THRESHOLD_STRING L"Event Log Severity Threshold" +#define OGL_EXTENSION_STRING_VERSION_STRING L"Extension String version" +#define OGL_FORCE_BLIT_STRING L"Buffer-flipping mode" +#define OGL_FORCE_STEREO_STRING L"Force Stereo shuttering" +#define OGL_IMPLICIT_GPU_AFFINITY_STRING L"Preferred OpenGL GPU" +#define OGL_MAX_FRAMES_ALLOWED_STRING L"Maximum frames allowed" +#define OGL_OVERLAY_PIXEL_TYPE_STRING L"Exported Overlay pixel types" +#define OGL_OVERLAY_SUPPORT_STRING L"Enable overlay" +#define OGL_QUALITY_ENHANCEMENTS_STRING L"High level control of the rendering quality on OpenGL" +#define OGL_SINGLE_BACKDEPTH_BUFFER_STRING L"Unified back/depth buffer" +#define OGL_SLI_MULTICAST_STRING L"Enable NV_gpu_multicast extension" +#define OGL_THREAD_CONTROL_STRING L"Threaded optimization" +#define OGL_TMON_LEVEL_STRING L"Event Log Tmon Severity Threshold" +#define OGL_TRIPLE_BUFFER_STRING L"Triple buffering" +#define AA_BEHAVIOR_FLAGS_STRING L"Antialiasing - Behavior Flags" +#define AA_MODE_ALPHATOCOVERAGE_STRING L"Antialiasing - Transparency Multisampling" +#define AA_MODE_GAMMACORRECTION_STRING L"Antialiasing - Gamma correction" +#define AA_MODE_METHOD_STRING L"Antialiasing - Setting" +#define AA_MODE_REPLAY_STRING L"Antialiasing - Transparency Supersampling" +#define AA_MODE_SELECTOR_STRING L"Antialiasing - Mode" +#define AA_MODE_SELECTOR_SLIAA_STRING L"Antialiasing - SLI AA" +#define ANISO_MODE_LEVEL_STRING L"Anisotropic filtering setting" +#define ANISO_MODE_SELECTOR_STRING L"Anisotropic filtering mode" +#define ANSEL_ALLOW_STRING L"NVIDIA Predefined Ansel Usage" +#define ANSEL_ALLOWLISTED_STRING L"Ansel flags for enabled applications" +#define ANSEL_ENABLE_STRING L"Enable Ansel" +#define APPIDLE_DYNAMIC_FRL_FPS_STRING L"Idle Application Max FPS Limit" +#define APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_STRING L"Idle Application Threshold Time out in seconds" +#define APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_STRING L"Application Profile Notification Popup Timeout" +#define APPLICATION_STEAM_ID_STRING L"Steam Application ID" +#define BATTERY_BOOST_APP_FPS_STRING L"Battery Boost Application FPS" +#define CPL_HIDDEN_PROFILE_STRING L"Do not display this profile in the Control Panel" +#define CUDA_EXCLUDED_GPUS_STRING L"List of Universal GPU ids" +#define D3DOGL_GPU_MAX_POWER_STRING L"Maximum GPU Power" +#define EXPORT_PERF_COUNTERS_STRING L"Export Performance Counters" +#define EXTERNAL_QUIET_MODE_STRING L"External Quiet Mode (XQM)" +#define FRL_FPS_STRING L"Frame Rate Limiter" +#define FXAA_ALLOW_STRING L"NVIDIA Predefined FXAA Usage" +#define FXAA_ENABLE_STRING L"Enable FXAA" +#define FXAA_INDICATOR_ENABLE_STRING L"Enable FXAA Indicator" +#define LATENCY_INDICATOR_AUTOALIGN_STRING L"Autoalign flash indicator" +#define MCSFRSHOWSPLIT_STRING L"SLI indicator" +#define NV_QUALITY_UPSCALING_STRING L"NVIDIA Quality upscaling" +#define OPTIMUS_MAXAA_STRING L"Maximum AA samples allowed for a given application" +#define PHYSXINDICATOR_STRING L"Display the PhysX indicator" +#define PREFERRED_PSTATE_STRING L"Power management mode" +#define PREVENT_UI_AF_OVERRIDE_STRING L"No override of Anisotropic filtering" +#define SHIM_MAXRES_STRING L"Maximum resolution allowed for a given application" +#define SHIM_MCCOMPAT_STRING L"Optimus flags for enabled applications" +#define SHIM_RENDERING_MODE_STRING L"Enable application for Optimus" +#define SHIM_RENDERING_OPTIONS_STRING L"Shim Rendering Mode Options per application for Optimus" +#define SLI_GPU_COUNT_STRING L"Number of GPUs to use on SLI rendering mode" +#define SLI_PREDEFINED_GPU_COUNT_STRING L"NVIDIA predefined number of GPUs to use on SLI rendering mode" +#define SLI_PREDEFINED_GPU_COUNT_DX10_STRING L"NVIDIA predefined number of GPUs to use on SLI rendering mode on DirectX 10" +#define SLI_PREDEFINED_MODE_STRING L"NVIDIA predefined SLI mode" +#define SLI_PREDEFINED_MODE_DX10_STRING L"NVIDIA predefined SLI mode on DirectX 10" +#define SLI_RENDERING_MODE_STRING L"SLI rendering mode" +#define VRPRERENDERLIMIT_STRING L"Virtual Reality pre-rendered frames" +#define VRRFEATUREINDICATOR_STRING L"Toggle the VRR global feature" +#define VRROVERLAYINDICATOR_STRING L"Display the VRR Overlay Indicator" +#define VRRREQUESTSTATE_STRING L"VRR requested state" +#define VRR_APP_OVERRIDE_STRING L"G-SYNC" +#define VRR_APP_OVERRIDE_REQUEST_STATE_STRING L"G-SYNC" +#define VRR_MODE_STRING L"Enable G-SYNC globally" +#define VSYNCSMOOTHAFR_STRING L"Flag to control smooth AFR behavior" +#define VSYNCVRRCONTROL_STRING L"Variable refresh Rate" +#define VSYNC_BEHAVIOR_FLAGS_STRING L"Vsync - Behavior Flags" +#define WKS_API_STEREO_EYES_EXCHANGE_STRING L"Stereo - Swap eyes" +#define WKS_API_STEREO_MODE_STRING L"Stereo - Display mode" +#define WKS_STEREO_DONGLE_SUPPORT_STRING L"Stereo - Dongle Support" +#define WKS_STEREO_SUPPORT_STRING L"Stereo - Enable" +#define WKS_STEREO_SWAP_MODE_STRING L"Stereo - swap mode" +#define AO_MODE_STRING L"Ambient Occlusion" +#define AO_MODE_ACTIVE_STRING L"NVIDIA Predefined Ambient Occlusion Usage" +#define AUTO_LODBIASADJUST_STRING L"Texture filtering - Driver Controlled LOD Bias" +#define EXPORT_PERF_COUNTERS_DX9_ONLY_STRING L"Export Performance Counters for DX9 only" +#define ICAFE_LOGO_CONFIG_STRING L"ICafe Settings" +#define LODBIASADJUST_STRING L"Texture filtering - LOD Bias" +#define MAXWELL_B_SAMPLE_INTERLEAVE_STRING L"Enable sample interleaving (MFAA)" +#define PRERENDERLIMIT_STRING L"Maximum pre-rendered frames" +#define PS_SHADERDISKCACHE_STRING L"Shader Cache" +#define PS_SHADERDISKCACHE_DLL_PATH_WCHAR_STRING L"shader cache path to dll" +#define PS_SHADERDISKCACHE_MAX_SIZE_STRING L"Shader disk cache maximum size" +#define PS_TEXFILTER_ANISO_OPTS2_STRING L"Texture filtering - Anisotropic sample optimization" +#define PS_TEXFILTER_BILINEAR_IN_ANISO_STRING L"Texture filtering - Anisotropic filter optimization" +#define PS_TEXFILTER_DISABLE_TRILIN_SLOPE_STRING L"Texture filtering - Trilinear optimization" +#define PS_TEXFILTER_NO_NEG_LODBIAS_STRING L"Texture filtering - Negative LOD bias" +#define QUALITY_ENHANCEMENTS_STRING L"Texture filtering - Quality" +#define QUALITY_ENHANCEMENT_SUBSTITUTION_STRING L"Texture filtering - Quality Substitution" +#define REFRESH_RATE_OVERRIDE_STRING L"Preferred refresh rate" +#define SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_STRING L"PowerThrottle" +#define SET_VAB_DATA_STRING L"VAB Default Data" +#define VSYNCMODE_STRING L"Vertical Sync" +#define VSYNCTEARCONTROL_STRING L"Vertical Sync Tear Control" + +enum ESetting { + OGL_AA_LINE_GAMMA_ID = 0x2089BF6C, + OGL_CPL_GDI_COMPATIBILITY_ID = 0x2072C5A3, + OGL_CPL_PREFER_DXPRESENT_ID = 0x20D690F8, + OGL_DEEP_COLOR_SCANOUT_ID = 0x2097C2F6, + OGL_DEFAULT_SWAP_INTERVAL_ID = 0x206A6582, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ID = 0x206C4581, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_ID = 0x20655CFA, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_ID = 0x209DF23E, + OGL_EXTENSION_STRING_VERSION_ID = 0x20FF7493, + OGL_FORCE_BLIT_ID = 0x201F619F, + OGL_FORCE_STEREO_ID = 0x204D9A0C, + OGL_IMPLICIT_GPU_AFFINITY_ID = 0x20D0F3E6, + OGL_MAX_FRAMES_ALLOWED_ID = 0x208E55E3, + OGL_OVERLAY_PIXEL_TYPE_ID = 0x209AE66F, + OGL_OVERLAY_SUPPORT_ID = 0x206C28C4, + OGL_QUALITY_ENHANCEMENTS_ID = 0x20797D6C, + OGL_SINGLE_BACKDEPTH_BUFFER_ID = 0x20A29055, + OGL_SLI_MULTICAST_ID = 0x2092D3BE, + OGL_THREAD_CONTROL_ID = 0x20C1221E, + OGL_TMON_LEVEL_ID = 0x202888C1, + OGL_TRIPLE_BUFFER_ID = 0x20FDD1F9, + AA_BEHAVIOR_FLAGS_ID = 0x10ECDB82, + AA_MODE_ALPHATOCOVERAGE_ID = 0x10FC2D9C, + AA_MODE_GAMMACORRECTION_ID = 0x107D639D, + AA_MODE_METHOD_ID = 0x10D773D2, + AA_MODE_REPLAY_ID = 0x10D48A85, + AA_MODE_SELECTOR_ID = 0x107EFC5B, + AA_MODE_SELECTOR_SLIAA_ID = 0x107AFC5B, + ANISO_MODE_LEVEL_ID = 0x101E61A9, + ANISO_MODE_SELECTOR_ID = 0x10D2BB16, + ANSEL_ALLOW_ID = 0x1035DB89, + ANSEL_ALLOWLISTED_ID = 0x1085DA8A, + ANSEL_ENABLE_ID = 0x1075D972, + APPIDLE_DYNAMIC_FRL_FPS_ID = 0x10835016, + APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_ID = 0x10835017, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ID = 0x104554B6, + APPLICATION_STEAM_ID_ID = 0x107CDDBC, + BATTERY_BOOST_APP_FPS_ID = 0x10115C8C, + CPL_HIDDEN_PROFILE_ID = 0x106D5CFF, + CUDA_EXCLUDED_GPUS_ID = 0x10354FF8, + D3DOGL_GPU_MAX_POWER_ID = 0x10D1EF29, + EXPORT_PERF_COUNTERS_ID = 0x108F0841, + EXTERNAL_QUIET_MODE_ID = 0x10115C8D, + FRL_FPS_ID = 0x10835002, + FXAA_ALLOW_ID = 0x1034CB89, + FXAA_ENABLE_ID = 0x1074C972, + FXAA_INDICATOR_ENABLE_ID = 0x1068FB9C, + LATENCY_INDICATOR_AUTOALIGN_ID = 0x1095F170, + MCSFRSHOWSPLIT_ID = 0x10287051, + NV_QUALITY_UPSCALING_ID = 0x10444444, + OPTIMUS_MAXAA_ID = 0x10F9DC83, + PHYSXINDICATOR_ID = 0x1094F16F, + PREFERRED_PSTATE_ID = 0x1057EB71, + PREVENT_UI_AF_OVERRIDE_ID = 0x103BCCB5, + SHIM_MAXRES_ID = 0x10F9DC82, + SHIM_MCCOMPAT_ID = 0x10F9DC80, + SHIM_RENDERING_MODE_ID = 0x10F9DC81, + SHIM_RENDERING_OPTIONS_ID = 0x10F9DC84, + SLI_GPU_COUNT_ID = 0x1033DCD1, + SLI_PREDEFINED_GPU_COUNT_ID = 0x1033DCD2, + SLI_PREDEFINED_GPU_COUNT_DX10_ID = 0x1033DCD3, + SLI_PREDEFINED_MODE_ID = 0x1033CEC1, + SLI_PREDEFINED_MODE_DX10_ID = 0x1033CEC2, + SLI_RENDERING_MODE_ID = 0x1033CED1, + VRPRERENDERLIMIT_ID = 0x10111133, + VRRFEATUREINDICATOR_ID = 0x1094F157, + VRROVERLAYINDICATOR_ID = 0x1095F16F, + VRRREQUESTSTATE_ID = 0x1094F1F7, + VRR_APP_OVERRIDE_ID = 0x10A879CF, + VRR_APP_OVERRIDE_REQUEST_STATE_ID = 0x10A879AC, + VRR_MODE_ID = 0x1194F158, + VSYNCSMOOTHAFR_ID = 0x101AE763, + VSYNCVRRCONTROL_ID = 0x10A879CE, + VSYNC_BEHAVIOR_FLAGS_ID = 0x10FDEC23, + WKS_API_STEREO_EYES_EXCHANGE_ID = 0x11AE435C, + WKS_API_STEREO_MODE_ID = 0x11E91A61, + WKS_STEREO_DONGLE_SUPPORT_ID = 0x112493BD, + WKS_STEREO_SUPPORT_ID = 0x11AA9E99, + WKS_STEREO_SWAP_MODE_ID = 0x11333333, + AO_MODE_ID = 0x00667329, + AO_MODE_ACTIVE_ID = 0x00664339, + AUTO_LODBIASADJUST_ID = 0x00638E8F, + EXPORT_PERF_COUNTERS_DX9_ONLY_ID = 0x00B65E72, + ICAFE_LOGO_CONFIG_ID = 0x00DB1337, + LODBIASADJUST_ID = 0x00738E8F, + MAXWELL_B_SAMPLE_INTERLEAVE_ID = 0x0098C1AC, + PRERENDERLIMIT_ID = 0x007BA09E, + PS_SHADERDISKCACHE_ID = 0x00198FFF, + PS_SHADERDISKCACHE_DLL_PATH_WCHAR_ID = 0x0019A002, + PS_SHADERDISKCACHE_MAX_SIZE_ID = 0x00AC8497, + PS_TEXFILTER_ANISO_OPTS2_ID = 0x00E73211, + PS_TEXFILTER_BILINEAR_IN_ANISO_ID = 0x0084CD70, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ID = 0x002ECAF2, + PS_TEXFILTER_NO_NEG_LODBIAS_ID = 0x0019BB68, + QUALITY_ENHANCEMENTS_ID = 0x00CE2691, + QUALITY_ENHANCEMENT_SUBSTITUTION_ID = 0x00CE2692, + REFRESH_RATE_OVERRIDE_ID = 0x0064B541, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ID = 0x00AE785C, + SET_VAB_DATA_ID = 0x00AB8687, + VSYNCMODE_ID = 0x00A879CF, + VSYNCTEARCONTROL_ID = 0x005A375C, + TOTAL_DWORD_SETTING_NUM = 96, + TOTAL_WSTRING_SETTING_NUM = 5, + TOTAL_SETTING_NUM = 101, + INVALID_SETTING_ID = 0xFFFFFFFF +}; + +enum EValues_OGL_AA_LINE_GAMMA { + OGL_AA_LINE_GAMMA_DISABLED = 0x10, + OGL_AA_LINE_GAMMA_ENABLED = 0x23, + OGL_AA_LINE_GAMMA_MIN = 1, + OGL_AA_LINE_GAMMA_MAX = 100, + OGL_AA_LINE_GAMMA_NUM_VALUES = 4, + OGL_AA_LINE_GAMMA_DEFAULT = OGL_AA_LINE_GAMMA_DISABLED +}; + +enum EValues_OGL_CPL_GDI_COMPATIBILITY { + OGL_CPL_GDI_COMPATIBILITY_PREFER_DISABLED = 0x00000000, + OGL_CPL_GDI_COMPATIBILITY_PREFER_ENABLED = 0x00000001, + OGL_CPL_GDI_COMPATIBILITY_AUTO = 0x00000002, + OGL_CPL_GDI_COMPATIBILITY_NUM_VALUES = 3, + OGL_CPL_GDI_COMPATIBILITY_DEFAULT = OGL_CPL_GDI_COMPATIBILITY_AUTO +}; + +enum EValues_OGL_CPL_PREFER_DXPRESENT { + OGL_CPL_PREFER_DXPRESENT_PREFER_DISABLED = 0x00000000, + OGL_CPL_PREFER_DXPRESENT_PREFER_ENABLED = 0x00000001, + OGL_CPL_PREFER_DXPRESENT_AUTO = 0x00000002, + OGL_CPL_PREFER_DXPRESENT_NUM_VALUES = 3, + OGL_CPL_PREFER_DXPRESENT_DEFAULT = OGL_CPL_PREFER_DXPRESENT_AUTO +}; + +enum EValues_OGL_DEEP_COLOR_SCANOUT { + OGL_DEEP_COLOR_SCANOUT_DISABLE = 0, + OGL_DEEP_COLOR_SCANOUT_ENABLE = 1, + OGL_DEEP_COLOR_SCANOUT_NUM_VALUES = 2, + OGL_DEEP_COLOR_SCANOUT_DEFAULT = OGL_DEEP_COLOR_SCANOUT_ENABLE +}; + +enum EValues_OGL_DEFAULT_SWAP_INTERVAL { + OGL_DEFAULT_SWAP_INTERVAL_TEAR = 0, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE = 1, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC = 1, + OGL_DEFAULT_SWAP_INTERVAL_VALUE_MASK = 0x0000FFFF, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_MASK = 0xF0000000, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_OFF = 0xF0000000, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_ON = 0x10000000, + OGL_DEFAULT_SWAP_INTERVAL_APP_CONTROLLED = 0x00000000, + OGL_DEFAULT_SWAP_INTERVAL_DISABLE = 0xffffffff, + OGL_DEFAULT_SWAP_INTERVAL_NUM_VALUES = 9, + OGL_DEFAULT_SWAP_INTERVAL_DEFAULT = OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE +}; + +enum EValues_OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL { + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ZERO_SCANLINES = 0, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ONE_FULL_FRAME_OF_SCANLINES = 100, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_NUM_VALUES = 2, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_DEFAULT = 0U +}; + +enum EValues_OGL_DEFAULT_SWAP_INTERVAL_SIGN { + OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE = 0, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_NEGATIVE = 1, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_NUM_VALUES = 2, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_DEFAULT = OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE +}; + +enum EValues_OGL_EVENT_LOG_SEVERITY_THRESHOLD { + OGL_EVENT_LOG_SEVERITY_THRESHOLD_DISABLE = 0, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_CRITICAL = 1, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_WARNING = 2, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_INFORMATION = 3, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL = 4, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_NUM_VALUES = 5, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_DEFAULT = OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL +}; + +enum EValues_OGL_FORCE_BLIT { + OGL_FORCE_BLIT_ON = 1, + OGL_FORCE_BLIT_OFF = 0, + OGL_FORCE_BLIT_NUM_VALUES = 2, + OGL_FORCE_BLIT_DEFAULT = OGL_FORCE_BLIT_OFF +}; + +enum EValues_OGL_FORCE_STEREO { + OGL_FORCE_STEREO_OFF = 0, + OGL_FORCE_STEREO_ON = 1, + OGL_FORCE_STEREO_NUM_VALUES = 2, + OGL_FORCE_STEREO_DEFAULT = OGL_FORCE_STEREO_OFF +}; + +#define OGL_IMPLICIT_GPU_AFFINITY_ENV_VAR L"OGL_DEFAULT_RENDERING_GPU" +#define OGL_IMPLICIT_GPU_AFFINITY_AUTOSELECT L"autoselect" +#define OGL_IMPLICIT_GPU_AFFINITY_NUM_VALUES 1 +#define OGL_IMPLICIT_GPU_AFFINITY_DEFAULT OGL_IMPLICIT_GPU_AFFINITY_AUTOSELECT + +enum EValues_OGL_OVERLAY_PIXEL_TYPE { + OGL_OVERLAY_PIXEL_TYPE_NONE = 0x0, + OGL_OVERLAY_PIXEL_TYPE_CI = 0x1, + OGL_OVERLAY_PIXEL_TYPE_RGBA = 0x2, + OGL_OVERLAY_PIXEL_TYPE_CI_AND_RGBA = 0x3, + OGL_OVERLAY_PIXEL_TYPE_NUM_VALUES = 4, + OGL_OVERLAY_PIXEL_TYPE_DEFAULT = OGL_OVERLAY_PIXEL_TYPE_CI +}; + +enum EValues_OGL_OVERLAY_SUPPORT { + OGL_OVERLAY_SUPPORT_OFF = 0, + OGL_OVERLAY_SUPPORT_ON = 1, + OGL_OVERLAY_SUPPORT_FORCE_SW = 2, + OGL_OVERLAY_SUPPORT_NUM_VALUES = 3, + OGL_OVERLAY_SUPPORT_DEFAULT = OGL_OVERLAY_SUPPORT_OFF +}; + +enum EValues_OGL_QUALITY_ENHANCEMENTS { + OGL_QUALITY_ENHANCEMENTS_HQUAL = 0xfffffff6, + OGL_QUALITY_ENHANCEMENTS_QUAL = 0, + OGL_QUALITY_ENHANCEMENTS_PERF = 10, + OGL_QUALITY_ENHANCEMENTS_HPERF = 20, + OGL_QUALITY_ENHANCEMENTS_NUM_VALUES = 4, + OGL_QUALITY_ENHANCEMENTS_DEFAULT = OGL_QUALITY_ENHANCEMENTS_QUAL +}; + +enum EValues_OGL_SINGLE_BACKDEPTH_BUFFER { + OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE = 0x0, + OGL_SINGLE_BACKDEPTH_BUFFER_ENABLE = 0x1, + OGL_SINGLE_BACKDEPTH_BUFFER_USE_HW_DEFAULT = 0xffffffff, + OGL_SINGLE_BACKDEPTH_BUFFER_NUM_VALUES = 3, + OGL_SINGLE_BACKDEPTH_BUFFER_DEFAULT = OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE +}; + +enum EValues_OGL_SLI_MULTICAST { + OGL_SLI_MULTICAST_DISABLE = 0x00, + OGL_SLI_MULTICAST_ENABLE = 0x01, + OGL_SLI_MULTICAST_FORCE_DISABLE = 0x02, + OGL_SLI_MULTICAST_ALLOW_MOSAIC = 0x04, + OGL_SLI_MULTICAST_NUM_VALUES = 4, + OGL_SLI_MULTICAST_DEFAULT = OGL_SLI_MULTICAST_DISABLE +}; + +enum EValues_OGL_THREAD_CONTROL { + OGL_THREAD_CONTROL_ENABLE = 0x00000001, + OGL_THREAD_CONTROL_DISABLE = 0x00000002, + OGL_THREAD_CONTROL_NUM_VALUES = 2, + OGL_THREAD_CONTROL_DEFAULT = 0U +}; + +enum EValues_OGL_TMON_LEVEL { + OGL_TMON_LEVEL_DISABLE = 0, + OGL_TMON_LEVEL_CRITICAL = 1, + OGL_TMON_LEVEL_WARNING = 2, + OGL_TMON_LEVEL_INFORMATION = 3, + OGL_TMON_LEVEL_MOST = 4, + OGL_TMON_LEVEL_VERBOSE = 5, + OGL_TMON_LEVEL_NUM_VALUES = 6, + OGL_TMON_LEVEL_DEFAULT = OGL_TMON_LEVEL_MOST +}; + +enum EValues_OGL_TRIPLE_BUFFER { + OGL_TRIPLE_BUFFER_DISABLED = 0x00000000, + OGL_TRIPLE_BUFFER_ENABLED = 0x00000001, + OGL_TRIPLE_BUFFER_NUM_VALUES = 2, + OGL_TRIPLE_BUFFER_DEFAULT = OGL_TRIPLE_BUFFER_DISABLED +}; + +enum EValues_AA_BEHAVIOR_FLAGS { + AA_BEHAVIOR_FLAGS_NONE = 0x00000000, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_APP_CONTROLLED = 0x00000001, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_ENHANCE = 0x00000002, + AA_BEHAVIOR_FLAGS_DISABLE_OVERRIDE = 0x00000003, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_APP_CONTROLLED = 0x00000004, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_OVERRIDE = 0x00000008, + AA_BEHAVIOR_FLAGS_DISABLE_ENHANCE = 0x0000000c, + AA_BEHAVIOR_FLAGS_MAP_VCAA_TO_MULTISAMPLING = 0x00010000, + AA_BEHAVIOR_FLAGS_SLI_DISABLE_TRANSPARENCY_SUPERSAMPLING = 0x00020000, + AA_BEHAVIOR_FLAGS_DISABLE_CPLAA = 0x00040000, + AA_BEHAVIOR_FLAGS_SKIP_RT_DIM_CHECK_FOR_ENHANCE = 0x00080000, + AA_BEHAVIOR_FLAGS_DISABLE_SLIAA = 0x00100000, + AA_BEHAVIOR_FLAGS_DEFAULT = 0x00000000, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4 = 0xf0000000, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4_SHIFT = 28, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4 = 0x0f000000, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4_SHIFT = 24, + AA_BEHAVIOR_FLAGS_MASK = 0xff1f000f, + AA_BEHAVIOR_FLAGS_NUM_VALUES = 18, +}; + +enum EValues_AA_MODE_ALPHATOCOVERAGE { + AA_MODE_ALPHATOCOVERAGE_MODE_MASK = 0x00000004, + AA_MODE_ALPHATOCOVERAGE_MODE_OFF = 0x00000000, + AA_MODE_ALPHATOCOVERAGE_MODE_ON = 0x00000004, + AA_MODE_ALPHATOCOVERAGE_MODE_MAX = 0x00000004, + AA_MODE_ALPHATOCOVERAGE_NUM_VALUES = 4, + AA_MODE_ALPHATOCOVERAGE_DEFAULT = 0x00000000 +}; + +enum EValues_AA_MODE_GAMMACORRECTION { + AA_MODE_GAMMACORRECTION_MASK = 0x00000003, + AA_MODE_GAMMACORRECTION_OFF = 0x00000000, + AA_MODE_GAMMACORRECTION_ON_IF_FOS = 0x00000001, + AA_MODE_GAMMACORRECTION_ON_ALWAYS = 0x00000002, + AA_MODE_GAMMACORRECTION_MAX = 0x00000002, + AA_MODE_GAMMACORRECTION_DEFAULT = 0x00000000, + AA_MODE_GAMMACORRECTION_DEFAULT_TESLA = 0x00000002, + AA_MODE_GAMMACORRECTION_DEFAULT_FERMI = 0x00000002, + AA_MODE_GAMMACORRECTION_NUM_VALUES = 8, +}; + +enum EValues_AA_MODE_METHOD { + AA_MODE_METHOD_NONE = 0x0, + AA_MODE_METHOD_SUPERSAMPLE_2X_H = 0x1, + AA_MODE_METHOD_SUPERSAMPLE_2X_V = 0x2, + AA_MODE_METHOD_SUPERSAMPLE_1_5X1_5 = 0x2, + AA_MODE_METHOD_FREE_0x03 = 0x3, + AA_MODE_METHOD_FREE_0x04 = 0x4, + AA_MODE_METHOD_SUPERSAMPLE_4X = 0x5, + AA_MODE_METHOD_SUPERSAMPLE_4X_BIAS = 0x6, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAUSSIAN = 0x7, + AA_MODE_METHOD_FREE_0x08 = 0x8, + AA_MODE_METHOD_FREE_0x09 = 0x9, + AA_MODE_METHOD_SUPERSAMPLE_9X = 0xA, + AA_MODE_METHOD_SUPERSAMPLE_9X_BIAS = 0xB, + AA_MODE_METHOD_SUPERSAMPLE_16X = 0xC, + AA_MODE_METHOD_SUPERSAMPLE_16X_BIAS = 0xD, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL = 0xE, + AA_MODE_METHOD_MULTISAMPLE_2X_QUINCUNX = 0xF, + AA_MODE_METHOD_MULTISAMPLE_4X = 0x10, + AA_MODE_METHOD_FREE_0x11 = 0x11, + AA_MODE_METHOD_MULTISAMPLE_4X_GAUSSIAN = 0x12, + AA_MODE_METHOD_MIXEDSAMPLE_4X_SKEWED_4TAP = 0x13, + AA_MODE_METHOD_FREE_0x14 = 0x14, + AA_MODE_METHOD_FREE_0x15 = 0x15, + AA_MODE_METHOD_MIXEDSAMPLE_6X = 0x16, + AA_MODE_METHOD_MIXEDSAMPLE_6X_SKEWED_6TAP = 0x17, + AA_MODE_METHOD_MIXEDSAMPLE_8X = 0x18, + AA_MODE_METHOD_MIXEDSAMPLE_8X_SKEWED_8TAP = 0x19, + AA_MODE_METHOD_MIXEDSAMPLE_16X = 0x1a, + AA_MODE_METHOD_MULTISAMPLE_4X_GAMMA = 0x1b, + AA_MODE_METHOD_MULTISAMPLE_16X = 0x1c, + AA_MODE_METHOD_VCAA_32X_8v24 = 0x1d, + AA_MODE_METHOD_CORRUPTION_CHECK = 0x1e, + AA_MODE_METHOD_6X_CT = 0x1f, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_GAMMA = 0x20, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAMMA = 0x21, + AA_MODE_METHOD_MULTISAMPLE_4X_FOSGAMMA = 0x22, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_FOSGAMMA = 0x23, + AA_MODE_METHOD_SUPERSAMPLE_4X_FOSGAMMA = 0x24, + AA_MODE_METHOD_MULTISAMPLE_8X = 0x25, + AA_MODE_METHOD_VCAA_8X_4v4 = 0x26, + AA_MODE_METHOD_VCAA_16X_4v12 = 0x27, + AA_MODE_METHOD_VCAA_16X_8v8 = 0x28, + AA_MODE_METHOD_MIXEDSAMPLE_32X = 0x29, + AA_MODE_METHOD_SUPERVCAA_64X_4v12 = 0x2a, + AA_MODE_METHOD_SUPERVCAA_64X_8v8 = 0x2b, + AA_MODE_METHOD_MIXEDSAMPLE_64X = 0x2c, + AA_MODE_METHOD_MIXEDSAMPLE_128X = 0x2d, + AA_MODE_METHOD_COUNT = 0x2e, + AA_MODE_METHOD_METHOD_MASK = 0x0000ffff, + AA_MODE_METHOD_METHOD_MAX = 0xf1c57815, + AA_MODE_METHOD_NUM_VALUES = 50, + AA_MODE_METHOD_DEFAULT = AA_MODE_METHOD_NONE +}; + +enum EValues_AA_MODE_REPLAY { + AA_MODE_REPLAY_SAMPLES_MASK = 0x00000070, + AA_MODE_REPLAY_SAMPLES_ONE = 0x00000000, + AA_MODE_REPLAY_SAMPLES_TWO = 0x00000010, + AA_MODE_REPLAY_SAMPLES_FOUR = 0x00000020, + AA_MODE_REPLAY_SAMPLES_EIGHT = 0x00000030, + AA_MODE_REPLAY_SAMPLES_MAX = 0x00000030, + AA_MODE_REPLAY_MODE_MASK = 0x0000000f, + AA_MODE_REPLAY_MODE_OFF = 0x00000000, + AA_MODE_REPLAY_MODE_ALPHA_TEST = 0x00000001, + AA_MODE_REPLAY_MODE_PIXEL_KILL = 0x00000002, + AA_MODE_REPLAY_MODE_DYN_BRANCH = 0x00000004, + AA_MODE_REPLAY_MODE_OPTIMAL = 0x00000004, + AA_MODE_REPLAY_MODE_ALL = 0x00000008, + AA_MODE_REPLAY_MODE_MAX = 0x0000000f, + AA_MODE_REPLAY_TRANSPARENCY = 0x00000023, + AA_MODE_REPLAY_DISALLOW_TRAA = 0x00000100, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT = 0x00000000, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_TESLA = 0x00000000, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_FERMI = 0x00000000, + AA_MODE_REPLAY_MASK = 0x0000017f, + AA_MODE_REPLAY_NUM_VALUES = 20, + AA_MODE_REPLAY_DEFAULT = 0x00000000 +}; + +enum EValues_AA_MODE_SELECTOR { + AA_MODE_SELECTOR_MASK = 0x00000003, + AA_MODE_SELECTOR_APP_CONTROL = 0x00000000, + AA_MODE_SELECTOR_OVERRIDE = 0x00000001, + AA_MODE_SELECTOR_ENHANCE = 0x00000002, + AA_MODE_SELECTOR_MAX = 0x00000002, + AA_MODE_SELECTOR_NUM_VALUES = 5, + AA_MODE_SELECTOR_DEFAULT = AA_MODE_SELECTOR_APP_CONTROL +}; + +enum EValues_AA_MODE_SELECTOR_SLIAA { + AA_MODE_SELECTOR_SLIAA_DISABLED = 0, + AA_MODE_SELECTOR_SLIAA_ENABLED = 1, + AA_MODE_SELECTOR_SLIAA_NUM_VALUES = 2, + AA_MODE_SELECTOR_SLIAA_DEFAULT = AA_MODE_SELECTOR_SLIAA_DISABLED +}; + +enum EValues_ANISO_MODE_LEVEL { + ANISO_MODE_LEVEL_MASK = 0x0000ffff, + ANISO_MODE_LEVEL_NONE_POINT = 0x00000000, + ANISO_MODE_LEVEL_NONE_LINEAR = 0x00000001, + ANISO_MODE_LEVEL_MAX = 0x00000010, + ANISO_MODE_LEVEL_DEFAULT = 0x00000001, + ANISO_MODE_LEVEL_NUM_VALUES = 5, +}; + +enum EValues_ANISO_MODE_SELECTOR { + ANISO_MODE_SELECTOR_MASK = 0x0000000f, + ANISO_MODE_SELECTOR_APP = 0x00000000, + ANISO_MODE_SELECTOR_USER = 0x00000001, + ANISO_MODE_SELECTOR_COND = 0x00000002, + ANISO_MODE_SELECTOR_MAX = 0x00000002, + ANISO_MODE_SELECTOR_DEFAULT = 0x00000000, + ANISO_MODE_SELECTOR_NUM_VALUES = 6, +}; + +enum EValues_ANSEL_ALLOW { + ANSEL_ALLOW_DISALLOWED = 0, + ANSEL_ALLOW_ALLOWED = 1, + ANSEL_ALLOW_NUM_VALUES = 2, + ANSEL_ALLOW_DEFAULT = ANSEL_ALLOW_ALLOWED +}; + +enum EValues_ANSEL_ALLOWLISTED { + ANSEL_ALLOWLISTED_DISALLOWED = 0, + ANSEL_ALLOWLISTED_ALLOWED = 1, + ANSEL_ALLOWLISTED_NUM_VALUES = 2, + ANSEL_ALLOWLISTED_DEFAULT = ANSEL_ALLOWLISTED_DISALLOWED +}; + +enum EValues_ANSEL_ENABLE { + ANSEL_ENABLE_OFF = 0, + ANSEL_ENABLE_ON = 1, + ANSEL_ENABLE_NUM_VALUES = 2, + ANSEL_ENABLE_DEFAULT = ANSEL_ENABLE_ON +}; + +enum EValues_APPLICATION_PROFILE_NOTIFICATION_TIMEOUT { + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED = 0, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NINE_SECONDS = 9, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_FIFTEEN_SECONDS = 15, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_THIRTY_SECONDS = 30, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ONE_MINUTE = 60, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_TWO_MINUTES = 120, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NUM_VALUES = 6, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DEFAULT = APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED +}; + +enum EValues_BATTERY_BOOST_APP_FPS { + BATTERY_BOOST_APP_FPS_MIN = 0x00000001, + BATTERY_BOOST_APP_FPS_MAX = 0x000003ff, + BATTERY_BOOST_APP_FPS_NO_OVERRIDE = 0x00000000, + BATTERY_BOOST_APP_FPS_NUM_VALUES = 3, + BATTERY_BOOST_APP_FPS_DEFAULT = BATTERY_BOOST_APP_FPS_NO_OVERRIDE +}; + +enum EValues_CPL_HIDDEN_PROFILE { + CPL_HIDDEN_PROFILE_DISABLED = 0, + CPL_HIDDEN_PROFILE_ENABLED = 1, + CPL_HIDDEN_PROFILE_NUM_VALUES = 2, + CPL_HIDDEN_PROFILE_DEFAULT = CPL_HIDDEN_PROFILE_DISABLED +}; + +#define CUDA_EXCLUDED_GPUS_NONE L"none" +#define CUDA_EXCLUDED_GPUS_NUM_VALUES 1 +#define CUDA_EXCLUDED_GPUS_DEFAULT CUDA_EXCLUDED_GPUS_NONE + +#define D3DOGL_GPU_MAX_POWER_DEFAULTPOWER L"0" +#define D3DOGL_GPU_MAX_POWER_NUM_VALUES 1 +#define D3DOGL_GPU_MAX_POWER_DEFAULT D3DOGL_GPU_MAX_POWER_DEFAULTPOWER + +enum EValues_EXPORT_PERF_COUNTERS { + EXPORT_PERF_COUNTERS_OFF = 0x00000000, + EXPORT_PERF_COUNTERS_ON = 0x00000001, + EXPORT_PERF_COUNTERS_NUM_VALUES = 2, + EXPORT_PERF_COUNTERS_DEFAULT = EXPORT_PERF_COUNTERS_OFF +}; + +enum EValues_EXTERNAL_QUIET_MODE { + EXTERNAL_QUIET_MODE_ON = 0x00000001, + EXTERNAL_QUIET_MODE_OFF = 0x00000000, + EXTERNAL_QUIET_MODE_NUM_VALUES = 2, + EXTERNAL_QUIET_MODE_DEFAULT = EXTERNAL_QUIET_MODE_OFF +}; + +enum EValues_FRL_FPS { + FRL_FPS_DISABLED = 0x00000000, + FRL_FPS_MIN = 0x00000000, + FRL_FPS_MAX = 0x000003ff, + FRL_FPS_NUM_VALUES = 3, + FRL_FPS_DEFAULT = FRL_FPS_DISABLED +}; + +enum EValues_FXAA_ALLOW { + FXAA_ALLOW_DISALLOWED = 0, + FXAA_ALLOW_ALLOWED = 1, + FXAA_ALLOW_NUM_VALUES = 2, + FXAA_ALLOW_DEFAULT = FXAA_ALLOW_ALLOWED +}; + +enum EValues_FXAA_ENABLE { + FXAA_ENABLE_OFF = 0, + FXAA_ENABLE_ON = 1, + FXAA_ENABLE_NUM_VALUES = 2, + FXAA_ENABLE_DEFAULT = FXAA_ENABLE_OFF +}; + +enum EValues_FXAA_INDICATOR_ENABLE { + FXAA_INDICATOR_ENABLE_OFF = 0, + FXAA_INDICATOR_ENABLE_ON = 1, + FXAA_INDICATOR_ENABLE_NUM_VALUES = 2, + FXAA_INDICATOR_ENABLE_DEFAULT = FXAA_INDICATOR_ENABLE_OFF +}; + +enum EValues_LATENCY_INDICATOR_AUTOALIGN { + LATENCY_INDICATOR_AUTOALIGN_DISABLED = 0x0, + LATENCY_INDICATOR_AUTOALIGN_ENABLED = 0x1, + LATENCY_INDICATOR_AUTOALIGN_NUM_VALUES = 2, + LATENCY_INDICATOR_AUTOALIGN_DEFAULT = LATENCY_INDICATOR_AUTOALIGN_ENABLED +}; + +enum EValues_MCSFRSHOWSPLIT { + MCSFRSHOWSPLIT_DISABLED = 0x34534064, + MCSFRSHOWSPLIT_ENABLED = 0x24545582, + MCSFRSHOWSPLIT_NUM_VALUES = 2, + MCSFRSHOWSPLIT_DEFAULT = MCSFRSHOWSPLIT_DISABLED +}; + +enum EValues_NV_QUALITY_UPSCALING { + NV_QUALITY_UPSCALING_OFF = 0, + NV_QUALITY_UPSCALING_ON = 1, + NV_QUALITY_UPSCALING_NUM_VALUES = 2, + NV_QUALITY_UPSCALING_DEFAULT = NV_QUALITY_UPSCALING_OFF +}; + +enum EValues_OPTIMUS_MAXAA { + OPTIMUS_MAXAA_MIN = 0, + OPTIMUS_MAXAA_MAX = 16, + OPTIMUS_MAXAA_NUM_VALUES = 2, + OPTIMUS_MAXAA_DEFAULT = 0 +}; + +enum EValues_PHYSXINDICATOR { + PHYSXINDICATOR_DISABLED = 0x34534064, + PHYSXINDICATOR_ENABLED = 0x24545582, + PHYSXINDICATOR_NUM_VALUES = 2, + PHYSXINDICATOR_DEFAULT = PHYSXINDICATOR_DISABLED +}; + +enum EValues_PREFERRED_PSTATE { + PREFERRED_PSTATE_ADAPTIVE = 0x00000000, + PREFERRED_PSTATE_PREFER_MAX = 0x00000001, + PREFERRED_PSTATE_DRIVER_CONTROLLED = 0x00000002, + PREFERRED_PSTATE_PREFER_CONSISTENT_PERFORMANCE = 0x00000003, + PREFERRED_PSTATE_PREFER_MIN = 0x00000004, + PREFERRED_PSTATE_OPTIMAL_POWER = 0x00000005, + PREFERRED_PSTATE_MIN = 0x00000000, + PREFERRED_PSTATE_MAX = 0x00000005, + PREFERRED_PSTATE_NUM_VALUES = 8, + PREFERRED_PSTATE_DEFAULT = PREFERRED_PSTATE_OPTIMAL_POWER +}; + +enum EValues_PREVENT_UI_AF_OVERRIDE { + PREVENT_UI_AF_OVERRIDE_OFF = 0, + PREVENT_UI_AF_OVERRIDE_ON = 1, + PREVENT_UI_AF_OVERRIDE_NUM_VALUES = 2, + PREVENT_UI_AF_OVERRIDE_DEFAULT = PREVENT_UI_AF_OVERRIDE_OFF +}; + +enum EValues_SHIM_MCCOMPAT { + SHIM_MCCOMPAT_INTEGRATED = 0x00000000U, + SHIM_MCCOMPAT_ENABLE = 0x00000001U, + SHIM_MCCOMPAT_USER_EDITABLE = 0x00000002U, + SHIM_MCCOMPAT_MASK = 0x00000003U, + SHIM_MCCOMPAT_VIDEO_MASK = 0x00000004U, + SHIM_MCCOMPAT_VARYING_BIT = 0x00000008U, + SHIM_MCCOMPAT_AUTO_SELECT = 0x00000010U, + SHIM_MCCOMPAT_OVERRIDE_BIT = 0x80000000U, + SHIM_MCCOMPAT_NUM_VALUES = 8, + SHIM_MCCOMPAT_DEFAULT = SHIM_MCCOMPAT_AUTO_SELECT +}; + +enum EValues_SHIM_RENDERING_MODE { + SHIM_RENDERING_MODE_INTEGRATED = 0x00000000U, + SHIM_RENDERING_MODE_ENABLE = 0x00000001U, + SHIM_RENDERING_MODE_USER_EDITABLE = 0x00000002U, + SHIM_RENDERING_MODE_MASK = 0x00000003U, + SHIM_RENDERING_MODE_VIDEO_MASK = 0x00000004U, + SHIM_RENDERING_MODE_VARYING_BIT = 0x00000008U, + SHIM_RENDERING_MODE_AUTO_SELECT = 0x00000010U, + SHIM_RENDERING_MODE_OVERRIDE_BIT = 0x80000000U, + SHIM_RENDERING_MODE_NUM_VALUES = 8, + SHIM_RENDERING_MODE_DEFAULT = SHIM_RENDERING_MODE_AUTO_SELECT +}; + +enum EValues_SHIM_RENDERING_OPTIONS { + SHIM_RENDERING_OPTIONS_DEFAULT_RENDERING_MODE = 0x00000000U, + SHIM_RENDERING_OPTIONS_DISABLE_ASYNC_PRESENT = 0x00000001U, + SHIM_RENDERING_OPTIONS_EHSHELL_DETECT = 0x00000002U, + SHIM_RENDERING_OPTIONS_FLASHPLAYER_HOST_DETECT = 0x00000004U, + SHIM_RENDERING_OPTIONS_VIDEO_DRM_APP_DETECT = 0x00000008U, + SHIM_RENDERING_OPTIONS_IGNORE_OVERRIDES = 0x00000010U, + SHIM_RENDERING_OPTIONS_RESERVED1 = 0x00000020U, + SHIM_RENDERING_OPTIONS_ENABLE_DWM_ASYNC_PRESENT = 0x00000040U, + SHIM_RENDERING_OPTIONS_RESERVED2 = 0x00000080U, + SHIM_RENDERING_OPTIONS_ALLOW_INHERITANCE = 0x00000100U, + SHIM_RENDERING_OPTIONS_DISABLE_WRAPPERS = 0x00000200U, + SHIM_RENDERING_OPTIONS_DISABLE_DXGI_WRAPPERS = 0x00000400U, + SHIM_RENDERING_OPTIONS_PRUNE_UNSUPPORTED_FORMATS = 0x00000800U, + SHIM_RENDERING_OPTIONS_ENABLE_ALPHA_FORMAT = 0x00001000U, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING = 0x00002000U, + SHIM_RENDERING_OPTIONS_DISABLE_CUDA = 0x00004000U, + SHIM_RENDERING_OPTIONS_ALLOW_CP_CAPS_FOR_VIDEO = 0x00008000U, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING_FWD_OPTIMUS = 0x00010000U, + SHIM_RENDERING_OPTIONS_DISABLE_DURING_SECURE_BOOT = 0x00020000U, + SHIM_RENDERING_OPTIONS_INVERT_FOR_QUADRO = 0x00040000U, + SHIM_RENDERING_OPTIONS_INVERT_FOR_MSHYBRID = 0x00080000U, + SHIM_RENDERING_OPTIONS_REGISTER_PROCESS_ENABLE_GOLD = 0x00100000U, + SHIM_RENDERING_OPTIONS_HANDLE_WINDOWED_MODE_PERF_OPT = 0x00200000U, + SHIM_RENDERING_OPTIONS_HANDLE_WIN7_ASYNC_RUNTIME_BUG = 0x00400000U, + SHIM_RENDERING_OPTIONS_EXPLICIT_ADAPTER_OPTED_BY_APP = 0x00800000U, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH = 0x01000000U, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH = 0x02000000U, + SHIM_RENDERING_OPTIONS_DISABLE_TURING_POWER_POLICY = 0x04000000U, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM = 0x08000000U, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM = 0x10000000U, + SHIM_RENDERING_OPTIONS_NUM_VALUES = 30, + SHIM_RENDERING_OPTIONS_DEFAULT = 0x00000000U +}; + +enum EValues_SLI_GPU_COUNT { + SLI_GPU_COUNT_AUTOSELECT = 0x00000000, + SLI_GPU_COUNT_ONE = 0x00000001, + SLI_GPU_COUNT_TWO = 0x00000002, + SLI_GPU_COUNT_THREE = 0x00000003, + SLI_GPU_COUNT_FOUR = 0x00000004, + SLI_GPU_COUNT_NUM_VALUES = 5, + SLI_GPU_COUNT_DEFAULT = SLI_GPU_COUNT_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_GPU_COUNT { + SLI_PREDEFINED_GPU_COUNT_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_GPU_COUNT_ONE = 0x00000001, + SLI_PREDEFINED_GPU_COUNT_TWO = 0x00000002, + SLI_PREDEFINED_GPU_COUNT_THREE = 0x00000003, + SLI_PREDEFINED_GPU_COUNT_FOUR = 0x00000004, + SLI_PREDEFINED_GPU_COUNT_NUM_VALUES = 5, + SLI_PREDEFINED_GPU_COUNT_DEFAULT = SLI_PREDEFINED_GPU_COUNT_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_GPU_COUNT_DX10 { + SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_GPU_COUNT_DX10_ONE = 0x00000001, + SLI_PREDEFINED_GPU_COUNT_DX10_TWO = 0x00000002, + SLI_PREDEFINED_GPU_COUNT_DX10_THREE = 0x00000003, + SLI_PREDEFINED_GPU_COUNT_DX10_FOUR = 0x00000004, + SLI_PREDEFINED_GPU_COUNT_DX10_NUM_VALUES = 5, + SLI_PREDEFINED_GPU_COUNT_DX10_DEFAULT = SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_MODE { + SLI_PREDEFINED_MODE_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_MODE_FORCE_SINGLE = 0x00000001, + SLI_PREDEFINED_MODE_FORCE_AFR = 0x00000002, + SLI_PREDEFINED_MODE_FORCE_AFR2 = 0x00000003, + SLI_PREDEFINED_MODE_FORCE_SFR = 0x00000004, + SLI_PREDEFINED_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR = 0x00000005, + SLI_PREDEFINED_MODE_NUM_VALUES = 6, + SLI_PREDEFINED_MODE_DEFAULT = SLI_PREDEFINED_MODE_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_MODE_DX10 { + SLI_PREDEFINED_MODE_DX10_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_MODE_DX10_FORCE_SINGLE = 0x00000001, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR = 0x00000002, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR2 = 0x00000003, + SLI_PREDEFINED_MODE_DX10_FORCE_SFR = 0x00000004, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR_OF_SFR__FALLBACK_3AFR = 0x00000005, + SLI_PREDEFINED_MODE_DX10_NUM_VALUES = 6, + SLI_PREDEFINED_MODE_DX10_DEFAULT = SLI_PREDEFINED_MODE_DX10_AUTOSELECT +}; + +enum EValues_SLI_RENDERING_MODE { + SLI_RENDERING_MODE_AUTOSELECT = 0x00000000, + SLI_RENDERING_MODE_FORCE_SINGLE = 0x00000001, + SLI_RENDERING_MODE_FORCE_AFR = 0x00000002, + SLI_RENDERING_MODE_FORCE_AFR2 = 0x00000003, + SLI_RENDERING_MODE_FORCE_SFR = 0x00000004, + SLI_RENDERING_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR = 0x00000005, + SLI_RENDERING_MODE_NUM_VALUES = 6, + SLI_RENDERING_MODE_DEFAULT = SLI_RENDERING_MODE_AUTOSELECT +}; + +enum EValues_VRPRERENDERLIMIT { + VRPRERENDERLIMIT_MIN = 0x00, + VRPRERENDERLIMIT_MAX = 0xff, + VRPRERENDERLIMIT_APP_CONTROLLED = 0x00, + VRPRERENDERLIMIT_DEFAULT = 0x01, + VRPRERENDERLIMIT_NUM_VALUES = 4, +}; + +enum EValues_VRRFEATUREINDICATOR { + VRRFEATUREINDICATOR_DISABLED = 0x0, + VRRFEATUREINDICATOR_ENABLED = 0x1, + VRRFEATUREINDICATOR_NUM_VALUES = 2, + VRRFEATUREINDICATOR_DEFAULT = VRRFEATUREINDICATOR_ENABLED +}; + +enum EValues_VRROVERLAYINDICATOR { + VRROVERLAYINDICATOR_DISABLED = 0x0, + VRROVERLAYINDICATOR_ENABLED = 0x1, + VRROVERLAYINDICATOR_NUM_VALUES = 2, + VRROVERLAYINDICATOR_DEFAULT = VRROVERLAYINDICATOR_ENABLED +}; + +enum EValues_VRRREQUESTSTATE { + VRRREQUESTSTATE_DISABLED = 0x0, + VRRREQUESTSTATE_FULLSCREEN_ONLY = 0x1, + VRRREQUESTSTATE_FULLSCREEN_AND_WINDOWED = 0x2, + VRRREQUESTSTATE_NUM_VALUES = 3, + VRRREQUESTSTATE_DEFAULT = VRRREQUESTSTATE_FULLSCREEN_ONLY +}; + +enum EValues_VRR_APP_OVERRIDE { + VRR_APP_OVERRIDE_ALLOW = 0, + VRR_APP_OVERRIDE_FORCE_OFF = 1, + VRR_APP_OVERRIDE_DISALLOW = 2, + VRR_APP_OVERRIDE_ULMB = 3, + VRR_APP_OVERRIDE_FIXED_REFRESH = 4, + VRR_APP_OVERRIDE_NUM_VALUES = 5, + VRR_APP_OVERRIDE_DEFAULT = VRR_APP_OVERRIDE_ALLOW +}; + +enum EValues_VRR_APP_OVERRIDE_REQUEST_STATE { + VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW = 0, + VRR_APP_OVERRIDE_REQUEST_STATE_FORCE_OFF = 1, + VRR_APP_OVERRIDE_REQUEST_STATE_DISALLOW = 2, + VRR_APP_OVERRIDE_REQUEST_STATE_ULMB = 3, + VRR_APP_OVERRIDE_REQUEST_STATE_FIXED_REFRESH = 4, + VRR_APP_OVERRIDE_REQUEST_STATE_NUM_VALUES = 5, + VRR_APP_OVERRIDE_REQUEST_STATE_DEFAULT = VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW +}; + +enum EValues_VRR_MODE { + VRR_MODE_DISABLED = 0x0, + VRR_MODE_FULLSCREEN_ONLY = 0x1, + VRR_MODE_FULLSCREEN_AND_WINDOWED = 0x2, + VRR_MODE_NUM_VALUES = 3, + VRR_MODE_DEFAULT = VRR_MODE_FULLSCREEN_ONLY +}; + +enum EValues_VSYNCSMOOTHAFR { + VSYNCSMOOTHAFR_OFF = 0x00000000, + VSYNCSMOOTHAFR_ON = 0x00000001, + VSYNCSMOOTHAFR_NUM_VALUES = 2, + VSYNCSMOOTHAFR_DEFAULT = VSYNCSMOOTHAFR_OFF +}; + +enum EValues_VSYNCVRRCONTROL { + VSYNCVRRCONTROL_DISABLE = 0x00000000, + VSYNCVRRCONTROL_ENABLE = 0x00000001, + VSYNCVRRCONTROL_NOTSUPPORTED = 0x9f95128e, + VSYNCVRRCONTROL_NUM_VALUES = 3, + VSYNCVRRCONTROL_DEFAULT = VSYNCVRRCONTROL_ENABLE +}; + +enum EValues_VSYNC_BEHAVIOR_FLAGS { + VSYNC_BEHAVIOR_FLAGS_NONE = 0x00000000, + VSYNC_BEHAVIOR_FLAGS_DEFAULT = 0x00000000, + VSYNC_BEHAVIOR_FLAGS_IGNORE_FLIPINTERVAL_MULTIPLE = 0x00000001, + VSYNC_BEHAVIOR_FLAGS_NUM_VALUES = 3, +}; + +enum EValues_WKS_API_STEREO_EYES_EXCHANGE { + WKS_API_STEREO_EYES_EXCHANGE_OFF = 0, + WKS_API_STEREO_EYES_EXCHANGE_ON = 1, + WKS_API_STEREO_EYES_EXCHANGE_NUM_VALUES = 2, + WKS_API_STEREO_EYES_EXCHANGE_DEFAULT = WKS_API_STEREO_EYES_EXCHANGE_OFF +}; + +enum EValues_WKS_API_STEREO_MODE { + WKS_API_STEREO_MODE_SHUTTER_GLASSES = 0, + WKS_API_STEREO_MODE_VERTICAL_INTERLACED = 1, + WKS_API_STEREO_MODE_TWINVIEW = 2, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_AUTO = 3, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC0 = 4, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC1 = 5, + WKS_API_STEREO_MODE_COLOR_LINE = 6, + WKS_API_STEREO_MODE_COLOR_INTERLEAVED = 7, + WKS_API_STEREO_MODE_ANAGLYPH = 8, + WKS_API_STEREO_MODE_HORIZONTAL_INTERLACED = 9, + WKS_API_STEREO_MODE_SIDE_FIELD = 10, + WKS_API_STEREO_MODE_SUB_FIELD = 11, + WKS_API_STEREO_MODE_CHECKERBOARD = 12, + WKS_API_STEREO_MODE_INVERSE_CHECKERBOARD = 13, + WKS_API_STEREO_MODE_TRIDELITY_SL = 14, + WKS_API_STEREO_MODE_TRIDELITY_MV = 15, + WKS_API_STEREO_MODE_SEEFRONT = 16, + WKS_API_STEREO_MODE_STEREO_MIRROR = 17, + WKS_API_STEREO_MODE_FRAME_SEQUENTIAL = 18, + WKS_API_STEREO_MODE_AUTODETECT_PASSIVE_MODE = 19, + WKS_API_STEREO_MODE_AEGIS_DT_FRAME_SEQUENTIAL = 20, + WKS_API_STEREO_MODE_OEM_EMITTER_FRAME_SEQUENTIAL = 21, + WKS_API_STEREO_MODE_DP_INBAND = 22, + WKS_API_STEREO_MODE_USE_HW_DEFAULT = 0xffffffff, + WKS_API_STEREO_MODE_DEFAULT_GL = 3, + WKS_API_STEREO_MODE_NUM_VALUES = 25, + WKS_API_STEREO_MODE_DEFAULT = WKS_API_STEREO_MODE_SHUTTER_GLASSES +}; + +enum EValues_WKS_STEREO_DONGLE_SUPPORT { + WKS_STEREO_DONGLE_SUPPORT_OFF = 0, + WKS_STEREO_DONGLE_SUPPORT_DAC = 1, + WKS_STEREO_DONGLE_SUPPORT_DLP = 2, + WKS_STEREO_DONGLE_SUPPORT_NUM_VALUES = 3, + WKS_STEREO_DONGLE_SUPPORT_DEFAULT = WKS_STEREO_DONGLE_SUPPORT_DAC +}; + +enum EValues_WKS_STEREO_SUPPORT { + WKS_STEREO_SUPPORT_OFF = 0, + WKS_STEREO_SUPPORT_ON = 1, + WKS_STEREO_SUPPORT_NUM_VALUES = 2, + WKS_STEREO_SUPPORT_DEFAULT = WKS_STEREO_SUPPORT_OFF +}; + +enum EValues_WKS_STEREO_SWAP_MODE { + WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL = 0x0, + WKS_STEREO_SWAP_MODE_PER_EYE = 0x1, + WKS_STEREO_SWAP_MODE_PER_EYE_PAIR = 0x2, + WKS_STEREO_SWAP_MODE_LEGACY_BEHAVIOR = 0x3, + WKS_STEREO_SWAP_MODE_PER_EYE_FOR_SWAP_GROUP = 0x4, + WKS_STEREO_SWAP_MODE_NUM_VALUES = 5, + WKS_STEREO_SWAP_MODE_DEFAULT = WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL +}; + +enum EValues_AO_MODE { + AO_MODE_OFF = 0, + AO_MODE_LOW = 1, + AO_MODE_MEDIUM = 2, + AO_MODE_HIGH = 3, + AO_MODE_NUM_VALUES = 4, + AO_MODE_DEFAULT = AO_MODE_OFF +}; + +enum EValues_AO_MODE_ACTIVE { + AO_MODE_ACTIVE_DISABLED = 0, + AO_MODE_ACTIVE_ENABLED = 1, + AO_MODE_ACTIVE_NUM_VALUES = 2, + AO_MODE_ACTIVE_DEFAULT = AO_MODE_ACTIVE_DISABLED +}; + +enum EValues_AUTO_LODBIASADJUST { + AUTO_LODBIASADJUST_OFF = 0x00000000, + AUTO_LODBIASADJUST_ON = 0x00000001, + AUTO_LODBIASADJUST_NUM_VALUES = 2, + AUTO_LODBIASADJUST_DEFAULT = AUTO_LODBIASADJUST_ON +}; + +enum EValues_EXPORT_PERF_COUNTERS_DX9_ONLY { + EXPORT_PERF_COUNTERS_DX9_ONLY_OFF = 0x00000000, + EXPORT_PERF_COUNTERS_DX9_ONLY_ON = 0x00000001, + EXPORT_PERF_COUNTERS_DX9_ONLY_NUM_VALUES = 2, + EXPORT_PERF_COUNTERS_DX9_ONLY_DEFAULT = EXPORT_PERF_COUNTERS_DX9_ONLY_OFF +}; + +enum EValues_LODBIASADJUST { + LODBIASADJUST_MIN = 0xffffff80, + LODBIASADJUST_MAX = 128, + LODBIASADJUST_NUM_VALUES = 2, + LODBIASADJUST_DEFAULT = 0 +}; + +enum EValues_MAXWELL_B_SAMPLE_INTERLEAVE { + MAXWELL_B_SAMPLE_INTERLEAVE_OFF = 0, + MAXWELL_B_SAMPLE_INTERLEAVE_ON = 1, + MAXWELL_B_SAMPLE_INTERLEAVE_NUM_VALUES = 2, + MAXWELL_B_SAMPLE_INTERLEAVE_DEFAULT = MAXWELL_B_SAMPLE_INTERLEAVE_OFF +}; + +enum EValues_PRERENDERLIMIT { + PRERENDERLIMIT_MIN = 0x00, + PRERENDERLIMIT_MAX = 0xff, + PRERENDERLIMIT_APP_CONTROLLED = 0x00, + PRERENDERLIMIT_NUM_VALUES = 3, + PRERENDERLIMIT_DEFAULT = PRERENDERLIMIT_APP_CONTROLLED +}; + +enum EValues_PS_SHADERDISKCACHE { + PS_SHADERDISKCACHE_OFF = 0x00000000, + PS_SHADERDISKCACHE_ON = 0x00000001, + PS_SHADERDISKCACHE_NUM_VALUES = 2, + PS_SHADERDISKCACHE_DEFAULT = PS_SHADERDISKCACHE_ON +}; + +enum EValues_PS_SHADERDISKCACHE_MAX_SIZE { + PS_SHADERDISKCACHE_MAX_SIZE_MIN = 0x0, + PS_SHADERDISKCACHE_MAX_SIZE_MAX = 0xffffffff, + PS_SHADERDISKCACHE_MAX_SIZE_NUM_VALUES = 2, + PS_SHADERDISKCACHE_MAX_SIZE_DEFAULT = 0x1000 +}; + +enum EValues_PS_TEXFILTER_ANISO_OPTS2 { + PS_TEXFILTER_ANISO_OPTS2_OFF = 0x00000000, + PS_TEXFILTER_ANISO_OPTS2_ON = 0x00000001, + PS_TEXFILTER_ANISO_OPTS2_NUM_VALUES = 2, + PS_TEXFILTER_ANISO_OPTS2_DEFAULT = PS_TEXFILTER_ANISO_OPTS2_OFF +}; + +enum EValues_PS_TEXFILTER_BILINEAR_IN_ANISO { + PS_TEXFILTER_BILINEAR_IN_ANISO_OFF = 0x00000000, + PS_TEXFILTER_BILINEAR_IN_ANISO_ON = 0x00000001, + PS_TEXFILTER_BILINEAR_IN_ANISO_NUM_VALUES = 2, + PS_TEXFILTER_BILINEAR_IN_ANISO_DEFAULT = PS_TEXFILTER_BILINEAR_IN_ANISO_OFF +}; + +enum EValues_PS_TEXFILTER_DISABLE_TRILIN_SLOPE { + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF = 0x00000000, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ON = 0x00000001, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_NUM_VALUES = 2, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_DEFAULT = PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF +}; + +enum EValues_PS_TEXFILTER_NO_NEG_LODBIAS { + PS_TEXFILTER_NO_NEG_LODBIAS_OFF = 0x00000000, + PS_TEXFILTER_NO_NEG_LODBIAS_ON = 0x00000001, + PS_TEXFILTER_NO_NEG_LODBIAS_NUM_VALUES = 2, + PS_TEXFILTER_NO_NEG_LODBIAS_DEFAULT = PS_TEXFILTER_NO_NEG_LODBIAS_OFF +}; + +enum EValues_QUALITY_ENHANCEMENTS { + QUALITY_ENHANCEMENTS_HIGHQUALITY = 0xfffffff6, + QUALITY_ENHANCEMENTS_QUALITY = 0x00000000, + QUALITY_ENHANCEMENTS_PERFORMANCE = 0x0000000a, + QUALITY_ENHANCEMENTS_HIGHPERFORMANCE = 0x00000014, + QUALITY_ENHANCEMENTS_NUM_VALUES = 4, + QUALITY_ENHANCEMENTS_DEFAULT = QUALITY_ENHANCEMENTS_QUALITY +}; + +enum EValues_QUALITY_ENHANCEMENT_SUBSTITUTION { + QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION = 0x00000000, + QUALITY_ENHANCEMENT_SUBSTITUTION_HIGHQUALITY_BECOMES_QUALITY = 0x00000001, + QUALITY_ENHANCEMENT_SUBSTITUTION_NUM_VALUES = 2, + QUALITY_ENHANCEMENT_SUBSTITUTION_DEFAULT = QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION +}; + +enum EValues_REFRESH_RATE_OVERRIDE { + REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED = 0x00000000, + REFRESH_RATE_OVERRIDE_HIGHEST_AVAILABLE = 0x00000001, + REFRESH_RATE_OVERRIDE_LOW_LATENCY_RR_MASK = 0x00000FF0, + REFRESH_RATE_OVERRIDE_NUM_VALUES = 3, + REFRESH_RATE_OVERRIDE_DEFAULT = REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED +}; + +enum EValues_SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE { + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF = 0x00000000, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ON = 0x00000001, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_NUM_VALUES = 2, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_DEFAULT = SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF +}; + +enum EValues_SET_VAB_DATA { + SET_VAB_DATA_ZERO = 0x00000000, + SET_VAB_DATA_UINT_ONE = 0x00000001, + SET_VAB_DATA_FLOAT_ONE = 0x3f800000, + SET_VAB_DATA_FLOAT_POS_INF = 0x7f800000, + SET_VAB_DATA_FLOAT_NAN = 0x7fc00000, + SET_VAB_DATA_USE_API_DEFAULTS = 0xffffffff, + SET_VAB_DATA_NUM_VALUES = 6, + SET_VAB_DATA_DEFAULT = SET_VAB_DATA_USE_API_DEFAULTS +}; + +enum EValues_VSYNCMODE { + VSYNCMODE_PASSIVE = 0x60925292, + VSYNCMODE_FORCEOFF = 0x08416747, + VSYNCMODE_FORCEON = 0x47814940, + VSYNCMODE_FLIPINTERVAL2 = 0x32610244, + VSYNCMODE_FLIPINTERVAL3 = 0x71271021, + VSYNCMODE_FLIPINTERVAL4 = 0x13245256, + VSYNCMODE_VIRTUAL = 0x18888888, + VSYNCMODE_NUM_VALUES = 7, + VSYNCMODE_DEFAULT = VSYNCMODE_PASSIVE +}; + +enum EValues_VSYNCTEARCONTROL { + VSYNCTEARCONTROL_DISABLE = 0x96861077, + VSYNCTEARCONTROL_ENABLE = 0x99941284, + VSYNCTEARCONTROL_NUM_VALUES = 2, + VSYNCTEARCONTROL_DEFAULT = VSYNCTEARCONTROL_DISABLE +}; + + + +typedef struct _SettingDWORDNameString { + NvU32 settingId; + const wchar_t * settingNameString; + NvU32 numSettingValues; + NvU32 *settingValues; + NvU32 defaultValue; +} SettingDWORDNameString; + +typedef struct _SettingWSTRINGNameString { + NvU32 settingId; + const wchar_t * settingNameString; + NvU32 numSettingValues; + const wchar_t **settingValues; + const wchar_t * defaultValue; +} SettingWSTRINGNameString; + + +#endif // _NVAPI_DRIVER_SETTINGS_H_ + diff --git a/src/imports/nvapi/nvHLSLExtns.h b/src/imports/nvapi/nvHLSLExtns.h new file mode 100644 index 0000000..786b722 --- /dev/null +++ b/src/imports/nvapi/nvHLSLExtns.h @@ -0,0 +1,2315 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +////////////////////////// NVIDIA SHADER EXTENSIONS ///////////////// + +// this file is to be #included in the app HLSL shader code to make +// use of nvidia shader extensions + + +#include "imports/nvapi/nvHLSLExtnsInternal.h" + +//----------------------------------------------------------------------------// +//------------------------- Warp Shuffle Functions ---------------------------// +//----------------------------------------------------------------------------// + +// all functions have variants with width parameter which permits sub-division +// of the warp into segments - for example to exchange data between 4 groups of +// 8 lanes in a SIMD manner. If width is less than warpSize then each subsection +// of the warp behaves as a separate entity with a starting logical lane ID of 0. +// A thread may only exchange data with others in its own subsection. Width must +// have a value which is a power of 2 so that the warp can be subdivided equally; +// results are undefined if width is not a power of 2, or is a number greater +// than warpSize. + +// +// simple variant of SHFL instruction +// returns val from the specified lane +// optional width parameter must be a power of two and width <= 32 +// +int NvShfl(int val, uint srcLane, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = srcLane; // source lane + g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width); + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL; + + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +int2 NvShfl(int2 val, uint srcLane, int width = NV_WARP_SIZE) +{ + int x = NvShfl(val.x, srcLane, width); + int y = NvShfl(val.y, srcLane, width); + return int2(x, y); +} + +int4 NvShfl(int4 val, uint srcLane, int width = NV_WARP_SIZE) +{ + int x = NvShfl(val.x, srcLane, width); + int y = NvShfl(val.y, srcLane, width); + int z = NvShfl(val.z, srcLane, width); + int w = NvShfl(val.w, srcLane, width); + return int4(x, y, z, w); +} + +// +// Copy from a lane with lower ID relative to caller +// +int NvShflUp(int val, uint delta, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = delta; // relative lane offset + g_NvidiaExt[index].src0u.z = (NV_WARP_SIZE - width) << 8; // minIndex = maxIndex for shfl_up (src2[4:0] is expected to be 0) + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_UP; + return g_NvidiaExt.IncrementCounter(); +} + +// +// Copy from a lane with higher ID relative to caller +// +int NvShflDown(int val, uint delta, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = delta; // relative lane offset + g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width); + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_DOWN; + return g_NvidiaExt.IncrementCounter(); +} + +// +// Copy from a lane based on bitwise XOR of own lane ID +// +int NvShflXor(int val, uint laneMask, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = laneMask; // laneMask to be XOR'ed with current laneId to get the source lane id + g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width); + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_XOR; + return g_NvidiaExt.IncrementCounter(); +} + + +//----------------------------------------------------------------------------// +//----------------------------- Warp Vote Functions---------------------------// +//----------------------------------------------------------------------------// + +// returns 0xFFFFFFFF if the predicate is true for any thread in the warp, returns 0 otherwise +uint NvAny(int predicate) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = predicate; + g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_ANY; + return g_NvidiaExt.IncrementCounter(); +} + +// returns 0xFFFFFFFF if the predicate is true for ALL threads in the warp, returns 0 otherwise +uint NvAll(int predicate) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = predicate; + g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_ALL; + return g_NvidiaExt.IncrementCounter(); +} + +// returns a mask of all threads in the warp with bits set for threads that have predicate true +uint NvBallot(int predicate) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = predicate; + g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_BALLOT; + return g_NvidiaExt.IncrementCounter(); +} + + +//----------------------------------------------------------------------------// +//----------------------------- Utility Functions ----------------------------// +//----------------------------------------------------------------------------// + +// returns the lane index of the current thread (thread index in warp) +int NvGetLaneId() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_GET_LANE_ID; + return g_NvidiaExt.IncrementCounter(); +} + +// returns value of special register - specify subopcode from any of NV_SPECIALOP_* specified in nvShaderExtnEnums.h - other opcodes undefined behavior +uint NvGetSpecial(uint subOpCode) +{ + return __NvGetSpecial(subOpCode); +} + +//----------------------------------------------------------------------------// +//----------------------------- FP16 Atmoic Functions-------------------------// +//----------------------------------------------------------------------------// + +// The functions below performs atomic operations on two consecutive fp16 +// values in the given raw UAV. +// The uint paramater 'fp16x2Val' is treated as two fp16 values byteAddress must be multiple of 4 +// The returned value are the two fp16 values packed into a single uint + +uint NvInterlockedAddFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_MAX); +} + + +// versions of the above functions taking two fp32 values (internally converted to fp16 values) +uint NvInterlockedAddFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + + +//----------------------------------------------------------------------------// + +// The functions below perform atomic operation on a R16G16_FLOAT UAV at the given address +// the uint paramater 'fp16x2Val' is treated as two fp16 values +// the returned value are the two fp16 values (.x and .y components) packed into a single uint +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16_FLOAT format (might result in app crash or TDR) + +uint NvInterlockedAddFp16x2(RWTexture1D uav, uint address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture1D uav, uint address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture1D uav, uint address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture2D uav, uint2 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture2D uav, uint2 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture2D uav, uint2 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture3D uav, uint3 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture3D uav, uint3 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture3D uav, uint3 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + + +// versions taking two fp32 values (internally converted to fp16) +uint NvInterlockedAddFp16x2(RWTexture1D uav, uint address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture1D uav, uint address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture1D uav, uint address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture2D uav, uint2 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture2D uav, uint2 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture2D uav, uint2 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture3D uav, uint3 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture3D uav, uint3 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture3D uav, uint3 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + + +//----------------------------------------------------------------------------// + +// The functions below perform Atomic operation on a R16G16B16A16_FLOAT UAV at the given address +// the uint2 paramater 'fp16x2Val' is treated as four fp16 values +// i.e, fp16x2Val.x = uav.xy and fp16x2Val.y = uav.yz +// The returned value are the four fp16 values (.xyzw components) packed into uint2 +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16B16A16_FLOAT format (might result in app crash or TDR) + +uint2 NvInterlockedAddFp16x4(RWTexture1D uav, uint address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture1D uav, uint address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture1D uav, uint address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture2D uav, uint2 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture2D uav, uint2 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture2D uav, uint2 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture3D uav, uint3 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture3D uav, uint3 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture3D uav, uint3 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +// versions taking four fp32 values (internally converted to fp16) +uint2 NvInterlockedAddFp16x4(RWTexture1D uav, uint address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture1D uav, uint address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture1D uav, uint address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture2D uav, uint2 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture2D uav, uint2 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture2D uav, uint2 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture3D uav, uint3 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture3D uav, uint3 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture3D uav, uint3 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX); +} + + +//----------------------------------------------------------------------------// +//----------------------------- FP32 Atmoic Functions-------------------------// +//----------------------------------------------------------------------------// + +// The functions below performs atomic add on the given UAV treating the value as float +// byteAddress must be multiple of 4 +// The returned value is the value present in memory location before the atomic add + +float NvInterlockedAddFp32(RWByteAddressBuffer uav, uint byteAddress, float val) +{ + return __NvAtomicAddFP32(uav, byteAddress, val); +} + +//----------------------------------------------------------------------------// + +// The functions below perform atomic add on a R32_FLOAT UAV at the given address +// the returned value is the value before performing the atomic add +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R32_FLOAT format (might result in app crash or TDR) + +float NvInterlockedAddFp32(RWTexture1D uav, uint address, float val) +{ + return __NvAtomicAddFP32(uav, address, val); +} + +float NvInterlockedAddFp32(RWTexture2D uav, uint2 address, float val) +{ + return __NvAtomicAddFP32(uav, address, val); +} + +float NvInterlockedAddFp32(RWTexture3D uav, uint3 address, float val) +{ + return __NvAtomicAddFP32(uav, address, val); +} + + +//----------------------------------------------------------------------------// +//--------------------------- UINT64 Atmoic Functions-------------------------// +//----------------------------------------------------------------------------// + +// The functions below performs atomic operation on the given UAV treating the value as uint64 +// byteAddress must be multiple of 8 +// The returned value is the value present in memory location before the atomic operation +// uint2 vector type is used to represent a single uint64 value with the x component containing the low 32 bits and y component the high 32 bits. + +uint2 NvInterlockedAddUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, byteAddress, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_SWAP); +} + +//----------------------------------------------------------------------------// + +// The functions below perform atomic operation on a R32G32_UINT UAV at the given address treating the value as uint64 +// the returned value is the value before performing the atomic operation +// uint2 vector type is used to represent a single uint64 value with the x component containing the low 32 bits and y component the high 32 bits. +// Warning: Behaviour of these set of functions is undefined if the UAV is not of R32G32_UINT format (might result in app crash or TDR) + +uint2 NvInterlockedAddUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWTexture1D uav, uint address, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, address, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_SWAP); +} + +uint2 NvInterlockedAddUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWTexture2D uav, uint2 address, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, address, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_SWAP); +} + +uint2 NvInterlockedAddUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWTexture3D uav, uint3 address, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, address, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_SWAP); +} + +//----------------------------------------------------------------------------// +//--------------------------- VPRS functions ---------------------------------// +//----------------------------------------------------------------------------// + +// Returns the shading rate and the number of per-pixel shading passes for current VPRS pixel +uint3 NvGetShadingRate() +{ + uint3 shadingRate = (uint3)0; + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_GET_SHADING_RATE; + g_NvidiaExt[index].numOutputsForIncCounter = 3; + shadingRate.x = g_NvidiaExt.IncrementCounter(); + shadingRate.y = g_NvidiaExt.IncrementCounter(); + shadingRate.z = g_NvidiaExt.IncrementCounter(); + return shadingRate; +} + +float NvEvaluateAttributeAtSampleForVPRS(float attrib, uint sampleIndex, int2 pixelOffset) +{ + float value = (float)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float2 NvEvaluateAttributeAtSampleForVPRS(float2 attrib, uint sampleIndex, int2 pixelOffset) +{ + float2 value = (float2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float3 NvEvaluateAttributeAtSampleForVPRS(float3 attrib, uint sampleIndex, int2 pixelOffset) +{ + float3 value = (float3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float4 NvEvaluateAttributeAtSampleForVPRS(float4 attrib, uint sampleIndex, int2 pixelOffset) +{ + float4 value = (float4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + value.w = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +int NvEvaluateAttributeAtSampleForVPRS(int attrib, uint sampleIndex, int2 pixelOffset) +{ + int value = (int)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int2 NvEvaluateAttributeAtSampleForVPRS(int2 attrib, uint sampleIndex, int2 pixelOffset) +{ + int2 value = (int2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int3 NvEvaluateAttributeAtSampleForVPRS(int3 attrib, uint sampleIndex, int2 pixelOffset) +{ + int3 value = (int3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int4 NvEvaluateAttributeAtSampleForVPRS(int4 attrib, uint sampleIndex, int2 pixelOffset) +{ + int4 value = (int4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + value.w = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint NvEvaluateAttributeAtSampleForVPRS(uint attrib, uint sampleIndex, int2 pixelOffset) +{ + uint value = (uint)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint2 NvEvaluateAttributeAtSampleForVPRS(uint2 attrib, uint sampleIndex, int2 pixelOffset) +{ + uint2 value = (uint2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint3 NvEvaluateAttributeAtSampleForVPRS(uint3 attrib, uint sampleIndex, int2 pixelOffset) +{ + uint3 value = (uint3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint4 NvEvaluateAttributeAtSampleForVPRS(uint4 attrib, uint sampleIndex, int2 pixelOffset) +{ + uint4 value = (uint4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + value.w = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + + +float NvEvaluateAttributeSnappedForVPRS(float attrib, uint2 offset) +{ + float value = (float)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float2 NvEvaluateAttributeSnappedForVPRS(float2 attrib, uint2 offset) +{ + float2 value = (float2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float3 NvEvaluateAttributeSnappedForVPRS(float3 attrib, uint2 offset) +{ + float3 value = (float3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float4 NvEvaluateAttributeSnappedForVPRS(float4 attrib, uint2 offset) +{ + float4 value = (float4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + value.w = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +int NvEvaluateAttributeSnappedForVPRS(int attrib, uint2 offset) +{ + int value = (int)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int2 NvEvaluateAttributeSnappedForVPRS(int2 attrib, uint2 offset) +{ + int2 value = (int2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int3 NvEvaluateAttributeSnappedForVPRS(int3 attrib, uint2 offset) +{ + int3 value = (int3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int4 NvEvaluateAttributeSnappedForVPRS(int4 attrib, uint2 offset) +{ + int4 value = (int4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + value.w = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint NvEvaluateAttributeSnappedForVPRS(uint attrib, uint2 offset) +{ + uint value = (uint)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint2 NvEvaluateAttributeSnappedForVPRS(uint2 attrib, uint2 offset) +{ + uint2 value = (uint2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint3 NvEvaluateAttributeSnappedForVPRS(uint3 attrib, uint2 offset) +{ + uint3 value = (uint3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint4 NvEvaluateAttributeSnappedForVPRS(uint4 attrib, uint2 offset) +{ + uint4 value = (uint4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + value.w = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +// MATCH instruction variants +uint NvWaveMatch(uint value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = value; + g_NvidiaExt[index].src1u.x = 1; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(uint2 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = value.xy; + g_NvidiaExt[index].src1u.x = 2; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(uint4 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u = value; + g_NvidiaExt[index].src1u.x = 4; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(float value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = asuint(value); + g_NvidiaExt[index].src1u.x = 1; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(float2 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = asuint(value); + g_NvidiaExt[index].src1u.x = 2; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(float4 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u = asuint(value); + g_NvidiaExt[index].src1u.x = 4; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + + +//----------------------------------------------------------------------------// +//------------------------------ Footprint functions -------------------------// +//----------------------------------------------------------------------------// +// texSpace and smpSpace must be immediates, texIndex and smpIndex can be variable +// offset must be immediate +// the required components of location and offset fields can be filled depending on the dimension/type of the texture +// texType should be one of 2D or 3D as defined in nvShaderExtnEnums.h and and should be an immediate literal +// if the above restrictions are not met, the behaviour of this instruction is undefined + +uint4 NvFootprintFine(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, offset); +} + +uint4 NvFootprintCoarse(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, offset); +} + + + +uint4 NvFootprintFineBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, bias, offset); +} + +uint4 NvFootprintCoarseBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, bias, offset); +} + + + +uint4 NvFootprintFineLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, lodLevel, offset); +} + +uint4 NvFootprintCoarseLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, lodLevel, offset); +} + + + +uint4 NvFootprintFineGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, ddx, ddy, offset); +} + +uint4 NvFootprintCoarseGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, ddx, ddy, offset); +} + +uint NvFootprintExtractLOD(uint4 blob) +{ + return ((blob.w & 0xF000) >> 12); +} + +uint NvFootprintExtractReturnGran(uint4 blob) +{ + return ((blob.z & 0xF000000) >> 24); +} + +uint2 NvFootprintExtractAnchorTileLoc2D(uint4 blob) +{ + uint2 loc; + loc.x = (blob.w & 0xFFF); + loc.y = (blob.z & 0xFFF); + return loc; +} + +uint3 NvFootprintExtractAnchorTileLoc3D(uint4 blob) +{ + uint3 loc; + loc.x = (blob.w & 0xFFF); + loc.y = ((blob.w & 0xFFF0000) >> 16); + loc.z = (blob.z & 0x1FFF); + return loc; +} + +uint2 NvFootprintExtractOffset2D(uint4 blob) +{ + uint2 loc; + loc.x = ((blob.z & 0x070000) >> 16); + loc.y = ((blob.z & 0x380000) >> 19); + return loc; +} + +uint3 NvFootprintExtractOffset3D(uint4 blob) +{ + uint3 loc; + loc.x = ((blob.z & 0x030000) >> 16); + loc.y = ((blob.z & 0x0C0000) >> 18); + loc.z = ((blob.z & 0x300000) >> 20); + return loc; +} + +uint2 NvFootprintExtractBitmask(uint4 blob) +{ + return blob.xy; +} + + +// Variant of Footprint extensions which returns isSingleLod (out parameter) +// isSingleLod = true -> This footprint request touched the texels from only single LOD. +uint4 NvFootprintFine(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarse(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + + +uint4 NvFootprintFineBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, bias, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarseBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, bias, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + + +uint4 NvFootprintFineLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, lodLevel, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarseLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, lodLevel, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + + +uint4 NvFootprintFineGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, ddx, ddy, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarseGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, ddx, ddy, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + +uint NvActiveThreads() +{ + return NvBallot(1); +} + + +//----------------------------------------------------------------------------// +//------------------------------ WaveMultiPrefix functions -------------------// +//----------------------------------------------------------------------------// + +// Following are the WaveMultiPrefix functions for different operations (Add, Bitand, BitOr, BitXOr) for different datatypes (uint, uint2, uint4) +// This is a set of functions which implement multi-prefix operations among the set of active lanes in the current wave (WARP). +// A multi-prefix operation comprises a set of prefix operations, executed in parallel within subsets of lanes identified with the provided bitmasks. +// These bitmasks represent partitioning of the set of active lanes in the current wave into N groups (where N is the number of unique masks across all lanes in the wave). +// N prefix operations are then performed each within its corresponding group. +// The groups are assumed to be non-intersecting (that is, a given lane can be a member of one and only one group), +// and bitmasks in all lanes belonging to the same group are required to be the same. +// There are 2 type of functions - Exclusive and Inclusive prefix operations. +// e.g. For NvWaveMultiPrefixInclusiveAdd(val, mask) operation - For each of the groups (for which mask input is same) following is the expected output : +// i^th thread in a group has value = sum(values of threads 0 to i) +// For Exclusive version of same opeartion - +// i^th thread in a group has value = sum(values of threads 0 to i-1) and 0th thread in a the Group has value 0 + +// Extensions for Add +uint NvWaveMultiPrefixInclusiveAdd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + // As remainingThreads only has threads in group with smaller thread ids than its own thread-id nextLane can never be 31 for any thread in the group except the smallest one + // For smallest thread in the group, remainingThreads is 0 --> nextLane is ~0 (i.e. considering last 5 bits its 31) + // So passing maskClampValue=30 to __NvShflGeneric, it will return laneValid=false for the smallest thread in the group. So update val and nextLane based on laneValid. + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val + temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveAdd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : 0; + return NvWaveMultiPrefixInclusiveAdd(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveAdd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val + temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveAdd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(0, 0); + return NvWaveMultiPrefixInclusiveAdd(val, mask); +} + +uint4 NvWaveMultiPrefixInclusiveAdd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val + temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveAdd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(0, 0, 0, 0); + return NvWaveMultiPrefixInclusiveAdd(val, mask); +} + +// MultiPrefix extensions for Bitand +uint NvWaveMultiPrefixInclusiveAnd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val & temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveAnd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : ~0; + return NvWaveMultiPrefixInclusiveAnd(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveAnd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val & temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveAnd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(~0, ~0); + return NvWaveMultiPrefixInclusiveAnd(val, mask); +} + + +uint4 NvWaveMultiPrefixInclusiveAnd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val & temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveAnd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(~0, ~0, ~0, ~0); + return NvWaveMultiPrefixInclusiveAnd(val, mask); +} + + +// MultiPrefix extensions for BitOr +uint NvWaveMultiPrefixInclusiveOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val | temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : 0; + return NvWaveMultiPrefixInclusiveOr(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val | temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(0, 0); + return NvWaveMultiPrefixInclusiveOr(val, mask); +} + + +uint4 NvWaveMultiPrefixInclusiveOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val | temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(0, 0, 0, 0); + return NvWaveMultiPrefixInclusiveOr(val, mask); +} + + +// MultiPrefix extensions for BitXOr +uint NvWaveMultiPrefixInclusiveXOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val ^ temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveXOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : 0; + return NvWaveMultiPrefixInclusiveXOr(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveXOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val ^ temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveXOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(0, 0); + return NvWaveMultiPrefixInclusiveXOr(val, mask); +} + + +uint4 NvWaveMultiPrefixInclusiveXOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val ^ temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveXOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(0, 0, 0, 0); + return NvWaveMultiPrefixInclusiveXOr(val, mask); +} + + +//----------------------------------------------------------------------------// +//------------------------- DXR Micro-map Extension --------------------------// +//----------------------------------------------------------------------------// + +float3x3 NvRtTriangleObjectPositions() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_TRIANGLE_OBJECT_POSITIONS; + + float3x3 ret; + ret[0][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][2] = asfloat(g_NvidiaExt.IncrementCounter()); + return ret; +} + +float3x3 NvRtMicroTriangleObjectPositions() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_TRIANGLE_OBJECT_POSITIONS; + + float3x3 ret; + ret[0][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][2] = asfloat(g_NvidiaExt.IncrementCounter()); + return ret; +} + +float3x2 NvRtMicroTriangleBarycentrics() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_TRIANGLE_BARYCENTRICS; + + float3x2 ret; + ret[0][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][1] = asfloat(g_NvidiaExt.IncrementCounter()); + return ret; +} + +bool NvRtIsMicroTriangleHit() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_IS_MICRO_TRIANGLE_HIT; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; +} + +bool NvRtIsBackFacing() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_IS_BACK_FACING; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; +} + +#if __SHADER_TARGET_MAJOR > 6 || (__SHADER_TARGET_MAJOR == 6 && __SHADER_TARGET_MINOR >= 5) + +float3 NvRtMicroVertexObjectPosition(RaytracingAccelerationStructure AccelerationStructure, uint InstanceIndex, uint GeometryIndex, uint PrimitiveIndex, uint2 UV) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_VERTEX_OBJECT_POSITION; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = UV.x; + g_NvidiaExt[index].src1u.x = UV.y; + uint handle = g_NvidiaExt.IncrementCounter(); + float3 ret; + ret.x = asfloat(g_NvidiaExt.IncrementCounter()); + ret.y = asfloat(g_NvidiaExt.IncrementCounter()); + ret.z = asfloat(g_NvidiaExt.IncrementCounter()); + + RayQuery<0> rq; + rq.TraceRayInline(AccelerationStructure, 0, handle, (RayDesc)0); + + return ret; +} + +float2 NvRtMicroVertexBarycentrics(RaytracingAccelerationStructure AccelerationStructure, uint InstanceIndex, uint GeometryIndex, uint PrimitiveIndex, uint2 UV) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_VERTEX_BARYCENTRICS; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = UV.x; + g_NvidiaExt[index].src1u.x = UV.y; + uint handle = g_NvidiaExt.IncrementCounter(); + float2 ret; + ret.x = asfloat(g_NvidiaExt.IncrementCounter()); + ret.y = asfloat(g_NvidiaExt.IncrementCounter()); + + RayQuery<0> rq; + rq.TraceRayInline(AccelerationStructure, 0, handle, (RayDesc)0); + + return ret; +} + +#endif + +//----------------------------------------------------------------------------// +//------------------------- DXR HitObject Extension --------------------------// +//----------------------------------------------------------------------------// + +// Support for templates in HLSL requires HLSL 2021+. When using dxc, +// use the -HV 2021 command line argument to enable these versions. +#if defined(__HLSL_VERSION) && (__HLSL_VERSION >= 2021) && !defined(NV_HITOBJECT_USE_MACRO_API) + +struct NvHitObject { + uint _handle; + + bool IsMiss() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_MISS; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsHit() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_HIT; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsNop() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_NOP; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + uint GetInstanceID() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_ID; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetInstanceIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetPrimitiveIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_PRIMITIVE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetGeometryIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_GEOMETRY_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetHitKind() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_HIT_KIND; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + RayDesc GetRayDesc() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_RAY_DESC; + g_NvidiaExt[index].src0u.x = _handle; + + uint tmin = g_NvidiaExt.IncrementCounter(); + uint tmax = g_NvidiaExt.IncrementCounter(); + uint rayOrgX = g_NvidiaExt.IncrementCounter(); + uint rayOrgY = g_NvidiaExt.IncrementCounter(); + uint rayOrgZ = g_NvidiaExt.IncrementCounter(); + uint rayDirX = g_NvidiaExt.IncrementCounter(); + uint rayDirY = g_NvidiaExt.IncrementCounter(); + uint rayDirZ = g_NvidiaExt.IncrementCounter(); + + RayDesc ray; + ray.TMin = asfloat(tmin); + ray.TMax = asfloat(tmax); + ray.Origin.x = asfloat(rayOrgX); + ray.Origin.y = asfloat(rayOrgY); + ray.Origin.z = asfloat(rayOrgZ); + ray.Direction.x = asfloat(rayDirX); + ray.Direction.y = asfloat(rayDirY); + ray.Direction.z = asfloat(rayDirZ); + + return ray; + } + + template + T GetAttributes() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_ATTRIBUTES; + g_NvidiaExt[index].src0u.x = _handle; + uint callHandle = g_NvidiaExt.IncrementCounter(); + + T attrs; + CallShader(callHandle, attrs); + return attrs; + } + + uint GetShaderTableIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_SHADER_TABLE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint LoadLocalRootTableConstant(uint RootConstantOffsetInBytes) + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_LOAD_LOCAL_ROOT_TABLE_CONSTANT; + g_NvidiaExt[index].src0u.x = _handle; + g_NvidiaExt[index].src0u.y = RootConstantOffsetInBytes; + return g_NvidiaExt.IncrementCounter(); + } +}; + +template +NvHitObject NvTraceRayHitObject( + RaytracingAccelerationStructure AccelerationStructure, + uint RayFlags, + uint InstanceInclusionMask, + uint RayContributionToHitGroupIndex, + uint MultiplierForGeometryContributionToHitGroupIndex, + uint MissShaderIndex, + RayDesc Ray, + inout T Payload) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_TRACE_RAY; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + g_NvidiaExt[index].src0u.x = MissShaderIndex; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + uint traceHandle = g_NvidiaExt.IncrementCounter(); + + TraceRay(AccelerationStructure, RayFlags, InstanceInclusionMask, RayContributionToHitGroupIndex, MultiplierForGeometryContributionToHitGroupIndex, traceHandle, Ray, Payload); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +template +NvHitObject NvMakeHit( + RaytracingAccelerationStructure AccelerationStructure, + uint InstanceIndex, + uint GeometryIndex, + uint PrimitiveIndex, + uint HitKind, + uint RayContributionToHitGroupIndex, + uint MultiplierForGeometryContributionToHitGroupIndex, + RayDesc Ray, + T Attributes) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = HitKind; + g_NvidiaExt[index].src1u.x = RayContributionToHitGroupIndex; + g_NvidiaExt[index].src1u.y = MultiplierForGeometryContributionToHitGroupIndex; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + uint traceHandle = g_NvidiaExt.IncrementCounter(); + + struct AttrWrapper { T Attrs; }; + AttrWrapper wrapper; + wrapper.Attrs = Attributes; + CallShader(traceHandle, wrapper); + + struct DummyPayload { int a; }; + DummyPayload payload; + TraceRay(AccelerationStructure, 0, 0, 0, 0, traceHandle, Ray, payload); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +template +NvHitObject NvMakeHitWithRecordIndex( + uint HitGroupRecordIndex, + RaytracingAccelerationStructure AccelerationStructure, + uint InstanceIndex, + uint GeometryIndex, + uint PrimitiveIndex, + uint HitKind, + RayDesc Ray, + T Attributes) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT_WITH_RECORD_INDEX; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = HitKind; + g_NvidiaExt[index].src1u.x = HitGroupRecordIndex; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + uint traceHandle = g_NvidiaExt.IncrementCounter(); + + struct AttrWrapper { T Attrs; }; + AttrWrapper wrapper; + wrapper.Attrs = Attributes; + CallShader(traceHandle, wrapper); + + struct DummyPayload { int a; }; + DummyPayload payload; + TraceRay(AccelerationStructure, 0, 0, 0, 0, traceHandle, Ray, payload); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +NvHitObject NvMakeMiss( + uint MissShaderIndex, + RayDesc Ray) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_MISS; + g_NvidiaExt[index].src0u.x = MissShaderIndex; + g_NvidiaExt[index].src0u.y = asuint(Ray.TMin); + g_NvidiaExt[index].src0u.z = asuint(Ray.TMax); + g_NvidiaExt[index].src1u.x = asuint(Ray.Origin.x); + g_NvidiaExt[index].src1u.y = asuint(Ray.Origin.y); + g_NvidiaExt[index].src1u.z = asuint(Ray.Origin.z); + g_NvidiaExt[index].src2u.x = asuint(Ray.Direction.x); + g_NvidiaExt[index].src2u.y = asuint(Ray.Direction.y); + g_NvidiaExt[index].src2u.z = asuint(Ray.Direction.z); + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +NvHitObject NvMakeNop() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_NOP; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +void NvReorderThread(uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 0; + g_NvidiaExt[index].src0u.y = 0; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj, uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 1; + g_NvidiaExt[index].src0u.y = HitObj._handle; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj) +{ + NvReorderThread(HitObj, 0, 0); +} + +template +void NvInvokeHitObject( + RaytracingAccelerationStructure AccelerationStructure, + NvHitObject HitObj, + inout T Payload) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_INVOKE; + g_NvidiaExt[index].src0u.x = HitObj._handle; + uint handle = g_NvidiaExt.IncrementCounter(); + + TraceRay(AccelerationStructure, 0, 0, 0, 0, handle, (RayDesc)0, Payload); +} + +// Macro-based version of the HitObject API. Use this when HLSL 2021 is not available. +// Enable by specifying #define NV_HITOBJECT_USE_MACRO_API before including this header. +#elif defined(NV_HITOBJECT_USE_MACRO_API) + +struct NvHitObject { + uint _handle; + + bool IsMiss() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_MISS; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsHit() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_HIT; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsNop() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_NOP; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + uint GetInstanceID() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_ID; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetInstanceIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetPrimitiveIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_PRIMITIVE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetGeometryIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_GEOMETRY_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetHitKind() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_HIT_KIND; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + RayDesc GetRayDesc() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_RAY_DESC; + g_NvidiaExt[index].src0u.x = _handle; + + uint tmin = g_NvidiaExt.IncrementCounter(); + uint tmax = g_NvidiaExt.IncrementCounter(); + uint rayOrgX = g_NvidiaExt.IncrementCounter(); + uint rayOrgY = g_NvidiaExt.IncrementCounter(); + uint rayOrgZ = g_NvidiaExt.IncrementCounter(); + uint rayDirX = g_NvidiaExt.IncrementCounter(); + uint rayDirY = g_NvidiaExt.IncrementCounter(); + uint rayDirZ = g_NvidiaExt.IncrementCounter(); + + RayDesc ray; + ray.TMin = asfloat(tmin); + ray.TMax = asfloat(tmax); + ray.Origin.x = asfloat(rayOrgX); + ray.Origin.y = asfloat(rayOrgY); + ray.Origin.z = asfloat(rayOrgZ); + ray.Direction.x = asfloat(rayDirX); + ray.Direction.y = asfloat(rayDirY); + ray.Direction.z = asfloat(rayDirZ); + + return ray; + } + + uint GetShaderTableIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_SHADER_TABLE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint LoadLocalRootTableConstant(uint RootConstantOffsetInBytes) + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_LOAD_LOCAL_ROOT_TABLE_CONSTANT; + g_NvidiaExt[index].src0u.x = _handle; + g_NvidiaExt[index].src0u.y = RootConstantOffsetInBytes; + return g_NvidiaExt.IncrementCounter(); + } +}; + +#define NvTraceRayHitObject(AccelerationStructure,RayFlags,InstanceInclusionMask,RayContributionToHitGroupIndex,MultiplierForGeometryContributionToHitGroupIndex,MissShaderIndex,Ray,Payload,ResultHitObj) \ +do { \ + uint _rayFlags = RayFlags; \ + uint _instanceInclusionMask = InstanceInclusionMask; \ + uint _rayContributionToHitGroupIndex = RayContributionToHitGroupIndex; \ + uint _multiplierForGeometryContributionToHitGroupIndex = MultiplierForGeometryContributionToHitGroupIndex; \ + uint _missShaderIndex = MissShaderIndex; \ + RayDesc _ray = Ray; \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_TRACE_RAY; \ + g_NvidiaExt[_index].numOutputsForIncCounter = 2; \ + g_NvidiaExt[_index].src0u.x = _missShaderIndex; \ + uint _hitHandle = g_NvidiaExt.IncrementCounter(); \ + uint _traceHandle = g_NvidiaExt.IncrementCounter(); \ + TraceRay(AccelerationStructure, _rayFlags, _instanceInclusionMask, _rayContributionToHitGroupIndex, _multiplierForGeometryContributionToHitGroupIndex, _traceHandle, _ray, Payload); \ + ResultHitObj._handle = _hitHandle; \ +} while(0) + +struct NvHitObjectMacroDummyPayloadType { int a; }; + +#define NvMakeHit(AccelerationStructure,InstanceIndex,GeometryIndex,PrimitiveIndex,HitKind,RayContributionToHitGroupIndex,MultiplierForGeometryContributionToHitGroupIndex,Ray,Attributes,ResultHitObj) \ +do { \ + uint _instanceIndex = InstanceIndex; \ + uint _geometryIndex = GeometryIndex; \ + uint _primitiveIndex = PrimitiveIndex; \ + uint _hitKind = HitKind; \ + uint _rayContributionToHitGroupIndex = RayContributionToHitGroupIndex; \ + uint _multiplierForGeometryContributionToHitGroupIndex = MultiplierForGeometryContributionToHitGroupIndex; \ + RayDesc _ray = Ray; \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT; \ + g_NvidiaExt[_index].numOutputsForIncCounter = 2; \ + g_NvidiaExt[_index].src0u.x = _instanceIndex; \ + g_NvidiaExt[_index].src0u.y = _geometryIndex; \ + g_NvidiaExt[_index].src0u.z = _primitiveIndex; \ + g_NvidiaExt[_index].src0u.w = _hitKind; \ + g_NvidiaExt[_index].src1u.x = _rayContributionToHitGroupIndex; \ + g_NvidiaExt[_index].src1u.y = _multiplierForGeometryContributionToHitGroupIndex; \ + uint _hitHandle = g_NvidiaExt.IncrementCounter(); \ + uint _traceHandle = g_NvidiaExt.IncrementCounter(); \ + CallShader(_traceHandle, Attributes); \ + NvHitObjectMacroDummyPayloadType _payload; \ + TraceRay(AccelerationStructure, 0, 0, 0, 0, _traceHandle, _ray, _payload); \ + ResultHitObj._handle = _hitHandle; \ +} while(0) + +#define NvMakeHitWithRecordIndex(HitGroupRecordIndex,AccelerationStructure,InstanceIndex,GeometryIndex,PrimitiveIndex,HitKind,Ray,Attributes,ResultHitObj) \ +do { \ + uint _hitGroupRecordIndex = HitGroupRecordIndex; \ + uint _instanceIndex = InstanceIndex; \ + uint _geometryIndex = GeometryIndex; \ + uint _primitiveIndex = PrimitiveIndex; \ + uint _hitKind = HitKind; \ + RayDesc _ray = Ray; \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT_WITH_RECORD_INDEX; \ + g_NvidiaExt[_index].numOutputsForIncCounter = 2; \ + g_NvidiaExt[_index].src0u.x = _instanceIndex; \ + g_NvidiaExt[_index].src0u.y = _geometryIndex; \ + g_NvidiaExt[_index].src0u.z = _primitiveIndex; \ + g_NvidiaExt[_index].src0u.w = _hitKind; \ + g_NvidiaExt[_index].src1u.x = _hitGroupRecordIndex; \ + uint _hitHandle = g_NvidiaExt.IncrementCounter(); \ + uint _traceHandle = g_NvidiaExt.IncrementCounter(); \ + CallShader(_traceHandle, Attributes); \ + NvHitObjectMacroDummyPayloadType _payload; \ + TraceRay(AccelerationStructure, 0, 0, 0, 0, _traceHandle, _ray, _payload); \ + ResultHitObj._handle = _hitHandle; \ +} while(0) + +NvHitObject NvMakeMiss( + uint MissShaderIndex, + RayDesc Ray) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_MISS; + g_NvidiaExt[index].src0u.x = MissShaderIndex; + g_NvidiaExt[index].src0u.y = asuint(Ray.TMin); + g_NvidiaExt[index].src0u.z = asuint(Ray.TMax); + g_NvidiaExt[index].src1u.x = asuint(Ray.Origin.x); + g_NvidiaExt[index].src1u.y = asuint(Ray.Origin.y); + g_NvidiaExt[index].src1u.z = asuint(Ray.Origin.z); + g_NvidiaExt[index].src2u.x = asuint(Ray.Direction.x); + g_NvidiaExt[index].src2u.y = asuint(Ray.Direction.y); + g_NvidiaExt[index].src2u.z = asuint(Ray.Direction.z); + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +NvHitObject NvMakeNop() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_NOP; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +#define NvGetAttributesFromHitObject(HitObj,ResultAttributes) \ +do { \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_ATTRIBUTES; \ + g_NvidiaExt[_index].src0u.x = HitObj._handle; \ + uint _callHandle = g_NvidiaExt.IncrementCounter(); \ + CallShader(_callHandle, ResultAttributes); \ +} while(0) + +void NvReorderThread(uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 0; + g_NvidiaExt[index].src0u.y = 0; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj, uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 1; + g_NvidiaExt[index].src0u.y = HitObj._handle; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj) +{ + NvReorderThread(HitObj, 0, 0); +} + +#define NvInvokeHitObject(AccelerationStructure,HitObj,Payload) \ +do { \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_INVOKE; \ + g_NvidiaExt[_index].src0u.x = HitObj._handle; \ + uint _handle = g_NvidiaExt.IncrementCounter(); \ + TraceRay(AccelerationStructure, 0, 0, 0, 0, _handle, (RayDesc)0, Payload); \ +} while(0) + +#endif diff --git a/src/imports/nvapi/nvHLSLExtnsInternal.h b/src/imports/nvapi/nvHLSLExtnsInternal.h new file mode 100644 index 0000000..d87240a --- /dev/null +++ b/src/imports/nvapi/nvHLSLExtnsInternal.h @@ -0,0 +1,758 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ +////////////////////////// NVIDIA SHADER EXTENSIONS ///////////////// +// internal functions +// Functions in this file are not expected to be called by apps directly + +#include "imports/nvapi/nvShaderExtnEnums.h" + +struct NvShaderExtnStruct +{ + uint opcode; // opcode + uint rid; // resource ID + uint sid; // sampler ID + + uint4 dst1u; // destination operand 1 (for instructions that need extra destination operands) + uint4 src3u; // source operand 3 + uint4 src4u; // source operand 4 + uint4 src5u; // source operand 5 + + uint4 src0u; // uint source operand 0 + uint4 src1u; // uint source operand 0 + uint4 src2u; // uint source operand 0 + uint4 dst0u; // uint destination operand + + uint markUavRef; // the next store to UAV is fake and is used only to identify the uav slot + uint numOutputsForIncCounter; // Used for output to IncrementCounter + float padding1[27]; // struct size: 256 bytes +}; + +// RW structured buffer for Nvidia shader extensions + +// Application needs to define NV_SHADER_EXTN_SLOT as a unused slot, which should be +// set using NvAPI_D3D11_SetNvShaderExtnSlot() call before creating the first shader that +// uses nvidia shader extensions. E.g before including this file in shader define it as: +// #define NV_SHADER_EXTN_SLOT u7 + +// For SM5.1, application needs to define NV_SHADER_EXTN_REGISTER_SPACE as register space +// E.g. before including this file in shader define it as: +// #define NV_SHADER_EXTN_REGISTER_SPACE space2 + +// Note that other operations to this UAV will be ignored so application +// should bind a null resource + +#ifdef NV_SHADER_EXTN_REGISTER_SPACE +RWStructuredBuffer g_NvidiaExt : register( NV_SHADER_EXTN_SLOT, NV_SHADER_EXTN_REGISTER_SPACE ); +#else +RWStructuredBuffer g_NvidiaExt : register( NV_SHADER_EXTN_SLOT ); +#endif + +//----------------------------------------------------------------------------// +// the exposed SHFL instructions accept a mask parameter in src2 +// To compute lane mask from width of segment: +// minLaneID : currentLaneId & src2[12:8] +// maxLaneID : minLaneId | (src2[4:0] & ~src2[12:8]) +// where [minLaneId, maxLaneId] defines the segment where currentLaneId belongs +// we always set src2[4:0] to 11111 (0x1F), and set src2[12:8] as (32 - width) +int __NvGetShflMaskFromWidth(uint width) +{ + return ((NV_WARP_SIZE - width) << 8) | 0x1F; +} + +//----------------------------------------------------------------------------// + +void __NvReferenceUAVForOp(RWByteAddressBuffer uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav.Store(index, 0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = float2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = float2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = float2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = float4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = float4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = float4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = 0.0f; +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = 0.0f; +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = 0.0f; +} + + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = uint2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = uint2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = uint2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = uint4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = uint4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = uint4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = 0; +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = 0; +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = 0; +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = int2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = int2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = int2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = int4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = int4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = int4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = 0; +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = 0; +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = 0; +} + +//----------------------------------------------------------------------------// +// ATOMIC op sub-opcodes +#define NV_EXTN_ATOM_AND 0 +#define NV_EXTN_ATOM_OR 1 +#define NV_EXTN_ATOM_XOR 2 + +#define NV_EXTN_ATOM_ADD 3 +#define NV_EXTN_ATOM_MAX 6 +#define NV_EXTN_ATOM_MIN 7 + +#define NV_EXTN_ATOM_SWAP 8 +#define NV_EXTN_ATOM_CAS 9 + +//----------------------------------------------------------------------------// + +// performs Atomic operation on two consecutive fp16 values in the given UAV +// the uint paramater 'fp16x2Val' is treated as two fp16 values +// the passed sub-opcode 'op' should be an immediate constant +// byteAddress must be multiple of 4 +// the returned value are the two fp16 values packed into a single uint +uint __NvAtomicOpFP16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +//----------------------------------------------------------------------------// + +// performs Atomic operation on a R16G16_FLOAT UAV at the given address +// the uint paramater 'fp16x2Val' is treated as two fp16 values +// the passed sub-opcode 'op' should be an immediate constant +// the returned value are the two fp16 values (.x and .y components) packed into a single uint +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16_FLOAT format (might result in app crash or TDR) + +uint __NvAtomicOpFP16x2(RWTexture1D uav, uint address, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +uint __NvAtomicOpFP16x2(RWTexture2D uav, uint2 address, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +uint __NvAtomicOpFP16x2(RWTexture3D uav, uint3 address, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +//----------------------------------------------------------------------------// + +// performs Atomic operation on a R16G16B16A16_FLOAT UAV at the given address +// the uint2 paramater 'fp16x2Val' is treated as four fp16 values +// i.e, fp16x2Val.x = uav.xy and fp16x2Val.y = uav.yz +// the passed sub-opcode 'op' should be an immediate constant +// the returned value are the four fp16 values (.xyzw components) packed into uint2 +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16B16A16_FLOAT format (might result in app crash or TDR) + +uint2 __NvAtomicOpFP16x2(RWTexture1D uav, uint address, uint2 fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + // break it down into two fp16x2 atomic ops + uint2 retVal; + + // first op has x-coordinate = x * 2 + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address * 2; + g_NvidiaExt[index].src1u.x = fp16x2Val.x; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.x = g_NvidiaExt[index].dst0u.x; + + // second op has x-coordinate = x * 2 + 1 + index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address * 2 + 1; + g_NvidiaExt[index].src1u.x = fp16x2Val.y; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.y = g_NvidiaExt[index].dst0u.x; + + return retVal; +} + +uint2 __NvAtomicOpFP16x2(RWTexture2D uav, uint2 address, uint2 fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + // break it down into two fp16x2 atomic ops + uint2 retVal; + + // first op has x-coordinate = x * 2 + uint2 addressTemp = uint2(address.x * 2, address.y); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.x; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.x = g_NvidiaExt[index].dst0u.x; + + // second op has x-coordinate = x * 2 + 1 + addressTemp.x++; + index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.y; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.y = g_NvidiaExt[index].dst0u.x; + + return retVal; +} + +uint2 __NvAtomicOpFP16x2(RWTexture3D uav, uint3 address, uint2 fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + // break it down into two fp16x2 atomic ops + uint2 retVal; + + // first op has x-coordinate = x * 2 + uint3 addressTemp = uint3(address.x * 2, address.y, address.z); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.x; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.x = g_NvidiaExt[index].dst0u.x; + + // second op has x-coordinate = x * 2 + 1 + addressTemp.x++; + index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.y; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.y = g_NvidiaExt[index].dst0u.x; + + return retVal; +} + +uint __fp32x2Tofp16x2(float2 val) +{ + return (f32tof16(val.y)<<16) | f32tof16(val.x) ; +} + +uint2 __fp32x4Tofp16x4(float4 val) +{ + return uint2( (f32tof16(val.y)<<16) | f32tof16(val.x), (f32tof16(val.w)<<16) | f32tof16(val.z) ) ; +} + +//----------------------------------------------------------------------------// + +// FP32 Atomic functions +// performs Atomic operation treating the uav as float (fp32) values +// the passed sub-opcode 'op' should be an immediate constant +// byteAddress must be multiple of 4 +float __NvAtomicAddFP32(RWByteAddressBuffer uav, uint byteAddress, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.x = asuint(val); // passing as uint to make it more convinient for the driver to translate + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +float __NvAtomicAddFP32(RWTexture1D uav, uint address, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.x = asuint(val); + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +float __NvAtomicAddFP32(RWTexture2D uav, uint2 address, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.x = asuint(val); + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +float __NvAtomicAddFP32(RWTexture3D uav, uint3 address, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.x = asuint(val); + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +//----------------------------------------------------------------------------// + +// UINT64 Atmoic Functions +// The functions below performs atomic operation on the given UAV treating the value as uint64 +// byteAddress must be multiple of 8 +// The returned value is the value present in memory location before the atomic operation +// uint2 vector type is used to represent a single uint64 value with the x component containing the low 32 bits and y component the high 32 bits. + +uint2 __NvAtomicCompareExchangeUINT64(RWByteAddressBuffer uav, uint byteAddress, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWByteAddressBuffer uav, uint byteAddress, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicCompareExchangeUINT64(RWTexture1D uav, uint address, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWTexture1D uav, uint address, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicCompareExchangeUINT64(RWTexture2D uav, uint2 address, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWTexture2D uav, uint2 address, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicCompareExchangeUINT64(RWTexture3D uav, uint3 address, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWTexture3D uav, uint3 address, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + + +uint4 __NvFootprint(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +uint4 __NvFootprintBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, float bias, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src2u.x = asuint(bias); + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT_BIAS; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +uint4 __NvFootprintLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, float lodLevel, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src2u.x = asuint(lodLevel); + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT_LEVEL; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +uint4 __NvFootprintGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, float3 ddx, float3 ddy, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src2u.xyz = asuint(ddx); + g_NvidiaExt[index].src5u.xyz = asuint(ddy); + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT_GRAD; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +// returns value of special register - specify subopcode from any of NV_SPECIALOP_* specified in nvShaderExtnEnums.h - other opcodes undefined behavior +uint __NvGetSpecial(uint subOpCode) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_GET_SPECIAL; + g_NvidiaExt[index].src0u.x = subOpCode; + return g_NvidiaExt.IncrementCounter(); +} + +// predicate is returned in laneValid indicating if srcLane is in range and val from specified lane is returned. +int __NvShflGeneric(int val, uint srcLane, uint maskClampVal, out uint laneValid) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = srcLane; // source lane + g_NvidiaExt[index].src0u.z = maskClampVal; + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_GENERIC; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + + laneValid = asuint(g_NvidiaExt.IncrementCounter()); + return g_NvidiaExt.IncrementCounter(); +} \ No newline at end of file diff --git a/src/imports/nvapi/nvShaderExtnEnums.h b/src/imports/nvapi/nvShaderExtnEnums.h new file mode 100644 index 0000000..282f7b9 --- /dev/null +++ b/src/imports/nvapi/nvShaderExtnEnums.h @@ -0,0 +1,142 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +//////////////////////////////////////////////////////////////////////////////// +////////////////////////// NVIDIA SHADER EXTENSIONS //////////////////////////// +//////////////////////////////////////////////////////////////////////////////// + +// This file can be included both from HLSL shader code as well as C++ code. +// The app should call NvAPI_D3D11_IsNvShaderExtnOpCodeSupported() / NvAPI_D3D12_IsNvShaderExtnOpCodeSupported() +// to check for support for every nv shader extension opcode it plans to use + + + +//----------------------------------------------------------------------------// +//---------------------------- NV Shader Extn Version -----------------------// +//----------------------------------------------------------------------------// +#define NV_SHADER_EXTN_VERSION 1 + +//----------------------------------------------------------------------------// +//---------------------------- Misc constants --------------------------------// +//----------------------------------------------------------------------------// +#define NV_WARP_SIZE 32 +#define NV_WARP_SIZE_LOG2 5 + +//----------------------------------------------------------------------------// +//---------------------------- opCode constants ------------------------------// +//----------------------------------------------------------------------------// + + +#define NV_EXTN_OP_SHFL 1 +#define NV_EXTN_OP_SHFL_UP 2 +#define NV_EXTN_OP_SHFL_DOWN 3 +#define NV_EXTN_OP_SHFL_XOR 4 + +#define NV_EXTN_OP_VOTE_ALL 5 +#define NV_EXTN_OP_VOTE_ANY 6 +#define NV_EXTN_OP_VOTE_BALLOT 7 + +#define NV_EXTN_OP_GET_LANE_ID 8 +#define NV_EXTN_OP_FP16_ATOMIC 12 +#define NV_EXTN_OP_FP32_ATOMIC 13 + +#define NV_EXTN_OP_GET_SPECIAL 19 + +#define NV_EXTN_OP_UINT64_ATOMIC 20 + +#define NV_EXTN_OP_MATCH_ANY 21 + +// FOOTPRINT - For Sample and SampleBias +#define NV_EXTN_OP_FOOTPRINT 28 +#define NV_EXTN_OP_FOOTPRINT_BIAS 29 + +#define NV_EXTN_OP_GET_SHADING_RATE 30 + +// FOOTPRINT - For SampleLevel and SampleGrad +#define NV_EXTN_OP_FOOTPRINT_LEVEL 31 +#define NV_EXTN_OP_FOOTPRINT_GRAD 32 + +// SHFL Generic +#define NV_EXTN_OP_SHFL_GENERIC 33 + +#define NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE 51 +#define NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED 52 + +// HitObject API +#define NV_EXTN_OP_HIT_OBJECT_TRACE_RAY 67 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_HIT 68 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_HIT_WITH_RECORD_INDEX 69 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_MISS 70 +#define NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD 71 +#define NV_EXTN_OP_HIT_OBJECT_INVOKE 72 +#define NV_EXTN_OP_HIT_OBJECT_IS_MISS 73 +#define NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_ID 74 +#define NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_INDEX 75 +#define NV_EXTN_OP_HIT_OBJECT_GET_PRIMITIVE_INDEX 76 +#define NV_EXTN_OP_HIT_OBJECT_GET_GEOMETRY_INDEX 77 +#define NV_EXTN_OP_HIT_OBJECT_GET_HIT_KIND 78 +#define NV_EXTN_OP_HIT_OBJECT_GET_RAY_DESC 79 +#define NV_EXTN_OP_HIT_OBJECT_GET_ATTRIBUTES 80 +#define NV_EXTN_OP_HIT_OBJECT_GET_SHADER_TABLE_INDEX 81 +#define NV_EXTN_OP_HIT_OBJECT_LOAD_LOCAL_ROOT_TABLE_CONSTANT 82 +#define NV_EXTN_OP_HIT_OBJECT_IS_HIT 83 +#define NV_EXTN_OP_HIT_OBJECT_IS_NOP 84 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_NOP 85 + +// Micro-map API +#define NV_EXTN_OP_RT_TRIANGLE_OBJECT_POSITIONS 86 +#define NV_EXTN_OP_RT_MICRO_TRIANGLE_OBJECT_POSITIONS 87 +#define NV_EXTN_OP_RT_MICRO_TRIANGLE_BARYCENTRICS 88 +#define NV_EXTN_OP_RT_IS_MICRO_TRIANGLE_HIT 89 +#define NV_EXTN_OP_RT_IS_BACK_FACING 90 +#define NV_EXTN_OP_RT_MICRO_VERTEX_OBJECT_POSITION 91 +#define NV_EXTN_OP_RT_MICRO_VERTEX_BARYCENTRICS 92 + +//----------------------------------------------------------------------------// +//-------------------- GET_SPECIAL subOpCode constants -----------------------// +//----------------------------------------------------------------------------// +#define NV_SPECIALOP_THREADLTMASK 4 +#define NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED 5 +#define NV_SPECIALOP_GLOBAL_TIMER_LO 9 +#define NV_SPECIALOP_GLOBAL_TIMER_HI 10 + +//----------------------------------------------------------------------------// +//----------------------------- Texture Types -------------------------------// +//----------------------------------------------------------------------------// +#define NV_EXTN_TEXTURE_1D 2 +#define NV_EXTN_TEXTURE_1D_ARRAY 3 +#define NV_EXTN_TEXTURE_2D 4 +#define NV_EXTN_TEXTURE_2D_ARRAY 5 +#define NV_EXTN_TEXTURE_3D 6 +#define NV_EXTN_TEXTURE_CUBE 7 +#define NV_EXTN_TEXTURE_CUBE_ARRAY 8 + + +//---------------------------------------------------------------------------// +//----------------FOOTPRINT Enums for NvFootprint* extns---------------------// +//---------------------------------------------------------------------------// +#define NV_EXTN_FOOTPRINT_MODE_FINE 0 +#define NV_EXTN_FOOTPRINT_MODE_COARSE 1 diff --git a/src/imports/nvapi/nvapi.h b/src/imports/nvapi/nvapi.h new file mode 100644 index 0000000..22119f9 --- /dev/null +++ b/src/imports/nvapi/nvapi.h @@ -0,0 +1,24002 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included` in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ +///////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// Date: Dec 17, 2024 +// File: nvapi.h +// +// NvAPI provides an interface to NVIDIA devices. This file contains the +// interface constants, structure definitions and function prototypes. +// +// Target Profile: Open-Source +// Target Platform: windows +// +/////////////////////////////////////////////////////////////////////////////// +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#include"imports/nvapi/nvapi_lite_sli.h" +#include"imports/nvapi/nvapi_lite_surround.h" +#include"imports/nvapi/nvapi_lite_stereo.h" +#include"imports/nvapi/nvapi_lite_d3dext.h" +#ifndef _NVAPI_H +#define _NVAPI_H + +// icex2: Edit for bemanitools to make this work with mingw, see +// https://forums.developer.nvidia.com/t/how-can-you-compile-nvapi-h-with-mingw/33050/5 +#include "imports/nvapi/nvapi_lite_salstart.h" + +#pragma pack(push,8) // Make sure we have consistent structure packings + +#ifdef __cplusplus +extern "C" { +#endif +// ==================================================== +// Universal NvAPI Definitions +// ==================================================== +#ifndef _WIN32 +#define __cdecl +#endif + + + +//! @} + + +//! \ingroup nvapistatus +#define NVAPI_API_NOT_INTIALIZED NVAPI_API_NOT_INITIALIZED //!< Fix typo in error code + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Initialize +// +//! This function initializes the NvAPI library (if not already initialized) but always increments the ref-counter. +//! This must be called before calling other NvAPI_ functions. +//! Note: It is now mandatory to call NvAPI_Initialize before calling any other NvAPI. +//! NvAPI_Unload should be called to unload the NVAPI Library. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_LIBRARY_NOT_FOUND Failed to load the NVAPI support library +//! \sa nvapistatus +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Initialize(); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Unload +// +//! DESCRIPTION: Decrements the ref-counter and when it reaches ZERO, unloads NVAPI library. +//! This must be called in pairs with NvAPI_Initialize. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! If the client wants unload functionality, it is recommended to always call NvAPI_Initialize and NvAPI_Unload in pairs. +//! +//! Unloading NvAPI library is not supported when the library is in a resource locked state. +//! Some functions in the NvAPI library initiates an operation or allocates certain resources +//! and there are corresponding functions available, to complete the operation or free the +//! allocated resources. All such function pairs are designed to prevent unloading NvAPI library. +//! +//! For example, if NvAPI_Unload is called after NvAPI_XXX which locks a resource, it fails with +//! NVAPI_ERROR. Developers need to call the corresponding NvAPI_YYY to unlock the resources, +//! before calling NvAPI_Unload again. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_API_IN_USE Atleast an API is still being called hence cannot unload requested driver. +//! +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Unload(); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetErrorMessage +// +//! This function converts an NvAPI error code into a null terminated string. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param nr The error code to convert +//! \param szDesc The string corresponding to the error code +//! +//! \return NULL terminated string (always, never NULL) +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetErrorMessage(NvAPI_Status nr,NvAPI_ShortString szDesc); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetInterfaceVersionString +// +//! This function returns a string describing the version of the NvAPI library. +//! The contents of the string are human readable. Do not assume a fixed +//! format. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param szDesc User readable string giving NvAPI version information +//! +//! \return See \ref nvapistatus for the list of possible return values. +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetInterfaceVersionString(NvAPI_ShortString szDesc); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetInterfaceVersionStringEx +// +//! This function returns a string describing the version of the NvAPI library. +//! The contents of the string are human readable. Do not assume a fixed format. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 450 +//! +//! \param szDesc User readable string giving NvAPI version information +//! +//! \return See \ref nvapistatus for the list of possible return values. +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetInterfaceVersionStringEx(NvAPI_ShortString szDesc); + + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// All display port related data types definition starts +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +// This category is intentionally added before the #ifdef. The #endif should also be in the same scope + +#ifndef DISPLAYPORT_STRUCTS_DEFINED +#define DISPLAYPORT_STRUCTS_DEFINED + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_LINK_RATE +{ + NV_DP_1_62GBPS = 6, + NV_DP_2_70GBPS = 0xA, + NV_DP_5_40GBPS = 0x14, + NV_DP_8_10GBPS = 0x1E, +// Recommended Intermidiate Link Transfer Rates + NV_EDP_2_16GBPS = 8, + NV_EDP_2_43GBPS = 9, + NV_EDP_3_24GBPS = 0xC, + NV_EDP_4_32GBPS = 0x10 +} NV_DP_LINK_RATE; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_LANE_COUNT +{ + NV_DP_1_LANE = 1, + NV_DP_2_LANE = 2, + NV_DP_4_LANE = 4, +} NV_DP_LANE_COUNT; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_COLOR_FORMAT +{ + NV_DP_COLOR_FORMAT_RGB = 0, + NV_DP_COLOR_FORMAT_YCbCr422, + NV_DP_COLOR_FORMAT_YCbCr444, +} NV_DP_COLOR_FORMAT; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_COLORIMETRY +{ + NV_DP_COLORIMETRY_RGB = 0, + NV_DP_COLORIMETRY_YCbCr_ITU601, + NV_DP_COLORIMETRY_YCbCr_ITU709, +} NV_DP_COLORIMETRY; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_DYNAMIC_RANGE +{ + NV_DP_DYNAMIC_RANGE_VESA = 0, + NV_DP_DYNAMIC_RANGE_CEA, +} NV_DP_DYNAMIC_RANGE; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_BPC +{ + NV_DP_BPC_DEFAULT = 0, + NV_DP_BPC_6, + NV_DP_BPC_8, + NV_DP_BPC_10, + NV_DP_BPC_12, + NV_DP_BPC_16, +} NV_DP_BPC; + + +#endif //#ifndef DISPLAYPORT_STRUCTS_DEFINED + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// All display port related data types definitions end +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetEDID +// +//! \fn NvAPI_GPU_GetEDID(NvPhysicalGpuHandle hPhysicalGpu, NvU32 displayOutputId, NV_EDID *pEDID) +//! This function returns the EDID data for the specified GPU handle and connection bit mask. +//! displayOutputId should have exactly 1 bit set to indicate a single display. See \ref handles. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_INVALID_ARGUMENT pEDID is NULL; displayOutputId has 0 or > 1 bits set +//! \retval NVAPI_OK *pEDID contains valid data. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \retval NVAPI_DATA_NOT_FOUND The requested display does not contain an EDID. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +//! @{ + +#define NV_EDID_V1_DATA_SIZE 256 + +#define NV_EDID_DATA_SIZE NV_EDID_V1_DATA_SIZE + +typedef struct +{ + NvU32 version; //structure version + NvU8 EDID_Data[NV_EDID_DATA_SIZE]; +} NV_EDID_V1; + +//! Used in NvAPI_GPU_GetEDID() +typedef struct +{ + NvU32 version; //!< Structure version + NvU8 EDID_Data[NV_EDID_DATA_SIZE]; + NvU32 sizeofEDID; +} NV_EDID_V2; + +//! Used in NvAPI_GPU_GetEDID() +typedef struct +{ + NvU32 version; //!< Structure version + NvU8 EDID_Data[NV_EDID_DATA_SIZE]; + NvU32 sizeofEDID; + NvU32 edidId; //!< ID which always returned in a monotonically increasing counter. + //!< Across a split-EDID read we need to verify that all calls returned the same edidId. + //!< This counter is incremented if we get the updated EDID. + NvU32 offset; //!< Which 256-byte page of the EDID we want to read. Start at 0. + //!< If the read succeeds with edidSize > NV_EDID_DATA_SIZE, + //!< call back again with offset+256 until we have read the entire buffer +} NV_EDID_V3; + +typedef NV_EDID_V3 NV_EDID; + +#define NV_EDID_VER1 MAKE_NVAPI_VERSION(NV_EDID_V1,1) +#define NV_EDID_VER2 MAKE_NVAPI_VERSION(NV_EDID_V2,2) +#define NV_EDID_VER3 MAKE_NVAPI_VERSION(NV_EDID_V3,3) +#define NV_EDID_VER NV_EDID_VER3 + +//! @} + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetEDID(NvPhysicalGpuHandle hPhysicalGpu, NvU32 displayOutputId, NV_EDID *pEDID); + +//! \ingroup gpu + +//! Used in NvAPI_DISP_GetEdidData + +#define NV_EDID_DATA_SIZE_MAX 1024 //!< This is the current size supported by Nvidia Display Driver and may change in future. + +typedef enum +{ + NV_EDID_FLAG_DEFAULT = 0, //!< the EDID which is actively used by the driver, it could be _RAW/_COOKED/_FORCED/_INF. + NV_EDID_FLAG_RAW = 1, //!< the EDID which is not modified by the driver. If there's no _FORCED edid engaged, it + //!< will be the unmodified monitor EDID from the I2C bus. Otherwise it is original _FORCED edid. + NV_EDID_FLAG_COOKED = 2, //!< the EDID has been modified by the driver for compatibility + NV_EDID_FLAG_FORCED = 3, //!< the EDID is forced by the end-user over s/w interface, + NV_EDID_FLAG_INF = 4, //!< the EDID is from monitor INF + NV_EDID_FLAG_HW = 5, //!< the EDID is from the monitor over I2C bus without any modification. +} NV_EDID_FLAG; + +//! \ingroup gpu +//! Used in NV_GPU_CONNECTOR_DATA +typedef enum _NV_GPU_CONNECTOR_TYPE +{ + NVAPI_GPU_CONNECTOR_VGA_15_PIN = 0x00000000, + NVAPI_GPU_CONNECTOR_TV_COMPOSITE = 0x00000010, + NVAPI_GPU_CONNECTOR_TV_SVIDEO = 0x00000011, + NVAPI_GPU_CONNECTOR_TV_HDTV_COMPONENT = 0x00000013, + NVAPI_GPU_CONNECTOR_TV_SCART = 0x00000014, + NVAPI_GPU_CONNECTOR_TV_COMPOSITE_SCART_ON_EIAJ4120 = 0x00000016, + NVAPI_GPU_CONNECTOR_TV_HDTV_EIAJ4120 = 0x00000017, + NVAPI_GPU_CONNECTOR_PC_POD_HDTV_YPRPB = 0x00000018, + NVAPI_GPU_CONNECTOR_PC_POD_SVIDEO = 0x00000019, + NVAPI_GPU_CONNECTOR_PC_POD_COMPOSITE = 0x0000001A, + NVAPI_GPU_CONNECTOR_DVI_I_TV_SVIDEO = 0x00000020, + NVAPI_GPU_CONNECTOR_DVI_I_TV_COMPOSITE = 0x00000021, + NVAPI_GPU_CONNECTOR_DVI_I = 0x00000030, + NVAPI_GPU_CONNECTOR_DVI_D = 0x00000031, + NVAPI_GPU_CONNECTOR_ADC = 0x00000032, + NVAPI_GPU_CONNECTOR_LFH_DVI_I_1 = 0x00000038, + NVAPI_GPU_CONNECTOR_LFH_DVI_I_2 = 0x00000039, + NVAPI_GPU_CONNECTOR_SPWG = 0x00000040, + NVAPI_GPU_CONNECTOR_OEM = 0x00000041, + NVAPI_GPU_CONNECTOR_DISPLAYPORT_EXTERNAL = 0x00000046, + NVAPI_GPU_CONNECTOR_DISPLAYPORT_INTERNAL = 0x00000047, + NVAPI_GPU_CONNECTOR_DISPLAYPORT_MINI_EXT = 0x00000048, + NVAPI_GPU_CONNECTOR_HDMI_A = 0x00000061, + NVAPI_GPU_CONNECTOR_HDMI_C_MINI = 0x00000063, + NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_1 = 0x00000064, + NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_2 = 0x00000065, + NVAPI_GPU_CONNECTOR_VIRTUAL_WFD = 0x00000070, //!< Deprecated. + NVAPI_GPU_CONNECTOR_USB_C = 0x00000071, + NVAPI_GPU_CONNECTOR_UNKNOWN = 0xFFFFFFFF, +} NV_GPU_CONNECTOR_TYPE; + +//////////////////////////////////////////////////////////////////////////////// +// +// NvAPI_TVOutput Information +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup tvapi +//! Used in NV_DISPLAY_TV_OUTPUT_INFO +typedef enum _NV_DISPLAY_TV_FORMAT +{ + NV_DISPLAY_TV_FORMAT_NONE = 0, + NV_DISPLAY_TV_FORMAT_SD_NTSCM = 0x00000001, + NV_DISPLAY_TV_FORMAT_SD_NTSCJ = 0x00000002, + NV_DISPLAY_TV_FORMAT_SD_PALM = 0x00000004, + NV_DISPLAY_TV_FORMAT_SD_PALBDGH = 0x00000008, + NV_DISPLAY_TV_FORMAT_SD_PALN = 0x00000010, + NV_DISPLAY_TV_FORMAT_SD_PALNC = 0x00000020, + NV_DISPLAY_TV_FORMAT_SD_576i = 0x00000100, + NV_DISPLAY_TV_FORMAT_SD_480i = 0x00000200, + NV_DISPLAY_TV_FORMAT_ED_480p = 0x00000400, + NV_DISPLAY_TV_FORMAT_ED_576p = 0x00000800, + NV_DISPLAY_TV_FORMAT_HD_720p = 0x00001000, + NV_DISPLAY_TV_FORMAT_HD_1080i = 0x00002000, + NV_DISPLAY_TV_FORMAT_HD_1080p = 0x00004000, + NV_DISPLAY_TV_FORMAT_HD_720p50 = 0x00008000, + NV_DISPLAY_TV_FORMAT_HD_1080p24 = 0x00010000, + NV_DISPLAY_TV_FORMAT_HD_1080i50 = 0x00020000, + NV_DISPLAY_TV_FORMAT_HD_1080p50 = 0x00040000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30 = 0x00080000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30_3840 = NV_DISPLAY_TV_FORMAT_UHD_4Kp30, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25 = 0x00100000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25_3840 = NV_DISPLAY_TV_FORMAT_UHD_4Kp25, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24 = 0x00200000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_3840 = NV_DISPLAY_TV_FORMAT_UHD_4Kp24, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_SMPTE = 0x00400000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp50_3840 = 0x00800000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp60_3840 = 0x00900000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30_4096 = 0x00A00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25_4096 = 0x00B00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_4096 = 0x00C00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp50_4096 = 0x00D00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp60_4096 = 0x00E00000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp24_7680 = 0x01000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp25_7680 = 0x02000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp30_7680 = 0x04000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp48_7680 = 0x08000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp50_7680 = 0x09000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp60_7680 = 0x0A000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp100_7680 = 0x0B000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp120_7680 = 0x0C000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp48_3840 = 0x0D000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp48_4096 = 0x0E000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp100_4096 = 0x0F000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp100_3840 = 0x10000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp120_4096 = 0x11000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp120_3840 = 0x12000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp100_5120 = 0x13000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp120_5120 = 0x14000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_5120 = 0x15000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25_5120 = 0x16000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30_5120 = 0x17000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp48_5120 = 0x18000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp50_5120 = 0x19000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp60_5120 = 0x20000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp24_10240 = 0x21000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp25_10240 = 0x22000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp30_10240 = 0x23000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp48_10240 = 0x24000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp50_10240 = 0x25000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp60_10240 = 0x26000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp100_10240 = 0x27000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp120_10240 = 0x28000000, + + + NV_DISPLAY_TV_FORMAT_SD_OTHER = 0x30000000, + NV_DISPLAY_TV_FORMAT_ED_OTHER = 0x40000000, + NV_DISPLAY_TV_FORMAT_HD_OTHER = 0x50000000, + + NV_DISPLAY_TV_FORMAT_ANY = 0x80000000, + +} NV_DISPLAY_TV_FORMAT; + + +//! \ingroup dispcontrol +//! @{ +#define NVAPI_MAX_VIEW_TARGET 2 +#define NVAPI_ADVANCED_MAX_VIEW_TARGET 4 + +#ifndef _NV_TARGET_VIEW_MODE_ +#define _NV_TARGET_VIEW_MODE_ + +//! Used in NvAPI_SetView(). +typedef enum _NV_TARGET_VIEW_MODE +{ + NV_VIEW_MODE_STANDARD = 0, + NV_VIEW_MODE_CLONE = 1, + NV_VIEW_MODE_HSPAN = 2, + NV_VIEW_MODE_VSPAN = 3, + NV_VIEW_MODE_DUALVIEW = 4, + NV_VIEW_MODE_MULTIVIEW = 5, +} NV_TARGET_VIEW_MODE; +#endif + +//! @} + +// Following definitions are used in NvAPI_SetViewEx. + +//! Scaling modes - used in NvAPI_SetViewEx(). +//! \ingroup dispcontrol +typedef enum _NV_SCALING +{ + NV_SCALING_DEFAULT = 0, //!< No change + + // New Scaling Declarations + NV_SCALING_GPU_SCALING_TO_CLOSEST = 1, //!< Balanced - Full Screen + NV_SCALING_GPU_SCALING_TO_NATIVE = 2, //!< Force GPU - Full Screen + NV_SCALING_GPU_SCANOUT_TO_NATIVE = 3, //!< Force GPU - Centered\No Scaling + NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE = 5, //!< Force GPU - Aspect Ratio + NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_CLOSEST = 6, //!< Balanced - Aspect Ratio + NV_SCALING_GPU_SCANOUT_TO_CLOSEST = 7, //!< Balanced - Centered\No Scaling + NV_SCALING_GPU_INTEGER_ASPECT_SCALING = 8, //!< Force GPU - Integer Scaling + + // Legacy Declarations + NV_SCALING_MONITOR_SCALING = NV_SCALING_GPU_SCALING_TO_CLOSEST, + NV_SCALING_ADAPTER_SCALING = NV_SCALING_GPU_SCALING_TO_NATIVE, + NV_SCALING_CENTERED = NV_SCALING_GPU_SCANOUT_TO_NATIVE, + NV_SCALING_ASPECT_SCALING = NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE, + + NV_SCALING_CUSTOMIZED = 255 //!< For future use +} NV_SCALING; + +//! Rotate modes- used in NvAPI_SetViewEx(). + +//! \ingroup dispcontrol +typedef enum _NV_ROTATE +{ + NV_ROTATE_0 = 0, + NV_ROTATE_90 = 1, + NV_ROTATE_180 = 2, + NV_ROTATE_270 = 3, + NV_ROTATE_IGNORED = 4, +} NV_ROTATE; + +//! Color formats- used in NvAPI_SetViewEx(). +//! \ingroup dispcontrol +#define NVFORMAT_MAKEFOURCC(ch0, ch1, ch2, ch3) \ + ((NvU32)(NvU8)(ch0) | ((NvU32)(NvU8)(ch1) << 8) | \ + ((NvU32)(NvU8)(ch2) << 16) | ((NvU32)(NvU8)(ch3) << 24 )) + + + +//! Color formats- used in NvAPI_SetViewEx(). +//! \ingroup dispcontrol +typedef enum _NV_FORMAT +{ + NV_FORMAT_UNKNOWN = 0, //!< unknown. Driver will choose one as following value. + NV_FORMAT_P8 = 41, //!< for 8bpp mode + NV_FORMAT_R5G6B5 = 23, //!< for 16bpp mode + NV_FORMAT_A8R8G8B8 = 21, //!< for 32bpp mode + NV_FORMAT_A16B16G16R16F = 113, //!< for 64bpp(floating point) mode. + +} NV_FORMAT; + +// TV standard + +typedef struct +{ + float x; //!< x-coordinate of the viewport top-left point + float y; //!< y-coordinate of the viewport top-left point + float w; //!< Width of the viewport + float h; //!< Height of the viewport +} NV_VIEWPORTF; + + + +//! \ingroup dispcontrol +//! The timing override is not supported yet; must be set to _AUTO. \n + + +typedef enum _NV_TIMING_OVERRIDE +{ + NV_TIMING_OVERRIDE_CURRENT = 0, //!< get the current timing + NV_TIMING_OVERRIDE_AUTO, //!< the timing the driver will use based the current policy + NV_TIMING_OVERRIDE_EDID, //!< EDID timing + NV_TIMING_OVERRIDE_DMT, //!< VESA DMT timing + NV_TIMING_OVERRIDE_DMT_RB, //!< VESA DMT timing with reduced blanking + NV_TIMING_OVERRIDE_CVT, //!< VESA CVT timing + NV_TIMING_OVERRIDE_CVT_RB, //!< VESA CVT timing with reduced blanking + NV_TIMING_OVERRIDE_GTF, //!< VESA GTF timing + NV_TIMING_OVERRIDE_EIA861, //!< EIA 861x pre-defined timing + NV_TIMING_OVERRIDE_ANALOG_TV, //!< analog SD/HDTV timing + NV_TIMING_OVERRIDE_CUST, //!< NV custom timings + NV_TIMING_OVERRIDE_NV_PREDEFINED, //!< NV pre-defined timing (basically the PsF timings) + NV_TIMING_OVERRIDE_NV_PSF = NV_TIMING_OVERRIDE_NV_PREDEFINED, + NV_TIMING_OVERRIDE_NV_ASPR, + NV_TIMING_OVERRIDE_SDI, //!< Override for SDI timing + + NV_TIMING_OVRRIDE_MAX, +}NV_TIMING_OVERRIDE; + + +#ifndef NV_TIMING_STRUCTS_DEFINED +#define NV_TIMING_STRUCTS_DEFINED + +//*********************** +// The Timing Structure +//*********************** +// +//! \ingroup dispcontrol +//! NVIDIA-specific timing extras \n +//! Used in NV_TIMING. +typedef struct tagNV_TIMINGEXT +{ + NvU32 flag; //!< Reserved for NVIDIA hardware-based enhancement, such as double-scan. + NvU16 rr; //!< Logical refresh rate to present + NvU32 rrx1k; //!< Physical vertical refresh rate in 0.001Hz + NvU32 aspect; //!< Display aspect ratio Hi(aspect):horizontal-aspect, Low(aspect):vertical-aspect + NvU16 rep; //!< Bit-wise pixel repetition factor: 0x1:no pixel repetition; 0x2:each pixel repeats twice horizontally,.. + NvU32 status; //!< Timing standard + NvU8 name[40]; //!< Timing name +}NV_TIMINGEXT; + + + +//! \ingroup dispcontrol +//!The very basic timing structure based on the VESA standard: +//! \code +//! |<----------------------------htotal--------------------------->| +//! ---------"active" video-------->|<-------blanking------>|<----- +//! |<-------hvisible-------->|<-hb->|<-hfp->|<-hsw->|<-hbp->|<-hb->| +//! --------- -+-------------------------+ | | | | | +//! A A | | | | | | | +//! : : | | | | | | | +//! : : | | | | | | | +//! :vertical| addressable video | | | | | | +//! : visible| | | | | | | +//! : : | | | | | | | +//! : : | | | | | | | +//! vertical V | | | | | | | +//! total --+-------------------------+ | | | | | +//! : vb border | | | | | +//! : -----------------------------------+ | | | | +//! : vfp front porch | | | | +//! : -------------------------------------------+ | | | +//! : vsw sync width | | | +//! : ---------------------------------------------------+ | | +//! : vbp back porch | | +//! : -----------------------------------------------------------+ | +//! V vb border | +//! ---------------------------------------------------------------------------+ +//! \endcode +typedef struct _NV_TIMING +{ + // VESA scan out timing parameters: + NvU16 HVisible; //!< horizontal visible + NvU16 HBorder; //!< horizontal border + NvU16 HFrontPorch; //!< horizontal front porch + NvU16 HSyncWidth; //!< horizontal sync width + NvU16 HTotal; //!< horizontal total + NvU8 HSyncPol; //!< horizontal sync polarity: 1-negative, 0-positive + + NvU16 VVisible; //!< vertical visible + NvU16 VBorder; //!< vertical border + NvU16 VFrontPorch; //!< vertical front porch + NvU16 VSyncWidth; //!< vertical sync width + NvU16 VTotal; //!< vertical total + NvU8 VSyncPol; //!< vertical sync polarity: 1-negative, 0-positive + + NvU16 interlaced; //!< 1-interlaced, 0-progressive + NvU32 pclk; //!< pixel clock in 10 kHz + + //other timing related extras + NV_TIMINGEXT etc; +}NV_TIMING; +#endif //NV_TIMING_STRUCTS_DEFINED + + +//! \addtogroup dispcontrol +//! Timing-related constants +//! @{ +#define NV_TIMING_H_SYNC_POSITIVE 0 +#define NV_TIMING_H_SYNC_NEGATIVE 1 +#define NV_TIMING_H_SYNC_DEFAULT NV_TIMING_H_SYNC_NEGATIVE +// +#define NV_TIMING_V_SYNC_POSITIVE 0 +#define NV_TIMING_V_SYNC_NEGATIVE 1 +#define NV_TIMING_V_SYNC_DEFAULT NV_TIMING_V_SYNC_POSITIVE +// +#define NV_TIMING_PROGRESSIVE 0 +#define NV_TIMING_INTERLACED 1 +#define NV_TIMING_INTERLACED_EXTRA_VBLANK_ON_FIELD2 1 +#define NV_TIMING_INTERLACED_NO_EXTRA_VBLANK_ON_FIELD2 2 +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetView +// +//! \fn NvAPI_SetView(NvDisplayHandle hNvDisplay, NV_VIEW_TARGET_INFO *pTargetInfo, NV_TARGET_VIEW_MODE targetView) +//! This function lets the caller modify the target display arrangement of the selected source display handle in any nView mode. +//! It can also modify or extend the source display in Dualview mode. +//! \note Maps the selected source to the associated target Ids. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs cannot be enabled with this API. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 90 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] pTargetInfo Pointer to array of NV_VIEW_TARGET_INFO, specifying device properties in this view. +//! The first device entry in the array is the physical primary. +//! The device entry with the lowest source id is the desktop primary. +//! \param [in] targetCount Count of target devices specified in pTargetInfo. +//! \param [in] targetView Target view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +//! Used in NvAPI_SetView() and NvAPI_GetView() +typedef struct +{ + NvU32 version; //!< (IN) structure version + NvU32 count; //!< (IN) target count + struct + { + NvU32 deviceMask; //!< (IN/OUT) Device mask + NvU32 sourceId; //!< (IN/OUT) Source ID - values will be based on the number of heads exposed per GPU. + NvU32 bPrimary:1; //!< (OUT) Indicates if this is the GPU's primary view target. This is not the desktop GDI primary. + //!< NvAPI_SetView automatically selects the first target in NV_VIEW_TARGET_INFO index 0 as the GPU's primary view. + NvU32 bInterlaced:1; //!< (IN/OUT) Indicates if the timing being used on this monitor is interlaced. + NvU32 bGDIPrimary:1; //!< (IN/OUT) Indicates if this is the desktop GDI primary. + NvU32 bForceModeSet:1;//!< (IN) Used only on Win7 and higher during a call to NvAPI_SetView(). Turns off optimization & forces OS to set supplied mode. + } target[NVAPI_MAX_VIEW_TARGET]; +} NV_VIEW_TARGET_INFO; + +//! \ingroup dispcontrol +#define NV_VIEW_TARGET_INFO_VER MAKE_NVAPI_VERSION(NV_VIEW_TARGET_INFO,2) + +//! \ingroup dispcontrol +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig.") +NVAPI_INTERFACE NvAPI_SetView(NvDisplayHandle hNvDisplay, NV_VIEW_TARGET_INFO *pTargetInfo, NV_TARGET_VIEW_MODE targetView); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetViewEx +// +//! \fn NvAPI_SetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NV_TARGET_VIEW_MODE displayView) +//! This function lets caller to modify the display arrangement for selected source display handle in any of the nview modes. +//! It also allows to modify or extend the source display in dualview mode. +//! \note Maps the selected source to the associated target Ids. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs cannot be enabled with this API. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] pPathInfo Pointer to array of NV_VIEW_PATH_INFO, specifying device properties in this view. +//! The first device entry in the array is the physical primary. +//! The device entry with the lowest source id is the desktop primary. +//! \param [in] pathCount Count of paths specified in pPathInfo. +//! \param [in] displayView Display view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +#define NVAPI_MAX_DISPLAY_PATH NVAPI_MAX_VIEW_TARGET + +//! \ingroup dispcontrol +#define NVAPI_ADVANCED_MAX_DISPLAY_PATH NVAPI_ADVANCED_MAX_VIEW_TARGET + + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PATH_INFO. +typedef struct +{ + NvU32 deviceMask; //!< (IN) Device mask + NvU32 sourceId; //!< (IN) Values will be based on the number of heads exposed per GPU(0, 1?) + NvU32 bPrimary:1; //!< (IN/OUT) Indicates if this is the GPU's primary view target. This is not the desktop GDI primary. + //!< NvAPI_SetViewEx() automatically selects the first target in NV_DISPLAY_PATH_INFO index 0 as the GPU's primary view. + NV_GPU_CONNECTOR_TYPE connector; //!< (IN) Specify connector type. For TV only. + + // source mode information + NvU32 width; //!< (IN) Width of the mode + NvU32 height; //!< (IN) Height of the mode + NvU32 depth; //!< (IN) Depth of the mode + NV_FORMAT colorFormat; //!< Color format if it needs to be specified. Not used now. + + //rotation setting of the mode + NV_ROTATE rotation; //!< (IN) Rotation setting. + + // the scaling mode + NV_SCALING scaling; //!< (IN) Scaling setting + + // Timing info + NvU32 refreshRate; //!< (IN) Refresh rate of the mode + NvU32 interlaced:1; //!< (IN) Interlaced mode flag + + NV_DISPLAY_TV_FORMAT tvFormat; //!< (IN) To choose the last TV format set this value to NV_DISPLAY_TV_FORMAT_NONE + + // Windows desktop position + NvU32 posx; //!< (IN/OUT) X-offset of this display on the Windows desktop + NvU32 posy; //!< (IN/OUT) Y-offset of this display on the Windows desktop + NvU32 bGDIPrimary:1; //!< (IN/OUT) Indicates if this is the desktop GDI primary. + + NvU32 bForceModeSet:1;//!< (IN) Used only on Win7 and higher during a call to NvAPI_SetViewEx(). Turns off optimization & forces OS to set supplied mode. + NvU32 bFocusDisplay:1;//!< (IN) If set, this display path should have the focus after the GPU topology change + NvU32 gpuId:24; //!< (IN) the physical display/target Gpu id which is the owner of the scan out (for SLI multimon, display from the slave Gpu) + +} NV_DISPLAY_PATH; + +//! \ingroup dispcontrol +//! Used in NvAPI_SetViewEx() and NvAPI_GetViewEx(). +typedef struct +{ + NvU32 version; //!< (IN) Structure version + NvU32 count; //!< (IN) Path count + NV_DISPLAY_PATH path[NVAPI_MAX_DISPLAY_PATH]; +} NV_DISPLAY_PATH_INFO_V3; + +//! \ingroup dispcontrol +//! Used in NvAPI_SetViewEx() and NvAPI_GetViewEx(). +typedef struct +{ + NvU32 version; //!< (IN) Structure version + NvU32 count; //!< (IN) Path count + NV_DISPLAY_PATH path[NVAPI_ADVANCED_MAX_DISPLAY_PATH]; +} NV_DISPLAY_PATH_INFO; + +//! \addtogroup dispcontrol +//! Macro for constructing the version fields of NV_DISPLAY_PATH_INFO +//! @{ +#define NV_DISPLAY_PATH_INFO_VER NV_DISPLAY_PATH_INFO_VER4 +#define NV_DISPLAY_PATH_INFO_VER4 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,4) +#define NV_DISPLAY_PATH_INFO_VER3 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,3) +#define NV_DISPLAY_PATH_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,2) +#define NV_DISPLAY_PATH_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,1) +//! @} +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetViewEx +// +//! \fn NvAPI_SetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NV_TARGET_VIEW_MODE displayView) +//! This function lets caller to modify the display arrangement for selected source display handle in any of the nview modes. +//! It also allows to modify or extend the source display in dualview mode. +//! \note Maps the selected source to the associated target Ids. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs cannot be enabled with this API. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] pPathInfo Pointer to array of NV_VIEW_PATH_INFO, specifying device properties in this view. +//! The first device entry in the array is the physical primary. +//! The device entry with the lowest source id is the desktop primary. +//! \param [in] pathCount Count of paths specified in pPathInfo. +//! \param [in] displayView Display view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig.") +NVAPI_INTERFACE NvAPI_SetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NV_TARGET_VIEW_MODE displayView); + + + +/////////////////////////////////////////////////////////////////////////////// +// SetDisplayConfig/GetDisplayConfig +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol + +typedef struct _NV_POSITION +{ + NvS32 x; + NvS32 y; +} NV_POSITION; + +//! \ingroup dispcontrol +typedef struct _NV_RESOLUTION +{ + NvU32 width; + NvU32 height; + NvU32 colorDepth; +} NV_RESOLUTION; + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1 +{ + NvU32 version; + + // Rotation and Scaling + NV_ROTATE rotation; //!< (IN) rotation setting. + NV_SCALING scaling; //!< (IN) scaling setting. + + // Refresh Rate + NvU32 refreshRate1K; //!< (IN) Non-interlaced Refresh Rate of the mode, multiplied by 1000, 0 = ignored + //!< This is the value which driver reports to the OS. + // Flags + NvU32 interlaced:1; //!< (IN) Interlaced mode flag, ignored if refreshRate == 0 + NvU32 primary:1; //!< (IN) Declares primary display in clone configuration. This is *NOT* GDI Primary. + //!< Only one target can be primary per source. If no primary is specified, the first + //!< target will automatically be primary. +#ifdef NV_PAN_AND_SCAN_DEFINED + NvU32 isPanAndScanTarget:1; //!< Whether on this target Pan and Scan is enabled or has to be enabled. Valid only + //!< when the target is part of clone topology. +#else + NvU32 reservedBit1:1; +#endif + NvU32 disableVirtualModeSupport:1; + NvU32 isPreferredUnscaledTarget:1; + NvU32 reserved:27; + // TV format information + NV_GPU_CONNECTOR_TYPE connector; //!< Specify connector type. For TV only, ignored if tvFormat == NV_DISPLAY_TV_FORMAT_NONE + NV_DISPLAY_TV_FORMAT tvFormat; //!< (IN) to choose the last TV format set this value to NV_DISPLAY_TV_FORMAT_NONE + //!< In case of NvAPI_DISP_GetDisplayConfig(), this field will indicate the currently applied TV format; + //!< if no TV format is applied, this field will have NV_DISPLAY_TV_FORMAT_NONE value. + //!< In case of NvAPI_DISP_SetDisplayConfig(), this field should only be set in case of TVs; + //!< for other displays this field will be ignored and resolution & refresh rate specified in input will be used to apply the TV format. + + // Backend (raster) timing standard + NV_TIMING_OVERRIDE timingOverride; //!< Ignored if timingOverride == NV_TIMING_OVERRIDE_CURRENT + NV_TIMING timing; //!< Scan out timing, valid only if timingOverride == NV_TIMING_OVERRIDE_CUST + //!< The value NV_TIMING::NV_TIMINGEXT::rrx1k is obtained from the EDID. The driver may + //!< tweak this value for HDTV, stereo, etc., before reporting it to the OS. +} NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1; + +//! \ingroup dispcontrol +typedef NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1 NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO; + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1,1) + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER1 + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_TARGET_INFO_V1 +{ + NvU32 displayId; //!< Display ID + NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO* details; //!< May be NULL if no advanced settings are required. NULL for Non-NVIDIA Display. +} NV_DISPLAYCONFIG_PATH_TARGET_INFO_V1; + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 +{ + NvU32 displayId; //!< Display ID + NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO* details; //!< May be NULL if no advanced settings are required + NvU32 targetId; //!< Windows CCD target ID. Must be present only for non-NVIDIA adapter, for NVIDIA adapter this parameter is ignored. +} NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2; + + +//! \ingroup dispcontrol +//! As version is not defined for this structure, we will be using version of NV_DISPLAYCONFIG_PATH_INFO +typedef NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 NV_DISPLAYCONFIG_PATH_TARGET_INFO; + + +//! \ingroup dispcontrol +typedef enum _NV_DISPLAYCONFIG_SPANNING_ORIENTATION +{ + NV_DISPLAYCONFIG_SPAN_NONE = 0, + NV_DISPLAYCONFIG_SPAN_HORIZONTAL = 1, + NV_DISPLAYCONFIG_SPAN_VERTICAL = 2, +} NV_DISPLAYCONFIG_SPANNING_ORIENTATION; + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 +{ + NV_RESOLUTION resolution; + NV_FORMAT colorFormat; //!< Ignored at present, must be NV_FORMAT_UNKNOWN (0) + NV_POSITION position; //!< Is all positions are 0 or invalid, displays will be automatically + //!< positioned from left to right with GDI Primary at 0,0, and all + //!< other displays in the order of the path array. + NV_DISPLAYCONFIG_SPANNING_ORIENTATION spanningOrientation; //!< Spanning is only supported on XP + NvU32 bGDIPrimary : 1; + NvU32 bSLIFocus : 1; + NvU32 reserved : 30; //!< Must be 0 +} NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1; + + + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_INFO_V1 +{ + NvU32 version; + NvU32 reserved_sourceId; //!< This field is reserved. There is ongoing debate if we need this field. + //!< Identifies sourceIds used by Windows. If all sourceIds are 0, + //!< these will be computed automatically. + NvU32 targetInfoCount; //!< Number of elements in targetInfo array + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V1* targetInfo; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1* sourceModeInfo; //!< May be NULL if mode info is not important +} NV_DISPLAYCONFIG_PATH_INFO_V1; + +//! \ingroup dispcontrol +//! This define is temporary and must be removed once DVS failure is fixed. +#define _NV_DISPLAYCONFIG_PATH_INFO_V2 _NV_DISPLAYCONFIG_PATH_INFO + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_INFO_V2 +{ + NvU32 version; + union { + NvU32 sourceId; //!< Identifies sourceId used by Windows CCD. This can be optionally set. + NvU32 reserved_sourceId; //!< Only for compatibility + }; + + NvU32 targetInfoCount; //!< Number of elements in targetInfo array + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2* targetInfo; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1* sourceModeInfo; //!< May be NULL if mode info is not important + NvU32 IsNonNVIDIAAdapter : 1; //!< True for non-NVIDIA adapter. + NvU32 reserved : 31; //!< Must be 0 + void *pOSAdapterID; //!< Used by Non-NVIDIA adapter for pointer to OS Adapter of LUID + //!< type, type casted to void *. +} NV_DISPLAYCONFIG_PATH_INFO_V2; + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAYCONFIG_PATH_INFO_V1,1) + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAYCONFIG_PATH_INFO_V2,2) + +#ifndef NV_DISPLAYCONFIG_PATH_INFO_VER + +typedef NV_DISPLAYCONFIG_PATH_INFO_V2 NV_DISPLAYCONFIG_PATH_INFO; + +#define NV_DISPLAYCONFIG_PATH_INFO_VER NV_DISPLAYCONFIG_PATH_INFO_VER2 + +typedef NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 NV_DISPLAYCONFIG_SOURCE_MODE_INFO; + +#endif + + +//! \ingroup dispcontrol +typedef enum _NV_DISPLAYCONFIG_FLAGS +{ + NV_DISPLAYCONFIG_VALIDATE_ONLY = 0x00000001, + NV_DISPLAYCONFIG_SAVE_TO_PERSISTENCE = 0x00000002, + NV_DISPLAYCONFIG_DRIVER_RELOAD_ALLOWED = 0x00000004, //!< Driver reload is permitted if necessary + NV_DISPLAYCONFIG_FORCE_MODE_ENUMERATION = 0x00000008, //!< Refresh OS mode list. + NV_FORCE_COMMIT_VIDPN = 0x00000010, //!< Tell OS to avoid optimizing CommitVidPn call during a modeset +} NV_DISPLAYCONFIG_FLAGS; + + +#define NVAPI_UNICODE_STRING_MAX 2048 +#define NVAPI_BINARY_DATA_MAX 4096 + +typedef NvU16 NvAPI_UnicodeString[NVAPI_UNICODE_STRING_MAX]; +typedef const NvU16 *NvAPI_LPCWSTR; + +// Common + + + +//! \ingroup gpuclock +//! @{ +#define NVAPI_MAX_GPU_CLOCKS 32 +#define NVAPI_MAX_GPU_PUBLIC_CLOCKS 32 +#define NVAPI_MAX_GPU_PERF_CLOCKS 32 +#define NVAPI_MAX_GPU_PERF_VOLTAGES 16 +#define NVAPI_MAX_GPU_PERF_PSTATES 16 +//! @} + +//! \ingroup gpuclock +typedef enum _NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID +{ + NVAPI_GPU_PERF_VOLTAGE_INFO_DOMAIN_CORE = 0, + NVAPI_GPU_PERF_VOLTAGE_INFO_DOMAIN_UNDEFINED = NVAPI_MAX_GPU_PERF_VOLTAGES, +} NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID; + +//! \ingroup gpuclock +typedef enum _NV_GPU_PUBLIC_CLOCK_ID +{ + NVAPI_GPU_PUBLIC_CLOCK_GRAPHICS = 0, + NVAPI_GPU_PUBLIC_CLOCK_MEMORY = 4, + NVAPI_GPU_PUBLIC_CLOCK_PROCESSOR = 7, + NVAPI_GPU_PUBLIC_CLOCK_VIDEO = 8, + NVAPI_GPU_PUBLIC_CLOCK_UNDEFINED = NVAPI_MAX_GPU_PUBLIC_CLOCKS, +} NV_GPU_PUBLIC_CLOCK_ID; + + +//! \addtogroup gpupstate +//! @{ + +typedef enum _NV_GPU_PERF_PSTATE_ID +{ + NVAPI_GPU_PERF_PSTATE_P0 = 0, + NVAPI_GPU_PERF_PSTATE_P1, + NVAPI_GPU_PERF_PSTATE_P2, + NVAPI_GPU_PERF_PSTATE_P3, + NVAPI_GPU_PERF_PSTATE_P4, + NVAPI_GPU_PERF_PSTATE_P5, + NVAPI_GPU_PERF_PSTATE_P6, + NVAPI_GPU_PERF_PSTATE_P7, + NVAPI_GPU_PERF_PSTATE_P8, + NVAPI_GPU_PERF_PSTATE_P9, + NVAPI_GPU_PERF_PSTATE_P10, + NVAPI_GPU_PERF_PSTATE_P11, + NVAPI_GPU_PERF_PSTATE_P12, + NVAPI_GPU_PERF_PSTATE_P13, + NVAPI_GPU_PERF_PSTATE_P14, + NVAPI_GPU_PERF_PSTATE_P15, + NVAPI_GPU_PERF_PSTATE_UNDEFINED = NVAPI_MAX_GPU_PERF_PSTATES, + NVAPI_GPU_PERF_PSTATE_ALL, + +} NV_GPU_PERF_PSTATE_ID; + +//! @} + + + +//! \addtogroup gpupstate +//! @{ + +#define NVAPI_MAX_GPU_PSTATE20_PSTATES 16 +#define NVAPI_MAX_GPU_PSTATE20_CLOCKS 8 +#define NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES 4 + +//! Used to identify clock type +typedef enum +{ + //! Clock domains that use single frequency value within given pstate + NVAPI_GPU_PERF_PSTATE20_CLOCK_TYPE_SINGLE = 0, + + //! Clock domains that allow range of frequency values within given pstate + NVAPI_GPU_PERF_PSTATE20_CLOCK_TYPE_RANGE, +} NV_GPU_PERF_PSTATE20_CLOCK_TYPE_ID; + +//! Used to describe both voltage and frequency deltas +typedef struct +{ + //! Value of parameter delta (in respective units [kHz, uV]) + NvS32 value; + + struct + { + //! Min value allowed for parameter delta (in respective units [kHz, uV]) + NvS32 min; + + //! Max value allowed for parameter delta (in respective units [kHz, uV]) + NvS32 max; + } valueRange; +} NV_GPU_PERF_PSTATES20_PARAM_DELTA; + +//! Used to describe single clock entry +typedef struct +{ + //! ID of the clock domain + NV_GPU_PUBLIC_CLOCK_ID domainId; + + //! Clock type ID + NV_GPU_PERF_PSTATE20_CLOCK_TYPE_ID typeId; + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Current frequency delta from nominal settings in (kHz) + NV_GPU_PERF_PSTATES20_PARAM_DELTA freqDelta_kHz; + + //! Clock domain type dependant information + union + { + struct + { + //! Clock frequency within given pstate in (kHz) + NvU32 freq_kHz; + } single; + + struct + { + //! Min clock frequency within given pstate in (kHz) + NvU32 minFreq_kHz; + + //! Max clock frequency within given pstate in (kHz) + NvU32 maxFreq_kHz; + + //! Voltage domain ID and value range in (uV) required for this clock + NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID domainId; + NvU32 minVoltage_uV; + NvU32 maxVoltage_uV; + } range; + } data; +} NV_GPU_PSTATE20_CLOCK_ENTRY_V1; + +//! Used to describe single base voltage entry +typedef struct +{ + //! ID of the voltage domain + NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID domainId; + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Current base voltage settings in [uV] + NvU32 volt_uV; + + NV_GPU_PERF_PSTATES20_PARAM_DELTA voltDelta_uV; // Current base voltage delta from nominal settings in [uV] +} NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1; + +//! Used in NvAPI_GPU_GetPstates20() interface call. + +typedef struct +{ + //! Version info of the structure (NV_GPU_PERF_PSTATES20_INFO_VER) + NvU32 version; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Number of populated pstates + NvU32 numPstates; + + //! Number of populated clocks (per pstate) + NvU32 numClocks; + + //! Number of populated base voltages (per pstate) + NvU32 numBaseVoltages; + + //! Performance state (P-State) settings + //! Valid index range is 0 to numPstates-1 + struct + { + //! ID of the P-State + NV_GPU_PERF_PSTATE_ID pstateId; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Array of clock entries + //! Valid index range is 0 to numClocks-1 + NV_GPU_PSTATE20_CLOCK_ENTRY_V1 clocks[NVAPI_MAX_GPU_PSTATE20_CLOCKS]; + + //! Array of baseVoltage entries + //! Valid index range is 0 to numBaseVoltages-1 + NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1 baseVoltages[NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES]; + } pstates[NVAPI_MAX_GPU_PSTATE20_PSTATES]; +} NV_GPU_PERF_PSTATES20_INFO_V1; + +//! Used in NvAPI_GPU_GetPstates20() interface call. + +typedef struct _NV_GPU_PERF_PSTATES20_INFO_V2 +{ + //! Version info of the structure (NV_GPU_PERF_PSTATES20_INFO_VER) + NvU32 version; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Number of populated pstates + NvU32 numPstates; + + //! Number of populated clocks (per pstate) + NvU32 numClocks; + + //! Number of populated base voltages (per pstate) + NvU32 numBaseVoltages; + + //! Performance state (P-State) settings + //! Valid index range is 0 to numPstates-1 + struct + { + //! ID of the P-State + NV_GPU_PERF_PSTATE_ID pstateId; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Array of clock entries + //! Valid index range is 0 to numClocks-1 + NV_GPU_PSTATE20_CLOCK_ENTRY_V1 clocks[NVAPI_MAX_GPU_PSTATE20_CLOCKS]; + + //! Array of baseVoltage entries + //! Valid index range is 0 to numBaseVoltages-1 + NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1 baseVoltages[NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES]; + } pstates[NVAPI_MAX_GPU_PSTATE20_PSTATES]; + + //! OV settings - Please refer to NVIDIA over-volting recommendation to understand impact of this functionality + //! Valid index range is 0 to numVoltages-1 + struct + { + //! Number of populated voltages + NvU32 numVoltages; + + //! Array of voltage entries + //! Valid index range is 0 to numVoltages-1 + NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1 voltages[NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES]; + } ov; +} NV_GPU_PERF_PSTATES20_INFO_V2; + +typedef NV_GPU_PERF_PSTATES20_INFO_V2 NV_GPU_PERF_PSTATES20_INFO; + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO_V1 +#define NV_GPU_PERF_PSTATES20_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES20_INFO_V1,1) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO_V2 +#define NV_GPU_PERF_PSTATES20_INFO_VER2 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES20_INFO_V2,2) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO_V2 +#define NV_GPU_PERF_PSTATES20_INFO_VER3 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES20_INFO_V2,3) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO +#define NV_GPU_PERF_PSTATES20_INFO_VER NV_GPU_PERF_PSTATES20_INFO_VER3 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetDisplayDriverVersion +//! \fn NvAPI_GetDisplayDriverVersion(NvDisplayHandle hNvDisplay, NV_DISPLAY_DRIVER_VERSION *pVersion) +//! This function returns a struct that describes aspects of the display driver +//! build. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_SYS_GetDriverAndBranchVersion. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param [in] hNvDisplay NVIDIA display handle. +//! \param [out] pVersion Pointer to NV_DISPLAY_DRIVER_VERSION struc +//! +//! \retval NVAPI_ERROR +//! \retval NVAPI_OK +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup driverapi +//! Used in NvAPI_GetDisplayDriverVersion() +typedef struct +{ + NvU32 version; // Structure version + NvU32 drvVersion; + NvU32 bldChangeListNum; + NvAPI_ShortString szBuildBranchString; + NvAPI_ShortString szAdapterString; +} NV_DISPLAY_DRIVER_VERSION; + +//! \ingroup driverapi +#define NV_DISPLAY_DRIVER_VERSION_VER MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_VERSION,1) + + +//! \ingroup driverapi +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_SYS_GetDriverAndBranchVersion.") +NVAPI_INTERFACE NvAPI_GetDisplayDriverVersion(NvDisplayHandle hNvDisplay, NV_DISPLAY_DRIVER_VERSION *pVersion); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_OGL_ExpertModeSet[Get] +// +//! \name NvAPI_OGL_ExpertModeSet[Get] Functions +//@{ +//! This function configures OpenGL Expert Mode, an API usage feedback and +//! advice reporting mechanism. The effects of this call are +//! applied only to the current context, and are reset to the +//! defaults when the context is destroyed. +//! +//! \note This feature is valid at runtime only when GLExpert +//! functionality has been built into the OpenGL driver +//! installed on the system. All Windows Vista OpenGL +//! drivers provided by NVIDIA have this instrumentation +//! included by default. Windows XP, however, requires a +//! special display driver available with the NVIDIA +//! PerfSDK found at developer.nvidia.com. +//! +//! \note These functions are valid only for the current OpenGL +//! context. Calling these functions prior to creating a +//! context and calling MakeCurrent with it will result +//! in errors and undefined behavior. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param expertDetailMask Mask made up of NVAPI_OGLEXPERT_DETAIL bits, +//! this parameter specifies the detail level in +//! the feedback stream. +//! +//! \param expertReportMask Mask made up of NVAPI_OGLEXPERT_REPORT bits, +//! this parameter specifies the areas of +//! functional interest. +//! +//! \param expertOutputMask Mask made up of NVAPI_OGLEXPERT_OUTPUT bits, +//! this parameter specifies the feedback output +//! location. +//! +//! \param expertCallback Used in conjunction with OUTPUT_TO_CALLBACK, +//! this is a simple callback function the user +//! may use to obtain the feedback stream. The +//! function will be called once per fully +//! qualified feedback stream extry. +//! +//! \retval NVAPI_API_NOT_INTIALIZED NVAPI not initialized +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU found +//! \retval NVAPI_OPENGL_CONTEXT_NOT_CURRENT No NVIDIA OpenGL context +//! which supports GLExpert +//! has been made current +//! \retval NVAPI_ERROR OpenGL driver failed to load properly +//! \retval NVAPI_OK Success +// +/////////////////////////////////////////////////////////////////////////////// + +//! \addtogroup oglapi +//! @{ +#define NVAPI_OGLEXPERT_DETAIL_NONE 0x00000000 +#define NVAPI_OGLEXPERT_DETAIL_ERROR 0x00000001 +#define NVAPI_OGLEXPERT_DETAIL_SWFALLBACK 0x00000002 +#define NVAPI_OGLEXPERT_DETAIL_BASIC_INFO 0x00000004 +#define NVAPI_OGLEXPERT_DETAIL_DETAILED_INFO 0x00000008 +#define NVAPI_OGLEXPERT_DETAIL_PERFORMANCE_WARNING 0x00000010 +#define NVAPI_OGLEXPERT_DETAIL_QUALITY_WARNING 0x00000020 +#define NVAPI_OGLEXPERT_DETAIL_USAGE_WARNING 0x00000040 +#define NVAPI_OGLEXPERT_DETAIL_ALL 0xFFFFFFFF + +#define NVAPI_OGLEXPERT_REPORT_NONE 0x00000000 +#define NVAPI_OGLEXPERT_REPORT_ERROR 0x00000001 +#define NVAPI_OGLEXPERT_REPORT_SWFALLBACK 0x00000002 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_VERTEX 0x00000004 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_GEOMETRY 0x00000008 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_XFB 0x00000010 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_RASTER 0x00000020 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_FRAGMENT 0x00000040 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_ROP 0x00000080 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_FRAMEBUFFER 0x00000100 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_PIXEL 0x00000200 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_TEXTURE 0x00000400 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_BUFFEROBJECT 0x00000800 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_TEXTURE 0x00001000 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_PROGRAM 0x00002000 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_FBO 0x00004000 +#define NVAPI_OGLEXPERT_REPORT_FEATURE_SLI 0x00008000 +#define NVAPI_OGLEXPERT_REPORT_ALL 0xFFFFFFFF + + +#define NVAPI_OGLEXPERT_OUTPUT_TO_NONE 0x00000000 +#define NVAPI_OGLEXPERT_OUTPUT_TO_CONSOLE 0x00000001 +#define NVAPI_OGLEXPERT_OUTPUT_TO_DEBUGGER 0x00000004 +#define NVAPI_OGLEXPERT_OUTPUT_TO_CALLBACK 0x00000008 +#define NVAPI_OGLEXPERT_OUTPUT_TO_ALL 0xFFFFFFFF + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION TYPE: NVAPI_OGLEXPERT_CALLBACK +// +//! DESCRIPTION: Used in conjunction with OUTPUT_TO_CALLBACK, this is a simple +//! callback function the user may use to obtain the feedback +//! stream. The function will be called once per fully qualified +//! feedback stream entry. +//! +//! \param categoryId Contains the bit from the NVAPI_OGLEXPERT_REPORT +//! mask that corresponds to the current message +//! \param messageId Unique ID for the current message +//! \param detailLevel Contains the bit from the NVAPI_OGLEXPERT_DETAIL +//! mask that corresponds to the current message +//! \param objectId Unique ID of the object that corresponds to the +//! current message +//! \param messageStr Text string from the current message +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +typedef void (* NVAPI_OGLEXPERT_CALLBACK) (unsigned int categoryId, unsigned int messageId, unsigned int detailLevel, int objectId, const char *messageStr); + + + +//! \ingroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeSet(NvU32 expertDetailLevel, + NvU32 expertReportMask, + NvU32 expertOutputMask, + NVAPI_OGLEXPERT_CALLBACK expertCallback); + +//! \addtogroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeGet(NvU32 *pExpertDetailLevel, + NvU32 *pExpertReportMask, + NvU32 *pExpertOutputMask, + NVAPI_OGLEXPERT_CALLBACK *pExpertCallback); + +//@} +/////////////////////////////////////////////////////////////////////////////// +// +//! \name NvAPI_OGL_ExpertModeDefaultsSet[Get] Functions +//! +//@{ +//! This function configures OpenGL Expert Mode global defaults. These settings +//! apply to any OpenGL application which starts up after these +//! values are applied (i.e. these settings *do not* apply to +//! currently running applications). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param expertDetailLevel Value which specifies the detail level in +//! the feedback stream. This is a mask made up +//! of NVAPI_OGLEXPERT_LEVEL bits. +//! +//! \param expertReportMask Mask made up of NVAPI_OGLEXPERT_REPORT bits, +//! this parameter specifies the areas of +//! functional interest. +//! +//! \param expertOutputMask Mask made up of NVAPI_OGLEXPERT_OUTPUT bits, +//! this parameter specifies the feedback output +//! location. Note that using OUTPUT_TO_CALLBACK +//! here is meaningless and has no effect, but +//! using it will not cause an error. +//! +//! \return ::NVAPI_ERROR or ::NVAPI_OK +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeDefaultsSet(NvU32 expertDetailLevel, + NvU32 expertReportMask, + NvU32 expertOutputMask); + +//! \addtogroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeDefaultsGet(NvU32 *pExpertDetailLevel, + NvU32 *pExpertReportMask, + NvU32 *pExpertOutputMask); +//@} + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumTCCPhysicalGPUs +// +//! This function returns an array of physical GPU handles that are in TCC Mode. +//! Each handle represents a physical GPU present in the system in TCC Mode. +//! That GPU may not be visible to the OS directly. +//! +//! The array nvGPUHandle will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! NOTE: Handles enumerated by this API are only valid for NvAPIs that are tagged as TCC_SUPPORTED +//! If handle is passed to any other API, it will fail with NVAPI_INVALID_HANDLE +//! +//! For WDDM GPU handles please use NvAPI_EnumPhysicalGPUs() +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! +//! \param [out] nvGPUHandle Physical GPU array that will contain all TCC Physical GPUs +//! \param [out] pGpuCount count represent the number of valid entries in nvGPUHandle +//! +//! +//! \retval NVAPI_INVALID_ARGUMENT nvGPUHandle or pGpuCount is NULL +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumTCCPhysicalGPUs( NvPhysicalGpuHandle nvGPUHandle[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumLogicalGPUs +// +//! This function returns an array of logical GPU handles. +//! +//! Each handle represents one or more GPUs acting in concert as a single graphics device. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array nvGPUHandle will be filled with logical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! \note All logical GPUs handles get invalidated on a GPU topology change, so the calling +//! application is required to renum the logical GPU handles to get latest physical handle +//! mapping after every GPU topology change activated by a call to NvAPI_SetGpuTopologies(). +//! +//! To detect if SLI rendering is enabled, use NvAPI_D3D_GetCurrentSLIState(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT nvGPUHandle or pGpuCount is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumLogicalGPUs(NvLogicalGpuHandle nvGPUHandle[NVAPI_MAX_LOGICAL_GPUS], NvU32 *pGpuCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUsFromDisplay +// +//! This function returns an array of physical GPU handles associated with the specified display. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array nvGPUHandle will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! If the display corresponds to more than one physical GPU, the first GPU returned +//! is the one with the attached active output. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvDisp is not valid; nvGPUHandle or pGpuCount is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND no NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUsFromDisplay(NvDisplayHandle hNvDisp, NvPhysicalGpuHandle nvGPUHandle[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUFromUnAttachedDisplay +// +//! This function returns a physical GPU handle associated with the specified unattached display. +//! The source GPU is a physical render GPU which renders the frame buffer but may or may not drive the scan out. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvUnAttachedDisp is not valid or pPhysicalGpu is NULL. +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUFromUnAttachedDisplay(NvUnAttachedDisplayHandle hNvUnAttachedDisp, NvPhysicalGpuHandle *pPhysicalGpu); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetLogicalGPUFromDisplay +// +//! This function returns the logical GPU handle associated with the specified display. +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! hNvDisp can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvDisp is not valid; pLogicalGPU is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetLogicalGPUFromDisplay(NvDisplayHandle hNvDisp, NvLogicalGpuHandle *pLogicalGPU); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetLogicalGPUFromPhysicalGPU +// +//! This function returns the logical GPU handle associated with specified physical GPU handle. +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGPU is not valid; pLogicalGPU is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetLogicalGPUFromPhysicalGPU(NvPhysicalGpuHandle hPhysicalGPU, NvLogicalGpuHandle *pLogicalGPU); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUsFromLogicalGPU +// +//! This function returns the physical GPU handles associated with the specified logical GPU handle. +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array hPhysicalGPU will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hLogicalGPU is not valid; hPhysicalGPU is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_LOGICAL_GPU_HANDLE hLogicalGPU was not a logical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUsFromLogicalGPU(NvLogicalGpuHandle hLogicalGPU,NvPhysicalGpuHandle hPhysicalGPU[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUFromGPUID +// +//! Do not use this function for new software development. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT gpuId is zero or pPhysicalGPU is NULL +//! \retval NVAPI_OK Handle was returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUFromGPUID(NvU32 gpuId, NvPhysicalGpuHandle *pPhysicalGPU); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetGPUIDfromPhysicalGPU +// +//! Do not use this function for new software development. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu is NULL or invalid. Re-enumerate the GPU handles. +//! \retval NVAPI_OK Handle was returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetGPUIDfromPhysicalGPU(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pGpuId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetShaderSubPipeCount +// +//! DESCRIPTION: This function retrieves the number of Shader SubPipes on the GPU +//! On newer architectures, this corresponds to the number of SM units +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 170 +//! +//! \retval NVAPI_INVALID_ARGUMENT: pCount is NULL +//! \retval NVAPI_OK: *pCount is set +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND: no NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetShaderSubPipeCount(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pCount); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetGpuCoreCount +// +//! DESCRIPTION: Retrieves the total number of cores defined for a GPU. +//! Returns 0 on architectures that don't define GPU cores. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \retval ::NVAPI_INVALID_ARGUMENT pCount is NULL +//! \retval ::NVAPI_OK *pCount is set +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND no NVIDIA GPU driving a display was found +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \retval ::NVAPI_NOT_SUPPORTED API call is not supported on current architecture +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetGpuCoreCount(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pCount); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAllOutputs +// +//! This function returns set of all GPU-output identifiers as a bitmask. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetAllDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL. +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetAllDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetAllOutputs(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pOutputsMask); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedOutputs +// +//! This function is the same as NvAPI_GPU_GetAllOutputs() but returns only the set of GPU output +//! identifiers that are connected to display devices. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL. +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedOutputs(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedSLIOutputs +// +//! DESCRIPTION: This function is the same as NvAPI_GPU_GetConnectedOutputs() but returns only the set of GPU-output +//! identifiers that can be selected in an SLI configuration. +//! NOTE: This function matches NvAPI_GPU_GetConnectedOutputs() +//! - On systems which are not SLI capable. +//! - If the queried GPU is not part of a valid SLI group. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 170 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedSLIOutputs(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + + + +//! \ingroup gpu +typedef enum +{ + NV_MONITOR_CONN_TYPE_UNINITIALIZED = 0, + NV_MONITOR_CONN_TYPE_VGA, + NV_MONITOR_CONN_TYPE_COMPONENT, + NV_MONITOR_CONN_TYPE_SVIDEO, + NV_MONITOR_CONN_TYPE_HDMI, + NV_MONITOR_CONN_TYPE_DVI, + NV_MONITOR_CONN_TYPE_LVDS, + NV_MONITOR_CONN_TYPE_DP, + NV_MONITOR_CONN_TYPE_COMPOSITE, + NV_MONITOR_CONN_TYPE_UNKNOWN = -1 +} NV_MONITOR_CONN_TYPE; + + +//! \addtogroup gpu +//! @{ +#define NV_GPU_CONNECTED_IDS_FLAG_UNCACHED NV_BIT(0) //!< Get uncached connected devices +#define NV_GPU_CONNECTED_IDS_FLAG_SLI NV_BIT(1) //!< Get devices such that those can be selected in an SLI configuration +#define NV_GPU_CONNECTED_IDS_FLAG_LIDSTATE NV_BIT(2) //!< Get devices such that to reflect the Lid State +#define NV_GPU_CONNECTED_IDS_FLAG_FAKE NV_BIT(3) //!< Get devices that includes the fake connected monitors +#define NV_GPU_CONNECTED_IDS_FLAG_EXCLUDE_MST NV_BIT(4) //!< Excludes devices that are part of the multi stream topology. + +//! @} + +//! \ingroup gpu +typedef struct _NV_GPU_DISPLAYIDS +{ + NvU32 version; + NV_MONITOR_CONN_TYPE connectorType; //!< out: vga, tv, dvi, hdmi and dp. This is reserved for future use and clients should not rely on this information. Instead get the + //!< GPU connector type from NvAPI_GPU_GetConnectorInfo/NvAPI_GPU_GetConnectorInfoEx + NvU32 displayId; //!< this is a unique identifier for each device + + NvU32 isDynamic : 1; //!< if bit is set then this display is part of MST topology and it's a dynamic + NvU32 isMultiStreamRootNode : 1; //!< if bit is set then this displayID belongs to a multi stream enabled connector(root node). Note that when multi stream is enabled and + //!< a single multi stream capable monitor is connected to it, the monitor will share the display id with the RootNode. + //!< When there is more than one monitor connected in a multi stream topology, then the root node will have a separate displayId. + NvU32 isActive : 1; //!< if bit is set then this display is being actively driven + NvU32 isCluster : 1; //!< if bit is set then this display is the representative display + NvU32 isOSVisible : 1; //!< if bit is set, then this display is reported to the OS + NvU32 isWFD : 1; //!< Deprecated. Will always return 0. + NvU32 isConnected : 1; //!< if bit is set, then this display is connected + + NvU32 reservedInternal : 10; //!< Do not use + NvU32 isPhysicallyConnected : 1; //!< if bit is set, then this display is a phycially connected display; Valid only when isConnected bit is set + NvU32 reserved : 14; //!< must be zero +} NV_GPU_DISPLAYIDS; + +//! \ingroup gpu +//! Macro for constructing the version field of ::_NV_GPU_DISPLAYIDS +#define NV_GPU_DISPLAYIDS_VER1 MAKE_NVAPI_VERSION(NV_GPU_DISPLAYIDS,1) +#define NV_GPU_DISPLAYIDS_VER2 MAKE_NVAPI_VERSION(NV_GPU_DISPLAYIDS,3) + +#define NV_GPU_DISPLAYIDS_VER NV_GPU_DISPLAYIDS_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedDisplayIds +// +//! +//! DESCRIPTION: Due to space limitation NvAPI_GPU_GetConnectedOutputs can return maximum 32 devices, but +//! this is no longer true for DPMST. NvAPI_GPU_GetConnectedDisplayIds will return all +//! the connected display devices in the form of displayIds for the associated hPhysicalGpu. +//! This function can accept set of flags to request cached, uncached, sli and lid to get the connected devices. +//! Default value for flags will be cached . +//! +//! HOW TO USE: 1) for each PhysicalGpu, make a call to get the number of connected displayId's +//! using NvAPI_GPU_GetConnectedDisplayIds by passing the pDisplayIds as NULL +//! On call success: +//! +//! 2) If pDisplayIdCount is greater than 0, allocate memory based on pDisplayIdCount. Then make a call NvAPI_GPU_GetConnectedDisplayIds to populate DisplayIds. +//! However, if pDisplayIdCount is 0, do not make this call. +//! SUPPORTED OS: Windows 10 and higher +//! +//! \param [in] hPhysicalGpu - GPU selection +//! \param [in] flags - One or more defines from NV_GPU_CONNECTED_IDS_FLAG_* as valid flags. +//! \param [in,out] pDisplayIds - Pointer to an NV_GPU_DISPLAYIDS struct, each entry represents a one displayID and its attributes +//! \param [in] pDisplayIdCount - Number of displayId's. +//! +//! \retval NVAPI_INVALID_ARGUMENT: hPhysicalGpu or pDisplayIds or pDisplayIdCount is NULL +//! \retval NVAPI_OK: *pDisplayIds contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND: no NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetConnectedDisplayIds(__in NvPhysicalGpuHandle hPhysicalGpu, __inout_ecount_part_opt(*pDisplayIdCount, *pDisplayIdCount) NV_GPU_DISPLAYIDS* pDisplayIds, __inout NvU32* pDisplayIdCount, __in NvU32 flags); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAllDisplayIds +// +//! DESCRIPTION: This API returns display IDs for all possible outputs on the GPU. +//! For DPMST connector, it will return display IDs for all the video sinks in the topology. \n +//! HOW TO USE: 1. The first call should be made to get the all display ID count. To get the display ID count, send in \n +//! a) hPhysicalGpu - a valid WDDM type GPU handle(enumerated using NvAPI_SYS_GetPhysicalGPUs()) as input, \n +//! b) pDisplayIds - NULL, as we just want to get the display ID count. \n +//! c) pDisplayIdCount - a valid pointer to NvU32, whose value is set to ZERO. \n +//! If all parameters are correct and this call is successful, this call will return the display ID's count. \n +//! 2. To get the display ID array, make the second call to NvAPI_GPU_GetAllDisplayIds() with \n +//! a) hPhysicalGpu - should be same value which was sent in first call, \n +//! b) pDisplayIds - pointer to the display ID array allocated by caller based on display ID count, \n +//! eg. malloc(sizeof(NV_GPU_DISPLAYIDS) * pDisplayIdCount). \n +//! c) pDisplayIdCount - a valid pointer to NvU32. This indicates for how many display IDs \n +//! the memory is allocated(pDisplayIds) by the caller. \n +//! If all parameters are correct and this call is successful, this call will return the display ID array and actual +//! display ID count (which was obtained in the first call to NvAPI_GPU_GetAllDisplayIds). If the input display ID count is +//! less than the actual display ID count, it will overwrite the input and give the pDisplayIdCount as actual count and the +//! API will return NVAPI_INSUFFICIENT_BUFFER. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGpu GPU selection. +//! \param [in,out] DisplayIds Pointer to an array of NV_GPU_DISPLAYIDS structures, each entry represents one displayID +//! and its attributes. +//! \param [in,out] pDisplayIdCount As input, this parameter indicates the number of display's id's for which caller has +//! allocated the memory. As output, it will return the actual number of display IDs. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INSUFFICIENT_BUFFER When the input buffer(pDisplayIds) is less than the actual number of display IDs, this API +//! will return NVAPI_INSUFFICIENT_BUFFER. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetAllDisplayIds(__in NvPhysicalGpuHandle hPhysicalGpu, __inout_ecount_part_opt(*pDisplayIdCount, *pDisplayIdCount) NV_GPU_DISPLAYIDS* pDisplayIds, __inout NvU32* pDisplayIdCount); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedOutputsWithLidState +// +//! This function is similar to NvAPI_GPU_GetConnectedOutputs(), and returns the connected display identifiers that are connected +//! as an output mask but unlike NvAPI_GPU_GetConnectedOutputs() this API "always" reflects the Lid State in the output mask. +//! Thus if you expect the LID close state to be available in the connection mask use this API. +//! - If LID is closed then this API will remove the LID panel from the connected display identifiers. +//! - If LID is open then this API will reflect the LID panel in the connected display identifiers. +//! +//! \note This API should be used on notebook systems and on systems where the LID state is required in the connection +//! output mask. On desktop systems the returned identifiers will match NvAPI_GPU_GetConnectedOutputs(). +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedOutputsWithLidState(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedSLIOutputsWithLidState +// +//! DESCRIPTION: This function is the same as NvAPI_GPU_GetConnectedOutputsWithLidState() but returns only the set +//! of GPU-output identifiers that can be selected in an SLI configuration. With SLI disabled, +//! this function matches NvAPI_GPU_GetConnectedOutputsWithLidState(). +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 170 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedSLIOutputsWithLidState(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetSystemType +// +//! \fn NvAPI_GPU_GetSystemType(NvPhysicalGpuHandle hPhysicalGpu, NV_SYSTEM_TYPE *pSystemType) +//! This function identifies whether the GPU is a notebook GPU or a desktop GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pSystemType contains the GPU system type +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetSystemType() +typedef enum +{ + NV_SYSTEM_TYPE_UNKNOWN = 0, + NV_SYSTEM_TYPE_LAPTOP = 1, + NV_SYSTEM_TYPE_DESKTOP = 2, + +} NV_SYSTEM_TYPE; + + + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetSystemType(NvPhysicalGpuHandle hPhysicalGpu, NV_SYSTEM_TYPE *pSystemType); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetActiveOutputs +// +//! This function is the same as NvAPI_GPU_GetAllOutputs but returns only the set of GPU output +//! identifiers that are actively driving display devices. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL. +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetActiveOutputs(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_SetEDID +// +//! Thus function sets the EDID data for the specified GPU handle and connection bit mask. +//! User can either send (Gpu handle & output id) or only display Id in variable displayOutputId parameter & hPhysicalGpu parameter can be default handle (0). +//! \note The EDID will be cached across the boot session and will be enumerated to the OS in this call. +//! To remove the EDID set sizeofEDID to zero. +//! OS and NVAPI connection status APIs will reflect the newly set or removed EDID dynamically. +//! +//! This feature will NOT be supported on the following boards: +//! - GeForce +//! - Quadro VX +//! - Tesla +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 100 +//! +//! \requires Administrator privileges +//! +//! \retval NVAPI_INVALID_ARGUMENT pEDID is NULL; displayOutputId has 0 or > 1 bits set +//! \retval NVAPI_OK *pEDID data was applied to the requested displayOutputId. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle. +//! \retval NVAPI_NOT_SUPPORTED For the above mentioned GPUs +//! \retval NVAPI_INVALID_USER_PRIVILEGE The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_SetEDID(NvPhysicalGpuHandle hPhysicalGpu, NvU32 displayOutputId, NV_EDID *pEDID); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetOutputType +// +//! \fn NvAPI_GPU_GetOutputType(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputId, NV_GPU_OUTPUT_TYPE *pOutputType) +//! This function returns the output type. User can either specify both 'physical GPU handle and outputId (exactly 1 bit set - see \ref handles)' or +//! a valid displayId in the outputId parameter. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \Version Earliest supported ForceWare version: 82.61 +//! +//! \retval NVAPI_INVALID_ARGUMENT outputId, pOutputType is NULL; or if outputId parameter is not displayId and either it has > 1 bit set or hPhysicalGpu is NULL. +//! \retval NVAPI_OK *pOutputType contains a NvGpuOutputType value +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +//! used in NvAPI_GPU_GetOutputType() +typedef enum _NV_GPU_OUTPUT_TYPE +{ + NVAPI_GPU_OUTPUT_UNKNOWN = 0, + NVAPI_GPU_OUTPUT_CRT = 1, //!< CRT display device + NVAPI_GPU_OUTPUT_DFP = 2, //!< Digital Flat Panel display device + NVAPI_GPU_OUTPUT_TV = 3, //!< TV display device +} NV_GPU_OUTPUT_TYPE; + + + + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetOutputType(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputId, NV_GPU_OUTPUT_TYPE *pOutputType); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_ValidateOutputCombination +// +//! This function determines if a set of GPU outputs can be active +//! simultaneously. While a GPU may have outputs, typically they cannot +//! all be active at the same time due to internal resource sharing. +//! +//! Given a physical GPU handle and a mask of candidate outputs, this call +//! will return NVAPI_OK if all of the specified outputs can be driven +//! simultaneously. It will return NVAPI_INVALID_COMBINATION if they cannot. +//! +//! Use NvAPI_GPU_GetAllOutputs() to determine which outputs are candidates. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_OK Combination of outputs in outputsMask are valid (can be active simultaneously). +//! \retval NVAPI_INVALID_COMBINATION Combination of outputs in outputsMask are NOT valid. +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or outputsMask does not have at least 2 bits set. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ValidateOutputCombination(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputsMask); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetFullName +// +//! This function retrieves the full GPU name as an ASCII string - for example, "Quadro FX 1400". +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetFullName(NvPhysicalGpuHandle hPhysicalGpu, NvAPI_ShortString szName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPCIIdentifiers +// +//! This function returns the PCI identifiers associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \param DeviceId The internal PCI device identifier for the GPU. +//! \param SubSystemId The internal PCI subsystem identifier for the GPU. +//! \param RevisionId The internal PCI device-specific revision identifier for the GPU. +//! \param ExtDeviceId The external PCI device identifier for the GPU. +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or an argument is NULL +//! \retval NVAPI_OK Arguments are populated with PCI identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPCIIdentifiers(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pDeviceId,NvU32 *pSubSystemId,NvU32 *pRevisionId,NvU32 *pExtDeviceId); + + + + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetGPUType(). +typedef enum _NV_GPU_TYPE +{ + NV_SYSTEM_TYPE_GPU_UNKNOWN = 0, + NV_SYSTEM_TYPE_IGPU = 1, //!< Integrated GPU + NV_SYSTEM_TYPE_DGPU = 2, //!< Discrete GPU +} NV_GPU_TYPE; + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetGPUType +// +//! DESCRIPTION: This function returns the GPU type (integrated or discrete). +//! See ::NV_GPU_TYPE. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 173 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu +//! \retval NVAPI_OK *pGpuType contains the GPU type +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetGPUType(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_TYPE *pGpuType); + + + + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetBusType() +typedef enum _NV_GPU_BUS_TYPE +{ + NVAPI_GPU_BUS_TYPE_UNDEFINED = 0, + NVAPI_GPU_BUS_TYPE_PCI = 1, + NVAPI_GPU_BUS_TYPE_AGP = 2, + NVAPI_GPU_BUS_TYPE_PCI_EXPRESS = 3, + NVAPI_GPU_BUS_TYPE_FPCI = 4, + NVAPI_GPU_BUS_TYPE_AXI = 5, +} NV_GPU_BUS_TYPE; +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBusType +// +//! This function returns the type of bus associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBusType is NULL. +//! \retval NVAPI_OK *pBusType contains bus identifier. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBusType(NvPhysicalGpuHandle hPhysicalGpu,NV_GPU_BUS_TYPE *pBusType); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBusId +// +//! DESCRIPTION: Returns the ID of the bus associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 167 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBusId is NULL. +//! \retval NVAPI_OK *pBusId contains the bus ID. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBusId(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pBusId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBusSlotId +// +//! DESCRIPTION: Returns the ID of the bus slot associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 167 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBusSlotId is NULL. +//! \retval NVAPI_OK *pBusSlotId contains the bus slot ID. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBusSlotId(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pBusSlotId); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetIRQ +// +//! This function returns the interrupt number associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pIRQ is NULL. +//! \retval NVAPI_OK *pIRQ contains interrupt number. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetIRQ(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pIRQ); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVbiosRevision +// +//! This function returns the revision of the video BIOS associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBiosRevision is NULL. +//! \retval NVAPI_OK *pBiosRevision contains revision number. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVbiosRevision(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pBiosRevision); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVbiosOEMRevision +// +//! This function returns the OEM revision of the video BIOS associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBiosRevision is NULL +//! \retval NVAPI_OK *pBiosRevision contains revision number +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVbiosOEMRevision(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pBiosRevision); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVbiosVersionString +// +//! This function returns the full video BIOS version string in the form of xx.xx.xx.xx.yy where +//! - xx numbers come from NvAPI_GPU_GetVbiosRevision() and +//! - yy comes from NvAPI_GPU_GetVbiosOEMRevision(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu is NULL. +//! \retval NVAPI_OK szBiosRevision contains version string. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVbiosVersionString(NvPhysicalGpuHandle hPhysicalGpu,NvAPI_ShortString szBiosRevision); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAGPAperture +// +//! This function returns the AGP aperture in megabytes. +//! +//! \deprecated Do not use this function - it is deprecated in release 455. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_NOT_SUPPORTED +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 455.") +NVAPI_INTERFACE NvAPI_GPU_GetAGPAperture(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pSize); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetCurrentAGPRate +// +//! This function returns the current AGP Rate (0 = AGP not present, 1 = 1x, 2 = 2x, etc.). +//! +//! \deprecated Do not use this function - it is deprecated in release 455. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_NOT_SUPPORTED +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 455.") +NVAPI_INTERFACE NvAPI_GPU_GetCurrentAGPRate(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pRate); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetCurrentPCIEDownstreamWidth +// +//! This function returns the number of PCIE lanes being used for the PCIE interface +//! downstream from the GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT pWidth is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetCurrentPCIEDownstreamWidth(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pWidth); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPhysicalFrameBufferSize +// +//! This function returns the physical size of framebuffer in KB. This does NOT include any +//! system RAM that may be dedicated for use by the GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT pSize is NULL +//! \retval NVAPI_OK Call successful +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPhysicalFrameBufferSize(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pSize); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVirtualFrameBufferSize +// +//! This function returns the virtual size of framebuffer in KB. This includes the physical RAM plus any +//! system RAM that has been dedicated for use by the GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT pSize is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVirtualFrameBufferSize(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pSize); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetQuadroStatus +// +//! This function retrieves the Quadro status for the GPU (1 if Quadro, 0 if GeForce) +//! +//! This API is deprecated and it is recommended to instead query +//! NV_GPU_WORKSTATION_FEATURE_TYPE_PROVIZ support from the API +//! NvAPI_GPU_QueryWorkstationFeatureSupport. +//! \deprecated Do not use this function - it is deprecated in release 460. +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 460.") +NVAPI_INTERFACE NvAPI_GPU_GetQuadroStatus(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pStatus); + + +//! \ingroup gpu +typedef struct _NV_BOARD_INFO +{ + NvU32 version; //!< structure version + NvU8 BoardNum[16]; //!< Board Serial Number + +}NV_BOARD_INFO_V1; + +#define NV_BOARD_INFO_VER1 MAKE_NVAPI_VERSION(NV_BOARD_INFO_V1,1) +#ifndef NV_BOARD_INFO_VER +//! \ingroup gpu +typedef NV_BOARD_INFO_V1 NV_BOARD_INFO; +//! \ingroup gpu +//! \ingroup gpu +#define NV_BOARD_INFO_VER NV_BOARD_INFO_VER1 +#endif + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBoardInfo +// +//! DESCRIPTION: This API Retrieves the Board information (a unique GPU Board Serial Number) stored in the InfoROM. +//! +//! \param [in] hPhysicalGpu Physical GPU Handle. +//! \param [in,out] NV_BOARD_INFO Board Information. +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_ERROR miscellaneous error occurred +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE handle passed is not a physical GPU handle +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized +//! \retval ::NVAPI_INVALID_POINTER pBoardInfo is NULL +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION the version of the INFO struct is not supported +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBoardInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_BOARD_INFO *pBoardInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetRamBusWidth +// +//! This function returns the width of the GPU's RAM memory bus. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 100 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetRamBusWidth(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pBusWidth); + + + +//! Used in NvAPI_GPU_GetArchInfo() +typedef struct +{ + NvU32 version; + + NvU32 architecture; + NvU32 implementation; + NvU32 revision; + +} NV_GPU_ARCH_INFO_V1; + +//! NV_GPU_ARCH_INFO() values to identify Architecture level for the GPU. +typedef enum _NV_GPU_ARCHITECTURE_ID +{ + + NV_GPU_ARCHITECTURE_T2X = 0xE0000020, + NV_GPU_ARCHITECTURE_T3X = 0xE0000030, + NV_GPU_ARCHITECTURE_T4X = 0xE0000040, + NV_GPU_ARCHITECTURE_T12X = 0xE0000040, + NV_GPU_ARCHITECTURE_NV40 = 0x00000040, + NV_GPU_ARCHITECTURE_NV50 = 0x00000050, + NV_GPU_ARCHITECTURE_G78 = 0x00000060, + NV_GPU_ARCHITECTURE_G80 = 0x00000080, + NV_GPU_ARCHITECTURE_G90 = 0x00000090, + NV_GPU_ARCHITECTURE_GT200 = 0x000000A0, + NV_GPU_ARCHITECTURE_GF100 = 0x000000C0, + NV_GPU_ARCHITECTURE_GF110 = 0x000000D0, + NV_GPU_ARCHITECTURE_GK100 = 0x000000E0, + NV_GPU_ARCHITECTURE_GK110 = 0x000000F0, + NV_GPU_ARCHITECTURE_GK200 = 0x00000100, + NV_GPU_ARCHITECTURE_GM000 = 0x00000110, + NV_GPU_ARCHITECTURE_GM200 = 0x00000120, + NV_GPU_ARCHITECTURE_GP100 = 0x00000130, + NV_GPU_ARCHITECTURE_GV100 = 0x00000140, + NV_GPU_ARCHITECTURE_GV110 = 0x00000150, + NV_GPU_ARCHITECTURE_TU100 = 0x00000160, + NV_GPU_ARCHITECTURE_GA100 = 0x00000170, + NV_GPU_ARCHITECTURE_AD100 = 0x00000190, + +}NV_GPU_ARCHITECTURE_ID; + +//! NV_GPU_ARCH_INFO() values to identify GPU Architecture Implementation. +typedef enum _NV_GPU_ARCH_IMPLEMENTATION_ID +{ + + NV_GPU_ARCH_IMPLEMENTATION_T20 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_T30 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_T35 = 0x00000005, + + NV_GPU_ARCH_IMPLEMENTATION_T40 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_T124 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_NV40 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_NV41 = 0x00000001, + NV_GPU_ARCH_IMPLEMENTATION_NV42 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_NV43 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_NV44 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_NV44A = 0x0000000A, + NV_GPU_ARCH_IMPLEMENTATION_NV46 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_NV47 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_NV49 = 0x00000009, + NV_GPU_ARCH_IMPLEMENTATION_NV4B = 0x0000000B, + NV_GPU_ARCH_IMPLEMENTATION_NV4C = 0x0000000C, + NV_GPU_ARCH_IMPLEMENTATION_NV4E = 0x0000000E, + + NV_GPU_ARCH_IMPLEMENTATION_NV50 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_NV63 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_NV67 = 0x00000007, + + NV_GPU_ARCH_IMPLEMENTATION_G84 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_G86 = 0x00000006, + + NV_GPU_ARCH_IMPLEMENTATION_G92 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_G94 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_G96 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_G98 = 0x00000008, + + NV_GPU_ARCH_IMPLEMENTATION_GT200 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GT212 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_GT214 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GT215 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_GT216 = 0x00000005, + NV_GPU_ARCH_IMPLEMENTATION_GT218 = 0x00000008, + NV_GPU_ARCH_IMPLEMENTATION_MCP77 = 0x0000000A, + NV_GPU_ARCH_IMPLEMENTATION_GT21C = 0x0000000B, + NV_GPU_ARCH_IMPLEMENTATION_MCP79 = 0x0000000C, + NV_GPU_ARCH_IMPLEMENTATION_GT21A = 0x0000000D, + NV_GPU_ARCH_IMPLEMENTATION_MCP89 = 0x0000000F, + + NV_GPU_ARCH_IMPLEMENTATION_GF100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GF104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GF106 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_GF108 = 0x00000001, + + NV_GPU_ARCH_IMPLEMENTATION_GF110 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GF116 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_GF117 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_GF118 = 0x00000008, + NV_GPU_ARCH_IMPLEMENTATION_GF119 = 0x00000009, + + NV_GPU_ARCH_IMPLEMENTATION_GK104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GK106 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_GK107 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_GK20A = 0x0000000A, + NV_GPU_ARCH_IMPLEMENTATION_GK110 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_GK208 = 0x00000008, + + NV_GPU_ARCH_IMPLEMENTATION_GM204 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GM206 = 0x00000006, + + NV_GPU_ARCH_IMPLEMENTATION_GP100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GP000 = 0x00000001, + NV_GPU_ARCH_IMPLEMENTATION_GP102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_GP104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GP106 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_GP107 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_GP108 = 0x00000008, + + NV_GPU_ARCH_IMPLEMENTATION_GV100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GV10B = 0x0000000B, + + NV_GPU_ARCH_IMPLEMENTATION_TU100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_TU102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_TU104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_TU106 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_TU116 = 0x00000008, + NV_GPU_ARCH_IMPLEMENTATION_TU117 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_TU000 = 0x00000001, + + NV_GPU_ARCH_IMPLEMENTATION_GA100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GA102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_GA104 = 0x00000004, + + NV_GPU_ARCH_IMPLEMENTATION_AD102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_AD103 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_AD104 = 0x00000004, + +}NV_GPU_ARCH_IMPLEMENTATION_ID; + +typedef enum _NV_GPU_CHIP_REVISION +{ + NV_GPU_CHIP_REV_EMULATION_QT = 0x00000000, //!< QT chip + NV_GPU_CHIP_REV_EMULATION_FPGA = 0x00000001, //!< FPGA implementation of the chipset + NV_GPU_CHIP_REV_A01 = 0x00000011, //!< First silicon chipset revision + NV_GPU_CHIP_REV_A02 = 0x00000012, //!< Second Silicon chipset revision + NV_GPU_CHIP_REV_A03 = 0x00000013, //!< Third Silicon chipset revision + NV_GPU_CHIP_REV_UNKNOWN = 0xffffffff, //!< Unknown chip revision +}NV_GPU_CHIP_REVISION; + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetArchInfo() +typedef struct +{ + NvU32 version; + + union + { + NvU32 architecture; //!< architecture and architecture_id are the same. The former is NvU32 while the latter is an enum made for readability. + NV_GPU_ARCHITECTURE_ID architecture_id; //!< specifies the architecture level for the GPU. + }; + union + { + NvU32 implementation; //!< implementation and implementation_id are the same. The former is NvU32 while the latter is an enum made for readability. + NV_GPU_ARCH_IMPLEMENTATION_ID implementation_id; //!< specifies the implementation of the architecture for the GPU. + }; + union + { + NvU32 revision; //!< revision and revision_id are the same. The former is NvU32 while the latter is an enum made for readability. + NV_GPU_CHIP_REVISION revision_id; //!< specifies the architecture revision of the GPU. + }; + +} NV_GPU_ARCH_INFO_V2; + +//! \ingroup gpu +typedef NV_GPU_ARCH_INFO_V2 NV_GPU_ARCH_INFO; + +//! \ingroup gpu +#define NV_GPU_ARCH_INFO_VER_1 MAKE_NVAPI_VERSION(NV_GPU_ARCH_INFO_V1,1) +#define NV_GPU_ARCH_INFO_VER_2 MAKE_NVAPI_VERSION(NV_GPU_ARCH_INFO_V2,2) +#define NV_GPU_ARCH_INFO_VER NV_GPU_ARCH_INFO_VER_2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetArchInfo +// +//! \fn NvAPI_GPU_GetArchInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_ARCH_INFO *pGpuArchInfo) +//! This function retrieves the architecture, implementation and chip revision for the specified GPU . +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! \since Release: 85 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetArchInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_ARCH_INFO *pGpuArchInfo); + + + +/////////////////////////////////////////////////////////////////////////////////// +// I2C API +// Provides ability to read or write data using I2C protocol. +// These APIs allow I2C access only to DDC monitors + + +//! \ingroup i2capi +//! @{ +#define NVAPI_MAX_SIZEOF_I2C_DATA_BUFFER 4096 +#define NVAPI_MAX_SIZEOF_I2C_REG_ADDRESS 4 +#define NVAPI_DISPLAY_DEVICE_MASK_MAX 24 +#define NVAPI_I2C_SPEED_DEPRECATED 0xFFFF + +typedef enum +{ + NVAPI_I2C_SPEED_DEFAULT, //!< Set i2cSpeedKhz to I2C_SPEED_DEFAULT if default I2C speed is to be chosen, ie.use the current frequency setting. + NVAPI_I2C_SPEED_3KHZ, + NVAPI_I2C_SPEED_10KHZ, + NVAPI_I2C_SPEED_33KHZ, + NVAPI_I2C_SPEED_100KHZ, + NVAPI_I2C_SPEED_200KHZ, + NVAPI_I2C_SPEED_400KHZ, +} NV_I2C_SPEED; + +//! Used in NvAPI_I2CRead() and NvAPI_I2CWrite() +typedef struct +{ + NvU32 version; //!< The structure version. + NvU32 displayMask; //!< The Display Mask of the concerned display. + NvU8 bIsDDCPort; //!< This flag indicates either the DDC port (TRUE) or the communication port + //!< (FALSE) of the concerned display. + NvU8 i2cDevAddress; //!< The address of the I2C slave. The address should be shifted left by one. For + //!< example, the I2C address 0x50, often used for reading EDIDs, would be stored + //!< here as 0xA0. This matches the position within the byte sent by the master, as + //!< the last bit is reserved to specify the read or write direction. + NvU8* pbI2cRegAddress; //!< The I2C target register address. May be NULL, which indicates no register + //!< address should be sent. + NvU32 regAddrSize; //!< The size in bytes of target register address. If pbI2cRegAddress is NULL, this + //!< field must be 0. + NvU8* pbData; //!< The buffer of data which is to be read or written (depending on the command). + NvU32 cbSize; //!< The size of the data buffer, pbData, to be read or written. + NvU32 i2cSpeed; //!< The target speed of the transaction (between 28Kbps to 40Kbps; not guaranteed). +} NV_I2C_INFO_V1; + +//! Used in NvAPI_I2CRead() and NvAPI_I2CWrite() +typedef struct +{ + NvU32 version; //!< The structure version. + NvU32 displayMask; //!< The Display Mask of the concerned display. + NvU8 bIsDDCPort; //!< This flag indicates either the DDC port (TRUE) or the communication port + //!< (FALSE) of the concerned display. + NvU8 i2cDevAddress; //!< The address of the I2C slave. The address should be shifted left by one. For + //!< example, the I2C address 0x50, often used for reading EDIDs, would be stored + //!< here as 0xA0. This matches the position within the byte sent by the master, as + //!< the last bit is reserved to specify the read or write direction. + NvU8* pbI2cRegAddress; //!< The I2C target register address. May be NULL, which indicates no register + //!< address should be sent. + NvU32 regAddrSize; //!< The size in bytes of target register address. If pbI2cRegAddress is NULL, this + //!< field must be 0. + NvU8* pbData; //!< The buffer of data which is to be read or written (depending on the command). + NvU32 cbSize; //!< The size of the data buffer, pbData, to be read or written. + NvU32 i2cSpeed; //!< Deprecated, Must be set to NVAPI_I2C_SPEED_DEPRECATED. + NV_I2C_SPEED i2cSpeedKhz; //!< The target speed of the transaction in (kHz) (Chosen from the enum NV_I2C_SPEED). +} NV_I2C_INFO_V2; + +//! Used in NvAPI_I2CRead() and NvAPI_I2CWrite() +typedef struct +{ + NvU32 version; //!< The structure version. + NvU32 displayMask; //!< The Display Mask of the concerned display. + NvU8 bIsDDCPort; //!< This flag indicates either the DDC port (TRUE) or the communication port + //!< (FALSE) of the concerned display. + NvU8 i2cDevAddress; //!< The address of the I2C slave. The address should be shifted left by one. For + //!< example, the I2C address 0x50, often used for reading EDIDs, would be stored + //!< here as 0xA0. This matches the position within the byte sent by the master, as + //!< the last bit is reserved to specify the read or write direction. + NvU8* pbI2cRegAddress; //!< The I2C target register address. May be NULL, which indicates no register + //!< address should be sent. + NvU32 regAddrSize; //!< The size in bytes of target register address. If pbI2cRegAddress is NULL, this + //!< field must be 0. + NvU8* pbData; //!< The buffer of data which is to be read or written (depending on the command). + NvU32 cbSize; //!< The size of the data buffer, pbData, to be read or written. + NvU32 i2cSpeed; //!< Deprecated, Must be set to NVAPI_I2C_SPEED_DEPRECATED. + NV_I2C_SPEED i2cSpeedKhz; //!< The target speed of the transaction in (kHz) (Chosen from the enum NV_I2C_SPEED). + NvU8 portId; //!< The portid on which device is connected (remember to set bIsPortIdSet if this value is set) + //!< Optional for pre-Kepler + NvU32 bIsPortIdSet; //!< set this flag on if and only if portid value is set +} NV_I2C_INFO_V3; + +typedef NV_I2C_INFO_V3 NV_I2C_INFO; + +#define NV_I2C_INFO_VER3 MAKE_NVAPI_VERSION(NV_I2C_INFO_V3,3) +#define NV_I2C_INFO_VER2 MAKE_NVAPI_VERSION(NV_I2C_INFO_V2,2) +#define NV_I2C_INFO_VER1 MAKE_NVAPI_VERSION(NV_I2C_INFO_V1,1) + +#define NV_I2C_INFO_VER NV_I2C_INFO_VER3 +//! @} + +/***********************************************************************************/ + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_I2CRead +// +//! This function reads the data buffer from the I2C port. +//! The I2C request must be for a DDC port: pI2cInfo->bIsDDCPort = 1. +//! +//! A data buffer size larger than 16 bytes may be rejected if a register address is specified. In such a case, +//! NVAPI_ARGUMENT_EXCEED_MAX_SIZE would be returned. +//! +//! If a register address is specified (i.e. regAddrSize is positive), then the transaction will be performed in +//! the combined format described in the I2C specification. The register address will be written, followed by +//! reading into the data buffer. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [out] NV_I2C_INFO *pI2cInfo The I2C data input structure +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION Structure version is not supported. +//! \retval NVAPI_INVALID_ARGUMENT - argument does not meet specified requirements +//! \retval NVAPI_ARGUMENT_EXCEED_MAX_SIZE - an argument exceeds the maximum +//! +//! \ingroup i2capi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_I2CRead(NvPhysicalGpuHandle hPhysicalGpu, NV_I2C_INFO *pI2cInfo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_I2CWrite +// +//! This function writes the data buffer to the I2C port. +//! +//! The I2C request must be for a DDC port: pI2cInfo->bIsDDCPort = 1. +//! +//! A data buffer size larger than 16 bytes may be rejected if a register address is specified. In such a case, +//! NVAPI_ARGUMENT_EXCEED_MAX_SIZE would be returned. +//! +//! If a register address is specified (i.e. regAddrSize is positive), then the register address will be written +//! and the data buffer will immediately follow without a restart. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [in] pI2cInfo The I2C data input structure +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION Structure version is not supported. +//! \retval NVAPI_INVALID_ARGUMENT Argument does not meet specified requirements +//! \retval NVAPI_ARGUMENT_EXCEED_MAX_SIZE Argument exceeds the maximum +//! +//! \ingroup i2capi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_I2CWrite(NvPhysicalGpuHandle hPhysicalGpu, NV_I2C_INFO *pI2cInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_WorkstationFeatureSetup +// +//! \fn NvAPI_GPU_WorkstationFeatureSetup(NvPhysicalGpuHandle hPhysicalGpu, NvU32 featureEnableMask, NvU32 featureDisableMask) +//! DESCRIPTION: This API configures the driver for a set of workstation features. +//! The driver can allocate the memory resources accordingly. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \param [in] hPhysicalGpu Physical GPU Handle of the display adapter to be configured. GPU handles may be retrieved +//! using NvAPI_EnumPhysicalGPUs. A value of NULL is permitted and applies the same operation +//! to all GPU handles enumerated by NvAPI_EnumPhysicalGPUs. +//! \param [in] featureEnableMask Mask of features the caller requests to enable for use +//! \param [in] featureDisableMask Mask of features the caller requests to disable +//! +//! As a general rule, features in the enable and disable masks are expected to be disjoint, although the disable +//! mask has precedence and a feature flagged in both masks will be disabled. +//! +//! \retval ::NVAPI_OK configuration request succeeded +//! \retval ::NVAPI_ERROR configuration request failed +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu is not a physical GPU handle. +//! \retval ::NVAPI_GPU_WORKSTATION_FEATURE_INCOMPLETE requested feature set does not have all resources allocated for completeness. +//! \retval ::NVAPI_NO_IMPLEMENTATION OS below Win7, implemented only for Win7 but returns NVAPI_OK on OS above Win7 to +//! keep compatibility with apps written against Win7. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef enum +{ + NVAPI_GPU_WORKSTATION_FEATURE_MASK_SWAPGROUP = 0x00000001, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_STEREO = 0x00000010, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_WARPING = 0x00000100, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_PIXINTENSITY = 0x00000200, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_GRAYSCALE = 0x00000400, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_BPC10 = 0x00001000 +} NVAPI_GPU_WORKSTATION_FEATURE_MASK; + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_WorkstationFeatureSetup(__in NvPhysicalGpuHandle hPhysicalGpu, __in NvU32 featureEnableMask, __in NvU32 featureDisableMask); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_WorkstationFeatureQuery +// +//! DESCRIPTION: This API queries the current set of workstation features. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \param [in] hPhysicalGpu Physical GPU Handle of the display adapter to be configured. GPU handles may be retrieved +//! using NvAPI_EnumPhysicalGPUs. +//! \param [out] pConfiguredFeatureMask Mask of features requested for use by client drivers +//! \param [out] pConsistentFeatureMask Mask of features that have all resources allocated for completeness. +//! +//! \retval ::NVAPI_OK configuration request succeeded +//! \retval ::NVAPI_ERROR configuration request failed +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu is not a physical GPU handle. +//! \retval ::NVAPI_NO_IMPLEMENTATION OS below Win7, implemented only for Win7 but returns NVAPI_OK on OS above Win7 to +//! keep compatibility with apps written against Win7. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_WorkstationFeatureQuery(__in NvPhysicalGpuHandle hPhysicalGpu, __out_opt NvU32 *pConfiguredFeatureMask, __out_opt NvU32 *pConsistentFeatureMask); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetHDCPSupportStatus +// +//! \fn NvAPI_GPU_GetHDCPSupportStatus(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_GET_HDCP_SUPPORT_STATUS *pGetHDCPSupportStatus) +//! DESCRIPTION: This function returns a GPU's HDCP support status. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 175 +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_INVALID_ARGUMENT +//! \retval ::NVAPI_HANDLE_INVALIDATED +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION +// +//////////////////////////////////////////////////////////////////////////////// + + +//! \addtogroup gpu +//! @{ + + +//! HDCP fuse states - used in NV_GPU_GET_HDCP_SUPPORT_STATUS +typedef enum _NV_GPU_HDCP_FUSE_STATE +{ + NV_GPU_HDCP_FUSE_STATE_UNKNOWN = 0, + NV_GPU_HDCP_FUSE_STATE_DISABLED = 1, + NV_GPU_HDCP_FUSE_STATE_ENABLED = 2, +} NV_GPU_HDCP_FUSE_STATE; + + +//! HDCP key sources - used in NV_GPU_GET_HDCP_SUPPORT_STATUS +typedef enum _NV_GPU_HDCP_KEY_SOURCE +{ + NV_GPU_HDCP_KEY_SOURCE_UNKNOWN = 0, + NV_GPU_HDCP_KEY_SOURCE_NONE = 1, + NV_GPU_HDCP_KEY_SOURCE_CRYPTO_ROM = 2, + NV_GPU_HDCP_KEY_SOURCE_SBIOS = 3, + NV_GPU_HDCP_KEY_SOURCE_I2C_ROM = 4, + NV_GPU_HDCP_KEY_SOURCE_FUSES = 5, +} NV_GPU_HDCP_KEY_SOURCE; + + +//! HDCP key source states - used in NV_GPU_GET_HDCP_SUPPORT_STATUS +typedef enum _NV_GPU_HDCP_KEY_SOURCE_STATE +{ + NV_GPU_HDCP_KEY_SOURCE_STATE_UNKNOWN = 0, + NV_GPU_HDCP_KEY_SOURCE_STATE_ABSENT = 1, + NV_GPU_HDCP_KEY_SOURCE_STATE_PRESENT = 2, +} NV_GPU_HDCP_KEY_SOURCE_STATE; + + +//! HDPC support status - used in NvAPI_GPU_GetHDCPSupportStatus() +typedef struct +{ + NvU32 version; //! Structure version constucted by macro #NV_GPU_GET_HDCP_SUPPORT_STATUS + NV_GPU_HDCP_FUSE_STATE hdcpFuseState; //! GPU's HDCP fuse state + NV_GPU_HDCP_KEY_SOURCE hdcpKeySource; //! GPU's HDCP key source + NV_GPU_HDCP_KEY_SOURCE_STATE hdcpKeySourceState; //! GPU's HDCP key source state +} NV_GPU_GET_HDCP_SUPPORT_STATUS; + + +//! Macro for constructing the version for structure NV_GPU_GET_HDCP_SUPPORT_STATUS +#define NV_GPU_GET_HDCP_SUPPORT_STATUS_VER MAKE_NVAPI_VERSION(NV_GPU_GET_HDCP_SUPPORT_STATUS,1) + + +//! @} + + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetHDCPSupportStatus(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_GET_HDCP_SUPPORT_STATUS *pGetHDCPSupportStatus); + + + + +//! \ingroup gpucuda +//! @{ + +//! defgroup nvcomp_gpu_top NVIDIA Compute GPU Topology Flags +//! @{ + +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_CAPABLE NV_BIT(0) //!< This is Read only GPU flag - Physics capable GPU. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_ENABLE NV_BIT(1) //!< This is Read/Write GPU flag - Indicates GPU is already enabled for physics. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_DEDICATED NV_BIT(2) //!< This is Read only GPU flag - Physics enabled GPU which is *dedicated* for physics indicates + //!< this compute capable GPU was automatically made usable for Physx on CUDA. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_RECOMMENDED NV_BIT(3) //!< This is Read only GPU flag - Physics GPU which is recommended by the driver. +#define NV_COMPUTE_GPU_TOPOLOGY_CUDA_AVAILABLE NV_BIT(4) //!< This is Read only GPU flag. +#define NV_COMPUTE_GPU_TOPOLOGY_CUDA_CAPABLE NV_BIT(16) //!< This is Read only GPU flag. +#define NV_COMPUTE_GPU_TOPOLOGY_CUDA_DISABLED NV_BIT(17) //!< This is Read only GPU flag. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_AVAILABLE NV_BIT(21) //!< This is Read only GPU flag - PhysX is able to use this GPU (PhysX is installed, etc) + +//! @} + +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 gpuCount; //!< Total number of compute-capable GPUs + + struct + { + NvPhysicalGpuHandle hPhysicalGpu; //!< Compute-capable physical GPU handle + NvU32 flags; //!< One or more flags from \ref nvcomp_gpu_top + + } computeGpus[NVAPI_MAX_GPU_PER_TOPOLOGY]; //!< Array of compute-capable physical GPUs. + +} NV_COMPUTE_GPU_TOPOLOGY_V1; + + +typedef struct _NV_COMPUTE_GPU +{ + NvPhysicalGpuHandle hPhysicalGpu; //!< Compute-capable physical GPU handle + NvU32 flags; //!< One or more flags from \ref nvcomp_gpu_top + +} NV_COMPUTE_GPU; + +typedef struct _NV_COMPUTE_GPU_TOPOLOGY_V2 +{ + NvU32 version; //!< Structure version + NvU32 gpuCount; //!< Size of array + NV_COMPUTE_GPU *computeGpus; //!< Array of compute-capable physical GPUs (allocate memory of size of Physical gpuCount of system). + +} NV_COMPUTE_GPU_TOPOLOGY_V2; + +//! Macro for constructing the version field of NV_COMPUTE_GPU_TOPOLOGY +#define NV_COMPUTE_GPU_TOPOLOGY_VER1 MAKE_NVAPI_VERSION(NV_COMPUTE_GPU_TOPOLOGY_V1,1) + +#define NV_COMPUTE_GPU_TOPOLOGY_VER MAKE_NVAPI_VERSION(NV_COMPUTE_GPU_TOPOLOGY_V2,2) +typedef NV_COMPUTE_GPU_TOPOLOGY_V2 NV_COMPUTE_GPU_TOPOLOGY; + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_CudaEnumComputeCapableGpus +// +//! DESCRIPTION: This API enumerates one or more compute-capable GPUs. +//! Note that this API is deprecated and should no longer be used for new software development. +//! \deprecated Do not use this function - it is deprecated in release 319. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in,out] pComputeTopo Pointer to the structure NV_COMPUTE_GPU_TOPOLOGY. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! The gpuCount indicates if one or more compute-capable GPUs are found. +//! gpuCount >= 1 means atleast one compute-capable GPU is found. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION Structure version is not supported, initialize to NV_COMPUTE_GPU_TOPOLOGY_VER. +//! \retval ::NVAPI_ERROR Enumeration of the GPUs failed. Make sure at least one NVIDIA GPU exists in the system. +//! +//! \ingroup gpucuda +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 319.") +NVAPI_INTERFACE NvAPI_GPU_CudaEnumComputeCapableGpus(__inout NV_COMPUTE_GPU_TOPOLOGY *pComputeTopo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetTachReading +// +//! DESCRIPTION: This API retrieves the fan speed tachometer reading for the specified physical GPU. +//! +//! HOW TO USE: +//! - NvU32 Value = 0; +//! - ret = NvAPI_GPU_GetTachReading(hPhysicalGpu, &Value); +//! - On call success: +//! - Value contains the tachometer reading +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu GPU selection. +//! \param [out] pValue Pointer to a variable to get the tachometer reading +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! \retval ::NVAPI_NOT_SUPPORTED - functionality not supported +//! \retval ::NVAPI_API_NOT_INTIALIZED - nvapi not initialized +//! \retval ::NVAPI_INVALID_ARGUMENT - invalid argument passed +//! \retval ::NVAPI_HANDLE_INVALIDATED - handle passed has been invalidated (see user guide) +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE - handle passed is not a physical GPU handle +//! +//! \ingroup gpucooler +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetTachReading(NvPhysicalGpuHandle hPhysicalGPU, NvU32 *pValue); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetECCStatusInfo +// +//! \fn NvAPI_GPU_GetECCStatusInfo(NvPhysicalGpuHandle hPhysicalGpu, +//! NV_GPU_ECC_STATUS_INFO *pECCStatusInfo); +//! DESCRIPTION: This function returns ECC memory status information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for which ECC +//! status information is to be retrieved. +//! \param [out] pECCStatusInfo A pointer to an ECC status structure. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! \retval ::NVAPI_ERROR An unknown error occurred. +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE The provided GPU handle is not a physical GPU handle. +//! \retval ::NVAPI_INVALID_HANDLE The provided GPU handle is invalid. +//! \retval ::NVAPI_HANDLE_INVALIDATED The provided GPU handle is no longer valid. +//! \retval ::NVAPI_INVALID_POINTER An invalid argument pointer was provided. +//! \retval ::NVAPI_NOT_SUPPORTED The request is not supported. +//! \retval ::NVAPI_API_NOT_INTIALIZED NvAPI was not yet initialized. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \addtogroup gpuecc +//! Used in NV_GPU_ECC_STATUS_INFO. +typedef enum _NV_ECC_CONFIGURATION +{ + NV_ECC_CONFIGURATION_NOT_SUPPORTED = 0, + NV_ECC_CONFIGURATION_DEFERRED, //!< Changes require a POST to take effect + NV_ECC_CONFIGURATION_IMMEDIATE, //!< Changes can optionally be made to take effect immediately +} NV_ECC_CONFIGURATION; + +//! \ingroup gpuecc +//! Used in NvAPI_GPU_GetECCStatusInfo(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 isSupported : 1; //!< ECC memory feature support + NV_ECC_CONFIGURATION configurationOptions; //!< Supported ECC memory feature configuration options + NvU32 isEnabled : 1; //!< Active ECC memory setting +} NV_GPU_ECC_STATUS_INFO; + +//! \ingroup gpuecc +//! Macro for constructing the version field of NV_GPU_ECC_STATUS_INFO +#define NV_GPU_ECC_STATUS_INFO_VER MAKE_NVAPI_VERSION(NV_GPU_ECC_STATUS_INFO,1) + +//! \ingroup gpuecc +NVAPI_INTERFACE NvAPI_GPU_GetECCStatusInfo(NvPhysicalGpuHandle hPhysicalGpu, + NV_GPU_ECC_STATUS_INFO *pECCStatusInfo); + +//! \ingroup gpuecc +//! Used in NvAPI_GPU_GetECCErrorInfo()/ +typedef struct +{ + NvU32 version; //!< Structure version + struct + { + NvU64 singleBitErrors; //!< Number of single-bit ECC errors detected since last boot + NvU64 doubleBitErrors; //!< Number of double-bit ECC errors detected since last boot + } current; + struct + { + NvU64 singleBitErrors; //!< Number of single-bit ECC errors detected since last counter reset + NvU64 doubleBitErrors; //!< Number of double-bit ECC errors detected since last counter reset + } aggregate; +} NV_GPU_ECC_ERROR_INFO; + +//! \ingroup gpuecc +//! Macro for constructing the version field of NV_GPU_ECC_ERROR_INFO +#define NV_GPU_ECC_ERROR_INFO_VER MAKE_NVAPI_VERSION(NV_GPU_ECC_ERROR_INFO,1) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetECCErrorInfo +// +//! \fn NvAPI_GPU_GetECCErrorInfo(NvPhysicalGpuHandle hPhysicalGpu, +//! NV_GPU_ECC_ERROR_INFO *pECCErrorInfo); +//! +//! DESCRIPTION: This function returns ECC memory error information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which ECC error information is to be +//! retrieved. +//! \param [out] pECCErrorInfo A pointer to an ECC error structure. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! \retval ::NVAPI_ERROR An unknown error occurred. +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE The provided GPU handle is not a physical GPU handle. +//! \retval ::NVAPI_INVALID_ARGUMENT incorrect param value +//! \retval ::NVAPI_INVALID_POINTER An invalid argument pointer was provided. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION structure version is not supported, initialize to NV_GPU_ECC_ERROR_INFO_VER. +//! \retval ::NVAPI_HANDLE_INVALIDATED The provided GPU handle is no longer valid. +//! \retval ::NVAPI_NOT_SUPPORTED The request is not supported. +//! \retval ::NVAPI_API_NOT_INTIALIZED NvAPI was not yet initialized. +// +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup gpuecc + +NVAPI_INTERFACE NvAPI_GPU_GetECCErrorInfo(NvPhysicalGpuHandle hPhysicalGpu, + NV_GPU_ECC_ERROR_INFO *pECCErrorInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_ResetECCErrorInfo +// +//! DESCRIPTION: This function resets ECC memory error counters. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \requires Administrator privileges since release 430.39 +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which ECC error information is to be +//! cleared. +//! \param [in] bResetCurrent Reset the current ECC error counters. +//! \param [in] bResetAggregate Reset the aggregate ECC error counters. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gpuecc +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ResetECCErrorInfo(NvPhysicalGpuHandle hPhysicalGpu, NvU8 bResetCurrent, + NvU8 bResetAggregate); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetECCConfigurationInfo +// +//! \fn NvAPI_GPU_GetECCConfigurationInfo(NvPhysicalGpuHandle hPhysicalGpu, +//! NV_GPU_ECC_CONFIGURATION_INFO *pECCConfigurationInfo); +//! DESCRIPTION: This function returns ECC memory configuration information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which ECC configuration information +//! is to be retrieved. +//! \param [out] pECCConfigurationInfo A pointer to an ECC +//! configuration structure. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! \retval ::NVAPI_ERROR An unknown error occurred. +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE The provided GPU handle is not a physical GPU handle. +//! \retval ::NVAPI_INVALID_HANDLE The provided GPU handle is invalid. +//! \retval ::NVAPI_HANDLE_INVALIDATED The provided GPU handle is no longer valid. +//! \retval ::NVAPI_INVALID_POINTER An invalid argument pointer was provided. +//! \retval ::NVAPI_NOT_SUPPORTED The request is not supported. +//! \retval ::NVAPI_API_NOT_INTIALIZED NvAPI was not yet initialized. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpuecc +//! Used in NvAPI_GPU_GetECCConfigurationInfo(). +typedef struct +{ + NvU32 version; //! Structure version + NvU32 isEnabled : 1; //! Current ECC configuration stored in non-volatile memory + NvU32 isEnabledByDefault : 1; //! Factory default ECC configuration (static) +} NV_GPU_ECC_CONFIGURATION_INFO; + +//! \ingroup gpuecc +//! Macro for consstructing the verion field of NV_GPU_ECC_CONFIGURATION_INFO +#define NV_GPU_ECC_CONFIGURATION_INFO_VER MAKE_NVAPI_VERSION(NV_GPU_ECC_CONFIGURATION_INFO,1) + +//! \ingroup gpuecc +NVAPI_INTERFACE NvAPI_GPU_GetECCConfigurationInfo(NvPhysicalGpuHandle hPhysicalGpu, + NV_GPU_ECC_CONFIGURATION_INFO *pECCConfigurationInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_SetECCConfiguration +// +//! DESCRIPTION: This function updates the ECC memory configuration setting. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \requires Administrator privileges since release 430.39 +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which to update the ECC configuration +//! setting. +//! \param [in] bEnable The new ECC configuration setting. +//! \param [in] bEnableImmediately Request that the new setting take effect immediately. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_CONFIGURATION - Possibly SLI is enabled. Disable SLI and retry. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gpuecc +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_SetECCConfiguration(NvPhysicalGpuHandle hPhysicalGpu, NvU8 bEnable, + NvU8 bEnableImmediately); + + + +// The following enum is providing definitions for events signaled by a Quadro Sync (QSYNC) device. +// QSYNC event broadcast is supported for Windows 10 and later OS. +typedef enum +{ + NV_QSYNC_EVENT_NONE = 0, + NV_QSYNC_EVENT_SYNC_LOSS = 1, // Frame Lock sync loss event + NV_QSYNC_EVENT_SYNC_GAIN = 2, // Frame Lock sync gain event + NV_QSYNC_EVENT_HOUSESYNC_GAIN = 3, // House cable gain(plug in) event + NV_QSYNC_EVENT_HOUSESYNC_LOSS = 4, // House cable loss(plug out) event + NV_QSYNC_EVENT_RJ45_GAIN = 5, // RJ45 cable gain(plug in) event + NV_QSYNC_EVENT_RJ45_LOSS = 6, // RJ45 cable loss(plug out) event +} NV_QSYNC_EVENT; + +typedef struct +{ + NV_QSYNC_EVENT qsyncEvent; // One of the value of the enum NV_QSYNC_EVENT + NvU32 reserved[7]; // Reserved for future use. Do not use this. +} NV_QSYNC_EVENT_DATA; + +//! Callback for QSYNC event +typedef void(__cdecl *NVAPI_CALLBACK_QSYNCEVENT)(NV_QSYNC_EVENT_DATA qyncEventData, void *callbackParam); + + +//! Enum for Event IDs +typedef enum +{ + NV_EVENT_TYPE_NONE = 0, + NV_EVENT_TYPE_QSYNC = 6, +} NV_EVENT_TYPE; + +//! Core NV_EVENT_REGISTER_CALLBACK structure declaration +typedef struct +{ + NvU32 version; //!< version field to ensure minimum version compatibility + NV_EVENT_TYPE eventId; //!< ID of the event being sent + void *callbackParam; //!< This value will be passed back to the callback function when an event occurs + union + { + NVAPI_CALLBACK_QSYNCEVENT nvQSYNCEventCallback; //!< Callback function pointer for QSYNC events + }nvCallBackFunc; + +} NV_EVENT_REGISTER_CALLBACK, *PNV_EVENT_REGISTER_CALLBACK; + +//! Macro for constructing the version field of ::NV_EVENT_REGISTER_CALLBACK +#define NV_EVENT_REGISTER_CALLBACK_VERSION MAKE_NVAPI_VERSION(NV_EVENT_REGISTER_CALLBACK,1) + + +//! \ingroup gpu +typedef enum _NV_GPU_WORKSTATION_FEATURE_TYPE +{ + NV_GPU_WORKSTATION_FEATURE_TYPE_NVIDIA_RTX_VR_READY = 1, //!< NVIDIA RTX VR Ready + NV_GPU_WORKSTATION_FEATURE_TYPE_QUADRO_VR_READY = NV_GPU_WORKSTATION_FEATURE_TYPE_NVIDIA_RTX_VR_READY, //!< DEPRECATED name - do not use + NV_GPU_WORKSTATION_FEATURE_TYPE_PROVIZ = 2, +} NV_GPU_WORKSTATION_FEATURE_TYPE; + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_QueryWorkstationFeatureSupport +// +//! \fn NvAPI_GPU_QueryWorkstationFeatureSupport(NvPhysicalGpuHandle physicalGpu, NV_GPU_WORKSTATION_FEATURE_TYPE gpuWorkstationFeature) +//! \code +//! DESCRIPTION: Indicates whether a queried workstation feature is supported by the requested GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 440 +//! +//! DESCRIPTION: This API, when called with a valid physical gpu handle as Input, lets caller know whether the given workstation feature is supported by this GPU. +//! +//! PARAMETERS: physicalGpu(IN) : The handle of the GPU for the which caller wants to get the support information. +//! gpuWorkstationFeature(IN ) : The feature for the GPU in question. One of the values from enum NV_GPU_WORKSTATION_FEATURE_TYPE. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status listed below +//! +//! \retval ::NVAPI_OK the queried workstation feature is supported on the given GPU. +//! \retval ::NVAPI_NO_IMPLEMENTATION the current driver doesn't support this interface. +//! \retval ::NVAPI_INVALID_HANDLE the incoming physicalGpu handle is invalid. +//! \retval ::NVAPI_NOT_SUPPORTED the requested gpuWorkstationFeature is not supported in the selected GPU. +//! \retval ::NVAPI_SETTING_NOT_FOUND the requested gpuWorkstationFeature is unknown to the current driver version. +//! +//! \endcode +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_QueryWorkstationFeatureSupport(NvPhysicalGpuHandle physicalGpu, NV_GPU_WORKSTATION_FEATURE_TYPE gpuWorkstationFeature); + + + +//! \ingroup gpu +typedef struct +{ + NvU32 version; //!< version of this structure + NvU32 width; //!< width of the input texture + NvU32 height; //!< height of the input texture + float* blendingTexture; //!< array of floating values building an intensity RGB texture +} NV_SCANOUT_INTENSITY_DATA_V1; + +//! \ingroup gpu +typedef struct +{ + NvU32 version; //!< version of this structure + NvU32 width; //!< width of the input texture + NvU32 height; //!< height of the input texture + float* blendingTexture; //!< array of floating values building an intensity RGB texture + float* offsetTexture; //!< array of floating values building an offset texture + NvU32 offsetTexChannels; //!< number of channels per pixel in the offset texture +} NV_SCANOUT_INTENSITY_DATA_V2; + +typedef NV_SCANOUT_INTENSITY_DATA_V2 NV_SCANOUT_INTENSITY_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_INTENSITY_DATA_VER1 MAKE_NVAPI_VERSION(NV_SCANOUT_INTENSITY_DATA_V1, 1) +#define NV_SCANOUT_INTENSITY_DATA_VER2 MAKE_NVAPI_VERSION(NV_SCANOUT_INTENSITY_DATA_V2, 2) +#define NV_SCANOUT_INTENSITY_DATA_VER NV_SCANOUT_INTENSITY_DATA_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_SetScanoutIntensity +// +//! DESCRIPTION: This API enables and sets up per-pixel intensity feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to apply the intensity control. +//! \param [in] scanoutIntensityData the intensity texture info. +//! \param [out] pbSticky(OUT) indicates whether the settings will be kept over a reboot. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input data. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_SCANOUT_INTENSITY_DATA structure version mismatch. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_SetScanoutIntensity(NvU32 displayId, NV_SCANOUT_INTENSITY_DATA* scanoutIntensityData, int *pbSticky); + + +//! \ingroup gpu +typedef struct _NV_SCANOUT_INTENSITY_STATE_DATA +{ + NvU32 version; //!< version of this structure + NvU32 bEnabled; //!< intensity is enabled or not +} NV_SCANOUT_INTENSITY_STATE_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_INTENSITY_STATE_VER MAKE_NVAPI_VERSION(NV_SCANOUT_INTENSITY_STATE_DATA, 1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutIntensityState +// +//! DESCRIPTION: This API queries current state of the intensity feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] scanoutIntensityStateData intensity state data. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutIntensityState(__in NvU32 displayId, __inout NV_SCANOUT_INTENSITY_STATE_DATA* scanoutIntensityStateData); + + +//! \ingroup gpu +typedef enum +{ + NV_GPU_WARPING_VERTICE_FORMAT_TRIANGLESTRIP_XYUVRQ = 0, + NV_GPU_WARPING_VERTICE_FORMAT_TRIANGLES_XYUVRQ = 1, +} NV_GPU_WARPING_VERTICE_FORMAT; + +//! \ingroup gpu +typedef struct +{ + NvU32 version; //!< version of this structure + float* vertices; //!< width of the input texture + NV_GPU_WARPING_VERTICE_FORMAT vertexFormat; //!< format of the input vertices + int numVertices; //!< number of the input vertices + NvSBox* textureRect; //!< rectangle in desktop coordinates describing the source area for the warping +} NV_SCANOUT_WARPING_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_WARPING_VER MAKE_NVAPI_VERSION(NV_SCANOUT_WARPING_DATA, 1) + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_SetScanoutWarping +// +//! DESCRIPTION: This API enables and sets up the warping feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Combined physical display and GPU identifier of the display to apply the intensity control +//! \param [in] scanoutWarpingData The warping data info +//! \param [out] pbSticky Indicates whether the settings will be kept over a reboot. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input data. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_SCANOUT_WARPING_DATA structure version mismatch. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_GPU_SetScanoutWarping(NvU32 displayId, NV_SCANOUT_WARPING_DATA* scanoutWarpingData, int* piMaxNumVertices, int* pbSticky); + + +//! \ingroup gpu +typedef struct _NV_SCANOUT_WARPING_STATE_DATA +{ + NvU32 version; //!< version of this structure + NvU32 bEnabled; //!< warping is enabled or not +} NV_SCANOUT_WARPING_STATE_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_WARPING_STATE_VER MAKE_NVAPI_VERSION(NV_SCANOUT_WARPING_STATE_DATA, 1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutWarpingState +// +//! DESCRIPTION: This API queries current state of the warping feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] scanoutWarpingStateData warping state data. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutWarpingState(__in NvU32 displayId, __inout NV_SCANOUT_WARPING_STATE_DATA* scanoutWarpingStateData); + +typedef enum +{ + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_WARPING_RESAMPLING_METHOD = 0 +} NV_GPU_SCANOUT_COMPOSITION_PARAMETER; + +//! This enum defines a collection of possible scanout composition values that can be used to configure +//! possible scanout composition settings. (Currently the only parameter defined is the WARPING_RESAMPLING_METHOD). +typedef enum +{ + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_SET_TO_DEFAULT = 0, // Set parameter to default value. + // WARPING_RESAMPLING_METHOD section: + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BILINEAR = 0x100, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_TRIANGULAR = 0x101, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_BELL_SHAPED = 0x102, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_BSPLINE = 0x103, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_TRIANGULAR = 0x104, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_BELL_SHAPED = 0x105, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_BSPLINE = 0x106 +} NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_SetScanoutCompositionParameter +// +//! DESCRIPTION: This API sets various parameters that configure the scanout composition feature on the specified display. +//! (currently there is only one configurable parameter defined: WARPING_RESAMPLING_METHOD, +//! but this function is designed to support the addition of parameters as needed.) +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Combined physical display and GPU identifier of the display to apply the intensity control +//! \param [in] parameter The scanout composition parameter to be set +//! \param [in] parameterValue The data to be set for the specified parameter +//! \param [in] pContainer Additional container for data associated with the specified parameter +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input data. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_GPU_SetScanoutCompositionParameter(NvU32 displayId, NV_GPU_SCANOUT_COMPOSITION_PARAMETER parameter, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE parameterValue, float *pContainer); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutCompositionParameter +// +//! DESCRIPTION: This API queries current state of one of the various scanout composition parameters on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in] parameter scanout composition parameter to by queried. +//! \param [out] parameterData scanout composition parameter data. +//! \param [out] pContainer Additional container for returning data associated with the specified parameter +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutCompositionParameter(__in NvU32 displayId, __in NV_GPU_SCANOUT_COMPOSITION_PARAMETER parameter, + __out NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE *parameterData, __out float *pContainer); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutConfiguration +// +//! DESCRIPTION: This API queries the desktop and scanout portion of the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] desktopRect desktop area of the display in desktop coordinates. +//! \param [in,out] scanoutRect scanout area of the display relative to desktopRect. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutConfiguration(NvU32 displayId, NvSBox* desktopRect, NvSBox* scanoutRect); + + + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetScanoutConfigurationEx(). +typedef struct _NV_SCANOUT_INFORMATION +{ + NvU32 version; //!< Structure version, needs to be initialized with NV_SCANOUT_INFORMATION_VER. + + NvSBox sourceDesktopRect; //!< Operating system display device rect in desktop coordinates displayId is scanning out from. + NvSBox sourceViewportRect; //!< Area inside the sourceDesktopRect which is scanned out to the display. + NvSBox targetViewportRect; //!< Area inside the rect described by targetDisplayWidth/Height sourceViewportRect is scanned out to. + NvU32 targetDisplayWidth; //!< Horizontal size of the active resolution scanned out to the display. + NvU32 targetDisplayHeight; //!< Vertical size of the active resolution scanned out to the display. + NvU32 cloneImportance; //!< If targets are cloned views of the sourceDesktopRect the cloned targets have an importance assigned (0:primary,1 secondary,...). + NV_ROTATE sourceToTargetRotation; //!< Rotation performed between the sourceViewportRect and the targetViewportRect. +} NV_SCANOUT_INFORMATION; + +#define NV_SCANOUT_INFORMATION_VER MAKE_NVAPI_VERSION(NV_SCANOUT_INFORMATION,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutConfigurationEx +// +//! DESCRIPTION: This API queries the desktop and scanout portion of the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 331 +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] pScanoutInformation desktop area to displayId mapping information. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutConfigurationEx(__in NvU32 displayId, __inout NV_SCANOUT_INFORMATION *pScanoutInformation); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAdapterIdFromPhysicalGpu +// +//! DESCRIPTION: This API returns the OS-AdapterID from physicalGpu Handle. OS-AdapterID +//! is the Adapter ID that is used by Win7 CCD APIs. +//! This API is deprecated. Please use NvAPI_GPU_GetLogicalGpuInfo to get the OS-AdapterID. +//! NvAPI_GetLogicalGPUFromPhysicalGPU can be used to get the logical GPU handle associated with specified physical GPU handle. +//! +//! \deprecated Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetLogicalGpuInfo. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGpu PhysicalGpu Handle +//! \param [out] pOSAdapterId Returns OS-AdapterId, it is typed as void * to +//! avoid dependency with windows.h. User must type cast it to LUID. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT pOSAdapterId is NULL; hPhysicalGpu is invalid +//! \retval ::NVAPI_OK *pOSAdapterId contains valid data. +//! \retval ::NVAPI_NOT_SUPPORTED This API is not supported on the system. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetLogicalGpuInfo.") +NVAPI_INTERFACE NvAPI_GPU_GetAdapterIdFromPhysicalGpu(NvPhysicalGpuHandle hPhysicalGpu, void *pOSAdapterId); + + + + +//! \ingroup gpu +typedef enum _NV_VIRTUALIZATION_MODE +{ + NV_VIRTUALIZATION_MODE_NONE = 0, //!< Represents Bare Metal GPU + NV_VIRTUALIZATION_MODE_NMOS = 1, //!< Represents GPU-Passthrough + NV_VIRTUALIZATION_MODE_VGX = 2, //!< Represents vGPU inside virtual machine + NV_VIRTUALIZATION_MODE_HOST_VGPU = 3 //!< Represents VGX hypervisor in vGPU mode +} NV_VIRTUALIZATION_MODE; + +//! \ingroup gpu +typedef struct _NV_GPU_VIRTUALIZATION_INFO +{ + NvU32 version; //!< Structure version + + NV_VIRTUALIZATION_MODE virtualizationMode; //!< one of NV_VIRTUALIZATION_MODE. + NvU32 reserved; //!< reserved for future use. Should be set to ZERO. +} NV_GPU_VIRTUALIZATION_INFO_V1; + +//! \ingroup gpu +typedef NV_GPU_VIRTUALIZATION_INFO_V1 NV_GPU_VIRTUALIZATION_INFO; + +//! \ingroup gpu +#define NV_GPU_VIRTUALIZATION_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_VIRTUALIZATION_INFO_V1,1) + +//! \ingroup gpu +#define NV_GPU_VIRTUALIZATION_INFO_VER NV_GPU_VIRTUALIZATION_INFO_VER1 + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_GetVirtualizationInfo +//! +//! DESCRIPTION: This API returns virtualization information of the GPU +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 367 +//! +//! \param [in,out] pVirtualizationInfo Pointer to NV_GPU_VIRTUALIZATION_INFO structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVirtualizationInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_VIRTUALIZATION_INFO *pVirtualizationInfo); + + +//! \ingroup gpu +typedef struct _NV_LOGICAL_GPU_DATA_V1 +{ + NvU32 version; //!< [in] Structure version. + void *pOSAdapterId; //!< [out] Returns OS-AdapterId. User must send memory buffer of size atleast equal to the size of LUID structure before calling the NVAPI. + NvU32 physicalGpuCount; //!< [out] Number of physical GPU handles associated with the specified logical GPU handle. + + NvPhysicalGpuHandle physicalGpuHandles[NVAPI_MAX_PHYSICAL_GPUS]; //!< [out] This array will be filled with physical GPU handles associated with the given logical GPU handle. + //!< The array index refers to the Physical Gpu Index (Idx). + //!< Idx value is the same as D3D11 MultiGPUDevice GPU index, D3D12 node index, OpenGL GL_NV_gpu_multicast GPU index. + //!< When converted to a bit mask (1 << Idx), it matches: + //!< 1. Vulkan deviceNodeMask in VkPhysicalDeviceIDProperties + //!< 2. CUDA deviceNodeMask returned by cuDeviceGetLuid + NvU32 reserved[8]; //!< Reserved for future use. Should be set to ZERO. +} NV_LOGICAL_GPU_DATA_V1; + +//! \ingroup gpu +typedef NV_LOGICAL_GPU_DATA_V1 NV_LOGICAL_GPU_DATA; +#define NV_LOGICAL_GPU_DATA_VER1 MAKE_NVAPI_VERSION(NV_LOGICAL_GPU_DATA_V1,1) +#define NV_LOGICAL_GPU_DATA_VER NV_LOGICAL_GPU_DATA_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetLogicalGpuInfo +// +//! This function is used to query Logical GPU information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 421 +//! +//! \param [in] hLogicalGpu logical GPU Handle. +//! \param [in,out] pLogicalGpuData Pointer to NV_LOGICAL_GPU_DATA structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetLogicalGpuInfo(__in NvLogicalGpuHandle hLogicalGpu, __inout NV_LOGICAL_GPU_DATA *pLogicalGpuData); + + +//! \ingroup gridlicense +//! @{ + +//! Maximum number of supported Feature License +#define NV_LICENSE_MAX_COUNT 3 + +//! Signature length for GRID License +#define NV_LICENSE_SIGNATURE_SIZE (128) + +//! Length for Grid License +#define NV_LICENSE_INFO_MAX_LENGTH (128) + +//! License string +typedef char NvAPI_LicenseString[NV_LICENSE_INFO_MAX_LENGTH]; + +//! Used in NV_LICENSE_FEATURE_DETAILS +typedef enum _NV_LICENSE_FEATURE_TYPE +{ + NV_LICENSE_FEATURE_UNKNOWN = 0, + NV_LICENSE_FEATURE_VGPU = 1, + NV_LICENSE_FEATURE_NVIDIA_RTX = 2, + NV_LICENSE_FEATURE_QUADRO = NV_LICENSE_FEATURE_NVIDIA_RTX, //!< DEPRECATED name - do not use + NV_LICENSE_FEATURE_GAMING = 3, + NV_LICENSE_FEATURE_COMPUTE = 4, +} NV_LICENSE_FEATURE_TYPE; + +//! Used in NV_LICENSE_FEATURE_DETAILS +//! +//!< The 'status' variable holds any one of the following license expiry status codes : +//!< 0 - Expiry information not available +//!< 1 - Invalid expiry or error fetching expiry +//!< 2 - Valid expiry +//!< 3 - Expiry not applicable +//!< 4 - Permanent expiry +typedef struct _NV_LICENSE_EXPIRY_DETAILS +{ + NvU32 year; //!< Year value of license expiry + NvU16 month; //!< Month value of license expiry + NvU16 day; //!< Day value of license expiry + NvU16 hour; //!< Hour value of license expiry + NvU16 min; //!< Minutes value of license expiry + NvU16 sec; //!< Seconds value of license expiry + + NvU8 status; //!< License expiry status +}NV_LICENSE_EXPIRY_DETAILS; + +//! Used in NV_LICENSABLE_FEATURES +typedef struct _NV_LICENSE_FEATURE_DETAILS_V1 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isEnabled : 1; //!< The current state of the licensed feature, true=enabled, false=disabled. + NvU32 reserved : 31; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated +}NV_LICENSE_FEATURE_DETAILS_V1; + +typedef struct _NV_LICENSE_FEATURE_DETAILS_V2 +{ + NvU32 version; //!< Unused. + NvU32 isEnabled : 1; //!< The current state of the licensed feature, true=enabled, false=disabled. + NvU32 reserved : 31; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated + NvAPI_LicenseString productName; //!< Nvidia Grid licensable product name. +}NV_LICENSE_FEATURE_DETAILS_V2; + +typedef struct _NV_LICENSE_FEATURE_DETAILS_V3 +{ + NvU32 version; //!< Unused. + NvU32 isEnabled : 1; //!< The current state of license, true=licensed, false=unlicensed. + NvU32 isFeatureEnabled : 1; //!< The current state of feature, true=enabled, false=disabled. + NvU32 reserved : 30; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated + NvAPI_LicenseString productName; //!< Nvidia Grid licensable product name. +}NV_LICENSE_FEATURE_DETAILS_V3; + +typedef struct _NV_LICENSE_FEATURE_DETAILS_V4 +{ + NvU32 version; //!< Unused. + NvU32 isEnabled : 1; //!< The current state of license, true=licensed, false=unlicensed. + NvU32 isFeatureEnabled : 1; //!< The current state of feature, true=enabled, false=disabled. + NvU32 reserved : 30; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated + NvAPI_LicenseString productName; //!< Nvidia Grid licensable product name. + NV_LICENSE_EXPIRY_DETAILS licenseExpiry; //!< License expiry information. +}NV_LICENSE_FEATURE_DETAILS_V4; + +typedef NV_LICENSE_FEATURE_DETAILS_V1 NV_LICENSE_FEATURE_DETAILS; + +#define NV_LICENSE_FEATURE_DETAILS_VER1 MAKE_NVAPI_VERSION(NV_LICENSE_FEATURE_DETAILS_V1, 1) +#define NV_LICENSE_FEATURE_DETAILS_VER NV_LICENSE_FEATURE_DETAILS_VER1 + +//! Licensable features +typedef struct _NV_LICENSABLE_FEATURES_V1 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V1 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V1; + +typedef struct _NV_LICENSABLE_FEATURES_V2 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V2 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V2; + +typedef struct _NV_LICENSABLE_FEATURES_V3 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V3 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V3; + +typedef struct _NV_LICENSABLE_FEATURES_V4 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V4 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V4; + +typedef NV_LICENSABLE_FEATURES_V4 NV_LICENSABLE_FEATURES; + +#define NV_LICENSABLE_FEATURES_VER1 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V1, 1) +#define NV_LICENSABLE_FEATURES_VER2 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V2, 2) +#define NV_LICENSABLE_FEATURES_VER3 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V3, 3) +#define NV_LICENSABLE_FEATURES_VER4 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V4, 4) +#define NV_LICENSABLE_FEATURES_VER NV_LICENSABLE_FEATURES_VER4 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetLicensableFeatures +// +//! DESCRIPTION: This function call identifies whether licenses are supported on this system and if +//! they are supported, returns the details of the features that can be licensed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu GPU selection +//! \param [in,out] pLicensableFeatures Licensable features information. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup gridlicense +///////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetLicensableFeatures(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_LICENSABLE_FEATURES *pLicensableFeatures); + + +#define NVAPI_NVLINK_COUNTER_MAX_TYPES 32 +#define NVAPI_NVLINK_MAX_LINKS 32 + +//! \ingroup nvlink +//! @{ +//! Used in NvAPI_GPU_NVLINK_GetCaps() + +/* caps format is byte_index:bit_mask */ +#define NVAPI_NVLINK_CAPS_SUPPORTED 0x00000001 //!< Set if NVLink is present and supported on this GPU.This field is used for *global* caps only and NOT for per-link caps +#define NVAPI_NVLINK_CAPS_P2P_SUPPORTED 0x00000002 //!< Set if P2P over NVLink is supported on this GPU. +#define NVAPI_NVLINK_CAPS_SYSMEM_ACCESS 0x00000004 //!< Set if sysmem can be accessed over NVLink on this GPU. +#define NVAPI_NVLINK_CAPS_P2P_ATOMICS 0x00000008 //!< Set if P2P atomics are supported over NVLink on this GPU. +#define NVAPI_NVLINK_CAPS_SYSMEM_ATOMICS 0x00000010 //!< Set if sysmem atomic transcations are supported over NVLink on this GPU. +#define NVAPI_NVLINK_CAPS_PEX_TUNNELING 0x00000020 //!< Set if PEX tunneling over NVLink is supported on this GPU. +#define NVAPI_NVLINK_CAPS_SLI_BRIDGE 0x00000040 //!< Set if SLI over NVLink is supported on this GPU. +#define NVAPI_NVLINK_CAPS_SLI_BRIDGE_SENSABLE 0x00000080 //!< This bit is set if capable of sensing SLI bridges. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L0 0x00000100 //!< This bit is set if L0 is a supported power state on this GPU. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L1 0x00000200 //!< This bit is set if L1 is a supported power state on this GPU. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L2 0x00000400 //!< This bit is set if L2 is a supported power state on this GPU. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L3 0x00000800 //!< This bit is set if L3 is a supported power state on this GPU. + +#define NVAPI_NVLINK_CAPS_VALID 0x00001000 //!< Set if this link is supported on this GPU.This field is used for *per-link* caps only and NOT for global caps. + +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_INVALID (0x00000000) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_2_2 (0x00000004U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_3_0 (0x00000005U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_3_1 (0x00000006U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_4_0 (0x00000007U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_5_0 (0x00000008U) + +#define NVAPI_NVLINK_CAPS_NCI_VERSION_INVALID (0x00000000) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_2_2 (0x00000004U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_3_0 (0x00000005U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_3_1 (0x00000006U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_4_0 (0x00000007U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_5_0 (0x00000008U) + +typedef struct +{ + NvU32 version; //!< Version of this structure. Must always be first element in this structure. + NvU32 capsTbl; //!< This is bit field for getting different global caps.The individual bitfields are specified by NVAPI_NVLINK_CAPS_* + NvU8 lowestNvlinkVersion; //!< This field specifies the lowest supported NVLink version for this GPU. + NvU8 highestNvlinkVersion; //!< This field specifies the highest supported NVLink version for this GPU. + NvU8 lowestNciVersion; //!< This field specifies the lowest supported NCI version for this GPU. + NvU8 highestNciVersion; //!< This field specifies the highest supported NCI version for this GPU. + NvU32 linkMask; //!< This field provides a bitfield mask of NVLink links enabled on this GPU. +}NVLINK_GET_CAPS_V1; + +typedef NVLINK_GET_CAPS_V1 NVLINK_GET_CAPS; +#define NVLINK_GET_CAPS_VER1 MAKE_NVAPI_VERSION(NVLINK_GET_CAPS_V1, 1) + +#define NVLINK_GET_CAPS_VER NVLINK_GET_CAPS_VER1 +//! @} +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_NVLINK_GetCaps +// +//! DESCRIPTION: This function returns the NVLink capabilities supported by the GPU. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 361 +//! +//! \param [in] hPhysicalGpu GPU selection +//! +//! \param [in,out] NVLINK_GET_CAPS This structure contains the output parameters. +//! Also need to specify the version. +//! +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The caller does not have administrative privileges +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup nvlink +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_NVLINK_GetCaps(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NVLINK_GET_CAPS *capsParams); + + +//! \ingroup nvlink +//! @{ +//! Used in NvAPI_GPU_NVLINK_GetStatus() + +#define NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_NONE (0x00000000) +#define NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_PCI (0x00000001) +#define NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_UUID (0x00000002) + +typedef enum _NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE +{ + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_EBRIDGE, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_NPU, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_GPU, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_SWITCH, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_TEGRA, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_NONE, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_UUID_INVALID, +} NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE; + +typedef struct +{ + NvU32 deviceIdFlags; //!< ID Flags, Bitmask that specifies which IDs are valid for the GPU. Refer NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_* for possible values. + //!< If NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_PCI is set, PCI information is valid. + //!< If NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_UUID is set, UUID is valid. + NvU16 domain; //!< domain, bus, device, function, pciDeviceId : PCI information for the GPU. + NvU16 bus; + NvU16 device; + NvU16 function; + NvU32 pciDeviceId; + NvU64 deviceType; //!< GPU Type. See NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_* for possible values. + NvU8 deviceUUID[16]; //!< GPU UUID +}NVLINK_DEVICE_INFO_V1; + +typedef enum _NVAPI_NVLINK_STATUS_LINK_STATE +{ + NVAPI_NVLINK_STATUS_LINK_STATE_UNKNOWN, + NVAPI_NVLINK_STATUS_LINK_STATE_INIT, + NVAPI_NVLINK_STATUS_LINK_STATE_HWCFG, + NVAPI_NVLINK_STATUS_LINK_STATE_SWCFG, + NVAPI_NVLINK_STATUS_LINK_STATE_ACTIVE, + NVAPI_NVLINK_STATUS_LINK_STATE_FAULT, + NVAPI_NVLINK_STATUS_LINK_STATE_RECOVERY, + NVAPI_NVLINK_STATUS_LINK_STATE_RECOVERY_AC, + NVAPI_NVLINK_STATUS_LINK_STATE_RECOVERY_AX, + NVAPI_NVLINK_STATUS_LINK_STATE_INVALID = 0xFFFFFFFF, +}NVAPI_NVLINK_STATUS_LINK_STATE; + +typedef enum _NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE +{ + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_UNKNOWN, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_HIGH_SPEED_1, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_LOW_POWER, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_TRAINING, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_SAFE_MODE, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_OFF, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_TEST, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_FAULT, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_INVALID = 0xFF, +}NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE; + +typedef enum _NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE +{ + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_UNKNOWN, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_HIGH_SPEED_1, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_LOW_POWER, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_TRAINING, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_SAFE_MODE, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_OFF, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_TEST, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_FAULT, + + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_INVALID= 0xFF, +} NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE; + + +#define NVAPI_NVLINK_STATUS_PHY_NVHS (0x00000001) +#define NVAPI_NVLINK_STATUS_PHY_GRS (0x00000002) +#define NVAPI_NVLINK_STATUS_PHY_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_NVLINK_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_NVLINK_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_STATUS_NVLINK_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_NCI_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_NCI_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_STATUS_NCI_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_NVHS_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_NVHS_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_GRS_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_GRS_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_CONNECTED_TRUE (0x00000001) +#define NVAPI_NVLINK_STATUS_CONNECTED_FALSE (0x00000000) + +#define NVAPI_NVLINK_STATUS_LOOP_PROPERTY_LOOPBACK (0x00000001) +#define NVAPI_NVLINK_STATUS_LOOP_PROPERTY_LOOPOUT (0x00000002) +#define NVAPI_NVLINK_STATUS_LOOP_PROPERTY_NONE (0x00000000) + +#define NVAPI_NVLINK_STATUS_REMOTE_LINK_NUMBER_INVALID (0x000000FF) + +#define NVAPI_NVLINK_REFCLK_TYPE_INVALID (0x00) +#define NVAPI_NVLINK_REFCLK_TYPE_NVHS (0x01) +#define NVAPI_NVLINK_REFCLK_TYPE_PEX (0x02) + + +typedef struct +{ + NvU32 capsTbl; //!< This is bit field for getting different global caps.The individual bitfields are specified by NVAPI_NVLINK_CAPS_*. + NvU8 phyType; //!< This field specifies the type of PHY (NVHS or GRS) being used for this link. + NvU8 subLinkWidth; //!< This field specifies the no. of lanes per sublink. + NvU32 linkState; //!< This field specifies the current state of the link.See NVAPI_NVLINK_GET_NVLINK_STATUS_LINK_STATE_* for possible values. + NvU8 rxSublinkStatus; //!< This field specifies the current state of RX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_RX_STATE_* for possible values. + NvU8 txSublinkStatus; //!< This field specifies the current state of TX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_TX_STATE_* for possible values. + NvU8 nvlinkVersion; //!< This field specifies the NVLink version supported by the link. + NvU8 nciVersion; //!< This field specifies the NCI version supported by the link. + NvU8 phyVersion; //!< This field specifies the version of PHY being used by the link. + NvU32 nvlinkCommonClockSpeedMhz; //!< This field gives the value of nvlink common clock in MHz. + NvU32 nvlinkRefClkSpeedMhz; //!< This field gives the value of nvlink refclk clock in MHz. + NvU8 nvlinkRefClkType; //!< This field specifies whether refclk is taken from NVHS reflck or PEX refclk for the current GPU.See NVAPI_NVLINK_REFCLK_TYPE_INVALID* for possible values. + NvU32 nvlinkLinkClockMhz; //!< This field gives the actual clock/speed at which links is running in MHz. + NvU32 connected:1 ; //!< This field specifies if any device is connected on the other end of the link. + NvU32 reserved:31; //!< Reserved for future use. + NvU8 loopProperty; //!< This field specifies if the link is a loopback/loopout link. See NVAPI_NVLINK_STATUS_LOOP_PROPERTY_* for possible values. + NvU8 remoteDeviceLinkNumber; //!< This field specifies the link number on the remote end of the link. + NVLINK_DEVICE_INFO_V1 remoteDeviceInfo; //!< This field stores the GPU information for the remote end of the link +}NVLINK_LINK_STATUS_INFO_V1; + +typedef struct +{ + NvU32 capsTbl; //!< This is bit field for getting different global caps.The individual bitfields are specified by NVAPI_NVLINK_CAPS_*. + NvU8 phyType; //!< This field specifies the type of PHY (NVHS or GRS) being used for this link. + NvU8 subLinkWidth; //!< This field specifies the no. of lanes per sublink. + NvU32 linkState; //!< This field specifies the current state of the link.See NVAPI_NVLINK_GET_NVLINK_STATUS_LINK_STATE_* for possible values. + NvU8 rxSublinkStatus; //!< This field specifies the current state of RX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_RX_STATE_* for possible values. + NvU8 txSublinkStatus; //!< This field specifies the current state of TX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_TX_STATE_* for possible values. + NvU8 nvlinkVersion; //!< This field specifies the NVLink version supported by the link. + NvU8 nciVersion; //!< This field specifies the NCI version supported by the link. + NvU8 phyVersion; //!< This field specifies the version of PHY being used by the link. + NvU32 nvlinkCommonClockSpeedMhz; //!< This field gives the value of nvlink common clock in MHz. + NvU32 nvlinkRefClkSpeedMhz; //!< This field gives the value of nvlink refclk clock in MHz. + NvU8 nvlinkRefClkType; //!< This field specifies whether refclk is taken from NVHS reflck or PEX refclk for the current GPU.See NVAPI_NVLINK_REFCLK_TYPE_INVALID* for possible values. + NvU32 nvlinkLinkClockMhz; //!< This field gives the actual clock/speed at which links is running in MHz. + NvU32 connected:1 ; //!< This field specifies if any device is connected on the other end of the link. + NvU32 reserved:31; //!< Reserved for future use. + NvU8 loopProperty; //!< This field specifies if the link is a loopback/loopout link. See NVAPI_NVLINK_STATUS_LOOP_PROPERTY_* for possible values. + NvU8 remoteDeviceLinkNumber; //!< This field specifies the link number on the remote end of the link. + NVLINK_DEVICE_INFO_V1 remoteDeviceInfo; //!< This field stores the device information for the remote end of the link + NvU8 localDeviceLinkNumber; //!< This field specifies the link number on the local end of the link. + NVLINK_DEVICE_INFO_V1 localDeviceInfo; //!< This field stores the device information for the local end of the link. + NvU32 nvlinkLineRateMbps; //!< Bit rate at which bits toggle on wires in megabits per second. + NvU32 reservedEx[8]; //!< Reserved for future use to avoid versioning. +}NVLINK_LINK_STATUS_INFO_V2; + +typedef struct +{ + NvU32 version; //!< Version of this structure. Must always be first element in this structure. + NvU32 linkMask; //!< This parameter specifies for which links we want the status. + NVLINK_LINK_STATUS_INFO_V1 linkInfo[NVAPI_NVLINK_MAX_LINKS]; //!< This structure stores the per-link status of different NVLink parameters. The link is identified by the index. +}NVLINK_GET_STATUS_V1; + +typedef struct +{ + NvU32 version; //!< Version of this structure. Must always be first element in this structure. + NvU32 linkMask; //!< This parameter specifies for which links we want the status. + NVLINK_LINK_STATUS_INFO_V2 linkInfo[NVAPI_NVLINK_MAX_LINKS]; //!< This structure stores the per-link status of different NVLink parameters. The link is identified by the index. +}NVLINK_GET_STATUS_V2; + + +typedef NVLINK_GET_STATUS_V2 NVLINK_GET_STATUS; +#define NVLINK_GET_STATUS_VER1 MAKE_NVAPI_VERSION(NVLINK_GET_STATUS_V1, 1) +#define NVLINK_GET_STATUS_VER2 MAKE_NVAPI_VERSION(NVLINK_GET_STATUS_V2, 2) + +#define NVLINK_GET_STATUS_VER NVLINK_GET_STATUS_VER2 +//! @} +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_NVLINK_GetStatus +// +//! DESCRIPTION: This function returns the NVLink status. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 361 +//! +//! \param [in] hPhysicalGpu GPU selection +//! +//! \param [in,out] NVLINK_GET_STATUS This structure contains the input and output parameters. +//! linkMask is the input param while others are output parameters. +//! Also need to specify the version. +//! +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The caller does not have administrative privileges +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup nvlink +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_NVLINK_GetStatus(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NVLINK_GET_STATUS* statusParams); + + +typedef struct _NV_GPU_INFO_V1 +{ + NvU32 version; //!< Structure Version. + NvU32 bIsExternalGpu:1; //!< This flag is set for external GPU. + NvU32 reserved:31; //!< Reserved for future use +} NV_GPU_INFO_V1; + +typedef struct _NV_GPU_INFO_V2 +{ + NvU32 version; //!< Structure Version. + NvU32 bIsExternalGpu:1; //!< This flag is set for external GPU. + NvU32 reserved0:31; //!< Reserved for future use + NvU64 reserved1; //!< Reserved for future use + NvU32 rayTracingCores; //!< Number of "Ray Tracing Cores" supported by the GPU. + NvU32 tensorCores; //!< Number of "Tensor Cores" supported by the GPU. + NvU32 reserved2[14]; //!< Reserved for future use. +} NV_GPU_INFO_V2; + +#define NV_GPU_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_INFO_V1, 1) +#define NV_GPU_INFO_VER2 MAKE_NVAPI_VERSION(NV_GPU_INFO_V2, 2) +#define NV_GPU_INFO_VER NV_GPU_INFO_VER2 +typedef NV_GPU_INFO_V2 NV_GPU_INFO; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetGPUInfo +// +//! DESCRIPTION: This API will return NVIDIA GPU related information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! +//! \param [in,out] pGpuInfo - This structure will be filled with required information. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetGPUInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_INFO *pGpuInfo); + + + +typedef struct _NV_GPU_VR_READY_V1 +{ + NvU32 version; //!< Structure Version. + NvU32 isVRReady : 1; //!< Is the requested GPU VR ready. + NvU32 reserved : 31; +} NV_GPU_VR_READY_V1; + +#define NV_GPU_VR_READY_VER1 MAKE_NVAPI_VERSION(NV_GPU_VR_READY_V1, 1) +#define NV_GPU_VR_READY_VER NV_GPU_VR_READY_VER1 +typedef NV_GPU_VR_READY_V1 NV_GPU_VR_READY; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVRReadyData +// +//! DESCRIPTION: This API will return NVIDIA GPU VR Ready state. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 465 +//! +//! \param [in,out] pGpuVrReadyData - This structure will be filled with required information. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVRReadyData(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_VR_READY *pGpuVrReadyData); + + +typedef enum _NV_ADAPTER_TYPE +{ + NV_ADAPTER_TYPE_UNKNOWN = 0x0, + NV_ADAPTER_TYPE_WDDM = NV_BIT(0), //BATT event + NV_GPU_PERF_DECREASE_REASON_API_TRIGGERED = 0x00000008, //!< API triggered slowdown + NV_GPU_PERF_DECREASE_REASON_INSUFFICIENT_POWER = 0x00000010, //!< Power connector missing + NV_GPU_PERF_DECREASE_REASON_UNKNOWN = 0x80000000, //!< Unknown reason +} NVAPI_GPU_PERF_DECREASE; + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPerfDecreaseInfo +// +//! DESCRIPTION: This function retrieves - in NvU32 variable - reasons for the current performance decrease. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \param [in] hPhysicalGPU (IN) - GPU for which performance decrease is to be evaluated. +//! \param [out] pPerfDecrInfo (OUT) - Pointer to a NvU32 variable containing performance decrease info +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup gpuPerf +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPerfDecreaseInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NvU32 *pPerfDecrInfo); + + +//! \ingroup gpupstate +//! Used in NvAPI_GPU_GetPstatesInfoEx() +typedef struct +{ + NvU32 version; + NvU32 flags; //!< - bit 0 indicates if perfmon is enabled or not + //!< - bit 1 indicates if dynamic Pstate is capable or not + //!< - bit 2 indicates if dynamic Pstate is enable or not + //!< - all other bits must be set to 0 + NvU32 numPstates; //!< The number of available p-states + NvU32 numClocks; //!< The number of clock domains supported by each P-State + struct + { + NV_GPU_PERF_PSTATE_ID pstateId; //!< ID of the p-state. + NvU32 flags; //!< - bit 0 indicates if the PCIE limit is GEN1 or GEN2 + //!< - bit 1 indicates if the Pstate is overclocked or not + //!< - bit 2 indicates if the Pstate is overclockable or not + //!< - all other bits must be set to 0 + struct + { + NV_GPU_PUBLIC_CLOCK_ID domainId; //!< ID of the clock domain + NvU32 flags; //!< Reserved. Must be set to 0 + NvU32 freq; //!< Clock frequency in kHz + + } clocks[NVAPI_MAX_GPU_PERF_CLOCKS]; + } pstates[NVAPI_MAX_GPU_PERF_PSTATES]; + +} NV_GPU_PERF_PSTATES_INFO_V1; + + +//! \ingroup gpupstate +typedef struct +{ + NvU32 version; + NvU32 flags; //!< - bit 0 indicates if perfmon is enabled or not + //!< - bit 1 indicates if dynamic Pstate is capable or not + //!< - bit 2 indicates if dynamic Pstate is enable or not + //!< - all other bits must be set to 0 + NvU32 numPstates; //!< The number of available p-states + NvU32 numClocks; //!< The number of clock domains supported by each P-State + NvU32 numVoltages; + struct + { + NV_GPU_PERF_PSTATE_ID pstateId; //!< ID of the p-state. + NvU32 flags; //!< - bit 0 indicates if the PCIE limit is GEN1 or GEN2 + //!< - bit 1 indicates if the Pstate is overclocked or not + //!< - bit 2 indicates if the Pstate is overclockable or not + //!< - all other bits must be set to 0 + struct + { + NV_GPU_PUBLIC_CLOCK_ID domainId; + NvU32 flags; //!< bit 0 indicates if this clock is overclockable + //!< all other bits must be set to 0 + NvU32 freq; + + } clocks[NVAPI_MAX_GPU_PERF_CLOCKS]; + struct + { + NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID domainId; //!< ID of the voltage domain, containing flags and mvolt info + NvU32 flags; //!< Reserved for future use. Must be set to 0 + NvU32 mvolt; //!< Voltage in mV + + } voltages[NVAPI_MAX_GPU_PERF_VOLTAGES]; + + } pstates[NVAPI_MAX_GPU_PERF_PSTATES]; //!< Valid index range is 0 to numVoltages-1 + +} NV_GPU_PERF_PSTATES_INFO_V2; + +//! \ingroup gpupstate +typedef NV_GPU_PERF_PSTATES_INFO_V2 NV_GPU_PERF_PSTATES_INFO; + + +//! \ingroup gpupstate +//! @{ + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO_V1 +#define NV_GPU_PERF_PSTATES_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES_INFO_V1,1) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO_V2 +#define NV_GPU_PERF_PSTATES_INFO_VER2 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES_INFO_V2,2) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO_V2 +#define NV_GPU_PERF_PSTATES_INFO_VER3 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES_INFO_V2,3) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO +#define NV_GPU_PERF_PSTATES_INFO_VER NV_GPU_PERF_PSTATES_INFO_VER3 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPstatesInfoEx +// +//! DESCRIPTION: This API retrieves all performance states (P-States) information. +//! +//! P-States are GPU active/executing performance capability and power consumption states. +//! +//! P-States ranges from P0 to P15, with P0 being the highest performance/power state, and +//! P15 being the lowest performance/power state. Each P-State, if available, maps to a +//! performance level. Not all P-States are available on a given system. The definitions +//! of each P-State are currently as follows: \n +//! - P0/P1 - Maximum 3D performance +//! - P2/P3 - Balanced 3D performance-power +//! - P8 - Basic HD video playback +//! - P10 - DVD playback +//! - P12 - Minimum idle power consumption +//! +//! \deprecated Do not use this function - it is deprecated in release 304. Instead, use NvAPI_GPU_GetPstates20. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [out] pPerfPstatesInfo P-States information retrieved, as detailed below: \n +//! - flags is reserved for future use. +//! - numPstates is the number of available P-States +//! - numClocks is the number of clock domains supported by each P-State +//! - pstates has valid index range from 0 to numPstates - 1 +//! - pstates[i].pstateId is the ID of the P-State, +//! containing the following info: +//! - pstates[i].flags containing the following info: +//! - bit 0 indicates if the PCIE limit is GEN1 or GEN2 +//! - bit 1 indicates if the Pstate is overclocked or not +//! - bit 2 indicates if the Pstate is overclockable or not +//! - pstates[i].clocks has valid index range from 0 to numClocks -1 +//! - pstates[i].clocks[j].domainId is the public ID of the clock domain, +//! containing the following info: +//! - pstates[i].clocks[j].flags containing the following info: +//! bit 0 indicates if the clock domain is overclockable or not +//! - pstates[i].clocks[j].freq is the clock frequency in kHz +//! - pstates[i].voltages has a valid index range from 0 to numVoltages - 1 +//! - pstates[i].voltages[j].domainId is the ID of the voltage domain, +//! containing the following info: +//! - pstates[i].voltages[j].flags is reserved for future use. +//! - pstates[i].voltages[j].mvolt is the voltage in mV +//! inputFlags(IN) - This can be used to select various options: +//! - if bit 0 is set, pPerfPstatesInfo would contain the default settings +//! instead of the current, possibily overclocked settings. +//! - if bit 1 is set, pPerfPstatesInfo would contain the maximum clock +//! frequencies instead of the nominal frequencies. +//! - if bit 2 is set, pPerfPstatesInfo would contain the minimum clock +//! frequencies instead of the nominal frequencies. +//! - all other bits must be set to 0. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! \retval ::NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide) +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the NV_GPU_PERF_PSTATES struct is not supported +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 304. Instead, use NvAPI_GPU_GetPstates20.") +NVAPI_INTERFACE NvAPI_GPU_GetPstatesInfoEx(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_PERF_PSTATES_INFO *pPerfPstatesInfo, NvU32 inputFlags); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPstates20 +// +//! DESCRIPTION: This API retrieves all performance states (P-States) 2.0 information. +//! +//! P-States are GPU active/executing performance capability states. +//! They range from P0 to P15, with P0 being the highest performance state, +//! and P15 being the lowest performance state. Each P-State, if available, +//! maps to a performance level. Not all P-States are available on a given system. +//! The definition of each P-States are currently as follow: +//! - P0/P1 - Maximum 3D performance +//! - P2/P3 - Balanced 3D performance-power +//! - P8 - Basic HD video playback +//! - P10 - DVD playback +//! - P12 - Minimum idle power consumption +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 295 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGPU GPU selection +//! \param [out] pPstatesInfo P-States information retrieved, as documented in declaration above +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPstates20(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_PERF_PSTATES20_INFO *pPstatesInfo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetCurrentPstate +// +//! DESCRIPTION: This function retrieves the current performance state (P-State). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGPU GPU selection +//! \param [out] pCurrentPstate The ID of the current P-State of the GPU - see \ref NV_GPU_PERF_PSTATES. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_NOT_SUPPORTED P-States is not supported on this setup. +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetCurrentPstate(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_PERF_PSTATE_ID *pCurrentPstate); + + + + +//! \ingroup gpupstate +#define NVAPI_MAX_GPU_UTILIZATIONS 8 + + + +//! \ingroup gpupstate +//! Used in NvAPI_GPU_GetDynamicPstatesInfoEx(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 flags; //!< bit 0 indicates if the dynamic Pstate is enabled or not + struct + { + NvU32 bIsPresent:1; //!< Set if this utilization domain is present on this GPU + NvU32 percentage; //!< Percentage of time where the domain is considered busy in the last 1 second interval + } utilization[NVAPI_MAX_GPU_UTILIZATIONS]; +} NV_GPU_DYNAMIC_PSTATES_INFO_EX; + +//! \ingroup gpupstate +//! Macro for constructing the version field of NV_GPU_DYNAMIC_PSTATES_INFO_EX +#define NV_GPU_DYNAMIC_PSTATES_INFO_EX_VER MAKE_NVAPI_VERSION(NV_GPU_DYNAMIC_PSTATES_INFO_EX,1) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetDynamicPstatesInfoEx +// +//! DESCRIPTION: This API retrieves the NV_GPU_DYNAMIC_PSTATES_INFO_EX structure for the specified physical GPU. +//! Each domain's info is indexed in the array. For example: +//! - pDynamicPstatesInfo->utilization[NVAPI_GPU_UTILIZATION_DOMAIN_GPU] holds the info for the GPU domain. \p +//! There are currently 4 domains for which GPU utilization and dynamic P-State thresholds can be retrieved: +//! graphic engine (GPU), frame buffer (FB), video engine (VID), and bus interface (BUS). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! \since Release: 185 +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_INVALID_ARGUMENT pDynamicPstatesInfo is NULL +//! \retval ::NVAPI_HANDLE_INVALIDATED +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the INFO struct is not supported +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetDynamicPstatesInfoEx(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_DYNAMIC_PSTATES_INFO_EX *pDynamicPstatesInfoEx); +/////////////////////////////////////////////////////////////////////////////////// +// Thermal API +// Provides ability to get temperature levels from the various thermal sensors associated with the GPU + +//! \ingroup gputhermal +#define NVAPI_MAX_THERMAL_SENSORS_PER_GPU 3 + +//! \ingroup gputhermal +//! Used in NV_GPU_THERMAL_SETTINGS +typedef enum +{ + NVAPI_THERMAL_TARGET_NONE = 0, + NVAPI_THERMAL_TARGET_GPU = 1, //!< GPU core temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_MEMORY = 2, //!< GPU memory temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_POWER_SUPPLY = 4, //!< GPU power supply temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_BOARD = 8, //!< GPU board ambient temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_VCD_BOARD = 9, //!< Visual Computing Device Board temperature requires NvVisualComputingDeviceHandle + NVAPI_THERMAL_TARGET_VCD_INLET = 10, //!< Visual Computing Device Inlet temperature requires NvVisualComputingDeviceHandle + NVAPI_THERMAL_TARGET_VCD_OUTLET = 11, //!< Visual Computing Device Outlet temperature requires NvVisualComputingDeviceHandle + + NVAPI_THERMAL_TARGET_ALL = 15, + NVAPI_THERMAL_TARGET_UNKNOWN = -1, +} NV_THERMAL_TARGET; + +//! \ingroup gputhermal +//! Used in NV_GPU_THERMAL_SETTINGS +typedef enum +{ + NVAPI_THERMAL_CONTROLLER_NONE = 0, + NVAPI_THERMAL_CONTROLLER_GPU_INTERNAL, + NVAPI_THERMAL_CONTROLLER_ADM1032, + NVAPI_THERMAL_CONTROLLER_MAX6649, + NVAPI_THERMAL_CONTROLLER_MAX1617, + NVAPI_THERMAL_CONTROLLER_LM99, + NVAPI_THERMAL_CONTROLLER_LM89, + NVAPI_THERMAL_CONTROLLER_LM64, + NVAPI_THERMAL_CONTROLLER_ADT7473, + NVAPI_THERMAL_CONTROLLER_SBMAX6649, + NVAPI_THERMAL_CONTROLLER_VBIOSEVT, + NVAPI_THERMAL_CONTROLLER_OS, + NVAPI_THERMAL_CONTROLLER_UNKNOWN = -1, +} NV_THERMAL_CONTROLLER; + +//! \ingroup gputhermal +//! Used in NvAPI_GPU_GetThermalSettings() +typedef struct +{ + NvU32 version; //!< structure version + NvU32 count; //!< number of associated thermal sensors + struct + { + NV_THERMAL_CONTROLLER controller; //!< internal, ADM1032, MAX6649... + NvU32 defaultMinTemp; //!< The min default temperature value of the thermal sensor in degree Celsius + NvU32 defaultMaxTemp; //!< The max default temperature value of the thermal sensor in degree Celsius + NvU32 currentTemp; //!< The current temperature value of the thermal sensor in degree Celsius + NV_THERMAL_TARGET target; //!< Thermal sensor targeted @ GPU, memory, chipset, powersupply, Visual Computing Device, etc. + } sensor[NVAPI_MAX_THERMAL_SENSORS_PER_GPU]; + +} NV_GPU_THERMAL_SETTINGS_V1; + +//! \ingroup gputhermal +typedef struct +{ + NvU32 version; //!< structure version + NvU32 count; //!< number of associated thermal sensors + struct + { + NV_THERMAL_CONTROLLER controller; //!< internal, ADM1032, MAX6649... + NvS32 defaultMinTemp; //!< Minimum default temperature value of the thermal sensor in degree Celsius + NvS32 defaultMaxTemp; //!< Maximum default temperature value of the thermal sensor in degree Celsius + NvS32 currentTemp; //!< Current temperature value of the thermal sensor in degree Celsius + NV_THERMAL_TARGET target; //!< Thermal sensor targeted - GPU, memory, chipset, powersupply, Visual Computing Device, etc + } sensor[NVAPI_MAX_THERMAL_SENSORS_PER_GPU]; + +} NV_GPU_THERMAL_SETTINGS_V2; + +//! \ingroup gputhermal +typedef NV_GPU_THERMAL_SETTINGS_V2 NV_GPU_THERMAL_SETTINGS; + +//! \ingroup gputhermal +//! @{ + +//! Macro for constructing the version field of NV_GPU_THERMAL_SETTINGS_V1 +#define NV_GPU_THERMAL_SETTINGS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_THERMAL_SETTINGS_V1,1) + +//! Macro for constructing the version field of NV_GPU_THERMAL_SETTINGS_V2 +#define NV_GPU_THERMAL_SETTINGS_VER_2 MAKE_NVAPI_VERSION(NV_GPU_THERMAL_SETTINGS_V2,2) + +//! Macro for constructing the version field of NV_GPU_THERMAL_SETTINGS +#define NV_GPU_THERMAL_SETTINGS_VER NV_GPU_THERMAL_SETTINGS_VER_2 +//! @} + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetThermalSettings +// +//! This function retrieves the thermal information of all thermal sensors or specific thermal sensor associated with the selected GPU. +//! Thermal sensors are indexed 0 to NVAPI_MAX_THERMAL_SENSORS_PER_GPU-1. +//! +//! - To retrieve specific thermal sensor info, set the sensorIndex to the required thermal sensor index. +//! - To retrieve info for all sensors, set sensorIndex to NVAPI_THERMAL_TARGET_ALL. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 85 +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [in] sensorIndex Explicit thermal sensor index selection. +//! \param [out] pThermalSettings Array of thermal settings. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_INVALID_ARGUMENT pThermalInfo is NULL. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the INFO struct is not supported. +//! \ingroup gputhermal +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetThermalSettings(NvPhysicalGpuHandle hPhysicalGpu, NvU32 sensorIndex, NV_GPU_THERMAL_SETTINGS *pThermalSettings); + + + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 reserved; //!< These bits are reserved for future use. + struct + { + NvU32 bIsPresent:1; //!< Set if this domain is present on this GPU + NvU32 reserved:31; //!< These bits are reserved for future use. + NvU32 frequency; //!< Clock frequency (kHz) + }domain[NVAPI_MAX_GPU_PUBLIC_CLOCKS]; +} NV_GPU_CLOCK_FREQUENCIES_V1; + +#ifndef NV_GPU_MAX_CLOCK_FREQUENCIES + #define NV_GPU_MAX_CLOCK_FREQUENCIES 3 +#endif + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef enum +{ + NV_GPU_CLOCK_FREQUENCIES_CURRENT_FREQ = 0, + NV_GPU_CLOCK_FREQUENCIES_BASE_CLOCK = 1, + NV_GPU_CLOCK_FREQUENCIES_BOOST_CLOCK = 2, + NV_GPU_CLOCK_FREQUENCIES_CLOCK_TYPE_NUM = NV_GPU_MAX_CLOCK_FREQUENCIES +} NV_GPU_CLOCK_FREQUENCIES_CLOCK_TYPE; + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 ClockType:4; //!< One of NV_GPU_CLOCK_FREQUENCIES_CLOCK_TYPE. Used to specify the type of clock to be returned. + NvU32 reserved:20; //!< These bits are reserved for future use. Must be set to 0. + NvU32 reserved1:8; //!< These bits are reserved. + struct + { + NvU32 bIsPresent:1; //!< Set if this domain is present on this GPU + NvU32 reserved:31; //!< These bits are reserved for future use. + NvU32 frequency; //!< Clock frequency (kHz) + }domain[NVAPI_MAX_GPU_PUBLIC_CLOCKS]; +} NV_GPU_CLOCK_FREQUENCIES_V2; + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef NV_GPU_CLOCK_FREQUENCIES_V2 NV_GPU_CLOCK_FREQUENCIES; + +//! \addtogroup gpuclock +//! @{ +#define NV_GPU_CLOCK_FREQUENCIES_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLOCK_FREQUENCIES_V1,1) +#define NV_GPU_CLOCK_FREQUENCIES_VER_2 MAKE_NVAPI_VERSION(NV_GPU_CLOCK_FREQUENCIES_V2,2) +#define NV_GPU_CLOCK_FREQUENCIES_VER_3 MAKE_NVAPI_VERSION(NV_GPU_CLOCK_FREQUENCIES_V2,3) +#define NV_GPU_CLOCK_FREQUENCIES_VER NV_GPU_CLOCK_FREQUENCIES_VER_3 +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAllClockFrequencies +// +//! This function retrieves the NV_GPU_CLOCK_FREQUENCIES structure for the specified physical GPU. +//! +//! For each clock domain: +//! - bIsPresent is set for each domain that is present on the GPU +//! - frequency is the domain's clock freq in kHz +//! +//! Each domain's info is indexed in the array. For example: +//! clkFreqs.domain[NVAPI_GPU_PUBLIC_CLOCK_MEMORY] holds the info for the MEMORY domain. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 295 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval NVAPI_INVALID_ARGUMENT pClkFreqs is NULL. +//! \ingroup gpuclock +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetAllClockFrequencies(__in NvPhysicalGpuHandle hPhysicalGPU, __inout NV_GPU_CLOCK_FREQUENCIES *pClkFreqs); + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_QueryIlluminationSupport +//! +//! \fn NvAPI_GPU_QueryIlluminationSupport(__inout NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM *pIlluminationSupportInfo) +//! DESCRIPTION: This function reports if the specified illumination attribute is supported. +//! +//! \note Only a single GPU can manage an given attribute on a given HW element, +//! regardless of how many are attatched. I.E. only one GPU will be used to control +//! the brightness of the LED on an SLI bridge, regardless of how many are physicaly attached. +//! You should enumerate thru the GPUs with this call to determine which GPU is managing the attribute. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 300.05 +//! +//! \param [in] hPhysicalGpu Physical GPU handle +//! \param Attribute An enumeration value specifying the Illumination attribute to be querried +//! \param [out] pSupported A boolean indicating if the attribute is supported. +//! +//! \return See \ref nvapistatus for the list of possible return values. +// +////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef enum _NV_GPU_ILLUMINATION_ATTRIB +{ + NV_GPU_IA_LOGO_BRIGHTNESS = 0, + NV_GPU_IA_SLI_BRIGHTNESS = 1, +} NV_GPU_ILLUMINATION_ATTRIB; + +//! \ingroup gpu +typedef struct _NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1 { + + // IN + NvU32 version; //!< Version of this structure + NvPhysicalGpuHandle hPhysicalGpu; //!< The handle of the GPU that you are checking for the specified attribute. + //!< note that this is the GPU that is managing the attribute. + //!< Only a single GPU can manage an given attribute on a given HW element, + //!< regardless of how many are attatched. + //!< I.E. only one GPU will be used to control the brightness of the LED on an SLI bridge, + //!< regardless of how many are physicaly attached. + //!< You enumerate thru the GPUs with this call to determine which GPU is managing the attribute. + NV_GPU_ILLUMINATION_ATTRIB Attribute; //!< An enumeration value specifying the Illumination attribute to be querried. + //!< refer to enum \ref NV_GPU_ILLUMINATION_ATTRIB. + + // OUT + NvU32 bSupported; //!< A boolean indicating if the attribute is supported. + +} NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1; + +//! \ingroup gpu +typedef NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1 NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM; +//! \ingroup gpu +#define NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_VER_1 MAKE_NVAPI_VERSION(NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1,1) +//! \ingroup gpu +#define NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_VER NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_VER_1 + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_QueryIlluminationSupport(__inout NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM *pIlluminationSupportInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_GetIllumination +//! +//! \fn NvAPI_GPU_GetIllumination(NV_GPU_GET_ILLUMINATION_PARM *pIlluminationInfo) +//! DESCRIPTION: This function reports value of the specified illumination attribute. +//! +//! \note Only a single GPU can manage an given attribute on a given HW element, +//! regardless of how many are attatched. I.E. only one GPU will be used to control +//! the brightness of the LED on an SLI bridge, regardless of how many are physicaly attached. +//! You should enumerate thru the GPUs with the \ref NvAPI_GPU_QueryIlluminationSupport call to +//! determine which GPU is managing the attribute. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 300.05 +//! +//! \param [in] hPhysicalGpu Physical GPU handle +//! \param Attribute An enumeration value specifying the Illumination attribute to be querried +//! \param [out] Value A DWORD containing the current value for the specified attribute. +//! This is specified as a percentage of the full range of the attribute +//! (0-100; 0 = off, 100 = full brightness) +//! +//! \return See \ref nvapistatus for the list of possible return values. Return values of special interest are: +//! NVAPI_INVALID_ARGUMENT The specified attibute is not known to the driver. +//! NVAPI_NOT_SUPPORTED: The specified attribute is not supported on the specified GPU +// +////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef struct _NV_GPU_GET_ILLUMINATION_PARM_V1 { + + // IN + NvU32 version; //!< Version of this structure + NvPhysicalGpuHandle hPhysicalGpu; //!< The handle of the GPU that you are checking for the specified attribute. + //!< Note that this is the GPU that is managing the attribute. + //!< Only a single GPU can manage an given attribute on a given HW element, + //!< regardless of how many are attatched. + //!< I.E. only one GPU will be used to control the brightness of the LED on an SLI bridge, + //!< regardless of how many are physicaly attached. + //!< You enumerate thru the GPUs with this call to determine which GPU is managing the attribute. + NV_GPU_ILLUMINATION_ATTRIB Attribute; //!< An enumeration value specifying the Illumination attribute to be querried. + //!< refer to enum \ref NV_GPU_ILLUMINATION_ATTRIB. + + // OUT + NvU32 Value; //!< A DWORD that will contain the current value of the specified attribute. + //! This is specified as a percentage of the full range of the attribute + //! (0-100; 0 = off, 100 = full brightness) + +} NV_GPU_GET_ILLUMINATION_PARM_V1; + +//! \ingroup gpu +typedef NV_GPU_GET_ILLUMINATION_PARM_V1 NV_GPU_GET_ILLUMINATION_PARM; +//! \ingroup gpu +#define NV_GPU_GET_ILLUMINATION_PARM_VER_1 MAKE_NVAPI_VERSION(NV_GPU_GET_ILLUMINATION_PARM_V1,1) +//! \ingroup gpu +#define NV_GPU_GET_ILLUMINATION_PARM_VER NV_GPU_GET_ILLUMINATION_PARM_VER_1 + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetIllumination(NV_GPU_GET_ILLUMINATION_PARM *pIlluminationInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_SetIllumination +//! +//! \fn NvAPI_GPU_SetIllumination(NV_GPU_SET_ILLUMINATION_PARM *pIlluminationInfo) +//! DESCRIPTION: This function sets the value of the specified illumination attribute. +//! +//! \note Only a single GPU can manage an given attribute on a given HW element, +//! regardless of how many are attatched. I.E. only one GPU will be used to control +//! the brightness of the LED on an SLI bridge, regardless of how many are physicaly attached. +//! You should enumerate thru the GPUs with the \ref NvAPI_GPU_QueryIlluminationSupport call to +//! determine which GPU is managing the attribute. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 300.05 +//! +//! \param [in] hPhysicalGpu Physical GPU handle +//! \param Attribute An enumeration value specifying the Illumination attribute to be set +//! \param Value The new value for the specified attribute. +//! This should be specified as a percentage of the full range of the attribute +//! (0-100; 0 = off, 100 = full brightness) +//! If a value is specified outside this range, NVAPI_INVALID_ARGUMENT will be returned. +//! +//! \return See \ref nvapistatus for the list of possible return values. Return values of special interest are: +//! NVAPI_INVALID_ARGUMENT The specified attibute is not known to the driver, or the specified value is out of range. +//! NVAPI_NOT_SUPPORTED The specified attribute is not supported on the specified GPU. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef struct _NV_GPU_SET_ILLUMINATION_PARM_V1 { + + // IN + NvU32 version; //!< Version of this structure + NvPhysicalGpuHandle hPhysicalGpu; //!< The handle of the GPU that you are checking for the specified attribute. + //!< Note that this is the GPU that is managing the attribute. + //!< Only a single GPU can manage an given attribute on a given HW element, + //!< regardless of how many are attatched. + //!< I.E. only one GPU will be used to control the brightness of the LED on an SLI bridge, + //!< regardless of how many are physicaly attached. + //!< You enumerate thru the GPUs with this call to determine which GPU is managing the attribute. + NV_GPU_ILLUMINATION_ATTRIB Attribute; //!< An enumeration value specifying the Illumination attribute to be querried. + //!< refer to enum \ref NV_GPU_ILLUMINATION_ATTRIB. + NvU32 Value; //!< A DWORD containing the new value for the specified attribute. + //!< This should be specified as a percentage of the full range of the attribute + //!< (0-100; 0 = off, 100 = full brightness) + //!< If a value is specified outside this range, NVAPI_INVALID_ARGUMENT will be returned. + + // OUT + +} NV_GPU_SET_ILLUMINATION_PARM_V1; + +//! \ingroup gpu +typedef NV_GPU_SET_ILLUMINATION_PARM_V1 NV_GPU_SET_ILLUMINATION_PARM; +//! \ingroup gpu +#define NV_GPU_SET_ILLUMINATION_PARM_VER_1 MAKE_NVAPI_VERSION(NV_GPU_SET_ILLUMINATION_PARM_V1,1) +//! \ingroup gpu +#define NV_GPU_SET_ILLUMINATION_PARM_VER NV_GPU_SET_ILLUMINATION_PARM_VER_1 + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_SetIllumination(NV_GPU_SET_ILLUMINATION_PARM *pIlluminationInfo); + + + +/*! + * Enumeration of control modes that can be applied to Illumination Zones. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB = 0, // deprecated + NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB, // deprecated + + NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL = 0, + NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR, + + // Strictly add new control modes above this. + NV_GPU_CLIENT_ILLUM_CTRL_MODE_INVALID = 0xFF, +} NV_GPU_CLIENT_ILLUM_CTRL_MODE; + +/*! + * Enumeration of locations where an Illumination Zone might be present. + * Encoding used - + * 1:0 - Number specifier (0) + * 4:2 - Location (TOP) + * 7:5 - Type (GPU/SLI) + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_GPU_TOP_0 = 0x00, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_GPU_FRONT_0 = 0x08, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_GPU_BACK_0 = 0x0C, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_SLI_TOP_0 = 0x20, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_INVALID = 0xFFFFFFFF, +} NV_GPU_CLIENT_ILLUM_ZONE_LOCATION; + +/*! + * Enumeration of ILLUM_DEVICEs. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_INVALID = 0, + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_MCUV10, + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_GPIO_PWM_RGBW_V10, + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_GPIO_PWM_SINGLE_COLOR_V10, +} NV_GPU_CLIENT_ILLUM_DEVICE_TYPE; + +/*! + * Enumeration of ILLUM_ZONEs. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_INVALID = 0, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGB, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_COLOR_FIXED, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGBW, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_SINGLE_COLOR, +} NV_GPU_CLIENT_ILLUM_ZONE_TYPE; + +/*! + * Number of color points for the piecewise linear control mode. + */ +#define NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS 2 + +/*! + * Enumeration of Cycle types for piecewise linear control mode. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_HALF_HALT = 0, + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_FULL_HALT, + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_FULL_REPEAT, + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_INVALID = 0xFF, +} NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_TYPE; + +#define NV_GPU_CLIENT_ILLUM_DEVICE_NUM_DEVICES_MAX 32 + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 + * Describes the static information of illumination device type MCUV10. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_MCUV10 +{ + /*! + * I2C Device Index: Pointing to the illumination device in I2C Devices Table. + */ + NvU8 i2cDevIdx; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_MCUV10; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 + * Describes the static information of illum device type GPIO_PWM_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_RGBW +{ + /*! + * Red drive GPIO pin. + */ + NvU8 gpioPinRed; + + /*! + * Green drive GPIO pin. + */ + NvU8 gpioPinGreen; + + /*! + * Blue drive GPIO pin. + */ + NvU8 gpioPinBlue; + + /*! + * White drive GPIO pin. + */ + NvU8 gpioPinWhite; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_RGBW; +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 + * Describes the static information of illum device type GPIO_PWM_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_SINGLE_COLOR +{ + /*! + * Single Color GPIO pin. + */ + NvU8 gpioPinSingleColor; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_SINGLE_COLOR; + +/*! + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 +{ + /*! + * Type of the illumination device. + */ + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE type; + + /*! + * Supported control modes for this illumination device. + */ + NvU32 ctrlModeMask; + + /*! + * Union of illumination device info data. Interpreted as per + * @ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1::type + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_MCUV10 mcuv10; + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_RGBW gpioPwmRgbwv10; + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_SINGLE_COLOR gpioPwmSingleColorv10; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1; + +/*! + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1 +{ + /*! + * Version of structure. Must always be first member. + */ + NvU32 version; + + /*! + * Number of illumination devices present. + */ + NvU32 numIllumDevices; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + + /*! + */ + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 devices[NV_GPU_CLIENT_ILLUM_DEVICE_NUM_DEVICES_MAX]; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_VER NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1 NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumDevicesGetInfo +//! +//! DESCRIPTION: This API returns static information about illumination devices on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumDevicesInfo Pointer to structure containing static +//! information about illumination devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumDevicesGetInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS *pIllumDevicesInfo); + + +/*! + * Structure representing the data required for synchronization. + */ +typedef struct +{ + /*! + * Boolean representing the need for synchronization. + */ + NvBool bSync; + + /*! + * Time stamp value required for synchronization. + */ + NvU64 timeStampms; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_DEVICE_SYNC_V1; + +/*! + * Structure representing the device control parameters of each ILLUM_DEVICE. + */ +typedef struct +{ + /*! + * Type of the illum device. + */ + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE type; + + /*! + * Structure containing the synchronization data for the illumination device. + */ + NV_GPU_CLIENT_ILLUM_DEVICE_SYNC_V1 syncData; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_V1; + +typedef NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_V1 NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL; + +/*! + * Structure representing the control parameters of ILLUM_DEVICE-s. + */ +typedef struct +{ + /*! + * Version of structure. Must always be first member. + */ + NvU32 version; + + /*! + * Number of illumination devices present. + */ + NvU32 numIllumDevices; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + + /*! + */ + NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_V1 devices[NV_GPU_CLIENT_ILLUM_DEVICE_NUM_DEVICES_MAX]; +} NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_VER NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_V1 NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumDevicesGetControl +//! +//! DESCRIPTION: This API gets control parameters about illumination devices on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [inout] pIllumDevicesControl Pointer to structure containing control +//! information about illum devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumDevicesGetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS *pClientIllumDevicesControl); + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumDevicesSetControl +//! +//! DESCRIPTION: This API sets control parameters about illumination devices on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [inout] pClientIllumDevicesControl Pointer to structure containing control +//! information about illum devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumDevicesSetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS *pClientIllumDevicesControl); + + +#define NV_GPU_CLIENT_ILLUM_ZONE_NUM_ZONES_MAX 32 + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGB +{ + NvU8 rsvd; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGB; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 + * Describes the static information of illum zone type RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGBW +{ + NvU8 rsvd; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGBW; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 + * Describes the static information of illum zone type SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_SINGLE_COLOR +{ + NvU8 rsvd; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_SINGLE_COLOR; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 +{ + NV_GPU_CLIENT_ILLUM_ZONE_TYPE type; + + /*! + * Index pointing to an Illumination Device that controls this zone. + */ + NvU8 illumDeviceIdx; + + /*! + * Provider index for representing logical to physical zone mapping. + */ + NvU8 provIdx; + + /*! + * Location of the zone on the board. + */ + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION zoneLocation; + + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGB rgb; + NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGBW rgbw; + NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_SINGLE_COLOR singleColor; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1 +{ + /*! + * Version of structure. Must always be first member. + */ + NvU32 version; + + /*! + * Number of illumination zones present. + */ + NvU32 numIllumZones; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 zones[NV_GPU_CLIENT_ILLUM_ZONE_NUM_ZONES_MAX]; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_VER NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1 NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumZonesGetInfo +//! +//! DESCRIPTION: This API returns static information about illumination zones on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumZonesInfo Pointer to structure containing static +//! information about illumination devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumZonesGetInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS *pIllumZonesInfo); + + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS +{ + /*! + * Red compenent of color applied to the zone. + */ + NvU8 colorR; + + /*! + * Green compenent of color applied to the zone. + */ + NvU8 colorG; + + /*! + * Blue compenent of color applied to the zone. + */ + NvU8 colorB; + + /*! + * Brightness perecentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS rgbParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR +{ + /*! + * Type of cycle effect to apply. + */ + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_TYPE cycleType; + + /*! + * Number of times to repeat function within group period. + */ + NvU8 grpCount; + + /*! + * Time in ms to transition from color A to color B. + */ + NvU16 riseTimems; + + /*! + * Time in ms to transition from color B to color A. + */ + NvU16 fallTimems; + + /*! + * Time in ms to remain at color A before color A to color B transition. + */ + NvU16 ATimems; + + /*! + * Time in ms to remain at color B before color B to color A transition. + */ + NvU16 BTimems; + + /*! + * Time in ms to remain idle before next group of repeated function cycles. + */ + NvU16 grpIdleTimems; + + /*! + * Time in ms to offset the cycle relative to other zones. + */ + NvU16 phaseOffsetms; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS rgbParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illumination zone of type + * \ref NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB +{ + /*! + * Union of illumination zone control data for zone of type NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGB. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB manualRGB; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB piecewiseLinearRGB; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS +{ + /*! + * Brightness percentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS colorFixedParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_COLOR_FIXED +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS colorFixedParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_COLOR_FIXED; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illum zone of type + * \ref NV_GPU_CLIENT_ILLUM_ZONE_TYPE_COLOR_FIXED. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED +{ + /*! + * Union of illum zone control data for zone of type NV_GPU_CLIENT_ILLUM_ZONE_TYPE_COLOR_FIXED. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED manualColorFixed; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_COLOR_FIXED piecewiseLinearColorFixed; + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS +{ + /*! + * Red component of color applied to the zone. + */ + NvU8 colorR; + + /*! + * Green component of color applied to the zone. + */ + NvU8 colorG; + + /*! + * Blue component of color applied to the zone. + */ + NvU8 colorB; + + /*! + * White component of color applied to the zone. + */ + NvU8 colorW; + + /*! + * Brightness percentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_RGBW + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_RGBW. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS rgbwParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_RGBW + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGBW +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGBW. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS rgbwParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGBW; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illum zone of type + * \ref NV_GPU_ILLUM_ZONE_TYPE_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGBW +{ + /*! + * Union of illum zone control data for zone of type NV_GPU_ILLUM_ZONE_TYPE_RGBW. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW manualRGBW; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGBW piecewiseLinearRGBW; + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGBW; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS +{ + /*! + * Brightness percentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_SINGLE_COLOR. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS singleColorParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_SINGLE_COLOR +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_SINGLE_COLOR. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS singleColorParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_SINGLE_COLOR; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illum zone of type + * \ref NV_GPU_ILLUM_ZONE_TYPE_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR +{ + /*! + * Union of illum zone control data for zone of type NV_GPU_ILLUM_ZONE_TYPE_SINGLE_COLOR. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR manualSingleColor; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_SINGLE_COLOR piecewiseLinearSingleColor; + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 +{ + NV_GPU_CLIENT_ILLUM_ZONE_TYPE type; + NV_GPU_CLIENT_ILLUM_CTRL_MODE ctrlMode; + union + { + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB rgb; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED colorFixed; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGBW rgbw; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR singleColor; + NvU8 rsvd[64]; + } data; + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1 +{ + NvU32 version; + + /*! + * Bit field specifying the set of values to retrieve or set + * - default (NV_TRUE) + * - currently active (NV_FALSE). + */ + NvU32 bDefault : 1; + NvU32 rsvdField : 31; + + /*! + * Number of illumination zones present. + */ + NvU32 numIllumZonesControl; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 zones[NV_GPU_CLIENT_ILLUM_ZONE_NUM_ZONES_MAX]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_VER NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1 NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumZonesGetControl +//! +//! DESCRIPTION: Accessor for control information about illumination zones on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumZonesControl Pointer to structure containing control +//! information about illumination zones. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumZonesGetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS *pIllumZonesControl); + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumZonesSetControl +//! +//! DESCRIPTION: Mutator for control information about illumination zones on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumZonesControl Pointer to structure containing control +//! information about illumination zones. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumZonesSetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS *pIllumZonesControl); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Event_RegisterCallback +// +//! DESCRIPTION: This API registers the process for events. This API should be called for each eventcallback. +//! The handle returned to the client will be common across all eventCallbacks. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] eventCallback Pointer to NV_EVENT_REGISTER_CALLBACK structure to call +//! on new events +//! \param [out] phClient Handle to client for use with +//! unregister function +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NvAPI not initialized +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid argument +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Event_RegisterCallback(PNV_EVENT_REGISTER_CALLBACK eventCallback, + NvEventHandle* phClient); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Event_UnregisterCallback +// +//! DESCRIPTION: This API unregister an event handle. +//! This API should be called only once per process(irrespective of the number of callbacks registered). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hClient Handle associated with this listeners +//! event queue. Same as returned from +//! NvAPI_Event_RegisterCallback(). +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NvAPI not initialized +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid argument +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Event_UnregisterCallback(NvEventHandle hClient); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumNvidiaDisplayHandle +// +//! This function returns the handle of the NVIDIA display specified by the enum +//! index (thisEnum). The client should keep enumerating until it +//! returns error. +//! +//! Note: Display handles can get invalidated on a modeset, so the calling applications need to +//! renum the handles after every modeset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param [in] thisEnum The index of the NVIDIA display. +//! \param [out] pNvDispHandle Pointer to the NVIDIA display handle. +//! +//! \retval NVAPI_INVALID_ARGUMENT Either the handle pointer is NULL or enum index too big +//! \retval NVAPI_OK Return a valid NvDisplayHandle based on the enum index +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device found in the system +//! \retval NVAPI_END_ENUMERATION No more display device to enumerate +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumNvidiaDisplayHandle(NvU32 thisEnum, NvDisplayHandle *pNvDispHandle); + + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumNvidiaUnAttachedDisplayHandle +// +//! This function returns the handle of the NVIDIA unattached display specified by the enum +//! index (thisEnum). The client should keep enumerating until it +//! returns error. +//! Note: Display handles can get invalidated on a modeset, so the calling applications need to +//! renum the handles after every modeset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param [in] thisEnum The index of the NVIDIA display. +//! \param [out] pNvUnAttachedDispHandle Pointer to the NVIDIA display handle of the unattached display. +//! +//! \retval NVAPI_INVALID_ARGUMENT Either the handle pointer is NULL or enum index too big +//! \retval NVAPI_OK Return a valid NvDisplayHandle based on the enum index +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device found in the system +//! \retval NVAPI_END_ENUMERATION No more display device to enumerate. +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumNvidiaUnAttachedDisplayHandle(NvU32 thisEnum, NvUnAttachedDisplayHandle *pNvUnAttachedDispHandle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_CreateDisplayFromUnAttachedDisplay +// +//! This function converts the unattached display handle to an active attached display handle. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvUnAttachedDisp is not valid or pNvDisplay is NULL. +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_CreateDisplayFromUnAttachedDisplay(NvUnAttachedDisplayHandle hNvUnAttachedDisp, NvDisplayHandle *pNvDisplay); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetAssociatedNVidiaDisplayHandle +// +//! This function returns the handle of the NVIDIA display that is associated +//! with the given display "name" (such as "\\.\DISPLAY1"). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT Either argument is NULL +//! \retval NVAPI_OK *pNvDispHandle is now valid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetAssociatedNvidiaDisplayHandle(const char *szDisplayName, NvDisplayHandle *pNvDispHandle); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetAssociatedUnAttachedNvidiaDisplayHandle +// +//! DESCRIPTION: This function returns the handle of an unattached NVIDIA display that is +//! associated with the given display name (such as "\\DISPLAY1"). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Either argument is NULL. +//! \retval ::NVAPI_OK *pNvUnAttachedDispHandle is now valid. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name. +//! +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetAssociatedUnAttachedNvidiaDisplayHandle(const char *szDisplayName, NvUnAttachedDisplayHandle *pNvUnAttachedDispHandle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetAssociatedNVidiaDisplayName +// +//! For a given NVIDIA display handle, this function returns a string (such as "\\.\DISPLAY1") to identify the display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT Either argument is NULL +//! \retval NVAPI_OK *pNvDispHandle is now valid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetAssociatedNvidiaDisplayName(NvDisplayHandle NvDispHandle, NvAPI_ShortString szDisplayName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetUnAttachedAssociatedDisplayName +// +//! This function returns the display name given, for example, "\\DISPLAY1", using the unattached NVIDIA display handle +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT Either argument is NULL +//! \retval NVAPI_OK *pNvDispHandle is now valid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetUnAttachedAssociatedDisplayName(NvUnAttachedDisplayHandle hNvUnAttachedDisp, NvAPI_ShortString szDisplayName); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnableHWCursor +// +//! This function enables hardware cursor support +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnableHWCursor(NvDisplayHandle hNvDisplay); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DisableHWCursor +// +//! This function disables hardware cursor support +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DisableHWCursor(NvDisplayHandle hNvDisplay); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetVBlankCounter +// +//! This function gets the V-blank counter +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetVBlankCounter(NvDisplayHandle hNvDisplay, NvU32 *pCounter); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SetRefreshRateOverride +// +//! This function overrides the refresh rate on the given display/outputsMask. +//! The new refresh rate can be applied right away in this API call or deferred to be applied with the +//! next OS modeset. The override is good for only one modeset (regardless whether it's deferred or immediate). +//! +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 80 +//! +//! \param [in] hNvDisplay The NVIDIA display handle. It can be NVAPI_DEFAULT_HANDLE or a handle +//! enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] outputsMask A set of bits that identify all target outputs which are associated with the NVIDIA +//! display handle to apply the refresh rate override. When SLI is enabled, the +//! outputsMask only applies to the GPU that is driving the display output. +//! \param [in] refreshRate The override value. "0.0" means cancel the override. +//! \param [in] bSetDeferred +//! - "0": Apply the refresh rate override immediately in this API call.\p +//! - "1": Apply refresh rate at the next OS modeset. +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvDisplay or outputsMask is invalid +//! \retval NVAPI_OK The refresh rate override is correct set +//! \retval NVAPI_ERROR The operation failed +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SetRefreshRateOverride(NvDisplayHandle hNvDisplay, NvU32 outputsMask, float refreshRate, NvU32 bSetDeferred); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetAssociatedDisplayOutputId +// +//! This function gets the active outputId associated with the display handle. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 90 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! \param [out] outputId The active display output ID associated with the selected display handle hNvDisplay. +//! The outputid will have only one bit set. In the case of Clone or Span mode, this will indicate the +//! display outputId of the primary display that the GPU is driving. See \ref handles. +//! +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_DISPLAY_HANDLE hNvDisplay is not a valid display handle. +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetAssociatedDisplayOutputId(NvDisplayHandle hNvDisplay, NvU32 *pOutputId); + + +//! \ingroup dispcontrol +//! Used in NvAPI_GetDisplayPortInfo(). +typedef struct _NV_DISPLAY_PORT_INFO_V1 +{ + NvU32 version; //!< Structure version + NvU32 dpcd_ver; //!< DPCD version of the monitor + NV_DP_LINK_RATE maxLinkRate; //!< Maximum supported link rate + NV_DP_LANE_COUNT maxLaneCount; //!< Maximum supported lane count + NV_DP_LINK_RATE curLinkRate; //!< Current link rate + NV_DP_LANE_COUNT curLaneCount; //!< Current lane count + NV_DP_COLOR_FORMAT colorFormat; //!< Current color format + NV_DP_DYNAMIC_RANGE dynamicRange; //!< Dynamic range + NV_DP_COLORIMETRY colorimetry; //!< Ignored in RGB space + NV_DP_BPC bpc; //!< Current bit-per-component + NvU32 isDp : 1; //!< If the monitor is driven by a DisplayPort + NvU32 isInternalDp : 1; //!< If the monitor is driven by an NV Dp transmitter + NvU32 isColorCtrlSupported : 1; //!< If the color format change is supported + NvU32 is6BPCSupported : 1; //!< If 6 bpc is supported + NvU32 is8BPCSupported : 1; //!< If 8 bpc is supported + NvU32 is10BPCSupported : 1; //!< If 10 bpc is supported + NvU32 is12BPCSupported : 1; //!< If 12 bpc is supported + NvU32 is16BPCSupported : 1; //!< If 16 bpc is supported + NvU32 isYCrCb420Supported : 1; //!< If YCrCb420 is supported + NvU32 isYCrCb422Supported : 1; //!< If YCrCb422 is supported + NvU32 isYCrCb444Supported : 1; //!< If YCrCb444 is supported + NvU32 isRgb444SupportedOnCurrentMode : 1; //!< If Rgb444 is supported on the current mode + NvU32 isYCbCr444SupportedOnCurrentMode : 1; //!< If YCbCr444 is supported on the current mode + NvU32 isYCbCr422SupportedOnCurrentMode : 1; //!< If YCbCr422 is supported on the current mode + NvU32 isYCbCr420SupportedOnCurrentMode : 1; //!< If YCbCr420 is supported on the current mode + NvU32 is6BPCSupportedOnCurrentMode : 1; // if 6 bpc is supported On Current Mode + NvU32 is8BPCSupportedOnCurrentMode : 1; // if 8 bpc is supported On Current Mode + NvU32 is10BPCSupportedOnCurrentMode : 1; // if 10 bpc is supported On Current Mode + NvU32 is12BPCSupportedOnCurrentMode : 1; // if 12 bpc is supported On Current Mode + NvU32 is16BPCSupportedOnCurrentMode : 1; // if 16 bpc is supported On Current Mode + NvU32 isMonxvYCC601Capable : 1; // if xvYCC 601 extended colorimetry is supported + NvU32 isMonxvYCC709Capable : 1; // if xvYCC 709 extended colorimetry is supported + NvU32 isMonsYCC601Capable : 1; // if sYCC601 extended colorimetry is supported + NvU32 isMonAdobeYCC601Capable : 1; // if AdobeYCC601 extended colorimetry is supported + NvU32 isMonAdobeRGBCapable : 1; // if AdobeRGB extended colorimetry is supported + NvU32 isMonBT2020RGBCapable : 1; // if BT2020 RGB extended colorimetry is supported + NvU32 isMonBT2020YCCCapable : 1; // if BT2020 Y'CbCr extended colorimetry is supported + NvU32 isMonBT2020cYCCCapable : 1; // if BT2020 cYCbCr (constant luminance) extended colorimetry is supported + + NvU32 reserved : 4; //!< reserved + } NV_DISPLAY_PORT_INFO_V1; + + typedef NV_DISPLAY_PORT_INFO_V1 NV_DISPLAY_PORT_INFO; + +//! Macro for constructing the version field of NV_DISPLAY_PORT_INFO. +#define NV_DISPLAY_PORT_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_INFO,1) +#define NV_DISPLAY_PORT_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_INFO,2) +#define NV_DISPLAY_PORT_INFO_VER NV_DISPLAY_PORT_INFO_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetDisplayPortInfo +// +//! \fn NvAPI_GetDisplayPortInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_DISPLAY_PORT_INFO *pInfo) +//! DESCRIPTION: This function returns the current DisplayPort-related information on the specified device (monitor). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! \param [in] hvDisplay NVIDIA Display selection. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! This parameter is ignored when the outputId is a NvAPI displayId. +//! \param [in] outputId This can either be the connection bit mask or the NvAPI displayId. When the legacy connection bit mask is passed, +//! it should have exactly 1 bit set to indicate a single display. If it's "0" then the default outputId from +//! NvAPI_GetAssociatedDisplayOutputId() will be used. See \ref handles. +//! \param [out] pInfo The DisplayPort information +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_GetDisplayPortInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_DISPLAY_PORT_INFO *pInfo); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SetDisplayPort +// +//! \fn NvAPI_SetDisplayPort(NvDisplayHandle hNvDisplay, NvU32 outputId, NV_DISPLAY_PORT_CONFIG *pCfg) +//! DESCRIPTION: This function sets up DisplayPort-related configurations. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! \param [in] hNvDisplay NVIDIA display handle. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] outputId This display output ID, when it's "0" it means the default outputId generated from the return of +//! NvAPI_GetAssociatedDisplayOutputId(). See \ref handles. +//! \param [in] pCfg The display port config structure. If pCfg is NULL, it means to use the driver's default value to setup. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter +/////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dispcontrol +//! DisplayPort configuration settings - used in NvAPI_SetDisplayPort(). +typedef struct +{ + NvU32 version; //!< Structure version - 2 is the latest + NV_DP_LINK_RATE linkRate; //!< Link rate + NV_DP_LANE_COUNT laneCount; //!< Lane count + NV_DP_COLOR_FORMAT colorFormat; //!< Color format to set + NV_DP_DYNAMIC_RANGE dynamicRange; //!< Dynamic range + NV_DP_COLORIMETRY colorimetry; //!< Ignored in RGB space + NV_DP_BPC bpc; //!< Bit-per-component + NvU32 isHPD : 1; //!< If the control panel is making this call due to HPD + NvU32 isSetDeferred : 1; //!< Requires an OS modeset to finalize the setup if set + NvU32 isChromaLpfOff : 1; //!< Force the chroma low_pass_filter to be off + NvU32 isDitherOff : 1; //!< Force to turn off dither + NvU32 testLinkTrain : 1; //!< If testing mode, skip validation + NvU32 testColorChange : 1; //!< If testing mode, skip validation + +} NV_DISPLAY_PORT_CONFIG; + +//! \addtogroup dispcontrol +//! @{ +//! Macro for constructing the version field of NV_DISPLAY_PORT_CONFIG +#define NV_DISPLAY_PORT_CONFIG_VER MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_CONFIG,2) +//! Macro for constructing the version field of NV_DISPLAY_PORT_CONFIG +#define NV_DISPLAY_PORT_CONFIG_VER_1 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_CONFIG,1) +//! Macro for constructing the version field of NV_DISPLAY_PORT_CONFIG +#define NV_DISPLAY_PORT_CONFIG_VER_2 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_CONFIG,2) +//! @} + + +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_SetDisplayPort(NvDisplayHandle hNvDisplay, NvU32 outputId, NV_DISPLAY_PORT_CONFIG *pCfg); + + + + +//! \ingroup dispcontrol +//! Used in NvAPI_GetHDMISupportInfo(). +typedef struct _NV_HDMI_SUPPORT_INFO_V1 +{ + NvU32 version; //!< Structure version + + NvU32 isGpuHDMICapable : 1; //!< If the GPU can handle HDMI + NvU32 isMonUnderscanCapable : 1; //!< If the monitor supports underscan + NvU32 isMonBasicAudioCapable : 1; //!< If the monitor supports basic audio + NvU32 isMonYCbCr444Capable : 1; //!< If YCbCr 4:4:4 is supported + NvU32 isMonYCbCr422Capable : 1; //!< If YCbCr 4:2:2 is supported + NvU32 isMonxvYCC601Capable : 1; //!< If xvYCC 601 is supported + NvU32 isMonxvYCC709Capable : 1; //!< If xvYCC 709 is supported + NvU32 isMonHDMI : 1; //!< If the monitor is HDMI (with IEEE's HDMI registry ID) + NvU32 reserved : 24; //!< Reserved. + + NvU32 EDID861ExtRev; //!< Revision number of the EDID 861 extension + } NV_HDMI_SUPPORT_INFO_V1; + +typedef struct _NV_HDMI_SUPPORT_INFO_V2 +{ + NvU32 version; //!< Structure version + + NvU32 isGpuHDMICapable : 1; //!< If the GPU can handle HDMI + NvU32 isMonUnderscanCapable : 1; //!< If the monitor supports underscan + NvU32 isMonBasicAudioCapable : 1; //!< If the monitor supports basic audio + NvU32 isMonYCbCr444Capable : 1; //!< If YCbCr 4:4:4 is supported + NvU32 isMonYCbCr422Capable : 1; //!< If YCbCr 4:2:2 is supported + NvU32 isMonxvYCC601Capable : 1; //!< If xvYCC extended colorimetry 601 is supported + NvU32 isMonxvYCC709Capable : 1; //!< If xvYCC extended colorimetry 709 is supported + NvU32 isMonHDMI : 1; //!< If the monitor is HDMI (with IEEE's HDMI registry ID) + NvU32 isMonsYCC601Capable : 1; //!< if sYCC601 extended colorimetry is supported + NvU32 isMonAdobeYCC601Capable : 1; //!< if AdobeYCC601 extended colorimetry is supported + NvU32 isMonAdobeRGBCapable : 1; //!< if AdobeRGB extended colorimetry is supported + NvU32 reserved : 21; //!< Reserved. + + NvU32 EDID861ExtRev; //!< Revision number of the EDID 861 extension + } NV_HDMI_SUPPORT_INFO_V2; + +#define NV_HDMI_SUPPORT_INFO_VER1 MAKE_NVAPI_VERSION(NV_HDMI_SUPPORT_INFO_V1, 1) +#define NV_HDMI_SUPPORT_INFO_VER2 MAKE_NVAPI_VERSION(NV_HDMI_SUPPORT_INFO_V2, 2) + + + +#ifndef NV_HDMI_SUPPORT_INFO_VER + +typedef NV_HDMI_SUPPORT_INFO_V2 NV_HDMI_SUPPORT_INFO; +#define NV_HDMI_SUPPORT_INFO_VER NV_HDMI_SUPPORT_INFO_VER2 + +#endif + + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetHDMISupportInfo +// +//! \fn NvAPI_GetHDMISupportInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_HDMI_SUPPORT_INFO *pInfo) +//! This API returns the current infoframe data on the specified device(monitor). +//! +//! \since Release: 95 +//! +//! \param [in] hvDisplay NVIDIA Display selection. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! This parameter is ignored when the outputId is a NvAPI displayId. +//! \param [in] outputId This can either be the connection bit mask or the NvAPI displayId. When the legacy connection bit mask is passed, +//! it should have exactly 1 bit set to indicate a single display. If it's "0" then the default outputId from +//! NvAPI_GetAssociatedDisplayOutputId() will be used. See \ref handles. +//! \param [out] pInfo The monitor and GPU's HDMI support info +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +/////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_GetHDMISupportInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_HDMI_SUPPORT_INFO *pInfo); + + +//! \ingroup dispcontrol + +typedef enum +{ + NV_INFOFRAME_CMD_GET_DEFAULT = 0, //!< Returns the fields in the infoframe with values set by the manufacturer - NVIDIA/OEM. + NV_INFOFRAME_CMD_RESET, //!< Sets the fields in the infoframe to auto, and infoframe to the default infoframe for use in a set. + NV_INFOFRAME_CMD_GET, //!< Get the current infoframe state. + NV_INFOFRAME_CMD_SET, //!< Set the current infoframe state (flushed to the monitor), the values are one time and do not persist. + NV_INFOFRAME_CMD_GET_OVERRIDE, //!< Get the override infoframe state, non-override fields will be set to value = AUTO, overridden fields will have the current override values. + NV_INFOFRAME_CMD_SET_OVERRIDE, //!< Set the override infoframe state, non-override fields will be set to value = AUTO, other values indicate override; persist across modeset/reboot + NV_INFOFRAME_CMD_GET_PROPERTY, //!< get properties associated with infoframe (each of the infoframe type will have properties) + NV_INFOFRAME_CMD_SET_PROPERTY, //!< set properties associated with infoframe +} NV_INFOFRAME_CMD; + + +typedef enum +{ + NV_INFOFRAME_PROPERTY_MODE_AUTO = 0, //!< Driver determines whether to send infoframes. + NV_INFOFRAME_PROPERTY_MODE_ENABLE, //!< Driver always sends infoframe. + NV_INFOFRAME_PROPERTY_MODE_DISABLE, //!< Driver never sends infoframe. + NV_INFOFRAME_PROPERTY_MODE_ALLOW_OVERRIDE, //!< Driver only sends infoframe when client requests it via infoframe escape call. +} NV_INFOFRAME_PROPERTY_MODE; + + +//! Returns whether the current monitor is in blacklist or force this monitor to be in blacklist. +typedef enum +{ + NV_INFOFRAME_PROPERTY_BLACKLIST_FALSE = 0, + NV_INFOFRAME_PROPERTY_BLACKLIST_TRUE, +} NV_INFOFRAME_PROPERTY_BLACKLIST; + +typedef struct +{ + NvU32 mode : 4; + NvU32 blackList : 2; + NvU32 reserved : 10; + NvU32 version : 8; + NvU32 length : 8; +} NV_INFOFRAME_PROPERTY; + +//! Byte1 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_NODATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_OVERSCAN, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_UNDERSCAN, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_FUTURE, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_NOT_PRESENT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_VERTICAL_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_HORIZONTAL_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_BOTH_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_AFI_ABSENT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_AFI_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_AFI_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AVI_ACTIVEFORMATINFO; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_RGB = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_YCbCr422, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_YCbCr444, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_FUTURE, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_F17_FALSE = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_F17_TRUE, + NV_INFOFRAME_FIELD_VALUE_AVI_F17_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AVI_F17; + +//! Byte2 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_NO_AFD = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE01, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE02, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE03, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_LETTERBOX_GT16x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE05, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE06, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE07, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_EQUAL_CODEDFRAME = 8, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_CENTER_4x3, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_CENTER_16x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_CENTER_14x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE12, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_4x3_ON_14x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_16x9_ON_14x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_16x9_ON_4x3, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_AUTO = 31, +} NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_4x3, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_16x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_FUTURE, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_SMPTE_170M, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_ITUR_BT709, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_USE_EXTENDED_COLORIMETRY, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY; + +//! Byte 3 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_HORIZONTAL, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_VERTICAL, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_BOTH, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_DEFAULT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_LIMITED_RANGE, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_FULL_RANGE, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_RESERVED, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_XVYCC601 = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_XVYCC709, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_SYCC601, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_ADOBEYCC601, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_ADOBERGB, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_RESERVED05, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_RESERVED06, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_RESERVED07, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_AUTO = 15 +} NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_ITC_VIDEO_CONTENT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_ITC_ITCONTENT, + NV_INFOFRAME_FIELD_VALUE_AVI_ITC_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AVI_ITC; + +//! Byte 4 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_NONE = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X02, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X03, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X04, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X05, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X06, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X07, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X08, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X09, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X10, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED10, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED11, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED12, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED13, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED14, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED15, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_AUTO = 31 +} NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_GRAPHICS = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_PHOTO, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_CINEMA, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_GAME, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_LIMITED_RANGE = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_FULL_RANGE, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_RESERVED02, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_RESERVED03, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION; + +//! Adding an Auto bit to each field +typedef struct +{ + NvU32 vic : 8; + NvU32 pixelRepeat : 5; + NvU32 colorSpace : 3; + NvU32 colorimetry : 3; + NvU32 extendedColorimetry : 4; + NvU32 rgbQuantizationRange : 3; + NvU32 yccQuantizationRange : 3; + NvU32 itContent : 2; + NvU32 contentTypes : 3; + NvU32 scanInfo : 3; + NvU32 activeFormatInfoPresent : 2; + NvU32 activeFormatAspectRatio : 5; + NvU32 picAspectRatio : 3; + NvU32 nonuniformScaling : 3; + NvU32 barInfo : 3; + NvU32 top_bar : 17; + NvU32 bottom_bar : 17; + NvU32 left_bar : 17; + NvU32 right_bar : 17; + NvU32 Future17 : 2; + NvU32 Future47 : 2; +} NV_INFOFRAME_VIDEO; + +//! Byte 1 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_2, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_4, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_5, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_6, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_7, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_8, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_AUTO = 15 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_PCM, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_AC3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MPEG1, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MP3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MPEG2, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_AACLC, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DTS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_ATRAC, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DSD, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_EAC3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DTSHD, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MLP, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DST, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_WMAPRO, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_USE_CODING_EXTENSION_TYPE, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_AUTO = 31 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE; + +//! Byte 2 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_16BITS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_20BITS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_24BITS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_32000HZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_44100HZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_48000HZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_88200KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_96000KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_176400KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_192000KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_AUTO = 15 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY; + + + +//! Byte 3 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_USE_CODING_TYPE = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_HEAAC, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_HEAACV2, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_MPEGSURROUND, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE04, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE05, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE06, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE07, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE08, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE09, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE10, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE11, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE12, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE13, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE14, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE15, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE16, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE17, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE18, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE19, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE20, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE21, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE22, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE23, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE24, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE25, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE26, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE27, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE28, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE29, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE30, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE31, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_AUTO = 63 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE; + + +//! Byte 4 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_X_X_FR_FL =0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_FCH_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_FCH_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_X_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_X_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_RC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_RC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FCH_RC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FCH_RC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_FCH_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_FCH_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_FC_LFE_FR_FL = 0X31, + // all other values should default to auto + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_AUTO = 0x1FF +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION; + +//! Byte 5 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_0DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_PLUS10DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_RESERVED03, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_0DB = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_1DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_2DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_3DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_4DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_5DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_6DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_7DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_8DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_9DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_10DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_11DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_12DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_13DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_14DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_15DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_AUTO = 31 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX_PERMITTED = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX_PROHIBITED, + NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX; + +typedef struct +{ + NvU32 codingType : 5; + NvU32 codingExtensionType : 6; + NvU32 sampleSize : 3; + NvU32 sampleRate : 4; + NvU32 channelCount : 4; + NvU32 speakerPlacement : 9; + NvU32 downmixInhibit : 2; + NvU32 lfePlaybackLevel : 3; + NvU32 levelShift : 5; + NvU32 Future12 : 2; + NvU32 Future2x : 4; + NvU32 Future3x : 4; + NvU32 Future52 : 2; + NvU32 Future6 : 9; + NvU32 Future7 : 9; + NvU32 Future8 : 9; + NvU32 Future9 : 9; + NvU32 Future10 : 9; +} NV_INFOFRAME_AUDIO; + +typedef struct +{ + NvU32 version; //!< version of this structure + NvU16 size; //!< size of this structure + NvU8 cmd; //!< The actions to perform from NV_INFOFRAME_CMD + NvU8 type; //!< type of infoframe + + union + { + NV_INFOFRAME_PROPERTY property; //!< This is NVIDIA-specific and corresponds to the property cmds and associated infoframe. + NV_INFOFRAME_AUDIO audio; + NV_INFOFRAME_VIDEO video; + } infoframe; +} NV_INFOFRAME_DATA; + +//! Macro for constructing the version field of ::NV_INFOFRAME_DATA +#define NV_INFOFRAME_DATA_VER MAKE_NVAPI_VERSION(NV_INFOFRAME_DATA,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_InfoFrameControl +// +//! DESCRIPTION: This API controls the InfoFrame values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pInfoframeData Contains data corresponding to InfoFrame +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_InfoFrameControl(__in NvU32 displayId, __inout NV_INFOFRAME_DATA *pInfoframeData); + + + + + + +//! \ingroup dispcontrol +//! @{ +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_ColorControl +// +//! \fn NvAPI_Disp_ColorControl(NvU32 displayId, NV_COLOR_DATA *pColorData) +//! DESCRIPTION: This API controls the Color values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pColorData Contains data corresponding to color information +//! +//! \return RETURN STATUS: +//! ::NVAPI_OK, +//! ::NVAPI_ERROR, +//! ::NVAPI_INVALID_ARGUMENT +// +/////////////////////////////////////////////////////////////////////////////// + +typedef enum +{ + NV_COLOR_CMD_GET = 1, + NV_COLOR_CMD_SET, + NV_COLOR_CMD_IS_SUPPORTED_COLOR, + NV_COLOR_CMD_GET_DEFAULT +} NV_COLOR_CMD; + +//! See Table 14 of CEA-861E. Not all of this is supported by the GPU. +typedef enum +{ + NV_COLOR_FORMAT_RGB = 0, + NV_COLOR_FORMAT_YUV422, + NV_COLOR_FORMAT_YUV444, + NV_COLOR_FORMAT_YUV420, + + NV_COLOR_FORMAT_DEFAULT = 0xFE, + NV_COLOR_FORMAT_AUTO = 0xFF +} NV_COLOR_FORMAT; + + + +typedef enum +{ + NV_COLOR_COLORIMETRY_RGB = 0, + NV_COLOR_COLORIMETRY_YCC601, + NV_COLOR_COLORIMETRY_YCC709, + NV_COLOR_COLORIMETRY_XVYCC601, + NV_COLOR_COLORIMETRY_XVYCC709, + NV_COLOR_COLORIMETRY_SYCC601, + NV_COLOR_COLORIMETRY_ADOBEYCC601, + NV_COLOR_COLORIMETRY_ADOBERGB, + NV_COLOR_COLORIMETRY_BT2020RGB, + NV_COLOR_COLORIMETRY_BT2020YCC, + NV_COLOR_COLORIMETRY_BT2020cYCC, + + NV_COLOR_COLORIMETRY_DEFAULT = 0xFE, + NV_COLOR_COLORIMETRY_AUTO = 0xFF +} NV_COLOR_COLORIMETRY; + +typedef enum _NV_DYNAMIC_RANGE +{ + NV_DYNAMIC_RANGE_VESA = 0x0, + NV_DYNAMIC_RANGE_CEA = 0x1, + + NV_DYNAMIC_RANGE_AUTO = 0xFF +} NV_DYNAMIC_RANGE; + +typedef enum _NV_BPC +{ + NV_BPC_DEFAULT = 0, + NV_BPC_6 = 1, + NV_BPC_8 = 2, + NV_BPC_10 = 3, + NV_BPC_12 = 4, + NV_BPC_16 = 5, +} NV_BPC; + +typedef enum _NV_COLOR_SELECTION_POLICY +{ + NV_COLOR_SELECTION_POLICY_USER = 0, //!< app/nvcpl make decision to select the desire color format + NV_COLOR_SELECTION_POLICY_BEST_QUALITY = 1, //!< driver/ OS make decision to select the best color format + NV_COLOR_SELECTION_POLICY_DEFAULT = NV_COLOR_SELECTION_POLICY_BEST_QUALITY, + NV_COLOR_SELECTION_POLICY_UNKNOWN = 0xFF, +} NV_COLOR_SELECTION_POLICY; + +typedef enum _NV_DESKTOP_COLOR_DEPTH +{ + NV_DESKTOP_COLOR_DEPTH_DEFAULT = 0x0, // set if the current setting should be kept + NV_DESKTOP_COLOR_DEPTH_8BPC = 0x1, //8 bit int per color component (8 bit int alpha) + NV_DESKTOP_COLOR_DEPTH_10BPC = 0x2, //10 bit int per color component (2 bit int alpha) + NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT = 0x3, //16 bit float per color component (16 bit float alpha) + NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT_WCG = 0x4, //16 bit float per color component (16 bit float alpha) wide color gamut + NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT_HDR = 0x5, //16 bit float per color component (16 bit float alpha) HDR + NV_DESKTOP_COLOR_DEPTH_MAX_VALUE = NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT_HDR, // must be set to highest enum value +} NV_DESKTOP_COLOR_DEPTH; + +typedef struct _NV_COLOR_DATA_V1 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + } data; +} NV_COLOR_DATA_V1; + +typedef struct _NV_COLOR_DATA_V2 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + } data; +} NV_COLOR_DATA_V2; + +typedef struct _NV_COLOR_DATA_V3 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + NV_BPC bpc; //!< One of NV_BPC enum values. + } data; +} NV_COLOR_DATA_V3; + +typedef struct _NV_COLOR_DATA_V4 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + NV_BPC bpc; //!< One of NV_BPC enum values. + NV_COLOR_SELECTION_POLICY colorSelectionPolicy; //!< One of the color selection policy + } data; +} NV_COLOR_DATA_V4; + +typedef struct _NV_COLOR_DATA_V5 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + NV_BPC bpc; //!< One of NV_BPC enum values. + NV_COLOR_SELECTION_POLICY colorSelectionPolicy; //!< One of the color selection policy + NV_DESKTOP_COLOR_DEPTH depth; //!< One of NV_DESKTOP_COLOR_DEPTH enum values. + } data; +} NV_COLOR_DATA_V5; + +typedef NV_COLOR_DATA_V5 NV_COLOR_DATA; + +#define NV_COLOR_DATA_VER1 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V1, 1) +#define NV_COLOR_DATA_VER2 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V2, 2) +#define NV_COLOR_DATA_VER3 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V3, 3) +#define NV_COLOR_DATA_VER4 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V4, 4) +#define NV_COLOR_DATA_VER5 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V5, 5) +#define NV_COLOR_DATA_VER NV_COLOR_DATA_VER5 + +NVAPI_INTERFACE NvAPI_Disp_ColorControl(NvU32 displayId, NV_COLOR_DATA *pColorData); + +//! @} + + +typedef enum +{ + NV_STATIC_METADATA_TYPE_1 = 0 //!< Tells the type of structure used to define the Static Metadata Descriptor block. +}NV_STATIC_METADATA_DESCRIPTOR_ID; + +typedef struct _NV_HDR_CAPABILITIES_V1 +{ + NvU32 version; //!< Version of this structure + + NvU32 isST2084EotfSupported :1; //!< HDMI2.0a UHDA HDR with ST2084 EOTF (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isTraditionalHdrGammaSupported :1; //!< HDMI2.0a traditional HDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isEdrSupported :1; //!< Extended Dynamic Range on SDR displays. Boolean: 0 = not supported, 1 = supported; + NvU32 driverExpandDefaultHdrParameters :1; //!< If set, driver will expand default (=zero) HDR capabilities parameters contained in display's EDID. + //!< Boolean: 0 = report actual HDR parameters, 1 = expand default HDR parameters; + NvU32 isTraditionalSdrGammaSupported :1; //!< HDMI2.0a traditional SDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 reserved :27; + + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 desired_content_max_luminance; //!< Maximum display luminance = desired max luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 desired_content_min_luminance; //!< Minimum display luminance = desired min luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + NvU16 desired_content_max_frame_average_luminance; //!< Desired maximum Frame-Average Light Level (MaxFALL) of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + }display_data; +} NV_HDR_CAPABILITIES_V1; + +typedef struct _NV_HDR_CAPABILITIES_V2 +{ + NvU32 version; //!< Version of this structure + + NvU32 isST2084EotfSupported :1; //!< HDMI2.0a UHDA HDR with ST2084 EOTF (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isTraditionalHdrGammaSupported :1; //!< HDMI2.0a traditional HDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isEdrSupported :1; //!< Extended Dynamic Range on SDR displays. Boolean: 0 = not supported, 1 = supported; + NvU32 driverExpandDefaultHdrParameters :1; //!< If set, driver will expand default (=zero) HDR capabilities parameters contained in display's EDID. + //!< Boolean: 0 = report actual HDR parameters, 1 = expand default HDR parameters; + NvU32 isTraditionalSdrGammaSupported :1; //!< HDMI2.0a traditional SDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isDolbyVisionSupported :1; //!< Dolby Vision Support. Boolean: 0 = not supported, 1 = supported; + NvU32 reserved :26; + + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 desired_content_max_luminance; //!< Maximum display luminance = desired max luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 desired_content_min_luminance; //!< Minimum display luminance = desired min luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + NvU16 desired_content_max_frame_average_luminance; //!< Desired maximum Frame-Average Light Level (MaxFALL) of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + }display_data; + + struct + { + NvU32 VSVDB_version : 3; //!< Version of Vendor Data block,Version 0: 25 bytes Version 1: 14 bytes + NvU32 dm_version : 8; //!< Upper Nibble represents major version of Display Management(DM) while lower represents minor version of DM + NvU32 supports_2160p60hz : 1; //!< If set sink is capable of 4kx2k @ 60hz + NvU32 supports_YUV422_12bit : 1; //!< If set, sink is capable of YUV422-12 bit + NvU32 supports_global_dimming : 1; //!< Indicates if sink supports global dimming + NvU32 colorimetry : 1; //!< If set indicates sink supports DCI P3 colorimetry, REc709 otherwise + NvU32 supports_backlight_control : 2; //!< This is set when sink is using lowlatency interface and can control its backlight. + NvU32 backlt_min_luma : 2; //!< It is the level for Backlt min luminance value. + NvU32 interface_supported_by_sink : 2; //!< Indicates the interface (standard or low latency) supported by the sink. + NvU32 supports_10b_12b_444 : 2; //!< It is set when interface supported is low latency, it tells whether it supports 10 bit or 12 bit RGB 4:4:4 or YCbCr 4:4:4 or both. + NvU32 reserved : 9; //!< Should be set to zero + //!< All values below are encoded use DolbyVisionHDMITransmissionSpecification document to decode + NvU16 target_min_luminance; //!< Represents min luminance level of Sink + NvU16 target_max_luminance; //!< Represents max luminance level of sink + NvU16 cc_red_x; //!< Red primary chromaticity coordinate x + NvU16 cc_red_y; //!< Red primary chromaticity coordinate y + NvU16 cc_green_x; //!< Green primary chromaticity coordinate x + NvU16 cc_green_y; //!< Green primary chromaticity coordinate Y + NvU16 cc_blue_x; //!< Blue primary chromaticity coordinate x + NvU16 cc_blue_y; //!< Blue primary chromaticity coordinate y + NvU16 cc_white_x; //!< White primary chromaticity coordinate x + NvU16 cc_white_y; //!< White primary chromaticity coordinate y + }dv_static_metadata; + +} NV_HDR_CAPABILITIES_V2; + +typedef struct _NV_HDR_CAPABILITIES_V3 +{ + NvU32 version; //!< Version of this structure + + NvU32 isST2084EotfSupported :1; //!< HDMI2.0a UHDA HDR with ST2084 EOTF (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isTraditionalHdrGammaSupported :1; //!< HDMI2.0a traditional HDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isEdrSupported :1; //!< Extended Dynamic Range on SDR displays. Boolean: 0 = not supported, 1 = supported; + NvU32 driverExpandDefaultHdrParameters :1; //!< If set, driver will expand default (=zero) HDR capabilities parameters contained in display's EDID. + //!< Boolean: 0 = report actual HDR parameters, 1 = expand default HDR parameters; + NvU32 isTraditionalSdrGammaSupported :1; //!< HDMI2.0a traditional SDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isDolbyVisionSupported :1; //!< Dolby Vision Support. Boolean: 0 = not supported, 1 = supported; + NvU32 isHdr10PlusSupported :1; //!< HDR10+ (Sink Side Tonemapping) is supported + NvU32 isHdr10PlusGamingSupported :1; //!< HDR10+ Gaming, a.k.a HDR10+ Source Side Tonemapping (SSTM), is supported + NvU32 reserved :24; + + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 desired_content_max_luminance; //!< Maximum display luminance = desired max luminance of HDR content ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + NvU16 desired_content_min_luminance; //!< Minimum display luminance = desired min luminance of HDR content ([0x0000-0xFFFF] = [0.0 - 6.55350] cd/m^2, in units of 0.0001 cd/m^2) + NvU16 desired_content_max_frame_average_luminance; //!< Desired maximum Frame-Average Light Level (MaxFALL) of HDR content ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + }display_data; + + struct + { + NvU32 VSVDB_version : 3; //!< Version of Vendor Data block,Version 0: 25 bytes Version 1: 14 bytes + NvU32 dm_version : 8; //!< Upper Nibble represents major version of Display Management(DM) while lower represents minor version of DM + NvU32 supports_2160p60hz : 1; //!< If set sink is capable of 4kx2k @ 60hz + NvU32 supports_YUV422_12bit : 1; //!< If set, sink is capable of YUV422-12 bit + NvU32 supports_global_dimming : 1; //!< Indicates if sink supports global dimming + NvU32 colorimetry : 1; //!< If set indicates sink supports DCI P3 colorimetry, REc709 otherwise + NvU32 supports_backlight_control : 2; //!< This is set when sink is using lowlatency interface and can control its backlight. + NvU32 backlt_min_luma : 2; //!< It is the level for Backlt min luminance value (reserved = 0x3 in latest DV spec). + NvU32 interface_supported_by_sink : 2; //!< Indicates the interface (standard or low latency) supported by the sink. + NvU32 supports_10b_12b_444 : 2; //!< It is set when interface supported is low latency, it tells whether it supports 10 bit or 12 bit RGB 4:4:4 or YCbCr 4:4:4 or both. + NvU32 parity : 1; //!< resolution and frame-rate relationships between Dolby Vision and other video processing + NvU32 reserved : 8; //!< Should be set to zero + + //!< All values below are encoded use DolbyVisionHDMITransmissionSpecification document to decode + NvU16 target_min_luminance; //!< Represents min luminance level of Sink + NvU16 target_max_luminance; //!< Represents max luminance level of sink + NvU16 cc_red_x; //!< Red primary chromaticity coordinate x + NvU16 cc_red_y; //!< Red primary chromaticity coordinate y + NvU16 cc_green_x; //!< Green primary chromaticity coordinate x + NvU16 cc_green_y; //!< Green primary chromaticity coordinate Y + NvU16 cc_blue_x; //!< Blue primary chromaticity coordinate x + NvU16 cc_blue_y; //!< Blue primary chromaticity coordinate y + NvU16 cc_white_x; //!< White primary chromaticity coordinate x + NvU16 cc_white_y; //!< White primary chromaticity coordinate y + }dv_static_metadata; + + struct + { + NvU16 application_version : 2; //!< Application version of HDR10+ Vendor Specific Video Data Block + NvU16 full_frame_peak_luminance_index : 2; //!< Full frame peak luminance index + NvU16 peak_luminance_index : 4; //!< Peak luminance index + NvU16 reserved : 8; + }hdr10plus_vsvdb; + +} NV_HDR_CAPABILITIES_V3; + +#define NV_HDR_CAPABILITIES_VER1 MAKE_NVAPI_VERSION(NV_HDR_CAPABILITIES_V1, 1) +#define NV_HDR_CAPABILITIES_VER2 MAKE_NVAPI_VERSION(NV_HDR_CAPABILITIES_V2, 2) +#define NV_HDR_CAPABILITIES_VER3 MAKE_NVAPI_VERSION(NV_HDR_CAPABILITIES_V3, 3) +#define NV_HDR_CAPABILITIES_VER NV_HDR_CAPABILITIES_VER3 +typedef NV_HDR_CAPABILITIES_V3 NV_HDR_CAPABILITIES; + +//! \ingroup dispcontrol +//! @{ +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetHdrCapabilities +// +//! \fn NvAPI_Disp_GetHdrCapabilities(NvU32 displayId, NV_HDR_CAPABILITIES *pHdrCapabilities) +//! DESCRIPTION: This API gets High Dynamic Range (HDR) capabilities of the display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pHdrCapabilities display's HDR capabilities +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetHdrCapabilities(__in NvU32 displayId, __inout NV_HDR_CAPABILITIES *pHdrCapabilities); + +//! @} + + +typedef enum +{ + NV_HDR_CMD_GET = 0, //!< Get current HDR output configuration + NV_HDR_CMD_SET = 1 //!< Set HDR output configuration +} NV_HDR_CMD; + +typedef enum +{ + // Official production-ready HDR modes + NV_HDR_MODE_OFF = 0, //!< Turn off HDR + NV_HDR_MODE_UHDA = 2, //!< Source: CCCS [a.k.a FP16 scRGB, linear, sRGB primaries, [-65504,0, 65504] range, RGB(1,1,1) = 80nits] Output : UHDA HDR [a.k.a HDR10, RGB/YCC 10/12bpc ST2084(PQ) EOTF RGB(1,1,1) = 10000 nits, Rec2020 color primaries, ST2086 static HDR metadata]. This is the only supported production HDR mode. + + // Experimental + NV_HDR_MODE_UHDA_PASSTHROUGH = 5, //!< Experimental mode only, not for production! Source: HDR10 RGB 10bpc Output: HDR10 RGB 10 bpc - signal UHDA HDR mode (PQ + Rec2020) to the sink but send source pixel values unmodified (no PQ or Rec2020 conversions) - assumes source is already in HDR10 format. + NV_HDR_MODE_DOLBY_VISION = 7, //!< Experimental mode only, not for production! Source: RGB8 Dolby Vision encoded (12 bpc YCbCr422 packed into RGB8) Output: Dolby Vision encoded : Application is to encoded frames in DV format and embed DV dynamic metadata as described in Dolby Vision specification. + + // Unsupported/obsolete HDR modes + NV_HDR_MODE_EDR = 3, //!< Do not use! Internal test mode only, to be removed. Source: CCCS (a.k.a FP16 scRGB) Output : EDR (Extended Dynamic Range) - HDR content is tonemapped and gamut mapped to output on regular SDR display set to max luminance ( ~300 nits ). + NV_HDR_MODE_SDR = 4, //!< Do not use! Internal test mode only, to be removed. Source: any Output: SDR (Standard Dynamic Range), we continuously send SDR EOTF InfoFrame signaling, HDMI compliance testing. + NV_HDR_MODE_UHDA_NB = 6, //!< Do not use! Internal test mode only, to be removed. Source: CCCS (a.k.a FP16 scRGB) Output : notebook HDR + NV_HDR_MODE_UHDBD = 2 //!< Do not use! Obsolete, to be removed. NV_HDR_MODE_UHDBD == NV_HDR_MODE_UHDA, reflects obsolete pre-UHDA naming convention. + +} NV_HDR_MODE; + +typedef struct _NV_HDR_COLOR_DATA_V1 +{ + NvU32 version; //!< Version of this structure + NV_HDR_CMD cmd; //!< Command get/set + NV_HDR_MODE hdrMode; //!< HDR mode + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 max_display_mastering_luminance; //!< Maximum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 min_display_mastering_luminance; //!< Minimum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + + NvU16 max_content_light_level; //!< Maximum Content Light level (MaxCLL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 max_frame_average_light_level; //!< Maximum Frame-Average Light Level (MaxFALL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + } mastering_display_data; +} NV_HDR_COLOR_DATA_V1; + +typedef struct _NV_HDR_COLOR_DATA_V2 +{ + NvU32 version; //!< Version of this structure + NV_HDR_CMD cmd; //!< Command get/set + NV_HDR_MODE hdrMode; //!< HDR mode + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 max_display_mastering_luminance; //!< Maximum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 min_display_mastering_luminance; //!< Minimum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + + NvU16 max_content_light_level; //!< Maximum Content Light level (MaxCLL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 max_frame_average_light_level; //!< Maximum Frame-Average Light Level (MaxFALL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + } mastering_display_data; + + NV_COLOR_FORMAT hdrColorFormat; //!< Optional, One of NV_COLOR_FORMAT enum values, if set it will apply requested color format for HDR session + NV_DYNAMIC_RANGE hdrDynamicRange; //!< Optional, One of NV_DYNAMIC_RANGE enum values, if set it will apply requested dynamic range for HDR session + NV_BPC hdrBpc; //!< Optional, One of NV_BPC enum values, if set it will apply requested color depth + //!< Dolby Vision mode: DV supports specific combinations of colorformat, dynamic range and bpc. Please refer Dolby Vision specification. + //!< If invalid or no combination is passed driver will force default combination of RGB format + full range + 8bpc. + //!< HDR mode: These fields are ignored in hdr mode +} NV_HDR_COLOR_DATA_V2; + +#define NV_HDR_COLOR_DATA_VER1 MAKE_NVAPI_VERSION(NV_HDR_COLOR_DATA_V1, 1) +#define NV_HDR_COLOR_DATA_VER2 MAKE_NVAPI_VERSION(NV_HDR_COLOR_DATA_V2, 2) + +#ifndef NV_HDR_COLOR_DATA_VER +#define NV_HDR_COLOR_DATA_VER NV_HDR_COLOR_DATA_VER2 +typedef NV_HDR_COLOR_DATA_V2 NV_HDR_COLOR_DATA; +#endif + +//! \ingroup dispcontrol +//! @{ + /////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_HdrColorControl +// +//! \fn NvAPI_Disp_HdrColorControl(NvU32 displayId, NV_HDR_COLOR_DATA *pHdrColorData) +//! DESCRIPTION: This API configures High Dynamic Range (HDR) and Extended Dynamic Range (EDR) output. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pHdrColorData HDR configuration data +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_HdrColorControl(__in NvU32 displayId, __inout NV_HDR_COLOR_DATA *pHdrColorData); + +typedef enum _NV_COLORSPACE_TYPE +{ + NV_COLORSPACE_sRGB = 0, //!< sRGB IEC 61966-2-1:1999 == DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 + NV_COLORSPACE_xRGB = 1, //!< FP16 linear with sRGB color primaries == DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709 + NV_COLORSPACE_REC2100 = 12, //!< ITU-R Rec BT.2100 (HDR10) == DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020 +} NV_COLORSPACE_TYPE; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetSourceColorSpace +// +//! \fn NvAPI_Disp_SetSourceColorSpace(__in NvU32 displayId, __in NV_SOURCE_COLORSPACE colorSpace) +//! DESCRIPTION: This API sets colorspace of the source identified by the process id of the caller +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [in] colorSpaceType Source colorspace type +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetSourceColorSpace(__in NvU32 displayId, __in NV_COLORSPACE_TYPE colorSpaceType); + +#define NV_SOURCE_PID_CURRENT 0 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetSourceColorSpace +// +//! \fn NvAPI_Disp_GetSourceColorSpace(__in NvU32 displayId, __inout NV_SOURCE_COLORSPACE* pColorSpace) +//! DESCRIPTION: This API gets colorspace of the source identified by the process id. +//! Set sourcePID = NV_SOURCE_PID_CURRENT to use the process id of the caller. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [out] pColorSpaceType Source colorspace type +//! \param [in] sourcePID Source process id (PID) +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetSourceColorSpace(__in NvU32 displayId, __inout NV_COLORSPACE_TYPE* pColorSpaceType, NvU64 sourcePID); + +typedef struct _NV_HDR_METADATA_V1 +{ + NvU32 version; //!< Version of this structure + + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 max_display_mastering_luminance; //!< Maximum display mastering luminance ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + NvU16 min_display_mastering_luminance; //!< Minimum display mastering luminance ([0x0000-0xFFFF] = [0.0 - 6.55350] cd/m^2, in units of 0.0001 cd/m^2) + + NvU16 max_content_light_level; //!< Maximum Content Light level (MaxCLL) ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + NvU16 max_frame_average_light_level; //!< Maximum Frame-Average Light Level (MaxFALL) ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) +} NV_HDR_METADATA_V1; + +#define NV_HDR_METADATA_VER1 MAKE_NVAPI_VERSION(NV_HDR_METADATA_V1, 1) +#define NV_HDR_METADATA_VER NV_HDR_METADATA_VER1 +typedef NV_HDR_METADATA_V1 NV_HDR_METADATA; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetSourceHdrMetadata +// +//! \fn NvAPI_Disp_SetSourceHdrMetadata(__in NvU32 displayId, __in NV_HDR_METADATA* pMetadata) +//! DESCRIPTION: This API sets HDR metadata of the source identified by the process id of the caller +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [in] pMetadata HDR metadata +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetSourceHdrMetadata(__in NvU32 displayId, __in NV_HDR_METADATA* pMetadata); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetSourceHdrMetadata +// +//! \fn NvAPI_NvAPI_Disp_GetSourceHdrMetadata(__in NvU32 displayId, __inout NV_HDR_METADATA* pMetadata) +//! DESCRIPTION: This API gets HDR metadata of the source identified by the process id of the caller +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [out] pMetadata HDR metadata +//! \param [in] sourcePID Source process id (PID) +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetSourceHdrMetadata(__in NvU32 displayId, __inout NV_HDR_METADATA* pMetadata, NvU64 sourcePID); + +typedef enum _NV_DISPLAY_OUTPUT_MODE +{ + NV_DISPLAY_OUTPUT_MODE_SDR = 0, + NV_DISPLAY_OUTPUT_MODE_HDR10 = 1, + NV_DISPLAY_OUTPUT_MODE_HDR10PLUS_GAMING = 2 +} NV_DISPLAY_OUTPUT_MODE; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetOutputMode +// +//! \fn NvAPI_Disp_SetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode) +//! DESCRIPTION: This API sets display output mode and returns the display output mode used by the OS before the API call. +//! Only one application at a time can override OS display output mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Display identifier +//! \param [in, out] pDisplayMode New/original display output mode +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_RESOURCE_IN_USE the output mode can't be changed as it is already overriden by another application. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetOutputMode +// +//! \fn NvAPI_Disp_GetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode) +//! DESCRIPTION: This API gets display output mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Display identifier +//! \param [out] pDisplayMode Current display output mode +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode); + +typedef enum _NV_HDR_TONEMAPPING_METHOD +{ + NV_HDR_TONEMAPPING_APP = 0, + NV_HDR_TONEMAPPING_GPU = 1 +} NV_HDR_TONEMAPPING_METHOD; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetHdrToneMapping +// +//! \fn NvAPI_Disp_SetHdrToneMapping(__in NvU32 displayId, __in NV_HDR_TONEMAPPING_METHOD hdrTonemapping) +//! DESCRIPTION: This API sets HDR tonemapping method for the display +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Display identifier +//! \param [in] hdrTonemapping HDR tonemapping method +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetHdrToneMapping(__in NvU32 displayId, __in NV_HDR_TONEMAPPING_METHOD hdrTonemapping); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetHdrToneMapping +// +//! \fn NvAPI_Disp_GetHdrToneMapping(__in NvU32 displayId, __inout NV_HDR_TONEMAPPING_METHOD* pHdrTonemapping) +//! DESCRIPTION: This API gets HDR tonemapping method for the display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId display identifier +//! \param [out] pHdrTonemapping HDR tonemapping method +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetHdrToneMapping(__in NvU32 displayId, __inout NV_HDR_TONEMAPPING_METHOD* pHdrTonemapping); +//! @} + +//! \ingroup dispcontrol +//! Used in NvAPI_DISP_GetTiming(). +typedef struct +{ + NvU32 isInterlaced : 4; //!< To retrieve interlaced/progressive timing + NvU32 reserved0 : 12; + union + { + NvU32 tvFormat : 8; //!< The actual analog HD/SDTV format. Used when the timing type is + //! NV_TIMING_OVERRIDE_ANALOG_TV and width==height==rr==0. + NvU32 ceaId : 8; //!< The EIA/CEA 861B/D predefined short timing descriptor ID. + //! Used when the timing type is NV_TIMING_OVERRIDE_EIA861 + //! and width==height==rr==0. + NvU32 nvPsfId : 8; //!< The NV predefined PsF format Id. + //! Used when the timing type is NV_TIMING_OVERRIDE_NV_PREDEFINED. + }; + NvU32 scaling : 8; //!< Define preferred scaling +}NV_TIMING_FLAG; + +//! \ingroup dispcontrol +//! Used in NvAPI_DISP_GetTiming(). +typedef struct _NV_TIMING_INPUT +{ + NvU32 version; //!< (IN) structure version + + NvU32 width; //!< Visible horizontal size + NvU32 height; //!< Visible vertical size + float rr; //!< Timing refresh rate + + NV_TIMING_FLAG flag; //!< Flag containing additional info for timing calculation. + + NV_TIMING_OVERRIDE type; //!< Timing type(formula) to use for calculating the timing +}NV_TIMING_INPUT; + +#define NV_TIMING_INPUT_VER MAKE_NVAPI_VERSION(NV_TIMING_INPUT,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetTiming +// +//! DESCRIPTION: This function calculates the timing from the visible width/height/refresh-rate and timing type info. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] displayId Display ID of the display. +//! \param [in] timingInput Inputs used for calculating the timing. +//! \param [out] pTiming Pointer to the NV_TIMING structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetTiming( __in NvU32 displayId,__in NV_TIMING_INPUT *timingInput, __out NV_TIMING *pTiming); + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetMonitorCapabilities +// +//! \fn NvAPI_DISP_GetMonitorCapabilities(NvU32 displayId, NV_MONITOR_CAPABILITIES *pMonitorCapabilities) +//! DESCRIPTION: This API returns the Monitor capabilities +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [out] pMonitorCapabilities The monitor support info +//! +//! \return ::NVAPI_OK, +//! ::NVAPI_ERROR, +//! ::NVAPI_INVALID_ARGUMENT +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +//! @{ + + +//! HDMI-related and extended CAPs +typedef enum +{ + // hdmi related caps + NV_MONITOR_CAPS_TYPE_HDMI_VSDB = 0x1000, + NV_MONITOR_CAPS_TYPE_HDMI_VCDB = 0x1001, + // backend caps + NV_MONITOR_CAPS_TYPE_GENERIC = 0x1002, +} NV_MONITOR_CAPS_TYPE; + + + +typedef struct _NV_MONITOR_CAPS_VCDB +{ + NvU8 quantizationRangeYcc : 1; + NvU8 quantizationRangeRgb : 1; + NvU8 scanInfoPreferredVideoFormat : 2; + NvU8 scanInfoITVideoFormats : 2; + NvU8 scanInfoCEVideoFormats : 2; +} NV_MONITOR_CAPS_VCDB; + + +//! See NvAPI_DISP_GetMonitorCapabilities(). +typedef struct _NV_MONITOR_CAPS_VSDB +{ + // byte 1 + NvU8 sourcePhysicalAddressB : 4; //!< Byte 1 + NvU8 sourcePhysicalAddressA : 4; //!< Byte 1 + // byte 2 + NvU8 sourcePhysicalAddressD : 4; //!< Byte 2 + NvU8 sourcePhysicalAddressC : 4; //!< Byte 2 + // byte 3 + NvU8 supportDualDviOperation : 1; //!< Byte 3 + NvU8 reserved6 : 2; //!< Byte 3 + NvU8 supportDeepColorYCbCr444 : 1; //!< Byte 3 + NvU8 supportDeepColor30bits : 1; //!< Byte 3 + NvU8 supportDeepColor36bits : 1; //!< Byte 3 + NvU8 supportDeepColor48bits : 1; //!< Byte 3 + NvU8 supportAI : 1; //!< Byte 3 + // byte 4 + NvU8 maxTmdsClock; //!< Bye 4 + // byte 5 + NvU8 cnc0SupportGraphicsTextContent : 1; //!< Byte 5 + NvU8 cnc1SupportPhotoContent : 1; //!< Byte 5 + NvU8 cnc2SupportCinemaContent : 1; //!< Byte 5 + NvU8 cnc3SupportGameContent : 1; //!< Byte 5 + NvU8 reserved8 : 1; //!< Byte 5 + NvU8 hasVicEntries : 1; //!< Byte 5 + NvU8 hasInterlacedLatencyField : 1; //!< Byte 5 + NvU8 hasLatencyField : 1; //!< Byte 5 + // byte 6 + NvU8 videoLatency; //!< Byte 6 + // byte 7 + NvU8 audioLatency; //!< Byte 7 + // byte 8 + NvU8 interlacedVideoLatency; //!< Byte 8 + // byte 9 + NvU8 interlacedAudioLatency; //!< Byte 9 + // byte 10 + NvU8 reserved13 : 7; //!< Byte 10 + NvU8 has3dEntries : 1; //!< Byte 10 + // byte 11 + NvU8 hdmi3dLength : 5; //!< Byte 11 + NvU8 hdmiVicLength : 3; //!< Byte 11 + // Remaining bytes + NvU8 hdmi_vic[7]; //!< Keeping maximum length for 3 bits + NvU8 hdmi_3d[31]; //!< Keeping maximum length for 5 bits +} NV_MONITOR_CAPS_VSDB; + +typedef struct _NV_MONITOR_CAPS_GENERIC +{ + NvU8 supportVRR : 1; //!< monitor supports variable refresh rate. Valid for NV_MONITOR_CAPS_TYPE_GENERIC only. + NvU8 supportULMB : 1; //!< monitor supports ULMB with variable refresh rate. Valid for NV_MONITOR_CAPS_TYPE_GENERIC only. + NvU8 isTrueGsync : 1; //!< whether the monitor is actually GSYNC or adaptive sync monitor : 0 for adaptive sync. + NvU8 isRLACapable : 1; //!< whether monitor supports RLA + NvU8 currentlyCapableOfVRR : 1; //!< monitor currently supports VRR on applied display settings. Valid for NV_MONITOR_CAPS_TYPE_GENERIC only. + NvU8 reserved : 3; +} NV_MONITOR_CAPS_GENERIC; + +//! See NvAPI_DISP_GetMonitorCapabilities(). +typedef struct _NV_MONITOR_CAPABILITIES_V1 +{ + NvU32 version; + NvU16 size; + NvU32 infoType; + NvU32 connectorType; //!< Out: VGA, TV, DVI, HDMI, DP + NvU8 bIsValidInfo : 1; //!< Boolean : Returns invalid if requested info is not present such as VCDB not present + union { + NV_MONITOR_CAPS_VSDB vsdb; + NV_MONITOR_CAPS_VCDB vcdb; + NV_MONITOR_CAPS_GENERIC caps; + } data; +} NV_MONITOR_CAPABILITIES_V1; + +typedef NV_MONITOR_CAPABILITIES_V1 NV_MONITOR_CAPABILITIES; + +//! Macro for constructing the version field of ::NV_MONITOR_CAPABILITIES_V1 +#define NV_MONITOR_CAPABILITIES_VER1 MAKE_NVAPI_VERSION(NV_MONITOR_CAPABILITIES_V1,1) +#define NV_MONITOR_CAPABILITIES_VER NV_MONITOR_CAPABILITIES_VER1 + +//! @} + +//! SUPPORTED OS: Windows 10 and higher +//! +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_GetMonitorCapabilities(__in NvU32 displayId, __inout NV_MONITOR_CAPABILITIES *pMonitorCapabilities); + +//! \ingroup dispcontrol +typedef struct _NV_MONITOR_COLOR_DATA +{ + NvU32 version; +// We are only supporting DP monitors for now. We need to extend this to HDMI panels as well + NV_DP_COLOR_FORMAT colorFormat; //!< One of the supported color formats + NV_DP_BPC backendBitDepths; //!< One of the supported bit depths +} NV_MONITOR_COLOR_CAPS_V1; + +typedef NV_MONITOR_COLOR_CAPS_V1 NV_MONITOR_COLOR_CAPS; + +//! \ingroup dispcontrol +#define NV_MONITOR_COLOR_CAPS_VER1 MAKE_NVAPI_VERSION(NV_MONITOR_COLOR_CAPS_V1,1) +#define NV_MONITOR_COLOR_CAPS_VER NV_MONITOR_COLOR_CAPS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetMonitorColorCapabilities +// +//! DESCRIPTION: This API returns all the color formats and bit depth values supported by a given DP monitor. +//! +//! USAGE: Sequence of calls which caller should make to get the information. +//! 1. First call NvAPI_DISP_GetMonitorColorCapabilities() with pMonitorColorCapabilities as NULL to get the count. +//! 2. Allocate memory for color caps(NV_MONITOR_COLOR_CAPS) array. +//! 3. Call NvAPI_DISP_GetMonitorColorCapabilities() again with the pointer to the memory allocated to get all the +//! color capabilities. +//! +//! Note : +//! 1. pColorCapsCount should never be NULL, else the API will fail with NVAPI_INVALID_ARGUMENT. +//! 2. *pColorCapsCount returned from the API will always be the actual count in any/every call. +//! 3. Memory size to be allocated should be (*pColorCapsCount * sizeof(NV_MONITOR_COLOR_CAPS)). +//! 4. If the memory allocated is less than what is required to return all the timings, this API will return the +//! amount of information which can fit in user provided buffer and API will return NVAPI_INSUFFICIENT_BUFFER. +//! 5. If the caller specifies a greater value for *pColorCapsCount in second call to NvAPI_DISP_GetMonitorColorCapabilities() +//! than what was returned from first call, the API will return only the actual number of elements in the color +//! capabilities array and the extra buffer will remain unused. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in, out] pMonitorColorCapabilities The monitor color capabilities information +//! \param [in, out] pColorCapsCount - During input, the number of elements allocated for the pMonitorColorCapabilities pointer +//! - During output, the actual number of color data elements the monitor supports +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INSUFFICIENT_BUFFER The input buffer size is not sufficient to hold the total contents. In this case +//! *pColorCapsCount will hold the required amount of elements. +//! \retval NVAPI_INVALID_DISPLAY_ID The input monitor is either not connected or is not a DP panel. +//! +//! \ingroup dispcontrol +//! +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetMonitorColorCapabilities(__in NvU32 displayId, __inout_ecount_part_opt(*pColorCapsCount, *pColorCapsCount) NV_MONITOR_COLOR_CAPS *pMonitorColorCapabilities, __inout NvU32 *pColorCapsCount); + +//! \ingroup dispcontrol +//! Used in NvAPI_DISP_EnumCustomDisplay() and NvAPI_DISP_TryCustomDisplay(). +typedef struct +{ + NvU32 version; + + // the source mode information + NvU32 width; //!< Source surface(source mode) width + NvU32 height; //!< Source surface(source mode) height + NvU32 depth; //!< Source surface color depth."0" means all 8/16/32bpp + NV_FORMAT colorFormat; //!< Color format (optional) + + NV_VIEWPORTF srcPartition; //!< For multimon support, should be set to (0,0,1.0,1.0) for now. + + float xRatio; //!< Horizontal scaling ratio + float yRatio; //!< Vertical scaling ratio + + NV_TIMING timing; //!< Timing used to program TMDS/DAC/LVDS/HDMI/TVEncoder, etc. + NvU32 hwModeSetOnly : 1; //!< If set, it means a hardware modeset without OS update + +}NV_CUSTOM_DISPLAY; + +//! \ingroup dispcontrol +//! Used in NV_CUSTOM_DISPLAY. +#define NV_CUSTOM_DISPLAY_VER MAKE_NVAPI_VERSION(NV_CUSTOM_DISPLAY,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_EnumCustomDisplay +// +//! DESCRIPTION: This API enumerates the custom timing specified by the enum index. +//! The client should keep enumerating until it returns NVAPI_END_ENUMERATION. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] displayId Dispaly ID of the display. +//! \param [in] index Enum index +//! \param [inout] pCustDisp Pointer to the NV_CUSTOM_DISPLAY structure +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_EnumCustomDisplay( __in NvU32 displayId, __in NvU32 index, __inout NV_CUSTOM_DISPLAY *pCustDisp); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_TryCustomDisplay +// +//! DESCRIPTION: This API is used to set up a custom display without saving the configuration on multiple displays. +//! +//! \note +//! All the members of srcPartition, present in NV_CUSTOM_DISPLAY structure, should have their range in (0.0,1.0). +//! In clone mode the timings can applied to both the target monitors but only one target at a time. \n +//! For the secondary target the applied timings works under the following conditions: +//! - If the secondary monitor EDID supports the selected timing, OR +//! - If the selected custom timings can be scaled by the secondary monitor for the selected source resolution on the primary, OR +//! - If the selected custom timings matches the existing source resolution on the primary. +//! Setting up a custom display on non-active but connected monitors is supported only for Win7 and above. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Array of the target display Dispaly IDs - See \ref handles. +//! \param [in] count Total number of the incoming Display IDs and corresponding NV_CUSTOM_DISPLAY structure. This is for the multi-head support. +//! \param [in] pCustDisp Pointer to the NV_CUSTOM_DISPLAY structure array. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_TryCustomDisplay( __in_ecount(count) NvU32 *pDisplayIds, __in NvU32 count, __in_ecount(count) NV_CUSTOM_DISPLAY *pCustDisp); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_DeleteCustomDisplay +// +//! DESCRIPTION: This function deletes the custom display configuration, specified from the registry for all the displays whose display IDs are passed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Array of Dispaly IDs on which custom display configuration is to be saved. +//! \param [in] count Total number of the incoming Dispaly IDs. This is for the multi-head support. +//! \param [in] pCustDisp Pointer to the NV_CUSTOM_DISPLAY structure +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_DeleteCustomDisplay( __in_ecount(count) NvU32 *pDisplayIds, __in NvU32 count, __in NV_CUSTOM_DISPLAY *pCustDisp); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_SaveCustomDisplay +// +//! DESCRIPTION: This function saves the current hardware display configuration on the specified Display IDs as a custom display configuration. +//! This function should be called right after NvAPI_DISP_TryCustomDisplay() to save the custom display from the current +//! hardware context. This function will not do anything if the custom display configuration is not tested on the hardware. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Array of Dispaly IDs on which custom display configuration is to be saved. +//! \param [in] count Total number of the incoming Dispaly IDs. This is for the multi-head support. +//! \param [in] isThisOutputIdOnly If set, the saved custom display will only be applied on the monitor with the same outputId (see \ref handles). +//! \param [in] isThisMonitorIdOnly If set, the saved custom display will only be applied on the monitor with the same EDID ID or +//! the same TV connector in case of analog TV. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SaveCustomDisplay( __in_ecount(count) NvU32 *pDisplayIds, __in NvU32 count, __in NvU32 isThisOutputIdOnly, __in NvU32 isThisMonitorIdOnly); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_RevertCustomDisplayTrial +// +//! DESCRIPTION: This API is used to restore the display configuration, that was changed by calling NvAPI_DISP_TryCustomDisplay(). This function +//! must be called only after a custom display configuration is tested on the hardware, using NvAPI_DISP_TryCustomDisplay(), +//! otherwise no action is taken. On Vista, NvAPI_DISP_RevertCustomDisplayTrial should be called with an active display that +//! was affected during the NvAPI_DISP_TryCustomDisplay() call, per GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Pointer to display Id, of an active display. +//! \param [in] count Total number of incoming Display IDs. For future use only. Currently it is expected to be passed as 1. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_RevertCustomDisplayTrial( __in_ecount(count) NvU32* pDisplayIds, __in NvU32 count); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetView +// +//! This API lets caller retrieve the target display arrangement for selected source display handle. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs will be returned as STANDARD VIEW. +//! Use NvAPI_SYS_GetDisplayTopologies() to query views across GPUs. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. It can be #NVAPI_DEFAULT_HANDLE or a handle enumerated from +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [out] pTargets User allocated storage to retrieve an array of NV_VIEW_TARGET_INFO. Can be NULL to retrieve +//! the targetCount. +//! \param [in,out] targetMaskCount Count of target device mask specified in pTargetMask. +//! \param [out] targetView Target view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig.") +NVAPI_INTERFACE NvAPI_GetView(NvDisplayHandle hNvDisplay, NV_VIEW_TARGET_INFO *pTargets, NvU32 *pTargetMaskCount, NV_TARGET_VIEW_MODE *pTargetView); + + + + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetViewEx +// +//! DESCRIPTION: This API lets caller retrieve the target display arrangement for selected source display handle. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs will be returned as STANDARD VIEW. +//! Use NvAPI_SYS_GetDisplayTopologies() to query views across GPUs. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in,out] pPathInfo Count field should be set to NVAPI_MAX_DISPLAY_PATH. Can be NULL to retrieve just the pathCount. +//! \param [in,out] pPathCount Number of elements in array pPathInfo->path. +//! \param [out] pTargetViewMode Display view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_API_NOT_INTIALIZED NVAPI not initialized +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \retval NVAPI_EXPECTED_DISPLAY_HANDLE hNvDisplay is not a valid display handle. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig.") +NVAPI_INTERFACE NvAPI_GetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NvU32 *pPathCount, NV_TARGET_VIEW_MODE *pTargetViewMode); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetSupportedViews +// +//! This API lets caller enumerate all the supported NVIDIA display views - nView and Dualview modes. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. It can be #NVAPI_DEFAULT_HANDLE or a handle enumerated from +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [out] pTargetViews Array of supported views. Can be NULL to retrieve the pViewCount first. +//! \param [in,out] pViewCount Count of supported views. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetSupportedViews(NvDisplayHandle hNvDisplay, NV_TARGET_VIEW_MODE *pTargetViews, NvU32 *pViewCount); + + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetDisplayIdByDisplayName +// +//! DESCRIPTION: This API retrieves the Display Id of a given display by +//! display name. The display must be active to retrieve the +//! displayId. In the case of clone mode or Surround gaming, +//! the primary or top-left display will be returned. +//! +//! \param [in] displayName Name of display (Eg: "\\DISPLAY1" to +//! retrieve the displayId for. +//! \param [out] displayId Display ID of the requested display. +//! +//! retval ::NVAPI_OK: Capabilties have been returned. +//! retval ::NVAPI_INVALID_ARGUMENT: One or more args passed in are invalid. +//! retval ::NVAPI_API_NOT_INTIALIZED: The NvAPI API needs to be initialized first +//! retval ::NVAPI_NO_IMPLEMENTATION: This entrypoint not available +//! retval ::NVAPI_ERROR: Miscellaneous error occurred +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetDisplayIdByDisplayName(const char *displayName, NvU32* displayId); + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetDisplayConfig +// +//! DESCRIPTION: This API lets caller retrieve the current global display +//! configuration. +//! USAGE: The caller might have to call this three times to fetch all the required configuration details as follows: +//! First Pass: Caller should Call NvAPI_DISP_GetDisplayConfig() with pathInfo set to NULL to fetch pathInfoCount. +//! Second Pass: Allocate memory for pathInfo with respect to the number of pathInfoCount(from First Pass) to fetch +//! targetInfoCount. If sourceModeInfo is needed allocate memory or it can be initialized to NULL. +//! Third Pass(Optional, only required if target information is required): Allocate memory for targetInfo with respect +//! to number of targetInfoCount(from Second Pass). +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in,out] pathInfoCount Number of elements in pathInfo array, returns number of valid topologies, this cannot be null. +//! \param [in,out] pathInfo Array of path information +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_ARGUMENT - Invalid input parameter. Following can be the reason for this return value: +//! -# pathInfoCount is NULL. +//! -# *pathInfoCount is 0 and pathInfo is not NULL. +//! -# *pathInfoCount is not 0 and pathInfo is NULL. +//! \retval NVAPI_DEVICE_BUSY - ModeSet has not yet completed. Please wait and call it again. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetDisplayConfig(__inout NvU32 *pathInfoCount, __out_ecount_full_opt(*pathInfoCount) NV_DISPLAYCONFIG_PATH_INFO *pathInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_SetDisplayConfig +// +// +//! DESCRIPTION: This API lets caller apply a global display configuration +//! across multiple GPUs. +//! +//! If all sourceIds are zero, then NvAPI will pick up sourceId's based on the following criteria : +//! - If user provides sourceModeInfo then we are trying to assign 0th sourceId always to GDIPrimary. +//! This is needed since active windows always moves along with 0th sourceId. +//! - For rest of the paths, we are incrementally assigning the sourceId per adapter basis. +//! - If user doesn't provide sourceModeInfo then NVAPI just picks up some default sourceId's in incremental order. +//! Note : NVAPI will not intelligently choose the sourceIDs for any configs that does not need a modeset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pathInfoCount Number of supplied elements in pathInfo +//! \param [in] pathInfo Array of path information +//! \param [in] flags A bitwise OR of supported flags from NV_DISPLAYCONFIG_FLAGS. +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid input parameter. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SetDisplayConfig(__in NvU32 pathInfoCount, __in_ecount(pathInfoCount) NV_DISPLAYCONFIG_PATH_INFO* pathInfo, __in NvU32 flags); + + + +//! \ingroup dispcontrol +//! @{ +typedef struct _NV_EDID_DATA_V1 +{ + NvU32 version; //!< Structure version. + NvU8 *pEDID; //!< Pointer to EDID data. + NvU32 sizeOfEDID; //!< Size of EDID data. +} NV_EDID_DATA_V1; + +typedef struct _NV_EDID_DATA_V2 +{ + NvU32 version; //!< Structure version. + NvU8 *pEDID; //!< Pointer to EDID data. + NvU32 sizeOfEDID; //!< Size of EDID data. + NvU32 reserved[8]; //!< Reserved for future use. +} NV_EDID_DATA_V2; + +typedef NV_EDID_DATA_V2 NV_EDID_DATA; +#define NV_EDID_DATA_VER1 MAKE_NVAPI_VERSION(NV_EDID_DATA_V1, 1) +#define NV_EDID_DATA_VER2 MAKE_NVAPI_VERSION(NV_EDID_DATA_V2, 2) + +#define NV_EDID_DATA_VER NV_EDID_DATA_VER2 +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetEdidData +// +//! \code +//! DESCRIPTION: This API returns the EDID data for the specified display Id. +//! (NvAPI_GPU_GetConnectedDisplayIds() can be used to get the DisplayIds). +//! +//! USAGE: The caller has to call this API two times to fetch the required details as follows: +//! First Pass : Caller should call NvAPI_DISP_GetEdidData() with pEdidParams->pEDID set to NULL, +//! to get the size of the EDID buffer in pEdidParams->sizeOfEDID. +//! Second Pass: Allocate memory for the EDID buffer of the size - pEdidParams->sizeOfEDID, +//! and call the API again to get the EDID buffer populated. +//! +//! +//! \param [in] displayId - NVIDIA Display ID +//! \param [inout] pEdidParams - Pointer to the structure that contains - pointer to EDID buffer and its size +//! \param [inout] pFlag - The type of EDID to be retrieved (IN). +//! To only retrieve the EDID type, the user should send pEdidParams->pEDID as NULL and +//! pEdidParams->sizeOfEDID as 0. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 400 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! NVAPI_INSUFFICIENT_BUFFER: Reallocate buffer with pEdidParams->sizeOfEDID and call again to get complete data. +//! In this case pEdidParams->pEDID contains undefined data. +//! This error occurs only when pEdidParams->pEDID is present. +//! \endcode +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetEdidData(__in NvU32 displayId, __inout NV_EDID_DATA *pEdidParams, __inout NV_EDID_FLAG *pFlag); +//! @} + +typedef struct _NV_GET_ADAPTIVE_SYNC_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 maxFrameInterval; //!< [out] maximum frame interval in micro seconds as set previously using NvAPI_DISP_SetAdaptiveSyncData function. + //!< If default values from EDID are used, this parameter returns 0. + NvU32 bDisableAdaptiveSync : 1; //!< [out] Indicates if adaptive sync is disabled on the display. + NvU32 bDisableFrameSplitting : 1; //!< [out] Indicates if frame splitting is disabled on the display. + NvU32 reserved : 30; //!< reserved for future use. + NvU32 lastFlipRefreshCount; //!< [out] Number of times the last flip was shown on the screen + NvU64 lastFlipTimeStamp; //!< [out] Timestamp for the lastest flip on the screen + NvU32 reservedEx[4]; //!< reserved for future use. +} NV_GET_ADAPTIVE_SYNC_DATA_V1; + +#define NV_GET_ADAPTIVE_SYNC_DATA_VER1 MAKE_NVAPI_VERSION(NV_GET_ADAPTIVE_SYNC_DATA_V1,1) +#define NV_GET_ADAPTIVE_SYNC_DATA_VER NV_GET_ADAPTIVE_SYNC_DATA_VER1 + +typedef NV_GET_ADAPTIVE_SYNC_DATA_V1 NV_GET_ADAPTIVE_SYNC_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_GetAdaptiveSyncData(__in NvU32 displayId, __inout NV_GET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData) +//! \code +//! DESCRIPTION: This function is used to get data for the Adaptive Sync Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 415 +//! +//! \param [in] displayId - display id of the display +//! \param [inout] pAdaptiveSyncData - A pointer to NV_GET_ADAPTIVE_SYNC_DATA, containing the information about the values of parameters that are to be retrieved on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_GetAdaptiveSyncData(__in NvU32 displayId, __inout NV_GET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData); + +typedef struct _NV_SET_ADAPTIVE_SYNC_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 maxFrameInterval; //!< [in] maximum frame interval in micro seconds. + //!< If maxFrameInterval is send as 0, default values from EDID will be used. + NvU32 bDisableAdaptiveSync : 1; //!< [in] Indicates if adaptive sync is disabled on the display. + NvU32 bDisableFrameSplitting : 1; //!< [in] Indicates if Frame Splitting should be disabled. + NvU32 reserved : 30; //!< reserved for future use. + NvU32 reservedEx[7]; //!< reserved for future use. +} NV_SET_ADAPTIVE_SYNC_DATA_V1; + +#define NV_SET_ADAPTIVE_SYNC_DATA_VER1 MAKE_NVAPI_VERSION(NV_SET_ADAPTIVE_SYNC_DATA_V1,1) +#define NV_SET_ADAPTIVE_SYNC_DATA_VER NV_SET_ADAPTIVE_SYNC_DATA_VER1 + +typedef NV_SET_ADAPTIVE_SYNC_DATA_V1 NV_SET_ADAPTIVE_SYNC_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_SetAdaptiveSyncData(__in NvU32 displayId, __in NV_SET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData) +//! \code +//! DESCRIPTION: This function is used to set data for Adaptive Sync Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 415 +//! +//! \param [in] displayId - display id of the display +//! \param [in] pAdaptiveSyncData - A pointer to NV_SET_ADAPTIVE_SYNC_DATA, containing the information about the values of parameters that are to be set on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_SetAdaptiveSyncData(__in NvU32 displayId, __in NV_SET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData); + + +typedef struct _NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 frameIntervalUs; //!< [out] frame interval in micro seconds if Virtual RR is currently applied + NvU32 reservedEx[8]; //!< reserved for future use. +} NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1; + +#define NV_GET_VIRTUAL_REFRESH_RATE_DATA_VER1 MAKE_NVAPI_VERSION(_NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1,1) +#define NV_GET_VIRTUAL_REFRESH_RATE_DATA_VER NV_GET_VIRTUAL_REFRESH_RATE_DATA_VER1 + +typedef NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1 NV_GET_VIRTUAL_REFRESH_RATE_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_GetVirtualRefreshRateData(__in NvU32 displayId, __inout NV_GET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData) +//! \code +//! DESCRIPTION: This function is used to get Virtual Refresh Rate data for a VRR Capable Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 510 +//! +//! \param [in] displayId - display id of the display +//! \param [inout] pVirtualRefreshRateData - A pointer to NV_GET_VIRTUAL_REFRESH_RATE_DATA, containing the information about the values of parameters that are to be retrieved on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_GetVirtualRefreshRateData(__in NvU32 displayId, __inout NV_GET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData); + +typedef struct _NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 frameIntervalUs; //!< [in] frame interval in micro seconds if Virtual RR is currently applied + NvU32 reservedEx[8]; //!< reserved for future use. +} NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1; + +#define NV_SET_VIRTUAL_REFRESH_RATE_DATA_VER1 MAKE_NVAPI_VERSION(_NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1,1) +#define NV_SET_VIRTUAL_REFRESH_RATE_DATA_VER NV_SET_VIRTUAL_REFRESH_RATE_DATA_VER1 + +typedef NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1 NV_SET_VIRTUAL_REFRESH_RATE_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_SetVirtualRefreshRateData(__in NvU32 displayId, __in NV_SET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData) +//! \code +//! DESCRIPTION: This function is used to set Virtual Refresh Rate data for a VRR Capable Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 510 +//! +//! \param [in] displayId - display id of the display +//! \param [inout] pVirtualRefreshRateData - A pointer to NV_SET_VIRTUAL_REFRESH_RATE_DATA, containing the information about the values of parameters that are to be retrieved on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_SetVirtualRefreshRateData(__in NvU32 displayId, __in NV_SET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData); + +//! \ingroup dispcontrol +typedef struct +{ + NvU32 version; //!< [in] Structure version + NvU32 displayId; //!< [in] Monitor Identifier to be set + NvU32 reserved; //!< Reserved for future use without adding versioning +} NV_SET_PREFERRED_STEREO_DISPLAY_V1; + +//! \ingroup dispcontrol +typedef NV_SET_PREFERRED_STEREO_DISPLAY_V1 NV_SET_PREFERRED_STEREO_DISPLAY; + +//! \ingroup dispcontrol +#define NV_SET_PREFERRED_STEREO_DISPLAY_VER1 MAKE_NVAPI_VERSION(NV_SET_PREFERRED_STEREO_DISPLAY_V1,1) + +//! \ingroup dispcontrol +#define NV_SET_PREFERRED_STEREO_DISPLAY_VER NV_SET_PREFERRED_STEREO_DISPLAY_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_SetPreferredStereoDisplay +// +//! DESCRIPTION: Specifies a display output that drives the 3pin DIN output signal +//! in a workstation stereo system environment. +//! If display output is specified as a displayId of 0, the preferred +//! stereo display target is reset to the driver default selection. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 470 +//! +//! \param [in] pPreferredStereoDisplay Pointer to a NV_SET_PREFERRED_STEREO_DISPLAY structure +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_ERROR miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SetPreferredStereoDisplay(__in NV_SET_PREFERRED_STEREO_DISPLAY *pPreferredStereoDisplay); + +//! \ingroup dispcontrol +typedef struct +{ + NvU32 version; //!< [in] Structure version + NvU32 displayId; //!< [out] The queried stereo display + NvU32 reserved; //!< Reserved for future use without adding versioning +} NV_GET_PREFERRED_STEREO_DISPLAY_V1; + +//! \ingroup dispcontrol +typedef NV_GET_PREFERRED_STEREO_DISPLAY_V1 NV_GET_PREFERRED_STEREO_DISPLAY; + +//! \ingroup dispcontrol +#define NV_GET_PREFERRED_STEREO_DISPLAY_VER1 MAKE_NVAPI_VERSION(NV_GET_PREFERRED_STEREO_DISPLAY_V1,1) + +//! \ingroup dispcontrol +#define NV_GET_PREFERRED_STEREO_DISPLAY_VER NV_GET_PREFERRED_STEREO_DISPLAY_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetPreferredStereoDisplay +// +//! DESCRIPTION: Queries the displayId of the display output driving the 3pin +//! DIN stereo signal, if any. +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 470 +//! +//! \param [inout] pPreferredStereoDisplay Pointer to a NV_GET_PREFERRED_STEREO_DISPLAY structure +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_ERROR miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument (probably NULL). +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetPreferredStereoDisplay(__inout NV_GET_PREFERRED_STEREO_DISPLAY *pPreferredStereoDisplay); + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) + +typedef struct _NV_MANAGED_DEDICATED_DISPLAY_INFO +{ + NvU32 version; //!< [in] Version of this structure. + NvU32 displayId; //!< [out] DisplayId. + NvU32 isAcquired : 1; //!< [out] If bit is set, this display has been acquired by another process through NvAPI_DISP_AcquireDedicatedDisplay(). + NvU32 isMosaic : 1; //!< [out] If bit is set, this display represents a Mosaic grid. + NvU32 reserved : 30; //!< [out] Reserved for future use without adding versioning. +} NV_MANAGED_DEDICATED_DISPLAY_INFO_V1; + +#define NV_MANAGED_DEDICATED_DISPLAY_INFO_VER1 MAKE_NVAPI_VERSION(NV_MANAGED_DEDICATED_DISPLAY_INFO_V1,1) +#define NV_MANAGED_DEDICATED_DISPLAY_INFO_VER NV_MANAGED_DEDICATED_DISPLAY_INFO_VER1 + +typedef NV_MANAGED_DEDICATED_DISPLAY_INFO_V1 NV_MANAGED_DEDICATED_DISPLAY_INFO; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetNvManagedDedicatedDisplays +// +//! DESCRIPTION: This API returns the count of dedicated displays managed by +//! the Nvidia driver, and specific driver info of each display. +//! This API does not return VR displays. +//! +//! HOW TO USE: 1) First make a call NvAPI_DISP_GetNvManagedDedicatedDisplays to get the number of dedicated displays managed by the Nvidia driver +//! by passing pDedicatedDisplays as NULL. +//! On call success: +//! 2) Allocate memory based on pDisplayCount, then call NvAPI_DISP_GetNvManagedDedicatedDisplays to populate pDedicatedDisplays. +//! +//! \since Release: 495 +//! +//! \param [in/out] pDedicatedDisplayCount The count of dedicated displays managed by the Nvidia driver. +//! \param [in/out] pDedicatedDisplays Pointer to an array of NV_MANAGED_DEDICATED_DISPLAY_INFO data structure. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API is not implemented in current driver. +//! \retval ::NVAPI_OUT_OF_MEMORY Could not allocate sufficient memory to complete the call. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not initialized. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of NV_MANAGED_DEDICATED_DISPLAY_INFO structure is invalid. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetNvManagedDedicatedDisplays(__inout NvU32* pDedicatedDisplayCount, __inout NV_MANAGED_DEDICATED_DISPLAY_INFO* pDedicatedDisplays); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_AcquireDedicatedDisplay +// +//! DESCRIPTION: This API requests exclusive access to the specified dedicated +//! display managed by the Nvidia driver. If the call succeeds, a handle +//! is returned which could be opened as a DisplaySource. +//! The call fails if the display is not managed by the Nvidia driver. +//! The call fails if the display has already been acquired by another process. +//! +//! \since Release: 495 +//! +//! \param [in] displayId Display ID of the dedicated display to be acquired. +//! \param [in/out] pDisplaySourceHandle Pointer to memory that receives the shared handle to a DisplaySource. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API not implemented. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_INVALID_DISPLAY_ID An invalid displayId was passed as an argument. +//! \retval ::NVAPI_UNREGISTERED_RESOURCE The display is not managed by the Nvidia driver. +//! \retval ::NVAPI_RESOURCE_IN_USE The display has already been acquired by another process. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_AcquireDedicatedDisplay(__in NvU32 displayId, __inout NvU64* pDisplaySourceHandle); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_ReleaseDedicatedDisplay +// +//! DESCRIPTION: This API releases the exclusive ownership of a specific dedicated +//! display previously acquired by the process. +//! +//! \since Release: 495 +//! +//! \param [in] displayId Display ID of the dedicated display to be released. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API not implemented. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_UNREGISTERED_RESOURCE The display is not managed by the Nvidia driver. +//! \retval ::NVAPI_DDISPLAY_NOT_ACQUIRED The display is not acquired by the process. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_ReleaseDedicatedDisplay(__in NvU32 displayId); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 11 and higher +//! +#if defined(__cplusplus) + +typedef struct _NV_MANAGED_DEDICATED_DISPLAY_METADATA +{ + NvU32 version; //!< [in] Version of this structure. + NvU32 displayId; //!< [in] DisplayId to identify the display connector the metadata operation is requested for. + NvU32 bSetPosition : 1; //!< [in] Set call: 1 in case the information in variables/fields "positionX" and "positionY" should be stored as metadata. 0 otherwise. + NvU32 bRemovePosition : 1; //!< [in] Set call: 1 in case the stored positionX and positionY metadata should be set to 'not defined', N/A. 0 otherwise. + NvU32 bPositionIsAvailable : 1; //!< [out] Query call: 1 in case the information in variables/fields "positionX" and "positionY" is valid (has been set before). 0 otherwise. + NvU32 bSetName : 1; //!< [in] Set call: 1 in case the information in variable/field "name" should be stored as metadata. 0 otherwise. + NvU32 bRemoveName : 1; //!< [in] Set call: 1 in case the stored name metadata should be set to 'not defined',N/A. 0 otherwise. + NvU32 bNameIsAvailable : 1; //!< [out] Query call: 1 in case the information in variable/field "name" is valid (has been set before). 0 otherwise. + NvU32 reserved : 26; //!< [in][out] Reserved for future use without adding versioning. + NvS32 positionX; //!< [in][out] Metadata for the virtual horizontal position for the display connector specified by displayId. + NvS32 positionY; //!< [in][out] Metadata for the virtual vertical position for the display connector specified by displayId. + NvAPI_ShortString name; //!< [in][out] Metadata for the virtual name of for the display connector specified by displayId. + //!< Valid characters are in the range of 32 ' ' (space) to 126 '~' (both included). +} NV_MANAGED_DEDICATED_DISPLAY_METADATA_V1; + +#define NV_MANAGED_DEDICATED_DISPLAY_METADATA_VER1 MAKE_NVAPI_VERSION(NV_MANAGED_DEDICATED_DISPLAY_METADATA_V1,1) +#define NV_MANAGED_DEDICATED_DISPLAY_METADATA_VER NV_MANAGED_DEDICATED_DISPLAY_METADATA_VER1 + +typedef NV_MANAGED_DEDICATED_DISPLAY_METADATA_V1 NV_MANAGED_DEDICATED_DISPLAY_METADATA; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetNvManagedDedicatedDisplayMetadata +// +//! DESCRIPTION: This API returns metadata which has been set for the display connector in question. +//! Main use case would be to query the data for an Nvidia managed dedicated display. +//! The function will work for any valid displayId though. +//! +//! \since Release: 550 +//! +//! \param [in/out] pDedicatedDisplayMetadata Data structure containing input and output data. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API is not implemented in current driver. +//! \retval ::NVAPI_NOT_SUPPORTED The API is not supported on the current operating system or gpu. +//! \retval ::NVAPI_OUT_OF_MEMORY There wasn't sufficient memory to complete the call. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not initialized. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the NV_MANAGED_DEDICATED_DISPLAY_METADATA structure is invalid. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetNvManagedDedicatedDisplayMetadata(__inout NV_MANAGED_DEDICATED_DISPLAY_METADATA* pDedicatedDisplayMetadata); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 11 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_SetNvManagedDedicatedDisplayMetadata +// +//! DESCRIPTION: This API allows to set metadata for the display connector in question. +//! Main use case would be to set the data for an Nvidia managed dedicated display. +//! The function will work for any valid displayId though. +//! +//! \since Release: 550 +//! +//! \param [in/out] pDedicatedDisplayMetadata Data structure containing input and output data. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API is not implemented in current driver. +//! \retval ::NVAPI_NOT_SUPPORTED The API is not supported on the current operating system or gpu. +//! \retval ::NVAPI_OUT_OF_MEMORY There wasn't sufficient memory to complete the call. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not initialized. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the NV_MANAGED_DEDICATED_DISPLAY_METADATA structure is invalid. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE The caller doesn't have the required administrator privileges to access this API. +//! \retval ::NVAPI_INVALID_ARGUMENT Characters in pDedicatedDisplayMetadata->name are out of the allowed range. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SetNvManagedDedicatedDisplayMetadata(__inout NV_MANAGED_DEDICATED_DISPLAY_METADATA* pDedicatedDisplayMetadata); +#endif // defined(__cplusplus) + + +#if defined (_WINNT_) + +//! \ingroup dispcontrol + +typedef struct _NV_DISPLAY_ID_INFO_DATA_V1 +{ + NvU32 version; //!< [in] Structure version + LUID adapterId; //!< [out] Locally unique ID (LUID) of the display adapter on which the given display is present. + NvU32 targetId; //!< [out] The target identifier of the given display. This is also called AdapterRelativeId. + NvU32 reserved[4]; //!< Reserved for future use. +} NV_DISPLAY_ID_INFO_DATA_V1; + +#define NV_DISPLAY_ID_INFO_DATA_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_ID_INFO_DATA_V1,1) +#define NV_DISPLAY_ID_INFO_DATA_VER NV_DISPLAY_ID_INFO_DATA_VER1 + +typedef NV_DISPLAY_ID_INFO_DATA_V1 NV_DISPLAY_ID_INFO_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Disp_GetDisplayIdInfo +// +//! DESCRIPTION: This API returns information related to the given displayId. +//! It returns adapterId and targetId (AdapterRelativeId) corresponding to the given displayId. +//! If the displayId is part of a display grid (Mosaic/Surround), then every displayId that is part of the same display grid +//! outputs the same (adapterId, targetId) pair, and no other displayId outputs this pair. +//! Otherwise, the (adapterId, targetId) pair is unique to this displayId. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 530 +//! +//! \param [in] displayId DisplayId of the display. +//! \param [inout] pDisplayIdInfoData Pointer to the NV_DISPLAY_ID_INFO_DATA structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetDisplayIdInfo(__in NvU32 displayId, __inout NV_DISPLAY_ID_INFO_DATA* pDisplayIdInfoData); + +#endif + + +//! \ingroup dispcontrol + +#if defined (_WINNT_) + +typedef struct _NV_TARGET_INFO_DATA_V1 +{ + NvU32 version; //!< [in] Structure version + LUID adapterId; //!< [in] Locally unique ID (LUID) of the display adapter on which the target is present. + NvU32 targetId; //!< [in] The target identifier. This is also called AdapterRelativeId. + NvU32 displayId[NVAPI_MAX_DISPLAYS]; //!< [out] An array of displayIds corresponding to the input adapterId and targetId. + //!< If the input (targetId, adapterId) pair is a display grid (Mosaic/Surround), + //!< then the output contains the displayId of every display that is part of the display grid. + //!< Otherwise, it contains exactly one displayId. + //!< These displayId values are unique to this (targetId, adapterId) pair. + NvU32 displayIdCount; //!< [out] The number of displays returned in displayId array. + NvU32 reserved[4]; //!< Reserved for future use. +} NV_TARGET_INFO_DATA_V1; + +#define NV_TARGET_INFO_DATA_VER1 MAKE_NVAPI_VERSION(NV_TARGET_INFO_DATA_V1,1) +#define NV_TARGET_INFO_DATA_VER NV_TARGET_INFO_DATA_VER1 + +typedef NV_TARGET_INFO_DATA_V1 NV_TARGET_INFO_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Disp_GetDisplayIdsFromTarget +// +//! DESCRIPTION: This API returns displayId(s) corresponding to the given target. +//! If the input (targetId, adapterId) pair is a display grid (Mosaic/Surround), then the output contains the displayId of every display +//! that is part of the display grid. Otherwise, it contains exactly one displayId. +//! These displayId values are unique to this (targetId, adapterId) pair. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 530 +//! +//! \param [inout] pTargetInfoData Pointer to the NV_TARGET_INFO_DATA structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetDisplayIdsFromTarget(__inout NV_TARGET_INFO_DATA* pTargetInfoData); + +#endif + + +//! \ingroup dispcontrol + +typedef struct _NV_GET_VRR_INFO_V1 +{ + NvU32 version; //!< [in] Structure version + NvU32 bIsVRREnabled : 1; //!< [out] Set if VRR Mode is currently active on given display. + NvU32 bIsVRRPossible : 1; //!< [out] Set to true if VRR Mode is possible on the given display. + NvU32 bIsVRRRequested : 1; //!< [out] Set to true if VRR Mode is requested for the given display. + NvU32 bIsVRRIndicatorEnabled : 1; //!< [out] Set to true if the VRR indicator is enabled. This can be done through the NVIDIA Control Panel. + NvU32 bIsDisplayInVRRMode : 1; //!< [out] Set to true if the display is in VRR Mode. + NvU32 reserved : 27; //!< Reserved for future use. + NvU32 reservedEx[4]; //!< Reserved for future use +} NV_GET_VRR_INFO_V1; + +#define NV_GET_VRR_INFO_VER1 MAKE_NVAPI_VERSION(NV_GET_VRR_INFO_V1,1) +#define NV_GET_VRR_INFO_VER NV_GET_VRR_INFO_VER1 + +typedef NV_GET_VRR_INFO_V1 NV_GET_VRR_INFO; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Disp_GetVRRInfo +// +//! DESCRIPTION: This API returns Variable Refresh Rate(VRR) information for the given display ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [inout] pVrrInfo Pointer to the NV_GET_VRR_INFO structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetVRRInfo(__in NvU32 displayId, __inout NV_GET_VRR_INFO *pVrrInfo); + + + +//////////////////////////////////////////////////////////////////////////////////////// +// +// MOSAIC allows a multi display target output scanout on a single source. +// +// SAMPLE of MOSAIC 1x4 topo with 8 pixel horizontal overlap +// +//+-------------------------++-------------------------++-------------------------++-------------------------+ +//| || || || | +//| || || || | +//| || || || | +//| DVI1 || DVI2 || DVI3 || DVI4 | +//| || || || | +//| || || || | +//| || || || | +//| || || || | +//+-------------------------++-------------------------++-------------------------++-------------------------+ + + +//! \addtogroup mosaicapi +//! @{ + +#define NVAPI_MAX_MOSAIC_DISPLAY_ROWS 8 +#define NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS 8 +// +// These bits are used to describe the validity of a topo. +// +#define NV_MOSAIC_TOPO_VALIDITY_VALID 0x00000000 //!< The topology is valid +#define NV_MOSAIC_TOPO_VALIDITY_MISSING_GPU 0x00000001 //!< Not enough SLI GPUs were found to fill the entire + //! topology. hPhysicalGPU will be 0 for these. +#define NV_MOSAIC_TOPO_VALIDITY_MISSING_DISPLAY 0x00000002 //!< Not enough displays were found to fill the entire + //! topology. displayOutputId will be 0 for these. +#define NV_MOSAIC_TOPO_VALIDITY_MIXED_DISPLAY_TYPES 0x00000004 //!< The topoogy is only possible with displays of the same + //! NV_GPU_OUTPUT_TYPE. Check displayOutputIds to make + //! sure they are all CRTs, or all DFPs. + + +// +//! This structure defines the topology details. +typedef struct +{ + NvU32 version; //!< Version of this structure + NvLogicalGpuHandle hLogicalGPU; //!< Logical GPU for this topology + NvU32 validityMask; //!< 0 means topology is valid with the current hardware. + //! If not 0, inspect bits against NV_MOSAIC_TOPO_VALIDITY_*. + NvU32 rowCount; //!< Number of displays in a row + NvU32 colCount; //!< Number of displays in a column + + struct + { + NvPhysicalGpuHandle hPhysicalGPU; //!< Physical GPU to be used in the topology (0 if GPU missing) + NvU32 displayOutputId; //!< Connected display target (0 if no display connected) + NvS32 overlapX; //!< Pixels of overlap on left of target: (+overlap, -gap) + NvS32 overlapY; //!< Pixels of overlap on top of target: (+overlap, -gap) + + } gpuLayout[NVAPI_MAX_MOSAIC_DISPLAY_ROWS][NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS]; + +} NV_MOSAIC_TOPO_DETAILS; + +//! Macro for constructing te vesion field of NV_MOSAIC_TOPO_DETAILS +#define NVAPI_MOSAIC_TOPO_DETAILS_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPO_DETAILS,1) + + +// +//! These values refer to the different types of Mosaic topologies that are possible. When +//! getting the supported Mosaic topologies, you can specify one of these types to narrow down +//! the returned list to only those that match the given type. +typedef enum +{ + NV_MOSAIC_TOPO_TYPE_ALL, //!< All mosaic topologies + NV_MOSAIC_TOPO_TYPE_BASIC, //!< Basic Mosaic topologies + NV_MOSAIC_TOPO_TYPE_PASSIVE_STEREO, //!< Passive Stereo topologies + NV_MOSAIC_TOPO_TYPE_SCALED_CLONE, //!< Not supported at this time + NV_MOSAIC_TOPO_TYPE_PASSIVE_STEREO_SCALED_CLONE, //!< Not supported at this time + NV_MOSAIC_TOPO_TYPE_MAX, //!< Always leave this at end of the enum +} NV_MOSAIC_TOPO_TYPE; + + +// +//! This is a complete list of supported Mosaic topologies. +//! +//! Using a "Basic" topology combines multiple monitors to create a single desktop. +//! +//! Using a "Passive" topology combines multiples monitors to create a passive stereo desktop. +//! In passive stereo, two identical topologies combine - one topology is used for the right eye and the other identical //! topology (targeting different displays) is used for the left eye. \n +//! NOTE: common\inc\nvEscDef.h shadows a couple PASSIVE_STEREO enums. If this +//! enum list changes and effects the value of NV_MOSAIC_TOPO_BEGIN_PASSIVE_STEREO +//! please update the corresponding value in nvEscDef.h +typedef enum +{ + NV_MOSAIC_TOPO_NONE, + + // 'BASIC' topos start here + // + // The result of using one of these Mosaic topos is that multiple monitors + // will combine to create a single desktop. + // + NV_MOSAIC_TOPO_BEGIN_BASIC, + NV_MOSAIC_TOPO_1x2_BASIC = NV_MOSAIC_TOPO_BEGIN_BASIC, + NV_MOSAIC_TOPO_2x1_BASIC, + NV_MOSAIC_TOPO_1x3_BASIC, + NV_MOSAIC_TOPO_3x1_BASIC, + NV_MOSAIC_TOPO_1x4_BASIC, + NV_MOSAIC_TOPO_4x1_BASIC, + NV_MOSAIC_TOPO_2x2_BASIC, + NV_MOSAIC_TOPO_2x3_BASIC, + NV_MOSAIC_TOPO_2x4_BASIC, + NV_MOSAIC_TOPO_3x2_BASIC, + NV_MOSAIC_TOPO_4x2_BASIC, + NV_MOSAIC_TOPO_1x5_BASIC, + NV_MOSAIC_TOPO_1x6_BASIC, + NV_MOSAIC_TOPO_7x1_BASIC, + + // Add padding for 10 more entries. 6 will be enough room to specify every + // possible topology with 8 or fewer displays, so this gives us a little + // extra should we need it. + NV_MOSAIC_TOPO_END_BASIC = NV_MOSAIC_TOPO_7x1_BASIC + 9, + + // 'PASSIVE_STEREO' topos start here + // + // The result of using one of these Mosaic topos is that multiple monitors + // will combine to create a single PASSIVE STEREO desktop. What this means is + // that there will be two topos that combine to create the overall desktop. + // One topo will be used for the left eye, and the other topo (of the + // same rows x cols), will be used for the right eye. The difference between + // the two topos is that different GPUs and displays will be used. + // + NV_MOSAIC_TOPO_BEGIN_PASSIVE_STEREO, // value shadowed in nvEscDef.h + NV_MOSAIC_TOPO_1x2_PASSIVE_STEREO = NV_MOSAIC_TOPO_BEGIN_PASSIVE_STEREO, + NV_MOSAIC_TOPO_2x1_PASSIVE_STEREO, + NV_MOSAIC_TOPO_1x3_PASSIVE_STEREO, + NV_MOSAIC_TOPO_3x1_PASSIVE_STEREO, + NV_MOSAIC_TOPO_1x4_PASSIVE_STEREO, + NV_MOSAIC_TOPO_4x1_PASSIVE_STEREO, + NV_MOSAIC_TOPO_2x2_PASSIVE_STEREO, + NV_MOSAIC_TOPO_END_PASSIVE_STEREO = NV_MOSAIC_TOPO_2x2_PASSIVE_STEREO + 4, + + + // + // Total number of topos. Always leave this at the end of the enumeration. + // + NV_MOSAIC_TOPO_MAX //! Total number of topologies. + +} NV_MOSAIC_TOPO; + + +// +//! This is a "topology brief" structure. It tells you what you need to know about +//! a topology at a high level. A list of these is returned when you query for the +//! supported Mosaic information. +//! +//! If you need more detailed information about the topology, call +//! NvAPI_Mosaic_GetTopoGroup() with the topology value from this structure. +typedef struct +{ + NvU32 version; //!< Version of this structure + NV_MOSAIC_TOPO topo; //!< The topology + NvU32 enabled; //!< 1 if topo is enabled, else 0 + NvU32 isPossible; //!< 1 if topo *can* be enabled, else 0 + +} NV_MOSAIC_TOPO_BRIEF; + +//! Macro for constructing the version field of NV_MOSAIC_TOPO_BRIEF +#define NVAPI_MOSAIC_TOPO_BRIEF_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPO_BRIEF,1) + + +// +//! Basic per-display settings that are used in setting/getting the Mosaic mode +typedef struct _NV_MOSAIC_DISPLAY_SETTING_V1 +{ + NvU32 version; //!< Version of this structure + NvU32 width; //!< Per-display width + NvU32 height; //!< Per-display height + NvU32 bpp; //!< Bits per pixel + NvU32 freq; //!< Display frequency +} NV_MOSAIC_DISPLAY_SETTING_V1; + +typedef struct NV_MOSAIC_DISPLAY_SETTING_V2 +{ + NvU32 version; //!< Version of this structure + NvU32 width; //!< Per-display width + NvU32 height; //!< Per-display height + NvU32 bpp; //!< Bits per pixel + NvU32 freq; //!< Display frequency + NvU32 rrx1k; //!< Display frequency in x1k +} NV_MOSAIC_DISPLAY_SETTING_V2; + +typedef NV_MOSAIC_DISPLAY_SETTING_V2 NV_MOSAIC_DISPLAY_SETTING; + +//! Macro for constructing the version field of NV_MOSAIC_DISPLAY_SETTING +#define NVAPI_MOSAIC_DISPLAY_SETTING_VER1 MAKE_NVAPI_VERSION(NV_MOSAIC_DISPLAY_SETTING_V1,1) +#define NVAPI_MOSAIC_DISPLAY_SETTING_VER2 MAKE_NVAPI_VERSION(NV_MOSAIC_DISPLAY_SETTING_V2,2) +#define NVAPI_MOSAIC_DISPLAY_SETTING_VER NVAPI_MOSAIC_DISPLAY_SETTING_VER2 + + +// +// Set a reasonable max number of display settings to support +// so arrays are bound. +// +#define NV_MOSAIC_DISPLAY_SETTINGS_MAX 40 //!< Set a reasonable maximum number of display settings to support + //! so arrays are bound. + + +// +//! This structure is used to contain a list of supported Mosaic topologies +//! along with the display settings that can be used. +typedef struct _NV_MOSAIC_SUPPORTED_TOPO_INFO_V1 +{ + NvU32 version; //!< Version of this structure + NvU32 topoBriefsCount; //!< Number of topologies in below array + NV_MOSAIC_TOPO_BRIEF topoBriefs[NV_MOSAIC_TOPO_MAX]; //!< List of supported topologies with only brief details + NvU32 displaySettingsCount; //!< Number of display settings in below array + NV_MOSAIC_DISPLAY_SETTING_V1 displaySettings[NV_MOSAIC_DISPLAY_SETTINGS_MAX]; //!< List of per display settings possible + +} NV_MOSAIC_SUPPORTED_TOPO_INFO_V1; + +typedef struct _NV_MOSAIC_SUPPORTED_TOPO_INFO_V2 +{ + NvU32 version; //!< Version of this structure + NvU32 topoBriefsCount; //!< Number of topologies in below array + NV_MOSAIC_TOPO_BRIEF topoBriefs[NV_MOSAIC_TOPO_MAX]; //!< List of supported topologies with only brief details + NvU32 displaySettingsCount; //!< Number of display settings in below array + NV_MOSAIC_DISPLAY_SETTING_V2 displaySettings[NV_MOSAIC_DISPLAY_SETTINGS_MAX]; //!< List of per display settings possible + +} NV_MOSAIC_SUPPORTED_TOPO_INFO_V2; + +typedef NV_MOSAIC_SUPPORTED_TOPO_INFO_V2 NV_MOSAIC_SUPPORTED_TOPO_INFO; + +//! Macro forconstructing the version field of NV_MOSAIC_SUPPORTED_TOPO_INFO +#define NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER1 MAKE_NVAPI_VERSION(NV_MOSAIC_SUPPORTED_TOPO_INFO_V1,1) +#define NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER2 MAKE_NVAPI_VERSION(NV_MOSAIC_SUPPORTED_TOPO_INFO_V2,2) +#define NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER2 + + +// +// Indices to use to access the topos array within the mosaic topology +#define NV_MOSAIC_TOPO_IDX_DEFAULT 0 + +#define NV_MOSAIC_TOPO_IDX_LEFT_EYE 0 +#define NV_MOSAIC_TOPO_IDX_RIGHT_EYE 1 +#define NV_MOSAIC_TOPO_NUM_EYES 2 + + +// +//! This defines the maximum number of topos that can be in a topo group. +//! At this time, it is set to 2 because our largest topo group (passive +//! stereo) only needs 2 topos (left eye and right eye). +//! +//! If a new topo group with more than 2 topos is added above, then this +//! number will also have to be incremented. +#define NV_MOSAIC_MAX_TOPO_PER_TOPO_GROUP 2 + + +// +//! This structure defines a group of topologies that work together to create one +//! overall layout. All of the supported topologies are represented with this +//! structure. +//! +//! For example, a 'Passive Stereo' topology would be represented with this +//! structure, and would have separate topology details for the left and right eyes. +//! The count would be 2. A 'Basic' topology is also represented by this structure, +//! with a count of 1. +//! +//! The structure is primarily used internally, but is exposed to applications in a +//! read-only fashion because there are some details in it that might be useful +//! (like the number of rows/cols, or connected display information). A user can +//! get the filled-in structure by calling NvAPI_Mosaic_GetTopoGroup(). +//! +//! You can then look at the detailed values within the structure. There are no +//! entrypoints which take this structure as input (effectively making it read-only). +typedef struct +{ + NvU32 version; //!< Version of this structure + NV_MOSAIC_TOPO_BRIEF brief; //!< The brief details of this topo + NvU32 count; //!< Number of topos in array below + NV_MOSAIC_TOPO_DETAILS topos[NV_MOSAIC_MAX_TOPO_PER_TOPO_GROUP]; + +} NV_MOSAIC_TOPO_GROUP; + +//! Macro for constructing the version field of NV_MOSAIC_TOPO_GROUP +#define NVAPI_MOSAIC_TOPO_GROUP_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPO_GROUP,1) + +//! @} + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetSupportedTopoInfo +// +//! DESCRIPTION: This API returns information on the topologies and display resolutions +//! supported by Mosaic mode. +//! +//! NOTE: Not all topologies returned can be set immediately. +//! See 'OUT' Notes below. +//! +//! Once you get the list of supported topologies, you can call +//! NvAPI_Mosaic_GetTopoGroup() with one of the Mosaic topologies if you need +//! more information about it. +//! +//! 'IN' Notes: pSupportedTopoInfo->version must be set before calling this function. +//! If the specified version is not supported by this implementation, +//! an error will be returned (NVAPI_INCOMPATIBLE_STRUCT_VERSION). +//! +//! 'OUT' Notes: Some of the topologies returned might not be valid for one reason or +//! another. It could be due to mismatched or missing displays. It +//! could also be because the required number of GPUs is not found. +//! At a high level, you can see if the topology is valid and can be enabled +//! by looking at the pSupportedTopoInfo->topoBriefs[xxx].isPossible flag. +//! If this is true, the topology can be enabled. If it +//! is false, you can find out why it cannot be enabled by getting the +//! details of the topology via NvAPI_Mosaic_GetTopoGroup(). From there, +//! look at the validityMask of the individual topologies. The bits can +//! be tested against the NV_MOSAIC_TOPO_VALIDITY_* bits. +//! +//! It is possible for this function to return NVAPI_OK with no topologies +//! listed in the return structure. If this is the case, it means that +//! the current hardware DOES support Mosaic, but with the given configuration +//! no valid topologies were found. This most likely means that SLI was not +//! enabled for the hardware. Once enabled, you should see valid topologies +//! returned from this function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! +//! \param [in,out] pSupportedTopoInfo Information about what topologies and display resolutions +//! are supported for Mosaic. +//! \param [in] type The type of topologies the caller is interested in +//! getting. See NV_MOSAIC_TOPO_TYPE for possible values. +//! +//! \retval ::NVAPI_OK No errors in returning supported topologies. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more arguments passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +// compatible with this entry point. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetSupportedTopoInfo(NV_MOSAIC_SUPPORTED_TOPO_INFO *pSupportedTopoInfo, NV_MOSAIC_TOPO_TYPE type); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetTopoGroup +// +//! DESCRIPTION: This API returns a structure filled with the details +//! of the specified Mosaic topology. +//! +//! If the pTopoBrief passed in matches the current topology, +//! then information in the brief and group structures +//! will reflect what is current. Thus the brief would have +//! the current 'enable' status, and the group would have the +//! current overlap values. If there is no match, then the +//! returned brief has an 'enable' status of FALSE (since it +//! is obviously not enabled), and the overlap values will be 0. +//! +//! 'IN' Notes: pTopoGroup->version must be set before calling this function. +//! If the specified version is not supported by this implementation, +//! an error will be returned (NVAPI_INCOMPATIBLE_STRUCT_VERSION). +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pTopoBrief The topology for getting the details +//! This must be one of the topology briefs +//! returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [in,out] pTopoGroup The topology details matching the brief +//! +//! \retval ::NVAPI_OK Details were retrieved successfully. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +// compatible with this entry point. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetTopoGroup(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_TOPO_GROUP *pTopoGroup); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetOverlapLimits +// +//! DESCRIPTION: This API returns the X and Y overlap limits required if +//! the given Mosaic topology and display settings are to be used. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pTopoBrief The topology for getting limits +//! This must be one of the topo briefs +//! returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [in] pDisplaySetting The display settings for getting the limits. +//! This must be one of the settings +//! returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [out] pMinOverlapX X overlap minimum +//! \param [out] pMaxOverlapX X overlap maximum +//! \param [out] pMinOverlapY Y overlap minimum +//! \param [out] pMaxOverlapY Y overlap maximum +//! +//! \retval ::NVAPI_OK Details were retrieved successfully. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +//! compatible with this entry point. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetOverlapLimits(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_DISPLAY_SETTING *pDisplaySetting, NvS32 *pMinOverlapX, NvS32 *pMaxOverlapX, NvS32 *pMinOverlapY, NvS32 *pMaxOverlapY); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_SetCurrentTopo +// +//! DESCRIPTION: This API sets the Mosaic topology and performs a mode switch +//! using the given display settings. +//! +//! If NVAPI_OK is returned, the current Mosaic topology was set +//! correctly. Any other status returned means the +//! topology was not set, and remains what it was before this +//! function was called. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pTopoBrief The topology to set. This must be one of the topologies returned from +//! NvAPI_Mosaic_GetSupportedTopoInfo(), and it must have an isPossible value of 1. +//! \param [in] pDisplaySetting The per display settings to be used in the Mosaic mode. This must be one of the +//! settings returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [in] overlapX The pixel overlap to use between horizontal displays (use positive a number for +//! overlap, or a negative number to create a gap.) If the overlap is out of bounds +//! for what is possible given the topo and display setting, the overlap will be clamped. +//! \param [in] overlapY The pixel overlap to use between vertical displays (use positive a number for +//! overlap, or a negative number to create a gap.) If the overlap is out of bounds for +//! what is possible given the topo and display setting, the overlap will be clamped. +//! \param [in] enable If 1, the topology being set will also be enabled, meaning that the mode set will +//! occur. \n +//! If 0, you don't want to be in Mosaic mode right now, but want to set the current +//! Mosaic topology so you can enable it later with NvAPI_Mosaic_EnableCurrentTopo(). +//! +//! \retval ::NVAPI_OK The Mosaic topology was set. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_TOPO_NOT_POSSIBLE The topology passed in is not currently possible. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +//! compatible with this entrypoint. +//! \retval ::NVAPI_MODE_CHANGE_FAILED There was an error changing the display mode. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_SetCurrentTopo(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_DISPLAY_SETTING *pDisplaySetting, NvS32 overlapX, NvS32 overlapY, NvU32 enable); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetCurrentTopo +// +//! DESCRIPTION: This API returns information for the current Mosaic topology. +//! This includes topology, display settings, and overlap values. +//! +//! You can call NvAPI_Mosaic_GetTopoGroup() with the topology +//! if you require more information. +//! +//! If there isn't a current topology, then pTopoBrief->topo will +//! be NV_MOSAIC_TOPO_NONE. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [out] pTopoBrief The current Mosaic topology +//! \param [out] pDisplaySetting The current per-display settings +//! \param [out] pOverlapX The pixel overlap between horizontal displays +//! \param [out] pOverlapY The pixel overlap between vertical displays +//! +//! \retval ::NVAPI_OK Success getting current info. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entry point not available. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetCurrentTopo(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_DISPLAY_SETTING *pDisplaySetting, NvS32 *pOverlapX, NvS32 *pOverlapY); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_EnableCurrentTopo +// +//! DESCRIPTION: This API enables or disables the current Mosaic topology +//! based on the setting of the incoming 'enable' parameter. +//! +//! An "enable" setting enables the current (previously set) Mosaic topology. +//! Note that when the current Mosaic topology is retrieved, it must have an isPossible value of 1 or +//! an error will occur. +//! +//! A "disable" setting disables the current Mosaic topology. +//! The topology information will persist, even across reboots. +//! To re-enable the Mosaic topology, call this function +//! again with the enable parameter set to 1. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] enable 1 to enable the current Mosaic topo, 0 to disable it. +//! +//! \retval ::NVAPI_OK The Mosaic topo was enabled/disabled. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more arguments passed in are invalid. +//! \retval ::NVAPI_TOPO_NOT_POSSIBLE The current topology is not currently possible. +//! \retval ::NVAPI_MODE_CHANGE_FAILED There was an error changing the display mode. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_EnableCurrentTopo(NvU32 enable); + +//! \ingroup mosaicapi +//! @{ +typedef struct _NV_MOSAIC_GRID_TOPO_DISPLAY_V1 +{ + NvU32 displayId; //!< DisplayID of the display + NvS32 overlapX; //!< (+overlap, -gap) + NvS32 overlapY; //!< (+overlap, -gap) + NV_ROTATE rotation; //!< Rotation of display + NvU32 cloneGroup; //!< Reserved, must be 0 +} NV_MOSAIC_GRID_TOPO_DISPLAY_V1; + +typedef enum _NV_PIXEL_SHIFT_TYPE +{ + NV_PIXEL_SHIFT_TYPE_NO_PIXEL_SHIFT = 0, //!< No pixel shift will be applied to this display. + NV_PIXEL_SHIFT_TYPE_2x2_TOP_LEFT_PIXELS = 1, //!< This display will be used to scanout top left pixels in 2x2 PixelShift configuration + NV_PIXEL_SHIFT_TYPE_2x2_BOTTOM_RIGHT_PIXELS = 2, //!< This display will be used to scanout bottom right pixels in 2x2 PixelShift configuration + NV_PIXEL_SHIFT_TYPE_2x2_TOP_RIGHT_PIXELS = 4, //!< This display will be used to scanout top right pixels in 2x2 PixelShift configuration + NV_PIXEL_SHIFT_TYPE_2x2_BOTTOM_LEFT_PIXELS = 8, //!< This display will be used to scanout bottom left pixels in 2x2 PixelShift configuration +} NV_PIXEL_SHIFT_TYPE; + +typedef struct _NV_MOSAIC_GRID_TOPO_DISPLAY_V2 +{ + NvU32 version; //!< Version of this structure + + NvU32 displayId; //!< DisplayID of the display + NvS32 overlapX; //!< (+overlap, -gap) + NvS32 overlapY; //!< (+overlap, -gap) + NV_ROTATE rotation; //!< Rotation of display + NvU32 cloneGroup; //!< Reserved, must be 0 + NV_PIXEL_SHIFT_TYPE pixelShiftType; //!< Type of the pixel shift enabled display +} NV_MOSAIC_GRID_TOPO_DISPLAY_V2; + +#ifndef NV_MOSAIC_GRID_TOPO_DISPLAY_VER + +typedef NV_MOSAIC_GRID_TOPO_DISPLAY_V1 NV_MOSAIC_GRID_TOPO_DISPLAY; + +#endif + +typedef struct _NV_MOSAIC_GRID_TOPO_V1 +{ + NvU32 version; //!< Version of this structure + NvU32 rows; //!< Number of rows + NvU32 columns; //!< Number of columns + NvU32 displayCount; //!< Number of display details + NvU32 applyWithBezelCorrect : 1; //!< When enabling and doing the modeset, do we switch to the bezel-corrected resolution + NvU32 immersiveGaming : 1; //!< Enable as immersive gaming instead of Mosaic SLI (for Quadro-boards only) + NvU32 baseMosaic : 1; //!< Enable as Base Mosaic (Panoramic) instead of Mosaic SLI (for NVS and Quadro-boards only) + NvU32 driverReloadAllowed : 1; //!< If necessary, reloading the driver is permitted (for Vista and above only). Will not be persisted. Value undefined on get. + NvU32 acceleratePrimaryDisplay : 1; //!< Enable SLI acceleration on the primary display while in single-wide mode (For Immersive Gaming only). Will not be persisted. Value undefined on get. + NvU32 reserved : 27; //!< Reserved, must be 0 + NV_MOSAIC_GRID_TOPO_DISPLAY_V1 displays[NV_MOSAIC_MAX_DISPLAYS]; //!< Displays are done as [(row * columns) + column] + NV_MOSAIC_DISPLAY_SETTING_V1 displaySettings; //!< Display settings +} NV_MOSAIC_GRID_TOPO_V1; + +typedef struct _NV_MOSAIC_GRID_TOPO_V2 +{ + NvU32 version; //!< Version of this structure + NvU32 rows; //!< Number of rows + NvU32 columns; //!< Number of columns + NvU32 displayCount; //!< Number of display details + NvU32 applyWithBezelCorrect : 1; //!< When enabling and doing the modeset, do we switch to the bezel-corrected resolution + NvU32 immersiveGaming : 1; //!< Enable as immersive gaming instead of Mosaic SLI (for Quadro-boards only) + NvU32 baseMosaic : 1; //!< Enable as Base Mosaic (Panoramic) instead of Mosaic SLI (for NVS and Quadro-boards only) + NvU32 driverReloadAllowed : 1; //!< If necessary, reloading the driver is permitted (for Vista and above only). Will not be persisted. Value undefined on get. + NvU32 acceleratePrimaryDisplay : 1; //!< Enable SLI acceleration on the primary display while in single-wide mode (For Immersive Gaming only). Will not be persisted. Value undefined on get. + NvU32 pixelShift : 1; //!< Enable Pixel shift + NvU32 reserved : 26; //!< Reserved, must be 0 + NV_MOSAIC_GRID_TOPO_DISPLAY_V2 displays[NV_MOSAIC_MAX_DISPLAYS]; //!< Displays are done as [(row * columns) + column] + NV_MOSAIC_DISPLAY_SETTING_V1 displaySettings; //!< Display settings +} NV_MOSAIC_GRID_TOPO_V2; + +//! Macro for constructing the version field of ::NV_MOSAIC_GRID_TOPO +#define NV_MOSAIC_GRID_TOPO_VER1 MAKE_NVAPI_VERSION(NV_MOSAIC_GRID_TOPO_V1,1) +#define NV_MOSAIC_GRID_TOPO_VER2 MAKE_NVAPI_VERSION(NV_MOSAIC_GRID_TOPO_V2,2) +#ifndef NV_MOSAIC_GRID_TOPO_VER + +typedef NV_MOSAIC_GRID_TOPO_V2 NV_MOSAIC_GRID_TOPO; + +//! Macro for constructing the version field of ::NV_MOSAIC_GRID_TOPO +#define NV_MOSAIC_GRID_TOPO_VER NV_MOSAIC_GRID_TOPO_VER2 + +#endif + +//! @} + +//! since Release R290 + +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_DISPLAY_ON_INVALID_GPU NV_BIT(0) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_DISPLAY_ON_WRONG_CONNECTOR NV_BIT(1) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_COMMON_TIMINGS NV_BIT(2) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_EDID_AVAILABLE NV_BIT(3) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_MISMATCHED_OUTPUT_TYPE NV_BIT(4) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_DISPLAY_CONNECTED NV_BIT(5) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_GPU_TOPOLOGY NV_BIT(6) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NOT_SUPPORTED NV_BIT(7) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_SLI_BRIDGE NV_BIT(8) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_ECC_ENABLED NV_BIT(9) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_GPU_TOPOLOGY_NOT_SUPPORTED NV_BIT(10) + + + + + + + +//! Do not change the current GPU topology. If the NO_DRIVER_RELOAD bit is not +//! specified, then it may still require a driver reload. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_CURRENT_GPU_TOPOLOGY NV_BIT(0) + +//! Do not allow a driver reload. That is, stick with the same master GPU as well as the +//! same SLI configuration. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_NO_DRIVER_RELOAD NV_BIT(1) + +//! When choosing a GPU topology, choose the topology with the best performance. +//! Without this flag, it will choose the topology that uses the smallest number +//! of GPU's. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_MAXIMIZE_PERFORMANCE NV_BIT(2) + +//! Do not return an error if no configuration will work with all of the grids. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_ALLOW_INVALID NV_BIT(3) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_SetDisplayGrids +// +//! DESCRIPTION: Sets a new display topology, replacing any existing topologies +//! that use the same displays. +//! +//! This function will look for an SLI configuration that will +//! allow the display topology to work. +//! +//! To revert to a single display, specify that display as a 1x1 +//! grid. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pGridTopologies The topology details to set. +//! \param [in] gridCount The number of elements in the pGridTopologies array. +//! \param [in] setTopoFlags Zero or more of the NVAPI_MOSAIC_SETDISPLAYTOPO_FLAG_* +//! flags. +//! +//! +//! \retval ::NVAPI_OK Capabilities have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_NO_ACTIVE_SLI_TOPOLOGY No matching GPU topologies could be found. +//! \retval ::NVAPI_TOPO_NOT_POSSIBLE One or more of the display grids are not valid. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_SetDisplayGrids(__in_ecount(gridCount) NV_MOSAIC_GRID_TOPO *pGridTopologies, __in NvU32 gridCount, __in NvU32 setTopoFlags); + + +//! \ingroup mosaicapi +//! Indicates that a display's position in the grid is sub-optimal. +#define NV_MOSAIC_DISPLAYTOPO_WARNING_DISPLAY_POSITION NV_BIT(0) + +//! \ingroup mosaicapi +//! Indicates that SetDisplaySettings would need to perform a driver reload. +#define NV_MOSAIC_DISPLAYTOPO_WARNING_DRIVER_RELOAD_REQUIRED NV_BIT(1) + +//! \ingroup mosaicapi +typedef struct +{ + NvU32 version; + NvU32 errorFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYTOPO_ERROR_* flags. + NvU32 warningFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYTOPO_WARNING_* flags. + + NvU32 displayCount; //!< (OUT) The number of valid entries in the displays array. + struct + { + NvU32 displayId; //!< (OUT) The DisplayID of this display. + NvU32 errorFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYCAPS_PROBLEM_* flags. + NvU32 warningFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYTOPO_WARNING_* flags. + + NvU32 supportsRotation : 1; //!< (OUT) This display can be rotated + NvU32 reserved : 31; //!< (OUT) reserved + } displays[NVAPI_MAX_DISPLAYS]; +} NV_MOSAIC_DISPLAY_TOPO_STATUS; + +//! \ingroup mosaicapi +#define NV_MOSAIC_DISPLAY_TOPO_STATUS_VER MAKE_NVAPI_VERSION(NV_MOSAIC_DISPLAY_TOPO_STATUS,1) + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_ValidateDisplayGrids +// +//! DESCRIPTION: Determines if a list of grid topologies is valid. It will choose an SLI +//! configuration in the same way that NvAPI_Mosaic_SetDisplayGrids() does. +//! +//! On return, each element in the pTopoStatus array will contain any errors or +//! warnings about each grid topology. If any error flags are set, then the topology +//! is not valid. If any warning flags are set, then the topology is valid, but +//! sub-optimal. +//! +//! If the ALLOW_INVALID flag is set, then it will continue to validate the grids +//! even if no SLI configuration will allow all of the grids. In this case, a grid +//! grid with no matching GPU topology will have the error +//! flags NO_GPU_TOPOLOGY or NOT_SUPPORTED set. +//! +//! If the ALLOW_INVALID flag is not set and no matching SLI configuration is +//! found, then it will skip the rest of the validation and return +//! NVAPI_NO_ACTIVE_SLI_TOPOLOGY. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] setTopoFlags Zero or more of the NVAPI_MOSAIC_SETDISPLAYTOPO_FLAG_* +//! flags. +//! \param [in] pGridTopologies The array of grid topologies to verify. +//! \param [in,out] pTopoStatus The array of problems and warnings with each grid topology. +//! \param [in] gridCount The number of elements in the pGridTopologies and +//! pTopoStatus arrays. +//! +//! +//! \retval ::NVAPI_OK: Capabilities have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT: One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED: The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION: This entrypoint not available +//! \retval ::NVAPI_NO_ACTIVE_SLI_TOPOLOGY: No matching GPU topologies could be found. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_ValidateDisplayGrids(__in NvU32 setTopoFlags, + __in_ecount(gridCount) NV_MOSAIC_GRID_TOPO *pGridTopologies, + __inout_ecount_full(gridCount) NV_MOSAIC_DISPLAY_TOPO_STATUS *pTopoStatus, + __in NvU32 gridCount); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_EnumDisplayModes +// +//! DESCRIPTION: Determines the set of available display modes for a given grid topology. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pGridTopology The grid topology to use. +//! \param [in,out] pDisplaySettings A pointer to an array of display settings to populate, +//! or NULL to find out the total number of available modes. +//! \param [in,out] pDisplayCount If pDisplaySettings is not NULL, then pDisplayCount +//! should point to the number of elements in the +//! pDisplaySettings array. On return, it will contain the +//! number of modes that were actually returned. If +//! pDisplaySettings is NULL, then pDisplayCount will receive +//! the total number of modes that are available. +//! +//! +//! \retval ::NVAPI_OK Capabilities have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! +//! \ingroup mosaciapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_EnumDisplayModes(__in NV_MOSAIC_GRID_TOPO *pGridTopology, + __inout_ecount_part_opt(*pDisplayCount, *pDisplayCount) NV_MOSAIC_DISPLAY_SETTING *pDisplaySettings, + __inout NvU32 *pDisplayCount); + + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_EnumDisplayGrids +// +//! DESCRIPTION: Enumerates the current active grid topologies. This includes Mosaic, IG, and +//! Panoramic topologies, as well as single displays. +//! +//! If pGridTopologies is NULL, then pGridCount will be set to the number of active +//! grid topologies. +//! +//! If pGridTopologies is not NULL, then pGridCount contains the maximum number of +//! grid topologies to return. On return, pGridCount will be set to the number of +//! grid topologies that were returned. +//! +//! \param [out] pGridTopologies The list of active grid topologies. +//! \param [in,out] pGridCount A pointer to the number of grid topologies returned. +//! +//! \retval ::NVAPI_OK Capabilties have been returned. +//! \retval ::NVAPI_END_ENUMERATION There are no more topologies to return. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_EnumDisplayGrids(__inout_ecount_part_opt(*pGridCount, *pGridCount) NV_MOSAIC_GRID_TOPO *pGridTopologies, + __inout NvU32 *pGridCount); + + +//////////////////////////////////////////////////////////////////////////////////////// +// +// ########################################################################### +// DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS +// +// Below is the Phase 1 Mosaic stuff, the Phase 2 stuff above is what will remain +// once Phase 2 is complete. For a small amount of time, the two will co-exist. As +// soon as apps (nvapichk, NvAPITestMosaic, and CPL) are updated to use the Phase 2 +// entrypoints, the code below will be deleted. +// +// DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS +// ########################################################################### +// +// Supported topos 1x4, 4x1 and 2x2 to start with. +// +// Selected scan out targets can be one per GPU or more than one on the same GPU. +// +// SAMPLE of MOSAIC 1x4 SCAN OUT TOPO with 8 pixel horizontal overlap +// +//+-------------------------++-------------------------++-------------------------++-------------------------+ +//| || || || | +//| || || || | +//| || || || | +//| DVI1 || DVI2 || DVI3 || DVI4 | +//| || || || | +//| || || || | +//| || || || | +//| || || || | +//+-------------------------++-------------------------++-------------------------++-------------------------+ + + +//! \addtogroup mosaicapi +//! @{ + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MAX_MOSAIC_DISPLAY_ROWS 8 + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS 8 + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MAX_MOSAIC_TOPOS 16 + +//! Used in NvAPI_GetCurrentMosaicTopology() and NvAPI_SetCurrentMosaicTopology(). +typedef struct +{ + NvU32 version; //!< Version number of the mosaic topology + NvU32 rowCount; //!< Horizontal display count + NvU32 colCount; //!< Vertical display count + + struct + { + NvPhysicalGpuHandle hPhysicalGPU; //!< Physical GPU to be used in the topology + NvU32 displayOutputId; //!< Connected display target + NvS32 overlapX; //!< Pixels of overlap on the left of target: (+overlap, -gap) + NvS32 overlapY; //!< Pixels of overlap on the top of target: (+overlap, -gap) + + } gpuLayout[NVAPI_MAX_MOSAIC_DISPLAY_ROWS][NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS]; + +} NV_MOSAIC_TOPOLOGY; + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MOSAIC_TOPOLOGY_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPOLOGY,1) + +//! Used in NvAPI_GetSupportedMosaicTopologies(). +typedef struct +{ + NvU32 version; + NvU32 totalCount; //!< Count of valid topologies + NV_MOSAIC_TOPOLOGY topos[NVAPI_MAX_MOSAIC_TOPOS]; //!< Maximum number of topologies + +} NV_MOSAIC_SUPPORTED_TOPOLOGIES; + +//! Used in NV_MOSAIC_SUPPORTED_TOPOLOGIES. +#define NVAPI_MOSAIC_SUPPORTED_TOPOLOGIES_VER MAKE_NVAPI_VERSION(NV_MOSAIC_SUPPORTED_TOPOLOGIES,1) + +//!@} + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetSupportedMosaicTopologies +// +//! DESCRIPTION: This API returns all valid Mosaic topologies. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [out] pMosaicTopos An array of valid Mosaic topologies. +//! +//! \retval NVAPI_OK Call succeeded; 1 or more topologies were returned +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_MIXED_TARGET_TYPES Mosaic topology is only possible with all targets of the same NV_GPU_OUTPUT_TYPE. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetSupportedMosaicTopologies(NV_MOSAIC_SUPPORTED_TOPOLOGIES *pMosaicTopos); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetCurrentMosaicTopology +// +//! DESCRIPTION: This API gets the current Mosaic topology. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [out] pMosaicTopo The current Mosaic topology +//! \param [out] pEnabled TRUE if returned topology is currently enabled, else FALSE +//! +//! \retval NVAPI_OK Call succeeded +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetCurrentMosaicTopology(NV_MOSAIC_TOPOLOGY *pMosaicTopo, NvU32 *pEnabled); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetCurrentMosaicTopology +// +//! DESCRIPTION: This API sets the Mosaic topology, and enables it so that the +//! Mosaic display settings are enumerated upon request. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [in] pMosaicTopo A valid Mosaic topology +//! +//! \retval NVAPI_OK Call succeeded +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SetCurrentMosaicTopology(NV_MOSAIC_TOPOLOGY *pMosaicTopo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnableCurrentMosaicTopology +// +//! DESCRIPTION: This API enables or disables the current Mosaic topology. +//! When enabling, the last Mosaic topology will be set. +//! +//! - If enabled, enumeration of display settings will include valid Mosaic resolutions. +//! - If disabled, enumeration of display settings will not include Mosaic resolutions. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [in] enable TRUE to enable the Mosaic Topology, FALSE to disable it. +//! +//! \retval NVAPI_OK Call succeeded +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnableCurrentMosaicTopology(NvU32 enable); + + +#define NVAPI_MAX_GSYNC_DEVICES 4 + + +// Sync Display APIs + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_EnumSyncDevices +// +//! DESCRIPTION: This API returns an array of Sync device handles. A Sync device handle represents a +//! single Sync device on the system. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [out] nvGSyncHandles- The caller provides an array of handles, which must contain at least +//! NVAPI_MAX_GSYNC_DEVICES elements. The API will zero out the entire array and then fill in one +//! or more handles. If an error occurs, the array is invalid. +//! \param [out] *gsyncCount- The caller provides the storage space. NvAPI_GSync_EnumSyncDevices +//! sets *gsyncCount to indicate how many of the elements in the nvGSyncHandles[] array are valid. +//! If an error occurs, *gsyncCount will be set to zero. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT nvGSyncHandles or gsyncCount is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_EnumSyncDevices(__out NvGSyncDeviceHandle nvGSyncHandles[NVAPI_MAX_GSYNC_DEVICES], __out NvU32 *gsyncCount); + + +// GSync boardId values +#define NVAPI_GSYNC_BOARD_ID_P358 856 //!< GSync board ID 0x358, see NV_GSYNC_CAPABILITIES +#define NVAPI_GSYNC_BOARD_ID_P2060 8288 //!< GSync board ID 0x2060, see NV_GSYNC_CAPABILITIES + +//! \since Release: 375 +#define NVAPI_GSYNC_BOARD_ID_P2061 8289 //!< GSync board ID 0x2061, see NV_GSYNC_CAPABILITIES + + +//! Used in NvAPI_GSync_QueryCapabilities(). +typedef struct _NV_GSYNC_CAPABILITIES_V1 +{ + NvU32 version; //!< Version of the structure + NvU32 boardId; //!< Board ID + NvU32 revision; //!< FPGA Revision + NvU32 capFlags; //!< Capabilities of the Sync board. Reserved for future use +} NV_GSYNC_CAPABILITIES_V1; + +typedef struct _NV_GSYNC_CAPABILITIES_V2 +{ + NvU32 version; //!< Version of the structure + NvU32 boardId; //!< Board ID + NvU32 revision; //!< FPGA major revision + NvU32 capFlags; //!< Capabilities of the Sync board. Reserved for future use + NvU32 extendedRevision; //!< FPGA minor revision +} NV_GSYNC_CAPABILITIES_V2; + +typedef struct _NV_GSYNC_CAPABILITIES_V3 +{ + NvU32 version; //!< Version of the structure + NvU32 boardId; //!< Board ID + NvU32 revision; //!< FPGA major revision + NvU32 capFlags; //!< Capabilities of the Sync board. Reserved for future use + NvU32 extendedRevision; //!< FPGA minor revision + NvU32 bIsMulDivSupported : 1; //!< Indicates if multiplication/division of the frequency of house sync signal is supported. + NvU32 reserved : 31; //!< Reserved for future use + NvU32 maxMulDivValue; //!< This parameter returns the maximum possible value that can be programmed + //!< for multiplying / dividing house sync. Only valid if bIsMulDivSupported is set to 1. +} NV_GSYNC_CAPABILITIES_V3; + +typedef NV_GSYNC_CAPABILITIES_V3 NV_GSYNC_CAPABILITIES; + + +//! \ingroup gsyncapi +//! Macro for constructing the version field of NV_GSYNC_CAPABILITIES. +#define NV_GSYNC_CAPABILITIES_VER1 MAKE_NVAPI_VERSION(NV_GSYNC_CAPABILITIES_V1,1) +#define NV_GSYNC_CAPABILITIES_VER2 MAKE_NVAPI_VERSION(NV_GSYNC_CAPABILITIES_V2,2) +#define NV_GSYNC_CAPABILITIES_VER3 MAKE_NVAPI_VERSION(NV_GSYNC_CAPABILITIES_V3,3) +#define NV_GSYNC_CAPABILITIES_VER NV_GSYNC_CAPABILITIES_VER3 + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_QueryCapabilities +// +//! DESCRIPTION: This API returns the capabilities of the Sync device. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The handle for a Sync device for which the capabilities will be queried. +//! \param [inout] *pNvGSyncCapabilities- The caller provides the storage space. NvAPI_GSync_QueryCapabilities() sets +//! *pNvGSyncCapabilities to the version and capabilities details of the Sync device +//! If an error occurs, *pNvGSyncCapabilities will be set to NULL. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_QueryCapabilities(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout NV_GSYNC_CAPABILITIES *pNvGSyncCapabilities); + + + +//! Connector values for a GPU. Used in NV_GSYNC_GPU. +typedef enum _NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR +{ + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_NONE = 0, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_PRIMARY = 1, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_SECONDARY = 2, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_TERTIARY = 3, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_QUARTERNARY = 4, +} NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR; + +//! Display sync states. Used in NV_GSYNC_DISPLAY. +typedef enum _NVAPI_GSYNC_DISPLAY_SYNC_STATE +{ + NVAPI_GSYNC_DISPLAY_SYNC_STATE_UNSYNCED = 0, + NVAPI_GSYNC_DISPLAY_SYNC_STATE_SLAVE = 1, + NVAPI_GSYNC_DISPLAY_SYNC_STATE_MASTER = 2, +} NVAPI_GSYNC_DISPLAY_SYNC_STATE; + +typedef struct _NV_GSYNC_GPU +{ + NvU32 version; //!< Version of the structure + NvPhysicalGpuHandle hPhysicalGpu; //!< GPU handle + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR connector; //!< Indicates which connector on the device the GPU is connected to. + NvPhysicalGpuHandle hProxyPhysicalGpu; //!< GPU through which hPhysicalGpu is connected to the Sync device (if not directly connected) + //!< - this is NULL otherwise + NvU32 isSynced : 1; //!< Whether this GPU is sync'd or not. + NvU32 reserved : 31; //!< Should be set to ZERO +} NV_GSYNC_GPU; + +typedef struct _NV_GSYNC_DISPLAY +{ + NvU32 version; //!< Version of the structure + NvU32 displayId; //!< display identifier for displays.The GPU to which it is connected, can be retireved from NvAPI_SYS_GetPhysicalGpuFromDisplayId + NvU32 isMasterable : 1; //!< Can this display be the master? (Read only) + NvU32 reserved : 31; //!< Should be set to ZERO + NVAPI_GSYNC_DISPLAY_SYNC_STATE syncState; //!< Is this display slave/master + //!< (Retrieved with topology or set by caller for enable/disable sync) +} NV_GSYNC_DISPLAY; + +#define NV_GSYNC_DISPLAY_VER MAKE_NVAPI_VERSION(NV_GSYNC_DISPLAY,1) +#define NV_GSYNC_GPU_VER MAKE_NVAPI_VERSION(NV_GSYNC_GPU,1) + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetTopology +// +//! DESCRIPTION: This API returns the topology for the specified Sync device. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle for a Sync device for which the topology will be queried. +//! \param [in, out] gsyncGpuCount- It returns number of GPUs connected to Sync device +//! \param [in, out] gsyncGPUs- It returns info about GPUs connected to Sync device +//! \param [in, out] gsyncDisplayCount- It returns number of active displays that belongs to Sync device +//! \param [in, out] gsyncDisplays- It returns info about all active displays that belongs to Sync device +//! +//! HOW TO USE: 1) make a call to get the number of GPUs connected OR displays synced through Sync device +//! by passing the gsyncGPUs OR gsyncDisplays as NULL respectively. Both gsyncGpuCount and gsyncDisplayCount can be retrieved in same call by passing +//! both gsyncGPUs and gsyncDisplays as NULL +//! On call success: +//! 2) Allocate memory based on gsyncGpuCount(for gsyncGPUs) and/or gsyncDisplayCount(for gsyncDisplays) then make a call to populate gsyncGPUs and/or gsyncDisplays respectively. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! \retval ::NVAPI_INSUFFICIENT_BUFFER When the actual number of GPUs/displays in the topology exceed the number of elements allocated for SyncGPUs/SyncDisplays respectively. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetTopology(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout_opt NvU32 *gsyncGpuCount, __inout_ecount_part_opt(*gsyncGpuCount, *gsyncGpuCount) NV_GSYNC_GPU *gsyncGPUs, + __inout_opt NvU32 *gsyncDisplayCount, __inout_ecount_part_opt(*gsyncDisplayCount, *gsyncDisplayCount) NV_GSYNC_DISPLAY *gsyncDisplays); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_SetSyncStateSettings +// +//! DESCRIPTION: Sets a new sync state for the displays in system. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] gsyncDisplayCount- The number of displays in gsyncDisplays. +//! \param [in] pGsyncDisplays- The caller provides the structure containing all displays that need to be synchronized in the system. +//! The displays that are not part of pGsyncDisplays, will be un-synchronized. +//! \param [in] flags- Reserved for future use. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT If the display topology or count not valid. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! \retval ::NVAPI_INVALID_SYNC_TOPOLOGY 1.If any mosaic grid is partial. +//! 2.If timing(HVisible/VVisible/refreshRate) applied of any display is different. +//! 3.If There is a across GPU mosaic grid in system and that is not a part of pGsyncDisplays. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_SetSyncStateSettings(__in NvU32 gsyncDisplayCount, __in_ecount(gsyncDisplayCount) NV_GSYNC_DISPLAY *pGsyncDisplays, __in NvU32 flags); + + +//! \ingroup gsyncapi + +//! Source signal edge to be used for output pulse. See NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_POLARITY +{ + NVAPI_GSYNC_POLARITY_RISING_EDGE = 0, + NVAPI_GSYNC_POLARITY_FALLING_EDGE = 1, + NVAPI_GSYNC_POLARITY_BOTH_EDGES = 2, +} NVAPI_GSYNC_POLARITY; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_VIDEO_MODE +{ + NVAPI_GSYNC_VIDEO_MODE_NONE = 0, + NVAPI_GSYNC_VIDEO_MODE_TTL = 1, + NVAPI_GSYNC_VIDEO_MODE_NTSCPALSECAM = 2, + NVAPI_GSYNC_VIDEO_MODE_HDTV = 3, + NVAPI_GSYNC_VIDEO_MODE_COMPOSITE = 4, +} NVAPI_GSYNC_VIDEO_MODE; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_SYNC_SOURCE +{ + NVAPI_GSYNC_SYNC_SOURCE_VSYNC = 0, + NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC = 1, +} NVAPI_GSYNC_SYNC_SOURCE; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef struct _NV_GSYNC_DELAY +{ + NvU32 version; //!< Version of the structure + NvU32 numLines; //!< delay to be induced in number of horizontal lines. + NvU32 numPixels; //!< delay to be induced in number of pixels. + NvU32 maxLines; //!< maximum number of lines supported at current display mode to induce delay. Updated by NvAPI_GSync_GetControlParameters(). Read only. + NvU32 minPixels; //!< minimum number of pixels required at current display mode to induce delay. Updated by NvAPI_GSync_GetControlParameters(). Read only. +} NV_GSYNC_DELAY; + +#define NV_GSYNC_DELAY_VER MAKE_NVAPI_VERSION(NV_GSYNC_DELAY,1) + +//! Used in NvAPI_GSync_GetControlParameters() and NvAPI_GSync_SetControlParameters(). +typedef struct _NV_GSYNC_CONTROL_PARAMS_V1 +{ + NvU32 version; //!< Version of the structure + NVAPI_GSYNC_POLARITY polarity; //!< Leading edge / Falling edge / both + NVAPI_GSYNC_VIDEO_MODE vmode; //!< None, TTL, NTSCPALSECAM, HDTV + NvU32 interval; //!< Number of pulses to wait between framelock signal generation + NVAPI_GSYNC_SYNC_SOURCE source; //!< VSync/House sync + NvU32 interlaceMode:1; //!< interlace mode for a Sync device + NvU32 syncSourceIsOutput:1; //!< Set this to make house sync as an output; valid only when NV_GSYNC_CONTROL_PARAMS::source is NVAPI_GSYNC_SYNC_SOURCE_VSYNC on P2061 boards. + //!< syncSourceIsOutput should always be NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC i.e. 0 on P2060 boards or when NV_GSYNC_CONTROL_PARAMS::source is set to NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC. + NvU32 reserved:30; //!< should be set zero + NV_GSYNC_DELAY syncSkew; //!< The time delay between the frame sync signal and the GPUs signal. + NV_GSYNC_DELAY startupDelay; //!< Sync start delay for master. +} NV_GSYNC_CONTROL_PARAMS_V1; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_MULTIPLY_DIVIDE_MODE +{ + NVAPI_GSYNC_UNDEFINED_MODE = 0, + NVAPI_GSYNC_MULTIPLY_MODE = 1, + NVAPI_GSYNC_DIVIDE_MODE = 2, +} NVAPI_GSYNC_MULTIPLY_DIVIDE_MODE; + +typedef struct _NV_GSYNC_CONTROL_PARAMS_V2 +{ + NvU32 version; //!< Version of the structure + NVAPI_GSYNC_POLARITY polarity; //!< Leading edge / Falling edge / both + NVAPI_GSYNC_VIDEO_MODE vmode; //!< None, TTL, NTSCPALSECAM, HDTV + NvU32 interval; //!< Number of pulses to wait between framelock signal generation + NVAPI_GSYNC_SYNC_SOURCE source; //!< VSync/House sync + NvU32 interlaceMode:1; //!< interlace mode for a Sync device + NvU32 syncSourceIsOutput:1; //!< Set this to make house sync as an output; valid only when NV_GSYNC_CONTROL_PARAMS::source is NVAPI_GSYNC_SYNC_SOURCE_VSYNC on P2061 boards. + //!< syncSourceIsOutput should always be NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC i.e. 0 on P2060 boards or when NV_GSYNC_CONTROL_PARAMS::source is set to NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC. + NvU32 reserved:30; //!< should be set zero + NV_GSYNC_DELAY syncSkew; //!< The time delay between the frame sync signal and the GPUs signal. + NV_GSYNC_DELAY startupDelay; //!< Sync start delay for master. + NVAPI_GSYNC_MULTIPLY_DIVIDE_MODE multiplyDivideMode; //!< Indicates multiplier/divider mode for the housesync signal. + //!< While setting multiplyDivideMode, source needs to be set as NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC. + NvU8 multiplyDivideValue; //!< Indicates the multiplier/divider value for the housesync signal. Only supported if bIsMulDivSupported field of the structure NV_GSYNC_CAPABILITIES is set to 1. + //!< The maximum supported value for this field can be obtained from maxMulDivValue field of the structure NV_GSYNC_CAPABILITIES. +} NV_GSYNC_CONTROL_PARAMS_V2; + +typedef NV_GSYNC_CONTROL_PARAMS_V2 NV_GSYNC_CONTROL_PARAMS; +#define NV_GSYNC_CONTROL_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GSYNC_CONTROL_PARAMS_V1,1) +#define NV_GSYNC_CONTROL_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_GSYNC_CONTROL_PARAMS_V2,2) +#define NV_GSYNC_CONTROL_PARAMS_VER NV_GSYNC_CONTROL_PARAMS_VER2 + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetControlParameters +// +//! DESCRIPTION: This API queries for sync control parameters as defined in NV_GSYNC_CONTROL_PARAMS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle of the Sync device for which to get parameters +//! \param [inout] *pGsyncControls- The caller provides the storage space. NvAPI_GSync_GetControlParameters() populates *pGsyncControls with values. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetControlParameters(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout NV_GSYNC_CONTROL_PARAMS *pGsyncControls); + + + +////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_SetControlParameters +// +//! DESCRIPTION: This API sets control parameters as defined in NV_SYNC_CONTROL_PARAMS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle of the Sync device for which to get parameters +//! \param [inout] *pGsyncControls- The caller provides NV_GSYNC_CONTROL_PARAMS. skew and startDelay will be updated to the applied values. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_SetControlParameters(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout NV_GSYNC_CONTROL_PARAMS *pGsyncControls); + + + + +//! Used in NvAPI_GSync_AdjustSyncDelay() +typedef enum _NVAPI_GSYNC_DELAY_TYPE +{ + NVAPI_GSYNC_DELAY_TYPE_UNKNOWN = 0, + NVAPI_GSYNC_DELAY_TYPE_SYNC_SKEW = 1, + NVAPI_GSYNC_DELAY_TYPE_STARTUP = 2 +} NVAPI_GSYNC_DELAY_TYPE; + +////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_AdjustSyncDelay +// +//! DESCRIPTION: This API adjusts the skew and startDelay to the closest possible values. Use this API before calling NvAPI_GSync_SetControlParameters for skew or startDelay. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 319 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle of the Sync device for which to get parameters +//! \param [in] delayType- Specifies whether the delay is syncSkew or startupDelay. +//! \param [inout] *pGsyncDelay- The caller provides NV_GSYNC_DELAY. skew and startDelay will be adjusted and updated to the closest values. +//! \param [out] *syncSteps- This parameter is optional. It returns the sync delay in unit steps. If 0, it means either the NV_GSYNC_DELAY::numPixels is less than NV_GSYNC_DELAY::minPixels or NV_GSYNC_DELAY::numOfLines exceeds the NV_GSYNC_DELAY::maxLines. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_AdjustSyncDelay(__in NvGSyncDeviceHandle hNvGSyncDevice, __in NVAPI_GSYNC_DELAY_TYPE delayType, __inout NV_GSYNC_DELAY *pGsyncDelay, __out_opt NvU32* syncSteps); + + + +//! Used in NvAPI_GSync_GetSyncStatus(). +typedef struct _NV_GSYNC_STATUS +{ + NvU32 version; //!< Version of the structure + NvU32 bIsSynced; //!< Is timing in sync? + NvU32 bIsStereoSynced; //!< Does the phase of the timing signal from the GPU = the phase of the master sync signal? + NvU32 bIsSyncSignalAvailable; //!< Is the sync signal available? +} NV_GSYNC_STATUS; + +//! Macro for constructing the version field for NV_GSYNC_STATUS. +#define NV_GSYNC_STATUS_VER MAKE_NVAPI_VERSION(NV_GSYNC_STATUS,1) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetSyncStatus +// +//! DESCRIPTION: This API queries the sync status of a GPU - timing, stereosync and sync signal availability. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- Handle of the Sync device +//! \param [in] hPhysicalGpu- GPU to be queried for sync status. +//! \param [out] *status- The caller provides the storage space. NvAPI_GSync_GetSyncStatus() populates *status with +//! values - timing, stereosync and signal availability. On error, *status is set to NULL. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL / SyncTarget is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any G-Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetSyncStatus(__in NvGSyncDeviceHandle hNvGSyncDevice, __in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GSYNC_STATUS *status); + + +//! \ingroup gsyncapi + +#define NVAPI_MAX_RJ45_PER_GSYNC 2 + +//! Used in NV_GSYNC_STATUS_PARAMS. +typedef enum _NVAPI_GSYNC_RJ45_IO +{ + NVAPI_GSYNC_RJ45_OUTPUT = 0, + NVAPI_GSYNC_RJ45_INPUT = 1, + NVAPI_GSYNC_RJ45_UNUSED = 2 //!< This field is used to notify that the framelock is not actually present. + +} NVAPI_GSYNC_RJ45_IO; + +//! \ingroup gsyncapi +//! Used in NvAPI_GSync_GetStatusParameters(). +typedef struct _NV_GSYNC_STATUS_PARAMS_V1 +{ + NvU32 version; + NvU32 refreshRate; //!< The refresh rate + NVAPI_GSYNC_RJ45_IO RJ45_IO[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Configured as input / output + NvU32 RJ45_Ethernet[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Connected to ethernet hub? [ERRONEOUSLY CONNECTED!] + NvU32 houseSyncIncoming; //!< Incoming house sync frequency in Hz + NvU32 bHouseSync; //!< Is house sync connected? +} NV_GSYNC_STATUS_PARAMS_V1; + +typedef struct _NV_GSYNC_STATUS_PARAMS_V2 +{ + NvU32 version; + NvU32 refreshRate; //!< The refresh rate + NVAPI_GSYNC_RJ45_IO RJ45_IO[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Configured as input / output + NvU32 RJ45_Ethernet[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Connected to ethernet hub? [ERRONEOUSLY CONNECTED!] + NvU32 houseSyncIncoming; //!< Incoming house sync frequency in Hz + NvU32 bHouseSync; //!< Is house sync connected? + NvU32 bInternalSlave : 1; //!< Valid only for P2061 board. + //!< If set to 1, it means that this P2061 board receives input from another P2061 board. + NvU32 reserved : 31; //!< Reserved for future use. +} NV_GSYNC_STATUS_PARAMS_V2; + + +typedef NV_GSYNC_STATUS_PARAMS_V2 NV_GSYNC_STATUS_PARAMS; + +//! \ingroup gsyncapi +//! Macro for constructing the version field of NV_GSYNC_STATUS_PARAMS +#define NV_GSYNC_STATUS_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GSYNC_STATUS_PARAMS_V1,1) +#define NV_GSYNC_STATUS_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_GSYNC_STATUS_PARAMS_V2,2) +#define NV_GSYNC_STATUS_PARAMS_VER NV_GSYNC_STATUS_PARAMS_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetStatusParameters +// +//! DESCRIPTION: This API queries for sync status parameters as defined in NV_GSYNC_STATUS_PARAMS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice The caller provides the handle of the GSync device for which to get parameters +//! \param [out] *pStatusParams The caller provides the storage space. NvAPI_GSync_GetStatusParameters populates *pStatusParams with +//! values. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL / pStatusParams is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any GSync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetStatusParameters(NvGSyncDeviceHandle hNvGSyncDevice, NV_GSYNC_STATUS_PARAMS *pStatusParams); + +//! @} + + + + + + + + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_RegisterResource +// +//! DESCRIPTION: This API binds a resource (surface/texture) so that it can be retrieved +//! internally by NVAPI. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \param [in] pResource surface/texture +//! +//! \return ::NVAPI_OK, ::NVAPI_ERROR +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_RegisterResource(IDirect3DResource9* pResource); +#endif //defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_UnregisterResource +// +//! DESCRIPTION: This API unbinds a resource (surface/texture) after use. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pResource surface/texture +//! +//! \return ::NVAPI_OK, ::NVAPI_ERROR +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_UnregisterResource(IDirect3DResource9* pResource); + +#endif //defined(_D3D9_H_) + + + + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_AliasSurfaceAsTexture +// +//! \fn NvAPI_D3D9_AliasSurfaceAsTexture(IDirect3DDevice9* pDev, +//! IDirect3DSurface9* pSurface, +//! IDirect3DTexture9 **ppTexture, +//! DWORD dwFlag); +//! DESCRIPTION: Create a texture that is an alias of a surface registered with NvAPI. The +//! new texture can be bound with IDirect3DDevice9::SetTexture(). Note that the texture must +//! be unbound before drawing to the surface again. +//! Unless the USE_SUPER flag is passed, MSAA surfaces will be resolved before +//! being used as a texture. MSAA depth buffers are resolved with a point filter, +//! and non-depth MSAA surfaces are resolved with a linear filter. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The D3D device that owns the objects +//! \param [in] pSurface Pointer to a surface that has been registered with NvAPI +//! to which a texture alias is to be provided +//! \param [out] ppTexture Fill with the texture created +//! \param [in] dwFlag NVAPI_ALIAS_SURFACE_FLAG to describe how to handle the texture +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as an argument +//! \retval ::NVAPI_INVALID_ARGUMENT One of the arguments was invalid, probably dwFlag. +//! \retval ::NVAPI_UNREGISTERED_RESOURCE pSurface has not been registered with NvAPI +//! \retval ::NVAPI_ERROR error occurred +// +/////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dx +//! See NvAPI_D3D9_AliasSurfaceAsTexture(). +typedef enum { + NVAPI_ALIAS_SURFACE_FLAG_NONE = 0x00000000, + NVAPI_ALIAS_SURFACE_FLAG_USE_SUPER = 0x00000001, //!< Use the surface's msaa buffer directly as a texture, rather than resolving. (This is much slower, but potentially has higher quality.) + NVAPI_ALIAS_SURFACE_FLAG_MASK = 0x00000001 +} NVAPI_ALIAS_SURFACE_FLAG; + + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D9_AliasSurfaceAsTexture(IDirect3DDevice9* pDev, + IDirect3DSurface9* pSurface, + IDirect3DTexture9 **ppTexture, + DWORD dwFlag); +#endif //defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_StretchRectEx +// +//! DESCRIPTION: This API copies the contents of the source resource to the destination +//! resource. This function can convert +//! between a wider range of surfaces than +//! IDirect3DDevice9::StretchRect. For example, it can copy +//! from a depth/stencil surface to a texture. +//! +//! The source and destination resources *must* be registered +//! with NvAPI before being used with NvAPI_D3D9_StretchRectEx(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The D3D device that owns the objects. +//! \param [in] pSourceResource Pointer to the source resource. +//! \param [in] pSrcRect Defines the rectangle on the source to copy from. If NULL, copy from the entire resource. +//! \param [in] pDestResource Pointer to the destination resource. +//! \param [in] pDstRect Defines the rectangle on the destination to copy to. If NULL, copy to the entire resource. +//! \param [in] Filter Choose a filtering method: D3DTEXF_NONE, D3DTEXF_POINT, D3DTEXF_LINEAR. +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument (probably NULL) +//! \retval ::NVAPI_INVALID_ARGUMENT One of the arguments was invalid +//! \retval ::NVAPI_UNREGISTERED_RESOURCE a resource was passed in without being registered +//! \retval ::NVAPI_ERROR error occurred +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_StretchRectEx(IDirect3DDevice9 * pDevice, + IDirect3DResource9 * pSourceResource, + CONST RECT * pSourceRect, + IDirect3DResource9 * pDestResource, + CONST RECT * pDestRect, + D3DTEXTUREFILTERTYPE Filter); + +#endif //defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_ClearRT +// +//! DESCRIPTION: This API Clears the currently bound render target(s) with the +//! given color +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The D3D device that owns the objects. +//! \param [in] dwNumRects The no of rectangles to clear. If 0, clear the entire surface (clipped to viewport) +//! \param [in] pRects Defines the rectangles to clear. Should be NULL if dwNumRects == 0 +//! \param [in] r red component of the clear color +//! \param [in] g green component of the clear color +//! \param [in] b blue component of the clear color +//! \param [in] a alpha component of the clear color +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_ClearRT(IDirect3DDevice9 * pDevice, + NvU32 dwNumRects, + CONST RECT * pRects, + float r, float g, float b, float a); +#endif //if defined(_D3D9_H_) + + + + + + + + + + +#if defined(_D3D9_H_) && defined(__cplusplus) +//! SUPPORTED OS: Windows 10 and higher +//! + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_GetSurfaceHandle +// +//! This function gets the handle of a given surface. This handle uniquely +//! identifies the surface through all NvAPI entries. +//! +//! +//! \since Release: 313 +//! +//! \param [in] pSurface Surface to be identified +//! \param [out] pHandle Will be filled by the return handle +//! +//! \return An int which could be an NvAPI status or DX HRESULT code +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_GetSurfaceHandle(IDirect3DSurface9 *pSurface, + NVDX_ObjectHandle *pHandle); + +#endif //defined(_D3D9_H_) && defined(__cplusplus) + +#if defined(_D3D9_H_) && defined(__cplusplus) +//! SUPPORTED OS: Windows 10 and higher +//! +//! \addtogroup dxvidcontrol +//! @{ + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION_NAME: NvAPI_D3D9_VideoSetStereoInfo +// +//! \fn NvAPI_D3D9_VideoSetStereoInfo(IDirect3DDevice9 *pDev, +//! NV_DX_VIDEO_STEREO_INFO *pStereoInfo); +//! \code +//! DESCRIPTION: This api specifies the stereo format of a surface, so that the +//! surface could be used for stereo video processing or compositing. +//! In particular, this api could be used to link the left and right +//! views of a decoded picture. +//! +//! \since Release: 313 +//! +//! INPUT: pDev - The device on which the stereo surface will be used +//! pStereoInfo - The stereo format of the surface +//! +//! RETURN STATUS: an int which could be an NvAPI status or DX HRESULT code +//! \endcode +/////////////////////////////////////////////////////////////////////////////// + +#ifndef NV_STEREO_VIDEO_FORMAT_DEFINE +#define NV_STEREO_VIDEO_FORMAT_DEFINE + + +typedef enum _NV_STEREO_VIDEO_FORMAT +{ + NV_STEREO_VIDEO_FORMAT_NOT_STEREO = 0, + + NV_STEREO_VIDEO_FORMAT_SIDE_BY_SIDE_LR = 1, + NV_STEREO_VIDEO_FORMAT_SIDE_BY_SIDE_RL = 2, + NV_STEREO_VIDEO_FORMAT_TOP_BOTTOM_LR = 3, + NV_STEREO_VIDEO_FORMAT_TOP_BOTTOM_RL = 4, + NV_STEREO_VIDEO_FORMAT_ROW_INTERLEAVE_LR = 5, + NV_STEREO_VIDEO_FORMAT_ROW_INTERLEAVE_RL = 6, + NV_STEREO_VIDEO_FORMAT_TWO_FRAMES_LR = 7, + NV_STEREO_VIDEO_FORMAT_MONO_PLUS_OFFSET = 8, + + NV_STEREO_VIDEO_FORMAT_LAST = 9, +} NV_STEREO_VIDEO_FORMAT; + +#endif // NV_STEREO_VIDEO_FORMAT_DEFINE + + +typedef struct _NV_DX_VIDEO_STEREO_INFO { + NvU32 dwVersion; //!< Must be NV_DX_VIDEO_STEREO_INFO_VER + NVDX_ObjectHandle hSurface; //!< The surface whose stereo format is to be set + NVDX_ObjectHandle hLinkedSurface; //!< The linked surface (must be valid when eFormat==NV_STEREO_VIDEO_FORMAT_TWO_FRAMES_LR) + NV_STEREO_VIDEO_FORMAT eFormat; //!< Stereo format of the surface + NvS32 sViewOffset; //!< Signed offset of each view (positive offset indicating left view is shifted left) + BOOL bStereoEnable; //!< Whether stereo rendering should be enabled (if FALSE, only left view will be used) +} NV_DX_VIDEO_STEREO_INFO; + +//! Macro for constructing the version field of ::NV_DX_VIDEO_STEREO_INFO +#define NV_DX_VIDEO_STEREO_INFO_VER MAKE_NVAPI_VERSION(NV_DX_VIDEO_STEREO_INFO,1) + +NVAPI_INTERFACE NvAPI_D3D9_VideoSetStereoInfo(IDirect3DDevice9 *pDev, + NV_DX_VIDEO_STEREO_INFO *pStereoInfo); + +//! @} +#endif //defined(_D3D9_H_) && defined(__cplusplus) + + +#if defined(__cplusplus) && defined(__d3d10_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D10_SetDepthBoundsTest +// +//! DESCRIPTION: This function enables/disables the depth bounds test. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device to set the depth bounds test +//! \param [in] bEnable Enable(non-zero)/disable(zero) the depth bounds test +//! \param [in] fMinDepth The minimum depth for the depth bounds test +//! \param [in] fMaxDepth The maximum depth for the depth bounds test \n +//! The valid values for fMinDepth and fMaxDepth +//! are such that 0 <= fMinDepth <= fMaxDepth <= 1 +//! +//! \return NVAPI_OK if the depth bounds test was correctly enabled or disabled +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D10_SetDepthBoundsTest(ID3D10Device *pDev, + NvU32 bEnable, + float fMinDepth, + float fMaxDepth); + +#endif //defined(__cplusplus) && defined(__d3d10_h__) + + + + + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_IsNvShaderExtnOpCodeSupported +// +//! DESCRIPTION: This function checks if a nv HLSL shader extension opcode is +//! supported on current hardware. List of opcodes is in nvShaderExtnEnums.h +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details on supported opcodes. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device on which to query for support, +//! should be a ID3D11Device+ device +//! \param [in] opCode the opcode to check +//! \param [out] pSupported true if supported, false otherwise +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK if the call succeeded +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_IsNvShaderExtnOpCodeSupported(__in IUnknown *pDev, + __in NvU32 opCode, + __out bool *pSupported); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetNvShaderExtnSlot +// +//! DESCRIPTION: This function sets the fake UAV slot that is used by Nvidia HLSL +//! shader extensions globally. All createShader calls made to the driver after +//! setting this slot would treat writes/reads to this UAV in a +//! different way. Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages. +//! To disable shader extensions the app need to set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D11Device+ device +//! \param [in] uavSlot the uav slot to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot was set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetNvShaderExtnSlot(__in IUnknown *pDev, + __in NvU32 uavSlot); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && defined (__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetNvShaderExtnSlotSpace +// +//! DESCRIPTION: This function is specifically created for ray tracing since we do not +//! currently support PSOs with DXR. +//! This function sets the device's fake UAV slot and space that is used by Nvidia HLSL +//! shader extensions globally. All state objects created by the driver after +//! setting this slot would treat writes/reads to this UAV in a +//! different way. Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages. +//! To disable shader extensions the app need to set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D12Device+ device +//! \param [in] uavSlot The uav slot to use +//! \param [in] uavSpace The uav space to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot and uavSpace were set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetNvShaderExtnSlotSpace(__in IUnknown *pDev, + __in NvU32 uavSlot, + __in NvU32 uavSpace); + + /////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetNvShaderExtnSlotSpaceLocalThread +// +//! DESCRIPTION: This function is specifically created for ray tracing shaders since we do not +//! currently support PSOs with DXR. +//! This function sets the device's fake UAV slot that is used by Nvidia HLSL +//! shader extensions on local thread. All state objects created by the driver +//! on the same thread that call this function after setting this slot would treat writes/reads +//! to this UAV in a different way. +//! Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages for the device. +//! To disable shader extensions the app may set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! +//! \since Release: 387 +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D12Device+ device +//! \param [in] uavSlot the uav slot to use +//! \param [in] uavSpace the uav space to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot and uavSpace were set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetNvShaderExtnSlotSpaceLocalThread(__in IUnknown *pDev, + __in NvU32 uavSlot, + __in NvU32 uavSpace); + +#endif //defined (__cplusplus) && defined (__d3d12_h__) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetNvShaderExtnSlotLocalThread +// +//! DESCRIPTION: This function sets the fake UAV slot that is used by Nvidia HLSL +//! shader extensions on local thread. All createShader calls on the same thread +//! that calls this function after setting this slot would treat writes/reads +//! to this UAV in a different way. +//! Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages. +//! To disable shader extensions the app may set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 387 +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D11Device+ device +//! \param [in] uavSlot the uav slot to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot was set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetNvShaderExtnSlotLocalThread(__in IUnknown *pDev, + __in NvU32 uavSlot); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_BeginUAVOverlapEx +// +//! DESCRIPTION: Causes the driver to skip synchronization that is normally needed when accessing UAVs. +//! Applications must use this with caution otherwise this might cause data hazards when +//! multiple draw calls/compute shader launches are accessing same memory locations +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDeviceOrContext pointer to D3D11 device, or D3D11 device context +//! \param [in] insertWFIFlags bit fields to indicate which WFI would be inserted (gfx / compute / both). +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +typedef enum _NVAPI_D3D11_INSERTWFI_FLAG +{ + NVAPI_D3D_BEGIN_UAV_OVERLAP_NO_WFI = 0x00000000, //!< no WFI + NVAPI_D3D_BEGIN_UAV_OVERLAP_GFX_WFI = 0x00000001, //!< (bit 0) force graphics WFI + NVAPI_D3D_BEGIN_UAV_OVERLAP_COMP_WFI = 0x00000002, //!< (bit 1) force compute WFI +} NVAPI_D3D11_INSERTWFI_FLAG; + +NVAPI_INTERFACE NvAPI_D3D11_BeginUAVOverlapEx(__in IUnknown *pDeviceOrContext, __in NvU32 insertWFIFlags); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_BeginUAVOverlap +// +//! DESCRIPTION: Causes the driver to skip synchronization that is normally needed when accessing UAVs. +//! Applications must use this with caution otherwise this might cause data hazards when +//! multiple draw calls/compute shader launches are accessing same memory locations +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDeviceOrContext pointer to D3D11 device, or D3D11 device context +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_BeginUAVOverlap(__in IUnknown *pDeviceOrContext); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_EndUAVOverlap +// +//! DESCRIPTION: Re-enables driver synchronization between calls that access same UAVs +//! See NvAPI_D3D_BeginUAVOverlap for more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDeviceOrContext pointer to D3D11 device, or D3D11 device context +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_EndUAVOverlap(__in IUnknown *pDeviceOrContext); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined(__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_GetResourceHandle +// +//! \code +//! DESCRIPTION: This function retrieves a driver handle to a DX10 resource +//! +//! INPUT: pDev The device on which the resource was created +//! pResource The resource for which we want to retrieve a +//! driver handle. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! OUTPUT: phObject Pointer to an NvAPI handle to be populated +//! on success +//! +//! RETURN STATUS: NVAPI_OK if and only if phObject was populated with a valid +//! driver handle +//! \endcode +//! \ingroup nsightapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_GetResourceHandle(ID3D11Device *pDev, + ID3D11Resource* pResource, + NVDX_ObjectHandle* phObject); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetFPSIndicatorState +// +//! DESCRIPTION: Display an overlay that tracks the number of times the app presents per second, or, +//! the number of frames-per-second (FPS) +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] bool Whether or not to enable the fps indicator. +//! +//! \return ::NVAPI_OK, +//! ::NVAPI_ERROR +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetFPSIndicatorState(IUnknown *pDev, NvU8 doEnable); + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_Present +// +//! DESCRIPTION: This API presents the contents of the next buffer in the sequence of back buffers +//! owned by a IDirect3DDevice9 device. +//! This Present operation supports using a SwapGroup and SwapBarrier on the SwapChain +//! that owns the back buffer to be presented. +//! +//! NOTE: NvAPI_D3D9_Present is a wrapper of the method IDirect3DDevice9::Present which +//! additionally notifies the D3D driver of the SwapChain used by the runtime for +//! presentation, thus allowing the D3D driver to apply SwapGroup and SwapBarrier +//! functionality to that SwapChain. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The IDirect3DDevice9 interface that is used to issue the Present, +//! using the following IDirect3DDevice9::Present input parameters +//! \param [in] pSwapChain Optional pointer to a IDirect3DSwapChain9 interface. If provided, the presentation is executed +//! using this interface (i.e. pSwapChain->Present()) for the given swapchain only. +//! If NULL, the presentation is executed on the device for all swapchains as in pDevice->Present() +//! \param [in] pSourceRect A pointer to a RECT structure containing the source rectangle. +//! If NULL, the entire source surface is presented. +//! \param [in] pDestRect A pointer to a RECT structure containing the destination rectangle, in window client coordinates. +//! If NULL, the entire client area is filled. +//! \param [in] hDestWindowOverride A pointer to a destination window whose client area is taken as the target for this presentation. +//! If this value is NULL, then the hWndDeviceWindow member of D3DPRESENT_PARAMTERS is taken. +//! \param [in] pDirtyRegion (IN) A pointer to a region to be presented. It must be NULL unless the swap chain was reated with +//! D3DSWAPEFFECT_COPY. If this value is non-NULL, the contained region is expressed in back buffer coordinates. +//! +//! \retval ::NVAPI_OK the Present operation was successfully executed +//! \retval ::NVAPI_D3D_DEVICE_LOST D3D device status is D3DERR_DEVICELOST or D3DERR_DEVICENOTRESET, the caller has to reset device +//! \retval ::NVAPI_DEVICE_BUSY the Present operation failed with an error other than D3DERR_DEVICELOST or D3DERR_DEVICENOTRESET +//! \retval ::NVAPI_ERROR the communication with the D3D driver failed, SwapGroup/SwapBarrier may not be possible. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//!\ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_Present(IDirect3DDevice9 *pDevice, + IDirect3DSwapChain9 *pSwapChain, + const RECT *pSourceRect, + const RECT *pDestRect, + HWND hDestWindowOverride, + const RGNDATA *pDirtyRegion); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_QueryFrameCount +// +//! DESCRIPTION: This API queries the universal framecounter of the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the DX9 device that has access to the Quadro-Sync device +//! \param [out] pFrameCount The caller provides the storage space where the framecount is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK *pFrameCount populated with framecount value. +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_QueryFrameCount(IDirect3DDevice9 *pDevice, + NvU32 *pFrameCount); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_ResetFrameCount +// +//! DESCRIPTION: This API resets the universal framecounter on the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the DX9 device that has access to the Quadro-Sync device +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK framecounter has been reset +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_ResetFrameCount(IDirect3DDevice9 *pDevice); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_QueryMaxSwapGroup +// +//! DESCRIPTION: This API queries the number of supported SwapGroups and SwapBarriers in the graphics system. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [out] pMaxGroups The caller provides the storage space where the number of available SwapGroups is stored. +//! \param [out] pMaxBarriers The caller provides the storage space where the number of available SwapBarriers is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the number of SwapGroups and SwapBarriers has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_QueryMaxSwapGroup(IDirect3DDevice9 *pDevice, + NvU32 *pMaxGroups, + NvU32 *pMaxBarriers); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_QuerySwapGroup +// +//! DESCRIPTION: This API queries the current SwapGroup and SwapBarrier that a SwapChain of a specific client device is bound to. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [in] pSwapChain The caller provides the IDirect3DSwapChain9 interface as a handle to the SwapChain +//! that belongs to the swapgroup client device +//! \param [out] pSwapGroup The caller provides the storage space where the current SwapGroup is stored. +//! \param [out] pSwapBarrier The caller provides the storage space where the current SwapBarrier is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the current SwapGroup and SwapBarrier has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_QuerySwapGroup(IDirect3DDevice9 *pDevice, + IDirect3DSwapChain9 *pSwapChain, + NvU32 *pSwapGroup, + NvU32 *pSwapBarrier); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_JoinSwapGroup +// +//! DESCRIPTION: This API causes the SwapChain of a SwapGroup client to join or leave the specified SwapGroup. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [in] pSwapChain The caller provides the IDirect3DSwapChain9 interface as a handle to the SwapChain +//! that belongs to the swapgroup client device +//! \param [in] group The caller specifies the SwapGroup which the SwapChain should join. +//! - If the value of group is zero, the SwapChain leaves the SwapGroup. +//! - The SwapChain joins a SwapGroup if the SwapGroup number is a positive integer less than or +//! equal to the maximum number of SwapGroups queried by NvAPI_SwapGroup_QueryMaxSwapGroup. +//! \param [in] blocking The caller specifies that a presentation of this SwapChain should return immediately or block +//! until all members of the SwapGroup are ready and the presentation was actually executed. +//! A boolean value of false means the Present operation returns immediately and a value of true +//! means the Present operation is blocking. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapChain joined/left the SwapGroup accordingly +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_JoinSwapGroup(IDirect3DDevice9 *pDevice, + IDirect3DSwapChain9 *pSwapChain, + NvU32 group, + BOOL blocking); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_BindSwapBarrier +// +//! DESCRIPTION: This API causes a SwapGroup to be bound to or released from the specified SwapBarrier. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [in] group The caller specifies the SwapGroup to be bound to the SwapBarrier. +//! \param [in] barrier The caller specifies the SwapBarrier that the SwapGroup should be bound to. +//! - If the value of barrier is zero, the SwapGroup will be released from the SwapBarrier. +//! - The SwapGroup will be bound to the SwapBarrier if the value of barrier is a positive +//! integer less than or equal to the maximum number of SwapBarriers queried by NvAPI_SwapGroup_QueryMaxSwapGroup. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapGroup is bound to or released from the specified SwapBarrier +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_BindSwapBarrier(IDirect3DDevice9 *pDevice, + NvU32 group, + NvU32 barrier); +#endif //if defined(_D3D9_H_) + +//! \ingroup dx +typedef enum +{ + NVAPI_VSYNC_DEFAULT, //!< Fall back to the default settings + NVAPI_VSYNC_OFF, //!< Force vertical sync off when performance is more important than image quality and for benchmarking" + NVAPI_VSYNC_ON, //!< Force vertical sync on when image quality is more important than performance + NVAPI_VSYNC_ADAPTIVE, //!< Select adaptive to turn vertical sync on or off based on the frame rate. + //! Vertical sync will only be on for frame rates above the monitor refresh rate. + NVAPI_VSYNC_ADAPTIVE_HALF_REFRESH_RATE //!< + +} NVAPI_VSYNC_MODE; + + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetVerticalSyncMode +// +//! DESCRIPTION: This API set the vertical sync mode for the given device context. +//! +//! \param [in] pDevice The caller provides the device and can be either IDirect3DDevice9 or ID3D10Device or ID3D10Device1 or ID3D11Device. +//! \param [in] vsyncMode The caller specifies the NVAPI_VSYNC_MODE to be set. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetVerticalSyncMode(__in IUnknown *pDevice, __in NVAPI_VSYNC_MODE vsyncMode); + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_Present +// +//! DESCRIPTION: Presents the contents of the next buffer in the sequence of back buffers +//! owned by a D3D device. +//! This Present operation supports using a SwapGroup and SwapBarrier on the SwapChain +//! that owns the back buffer to be presented. +//! +//! NOTE: NvAPI_D3D1x_Present is a wrapper of the method IDXGISwapChain::Present which +//! additionally notifies the D3D driver of the SwapChain used by the runtime for +//! presentation, thus allowing the D3D driver to apply SwapGroup and SwapBarrier +//! functionality to that SwapChain. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The D3D device interface that is used to issue the Present operation, +//! using the following IDirect3DDevice9::Present input parameters. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] pSwapChain The IDXGISwapChain interface that is intended to present +//! \param [in] SyncInterval An integer that specifies the how to synchronize presentation of a frame with the vertical blank. +//! Values are: +//! - 0: The presentation occurs immediately, there is no synchronization. +//! - 1,2,3,4 : Synchronize presentation after the n'th vertical blank. +//! \param [in] Flags An integer value that contains swap-chain presentation options as defined in DXGI_PRESENT. +//! +//! \retval ::NVAPI_OK the Present operation was successfully executed +//! \retval ::NVAPI_DEVICE_BUSY the Present operation failed with an error DXGI_ERROR_DEVICE_RESET or DXGI_ERROR_DEVICE_REMOVED, +// DXGI_STATUS_OCCLUDED, or D3DDDIERR_DEVICEREMOVED. +//! \retval ::NVAPI_ERROR the communication with the D3D driver failed, SwapGroup/SwapBarrier may not be possible. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_Present(IUnknown *pDevice, + IDXGISwapChain *pSwapChain, + UINT SyncInterval, + UINT Flags); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_QueryFrameCount +// +//! DESCRIPTION: This API queries the universal framecounter of the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the D3D device that has access to the Quadro-Sync device, +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [out] pFrameCount The caller provides the storage space where the framecount is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK *pFrameCount populated with framecount value. +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_QueryFrameCount(IUnknown *pDevice, + NvU32 *pFrameCount); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_ResetFrameCount +// +//! DESCRIPTION: This API resets the universal framecounter on the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the D3D device that has access to the Quadro-Sync device, +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK framecounter has been reset +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT pDevice arg passed in is invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_ResetFrameCount(IUnknown *pDevice); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_QueryMaxSwapGroup +// +//! DESCRIPTION: This API queries the number of supported SwapGroups and SwapBarriers in the graphics system. +//! +//! \param [in] pDevice The caller provides the D3D device that is intended to use SwapGroup functionality. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [out] pMaxGroups The caller provides the storage space where the number of available SwapGroups is stored. +//! \param [out] pMaxBarriers The caller provides the storage space where the number of available SwapBarriers is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the number of SwapGroups and SwapBarriers has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_QueryMaxSwapGroup(IUnknown *pDevice, + NvU32 *pMaxGroups, + NvU32 *pMaxBarriers); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_QuerySwapGroup +// +//! DESCRIPTION: This API queries the current SwapGroup and SwapBarrier that a SwapChain of a specific client device is bound to. +//! +//! \param [in] pDevice The caller provides the D3D device that owns the SwapChain used as a SwapGroup client. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] pSwapChain The IDXGISwapChain interface that is used as the SwapGroup client. +//! +//! \param [out] pSwapGroup The caller provides the storage space where the current SwapGroup is stored. +//! \param [out] pSwapBarrier The caller provides the storage space where the current SwapBarrier is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the current SwapGroup and SwapBarrier has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_QuerySwapGroup(IUnknown *pDevice, + IDXGISwapChain *pSwapChain, + NvU32 *pSwapGroup, + NvU32 *pSwapBarrier); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_JoinSwapGroup +// +//! DESCRIPTION: This API causes the SwapChain of a SwapGroup client to join or leave the specified SwapGroup. +//! +//! \param [in] pDevice The caller provides the D3D device that owns the SwapChain used as a SwapGroup client. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] pSwapChain The IDXGISwapChain interface that is used as the SwapGroup client. +//! \param [in] group The caller specifies the SwapGroup which the SwapChain should join. +//! - If the value of group is zero, the SwapChain leaves the SwapGroup. +//! - The SwapChain joins a SwapGroup if the SwapGroup number is a positive integer less than or +//! equal to the maximum number of SwapGroups queried by NvAPI_SwapGroup_QueryMaxSwapGroup. +//! \param [in] blocking The caller specifies that a presentation of this SwapChain should return immediately or block +//! until all members of the SwapGroup are ready and the presentation was actually executed. +//! A boolean value of false means the Present operation returns immediately and a value of true +//! means the Present operation is blocking. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapChain joined/left the SwapGroup accordingly +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_JoinSwapGroup(IUnknown *pDevice, + IDXGISwapChain *pSwapChain, + NvU32 group, + BOOL blocking); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_BindSwapBarrier +// +//! DESCRIPTION: This API causes a SwapGroup to be bound to or released from the specified SwapBarrier. +//! +//! \param [in] pDevice The caller provides the D3D device that owns the SwapChain used as a SwapGroup client. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] group The caller specifies the SwapGroup to be bound to the SwapBarrier. +//! \param [in] barrier The caller specifies the SwapBarrier that the SwapGroup should be bound to. +//! - If the value of barrier is zero, the SwapGroup releases the SwapBarrier. +//! - The SwapGroup will be bound to the SwapBarrier if the value of barrier is a positive +//! integer less than or equal to the maximum number of SwapBarriers queried by NvAPI_D3D1x_QueryMaxSwapGroup. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapGroup is bound to the specified SwapBarrier +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_BindSwapBarrier(IUnknown *pDevice, + NvU32 group, + NvU32 barrier); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QueryPresentBarrierSupport +// +//! DESCRIPTION: This API returns if presentBarrier feature is supported on the specified device. +//! +//! \since Release: 470 +//! +//! \param [in] pDevice The ID3D12Device device which owns the SwapChain as a PresentBarrier client. +//! \param [out] pSupported Pointer to a boolean returning true if supported, false otherwise. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_QueryPresentBarrierSupport(__in ID3D12Device *pDevice, __out bool *pSupported); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreatePresentBarrierClient +// +//! DESCRIPTION: This API returns an NvPresentBarrierClientHandle handle, which +//! owns the swapchain to be synchronized through PresentBarrier. +//! This handle is used in other PresentBarrier functions. +//! +//! \since Release: 470 +//! +//! \param [in] pDevice The ID3D12Device device which owns the SwapChain as a PresentBarrier client. +//! \param [in] pSwapChain The IDXGISwapChain interface that presentBarrier is operated on. +//! \param [OUT] pPresentBarrierClient Pointer to an NvPresentBarrierClientHandle handle created by the driver +//! on success. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreatePresentBarrierClient(__in ID3D12Device *pDevice, + __in IDXGISwapChain *pSwapChain, + __out NvPresentBarrierClientHandle *pPresentBarrierClient); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RegisterPresentBarrierResources +// +//! DESCRIPTION: This API registers scanout resources of a presentBarrier client +//! to the presentBarrier, and a fence object which is used for +//! presentBarrier synchronization. Once the registration has completed +//! successfully, it is not allowed to add additional resources, i.e. the +//! number of back buffers and fence object are not allowed to be +//! changed. However, application must call this function whenever the +//! back buffers are changed, e.g. ResizeBuffers() is called. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient The NvPresentBarrierClientHandle client handle that owns the resources. +//! \param [in] pFence An ID3D12Fence object created by the application and used for present +//! synchronization through presentBarrier. Application must wait on this +//! fence to ensure the scanout resources are ready for use in the next +//! rendering loop. The fence is only signaled by the driver and must not +//! be signaled through any other queue command. The fence value must be +//! monotonically increasing on every present call, and tracked by the +//! application. +//! \param [in] ppResources An array of ID3D12Resource to be synchronized through presentBarrier, and +//! the size is specified by numResources. +//! \param [in] numResources The number of ID3D12Resource elements in ppResources. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \return ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \return ::NVAPI_INVALID_ARGUMENT an invalid number of resources was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RegisterPresentBarrierResources(__in NvPresentBarrierClientHandle presentBarrierClient, + __in ID3D12Fence *pFence, + __in ID3D12Resource **ppResources, + __in NvU32 numResources); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DestroyPresentBarrierClient +// +//! DESCRIPTION: This API destroys a presentBarrier client, and must be called +//! after client leaves presentBarrier to avoid memory leak. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxx_CreatedPresentBarrierClient +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DestroyPresentBarrierClient(__in NvPresentBarrierClientHandle presentBarrierClient); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +typedef struct _NV_JOIN_PRESENT_BARRIER_PARAMS +{ + NvU32 dwVersion; //!< Must be NV_JOIN_PRESENT_BARRIER_PARAMS_VER1 +} NV_JOIN_PRESENT_BARRIER_PARAMS; + +//! Macro for constructing the version field of ::NV_JOIN_PRESENT_BARRIER_PARAMS +#define NV_JOIN_PRESENT_BARRIER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_JOIN_PRESENT_BARRIER_PARAMS, 1) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_JoinPresentBarrier +// +//! DESCRIPTION: This API adds a registered PresentBarrier client to the presentBarrier. +//! If the call suceeds, image present of the registered scanout resources +//! from this client is under the synchronization of presentBarrier. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxx_CreatedPresentBarrierClient +//! \param [in] pParams Parameters to joining presentBarrier. +//! +//! \retval ::NVAPI_OK the call succeeded +//! \retval ::NVAPI_ERROR the call failed +//! \retval ::NVAPI_NO_IMPLEMENTATION the interface is not implemented +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION the version of data structure is not correct +//! \retval ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \retval ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument (probably NULL) +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_JoinPresentBarrier(__in NvPresentBarrierClientHandle presentBarrierClient, __in NV_JOIN_PRESENT_BARRIER_PARAMS *pParams); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_LeavePresentBarrier +// +//! DESCRIPTION: This API removes a registered client from presentBarrier. If this +//! client does not join presentBarrier, this function does nothing. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxxx_CreatePresentBarrierClient. +//! +//! \retval ::NVAPI_OK the call succeeded +//! \retval ::NVAPI_ERROR the call failed +//! \retval ::NVAPI_NO_IMPLEMENTATION the interface is not implemented +//! \retval ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_LeavePresentBarrier(__in NvPresentBarrierClientHandle presentBarrierClient); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) + +#define NV_PRESENT_BARRIER_FRAME_STATICS_VER1 MAKE_NVAPI_VERSION(NV_PRESENT_BARRIER_FRAME_STATISTICS,1) + +typedef enum _NV_PRESENT_BARRIER_SYNC_MODE +{ + PRESENT_BARRIER_NOT_JOINED = 0x00000000, //!< The client hasn't joined presentBarrier + PRESENT_BARRIER_SYNC_CLIENT = 0x00000001, //!< The client joined the presentBarrier, but is not synchronized with + //! any other presentBarrier clients. This happens if the back buffers + //! of this client are composited instead of being flipped out to screen + PRESENT_BARRIER_SYNC_SYSTEM = 0x00000002, //!< The client joined the presentBarrier, and is synchronized with other + //! presentBarrier clients within the system + PRESENT_BARRIER_SYNC_CLUSTER = 0x00000003, //!< The client joined the presentBarrier, and is synchronized with other + //! clients within the system and across systems through QSync devices +} NV_PRESENT_BARRIER_SYNC_MODE; + +typedef struct _NV_PRESENT_BARRIER_FRAME_STATISTICS +{ + NvU32 dwVersion; //!< Must be NV_PRESENT_BARRIER_FRAME_STATICS_VER1 + NV_PRESENT_BARRIER_SYNC_MODE SyncMode; //!< The presentBarrier mode of this client from last present call + NvU32 PresentCount; //!< The total count of times that a frame has been presented from this + //! client after it joined presentBarrier successfully. + NvU32 PresentInSyncCount; //!< The total count of times that a frame has been presented from this + //! client and that has happened since the returned SyncMode is + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + //! If the returned SyncMode is any other mode, this value is 0. + //! This count is set back to 0 in case the SyncMode switches away from + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + NvU32 FlipInSyncCount; //!< The total count of flips from this client since the returned SyncMode + //! is PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + //! If the returned SyncMode is any other mode, this value is 0. + //! This count is set back to 0 in case the SyncMode switches away from + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + NvU32 RefreshCount; //!< The total count of v-blanks since the returned SyncMode of this client + //! is PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + //! If the returned SyncMode is any other mode, this value is 0. + //! This count is set back to 0 in case the SyncMode switches away from + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. +} NV_PRESENT_BARRIER_FRAME_STATISTICS; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_QueryPresentBarrierFrameStatistics +// +//! DESCRIPTION: This API returns the presentBarrier frame statistics of last +//! present call from this client. If the client did not join +//! presentBarrier, the SyncMode is returned as PRESENT_BARRIER_NOT_JOINED, +//! and all other fields are reset. Driver does not retain any +//! presentBarrier info of the client once it leaves presentBarrier. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxxx_CreatePresentBarrierClient. +//! \param [out] pFrameStats Pointer to NV_PRESENT_BARRIER_FRAME_STATISTICS structure about presentBarrier statistics. +//! +//! \retval ::NVAPI_OK the call succeeded +//! \retval ::NVAPI_ERROR the call failed +//! \retval ::NVAPI_NO_IMPLEMENTATION the interface is not implemented +//! \retval ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \retval ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument (probably NULL) +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION invalid version of frameStatistics params +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_QueryPresentBarrierFrameStatistics(__in NvPresentBarrierClientHandle presentBarrierClient, + __out NV_PRESENT_BARRIER_FRAME_STATISTICS *pFrameStats); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateDDisplayPresentBarrierClient +// +//! DESCRIPTION: This API returns an NvPresentBarrierClientHandle handle. +//! +//! \since Release: 510 +//! +//! \param [in] pDevice The ID3D12Device device which executes the rendering commands of this PresentBarrier +//! client. It must be created on the same adapter as DisplayDevice. +//! \param [in] sourceId The adapter-relative identifier for the DisplaySource obtained from DisplaySource.SourceId(). +//! \param [OUT] pPresentBarrierClient Pointer to an NvPresentBarrierClientHandle handle created by the driver on success. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \return ::NVAPI_INVALID_HANDLE the input displaySource handle is not owned by the process +//! \return ::NVAPI_NOT_SUPPORTED PresentBarrier featue is not supported on this configuration +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreateDDisplayPresentBarrierClient(__in ID3D12Device *pDevice, __in NvU32 sourceId, __out NvPresentBarrierClientHandle *pPresentBarrierClient); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__) || defined(__d3d12_h__)) + +enum NVAPI_QUAD_FILLMODE +{ + NVAPI_QUAD_FILLMODE_DISABLED = 0, + NVAPI_QUAD_FILLMODE_BBOX = 1, + NVAPI_QUAD_FILLMODE_FULL_VIEWPORT = 2, +}; + +#endif //defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +typedef struct NvAPI_D3D11_RASTERIZER_DESC_EX +{ + // D3D11_RASTERIZER_DESC member variables + D3D11_FILL_MODE FillMode; + D3D11_CULL_MODE CullMode; + BOOL FrontCounterClockwise; + INT DepthBias; + FLOAT DepthBiasClamp; + FLOAT SlopeScaledDepthBias; + BOOL DepthClipEnable; + BOOL ScissorEnable; + BOOL MultisampleEnable; + BOOL AntialiasedLineEnable; + + // NvAPI_D3D11_RASTERIZER_DESC_EX specific member variables + NvU32 ForcedSampleCount; //1 it needs to match N, in non-TIR it needs to match RT sample count. Ignored if ForcePerSampleInterlock is set + NvU8 SamplePositionsX[16]; // 1 && (pDesc->MiscFlags&D3D11_RESOURCE_MISC_TILED) +//! \param [in] pInitialData A pointer to an array of D3D11_SUBRESOURCE_DATA structures that describe subresources for the 2D texture resource. +//! \param [out] ppTexture2D A pointer to a buffer that receives a pointer to a ID3D11Texture2D interface for the created texture. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateTiledTexture2DArray(__in ID3D11Device *pDevice, + __in const D3D11_TEXTURE2D_DESC *pDesc, + __in const D3D11_SUBRESOURCE_DATA *pInitialData, + __out ID3D11Texture2D **ppTexture2D); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) + +typedef enum _NV_D3D11_FEATURE +{ + NV_D3D11_FEATURE_RASTERIZER, +} NV_D3D11_FEATURE; + +typedef struct _NV_D3D11_FEATURE_DATA_RASTERIZER_SUPPORT +{ + BOOL TargetIndependentRasterWithDepth; + BOOL ProgrammableSamplePositions; + BOOL InterleavedSampling; + BOOL ConservativeRaster; + BOOL PostZCoverage; + BOOL CoverageToColor; +} NV_D3D11_FEATURE_DATA_RASTERIZER_SUPPORT; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CheckFeatureSupport +// +//! DESCRIPTION: This function gets information about the features that are supported by the current graphics driver. +//! +//! +//! +//! \param [in] pDevice The device on which to query for support. +//! \param [in] Feature A member of the NvAPI_D3D11_FEATURE enumerated type that describes which feature to query for suppor. +//! \param [in] pFeatureSupportData Upon completion of the method, the passed structure is filled with data that describes the feature support. +//! \param [out] FeatureSupportDataSize The size of the structure passed to the pFeatureSupportData parameter. +//! +//! \since Release: 410 +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! \retval :: Returns NVAPI_OK if successful; returns NVAPI_INVALID_ARGUMENT if an unsupported data type is passed to the pFeatureSupportData parameter +//! or a size mismatch is detected for the FeatureSupportDataSize parameter; +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CheckFeatureSupport(__in ID3D11Device *pDevice, + __in NV_D3D11_FEATURE Feature, + __out void *pFeatureSupportData, + __in UINT FeatureSupportDataSize); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateImplicitMSAATexture2D +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_CreateImplicitMSAATexture2D is a simple wrapper of ID3D11Device::CreateTexture2D +//! which allows to create multisampled 2D texture that is exposed to DX runtime as non-multisampled texture. +//! +//! \param [in] pDevice Current d3d device +//! \param [in] pDesc A pointer to a D3D11_TEXTURE2D_DESC structure that describes a 2D texture resource. +//! To create a typeless resource that can be interpreted at runtime into different, +//! compatible formats, specify a typeless format in the texture description. +//! To generatemipmap levels automatically, set the number of mipmap levels to 0. +//! SampleDesc.SampleCount specifies actual resource sample count, while D3D runtime object +//! sees resource as non-multisampled. +//! +//! \param [out] ppTexture2D A pointer to a buffer that receives a pointer to a ID3D11Texture2D interface for the +//! created texture. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateImplicitMSAATexture2D(__in ID3D11Device *pDevice, + __in const D3D11_TEXTURE2D_DESC *pDesc, + __out ID3D11Texture2D **ppTexture2D); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateImplicitMSAATexture2D +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D12_CreateCommittedImplicitMSAATexture2D is a simple wrapper of ID3D12Device::CreateCommittedResource +//! which allows to create multisampled 2D texture that is exposed to DX runtime as non-multisampled texture. +//! +//! \param [in] pDevice Current d3d device +//! \param [in] pDesc A pointer to a D3D12_RESOURCE_DESC structure that describes a 2D texture resource. +//! To create a typeless resource that can be interpreted at runtime into different, +//! compatible formats, specify a typeless format in the texture description. +//! To generatemipmap levels automatically, set the number of mipmap levels to 0. +//! SampleDesc.SampleCount specifies actual resource sample count, while D3D runtime object +//! sees resource as non-multisampled. +//! \param [in] pHeapProperties, HeapFlags, InitialResourceState, pOptimizedClearValue, riidResource See D3D12 docs +//! +//! \param [out] ppResource Same ID3D12Device::CreateCommittedResource +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreateCommittedImplicitMSAATexture2D( + __in ID3D12Device* pDevice, + __in const D3D12_HEAP_PROPERTIES *pHeapProperties, + D3D12_HEAP_FLAGS HeapFlags, + __in const D3D12_RESOURCE_DESC *pDesc, + D3D12_RESOURCE_STATES InitialResourceState, + __in_opt const D3D12_CLEAR_VALUE *pOptimizedClearValue, + REFIID riidResource, + __out void **ppvResource); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +//! SUPPORTED OS: Windows 10 and higher +//! + +//! \ingroup dx +//! Valid modes for NvAPI_D3D11_ResolveSubresourceRegion() and NvAPI_D3D12_ResolveSubresourceRegion +typedef enum _NV_RESOLVE_MODE { + NV_RESOLVE_MODE_SAMPLE_0, +} NV_RESOLVE_MODE; + +#if defined (__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_ResolveSubresourceRegion +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_ResolveSubresourceRegion is D3D11 an analog of D3D12 ResolveSubresourceRegion. +//! +//! \param [in] pDstResource Destination resource. Must be a created with the D3D11_USAGE_DEFAULT flag and be single-sampled. +//! \param [in] DstSubresource A zero-based index, that identifies the destination subresource. Use D3D11CalcSubresource to calculate the index. +//! \param [in] DstX The X coordinate of the left-most edge of the destination region. +//! The width of the destination region is the same as the width of the source rect. +//! +//! \param [in] DstY The Y coordinate of the top-most edge of the destination region. +//! The height of the destination region is the same as the height of the source rect. +//! +//! \param [in] pSrcResource Source resource. Must be multisampled. +//! \param [in] SrcSubresource The source subresource of the source resource. +//! \param [in] pSrcRect Specifies the rectangular region of the source resource to be resolved. +//! Passing NULL for pSrcRect specifies that the entire subresource is to be resolved. +//! +//! \param [in] Format A DXGI_FORMAT that indicates how the multisampled resource will be resolved to a single-sampled resource. +//! \param [in] ResolveMode Specifies the operation used to resolve the source samples. NV_RESOLVE_MODE_SAMPLE_0 is the only supported mode. +//! NV_RESOLVE_MODE_SAMPLE_0 outputs sample 0 and discards all other samples. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_ResolveSubresourceRegion( + __in ID3D11Device *pDevice, + __in ID3D11Texture2D *pDstResource, + __in UINT DstSubresource, + __in UINT DstX, + __in UINT DstY, + __in ID3D11Texture2D *pSrcResource, + __in UINT SrcSubresource, + __in_opt const RECT *pSrcRect, + __in DXGI_FORMAT Format, + __in NV_RESOLVE_MODE ResolveMode); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_ResolveSubresourceRegion +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D12_ResolveSubresourceRegion is D3D11 an analog of D3D12 ResolveSubresourceRegion. +//! +//! \param [in] pDstResource Destination resource. Must be a created with the D3D11_USAGE_DEFAULT flag and be single-sampled. +//! \param [in] DstSubresource A zero-based index, that identifies the destination subresource. Use D3D11CalcSubresource to calculate the index. +//! \param [in] DstX The X coordinate of the left-most edge of the destination region. +//! The width of the destination region is the same as the width of the source rect. +//! +//! \param [in] DstY The Y coordinate of the top-most edge of the destination region. +//! The height of the destination region is the same as the height of the source rect. +//! +//! \param [in] pSrcResource Source resource. Must be multisampled. +//! \param [in] SrcSubresource The source subresource of the source resource. +//! \param [in] pSrcRect Specifies the rectangular region of the source resource to be resolved. +//! Passing NULL for pSrcRect specifies that the entire subresource is to be resolved. +//! +//! \param [in] Format A DXGI_FORMAT that indicates how the multisampled resource will be resolved to a single-sampled resource. +//! \param [in] ResolveMode Specifies the operation used to resolve the source samples. NV_RESOLVE_MODE_SAMPLE_0 is the only supported mode. +//! NV_RESOLVE_MODE_SAMPLE_0 outputs sample 0 and discards all other samples. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_ResolveSubresourceRegion( + __in ID3D12GraphicsCommandList1*pCommandList, + __in ID3D12Resource *pDstResource, + __in UINT DstSubresource, + __in UINT DstX, + __in UINT DstY, + __in ID3D12Resource *pSrcResource, + __in UINT SrcSubresource, + __in_opt RECT *pSrcRect, + __in DXGI_FORMAT Format, + __in NV_RESOLVE_MODE ResolveMode); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_TiledTexture2DArrayGetDesc +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_TiledTexture2DArrayGetDesc is an simple wrapper of ID3D11Texture2D::GetDesc +//! when pTiledTexture2DArray is created with NvAPI_D3D11_CreateTiledTexture2DArray. +//! Runtime doesn't know the created resource is actually a tiled resource. +//! So calling ID3D11Texture2D::GetDesc will get a desc without D3D11_RESOURCE_MISC_TILED in MiscFlags. +//! This wrapper API just adds D3D11_RESOURCE_MISC_TILED back. +//! +//! \param [in] pTiledTexture2DArray Pointer of tiled texture2D array to get resource desc from. +//! \param [out] pDesc Pointer to a resource description. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_TiledTexture2DArrayGetDesc(__in ID3D11Texture2D *pTiledTexture2DArray, + __out D3D11_TEXTURE2D_DESC *pDesc); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_UpdateTileMappings +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_UpdateTileMappings is an extension of ID3D11DeviceContext2::UpdateTileMappings. +//! It allows pTiledResource to be a resource created with NvAPI_D3D11_CreateTiledTexture2DArray, and should be used only in such case. +//! +//! \param [in] pDeviceContext Must be Immediate DeviceContext. +//! \param [in] pTiledResource A pointer to the tiled texture 2D array resource created by NvAPI_D3D11_CreateTiledTexture2DArray. +//! \param [in] NumTiledResourceRegions The number of tiled resource regions. +//! \param [in] pTiledResourceRegionStartCoordinates An array of D3D11_TILED_RESOURCE_COORDINATE structures that describe the starting coordinates of the tiled resource regions. Cannot be NULL. +//! \param [in] pTiledResourceRegionSizes An array of D3D11_TILE_REGION_SIZE structures that describe the sizes of the tiled resource regions. Cannot be NULL. +//! \param [in] pTilePool A pointer to the tile pool. This resource should be created by standard API. +//! \param [in] NumRanges The number of tile-pool ranges. +//! \param [in] pRangeFlags An array of D3D11_TILE_RANGE_FLAG values that describe each tile-pool range. +//! \param [in] pTilePoolStartOffsets An array of offsets into the tile pool. These are 0-based tile offsets, counting in tiles (not bytes). +//! \param [in] pRangeTileCounts An array of values that specify the number of tiles in each tile-pool range. +//! \param [in] Flags A combination of D3D11_TILE_MAPPING_FLAGS values that are combined by using a bitwise OR operation. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_UpdateTileMappings( + __in ID3D11DeviceContext2 *pDeviceContext, + __in ID3D11Resource *pTiledResource, + __in UINT NumTiledResourceRegions, + __in const D3D11_TILED_RESOURCE_COORDINATE *pTiledResourceRegionStartCoordinates, + __in const D3D11_TILE_REGION_SIZE *pTiledResourceRegionSizes, + __in ID3D11Buffer *pTilePool, + __in UINT NumRanges, + __in const UINT *pRangeFlags, + __in const UINT *pTilePoolStartOffsets, + __in const UINT *pRangeTileCounts, + __in UINT Flags); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CopyTileMappings +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_CopyTileMappings is an extension of ID3D11DeviceContext2::CopyTileMappings +//! It allows pDestTiledResource or pSourceTiledResource or both to be created with NvAPI_D3D11_CreateTiledTexture2DArray. +//! It should be used only in such case. +//! +//! \param [in] pDeviceContext Must be Immediate DeviceContext. +//! \param [in] pDestTiledResource Tiled resource created by NvAPI_D3D11_CreateTiledTexture2DArray to copy tile mappings into. +//! \param [in] pDestRegionStartCoordinate A pointer to a D3D11_TILED_RESOURCE_COORDINATE structure that describes the starting coordinates of the destination tiled resource. +//! \param [in] pSourceTiledResource Tiled resource created by NvAPI_D3D11_CreateTiledTexture2DArray to copy tile mappings from. +//! \param [in] pSourceRegionStartCoordinate A pointer to a D3D11_TILED_RESOURCE_COORDINATE structure that describes the starting coordinates of the source tiled resource. +//! \param [in] pTileRegionSize A pointer to a D3D11_TILE_REGION_SIZE structure that describes the size of the tiled region. +//! \param [in] Flags A combination of D3D11_TILE_MAPPING_FLAGS values that are combined by using a bitwise OR operation. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CopyTileMappings( + __in ID3D11DeviceContext *pDeviceContext, + __in ID3D11Resource *pDestTiledResource, + __in const D3D11_TILED_RESOURCE_COORDINATE *pDestRegionStartCoordinate, + __in ID3D11Resource *pSourceTiledResource, + __in const D3D11_TILED_RESOURCE_COORDINATE *pSourceRegionStartCoordinate, + __in const D3D11_TILE_REGION_SIZE *pTileRegionSize, + __in UINT Flags); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_TiledResourceBarrier +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_TiledResourceBarrier is an extension of ID3D11DeviceContext2::TiledResourceBarrier, but only works on ID3D11Resource(no support for ID3D11View). +//! If pTiledResourceAccessBeforeBarrier or pTiledResourceAccessAfterBarrier or both are created by NvAPI_D3D11_CreateTiledTexture2DArray, +//! NvAPI_D3D11_TiledResourceBarrier must be used instead of ID3D11DeviceContext2::TiledResourceBarrier. +//! +//! \param [in] pDeviceContext Must be Immediate DeviceContext. +//! \param [in] pTiledResourceAccessBeforeBarrier Access operations on this resource must complete before the access operations on the object that pTiledResourceAccessAfterBarrier specifies. +//! \param [in] pTiledResourceAccessAfterBarrier Access operations on this resource must begin after the access operations on the object that pTiledResourceAccessBeforeBarrier specifies. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_TiledResourceBarrier( + __in ID3D11DeviceContext *pDeviceContext, + __in ID3D11Resource *pTiledResourceAccessBeforeBarrier, + __in ID3D11Resource *pTiledResourceAccessAfterBarrier); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA +// +//! \code +//! DESCRIPTION: This function allows creating (aliasing) a non-MSAA Texture2D object using the same memory as the given multi-sampled +//! texture (pInputTex). The surface created would be bloated in width and height but it will have SampleCount = 1 +//! For 2X MSAA: OutTex.Width = InputTex.Width * 2, outTex.Height = InputTex.Height +//! For 4X MSAA: OutTex.Width = InputTex.Width * 2, outTex.Height = InputTex.Height * 2 +//! For 8X MSAA: OutTex.Width = InputTex.Width * 4, outTex.Height = InputTex.Height * 2 +//! Only textures SampleQuality = 0 can be aliased as Non MSAA +//! The app should ensure that original texture is released only after the aliased copy is released. +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \param [in] pDevice current d3d device +//! \param [in] pInputTex The MultiSampled Texture2D resource that is being aliased +//! \param [out] ppOutTex The aliased non AA copy MultiSampled Texture2D resource +//! +//! +//! \return :: NVAPI_OK if the call succeeds. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA(__in ID3D11Device *pDevice, + __in ID3D11Texture2D *pInputTex, + __out ID3D11Texture2D **ppOutTex); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) +typedef UINT NvAPI_D3D11_SWIZZLE_MODE; + +typedef enum _NV_SWIZZLE_MODE +{ + NV_SWIZZLE_POS_X = 0, + NV_SWIZZLE_NEG_X = 1, + NV_SWIZZLE_POS_Y = 2, + NV_SWIZZLE_NEG_Y = 3, + NV_SWIZZLE_POS_Z = 4, + NV_SWIZZLE_NEG_Z = 5, + NV_SWIZZLE_POS_W = 6, + NV_SWIZZLE_NEG_W = 7 +}NV_SWIZZLE_MODE; + +typedef enum _NV_SWIZZLE_OFFSET +{ + NV_SWIZZLE_OFFSET_X = 0, + NV_SWIZZLE_OFFSET_Y = 4, + NV_SWIZZLE_OFFSET_Z = 8, + NV_SWIZZLE_OFFSET_W = 12 +}NV_SWIZZLE_OFFSET; + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) +#define NV_CUSTOM_SEMANTIC_MAX_LIMIT 32 + +typedef enum NV_CUSTOM_SEMANTIC_TYPE +{ + NV_NONE_SEMANTIC = 0, + NV_X_RIGHT_SEMANTIC = 1, + NV_VIEWPORT_MASK_SEMANTIC = 2, + NV_XYZW_RIGHT_SEMANTIC = 3, + NV_VIEWPORT_MASK_2_SEMANTIC = 4, + + NV_POSITION_SEMANTIC = 5, + NV_CLIP_DISTANCE_0_SEMANTIC = 6, // MultiView can accept upto two vec4 values. So the application should not use + NV_CLIP_DISTANCE_1_SEMANTIC = 7, // more than 2 of the below Clip / Cull semantics in a single shader. + NV_CULL_DISTANCE_0_SEMANTIC = 8, + NV_CULL_DISTANCE_1_SEMANTIC = 9, + NV_GENERIC_ATTRIBUTE_SEMANTIC = 10, + + NV_PACKED_EYE_INDEX_SEMANTIC = 17, + NV_CUSTOM_SEMANTIC_MAX = NV_CUSTOM_SEMANTIC_MAX_LIMIT, +} NV_CUSTOM_SEMANTIC_TYPE; + +typedef struct _NV_CUSTOM_SEMANTIC +{ + UINT version; // NV_CUSTOM_SEMANTIC_VERSION + + NV_CUSTOM_SEMANTIC_TYPE NVCustomSemanticType; // type of custom semantic (NV_CUSTOM_SEMANTIC_TYPE) + NvAPI_LongString NVCustomSemanticNameString; // name of custom semantic e.g. "NV_X_RIGHT", "NV_VIEWPORT_MASK" + BOOL RegisterSpecified; // (optional) set to TRUE to explicitly provide register number and mask as below + NvU32 RegisterNum; // (optional) output register which has the custom semantic. + NvU32 RegisterMask; // (optional) output register component mask which has the custom semantic (X:1, Y:2, Z:4) + NvU32 Reserved; // reserved +} NV_CUSTOM_SEMANTIC; + +#define NV_CUSTOM_SEMANTIC_VERSION MAKE_NVAPI_VERSION(NV_CUSTOM_SEMANTIC, 1) + +#endif //defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +typedef struct NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5 +{ + UINT version; + + BOOL UseViewportMask; + BOOL OffsetRtIndexByVpIndex; + BOOL ForceFastGS; + BOOL DontUseViewportOrder; + BOOL UseAttributeSkipMask; + BOOL UseCoordinateSwizzle; + NvAPI_D3D11_SWIZZLE_MODE *pCoordinateSwizzling; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL ConvertToFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5; + +typedef NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5 NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX; +#define NVAPI_D3D11_CREATEGEOMETRYSHADEREX_2_VER_5 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5, 5) +#define NVAPI_D3D11_CREATEGEOMETRYSHADEREX_2_VERSION NVAPI_D3D11_CREATEGEOMETRYSHADEREX_2_VER_5 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateGeometryShaderEx +// +//! \fn NvAPI_D3D11_CreateGeometryShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of geometry shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateGeometryShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter is UseViewportMask which is to tell the driver to create a shader +//! that outputs a viewport mask instead when a viewport index is indicated. +//! Outputting a viewport mask allows a single primitive to land on many different viewports +//! as specified by the bits set in the mask, rather than to rely on a single number that tells it +//! which unique viewport it would be drawn on. +//! This can be used for example in conjunction with the setting of coordinates swizzling (see XXX_NVAPI function) +//! to generates multiple adjacent views of the same primitive in a more efficient fashion +//! (outputting the primitive only once). +//! +//! This function is free-threaded create compatible i.e. it can be called from a different +//! thread than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled geometry shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] UseViewportMask Set to FALSE for custom semantic shaders. Tell the driver to create a shader that outputs the viewport mask in lieu of the viewport index. See above description. +//! \param [in] OffsetRtIndexByVpIndex Set to FALSE for custom semantic shaders. The Rendertarget index is offset by the viewport index +//! \param [in] ForceFastGS If TRUE, GS must be written with maxvertexcount(1) and must pass-through input vertex 0 to the output without modification +//! \param [in] DontUseViewportOrder Default FALSE for Primitives batched per viewport to improve performance. Set TRUE for API order (slow). +//! \param [in] UseAttributeSkipMask reserved +//! \param [in] UseCoordinateSwizzle reserved +//! \param [in] pCoordinateSwizzling reserved +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] ConvertToFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppGeometryShader Address of a pointer to a ID3D11GeometryShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateGeometryShaderEx_2(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX *pCreateGeometryShaderExArgs, + __out ID3D11GeometryShader **ppGeometryShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC +} NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V1; + +typedef struct NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved +} NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2; + +typedef struct NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V3 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V3; + +typedef NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V3 NvAPI_D3D11_CREATE_VERTEX_SHADER_EX; +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V1, 1) +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2, 2) +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_3 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2, 3) +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VERSION NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_3 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateVertexShaderEx +// +//! \fn NvAPI_D3D11_CreateVertexShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of vertex shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateVertexShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled vertex shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] UseWithFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppVertexShader Address of a pointer to a ID3D11VertexShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateVertexShaderEx(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_VERTEX_SHADER_EX *pCreateVertexShaderExArgs, + __out ID3D11VertexShader **ppVertexShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved +} NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1; + +typedef struct NvAPI_D3D11_CREATE_HULL_SHADER_EX_V2 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_HULL_SHADER_EX_V2; + +typedef NvAPI_D3D11_CREATE_HULL_SHADER_EX_V2 NvAPI_D3D11_CREATE_HULL_SHADER_EX; +#define NVAPI_D3D11_CREATEHULLSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1, 1) +#define NVAPI_D3D11_CREATEHULLSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1, 2) +#define NVAPI_D3D11_CREATEHULLSHADEREX_VERSION NVAPI_D3D11_CREATEHULLSHADEREX_VER_2 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateHullShaderEx +// +//! \fn NvAPI_D3D11_CreateHullShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of hull shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateHullShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled hull shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] UseWithFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppHullShader Address of a pointer to a ID3D11HullShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateHullShaderEx(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_HULL_SHADER_EX *pCreateHullShaderExArgs, + __out ID3D11HullShader **ppHullShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC +} NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V1; + +typedef struct NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V2 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved +} NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V2; + +typedef struct NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3; + +typedef NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3 NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX; +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V1, 1) +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V2, 2) +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_3 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3, 3) +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VERSION NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_3 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateDomainShaderEx +// +//! \fn NvAPI_D3D11_CreateDomainShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of domain shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateDomainShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled domain shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] UseWithFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppDomainShader Address of a pointer to a ID3D11DomainShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateDomainShaderEx(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX *pCreateDomainShaderExArgs, + __out ID3D11DomainShader **ppDomainShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC +} NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V1; + +#define NVAPI_D3D11_CREATEPIXELSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V1, 1) + +typedef struct NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2 +{ + UINT version; // Always use NVAPI_D3D11_CREATEPIXELSHADEREX_VERSION + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + NvU32 bEnableSuperSamplingPredicationForVRS : 1; // This enables sampling within a pixel for SuperSampling mode of Variable Rate Shading for relevant attributes tagged with "sample" modifier + NvU32 bEnableSuperSamplingPredicationForVRSAllAttributes : 1; // This enables sampling within a pixel for SuperSampling mode of Variable Rate Shading for all relevant attributes + NvU32 reserved : 30; // Reserved for further use +} NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2; + +typedef NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2 NvAPI_D3D11_CREATE_PIXEL_SHADER_EX; +#define NVAPI_D3D11_CREATEPIXELSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2, 2) +#define NVAPI_D3D11_CREATEPIXELSHADEREX_VERSION NVAPI_D3D11_CREATEPIXELSHADEREX_VER_2 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreatePixelShaderEx_2 +// +//! \fn NvAPI_D3D11_CreatePixelShaderEx_2 +//! +//! DESCRIPTION: This function allows us to extend the creation of pixel shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreatePixelShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled domain shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [out] ppPixelShader Address of a pointer to a ID3D11PixelShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreatePixelShaderEx_2(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_PIXEL_SHADER_EX *pCreatePixelShaderExArgs, + __out ID3D11PixelShader **ppPixelShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +typedef enum _NV_FASTGS_FLAGS +{ + NV_FASTGS_USE_VIEWPORT_MASK = 0x01, // Causes SV_ViewportArrayIndex value to be interpreted as a bitmask of viewports to broadcast to. + NV_FASTGS_OFFSET_RT_INDEX_BY_VP_INDEX = 0x02, // Causes SV_RenderTargetArrayIndex value to be offset by the viewport index when broadcasting. + NV_FASTGS_STRICT_API_ORDER = 0x04, // Causes broadcast primitives to be rendered strictly in API order (slow). + // By default, primitives may be batched per viewport to improve performance. +} NV_FASTGS_FLAGS; + +#endif //defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +struct NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC_V1 +{ + NvU32 version; // ALWAYS == NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER + NvU32 flags; // A combination of flags from NV_FASTGS_FLAGS + NvAPI_D3D11_SWIZZLE_MODE *pCoordinateSwizzling; // [optional] Array of 16 coordinate swizzle modes, one per viewport. NULL if not used. + // The output x, y, z, and w coordinates of all vertices can be set to any of the coordinates or their + // negated versions i.e. {x, y, z, w, -x, -y, -z, -w}. Coordinates are swizzled before any viewport + // operation occurs i.e. before frustum clipping, scaling, and viewport clipping. And after + // last of vertex/tesselation/geometry shader stage, stream-out and viewport broadcast expansion (see NV_FASTGS_USE_VIEWPORT_MASK) + // pCoordinateSwizzling[i] sets the swizzle-mode of each component for viewport i. + // See NV_SWIZZLE_MODE for values of allowed swizzle modes. + // See NV_SWIZZLE_OFFSET for bit offset from where NV_SWIZZLE_MODE to be set for each component. + // For example : + // 1. To set swizzle for viewport 0 such that - w and z are unchanged and values of x and y are swapped : + // pCoordinateSwizzling[0] = (NV_SWIZZLE_POS_W << NV_SWIZZLE_OFFSET_W) | + // (NV_SWIZZLE_POS_Z << NV_SWIZZLE_OFFSET_Z) | + // (NV_SWIZZLE_POS_X << NV_SWIZZLE_OFFSET_Y) | + // (NV_SWIZZLE_POS_Y << NV_SWIZZLE_OFFSET_X); + // 2. To set swizzle for viewport 0 such that - w, z and y are unchanged and value of x is negated : + // pCoordinateSwizzling[0] = (NV_SWIZZLE_POS_W << NV_SWIZZLE_OFFSET_W) | + // (NV_SWIZZLE_POS_Z << NV_SWIZZLE_OFFSET_Z) | + // (NV_SWIZZLE_POS_Y << NV_SWIZZLE_OFFSET_Y) | + // (NV_SWIZZLE_NEG_X << NV_SWIZZLE_OFFSET_X); + // Need to set some valid combination of swizzle-modes for all viewports, irrespective of whether that viewport is set. + // Invalid swizzle-mode for any viewport (even if that viewport is not set) may result in removal of device. +}; + +#define NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC_V1, 1) +#define NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER1 + +typedef NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC_V1 NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC; + +//////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateFastGeometryShaderExplicit +// +//! \fn NvAPI_D3D11_CreateFastGeometryShaderExplicit +//! +//! DESCRIPTION: This function will create a fast geometry shader written using an "explicit" +//! coding style, rather than converting a standard GS. For the explicit coding +//! style, the GS must be written with maxvertexcount(1), and must pass-through +//! input vertex 0 to the output without modification. +//! +//! Additional per-primitive outputs may also be computed and written to the single +//! output vertex. If these outputs are read by the pixel shader, they must be +//! declared with the "nointerpolation" attribute in the PS input signature; +//! otherwise, visual corruption may occur. Also, unlike D3D API, there is no guarantee +//! that pixel shader will get the default value of an attribute if that attribute is not written +//! by the earlier shader stage in the pipeline. +//! +//! The first four parameters are identical to ID3D11Device::CreateGeometryShader(), +//! so please refer to its documentation for their usage. +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled geometry shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] pCreateFastGSArgs A pointer to a NvAPI_D3D11_CREATE_FASTGS_EXPLICIT struct. +//! \param [out] ppGeometryShader Address of a pointer to a ID3D11GeometryShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +//////////////////////////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateFastGeometryShaderExplicit(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC *pCreateFastGSArgs, + __out ID3D11GeometryShader **ppGeometryShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) +//////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateFastGeometryShader +// +//! \fn NvAPI_D3D11_CreateFastGeometryShader +//! +//! DESCRIPTION: This function will convert a regular geometry shader into a fast GS variant if possible. +//! It will not do any validation regarding the compatibility of the resulting fast GS with any +//! Pixel shader. The validation has to be done by the application manually. +//! +//! The parameters are identical to ID3D11Device::CreateGeometryShader() +//! so please refer to its documentation for their usage. +//! +//! If the shader is too complex or is not in adequate form to be converted to fast GS +//! this function will simply fail. You should then call ID3D11Device::CreateGeometryShader() +//! to create the regular geometry shader. +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled geometry shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [out] ppGeometryShader Address of a pointer to a ID3D11GeometryShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateFastGeometryShader(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __out ID3D11GeometryShader **ppGeometryShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_DecompressView +// +//! \code +//! DESCRIPTION: This function is used to decompress a surface using the currently bound programmable sample positions. +//! +//! This is needed: +//! - When writing to a surface in a region previously rendered by different sample positions and no clear was done. +//! - When reading a surface in a shader that was rendered using non-standard sample positions. +//! - When copying from a surface that was rendered using non-standard sample positions. +//! +//! \param [in] pDevice Current d3d11 device +//! \param [in] pDeviceContext Current d3d11 device context +//! \param [in] pView Current view to decompress +//! +//! +//! \return ::NVAPI_OK if the call succeeds. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_DecompressView(__in ID3D11Device* pDevice, __in ID3D11DeviceContext *pDeviceContext, __in ID3D11View* pView); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) + +//! Enum for CreatePSO extensions. +//! \ingroup dx +//! constant 5 is assigned to two members of this enum becuase the first member name contains a typo: EXTNENSION. Please use the correctly-spelled enumerator. +typedef enum _NV_PSO_EXTENSION +{ + NV_PSO_RASTER_EXTENSION = 0, + NV_PSO_REQUEST_FASTGS_EXTENSION = 1, + NV_PSO_GEOMETRY_SHADER_EXTENSION = 2, + NV_PSO_ENABLE_DEPTH_BOUND_TEST_EXTENSION = 3, + NV_PSO_EXPLICIT_FASTGS_EXTENSION = 4, + NV_PSO_SET_SHADER_EXTNENSION_SLOT_AND_SPACE = 5, + NV_PSO_SET_SHADER_EXTENSION_SLOT_AND_SPACE = 5, + NV_PSO_VERTEX_SHADER_EXTENSION = 6, + NV_PSO_DOMAIN_SHADER_EXTENSION = 7, + NV_PSO_HULL_SHADER_EXTENSION = 9, +}NV_PSO_EXTENSION; + +struct NVAPI_D3D12_PSO_EXTENSION_DESC_V1 +{ + NvU32 baseVersion; //1 it needs to match N, in non-TIR it needs to match RT sample count. Ignored if ForcePerSampleInterlock is set + NvU8 SamplePositionsX[16]; //= 201103L + +#define compile_time_assert(b) static_assert((b), "Compile time assertion failed: "#b) + +enum NV_META_COMMAND_TENSOR_DATA_TYPE : NvU64 +{ + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT32, + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT16, + NV_META_COMMAND_TENSOR_DATA_TYPE_UINT32, + + NV_META_COMMAND_TENSOR_DATA_TYPE_COUNT, +}; + + +enum NV_META_COMMAND_TENSOR_LAYOUT : NvU64 +{ + NV_META_COMMAND_TENSOR_LAYOUT_UNKNOWN, // opaque HW-native layout + NV_META_COMMAND_TENSOR_LAYOUT_STANDARD, // NCDHW - planar / row major layout (width is inner-most dimension, batch-size N is the outermost) + NV_META_COMMAND_TENSOR_LAYOUT_COUNT, +}; + +enum NV_META_COMMAND_TENSOR_FLAGS : NvU64 +{ + NV_META_COMMAND_TENSOR_FLAG_NONE = 0, + NV_META_COMMAND_TENSOR_FLAG_DATA_STATIC = 0x1, // data pointed by the tensor is static (i.e, won't be modified after command list recording) +}; + +enum NV_META_COMMAND_PRECISION : NvU64 +{ + NV_META_COMMAND_PRECISION_FLOAT32, + NV_META_COMMAND_PRECISION_FLOAT16, + NV_META_COMMAND_PRECISION_MUL_FLOAT16_ADD_FLOAT32, + + NV_META_COMMAND_PRECISION_COUNT, +}; + +struct NV_META_COMMAND_TENSOR_DESC +{ + NV_META_COMMAND_TENSOR_DATA_TYPE DataType; + NV_META_COMMAND_TENSOR_LAYOUT Layout; + NV_META_COMMAND_TENSOR_FLAGS Flags; + NvU64 DimensionCount; // 4 or 5 + NvU64 Size[NV_META_COMMAND_MAX_TENSOR_DIM]; + NvU64 Stride[NV_META_COMMAND_MAX_TENSOR_DIM]; // only used with NV_META_COMMAND_TENSOR_LAYOUT_STANDARD +}; + +enum NV_META_COMMAND_ACTIVATION_FUNCTION : NvU64 +{ + NV_META_COMMAND_ACTIVATION_FUNCTION_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARDMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARD_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_IDENTITY, + NV_META_COMMAND_ACTIVATION_FUNCTION_LEAKY_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_LINEAR, + NV_META_COMMAND_ACTIVATION_FUNCTION_LOG_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETERIZED_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETRIC_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTSIGN, + NV_META_COMMAND_ACTIVATION_FUNCTION_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_THRESHOLDED_RELU, + + NV_META_COMMAND_ACTIVATION_FUNCTION_COUNT, +}; + +struct NV_META_COMMAND_ACTIVATION_DESC +{ + NV_META_COMMAND_ACTIVATION_FUNCTION Function; + float Params[NV_META_COMMAND_ACTIVATION_MAX_PARAMS]; +}; + +#else + +#define compile_time_assert(b) typedef char compile_time_assertion_failed_in_line_##__LINE__[(b)?1:-1] + +enum NV_META_COMMAND_TENSOR_DATA_TYPE +{ + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT32, + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT16, + NV_META_COMMAND_TENSOR_DATA_TYPE_UINT32, + + NV_META_COMMAND_TENSOR_DATA_TYPE_COUNT, +}; + + +enum NV_META_COMMAND_TENSOR_LAYOUT +{ + NV_META_COMMAND_TENSOR_LAYOUT_UNKNOWN, // opaque HW-native layout + NV_META_COMMAND_TENSOR_LAYOUT_STANDARD, // NCDHW - planar / row major layout (width is inner-most dimension, batch-size N is the outermost) + NV_META_COMMAND_TENSOR_LAYOUT_COUNT, +}; + +enum NV_META_COMMAND_TENSOR_FLAGS +{ + NV_META_COMMAND_TENSOR_FLAG_NONE = 0, + NV_META_COMMAND_TENSOR_FLAG_DATA_STATIC = 0x1, // data pointed by the tensor is static (i.e, won't be modified after command list recording) +}; + +enum NV_META_COMMAND_PRECISION +{ + NV_META_COMMAND_PRECISION_FLOAT32, + NV_META_COMMAND_PRECISION_FLOAT16, + NV_META_COMMAND_PRECISION_MUL_FLOAT16_ADD_FLOAT32, + + NV_META_COMMAND_PRECISION_COUNT, +}; + +struct NV_META_COMMAND_TENSOR_DESC +{ + NvU64 DataType; // NV_META_COMMAND_TENSOR_DATA_TYPE + NvU64 Layout; // NV_META_COMMAND_TENSOR_LAYOUT + NvU64 Flags; // NV_META_COMMAND_TENSOR_FLAGS + NvU64 DimensionCount; // 4 or 5 + NvU64 Size[NV_META_COMMAND_MAX_TENSOR_DIM]; + NvU64 Stride[NV_META_COMMAND_MAX_TENSOR_DIM]; // only used with NV_META_COMMAND_TENSOR_LAYOUT_STANDARD +}; + +enum NV_META_COMMAND_ACTIVATION_FUNCTION +{ + NV_META_COMMAND_ACTIVATION_FUNCTION_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARDMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARD_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_IDENTITY, + NV_META_COMMAND_ACTIVATION_FUNCTION_LEAKY_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_LINEAR, + NV_META_COMMAND_ACTIVATION_FUNCTION_LOG_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETERIZED_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETRIC_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTSIGN, + NV_META_COMMAND_ACTIVATION_FUNCTION_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_THRESHOLDED_RELU, + + NV_META_COMMAND_ACTIVATION_FUNCTION_COUNT, +}; + +struct NV_META_COMMAND_ACTIVATION_DESC +{ + NvU64 Function; // NV_META_COMMAND_ACTIVATION_FUNCTION + float Params[NV_META_COMMAND_ACTIVATION_MAX_PARAMS]; +}; + +#endif + +struct NV_META_COMMAND_OPTIONAL_TENSOR_DESC : NV_META_COMMAND_TENSOR_DESC +{ + // true when the tensor isn't needed (e.g, bias is optional) + NV_META_COMMAND_BOOL IsNull; +}; + + +struct NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC : NV_META_COMMAND_ACTIVATION_DESC +{ + // true when activation isn't needed + NV_META_COMMAND_BOOL IsNull; +}; + + +enum NV_META_COMMAND_PADDING_MODE +{ + NV_META_COMMAND_PADDING_ZEROS, + NV_META_COMMAND_PADDING_MIRROR, + NV_META_COMMAND_PADDING_CLAMP, + NV_META_COMMAND_PADDING_CONSTANT, + + NV_META_COMMAND_PADDING_COUNT, +}; + +struct NV_META_COMMAND_PADDING_DESC +{ + NV_META_COMMAND_PADDING_MODE Mode; + + // used with NV_META_COMMAND_PADDING_CONSTANT + float ConstantPadVal; +}; + +// use this enum to query resource sizes using GetRequiredParameterResourceSize() call +enum NV_META_COMMAND_RESOURCE_TYPE +{ + NV_META_COMMAND_RESOURCE_TYPE_INPUT = 0, + NV_META_COMMAND_RESOURCE_TYPE_OUTPUT = 1, + + NV_META_COMMAND_RESOURCE_TYPE_FILTER = 2, + NV_META_COMMAND_RESOURCE_TYPE_WEIGHT = 2, + NV_META_COMMAND_RESOURCE_TYPE_BIAS = 3, + + NV_META_COMMAND_RESOURCE_TYPE_MATRIX_A = 0, + NV_META_COMMAND_RESOURCE_TYPE_MATRIX_B = 2, + NV_META_COMMAND_RESOURCE_TYPE_MATRIX_C = 3, + + NV_META_COMMAND_RESOURCE_TYPE_PERSISTENT = 4, + NV_META_COMMAND_RESOURCE_TYPE_TEMPORARY = 5, +}; + + +// Extended version of convolution operation that performs: +// +// y = act ( alpha1 * conv(x) + alpha2 * z + bias ) +// +// alpha1 and alpha2 are either scalars or if PerChannelScaling is TRUE, they are vectors of +// same dimension as the bias tensor (vector of size equal to number of output channels) +// +// z (SkipConnectionResource) has same dimension as output tensor y (OutputResource). + +static const GUID MetaCommand_ConvolutionEx = +{ 0xa7666f1e, 0x9c55, 0x47ee, { 0x9e, 0xb3, 0xe1, 0x62, 0x0, 0x92, 0xd1, 0xe9 } }; + +#define NV_META_COMMAND_NUM_SPATIAL_DIM 3 +// D, H, W when DimensionCount is 3 +// H, W when DimensionCount is 2 + + +#if __cplusplus >= 201103L +enum NV_META_COMMAND_CONVOLUTION_DIRECTION : NvU64 +{ + NV_META_COMMAND_CONVOLUTION_DIRECTION_FORWARD, // Corresponds to regular Convolution + NV_META_COMMAND_CONVOLUTION_DIRECTION_BACKWARD, // Corresponds to ConvolutionTranspose + + NV_META_COMMAND_CONVOLUTION_DIRECTION_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_MODE : NvU64 +{ + NV_META_COMMAND_CONVOLUTION_MODE_CONVOLUTION, + NV_META_COMMAND_CONVOLUTION_MODE_CROSS_CORRELATION, + + NV_META_COMMAND_CONVOLUTION_MODE_COUNT, +}; + +struct NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC +{ + // Descriptor of the input tensor + NV_META_COMMAND_TENSOR_DESC DescIn; + + // Descriptor of the tensor acting as the filter kernel + NV_META_COMMAND_TENSOR_DESC DescFilter; + + // Descriptor of the optional bias tensor + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescBias; + + // Descriptor of the output tensor + NV_META_COMMAND_TENSOR_DESC DescOut; + + // Convolution mode (CROSS_CORRELATION or CONVOLUTION) + NV_META_COMMAND_CONVOLUTION_MODE Mode; + + // Convolution direction (FORWARD or BACKWARD) + NV_META_COMMAND_CONVOLUTION_DIRECTION Direction; + + // Precision at which convolution is done + NV_META_COMMAND_PRECISION Precision; + + // Optional activation function + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; + + // Padding mode (only used when output tensor dimensions are different from input tensor dimensions) + NV_META_COMMAND_PADDING_DESC Padding; + + // enables per channel scaling i.e, use Alpha1Resource and Alpha2Resource + // instead of Alpha1 and Alpha2 below + NV_META_COMMAND_BOOL PerChannelScaling; + + // scaling factors used when PerChannelScaling is FALSE + // set Alpha1 = 1.0f, Alpha2 = 0.0f for simple convolutions + // that don't need scaling or skip connection + float Alpha1; + float Alpha2; + + // Strides for the filter kernel position + NvU64 Stride[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // The distance per dimension between elements that are multiplied + NvU64 Dilation[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the start of each dimension + NvU64 StartPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the end of each dimension + NvU64 EndPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Number of dimensions to which convolution occurs (2 or 3) + NvU64 DimensionCount; + + // Number of channel groups convolved independently + NvU64 GroupCount; +}; + +#else + +enum NV_META_COMMAND_CONVOLUTION_DIRECTION +{ + NV_META_COMMAND_CONVOLUTION_DIRECTION_FORWARD, // Corresponds to regular Convolution + NV_META_COMMAND_CONVOLUTION_DIRECTION_BACKWARD, // Corresponds to ConvolutionTranspose + + NV_META_COMMAND_CONVOLUTION_DIRECTION_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_MODE +{ + NV_META_COMMAND_CONVOLUTION_MODE_CONVOLUTION, + NV_META_COMMAND_CONVOLUTION_MODE_CROSS_CORRELATION, + + NV_META_COMMAND_CONVOLUTION_MODE_COUNT, +}; + +struct NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC +{ + // Descriptor of the input tensor + NV_META_COMMAND_TENSOR_DESC DescIn; + + // Descriptor of the tensor acting as the filter kernel + NV_META_COMMAND_TENSOR_DESC DescFilter; + + // Descriptor of the optional bias tensor + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescBias; + + // Descriptor of the output tensor + NV_META_COMMAND_TENSOR_DESC DescOut; + + // Convolution mode (CROSS_CORRELATION or CONVOLUTION) + NvU64 Mode; // NV_META_COMMAND_CONVOLUTION_MODE + + // Convolution direction (FORWARD or BACKWARD) + NvU64 Direction; // NV_META_COMMAND_CONVOLUTION_DIRECTION + + // Precision at which convolution is done + NvU64 Precision; // NV_META_COMMAND_PRECISION + + // Optional activation function + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; + + // Padding mode (only used when output tensor dimensions are different from input tensor dimensions) + NV_META_COMMAND_PADDING_DESC Padding; + + // enables per channel scaling i.e, use Alpha1Resource and Alpha2Resource + // instead of Alpha1 and Alpha2 below + NV_META_COMMAND_BOOL PerChannelScaling; + + // scaling factors used when PerChannelScaling is FALSE + // set Alpha1 = 1.0f, Alpha2 = 0.0f for simple convolutions + // that don't need scaling or skip connection + float Alpha1; + float Alpha2; + + // Strides for the filter kernel position + NvU64 Stride[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // The distance per dimension between elements that are multiplied + NvU64 Dilation[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the start of each dimension + NvU64 StartPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the end of each dimension + NvU64 EndPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Number of dimensions to which convolution occurs (2 or 3) + NvU64 DimensionCount; + + // Number of channel groups convolved independently + NvU64 GroupCount; +}; +#endif + + +// Fused Convolution variants + +// supported combinations right now are: +// - Convolution + Max Pooling (also optionally outputs pre-pool data) +// - 2x2 upsample + (optional) residual add + Convolution +// +// other combinations may be exposed in future + +static const GUID MetaCommand_ConvolutionExFused = +{ 0xe1b112eb, 0xdecd, 0x4ff6,{ 0x85, 0xbb, 0x1f, 0xe, 0x3a, 0xb0, 0x4, 0x14 } }; + + +enum NV_META_COMMAND_CONVOLUTION_POOL_MODE +{ + NV_META_COMMAND_CONVOLUTION_POOL_MODE_NONE, + NV_META_COMMAND_CONVOLUTION_POOL_MODE_REDUCTION_MAX, + NV_META_COMMAND_CONVOLUTION_POOL_MODE_REDUCTION_AVG, + NV_META_COMMAND_CONVOLUTION_POOL_MODE_REDUCTION_MIN, + + NV_META_COMMAND_CONVOLUTION_POOL_MODE_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE +{ + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_NONE, + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_REPLICATE, + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_BILINEAR, + + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_SKIP_MODE +{ + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_NONE, + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_ADD, + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_CONCAT, + + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_COUNT, +}; + +struct NV_META_COMMAND_CONVOLUTION_FUSE_DESC +{ + NV_META_COMMAND_CONVOLUTION_POOL_MODE PoolMode; + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE UpsampleMode; + NV_META_COMMAND_CONVOLUTION_SKIP_MODE SkipMode; + + NV_META_COMMAND_BOOL OutputPrepool; // used with NV_META_COMMAND_CONVOLUTION_POOL_MODE +}; + +// uses same structures for init and execute descriptors +// SkipConnectionResource is used to specify the resource for pre-pool data or residual add +struct NV_META_COMMAND_CREATE_CONVOLUTION_EX_FUSED_DESC : NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC +{ + NV_META_COMMAND_CONVOLUTION_FUSE_DESC FuseDesc; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_META_COMMAND_TENSOR_DESC) == 112); +compile_time_assert(sizeof(NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC) == 640); +compile_time_assert(sizeof(NV_META_COMMAND_CONVOLUTION_FUSE_DESC) == 20); +compile_time_assert(sizeof(NV_META_COMMAND_CREATE_CONVOLUTION_EX_FUSED_DESC) == 660); + + +// GEMM (General matrix multiply) +// +// Y = alpha * t(A) * t(B) + beta * C, +// +// where t is a matrix transform option +// +// If C is null, and beta is non-zero, the output +// matrix is used as C matrix. i.e, the operation performed is: +// Y = alpha * t(A) * t(B) + beta * Y +// +static const GUID MetaCommand_Gemm = + { 0x8f9ff059, 0xfe72, 0x488e, { 0xa0, 0x66, 0xb1, 0x4e, 0x79, 0x48, 0xec, 0x8 } }; + +#if __cplusplus >= 201103L + +enum NV_META_COMMAND_MATRIX_TRANSFORM : NvU64 +{ + NV_META_COMMAND_MATRIX_TRANSFORM_NONE, + NV_META_COMMAND_MATRIX_TRANSFORM_TRANSPOSE, + + NV_META_COMMAND_MATRIX_TRANSFORM_COUNT, +}; + +struct NV_META_COMMAND_CREATE_GEMM_DESC +{ + NV_META_COMMAND_TENSOR_DESC DescA; + NV_META_COMMAND_TENSOR_DESC DescB; + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescC; + NV_META_COMMAND_TENSOR_DESC DescOut; + NV_META_COMMAND_PRECISION Precision; + + NV_META_COMMAND_MATRIX_TRANSFORM TransA; + NV_META_COMMAND_MATRIX_TRANSFORM TransB; + float Alpha; + float Beta; + + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; +}; + +#else + +enum NV_META_COMMAND_MATRIX_TRANSFORM +{ + NV_META_COMMAND_MATRIX_TRANSFORM_NONE, + NV_META_COMMAND_MATRIX_TRANSFORM_TRANSPOSE, + + NV_META_COMMAND_MATRIX_TRANSFORM_COUNT, +}; + +struct NV_META_COMMAND_CREATE_GEMM_DESC +{ + NV_META_COMMAND_TENSOR_DESC DescA; + NV_META_COMMAND_TENSOR_DESC DescB; + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescC; + NV_META_COMMAND_TENSOR_DESC DescOut; + NvU64 Precision; // NV_META_COMMAND_PRECISION + + NvU64 TransA; // NV_META_COMMAND_MATRIX_TRANSFORM + NvU64 TransB; // NV_META_COMMAND_MATRIX_TRANSFORM + float Alpha; + float Beta; + + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; +}; + +#endif + + +#pragma pack(pop) + +#endif // #if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_EnumerateMetaCommands +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Enumerates MetaCommands supported on the system +//! +//! \param [in] pDevice A pointer to D3D11 device. +//! \param [in/out] pNumMetaCommands Should be non-null. When the value pointed by pNumMetaCommands is 0 (or when pDescs is NULL), the function returns number of metacommands supported. +//! When the value pointed is non-zero, the value indicates number of Metacommand descriptions to be populated in pDescs array. +//! \param [out] pDescs Pointer to array where Metacommand descriptions will be returned. Can be null to indicate that the app is querying the number of supported metacommands. +//! Otherwise should have enough space to hold *pNumMetaCommands descriptors +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_EnumerateMetaCommands(__in ID3D11Device *pDevice, + __inout NvU32 *pNumMetaCommands, + __out_ecount_opt(*pNumMetaCommands) NVAPI_META_COMMAND_DESC *pDescs); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Creates a MetaCommand object which can be used to execute optimized operations exposed by driver like convolutions. +//! +//! \param [in] pDevice A pointer to D3D11 device. +//! \param [in] CommandId GUID of the operations to perform +//! \param [in] pCreationParametersData structure containing all creation parameters for the requested Metacommand +//! \param [in] CreationParametersDataSize size of parameter data structure +//! \param [out] ppMetaCommand A pointer to memory that receives the pointer to the created MetaCommand object. +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! NVAPI_NOT_SUPPORTED - The requested Metacommand is not supported. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +#pragma pack(push, 4) +struct NV_D3D11_META_COMMAND_RESOURCE +{ + union + { + NVDX_ObjectHandle ResourceHandle; // NVAPI handle of a buffer resource (use NvAPI_D3D11_GetResourceHandle to get this handle) + NvU64 unused; // to get correct sturcutre size on 32 bit builds + }; + NvU64 Offset; // offset within the resource in bytes +}; + +struct NV_D3D11_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC +{ + // Persistent resource used as scratch space by driver + // it's written at time of init, and read at time of execute + // use GetRequiredParameterResourceSize to query its size + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; +}; + +struct NV_D3D11_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC +{ + NV_D3D11_META_COMMAND_RESOURCE InputResource; + NV_D3D11_META_COMMAND_RESOURCE FilterResource; + NV_D3D11_META_COMMAND_RESOURCE BiasResource; // optional + NV_D3D11_META_COMMAND_RESOURCE OutputResource; + + // Alpha1Resource and Alpha2Resource are used only when + // PerChannelScaling is set. Otherwise the scalars Alpha1/Alpha2 are used + // should have same dimension as bias + NV_D3D11_META_COMMAND_RESOURCE Alpha1Resource; + NV_D3D11_META_COMMAND_RESOURCE Alpha2Resource; + + // optional, same dimension/descriptor as output + NV_D3D11_META_COMMAND_RESOURCE SkipConnectionResource; + + + // should point to same memory that was specified at time of init + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; + + // temporary resource used as scratch space by driver + // used for both read and write at the time of execute + // use GetRequiredParameterResourceSize to query its size + NV_D3D11_META_COMMAND_RESOURCE TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC) == 16); +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC) == 144); + +struct NV_D3D11_META_COMMAND_INITIALIZE_GEMM_DESC +{ + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; +}; + +struct NV_D3D11_META_COMMAND_EXECUTE_GEMM_DESC +{ + NV_D3D11_META_COMMAND_RESOURCE AResource; + NV_D3D11_META_COMMAND_RESOURCE BResource; + NV_D3D11_META_COMMAND_RESOURCE CResource; + NV_D3D11_META_COMMAND_RESOURCE OutputResource; + + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; + NV_D3D11_META_COMMAND_RESOURCE TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_INITIALIZE_GEMM_DESC) == 16); +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_EXECUTE_GEMM_DESC) == 96); + + +#pragma pack(pop) + +DECLARE_INTERFACE_(__declspec(uuid("00BF193A-117B-42BC-BBCD-E964A0EA4F2B"))ID3D11NvMetaCommand_V1, IUnknown) +{ + BEGIN_INTERFACE + + // *** IUnknown methods *** + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppv) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // ** ID3D11NvMetaCommand methods *** + // Return size of parameter + STDMETHOD(GetRequiredParameterResourceSize)(THIS_ NV_META_COMMAND_RESOURCE_TYPE ResourceType, NvU64 *SizeInBytes) const PURE; + + END_INTERFACE +}; + +typedef ID3D11NvMetaCommand_V1 ID3D11NvMetaCommand; +#define ID3D11NvMetaCommand_VER1 MAKE_NVAPI_VERSION(IID3D11NvMetaCommand_V1, 1) +#define ID3D11NvMetaCommand_VER ID3D11NvMetaCommand_VER1 + +NVAPI_INTERFACE NvAPI_D3D11_CreateMetaCommand(__in ID3D11Device *pDevice, + __in REFGUID CommandId, + __in_bcount(CreationParametersDataSize) const void *pCreationParametersData, + __in NvU32 CreationParametersDataSize, + __out ID3D11NvMetaCommand **ppMetaCommand); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_InitializeMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Initializes the given MetaCommand with the parameters passed in +//! +//! \param [in] pDeviceContext A pointer to the d3d11 device context +//! \param [in] pMetaCommand the MetaCommand to initialize +//! \param [in] pInitializationParametersData Structure containing parameters +//! \param [in] InitializationParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_InitializeMetaCommand(__in ID3D11DeviceContext *pDeviceContext, + __in ID3D11NvMetaCommand *pMetaCommand, + __in_bcount(InitializationParametersDataSize) const void *pInitializationParametersData, + __in NvU32 InitializationParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_ExecuteMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Executes the given MetaCommand with the parameters passed in +//! +//! \param [in] pDeviceContext A pointer to the d3d11 device context +//! \param [in] pMetaCommand the MetaCommand to execute +//! \param [in] pExecutionParametersData Structure containing parameters +//! \param [in] ExecutionParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_ExecuteMetaCommand(__in ID3D11DeviceContext *pDeviceContext, + __in ID3D11NvMetaCommand *pMetaCommand, + __in_bcount(ExecutionParametersDataSize) const void *pExecutionParametersData, + __in NvU32 ExecutionParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EnumerateMetaCommands +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Enumerates MetaCommands supported on the system +//! +//! \param [in] pDevice A pointer to D3D12 device. +//! \param [in/out] pNumMetaCommands Should be non-null. When the value pointed by pNumMetaCommands is 0 or when pDescs is NULL, the function returns number of metacommands supported. +//! When the value pointed is non-zero, the value indicates number of Metacommand descriptions to be populated in pDescs array. +//! \param [out] pDescs Pointer to array where Metacommand descriptions will be returned. Can be null to indicate that the app is querying the number of supported metacommands. +//! Otherwise should have enough space to hold *pNumMetaCommands descriptors +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_EnumerateMetaCommands(__in ID3D12Device *pDevice, + __inout NvU32 *pNumMetaCommands, + __out_ecount_opt(*pNumMetaCommands) NVAPI_META_COMMAND_DESC *pDescs); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Creates a MetaCommand object which can be used to execute optimized operations exposed by driver like convolutions. +//! +//! \param [in] pDevice A pointer to D3D12 device. +//! \param [in] CommandId GUID of the operations to perform +//! \param [in] NodeMask GPU mask for which metacommand is to be created. Set it to 0 for single GPU systems +//! \param [in] pCreationParametersData structure containing all creation parameters for the requested Metacommand +//! \param [in] CreationParametersDataSize size of parameter data structure +//! \param [out] ppMetaCommand A pointer to memory that receives the pointer to the created MetaCommand object. +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! NVAPI_NOT_SUPPORTED - The requested Metacommand is not supported. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +#pragma pack(push, 4) +struct NV_D3D12_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC +{ + // Persistent resource used as scratch space by driver + // it's written at time of init, and read at time of execute + // use GetRequiredParameterResourceSize to query its size + D3D12_GPU_VIRTUAL_ADDRESS PersistentResource; +}; + +struct NV_D3D12_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS InputResource; + D3D12_GPU_VIRTUAL_ADDRESS FilterResource; + D3D12_GPU_VIRTUAL_ADDRESS BiasResource; // optional + D3D12_GPU_VIRTUAL_ADDRESS OutputResource; + + // Alpha1Resource and Alpha2Resource are used only when + // PerChannelScaling is set. Otherwise the scalars Alpha1/Alpha2 are used + // should have same dimension as bias + D3D12_GPU_VIRTUAL_ADDRESS Alpha1Resource; + D3D12_GPU_VIRTUAL_ADDRESS Alpha2Resource; + + // optional, same dimension/descriptor as output + D3D12_GPU_VIRTUAL_ADDRESS SkipConnectionResource; + + // should point to same memory that was specified at time of init + D3D12_GPU_VIRTUAL_ADDRESS PersistentResource; + + // temporary resource used as scratch space by driver + // both written and read at time of execute + // use GetRequiredParameterResourceSize to query its size + D3D12_GPU_VIRTUAL_ADDRESS TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC) == 8); +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC) == 72); + +struct NV_D3D12_META_COMMAND_INITIALIZE_GEMM_DESC +{ + NvU64 PersistentResource; +}; + +struct NV_D3D12_META_COMMAND_EXECUTE_GEMM_DESC +{ + NvU64 AResource; + NvU64 BResource; + NvU64 CResource; + NvU64 OutputResource; + + NvU64 PersistentResource; + NvU64 TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_INITIALIZE_GEMM_DESC) == 8); +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_EXECUTE_GEMM_DESC) == 48); + + +#pragma pack(pop) + +DECLARE_INTERFACE_(__declspec(uuid("00BF193A-117B-42BC-BBCD-E964A0EA4F2B"))ID3D12NvMetaCommand_V1, IUnknown) +{ + BEGIN_INTERFACE + + // *** IUnknown methods *** + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppv) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // ** ID3D12NvMetaCommand methods *** + // Return size of parameter + STDMETHOD(GetRequiredParameterResourceSize)(THIS_ NV_META_COMMAND_RESOURCE_TYPE ResourceType, NvU64 *SizeInBytes) const PURE; + + END_INTERFACE +}; + +typedef ID3D12NvMetaCommand_V1 ID3D12NvMetaCommand; +#define ID3D12NvMetaCommand_VER1 MAKE_NVAPI_VERSION(IID3D12NvMetaCommand_V1, 1) +#define ID3D12NvMetaCommand_VER ID3D12NvMetaCommand_VER1 + +NVAPI_INTERFACE NvAPI_D3D12_CreateMetaCommand(__in ID3D12Device *pDevice, + __in REFGUID CommandId, + __in NvU32 NodeMask, + __in_bcount(CreationParametersDataSize) const void *pCreationParametersData, + __in NvU32 CreationParametersDataSize, + __out ID3D12NvMetaCommand **ppMetaCommand); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_InitializeMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Initializes the given MetaCommand with the parameters passed in +//! +//! \param [in] pCommandList A pointer to D3D12 command list. +//! \param [in] pMetaCommand the MetaCommand to initialize +//! \param [in] pInitializationParametersData Structure containing parameters +//! \param [in] InitializationParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_InitializeMetaCommand(__in ID3D12GraphicsCommandList *pCommandlist, + __in ID3D12NvMetaCommand *pMetaCommand, + __in_bcount(InitializationParametersDataSize) const void *pInitializationParametersData, + __in NvU32 InitializationParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_ExecuteMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Executes the given MetaCommand with the parameters passed in +//! +//! \param [in] pCommandList A pointer to D3D12 command list. +//! \param [in] pMetaCommand the MetaCommand to execute +//! \param [in] pExecutionParametersData Structure containing parameters +//! \param [in] ExecutionParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_ExecuteMetaCommand(__in ID3D12GraphicsCommandList *pCommandlist, + __in ID3D12NvMetaCommand *pMetaCommand, + __in_bcount(ExecutionParametersDataSize) const void *pExecutionParametersData, + __in NvU32 ExecutionParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateCommittedResource +// +//! \since Release: 384 +// +//! \code +//! DESCRIPTION: Wrapper around ID3D12Device::CreateCommittedResource to allow creation of resources according to params provided. +//! HTEX resource is created when NV_D3D12_RESOURCE_FLAG_HTEX is set in the nvResourceFlags parameter. +//! NV_D3D12_RESOURCE_FLAG_CPUVISIBLE_VIDMEM gives driver hint to create the resource on cpu visible vidmem +//! only upload resources use this flag currently, others behave exactly as ID3D12Device::CreateCommittedResource +//! Otherwise the function behaves exactly same as regular ID3D12Device::CreateCommittedResource. +//! When NV_D3D12_RESOURCE_FLAG_HTEX is set, the texels are centered on integer coordinates and filtering +//! and LOD are calculated based on the size minus one, which then allows the edges to filter to the exact texels on the edge, +//! eliminating the border/edge filtering issue. Dimension of next mip level is CEIL(currentMipDimension/2), and size of smallest mip is 2x2. +//! Note that NV_D3D12_RESOURCE_FLAG_HTEX can't be used for shared resources. +//! Best practice: Query available space in cpu visible vidmem using NvAPI_D3D12_QueryCpuVisibleVidmem +//! before using NV_D3D12_RESOURCE_FLAG_CPUVISIBLE_VIDMEM +//! +//! \param [in] pDevice A pointer to D3D12 device. +//! \param [in] pHeapProperties A pointer to a D3D12_HEAP_PROPERTIES structure that provides properties for the resource's heap. +//! \param [in] HeapFlags Heap options, as a bitwise-OR'd combination of D3D12_HEAP_FLAGS enumeration constants. +//! \param [in] pDesc A pointer to a D3D12_RESOURCE_DESC structure that describes the resource. +//! \param [in] InitialState The initial state of the resource, as a bitwise-OR'd combination of D3D12_RESOURCE_STATES enumeration constants. +//! \param [in] pOptimizedClearValue Specifies a D3D12_CLEAR_VALUE that describes the default value for a clear color. +//! \param [in] pNVResourceParams A pointer to a structure containing additional NV specific resource creation information (see NV_D3D12_RESOURCE_FLAGS below for more info on flags) +//! \param [in] riid The globally unique identifier (GUID) for the resource interface. +//! \param [out] ppvResource A pointer to memory that receives the requested interface pointer to the created resource object. +//! ppvResource can be NULL, to enable capability testing. When ppvResource is NULL, no object will be created and pSupported +//! will be set to true when pResourceDesc is valid. +//! \param [out] pSupported optional, needed only for capability testing when ppvResource is NULL +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +typedef enum { + NV_D3D12_RESOURCE_FLAG_NONE = 0, + NV_D3D12_RESOURCE_FLAG_HTEX = 1, //!< Create HTEX texture + NV_D3D12_RESOURCE_FLAG_CPUVISIBLE_VIDMEM= 2, //!< Hint to create resource in cpuvisible vidmem +} NV_D3D12_RESOURCE_FLAGS; + +typedef struct _NV_RESOURCE_PARAMS_V1 +{ + NvU32 version; //!SetFence(dstGpu, hFence, Value); \ + pMultiGPUDevice->WaitForFence(1 << (srcGpu), hFence, Value); \ + Value++; + +#define FENCE_SYNCHRONIZATION_END(pMultiGPUDevice, hFence, Value, srcGpu, dstGpu) \ + pMultiGPUDevice->SetFence(srcGpu, hFence, Value); \ + pMultiGPUDevice->WaitForFence(1 << (dstGpu), hFence, Value); \ + Value++; + +//! PresentCompositingConfig method flags. +#define NVAPI_PRESENT_COMPOSITING_CONFIG_FLAG_USE_VIDEO_BRIDGE 0x01 +#define NVAPI_PRESENT_COMPOSITING_CONFIG_FLAG_CLEAR_OUTBANDS 0x02 +#define NVAPI_PRESENT_COMPOSITING_CONFIG_FLAG_GET_VIDEO_BRIDGE_STATUS 0x80000000 + +#define NVAPI_VIDEO_BRIDGE_STATUS_AVAILABLE 0 +#define NVAPI_VIDEO_BRIDGE_STATUS_NOT_AVAILABLE 1 +#define NVAPI_VIDEO_BRIDGE_STATUS_FAILED_ACCESS 2 +#define NVAPI_VIDEO_BRIDGE_STATUS_UNKNOWN 3 + +#define NVAPI_ALL_GPUS 0 +typedef ID3D11MultiGPUDevice_V1 ID3D11MultiGPUDevice; + +#define ID3D11MultiGPUDevice_VER1 MAKE_NVAPI_VERSION(ID3D11MultiGPUDevice_V1, 1) +#define ID3D11MultiGPUDevice_VER2 MAKE_NVAPI_VERSION(ID3D11MultiGPUDevice_V1, 2) +#define ID3D11MultiGPUDevice_VER3 MAKE_NVAPI_VERSION(ID3D11MultiGPUDevice_V1, 3) +#define ID3D11MultiGPUDevice_VER ID3D11MultiGPUDevice_VER3 + +#define ALL_GPUS 0 + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D11_CreateMultiGPUDevice(__in ID3D11Device *pDevice, __in ULONG version, __out ULONG *currentVersion, __out ID3D11MultiGPUDevice **ppD3D11MultiGPUDevice, __in UINT maxGpus=ALL_GPUS); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to query the support of Single Pass Stereo HW feature +//! \ingroup dx +typedef struct _NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1 +{ + NvU32 version; // parameter struct version + NvU32 bSinglePassStereoSupported; // Single Pass Stereo supported +} NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1; + +typedef struct _NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2 +{ + NvU32 version; // _IN_ parameter struct version + NvU32 bSinglePassStereoSupported : 1; // _OUT_ Single Pass Stereo supported + NvU32 bSinglePassStereoXYZWSupported : 1; // _OUT_ Single Pass Stereo XYZW supported + NvU32 reserved : 30; // _INOUT_ bits reserved for future use +} NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2; + +typedef NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2 NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS; +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2, 2) +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER2 + +#ifndef NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER +typedef NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1 NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS; +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER1 +#endif + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QuerySinglePassStereoSupport +// +//! DESCRIPTION: Queries the support of Single Pass Stereo feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The ID3D11Device to use. +//! \param [inout] pSinglePassStereoSupportedParams Stores value of whether Single Pass Stereo is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QuerySinglePassStereoSupport(__in IUnknown *pDevice, + __inout NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS *pQuerySinglePassStereoSupportedParams); + +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +#if defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetSinglePassStereoMode +// +//! DESCRIPTION: Set the Single Pass Stereo state +//! +//! \note Note that this is an asynchronous function and returns NVAPI_OK if all arguments are valid. +//! Returned value NVAPI_OK does not reflect that Single Pass Stereo is supported or is set in hardware. +//! One must call NvAPI_D3D_QuerySinglePassStereoSupport() to confirm that the current setup +//! supports Single Pass Stereo before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevOrContext The ID3D11Device or ID3D11DeviceContext to use. +//! \param [in] numViews Number of views to render. +//! \param [in] renderTargetIndexOffset Offset between render targets of the different views. +//! \param [in] independentViewportMaskEnable Is the independent viewport mask enabled. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetSinglePassStereoMode(__in IUnknown *pDevOrContext, __in NvU32 numViews, __in NvU32 renderTargetIndexOffset, __in NvU8 independentViewportMaskEnable); + +#endif //defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QuerySinglePassStereoSupport +// +//! DESCRIPTION: Queries the support of Single Pass Stereo feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pDevice The IDirect3DDevice12 to use. +//! \param [inout] pQuerySinglePassStereoSupportedParams Stores value of whether Single Pass Stereo is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_QuerySinglePassStereoSupport(__in ID3D12Device *pDevice, + __inout NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS *pQuerySinglePassStereoSupportedParams); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetSinglePassStereoMode +// +//! DESCRIPTION: Set the Single Pass Stereo state. +//! +//! \note Note that Single Pass Stereo state persists on a particular CommandList till it is closed. +//! The state is reset to default (disabled) for every newly created CommandList. +//! One must call NvAPI_D3D12_QuerySinglePassStereoSupport() to confirm that the current setup +//! supports Single Pass Stereo before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pCommandList The command list in which we will add push buffer commmands for enabling Single Pass Stereo feature +//! Note: Command list of type D3D12_COMMAND_LIST_TYPE_BUNDLE is not allowed for setting the state of this feature. +//! \param [in] numViews Number of views to render. +//! \param [in] RenderTargetIndexOffset Offset between render targets of the different views. +//! \param [in] IndependentViewportMaskEnable Is the independent viewport mask enabled. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_SetSinglePassStereoMode(__in ID3D12GraphicsCommandList* pCommandList, + __in NvU32 numViews, + __in NvU32 renderTargetIndexOffset, + __in NvU8 independentViewportMaskEnable); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to query the support of MultiView HW feature +//! \ingroup dx + +typedef struct _NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1 +{ + NvU32 version; // _IN_ parameter struct version + NvU32 bMultiViewSupported : 1; // _OUT_ MultiView supported (Render 4 views in a single pass) + NvU32 bSinglePassStereoSupported : 1; // _OUT_ StereoX supported (Render 2 views in a single pass) + NvU32 bSinglePassStereoXYZWSupported : 1; // _OUT_ StereoXYZW supported (Render 2 views in a single pass) + NvU32 reserved : 29; // _INOUT_ bits reserved for future use +} NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1 NV_QUERY_MULTIVIEW_SUPPORT_PARAMS; +#define NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_VER NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_VER1 +#define NV_MULTIVIEW_MAX_SUPPORTED_VIEWS 4 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QueryMultiViewSupport +// +//! DESCRIPTION: Queries the support of MultiView feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The ID3D11Device to use. +//! \param [inout] pMultiViewSupportedParams Stores value of whether MultiView is supported on current setup or not. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QueryMultiViewSupport(__in IUnknown *pDevice, + __inout NV_QUERY_MULTIVIEW_SUPPORT_PARAMS *pQueryMultiViewSupportedParams); + +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used for setting the Mode for MultiView HW Feature. +//! \ingroup dx +typedef struct _NV_MULTIVIEW_PARAMS_V1 +{ + NvU32 version; // _IN_ parameter struct version + NvU32 numViews; // _IN_ Number of views to render. + NvU32 renderTargetIndexOffset[NV_MULTIVIEW_MAX_SUPPORTED_VIEWS]; // _IN_ Offset between render targets for each of the per views. + NvU8 independentViewportMaskEnable; // _IN_ Is the independent viewport mask enabled. +} NV_MULTIVIEW_PARAMS_V1; + +typedef NV_MULTIVIEW_PARAMS_V1 NV_MULTIVIEW_PARAMS; +#define NV_MULTIVIEW_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_MULTIVIEW_PARAMS_V1, 1) +#define NV_MULTIVIEW_PARAMS_VER NV_MULTIVIEW_PARAMS_VER1 + +#if defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetMultiViewMode +// +//! DESCRIPTION: Set the MultiView state +//! +//! \note Note that this is an asynchronous function and returns NVAPI_OK if all arguments are valid. +//! Returned value NVAPI_OK does not reflect that MultiView is supported or is set in hardware. +//! One must call NvAPI_D3D_QueryMultiViewSupport() to confirm that the current setup +//! supports MultiView before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevOrContext The ID3D11Device or ID3D11DeviceContext to use. +//! \param [in] pMultiViewParams MultiView Params +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetMultiViewMode(__in IUnknown *pDevOrContext, __in NV_MULTIVIEW_PARAMS *pMultiViewParams); + +#endif //defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to query the support of Lens Matched Shading HW feature +//! \ingroup dx +typedef struct _NV_QUERY_MODIFIED_W_SUPPORT_PARAMS +{ + NvU32 version; // parameter struct version + NvU32 bModifiedWSupported; // Modified W supported +} NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_V1 NV_QUERY_MODIFIED_W_SUPPORT_PARAMS; +#define NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_VER NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QueryModifiedWSupport +// +//! DESCRIPTION: Queries the support of Modified W feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The ID3D11Device to use. +//! \param [inout] pQueryModifiedWSupportedParams Stores value of whether Modified W is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QueryModifiedWSupport(__in IUnknown *pDev, + __inout NV_QUERY_MODIFIED_W_SUPPORT_PARAMS *pQueryModifiedWSupportedParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#define NV_MODIFIED_W_MAX_VIEWPORTS 16 + +typedef struct _NV_MODIFIED_W_COEFFICIENTS +{ + float fA; // A coefficient in w' = w + Ax + By + float fB; // B coefficient in w' = w + Ax + By + float fAReserved; // reserved + float fBReserved; // reserved + + float fReserved[2]; // reserved +} NV_MODIFIED_W_COEFFICIENTS; + +typedef struct _NV_MODIFIED_W_PARAMS +{ + NvU32 version; // parameter struct version + NvU32 numEntries; // number of valid NV_MODIFIED_W_COEFFICIENTS structs in array + NV_MODIFIED_W_COEFFICIENTS modifiedWCoefficients[NV_MODIFIED_W_MAX_VIEWPORTS]; // coefficients + + NvU32 id; // reserved + NvU32 reserved[NV_MODIFIED_W_MAX_VIEWPORTS]; // reserved +} NV_MODIFIED_W_PARAMS_V1; + +typedef NV_MODIFIED_W_PARAMS_V1 NV_MODIFIED_W_PARAMS; +#define NV_MODIFIED_W_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_MODIFIED_W_PARAMS_V1, 1) +#define NV_MODIFIED_W_PARAMS_VER NV_MODIFIED_W_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetModifiedWMode +// +//! DESCRIPTION: Set the Modified W state and A,B coefficients for HW support +//! +//! \note Note that this is an asynchronous function and returns NVAPI_OK if all arguments are valid. +//! Returned value NVAPI_OK does not reflect that Modified-W is supported or is set in hardware. +//! One must call NvAPI_D3D_QueryModifiedWSupport() to confirm that the current setup +//! supports Modified-W before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevOrContext The ID3D11Device or ID3D11DeviceContext to use. +//! \param [in] psModifiedWParams Modified W parameters. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetModifiedWMode(__in IUnknown *pDevOrContext, __in NV_MODIFIED_W_PARAMS *psModifiedWParams); + +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QueryModifiedWSupport +// +//! DESCRIPTION: Queries the support of Modified-W feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pDevice The ID3D12Device Device created by application +//! \param [inout] pQueryModifiedWSupportedParams Stores value of whether Modified-W is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_QueryModifiedWSupport(__in ID3D12Device *pDevice, + __inout NV_QUERY_MODIFIED_W_SUPPORT_PARAMS *pQueryModifiedWSupportedParams); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetModifiedWMode +// +//! DESCRIPTION: Set the Modified-W state and A, B coefficients for HW support +//! +//! \note Note that Modified-W state persists on a particular CommandList till it is closed. +//! The state is reset to default (disabled) for every newly created CommandList. +//! One must call NvAPI_D3D12_QueryModifiedWSupport() to confirm that the current setup +//! supports Modified-W before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pCommandList The command list in which we will add push buffer commmands for enabling Modified-W feature +//! Note: Command list of type D3D12_COMMAND_LIST_TYPE_BUNDLE is not allowed for setting the state of this feature. +//! \param [in] pModifiedWParams Modified-W parameters. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_SetModifiedWMode(__in ID3D12GraphicsCommandList* pCommandList, + __in NV_MODIFIED_W_PARAMS *pModifiedWParams); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + + +#if defined(__cplusplus) && (defined(__d3d11_h__)) + +//! \ingroup dx +//! See NvAPI_D3D_CreateLateLatchObject +DECLARE_INTERFACE(ID3DLateLatchObject_V1) +{ + STDMETHOD_(UINT,Release) (THIS) PURE; //! Release the created LateLatch object and associated buffers. + STDMETHOD_(NvAPI_Status,Latch) (THIS_ __in IUnknown* pContext = NULL) PURE; //! Request to queue the latch operation to the GPU. + STDMETHOD_(ID3D11Buffer*,GetD3D11Buffer) (THIS_ __in UINT index = 0) PURE; //! Get ID3D11Buffer* available at the given 'index' + STDMETHOD_(UINT,GetBufferCount) (THIS) PURE; //! Returns the number of late latch buffers created for this LateLatchObject. + STDMETHOD_(NvAPI_Status,UpdateData) (THIS_ __in void **ppData) PURE; //! Fully update all LateLatch buffers with new data. + STDMETHOD_(NvAPI_Status,UpdateData) (THIS_ __in void *pData, __in size_t offset, + __in size_t size, __in UINT index = 0) PURE; //! Partially update one of the LateLatch buffers with new data. +}; + +//! \ingroup dx +//! See NvAPI_D3D_CreateLateLatchObject +typedef ID3DLateLatchObject_V1 ID3DLateLatchObject; +#define ID3DLateLatchObject_VER1 MAKE_NVAPI_VERSION(ID3DLateLatchObject_V1, 1) +#define ID3DLateLatchObject_VER ID3DLateLatchObject_VER1 + +typedef struct _NV_D3D_LATELATCH_OBJECT_DESC_V1 +{ + NvU32 version; + NvU32 numBuffers; // _IN_ Number of LateLatch buffers that the app wants to create. + D3D11_BUFFER_DESC **ppBufferDesc; // _IN_ Description of buffers + ID3DLateLatchObject **ppD3DLateLatchObject; // _Out_ Pointer to created interface +} NV_D3D_LATELATCH_OBJECT_DESC_V1; + +typedef NV_D3D_LATELATCH_OBJECT_DESC_V1 NV_D3D_LATELATCH_OBJECT_DESC; +#define NV_D3D_LATELATCH_OBJECT_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D_LATELATCH_OBJECT_DESC_V1, 1) +#define NV_D3D_LATELATCH_OBJECT_DESC_VER NV_D3D_LATELATCH_OBJECT_DESC_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_CreateLateLatchObject +// +//! DESCRIPTION: Creates a Late Latch Object interface +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 384 +//! +//! \param [in] pDevice Current ID3D11Device. +//! \param [inout] pLateLatchObjectDesc Pointer to in/out structure for late latch object creation +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D_CreateLateLatchObject(__in IUnknown *pDevice, __inout NV_D3D_LATELATCH_OBJECT_DESC* pLateLatchObjectDesc); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + + + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D_QueryLateLatchSupport +typedef struct _NV_QUERY_LATELATCH_SUPPORT_PARAMS +{ + NvU32 version; //!< (IN) Parameter structure version + NvU32 bLateLatchSupported; //!< (OUT) LateLatch supported +} NV_QUERY_LATELATCH_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_LATELATCH_SUPPORT_PARAMS_V1 NV_QUERY_LATELATCH_SUPPORT_PARAMS; +#define NV_QUERY_LATELATCH_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_LATELATCH_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_LATELATCH_SUPPORT_PARAMS_VER NV_QUERY_LATELATCH_SUPPORT_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QueryLateLatchSupport +// +//! DESCRIPTION: Queries the support of DX11 Late Latch feature on current setup. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 384 +//! +//! \param [in] pDevice Current ID3D11Device. +//! \param [inout] pQueryLateLatchSupportParams Stores value of whether Late Latch is supported on current setup or not. +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QueryLateLatchSupport(__in IUnknown *pDevice, + __inout NV_QUERY_LATELATCH_SUPPORT_PARAMS *pQueryLateLatchSupportParams); +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + + + +#if defined (__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_RegisterDevice +// +//! DESCRIPTION: Tells NvAPI about a D3D device. This must be called prior to using any DX1x +//! deferred-context calls. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The ID3D10Device or ID3D11Device to use. +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_RegisterDevice(__in IUnknown *pDev); + +#endif //if defined(__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + + + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_MultiDrawInstancedIndirect +// +//! DESCRIPTION: Extension of DrawInstancedIndirect that takes a draw count in. The effect of this function is to loop over +//! that draw count and perform the DrawInstancedIndirect operation each time, incrementing the buffer offset +//! by the supplied stride each time. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDevContext11 Pointer to D3D11 device context (IC or DC) +//! \param [in] drawCount Do DrawInstancedIndirect operation this many times +//! \param [in] *pBuffer ID3D11Buffer that contains the command parameters +//! \param [in] alignedByteOffsetForArgs Start in pBuffer of the command parameters +//! \param [in] alignedByteStrideForArgs Stride of the command parameters - must be >= 4 * sizeof(NvU32) +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_D3D_DEVICE_NOT_REGISTERED When MultiDraw is called on a deferred context, and the device has not yet +//! been registered (NvAPI_D3D_RegisterDevice), this error is returned. +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_MultiDrawInstancedIndirect(__in ID3D11DeviceContext *pDevContext11, + __in NvU32 drawCount, + __in ID3D11Buffer *pBuffer, + __in NvU32 alignedByteOffsetForArgs, + __in NvU32 alignedByteStrideForArgs); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_MultiDrawIndexedInstancedIndirect +// +//! DESCRIPTION: Extension of DrawIndexedInstancedIndirect that takes a draw count in. The effect of this function is to loop over +//! that draw count and perform the DrawIndexedInstancedIndirect operation each time, incrementing the buffer offset +//! by the supplied stride each time. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDevContext11 Pointer to D3D11 device context (IC or DC) +//! \param [in] drawCount Do DrawIndexedInstancedIndirect operation this many times +//! \param [in] *pBuffer ID3D11Buffer that contains the command parameters +//! \param [in] alignedByteOffsetForArgs Start in pBuffer of the command parameters +//! \param [in] alignedByteStrideForArgs Stride of the command parameters - must be >= 5 * sizeof(NvU32) +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_D3D_DEVICE_NOT_REGISTERED When MultiDraw is called on a deferred context, and the device has not yet +//! been registered (NvAPI_D3D_RegisterDevice), this error is returned. +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_MultiDrawIndexedInstancedIndirect(__in ID3D11DeviceContext *pDevContext11, + __in NvU32 drawCount, + __in ID3D11Buffer *pBuffer, + __in NvU32 alignedByteOffsetForArgs, + __in NvU32 alignedByteStrideForArgs); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && ( defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) ||defined(__d3d11_h__) ) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_ImplicitSLIControl +// +//! This function enables/disables the SLI rendering mode. It has to be called prior to D3D device creation. Once this function is called with DISABLE_IMPLICIT_SLI +//! parameter all subsequently created devices will be forced to run in a single gpu mode until the same function is called with ENABLE_IMPLICIT_SLI parameter. The enable +//! call will force all subsequently created devices to run in default implicit SLI mode being determined by an application profile or a global control panel SLI setting. +//! This NvAPI call is supported in all DX10+ versions of the driver. It is supported on all Windows versions. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Error occurred +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dx +typedef enum _IMPLICIT_SLI_CONTROL +{ + DISABLE_IMPLICIT_SLI = 0, + ENABLE_IMPLICIT_SLI = 1, +} IMPLICIT_SLI_CONTROL; + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D_ImplicitSLIControl(__in IMPLICIT_SLI_CONTROL implicitSLIControl); + +#endif //defined (__cplusplus) && ( defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) ||defined(__d3d11_h__) ) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetNeedsAppFPBlendClamping +// +//! \code +//! DESCRIPTION: This function returns whether the application needs to do FP blend clamping itself +//! +//! \param [in] pDevice Current d3d device +//! \param [out] pAppClampNeeded If true, app needs to clamp. If false, HW does the clamping +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \since Release: 375 +//! +//! SUPPORTED OS: Windows 10 +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_GetNeedsAppFPBlendClamping(__in ID3D12Device *pDevice, + __out bool *pAppClampNeeded); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 +//! + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_UseDriverHeapPriorities +// +//! \code +//! DESCRIPTION: Sets the driver to override Microsoft's heap allocation priority values with Nvidia driver priority values. Use this once per process before allocating resources. +//! +//! \param [in] pDevice The IDirect3DDevice12 to use. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \since Release: 381 +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_UseDriverHeapPriorities(__in ID3D12Device *pDevice); + +#endif // defined (__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && ( defined(__d3d12_h__)) + + +typedef struct _NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS +{ + __in NvU32 version; //!< Structure version + __in ID3D12Device *pDevice; //!< The ID3D12Device created by application. + __in ID3D12Resource *pSwapChainBuffer; //!< The ID3D12Resource part of the application swap chain that has companion allocations. + __in NvU32 companionBufferCount; //!< The number of ID3D12Resource pointers requested to be returned in the ppComanionResources array, which should match ID3D12Device::GetNodeCount for the complete set of companion allocations. + __inout ID3D12Resource **ppCompanionResources; //!< An array of ID3D12Resource pointers sized to match companionBufferCount, which will receive the companion allocations. +} NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_V1; + +typedef NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_V1 NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS; +#define NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_VER1 MAKE_NVAPI_VERSION(NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_V1, 1) +#define NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_VER NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_Mosaic_GetCompanionAllocations +// +//! DESCRIPTION: Queries the driver for internally created allocations that accompany a swap chain buffer for present-related operations. +//! Surfaces returned by this interface must be destroied at the same time that the original swap chain buffer is destroyed. +//! In general this occurs prior to a ResizeBuffers call, or when the swap chain is released. +//! Note that this function only works in Landscape orientation due to Windows behavior, and attempts to utilize it with any type of display +//! rotation will result in failure. +//! +//! \param [inout] companionBufferCount The parameters for this function. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! \retval NVAPI_INVALID_CALL System configuration does not support this interface (eg, display is rotated, mosaic not enabled, etc) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_Mosaic_GetCompanionAllocations(__inout NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS *params); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && ( defined(__d3d12_h__)) + +typedef struct _NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS +{ + __in NvU32 version; //!< Structure version + __in ID3D12Device *pDevice; //!< The ID3D12Device created by application. + __in ID3D12Resource *pSwapChainBuffer; //!< The ID3D12Resource part of the application swap chain. + __inout NvU32 *pPartitionCount; //!< A variable to receive the number of NV_MGPU_MOSAIC_DISPLAY_SURFACE_PARTITION elements returned or that holds the size of pPartitions when it is non-NULL. + __inout RECT *pViewport; //!< An optional array to hold the viewport information per partition. When this is valid pNodeMask must also be valid. + __inout NvU32 *pNodeMask; //!< An optional array to hold the GPU mask where this viewport must be valid per partition. When this is valid pViewport must also be valid. +} NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_V1; + +typedef NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_V1 NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS; +#define NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_VER1 MAKE_NVAPI_VERSION(NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_V1, 1) +#define NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_VER NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_Mosaic_GetViewportAndGpuPartitions +// +//! DESCRIPTION: Queries the driver for how a swap chain display surface is subdivided across devices in relation to display connectivity. +//! Call this interface with NULL pPartitions in order to know how many subdivisions exist and allocate the proper size to hold all data. +//! Call it a second time with a properly sized partitions array to receive all subdivisions along with GPU node masks of each rectangle. +//! Note that this function only works in Landscape orientation due to Windows behavior, and attempts to utilize it with any type of display +//! rotation will result in failure. +//! +//! \param [inout] params The parameters for this function. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! \retval NVAPI_INVALID_CALL System configuration does not support this interface (eg, display is rotated, mosaic not enabled, etc) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_Mosaic_GetViewportAndGpuPartitions(__inout NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS *params); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +//! \ingroup dx +//! See NvAPI_D3D1x_GetGraphicsCapabilities + +typedef struct _NV_D3D1x_GRAPHICS_CAPS_V1 +{ + NvU32 bExclusiveScissorRectsSupported : 1; //!< (OUT) Outputs whether Exclusive Scissor Rects are supported or not + NvU32 bVariablePixelRateShadingSupported : 1; //!< (OUT) Outputs whether Variable Pixel Shading Rates are supported or not + NvU32 reservedBits : 30; // Reserved bits for future expansion + NvU32 reserved[7]; // Reserved for future expansion +} NV_D3D1x_GRAPHICS_CAPS_V1; + +#define NV_D3D1x_GRAPHICS_CAPS_VER1 MAKE_NVAPI_VERSION(NV_D3D1x_GRAPHICS_CAPS_V1, 1) + +typedef struct _NV_D3D1x_GRAPHICS_CAPS_V2 +{ + NvU32 bExclusiveScissorRectsSupported : 1; //!< (OUT) Outputs whether Exclusive Scissor Rects are supported or not + NvU32 bVariablePixelRateShadingSupported : 1; //!< (OUT) Outputs whether Variable Pixel Shading Rates are supported or not + NvU32 bFastUAVClearSupported : 1; //!< (OUT) Outputs whether UAVClear is implemented using ZBC rather than compute shader + NvU32 reservedBits : 29; // Reserved bits for future expansion + NvU16 majorSMVersion; //!< (OUT) Major SM version of the device + NvU16 minorSMVersion; //!< (OUT) Minor SM version of the device + NvU32 reserved[14]; // Reserved for future expansion +} NV_D3D1x_GRAPHICS_CAPS_V2; + +typedef NV_D3D1x_GRAPHICS_CAPS_V2 NV_D3D1x_GRAPHICS_CAPS; +#define NV_D3D1x_GRAPHICS_CAPS_VER2 MAKE_NVAPI_VERSION(NV_D3D1x_GRAPHICS_CAPS_V2, 2) +#define NV_D3D1x_GRAPHICS_CAPS_VER NV_D3D1x_GRAPHICS_CAPS_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_GetGraphicsCapabilities +// +//! DESCRIPTION: Get the graphics capabilities for current hardware/software setup +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The ID3D11Device device to be used for getting the graphics capabilities. +//! \param [in] structVersion Version of the caps struct. Should be set to NV_D3D1x_GRAPHICS_CAPS_VER. +//! \param [inout] pGraphicsCaps Pointer to a NV_D3D1x_GRAPHICS_CAPS_CAPS struct created by app. +//! Graphics capabilities will be filled in this struct by the driver. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D1x_GetGraphicsCapabilities(__in IUnknown *pDevice, + __in NvU32 structVersion, + __inout NV_D3D1x_GRAPHICS_CAPS *pGraphicsCaps); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D12_GetGraphicsCapabilities + +typedef struct _NV_D3D12_GRAPHICS_CAPS_V1 +{ + NvU32 bExclusiveScissorRectsSupported : 1; //!< (OUT) Outputs whether Exclusive Scissor Rects are supported or not + NvU32 bVariablePixelRateShadingSupported : 1; //!< (OUT) Outputs whether Variable Pixel Shading Rates are supported or not + NvU32 bFastUAVClearSupported : 1; //!< (OUT) Outputs whether UAVClear is implemented using ZBC rather than compute shader + NvU32 reservedBits : 29; // Reserved bits for future expansion + NvU16 majorSMVersion; //!< (OUT) Major SM version of the device + NvU16 minorSMVersion; //!< (OUT) Minor SM version of the device + NvU32 reserved[6]; // Reserved for future expansion +} NV_D3D12_GRAPHICS_CAPS_V1; + +typedef NV_D3D12_GRAPHICS_CAPS_V1 NV_D3D12_GRAPHICS_CAPS; +#define NV_D3D12_GRAPHICS_CAPS_VER1 MAKE_NVAPI_VERSION(NV_D3D12_GRAPHICS_CAPS_V1, 1) +#define NV_D3D12_GRAPHICS_CAPS_VER NV_D3D12_GRAPHICS_CAPS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetGraphicsCapabilities +// +//! DESCRIPTION: Get the graphics capabilities for current hardware/software setup +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The ID3D12Device device to be used for getting the graphics capabilities. +//! \param [in] structVersion Version of the caps struct. Should be set to NV_D3D12_GRAPHICS_CAPS_VER. +//! \param [inout] pGraphicsCaps Pointer to a NV_D3D12_GRAPHICS_CAPS_CAPS struct created by app. +//! Graphics capabilities will be filled in this struct by the driver. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_GetGraphicsCapabilities(__in IUnknown *pDevice, + __in NvU32 structVersion, + __inout NV_D3D12_GRAPHICS_CAPS *pGraphicsCaps); + +#endif // defined(__cplusplus) && (defined(__d3d12_h__)) + + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +#define NV_MAX_NUM_EXCLUSIVE_SCISSOR_RECTS 16 +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +//! \ingroup dx +//! See NvAPI_D3D11_RSSetExclusiveScissorRects + +typedef struct _NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1 +{ + bool enableExclusiveScissorRect; //!< (IN) Control of enabling Exclusive ScissorRect per rect + D3D11_RECT scissorRect; //!< (IN) Single rect dimensions +} NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1; + +typedef struct _NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1 +{ + NvU32 version; //!< (IN) Parameter struct version + NvU32 numRects; //!< (IN) Number of Exclusive Scissor Rects to be set. + // \note Passing zero will globally disable Exclusive Scissor Rects + // \note Max value can be equal to NV_MAX_NUM_EXCLUSIVE_SCISSOR_RECTS + NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1 *pRects; //!< (IN) Array of NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC with number of elements equal to Exclusive Scissor Rects +} NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1; + +typedef NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1 NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC; +typedef NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1 NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC; +#define NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1, 1) +#define NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_VER NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetExclusiveScissorRects +// +//! DESCRIPTION: Sets Exclusive Scissor Rects. The content bounded within the Scissor Rects +//! will be excluded from rendering unlike regular Scissor Rects. These are +//! orthogonal with Regular Scissor Rects. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) to be used for setting the Exclusive Scissor Rects. +//! \param [in] pExclusiveScissorRectsDesc Description of the Exclusive Scissor Rects duly filled with their dimensions +//! and control over enablement of individual ScissorRect +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetExclusiveScissorRects(__in IUnknown *pContext, + __in NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC *pExclusiveScissorRectsDesc); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D11_RSSetViewportsPixelShadingRates + +#define NV_MAX_PIXEL_SHADING_RATES 16 // Currently only 12 Shading Rates are available +#define NV_MAX_NUM_VIEWPORTS 16 + +// Every element in Shading Rate Resource represents the shading rate for all pixels in the corresponding tile +// The Shading Rate Resource dimensions must be the bound render target size divided by the tile dimensions (width/height) + +#define NV_VARIABLE_PIXEL_SHADING_TILE_WIDTH 16 // Width of the tile, in pixels +#define NV_VARIABLE_PIXEL_SHADING_TILE_HEIGHT 16 // Height of the tile, in pixels + +typedef enum +{ + NV_PIXEL_X0_CULL_RASTER_PIXELS, // No shading, tiles are culled + NV_PIXEL_X16_PER_RASTER_PIXEL, // 16 shading passes per 1 raster pixel + NV_PIXEL_X8_PER_RASTER_PIXEL, // 8 shading passes per 1 raster pixel + NV_PIXEL_X4_PER_RASTER_PIXEL, // 4 shading passes per 1 raster pixel + NV_PIXEL_X2_PER_RASTER_PIXEL, // 2 shading passes per 1 raster pixel + NV_PIXEL_X1_PER_RASTER_PIXEL, // Per-pixel shading + NV_PIXEL_X1_PER_2X1_RASTER_PIXELS, // 1 shading pass per 2 raster pixels + NV_PIXEL_X1_PER_1X2_RASTER_PIXELS, // 1 shading pass per 2 raster pixels + NV_PIXEL_X1_PER_2X2_RASTER_PIXELS, // 1 shading pass per 4 raster pixels + NV_PIXEL_X1_PER_4X2_RASTER_PIXELS, // 1 shading pass per 8 raster pixels + NV_PIXEL_X1_PER_2X4_RASTER_PIXELS, // 1 shading pass per 8 raster pixels + NV_PIXEL_X1_PER_4X4_RASTER_PIXELS // 1 shading pass per 16 raster pixels +} NV_PIXEL_SHADING_RATE; +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +typedef struct _NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1 +{ + bool enableVariablePixelShadingRate; //!< (IN) Control of enabling Variable Pixel Shading Rate per viewport + NV_PIXEL_SHADING_RATE shadingRateTable[NV_MAX_PIXEL_SHADING_RATES]; //!< (IN) Lookup table of converting Shading Rate Index to NV_PIXEL_SHADING_RATE + // \note Shading Rate Resource View would be populated by application with indices of this table +} NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1; + +typedef struct _NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 numViewports; //!< (IN) Number of viewports with shading rate set. + // \note Passing zero will globally disable Variable Pixel Rate Shading for all viewports immaterial of values in pViewports + // \note Max value can be equal to NV_MAX_NUM_VIEWPORTS + NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1 *pViewports; //!< (IN) Array of NV_D3D11_VIEWPORT_SHADING_RATE_DESC with number of elements equal to NumViewports +} NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1; + +typedef NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1 NV_D3D11_VIEWPORTS_SHADING_RATE_DESC; +typedef NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1 NV_D3D11_VIEWPORT_SHADING_RATE_DESC; +#define NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1, 1) +#define NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_VER NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetViewportsPixelShadingRates +// +//! DESCRIPTION: Sets Pixel Shading Rates and Enables/Disables per-viewport Variable Pixel Shading Rate feature +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) to be used for setting the Viewports Shading Rates +//! \param [in] pShadingRateDesc Shading rate descriptor +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetViewportsPixelShadingRates(__in IUnknown *pContext, + __in NV_D3D11_VIEWPORTS_SHADING_RATE_DESC *pShadingRateDesc); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +typedef enum _NV_SRRV_DIMENSION +{ + NV_SRRV_DIMENSION_TEXTURE2D = 4, + NV_SRRV_DIMENSION_TEXTURE2DARRAY = 5, +} NV_SRRV_DIMENSION; + +typedef struct _NV_TEX2D_SRRV +{ + UINT MipSlice; +} NV_TEX2D_SRRV; + +typedef struct _NV_TEX2D_ARRAY_SRRV +{ + UINT MipSlice; + UINT FirstArraySlice; + UINT ArraySize; +} NV_TEX2D_ARRAY_SRRV; +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +typedef struct _NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1 +{ + NvU32 version; //!< (IN) Parameter struct version + DXGI_FORMAT Format; //!< (IN) Format of the resource used as Shading Rate Surface. Should be either DXGI_FORMAT_R8_UINT or DXGI_FORMAT_R8_TYPELESS + NV_SRRV_DIMENSION ViewDimension; //!< (IN) This declares whether the Shading Rate Surface is a simple 2D Texture or Array of 2D Textures + union + { + NV_TEX2D_SRRV Texture2D; + NV_TEX2D_ARRAY_SRRV Texture2DArray; + }; +} NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1; + +typedef NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1 NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC; +#define NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1, 1) +#define NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_VER NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_VER1 + +DECLARE_INTERFACE_(__declspec(uuid("E14BE7F6-8FF5-4F5E-B63A-AD016EB8FBE5"))ID3D11NvShadingRateResourceView_V1, ID3D11View) +{ + BEGIN_INTERFACE + + // *** IUnknown methods *** + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppv) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // **** ID3D11View method **/ + // Get Shading Rate Resource used while creating the Shading Rate Resource View + STDMETHOD_(void,GetResource)(THIS_ _Outptr_ ID3D11Resource **ppResource) PURE; + + // ** ID3D11NvShadingRateResourceView methods *** + // The descriptor used while creating the Shading Rate Resource View + STDMETHOD(GetDesc)(THIS_ NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC* pDesc) PURE; + + END_INTERFACE +}; + +typedef ID3D11NvShadingRateResourceView_V1 ID3D11NvShadingRateResourceView; +#define ID3D11NvShadingRateResourceView_VER1 MAKE_NVAPI_VERSION(ID3D11NvShadingRateResourceView_V1, 1) +#define ID3D11NvShadingRateResourceView_VER ID3D11NvShadingRateResourceView_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateShadingRateResourceView +// +//! DESCRIPTION: Creates Shading Rate Resource View by taking ID3D11Resource as an input Shading Rate Surface. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The device to be used for creating the Shading Rate Resource View +//! \param [in] pShadingRateResource Shading Rate Resource on which the view is to be created. +//! \note This should be of format DXGI_FORMAT_R8_UINT or DXGI_FORMAT_R8_TYPELESS +//! \note This should be confined to size calculated using render target dimensions, +//! NV_VARIABLE_PIXEL_SHADING_TILE_WIDTH and NV_VARIABLE_PIXEL_SHADING_TILE_HEIGHT +//! \param [in] pShadingRateDesc Shading Rate Resource View descriptor +//! \param [out] ppShadingRateResourceView Address of a pointer to ID3D11NvShadingRateResourceView for returning the newly created Shading Rate Resource View +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateShadingRateResourceView(__in ID3D11Device *pDevice, + __in ID3D11Resource *pShadingRateResource, + __in NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC *pShadingRateResourceViewDesc, + __out ID3D11NvShadingRateResourceView **ppShadingRateResourceView); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetShadingRateResourceView +// +//! DESCRIPTION: Sets Shading Rate Resource View +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) used for setting the Shading Rate Resource View +//! \param [out] pShadingRateResourceView Shading Rate Resource View to be set +//! \note See NvAPI_D3D11_CreateShadingRateResourceView +//! \note Passing this as null will reset Shading Rate Resource View to defaults +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetShadingRateResourceView(__in IUnknown *pContext, + __in ID3D11NvShadingRateResourceView *pShadingRateResourceView); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D11_RSGetPixelShadingRateSampleOrder +//! See NvAPI_D3D11_RSSetPixelShadingRateSampleOrder + +// X, Y = sample position. S = sample number. +// The inner-most dimension is the sample number, followed by X and Y. + +typedef struct _NV_PIXEL_SRSO_1x2 +{ + struct NV_PIXEL_SRSO_1x2_X1 { NvU8 Y[2]; } X1; + struct NV_PIXEL_SRSO_1x2_X2 { NvU8 YS[2][2]; } X2; + struct NV_PIXEL_SRSO_1x2_X4 { NvU8 YS[2][4]; } X4; + struct NV_PIXEL_SRSO_1x2_X8 { NvU8 YS[2][8]; } X8; +} NV_PIXEL_SRSO_1x2; + +typedef struct _NV_PIXEL_SRSO_2x1 +{ + struct NV_PIXEL_SRSO_2x1_X1 { NvU8 X[2]; } X1; + struct NV_PIXEL_SRSO_2x1_X2 { NvU8 XS[2][2]; } X2; + struct NV_PIXEL_SRSO_2x1_X4 { NvU8 XS[2][4]; } X4; +} NV_PIXEL_SRSO_2x1; + +typedef struct _NV_PIXEL_SRSO_2x2 +{ + struct NV_PIXEL_SRSO_2x2_X1 { NvU8 YX[2][2]; } X1; + struct NV_PIXEL_SRSO_2x2_X2 { NvU8 YXS[2][2][2]; } X2; + struct NV_PIXEL_SRSO_2x2_X4 { NvU8 YXS[2][2][4]; } X4; +} NV_PIXEL_SRSO_2x2; + +typedef struct _NV_PIXEL_SRSO_2x4 +{ + struct NV_PIXEL_SRSO_2x4_X1 { NvU8 YX[4][2]; } X1; + struct NV_PIXEL_SRSO_2x4_X2 { NvU8 YXS[4][2][2]; } X2; +} NV_PIXEL_SRSO_2x4; + +typedef struct _NV_PIXEL_SRSO_4x2 +{ + struct NV_PIXEL_SRSO_4x2_X1 { NvU8 YX[2][4]; } X1; +} NV_PIXEL_SRSO_4x2; + +typedef struct _NV_PIXEL_SRSO_4x4 +{ + struct NV_PIXEL_SRSO_4x4_X1 { NvU8 YX[4][4]; } X1; +} NV_PIXEL_SRSO_4x4; + +typedef struct _NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1 +{ + NvU32 version; + NV_PIXEL_SRSO_1x2 Pixel_1x2; + NV_PIXEL_SRSO_2x1 Pixel_2x1; + NV_PIXEL_SRSO_2x2 Pixel_2x2; + NV_PIXEL_SRSO_2x4 Pixel_2x4; + NV_PIXEL_SRSO_4x2 Pixel_4x2; + NV_PIXEL_SRSO_4x4 Pixel_4x4; +} NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1; + +typedef NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1 NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE; +#define NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_VER1 MAKE_NVAPI_VERSION(NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1, 1) +#define NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_VER NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_VER1 + +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSGetPixelShadingRateSampleOrder +// +//! DESCRIPTION: Get the Sample Order for Variable Shading Rate +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) used for getting the Shading Rate Sample Order +//! \param [out] pSampleOrderTable A pointer to NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE where the current Sample Order for Variable Pixel Rate Shading that is returned +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSGetPixelShadingRateSampleOrder(__in IUnknown *pContext, + __out NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE* pSampleOrderTable); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetPixelShadingRateSampleOrder +// +//! DESCRIPTION: Set the Sample Order for Variable Shading Rate +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) used for setting the Shading Rate Sample Order +//! \param [out] pSampleOrderTable Sample Order for Variable Shading Rate to be set +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetPixelShadingRateSampleOrder(__in IUnknown *pContext, + __in NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE* pSampleOrderTable); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +typedef struct _NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use +} NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1; + +typedef NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1 NV_VRS_HELPER_LATCH_GAZE_PARAMS; +#define NV_VRS_HELPER_LATCH_GAZE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1, 1) +#define NV_VRS_HELPER_LATCH_GAZE_PARAMS_VER NV_VRS_HELPER_LATCH_GAZE_PARAMS_VER1 + +typedef enum _NV_VRS_CONTENT_TYPE +{ + NV_VRS_CONTENT_TYPE_INVALID = 0x0, + NV_VRS_CONTENT_TYPE_FOVEATED_RENDERING = 0x1, + NV_VRS_CONTENT_TYPE_MAX = NV_VRS_CONTENT_TYPE_FOVEATED_RENDERING +} NV_VRS_CONTENT_TYPE; + +typedef enum _NV_FOVEATED_RENDERING_SHADING_RATE_PRESET +{ + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_INVALID = 0, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGHEST_PERFORMANCE = 1, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGH_PERFORMANCE = 2, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_BALANCED = 3, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGH_QUALITY = 4, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGHEST_QUALITY = 5, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_CUSTOM = 6, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_MAX = NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_CUSTOM +} NV_FOVEATED_RENDERING_SHADING_RATE_PRESET; + +typedef struct _NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1 +{ + NvU32 version; + + NV_PIXEL_SHADING_RATE InnerMostRegionShadingRate; //!< (IN) Shading Rate for the inner-most region of the foveated rendering pattern + NV_PIXEL_SHADING_RATE MiddleRegionShadingRate; //!< (IN) Shading Rate for the middle region of the foveated rendering pattern + NV_PIXEL_SHADING_RATE PeripheralRegionShadingRate; //!< (IN) Shading Rate for the peripheral region of the foveated rendering pattern +} NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1; + +typedef NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1 NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC; +#define NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1, 1) +#define NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_VER NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_VER1 + +typedef enum _NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET +{ + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_INVALID = 0, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_WIDE = 1, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_BALANCED = 2, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_NARROW = 3, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_CUSTOM = 4, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_MAX = NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_CUSTOM +} NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET; + +typedef struct _NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1 +{ + NvU32 version; + + float fInnermostRadii[2]; //!< (IN) Horizontal and vertical radius for the inner-most region of the foveated rendering pattern + float fMiddleRadii[2]; //!< (IN) Horizontal and vertical radius for the middle region of the foveated rendering pattern + float fPeripheralRadii[2]; //!< (IN) Horizontal and vertical radius for the peripheral region of the foveated rendering pattern +} NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1; + +typedef NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1 NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC; +#define NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1, 1) +#define NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_VER NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_VER1 + +typedef struct _NV_FOVEATED_RENDERING_DESC_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET ShadingRatePreset; //!< (IN) Preset of the shading rate + NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1 ShadingRateCustomPresetDesc; //!< (IN) To be provided only if ShadingRatePreset is NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_CUSTOM + + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET FoveationPatternPreset; //!< (IN) Preset of the foveation pattern + NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1 FoveationPatternCustomPresetDesc; //!< (IN) To be provided only if FoveationPatternPreset is NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_CUSTOM + + NvU32 GazeDataDeviceId; //!< (IN) ID of the gaze data provider. Needed only for supporting more than one device with eye tracking. + // Should be 0 if gaze data is provided only from a single device. Should be less than (MAX_NUMBER_OF_GAZE_DATA_PROVIDERS - 1) + +} NV_FOVEATED_RENDERING_DESC_V1; + +typedef NV_FOVEATED_RENDERING_DESC_V1 NV_FOVEATED_RENDERING_DESC; +#define NV_FOVEATED_RENDERING_DESC_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_DESC_V1, 1) +#define NV_FOVEATED_RENDERING_DESC_VER NV_FOVEATED_RENDERING_DESC_VER1 + +typedef enum _NV_VRS_RENDER_MODE +{ + NV_VRS_RENDER_MODE_INVALID = 0, + NV_VRS_RENDER_MODE_MONO = 1, // States mono rendering on the entire render target + NV_VRS_RENDER_MODE_LEFT_EYE = 2, // States Left eye rendering of a stereo pair on the entire render target + NV_VRS_RENDER_MODE_RIGHT_EYE = 3, // States Right eye rendering of a stereo pair on the entire render target + NV_VRS_RENDER_MODE_STEREO = 4, // States side-by-side stereo rendering on the render target + NV_VRS_RENDER_MODE_MAX = NV_VRS_RENDER_MODE_STEREO +} NV_VRS_RENDER_MODE; + +#define MAX_NUMBER_OF_GAZE_DATA_PROVIDERS 8 // Maximum number of gaze data providers / devices. + +typedef struct _NV_VRS_HELPER_ENABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + NV_VRS_RENDER_MODE RenderMode; //!< (IN) This defines whether subsequent render calls are for mono/stereo + NV_VRS_CONTENT_TYPE ContentType; //!< (IN) This defines the type of content with which the VRS pattern will be generated + + NV_FOVEATED_RENDERING_DESC_V1 sFoveatedRenderingDesc; //!< (IN) Provide this if ContentType has NV_VRS_CONTENT_TYPE_FOVEATED_RENDERING flag +} NV_VRS_HELPER_ENABLE_PARAMS_V1; + +typedef NV_VRS_HELPER_ENABLE_PARAMS_V1 NV_VRS_HELPER_ENABLE_PARAMS; +#define NV_VRS_HELPER_ENABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_ENABLE_PARAMS_V1, 1) +#define NV_VRS_HELPER_ENABLE_PARAMS_VER NV_VRS_HELPER_ENABLE_PARAMS_VER1 + +typedef struct _NV_VRS_HELPER_DISABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 reserved; //!< (IN) Reserved for future use +} NV_VRS_HELPER_DISABLE_PARAMS_V1; + +typedef NV_VRS_HELPER_DISABLE_PARAMS_V1 NV_VRS_HELPER_DISABLE_PARAMS; +#define NV_VRS_HELPER_DISABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_DISABLE_PARAMS_V1, 1) +#define NV_VRS_HELPER_DISABLE_PARAMS_VER NV_VRS_HELPER_DISABLE_PARAMS_VER1 + +typedef struct _NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + IUnknown **ppShadingRateResource; //!< (OUT) Pointer to 2D Texture resource with currently applied shading rate pattern + NV_PIXEL_SHADING_RATE shadingRateTable[NV_MAX_PIXEL_SHADING_RATES]; //!< (OUT) Shading Rate Table filled by the driver +} NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1; + +typedef NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1 NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS; +#define NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1, 1) +#define NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_VER NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_VER1 + +typedef struct _NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 reserved; //!< (IN) Reserved for future use +} NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1; + +typedef NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1 NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS; +#define NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1, 1) +#define NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_VER NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_VER1 + +DECLARE_INTERFACE(ID3DNvVRSHelper_V1) +{ + BEGIN_INTERFACE + + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // Latches the latest gaze which will be used for subsequent foveated rendering. Recommended to be called once per frame before scene drawing begins. + STDMETHOD_(NvAPI_Status,LatchGaze)(THIS_ IUnknown* pContext, NV_VRS_HELPER_LATCH_GAZE_PARAMS* pLatchGazeParams) PURE; + + // Enables VRS with sepcified content type and preset. This can be called per draw call. + STDMETHOD_(NvAPI_Status,Enable)(THIS_ IUnknown* pContext, NV_VRS_HELPER_ENABLE_PARAMS* pEnableParams) PURE; + + // Disables VRS till re-enabled. + STDMETHOD_(NvAPI_Status,Disable)(THIS_ IUnknown* pContext, NV_VRS_HELPER_DISABLE_PARAMS* pDisableParams) PURE; + + // Creates a 2D texture, copies the current shading rate pattern on it and returns the pointer to this texture. + // It also returns an array that conveys which value in the shading rate resource corresponds to which exact pixel shading rate. + STDMETHOD_(NvAPI_Status,GetShadingRateResource)(THIS_ IUnknown* pContext, NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS *pGetShadingRateResourceParams) PURE; + + // Destroys all internally created shading rate resources and views. + STDMETHOD_(NvAPI_Status,PurgeInternalShadingRateResources)(THIS_ IUnknown* pContext, NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS* pPurgeParams) PURE; + + END_INTERFACE +}; + +typedef ID3DNvVRSHelper_V1 ID3DNvVRSHelper; +#define ID3DNvVRSHelper_VER1 MAKE_NVAPI_VERSION(ID3DNvVRSHelper_V1, 1) +#define ID3DNvVRSHelper_VER ID3DNvVRSHelper_VER1 + +typedef struct _NV_VRS_HELPER_INIT_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + ID3DNvVRSHelper_V1 **ppVRSHelper; //!< (OUT) Interface for Shading Rate Pattern Tracker +} NV_VRS_HELPER_INIT_PARAMS_V1; + +typedef NV_VRS_HELPER_INIT_PARAMS_V1 NV_VRS_HELPER_INIT_PARAMS; +#define NV_VRS_HELPER_INIT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_INIT_PARAMS_V1, 1) +#define NV_VRS_HELPER_INIT_PARAMS_VER NV_VRS_HELPER_INIT_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_InitializeVRSHelper +// +//! DESCRIPTION: Creates an interface for updating, enabling and disabling internally tracked shading rate pattern for Variable Rate Shading +//! +//! SUPPORTED OS: Windows 7 and higher +//! +//! +//! \since Release: 430 +//! +//! \param [in] pDevice The device to be used for creating the VRS Handler interface +//! \note This should be same the device used for Gaze Handler. See also: NvAPI_D3D_InitializeNvGazeHandler. +//! \param [in] pInitializeVRSHelperParams Descriptor for VRS Helper initialization +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D_InitializeVRSHelper(__in IUnknown *pDevice, + __inout NV_VRS_HELPER_INIT_PARAMS *pInitializeVRSHelperParams); + +typedef enum _NV_GAZE_DATA_VALIDITY_FLAGS +{ + NV_GAZE_ORIGIN_VALID = 0x1, + NV_GAZE_DIRECTION_VALID = 0x2, + NV_GAZE_LOCATION_VALID = 0x4, + NV_GAZE_VELOCITY_VALID = 0x8, + NV_GAZE_PUPIL_DIAMETER_VALID = 0x10, + NV_GAZE_EYE_OPENNESS_VALID = 0x20, + NV_GAZE_EYE_SACCADE_DATA_VALID = 0x40 +} NV_GAZE_DATA_VALIDITY_FLAGS; + +typedef struct _NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE +{ + NvU32 version; //!< (IN) Version of the structure + + NvU32 GazeDataValidityFlags; //!< (IN) To be populated with OR'ing flags from NV_GAZE_DATA_VALIDITY_FLAGS + + float fGazeOrigin_mm[3]; //!< (IN) Use flag NV_GAZE_ORIGIN_VALID. Origin of the eye in millimeters. Used mainly to detect whether Left Eye or Right Eye. + float fGazeDirection[3]; //!< (IN) Use flag NV_GAZE_DIRECTION_VALID. Normalized direction of the gaze of the eye. Used for calculating the gaze location using the FOV. + float fGazeNormalizedLocation[2]; //!< (IN) Use flag NV_GAZE_LOCATION_VALID. Precalculated normalized gaze location in limits (-1 to +1) for X and Y. Center of the screen denotes (0, 0). If this is valid, this will be given higher priority than direction. + float fGazeVelocity[2]; //!< (IN) Use flag NV_GAZE_VELOCITY_VALID. Optional: Velocity of the eye on the normalized space in each direction. Central foveated region would be skewed in the direction of the velocity. + float fPupilDiameter_mm; //!< (IN) Use flag NV_GAZE_PUPIL_DIAMETER_VALID. Unused at the moment. + float fEyeOpenness; //!< (IN) Use flag NV_GAZE_EYE_OPENNESS_VALID. Unused at the moment. + BOOL bInSaccade; //!< (IN) Use flag NV_GAZE_EYE_SACCADE_DATA_VALID. Denotes whether eye is currently in saccade movement or not. +} NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1; + +typedef NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE; +#define NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1, 1) +#define NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_VER NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_VER1 + +typedef struct _NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + NvU64 Timestamp; //!< (IN) Timestamp at which the gaze data has been captured. Should be larger than timestamp provided at previous update. + union + { + NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 sMonoData; //!< (IN) Gaze data for Mono rendering mode + struct + { + NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 sLeftEye; //!< (IN) Gaze data for Left Eye of Stereo rendering mode + NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 sRightEye; //!< (IN) Gaze data for Right Eye of Stereo rendering mode + } sStereoData; + }; +} NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_V1; + +typedef NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_V1 NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS; +#define NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_V1, 1) +#define NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_VER NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_VER1 + + +DECLARE_INTERFACE(ID3DNvGazeHandler_V2) +{ + BEGIN_INTERFACE + + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // Updates the gaze data for foveated rendering + STDMETHOD_(NvAPI_Status,UpdateGazeData)(THIS_ IUnknown* pContext, NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS* pUpdateGazeDataParams) PURE; + + + END_INTERFACE +}; +typedef ID3DNvGazeHandler_V2 ID3DNvGazeHandler; +#define ID3DNvGazeHandler_VER2 MAKE_NVAPI_VERSION(ID3DNvGazeHandler_V2, 2) +#define ID3DNvGazeHandler_VER ID3DNvGazeHandler_VER2 + +DECLARE_INTERFACE(ID3DNvGazeHandler_V1) +{ + BEGIN_INTERFACE + + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // Updates the gaze data for foveated rendering + STDMETHOD_(NvAPI_Status,UpdateGazeData)(THIS_ IUnknown* pContext, NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS* pUpdateGazeDataParams) PURE; + + END_INTERFACE +}; +#define ID3DNvGazeHandler_VER1 MAKE_NVAPI_VERSION(ID3DNvGazeHandler_V1, 1) +#ifndef ID3DNvGazeHandler_VER +typedef ID3DNvGazeHandler_V1 ID3DNvGazeHandler; +#define ID3DNvGazeHandler_VER ID3DNvGazeHandler_VER1 +#endif + +typedef enum _NV_GAZE_DATA_TYPE +{ + NV_GAZE_DATA_INVALID = 0, + NV_GAZE_DATA_MONO = 1, + NV_GAZE_DATA_STEREO = 2, + NV_GAZE_DATA_MAX = NV_GAZE_DATA_STEREO +} NV_GAZE_DATA_TYPE; + +typedef struct _NV_GAZE_HANDLER_INIT_PARAMS_V2 +{ + NvU32 version; //!< (IN) Struct version + + NvU32 GazeDataDeviceId; //!< (IN) ID of the gaze data provider. Needed only for supporting more than one device with eye tracking. + // Should be 0 if gaze data is provided only from a single device. Should be less than (MAX_NUMBER_OF_GAZE_DATA_PROVIDERS - 1) + + NV_GAZE_DATA_TYPE GazeDataType; //!< (IN) Describes whether gaze is Mono or Stereo + NvU32 flags; //!< (IN) Reserved for future use + float fHorizontalFOV; //!< (IN) Horizontal Field of View + float fVericalFOV; //!< (IN) Vertical Field of View + + ID3DNvGazeHandler_V2 **ppNvGazeHandler; //!< (OUT) Interface for Gaze Data Handler +} NV_GAZE_HANDLER_INIT_PARAMS_V2; + +typedef NV_GAZE_HANDLER_INIT_PARAMS_V2 NV_GAZE_HANDLER_INIT_PARAMS; +#define NV_GAZE_HANDLER_INIT_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_GAZE_HANDLER_INIT_PARAMS_V2, 2) +#define NV_GAZE_HANDLER_INIT_PARAMS_VER NV_GAZE_HANDLER_INIT_PARAMS_VER2 + +typedef struct _NV_GAZE_HANDLER_INIT_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + + NvU32 GazeDataDeviceId; //!< (IN) ID of the gaze data provider. Needed only for supporting more than one device with eye tracking. + // Should be 0 if gaze data is provided only from a single device. Should be less than (MAX_NUMBER_OF_GAZE_DATA_PROVIDERS - 1) + + NV_GAZE_DATA_TYPE GazeDataType; //!< (IN) Describes whether gaze is Mono or Stereo + NvU32 flags; //!< (IN) Reserved for future use + float fHorizontalFOV; //!< (IN) Horizontal Field of View + float fVericalFOV; //!< (IN) Vertical Field of View + + ID3DNvGazeHandler_V1 **ppNvGazeHandler; //!< (OUT) Interface for Gaze Data Handler +} NV_GAZE_HANDLER_INIT_PARAMS_V1; + +#define NV_GAZE_HANDLER_INIT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GAZE_HANDLER_INIT_PARAMS_V1, 1) +#ifndef NV_GAZE_HANDLER_INIT_PARAMS_VER +typedef NV_GAZE_HANDLER_INIT_PARAMS_V1 NV_GAZE_HANDLER_INIT_PARAMS; +#define NV_GAZE_HANDLER_INIT_PARAMS_VER NV_GAZE_HANDLER_INIT_PARAMS_VER1 +#endif + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_InitializeNvGazeHandler +// +//! DESCRIPTION: Creates an interface for updating and managing gaze data +//! +//! SUPPORTED OS: Windows 7 and higher +//! +//! +//! \since Release: 430 +//! +//! \param [in] pDevice The device to be used for creating the Gaze Handler interface +//! \note This should be same as the device used with VRS Handler. See also: NvAPI_D3D_InitializeVRSHelper. +//! \param [in] pInitializeNvGazeHandlerParams Descriptor for Gaze Data Handler initialization +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D_InitializeNvGazeHandler(__in IUnknown *pDevice, + __inout NV_GAZE_HANDLER_INIT_PARAMS *pInitializeNvGazeHandlerParams); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && defined(__d3d11_h__) + +//! \ingroup dx + +typedef enum NV_SMP_ASSIST_TYPE +{ + NV_SMP_ASSIST_NONE = 0, + NV_SMP_ASSIST_MRS = 1, // SMP Assist required for Multi-Res Shading + NV_SMP_ASSIST_LMS = 2, // SMP Assist required for Lens Matched Shading + NV_SMP_ASSIST_NUM_TYPES +} NV_SMP_ASSIST_TYPE; + +typedef enum NV_SMP_ASSIST_LEVEL +{ + NV_SMP_ASSIST_LEVEL_FULL = 0, // Full assistance. App selects a pre-baked MRS/LMS config, driver handles correct setting of viewport, scissors and FastGS + NV_SMP_ASSIST_LEVEL_PARTIAL = 1, // Partial assistance. App provides a custom MRS/LMS config, driver handles correct setting of viewport, scissors and FastGS + NV_SMP_ASSIST_LEVEL_MINIMAL = 2, // Minimal assistance. App provides viewports and scissors. App sets FastGS as required. App sets LMS params as required (NvAPI_D3D_SetModifiedWMode). App provides SMPType as NONE. Driver handles correct setting of viewports and scissors. + NV_SMP_ASSIST_NUM_LEVELS +} NV_SMP_ASSIST_LEVEL; + +typedef enum NV_MRS_CONFIG +{ + NV_MRS_CONFIG_BALANCED = 0, + NV_MRS_CONFIG_AGGRESSIVE = 1, + NV_MRS_CONFIG_OCULUSRIFT_CV1_CONSERVATIVE = 2, + NV_MRS_CONFIG_OCULUSRIFT_CV1_BALANCED = 3, + NV_MRS_CONFIG_OCULUSRIFT_CV1_AGGRESSIVE = 4, + NV_MRS_CONFIG_HTC_VIVE_CONSERVATIVE = 5, + NV_MRS_CONFIG_HTC_VIVE_BALANCED = 6, + NV_MRS_CONFIG_HTC_VIVE_AGGRESSIVE = 7, + NV_MRS_NUM_CONFIGS +} NV_MRS_CONFIG; + +typedef enum NV_LMS_CONFIG +{ + NV_LMS_CONFIG_OCULUSRIFT_CV1_CONSERVATIVE = 0, + NV_LMS_CONFIG_OCULUSRIFT_CV1_BALANCED = 1, + NV_LMS_CONFIG_OCULUSRIFT_CV1_AGGRESSIVE = 2, + NV_LMS_CONFIG_HTC_VIVE_CONSERVATIVE = 3, + NV_LMS_CONFIG_HTC_VIVE_BALANCED = 4, + NV_LMS_CONFIG_HTC_VIVE_AGGRESSIVE = 5, + NV_LMS_NUM_CONFIGS +} NV_LMS_CONFIG; + +#define NV_SMP_ASSIST_FLAGS_DEFAULT 0x00000000 + +#define NV_SMP_ASSIST_MAX_VIEWPORTS 16 + +typedef struct _NV_MRS_CUSTOM_CONFIG_V1 +{ + float centerWidth; //!< (IN) Size of the central viewport, ranging (0,1], where 1 is full original viewport size + float centerHeight; + float centerX; //!< (IN) Location of the central viewport, ranging 0..1, where 0.5 is the center of the screen + float centerY; + float densityScaleX[3]; //!< (IN) Pixel density scale factors: how much the linear pixel density is scaled within each row and column (1.0 = full density) + float densityScaleY[3]; +} NV_MRS_CUSTOM_CONFIG_V1; + +typedef NV_MRS_CUSTOM_CONFIG_V1 NV_MRS_CUSTOM_CONFIG; + +typedef struct _NV_MRS_INSTANCED_STEREO_CONFIG_V1 +{ //!< (OUT) MRS Instanced stereo config returned by the SMP Assist GetConstants API + float centerWidth[2]; //!< (OUT) Size of the central viewport, ranging (0,1], where 1 is full original viewport size + float centerHeight; + float centerX[2]; //!< (OUT) Location of the central viewport, ranging 0..1, where 0.5 is the center of the screen + float centerY; + float densityScaleX[5]; //!< (OUT) Pixel density scale factors: how much the linear pixel density is scaled within each row and column (1.0 = full density) + float densityScaleY[3]; +} NV_MRS_INSTANCED_STEREO_CONFIG_V1; + +typedef NV_MRS_INSTANCED_STEREO_CONFIG_V1 NV_MRS_INSTANCED_STEREO_CONFIG; + +typedef struct _NV_LMS_CUSTOM_CONFIG_V1 +{ + float warpLeft; //!< (IN) LMS params to control warping of the 2 left quadrants + float warpRight; //!< (IN) LMS params to control warping of the 2 right quadrants + float warpUp; //!< (IN) LMS params to control warping of the 2 upper quadrants + float warpDown; //!< (IN) LMS params to control warping of the 2 lower quadrants + + float relativeSizeLeft; //!< (IN) LMS params to control the width of the 2 left quandrants relative to the bounding box width + float relativeSizeRight; //!< (IN) LMS params to control the width of the 2 right quandrants relative to the bounding box width + float relativeSizeUp; //!< (IN) LMS params to control the height of the 2 upper quandrants relative to the bounding box height + float relativeSizeDown; //!< (IN) LMS params to control the height of the 2 lower quandrants relative to the bounding box height +} NV_LMS_CUSTOM_CONFIG_V1; + +typedef NV_LMS_CUSTOM_CONFIG_V1 NV_LMS_CUSTOM_CONFIG; + +typedef struct _NV_LMS_INSTANCED_STEREO_CONFIG_V1 +{ //!< (OUT) LMS Instanced stereo config returned by the SMP Assist GetConstants API + NV_LMS_CUSTOM_CONFIG_V1 sLeftConfig; //!< (OUT) LMS config for the Left eye view + NV_LMS_CUSTOM_CONFIG_V1 sRightConfig; //!< (OUT) LMS config for the Right eye view +} NV_LMS_INSTANCED_STEREO_CONFIG_V1; + +typedef NV_LMS_INSTANCED_STEREO_CONFIG_V1 NV_LMS_INSTANCED_STEREO_CONFIG; + +typedef enum _NV_SMP_ASSIST_EYE_INDEX +{ + NV_SMP_ASSIST_EYE_INDEX_MONO = 0, // Non-stereo rendering + NV_SMP_ASSIST_EYE_INDEX_LEFT_EYE = 1, // Stereo - Rendering left eye + NV_SMP_ASSIST_EYE_INDEX_RIGHT_EYE = 2, // Stereo - Rendering right eye + NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO = 3, // Stereo - Rendering both eyes +} NV_SMP_ASSIST_EYE_INDEX; + +#define NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES 4 + +typedef struct _NV_CUSTOM_RECTS_V1 +{ + NvU32 numViewports[NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES]; + D3D11_VIEWPORT *pViewports[NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES]; //!< (IN) Viewports, for each eye index, that should be set when app calls Enable(eyeIndex) + D3D11_RECT *pScissors[NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES]; //!< (IN) Scissors, for each eye index, that should be set when app calls Enable(eyeIndex) +} NV_CUSTOM_RECTS_V1; + +typedef NV_CUSTOM_RECTS_V1 NV_CUSTOM_RECTS; + +typedef struct _NV_SMP_ASSIST_ENABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_EYE_INDEX eEyeIndex; //!< (IN) Rendering mode for upcoming draw calls (Mono/Stereo-Left/Stereo-Right/Instanced Stereo) +} NV_SMP_ASSIST_ENABLE_PARAMS_V1; + +typedef NV_SMP_ASSIST_ENABLE_PARAMS_V1 NV_SMP_ASSIST_ENABLE_PARAMS; +#define NV_SMP_ASSIST_ENABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_ENABLE_PARAMS_V1, 1) +#define NV_SMP_ASSIST_ENABLE_PARAMS_VER NV_SMP_ASSIST_ENABLE_PARAMS_VER1 + +typedef struct _NV_SMP_ASSIST_DISABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NvU32 Reserved; //!< (IN) Unused. +} NV_SMP_ASSIST_DISABLE_PARAMS_V1; + +typedef NV_SMP_ASSIST_DISABLE_PARAMS_V1 NV_SMP_ASSIST_DISABLE_PARAMS; +#define NV_SMP_ASSIST_DISABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_DISABLE_PARAMS_V1, 1) +#define NV_SMP_ASSIST_DISABLE_PARAMS_VER NV_SMP_ASSIST_DISABLE_PARAMS_VER1 + +// FastGS constant buffer data returned by the GetConstants API. +// Refer VRWorks SDK's multiprojection_dx app (struct FastGSCBData) +typedef struct _NV_SMP_ASSIST_FASTGSCBDATA_V1 +{ + float NDCSplitsX[2]; //!< (OUT) FastGS constant buffer data for Multi-Res Shading/ Lens Matched Shading + float NDCSplitsY[2]; +} NV_SMP_ASSIST_FASTGSCBDATA_V1; + +typedef NV_SMP_ASSIST_FASTGSCBDATA_V1 NV_SMP_ASSIST_FASTGSCBDATA; + +typedef struct _NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1 +{ + float NDCSplitsX[4]; //!< (OUT) FastGS constant buffer data for Multi-Res Shading (Instanced stereo). 2 splits for left eye followed by 2 splits for right eye + float NDCSplitsY[2]; +} NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1; + +typedef NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1 NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO; + +// Constant buffer data to supply the UV-remapping helper functions +// Refer VRWorks SDK's multiprojection_dx app (struct RemapCBData) +typedef struct _NV_SMP_ASSIST_REMAPCBDATA_V1 +{ + //!< (OUT) Constant buffer data to supply the UV-remapping helper functions + float ClipToWindowSplitsX[2]; + float ClipToWindowSplitsY[2]; + float ClipToWindowX[3][2]; // ClipToWindowX[i][0] is Scale and ClipToWindowX[i][1] is Bias + float ClipToWindowY[3][2]; // ClipToWindowY[i][0] is Scale and ClipToWindowY[i][1] is Bias + float ClipToWindowZ[2]; // ClipToWindowZ[0] is Scale and ClipToWindowZ[1] is Bias + + float WindowToClipSplitsX[2]; + float WindowToClipSplitsY[2]; + float WindowToClipX[3][2]; // WindowToClipX[i][0] is Scale and WindowToClipX[i][1] is Bias + float WindowToClipY[3][2]; // WindowToClipY[i][0] is Scale and WindowToClipY[i][1] is Bias + float WindowToClipZ[2]; // WindowToClipZ[0] is Scale and WindowToClipZ[1] is Bias + + float BoundingRectOriginX; + float BoundingRectOriginY; + float BoundingRectSizeWidth; + float BoundingRectSizeHeight; + float BoundingRectSizeInvWidth; + float BoundingRectSizeInvHeight; + + float Padding[2]; +}NV_SMP_ASSIST_REMAPCBDATA_V1; + +typedef NV_SMP_ASSIST_REMAPCBDATA_V1 NV_SMP_ASSIST_REMAPCBDATA; + +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NV_SMP_ASSIST_GET_CONSTANTS_V3 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_EYE_INDEX eEyeIndex; //!< (IN) Viewports/scissors/constant buffer data corresponding to the input eEyeIndex will be returned + NvU32 numViewports; //!< (OUT) Number of valid viewport entries + D3D11_VIEWPORT *pViewports; //!< (OUT) If not NULL, this will contain the viewports computed by driver based on init params + D3D11_RECT *pScissors; //!< (OUT) If not NULL, this will contain the scissors computed by the driver based on init params + + NV_SMP_ASSIST_TYPE eSMPAssistType; //!< (OUT) SMP type provided in Init call + NV_SMP_ASSIST_LEVEL eSMPAssistLevel; //!< (OUT) SMP Assist level provided in Init call + + union + { + NV_MRS_CUSTOM_CONFIG_V1 sMRSConfig; //!< (OUT) If eSMPAssistType is MRS, then MRS config will be populated + NV_LMS_CUSTOM_CONFIG_V1 sLMSConfig; //!< (OUT) If eSMPAssistType is LMS, then LMS config will be populated + }; + + float projectionSizeWidth; //!< (OUT) MRS/LMS projection size + float projectionSizeHeight; //!< (OUT) + + NV_SMP_ASSIST_FASTGSCBDATA_V1 *pFastGSCBData; //!< (OUT) If not NULL, this will contain constant buffer data to supply the FastGS for culling primitives per-viewport + NV_SMP_ASSIST_REMAPCBDATA_V1 *pRemapCBData; //!< (OUT) If not NULL, this will contain constant buffer data to supply the UV-remapping helper functions + + D3D11_VIEWPORT boundingViewport; //!< (OUT) If eSMPType is MRS or LMS then this will be a union of the individual viewports populated in pViewports + D3D11_RECT boundingScissor; //!< (OUT) If eSMPType is MRS or LMS then this will be a union of the individual scissor rects populated in pScissors + + union + { + NV_MRS_INSTANCED_STEREO_CONFIG_V1 sMRS_ISConfig; //!< (OUT) If eSMPAssistType is MRS and eEyeIndex is NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO then MRS Instanced stereo config will be populated + NV_LMS_INSTANCED_STEREO_CONFIG_V1 sLMS_ISConfig; //!< (OUT) If eSMPAssistType is LMS and eEyeIndex is NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO then LMS Instanced stereo config will be populated + }; + + NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1 *pFastGSCBDataMRS_IS; //!< (OUT) If non-NULL and eSMPAssistType is MRS and eEyeIndex is NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO then MRS Instanced stereo FastGS constant buffer data will be populated +} NV_SMP_ASSIST_GET_CONSTANTS_V3; + +#define NV_SMP_ASSIST_GET_CONSTANTS_VER3 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_GET_CONSTANTS_V3, 3) +typedef NV_SMP_ASSIST_GET_CONSTANTS_V3 NV_SMP_ASSIST_GET_CONSTANTS; +#define NV_SMP_ASSIST_GET_CONSTANTS_VER NV_SMP_ASSIST_GET_CONSTANTS_VER3 + +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NV_SMP_ASSIST_SETUP_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + union + { + NV_MRS_CONFIG eMRSConfig; //!< (IN) If eSMPAssistType is MRS and SMP Assist Level is Full then provide MRS config enum + NV_LMS_CONFIG eLMSConfig; //!< (IN) If eSMPAssistType is LMS and SMP Assist Level is Full then provide LMS config enum + NV_MRS_CUSTOM_CONFIG_V1 sMRSCustomConfig; //!< (IN) If eSMPAssistType is MRS and SMP Assist Level is Partial, then provide MRS config + NV_LMS_CUSTOM_CONFIG_V1 sLMSCustomConfig; //!< (IN) If eSMPAssistType is LMS and SMP Assist Level is Partial, then provide LMS config + NV_CUSTOM_RECTS_V1 sCustomRects; //!< (IN) If SMP Assist Level is Minimal, provide custom viewports and scissor rects for each eye index. + }; + + float resolutionScale; //!< (IN) A resolution multiplier in the range [0.1, 3.0] if app wants to render at higher resolution + D3D11_VIEWPORT boundingBox; //!< (IN) Rect on the rendertarget, to place the projection + float vpOffsets[2]; //!< (IN) Default set to 0. If non-zero, MRS/LMS viewports' TopLeftX and TopLeftY will be + //!< offset by vpOffsets[0] and vpOffsets[1] respectively. +} NV_SMP_ASSIST_SETUP_PARAMS_V1; + +typedef NV_SMP_ASSIST_SETUP_PARAMS_V1 NV_SMP_ASSIST_SETUP_PARAMS; +#define NV_SMP_ASSIST_SETUP_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_SETUP_PARAMS_V1, 1) +#define NV_SMP_ASSIST_SETUP_PARAMS_VER NV_SMP_ASSIST_SETUP_PARAMS_VER1 + +typedef struct _NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_TYPE eSMPAssistType; // Patch instanced stereo shaders (created with packed eye index) with this SMPAssistType (NV_SMP_ASSIST_LMS only) + float leftCoeffs[4]; // Left eye: outpos.x = dotproduct(outputpos, leftCoeffs) + leftConst + float leftConst; + float rightCoeffs[4]; // Right eye: outpos.x = dotproduct(outputpos, rightCoeffs) + rightConst + float rightConst; +} NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1; + +typedef NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1 NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS; +#define NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1, 1) +#define NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_VER NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! + +DECLARE_INTERFACE(ID3DNvSMPAssist_V1) +{ +////////////////////////////// VER1 methods ////////////////////////////////////////// + // Disable SMP Assist for further Draw calls + STDMETHOD_(NvAPI_Status,Disable)(THIS_ __in IUnknown *pDevContext, __in const NV_SMP_ASSIST_DISABLE_PARAMS *psSMPAssistDisableParams) PURE; + + // Enable SMP Assist for further Draw calls. App has to provide the type of rendering done in upcoming Draw calls - Mono/Left eye/Right eye/Instanced Stereo + STDMETHOD_(NvAPI_Status,Enable)(THIS_ __in IUnknown *pDevContext, __in const NV_SMP_ASSIST_ENABLE_PARAMS *psSMPAssistEnableParams) PURE; + + // Get the constants used by the drivers + STDMETHOD_(NvAPI_Status,GetConstants)(THIS_ __inout NV_SMP_ASSIST_GET_CONSTANTS *psSMPAssistGetConstants) PURE; + + // Setup the projections (rects, constant buffer data etc.) + STDMETHOD_(NvAPI_Status,SetupProjections)(THIS_ __in IUnknown *pDevice, __in const NV_SMP_ASSIST_SETUP_PARAMS *psSMPAssistSetupParams) PURE; + + // Update instanced stereo specific data + STDMETHOD_(NvAPI_Status,UpdateInstancedStereoData)(THIS_ __in IUnknown *pDevice, __in const NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS *psSMPAssistInstancedStereoParams) PURE; +////////////////////////////// end of VER1 methods ////////////////////////////////////////// +}; + +typedef ID3DNvSMPAssist_V1 ID3DNvSMPAssist; +#define ID3DNVSMPASSIST_VER1 MAKE_NVAPI_VERSION(ID3DNvSMPAssist_V1, 1) +#define ID3DNVSMPASSIST_VER ID3DNVSMPASSIST_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NV_SMP_ASSIST_INITIALIZE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_TYPE eSMPAssistType; //!< (IN) None/MRS/LMS + NV_SMP_ASSIST_LEVEL eSMPAssistLevel; //!< (IN) Full/Partial/Minimal + NvU32 flags; //!< (IN) Flags, if any + + ID3DNvSMPAssist **ppD3DNvSMPAssist; //!< (OUT) Interface pointer returned by the Init call. Use for future Enable/Disable etc. calls + +} NV_SMP_ASSIST_INITIALIZE_PARAMS_V1; + +#define NV_SMP_ASSIST_INITIALIZE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_INITIALIZE_PARAMS_V1, 1) +#ifndef NV_SMP_ASSIST_INITIALIZE_PARAMS_VER +typedef NV_SMP_ASSIST_INITIALIZE_PARAMS_V1 NV_SMP_ASSIST_INITIALIZE_PARAMS; +#define NV_SMP_ASSIST_INITIALIZE_PARAMS_VER NV_SMP_ASSIST_INITIALIZE_PARAMS_VER1 +#endif + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_InitializeSMPAssist +// +//! DESCRIPTION: Initialize SMP Assist extension. Take the SMPAssist(MRS/LMS) params from the application. +//! Provide the application with a interface pointer for future use. +//! +//! \since Release: 396 +//! \param [in] pDevice Pointer to IUnknown (Currently supports ID3D11Device) +//! \param [inout] pSMPAssistInitParams SMP Assist initialization params +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_OK Call succeeded. +//! \retval ::NVAPI_ERROR Call failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One of the required input arguments was NULL +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_InitializeSMPAssist(__in IUnknown *pDevice, __inout NV_SMP_ASSIST_INITIALIZE_PARAMS *pSMPAssistInitParams); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && defined(__d3d11_h__) +//! \ingroup dx +typedef struct _NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_TYPE eSMPAssistType; //!< (IN) None/MRS/LMS + NV_SMP_ASSIST_LEVEL eSMPAssistLevel; //!< (IN) Full/Partial/Minimal + NvBool bSMPAssistSupported; //!< (OUT) SMP Assist supported or not +} NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1 NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS; +#define NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_VER NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QuerySMPAssistSupport +// +//! DESCRIPTION: Query SMP assist extension support. +//! +//! \since Release: 396 +//! \param [in] pDev Pointer to IUnknown (Currently supports ID3D11Device) +//! \param [out] pQuerySMPAssistSupportParams Pointer to a structure returning requested SMP assist support +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_NOT_SUPPORTED Requested SMP assist is not supported. +//! \retval ::NVAPI_OK Call succeeded. Check value of pQuerySMPAssistSupportParams->bSMPAssistSupported +//! \retval ::NVAPI_INVALID_POINTER pDev or pQuerySMPAssistSupportParams was a NULL pointer +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QuerySMPAssistSupport(__in IUnknown *pDev, __inout NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS *pQuerySMPAssistSupportParams); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get sleep status +//! \ingroup dx +typedef struct _NV_GET_SLEEP_STATUS_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (OUT) Is low latency mode enabled? + NvBool bFsVrr; //!< (OUT) Is fullscreen VRR enabled? + NvBool bCplVsyncOn; //!< (OUT) Is Control Panel overriding VSYNC ON? + NvU32 sleepIntervalUs; //!< (OUT) Latest sleep interval in microseconds. + NvBool bUseGameSleep; //!< (OUT) Is NvAPI_D3D_Sleep() being called? + NvU8 rsvd[121]; //!< (IN) Reserved. Must be set to 0s. +} NV_GET_SLEEP_STATUS_PARAMS_V1; + +typedef NV_GET_SLEEP_STATUS_PARAMS_V1 NV_GET_SLEEP_STATUS_PARAMS; +#define NV_GET_SLEEP_STATUS_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GET_SLEEP_STATUS_PARAMS_V1, 1) +#define NV_GET_SLEEP_STATUS_PARAMS_VER NV_GET_SLEEP_STATUS_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetSleepStatus +// +//! DESCRIPTION: This function can be used to get the latest sleep status: +//! bLowLatencyMode indicates whether low latency mode is currently +//! enabled in the driver. +//! Note that it may not always reflect the previously requested sleep mode, +//! as the feature may not be available on the platform, or the setting has +//! been overridden by the control panel, for example. +//! bFsVrr indicates fullscreen GSYNC or GSYNC Compatible mode. It is valid +//! only when the application is in the foreground. +//! bCplVsyncOn indicates Control Panel VSYNC ON override. +//! +//! \since Release: 455 +//! \param [in] pDev The target device. +//! \param [in] pGetSleepStatusParams Sleep status params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetSleepStatus(__in IUnknown *pDev, __in NV_GET_SLEEP_STATUS_PARAMS *pGetSleepStatusParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to set sleep mode +//! \ingroup dx +typedef struct _NV_SET_SLEEP_MODE_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (IN) Low latency mode enable/disable. + NvBool bLowLatencyBoost; //!< (IN) Request maximum GPU clock frequency regardless of workload. + NvU32 minimumIntervalUs; //!< (IN) Minimum frame interval in microseconds. 0 = no frame rate limit. + NvBool bUseMarkersToOptimize; //!< (IN) Allow latency markers to be used for runtime optimizations. + NvU8 rsvd[31]; //!< (IN) Reserved. Must be set to 0s. +} NV_SET_SLEEP_MODE_PARAMS_V1; + +typedef NV_SET_SLEEP_MODE_PARAMS_V1 NV_SET_SLEEP_MODE_PARAMS; +#define NV_SET_SLEEP_MODE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SET_SLEEP_MODE_PARAMS_V1, 1) +#define NV_SET_SLEEP_MODE_PARAMS_VER NV_SET_SLEEP_MODE_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetSleepMode +// +//! DESCRIPTION: This function can be used to update sleep mode dynamically. +//! The settings are not dependent to each other, meaning low latency mode +//! can be enabled/disabled regardless of whether minimum interval is set or +//! not. The former is to intelligently lower latency without impacting frame +//! rate. The later is to limit frame rate (e.g. minimumIntervalUs = 10000 +//! limits frame rate to 100 FPS). They work well separately and/or together. +//! Note that minimumIntervalUs usage is not limited to lowering latency, so +//! feel free to use it to limit frame rate for menu, cut scenes, etc. +//! Note that low latency mode can be enabled, and/or minimum interval can +//! be set, even without using NvAPI_D3D_Sleep(). However, without it, the +//! sleep to achieve these features would happen at a less optimal point, +//! resulting in higher overall latency. +//! The bLowLatencyBoost will request the GPU run at max clocks even in +//! scenarios where it is idle most of the frame and would normally try +//! to save power. This can decrease latency in CPU-limited scenarios. +//! While this function can be called as often as needed, it is not +//! necessary nor recommended to call this too frequently (e.g. every frame), +//! as the settings persist for the target device. +//! +//! \since Release: 455 +//! \param [in] pDev The target device. +//! \param [in] pSetSleepModeParams Sleep mode params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetSleepMode(__in IUnknown *pDev, __in NV_SET_SLEEP_MODE_PARAMS *pSetSleepModeParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_Sleep +// +//! DESCRIPTION: It is recommended to call this function at the very start of +//! each frame (e.g. before input sampling). If there is a need to sleep, +//! due to frame rate limit and/or low latency features, for example, +//! this call provides an entry point for the driver to sleep at the most +//! optimal spot to achieve the lowest latency. +//! It is recommended to call this function even when low latency mode is +//! disabled and minimum interval is 0. Other features, such as Maximum Frame +//! Rate setting, could be enabled in the control panel to benefit from this. +//! It is OK to start (or stop) using this function at any time. However, +//! when using this function, it must be called exactly once on each frame. +//! If this function is not called, after several frames, the driver would +//! fallback to sleep at its less optimal spot. +//! +//! \since Release: 455 +//! \param [in] pDev The target device. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_Sleep(__in IUnknown *pDev); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to send Reflex Sync data to UMD +//! \ingroup dx +typedef struct _NV_SET_REFLEX_SYNC_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvU32 bEnable:1; //!< (IN) Enable Reflex Sync + NvU32 bDisable:1; //!< (IN) Disable Reflex Sync + NvU32 flagsRsvd:30; //!< (IN) Reserved flag bits. Must be set to 0s. + NvU32 vblankIntervalUs; //!< (IN) Interval between VBLANKs in microseconds. (0 means N/A) + NvS32 timeInQueueUs; //!< (IN) Amount of time in the completed frame queue. Can be negative. (0 means N/A) + NvU32 timeInQueueUsTarget; //!< (IN) Target amount of time in the completed frame queue. (0 means N/A) + NvU8 rsvd[28]; //!< (IN) Reserved. Must be set to 0s. +} NV_SET_REFLEX_SYNC_PARAMS_V1; + +typedef NV_SET_REFLEX_SYNC_PARAMS_V1 NV_SET_REFLEX_SYNC_PARAMS; +#define NV_SET_REFLEX_SYNC_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SET_REFLEX_SYNC_PARAMS_V1, 1) +#define NV_SET_REFLEX_SYNC_PARAMS_VER NV_SET_REFLEX_SYNC_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetReflexSync +// +//! DESCRIPTION: This function can be used to enable/disable Reflex Sync, +//! and to pass in essential data for the Reflex Sync operation. +//! +//! \since Release: 530 +//! \param [in] pDev The target device. +//! \param [in] pSetReflexSyncParams Reflex Sync params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetReflexSync(__in IUnknown *pDev, __in NV_SET_REFLEX_SYNC_PARAMS *pSetReflexSyncParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get latency report. +//! \ingroup dx + +typedef struct _NV_LATENCY_RESULT_PARAMS +{ + NvU32 version; //!< (IN) Structure version + struct FrameReport { + NvU64 frameID; + NvU64 inputSampleTime; + NvU64 simStartTime; + NvU64 simEndTime; + NvU64 renderSubmitStartTime; + NvU64 renderSubmitEndTime; + NvU64 presentStartTime; + NvU64 presentEndTime; + NvU64 driverStartTime; + NvU64 driverEndTime; + NvU64 osRenderQueueStartTime; + NvU64 osRenderQueueEndTime; + NvU64 gpuRenderStartTime; + NvU64 gpuRenderEndTime; + NvU32 gpuActiveRenderTimeUs; //!< (OUT) Difference between gpuRenderStartTime and gpuRenderEndTime, excluding the idles in between, in microseconds. + NvU32 gpuFrameTimeUs; //!< (OUT) Difference between previous and current frame's gpuRenderEndTime, in microseconds. + NvU8 rsvd[120]; + } frameReport[64]; + NvU8 rsvd[32]; +} NV_LATENCY_RESULT_PARAMS_V1; + +typedef NV_LATENCY_RESULT_PARAMS_V1 NV_LATENCY_RESULT_PARAMS; +#define NV_LATENCY_RESULT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_LATENCY_RESULT_PARAMS_V1, 1) +#define NV_LATENCY_RESULT_PARAMS_VER NV_LATENCY_RESULT_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetLatency +// +//! DESCRIPTION: Get a latency report including the timestamps of the +//! application latency markers set with NvAPI_D3D_SetLatencyMarker as well +//! as driver, OS queue and graphics hardware times. Requires calling +//! NvAPI_D3D_SetLatencyMarker with incrementing frameID for valid results. +//! Rendering for at least 90 frames is recommended to properly fill out the +//! structure. The newest completed frame is at the end (element 63) and +//! is preceeded by older frames. If not enough frames are valid then all +//! frames are returned with all zeroes. +//! +//! \since Release: 455 +//! \param [in] pDev The target device +//! \param [in] pGetLatencyParams The latency result structure. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetLatency(__in IUnknown *pDev, __out NV_LATENCY_RESULT_PARAMS *pGetLatencyParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used define latency marker type +//! \ingroup dx +typedef enum +{ + SIMULATION_START = 0, + SIMULATION_END = 1, + RENDERSUBMIT_START = 2, + RENDERSUBMIT_END = 3, + PRESENT_START = 4, + PRESENT_END = 5, + INPUT_SAMPLE = 6, + TRIGGER_FLASH = 7, + PC_LATENCY_PING = 8, + OUT_OF_BAND_RENDERSUBMIT_START = 9, + OUT_OF_BAND_RENDERSUBMIT_END = 10, + OUT_OF_BAND_PRESENT_START = 11, + OUT_OF_BAND_PRESENT_END = 12, +} NV_LATENCY_MARKER_TYPE; + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used set latency markers +//! \ingroup dx +typedef struct _NV_LATENCY_MARKER_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvU64 frameID; + NV_LATENCY_MARKER_TYPE markerType; + NvU64 rsvd0; + NvU8 rsvd[56]; +} NV_LATENCY_MARKER_PARAMS_V1; + +typedef NV_LATENCY_MARKER_PARAMS_V1 NV_LATENCY_MARKER_PARAMS; +#define NV_LATENCY_MARKER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_LATENCY_MARKER_PARAMS_V1, 1) +#define NV_LATENCY_MARKER_PARAMS_VER NV_LATENCY_MARKER_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetLatencyMarker +// +//! DESCRIPTION: Set a latency marker to be tracked by the +//! NvAPI_D3D_GetLatency function. SIMULATION_START must be the first marker +//! sent in a frame, after the previous frame's Sleep call (if used). +//! INPUT_SAMPLE may be sent to record the moment user input was sampled and +//! should come between SIMULATION_START and SIMULATION_END. +//! RENDERSUBMIT_START should come before any Direct3D calls are made for +//! the given frame and RENDERSUBMIT_END should come before calling Present. +//! PRESENT_START and END should wrap the Present call to inform the driver +//! of a present block done by the OS before the driver receives the Present. +//! TRIGGER_FLASH tells the driver to render its flash indicator for latency +//! testing, typically driven by a mouse click. +//! The frameID can start at an abitrary moment in the application lifetime +//! but must strictly increment from that point forward for consistent results. +//! +//! \since Release: 455 +//! \param [in] pDev Pointer to the target device +//! \param [in] pSetLatencyMarkerParams Pointer to the latency marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetLatencyMarker(__in IUnknown *pDev, __in NV_LATENCY_MARKER_PARAMS* pSetLatencyMarkerParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used in NvAPI_D3D12_SetAsyncFrameMarker and NvAPI_D3D11_SetAsyncFrameMarker +//! \ingroup dx +typedef struct _NV_ASYNC_FRAME_MARKER_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NvU64 frameID; + NV_LATENCY_MARKER_TYPE markerType; + NvU64 presentFrameID; + NvU8 rsvd[56]; +} NV_ASYNC_FRAME_MARKER_PARAMS_V1; + +typedef NV_ASYNC_FRAME_MARKER_PARAMS_V1 NV_ASYNC_FRAME_MARKER_PARAMS; +#define NV_ASYNC_FRAME_MARKER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_ASYNC_FRAME_MARKER_PARAMS_V1, 1) +#define NV_ASYNC_FRAME_MARKER_PARAMS_VER NV_ASYNC_FRAME_MARKER_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetAsyncFrameMarker +// +//! DESCRIPTION: Set an async frame marker for present and out-of-band render tracking. +//! +//! \since Release: 520 +//! \param [in] pCommandQueue Pointer to the D3D12CommandQueue +//! \param [in] pSetAsyncFrameMarkerParams Pointer to the async frame marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetAsyncFrameMarker(__in ID3D12CommandQueue *pCommandQueue, __in NV_ASYNC_FRAME_MARKER_PARAMS* pSetAsyncFrameMarkerParams); +#endif //defined(__cplusplus) && (defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetAsyncFrameMarker +// +//! DESCRIPTION: Set an async frame marker for present and out-of-band render tracking. +//! +//! \since Release: 565 +//! \param [in] pDevice Pointer to the target device +//! \param [in] pSetAsyncFrameMarkerParams Pointer to the async frame marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetAsyncFrameMarker(__in IUnknown *pDevice, __in NV_ASYNC_FRAME_MARKER_PARAMS* pSetAsyncFrameMarkerParams); +#endif //defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used in NvAPI_D3D12_NotifyOutOfBandCommandQueue +//! \ingroup dx +typedef enum +{ + OUT_OF_BAND_RENDER = 0, + OUT_OF_BAND_PRESENT = 1, + OUT_OF_BAND_IGNORE = 2, +} NV_OUT_OF_BAND_CQ_TYPE; + +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_NotifyOutOfBandCommandQueue +// +//! DESCRIPTION: Notifies the driver that this command queue runs out of band +//! from the application's frame cadence. +//! +//! \since Release: 520 +//! \param [in] pCommandQueue The D3D12CommandQueue +//! \param [in] cqType The type of out of band command queue +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_NotifyOutOfBandCommandQueue(__in ID3D12CommandQueue *pCommandQueue, __in NV_OUT_OF_BAND_CQ_TYPE cqType); +#endif //defined(__cplusplus) && defined(__d3d12_h__)) + + +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetCreateCommandQueueLowLatencyHint +// +//! DESCRIPTION: Reserved call. +//! +//! \since Release: 530 +//! \param [in] pDevice The creating device +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetCreateCommandQueueLowLatencyHint(__in ID3D12Device *pDevice); +#endif //defined(__cplusplus) && defined(__d3d12_h__)) + +#if defined (__cplusplus) && defined(__d3d12_h__) + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +typedef struct NVAPI_D3D12_CREATE_CUBIN_SHADER_PARAMS +{ + size_t structSizeIn; //!< [in] Caller's version of input params + size_t structSizeOut; //!< [out] Driver's version of input params + + ID3D12Device* pDevice; //!< [in] pointer to ID3D12Device object + const void* pCubin; //!< [in] pointer to blob containing the cubin + NvU32 size; //!< [in] size of pCubin blob in bytes + NvU32 blockX; //!< [in] size of CTA / thread block/group + NvU32 blockY; //!< [in] + NvU32 blockZ; //!< [in] + NvU32 dynSharedMemBytes; //!< [in] dynamic shared memory required by the shader in bytes + const char* pShaderName; //!< [in] pointer to shader name, acts as identifier for SLI special handling, doesn't need to be accurate + NvU32 flags; //!< [in] reserved, set to 0 + NVDX_ObjectHandle hShader; //!< [out] variable that receives the handle to the created shader. + +} NVAPI_D3D12_CREATE_CUBIN_SHADER_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShaderExV2(__inout NVAPI_D3D12_CREATE_CUBIN_SHADER_PARAMS* pParams); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShader(__in ID3D12Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShaderEx(__in ID3D12Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in NvU32 dynSharedMemBytes, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShaderWithName(__in ID3D12Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_LaunchCubinShader(__in ID3D12GraphicsCommandList* pCommandList, + __in NVDX_ObjectHandle hShader, + __in NvU32 gridX, + __in NvU32 gridY, + __in NvU32 gridZ, + __in const void* pParams, + __in NvU32 paramSize); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_DestroyCubinComputeShader(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hShader); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +#if defined(__d3d12_h__) +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct NVAPI_D3D12_GET_CUDA_MERGED_TEXTURE_SAMPLER_OBJECT_PARAMS +{ + size_t structSizeIn; //!< [in] Caller's version of input params + size_t structSizeOut; //!< [out] Driver's version of input params + + ID3D12Device* pDevice; //!< [in] pointer to ID3D12Device object + D3D12_CPU_DESCRIPTOR_HANDLE texDesc; //!< [in] CPU descriptor handle of the texture (SRV) + D3D12_CPU_DESCRIPTOR_HANDLE smpDesc; //!< [in] CPU descriptor handle of the sampler (set to 0 if sampler isn't required) + NvU64 textureHandle; //!< [out] A variable that receives the driver handle + +} NVAPI_D3D12_GET_CUDA_MERGED_TEXTURE_SAMPLER_OBJECT_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_GetCudaMergedTextureSamplerObject(__inout NVAPI_D3D12_GET_CUDA_MERGED_TEXTURE_SAMPLER_OBJECT_PARAMS* pParams); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +typedef enum _NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TYPE +{ + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_SURFACE = 0, + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TEXTURE = 1, + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_SAMPLER = 2, + +} NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TYPE; + +typedef struct NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_PARAMS +{ + size_t structSizeIn; //!< [in] Caller's version of input params + size_t structSizeOut; //!< [out] Driver's version of input params + + ID3D12Device* pDevice; //!< [in] Pointer to ID3D12Device object + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TYPE type; //!< [in] Type of the descriptor + D3D12_CPU_DESCRIPTOR_HANDLE desc; //!< [in] CPU descriptor handle of the UAV + NvU64 handle; //!< [out] A pointer to memory that receives the driver handle + +} NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_GetCudaIndependentDescriptorObject(__inout NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_PARAMS* pParams); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_GetCudaTextureObject(__in ID3D12Device* pDevice, + __in D3D12_CPU_DESCRIPTOR_HANDLE texDesc, + __in D3D12_CPU_DESCRIPTOR_HANDLE smpDesc, + __out NvU32* pTextureHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_GetCudaSurfaceObject(__in ID3D12Device* pDevice, + __in D3D12_CPU_DESCRIPTOR_HANDLE uavDesc, + __out NvU32* pSurfaceHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_IsFatbinPTXSupported(__in ID3D12Device *pDevice, + __out bool *pSupported); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCuModule(__in ID3D12Device* pDevice, + __in const void* pBlob, + __in NvU32 size, + __out NVDX_ObjectHandle* phModule); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_EnumFunctionsInModule(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hModule, + __inout NvU32* pArraySize, + __out const char** const pFunctionNames); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCuFunction(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hModule, + __in const char* pName, + __out NVDX_ObjectHandle* phFunction); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NVAPI_DIM3 +{ + NvU32 x; + NvU32 y; + NvU32 z; +} NVAPI_DIM3; + +typedef struct _NVAPI_CU_KERNEL_LAUNCH_PARAMS +{ + NVDX_ObjectHandle hFunction; + NVAPI_DIM3 gridDim; + NVAPI_DIM3 blockDim; + NvU32 dynSharedMemBytes; + void const * pParams; + NvU32 paramSize; +} NVAPI_CU_KERNEL_LAUNCH_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_LaunchCuKernelChain(__in ID3D12GraphicsCommandList* pCommandList, + __in const NVAPI_CU_KERNEL_LAUNCH_PARAMS* pKernels, + __in NvU32 numKernels); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NVAPI_CU_KERNEL_LAUNCH_PARAMS_EX +{ + NVDX_ObjectHandle hFunction; + NVAPI_DIM3 gridDim; + NVAPI_DIM3 blockDim; + NvU32 dynSharedMemBytes; + + // either pParams/paramsSize is used or kernelParams is used + void const * pParams; + NvU32 paramSize; + void **kernelParams; +} NVAPI_CU_KERNEL_LAUNCH_PARAMS_EX; + +NVAPI_INTERFACE NvAPI_D3D12_LaunchCuKernelChainEx(__in ID3D12GraphicsCommandList* pCommandList, + __in const NVAPI_CU_KERNEL_LAUNCH_PARAMS_EX* pKernels, + __in NvU32 numKernels); + + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_DestroyCuModule(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hModule); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_DestroyCuFunction(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hFunction); +#endif //if defined (__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d11_h__) + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateCubinComputeShader(__in ID3D11Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateCubinComputeShaderEx(__in ID3D11Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in NvU32 dynSharedMemBytes, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateCubinComputeShaderWithName(__in ID3D11Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_LaunchCubinShader(__in ID3D11DeviceContext *pDeviceContext, + __in NVDX_ObjectHandle hShader, + __in NvU32 gridX, + __in NvU32 gridY, + __in NvU32 gridZ, + __in const void* pParams, + __in NvU32 paramSize, + __in const NVDX_ObjectHandle* pReadResources, + __in NvU32 numReadResources, + __in const NVDX_ObjectHandle* pWriteResources, + __in NvU32 numWriteResources); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_DestroyCubinComputeShader(__in ID3D11Device* pDevice, + __in NVDX_ObjectHandle hShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_IsFatbinPTXSupported(__in ID3D11Device *pDevice, + __out bool *pSupported); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateUnorderedAccessView(__in ID3D11Device* pDevice, + __in ID3D11Resource* pResource, + __in const D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc, + __out ID3D11UnorderedAccessView** ppUAV, + __out NvU32* pDriverHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateShaderResourceView(__in ID3D11Device* pDevice, + __in ID3D11Resource* pResource, + __in const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc, + __out ID3D11ShaderResourceView** ppSRV, + __out NvU32* pDriverHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateSamplerState(__in ID3D11Device* pDevice, + __in const D3D11_SAMPLER_DESC* pSamplerDesc, + __out ID3D11SamplerState** ppSamplerState, + __out NvU32* pDriverHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_GetCudaTextureObject(__in ID3D11Device* pDevice, + __in NvU32 srvDriverHandle, + __in NvU32 samplerDriverHandle, + __out NvU32* pCudaTextureHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_GetResourceGPUVirtualAddress(__in ID3D11Device* pDevice, + __in const NVDX_ObjectHandle hResource, + __out NvU64* pGpuVA); +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined(__cplusplus) && defined(__d3d12_h__) +//! Flags specifying raytracing thread reordering hardware support. +//! Additional flags will be added as support becomes available. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS +{ + NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAP_NONE = 0x0, //!< Thread reordering acts as a no-op + NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAP_STANDARD = NV_BIT(0) //!< Standard thread reordering is supported +} NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS; + +//! Flags specifying raytracing Opacity Micromap support. +//! Additional flags will be added as support becomes available. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAPS +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAP_NONE = 0x0, //!< Opacity Micromap support is not available. + //!< The application must not attempt to use any OMM entrypoints or flags. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAP_STANDARD = NV_BIT(0) //!< Standard Opacity Micromap support is available +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAPS; + +//! Flags specifying raytracing Displacement Micromap support. +//! Additional flags will be added as support becomes available. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAPS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAP_NONE = 0x0, //!< Displacement Micromap support is not available. + //!< The application must not attempt to use any DMM entrypoints or flags. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAP_STANDARD = NV_BIT(0) //!< Standard Displacement Micromap support is available +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAPS; + +//! List of Raytracing CAPS types that can be queried. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_CAPS_TYPE +{ + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_THREAD_REORDERING = 0, + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_OPACITY_MICROMAP = 1, + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_DISPLACEMENT_MICROMAP = 2, + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_INVALID = -1 +} NVAPI_D3D12_RAYTRACING_CAPS_TYPE; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingCaps +// +//! DESCRIPTION: Query raytracing capabilities of a device. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Pointer to the device on which raytracing caps should be queried from. +//! \param [in] type Raytracing caps type requested. (ex: NVAPI_D3D12_RAYTRACING_CAPS_TYPE_THREAD_REORDERING) +//! \param [out] pData Pointer to memory that receives caps. (ex: NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS*) +//! \param [in] dataSize Size in bytes to return to pData. Must match the size of the caps data requested. (ex: sizeof(NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS)) +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as an argument +//! \retval ::NVAPI_INVALID_ARGUMENT At least one of the arguments are invalid +//! \retval ::NVAPI_ERROR Error occurred +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingCaps( + __in ID3D12Device* pDevice, + __in NVAPI_D3D12_RAYTRACING_CAPS_TYPE type, + __out void* pData, + __in size_t dataSize); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Flags specifying validation behaviour for raytracing operations. +//! \ingroup dx +//! See NvAPI_D3D12_EnableRaytracingValidation +typedef enum _NVAPI_D3D12_RAYTRACING_VALIDATION_FLAGS +{ + NVAPI_D3D12_RAYTRACING_VALIDATION_FLAG_NONE = 0x0, //!< No validation flags. +} NVAPI_D3D12_RAYTRACING_VALIDATION_FLAGS; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EnableRaytracingValidation +// +//! DESCRIPTION: Enable raytracing validation for a device. +//! This function must be called before any other raytracing-related function +//! is invoked on the device. Raytracing validation can only be enabled when +//! the NV_ALLOW_RAYTRACING_VALIDATION envvar is set to 1. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device on which raytracing validation should be enabled. +//! \param [in] flags Raytracing validation flags. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as device argument +//! \retval ::NVAPI_INVALID_ARGUMENT An unsupported flag was specified +//! \retval ::NVAPI_INVALID_CALL The call was made too late (other raytracing-related calls have already been made) +//! \retval ::NVAPI_ACCESS_DENIED Validation is not allowed by envvar +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_EnableRaytracingValidation( + __in ID3D12Device5* pDevice, + __in NVAPI_D3D12_RAYTRACING_VALIDATION_FLAGS flags); + + + +//! Severity classification of validation messages. +//! \ingroup dx +//! See NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_CALLBACK +typedef enum _NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY +{ + NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY_ERROR = 0x0, //!< Error message (indicates likely bug) + NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY_WARNING = 0x1 //!< Warning message (indicates inadvisable usage or possible bug) +} NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY; + +//! Callback for raytracing validation messages. +//! \param [in] pUserData User data pointer as provided to callback registration. +//! \param [in] severity Severity of message. +//! \param [in] messageCode Type of reported validation message. +//! \param [in] message Human-readable description of what the message code means. +//! \param [in] messageDetails Additional human-readable context for validation message. May contain newlines. +//! \ingroup dx +//! See NvAPI_D3D12_RegisterRaytracingValidationMessageCallback +typedef void(__stdcall *NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_CALLBACK)(void* pUserData, NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY severity, const char* messageCode, const char* message, const char* messageDetails); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RegisterRaytracingValidationMessageCallback +// +//! DESCRIPTION: Register a message callback for raytracing validation messages. +//! The provided callback may be invoked by the driver using any thread at any time until the callback is unregistered. +//! It is invalid to register/unregister callbacks from within the callback. +//! It is invalid to create or destroy objects for the device or record commands onto command lists from within the callback. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device from which to obtain raytracing validation messages. +//! \param [in] pfnMessageCallback Callback used to report validation messages. +//! \param [in] pUserData [optional] User data to pass as argument to message callback. +//! \param [out] pHandle Handle that may be used to unregister the callback. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as an argument +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RegisterRaytracingValidationMessageCallback( + __in ID3D12Device5* pDevice, + __in NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_CALLBACK pfnMessageCallback, + __in_opt void* pUserData, + __out void** pHandle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_UnregisterRaytracingValidationMessageCallback +// +//! DESCRIPTION: Unregister a previously registered message callback for raytracing validation messages. +//! The provided callback will not be invoked once the unregister call has returned. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device from which to stop obtaining raytracing validation messages. +//! \param [in] handle Handle to which callback should be unregistered, obtained at registration. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as device argument +//! \retval ::NVAPI_INVALID_ARGUMENT Callback handle not recognized +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_UnregisterRaytracingValidationMessageCallback( + __in ID3D12Device5* pDevice, + __in void* handle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_FlushRaytracingValidationMessages +// +//! DESCRIPTION: Flush any validation messages that have not yet been reported. +//! This guarantees that any validation messages for work which is known to be complete on the GPU +//! at the time of the call are reported to registered callbacks. +//! This operation is lightweight if the flushed device does not have raytracing validation enabled. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device on which raytracing validation messages should be flushed. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as device argument +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_FlushRaytracingValidationMessages( + __in ID3D12Device5* pDevice); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +// Types used by both device and command list functions. + +//! Flags specifying building instructions and hints when constructing a DMM Array. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAGS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_NONE = 0x0, //!< No options specified for the DMM Array build. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE = NV_BIT(0), //!< Allow the DMM Array build to take a little longer in order to optimize for traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD = NV_BIT(1) //!< Spend as little time as possible on the DMM Array build with some potential loss to traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAGS; + +//! Specifies the input Displacement Micromap formats. +//! The DC1 (Displacement Compression 1) format follows the space-filling curve in barycentric space over the uniformly tessellated micro-triangles. +//! +//! \note This is a 16-bit value when used in #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT_DC1_64_TRIS_64_BYTES = 0x1, //!< 64 micro-triangles packed into 64 bytes + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT_DC1_256_TRIS_128_BYTES = 0x2, //!< 256 micro-triangles packed into 128 bytes + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT_DC1_1024_TRIS_128_BYTES = 0x3, //!< 1024 micro-triangles packed into 128 bytes + +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT; + +//! Number of DMMs of a specific configuration in a DMM Array or BLAS build. +//! Used to compute conservative buffer size estimates for DMM Array and BLAS builds. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT +{ + NvU32 count; //!< For DMM Array builds: total number of DMMs in the DMM Array with the particular \p subdivisionLevel and \p format specified in this descriptor. + //!< For BLAS builds: total number of DMMs with the \p subdivisionLevel and \p format combination that is referenced from the BLAS. + NvU32 subdivisionLevel; //!< Number of subdivisions for the DMM; valid inputs are [0, 5] (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT format; //!< Displacement Micromap format. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT; + +//! Describes one Displacement Micromap. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC +{ + NvU32 byteOffset; //!< Byte offset from the \c inputBuffer, specified in the input structure #NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS, to where the input DMM data is located. + NvU16 subdivisionLevel; //!< Number of subdivisions for the DMM; valid inputs are [0, 5] (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NvU16 format; //!< Format of the DMM of type #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC; + +//! Input structure to DMM Array construction. +//! Individual DMMs are accessed via indices when used in bottom-level acceleration structure (BLAS) construction. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAGS flags; //!< Flags which apply to all DMMs in the array. + NvU32 numDMMUsageCounts; //!< Number of DMM usage count entries in the \p pDMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT* pDMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the DMM entries in the build. + D3D12_GPU_VIRTUAL_ADDRESS inputBuffer; //!< Address for raw DMM input data; it must be 256-byte aligned (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT) + //!< It is recommended to try to organize DMMs together in memory that are expected to be used close together spatially. + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE perDMMDescs; //!< GPU array with one #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC entry per DMM. +} NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS; + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Conservative memory requirements for building a DMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO +{ + NvU64 resultDataMaxSizeInBytes; //!< Size required to hold the result of a DMM Array build based on the specified inputs. + NvU64 scratchDataSizeInBytes; //!< Scratch storage on GPU required during DMM Array build based on the specified inputs. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO; + +//! Parameters given to NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS* pDesc; //!< [in] Description of the DMM Array build. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO* pInfo; //!< [out] Result of the query. +} NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1; +#define NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS; +#define NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo +// +//! DESCRIPTION: Query conservative memory requirements for building a DMM (Displacement Micromap) Array. +//! The returned size is conservative for DMM Array builds containing +//! a lower or equal number of entries for each resolution and format combination. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pDevice Device on which the DMM Array will be built. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo( + __in ID3D12Device5* pDevice, + __inout NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +// Types used by both device and command list functions. + +//! Flags specifying building instructions and hints when constructing an OMM Array. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAGS +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_NONE = 0x0, //!< No options specified for the OMM Array build. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE = NV_BIT(0), //!< Allow the OMM Array build to take a little longer in order to optimize for traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD = NV_BIT(1) //!< Spend as little time as possible on the OMM Array build with some potential loss to traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAGS; + +//! Specifies the input Opacity Micromap formats. +//! The OC1 (Opacity Compression 1) format follows the space-filling curve in barycentric space over the uniformly tessellated micro-triangles. +//! +//! \note This is a 16-bit value when used in #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT_OC1_2_STATE = 0x1, //!< 2-state (Transparent/Opaque) format. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT_OC1_4_STATE = 0x2 //!< 4-state (Transparent/Opaque, Known/Unknown) format. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT; + +//! Number of OMMs of a specific configuration in an OMM Array. +//! Used to compute conservative buffer size estimates for OMM Array builds. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT +{ + NvU32 count; //!< Total number of OMMs in the OMM Array with the particular \p subdivisionLevel and \p format specified in this descriptor. + NvU32 subdivisionLevel; //!< Number of subdivisions for the OMM; valid inputs are [0, 12] (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_OC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT format; //!< Opacity Micromap format. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT; + +//! Describes one Opacity Micromap. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC +{ + NvU32 byteOffset; //!< Byte offset from the \c inputBuffer, specified in the input structure #NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS, to where the input OMM data is located. + NvU16 subdivisionLevel; //!< Number of subdivisions for the OMM; valid inputs are [0, 12] (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_OC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NvU16 format; //!< Format of the OMM of type #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC; + +//! Input structure to OMM Array construction. +//! Individual OMMs are accessed via indices when used in bottom-level acceleration structure (BLAS) construction. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAGS flags; //!< Flags which apply to all OMMs in the array. + NvU32 numOMMUsageCounts; //!< Number of OMM usage count entries in the \p pOMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT* pOMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the OMM entries in the build. + D3D12_GPU_VIRTUAL_ADDRESS inputBuffer; //!< Address for raw OMM input data; it must be 256-byte aligned. + //!< It is recommended to try to organize OMMs together in memory that are expected to be used close together spatially. + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE perOMMDescs; //!< GPU array with one #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC entry per OMM. +} NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS; + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Conservative memory requirements for building an OMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO +{ + NvU64 resultDataMaxSizeInBytes; //!< Size required to hold the result of an OMM Array build based on the specified inputs. + NvU64 scratchDataSizeInBytes; //!< Scratch storage on GPU required during OMM Array build based on the specified inputs. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO; + +//! Parameters given to NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS* pDesc; //!< [in] Description of the OMM Array build. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO* pInfo; //!< [out] Result of the query. +} NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1; +#define NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS; +#define NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo +// +//! DESCRIPTION: Query conservative memory requirements for building an OMM (Opacity Micromap) Array. +//! The returned size is conservative for OMM Array builds containing +//! a lower or equal number of entries for each resolution and format combination. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the OMM Array will be built. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo( + __in ID3D12Device5* pDevice, + __inout NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Pipeline creation state flags. +//! Support should only be enabled for the specific features that are present, since they may incur a small penalty on traversal performance overall. +//! If the pipeline is not created with the correct primitive support, and that primitive type is encountered during traversal, behavior is undefined. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS +{ + NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS_NONE = 0, //!< [in] No pipeline flags. + NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS_ENABLE_OMM_SUPPORT = NV_BIT(0), //!< [in] Change whether raytracing pipelines are created with support for Opacity Micromaps. + NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS_ENABLE_DMM_SUPPORT = NV_BIT(1), //!< [in] Change whether raytracing pipelines are created with support for Displacement Micromaps. +} NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS; + +//! State used when creating new pipelines. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER. + NvU32 flags; //!< [in] A bitwise OR of one or more #NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS flags for raytracing pipeline creation. +} NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1; +#define NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1, 1) +typedef NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1 NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS; +#define NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetCreatePipelineStateOptions +// +//! DESCRIPTION: Globally change the state affecting pipeline creations. +//! This affects all pipelines created after this call, and until this function is called again. +//! +//! \note Only supported on GPUs capable of DXR. +//! Some of the flags and fields have further restrictions, in which case their description will include a note with more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the pipelines will be created. +//! \param [in] pState State to be applied to all future pipeline creations. + +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetCreatePipelineStateOptions( + __in ID3D12Device5* pDevice, + __in const NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS* pState); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Type of serialized data. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX +{ + // D3D12_SERIALIZED_DATA_TYPE flags + NVAPI_D3D12_SERIALIZED_DATA_RAYTRACING_ACCELERATION_STRUCTURE_EX = 0x0, //!< Serialized data contains a raytracing acceleration structure. + //!< Starting from offset 0, the first bytes of the serialized acceleration structure can be reinterpreted as \c D3D12_SERIALIZED_RAYTRACING_ACCELERATION_STRUCTURE_HEADER. + //!< That structure contains the identifier to be passed along to NvAPI_D3D12_CheckDriverMatchingIdentifierEx(). + + // NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX specific flags + NVAPI_D3D12_SERIALIZED_DATA_RAYTRACING_OPACITY_MICROMAP_ARRAY_EX = 0x1, //!< Data blob contains an OMM Array. + //!< Starting from offset 0, the first bytes of the OMM Array can be reinterpreted as \c D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER. + NVAPI_D3D12_SERIALIZED_DATA_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_EX = 0x2, //!< Data blob contains a DMM Array. + //!< Starting from offset 0, the first bytes of the DMM Array can be reinterpreted as \c D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER. + +} NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX; + +//! Parameters given to NvAPI_D3D12_CheckDriverMatchingIdentifierEx(). +//! +//! \ingroup dx +typedef struct _NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER. + NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX serializedDataType; //!< [in] Type of data to be deserialized; see #NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX. + const D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER* pIdentifierToCheck; //!< [in] Identifier from the header of the serialized data to check with the driver; see \c D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER. + //!< Information about how to retrieve that identifier can be found in the description of each #NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX enum. + D3D12_DRIVER_MATCHING_IDENTIFIER_STATUS checkStatus; //!< [out] Result of the check; see \c D3D12_DRIVER_MATCHING_IDENTIFIER_STATUS. +} NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1; +#define NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1, 1) +typedef NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1 NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS; +#define NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CheckDriverMatchingIdentifierEx +// +//! DESCRIPTION: This function is an extension of ID3D12Device5::CheckDriverMatchingIdentifier() with additional serialized data types. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the data will be deserialized. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CheckDriverMatchingIdentifierEx( + __in ID3D12Device5* pDevice, + __inout NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! This enum extends \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS with modified and additional values. +//! Only modified/new values are fully described; for more information on the other values, please check Microsoft's DirectX Raytracing Specification. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX +{ + // D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS flags + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_NONE_EX = 0x0, //!< No options specified for the acceleration structure build. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_UPDATE_EX = NV_BIT(0), //!< Allow the acceleration structure to later be updated (via the flag #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PERFORM_UPDATE_EX), rather than always requiring a full rebuild. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_COMPACTION_EX = NV_BIT(1), //!< Allow for the acceleration structure to later be compacted. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_TRACE_EX = NV_BIT(2), //!< Favorize higher raytracing performance at the cost of longer build times. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_BUILD_EX = NV_BIT(3), //!< Favorize faster build times at the cost of lower raytracing performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_MINIMIZE_MEMORY_EX = NV_BIT(4), //!< Minimize the memory footprint of the produced acceleration structure, potentially at the cost of longer build time or lower raytracing performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PERFORM_UPDATE_EX = NV_BIT(5), //!< Instead of rebuilding the acceleration structure from scratch, the existing acceleration structure will be updated. + //!< Added behaviour: If #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_UPDATE_EX is specified, OMM references may be changed along with positions when an update is performed. + + // NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX specific flags + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_UPDATE_EX = NV_BIT(6), //!< The acceleration structure (AS) supports updating OMM contents (base OMM Array and/or indices). + //!< Specifying this flag may result in larger AS size and may reduce traversal performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_DISABLE_OMMS_EX = NV_BIT(7), //!< Only applicable for BLAS builds. If enabled, any instances referencing this BLAS are allowed to disable the OMM test through the #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX flag. + //!< Specifying this build flag may result in some reductions in traversal performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_OPACITY_STATES_UPDATE_EX = NV_BIT(8), //!< The acceleration structure (AS) supports updating OMM data (encoded opacity values). + //!< Specifying this flag may reduce traversal performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_DATA_ACCESS_EX = NV_BIT(9), //!< Allows triangle and micro-triangle data to be accessed through the BLAS via shader intrinsics. + +} NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX; + +//! This enum extends \c D3D12_RAYTRACING_GEOMETRY_TYPE with additional values. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX +{ + // D3D12_RAYTRACING_GEOMETRY_TYPE flags + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_TRIANGLES_EX = 0x0, //!< This geometry is made of basic triangles. + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_PROCEDURAL_PRIMITIVE_AABBS_EX = 0x1, //!< This geometry is made of axis-aligned bounding boxes (AABBs). + + // NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX specific flags + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_OMM_TRIANGLES_EX = 0x2, //!< Shares most fields with the basic triangle geometry type, but allows an OMM Array to be attached to the geometry. + //!< The basic triangle type and this OMM-enabled type geometries may be mixed in the same BLAS build. + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_DMM_TRIANGLES_EX = 0x3, //!< Triangle geometry with attached DMM data. + //!< This geometry cannot be mixed with other geometry types in the same BLAS. + +} NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX; + +//! If a triangle has a uniform OMM state in a BLAS build, it is preferable to signal this explicitly rather than attaching a single state OMM. +//! This can be accomplished by supplying these special indices as entries in \c opacityMicromapIndexBuffer, in #NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_TRANSPARENT = -1, //!< Uniform transparent OMM state. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_OPAQUE = -2, //!< Uniform opaque OMM state. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_UNKNOWN_TRANSPARENT = -3, //!< Uniform unknown-transparent OMM state. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_UNKNOWN_OPAQUE = -4 //!< Uniform unknown-opaque OMM state. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX; + +//! Geometry descriptor attachment with Opacity Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_ATTACHMENT_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE opacityMicromapIndexBuffer; //!< Optional buffer specifying which OMM index to use for each triangle; if \c NULL, there is a 1:1 mapping between input triangles and OMM Array entries. + //!< Special values can be used to encode OMMs with uniform state for individual triangles (see #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX). + //!< For BLAS updates, this input buffer must match that of the original build if the #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_UPDATE_EX build flag is not set. + DXGI_FORMAT opacityMicromapIndexFormat; //!< Format of \c opacityMicromapIndexBuffer, either \c DXGI_FORMAT_R32_UINT or \c DXGI_FORMAT_R16_UINT. + NvU32 opacityMicromapBaseLocation; //!< Constant added to all non-negative OMM indices in \p opacityMicromapIndexBuffer. + D3D12_GPU_VIRTUAL_ADDRESS opacityMicromapArray; //!< Pointer to an OMM Array used by this geometry; it may be set to \c NULL if no non-uniform OMMs are used. + //!< Unlike vertex, index, and transform buffers, this resource is dereferenced during raytracing. + + NvU32 numOMMUsageCounts; //!< Number of OMM usage count entries in the \p pOMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT* pOMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the OMM entries referred-to by the OMM index buffer specified by this geometry. + +} NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_ATTACHMENT_DESC; + +//! The edge vA..vB is decimated: after subdivision the number of micro-triangles on that edge is halved. +//! (i.e. the neighboring primitive can have a lower subdivision level without introducing cracks) +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAGS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAG_DECIMATE_01 = NV_BIT(0), + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAG_DECIMATE_12 = NV_BIT(1), + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAG_DECIMATE_20 = NV_BIT(2), + +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAGS; + +//! Geometry descriptor attachment with Displacement Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_ATTACHMENT_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE triangleMicromapIndexBuffer; //!< Optional buffer specifying which DMM index to use for each triangle; if \c NULL, there is a 1:1 mapping between input triangles and DMM Array entries. + //!< For BLAS updates, this input buffer must match that of the original build. + DXGI_FORMAT triangleMicromapIndexFormat; //!< Format of \c displacementMicromapIndexBuffer, either \c DXGI_FORMAT_R32_UINT or \c DXGI_FORMAT_R16_UINT. + NvU32 triangleMicromapBaseLocation; //!< Constant added to all DMM indices in \p displacementMicromapIndexBuffer. + + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE trianglePrimitiveFlagsBuffer; //!< Optional, per-triangle UINT8 mode flags (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAGS) + + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE vertexBiasAndScaleBuffer; //!< Optional displacement base vertex bias and displacement vector scale buffer. If not supplied, bias defaults to 0 and scale to 1. + DXGI_FORMAT vertexBiasAndScaleFormat; //!< Format of \c displacementBiasAndScaleBuffer. Supported formats are \c DXGI_FORMAT_R16G16_FLOAT and \c DXGI_FORMAT_R32G32_FLOAT + + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE vertexDisplacementVectorBuffer; //!< Per-vertex displacement vector buffer. This buffer is indexed using the index buffer from the base triangle geometry. + DXGI_FORMAT vertexDisplacementVectorFormat; //!< Format of \c displacementVectorBuffer. Supported formats are \c DXGI_FORMAT_R32G32B32_FLOAT, \c DXGI_FORMAT_R32G32B32A32_FLOAT, and \c DXGI_FORMAT_R16G16B16A16_FLOAT (The Alpha channel is ignored, and stride can be set accordingly). + + D3D12_GPU_VIRTUAL_ADDRESS displacementMicromapArray; //!< Pointer to a DMM Array used by this geometry. + //!< Unlike vertex, index, and transform buffers, this resource is dereferenced during raytracing. + + NvU32 numDMMUsageCounts; //!< Number of DMM usage count entries in the \p pDMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT* pDMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the DMM entries referred-to by the DMM index buffer specified by this geometry. + +} NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_ATTACHMENT_DESC; + +//! Geometry triangle descriptor with attached augmented Displacement Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_TRIANGLES_DESC +{ + D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC triangles; //!< Triangle mesh descriptor. + NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_ATTACHMENT_DESC dmmAttachment; //!< Displacement Micromap attachment descriptor. +} NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_TRIANGLES_DESC; + +//! Geometry triangle descriptor with attached augmented Opacity Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC +{ + D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC triangles; //!< Triangle mesh descriptor. + NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_ATTACHMENT_DESC ommAttachment; //!< Opacity Micromap attachment descriptor. +} NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC; + + +//! This structure extends \c D3D12_RAYTRACING_GEOMETRY_DESC by supporting additional geometry types. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX +{ + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX type; //!< The type of geometry stored in the union of this structure. + D3D12_RAYTRACING_GEOMETRY_FLAGS flags; //!< Flags affecting how this geometry is processed by the raytracing pipeline. + union + { + D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC triangles; //!< Describes triangle geometry if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_TRIANGLES_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + D3D12_RAYTRACING_GEOMETRY_AABBS_DESC aabbs; //!< Describes AABB geometry if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_PROCEDURAL_PRIMITIVE_AABBS_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC ommTriangles; //!< Describes triangle geometry which may optionally use Opacity Micromaps, if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_OMM_TRIANGLES_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_TRIANGLES_DESC dmmTriangles; //!< Describes micro-triangle geometry, if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_DMM_TRIANGLES_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + }; +} NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX; + +//! This enum extends \c D3D12_RAYTRACING_INSTANCE_FLAGS with additional values. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX +{ + // D3D12_RAYTRACING_INSTANCE_FLAGS flags + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_NONE_EX = 0x0, //!< No options specified for this instance. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_TRIANGLE_CULL_DISABLE_EX = NV_BIT(0), //!< Disable triangle culling for this instance. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_TRIANGLE_FRONT_COUNTERCLOCKWISE_EX = NV_BIT(1), //!< Use counter-clockwise winding for defining front faces, instead of the default of clockwise winding. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_FORCE_OPAQUE_EX = NV_BIT(2), //!< Force all geometries in this instance to be opaque. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_FORCE_NON_OPAQUE_EX = NV_BIT(3), //!< All geometries in this instance will be processed as if they never had the \c D3D12_RAYTRACING_GEOMETRY_FLAG_OPAQUE flag applied to them. + + // NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX specific flags + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_FORCE_OMM_2_STATE_EX = NV_BIT(4), //!< Ignore the Unknown state and only consider the Transparent/Opaque bit for all 4-state OMMs encountered during traversal. + //!< This flag has no effect if #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX is set. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX = NV_BIT(5) //!< Disable OMMs for all triangles, and revert to using geometry opaque/non-opaque state instead (legacy behavior). + //!< This flag is only valid if the referenced BLAS was built with the #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_DISABLE_OMMS_EX flag; omitting that flag during BLAS build will result in undefined behavior. +} NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX; + +//! This structure extends \c D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS by supporting additional geometry types. +//! Only modified members are fully described below; for more information on the other members, please check Microsoft's DirectX Raytracing Specification. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX +{ + D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE type; //!< Whether a top-level acceleration structure (TLAS) or bottom-level acceleration structure (BLAS) will be built using this information. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX flags; //!< Options influencing how the acceleration structure is built and which of its features can be used. + NvU32 numDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TOP_LEVEL, it represents the number of descriptions stored in \c instanceDescs. + //!< Otherwise, it contains the number of geometry descriptions stored in \c pGeometryDescs or \c ppGeometryDescs. + D3D12_ELEMENTS_LAYOUT descsLayout; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BOTTOM_LEVEL, it specifies which of \c pGeometryDescs and \c ppGeometryDescs to use. + //!< Otherwise, this parameter is unused. + NvU32 geometryDescStrideInBytes; //!< Stride between consecutive geometry descriptors. Should typically be set to sizeof(NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX). + //!< Only used if \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL and \c descLayout is \c D3D12_ELEMENTS_LAYOUT_ARRAY. + //!< This field guarantees backwards compatibility, even if the geometry descriptor size increases in future NVAPI versions. + union + { + D3D12_GPU_VIRTUAL_ADDRESS instanceDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TOP_LEVEL, the referenced instance structures can used the extended set of flags #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX in place of the \c D3D12_RAYTRACING_INSTANCE_FLAGS mentioned in \c D3D12_RAYTRACING_INSTANCE_DESC. + //!< Otherwise, this parameter is unused (space repurposed in a union). + const NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX* pGeometryDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BOTTOM_LEVEL and \c descLayout is \c D3D12_ELEMENTS_LAYOUT_ARRAY, it contains the descriptions of all geometries to be built into a BLAS. + //!< Otherwise, this parameter is unused (space repurposed in a union). + const NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX*const* ppGeometryDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BOTTOM_LEVEL and \c descLayout is \c D3D12_ELEMENTS_LAYOUT_ARRAY_OF_POINTERS, it contains the addresses of descriptions for all geometries to be built into a BLAS. + //!< Otherwise, this parameter is unused (space repurposed in a union). + }; +} NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX; + +//! Parameters given to NvAPI_D3D12_GetRaytracingAccelerationStructurePrebuildInfoEx(). +//! +//! \ingroup dx +typedef struct _NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX* pDesc; //!< [in] Description of the acceleration-structure build. + D3D12_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO* pInfo; //!< [out] Result of the query. +} NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1; +#define NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1, 1) +typedef NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1 NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS; +#define NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingAccelerationStructurePrebuildInfoEx +// +//! DESCRIPTION: This function is an extension of ID3D12Device5::GetRaytracingAccelerationStructurePrebuildInfo() with additional input types. +//! +//! \note Only supported on GPUs capable of DXR. +//! Some of the flags and fields have further restrictions, in which case their description will include a note with more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the acceleration structure will be built. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingAccelerationStructurePrebuildInfoEx( + __in ID3D12Device5* pDevice, + __inout NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Description of the inputs and memory areas used during the building of OMM Arrays. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destOpacityMicromapArrayData; //!< Output location for the OMM Array build. + //!< NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo() reports the amount of memory required for the result given a set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT). + NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS inputs; //!< Description of the input data for the OMM Array build. + D3D12_GPU_VIRTUAL_ADDRESS scratchOpacityMicromapArrayData; //!< Location where the build will store temporary data. + //!< NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo() reports the amount of scratch memory the implementation will need for a given set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT). + //!< Contents of this memory going into a build on the GPU timeline are irrelevant and will not be preserved. + //!< After the build is complete on the GPU timeline, the memory is left with whatever undefined contents the build finished with. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. +} NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_DESC; + +//! Structure emitted by NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo(), and optionally NvAPI_D3D12_BuildRaytracingOpacityMicromapArray(), when \c type equals #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC +{ + NvU64 currentSizeInBytes; //!< Size of the OMM Array buffer. + //!< The queried size may be smaller than the size reported by NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo(). + //!< This allows the application to move and relocate the OMM Array to a smaller buffer to reclaim any unused memory after the OMM Array build is complete. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC; + +//! Type of postbuild info to emit after an OMM Array build. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE = 0x0 //!< Size of the current OMM Array. May be smaller than reported by the NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo() call. + //!< Unused memory can be reclaimed by copying the OMM Array into a new resource; see #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE; + +//! Description of the postbuild information to generate from an OMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destBuffer; //!< Result storage. + //!< Size required and the layout of the contents written by the system depend on \p infoType. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. + //!< The memory must be aligned to the natural alignment for the members of the particular output structure being generated (e.g. 8 bytes for a struct with the largest member being \c NvU64). + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE infoType; //!< Type of postbuild information to retrieve. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC; + +//! Parameters given to NvAPI_D3D12_BuildRaytracingOpacityMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_DESC* pDesc; //!< [in] Description of the OMM Array build. + NvU32 numPostbuildInfoDescs; //!< [in] Size of postbuild info desc array. Set to 0 if none are needed. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pPostbuildInfoDescs; //!< [in] Optional array of descriptions for postbuild info to generate describing properties of the acceleration structure that was built. + //!< [in] Any given postbuild info type, \c D3D12_RAYTRACING_ACCEELRATION_STRUCTURE_POSTBUILD_INFO_TYPE, can only be selected for output by at most one array entry. +} NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS; +#define NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_BuildRaytracingOpacityMicromapArray +// +//! DESCRIPTION: Construct OMM Array for a collection of OMMs on the GPU. +//! The CPU-side input buffers are not referenced after this call. +//! The GPU-side input resources are not referenced after the build has concluded after ExecuteCommandList(). +//! Additionally, the application may optionally output postbuild information immediately after the build. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_COMBINATION pParams->pPostbuildInfoDescs was set to \c NULL while pParams->numPostbuildInfoDescs is non zero. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_BuildRaytracingOpacityMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER. + D3D12_GPU_VIRTUAL_ADDRESS opacityMicromapArray; //!< [in] OMM Array current memory address; it must be 256-byte aligned (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT). +} NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS; +#define NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray +// +//! DESCRIPTION: Makes the OMM Array usable at its current location in memory. +//! An OMM Array that has been copied to a new location must be relocated using this function before it may be attached to any BLAS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Description of the inputs and memory areas used during the building of DMM Arrays. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destDisplacementMicromapArrayData; //!< Output location for the DMM Array build. + //!< NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo() reports the amount of memory required for the result given a set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT). + NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS inputs; //!< Description of the input data for the DMM Array build. + D3D12_GPU_VIRTUAL_ADDRESS scratchDisplacementMicromapArrayData; //!< Location where the build will store temporary data. + //!< NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo() reports the amount of scratch memory the implementation will need for a given set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT). + //!< Contents of this memory going into a build on the GPU timeline are irrelevant and will not be preserved. + //!< After the build is complete on the GPU timeline, the memory is left with whatever undefined contents the build finished with. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. +} NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_DESC; + +//! Structure emitted by NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo(), and optionally NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray(), when \c type equals #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC +{ + NvU64 currentSizeInBytes; //!< Size of the DMM Array buffer. + //!< The queried size may be smaller than the size reported by NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo(). + //!< This allows the application to move and relocate the DMM Array to a smaller buffer to reclaim any unused memory after the DMM Array build is complete. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC; + +//! Type of postbuild info to emit after a DMM Array build. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE = 0x0, //!< Size of the current DMM Array. May be smaller than reported by the NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo() call. + //!< Unused memory can be reclaimed by copying the DMM Array into a new resource; see #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE; + +//! Description of the postbuild information to generate from a DMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destBuffer; //!< Result storage. + //!< Size required and the layout of the contents written by the system depend on \p infoType. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. + //!< The memory must be aligned to the natural alignment for the members of the particular output structure being generated (e.g. 8 bytes for a struct with the largest member being \c NvU64). + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE infoType; //!< Type of postbuild information to retrieve. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC; + +//! Parameters given to NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_DESC* pDesc; //!< [in] Description of the DMM Array build. + NvU32 numPostbuildInfoDescs; //!< [in] Size of postbuild info desc array. Set to 0 if none are needed. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pPostbuildInfoDescs; //!< [in] Optional array of descriptions for postbuild info to generate describing properties of the acceleration structure that was built. + //!< [in] Any given postbuild info type, \c D3D12_RAYTRACING_ACCEELRATION_STRUCTURE_POSTBUILD_INFO_TYPE, can only be selected for output by at most one array entry. +} NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS; +#define NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray +// +//! DESCRIPTION: Construct DMM Array for a collection of DMMs on the GPU. +//! The CPU-side input buffers are not referenced after this call. +//! The GPU-side input resources are not referenced after the build has concluded after ExecuteCommandList(). +//! Additionally, the application may optionally output postbuild information immediately after the build. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_COMBINATION pParams->pPostbuildInfoDescs was set to \c NULL while pParams->numPostbuildInfoDescs is non zero. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_RelocateRaytracingDisplacementMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER. + D3D12_GPU_VIRTUAL_ADDRESS displacementMicromapArray; //!< [in] DMM Array current memory address; it must be 256-byte aligned (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT). +} NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS; +#define NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RelocateRaytracingDisplacementMicromapArray +// +//! DESCRIPTION: Makes the DMM Array usable at its current location in memory. +//! A DMM Array that has been copied to a new location must be relocated using this function before it may be attached to any BLAS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RelocateRaytracingDisplacementMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pDesc; //!< [in] Description of which postbuild info to emit. + NvU32 numSources; //!< [in] Number of DMM Arrays in \p pSources. + const D3D12_GPU_VIRTUAL_ADDRESS* pSources; //!< [in] List of DMM Arrays for which postbuild info should be emitted. +} NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1; +#define NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS; +#define NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo +// +//! DESCRIPTION: Emits information about one or more DMM Arrays, only available after the DMM Array constructions have finished. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pDesc; //!< [in] Description of which postbuild info to emit. + NvU32 numSources; //!< [in] Number of OMM Arrays in \p pSources. + const D3D12_GPU_VIRTUAL_ADDRESS* pSources; //!< [in] List of OMM Arrays for which postbuild info should be emitted. +} NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1; +#define NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS; +#define NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo +// +//! DESCRIPTION: Emits information about one or more OMM Arrays, only available after the OMM Array constructions have finished. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! This structure extends \c D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC by supporting additional geometry types as inputs. +//! For more information on the different members, please check Microsoft's DirectX Raytracing Specification. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC_EX +{ + D3D12_GPU_VIRTUAL_ADDRESS destAccelerationStructureData; //!< Memory where the resulting acceleration structure will be stored. + NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX inputs; //!< The inputs to the build process. + D3D12_GPU_VIRTUAL_ADDRESS sourceAccelerationStructureData; //!< The acceleration structure to be updated. + //!< Otherwise if the acceleration structure should be rebuilt entirely, this value must be \c NULL. + D3D12_GPU_VIRTUAL_ADDRESS scratchAccelerationStructureData; //!< Memory that will be temporarily used during the building process. +} NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC_EX; + +//! Parameters given to NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC_EX* pDesc; //!< [in] Description of the acceleration structure to build. + NvU32 numPostbuildInfoDescs; //!< [in] Size of postbuild info desc array. Set to 0 if none are needed. + const D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC* pPostbuildInfoDescs; //!< [in] Optional array of descriptions for postbuild info to generate describing properties of the acceleration structure that was built. + //!< Any given postbuild info type, \c D3D12_RAYTRACING_ACCEELRATION_STRUCTURE_POSTBUILD_INFO_TYPE, can only be selected for output by at most one array entry. +} NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1; +#define NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1, 1) +typedef NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1 NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS; +#define NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_BuildRaytracingAccelerationStructureEx +// +//! DESCRIPTION: Perform an acceleration structure build on the GPU. +//! Also optionally output postbuild information immediately after the build. +//! This function is an extension of ID3D12GraphicsCommandList4::BuildRaytracingAccelerationStructure() with additional serialized data types. +//! +//! \note Only supported on GPUs capable of DXR. +//! Some of the flags and fields have further restrictions, in which case their description will include a note with more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_COMBINATION pParams->pPostbuildInfoDescs was set to \c NULL while pParams->numPostbuildInfoDescs is non zero. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_BuildRaytracingAccelerationStructureEx( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +/////////////////////////////////////////////////////////////////////////////// +// +// Miscellaneous +// +/////////////////////////////////////////////////////////////////////////////// + +//! Opacity Micromap micro-triangle states. +//! Not part of any input, but listed here for convenience. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_TRANSPARENT = 0, //!< Transparent OMM state: hit is ignored. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_OPAQUE = 1, //!< Opaque OMM state: hit is committed. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_UNKNOWN_TRANSPARENT = 2, //!< Unknown-transparent OMM state. + //!< * If operating in 2-state mode, ignore hit. + //!< * If operating in 4-state mode, invoke any-hit shader. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_UNKNOWN_OPAQUE = 3 //!< Unknown-opaque OMM state. + //!< * If operating in 2-state mode, commit hit. + //!< * If operating in 4-state mode, invoke any-hit shader. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE; + +//! Mandatory alignment for the address of an OMM Array. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT 256 + +//! Highest subdivision-level allowed with OC1. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_OC1_MAX_SUBDIVISION_LEVEL 12 + +//! A list of flags that can be given to the \c TraceRay() function in HLSL. +//! +//! \ingroup dx +typedef enum _NVAPI_RAY_FLAGS_EX +{ + // RAY_FLAGS flags + NVAPI_RAY_FLAG_NONE_EX = 0x0, //!< No flag specified. + NVAPI_RAY_FLAG_FORCE_OPAQUE_EX = NV_BIT( 0), //!< Consider all intersected geometries to be opaque, regardless of the flags specified at the geometry and instance level. + NVAPI_RAY_FLAG_FORCE_NON_OPAQUE_EX = NV_BIT( 1), //!< Consider all intersected geometries to be non-opaque, regardless of the flags specified at the geometry and instance level. + NVAPI_RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH_EX = NV_BIT( 2), //!< End the traversal as soon as a geometry is hit, and that hit is not ignored by the any hit shader. + NVAPI_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER_EX = NV_BIT( 3), //!< Do not invoke the closest hit shader once the traversal ends. + NVAPI_RAY_FLAG_CULL_BACK_FACING_TRIANGLES_EX = NV_BIT( 4), //!< Never intersect triangle geometries that are back facing with regard to the ray. + NVAPI_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES_EX = NV_BIT( 5), //!< Never intersect triangle geometries that are front facing with regard to the ray. + NVAPI_RAY_FLAG_CULL_OPAQUE_EX = NV_BIT( 6), //!< Never intersect geometries that were flagged as opaque. + NVAPI_RAY_FLAG_CULL_NON_OPAQUE_EX = NV_BIT( 7), //!< Never intersect geometries that were not flagged as opaque. + NVAPI_RAY_FLAG_SKIP_TRIANGLES_EX = NV_BIT( 8), //!< Never intersect triangle geometries. + NVAPI_RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES_EX = NV_BIT( 9), //!< Never intersect AABB geometries. + + // NVAPI_RAY_FLAGS_EX specific flags + NVAPI_RAY_FLAG_FORCE_OMM_2_STATE_EX = NV_BIT(10), //!< Treat unknown-opaque and unknown-transparent as opaque and transparent, respectively, during traversal. + //!< If an instance is flagged with #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX, that takes precedence over this flag. +} NVAPI_RAY_FLAG_EX; + +//! Mandatory alignment for the address of a DMM Array. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT 256 + +//! Highest subdivision-level allowed with DC1. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DC1_MAX_SUBDIVISION_LEVEL 5 + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + + +//! \ingroup DX +typedef enum _NV_D3D12_WORKSTATION_FEATURE_TYPE +{ + NV_D3D12_WORKSTATION_FEATURE_TYPE_PRESENT_BARRIER = 1, // PresentBarrier feature + NV_D3D12_WORKSTATION_FEATURE_TYPE_RDMA_BAR1_SUPPORT = 2, // RDMA heap supported via Bar1 carveout +} NV_D3D12_WORKSTATION_FEATURE_TYPE; + +// parameter structure for NV_D3D12_WORKSTATION_FEATURE_TYPE_RDMA_BAR1_AVAILABLE related information +typedef struct _NV_D3D12_WORKSTATION_FEATURE_RDMA_PROPERTIES +{ + NvU64 rdmaHeapSize; // maximum available Bar1 heap size for RDMA allocations +} NV_D3D12_WORKSTATION_FEATURE_RDMA_PROPERTIES; + +// parameter structure for querying workstation feature information +typedef struct _NV_D3D12_WORKSTATION_FEATURE_PROPERTIES +{ + NvU32 version; //!< (IN) Structure version + NV_D3D12_WORKSTATION_FEATURE_TYPE workstationFeatureType; //!< (IN) the type of workstation feature to be queried + NvBool supported; //!< (OUT) boolean returning if feature is supported + union + { + NV_D3D12_WORKSTATION_FEATURE_RDMA_PROPERTIES rdmaInfo; //!< (OUT) RDMA feature related information, returned only if + //!< workstationFeatureType is NV_D3D12_WORKSTATION_FEATURE_TYPE_RDMA_BAR1_SUPPORT + }; +} NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_V1; + +#define NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_V1,1) +#define NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_VER NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_VER1 +#define NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_V1 + + +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QueryWorkstationFeatureProperties +// +//! DESCRIPTION: This API returns information about the properties of specific workstation features on the specified device. +//! +//! \since Release: 530 +//! +//! \param [in] pDevice The ID3D12Device device which is queried for feature properties +//! \param [inout] pWorkstationFeatureProperties Pointer to a structure containing workstation feature query information. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_QueryWorkstationFeatureProperties(__in ID3D12Device *pDevice, __inout NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS *pWorkstationFeatureProperties); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateCommittedRDMABuffer +// +//! \since Release: 530 +// +//! \code +//! DESCRIPTION: NvAPI_D3D12_CreateCommittedRDMABuffer is a wrapper of ID3D12Device::CreateCommittedResource +//! which allows to allocate linear memory which can be used for remote direct memory access (RDMA) from other devices. +//! It creates an implicit D3D12 heap of the requested size, allocates the resource and returns an RDMA address for remote direct memory access. +//! The created memory will reside on the specified device local memory and won't be cpu accessible. +//! +//! \param [in] pDevice A pointer to a D3D12 device. +//! \param [in] size Size in bytes of the linear buffer to be allocated for the resource. +//! \param [in] heapCreationNodeMask This mask indicates the node where the resource should be created. +//! \param [in] heapVisibleNodeMask This mask indicates on which nodes the resource is accessible. +//! \param [in] riidResource The globally unique identifier (GUID) for the resource interface. +//! \param [out] ppvResource A pointer to memory that receives the requested interface pointer to the created resource object. +//! \param [out] ppRDMAAddress A pointer to memory that receives the Bar1 memory region for remote direct memory access. + +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreateCommittedRDMABuffer( + __in ID3D12Device* pDevice, + __in NvU64 size, + __in NvU32 heapCreationNodeMask, + __in NvU32 heapVisibleNodeMask, + __in REFIID riidResource, + __out void **ppvResource, + __out void **ppRDMAAddress); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT TYPE NAME: INvAPI_DirectD3D12GraphicsCommandList +// +/////////////////////////////////////////////////////////////////////////////// +class INvAPI_DirectD3D12GraphicsCommandList +{ +public: + virtual bool IsValid() const = 0; + virtual ID3D12GraphicsCommandList* GetID3D12GraphicsCommandList() const = 0; + + void DispatchGraphics(NvU32 numDispatches); + void SetMarker(void* pMarkerData, NvU32 markerSize); +}; + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT FUNCTION NAME: NvAPI_DirectD3D12GraphicsCommandList_Create +// +//! DESCRIPTION: Create the NvAPI_DirectD3D12GraphicsCommandList handle. +//! This function must be called after ID3D12Device::CreateCommandList. +//! +//! \param [in] pDXD3D12GraphicsCommandList The ID3D12GraphicsCommandList +//! \param [out] ppReturnD3D12GraphicsCommandList The corresponding NvAPI_DirectD3D12GraphicsCommandList handle +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DirectD3D12GraphicsCommandList_Create(__in ID3D12GraphicsCommandList *pDXD3D12GraphicsCommandList, + __out INvAPI_DirectD3D12GraphicsCommandList **ppReturnD3D12GraphicsCommandList); + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT FUNCTION NAME: NvAPI_DirectD3D12GraphicsCommandList_Release +// +//! DESCRIPTION: release the NvAPI_DirectD3D12GraphicsCommandList handle. +//! +//! \param [in] pD3D12GraphicsCommandList The NvAPI_DirectD3D12GraphicsCommandList handle to release +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DirectD3D12GraphicsCommandList_Release(__in INvAPI_DirectD3D12GraphicsCommandList *pD3D12GraphicsCommandList); + + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT FUNCTION NAME: NvAPI_DirectD3D12GraphicsCommandList_Reset +// +//! DESCRIPTION: reset the NvAPI_DirectD3D12GraphicsCommandList handle. +//! This function must be called after ID3D12GraphicsCommandList::Reset() and before any other NvAPI_Direct +//! function calls such as dispatchGraphics() etc. +//! +//! \param [in] pD3D12GraphicsCommandList The NvAPI_DirectD3D12GraphicsCommandList handle to reset +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DirectD3D12GraphicsCommandList_Reset(__in INvAPI_DirectD3D12GraphicsCommandList *pD3D12GraphicsCommandList); +#endif + + + +///////////////////////////////////////////////////////////////////////// +// Video Input Output (VIO) API +///////////////////////////////////////////////////////////////////////// + + + +//! \ingroup vidio +//! Unique identifier for VIO owner (process identifier or NVVIOOWNERID_NONE) +typedef NvU32 NVVIOOWNERID; + + +//! \addtogroup vidio +//! @{ + + +#define NVVIOOWNERID_NONE 0 //!< Unregistered ownerId + + +//! Owner type for device +typedef enum _NVVIOOWNERTYPE +{ + NVVIOOWNERTYPE_NONE , //!< No owner for the device + NVVIOOWNERTYPE_APPLICATION , //!< Application owns the device + NVVIOOWNERTYPE_DESKTOP , //!< Desktop transparent mode owns the device (not applicable for video input) +}NVVIOOWNERTYPE; + +// Access rights for NvAPI_VIO_Open() + +//! Read access (not applicable for video output) +#define NVVIO_O_READ 0x00000000 + +//! Write exclusive access (not applicable for video input) +#define NVVIO_O_WRITE_EXCLUSIVE 0x00010001 + +//! +#define NVVIO_VALID_ACCESSRIGHTS (NVVIO_O_READ | \ + NVVIO_O_WRITE_EXCLUSIVE ) + + +//! VIO_DATA.ulOwnerID high-bit is set only if device has been initialized by VIOAPI +//! examined at NvAPI_GetCapabilities|NvAPI_VIO_Open to determine if settings need to be applied from registry or POR state read +#define NVVIO_OWNERID_INITIALIZED 0x80000000 + +//! VIO_DATA.ulOwnerID next-bit is set only if device is currently in exclusive write access mode from NvAPI_VIO_Open() +#define NVVIO_OWNERID_EXCLUSIVE 0x40000000 + +//! VIO_DATA.ulOwnerID lower bits are: +//! NVGVOOWNERTYPE_xxx enumerations indicating use context +#define NVVIO_OWNERID_TYPEMASK 0x0FFFFFFF //!< mask for NVVIOOWNERTYPE_xxx + + +//! @} + +//--------------------------------------------------------------------- +// Enumerations +//--------------------------------------------------------------------- + + +//! \addtogroup vidio +//! @{ + +//! Video signal format and resolution +typedef enum _NVVIOSIGNALFORMAT +{ + NVVIOSIGNALFORMAT_NONE, //!< Invalid signal format + NVVIOSIGNALFORMAT_487I_59_94_SMPTE259_NTSC, //!< 01 487i 59.94Hz (SMPTE259) NTSC + NVVIOSIGNALFORMAT_576I_50_00_SMPTE259_PAL, //!< 02 576i 50.00Hz (SMPTE259) PAL + NVVIOSIGNALFORMAT_1035I_60_00_SMPTE260, //!< 03 1035i 60.00Hz (SMPTE260) + NVVIOSIGNALFORMAT_1035I_59_94_SMPTE260, //!< 04 1035i 59.94Hz (SMPTE260) + NVVIOSIGNALFORMAT_1080I_50_00_SMPTE295, //!< 05 1080i 50.00Hz (SMPTE295) + NVVIOSIGNALFORMAT_1080I_60_00_SMPTE274, //!< 06 1080i 60.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080I_59_94_SMPTE274, //!< 07 1080i 59.94Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080I_50_00_SMPTE274, //!< 08 1080i 50.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_30_00_SMPTE274, //!< 09 1080p 30.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_29_97_SMPTE274, //!< 10 1080p 29.97Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_25_00_SMPTE274, //!< 11 1080p 25.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_24_00_SMPTE274, //!< 12 1080p 24.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_23_976_SMPTE274, //!< 13 1080p 23.976Hz (SMPTE274) + NVVIOSIGNALFORMAT_720P_60_00_SMPTE296, //!< 14 720p 60.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_59_94_SMPTE296, //!< 15 720p 59.94Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_50_00_SMPTE296, //!< 16 720p 50.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_1080I_48_00_SMPTE274, //!< 17 1080I 48.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080I_47_96_SMPTE274, //!< 18 1080I 47.96Hz (SMPTE274) + NVVIOSIGNALFORMAT_720P_30_00_SMPTE296, //!< 19 720p 30.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_29_97_SMPTE296, //!< 20 720p 29.97Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_25_00_SMPTE296, //!< 21 720p 25.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_24_00_SMPTE296, //!< 22 720p 24.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_23_98_SMPTE296, //!< 23 720p 23.98Hz (SMPTE296) + NVVIOSIGNALFORMAT_2048P_30_00_SMPTE372, //!< 24 2048p 30.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_29_97_SMPTE372, //!< 25 2048p 29.97Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_60_00_SMPTE372, //!< 26 2048i 60.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_59_94_SMPTE372, //!< 27 2048i 59.94Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_25_00_SMPTE372, //!< 28 2048p 25.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_50_00_SMPTE372, //!< 29 2048i 50.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_24_00_SMPTE372, //!< 30 2048p 24.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_23_98_SMPTE372, //!< 31 2048p 23.98Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_48_00_SMPTE372, //!< 32 2048i 48.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_47_96_SMPTE372, //!< 33 2048i 47.96Hz (SMPTE372) + + NVVIOSIGNALFORMAT_1080PSF_25_00_SMPTE274, //!< 34 1080PsF 25.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_29_97_SMPTE274, //!< 35 1080PsF 29.97Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_30_00_SMPTE274, //!< 36 1080PsF 30.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_24_00_SMPTE274, //!< 37 1080PsF 24.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_23_98_SMPTE274, //!< 38 1080PsF 23.98Hz (SMPTE274) + + NVVIOSIGNALFORMAT_1080P_50_00_SMPTE274_3G_LEVEL_A, //!< 39 1080P 50.00Hz (SMPTE274) 3G Level A + NVVIOSIGNALFORMAT_1080P_59_94_SMPTE274_3G_LEVEL_A, //!< 40 1080P 59.94Hz (SMPTE274) 3G Level A + NVVIOSIGNALFORMAT_1080P_60_00_SMPTE274_3G_LEVEL_A, //!< 41 1080P 60.00Hz (SMPTE274) 3G Level A + + NVVIOSIGNALFORMAT_1080P_60_00_SMPTE274_3G_LEVEL_B, //!< 42 1080p 60.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_1080I_60_00_SMPTE274_3G_LEVEL_B, //!< 43 1080i 60.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_60_00_SMPTE372_3G_LEVEL_B, //!< 44 2048i 60.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_50_00_SMPTE274_3G_LEVEL_B, //!< 45 1080p 50.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_1080I_50_00_SMPTE274_3G_LEVEL_B, //!< 46 1080i 50.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_50_00_SMPTE372_3G_LEVEL_B, //!< 47 2048i 50.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_30_00_SMPTE274_3G_LEVEL_B, //!< 48 1080p 30.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_30_00_SMPTE372_3G_LEVEL_B, //!< 49 2048p 30.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_25_00_SMPTE274_3G_LEVEL_B, //!< 50 1080p 25.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_25_00_SMPTE372_3G_LEVEL_B, //!< 51 2048p 25.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_24_00_SMPTE274_3G_LEVEL_B, //!< 52 1080p 24.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_24_00_SMPTE372_3G_LEVEL_B, //!< 53 2048p 24.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080I_48_00_SMPTE274_3G_LEVEL_B, //!< 54 1080i 48.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_48_00_SMPTE372_3G_LEVEL_B, //!< 55 2048i 48.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_59_94_SMPTE274_3G_LEVEL_B, //!< 56 1080p 59.94Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_1080I_59_94_SMPTE274_3G_LEVEL_B, //!< 57 1080i 59.94Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_59_94_SMPTE372_3G_LEVEL_B, //!< 58 2048i 59.94Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_29_97_SMPTE274_3G_LEVEL_B, //!< 59 1080p 29.97Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_29_97_SMPTE372_3G_LEVEL_B, //!< 60 2048p 29.97Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_23_98_SMPTE274_3G_LEVEL_B, //!< 61 1080p 29.98Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_23_98_SMPTE372_3G_LEVEL_B, //!< 62 2048p 29.98Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080I_47_96_SMPTE274_3G_LEVEL_B, //!< 63 1080i 47.96Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_47_96_SMPTE372_3G_LEVEL_B, //!< 64 2048i 47.96Hz (SMPTE372) 3G Level B + + NVVIOSIGNALFORMAT_END //!< 65 To indicate end of signal format list + +}NVVIOSIGNALFORMAT; + +//! SMPTE standards format +typedef enum _NVVIOVIDEOSTANDARD +{ + NVVIOVIDEOSTANDARD_SMPTE259 , //!< SMPTE259 + NVVIOVIDEOSTANDARD_SMPTE260 , //!< SMPTE260 + NVVIOVIDEOSTANDARD_SMPTE274 , //!< SMPTE274 + NVVIOVIDEOSTANDARD_SMPTE295 , //!< SMPTE295 + NVVIOVIDEOSTANDARD_SMPTE296 , //!< SMPTE296 + NVVIOVIDEOSTANDARD_SMPTE372 , //!< SMPTE372 +}NVVIOVIDEOSTANDARD; + +//! HD or SD video type +typedef enum _NVVIOVIDEOTYPE +{ + NVVIOVIDEOTYPE_SD , //!< Standard-definition (SD) + NVVIOVIDEOTYPE_HD , //!< High-definition (HD) +}NVVIOVIDEOTYPE; + +//! Interlace mode +typedef enum _NVVIOINTERLACEMODE +{ + NVVIOINTERLACEMODE_PROGRESSIVE , //!< Progressive (p) + NVVIOINTERLACEMODE_INTERLACE , //!< Interlace (i) + NVVIOINTERLACEMODE_PSF , //!< Progressive Segment Frame (psf) +}NVVIOINTERLACEMODE; + +//! Video data format +typedef enum _NVVIODATAFORMAT +{ + NVVIODATAFORMAT_UNKNOWN = -1 , //!< Invalid DataFormat + NVVIODATAFORMAT_R8G8B8_TO_YCRCB444 , //!< R8:G8:B8 => YCrCb (4:4:4) + NVVIODATAFORMAT_R8G8B8A8_TO_YCRCBA4444 , //!< R8:G8:B8:A8 => YCrCbA (4:4:4:4) + NVVIODATAFORMAT_R8G8B8Z10_TO_YCRCBZ4444 , //!< R8:G8:B8:Z10 => YCrCbZ (4:4:4:4) + NVVIODATAFORMAT_R8G8B8_TO_YCRCB422 , //!< R8:G8:B8 => YCrCb (4:2:2) + NVVIODATAFORMAT_R8G8B8A8_TO_YCRCBA4224 , //!< R8:G8:B8:A8 => YCrCbA (4:2:2:4) + NVVIODATAFORMAT_R8G8B8Z10_TO_YCRCBZ4224 , //!< R8:G8:B8:Z10 => YCrCbZ (4:2:2:4) + NVVIODATAFORMAT_X8X8X8_444_PASSTHRU , //!< R8:G8:B8 => RGB (4:4:4) + NVVIODATAFORMAT_X8X8X8A8_4444_PASSTHRU , //!< R8:G8:B8:A8 => RGBA (4:4:4:4) + NVVIODATAFORMAT_X8X8X8Z10_4444_PASSTHRU , //!< R8:G8:B8:Z10 => RGBZ (4:4:4:4) + NVVIODATAFORMAT_X10X10X10_444_PASSTHRU , //!< Y10:CR10:CB10 => YCrCb (4:4:4) + NVVIODATAFORMAT_X10X8X8_444_PASSTHRU , //!< Y10:CR8:CB8 => YCrCb (4:4:4) + NVVIODATAFORMAT_X10X8X8A10_4444_PASSTHRU , //!< Y10:CR8:CB8:A10 => YCrCbA (4:4:4:4) + NVVIODATAFORMAT_X10X8X8Z10_4444_PASSTHRU , //!< Y10:CR8:CB8:Z10 => YCrCbZ (4:4:4:4) + NVVIODATAFORMAT_DUAL_R8G8B8_TO_DUAL_YCRCB422 , //!< R8:G8:B8 + R8:G8:B8 => YCrCb (4:2:2 + 4:2:2) + NVVIODATAFORMAT_DUAL_X8X8X8_TO_DUAL_422_PASSTHRU , //!< Y8:CR8:CB8 + Y8:CR8:CB8 => YCrCb (4:2:2 + 4:2:2) + NVVIODATAFORMAT_R10G10B10_TO_YCRCB422 , //!< R10:G10:B10 => YCrCb (4:2:2) + NVVIODATAFORMAT_R10G10B10_TO_YCRCB444 , //!< R10:G10:B10 => YCrCb (4:4:4) + NVVIODATAFORMAT_X12X12X12_444_PASSTHRU , //!< X12:X12:X12 => XXX (4:4:4) + NVVIODATAFORMAT_X12X12X12_422_PASSTHRU , //!< X12:X12:X12 => XXX (4:2:2) + NVVIODATAFORMAT_Y10CR10CB10_TO_YCRCB422 , //!< Y10:CR10:CB10 => YCrCb (4:2:2) + NVVIODATAFORMAT_Y8CR8CB8_TO_YCRCB422 , //!< Y8:CR8:CB8 => YCrCb (4:2:2) + NVVIODATAFORMAT_Y10CR8CB8A10_TO_YCRCBA4224 , //!< Y10:CR8:CB8:A10 => YCrCbA (4:2:2:4) + NVVIODATAFORMAT_R10G10B10_TO_RGB444 , //!< R10:G10:B10 => RGB (4:4:4) + NVVIODATAFORMAT_R12G12B12_TO_YCRCB444 , //!< R12:G12:B12 => YCrCb (4:4:4) + NVVIODATAFORMAT_R12G12B12_TO_YCRCB422 , //!< R12:G12:B12 => YCrCb (4:2:2) +}NVVIODATAFORMAT; + +//! Video output area +typedef enum _NVVIOOUTPUTAREA +{ + NVVIOOUTPUTAREA_FULLSIZE , //!< Output to entire video resolution (full size) + NVVIOOUTPUTAREA_SAFEACTION , //!< Output to centered 90% of video resolution (safe action) + NVVIOOUTPUTAREA_SAFETITLE , //!< Output to centered 80% of video resolution (safe title) +}NVVIOOUTPUTAREA; + +//! Synchronization source +typedef enum _NVVIOSYNCSOURCE +{ + NVVIOSYNCSOURCE_SDISYNC , //!< SDI Sync (Digital input) + NVVIOSYNCSOURCE_COMPSYNC , //!< COMP Sync (Composite input) +}NVVIOSYNCSOURCE; + +//! Composite synchronization type +typedef enum _NVVIOCOMPSYNCTYPE +{ + NVVIOCOMPSYNCTYPE_AUTO , //!< Auto-detect + NVVIOCOMPSYNCTYPE_BILEVEL , //!< Bi-level signal + NVVIOCOMPSYNCTYPE_TRILEVEL , //!< Tri-level signal +}NVVIOCOMPSYNCTYPE; + +//! Video input output status +typedef enum _NVVIOINPUTOUTPUTSTATUS +{ + NVINPUTOUTPUTSTATUS_OFF , //!< Not in use + NVINPUTOUTPUTSTATUS_ERROR , //!< Error detected + NVINPUTOUTPUTSTATUS_SDI_SD , //!< SDI (standard-definition) + NVINPUTOUTPUTSTATUS_SDI_HD , //!< SDI (high-definition) +}NVVIOINPUTOUTPUTSTATUS; + +//! Synchronization input status +typedef enum _NVVIOSYNCSTATUS +{ + NVVIOSYNCSTATUS_OFF , //!< Sync not detected + NVVIOSYNCSTATUS_ERROR , //!< Error detected + NVVIOSYNCSTATUS_SYNCLOSS , //!< Genlock in use, format mismatch with output + NVVIOSYNCSTATUS_COMPOSITE , //!< Composite sync + NVVIOSYNCSTATUS_SDI_SD , //!< SDI sync (standard-definition) + NVVIOSYNCSTATUS_SDI_HD , //!< SDI sync (high-definition) +}NVVIOSYNCSTATUS; + +//! Video Capture Status +typedef enum _NVVIOCAPTURESTATUS +{ + NVVIOSTATUS_STOPPED , //!< Sync not detected + NVVIOSTATUS_RUNNING , //!< Error detected + NVVIOSTATUS_ERROR , //!< Genlock in use, format mismatch with output +}NVVIOCAPTURESTATUS; + +//! Video Capture Status +typedef enum _NVVIOSTATUSTYPE +{ + NVVIOSTATUSTYPE_IN , //!< Input Status + NVVIOSTATUSTYPE_OUT , //!< Output Status +}NVVIOSTATUSTYPE; + + +//! Assumption, maximum 4 SDI input and 4 SDI output cards supported on a system +#define NVAPI_MAX_VIO_DEVICES 8 + +//! 4 physical jacks supported on each SDI input card. +#define NVAPI_MAX_VIO_JACKS 4 + + +//! Each physical jack an on SDI input card can have +//! two "channels" in the case of "3G" VideoFormats, as specified +//! by SMPTE 425; for non-3G VideoFormats, only the first channel within +//! a physical jack is valid. +#define NVAPI_MAX_VIO_CHANNELS_PER_JACK 2 + +//! 4 Streams, 1 per physical jack +#define NVAPI_MAX_VIO_STREAMS 4 + +#define NVAPI_MIN_VIO_STREAMS 1 + +//! SDI input supports a max of 2 links per stream +#define NVAPI_MAX_VIO_LINKS_PER_STREAM 2 + + +#define NVAPI_MAX_FRAMELOCK_MAPPING_MODES 20 + +//! Min number of capture images +#define NVAPI_GVI_MIN_RAW_CAPTURE_IMAGES 1 + +//! Max number of capture images +#define NVAPI_GVI_MAX_RAW_CAPTURE_IMAGES 32 + +//! Default number of capture images +#define NVAPI_GVI_DEFAULT_RAW_CAPTURE_IMAGES 5 + + + +// Data Signal notification events. These need a event handler in RM. +// Register/Unregister and PopEvent NVAPI's are already available. + +//! Device configuration +typedef enum _NVVIOCONFIGTYPE +{ + NVVIOCONFIGTYPE_IN , //!< Input Status + NVVIOCONFIGTYPE_OUT , //!< Output Status +}NVVIOCONFIGTYPE; + +typedef enum _NVVIOCOLORSPACE +{ + NVVIOCOLORSPACE_UNKNOWN, + NVVIOCOLORSPACE_YCBCR, + NVVIOCOLORSPACE_YCBCRA, + NVVIOCOLORSPACE_YCBCRD, + NVVIOCOLORSPACE_GBR, + NVVIOCOLORSPACE_GBRA, + NVVIOCOLORSPACE_GBRD, +} NVVIOCOLORSPACE; + +//! Component sampling +typedef enum _NVVIOCOMPONENTSAMPLING +{ + NVVIOCOMPONENTSAMPLING_UNKNOWN, + NVVIOCOMPONENTSAMPLING_4444, + NVVIOCOMPONENTSAMPLING_4224, + NVVIOCOMPONENTSAMPLING_444, + NVVIOCOMPONENTSAMPLING_422 +} NVVIOCOMPONENTSAMPLING; + +typedef enum _NVVIOBITSPERCOMPONENT +{ + NVVIOBITSPERCOMPONENT_UNKNOWN, + NVVIOBITSPERCOMPONENT_8, + NVVIOBITSPERCOMPONENT_10, + NVVIOBITSPERCOMPONENT_12, +} NVVIOBITSPERCOMPONENT; + +typedef enum _NVVIOLINKID +{ + NVVIOLINKID_UNKNOWN, + NVVIOLINKID_A, + NVVIOLINKID_B, + NVVIOLINKID_C, + NVVIOLINKID_D +} NVVIOLINKID; + + +typedef enum _NVVIOANCPARITYCOMPUTATION +{ + NVVIOANCPARITYCOMPUTATION_AUTO, + NVVIOANCPARITYCOMPUTATION_ON, + NVVIOANCPARITYCOMPUTATION_OFF +} NVVIOANCPARITYCOMPUTATION; + + + +//! @} + + +//--------------------------------------------------------------------- +// Structures +//--------------------------------------------------------------------- + +//! \addtogroup vidio +//! @{ + + +//! Supports Serial Digital Interface (SDI) output +#define NVVIOCAPS_VIDOUT_SDI 0x00000001 + +//! Supports Internal timing source +#define NVVIOCAPS_SYNC_INTERNAL 0x00000100 + +//! Supports Genlock timing source +#define NVVIOCAPS_SYNC_GENLOCK 0x00000200 + +//! Supports Serial Digital Interface (SDI) synchronization input +#define NVVIOCAPS_SYNCSRC_SDI 0x00001000 + +//! Supports Composite synchronization input +#define NVVIOCAPS_SYNCSRC_COMP 0x00002000 + +//! Supports Desktop transparent mode +#define NVVIOCAPS_OUTPUTMODE_DESKTOP 0x00010000 + +//! Supports OpenGL application mode +#define NVVIOCAPS_OUTPUTMODE_OPENGL 0x00020000 + +//! Supports Serial Digital Interface (SDI) input +#define NVVIOCAPS_VIDIN_SDI 0x00100000 + +//! Supports Packed ANC +#define NVVIOCAPS_PACKED_ANC_SUPPORTED 0x00200000 + +//! Supports ANC audio blanking +#define NVVIOCAPS_AUDIO_BLANKING_SUPPORTED 0x00400000 + +//! SDI-class interface: SDI output with two genlock inputs +#define NVVIOCLASS_SDI 0x00000001 + +//! Device capabilities +typedef struct _NVVIOCAPS +{ + NvU32 version; //!< Structure version + NvAPI_String adapterName; //!< Graphics adapter name + NvU32 adapterClass; //!< Graphics adapter classes (NVVIOCLASS_SDI mask) + NvU32 adapterCaps; //!< Graphics adapter capabilities (NVVIOCAPS_* mask) + NvU32 dipSwitch; //!< On-board DIP switch settings bits + NvU32 dipSwitchReserved; //!< On-board DIP switch settings reserved bits + NvU32 boardID; //!< Board ID + //! Driver version + struct // + { + NvU32 majorVersion; //!< Major version. For GVI, majorVersion contains MajorVersion(HIWORD) And MinorVersion(LOWORD) + NvU32 minorVersion; //!< Minor version. For GVI, minorVersion contains Revison(HIWORD) And Build(LOWORD) + } driver; // + //! Firmware version + struct + { + NvU32 majorVersion; //!< Major version. In version 2, for both GVI and GVO, majorVersion contains MajorVersion(HIWORD) And MinorVersion(LOWORD) + NvU32 minorVersion; //!< Minor version. In version 2, for both GVI and GVO, minorVersion contains Revison(HIWORD) And Build(LOWORD) + } firmWare; // + NVVIOOWNERID ownerId; //!< Unique identifier for owner of video output (NVVIOOWNERID_INVALID if free running) + NVVIOOWNERTYPE ownerType; //!< Owner type (OpenGL application or Desktop mode) +} NVVIOCAPS; + +//! Macro for constructing the version field of NVVIOCAPS +#define NVVIOCAPS_VER1 MAKE_NVAPI_VERSION(NVVIOCAPS,1) +#define NVVIOCAPS_VER2 MAKE_NVAPI_VERSION(NVVIOCAPS,2) +#define NVVIOCAPS_VER NVVIOCAPS_VER2 + +//! Input channel status +typedef struct _NVVIOCHANNELSTATUS +{ + NvU32 smpte352; //!< 4-byte SMPTE 352 video payload identifier + NVVIOSIGNALFORMAT signalFormat; //!< Signal format + NVVIOBITSPERCOMPONENT bitsPerComponent; //!< Bits per component + NVVIOCOMPONENTSAMPLING samplingFormat; //!< Sampling format + NVVIOCOLORSPACE colorSpace; //!< Color space + NVVIOLINKID linkID; //!< Link ID +} NVVIOCHANNELSTATUS; + +//! Input device status +typedef struct _NVVIOINPUTSTATUS +{ + NVVIOCHANNELSTATUS vidIn[NVAPI_MAX_VIO_JACKS][NVAPI_MAX_VIO_CHANNELS_PER_JACK]; //!< Video input status per channel within a jack + NVVIOCAPTURESTATUS captureStatus; //!< status of video capture +} NVVIOINPUTSTATUS; + +//! Output device status +typedef struct _NVVIOOUTPUTSTATUS +{ + NVVIOINPUTOUTPUTSTATUS vid1Out; //!< Video 1 output status + NVVIOINPUTOUTPUTSTATUS vid2Out; //!< Video 2 output status + NVVIOSYNCSTATUS sdiSyncIn; //!< SDI sync input status + NVVIOSYNCSTATUS compSyncIn; //!< Composite sync input status + NvU32 syncEnable; //!< Sync enable (TRUE if using syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSIGNALFORMAT syncFormat; //!< Sync format + NvU32 frameLockEnable; //!< Framelock enable flag + NvU32 outputVideoLocked; //!< Output locked status + NvU32 dataIntegrityCheckErrorCount; //!< Data integrity check error count + NvU32 dataIntegrityCheckEnabled; //!< Data integrity check status enabled + NvU32 dataIntegrityCheckFailed; //!< Data integrity check status failed + NvU32 uSyncSourceLocked; //!< genlocked to framelocked to ref signal + NvU32 uPowerOn; //!< TRUE: indicates there is sufficient power +} NVVIOOUTPUTSTATUS; + +//! Video device status. +typedef struct _NVVIOSTATUS +{ + NvU32 version; //!< Structure version + NVVIOSTATUSTYPE nvvioStatusType; //!< Input or Output status + union + { + NVVIOINPUTSTATUS inStatus; //!< Input device status + NVVIOOUTPUTSTATUS outStatus; //!< Output device status + }vioStatus; +} NVVIOSTATUS; + +//! Macro for constructingthe version field of NVVIOSTATUS +#define NVVIOSTATUS_VER MAKE_NVAPI_VERSION(NVVIOSTATUS,1) + +//! Output region +typedef struct _NVVIOOUTPUTREGION +{ + NvU32 x; //!< Horizontal origin in pixels + NvU32 y; //!< Vertical origin in pixels + NvU32 width; //!< Width of region in pixels + NvU32 height; //!< Height of region in pixels +} NVVIOOUTPUTREGION; + +//! Gamma ramp (8-bit index) +typedef struct _NVVIOGAMMARAMP8 +{ + NvU16 uRed[256]; //!< Red channel gamma ramp (8-bit index, 16-bit values) + NvU16 uGreen[256]; //!< Green channel gamma ramp (8-bit index, 16-bit values) + NvU16 uBlue[256]; //!< Blue channel gamma ramp (8-bit index, 16-bit values) +} NVVIOGAMMARAMP8; + +//! Gamma ramp (10-bit index) +typedef struct _NVVIOGAMMARAMP10 +{ + NvU16 uRed[1024]; //!< Red channel gamma ramp (10-bit index, 16-bit values) + NvU16 uGreen[1024]; //!< Green channel gamma ramp (10-bit index, 16-bit values) + NvU16 uBlue[1024]; //!< Blue channel gamma ramp (10-bit index, 16-bit values) +} NVVIOGAMMARAMP10; + + +//! Sync delay +typedef struct _NVVIOSYNCDELAY +{ + NvU32 version; //!< Structure version + NvU32 horizontalDelay; //!< Horizontal delay in pixels + NvU32 verticalDelay; //!< Vertical delay in lines +} NVVIOSYNCDELAY; + +//! Macro for constructing the version field of NVVIOSYNCDELAY +#define NVVIOSYNCDELAY_VER MAKE_NVAPI_VERSION(NVVIOSYNCDELAY,1) + + +//! Video mode information +typedef struct _NVVIOVIDEOMODE +{ + NvU32 horizontalPixels; //!< Horizontal resolution (in pixels) + NvU32 verticalLines; //!< Vertical resolution for frame (in lines) + float fFrameRate; //!< Frame rate + NVVIOINTERLACEMODE interlaceMode; //!< Interlace mode + NVVIOVIDEOSTANDARD videoStandard; //!< SMPTE standards format + NVVIOVIDEOTYPE videoType; //!< HD or SD signal classification +} NVVIOVIDEOMODE; + +//! Signal format details +typedef struct _NVVIOSIGNALFORMATDETAIL +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format enumerated value + NVVIOVIDEOMODE videoMode; //!< Video mode for signal format +}NVVIOSIGNALFORMATDETAIL; + + +//! R8:G8:B8 +#define NVVIOBUFFERFORMAT_R8G8B8 0x00000001 + +//! R8:G8:B8:Z24 +#define NVVIOBUFFERFORMAT_R8G8B8Z24 0x00000002 + +//! R8:G8:B8:A8 +#define NVVIOBUFFERFORMAT_R8G8B8A8 0x00000004 + +//! R8:G8:B8:A8:Z24 +#define NVVIOBUFFERFORMAT_R8G8B8A8Z24 0x00000008 + +//! R16FP:G16FP:B16FP +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FP 0x00000010 + +//! R16FP:G16FP:B16FP:Z24 +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FPZ24 0x00000020 + +//! R16FP:G16FP:B16FP:A16FP +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FPA16FP 0x00000040 + +//! R16FP:G16FP:B16FP:A16FP:Z24 +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FPA16FPZ24 0x00000080 + + + +//! Data format details +typedef struct _NVVIODATAFORMATDETAIL +{ + NVVIODATAFORMAT dataFormat; //!< Data format enumerated value + NvU32 vioCaps; //!< Data format capabilities (NVVIOCAPS_* mask) +}NVVIODATAFORMATDETAIL; + +//! Colorspace conversion +typedef struct _NVVIOCOLORCONVERSION +{ + NvU32 version; //!< Structure version + float colorMatrix[3][3]; //!< Output[n] = + float colorOffset[3]; //!< Input[0] * colorMatrix[n][0] + + float colorScale[3]; //!< Input[1] * colorMatrix[n][1] + + //!< Input[2] * colorMatrix[n][2] + + //!< OutputRange * colorOffset[n] + //!< where OutputRange is the standard magnitude of + //!< Output[n][n] and colorMatrix and colorOffset + //!< values are within the range -1.0 to +1.0 + NvU32 compositeSafe; //!< compositeSafe constrains luminance range when using composite output +} NVVIOCOLORCONVERSION; + +//! macro for constructing the version field of _NVVIOCOLORCONVERSION. +#define NVVIOCOLORCONVERSION_VER MAKE_NVAPI_VERSION(NVVIOCOLORCONVERSION,1) + +//! Gamma correction +typedef struct _NVVIOGAMMACORRECTION +{ + NvU32 version; //!< Structure version + NvU32 vioGammaCorrectionType; //!< Gamma correction type (8-bit or 10-bit) + //! Gamma correction: + union + { + NVVIOGAMMARAMP8 gammaRamp8; //!< Gamma ramp (8-bit index, 16-bit values) + NVVIOGAMMARAMP10 gammaRamp10; //!< Gamma ramp (10-bit index, 16-bit values) + }gammaRamp; + float fGammaValueR; //!< Red Gamma value within gamma ranges. 0.5 - 6.0 + float fGammaValueG; //!< Green Gamma value within gamma ranges. 0.5 - 6.0 + float fGammaValueB; //!< Blue Gamma value within gamma ranges. 0.5 - 6.0 +} NVVIOGAMMACORRECTION; + +//! Macro for constructing thevesion field of _NVVIOGAMMACORRECTION +#define NVVIOGAMMACORRECTION_VER MAKE_NVAPI_VERSION(NVVIOGAMMACORRECTION,1) + +//! Maximum number of ranges per channel +#define MAX_NUM_COMPOSITE_RANGE 2 + + +typedef struct _NVVIOCOMPOSITERANGE +{ + NvU32 uRange; + NvU32 uEnabled; + NvU32 uMin; + NvU32 uMax; +} NVVIOCOMPOSITERANGE; + + + +// Device configuration (fields masks indicating NVVIOCONFIG fields to use for NvAPI_VIO_GetConfig/NvAPI_VIO_SetConfig() ) +// +#define NVVIOCONFIG_SIGNALFORMAT 0x00000001 //!< fields: signalFormat +#define NVVIOCONFIG_DATAFORMAT 0x00000002 //!< fields: dataFormat +#define NVVIOCONFIG_OUTPUTREGION 0x00000004 //!< fields: outputRegion +#define NVVIOCONFIG_OUTPUTAREA 0x00000008 //!< fields: outputArea +#define NVVIOCONFIG_COLORCONVERSION 0x00000010 //!< fields: colorConversion +#define NVVIOCONFIG_GAMMACORRECTION 0x00000020 //!< fields: gammaCorrection +#define NVVIOCONFIG_SYNCSOURCEENABLE 0x00000040 //!< fields: syncSource and syncEnable +#define NVVIOCONFIG_SYNCDELAY 0x00000080 //!< fields: syncDelay +#define NVVIOCONFIG_COMPOSITESYNCTYPE 0x00000100 //!< fields: compositeSyncType +#define NVVIOCONFIG_FRAMELOCKENABLE 0x00000200 //!< fields: EnableFramelock +#define NVVIOCONFIG_422FILTER 0x00000400 //!< fields: bEnable422Filter +#define NVVIOCONFIG_COMPOSITETERMINATE 0x00000800 //!< fields: bCompositeTerminate (Not supported on Quadro FX 4000 SDI) +#define NVVIOCONFIG_DATAINTEGRITYCHECK 0x00001000 //!< fields: bEnableDataIntegrityCheck (Not supported on Quadro FX 4000 SDI) +#define NVVIOCONFIG_CSCOVERRIDE 0x00002000 //!< fields: colorConversion override +#define NVVIOCONFIG_FLIPQUEUELENGTH 0x00004000 //!< fields: flipqueuelength control +#define NVVIOCONFIG_ANCTIMECODEGENERATION 0x00008000 //!< fields: bEnableANCTimeCodeGeneration +#define NVVIOCONFIG_COMPOSITE 0x00010000 //!< fields: bEnableComposite +#define NVVIOCONFIG_ALPHAKEYCOMPOSITE 0x00020000 //!< fields: bEnableAlphaKeyComposite +#define NVVIOCONFIG_COMPOSITE_Y 0x00040000 //!< fields: compRange +#define NVVIOCONFIG_COMPOSITE_CR 0x00080000 //!< fields: compRange +#define NVVIOCONFIG_COMPOSITE_CB 0x00100000 //!< fields: compRange +#define NVVIOCONFIG_FULL_COLOR_RANGE 0x00200000 //!< fields: bEnableFullColorRange +#define NVVIOCONFIG_RGB_DATA 0x00400000 //!< fields: bEnableRGBData +#define NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE 0x00800000 //!< fields: bEnableSDIOutput +#define NVVIOCONFIG_STREAMS 0x01000000 //!< fields: streams +#define NVVIOCONFIG_ANC_PARITY_COMPUTATION 0x02000000 //!< fields: ancParityComputation +#define NVVIOCONFIG_ANC_AUDIO_REPEAT 0x04000000 //!< fields: enableAudioBlanking + + +// Don't forget to update NVVIOCONFIG_VALIDFIELDS in nvapi.spec when NVVIOCONFIG_ALLFIELDS changes. +#define NVVIOCONFIG_ALLFIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_OUTPUTREGION | \ + NVVIOCONFIG_OUTPUTAREA | \ + NVVIOCONFIG_COLORCONVERSION | \ + NVVIOCONFIG_GAMMACORRECTION | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_SYNCDELAY | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_422FILTER | \ + NVVIOCONFIG_COMPOSITETERMINATE | \ + NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_CSCOVERRIDE | \ + NVVIOCONFIG_FLIPQUEUELENGTH | \ + NVVIOCONFIG_ANCTIMECODEGENERATION | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB | \ + NVVIOCONFIG_FULL_COLOR_RANGE | \ + NVVIOCONFIG_RGB_DATA | \ + NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE | \ + NVVIOCONFIG_STREAMS | \ + NVVIOCONFIG_ANC_PARITY_COMPUTATION | \ + NVVIOCONFIG_ANC_AUDIO_REPEAT ) + +#define NVVIOCONFIG_VALIDFIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_OUTPUTREGION | \ + NVVIOCONFIG_OUTPUTAREA | \ + NVVIOCONFIG_COLORCONVERSION | \ + NVVIOCONFIG_GAMMACORRECTION | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_SYNCDELAY | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE | \ + NVVIOCONFIG_422FILTER | \ + NVVIOCONFIG_COMPOSITETERMINATE | \ + NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_CSCOVERRIDE | \ + NVVIOCONFIG_FLIPQUEUELENGTH | \ + NVVIOCONFIG_ANCTIMECODEGENERATION | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB | \ + NVVIOCONFIG_FULL_COLOR_RANGE | \ + NVVIOCONFIG_RGB_DATA | \ + NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE | \ + NVVIOCONFIG_STREAMS | \ + NVVIOCONFIG_ANC_PARITY_COMPUTATION | \ + NVVIOCONFIG_ANC_AUDIO_REPEAT) + +#define NVVIOCONFIG_DRIVERFIELDS ( NVVIOCONFIG_OUTPUTREGION | \ + NVVIOCONFIG_OUTPUTAREA | \ + NVVIOCONFIG_COLORCONVERSION | \ + NVVIOCONFIG_FLIPQUEUELENGTH) + +#define NVVIOCONFIG_GAMMAFIELDS ( NVVIOCONFIG_GAMMACORRECTION ) + +#define NVVIOCONFIG_RMCTRLFIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_422FILTER | \ + NVVIOCONFIG_COMPOSITETERMINATE | \ + NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB) + +#define NVVIOCONFIG_RMSKEWFIELDS ( NVVIOCONFIG_SYNCDELAY ) + +#define NVVIOCONFIG_ALLOWSDIRUNNING_FIELDS ( NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_SYNCDELAY | \ + NVVIOCONFIG_CSCOVERRIDE | \ + NVVIOCONFIG_ANCTIMECODEGENERATION | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB | \ + NVVIOCONFIG_ANC_PARITY_COMPUTATION) + + + #define NVVIOCONFIG_RMMODESET_FIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_ANC_AUDIO_REPEAT) + + +//! Output device configuration +// No members can be deleted from below structure. Only add new members at the +// end of the structure. +typedef struct _NVVIOOUTPUTCONFIG_V1 +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format for video output + NVVIODATAFORMAT dataFormat; //!< Data format for video output + NVVIOOUTPUTREGION outputRegion; //!< Region for video output (Desktop mode) + NVVIOOUTPUTAREA outputArea; //!< Usable resolution for video output (safe area) + NVVIOCOLORCONVERSION colorConversion; //!< Color conversion. + NVVIOGAMMACORRECTION gammaCorrection; + NvU32 syncEnable; //!< Sync enable (TRUE to use syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSYNCDELAY syncDelay; //!< Sync delay + NVVIOCOMPSYNCTYPE compositeSyncType; //!< Composite sync type + NvU32 frameLockEnable; //!< Flag indicating whether framelock was on/off + NvU32 psfSignalFormat; //!< Indicates whether contained format is PSF Signal format + NvU32 enable422Filter; //!< Enables/Disables 4:2:2 filter + NvU32 compositeTerminate; //!< Composite termination + NvU32 enableDataIntegrityCheck; //!< Enable data integrity check: true - enable, false - disable + NvU32 cscOverride; //!< Use provided CSC color matrix to overwrite + NvU32 flipQueueLength; //!< Number of buffers used for the internal flipqueue + NvU32 enableANCTimeCodeGeneration; //!< Enable SDI ANC time code generation + NvU32 enableComposite; //!< Enable composite + NvU32 enableAlphaKeyComposite; //!< Enable Alpha key composite + NVVIOCOMPOSITERANGE compRange; //!< Composite ranges + NvU8 reservedData[256]; //!< Inicates last stored SDI output state TRUE-ON / FALSE-OFF + NvU32 enableFullColorRange; //!< Flag indicating Full Color Range + NvU32 enableRGBData; //!< Indicates data is in RGB format +} NVVIOOUTPUTCONFIG_V1; + +typedef struct _NVVIOOUTPUTCONFIG_V2 +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format for video output + NVVIODATAFORMAT dataFormat; //!< Data format for video output + NVVIOOUTPUTREGION outputRegion; //!< Region for video output (Desktop mode) + NVVIOOUTPUTAREA outputArea; //!< Usable resolution for video output (safe area) + NVVIOCOLORCONVERSION colorConversion; //!< Color conversion. + NVVIOGAMMACORRECTION gammaCorrection; + NvU32 syncEnable; //!< Sync enable (TRUE to use syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSYNCDELAY syncDelay; //!< Sync delay + NVVIOCOMPSYNCTYPE compositeSyncType; //!< Composite sync type + NvU32 frameLockEnable; //!< Flag indicating whether framelock was on/off + NvU32 psfSignalFormat; //!< Indicates whether contained format is PSF Signal format + NvU32 enable422Filter; //!< Enables/Disables 4:2:2 filter + NvU32 compositeTerminate; //!< Composite termination + NvU32 enableDataIntegrityCheck; //!< Enable data integrity check: true - enable, false - disable + NvU32 cscOverride; //!< Use provided CSC color matrix to overwrite + NvU32 flipQueueLength; //!< Number of buffers used for the internal flip queue + NvU32 enableANCTimeCodeGeneration; //!< Enable SDI ANC time code generation + NvU32 enableComposite; //!< Enable composite + NvU32 enableAlphaKeyComposite; //!< Enable Alpha key composite + NVVIOCOMPOSITERANGE compRange; //!< Composite ranges + NvU8 reservedData[256]; //!< Indicates last stored SDI output state TRUE-ON / FALSE-OFF + NvU32 enableFullColorRange; //!< Flag indicating Full Color Range + NvU32 enableRGBData; //!< Indicates data is in RGB format + NVVIOANCPARITYCOMPUTATION ancParityComputation; //!< Enable HW ANC parity bit computation (auto/on/off) +} NVVIOOUTPUTCONFIG_V2; + +typedef struct _NVVIOOUTPUTCONFIG_V3 +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format for video output + NVVIODATAFORMAT dataFormat; //!< Data format for video output + NVVIOOUTPUTREGION outputRegion; //!< Region for video output (Desktop mode) + NVVIOOUTPUTAREA outputArea; //!< Usable resolution for video output (safe area) + NVVIOCOLORCONVERSION colorConversion; //!< Color conversion. + NVVIOGAMMACORRECTION gammaCorrection; + NvU32 syncEnable; //!< Sync enable (TRUE to use syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSYNCDELAY syncDelay; //!< Sync delay + NVVIOCOMPSYNCTYPE compositeSyncType; //!< Composite sync type + NvU32 frameLockEnable; //!< Flag indicating whether framelock was on/off + NvU32 psfSignalFormat; //!< Indicates whether contained format is PSF Signal format + NvU32 enable422Filter; //!< Enables/Disables 4:2:2 filter + NvU32 compositeTerminate; //!< Composite termination + NvU32 enableDataIntegrityCheck; //!< Enable data integrity check: true - enable, false - disable + NvU32 cscOverride; //!< Use provided CSC color matrix to overwrite + NvU32 flipQueueLength; //!< Number of buffers used for the internal flip queue + NvU32 enableANCTimeCodeGeneration; //!< Enable SDI ANC time code generation + NvU32 enableComposite; //!< Enable composite + NvU32 enableAlphaKeyComposite; //!< Enable Alpha key composite + NVVIOCOMPOSITERANGE compRange; //!< Composite ranges + NvU8 reservedData[256]; //!< Indicates last stored SDI output state TRUE-ON / FALSE-OFF + NvU32 enableFullColorRange; //!< Flag indicating Full Color Range + NvU32 enableRGBData; //!< Indicates data is in RGB format + NVVIOANCPARITYCOMPUTATION ancParityComputation; //!< Enable HW ANC parity bit computation (auto/on/off) + NvU32 enableAudioBlanking; //!< Enable HANC audio blanking on repeat frames +} NVVIOOUTPUTCONFIG_V3; + +//! Stream configuration +typedef struct _NVVIOSTREAM +{ + NvU32 bitsPerComponent; //!< Bits per component + NVVIOCOMPONENTSAMPLING sampling; //!< Sampling + NvU32 expansionEnable; //!< Enable/disable 4:2:2->4:4:4 expansion + NvU32 numLinks; //!< Number of active links + struct + { + NvU32 jack; //!< This stream's link[i] will use the specified (0-based) channel within the + NvU32 channel; //!< specified (0-based) jack + } links[NVAPI_MAX_VIO_LINKS_PER_STREAM]; +} NVVIOSTREAM; + +//! Input device configuration +typedef struct _NVVIOINPUTCONFIG +{ + NvU32 numRawCaptureImages; //!< numRawCaptureImages is the number of frames to keep in the capture queue. + //!< must be between NVAPI_GVI_MIN_RAW_CAPTURE_IMAGES and NVAPI_GVI_MAX_RAW_CAPTURE_IMAGES, + NVVIOSIGNALFORMAT signalFormat; //!< Signal format. + //!< Please note that both numRawCaptureImages and signalFormat should be set together. + NvU32 numStreams; //!< Number of active streams. + NVVIOSTREAM streams[NVAPI_MAX_VIO_STREAMS]; //!< Stream configurations + NvU32 bTestMode; //!< This attribute controls the GVI test mode. + //!< Possible values 0/1. When testmode enabled, the + //!< GVI device will generate fake data as quickly as possible. +} NVVIOINPUTCONFIG; + +typedef struct _NVVIOCONFIG_V1 +{ + NvU32 version; //!< Structure version + NvU32 fields; //!< Caller sets to NVVIOCONFIG_* mask for fields to use + NVVIOCONFIGTYPE nvvioConfigType; //!< Input or Output configuration + union + { + NVVIOINPUTCONFIG inConfig; //!< Input device configuration + NVVIOOUTPUTCONFIG_V1 outConfig; //!< Output device configuration + }vioConfig; +} NVVIOCONFIG_V1; + + +typedef struct _NVVIOCONFIG_V2 +{ + NvU32 version; //!< Structure version + NvU32 fields; //!< Caller sets to NVVIOCONFIG_* mask for fields to use + NVVIOCONFIGTYPE nvvioConfigType; //!< Input or Output configuration + union + { + NVVIOINPUTCONFIG inConfig; //!< Input device configuration + NVVIOOUTPUTCONFIG_V2 outConfig; //!< Output device configuration + }vioConfig; +} NVVIOCONFIG_V2; + +typedef struct _NVVIOCONFIG_V3 +{ + NvU32 version; //!< Structure version + NvU32 fields; //!< Caller sets to NVVIOCONFIG_* mask for fields to use + NVVIOCONFIGTYPE nvvioConfigType; //!< Input or Output configuration + union + { + NVVIOINPUTCONFIG inConfig; //!< Input device configuration + NVVIOOUTPUTCONFIG_V3 outConfig; //!< Output device configuration + }vioConfig; +} NVVIOCONFIG_V3; +typedef NVVIOOUTPUTCONFIG_V3 NVVIOOUTPUTCONFIG; +typedef NVVIOCONFIG_V3 NVVIOCONFIG; + +#define NVVIOCONFIG_VER1 MAKE_NVAPI_VERSION(NVVIOCONFIG_V1,1) +#define NVVIOCONFIG_VER2 MAKE_NVAPI_VERSION(NVVIOCONFIG_V2,2) +#define NVVIOCONFIG_VER3 MAKE_NVAPI_VERSION(NVVIOCONFIG_V3,3) +#define NVVIOCONFIG_VER NVVIOCONFIG_VER3 + + +typedef struct +{ + NvPhysicalGpuHandle hPhysicalGpu; //!< Handle to Physical GPU (This could be NULL for GVI device if its not binded) + NvVioHandle hVioHandle; //!Create Stereo Handle->InitActivation->Reset Device +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 302 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! \param [in] bDelayed Use delayed activation +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// + +//! \addtogroup stereoapi +//! @{ + +//! InitActivation Flags +typedef enum _NVAPI_STEREO_INIT_ACTIVATION_FLAGS +{ + NVAPI_STEREO_INIT_ACTIVATION_IMMEDIATE = 0X00, + NVAPI_STEREO_INIT_ACTIVATION_DELAYED = 0x01, +} NVAPI_STEREO_INIT_ACTIVATION_FLAGS; + +NVAPI_INTERFACE NvAPI_Stereo_InitActivation(__in StereoHandle hStereoHandle, __in NVAPI_STEREO_INIT_ACTIVATION_FLAGS flags); + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Trigger_Activation +// +//! DESCRIPTION: This API allows an application to trigger creation of a stereo desktop, +//! in case the creation was stopped on application launch. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 302 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval ::NVAPI_STEREO_INIT_ACTIVATION_NOT_DONE - Stereo InitActivation not called. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Trigger_Activation(__in StereoHandle hStereoHandle); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_CapturePngImage +// +//! DESCRIPTION: This API captures the current stereo image in PNG stereo format. +//! Only the last capture call per flip will be effective. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! +//! \retval ::NVAPI_OK Image captured. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_CapturePngImage(StereoHandle stereoHandle); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_ReverseStereoBlitControl +// +//! DESCRIPTION: This API turns on/off reverse stereo blit. +//! +//! HOW TO USE: Use after the stereo handle for the device interface is created via successfull call to the appropriate +//! NvAPI_Stereo_CreateHandleFrom() function. +//! After reversed stereo blit control is turned on, blits from the stereo surface will +//! produce the right-eye image in the left side of the destination surface and the left-eye +//! image in the right side of the destination surface. +//! +//! In DirectX 9, the destination surface must be created as the render target, and StretchRect must be used. +//! Conditions: +//! - DstWidth == 2*SrcWidth +//! - DstHeight == SrcHeight +//! - Src surface is the stereo surface. +//! - SrcRect must be {0,0,SrcWidth,SrcHeight} +//! - DstRect must be {0,0,DstWidth,DstHeight} +//! +//! In DirectX 10, ResourceCopyRegion must be used. +//! Conditions: +//! - DstWidth == 2*SrcWidth +//! - DstHeight == SrcHeight +//! - dstX == 0, +//! - dstY == 0, +//! - dstZ == 0, +//! - SrcBox: left=top=front==0; right==SrcWidth; bottom==SrcHeight; back==1; +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! \param [in] TurnOn != 0 : Turns on \n +//! == 0 : Turns off +//! +//! +//! \retval ::NVAPI_OK Retrieval of frustum adjust mode was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_ReverseStereoBlitControl(StereoHandle hStereoHandle, NvU8 TurnOn); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetNotificationMessage +// +//! DESCRIPTION: This API is a Setup notification message that the stereo driver uses to notify the application +//! when the user changes the stereo driver state. +//! +//! When the user changes the stereo state (Activated or Deactivated, separation or conversion) +//! the stereo driver posts a defined message with the following parameters: +//! +//! lParam is the current conversion. (Actual conversion is *(float*)&lParam ) +//! +//! wParam == MAKEWPARAM(l, h) where +//! - l == 0 if stereo is deactivated +//! - l == 1 if stereo is deactivated +//! - h is the current separation. (Actual separation is float(h*100.f/0xFFFF) +//! +//! Call this API with NULL hWnd to prohibit notification. +//! +//! WHEN TO USE: Use after the stereo handle for device interface is created via successful call to appropriate +//! NvAPI_Stereo_CreateHandleFrom() function. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! \param [in] hWnd Window HWND that will be notified when the user changes the stereo driver state. +//! Actual HWND must be cast to an NvU64. +//! \param [in] messageID MessageID of the message that will be posted to hWnd +//! +//! \retval ::NVAPI_OK Notification set. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetNotificationMessage(StereoHandle hStereoHandle, NvU64 hWnd,NvU64 messageID); + + + + + + + + + + + + + + + +//! \ingroup stereoapi +#define NVAPI_STEREO_QUADBUFFERED_API_VERSION 0x2 + +//! \ingroup stereoapi + typedef enum _NV_StereoSwapChainMode + { + NVAPI_STEREO_SWAPCHAIN_DEFAULT = 0, + NVAPI_STEREO_SWAPCHAIN_STEREO = 1, + NVAPI_STEREO_SWAPCHAIN_MONO = 2, + } NV_STEREO_SWAPCHAIN_MODE; + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_CreateSwapChain +// +//! DESCRIPTION: This API allows the user to create a mono or a stereo swap chain. +//! +//! NOTE: NvAPI_D3D1x_CreateSwapChain is a wrapper of the method IDXGIFactory::CreateSwapChain which +//! additionally notifies the D3D driver of the mode in which stereo mode the swap chain is to be +//! created. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! A pointer to the device that will write 2D images to the swap chain. +//! \param [in] pDesc A pointer to the swap-chain description (DXGI_SWAP_CHAIN_DESC). This parameter cannot be NULL. +//! \param [out] ppSwapChain A pointer to the swap chain created. +//! \param [in] mode The stereo mode fot the swap chain. +//! NVAPI_STEREO_SWAPCHAIN_DEFAULT +//! NVAPI_STEREO_SWAPCHAIN_STEREO +//! NVAPI_STEREO_SWAPCHAIN_MONO +//! +//! \retval ::NVAPI_OK The swap chain was created successfully. +//! \retval ::NVAPI_ERROR The operation failed. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_CreateSwapChain(StereoHandle hStereoHandle, + DXGI_SWAP_CHAIN_DESC* pDesc, + IDXGISwapChain** ppSwapChain, + NV_STEREO_SWAPCHAIN_MODE mode); + +#endif //if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + + +#if defined(_D3D9_H_) //NvAPI_D3D9_CreateSwapChain +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_CreateSwapChain +// +//! DESCRIPTION: This API allows the user to create a mono or a stereo swap chain. +//! +//! NOTE: NvAPI_D3D9_CreateSwapChain is a wrapper of the method IDirect3DDevice9::CreateAdditionalSwapChain which +//! additionally notifies the D3D driver if the swap chain creation mode must be stereo or mono. +//! +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [in, out] pPresentationParameters A pointer to the swap-chain description (DXGI). This parameter cannot be NULL. +//! \param [out] ppSwapChain A pointer to the swap chain created. +//! \param [in] mode The stereo mode for the swap chain. +//! NVAPI_STEREO_SWAPCHAIN_DEFAULT +//! NVAPI_STEREO_SWAPCHAIN_STEREO +//! NVAPI_STEREO_SWAPCHAIN_MONO +//! +//! \retval ::NVAPI_OK The swap chain creation was successful +//! \retval ::NVAPI_ERROR The operation failed. +//! +//!\ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_CreateSwapChain(StereoHandle hStereoHandle, + D3DPRESENT_PARAMETERS *pPresentationParameters, + IDirect3DSwapChain9 **ppSwapChain, + NV_STEREO_SWAPCHAIN_MODE mode); +#endif //if defined(_D3D9_H_) //NvAPI_D3D9_CreateSwapChain + + + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_InitLowLatencyDevice +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function has to be used to initialize a Vulkan device +//! as a low latency device. The driver initializes a set of parameters to +//! be used in subsequent low latency API calls for this device. +//! The returned NV_VULKAN_LOW_LATENCY_DEVICE_PARAMS has to be passed into +//! any low latency API call as a parameter to ensure use of these parameters. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [out] signalDemaphoreHandle pointer to a VkSemaphore handle that is signalling in Sleep +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_InitLowLatencyDevice(__in HANDLE vkDevice, __out HANDLE *signalSemaphoreHandle); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_DestroyLowLatencyDevice +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function releases the set of low latency device +//! parameters. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_DestroyLowLatencyDevice(__in HANDLE vkDevice); +#endif // defined(__cplusplus) && defined(_WINNT_) + + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get sleep status +//! \ingroup oglapi +typedef struct _NV_VULKAN_GET_SLEEP_STATUS_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (OUT) Is low latency mode enabled? + NvU8 rsvd[128]; //!< (IN) Reserved. Must be set to 0s. +} NV_VULKAN_GET_SLEEP_STATUS_PARAMS_V1; + +typedef NV_VULKAN_GET_SLEEP_STATUS_PARAMS_V1 NV_VULKAN_GET_SLEEP_STATUS_PARAMS; +#define NV_VULKAN_GET_SLEEP_STATUS_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_GET_SLEEP_STATUS_PARAMS_V1, 1) +#define NV_VULKAN_GET_SLEEP_STATUS_PARAMS_VER NV_VULKAN_GET_SLEEP_STATUS_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_GetSleepStatus +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function can be used to get the latest sleep status. +//! bLowLatencyMode indicates whether low latency mode is currently +//! enabled in the driver. +//! Note that it may not always reflect the previously requested sleep mode, +//! as the feature may not be available on the platform, or the setting has +//! been overridden by the control panel, for example. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [inout] pGetSleepStatusParams Sleep status params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_GetSleepStatus(__in HANDLE vkDevice, __inout NV_VULKAN_GET_SLEEP_STATUS_PARAMS *pGetSleepStatusParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to set sleep mode +//! \ingroup oglapi +#if defined(__cplusplus) && defined(_WINNT_) +typedef struct _NV_VULKAN_SET_SLEEP_MODE_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (IN) Low latency mode enable/disable. + NvBool bLowLatencyBoost; //!< (IN) Request maximum GPU clock frequency regardless of workload. + NvU32 minimumIntervalUs; //!< (IN) Minimum frame interval in microseconds. 0 = no frame rate limit. + NvU8 rsvd[32]; //!< (IN) Reserved. Must be set to 0s. +} NV_VULKAN_SET_SLEEP_MODE_PARAMS_V1; + +typedef NV_VULKAN_SET_SLEEP_MODE_PARAMS_V1 NV_VULKAN_SET_SLEEP_MODE_PARAMS; +#define NV_VULKAN_SET_SLEEP_MODE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_SET_SLEEP_MODE_PARAMS_V1, 1) +#define NV_VULKAN_SET_SLEEP_MODE_PARAMS_VER NV_VULKAN_SET_SLEEP_MODE_PARAMS_VER1 +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_SetSleepMode +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function can be used to update sleep mode dynamically. +//! The settings are not dependent to each other, meaning low latency mode +//! can be enabled/disabled regardless of whether minimum interval is set or +//! not. The former is to intelligently lower latency without impacting frame +//! rate. The later is to limit frame rate (e.g. minimumIntervalUs = 10000 +//! limits frame rate to 100 FPS). They work well separately and/or together. +//! Note that minimumIntervalUs usage is not limited to lowering latency, so +//! feel free to use it to limit frame rate for menu, cut scenes, etc. +//! Note that low latency mode can be enabled, and/or minimum interval can +//! be set, even without using NvAPI_D3D_Sleep(). However, without it, the +//! sleep to achieve these features would happen at a less optimal point, +//! resulting in higher overall latency. +//! The bLowLatencyBoost will request the GPU run at max clocks even in +//! scenarios where it is idle most of the frame and would normally try +//! to save power. This can decrease latency in CPU-limited scenarios. +//! While this function can be called as often as needed, it is not +//! necessary nor recommended to call this too frequently (e.g. every frame), +//! as the settings persist for the target device. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] pSetSleepModeParams Sleep mode params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_SetSleepMode(__in HANDLE vkDevice, __in NV_VULKAN_SET_SLEEP_MODE_PARAMS *pSetSleepModeParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_Sleep +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: It is recommended to call this function at the very start of +//! each frame (e.g. before input sampling). If there is a need to sleep, +//! due to frame rate limit and/or low latency features, for example, +//! this call provides an entry point for the driver to sleep at the most +//! optimal spot to achieve the lowest latency. +//! It is recommended to call this function even when low latency mode is +//! disabled and minimum interval is 0. Other features, such as Maximum Frame +//! Rate setting, could be enabled in the control panel to benefit from this. +//! It is OK to start (or stop) using this function at any time. However, +//! when using this function, it must be called exactly once on each frame. +//! If this function is not called, after several frames, the driver would +//! fallback to sleep at its less optimal spot. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] signalValue Value that will be signalled in signalDemaphoreHandle semaphore at Sleep +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_Sleep(__in HANDLE vkDevice, __in NvU64 signalValue); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get latency report. +//! \ingroup oglapi +typedef struct _NV_VULKAN_LATENCY_RESULT_PARAMS +{ + NvU32 version; //!< (IN) Structure version + struct vkFrameReport { + NvU64 frameID; + NvU64 inputSampleTime; + NvU64 simStartTime; + NvU64 simEndTime; + NvU64 renderSubmitStartTime; + NvU64 renderSubmitEndTime; + NvU64 presentStartTime; + NvU64 presentEndTime; + NvU64 driverStartTime; + NvU64 driverEndTime; + NvU64 osRenderQueueStartTime; + NvU64 osRenderQueueEndTime; + NvU64 gpuRenderStartTime; + NvU64 gpuRenderEndTime; + NvU8 rsvd[128]; + } frameReport[64]; + NvU8 rsvd[32]; +} NV_VULKAN_LATENCY_RESULT_PARAMS_V1; + +typedef NV_VULKAN_LATENCY_RESULT_PARAMS_V1 NV_VULKAN_LATENCY_RESULT_PARAMS; +#define NV_VULKAN_LATENCY_RESULT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_LATENCY_RESULT_PARAMS_V1, 1) +#define NV_VULKAN_LATENCY_RESULT_PARAMS_VER NV_VULKAN_LATENCY_RESULT_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_GetLatency +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: Get a latency report including the timestamps of the +//! application latency markers set with NvAPI_Vulkan_SetLatencyMarker as well +//! as driver, OS queue and graphics hardware times. Requires calling +//! NvAPI_Vulkan_SetLatencyMarker with incrementing frameID for valid results. +//! Rendering for at least 90 frames is recommended to properly fill out the +//! structure. The newest completed frame is at the end (element 63) and +//! is preceeded by older frames. If not enough frames are valid then all +//! frames are returned with all zeroes. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [inout] pGetLatencyParams The latency result structure. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_GetLatency(__in HANDLE vkDevice, __inout NV_VULKAN_LATENCY_RESULT_PARAMS* pGetLatencyParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used define latency marker type +//! \ingroup oglapi +typedef enum +{ + VULKAN_SIMULATION_START = 0, + VULKAN_SIMULATION_END = 1, + VULKAN_RENDERSUBMIT_START = 2, + VULKAN_RENDERSUBMIT_END = 3, + VULKAN_PRESENT_START = 4, + VULKAN_PRESENT_END = 5, + VULKAN_INPUT_SAMPLE = 6, + VULKAN_TRIGGER_FLASH = 7, + VULKAN_PC_LATENCY_PING = 8, + VULKAN_OUT_OF_BAND_RENDERSUBMIT_START = 9, + VULKAN_OUT_OF_BAND_RENDERSUBMIT_END = 10, + VULKAN_OUT_OF_BAND_PRESENT_START = 11, + VULKAN_OUT_OF_BAND_PRESENT_END = 12, +} NV_VULKAN_LATENCY_MARKER_TYPE; + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used set latency markers +//! \ingroup oglapi +typedef struct _NV_VULKAN_LATENCY_MARKER_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvU64 frameID; + NV_VULKAN_LATENCY_MARKER_TYPE markerType; + NvU8 rsvd[64]; +} NV_VULKAN_LATENCY_MARKER_PARAMS_V1; + +typedef NV_VULKAN_LATENCY_MARKER_PARAMS_V1 NV_VULKAN_LATENCY_MARKER_PARAMS; +#define NV_VULKAN_LATENCY_MARKER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_LATENCY_MARKER_PARAMS_V1, 1) +#define NV_VULKAN_LATENCY_MARKER_PARAMS_VER NV_VULKAN_LATENCY_MARKER_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_SetLatencyMarker +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: Set a latency marker to be tracked by the +//! NvAPI_Vulkan_GetLatency function. SIMULATION_START must be the first marker +//! sent in a frame, after the previous frame's Sleep call (if used). +//! INPUT_SAMPLE may be sent to record the moment user input was sampled and +//! should come between SIMULATION_START and SIMULATION_END. +//! RENDERSUBMIT_START should come before any Vulkan API calls are made for +//! the given frame and RENDERSUBMIT_END should come before calling Present. +//! PRESENT_START and END should wrap the Present call to inform the driver +//! of a present block done by the OS before the driver receives the Present. +//! TRIGGER_FLASH tells the driver to render its flash indicator for latency +//! testing, typically driven by a mouse click. +//! The frameID can start at an abitrary moment in the application lifetime +//! but must strictly increment from that point forward for consistent results. + +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] pSetLatencyMarkerParams The latency marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_SetLatencyMarker(__in HANDLE vkDevice, __in NV_VULKAN_LATENCY_MARKER_PARAMS* pSetLatencyMarkerParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used in NvAPI_Vulkan_NotifyOutOfBandVkQueue +//! \ingroup oglapi +typedef enum +{ + VULKAN_OUT_OF_BAND_QUEUE_TYPE_RENDER = 0, + VULKAN_OUT_OF_BAND_QUEUE_TYPE_PRESENT = 1, +} NV_VULKAN_OUT_OF_BAND_QUEUE_TYPE; + +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_NotifyOutOfBandVkQueue +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: Notifies the driver that this command queue runs out of band +//! from the application's frame cadence. +//! +//! \since Release: 520 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] queueHandle The VkQueue +//! \param [in] queueType The type of out of band VkQueue +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_NotifyOutOfBandVkQueue(__in HANDLE vkDevice, __in HANDLE queueHandle, __in NV_VULKAN_OUT_OF_BAND_QUEUE_TYPE queueType); +#endif // defined(__cplusplus) && defined(_WINNT_) + + +//! \addtogroup drsapi +//! @{ + + +// GPU Profile APIs + +NV_DECLARE_HANDLE(NvDRSSessionHandle); +NV_DECLARE_HANDLE(NvDRSProfileHandle); + +#define NVAPI_DRS_GLOBAL_PROFILE ((NvDRSProfileHandle) -1) + +#define NVAPI_SETTING_MAX_VALUES 100 + +typedef enum _NVDRS_SETTING_TYPE +{ + NVDRS_DWORD_TYPE, + NVDRS_BINARY_TYPE, + NVDRS_STRING_TYPE, + NVDRS_WSTRING_TYPE +} NVDRS_SETTING_TYPE; + +typedef enum _NVDRS_SETTING_LOCATION +{ + NVDRS_CURRENT_PROFILE_LOCATION, + NVDRS_GLOBAL_PROFILE_LOCATION, + NVDRS_BASE_PROFILE_LOCATION, + NVDRS_DEFAULT_PROFILE_LOCATION +} NVDRS_SETTING_LOCATION; + + +typedef struct _NVDRS_GPU_SUPPORT +{ + NvU32 geforce : 1; + NvU32 quadro : 1; + NvU32 nvs : 1; + NvU32 reserved4 : 1; + NvU32 reserved5 : 1; + NvU32 reserved6 : 1; + NvU32 reserved7 : 1; + NvU32 reserved8 : 1; + NvU32 reserved9 : 1; + NvU32 reserved10 : 1; + NvU32 reserved11 : 1; + NvU32 reserved12 : 1; + NvU32 reserved13 : 1; + NvU32 reserved14 : 1; + NvU32 reserved15 : 1; + NvU32 reserved16 : 1; + NvU32 reserved17 : 1; + NvU32 reserved18 : 1; + NvU32 reserved19 : 1; + NvU32 reserved20 : 1; + NvU32 reserved21 : 1; + NvU32 reserved22 : 1; + NvU32 reserved23 : 1; + NvU32 reserved24 : 1; + NvU32 reserved25 : 1; + NvU32 reserved26 : 1; + NvU32 reserved27 : 1; + NvU32 reserved28 : 1; + NvU32 reserved29 : 1; + NvU32 reserved30 : 1; + NvU32 reserved31 : 1; + NvU32 reserved32 : 1; +} NVDRS_GPU_SUPPORT; + +//! Enum to decide on the datatype of setting value. +typedef struct _NVDRS_BINARY_SETTING +{ + NvU32 valueLength; //!< valueLength should always be in number of bytes. + NvU8 valueData[NVAPI_BINARY_DATA_MAX]; +} NVDRS_BINARY_SETTING; + +typedef struct _NVDRS_SETTING_VALUES +{ + NvU32 version; //!< Structure Version + NvU32 numSettingValues; //!< Total number of values available in a setting. + NVDRS_SETTING_TYPE settingType; //!< Type of setting value. + union //!< Setting can hold either DWORD or Binary value or string. Not mixed types. + { + NvU32 u32DefaultValue; //!< Accessing default DWORD value of this setting. + NVDRS_BINARY_SETTING binaryDefaultValue; //!< Accessing default Binary value of this setting. + //!< Must be allocated by caller with valueLength specifying buffer size, or only valueLength will be filled in. + NvAPI_UnicodeString wszDefaultValue; //!< Accessing default unicode string value of this setting. + }; + union //!< Setting values can be of either DWORD, Binary values or String type, + { //!< NOT mixed types. + NvU32 u32Value; //!< All possible DWORD values for a setting + NVDRS_BINARY_SETTING binaryValue; //!< All possible Binary values for a setting + NvAPI_UnicodeString wszValue; //!< Accessing current unicode string value of this setting. + }settingValues[NVAPI_SETTING_MAX_VALUES]; +} NVDRS_SETTING_VALUES; + +//! Macro for constructing the version field of ::_NVDRS_SETTING_VALUES +#define NVDRS_SETTING_VALUES_VER MAKE_NVAPI_VERSION(NVDRS_SETTING_VALUES,1) + +typedef struct _NVDRS_SETTING_V1 +{ + NvU32 version; //!< Structure Version + NvAPI_UnicodeString settingName; //!< String name of setting + NvU32 settingId; //!< 32 bit setting Id + NVDRS_SETTING_TYPE settingType; //!< Type of setting value. + NVDRS_SETTING_LOCATION settingLocation; //!< Describes where the value in CurrentValue comes from. + NvU32 isCurrentPredefined; //!< It is different than 0 if the currentValue is a predefined Value, + //!< 0 if the currentValue is a user value. + NvU32 isPredefinedValid; //!< It is different than 0 if the PredefinedValue union contains a valid value. + union //!< Setting can hold either DWORD or Binary value or string. Not mixed types. + { + NvU32 u32PredefinedValue; //!< Accessing default DWORD value of this setting. + NVDRS_BINARY_SETTING binaryPredefinedValue; //!< Accessing default Binary value of this setting. + //!< Must be allocated by caller with valueLength specifying buffer size, + //!< or only valueLength will be filled in. + NvAPI_UnicodeString wszPredefinedValue; //!< Accessing default unicode string value of this setting. + }; + union //!< Setting can hold either DWORD or Binary value or string. Not mixed types. + { + NvU32 u32CurrentValue; //!< Accessing current DWORD value of this setting. + NVDRS_BINARY_SETTING binaryCurrentValue; //!< Accessing current Binary value of this setting. + //!< Must be allocated by caller with valueLength specifying buffer size, + //!< or only valueLength will be filled in. + NvAPI_UnicodeString wszCurrentValue; //!< Accessing current unicode string value of this setting. + }; +} NVDRS_SETTING_V1; + +//! Macro for constructing the version field of ::_NVDRS_SETTING +#define NVDRS_SETTING_VER1 MAKE_NVAPI_VERSION(NVDRS_SETTING_V1, 1) + +typedef NVDRS_SETTING_V1 NVDRS_SETTING; +#define NVDRS_SETTING_VER NVDRS_SETTING_VER1 + +typedef struct _NVDRS_APPLICATION_V1 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the application +} NVDRS_APPLICATION_V1; + +typedef struct _NVDRS_APPLICATION_V2 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the Application + NvAPI_UnicodeString fileInFolder; //!< Select this application only if this file is found. + //!< When specifying multiple files, separate them using the ':' character. +} NVDRS_APPLICATION_V2; + +typedef struct _NVDRS_APPLICATION_V3 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the Application + NvAPI_UnicodeString fileInFolder; //!< Select this application only if this file is found. + //!< When specifying multiple files, separate them using the ':' character. + NvU32 isMetro:1; //!< Windows 8 style app + NvU32 isCommandLine:1; //!< Command line parsing for the application name + NvU32 reserved:30; //!< Reserved. Should be 0. +} NVDRS_APPLICATION_V3; + +typedef struct _NVDRS_APPLICATION_V4 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the Application + NvAPI_UnicodeString fileInFolder; //!< Select this application only if this file is found. + //!< When specifying multiple files, separate them using the ':' character. + NvU32 isMetro:1; //!< Windows 8 style app + NvU32 isCommandLine:1; //!< Command line parsing for the application name + NvU32 reserved:30; //!< Reserved. Should be 0. + NvAPI_UnicodeString commandLine; //!< If isCommandLine is set to 0 this must be an empty. If isCommandLine is set to 1 + //!< this contains application's command line as if it was returned by GetCommandLineW. +} NVDRS_APPLICATION_V4; + +#define NVDRS_APPLICATION_VER_V1 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V1,1) +#define NVDRS_APPLICATION_VER_V2 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V2,2) +#define NVDRS_APPLICATION_VER_V3 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V3,3) +#define NVDRS_APPLICATION_VER_V4 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V4,4) + +typedef NVDRS_APPLICATION_V4 NVDRS_APPLICATION; +#define NVDRS_APPLICATION_VER NVDRS_APPLICATION_VER_V4 + +typedef struct _NVDRS_PROFILE_V1 +{ + NvU32 version; //!< Structure Version + NvAPI_UnicodeString profileName; //!< String name of the Profile + NVDRS_GPU_SUPPORT gpuSupport; //!< This read-only flag indicates the profile support on either + //!< Quadro, or Geforce, or both. + NvU32 isPredefined; //!< Is the Profile user-defined, or predefined + NvU32 numOfApps; //!< Total number of applications that belong to this profile. Read-only + NvU32 numOfSettings; //!< Total number of settings applied for this Profile. Read-only +} NVDRS_PROFILE_V1; + +typedef NVDRS_PROFILE_V1 NVDRS_PROFILE; + +//! Macro for constructing the version field of ::NVDRS_PROFILE +#define NVDRS_PROFILE_VER1 MAKE_NVAPI_VERSION(NVDRS_PROFILE_V1,1) +#define NVDRS_PROFILE_VER NVDRS_PROFILE_VER1 + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_CreateSession +// +//! DESCRIPTION: This API allocates memory and initializes the session. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] *phSession Return pointer to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR: For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_CreateSession(NvDRSSessionHandle *phSession); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DestroySession +// +//! DESCRIPTION: This API frees the allocation: cleanup of NvDrsSession. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DestroySession(NvDRSSessionHandle hSession); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_LoadSettings +// +//! DESCRIPTION: This API loads and parses the settings data. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_LoadSettings(NvDRSSessionHandle hSession); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SaveSettings +// +//! DESCRIPTION: This API saves the settings data to the system. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SaveSettings(NvDRSSessionHandle hSession); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_LoadSettingsFromFile +// +//! DESCRIPTION: This API loads settings from the given file path. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle +//! \param [in] fileName Binary File Name/Path +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_LoadSettingsFromFile(NvDRSSessionHandle hSession, NvAPI_UnicodeString fileName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SaveSettingsToFile +// +//! DESCRIPTION: This API saves settings to the given file path. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] fileName Binary File Name/Path +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SaveSettingsToFile(NvDRSSessionHandle hSession, NvAPI_UnicodeString fileName); + +//! @} + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_CreateProfile +// +//! DESCRIPTION: This API creates an empty profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] *pProfileInfo Input pointer to NVDRS_PROFILE. +//! \param [in] *phProfile Returns pointer to profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_CreateProfile(NvDRSSessionHandle hSession, NVDRS_PROFILE *pProfileInfo, NvDRSProfileHandle *phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteProfile +// +//! DESCRIPTION: This API deletes a profile or sets it back to a predefined value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteProfile(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SetCurrentGlobalProfile +// +//! DESCRIPTION: This API sets the current global profile in the driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] wszGlobalProfileName Input current Global profile name. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SetCurrentGlobalProfile(NvDRSSessionHandle hSession, NvAPI_UnicodeString wszGlobalProfileName); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetCurrentGlobalProfile +// +//! DESCRIPTION: This API returns the handle to the current global profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [out] *phProfile Returns current Global profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetCurrentGlobalProfile(NvDRSSessionHandle hSession, NvDRSProfileHandle *phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetProfileInfo +// +//! DESCRIPTION: This API gets information about the given profile. User needs to specify the name of the Profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [out] *pProfileInfo Return the profile info. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetProfileInfo(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_PROFILE *pProfileInfo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SetProfileInfo +// +//! DESCRIPTION: Specifies flags for a given profile. Currently only the NVDRS_GPU_SUPPORT is +//! used to update the profile. Neither the name, number of settings or applications +//! or other profile information can be changed with this function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] *pProfileInfo Input the new profile info. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SetProfileInfo(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_PROFILE *pProfileInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_FindProfileByName +// +//! DESCRIPTION: This API finds a profile in the current session. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] profileName Input profileName. +//! \param [out] phProfile Input profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_PROFILE_NOT_FOUND if profile is not found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_FindProfileByName(NvDRSSessionHandle hSession, NvAPI_UnicodeString profileName, NvDRSProfileHandle* phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumProfiles +// +//! DESCRIPTION: This API enumerates through all the profiles in the session. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] index Input the index for enumeration. +//! \param [out] *phProfile Returns profile handle. +//! +//! RETURN STATUS: NVAPI_OK: SUCCESS if the profile is found +//! NVAPI_ERROR: For miscellaneous errors. +//! NVAPI_END_ENUMERATION: index exceeds the total number of available Profiles in DB. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumProfiles(NvDRSSessionHandle hSession, NvU32 index, NvDRSProfileHandle *phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetNumProfiles +// +//! DESCRIPTION: This API obtains the number of profiles in the current session object. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param out] *numProfiles Returns count of profiles in the current hSession. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_API_NOT_INTIALIZED Failed to initialize. +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid Arguments. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetNumProfiles(NvDRSSessionHandle hSession, NvU32 *numProfiles); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_CreateApplication +// +//! DESCRIPTION: This API adds an executable name to a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] *pApplication Input NVDRS_APPLICATION struct with the executable name to be added. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_CreateApplication(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_APPLICATION *pApplication); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteApplicationEx +// +//! DESCRIPTION: This API removes an executable from a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession - Input to the session handle. +//! \param [in] hProfile - Input profile handle. +//! \param [in] *pApp - Input all the information about the application to be removed. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS If the path provided could refer to two different executables, +//! this error will be returned. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteApplicationEx(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_APPLICATION *pApp); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteApplication +// +//! DESCRIPTION: This API removes an executable name from a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSessionPARAMETERS Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] appName Input the executable name to be removed. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS If the path provided could refer to two different executables, +//! this error will be returned +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteApplication(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvAPI_UnicodeString appName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetApplicationInfo +// +//! DESCRIPTION: This API gets information about the given application. The input application name +//! must match exactly what the Profile has stored for the application. +//! This function is better used to retrieve application information from a previous +//! enumeration. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] appName Input application name. +//! \param [out] *pApplication Returns NVDRS_APPLICATION struct with all the attributes. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS The application name could not +// single out only one executable. +//! \retval ::NVAPI_EXECUTABLE_NOT_FOUND No application with that name is found on the profile. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetApplicationInfo(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvAPI_UnicodeString appName, NVDRS_APPLICATION *pApplication); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumApplications +// +//! DESCRIPTION: This API enumerates all the applications in a given profile from the starting index to the maximum length. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] startIndex Indicates starting index for enumeration. +//! \param [in,out] *appCount Input maximum length of the passed in arrays. Returns the actual length. +//! \param [out] *pApplication Returns NVDRS_APPLICATION struct with all the attributes. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_END_ENUMERATION startIndex exceeds the total appCount. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumApplications(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 startIndex, NvU32 *appCount, NVDRS_APPLICATION *pApplication); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_FindApplicationByName +// +//! DESCRIPTION: This API searches the application and the associated profile for the given application name. +//! If a fully qualified path is provided, this function will always return the profile +//! the driver will apply upon running the application (on the path provided). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the hSession handle +//! \param [in] appName Input appName. For best results, provide a fully qualified path of the type +//! c:/Folder1/Folder2/App.exe +//! \param [out] *phProfile Returns profile handle. +//! \param [in,out] *pApplication Returns NVDRS_APPLICATION struct pointer. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below: +//! \retval ::NVAPI_APPLICATION_NOT_FOUND If App not found +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS If the input appName was not fully qualified, this error might return in the case of multiple matches +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_FindApplicationByName(__in NvDRSSessionHandle hSession, __in NvAPI_UnicodeString appName, __out NvDRSProfileHandle *phProfile, __inout NVDRS_APPLICATION *pApplication); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SetSetting +// +//! DESCRIPTION: This API adds/modifies a setting to a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] *pSetting Input NVDRS_SETTING struct pointer. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SetSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_SETTING *pSetting); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetSetting +// +//! DESCRIPTION: This API gets information about the given setting. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] settingId Input settingId. +//! \param [out] *pSetting Returns all the setting info +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 settingId, NVDRS_SETTING *pSetting); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumSettings +// +//! DESCRIPTION: This API enumerates all the settings of a given profile from startIndex to the maximum length. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] startIndex Indicates starting index for enumeration. +//! \param [in,out] *settingsCount Input max length of the passed in arrays, Returns the actual length. +//! \param [out] *pSetting Returns all the settings info. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_END_ENUMERATION startIndex exceeds the total appCount. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumSettings(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 startIndex, NvU32 *settingsCount, NVDRS_SETTING *pSetting); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumAvailableSettingIds +// +//! DESCRIPTION: This API enumerates all the Ids of all the settings recognized by NVAPI. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] pSettingIds User-provided array of length *pMaxCount that NVAPI will fill with IDs. +//! \param [in,out] pMaxCount Input max length of the passed in array, Returns the actual length. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! NVAPI_END_ENUMERATION: the provided pMaxCount is not enough to hold all settingIds. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumAvailableSettingIds(NvU32 *pSettingIds, NvU32 *pMaxCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumAvailableSettingValues +// +//! DESCRIPTION: This API enumerates all available setting values for a given setting. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] settingId Input settingId. +//! \param [in,out] pMaxNumValues Input max length of the passed in arrays, Returns the actual length. +//! \param [out] *pSettingValues Returns all available setting values and its count. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumAvailableSettingValues(NvU32 settingId, NvU32 *pMaxNumValues, NVDRS_SETTING_VALUES *pSettingValues); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetSettingIdFromName +// +//! DESCRIPTION: This API gets the binary ID of a setting given the setting name. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] settingName Input Unicode settingName. +//! \param [out] *pSettingId Returns corresponding settingId. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_PROFILE_NOT_FOUND if profile is not found +//! \retval ::NVAPI_SETTING_NOT_FOUND if setting is not found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetSettingIdFromName(NvAPI_UnicodeString settingName, NvU32 *pSettingId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetSettingNameFromId +// +//! DESCRIPTION: This API gets the setting name given the binary ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] settingId Input settingId. +//! \param [in] *pSettingName Returns corresponding Unicode settingName. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_PROFILE_NOT_FOUND if profile is not found +//! \retval ::NVAPI_SETTING_NOT_FOUND if setting is not found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetSettingNameFromId(NvU32 settingId, NvAPI_UnicodeString *pSettingName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteProfileSetting +// +//! DESCRIPTION: This API deletes a setting or sets it back to predefined value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] settingId Input settingId to be deleted. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteProfileSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 settingId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_RestoreAllDefaults +// +//! DESCRIPTION: This API restores the whole system to predefined(default) values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_RestoreAllDefaults(NvDRSSessionHandle hSession); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_RestoreProfileDefault +// +//! DESCRIPTION: This API restores the given profile to predefined(default) values. +//! Any and all user specified modifications will be removed. +//! If the whole profile was set by the user, the profile will be removed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_PROFILE_REMOVED SUCCESS, and the hProfile is no longer valid. +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_RestoreProfileDefault(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_RestoreProfileDefaultSetting +// +//! DESCRIPTION: This API restores the given profile setting to predefined(default) values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] settingId Input settingId. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_RestoreProfileDefaultSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 settingId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetBaseProfile +// +//! DESCRIPTION: Returns the handle to the current global profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] *phProfile Returns Base profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetBaseProfile(NvDRSSessionHandle hSession, NvDRSProfileHandle *phProfile); + + + + +//! \addtogroup sysgeneral +//! @{ + +typedef struct +{ + NvU32 version; //!< structure version + NvU32 vendorId; //!< Chipset vendor identification + NvU32 deviceId; //!< Chipset device identification + NvAPI_ShortString szVendorName; //!< Chipset vendor Name + NvAPI_ShortString szChipsetName; //!< Chipset device Name + NvU32 flags; //!< Chipset info flags - obsolete + NvU32 subSysVendorId; //!< Chipset subsystem vendor identification + NvU32 subSysDeviceId; //!< Chipset subsystem device identification + NvAPI_ShortString szSubSysVendorName; //!< subsystem vendor Name + NvU32 HBvendorId; //!< Host bridge vendor identification + NvU32 HBdeviceId; //!< Host bridge device identification + NvU32 HBsubSysVendorId; //!< Host bridge subsystem vendor identification + NvU32 HBsubSysDeviceId; //!< Host bridge subsystem device identification + +} NV_CHIPSET_INFO_v4; + +typedef struct +{ + NvU32 version; //!< structure version + NvU32 vendorId; //!< vendor ID + NvU32 deviceId; //!< device ID + NvAPI_ShortString szVendorName; //!< vendor Name + NvAPI_ShortString szChipsetName; //!< device Name + NvU32 flags; //!< Chipset info flags - obsolete + NvU32 subSysVendorId; //!< subsystem vendor ID + NvU32 subSysDeviceId; //!< subsystem device ID + NvAPI_ShortString szSubSysVendorName; //!< subsystem vendor Name +} NV_CHIPSET_INFO_v3; + +typedef enum +{ + NV_CHIPSET_INFO_HYBRID = 0x00000001, +} NV_CHIPSET_INFO_FLAGS; + +typedef struct +{ + NvU32 version; //!< structure version + NvU32 vendorId; //!< vendor ID + NvU32 deviceId; //!< device ID + NvAPI_ShortString szVendorName; //!< vendor Name + NvAPI_ShortString szChipsetName; //!< device Name + NvU32 flags; //!< Chipset info flags +} NV_CHIPSET_INFO_v2; + +typedef struct +{ + NvU32 version; //structure version + NvU32 vendorId; //vendor ID + NvU32 deviceId; //device ID + NvAPI_ShortString szVendorName; //vendor Name + NvAPI_ShortString szChipsetName; //device Name +} NV_CHIPSET_INFO_v1; + +#define NV_CHIPSET_INFO_VER_1 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v1,1) +#define NV_CHIPSET_INFO_VER_2 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v2,2) +#define NV_CHIPSET_INFO_VER_3 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v3,3) +#define NV_CHIPSET_INFO_VER_4 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v4,4) + +#define NV_CHIPSET_INFO NV_CHIPSET_INFO_v4 +#define NV_CHIPSET_INFO_VER NV_CHIPSET_INFO_VER_4 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SYS_GetChipSetInfo +// +//! This function returns information about the system's chipset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT pChipSetInfo is NULL. +//! \retval NVAPI_OK *pChipSetInfo is now set. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_CHIPSET_INFO version not compatible with driver. +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetChipSetInfo(NV_CHIPSET_INFO *pChipSetInfo); + + +//! \ingroup sysgeneral +//! Lid and dock information - used in NvAPI_GetLidDockInfo() +typedef struct +{ + NvU32 version; //! Structure version, constructed from the macro #NV_LID_DOCK_PARAMS_VER + NvU32 currentLidState; + NvU32 currentDockState; + NvU32 currentLidPolicy; + NvU32 currentDockPolicy; + NvU32 forcedLidMechanismPresent; + NvU32 forcedDockMechanismPresent; +}NV_LID_DOCK_PARAMS; + + +//! ingroup sysgeneral +#define NV_LID_DOCK_PARAMS_VER MAKE_NVAPI_VERSION(NV_LID_DOCK_PARAMS,1) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetLidDockInfo +// +//! DESCRIPTION: This function returns the current lid and dock information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 177 +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_NOT_SUPPORTED +//! \retval ::NVAPI_HANDLE_INVALIDATED +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetLidAndDockInfo(NV_LID_DOCK_PARAMS *pLidAndDock); + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SYS_GetDisplayIdFromGpuAndOutputId +// +//! DESCRIPTION: This API converts a Physical GPU handle and output ID to a +//! display ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGpu Handle to the physical GPU +//! \param [in] outputId Connected display output ID on the +//! target GPU - must only have one bit set +//! \param [out] displayId Pointer to an NvU32 which contains +//! the display ID +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid input parameter. +//! +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetDisplayIdFromGpuAndOutputId(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputId, NvU32* displayId); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SYS_GetGpuAndOutputIdFromDisplayId +// +//! DESCRIPTION: This API converts a display ID to a Physical GPU handle and output ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Display ID of display to retrieve +//! GPU and outputId for +//! \param [out] hPhysicalGpu Handle to the physical GPU +//! \param [out] outputId ) Connected display output ID on the +//! target GPU will only have one bit set. +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_ID_OUT_OF_RANGE The DisplayId corresponds to a +//! display which is not within the +//! normal outputId range. +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_INVALID_ARGUMENT +//! +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetGpuAndOutputIdFromDisplayId(NvU32 displayId, NvPhysicalGpuHandle *hPhysicalGpu, NvU32 *outputId); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SYS_GetPhysicalGpuFromDisplayId +// +//! \code +//! DESCRIPTION: This API retrieves the Physical GPU handle of the connected display +//! +//! \since Release: 313 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! PARAMETERS: displayId(IN) - Display ID of display to retrieve +//! GPU handle +//! hPhysicalGpu(OUT) - Handle to the physical GPU +//! +//! RETURN STATUS: +//! NVAPI_OK - completed request +//! NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! NVAPI_ERROR - miscellaneous error occurred +//! NVAPI_INVALID_ARGUMENT - Invalid input parameter. +//! \endcode +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetPhysicalGpuFromDisplayId(NvU32 displayId, NvPhysicalGpuHandle *hPhysicalGpu); + +typedef struct _NV_DISPLAY_DRIVER_INFO +{ + NvU32 version; //!< Structure Version. + NvU32 driverVersion; //!< Contains the driver version after successful return. + NvAPI_ShortString szBuildBranch; //!< Contains the driver-branch string after successful return. + NvU32 bIsDCHDriver : 1; //!< Contains the driver DCH status after successful return. + //!< Value of 1 means that this is DCH driver. + //!< Value of 0 means that this is not a DCH driver (NVAPI may be unable to query the DCH status of the driver due to some registry API errors, in that case the API will return with NVAPI_ERROR) + NvU32 bIsNVIDIAStudioPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Studio Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Studio Driver package. + NvU32 bIsNVIDIAGameReadyPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Game Ready Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Game Ready Driver package. + NvU32 bIsNVIDIARTXProductionBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX Enterprise Production Branch which offers ISV certifications, long life-cycle support, regular security updates, and access to the same functionality as corresponding NVIDIA Studio Driver Packages (i.e., of the same driver version number). + //!< Value of 1 means that this driver is from the NVIDIA RTX Enterprise Production Branch package. + NvU32 bIsNVIDIARTXNewFeatureBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX New Feature Branch. + //!< This driver typically gives access to new features, bug fixes, new operating system support, and other driver enhancements offered between NVIDIA RTX Enterprise Production Branch releases. Support duration for NVIDIA RTX New Feature Branches is shorter than that for NVIDIA RTX Enterprise Production Branches. + //!< Value of 1 means that this driver is from the NVIDIA RTX New Feature Branch package. + NvU32 reserved : 27; //!< Reserved for future use. +} NV_DISPLAY_DRIVER_INFO_V1; + +typedef struct _NV_DISPLAY_DRIVER_INFO_V2 +{ + NvU32 version; //!< Structure Version. + NvU32 driverVersion; //!< Contains the driver version after successful return. + NvAPI_ShortString szBuildBranch; //!< Contains the driver-branch string after successful return. + NvU32 bIsDCHDriver : 1; //!< Contains the driver DCH status after successful return. + //!< Value of 1 means that this is DCH driver. + //!< Value of 0 means that this is not a DCH driver (NVAPI may be unable to query the DCH status of the driver due to some registry API errors, in that case the API will return with NVAPI_ERROR) + NvU32 bIsNVIDIAStudioPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Studio Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Studio Driver package. + NvU32 bIsNVIDIAGameReadyPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Game Ready Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Game Ready Driver package. + NvU32 bIsNVIDIARTXProductionBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX Enterprise Production Branch which offers ISV certifications, long life-cycle support, regular security updates, and access to the same functionality as corresponding NVIDIA Studio Driver Packages (i.e., of the same driver version number). + //!< Value of 1 means that this driver is from the NVIDIA RTX Enterprise Production Branch package. + NvU32 bIsNVIDIARTXNewFeatureBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX New Feature Branch. + //!< This driver typically gives access to new features, bug fixes, new operating system support, and other driver enhancements offered between NVIDIA RTX Enterprise Production Branch releases. Support duration for NVIDIA RTX New Feature Branches is shorter than that for NVIDIA RTX Enterprise Production Branches. + //!< Value of 1 means that this driver is from the NVIDIA RTX New Feature Branch package. + NvU32 reserved : 27; //!< Reserved for future use. + NvAPI_ShortString szBuildBaseBranch; //!< (OUT) Contains the driver base branch string after successful return. + NvU32 reservedEx; //!< Reserved for future use +} NV_DISPLAY_DRIVER_INFO_V2; + +#define NV_DISPLAY_DRIVER_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_INFO_V1, 1) +#define NV_DISPLAY_DRIVER_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_INFO_V2, 2) +typedef NV_DISPLAY_DRIVER_INFO_V2 NV_DISPLAY_DRIVER_INFO; +#define NV_DISPLAY_DRIVER_INFO_VER NV_DISPLAY_DRIVER_INFO_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SYS_GetDisplayDriverInfo +// +//! DESCRIPTION: This API will return information related to the NVIDIA Display Driver. +//! Note that out of the driver types - Studio, Game Ready, RTX Production Branch, RTX New Feature Branch - only one driver type can be available in system. +//! If NVAPI is unable to get the information of particular driver type, we report all flags as 0 (Unknown). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 396 +//! +//! \param [inout] pDriverInfo - This structure will be filled with required information. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetDisplayDriverInfo(__inout NV_DISPLAY_DRIVER_INFO *pDriverInfo); + + +typedef struct _NV_PHYSICAL_GPU_HANDLE_DATA +{ + NvPhysicalGpuHandle hPhysicalGpu; // 1399) && !defined(NVAPI_INTERNAL) && !defined(NVAPI_DEPRECATED_OLD) +#ifndef __nvapi_deprecated_function +#define __nvapi_deprecated_function(message) __declspec(deprecated(message)) +#endif +#ifndef __nvapi_deprecated_datatype +#define __nvapi_deprecated_datatype(FirstRelease) __declspec(deprecated("Do not use this data type - it is deprecated in release " #FirstRelease ".")) +#endif +#else +#ifndef __nvapi_deprecated_function +#define __nvapi_deprecated_function(message) +#endif +#ifndef __nvapi_deprecated_datatype +#define __nvapi_deprecated_datatype(FirstRelease) +#endif +#endif + + +/* 64-bit types for compilers that support them, plus some obsolete variants */ +#if defined(__GNUC__) || defined(__arm) || defined(__IAR_SYSTEMS_ICC__) || defined(__ghs__) || defined(_WIN64) +typedef unsigned long long NvU64; /* 0 to 18446744073709551615 */ +typedef long long NvS64; /* -9223372036854775808 to 9223372036854775807 */ +#else +typedef unsigned __int64 NvU64; /* 0 to 18446744073709551615 */ +typedef __int64 NvS64; /* -9223372036854775808 to 9223372036854775807 */ +#endif + +#if NVAPI_USE_STDINT +typedef uint32_t NvV32; /* "void": enumerated or multiple fields */ +typedef uint32_t NvU32; /* 0 to 4294967295 */ +typedef int32_t NvS32; /* -2147483648 to 2147483647 */ + +#else +// mac os 32-bit still needs this +#if (defined(macintosh) || defined(__APPLE__)) && !defined(__LP64__) +typedef signed long NvS32; /* -2147483648 to 2147483647 */ +#else +typedef signed int NvS32; /* -2147483648 to 2147483647 */ +#endif + +#if !(NVOS_IS_UNIX || (defined(__unix))) +// mac os 32-bit still needs this +#if ( (defined(macintosh) && defined(__LP64__) && (__NVAPI_RESERVED0__)) || \ + (!defined(macintosh) && defined(__NVAPI_RESERVED0__)) ) +typedef unsigned int NvU32; /* 0 to 4294967295 */ +#else +typedef unsigned long NvU32; /* 0 to 4294967295 */ +#endif +#else +typedef unsigned int NvU32; /* 0 to 4294967295 */ +#endif +#endif + +typedef unsigned long temp_NvU32; /* 0 to 4294967295 */ +typedef signed short NvS16; +typedef unsigned short NvU16; +typedef unsigned char NvU8; +typedef signed char NvS8; +typedef float NvF32; +typedef double NvF64; + +/*! + * Macro to convert NvU32 to NvF32. + */ +#define NvU32TONvF32(_pData) *(NvF32 *)(_pData) +/*! + * Macro to convert NvF32 to NvU32. + */ +#define NvF32TONvU32(_pData) *(NvU32 *)(_pData) + +/* Boolean type */ +typedef NvU8 NvBool; +#define NV_TRUE ((NvBool)(0 == 0)) +#define NV_FALSE ((NvBool)(0 != 0)) + +typedef struct _NV_RECT +{ + NvU32 left; + NvU32 top; + NvU32 right; + NvU32 bottom; +} NV_RECT; + + +#define NV_DECLARE_HANDLE(name) struct name##__ { int unused; }; typedef struct name##__ *name + +//! \addtogroup nvapihandles +//! NVAPI Handles - These handles are retrieved from various calls and passed in to others in NvAPI +//! These are meant to be opaque types. Do not assume they correspond to indices, HDCs, +//! display indexes or anything else. +//! +//! Most handles remain valid until a display re-configuration (display mode set) or GPU +//! reconfiguration (going into or out of SLI modes) occurs. If NVAPI_HANDLE_INVALIDATED +//! is received by an app, it should discard all handles, and re-enumerate them. +//! @{ +NV_DECLARE_HANDLE(NvLogicalGpuHandle); //!< One or more physical GPUs acting in concert (SLI) +NV_DECLARE_HANDLE(NvPhysicalGpuHandle); //!< A single physical GPU +NV_DECLARE_HANDLE(NvDisplayHandle); //!< Display Device driven by NVIDIA GPU(s) (an attached display) +NV_DECLARE_HANDLE(NvMonitorHandle); //!< Monitor handle +NV_DECLARE_HANDLE(NvUnAttachedDisplayHandle); //!< Unattached Display Device driven by NVIDIA GPU(s) +NV_DECLARE_HANDLE(NvVisualComputingDeviceHandle); //!< A handle to a Visual Computing Device +NV_DECLARE_HANDLE(NvEventHandle); //!< A handle to an event registration instance + + +NV_DECLARE_HANDLE(NvHICHandle); //!< A handle to a Host Interface Card +NV_DECLARE_HANDLE(NvGSyncDeviceHandle); //!< A handle to a Sync device +NV_DECLARE_HANDLE(NvVioHandle); //!< A handle to an SDI device +NV_DECLARE_HANDLE(NvTransitionHandle); //!< A handle to address a single transition request +NV_DECLARE_HANDLE(NvAudioHandle); //!< NVIDIA HD Audio Device +NV_DECLARE_HANDLE(Nv3DVPContextHandle); //!< A handle for a 3D Vision Pro (3DVP) context +NV_DECLARE_HANDLE(Nv3DVPTransceiverHandle); //!< A handle for a 3DVP RF transceiver +NV_DECLARE_HANDLE(Nv3DVPGlassesHandle); //!< A handle for a pair of 3DVP RF shutter glasses +NV_DECLARE_HANDLE(NvPcfClientHandle); //!< A handle for NVPCF clients + +typedef void* StereoHandle; //!< A stereo handle, that corresponds to the device interface + +NV_DECLARE_HANDLE(NvSourceHandle); //!< Unique source handle on the system +NV_DECLARE_HANDLE(NvTargetHandle); //!< Unique target handle on the system +NV_DECLARE_HANDLE(NVDX_SwapChainHandle); //!< DirectX SwapChain objects +static const NVDX_SwapChainHandle NVDX_SWAPCHAIN_NONE = 0; +NV_DECLARE_HANDLE(NvPresentBarrierClientHandle); //!< PresentBarrier client object +//! @} + +//! \ingroup nvapihandles +//! @{ +#define NVAPI_DEFAULT_HANDLE 0 +#define NV_BIT(x) (1 << (x)) +//! @} + + + +//! \addtogroup nvapitypes +//! @{ +#define NVAPI_GENERIC_STRING_MAX 4096 +#define NVAPI_LONG_STRING_MAX 256 +#define NVAPI_SHORT_STRING_MAX 64 + +typedef struct +{ + NvS32 sX; + NvS32 sY; + NvS32 sWidth; + NvS32 sHeight; +} NvSBox; + +#ifndef NvGUID_Defined +#define NvGUID_Defined + +typedef struct +{ + NvU32 data1; + NvU16 data2; + NvU16 data3; + NvU8 data4[8]; +} NvGUID, NvLUID; + + +#endif //#ifndef NvGUID_Defined +#define NVAPI_MAX_PHYSICAL_GPUS 64 + + +#define NVAPI_MAX_PHYSICAL_BRIDGES 100 +#define NVAPI_PHYSICAL_GPUS 32 +#define NVAPI_MAX_LOGICAL_GPUS 64 +#define NVAPI_MAX_AVAILABLE_GPU_TOPOLOGIES 256 +#define NVAPI_MAX_AVAILABLE_SLI_GROUPS 256 +#define NVAPI_MAX_GPU_TOPOLOGIES NVAPI_MAX_PHYSICAL_GPUS +#define NVAPI_MAX_GPU_PER_TOPOLOGY 8 +#define NVAPI_MAX_DISPLAY_HEADS 2 +#define NVAPI_ADVANCED_DISPLAY_HEADS 4 +#define NVAPI_MAX_DISPLAYS NVAPI_PHYSICAL_GPUS * NVAPI_ADVANCED_DISPLAY_HEADS +#define NVAPI_MAX_ACPI_IDS 16 +#define NVAPI_MAX_VIEW_MODES 8 + + +#define NVAPI_SYSTEM_MAX_HWBCS 128 +#define NVAPI_SYSTEM_HWBC_INVALID_ID 0xffffffff + +#define NVAPI_SYSTEM_MAX_DISPLAYS NVAPI_MAX_PHYSICAL_GPUS * NV_MAX_HEADS +#define NV_MAX_HEADS 4 //!< Maximum heads, each with NVAPI_DESKTOP_RES resolution +#define NVAPI_MAX_HEADS_PER_GPU 32 +#define NV_MAX_VID_STREAMS 4 //!< Maximum number of input video streams, each with a #NVAPI_VIDEO_SRC_INFO +#define NV_MAX_VID_STREAMS_EX 20 //!< Increasing MAX no. of input video streams, each with a #NVAPI_VIDEO_SRC_INFO +#define NV_MAX_VID_PROFILES 4 //!< Maximum number of output video profiles supported + +#define NVAPI_MAX_AUDIO_DEVICES 16 + + +typedef char NvAPI_String[NVAPI_GENERIC_STRING_MAX]; +typedef char NvAPI_LongString[NVAPI_LONG_STRING_MAX]; +typedef char NvAPI_ShortString[NVAPI_SHORT_STRING_MAX]; +typedef NvU16 NvAPI_UnicodeShortString[NVAPI_SHORT_STRING_MAX]; +//! @} + + +// ========================================================================================= +//! NvAPI Version Definition \n +//! Maintain per structure specific version define using the MAKE_NVAPI_VERSION macro. \n +//! Usage: #define NV_GENLOCK_STATUS_VER MAKE_NVAPI_VERSION(NV_GENLOCK_STATUS, 1) +//! \ingroup nvapitypes +// ========================================================================================= +#define MAKE_NVAPI_VERSION(typeName,ver) (NvU32)(sizeof(typeName) | ((ver)<<16)) + +//! \ingroup nvapitypes +#define GET_NVAPI_VERSION(ver) (NvU32)((ver)>>16) + +//! \ingroup nvapitypes +#define GET_NVAPI_SIZE(ver) (NvU32)((ver) & 0xffff) + + +// ==================================================== +//! NvAPI Status Values +//! All NvAPI functions return one of these codes. +//! \ingroup nvapistatus +// ==================================================== + + +typedef enum _NvAPI_Status +{ + NVAPI_OK = 0, //!< Success. Request is completed. + NVAPI_ERROR = -1, //!< Generic error + NVAPI_LIBRARY_NOT_FOUND = -2, //!< NVAPI support library cannot be loaded. + NVAPI_NO_IMPLEMENTATION = -3, //!< not implemented in current driver installation + NVAPI_API_NOT_INITIALIZED = -4, //!< NvAPI_Initialize has not been called (successfully) + NVAPI_INVALID_ARGUMENT = -5, //!< The argument/parameter value is not valid or NULL. + NVAPI_NVIDIA_DEVICE_NOT_FOUND = -6, //!< No NVIDIA display driver, or NVIDIA GPU driving a display, was found. + NVAPI_END_ENUMERATION = -7, //!< No more items to enumerate + NVAPI_INVALID_HANDLE = -8, //!< Invalid handle + NVAPI_INCOMPATIBLE_STRUCT_VERSION = -9, //!< An argument's structure version is not supported + NVAPI_HANDLE_INVALIDATED = -10, //!< The handle is no longer valid (likely due to GPU or display re-configuration) + NVAPI_OPENGL_CONTEXT_NOT_CURRENT = -11, //!< No NVIDIA OpenGL context is current (but needs to be) + NVAPI_INVALID_POINTER = -14, //!< An invalid pointer, usually NULL, was passed as a parameter + NVAPI_NO_GL_EXPERT = -12, //!< OpenGL Expert is not supported by the current drivers + NVAPI_INSTRUMENTATION_DISABLED = -13, //!< OpenGL Expert is supported, but driver instrumentation is currently disabled + NVAPI_NO_GL_NSIGHT = -15, //!< OpenGL does not support Nsight + + NVAPI_EXPECTED_LOGICAL_GPU_HANDLE = -100, //!< Expected a logical GPU handle for one or more parameters + NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE = -101, //!< Expected a physical GPU handle for one or more parameters + NVAPI_EXPECTED_DISPLAY_HANDLE = -102, //!< Expected an NV display handle for one or more parameters + NVAPI_INVALID_COMBINATION = -103, //!< The combination of parameters is not valid. + NVAPI_NOT_SUPPORTED = -104, //!< Requested feature is not supported in the selected GPU + NVAPI_PORTID_NOT_FOUND = -105, //!< No port ID was found for the I2C transaction + NVAPI_EXPECTED_UNATTACHED_DISPLAY_HANDLE = -106, //!< Expected an unattached display handle as one of the input parameters. + NVAPI_INVALID_PERF_LEVEL = -107, //!< Invalid perf level + NVAPI_DEVICE_BUSY = -108, //!< Device is busy; request not fulfilled + NVAPI_NV_PERSIST_FILE_NOT_FOUND = -109, //!< NV persist file is not found + NVAPI_PERSIST_DATA_NOT_FOUND = -110, //!< NV persist data is not found + NVAPI_EXPECTED_TV_DISPLAY = -111, //!< Expected a TV output display + NVAPI_EXPECTED_TV_DISPLAY_ON_DCONNECTOR = -112, //!< Expected a TV output on the D Connector - HDTV_EIAJ4120. + NVAPI_NO_ACTIVE_SLI_TOPOLOGY = -113, //!< SLI is not active on this device. + NVAPI_SLI_RENDERING_MODE_NOTALLOWED = -114, //!< Setup of SLI rendering mode is not possible right now. + NVAPI_EXPECTED_DIGITAL_FLAT_PANEL = -115, //!< Expected a digital flat panel. + NVAPI_ARGUMENT_EXCEED_MAX_SIZE = -116, //!< Argument exceeds the expected size. + NVAPI_DEVICE_SWITCHING_NOT_ALLOWED = -117, //!< Inhibit is ON due to one of the flags in NV_GPU_DISPLAY_CHANGE_INHIBIT or SLI active. + NVAPI_TESTING_CLOCKS_NOT_SUPPORTED = -118, //!< Testing of clocks is not supported. + NVAPI_UNKNOWN_UNDERSCAN_CONFIG = -119, //!< The specified underscan config is from an unknown source (e.g. INF) + NVAPI_TIMEOUT_RECONFIGURING_GPU_TOPO = -120, //!< Timeout while reconfiguring GPUs + NVAPI_DATA_NOT_FOUND = -121, //!< Requested data was not found + NVAPI_EXPECTED_ANALOG_DISPLAY = -122, //!< Expected an analog display + NVAPI_NO_VIDLINK = -123, //!< No SLI video bridge is present + NVAPI_REQUIRES_REBOOT = -124, //!< NVAPI requires a reboot for the settings to take effect + NVAPI_INVALID_HYBRID_MODE = -125, //!< The function is not supported with the current Hybrid mode. + NVAPI_MIXED_TARGET_TYPES = -126, //!< The target types are not all the same + NVAPI_SYSWOW64_NOT_SUPPORTED = -127, //!< The function is not supported from 32-bit on a 64-bit system. + NVAPI_IMPLICIT_SET_GPU_TOPOLOGY_CHANGE_NOT_ALLOWED = -128, //!< There is no implicit GPU topology active. Use NVAPI_SetHybridMode to change topology. + NVAPI_REQUEST_USER_TO_CLOSE_NON_MIGRATABLE_APPS = -129, //!< Prompt the user to close all non-migratable applications. + NVAPI_OUT_OF_MEMORY = -130, //!< Could not allocate sufficient memory to complete the call. + NVAPI_WAS_STILL_DRAWING = -131, //!< The previous operation that is transferring information to or from this surface is incomplete. + NVAPI_FILE_NOT_FOUND = -132, //!< The file was not found. + NVAPI_TOO_MANY_UNIQUE_STATE_OBJECTS = -133, //!< There are too many unique instances of a particular type of state object. + NVAPI_INVALID_CALL = -134, //!< The method call is invalid. For example, a method's parameter may not be a valid pointer. + NVAPI_D3D10_1_LIBRARY_NOT_FOUND = -135, //!< d3d10_1.dll cannot be loaded. + NVAPI_FUNCTION_NOT_FOUND = -136, //!< Couldn't find the function in the loaded DLL. + NVAPI_INVALID_USER_PRIVILEGE = -137, //!< The application will require Administrator privileges to access this API. + //!< The application can be elevated to a higher permission level by selecting "Run as Administrator". + NVAPI_EXPECTED_NON_PRIMARY_DISPLAY_HANDLE = -138, //!< The handle corresponds to GDIPrimary. + NVAPI_EXPECTED_COMPUTE_GPU_HANDLE = -139, //!< Setting Physx GPU requires that the GPU is compute-capable. + NVAPI_STEREO_NOT_INITIALIZED = -140, //!< The Stereo part of NVAPI failed to initialize completely. Check if the stereo driver is installed. + NVAPI_STEREO_REGISTRY_ACCESS_FAILED = -141, //!< Access to stereo-related registry keys or values has failed. + NVAPI_STEREO_REGISTRY_PROFILE_TYPE_NOT_SUPPORTED = -142, //!< The given registry profile type is not supported. + NVAPI_STEREO_REGISTRY_VALUE_NOT_SUPPORTED = -143, //!< The given registry value is not supported. + NVAPI_STEREO_NOT_ENABLED = -144, //!< Stereo is not enabled and the function needed it to execute completely. + NVAPI_STEREO_NOT_TURNED_ON = -145, //!< Stereo is not turned on and the function needed it to execute completely. + NVAPI_STEREO_INVALID_DEVICE_INTERFACE = -146, //!< Invalid device interface. + NVAPI_STEREO_PARAMETER_OUT_OF_RANGE = -147, //!< Separation percentage or JPEG image capture quality is out of [0-100] range. + NVAPI_STEREO_FRUSTUM_ADJUST_MODE_NOT_SUPPORTED = -148, //!< The given frustum adjust mode is not supported. + NVAPI_TOPO_NOT_POSSIBLE = -149, //!< The mosaic topology is not possible given the current state of the hardware. + NVAPI_MODE_CHANGE_FAILED = -150, //!< An attempt to do a display resolution mode change has failed. + NVAPI_D3D11_LIBRARY_NOT_FOUND = -151, //!< d3d11.dll/d3d11_beta.dll cannot be loaded. + NVAPI_INVALID_ADDRESS = -152, //!< Address is outside of valid range. + NVAPI_STRING_TOO_SMALL = -153, //!< The pre-allocated string is too small to hold the result. + NVAPI_MATCHING_DEVICE_NOT_FOUND = -154, //!< The input does not match any of the available devices. + NVAPI_DRIVER_RUNNING = -155, //!< Driver is running. + NVAPI_DRIVER_NOTRUNNING = -156, //!< Driver is not running. + NVAPI_ERROR_DRIVER_RELOAD_REQUIRED = -157, //!< A driver reload is required to apply these settings. + NVAPI_SET_NOT_ALLOWED = -158, //!< Intended setting is not allowed. + NVAPI_ADVANCED_DISPLAY_TOPOLOGY_REQUIRED = -159, //!< Information can't be returned due to "advanced display topology". + NVAPI_SETTING_NOT_FOUND = -160, //!< Setting is not found. + NVAPI_SETTING_SIZE_TOO_LARGE = -161, //!< Setting size is too large. + NVAPI_TOO_MANY_SETTINGS_IN_PROFILE = -162, //!< There are too many settings for a profile. + NVAPI_PROFILE_NOT_FOUND = -163, //!< Profile is not found. + NVAPI_PROFILE_NAME_IN_USE = -164, //!< Profile name is duplicated. + NVAPI_PROFILE_NAME_EMPTY = -165, //!< Profile name is empty. + NVAPI_EXECUTABLE_NOT_FOUND = -166, //!< Application not found in the Profile. + NVAPI_EXECUTABLE_ALREADY_IN_USE = -167, //!< Application already exists in the other profile. + NVAPI_DATATYPE_MISMATCH = -168, //!< Data Type mismatch + NVAPI_PROFILE_REMOVED = -169, //!< The profile passed as parameter has been removed and is no longer valid. + NVAPI_UNREGISTERED_RESOURCE = -170, //!< An unregistered resource was passed as a parameter. + NVAPI_ID_OUT_OF_RANGE = -171, //!< The DisplayId corresponds to a display which is not within the normal outputId range. + NVAPI_DISPLAYCONFIG_VALIDATION_FAILED = -172, //!< Display topology is not valid so the driver cannot do a mode set on this configuration. + NVAPI_DPMST_CHANGED = -173, //!< Display Port Multi-Stream topology has been changed. + NVAPI_INSUFFICIENT_BUFFER = -174, //!< Input buffer is insufficient to hold the contents. + NVAPI_ACCESS_DENIED = -175, //!< No access to the caller. + NVAPI_MOSAIC_NOT_ACTIVE = -176, //!< The requested action cannot be performed without Mosaic being enabled. + NVAPI_SHARE_RESOURCE_RELOCATED = -177, //!< The surface is relocated away from video memory. + NVAPI_REQUEST_USER_TO_DISABLE_DWM = -178, //!< The user should disable DWM before calling NvAPI. + NVAPI_D3D_DEVICE_LOST = -179, //!< D3D device status is D3DERR_DEVICELOST or D3DERR_DEVICENOTRESET - the user has to reset the device. + NVAPI_INVALID_CONFIGURATION = -180, //!< The requested action cannot be performed in the current state. + NVAPI_STEREO_HANDSHAKE_NOT_DONE = -181, //!< Call failed as stereo handshake not completed. + NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS = -182, //!< The path provided was too short to determine the correct NVDRS_APPLICATION + NVAPI_DEFAULT_STEREO_PROFILE_IS_NOT_DEFINED = -183, //!< Default stereo profile is not currently defined + NVAPI_DEFAULT_STEREO_PROFILE_DOES_NOT_EXIST = -184, //!< Default stereo profile does not exist + NVAPI_CLUSTER_ALREADY_EXISTS = -185, //!< A cluster is already defined with the given configuration. + NVAPI_DPMST_DISPLAY_ID_EXPECTED = -186, //!< The input display id is not that of a multi stream enabled connector or a display device in a multi stream topology + NVAPI_INVALID_DISPLAY_ID = -187, //!< The input display id is not valid or the monitor associated to it does not support the current operation + NVAPI_STREAM_IS_OUT_OF_SYNC = -188, //!< While playing secure audio stream, stream goes out of sync + NVAPI_INCOMPATIBLE_AUDIO_DRIVER = -189, //!< Older audio driver version than required + NVAPI_VALUE_ALREADY_SET = -190, //!< Value already set, setting again not allowed. + NVAPI_TIMEOUT = -191, //!< Requested operation timed out + NVAPI_GPU_WORKSTATION_FEATURE_INCOMPLETE = -192, //!< The requested workstation feature set has incomplete driver internal allocation resources + NVAPI_STEREO_INIT_ACTIVATION_NOT_DONE = -193, //!< Call failed because InitActivation was not called. + NVAPI_SYNC_NOT_ACTIVE = -194, //!< The requested action cannot be performed without Sync being enabled. + NVAPI_SYNC_MASTER_NOT_FOUND = -195, //!< The requested action cannot be performed without Sync Master being enabled. + NVAPI_INVALID_SYNC_TOPOLOGY = -196, //!< Invalid displays passed in the NV_GSYNC_DISPLAY pointer. + NVAPI_ECID_SIGN_ALGO_UNSUPPORTED = -197, //!< The specified signing algorithm is not supported. Either an incorrect value was entered or the current installed driver/hardware does not support the input value. + NVAPI_ECID_KEY_VERIFICATION_FAILED = -198, //!< The encrypted public key verification has failed. + NVAPI_FIRMWARE_OUT_OF_DATE = -199, //!< The device's firmware is out of date. + NVAPI_FIRMWARE_REVISION_NOT_SUPPORTED = -200, //!< The device's firmware is not supported. + NVAPI_LICENSE_CALLER_AUTHENTICATION_FAILED = -201, //!< The caller is not authorized to modify the License. + NVAPI_D3D_DEVICE_NOT_REGISTERED = -202, //!< The user tried to use a deferred context without registering the device first + NVAPI_RESOURCE_NOT_ACQUIRED = -203, //!< Head or SourceId was not reserved for the VR Display before doing the Modeset or the dedicated display. + NVAPI_TIMING_NOT_SUPPORTED = -204, //!< Provided timing is not supported. + NVAPI_HDCP_ENCRYPTION_FAILED = -205, //!< HDCP Encryption Failed for the device. Would be applicable when the device is HDCP Capable. + NVAPI_PCLK_LIMITATION_FAILED = -206, //!< Provided mode is over sink device pclk limitation. + NVAPI_NO_CONNECTOR_FOUND = -207, //!< No connector on GPU found. + NVAPI_HDCP_DISABLED = -208, //!< When a non-HDCP capable HMD is connected, we would inform user by this code. + NVAPI_API_IN_USE = -209, //!< Atleast an API is still being called + NVAPI_NVIDIA_DISPLAY_NOT_FOUND = -210, //!< No display found on Nvidia GPU(s). + NVAPI_PRIV_SEC_VIOLATION = -211, //!< Priv security violation, improper access to a secured register. + NVAPI_INCORRECT_VENDOR = -212, //!< NVAPI cannot be called by this vendor + NVAPI_DISPLAY_IN_USE = -213, //!< DirectMode Display is already in use + NVAPI_UNSUPPORTED_CONFIG_NON_HDCP_HMD = -214, //!< The Config is having Non-NVidia GPU with Non-HDCP HMD connected + NVAPI_MAX_DISPLAY_LIMIT_REACHED = -215, //!< GPU's Max Display Limit has Reached + NVAPI_INVALID_DIRECT_MODE_DISPLAY = -216, //!< DirectMode not Enabled on the Display + NVAPI_GPU_IN_DEBUG_MODE = -217, //!< GPU is in debug mode, OC is NOT allowed. + NVAPI_D3D_CONTEXT_NOT_FOUND = -218, //!< No NvAPI context was found for this D3D object + NVAPI_STEREO_VERSION_MISMATCH = -219, //!< there is version mismatch between stereo driver and dx driver + NVAPI_GPU_NOT_POWERED = -220, //!< GPU is not powered and so the request cannot be completed. + NVAPI_ERROR_DRIVER_RELOAD_IN_PROGRESS = -221, //!< The display driver update in progress. + NVAPI_WAIT_FOR_HW_RESOURCE = -222, //!< Wait for HW resources allocation + NVAPI_REQUIRE_FURTHER_HDCP_ACTION = -223, //!< operation requires further HDCP action + NVAPI_DISPLAY_MUX_TRANSITION_FAILED = -224, //!< Dynamic Mux transition failure + NVAPI_INVALID_DSC_VERSION = -225, //!< Invalid DSC version + NVAPI_INVALID_DSC_SLICECOUNT = -226, //!< Invalid DSC slice count + NVAPI_INVALID_DSC_OUTPUT_BPP = -227, //!< Invalid DSC output BPP + NVAPI_FAILED_TO_LOAD_FROM_DRIVER_STORE = -228, //!< There was an error while loading nvapi.dll from the driver store. + NVAPI_NO_VULKAN = -229, //!< OpenGL does not export Vulkan fake extensions + NVAPI_REQUEST_PENDING = -230, //!< A request for NvTOPPs telemetry CData has already been made and is pending a response. + NVAPI_RESOURCE_IN_USE = -231, //!< Operation cannot be performed because the resource is in use. + NVAPI_INVALID_IMAGE = -232, //!< Device kernel image is invalid + NVAPI_INVALID_PTX = -233, //!< PTX JIT compilation failed + NVAPI_NVLINK_UNCORRECTABLE = -234, //!< Uncorrectable NVLink error was detected during the execution + NVAPI_JIT_COMPILER_NOT_FOUND = -235, //!< PTX JIT compiler library was not found. + NVAPI_INVALID_SOURCE = -236, //!< Device kernel source is invalid. + NVAPI_ILLEGAL_INSTRUCTION = -237, //!< While executing a kernel, the device encountered an illegal instruction. + NVAPI_INVALID_PC = -238, //!< While executing a kernel, the device program counter wrapped its address space + NVAPI_LAUNCH_FAILED = -239, //!< An exception occurred on the device while executing a kernel + NVAPI_NOT_PERMITTED = -240, //!< Attempted operation is not permitted. + NVAPI_CALLBACK_ALREADY_REGISTERED = -241, //!< The callback function has already been registered. + NVAPI_CALLBACK_NOT_FOUND = -242, //!< The callback function is not found or not registered. + NVAPI_INVALID_OUTPUT_WIRE_FORMAT = -243, //!< Invalid Wire Format for the VR HMD +} NvAPI_Status; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SYS_GetDriverAndBranchVersion +// +//! DESCRIPTION: This API returns display driver version and driver-branch string. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] pDriverVersion Contains the driver version after successful return. +//! \param [out] szBuildBranchString Contains the driver-branch string after successful return. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT: either pDriverVersion is NULL or enum index too big +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! +//! \ingroup driverapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetDriverAndBranchVersion(NvU32* pDriverVersion, NvAPI_ShortString szBuildBranchString); +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfo(). +typedef struct +{ + NvU32 version; //!< Version info + NvU32 dedicatedVideoMemory; //!< Size(in kb) of the physical framebuffer. + NvU32 availableDedicatedVideoMemory; //!< Size(in kb) of the available physical framebuffer for allocating video memory surfaces. + NvU32 systemVideoMemory; //!< Size(in kb) of system memory the driver allocates at load time. + NvU32 sharedSystemMemory; //!< Size(in kb) of shared system memory that driver is allowed to commit for surfaces across all allocations. + +} NV_DISPLAY_DRIVER_MEMORY_INFO_V1; + + +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfo(). +typedef struct +{ + NvU32 version; //!< Version info + NvU32 dedicatedVideoMemory; //!< Size(in kb) of the physical framebuffer. + NvU32 availableDedicatedVideoMemory; //!< Size(in kb) of the available physical framebuffer for allocating video memory surfaces. + NvU32 systemVideoMemory; //!< Size(in kb) of system memory the driver allocates at load time. + NvU32 sharedSystemMemory; //!< Size(in kb) of shared system memory that driver is allowed to commit for surfaces across all allocations. + NvU32 curAvailableDedicatedVideoMemory; //!< Size(in kb) of the current available physical framebuffer for allocating video memory surfaces. + +} NV_DISPLAY_DRIVER_MEMORY_INFO_V2; + +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfo(). +typedef struct +{ + NvU32 version; //!< Version info + NvU32 dedicatedVideoMemory; //!< Size(in kb) of the physical framebuffer. + NvU32 availableDedicatedVideoMemory; //!< Size(in kb) of the available physical framebuffer for allocating video memory surfaces. + NvU32 systemVideoMemory; //!< Size(in kb) of system memory the driver allocates at load time. + NvU32 sharedSystemMemory; //!< Size(in kb) of shared system memory that driver is allowed to commit for surfaces across all allocations. + NvU32 curAvailableDedicatedVideoMemory; //!< Size(in kb) of the current available physical framebuffer for allocating video memory surfaces. + NvU32 dedicatedVideoMemoryEvictionsSize; //!< Size(in kb) of the total size of memory released as a result of the evictions. + NvU32 dedicatedVideoMemoryEvictionCount; //!< Indicates the number of eviction events that caused an allocation to be removed from dedicated video memory to free GPU + //!< video memory to make room for other allocations. +} NV_DISPLAY_DRIVER_MEMORY_INFO_V3; + +//! \ingroup driverapi +typedef NV_DISPLAY_DRIVER_MEMORY_INFO_V3 NV_DISPLAY_DRIVER_MEMORY_INFO; + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_DISPLAY_DRIVER_MEMORY_INFO_V1 +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER_1 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_MEMORY_INFO_V1,1) + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_DISPLAY_DRIVER_MEMORY_INFO_V2 +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER_2 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_MEMORY_INFO_V2,2) + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_DISPLAY_DRIVER_MEMORY_INFO_V3 +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER_3 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_MEMORY_INFO_V3,3) + +//! \ingroup driverapi +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER NV_DISPLAY_DRIVER_MEMORY_INFO_VER_3 + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetMemoryInfo +// +//! DESCRIPTION: This function retrieves the available driver memory footprint for the specified GPU. +//! If the GPU is in TCC Mode, only dedicatedVideoMemory will be returned in pMemoryInfo (NV_DISPLAY_DRIVER_MEMORY_INFO). +//! +//! \deprecated Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetMemoryInfoEx. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! \since Release: 177 +//! +//! \param [in] hPhysicalGpu Handle of the physical GPU for which the memory information is to be extracted. +//! \param [out] pMemoryInfo The memory footprint available in the driver. See NV_DISPLAY_DRIVER_MEMORY_INFO. +//! +//! \retval NVAPI_INVALID_ARGUMENT pMemoryInfo is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_DISPLAY_DRIVER_MEMORY_INFO structure version mismatch. +//! +//! \ingroup driverapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetMemoryInfoEx.") +NVAPI_INTERFACE NvAPI_GPU_GetMemoryInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_DISPLAY_DRIVER_MEMORY_INFO *pMemoryInfo); + + +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfoEx(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU64 dedicatedVideoMemory; //!< Size(in bytes) of the physical framebuffer. Refers to the dedicated video memory on discrete GPUs. + //! It is more performant for GPU operations than the reserved systemVideoMemory. + NvU64 availableDedicatedVideoMemory; //!< Size(in bytes) of the available physical framebuffer for allocating video memory surfaces. + NvU64 systemVideoMemory; //!< Size(in bytes) of system memory the driver allocates at load time. It is a substitute for dedicated video memory. + //!< Typically used with integrated GPUs that do not have dedicated video memory. + NvU64 sharedSystemMemory; //!< Size(in bytes) of shared system memory that driver is allowed to commit for surfaces across all allocations. + //!< On discrete GPUs, it is used to utilize system memory for various operations. It does not need to be reserved during boot. + //!< It may be used by both GPU and CPU, and has an "on-demand" type of usage. + NvU64 curAvailableDedicatedVideoMemory; //!< Size(in bytes) of the current available physical framebuffer for allocating video memory surfaces. + NvU64 dedicatedVideoMemoryEvictionsSize; //!< Size(in bytes) of the total size of memory released as a result of the evictions. + NvU64 dedicatedVideoMemoryEvictionCount; //!< Indicates the number of eviction events that caused an allocation to be removed from dedicated video memory to free GPU + //!< video memory to make room for other allocations. + NvU64 dedicatedVideoMemoryPromotionsSize; //!< Size(in bytes) of the total size of memory allocated as a result of the promotions. + NvU64 dedicatedVideoMemoryPromotionCount; //!< Indicates the number of promotion events that caused an allocation to be promoted to dedicated video memory +} NV_GPU_MEMORY_INFO_EX_V1; + +//! \ingroup driverapi +typedef NV_GPU_MEMORY_INFO_EX_V1 NV_GPU_MEMORY_INFO_EX; + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_GPU_MEMORY_INFO_EX_V1 +#define NV_GPU_MEMORY_INFO_EX_VER_1 MAKE_NVAPI_VERSION(NV_GPU_MEMORY_INFO_EX_V1,1) + +//! \ingroup driverapi +#define NV_GPU_MEMORY_INFO_EX_VER NV_GPU_MEMORY_INFO_EX_VER_1 + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetMemoryInfoEx +// +//! DESCRIPTION: This function retrieves the available driver memory footprint for the specified GPU. +//! If the GPU is in TCC Mode, only dedicatedVideoMemory will be returned in pMemoryInfo (NV_GPU_MEMORY_INFO_EX). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 520 +//! +//! \param [in] hPhysicalGpu Handle of the physical GPU for which the memory information is to be extracted. +//! \param [out] pMemoryInfo The memory footprint available in the driver. See NV_GPU_MEMORY_INFO_EX. +//! +//! \retval NVAPI_INVALID_ARGUMENT pMemoryInfo is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_GPU_MEMORY_INFO_EX structure version mismatch. +//! +//! \ingroup driverapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetMemoryInfoEx(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_MEMORY_INFO_EX *pMemoryInfo); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumPhysicalGPUs +// +//! This function returns an array of physical GPU handles. +//! Each handle represents a physical GPU present in the system. +//! That GPU may be part of an SLI configuration, or may not be visible to the OS directly. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array nvGPUHandle will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! \note In drivers older than 105.00, all physical GPU handles get invalidated on a +//! modeset. So the calling applications need to renum the handles after every modeset.\n +//! With drivers 105.00 and up, all physical GPU handles are constant. +//! Physical GPU handles are constant as long as the GPUs are not physically moved and +//! the SBIOS VGA order is unchanged. +//! +//! For GPU handles in TCC MODE please use NvAPI_EnumTCCPhysicalGPUs() +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \par Introduced in +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT nvGPUHandle or pGpuCount is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumPhysicalGPUs(NvPhysicalGpuHandle nvGPUHandle[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +NV_DECLARE_HANDLE(NVDX_ObjectHandle); // DX Objects +static const NVDX_ObjectHandle NVDX_OBJECT_NONE = 0; + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetObjectHandleForResource +// +//! DESCRIPTION: This API gets a handle to a resource. +//! +//! \param [in] pDev The ID3D11Device, ID3D10Device or IDirect3DDevice9 or ID3D11DeviceContext to use +//! \param [in] pResource The ID3D11Resource, ID3D10Resource or IDirect3DResource9 from which +//! we want the NvAPI handle +//! \param [out] pHandle A handle to the resource +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \return ::NVAPI_OK if the handle was populated. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetObjectHandleForResource( + IUnknown *pDevice, + IUnknown *pResource, + NVDX_ObjectHandle *pHandle); + + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_d3dext.h b/src/imports/nvapi/nvapi_lite_d3dext.h new file mode 100644 index 0000000..deab4f9 --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_d3dext.h @@ -0,0 +1,184 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +#if defined(__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +//! \ingroup dx +//! D3D_FEATURE_LEVEL supported - used in NvAPI_D3D11_CreateDevice() and NvAPI_D3D11_CreateDeviceAndSwapChain() +typedef enum +{ + NVAPI_DEVICE_FEATURE_LEVEL_NULL = -1, + NVAPI_DEVICE_FEATURE_LEVEL_10_0 = 0, + NVAPI_DEVICE_FEATURE_LEVEL_10_0_PLUS = 1, + NVAPI_DEVICE_FEATURE_LEVEL_10_1 = 2, + NVAPI_DEVICE_FEATURE_LEVEL_11_0 = 3, +} NVAPI_DEVICE_FEATURE_LEVEL; + +#endif //defined(__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +#if defined(__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateDevice +// +//! DESCRIPTION: This function tries to create a DirectX 11 device. If the call fails (if we are running +//! on pre-DirectX 11 hardware), depending on the type of hardware it will try to create a DirectX 10.1 OR DirectX 10.0+ +//! OR DirectX 10.0 device. The function call is the same as D3D11CreateDevice(), but with an extra +//! argument (D3D_FEATURE_LEVEL supported by the device) that the function fills in. This argument +//! can contain -1 (NVAPI_DEVICE_FEATURE_LEVEL_NULL), if the requested featureLevel is less than DirecX 10.0. +//! +//! NOTE: When NvAPI_D3D11_CreateDevice is called with 10+ feature level we have an issue on few set of +//! tesla hardware (G80/G84/G86/G92/G94/G96) which does not support all feature level 10+ functionality +//! e.g. calling driver with mismatch between RenderTarget and Depth Buffer. App developers should +//! take into consideration such limitation when using NVAPI on such tesla hardwares. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pAdapter +//! \param [in] DriverType +//! \param [in] Software +//! \param [in] Flags +//! \param [in] *pFeatureLevels +//! \param [in] FeatureLevels +//! \param [in] SDKVersion +//! \param [in] **ppDevice +//! \param [in] *pFeatureLevel +//! \param [in] **ppImmediateContext +//! \param [in] *pSupportedLevel D3D_FEATURE_LEVEL supported +//! +//! \return NVAPI_OK if the createDevice call succeeded. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateDevice(IDXGIAdapter* pAdapter, + D3D_DRIVER_TYPE DriverType, + HMODULE Software, + UINT Flags, + CONST D3D_FEATURE_LEVEL *pFeatureLevels, + UINT FeatureLevels, + UINT SDKVersion, + ID3D11Device **ppDevice, + D3D_FEATURE_LEVEL *pFeatureLevel, + ID3D11DeviceContext **ppImmediateContext, + NVAPI_DEVICE_FEATURE_LEVEL *pSupportedLevel); + + +#endif //defined(__cplusplus) && defined(__d3d11_h__) +#if defined(__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateDeviceAndSwapChain +// +//! DESCRIPTION: This function tries to create a DirectX 11 device and swap chain. If the call fails (if we are +//! running on pre=DirectX 11 hardware), depending on the type of hardware it will try to create a DirectX 10.1 OR +//! DirectX 10.0+ OR DirectX 10.0 device. The function call is the same as D3D11CreateDeviceAndSwapChain, +//! but with an extra argument (D3D_FEATURE_LEVEL supported by the device) that the function fills +//! in. This argument can contain -1 (NVAPI_DEVICE_FEATURE_LEVEL_NULL), if the requested featureLevel +//! is less than DirectX 10.0. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pAdapter +//! \param [in] DriverType +//! \param [in] Software +//! \param [in] Flags +//! \param [in] *pFeatureLevels +//! \param [in] FeatureLevels +//! \param [in] SDKVersion +//! \param [in] *pSwapChainDesc +//! \param [in] **ppSwapChain +//! \param [in] **ppDevice +//! \param [in] *pFeatureLevel +//! \param [in] **ppImmediateContext +//! \param [in] *pSupportedLevel D3D_FEATURE_LEVEL supported +//! +//!return NVAPI_OK if the createDevice with swap chain call succeeded. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, + D3D_DRIVER_TYPE DriverType, + HMODULE Software, + UINT Flags, + CONST D3D_FEATURE_LEVEL *pFeatureLevels, + UINT FeatureLevels, + UINT SDKVersion, + CONST DXGI_SWAP_CHAIN_DESC *pSwapChainDesc, + IDXGISwapChain **ppSwapChain, + ID3D11Device **ppDevice, + D3D_FEATURE_LEVEL *pFeatureLevel, + ID3D11DeviceContext **ppImmediateContext, + NVAPI_DEVICE_FEATURE_LEVEL *pSupportedLevel); + + + +#endif //defined(__cplusplus) && defined(__d3d11_h__) +#if defined(__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetDepthBoundsTest +// +//! DESCRIPTION: This function enables/disables the depth bounds test +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDeviceOrContext The device or device context to set depth bounds test +//! \param [in] bEnable Enable(non-zero)/disable(zero) the depth bounds test +//! \param [in] fMinDepth The minimum depth for depth bounds test +//! \param [in] fMaxDepth The maximum depth for depth bounds test +//! The valid values for fMinDepth and fMaxDepth +//! are such that 0 <= fMinDepth <= fMaxDepth <= 1 +//! +//! \return ::NVAPI_OK if the depth bounds test was correcly enabled or disabled +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetDepthBoundsTest(IUnknown* pDeviceOrContext, + NvU32 bEnable, + float fMinDepth, + float fMaxDepth); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_salend.h b/src/imports/nvapi/nvapi_lite_salend.h new file mode 100644 index 0000000..77a999d --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_salend.h @@ -0,0 +1,809 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#ifndef __NVAPI_EMPTY_SAL +#ifdef __nvapi_undef__ecount + #undef __ecount + #undef __nvapi_undef__ecount +#endif +#ifdef __nvapi_undef__bcount + #undef __bcount + #undef __nvapi_undef__bcount +#endif +#ifdef __nvapi_undef__in + #undef __in + #undef __nvapi_undef__in +#endif +#ifdef __nvapi_undef__in_ecount + #undef __in_ecount + #undef __nvapi_undef__in_ecount +#endif +#ifdef __nvapi_undef__in_bcount + #undef __in_bcount + #undef __nvapi_undef__in_bcount +#endif +#ifdef __nvapi_undef__in_z + #undef __in_z + #undef __nvapi_undef__in_z +#endif +#ifdef __nvapi_undef__in_ecount_z + #undef __in_ecount_z + #undef __nvapi_undef__in_ecount_z +#endif +#ifdef __nvapi_undef__in_bcount_z + #undef __in_bcount_z + #undef __nvapi_undef__in_bcount_z +#endif +#ifdef __nvapi_undef__in_nz + #undef __in_nz + #undef __nvapi_undef__in_nz +#endif +#ifdef __nvapi_undef__in_ecount_nz + #undef __in_ecount_nz + #undef __nvapi_undef__in_ecount_nz +#endif +#ifdef __nvapi_undef__in_bcount_nz + #undef __in_bcount_nz + #undef __nvapi_undef__in_bcount_nz +#endif +#ifdef __nvapi_undef__out + #undef __out + #undef __nvapi_undef__out +#endif +#ifdef __nvapi_undef__out_ecount + #undef __out_ecount + #undef __nvapi_undef__out_ecount +#endif +#ifdef __nvapi_undef__out_bcount + #undef __out_bcount + #undef __nvapi_undef__out_bcount +#endif +#ifdef __nvapi_undef__out_ecount_part + #undef __out_ecount_part + #undef __nvapi_undef__out_ecount_part +#endif +#ifdef __nvapi_undef__out_bcount_part + #undef __out_bcount_part + #undef __nvapi_undef__out_bcount_part +#endif +#ifdef __nvapi_undef__out_ecount_full + #undef __out_ecount_full + #undef __nvapi_undef__out_ecount_full +#endif +#ifdef __nvapi_undef__out_bcount_full + #undef __out_bcount_full + #undef __nvapi_undef__out_bcount_full +#endif +#ifdef __nvapi_undef__out_z + #undef __out_z + #undef __nvapi_undef__out_z +#endif +#ifdef __nvapi_undef__out_z_opt + #undef __out_z_opt + #undef __nvapi_undef__out_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_z + #undef __out_ecount_z + #undef __nvapi_undef__out_ecount_z +#endif +#ifdef __nvapi_undef__out_bcount_z + #undef __out_bcount_z + #undef __nvapi_undef__out_bcount_z +#endif +#ifdef __nvapi_undef__out_ecount_part_z + #undef __out_ecount_part_z + #undef __nvapi_undef__out_ecount_part_z +#endif +#ifdef __nvapi_undef__out_bcount_part_z + #undef __out_bcount_part_z + #undef __nvapi_undef__out_bcount_part_z +#endif +#ifdef __nvapi_undef__out_ecount_full_z + #undef __out_ecount_full_z + #undef __nvapi_undef__out_ecount_full_z +#endif +#ifdef __nvapi_undef__out_bcount_full_z + #undef __out_bcount_full_z + #undef __nvapi_undef__out_bcount_full_z +#endif +#ifdef __nvapi_undef__out_nz + #undef __out_nz + #undef __nvapi_undef__out_nz +#endif +#ifdef __nvapi_undef__out_nz_opt + #undef __out_nz_opt + #undef __nvapi_undef__out_nz_opt +#endif +#ifdef __nvapi_undef__out_ecount_nz + #undef __out_ecount_nz + #undef __nvapi_undef__out_ecount_nz +#endif +#ifdef __nvapi_undef__out_bcount_nz + #undef __out_bcount_nz + #undef __nvapi_undef__out_bcount_nz +#endif +#ifdef __nvapi_undef__inout + #undef __inout + #undef __nvapi_undef__inout +#endif +#ifdef __nvapi_undef__inout_ecount + #undef __inout_ecount + #undef __nvapi_undef__inout_ecount +#endif +#ifdef __nvapi_undef__inout_bcount + #undef __inout_bcount + #undef __nvapi_undef__inout_bcount +#endif +#ifdef __nvapi_undef__inout_ecount_part + #undef __inout_ecount_part + #undef __nvapi_undef__inout_ecount_part +#endif +#ifdef __nvapi_undef__inout_bcount_part + #undef __inout_bcount_part + #undef __nvapi_undef__inout_bcount_part +#endif +#ifdef __nvapi_undef__inout_ecount_full + #undef __inout_ecount_full + #undef __nvapi_undef__inout_ecount_full +#endif +#ifdef __nvapi_undef__inout_bcount_full + #undef __inout_bcount_full + #undef __nvapi_undef__inout_bcount_full +#endif +#ifdef __nvapi_undef__inout_z + #undef __inout_z + #undef __nvapi_undef__inout_z +#endif +#ifdef __nvapi_undef__inout_ecount_z + #undef __inout_ecount_z + #undef __nvapi_undef__inout_ecount_z +#endif +#ifdef __nvapi_undef__inout_bcount_z + #undef __inout_bcount_z + #undef __nvapi_undef__inout_bcount_z +#endif +#ifdef __nvapi_undef__inout_nz + #undef __inout_nz + #undef __nvapi_undef__inout_nz +#endif +#ifdef __nvapi_undef__inout_ecount_nz + #undef __inout_ecount_nz + #undef __nvapi_undef__inout_ecount_nz +#endif +#ifdef __nvapi_undef__inout_bcount_nz + #undef __inout_bcount_nz + #undef __nvapi_undef__inout_bcount_nz +#endif +#ifdef __nvapi_undef__ecount_opt + #undef __ecount_opt + #undef __nvapi_undef__ecount_opt +#endif +#ifdef __nvapi_undef__bcount_opt + #undef __bcount_opt + #undef __nvapi_undef__bcount_opt +#endif +#ifdef __nvapi_undef__in_opt + #undef __in_opt + #undef __nvapi_undef__in_opt +#endif +#ifdef __nvapi_undef__in_ecount_opt + #undef __in_ecount_opt + #undef __nvapi_undef__in_ecount_opt +#endif +#ifdef __nvapi_undef__in_bcount_opt + #undef __in_bcount_opt + #undef __nvapi_undef__in_bcount_opt +#endif +#ifdef __nvapi_undef__in_z_opt + #undef __in_z_opt + #undef __nvapi_undef__in_z_opt +#endif +#ifdef __nvapi_undef__in_ecount_z_opt + #undef __in_ecount_z_opt + #undef __nvapi_undef__in_ecount_z_opt +#endif +#ifdef __nvapi_undef__in_bcount_z_opt + #undef __in_bcount_z_opt + #undef __nvapi_undef__in_bcount_z_opt +#endif +#ifdef __nvapi_undef__in_nz_opt + #undef __in_nz_opt + #undef __nvapi_undef__in_nz_opt +#endif +#ifdef __nvapi_undef__in_ecount_nz_opt + #undef __in_ecount_nz_opt + #undef __nvapi_undef__in_ecount_nz_opt +#endif +#ifdef __nvapi_undef__in_bcount_nz_opt + #undef __in_bcount_nz_opt + #undef __nvapi_undef__in_bcount_nz_opt +#endif +#ifdef __nvapi_undef__out_opt + #undef __out_opt + #undef __nvapi_undef__out_opt +#endif +#ifdef __nvapi_undef__out_ecount_opt + #undef __out_ecount_opt + #undef __nvapi_undef__out_ecount_opt +#endif +#ifdef __nvapi_undef__out_bcount_opt + #undef __out_bcount_opt + #undef __nvapi_undef__out_bcount_opt +#endif +#ifdef __nvapi_undef__out_ecount_part_opt + #undef __out_ecount_part_opt + #undef __nvapi_undef__out_ecount_part_opt +#endif +#ifdef __nvapi_undef__out_bcount_part_opt + #undef __out_bcount_part_opt + #undef __nvapi_undef__out_bcount_part_opt +#endif +#ifdef __nvapi_undef__out_ecount_full_opt + #undef __out_ecount_full_opt + #undef __nvapi_undef__out_ecount_full_opt +#endif +#ifdef __nvapi_undef__out_bcount_full_opt + #undef __out_bcount_full_opt + #undef __nvapi_undef__out_bcount_full_opt +#endif +#ifdef __nvapi_undef__out_ecount_z_opt + #undef __out_ecount_z_opt + #undef __nvapi_undef__out_ecount_z_opt +#endif +#ifdef __nvapi_undef__out_bcount_z_opt + #undef __out_bcount_z_opt + #undef __nvapi_undef__out_bcount_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_part_z_opt + #undef __out_ecount_part_z_opt + #undef __nvapi_undef__out_ecount_part_z_opt +#endif +#ifdef __nvapi_undef__out_bcount_part_z_opt + #undef __out_bcount_part_z_opt + #undef __nvapi_undef__out_bcount_part_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_full_z_opt + #undef __out_ecount_full_z_opt + #undef __nvapi_undef__out_ecount_full_z_opt +#endif +#ifdef __nvapi_undef__out_bcount_full_z_opt + #undef __out_bcount_full_z_opt + #undef __nvapi_undef__out_bcount_full_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_nz_opt + #undef __out_ecount_nz_opt + #undef __nvapi_undef__out_ecount_nz_opt +#endif +#ifdef __nvapi_undef__out_bcount_nz_opt + #undef __out_bcount_nz_opt + #undef __nvapi_undef__out_bcount_nz_opt +#endif +#ifdef __nvapi_undef__inout_opt + #undef __inout_opt + #undef __nvapi_undef__inout_opt +#endif +#ifdef __nvapi_undef__inout_ecount_opt + #undef __inout_ecount_opt + #undef __nvapi_undef__inout_ecount_opt +#endif +#ifdef __nvapi_undef__inout_bcount_opt + #undef __inout_bcount_opt + #undef __nvapi_undef__inout_bcount_opt +#endif +#ifdef __nvapi_undef__inout_ecount_part_opt + #undef __inout_ecount_part_opt + #undef __nvapi_undef__inout_ecount_part_opt +#endif +#ifdef __nvapi_undef__inout_bcount_part_opt + #undef __inout_bcount_part_opt + #undef __nvapi_undef__inout_bcount_part_opt +#endif +#ifdef __nvapi_undef__inout_ecount_full_opt + #undef __inout_ecount_full_opt + #undef __nvapi_undef__inout_ecount_full_opt +#endif +#ifdef __nvapi_undef__inout_bcount_full_opt + #undef __inout_bcount_full_opt + #undef __nvapi_undef__inout_bcount_full_opt +#endif +#ifdef __nvapi_undef__inout_z_opt + #undef __inout_z_opt + #undef __nvapi_undef__inout_z_opt +#endif +#ifdef __nvapi_undef__inout_ecount_z_opt + #undef __inout_ecount_z_opt + #undef __nvapi_undef__inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__inout_ecount_z_opt + #undef __inout_ecount_z_opt + #undef __nvapi_undef__inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__inout_bcount_z_opt + #undef __inout_bcount_z_opt + #undef __nvapi_undef__inout_bcount_z_opt +#endif +#ifdef __nvapi_undef__inout_nz_opt + #undef __inout_nz_opt + #undef __nvapi_undef__inout_nz_opt +#endif +#ifdef __nvapi_undef__inout_ecount_nz_opt + #undef __inout_ecount_nz_opt + #undef __nvapi_undef__inout_ecount_nz_opt +#endif +#ifdef __nvapi_undef__inout_bcount_nz_opt + #undef __inout_bcount_nz_opt + #undef __nvapi_undef__inout_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_ecount + #undef __deref_ecount + #undef __nvapi_undef__deref_ecount +#endif +#ifdef __nvapi_undef__deref_bcount + #undef __deref_bcount + #undef __nvapi_undef__deref_bcount +#endif +#ifdef __nvapi_undef__deref_out + #undef __deref_out + #undef __nvapi_undef__deref_out +#endif +#ifdef __nvapi_undef__deref_out_ecount + #undef __deref_out_ecount + #undef __nvapi_undef__deref_out_ecount +#endif +#ifdef __nvapi_undef__deref_out_bcount + #undef __deref_out_bcount + #undef __nvapi_undef__deref_out_bcount +#endif +#ifdef __nvapi_undef__deref_out_ecount_part + #undef __deref_out_ecount_part + #undef __nvapi_undef__deref_out_ecount_part +#endif +#ifdef __nvapi_undef__deref_out_bcount_part + #undef __deref_out_bcount_part + #undef __nvapi_undef__deref_out_bcount_part +#endif +#ifdef __nvapi_undef__deref_out_ecount_full + #undef __deref_out_ecount_full + #undef __nvapi_undef__deref_out_ecount_full +#endif +#ifdef __nvapi_undef__deref_out_bcount_full + #undef __deref_out_bcount_full + #undef __nvapi_undef__deref_out_bcount_full +#endif +#ifdef __nvapi_undef__deref_out_z + #undef __deref_out_z + #undef __nvapi_undef__deref_out_z +#endif +#ifdef __nvapi_undef__deref_out_ecount_z + #undef __deref_out_ecount_z + #undef __nvapi_undef__deref_out_ecount_z +#endif +#ifdef __nvapi_undef__deref_out_bcount_z + #undef __deref_out_bcount_z + #undef __nvapi_undef__deref_out_bcount_z +#endif +#ifdef __nvapi_undef__deref_out_nz + #undef __deref_out_nz + #undef __nvapi_undef__deref_out_nz +#endif +#ifdef __nvapi_undef__deref_out_ecount_nz + #undef __deref_out_ecount_nz + #undef __nvapi_undef__deref_out_ecount_nz +#endif +#ifdef __nvapi_undef__deref_out_bcount_nz + #undef __deref_out_bcount_nz + #undef __nvapi_undef__deref_out_bcount_nz +#endif +#ifdef __nvapi_undef__deref_inout + #undef __deref_inout + #undef __nvapi_undef__deref_inout +#endif +#ifdef __nvapi_undef__deref_inout_z + #undef __deref_inout_z + #undef __nvapi_undef__deref_inout_z +#endif +#ifdef __nvapi_undef__deref_inout_ecount + #undef __deref_inout_ecount + #undef __nvapi_undef__deref_inout_ecount +#endif +#ifdef __nvapi_undef__deref_inout_bcount + #undef __deref_inout_bcount + #undef __nvapi_undef__deref_inout_bcount +#endif +#ifdef __nvapi_undef__deref_inout_ecount_part + #undef __deref_inout_ecount_part + #undef __nvapi_undef__deref_inout_ecount_part +#endif +#ifdef __nvapi_undef__deref_inout_bcount_part + #undef __deref_inout_bcount_part + #undef __nvapi_undef__deref_inout_bcount_part +#endif +#ifdef __nvapi_undef__deref_inout_ecount_full + #undef __deref_inout_ecount_full + #undef __nvapi_undef__deref_inout_ecount_full +#endif +#ifdef __nvapi_undef__deref_inout_bcount_full + #undef __deref_inout_bcount_full + #undef __nvapi_undef__deref_inout_bcount_full +#endif +#ifdef __nvapi_undef__deref_inout_z + #undef __deref_inout_z + #undef __nvapi_undef__deref_inout_z +#endif +#ifdef __nvapi_undef__deref_inout_ecount_z + #undef __deref_inout_ecount_z + #undef __nvapi_undef__deref_inout_ecount_z +#endif +#ifdef __nvapi_undef__deref_inout_bcount_z + #undef __deref_inout_bcount_z + #undef __nvapi_undef__deref_inout_bcount_z +#endif +#ifdef __nvapi_undef__deref_inout_nz + #undef __deref_inout_nz + #undef __nvapi_undef__deref_inout_nz +#endif +#ifdef __nvapi_undef__deref_inout_ecount_nz + #undef __deref_inout_ecount_nz + #undef __nvapi_undef__deref_inout_ecount_nz +#endif +#ifdef __nvapi_undef__deref_inout_bcount_nz + #undef __deref_inout_bcount_nz + #undef __nvapi_undef__deref_inout_bcount_nz +#endif +#ifdef __nvapi_undef__deref_ecount_opt + #undef __deref_ecount_opt + #undef __nvapi_undef__deref_ecount_opt +#endif +#ifdef __nvapi_undef__deref_bcount_opt + #undef __deref_bcount_opt + #undef __nvapi_undef__deref_bcount_opt +#endif +#ifdef __nvapi_undef__deref_out_opt + #undef __deref_out_opt + #undef __nvapi_undef__deref_out_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_opt + #undef __deref_out_ecount_opt + #undef __nvapi_undef__deref_out_ecount_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_opt + #undef __deref_out_bcount_opt + #undef __nvapi_undef__deref_out_bcount_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_part_opt + #undef __deref_out_ecount_part_opt + #undef __nvapi_undef__deref_out_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_part_opt + #undef __deref_out_bcount_part_opt + #undef __nvapi_undef__deref_out_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_full_opt + #undef __deref_out_ecount_full_opt + #undef __nvapi_undef__deref_out_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_full_opt + #undef __deref_out_bcount_full_opt + #undef __nvapi_undef__deref_out_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_out_z_opt + #undef __deref_out_z_opt + #undef __nvapi_undef__deref_out_z_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_z_opt + #undef __deref_out_ecount_z_opt + #undef __nvapi_undef__deref_out_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_z_opt + #undef __deref_out_bcount_z_opt + #undef __nvapi_undef__deref_out_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_out_nz_opt + #undef __deref_out_nz_opt + #undef __nvapi_undef__deref_out_nz_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_nz_opt + #undef __deref_out_ecount_nz_opt + #undef __nvapi_undef__deref_out_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_nz_opt + #undef __deref_out_bcount_nz_opt + #undef __nvapi_undef__deref_out_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_inout_opt + #undef __deref_inout_opt + #undef __nvapi_undef__deref_inout_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_opt + #undef __deref_inout_ecount_opt + #undef __nvapi_undef__deref_inout_ecount_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_opt + #undef __deref_inout_bcount_opt + #undef __nvapi_undef__deref_inout_bcount_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_part_opt + #undef __deref_inout_ecount_part_opt + #undef __nvapi_undef__deref_inout_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_part_opt + #undef __deref_inout_bcount_part_opt + #undef __nvapi_undef__deref_inout_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_full_opt + #undef __deref_inout_ecount_full_opt + #undef __nvapi_undef__deref_inout_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_full_opt + #undef __deref_inout_bcount_full_opt + #undef __nvapi_undef__deref_inout_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_inout_z_opt + #undef __deref_inout_z_opt + #undef __nvapi_undef__deref_inout_z_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_z_opt + #undef __deref_inout_ecount_z_opt + #undef __nvapi_undef__deref_inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_z_opt + #undef __deref_inout_bcount_z_opt + #undef __nvapi_undef__deref_inout_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_inout_nz_opt + #undef __deref_inout_nz_opt + #undef __nvapi_undef__deref_inout_nz_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_nz_opt + #undef __deref_inout_ecount_nz_opt + #undef __nvapi_undef__deref_inout_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_nz_opt + #undef __deref_inout_bcount_nz_opt + #undef __nvapi_undef__deref_inout_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_ecount + #undef __deref_opt_ecount + #undef __nvapi_undef__deref_opt_ecount +#endif +#ifdef __nvapi_undef__deref_opt_bcount + #undef __deref_opt_bcount + #undef __nvapi_undef__deref_opt_bcount +#endif +#ifdef __nvapi_undef__deref_opt_out + #undef __deref_opt_out + #undef __nvapi_undef__deref_opt_out +#endif +#ifdef __nvapi_undef__deref_opt_out_z + #undef __deref_opt_out_z + #undef __nvapi_undef__deref_opt_out_z +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount + #undef __deref_opt_out_ecount + #undef __nvapi_undef__deref_opt_out_ecount +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount + #undef __deref_opt_out_bcount + #undef __nvapi_undef__deref_opt_out_bcount +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_part + #undef __deref_opt_out_ecount_part + #undef __nvapi_undef__deref_opt_out_ecount_part +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_part + #undef __deref_opt_out_bcount_part + #undef __nvapi_undef__deref_opt_out_bcount_part +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_full + #undef __deref_opt_out_ecount_full + #undef __nvapi_undef__deref_opt_out_ecount_full +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_full + #undef __deref_opt_out_bcount_full + #undef __nvapi_undef__deref_opt_out_bcount_full +#endif +#ifdef __nvapi_undef__deref_opt_inout + #undef __deref_opt_inout + #undef __nvapi_undef__deref_opt_inout +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount + #undef __deref_opt_inout_ecount + #undef __nvapi_undef__deref_opt_inout_ecount +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount + #undef __deref_opt_inout_bcount + #undef __nvapi_undef__deref_opt_inout_bcount +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_part + #undef __deref_opt_inout_ecount_part + #undef __nvapi_undef__deref_opt_inout_ecount_part +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_part + #undef __deref_opt_inout_bcount_part + #undef __nvapi_undef__deref_opt_inout_bcount_part +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_full + #undef __deref_opt_inout_ecount_full + #undef __nvapi_undef__deref_opt_inout_ecount_full +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_full + #undef __deref_opt_inout_bcount_full + #undef __nvapi_undef__deref_opt_inout_bcount_full +#endif +#ifdef __nvapi_undef__deref_opt_inout_z + #undef __deref_opt_inout_z + #undef __nvapi_undef__deref_opt_inout_z +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_z + #undef __deref_opt_inout_ecount_z + #undef __nvapi_undef__deref_opt_inout_ecount_z +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_z + #undef __deref_opt_inout_bcount_z + #undef __nvapi_undef__deref_opt_inout_bcount_z +#endif +#ifdef __nvapi_undef__deref_opt_inout_nz + #undef __deref_opt_inout_nz + #undef __nvapi_undef__deref_opt_inout_nz +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_nz + #undef __deref_opt_inout_ecount_nz + #undef __nvapi_undef__deref_opt_inout_ecount_nz +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_nz + #undef __deref_opt_inout_bcount_nz + #undef __nvapi_undef__deref_opt_inout_bcount_nz +#endif +#ifdef __nvapi_undef__deref_opt_ecount_opt + #undef __deref_opt_ecount_opt + #undef __nvapi_undef__deref_opt_ecount_opt +#endif +#ifdef __nvapi_undef__deref_opt_bcount_opt + #undef __deref_opt_bcount_opt + #undef __nvapi_undef__deref_opt_bcount_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_opt + #undef __deref_opt_out_opt + #undef __nvapi_undef__deref_opt_out_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_opt + #undef __deref_opt_out_ecount_opt + #undef __nvapi_undef__deref_opt_out_ecount_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_opt + #undef __deref_opt_out_bcount_opt + #undef __nvapi_undef__deref_opt_out_bcount_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_part_opt + #undef __deref_opt_out_ecount_part_opt + #undef __nvapi_undef__deref_opt_out_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_part_opt + #undef __deref_opt_out_bcount_part_opt + #undef __nvapi_undef__deref_opt_out_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_full_opt + #undef __deref_opt_out_ecount_full_opt + #undef __nvapi_undef__deref_opt_out_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_full_opt + #undef __deref_opt_out_bcount_full_opt + #undef __nvapi_undef__deref_opt_out_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_z_opt + #undef __deref_opt_out_z_opt + #undef __nvapi_undef__deref_opt_out_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_z_opt + #undef __deref_opt_out_ecount_z_opt + #undef __nvapi_undef__deref_opt_out_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_z_opt + #undef __deref_opt_out_bcount_z_opt + #undef __nvapi_undef__deref_opt_out_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_nz_opt + #undef __deref_opt_out_nz_opt + #undef __nvapi_undef__deref_opt_out_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_nz_opt + #undef __deref_opt_out_ecount_nz_opt + #undef __nvapi_undef__deref_opt_out_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_nz_opt + #undef __deref_opt_out_bcount_nz_opt + #undef __nvapi_undef__deref_opt_out_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_opt + #undef __deref_opt_inout_opt + #undef __nvapi_undef__deref_opt_inout_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_opt + #undef __deref_opt_inout_ecount_opt + #undef __nvapi_undef__deref_opt_inout_ecount_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_opt + #undef __deref_opt_inout_bcount_opt + #undef __nvapi_undef__deref_opt_inout_bcount_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_part_opt + #undef __deref_opt_inout_ecount_part_opt + #undef __nvapi_undef__deref_opt_inout_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_part_opt + #undef __deref_opt_inout_bcount_part_opt + #undef __nvapi_undef__deref_opt_inout_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_full_opt + #undef __deref_opt_inout_ecount_full_opt + #undef __nvapi_undef__deref_opt_inout_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_full_opt + #undef __deref_opt_inout_bcount_full_opt + #undef __nvapi_undef__deref_opt_inout_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_z_opt + #undef __deref_opt_inout_z_opt + #undef __nvapi_undef__deref_opt_inout_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_z_opt + #undef __deref_opt_inout_ecount_z_opt + #undef __nvapi_undef__deref_opt_inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_z_opt + #undef __deref_opt_inout_bcount_z_opt + #undef __nvapi_undef__deref_opt_inout_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_nz_opt + #undef __deref_opt_inout_nz_opt + #undef __nvapi_undef__deref_opt_inout_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_nz_opt + #undef __deref_opt_inout_ecount_nz_opt + #undef __nvapi_undef__deref_opt_inout_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_nz_opt + #undef __deref_opt_inout_bcount_nz_opt + #undef __nvapi_undef__deref_opt_inout_bcount_nz_opt +#endif +#ifdef __nvapi_success + #undef __success + #undef __nvapi_success +#endif +#ifdef __nvapi__Ret_notnull_ + #undef __nvapi__Ret_notnull_ + #undef _Ret_notnull_ +#endif +#ifdef __nvapi__Post_writable_byte_size_ + #undef __nvapi__Post_writable_byte_size_ + #undef _Post_writable_byte_size_ +#endif +#ifdef __nvapi_Outptr_ + #undef __nvapi_Outptr_ + #undef _Outptr_ +#endif + +#endif // __NVAPI_EMPTY_SAL diff --git a/src/imports/nvapi/nvapi_lite_salstart.h b/src/imports/nvapi/nvapi_lite_salstart.h new file mode 100644 index 0000000..453576f --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_salstart.h @@ -0,0 +1,812 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +// ==================================================== +// SAL related support +// ==================================================== + +#ifndef __ecount + #define __nvapi_undef__ecount + #define __ecount(size) +#endif +#ifndef __bcount + #define __nvapi_undef__bcount + #define __bcount(size) +#endif +#ifndef __in + #define __nvapi_undef__in + #define __in +#endif +#ifndef __in_ecount + #define __nvapi_undef__in_ecount + #define __in_ecount(size) +#endif +#ifndef __in_bcount + #define __nvapi_undef__in_bcount + #define __in_bcount(size) +#endif +#ifndef __in_z + #define __nvapi_undef__in_z + #define __in_z +#endif +#ifndef __in_ecount_z + #define __nvapi_undef__in_ecount_z + #define __in_ecount_z(size) +#endif +#ifndef __in_bcount_z + #define __nvapi_undef__in_bcount_z + #define __in_bcount_z(size) +#endif +#ifndef __in_nz + #define __nvapi_undef__in_nz + #define __in_nz +#endif +#ifndef __in_ecount_nz + #define __nvapi_undef__in_ecount_nz + #define __in_ecount_nz(size) +#endif +#ifndef __in_bcount_nz + #define __nvapi_undef__in_bcount_nz + #define __in_bcount_nz(size) +#endif +#ifndef __out + #define __nvapi_undef__out + #define __out +#endif +#ifndef __out_ecount + #define __nvapi_undef__out_ecount + #define __out_ecount(size) +#endif +#ifndef __out_bcount + #define __nvapi_undef__out_bcount + #define __out_bcount(size) +#endif +#ifndef __out_ecount_part + #define __nvapi_undef__out_ecount_part + #define __out_ecount_part(size,length) +#endif +#ifndef __out_bcount_part + #define __nvapi_undef__out_bcount_part + #define __out_bcount_part(size,length) +#endif +#ifndef __out_ecount_full + #define __nvapi_undef__out_ecount_full + #define __out_ecount_full(size) +#endif +#ifndef __out_bcount_full + #define __nvapi_undef__out_bcount_full + #define __out_bcount_full(size) +#endif +#ifndef __out_z + #define __nvapi_undef__out_z + #define __out_z +#endif +#ifndef __out_z_opt + #define __nvapi_undef__out_z_opt + #define __out_z_opt +#endif +#ifndef __out_ecount_z + #define __nvapi_undef__out_ecount_z + #define __out_ecount_z(size) +#endif +#ifndef __out_bcount_z + #define __nvapi_undef__out_bcount_z + #define __out_bcount_z(size) +#endif +#ifndef __out_ecount_part_z + #define __nvapi_undef__out_ecount_part_z + #define __out_ecount_part_z(size,length) +#endif +#ifndef __out_bcount_part_z + #define __nvapi_undef__out_bcount_part_z + #define __out_bcount_part_z(size,length) +#endif +#ifndef __out_ecount_full_z + #define __nvapi_undef__out_ecount_full_z + #define __out_ecount_full_z(size) +#endif +#ifndef __out_bcount_full_z + #define __nvapi_undef__out_bcount_full_z + #define __out_bcount_full_z(size) +#endif +#ifndef __out_nz + #define __nvapi_undef__out_nz + #define __out_nz +#endif +#ifndef __out_nz_opt + #define __nvapi_undef__out_nz_opt + #define __out_nz_opt +#endif +#ifndef __out_ecount_nz + #define __nvapi_undef__out_ecount_nz + #define __out_ecount_nz(size) +#endif +#ifndef __out_bcount_nz + #define __nvapi_undef__out_bcount_nz + #define __out_bcount_nz(size) +#endif +#ifndef __inout + #define __nvapi_undef__inout + #define __inout +#endif +#ifndef __inout_ecount + #define __nvapi_undef__inout_ecount + #define __inout_ecount(size) +#endif +#ifndef __inout_bcount + #define __nvapi_undef__inout_bcount + #define __inout_bcount(size) +#endif +#ifndef __inout_ecount_part + #define __nvapi_undef__inout_ecount_part + #define __inout_ecount_part(size,length) +#endif +#ifndef __inout_bcount_part + #define __nvapi_undef__inout_bcount_part + #define __inout_bcount_part(size,length) +#endif +#ifndef __inout_ecount_full + #define __nvapi_undef__inout_ecount_full + #define __inout_ecount_full(size) +#endif +#ifndef __inout_bcount_full + #define __nvapi_undef__inout_bcount_full + #define __inout_bcount_full(size) +#endif +#ifndef __inout_z + #define __nvapi_undef__inout_z + #define __inout_z +#endif +#ifndef __inout_ecount_z + #define __nvapi_undef__inout_ecount_z + #define __inout_ecount_z(size) +#endif +#ifndef __inout_bcount_z + #define __nvapi_undef__inout_bcount_z + #define __inout_bcount_z(size) +#endif +#ifndef __inout_nz + #define __nvapi_undef__inout_nz + #define __inout_nz +#endif +#ifndef __inout_ecount_nz + #define __nvapi_undef__inout_ecount_nz + #define __inout_ecount_nz(size) +#endif +#ifndef __inout_bcount_nz + #define __nvapi_undef__inout_bcount_nz + #define __inout_bcount_nz(size) +#endif +#ifndef __ecount_opt + #define __nvapi_undef__ecount_opt + #define __ecount_opt(size) +#endif +#ifndef __bcount_opt + #define __nvapi_undef__bcount_opt + #define __bcount_opt(size) +#endif +#ifndef __in_opt + #define __nvapi_undef__in_opt + #define __in_opt +#endif +#ifndef __in_ecount_opt + #define __nvapi_undef__in_ecount_opt + #define __in_ecount_opt(size) +#endif +#ifndef __in_bcount_opt + #define __nvapi_undef__in_bcount_opt + #define __in_bcount_opt(size) +#endif +#ifndef __in_z_opt + #define __nvapi_undef__in_z_opt + #define __in_z_opt +#endif +#ifndef __in_ecount_z_opt + #define __nvapi_undef__in_ecount_z_opt + #define __in_ecount_z_opt(size) +#endif +#ifndef __in_bcount_z_opt + #define __nvapi_undef__in_bcount_z_opt + #define __in_bcount_z_opt(size) +#endif +#ifndef __in_nz_opt + #define __nvapi_undef__in_nz_opt + #define __in_nz_opt +#endif +#ifndef __in_ecount_nz_opt + #define __nvapi_undef__in_ecount_nz_opt + #define __in_ecount_nz_opt(size) +#endif +#ifndef __in_bcount_nz_opt + #define __nvapi_undef__in_bcount_nz_opt + #define __in_bcount_nz_opt(size) +#endif +#ifndef __out_opt + #define __nvapi_undef__out_opt + #define __out_opt +#endif +#ifndef __out_ecount_opt + #define __nvapi_undef__out_ecount_opt + #define __out_ecount_opt(size) +#endif +#ifndef __out_bcount_opt + #define __nvapi_undef__out_bcount_opt + #define __out_bcount_opt(size) +#endif +#ifndef __out_ecount_part_opt + #define __nvapi_undef__out_ecount_part_opt + #define __out_ecount_part_opt(size,length) +#endif +#ifndef __out_bcount_part_opt + #define __nvapi_undef__out_bcount_part_opt + #define __out_bcount_part_opt(size,length) +#endif +#ifndef __out_ecount_full_opt + #define __nvapi_undef__out_ecount_full_opt + #define __out_ecount_full_opt(size) +#endif +#ifndef __out_bcount_full_opt + #define __nvapi_undef__out_bcount_full_opt + #define __out_bcount_full_opt(size) +#endif +#ifndef __out_ecount_z_opt + #define __nvapi_undef__out_ecount_z_opt + #define __out_ecount_z_opt(size) +#endif +#ifndef __out_bcount_z_opt + #define __nvapi_undef__out_bcount_z_opt + #define __out_bcount_z_opt(size) +#endif +#ifndef __out_ecount_part_z_opt + #define __nvapi_undef__out_ecount_part_z_opt + #define __out_ecount_part_z_opt(size,length) +#endif +#ifndef __out_bcount_part_z_opt + #define __nvapi_undef__out_bcount_part_z_opt + #define __out_bcount_part_z_opt(size,length) +#endif +#ifndef __out_ecount_full_z_opt + #define __nvapi_undef__out_ecount_full_z_opt + #define __out_ecount_full_z_opt(size) +#endif +#ifndef __out_bcount_full_z_opt + #define __nvapi_undef__out_bcount_full_z_opt + #define __out_bcount_full_z_opt(size) +#endif +#ifndef __out_ecount_nz_opt + #define __nvapi_undef__out_ecount_nz_opt + #define __out_ecount_nz_opt(size) +#endif +#ifndef __out_bcount_nz_opt + #define __nvapi_undef__out_bcount_nz_opt + #define __out_bcount_nz_opt(size) +#endif +#ifndef __inout_opt + #define __nvapi_undef__inout_opt + #define __inout_opt +#endif +#ifndef __inout_ecount_opt + #define __nvapi_undef__inout_ecount_opt + #define __inout_ecount_opt(size) +#endif +#ifndef __inout_bcount_opt + #define __nvapi_undef__inout_bcount_opt + #define __inout_bcount_opt(size) +#endif +#ifndef __inout_ecount_part_opt + #define __nvapi_undef__inout_ecount_part_opt + #define __inout_ecount_part_opt(size,length) +#endif +#ifndef __inout_bcount_part_opt + #define __nvapi_undef__inout_bcount_part_opt + #define __inout_bcount_part_opt(size,length) +#endif +#ifndef __inout_ecount_full_opt + #define __nvapi_undef__inout_ecount_full_opt + #define __inout_ecount_full_opt(size) +#endif +#ifndef __inout_bcount_full_opt + #define __nvapi_undef__inout_bcount_full_opt + #define __inout_bcount_full_opt(size) +#endif +#ifndef __inout_z_opt + #define __nvapi_undef__inout_z_opt + #define __inout_z_opt +#endif +#ifndef __inout_ecount_z_opt + #define __nvapi_undef__inout_ecount_z_opt + #define __inout_ecount_z_opt(size) +#endif +#ifndef __inout_ecount_z_opt + #define __nvapi_undef__inout_ecount_z_opt + #define __inout_ecount_z_opt(size) +#endif +#ifndef __inout_bcount_z_opt + #define __nvapi_undef__inout_bcount_z_opt + #define __inout_bcount_z_opt(size) +#endif +#ifndef __inout_nz_opt + #define __nvapi_undef__inout_nz_opt + #define __inout_nz_opt +#endif +#ifndef __inout_ecount_nz_opt + #define __nvapi_undef__inout_ecount_nz_opt + #define __inout_ecount_nz_opt(size) +#endif +#ifndef __inout_bcount_nz_opt + #define __nvapi_undef__inout_bcount_nz_opt + #define __inout_bcount_nz_opt(size) +#endif +#ifndef __deref_ecount + #define __nvapi_undef__deref_ecount + #define __deref_ecount(size) +#endif +#ifndef __deref_bcount + #define __nvapi_undef__deref_bcount + #define __deref_bcount(size) +#endif +#ifndef __deref_out + #define __nvapi_undef__deref_out + #define __deref_out +#endif +#ifndef __deref_out_ecount + #define __nvapi_undef__deref_out_ecount + #define __deref_out_ecount(size) +#endif +#ifndef __deref_out_bcount + #define __nvapi_undef__deref_out_bcount + #define __deref_out_bcount(size) +#endif +#ifndef __deref_out_ecount_part + #define __nvapi_undef__deref_out_ecount_part + #define __deref_out_ecount_part(size,length) +#endif +#ifndef __deref_out_bcount_part + #define __nvapi_undef__deref_out_bcount_part + #define __deref_out_bcount_part(size,length) +#endif +#ifndef __deref_out_ecount_full + #define __nvapi_undef__deref_out_ecount_full + #define __deref_out_ecount_full(size) +#endif +#ifndef __deref_out_bcount_full + #define __nvapi_undef__deref_out_bcount_full + #define __deref_out_bcount_full(size) +#endif +#ifndef __deref_out_z + #define __nvapi_undef__deref_out_z + #define __deref_out_z +#endif +#ifndef __deref_out_ecount_z + #define __nvapi_undef__deref_out_ecount_z + #define __deref_out_ecount_z(size) +#endif +#ifndef __deref_out_bcount_z + #define __nvapi_undef__deref_out_bcount_z + #define __deref_out_bcount_z(size) +#endif +#ifndef __deref_out_nz + #define __nvapi_undef__deref_out_nz + #define __deref_out_nz +#endif +#ifndef __deref_out_ecount_nz + #define __nvapi_undef__deref_out_ecount_nz + #define __deref_out_ecount_nz(size) +#endif +#ifndef __deref_out_bcount_nz + #define __nvapi_undef__deref_out_bcount_nz + #define __deref_out_bcount_nz(size) +#endif +#ifndef __deref_inout + #define __nvapi_undef__deref_inout + #define __deref_inout +#endif +#ifndef __deref_inout_z + #define __nvapi_undef__deref_inout_z + #define __deref_inout_z +#endif +#ifndef __deref_inout_ecount + #define __nvapi_undef__deref_inout_ecount + #define __deref_inout_ecount(size) +#endif +#ifndef __deref_inout_bcount + #define __nvapi_undef__deref_inout_bcount + #define __deref_inout_bcount(size) +#endif +#ifndef __deref_inout_ecount_part + #define __nvapi_undef__deref_inout_ecount_part + #define __deref_inout_ecount_part(size,length) +#endif +#ifndef __deref_inout_bcount_part + #define __nvapi_undef__deref_inout_bcount_part + #define __deref_inout_bcount_part(size,length) +#endif +#ifndef __deref_inout_ecount_full + #define __nvapi_undef__deref_inout_ecount_full + #define __deref_inout_ecount_full(size) +#endif +#ifndef __deref_inout_bcount_full + #define __nvapi_undef__deref_inout_bcount_full + #define __deref_inout_bcount_full(size) +#endif +#ifndef __deref_inout_z + #define __nvapi_undef__deref_inout_z + #define __deref_inout_z +#endif +#ifndef __deref_inout_ecount_z + #define __nvapi_undef__deref_inout_ecount_z + #define __deref_inout_ecount_z(size) +#endif +#ifndef __deref_inout_bcount_z + #define __nvapi_undef__deref_inout_bcount_z + #define __deref_inout_bcount_z(size) +#endif +#ifndef __deref_inout_nz + #define __nvapi_undef__deref_inout_nz + #define __deref_inout_nz +#endif +#ifndef __deref_inout_ecount_nz + #define __nvapi_undef__deref_inout_ecount_nz + #define __deref_inout_ecount_nz(size) +#endif +#ifndef __deref_inout_bcount_nz + #define __nvapi_undef__deref_inout_bcount_nz + #define __deref_inout_bcount_nz(size) +#endif +#ifndef __deref_ecount_opt + #define __nvapi_undef__deref_ecount_opt + #define __deref_ecount_opt(size) +#endif +#ifndef __deref_bcount_opt + #define __nvapi_undef__deref_bcount_opt + #define __deref_bcount_opt(size) +#endif +#ifndef __deref_out_opt + #define __nvapi_undef__deref_out_opt + #define __deref_out_opt +#endif +#ifndef __deref_out_ecount_opt + #define __nvapi_undef__deref_out_ecount_opt + #define __deref_out_ecount_opt(size) +#endif +#ifndef __deref_out_bcount_opt + #define __nvapi_undef__deref_out_bcount_opt + #define __deref_out_bcount_opt(size) +#endif +#ifndef __deref_out_ecount_part_opt + #define __nvapi_undef__deref_out_ecount_part_opt + #define __deref_out_ecount_part_opt(size,length) +#endif +#ifndef __deref_out_bcount_part_opt + #define __nvapi_undef__deref_out_bcount_part_opt + #define __deref_out_bcount_part_opt(size,length) +#endif +#ifndef __deref_out_ecount_full_opt + #define __nvapi_undef__deref_out_ecount_full_opt + #define __deref_out_ecount_full_opt(size) +#endif +#ifndef __deref_out_bcount_full_opt + #define __nvapi_undef__deref_out_bcount_full_opt + #define __deref_out_bcount_full_opt(size) +#endif +#ifndef __deref_out_z_opt + #define __nvapi_undef__deref_out_z_opt + #define __deref_out_z_opt +#endif +#ifndef __deref_out_ecount_z_opt + #define __nvapi_undef__deref_out_ecount_z_opt + #define __deref_out_ecount_z_opt(size) +#endif +#ifndef __deref_out_bcount_z_opt + #define __nvapi_undef__deref_out_bcount_z_opt + #define __deref_out_bcount_z_opt(size) +#endif +#ifndef __deref_out_nz_opt + #define __nvapi_undef__deref_out_nz_opt + #define __deref_out_nz_opt +#endif +#ifndef __deref_out_ecount_nz_opt + #define __nvapi_undef__deref_out_ecount_nz_opt + #define __deref_out_ecount_nz_opt(size) +#endif +#ifndef __deref_out_bcount_nz_opt + #define __nvapi_undef__deref_out_bcount_nz_opt + #define __deref_out_bcount_nz_opt(size) +#endif +#ifndef __deref_inout_opt + #define __nvapi_undef__deref_inout_opt + #define __deref_inout_opt +#endif +#ifndef __deref_inout_ecount_opt + #define __nvapi_undef__deref_inout_ecount_opt + #define __deref_inout_ecount_opt(size) +#endif +#ifndef __deref_inout_bcount_opt + #define __nvapi_undef__deref_inout_bcount_opt + #define __deref_inout_bcount_opt(size) +#endif +#ifndef __deref_inout_ecount_part_opt + #define __nvapi_undef__deref_inout_ecount_part_opt + #define __deref_inout_ecount_part_opt(size,length) +#endif +#ifndef __deref_inout_bcount_part_opt + #define __nvapi_undef__deref_inout_bcount_part_opt + #define __deref_inout_bcount_part_opt(size,length) +#endif +#ifndef __deref_inout_ecount_full_opt + #define __nvapi_undef__deref_inout_ecount_full_opt + #define __deref_inout_ecount_full_opt(size) +#endif +#ifndef __deref_inout_bcount_full_opt + #define __nvapi_undef__deref_inout_bcount_full_opt + #define __deref_inout_bcount_full_opt(size) +#endif +#ifndef __deref_inout_z_opt + #define __nvapi_undef__deref_inout_z_opt + #define __deref_inout_z_opt +#endif +#ifndef __deref_inout_ecount_z_opt + #define __nvapi_undef__deref_inout_ecount_z_opt + #define __deref_inout_ecount_z_opt(size) +#endif +#ifndef __deref_inout_bcount_z_opt + #define __nvapi_undef__deref_inout_bcount_z_opt + #define __deref_inout_bcount_z_opt(size) +#endif +#ifndef __deref_inout_nz_opt + #define __nvapi_undef__deref_inout_nz_opt + #define __deref_inout_nz_opt +#endif +#ifndef __deref_inout_ecount_nz_opt + #define __nvapi_undef__deref_inout_ecount_nz_opt + #define __deref_inout_ecount_nz_opt(size) +#endif +#ifndef __deref_inout_bcount_nz_opt + #define __nvapi_undef__deref_inout_bcount_nz_opt + #define __deref_inout_bcount_nz_opt(size) +#endif +#ifndef __deref_opt_ecount + #define __nvapi_undef__deref_opt_ecount + #define __deref_opt_ecount(size) +#endif +#ifndef __deref_opt_bcount + #define __nvapi_undef__deref_opt_bcount + #define __deref_opt_bcount(size) +#endif +#ifndef __deref_opt_out + #define __nvapi_undef__deref_opt_out + #define __deref_opt_out +#endif +#ifndef __deref_opt_out_z + #define __nvapi_undef__deref_opt_out_z + #define __deref_opt_out_z +#endif +#ifndef __deref_opt_out_ecount + #define __nvapi_undef__deref_opt_out_ecount + #define __deref_opt_out_ecount(size) +#endif +#ifndef __deref_opt_out_bcount + #define __nvapi_undef__deref_opt_out_bcount + #define __deref_opt_out_bcount(size) +#endif +#ifndef __deref_opt_out_ecount_part + #define __nvapi_undef__deref_opt_out_ecount_part + #define __deref_opt_out_ecount_part(size,length) +#endif +#ifndef __deref_opt_out_bcount_part + #define __nvapi_undef__deref_opt_out_bcount_part + #define __deref_opt_out_bcount_part(size,length) +#endif +#ifndef __deref_opt_out_ecount_full + #define __nvapi_undef__deref_opt_out_ecount_full + #define __deref_opt_out_ecount_full(size) +#endif +#ifndef __deref_opt_out_bcount_full + #define __nvapi_undef__deref_opt_out_bcount_full + #define __deref_opt_out_bcount_full(size) +#endif +#ifndef __deref_opt_inout + #define __nvapi_undef__deref_opt_inout + #define __deref_opt_inout +#endif +#ifndef __deref_opt_inout_ecount + #define __nvapi_undef__deref_opt_inout_ecount + #define __deref_opt_inout_ecount(size) +#endif +#ifndef __deref_opt_inout_bcount + #define __nvapi_undef__deref_opt_inout_bcount + #define __deref_opt_inout_bcount(size) +#endif +#ifndef __deref_opt_inout_ecount_part + #define __nvapi_undef__deref_opt_inout_ecount_part + #define __deref_opt_inout_ecount_part(size,length) +#endif +#ifndef __deref_opt_inout_bcount_part + #define __nvapi_undef__deref_opt_inout_bcount_part + #define __deref_opt_inout_bcount_part(size,length) +#endif +#ifndef __deref_opt_inout_ecount_full + #define __nvapi_undef__deref_opt_inout_ecount_full + #define __deref_opt_inout_ecount_full(size) +#endif +#ifndef __deref_opt_inout_bcount_full + #define __nvapi_undef__deref_opt_inout_bcount_full + #define __deref_opt_inout_bcount_full(size) +#endif +#ifndef __deref_opt_inout_z + #define __nvapi_undef__deref_opt_inout_z + #define __deref_opt_inout_z +#endif +#ifndef __deref_opt_inout_ecount_z + #define __nvapi_undef__deref_opt_inout_ecount_z + #define __deref_opt_inout_ecount_z(size) +#endif +#ifndef __deref_opt_inout_bcount_z + #define __nvapi_undef__deref_opt_inout_bcount_z + #define __deref_opt_inout_bcount_z(size) +#endif +#ifndef __deref_opt_inout_nz + #define __nvapi_undef__deref_opt_inout_nz + #define __deref_opt_inout_nz +#endif +#ifndef __deref_opt_inout_ecount_nz + #define __nvapi_undef__deref_opt_inout_ecount_nz + #define __deref_opt_inout_ecount_nz(size) +#endif +#ifndef __deref_opt_inout_bcount_nz + #define __nvapi_undef__deref_opt_inout_bcount_nz + #define __deref_opt_inout_bcount_nz(size) +#endif +#ifndef __deref_opt_ecount_opt + #define __nvapi_undef__deref_opt_ecount_opt + #define __deref_opt_ecount_opt(size) +#endif +#ifndef __deref_opt_bcount_opt + #define __nvapi_undef__deref_opt_bcount_opt + #define __deref_opt_bcount_opt(size) +#endif +#ifndef __deref_opt_out_opt + #define __nvapi_undef__deref_opt_out_opt + #define __deref_opt_out_opt +#endif +#ifndef __deref_opt_out_ecount_opt + #define __nvapi_undef__deref_opt_out_ecount_opt + #define __deref_opt_out_ecount_opt(size) +#endif +#ifndef __deref_opt_out_bcount_opt + #define __nvapi_undef__deref_opt_out_bcount_opt + #define __deref_opt_out_bcount_opt(size) +#endif +#ifndef __deref_opt_out_ecount_part_opt + #define __nvapi_undef__deref_opt_out_ecount_part_opt + #define __deref_opt_out_ecount_part_opt(size,length) +#endif +#ifndef __deref_opt_out_bcount_part_opt + #define __nvapi_undef__deref_opt_out_bcount_part_opt + #define __deref_opt_out_bcount_part_opt(size,length) +#endif +#ifndef __deref_opt_out_ecount_full_opt + #define __nvapi_undef__deref_opt_out_ecount_full_opt + #define __deref_opt_out_ecount_full_opt(size) +#endif +#ifndef __deref_opt_out_bcount_full_opt + #define __nvapi_undef__deref_opt_out_bcount_full_opt + #define __deref_opt_out_bcount_full_opt(size) +#endif +#ifndef __deref_opt_out_z_opt + #define __nvapi_undef__deref_opt_out_z_opt + #define __deref_opt_out_z_opt +#endif +#ifndef __deref_opt_out_ecount_z_opt + #define __nvapi_undef__deref_opt_out_ecount_z_opt + #define __deref_opt_out_ecount_z_opt(size) +#endif +#ifndef __deref_opt_out_bcount_z_opt + #define __nvapi_undef__deref_opt_out_bcount_z_opt + #define __deref_opt_out_bcount_z_opt(size) +#endif +#ifndef __deref_opt_out_nz_opt + #define __nvapi_undef__deref_opt_out_nz_opt + #define __deref_opt_out_nz_opt +#endif +#ifndef __deref_opt_out_ecount_nz_opt + #define __nvapi_undef__deref_opt_out_ecount_nz_opt + #define __deref_opt_out_ecount_nz_opt(size) +#endif +#ifndef __deref_opt_out_bcount_nz_opt + #define __nvapi_undef__deref_opt_out_bcount_nz_opt + #define __deref_opt_out_bcount_nz_opt(size) +#endif +#ifndef __deref_opt_inout_opt + #define __nvapi_undef__deref_opt_inout_opt + #define __deref_opt_inout_opt +#endif +#ifndef __deref_opt_inout_ecount_opt + #define __nvapi_undef__deref_opt_inout_ecount_opt + #define __deref_opt_inout_ecount_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_opt + #define __nvapi_undef__deref_opt_inout_bcount_opt + #define __deref_opt_inout_bcount_opt(size) +#endif +#ifndef __deref_opt_inout_ecount_part_opt + #define __nvapi_undef__deref_opt_inout_ecount_part_opt + #define __deref_opt_inout_ecount_part_opt(size,length) +#endif +#ifndef __deref_opt_inout_bcount_part_opt + #define __nvapi_undef__deref_opt_inout_bcount_part_opt + #define __deref_opt_inout_bcount_part_opt(size,length) +#endif +#ifndef __deref_opt_inout_ecount_full_opt + #define __nvapi_undef__deref_opt_inout_ecount_full_opt + #define __deref_opt_inout_ecount_full_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_full_opt + #define __nvapi_undef__deref_opt_inout_bcount_full_opt + #define __deref_opt_inout_bcount_full_opt(size) +#endif +#ifndef __deref_opt_inout_z_opt + #define __nvapi_undef__deref_opt_inout_z_opt + #define __deref_opt_inout_z_opt +#endif +#ifndef __deref_opt_inout_ecount_z_opt + #define __nvapi_undef__deref_opt_inout_ecount_z_opt + #define __deref_opt_inout_ecount_z_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_z_opt + #define __nvapi_undef__deref_opt_inout_bcount_z_opt + #define __deref_opt_inout_bcount_z_opt(size) +#endif +#ifndef __deref_opt_inout_nz_opt + #define __nvapi_undef__deref_opt_inout_nz_opt + #define __deref_opt_inout_nz_opt +#endif +#ifndef __deref_opt_inout_ecount_nz_opt + #define __nvapi_undef__deref_opt_inout_ecount_nz_opt + #define __deref_opt_inout_ecount_nz_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_nz_opt + #define __nvapi_undef__deref_opt_inout_bcount_nz_opt + #define __deref_opt_inout_bcount_nz_opt(size) +#endif +#ifndef __success + #define __nvapi_success + #define __success(epxr) +#endif +#ifndef _Ret_notnull_ + #define __nvapi__Ret_notnull_ + #define _Ret_notnull_ +#endif +#ifndef _Post_writable_byte_size_ + #define __nvapi__Post_writable_byte_size_ + #define _Post_writable_byte_size_(n) +#endif +#ifndef _Outptr_ + #define __nvapi_Outptr_ + #define _Outptr_ +#endif + +#define NVAPI_INTERFACE extern __success(return == NVAPI_OK) NvAPI_Status __cdecl diff --git a/src/imports/nvapi/nvapi_lite_sli.h b/src/imports/nvapi/nvapi_lite_sli.h new file mode 100644 index 0000000..0ceff5b --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_sli.h @@ -0,0 +1,247 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +//----------------------------------------------------------------------------- +// DirectX APIs +//----------------------------------------------------------------------------- + + +//! \ingroup dx +//! Used in NvAPI_D3D10_GetCurrentSLIState(), and NvAPI_D3D_GetCurrentSLIState(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 maxNumAFRGroups; //!< [OUT] The maximum possible value of numAFRGroups + NvU32 numAFRGroups; //!< [OUT] The number of AFR groups enabled in the system + NvU32 currentAFRIndex; //!< [OUT] The AFR group index for the frame currently being rendered + NvU32 nextFrameAFRIndex; //!< [OUT] What the AFR group index will be for the next frame (i.e. after calling Present) + NvU32 previousFrameAFRIndex; //!< [OUT] The AFR group index that was used for the previous frame (~0 if more than one frame has not been rendered yet) + NvU32 bIsCurAFRGroupNew; //!< [OUT] Boolean: Is this frame the first time running on the current AFR group + +} NV_GET_CURRENT_SLI_STATE_V1; + +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 maxNumAFRGroups; //!< [OUT] The maximum possible value of numAFRGroups + NvU32 numAFRGroups; //!< [OUT] The number of AFR groups enabled in the system + NvU32 currentAFRIndex; //!< [OUT] The AFR group index for the frame currently being rendered + NvU32 nextFrameAFRIndex; //!< [OUT] What the AFR group index will be for the next frame (i.e. after calling Present) + NvU32 previousFrameAFRIndex; //!< [OUT] The AFR group index that was used for the previous frame (~0 if more than one frame has not been rendered yet) + NvU32 bIsCurAFRGroupNew; //!< [OUT] Boolean: Is this frame the first time running on the current AFR group + NvU32 numVRSLIGpus; //!< [OUT] The number of GPUs used in VR-SLI. If it is 0 VR-SLI is not active + +} NV_GET_CURRENT_SLI_STATE_V2; + +//! \ingroup dx +#define NV_GET_CURRENT_SLI_STATE_VER1 MAKE_NVAPI_VERSION(NV_GET_CURRENT_SLI_STATE_V1,1) +#define NV_GET_CURRENT_SLI_STATE_VER2 MAKE_NVAPI_VERSION(NV_GET_CURRENT_SLI_STATE_V2,1) +#define NV_GET_CURRENT_SLI_STATE_VER NV_GET_CURRENT_SLI_STATE_VER2 +#define NV_GET_CURRENT_SLI_STATE NV_GET_CURRENT_SLI_STATE_V2 +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetCurrentSLIState +// +//! DESCRIPTION: This function returns the current SLI state for the specified device. The structure +//! contains the number of AFR groups, the current AFR group index, +//! and what the AFR group index will be for the next frame. \p +//! pDevice can be either a IDirect3DDevice9 or ID3D10Device pointer. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 173 +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Error occurred +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetCurrentSLIState(IUnknown *pDevice, NV_GET_CURRENT_SLI_STATE *pSliState); +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetResourceHint +// +//! \fn NvAPI_D3D_SetResourceHint(IUnknown *pDev, NVDX_ObjectHandle obj, +//! NVAPI_D3D_SETRESOURCEHINT_CATEGORY dwHintCategory, +//! NvU32 dwHintName, +//! NvU32 *pdwHintValue) +//! +//! DESCRIPTION: This is a general purpose function for passing down various resource +//! related hints to the driver. Hints are divided into categories +//! and types within each category. For DX11 devices this function is free-threaded. +//! An application is responsible to complete this call before making use of the resource +//! in a rendering context (therefore applying inter-thread synchronization as appropriate). +//! As a debug help to an application the driver enforces that a resource in this call was never bound. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pDev The ID3D10Device or IDirect3DDevice9 that is a using the resource +//! \param [in] obj Previously obtained HV resource handle +//! \param [in] dwHintCategory Category of the hints +//! \param [in] dwHintName A hint within this category +//! \param [in/out] *pdwHintValue Pointer to location containing hint value, function returns previous hint value in this slot +//! +//! \return an int which could be an NvAPI status or DX HRESULT code +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_INVALID_ARGUMENT +//! \retval ::NVAPI_INVALID_CALL It is illegal to change a hint dynamically when the resource is already bound. +// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dx +//! Valid categories for NvAPI_D3D_SetResourceHint() +typedef enum _NVAPI_D3D_SETRESOURCEHINT_CATEGORY +{ + NVAPI_D3D_SRH_CATEGORY_SLI = 1 +} NVAPI_D3D_SETRESOURCEHINT_CATEGORY; + + +// +// NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC: +// NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USING: +// NVAPI_D3D_SRH_SLI_RESPECT_DRIVER_INTERFRAME_CONTENT_SYNC: + + +//! \ingroup dx +//! Types of SLI hints; \n +//! NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC: Valid values : 0 or 1 \n +//! Default value: 0 \n +//! Explanation: If the value is 1, the driver will not track any rendering operations that would mark this resource as dirty, +//! avoiding any form of synchronization across frames rendered in parallel in multiple GPUs in AFR mode. +//! +//! NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USAGE: Valid values : 0 or 1 \n +//! Default value: 0 \n +//! Explanation: If the value is 1, the driver will try to perform operations which involved target resource in broadcast, +//! where it's possible. Hint is static and must be set before resource starts using. +//! +//! NVAPI_D3D_SRH_SLI_RESPECT_DRIVER_INTERFRAME_CONTENT_SYNC: Valid values : 0 or 1 \n +//! Default value: 0 \n +//! Explanation: If the value is 1, the driver will do dirty resource resolve regardless of discard flags in the application profile or +//! AFR-FriendlyD3DHints.exe name using. +//! +typedef enum _NVAPI_D3D_SETRESOURCEHINT_SLI +{ + NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC = 1, + NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USAGE = 2, + NVAPI_D3D_SRH_SLI_RESPECT_DRIVER_INTERFRAME_CONTENT_SYNC = 3 +} NVAPI_D3D_SETRESOURCEHINT_SLI; + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D_SetResourceHint(IUnknown *pDev, NVDX_ObjectHandle obj, + NVAPI_D3D_SETRESOURCEHINT_CATEGORY dwHintCategory, + NvU32 dwHintName, + NvU32 *pdwHintValue); +#endif //defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_BeginResourceRendering +// +//! \fn NvAPI_D3D_BeginResourceRendering(IUnknown *pDeviceOrContext, NVDX_ObjectHandle obj, NvU32 Flags) +//! DESCRIPTION: This function tells the driver that the resource will begin to receive updates. It must be used in combination with NvAPI_D3D_EndResourceRendering(). +//! The primary use of this function is allow the driver to initiate early inter-frame synchronization of resources while running in AFR SLI mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pDev IDirect3DDevice9, ID3D10Device, ID3D11Device or ID3D11DeviceContext that is using the resource +//! \param [in] obj Previously obtained HV resource handle +//! \param [in] Flags The flags for functionality applied to resource while being used. +//! +//! \retval ::NVAPI_OK Function succeeded, if used properly and driver can initiate proper sync'ing of the resources. +//! \retval ::NVAPI_INVALID_ARGUMENT Bad argument(s) or invalid flag values +//! \retval ::NVAPI_INVALID_CALL Mismatched begin/end calls +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dx +//! Used in NvAPI_D3D_BeginResourceRendering(). +typedef enum _NVAPI_D3D_RESOURCERENDERING_FLAG +{ + NVAPI_D3D_RR_FLAG_DEFAULTS = 0x00000000, //!< All bits set to 0 are defaults. + NVAPI_D3D_RR_FLAG_FORCE_DISCARD_CONTENT = 0x00000001, //!< (bit 0) The flag forces to discard previous content of the resource regardless of the NvApiHints_Sli_Disable_InterframeSync hint + NVAPI_D3D_RR_FLAG_FORCE_KEEP_CONTENT = 0x00000002, //!< (bit 1) The flag forces to respect previous content of the resource regardless of the NvApiHints_Sli_Disable_InterframeSync hint + NVAPI_D3D_RR_FLAG_MULTI_FRAME = 0x00000004 //!< (bit 2) The flag hints the driver that content will be used for many frames. If not specified then the driver assumes that content is used only on the next frame +} NVAPI_D3D_RESOURCERENDERING_FLAG; + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D_BeginResourceRendering(IUnknown *pDeviceOrContext, NVDX_ObjectHandle obj, NvU32 Flags); + +#endif //defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_EndResourceRendering +// +//! DESCRIPTION: This function tells the driver that the resource is done receiving updates. It must be used in combination with +//! NvAPI_D3D_BeginResourceRendering(). +//! The primary use of this function is allow the driver to initiate early inter-frame syncs of resources while running in AFR SLI mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pDev IDirect3DDevice9, ID3D10Device, ID3D11Device or ID3D11DeviceContext that is using the resource +//! \param [in] obj Previously obtained HV resource handle +//! \param [in] Flags Reserved, must be zero +// +//! \retval ::NVAPI_OK Function succeeded, if used properly and driver can initiate proper sync'ing of the resources. +//! \retval ::NVAPI_INVALID_ARGUMENT Bad argument(s) or invalid flag values +//! \retval ::NVAPI_INVALID_CALL Mismatched begin/end calls +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_EndResourceRendering(IUnknown *pDeviceOrContext, NVDX_ObjectHandle obj, NvU32 Flags); +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_stereo.h b/src/imports/nvapi/nvapi_lite_stereo.h new file mode 100644 index 0000000..cce50d6 --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_stereo.h @@ -0,0 +1,592 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Enable +// +//! DESCRIPTION: This APU enables stereo mode in the registry. +//! Calls to this function affect the entire system. +//! If stereo is not enabled, then calls to functions that require that stereo is enabled have no effect, +//! and will return the appropriate error code. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \retval ::NVAPI_OK Stereo is now enabled. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Enable(void); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Disable +// +//! DESCRIPTION: This API disables stereo mode in the registry. +//! Calls to this function affect the entire system. +//! If stereo is not enabled, then calls to functions that require that stereo is enabled have no effect, +//! and will return the appropriate error code. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \retval ::NVAPI_OK Stereo is now disabled. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Disable(void); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_IsEnabled +// +//! DESCRIPTION: This API checks if stereo mode is enabled in the registry. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [out] pIsStereoEnabled Address where the result of the inquiry will be placed. +//! +//! \retval ::NVAPI_OK Check was sucessfully completed and result reflects current state of stereo availability. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_IsEnabled(NvU8 *pIsStereoEnabled); +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__)|| defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_CreateHandleFromIUnknown +// +//! DESCRIPTION: This API creates a stereo handle that is used in subsequent calls related to a given device interface. +//! This must be called before any other NvAPI_Stereo_ function for that handle. +//! Multiple devices can be used at one time using multiple calls to this function (one per each device). +//! +//! HOW TO USE: After the Direct3D device is created, create the stereo handle. +//! On call success: +//! -# Use all other NvAPI_Stereo_ functions that have stereo handle as first parameter. +//! -# After the device interface that corresponds to the the stereo handle is destroyed, +//! the application should call NvAPI_DestroyStereoHandle() for that stereo handle. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] pDevice Pointer to IUnknown interface that is IDirect3DDevice9* in DX9, ID3D10Device*. +//! \param [out] pStereoHandle Pointer to the newly created stereo handle. +//! +//! \retval ::NVAPI_OK Stereo handle is created for given device interface. +//! \retval ::NVAPI_INVALID_ARGUMENT Provided device interface is invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_CreateHandleFromIUnknown(IUnknown *pDevice, StereoHandle *pStereoHandle); + +#endif // defined(_D3D9_H_) || defined(__d3d10_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_DestroyHandle +// +//! DESCRIPTION: This API destroys the stereo handle created with one of the NvAPI_Stereo_CreateHandleFrom() functions. +//! This should be called after the device corresponding to the handle has been destroyed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that is to be destroyed. +//! +//! \retval ::NVAPI_OK Stereo handle is destroyed. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_DestroyHandle(StereoHandle stereoHandle); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Activate +// +//! DESCRIPTION: This API activates stereo for the device interface corresponding to the given stereo handle. +//! Activating stereo is possible only if stereo was enabled previously in the registry. +//! If stereo is not activated, then calls to functions that require that stereo is activated have no effect, +//! and will return the appropriate error code. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! +//! \retval ::NVAPI_OK Stereo is turned on. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Activate(StereoHandle stereoHandle); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Deactivate +// +//! DESCRIPTION: This API deactivates stereo for the given device interface. +//! If stereo is not activated, then calls to functions that require that stereo is activated have no effect, +//! and will return the appropriate error code. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! +//! \retval ::NVAPI_OK Stereo is turned off. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Deactivate(StereoHandle stereoHandle); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_IsActivated +// +//! DESCRIPTION: This API checks if stereo is activated for the given device interface. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] pIsStereoOn Address where result of the inquiry will be placed. +//! +//! \retval ::NVAPI_OK - Check was sucessfully completed and result reflects current state of stereo (on/off). +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE - Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR - Something is wrong (generic error). +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_IsActivated(StereoHandle stereoHandle, NvU8 *pIsStereoOn); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetSeparation +// +//! DESCRIPTION: This API gets current separation value (in percents). +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pSeparationPercentage Address of @c float type variable to store current separation percentage in. +//! +//! \retval ::NVAPI_OK Retrieval of separation percentage was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetSeparation(StereoHandle stereoHandle, float *pSeparationPercentage); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetSeparation +// +//! DESCRIPTION: This API sets separation to given percentage. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] newSeparationPercentage New value for separation percentage. +//! +//! \retval ::NVAPI_OK Setting of separation percentage was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_STEREO_PARAMETER_OUT_OF_RANGE Given separation percentage is out of [0..100] range. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetSeparation(StereoHandle stereoHandle, float newSeparationPercentage); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetConvergence +// +//! DESCRIPTION: This API gets the current convergence value. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pConvergence Address of @c float type variable to store current convergence value in. +//! +//! \retval ::NVAPI_OK Retrieval of convergence value was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetConvergence(StereoHandle stereoHandle, float *pConvergence); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetConvergence +// +//! DESCRIPTION: This API sets convergence to the given value. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] newConvergence New value for convergence. +//! +//! \retval ::NVAPI_OK Setting of convergence value was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetConvergence(StereoHandle stereoHandle, float newConvergence); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetActiveEye +// +//! \fn NvAPI_Stereo_SetActiveEye(StereoHandle hStereoHandle, NV_STEREO_ACTIVE_EYE StereoEye); +//! DESCRIPTION: This API sets the back buffer to left or right in Direct stereo mode. +//! +//! HOW TO USE: After the stereo handle for device interface is created via successfull call to appropriate +//! NvAPI_Stereo_CreateHandleFrom function. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] StereoEye Defines active eye in Direct stereo mode +//! +//! \retval ::NVAPI_OK - Active eye is set. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE - Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_INVALID_ARGUMENT - StereoEye parameter has not allowed value. +//! \retval ::NVAPI_SET_NOT_ALLOWED - Current stereo mode is not Direct +//! \retval ::NVAPI_ERROR - Something is wrong (generic error). +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +typedef enum _NV_StereoActiveEye +{ + NVAPI_STEREO_EYE_RIGHT = 1, + NVAPI_STEREO_EYE_LEFT = 2, + NVAPI_STEREO_EYE_MONO = 3, +} NV_STEREO_ACTIVE_EYE; + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_SetActiveEye(StereoHandle hStereoHandle, NV_STEREO_ACTIVE_EYE StereoEye); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetDriverMode +// +//! \fn NvAPI_Stereo_SetDriverMode( NV_STEREO_DRIVER_MODE mode ); +//! DESCRIPTION: This API sets the 3D stereo driver mode: Direct or Automatic +//! +//! HOW TO USE: This API must be called before the device is created. +//! Applies to DirectX 9 and higher. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] mode Defines the 3D stereo driver mode: Direct or Automatic +//! +//! \retval ::NVAPI_OK Active eye is set. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_INVALID_ARGUMENT mode parameter has not allowed value. +//! \retval ::NVAPI_ERROR Something is wrong (generic error). +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +typedef enum _NV_StereoDriverMode +{ + NVAPI_STEREO_DRIVER_MODE_AUTOMATIC = 0, + NVAPI_STEREO_DRIVER_MODE_DIRECT = 2, +} NV_STEREO_DRIVER_MODE; + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_SetDriverMode( NV_STEREO_DRIVER_MODE mode ); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetEyeSeparation +// +//! DESCRIPTION: This API returns eye separation as a ratio of /. +//! +//! HOW TO USE: After the stereo handle for device interface is created via successfull call to appropriate API. Applies only to DirectX 9 and up. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pSeparation Eye separation. +//! +//! \retval ::NVAPI_OK Active eye is set. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR (generic error). +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetEyeSeparation(StereoHandle hStereoHandle, float *pSeparation ); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_IsWindowedModeSupported +// +//! DESCRIPTION: This API returns availability of windowed mode stereo +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] bSupported(OUT) != 0 - supported, \n +//! == 0 - is not supported +//! +//! +//! \retval ::NVAPI_OK Retrieval of frustum adjust mode was successfull. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR Something is wrong (generic error). +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_IsWindowedModeSupported(NvU8* bSupported); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetSurfaceCreationMode +// +//! \function NvAPI_Stereo_SetSurfaceCreationMode(StereoHandle hStereoHandle, NVAPI_STEREO_SURFACECREATEMODE creationMode) +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] creationMode New surface creation mode for this device interface. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API sets surface creation mode for this device interface. +//! +//! WHEN TO USE: After the stereo handle for device interface is created via successful call to appropriate NvAPI_Stereo_CreateHandleFrom function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! There are no return error codes with specific meaning for this API. +//! +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +typedef enum _NVAPI_STEREO_SURFACECREATEMODE +{ + NVAPI_STEREO_SURFACECREATEMODE_AUTO, //!< Use driver registry profile settings for surface creation mode. + NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO, //!< Always create stereo surfaces. + NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO //!< Always create mono surfaces. +} NVAPI_STEREO_SURFACECREATEMODE; + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_SetSurfaceCreationMode(__in StereoHandle hStereoHandle, __in NVAPI_STEREO_SURFACECREATEMODE creationMode); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetSurfaceCreationMode +// +//! \function NvAPI_Stereo_GetSurfaceCreationMode(StereoHandle hStereoHandle, NVAPI_STEREO_SURFACECREATEMODE* pCreationMode) +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pCreationMode The current creation mode for this device interface. +//! +//! \since Release: 295 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API gets surface creation mode for this device interface. +//! +//! WHEN TO USE: After the stereo handle for device interface is created via successful call to appropriate NvAPI_Stereo_CreateHandleFrom function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! There are no return error codes with specific meaning for this API. +//! +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_GetSurfaceCreationMode(__in StereoHandle hStereoHandle, __in NVAPI_STEREO_SURFACECREATEMODE* pCreationMode); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Debug_WasLastDrawStereoized +// +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pWasStereoized Address where result of the inquiry will be placed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API checks if the last draw call was stereoized. It is a very expensive to call and should be used for debugging purpose *only*. +//! +//! WHEN TO USE: After the stereo handle for device interface is created via successful call to appropriate NvAPI_Stereo_CreateHandleFrom function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! There are no return error codes with specific meaning for this API. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Debug_WasLastDrawStereoized(__in StereoHandle hStereoHandle, __out NvU8 *pWasStereoized); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetDefaultProfile +// +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API defines the stereo profile used by the driver in case the application has no associated profile. +//! +//! WHEN TO USE: To take effect, this API must be called before D3D device is created. Calling once a device has been created will not affect the current device. +//! +//! \param [in] szProfileName Default profile name. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! Error codes specific to this API are described below. +//! +//! \retval NVAPI_SUCCESS - Default stereo profile name has been copied into szProfileName. +//! \retval NVAPI_INVALID_ARGUMENT - szProfileName == NULL. +//! \retval NVAPI_DEFAULT_STEREO_PROFILE_DOES_NOT_EXIST - Default stereo profile does not exist +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetDefaultProfile(__in const char* szProfileName); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetDefaultProfile +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API retrieves the current default stereo profile. +//! +//! After call cbSizeOut contain 0 if default profile is not set required buffer size cbSizeOut. +//! To get needed buffer size this function can be called with szProfileName==0 and cbSizeIn == 0. +//! +//! WHEN TO USE: This API can be called at any time. +//! +//! +//! \param [in] cbSizeIn Size of buffer allocated for default stereo profile name. +//! \param [out] szProfileName Default stereo profile name. +//! \param [out] pcbSizeOut Required buffer size. +//! # ==0 - there is no default stereo profile name currently set +//! # !=0 - size of buffer required for currently set default stereo profile name including trailing '0'. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! Error codes specific to this API are described below. +//! +//! \retval NVAPI_SUCCESS - Default stereo profile name has been copied into szProfileName. +//! \retval NVAPI_DEFAULT_STEREO_PROFILE_IS_NOT_DEFINED - There is no default stereo profile set at this time. +//! \retval NVAPI_INVALID_ARGUMENT - pcbSizeOut == 0 or cbSizeIn >= *pcbSizeOut && szProfileName == 0 +//! \retval NVAPI_INSUFFICIENT_BUFFER - cbSizeIn < *pcbSizeOut +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetDefaultProfile( __in NvU32 cbSizeIn, __out_bcount_part_opt(cbSizeIn, *pcbSizeOut) char* szProfileName, __out NvU32 *pcbSizeOut); + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_surround.h b/src/imports/nvapi/nvapi_lite_surround.h new file mode 100644 index 0000000..7f861d8 --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_surround.h @@ -0,0 +1,95 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetGDIPrimaryDisplayId +// +//! DESCRIPTION: This API returns the Display ID of the GDI Primary. +//! +//! \param [out] displayId Display ID of the GDI Primary display. +//! +//! \retval ::NVAPI_OK: Capabilties have been returned. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND: GDI Primary not on an NVIDIA GPU. +//! \retval ::NVAPI_INVALID_ARGUMENT: One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED: The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION: This entrypoint not available +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetGDIPrimaryDisplayId(NvU32* displayId); +#define NV_MOSAIC_MAX_DISPLAYS (64) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetDisplayViewportsByResolution +// +//! DESCRIPTION: This API returns the viewports that would be applied on +//! the requested display. +//! +//! \param [in] displayId Display ID of a single display in the active +//! mosaic topology to query. +//! \param [in] srcWidth Width of full display topology. If both +//! width and height are 0, the current +//! resolution is used. +//! \param [in] srcHeight Height of full display topology. If both +//! width and height are 0, the current +//! resolution is used. +//! \param [out] viewports Array of NV_RECT viewports. +//! SUPPORTED OS: Windows 10 and higher +//! +//! If the requested resolution is a single-wide +//! resolution, only viewports[0] will +//! contain the viewport details, regardless +//! of which display is driving the display. +//! \param [out] bezelCorrected Returns 1 if the requested resolution is +//! bezel corrected. May be NULL. +//! +//! \retval ::NVAPI_OK Capabilties have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_MOSAIC_NOT_ACTIVE The display does not belong to an active Mosaic Topology +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetDisplayViewportsByResolution(NvU32 displayId, NvU32 srcWidth, NvU32 srcHeight, NV_RECT viewports[NV_MOSAIC_MAX_DISPLAYS], NvU8* bezelCorrected); + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/main/nv/Module.mk b/src/main/nv/Module.mk new file mode 100644 index 0000000..36c3a42 --- /dev/null +++ b/src/main/nv/Module.mk @@ -0,0 +1,4 @@ +libs += nv + +src_nv := \ + module.c \ diff --git a/src/main/nv/api.h b/src/main/nv/api.h new file mode 100644 index 0000000..91f3fd0 --- /dev/null +++ b/src/main/nv/api.h @@ -0,0 +1,63 @@ +#ifndef NVGPU_CONFIG_NVAPI_H +#define NVGPU_CONFIG_NVAPI_H + +#include + +// Remark: nvapi is not compatible with mingw and requires some changes, see +// https://forums.developer.nvidia.com/t/how-can-you-compile-nvapi-h-with-mingw/33050/5 +#include "imports/nvapi/nvapi.h" +#include "imports/nvapi/NvApiDriverSettings.h" + +typedef NvAPI_Status (*NvAPI_Initialize_t)(); +typedef NvAPI_Status (*NvAPI_Unload_t)(); +typedef NvAPI_Status (*NvAPI_GetInterfaceVersionStringEx_t)(NvAPI_ShortString); +typedef NvAPI_Status (*NvAPI_SYS_GetDriverAndBranchVersion_t)(NvU32 *, NvAPI_ShortString); +typedef NvAPI_Status (*NvAPI_GetErrorMessage_t)(NvAPI_Status, NvAPI_ShortString); +typedef NvAPI_Status (*NvAPI_DRS_CreateSession_t)(NvDRSSessionHandle *); +typedef NvAPI_Status (*NvAPI_DRS_LoadSettings_t)(NvDRSSessionHandle); +typedef NvAPI_Status (*NvAPI_DRS_FindProfileByName_t)(NvDRSSessionHandle, NvAPI_UnicodeString, NvDRSProfileHandle *); +typedef NvAPI_Status (*NvAPI_DRS_FindApplicationByName_t)(NvDRSSessionHandle, NvAPI_UnicodeString, NvDRSProfileHandle *, NVDRS_APPLICATION *); +typedef NvAPI_Status (*NvAPI_DRS_CreateProfile_t)(NvDRSSessionHandle, NVDRS_PROFILE *, NvDRSProfileHandle *); +typedef NvAPI_Status (*NvAPI_DRS_CreateApplication_t)(NvDRSSessionHandle, NvDRSProfileHandle, NVDRS_APPLICATION *); +typedef NvAPI_Status (*NvAPI_DRS_GetSetting_t)(NvDRSSessionHandle, NvDRSProfileHandle, NvU32, NVDRS_SETTING *); +typedef NvAPI_Status (*NvAPI_DRS_SetSetting_t)(NvDRSSessionHandle, NvDRSProfileHandle, NVDRS_SETTING *); +typedef NvAPI_Status (*NvAPI_DRS_SaveSettings_t)(NvDRSSessionHandle); +typedef NvAPI_Status (*NvAPI_DRS_DestroySession_t)(NvDRSSessionHandle); +typedef NvAPI_Status (*NvAPI_EnumPhysicalGPUs_t)(NvPhysicalGpuHandle *, NvU32 *); +typedef NvAPI_Status (*NvAPI_GPU_GetConnectedDisplayIds_t)(NvPhysicalGpuHandle, NV_GPU_DISPLAYIDS*, NvU32 *, NvU32); +typedef NvAPI_Status (*NvAPI_DISP_GetTiming_t)(NvU32, NV_TIMING_INPUT*, NV_TIMING*); +typedef NvAPI_Status (*NvAPI_DISP_TryCustomDisplay_t)(NvU32 *, NvU32, NV_CUSTOM_DISPLAY *); +typedef NvAPI_Status (*NvAPI_DISP_SaveCustomDisplay_t)(NvU32*, NvU32, NvU32, NvU32); +typedef NvAPI_Status (*NvAPI_DISP_RevertCustomDisplayTrial_t)(NvU32*, NvU32); +typedef NvAPI_Status (*NvAPI_DRS_DeleteProfile_t)(NvDRSSessionHandle, NvDRSProfileHandle); +typedef NvAPI_Status (*NvAPI_DISP_GetDisplayConfig_t)(NvU32*, NV_DISPLAYCONFIG_PATH_INFO*); +typedef NvAPI_Status (*NvAPI_DISP_SetDisplayConfig_t)(NvU32, NV_DISPLAYCONFIG_PATH_INFO*, NvU32); + +typedef struct nv_api { + NvAPI_Initialize_t NvAPI_Initialize; + NvAPI_Unload_t NvAPI_Unload; + NvAPI_GetInterfaceVersionStringEx_t NvAPI_GetInterfaceVersionStringEx; + NvAPI_SYS_GetDriverAndBranchVersion_t NvAPI_SYS_GetDriverAndBranchVersion; + NvAPI_GetErrorMessage_t NvAPI_GetErrorMessage; + NvAPI_DRS_CreateSession_t NvAPI_DRS_CreateSession; + NvAPI_DRS_LoadSettings_t NvAPI_DRS_LoadSettings; + NvAPI_DRS_FindProfileByName_t NvAPI_DRS_FindProfileByName; + NvAPI_DRS_FindApplicationByName_t NvAPI_DRS_FindApplicationByName; + NvAPI_DRS_CreateProfile_t NvAPI_DRS_CreateProfile; + NvAPI_DRS_CreateApplication_t NvAPI_DRS_CreateApplication; + NvAPI_DRS_GetSetting_t NvAPI_DRS_GetSetting; + NvAPI_DRS_SetSetting_t NvAPI_DRS_SetSetting; + NvAPI_DRS_SaveSettings_t NvAPI_DRS_SaveSettings; + NvAPI_DRS_DestroySession_t NvAPI_DRS_DestroySession; + NvAPI_EnumPhysicalGPUs_t NvAPI_EnumPhysicalGPUs; + NvAPI_GPU_GetConnectedDisplayIds_t NvAPI_GPU_GetConnectedDisplayIds; + NvAPI_DISP_GetTiming_t NvAPI_DISP_GetTiming; + NvAPI_DISP_TryCustomDisplay_t NvAPI_DISP_TryCustomDisplay; + NvAPI_DISP_SaveCustomDisplay_t NvAPI_DISP_SaveCustomDisplay; + NvAPI_DISP_RevertCustomDisplayTrial_t NvAPI_DISP_RevertCustomDisplayTrial; + NvAPI_DRS_DeleteProfile_t NvAPI_DRS_DeleteProfile; + NvAPI_DISP_GetDisplayConfig_t NvAPI_DISP_GetDisplayConfig; + NvAPI_DISP_SetDisplayConfig_t NvAPI_DISP_SetDisplayConfig; +} nv_api_t; + +#endif \ No newline at end of file diff --git a/src/main/nv/module.c b/src/main/nv/module.c new file mode 100644 index 0000000..977d407 --- /dev/null +++ b/src/main/nv/module.c @@ -0,0 +1,790 @@ +#define LOG_MODULE "nv-module" + +#include + +#include "nv/module.h" + +#include "util/log.h" +#include "util/mem.h" +#include "util/winerr.h" + +#if defined(_WIN64) +#define NV_MODULE_PATH "nvapi64.dll" +#else +#define NV_MODULE_PATH "nvapi.dll" +#endif + +// Source: https://github.com/falahati/NvAPIWrapper/blob/master/NvAPIWrapper/Native/Helpers/FunctionId.cs +// Last update on source: 2019-07-15 +// // ------------------------------------------------- +// // Public NvAPI Functions +// // ------------------------------------------------- + +// NvAPI_CreateDisplayFromUnAttachedDisplay = 0x63F9799E, +// NvAPI_D3D_BeginResourceRendering = 0x91123D6A, +// NvAPI_D3D_ConfigureAnsel = 0x341C6C7F, +// NvAPI_D3D_CreateLateLatchObject = 0x2DB27D09, +// NvAPI_D3D_EndResourceRendering = 0x37E7191C, +// NvAPI_D3D_GetCurrentSLIState = 0x4B708B54, +// NvAPI_D3D_GetObjectHandleForResource = 0xFCEAC864, +// NvAPI_D3D_ImplicitSLIControl = 0x2AEDE111, +// NvAPI_D3D_InitializeSMPAssist = 0x42763D0C, +// NvAPI_D3D_IsGSyncActive = 0xE942B0FF, +// NvAPI_D3D_IsGSyncCapable = 0x9C1EED78, +// NvAPI_D3D_QueryLateLatchSupport = 0x8CECA0EC, +// NvAPI_D3D_QueryModifiedWSupport = 0xCBF9F4F5, +// NvAPI_D3D_QueryMultiViewSupport = 0xB6E0A41C, +// NvAPI_D3D_QuerySinglePassStereoSupport = 0x6F5F0A6D, +// NvAPI_D3D_QuerySMPAssistSupport = 0xC57921DE, +// NvAPI_D3D_RegisterDevice = 0x8C02C4D0, +// NvAPI_D3D_SetFPSIndicatorState = 0xA776E8DB, +// NvAPI_D3D_SetModifiedWMode = 0x6EA4BF4, +// NvAPI_D3D_SetMultiViewMode = 0x8285C8DA, +// NvAPI_D3D_SetResourceHint = 0x6C0ED98C, +// NvAPI_D3D_SetSinglePassStereoMode = 0xA39E6E6E, +// NvAPI_D3D10_SetDepthBoundsTest = 0x4EADF5D2, +// NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA = 0xF1C54FC9, +// NvAPI_D3D11_BeginUAVOverlap = 0x65B93CA8, +// NvAPI_D3D11_BeginUAVOverlapEx = 0xBA08208A, +// NvAPI_D3D11_CopyTileMappings = 0xC09EE6BC, +// NvAPI_D3D11_CreateDevice = 0x6A16D3A0, +// NvAPI_D3D11_CreateDeviceAndSwapChain = 0xBB939EE5, +// NvAPI_D3D11_CreateDomainShaderEx = 0xA0D7180D, +// NvAPI_D3D11_CreateFastGeometryShader = 0x525D43BE, +// NvAPI_D3D11_CreateFastGeometryShaderExplicit = 0x71AB7C9C, +// NvAPI_D3D11_CreateGeometryShaderEx_2 = 0x99ED5C1C, +// NvAPI_D3D11_CreateHullShaderEx = 0xB53CAB00, +// NvAPI_D3D11_CreateMultiGPUDevice = 0xBDB20007, +// NvAPI_D3D11_CreatePixelShaderEx_2 = 0x4162822B, +// NvAPI_D3D11_CreateRasterizerState = 0xDB8D28AF, +// NvAPI_D3D11_CreateShadingRateResourceView = 0x99CA2DFF, +// NvAPI_D3D11_CreateTiledTexture2DArray = 0x7886981A, +// NvAPI_D3D11_CreateVertexShaderEx = 0xBEAA0B2, +// NvAPI_D3D11_EndUAVOverlap = 0x2216A357, +// NvAPI_D3D11_IsNvShaderExtnOpCodeSupported = 0x5F68DA40, +// NvAPI_D3D11_MultiDrawIndexedInstancedIndirect = 0x59E890F9, +// NvAPI_D3D11_MultiDrawInstancedIndirect = 0xD4E26BBF, +// NvAPI_D3D11_MultiGPU_GetCaps = 0xD2D25687, +// NvAPI_D3D11_MultiGPU_Init = 0x17BE49E, +// NvAPI_D3D11_RSGetPixelShadingRateSampleOrder = 0x92442A1, +// NvAPI_D3D11_RSSetExclusiveScissorRects = 0xAE4D73EF, +// NvAPI_D3D11_RSSetPixelShadingRateSampleOrder = 0xA942373A, +// NvAPI_D3D11_RSSetShadingRateResourceView = 0x1B0C2F83, +// NvAPI_D3D11_RSSetViewportsPixelShadingRates = 0x34F7938F, +// NvAPI_D3D11_SetDepthBoundsTest = 0x7AAF7A04, +// NvAPI_D3D11_SetNvShaderExtnSlot = 0x8E90BB9F, +// NvAPI_D3D11_SetNvShaderExtnSlotLocalThread = 0xE6482A0, +// NvAPI_D3D11_TiledResourceBarrier = 0xD6839099, +// NvAPI_D3D11_TiledTexture2DArrayGetDesc = 0xF1A2B9D5, +// NvAPI_D3D11_UpdateTileMappings = 0x9A06EA07, +// NvAPI_D3D12_CopyTileMappings = 0x47F78194, +// NvAPI_D3D12_CreateComputePipelineState = 0x2762DEAC, +// NvAPI_D3D12_CreateGraphicsPipelineState = 0x2FC28856, +// NvAPI_D3D12_CreateHeap = 0x5CB397CF, +// NvAPI_D3D12_CreateReservedResource = 0x2C85F101, +// NvAPI_D3D12_IsNvShaderExtnOpCodeSupported = 0x3DFACEC8, +// NvAPI_D3D12_Mosaic_GetCompanionAllocations = 0xA46022C7, +// NvAPI_D3D12_Mosaic_GetViewportAndGpuPartitions = 0xB092B818, +// NvAPI_D3D12_QueryModifiedWSupport = 0x51235248, +// NvAPI_D3D12_QuerySinglePassStereoSupport = 0x3B03791B, +// NvAPI_D3D12_ReservedResourceGetDesc = 0x9AA2AABB, +// NvAPI_D3D12_ResourceAliasingBarrier = 0xB942BAB7, +// NvAPI_D3D12_SetDepthBoundsTestValues = 0xB9333FE9, +// NvAPI_D3D12_SetModifiedWMode = 0xE1FDABA7, +// NvAPI_D3D12_SetSinglePassStereoMode = 0x83556D87, +// NvAPI_D3D12_UpdateTileMappings = 0xC6017A7D, +// NvAPI_D3D12_UseDriverHeapPriorities = 0xF0D978A8, +// NvAPI_D3D1x_CreateSwapChain = 0x1BC21B66, +// NvAPI_D3D1x_DisableShaderDiskCache = 0xD0CBCA7D, +// NvAPI_D3D1x_GetGraphicsCapabilities = 0x52B1499A, +// NvAPI_D3D9_AliasSurfaceAsTexture = 0xE5CEAE41, +// NvAPI_D3D9_ClearRT = 0x332D3942, +// NvAPI_D3D9_CreateSwapChain = 0x1A131E09, +// NvAPI_D3D9_GetSurfaceHandle = 0xF2DD3F2, +// NvAPI_D3D9_RegisterResource = 0xA064BDFC, +// NvAPI_D3D9_StretchRectEx = 0x22DE03AA, +// NvAPI_D3D9_UnregisterResource = 0xBB2B17AA, +// NvAPI_D3D9_VideoSetStereoInfo = 0xB852F4DB, +// NvAPI_DisableHWCursor = 0xAB163097, +// NvAPI_Disp_ColorControl = 0x92F9D80D, +// NvAPI_DISP_DeleteCustomDisplay = 0x552E5B9B, +// NvAPI_DISP_EnumCustomDisplay = 0xA2072D59, +// NvAPI_DISP_GetAssociatedUnAttachedNvidiaDisplayHandle = 0xA70503B2, +// NvAPI_DISP_GetDisplayConfig = 0x11ABCCF8, +// NvAPI_DISP_GetDisplayIdByDisplayName = 0xAE457190, +// NvAPI_DISP_GetGDIPrimaryDisplayId = 0x1E9D8A31, +// NvAPI_Disp_GetHdrCapabilities = 0x84F2A8DF, +// NvAPI_DISP_GetMonitorCapabilities = 0x3B05C7E1, +// NvAPI_DISP_GetMonitorColorCapabilities = 0x6AE4CFB5, +// NvAPI_DISP_GetTiming = 0x175167E9, +// NvAPI_Disp_HdrColorControl = 0x351DA224, +// NvAPI_Disp_InfoFrameControl = 0x6067AF3F, +// NvAPI_DISP_RevertCustomDisplayTrial = 0xCBBD40F0, +// NvAPI_DISP_SaveCustomDisplay = 0x49882876, +// NvAPI_DISP_SetDisplayConfig = 0x5D8CF8DE, +// NvAPI_DISP_TryCustomDisplay = 0x1F7DB630, +// NvAPI_DRS_CreateApplication = 0x4347A9DE, +// NvAPI_DRS_CreateProfile = 0xCC176068, +// NvAPI_DRS_CreateSession = 0x694D52E, +// NvAPI_DRS_DeleteApplication = 0x2C694BC6, +// NvAPI_DRS_DeleteApplicationEx = 0xC5EA85A1, +// NvAPI_DRS_DeleteProfile = 0x17093206, +// NvAPI_DRS_DeleteProfileSetting = 0xE4A26362, +// NvAPI_DRS_DestroySession = 0xDAD9CFF8, +// NvAPI_DRS_EnumApplications = 0x7FA2173A, +// NvAPI_DRS_EnumAvailableSettingIds = 0xF020614A, +// NvAPI_DRS_EnumAvailableSettingValues = 0x2EC39F90, +// NvAPI_DRS_EnumProfiles = 0xBC371EE0, +// NvAPI_DRS_EnumSettings = 0xAE3039DA, +// NvAPI_DRS_FindApplicationByName = 0xEEE566B2, +// NvAPI_DRS_FindProfileByName = 0x7E4A9A0B, +// NvAPI_DRS_GetApplicationInfo = 0xED1F8C69, +// NvAPI_DRS_GetBaseProfile = 0xDA8466A0, +// NvAPI_DRS_GetCurrentGlobalProfile = 0x617BFF9F, +// NvAPI_DRS_GetNumProfiles = 0x1DAE4FBC, +// NvAPI_DRS_GetProfileInfo = 0x61CD6FD6, +// NvAPI_DRS_GetSetting = 0x73BF8338, +// NvAPI_DRS_GetSettingIdFromName = 0xCB7309CD, +// NvAPI_DRS_GetSettingNameFromId = 0xD61CBE6E, +// NvAPI_DRS_LoadSettings = 0x375DBD6B, +// NvAPI_DRS_LoadSettingsFromFile = 0xD3EDE889, +// NvAPI_DRS_RestoreAllDefaults = 0x5927B094, +// NvAPI_DRS_RestoreProfileDefault = 0xFA5F6134, +// NvAPI_DRS_RestoreProfileDefaultSetting = 0x53F0381E, +// NvAPI_DRS_SaveSettings = 0xFCBC7E14, +// NvAPI_DRS_SaveSettingsToFile = 0x2BE25DF8, +// NvAPI_DRS_SetCurrentGlobalProfile = 0x1C89C5DF, +// NvAPI_DRS_SetProfileInfo = 0x16ABD3A9, +// NvAPI_DRS_SetSetting = 0x577DD202, +// NvAPI_EnableCurrentMosaicTopology = 0x74073CC9, +// NvAPI_EnableHWCursor = 0x2863148D, +// NvAPI_EnumLogicalGPUs = 0x48B3EA59, +// NvAPI_EnumNvidiaDisplayHandle = 0x9ABDD40D, +// NvAPI_EnumNvidiaUnAttachedDisplayHandle = 0x20DE9260, +// NvAPI_EnumPhysicalGPUs = 0xE5AC921F, +// NvAPI_EnumTCCPhysicalGPUs = 0xD9930B07, +// NvAPI_GetAssociatedDisplayOutputId = 0xD995937E, +// NvAPI_GetAssociatedNvidiaDisplayHandle = 0x35C29134, +// NvAPI_GetAssociatedNvidiaDisplayName = 0x22A78B05, +// NvAPI_GetCurrentMosaicTopology = 0xF60852BD, +// NvAPI_GetDisplayDriverVersion = 0xF951A4D1, +// NvAPI_GetDisplayPortInfo = 0xC64FF367, +// NvAPI_GetErrorMessage = 0x6C2D048C, +// NvAPI_GetHDMISupportInfo = 0x6AE16EC3, +// NvAPI_GetInterfaceVersionString = 0x1053FA5, +// NvAPI_GetLogicalGPUFromDisplay = 0xEE1370CF, +// NvAPI_GetLogicalGPUFromPhysicalGPU = 0xADD604D1, +// NvAPI_GetPhysicalGPUFromUnAttachedDisplay = 0x5018ED61, +// NvAPI_GetPhysicalGPUsFromDisplay = 0x34EF9506, +// NvAPI_GetPhysicalGPUsFromLogicalGPU = 0xAEA3FA32, +// NvAPI_GetSupportedMosaicTopologies = 0x410B5C25, +// NvAPI_GetSupportedViews = 0x66FB7FC0, +// NvAPI_GetUnAttachedAssociatedDisplayName = 0x4888D790, +// NvAPI_GetVBlankCounter = 0x67B5DB55, +// NvAPI_GetView = 0xD6B99D89, +// NvAPI_GetViewEx = 0xDBBC0AF4, +// NvAPI_GPU_ClientIllumDevicesGetControl = 0x73C01D58, +// NvAPI_GPU_ClientIllumDevicesGetInfo = 0xD4100E58, +// NvAPI_GPU_ClientIllumDevicesSetControl = 0x57024C62, +// NvAPI_GPU_ClientIllumZonesGetControl = 0x3DBF5764, +// NvAPI_GPU_ClientIllumZonesGetInfo = 0x4B81241B, +// NvAPI_GPU_ClientIllumZonesSetControl = 0x197D065E, +// NvAPI_GPU_GetActiveOutputs = 0xE3E89B6F, +// NvAPI_GPU_GetAGPAperture = 0x6E042794, +// NvAPI_GPU_GetAllClockFrequencies = 0xDCB616C3, +// NvAPI_GPU_GetAllDisplayIds = 0x785210A2, +// NvAPI_GPU_GetAllOutputs = 0x7D554F8E, +// NvAPI_GPU_GetBoardInfo = 0x22D54523, +// NvAPI_GPU_GetBusId = 0x1BE0B8E5, +// NvAPI_GPU_GetBusSlotId = 0x2A0A350F, +// NvAPI_GPU_GetBusType = 0x1BB18724, +// NvAPI_GPU_GetConnectedDisplayIds = 0x78DBA2, +// NvAPI_GPU_GetConnectedOutputs = 0x1730BFC9, +// NvAPI_GPU_GetConnectedOutputsWithLidState = 0xCF8CAF39, +// NvAPI_GPU_GetConnectedSLIOutputs = 0x680DE09, +// NvAPI_GPU_GetConnectedSLIOutputsWithLidState = 0x96043CC7, +// NvAPI_GPU_GetCurrentAGPRate = 0xC74925A0, +// NvAPI_GPU_GetCurrentPCIEDownstreamWidth = 0xD048C3B1, +// NvAPI_GPU_GetCurrentPstate = 0x927DA4F6, +// NvAPI_GPU_GetDynamicPstatesInfoEx = 0x60DED2ED, +// NvAPI_GPU_GetECCConfigurationInfo = 0x77A796F3, +// NvAPI_GPU_GetECCErrorInfo = 0xC71F85A6, +// NvAPI_GPU_GetECCStatusInfo = 0xCA1DDAF3, +// NvAPI_GPU_GetEDID = 0x37D32E69, +// NvAPI_GPU_GetFullName = 0xCEEE8E9F, +// NvAPI_GPU_GetGpuCoreCount = 0xC7026A87, +// NvAPI_GPU_GetGPUType = 0xC33BAEB1, +// NvAPI_GPU_GetHDCPSupportStatus = 0xF089EEF5, +// NvAPI_GPU_GetIllumination = 0x9A1B9365, +// NvAPI_GPU_GetIRQ = 0xE4715417, +// NvAPI_GPU_GetMemoryInfo = 0x7F9B368, +// NvAPI_GPU_GetOutputType = 0x40A505E4, +// NvAPI_GPU_GetPCIIdentifiers = 0x2DDFB66E, +// NvAPI_GPU_GetPerfDecreaseInfo = 0x7F7F4600, +// NvAPI_GPU_GetPhysicalFrameBufferSize = 0x46FBEB03, +// NvAPI_GPU_GetPstates20 = 0x6FF81213, +// NvAPI_GPU_GetPstatesInfoEx = 0x843C0256, +// NvAPI_GPU_GetQuadroStatus = 0xE332FA47, +// NvAPI_GPU_GetScanoutCompositionParameter = 0x58FE51E6, +// NvAPI_GPU_GetScanoutConfiguration = 0x6A9F5B63, +// NvAPI_GPU_GetScanoutConfigurationEx = 0xE2E1E6F0, +// NvAPI_GPU_GetScanoutIntensityState = 0xE81CE836, +// NvAPI_GPU_GetScanoutWarpingState = 0x6F5435AF, +// NvAPI_GPU_GetShaderSubPipeCount = 0xBE17923, +// NvAPI_GPU_GetSystemType = 0xBAAABFCC, +// NvAPI_GPU_GetTachReading = 0x5F608315, +// NvAPI_GPU_GetThermalSettings = 0xE3640A56, +// NvAPI_GPU_GetVbiosOEMRevision = 0x2D43FB31, +// NvAPI_GPU_GetVbiosRevision = 0xACC3DA0A, +// NvAPI_GPU_GetVbiosVersionString = 0xA561FD7D, +// NvAPI_GPU_GetVirtualFrameBufferSize = 0x5A04B644, +// NvAPI_GPU_QueryIlluminationSupport = 0xA629DA31, +// NvAPI_GPU_ResetECCErrorInfo = 0xC02EEC20, +// NvAPI_GPU_SetECCConfiguration = 0x1CF639D9, +// NvAPI_GPU_SetEDID = 0xE83D6456, +// NvAPI_GPU_SetIllumination = 0x254A187, +// NvAPI_GPU_SetScanoutCompositionParameter = 0xF898247D, +// NvAPI_GPU_SetScanoutIntensity = 0xA57457A4, +// NvAPI_GPU_SetScanoutWarping = 0xB34BAB4F, +// NvAPI_GPU_ValidateOutputCombination = 0x34C9C2D4, +// NvAPI_GPU_WorkstationFeatureQuery = 0x4537DF, +// NvAPI_GPU_WorkstationFeatureSetup = 0x6C1F3FE4, +// NvAPI_GSync_AdjustSyncDelay = 0x2D11FF51, +// NvAPI_GSync_EnumSyncDevices = 0xD9639601, +// NvAPI_GSync_GetControlParameters = 0x16DE1C6A, +// NvAPI_GSync_GetStatusParameters = 0x70D404EC, +// NvAPI_GSync_GetSyncStatus = 0xF1F5B434, +// NvAPI_GSync_GetTopology = 0x4562BC38, +// NvAPI_GSync_QueryCapabilities = 0x44A3F1D1, +// NvAPI_GSync_SetControlParameters = 0x8BBFF88B, +// NvAPI_GSync_SetSyncStateSettings = 0x60ACDFDD, +// NvAPI_I2CRead = 0x2FDE12C5, +// NvAPI_I2CWrite = 0xE812EB07, +// NvAPI_Mosaic_EnableCurrentTopo = 0x5F1AA66C, +// NvAPI_Mosaic_EnumDisplayGrids = 0xDF2887AF, +// NvAPI_Mosaic_EnumDisplayModes = 0x78DB97D7, +// NvAPI_Mosaic_GetCurrentTopo = 0xEC32944E, +// NvAPI_Mosaic_GetDisplayViewportsByResolution = 0xDC6DC8D3, +// NvAPI_Mosaic_GetOverlapLimits = 0x989685F0, +// NvAPI_Mosaic_GetSupportedTopoInfo = 0xFDB63C81, +// NvAPI_Mosaic_GetTopoGroup = 0xCB89381D, +// NvAPI_Mosaic_SetCurrentTopo = 0x9B542831, +// NvAPI_Mosaic_SetDisplayGrids = 0x4D959A89, +// NvAPI_Mosaic_ValidateDisplayGrids = 0xCF43903D, +// NvAPI_OGL_ExpertModeDefaultsGet = 0xAE921F12, +// NvAPI_OGL_ExpertModeDefaultsSet = 0xB47A657E, +// NvAPI_OGL_ExpertModeGet = 0x22ED9516, +// NvAPI_OGL_ExpertModeSet = 0x3805EF7A, +// NvAPI_SetCurrentMosaicTopology = 0xD54B8989, +// NvAPI_SetDisplayPort = 0xFA13E65A, +// NvAPI_SetRefreshRateOverride = 0x3092AC32, +// NvAPI_SetView = 0x957D7B6, +// NvAPI_SetViewEx = 0x6B89E68, +// NvAPI_Stereo_Activate = 0xF6A1AD68, +// NvAPI_Stereo_CaptureJpegImage = 0x932CB140, +// NvAPI_Stereo_CapturePngImage = 0x8B7E99B5, +// NvAPI_Stereo_CreateConfigurationProfileRegistryKey = 0xBE7692EC, +// NvAPI_Stereo_CreateHandleFromIUnknown = 0xAC7E37F4, +// NvAPI_Stereo_Deactivate = 0x2D68DE96, +// NvAPI_Stereo_Debug_WasLastDrawStereoized = 0xED4416C5, +// NvAPI_Stereo_DecreaseConvergence = 0x4C87E317, +// NvAPI_Stereo_DecreaseSeparation = 0xDA044458, +// NvAPI_Stereo_DeleteConfigurationProfileRegistryKey = 0xF117B834, +// NvAPI_Stereo_DeleteConfigurationProfileValue = 0x49BCEECF, +// NvAPI_Stereo_DestroyHandle = 0x3A153134, +// NvAPI_Stereo_Disable = 0x2EC50C2B, +// NvAPI_Stereo_Enable = 0x239C4545, +// NvAPI_Stereo_GetConvergence = 0x4AB00934, +// NvAPI_Stereo_GetDefaultProfile = 0x624E21C2, +// NvAPI_Stereo_GetEyeSeparation = 0xCE653127, +// NvAPI_Stereo_GetFrustumAdjustMode = 0xE6839B43, +// NvAPI_Stereo_GetSeparation = 0x451F2134, +// NvAPI_Stereo_GetStereoSupport = 0x296C434D, +// NvAPI_Stereo_GetSurfaceCreationMode = 0x36F1C736, +// NvAPI_Stereo_IncreaseConvergence = 0xA17DAABE, +// NvAPI_Stereo_IncreaseSeparation = 0xC9A8ECEC, +// NvAPI_Stereo_InitActivation = 0xC7177702, +// NvAPI_Stereo_IsActivated = 0x1FB0BC30, +// NvAPI_Stereo_IsEnabled = 0x348FF8E1, +// NvAPI_Stereo_IsWindowedModeSupported = 0x40C8ED5E, +// NvAPI_Stereo_ReverseStereoBlitControl = 0x3CD58F89, +// NvAPI_Stereo_SetActiveEye = 0x96EEA9F8, +// NvAPI_Stereo_SetConfigurationProfileValue = 0x24409F48, +// NvAPI_Stereo_SetConvergence = 0x3DD6B54B, +// NvAPI_Stereo_SetDefaultProfile = 0x44F0ECD1, +// NvAPI_Stereo_SetDriverMode = 0x5E8F0BEC, +// NvAPI_Stereo_SetFrustumAdjustMode = 0x7BE27FA2, +// NvAPI_Stereo_SetNotificationMessage = 0x6B9B409E, +// NvAPI_Stereo_SetSeparation = 0x5C069FA3, +// NvAPI_Stereo_SetSurfaceCreationMode = 0xF5DCFCBA, +// NvAPI_Stereo_Trigger_Activation = 0xD6C6CD2, +// NvAPI_SYS_GetChipSetInfo = 0x53DABBCA, +// NvAPI_SYS_GetDisplayIdFromGpuAndOutputId = 0x8F2BAB4, +// NvAPI_SYS_GetDriverAndBranchVersion = 0x2926AAAD, +// NvAPI_SYS_GetGpuAndOutputIdFromDisplayId = 0x112BA1A5, +// NvAPI_SYS_GetLidAndDockInfo = 0xCDA14D8A, +// NvAPI_SYS_GetPhysicalGpuFromDisplayId = 0x9EA74659, +// NvAPI_VIO_Close = 0xD01BD237, +// NvAPI_VIO_EnumDataFormats = 0x221FA8E8, +// NvAPI_VIO_EnumDevices = 0xFD7C5557, +// NvAPI_VIO_EnumSignalFormats = 0xEAD72FE4, +// NvAPI_VIO_GetCapabilities = 0x1DC91303, +// NvAPI_VIO_GetConfig = 0xD34A789B, +// NvAPI_VIO_GetCSC = 0x7B0D72A3, +// NvAPI_VIO_GetGamma = 0x51D53D06, +// NvAPI_VIO_GetPCIInfo = 0xB981D935, +// NvAPI_VIO_GetSyncDelay = 0x462214A9, +// NvAPI_VIO_IsFrameLockModeCompatible = 0x7BF0A94D, +// NvAPI_VIO_IsRunning = 0x96BD040E, +// NvAPI_VIO_Open = 0x44EE4841, +// NvAPI_VIO_QueryTopology = 0x869534E2, +// NvAPI_VIO_SetConfig = 0xE4EEC07, +// NvAPI_VIO_SetCSC = 0xA1EC8D74, +// NvAPI_VIO_SetGamma = 0x964BF452, +// NvAPI_VIO_SetSyncDelay = 0x2697A8D1, +// NvAPI_VIO_Start = 0xCDE8E1A3, +// NvAPI_VIO_Status = 0xE6CE4F1, +// NvAPI_VIO_Stop = 0x6BA2A5D6, +// NvAPI_VIO_SyncFormatDetect = 0x118D48A3, + +// // ------------------------------------------------- +// // Private Internal NvAPI Functions +// // ------------------------------------------------- + +// NvAPI_3D_GetProperty = 0x8061A4B1, +// NvAPI_3D_GetPropertyRange = 0x0B85DE27C, +// NvAPI_3D_SetProperty = 0x0C9175E8D, +// NvAPI_AccessDisplayDriverRegistry = 0xF5579360, +// NvAPI_Coproc_GetApplicationCoprocInfo = 0x79232685, +// NvAPI_Coproc_GetCoprocInfoFlagsEx = 0x69A9874D, +// NvAPI_Coproc_GetCoprocStatus = 0x1EFC3957, +// NvAPI_Coproc_NotifyCoprocPowerState = 0x0CADCB956, +// NvAPI_Coproc_SetCoprocInfoFlagsEx = 0x0F4C863AC, +// NvAPI_CreateUnAttachedDisplayFromDisplay = 0xA0C72EE4, +// NvAPI_D3D_CreateQuery = 0x5D19BCA4, +// NvAPI_D3D_DestroyQuery = 0x0C8FF7258, +// NvAPI_D3D_Query_Begin = 0x0E5A9AAE0, +// NvAPI_D3D_Query_End = 0x2AC084FA, +// NvAPI_D3D_Query_GetData = 0x0F8B53C69, +// NvAPI_D3D_Query_GetDataSize = 0x0F2A54796, +// NvAPI_D3D_Query_GetType = 0x4ACEEAF7, +// NvAPI_D3D_RegisterApp = 0x0D44D3C4E, +// NvAPI_D3D10_AliasPrimaryAsTexture = 0x8AAC133D, +// NvAPI_D3D10_BeginShareResource = 0x35233210, +// NvAPI_D3D10_BeginShareResourceEx = 0x0EF303A9D, +// NvAPI_D3D10_CreateDevice = 0x2DE11D61, +// NvAPI_D3D10_CreateDeviceAndSwapChain = 0x5B803DAF, +// NvAPI_D3D10_EndShareResource = 0x0E9C5853, +// NvAPI_D3D10_GetRenderedCursorAsBitmap = 0x0CAC3CE5D, +// NvAPI_D3D10_ProcessCallbacks = 0x0AE9C2019, +// NvAPI_D3D10_SetPrimaryFlipChainCallbacks = 0x73EB9329, +// NvAPI_D3D11_BeginShareResource = 0x121BDC6, +// NvAPI_D3D11_EndShareResource = 0x8FFB8E26, +// NvAPI_D3D1x_BindSwapBarrier = 0x9DE8C729, +// NvAPI_D3D1x_IFR_SetUpTargetBufferToSys = 0x473F7828, +// NvAPI_D3D1x_IFR_TransferRenderTarget = 0x9FBAE4EB, +// NvAPI_D3D1x_JoinSwapGroup = 0x14610CD7, +// NvAPI_D3D1x_Present = 0x3B845A1, +// NvAPI_D3D1x_QueryFrameCount = 0x9152E055, +// NvAPI_D3D1x_QueryMaxSwapGroup = 0x9BB9D68F, +// NvAPI_D3D1x_QuerySwapGroup = 0x407F67AA, +// NvAPI_D3D1x_ResetFrameCount = 0x0FBBB031A, +// NvAPI_D3D9_AliasPrimaryAsTexture = 0x13C7112E, +// NvAPI_D3D9_AliasPrimaryFromDevice = 0x7C20C5BE, +// NvAPI_D3D9_BindSwapBarrier = 0x9C39C246, +// NvAPI_D3D9_CreatePathContextNV = 0x0A342F682, +// NvAPI_D3D9_CreatePathNV = 0x71329DF3, +// NvAPI_D3D9_CreateRenderTarget = 0x0B3827C8, +// NvAPI_D3D9_CreateTexture = 0x0D5E13573, +// NvAPI_D3D9_CreateVideo = 0x89FFD9A3, +// NvAPI_D3D9_CreateVideoBegin = 0x84C9D553, +// NvAPI_D3D9_CreateVideoEnd = 0x0B476BF61, +// NvAPI_D3D9_DeletePathNV = 0x73E0019A, +// NvAPI_D3D9_DestroyPathContextNV = 0x667C2929, +// NvAPI_D3D9_DMA = 0x962B8AF6, +// NvAPI_D3D9_DrawPathNV = 0x13199B3D, +// NvAPI_D3D9_EnableStereo = 0x492A6954, +// NvAPI_D3D9_EnumVideoFeatures = 0x1DB7C52C, +// NvAPI_D3D9_FreeVideo = 0x3111BED1, +// NvAPI_D3D9_GetCurrentRenderTargetHandle = 0x22CAD61, +// NvAPI_D3D9_GetCurrentZBufferHandle = 0x0B380F218, +// NvAPI_D3D9_GetIndexBufferHandle = 0x0FC5A155B, +// NvAPI_D3D9_GetOverlaySurfaceHandles = 0x6800F5FC, +// NvAPI_D3D9_GetSLIInfo = 0x694BFF4D, +// NvAPI_D3D9_GetTextureHandle = 0x0C7985ED5, +// NvAPI_D3D9_GetVertexBufferHandle = 0x72B19155, +// NvAPI_D3D9_GetVideoCapabilities = 0x3D596B93, +// NvAPI_D3D9_GetVideoState = 0x0A4527BF8, +// NvAPI_D3D9_GPUBasedCPUSleep = 0x0D504DDA7, +// NvAPI_D3D9_GpuSyncAcquire = 0x0D00B8317, +// NvAPI_D3D9_GpuSyncEnd = 0x754033F0, +// NvAPI_D3D9_GpuSyncGetHandleSize = 0x80C9FD3B, +// NvAPI_D3D9_GpuSyncInit = 0x6D6FDAD4, +// NvAPI_D3D9_GpuSyncMapIndexBuffer = 0x12EE68F2, +// NvAPI_D3D9_GpuSyncMapSurfaceBuffer = 0x2AB714AB, +// NvAPI_D3D9_GpuSyncMapTexBuffer = 0x0CDE4A28A, +// NvAPI_D3D9_GpuSyncMapVertexBuffer = 0x0DBC803EC, +// NvAPI_D3D9_GpuSyncRelease = 0x3D7A86BB, +// NvAPI_D3D9_IFR_SetUpTargetBufferToNV12BLVideoSurface = 0x0CFC92C15, +// NvAPI_D3D9_IFR_SetUpTargetBufferToSys = 0x55255D05, +// NvAPI_D3D9_IFR_TransferRenderTarget = 0x0AB7C2DC, +// NvAPI_D3D9_IFR_TransferRenderTargetToNV12BLVideoSurface = 0x5FE72F64, +// NvAPI_D3D9_JoinSwapGroup = 0x7D44BB54, +// NvAPI_D3D9_Lock = 0x6317345C, +// NvAPI_D3D9_NVFBC_GetStatus = 0x0bd3eb475, +// NvAPI_D3D9_PathClearDepthNV = 0x157E45C4, +// NvAPI_D3D9_PathDepthNV = 0x0FCB16330, +// NvAPI_D3D9_PathEnableColorWriteNV = 0x3E2804A2, +// NvAPI_D3D9_PathEnableDepthTestNV = 0x0E99BA7F3, +// NvAPI_D3D9_PathMatrixNV = 0x0D2F6C499, +// NvAPI_D3D9_PathParameterfNV = 0x0F7FF00C1, +// NvAPI_D3D9_PathParameteriNV = 0x0FC31236C, +// NvAPI_D3D9_PathVerticesNV = 0x0C23DF926, +// NvAPI_D3D9_Present = 0x5650BEB, +// NvAPI_D3D9_PresentSurfaceToDesktop = 0x0F7029C5, +// NvAPI_D3D9_PresentVideo = 0x5CF7F862, +// NvAPI_D3D9_QueryAAOverrideMode = 0x0DDF5643C, +// NvAPI_D3D9_QueryFrameCount = 0x9083E53A, +// NvAPI_D3D9_QueryMaxSwapGroup = 0x5995410D, +// NvAPI_D3D9_QuerySwapGroup = 0x0EBA4D232, +// NvAPI_D3D9_QueryVideoInfo = 0x1E6634B3, +// NvAPI_D3D9_ResetFrameCount = 0x0FA6A0675, +// NvAPI_D3D9_SetGamutData = 0x2BBDA32E, +// NvAPI_D3D9_SetPitchSurfaceCreation = 0x18CDF365, +// NvAPI_D3D9_SetResourceHint = 0x905F5C27, +// NvAPI_D3D9_SetSLIMode = 0x0BFDC062C, +// NvAPI_D3D9_SetSurfaceCreationLayout = 0x5609B86A, +// NvAPI_D3D9_SetVideoState = 0x0BD4BC56F, +// NvAPI_D3D9_StretchRect = 0x0AEAECD41, +// NvAPI_D3D9_Unlock = 0x0C182027E, +// NvAPI_D3D9_VideoSurfaceEncryptionControl = 0x9D2509EF, +// NvAPI_DeleteCustomDisplay = 0x0E7CB998D, +// NvAPI_DeleteUnderscanConfig = 0x0F98854C8, +// NvAPI_Disp_DpAuxChannelControl = 0x8EB56969, +// NvAPI_DISP_EnumHDMIStereoModes = 0x0D2CCF5D6, +// NvAPI_DISP_GetDisplayBlankingState = 0x63E5D8DB, +// NvAPI_DISP_GetHCloneTopology = 0x47BAD137, +// NvAPI_DISP_GetVirtualModeData = 0x3230D69A, +// NvAPI_DISP_OverrideDisplayModeList = 0x291BFF2, +// NvAPI_DISP_SetDisplayBlankingState = 0x1E17E29B, +// NvAPI_DISP_SetHCloneTopology = 0x61041C24, +// NvAPI_DISP_ValidateHCloneTopology = 0x5F4C2664, +// NvAPI_EnumCustomDisplay = 0x42892957, +// NvAPI_EnumUnderscanConfig = 0x4144111A, +// NvAPI_Event_RegisterCallback = 0x0E6DBEA69, +// NvAPI_Event_UnregisterCallback = 0x0DE1F9B45, +// NvAPI_GetDisplayDriverBuildTitle = 0x7562E947, +// NvAPI_GetDisplayDriverCompileType = 0x988AEA78, +// NvAPI_GetDisplayDriverMemoryInfo = 0x774AA982, +// NvAPI_GetDisplayDriverRegistryPath = 0x0E24CEEE, +// NvAPI_GetDisplayDriverSecurityLevel = 0x9D772BBA, +// NvAPI_GetDisplayFeatureConfig = 0x8E985CCD, +// NvAPI_GetDisplayFeatureConfigDefaults = 0x0F5F4D01, +// NvAPI_GetDisplayPosition = 0x6BB1EE5D, +// NvAPI_GetDisplaySettings = 0x0DC27D5D4, +// NvAPI_GetDriverMemoryInfo = 0x2DC95125, +// NvAPI_GetDriverModel = 0x25EEB2C4, +// NvAPI_GetDVCInfo = 0x4085DE45, +// NvAPI_GetDVCInfoEx = 0x0E45002D, +// NvAPI_GetGPUIDfromPhysicalGPU = 0x6533EA3E, +// NvAPI_GetHDCPLinkParameters = 0x0B3BB0772, +// NvAPI_GetHUEInfo = 0x95B64341, +// NvAPI_GetHybridMode = 0x0E23B68C1, +// NvAPI_GetImageSharpeningInfo = 0x9FB063DF, +// NvAPI_GetInfoFrame = 0x9734F1D, +// NvAPI_GetInfoFrameState = 0x41511594, +// NvAPI_GetInfoFrameStatePvt = 0x7FC17574, +// NvAPI_GetInvalidGpuTopologies = 0x15658BE6, +// NvAPI_GetLoadedMicrocodePrograms = 0x919B3136, +// NvAPI_GetPhysicalGPUFromDisplay = 0x1890E8DA, +// NvAPI_GetPhysicalGPUFromGPUID = 0x5380AD1A, +// NvAPI_GetPVExtName = 0x2F5B08E0, +// NvAPI_GetPVExtProfile = 0x1B1B9A16, +// NvAPI_GetScalingCaps = 0x8E875CF9, +// NvAPI_GetTiming = 0x0AFC4833E, +// NvAPI_GetTopologyDisplayGPU = 0x813D89A8, +// NvAPI_GetTVEncoderControls = 0x5757474A, +// NvAPI_GetTVOutputBorderColor = 0x6DFD1C8C, +// NvAPI_GetTVOutputInfo = 0x30C805D5, +// NvAPI_GetUnAttachedDisplayDriverRegistryPath = 0x633252D8, +// NvAPI_GetValidGpuTopologies = 0x5DFAB48A, +// NvAPI_GetVideoState = 0x1C5659CD, +// NvAPI_GPS_GetPerfSensors = 0x271C1109, +// NvAPI_GPS_GetPowerSteeringStatus = 0x540EE82E, +// NvAPI_GPS_GetThermalLimit = 0x583113ED, +// NvAPI_GPS_GetVPStateCap = 0x71913023, +// NvAPI_GPS_SetPowerSteeringStatus = 0x9723D3A2, +// NvAPI_GPS_SetThermalLimit = 0x0C07E210F, +// NvAPI_GPS_SetVPStateCap = 0x68888EB4, +// NvAPI_GPU_ClearPCIELinkAERInfo = 0x521566BB, +// NvAPI_GPU_ClearPCIELinkErrorInfo = 0x8456FF3D, +// NvAPI_GPU_ClientPowerPoliciesGetInfo = 0x34206D86, +// NvAPI_GPU_ClientPowerPoliciesGetStatus = 0x70916171, +// NvAPI_GPU_ClientPowerPoliciesSetStatus = 0x0AD95F5ED, +// NvAPI_GPU_ClientPowerTopologyGetInfo = 0x0A4DFD3F2, +// NvAPI_GPU_ClientPowerTopologyGetStatus = 0x0EDCF624E, +// NvAPI_GPU_CudaEnumComputeCapableGpus = 0x5786CC6E, +// NvAPI_GPU_EnableDynamicPstates = 0x0FA579A0F, +// NvAPI_GPU_EnableOverclockedPstates = 0x0B23B70EE, +// NvAPI_GPU_Get_DisplayPort_DongleInfo = 0x76A70E8D, +// NvAPI_GPU_GetAllClocks = 0x1BD69F49, +// NvAPI_GPU_GetAllGpusOnSameBoard = 0x4DB019E6, +// NvAPI_GPU_GetArchInfo = 0xD8265D24, +// NvAPI_GPU_GetBarInfo = 0xE4B701E3, +// NvAPI_GPU_GetClockBoostLock = 0xe440b867, // unknown name, NVAPI_ID_CURVE_GET +// NvAPI_GPU_GetClockBoostMask = 0x507b4b59, +// NvAPI_GPU_GetClockBoostRanges = 0x64b43a6a, +// NvAPI_GPU_GetClockBoostTable = 0x23f1b133, +// NvAPI_GPU_GetColorSpaceConversion = 0x8159E87A, +// NvAPI_GPU_GetConnectorInfo = 0x4ECA2C10, +// NvAPI_GPU_GetCoolerPolicyTable = 0x518A32C, +// NvAPI_GPU_GetCoolerSettings = 0x0DA141340, +// NvAPI_GPU_GetCoreVoltageBoostPercent = 0x9df23ca1, +// NvAPI_GPU_GetCurrentFanSpeedLevel = 0x0BD71F0C9, +// NvAPI_GPU_GetCurrentThermalLevel = 0x0D2488B79, +// NvAPI_GPU_GetCurrentVoltage = 0x465f9bcf, +// NvAPI_GPU_GetDeepIdleState = 0x1AAD16B4, +// NvAPI_GPU_GetDeviceDisplayMode = 0x0D2277E3A, +// NvAPI_GPU_GetDisplayUnderflowStatus = 0xED9E8057, +// NvAPI_GPU_GetDitherControl = 0x932AC8FB, +// NvAPI_GPU_GetExtendedMinorRevision = 0x25F17421, +// NvAPI_GPU_GetFBWidthAndLocation = 0x11104158, +// NvAPI_GPU_GetFlatPanelInfo = 0x36CFF969, +// NvAPI_GPU_GetFoundry = 0x5D857A00, +// NvAPI_GPU_GetFrameBufferCalibrationLockFailures = 0x524B9773, +// NvAPI_GPU_GetHardwareQualType = 0xF91E777B, +// NvAPI_GPU_GetHybridControllerInfo = 0xD26B8A58, +// NvAPI_GPU_GetLogicalFBWidthAndLocation = 0x8efc0978, +// NvAPI_GPU_GetManufacturingInfo = 0xA4218928, +// NvAPI_GPU_GetMemPartitionMask = 0x329D77CD, +// NvAPI_GPU_GetMXMBlock = 0xB7AB19B9, +// NvAPI_GPU_GetPartitionCount = 0x86F05D7A, +// NvAPI_GPU_GetPCIEInfo = 0xE3795199, +// NvAPI_GPU_GetPerfClocks = 0x1EA54A3B, +// NvAPI_GPU_GetPerfHybridMode = 0x5D7CCAEB, +// NvAPI_GPU_GetPerGpuTopologyStatus = 0x0A81F8992, +// NvAPI_GPU_GetPixelClockRange = 0x66AF10B7, +// NvAPI_GPU_GetPowerMizerInfo = 0x76BFA16B, +// NvAPI_GPU_GetPSFloorSweepStatus = 0xDEE047AB, +// NvAPI_GPU_GetPstateClientLimits = 0x88C82104, +// NvAPI_GPU_GetPstatesInfo = 0x0BA94C56E, +// NvAPI_GPU_GetRamBankCount = 0x17073A3C, +// NvAPI_GPU_GetRamBusWidth = 0x7975C581, +// NvAPI_GPU_GetRamConfigStrap = 0x51CCDB2A, +// NvAPI_GPU_GetRamMaker = 0x42aea16a, +// NvAPI_GPU_GetRamType = 0x57F7CAAC, +// NvAPI_GPU_GetRawFuseData = 0xE0B1DCE9, +// NvAPI_GPU_GetROPCount = 0xfdc129fa, +// NvAPI_GPU_GetSampleType = 0x32E1D697, +// NvAPI_GPU_GetSerialNumber = 0x14B83A5F, +// NvAPI_GPU_GetShaderPipeCount = 0x63E2F56F, +// NvAPI_GPU_GetShortName = 0xD988F0F3, +// NvAPI_GPU_GetSMMask = 0x0EB7AF173, +// NvAPI_GPU_GetTargetID = 0x35B5FD2F, +// NvAPI_GPU_GetThermalPoliciesInfo = 0x00D258BB5, // NvAPI_GPU_ClientThermalPoliciesGetInfo +// NvAPI_GPU_GetThermalPoliciesStatus = 0x0E9C425A1, +// NvAPI_GPU_GetThermalTable = 0xC729203C, +// NvAPI_GPU_GetTotalSMCount = 0x0AE5FBCFE, +// NvAPI_GPU_GetTotalSPCount = 0x0B6D62591, +// NvAPI_GPU_GetTotalTPCCount = 0x4E2F76A8, +// NvAPI_GPU_GetTPCMask = 0x4A35DF54, +// NvAPI_GPU_GetUsages = 0x189a1fdf, +// NvAPI_GPU_GetVbiosImage = 0xFC13EE11, +// NvAPI_GPU_GetVbiosMxmVersion = 0xE1D5DABA, +// NvAPI_GPU_GetVFPCurve = 0x21537ad4, +// NvAPI_GPU_GetVoltageDomainsStatus = 0x0C16C7E2C, +// NvAPI_GPU_GetVoltages = 0x7D656244, +// NvAPI_GPU_GetVoltageStep = 0x28766157, // unsure of the name +// NvAPI_GPU_GetVPECount = 0xD8CBF37B, +// NvAPI_GPU_GetVSFloorSweepStatus = 0xD4F3944C, +// NvAPI_GPU_GPIOQueryLegalPins = 0x0FAB69565, +// NvAPI_GPU_GPIOReadFromPin = 0x0F5E10439, +// NvAPI_GPU_GPIOWriteToPin = 0x0F3B11E68, +// NvAPI_GPU_PerfPoliciesGetInfo = 0x409d9841, +// NvAPI_GPU_PerfPoliciesGetStatus = 0x3d358a0c, +// NvAPI_GPU_PhysxQueryRecommendedState = 0x7A4174F4, +// NvAPI_GPU_PhysxSetState = 0x4071B85E, +// NvAPI_GPU_QueryActiveApps = 0x65B1C5F5, +// NvAPI_GPU_RestoreCoolerPolicyTable = 0x0D8C4FE63, +// NvAPI_GPU_RestoreCoolerSettings = 0x8F6ED0FB, +// NvAPI_GPU_SetClockBoostLock = 0x39442cfb, // unknown name, NVAPI_ID_CURVE_SET +// NvAPI_GPU_SetClockBoostTable = 0x0733e009, +// NvAPI_GPU_SetClocks = 0x6F151055, +// NvAPI_GPU_SetColorSpaceConversion = 0x0FCABD23A, +// NvAPI_GPU_SetCoolerLevels = 0x891FA0AE, +// NvAPI_GPU_SetCoolerPolicyTable = 0x987947CD, +// NvAPI_GPU_SetCoreVoltageBoostPercent = 0xb9306d9b, +// NvAPI_GPU_SetCurrentPCIESpeed = 0x3BD32008, +// NvAPI_GPU_SetCurrentPCIEWidth = 0x3F28E1B9, +// NvAPI_GPU_SetDeepIdleState = 0x568A2292, +// NvAPI_GPU_SetDisplayUnderflowMode = 0x387B2E41, +// NvAPI_GPU_SetDitherControl = 0x0DF0DFCDD, +// NvAPI_GPU_SetPerfClocks = 0x7BCF4AC, +// NvAPI_GPU_SetPerfHybridMode = 0x7BC207F8, +// NvAPI_GPU_SetPixelClockRange = 0x5AC7F8E5, +// NvAPI_GPU_SetPowerMizerInfo = 0x50016C78, +// NvAPI_GPU_SetPstateClientLimits = 0x0FDFC7D49, +// NvAPI_GPU_SetPstates20 = 0x0F4DAE6B, +// NvAPI_GPU_SetPstatesInfo = 0x0CDF27911, +// NvAPI_GPU_SetThermalPoliciesStatus = 0x034C0B13D, +// NvAPI_Hybrid_IsAppMigrationStateChangeable = 0x584CB0B6, +// NvAPI_Hybrid_QueryBlockedMigratableApps = 0x0F4C2F8CC, +// NvAPI_Hybrid_QueryUnblockedNonMigratableApps = 0x5F35BCB5, +// NvAPI_Hybrid_SetAppMigrationState = 0x0FA0B9A59, +// NvAPI_I2CReadEx = 0x4D7B0709, +// NvAPI_I2CWriteEx = 0x283AC65A, +// NvAPI_LoadMicrocode = 0x3119F36E, +// NvAPI_Mosaic_ChooseGpuTopologies = 0x0B033B140, +// NvAPI_Mosaic_EnumGridTopologies = 0x0A3C55220, +// NvAPI_Mosaic_GetDisplayCapabilities = 0x0D58026B9, +// NvAPI_Mosaic_GetMosaicCapabilities = 0x0DA97071E, +// NvAPI_Mosaic_GetMosaicViewports = 0x7EBA036, +// NvAPI_Mosaic_SetGridTopology = 0x3F113C77, +// NvAPI_Mosaic_ValidateDisplayGridsWithSLI = 0x1ECFD263, +// NvAPI_QueryNonMigratableApps = 0x0BB9EF1C3, +// NvAPI_QueryUnderscanCap = 0x61D7B624, +// NvAPI_RestartDisplayDriver = 0xB4B26B65, +// NvAPI_RevertCustomDisplayTrial = 0x854BA405, +// NvAPI_SaveCustomDisplay = 0x0A9062C78, +// NvAPI_SetDisplayFeatureConfig = 0x0F36A668D, +// NvAPI_SetDisplayPosition = 0x57D9060F, +// NvAPI_SetDisplaySettings = 0x0E04F3D86, +// NvAPI_SetDVCLevel = 0x172409B4, +// NvAPI_SetDVCLevelEx = 0x4A82C2B1, +// NvAPI_SetFrameRateNotify = 0x18919887, +// NvAPI_SetGpuTopologies = 0x25201F3D, +// NvAPI_SetHUEAngle = 0x0F5A0F22C, +// NvAPI_SetHybridMode = 0x0FB22D656, +// NvAPI_SetImageSharpeningLevel = 0x3FC9A59C, +// NvAPI_SetInfoFrame = 0x69C6F365, +// NvAPI_SetInfoFrameState = 0x67EFD887, +// NvAPI_SetPVExtName = 0x4FEEB498, +// NvAPI_SetPVExtProfile = 0x8354A8F4, +// NvAPI_SetTopologyDisplayGPU = 0xF409D5E5, +// NvAPI_SetTopologyFocusDisplayAndView = 0x0A8064F9, +// NvAPI_SetTVEncoderControls = 0x0CA36A3AB, +// NvAPI_SetTVOutputBorderColor = 0x0AED02700, +// NvAPI_SetUnderscanConfig = 0x3EFADA1D, +// NvAPI_SetVideoState = 0x54FE75A, +// NvAPI_Stereo_AppHandShake = 0x8C610BDA, +// NvAPI_Stereo_ForceToScreenDepth = 0x2D495758, +// NvAPI_Stereo_GetCursorSeparation = 0x72162B35, +// NvAPI_Stereo_GetPixelShaderConstantB = 0x0C79333AE, +// NvAPI_Stereo_GetPixelShaderConstantF = 0x0D4974572, +// NvAPI_Stereo_GetPixelShaderConstantI = 0x0ECD8F8CF, +// NvAPI_Stereo_GetStereoCaps = 0x0DFC063B7, +// NvAPI_Stereo_GetVertexShaderConstantB = 0x712BAA5B, +// NvAPI_Stereo_GetVertexShaderConstantF = 0x622FDC87, +// NvAPI_Stereo_GetVertexShaderConstantI = 0x5A60613A, +// NvAPI_Stereo_HandShake_Message_Control = 0x315E0EF0, +// NvAPI_Stereo_HandShake_Trigger_Activation = 0x0B30CD1A7, +// NvAPI_Stereo_Is3DCursorSupported = 0x0D7C9EC09, +// NvAPI_Stereo_SetCursorSeparation = 0x0FBC08FC1, +// NvAPI_Stereo_SetPixelShaderConstantB = 0x0BA6109EE, +// NvAPI_Stereo_SetPixelShaderConstantF = 0x0A9657F32, +// NvAPI_Stereo_SetPixelShaderConstantI = 0x912AC28F, +// NvAPI_Stereo_SetVertexShaderConstantB = 0x5268716F, +// NvAPI_Stereo_SetVertexShaderConstantF = 0x416C07B3, +// NvAPI_Stereo_SetVertexShaderConstantI = 0x7923BA0E, +// NvAPI_SYS_GetChipSetTopologyStatus = 0x8A50F126, +// NvAPI_SYS_GetSliApprovalCookie = 0xB539A26E, +// NvAPI_SYS_SetPostOutput = 0xD3A092B1, +// NvAPI_SYS_VenturaGetCoolingBudget = 0x0C9D86E33, +// NvAPI_SYS_VenturaGetPowerReading = 0x63685979, +// NvAPI_SYS_VenturaGetState = 0x0CB7C208D, +// NvAPI_SYS_VenturaSetCoolingBudget = 0x85FF5A15, +// NvAPI_SYS_VenturaSetState = 0x0CE2E9D9, +// NvAPI_TryCustomDisplay = 0x0BF6C1762, +// NvAPI_VideoGetStereoInfo = 0x8E1F8CFE, +// NvAPI_VideoSetStereoInfo = 0x97063269, +// NvAPI_GPU_ClientFanCoolersGetInfo = 0xfb85b01e, +// NvAPI_GPU_ClientFanCoolersGetStatus = 0x35aed5e8, +// NvAPI_GPU_ClientFanCoolersGetControl = 0x814b209f, +// NvAPI_GPU_ClientFanCoolersSetControl = 0xa58971a5, +// Unknown_1629A173 = 0x1629a173, // `Unknown(*mut { version = 0x00030038, count, .. })` +// Unknown_36E39E6B = 0x36e39e6b, // `Unknown(*mut { version = 0x0002000c, count, ... })` might be handles? +// Unknown_B7BCF50D = 0xb7bcf50d, // `Unknown(hGpu, *mut { version = 0x00010008, value })` seen `value = 0x703` +// Unknown_F1D2777B = 0xf1d2777b, // `Unknown(hDisplayHandle, *mut hGpu)` maybe? + +// NvAPI_Unload = 0xD22BDD7E, +// NvAPI_Initialize = 0x150E828 + +typedef uintptr_t *(*NvAPI_QueryInterface_t)(unsigned int); + +typedef struct nv_module { + HMODULE handle; + nv_api_t api; +} nv_module_t; + +static void* _nv_module_function_get(HMODULE handle, const char *name) +{ + void *func = GetProcAddress(handle, name); + + if (func == NULL) { + log_fatal("Failed to get function pointer for %s: %s", name, util_winerr_format_error_code(GetLastError())); + } + + return func; +} + +void nv_module_load(nv_module_t **module) +{ + HMODULE handle; + NvAPI_QueryInterface_t nvapi_query_interface; + + log_assert(module); + + *module = (nv_module_t *) xmalloc(sizeof(nv_module_t)); + + handle = LoadLibraryA(NV_MODULE_PATH); + + if (handle == NULL) { + log_fatal("Failed to load nvapi module: %s", util_winerr_format_error_code(GetLastError())); + } + + (*module)->handle = handle; + + nvapi_query_interface = _nv_module_function_get((*module)->handle, "nvapi_QueryInterface"); + + (*module)->api.NvAPI_Initialize = (NvAPI_Initialize_t) nvapi_query_interface(0x0150E828); + (*module)->api.NvAPI_Unload = (NvAPI_Unload_t) nvapi_query_interface(0xD22BDD7E); + (*module)->api.NvAPI_GetInterfaceVersionStringEx = (NvAPI_GetInterfaceVersionStringEx_t) nvapi_query_interface(0x1053FA5); + (*module)->api.NvAPI_SYS_GetDriverAndBranchVersion = (NvAPI_SYS_GetDriverAndBranchVersion_t) nvapi_query_interface(0x2926AAAD); + (*module)->api.NvAPI_GetErrorMessage = (NvAPI_GetErrorMessage_t) nvapi_query_interface(0x6C2D048C); + (*module)->api.NvAPI_DRS_CreateSession = (NvAPI_DRS_CreateSession_t) nvapi_query_interface(0x0694D52E); + (*module)->api.NvAPI_DRS_LoadSettings = (NvAPI_DRS_LoadSettings_t) nvapi_query_interface(0x375DBD6B); + (*module)->api.NvAPI_DRS_FindProfileByName = (NvAPI_DRS_FindProfileByName_t) nvapi_query_interface(0x7E4A9A0B); + (*module)->api.NvAPI_DRS_FindApplicationByName = (NvAPI_DRS_FindApplicationByName_t) nvapi_query_interface(0x0EEE566B2); + (*module)->api.NvAPI_DRS_CreateProfile = (NvAPI_DRS_CreateProfile_t) nvapi_query_interface(0x0CC176068); + (*module)->api.NvAPI_DRS_CreateApplication = (NvAPI_DRS_CreateApplication_t) nvapi_query_interface(0x4347A9DE); + (*module)->api.NvAPI_DRS_GetSetting = (NvAPI_DRS_GetSetting_t) nvapi_query_interface(0x73BF8338); + (*module)->api.NvAPI_DRS_SetSetting = (NvAPI_DRS_SetSetting_t) nvapi_query_interface(0x577DD202); + (*module)->api.NvAPI_DRS_SaveSettings = (NvAPI_DRS_SaveSettings_t) nvapi_query_interface(0x0FCBC7E14); + (*module)->api.NvAPI_DRS_DestroySession = (NvAPI_DRS_DestroySession_t) nvapi_query_interface(0x0DAD9CFF8); + (*module)->api.NvAPI_EnumPhysicalGPUs = (NvAPI_EnumPhysicalGPUs_t) nvapi_query_interface(0x0E5AC921F); + (*module)->api.NvAPI_GPU_GetConnectedDisplayIds = (NvAPI_GPU_GetConnectedDisplayIds_t) nvapi_query_interface(0x78DBA2); + (*module)->api.NvAPI_DISP_GetTiming = (NvAPI_DISP_GetTiming_t) nvapi_query_interface(0x175167E9); + (*module)->api.NvAPI_DISP_TryCustomDisplay = (NvAPI_DISP_TryCustomDisplay_t) nvapi_query_interface(0x1F7DB630); + (*module)->api.NvAPI_DISP_SaveCustomDisplay = (NvAPI_DISP_SaveCustomDisplay_t) nvapi_query_interface(0x49882876); + (*module)->api.NvAPI_DISP_RevertCustomDisplayTrial = (NvAPI_DISP_RevertCustomDisplayTrial_t) nvapi_query_interface(0xCBBD40F0); + (*module)->api.NvAPI_DRS_DeleteProfile = (NvAPI_DRS_DeleteProfile_t) nvapi_query_interface(0x17093206); + (*module)->api.NvAPI_DISP_GetDisplayConfig = (NvAPI_DISP_GetDisplayConfig_t) nvapi_query_interface(0x11ABCCF8); + (*module)->api.NvAPI_DISP_SetDisplayConfig = (NvAPI_DISP_SetDisplayConfig_t) nvapi_query_interface(0x5D8CF8DE); +} + +void nv_module_free(nv_module_t **module) +{ + log_assert(module); + + FreeLibrary((*module)->handle); + + free(*module); +} + +void nv_module_api_get(const nv_module_t *module, nv_api_t *api) +{ + log_assert(module); + log_assert(api); + + *api = module->api; +} diff --git a/src/main/nv/module.h b/src/main/nv/module.h new file mode 100644 index 0000000..0db57f1 --- /dev/null +++ b/src/main/nv/module.h @@ -0,0 +1,13 @@ +#ifndef NVGPU_CONFIG_NVAPI_MODULE_H +#define NVGPU_CONFIG_NVAPI_MODULE_H + +#include "nv/api.h" + +typedef struct nv_module nv_module_t; + +void nv_module_load(nv_module_t **module); +void nv_module_free(nv_module_t **module); + +void nv_module_api_get(const nv_module_t *module, nv_api_t *api); + +#endif \ No newline at end of file diff --git a/src/main/nvgpu/Module.mk b/src/main/nvgpu/Module.mk new file mode 100644 index 0000000..963caf6 --- /dev/null +++ b/src/main/nvgpu/Module.mk @@ -0,0 +1,8 @@ +exes += nvgpu \ + +libs_nvgpu := \ + nv \ + util \ + +src_nvgpu := \ + main.c \ diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c new file mode 100644 index 0000000..83a9c6f --- /dev/null +++ b/src/main/nvgpu/main.c @@ -0,0 +1,1344 @@ +#include + +#include +#include +#include +#include +#include +#include + +#include "nv/api.h" +#include "nv/module.h" + +#include "util/fs.h" +#include "util/mem.h" +#include "util/str.h" + +#define NV_DRS_SETTINGS_FOLDER "C:\\ProgramData\\NVIDIA Corporation\\Drs" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define PRINT_ERR_WITH_NVAPI_MESSAGE(status, fmt, ...) \ + NvAPI_ShortString error_str; \ + nv_api->NvAPI_GetErrorMessage(status, error_str); \ + fprintf(stderr, fmt ", reason: %s\n", ##__VA_ARGS__, error_str); + +static bool _session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_DestroySession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Destroying driver settings session"); + return false; + } + + return true; +} + +static bool _session_create_and_settings_load(const nv_api_t *nv_api, NvDRSSessionHandle *session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_CreateSession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver settings session"); + return false; + } + + status = nv_api->NvAPI_DRS_LoadSettings(*session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Loading driver settings"); + + return _session_destroy(nv_api, *session); + } + + return true; +} + +static bool _settings_save_and_session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + printfln_err("Saving ..."); + + status = nv_api->NvAPI_DRS_SaveSettings(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving driver settings"); + + return _session_destroy(nv_api, session); + } + + return _session_destroy(nv_api, session); +} + +static bool _profile_get( + const nv_api_t *nv_api, + const char *profile_name, + NvDRSSessionHandle session, + NvDRSProfileHandle *profile) +{ + NvAPI_UnicodeString nv_profile_name; + NvAPI_Status status; + wchar_t *profile_name_wstr; + + assert(nv_api); + assert(session); + assert(profile); + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(nv_profile_name, sizeof(nv_profile_name), profile_name_wstr); + + status = nv_api->NvAPI_DRS_FindProfileByName(session, nv_profile_name, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Finding driver profile %s", profile_name); + return false; + } + + return true; +} + +static bool _profile_setting_set( + const nv_api_t *nv_api, + NvDRSSessionHandle session, + NvDRSProfileHandle profile, + NVDRS_SETTING *setting) +{ + NvAPI_Status status; + + assert(nv_api); + assert(setting); + + status = nv_api->NvAPI_DRS_SetSetting(session, profile, setting); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "Error setting driver settings"); + return false; + } + + return true; +} + +static void _ensure_drs_settings_folder_exists() +{ + // Even on a fresh install, this might not exist which result + // in NVAPI_ACCESS_DENIED errors on many (or even all?) nvapi DRS functions + if (!path_exists(NV_DRS_SETTINGS_FOLDER)) { + printfln_err("NOTE: DRS settings folder to store profiles does not exist, creating..."); + path_mkdir(NV_DRS_SETTINGS_FOLDER); + } +} + +// ------------------------------------------------------------------------------------------------- + +static bool _nv_info(const nv_api_t *nv_api) +{ + NvAPI_ShortString interface_version; + NvAPI_ShortString driver_version; + NvU32 driver_version_number; + NvAPI_Status status; + + printfln_err("Getting interface version..."); + + status = nv_api->NvAPI_GetInterfaceVersionStringEx(interface_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting interface version string"); + return false; + } + + printfln_err("Getting driver and branch version..."); + + status = nv_api->NvAPI_SYS_GetDriverAndBranchVersion(&driver_version_number, driver_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting driver and branch version"); + return false; + } + + printfln_out("Interface version: %s", interface_version); + printfln_out("Driver version: %s", driver_version); + printfln_out("Driver version number: %lu", driver_version_number); + + return true; +} + +static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NVDRS_PROFILE profile; + wchar_t *profile_name_wstr; + NvAPI_Status status; + NvDRSProfileHandle profile_handle; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + profile.version = NVDRS_PROFILE_VER; + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(profile.profileName, sizeof(profile.profileName), profile_name_wstr); + free(profile_name_wstr); + + printfln_err("Creating profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver profile"); + + _session_destroy(nv_api, session); + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_delete(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + printfln_err("Deleting profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_DeleteProfile(session, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Deleting driver profile %s", profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_application_add(const nv_api_t *nv_api, const char *profile_name, const char *application_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + NVDRS_APPLICATION application; + wchar_t *application_name_wstr; + + assert(nv_api); + assert(profile_name); + assert(application_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + application.version = NVDRS_APPLICATION_VER; + + application_name_wstr = str_widen(application_name); + wstr_cpy(application.appName, sizeof(application.appName), application_name_wstr); + free(application_name_wstr); + + printfln_err("Adding application %s to profile %s...", application_name, profile_name); + + status = nv_api->NvAPI_DRS_CreateApplication(session, profile, &application); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Adding application %s to profile %s", application_name, profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gsync_disable(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = VRR_APP_OVERRIDE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + setting.u32CurrentValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + + printfln_err("Disabling G-SYNC for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gpu_power_state_max(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = PREFERRED_PSTATE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = PREFERRED_PSTATE_PREFER_MAX; + setting.u32CurrentValue = PREFERRED_PSTATE_PREFER_MAX; + + printfln_err("Setting GPU power state to maximum for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _displays_list(const nv_api_t *nv_api) +{ + NvAPI_Status status; + NvPhysicalGpuHandle gpu_handle[NVAPI_MAX_PHYSICAL_GPUS]; + NvU32 gpu_count; + NvU32 display_id_count; + NV_GPU_DISPLAYIDS *display_ids; + const char *connector_type; + + assert(nv_api); + + status = nv_api->NvAPI_EnumPhysicalGPUs(gpu_handle, &gpu_count); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Enumerating physical GPUs"); + return false; + } + + printfln_err("Display ID, Connector Type, Active, Connected, Physically Connected"); + + for (NvU32 i = 0; i < gpu_count; i++) { + // Get display count per GPU + display_id_count = 0; + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], NULL, &display_id_count, 0); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display count of GPU"); + return false; + } + + if (display_id_count > 0) { + display_ids = (NV_GPU_DISPLAYIDS*) xmalloc(sizeof(NV_GPU_DISPLAYIDS) * display_id_count); + + for (NvU32 j = 0; j < display_id_count; j++) { + display_ids[j].version = NV_GPU_DISPLAYIDS_VER; + } + + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], display_ids, &display_id_count, 0); + + if (status != NVAPI_OK) { + free(display_ids); + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display ids of GPU"); + return false; + } + + for (NvU32 j = 0; j < display_id_count; j++) { + switch (display_ids[j].connectorType) { + case NV_MONITOR_CONN_TYPE_VGA: + connector_type = "VGA"; + break; + case NV_MONITOR_CONN_TYPE_COMPONENT: + connector_type = "Component"; + break; + case NV_MONITOR_CONN_TYPE_SVIDEO: + connector_type = "S-Video"; + break; + case NV_MONITOR_CONN_TYPE_HDMI: + connector_type = "HDMI"; + break; + case NV_MONITOR_CONN_TYPE_DVI: + connector_type = "DVI"; + break; + case NV_MONITOR_CONN_TYPE_LVDS: + connector_type = "LVDS"; + break; + case NV_MONITOR_CONN_TYPE_DP: + connector_type = "DP"; + break; + case NV_MONITOR_CONN_TYPE_COMPOSITE: + connector_type = "Composite"; + break; + default: + connector_type = "unknown"; + break; + } + + printfln_out("0x%lX, %s, %s, %s, %s", + display_ids[j].displayId, + connector_type, + display_ids[j].isActive ? "active" : "inactive", + display_ids[j].isConnected ? "connected" : "disconnected", + display_ids[j].isPhysicallyConnected ? "connected" : "disconnected"); + } + + free(display_ids); + } + } + + return true; +} + +static bool _display_config_get(const nv_api_t *nv_api, NvU32 display_id) +{ + NvU32 target_info_count; + NV_DISPLAYCONFIG_PATH_INFO display_config; + NvAPI_Status status; + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 *target_info; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 *source_mode_info; + + assert(nv_api); + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&target_info_count, NULL); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config count"); + return false; + } + + memset(&display_config, 0, sizeof(NV_DISPLAYCONFIG_PATH_INFO)); + + display_config.version = NV_DISPLAYCONFIG_PATH_INFO_VER; + display_config.targetInfoCount = target_info_count; + display_config.targetInfo = (NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2*) xmalloc(sizeof(NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2) * target_info_count); + display_config.sourceModeInfo = (NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1*) xmalloc(sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1) * target_info_count); + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&target_info_count, &display_config); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config"); + + free(display_config.targetInfo); + free(display_config.sourceModeInfo); + + return false; + } + + if (display_id != 0) { + printfln_err("Applying display ID filter: %lX", display_id); + } + + printfln_err("Num total display configs: %ld", display_config.targetInfoCount); + + for (NvU32 i = 0; i < display_config.targetInfoCount; i++) { + target_info = &display_config.targetInfo[i]; + source_mode_info = &display_config.sourceModeInfo[i]; + + if (display_id != 0 && target_info->displayId != display_id) { + continue; + } + + printfln_out("--------------------------------"); + printfln_out("Display ID: %lX", target_info->displayId); + printfln_out("Resolution width: %ld", source_mode_info->resolution.width); + printfln_out("Resolution height: %ld", source_mode_info->resolution.height); + printfln_out("Color depth: %d", source_mode_info->colorFormat); + printfln_out("Position x: %d", source_mode_info->position.x); + printfln_out("Position y: %d", source_mode_info->position.y); + printfln_out("Spanning orientation: %d", source_mode_info->spanningOrientation); + printfln_out("GDI primary: %d", source_mode_info->bGDIPrimary); + printfln_out("SLI focus: %d", source_mode_info->bSLIFocus); + + if (target_info->details) { + switch (target_info->details->rotation) { + case NV_ROTATE_0: + printfln_out("Rotation: 0 degrees"); + break; + case NV_ROTATE_90: + printfln_out("Rotation: 90 degrees"); + break; + case NV_ROTATE_180: + printfln_out("Rotation: 180 degrees"); + break; + case NV_ROTATE_270: + printfln_out("Rotation: 270 degrees"); + break; + case NV_ROTATE_IGNORED: + printfln_out("Rotation: ignored"); + break; + default: + printfln_out("Rotation: unknown (%d)", target_info->details->rotation); + break; + } + + switch (target_info->details->scaling) { + case NV_SCALING_DEFAULT: + printfln_out("Scaling: default"); + break; + case NV_SCALING_GPU_SCALING_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to closest"); + break; + case NV_SCALING_GPU_SCALING_TO_NATIVE: + printfln_out("Scaling: GPU scaling to native"); + break; + case NV_SCALING_GPU_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scaling to aspect scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to aspect scanout to closest"); + break; + case NV_SCALING_GPU_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scanout to closest"); + break; + case NV_SCALING_GPU_INTEGER_ASPECT_SCALING: + printfln_out("Scaling: GPU integer aspect scaling"); + break; + default: + printfln_out("Scaling: unknown (%d)", target_info->details->scaling); + break; + } + + printfln_out("Refresh rate (non interlaced): %ld", target_info->details->refreshRate1K * 1000); + printfln_out("Interlaced: %d", target_info->details->interlaced); + printfln_out("Primary: %d", target_info->details->primary); + printfln_out("Disable virtual mode support: %d", target_info->details->disableVirtualModeSupport); + printfln_out("Is preferred unscaled target: %d", target_info->details->isPreferredUnscaledTarget); + + switch (target_info->details->connector) { + case NVAPI_GPU_CONNECTOR_VGA_15_PIN: + printfln_out("Connector: VGA 15 Pin"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE: + printfln_out("Connector: TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_TV_SVIDEO: + printfln_out("Connector: TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_COMPONENT: + printfln_out("Connector: TV HDTV Component"); + break; + case NVAPI_GPU_CONNECTOR_TV_SCART: + printfln_out("Connector: TV SCART"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE_SCART_ON_EIAJ4120: + printfln_out("Connector: TV Composite SCART on EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_EIAJ4120: + printfln_out("Connector: TV HDTV EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_HDTV_YPRPB: + printfln_out("Connector: PC POD HDTV YPRPB"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_SVIDEO: + printfln_out("Connector: PC POD S-Video"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_COMPOSITE: + printfln_out("Connector: PC POD Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_SVIDEO: + printfln_out("Connector: DVI-I TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_COMPOSITE: + printfln_out("Connector: DVI-I TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I: + printfln_out("Connector: DVI-I"); + break; + case NVAPI_GPU_CONNECTOR_DVI_D: + printfln_out("Connector: DVI-D"); + break; + case NVAPI_GPU_CONNECTOR_ADC: + printfln_out("Connector: ADC"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_1: + printfln_out("Connector: LFH DVI-I 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_2: + printfln_out("Connector: LFH DVI-I 2"); + break; + case NVAPI_GPU_CONNECTOR_SPWG: + printfln_out("Connector: SPWG"); + break; + case NVAPI_GPU_CONNECTOR_OEM: + printfln_out("Connector: OEM"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_EXTERNAL: + printfln_out("Connector: DisplayPort External"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_INTERNAL: + printfln_out("Connector: DisplayPort Internal"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_MINI_EXT: + printfln_out("Connector: DisplayPort Mini External"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_A: + printfln_out("Connector: HDMI A"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_C_MINI: + printfln_out("Connector: HDMI C Mini"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_1: + printfln_out("Connector: LFH DisplayPort 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_2: + printfln_out("Connector: LFH DisplayPort 2"); + break; + case NVAPI_GPU_CONNECTOR_VIRTUAL_WFD: + printfln_out("Connector: Virtual WFD"); + break; + case NVAPI_GPU_CONNECTOR_USB_C: + printfln_out("Connector: USB C"); + break; + default: + printfln_out("Connector: unknown (%d)", target_info->details->connector); + break; + } + + switch (target_info->details->tvFormat) { + case NV_DISPLAY_TV_FORMAT_NONE: + printfln_out("TV format: none"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCM: + printfln_out("TV format: SD NTSC-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCJ: + printfln_out("TV format: SD NTSC-J"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALM: + printfln_out("TV format: SD PAL-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALBDGH: + printfln_out("TV format: SD PAL-BDGH"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALN: + printfln_out("TV format: SD PAL-N"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALNC: + printfln_out("TV format: SD PAL-NC"); + break; + case NV_DISPLAY_TV_FORMAT_SD_576i: + printfln_out("TV format: SD 576i"); + break; + case NV_DISPLAY_TV_FORMAT_SD_480i: + printfln_out("TV format: SD 480i"); + break; + case NV_DISPLAY_TV_FORMAT_ED_480p: + printfln_out("TV format: ED 480p"); + break; + case NV_DISPLAY_TV_FORMAT_ED_576p: + printfln_out("TV format: ED 576p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p: + printfln_out("TV format: HD 720p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i: + printfln_out("TV format: HD 1080i"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p: + printfln_out("TV format: HD 1080p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p50: + printfln_out("TV format: HD 720p50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p24: + printfln_out("TV format: HD 1080p24"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i50: + printfln_out("TV format: HD 1080i50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p50: + printfln_out("TV format: HD 1080p50"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_3840: + printfln_out("TV format: UHD 4Kp30 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_3840: + printfln_out("TV format: UHD 4Kp25 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_3840: + printfln_out("TV format: UHD 4Kp24 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_SMPTE: + printfln_out("TV format: UHD 4Kp24 SMPTE"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_3840: + printfln_out("TV format: UHD 4Kp50 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_3840: + printfln_out("TV format: UHD 4Kp60 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_4096: + printfln_out("TV format: UHD 4Kp30 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_4096: + printfln_out("TV format: UHD 4Kp25 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_4096: + printfln_out("TV format: UHD 4Kp24 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_4096: + printfln_out("TV format: UHD 4Kp50 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_4096: + printfln_out("TV format: UHD 4Kp60 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp24_7680: + printfln_out("TV format: UHD 8Kp24 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp25_7680: + printfln_out("TV format: UHD 8Kp25 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp30_7680: + printfln_out("TV format: UHD 8Kp30 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp48_7680: + printfln_out("TV format: UHD 8Kp48 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp50_7680: + printfln_out("TV format: UHD 8Kp50 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp60_7680: + printfln_out("TV format: UHD 8Kp60 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp100_7680: + printfln_out("TV format: UHD 8Kp100 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp120_7680: + printfln_out("TV format: UHD 8Kp120 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_3840: + printfln_out("TV format: UHD 4Kp48 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_4096: + printfln_out("TV format: UHD 4Kp48 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_3840: + printfln_out("TV format: UHD 4Kp100 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_4096: + printfln_out("TV format: UHD 4Kp100 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_4096: + printfln_out("TV format: UHD 4Kp120 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_3840: + printfln_out("TV format: UHD 4Kp120 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_5120: + printfln_out("TV format: UHD 4Kp100 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_5120: + printfln_out("TV format: UHD 4Kp120 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_5120: + printfln_out("TV format: UHD 4Kp24 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_5120: + printfln_out("TV format: UHD 4Kp25 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_5120: + printfln_out("TV format: UHD 4Kp30 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_5120: + printfln_out("TV format: UHD 4Kp48 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_5120: + printfln_out("TV format: UHD 4Kp50 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_5120: + printfln_out("TV format: UHD 4Kp60 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp24_10240: + printfln_out("TV format: UHD 10Kp24 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp25_10240: + printfln_out("TV format: UHD 10Kp25 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp30_10240: + printfln_out("TV format: UHD 10Kp30 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp48_10240: + printfln_out("TV format: UHD 10Kp48 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp50_10240: + printfln_out("TV format: UHD 10Kp50 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp60_10240: + printfln_out("TV format: UHD 10Kp60 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp100_10240: + printfln_out("TV format: UHD 10Kp100 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp120_10240: + printfln_out("TV format: UHD 10Kp120 10240"); + break; + case NV_DISPLAY_TV_FORMAT_SD_OTHER: + printfln_out("TV format: SD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ED_OTHER: + printfln_out("TV format: ED Other"); + break; + case NV_DISPLAY_TV_FORMAT_HD_OTHER: + printfln_out("TV format: HD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ANY: + printfln_out("TV format: Any"); + break; + default: + printfln_out("TV format: unknown (%d)", target_info->details->tvFormat); + break; + } + + switch (target_info->details->timingOverride) { + case NV_TIMING_OVERRIDE_CURRENT: + printfln_out("Timing override: current"); + break; + case NV_TIMING_OVERRIDE_AUTO: + printfln_out("Timing override: auto"); + break; + case NV_TIMING_OVERRIDE_EDID: + printfln_out("Timing override: EDID"); + break; + case NV_TIMING_OVERRIDE_DMT: + printfln_out("Timing override: VESA DMT"); + break; + case NV_TIMING_OVERRIDE_DMT_RB: + printfln_out("Timing override: VESA DMT RB"); + break; + case NV_TIMING_OVERRIDE_CVT: + printfln_out("Timing override: VESA CVT"); + break; + case NV_TIMING_OVERRIDE_CVT_RB: + printfln_out("Timing override: VESA CVT RB"); + break; + case NV_TIMING_OVERRIDE_GTF: + printfln_out("Timing override: VESA GTF"); + break; + case NV_TIMING_OVERRIDE_EIA861: + printfln_out("Timing override: EIA 861x pre-defined timing"); + break; + case NV_TIMING_OVERRIDE_ANALOG_TV: + printfln_out("Timing override: analog SD/HDTV timing"); + break; + case NV_TIMING_OVERRIDE_CUST: + printfln_out("Timing override: NV custom timings"); + break; + case NV_TIMING_OVERRIDE_NV_PREDEFINED: + printfln_out("Timing override: NV pre-defined timing (basically the PsF timings)"); + break; + case NV_TIMING_OVERRIDE_NV_ASPR: + printfln_out("Timing override: NV ASPR"); + break; + case NV_TIMING_OVERRIDE_SDI: + printfln_out("Timing override: SDI"); + break; + case NV_TIMING_OVRRIDE_MAX: + printfln_out("Timing override: max"); + break; + default: + printfln_out("Timing override: unknown (%d)", target_info->details->timingOverride); + break; + } + + printfln_out("Override custom (backend raster) timing"); + + printfln_out("Horizontal visible: %d", target_info->details->timing.HVisible); + printfln_out("Horizontal border: %d", target_info->details->timing.HBorder); + printfln_out("Horizontal front porch: %d", target_info->details->timing.HFrontPorch); + printfln_out("Horizontal sync width: %d", target_info->details->timing.HSyncWidth); + printfln_out("Horizontal total: %d", target_info->details->timing.HTotal); + printfln_out("Horizontal sync polarity: %s", target_info->details->timing.HSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Vertical visible: %d", target_info->details->timing.VVisible); + printfln_out("Vertical border: %d", target_info->details->timing.VBorder); + printfln_out("Vertical front porch: %d", target_info->details->timing.VFrontPorch); + printfln_out("Vertical sync width: %d", target_info->details->timing.VSyncWidth); + printfln_out("Vertical total: %d", target_info->details->timing.VTotal); + printfln_out("Vertical sync polarity: %s", target_info->details->timing.VSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Interlaced: %s", target_info->details->timing.interlaced == 1 ? "interlaced" : "progressive"); + printfln_out("Pixel clock: %lu kHz", target_info->details->timing.pclk * 10); + + printfln_out("Flag: 0x%lX", target_info->details->timing.etc.flag); + printfln_out("Logical refresh rate to present: %d", target_info->details->timing.etc.rr); + printfln_out("Physical vertical refresh rate: %f Hz", target_info->details->timing.etc.rrx1k * 0.001); + printfln_out("Display aspect ratio: %lu:%lu", target_info->details->timing.etc.aspect >> 16, target_info->details->timing.etc.aspect & 0xFFFF); + printfln_out("Bit-wise pixel repetition factor (1 = no pixel repetition, 2 = each pixel repeats twice horizontally, etc.): %d", target_info->details->timing.etc.rep); + printfln_out("Timing status: 0x%lX", target_info->details->timing.etc.status); + printfln_out("Timing name: %s", target_info->details->timing.etc.name); + } + + printfln_out("--------------------------------"); + } + + free(display_config.targetInfo); + free(display_config.sourceModeInfo); + + return true; +} + +static bool _custom_resolution_set( + const nv_api_t *nv_api, + NvU32 display_id, + uint16_t screen_width, + uint16_t screen_height, + float screen_refresh_rate, + uint8_t test_only_timeout_sec) +{ + NV_CUSTOM_DISPLAY custom_display; + NV_TIMING_FLAG flag; + NV_TIMING_INPUT timing; + NvAPI_Status status; + + assert(nv_api); + + memset(&custom_display, 0, sizeof(NV_CUSTOM_DISPLAY)); + memset(&flag, 0, sizeof(NV_TIMING_FLAG)); + memset(&timing, 0, sizeof(NV_TIMING_INPUT)); + + custom_display.version = NV_CUSTOM_DISPLAY_VER; + custom_display.width = screen_width; + custom_display.height = screen_height; + custom_display.depth = 32; + custom_display.colorFormat = NV_FORMAT_A8R8G8B8; + custom_display.srcPartition.x = 0; + custom_display.srcPartition.y = 0; + custom_display.srcPartition.w = 1; + custom_display.srcPartition.h = 1; + custom_display.xRatio = 1; + custom_display.yRatio = 1; + + timing.version = NV_TIMING_INPUT_VER; + timing.height = screen_height; + timing.width = screen_width; + timing.rr = screen_refresh_rate; + timing.flag = flag; + timing.type = NV_TIMING_OVERRIDE_CVT_RB; + + printfln_err("Calculating custom display timing for display ID 0x%lX", display_id); + + status = nv_api->NvAPI_DISP_GetTiming(display_id, &timing, &custom_display.timing); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Calculating custom display timing"); + return false; + } + + status = nv_api->NvAPI_DISP_TryCustomDisplay(&display_id, 1, &custom_display); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Trying custom display configuration"); + return false; + } + + if (test_only_timeout_sec == 0) { + printfln_err("Persisting custom display configuration"); + + status = nv_api->NvAPI_DISP_SaveCustomDisplay(&display_id, 1, true, true); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving custom display configuration"); + return false; + } + + printfln_err("Custom display configuration persisted"); + } else { + printfln_err("Trying custom display configuration for %d seconds...", test_only_timeout_sec); + + Sleep(test_only_timeout_sec * 1000); + + printfln_err("Reverting custom display configuration, not persisting"); + + status = nv_api->NvAPI_DISP_RevertCustomDisplayTrial(&display_id, 1); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Reverting custom display configuration"); + return false; + } + } + + return true; +} + +// ------------------------------------------------------------------------------------------------- + +static void _print_synopsis() +{ + printfln_err("Usage: nvgpu "); + printfln_err("Commands:"); + printfln_err(" nv"); + printfln_err(" info Print information about the NVAPI module and driver"); + printfln_err(""); + printfln_err(" profile"); + printfln_err(" create Create a new driver profile with the given name"); + printfln_err(" delete Delete an existing driver profile"); + printfln_err(" application-add "); + printfln_err(" Add an application to the driver profile. This will apply the profile to the application when the driver detects a process being launched, e.g. MyApplication.exe"); + printfln_err(" gsync-disable Disable G-SYNC for the driver profile"); + printfln_err(" gpu-power-state-max Set GPU power state to maximum for the driver profile"); + printfln_err(""); + printfln_err(" display"); + printfln_err(" list List all connected displays and their display IDs"); + printfln_err(" config-get [display_id] Get the current display configurations. Optionally, specify a display ID to get the configuration of that display only"); + printfln_err(" custom-resolution-set "); + printfln_err(" Set a custom display mode with the given parameters for the given display ID. The settings are persisted immediately. Ensure you tested these before with the custom-display-test command."); + printfln_err(" custom-resolution-test "); + printfln_err(" Test a custom display mode for a limited amount of time. This will revert the display mode after the given amount of seconds and not persist the changes."); +} + +static bool _cmd_nv_info(const nv_api_t *nv_api) +{ + return _nv_info(nv_api); +} + +static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_create(nv_api, profile_name); +} + +static bool _cmd_profile_delete(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_delete(nv_api, profile_name); +} + +static bool _cmd_profile_application_add(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + const char *application_name; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + application_name = argv[1]; + + return _profile_application_add(nv_api, profile_name, application_name); +} + +static bool _cmd_profile_gsync_disable(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gsync_disable(nv_api, profile_name); +} + +static bool _cmd_profile_gpu_power_state_max(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gpu_power_state_max(nv_api, profile_name); +} + +static bool _cmd_display_list(const nv_api_t *nv_api) +{ + return _displays_list(nv_api); +} + +static bool _cmd_display_config_get(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + + if (argc > 0) { + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + } else { + display_id = 0; + } + + return _display_config_get(nv_api, display_id); +} + +static bool _cmd_custom_resolution_set(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + + if (argc < 4) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + printf_err("Setting custom resolution for display ID 0x%X: %dx%d@%f\n", display_id, screen_width, screen_height, screen_refresh_rate); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + 0); +} + +static bool _cmd_custom_resolution_test(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + uint8_t test_only_timeout_sec; + + if (argc < 5) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + test_only_timeout_sec = atoi(argv[4]); + + if (test_only_timeout_sec == 0) { + printfln_err("ERROR: Time out parameter must be greater than 0"); + return false; + } + + printf_err("Testing custom resolution for display ID %u: %dx%d@%f, timeout %d seconds\n", display_id, screen_width, screen_height, screen_refresh_rate, test_only_timeout_sec); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + test_only_timeout_sec); +} + +// ------------------------------------------------------------------------------------------------- + +int main(int argc, char **argv) +{ + const char *command; + const char *sub_command; + nv_module_t *nv_module; + nv_api_t nv_api; + NvAPI_Status status; + bool result; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + exit(1); + } + + command = argv[1]; + sub_command = argv[2]; + + printfln_err("Loading NVAPI module..."); + + nv_module_load(&nv_module); + nv_module_api_get(nv_module, &nv_api); + + printfln_err("Initializing NVAPI..."); + + status = nv_api.NvAPI_Initialize(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + fprintf(stderr, "ERROR: Initializing NVAPI, reason: %s\n", error_str); + + nv_module_free(&nv_module); + exit(1); + } + + printfln_err("Running command: %s %s", command, sub_command); + + if (!strcmp(command, "nv")) { + if (!strcmp(sub_command, "info")) { + result = _cmd_nv_info(&nv_api); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "profile")) { + _ensure_drs_settings_folder_exists(); + + if (!strcmp(sub_command, "create")) { + result = _cmd_profile_create(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "delete")) { + result = _cmd_profile_delete(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "application-add")) { + result = _cmd_profile_application_add(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gsync-disable")) { + result = _cmd_profile_gsync_disable(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gpu-power-state-max")) { + result = _cmd_profile_gpu_power_state_max(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "display")) { + if (!strcmp(sub_command, "list")) { + result = _cmd_display_list(&nv_api); + } else if (!strcmp(sub_command, "config-get")) { + result = _cmd_display_config_get(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-set")) { + result = _cmd_custom_resolution_set(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-test")) { + result = _cmd_custom_resolution_test(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else { + printfln_err("ERROR: Unknown command: %s", command); + _print_synopsis(); + result = false; + } + + status = nv_api.NvAPI_Unload(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + printfln_err("ERROR: Unloading NVAPI, reason: %s", error_str); + } + + nv_module_free(&nv_module); + + if (result) { + printfln_err("Command completed successfully"); + exit(0); + } else { + printfln_err("Command failed"); + exit(1); + } +} \ No newline at end of file diff --git a/src/main/util/Module.mk b/src/main/util/Module.mk index ab8d495..0a4e2f1 100644 --- a/src/main/util/Module.mk +++ b/src/main/util/Module.mk @@ -20,5 +20,5 @@ src_util := \ str.c \ thread.c \ time.c \ + winerr.c \ winres.c \ - diff --git a/src/main/util/winerr.c b/src/main/util/winerr.c new file mode 100644 index 0000000..98fe35b --- /dev/null +++ b/src/main/util/winerr.c @@ -0,0 +1,38 @@ +#include + +#include "util/mem.h" +#include "util/str.h" +#include "util/winerr.h" + +char* util_winerr_format_last_error_code() +{ + return util_winerr_format_error_code(GetLastError()); +} + +char* util_winerr_format_error_code(int err_code) +{ + // Max size according to docs + char buffer[64 * 1024]; + char *buffer_dyn; + DWORD format_flags; + DWORD language_id; + size_t len; + + format_flags = FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS; + language_id = MAKELANGID(LANG_ENGLISH, SUBLANG_ENGLISH_US); + + len = FormatMessageA(format_flags, NULL, err_code, language_id, buffer, sizeof(buffer), NULL); + + if (len > 0) { + // Have this on the heap by don't use the dynamic allocation provided by + // the function because it's on a different heap and can't be free'd + // with free() + buffer_dyn = xmalloc(len); + + str_cpy(buffer_dyn, len, buffer); + + return buffer_dyn; + } else { + return NULL; + } +} \ No newline at end of file diff --git a/src/main/util/winerr.h b/src/main/util/winerr.h new file mode 100644 index 0000000..edbe1bd --- /dev/null +++ b/src/main/util/winerr.h @@ -0,0 +1,8 @@ +#ifndef UTIL_WINERR_H +#define UTIL_WINERR_H + +char* util_winerr_format_last_error_code(); + +char* util_winerr_format_error_code(int err_code); + +#endif \ No newline at end of file From 9b5f627dd178cc9a47a504ab6078f2032273d69d Mon Sep 17 00:00:00 2001 From: icex2 Date: Sat, 8 Feb 2025 23:00:58 +0100 Subject: [PATCH 080/118] feat: nvgpu tool for tweaking nvidia gpu driver settings MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit An open source re-implementation of the “NvDisplayConfigLDJ" tool with additional enhancements. This can be used to tweak your nvidia GPU driver settings to create custom display timings to address IIDX’s requirement if expecting proper display timings. This can also be used for any legacy IIDX versions that even expect very specific display timings, e.g. 59.95 or 60.05 hz. Furthermore, creating application profiles allows further tweaks to important GPU settings such as the current performance mode setting. This is crucial to ensure the GPU is not going into any kind of power saving states which results in non-smooth scrolling during gameplay and micro stuttering that cannot be measured on application level. --- Module.mk | 4 + README.md | 1 + doc/tools/nvgpu.md | 78 + src/imports/nvapi/NvApiDriverSettings.c | 947 + src/imports/nvapi/NvApiDriverSettings.h | 1150 ++ src/imports/nvapi/nvHLSLExtns.h | 2315 +++ src/imports/nvapi/nvHLSLExtnsInternal.h | 758 + src/imports/nvapi/nvShaderExtnEnums.h | 142 + src/imports/nvapi/nvapi.h | 24002 ++++++++++++++++++++++ src/imports/nvapi/nvapi_interface.h | 529 + src/imports/nvapi/nvapi_lite_common.h | 659 + src/imports/nvapi/nvapi_lite_d3dext.h | 184 + src/imports/nvapi/nvapi_lite_salend.h | 809 + src/imports/nvapi/nvapi_lite_salstart.h | 812 + src/imports/nvapi/nvapi_lite_sli.h | 247 + src/imports/nvapi/nvapi_lite_stereo.h | 592 + src/imports/nvapi/nvapi_lite_surround.h | 95 + src/main/nv/Module.mk | 4 + src/main/nv/api.h | 63 + src/main/nv/module.c | 790 + src/main/nv/module.h | 13 + src/main/nvgpu/Module.mk | 8 + src/main/nvgpu/main.c | 1344 ++ src/main/util/Module.mk | 2 +- src/main/util/winerr.c | 38 + src/main/util/winerr.h | 8 + 26 files changed, 35593 insertions(+), 1 deletion(-) create mode 100644 doc/tools/nvgpu.md create mode 100644 src/imports/nvapi/NvApiDriverSettings.c create mode 100644 src/imports/nvapi/NvApiDriverSettings.h create mode 100644 src/imports/nvapi/nvHLSLExtns.h create mode 100644 src/imports/nvapi/nvHLSLExtnsInternal.h create mode 100644 src/imports/nvapi/nvShaderExtnEnums.h create mode 100644 src/imports/nvapi/nvapi.h create mode 100644 src/imports/nvapi/nvapi_interface.h create mode 100644 src/imports/nvapi/nvapi_lite_common.h create mode 100644 src/imports/nvapi/nvapi_lite_d3dext.h create mode 100644 src/imports/nvapi/nvapi_lite_salend.h create mode 100644 src/imports/nvapi/nvapi_lite_salstart.h create mode 100644 src/imports/nvapi/nvapi_lite_sli.h create mode 100644 src/imports/nvapi/nvapi_lite_stereo.h create mode 100644 src/imports/nvapi/nvapi_lite_surround.h create mode 100644 src/main/nv/Module.mk create mode 100644 src/main/nv/api.h create mode 100644 src/main/nv/module.c create mode 100644 src/main/nv/module.h create mode 100644 src/main/nvgpu/Module.mk create mode 100644 src/main/nvgpu/main.c create mode 100644 src/main/util/winerr.c create mode 100644 src/main/util/winerr.h diff --git a/Module.mk b/Module.mk index 2a948a8..4c42db6 100644 --- a/Module.mk +++ b/Module.mk @@ -172,6 +172,8 @@ include src/main/jbhook3/Module.mk include src/main/launcher/Module.mk include src/main/mempatch-hook/Module.mk include src/main/mm/Module.mk +include src/main/nv/Module.mk +include src/main/nvgpu/Module.mk include src/main/p3io/Module.mk include src/main/p3iodrv/Module.mk include src/main/p3ioemu/Module.mk @@ -232,6 +234,7 @@ $(zipdir)/tools.zip: \ build/bin/indep-32/ezusb2-dbg-hook.dll \ build/bin/indep-32/ezusb2-tool.exe \ build/bin/indep-32/ezusb-tool.exe \ + build/bin/indep-32/nvgpu.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -246,6 +249,7 @@ $(zipdir)/tools-x64.zip: \ build/bin/indep-64/iidx-ezusb2-exit-hook.dll \ build/bin/indep-64/jbiotest.exe \ build/bin/indep-64/mempatch-hook.dll \ + build/bin/indep-64/nvgpu.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ diff --git a/README.md b/README.md index 6827f95..5700293 100644 --- a/README.md +++ b/README.md @@ -122,6 +122,7 @@ The following games are supported with their corresponding hook-libraries. - ir-beat-patch-9/10: Patch the IR beat phase on IIDX 9 and 10 - [mempatch-hook](doc/tools/mempatch-hook.md): Patch raw memory locations in the target process based on the provided configuration +- [nvgpu](doc/tools/nvgpu.md): Command line tool to configure and tweak the NVIDIA GPU driver - [pcbidgen](doc/tools/pcbidgen.md): Konami PCBID generator tool - [ViGEm clients](doc/vigem/README.md): Expose BT5 APIs as XBOX game controllers to play any games with real cabinet hardware. diff --git a/doc/tools/nvgpu.md b/doc/tools/nvgpu.md new file mode 100644 index 0000000..5cde37c --- /dev/null +++ b/doc/tools/nvgpu.md @@ -0,0 +1,78 @@ +# nvgpu - Command line tool to configure and tweak the NVIDIA GPU driver + +An open source re-implementation of the “NvDisplayConfigLDJ" tool with additional enhancements. + +The tool is based on NVIDIA's [nvapi](https://github.com/NVIDIA/nvapi) which is an interface to +various driver settings that can also be tweaked from the NVIDIA Control Panel. The goal of this +tool is to provide a streamlined command line interface to configure various settings that can +improve gameplay experience significantly. + +This can be used to tweak your nvidia GPU driver settings to create custom display timings to address +IIDX’s requirement if expecting proper display timings. This can also be used for any legacy IIDX +versions that even expect very specific display timings, e.g. 59.95 or 60.05 hz. + +Furthermore, creating application profiles allows further tweaks to important GPU settings such as +the current performance mode setting. This is crucial to ensure the GPU is not going into any kind of +power saving states which results in non-smooth scrolling during gameplay and micro stuttering that +cannot be measured on application level. + +Simply run the tool without any arguments to get a full synopsis of available commands. + +## Example usage for modern IIDX + +### Custom GPU profile + +The following creates a custom profile to address potential performance concerns such as not 100% smooth scrolling and +micro stuttering. + +* Create a custom profile: `nvgpu profile create launcher` +* Add the launcher application to the profile: `nvgpu profile application-add launcher launcher.exe` + * This will apply to any (IIDX) game running with `launcher.exe` +* Set GPU power state to maximum for the profile: `nvgpu profile gpu-power-state-max launcher` + +### Custom timing + +* Run the game and observe the monitor check screen (requires IIDX 20+) +* Take note of the refresh rate of the monitor that is determined by the game +* Exit the game +* Run `nvgpu display list` to get the display ID of the monitor you want to change use that ID in the following commands +* Run `nvgpu display custom-resolution-test` with your display ID and monitor settings to test the custom configuration + first + * For example, for IIDX 31 which runs in native 1920x1080 with a monitor also having that as its native resolution, + having the monitor id `0x12345678` and the monitor check yielding a value of ~`59.9345`, run + `nvgpu display custom-resolution-test 1920 1080 59.9345 10` + * Observe if the test is successful and the display doesn't turn blank or displays a glitched image for ~10 seconds +* Run `nvgpu display custom-resolution-set` with the previously tested settings to apply the custom display mode + * For example, `nvgpu display custom-resolution-set 0x12345678 1920 1080 59.9345` + +## Example usage for legacy IIDX + +Legacy IIDX concerns any game prior to IIDX 20 that introduced the monitor check screen. The game engine was expecting +a the display/GPU/driver to perform at specific refresh rate timings in order to provide correct timing and audio +playback for the game. To this date (i.e. IIDX 31), the game engine never re-syncs audio playback during gameplay. +Therefore any flaky and incorrect timing will result in audio desynchronization either early on or throughout a song. + +### Custom GPU profile + +The following creates a custom profile to address potential performance concerns such as not 100% smooth scrolling and +micro stuttering. + +* Create a custom profile: `nvgpu profile create bm2dx` +* Add the launcher application to the profile: `nvgpu profile application-add bm2dx bm2dx.exe` + * This will apply to any (IIDX) game running with an executable named `bm2fx.exe` +* Set GPU power state to maximum for the profile: `nvgpu profile gpu-power-state-max bm2dx` + +### Custom timing + +* Use a modern game and it to observe the monitor check screen (requires IIDX 20+) +* Take note of the refresh rate of the monitor that is determined by the game +* Exit the game +* Run `nvgpu display list` to get the display ID of the monitor you want to change use that ID in the following commands +* Run `nvgpu display custom-resolution-test` with your display ID and monitor settings to test the custom configuration + first + * For example, for IIDX 31 which runs in native 1920x1080 with a monitor also having that as its native resolution, + having the monitor id `0x12345678` and the monitor check yielding a value of ~`59.9345`, run + `nvgpu display custom-resolution-test 1920 1080 59.9345 10` + * Observe if the test is successful and the display doesn't turn blank or displays a glitched image for ~10 seconds +* Run `nvgpu display custom-resolution-set` with the previously tested settings to apply the custom display mode + * For example, `nvgpu display custom-resolution-set 0x12345678 1920 1080 59.9345` \ No newline at end of file diff --git a/src/imports/nvapi/NvApiDriverSettings.c b/src/imports/nvapi/NvApiDriverSettings.c new file mode 100644 index 0000000..18e1ff6 --- /dev/null +++ b/src/imports/nvapi/NvApiDriverSettings.c @@ -0,0 +1,947 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + + +#include "NvApiDriverSettings.h" + +EValues_OGL_AA_LINE_GAMMA g_valuesOGL_AA_LINE_GAMMA[OGL_AA_LINE_GAMMA_NUM_VALUES] = +{ + OGL_AA_LINE_GAMMA_DISABLED, + OGL_AA_LINE_GAMMA_ENABLED, + OGL_AA_LINE_GAMMA_MIN, + OGL_AA_LINE_GAMMA_MAX, +}; + +EValues_OGL_CPL_GDI_COMPATIBILITY g_valuesOGL_CPL_GDI_COMPATIBILITY[OGL_CPL_GDI_COMPATIBILITY_NUM_VALUES] = +{ + OGL_CPL_GDI_COMPATIBILITY_PREFER_DISABLED, + OGL_CPL_GDI_COMPATIBILITY_PREFER_ENABLED, + OGL_CPL_GDI_COMPATIBILITY_AUTO, +}; + +EValues_OGL_CPL_PREFER_DXPRESENT g_valuesOGL_CPL_PREFER_DXPRESENT[OGL_CPL_PREFER_DXPRESENT_NUM_VALUES] = +{ + OGL_CPL_PREFER_DXPRESENT_PREFER_DISABLED, + OGL_CPL_PREFER_DXPRESENT_PREFER_ENABLED, + OGL_CPL_PREFER_DXPRESENT_AUTO, +}; + +EValues_OGL_DEEP_COLOR_SCANOUT g_valuesOGL_DEEP_COLOR_SCANOUT[OGL_DEEP_COLOR_SCANOUT_NUM_VALUES] = +{ + OGL_DEEP_COLOR_SCANOUT_DISABLE, + OGL_DEEP_COLOR_SCANOUT_ENABLE, +}; + +EValues_OGL_DEFAULT_SWAP_INTERVAL g_valuesOGL_DEFAULT_SWAP_INTERVAL[OGL_DEFAULT_SWAP_INTERVAL_NUM_VALUES] = +{ + OGL_DEFAULT_SWAP_INTERVAL_TEAR, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC, + OGL_DEFAULT_SWAP_INTERVAL_VALUE_MASK, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_MASK, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_OFF, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_ON, + OGL_DEFAULT_SWAP_INTERVAL_APP_CONTROLLED, + OGL_DEFAULT_SWAP_INTERVAL_DISABLE, +}; + +EValues_OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL g_valuesOGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL[OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_NUM_VALUES] = +{ + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ZERO_SCANLINES, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ONE_FULL_FRAME_OF_SCANLINES, +}; + +EValues_OGL_DEFAULT_SWAP_INTERVAL_SIGN g_valuesOGL_DEFAULT_SWAP_INTERVAL_SIGN[OGL_DEFAULT_SWAP_INTERVAL_SIGN_NUM_VALUES] = +{ + OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_NEGATIVE, +}; + +EValues_OGL_EVENT_LOG_SEVERITY_THRESHOLD g_valuesOGL_EVENT_LOG_SEVERITY_THRESHOLD[OGL_EVENT_LOG_SEVERITY_THRESHOLD_NUM_VALUES] = +{ + OGL_EVENT_LOG_SEVERITY_THRESHOLD_DISABLE, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_CRITICAL, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_WARNING, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_INFORMATION, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL, +}; + +EValues_OGL_FORCE_BLIT g_valuesOGL_FORCE_BLIT[OGL_FORCE_BLIT_NUM_VALUES] = +{ + OGL_FORCE_BLIT_ON, + OGL_FORCE_BLIT_OFF, +}; + +EValues_OGL_FORCE_STEREO g_valuesOGL_FORCE_STEREO[OGL_FORCE_STEREO_NUM_VALUES] = +{ + OGL_FORCE_STEREO_OFF, + OGL_FORCE_STEREO_ON, +}; + +const wchar_t * g_valuesOGL_IMPLICIT_GPU_AFFINITY[OGL_IMPLICIT_GPU_AFFINITY_NUM_VALUES] = +{ + OGL_IMPLICIT_GPU_AFFINITY_AUTOSELECT +}; + +EValues_OGL_OVERLAY_PIXEL_TYPE g_valuesOGL_OVERLAY_PIXEL_TYPE[OGL_OVERLAY_PIXEL_TYPE_NUM_VALUES] = +{ + OGL_OVERLAY_PIXEL_TYPE_NONE, + OGL_OVERLAY_PIXEL_TYPE_CI, + OGL_OVERLAY_PIXEL_TYPE_RGBA, + OGL_OVERLAY_PIXEL_TYPE_CI_AND_RGBA, +}; + +EValues_OGL_OVERLAY_SUPPORT g_valuesOGL_OVERLAY_SUPPORT[OGL_OVERLAY_SUPPORT_NUM_VALUES] = +{ + OGL_OVERLAY_SUPPORT_OFF, + OGL_OVERLAY_SUPPORT_ON, + OGL_OVERLAY_SUPPORT_FORCE_SW, +}; + +EValues_OGL_QUALITY_ENHANCEMENTS g_valuesOGL_QUALITY_ENHANCEMENTS[OGL_QUALITY_ENHANCEMENTS_NUM_VALUES] = +{ + OGL_QUALITY_ENHANCEMENTS_HQUAL, + OGL_QUALITY_ENHANCEMENTS_QUAL, + OGL_QUALITY_ENHANCEMENTS_PERF, + OGL_QUALITY_ENHANCEMENTS_HPERF, +}; + +EValues_OGL_SINGLE_BACKDEPTH_BUFFER g_valuesOGL_SINGLE_BACKDEPTH_BUFFER[OGL_SINGLE_BACKDEPTH_BUFFER_NUM_VALUES] = +{ + OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE, + OGL_SINGLE_BACKDEPTH_BUFFER_ENABLE, + OGL_SINGLE_BACKDEPTH_BUFFER_USE_HW_DEFAULT, +}; + +EValues_OGL_SLI_MULTICAST g_valuesOGL_SLI_MULTICAST[OGL_SLI_MULTICAST_NUM_VALUES] = +{ + OGL_SLI_MULTICAST_DISABLE, + OGL_SLI_MULTICAST_ENABLE, + OGL_SLI_MULTICAST_FORCE_DISABLE, + OGL_SLI_MULTICAST_ALLOW_MOSAIC, +}; + +EValues_OGL_THREAD_CONTROL g_valuesOGL_THREAD_CONTROL[OGL_THREAD_CONTROL_NUM_VALUES] = +{ + OGL_THREAD_CONTROL_ENABLE, + OGL_THREAD_CONTROL_DISABLE, +}; + +EValues_OGL_TMON_LEVEL g_valuesOGL_TMON_LEVEL[OGL_TMON_LEVEL_NUM_VALUES] = +{ + OGL_TMON_LEVEL_DISABLE, + OGL_TMON_LEVEL_CRITICAL, + OGL_TMON_LEVEL_WARNING, + OGL_TMON_LEVEL_INFORMATION, + OGL_TMON_LEVEL_MOST, + OGL_TMON_LEVEL_VERBOSE, +}; + +EValues_OGL_TRIPLE_BUFFER g_valuesOGL_TRIPLE_BUFFER[OGL_TRIPLE_BUFFER_NUM_VALUES] = +{ + OGL_TRIPLE_BUFFER_DISABLED, + OGL_TRIPLE_BUFFER_ENABLED, +}; + +EValues_AA_BEHAVIOR_FLAGS g_valuesAA_BEHAVIOR_FLAGS[AA_BEHAVIOR_FLAGS_NUM_VALUES] = +{ + AA_BEHAVIOR_FLAGS_NONE, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_APP_CONTROLLED, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_ENHANCE, + AA_BEHAVIOR_FLAGS_DISABLE_OVERRIDE, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_APP_CONTROLLED, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_OVERRIDE, + AA_BEHAVIOR_FLAGS_DISABLE_ENHANCE, + AA_BEHAVIOR_FLAGS_MAP_VCAA_TO_MULTISAMPLING, + AA_BEHAVIOR_FLAGS_SLI_DISABLE_TRANSPARENCY_SUPERSAMPLING, + AA_BEHAVIOR_FLAGS_DISABLE_CPLAA, + AA_BEHAVIOR_FLAGS_SKIP_RT_DIM_CHECK_FOR_ENHANCE, + AA_BEHAVIOR_FLAGS_DISABLE_SLIAA, + AA_BEHAVIOR_FLAGS_DEFAULT, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4_SHIFT, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4_SHIFT, + AA_BEHAVIOR_FLAGS_MASK, +}; + +EValues_AA_MODE_ALPHATOCOVERAGE g_valuesAA_MODE_ALPHATOCOVERAGE[AA_MODE_ALPHATOCOVERAGE_NUM_VALUES] = +{ + AA_MODE_ALPHATOCOVERAGE_MODE_MASK, + AA_MODE_ALPHATOCOVERAGE_MODE_OFF, + AA_MODE_ALPHATOCOVERAGE_MODE_ON, + AA_MODE_ALPHATOCOVERAGE_MODE_MAX, +}; + +EValues_AA_MODE_GAMMACORRECTION g_valuesAA_MODE_GAMMACORRECTION[AA_MODE_GAMMACORRECTION_NUM_VALUES] = +{ + AA_MODE_GAMMACORRECTION_MASK, + AA_MODE_GAMMACORRECTION_OFF, + AA_MODE_GAMMACORRECTION_ON_IF_FOS, + AA_MODE_GAMMACORRECTION_ON_ALWAYS, + AA_MODE_GAMMACORRECTION_MAX, + AA_MODE_GAMMACORRECTION_DEFAULT, + AA_MODE_GAMMACORRECTION_DEFAULT_TESLA, + AA_MODE_GAMMACORRECTION_DEFAULT_FERMI, +}; + +EValues_AA_MODE_METHOD g_valuesAA_MODE_METHOD[AA_MODE_METHOD_NUM_VALUES] = +{ + AA_MODE_METHOD_NONE, + AA_MODE_METHOD_SUPERSAMPLE_2X_H, + AA_MODE_METHOD_SUPERSAMPLE_2X_V, + AA_MODE_METHOD_SUPERSAMPLE_1_5X1_5, + AA_MODE_METHOD_FREE_0x03, + AA_MODE_METHOD_FREE_0x04, + AA_MODE_METHOD_SUPERSAMPLE_4X, + AA_MODE_METHOD_SUPERSAMPLE_4X_BIAS, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAUSSIAN, + AA_MODE_METHOD_FREE_0x08, + AA_MODE_METHOD_FREE_0x09, + AA_MODE_METHOD_SUPERSAMPLE_9X, + AA_MODE_METHOD_SUPERSAMPLE_9X_BIAS, + AA_MODE_METHOD_SUPERSAMPLE_16X, + AA_MODE_METHOD_SUPERSAMPLE_16X_BIAS, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL, + AA_MODE_METHOD_MULTISAMPLE_2X_QUINCUNX, + AA_MODE_METHOD_MULTISAMPLE_4X, + AA_MODE_METHOD_FREE_0x11, + AA_MODE_METHOD_MULTISAMPLE_4X_GAUSSIAN, + AA_MODE_METHOD_MIXEDSAMPLE_4X_SKEWED_4TAP, + AA_MODE_METHOD_FREE_0x14, + AA_MODE_METHOD_FREE_0x15, + AA_MODE_METHOD_MIXEDSAMPLE_6X, + AA_MODE_METHOD_MIXEDSAMPLE_6X_SKEWED_6TAP, + AA_MODE_METHOD_MIXEDSAMPLE_8X, + AA_MODE_METHOD_MIXEDSAMPLE_8X_SKEWED_8TAP, + AA_MODE_METHOD_MIXEDSAMPLE_16X, + AA_MODE_METHOD_MULTISAMPLE_4X_GAMMA, + AA_MODE_METHOD_MULTISAMPLE_16X, + AA_MODE_METHOD_VCAA_32X_8v24, + AA_MODE_METHOD_CORRUPTION_CHECK, + AA_MODE_METHOD_6X_CT, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_GAMMA, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAMMA, + AA_MODE_METHOD_MULTISAMPLE_4X_FOSGAMMA, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_FOSGAMMA, + AA_MODE_METHOD_SUPERSAMPLE_4X_FOSGAMMA, + AA_MODE_METHOD_MULTISAMPLE_8X, + AA_MODE_METHOD_VCAA_8X_4v4, + AA_MODE_METHOD_VCAA_16X_4v12, + AA_MODE_METHOD_VCAA_16X_8v8, + AA_MODE_METHOD_MIXEDSAMPLE_32X, + AA_MODE_METHOD_SUPERVCAA_64X_4v12, + AA_MODE_METHOD_SUPERVCAA_64X_8v8, + AA_MODE_METHOD_MIXEDSAMPLE_64X, + AA_MODE_METHOD_MIXEDSAMPLE_128X, + AA_MODE_METHOD_COUNT, + AA_MODE_METHOD_METHOD_MASK, + AA_MODE_METHOD_METHOD_MAX, +}; + +EValues_AA_MODE_REPLAY g_valuesAA_MODE_REPLAY[AA_MODE_REPLAY_NUM_VALUES] = +{ + AA_MODE_REPLAY_SAMPLES_MASK, + AA_MODE_REPLAY_SAMPLES_ONE, + AA_MODE_REPLAY_SAMPLES_TWO, + AA_MODE_REPLAY_SAMPLES_FOUR, + AA_MODE_REPLAY_SAMPLES_EIGHT, + AA_MODE_REPLAY_SAMPLES_MAX, + AA_MODE_REPLAY_MODE_MASK, + AA_MODE_REPLAY_MODE_OFF, + AA_MODE_REPLAY_MODE_ALPHA_TEST, + AA_MODE_REPLAY_MODE_PIXEL_KILL, + AA_MODE_REPLAY_MODE_DYN_BRANCH, + AA_MODE_REPLAY_MODE_OPTIMAL, + AA_MODE_REPLAY_MODE_ALL, + AA_MODE_REPLAY_MODE_MAX, + AA_MODE_REPLAY_TRANSPARENCY, + AA_MODE_REPLAY_DISALLOW_TRAA, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_TESLA, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_FERMI, + AA_MODE_REPLAY_MASK, +}; + +EValues_AA_MODE_SELECTOR g_valuesAA_MODE_SELECTOR[AA_MODE_SELECTOR_NUM_VALUES] = +{ + AA_MODE_SELECTOR_MASK, + AA_MODE_SELECTOR_APP_CONTROL, + AA_MODE_SELECTOR_OVERRIDE, + AA_MODE_SELECTOR_ENHANCE, + AA_MODE_SELECTOR_MAX, +}; + +EValues_AA_MODE_SELECTOR_SLIAA g_valuesAA_MODE_SELECTOR_SLIAA[AA_MODE_SELECTOR_SLIAA_NUM_VALUES] = +{ + AA_MODE_SELECTOR_SLIAA_DISABLED, + AA_MODE_SELECTOR_SLIAA_ENABLED, +}; + +EValues_ANISO_MODE_LEVEL g_valuesANISO_MODE_LEVEL[ANISO_MODE_LEVEL_NUM_VALUES] = +{ + ANISO_MODE_LEVEL_MASK, + ANISO_MODE_LEVEL_NONE_POINT, + ANISO_MODE_LEVEL_NONE_LINEAR, + ANISO_MODE_LEVEL_MAX, + ANISO_MODE_LEVEL_DEFAULT, +}; + +EValues_ANISO_MODE_SELECTOR g_valuesANISO_MODE_SELECTOR[ANISO_MODE_SELECTOR_NUM_VALUES] = +{ + ANISO_MODE_SELECTOR_MASK, + ANISO_MODE_SELECTOR_APP, + ANISO_MODE_SELECTOR_USER, + ANISO_MODE_SELECTOR_COND, + ANISO_MODE_SELECTOR_MAX, + ANISO_MODE_SELECTOR_DEFAULT, +}; + +EValues_ANSEL_ALLOW g_valuesANSEL_ALLOW[ANSEL_ALLOW_NUM_VALUES] = +{ + ANSEL_ALLOW_DISALLOWED, + ANSEL_ALLOW_ALLOWED, +}; + +EValues_ANSEL_ALLOWLISTED g_valuesANSEL_ALLOWLISTED[ANSEL_ALLOWLISTED_NUM_VALUES] = +{ + ANSEL_ALLOWLISTED_DISALLOWED, + ANSEL_ALLOWLISTED_ALLOWED, +}; + +EValues_ANSEL_ENABLE g_valuesANSEL_ENABLE[ANSEL_ENABLE_NUM_VALUES] = +{ + ANSEL_ENABLE_OFF, + ANSEL_ENABLE_ON, +}; + +EValues_APPLICATION_PROFILE_NOTIFICATION_TIMEOUT g_valuesAPPLICATION_PROFILE_NOTIFICATION_TIMEOUT[APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NUM_VALUES] = +{ + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NINE_SECONDS, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_FIFTEEN_SECONDS, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_THIRTY_SECONDS, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ONE_MINUTE, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_TWO_MINUTES, +}; + +EValues_BATTERY_BOOST_APP_FPS g_valuesBATTERY_BOOST_APP_FPS[BATTERY_BOOST_APP_FPS_NUM_VALUES] = +{ + BATTERY_BOOST_APP_FPS_MIN, + BATTERY_BOOST_APP_FPS_MAX, + BATTERY_BOOST_APP_FPS_NO_OVERRIDE, +}; + +EValues_CPL_HIDDEN_PROFILE g_valuesCPL_HIDDEN_PROFILE[CPL_HIDDEN_PROFILE_NUM_VALUES] = +{ + CPL_HIDDEN_PROFILE_DISABLED, + CPL_HIDDEN_PROFILE_ENABLED, +}; + +const wchar_t * g_valuesCUDA_EXCLUDED_GPUS[CUDA_EXCLUDED_GPUS_NUM_VALUES] = +{ + CUDA_EXCLUDED_GPUS_NONE +}; + +const wchar_t * g_valuesD3DOGL_GPU_MAX_POWER[D3DOGL_GPU_MAX_POWER_NUM_VALUES] = +{ + D3DOGL_GPU_MAX_POWER_DEFAULTPOWER +}; + +EValues_EXPORT_PERF_COUNTERS g_valuesEXPORT_PERF_COUNTERS[EXPORT_PERF_COUNTERS_NUM_VALUES] = +{ + EXPORT_PERF_COUNTERS_OFF, + EXPORT_PERF_COUNTERS_ON, +}; + +EValues_EXTERNAL_QUIET_MODE g_valuesEXTERNAL_QUIET_MODE[EXTERNAL_QUIET_MODE_NUM_VALUES] = +{ + EXTERNAL_QUIET_MODE_ON, + EXTERNAL_QUIET_MODE_OFF, +}; + +EValues_FRL_FPS g_valuesFRL_FPS[FRL_FPS_NUM_VALUES] = +{ + FRL_FPS_DISABLED, + FRL_FPS_MIN, + FRL_FPS_MAX, +}; + +EValues_FXAA_ALLOW g_valuesFXAA_ALLOW[FXAA_ALLOW_NUM_VALUES] = +{ + FXAA_ALLOW_DISALLOWED, + FXAA_ALLOW_ALLOWED, +}; + +EValues_FXAA_ENABLE g_valuesFXAA_ENABLE[FXAA_ENABLE_NUM_VALUES] = +{ + FXAA_ENABLE_OFF, + FXAA_ENABLE_ON, +}; + +EValues_FXAA_INDICATOR_ENABLE g_valuesFXAA_INDICATOR_ENABLE[FXAA_INDICATOR_ENABLE_NUM_VALUES] = +{ + FXAA_INDICATOR_ENABLE_OFF, + FXAA_INDICATOR_ENABLE_ON, +}; + +EValues_LATENCY_INDICATOR_AUTOALIGN g_valuesLATENCY_INDICATOR_AUTOALIGN[LATENCY_INDICATOR_AUTOALIGN_NUM_VALUES] = +{ + LATENCY_INDICATOR_AUTOALIGN_DISABLED, + LATENCY_INDICATOR_AUTOALIGN_ENABLED, +}; + +EValues_MCSFRSHOWSPLIT g_valuesMCSFRSHOWSPLIT[MCSFRSHOWSPLIT_NUM_VALUES] = +{ + MCSFRSHOWSPLIT_DISABLED, + MCSFRSHOWSPLIT_ENABLED, +}; + +EValues_NV_QUALITY_UPSCALING g_valuesNV_QUALITY_UPSCALING[NV_QUALITY_UPSCALING_NUM_VALUES] = +{ + NV_QUALITY_UPSCALING_OFF, + NV_QUALITY_UPSCALING_ON, +}; + +EValues_OPTIMUS_MAXAA g_valuesOPTIMUS_MAXAA[OPTIMUS_MAXAA_NUM_VALUES] = +{ + OPTIMUS_MAXAA_MIN, + OPTIMUS_MAXAA_MAX, +}; + +EValues_PHYSXINDICATOR g_valuesPHYSXINDICATOR[PHYSXINDICATOR_NUM_VALUES] = +{ + PHYSXINDICATOR_DISABLED, + PHYSXINDICATOR_ENABLED, +}; + +EValues_PREFERRED_PSTATE g_valuesPREFERRED_PSTATE[PREFERRED_PSTATE_NUM_VALUES] = +{ + PREFERRED_PSTATE_ADAPTIVE, + PREFERRED_PSTATE_PREFER_MAX, + PREFERRED_PSTATE_DRIVER_CONTROLLED, + PREFERRED_PSTATE_PREFER_CONSISTENT_PERFORMANCE, + PREFERRED_PSTATE_PREFER_MIN, + PREFERRED_PSTATE_OPTIMAL_POWER, + PREFERRED_PSTATE_MIN, + PREFERRED_PSTATE_MAX, +}; + +EValues_PREVENT_UI_AF_OVERRIDE g_valuesPREVENT_UI_AF_OVERRIDE[PREVENT_UI_AF_OVERRIDE_NUM_VALUES] = +{ + PREVENT_UI_AF_OVERRIDE_OFF, + PREVENT_UI_AF_OVERRIDE_ON, +}; + +EValues_SHIM_MCCOMPAT g_valuesSHIM_MCCOMPAT[SHIM_MCCOMPAT_NUM_VALUES] = +{ + SHIM_MCCOMPAT_INTEGRATED, + SHIM_MCCOMPAT_ENABLE, + SHIM_MCCOMPAT_USER_EDITABLE, + SHIM_MCCOMPAT_MASK, + SHIM_MCCOMPAT_VIDEO_MASK, + SHIM_MCCOMPAT_VARYING_BIT, + SHIM_MCCOMPAT_AUTO_SELECT, + SHIM_MCCOMPAT_OVERRIDE_BIT, +}; + +EValues_SHIM_RENDERING_MODE g_valuesSHIM_RENDERING_MODE[SHIM_RENDERING_MODE_NUM_VALUES] = +{ + SHIM_RENDERING_MODE_INTEGRATED, + SHIM_RENDERING_MODE_ENABLE, + SHIM_RENDERING_MODE_USER_EDITABLE, + SHIM_RENDERING_MODE_MASK, + SHIM_RENDERING_MODE_VIDEO_MASK, + SHIM_RENDERING_MODE_VARYING_BIT, + SHIM_RENDERING_MODE_AUTO_SELECT, + SHIM_RENDERING_MODE_OVERRIDE_BIT, +}; + +EValues_SHIM_RENDERING_OPTIONS g_valuesSHIM_RENDERING_OPTIONS[SHIM_RENDERING_OPTIONS_NUM_VALUES] = +{ + SHIM_RENDERING_OPTIONS_DEFAULT_RENDERING_MODE, + SHIM_RENDERING_OPTIONS_DISABLE_ASYNC_PRESENT, + SHIM_RENDERING_OPTIONS_EHSHELL_DETECT, + SHIM_RENDERING_OPTIONS_FLASHPLAYER_HOST_DETECT, + SHIM_RENDERING_OPTIONS_VIDEO_DRM_APP_DETECT, + SHIM_RENDERING_OPTIONS_IGNORE_OVERRIDES, + SHIM_RENDERING_OPTIONS_RESERVED1, + SHIM_RENDERING_OPTIONS_ENABLE_DWM_ASYNC_PRESENT, + SHIM_RENDERING_OPTIONS_RESERVED2, + SHIM_RENDERING_OPTIONS_ALLOW_INHERITANCE, + SHIM_RENDERING_OPTIONS_DISABLE_WRAPPERS, + SHIM_RENDERING_OPTIONS_DISABLE_DXGI_WRAPPERS, + SHIM_RENDERING_OPTIONS_PRUNE_UNSUPPORTED_FORMATS, + SHIM_RENDERING_OPTIONS_ENABLE_ALPHA_FORMAT, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING, + SHIM_RENDERING_OPTIONS_DISABLE_CUDA, + SHIM_RENDERING_OPTIONS_ALLOW_CP_CAPS_FOR_VIDEO, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING_FWD_OPTIMUS, + SHIM_RENDERING_OPTIONS_DISABLE_DURING_SECURE_BOOT, + SHIM_RENDERING_OPTIONS_INVERT_FOR_QUADRO, + SHIM_RENDERING_OPTIONS_INVERT_FOR_MSHYBRID, + SHIM_RENDERING_OPTIONS_REGISTER_PROCESS_ENABLE_GOLD, + SHIM_RENDERING_OPTIONS_HANDLE_WINDOWED_MODE_PERF_OPT, + SHIM_RENDERING_OPTIONS_HANDLE_WIN7_ASYNC_RUNTIME_BUG, + SHIM_RENDERING_OPTIONS_EXPLICIT_ADAPTER_OPTED_BY_APP, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH, + SHIM_RENDERING_OPTIONS_DISABLE_TURING_POWER_POLICY, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM, +}; + +EValues_SLI_GPU_COUNT g_valuesSLI_GPU_COUNT[SLI_GPU_COUNT_NUM_VALUES] = +{ + SLI_GPU_COUNT_AUTOSELECT, + SLI_GPU_COUNT_ONE, + SLI_GPU_COUNT_TWO, + SLI_GPU_COUNT_THREE, + SLI_GPU_COUNT_FOUR, +}; + +EValues_SLI_PREDEFINED_GPU_COUNT g_valuesSLI_PREDEFINED_GPU_COUNT[SLI_PREDEFINED_GPU_COUNT_NUM_VALUES] = +{ + SLI_PREDEFINED_GPU_COUNT_AUTOSELECT, + SLI_PREDEFINED_GPU_COUNT_ONE, + SLI_PREDEFINED_GPU_COUNT_TWO, + SLI_PREDEFINED_GPU_COUNT_THREE, + SLI_PREDEFINED_GPU_COUNT_FOUR, +}; + +EValues_SLI_PREDEFINED_GPU_COUNT_DX10 g_valuesSLI_PREDEFINED_GPU_COUNT_DX10[SLI_PREDEFINED_GPU_COUNT_DX10_NUM_VALUES] = +{ + SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT, + SLI_PREDEFINED_GPU_COUNT_DX10_ONE, + SLI_PREDEFINED_GPU_COUNT_DX10_TWO, + SLI_PREDEFINED_GPU_COUNT_DX10_THREE, + SLI_PREDEFINED_GPU_COUNT_DX10_FOUR, +}; + +EValues_SLI_PREDEFINED_MODE g_valuesSLI_PREDEFINED_MODE[SLI_PREDEFINED_MODE_NUM_VALUES] = +{ + SLI_PREDEFINED_MODE_AUTOSELECT, + SLI_PREDEFINED_MODE_FORCE_SINGLE, + SLI_PREDEFINED_MODE_FORCE_AFR, + SLI_PREDEFINED_MODE_FORCE_AFR2, + SLI_PREDEFINED_MODE_FORCE_SFR, + SLI_PREDEFINED_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR, +}; + +EValues_SLI_PREDEFINED_MODE_DX10 g_valuesSLI_PREDEFINED_MODE_DX10[SLI_PREDEFINED_MODE_DX10_NUM_VALUES] = +{ + SLI_PREDEFINED_MODE_DX10_AUTOSELECT, + SLI_PREDEFINED_MODE_DX10_FORCE_SINGLE, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR2, + SLI_PREDEFINED_MODE_DX10_FORCE_SFR, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR_OF_SFR__FALLBACK_3AFR, +}; + +EValues_SLI_RENDERING_MODE g_valuesSLI_RENDERING_MODE[SLI_RENDERING_MODE_NUM_VALUES] = +{ + SLI_RENDERING_MODE_AUTOSELECT, + SLI_RENDERING_MODE_FORCE_SINGLE, + SLI_RENDERING_MODE_FORCE_AFR, + SLI_RENDERING_MODE_FORCE_AFR2, + SLI_RENDERING_MODE_FORCE_SFR, + SLI_RENDERING_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR, +}; + +EValues_VRPRERENDERLIMIT g_valuesVRPRERENDERLIMIT[VRPRERENDERLIMIT_NUM_VALUES] = +{ + VRPRERENDERLIMIT_MIN, + VRPRERENDERLIMIT_MAX, + VRPRERENDERLIMIT_APP_CONTROLLED, + VRPRERENDERLIMIT_DEFAULT, +}; + +EValues_VRRFEATUREINDICATOR g_valuesVRRFEATUREINDICATOR[VRRFEATUREINDICATOR_NUM_VALUES] = +{ + VRRFEATUREINDICATOR_DISABLED, + VRRFEATUREINDICATOR_ENABLED, +}; + +EValues_VRROVERLAYINDICATOR g_valuesVRROVERLAYINDICATOR[VRROVERLAYINDICATOR_NUM_VALUES] = +{ + VRROVERLAYINDICATOR_DISABLED, + VRROVERLAYINDICATOR_ENABLED, +}; + +EValues_VRRREQUESTSTATE g_valuesVRRREQUESTSTATE[VRRREQUESTSTATE_NUM_VALUES] = +{ + VRRREQUESTSTATE_DISABLED, + VRRREQUESTSTATE_FULLSCREEN_ONLY, + VRRREQUESTSTATE_FULLSCREEN_AND_WINDOWED, +}; + +EValues_VRR_APP_OVERRIDE g_valuesVRR_APP_OVERRIDE[VRR_APP_OVERRIDE_NUM_VALUES] = +{ + VRR_APP_OVERRIDE_ALLOW, + VRR_APP_OVERRIDE_FORCE_OFF, + VRR_APP_OVERRIDE_DISALLOW, + VRR_APP_OVERRIDE_ULMB, + VRR_APP_OVERRIDE_FIXED_REFRESH, +}; + +EValues_VRR_APP_OVERRIDE_REQUEST_STATE g_valuesVRR_APP_OVERRIDE_REQUEST_STATE[VRR_APP_OVERRIDE_REQUEST_STATE_NUM_VALUES] = +{ + VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW, + VRR_APP_OVERRIDE_REQUEST_STATE_FORCE_OFF, + VRR_APP_OVERRIDE_REQUEST_STATE_DISALLOW, + VRR_APP_OVERRIDE_REQUEST_STATE_ULMB, + VRR_APP_OVERRIDE_REQUEST_STATE_FIXED_REFRESH, +}; + +EValues_VRR_MODE g_valuesVRR_MODE[VRR_MODE_NUM_VALUES] = +{ + VRR_MODE_DISABLED, + VRR_MODE_FULLSCREEN_ONLY, + VRR_MODE_FULLSCREEN_AND_WINDOWED, +}; + +EValues_VSYNCSMOOTHAFR g_valuesVSYNCSMOOTHAFR[VSYNCSMOOTHAFR_NUM_VALUES] = +{ + VSYNCSMOOTHAFR_OFF, + VSYNCSMOOTHAFR_ON, +}; + +EValues_VSYNCVRRCONTROL g_valuesVSYNCVRRCONTROL[VSYNCVRRCONTROL_NUM_VALUES] = +{ + VSYNCVRRCONTROL_DISABLE, + VSYNCVRRCONTROL_ENABLE, + VSYNCVRRCONTROL_NOTSUPPORTED, +}; + +EValues_VSYNC_BEHAVIOR_FLAGS g_valuesVSYNC_BEHAVIOR_FLAGS[VSYNC_BEHAVIOR_FLAGS_NUM_VALUES] = +{ + VSYNC_BEHAVIOR_FLAGS_NONE, + VSYNC_BEHAVIOR_FLAGS_DEFAULT, + VSYNC_BEHAVIOR_FLAGS_IGNORE_FLIPINTERVAL_MULTIPLE, +}; + +EValues_WKS_API_STEREO_EYES_EXCHANGE g_valuesWKS_API_STEREO_EYES_EXCHANGE[WKS_API_STEREO_EYES_EXCHANGE_NUM_VALUES] = +{ + WKS_API_STEREO_EYES_EXCHANGE_OFF, + WKS_API_STEREO_EYES_EXCHANGE_ON, +}; + +EValues_WKS_API_STEREO_MODE g_valuesWKS_API_STEREO_MODE[WKS_API_STEREO_MODE_NUM_VALUES] = +{ + WKS_API_STEREO_MODE_SHUTTER_GLASSES, + WKS_API_STEREO_MODE_VERTICAL_INTERLACED, + WKS_API_STEREO_MODE_TWINVIEW, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_AUTO, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC0, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC1, + WKS_API_STEREO_MODE_COLOR_LINE, + WKS_API_STEREO_MODE_COLOR_INTERLEAVED, + WKS_API_STEREO_MODE_ANAGLYPH, + WKS_API_STEREO_MODE_HORIZONTAL_INTERLACED, + WKS_API_STEREO_MODE_SIDE_FIELD, + WKS_API_STEREO_MODE_SUB_FIELD, + WKS_API_STEREO_MODE_CHECKERBOARD, + WKS_API_STEREO_MODE_INVERSE_CHECKERBOARD, + WKS_API_STEREO_MODE_TRIDELITY_SL, + WKS_API_STEREO_MODE_TRIDELITY_MV, + WKS_API_STEREO_MODE_SEEFRONT, + WKS_API_STEREO_MODE_STEREO_MIRROR, + WKS_API_STEREO_MODE_FRAME_SEQUENTIAL, + WKS_API_STEREO_MODE_AUTODETECT_PASSIVE_MODE, + WKS_API_STEREO_MODE_AEGIS_DT_FRAME_SEQUENTIAL, + WKS_API_STEREO_MODE_OEM_EMITTER_FRAME_SEQUENTIAL, + WKS_API_STEREO_MODE_DP_INBAND, + WKS_API_STEREO_MODE_USE_HW_DEFAULT, + WKS_API_STEREO_MODE_DEFAULT_GL, +}; + +EValues_WKS_STEREO_DONGLE_SUPPORT g_valuesWKS_STEREO_DONGLE_SUPPORT[WKS_STEREO_DONGLE_SUPPORT_NUM_VALUES] = +{ + WKS_STEREO_DONGLE_SUPPORT_OFF, + WKS_STEREO_DONGLE_SUPPORT_DAC, + WKS_STEREO_DONGLE_SUPPORT_DLP, +}; + +EValues_WKS_STEREO_SUPPORT g_valuesWKS_STEREO_SUPPORT[WKS_STEREO_SUPPORT_NUM_VALUES] = +{ + WKS_STEREO_SUPPORT_OFF, + WKS_STEREO_SUPPORT_ON, +}; + +EValues_WKS_STEREO_SWAP_MODE g_valuesWKS_STEREO_SWAP_MODE[WKS_STEREO_SWAP_MODE_NUM_VALUES] = +{ + WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL, + WKS_STEREO_SWAP_MODE_PER_EYE, + WKS_STEREO_SWAP_MODE_PER_EYE_PAIR, + WKS_STEREO_SWAP_MODE_LEGACY_BEHAVIOR, + WKS_STEREO_SWAP_MODE_PER_EYE_FOR_SWAP_GROUP, +}; + +EValues_AO_MODE g_valuesAO_MODE[AO_MODE_NUM_VALUES] = +{ + AO_MODE_OFF, + AO_MODE_LOW, + AO_MODE_MEDIUM, + AO_MODE_HIGH, +}; + +EValues_AO_MODE_ACTIVE g_valuesAO_MODE_ACTIVE[AO_MODE_ACTIVE_NUM_VALUES] = +{ + AO_MODE_ACTIVE_DISABLED, + AO_MODE_ACTIVE_ENABLED, +}; + +EValues_AUTO_LODBIASADJUST g_valuesAUTO_LODBIASADJUST[AUTO_LODBIASADJUST_NUM_VALUES] = +{ + AUTO_LODBIASADJUST_OFF, + AUTO_LODBIASADJUST_ON, +}; + +EValues_EXPORT_PERF_COUNTERS_DX9_ONLY g_valuesEXPORT_PERF_COUNTERS_DX9_ONLY[EXPORT_PERF_COUNTERS_DX9_ONLY_NUM_VALUES] = +{ + EXPORT_PERF_COUNTERS_DX9_ONLY_OFF, + EXPORT_PERF_COUNTERS_DX9_ONLY_ON, +}; + +EValues_LODBIASADJUST g_valuesLODBIASADJUST[LODBIASADJUST_NUM_VALUES] = +{ + LODBIASADJUST_MIN, + LODBIASADJUST_MAX, +}; + +EValues_MAXWELL_B_SAMPLE_INTERLEAVE g_valuesMAXWELL_B_SAMPLE_INTERLEAVE[MAXWELL_B_SAMPLE_INTERLEAVE_NUM_VALUES] = +{ + MAXWELL_B_SAMPLE_INTERLEAVE_OFF, + MAXWELL_B_SAMPLE_INTERLEAVE_ON, +}; + +EValues_PRERENDERLIMIT g_valuesPRERENDERLIMIT[PRERENDERLIMIT_NUM_VALUES] = +{ + PRERENDERLIMIT_MIN, + PRERENDERLIMIT_MAX, + PRERENDERLIMIT_APP_CONTROLLED, +}; + +EValues_PS_SHADERDISKCACHE g_valuesPS_SHADERDISKCACHE[PS_SHADERDISKCACHE_NUM_VALUES] = +{ + PS_SHADERDISKCACHE_OFF, + PS_SHADERDISKCACHE_ON, +}; + +EValues_PS_SHADERDISKCACHE_MAX_SIZE g_valuesPS_SHADERDISKCACHE_MAX_SIZE[PS_SHADERDISKCACHE_MAX_SIZE_NUM_VALUES] = +{ + PS_SHADERDISKCACHE_MAX_SIZE_MIN, + PS_SHADERDISKCACHE_MAX_SIZE_MAX, +}; + +EValues_PS_TEXFILTER_ANISO_OPTS2 g_valuesPS_TEXFILTER_ANISO_OPTS2[PS_TEXFILTER_ANISO_OPTS2_NUM_VALUES] = +{ + PS_TEXFILTER_ANISO_OPTS2_OFF, + PS_TEXFILTER_ANISO_OPTS2_ON, +}; + +EValues_PS_TEXFILTER_BILINEAR_IN_ANISO g_valuesPS_TEXFILTER_BILINEAR_IN_ANISO[PS_TEXFILTER_BILINEAR_IN_ANISO_NUM_VALUES] = +{ + PS_TEXFILTER_BILINEAR_IN_ANISO_OFF, + PS_TEXFILTER_BILINEAR_IN_ANISO_ON, +}; + +EValues_PS_TEXFILTER_DISABLE_TRILIN_SLOPE g_valuesPS_TEXFILTER_DISABLE_TRILIN_SLOPE[PS_TEXFILTER_DISABLE_TRILIN_SLOPE_NUM_VALUES] = +{ + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ON, +}; + +EValues_PS_TEXFILTER_NO_NEG_LODBIAS g_valuesPS_TEXFILTER_NO_NEG_LODBIAS[PS_TEXFILTER_NO_NEG_LODBIAS_NUM_VALUES] = +{ + PS_TEXFILTER_NO_NEG_LODBIAS_OFF, + PS_TEXFILTER_NO_NEG_LODBIAS_ON, +}; + +EValues_QUALITY_ENHANCEMENTS g_valuesQUALITY_ENHANCEMENTS[QUALITY_ENHANCEMENTS_NUM_VALUES] = +{ + QUALITY_ENHANCEMENTS_HIGHQUALITY, + QUALITY_ENHANCEMENTS_QUALITY, + QUALITY_ENHANCEMENTS_PERFORMANCE, + QUALITY_ENHANCEMENTS_HIGHPERFORMANCE, +}; + +EValues_QUALITY_ENHANCEMENT_SUBSTITUTION g_valuesQUALITY_ENHANCEMENT_SUBSTITUTION[QUALITY_ENHANCEMENT_SUBSTITUTION_NUM_VALUES] = +{ + QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION, + QUALITY_ENHANCEMENT_SUBSTITUTION_HIGHQUALITY_BECOMES_QUALITY, +}; + +EValues_REFRESH_RATE_OVERRIDE g_valuesREFRESH_RATE_OVERRIDE[REFRESH_RATE_OVERRIDE_NUM_VALUES] = +{ + REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED, + REFRESH_RATE_OVERRIDE_HIGHEST_AVAILABLE, + REFRESH_RATE_OVERRIDE_LOW_LATENCY_RR_MASK, +}; + +EValues_SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE g_valuesSET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE[SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_NUM_VALUES] = +{ + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ON, +}; + +EValues_SET_VAB_DATA g_valuesSET_VAB_DATA[SET_VAB_DATA_NUM_VALUES] = +{ + SET_VAB_DATA_ZERO, + SET_VAB_DATA_UINT_ONE, + SET_VAB_DATA_FLOAT_ONE, + SET_VAB_DATA_FLOAT_POS_INF, + SET_VAB_DATA_FLOAT_NAN, + SET_VAB_DATA_USE_API_DEFAULTS, +}; + +EValues_VSYNCMODE g_valuesVSYNCMODE[VSYNCMODE_NUM_VALUES] = +{ + VSYNCMODE_PASSIVE, + VSYNCMODE_FORCEOFF, + VSYNCMODE_FORCEON, + VSYNCMODE_FLIPINTERVAL2, + VSYNCMODE_FLIPINTERVAL3, + VSYNCMODE_FLIPINTERVAL4, + VSYNCMODE_VIRTUAL, +}; + +EValues_VSYNCTEARCONTROL g_valuesVSYNCTEARCONTROL[VSYNCTEARCONTROL_NUM_VALUES] = +{ + VSYNCTEARCONTROL_DISABLE, + VSYNCTEARCONTROL_ENABLE, +}; + + +SettingDWORDNameString mapSettingDWORD[TOTAL_DWORD_SETTING_NUM] = +{ + {OGL_AA_LINE_GAMMA_ID, OGL_AA_LINE_GAMMA_STRING, 4, (NvU32 *)g_valuesOGL_AA_LINE_GAMMA, OGL_AA_LINE_GAMMA_DISABLED}, + {OGL_CPL_GDI_COMPATIBILITY_ID, OGL_CPL_GDI_COMPATIBILITY_STRING, 3, (NvU32 *)g_valuesOGL_CPL_GDI_COMPATIBILITY, OGL_CPL_GDI_COMPATIBILITY_AUTO}, + {OGL_CPL_PREFER_DXPRESENT_ID, OGL_CPL_PREFER_DXPRESENT_STRING, 3, (NvU32 *)g_valuesOGL_CPL_PREFER_DXPRESENT, OGL_CPL_PREFER_DXPRESENT_AUTO}, + {OGL_DEEP_COLOR_SCANOUT_ID, OGL_DEEP_COLOR_SCANOUT_STRING, 2, (NvU32 *)g_valuesOGL_DEEP_COLOR_SCANOUT, OGL_DEEP_COLOR_SCANOUT_ENABLE}, + {OGL_DEFAULT_SWAP_INTERVAL_ID, OGL_DEFAULT_SWAP_INTERVAL_STRING, 9, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL, OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE}, + {OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ID, OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_STRING, 2, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL, 0x00000000}, + {OGL_DEFAULT_SWAP_INTERVAL_SIGN_ID, OGL_DEFAULT_SWAP_INTERVAL_SIGN_STRING, 2, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL_SIGN, OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE}, + {OGL_EVENT_LOG_SEVERITY_THRESHOLD_ID, OGL_EVENT_LOG_SEVERITY_THRESHOLD_STRING, 5, (NvU32 *)g_valuesOGL_EVENT_LOG_SEVERITY_THRESHOLD, OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL}, + {OGL_EXTENSION_STRING_VERSION_ID, OGL_EXTENSION_STRING_VERSION_STRING, 0, NULL, 0x00000000}, + {OGL_FORCE_BLIT_ID, OGL_FORCE_BLIT_STRING, 2, (NvU32 *)g_valuesOGL_FORCE_BLIT, OGL_FORCE_BLIT_OFF}, + {OGL_FORCE_STEREO_ID, OGL_FORCE_STEREO_STRING, 2, (NvU32 *)g_valuesOGL_FORCE_STEREO, OGL_FORCE_STEREO_OFF}, + {OGL_MAX_FRAMES_ALLOWED_ID, OGL_MAX_FRAMES_ALLOWED_STRING, 0, NULL, 0x00000002}, + {OGL_OVERLAY_PIXEL_TYPE_ID, OGL_OVERLAY_PIXEL_TYPE_STRING, 4, (NvU32 *)g_valuesOGL_OVERLAY_PIXEL_TYPE, OGL_OVERLAY_PIXEL_TYPE_CI}, + {OGL_OVERLAY_SUPPORT_ID, OGL_OVERLAY_SUPPORT_STRING, 3, (NvU32 *)g_valuesOGL_OVERLAY_SUPPORT, OGL_OVERLAY_SUPPORT_OFF}, + {OGL_QUALITY_ENHANCEMENTS_ID, OGL_QUALITY_ENHANCEMENTS_STRING, 4, (NvU32 *)g_valuesOGL_QUALITY_ENHANCEMENTS, OGL_QUALITY_ENHANCEMENTS_QUAL}, + {OGL_SINGLE_BACKDEPTH_BUFFER_ID, OGL_SINGLE_BACKDEPTH_BUFFER_STRING, 3, (NvU32 *)g_valuesOGL_SINGLE_BACKDEPTH_BUFFER, OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE}, + {OGL_SLI_MULTICAST_ID, OGL_SLI_MULTICAST_STRING, 4, (NvU32 *)g_valuesOGL_SLI_MULTICAST, OGL_SLI_MULTICAST_DISABLE}, + {OGL_THREAD_CONTROL_ID, OGL_THREAD_CONTROL_STRING, 2, (NvU32 *)g_valuesOGL_THREAD_CONTROL, 0x00000000}, + {OGL_TMON_LEVEL_ID, OGL_TMON_LEVEL_STRING, 6, (NvU32 *)g_valuesOGL_TMON_LEVEL, OGL_TMON_LEVEL_MOST}, + {OGL_TRIPLE_BUFFER_ID, OGL_TRIPLE_BUFFER_STRING, 2, (NvU32 *)g_valuesOGL_TRIPLE_BUFFER, OGL_TRIPLE_BUFFER_DISABLED}, + {AA_BEHAVIOR_FLAGS_ID, AA_BEHAVIOR_FLAGS_STRING, 18, (NvU32 *)g_valuesAA_BEHAVIOR_FLAGS, AA_BEHAVIOR_FLAGS_DEFAULT}, + {AA_MODE_ALPHATOCOVERAGE_ID, AA_MODE_ALPHATOCOVERAGE_STRING, 4, (NvU32 *)g_valuesAA_MODE_ALPHATOCOVERAGE, 0x00000000}, + {AA_MODE_GAMMACORRECTION_ID, AA_MODE_GAMMACORRECTION_STRING, 8, (NvU32 *)g_valuesAA_MODE_GAMMACORRECTION, 0x00000000}, + {AA_MODE_METHOD_ID, AA_MODE_METHOD_STRING, 50, (NvU32 *)g_valuesAA_MODE_METHOD, AA_MODE_METHOD_NONE}, + {AA_MODE_REPLAY_ID, AA_MODE_REPLAY_STRING, 20, (NvU32 *)g_valuesAA_MODE_REPLAY, 0x00000000}, + {AA_MODE_SELECTOR_ID, AA_MODE_SELECTOR_STRING, 5, (NvU32 *)g_valuesAA_MODE_SELECTOR, AA_MODE_SELECTOR_APP_CONTROL}, + {AA_MODE_SELECTOR_SLIAA_ID, AA_MODE_SELECTOR_SLIAA_STRING, 2, (NvU32 *)g_valuesAA_MODE_SELECTOR_SLIAA, AA_MODE_SELECTOR_SLIAA_DISABLED}, + {ANISO_MODE_LEVEL_ID, ANISO_MODE_LEVEL_STRING, 5, (NvU32 *)g_valuesANISO_MODE_LEVEL, ANISO_MODE_LEVEL_DEFAULT}, + {ANISO_MODE_SELECTOR_ID, ANISO_MODE_SELECTOR_STRING, 6, (NvU32 *)g_valuesANISO_MODE_SELECTOR, ANISO_MODE_SELECTOR_DEFAULT}, + {ANSEL_ALLOW_ID, ANSEL_ALLOW_STRING, 2, (NvU32 *)g_valuesANSEL_ALLOW, ANSEL_ALLOW_ALLOWED}, + {ANSEL_ALLOWLISTED_ID, ANSEL_ALLOWLISTED_STRING, 2, (NvU32 *)g_valuesANSEL_ALLOWLISTED, ANSEL_ALLOWLISTED_DISALLOWED}, + {ANSEL_ENABLE_ID, ANSEL_ENABLE_STRING, 2, (NvU32 *)g_valuesANSEL_ENABLE, ANSEL_ENABLE_ON}, + {APPIDLE_DYNAMIC_FRL_FPS_ID, APPIDLE_DYNAMIC_FRL_FPS_STRING, 0, NULL, 0x00000000}, + {APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_ID, APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_STRING, 0, NULL, 0x00000000}, + {APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ID, APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_STRING, 6, (NvU32 *)g_valuesAPPLICATION_PROFILE_NOTIFICATION_TIMEOUT, APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED}, + {APPLICATION_STEAM_ID_ID, APPLICATION_STEAM_ID_STRING, 0, NULL, 0x00000000}, + {BATTERY_BOOST_APP_FPS_ID, BATTERY_BOOST_APP_FPS_STRING, 3, (NvU32 *)g_valuesBATTERY_BOOST_APP_FPS, BATTERY_BOOST_APP_FPS_NO_OVERRIDE}, + {CPL_HIDDEN_PROFILE_ID, CPL_HIDDEN_PROFILE_STRING, 2, (NvU32 *)g_valuesCPL_HIDDEN_PROFILE, CPL_HIDDEN_PROFILE_DISABLED}, + {EXPORT_PERF_COUNTERS_ID, EXPORT_PERF_COUNTERS_STRING, 2, (NvU32 *)g_valuesEXPORT_PERF_COUNTERS, EXPORT_PERF_COUNTERS_OFF}, + {EXTERNAL_QUIET_MODE_ID, EXTERNAL_QUIET_MODE_STRING, 2, (NvU32 *)g_valuesEXTERNAL_QUIET_MODE, EXTERNAL_QUIET_MODE_OFF}, + {FRL_FPS_ID, FRL_FPS_STRING, 3, (NvU32 *)g_valuesFRL_FPS, FRL_FPS_DISABLED}, + {FXAA_ALLOW_ID, FXAA_ALLOW_STRING, 2, (NvU32 *)g_valuesFXAA_ALLOW, FXAA_ALLOW_ALLOWED}, + {FXAA_ENABLE_ID, FXAA_ENABLE_STRING, 2, (NvU32 *)g_valuesFXAA_ENABLE, FXAA_ENABLE_OFF}, + {FXAA_INDICATOR_ENABLE_ID, FXAA_INDICATOR_ENABLE_STRING, 2, (NvU32 *)g_valuesFXAA_INDICATOR_ENABLE, FXAA_INDICATOR_ENABLE_OFF}, + {LATENCY_INDICATOR_AUTOALIGN_ID, LATENCY_INDICATOR_AUTOALIGN_STRING, 2, (NvU32 *)g_valuesLATENCY_INDICATOR_AUTOALIGN, LATENCY_INDICATOR_AUTOALIGN_ENABLED}, + {MCSFRSHOWSPLIT_ID, MCSFRSHOWSPLIT_STRING, 2, (NvU32 *)g_valuesMCSFRSHOWSPLIT, MCSFRSHOWSPLIT_DISABLED}, + {NV_QUALITY_UPSCALING_ID, NV_QUALITY_UPSCALING_STRING, 2, (NvU32 *)g_valuesNV_QUALITY_UPSCALING, NV_QUALITY_UPSCALING_OFF}, + {OPTIMUS_MAXAA_ID, OPTIMUS_MAXAA_STRING, 2, (NvU32 *)g_valuesOPTIMUS_MAXAA, 0x00000000}, + {PHYSXINDICATOR_ID, PHYSXINDICATOR_STRING, 2, (NvU32 *)g_valuesPHYSXINDICATOR, PHYSXINDICATOR_DISABLED}, + {PREFERRED_PSTATE_ID, PREFERRED_PSTATE_STRING, 8, (NvU32 *)g_valuesPREFERRED_PSTATE, PREFERRED_PSTATE_OPTIMAL_POWER}, + {PREVENT_UI_AF_OVERRIDE_ID, PREVENT_UI_AF_OVERRIDE_STRING, 2, (NvU32 *)g_valuesPREVENT_UI_AF_OVERRIDE, PREVENT_UI_AF_OVERRIDE_OFF}, + {SHIM_MAXRES_ID, SHIM_MAXRES_STRING, 0, NULL, 0x00000000}, + {SHIM_MCCOMPAT_ID, SHIM_MCCOMPAT_STRING, 8, (NvU32 *)g_valuesSHIM_MCCOMPAT, SHIM_MCCOMPAT_AUTO_SELECT}, + {SHIM_RENDERING_MODE_ID, SHIM_RENDERING_MODE_STRING, 8, (NvU32 *)g_valuesSHIM_RENDERING_MODE, SHIM_RENDERING_MODE_AUTO_SELECT}, + {SHIM_RENDERING_OPTIONS_ID, SHIM_RENDERING_OPTIONS_STRING, 30, (NvU32 *)g_valuesSHIM_RENDERING_OPTIONS, 0x00000000}, + {SLI_GPU_COUNT_ID, SLI_GPU_COUNT_STRING, 5, (NvU32 *)g_valuesSLI_GPU_COUNT, SLI_GPU_COUNT_AUTOSELECT}, + {SLI_PREDEFINED_GPU_COUNT_ID, SLI_PREDEFINED_GPU_COUNT_STRING, 5, (NvU32 *)g_valuesSLI_PREDEFINED_GPU_COUNT, SLI_PREDEFINED_GPU_COUNT_AUTOSELECT}, + {SLI_PREDEFINED_GPU_COUNT_DX10_ID, SLI_PREDEFINED_GPU_COUNT_DX10_STRING, 5, (NvU32 *)g_valuesSLI_PREDEFINED_GPU_COUNT_DX10, SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT}, + {SLI_PREDEFINED_MODE_ID, SLI_PREDEFINED_MODE_STRING, 6, (NvU32 *)g_valuesSLI_PREDEFINED_MODE, SLI_PREDEFINED_MODE_AUTOSELECT}, + {SLI_PREDEFINED_MODE_DX10_ID, SLI_PREDEFINED_MODE_DX10_STRING, 6, (NvU32 *)g_valuesSLI_PREDEFINED_MODE_DX10, SLI_PREDEFINED_MODE_DX10_AUTOSELECT}, + {SLI_RENDERING_MODE_ID, SLI_RENDERING_MODE_STRING, 6, (NvU32 *)g_valuesSLI_RENDERING_MODE, SLI_RENDERING_MODE_AUTOSELECT}, + {VRPRERENDERLIMIT_ID, VRPRERENDERLIMIT_STRING, 4, (NvU32 *)g_valuesVRPRERENDERLIMIT, VRPRERENDERLIMIT_DEFAULT}, + {VRRFEATUREINDICATOR_ID, VRRFEATUREINDICATOR_STRING, 2, (NvU32 *)g_valuesVRRFEATUREINDICATOR, VRRFEATUREINDICATOR_ENABLED}, + {VRROVERLAYINDICATOR_ID, VRROVERLAYINDICATOR_STRING, 2, (NvU32 *)g_valuesVRROVERLAYINDICATOR, VRROVERLAYINDICATOR_ENABLED}, + {VRRREQUESTSTATE_ID, VRRREQUESTSTATE_STRING, 3, (NvU32 *)g_valuesVRRREQUESTSTATE, VRRREQUESTSTATE_FULLSCREEN_ONLY}, + {VRR_APP_OVERRIDE_ID, VRR_APP_OVERRIDE_STRING, 5, (NvU32 *)g_valuesVRR_APP_OVERRIDE, VRR_APP_OVERRIDE_ALLOW}, + {VRR_APP_OVERRIDE_REQUEST_STATE_ID, VRR_APP_OVERRIDE_REQUEST_STATE_STRING, 5, (NvU32 *)g_valuesVRR_APP_OVERRIDE_REQUEST_STATE, VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW}, + {VRR_MODE_ID, VRR_MODE_STRING, 3, (NvU32 *)g_valuesVRR_MODE, VRR_MODE_FULLSCREEN_ONLY}, + {VSYNCSMOOTHAFR_ID, VSYNCSMOOTHAFR_STRING, 2, (NvU32 *)g_valuesVSYNCSMOOTHAFR, VSYNCSMOOTHAFR_OFF}, + {VSYNCVRRCONTROL_ID, VSYNCVRRCONTROL_STRING, 3, (NvU32 *)g_valuesVSYNCVRRCONTROL, VSYNCVRRCONTROL_ENABLE}, + {VSYNC_BEHAVIOR_FLAGS_ID, VSYNC_BEHAVIOR_FLAGS_STRING, 3, (NvU32 *)g_valuesVSYNC_BEHAVIOR_FLAGS, VSYNC_BEHAVIOR_FLAGS_DEFAULT}, + {WKS_API_STEREO_EYES_EXCHANGE_ID, WKS_API_STEREO_EYES_EXCHANGE_STRING, 2, (NvU32 *)g_valuesWKS_API_STEREO_EYES_EXCHANGE, WKS_API_STEREO_EYES_EXCHANGE_OFF}, + {WKS_API_STEREO_MODE_ID, WKS_API_STEREO_MODE_STRING, 25, (NvU32 *)g_valuesWKS_API_STEREO_MODE, WKS_API_STEREO_MODE_SHUTTER_GLASSES}, + {WKS_STEREO_DONGLE_SUPPORT_ID, WKS_STEREO_DONGLE_SUPPORT_STRING, 3, (NvU32 *)g_valuesWKS_STEREO_DONGLE_SUPPORT, WKS_STEREO_DONGLE_SUPPORT_DAC}, + {WKS_STEREO_SUPPORT_ID, WKS_STEREO_SUPPORT_STRING, 2, (NvU32 *)g_valuesWKS_STEREO_SUPPORT, WKS_STEREO_SUPPORT_OFF}, + {WKS_STEREO_SWAP_MODE_ID, WKS_STEREO_SWAP_MODE_STRING, 5, (NvU32 *)g_valuesWKS_STEREO_SWAP_MODE, WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL}, + {AO_MODE_ID, AO_MODE_STRING, 4, (NvU32 *)g_valuesAO_MODE, AO_MODE_OFF}, + {AO_MODE_ACTIVE_ID, AO_MODE_ACTIVE_STRING, 2, (NvU32 *)g_valuesAO_MODE_ACTIVE, AO_MODE_ACTIVE_DISABLED}, + {AUTO_LODBIASADJUST_ID, AUTO_LODBIASADJUST_STRING, 2, (NvU32 *)g_valuesAUTO_LODBIASADJUST, AUTO_LODBIASADJUST_ON}, + {EXPORT_PERF_COUNTERS_DX9_ONLY_ID, EXPORT_PERF_COUNTERS_DX9_ONLY_STRING, 2, (NvU32 *)g_valuesEXPORT_PERF_COUNTERS_DX9_ONLY, EXPORT_PERF_COUNTERS_DX9_ONLY_OFF}, + {LODBIASADJUST_ID, LODBIASADJUST_STRING, 2, (NvU32 *)g_valuesLODBIASADJUST, 0x00000000}, + {MAXWELL_B_SAMPLE_INTERLEAVE_ID, MAXWELL_B_SAMPLE_INTERLEAVE_STRING, 2, (NvU32 *)g_valuesMAXWELL_B_SAMPLE_INTERLEAVE, MAXWELL_B_SAMPLE_INTERLEAVE_OFF}, + {PRERENDERLIMIT_ID, PRERENDERLIMIT_STRING, 3, (NvU32 *)g_valuesPRERENDERLIMIT, PRERENDERLIMIT_APP_CONTROLLED}, + {PS_SHADERDISKCACHE_ID, PS_SHADERDISKCACHE_STRING, 2, (NvU32 *)g_valuesPS_SHADERDISKCACHE, PS_SHADERDISKCACHE_ON}, + {PS_SHADERDISKCACHE_MAX_SIZE_ID, PS_SHADERDISKCACHE_MAX_SIZE_STRING, 2, (NvU32 *)g_valuesPS_SHADERDISKCACHE_MAX_SIZE, 0x00000000}, + {PS_TEXFILTER_ANISO_OPTS2_ID, PS_TEXFILTER_ANISO_OPTS2_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_ANISO_OPTS2, PS_TEXFILTER_ANISO_OPTS2_OFF}, + {PS_TEXFILTER_BILINEAR_IN_ANISO_ID, PS_TEXFILTER_BILINEAR_IN_ANISO_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_BILINEAR_IN_ANISO, PS_TEXFILTER_BILINEAR_IN_ANISO_OFF}, + {PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ID, PS_TEXFILTER_DISABLE_TRILIN_SLOPE_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_DISABLE_TRILIN_SLOPE, PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF}, + {PS_TEXFILTER_NO_NEG_LODBIAS_ID, PS_TEXFILTER_NO_NEG_LODBIAS_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_NO_NEG_LODBIAS, PS_TEXFILTER_NO_NEG_LODBIAS_OFF}, + {QUALITY_ENHANCEMENTS_ID, QUALITY_ENHANCEMENTS_STRING, 4, (NvU32 *)g_valuesQUALITY_ENHANCEMENTS, QUALITY_ENHANCEMENTS_QUALITY}, + {QUALITY_ENHANCEMENT_SUBSTITUTION_ID, QUALITY_ENHANCEMENT_SUBSTITUTION_STRING, 2, (NvU32 *)g_valuesQUALITY_ENHANCEMENT_SUBSTITUTION, QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION}, + {REFRESH_RATE_OVERRIDE_ID, REFRESH_RATE_OVERRIDE_STRING, 3, (NvU32 *)g_valuesREFRESH_RATE_OVERRIDE, REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED}, + {SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ID, SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_STRING, 2, (NvU32 *)g_valuesSET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE, SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF}, + {SET_VAB_DATA_ID, SET_VAB_DATA_STRING, 6, (NvU32 *)g_valuesSET_VAB_DATA, SET_VAB_DATA_USE_API_DEFAULTS}, + {VSYNCMODE_ID, VSYNCMODE_STRING, 7, (NvU32 *)g_valuesVSYNCMODE, VSYNCMODE_PASSIVE}, + {VSYNCTEARCONTROL_ID, VSYNCTEARCONTROL_STRING, 2, (NvU32 *)g_valuesVSYNCTEARCONTROL, VSYNCTEARCONTROL_DISABLE}, +}; + +SettingWSTRINGNameString mapSettingWSTRING[TOTAL_WSTRING_SETTING_NUM] = +{ + {OGL_IMPLICIT_GPU_AFFINITY_ID, OGL_IMPLICIT_GPU_AFFINITY_STRING, 1, (const wchar_t **)g_valuesOGL_IMPLICIT_GPU_AFFINITY, L"autoselect"}, + {CUDA_EXCLUDED_GPUS_ID, CUDA_EXCLUDED_GPUS_STRING, 1, (const wchar_t **)g_valuesCUDA_EXCLUDED_GPUS, L"none"}, + {D3DOGL_GPU_MAX_POWER_ID, D3DOGL_GPU_MAX_POWER_STRING, 1, (const wchar_t **)g_valuesD3DOGL_GPU_MAX_POWER, L"0"}, + {ICAFE_LOGO_CONFIG_ID, ICAFE_LOGO_CONFIG_STRING, 0, NULL, L""}, + {PS_SHADERDISKCACHE_DLL_PATH_WCHAR_ID, PS_SHADERDISKCACHE_DLL_PATH_WCHAR_STRING, 0, NULL, L""}, +}; + diff --git a/src/imports/nvapi/NvApiDriverSettings.h b/src/imports/nvapi/NvApiDriverSettings.h new file mode 100644 index 0000000..7e4d2b3 --- /dev/null +++ b/src/imports/nvapi/NvApiDriverSettings.h @@ -0,0 +1,1150 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#ifndef _NVAPI_DRIVER_SETTINGS_H_ +#define _NVAPI_DRIVER_SETTINGS_H_ + +#define OGL_AA_LINE_GAMMA_STRING L"Antialiasing - Line gamma" +#define OGL_CPL_GDI_COMPATIBILITY_STRING L"OpenGL GDI compatibility" +#define OGL_CPL_PREFER_DXPRESENT_STRING L"Vulkan/OpenGL present method" +#define OGL_DEEP_COLOR_SCANOUT_STRING L"Deep color for 3D applications" +#define OGL_DEFAULT_SWAP_INTERVAL_STRING L"OpenGL default swap interval" +#define OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_STRING L"OpenGL default swap interval fraction" +#define OGL_DEFAULT_SWAP_INTERVAL_SIGN_STRING L"OpenGL default swap interval sign" +#define OGL_EVENT_LOG_SEVERITY_THRESHOLD_STRING L"Event Log Severity Threshold" +#define OGL_EXTENSION_STRING_VERSION_STRING L"Extension String version" +#define OGL_FORCE_BLIT_STRING L"Buffer-flipping mode" +#define OGL_FORCE_STEREO_STRING L"Force Stereo shuttering" +#define OGL_IMPLICIT_GPU_AFFINITY_STRING L"Preferred OpenGL GPU" +#define OGL_MAX_FRAMES_ALLOWED_STRING L"Maximum frames allowed" +#define OGL_OVERLAY_PIXEL_TYPE_STRING L"Exported Overlay pixel types" +#define OGL_OVERLAY_SUPPORT_STRING L"Enable overlay" +#define OGL_QUALITY_ENHANCEMENTS_STRING L"High level control of the rendering quality on OpenGL" +#define OGL_SINGLE_BACKDEPTH_BUFFER_STRING L"Unified back/depth buffer" +#define OGL_SLI_MULTICAST_STRING L"Enable NV_gpu_multicast extension" +#define OGL_THREAD_CONTROL_STRING L"Threaded optimization" +#define OGL_TMON_LEVEL_STRING L"Event Log Tmon Severity Threshold" +#define OGL_TRIPLE_BUFFER_STRING L"Triple buffering" +#define AA_BEHAVIOR_FLAGS_STRING L"Antialiasing - Behavior Flags" +#define AA_MODE_ALPHATOCOVERAGE_STRING L"Antialiasing - Transparency Multisampling" +#define AA_MODE_GAMMACORRECTION_STRING L"Antialiasing - Gamma correction" +#define AA_MODE_METHOD_STRING L"Antialiasing - Setting" +#define AA_MODE_REPLAY_STRING L"Antialiasing - Transparency Supersampling" +#define AA_MODE_SELECTOR_STRING L"Antialiasing - Mode" +#define AA_MODE_SELECTOR_SLIAA_STRING L"Antialiasing - SLI AA" +#define ANISO_MODE_LEVEL_STRING L"Anisotropic filtering setting" +#define ANISO_MODE_SELECTOR_STRING L"Anisotropic filtering mode" +#define ANSEL_ALLOW_STRING L"NVIDIA Predefined Ansel Usage" +#define ANSEL_ALLOWLISTED_STRING L"Ansel flags for enabled applications" +#define ANSEL_ENABLE_STRING L"Enable Ansel" +#define APPIDLE_DYNAMIC_FRL_FPS_STRING L"Idle Application Max FPS Limit" +#define APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_STRING L"Idle Application Threshold Time out in seconds" +#define APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_STRING L"Application Profile Notification Popup Timeout" +#define APPLICATION_STEAM_ID_STRING L"Steam Application ID" +#define BATTERY_BOOST_APP_FPS_STRING L"Battery Boost Application FPS" +#define CPL_HIDDEN_PROFILE_STRING L"Do not display this profile in the Control Panel" +#define CUDA_EXCLUDED_GPUS_STRING L"List of Universal GPU ids" +#define D3DOGL_GPU_MAX_POWER_STRING L"Maximum GPU Power" +#define EXPORT_PERF_COUNTERS_STRING L"Export Performance Counters" +#define EXTERNAL_QUIET_MODE_STRING L"External Quiet Mode (XQM)" +#define FRL_FPS_STRING L"Frame Rate Limiter" +#define FXAA_ALLOW_STRING L"NVIDIA Predefined FXAA Usage" +#define FXAA_ENABLE_STRING L"Enable FXAA" +#define FXAA_INDICATOR_ENABLE_STRING L"Enable FXAA Indicator" +#define LATENCY_INDICATOR_AUTOALIGN_STRING L"Autoalign flash indicator" +#define MCSFRSHOWSPLIT_STRING L"SLI indicator" +#define NV_QUALITY_UPSCALING_STRING L"NVIDIA Quality upscaling" +#define OPTIMUS_MAXAA_STRING L"Maximum AA samples allowed for a given application" +#define PHYSXINDICATOR_STRING L"Display the PhysX indicator" +#define PREFERRED_PSTATE_STRING L"Power management mode" +#define PREVENT_UI_AF_OVERRIDE_STRING L"No override of Anisotropic filtering" +#define SHIM_MAXRES_STRING L"Maximum resolution allowed for a given application" +#define SHIM_MCCOMPAT_STRING L"Optimus flags for enabled applications" +#define SHIM_RENDERING_MODE_STRING L"Enable application for Optimus" +#define SHIM_RENDERING_OPTIONS_STRING L"Shim Rendering Mode Options per application for Optimus" +#define SLI_GPU_COUNT_STRING L"Number of GPUs to use on SLI rendering mode" +#define SLI_PREDEFINED_GPU_COUNT_STRING L"NVIDIA predefined number of GPUs to use on SLI rendering mode" +#define SLI_PREDEFINED_GPU_COUNT_DX10_STRING L"NVIDIA predefined number of GPUs to use on SLI rendering mode on DirectX 10" +#define SLI_PREDEFINED_MODE_STRING L"NVIDIA predefined SLI mode" +#define SLI_PREDEFINED_MODE_DX10_STRING L"NVIDIA predefined SLI mode on DirectX 10" +#define SLI_RENDERING_MODE_STRING L"SLI rendering mode" +#define VRPRERENDERLIMIT_STRING L"Virtual Reality pre-rendered frames" +#define VRRFEATUREINDICATOR_STRING L"Toggle the VRR global feature" +#define VRROVERLAYINDICATOR_STRING L"Display the VRR Overlay Indicator" +#define VRRREQUESTSTATE_STRING L"VRR requested state" +#define VRR_APP_OVERRIDE_STRING L"G-SYNC" +#define VRR_APP_OVERRIDE_REQUEST_STATE_STRING L"G-SYNC" +#define VRR_MODE_STRING L"Enable G-SYNC globally" +#define VSYNCSMOOTHAFR_STRING L"Flag to control smooth AFR behavior" +#define VSYNCVRRCONTROL_STRING L"Variable refresh Rate" +#define VSYNC_BEHAVIOR_FLAGS_STRING L"Vsync - Behavior Flags" +#define WKS_API_STEREO_EYES_EXCHANGE_STRING L"Stereo - Swap eyes" +#define WKS_API_STEREO_MODE_STRING L"Stereo - Display mode" +#define WKS_STEREO_DONGLE_SUPPORT_STRING L"Stereo - Dongle Support" +#define WKS_STEREO_SUPPORT_STRING L"Stereo - Enable" +#define WKS_STEREO_SWAP_MODE_STRING L"Stereo - swap mode" +#define AO_MODE_STRING L"Ambient Occlusion" +#define AO_MODE_ACTIVE_STRING L"NVIDIA Predefined Ambient Occlusion Usage" +#define AUTO_LODBIASADJUST_STRING L"Texture filtering - Driver Controlled LOD Bias" +#define EXPORT_PERF_COUNTERS_DX9_ONLY_STRING L"Export Performance Counters for DX9 only" +#define ICAFE_LOGO_CONFIG_STRING L"ICafe Settings" +#define LODBIASADJUST_STRING L"Texture filtering - LOD Bias" +#define MAXWELL_B_SAMPLE_INTERLEAVE_STRING L"Enable sample interleaving (MFAA)" +#define PRERENDERLIMIT_STRING L"Maximum pre-rendered frames" +#define PS_SHADERDISKCACHE_STRING L"Shader Cache" +#define PS_SHADERDISKCACHE_DLL_PATH_WCHAR_STRING L"shader cache path to dll" +#define PS_SHADERDISKCACHE_MAX_SIZE_STRING L"Shader disk cache maximum size" +#define PS_TEXFILTER_ANISO_OPTS2_STRING L"Texture filtering - Anisotropic sample optimization" +#define PS_TEXFILTER_BILINEAR_IN_ANISO_STRING L"Texture filtering - Anisotropic filter optimization" +#define PS_TEXFILTER_DISABLE_TRILIN_SLOPE_STRING L"Texture filtering - Trilinear optimization" +#define PS_TEXFILTER_NO_NEG_LODBIAS_STRING L"Texture filtering - Negative LOD bias" +#define QUALITY_ENHANCEMENTS_STRING L"Texture filtering - Quality" +#define QUALITY_ENHANCEMENT_SUBSTITUTION_STRING L"Texture filtering - Quality Substitution" +#define REFRESH_RATE_OVERRIDE_STRING L"Preferred refresh rate" +#define SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_STRING L"PowerThrottle" +#define SET_VAB_DATA_STRING L"VAB Default Data" +#define VSYNCMODE_STRING L"Vertical Sync" +#define VSYNCTEARCONTROL_STRING L"Vertical Sync Tear Control" + +enum ESetting { + OGL_AA_LINE_GAMMA_ID = 0x2089BF6C, + OGL_CPL_GDI_COMPATIBILITY_ID = 0x2072C5A3, + OGL_CPL_PREFER_DXPRESENT_ID = 0x20D690F8, + OGL_DEEP_COLOR_SCANOUT_ID = 0x2097C2F6, + OGL_DEFAULT_SWAP_INTERVAL_ID = 0x206A6582, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ID = 0x206C4581, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_ID = 0x20655CFA, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_ID = 0x209DF23E, + OGL_EXTENSION_STRING_VERSION_ID = 0x20FF7493, + OGL_FORCE_BLIT_ID = 0x201F619F, + OGL_FORCE_STEREO_ID = 0x204D9A0C, + OGL_IMPLICIT_GPU_AFFINITY_ID = 0x20D0F3E6, + OGL_MAX_FRAMES_ALLOWED_ID = 0x208E55E3, + OGL_OVERLAY_PIXEL_TYPE_ID = 0x209AE66F, + OGL_OVERLAY_SUPPORT_ID = 0x206C28C4, + OGL_QUALITY_ENHANCEMENTS_ID = 0x20797D6C, + OGL_SINGLE_BACKDEPTH_BUFFER_ID = 0x20A29055, + OGL_SLI_MULTICAST_ID = 0x2092D3BE, + OGL_THREAD_CONTROL_ID = 0x20C1221E, + OGL_TMON_LEVEL_ID = 0x202888C1, + OGL_TRIPLE_BUFFER_ID = 0x20FDD1F9, + AA_BEHAVIOR_FLAGS_ID = 0x10ECDB82, + AA_MODE_ALPHATOCOVERAGE_ID = 0x10FC2D9C, + AA_MODE_GAMMACORRECTION_ID = 0x107D639D, + AA_MODE_METHOD_ID = 0x10D773D2, + AA_MODE_REPLAY_ID = 0x10D48A85, + AA_MODE_SELECTOR_ID = 0x107EFC5B, + AA_MODE_SELECTOR_SLIAA_ID = 0x107AFC5B, + ANISO_MODE_LEVEL_ID = 0x101E61A9, + ANISO_MODE_SELECTOR_ID = 0x10D2BB16, + ANSEL_ALLOW_ID = 0x1035DB89, + ANSEL_ALLOWLISTED_ID = 0x1085DA8A, + ANSEL_ENABLE_ID = 0x1075D972, + APPIDLE_DYNAMIC_FRL_FPS_ID = 0x10835016, + APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_ID = 0x10835017, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ID = 0x104554B6, + APPLICATION_STEAM_ID_ID = 0x107CDDBC, + BATTERY_BOOST_APP_FPS_ID = 0x10115C8C, + CPL_HIDDEN_PROFILE_ID = 0x106D5CFF, + CUDA_EXCLUDED_GPUS_ID = 0x10354FF8, + D3DOGL_GPU_MAX_POWER_ID = 0x10D1EF29, + EXPORT_PERF_COUNTERS_ID = 0x108F0841, + EXTERNAL_QUIET_MODE_ID = 0x10115C8D, + FRL_FPS_ID = 0x10835002, + FXAA_ALLOW_ID = 0x1034CB89, + FXAA_ENABLE_ID = 0x1074C972, + FXAA_INDICATOR_ENABLE_ID = 0x1068FB9C, + LATENCY_INDICATOR_AUTOALIGN_ID = 0x1095F170, + MCSFRSHOWSPLIT_ID = 0x10287051, + NV_QUALITY_UPSCALING_ID = 0x10444444, + OPTIMUS_MAXAA_ID = 0x10F9DC83, + PHYSXINDICATOR_ID = 0x1094F16F, + PREFERRED_PSTATE_ID = 0x1057EB71, + PREVENT_UI_AF_OVERRIDE_ID = 0x103BCCB5, + SHIM_MAXRES_ID = 0x10F9DC82, + SHIM_MCCOMPAT_ID = 0x10F9DC80, + SHIM_RENDERING_MODE_ID = 0x10F9DC81, + SHIM_RENDERING_OPTIONS_ID = 0x10F9DC84, + SLI_GPU_COUNT_ID = 0x1033DCD1, + SLI_PREDEFINED_GPU_COUNT_ID = 0x1033DCD2, + SLI_PREDEFINED_GPU_COUNT_DX10_ID = 0x1033DCD3, + SLI_PREDEFINED_MODE_ID = 0x1033CEC1, + SLI_PREDEFINED_MODE_DX10_ID = 0x1033CEC2, + SLI_RENDERING_MODE_ID = 0x1033CED1, + VRPRERENDERLIMIT_ID = 0x10111133, + VRRFEATUREINDICATOR_ID = 0x1094F157, + VRROVERLAYINDICATOR_ID = 0x1095F16F, + VRRREQUESTSTATE_ID = 0x1094F1F7, + VRR_APP_OVERRIDE_ID = 0x10A879CF, + VRR_APP_OVERRIDE_REQUEST_STATE_ID = 0x10A879AC, + VRR_MODE_ID = 0x1194F158, + VSYNCSMOOTHAFR_ID = 0x101AE763, + VSYNCVRRCONTROL_ID = 0x10A879CE, + VSYNC_BEHAVIOR_FLAGS_ID = 0x10FDEC23, + WKS_API_STEREO_EYES_EXCHANGE_ID = 0x11AE435C, + WKS_API_STEREO_MODE_ID = 0x11E91A61, + WKS_STEREO_DONGLE_SUPPORT_ID = 0x112493BD, + WKS_STEREO_SUPPORT_ID = 0x11AA9E99, + WKS_STEREO_SWAP_MODE_ID = 0x11333333, + AO_MODE_ID = 0x00667329, + AO_MODE_ACTIVE_ID = 0x00664339, + AUTO_LODBIASADJUST_ID = 0x00638E8F, + EXPORT_PERF_COUNTERS_DX9_ONLY_ID = 0x00B65E72, + ICAFE_LOGO_CONFIG_ID = 0x00DB1337, + LODBIASADJUST_ID = 0x00738E8F, + MAXWELL_B_SAMPLE_INTERLEAVE_ID = 0x0098C1AC, + PRERENDERLIMIT_ID = 0x007BA09E, + PS_SHADERDISKCACHE_ID = 0x00198FFF, + PS_SHADERDISKCACHE_DLL_PATH_WCHAR_ID = 0x0019A002, + PS_SHADERDISKCACHE_MAX_SIZE_ID = 0x00AC8497, + PS_TEXFILTER_ANISO_OPTS2_ID = 0x00E73211, + PS_TEXFILTER_BILINEAR_IN_ANISO_ID = 0x0084CD70, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ID = 0x002ECAF2, + PS_TEXFILTER_NO_NEG_LODBIAS_ID = 0x0019BB68, + QUALITY_ENHANCEMENTS_ID = 0x00CE2691, + QUALITY_ENHANCEMENT_SUBSTITUTION_ID = 0x00CE2692, + REFRESH_RATE_OVERRIDE_ID = 0x0064B541, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ID = 0x00AE785C, + SET_VAB_DATA_ID = 0x00AB8687, + VSYNCMODE_ID = 0x00A879CF, + VSYNCTEARCONTROL_ID = 0x005A375C, + TOTAL_DWORD_SETTING_NUM = 96, + TOTAL_WSTRING_SETTING_NUM = 5, + TOTAL_SETTING_NUM = 101, + INVALID_SETTING_ID = 0xFFFFFFFF +}; + +enum EValues_OGL_AA_LINE_GAMMA { + OGL_AA_LINE_GAMMA_DISABLED = 0x10, + OGL_AA_LINE_GAMMA_ENABLED = 0x23, + OGL_AA_LINE_GAMMA_MIN = 1, + OGL_AA_LINE_GAMMA_MAX = 100, + OGL_AA_LINE_GAMMA_NUM_VALUES = 4, + OGL_AA_LINE_GAMMA_DEFAULT = OGL_AA_LINE_GAMMA_DISABLED +}; + +enum EValues_OGL_CPL_GDI_COMPATIBILITY { + OGL_CPL_GDI_COMPATIBILITY_PREFER_DISABLED = 0x00000000, + OGL_CPL_GDI_COMPATIBILITY_PREFER_ENABLED = 0x00000001, + OGL_CPL_GDI_COMPATIBILITY_AUTO = 0x00000002, + OGL_CPL_GDI_COMPATIBILITY_NUM_VALUES = 3, + OGL_CPL_GDI_COMPATIBILITY_DEFAULT = OGL_CPL_GDI_COMPATIBILITY_AUTO +}; + +enum EValues_OGL_CPL_PREFER_DXPRESENT { + OGL_CPL_PREFER_DXPRESENT_PREFER_DISABLED = 0x00000000, + OGL_CPL_PREFER_DXPRESENT_PREFER_ENABLED = 0x00000001, + OGL_CPL_PREFER_DXPRESENT_AUTO = 0x00000002, + OGL_CPL_PREFER_DXPRESENT_NUM_VALUES = 3, + OGL_CPL_PREFER_DXPRESENT_DEFAULT = OGL_CPL_PREFER_DXPRESENT_AUTO +}; + +enum EValues_OGL_DEEP_COLOR_SCANOUT { + OGL_DEEP_COLOR_SCANOUT_DISABLE = 0, + OGL_DEEP_COLOR_SCANOUT_ENABLE = 1, + OGL_DEEP_COLOR_SCANOUT_NUM_VALUES = 2, + OGL_DEEP_COLOR_SCANOUT_DEFAULT = OGL_DEEP_COLOR_SCANOUT_ENABLE +}; + +enum EValues_OGL_DEFAULT_SWAP_INTERVAL { + OGL_DEFAULT_SWAP_INTERVAL_TEAR = 0, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE = 1, + OGL_DEFAULT_SWAP_INTERVAL_VSYNC = 1, + OGL_DEFAULT_SWAP_INTERVAL_VALUE_MASK = 0x0000FFFF, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_MASK = 0xF0000000, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_OFF = 0xF0000000, + OGL_DEFAULT_SWAP_INTERVAL_FORCE_ON = 0x10000000, + OGL_DEFAULT_SWAP_INTERVAL_APP_CONTROLLED = 0x00000000, + OGL_DEFAULT_SWAP_INTERVAL_DISABLE = 0xffffffff, + OGL_DEFAULT_SWAP_INTERVAL_NUM_VALUES = 9, + OGL_DEFAULT_SWAP_INTERVAL_DEFAULT = OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE +}; + +enum EValues_OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL { + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ZERO_SCANLINES = 0, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ONE_FULL_FRAME_OF_SCANLINES = 100, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_NUM_VALUES = 2, + OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_DEFAULT = 0U +}; + +enum EValues_OGL_DEFAULT_SWAP_INTERVAL_SIGN { + OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE = 0, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_NEGATIVE = 1, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_NUM_VALUES = 2, + OGL_DEFAULT_SWAP_INTERVAL_SIGN_DEFAULT = OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE +}; + +enum EValues_OGL_EVENT_LOG_SEVERITY_THRESHOLD { + OGL_EVENT_LOG_SEVERITY_THRESHOLD_DISABLE = 0, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_CRITICAL = 1, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_WARNING = 2, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_INFORMATION = 3, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL = 4, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_NUM_VALUES = 5, + OGL_EVENT_LOG_SEVERITY_THRESHOLD_DEFAULT = OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL +}; + +enum EValues_OGL_FORCE_BLIT { + OGL_FORCE_BLIT_ON = 1, + OGL_FORCE_BLIT_OFF = 0, + OGL_FORCE_BLIT_NUM_VALUES = 2, + OGL_FORCE_BLIT_DEFAULT = OGL_FORCE_BLIT_OFF +}; + +enum EValues_OGL_FORCE_STEREO { + OGL_FORCE_STEREO_OFF = 0, + OGL_FORCE_STEREO_ON = 1, + OGL_FORCE_STEREO_NUM_VALUES = 2, + OGL_FORCE_STEREO_DEFAULT = OGL_FORCE_STEREO_OFF +}; + +#define OGL_IMPLICIT_GPU_AFFINITY_ENV_VAR L"OGL_DEFAULT_RENDERING_GPU" +#define OGL_IMPLICIT_GPU_AFFINITY_AUTOSELECT L"autoselect" +#define OGL_IMPLICIT_GPU_AFFINITY_NUM_VALUES 1 +#define OGL_IMPLICIT_GPU_AFFINITY_DEFAULT OGL_IMPLICIT_GPU_AFFINITY_AUTOSELECT + +enum EValues_OGL_OVERLAY_PIXEL_TYPE { + OGL_OVERLAY_PIXEL_TYPE_NONE = 0x0, + OGL_OVERLAY_PIXEL_TYPE_CI = 0x1, + OGL_OVERLAY_PIXEL_TYPE_RGBA = 0x2, + OGL_OVERLAY_PIXEL_TYPE_CI_AND_RGBA = 0x3, + OGL_OVERLAY_PIXEL_TYPE_NUM_VALUES = 4, + OGL_OVERLAY_PIXEL_TYPE_DEFAULT = OGL_OVERLAY_PIXEL_TYPE_CI +}; + +enum EValues_OGL_OVERLAY_SUPPORT { + OGL_OVERLAY_SUPPORT_OFF = 0, + OGL_OVERLAY_SUPPORT_ON = 1, + OGL_OVERLAY_SUPPORT_FORCE_SW = 2, + OGL_OVERLAY_SUPPORT_NUM_VALUES = 3, + OGL_OVERLAY_SUPPORT_DEFAULT = OGL_OVERLAY_SUPPORT_OFF +}; + +enum EValues_OGL_QUALITY_ENHANCEMENTS { + OGL_QUALITY_ENHANCEMENTS_HQUAL = 0xfffffff6, + OGL_QUALITY_ENHANCEMENTS_QUAL = 0, + OGL_QUALITY_ENHANCEMENTS_PERF = 10, + OGL_QUALITY_ENHANCEMENTS_HPERF = 20, + OGL_QUALITY_ENHANCEMENTS_NUM_VALUES = 4, + OGL_QUALITY_ENHANCEMENTS_DEFAULT = OGL_QUALITY_ENHANCEMENTS_QUAL +}; + +enum EValues_OGL_SINGLE_BACKDEPTH_BUFFER { + OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE = 0x0, + OGL_SINGLE_BACKDEPTH_BUFFER_ENABLE = 0x1, + OGL_SINGLE_BACKDEPTH_BUFFER_USE_HW_DEFAULT = 0xffffffff, + OGL_SINGLE_BACKDEPTH_BUFFER_NUM_VALUES = 3, + OGL_SINGLE_BACKDEPTH_BUFFER_DEFAULT = OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE +}; + +enum EValues_OGL_SLI_MULTICAST { + OGL_SLI_MULTICAST_DISABLE = 0x00, + OGL_SLI_MULTICAST_ENABLE = 0x01, + OGL_SLI_MULTICAST_FORCE_DISABLE = 0x02, + OGL_SLI_MULTICAST_ALLOW_MOSAIC = 0x04, + OGL_SLI_MULTICAST_NUM_VALUES = 4, + OGL_SLI_MULTICAST_DEFAULT = OGL_SLI_MULTICAST_DISABLE +}; + +enum EValues_OGL_THREAD_CONTROL { + OGL_THREAD_CONTROL_ENABLE = 0x00000001, + OGL_THREAD_CONTROL_DISABLE = 0x00000002, + OGL_THREAD_CONTROL_NUM_VALUES = 2, + OGL_THREAD_CONTROL_DEFAULT = 0U +}; + +enum EValues_OGL_TMON_LEVEL { + OGL_TMON_LEVEL_DISABLE = 0, + OGL_TMON_LEVEL_CRITICAL = 1, + OGL_TMON_LEVEL_WARNING = 2, + OGL_TMON_LEVEL_INFORMATION = 3, + OGL_TMON_LEVEL_MOST = 4, + OGL_TMON_LEVEL_VERBOSE = 5, + OGL_TMON_LEVEL_NUM_VALUES = 6, + OGL_TMON_LEVEL_DEFAULT = OGL_TMON_LEVEL_MOST +}; + +enum EValues_OGL_TRIPLE_BUFFER { + OGL_TRIPLE_BUFFER_DISABLED = 0x00000000, + OGL_TRIPLE_BUFFER_ENABLED = 0x00000001, + OGL_TRIPLE_BUFFER_NUM_VALUES = 2, + OGL_TRIPLE_BUFFER_DEFAULT = OGL_TRIPLE_BUFFER_DISABLED +}; + +enum EValues_AA_BEHAVIOR_FLAGS { + AA_BEHAVIOR_FLAGS_NONE = 0x00000000, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_APP_CONTROLLED = 0x00000001, + AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_ENHANCE = 0x00000002, + AA_BEHAVIOR_FLAGS_DISABLE_OVERRIDE = 0x00000003, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_APP_CONTROLLED = 0x00000004, + AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_OVERRIDE = 0x00000008, + AA_BEHAVIOR_FLAGS_DISABLE_ENHANCE = 0x0000000c, + AA_BEHAVIOR_FLAGS_MAP_VCAA_TO_MULTISAMPLING = 0x00010000, + AA_BEHAVIOR_FLAGS_SLI_DISABLE_TRANSPARENCY_SUPERSAMPLING = 0x00020000, + AA_BEHAVIOR_FLAGS_DISABLE_CPLAA = 0x00040000, + AA_BEHAVIOR_FLAGS_SKIP_RT_DIM_CHECK_FOR_ENHANCE = 0x00080000, + AA_BEHAVIOR_FLAGS_DISABLE_SLIAA = 0x00100000, + AA_BEHAVIOR_FLAGS_DEFAULT = 0x00000000, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4 = 0xf0000000, + AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4_SHIFT = 28, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4 = 0x0f000000, + AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4_SHIFT = 24, + AA_BEHAVIOR_FLAGS_MASK = 0xff1f000f, + AA_BEHAVIOR_FLAGS_NUM_VALUES = 18, +}; + +enum EValues_AA_MODE_ALPHATOCOVERAGE { + AA_MODE_ALPHATOCOVERAGE_MODE_MASK = 0x00000004, + AA_MODE_ALPHATOCOVERAGE_MODE_OFF = 0x00000000, + AA_MODE_ALPHATOCOVERAGE_MODE_ON = 0x00000004, + AA_MODE_ALPHATOCOVERAGE_MODE_MAX = 0x00000004, + AA_MODE_ALPHATOCOVERAGE_NUM_VALUES = 4, + AA_MODE_ALPHATOCOVERAGE_DEFAULT = 0x00000000 +}; + +enum EValues_AA_MODE_GAMMACORRECTION { + AA_MODE_GAMMACORRECTION_MASK = 0x00000003, + AA_MODE_GAMMACORRECTION_OFF = 0x00000000, + AA_MODE_GAMMACORRECTION_ON_IF_FOS = 0x00000001, + AA_MODE_GAMMACORRECTION_ON_ALWAYS = 0x00000002, + AA_MODE_GAMMACORRECTION_MAX = 0x00000002, + AA_MODE_GAMMACORRECTION_DEFAULT = 0x00000000, + AA_MODE_GAMMACORRECTION_DEFAULT_TESLA = 0x00000002, + AA_MODE_GAMMACORRECTION_DEFAULT_FERMI = 0x00000002, + AA_MODE_GAMMACORRECTION_NUM_VALUES = 8, +}; + +enum EValues_AA_MODE_METHOD { + AA_MODE_METHOD_NONE = 0x0, + AA_MODE_METHOD_SUPERSAMPLE_2X_H = 0x1, + AA_MODE_METHOD_SUPERSAMPLE_2X_V = 0x2, + AA_MODE_METHOD_SUPERSAMPLE_1_5X1_5 = 0x2, + AA_MODE_METHOD_FREE_0x03 = 0x3, + AA_MODE_METHOD_FREE_0x04 = 0x4, + AA_MODE_METHOD_SUPERSAMPLE_4X = 0x5, + AA_MODE_METHOD_SUPERSAMPLE_4X_BIAS = 0x6, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAUSSIAN = 0x7, + AA_MODE_METHOD_FREE_0x08 = 0x8, + AA_MODE_METHOD_FREE_0x09 = 0x9, + AA_MODE_METHOD_SUPERSAMPLE_9X = 0xA, + AA_MODE_METHOD_SUPERSAMPLE_9X_BIAS = 0xB, + AA_MODE_METHOD_SUPERSAMPLE_16X = 0xC, + AA_MODE_METHOD_SUPERSAMPLE_16X_BIAS = 0xD, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL = 0xE, + AA_MODE_METHOD_MULTISAMPLE_2X_QUINCUNX = 0xF, + AA_MODE_METHOD_MULTISAMPLE_4X = 0x10, + AA_MODE_METHOD_FREE_0x11 = 0x11, + AA_MODE_METHOD_MULTISAMPLE_4X_GAUSSIAN = 0x12, + AA_MODE_METHOD_MIXEDSAMPLE_4X_SKEWED_4TAP = 0x13, + AA_MODE_METHOD_FREE_0x14 = 0x14, + AA_MODE_METHOD_FREE_0x15 = 0x15, + AA_MODE_METHOD_MIXEDSAMPLE_6X = 0x16, + AA_MODE_METHOD_MIXEDSAMPLE_6X_SKEWED_6TAP = 0x17, + AA_MODE_METHOD_MIXEDSAMPLE_8X = 0x18, + AA_MODE_METHOD_MIXEDSAMPLE_8X_SKEWED_8TAP = 0x19, + AA_MODE_METHOD_MIXEDSAMPLE_16X = 0x1a, + AA_MODE_METHOD_MULTISAMPLE_4X_GAMMA = 0x1b, + AA_MODE_METHOD_MULTISAMPLE_16X = 0x1c, + AA_MODE_METHOD_VCAA_32X_8v24 = 0x1d, + AA_MODE_METHOD_CORRUPTION_CHECK = 0x1e, + AA_MODE_METHOD_6X_CT = 0x1f, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_GAMMA = 0x20, + AA_MODE_METHOD_SUPERSAMPLE_4X_GAMMA = 0x21, + AA_MODE_METHOD_MULTISAMPLE_4X_FOSGAMMA = 0x22, + AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_FOSGAMMA = 0x23, + AA_MODE_METHOD_SUPERSAMPLE_4X_FOSGAMMA = 0x24, + AA_MODE_METHOD_MULTISAMPLE_8X = 0x25, + AA_MODE_METHOD_VCAA_8X_4v4 = 0x26, + AA_MODE_METHOD_VCAA_16X_4v12 = 0x27, + AA_MODE_METHOD_VCAA_16X_8v8 = 0x28, + AA_MODE_METHOD_MIXEDSAMPLE_32X = 0x29, + AA_MODE_METHOD_SUPERVCAA_64X_4v12 = 0x2a, + AA_MODE_METHOD_SUPERVCAA_64X_8v8 = 0x2b, + AA_MODE_METHOD_MIXEDSAMPLE_64X = 0x2c, + AA_MODE_METHOD_MIXEDSAMPLE_128X = 0x2d, + AA_MODE_METHOD_COUNT = 0x2e, + AA_MODE_METHOD_METHOD_MASK = 0x0000ffff, + AA_MODE_METHOD_METHOD_MAX = 0xf1c57815, + AA_MODE_METHOD_NUM_VALUES = 50, + AA_MODE_METHOD_DEFAULT = AA_MODE_METHOD_NONE +}; + +enum EValues_AA_MODE_REPLAY { + AA_MODE_REPLAY_SAMPLES_MASK = 0x00000070, + AA_MODE_REPLAY_SAMPLES_ONE = 0x00000000, + AA_MODE_REPLAY_SAMPLES_TWO = 0x00000010, + AA_MODE_REPLAY_SAMPLES_FOUR = 0x00000020, + AA_MODE_REPLAY_SAMPLES_EIGHT = 0x00000030, + AA_MODE_REPLAY_SAMPLES_MAX = 0x00000030, + AA_MODE_REPLAY_MODE_MASK = 0x0000000f, + AA_MODE_REPLAY_MODE_OFF = 0x00000000, + AA_MODE_REPLAY_MODE_ALPHA_TEST = 0x00000001, + AA_MODE_REPLAY_MODE_PIXEL_KILL = 0x00000002, + AA_MODE_REPLAY_MODE_DYN_BRANCH = 0x00000004, + AA_MODE_REPLAY_MODE_OPTIMAL = 0x00000004, + AA_MODE_REPLAY_MODE_ALL = 0x00000008, + AA_MODE_REPLAY_MODE_MAX = 0x0000000f, + AA_MODE_REPLAY_TRANSPARENCY = 0x00000023, + AA_MODE_REPLAY_DISALLOW_TRAA = 0x00000100, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT = 0x00000000, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_TESLA = 0x00000000, + AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_FERMI = 0x00000000, + AA_MODE_REPLAY_MASK = 0x0000017f, + AA_MODE_REPLAY_NUM_VALUES = 20, + AA_MODE_REPLAY_DEFAULT = 0x00000000 +}; + +enum EValues_AA_MODE_SELECTOR { + AA_MODE_SELECTOR_MASK = 0x00000003, + AA_MODE_SELECTOR_APP_CONTROL = 0x00000000, + AA_MODE_SELECTOR_OVERRIDE = 0x00000001, + AA_MODE_SELECTOR_ENHANCE = 0x00000002, + AA_MODE_SELECTOR_MAX = 0x00000002, + AA_MODE_SELECTOR_NUM_VALUES = 5, + AA_MODE_SELECTOR_DEFAULT = AA_MODE_SELECTOR_APP_CONTROL +}; + +enum EValues_AA_MODE_SELECTOR_SLIAA { + AA_MODE_SELECTOR_SLIAA_DISABLED = 0, + AA_MODE_SELECTOR_SLIAA_ENABLED = 1, + AA_MODE_SELECTOR_SLIAA_NUM_VALUES = 2, + AA_MODE_SELECTOR_SLIAA_DEFAULT = AA_MODE_SELECTOR_SLIAA_DISABLED +}; + +enum EValues_ANISO_MODE_LEVEL { + ANISO_MODE_LEVEL_MASK = 0x0000ffff, + ANISO_MODE_LEVEL_NONE_POINT = 0x00000000, + ANISO_MODE_LEVEL_NONE_LINEAR = 0x00000001, + ANISO_MODE_LEVEL_MAX = 0x00000010, + ANISO_MODE_LEVEL_DEFAULT = 0x00000001, + ANISO_MODE_LEVEL_NUM_VALUES = 5, +}; + +enum EValues_ANISO_MODE_SELECTOR { + ANISO_MODE_SELECTOR_MASK = 0x0000000f, + ANISO_MODE_SELECTOR_APP = 0x00000000, + ANISO_MODE_SELECTOR_USER = 0x00000001, + ANISO_MODE_SELECTOR_COND = 0x00000002, + ANISO_MODE_SELECTOR_MAX = 0x00000002, + ANISO_MODE_SELECTOR_DEFAULT = 0x00000000, + ANISO_MODE_SELECTOR_NUM_VALUES = 6, +}; + +enum EValues_ANSEL_ALLOW { + ANSEL_ALLOW_DISALLOWED = 0, + ANSEL_ALLOW_ALLOWED = 1, + ANSEL_ALLOW_NUM_VALUES = 2, + ANSEL_ALLOW_DEFAULT = ANSEL_ALLOW_ALLOWED +}; + +enum EValues_ANSEL_ALLOWLISTED { + ANSEL_ALLOWLISTED_DISALLOWED = 0, + ANSEL_ALLOWLISTED_ALLOWED = 1, + ANSEL_ALLOWLISTED_NUM_VALUES = 2, + ANSEL_ALLOWLISTED_DEFAULT = ANSEL_ALLOWLISTED_DISALLOWED +}; + +enum EValues_ANSEL_ENABLE { + ANSEL_ENABLE_OFF = 0, + ANSEL_ENABLE_ON = 1, + ANSEL_ENABLE_NUM_VALUES = 2, + ANSEL_ENABLE_DEFAULT = ANSEL_ENABLE_ON +}; + +enum EValues_APPLICATION_PROFILE_NOTIFICATION_TIMEOUT { + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED = 0, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NINE_SECONDS = 9, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_FIFTEEN_SECONDS = 15, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_THIRTY_SECONDS = 30, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ONE_MINUTE = 60, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_TWO_MINUTES = 120, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NUM_VALUES = 6, + APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DEFAULT = APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED +}; + +enum EValues_BATTERY_BOOST_APP_FPS { + BATTERY_BOOST_APP_FPS_MIN = 0x00000001, + BATTERY_BOOST_APP_FPS_MAX = 0x000003ff, + BATTERY_BOOST_APP_FPS_NO_OVERRIDE = 0x00000000, + BATTERY_BOOST_APP_FPS_NUM_VALUES = 3, + BATTERY_BOOST_APP_FPS_DEFAULT = BATTERY_BOOST_APP_FPS_NO_OVERRIDE +}; + +enum EValues_CPL_HIDDEN_PROFILE { + CPL_HIDDEN_PROFILE_DISABLED = 0, + CPL_HIDDEN_PROFILE_ENABLED = 1, + CPL_HIDDEN_PROFILE_NUM_VALUES = 2, + CPL_HIDDEN_PROFILE_DEFAULT = CPL_HIDDEN_PROFILE_DISABLED +}; + +#define CUDA_EXCLUDED_GPUS_NONE L"none" +#define CUDA_EXCLUDED_GPUS_NUM_VALUES 1 +#define CUDA_EXCLUDED_GPUS_DEFAULT CUDA_EXCLUDED_GPUS_NONE + +#define D3DOGL_GPU_MAX_POWER_DEFAULTPOWER L"0" +#define D3DOGL_GPU_MAX_POWER_NUM_VALUES 1 +#define D3DOGL_GPU_MAX_POWER_DEFAULT D3DOGL_GPU_MAX_POWER_DEFAULTPOWER + +enum EValues_EXPORT_PERF_COUNTERS { + EXPORT_PERF_COUNTERS_OFF = 0x00000000, + EXPORT_PERF_COUNTERS_ON = 0x00000001, + EXPORT_PERF_COUNTERS_NUM_VALUES = 2, + EXPORT_PERF_COUNTERS_DEFAULT = EXPORT_PERF_COUNTERS_OFF +}; + +enum EValues_EXTERNAL_QUIET_MODE { + EXTERNAL_QUIET_MODE_ON = 0x00000001, + EXTERNAL_QUIET_MODE_OFF = 0x00000000, + EXTERNAL_QUIET_MODE_NUM_VALUES = 2, + EXTERNAL_QUIET_MODE_DEFAULT = EXTERNAL_QUIET_MODE_OFF +}; + +enum EValues_FRL_FPS { + FRL_FPS_DISABLED = 0x00000000, + FRL_FPS_MIN = 0x00000000, + FRL_FPS_MAX = 0x000003ff, + FRL_FPS_NUM_VALUES = 3, + FRL_FPS_DEFAULT = FRL_FPS_DISABLED +}; + +enum EValues_FXAA_ALLOW { + FXAA_ALLOW_DISALLOWED = 0, + FXAA_ALLOW_ALLOWED = 1, + FXAA_ALLOW_NUM_VALUES = 2, + FXAA_ALLOW_DEFAULT = FXAA_ALLOW_ALLOWED +}; + +enum EValues_FXAA_ENABLE { + FXAA_ENABLE_OFF = 0, + FXAA_ENABLE_ON = 1, + FXAA_ENABLE_NUM_VALUES = 2, + FXAA_ENABLE_DEFAULT = FXAA_ENABLE_OFF +}; + +enum EValues_FXAA_INDICATOR_ENABLE { + FXAA_INDICATOR_ENABLE_OFF = 0, + FXAA_INDICATOR_ENABLE_ON = 1, + FXAA_INDICATOR_ENABLE_NUM_VALUES = 2, + FXAA_INDICATOR_ENABLE_DEFAULT = FXAA_INDICATOR_ENABLE_OFF +}; + +enum EValues_LATENCY_INDICATOR_AUTOALIGN { + LATENCY_INDICATOR_AUTOALIGN_DISABLED = 0x0, + LATENCY_INDICATOR_AUTOALIGN_ENABLED = 0x1, + LATENCY_INDICATOR_AUTOALIGN_NUM_VALUES = 2, + LATENCY_INDICATOR_AUTOALIGN_DEFAULT = LATENCY_INDICATOR_AUTOALIGN_ENABLED +}; + +enum EValues_MCSFRSHOWSPLIT { + MCSFRSHOWSPLIT_DISABLED = 0x34534064, + MCSFRSHOWSPLIT_ENABLED = 0x24545582, + MCSFRSHOWSPLIT_NUM_VALUES = 2, + MCSFRSHOWSPLIT_DEFAULT = MCSFRSHOWSPLIT_DISABLED +}; + +enum EValues_NV_QUALITY_UPSCALING { + NV_QUALITY_UPSCALING_OFF = 0, + NV_QUALITY_UPSCALING_ON = 1, + NV_QUALITY_UPSCALING_NUM_VALUES = 2, + NV_QUALITY_UPSCALING_DEFAULT = NV_QUALITY_UPSCALING_OFF +}; + +enum EValues_OPTIMUS_MAXAA { + OPTIMUS_MAXAA_MIN = 0, + OPTIMUS_MAXAA_MAX = 16, + OPTIMUS_MAXAA_NUM_VALUES = 2, + OPTIMUS_MAXAA_DEFAULT = 0 +}; + +enum EValues_PHYSXINDICATOR { + PHYSXINDICATOR_DISABLED = 0x34534064, + PHYSXINDICATOR_ENABLED = 0x24545582, + PHYSXINDICATOR_NUM_VALUES = 2, + PHYSXINDICATOR_DEFAULT = PHYSXINDICATOR_DISABLED +}; + +enum EValues_PREFERRED_PSTATE { + PREFERRED_PSTATE_ADAPTIVE = 0x00000000, + PREFERRED_PSTATE_PREFER_MAX = 0x00000001, + PREFERRED_PSTATE_DRIVER_CONTROLLED = 0x00000002, + PREFERRED_PSTATE_PREFER_CONSISTENT_PERFORMANCE = 0x00000003, + PREFERRED_PSTATE_PREFER_MIN = 0x00000004, + PREFERRED_PSTATE_OPTIMAL_POWER = 0x00000005, + PREFERRED_PSTATE_MIN = 0x00000000, + PREFERRED_PSTATE_MAX = 0x00000005, + PREFERRED_PSTATE_NUM_VALUES = 8, + PREFERRED_PSTATE_DEFAULT = PREFERRED_PSTATE_OPTIMAL_POWER +}; + +enum EValues_PREVENT_UI_AF_OVERRIDE { + PREVENT_UI_AF_OVERRIDE_OFF = 0, + PREVENT_UI_AF_OVERRIDE_ON = 1, + PREVENT_UI_AF_OVERRIDE_NUM_VALUES = 2, + PREVENT_UI_AF_OVERRIDE_DEFAULT = PREVENT_UI_AF_OVERRIDE_OFF +}; + +enum EValues_SHIM_MCCOMPAT { + SHIM_MCCOMPAT_INTEGRATED = 0x00000000U, + SHIM_MCCOMPAT_ENABLE = 0x00000001U, + SHIM_MCCOMPAT_USER_EDITABLE = 0x00000002U, + SHIM_MCCOMPAT_MASK = 0x00000003U, + SHIM_MCCOMPAT_VIDEO_MASK = 0x00000004U, + SHIM_MCCOMPAT_VARYING_BIT = 0x00000008U, + SHIM_MCCOMPAT_AUTO_SELECT = 0x00000010U, + SHIM_MCCOMPAT_OVERRIDE_BIT = 0x80000000U, + SHIM_MCCOMPAT_NUM_VALUES = 8, + SHIM_MCCOMPAT_DEFAULT = SHIM_MCCOMPAT_AUTO_SELECT +}; + +enum EValues_SHIM_RENDERING_MODE { + SHIM_RENDERING_MODE_INTEGRATED = 0x00000000U, + SHIM_RENDERING_MODE_ENABLE = 0x00000001U, + SHIM_RENDERING_MODE_USER_EDITABLE = 0x00000002U, + SHIM_RENDERING_MODE_MASK = 0x00000003U, + SHIM_RENDERING_MODE_VIDEO_MASK = 0x00000004U, + SHIM_RENDERING_MODE_VARYING_BIT = 0x00000008U, + SHIM_RENDERING_MODE_AUTO_SELECT = 0x00000010U, + SHIM_RENDERING_MODE_OVERRIDE_BIT = 0x80000000U, + SHIM_RENDERING_MODE_NUM_VALUES = 8, + SHIM_RENDERING_MODE_DEFAULT = SHIM_RENDERING_MODE_AUTO_SELECT +}; + +enum EValues_SHIM_RENDERING_OPTIONS { + SHIM_RENDERING_OPTIONS_DEFAULT_RENDERING_MODE = 0x00000000U, + SHIM_RENDERING_OPTIONS_DISABLE_ASYNC_PRESENT = 0x00000001U, + SHIM_RENDERING_OPTIONS_EHSHELL_DETECT = 0x00000002U, + SHIM_RENDERING_OPTIONS_FLASHPLAYER_HOST_DETECT = 0x00000004U, + SHIM_RENDERING_OPTIONS_VIDEO_DRM_APP_DETECT = 0x00000008U, + SHIM_RENDERING_OPTIONS_IGNORE_OVERRIDES = 0x00000010U, + SHIM_RENDERING_OPTIONS_RESERVED1 = 0x00000020U, + SHIM_RENDERING_OPTIONS_ENABLE_DWM_ASYNC_PRESENT = 0x00000040U, + SHIM_RENDERING_OPTIONS_RESERVED2 = 0x00000080U, + SHIM_RENDERING_OPTIONS_ALLOW_INHERITANCE = 0x00000100U, + SHIM_RENDERING_OPTIONS_DISABLE_WRAPPERS = 0x00000200U, + SHIM_RENDERING_OPTIONS_DISABLE_DXGI_WRAPPERS = 0x00000400U, + SHIM_RENDERING_OPTIONS_PRUNE_UNSUPPORTED_FORMATS = 0x00000800U, + SHIM_RENDERING_OPTIONS_ENABLE_ALPHA_FORMAT = 0x00001000U, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING = 0x00002000U, + SHIM_RENDERING_OPTIONS_DISABLE_CUDA = 0x00004000U, + SHIM_RENDERING_OPTIONS_ALLOW_CP_CAPS_FOR_VIDEO = 0x00008000U, + SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING_FWD_OPTIMUS = 0x00010000U, + SHIM_RENDERING_OPTIONS_DISABLE_DURING_SECURE_BOOT = 0x00020000U, + SHIM_RENDERING_OPTIONS_INVERT_FOR_QUADRO = 0x00040000U, + SHIM_RENDERING_OPTIONS_INVERT_FOR_MSHYBRID = 0x00080000U, + SHIM_RENDERING_OPTIONS_REGISTER_PROCESS_ENABLE_GOLD = 0x00100000U, + SHIM_RENDERING_OPTIONS_HANDLE_WINDOWED_MODE_PERF_OPT = 0x00200000U, + SHIM_RENDERING_OPTIONS_HANDLE_WIN7_ASYNC_RUNTIME_BUG = 0x00400000U, + SHIM_RENDERING_OPTIONS_EXPLICIT_ADAPTER_OPTED_BY_APP = 0x00800000U, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH = 0x01000000U, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH = 0x02000000U, + SHIM_RENDERING_OPTIONS_DISABLE_TURING_POWER_POLICY = 0x04000000U, + SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM = 0x08000000U, + SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM = 0x10000000U, + SHIM_RENDERING_OPTIONS_NUM_VALUES = 30, + SHIM_RENDERING_OPTIONS_DEFAULT = 0x00000000U +}; + +enum EValues_SLI_GPU_COUNT { + SLI_GPU_COUNT_AUTOSELECT = 0x00000000, + SLI_GPU_COUNT_ONE = 0x00000001, + SLI_GPU_COUNT_TWO = 0x00000002, + SLI_GPU_COUNT_THREE = 0x00000003, + SLI_GPU_COUNT_FOUR = 0x00000004, + SLI_GPU_COUNT_NUM_VALUES = 5, + SLI_GPU_COUNT_DEFAULT = SLI_GPU_COUNT_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_GPU_COUNT { + SLI_PREDEFINED_GPU_COUNT_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_GPU_COUNT_ONE = 0x00000001, + SLI_PREDEFINED_GPU_COUNT_TWO = 0x00000002, + SLI_PREDEFINED_GPU_COUNT_THREE = 0x00000003, + SLI_PREDEFINED_GPU_COUNT_FOUR = 0x00000004, + SLI_PREDEFINED_GPU_COUNT_NUM_VALUES = 5, + SLI_PREDEFINED_GPU_COUNT_DEFAULT = SLI_PREDEFINED_GPU_COUNT_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_GPU_COUNT_DX10 { + SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_GPU_COUNT_DX10_ONE = 0x00000001, + SLI_PREDEFINED_GPU_COUNT_DX10_TWO = 0x00000002, + SLI_PREDEFINED_GPU_COUNT_DX10_THREE = 0x00000003, + SLI_PREDEFINED_GPU_COUNT_DX10_FOUR = 0x00000004, + SLI_PREDEFINED_GPU_COUNT_DX10_NUM_VALUES = 5, + SLI_PREDEFINED_GPU_COUNT_DX10_DEFAULT = SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_MODE { + SLI_PREDEFINED_MODE_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_MODE_FORCE_SINGLE = 0x00000001, + SLI_PREDEFINED_MODE_FORCE_AFR = 0x00000002, + SLI_PREDEFINED_MODE_FORCE_AFR2 = 0x00000003, + SLI_PREDEFINED_MODE_FORCE_SFR = 0x00000004, + SLI_PREDEFINED_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR = 0x00000005, + SLI_PREDEFINED_MODE_NUM_VALUES = 6, + SLI_PREDEFINED_MODE_DEFAULT = SLI_PREDEFINED_MODE_AUTOSELECT +}; + +enum EValues_SLI_PREDEFINED_MODE_DX10 { + SLI_PREDEFINED_MODE_DX10_AUTOSELECT = 0x00000000, + SLI_PREDEFINED_MODE_DX10_FORCE_SINGLE = 0x00000001, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR = 0x00000002, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR2 = 0x00000003, + SLI_PREDEFINED_MODE_DX10_FORCE_SFR = 0x00000004, + SLI_PREDEFINED_MODE_DX10_FORCE_AFR_OF_SFR__FALLBACK_3AFR = 0x00000005, + SLI_PREDEFINED_MODE_DX10_NUM_VALUES = 6, + SLI_PREDEFINED_MODE_DX10_DEFAULT = SLI_PREDEFINED_MODE_DX10_AUTOSELECT +}; + +enum EValues_SLI_RENDERING_MODE { + SLI_RENDERING_MODE_AUTOSELECT = 0x00000000, + SLI_RENDERING_MODE_FORCE_SINGLE = 0x00000001, + SLI_RENDERING_MODE_FORCE_AFR = 0x00000002, + SLI_RENDERING_MODE_FORCE_AFR2 = 0x00000003, + SLI_RENDERING_MODE_FORCE_SFR = 0x00000004, + SLI_RENDERING_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR = 0x00000005, + SLI_RENDERING_MODE_NUM_VALUES = 6, + SLI_RENDERING_MODE_DEFAULT = SLI_RENDERING_MODE_AUTOSELECT +}; + +enum EValues_VRPRERENDERLIMIT { + VRPRERENDERLIMIT_MIN = 0x00, + VRPRERENDERLIMIT_MAX = 0xff, + VRPRERENDERLIMIT_APP_CONTROLLED = 0x00, + VRPRERENDERLIMIT_DEFAULT = 0x01, + VRPRERENDERLIMIT_NUM_VALUES = 4, +}; + +enum EValues_VRRFEATUREINDICATOR { + VRRFEATUREINDICATOR_DISABLED = 0x0, + VRRFEATUREINDICATOR_ENABLED = 0x1, + VRRFEATUREINDICATOR_NUM_VALUES = 2, + VRRFEATUREINDICATOR_DEFAULT = VRRFEATUREINDICATOR_ENABLED +}; + +enum EValues_VRROVERLAYINDICATOR { + VRROVERLAYINDICATOR_DISABLED = 0x0, + VRROVERLAYINDICATOR_ENABLED = 0x1, + VRROVERLAYINDICATOR_NUM_VALUES = 2, + VRROVERLAYINDICATOR_DEFAULT = VRROVERLAYINDICATOR_ENABLED +}; + +enum EValues_VRRREQUESTSTATE { + VRRREQUESTSTATE_DISABLED = 0x0, + VRRREQUESTSTATE_FULLSCREEN_ONLY = 0x1, + VRRREQUESTSTATE_FULLSCREEN_AND_WINDOWED = 0x2, + VRRREQUESTSTATE_NUM_VALUES = 3, + VRRREQUESTSTATE_DEFAULT = VRRREQUESTSTATE_FULLSCREEN_ONLY +}; + +enum EValues_VRR_APP_OVERRIDE { + VRR_APP_OVERRIDE_ALLOW = 0, + VRR_APP_OVERRIDE_FORCE_OFF = 1, + VRR_APP_OVERRIDE_DISALLOW = 2, + VRR_APP_OVERRIDE_ULMB = 3, + VRR_APP_OVERRIDE_FIXED_REFRESH = 4, + VRR_APP_OVERRIDE_NUM_VALUES = 5, + VRR_APP_OVERRIDE_DEFAULT = VRR_APP_OVERRIDE_ALLOW +}; + +enum EValues_VRR_APP_OVERRIDE_REQUEST_STATE { + VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW = 0, + VRR_APP_OVERRIDE_REQUEST_STATE_FORCE_OFF = 1, + VRR_APP_OVERRIDE_REQUEST_STATE_DISALLOW = 2, + VRR_APP_OVERRIDE_REQUEST_STATE_ULMB = 3, + VRR_APP_OVERRIDE_REQUEST_STATE_FIXED_REFRESH = 4, + VRR_APP_OVERRIDE_REQUEST_STATE_NUM_VALUES = 5, + VRR_APP_OVERRIDE_REQUEST_STATE_DEFAULT = VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW +}; + +enum EValues_VRR_MODE { + VRR_MODE_DISABLED = 0x0, + VRR_MODE_FULLSCREEN_ONLY = 0x1, + VRR_MODE_FULLSCREEN_AND_WINDOWED = 0x2, + VRR_MODE_NUM_VALUES = 3, + VRR_MODE_DEFAULT = VRR_MODE_FULLSCREEN_ONLY +}; + +enum EValues_VSYNCSMOOTHAFR { + VSYNCSMOOTHAFR_OFF = 0x00000000, + VSYNCSMOOTHAFR_ON = 0x00000001, + VSYNCSMOOTHAFR_NUM_VALUES = 2, + VSYNCSMOOTHAFR_DEFAULT = VSYNCSMOOTHAFR_OFF +}; + +enum EValues_VSYNCVRRCONTROL { + VSYNCVRRCONTROL_DISABLE = 0x00000000, + VSYNCVRRCONTROL_ENABLE = 0x00000001, + VSYNCVRRCONTROL_NOTSUPPORTED = 0x9f95128e, + VSYNCVRRCONTROL_NUM_VALUES = 3, + VSYNCVRRCONTROL_DEFAULT = VSYNCVRRCONTROL_ENABLE +}; + +enum EValues_VSYNC_BEHAVIOR_FLAGS { + VSYNC_BEHAVIOR_FLAGS_NONE = 0x00000000, + VSYNC_BEHAVIOR_FLAGS_DEFAULT = 0x00000000, + VSYNC_BEHAVIOR_FLAGS_IGNORE_FLIPINTERVAL_MULTIPLE = 0x00000001, + VSYNC_BEHAVIOR_FLAGS_NUM_VALUES = 3, +}; + +enum EValues_WKS_API_STEREO_EYES_EXCHANGE { + WKS_API_STEREO_EYES_EXCHANGE_OFF = 0, + WKS_API_STEREO_EYES_EXCHANGE_ON = 1, + WKS_API_STEREO_EYES_EXCHANGE_NUM_VALUES = 2, + WKS_API_STEREO_EYES_EXCHANGE_DEFAULT = WKS_API_STEREO_EYES_EXCHANGE_OFF +}; + +enum EValues_WKS_API_STEREO_MODE { + WKS_API_STEREO_MODE_SHUTTER_GLASSES = 0, + WKS_API_STEREO_MODE_VERTICAL_INTERLACED = 1, + WKS_API_STEREO_MODE_TWINVIEW = 2, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_AUTO = 3, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC0 = 4, + WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC1 = 5, + WKS_API_STEREO_MODE_COLOR_LINE = 6, + WKS_API_STEREO_MODE_COLOR_INTERLEAVED = 7, + WKS_API_STEREO_MODE_ANAGLYPH = 8, + WKS_API_STEREO_MODE_HORIZONTAL_INTERLACED = 9, + WKS_API_STEREO_MODE_SIDE_FIELD = 10, + WKS_API_STEREO_MODE_SUB_FIELD = 11, + WKS_API_STEREO_MODE_CHECKERBOARD = 12, + WKS_API_STEREO_MODE_INVERSE_CHECKERBOARD = 13, + WKS_API_STEREO_MODE_TRIDELITY_SL = 14, + WKS_API_STEREO_MODE_TRIDELITY_MV = 15, + WKS_API_STEREO_MODE_SEEFRONT = 16, + WKS_API_STEREO_MODE_STEREO_MIRROR = 17, + WKS_API_STEREO_MODE_FRAME_SEQUENTIAL = 18, + WKS_API_STEREO_MODE_AUTODETECT_PASSIVE_MODE = 19, + WKS_API_STEREO_MODE_AEGIS_DT_FRAME_SEQUENTIAL = 20, + WKS_API_STEREO_MODE_OEM_EMITTER_FRAME_SEQUENTIAL = 21, + WKS_API_STEREO_MODE_DP_INBAND = 22, + WKS_API_STEREO_MODE_USE_HW_DEFAULT = 0xffffffff, + WKS_API_STEREO_MODE_DEFAULT_GL = 3, + WKS_API_STEREO_MODE_NUM_VALUES = 25, + WKS_API_STEREO_MODE_DEFAULT = WKS_API_STEREO_MODE_SHUTTER_GLASSES +}; + +enum EValues_WKS_STEREO_DONGLE_SUPPORT { + WKS_STEREO_DONGLE_SUPPORT_OFF = 0, + WKS_STEREO_DONGLE_SUPPORT_DAC = 1, + WKS_STEREO_DONGLE_SUPPORT_DLP = 2, + WKS_STEREO_DONGLE_SUPPORT_NUM_VALUES = 3, + WKS_STEREO_DONGLE_SUPPORT_DEFAULT = WKS_STEREO_DONGLE_SUPPORT_DAC +}; + +enum EValues_WKS_STEREO_SUPPORT { + WKS_STEREO_SUPPORT_OFF = 0, + WKS_STEREO_SUPPORT_ON = 1, + WKS_STEREO_SUPPORT_NUM_VALUES = 2, + WKS_STEREO_SUPPORT_DEFAULT = WKS_STEREO_SUPPORT_OFF +}; + +enum EValues_WKS_STEREO_SWAP_MODE { + WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL = 0x0, + WKS_STEREO_SWAP_MODE_PER_EYE = 0x1, + WKS_STEREO_SWAP_MODE_PER_EYE_PAIR = 0x2, + WKS_STEREO_SWAP_MODE_LEGACY_BEHAVIOR = 0x3, + WKS_STEREO_SWAP_MODE_PER_EYE_FOR_SWAP_GROUP = 0x4, + WKS_STEREO_SWAP_MODE_NUM_VALUES = 5, + WKS_STEREO_SWAP_MODE_DEFAULT = WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL +}; + +enum EValues_AO_MODE { + AO_MODE_OFF = 0, + AO_MODE_LOW = 1, + AO_MODE_MEDIUM = 2, + AO_MODE_HIGH = 3, + AO_MODE_NUM_VALUES = 4, + AO_MODE_DEFAULT = AO_MODE_OFF +}; + +enum EValues_AO_MODE_ACTIVE { + AO_MODE_ACTIVE_DISABLED = 0, + AO_MODE_ACTIVE_ENABLED = 1, + AO_MODE_ACTIVE_NUM_VALUES = 2, + AO_MODE_ACTIVE_DEFAULT = AO_MODE_ACTIVE_DISABLED +}; + +enum EValues_AUTO_LODBIASADJUST { + AUTO_LODBIASADJUST_OFF = 0x00000000, + AUTO_LODBIASADJUST_ON = 0x00000001, + AUTO_LODBIASADJUST_NUM_VALUES = 2, + AUTO_LODBIASADJUST_DEFAULT = AUTO_LODBIASADJUST_ON +}; + +enum EValues_EXPORT_PERF_COUNTERS_DX9_ONLY { + EXPORT_PERF_COUNTERS_DX9_ONLY_OFF = 0x00000000, + EXPORT_PERF_COUNTERS_DX9_ONLY_ON = 0x00000001, + EXPORT_PERF_COUNTERS_DX9_ONLY_NUM_VALUES = 2, + EXPORT_PERF_COUNTERS_DX9_ONLY_DEFAULT = EXPORT_PERF_COUNTERS_DX9_ONLY_OFF +}; + +enum EValues_LODBIASADJUST { + LODBIASADJUST_MIN = 0xffffff80, + LODBIASADJUST_MAX = 128, + LODBIASADJUST_NUM_VALUES = 2, + LODBIASADJUST_DEFAULT = 0 +}; + +enum EValues_MAXWELL_B_SAMPLE_INTERLEAVE { + MAXWELL_B_SAMPLE_INTERLEAVE_OFF = 0, + MAXWELL_B_SAMPLE_INTERLEAVE_ON = 1, + MAXWELL_B_SAMPLE_INTERLEAVE_NUM_VALUES = 2, + MAXWELL_B_SAMPLE_INTERLEAVE_DEFAULT = MAXWELL_B_SAMPLE_INTERLEAVE_OFF +}; + +enum EValues_PRERENDERLIMIT { + PRERENDERLIMIT_MIN = 0x00, + PRERENDERLIMIT_MAX = 0xff, + PRERENDERLIMIT_APP_CONTROLLED = 0x00, + PRERENDERLIMIT_NUM_VALUES = 3, + PRERENDERLIMIT_DEFAULT = PRERENDERLIMIT_APP_CONTROLLED +}; + +enum EValues_PS_SHADERDISKCACHE { + PS_SHADERDISKCACHE_OFF = 0x00000000, + PS_SHADERDISKCACHE_ON = 0x00000001, + PS_SHADERDISKCACHE_NUM_VALUES = 2, + PS_SHADERDISKCACHE_DEFAULT = PS_SHADERDISKCACHE_ON +}; + +enum EValues_PS_SHADERDISKCACHE_MAX_SIZE { + PS_SHADERDISKCACHE_MAX_SIZE_MIN = 0x0, + PS_SHADERDISKCACHE_MAX_SIZE_MAX = 0xffffffff, + PS_SHADERDISKCACHE_MAX_SIZE_NUM_VALUES = 2, + PS_SHADERDISKCACHE_MAX_SIZE_DEFAULT = 0x1000 +}; + +enum EValues_PS_TEXFILTER_ANISO_OPTS2 { + PS_TEXFILTER_ANISO_OPTS2_OFF = 0x00000000, + PS_TEXFILTER_ANISO_OPTS2_ON = 0x00000001, + PS_TEXFILTER_ANISO_OPTS2_NUM_VALUES = 2, + PS_TEXFILTER_ANISO_OPTS2_DEFAULT = PS_TEXFILTER_ANISO_OPTS2_OFF +}; + +enum EValues_PS_TEXFILTER_BILINEAR_IN_ANISO { + PS_TEXFILTER_BILINEAR_IN_ANISO_OFF = 0x00000000, + PS_TEXFILTER_BILINEAR_IN_ANISO_ON = 0x00000001, + PS_TEXFILTER_BILINEAR_IN_ANISO_NUM_VALUES = 2, + PS_TEXFILTER_BILINEAR_IN_ANISO_DEFAULT = PS_TEXFILTER_BILINEAR_IN_ANISO_OFF +}; + +enum EValues_PS_TEXFILTER_DISABLE_TRILIN_SLOPE { + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF = 0x00000000, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ON = 0x00000001, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_NUM_VALUES = 2, + PS_TEXFILTER_DISABLE_TRILIN_SLOPE_DEFAULT = PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF +}; + +enum EValues_PS_TEXFILTER_NO_NEG_LODBIAS { + PS_TEXFILTER_NO_NEG_LODBIAS_OFF = 0x00000000, + PS_TEXFILTER_NO_NEG_LODBIAS_ON = 0x00000001, + PS_TEXFILTER_NO_NEG_LODBIAS_NUM_VALUES = 2, + PS_TEXFILTER_NO_NEG_LODBIAS_DEFAULT = PS_TEXFILTER_NO_NEG_LODBIAS_OFF +}; + +enum EValues_QUALITY_ENHANCEMENTS { + QUALITY_ENHANCEMENTS_HIGHQUALITY = 0xfffffff6, + QUALITY_ENHANCEMENTS_QUALITY = 0x00000000, + QUALITY_ENHANCEMENTS_PERFORMANCE = 0x0000000a, + QUALITY_ENHANCEMENTS_HIGHPERFORMANCE = 0x00000014, + QUALITY_ENHANCEMENTS_NUM_VALUES = 4, + QUALITY_ENHANCEMENTS_DEFAULT = QUALITY_ENHANCEMENTS_QUALITY +}; + +enum EValues_QUALITY_ENHANCEMENT_SUBSTITUTION { + QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION = 0x00000000, + QUALITY_ENHANCEMENT_SUBSTITUTION_HIGHQUALITY_BECOMES_QUALITY = 0x00000001, + QUALITY_ENHANCEMENT_SUBSTITUTION_NUM_VALUES = 2, + QUALITY_ENHANCEMENT_SUBSTITUTION_DEFAULT = QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION +}; + +enum EValues_REFRESH_RATE_OVERRIDE { + REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED = 0x00000000, + REFRESH_RATE_OVERRIDE_HIGHEST_AVAILABLE = 0x00000001, + REFRESH_RATE_OVERRIDE_LOW_LATENCY_RR_MASK = 0x00000FF0, + REFRESH_RATE_OVERRIDE_NUM_VALUES = 3, + REFRESH_RATE_OVERRIDE_DEFAULT = REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED +}; + +enum EValues_SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE { + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF = 0x00000000, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ON = 0x00000001, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_NUM_VALUES = 2, + SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_DEFAULT = SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF +}; + +enum EValues_SET_VAB_DATA { + SET_VAB_DATA_ZERO = 0x00000000, + SET_VAB_DATA_UINT_ONE = 0x00000001, + SET_VAB_DATA_FLOAT_ONE = 0x3f800000, + SET_VAB_DATA_FLOAT_POS_INF = 0x7f800000, + SET_VAB_DATA_FLOAT_NAN = 0x7fc00000, + SET_VAB_DATA_USE_API_DEFAULTS = 0xffffffff, + SET_VAB_DATA_NUM_VALUES = 6, + SET_VAB_DATA_DEFAULT = SET_VAB_DATA_USE_API_DEFAULTS +}; + +enum EValues_VSYNCMODE { + VSYNCMODE_PASSIVE = 0x60925292, + VSYNCMODE_FORCEOFF = 0x08416747, + VSYNCMODE_FORCEON = 0x47814940, + VSYNCMODE_FLIPINTERVAL2 = 0x32610244, + VSYNCMODE_FLIPINTERVAL3 = 0x71271021, + VSYNCMODE_FLIPINTERVAL4 = 0x13245256, + VSYNCMODE_VIRTUAL = 0x18888888, + VSYNCMODE_NUM_VALUES = 7, + VSYNCMODE_DEFAULT = VSYNCMODE_PASSIVE +}; + +enum EValues_VSYNCTEARCONTROL { + VSYNCTEARCONTROL_DISABLE = 0x96861077, + VSYNCTEARCONTROL_ENABLE = 0x99941284, + VSYNCTEARCONTROL_NUM_VALUES = 2, + VSYNCTEARCONTROL_DEFAULT = VSYNCTEARCONTROL_DISABLE +}; + + + +typedef struct _SettingDWORDNameString { + NvU32 settingId; + const wchar_t * settingNameString; + NvU32 numSettingValues; + NvU32 *settingValues; + NvU32 defaultValue; +} SettingDWORDNameString; + +typedef struct _SettingWSTRINGNameString { + NvU32 settingId; + const wchar_t * settingNameString; + NvU32 numSettingValues; + const wchar_t **settingValues; + const wchar_t * defaultValue; +} SettingWSTRINGNameString; + + +#endif // _NVAPI_DRIVER_SETTINGS_H_ + diff --git a/src/imports/nvapi/nvHLSLExtns.h b/src/imports/nvapi/nvHLSLExtns.h new file mode 100644 index 0000000..786b722 --- /dev/null +++ b/src/imports/nvapi/nvHLSLExtns.h @@ -0,0 +1,2315 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +////////////////////////// NVIDIA SHADER EXTENSIONS ///////////////// + +// this file is to be #included in the app HLSL shader code to make +// use of nvidia shader extensions + + +#include "imports/nvapi/nvHLSLExtnsInternal.h" + +//----------------------------------------------------------------------------// +//------------------------- Warp Shuffle Functions ---------------------------// +//----------------------------------------------------------------------------// + +// all functions have variants with width parameter which permits sub-division +// of the warp into segments - for example to exchange data between 4 groups of +// 8 lanes in a SIMD manner. If width is less than warpSize then each subsection +// of the warp behaves as a separate entity with a starting logical lane ID of 0. +// A thread may only exchange data with others in its own subsection. Width must +// have a value which is a power of 2 so that the warp can be subdivided equally; +// results are undefined if width is not a power of 2, or is a number greater +// than warpSize. + +// +// simple variant of SHFL instruction +// returns val from the specified lane +// optional width parameter must be a power of two and width <= 32 +// +int NvShfl(int val, uint srcLane, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = srcLane; // source lane + g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width); + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL; + + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +int2 NvShfl(int2 val, uint srcLane, int width = NV_WARP_SIZE) +{ + int x = NvShfl(val.x, srcLane, width); + int y = NvShfl(val.y, srcLane, width); + return int2(x, y); +} + +int4 NvShfl(int4 val, uint srcLane, int width = NV_WARP_SIZE) +{ + int x = NvShfl(val.x, srcLane, width); + int y = NvShfl(val.y, srcLane, width); + int z = NvShfl(val.z, srcLane, width); + int w = NvShfl(val.w, srcLane, width); + return int4(x, y, z, w); +} + +// +// Copy from a lane with lower ID relative to caller +// +int NvShflUp(int val, uint delta, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = delta; // relative lane offset + g_NvidiaExt[index].src0u.z = (NV_WARP_SIZE - width) << 8; // minIndex = maxIndex for shfl_up (src2[4:0] is expected to be 0) + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_UP; + return g_NvidiaExt.IncrementCounter(); +} + +// +// Copy from a lane with higher ID relative to caller +// +int NvShflDown(int val, uint delta, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = delta; // relative lane offset + g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width); + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_DOWN; + return g_NvidiaExt.IncrementCounter(); +} + +// +// Copy from a lane based on bitwise XOR of own lane ID +// +int NvShflXor(int val, uint laneMask, int width = NV_WARP_SIZE) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = laneMask; // laneMask to be XOR'ed with current laneId to get the source lane id + g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width); + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_XOR; + return g_NvidiaExt.IncrementCounter(); +} + + +//----------------------------------------------------------------------------// +//----------------------------- Warp Vote Functions---------------------------// +//----------------------------------------------------------------------------// + +// returns 0xFFFFFFFF if the predicate is true for any thread in the warp, returns 0 otherwise +uint NvAny(int predicate) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = predicate; + g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_ANY; + return g_NvidiaExt.IncrementCounter(); +} + +// returns 0xFFFFFFFF if the predicate is true for ALL threads in the warp, returns 0 otherwise +uint NvAll(int predicate) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = predicate; + g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_ALL; + return g_NvidiaExt.IncrementCounter(); +} + +// returns a mask of all threads in the warp with bits set for threads that have predicate true +uint NvBallot(int predicate) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = predicate; + g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_BALLOT; + return g_NvidiaExt.IncrementCounter(); +} + + +//----------------------------------------------------------------------------// +//----------------------------- Utility Functions ----------------------------// +//----------------------------------------------------------------------------// + +// returns the lane index of the current thread (thread index in warp) +int NvGetLaneId() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_GET_LANE_ID; + return g_NvidiaExt.IncrementCounter(); +} + +// returns value of special register - specify subopcode from any of NV_SPECIALOP_* specified in nvShaderExtnEnums.h - other opcodes undefined behavior +uint NvGetSpecial(uint subOpCode) +{ + return __NvGetSpecial(subOpCode); +} + +//----------------------------------------------------------------------------// +//----------------------------- FP16 Atmoic Functions-------------------------// +//----------------------------------------------------------------------------// + +// The functions below performs atomic operations on two consecutive fp16 +// values in the given raw UAV. +// The uint paramater 'fp16x2Val' is treated as two fp16 values byteAddress must be multiple of 4 +// The returned value are the two fp16 values packed into a single uint + +uint NvInterlockedAddFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_MAX); +} + + +// versions of the above functions taking two fp32 values (internally converted to fp16 values) +uint NvInterlockedAddFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val) +{ + return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + + +//----------------------------------------------------------------------------// + +// The functions below perform atomic operation on a R16G16_FLOAT UAV at the given address +// the uint paramater 'fp16x2Val' is treated as two fp16 values +// the returned value are the two fp16 values (.x and .y components) packed into a single uint +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16_FLOAT format (might result in app crash or TDR) + +uint NvInterlockedAddFp16x2(RWTexture1D uav, uint address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture1D uav, uint address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture1D uav, uint address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture2D uav, uint2 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture2D uav, uint2 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture2D uav, uint2 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture3D uav, uint3 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture3D uav, uint3 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture3D uav, uint3 address, uint fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + + +// versions taking two fp32 values (internally converted to fp16) +uint NvInterlockedAddFp16x2(RWTexture1D uav, uint address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture1D uav, uint address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture1D uav, uint address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture2D uav, uint2 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture2D uav, uint2 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture2D uav, uint2 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + +uint NvInterlockedAddFp16x2(RWTexture3D uav, uint3 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD); +} + +uint NvInterlockedMinFp16x2(RWTexture3D uav, uint3 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN); +} + +uint NvInterlockedMaxFp16x2(RWTexture3D uav, uint3 address, float2 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX); +} + + +//----------------------------------------------------------------------------// + +// The functions below perform Atomic operation on a R16G16B16A16_FLOAT UAV at the given address +// the uint2 paramater 'fp16x2Val' is treated as four fp16 values +// i.e, fp16x2Val.x = uav.xy and fp16x2Val.y = uav.yz +// The returned value are the four fp16 values (.xyzw components) packed into uint2 +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16B16A16_FLOAT format (might result in app crash or TDR) + +uint2 NvInterlockedAddFp16x4(RWTexture1D uav, uint address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture1D uav, uint address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture1D uav, uint address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture2D uav, uint2 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture2D uav, uint2 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture2D uav, uint2 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture3D uav, uint3 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture3D uav, uint3 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture3D uav, uint3 address, uint2 fp16x2Val) +{ + return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX); +} + +// versions taking four fp32 values (internally converted to fp16) +uint2 NvInterlockedAddFp16x4(RWTexture1D uav, uint address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture1D uav, uint address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture1D uav, uint address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture2D uav, uint2 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture2D uav, uint2 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture2D uav, uint2 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedAddFp16x4(RWTexture3D uav, uint3 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMinFp16x4(RWTexture3D uav, uint3 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedMaxFp16x4(RWTexture3D uav, uint3 address, float4 val) +{ + return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX); +} + + +//----------------------------------------------------------------------------// +//----------------------------- FP32 Atmoic Functions-------------------------// +//----------------------------------------------------------------------------// + +// The functions below performs atomic add on the given UAV treating the value as float +// byteAddress must be multiple of 4 +// The returned value is the value present in memory location before the atomic add + +float NvInterlockedAddFp32(RWByteAddressBuffer uav, uint byteAddress, float val) +{ + return __NvAtomicAddFP32(uav, byteAddress, val); +} + +//----------------------------------------------------------------------------// + +// The functions below perform atomic add on a R32_FLOAT UAV at the given address +// the returned value is the value before performing the atomic add +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R32_FLOAT format (might result in app crash or TDR) + +float NvInterlockedAddFp32(RWTexture1D uav, uint address, float val) +{ + return __NvAtomicAddFP32(uav, address, val); +} + +float NvInterlockedAddFp32(RWTexture2D uav, uint2 address, float val) +{ + return __NvAtomicAddFP32(uav, address, val); +} + +float NvInterlockedAddFp32(RWTexture3D uav, uint3 address, float val) +{ + return __NvAtomicAddFP32(uav, address, val); +} + + +//----------------------------------------------------------------------------// +//--------------------------- UINT64 Atmoic Functions-------------------------// +//----------------------------------------------------------------------------// + +// The functions below performs atomic operation on the given UAV treating the value as uint64 +// byteAddress must be multiple of 8 +// The returned value is the value present in memory location before the atomic operation +// uint2 vector type is used to represent a single uint64 value with the x component containing the low 32 bits and y component the high 32 bits. + +uint2 NvInterlockedAddUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, byteAddress, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWByteAddressBuffer uav, uint byteAddress, uint2 value) +{ + return __NvAtomicOpUINT64(uav, byteAddress, value, NV_EXTN_ATOM_SWAP); +} + +//----------------------------------------------------------------------------// + +// The functions below perform atomic operation on a R32G32_UINT UAV at the given address treating the value as uint64 +// the returned value is the value before performing the atomic operation +// uint2 vector type is used to represent a single uint64 value with the x component containing the low 32 bits and y component the high 32 bits. +// Warning: Behaviour of these set of functions is undefined if the UAV is not of R32G32_UINT format (might result in app crash or TDR) + +uint2 NvInterlockedAddUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWTexture1D uav, uint address, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, address, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWTexture1D uav, uint address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_SWAP); +} + +uint2 NvInterlockedAddUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWTexture2D uav, uint2 address, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, address, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWTexture2D uav, uint2 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_SWAP); +} + +uint2 NvInterlockedAddUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_ADD); +} + +uint2 NvInterlockedMaxUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MAX); +} + +uint2 NvInterlockedMinUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_MIN); +} + +uint2 NvInterlockedAndUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_AND); +} + +uint2 NvInterlockedOrUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_OR); +} + +uint2 NvInterlockedXorUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_XOR); +} + +uint2 NvInterlockedCompareExchangeUint64(RWTexture3D uav, uint3 address, uint2 compare_value, uint2 value) +{ + return __NvAtomicCompareExchangeUINT64(uav, address, compare_value, value); +} + +uint2 NvInterlockedExchangeUint64(RWTexture3D uav, uint3 address, uint2 value) +{ + return __NvAtomicOpUINT64(uav, address, value, NV_EXTN_ATOM_SWAP); +} + +//----------------------------------------------------------------------------// +//--------------------------- VPRS functions ---------------------------------// +//----------------------------------------------------------------------------// + +// Returns the shading rate and the number of per-pixel shading passes for current VPRS pixel +uint3 NvGetShadingRate() +{ + uint3 shadingRate = (uint3)0; + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_GET_SHADING_RATE; + g_NvidiaExt[index].numOutputsForIncCounter = 3; + shadingRate.x = g_NvidiaExt.IncrementCounter(); + shadingRate.y = g_NvidiaExt.IncrementCounter(); + shadingRate.z = g_NvidiaExt.IncrementCounter(); + return shadingRate; +} + +float NvEvaluateAttributeAtSampleForVPRS(float attrib, uint sampleIndex, int2 pixelOffset) +{ + float value = (float)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float2 NvEvaluateAttributeAtSampleForVPRS(float2 attrib, uint sampleIndex, int2 pixelOffset) +{ + float2 value = (float2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float3 NvEvaluateAttributeAtSampleForVPRS(float3 attrib, uint sampleIndex, int2 pixelOffset) +{ + float3 value = (float3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float4 NvEvaluateAttributeAtSampleForVPRS(float4 attrib, uint sampleIndex, int2 pixelOffset) +{ + float4 value = (float4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + value.w = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +int NvEvaluateAttributeAtSampleForVPRS(int attrib, uint sampleIndex, int2 pixelOffset) +{ + int value = (int)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int2 NvEvaluateAttributeAtSampleForVPRS(int2 attrib, uint sampleIndex, int2 pixelOffset) +{ + int2 value = (int2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int3 NvEvaluateAttributeAtSampleForVPRS(int3 attrib, uint sampleIndex, int2 pixelOffset) +{ + int3 value = (int3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int4 NvEvaluateAttributeAtSampleForVPRS(int4 attrib, uint sampleIndex, int2 pixelOffset) +{ + int4 value = (int4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + value.w = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint NvEvaluateAttributeAtSampleForVPRS(uint attrib, uint sampleIndex, int2 pixelOffset) +{ + uint value = (uint)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint2 NvEvaluateAttributeAtSampleForVPRS(uint2 attrib, uint sampleIndex, int2 pixelOffset) +{ + uint2 value = (uint2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint3 NvEvaluateAttributeAtSampleForVPRS(uint3 attrib, uint sampleIndex, int2 pixelOffset) +{ + uint3 value = (uint3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint4 NvEvaluateAttributeAtSampleForVPRS(uint4 attrib, uint sampleIndex, int2 pixelOffset) +{ + uint4 value = (uint4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.x = sampleIndex; + g_NvidiaExt[ext].src2u.xy = pixelOffset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + value.w = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + + +float NvEvaluateAttributeSnappedForVPRS(float attrib, uint2 offset) +{ + float value = (float)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float2 NvEvaluateAttributeSnappedForVPRS(float2 attrib, uint2 offset) +{ + float2 value = (float2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float3 NvEvaluateAttributeSnappedForVPRS(float3 attrib, uint2 offset) +{ + float3 value = (float3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +float4 NvEvaluateAttributeSnappedForVPRS(float4 attrib, uint2 offset) +{ + float4 value = (float4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asfloat(g_NvidiaExt.IncrementCounter()); + value.y = asfloat(g_NvidiaExt.IncrementCounter()); + value.z = asfloat(g_NvidiaExt.IncrementCounter()); + value.w = asfloat(g_NvidiaExt.IncrementCounter()); + return value; +} + +int NvEvaluateAttributeSnappedForVPRS(int attrib, uint2 offset) +{ + int value = (int)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int2 NvEvaluateAttributeSnappedForVPRS(int2 attrib, uint2 offset) +{ + int2 value = (int2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int3 NvEvaluateAttributeSnappedForVPRS(int3 attrib, uint2 offset) +{ + int3 value = (int3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +int4 NvEvaluateAttributeSnappedForVPRS(int4 attrib, uint2 offset) +{ + int4 value = (int4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asint(g_NvidiaExt.IncrementCounter()); + value.y = asint(g_NvidiaExt.IncrementCounter()); + value.z = asint(g_NvidiaExt.IncrementCounter()); + value.w = asint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint NvEvaluateAttributeSnappedForVPRS(uint attrib, uint2 offset) +{ + uint value = (uint)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.x = asuint(attrib.x); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 1; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint2 NvEvaluateAttributeSnappedForVPRS(uint2 attrib, uint2 offset) +{ + uint2 value = (uint2)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xy = asuint(attrib.xy); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 2; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint3 NvEvaluateAttributeSnappedForVPRS(uint3 attrib, uint2 offset) +{ + uint3 value = (uint3)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyz = asuint(attrib.xyz); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 3; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +uint4 NvEvaluateAttributeSnappedForVPRS(uint4 attrib, uint2 offset) +{ + uint4 value = (uint4)0; + uint ext = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[ext].opcode = NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED; + g_NvidiaExt[ext].src0u.xyzw = asuint(attrib.xyzw); + g_NvidiaExt[ext].src1u.xy = offset; + g_NvidiaExt[ext].numOutputsForIncCounter = 4; + value.x = asuint(g_NvidiaExt.IncrementCounter()); + value.y = asuint(g_NvidiaExt.IncrementCounter()); + value.z = asuint(g_NvidiaExt.IncrementCounter()); + value.w = asuint(g_NvidiaExt.IncrementCounter()); + return value; +} + +// MATCH instruction variants +uint NvWaveMatch(uint value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = value; + g_NvidiaExt[index].src1u.x = 1; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(uint2 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = value.xy; + g_NvidiaExt[index].src1u.x = 2; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(uint4 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u = value; + g_NvidiaExt[index].src1u.x = 4; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(float value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = asuint(value); + g_NvidiaExt[index].src1u.x = 1; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(float2 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = asuint(value); + g_NvidiaExt[index].src1u.x = 2; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + +uint NvWaveMatch(float4 value) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u = asuint(value); + g_NvidiaExt[index].src1u.x = 4; + g_NvidiaExt[index].opcode = NV_EXTN_OP_MATCH_ANY; + // result is returned as the return value of IncrementCounter on fake UAV slot + return g_NvidiaExt.IncrementCounter(); +} + + +//----------------------------------------------------------------------------// +//------------------------------ Footprint functions -------------------------// +//----------------------------------------------------------------------------// +// texSpace and smpSpace must be immediates, texIndex and smpIndex can be variable +// offset must be immediate +// the required components of location and offset fields can be filled depending on the dimension/type of the texture +// texType should be one of 2D or 3D as defined in nvShaderExtnEnums.h and and should be an immediate literal +// if the above restrictions are not met, the behaviour of this instruction is undefined + +uint4 NvFootprintFine(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, offset); +} + +uint4 NvFootprintCoarse(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, offset); +} + + + +uint4 NvFootprintFineBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, bias, offset); +} + +uint4 NvFootprintCoarseBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, bias, offset); +} + + + +uint4 NvFootprintFineLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, lodLevel, offset); +} + +uint4 NvFootprintCoarseLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, lodLevel, offset); +} + + + +uint4 NvFootprintFineGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, ddx, ddy, offset); +} + +uint4 NvFootprintCoarseGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, int3 offset = int3(0, 0, 0)) +{ + return __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, ddx, ddy, offset); +} + +uint NvFootprintExtractLOD(uint4 blob) +{ + return ((blob.w & 0xF000) >> 12); +} + +uint NvFootprintExtractReturnGran(uint4 blob) +{ + return ((blob.z & 0xF000000) >> 24); +} + +uint2 NvFootprintExtractAnchorTileLoc2D(uint4 blob) +{ + uint2 loc; + loc.x = (blob.w & 0xFFF); + loc.y = (blob.z & 0xFFF); + return loc; +} + +uint3 NvFootprintExtractAnchorTileLoc3D(uint4 blob) +{ + uint3 loc; + loc.x = (blob.w & 0xFFF); + loc.y = ((blob.w & 0xFFF0000) >> 16); + loc.z = (blob.z & 0x1FFF); + return loc; +} + +uint2 NvFootprintExtractOffset2D(uint4 blob) +{ + uint2 loc; + loc.x = ((blob.z & 0x070000) >> 16); + loc.y = ((blob.z & 0x380000) >> 19); + return loc; +} + +uint3 NvFootprintExtractOffset3D(uint4 blob) +{ + uint3 loc; + loc.x = ((blob.z & 0x030000) >> 16); + loc.y = ((blob.z & 0x0C0000) >> 18); + loc.z = ((blob.z & 0x300000) >> 20); + return loc; +} + +uint2 NvFootprintExtractBitmask(uint4 blob) +{ + return blob.xy; +} + + +// Variant of Footprint extensions which returns isSingleLod (out parameter) +// isSingleLod = true -> This footprint request touched the texels from only single LOD. +uint4 NvFootprintFine(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarse(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprint(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + + +uint4 NvFootprintFineBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, bias, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarseBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float bias, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintBias(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, bias, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + + +uint4 NvFootprintFineLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, lodLevel, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarseLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float lodLevel, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintLevel(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, lodLevel, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + + +uint4 NvFootprintFineGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_FINE, gran, ddx, ddy, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + +uint4 NvFootprintCoarseGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint gran, float3 ddx, float3 ddy, out uint isSingleLod, int3 offset = int3(0, 0, 0)) +{ + uint4 res = __NvFootprintGrad(texSpace, texIndex, smpSpace, smpIndex, texType, location, NV_EXTN_FOOTPRINT_MODE_COARSE, gran, ddx, ddy, offset); + isSingleLod = __NvGetSpecial(NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED); + return res; +} + + +uint NvActiveThreads() +{ + return NvBallot(1); +} + + +//----------------------------------------------------------------------------// +//------------------------------ WaveMultiPrefix functions -------------------// +//----------------------------------------------------------------------------// + +// Following are the WaveMultiPrefix functions for different operations (Add, Bitand, BitOr, BitXOr) for different datatypes (uint, uint2, uint4) +// This is a set of functions which implement multi-prefix operations among the set of active lanes in the current wave (WARP). +// A multi-prefix operation comprises a set of prefix operations, executed in parallel within subsets of lanes identified with the provided bitmasks. +// These bitmasks represent partitioning of the set of active lanes in the current wave into N groups (where N is the number of unique masks across all lanes in the wave). +// N prefix operations are then performed each within its corresponding group. +// The groups are assumed to be non-intersecting (that is, a given lane can be a member of one and only one group), +// and bitmasks in all lanes belonging to the same group are required to be the same. +// There are 2 type of functions - Exclusive and Inclusive prefix operations. +// e.g. For NvWaveMultiPrefixInclusiveAdd(val, mask) operation - For each of the groups (for which mask input is same) following is the expected output : +// i^th thread in a group has value = sum(values of threads 0 to i) +// For Exclusive version of same opeartion - +// i^th thread in a group has value = sum(values of threads 0 to i-1) and 0th thread in a the Group has value 0 + +// Extensions for Add +uint NvWaveMultiPrefixInclusiveAdd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + // As remainingThreads only has threads in group with smaller thread ids than its own thread-id nextLane can never be 31 for any thread in the group except the smallest one + // For smallest thread in the group, remainingThreads is 0 --> nextLane is ~0 (i.e. considering last 5 bits its 31) + // So passing maskClampValue=30 to __NvShflGeneric, it will return laneValid=false for the smallest thread in the group. So update val and nextLane based on laneValid. + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val + temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveAdd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : 0; + return NvWaveMultiPrefixInclusiveAdd(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveAdd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val + temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveAdd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(0, 0); + return NvWaveMultiPrefixInclusiveAdd(val, mask); +} + +uint4 NvWaveMultiPrefixInclusiveAdd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val + temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveAdd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(0, 0, 0, 0); + return NvWaveMultiPrefixInclusiveAdd(val, mask); +} + +// MultiPrefix extensions for Bitand +uint NvWaveMultiPrefixInclusiveAnd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val & temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveAnd(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : ~0; + return NvWaveMultiPrefixInclusiveAnd(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveAnd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val & temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveAnd(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(~0, ~0); + return NvWaveMultiPrefixInclusiveAnd(val, mask); +} + + +uint4 NvWaveMultiPrefixInclusiveAnd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val & temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveAnd(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(~0, ~0, ~0, ~0); + return NvWaveMultiPrefixInclusiveAnd(val, mask); +} + + +// MultiPrefix extensions for BitOr +uint NvWaveMultiPrefixInclusiveOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val | temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : 0; + return NvWaveMultiPrefixInclusiveOr(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val | temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(0, 0); + return NvWaveMultiPrefixInclusiveOr(val, mask); +} + + +uint4 NvWaveMultiPrefixInclusiveOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val | temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(0, 0, 0, 0); + return NvWaveMultiPrefixInclusiveOr(val, mask); +} + + +// MultiPrefix extensions for BitXOr +uint NvWaveMultiPrefixInclusiveXOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val ^ temp; + nextLane = newLane; + } + } + return val; +} + +uint NvWaveMultiPrefixExclusiveXOr(uint val, uint mask) +{ + uint temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : 0; + return NvWaveMultiPrefixInclusiveXOr(val, mask); +} + +uint2 NvWaveMultiPrefixInclusiveXOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val ^ temp; + nextLane = newLane; + } + } + return val; +} + +uint2 NvWaveMultiPrefixExclusiveXOr(uint2 val, uint mask) +{ + uint2 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint2(0, 0); + return NvWaveMultiPrefixInclusiveXOr(val, mask); +} + + +uint4 NvWaveMultiPrefixInclusiveXOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint nextLane = firstbithigh(remainingThreads); + for (uint i = 0; i < NV_WARP_SIZE_LOG2; i++) + { + temp = NvShfl(val, nextLane); + uint laneValid; + uint newLane = asuint(__NvShflGeneric(nextLane, nextLane, 30, laneValid)); + if (laneValid) // if nextLane's nextLane is valid + { + val = val ^ temp; + nextLane = newLane; + } + } + return val; +} + +uint4 NvWaveMultiPrefixExclusiveXOr(uint4 val, uint mask) +{ + uint4 temp; + uint a = NvActiveThreads(); + uint remainingThreads = a & __NvGetSpecial(NV_SPECIALOP_THREADLTMASK) & mask; + uint lane = firstbithigh(remainingThreads); + temp = NvShfl(val, lane); + val = remainingThreads != 0 ? temp : uint4(0, 0, 0, 0); + return NvWaveMultiPrefixInclusiveXOr(val, mask); +} + + +//----------------------------------------------------------------------------// +//------------------------- DXR Micro-map Extension --------------------------// +//----------------------------------------------------------------------------// + +float3x3 NvRtTriangleObjectPositions() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_TRIANGLE_OBJECT_POSITIONS; + + float3x3 ret; + ret[0][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][2] = asfloat(g_NvidiaExt.IncrementCounter()); + return ret; +} + +float3x3 NvRtMicroTriangleObjectPositions() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_TRIANGLE_OBJECT_POSITIONS; + + float3x3 ret; + ret[0][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][2] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][2] = asfloat(g_NvidiaExt.IncrementCounter()); + return ret; +} + +float3x2 NvRtMicroTriangleBarycentrics() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_TRIANGLE_BARYCENTRICS; + + float3x2 ret; + ret[0][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[0][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[1][1] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][0] = asfloat(g_NvidiaExt.IncrementCounter()); + ret[2][1] = asfloat(g_NvidiaExt.IncrementCounter()); + return ret; +} + +bool NvRtIsMicroTriangleHit() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_IS_MICRO_TRIANGLE_HIT; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; +} + +bool NvRtIsBackFacing() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_IS_BACK_FACING; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; +} + +#if __SHADER_TARGET_MAJOR > 6 || (__SHADER_TARGET_MAJOR == 6 && __SHADER_TARGET_MINOR >= 5) + +float3 NvRtMicroVertexObjectPosition(RaytracingAccelerationStructure AccelerationStructure, uint InstanceIndex, uint GeometryIndex, uint PrimitiveIndex, uint2 UV) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_VERTEX_OBJECT_POSITION; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = UV.x; + g_NvidiaExt[index].src1u.x = UV.y; + uint handle = g_NvidiaExt.IncrementCounter(); + float3 ret; + ret.x = asfloat(g_NvidiaExt.IncrementCounter()); + ret.y = asfloat(g_NvidiaExt.IncrementCounter()); + ret.z = asfloat(g_NvidiaExt.IncrementCounter()); + + RayQuery<0> rq; + rq.TraceRayInline(AccelerationStructure, 0, handle, (RayDesc)0); + + return ret; +} + +float2 NvRtMicroVertexBarycentrics(RaytracingAccelerationStructure AccelerationStructure, uint InstanceIndex, uint GeometryIndex, uint PrimitiveIndex, uint2 UV) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_RT_MICRO_VERTEX_BARYCENTRICS; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = UV.x; + g_NvidiaExt[index].src1u.x = UV.y; + uint handle = g_NvidiaExt.IncrementCounter(); + float2 ret; + ret.x = asfloat(g_NvidiaExt.IncrementCounter()); + ret.y = asfloat(g_NvidiaExt.IncrementCounter()); + + RayQuery<0> rq; + rq.TraceRayInline(AccelerationStructure, 0, handle, (RayDesc)0); + + return ret; +} + +#endif + +//----------------------------------------------------------------------------// +//------------------------- DXR HitObject Extension --------------------------// +//----------------------------------------------------------------------------// + +// Support for templates in HLSL requires HLSL 2021+. When using dxc, +// use the -HV 2021 command line argument to enable these versions. +#if defined(__HLSL_VERSION) && (__HLSL_VERSION >= 2021) && !defined(NV_HITOBJECT_USE_MACRO_API) + +struct NvHitObject { + uint _handle; + + bool IsMiss() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_MISS; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsHit() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_HIT; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsNop() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_NOP; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + uint GetInstanceID() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_ID; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetInstanceIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetPrimitiveIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_PRIMITIVE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetGeometryIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_GEOMETRY_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetHitKind() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_HIT_KIND; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + RayDesc GetRayDesc() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_RAY_DESC; + g_NvidiaExt[index].src0u.x = _handle; + + uint tmin = g_NvidiaExt.IncrementCounter(); + uint tmax = g_NvidiaExt.IncrementCounter(); + uint rayOrgX = g_NvidiaExt.IncrementCounter(); + uint rayOrgY = g_NvidiaExt.IncrementCounter(); + uint rayOrgZ = g_NvidiaExt.IncrementCounter(); + uint rayDirX = g_NvidiaExt.IncrementCounter(); + uint rayDirY = g_NvidiaExt.IncrementCounter(); + uint rayDirZ = g_NvidiaExt.IncrementCounter(); + + RayDesc ray; + ray.TMin = asfloat(tmin); + ray.TMax = asfloat(tmax); + ray.Origin.x = asfloat(rayOrgX); + ray.Origin.y = asfloat(rayOrgY); + ray.Origin.z = asfloat(rayOrgZ); + ray.Direction.x = asfloat(rayDirX); + ray.Direction.y = asfloat(rayDirY); + ray.Direction.z = asfloat(rayDirZ); + + return ray; + } + + template + T GetAttributes() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_ATTRIBUTES; + g_NvidiaExt[index].src0u.x = _handle; + uint callHandle = g_NvidiaExt.IncrementCounter(); + + T attrs; + CallShader(callHandle, attrs); + return attrs; + } + + uint GetShaderTableIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_SHADER_TABLE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint LoadLocalRootTableConstant(uint RootConstantOffsetInBytes) + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_LOAD_LOCAL_ROOT_TABLE_CONSTANT; + g_NvidiaExt[index].src0u.x = _handle; + g_NvidiaExt[index].src0u.y = RootConstantOffsetInBytes; + return g_NvidiaExt.IncrementCounter(); + } +}; + +template +NvHitObject NvTraceRayHitObject( + RaytracingAccelerationStructure AccelerationStructure, + uint RayFlags, + uint InstanceInclusionMask, + uint RayContributionToHitGroupIndex, + uint MultiplierForGeometryContributionToHitGroupIndex, + uint MissShaderIndex, + RayDesc Ray, + inout T Payload) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_TRACE_RAY; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + g_NvidiaExt[index].src0u.x = MissShaderIndex; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + uint traceHandle = g_NvidiaExt.IncrementCounter(); + + TraceRay(AccelerationStructure, RayFlags, InstanceInclusionMask, RayContributionToHitGroupIndex, MultiplierForGeometryContributionToHitGroupIndex, traceHandle, Ray, Payload); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +template +NvHitObject NvMakeHit( + RaytracingAccelerationStructure AccelerationStructure, + uint InstanceIndex, + uint GeometryIndex, + uint PrimitiveIndex, + uint HitKind, + uint RayContributionToHitGroupIndex, + uint MultiplierForGeometryContributionToHitGroupIndex, + RayDesc Ray, + T Attributes) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = HitKind; + g_NvidiaExt[index].src1u.x = RayContributionToHitGroupIndex; + g_NvidiaExt[index].src1u.y = MultiplierForGeometryContributionToHitGroupIndex; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + uint traceHandle = g_NvidiaExt.IncrementCounter(); + + struct AttrWrapper { T Attrs; }; + AttrWrapper wrapper; + wrapper.Attrs = Attributes; + CallShader(traceHandle, wrapper); + + struct DummyPayload { int a; }; + DummyPayload payload; + TraceRay(AccelerationStructure, 0, 0, 0, 0, traceHandle, Ray, payload); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +template +NvHitObject NvMakeHitWithRecordIndex( + uint HitGroupRecordIndex, + RaytracingAccelerationStructure AccelerationStructure, + uint InstanceIndex, + uint GeometryIndex, + uint PrimitiveIndex, + uint HitKind, + RayDesc Ray, + T Attributes) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT_WITH_RECORD_INDEX; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + g_NvidiaExt[index].src0u.x = InstanceIndex; + g_NvidiaExt[index].src0u.y = GeometryIndex; + g_NvidiaExt[index].src0u.z = PrimitiveIndex; + g_NvidiaExt[index].src0u.w = HitKind; + g_NvidiaExt[index].src1u.x = HitGroupRecordIndex; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + uint traceHandle = g_NvidiaExt.IncrementCounter(); + + struct AttrWrapper { T Attrs; }; + AttrWrapper wrapper; + wrapper.Attrs = Attributes; + CallShader(traceHandle, wrapper); + + struct DummyPayload { int a; }; + DummyPayload payload; + TraceRay(AccelerationStructure, 0, 0, 0, 0, traceHandle, Ray, payload); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +NvHitObject NvMakeMiss( + uint MissShaderIndex, + RayDesc Ray) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_MISS; + g_NvidiaExt[index].src0u.x = MissShaderIndex; + g_NvidiaExt[index].src0u.y = asuint(Ray.TMin); + g_NvidiaExt[index].src0u.z = asuint(Ray.TMax); + g_NvidiaExt[index].src1u.x = asuint(Ray.Origin.x); + g_NvidiaExt[index].src1u.y = asuint(Ray.Origin.y); + g_NvidiaExt[index].src1u.z = asuint(Ray.Origin.z); + g_NvidiaExt[index].src2u.x = asuint(Ray.Direction.x); + g_NvidiaExt[index].src2u.y = asuint(Ray.Direction.y); + g_NvidiaExt[index].src2u.z = asuint(Ray.Direction.z); + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +NvHitObject NvMakeNop() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_NOP; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +void NvReorderThread(uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 0; + g_NvidiaExt[index].src0u.y = 0; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj, uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 1; + g_NvidiaExt[index].src0u.y = HitObj._handle; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj) +{ + NvReorderThread(HitObj, 0, 0); +} + +template +void NvInvokeHitObject( + RaytracingAccelerationStructure AccelerationStructure, + NvHitObject HitObj, + inout T Payload) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_INVOKE; + g_NvidiaExt[index].src0u.x = HitObj._handle; + uint handle = g_NvidiaExt.IncrementCounter(); + + TraceRay(AccelerationStructure, 0, 0, 0, 0, handle, (RayDesc)0, Payload); +} + +// Macro-based version of the HitObject API. Use this when HLSL 2021 is not available. +// Enable by specifying #define NV_HITOBJECT_USE_MACRO_API before including this header. +#elif defined(NV_HITOBJECT_USE_MACRO_API) + +struct NvHitObject { + uint _handle; + + bool IsMiss() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_MISS; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsHit() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_HIT; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + bool IsNop() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_IS_NOP; + g_NvidiaExt[index].src0u.x = _handle; + uint ret = g_NvidiaExt.IncrementCounter(); + return ret != 0; + } + + uint GetInstanceID() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_ID; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetInstanceIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetPrimitiveIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_PRIMITIVE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetGeometryIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_GEOMETRY_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint GetHitKind() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_HIT_KIND; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + RayDesc GetRayDesc() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_RAY_DESC; + g_NvidiaExt[index].src0u.x = _handle; + + uint tmin = g_NvidiaExt.IncrementCounter(); + uint tmax = g_NvidiaExt.IncrementCounter(); + uint rayOrgX = g_NvidiaExt.IncrementCounter(); + uint rayOrgY = g_NvidiaExt.IncrementCounter(); + uint rayOrgZ = g_NvidiaExt.IncrementCounter(); + uint rayDirX = g_NvidiaExt.IncrementCounter(); + uint rayDirY = g_NvidiaExt.IncrementCounter(); + uint rayDirZ = g_NvidiaExt.IncrementCounter(); + + RayDesc ray; + ray.TMin = asfloat(tmin); + ray.TMax = asfloat(tmax); + ray.Origin.x = asfloat(rayOrgX); + ray.Origin.y = asfloat(rayOrgY); + ray.Origin.z = asfloat(rayOrgZ); + ray.Direction.x = asfloat(rayDirX); + ray.Direction.y = asfloat(rayDirY); + ray.Direction.z = asfloat(rayDirZ); + + return ray; + } + + uint GetShaderTableIndex() + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_SHADER_TABLE_INDEX; + g_NvidiaExt[index].src0u.x = _handle; + return g_NvidiaExt.IncrementCounter(); + } + + uint LoadLocalRootTableConstant(uint RootConstantOffsetInBytes) + { + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_LOAD_LOCAL_ROOT_TABLE_CONSTANT; + g_NvidiaExt[index].src0u.x = _handle; + g_NvidiaExt[index].src0u.y = RootConstantOffsetInBytes; + return g_NvidiaExt.IncrementCounter(); + } +}; + +#define NvTraceRayHitObject(AccelerationStructure,RayFlags,InstanceInclusionMask,RayContributionToHitGroupIndex,MultiplierForGeometryContributionToHitGroupIndex,MissShaderIndex,Ray,Payload,ResultHitObj) \ +do { \ + uint _rayFlags = RayFlags; \ + uint _instanceInclusionMask = InstanceInclusionMask; \ + uint _rayContributionToHitGroupIndex = RayContributionToHitGroupIndex; \ + uint _multiplierForGeometryContributionToHitGroupIndex = MultiplierForGeometryContributionToHitGroupIndex; \ + uint _missShaderIndex = MissShaderIndex; \ + RayDesc _ray = Ray; \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_TRACE_RAY; \ + g_NvidiaExt[_index].numOutputsForIncCounter = 2; \ + g_NvidiaExt[_index].src0u.x = _missShaderIndex; \ + uint _hitHandle = g_NvidiaExt.IncrementCounter(); \ + uint _traceHandle = g_NvidiaExt.IncrementCounter(); \ + TraceRay(AccelerationStructure, _rayFlags, _instanceInclusionMask, _rayContributionToHitGroupIndex, _multiplierForGeometryContributionToHitGroupIndex, _traceHandle, _ray, Payload); \ + ResultHitObj._handle = _hitHandle; \ +} while(0) + +struct NvHitObjectMacroDummyPayloadType { int a; }; + +#define NvMakeHit(AccelerationStructure,InstanceIndex,GeometryIndex,PrimitiveIndex,HitKind,RayContributionToHitGroupIndex,MultiplierForGeometryContributionToHitGroupIndex,Ray,Attributes,ResultHitObj) \ +do { \ + uint _instanceIndex = InstanceIndex; \ + uint _geometryIndex = GeometryIndex; \ + uint _primitiveIndex = PrimitiveIndex; \ + uint _hitKind = HitKind; \ + uint _rayContributionToHitGroupIndex = RayContributionToHitGroupIndex; \ + uint _multiplierForGeometryContributionToHitGroupIndex = MultiplierForGeometryContributionToHitGroupIndex; \ + RayDesc _ray = Ray; \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT; \ + g_NvidiaExt[_index].numOutputsForIncCounter = 2; \ + g_NvidiaExt[_index].src0u.x = _instanceIndex; \ + g_NvidiaExt[_index].src0u.y = _geometryIndex; \ + g_NvidiaExt[_index].src0u.z = _primitiveIndex; \ + g_NvidiaExt[_index].src0u.w = _hitKind; \ + g_NvidiaExt[_index].src1u.x = _rayContributionToHitGroupIndex; \ + g_NvidiaExt[_index].src1u.y = _multiplierForGeometryContributionToHitGroupIndex; \ + uint _hitHandle = g_NvidiaExt.IncrementCounter(); \ + uint _traceHandle = g_NvidiaExt.IncrementCounter(); \ + CallShader(_traceHandle, Attributes); \ + NvHitObjectMacroDummyPayloadType _payload; \ + TraceRay(AccelerationStructure, 0, 0, 0, 0, _traceHandle, _ray, _payload); \ + ResultHitObj._handle = _hitHandle; \ +} while(0) + +#define NvMakeHitWithRecordIndex(HitGroupRecordIndex,AccelerationStructure,InstanceIndex,GeometryIndex,PrimitiveIndex,HitKind,Ray,Attributes,ResultHitObj) \ +do { \ + uint _hitGroupRecordIndex = HitGroupRecordIndex; \ + uint _instanceIndex = InstanceIndex; \ + uint _geometryIndex = GeometryIndex; \ + uint _primitiveIndex = PrimitiveIndex; \ + uint _hitKind = HitKind; \ + RayDesc _ray = Ray; \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_HIT_WITH_RECORD_INDEX; \ + g_NvidiaExt[_index].numOutputsForIncCounter = 2; \ + g_NvidiaExt[_index].src0u.x = _instanceIndex; \ + g_NvidiaExt[_index].src0u.y = _geometryIndex; \ + g_NvidiaExt[_index].src0u.z = _primitiveIndex; \ + g_NvidiaExt[_index].src0u.w = _hitKind; \ + g_NvidiaExt[_index].src1u.x = _hitGroupRecordIndex; \ + uint _hitHandle = g_NvidiaExt.IncrementCounter(); \ + uint _traceHandle = g_NvidiaExt.IncrementCounter(); \ + CallShader(_traceHandle, Attributes); \ + NvHitObjectMacroDummyPayloadType _payload; \ + TraceRay(AccelerationStructure, 0, 0, 0, 0, _traceHandle, _ray, _payload); \ + ResultHitObj._handle = _hitHandle; \ +} while(0) + +NvHitObject NvMakeMiss( + uint MissShaderIndex, + RayDesc Ray) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_MISS; + g_NvidiaExt[index].src0u.x = MissShaderIndex; + g_NvidiaExt[index].src0u.y = asuint(Ray.TMin); + g_NvidiaExt[index].src0u.z = asuint(Ray.TMax); + g_NvidiaExt[index].src1u.x = asuint(Ray.Origin.x); + g_NvidiaExt[index].src1u.y = asuint(Ray.Origin.y); + g_NvidiaExt[index].src1u.z = asuint(Ray.Origin.z); + g_NvidiaExt[index].src2u.x = asuint(Ray.Direction.x); + g_NvidiaExt[index].src2u.y = asuint(Ray.Direction.y); + g_NvidiaExt[index].src2u.z = asuint(Ray.Direction.z); + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +NvHitObject NvMakeNop() +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_MAKE_NOP; + uint hitHandle = g_NvidiaExt.IncrementCounter(); + + NvHitObject hitObj; + hitObj._handle = hitHandle; + return hitObj; +} + +#define NvGetAttributesFromHitObject(HitObj,ResultAttributes) \ +do { \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_GET_ATTRIBUTES; \ + g_NvidiaExt[_index].src0u.x = HitObj._handle; \ + uint _callHandle = g_NvidiaExt.IncrementCounter(); \ + CallShader(_callHandle, ResultAttributes); \ +} while(0) + +void NvReorderThread(uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 0; + g_NvidiaExt[index].src0u.y = 0; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj, uint CoherenceHint, uint NumCoherenceHintBits) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD; + g_NvidiaExt[index].src0u.x = 1; + g_NvidiaExt[index].src0u.y = HitObj._handle; + g_NvidiaExt[index].src0u.z = CoherenceHint; + g_NvidiaExt[index].src0u.w = NumCoherenceHintBits; + g_NvidiaExt.IncrementCounter(); +} + +void NvReorderThread(NvHitObject HitObj) +{ + NvReorderThread(HitObj, 0, 0); +} + +#define NvInvokeHitObject(AccelerationStructure,HitObj,Payload) \ +do { \ + uint _index = g_NvidiaExt.IncrementCounter(); \ + g_NvidiaExt[_index].opcode = NV_EXTN_OP_HIT_OBJECT_INVOKE; \ + g_NvidiaExt[_index].src0u.x = HitObj._handle; \ + uint _handle = g_NvidiaExt.IncrementCounter(); \ + TraceRay(AccelerationStructure, 0, 0, 0, 0, _handle, (RayDesc)0, Payload); \ +} while(0) + +#endif diff --git a/src/imports/nvapi/nvHLSLExtnsInternal.h b/src/imports/nvapi/nvHLSLExtnsInternal.h new file mode 100644 index 0000000..d87240a --- /dev/null +++ b/src/imports/nvapi/nvHLSLExtnsInternal.h @@ -0,0 +1,758 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ +////////////////////////// NVIDIA SHADER EXTENSIONS ///////////////// +// internal functions +// Functions in this file are not expected to be called by apps directly + +#include "imports/nvapi/nvShaderExtnEnums.h" + +struct NvShaderExtnStruct +{ + uint opcode; // opcode + uint rid; // resource ID + uint sid; // sampler ID + + uint4 dst1u; // destination operand 1 (for instructions that need extra destination operands) + uint4 src3u; // source operand 3 + uint4 src4u; // source operand 4 + uint4 src5u; // source operand 5 + + uint4 src0u; // uint source operand 0 + uint4 src1u; // uint source operand 0 + uint4 src2u; // uint source operand 0 + uint4 dst0u; // uint destination operand + + uint markUavRef; // the next store to UAV is fake and is used only to identify the uav slot + uint numOutputsForIncCounter; // Used for output to IncrementCounter + float padding1[27]; // struct size: 256 bytes +}; + +// RW structured buffer for Nvidia shader extensions + +// Application needs to define NV_SHADER_EXTN_SLOT as a unused slot, which should be +// set using NvAPI_D3D11_SetNvShaderExtnSlot() call before creating the first shader that +// uses nvidia shader extensions. E.g before including this file in shader define it as: +// #define NV_SHADER_EXTN_SLOT u7 + +// For SM5.1, application needs to define NV_SHADER_EXTN_REGISTER_SPACE as register space +// E.g. before including this file in shader define it as: +// #define NV_SHADER_EXTN_REGISTER_SPACE space2 + +// Note that other operations to this UAV will be ignored so application +// should bind a null resource + +#ifdef NV_SHADER_EXTN_REGISTER_SPACE +RWStructuredBuffer g_NvidiaExt : register( NV_SHADER_EXTN_SLOT, NV_SHADER_EXTN_REGISTER_SPACE ); +#else +RWStructuredBuffer g_NvidiaExt : register( NV_SHADER_EXTN_SLOT ); +#endif + +//----------------------------------------------------------------------------// +// the exposed SHFL instructions accept a mask parameter in src2 +// To compute lane mask from width of segment: +// minLaneID : currentLaneId & src2[12:8] +// maxLaneID : minLaneId | (src2[4:0] & ~src2[12:8]) +// where [minLaneId, maxLaneId] defines the segment where currentLaneId belongs +// we always set src2[4:0] to 11111 (0x1F), and set src2[12:8] as (32 - width) +int __NvGetShflMaskFromWidth(uint width) +{ + return ((NV_WARP_SIZE - width) << 8) | 0x1F; +} + +//----------------------------------------------------------------------------// + +void __NvReferenceUAVForOp(RWByteAddressBuffer uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav.Store(index, 0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = float2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = float2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = float2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = float4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = float4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = float4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = 0.0f; +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = 0.0f; +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = 0.0f; +} + + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = uint2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = uint2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = uint2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = uint4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = uint4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = uint4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = 0; +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = 0; +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = 0; +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = int2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = int2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = int2(0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = int4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = int4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = int4(0,0,0,0); +} + +void __NvReferenceUAVForOp(RWTexture1D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[index] = 0; +} + +void __NvReferenceUAVForOp(RWTexture2D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint2(index,index)] = 0; +} + +void __NvReferenceUAVForOp(RWTexture3D uav) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].markUavRef = 1; + uav[uint3(index,index,index)] = 0; +} + +//----------------------------------------------------------------------------// +// ATOMIC op sub-opcodes +#define NV_EXTN_ATOM_AND 0 +#define NV_EXTN_ATOM_OR 1 +#define NV_EXTN_ATOM_XOR 2 + +#define NV_EXTN_ATOM_ADD 3 +#define NV_EXTN_ATOM_MAX 6 +#define NV_EXTN_ATOM_MIN 7 + +#define NV_EXTN_ATOM_SWAP 8 +#define NV_EXTN_ATOM_CAS 9 + +//----------------------------------------------------------------------------// + +// performs Atomic operation on two consecutive fp16 values in the given UAV +// the uint paramater 'fp16x2Val' is treated as two fp16 values +// the passed sub-opcode 'op' should be an immediate constant +// byteAddress must be multiple of 4 +// the returned value are the two fp16 values packed into a single uint +uint __NvAtomicOpFP16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +//----------------------------------------------------------------------------// + +// performs Atomic operation on a R16G16_FLOAT UAV at the given address +// the uint paramater 'fp16x2Val' is treated as two fp16 values +// the passed sub-opcode 'op' should be an immediate constant +// the returned value are the two fp16 values (.x and .y components) packed into a single uint +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16_FLOAT format (might result in app crash or TDR) + +uint __NvAtomicOpFP16x2(RWTexture1D uav, uint address, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +uint __NvAtomicOpFP16x2(RWTexture2D uav, uint2 address, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +uint __NvAtomicOpFP16x2(RWTexture3D uav, uint3 address, uint fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.x = fp16x2Val; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + + return g_NvidiaExt[index].dst0u.x; +} + +//----------------------------------------------------------------------------// + +// performs Atomic operation on a R16G16B16A16_FLOAT UAV at the given address +// the uint2 paramater 'fp16x2Val' is treated as four fp16 values +// i.e, fp16x2Val.x = uav.xy and fp16x2Val.y = uav.yz +// the passed sub-opcode 'op' should be an immediate constant +// the returned value are the four fp16 values (.xyzw components) packed into uint2 +// Warning: Behaviour of these set of functions is undefined if the UAV is not +// of R16G16B16A16_FLOAT format (might result in app crash or TDR) + +uint2 __NvAtomicOpFP16x2(RWTexture1D uav, uint address, uint2 fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + // break it down into two fp16x2 atomic ops + uint2 retVal; + + // first op has x-coordinate = x * 2 + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address * 2; + g_NvidiaExt[index].src1u.x = fp16x2Val.x; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.x = g_NvidiaExt[index].dst0u.x; + + // second op has x-coordinate = x * 2 + 1 + index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address * 2 + 1; + g_NvidiaExt[index].src1u.x = fp16x2Val.y; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.y = g_NvidiaExt[index].dst0u.x; + + return retVal; +} + +uint2 __NvAtomicOpFP16x2(RWTexture2D uav, uint2 address, uint2 fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + // break it down into two fp16x2 atomic ops + uint2 retVal; + + // first op has x-coordinate = x * 2 + uint2 addressTemp = uint2(address.x * 2, address.y); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.x; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.x = g_NvidiaExt[index].dst0u.x; + + // second op has x-coordinate = x * 2 + 1 + addressTemp.x++; + index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.y; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.y = g_NvidiaExt[index].dst0u.x; + + return retVal; +} + +uint2 __NvAtomicOpFP16x2(RWTexture3D uav, uint3 address, uint2 fp16x2Val, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + // break it down into two fp16x2 atomic ops + uint2 retVal; + + // first op has x-coordinate = x * 2 + uint3 addressTemp = uint3(address.x * 2, address.y, address.z); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.x; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.x = g_NvidiaExt[index].dst0u.x; + + // second op has x-coordinate = x * 2 + 1 + addressTemp.x++; + index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = addressTemp; + g_NvidiaExt[index].src1u.x = fp16x2Val.y; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC; + retVal.y = g_NvidiaExt[index].dst0u.x; + + return retVal; +} + +uint __fp32x2Tofp16x2(float2 val) +{ + return (f32tof16(val.y)<<16) | f32tof16(val.x) ; +} + +uint2 __fp32x4Tofp16x4(float4 val) +{ + return uint2( (f32tof16(val.y)<<16) | f32tof16(val.x), (f32tof16(val.w)<<16) | f32tof16(val.z) ) ; +} + +//----------------------------------------------------------------------------// + +// FP32 Atomic functions +// performs Atomic operation treating the uav as float (fp32) values +// the passed sub-opcode 'op' should be an immediate constant +// byteAddress must be multiple of 4 +float __NvAtomicAddFP32(RWByteAddressBuffer uav, uint byteAddress, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.x = asuint(val); // passing as uint to make it more convinient for the driver to translate + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +float __NvAtomicAddFP32(RWTexture1D uav, uint address, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.x = asuint(val); + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +float __NvAtomicAddFP32(RWTexture2D uav, uint2 address, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.x = asuint(val); + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +float __NvAtomicAddFP32(RWTexture3D uav, uint3 address, float val) +{ + __NvReferenceUAVForOp(uav); + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.x = asuint(val); + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD; + g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC; + + return asfloat(g_NvidiaExt[index].dst0u.x); +} + +//----------------------------------------------------------------------------// + +// UINT64 Atmoic Functions +// The functions below performs atomic operation on the given UAV treating the value as uint64 +// byteAddress must be multiple of 8 +// The returned value is the value present in memory location before the atomic operation +// uint2 vector type is used to represent a single uint64 value with the x component containing the low 32 bits and y component the high 32 bits. + +uint2 __NvAtomicCompareExchangeUINT64(RWByteAddressBuffer uav, uint byteAddress, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWByteAddressBuffer uav, uint byteAddress, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = byteAddress; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicCompareExchangeUINT64(RWTexture1D uav, uint address, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWTexture1D uav, uint address, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = address; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicCompareExchangeUINT64(RWTexture2D uav, uint2 address, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWTexture2D uav, uint2 address, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xy = address; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicCompareExchangeUINT64(RWTexture3D uav, uint3 address, uint2 compareValue, uint2 value) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.xy = compareValue; + g_NvidiaExt[index].src1u.zw = value; + g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_CAS; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + +uint2 __NvAtomicOpUINT64(RWTexture3D uav, uint3 address, uint2 value, uint atomicOpType) +{ + __NvReferenceUAVForOp(uav); + + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.xyz = address; + g_NvidiaExt[index].src1u.xy = value; + g_NvidiaExt[index].src2u.x = atomicOpType; + g_NvidiaExt[index].opcode = NV_EXTN_OP_UINT64_ATOMIC; + + return g_NvidiaExt[index].dst0u.xy; +} + + +uint4 __NvFootprint(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +uint4 __NvFootprintBias(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, float bias, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src2u.x = asuint(bias); + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT_BIAS; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +uint4 __NvFootprintLevel(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, float lodLevel, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src2u.x = asuint(lodLevel); + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT_LEVEL; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +uint4 __NvFootprintGrad(uint texSpace, uint texIndex, uint smpSpace, uint smpIndex, uint texType, float3 location, uint footprintmode, uint gran, float3 ddx, float3 ddy, int3 offset = int3(0, 0, 0)) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = texIndex; + g_NvidiaExt[index].src0u.y = smpIndex; + g_NvidiaExt[index].src1u.xyz = asuint(location); + g_NvidiaExt[index].src1u.w = gran; + g_NvidiaExt[index].src2u.xyz = asuint(ddx); + g_NvidiaExt[index].src5u.xyz = asuint(ddy); + g_NvidiaExt[index].src3u.x = texSpace; + g_NvidiaExt[index].src3u.y = smpSpace; + g_NvidiaExt[index].src3u.z = texType; + g_NvidiaExt[index].src3u.w = footprintmode; + g_NvidiaExt[index].src4u.xyz = asuint(offset); + g_NvidiaExt[index].opcode = NV_EXTN_OP_FOOTPRINT_GRAD; + g_NvidiaExt[index].numOutputsForIncCounter = 4; + + // result is returned as the return value of IncrementCounter on fake UAV slot + uint4 op; + op.x = g_NvidiaExt.IncrementCounter(); + op.y = g_NvidiaExt.IncrementCounter(); + op.z = g_NvidiaExt.IncrementCounter(); + op.w = g_NvidiaExt.IncrementCounter(); + return op; +} + +// returns value of special register - specify subopcode from any of NV_SPECIALOP_* specified in nvShaderExtnEnums.h - other opcodes undefined behavior +uint __NvGetSpecial(uint subOpCode) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].opcode = NV_EXTN_OP_GET_SPECIAL; + g_NvidiaExt[index].src0u.x = subOpCode; + return g_NvidiaExt.IncrementCounter(); +} + +// predicate is returned in laneValid indicating if srcLane is in range and val from specified lane is returned. +int __NvShflGeneric(int val, uint srcLane, uint maskClampVal, out uint laneValid) +{ + uint index = g_NvidiaExt.IncrementCounter(); + g_NvidiaExt[index].src0u.x = val; // variable to be shuffled + g_NvidiaExt[index].src0u.y = srcLane; // source lane + g_NvidiaExt[index].src0u.z = maskClampVal; + g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_GENERIC; + g_NvidiaExt[index].numOutputsForIncCounter = 2; + + laneValid = asuint(g_NvidiaExt.IncrementCounter()); + return g_NvidiaExt.IncrementCounter(); +} \ No newline at end of file diff --git a/src/imports/nvapi/nvShaderExtnEnums.h b/src/imports/nvapi/nvShaderExtnEnums.h new file mode 100644 index 0000000..282f7b9 --- /dev/null +++ b/src/imports/nvapi/nvShaderExtnEnums.h @@ -0,0 +1,142 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +//////////////////////////////////////////////////////////////////////////////// +////////////////////////// NVIDIA SHADER EXTENSIONS //////////////////////////// +//////////////////////////////////////////////////////////////////////////////// + +// This file can be included both from HLSL shader code as well as C++ code. +// The app should call NvAPI_D3D11_IsNvShaderExtnOpCodeSupported() / NvAPI_D3D12_IsNvShaderExtnOpCodeSupported() +// to check for support for every nv shader extension opcode it plans to use + + + +//----------------------------------------------------------------------------// +//---------------------------- NV Shader Extn Version -----------------------// +//----------------------------------------------------------------------------// +#define NV_SHADER_EXTN_VERSION 1 + +//----------------------------------------------------------------------------// +//---------------------------- Misc constants --------------------------------// +//----------------------------------------------------------------------------// +#define NV_WARP_SIZE 32 +#define NV_WARP_SIZE_LOG2 5 + +//----------------------------------------------------------------------------// +//---------------------------- opCode constants ------------------------------// +//----------------------------------------------------------------------------// + + +#define NV_EXTN_OP_SHFL 1 +#define NV_EXTN_OP_SHFL_UP 2 +#define NV_EXTN_OP_SHFL_DOWN 3 +#define NV_EXTN_OP_SHFL_XOR 4 + +#define NV_EXTN_OP_VOTE_ALL 5 +#define NV_EXTN_OP_VOTE_ANY 6 +#define NV_EXTN_OP_VOTE_BALLOT 7 + +#define NV_EXTN_OP_GET_LANE_ID 8 +#define NV_EXTN_OP_FP16_ATOMIC 12 +#define NV_EXTN_OP_FP32_ATOMIC 13 + +#define NV_EXTN_OP_GET_SPECIAL 19 + +#define NV_EXTN_OP_UINT64_ATOMIC 20 + +#define NV_EXTN_OP_MATCH_ANY 21 + +// FOOTPRINT - For Sample and SampleBias +#define NV_EXTN_OP_FOOTPRINT 28 +#define NV_EXTN_OP_FOOTPRINT_BIAS 29 + +#define NV_EXTN_OP_GET_SHADING_RATE 30 + +// FOOTPRINT - For SampleLevel and SampleGrad +#define NV_EXTN_OP_FOOTPRINT_LEVEL 31 +#define NV_EXTN_OP_FOOTPRINT_GRAD 32 + +// SHFL Generic +#define NV_EXTN_OP_SHFL_GENERIC 33 + +#define NV_EXTN_OP_VPRS_EVAL_ATTRIB_AT_SAMPLE 51 +#define NV_EXTN_OP_VPRS_EVAL_ATTRIB_SNAPPED 52 + +// HitObject API +#define NV_EXTN_OP_HIT_OBJECT_TRACE_RAY 67 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_HIT 68 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_HIT_WITH_RECORD_INDEX 69 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_MISS 70 +#define NV_EXTN_OP_HIT_OBJECT_REORDER_THREAD 71 +#define NV_EXTN_OP_HIT_OBJECT_INVOKE 72 +#define NV_EXTN_OP_HIT_OBJECT_IS_MISS 73 +#define NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_ID 74 +#define NV_EXTN_OP_HIT_OBJECT_GET_INSTANCE_INDEX 75 +#define NV_EXTN_OP_HIT_OBJECT_GET_PRIMITIVE_INDEX 76 +#define NV_EXTN_OP_HIT_OBJECT_GET_GEOMETRY_INDEX 77 +#define NV_EXTN_OP_HIT_OBJECT_GET_HIT_KIND 78 +#define NV_EXTN_OP_HIT_OBJECT_GET_RAY_DESC 79 +#define NV_EXTN_OP_HIT_OBJECT_GET_ATTRIBUTES 80 +#define NV_EXTN_OP_HIT_OBJECT_GET_SHADER_TABLE_INDEX 81 +#define NV_EXTN_OP_HIT_OBJECT_LOAD_LOCAL_ROOT_TABLE_CONSTANT 82 +#define NV_EXTN_OP_HIT_OBJECT_IS_HIT 83 +#define NV_EXTN_OP_HIT_OBJECT_IS_NOP 84 +#define NV_EXTN_OP_HIT_OBJECT_MAKE_NOP 85 + +// Micro-map API +#define NV_EXTN_OP_RT_TRIANGLE_OBJECT_POSITIONS 86 +#define NV_EXTN_OP_RT_MICRO_TRIANGLE_OBJECT_POSITIONS 87 +#define NV_EXTN_OP_RT_MICRO_TRIANGLE_BARYCENTRICS 88 +#define NV_EXTN_OP_RT_IS_MICRO_TRIANGLE_HIT 89 +#define NV_EXTN_OP_RT_IS_BACK_FACING 90 +#define NV_EXTN_OP_RT_MICRO_VERTEX_OBJECT_POSITION 91 +#define NV_EXTN_OP_RT_MICRO_VERTEX_BARYCENTRICS 92 + +//----------------------------------------------------------------------------// +//-------------------- GET_SPECIAL subOpCode constants -----------------------// +//----------------------------------------------------------------------------// +#define NV_SPECIALOP_THREADLTMASK 4 +#define NV_SPECIALOP_FOOTPRINT_SINGLELOD_PRED 5 +#define NV_SPECIALOP_GLOBAL_TIMER_LO 9 +#define NV_SPECIALOP_GLOBAL_TIMER_HI 10 + +//----------------------------------------------------------------------------// +//----------------------------- Texture Types -------------------------------// +//----------------------------------------------------------------------------// +#define NV_EXTN_TEXTURE_1D 2 +#define NV_EXTN_TEXTURE_1D_ARRAY 3 +#define NV_EXTN_TEXTURE_2D 4 +#define NV_EXTN_TEXTURE_2D_ARRAY 5 +#define NV_EXTN_TEXTURE_3D 6 +#define NV_EXTN_TEXTURE_CUBE 7 +#define NV_EXTN_TEXTURE_CUBE_ARRAY 8 + + +//---------------------------------------------------------------------------// +//----------------FOOTPRINT Enums for NvFootprint* extns---------------------// +//---------------------------------------------------------------------------// +#define NV_EXTN_FOOTPRINT_MODE_FINE 0 +#define NV_EXTN_FOOTPRINT_MODE_COARSE 1 diff --git a/src/imports/nvapi/nvapi.h b/src/imports/nvapi/nvapi.h new file mode 100644 index 0000000..22119f9 --- /dev/null +++ b/src/imports/nvapi/nvapi.h @@ -0,0 +1,24002 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included` in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ +///////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// Date: Dec 17, 2024 +// File: nvapi.h +// +// NvAPI provides an interface to NVIDIA devices. This file contains the +// interface constants, structure definitions and function prototypes. +// +// Target Profile: Open-Source +// Target Platform: windows +// +/////////////////////////////////////////////////////////////////////////////// +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#include"imports/nvapi/nvapi_lite_sli.h" +#include"imports/nvapi/nvapi_lite_surround.h" +#include"imports/nvapi/nvapi_lite_stereo.h" +#include"imports/nvapi/nvapi_lite_d3dext.h" +#ifndef _NVAPI_H +#define _NVAPI_H + +// icex2: Edit for bemanitools to make this work with mingw, see +// https://forums.developer.nvidia.com/t/how-can-you-compile-nvapi-h-with-mingw/33050/5 +#include "imports/nvapi/nvapi_lite_salstart.h" + +#pragma pack(push,8) // Make sure we have consistent structure packings + +#ifdef __cplusplus +extern "C" { +#endif +// ==================================================== +// Universal NvAPI Definitions +// ==================================================== +#ifndef _WIN32 +#define __cdecl +#endif + + + +//! @} + + +//! \ingroup nvapistatus +#define NVAPI_API_NOT_INTIALIZED NVAPI_API_NOT_INITIALIZED //!< Fix typo in error code + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Initialize +// +//! This function initializes the NvAPI library (if not already initialized) but always increments the ref-counter. +//! This must be called before calling other NvAPI_ functions. +//! Note: It is now mandatory to call NvAPI_Initialize before calling any other NvAPI. +//! NvAPI_Unload should be called to unload the NVAPI Library. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_LIBRARY_NOT_FOUND Failed to load the NVAPI support library +//! \sa nvapistatus +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Initialize(); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Unload +// +//! DESCRIPTION: Decrements the ref-counter and when it reaches ZERO, unloads NVAPI library. +//! This must be called in pairs with NvAPI_Initialize. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! If the client wants unload functionality, it is recommended to always call NvAPI_Initialize and NvAPI_Unload in pairs. +//! +//! Unloading NvAPI library is not supported when the library is in a resource locked state. +//! Some functions in the NvAPI library initiates an operation or allocates certain resources +//! and there are corresponding functions available, to complete the operation or free the +//! allocated resources. All such function pairs are designed to prevent unloading NvAPI library. +//! +//! For example, if NvAPI_Unload is called after NvAPI_XXX which locks a resource, it fails with +//! NVAPI_ERROR. Developers need to call the corresponding NvAPI_YYY to unlock the resources, +//! before calling NvAPI_Unload again. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_API_IN_USE Atleast an API is still being called hence cannot unload requested driver. +//! +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Unload(); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetErrorMessage +// +//! This function converts an NvAPI error code into a null terminated string. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param nr The error code to convert +//! \param szDesc The string corresponding to the error code +//! +//! \return NULL terminated string (always, never NULL) +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetErrorMessage(NvAPI_Status nr,NvAPI_ShortString szDesc); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetInterfaceVersionString +// +//! This function returns a string describing the version of the NvAPI library. +//! The contents of the string are human readable. Do not assume a fixed +//! format. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param szDesc User readable string giving NvAPI version information +//! +//! \return See \ref nvapistatus for the list of possible return values. +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetInterfaceVersionString(NvAPI_ShortString szDesc); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetInterfaceVersionStringEx +// +//! This function returns a string describing the version of the NvAPI library. +//! The contents of the string are human readable. Do not assume a fixed format. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 450 +//! +//! \param szDesc User readable string giving NvAPI version information +//! +//! \return See \ref nvapistatus for the list of possible return values. +//! \ingroup nvapifunctions +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetInterfaceVersionStringEx(NvAPI_ShortString szDesc); + + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// All display port related data types definition starts +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +// This category is intentionally added before the #ifdef. The #endif should also be in the same scope + +#ifndef DISPLAYPORT_STRUCTS_DEFINED +#define DISPLAYPORT_STRUCTS_DEFINED + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_LINK_RATE +{ + NV_DP_1_62GBPS = 6, + NV_DP_2_70GBPS = 0xA, + NV_DP_5_40GBPS = 0x14, + NV_DP_8_10GBPS = 0x1E, +// Recommended Intermidiate Link Transfer Rates + NV_EDP_2_16GBPS = 8, + NV_EDP_2_43GBPS = 9, + NV_EDP_3_24GBPS = 0xC, + NV_EDP_4_32GBPS = 0x10 +} NV_DP_LINK_RATE; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_LANE_COUNT +{ + NV_DP_1_LANE = 1, + NV_DP_2_LANE = 2, + NV_DP_4_LANE = 4, +} NV_DP_LANE_COUNT; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_COLOR_FORMAT +{ + NV_DP_COLOR_FORMAT_RGB = 0, + NV_DP_COLOR_FORMAT_YCbCr422, + NV_DP_COLOR_FORMAT_YCbCr444, +} NV_DP_COLOR_FORMAT; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_COLORIMETRY +{ + NV_DP_COLORIMETRY_RGB = 0, + NV_DP_COLORIMETRY_YCbCr_ITU601, + NV_DP_COLORIMETRY_YCbCr_ITU709, +} NV_DP_COLORIMETRY; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_DYNAMIC_RANGE +{ + NV_DP_DYNAMIC_RANGE_VESA = 0, + NV_DP_DYNAMIC_RANGE_CEA, +} NV_DP_DYNAMIC_RANGE; + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PORT_INFO. +typedef enum _NV_DP_BPC +{ + NV_DP_BPC_DEFAULT = 0, + NV_DP_BPC_6, + NV_DP_BPC_8, + NV_DP_BPC_10, + NV_DP_BPC_12, + NV_DP_BPC_16, +} NV_DP_BPC; + + +#endif //#ifndef DISPLAYPORT_STRUCTS_DEFINED + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// All display port related data types definitions end +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetEDID +// +//! \fn NvAPI_GPU_GetEDID(NvPhysicalGpuHandle hPhysicalGpu, NvU32 displayOutputId, NV_EDID *pEDID) +//! This function returns the EDID data for the specified GPU handle and connection bit mask. +//! displayOutputId should have exactly 1 bit set to indicate a single display. See \ref handles. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_INVALID_ARGUMENT pEDID is NULL; displayOutputId has 0 or > 1 bits set +//! \retval NVAPI_OK *pEDID contains valid data. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \retval NVAPI_DATA_NOT_FOUND The requested display does not contain an EDID. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +//! @{ + +#define NV_EDID_V1_DATA_SIZE 256 + +#define NV_EDID_DATA_SIZE NV_EDID_V1_DATA_SIZE + +typedef struct +{ + NvU32 version; //structure version + NvU8 EDID_Data[NV_EDID_DATA_SIZE]; +} NV_EDID_V1; + +//! Used in NvAPI_GPU_GetEDID() +typedef struct +{ + NvU32 version; //!< Structure version + NvU8 EDID_Data[NV_EDID_DATA_SIZE]; + NvU32 sizeofEDID; +} NV_EDID_V2; + +//! Used in NvAPI_GPU_GetEDID() +typedef struct +{ + NvU32 version; //!< Structure version + NvU8 EDID_Data[NV_EDID_DATA_SIZE]; + NvU32 sizeofEDID; + NvU32 edidId; //!< ID which always returned in a monotonically increasing counter. + //!< Across a split-EDID read we need to verify that all calls returned the same edidId. + //!< This counter is incremented if we get the updated EDID. + NvU32 offset; //!< Which 256-byte page of the EDID we want to read. Start at 0. + //!< If the read succeeds with edidSize > NV_EDID_DATA_SIZE, + //!< call back again with offset+256 until we have read the entire buffer +} NV_EDID_V3; + +typedef NV_EDID_V3 NV_EDID; + +#define NV_EDID_VER1 MAKE_NVAPI_VERSION(NV_EDID_V1,1) +#define NV_EDID_VER2 MAKE_NVAPI_VERSION(NV_EDID_V2,2) +#define NV_EDID_VER3 MAKE_NVAPI_VERSION(NV_EDID_V3,3) +#define NV_EDID_VER NV_EDID_VER3 + +//! @} + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetEDID(NvPhysicalGpuHandle hPhysicalGpu, NvU32 displayOutputId, NV_EDID *pEDID); + +//! \ingroup gpu + +//! Used in NvAPI_DISP_GetEdidData + +#define NV_EDID_DATA_SIZE_MAX 1024 //!< This is the current size supported by Nvidia Display Driver and may change in future. + +typedef enum +{ + NV_EDID_FLAG_DEFAULT = 0, //!< the EDID which is actively used by the driver, it could be _RAW/_COOKED/_FORCED/_INF. + NV_EDID_FLAG_RAW = 1, //!< the EDID which is not modified by the driver. If there's no _FORCED edid engaged, it + //!< will be the unmodified monitor EDID from the I2C bus. Otherwise it is original _FORCED edid. + NV_EDID_FLAG_COOKED = 2, //!< the EDID has been modified by the driver for compatibility + NV_EDID_FLAG_FORCED = 3, //!< the EDID is forced by the end-user over s/w interface, + NV_EDID_FLAG_INF = 4, //!< the EDID is from monitor INF + NV_EDID_FLAG_HW = 5, //!< the EDID is from the monitor over I2C bus without any modification. +} NV_EDID_FLAG; + +//! \ingroup gpu +//! Used in NV_GPU_CONNECTOR_DATA +typedef enum _NV_GPU_CONNECTOR_TYPE +{ + NVAPI_GPU_CONNECTOR_VGA_15_PIN = 0x00000000, + NVAPI_GPU_CONNECTOR_TV_COMPOSITE = 0x00000010, + NVAPI_GPU_CONNECTOR_TV_SVIDEO = 0x00000011, + NVAPI_GPU_CONNECTOR_TV_HDTV_COMPONENT = 0x00000013, + NVAPI_GPU_CONNECTOR_TV_SCART = 0x00000014, + NVAPI_GPU_CONNECTOR_TV_COMPOSITE_SCART_ON_EIAJ4120 = 0x00000016, + NVAPI_GPU_CONNECTOR_TV_HDTV_EIAJ4120 = 0x00000017, + NVAPI_GPU_CONNECTOR_PC_POD_HDTV_YPRPB = 0x00000018, + NVAPI_GPU_CONNECTOR_PC_POD_SVIDEO = 0x00000019, + NVAPI_GPU_CONNECTOR_PC_POD_COMPOSITE = 0x0000001A, + NVAPI_GPU_CONNECTOR_DVI_I_TV_SVIDEO = 0x00000020, + NVAPI_GPU_CONNECTOR_DVI_I_TV_COMPOSITE = 0x00000021, + NVAPI_GPU_CONNECTOR_DVI_I = 0x00000030, + NVAPI_GPU_CONNECTOR_DVI_D = 0x00000031, + NVAPI_GPU_CONNECTOR_ADC = 0x00000032, + NVAPI_GPU_CONNECTOR_LFH_DVI_I_1 = 0x00000038, + NVAPI_GPU_CONNECTOR_LFH_DVI_I_2 = 0x00000039, + NVAPI_GPU_CONNECTOR_SPWG = 0x00000040, + NVAPI_GPU_CONNECTOR_OEM = 0x00000041, + NVAPI_GPU_CONNECTOR_DISPLAYPORT_EXTERNAL = 0x00000046, + NVAPI_GPU_CONNECTOR_DISPLAYPORT_INTERNAL = 0x00000047, + NVAPI_GPU_CONNECTOR_DISPLAYPORT_MINI_EXT = 0x00000048, + NVAPI_GPU_CONNECTOR_HDMI_A = 0x00000061, + NVAPI_GPU_CONNECTOR_HDMI_C_MINI = 0x00000063, + NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_1 = 0x00000064, + NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_2 = 0x00000065, + NVAPI_GPU_CONNECTOR_VIRTUAL_WFD = 0x00000070, //!< Deprecated. + NVAPI_GPU_CONNECTOR_USB_C = 0x00000071, + NVAPI_GPU_CONNECTOR_UNKNOWN = 0xFFFFFFFF, +} NV_GPU_CONNECTOR_TYPE; + +//////////////////////////////////////////////////////////////////////////////// +// +// NvAPI_TVOutput Information +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup tvapi +//! Used in NV_DISPLAY_TV_OUTPUT_INFO +typedef enum _NV_DISPLAY_TV_FORMAT +{ + NV_DISPLAY_TV_FORMAT_NONE = 0, + NV_DISPLAY_TV_FORMAT_SD_NTSCM = 0x00000001, + NV_DISPLAY_TV_FORMAT_SD_NTSCJ = 0x00000002, + NV_DISPLAY_TV_FORMAT_SD_PALM = 0x00000004, + NV_DISPLAY_TV_FORMAT_SD_PALBDGH = 0x00000008, + NV_DISPLAY_TV_FORMAT_SD_PALN = 0x00000010, + NV_DISPLAY_TV_FORMAT_SD_PALNC = 0x00000020, + NV_DISPLAY_TV_FORMAT_SD_576i = 0x00000100, + NV_DISPLAY_TV_FORMAT_SD_480i = 0x00000200, + NV_DISPLAY_TV_FORMAT_ED_480p = 0x00000400, + NV_DISPLAY_TV_FORMAT_ED_576p = 0x00000800, + NV_DISPLAY_TV_FORMAT_HD_720p = 0x00001000, + NV_DISPLAY_TV_FORMAT_HD_1080i = 0x00002000, + NV_DISPLAY_TV_FORMAT_HD_1080p = 0x00004000, + NV_DISPLAY_TV_FORMAT_HD_720p50 = 0x00008000, + NV_DISPLAY_TV_FORMAT_HD_1080p24 = 0x00010000, + NV_DISPLAY_TV_FORMAT_HD_1080i50 = 0x00020000, + NV_DISPLAY_TV_FORMAT_HD_1080p50 = 0x00040000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30 = 0x00080000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30_3840 = NV_DISPLAY_TV_FORMAT_UHD_4Kp30, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25 = 0x00100000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25_3840 = NV_DISPLAY_TV_FORMAT_UHD_4Kp25, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24 = 0x00200000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_3840 = NV_DISPLAY_TV_FORMAT_UHD_4Kp24, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_SMPTE = 0x00400000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp50_3840 = 0x00800000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp60_3840 = 0x00900000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30_4096 = 0x00A00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25_4096 = 0x00B00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_4096 = 0x00C00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp50_4096 = 0x00D00000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp60_4096 = 0x00E00000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp24_7680 = 0x01000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp25_7680 = 0x02000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp30_7680 = 0x04000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp48_7680 = 0x08000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp50_7680 = 0x09000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp60_7680 = 0x0A000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp100_7680 = 0x0B000000, + NV_DISPLAY_TV_FORMAT_UHD_8Kp120_7680 = 0x0C000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp48_3840 = 0x0D000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp48_4096 = 0x0E000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp100_4096 = 0x0F000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp100_3840 = 0x10000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp120_4096 = 0x11000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp120_3840 = 0x12000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp100_5120 = 0x13000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp120_5120 = 0x14000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp24_5120 = 0x15000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp25_5120 = 0x16000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp30_5120 = 0x17000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp48_5120 = 0x18000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp50_5120 = 0x19000000, + NV_DISPLAY_TV_FORMAT_UHD_4Kp60_5120 = 0x20000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp24_10240 = 0x21000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp25_10240 = 0x22000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp30_10240 = 0x23000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp48_10240 = 0x24000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp50_10240 = 0x25000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp60_10240 = 0x26000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp100_10240 = 0x27000000, + NV_DISPLAY_TV_FORMAT_UHD_10Kp120_10240 = 0x28000000, + + + NV_DISPLAY_TV_FORMAT_SD_OTHER = 0x30000000, + NV_DISPLAY_TV_FORMAT_ED_OTHER = 0x40000000, + NV_DISPLAY_TV_FORMAT_HD_OTHER = 0x50000000, + + NV_DISPLAY_TV_FORMAT_ANY = 0x80000000, + +} NV_DISPLAY_TV_FORMAT; + + +//! \ingroup dispcontrol +//! @{ +#define NVAPI_MAX_VIEW_TARGET 2 +#define NVAPI_ADVANCED_MAX_VIEW_TARGET 4 + +#ifndef _NV_TARGET_VIEW_MODE_ +#define _NV_TARGET_VIEW_MODE_ + +//! Used in NvAPI_SetView(). +typedef enum _NV_TARGET_VIEW_MODE +{ + NV_VIEW_MODE_STANDARD = 0, + NV_VIEW_MODE_CLONE = 1, + NV_VIEW_MODE_HSPAN = 2, + NV_VIEW_MODE_VSPAN = 3, + NV_VIEW_MODE_DUALVIEW = 4, + NV_VIEW_MODE_MULTIVIEW = 5, +} NV_TARGET_VIEW_MODE; +#endif + +//! @} + +// Following definitions are used in NvAPI_SetViewEx. + +//! Scaling modes - used in NvAPI_SetViewEx(). +//! \ingroup dispcontrol +typedef enum _NV_SCALING +{ + NV_SCALING_DEFAULT = 0, //!< No change + + // New Scaling Declarations + NV_SCALING_GPU_SCALING_TO_CLOSEST = 1, //!< Balanced - Full Screen + NV_SCALING_GPU_SCALING_TO_NATIVE = 2, //!< Force GPU - Full Screen + NV_SCALING_GPU_SCANOUT_TO_NATIVE = 3, //!< Force GPU - Centered\No Scaling + NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE = 5, //!< Force GPU - Aspect Ratio + NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_CLOSEST = 6, //!< Balanced - Aspect Ratio + NV_SCALING_GPU_SCANOUT_TO_CLOSEST = 7, //!< Balanced - Centered\No Scaling + NV_SCALING_GPU_INTEGER_ASPECT_SCALING = 8, //!< Force GPU - Integer Scaling + + // Legacy Declarations + NV_SCALING_MONITOR_SCALING = NV_SCALING_GPU_SCALING_TO_CLOSEST, + NV_SCALING_ADAPTER_SCALING = NV_SCALING_GPU_SCALING_TO_NATIVE, + NV_SCALING_CENTERED = NV_SCALING_GPU_SCANOUT_TO_NATIVE, + NV_SCALING_ASPECT_SCALING = NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE, + + NV_SCALING_CUSTOMIZED = 255 //!< For future use +} NV_SCALING; + +//! Rotate modes- used in NvAPI_SetViewEx(). + +//! \ingroup dispcontrol +typedef enum _NV_ROTATE +{ + NV_ROTATE_0 = 0, + NV_ROTATE_90 = 1, + NV_ROTATE_180 = 2, + NV_ROTATE_270 = 3, + NV_ROTATE_IGNORED = 4, +} NV_ROTATE; + +//! Color formats- used in NvAPI_SetViewEx(). +//! \ingroup dispcontrol +#define NVFORMAT_MAKEFOURCC(ch0, ch1, ch2, ch3) \ + ((NvU32)(NvU8)(ch0) | ((NvU32)(NvU8)(ch1) << 8) | \ + ((NvU32)(NvU8)(ch2) << 16) | ((NvU32)(NvU8)(ch3) << 24 )) + + + +//! Color formats- used in NvAPI_SetViewEx(). +//! \ingroup dispcontrol +typedef enum _NV_FORMAT +{ + NV_FORMAT_UNKNOWN = 0, //!< unknown. Driver will choose one as following value. + NV_FORMAT_P8 = 41, //!< for 8bpp mode + NV_FORMAT_R5G6B5 = 23, //!< for 16bpp mode + NV_FORMAT_A8R8G8B8 = 21, //!< for 32bpp mode + NV_FORMAT_A16B16G16R16F = 113, //!< for 64bpp(floating point) mode. + +} NV_FORMAT; + +// TV standard + +typedef struct +{ + float x; //!< x-coordinate of the viewport top-left point + float y; //!< y-coordinate of the viewport top-left point + float w; //!< Width of the viewport + float h; //!< Height of the viewport +} NV_VIEWPORTF; + + + +//! \ingroup dispcontrol +//! The timing override is not supported yet; must be set to _AUTO. \n + + +typedef enum _NV_TIMING_OVERRIDE +{ + NV_TIMING_OVERRIDE_CURRENT = 0, //!< get the current timing + NV_TIMING_OVERRIDE_AUTO, //!< the timing the driver will use based the current policy + NV_TIMING_OVERRIDE_EDID, //!< EDID timing + NV_TIMING_OVERRIDE_DMT, //!< VESA DMT timing + NV_TIMING_OVERRIDE_DMT_RB, //!< VESA DMT timing with reduced blanking + NV_TIMING_OVERRIDE_CVT, //!< VESA CVT timing + NV_TIMING_OVERRIDE_CVT_RB, //!< VESA CVT timing with reduced blanking + NV_TIMING_OVERRIDE_GTF, //!< VESA GTF timing + NV_TIMING_OVERRIDE_EIA861, //!< EIA 861x pre-defined timing + NV_TIMING_OVERRIDE_ANALOG_TV, //!< analog SD/HDTV timing + NV_TIMING_OVERRIDE_CUST, //!< NV custom timings + NV_TIMING_OVERRIDE_NV_PREDEFINED, //!< NV pre-defined timing (basically the PsF timings) + NV_TIMING_OVERRIDE_NV_PSF = NV_TIMING_OVERRIDE_NV_PREDEFINED, + NV_TIMING_OVERRIDE_NV_ASPR, + NV_TIMING_OVERRIDE_SDI, //!< Override for SDI timing + + NV_TIMING_OVRRIDE_MAX, +}NV_TIMING_OVERRIDE; + + +#ifndef NV_TIMING_STRUCTS_DEFINED +#define NV_TIMING_STRUCTS_DEFINED + +//*********************** +// The Timing Structure +//*********************** +// +//! \ingroup dispcontrol +//! NVIDIA-specific timing extras \n +//! Used in NV_TIMING. +typedef struct tagNV_TIMINGEXT +{ + NvU32 flag; //!< Reserved for NVIDIA hardware-based enhancement, such as double-scan. + NvU16 rr; //!< Logical refresh rate to present + NvU32 rrx1k; //!< Physical vertical refresh rate in 0.001Hz + NvU32 aspect; //!< Display aspect ratio Hi(aspect):horizontal-aspect, Low(aspect):vertical-aspect + NvU16 rep; //!< Bit-wise pixel repetition factor: 0x1:no pixel repetition; 0x2:each pixel repeats twice horizontally,.. + NvU32 status; //!< Timing standard + NvU8 name[40]; //!< Timing name +}NV_TIMINGEXT; + + + +//! \ingroup dispcontrol +//!The very basic timing structure based on the VESA standard: +//! \code +//! |<----------------------------htotal--------------------------->| +//! ---------"active" video-------->|<-------blanking------>|<----- +//! |<-------hvisible-------->|<-hb->|<-hfp->|<-hsw->|<-hbp->|<-hb->| +//! --------- -+-------------------------+ | | | | | +//! A A | | | | | | | +//! : : | | | | | | | +//! : : | | | | | | | +//! :vertical| addressable video | | | | | | +//! : visible| | | | | | | +//! : : | | | | | | | +//! : : | | | | | | | +//! vertical V | | | | | | | +//! total --+-------------------------+ | | | | | +//! : vb border | | | | | +//! : -----------------------------------+ | | | | +//! : vfp front porch | | | | +//! : -------------------------------------------+ | | | +//! : vsw sync width | | | +//! : ---------------------------------------------------+ | | +//! : vbp back porch | | +//! : -----------------------------------------------------------+ | +//! V vb border | +//! ---------------------------------------------------------------------------+ +//! \endcode +typedef struct _NV_TIMING +{ + // VESA scan out timing parameters: + NvU16 HVisible; //!< horizontal visible + NvU16 HBorder; //!< horizontal border + NvU16 HFrontPorch; //!< horizontal front porch + NvU16 HSyncWidth; //!< horizontal sync width + NvU16 HTotal; //!< horizontal total + NvU8 HSyncPol; //!< horizontal sync polarity: 1-negative, 0-positive + + NvU16 VVisible; //!< vertical visible + NvU16 VBorder; //!< vertical border + NvU16 VFrontPorch; //!< vertical front porch + NvU16 VSyncWidth; //!< vertical sync width + NvU16 VTotal; //!< vertical total + NvU8 VSyncPol; //!< vertical sync polarity: 1-negative, 0-positive + + NvU16 interlaced; //!< 1-interlaced, 0-progressive + NvU32 pclk; //!< pixel clock in 10 kHz + + //other timing related extras + NV_TIMINGEXT etc; +}NV_TIMING; +#endif //NV_TIMING_STRUCTS_DEFINED + + +//! \addtogroup dispcontrol +//! Timing-related constants +//! @{ +#define NV_TIMING_H_SYNC_POSITIVE 0 +#define NV_TIMING_H_SYNC_NEGATIVE 1 +#define NV_TIMING_H_SYNC_DEFAULT NV_TIMING_H_SYNC_NEGATIVE +// +#define NV_TIMING_V_SYNC_POSITIVE 0 +#define NV_TIMING_V_SYNC_NEGATIVE 1 +#define NV_TIMING_V_SYNC_DEFAULT NV_TIMING_V_SYNC_POSITIVE +// +#define NV_TIMING_PROGRESSIVE 0 +#define NV_TIMING_INTERLACED 1 +#define NV_TIMING_INTERLACED_EXTRA_VBLANK_ON_FIELD2 1 +#define NV_TIMING_INTERLACED_NO_EXTRA_VBLANK_ON_FIELD2 2 +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetView +// +//! \fn NvAPI_SetView(NvDisplayHandle hNvDisplay, NV_VIEW_TARGET_INFO *pTargetInfo, NV_TARGET_VIEW_MODE targetView) +//! This function lets the caller modify the target display arrangement of the selected source display handle in any nView mode. +//! It can also modify or extend the source display in Dualview mode. +//! \note Maps the selected source to the associated target Ids. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs cannot be enabled with this API. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 90 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] pTargetInfo Pointer to array of NV_VIEW_TARGET_INFO, specifying device properties in this view. +//! The first device entry in the array is the physical primary. +//! The device entry with the lowest source id is the desktop primary. +//! \param [in] targetCount Count of target devices specified in pTargetInfo. +//! \param [in] targetView Target view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +//! Used in NvAPI_SetView() and NvAPI_GetView() +typedef struct +{ + NvU32 version; //!< (IN) structure version + NvU32 count; //!< (IN) target count + struct + { + NvU32 deviceMask; //!< (IN/OUT) Device mask + NvU32 sourceId; //!< (IN/OUT) Source ID - values will be based on the number of heads exposed per GPU. + NvU32 bPrimary:1; //!< (OUT) Indicates if this is the GPU's primary view target. This is not the desktop GDI primary. + //!< NvAPI_SetView automatically selects the first target in NV_VIEW_TARGET_INFO index 0 as the GPU's primary view. + NvU32 bInterlaced:1; //!< (IN/OUT) Indicates if the timing being used on this monitor is interlaced. + NvU32 bGDIPrimary:1; //!< (IN/OUT) Indicates if this is the desktop GDI primary. + NvU32 bForceModeSet:1;//!< (IN) Used only on Win7 and higher during a call to NvAPI_SetView(). Turns off optimization & forces OS to set supplied mode. + } target[NVAPI_MAX_VIEW_TARGET]; +} NV_VIEW_TARGET_INFO; + +//! \ingroup dispcontrol +#define NV_VIEW_TARGET_INFO_VER MAKE_NVAPI_VERSION(NV_VIEW_TARGET_INFO,2) + +//! \ingroup dispcontrol +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig.") +NVAPI_INTERFACE NvAPI_SetView(NvDisplayHandle hNvDisplay, NV_VIEW_TARGET_INFO *pTargetInfo, NV_TARGET_VIEW_MODE targetView); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetViewEx +// +//! \fn NvAPI_SetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NV_TARGET_VIEW_MODE displayView) +//! This function lets caller to modify the display arrangement for selected source display handle in any of the nview modes. +//! It also allows to modify or extend the source display in dualview mode. +//! \note Maps the selected source to the associated target Ids. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs cannot be enabled with this API. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] pPathInfo Pointer to array of NV_VIEW_PATH_INFO, specifying device properties in this view. +//! The first device entry in the array is the physical primary. +//! The device entry with the lowest source id is the desktop primary. +//! \param [in] pathCount Count of paths specified in pPathInfo. +//! \param [in] displayView Display view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +#define NVAPI_MAX_DISPLAY_PATH NVAPI_MAX_VIEW_TARGET + +//! \ingroup dispcontrol +#define NVAPI_ADVANCED_MAX_DISPLAY_PATH NVAPI_ADVANCED_MAX_VIEW_TARGET + + + +//! \ingroup dispcontrol +//! Used in NV_DISPLAY_PATH_INFO. +typedef struct +{ + NvU32 deviceMask; //!< (IN) Device mask + NvU32 sourceId; //!< (IN) Values will be based on the number of heads exposed per GPU(0, 1?) + NvU32 bPrimary:1; //!< (IN/OUT) Indicates if this is the GPU's primary view target. This is not the desktop GDI primary. + //!< NvAPI_SetViewEx() automatically selects the first target in NV_DISPLAY_PATH_INFO index 0 as the GPU's primary view. + NV_GPU_CONNECTOR_TYPE connector; //!< (IN) Specify connector type. For TV only. + + // source mode information + NvU32 width; //!< (IN) Width of the mode + NvU32 height; //!< (IN) Height of the mode + NvU32 depth; //!< (IN) Depth of the mode + NV_FORMAT colorFormat; //!< Color format if it needs to be specified. Not used now. + + //rotation setting of the mode + NV_ROTATE rotation; //!< (IN) Rotation setting. + + // the scaling mode + NV_SCALING scaling; //!< (IN) Scaling setting + + // Timing info + NvU32 refreshRate; //!< (IN) Refresh rate of the mode + NvU32 interlaced:1; //!< (IN) Interlaced mode flag + + NV_DISPLAY_TV_FORMAT tvFormat; //!< (IN) To choose the last TV format set this value to NV_DISPLAY_TV_FORMAT_NONE + + // Windows desktop position + NvU32 posx; //!< (IN/OUT) X-offset of this display on the Windows desktop + NvU32 posy; //!< (IN/OUT) Y-offset of this display on the Windows desktop + NvU32 bGDIPrimary:1; //!< (IN/OUT) Indicates if this is the desktop GDI primary. + + NvU32 bForceModeSet:1;//!< (IN) Used only on Win7 and higher during a call to NvAPI_SetViewEx(). Turns off optimization & forces OS to set supplied mode. + NvU32 bFocusDisplay:1;//!< (IN) If set, this display path should have the focus after the GPU topology change + NvU32 gpuId:24; //!< (IN) the physical display/target Gpu id which is the owner of the scan out (for SLI multimon, display from the slave Gpu) + +} NV_DISPLAY_PATH; + +//! \ingroup dispcontrol +//! Used in NvAPI_SetViewEx() and NvAPI_GetViewEx(). +typedef struct +{ + NvU32 version; //!< (IN) Structure version + NvU32 count; //!< (IN) Path count + NV_DISPLAY_PATH path[NVAPI_MAX_DISPLAY_PATH]; +} NV_DISPLAY_PATH_INFO_V3; + +//! \ingroup dispcontrol +//! Used in NvAPI_SetViewEx() and NvAPI_GetViewEx(). +typedef struct +{ + NvU32 version; //!< (IN) Structure version + NvU32 count; //!< (IN) Path count + NV_DISPLAY_PATH path[NVAPI_ADVANCED_MAX_DISPLAY_PATH]; +} NV_DISPLAY_PATH_INFO; + +//! \addtogroup dispcontrol +//! Macro for constructing the version fields of NV_DISPLAY_PATH_INFO +//! @{ +#define NV_DISPLAY_PATH_INFO_VER NV_DISPLAY_PATH_INFO_VER4 +#define NV_DISPLAY_PATH_INFO_VER4 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,4) +#define NV_DISPLAY_PATH_INFO_VER3 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,3) +#define NV_DISPLAY_PATH_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,2) +#define NV_DISPLAY_PATH_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_PATH_INFO,1) +//! @} +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetViewEx +// +//! \fn NvAPI_SetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NV_TARGET_VIEW_MODE displayView) +//! This function lets caller to modify the display arrangement for selected source display handle in any of the nview modes. +//! It also allows to modify or extend the source display in dualview mode. +//! \note Maps the selected source to the associated target Ids. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs cannot be enabled with this API. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] pPathInfo Pointer to array of NV_VIEW_PATH_INFO, specifying device properties in this view. +//! The first device entry in the array is the physical primary. +//! The device entry with the lowest source id is the desktop primary. +//! \param [in] pathCount Count of paths specified in pPathInfo. +//! \param [in] displayView Display view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_SetDisplayConfig.") +NVAPI_INTERFACE NvAPI_SetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NV_TARGET_VIEW_MODE displayView); + + + +/////////////////////////////////////////////////////////////////////////////// +// SetDisplayConfig/GetDisplayConfig +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol + +typedef struct _NV_POSITION +{ + NvS32 x; + NvS32 y; +} NV_POSITION; + +//! \ingroup dispcontrol +typedef struct _NV_RESOLUTION +{ + NvU32 width; + NvU32 height; + NvU32 colorDepth; +} NV_RESOLUTION; + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1 +{ + NvU32 version; + + // Rotation and Scaling + NV_ROTATE rotation; //!< (IN) rotation setting. + NV_SCALING scaling; //!< (IN) scaling setting. + + // Refresh Rate + NvU32 refreshRate1K; //!< (IN) Non-interlaced Refresh Rate of the mode, multiplied by 1000, 0 = ignored + //!< This is the value which driver reports to the OS. + // Flags + NvU32 interlaced:1; //!< (IN) Interlaced mode flag, ignored if refreshRate == 0 + NvU32 primary:1; //!< (IN) Declares primary display in clone configuration. This is *NOT* GDI Primary. + //!< Only one target can be primary per source. If no primary is specified, the first + //!< target will automatically be primary. +#ifdef NV_PAN_AND_SCAN_DEFINED + NvU32 isPanAndScanTarget:1; //!< Whether on this target Pan and Scan is enabled or has to be enabled. Valid only + //!< when the target is part of clone topology. +#else + NvU32 reservedBit1:1; +#endif + NvU32 disableVirtualModeSupport:1; + NvU32 isPreferredUnscaledTarget:1; + NvU32 reserved:27; + // TV format information + NV_GPU_CONNECTOR_TYPE connector; //!< Specify connector type. For TV only, ignored if tvFormat == NV_DISPLAY_TV_FORMAT_NONE + NV_DISPLAY_TV_FORMAT tvFormat; //!< (IN) to choose the last TV format set this value to NV_DISPLAY_TV_FORMAT_NONE + //!< In case of NvAPI_DISP_GetDisplayConfig(), this field will indicate the currently applied TV format; + //!< if no TV format is applied, this field will have NV_DISPLAY_TV_FORMAT_NONE value. + //!< In case of NvAPI_DISP_SetDisplayConfig(), this field should only be set in case of TVs; + //!< for other displays this field will be ignored and resolution & refresh rate specified in input will be used to apply the TV format. + + // Backend (raster) timing standard + NV_TIMING_OVERRIDE timingOverride; //!< Ignored if timingOverride == NV_TIMING_OVERRIDE_CURRENT + NV_TIMING timing; //!< Scan out timing, valid only if timingOverride == NV_TIMING_OVERRIDE_CUST + //!< The value NV_TIMING::NV_TIMINGEXT::rrx1k is obtained from the EDID. The driver may + //!< tweak this value for HDTV, stereo, etc., before reporting it to the OS. +} NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1; + +//! \ingroup dispcontrol +typedef NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1 NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO; + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_V1,1) + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER1 + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_TARGET_INFO_V1 +{ + NvU32 displayId; //!< Display ID + NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO* details; //!< May be NULL if no advanced settings are required. NULL for Non-NVIDIA Display. +} NV_DISPLAYCONFIG_PATH_TARGET_INFO_V1; + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 +{ + NvU32 displayId; //!< Display ID + NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO* details; //!< May be NULL if no advanced settings are required + NvU32 targetId; //!< Windows CCD target ID. Must be present only for non-NVIDIA adapter, for NVIDIA adapter this parameter is ignored. +} NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2; + + +//! \ingroup dispcontrol +//! As version is not defined for this structure, we will be using version of NV_DISPLAYCONFIG_PATH_INFO +typedef NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 NV_DISPLAYCONFIG_PATH_TARGET_INFO; + + +//! \ingroup dispcontrol +typedef enum _NV_DISPLAYCONFIG_SPANNING_ORIENTATION +{ + NV_DISPLAYCONFIG_SPAN_NONE = 0, + NV_DISPLAYCONFIG_SPAN_HORIZONTAL = 1, + NV_DISPLAYCONFIG_SPAN_VERTICAL = 2, +} NV_DISPLAYCONFIG_SPANNING_ORIENTATION; + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 +{ + NV_RESOLUTION resolution; + NV_FORMAT colorFormat; //!< Ignored at present, must be NV_FORMAT_UNKNOWN (0) + NV_POSITION position; //!< Is all positions are 0 or invalid, displays will be automatically + //!< positioned from left to right with GDI Primary at 0,0, and all + //!< other displays in the order of the path array. + NV_DISPLAYCONFIG_SPANNING_ORIENTATION spanningOrientation; //!< Spanning is only supported on XP + NvU32 bGDIPrimary : 1; + NvU32 bSLIFocus : 1; + NvU32 reserved : 30; //!< Must be 0 +} NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1; + + + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_INFO_V1 +{ + NvU32 version; + NvU32 reserved_sourceId; //!< This field is reserved. There is ongoing debate if we need this field. + //!< Identifies sourceIds used by Windows. If all sourceIds are 0, + //!< these will be computed automatically. + NvU32 targetInfoCount; //!< Number of elements in targetInfo array + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V1* targetInfo; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1* sourceModeInfo; //!< May be NULL if mode info is not important +} NV_DISPLAYCONFIG_PATH_INFO_V1; + +//! \ingroup dispcontrol +//! This define is temporary and must be removed once DVS failure is fixed. +#define _NV_DISPLAYCONFIG_PATH_INFO_V2 _NV_DISPLAYCONFIG_PATH_INFO + +//! \ingroup dispcontrol +typedef struct _NV_DISPLAYCONFIG_PATH_INFO_V2 +{ + NvU32 version; + union { + NvU32 sourceId; //!< Identifies sourceId used by Windows CCD. This can be optionally set. + NvU32 reserved_sourceId; //!< Only for compatibility + }; + + NvU32 targetInfoCount; //!< Number of elements in targetInfo array + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2* targetInfo; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1* sourceModeInfo; //!< May be NULL if mode info is not important + NvU32 IsNonNVIDIAAdapter : 1; //!< True for non-NVIDIA adapter. + NvU32 reserved : 31; //!< Must be 0 + void *pOSAdapterID; //!< Used by Non-NVIDIA adapter for pointer to OS Adapter of LUID + //!< type, type casted to void *. +} NV_DISPLAYCONFIG_PATH_INFO_V2; + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAYCONFIG_PATH_INFO_V1,1) + +//! \ingroup dispcontrol +#define NV_DISPLAYCONFIG_PATH_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAYCONFIG_PATH_INFO_V2,2) + +#ifndef NV_DISPLAYCONFIG_PATH_INFO_VER + +typedef NV_DISPLAYCONFIG_PATH_INFO_V2 NV_DISPLAYCONFIG_PATH_INFO; + +#define NV_DISPLAYCONFIG_PATH_INFO_VER NV_DISPLAYCONFIG_PATH_INFO_VER2 + +typedef NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 NV_DISPLAYCONFIG_SOURCE_MODE_INFO; + +#endif + + +//! \ingroup dispcontrol +typedef enum _NV_DISPLAYCONFIG_FLAGS +{ + NV_DISPLAYCONFIG_VALIDATE_ONLY = 0x00000001, + NV_DISPLAYCONFIG_SAVE_TO_PERSISTENCE = 0x00000002, + NV_DISPLAYCONFIG_DRIVER_RELOAD_ALLOWED = 0x00000004, //!< Driver reload is permitted if necessary + NV_DISPLAYCONFIG_FORCE_MODE_ENUMERATION = 0x00000008, //!< Refresh OS mode list. + NV_FORCE_COMMIT_VIDPN = 0x00000010, //!< Tell OS to avoid optimizing CommitVidPn call during a modeset +} NV_DISPLAYCONFIG_FLAGS; + + +#define NVAPI_UNICODE_STRING_MAX 2048 +#define NVAPI_BINARY_DATA_MAX 4096 + +typedef NvU16 NvAPI_UnicodeString[NVAPI_UNICODE_STRING_MAX]; +typedef const NvU16 *NvAPI_LPCWSTR; + +// Common + + + +//! \ingroup gpuclock +//! @{ +#define NVAPI_MAX_GPU_CLOCKS 32 +#define NVAPI_MAX_GPU_PUBLIC_CLOCKS 32 +#define NVAPI_MAX_GPU_PERF_CLOCKS 32 +#define NVAPI_MAX_GPU_PERF_VOLTAGES 16 +#define NVAPI_MAX_GPU_PERF_PSTATES 16 +//! @} + +//! \ingroup gpuclock +typedef enum _NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID +{ + NVAPI_GPU_PERF_VOLTAGE_INFO_DOMAIN_CORE = 0, + NVAPI_GPU_PERF_VOLTAGE_INFO_DOMAIN_UNDEFINED = NVAPI_MAX_GPU_PERF_VOLTAGES, +} NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID; + +//! \ingroup gpuclock +typedef enum _NV_GPU_PUBLIC_CLOCK_ID +{ + NVAPI_GPU_PUBLIC_CLOCK_GRAPHICS = 0, + NVAPI_GPU_PUBLIC_CLOCK_MEMORY = 4, + NVAPI_GPU_PUBLIC_CLOCK_PROCESSOR = 7, + NVAPI_GPU_PUBLIC_CLOCK_VIDEO = 8, + NVAPI_GPU_PUBLIC_CLOCK_UNDEFINED = NVAPI_MAX_GPU_PUBLIC_CLOCKS, +} NV_GPU_PUBLIC_CLOCK_ID; + + +//! \addtogroup gpupstate +//! @{ + +typedef enum _NV_GPU_PERF_PSTATE_ID +{ + NVAPI_GPU_PERF_PSTATE_P0 = 0, + NVAPI_GPU_PERF_PSTATE_P1, + NVAPI_GPU_PERF_PSTATE_P2, + NVAPI_GPU_PERF_PSTATE_P3, + NVAPI_GPU_PERF_PSTATE_P4, + NVAPI_GPU_PERF_PSTATE_P5, + NVAPI_GPU_PERF_PSTATE_P6, + NVAPI_GPU_PERF_PSTATE_P7, + NVAPI_GPU_PERF_PSTATE_P8, + NVAPI_GPU_PERF_PSTATE_P9, + NVAPI_GPU_PERF_PSTATE_P10, + NVAPI_GPU_PERF_PSTATE_P11, + NVAPI_GPU_PERF_PSTATE_P12, + NVAPI_GPU_PERF_PSTATE_P13, + NVAPI_GPU_PERF_PSTATE_P14, + NVAPI_GPU_PERF_PSTATE_P15, + NVAPI_GPU_PERF_PSTATE_UNDEFINED = NVAPI_MAX_GPU_PERF_PSTATES, + NVAPI_GPU_PERF_PSTATE_ALL, + +} NV_GPU_PERF_PSTATE_ID; + +//! @} + + + +//! \addtogroup gpupstate +//! @{ + +#define NVAPI_MAX_GPU_PSTATE20_PSTATES 16 +#define NVAPI_MAX_GPU_PSTATE20_CLOCKS 8 +#define NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES 4 + +//! Used to identify clock type +typedef enum +{ + //! Clock domains that use single frequency value within given pstate + NVAPI_GPU_PERF_PSTATE20_CLOCK_TYPE_SINGLE = 0, + + //! Clock domains that allow range of frequency values within given pstate + NVAPI_GPU_PERF_PSTATE20_CLOCK_TYPE_RANGE, +} NV_GPU_PERF_PSTATE20_CLOCK_TYPE_ID; + +//! Used to describe both voltage and frequency deltas +typedef struct +{ + //! Value of parameter delta (in respective units [kHz, uV]) + NvS32 value; + + struct + { + //! Min value allowed for parameter delta (in respective units [kHz, uV]) + NvS32 min; + + //! Max value allowed for parameter delta (in respective units [kHz, uV]) + NvS32 max; + } valueRange; +} NV_GPU_PERF_PSTATES20_PARAM_DELTA; + +//! Used to describe single clock entry +typedef struct +{ + //! ID of the clock domain + NV_GPU_PUBLIC_CLOCK_ID domainId; + + //! Clock type ID + NV_GPU_PERF_PSTATE20_CLOCK_TYPE_ID typeId; + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Current frequency delta from nominal settings in (kHz) + NV_GPU_PERF_PSTATES20_PARAM_DELTA freqDelta_kHz; + + //! Clock domain type dependant information + union + { + struct + { + //! Clock frequency within given pstate in (kHz) + NvU32 freq_kHz; + } single; + + struct + { + //! Min clock frequency within given pstate in (kHz) + NvU32 minFreq_kHz; + + //! Max clock frequency within given pstate in (kHz) + NvU32 maxFreq_kHz; + + //! Voltage domain ID and value range in (uV) required for this clock + NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID domainId; + NvU32 minVoltage_uV; + NvU32 maxVoltage_uV; + } range; + } data; +} NV_GPU_PSTATE20_CLOCK_ENTRY_V1; + +//! Used to describe single base voltage entry +typedef struct +{ + //! ID of the voltage domain + NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID domainId; + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Current base voltage settings in [uV] + NvU32 volt_uV; + + NV_GPU_PERF_PSTATES20_PARAM_DELTA voltDelta_uV; // Current base voltage delta from nominal settings in [uV] +} NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1; + +//! Used in NvAPI_GPU_GetPstates20() interface call. + +typedef struct +{ + //! Version info of the structure (NV_GPU_PERF_PSTATES20_INFO_VER) + NvU32 version; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Number of populated pstates + NvU32 numPstates; + + //! Number of populated clocks (per pstate) + NvU32 numClocks; + + //! Number of populated base voltages (per pstate) + NvU32 numBaseVoltages; + + //! Performance state (P-State) settings + //! Valid index range is 0 to numPstates-1 + struct + { + //! ID of the P-State + NV_GPU_PERF_PSTATE_ID pstateId; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Array of clock entries + //! Valid index range is 0 to numClocks-1 + NV_GPU_PSTATE20_CLOCK_ENTRY_V1 clocks[NVAPI_MAX_GPU_PSTATE20_CLOCKS]; + + //! Array of baseVoltage entries + //! Valid index range is 0 to numBaseVoltages-1 + NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1 baseVoltages[NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES]; + } pstates[NVAPI_MAX_GPU_PSTATE20_PSTATES]; +} NV_GPU_PERF_PSTATES20_INFO_V1; + +//! Used in NvAPI_GPU_GetPstates20() interface call. + +typedef struct _NV_GPU_PERF_PSTATES20_INFO_V2 +{ + //! Version info of the structure (NV_GPU_PERF_PSTATES20_INFO_VER) + NvU32 version; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Number of populated pstates + NvU32 numPstates; + + //! Number of populated clocks (per pstate) + NvU32 numClocks; + + //! Number of populated base voltages (per pstate) + NvU32 numBaseVoltages; + + //! Performance state (P-State) settings + //! Valid index range is 0 to numPstates-1 + struct + { + //! ID of the P-State + NV_GPU_PERF_PSTATE_ID pstateId; + + NvU32 bIsEditable:1; + + //! These bits are reserved for future use (must be always 0) + NvU32 reserved:31; + + //! Array of clock entries + //! Valid index range is 0 to numClocks-1 + NV_GPU_PSTATE20_CLOCK_ENTRY_V1 clocks[NVAPI_MAX_GPU_PSTATE20_CLOCKS]; + + //! Array of baseVoltage entries + //! Valid index range is 0 to numBaseVoltages-1 + NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1 baseVoltages[NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES]; + } pstates[NVAPI_MAX_GPU_PSTATE20_PSTATES]; + + //! OV settings - Please refer to NVIDIA over-volting recommendation to understand impact of this functionality + //! Valid index range is 0 to numVoltages-1 + struct + { + //! Number of populated voltages + NvU32 numVoltages; + + //! Array of voltage entries + //! Valid index range is 0 to numVoltages-1 + NV_GPU_PSTATE20_BASE_VOLTAGE_ENTRY_V1 voltages[NVAPI_MAX_GPU_PSTATE20_BASE_VOLTAGES]; + } ov; +} NV_GPU_PERF_PSTATES20_INFO_V2; + +typedef NV_GPU_PERF_PSTATES20_INFO_V2 NV_GPU_PERF_PSTATES20_INFO; + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO_V1 +#define NV_GPU_PERF_PSTATES20_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES20_INFO_V1,1) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO_V2 +#define NV_GPU_PERF_PSTATES20_INFO_VER2 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES20_INFO_V2,2) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO_V2 +#define NV_GPU_PERF_PSTATES20_INFO_VER3 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES20_INFO_V2,3) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES20_INFO +#define NV_GPU_PERF_PSTATES20_INFO_VER NV_GPU_PERF_PSTATES20_INFO_VER3 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetDisplayDriverVersion +//! \fn NvAPI_GetDisplayDriverVersion(NvDisplayHandle hNvDisplay, NV_DISPLAY_DRIVER_VERSION *pVersion) +//! This function returns a struct that describes aspects of the display driver +//! build. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_SYS_GetDriverAndBranchVersion. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param [in] hNvDisplay NVIDIA display handle. +//! \param [out] pVersion Pointer to NV_DISPLAY_DRIVER_VERSION struc +//! +//! \retval NVAPI_ERROR +//! \retval NVAPI_OK +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup driverapi +//! Used in NvAPI_GetDisplayDriverVersion() +typedef struct +{ + NvU32 version; // Structure version + NvU32 drvVersion; + NvU32 bldChangeListNum; + NvAPI_ShortString szBuildBranchString; + NvAPI_ShortString szAdapterString; +} NV_DISPLAY_DRIVER_VERSION; + +//! \ingroup driverapi +#define NV_DISPLAY_DRIVER_VERSION_VER MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_VERSION,1) + + +//! \ingroup driverapi +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_SYS_GetDriverAndBranchVersion.") +NVAPI_INTERFACE NvAPI_GetDisplayDriverVersion(NvDisplayHandle hNvDisplay, NV_DISPLAY_DRIVER_VERSION *pVersion); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_OGL_ExpertModeSet[Get] +// +//! \name NvAPI_OGL_ExpertModeSet[Get] Functions +//@{ +//! This function configures OpenGL Expert Mode, an API usage feedback and +//! advice reporting mechanism. The effects of this call are +//! applied only to the current context, and are reset to the +//! defaults when the context is destroyed. +//! +//! \note This feature is valid at runtime only when GLExpert +//! functionality has been built into the OpenGL driver +//! installed on the system. All Windows Vista OpenGL +//! drivers provided by NVIDIA have this instrumentation +//! included by default. Windows XP, however, requires a +//! special display driver available with the NVIDIA +//! PerfSDK found at developer.nvidia.com. +//! +//! \note These functions are valid only for the current OpenGL +//! context. Calling these functions prior to creating a +//! context and calling MakeCurrent with it will result +//! in errors and undefined behavior. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param expertDetailMask Mask made up of NVAPI_OGLEXPERT_DETAIL bits, +//! this parameter specifies the detail level in +//! the feedback stream. +//! +//! \param expertReportMask Mask made up of NVAPI_OGLEXPERT_REPORT bits, +//! this parameter specifies the areas of +//! functional interest. +//! +//! \param expertOutputMask Mask made up of NVAPI_OGLEXPERT_OUTPUT bits, +//! this parameter specifies the feedback output +//! location. +//! +//! \param expertCallback Used in conjunction with OUTPUT_TO_CALLBACK, +//! this is a simple callback function the user +//! may use to obtain the feedback stream. The +//! function will be called once per fully +//! qualified feedback stream extry. +//! +//! \retval NVAPI_API_NOT_INTIALIZED NVAPI not initialized +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU found +//! \retval NVAPI_OPENGL_CONTEXT_NOT_CURRENT No NVIDIA OpenGL context +//! which supports GLExpert +//! has been made current +//! \retval NVAPI_ERROR OpenGL driver failed to load properly +//! \retval NVAPI_OK Success +// +/////////////////////////////////////////////////////////////////////////////// + +//! \addtogroup oglapi +//! @{ +#define NVAPI_OGLEXPERT_DETAIL_NONE 0x00000000 +#define NVAPI_OGLEXPERT_DETAIL_ERROR 0x00000001 +#define NVAPI_OGLEXPERT_DETAIL_SWFALLBACK 0x00000002 +#define NVAPI_OGLEXPERT_DETAIL_BASIC_INFO 0x00000004 +#define NVAPI_OGLEXPERT_DETAIL_DETAILED_INFO 0x00000008 +#define NVAPI_OGLEXPERT_DETAIL_PERFORMANCE_WARNING 0x00000010 +#define NVAPI_OGLEXPERT_DETAIL_QUALITY_WARNING 0x00000020 +#define NVAPI_OGLEXPERT_DETAIL_USAGE_WARNING 0x00000040 +#define NVAPI_OGLEXPERT_DETAIL_ALL 0xFFFFFFFF + +#define NVAPI_OGLEXPERT_REPORT_NONE 0x00000000 +#define NVAPI_OGLEXPERT_REPORT_ERROR 0x00000001 +#define NVAPI_OGLEXPERT_REPORT_SWFALLBACK 0x00000002 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_VERTEX 0x00000004 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_GEOMETRY 0x00000008 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_XFB 0x00000010 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_RASTER 0x00000020 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_FRAGMENT 0x00000040 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_ROP 0x00000080 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_FRAMEBUFFER 0x00000100 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_PIXEL 0x00000200 +#define NVAPI_OGLEXPERT_REPORT_PIPELINE_TEXTURE 0x00000400 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_BUFFEROBJECT 0x00000800 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_TEXTURE 0x00001000 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_PROGRAM 0x00002000 +#define NVAPI_OGLEXPERT_REPORT_OBJECT_FBO 0x00004000 +#define NVAPI_OGLEXPERT_REPORT_FEATURE_SLI 0x00008000 +#define NVAPI_OGLEXPERT_REPORT_ALL 0xFFFFFFFF + + +#define NVAPI_OGLEXPERT_OUTPUT_TO_NONE 0x00000000 +#define NVAPI_OGLEXPERT_OUTPUT_TO_CONSOLE 0x00000001 +#define NVAPI_OGLEXPERT_OUTPUT_TO_DEBUGGER 0x00000004 +#define NVAPI_OGLEXPERT_OUTPUT_TO_CALLBACK 0x00000008 +#define NVAPI_OGLEXPERT_OUTPUT_TO_ALL 0xFFFFFFFF + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION TYPE: NVAPI_OGLEXPERT_CALLBACK +// +//! DESCRIPTION: Used in conjunction with OUTPUT_TO_CALLBACK, this is a simple +//! callback function the user may use to obtain the feedback +//! stream. The function will be called once per fully qualified +//! feedback stream entry. +//! +//! \param categoryId Contains the bit from the NVAPI_OGLEXPERT_REPORT +//! mask that corresponds to the current message +//! \param messageId Unique ID for the current message +//! \param detailLevel Contains the bit from the NVAPI_OGLEXPERT_DETAIL +//! mask that corresponds to the current message +//! \param objectId Unique ID of the object that corresponds to the +//! current message +//! \param messageStr Text string from the current message +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +typedef void (* NVAPI_OGLEXPERT_CALLBACK) (unsigned int categoryId, unsigned int messageId, unsigned int detailLevel, int objectId, const char *messageStr); + + + +//! \ingroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeSet(NvU32 expertDetailLevel, + NvU32 expertReportMask, + NvU32 expertOutputMask, + NVAPI_OGLEXPERT_CALLBACK expertCallback); + +//! \addtogroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeGet(NvU32 *pExpertDetailLevel, + NvU32 *pExpertReportMask, + NvU32 *pExpertOutputMask, + NVAPI_OGLEXPERT_CALLBACK *pExpertCallback); + +//@} +/////////////////////////////////////////////////////////////////////////////// +// +//! \name NvAPI_OGL_ExpertModeDefaultsSet[Get] Functions +//! +//@{ +//! This function configures OpenGL Expert Mode global defaults. These settings +//! apply to any OpenGL application which starts up after these +//! values are applied (i.e. these settings *do not* apply to +//! currently running applications). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param expertDetailLevel Value which specifies the detail level in +//! the feedback stream. This is a mask made up +//! of NVAPI_OGLEXPERT_LEVEL bits. +//! +//! \param expertReportMask Mask made up of NVAPI_OGLEXPERT_REPORT bits, +//! this parameter specifies the areas of +//! functional interest. +//! +//! \param expertOutputMask Mask made up of NVAPI_OGLEXPERT_OUTPUT bits, +//! this parameter specifies the feedback output +//! location. Note that using OUTPUT_TO_CALLBACK +//! here is meaningless and has no effect, but +//! using it will not cause an error. +//! +//! \return ::NVAPI_ERROR or ::NVAPI_OK +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeDefaultsSet(NvU32 expertDetailLevel, + NvU32 expertReportMask, + NvU32 expertOutputMask); + +//! \addtogroup oglapi +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_OGL_ExpertModeDefaultsGet(NvU32 *pExpertDetailLevel, + NvU32 *pExpertReportMask, + NvU32 *pExpertOutputMask); +//@} + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumTCCPhysicalGPUs +// +//! This function returns an array of physical GPU handles that are in TCC Mode. +//! Each handle represents a physical GPU present in the system in TCC Mode. +//! That GPU may not be visible to the OS directly. +//! +//! The array nvGPUHandle will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! NOTE: Handles enumerated by this API are only valid for NvAPIs that are tagged as TCC_SUPPORTED +//! If handle is passed to any other API, it will fail with NVAPI_INVALID_HANDLE +//! +//! For WDDM GPU handles please use NvAPI_EnumPhysicalGPUs() +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! +//! \param [out] nvGPUHandle Physical GPU array that will contain all TCC Physical GPUs +//! \param [out] pGpuCount count represent the number of valid entries in nvGPUHandle +//! +//! +//! \retval NVAPI_INVALID_ARGUMENT nvGPUHandle or pGpuCount is NULL +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumTCCPhysicalGPUs( NvPhysicalGpuHandle nvGPUHandle[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumLogicalGPUs +// +//! This function returns an array of logical GPU handles. +//! +//! Each handle represents one or more GPUs acting in concert as a single graphics device. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array nvGPUHandle will be filled with logical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! \note All logical GPUs handles get invalidated on a GPU topology change, so the calling +//! application is required to renum the logical GPU handles to get latest physical handle +//! mapping after every GPU topology change activated by a call to NvAPI_SetGpuTopologies(). +//! +//! To detect if SLI rendering is enabled, use NvAPI_D3D_GetCurrentSLIState(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT nvGPUHandle or pGpuCount is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumLogicalGPUs(NvLogicalGpuHandle nvGPUHandle[NVAPI_MAX_LOGICAL_GPUS], NvU32 *pGpuCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUsFromDisplay +// +//! This function returns an array of physical GPU handles associated with the specified display. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array nvGPUHandle will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! If the display corresponds to more than one physical GPU, the first GPU returned +//! is the one with the attached active output. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvDisp is not valid; nvGPUHandle or pGpuCount is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND no NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUsFromDisplay(NvDisplayHandle hNvDisp, NvPhysicalGpuHandle nvGPUHandle[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUFromUnAttachedDisplay +// +//! This function returns a physical GPU handle associated with the specified unattached display. +//! The source GPU is a physical render GPU which renders the frame buffer but may or may not drive the scan out. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvUnAttachedDisp is not valid or pPhysicalGpu is NULL. +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUFromUnAttachedDisplay(NvUnAttachedDisplayHandle hNvUnAttachedDisp, NvPhysicalGpuHandle *pPhysicalGpu); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetLogicalGPUFromDisplay +// +//! This function returns the logical GPU handle associated with the specified display. +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! hNvDisp can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvDisp is not valid; pLogicalGPU is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetLogicalGPUFromDisplay(NvDisplayHandle hNvDisp, NvLogicalGpuHandle *pLogicalGPU); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetLogicalGPUFromPhysicalGPU +// +//! This function returns the logical GPU handle associated with specified physical GPU handle. +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGPU is not valid; pLogicalGPU is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetLogicalGPUFromPhysicalGPU(NvPhysicalGpuHandle hPhysicalGPU, NvLogicalGpuHandle *pLogicalGPU); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUsFromLogicalGPU +// +//! This function returns the physical GPU handles associated with the specified logical GPU handle. +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array hPhysicalGPU will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hLogicalGPU is not valid; hPhysicalGPU is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_LOGICAL_GPU_HANDLE hLogicalGPU was not a logical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUsFromLogicalGPU(NvLogicalGpuHandle hLogicalGPU,NvPhysicalGpuHandle hPhysicalGPU[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetPhysicalGPUFromGPUID +// +//! Do not use this function for new software development. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT gpuId is zero or pPhysicalGPU is NULL +//! \retval NVAPI_OK Handle was returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetPhysicalGPUFromGPUID(NvU32 gpuId, NvPhysicalGpuHandle *pPhysicalGPU); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetGPUIDfromPhysicalGPU +// +//! Do not use this function for new software development. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu is NULL or invalid. Re-enumerate the GPU handles. +//! \retval NVAPI_OK Handle was returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetGPUIDfromPhysicalGPU(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pGpuId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetShaderSubPipeCount +// +//! DESCRIPTION: This function retrieves the number of Shader SubPipes on the GPU +//! On newer architectures, this corresponds to the number of SM units +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 170 +//! +//! \retval NVAPI_INVALID_ARGUMENT: pCount is NULL +//! \retval NVAPI_OK: *pCount is set +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND: no NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetShaderSubPipeCount(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pCount); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetGpuCoreCount +// +//! DESCRIPTION: Retrieves the total number of cores defined for a GPU. +//! Returns 0 on architectures that don't define GPU cores. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \retval ::NVAPI_INVALID_ARGUMENT pCount is NULL +//! \retval ::NVAPI_OK *pCount is set +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND no NVIDIA GPU driving a display was found +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \retval ::NVAPI_NOT_SUPPORTED API call is not supported on current architecture +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetGpuCoreCount(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pCount); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAllOutputs +// +//! This function returns set of all GPU-output identifiers as a bitmask. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetAllDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL. +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetAllDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetAllOutputs(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pOutputsMask); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedOutputs +// +//! This function is the same as NvAPI_GPU_GetAllOutputs() but returns only the set of GPU output +//! identifiers that are connected to display devices. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL. +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedOutputs(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedSLIOutputs +// +//! DESCRIPTION: This function is the same as NvAPI_GPU_GetConnectedOutputs() but returns only the set of GPU-output +//! identifiers that can be selected in an SLI configuration. +//! NOTE: This function matches NvAPI_GPU_GetConnectedOutputs() +//! - On systems which are not SLI capable. +//! - If the queried GPU is not part of a valid SLI group. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 170 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedSLIOutputs(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + + + +//! \ingroup gpu +typedef enum +{ + NV_MONITOR_CONN_TYPE_UNINITIALIZED = 0, + NV_MONITOR_CONN_TYPE_VGA, + NV_MONITOR_CONN_TYPE_COMPONENT, + NV_MONITOR_CONN_TYPE_SVIDEO, + NV_MONITOR_CONN_TYPE_HDMI, + NV_MONITOR_CONN_TYPE_DVI, + NV_MONITOR_CONN_TYPE_LVDS, + NV_MONITOR_CONN_TYPE_DP, + NV_MONITOR_CONN_TYPE_COMPOSITE, + NV_MONITOR_CONN_TYPE_UNKNOWN = -1 +} NV_MONITOR_CONN_TYPE; + + +//! \addtogroup gpu +//! @{ +#define NV_GPU_CONNECTED_IDS_FLAG_UNCACHED NV_BIT(0) //!< Get uncached connected devices +#define NV_GPU_CONNECTED_IDS_FLAG_SLI NV_BIT(1) //!< Get devices such that those can be selected in an SLI configuration +#define NV_GPU_CONNECTED_IDS_FLAG_LIDSTATE NV_BIT(2) //!< Get devices such that to reflect the Lid State +#define NV_GPU_CONNECTED_IDS_FLAG_FAKE NV_BIT(3) //!< Get devices that includes the fake connected monitors +#define NV_GPU_CONNECTED_IDS_FLAG_EXCLUDE_MST NV_BIT(4) //!< Excludes devices that are part of the multi stream topology. + +//! @} + +//! \ingroup gpu +typedef struct _NV_GPU_DISPLAYIDS +{ + NvU32 version; + NV_MONITOR_CONN_TYPE connectorType; //!< out: vga, tv, dvi, hdmi and dp. This is reserved for future use and clients should not rely on this information. Instead get the + //!< GPU connector type from NvAPI_GPU_GetConnectorInfo/NvAPI_GPU_GetConnectorInfoEx + NvU32 displayId; //!< this is a unique identifier for each device + + NvU32 isDynamic : 1; //!< if bit is set then this display is part of MST topology and it's a dynamic + NvU32 isMultiStreamRootNode : 1; //!< if bit is set then this displayID belongs to a multi stream enabled connector(root node). Note that when multi stream is enabled and + //!< a single multi stream capable monitor is connected to it, the monitor will share the display id with the RootNode. + //!< When there is more than one monitor connected in a multi stream topology, then the root node will have a separate displayId. + NvU32 isActive : 1; //!< if bit is set then this display is being actively driven + NvU32 isCluster : 1; //!< if bit is set then this display is the representative display + NvU32 isOSVisible : 1; //!< if bit is set, then this display is reported to the OS + NvU32 isWFD : 1; //!< Deprecated. Will always return 0. + NvU32 isConnected : 1; //!< if bit is set, then this display is connected + + NvU32 reservedInternal : 10; //!< Do not use + NvU32 isPhysicallyConnected : 1; //!< if bit is set, then this display is a phycially connected display; Valid only when isConnected bit is set + NvU32 reserved : 14; //!< must be zero +} NV_GPU_DISPLAYIDS; + +//! \ingroup gpu +//! Macro for constructing the version field of ::_NV_GPU_DISPLAYIDS +#define NV_GPU_DISPLAYIDS_VER1 MAKE_NVAPI_VERSION(NV_GPU_DISPLAYIDS,1) +#define NV_GPU_DISPLAYIDS_VER2 MAKE_NVAPI_VERSION(NV_GPU_DISPLAYIDS,3) + +#define NV_GPU_DISPLAYIDS_VER NV_GPU_DISPLAYIDS_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedDisplayIds +// +//! +//! DESCRIPTION: Due to space limitation NvAPI_GPU_GetConnectedOutputs can return maximum 32 devices, but +//! this is no longer true for DPMST. NvAPI_GPU_GetConnectedDisplayIds will return all +//! the connected display devices in the form of displayIds for the associated hPhysicalGpu. +//! This function can accept set of flags to request cached, uncached, sli and lid to get the connected devices. +//! Default value for flags will be cached . +//! +//! HOW TO USE: 1) for each PhysicalGpu, make a call to get the number of connected displayId's +//! using NvAPI_GPU_GetConnectedDisplayIds by passing the pDisplayIds as NULL +//! On call success: +//! +//! 2) If pDisplayIdCount is greater than 0, allocate memory based on pDisplayIdCount. Then make a call NvAPI_GPU_GetConnectedDisplayIds to populate DisplayIds. +//! However, if pDisplayIdCount is 0, do not make this call. +//! SUPPORTED OS: Windows 10 and higher +//! +//! \param [in] hPhysicalGpu - GPU selection +//! \param [in] flags - One or more defines from NV_GPU_CONNECTED_IDS_FLAG_* as valid flags. +//! \param [in,out] pDisplayIds - Pointer to an NV_GPU_DISPLAYIDS struct, each entry represents a one displayID and its attributes +//! \param [in] pDisplayIdCount - Number of displayId's. +//! +//! \retval NVAPI_INVALID_ARGUMENT: hPhysicalGpu or pDisplayIds or pDisplayIdCount is NULL +//! \retval NVAPI_OK: *pDisplayIds contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND: no NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetConnectedDisplayIds(__in NvPhysicalGpuHandle hPhysicalGpu, __inout_ecount_part_opt(*pDisplayIdCount, *pDisplayIdCount) NV_GPU_DISPLAYIDS* pDisplayIds, __inout NvU32* pDisplayIdCount, __in NvU32 flags); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAllDisplayIds +// +//! DESCRIPTION: This API returns display IDs for all possible outputs on the GPU. +//! For DPMST connector, it will return display IDs for all the video sinks in the topology. \n +//! HOW TO USE: 1. The first call should be made to get the all display ID count. To get the display ID count, send in \n +//! a) hPhysicalGpu - a valid WDDM type GPU handle(enumerated using NvAPI_SYS_GetPhysicalGPUs()) as input, \n +//! b) pDisplayIds - NULL, as we just want to get the display ID count. \n +//! c) pDisplayIdCount - a valid pointer to NvU32, whose value is set to ZERO. \n +//! If all parameters are correct and this call is successful, this call will return the display ID's count. \n +//! 2. To get the display ID array, make the second call to NvAPI_GPU_GetAllDisplayIds() with \n +//! a) hPhysicalGpu - should be same value which was sent in first call, \n +//! b) pDisplayIds - pointer to the display ID array allocated by caller based on display ID count, \n +//! eg. malloc(sizeof(NV_GPU_DISPLAYIDS) * pDisplayIdCount). \n +//! c) pDisplayIdCount - a valid pointer to NvU32. This indicates for how many display IDs \n +//! the memory is allocated(pDisplayIds) by the caller. \n +//! If all parameters are correct and this call is successful, this call will return the display ID array and actual +//! display ID count (which was obtained in the first call to NvAPI_GPU_GetAllDisplayIds). If the input display ID count is +//! less than the actual display ID count, it will overwrite the input and give the pDisplayIdCount as actual count and the +//! API will return NVAPI_INSUFFICIENT_BUFFER. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGpu GPU selection. +//! \param [in,out] DisplayIds Pointer to an array of NV_GPU_DISPLAYIDS structures, each entry represents one displayID +//! and its attributes. +//! \param [in,out] pDisplayIdCount As input, this parameter indicates the number of display's id's for which caller has +//! allocated the memory. As output, it will return the actual number of display IDs. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INSUFFICIENT_BUFFER When the input buffer(pDisplayIds) is less than the actual number of display IDs, this API +//! will return NVAPI_INSUFFICIENT_BUFFER. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetAllDisplayIds(__in NvPhysicalGpuHandle hPhysicalGpu, __inout_ecount_part_opt(*pDisplayIdCount, *pDisplayIdCount) NV_GPU_DISPLAYIDS* pDisplayIds, __inout NvU32* pDisplayIdCount); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedOutputsWithLidState +// +//! This function is similar to NvAPI_GPU_GetConnectedOutputs(), and returns the connected display identifiers that are connected +//! as an output mask but unlike NvAPI_GPU_GetConnectedOutputs() this API "always" reflects the Lid State in the output mask. +//! Thus if you expect the LID close state to be available in the connection mask use this API. +//! - If LID is closed then this API will remove the LID panel from the connected display identifiers. +//! - If LID is open then this API will reflect the LID panel in the connected display identifiers. +//! +//! \note This API should be used on notebook systems and on systems where the LID state is required in the connection +//! output mask. On desktop systems the returned identifiers will match NvAPI_GPU_GetConnectedOutputs(). +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedOutputsWithLidState(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetConnectedSLIOutputsWithLidState +// +//! DESCRIPTION: This function is the same as NvAPI_GPU_GetConnectedOutputsWithLidState() but returns only the set +//! of GPU-output identifiers that can be selected in an SLI configuration. With SLI disabled, +//! this function matches NvAPI_GPU_GetConnectedOutputsWithLidState(). +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 170 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_GPU_GetConnectedDisplayIds.") +NVAPI_INTERFACE NvAPI_GPU_GetConnectedSLIOutputsWithLidState(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetSystemType +// +//! \fn NvAPI_GPU_GetSystemType(NvPhysicalGpuHandle hPhysicalGpu, NV_SYSTEM_TYPE *pSystemType) +//! This function identifies whether the GPU is a notebook GPU or a desktop GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL +//! \retval NVAPI_OK *pSystemType contains the GPU system type +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetSystemType() +typedef enum +{ + NV_SYSTEM_TYPE_UNKNOWN = 0, + NV_SYSTEM_TYPE_LAPTOP = 1, + NV_SYSTEM_TYPE_DESKTOP = 2, + +} NV_SYSTEM_TYPE; + + + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetSystemType(NvPhysicalGpuHandle hPhysicalGpu, NV_SYSTEM_TYPE *pSystemType); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetActiveOutputs +// +//! This function is the same as NvAPI_GPU_GetAllOutputs but returns only the set of GPU output +//! identifiers that are actively driving display devices. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pOutputsMask is NULL. +//! \retval NVAPI_OK *pOutputsMask contains a set of GPU-output identifiers. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetActiveOutputs(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pOutputsMask); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_SetEDID +// +//! Thus function sets the EDID data for the specified GPU handle and connection bit mask. +//! User can either send (Gpu handle & output id) or only display Id in variable displayOutputId parameter & hPhysicalGpu parameter can be default handle (0). +//! \note The EDID will be cached across the boot session and will be enumerated to the OS in this call. +//! To remove the EDID set sizeofEDID to zero. +//! OS and NVAPI connection status APIs will reflect the newly set or removed EDID dynamically. +//! +//! This feature will NOT be supported on the following boards: +//! - GeForce +//! - Quadro VX +//! - Tesla +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 100 +//! +//! \requires Administrator privileges +//! +//! \retval NVAPI_INVALID_ARGUMENT pEDID is NULL; displayOutputId has 0 or > 1 bits set +//! \retval NVAPI_OK *pEDID data was applied to the requested displayOutputId. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle. +//! \retval NVAPI_NOT_SUPPORTED For the above mentioned GPUs +//! \retval NVAPI_INVALID_USER_PRIVILEGE The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_SetEDID(NvPhysicalGpuHandle hPhysicalGpu, NvU32 displayOutputId, NV_EDID *pEDID); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetOutputType +// +//! \fn NvAPI_GPU_GetOutputType(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputId, NV_GPU_OUTPUT_TYPE *pOutputType) +//! This function returns the output type. User can either specify both 'physical GPU handle and outputId (exactly 1 bit set - see \ref handles)' or +//! a valid displayId in the outputId parameter. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \Version Earliest supported ForceWare version: 82.61 +//! +//! \retval NVAPI_INVALID_ARGUMENT outputId, pOutputType is NULL; or if outputId parameter is not displayId and either it has > 1 bit set or hPhysicalGpu is NULL. +//! \retval NVAPI_OK *pOutputType contains a NvGpuOutputType value +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +//! used in NvAPI_GPU_GetOutputType() +typedef enum _NV_GPU_OUTPUT_TYPE +{ + NVAPI_GPU_OUTPUT_UNKNOWN = 0, + NVAPI_GPU_OUTPUT_CRT = 1, //!< CRT display device + NVAPI_GPU_OUTPUT_DFP = 2, //!< Digital Flat Panel display device + NVAPI_GPU_OUTPUT_TV = 3, //!< TV display device +} NV_GPU_OUTPUT_TYPE; + + + + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetOutputType(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputId, NV_GPU_OUTPUT_TYPE *pOutputType); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_ValidateOutputCombination +// +//! This function determines if a set of GPU outputs can be active +//! simultaneously. While a GPU may have outputs, typically they cannot +//! all be active at the same time due to internal resource sharing. +//! +//! Given a physical GPU handle and a mask of candidate outputs, this call +//! will return NVAPI_OK if all of the specified outputs can be driven +//! simultaneously. It will return NVAPI_INVALID_COMBINATION if they cannot. +//! +//! Use NvAPI_GPU_GetAllOutputs() to determine which outputs are candidates. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \retval NVAPI_OK Combination of outputs in outputsMask are valid (can be active simultaneously). +//! \retval NVAPI_INVALID_COMBINATION Combination of outputs in outputsMask are NOT valid. +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or outputsMask does not have at least 2 bits set. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ValidateOutputCombination(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputsMask); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetFullName +// +//! This function retrieves the full GPU name as an ASCII string - for example, "Quadro FX 1400". +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetFullName(NvPhysicalGpuHandle hPhysicalGpu, NvAPI_ShortString szName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPCIIdentifiers +// +//! This function returns the PCI identifiers associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \param DeviceId The internal PCI device identifier for the GPU. +//! \param SubSystemId The internal PCI subsystem identifier for the GPU. +//! \param RevisionId The internal PCI device-specific revision identifier for the GPU. +//! \param ExtDeviceId The external PCI device identifier for the GPU. +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or an argument is NULL +//! \retval NVAPI_OK Arguments are populated with PCI identifiers +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPCIIdentifiers(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pDeviceId,NvU32 *pSubSystemId,NvU32 *pRevisionId,NvU32 *pExtDeviceId); + + + + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetGPUType(). +typedef enum _NV_GPU_TYPE +{ + NV_SYSTEM_TYPE_GPU_UNKNOWN = 0, + NV_SYSTEM_TYPE_IGPU = 1, //!< Integrated GPU + NV_SYSTEM_TYPE_DGPU = 2, //!< Discrete GPU +} NV_GPU_TYPE; + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetGPUType +// +//! DESCRIPTION: This function returns the GPU type (integrated or discrete). +//! See ::NV_GPU_TYPE. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 173 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu +//! \retval NVAPI_OK *pGpuType contains the GPU type +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE: hPhysicalGpu was not a physical GPU handle +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetGPUType(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_TYPE *pGpuType); + + + + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetBusType() +typedef enum _NV_GPU_BUS_TYPE +{ + NVAPI_GPU_BUS_TYPE_UNDEFINED = 0, + NVAPI_GPU_BUS_TYPE_PCI = 1, + NVAPI_GPU_BUS_TYPE_AGP = 2, + NVAPI_GPU_BUS_TYPE_PCI_EXPRESS = 3, + NVAPI_GPU_BUS_TYPE_FPCI = 4, + NVAPI_GPU_BUS_TYPE_AXI = 5, +} NV_GPU_BUS_TYPE; +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBusType +// +//! This function returns the type of bus associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBusType is NULL. +//! \retval NVAPI_OK *pBusType contains bus identifier. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBusType(NvPhysicalGpuHandle hPhysicalGpu,NV_GPU_BUS_TYPE *pBusType); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBusId +// +//! DESCRIPTION: Returns the ID of the bus associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 167 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBusId is NULL. +//! \retval NVAPI_OK *pBusId contains the bus ID. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBusId(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pBusId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBusSlotId +// +//! DESCRIPTION: Returns the ID of the bus slot associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 167 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBusSlotId is NULL. +//! \retval NVAPI_OK *pBusSlotId contains the bus slot ID. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBusSlotId(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pBusSlotId); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetIRQ +// +//! This function returns the interrupt number associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pIRQ is NULL. +//! \retval NVAPI_OK *pIRQ contains interrupt number. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetIRQ(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pIRQ); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVbiosRevision +// +//! This function returns the revision of the video BIOS associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBiosRevision is NULL. +//! \retval NVAPI_OK *pBiosRevision contains revision number. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVbiosRevision(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pBiosRevision); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVbiosOEMRevision +// +//! This function returns the OEM revision of the video BIOS associated with this GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu or pBiosRevision is NULL +//! \retval NVAPI_OK *pBiosRevision contains revision number +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVbiosOEMRevision(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pBiosRevision); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVbiosVersionString +// +//! This function returns the full video BIOS version string in the form of xx.xx.xx.xx.yy where +//! - xx numbers come from NvAPI_GPU_GetVbiosRevision() and +//! - yy comes from NvAPI_GPU_GetVbiosOEMRevision(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT hPhysicalGpu is NULL. +//! \retval NVAPI_OK szBiosRevision contains version string. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVbiosVersionString(NvPhysicalGpuHandle hPhysicalGpu,NvAPI_ShortString szBiosRevision); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAGPAperture +// +//! This function returns the AGP aperture in megabytes. +//! +//! \deprecated Do not use this function - it is deprecated in release 455. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_NOT_SUPPORTED +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 455.") +NVAPI_INTERFACE NvAPI_GPU_GetAGPAperture(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pSize); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetCurrentAGPRate +// +//! This function returns the current AGP Rate (0 = AGP not present, 1 = 1x, 2 = 2x, etc.). +//! +//! \deprecated Do not use this function - it is deprecated in release 455. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_NOT_SUPPORTED +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 455.") +NVAPI_INTERFACE NvAPI_GPU_GetCurrentAGPRate(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pRate); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetCurrentPCIEDownstreamWidth +// +//! This function returns the number of PCIE lanes being used for the PCIE interface +//! downstream from the GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT pWidth is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetCurrentPCIEDownstreamWidth(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pWidth); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPhysicalFrameBufferSize +// +//! This function returns the physical size of framebuffer in KB. This does NOT include any +//! system RAM that may be dedicated for use by the GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT pSize is NULL +//! \retval NVAPI_OK Call successful +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPhysicalFrameBufferSize(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pSize); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVirtualFrameBufferSize +// +//! This function returns the virtual size of framebuffer in KB. This includes the physical RAM plus any +//! system RAM that has been dedicated for use by the GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 90 +//! +//! \retval NVAPI_INVALID_ARGUMENT pSize is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu was not a physical GPU handle. +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVirtualFrameBufferSize(NvPhysicalGpuHandle hPhysicalGpu,NvU32 *pSize); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetQuadroStatus +// +//! This function retrieves the Quadro status for the GPU (1 if Quadro, 0 if GeForce) +//! +//! This API is deprecated and it is recommended to instead query +//! NV_GPU_WORKSTATION_FEATURE_TYPE_PROVIZ support from the API +//! NvAPI_GPU_QueryWorkstationFeatureSupport. +//! \deprecated Do not use this function - it is deprecated in release 460. +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 460.") +NVAPI_INTERFACE NvAPI_GPU_GetQuadroStatus(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pStatus); + + +//! \ingroup gpu +typedef struct _NV_BOARD_INFO +{ + NvU32 version; //!< structure version + NvU8 BoardNum[16]; //!< Board Serial Number + +}NV_BOARD_INFO_V1; + +#define NV_BOARD_INFO_VER1 MAKE_NVAPI_VERSION(NV_BOARD_INFO_V1,1) +#ifndef NV_BOARD_INFO_VER +//! \ingroup gpu +typedef NV_BOARD_INFO_V1 NV_BOARD_INFO; +//! \ingroup gpu +//! \ingroup gpu +#define NV_BOARD_INFO_VER NV_BOARD_INFO_VER1 +#endif + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetBoardInfo +// +//! DESCRIPTION: This API Retrieves the Board information (a unique GPU Board Serial Number) stored in the InfoROM. +//! +//! \param [in] hPhysicalGpu Physical GPU Handle. +//! \param [in,out] NV_BOARD_INFO Board Information. +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_ERROR miscellaneous error occurred +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE handle passed is not a physical GPU handle +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized +//! \retval ::NVAPI_INVALID_POINTER pBoardInfo is NULL +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION the version of the INFO struct is not supported +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetBoardInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_BOARD_INFO *pBoardInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetRamBusWidth +// +//! This function returns the width of the GPU's RAM memory bus. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 100 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetRamBusWidth(NvPhysicalGpuHandle hPhysicalGpu, NvU32 *pBusWidth); + + + +//! Used in NvAPI_GPU_GetArchInfo() +typedef struct +{ + NvU32 version; + + NvU32 architecture; + NvU32 implementation; + NvU32 revision; + +} NV_GPU_ARCH_INFO_V1; + +//! NV_GPU_ARCH_INFO() values to identify Architecture level for the GPU. +typedef enum _NV_GPU_ARCHITECTURE_ID +{ + + NV_GPU_ARCHITECTURE_T2X = 0xE0000020, + NV_GPU_ARCHITECTURE_T3X = 0xE0000030, + NV_GPU_ARCHITECTURE_T4X = 0xE0000040, + NV_GPU_ARCHITECTURE_T12X = 0xE0000040, + NV_GPU_ARCHITECTURE_NV40 = 0x00000040, + NV_GPU_ARCHITECTURE_NV50 = 0x00000050, + NV_GPU_ARCHITECTURE_G78 = 0x00000060, + NV_GPU_ARCHITECTURE_G80 = 0x00000080, + NV_GPU_ARCHITECTURE_G90 = 0x00000090, + NV_GPU_ARCHITECTURE_GT200 = 0x000000A0, + NV_GPU_ARCHITECTURE_GF100 = 0x000000C0, + NV_GPU_ARCHITECTURE_GF110 = 0x000000D0, + NV_GPU_ARCHITECTURE_GK100 = 0x000000E0, + NV_GPU_ARCHITECTURE_GK110 = 0x000000F0, + NV_GPU_ARCHITECTURE_GK200 = 0x00000100, + NV_GPU_ARCHITECTURE_GM000 = 0x00000110, + NV_GPU_ARCHITECTURE_GM200 = 0x00000120, + NV_GPU_ARCHITECTURE_GP100 = 0x00000130, + NV_GPU_ARCHITECTURE_GV100 = 0x00000140, + NV_GPU_ARCHITECTURE_GV110 = 0x00000150, + NV_GPU_ARCHITECTURE_TU100 = 0x00000160, + NV_GPU_ARCHITECTURE_GA100 = 0x00000170, + NV_GPU_ARCHITECTURE_AD100 = 0x00000190, + +}NV_GPU_ARCHITECTURE_ID; + +//! NV_GPU_ARCH_INFO() values to identify GPU Architecture Implementation. +typedef enum _NV_GPU_ARCH_IMPLEMENTATION_ID +{ + + NV_GPU_ARCH_IMPLEMENTATION_T20 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_T30 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_T35 = 0x00000005, + + NV_GPU_ARCH_IMPLEMENTATION_T40 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_T124 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_NV40 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_NV41 = 0x00000001, + NV_GPU_ARCH_IMPLEMENTATION_NV42 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_NV43 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_NV44 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_NV44A = 0x0000000A, + NV_GPU_ARCH_IMPLEMENTATION_NV46 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_NV47 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_NV49 = 0x00000009, + NV_GPU_ARCH_IMPLEMENTATION_NV4B = 0x0000000B, + NV_GPU_ARCH_IMPLEMENTATION_NV4C = 0x0000000C, + NV_GPU_ARCH_IMPLEMENTATION_NV4E = 0x0000000E, + + NV_GPU_ARCH_IMPLEMENTATION_NV50 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_NV63 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_NV67 = 0x00000007, + + NV_GPU_ARCH_IMPLEMENTATION_G84 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_G86 = 0x00000006, + + NV_GPU_ARCH_IMPLEMENTATION_G92 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_G94 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_G96 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_G98 = 0x00000008, + + NV_GPU_ARCH_IMPLEMENTATION_GT200 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GT212 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_GT214 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GT215 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_GT216 = 0x00000005, + NV_GPU_ARCH_IMPLEMENTATION_GT218 = 0x00000008, + NV_GPU_ARCH_IMPLEMENTATION_MCP77 = 0x0000000A, + NV_GPU_ARCH_IMPLEMENTATION_GT21C = 0x0000000B, + NV_GPU_ARCH_IMPLEMENTATION_MCP79 = 0x0000000C, + NV_GPU_ARCH_IMPLEMENTATION_GT21A = 0x0000000D, + NV_GPU_ARCH_IMPLEMENTATION_MCP89 = 0x0000000F, + + NV_GPU_ARCH_IMPLEMENTATION_GF100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GF104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GF106 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_GF108 = 0x00000001, + + NV_GPU_ARCH_IMPLEMENTATION_GF110 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GF116 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_GF117 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_GF118 = 0x00000008, + NV_GPU_ARCH_IMPLEMENTATION_GF119 = 0x00000009, + + NV_GPU_ARCH_IMPLEMENTATION_GK104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GK106 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_GK107 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_GK20A = 0x0000000A, + NV_GPU_ARCH_IMPLEMENTATION_GK110 = 0x00000000, + + NV_GPU_ARCH_IMPLEMENTATION_GK208 = 0x00000008, + + NV_GPU_ARCH_IMPLEMENTATION_GM204 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GM206 = 0x00000006, + + NV_GPU_ARCH_IMPLEMENTATION_GP100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GP000 = 0x00000001, + NV_GPU_ARCH_IMPLEMENTATION_GP102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_GP104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_GP106 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_GP107 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_GP108 = 0x00000008, + + NV_GPU_ARCH_IMPLEMENTATION_GV100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GV10B = 0x0000000B, + + NV_GPU_ARCH_IMPLEMENTATION_TU100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_TU102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_TU104 = 0x00000004, + NV_GPU_ARCH_IMPLEMENTATION_TU106 = 0x00000006, + NV_GPU_ARCH_IMPLEMENTATION_TU116 = 0x00000008, + NV_GPU_ARCH_IMPLEMENTATION_TU117 = 0x00000007, + NV_GPU_ARCH_IMPLEMENTATION_TU000 = 0x00000001, + + NV_GPU_ARCH_IMPLEMENTATION_GA100 = 0x00000000, + NV_GPU_ARCH_IMPLEMENTATION_GA102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_GA104 = 0x00000004, + + NV_GPU_ARCH_IMPLEMENTATION_AD102 = 0x00000002, + NV_GPU_ARCH_IMPLEMENTATION_AD103 = 0x00000003, + NV_GPU_ARCH_IMPLEMENTATION_AD104 = 0x00000004, + +}NV_GPU_ARCH_IMPLEMENTATION_ID; + +typedef enum _NV_GPU_CHIP_REVISION +{ + NV_GPU_CHIP_REV_EMULATION_QT = 0x00000000, //!< QT chip + NV_GPU_CHIP_REV_EMULATION_FPGA = 0x00000001, //!< FPGA implementation of the chipset + NV_GPU_CHIP_REV_A01 = 0x00000011, //!< First silicon chipset revision + NV_GPU_CHIP_REV_A02 = 0x00000012, //!< Second Silicon chipset revision + NV_GPU_CHIP_REV_A03 = 0x00000013, //!< Third Silicon chipset revision + NV_GPU_CHIP_REV_UNKNOWN = 0xffffffff, //!< Unknown chip revision +}NV_GPU_CHIP_REVISION; + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetArchInfo() +typedef struct +{ + NvU32 version; + + union + { + NvU32 architecture; //!< architecture and architecture_id are the same. The former is NvU32 while the latter is an enum made for readability. + NV_GPU_ARCHITECTURE_ID architecture_id; //!< specifies the architecture level for the GPU. + }; + union + { + NvU32 implementation; //!< implementation and implementation_id are the same. The former is NvU32 while the latter is an enum made for readability. + NV_GPU_ARCH_IMPLEMENTATION_ID implementation_id; //!< specifies the implementation of the architecture for the GPU. + }; + union + { + NvU32 revision; //!< revision and revision_id are the same. The former is NvU32 while the latter is an enum made for readability. + NV_GPU_CHIP_REVISION revision_id; //!< specifies the architecture revision of the GPU. + }; + +} NV_GPU_ARCH_INFO_V2; + +//! \ingroup gpu +typedef NV_GPU_ARCH_INFO_V2 NV_GPU_ARCH_INFO; + +//! \ingroup gpu +#define NV_GPU_ARCH_INFO_VER_1 MAKE_NVAPI_VERSION(NV_GPU_ARCH_INFO_V1,1) +#define NV_GPU_ARCH_INFO_VER_2 MAKE_NVAPI_VERSION(NV_GPU_ARCH_INFO_V2,2) +#define NV_GPU_ARCH_INFO_VER NV_GPU_ARCH_INFO_VER_2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetArchInfo +// +//! \fn NvAPI_GPU_GetArchInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_ARCH_INFO *pGpuArchInfo) +//! This function retrieves the architecture, implementation and chip revision for the specified GPU . +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! \since Release: 85 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetArchInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_ARCH_INFO *pGpuArchInfo); + + + +/////////////////////////////////////////////////////////////////////////////////// +// I2C API +// Provides ability to read or write data using I2C protocol. +// These APIs allow I2C access only to DDC monitors + + +//! \ingroup i2capi +//! @{ +#define NVAPI_MAX_SIZEOF_I2C_DATA_BUFFER 4096 +#define NVAPI_MAX_SIZEOF_I2C_REG_ADDRESS 4 +#define NVAPI_DISPLAY_DEVICE_MASK_MAX 24 +#define NVAPI_I2C_SPEED_DEPRECATED 0xFFFF + +typedef enum +{ + NVAPI_I2C_SPEED_DEFAULT, //!< Set i2cSpeedKhz to I2C_SPEED_DEFAULT if default I2C speed is to be chosen, ie.use the current frequency setting. + NVAPI_I2C_SPEED_3KHZ, + NVAPI_I2C_SPEED_10KHZ, + NVAPI_I2C_SPEED_33KHZ, + NVAPI_I2C_SPEED_100KHZ, + NVAPI_I2C_SPEED_200KHZ, + NVAPI_I2C_SPEED_400KHZ, +} NV_I2C_SPEED; + +//! Used in NvAPI_I2CRead() and NvAPI_I2CWrite() +typedef struct +{ + NvU32 version; //!< The structure version. + NvU32 displayMask; //!< The Display Mask of the concerned display. + NvU8 bIsDDCPort; //!< This flag indicates either the DDC port (TRUE) or the communication port + //!< (FALSE) of the concerned display. + NvU8 i2cDevAddress; //!< The address of the I2C slave. The address should be shifted left by one. For + //!< example, the I2C address 0x50, often used for reading EDIDs, would be stored + //!< here as 0xA0. This matches the position within the byte sent by the master, as + //!< the last bit is reserved to specify the read or write direction. + NvU8* pbI2cRegAddress; //!< The I2C target register address. May be NULL, which indicates no register + //!< address should be sent. + NvU32 regAddrSize; //!< The size in bytes of target register address. If pbI2cRegAddress is NULL, this + //!< field must be 0. + NvU8* pbData; //!< The buffer of data which is to be read or written (depending on the command). + NvU32 cbSize; //!< The size of the data buffer, pbData, to be read or written. + NvU32 i2cSpeed; //!< The target speed of the transaction (between 28Kbps to 40Kbps; not guaranteed). +} NV_I2C_INFO_V1; + +//! Used in NvAPI_I2CRead() and NvAPI_I2CWrite() +typedef struct +{ + NvU32 version; //!< The structure version. + NvU32 displayMask; //!< The Display Mask of the concerned display. + NvU8 bIsDDCPort; //!< This flag indicates either the DDC port (TRUE) or the communication port + //!< (FALSE) of the concerned display. + NvU8 i2cDevAddress; //!< The address of the I2C slave. The address should be shifted left by one. For + //!< example, the I2C address 0x50, often used for reading EDIDs, would be stored + //!< here as 0xA0. This matches the position within the byte sent by the master, as + //!< the last bit is reserved to specify the read or write direction. + NvU8* pbI2cRegAddress; //!< The I2C target register address. May be NULL, which indicates no register + //!< address should be sent. + NvU32 regAddrSize; //!< The size in bytes of target register address. If pbI2cRegAddress is NULL, this + //!< field must be 0. + NvU8* pbData; //!< The buffer of data which is to be read or written (depending on the command). + NvU32 cbSize; //!< The size of the data buffer, pbData, to be read or written. + NvU32 i2cSpeed; //!< Deprecated, Must be set to NVAPI_I2C_SPEED_DEPRECATED. + NV_I2C_SPEED i2cSpeedKhz; //!< The target speed of the transaction in (kHz) (Chosen from the enum NV_I2C_SPEED). +} NV_I2C_INFO_V2; + +//! Used in NvAPI_I2CRead() and NvAPI_I2CWrite() +typedef struct +{ + NvU32 version; //!< The structure version. + NvU32 displayMask; //!< The Display Mask of the concerned display. + NvU8 bIsDDCPort; //!< This flag indicates either the DDC port (TRUE) or the communication port + //!< (FALSE) of the concerned display. + NvU8 i2cDevAddress; //!< The address of the I2C slave. The address should be shifted left by one. For + //!< example, the I2C address 0x50, often used for reading EDIDs, would be stored + //!< here as 0xA0. This matches the position within the byte sent by the master, as + //!< the last bit is reserved to specify the read or write direction. + NvU8* pbI2cRegAddress; //!< The I2C target register address. May be NULL, which indicates no register + //!< address should be sent. + NvU32 regAddrSize; //!< The size in bytes of target register address. If pbI2cRegAddress is NULL, this + //!< field must be 0. + NvU8* pbData; //!< The buffer of data which is to be read or written (depending on the command). + NvU32 cbSize; //!< The size of the data buffer, pbData, to be read or written. + NvU32 i2cSpeed; //!< Deprecated, Must be set to NVAPI_I2C_SPEED_DEPRECATED. + NV_I2C_SPEED i2cSpeedKhz; //!< The target speed of the transaction in (kHz) (Chosen from the enum NV_I2C_SPEED). + NvU8 portId; //!< The portid on which device is connected (remember to set bIsPortIdSet if this value is set) + //!< Optional for pre-Kepler + NvU32 bIsPortIdSet; //!< set this flag on if and only if portid value is set +} NV_I2C_INFO_V3; + +typedef NV_I2C_INFO_V3 NV_I2C_INFO; + +#define NV_I2C_INFO_VER3 MAKE_NVAPI_VERSION(NV_I2C_INFO_V3,3) +#define NV_I2C_INFO_VER2 MAKE_NVAPI_VERSION(NV_I2C_INFO_V2,2) +#define NV_I2C_INFO_VER1 MAKE_NVAPI_VERSION(NV_I2C_INFO_V1,1) + +#define NV_I2C_INFO_VER NV_I2C_INFO_VER3 +//! @} + +/***********************************************************************************/ + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_I2CRead +// +//! This function reads the data buffer from the I2C port. +//! The I2C request must be for a DDC port: pI2cInfo->bIsDDCPort = 1. +//! +//! A data buffer size larger than 16 bytes may be rejected if a register address is specified. In such a case, +//! NVAPI_ARGUMENT_EXCEED_MAX_SIZE would be returned. +//! +//! If a register address is specified (i.e. regAddrSize is positive), then the transaction will be performed in +//! the combined format described in the I2C specification. The register address will be written, followed by +//! reading into the data buffer. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [out] NV_I2C_INFO *pI2cInfo The I2C data input structure +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION Structure version is not supported. +//! \retval NVAPI_INVALID_ARGUMENT - argument does not meet specified requirements +//! \retval NVAPI_ARGUMENT_EXCEED_MAX_SIZE - an argument exceeds the maximum +//! +//! \ingroup i2capi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_I2CRead(NvPhysicalGpuHandle hPhysicalGpu, NV_I2C_INFO *pI2cInfo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_I2CWrite +// +//! This function writes the data buffer to the I2C port. +//! +//! The I2C request must be for a DDC port: pI2cInfo->bIsDDCPort = 1. +//! +//! A data buffer size larger than 16 bytes may be rejected if a register address is specified. In such a case, +//! NVAPI_ARGUMENT_EXCEED_MAX_SIZE would be returned. +//! +//! If a register address is specified (i.e. regAddrSize is positive), then the register address will be written +//! and the data buffer will immediately follow without a restart. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [in] pI2cInfo The I2C data input structure +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION Structure version is not supported. +//! \retval NVAPI_INVALID_ARGUMENT Argument does not meet specified requirements +//! \retval NVAPI_ARGUMENT_EXCEED_MAX_SIZE Argument exceeds the maximum +//! +//! \ingroup i2capi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_I2CWrite(NvPhysicalGpuHandle hPhysicalGpu, NV_I2C_INFO *pI2cInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_WorkstationFeatureSetup +// +//! \fn NvAPI_GPU_WorkstationFeatureSetup(NvPhysicalGpuHandle hPhysicalGpu, NvU32 featureEnableMask, NvU32 featureDisableMask) +//! DESCRIPTION: This API configures the driver for a set of workstation features. +//! The driver can allocate the memory resources accordingly. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \param [in] hPhysicalGpu Physical GPU Handle of the display adapter to be configured. GPU handles may be retrieved +//! using NvAPI_EnumPhysicalGPUs. A value of NULL is permitted and applies the same operation +//! to all GPU handles enumerated by NvAPI_EnumPhysicalGPUs. +//! \param [in] featureEnableMask Mask of features the caller requests to enable for use +//! \param [in] featureDisableMask Mask of features the caller requests to disable +//! +//! As a general rule, features in the enable and disable masks are expected to be disjoint, although the disable +//! mask has precedence and a feature flagged in both masks will be disabled. +//! +//! \retval ::NVAPI_OK configuration request succeeded +//! \retval ::NVAPI_ERROR configuration request failed +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu is not a physical GPU handle. +//! \retval ::NVAPI_GPU_WORKSTATION_FEATURE_INCOMPLETE requested feature set does not have all resources allocated for completeness. +//! \retval ::NVAPI_NO_IMPLEMENTATION OS below Win7, implemented only for Win7 but returns NVAPI_OK on OS above Win7 to +//! keep compatibility with apps written against Win7. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef enum +{ + NVAPI_GPU_WORKSTATION_FEATURE_MASK_SWAPGROUP = 0x00000001, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_STEREO = 0x00000010, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_WARPING = 0x00000100, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_PIXINTENSITY = 0x00000200, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_GRAYSCALE = 0x00000400, + NVAPI_GPU_WORKSTATION_FEATURE_MASK_BPC10 = 0x00001000 +} NVAPI_GPU_WORKSTATION_FEATURE_MASK; + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_WorkstationFeatureSetup(__in NvPhysicalGpuHandle hPhysicalGpu, __in NvU32 featureEnableMask, __in NvU32 featureDisableMask); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_WorkstationFeatureQuery +// +//! DESCRIPTION: This API queries the current set of workstation features. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \param [in] hPhysicalGpu Physical GPU Handle of the display adapter to be configured. GPU handles may be retrieved +//! using NvAPI_EnumPhysicalGPUs. +//! \param [out] pConfiguredFeatureMask Mask of features requested for use by client drivers +//! \param [out] pConsistentFeatureMask Mask of features that have all resources allocated for completeness. +//! +//! \retval ::NVAPI_OK configuration request succeeded +//! \retval ::NVAPI_ERROR configuration request failed +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE hPhysicalGpu is not a physical GPU handle. +//! \retval ::NVAPI_NO_IMPLEMENTATION OS below Win7, implemented only for Win7 but returns NVAPI_OK on OS above Win7 to +//! keep compatibility with apps written against Win7. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_WorkstationFeatureQuery(__in NvPhysicalGpuHandle hPhysicalGpu, __out_opt NvU32 *pConfiguredFeatureMask, __out_opt NvU32 *pConsistentFeatureMask); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetHDCPSupportStatus +// +//! \fn NvAPI_GPU_GetHDCPSupportStatus(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_GET_HDCP_SUPPORT_STATUS *pGetHDCPSupportStatus) +//! DESCRIPTION: This function returns a GPU's HDCP support status. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 175 +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_INVALID_ARGUMENT +//! \retval ::NVAPI_HANDLE_INVALIDATED +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION +// +//////////////////////////////////////////////////////////////////////////////// + + +//! \addtogroup gpu +//! @{ + + +//! HDCP fuse states - used in NV_GPU_GET_HDCP_SUPPORT_STATUS +typedef enum _NV_GPU_HDCP_FUSE_STATE +{ + NV_GPU_HDCP_FUSE_STATE_UNKNOWN = 0, + NV_GPU_HDCP_FUSE_STATE_DISABLED = 1, + NV_GPU_HDCP_FUSE_STATE_ENABLED = 2, +} NV_GPU_HDCP_FUSE_STATE; + + +//! HDCP key sources - used in NV_GPU_GET_HDCP_SUPPORT_STATUS +typedef enum _NV_GPU_HDCP_KEY_SOURCE +{ + NV_GPU_HDCP_KEY_SOURCE_UNKNOWN = 0, + NV_GPU_HDCP_KEY_SOURCE_NONE = 1, + NV_GPU_HDCP_KEY_SOURCE_CRYPTO_ROM = 2, + NV_GPU_HDCP_KEY_SOURCE_SBIOS = 3, + NV_GPU_HDCP_KEY_SOURCE_I2C_ROM = 4, + NV_GPU_HDCP_KEY_SOURCE_FUSES = 5, +} NV_GPU_HDCP_KEY_SOURCE; + + +//! HDCP key source states - used in NV_GPU_GET_HDCP_SUPPORT_STATUS +typedef enum _NV_GPU_HDCP_KEY_SOURCE_STATE +{ + NV_GPU_HDCP_KEY_SOURCE_STATE_UNKNOWN = 0, + NV_GPU_HDCP_KEY_SOURCE_STATE_ABSENT = 1, + NV_GPU_HDCP_KEY_SOURCE_STATE_PRESENT = 2, +} NV_GPU_HDCP_KEY_SOURCE_STATE; + + +//! HDPC support status - used in NvAPI_GPU_GetHDCPSupportStatus() +typedef struct +{ + NvU32 version; //! Structure version constucted by macro #NV_GPU_GET_HDCP_SUPPORT_STATUS + NV_GPU_HDCP_FUSE_STATE hdcpFuseState; //! GPU's HDCP fuse state + NV_GPU_HDCP_KEY_SOURCE hdcpKeySource; //! GPU's HDCP key source + NV_GPU_HDCP_KEY_SOURCE_STATE hdcpKeySourceState; //! GPU's HDCP key source state +} NV_GPU_GET_HDCP_SUPPORT_STATUS; + + +//! Macro for constructing the version for structure NV_GPU_GET_HDCP_SUPPORT_STATUS +#define NV_GPU_GET_HDCP_SUPPORT_STATUS_VER MAKE_NVAPI_VERSION(NV_GPU_GET_HDCP_SUPPORT_STATUS,1) + + +//! @} + + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetHDCPSupportStatus(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_GET_HDCP_SUPPORT_STATUS *pGetHDCPSupportStatus); + + + + +//! \ingroup gpucuda +//! @{ + +//! defgroup nvcomp_gpu_top NVIDIA Compute GPU Topology Flags +//! @{ + +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_CAPABLE NV_BIT(0) //!< This is Read only GPU flag - Physics capable GPU. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_ENABLE NV_BIT(1) //!< This is Read/Write GPU flag - Indicates GPU is already enabled for physics. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_DEDICATED NV_BIT(2) //!< This is Read only GPU flag - Physics enabled GPU which is *dedicated* for physics indicates + //!< this compute capable GPU was automatically made usable for Physx on CUDA. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_RECOMMENDED NV_BIT(3) //!< This is Read only GPU flag - Physics GPU which is recommended by the driver. +#define NV_COMPUTE_GPU_TOPOLOGY_CUDA_AVAILABLE NV_BIT(4) //!< This is Read only GPU flag. +#define NV_COMPUTE_GPU_TOPOLOGY_CUDA_CAPABLE NV_BIT(16) //!< This is Read only GPU flag. +#define NV_COMPUTE_GPU_TOPOLOGY_CUDA_DISABLED NV_BIT(17) //!< This is Read only GPU flag. +#define NV_COMPUTE_GPU_TOPOLOGY_PHYSICS_AVAILABLE NV_BIT(21) //!< This is Read only GPU flag - PhysX is able to use this GPU (PhysX is installed, etc) + +//! @} + +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 gpuCount; //!< Total number of compute-capable GPUs + + struct + { + NvPhysicalGpuHandle hPhysicalGpu; //!< Compute-capable physical GPU handle + NvU32 flags; //!< One or more flags from \ref nvcomp_gpu_top + + } computeGpus[NVAPI_MAX_GPU_PER_TOPOLOGY]; //!< Array of compute-capable physical GPUs. + +} NV_COMPUTE_GPU_TOPOLOGY_V1; + + +typedef struct _NV_COMPUTE_GPU +{ + NvPhysicalGpuHandle hPhysicalGpu; //!< Compute-capable physical GPU handle + NvU32 flags; //!< One or more flags from \ref nvcomp_gpu_top + +} NV_COMPUTE_GPU; + +typedef struct _NV_COMPUTE_GPU_TOPOLOGY_V2 +{ + NvU32 version; //!< Structure version + NvU32 gpuCount; //!< Size of array + NV_COMPUTE_GPU *computeGpus; //!< Array of compute-capable physical GPUs (allocate memory of size of Physical gpuCount of system). + +} NV_COMPUTE_GPU_TOPOLOGY_V2; + +//! Macro for constructing the version field of NV_COMPUTE_GPU_TOPOLOGY +#define NV_COMPUTE_GPU_TOPOLOGY_VER1 MAKE_NVAPI_VERSION(NV_COMPUTE_GPU_TOPOLOGY_V1,1) + +#define NV_COMPUTE_GPU_TOPOLOGY_VER MAKE_NVAPI_VERSION(NV_COMPUTE_GPU_TOPOLOGY_V2,2) +typedef NV_COMPUTE_GPU_TOPOLOGY_V2 NV_COMPUTE_GPU_TOPOLOGY; + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_CudaEnumComputeCapableGpus +// +//! DESCRIPTION: This API enumerates one or more compute-capable GPUs. +//! Note that this API is deprecated and should no longer be used for new software development. +//! \deprecated Do not use this function - it is deprecated in release 319. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in,out] pComputeTopo Pointer to the structure NV_COMPUTE_GPU_TOPOLOGY. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! The gpuCount indicates if one or more compute-capable GPUs are found. +//! gpuCount >= 1 means atleast one compute-capable GPU is found. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION Structure version is not supported, initialize to NV_COMPUTE_GPU_TOPOLOGY_VER. +//! \retval ::NVAPI_ERROR Enumeration of the GPUs failed. Make sure at least one NVIDIA GPU exists in the system. +//! +//! \ingroup gpucuda +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 319.") +NVAPI_INTERFACE NvAPI_GPU_CudaEnumComputeCapableGpus(__inout NV_COMPUTE_GPU_TOPOLOGY *pComputeTopo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetTachReading +// +//! DESCRIPTION: This API retrieves the fan speed tachometer reading for the specified physical GPU. +//! +//! HOW TO USE: +//! - NvU32 Value = 0; +//! - ret = NvAPI_GPU_GetTachReading(hPhysicalGpu, &Value); +//! - On call success: +//! - Value contains the tachometer reading +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu GPU selection. +//! \param [out] pValue Pointer to a variable to get the tachometer reading +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! \retval ::NVAPI_NOT_SUPPORTED - functionality not supported +//! \retval ::NVAPI_API_NOT_INTIALIZED - nvapi not initialized +//! \retval ::NVAPI_INVALID_ARGUMENT - invalid argument passed +//! \retval ::NVAPI_HANDLE_INVALIDATED - handle passed has been invalidated (see user guide) +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE - handle passed is not a physical GPU handle +//! +//! \ingroup gpucooler +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetTachReading(NvPhysicalGpuHandle hPhysicalGPU, NvU32 *pValue); + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetECCStatusInfo +// +//! \fn NvAPI_GPU_GetECCStatusInfo(NvPhysicalGpuHandle hPhysicalGpu, +//! NV_GPU_ECC_STATUS_INFO *pECCStatusInfo); +//! DESCRIPTION: This function returns ECC memory status information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for which ECC +//! status information is to be retrieved. +//! \param [out] pECCStatusInfo A pointer to an ECC status structure. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! \retval ::NVAPI_ERROR An unknown error occurred. +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE The provided GPU handle is not a physical GPU handle. +//! \retval ::NVAPI_INVALID_HANDLE The provided GPU handle is invalid. +//! \retval ::NVAPI_HANDLE_INVALIDATED The provided GPU handle is no longer valid. +//! \retval ::NVAPI_INVALID_POINTER An invalid argument pointer was provided. +//! \retval ::NVAPI_NOT_SUPPORTED The request is not supported. +//! \retval ::NVAPI_API_NOT_INTIALIZED NvAPI was not yet initialized. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \addtogroup gpuecc +//! Used in NV_GPU_ECC_STATUS_INFO. +typedef enum _NV_ECC_CONFIGURATION +{ + NV_ECC_CONFIGURATION_NOT_SUPPORTED = 0, + NV_ECC_CONFIGURATION_DEFERRED, //!< Changes require a POST to take effect + NV_ECC_CONFIGURATION_IMMEDIATE, //!< Changes can optionally be made to take effect immediately +} NV_ECC_CONFIGURATION; + +//! \ingroup gpuecc +//! Used in NvAPI_GPU_GetECCStatusInfo(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 isSupported : 1; //!< ECC memory feature support + NV_ECC_CONFIGURATION configurationOptions; //!< Supported ECC memory feature configuration options + NvU32 isEnabled : 1; //!< Active ECC memory setting +} NV_GPU_ECC_STATUS_INFO; + +//! \ingroup gpuecc +//! Macro for constructing the version field of NV_GPU_ECC_STATUS_INFO +#define NV_GPU_ECC_STATUS_INFO_VER MAKE_NVAPI_VERSION(NV_GPU_ECC_STATUS_INFO,1) + +//! \ingroup gpuecc +NVAPI_INTERFACE NvAPI_GPU_GetECCStatusInfo(NvPhysicalGpuHandle hPhysicalGpu, + NV_GPU_ECC_STATUS_INFO *pECCStatusInfo); + +//! \ingroup gpuecc +//! Used in NvAPI_GPU_GetECCErrorInfo()/ +typedef struct +{ + NvU32 version; //!< Structure version + struct + { + NvU64 singleBitErrors; //!< Number of single-bit ECC errors detected since last boot + NvU64 doubleBitErrors; //!< Number of double-bit ECC errors detected since last boot + } current; + struct + { + NvU64 singleBitErrors; //!< Number of single-bit ECC errors detected since last counter reset + NvU64 doubleBitErrors; //!< Number of double-bit ECC errors detected since last counter reset + } aggregate; +} NV_GPU_ECC_ERROR_INFO; + +//! \ingroup gpuecc +//! Macro for constructing the version field of NV_GPU_ECC_ERROR_INFO +#define NV_GPU_ECC_ERROR_INFO_VER MAKE_NVAPI_VERSION(NV_GPU_ECC_ERROR_INFO,1) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetECCErrorInfo +// +//! \fn NvAPI_GPU_GetECCErrorInfo(NvPhysicalGpuHandle hPhysicalGpu, +//! NV_GPU_ECC_ERROR_INFO *pECCErrorInfo); +//! +//! DESCRIPTION: This function returns ECC memory error information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which ECC error information is to be +//! retrieved. +//! \param [out] pECCErrorInfo A pointer to an ECC error structure. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! \retval ::NVAPI_ERROR An unknown error occurred. +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE The provided GPU handle is not a physical GPU handle. +//! \retval ::NVAPI_INVALID_ARGUMENT incorrect param value +//! \retval ::NVAPI_INVALID_POINTER An invalid argument pointer was provided. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION structure version is not supported, initialize to NV_GPU_ECC_ERROR_INFO_VER. +//! \retval ::NVAPI_HANDLE_INVALIDATED The provided GPU handle is no longer valid. +//! \retval ::NVAPI_NOT_SUPPORTED The request is not supported. +//! \retval ::NVAPI_API_NOT_INTIALIZED NvAPI was not yet initialized. +// +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup gpuecc + +NVAPI_INTERFACE NvAPI_GPU_GetECCErrorInfo(NvPhysicalGpuHandle hPhysicalGpu, + NV_GPU_ECC_ERROR_INFO *pECCErrorInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_ResetECCErrorInfo +// +//! DESCRIPTION: This function resets ECC memory error counters. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \requires Administrator privileges since release 430.39 +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which ECC error information is to be +//! cleared. +//! \param [in] bResetCurrent Reset the current ECC error counters. +//! \param [in] bResetAggregate Reset the aggregate ECC error counters. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gpuecc +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ResetECCErrorInfo(NvPhysicalGpuHandle hPhysicalGpu, NvU8 bResetCurrent, + NvU8 bResetAggregate); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetECCConfigurationInfo +// +//! \fn NvAPI_GPU_GetECCConfigurationInfo(NvPhysicalGpuHandle hPhysicalGpu, +//! NV_GPU_ECC_CONFIGURATION_INFO *pECCConfigurationInfo); +//! DESCRIPTION: This function returns ECC memory configuration information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which ECC configuration information +//! is to be retrieved. +//! \param [out] pECCConfigurationInfo A pointer to an ECC +//! configuration structure. +//! +//! \retval ::NVAPI_OK The request was completed successfully. +//! \retval ::NVAPI_ERROR An unknown error occurred. +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE The provided GPU handle is not a physical GPU handle. +//! \retval ::NVAPI_INVALID_HANDLE The provided GPU handle is invalid. +//! \retval ::NVAPI_HANDLE_INVALIDATED The provided GPU handle is no longer valid. +//! \retval ::NVAPI_INVALID_POINTER An invalid argument pointer was provided. +//! \retval ::NVAPI_NOT_SUPPORTED The request is not supported. +//! \retval ::NVAPI_API_NOT_INTIALIZED NvAPI was not yet initialized. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpuecc +//! Used in NvAPI_GPU_GetECCConfigurationInfo(). +typedef struct +{ + NvU32 version; //! Structure version + NvU32 isEnabled : 1; //! Current ECC configuration stored in non-volatile memory + NvU32 isEnabledByDefault : 1; //! Factory default ECC configuration (static) +} NV_GPU_ECC_CONFIGURATION_INFO; + +//! \ingroup gpuecc +//! Macro for consstructing the verion field of NV_GPU_ECC_CONFIGURATION_INFO +#define NV_GPU_ECC_CONFIGURATION_INFO_VER MAKE_NVAPI_VERSION(NV_GPU_ECC_CONFIGURATION_INFO,1) + +//! \ingroup gpuecc +NVAPI_INTERFACE NvAPI_GPU_GetECCConfigurationInfo(NvPhysicalGpuHandle hPhysicalGpu, + NV_GPU_ECC_CONFIGURATION_INFO *pECCConfigurationInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_SetECCConfiguration +// +//! DESCRIPTION: This function updates the ECC memory configuration setting. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \requires Administrator privileges since release 430.39 +//! +//! \param [in] hPhysicalGpu A handle identifying the physical GPU for +//! which to update the ECC configuration +//! setting. +//! \param [in] bEnable The new ECC configuration setting. +//! \param [in] bEnableImmediately Request that the new setting take effect immediately. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_CONFIGURATION - Possibly SLI is enabled. Disable SLI and retry. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gpuecc +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_SetECCConfiguration(NvPhysicalGpuHandle hPhysicalGpu, NvU8 bEnable, + NvU8 bEnableImmediately); + + + +// The following enum is providing definitions for events signaled by a Quadro Sync (QSYNC) device. +// QSYNC event broadcast is supported for Windows 10 and later OS. +typedef enum +{ + NV_QSYNC_EVENT_NONE = 0, + NV_QSYNC_EVENT_SYNC_LOSS = 1, // Frame Lock sync loss event + NV_QSYNC_EVENT_SYNC_GAIN = 2, // Frame Lock sync gain event + NV_QSYNC_EVENT_HOUSESYNC_GAIN = 3, // House cable gain(plug in) event + NV_QSYNC_EVENT_HOUSESYNC_LOSS = 4, // House cable loss(plug out) event + NV_QSYNC_EVENT_RJ45_GAIN = 5, // RJ45 cable gain(plug in) event + NV_QSYNC_EVENT_RJ45_LOSS = 6, // RJ45 cable loss(plug out) event +} NV_QSYNC_EVENT; + +typedef struct +{ + NV_QSYNC_EVENT qsyncEvent; // One of the value of the enum NV_QSYNC_EVENT + NvU32 reserved[7]; // Reserved for future use. Do not use this. +} NV_QSYNC_EVENT_DATA; + +//! Callback for QSYNC event +typedef void(__cdecl *NVAPI_CALLBACK_QSYNCEVENT)(NV_QSYNC_EVENT_DATA qyncEventData, void *callbackParam); + + +//! Enum for Event IDs +typedef enum +{ + NV_EVENT_TYPE_NONE = 0, + NV_EVENT_TYPE_QSYNC = 6, +} NV_EVENT_TYPE; + +//! Core NV_EVENT_REGISTER_CALLBACK structure declaration +typedef struct +{ + NvU32 version; //!< version field to ensure minimum version compatibility + NV_EVENT_TYPE eventId; //!< ID of the event being sent + void *callbackParam; //!< This value will be passed back to the callback function when an event occurs + union + { + NVAPI_CALLBACK_QSYNCEVENT nvQSYNCEventCallback; //!< Callback function pointer for QSYNC events + }nvCallBackFunc; + +} NV_EVENT_REGISTER_CALLBACK, *PNV_EVENT_REGISTER_CALLBACK; + +//! Macro for constructing the version field of ::NV_EVENT_REGISTER_CALLBACK +#define NV_EVENT_REGISTER_CALLBACK_VERSION MAKE_NVAPI_VERSION(NV_EVENT_REGISTER_CALLBACK,1) + + +//! \ingroup gpu +typedef enum _NV_GPU_WORKSTATION_FEATURE_TYPE +{ + NV_GPU_WORKSTATION_FEATURE_TYPE_NVIDIA_RTX_VR_READY = 1, //!< NVIDIA RTX VR Ready + NV_GPU_WORKSTATION_FEATURE_TYPE_QUADRO_VR_READY = NV_GPU_WORKSTATION_FEATURE_TYPE_NVIDIA_RTX_VR_READY, //!< DEPRECATED name - do not use + NV_GPU_WORKSTATION_FEATURE_TYPE_PROVIZ = 2, +} NV_GPU_WORKSTATION_FEATURE_TYPE; + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_QueryWorkstationFeatureSupport +// +//! \fn NvAPI_GPU_QueryWorkstationFeatureSupport(NvPhysicalGpuHandle physicalGpu, NV_GPU_WORKSTATION_FEATURE_TYPE gpuWorkstationFeature) +//! \code +//! DESCRIPTION: Indicates whether a queried workstation feature is supported by the requested GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 440 +//! +//! DESCRIPTION: This API, when called with a valid physical gpu handle as Input, lets caller know whether the given workstation feature is supported by this GPU. +//! +//! PARAMETERS: physicalGpu(IN) : The handle of the GPU for the which caller wants to get the support information. +//! gpuWorkstationFeature(IN ) : The feature for the GPU in question. One of the values from enum NV_GPU_WORKSTATION_FEATURE_TYPE. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status listed below +//! +//! \retval ::NVAPI_OK the queried workstation feature is supported on the given GPU. +//! \retval ::NVAPI_NO_IMPLEMENTATION the current driver doesn't support this interface. +//! \retval ::NVAPI_INVALID_HANDLE the incoming physicalGpu handle is invalid. +//! \retval ::NVAPI_NOT_SUPPORTED the requested gpuWorkstationFeature is not supported in the selected GPU. +//! \retval ::NVAPI_SETTING_NOT_FOUND the requested gpuWorkstationFeature is unknown to the current driver version. +//! +//! \endcode +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_QueryWorkstationFeatureSupport(NvPhysicalGpuHandle physicalGpu, NV_GPU_WORKSTATION_FEATURE_TYPE gpuWorkstationFeature); + + + +//! \ingroup gpu +typedef struct +{ + NvU32 version; //!< version of this structure + NvU32 width; //!< width of the input texture + NvU32 height; //!< height of the input texture + float* blendingTexture; //!< array of floating values building an intensity RGB texture +} NV_SCANOUT_INTENSITY_DATA_V1; + +//! \ingroup gpu +typedef struct +{ + NvU32 version; //!< version of this structure + NvU32 width; //!< width of the input texture + NvU32 height; //!< height of the input texture + float* blendingTexture; //!< array of floating values building an intensity RGB texture + float* offsetTexture; //!< array of floating values building an offset texture + NvU32 offsetTexChannels; //!< number of channels per pixel in the offset texture +} NV_SCANOUT_INTENSITY_DATA_V2; + +typedef NV_SCANOUT_INTENSITY_DATA_V2 NV_SCANOUT_INTENSITY_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_INTENSITY_DATA_VER1 MAKE_NVAPI_VERSION(NV_SCANOUT_INTENSITY_DATA_V1, 1) +#define NV_SCANOUT_INTENSITY_DATA_VER2 MAKE_NVAPI_VERSION(NV_SCANOUT_INTENSITY_DATA_V2, 2) +#define NV_SCANOUT_INTENSITY_DATA_VER NV_SCANOUT_INTENSITY_DATA_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_SetScanoutIntensity +// +//! DESCRIPTION: This API enables and sets up per-pixel intensity feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to apply the intensity control. +//! \param [in] scanoutIntensityData the intensity texture info. +//! \param [out] pbSticky(OUT) indicates whether the settings will be kept over a reboot. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input data. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_SCANOUT_INTENSITY_DATA structure version mismatch. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_SetScanoutIntensity(NvU32 displayId, NV_SCANOUT_INTENSITY_DATA* scanoutIntensityData, int *pbSticky); + + +//! \ingroup gpu +typedef struct _NV_SCANOUT_INTENSITY_STATE_DATA +{ + NvU32 version; //!< version of this structure + NvU32 bEnabled; //!< intensity is enabled or not +} NV_SCANOUT_INTENSITY_STATE_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_INTENSITY_STATE_VER MAKE_NVAPI_VERSION(NV_SCANOUT_INTENSITY_STATE_DATA, 1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutIntensityState +// +//! DESCRIPTION: This API queries current state of the intensity feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] scanoutIntensityStateData intensity state data. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutIntensityState(__in NvU32 displayId, __inout NV_SCANOUT_INTENSITY_STATE_DATA* scanoutIntensityStateData); + + +//! \ingroup gpu +typedef enum +{ + NV_GPU_WARPING_VERTICE_FORMAT_TRIANGLESTRIP_XYUVRQ = 0, + NV_GPU_WARPING_VERTICE_FORMAT_TRIANGLES_XYUVRQ = 1, +} NV_GPU_WARPING_VERTICE_FORMAT; + +//! \ingroup gpu +typedef struct +{ + NvU32 version; //!< version of this structure + float* vertices; //!< width of the input texture + NV_GPU_WARPING_VERTICE_FORMAT vertexFormat; //!< format of the input vertices + int numVertices; //!< number of the input vertices + NvSBox* textureRect; //!< rectangle in desktop coordinates describing the source area for the warping +} NV_SCANOUT_WARPING_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_WARPING_VER MAKE_NVAPI_VERSION(NV_SCANOUT_WARPING_DATA, 1) + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_SetScanoutWarping +// +//! DESCRIPTION: This API enables and sets up the warping feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Combined physical display and GPU identifier of the display to apply the intensity control +//! \param [in] scanoutWarpingData The warping data info +//! \param [out] pbSticky Indicates whether the settings will be kept over a reboot. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input data. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_SCANOUT_WARPING_DATA structure version mismatch. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_GPU_SetScanoutWarping(NvU32 displayId, NV_SCANOUT_WARPING_DATA* scanoutWarpingData, int* piMaxNumVertices, int* pbSticky); + + +//! \ingroup gpu +typedef struct _NV_SCANOUT_WARPING_STATE_DATA +{ + NvU32 version; //!< version of this structure + NvU32 bEnabled; //!< warping is enabled or not +} NV_SCANOUT_WARPING_STATE_DATA; + +//! \ingroup gpu +#define NV_SCANOUT_WARPING_STATE_VER MAKE_NVAPI_VERSION(NV_SCANOUT_WARPING_STATE_DATA, 1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutWarpingState +// +//! DESCRIPTION: This API queries current state of the warping feature on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] scanoutWarpingStateData warping state data. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutWarpingState(__in NvU32 displayId, __inout NV_SCANOUT_WARPING_STATE_DATA* scanoutWarpingStateData); + +typedef enum +{ + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_WARPING_RESAMPLING_METHOD = 0 +} NV_GPU_SCANOUT_COMPOSITION_PARAMETER; + +//! This enum defines a collection of possible scanout composition values that can be used to configure +//! possible scanout composition settings. (Currently the only parameter defined is the WARPING_RESAMPLING_METHOD). +typedef enum +{ + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_SET_TO_DEFAULT = 0, // Set parameter to default value. + // WARPING_RESAMPLING_METHOD section: + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BILINEAR = 0x100, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_TRIANGULAR = 0x101, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_BELL_SHAPED = 0x102, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_BSPLINE = 0x103, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_TRIANGULAR = 0x104, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_BELL_SHAPED = 0x105, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE_WARPING_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_BSPLINE = 0x106 +} NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_SetScanoutCompositionParameter +// +//! DESCRIPTION: This API sets various parameters that configure the scanout composition feature on the specified display. +//! (currently there is only one configurable parameter defined: WARPING_RESAMPLING_METHOD, +//! but this function is designed to support the addition of parameters as needed.) +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Combined physical display and GPU identifier of the display to apply the intensity control +//! \param [in] parameter The scanout composition parameter to be set +//! \param [in] parameterValue The data to be set for the specified parameter +//! \param [in] pContainer Additional container for data associated with the specified parameter +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input data. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_GPU_SetScanoutCompositionParameter(NvU32 displayId, NV_GPU_SCANOUT_COMPOSITION_PARAMETER parameter, + NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE parameterValue, float *pContainer); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutCompositionParameter +// +//! DESCRIPTION: This API queries current state of one of the various scanout composition parameters on the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in] parameter scanout composition parameter to by queried. +//! \param [out] parameterData scanout composition parameter data. +//! \param [out] pContainer Additional container for returning data associated with the specified parameter +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutCompositionParameter(__in NvU32 displayId, __in NV_GPU_SCANOUT_COMPOSITION_PARAMETER parameter, + __out NV_GPU_SCANOUT_COMPOSITION_PARAMETER_VALUE *parameterData, __out float *pContainer); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutConfiguration +// +//! DESCRIPTION: This API queries the desktop and scanout portion of the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] desktopRect desktop area of the display in desktop coordinates. +//! \param [in,out] scanoutRect scanout area of the display relative to desktopRect. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameters. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_NOT_SUPPORTED Interface not supported by the driver used, or only supported on selected GPUs. +//! \retval ::NVAPI_OK Feature enabled. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutConfiguration(NvU32 displayId, NvSBox* desktopRect, NvSBox* scanoutRect); + + + +//! \ingroup gpu +//! Used in NvAPI_GPU_GetScanoutConfigurationEx(). +typedef struct _NV_SCANOUT_INFORMATION +{ + NvU32 version; //!< Structure version, needs to be initialized with NV_SCANOUT_INFORMATION_VER. + + NvSBox sourceDesktopRect; //!< Operating system display device rect in desktop coordinates displayId is scanning out from. + NvSBox sourceViewportRect; //!< Area inside the sourceDesktopRect which is scanned out to the display. + NvSBox targetViewportRect; //!< Area inside the rect described by targetDisplayWidth/Height sourceViewportRect is scanned out to. + NvU32 targetDisplayWidth; //!< Horizontal size of the active resolution scanned out to the display. + NvU32 targetDisplayHeight; //!< Vertical size of the active resolution scanned out to the display. + NvU32 cloneImportance; //!< If targets are cloned views of the sourceDesktopRect the cloned targets have an importance assigned (0:primary,1 secondary,...). + NV_ROTATE sourceToTargetRotation; //!< Rotation performed between the sourceViewportRect and the targetViewportRect. +} NV_SCANOUT_INFORMATION; + +#define NV_SCANOUT_INFORMATION_VER MAKE_NVAPI_VERSION(NV_SCANOUT_INFORMATION,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GPU_GetScanoutConfigurationEx +// +//! DESCRIPTION: This API queries the desktop and scanout portion of the specified display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 331 +//! +//! \param [in] displayId combined physical display and GPU identifier of the display to query the configuration. +//! \param [in,out] pScanoutInformation desktop area to displayId mapping information. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetScanoutConfigurationEx(__in NvU32 displayId, __inout NV_SCANOUT_INFORMATION *pScanoutInformation); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAdapterIdFromPhysicalGpu +// +//! DESCRIPTION: This API returns the OS-AdapterID from physicalGpu Handle. OS-AdapterID +//! is the Adapter ID that is used by Win7 CCD APIs. +//! This API is deprecated. Please use NvAPI_GPU_GetLogicalGpuInfo to get the OS-AdapterID. +//! NvAPI_GetLogicalGPUFromPhysicalGPU can be used to get the logical GPU handle associated with specified physical GPU handle. +//! +//! \deprecated Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetLogicalGpuInfo. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGpu PhysicalGpu Handle +//! \param [out] pOSAdapterId Returns OS-AdapterId, it is typed as void * to +//! avoid dependency with windows.h. User must type cast it to LUID. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT pOSAdapterId is NULL; hPhysicalGpu is invalid +//! \retval ::NVAPI_OK *pOSAdapterId contains valid data. +//! \retval ::NVAPI_NOT_SUPPORTED This API is not supported on the system. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetLogicalGpuInfo.") +NVAPI_INTERFACE NvAPI_GPU_GetAdapterIdFromPhysicalGpu(NvPhysicalGpuHandle hPhysicalGpu, void *pOSAdapterId); + + + + +//! \ingroup gpu +typedef enum _NV_VIRTUALIZATION_MODE +{ + NV_VIRTUALIZATION_MODE_NONE = 0, //!< Represents Bare Metal GPU + NV_VIRTUALIZATION_MODE_NMOS = 1, //!< Represents GPU-Passthrough + NV_VIRTUALIZATION_MODE_VGX = 2, //!< Represents vGPU inside virtual machine + NV_VIRTUALIZATION_MODE_HOST_VGPU = 3 //!< Represents VGX hypervisor in vGPU mode +} NV_VIRTUALIZATION_MODE; + +//! \ingroup gpu +typedef struct _NV_GPU_VIRTUALIZATION_INFO +{ + NvU32 version; //!< Structure version + + NV_VIRTUALIZATION_MODE virtualizationMode; //!< one of NV_VIRTUALIZATION_MODE. + NvU32 reserved; //!< reserved for future use. Should be set to ZERO. +} NV_GPU_VIRTUALIZATION_INFO_V1; + +//! \ingroup gpu +typedef NV_GPU_VIRTUALIZATION_INFO_V1 NV_GPU_VIRTUALIZATION_INFO; + +//! \ingroup gpu +#define NV_GPU_VIRTUALIZATION_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_VIRTUALIZATION_INFO_V1,1) + +//! \ingroup gpu +#define NV_GPU_VIRTUALIZATION_INFO_VER NV_GPU_VIRTUALIZATION_INFO_VER1 + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_GetVirtualizationInfo +//! +//! DESCRIPTION: This API returns virtualization information of the GPU +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 367 +//! +//! \param [in,out] pVirtualizationInfo Pointer to NV_GPU_VIRTUALIZATION_INFO structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVirtualizationInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_VIRTUALIZATION_INFO *pVirtualizationInfo); + + +//! \ingroup gpu +typedef struct _NV_LOGICAL_GPU_DATA_V1 +{ + NvU32 version; //!< [in] Structure version. + void *pOSAdapterId; //!< [out] Returns OS-AdapterId. User must send memory buffer of size atleast equal to the size of LUID structure before calling the NVAPI. + NvU32 physicalGpuCount; //!< [out] Number of physical GPU handles associated with the specified logical GPU handle. + + NvPhysicalGpuHandle physicalGpuHandles[NVAPI_MAX_PHYSICAL_GPUS]; //!< [out] This array will be filled with physical GPU handles associated with the given logical GPU handle. + //!< The array index refers to the Physical Gpu Index (Idx). + //!< Idx value is the same as D3D11 MultiGPUDevice GPU index, D3D12 node index, OpenGL GL_NV_gpu_multicast GPU index. + //!< When converted to a bit mask (1 << Idx), it matches: + //!< 1. Vulkan deviceNodeMask in VkPhysicalDeviceIDProperties + //!< 2. CUDA deviceNodeMask returned by cuDeviceGetLuid + NvU32 reserved[8]; //!< Reserved for future use. Should be set to ZERO. +} NV_LOGICAL_GPU_DATA_V1; + +//! \ingroup gpu +typedef NV_LOGICAL_GPU_DATA_V1 NV_LOGICAL_GPU_DATA; +#define NV_LOGICAL_GPU_DATA_VER1 MAKE_NVAPI_VERSION(NV_LOGICAL_GPU_DATA_V1,1) +#define NV_LOGICAL_GPU_DATA_VER NV_LOGICAL_GPU_DATA_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetLogicalGpuInfo +// +//! This function is used to query Logical GPU information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 421 +//! +//! \param [in] hLogicalGpu logical GPU Handle. +//! \param [in,out] pLogicalGpuData Pointer to NV_LOGICAL_GPU_DATA structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetLogicalGpuInfo(__in NvLogicalGpuHandle hLogicalGpu, __inout NV_LOGICAL_GPU_DATA *pLogicalGpuData); + + +//! \ingroup gridlicense +//! @{ + +//! Maximum number of supported Feature License +#define NV_LICENSE_MAX_COUNT 3 + +//! Signature length for GRID License +#define NV_LICENSE_SIGNATURE_SIZE (128) + +//! Length for Grid License +#define NV_LICENSE_INFO_MAX_LENGTH (128) + +//! License string +typedef char NvAPI_LicenseString[NV_LICENSE_INFO_MAX_LENGTH]; + +//! Used in NV_LICENSE_FEATURE_DETAILS +typedef enum _NV_LICENSE_FEATURE_TYPE +{ + NV_LICENSE_FEATURE_UNKNOWN = 0, + NV_LICENSE_FEATURE_VGPU = 1, + NV_LICENSE_FEATURE_NVIDIA_RTX = 2, + NV_LICENSE_FEATURE_QUADRO = NV_LICENSE_FEATURE_NVIDIA_RTX, //!< DEPRECATED name - do not use + NV_LICENSE_FEATURE_GAMING = 3, + NV_LICENSE_FEATURE_COMPUTE = 4, +} NV_LICENSE_FEATURE_TYPE; + +//! Used in NV_LICENSE_FEATURE_DETAILS +//! +//!< The 'status' variable holds any one of the following license expiry status codes : +//!< 0 - Expiry information not available +//!< 1 - Invalid expiry or error fetching expiry +//!< 2 - Valid expiry +//!< 3 - Expiry not applicable +//!< 4 - Permanent expiry +typedef struct _NV_LICENSE_EXPIRY_DETAILS +{ + NvU32 year; //!< Year value of license expiry + NvU16 month; //!< Month value of license expiry + NvU16 day; //!< Day value of license expiry + NvU16 hour; //!< Hour value of license expiry + NvU16 min; //!< Minutes value of license expiry + NvU16 sec; //!< Seconds value of license expiry + + NvU8 status; //!< License expiry status +}NV_LICENSE_EXPIRY_DETAILS; + +//! Used in NV_LICENSABLE_FEATURES +typedef struct _NV_LICENSE_FEATURE_DETAILS_V1 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isEnabled : 1; //!< The current state of the licensed feature, true=enabled, false=disabled. + NvU32 reserved : 31; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated +}NV_LICENSE_FEATURE_DETAILS_V1; + +typedef struct _NV_LICENSE_FEATURE_DETAILS_V2 +{ + NvU32 version; //!< Unused. + NvU32 isEnabled : 1; //!< The current state of the licensed feature, true=enabled, false=disabled. + NvU32 reserved : 31; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated + NvAPI_LicenseString productName; //!< Nvidia Grid licensable product name. +}NV_LICENSE_FEATURE_DETAILS_V2; + +typedef struct _NV_LICENSE_FEATURE_DETAILS_V3 +{ + NvU32 version; //!< Unused. + NvU32 isEnabled : 1; //!< The current state of license, true=licensed, false=unlicensed. + NvU32 isFeatureEnabled : 1; //!< The current state of feature, true=enabled, false=disabled. + NvU32 reserved : 30; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated + NvAPI_LicenseString productName; //!< Nvidia Grid licensable product name. +}NV_LICENSE_FEATURE_DETAILS_V3; + +typedef struct _NV_LICENSE_FEATURE_DETAILS_V4 +{ + NvU32 version; //!< Unused. + NvU32 isEnabled : 1; //!< The current state of license, true=licensed, false=unlicensed. + NvU32 isFeatureEnabled : 1; //!< The current state of feature, true=enabled, false=disabled. + NvU32 reserved : 30; //!< Reserved + NV_LICENSE_FEATURE_TYPE featureCode; //!< Feature code that corresponds to the licensable feature. + NvAPI_LicenseString licenseInfo; //!< Deprecated + NvAPI_LicenseString productName; //!< Nvidia Grid licensable product name. + NV_LICENSE_EXPIRY_DETAILS licenseExpiry; //!< License expiry information. +}NV_LICENSE_FEATURE_DETAILS_V4; + +typedef NV_LICENSE_FEATURE_DETAILS_V1 NV_LICENSE_FEATURE_DETAILS; + +#define NV_LICENSE_FEATURE_DETAILS_VER1 MAKE_NVAPI_VERSION(NV_LICENSE_FEATURE_DETAILS_V1, 1) +#define NV_LICENSE_FEATURE_DETAILS_VER NV_LICENSE_FEATURE_DETAILS_VER1 + +//! Licensable features +typedef struct _NV_LICENSABLE_FEATURES_V1 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V1 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V1; + +typedef struct _NV_LICENSABLE_FEATURES_V2 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V2 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V2; + +typedef struct _NV_LICENSABLE_FEATURES_V3 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V3 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V3; + +typedef struct _NV_LICENSABLE_FEATURES_V4 +{ + NvU32 version; //!< IN - Structure version. + NvU32 isLicenseSupported : 1; //!< True if Software Licensing is supported. + NvU32 reserved : 31; //!< Reserved + NvU32 licensableFeatureCount; //!< The number of licensable features. + NvU8 signature[NV_LICENSE_SIGNATURE_SIZE]; //!< Dynamic signature required for Authentication of the components, + //!< signature length limited to NV_LICENSE_SIGNATURE_SIZE + NV_LICENSE_FEATURE_DETAILS_V4 licenseDetails[NV_LICENSE_MAX_COUNT]; //!< Array of licensable features +}NV_LICENSABLE_FEATURES_V4; + +typedef NV_LICENSABLE_FEATURES_V4 NV_LICENSABLE_FEATURES; + +#define NV_LICENSABLE_FEATURES_VER1 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V1, 1) +#define NV_LICENSABLE_FEATURES_VER2 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V2, 2) +#define NV_LICENSABLE_FEATURES_VER3 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V3, 3) +#define NV_LICENSABLE_FEATURES_VER4 MAKE_NVAPI_VERSION(NV_LICENSABLE_FEATURES_V4, 4) +#define NV_LICENSABLE_FEATURES_VER NV_LICENSABLE_FEATURES_VER4 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetLicensableFeatures +// +//! DESCRIPTION: This function call identifies whether licenses are supported on this system and if +//! they are supported, returns the details of the features that can be licensed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGpu GPU selection +//! \param [in,out] pLicensableFeatures Licensable features information. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup gridlicense +///////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetLicensableFeatures(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_LICENSABLE_FEATURES *pLicensableFeatures); + + +#define NVAPI_NVLINK_COUNTER_MAX_TYPES 32 +#define NVAPI_NVLINK_MAX_LINKS 32 + +//! \ingroup nvlink +//! @{ +//! Used in NvAPI_GPU_NVLINK_GetCaps() + +/* caps format is byte_index:bit_mask */ +#define NVAPI_NVLINK_CAPS_SUPPORTED 0x00000001 //!< Set if NVLink is present and supported on this GPU.This field is used for *global* caps only and NOT for per-link caps +#define NVAPI_NVLINK_CAPS_P2P_SUPPORTED 0x00000002 //!< Set if P2P over NVLink is supported on this GPU. +#define NVAPI_NVLINK_CAPS_SYSMEM_ACCESS 0x00000004 //!< Set if sysmem can be accessed over NVLink on this GPU. +#define NVAPI_NVLINK_CAPS_P2P_ATOMICS 0x00000008 //!< Set if P2P atomics are supported over NVLink on this GPU. +#define NVAPI_NVLINK_CAPS_SYSMEM_ATOMICS 0x00000010 //!< Set if sysmem atomic transcations are supported over NVLink on this GPU. +#define NVAPI_NVLINK_CAPS_PEX_TUNNELING 0x00000020 //!< Set if PEX tunneling over NVLink is supported on this GPU. +#define NVAPI_NVLINK_CAPS_SLI_BRIDGE 0x00000040 //!< Set if SLI over NVLink is supported on this GPU. +#define NVAPI_NVLINK_CAPS_SLI_BRIDGE_SENSABLE 0x00000080 //!< This bit is set if capable of sensing SLI bridges. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L0 0x00000100 //!< This bit is set if L0 is a supported power state on this GPU. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L1 0x00000200 //!< This bit is set if L1 is a supported power state on this GPU. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L2 0x00000400 //!< This bit is set if L2 is a supported power state on this GPU. +#define NVAPI_NVLINK_CAPS_POWER_STATE_L3 0x00000800 //!< This bit is set if L3 is a supported power state on this GPU. + +#define NVAPI_NVLINK_CAPS_VALID 0x00001000 //!< Set if this link is supported on this GPU.This field is used for *per-link* caps only and NOT for global caps. + +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_INVALID (0x00000000) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_2_2 (0x00000004U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_3_0 (0x00000005U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_3_1 (0x00000006U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_4_0 (0x00000007U) +#define NVAPI_NVLINK_CAPS_NVLINK_VERSION_5_0 (0x00000008U) + +#define NVAPI_NVLINK_CAPS_NCI_VERSION_INVALID (0x00000000) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_2_2 (0x00000004U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_3_0 (0x00000005U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_3_1 (0x00000006U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_4_0 (0x00000007U) +#define NVAPI_NVLINK_CAPS_NCI_VERSION_5_0 (0x00000008U) + +typedef struct +{ + NvU32 version; //!< Version of this structure. Must always be first element in this structure. + NvU32 capsTbl; //!< This is bit field for getting different global caps.The individual bitfields are specified by NVAPI_NVLINK_CAPS_* + NvU8 lowestNvlinkVersion; //!< This field specifies the lowest supported NVLink version for this GPU. + NvU8 highestNvlinkVersion; //!< This field specifies the highest supported NVLink version for this GPU. + NvU8 lowestNciVersion; //!< This field specifies the lowest supported NCI version for this GPU. + NvU8 highestNciVersion; //!< This field specifies the highest supported NCI version for this GPU. + NvU32 linkMask; //!< This field provides a bitfield mask of NVLink links enabled on this GPU. +}NVLINK_GET_CAPS_V1; + +typedef NVLINK_GET_CAPS_V1 NVLINK_GET_CAPS; +#define NVLINK_GET_CAPS_VER1 MAKE_NVAPI_VERSION(NVLINK_GET_CAPS_V1, 1) + +#define NVLINK_GET_CAPS_VER NVLINK_GET_CAPS_VER1 +//! @} +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_NVLINK_GetCaps +// +//! DESCRIPTION: This function returns the NVLink capabilities supported by the GPU. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 361 +//! +//! \param [in] hPhysicalGpu GPU selection +//! +//! \param [in,out] NVLINK_GET_CAPS This structure contains the output parameters. +//! Also need to specify the version. +//! +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The caller does not have administrative privileges +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup nvlink +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_NVLINK_GetCaps(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NVLINK_GET_CAPS *capsParams); + + +//! \ingroup nvlink +//! @{ +//! Used in NvAPI_GPU_NVLINK_GetStatus() + +#define NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_NONE (0x00000000) +#define NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_PCI (0x00000001) +#define NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_UUID (0x00000002) + +typedef enum _NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE +{ + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_EBRIDGE, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_NPU, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_GPU, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_SWITCH, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_TEGRA, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_NONE, + NVAPI_NVLINK_DEVICE_INFO_DEVICE_UUID_INVALID, +} NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE; + +typedef struct +{ + NvU32 deviceIdFlags; //!< ID Flags, Bitmask that specifies which IDs are valid for the GPU. Refer NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_* for possible values. + //!< If NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_PCI is set, PCI information is valid. + //!< If NVAPI_NVLINK_DEVICE_INFO_DEVICE_ID_FLAGS_UUID is set, UUID is valid. + NvU16 domain; //!< domain, bus, device, function, pciDeviceId : PCI information for the GPU. + NvU16 bus; + NvU16 device; + NvU16 function; + NvU32 pciDeviceId; + NvU64 deviceType; //!< GPU Type. See NVAPI_NVLINK_DEVICE_INFO_DEVICE_TYPE_* for possible values. + NvU8 deviceUUID[16]; //!< GPU UUID +}NVLINK_DEVICE_INFO_V1; + +typedef enum _NVAPI_NVLINK_STATUS_LINK_STATE +{ + NVAPI_NVLINK_STATUS_LINK_STATE_UNKNOWN, + NVAPI_NVLINK_STATUS_LINK_STATE_INIT, + NVAPI_NVLINK_STATUS_LINK_STATE_HWCFG, + NVAPI_NVLINK_STATUS_LINK_STATE_SWCFG, + NVAPI_NVLINK_STATUS_LINK_STATE_ACTIVE, + NVAPI_NVLINK_STATUS_LINK_STATE_FAULT, + NVAPI_NVLINK_STATUS_LINK_STATE_RECOVERY, + NVAPI_NVLINK_STATUS_LINK_STATE_RECOVERY_AC, + NVAPI_NVLINK_STATUS_LINK_STATE_RECOVERY_AX, + NVAPI_NVLINK_STATUS_LINK_STATE_INVALID = 0xFFFFFFFF, +}NVAPI_NVLINK_STATUS_LINK_STATE; + +typedef enum _NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE +{ + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_UNKNOWN, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_HIGH_SPEED_1, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_LOW_POWER, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_TRAINING, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_SAFE_MODE, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_OFF, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_TEST, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_FAULT, + NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE_INVALID = 0xFF, +}NVAPI_NVLINK_STATUS_SUBLINK_RX_STATE; + +typedef enum _NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE +{ + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_UNKNOWN, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_HIGH_SPEED_1, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_LOW_POWER, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_TRAINING, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_SAFE_MODE, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_OFF, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_TEST, + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_FAULT, + + NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE_INVALID= 0xFF, +} NVAPI_NVLINK_STATUS_SUBLINK_TX_STATE; + + +#define NVAPI_NVLINK_STATUS_PHY_NVHS (0x00000001) +#define NVAPI_NVLINK_STATUS_PHY_GRS (0x00000002) +#define NVAPI_NVLINK_STATUS_PHY_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_NVLINK_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_NVLINK_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_STATUS_NVLINK_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_NCI_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_NCI_VERSION_2_0 (0x00000002) +#define NVAPI_NVLINK_STATUS_NCI_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_NVHS_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_NVHS_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_GRS_VERSION_1_0 (0x00000001) +#define NVAPI_NVLINK_STATUS_GRS_VERSION_INVALID (0x000000FF) + +#define NVAPI_NVLINK_STATUS_CONNECTED_TRUE (0x00000001) +#define NVAPI_NVLINK_STATUS_CONNECTED_FALSE (0x00000000) + +#define NVAPI_NVLINK_STATUS_LOOP_PROPERTY_LOOPBACK (0x00000001) +#define NVAPI_NVLINK_STATUS_LOOP_PROPERTY_LOOPOUT (0x00000002) +#define NVAPI_NVLINK_STATUS_LOOP_PROPERTY_NONE (0x00000000) + +#define NVAPI_NVLINK_STATUS_REMOTE_LINK_NUMBER_INVALID (0x000000FF) + +#define NVAPI_NVLINK_REFCLK_TYPE_INVALID (0x00) +#define NVAPI_NVLINK_REFCLK_TYPE_NVHS (0x01) +#define NVAPI_NVLINK_REFCLK_TYPE_PEX (0x02) + + +typedef struct +{ + NvU32 capsTbl; //!< This is bit field for getting different global caps.The individual bitfields are specified by NVAPI_NVLINK_CAPS_*. + NvU8 phyType; //!< This field specifies the type of PHY (NVHS or GRS) being used for this link. + NvU8 subLinkWidth; //!< This field specifies the no. of lanes per sublink. + NvU32 linkState; //!< This field specifies the current state of the link.See NVAPI_NVLINK_GET_NVLINK_STATUS_LINK_STATE_* for possible values. + NvU8 rxSublinkStatus; //!< This field specifies the current state of RX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_RX_STATE_* for possible values. + NvU8 txSublinkStatus; //!< This field specifies the current state of TX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_TX_STATE_* for possible values. + NvU8 nvlinkVersion; //!< This field specifies the NVLink version supported by the link. + NvU8 nciVersion; //!< This field specifies the NCI version supported by the link. + NvU8 phyVersion; //!< This field specifies the version of PHY being used by the link. + NvU32 nvlinkCommonClockSpeedMhz; //!< This field gives the value of nvlink common clock in MHz. + NvU32 nvlinkRefClkSpeedMhz; //!< This field gives the value of nvlink refclk clock in MHz. + NvU8 nvlinkRefClkType; //!< This field specifies whether refclk is taken from NVHS reflck or PEX refclk for the current GPU.See NVAPI_NVLINK_REFCLK_TYPE_INVALID* for possible values. + NvU32 nvlinkLinkClockMhz; //!< This field gives the actual clock/speed at which links is running in MHz. + NvU32 connected:1 ; //!< This field specifies if any device is connected on the other end of the link. + NvU32 reserved:31; //!< Reserved for future use. + NvU8 loopProperty; //!< This field specifies if the link is a loopback/loopout link. See NVAPI_NVLINK_STATUS_LOOP_PROPERTY_* for possible values. + NvU8 remoteDeviceLinkNumber; //!< This field specifies the link number on the remote end of the link. + NVLINK_DEVICE_INFO_V1 remoteDeviceInfo; //!< This field stores the GPU information for the remote end of the link +}NVLINK_LINK_STATUS_INFO_V1; + +typedef struct +{ + NvU32 capsTbl; //!< This is bit field for getting different global caps.The individual bitfields are specified by NVAPI_NVLINK_CAPS_*. + NvU8 phyType; //!< This field specifies the type of PHY (NVHS or GRS) being used for this link. + NvU8 subLinkWidth; //!< This field specifies the no. of lanes per sublink. + NvU32 linkState; //!< This field specifies the current state of the link.See NVAPI_NVLINK_GET_NVLINK_STATUS_LINK_STATE_* for possible values. + NvU8 rxSublinkStatus; //!< This field specifies the current state of RX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_RX_STATE_* for possible values. + NvU8 txSublinkStatus; //!< This field specifies the current state of TX sublink.See NVAPI_NVLINK_GET_NVLINK_STATUS_SUBLINK_TX_STATE_* for possible values. + NvU8 nvlinkVersion; //!< This field specifies the NVLink version supported by the link. + NvU8 nciVersion; //!< This field specifies the NCI version supported by the link. + NvU8 phyVersion; //!< This field specifies the version of PHY being used by the link. + NvU32 nvlinkCommonClockSpeedMhz; //!< This field gives the value of nvlink common clock in MHz. + NvU32 nvlinkRefClkSpeedMhz; //!< This field gives the value of nvlink refclk clock in MHz. + NvU8 nvlinkRefClkType; //!< This field specifies whether refclk is taken from NVHS reflck or PEX refclk for the current GPU.See NVAPI_NVLINK_REFCLK_TYPE_INVALID* for possible values. + NvU32 nvlinkLinkClockMhz; //!< This field gives the actual clock/speed at which links is running in MHz. + NvU32 connected:1 ; //!< This field specifies if any device is connected on the other end of the link. + NvU32 reserved:31; //!< Reserved for future use. + NvU8 loopProperty; //!< This field specifies if the link is a loopback/loopout link. See NVAPI_NVLINK_STATUS_LOOP_PROPERTY_* for possible values. + NvU8 remoteDeviceLinkNumber; //!< This field specifies the link number on the remote end of the link. + NVLINK_DEVICE_INFO_V1 remoteDeviceInfo; //!< This field stores the device information for the remote end of the link + NvU8 localDeviceLinkNumber; //!< This field specifies the link number on the local end of the link. + NVLINK_DEVICE_INFO_V1 localDeviceInfo; //!< This field stores the device information for the local end of the link. + NvU32 nvlinkLineRateMbps; //!< Bit rate at which bits toggle on wires in megabits per second. + NvU32 reservedEx[8]; //!< Reserved for future use to avoid versioning. +}NVLINK_LINK_STATUS_INFO_V2; + +typedef struct +{ + NvU32 version; //!< Version of this structure. Must always be first element in this structure. + NvU32 linkMask; //!< This parameter specifies for which links we want the status. + NVLINK_LINK_STATUS_INFO_V1 linkInfo[NVAPI_NVLINK_MAX_LINKS]; //!< This structure stores the per-link status of different NVLink parameters. The link is identified by the index. +}NVLINK_GET_STATUS_V1; + +typedef struct +{ + NvU32 version; //!< Version of this structure. Must always be first element in this structure. + NvU32 linkMask; //!< This parameter specifies for which links we want the status. + NVLINK_LINK_STATUS_INFO_V2 linkInfo[NVAPI_NVLINK_MAX_LINKS]; //!< This structure stores the per-link status of different NVLink parameters. The link is identified by the index. +}NVLINK_GET_STATUS_V2; + + +typedef NVLINK_GET_STATUS_V2 NVLINK_GET_STATUS; +#define NVLINK_GET_STATUS_VER1 MAKE_NVAPI_VERSION(NVLINK_GET_STATUS_V1, 1) +#define NVLINK_GET_STATUS_VER2 MAKE_NVAPI_VERSION(NVLINK_GET_STATUS_V2, 2) + +#define NVLINK_GET_STATUS_VER NVLINK_GET_STATUS_VER2 +//! @} +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_NVLINK_GetStatus +// +//! DESCRIPTION: This function returns the NVLink status. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 361 +//! +//! \param [in] hPhysicalGpu GPU selection +//! +//! \param [in,out] NVLINK_GET_STATUS This structure contains the input and output parameters. +//! linkMask is the input param while others are output parameters. +//! Also need to specify the version. +//! +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The caller does not have administrative privileges +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup nvlink +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_NVLINK_GetStatus(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NVLINK_GET_STATUS* statusParams); + + +typedef struct _NV_GPU_INFO_V1 +{ + NvU32 version; //!< Structure Version. + NvU32 bIsExternalGpu:1; //!< This flag is set for external GPU. + NvU32 reserved:31; //!< Reserved for future use +} NV_GPU_INFO_V1; + +typedef struct _NV_GPU_INFO_V2 +{ + NvU32 version; //!< Structure Version. + NvU32 bIsExternalGpu:1; //!< This flag is set for external GPU. + NvU32 reserved0:31; //!< Reserved for future use + NvU64 reserved1; //!< Reserved for future use + NvU32 rayTracingCores; //!< Number of "Ray Tracing Cores" supported by the GPU. + NvU32 tensorCores; //!< Number of "Tensor Cores" supported by the GPU. + NvU32 reserved2[14]; //!< Reserved for future use. +} NV_GPU_INFO_V2; + +#define NV_GPU_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_INFO_V1, 1) +#define NV_GPU_INFO_VER2 MAKE_NVAPI_VERSION(NV_GPU_INFO_V2, 2) +#define NV_GPU_INFO_VER NV_GPU_INFO_VER2 +typedef NV_GPU_INFO_V2 NV_GPU_INFO; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetGPUInfo +// +//! DESCRIPTION: This API will return NVIDIA GPU related information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! +//! \param [in,out] pGpuInfo - This structure will be filled with required information. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetGPUInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_INFO *pGpuInfo); + + + +typedef struct _NV_GPU_VR_READY_V1 +{ + NvU32 version; //!< Structure Version. + NvU32 isVRReady : 1; //!< Is the requested GPU VR ready. + NvU32 reserved : 31; +} NV_GPU_VR_READY_V1; + +#define NV_GPU_VR_READY_VER1 MAKE_NVAPI_VERSION(NV_GPU_VR_READY_V1, 1) +#define NV_GPU_VR_READY_VER NV_GPU_VR_READY_VER1 +typedef NV_GPU_VR_READY_V1 NV_GPU_VR_READY; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetVRReadyData +// +//! DESCRIPTION: This API will return NVIDIA GPU VR Ready state. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 465 +//! +//! \param [in,out] pGpuVrReadyData - This structure will be filled with required information. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetVRReadyData(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_VR_READY *pGpuVrReadyData); + + +typedef enum _NV_ADAPTER_TYPE +{ + NV_ADAPTER_TYPE_UNKNOWN = 0x0, + NV_ADAPTER_TYPE_WDDM = NV_BIT(0), //BATT event + NV_GPU_PERF_DECREASE_REASON_API_TRIGGERED = 0x00000008, //!< API triggered slowdown + NV_GPU_PERF_DECREASE_REASON_INSUFFICIENT_POWER = 0x00000010, //!< Power connector missing + NV_GPU_PERF_DECREASE_REASON_UNKNOWN = 0x80000000, //!< Unknown reason +} NVAPI_GPU_PERF_DECREASE; + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPerfDecreaseInfo +// +//! DESCRIPTION: This function retrieves - in NvU32 variable - reasons for the current performance decrease. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \param [in] hPhysicalGPU (IN) - GPU for which performance decrease is to be evaluated. +//! \param [out] pPerfDecrInfo (OUT) - Pointer to a NvU32 variable containing performance decrease info +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup gpuPerf +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPerfDecreaseInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NvU32 *pPerfDecrInfo); + + +//! \ingroup gpupstate +//! Used in NvAPI_GPU_GetPstatesInfoEx() +typedef struct +{ + NvU32 version; + NvU32 flags; //!< - bit 0 indicates if perfmon is enabled or not + //!< - bit 1 indicates if dynamic Pstate is capable or not + //!< - bit 2 indicates if dynamic Pstate is enable or not + //!< - all other bits must be set to 0 + NvU32 numPstates; //!< The number of available p-states + NvU32 numClocks; //!< The number of clock domains supported by each P-State + struct + { + NV_GPU_PERF_PSTATE_ID pstateId; //!< ID of the p-state. + NvU32 flags; //!< - bit 0 indicates if the PCIE limit is GEN1 or GEN2 + //!< - bit 1 indicates if the Pstate is overclocked or not + //!< - bit 2 indicates if the Pstate is overclockable or not + //!< - all other bits must be set to 0 + struct + { + NV_GPU_PUBLIC_CLOCK_ID domainId; //!< ID of the clock domain + NvU32 flags; //!< Reserved. Must be set to 0 + NvU32 freq; //!< Clock frequency in kHz + + } clocks[NVAPI_MAX_GPU_PERF_CLOCKS]; + } pstates[NVAPI_MAX_GPU_PERF_PSTATES]; + +} NV_GPU_PERF_PSTATES_INFO_V1; + + +//! \ingroup gpupstate +typedef struct +{ + NvU32 version; + NvU32 flags; //!< - bit 0 indicates if perfmon is enabled or not + //!< - bit 1 indicates if dynamic Pstate is capable or not + //!< - bit 2 indicates if dynamic Pstate is enable or not + //!< - all other bits must be set to 0 + NvU32 numPstates; //!< The number of available p-states + NvU32 numClocks; //!< The number of clock domains supported by each P-State + NvU32 numVoltages; + struct + { + NV_GPU_PERF_PSTATE_ID pstateId; //!< ID of the p-state. + NvU32 flags; //!< - bit 0 indicates if the PCIE limit is GEN1 or GEN2 + //!< - bit 1 indicates if the Pstate is overclocked or not + //!< - bit 2 indicates if the Pstate is overclockable or not + //!< - all other bits must be set to 0 + struct + { + NV_GPU_PUBLIC_CLOCK_ID domainId; + NvU32 flags; //!< bit 0 indicates if this clock is overclockable + //!< all other bits must be set to 0 + NvU32 freq; + + } clocks[NVAPI_MAX_GPU_PERF_CLOCKS]; + struct + { + NV_GPU_PERF_VOLTAGE_INFO_DOMAIN_ID domainId; //!< ID of the voltage domain, containing flags and mvolt info + NvU32 flags; //!< Reserved for future use. Must be set to 0 + NvU32 mvolt; //!< Voltage in mV + + } voltages[NVAPI_MAX_GPU_PERF_VOLTAGES]; + + } pstates[NVAPI_MAX_GPU_PERF_PSTATES]; //!< Valid index range is 0 to numVoltages-1 + +} NV_GPU_PERF_PSTATES_INFO_V2; + +//! \ingroup gpupstate +typedef NV_GPU_PERF_PSTATES_INFO_V2 NV_GPU_PERF_PSTATES_INFO; + + +//! \ingroup gpupstate +//! @{ + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO_V1 +#define NV_GPU_PERF_PSTATES_INFO_VER1 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES_INFO_V1,1) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO_V2 +#define NV_GPU_PERF_PSTATES_INFO_VER2 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES_INFO_V2,2) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO_V2 +#define NV_GPU_PERF_PSTATES_INFO_VER3 MAKE_NVAPI_VERSION(NV_GPU_PERF_PSTATES_INFO_V2,3) + +//! Macro for constructing the version field of NV_GPU_PERF_PSTATES_INFO +#define NV_GPU_PERF_PSTATES_INFO_VER NV_GPU_PERF_PSTATES_INFO_VER3 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPstatesInfoEx +// +//! DESCRIPTION: This API retrieves all performance states (P-States) information. +//! +//! P-States are GPU active/executing performance capability and power consumption states. +//! +//! P-States ranges from P0 to P15, with P0 being the highest performance/power state, and +//! P15 being the lowest performance/power state. Each P-State, if available, maps to a +//! performance level. Not all P-States are available on a given system. The definitions +//! of each P-State are currently as follows: \n +//! - P0/P1 - Maximum 3D performance +//! - P2/P3 - Balanced 3D performance-power +//! - P8 - Basic HD video playback +//! - P10 - DVD playback +//! - P12 - Minimum idle power consumption +//! +//! \deprecated Do not use this function - it is deprecated in release 304. Instead, use NvAPI_GPU_GetPstates20. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [out] pPerfPstatesInfo P-States information retrieved, as detailed below: \n +//! - flags is reserved for future use. +//! - numPstates is the number of available P-States +//! - numClocks is the number of clock domains supported by each P-State +//! - pstates has valid index range from 0 to numPstates - 1 +//! - pstates[i].pstateId is the ID of the P-State, +//! containing the following info: +//! - pstates[i].flags containing the following info: +//! - bit 0 indicates if the PCIE limit is GEN1 or GEN2 +//! - bit 1 indicates if the Pstate is overclocked or not +//! - bit 2 indicates if the Pstate is overclockable or not +//! - pstates[i].clocks has valid index range from 0 to numClocks -1 +//! - pstates[i].clocks[j].domainId is the public ID of the clock domain, +//! containing the following info: +//! - pstates[i].clocks[j].flags containing the following info: +//! bit 0 indicates if the clock domain is overclockable or not +//! - pstates[i].clocks[j].freq is the clock frequency in kHz +//! - pstates[i].voltages has a valid index range from 0 to numVoltages - 1 +//! - pstates[i].voltages[j].domainId is the ID of the voltage domain, +//! containing the following info: +//! - pstates[i].voltages[j].flags is reserved for future use. +//! - pstates[i].voltages[j].mvolt is the voltage in mV +//! inputFlags(IN) - This can be used to select various options: +//! - if bit 0 is set, pPerfPstatesInfo would contain the default settings +//! instead of the current, possibily overclocked settings. +//! - if bit 1 is set, pPerfPstatesInfo would contain the maximum clock +//! frequencies instead of the nominal frequencies. +//! - if bit 2 is set, pPerfPstatesInfo would contain the minimum clock +//! frequencies instead of the nominal frequencies. +//! - all other bits must be set to 0. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! \retval ::NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide) +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the NV_GPU_PERF_PSTATES struct is not supported +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 304. Instead, use NvAPI_GPU_GetPstates20.") +NVAPI_INTERFACE NvAPI_GPU_GetPstatesInfoEx(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_PERF_PSTATES_INFO *pPerfPstatesInfo, NvU32 inputFlags); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetPstates20 +// +//! DESCRIPTION: This API retrieves all performance states (P-States) 2.0 information. +//! +//! P-States are GPU active/executing performance capability states. +//! They range from P0 to P15, with P0 being the highest performance state, +//! and P15 being the lowest performance state. Each P-State, if available, +//! maps to a performance level. Not all P-States are available on a given system. +//! The definition of each P-States are currently as follow: +//! - P0/P1 - Maximum 3D performance +//! - P2/P3 - Balanced 3D performance-power +//! - P8 - Basic HD video playback +//! - P10 - DVD playback +//! - P12 - Minimum idle power consumption +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 295 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGPU GPU selection +//! \param [out] pPstatesInfo P-States information retrieved, as documented in declaration above +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetPstates20(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_PERF_PSTATES20_INFO *pPstatesInfo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetCurrentPstate +// +//! DESCRIPTION: This function retrieves the current performance state (P-State). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \param [in] hPhysicalGPU GPU selection +//! \param [out] pCurrentPstate The ID of the current P-State of the GPU - see \ref NV_GPU_PERF_PSTATES. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_NOT_SUPPORTED P-States is not supported on this setup. +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetCurrentPstate(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_PERF_PSTATE_ID *pCurrentPstate); + + + + +//! \ingroup gpupstate +#define NVAPI_MAX_GPU_UTILIZATIONS 8 + + + +//! \ingroup gpupstate +//! Used in NvAPI_GPU_GetDynamicPstatesInfoEx(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 flags; //!< bit 0 indicates if the dynamic Pstate is enabled or not + struct + { + NvU32 bIsPresent:1; //!< Set if this utilization domain is present on this GPU + NvU32 percentage; //!< Percentage of time where the domain is considered busy in the last 1 second interval + } utilization[NVAPI_MAX_GPU_UTILIZATIONS]; +} NV_GPU_DYNAMIC_PSTATES_INFO_EX; + +//! \ingroup gpupstate +//! Macro for constructing the version field of NV_GPU_DYNAMIC_PSTATES_INFO_EX +#define NV_GPU_DYNAMIC_PSTATES_INFO_EX_VER MAKE_NVAPI_VERSION(NV_GPU_DYNAMIC_PSTATES_INFO_EX,1) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetDynamicPstatesInfoEx +// +//! DESCRIPTION: This API retrieves the NV_GPU_DYNAMIC_PSTATES_INFO_EX structure for the specified physical GPU. +//! Each domain's info is indexed in the array. For example: +//! - pDynamicPstatesInfo->utilization[NVAPI_GPU_UTILIZATION_DOMAIN_GPU] holds the info for the GPU domain. \p +//! There are currently 4 domains for which GPU utilization and dynamic P-State thresholds can be retrieved: +//! graphic engine (GPU), frame buffer (FB), video engine (VID), and bus interface (BUS). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! \since Release: 185 +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_INVALID_ARGUMENT pDynamicPstatesInfo is NULL +//! \retval ::NVAPI_HANDLE_INVALIDATED +//! \retval ::NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the INFO struct is not supported +//! +//! \ingroup gpupstate +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetDynamicPstatesInfoEx(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_DYNAMIC_PSTATES_INFO_EX *pDynamicPstatesInfoEx); +/////////////////////////////////////////////////////////////////////////////////// +// Thermal API +// Provides ability to get temperature levels from the various thermal sensors associated with the GPU + +//! \ingroup gputhermal +#define NVAPI_MAX_THERMAL_SENSORS_PER_GPU 3 + +//! \ingroup gputhermal +//! Used in NV_GPU_THERMAL_SETTINGS +typedef enum +{ + NVAPI_THERMAL_TARGET_NONE = 0, + NVAPI_THERMAL_TARGET_GPU = 1, //!< GPU core temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_MEMORY = 2, //!< GPU memory temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_POWER_SUPPLY = 4, //!< GPU power supply temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_BOARD = 8, //!< GPU board ambient temperature requires NvPhysicalGpuHandle + NVAPI_THERMAL_TARGET_VCD_BOARD = 9, //!< Visual Computing Device Board temperature requires NvVisualComputingDeviceHandle + NVAPI_THERMAL_TARGET_VCD_INLET = 10, //!< Visual Computing Device Inlet temperature requires NvVisualComputingDeviceHandle + NVAPI_THERMAL_TARGET_VCD_OUTLET = 11, //!< Visual Computing Device Outlet temperature requires NvVisualComputingDeviceHandle + + NVAPI_THERMAL_TARGET_ALL = 15, + NVAPI_THERMAL_TARGET_UNKNOWN = -1, +} NV_THERMAL_TARGET; + +//! \ingroup gputhermal +//! Used in NV_GPU_THERMAL_SETTINGS +typedef enum +{ + NVAPI_THERMAL_CONTROLLER_NONE = 0, + NVAPI_THERMAL_CONTROLLER_GPU_INTERNAL, + NVAPI_THERMAL_CONTROLLER_ADM1032, + NVAPI_THERMAL_CONTROLLER_MAX6649, + NVAPI_THERMAL_CONTROLLER_MAX1617, + NVAPI_THERMAL_CONTROLLER_LM99, + NVAPI_THERMAL_CONTROLLER_LM89, + NVAPI_THERMAL_CONTROLLER_LM64, + NVAPI_THERMAL_CONTROLLER_ADT7473, + NVAPI_THERMAL_CONTROLLER_SBMAX6649, + NVAPI_THERMAL_CONTROLLER_VBIOSEVT, + NVAPI_THERMAL_CONTROLLER_OS, + NVAPI_THERMAL_CONTROLLER_UNKNOWN = -1, +} NV_THERMAL_CONTROLLER; + +//! \ingroup gputhermal +//! Used in NvAPI_GPU_GetThermalSettings() +typedef struct +{ + NvU32 version; //!< structure version + NvU32 count; //!< number of associated thermal sensors + struct + { + NV_THERMAL_CONTROLLER controller; //!< internal, ADM1032, MAX6649... + NvU32 defaultMinTemp; //!< The min default temperature value of the thermal sensor in degree Celsius + NvU32 defaultMaxTemp; //!< The max default temperature value of the thermal sensor in degree Celsius + NvU32 currentTemp; //!< The current temperature value of the thermal sensor in degree Celsius + NV_THERMAL_TARGET target; //!< Thermal sensor targeted @ GPU, memory, chipset, powersupply, Visual Computing Device, etc. + } sensor[NVAPI_MAX_THERMAL_SENSORS_PER_GPU]; + +} NV_GPU_THERMAL_SETTINGS_V1; + +//! \ingroup gputhermal +typedef struct +{ + NvU32 version; //!< structure version + NvU32 count; //!< number of associated thermal sensors + struct + { + NV_THERMAL_CONTROLLER controller; //!< internal, ADM1032, MAX6649... + NvS32 defaultMinTemp; //!< Minimum default temperature value of the thermal sensor in degree Celsius + NvS32 defaultMaxTemp; //!< Maximum default temperature value of the thermal sensor in degree Celsius + NvS32 currentTemp; //!< Current temperature value of the thermal sensor in degree Celsius + NV_THERMAL_TARGET target; //!< Thermal sensor targeted - GPU, memory, chipset, powersupply, Visual Computing Device, etc + } sensor[NVAPI_MAX_THERMAL_SENSORS_PER_GPU]; + +} NV_GPU_THERMAL_SETTINGS_V2; + +//! \ingroup gputhermal +typedef NV_GPU_THERMAL_SETTINGS_V2 NV_GPU_THERMAL_SETTINGS; + +//! \ingroup gputhermal +//! @{ + +//! Macro for constructing the version field of NV_GPU_THERMAL_SETTINGS_V1 +#define NV_GPU_THERMAL_SETTINGS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_THERMAL_SETTINGS_V1,1) + +//! Macro for constructing the version field of NV_GPU_THERMAL_SETTINGS_V2 +#define NV_GPU_THERMAL_SETTINGS_VER_2 MAKE_NVAPI_VERSION(NV_GPU_THERMAL_SETTINGS_V2,2) + +//! Macro for constructing the version field of NV_GPU_THERMAL_SETTINGS +#define NV_GPU_THERMAL_SETTINGS_VER NV_GPU_THERMAL_SETTINGS_VER_2 +//! @} + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetThermalSettings +// +//! This function retrieves the thermal information of all thermal sensors or specific thermal sensor associated with the selected GPU. +//! Thermal sensors are indexed 0 to NVAPI_MAX_THERMAL_SENSORS_PER_GPU-1. +//! +//! - To retrieve specific thermal sensor info, set the sensorIndex to the required thermal sensor index. +//! - To retrieve info for all sensors, set sensorIndex to NVAPI_THERMAL_TARGET_ALL. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 85 +//! +//! \param [in] hPhysicalGPU GPU selection. +//! \param [in] sensorIndex Explicit thermal sensor index selection. +//! \param [out] pThermalSettings Array of thermal settings. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred. +//! \retval NVAPI_INVALID_ARGUMENT pThermalInfo is NULL. +//! \retval NVAPI_HANDLE_INVALIDATED Handle passed has been invalidated (see user guide). +//! \retval NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE Handle passed is not a physical GPU handle. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the INFO struct is not supported. +//! \ingroup gputhermal +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetThermalSettings(NvPhysicalGpuHandle hPhysicalGpu, NvU32 sensorIndex, NV_GPU_THERMAL_SETTINGS *pThermalSettings); + + + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 reserved; //!< These bits are reserved for future use. + struct + { + NvU32 bIsPresent:1; //!< Set if this domain is present on this GPU + NvU32 reserved:31; //!< These bits are reserved for future use. + NvU32 frequency; //!< Clock frequency (kHz) + }domain[NVAPI_MAX_GPU_PUBLIC_CLOCKS]; +} NV_GPU_CLOCK_FREQUENCIES_V1; + +#ifndef NV_GPU_MAX_CLOCK_FREQUENCIES + #define NV_GPU_MAX_CLOCK_FREQUENCIES 3 +#endif + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef enum +{ + NV_GPU_CLOCK_FREQUENCIES_CURRENT_FREQ = 0, + NV_GPU_CLOCK_FREQUENCIES_BASE_CLOCK = 1, + NV_GPU_CLOCK_FREQUENCIES_BOOST_CLOCK = 2, + NV_GPU_CLOCK_FREQUENCIES_CLOCK_TYPE_NUM = NV_GPU_MAX_CLOCK_FREQUENCIES +} NV_GPU_CLOCK_FREQUENCIES_CLOCK_TYPE; + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 ClockType:4; //!< One of NV_GPU_CLOCK_FREQUENCIES_CLOCK_TYPE. Used to specify the type of clock to be returned. + NvU32 reserved:20; //!< These bits are reserved for future use. Must be set to 0. + NvU32 reserved1:8; //!< These bits are reserved. + struct + { + NvU32 bIsPresent:1; //!< Set if this domain is present on this GPU + NvU32 reserved:31; //!< These bits are reserved for future use. + NvU32 frequency; //!< Clock frequency (kHz) + }domain[NVAPI_MAX_GPU_PUBLIC_CLOCKS]; +} NV_GPU_CLOCK_FREQUENCIES_V2; + +//! \ingroup gpuclock +//! Used in NvAPI_GPU_GetAllClockFrequencies() +typedef NV_GPU_CLOCK_FREQUENCIES_V2 NV_GPU_CLOCK_FREQUENCIES; + +//! \addtogroup gpuclock +//! @{ +#define NV_GPU_CLOCK_FREQUENCIES_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLOCK_FREQUENCIES_V1,1) +#define NV_GPU_CLOCK_FREQUENCIES_VER_2 MAKE_NVAPI_VERSION(NV_GPU_CLOCK_FREQUENCIES_V2,2) +#define NV_GPU_CLOCK_FREQUENCIES_VER_3 MAKE_NVAPI_VERSION(NV_GPU_CLOCK_FREQUENCIES_V2,3) +#define NV_GPU_CLOCK_FREQUENCIES_VER NV_GPU_CLOCK_FREQUENCIES_VER_3 +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetAllClockFrequencies +// +//! This function retrieves the NV_GPU_CLOCK_FREQUENCIES structure for the specified physical GPU. +//! +//! For each clock domain: +//! - bIsPresent is set for each domain that is present on the GPU +//! - frequency is the domain's clock freq in kHz +//! +//! Each domain's info is indexed in the array. For example: +//! clkFreqs.domain[NVAPI_GPU_PUBLIC_CLOCK_MEMORY] holds the info for the MEMORY domain. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 295 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval NVAPI_INVALID_ARGUMENT pClkFreqs is NULL. +//! \ingroup gpuclock +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetAllClockFrequencies(__in NvPhysicalGpuHandle hPhysicalGPU, __inout NV_GPU_CLOCK_FREQUENCIES *pClkFreqs); + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_QueryIlluminationSupport +//! +//! \fn NvAPI_GPU_QueryIlluminationSupport(__inout NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM *pIlluminationSupportInfo) +//! DESCRIPTION: This function reports if the specified illumination attribute is supported. +//! +//! \note Only a single GPU can manage an given attribute on a given HW element, +//! regardless of how many are attatched. I.E. only one GPU will be used to control +//! the brightness of the LED on an SLI bridge, regardless of how many are physicaly attached. +//! You should enumerate thru the GPUs with this call to determine which GPU is managing the attribute. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 300.05 +//! +//! \param [in] hPhysicalGpu Physical GPU handle +//! \param Attribute An enumeration value specifying the Illumination attribute to be querried +//! \param [out] pSupported A boolean indicating if the attribute is supported. +//! +//! \return See \ref nvapistatus for the list of possible return values. +// +////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef enum _NV_GPU_ILLUMINATION_ATTRIB +{ + NV_GPU_IA_LOGO_BRIGHTNESS = 0, + NV_GPU_IA_SLI_BRIGHTNESS = 1, +} NV_GPU_ILLUMINATION_ATTRIB; + +//! \ingroup gpu +typedef struct _NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1 { + + // IN + NvU32 version; //!< Version of this structure + NvPhysicalGpuHandle hPhysicalGpu; //!< The handle of the GPU that you are checking for the specified attribute. + //!< note that this is the GPU that is managing the attribute. + //!< Only a single GPU can manage an given attribute on a given HW element, + //!< regardless of how many are attatched. + //!< I.E. only one GPU will be used to control the brightness of the LED on an SLI bridge, + //!< regardless of how many are physicaly attached. + //!< You enumerate thru the GPUs with this call to determine which GPU is managing the attribute. + NV_GPU_ILLUMINATION_ATTRIB Attribute; //!< An enumeration value specifying the Illumination attribute to be querried. + //!< refer to enum \ref NV_GPU_ILLUMINATION_ATTRIB. + + // OUT + NvU32 bSupported; //!< A boolean indicating if the attribute is supported. + +} NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1; + +//! \ingroup gpu +typedef NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1 NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM; +//! \ingroup gpu +#define NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_VER_1 MAKE_NVAPI_VERSION(NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_V1,1) +//! \ingroup gpu +#define NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_VER NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM_VER_1 + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_QueryIlluminationSupport(__inout NV_GPU_QUERY_ILLUMINATION_SUPPORT_PARM *pIlluminationSupportInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_GetIllumination +//! +//! \fn NvAPI_GPU_GetIllumination(NV_GPU_GET_ILLUMINATION_PARM *pIlluminationInfo) +//! DESCRIPTION: This function reports value of the specified illumination attribute. +//! +//! \note Only a single GPU can manage an given attribute on a given HW element, +//! regardless of how many are attatched. I.E. only one GPU will be used to control +//! the brightness of the LED on an SLI bridge, regardless of how many are physicaly attached. +//! You should enumerate thru the GPUs with the \ref NvAPI_GPU_QueryIlluminationSupport call to +//! determine which GPU is managing the attribute. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 300.05 +//! +//! \param [in] hPhysicalGpu Physical GPU handle +//! \param Attribute An enumeration value specifying the Illumination attribute to be querried +//! \param [out] Value A DWORD containing the current value for the specified attribute. +//! This is specified as a percentage of the full range of the attribute +//! (0-100; 0 = off, 100 = full brightness) +//! +//! \return See \ref nvapistatus for the list of possible return values. Return values of special interest are: +//! NVAPI_INVALID_ARGUMENT The specified attibute is not known to the driver. +//! NVAPI_NOT_SUPPORTED: The specified attribute is not supported on the specified GPU +// +////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef struct _NV_GPU_GET_ILLUMINATION_PARM_V1 { + + // IN + NvU32 version; //!< Version of this structure + NvPhysicalGpuHandle hPhysicalGpu; //!< The handle of the GPU that you are checking for the specified attribute. + //!< Note that this is the GPU that is managing the attribute. + //!< Only a single GPU can manage an given attribute on a given HW element, + //!< regardless of how many are attatched. + //!< I.E. only one GPU will be used to control the brightness of the LED on an SLI bridge, + //!< regardless of how many are physicaly attached. + //!< You enumerate thru the GPUs with this call to determine which GPU is managing the attribute. + NV_GPU_ILLUMINATION_ATTRIB Attribute; //!< An enumeration value specifying the Illumination attribute to be querried. + //!< refer to enum \ref NV_GPU_ILLUMINATION_ATTRIB. + + // OUT + NvU32 Value; //!< A DWORD that will contain the current value of the specified attribute. + //! This is specified as a percentage of the full range of the attribute + //! (0-100; 0 = off, 100 = full brightness) + +} NV_GPU_GET_ILLUMINATION_PARM_V1; + +//! \ingroup gpu +typedef NV_GPU_GET_ILLUMINATION_PARM_V1 NV_GPU_GET_ILLUMINATION_PARM; +//! \ingroup gpu +#define NV_GPU_GET_ILLUMINATION_PARM_VER_1 MAKE_NVAPI_VERSION(NV_GPU_GET_ILLUMINATION_PARM_V1,1) +//! \ingroup gpu +#define NV_GPU_GET_ILLUMINATION_PARM_VER NV_GPU_GET_ILLUMINATION_PARM_VER_1 + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_GetIllumination(NV_GPU_GET_ILLUMINATION_PARM *pIlluminationInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_SetIllumination +//! +//! \fn NvAPI_GPU_SetIllumination(NV_GPU_SET_ILLUMINATION_PARM *pIlluminationInfo) +//! DESCRIPTION: This function sets the value of the specified illumination attribute. +//! +//! \note Only a single GPU can manage an given attribute on a given HW element, +//! regardless of how many are attatched. I.E. only one GPU will be used to control +//! the brightness of the LED on an SLI bridge, regardless of how many are physicaly attached. +//! You should enumerate thru the GPUs with the \ref NvAPI_GPU_QueryIlluminationSupport call to +//! determine which GPU is managing the attribute. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 300.05 +//! +//! \param [in] hPhysicalGpu Physical GPU handle +//! \param Attribute An enumeration value specifying the Illumination attribute to be set +//! \param Value The new value for the specified attribute. +//! This should be specified as a percentage of the full range of the attribute +//! (0-100; 0 = off, 100 = full brightness) +//! If a value is specified outside this range, NVAPI_INVALID_ARGUMENT will be returned. +//! +//! \return See \ref nvapistatus for the list of possible return values. Return values of special interest are: +//! NVAPI_INVALID_ARGUMENT The specified attibute is not known to the driver, or the specified value is out of range. +//! NVAPI_NOT_SUPPORTED The specified attribute is not supported on the specified GPU. +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup gpu +typedef struct _NV_GPU_SET_ILLUMINATION_PARM_V1 { + + // IN + NvU32 version; //!< Version of this structure + NvPhysicalGpuHandle hPhysicalGpu; //!< The handle of the GPU that you are checking for the specified attribute. + //!< Note that this is the GPU that is managing the attribute. + //!< Only a single GPU can manage an given attribute on a given HW element, + //!< regardless of how many are attatched. + //!< I.E. only one GPU will be used to control the brightness of the LED on an SLI bridge, + //!< regardless of how many are physicaly attached. + //!< You enumerate thru the GPUs with this call to determine which GPU is managing the attribute. + NV_GPU_ILLUMINATION_ATTRIB Attribute; //!< An enumeration value specifying the Illumination attribute to be querried. + //!< refer to enum \ref NV_GPU_ILLUMINATION_ATTRIB. + NvU32 Value; //!< A DWORD containing the new value for the specified attribute. + //!< This should be specified as a percentage of the full range of the attribute + //!< (0-100; 0 = off, 100 = full brightness) + //!< If a value is specified outside this range, NVAPI_INVALID_ARGUMENT will be returned. + + // OUT + +} NV_GPU_SET_ILLUMINATION_PARM_V1; + +//! \ingroup gpu +typedef NV_GPU_SET_ILLUMINATION_PARM_V1 NV_GPU_SET_ILLUMINATION_PARM; +//! \ingroup gpu +#define NV_GPU_SET_ILLUMINATION_PARM_VER_1 MAKE_NVAPI_VERSION(NV_GPU_SET_ILLUMINATION_PARM_V1,1) +//! \ingroup gpu +#define NV_GPU_SET_ILLUMINATION_PARM_VER NV_GPU_SET_ILLUMINATION_PARM_VER_1 + +//! \ingroup gpu +NVAPI_INTERFACE NvAPI_GPU_SetIllumination(NV_GPU_SET_ILLUMINATION_PARM *pIlluminationInfo); + + + +/*! + * Enumeration of control modes that can be applied to Illumination Zones. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB = 0, // deprecated + NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB, // deprecated + + NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL = 0, + NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR, + + // Strictly add new control modes above this. + NV_GPU_CLIENT_ILLUM_CTRL_MODE_INVALID = 0xFF, +} NV_GPU_CLIENT_ILLUM_CTRL_MODE; + +/*! + * Enumeration of locations where an Illumination Zone might be present. + * Encoding used - + * 1:0 - Number specifier (0) + * 4:2 - Location (TOP) + * 7:5 - Type (GPU/SLI) + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_GPU_TOP_0 = 0x00, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_GPU_FRONT_0 = 0x08, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_GPU_BACK_0 = 0x0C, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_SLI_TOP_0 = 0x20, + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION_INVALID = 0xFFFFFFFF, +} NV_GPU_CLIENT_ILLUM_ZONE_LOCATION; + +/*! + * Enumeration of ILLUM_DEVICEs. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_INVALID = 0, + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_MCUV10, + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_GPIO_PWM_RGBW_V10, + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE_GPIO_PWM_SINGLE_COLOR_V10, +} NV_GPU_CLIENT_ILLUM_DEVICE_TYPE; + +/*! + * Enumeration of ILLUM_ZONEs. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_INVALID = 0, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGB, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_COLOR_FIXED, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGBW, + NV_GPU_CLIENT_ILLUM_ZONE_TYPE_SINGLE_COLOR, +} NV_GPU_CLIENT_ILLUM_ZONE_TYPE; + +/*! + * Number of color points for the piecewise linear control mode. + */ +#define NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS 2 + +/*! + * Enumeration of Cycle types for piecewise linear control mode. + */ +typedef enum +{ + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_HALF_HALT = 0, + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_FULL_HALT, + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_FULL_REPEAT, + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_INVALID = 0xFF, +} NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_TYPE; + +#define NV_GPU_CLIENT_ILLUM_DEVICE_NUM_DEVICES_MAX 32 + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 + * Describes the static information of illumination device type MCUV10. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_MCUV10 +{ + /*! + * I2C Device Index: Pointing to the illumination device in I2C Devices Table. + */ + NvU8 i2cDevIdx; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_MCUV10; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 + * Describes the static information of illum device type GPIO_PWM_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_RGBW +{ + /*! + * Red drive GPIO pin. + */ + NvU8 gpioPinRed; + + /*! + * Green drive GPIO pin. + */ + NvU8 gpioPinGreen; + + /*! + * Blue drive GPIO pin. + */ + NvU8 gpioPinBlue; + + /*! + * White drive GPIO pin. + */ + NvU8 gpioPinWhite; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_RGBW; +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 + * Describes the static information of illum device type GPIO_PWM_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_SINGLE_COLOR +{ + /*! + * Single Color GPIO pin. + */ + NvU8 gpioPinSingleColor; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_SINGLE_COLOR; + +/*! + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 +{ + /*! + * Type of the illumination device. + */ + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE type; + + /*! + * Supported control modes for this illumination device. + */ + NvU32 ctrlModeMask; + + /*! + * Union of illumination device info data. Interpreted as per + * @ref NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1::type + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_MCUV10 mcuv10; + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_RGBW gpioPwmRgbwv10; + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_DATA_GPIO_PWM_SINGLE_COLOR gpioPwmSingleColorv10; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1; + +/*! + */ +typedef struct _NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1 +{ + /*! + * Version of structure. Must always be first member. + */ + NvU32 version; + + /*! + * Number of illumination devices present. + */ + NvU32 numIllumDevices; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + + /*! + */ + NV_GPU_CLIENT_ILLUM_DEVICE_INFO_V1 devices[NV_GPU_CLIENT_ILLUM_DEVICE_NUM_DEVICES_MAX]; +} NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_VER NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS_V1 NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumDevicesGetInfo +//! +//! DESCRIPTION: This API returns static information about illumination devices on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumDevicesInfo Pointer to structure containing static +//! information about illumination devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumDevicesGetInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_DEVICE_INFO_PARAMS *pIllumDevicesInfo); + + +/*! + * Structure representing the data required for synchronization. + */ +typedef struct +{ + /*! + * Boolean representing the need for synchronization. + */ + NvBool bSync; + + /*! + * Time stamp value required for synchronization. + */ + NvU64 timeStampms; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_DEVICE_SYNC_V1; + +/*! + * Structure representing the device control parameters of each ILLUM_DEVICE. + */ +typedef struct +{ + /*! + * Type of the illum device. + */ + NV_GPU_CLIENT_ILLUM_DEVICE_TYPE type; + + /*! + * Structure containing the synchronization data for the illumination device. + */ + NV_GPU_CLIENT_ILLUM_DEVICE_SYNC_V1 syncData; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_V1; + +typedef NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_V1 NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL; + +/*! + * Structure representing the control parameters of ILLUM_DEVICE-s. + */ +typedef struct +{ + /*! + * Version of structure. Must always be first member. + */ + NvU32 version; + + /*! + * Number of illumination devices present. + */ + NvU32 numIllumDevices; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + + /*! + */ + NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_V1 devices[NV_GPU_CLIENT_ILLUM_DEVICE_NUM_DEVICES_MAX]; +} NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_VER NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS_V1 NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumDevicesGetControl +//! +//! DESCRIPTION: This API gets control parameters about illumination devices on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [inout] pIllumDevicesControl Pointer to structure containing control +//! information about illum devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumDevicesGetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS *pClientIllumDevicesControl); + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumDevicesSetControl +//! +//! DESCRIPTION: This API sets control parameters about illumination devices on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [inout] pClientIllumDevicesControl Pointer to structure containing control +//! information about illum devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumDevicesSetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_DEVICE_CONTROL_PARAMS *pClientIllumDevicesControl); + + +#define NV_GPU_CLIENT_ILLUM_ZONE_NUM_ZONES_MAX 32 + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGB +{ + NvU8 rsvd; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGB; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 + * Describes the static information of illum zone type RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGBW +{ + NvU8 rsvd; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGBW; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 + * Describes the static information of illum zone type SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_SINGLE_COLOR +{ + NvU8 rsvd; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_SINGLE_COLOR; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 +{ + NV_GPU_CLIENT_ILLUM_ZONE_TYPE type; + + /*! + * Index pointing to an Illumination Device that controls this zone. + */ + NvU8 illumDeviceIdx; + + /*! + * Provider index for representing logical to physical zone mapping. + */ + NvU8 provIdx; + + /*! + * Location of the zone on the board. + */ + NV_GPU_CLIENT_ILLUM_ZONE_LOCATION zoneLocation; + + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGB rgb; + NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_RGBW rgbw; + NV_GPU_CLIENT_ILLUM_ZONE_INFO_DATA_SINGLE_COLOR singleColor; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1 +{ + /*! + * Version of structure. Must always be first member. + */ + NvU32 version; + + /*! + * Number of illumination zones present. + */ + NvU32 numIllumZones; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + NV_GPU_CLIENT_ILLUM_ZONE_INFO_V1 zones[NV_GPU_CLIENT_ILLUM_ZONE_NUM_ZONES_MAX]; +} NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_VER NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS_V1 NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumZonesGetInfo +//! +//! DESCRIPTION: This API returns static information about illumination zones on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumZonesInfo Pointer to structure containing static +//! information about illumination devices. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumZonesGetInfo(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_ZONE_INFO_PARAMS *pIllumZonesInfo); + + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS +{ + /*! + * Red compenent of color applied to the zone. + */ + NvU8 colorR; + + /*! + * Green compenent of color applied to the zone. + */ + NvU8 colorG; + + /*! + * Blue compenent of color applied to the zone. + */ + NvU8 colorB; + + /*! + * Brightness perecentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS rgbParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR +{ + /*! + * Type of cycle effect to apply. + */ + NV_GPU_CLIENT_ILLUM_PIECEWISE_LINEAR_CYCLE_TYPE cycleType; + + /*! + * Number of times to repeat function within group period. + */ + NvU8 grpCount; + + /*! + * Time in ms to transition from color A to color B. + */ + NvU16 riseTimems; + + /*! + * Time in ms to transition from color B to color A. + */ + NvU16 fallTimems; + + /*! + * Time in ms to remain at color A before color A to color B transition. + */ + NvU16 ATimems; + + /*! + * Time in ms to remain at color B before color B to color A transition. + */ + NvU16 BTimems; + + /*! + * Time in ms to remain idle before next group of repeated function cycles. + */ + NvU16 grpIdleTimems; + + /*! + * Time in ms to offset the cycle relative to other zones. + */ + NvU16 phaseOffsetms; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB_PARAMS rgbParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illumination zone of type + * \ref NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB +{ + /*! + * Union of illumination zone control data for zone of type NV_GPU_CLIENT_ILLUM_ZONE_TYPE_RGB. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGB manualRGB; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGB piecewiseLinearRGB; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS +{ + /*! + * Brightness percentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS colorFixedParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED + * Data required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_COLOR_FIXED +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGB. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED_PARAMS colorFixedParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_COLOR_FIXED; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illum zone of type + * \ref NV_GPU_CLIENT_ILLUM_ZONE_TYPE_COLOR_FIXED. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED +{ + /*! + * Union of illum zone control data for zone of type NV_GPU_CLIENT_ILLUM_ZONE_TYPE_COLOR_FIXED. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_COLOR_FIXED manualColorFixed; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_COLOR_FIXED piecewiseLinearColorFixed; + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED; + +/*! + * Used in \ref NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW + * Parameters required to represent control mode of type + * \ref NV_GPU_CLIENT_ILLUM_CTRL_MODE_MANUAL_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS +{ + /*! + * Red component of color applied to the zone. + */ + NvU8 colorR; + + /*! + * Green component of color applied to the zone. + */ + NvU8 colorG; + + /*! + * Blue component of color applied to the zone. + */ + NvU8 colorB; + + /*! + * White component of color applied to the zone. + */ + NvU8 colorW; + + /*! + * Brightness percentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_RGBW + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_RGBW. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS rgbwParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_RGBW + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGBW +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_RGBW. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW_PARAMS rgbwParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGBW; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illum zone of type + * \ref NV_GPU_ILLUM_ZONE_TYPE_RGBW. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGBW +{ + /*! + * Union of illum zone control data for zone of type NV_GPU_ILLUM_ZONE_TYPE_RGBW. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_RGBW manualRGBW; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_RGBW piecewiseLinearRGBW; + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGBW; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS +{ + /*! + * Brightness percentage value of the zone. + */ + NvU8 brightnessPct; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_MANUAL_SINGLE_COLOR. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS singleColorParams; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR + * Data required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_SINGLE_COLOR +{ + /*! + * Parameters required to represent control mode of type + * \ref NV_GPU_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_SINGLE_COLOR. + */ + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR_PARAMS singleColorParams[NV_GPU_CLIENT_ILLUM_CTRL_MODE_PIECEWISE_LINEAR_COLOR_ENDPOINTS]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR piecewiseLinearData; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_SINGLE_COLOR; + +/*! + * Used in \ref NV_GPU_ILLUM_ZONE_CONTROL_V1 + * Describes the control data for illum zone of type + * \ref NV_GPU_ILLUM_ZONE_TYPE_SINGLE_COLOR. + */ +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR +{ + /*! + * Union of illum zone control data for zone of type NV_GPU_ILLUM_ZONE_TYPE_SINGLE_COLOR. + * Interpreted as per ctrlMode. + */ + union + { + // + // Need to be careful when add/expanding types in this union. If any type + // exceeds sizeof(rsvd) then rsvd has failed its purpose. + // + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_MANUAL_SINGLE_COLOR manualSingleColor; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_PIECEWISE_LINEAR_SINGLE_COLOR piecewiseLinearSingleColor; + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + } data; + + /*! + * Reserved for future. + */ + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 +{ + NV_GPU_CLIENT_ILLUM_ZONE_TYPE type; + NV_GPU_CLIENT_ILLUM_CTRL_MODE ctrlMode; + union + { + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGB rgb; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_COLOR_FIXED colorFixed; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_RGBW rgbw; + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_DATA_SINGLE_COLOR singleColor; + NvU8 rsvd[64]; + } data; + NvU8 rsvd[64]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1; + +typedef struct _NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1 +{ + NvU32 version; + + /*! + * Bit field specifying the set of values to retrieve or set + * - default (NV_TRUE) + * - currently active (NV_FALSE). + */ + NvU32 bDefault : 1; + NvU32 rsvdField : 31; + + /*! + * Number of illumination zones present. + */ + NvU32 numIllumZonesControl; + + /*! + * Reserved bytes for possible future extension of this struct. + */ + NvU8 rsvd[64]; + + NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_V1 zones[NV_GPU_CLIENT_ILLUM_ZONE_NUM_ZONES_MAX]; +} NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1; + +#define NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_VER_1 MAKE_NVAPI_VERSION(NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1, 1) +#define NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_VER NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_VER_1 +typedef NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS_V1 NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS; + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumZonesGetControl +//! +//! DESCRIPTION: Accessor for control information about illumination zones on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumZonesControl Pointer to structure containing control +//! information about illumination zones. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumZonesGetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS *pIllumZonesControl); + +/////////////////////////////////////////////////////////////////////////////// +//! +//! FUNCTION NAME: NvAPI_GPU_ClientIllumZonesSetControl +//! +//! DESCRIPTION: Mutator for control information about illumination zones on the +//! given GPU. +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 400 +//! \param [in] hPhysicalGpu The physical GPU handle +//! \param [out] pIllumZonesControl Pointer to structure containing control +//! information about illumination zones. +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_ClientIllumZonesSetControl(__in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GPU_CLIENT_ILLUM_ZONE_CONTROL_PARAMS *pIllumZonesControl); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Event_RegisterCallback +// +//! DESCRIPTION: This API registers the process for events. This API should be called for each eventcallback. +//! The handle returned to the client will be common across all eventCallbacks. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] eventCallback Pointer to NV_EVENT_REGISTER_CALLBACK structure to call +//! on new events +//! \param [out] phClient Handle to client for use with +//! unregister function +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NvAPI not initialized +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid argument +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Event_RegisterCallback(PNV_EVENT_REGISTER_CALLBACK eventCallback, + NvEventHandle* phClient); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Event_UnregisterCallback +// +//! DESCRIPTION: This API unregister an event handle. +//! This API should be called only once per process(irrespective of the number of callbacks registered). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hClient Handle associated with this listeners +//! event queue. Same as returned from +//! NvAPI_Event_RegisterCallback(). +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NvAPI not initialized +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid argument +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Event_UnregisterCallback(NvEventHandle hClient); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumNvidiaDisplayHandle +// +//! This function returns the handle of the NVIDIA display specified by the enum +//! index (thisEnum). The client should keep enumerating until it +//! returns error. +//! +//! Note: Display handles can get invalidated on a modeset, so the calling applications need to +//! renum the handles after every modeset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param [in] thisEnum The index of the NVIDIA display. +//! \param [out] pNvDispHandle Pointer to the NVIDIA display handle. +//! +//! \retval NVAPI_INVALID_ARGUMENT Either the handle pointer is NULL or enum index too big +//! \retval NVAPI_OK Return a valid NvDisplayHandle based on the enum index +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device found in the system +//! \retval NVAPI_END_ENUMERATION No more display device to enumerate +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumNvidiaDisplayHandle(NvU32 thisEnum, NvDisplayHandle *pNvDispHandle); + + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumNvidiaUnAttachedDisplayHandle +// +//! This function returns the handle of the NVIDIA unattached display specified by the enum +//! index (thisEnum). The client should keep enumerating until it +//! returns error. +//! Note: Display handles can get invalidated on a modeset, so the calling applications need to +//! renum the handles after every modeset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \param [in] thisEnum The index of the NVIDIA display. +//! \param [out] pNvUnAttachedDispHandle Pointer to the NVIDIA display handle of the unattached display. +//! +//! \retval NVAPI_INVALID_ARGUMENT Either the handle pointer is NULL or enum index too big +//! \retval NVAPI_OK Return a valid NvDisplayHandle based on the enum index +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device found in the system +//! \retval NVAPI_END_ENUMERATION No more display device to enumerate. +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumNvidiaUnAttachedDisplayHandle(NvU32 thisEnum, NvUnAttachedDisplayHandle *pNvUnAttachedDispHandle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_CreateDisplayFromUnAttachedDisplay +// +//! This function converts the unattached display handle to an active attached display handle. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvUnAttachedDisp is not valid or pNvDisplay is NULL. +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_CreateDisplayFromUnAttachedDisplay(NvUnAttachedDisplayHandle hNvUnAttachedDisp, NvDisplayHandle *pNvDisplay); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetAssociatedNVidiaDisplayHandle +// +//! This function returns the handle of the NVIDIA display that is associated +//! with the given display "name" (such as "\\.\DISPLAY1"). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT Either argument is NULL +//! \retval NVAPI_OK *pNvDispHandle is now valid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetAssociatedNvidiaDisplayHandle(const char *szDisplayName, NvDisplayHandle *pNvDispHandle); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetAssociatedUnAttachedNvidiaDisplayHandle +// +//! DESCRIPTION: This function returns the handle of an unattached NVIDIA display that is +//! associated with the given display name (such as "\\DISPLAY1"). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \retval ::NVAPI_INVALID_ARGUMENT Either argument is NULL. +//! \retval ::NVAPI_OK *pNvUnAttachedDispHandle is now valid. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name. +//! +//! \ingroup disphandle +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetAssociatedUnAttachedNvidiaDisplayHandle(const char *szDisplayName, NvUnAttachedDisplayHandle *pNvUnAttachedDispHandle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetAssociatedNVidiaDisplayName +// +//! For a given NVIDIA display handle, this function returns a string (such as "\\.\DISPLAY1") to identify the display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT Either argument is NULL +//! \retval NVAPI_OK *pNvDispHandle is now valid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetAssociatedNvidiaDisplayName(NvDisplayHandle NvDispHandle, NvAPI_ShortString szDisplayName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetUnAttachedAssociatedDisplayName +// +//! This function returns the display name given, for example, "\\DISPLAY1", using the unattached NVIDIA display handle +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT Either argument is NULL +//! \retval NVAPI_OK *pNvDispHandle is now valid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA device maps to that display name +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetUnAttachedAssociatedDisplayName(NvUnAttachedDisplayHandle hNvUnAttachedDisp, NvAPI_ShortString szDisplayName); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnableHWCursor +// +//! This function enables hardware cursor support +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnableHWCursor(NvDisplayHandle hNvDisplay); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DisableHWCursor +// +//! This function disables hardware cursor support +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DisableHWCursor(NvDisplayHandle hNvDisplay); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetVBlankCounter +// +//! This function gets the V-blank counter +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 80 +//! +//! \return NVAPI_ERROR or NVAPI_OK +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetVBlankCounter(NvDisplayHandle hNvDisplay, NvU32 *pCounter); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SetRefreshRateOverride +// +//! This function overrides the refresh rate on the given display/outputsMask. +//! The new refresh rate can be applied right away in this API call or deferred to be applied with the +//! next OS modeset. The override is good for only one modeset (regardless whether it's deferred or immediate). +//! +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 80 +//! +//! \param [in] hNvDisplay The NVIDIA display handle. It can be NVAPI_DEFAULT_HANDLE or a handle +//! enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] outputsMask A set of bits that identify all target outputs which are associated with the NVIDIA +//! display handle to apply the refresh rate override. When SLI is enabled, the +//! outputsMask only applies to the GPU that is driving the display output. +//! \param [in] refreshRate The override value. "0.0" means cancel the override. +//! \param [in] bSetDeferred +//! - "0": Apply the refresh rate override immediately in this API call.\p +//! - "1": Apply refresh rate at the next OS modeset. +//! +//! \retval NVAPI_INVALID_ARGUMENT hNvDisplay or outputsMask is invalid +//! \retval NVAPI_OK The refresh rate override is correct set +//! \retval NVAPI_ERROR The operation failed +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SetRefreshRateOverride(NvDisplayHandle hNvDisplay, NvU32 outputsMask, float refreshRate, NvU32 bSetDeferred); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetAssociatedDisplayOutputId +// +//! This function gets the active outputId associated with the display handle. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 90 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! \param [out] outputId The active display output ID associated with the selected display handle hNvDisplay. +//! The outputid will have only one bit set. In the case of Clone or Span mode, this will indicate the +//! display outputId of the primary display that the GPU is driving. See \ref handles. +//! +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_EXPECTED_DISPLAY_HANDLE hNvDisplay is not a valid display handle. +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetAssociatedDisplayOutputId(NvDisplayHandle hNvDisplay, NvU32 *pOutputId); + + +//! \ingroup dispcontrol +//! Used in NvAPI_GetDisplayPortInfo(). +typedef struct _NV_DISPLAY_PORT_INFO_V1 +{ + NvU32 version; //!< Structure version + NvU32 dpcd_ver; //!< DPCD version of the monitor + NV_DP_LINK_RATE maxLinkRate; //!< Maximum supported link rate + NV_DP_LANE_COUNT maxLaneCount; //!< Maximum supported lane count + NV_DP_LINK_RATE curLinkRate; //!< Current link rate + NV_DP_LANE_COUNT curLaneCount; //!< Current lane count + NV_DP_COLOR_FORMAT colorFormat; //!< Current color format + NV_DP_DYNAMIC_RANGE dynamicRange; //!< Dynamic range + NV_DP_COLORIMETRY colorimetry; //!< Ignored in RGB space + NV_DP_BPC bpc; //!< Current bit-per-component + NvU32 isDp : 1; //!< If the monitor is driven by a DisplayPort + NvU32 isInternalDp : 1; //!< If the monitor is driven by an NV Dp transmitter + NvU32 isColorCtrlSupported : 1; //!< If the color format change is supported + NvU32 is6BPCSupported : 1; //!< If 6 bpc is supported + NvU32 is8BPCSupported : 1; //!< If 8 bpc is supported + NvU32 is10BPCSupported : 1; //!< If 10 bpc is supported + NvU32 is12BPCSupported : 1; //!< If 12 bpc is supported + NvU32 is16BPCSupported : 1; //!< If 16 bpc is supported + NvU32 isYCrCb420Supported : 1; //!< If YCrCb420 is supported + NvU32 isYCrCb422Supported : 1; //!< If YCrCb422 is supported + NvU32 isYCrCb444Supported : 1; //!< If YCrCb444 is supported + NvU32 isRgb444SupportedOnCurrentMode : 1; //!< If Rgb444 is supported on the current mode + NvU32 isYCbCr444SupportedOnCurrentMode : 1; //!< If YCbCr444 is supported on the current mode + NvU32 isYCbCr422SupportedOnCurrentMode : 1; //!< If YCbCr422 is supported on the current mode + NvU32 isYCbCr420SupportedOnCurrentMode : 1; //!< If YCbCr420 is supported on the current mode + NvU32 is6BPCSupportedOnCurrentMode : 1; // if 6 bpc is supported On Current Mode + NvU32 is8BPCSupportedOnCurrentMode : 1; // if 8 bpc is supported On Current Mode + NvU32 is10BPCSupportedOnCurrentMode : 1; // if 10 bpc is supported On Current Mode + NvU32 is12BPCSupportedOnCurrentMode : 1; // if 12 bpc is supported On Current Mode + NvU32 is16BPCSupportedOnCurrentMode : 1; // if 16 bpc is supported On Current Mode + NvU32 isMonxvYCC601Capable : 1; // if xvYCC 601 extended colorimetry is supported + NvU32 isMonxvYCC709Capable : 1; // if xvYCC 709 extended colorimetry is supported + NvU32 isMonsYCC601Capable : 1; // if sYCC601 extended colorimetry is supported + NvU32 isMonAdobeYCC601Capable : 1; // if AdobeYCC601 extended colorimetry is supported + NvU32 isMonAdobeRGBCapable : 1; // if AdobeRGB extended colorimetry is supported + NvU32 isMonBT2020RGBCapable : 1; // if BT2020 RGB extended colorimetry is supported + NvU32 isMonBT2020YCCCapable : 1; // if BT2020 Y'CbCr extended colorimetry is supported + NvU32 isMonBT2020cYCCCapable : 1; // if BT2020 cYCbCr (constant luminance) extended colorimetry is supported + + NvU32 reserved : 4; //!< reserved + } NV_DISPLAY_PORT_INFO_V1; + + typedef NV_DISPLAY_PORT_INFO_V1 NV_DISPLAY_PORT_INFO; + +//! Macro for constructing the version field of NV_DISPLAY_PORT_INFO. +#define NV_DISPLAY_PORT_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_INFO,1) +#define NV_DISPLAY_PORT_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_INFO,2) +#define NV_DISPLAY_PORT_INFO_VER NV_DISPLAY_PORT_INFO_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetDisplayPortInfo +// +//! \fn NvAPI_GetDisplayPortInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_DISPLAY_PORT_INFO *pInfo) +//! DESCRIPTION: This function returns the current DisplayPort-related information on the specified device (monitor). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! \param [in] hvDisplay NVIDIA Display selection. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! This parameter is ignored when the outputId is a NvAPI displayId. +//! \param [in] outputId This can either be the connection bit mask or the NvAPI displayId. When the legacy connection bit mask is passed, +//! it should have exactly 1 bit set to indicate a single display. If it's "0" then the default outputId from +//! NvAPI_GetAssociatedDisplayOutputId() will be used. See \ref handles. +//! \param [out] pInfo The DisplayPort information +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +// +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_GetDisplayPortInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_DISPLAY_PORT_INFO *pInfo); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SetDisplayPort +// +//! \fn NvAPI_SetDisplayPort(NvDisplayHandle hNvDisplay, NvU32 outputId, NV_DISPLAY_PORT_CONFIG *pCfg) +//! DESCRIPTION: This function sets up DisplayPort-related configurations. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! \param [in] hNvDisplay NVIDIA display handle. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in] outputId This display output ID, when it's "0" it means the default outputId generated from the return of +//! NvAPI_GetAssociatedDisplayOutputId(). See \ref handles. +//! \param [in] pCfg The display port config structure. If pCfg is NULL, it means to use the driver's default value to setup. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter +/////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dispcontrol +//! DisplayPort configuration settings - used in NvAPI_SetDisplayPort(). +typedef struct +{ + NvU32 version; //!< Structure version - 2 is the latest + NV_DP_LINK_RATE linkRate; //!< Link rate + NV_DP_LANE_COUNT laneCount; //!< Lane count + NV_DP_COLOR_FORMAT colorFormat; //!< Color format to set + NV_DP_DYNAMIC_RANGE dynamicRange; //!< Dynamic range + NV_DP_COLORIMETRY colorimetry; //!< Ignored in RGB space + NV_DP_BPC bpc; //!< Bit-per-component + NvU32 isHPD : 1; //!< If the control panel is making this call due to HPD + NvU32 isSetDeferred : 1; //!< Requires an OS modeset to finalize the setup if set + NvU32 isChromaLpfOff : 1; //!< Force the chroma low_pass_filter to be off + NvU32 isDitherOff : 1; //!< Force to turn off dither + NvU32 testLinkTrain : 1; //!< If testing mode, skip validation + NvU32 testColorChange : 1; //!< If testing mode, skip validation + +} NV_DISPLAY_PORT_CONFIG; + +//! \addtogroup dispcontrol +//! @{ +//! Macro for constructing the version field of NV_DISPLAY_PORT_CONFIG +#define NV_DISPLAY_PORT_CONFIG_VER MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_CONFIG,2) +//! Macro for constructing the version field of NV_DISPLAY_PORT_CONFIG +#define NV_DISPLAY_PORT_CONFIG_VER_1 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_CONFIG,1) +//! Macro for constructing the version field of NV_DISPLAY_PORT_CONFIG +#define NV_DISPLAY_PORT_CONFIG_VER_2 MAKE_NVAPI_VERSION(NV_DISPLAY_PORT_CONFIG,2) +//! @} + + +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_SetDisplayPort(NvDisplayHandle hNvDisplay, NvU32 outputId, NV_DISPLAY_PORT_CONFIG *pCfg); + + + + +//! \ingroup dispcontrol +//! Used in NvAPI_GetHDMISupportInfo(). +typedef struct _NV_HDMI_SUPPORT_INFO_V1 +{ + NvU32 version; //!< Structure version + + NvU32 isGpuHDMICapable : 1; //!< If the GPU can handle HDMI + NvU32 isMonUnderscanCapable : 1; //!< If the monitor supports underscan + NvU32 isMonBasicAudioCapable : 1; //!< If the monitor supports basic audio + NvU32 isMonYCbCr444Capable : 1; //!< If YCbCr 4:4:4 is supported + NvU32 isMonYCbCr422Capable : 1; //!< If YCbCr 4:2:2 is supported + NvU32 isMonxvYCC601Capable : 1; //!< If xvYCC 601 is supported + NvU32 isMonxvYCC709Capable : 1; //!< If xvYCC 709 is supported + NvU32 isMonHDMI : 1; //!< If the monitor is HDMI (with IEEE's HDMI registry ID) + NvU32 reserved : 24; //!< Reserved. + + NvU32 EDID861ExtRev; //!< Revision number of the EDID 861 extension + } NV_HDMI_SUPPORT_INFO_V1; + +typedef struct _NV_HDMI_SUPPORT_INFO_V2 +{ + NvU32 version; //!< Structure version + + NvU32 isGpuHDMICapable : 1; //!< If the GPU can handle HDMI + NvU32 isMonUnderscanCapable : 1; //!< If the monitor supports underscan + NvU32 isMonBasicAudioCapable : 1; //!< If the monitor supports basic audio + NvU32 isMonYCbCr444Capable : 1; //!< If YCbCr 4:4:4 is supported + NvU32 isMonYCbCr422Capable : 1; //!< If YCbCr 4:2:2 is supported + NvU32 isMonxvYCC601Capable : 1; //!< If xvYCC extended colorimetry 601 is supported + NvU32 isMonxvYCC709Capable : 1; //!< If xvYCC extended colorimetry 709 is supported + NvU32 isMonHDMI : 1; //!< If the monitor is HDMI (with IEEE's HDMI registry ID) + NvU32 isMonsYCC601Capable : 1; //!< if sYCC601 extended colorimetry is supported + NvU32 isMonAdobeYCC601Capable : 1; //!< if AdobeYCC601 extended colorimetry is supported + NvU32 isMonAdobeRGBCapable : 1; //!< if AdobeRGB extended colorimetry is supported + NvU32 reserved : 21; //!< Reserved. + + NvU32 EDID861ExtRev; //!< Revision number of the EDID 861 extension + } NV_HDMI_SUPPORT_INFO_V2; + +#define NV_HDMI_SUPPORT_INFO_VER1 MAKE_NVAPI_VERSION(NV_HDMI_SUPPORT_INFO_V1, 1) +#define NV_HDMI_SUPPORT_INFO_VER2 MAKE_NVAPI_VERSION(NV_HDMI_SUPPORT_INFO_V2, 2) + + + +#ifndef NV_HDMI_SUPPORT_INFO_VER + +typedef NV_HDMI_SUPPORT_INFO_V2 NV_HDMI_SUPPORT_INFO; +#define NV_HDMI_SUPPORT_INFO_VER NV_HDMI_SUPPORT_INFO_VER2 + +#endif + + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetHDMISupportInfo +// +//! \fn NvAPI_GetHDMISupportInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_HDMI_SUPPORT_INFO *pInfo) +//! This API returns the current infoframe data on the specified device(monitor). +//! +//! \since Release: 95 +//! +//! \param [in] hvDisplay NVIDIA Display selection. It can be NVAPI_DEFAULT_HANDLE or a handle enumerated from NvAPI_EnumNVidiaDisplayHandle(). +//! This parameter is ignored when the outputId is a NvAPI displayId. +//! \param [in] outputId This can either be the connection bit mask or the NvAPI displayId. When the legacy connection bit mask is passed, +//! it should have exactly 1 bit set to indicate a single display. If it's "0" then the default outputId from +//! NvAPI_GetAssociatedDisplayOutputId() will be used. See \ref handles. +//! \param [out] pInfo The monitor and GPU's HDMI support info +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +/////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_GetHDMISupportInfo(__in_opt NvDisplayHandle hNvDisplay, __in NvU32 outputId, __inout NV_HDMI_SUPPORT_INFO *pInfo); + + +//! \ingroup dispcontrol + +typedef enum +{ + NV_INFOFRAME_CMD_GET_DEFAULT = 0, //!< Returns the fields in the infoframe with values set by the manufacturer - NVIDIA/OEM. + NV_INFOFRAME_CMD_RESET, //!< Sets the fields in the infoframe to auto, and infoframe to the default infoframe for use in a set. + NV_INFOFRAME_CMD_GET, //!< Get the current infoframe state. + NV_INFOFRAME_CMD_SET, //!< Set the current infoframe state (flushed to the monitor), the values are one time and do not persist. + NV_INFOFRAME_CMD_GET_OVERRIDE, //!< Get the override infoframe state, non-override fields will be set to value = AUTO, overridden fields will have the current override values. + NV_INFOFRAME_CMD_SET_OVERRIDE, //!< Set the override infoframe state, non-override fields will be set to value = AUTO, other values indicate override; persist across modeset/reboot + NV_INFOFRAME_CMD_GET_PROPERTY, //!< get properties associated with infoframe (each of the infoframe type will have properties) + NV_INFOFRAME_CMD_SET_PROPERTY, //!< set properties associated with infoframe +} NV_INFOFRAME_CMD; + + +typedef enum +{ + NV_INFOFRAME_PROPERTY_MODE_AUTO = 0, //!< Driver determines whether to send infoframes. + NV_INFOFRAME_PROPERTY_MODE_ENABLE, //!< Driver always sends infoframe. + NV_INFOFRAME_PROPERTY_MODE_DISABLE, //!< Driver never sends infoframe. + NV_INFOFRAME_PROPERTY_MODE_ALLOW_OVERRIDE, //!< Driver only sends infoframe when client requests it via infoframe escape call. +} NV_INFOFRAME_PROPERTY_MODE; + + +//! Returns whether the current monitor is in blacklist or force this monitor to be in blacklist. +typedef enum +{ + NV_INFOFRAME_PROPERTY_BLACKLIST_FALSE = 0, + NV_INFOFRAME_PROPERTY_BLACKLIST_TRUE, +} NV_INFOFRAME_PROPERTY_BLACKLIST; + +typedef struct +{ + NvU32 mode : 4; + NvU32 blackList : 2; + NvU32 reserved : 10; + NvU32 version : 8; + NvU32 length : 8; +} NV_INFOFRAME_PROPERTY; + +//! Byte1 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_NODATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_OVERSCAN, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_UNDERSCAN, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_FUTURE, + NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_SCANINFO; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_NOT_PRESENT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_VERTICAL_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_HORIZONTAL_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_BOTH_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_BARDATA; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_AFI_ABSENT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_AFI_PRESENT, + NV_INFOFRAME_FIELD_VALUE_AVI_AFI_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AVI_ACTIVEFORMATINFO; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_RGB = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_YCbCr422, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_YCbCr444, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_FUTURE, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_COLORFORMAT; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_F17_FALSE = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_F17_TRUE, + NV_INFOFRAME_FIELD_VALUE_AVI_F17_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AVI_F17; + +//! Byte2 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_NO_AFD = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE01, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE02, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE03, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_LETTERBOX_GT16x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE05, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE06, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE07, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_EQUAL_CODEDFRAME = 8, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_CENTER_4x3, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_CENTER_16x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_CENTER_14x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_RESERVE12, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_4x3_ON_14x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_16x9_ON_14x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_16x9_ON_4x3, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION_AUTO = 31, +} NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOACTIVEPORTION; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_4x3, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_16x9, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_FUTURE, + NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_ASPECTRATIOCODEDFRAME; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_SMPTE_170M, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_ITUR_BT709, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_USE_EXTENDED_COLORIMETRY, + NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_COLORIMETRY; + +//! Byte 3 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_HORIZONTAL, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_VERTICAL, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_BOTH, + NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_NONUNIFORMPICTURESCALING; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_DEFAULT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_LIMITED_RANGE, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_FULL_RANGE, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_RESERVED, + NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_RGBQUANTIZATION; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_XVYCC601 = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_XVYCC709, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_SYCC601, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_ADOBEYCC601, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_ADOBERGB, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_RESERVED05, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_RESERVED06, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_RESERVED07, + NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY_AUTO = 15 +} NV_INFOFRAME_FIELD_VALUE_AVI_EXTENDEDCOLORIMETRY; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_ITC_VIDEO_CONTENT = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_ITC_ITCONTENT, + NV_INFOFRAME_FIELD_VALUE_AVI_ITC_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AVI_ITC; + +//! Byte 4 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_NONE = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X02, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X03, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X04, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X05, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X06, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X07, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X08, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X09, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_X10, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED10, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED11, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED12, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED13, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED14, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_RESERVED15, + NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION_AUTO = 31 +} NV_INFOFRAME_FIELD_VALUE_AVI_PIXELREPETITION; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_GRAPHICS = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_PHOTO, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_CINEMA, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_GAME, + NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_CONTENTTYPE; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_LIMITED_RANGE = 0, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_FULL_RANGE, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_RESERVED02, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_RESERVED03, + NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AVI_YCCQUANTIZATION; + +//! Adding an Auto bit to each field +typedef struct +{ + NvU32 vic : 8; + NvU32 pixelRepeat : 5; + NvU32 colorSpace : 3; + NvU32 colorimetry : 3; + NvU32 extendedColorimetry : 4; + NvU32 rgbQuantizationRange : 3; + NvU32 yccQuantizationRange : 3; + NvU32 itContent : 2; + NvU32 contentTypes : 3; + NvU32 scanInfo : 3; + NvU32 activeFormatInfoPresent : 2; + NvU32 activeFormatAspectRatio : 5; + NvU32 picAspectRatio : 3; + NvU32 nonuniformScaling : 3; + NvU32 barInfo : 3; + NvU32 top_bar : 17; + NvU32 bottom_bar : 17; + NvU32 left_bar : 17; + NvU32 right_bar : 17; + NvU32 Future17 : 2; + NvU32 Future47 : 2; +} NV_INFOFRAME_VIDEO; + +//! Byte 1 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_2, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_4, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_5, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_6, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_7, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_8, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT_AUTO = 15 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELCOUNT; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_PCM, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_AC3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MPEG1, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MP3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MPEG2, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_AACLC, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DTS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_ATRAC, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DSD, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_EAC3, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DTSHD, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_MLP, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_DST, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_WMAPRO, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_USE_CODING_EXTENSION_TYPE, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE_AUTO = 31 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGTYPE; + +//! Byte 2 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_16BITS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_20BITS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_24BITS, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLESIZE; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_IN_HEADER = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_32000HZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_44100HZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_48000HZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_88200KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_96000KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_176400KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_192000KHZ, + NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY_AUTO = 15 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_SAMPLEFREQUENCY; + + + +//! Byte 3 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_USE_CODING_TYPE = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_HEAAC, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_HEAACV2, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_MPEGSURROUND, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE04, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE05, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE06, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE07, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE08, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE09, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE10, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE11, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE12, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE13, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE14, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE15, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE16, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE17, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE18, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE19, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE20, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE21, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE22, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE23, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE24, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE25, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE26, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE27, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE28, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE29, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE30, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_RESERVE31, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE_AUTO = 63 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CODINGEXTENSIONTYPE; + + +//! Byte 4 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_X_X_FR_FL =0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_X_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_X_RC_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_X_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_RC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_RRC_RLC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_X_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_X_RC_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRC_FLC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_FCH_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_X_FCH_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_X_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_X_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_X_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_X_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_RC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_RC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FCH_RC_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FCH_RC_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_FCH_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_TC_FCH_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRH_FLH_RR_RL_FC_LFE_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_FC_X_FR_FL, + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_FRW_FLW_RR_RL_FC_LFE_FR_FL = 0X31, + // all other values should default to auto + NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION_AUTO = 0x1FF +} NV_INFOFRAME_FIELD_VALUE_AUDIO_CHANNELALLOCATION; + +//! Byte 5 related +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_NO_DATA = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_0DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_PLUS10DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_RESERVED03, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL_AUTO = 7 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_LFEPLAYBACKLEVEL; + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_0DB = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_1DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_2DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_3DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_4DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_5DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_6DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_7DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_8DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_9DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_10DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_11DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_12DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_13DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_14DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_15DB, + NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES_AUTO = 31 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_LEVELSHIFTVALUES; + + +typedef enum +{ + NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX_PERMITTED = 0, + NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX_PROHIBITED, + NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX_AUTO = 3 +} NV_INFOFRAME_FIELD_VALUE_AUDIO_DOWNMIX; + +typedef struct +{ + NvU32 codingType : 5; + NvU32 codingExtensionType : 6; + NvU32 sampleSize : 3; + NvU32 sampleRate : 4; + NvU32 channelCount : 4; + NvU32 speakerPlacement : 9; + NvU32 downmixInhibit : 2; + NvU32 lfePlaybackLevel : 3; + NvU32 levelShift : 5; + NvU32 Future12 : 2; + NvU32 Future2x : 4; + NvU32 Future3x : 4; + NvU32 Future52 : 2; + NvU32 Future6 : 9; + NvU32 Future7 : 9; + NvU32 Future8 : 9; + NvU32 Future9 : 9; + NvU32 Future10 : 9; +} NV_INFOFRAME_AUDIO; + +typedef struct +{ + NvU32 version; //!< version of this structure + NvU16 size; //!< size of this structure + NvU8 cmd; //!< The actions to perform from NV_INFOFRAME_CMD + NvU8 type; //!< type of infoframe + + union + { + NV_INFOFRAME_PROPERTY property; //!< This is NVIDIA-specific and corresponds to the property cmds and associated infoframe. + NV_INFOFRAME_AUDIO audio; + NV_INFOFRAME_VIDEO video; + } infoframe; +} NV_INFOFRAME_DATA; + +//! Macro for constructing the version field of ::NV_INFOFRAME_DATA +#define NV_INFOFRAME_DATA_VER MAKE_NVAPI_VERSION(NV_INFOFRAME_DATA,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_InfoFrameControl +// +//! DESCRIPTION: This API controls the InfoFrame values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pInfoframeData Contains data corresponding to InfoFrame +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_InfoFrameControl(__in NvU32 displayId, __inout NV_INFOFRAME_DATA *pInfoframeData); + + + + + + +//! \ingroup dispcontrol +//! @{ +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_ColorControl +// +//! \fn NvAPI_Disp_ColorControl(NvU32 displayId, NV_COLOR_DATA *pColorData) +//! DESCRIPTION: This API controls the Color values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pColorData Contains data corresponding to color information +//! +//! \return RETURN STATUS: +//! ::NVAPI_OK, +//! ::NVAPI_ERROR, +//! ::NVAPI_INVALID_ARGUMENT +// +/////////////////////////////////////////////////////////////////////////////// + +typedef enum +{ + NV_COLOR_CMD_GET = 1, + NV_COLOR_CMD_SET, + NV_COLOR_CMD_IS_SUPPORTED_COLOR, + NV_COLOR_CMD_GET_DEFAULT +} NV_COLOR_CMD; + +//! See Table 14 of CEA-861E. Not all of this is supported by the GPU. +typedef enum +{ + NV_COLOR_FORMAT_RGB = 0, + NV_COLOR_FORMAT_YUV422, + NV_COLOR_FORMAT_YUV444, + NV_COLOR_FORMAT_YUV420, + + NV_COLOR_FORMAT_DEFAULT = 0xFE, + NV_COLOR_FORMAT_AUTO = 0xFF +} NV_COLOR_FORMAT; + + + +typedef enum +{ + NV_COLOR_COLORIMETRY_RGB = 0, + NV_COLOR_COLORIMETRY_YCC601, + NV_COLOR_COLORIMETRY_YCC709, + NV_COLOR_COLORIMETRY_XVYCC601, + NV_COLOR_COLORIMETRY_XVYCC709, + NV_COLOR_COLORIMETRY_SYCC601, + NV_COLOR_COLORIMETRY_ADOBEYCC601, + NV_COLOR_COLORIMETRY_ADOBERGB, + NV_COLOR_COLORIMETRY_BT2020RGB, + NV_COLOR_COLORIMETRY_BT2020YCC, + NV_COLOR_COLORIMETRY_BT2020cYCC, + + NV_COLOR_COLORIMETRY_DEFAULT = 0xFE, + NV_COLOR_COLORIMETRY_AUTO = 0xFF +} NV_COLOR_COLORIMETRY; + +typedef enum _NV_DYNAMIC_RANGE +{ + NV_DYNAMIC_RANGE_VESA = 0x0, + NV_DYNAMIC_RANGE_CEA = 0x1, + + NV_DYNAMIC_RANGE_AUTO = 0xFF +} NV_DYNAMIC_RANGE; + +typedef enum _NV_BPC +{ + NV_BPC_DEFAULT = 0, + NV_BPC_6 = 1, + NV_BPC_8 = 2, + NV_BPC_10 = 3, + NV_BPC_12 = 4, + NV_BPC_16 = 5, +} NV_BPC; + +typedef enum _NV_COLOR_SELECTION_POLICY +{ + NV_COLOR_SELECTION_POLICY_USER = 0, //!< app/nvcpl make decision to select the desire color format + NV_COLOR_SELECTION_POLICY_BEST_QUALITY = 1, //!< driver/ OS make decision to select the best color format + NV_COLOR_SELECTION_POLICY_DEFAULT = NV_COLOR_SELECTION_POLICY_BEST_QUALITY, + NV_COLOR_SELECTION_POLICY_UNKNOWN = 0xFF, +} NV_COLOR_SELECTION_POLICY; + +typedef enum _NV_DESKTOP_COLOR_DEPTH +{ + NV_DESKTOP_COLOR_DEPTH_DEFAULT = 0x0, // set if the current setting should be kept + NV_DESKTOP_COLOR_DEPTH_8BPC = 0x1, //8 bit int per color component (8 bit int alpha) + NV_DESKTOP_COLOR_DEPTH_10BPC = 0x2, //10 bit int per color component (2 bit int alpha) + NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT = 0x3, //16 bit float per color component (16 bit float alpha) + NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT_WCG = 0x4, //16 bit float per color component (16 bit float alpha) wide color gamut + NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT_HDR = 0x5, //16 bit float per color component (16 bit float alpha) HDR + NV_DESKTOP_COLOR_DEPTH_MAX_VALUE = NV_DESKTOP_COLOR_DEPTH_16BPC_FLOAT_HDR, // must be set to highest enum value +} NV_DESKTOP_COLOR_DEPTH; + +typedef struct _NV_COLOR_DATA_V1 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + } data; +} NV_COLOR_DATA_V1; + +typedef struct _NV_COLOR_DATA_V2 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + } data; +} NV_COLOR_DATA_V2; + +typedef struct _NV_COLOR_DATA_V3 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + NV_BPC bpc; //!< One of NV_BPC enum values. + } data; +} NV_COLOR_DATA_V3; + +typedef struct _NV_COLOR_DATA_V4 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + NV_BPC bpc; //!< One of NV_BPC enum values. + NV_COLOR_SELECTION_POLICY colorSelectionPolicy; //!< One of the color selection policy + } data; +} NV_COLOR_DATA_V4; + +typedef struct _NV_COLOR_DATA_V5 +{ + NvU32 version; //!< Version of this structure + NvU16 size; //!< Size of this structure + NvU8 cmd; + struct + { + NvU8 colorFormat; //!< One of NV_COLOR_FORMAT enum values. + NvU8 colorimetry; //!< One of NV_COLOR_COLORIMETRY enum values. + NvU8 dynamicRange; //!< One of NV_DYNAMIC_RANGE enum values. + NV_BPC bpc; //!< One of NV_BPC enum values. + NV_COLOR_SELECTION_POLICY colorSelectionPolicy; //!< One of the color selection policy + NV_DESKTOP_COLOR_DEPTH depth; //!< One of NV_DESKTOP_COLOR_DEPTH enum values. + } data; +} NV_COLOR_DATA_V5; + +typedef NV_COLOR_DATA_V5 NV_COLOR_DATA; + +#define NV_COLOR_DATA_VER1 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V1, 1) +#define NV_COLOR_DATA_VER2 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V2, 2) +#define NV_COLOR_DATA_VER3 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V3, 3) +#define NV_COLOR_DATA_VER4 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V4, 4) +#define NV_COLOR_DATA_VER5 MAKE_NVAPI_VERSION(NV_COLOR_DATA_V5, 5) +#define NV_COLOR_DATA_VER NV_COLOR_DATA_VER5 + +NVAPI_INTERFACE NvAPI_Disp_ColorControl(NvU32 displayId, NV_COLOR_DATA *pColorData); + +//! @} + + +typedef enum +{ + NV_STATIC_METADATA_TYPE_1 = 0 //!< Tells the type of structure used to define the Static Metadata Descriptor block. +}NV_STATIC_METADATA_DESCRIPTOR_ID; + +typedef struct _NV_HDR_CAPABILITIES_V1 +{ + NvU32 version; //!< Version of this structure + + NvU32 isST2084EotfSupported :1; //!< HDMI2.0a UHDA HDR with ST2084 EOTF (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isTraditionalHdrGammaSupported :1; //!< HDMI2.0a traditional HDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isEdrSupported :1; //!< Extended Dynamic Range on SDR displays. Boolean: 0 = not supported, 1 = supported; + NvU32 driverExpandDefaultHdrParameters :1; //!< If set, driver will expand default (=zero) HDR capabilities parameters contained in display's EDID. + //!< Boolean: 0 = report actual HDR parameters, 1 = expand default HDR parameters; + NvU32 isTraditionalSdrGammaSupported :1; //!< HDMI2.0a traditional SDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 reserved :27; + + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 desired_content_max_luminance; //!< Maximum display luminance = desired max luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 desired_content_min_luminance; //!< Minimum display luminance = desired min luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + NvU16 desired_content_max_frame_average_luminance; //!< Desired maximum Frame-Average Light Level (MaxFALL) of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + }display_data; +} NV_HDR_CAPABILITIES_V1; + +typedef struct _NV_HDR_CAPABILITIES_V2 +{ + NvU32 version; //!< Version of this structure + + NvU32 isST2084EotfSupported :1; //!< HDMI2.0a UHDA HDR with ST2084 EOTF (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isTraditionalHdrGammaSupported :1; //!< HDMI2.0a traditional HDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isEdrSupported :1; //!< Extended Dynamic Range on SDR displays. Boolean: 0 = not supported, 1 = supported; + NvU32 driverExpandDefaultHdrParameters :1; //!< If set, driver will expand default (=zero) HDR capabilities parameters contained in display's EDID. + //!< Boolean: 0 = report actual HDR parameters, 1 = expand default HDR parameters; + NvU32 isTraditionalSdrGammaSupported :1; //!< HDMI2.0a traditional SDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isDolbyVisionSupported :1; //!< Dolby Vision Support. Boolean: 0 = not supported, 1 = supported; + NvU32 reserved :26; + + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 desired_content_max_luminance; //!< Maximum display luminance = desired max luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 desired_content_min_luminance; //!< Minimum display luminance = desired min luminance of HDR content ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + NvU16 desired_content_max_frame_average_luminance; //!< Desired maximum Frame-Average Light Level (MaxFALL) of HDR content ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + }display_data; + + struct + { + NvU32 VSVDB_version : 3; //!< Version of Vendor Data block,Version 0: 25 bytes Version 1: 14 bytes + NvU32 dm_version : 8; //!< Upper Nibble represents major version of Display Management(DM) while lower represents minor version of DM + NvU32 supports_2160p60hz : 1; //!< If set sink is capable of 4kx2k @ 60hz + NvU32 supports_YUV422_12bit : 1; //!< If set, sink is capable of YUV422-12 bit + NvU32 supports_global_dimming : 1; //!< Indicates if sink supports global dimming + NvU32 colorimetry : 1; //!< If set indicates sink supports DCI P3 colorimetry, REc709 otherwise + NvU32 supports_backlight_control : 2; //!< This is set when sink is using lowlatency interface and can control its backlight. + NvU32 backlt_min_luma : 2; //!< It is the level for Backlt min luminance value. + NvU32 interface_supported_by_sink : 2; //!< Indicates the interface (standard or low latency) supported by the sink. + NvU32 supports_10b_12b_444 : 2; //!< It is set when interface supported is low latency, it tells whether it supports 10 bit or 12 bit RGB 4:4:4 or YCbCr 4:4:4 or both. + NvU32 reserved : 9; //!< Should be set to zero + //!< All values below are encoded use DolbyVisionHDMITransmissionSpecification document to decode + NvU16 target_min_luminance; //!< Represents min luminance level of Sink + NvU16 target_max_luminance; //!< Represents max luminance level of sink + NvU16 cc_red_x; //!< Red primary chromaticity coordinate x + NvU16 cc_red_y; //!< Red primary chromaticity coordinate y + NvU16 cc_green_x; //!< Green primary chromaticity coordinate x + NvU16 cc_green_y; //!< Green primary chromaticity coordinate Y + NvU16 cc_blue_x; //!< Blue primary chromaticity coordinate x + NvU16 cc_blue_y; //!< Blue primary chromaticity coordinate y + NvU16 cc_white_x; //!< White primary chromaticity coordinate x + NvU16 cc_white_y; //!< White primary chromaticity coordinate y + }dv_static_metadata; + +} NV_HDR_CAPABILITIES_V2; + +typedef struct _NV_HDR_CAPABILITIES_V3 +{ + NvU32 version; //!< Version of this structure + + NvU32 isST2084EotfSupported :1; //!< HDMI2.0a UHDA HDR with ST2084 EOTF (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isTraditionalHdrGammaSupported :1; //!< HDMI2.0a traditional HDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isEdrSupported :1; //!< Extended Dynamic Range on SDR displays. Boolean: 0 = not supported, 1 = supported; + NvU32 driverExpandDefaultHdrParameters :1; //!< If set, driver will expand default (=zero) HDR capabilities parameters contained in display's EDID. + //!< Boolean: 0 = report actual HDR parameters, 1 = expand default HDR parameters; + NvU32 isTraditionalSdrGammaSupported :1; //!< HDMI2.0a traditional SDR gamma (CEA861.3). Boolean: 0 = not supported, 1 = supported; + NvU32 isDolbyVisionSupported :1; //!< Dolby Vision Support. Boolean: 0 = not supported, 1 = supported; + NvU32 isHdr10PlusSupported :1; //!< HDR10+ (Sink Side Tonemapping) is supported + NvU32 isHdr10PlusGamingSupported :1; //!< HDR10+ Gaming, a.k.a HDR10+ Source Side Tonemapping (SSTM), is supported + NvU32 reserved :24; + + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of the display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 desired_content_max_luminance; //!< Maximum display luminance = desired max luminance of HDR content ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + NvU16 desired_content_min_luminance; //!< Minimum display luminance = desired min luminance of HDR content ([0x0000-0xFFFF] = [0.0 - 6.55350] cd/m^2, in units of 0.0001 cd/m^2) + NvU16 desired_content_max_frame_average_luminance; //!< Desired maximum Frame-Average Light Level (MaxFALL) of HDR content ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + }display_data; + + struct + { + NvU32 VSVDB_version : 3; //!< Version of Vendor Data block,Version 0: 25 bytes Version 1: 14 bytes + NvU32 dm_version : 8; //!< Upper Nibble represents major version of Display Management(DM) while lower represents minor version of DM + NvU32 supports_2160p60hz : 1; //!< If set sink is capable of 4kx2k @ 60hz + NvU32 supports_YUV422_12bit : 1; //!< If set, sink is capable of YUV422-12 bit + NvU32 supports_global_dimming : 1; //!< Indicates if sink supports global dimming + NvU32 colorimetry : 1; //!< If set indicates sink supports DCI P3 colorimetry, REc709 otherwise + NvU32 supports_backlight_control : 2; //!< This is set when sink is using lowlatency interface and can control its backlight. + NvU32 backlt_min_luma : 2; //!< It is the level for Backlt min luminance value (reserved = 0x3 in latest DV spec). + NvU32 interface_supported_by_sink : 2; //!< Indicates the interface (standard or low latency) supported by the sink. + NvU32 supports_10b_12b_444 : 2; //!< It is set when interface supported is low latency, it tells whether it supports 10 bit or 12 bit RGB 4:4:4 or YCbCr 4:4:4 or both. + NvU32 parity : 1; //!< resolution and frame-rate relationships between Dolby Vision and other video processing + NvU32 reserved : 8; //!< Should be set to zero + + //!< All values below are encoded use DolbyVisionHDMITransmissionSpecification document to decode + NvU16 target_min_luminance; //!< Represents min luminance level of Sink + NvU16 target_max_luminance; //!< Represents max luminance level of sink + NvU16 cc_red_x; //!< Red primary chromaticity coordinate x + NvU16 cc_red_y; //!< Red primary chromaticity coordinate y + NvU16 cc_green_x; //!< Green primary chromaticity coordinate x + NvU16 cc_green_y; //!< Green primary chromaticity coordinate Y + NvU16 cc_blue_x; //!< Blue primary chromaticity coordinate x + NvU16 cc_blue_y; //!< Blue primary chromaticity coordinate y + NvU16 cc_white_x; //!< White primary chromaticity coordinate x + NvU16 cc_white_y; //!< White primary chromaticity coordinate y + }dv_static_metadata; + + struct + { + NvU16 application_version : 2; //!< Application version of HDR10+ Vendor Specific Video Data Block + NvU16 full_frame_peak_luminance_index : 2; //!< Full frame peak luminance index + NvU16 peak_luminance_index : 4; //!< Peak luminance index + NvU16 reserved : 8; + }hdr10plus_vsvdb; + +} NV_HDR_CAPABILITIES_V3; + +#define NV_HDR_CAPABILITIES_VER1 MAKE_NVAPI_VERSION(NV_HDR_CAPABILITIES_V1, 1) +#define NV_HDR_CAPABILITIES_VER2 MAKE_NVAPI_VERSION(NV_HDR_CAPABILITIES_V2, 2) +#define NV_HDR_CAPABILITIES_VER3 MAKE_NVAPI_VERSION(NV_HDR_CAPABILITIES_V3, 3) +#define NV_HDR_CAPABILITIES_VER NV_HDR_CAPABILITIES_VER3 +typedef NV_HDR_CAPABILITIES_V3 NV_HDR_CAPABILITIES; + +//! \ingroup dispcontrol +//! @{ +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetHdrCapabilities +// +//! \fn NvAPI_Disp_GetHdrCapabilities(NvU32 displayId, NV_HDR_CAPABILITIES *pHdrCapabilities) +//! DESCRIPTION: This API gets High Dynamic Range (HDR) capabilities of the display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pHdrCapabilities display's HDR capabilities +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetHdrCapabilities(__in NvU32 displayId, __inout NV_HDR_CAPABILITIES *pHdrCapabilities); + +//! @} + + +typedef enum +{ + NV_HDR_CMD_GET = 0, //!< Get current HDR output configuration + NV_HDR_CMD_SET = 1 //!< Set HDR output configuration +} NV_HDR_CMD; + +typedef enum +{ + // Official production-ready HDR modes + NV_HDR_MODE_OFF = 0, //!< Turn off HDR + NV_HDR_MODE_UHDA = 2, //!< Source: CCCS [a.k.a FP16 scRGB, linear, sRGB primaries, [-65504,0, 65504] range, RGB(1,1,1) = 80nits] Output : UHDA HDR [a.k.a HDR10, RGB/YCC 10/12bpc ST2084(PQ) EOTF RGB(1,1,1) = 10000 nits, Rec2020 color primaries, ST2086 static HDR metadata]. This is the only supported production HDR mode. + + // Experimental + NV_HDR_MODE_UHDA_PASSTHROUGH = 5, //!< Experimental mode only, not for production! Source: HDR10 RGB 10bpc Output: HDR10 RGB 10 bpc - signal UHDA HDR mode (PQ + Rec2020) to the sink but send source pixel values unmodified (no PQ or Rec2020 conversions) - assumes source is already in HDR10 format. + NV_HDR_MODE_DOLBY_VISION = 7, //!< Experimental mode only, not for production! Source: RGB8 Dolby Vision encoded (12 bpc YCbCr422 packed into RGB8) Output: Dolby Vision encoded : Application is to encoded frames in DV format and embed DV dynamic metadata as described in Dolby Vision specification. + + // Unsupported/obsolete HDR modes + NV_HDR_MODE_EDR = 3, //!< Do not use! Internal test mode only, to be removed. Source: CCCS (a.k.a FP16 scRGB) Output : EDR (Extended Dynamic Range) - HDR content is tonemapped and gamut mapped to output on regular SDR display set to max luminance ( ~300 nits ). + NV_HDR_MODE_SDR = 4, //!< Do not use! Internal test mode only, to be removed. Source: any Output: SDR (Standard Dynamic Range), we continuously send SDR EOTF InfoFrame signaling, HDMI compliance testing. + NV_HDR_MODE_UHDA_NB = 6, //!< Do not use! Internal test mode only, to be removed. Source: CCCS (a.k.a FP16 scRGB) Output : notebook HDR + NV_HDR_MODE_UHDBD = 2 //!< Do not use! Obsolete, to be removed. NV_HDR_MODE_UHDBD == NV_HDR_MODE_UHDA, reflects obsolete pre-UHDA naming convention. + +} NV_HDR_MODE; + +typedef struct _NV_HDR_COLOR_DATA_V1 +{ + NvU32 version; //!< Version of this structure + NV_HDR_CMD cmd; //!< Command get/set + NV_HDR_MODE hdrMode; //!< HDR mode + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 max_display_mastering_luminance; //!< Maximum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 min_display_mastering_luminance; //!< Minimum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + + NvU16 max_content_light_level; //!< Maximum Content Light level (MaxCLL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 max_frame_average_light_level; //!< Maximum Frame-Average Light Level (MaxFALL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + } mastering_display_data; +} NV_HDR_COLOR_DATA_V1; + +typedef struct _NV_HDR_COLOR_DATA_V2 +{ + NvU32 version; //!< Version of this structure + NV_HDR_CMD cmd; //!< Command get/set + NV_HDR_MODE hdrMode; //!< HDR mode + NV_STATIC_METADATA_DESCRIPTOR_ID static_metadata_descriptor_id; //!< Static Metadata Descriptor Id (0 for static metadata type 1) + + struct //!< Static Metadata Descriptor Type 1, CEA-861.3, SMPTE ST2086 + { + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 max_display_mastering_luminance; //!< Maximum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 min_display_mastering_luminance; //!< Minimum display mastering luminance ([0x0001-0xFFFF] = [1.0 - 6.55350] cd/m^2) + + NvU16 max_content_light_level; //!< Maximum Content Light level (MaxCLL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + NvU16 max_frame_average_light_level; //!< Maximum Frame-Average Light Level (MaxFALL) ([0x0001-0xFFFF] = [1.0 - 65535.0] cd/m^2) + } mastering_display_data; + + NV_COLOR_FORMAT hdrColorFormat; //!< Optional, One of NV_COLOR_FORMAT enum values, if set it will apply requested color format for HDR session + NV_DYNAMIC_RANGE hdrDynamicRange; //!< Optional, One of NV_DYNAMIC_RANGE enum values, if set it will apply requested dynamic range for HDR session + NV_BPC hdrBpc; //!< Optional, One of NV_BPC enum values, if set it will apply requested color depth + //!< Dolby Vision mode: DV supports specific combinations of colorformat, dynamic range and bpc. Please refer Dolby Vision specification. + //!< If invalid or no combination is passed driver will force default combination of RGB format + full range + 8bpc. + //!< HDR mode: These fields are ignored in hdr mode +} NV_HDR_COLOR_DATA_V2; + +#define NV_HDR_COLOR_DATA_VER1 MAKE_NVAPI_VERSION(NV_HDR_COLOR_DATA_V1, 1) +#define NV_HDR_COLOR_DATA_VER2 MAKE_NVAPI_VERSION(NV_HDR_COLOR_DATA_V2, 2) + +#ifndef NV_HDR_COLOR_DATA_VER +#define NV_HDR_COLOR_DATA_VER NV_HDR_COLOR_DATA_VER2 +typedef NV_HDR_COLOR_DATA_V2 NV_HDR_COLOR_DATA; +#endif + +//! \ingroup dispcontrol +//! @{ + /////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_HdrColorControl +// +//! \fn NvAPI_Disp_HdrColorControl(NvU32 displayId, NV_HDR_COLOR_DATA *pHdrColorData) +//! DESCRIPTION: This API configures High Dynamic Range (HDR) and Extended Dynamic Range (EDR) output. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in,out] pHdrColorData HDR configuration data +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_HdrColorControl(__in NvU32 displayId, __inout NV_HDR_COLOR_DATA *pHdrColorData); + +typedef enum _NV_COLORSPACE_TYPE +{ + NV_COLORSPACE_sRGB = 0, //!< sRGB IEC 61966-2-1:1999 == DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 + NV_COLORSPACE_xRGB = 1, //!< FP16 linear with sRGB color primaries == DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709 + NV_COLORSPACE_REC2100 = 12, //!< ITU-R Rec BT.2100 (HDR10) == DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020 +} NV_COLORSPACE_TYPE; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetSourceColorSpace +// +//! \fn NvAPI_Disp_SetSourceColorSpace(__in NvU32 displayId, __in NV_SOURCE_COLORSPACE colorSpace) +//! DESCRIPTION: This API sets colorspace of the source identified by the process id of the caller +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [in] colorSpaceType Source colorspace type +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetSourceColorSpace(__in NvU32 displayId, __in NV_COLORSPACE_TYPE colorSpaceType); + +#define NV_SOURCE_PID_CURRENT 0 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetSourceColorSpace +// +//! \fn NvAPI_Disp_GetSourceColorSpace(__in NvU32 displayId, __inout NV_SOURCE_COLORSPACE* pColorSpace) +//! DESCRIPTION: This API gets colorspace of the source identified by the process id. +//! Set sourcePID = NV_SOURCE_PID_CURRENT to use the process id of the caller. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [out] pColorSpaceType Source colorspace type +//! \param [in] sourcePID Source process id (PID) +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetSourceColorSpace(__in NvU32 displayId, __inout NV_COLORSPACE_TYPE* pColorSpaceType, NvU64 sourcePID); + +typedef struct _NV_HDR_METADATA_V1 +{ + NvU32 version; //!< Version of this structure + + NvU16 displayPrimary_x0; //!< x coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y0; //!< y coordinate of color primary 0 (e.g. Red) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x1; //!< x coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y1; //!< y coordinate of color primary 1 (e.g. Green) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayPrimary_x2; //!< x coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayPrimary_y2; //!< y coordinate of color primary 2 (e.g. Blue) of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 displayWhitePoint_x; //!< x coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + NvU16 displayWhitePoint_y; //!< y coordinate of white point of mastering display ([0x0000-0xC350] = [0.0 - 1.0]) + + NvU16 max_display_mastering_luminance; //!< Maximum display mastering luminance ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + NvU16 min_display_mastering_luminance; //!< Minimum display mastering luminance ([0x0000-0xFFFF] = [0.0 - 6.55350] cd/m^2, in units of 0.0001 cd/m^2) + + NvU16 max_content_light_level; //!< Maximum Content Light level (MaxCLL) ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) + NvU16 max_frame_average_light_level; //!< Maximum Frame-Average Light Level (MaxFALL) ([0x0000-0xFFFF] = [0.0 - 65535.0] cd/m^2, in units of 1 cd/m^2) +} NV_HDR_METADATA_V1; + +#define NV_HDR_METADATA_VER1 MAKE_NVAPI_VERSION(NV_HDR_METADATA_V1, 1) +#define NV_HDR_METADATA_VER NV_HDR_METADATA_VER1 +typedef NV_HDR_METADATA_V1 NV_HDR_METADATA; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetSourceHdrMetadata +// +//! \fn NvAPI_Disp_SetSourceHdrMetadata(__in NvU32 displayId, __in NV_HDR_METADATA* pMetadata) +//! DESCRIPTION: This API sets HDR metadata of the source identified by the process id of the caller +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [in] pMetadata HDR metadata +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetSourceHdrMetadata(__in NvU32 displayId, __in NV_HDR_METADATA* pMetadata); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetSourceHdrMetadata +// +//! \fn NvAPI_NvAPI_Disp_GetSourceHdrMetadata(__in NvU32 displayId, __inout NV_HDR_METADATA* pMetadata) +//! DESCRIPTION: This API gets HDR metadata of the source identified by the process id of the caller +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Monitor Identifier +//! \param [out] pMetadata HDR metadata +//! \param [in] sourcePID Source process id (PID) +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetSourceHdrMetadata(__in NvU32 displayId, __inout NV_HDR_METADATA* pMetadata, NvU64 sourcePID); + +typedef enum _NV_DISPLAY_OUTPUT_MODE +{ + NV_DISPLAY_OUTPUT_MODE_SDR = 0, + NV_DISPLAY_OUTPUT_MODE_HDR10 = 1, + NV_DISPLAY_OUTPUT_MODE_HDR10PLUS_GAMING = 2 +} NV_DISPLAY_OUTPUT_MODE; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetOutputMode +// +//! \fn NvAPI_Disp_SetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode) +//! DESCRIPTION: This API sets display output mode and returns the display output mode used by the OS before the API call. +//! Only one application at a time can override OS display output mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Display identifier +//! \param [in, out] pDisplayMode New/original display output mode +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_RESOURCE_IN_USE the output mode can't be changed as it is already overriden by another application. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetOutputMode +// +//! \fn NvAPI_Disp_GetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode) +//! DESCRIPTION: This API gets display output mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Display identifier +//! \param [out] pDisplayMode Current display output mode +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetOutputMode(__in NvU32 displayId, __inout NV_DISPLAY_OUTPUT_MODE* pDisplayMode); + +typedef enum _NV_HDR_TONEMAPPING_METHOD +{ + NV_HDR_TONEMAPPING_APP = 0, + NV_HDR_TONEMAPPING_GPU = 1 +} NV_HDR_TONEMAPPING_METHOD; + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_SetHdrToneMapping +// +//! \fn NvAPI_Disp_SetHdrToneMapping(__in NvU32 displayId, __in NV_HDR_TONEMAPPING_METHOD hdrTonemapping) +//! DESCRIPTION: This API sets HDR tonemapping method for the display +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId Display identifier +//! \param [in] hdrTonemapping HDR tonemapping method +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_SetHdrToneMapping(__in NvU32 displayId, __in NV_HDR_TONEMAPPING_METHOD hdrTonemapping); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_Disp_GetHdrToneMapping +// +//! \fn NvAPI_Disp_GetHdrToneMapping(__in NvU32 displayId, __inout NV_HDR_TONEMAPPING_METHOD* pHdrTonemapping) +//! DESCRIPTION: This API gets HDR tonemapping method for the display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] displayId display identifier +//! \param [out] pHdrTonemapping HDR tonemapping method +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetHdrToneMapping(__in NvU32 displayId, __inout NV_HDR_TONEMAPPING_METHOD* pHdrTonemapping); +//! @} + +//! \ingroup dispcontrol +//! Used in NvAPI_DISP_GetTiming(). +typedef struct +{ + NvU32 isInterlaced : 4; //!< To retrieve interlaced/progressive timing + NvU32 reserved0 : 12; + union + { + NvU32 tvFormat : 8; //!< The actual analog HD/SDTV format. Used when the timing type is + //! NV_TIMING_OVERRIDE_ANALOG_TV and width==height==rr==0. + NvU32 ceaId : 8; //!< The EIA/CEA 861B/D predefined short timing descriptor ID. + //! Used when the timing type is NV_TIMING_OVERRIDE_EIA861 + //! and width==height==rr==0. + NvU32 nvPsfId : 8; //!< The NV predefined PsF format Id. + //! Used when the timing type is NV_TIMING_OVERRIDE_NV_PREDEFINED. + }; + NvU32 scaling : 8; //!< Define preferred scaling +}NV_TIMING_FLAG; + +//! \ingroup dispcontrol +//! Used in NvAPI_DISP_GetTiming(). +typedef struct _NV_TIMING_INPUT +{ + NvU32 version; //!< (IN) structure version + + NvU32 width; //!< Visible horizontal size + NvU32 height; //!< Visible vertical size + float rr; //!< Timing refresh rate + + NV_TIMING_FLAG flag; //!< Flag containing additional info for timing calculation. + + NV_TIMING_OVERRIDE type; //!< Timing type(formula) to use for calculating the timing +}NV_TIMING_INPUT; + +#define NV_TIMING_INPUT_VER MAKE_NVAPI_VERSION(NV_TIMING_INPUT,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetTiming +// +//! DESCRIPTION: This function calculates the timing from the visible width/height/refresh-rate and timing type info. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] displayId Display ID of the display. +//! \param [in] timingInput Inputs used for calculating the timing. +//! \param [out] pTiming Pointer to the NV_TIMING structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetTiming( __in NvU32 displayId,__in NV_TIMING_INPUT *timingInput, __out NV_TIMING *pTiming); + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetMonitorCapabilities +// +//! \fn NvAPI_DISP_GetMonitorCapabilities(NvU32 displayId, NV_MONITOR_CAPABILITIES *pMonitorCapabilities) +//! DESCRIPTION: This API returns the Monitor capabilities +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [out] pMonitorCapabilities The monitor support info +//! +//! \return ::NVAPI_OK, +//! ::NVAPI_ERROR, +//! ::NVAPI_INVALID_ARGUMENT +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dispcontrol +//! @{ + + +//! HDMI-related and extended CAPs +typedef enum +{ + // hdmi related caps + NV_MONITOR_CAPS_TYPE_HDMI_VSDB = 0x1000, + NV_MONITOR_CAPS_TYPE_HDMI_VCDB = 0x1001, + // backend caps + NV_MONITOR_CAPS_TYPE_GENERIC = 0x1002, +} NV_MONITOR_CAPS_TYPE; + + + +typedef struct _NV_MONITOR_CAPS_VCDB +{ + NvU8 quantizationRangeYcc : 1; + NvU8 quantizationRangeRgb : 1; + NvU8 scanInfoPreferredVideoFormat : 2; + NvU8 scanInfoITVideoFormats : 2; + NvU8 scanInfoCEVideoFormats : 2; +} NV_MONITOR_CAPS_VCDB; + + +//! See NvAPI_DISP_GetMonitorCapabilities(). +typedef struct _NV_MONITOR_CAPS_VSDB +{ + // byte 1 + NvU8 sourcePhysicalAddressB : 4; //!< Byte 1 + NvU8 sourcePhysicalAddressA : 4; //!< Byte 1 + // byte 2 + NvU8 sourcePhysicalAddressD : 4; //!< Byte 2 + NvU8 sourcePhysicalAddressC : 4; //!< Byte 2 + // byte 3 + NvU8 supportDualDviOperation : 1; //!< Byte 3 + NvU8 reserved6 : 2; //!< Byte 3 + NvU8 supportDeepColorYCbCr444 : 1; //!< Byte 3 + NvU8 supportDeepColor30bits : 1; //!< Byte 3 + NvU8 supportDeepColor36bits : 1; //!< Byte 3 + NvU8 supportDeepColor48bits : 1; //!< Byte 3 + NvU8 supportAI : 1; //!< Byte 3 + // byte 4 + NvU8 maxTmdsClock; //!< Bye 4 + // byte 5 + NvU8 cnc0SupportGraphicsTextContent : 1; //!< Byte 5 + NvU8 cnc1SupportPhotoContent : 1; //!< Byte 5 + NvU8 cnc2SupportCinemaContent : 1; //!< Byte 5 + NvU8 cnc3SupportGameContent : 1; //!< Byte 5 + NvU8 reserved8 : 1; //!< Byte 5 + NvU8 hasVicEntries : 1; //!< Byte 5 + NvU8 hasInterlacedLatencyField : 1; //!< Byte 5 + NvU8 hasLatencyField : 1; //!< Byte 5 + // byte 6 + NvU8 videoLatency; //!< Byte 6 + // byte 7 + NvU8 audioLatency; //!< Byte 7 + // byte 8 + NvU8 interlacedVideoLatency; //!< Byte 8 + // byte 9 + NvU8 interlacedAudioLatency; //!< Byte 9 + // byte 10 + NvU8 reserved13 : 7; //!< Byte 10 + NvU8 has3dEntries : 1; //!< Byte 10 + // byte 11 + NvU8 hdmi3dLength : 5; //!< Byte 11 + NvU8 hdmiVicLength : 3; //!< Byte 11 + // Remaining bytes + NvU8 hdmi_vic[7]; //!< Keeping maximum length for 3 bits + NvU8 hdmi_3d[31]; //!< Keeping maximum length for 5 bits +} NV_MONITOR_CAPS_VSDB; + +typedef struct _NV_MONITOR_CAPS_GENERIC +{ + NvU8 supportVRR : 1; //!< monitor supports variable refresh rate. Valid for NV_MONITOR_CAPS_TYPE_GENERIC only. + NvU8 supportULMB : 1; //!< monitor supports ULMB with variable refresh rate. Valid for NV_MONITOR_CAPS_TYPE_GENERIC only. + NvU8 isTrueGsync : 1; //!< whether the monitor is actually GSYNC or adaptive sync monitor : 0 for adaptive sync. + NvU8 isRLACapable : 1; //!< whether monitor supports RLA + NvU8 currentlyCapableOfVRR : 1; //!< monitor currently supports VRR on applied display settings. Valid for NV_MONITOR_CAPS_TYPE_GENERIC only. + NvU8 reserved : 3; +} NV_MONITOR_CAPS_GENERIC; + +//! See NvAPI_DISP_GetMonitorCapabilities(). +typedef struct _NV_MONITOR_CAPABILITIES_V1 +{ + NvU32 version; + NvU16 size; + NvU32 infoType; + NvU32 connectorType; //!< Out: VGA, TV, DVI, HDMI, DP + NvU8 bIsValidInfo : 1; //!< Boolean : Returns invalid if requested info is not present such as VCDB not present + union { + NV_MONITOR_CAPS_VSDB vsdb; + NV_MONITOR_CAPS_VCDB vcdb; + NV_MONITOR_CAPS_GENERIC caps; + } data; +} NV_MONITOR_CAPABILITIES_V1; + +typedef NV_MONITOR_CAPABILITIES_V1 NV_MONITOR_CAPABILITIES; + +//! Macro for constructing the version field of ::NV_MONITOR_CAPABILITIES_V1 +#define NV_MONITOR_CAPABILITIES_VER1 MAKE_NVAPI_VERSION(NV_MONITOR_CAPABILITIES_V1,1) +#define NV_MONITOR_CAPABILITIES_VER NV_MONITOR_CAPABILITIES_VER1 + +//! @} + +//! SUPPORTED OS: Windows 10 and higher +//! +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_GetMonitorCapabilities(__in NvU32 displayId, __inout NV_MONITOR_CAPABILITIES *pMonitorCapabilities); + +//! \ingroup dispcontrol +typedef struct _NV_MONITOR_COLOR_DATA +{ + NvU32 version; +// We are only supporting DP monitors for now. We need to extend this to HDMI panels as well + NV_DP_COLOR_FORMAT colorFormat; //!< One of the supported color formats + NV_DP_BPC backendBitDepths; //!< One of the supported bit depths +} NV_MONITOR_COLOR_CAPS_V1; + +typedef NV_MONITOR_COLOR_CAPS_V1 NV_MONITOR_COLOR_CAPS; + +//! \ingroup dispcontrol +#define NV_MONITOR_COLOR_CAPS_VER1 MAKE_NVAPI_VERSION(NV_MONITOR_COLOR_CAPS_V1,1) +#define NV_MONITOR_COLOR_CAPS_VER NV_MONITOR_COLOR_CAPS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetMonitorColorCapabilities +// +//! DESCRIPTION: This API returns all the color formats and bit depth values supported by a given DP monitor. +//! +//! USAGE: Sequence of calls which caller should make to get the information. +//! 1. First call NvAPI_DISP_GetMonitorColorCapabilities() with pMonitorColorCapabilities as NULL to get the count. +//! 2. Allocate memory for color caps(NV_MONITOR_COLOR_CAPS) array. +//! 3. Call NvAPI_DISP_GetMonitorColorCapabilities() again with the pointer to the memory allocated to get all the +//! color capabilities. +//! +//! Note : +//! 1. pColorCapsCount should never be NULL, else the API will fail with NVAPI_INVALID_ARGUMENT. +//! 2. *pColorCapsCount returned from the API will always be the actual count in any/every call. +//! 3. Memory size to be allocated should be (*pColorCapsCount * sizeof(NV_MONITOR_COLOR_CAPS)). +//! 4. If the memory allocated is less than what is required to return all the timings, this API will return the +//! amount of information which can fit in user provided buffer and API will return NVAPI_INSUFFICIENT_BUFFER. +//! 5. If the caller specifies a greater value for *pColorCapsCount in second call to NvAPI_DISP_GetMonitorColorCapabilities() +//! than what was returned from first call, the API will return only the actual number of elements in the color +//! capabilities array and the extra buffer will remain unused. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Monitor Identifier +//! \param [in, out] pMonitorColorCapabilities The monitor color capabilities information +//! \param [in, out] pColorCapsCount - During input, the number of elements allocated for the pMonitorColorCapabilities pointer +//! - During output, the actual number of color data elements the monitor supports +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INSUFFICIENT_BUFFER The input buffer size is not sufficient to hold the total contents. In this case +//! *pColorCapsCount will hold the required amount of elements. +//! \retval NVAPI_INVALID_DISPLAY_ID The input monitor is either not connected or is not a DP panel. +//! +//! \ingroup dispcontrol +//! +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetMonitorColorCapabilities(__in NvU32 displayId, __inout_ecount_part_opt(*pColorCapsCount, *pColorCapsCount) NV_MONITOR_COLOR_CAPS *pMonitorColorCapabilities, __inout NvU32 *pColorCapsCount); + +//! \ingroup dispcontrol +//! Used in NvAPI_DISP_EnumCustomDisplay() and NvAPI_DISP_TryCustomDisplay(). +typedef struct +{ + NvU32 version; + + // the source mode information + NvU32 width; //!< Source surface(source mode) width + NvU32 height; //!< Source surface(source mode) height + NvU32 depth; //!< Source surface color depth."0" means all 8/16/32bpp + NV_FORMAT colorFormat; //!< Color format (optional) + + NV_VIEWPORTF srcPartition; //!< For multimon support, should be set to (0,0,1.0,1.0) for now. + + float xRatio; //!< Horizontal scaling ratio + float yRatio; //!< Vertical scaling ratio + + NV_TIMING timing; //!< Timing used to program TMDS/DAC/LVDS/HDMI/TVEncoder, etc. + NvU32 hwModeSetOnly : 1; //!< If set, it means a hardware modeset without OS update + +}NV_CUSTOM_DISPLAY; + +//! \ingroup dispcontrol +//! Used in NV_CUSTOM_DISPLAY. +#define NV_CUSTOM_DISPLAY_VER MAKE_NVAPI_VERSION(NV_CUSTOM_DISPLAY,1) + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_EnumCustomDisplay +// +//! DESCRIPTION: This API enumerates the custom timing specified by the enum index. +//! The client should keep enumerating until it returns NVAPI_END_ENUMERATION. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] displayId Dispaly ID of the display. +//! \param [in] index Enum index +//! \param [inout] pCustDisp Pointer to the NV_CUSTOM_DISPLAY structure +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_EnumCustomDisplay( __in NvU32 displayId, __in NvU32 index, __inout NV_CUSTOM_DISPLAY *pCustDisp); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_TryCustomDisplay +// +//! DESCRIPTION: This API is used to set up a custom display without saving the configuration on multiple displays. +//! +//! \note +//! All the members of srcPartition, present in NV_CUSTOM_DISPLAY structure, should have their range in (0.0,1.0). +//! In clone mode the timings can applied to both the target monitors but only one target at a time. \n +//! For the secondary target the applied timings works under the following conditions: +//! - If the secondary monitor EDID supports the selected timing, OR +//! - If the selected custom timings can be scaled by the secondary monitor for the selected source resolution on the primary, OR +//! - If the selected custom timings matches the existing source resolution on the primary. +//! Setting up a custom display on non-active but connected monitors is supported only for Win7 and above. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Array of the target display Dispaly IDs - See \ref handles. +//! \param [in] count Total number of the incoming Display IDs and corresponding NV_CUSTOM_DISPLAY structure. This is for the multi-head support. +//! \param [in] pCustDisp Pointer to the NV_CUSTOM_DISPLAY structure array. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_TryCustomDisplay( __in_ecount(count) NvU32 *pDisplayIds, __in NvU32 count, __in_ecount(count) NV_CUSTOM_DISPLAY *pCustDisp); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_DeleteCustomDisplay +// +//! DESCRIPTION: This function deletes the custom display configuration, specified from the registry for all the displays whose display IDs are passed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Array of Dispaly IDs on which custom display configuration is to be saved. +//! \param [in] count Total number of the incoming Dispaly IDs. This is for the multi-head support. +//! \param [in] pCustDisp Pointer to the NV_CUSTOM_DISPLAY structure +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_DeleteCustomDisplay( __in_ecount(count) NvU32 *pDisplayIds, __in NvU32 count, __in NV_CUSTOM_DISPLAY *pCustDisp); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_SaveCustomDisplay +// +//! DESCRIPTION: This function saves the current hardware display configuration on the specified Display IDs as a custom display configuration. +//! This function should be called right after NvAPI_DISP_TryCustomDisplay() to save the custom display from the current +//! hardware context. This function will not do anything if the custom display configuration is not tested on the hardware. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Array of Dispaly IDs on which custom display configuration is to be saved. +//! \param [in] count Total number of the incoming Dispaly IDs. This is for the multi-head support. +//! \param [in] isThisOutputIdOnly If set, the saved custom display will only be applied on the monitor with the same outputId (see \ref handles). +//! \param [in] isThisMonitorIdOnly If set, the saved custom display will only be applied on the monitor with the same EDID ID or +//! the same TV connector in case of analog TV. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! \retval NVAPI_INVALID_DISPLAY_ID: Custom Timing is not supported on the Display, whose display id is passed +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SaveCustomDisplay( __in_ecount(count) NvU32 *pDisplayIds, __in NvU32 count, __in NvU32 isThisOutputIdOnly, __in NvU32 isThisMonitorIdOnly); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_RevertCustomDisplayTrial +// +//! DESCRIPTION: This API is used to restore the display configuration, that was changed by calling NvAPI_DISP_TryCustomDisplay(). This function +//! must be called only after a custom display configuration is tested on the hardware, using NvAPI_DISP_TryCustomDisplay(), +//! otherwise no action is taken. On Vista, NvAPI_DISP_RevertCustomDisplayTrial should be called with an active display that +//! was affected during the NvAPI_DISP_TryCustomDisplay() call, per GPU. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! +//! \param [in] pDisplayIds Pointer to display Id, of an active display. +//! \param [in] count Total number of incoming Display IDs. For future use only. Currently it is expected to be passed as 1. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_RevertCustomDisplayTrial( __in_ecount(count) NvU32* pDisplayIds, __in NvU32 count); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetView +// +//! This API lets caller retrieve the target display arrangement for selected source display handle. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs will be returned as STANDARD VIEW. +//! Use NvAPI_SYS_GetDisplayTopologies() to query views across GPUs. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. It can be #NVAPI_DEFAULT_HANDLE or a handle enumerated from +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [out] pTargets User allocated storage to retrieve an array of NV_VIEW_TARGET_INFO. Can be NULL to retrieve +//! the targetCount. +//! \param [in,out] targetMaskCount Count of target device mask specified in pTargetMask. +//! \param [out] targetView Target view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig.") +NVAPI_INTERFACE NvAPI_GetView(NvDisplayHandle hNvDisplay, NV_VIEW_TARGET_INFO *pTargets, NvU32 *pTargetMaskCount, NV_TARGET_VIEW_MODE *pTargetView); + + + + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetViewEx +// +//! DESCRIPTION: This API lets caller retrieve the target display arrangement for selected source display handle. +//! \note Display PATH with this API is limited to single GPU. DUALVIEW across GPUs will be returned as STANDARD VIEW. +//! Use NvAPI_SYS_GetDisplayTopologies() to query views across GPUs. +//! +//! \deprecated Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 165 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. #NVAPI_DEFAULT_HANDLE is not allowed, it has to be a handle enumerated with +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [in,out] pPathInfo Count field should be set to NVAPI_MAX_DISPLAY_PATH. Can be NULL to retrieve just the pathCount. +//! \param [in,out] pPathCount Number of elements in array pPathInfo->path. +//! \param [out] pTargetViewMode Display view selected from NV_TARGET_VIEW_MODE. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_API_NOT_INTIALIZED NVAPI not initialized +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \retval NVAPI_EXPECTED_DISPLAY_HANDLE hNvDisplay is not a valid display handle. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 290. Instead, use NvAPI_DISP_GetDisplayConfig.") +NVAPI_INTERFACE NvAPI_GetViewEx(NvDisplayHandle hNvDisplay, NV_DISPLAY_PATH_INFO *pPathInfo, NvU32 *pPathCount, NV_TARGET_VIEW_MODE *pTargetViewMode); + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_GetSupportedViews +// +//! This API lets caller enumerate all the supported NVIDIA display views - nView and Dualview modes. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 85 +//! +//! \param [in] hNvDisplay NVIDIA Display selection. It can be #NVAPI_DEFAULT_HANDLE or a handle enumerated from +//! NvAPI_EnumNVidiaDisplayHandle(). +//! \param [out] pTargetViews Array of supported views. Can be NULL to retrieve the pViewCount first. +//! \param [in,out] pViewCount Count of supported views. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Miscellaneous error occurred +//! \retval NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetSupportedViews(NvDisplayHandle hNvDisplay, NV_TARGET_VIEW_MODE *pTargetViews, NvU32 *pViewCount); + + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetDisplayIdByDisplayName +// +//! DESCRIPTION: This API retrieves the Display Id of a given display by +//! display name. The display must be active to retrieve the +//! displayId. In the case of clone mode or Surround gaming, +//! the primary or top-left display will be returned. +//! +//! \param [in] displayName Name of display (Eg: "\\DISPLAY1" to +//! retrieve the displayId for. +//! \param [out] displayId Display ID of the requested display. +//! +//! retval ::NVAPI_OK: Capabilties have been returned. +//! retval ::NVAPI_INVALID_ARGUMENT: One or more args passed in are invalid. +//! retval ::NVAPI_API_NOT_INTIALIZED: The NvAPI API needs to be initialized first +//! retval ::NVAPI_NO_IMPLEMENTATION: This entrypoint not available +//! retval ::NVAPI_ERROR: Miscellaneous error occurred +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetDisplayIdByDisplayName(const char *displayName, NvU32* displayId); + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetDisplayConfig +// +//! DESCRIPTION: This API lets caller retrieve the current global display +//! configuration. +//! USAGE: The caller might have to call this three times to fetch all the required configuration details as follows: +//! First Pass: Caller should Call NvAPI_DISP_GetDisplayConfig() with pathInfo set to NULL to fetch pathInfoCount. +//! Second Pass: Allocate memory for pathInfo with respect to the number of pathInfoCount(from First Pass) to fetch +//! targetInfoCount. If sourceModeInfo is needed allocate memory or it can be initialized to NULL. +//! Third Pass(Optional, only required if target information is required): Allocate memory for targetInfo with respect +//! to number of targetInfoCount(from Second Pass). +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in,out] pathInfoCount Number of elements in pathInfo array, returns number of valid topologies, this cannot be null. +//! \param [in,out] pathInfo Array of path information +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. If there are return error codes with +//! specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_ARGUMENT - Invalid input parameter. Following can be the reason for this return value: +//! -# pathInfoCount is NULL. +//! -# *pathInfoCount is 0 and pathInfo is not NULL. +//! -# *pathInfoCount is not 0 and pathInfo is NULL. +//! \retval NVAPI_DEVICE_BUSY - ModeSet has not yet completed. Please wait and call it again. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetDisplayConfig(__inout NvU32 *pathInfoCount, __out_ecount_full_opt(*pathInfoCount) NV_DISPLAYCONFIG_PATH_INFO *pathInfo); + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_SetDisplayConfig +// +// +//! DESCRIPTION: This API lets caller apply a global display configuration +//! across multiple GPUs. +//! +//! If all sourceIds are zero, then NvAPI will pick up sourceId's based on the following criteria : +//! - If user provides sourceModeInfo then we are trying to assign 0th sourceId always to GDIPrimary. +//! This is needed since active windows always moves along with 0th sourceId. +//! - For rest of the paths, we are incrementally assigning the sourceId per adapter basis. +//! - If user doesn't provide sourceModeInfo then NVAPI just picks up some default sourceId's in incremental order. +//! Note : NVAPI will not intelligently choose the sourceIDs for any configs that does not need a modeset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pathInfoCount Number of supplied elements in pathInfo +//! \param [in] pathInfo Array of path information +//! \param [in] flags A bitwise OR of supported flags from NV_DISPLAYCONFIG_FLAGS. +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid input parameter. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SetDisplayConfig(__in NvU32 pathInfoCount, __in_ecount(pathInfoCount) NV_DISPLAYCONFIG_PATH_INFO* pathInfo, __in NvU32 flags); + + + +//! \ingroup dispcontrol +//! @{ +typedef struct _NV_EDID_DATA_V1 +{ + NvU32 version; //!< Structure version. + NvU8 *pEDID; //!< Pointer to EDID data. + NvU32 sizeOfEDID; //!< Size of EDID data. +} NV_EDID_DATA_V1; + +typedef struct _NV_EDID_DATA_V2 +{ + NvU32 version; //!< Structure version. + NvU8 *pEDID; //!< Pointer to EDID data. + NvU32 sizeOfEDID; //!< Size of EDID data. + NvU32 reserved[8]; //!< Reserved for future use. +} NV_EDID_DATA_V2; + +typedef NV_EDID_DATA_V2 NV_EDID_DATA; +#define NV_EDID_DATA_VER1 MAKE_NVAPI_VERSION(NV_EDID_DATA_V1, 1) +#define NV_EDID_DATA_VER2 MAKE_NVAPI_VERSION(NV_EDID_DATA_V2, 2) + +#define NV_EDID_DATA_VER NV_EDID_DATA_VER2 +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetEdidData +// +//! \code +//! DESCRIPTION: This API returns the EDID data for the specified display Id. +//! (NvAPI_GPU_GetConnectedDisplayIds() can be used to get the DisplayIds). +//! +//! USAGE: The caller has to call this API two times to fetch the required details as follows: +//! First Pass : Caller should call NvAPI_DISP_GetEdidData() with pEdidParams->pEDID set to NULL, +//! to get the size of the EDID buffer in pEdidParams->sizeOfEDID. +//! Second Pass: Allocate memory for the EDID buffer of the size - pEdidParams->sizeOfEDID, +//! and call the API again to get the EDID buffer populated. +//! +//! +//! \param [in] displayId - NVIDIA Display ID +//! \param [inout] pEdidParams - Pointer to the structure that contains - pointer to EDID buffer and its size +//! \param [inout] pFlag - The type of EDID to be retrieved (IN). +//! To only retrieve the EDID type, the user should send pEdidParams->pEDID as NULL and +//! pEdidParams->sizeOfEDID as 0. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 400 +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! NVAPI_INSUFFICIENT_BUFFER: Reallocate buffer with pEdidParams->sizeOfEDID and call again to get complete data. +//! In this case pEdidParams->pEDID contains undefined data. +//! This error occurs only when pEdidParams->pEDID is present. +//! \endcode +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetEdidData(__in NvU32 displayId, __inout NV_EDID_DATA *pEdidParams, __inout NV_EDID_FLAG *pFlag); +//! @} + +typedef struct _NV_GET_ADAPTIVE_SYNC_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 maxFrameInterval; //!< [out] maximum frame interval in micro seconds as set previously using NvAPI_DISP_SetAdaptiveSyncData function. + //!< If default values from EDID are used, this parameter returns 0. + NvU32 bDisableAdaptiveSync : 1; //!< [out] Indicates if adaptive sync is disabled on the display. + NvU32 bDisableFrameSplitting : 1; //!< [out] Indicates if frame splitting is disabled on the display. + NvU32 reserved : 30; //!< reserved for future use. + NvU32 lastFlipRefreshCount; //!< [out] Number of times the last flip was shown on the screen + NvU64 lastFlipTimeStamp; //!< [out] Timestamp for the lastest flip on the screen + NvU32 reservedEx[4]; //!< reserved for future use. +} NV_GET_ADAPTIVE_SYNC_DATA_V1; + +#define NV_GET_ADAPTIVE_SYNC_DATA_VER1 MAKE_NVAPI_VERSION(NV_GET_ADAPTIVE_SYNC_DATA_V1,1) +#define NV_GET_ADAPTIVE_SYNC_DATA_VER NV_GET_ADAPTIVE_SYNC_DATA_VER1 + +typedef NV_GET_ADAPTIVE_SYNC_DATA_V1 NV_GET_ADAPTIVE_SYNC_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_GetAdaptiveSyncData(__in NvU32 displayId, __inout NV_GET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData) +//! \code +//! DESCRIPTION: This function is used to get data for the Adaptive Sync Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 415 +//! +//! \param [in] displayId - display id of the display +//! \param [inout] pAdaptiveSyncData - A pointer to NV_GET_ADAPTIVE_SYNC_DATA, containing the information about the values of parameters that are to be retrieved on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_GetAdaptiveSyncData(__in NvU32 displayId, __inout NV_GET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData); + +typedef struct _NV_SET_ADAPTIVE_SYNC_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 maxFrameInterval; //!< [in] maximum frame interval in micro seconds. + //!< If maxFrameInterval is send as 0, default values from EDID will be used. + NvU32 bDisableAdaptiveSync : 1; //!< [in] Indicates if adaptive sync is disabled on the display. + NvU32 bDisableFrameSplitting : 1; //!< [in] Indicates if Frame Splitting should be disabled. + NvU32 reserved : 30; //!< reserved for future use. + NvU32 reservedEx[7]; //!< reserved for future use. +} NV_SET_ADAPTIVE_SYNC_DATA_V1; + +#define NV_SET_ADAPTIVE_SYNC_DATA_VER1 MAKE_NVAPI_VERSION(NV_SET_ADAPTIVE_SYNC_DATA_V1,1) +#define NV_SET_ADAPTIVE_SYNC_DATA_VER NV_SET_ADAPTIVE_SYNC_DATA_VER1 + +typedef NV_SET_ADAPTIVE_SYNC_DATA_V1 NV_SET_ADAPTIVE_SYNC_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_SetAdaptiveSyncData(__in NvU32 displayId, __in NV_SET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData) +//! \code +//! DESCRIPTION: This function is used to set data for Adaptive Sync Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 415 +//! +//! \param [in] displayId - display id of the display +//! \param [in] pAdaptiveSyncData - A pointer to NV_SET_ADAPTIVE_SYNC_DATA, containing the information about the values of parameters that are to be set on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_SetAdaptiveSyncData(__in NvU32 displayId, __in NV_SET_ADAPTIVE_SYNC_DATA *pAdaptiveSyncData); + + +typedef struct _NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 frameIntervalUs; //!< [out] frame interval in micro seconds if Virtual RR is currently applied + NvU32 reservedEx[8]; //!< reserved for future use. +} NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1; + +#define NV_GET_VIRTUAL_REFRESH_RATE_DATA_VER1 MAKE_NVAPI_VERSION(_NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1,1) +#define NV_GET_VIRTUAL_REFRESH_RATE_DATA_VER NV_GET_VIRTUAL_REFRESH_RATE_DATA_VER1 + +typedef NV_GET_VIRTUAL_REFRESH_RATE_DATA_V1 NV_GET_VIRTUAL_REFRESH_RATE_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_GetVirtualRefreshRateData(__in NvU32 displayId, __inout NV_GET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData) +//! \code +//! DESCRIPTION: This function is used to get Virtual Refresh Rate data for a VRR Capable Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 510 +//! +//! \param [in] displayId - display id of the display +//! \param [inout] pVirtualRefreshRateData - A pointer to NV_GET_VIRTUAL_REFRESH_RATE_DATA, containing the information about the values of parameters that are to be retrieved on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_GetVirtualRefreshRateData(__in NvU32 displayId, __inout NV_GET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData); + +typedef struct _NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1 +{ + NvU32 version ; //!< [in] structure version + NvU32 frameIntervalUs; //!< [in] frame interval in micro seconds if Virtual RR is currently applied + NvU32 reservedEx[8]; //!< reserved for future use. +} NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1; + +#define NV_SET_VIRTUAL_REFRESH_RATE_DATA_VER1 MAKE_NVAPI_VERSION(_NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1,1) +#define NV_SET_VIRTUAL_REFRESH_RATE_DATA_VER NV_SET_VIRTUAL_REFRESH_RATE_DATA_VER1 + +typedef NV_SET_VIRTUAL_REFRESH_RATE_DATA_V1 NV_SET_VIRTUAL_REFRESH_RATE_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +//! \fn NvAPI_DISP_SetVirtualRefreshRateData(__in NvU32 displayId, __in NV_SET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData) +//! \code +//! DESCRIPTION: This function is used to set Virtual Refresh Rate data for a VRR Capable Display. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 510 +//! +//! \param [in] displayId - display id of the display +//! \param [inout] pVirtualRefreshRateData - A pointer to NV_SET_VIRTUAL_REFRESH_RATE_DATA, containing the information about the values of parameters that are to be retrieved on given display. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +/////////////////////////////////////////////////////////////////////////////// +//! \ingroup dispcontrol +NVAPI_INTERFACE NvAPI_DISP_SetVirtualRefreshRateData(__in NvU32 displayId, __in NV_SET_VIRTUAL_REFRESH_RATE_DATA *pVirtualRefreshRateData); + +//! \ingroup dispcontrol +typedef struct +{ + NvU32 version; //!< [in] Structure version + NvU32 displayId; //!< [in] Monitor Identifier to be set + NvU32 reserved; //!< Reserved for future use without adding versioning +} NV_SET_PREFERRED_STEREO_DISPLAY_V1; + +//! \ingroup dispcontrol +typedef NV_SET_PREFERRED_STEREO_DISPLAY_V1 NV_SET_PREFERRED_STEREO_DISPLAY; + +//! \ingroup dispcontrol +#define NV_SET_PREFERRED_STEREO_DISPLAY_VER1 MAKE_NVAPI_VERSION(NV_SET_PREFERRED_STEREO_DISPLAY_V1,1) + +//! \ingroup dispcontrol +#define NV_SET_PREFERRED_STEREO_DISPLAY_VER NV_SET_PREFERRED_STEREO_DISPLAY_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_SetPreferredStereoDisplay +// +//! DESCRIPTION: Specifies a display output that drives the 3pin DIN output signal +//! in a workstation stereo system environment. +//! If display output is specified as a displayId of 0, the preferred +//! stereo display target is reset to the driver default selection. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 470 +//! +//! \param [in] pPreferredStereoDisplay Pointer to a NV_SET_PREFERRED_STEREO_DISPLAY structure +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_ERROR miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE - The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SetPreferredStereoDisplay(__in NV_SET_PREFERRED_STEREO_DISPLAY *pPreferredStereoDisplay); + +//! \ingroup dispcontrol +typedef struct +{ + NvU32 version; //!< [in] Structure version + NvU32 displayId; //!< [out] The queried stereo display + NvU32 reserved; //!< Reserved for future use without adding versioning +} NV_GET_PREFERRED_STEREO_DISPLAY_V1; + +//! \ingroup dispcontrol +typedef NV_GET_PREFERRED_STEREO_DISPLAY_V1 NV_GET_PREFERRED_STEREO_DISPLAY; + +//! \ingroup dispcontrol +#define NV_GET_PREFERRED_STEREO_DISPLAY_VER1 MAKE_NVAPI_VERSION(NV_GET_PREFERRED_STEREO_DISPLAY_V1,1) + +//! \ingroup dispcontrol +#define NV_GET_PREFERRED_STEREO_DISPLAY_VER NV_GET_PREFERRED_STEREO_DISPLAY_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_DISP_GetPreferredStereoDisplay +// +//! DESCRIPTION: Queries the displayId of the display output driving the 3pin +//! DIN stereo signal, if any. +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 470 +//! +//! \param [inout] pPreferredStereoDisplay Pointer to a NV_GET_PREFERRED_STEREO_DISPLAY structure +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_ERROR miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid input parameter. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument (probably NULL). +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetPreferredStereoDisplay(__inout NV_GET_PREFERRED_STEREO_DISPLAY *pPreferredStereoDisplay); + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) + +typedef struct _NV_MANAGED_DEDICATED_DISPLAY_INFO +{ + NvU32 version; //!< [in] Version of this structure. + NvU32 displayId; //!< [out] DisplayId. + NvU32 isAcquired : 1; //!< [out] If bit is set, this display has been acquired by another process through NvAPI_DISP_AcquireDedicatedDisplay(). + NvU32 isMosaic : 1; //!< [out] If bit is set, this display represents a Mosaic grid. + NvU32 reserved : 30; //!< [out] Reserved for future use without adding versioning. +} NV_MANAGED_DEDICATED_DISPLAY_INFO_V1; + +#define NV_MANAGED_DEDICATED_DISPLAY_INFO_VER1 MAKE_NVAPI_VERSION(NV_MANAGED_DEDICATED_DISPLAY_INFO_V1,1) +#define NV_MANAGED_DEDICATED_DISPLAY_INFO_VER NV_MANAGED_DEDICATED_DISPLAY_INFO_VER1 + +typedef NV_MANAGED_DEDICATED_DISPLAY_INFO_V1 NV_MANAGED_DEDICATED_DISPLAY_INFO; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetNvManagedDedicatedDisplays +// +//! DESCRIPTION: This API returns the count of dedicated displays managed by +//! the Nvidia driver, and specific driver info of each display. +//! This API does not return VR displays. +//! +//! HOW TO USE: 1) First make a call NvAPI_DISP_GetNvManagedDedicatedDisplays to get the number of dedicated displays managed by the Nvidia driver +//! by passing pDedicatedDisplays as NULL. +//! On call success: +//! 2) Allocate memory based on pDisplayCount, then call NvAPI_DISP_GetNvManagedDedicatedDisplays to populate pDedicatedDisplays. +//! +//! \since Release: 495 +//! +//! \param [in/out] pDedicatedDisplayCount The count of dedicated displays managed by the Nvidia driver. +//! \param [in/out] pDedicatedDisplays Pointer to an array of NV_MANAGED_DEDICATED_DISPLAY_INFO data structure. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API is not implemented in current driver. +//! \retval ::NVAPI_OUT_OF_MEMORY Could not allocate sufficient memory to complete the call. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not initialized. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of NV_MANAGED_DEDICATED_DISPLAY_INFO structure is invalid. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetNvManagedDedicatedDisplays(__inout NvU32* pDedicatedDisplayCount, __inout NV_MANAGED_DEDICATED_DISPLAY_INFO* pDedicatedDisplays); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_AcquireDedicatedDisplay +// +//! DESCRIPTION: This API requests exclusive access to the specified dedicated +//! display managed by the Nvidia driver. If the call succeeds, a handle +//! is returned which could be opened as a DisplaySource. +//! The call fails if the display is not managed by the Nvidia driver. +//! The call fails if the display has already been acquired by another process. +//! +//! \since Release: 495 +//! +//! \param [in] displayId Display ID of the dedicated display to be acquired. +//! \param [in/out] pDisplaySourceHandle Pointer to memory that receives the shared handle to a DisplaySource. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API not implemented. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_INVALID_DISPLAY_ID An invalid displayId was passed as an argument. +//! \retval ::NVAPI_UNREGISTERED_RESOURCE The display is not managed by the Nvidia driver. +//! \retval ::NVAPI_RESOURCE_IN_USE The display has already been acquired by another process. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_AcquireDedicatedDisplay(__in NvU32 displayId, __inout NvU64* pDisplaySourceHandle); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_ReleaseDedicatedDisplay +// +//! DESCRIPTION: This API releases the exclusive ownership of a specific dedicated +//! display previously acquired by the process. +//! +//! \since Release: 495 +//! +//! \param [in] displayId Display ID of the dedicated display to be released. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API not implemented. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized. +//! \retval ::NVAPI_UNREGISTERED_RESOURCE The display is not managed by the Nvidia driver. +//! \retval ::NVAPI_DDISPLAY_NOT_ACQUIRED The display is not acquired by the process. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_ReleaseDedicatedDisplay(__in NvU32 displayId); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 11 and higher +//! +#if defined(__cplusplus) + +typedef struct _NV_MANAGED_DEDICATED_DISPLAY_METADATA +{ + NvU32 version; //!< [in] Version of this structure. + NvU32 displayId; //!< [in] DisplayId to identify the display connector the metadata operation is requested for. + NvU32 bSetPosition : 1; //!< [in] Set call: 1 in case the information in variables/fields "positionX" and "positionY" should be stored as metadata. 0 otherwise. + NvU32 bRemovePosition : 1; //!< [in] Set call: 1 in case the stored positionX and positionY metadata should be set to 'not defined', N/A. 0 otherwise. + NvU32 bPositionIsAvailable : 1; //!< [out] Query call: 1 in case the information in variables/fields "positionX" and "positionY" is valid (has been set before). 0 otherwise. + NvU32 bSetName : 1; //!< [in] Set call: 1 in case the information in variable/field "name" should be stored as metadata. 0 otherwise. + NvU32 bRemoveName : 1; //!< [in] Set call: 1 in case the stored name metadata should be set to 'not defined',N/A. 0 otherwise. + NvU32 bNameIsAvailable : 1; //!< [out] Query call: 1 in case the information in variable/field "name" is valid (has been set before). 0 otherwise. + NvU32 reserved : 26; //!< [in][out] Reserved for future use without adding versioning. + NvS32 positionX; //!< [in][out] Metadata for the virtual horizontal position for the display connector specified by displayId. + NvS32 positionY; //!< [in][out] Metadata for the virtual vertical position for the display connector specified by displayId. + NvAPI_ShortString name; //!< [in][out] Metadata for the virtual name of for the display connector specified by displayId. + //!< Valid characters are in the range of 32 ' ' (space) to 126 '~' (both included). +} NV_MANAGED_DEDICATED_DISPLAY_METADATA_V1; + +#define NV_MANAGED_DEDICATED_DISPLAY_METADATA_VER1 MAKE_NVAPI_VERSION(NV_MANAGED_DEDICATED_DISPLAY_METADATA_V1,1) +#define NV_MANAGED_DEDICATED_DISPLAY_METADATA_VER NV_MANAGED_DEDICATED_DISPLAY_METADATA_VER1 + +typedef NV_MANAGED_DEDICATED_DISPLAY_METADATA_V1 NV_MANAGED_DEDICATED_DISPLAY_METADATA; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetNvManagedDedicatedDisplayMetadata +// +//! DESCRIPTION: This API returns metadata which has been set for the display connector in question. +//! Main use case would be to query the data for an Nvidia managed dedicated display. +//! The function will work for any valid displayId though. +//! +//! \since Release: 550 +//! +//! \param [in/out] pDedicatedDisplayMetadata Data structure containing input and output data. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API is not implemented in current driver. +//! \retval ::NVAPI_NOT_SUPPORTED The API is not supported on the current operating system or gpu. +//! \retval ::NVAPI_OUT_OF_MEMORY There wasn't sufficient memory to complete the call. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not initialized. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the NV_MANAGED_DEDICATED_DISPLAY_METADATA structure is invalid. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetNvManagedDedicatedDisplayMetadata(__inout NV_MANAGED_DEDICATED_DISPLAY_METADATA* pDedicatedDisplayMetadata); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 11 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_SetNvManagedDedicatedDisplayMetadata +// +//! DESCRIPTION: This API allows to set metadata for the display connector in question. +//! Main use case would be to set the data for an Nvidia managed dedicated display. +//! The function will work for any valid displayId though. +//! +//! \since Release: 550 +//! +//! \param [in/out] pDedicatedDisplayMetadata Data structure containing input and output data. +//! +//! \retval ::NVAPI_OK The call succeeded. +//! \retval ::NVAPI_ERROR The call failed. +//! \retval ::NVAPI_NO_IMPLEMENTATION The API is not implemented in current driver. +//! \retval ::NVAPI_NOT_SUPPORTED The API is not supported on the current operating system or gpu. +//! \retval ::NVAPI_OUT_OF_MEMORY There wasn't sufficient memory to complete the call. +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not initialized. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the NV_MANAGED_DEDICATED_DISPLAY_METADATA structure is invalid. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE The caller doesn't have the required administrator privileges to access this API. +//! \retval ::NVAPI_INVALID_ARGUMENT Characters in pDedicatedDisplayMetadata->name are out of the allowed range. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_SetNvManagedDedicatedDisplayMetadata(__inout NV_MANAGED_DEDICATED_DISPLAY_METADATA* pDedicatedDisplayMetadata); +#endif // defined(__cplusplus) + + +#if defined (_WINNT_) + +//! \ingroup dispcontrol + +typedef struct _NV_DISPLAY_ID_INFO_DATA_V1 +{ + NvU32 version; //!< [in] Structure version + LUID adapterId; //!< [out] Locally unique ID (LUID) of the display adapter on which the given display is present. + NvU32 targetId; //!< [out] The target identifier of the given display. This is also called AdapterRelativeId. + NvU32 reserved[4]; //!< Reserved for future use. +} NV_DISPLAY_ID_INFO_DATA_V1; + +#define NV_DISPLAY_ID_INFO_DATA_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_ID_INFO_DATA_V1,1) +#define NV_DISPLAY_ID_INFO_DATA_VER NV_DISPLAY_ID_INFO_DATA_VER1 + +typedef NV_DISPLAY_ID_INFO_DATA_V1 NV_DISPLAY_ID_INFO_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Disp_GetDisplayIdInfo +// +//! DESCRIPTION: This API returns information related to the given displayId. +//! It returns adapterId and targetId (AdapterRelativeId) corresponding to the given displayId. +//! If the displayId is part of a display grid (Mosaic/Surround), then every displayId that is part of the same display grid +//! outputs the same (adapterId, targetId) pair, and no other displayId outputs this pair. +//! Otherwise, the (adapterId, targetId) pair is unique to this displayId. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 530 +//! +//! \param [in] displayId DisplayId of the display. +//! \param [inout] pDisplayIdInfoData Pointer to the NV_DISPLAY_ID_INFO_DATA structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetDisplayIdInfo(__in NvU32 displayId, __inout NV_DISPLAY_ID_INFO_DATA* pDisplayIdInfoData); + +#endif + + +//! \ingroup dispcontrol + +#if defined (_WINNT_) + +typedef struct _NV_TARGET_INFO_DATA_V1 +{ + NvU32 version; //!< [in] Structure version + LUID adapterId; //!< [in] Locally unique ID (LUID) of the display adapter on which the target is present. + NvU32 targetId; //!< [in] The target identifier. This is also called AdapterRelativeId. + NvU32 displayId[NVAPI_MAX_DISPLAYS]; //!< [out] An array of displayIds corresponding to the input adapterId and targetId. + //!< If the input (targetId, adapterId) pair is a display grid (Mosaic/Surround), + //!< then the output contains the displayId of every display that is part of the display grid. + //!< Otherwise, it contains exactly one displayId. + //!< These displayId values are unique to this (targetId, adapterId) pair. + NvU32 displayIdCount; //!< [out] The number of displays returned in displayId array. + NvU32 reserved[4]; //!< Reserved for future use. +} NV_TARGET_INFO_DATA_V1; + +#define NV_TARGET_INFO_DATA_VER1 MAKE_NVAPI_VERSION(NV_TARGET_INFO_DATA_V1,1) +#define NV_TARGET_INFO_DATA_VER NV_TARGET_INFO_DATA_VER1 + +typedef NV_TARGET_INFO_DATA_V1 NV_TARGET_INFO_DATA; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Disp_GetDisplayIdsFromTarget +// +//! DESCRIPTION: This API returns displayId(s) corresponding to the given target. +//! If the input (targetId, adapterId) pair is a display grid (Mosaic/Surround), then the output contains the displayId of every display +//! that is part of the display grid. Otherwise, it contains exactly one displayId. +//! These displayId values are unique to this (targetId, adapterId) pair. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 530 +//! +//! \param [inout] pTargetInfoData Pointer to the NV_TARGET_INFO_DATA structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetDisplayIdsFromTarget(__inout NV_TARGET_INFO_DATA* pTargetInfoData); + +#endif + + +//! \ingroup dispcontrol + +typedef struct _NV_GET_VRR_INFO_V1 +{ + NvU32 version; //!< [in] Structure version + NvU32 bIsVRREnabled : 1; //!< [out] Set if VRR Mode is currently active on given display. + NvU32 bIsVRRPossible : 1; //!< [out] Set to true if VRR Mode is possible on the given display. + NvU32 bIsVRRRequested : 1; //!< [out] Set to true if VRR Mode is requested for the given display. + NvU32 bIsVRRIndicatorEnabled : 1; //!< [out] Set to true if the VRR indicator is enabled. This can be done through the NVIDIA Control Panel. + NvU32 bIsDisplayInVRRMode : 1; //!< [out] Set to true if the display is in VRR Mode. + NvU32 reserved : 27; //!< Reserved for future use. + NvU32 reservedEx[4]; //!< Reserved for future use +} NV_GET_VRR_INFO_V1; + +#define NV_GET_VRR_INFO_VER1 MAKE_NVAPI_VERSION(NV_GET_VRR_INFO_V1,1) +#define NV_GET_VRR_INFO_VER NV_GET_VRR_INFO_VER1 + +typedef NV_GET_VRR_INFO_V1 NV_GET_VRR_INFO; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Disp_GetVRRInfo +// +//! DESCRIPTION: This API returns Variable Refresh Rate(VRR) information for the given display ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [inout] pVrrInfo Pointer to the NV_GET_VRR_INFO structure. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Disp_GetVRRInfo(__in NvU32 displayId, __inout NV_GET_VRR_INFO *pVrrInfo); + + + +//////////////////////////////////////////////////////////////////////////////////////// +// +// MOSAIC allows a multi display target output scanout on a single source. +// +// SAMPLE of MOSAIC 1x4 topo with 8 pixel horizontal overlap +// +//+-------------------------++-------------------------++-------------------------++-------------------------+ +//| || || || | +//| || || || | +//| || || || | +//| DVI1 || DVI2 || DVI3 || DVI4 | +//| || || || | +//| || || || | +//| || || || | +//| || || || | +//+-------------------------++-------------------------++-------------------------++-------------------------+ + + +//! \addtogroup mosaicapi +//! @{ + +#define NVAPI_MAX_MOSAIC_DISPLAY_ROWS 8 +#define NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS 8 +// +// These bits are used to describe the validity of a topo. +// +#define NV_MOSAIC_TOPO_VALIDITY_VALID 0x00000000 //!< The topology is valid +#define NV_MOSAIC_TOPO_VALIDITY_MISSING_GPU 0x00000001 //!< Not enough SLI GPUs were found to fill the entire + //! topology. hPhysicalGPU will be 0 for these. +#define NV_MOSAIC_TOPO_VALIDITY_MISSING_DISPLAY 0x00000002 //!< Not enough displays were found to fill the entire + //! topology. displayOutputId will be 0 for these. +#define NV_MOSAIC_TOPO_VALIDITY_MIXED_DISPLAY_TYPES 0x00000004 //!< The topoogy is only possible with displays of the same + //! NV_GPU_OUTPUT_TYPE. Check displayOutputIds to make + //! sure they are all CRTs, or all DFPs. + + +// +//! This structure defines the topology details. +typedef struct +{ + NvU32 version; //!< Version of this structure + NvLogicalGpuHandle hLogicalGPU; //!< Logical GPU for this topology + NvU32 validityMask; //!< 0 means topology is valid with the current hardware. + //! If not 0, inspect bits against NV_MOSAIC_TOPO_VALIDITY_*. + NvU32 rowCount; //!< Number of displays in a row + NvU32 colCount; //!< Number of displays in a column + + struct + { + NvPhysicalGpuHandle hPhysicalGPU; //!< Physical GPU to be used in the topology (0 if GPU missing) + NvU32 displayOutputId; //!< Connected display target (0 if no display connected) + NvS32 overlapX; //!< Pixels of overlap on left of target: (+overlap, -gap) + NvS32 overlapY; //!< Pixels of overlap on top of target: (+overlap, -gap) + + } gpuLayout[NVAPI_MAX_MOSAIC_DISPLAY_ROWS][NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS]; + +} NV_MOSAIC_TOPO_DETAILS; + +//! Macro for constructing te vesion field of NV_MOSAIC_TOPO_DETAILS +#define NVAPI_MOSAIC_TOPO_DETAILS_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPO_DETAILS,1) + + +// +//! These values refer to the different types of Mosaic topologies that are possible. When +//! getting the supported Mosaic topologies, you can specify one of these types to narrow down +//! the returned list to only those that match the given type. +typedef enum +{ + NV_MOSAIC_TOPO_TYPE_ALL, //!< All mosaic topologies + NV_MOSAIC_TOPO_TYPE_BASIC, //!< Basic Mosaic topologies + NV_MOSAIC_TOPO_TYPE_PASSIVE_STEREO, //!< Passive Stereo topologies + NV_MOSAIC_TOPO_TYPE_SCALED_CLONE, //!< Not supported at this time + NV_MOSAIC_TOPO_TYPE_PASSIVE_STEREO_SCALED_CLONE, //!< Not supported at this time + NV_MOSAIC_TOPO_TYPE_MAX, //!< Always leave this at end of the enum +} NV_MOSAIC_TOPO_TYPE; + + +// +//! This is a complete list of supported Mosaic topologies. +//! +//! Using a "Basic" topology combines multiple monitors to create a single desktop. +//! +//! Using a "Passive" topology combines multiples monitors to create a passive stereo desktop. +//! In passive stereo, two identical topologies combine - one topology is used for the right eye and the other identical //! topology (targeting different displays) is used for the left eye. \n +//! NOTE: common\inc\nvEscDef.h shadows a couple PASSIVE_STEREO enums. If this +//! enum list changes and effects the value of NV_MOSAIC_TOPO_BEGIN_PASSIVE_STEREO +//! please update the corresponding value in nvEscDef.h +typedef enum +{ + NV_MOSAIC_TOPO_NONE, + + // 'BASIC' topos start here + // + // The result of using one of these Mosaic topos is that multiple monitors + // will combine to create a single desktop. + // + NV_MOSAIC_TOPO_BEGIN_BASIC, + NV_MOSAIC_TOPO_1x2_BASIC = NV_MOSAIC_TOPO_BEGIN_BASIC, + NV_MOSAIC_TOPO_2x1_BASIC, + NV_MOSAIC_TOPO_1x3_BASIC, + NV_MOSAIC_TOPO_3x1_BASIC, + NV_MOSAIC_TOPO_1x4_BASIC, + NV_MOSAIC_TOPO_4x1_BASIC, + NV_MOSAIC_TOPO_2x2_BASIC, + NV_MOSAIC_TOPO_2x3_BASIC, + NV_MOSAIC_TOPO_2x4_BASIC, + NV_MOSAIC_TOPO_3x2_BASIC, + NV_MOSAIC_TOPO_4x2_BASIC, + NV_MOSAIC_TOPO_1x5_BASIC, + NV_MOSAIC_TOPO_1x6_BASIC, + NV_MOSAIC_TOPO_7x1_BASIC, + + // Add padding for 10 more entries. 6 will be enough room to specify every + // possible topology with 8 or fewer displays, so this gives us a little + // extra should we need it. + NV_MOSAIC_TOPO_END_BASIC = NV_MOSAIC_TOPO_7x1_BASIC + 9, + + // 'PASSIVE_STEREO' topos start here + // + // The result of using one of these Mosaic topos is that multiple monitors + // will combine to create a single PASSIVE STEREO desktop. What this means is + // that there will be two topos that combine to create the overall desktop. + // One topo will be used for the left eye, and the other topo (of the + // same rows x cols), will be used for the right eye. The difference between + // the two topos is that different GPUs and displays will be used. + // + NV_MOSAIC_TOPO_BEGIN_PASSIVE_STEREO, // value shadowed in nvEscDef.h + NV_MOSAIC_TOPO_1x2_PASSIVE_STEREO = NV_MOSAIC_TOPO_BEGIN_PASSIVE_STEREO, + NV_MOSAIC_TOPO_2x1_PASSIVE_STEREO, + NV_MOSAIC_TOPO_1x3_PASSIVE_STEREO, + NV_MOSAIC_TOPO_3x1_PASSIVE_STEREO, + NV_MOSAIC_TOPO_1x4_PASSIVE_STEREO, + NV_MOSAIC_TOPO_4x1_PASSIVE_STEREO, + NV_MOSAIC_TOPO_2x2_PASSIVE_STEREO, + NV_MOSAIC_TOPO_END_PASSIVE_STEREO = NV_MOSAIC_TOPO_2x2_PASSIVE_STEREO + 4, + + + // + // Total number of topos. Always leave this at the end of the enumeration. + // + NV_MOSAIC_TOPO_MAX //! Total number of topologies. + +} NV_MOSAIC_TOPO; + + +// +//! This is a "topology brief" structure. It tells you what you need to know about +//! a topology at a high level. A list of these is returned when you query for the +//! supported Mosaic information. +//! +//! If you need more detailed information about the topology, call +//! NvAPI_Mosaic_GetTopoGroup() with the topology value from this structure. +typedef struct +{ + NvU32 version; //!< Version of this structure + NV_MOSAIC_TOPO topo; //!< The topology + NvU32 enabled; //!< 1 if topo is enabled, else 0 + NvU32 isPossible; //!< 1 if topo *can* be enabled, else 0 + +} NV_MOSAIC_TOPO_BRIEF; + +//! Macro for constructing the version field of NV_MOSAIC_TOPO_BRIEF +#define NVAPI_MOSAIC_TOPO_BRIEF_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPO_BRIEF,1) + + +// +//! Basic per-display settings that are used in setting/getting the Mosaic mode +typedef struct _NV_MOSAIC_DISPLAY_SETTING_V1 +{ + NvU32 version; //!< Version of this structure + NvU32 width; //!< Per-display width + NvU32 height; //!< Per-display height + NvU32 bpp; //!< Bits per pixel + NvU32 freq; //!< Display frequency +} NV_MOSAIC_DISPLAY_SETTING_V1; + +typedef struct NV_MOSAIC_DISPLAY_SETTING_V2 +{ + NvU32 version; //!< Version of this structure + NvU32 width; //!< Per-display width + NvU32 height; //!< Per-display height + NvU32 bpp; //!< Bits per pixel + NvU32 freq; //!< Display frequency + NvU32 rrx1k; //!< Display frequency in x1k +} NV_MOSAIC_DISPLAY_SETTING_V2; + +typedef NV_MOSAIC_DISPLAY_SETTING_V2 NV_MOSAIC_DISPLAY_SETTING; + +//! Macro for constructing the version field of NV_MOSAIC_DISPLAY_SETTING +#define NVAPI_MOSAIC_DISPLAY_SETTING_VER1 MAKE_NVAPI_VERSION(NV_MOSAIC_DISPLAY_SETTING_V1,1) +#define NVAPI_MOSAIC_DISPLAY_SETTING_VER2 MAKE_NVAPI_VERSION(NV_MOSAIC_DISPLAY_SETTING_V2,2) +#define NVAPI_MOSAIC_DISPLAY_SETTING_VER NVAPI_MOSAIC_DISPLAY_SETTING_VER2 + + +// +// Set a reasonable max number of display settings to support +// so arrays are bound. +// +#define NV_MOSAIC_DISPLAY_SETTINGS_MAX 40 //!< Set a reasonable maximum number of display settings to support + //! so arrays are bound. + + +// +//! This structure is used to contain a list of supported Mosaic topologies +//! along with the display settings that can be used. +typedef struct _NV_MOSAIC_SUPPORTED_TOPO_INFO_V1 +{ + NvU32 version; //!< Version of this structure + NvU32 topoBriefsCount; //!< Number of topologies in below array + NV_MOSAIC_TOPO_BRIEF topoBriefs[NV_MOSAIC_TOPO_MAX]; //!< List of supported topologies with only brief details + NvU32 displaySettingsCount; //!< Number of display settings in below array + NV_MOSAIC_DISPLAY_SETTING_V1 displaySettings[NV_MOSAIC_DISPLAY_SETTINGS_MAX]; //!< List of per display settings possible + +} NV_MOSAIC_SUPPORTED_TOPO_INFO_V1; + +typedef struct _NV_MOSAIC_SUPPORTED_TOPO_INFO_V2 +{ + NvU32 version; //!< Version of this structure + NvU32 topoBriefsCount; //!< Number of topologies in below array + NV_MOSAIC_TOPO_BRIEF topoBriefs[NV_MOSAIC_TOPO_MAX]; //!< List of supported topologies with only brief details + NvU32 displaySettingsCount; //!< Number of display settings in below array + NV_MOSAIC_DISPLAY_SETTING_V2 displaySettings[NV_MOSAIC_DISPLAY_SETTINGS_MAX]; //!< List of per display settings possible + +} NV_MOSAIC_SUPPORTED_TOPO_INFO_V2; + +typedef NV_MOSAIC_SUPPORTED_TOPO_INFO_V2 NV_MOSAIC_SUPPORTED_TOPO_INFO; + +//! Macro forconstructing the version field of NV_MOSAIC_SUPPORTED_TOPO_INFO +#define NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER1 MAKE_NVAPI_VERSION(NV_MOSAIC_SUPPORTED_TOPO_INFO_V1,1) +#define NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER2 MAKE_NVAPI_VERSION(NV_MOSAIC_SUPPORTED_TOPO_INFO_V2,2) +#define NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER NVAPI_MOSAIC_SUPPORTED_TOPO_INFO_VER2 + + +// +// Indices to use to access the topos array within the mosaic topology +#define NV_MOSAIC_TOPO_IDX_DEFAULT 0 + +#define NV_MOSAIC_TOPO_IDX_LEFT_EYE 0 +#define NV_MOSAIC_TOPO_IDX_RIGHT_EYE 1 +#define NV_MOSAIC_TOPO_NUM_EYES 2 + + +// +//! This defines the maximum number of topos that can be in a topo group. +//! At this time, it is set to 2 because our largest topo group (passive +//! stereo) only needs 2 topos (left eye and right eye). +//! +//! If a new topo group with more than 2 topos is added above, then this +//! number will also have to be incremented. +#define NV_MOSAIC_MAX_TOPO_PER_TOPO_GROUP 2 + + +// +//! This structure defines a group of topologies that work together to create one +//! overall layout. All of the supported topologies are represented with this +//! structure. +//! +//! For example, a 'Passive Stereo' topology would be represented with this +//! structure, and would have separate topology details for the left and right eyes. +//! The count would be 2. A 'Basic' topology is also represented by this structure, +//! with a count of 1. +//! +//! The structure is primarily used internally, but is exposed to applications in a +//! read-only fashion because there are some details in it that might be useful +//! (like the number of rows/cols, or connected display information). A user can +//! get the filled-in structure by calling NvAPI_Mosaic_GetTopoGroup(). +//! +//! You can then look at the detailed values within the structure. There are no +//! entrypoints which take this structure as input (effectively making it read-only). +typedef struct +{ + NvU32 version; //!< Version of this structure + NV_MOSAIC_TOPO_BRIEF brief; //!< The brief details of this topo + NvU32 count; //!< Number of topos in array below + NV_MOSAIC_TOPO_DETAILS topos[NV_MOSAIC_MAX_TOPO_PER_TOPO_GROUP]; + +} NV_MOSAIC_TOPO_GROUP; + +//! Macro for constructing the version field of NV_MOSAIC_TOPO_GROUP +#define NVAPI_MOSAIC_TOPO_GROUP_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPO_GROUP,1) + +//! @} + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetSupportedTopoInfo +// +//! DESCRIPTION: This API returns information on the topologies and display resolutions +//! supported by Mosaic mode. +//! +//! NOTE: Not all topologies returned can be set immediately. +//! See 'OUT' Notes below. +//! +//! Once you get the list of supported topologies, you can call +//! NvAPI_Mosaic_GetTopoGroup() with one of the Mosaic topologies if you need +//! more information about it. +//! +//! 'IN' Notes: pSupportedTopoInfo->version must be set before calling this function. +//! If the specified version is not supported by this implementation, +//! an error will be returned (NVAPI_INCOMPATIBLE_STRUCT_VERSION). +//! +//! 'OUT' Notes: Some of the topologies returned might not be valid for one reason or +//! another. It could be due to mismatched or missing displays. It +//! could also be because the required number of GPUs is not found. +//! At a high level, you can see if the topology is valid and can be enabled +//! by looking at the pSupportedTopoInfo->topoBriefs[xxx].isPossible flag. +//! If this is true, the topology can be enabled. If it +//! is false, you can find out why it cannot be enabled by getting the +//! details of the topology via NvAPI_Mosaic_GetTopoGroup(). From there, +//! look at the validityMask of the individual topologies. The bits can +//! be tested against the NV_MOSAIC_TOPO_VALIDITY_* bits. +//! +//! It is possible for this function to return NVAPI_OK with no topologies +//! listed in the return structure. If this is the case, it means that +//! the current hardware DOES support Mosaic, but with the given configuration +//! no valid topologies were found. This most likely means that SLI was not +//! enabled for the hardware. Once enabled, you should see valid topologies +//! returned from this function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! +//! \param [in,out] pSupportedTopoInfo Information about what topologies and display resolutions +//! are supported for Mosaic. +//! \param [in] type The type of topologies the caller is interested in +//! getting. See NV_MOSAIC_TOPO_TYPE for possible values. +//! +//! \retval ::NVAPI_OK No errors in returning supported topologies. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more arguments passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +// compatible with this entry point. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetSupportedTopoInfo(NV_MOSAIC_SUPPORTED_TOPO_INFO *pSupportedTopoInfo, NV_MOSAIC_TOPO_TYPE type); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetTopoGroup +// +//! DESCRIPTION: This API returns a structure filled with the details +//! of the specified Mosaic topology. +//! +//! If the pTopoBrief passed in matches the current topology, +//! then information in the brief and group structures +//! will reflect what is current. Thus the brief would have +//! the current 'enable' status, and the group would have the +//! current overlap values. If there is no match, then the +//! returned brief has an 'enable' status of FALSE (since it +//! is obviously not enabled), and the overlap values will be 0. +//! +//! 'IN' Notes: pTopoGroup->version must be set before calling this function. +//! If the specified version is not supported by this implementation, +//! an error will be returned (NVAPI_INCOMPATIBLE_STRUCT_VERSION). +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pTopoBrief The topology for getting the details +//! This must be one of the topology briefs +//! returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [in,out] pTopoGroup The topology details matching the brief +//! +//! \retval ::NVAPI_OK Details were retrieved successfully. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +// compatible with this entry point. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetTopoGroup(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_TOPO_GROUP *pTopoGroup); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetOverlapLimits +// +//! DESCRIPTION: This API returns the X and Y overlap limits required if +//! the given Mosaic topology and display settings are to be used. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pTopoBrief The topology for getting limits +//! This must be one of the topo briefs +//! returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [in] pDisplaySetting The display settings for getting the limits. +//! This must be one of the settings +//! returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [out] pMinOverlapX X overlap minimum +//! \param [out] pMaxOverlapX X overlap maximum +//! \param [out] pMinOverlapY Y overlap minimum +//! \param [out] pMaxOverlapY Y overlap maximum +//! +//! \retval ::NVAPI_OK Details were retrieved successfully. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +//! compatible with this entry point. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetOverlapLimits(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_DISPLAY_SETTING *pDisplaySetting, NvS32 *pMinOverlapX, NvS32 *pMaxOverlapX, NvS32 *pMinOverlapY, NvS32 *pMaxOverlapY); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_SetCurrentTopo +// +//! DESCRIPTION: This API sets the Mosaic topology and performs a mode switch +//! using the given display settings. +//! +//! If NVAPI_OK is returned, the current Mosaic topology was set +//! correctly. Any other status returned means the +//! topology was not set, and remains what it was before this +//! function was called. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pTopoBrief The topology to set. This must be one of the topologies returned from +//! NvAPI_Mosaic_GetSupportedTopoInfo(), and it must have an isPossible value of 1. +//! \param [in] pDisplaySetting The per display settings to be used in the Mosaic mode. This must be one of the +//! settings returned from NvAPI_Mosaic_GetSupportedTopoInfo(). +//! \param [in] overlapX The pixel overlap to use between horizontal displays (use positive a number for +//! overlap, or a negative number to create a gap.) If the overlap is out of bounds +//! for what is possible given the topo and display setting, the overlap will be clamped. +//! \param [in] overlapY The pixel overlap to use between vertical displays (use positive a number for +//! overlap, or a negative number to create a gap.) If the overlap is out of bounds for +//! what is possible given the topo and display setting, the overlap will be clamped. +//! \param [in] enable If 1, the topology being set will also be enabled, meaning that the mode set will +//! occur. \n +//! If 0, you don't want to be in Mosaic mode right now, but want to set the current +//! Mosaic topology so you can enable it later with NvAPI_Mosaic_EnableCurrentTopo(). +//! +//! \retval ::NVAPI_OK The Mosaic topology was set. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_TOPO_NOT_POSSIBLE The topology passed in is not currently possible. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available. +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION The version of the structure passed in is not +//! compatible with this entrypoint. +//! \retval ::NVAPI_MODE_CHANGE_FAILED There was an error changing the display mode. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_SetCurrentTopo(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_DISPLAY_SETTING *pDisplaySetting, NvS32 overlapX, NvS32 overlapY, NvU32 enable); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetCurrentTopo +// +//! DESCRIPTION: This API returns information for the current Mosaic topology. +//! This includes topology, display settings, and overlap values. +//! +//! You can call NvAPI_Mosaic_GetTopoGroup() with the topology +//! if you require more information. +//! +//! If there isn't a current topology, then pTopoBrief->topo will +//! be NV_MOSAIC_TOPO_NONE. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [out] pTopoBrief The current Mosaic topology +//! \param [out] pDisplaySetting The current per-display settings +//! \param [out] pOverlapX The pixel overlap between horizontal displays +//! \param [out] pOverlapY The pixel overlap between vertical displays +//! +//! \retval ::NVAPI_OK Success getting current info. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more argumentss passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first. +//! \retval ::NVAPI_NO_IMPLEMENTATION This entry point not available. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetCurrentTopo(NV_MOSAIC_TOPO_BRIEF *pTopoBrief, NV_MOSAIC_DISPLAY_SETTING *pDisplaySetting, NvS32 *pOverlapX, NvS32 *pOverlapY); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_EnableCurrentTopo +// +//! DESCRIPTION: This API enables or disables the current Mosaic topology +//! based on the setting of the incoming 'enable' parameter. +//! +//! An "enable" setting enables the current (previously set) Mosaic topology. +//! Note that when the current Mosaic topology is retrieved, it must have an isPossible value of 1 or +//! an error will occur. +//! +//! A "disable" setting disables the current Mosaic topology. +//! The topology information will persist, even across reboots. +//! To re-enable the Mosaic topology, call this function +//! again with the enable parameter set to 1. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] enable 1 to enable the current Mosaic topo, 0 to disable it. +//! +//! \retval ::NVAPI_OK The Mosaic topo was enabled/disabled. +//! \retval ::NVAPI_NOT_SUPPORTED Mosaic is not supported with the existing hardware. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more arguments passed in are invalid. +//! \retval ::NVAPI_TOPO_NOT_POSSIBLE The current topology is not currently possible. +//! \retval ::NVAPI_MODE_CHANGE_FAILED There was an error changing the display mode. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_EnableCurrentTopo(NvU32 enable); + +//! \ingroup mosaicapi +//! @{ +typedef struct _NV_MOSAIC_GRID_TOPO_DISPLAY_V1 +{ + NvU32 displayId; //!< DisplayID of the display + NvS32 overlapX; //!< (+overlap, -gap) + NvS32 overlapY; //!< (+overlap, -gap) + NV_ROTATE rotation; //!< Rotation of display + NvU32 cloneGroup; //!< Reserved, must be 0 +} NV_MOSAIC_GRID_TOPO_DISPLAY_V1; + +typedef enum _NV_PIXEL_SHIFT_TYPE +{ + NV_PIXEL_SHIFT_TYPE_NO_PIXEL_SHIFT = 0, //!< No pixel shift will be applied to this display. + NV_PIXEL_SHIFT_TYPE_2x2_TOP_LEFT_PIXELS = 1, //!< This display will be used to scanout top left pixels in 2x2 PixelShift configuration + NV_PIXEL_SHIFT_TYPE_2x2_BOTTOM_RIGHT_PIXELS = 2, //!< This display will be used to scanout bottom right pixels in 2x2 PixelShift configuration + NV_PIXEL_SHIFT_TYPE_2x2_TOP_RIGHT_PIXELS = 4, //!< This display will be used to scanout top right pixels in 2x2 PixelShift configuration + NV_PIXEL_SHIFT_TYPE_2x2_BOTTOM_LEFT_PIXELS = 8, //!< This display will be used to scanout bottom left pixels in 2x2 PixelShift configuration +} NV_PIXEL_SHIFT_TYPE; + +typedef struct _NV_MOSAIC_GRID_TOPO_DISPLAY_V2 +{ + NvU32 version; //!< Version of this structure + + NvU32 displayId; //!< DisplayID of the display + NvS32 overlapX; //!< (+overlap, -gap) + NvS32 overlapY; //!< (+overlap, -gap) + NV_ROTATE rotation; //!< Rotation of display + NvU32 cloneGroup; //!< Reserved, must be 0 + NV_PIXEL_SHIFT_TYPE pixelShiftType; //!< Type of the pixel shift enabled display +} NV_MOSAIC_GRID_TOPO_DISPLAY_V2; + +#ifndef NV_MOSAIC_GRID_TOPO_DISPLAY_VER + +typedef NV_MOSAIC_GRID_TOPO_DISPLAY_V1 NV_MOSAIC_GRID_TOPO_DISPLAY; + +#endif + +typedef struct _NV_MOSAIC_GRID_TOPO_V1 +{ + NvU32 version; //!< Version of this structure + NvU32 rows; //!< Number of rows + NvU32 columns; //!< Number of columns + NvU32 displayCount; //!< Number of display details + NvU32 applyWithBezelCorrect : 1; //!< When enabling and doing the modeset, do we switch to the bezel-corrected resolution + NvU32 immersiveGaming : 1; //!< Enable as immersive gaming instead of Mosaic SLI (for Quadro-boards only) + NvU32 baseMosaic : 1; //!< Enable as Base Mosaic (Panoramic) instead of Mosaic SLI (for NVS and Quadro-boards only) + NvU32 driverReloadAllowed : 1; //!< If necessary, reloading the driver is permitted (for Vista and above only). Will not be persisted. Value undefined on get. + NvU32 acceleratePrimaryDisplay : 1; //!< Enable SLI acceleration on the primary display while in single-wide mode (For Immersive Gaming only). Will not be persisted. Value undefined on get. + NvU32 reserved : 27; //!< Reserved, must be 0 + NV_MOSAIC_GRID_TOPO_DISPLAY_V1 displays[NV_MOSAIC_MAX_DISPLAYS]; //!< Displays are done as [(row * columns) + column] + NV_MOSAIC_DISPLAY_SETTING_V1 displaySettings; //!< Display settings +} NV_MOSAIC_GRID_TOPO_V1; + +typedef struct _NV_MOSAIC_GRID_TOPO_V2 +{ + NvU32 version; //!< Version of this structure + NvU32 rows; //!< Number of rows + NvU32 columns; //!< Number of columns + NvU32 displayCount; //!< Number of display details + NvU32 applyWithBezelCorrect : 1; //!< When enabling and doing the modeset, do we switch to the bezel-corrected resolution + NvU32 immersiveGaming : 1; //!< Enable as immersive gaming instead of Mosaic SLI (for Quadro-boards only) + NvU32 baseMosaic : 1; //!< Enable as Base Mosaic (Panoramic) instead of Mosaic SLI (for NVS and Quadro-boards only) + NvU32 driverReloadAllowed : 1; //!< If necessary, reloading the driver is permitted (for Vista and above only). Will not be persisted. Value undefined on get. + NvU32 acceleratePrimaryDisplay : 1; //!< Enable SLI acceleration on the primary display while in single-wide mode (For Immersive Gaming only). Will not be persisted. Value undefined on get. + NvU32 pixelShift : 1; //!< Enable Pixel shift + NvU32 reserved : 26; //!< Reserved, must be 0 + NV_MOSAIC_GRID_TOPO_DISPLAY_V2 displays[NV_MOSAIC_MAX_DISPLAYS]; //!< Displays are done as [(row * columns) + column] + NV_MOSAIC_DISPLAY_SETTING_V1 displaySettings; //!< Display settings +} NV_MOSAIC_GRID_TOPO_V2; + +//! Macro for constructing the version field of ::NV_MOSAIC_GRID_TOPO +#define NV_MOSAIC_GRID_TOPO_VER1 MAKE_NVAPI_VERSION(NV_MOSAIC_GRID_TOPO_V1,1) +#define NV_MOSAIC_GRID_TOPO_VER2 MAKE_NVAPI_VERSION(NV_MOSAIC_GRID_TOPO_V2,2) +#ifndef NV_MOSAIC_GRID_TOPO_VER + +typedef NV_MOSAIC_GRID_TOPO_V2 NV_MOSAIC_GRID_TOPO; + +//! Macro for constructing the version field of ::NV_MOSAIC_GRID_TOPO +#define NV_MOSAIC_GRID_TOPO_VER NV_MOSAIC_GRID_TOPO_VER2 + +#endif + +//! @} + +//! since Release R290 + +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_DISPLAY_ON_INVALID_GPU NV_BIT(0) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_DISPLAY_ON_WRONG_CONNECTOR NV_BIT(1) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_COMMON_TIMINGS NV_BIT(2) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_EDID_AVAILABLE NV_BIT(3) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_MISMATCHED_OUTPUT_TYPE NV_BIT(4) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_DISPLAY_CONNECTED NV_BIT(5) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_GPU_TOPOLOGY NV_BIT(6) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NOT_SUPPORTED NV_BIT(7) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_NO_SLI_BRIDGE NV_BIT(8) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_ECC_ENABLED NV_BIT(9) +#define NV_MOSAIC_DISPLAYCAPS_PROBLEM_GPU_TOPOLOGY_NOT_SUPPORTED NV_BIT(10) + + + + + + + +//! Do not change the current GPU topology. If the NO_DRIVER_RELOAD bit is not +//! specified, then it may still require a driver reload. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_CURRENT_GPU_TOPOLOGY NV_BIT(0) + +//! Do not allow a driver reload. That is, stick with the same master GPU as well as the +//! same SLI configuration. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_NO_DRIVER_RELOAD NV_BIT(1) + +//! When choosing a GPU topology, choose the topology with the best performance. +//! Without this flag, it will choose the topology that uses the smallest number +//! of GPU's. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_MAXIMIZE_PERFORMANCE NV_BIT(2) + +//! Do not return an error if no configuration will work with all of the grids. +#define NV_MOSAIC_SETDISPLAYTOPO_FLAG_ALLOW_INVALID NV_BIT(3) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_SetDisplayGrids +// +//! DESCRIPTION: Sets a new display topology, replacing any existing topologies +//! that use the same displays. +//! +//! This function will look for an SLI configuration that will +//! allow the display topology to work. +//! +//! To revert to a single display, specify that display as a 1x1 +//! grid. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pGridTopologies The topology details to set. +//! \param [in] gridCount The number of elements in the pGridTopologies array. +//! \param [in] setTopoFlags Zero or more of the NVAPI_MOSAIC_SETDISPLAYTOPO_FLAG_* +//! flags. +//! +//! +//! \retval ::NVAPI_OK Capabilities have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_NO_ACTIVE_SLI_TOPOLOGY No matching GPU topologies could be found. +//! \retval ::NVAPI_TOPO_NOT_POSSIBLE One or more of the display grids are not valid. +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_SetDisplayGrids(__in_ecount(gridCount) NV_MOSAIC_GRID_TOPO *pGridTopologies, __in NvU32 gridCount, __in NvU32 setTopoFlags); + + +//! \ingroup mosaicapi +//! Indicates that a display's position in the grid is sub-optimal. +#define NV_MOSAIC_DISPLAYTOPO_WARNING_DISPLAY_POSITION NV_BIT(0) + +//! \ingroup mosaicapi +//! Indicates that SetDisplaySettings would need to perform a driver reload. +#define NV_MOSAIC_DISPLAYTOPO_WARNING_DRIVER_RELOAD_REQUIRED NV_BIT(1) + +//! \ingroup mosaicapi +typedef struct +{ + NvU32 version; + NvU32 errorFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYTOPO_ERROR_* flags. + NvU32 warningFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYTOPO_WARNING_* flags. + + NvU32 displayCount; //!< (OUT) The number of valid entries in the displays array. + struct + { + NvU32 displayId; //!< (OUT) The DisplayID of this display. + NvU32 errorFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYCAPS_PROBLEM_* flags. + NvU32 warningFlags; //!< (OUT) Any of the NV_MOSAIC_DISPLAYTOPO_WARNING_* flags. + + NvU32 supportsRotation : 1; //!< (OUT) This display can be rotated + NvU32 reserved : 31; //!< (OUT) reserved + } displays[NVAPI_MAX_DISPLAYS]; +} NV_MOSAIC_DISPLAY_TOPO_STATUS; + +//! \ingroup mosaicapi +#define NV_MOSAIC_DISPLAY_TOPO_STATUS_VER MAKE_NVAPI_VERSION(NV_MOSAIC_DISPLAY_TOPO_STATUS,1) + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_ValidateDisplayGrids +// +//! DESCRIPTION: Determines if a list of grid topologies is valid. It will choose an SLI +//! configuration in the same way that NvAPI_Mosaic_SetDisplayGrids() does. +//! +//! On return, each element in the pTopoStatus array will contain any errors or +//! warnings about each grid topology. If any error flags are set, then the topology +//! is not valid. If any warning flags are set, then the topology is valid, but +//! sub-optimal. +//! +//! If the ALLOW_INVALID flag is set, then it will continue to validate the grids +//! even if no SLI configuration will allow all of the grids. In this case, a grid +//! grid with no matching GPU topology will have the error +//! flags NO_GPU_TOPOLOGY or NOT_SUPPORTED set. +//! +//! If the ALLOW_INVALID flag is not set and no matching SLI configuration is +//! found, then it will skip the rest of the validation and return +//! NVAPI_NO_ACTIVE_SLI_TOPOLOGY. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] setTopoFlags Zero or more of the NVAPI_MOSAIC_SETDISPLAYTOPO_FLAG_* +//! flags. +//! \param [in] pGridTopologies The array of grid topologies to verify. +//! \param [in,out] pTopoStatus The array of problems and warnings with each grid topology. +//! \param [in] gridCount The number of elements in the pGridTopologies and +//! pTopoStatus arrays. +//! +//! +//! \retval ::NVAPI_OK: Capabilities have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT: One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED: The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION: This entrypoint not available +//! \retval ::NVAPI_NO_ACTIVE_SLI_TOPOLOGY: No matching GPU topologies could be found. +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_ValidateDisplayGrids(__in NvU32 setTopoFlags, + __in_ecount(gridCount) NV_MOSAIC_GRID_TOPO *pGridTopologies, + __inout_ecount_full(gridCount) NV_MOSAIC_DISPLAY_TOPO_STATUS *pTopoStatus, + __in NvU32 gridCount); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_EnumDisplayModes +// +//! DESCRIPTION: Determines the set of available display modes for a given grid topology. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pGridTopology The grid topology to use. +//! \param [in,out] pDisplaySettings A pointer to an array of display settings to populate, +//! or NULL to find out the total number of available modes. +//! \param [in,out] pDisplayCount If pDisplaySettings is not NULL, then pDisplayCount +//! should point to the number of elements in the +//! pDisplaySettings array. On return, it will contain the +//! number of modes that were actually returned. If +//! pDisplaySettings is NULL, then pDisplayCount will receive +//! the total number of modes that are available. +//! +//! +//! \retval ::NVAPI_OK Capabilities have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! +//! \ingroup mosaciapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_EnumDisplayModes(__in NV_MOSAIC_GRID_TOPO *pGridTopology, + __inout_ecount_part_opt(*pDisplayCount, *pDisplayCount) NV_MOSAIC_DISPLAY_SETTING *pDisplaySettings, + __inout NvU32 *pDisplayCount); + + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_EnumDisplayGrids +// +//! DESCRIPTION: Enumerates the current active grid topologies. This includes Mosaic, IG, and +//! Panoramic topologies, as well as single displays. +//! +//! If pGridTopologies is NULL, then pGridCount will be set to the number of active +//! grid topologies. +//! +//! If pGridTopologies is not NULL, then pGridCount contains the maximum number of +//! grid topologies to return. On return, pGridCount will be set to the number of +//! grid topologies that were returned. +//! +//! \param [out] pGridTopologies The list of active grid topologies. +//! \param [in,out] pGridCount A pointer to the number of grid topologies returned. +//! +//! \retval ::NVAPI_OK Capabilties have been returned. +//! \retval ::NVAPI_END_ENUMERATION There are no more topologies to return. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_EnumDisplayGrids(__inout_ecount_part_opt(*pGridCount, *pGridCount) NV_MOSAIC_GRID_TOPO *pGridTopologies, + __inout NvU32 *pGridCount); + + +//////////////////////////////////////////////////////////////////////////////////////// +// +// ########################################################################### +// DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS +// +// Below is the Phase 1 Mosaic stuff, the Phase 2 stuff above is what will remain +// once Phase 2 is complete. For a small amount of time, the two will co-exist. As +// soon as apps (nvapichk, NvAPITestMosaic, and CPL) are updated to use the Phase 2 +// entrypoints, the code below will be deleted. +// +// DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS - DELME_RUSS +// ########################################################################### +// +// Supported topos 1x4, 4x1 and 2x2 to start with. +// +// Selected scan out targets can be one per GPU or more than one on the same GPU. +// +// SAMPLE of MOSAIC 1x4 SCAN OUT TOPO with 8 pixel horizontal overlap +// +//+-------------------------++-------------------------++-------------------------++-------------------------+ +//| || || || | +//| || || || | +//| || || || | +//| DVI1 || DVI2 || DVI3 || DVI4 | +//| || || || | +//| || || || | +//| || || || | +//| || || || | +//+-------------------------++-------------------------++-------------------------++-------------------------+ + + +//! \addtogroup mosaicapi +//! @{ + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MAX_MOSAIC_DISPLAY_ROWS 8 + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS 8 + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MAX_MOSAIC_TOPOS 16 + +//! Used in NvAPI_GetCurrentMosaicTopology() and NvAPI_SetCurrentMosaicTopology(). +typedef struct +{ + NvU32 version; //!< Version number of the mosaic topology + NvU32 rowCount; //!< Horizontal display count + NvU32 colCount; //!< Vertical display count + + struct + { + NvPhysicalGpuHandle hPhysicalGPU; //!< Physical GPU to be used in the topology + NvU32 displayOutputId; //!< Connected display target + NvS32 overlapX; //!< Pixels of overlap on the left of target: (+overlap, -gap) + NvS32 overlapY; //!< Pixels of overlap on the top of target: (+overlap, -gap) + + } gpuLayout[NVAPI_MAX_MOSAIC_DISPLAY_ROWS][NVAPI_MAX_MOSAIC_DISPLAY_COLUMNS]; + +} NV_MOSAIC_TOPOLOGY; + +//! Used in NV_MOSAIC_TOPOLOGY. +#define NVAPI_MOSAIC_TOPOLOGY_VER MAKE_NVAPI_VERSION(NV_MOSAIC_TOPOLOGY,1) + +//! Used in NvAPI_GetSupportedMosaicTopologies(). +typedef struct +{ + NvU32 version; + NvU32 totalCount; //!< Count of valid topologies + NV_MOSAIC_TOPOLOGY topos[NVAPI_MAX_MOSAIC_TOPOS]; //!< Maximum number of topologies + +} NV_MOSAIC_SUPPORTED_TOPOLOGIES; + +//! Used in NV_MOSAIC_SUPPORTED_TOPOLOGIES. +#define NVAPI_MOSAIC_SUPPORTED_TOPOLOGIES_VER MAKE_NVAPI_VERSION(NV_MOSAIC_SUPPORTED_TOPOLOGIES,1) + +//!@} + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetSupportedMosaicTopologies +// +//! DESCRIPTION: This API returns all valid Mosaic topologies. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [out] pMosaicTopos An array of valid Mosaic topologies. +//! +//! \retval NVAPI_OK Call succeeded; 1 or more topologies were returned +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_MIXED_TARGET_TYPES Mosaic topology is only possible with all targets of the same NV_GPU_OUTPUT_TYPE. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetSupportedMosaicTopologies(NV_MOSAIC_SUPPORTED_TOPOLOGIES *pMosaicTopos); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetCurrentMosaicTopology +// +//! DESCRIPTION: This API gets the current Mosaic topology. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [out] pMosaicTopo The current Mosaic topology +//! \param [out] pEnabled TRUE if returned topology is currently enabled, else FALSE +//! +//! \retval NVAPI_OK Call succeeded +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GetCurrentMosaicTopology(NV_MOSAIC_TOPOLOGY *pMosaicTopo, NvU32 *pEnabled); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SetCurrentMosaicTopology +// +//! DESCRIPTION: This API sets the Mosaic topology, and enables it so that the +//! Mosaic display settings are enumerated upon request. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [in] pMosaicTopo A valid Mosaic topology +//! +//! \retval NVAPI_OK Call succeeded +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SetCurrentMosaicTopology(NV_MOSAIC_TOPOLOGY *pMosaicTopo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnableCurrentMosaicTopology +// +//! DESCRIPTION: This API enables or disables the current Mosaic topology. +//! When enabling, the last Mosaic topology will be set. +//! +//! - If enabled, enumeration of display settings will include valid Mosaic resolutions. +//! - If disabled, enumeration of display settings will not include Mosaic resolutions. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! \since Release: 177 +//! +//! \param [in] enable TRUE to enable the Mosaic Topology, FALSE to disable it. +//! +//! \retval NVAPI_OK Call succeeded +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \retval NVAPI_NOT_SUPPORTED Mosaic is not supported with GPUs on this system. +//! \retval NVAPI_NO_ACTIVE_SLI_TOPOLOGY SLI is not enabled, yet needs to be, in order for this function to succeed. +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnableCurrentMosaicTopology(NvU32 enable); + + +#define NVAPI_MAX_GSYNC_DEVICES 4 + + +// Sync Display APIs + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_EnumSyncDevices +// +//! DESCRIPTION: This API returns an array of Sync device handles. A Sync device handle represents a +//! single Sync device on the system. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [out] nvGSyncHandles- The caller provides an array of handles, which must contain at least +//! NVAPI_MAX_GSYNC_DEVICES elements. The API will zero out the entire array and then fill in one +//! or more handles. If an error occurs, the array is invalid. +//! \param [out] *gsyncCount- The caller provides the storage space. NvAPI_GSync_EnumSyncDevices +//! sets *gsyncCount to indicate how many of the elements in the nvGSyncHandles[] array are valid. +//! If an error occurs, *gsyncCount will be set to zero. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT nvGSyncHandles or gsyncCount is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_EnumSyncDevices(__out NvGSyncDeviceHandle nvGSyncHandles[NVAPI_MAX_GSYNC_DEVICES], __out NvU32 *gsyncCount); + + +// GSync boardId values +#define NVAPI_GSYNC_BOARD_ID_P358 856 //!< GSync board ID 0x358, see NV_GSYNC_CAPABILITIES +#define NVAPI_GSYNC_BOARD_ID_P2060 8288 //!< GSync board ID 0x2060, see NV_GSYNC_CAPABILITIES + +//! \since Release: 375 +#define NVAPI_GSYNC_BOARD_ID_P2061 8289 //!< GSync board ID 0x2061, see NV_GSYNC_CAPABILITIES + + +//! Used in NvAPI_GSync_QueryCapabilities(). +typedef struct _NV_GSYNC_CAPABILITIES_V1 +{ + NvU32 version; //!< Version of the structure + NvU32 boardId; //!< Board ID + NvU32 revision; //!< FPGA Revision + NvU32 capFlags; //!< Capabilities of the Sync board. Reserved for future use +} NV_GSYNC_CAPABILITIES_V1; + +typedef struct _NV_GSYNC_CAPABILITIES_V2 +{ + NvU32 version; //!< Version of the structure + NvU32 boardId; //!< Board ID + NvU32 revision; //!< FPGA major revision + NvU32 capFlags; //!< Capabilities of the Sync board. Reserved for future use + NvU32 extendedRevision; //!< FPGA minor revision +} NV_GSYNC_CAPABILITIES_V2; + +typedef struct _NV_GSYNC_CAPABILITIES_V3 +{ + NvU32 version; //!< Version of the structure + NvU32 boardId; //!< Board ID + NvU32 revision; //!< FPGA major revision + NvU32 capFlags; //!< Capabilities of the Sync board. Reserved for future use + NvU32 extendedRevision; //!< FPGA minor revision + NvU32 bIsMulDivSupported : 1; //!< Indicates if multiplication/division of the frequency of house sync signal is supported. + NvU32 reserved : 31; //!< Reserved for future use + NvU32 maxMulDivValue; //!< This parameter returns the maximum possible value that can be programmed + //!< for multiplying / dividing house sync. Only valid if bIsMulDivSupported is set to 1. +} NV_GSYNC_CAPABILITIES_V3; + +typedef NV_GSYNC_CAPABILITIES_V3 NV_GSYNC_CAPABILITIES; + + +//! \ingroup gsyncapi +//! Macro for constructing the version field of NV_GSYNC_CAPABILITIES. +#define NV_GSYNC_CAPABILITIES_VER1 MAKE_NVAPI_VERSION(NV_GSYNC_CAPABILITIES_V1,1) +#define NV_GSYNC_CAPABILITIES_VER2 MAKE_NVAPI_VERSION(NV_GSYNC_CAPABILITIES_V2,2) +#define NV_GSYNC_CAPABILITIES_VER3 MAKE_NVAPI_VERSION(NV_GSYNC_CAPABILITIES_V3,3) +#define NV_GSYNC_CAPABILITIES_VER NV_GSYNC_CAPABILITIES_VER3 + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_QueryCapabilities +// +//! DESCRIPTION: This API returns the capabilities of the Sync device. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The handle for a Sync device for which the capabilities will be queried. +//! \param [inout] *pNvGSyncCapabilities- The caller provides the storage space. NvAPI_GSync_QueryCapabilities() sets +//! *pNvGSyncCapabilities to the version and capabilities details of the Sync device +//! If an error occurs, *pNvGSyncCapabilities will be set to NULL. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_QueryCapabilities(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout NV_GSYNC_CAPABILITIES *pNvGSyncCapabilities); + + + +//! Connector values for a GPU. Used in NV_GSYNC_GPU. +typedef enum _NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR +{ + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_NONE = 0, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_PRIMARY = 1, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_SECONDARY = 2, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_TERTIARY = 3, + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR_QUARTERNARY = 4, +} NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR; + +//! Display sync states. Used in NV_GSYNC_DISPLAY. +typedef enum _NVAPI_GSYNC_DISPLAY_SYNC_STATE +{ + NVAPI_GSYNC_DISPLAY_SYNC_STATE_UNSYNCED = 0, + NVAPI_GSYNC_DISPLAY_SYNC_STATE_SLAVE = 1, + NVAPI_GSYNC_DISPLAY_SYNC_STATE_MASTER = 2, +} NVAPI_GSYNC_DISPLAY_SYNC_STATE; + +typedef struct _NV_GSYNC_GPU +{ + NvU32 version; //!< Version of the structure + NvPhysicalGpuHandle hPhysicalGpu; //!< GPU handle + NVAPI_GSYNC_GPU_TOPOLOGY_CONNECTOR connector; //!< Indicates which connector on the device the GPU is connected to. + NvPhysicalGpuHandle hProxyPhysicalGpu; //!< GPU through which hPhysicalGpu is connected to the Sync device (if not directly connected) + //!< - this is NULL otherwise + NvU32 isSynced : 1; //!< Whether this GPU is sync'd or not. + NvU32 reserved : 31; //!< Should be set to ZERO +} NV_GSYNC_GPU; + +typedef struct _NV_GSYNC_DISPLAY +{ + NvU32 version; //!< Version of the structure + NvU32 displayId; //!< display identifier for displays.The GPU to which it is connected, can be retireved from NvAPI_SYS_GetPhysicalGpuFromDisplayId + NvU32 isMasterable : 1; //!< Can this display be the master? (Read only) + NvU32 reserved : 31; //!< Should be set to ZERO + NVAPI_GSYNC_DISPLAY_SYNC_STATE syncState; //!< Is this display slave/master + //!< (Retrieved with topology or set by caller for enable/disable sync) +} NV_GSYNC_DISPLAY; + +#define NV_GSYNC_DISPLAY_VER MAKE_NVAPI_VERSION(NV_GSYNC_DISPLAY,1) +#define NV_GSYNC_GPU_VER MAKE_NVAPI_VERSION(NV_GSYNC_GPU,1) + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetTopology +// +//! DESCRIPTION: This API returns the topology for the specified Sync device. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle for a Sync device for which the topology will be queried. +//! \param [in, out] gsyncGpuCount- It returns number of GPUs connected to Sync device +//! \param [in, out] gsyncGPUs- It returns info about GPUs connected to Sync device +//! \param [in, out] gsyncDisplayCount- It returns number of active displays that belongs to Sync device +//! \param [in, out] gsyncDisplays- It returns info about all active displays that belongs to Sync device +//! +//! HOW TO USE: 1) make a call to get the number of GPUs connected OR displays synced through Sync device +//! by passing the gsyncGPUs OR gsyncDisplays as NULL respectively. Both gsyncGpuCount and gsyncDisplayCount can be retrieved in same call by passing +//! both gsyncGPUs and gsyncDisplays as NULL +//! On call success: +//! 2) Allocate memory based on gsyncGpuCount(for gsyncGPUs) and/or gsyncDisplayCount(for gsyncDisplays) then make a call to populate gsyncGPUs and/or gsyncDisplays respectively. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! \retval ::NVAPI_INSUFFICIENT_BUFFER When the actual number of GPUs/displays in the topology exceed the number of elements allocated for SyncGPUs/SyncDisplays respectively. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetTopology(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout_opt NvU32 *gsyncGpuCount, __inout_ecount_part_opt(*gsyncGpuCount, *gsyncGpuCount) NV_GSYNC_GPU *gsyncGPUs, + __inout_opt NvU32 *gsyncDisplayCount, __inout_ecount_part_opt(*gsyncDisplayCount, *gsyncDisplayCount) NV_GSYNC_DISPLAY *gsyncDisplays); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_SetSyncStateSettings +// +//! DESCRIPTION: Sets a new sync state for the displays in system. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] gsyncDisplayCount- The number of displays in gsyncDisplays. +//! \param [in] pGsyncDisplays- The caller provides the structure containing all displays that need to be synchronized in the system. +//! The displays that are not part of pGsyncDisplays, will be un-synchronized. +//! \param [in] flags- Reserved for future use. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT If the display topology or count not valid. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! \retval ::NVAPI_INVALID_SYNC_TOPOLOGY 1.If any mosaic grid is partial. +//! 2.If timing(HVisible/VVisible/refreshRate) applied of any display is different. +//! 3.If There is a across GPU mosaic grid in system and that is not a part of pGsyncDisplays. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_SetSyncStateSettings(__in NvU32 gsyncDisplayCount, __in_ecount(gsyncDisplayCount) NV_GSYNC_DISPLAY *pGsyncDisplays, __in NvU32 flags); + + +//! \ingroup gsyncapi + +//! Source signal edge to be used for output pulse. See NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_POLARITY +{ + NVAPI_GSYNC_POLARITY_RISING_EDGE = 0, + NVAPI_GSYNC_POLARITY_FALLING_EDGE = 1, + NVAPI_GSYNC_POLARITY_BOTH_EDGES = 2, +} NVAPI_GSYNC_POLARITY; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_VIDEO_MODE +{ + NVAPI_GSYNC_VIDEO_MODE_NONE = 0, + NVAPI_GSYNC_VIDEO_MODE_TTL = 1, + NVAPI_GSYNC_VIDEO_MODE_NTSCPALSECAM = 2, + NVAPI_GSYNC_VIDEO_MODE_HDTV = 3, + NVAPI_GSYNC_VIDEO_MODE_COMPOSITE = 4, +} NVAPI_GSYNC_VIDEO_MODE; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_SYNC_SOURCE +{ + NVAPI_GSYNC_SYNC_SOURCE_VSYNC = 0, + NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC = 1, +} NVAPI_GSYNC_SYNC_SOURCE; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef struct _NV_GSYNC_DELAY +{ + NvU32 version; //!< Version of the structure + NvU32 numLines; //!< delay to be induced in number of horizontal lines. + NvU32 numPixels; //!< delay to be induced in number of pixels. + NvU32 maxLines; //!< maximum number of lines supported at current display mode to induce delay. Updated by NvAPI_GSync_GetControlParameters(). Read only. + NvU32 minPixels; //!< minimum number of pixels required at current display mode to induce delay. Updated by NvAPI_GSync_GetControlParameters(). Read only. +} NV_GSYNC_DELAY; + +#define NV_GSYNC_DELAY_VER MAKE_NVAPI_VERSION(NV_GSYNC_DELAY,1) + +//! Used in NvAPI_GSync_GetControlParameters() and NvAPI_GSync_SetControlParameters(). +typedef struct _NV_GSYNC_CONTROL_PARAMS_V1 +{ + NvU32 version; //!< Version of the structure + NVAPI_GSYNC_POLARITY polarity; //!< Leading edge / Falling edge / both + NVAPI_GSYNC_VIDEO_MODE vmode; //!< None, TTL, NTSCPALSECAM, HDTV + NvU32 interval; //!< Number of pulses to wait between framelock signal generation + NVAPI_GSYNC_SYNC_SOURCE source; //!< VSync/House sync + NvU32 interlaceMode:1; //!< interlace mode for a Sync device + NvU32 syncSourceIsOutput:1; //!< Set this to make house sync as an output; valid only when NV_GSYNC_CONTROL_PARAMS::source is NVAPI_GSYNC_SYNC_SOURCE_VSYNC on P2061 boards. + //!< syncSourceIsOutput should always be NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC i.e. 0 on P2060 boards or when NV_GSYNC_CONTROL_PARAMS::source is set to NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC. + NvU32 reserved:30; //!< should be set zero + NV_GSYNC_DELAY syncSkew; //!< The time delay between the frame sync signal and the GPUs signal. + NV_GSYNC_DELAY startupDelay; //!< Sync start delay for master. +} NV_GSYNC_CONTROL_PARAMS_V1; + +//! Used in NV_GSYNC_CONTROL_PARAMS. +typedef enum _NVAPI_GSYNC_MULTIPLY_DIVIDE_MODE +{ + NVAPI_GSYNC_UNDEFINED_MODE = 0, + NVAPI_GSYNC_MULTIPLY_MODE = 1, + NVAPI_GSYNC_DIVIDE_MODE = 2, +} NVAPI_GSYNC_MULTIPLY_DIVIDE_MODE; + +typedef struct _NV_GSYNC_CONTROL_PARAMS_V2 +{ + NvU32 version; //!< Version of the structure + NVAPI_GSYNC_POLARITY polarity; //!< Leading edge / Falling edge / both + NVAPI_GSYNC_VIDEO_MODE vmode; //!< None, TTL, NTSCPALSECAM, HDTV + NvU32 interval; //!< Number of pulses to wait between framelock signal generation + NVAPI_GSYNC_SYNC_SOURCE source; //!< VSync/House sync + NvU32 interlaceMode:1; //!< interlace mode for a Sync device + NvU32 syncSourceIsOutput:1; //!< Set this to make house sync as an output; valid only when NV_GSYNC_CONTROL_PARAMS::source is NVAPI_GSYNC_SYNC_SOURCE_VSYNC on P2061 boards. + //!< syncSourceIsOutput should always be NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC i.e. 0 on P2060 boards or when NV_GSYNC_CONTROL_PARAMS::source is set to NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC. + NvU32 reserved:30; //!< should be set zero + NV_GSYNC_DELAY syncSkew; //!< The time delay between the frame sync signal and the GPUs signal. + NV_GSYNC_DELAY startupDelay; //!< Sync start delay for master. + NVAPI_GSYNC_MULTIPLY_DIVIDE_MODE multiplyDivideMode; //!< Indicates multiplier/divider mode for the housesync signal. + //!< While setting multiplyDivideMode, source needs to be set as NVAPI_GSYNC_SYNC_SOURCE_HOUSESYNC. + NvU8 multiplyDivideValue; //!< Indicates the multiplier/divider value for the housesync signal. Only supported if bIsMulDivSupported field of the structure NV_GSYNC_CAPABILITIES is set to 1. + //!< The maximum supported value for this field can be obtained from maxMulDivValue field of the structure NV_GSYNC_CAPABILITIES. +} NV_GSYNC_CONTROL_PARAMS_V2; + +typedef NV_GSYNC_CONTROL_PARAMS_V2 NV_GSYNC_CONTROL_PARAMS; +#define NV_GSYNC_CONTROL_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GSYNC_CONTROL_PARAMS_V1,1) +#define NV_GSYNC_CONTROL_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_GSYNC_CONTROL_PARAMS_V2,2) +#define NV_GSYNC_CONTROL_PARAMS_VER NV_GSYNC_CONTROL_PARAMS_VER2 + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetControlParameters +// +//! DESCRIPTION: This API queries for sync control parameters as defined in NV_GSYNC_CONTROL_PARAMS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle of the Sync device for which to get parameters +//! \param [inout] *pGsyncControls- The caller provides the storage space. NvAPI_GSync_GetControlParameters() populates *pGsyncControls with values. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetControlParameters(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout NV_GSYNC_CONTROL_PARAMS *pGsyncControls); + + + +////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_SetControlParameters +// +//! DESCRIPTION: This API sets control parameters as defined in NV_SYNC_CONTROL_PARAMS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle of the Sync device for which to get parameters +//! \param [inout] *pGsyncControls- The caller provides NV_GSYNC_CONTROL_PARAMS. skew and startDelay will be updated to the applied values. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any Sync Device. +//! \retval ::NVAPI_INVALID_USER_PRIVILEGE The application will require Administrator privileges to access this API. +//! The application can be elevated to a higher permission level by selecting "Run as Administrator". +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_SetControlParameters(__in NvGSyncDeviceHandle hNvGSyncDevice, __inout NV_GSYNC_CONTROL_PARAMS *pGsyncControls); + + + + +//! Used in NvAPI_GSync_AdjustSyncDelay() +typedef enum _NVAPI_GSYNC_DELAY_TYPE +{ + NVAPI_GSYNC_DELAY_TYPE_UNKNOWN = 0, + NVAPI_GSYNC_DELAY_TYPE_SYNC_SKEW = 1, + NVAPI_GSYNC_DELAY_TYPE_STARTUP = 2 +} NVAPI_GSYNC_DELAY_TYPE; + +////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_AdjustSyncDelay +// +//! DESCRIPTION: This API adjusts the skew and startDelay to the closest possible values. Use this API before calling NvAPI_GSync_SetControlParameters for skew or startDelay. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 319 +//! +//! \param [in] hNvGSyncDevice- The caller provides the handle of the Sync device for which to get parameters +//! \param [in] delayType- Specifies whether the delay is syncSkew or startupDelay. +//! \param [inout] *pGsyncDelay- The caller provides NV_GSYNC_DELAY. skew and startDelay will be adjusted and updated to the closest values. +//! \param [out] *syncSteps- This parameter is optional. It returns the sync delay in unit steps. If 0, it means either the NV_GSYNC_DELAY::numPixels is less than NV_GSYNC_DELAY::minPixels or NV_GSYNC_DELAY::numOfLines exceeds the NV_GSYNC_DELAY::maxLines. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_AdjustSyncDelay(__in NvGSyncDeviceHandle hNvGSyncDevice, __in NVAPI_GSYNC_DELAY_TYPE delayType, __inout NV_GSYNC_DELAY *pGsyncDelay, __out_opt NvU32* syncSteps); + + + +//! Used in NvAPI_GSync_GetSyncStatus(). +typedef struct _NV_GSYNC_STATUS +{ + NvU32 version; //!< Version of the structure + NvU32 bIsSynced; //!< Is timing in sync? + NvU32 bIsStereoSynced; //!< Does the phase of the timing signal from the GPU = the phase of the master sync signal? + NvU32 bIsSyncSignalAvailable; //!< Is the sync signal available? +} NV_GSYNC_STATUS; + +//! Macro for constructing the version field for NV_GSYNC_STATUS. +#define NV_GSYNC_STATUS_VER MAKE_NVAPI_VERSION(NV_GSYNC_STATUS,1) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetSyncStatus +// +//! DESCRIPTION: This API queries the sync status of a GPU - timing, stereosync and sync signal availability. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice- Handle of the Sync device +//! \param [in] hPhysicalGpu- GPU to be queried for sync status. +//! \param [out] *status- The caller provides the storage space. NvAPI_GSync_GetSyncStatus() populates *status with +//! values - timing, stereosync and signal availability. On error, *status is set to NULL. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL / SyncTarget is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any G-Sync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetSyncStatus(__in NvGSyncDeviceHandle hNvGSyncDevice, __in NvPhysicalGpuHandle hPhysicalGpu, __inout NV_GSYNC_STATUS *status); + + +//! \ingroup gsyncapi + +#define NVAPI_MAX_RJ45_PER_GSYNC 2 + +//! Used in NV_GSYNC_STATUS_PARAMS. +typedef enum _NVAPI_GSYNC_RJ45_IO +{ + NVAPI_GSYNC_RJ45_OUTPUT = 0, + NVAPI_GSYNC_RJ45_INPUT = 1, + NVAPI_GSYNC_RJ45_UNUSED = 2 //!< This field is used to notify that the framelock is not actually present. + +} NVAPI_GSYNC_RJ45_IO; + +//! \ingroup gsyncapi +//! Used in NvAPI_GSync_GetStatusParameters(). +typedef struct _NV_GSYNC_STATUS_PARAMS_V1 +{ + NvU32 version; + NvU32 refreshRate; //!< The refresh rate + NVAPI_GSYNC_RJ45_IO RJ45_IO[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Configured as input / output + NvU32 RJ45_Ethernet[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Connected to ethernet hub? [ERRONEOUSLY CONNECTED!] + NvU32 houseSyncIncoming; //!< Incoming house sync frequency in Hz + NvU32 bHouseSync; //!< Is house sync connected? +} NV_GSYNC_STATUS_PARAMS_V1; + +typedef struct _NV_GSYNC_STATUS_PARAMS_V2 +{ + NvU32 version; + NvU32 refreshRate; //!< The refresh rate + NVAPI_GSYNC_RJ45_IO RJ45_IO[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Configured as input / output + NvU32 RJ45_Ethernet[NVAPI_MAX_RJ45_PER_GSYNC]; //!< Connected to ethernet hub? [ERRONEOUSLY CONNECTED!] + NvU32 houseSyncIncoming; //!< Incoming house sync frequency in Hz + NvU32 bHouseSync; //!< Is house sync connected? + NvU32 bInternalSlave : 1; //!< Valid only for P2061 board. + //!< If set to 1, it means that this P2061 board receives input from another P2061 board. + NvU32 reserved : 31; //!< Reserved for future use. +} NV_GSYNC_STATUS_PARAMS_V2; + + +typedef NV_GSYNC_STATUS_PARAMS_V2 NV_GSYNC_STATUS_PARAMS; + +//! \ingroup gsyncapi +//! Macro for constructing the version field of NV_GSYNC_STATUS_PARAMS +#define NV_GSYNC_STATUS_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GSYNC_STATUS_PARAMS_V1,1) +#define NV_GSYNC_STATUS_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_GSYNC_STATUS_PARAMS_V2,2) +#define NV_GSYNC_STATUS_PARAMS_VER NV_GSYNC_STATUS_PARAMS_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GSync_GetStatusParameters +// +//! DESCRIPTION: This API queries for sync status parameters as defined in NV_GSYNC_STATUS_PARAMS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 313 +//! +//! \param [in] hNvGSyncDevice The caller provides the handle of the GSync device for which to get parameters +//! \param [out] *pStatusParams The caller provides the storage space. NvAPI_GSync_GetStatusParameters populates *pStatusParams with +//! values. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_INVALID_ARGUMENT hNvGSyncDevice is NULL / pStatusParams is NULL. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND The queried Graphics system does not have any GSync Device. +//! +//! \ingroup gsyncapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GSync_GetStatusParameters(NvGSyncDeviceHandle hNvGSyncDevice, NV_GSYNC_STATUS_PARAMS *pStatusParams); + +//! @} + + + + + + + + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_RegisterResource +// +//! DESCRIPTION: This API binds a resource (surface/texture) so that it can be retrieved +//! internally by NVAPI. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \param [in] pResource surface/texture +//! +//! \return ::NVAPI_OK, ::NVAPI_ERROR +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_RegisterResource(IDirect3DResource9* pResource); +#endif //defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_UnregisterResource +// +//! DESCRIPTION: This API unbinds a resource (surface/texture) after use. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pResource surface/texture +//! +//! \return ::NVAPI_OK, ::NVAPI_ERROR +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_UnregisterResource(IDirect3DResource9* pResource); + +#endif //defined(_D3D9_H_) + + + + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_AliasSurfaceAsTexture +// +//! \fn NvAPI_D3D9_AliasSurfaceAsTexture(IDirect3DDevice9* pDev, +//! IDirect3DSurface9* pSurface, +//! IDirect3DTexture9 **ppTexture, +//! DWORD dwFlag); +//! DESCRIPTION: Create a texture that is an alias of a surface registered with NvAPI. The +//! new texture can be bound with IDirect3DDevice9::SetTexture(). Note that the texture must +//! be unbound before drawing to the surface again. +//! Unless the USE_SUPER flag is passed, MSAA surfaces will be resolved before +//! being used as a texture. MSAA depth buffers are resolved with a point filter, +//! and non-depth MSAA surfaces are resolved with a linear filter. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The D3D device that owns the objects +//! \param [in] pSurface Pointer to a surface that has been registered with NvAPI +//! to which a texture alias is to be provided +//! \param [out] ppTexture Fill with the texture created +//! \param [in] dwFlag NVAPI_ALIAS_SURFACE_FLAG to describe how to handle the texture +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as an argument +//! \retval ::NVAPI_INVALID_ARGUMENT One of the arguments was invalid, probably dwFlag. +//! \retval ::NVAPI_UNREGISTERED_RESOURCE pSurface has not been registered with NvAPI +//! \retval ::NVAPI_ERROR error occurred +// +/////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dx +//! See NvAPI_D3D9_AliasSurfaceAsTexture(). +typedef enum { + NVAPI_ALIAS_SURFACE_FLAG_NONE = 0x00000000, + NVAPI_ALIAS_SURFACE_FLAG_USE_SUPER = 0x00000001, //!< Use the surface's msaa buffer directly as a texture, rather than resolving. (This is much slower, but potentially has higher quality.) + NVAPI_ALIAS_SURFACE_FLAG_MASK = 0x00000001 +} NVAPI_ALIAS_SURFACE_FLAG; + + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D9_AliasSurfaceAsTexture(IDirect3DDevice9* pDev, + IDirect3DSurface9* pSurface, + IDirect3DTexture9 **ppTexture, + DWORD dwFlag); +#endif //defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_StretchRectEx +// +//! DESCRIPTION: This API copies the contents of the source resource to the destination +//! resource. This function can convert +//! between a wider range of surfaces than +//! IDirect3DDevice9::StretchRect. For example, it can copy +//! from a depth/stencil surface to a texture. +//! +//! The source and destination resources *must* be registered +//! with NvAPI before being used with NvAPI_D3D9_StretchRectEx(). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The D3D device that owns the objects. +//! \param [in] pSourceResource Pointer to the source resource. +//! \param [in] pSrcRect Defines the rectangle on the source to copy from. If NULL, copy from the entire resource. +//! \param [in] pDestResource Pointer to the destination resource. +//! \param [in] pDstRect Defines the rectangle on the destination to copy to. If NULL, copy to the entire resource. +//! \param [in] Filter Choose a filtering method: D3DTEXF_NONE, D3DTEXF_POINT, D3DTEXF_LINEAR. +//! +//! \retval ::NVAPI_OK completed request +//! \retval ::NVAPI_INVALID_POINTER An invalid pointer was passed as an argument (probably NULL) +//! \retval ::NVAPI_INVALID_ARGUMENT One of the arguments was invalid +//! \retval ::NVAPI_UNREGISTERED_RESOURCE a resource was passed in without being registered +//! \retval ::NVAPI_ERROR error occurred +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_StretchRectEx(IDirect3DDevice9 * pDevice, + IDirect3DResource9 * pSourceResource, + CONST RECT * pSourceRect, + IDirect3DResource9 * pDestResource, + CONST RECT * pDestRect, + D3DTEXTUREFILTERTYPE Filter); + +#endif //defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_ClearRT +// +//! DESCRIPTION: This API Clears the currently bound render target(s) with the +//! given color +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The D3D device that owns the objects. +//! \param [in] dwNumRects The no of rectangles to clear. If 0, clear the entire surface (clipped to viewport) +//! \param [in] pRects Defines the rectangles to clear. Should be NULL if dwNumRects == 0 +//! \param [in] r red component of the clear color +//! \param [in] g green component of the clear color +//! \param [in] b blue component of the clear color +//! \param [in] a alpha component of the clear color +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_ClearRT(IDirect3DDevice9 * pDevice, + NvU32 dwNumRects, + CONST RECT * pRects, + float r, float g, float b, float a); +#endif //if defined(_D3D9_H_) + + + + + + + + + + +#if defined(_D3D9_H_) && defined(__cplusplus) +//! SUPPORTED OS: Windows 10 and higher +//! + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_GetSurfaceHandle +// +//! This function gets the handle of a given surface. This handle uniquely +//! identifies the surface through all NvAPI entries. +//! +//! +//! \since Release: 313 +//! +//! \param [in] pSurface Surface to be identified +//! \param [out] pHandle Will be filled by the return handle +//! +//! \return An int which could be an NvAPI status or DX HRESULT code +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_GetSurfaceHandle(IDirect3DSurface9 *pSurface, + NVDX_ObjectHandle *pHandle); + +#endif //defined(_D3D9_H_) && defined(__cplusplus) + +#if defined(_D3D9_H_) && defined(__cplusplus) +//! SUPPORTED OS: Windows 10 and higher +//! +//! \addtogroup dxvidcontrol +//! @{ + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION_NAME: NvAPI_D3D9_VideoSetStereoInfo +// +//! \fn NvAPI_D3D9_VideoSetStereoInfo(IDirect3DDevice9 *pDev, +//! NV_DX_VIDEO_STEREO_INFO *pStereoInfo); +//! \code +//! DESCRIPTION: This api specifies the stereo format of a surface, so that the +//! surface could be used for stereo video processing or compositing. +//! In particular, this api could be used to link the left and right +//! views of a decoded picture. +//! +//! \since Release: 313 +//! +//! INPUT: pDev - The device on which the stereo surface will be used +//! pStereoInfo - The stereo format of the surface +//! +//! RETURN STATUS: an int which could be an NvAPI status or DX HRESULT code +//! \endcode +/////////////////////////////////////////////////////////////////////////////// + +#ifndef NV_STEREO_VIDEO_FORMAT_DEFINE +#define NV_STEREO_VIDEO_FORMAT_DEFINE + + +typedef enum _NV_STEREO_VIDEO_FORMAT +{ + NV_STEREO_VIDEO_FORMAT_NOT_STEREO = 0, + + NV_STEREO_VIDEO_FORMAT_SIDE_BY_SIDE_LR = 1, + NV_STEREO_VIDEO_FORMAT_SIDE_BY_SIDE_RL = 2, + NV_STEREO_VIDEO_FORMAT_TOP_BOTTOM_LR = 3, + NV_STEREO_VIDEO_FORMAT_TOP_BOTTOM_RL = 4, + NV_STEREO_VIDEO_FORMAT_ROW_INTERLEAVE_LR = 5, + NV_STEREO_VIDEO_FORMAT_ROW_INTERLEAVE_RL = 6, + NV_STEREO_VIDEO_FORMAT_TWO_FRAMES_LR = 7, + NV_STEREO_VIDEO_FORMAT_MONO_PLUS_OFFSET = 8, + + NV_STEREO_VIDEO_FORMAT_LAST = 9, +} NV_STEREO_VIDEO_FORMAT; + +#endif // NV_STEREO_VIDEO_FORMAT_DEFINE + + +typedef struct _NV_DX_VIDEO_STEREO_INFO { + NvU32 dwVersion; //!< Must be NV_DX_VIDEO_STEREO_INFO_VER + NVDX_ObjectHandle hSurface; //!< The surface whose stereo format is to be set + NVDX_ObjectHandle hLinkedSurface; //!< The linked surface (must be valid when eFormat==NV_STEREO_VIDEO_FORMAT_TWO_FRAMES_LR) + NV_STEREO_VIDEO_FORMAT eFormat; //!< Stereo format of the surface + NvS32 sViewOffset; //!< Signed offset of each view (positive offset indicating left view is shifted left) + BOOL bStereoEnable; //!< Whether stereo rendering should be enabled (if FALSE, only left view will be used) +} NV_DX_VIDEO_STEREO_INFO; + +//! Macro for constructing the version field of ::NV_DX_VIDEO_STEREO_INFO +#define NV_DX_VIDEO_STEREO_INFO_VER MAKE_NVAPI_VERSION(NV_DX_VIDEO_STEREO_INFO,1) + +NVAPI_INTERFACE NvAPI_D3D9_VideoSetStereoInfo(IDirect3DDevice9 *pDev, + NV_DX_VIDEO_STEREO_INFO *pStereoInfo); + +//! @} +#endif //defined(_D3D9_H_) && defined(__cplusplus) + + +#if defined(__cplusplus) && defined(__d3d10_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D10_SetDepthBoundsTest +// +//! DESCRIPTION: This function enables/disables the depth bounds test. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device to set the depth bounds test +//! \param [in] bEnable Enable(non-zero)/disable(zero) the depth bounds test +//! \param [in] fMinDepth The minimum depth for the depth bounds test +//! \param [in] fMaxDepth The maximum depth for the depth bounds test \n +//! The valid values for fMinDepth and fMaxDepth +//! are such that 0 <= fMinDepth <= fMaxDepth <= 1 +//! +//! \return NVAPI_OK if the depth bounds test was correctly enabled or disabled +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D10_SetDepthBoundsTest(ID3D10Device *pDev, + NvU32 bEnable, + float fMinDepth, + float fMaxDepth); + +#endif //defined(__cplusplus) && defined(__d3d10_h__) + + + + + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_IsNvShaderExtnOpCodeSupported +// +//! DESCRIPTION: This function checks if a nv HLSL shader extension opcode is +//! supported on current hardware. List of opcodes is in nvShaderExtnEnums.h +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details on supported opcodes. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device on which to query for support, +//! should be a ID3D11Device+ device +//! \param [in] opCode the opcode to check +//! \param [out] pSupported true if supported, false otherwise +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK if the call succeeded +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_IsNvShaderExtnOpCodeSupported(__in IUnknown *pDev, + __in NvU32 opCode, + __out bool *pSupported); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetNvShaderExtnSlot +// +//! DESCRIPTION: This function sets the fake UAV slot that is used by Nvidia HLSL +//! shader extensions globally. All createShader calls made to the driver after +//! setting this slot would treat writes/reads to this UAV in a +//! different way. Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages. +//! To disable shader extensions the app need to set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D11Device+ device +//! \param [in] uavSlot the uav slot to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot was set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetNvShaderExtnSlot(__in IUnknown *pDev, + __in NvU32 uavSlot); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && defined (__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetNvShaderExtnSlotSpace +// +//! DESCRIPTION: This function is specifically created for ray tracing since we do not +//! currently support PSOs with DXR. +//! This function sets the device's fake UAV slot and space that is used by Nvidia HLSL +//! shader extensions globally. All state objects created by the driver after +//! setting this slot would treat writes/reads to this UAV in a +//! different way. Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages. +//! To disable shader extensions the app need to set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D12Device+ device +//! \param [in] uavSlot The uav slot to use +//! \param [in] uavSpace The uav space to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot and uavSpace were set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetNvShaderExtnSlotSpace(__in IUnknown *pDev, + __in NvU32 uavSlot, + __in NvU32 uavSpace); + + /////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetNvShaderExtnSlotSpaceLocalThread +// +//! DESCRIPTION: This function is specifically created for ray tracing shaders since we do not +//! currently support PSOs with DXR. +//! This function sets the device's fake UAV slot that is used by Nvidia HLSL +//! shader extensions on local thread. All state objects created by the driver +//! on the same thread that call this function after setting this slot would treat writes/reads +//! to this UAV in a different way. +//! Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages for the device. +//! To disable shader extensions the app may set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! +//! \since Release: 387 +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D12Device+ device +//! \param [in] uavSlot the uav slot to use +//! \param [in] uavSpace the uav space to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot and uavSpace were set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetNvShaderExtnSlotSpaceLocalThread(__in IUnknown *pDev, + __in NvU32 uavSlot, + __in NvU32 uavSpace); + +#endif //defined (__cplusplus) && defined (__d3d12_h__) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetNvShaderExtnSlotLocalThread +// +//! DESCRIPTION: This function sets the fake UAV slot that is used by Nvidia HLSL +//! shader extensions on local thread. All createShader calls on the same thread +//! that calls this function after setting this slot would treat writes/reads +//! to this UAV in a different way. +//! Applications are expected to bind null UAV to this slot. +//! The same slot is used for all shader stages. +//! To disable shader extensions the app may set this uav slot to 0xFFFFFFFF. +//! To use Nvidia HLSL extensions the application must include nvHLSLExtns.h +//! in the hlsl shader code. See nvHLSLExtns.h for more details. +//! +//! This function can be called from a different thread than the one calling immediate device setstate functions. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 387 +//! +//! \param [in] pDev The device for which to set the extension slot +//! should be a ID3D11Device+ device +//! \param [in] uavSlot the uav slot to use +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval :: NVAPI_OK : success, the uavSlot was set sucessfully +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetNvShaderExtnSlotLocalThread(__in IUnknown *pDev, + __in NvU32 uavSlot); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_BeginUAVOverlapEx +// +//! DESCRIPTION: Causes the driver to skip synchronization that is normally needed when accessing UAVs. +//! Applications must use this with caution otherwise this might cause data hazards when +//! multiple draw calls/compute shader launches are accessing same memory locations +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDeviceOrContext pointer to D3D11 device, or D3D11 device context +//! \param [in] insertWFIFlags bit fields to indicate which WFI would be inserted (gfx / compute / both). +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +typedef enum _NVAPI_D3D11_INSERTWFI_FLAG +{ + NVAPI_D3D_BEGIN_UAV_OVERLAP_NO_WFI = 0x00000000, //!< no WFI + NVAPI_D3D_BEGIN_UAV_OVERLAP_GFX_WFI = 0x00000001, //!< (bit 0) force graphics WFI + NVAPI_D3D_BEGIN_UAV_OVERLAP_COMP_WFI = 0x00000002, //!< (bit 1) force compute WFI +} NVAPI_D3D11_INSERTWFI_FLAG; + +NVAPI_INTERFACE NvAPI_D3D11_BeginUAVOverlapEx(__in IUnknown *pDeviceOrContext, __in NvU32 insertWFIFlags); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_BeginUAVOverlap +// +//! DESCRIPTION: Causes the driver to skip synchronization that is normally needed when accessing UAVs. +//! Applications must use this with caution otherwise this might cause data hazards when +//! multiple draw calls/compute shader launches are accessing same memory locations +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDeviceOrContext pointer to D3D11 device, or D3D11 device context +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_BeginUAVOverlap(__in IUnknown *pDeviceOrContext); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_EndUAVOverlap +// +//! DESCRIPTION: Re-enables driver synchronization between calls that access same UAVs +//! See NvAPI_D3D_BeginUAVOverlap for more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDeviceOrContext pointer to D3D11 device, or D3D11 device context +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_EndUAVOverlap(__in IUnknown *pDeviceOrContext); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +#if defined(__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_GetResourceHandle +// +//! \code +//! DESCRIPTION: This function retrieves a driver handle to a DX10 resource +//! +//! INPUT: pDev The device on which the resource was created +//! pResource The resource for which we want to retrieve a +//! driver handle. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! OUTPUT: phObject Pointer to an NvAPI handle to be populated +//! on success +//! +//! RETURN STATUS: NVAPI_OK if and only if phObject was populated with a valid +//! driver handle +//! \endcode +//! \ingroup nsightapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_GetResourceHandle(ID3D11Device *pDev, + ID3D11Resource* pResource, + NVDX_ObjectHandle* phObject); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetFPSIndicatorState +// +//! DESCRIPTION: Display an overlay that tracks the number of times the app presents per second, or, +//! the number of frames-per-second (FPS) +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] bool Whether or not to enable the fps indicator. +//! +//! \return ::NVAPI_OK, +//! ::NVAPI_ERROR +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetFPSIndicatorState(IUnknown *pDev, NvU8 doEnable); + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_Present +// +//! DESCRIPTION: This API presents the contents of the next buffer in the sequence of back buffers +//! owned by a IDirect3DDevice9 device. +//! This Present operation supports using a SwapGroup and SwapBarrier on the SwapChain +//! that owns the back buffer to be presented. +//! +//! NOTE: NvAPI_D3D9_Present is a wrapper of the method IDirect3DDevice9::Present which +//! additionally notifies the D3D driver of the SwapChain used by the runtime for +//! presentation, thus allowing the D3D driver to apply SwapGroup and SwapBarrier +//! functionality to that SwapChain. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The IDirect3DDevice9 interface that is used to issue the Present, +//! using the following IDirect3DDevice9::Present input parameters +//! \param [in] pSwapChain Optional pointer to a IDirect3DSwapChain9 interface. If provided, the presentation is executed +//! using this interface (i.e. pSwapChain->Present()) for the given swapchain only. +//! If NULL, the presentation is executed on the device for all swapchains as in pDevice->Present() +//! \param [in] pSourceRect A pointer to a RECT structure containing the source rectangle. +//! If NULL, the entire source surface is presented. +//! \param [in] pDestRect A pointer to a RECT structure containing the destination rectangle, in window client coordinates. +//! If NULL, the entire client area is filled. +//! \param [in] hDestWindowOverride A pointer to a destination window whose client area is taken as the target for this presentation. +//! If this value is NULL, then the hWndDeviceWindow member of D3DPRESENT_PARAMTERS is taken. +//! \param [in] pDirtyRegion (IN) A pointer to a region to be presented. It must be NULL unless the swap chain was reated with +//! D3DSWAPEFFECT_COPY. If this value is non-NULL, the contained region is expressed in back buffer coordinates. +//! +//! \retval ::NVAPI_OK the Present operation was successfully executed +//! \retval ::NVAPI_D3D_DEVICE_LOST D3D device status is D3DERR_DEVICELOST or D3DERR_DEVICENOTRESET, the caller has to reset device +//! \retval ::NVAPI_DEVICE_BUSY the Present operation failed with an error other than D3DERR_DEVICELOST or D3DERR_DEVICENOTRESET +//! \retval ::NVAPI_ERROR the communication with the D3D driver failed, SwapGroup/SwapBarrier may not be possible. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//!\ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_Present(IDirect3DDevice9 *pDevice, + IDirect3DSwapChain9 *pSwapChain, + const RECT *pSourceRect, + const RECT *pDestRect, + HWND hDestWindowOverride, + const RGNDATA *pDirtyRegion); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_QueryFrameCount +// +//! DESCRIPTION: This API queries the universal framecounter of the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the DX9 device that has access to the Quadro-Sync device +//! \param [out] pFrameCount The caller provides the storage space where the framecount is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK *pFrameCount populated with framecount value. +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_QueryFrameCount(IDirect3DDevice9 *pDevice, + NvU32 *pFrameCount); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_ResetFrameCount +// +//! DESCRIPTION: This API resets the universal framecounter on the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the DX9 device that has access to the Quadro-Sync device +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK framecounter has been reset +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_ResetFrameCount(IDirect3DDevice9 *pDevice); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_QueryMaxSwapGroup +// +//! DESCRIPTION: This API queries the number of supported SwapGroups and SwapBarriers in the graphics system. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [out] pMaxGroups The caller provides the storage space where the number of available SwapGroups is stored. +//! \param [out] pMaxBarriers The caller provides the storage space where the number of available SwapBarriers is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the number of SwapGroups and SwapBarriers has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_QueryMaxSwapGroup(IDirect3DDevice9 *pDevice, + NvU32 *pMaxGroups, + NvU32 *pMaxBarriers); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_QuerySwapGroup +// +//! DESCRIPTION: This API queries the current SwapGroup and SwapBarrier that a SwapChain of a specific client device is bound to. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [in] pSwapChain The caller provides the IDirect3DSwapChain9 interface as a handle to the SwapChain +//! that belongs to the swapgroup client device +//! \param [out] pSwapGroup The caller provides the storage space where the current SwapGroup is stored. +//! \param [out] pSwapBarrier The caller provides the storage space where the current SwapBarrier is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the current SwapGroup and SwapBarrier has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_QuerySwapGroup(IDirect3DDevice9 *pDevice, + IDirect3DSwapChain9 *pSwapChain, + NvU32 *pSwapGroup, + NvU32 *pSwapBarrier); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_JoinSwapGroup +// +//! DESCRIPTION: This API causes the SwapChain of a SwapGroup client to join or leave the specified SwapGroup. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [in] pSwapChain The caller provides the IDirect3DSwapChain9 interface as a handle to the SwapChain +//! that belongs to the swapgroup client device +//! \param [in] group The caller specifies the SwapGroup which the SwapChain should join. +//! - If the value of group is zero, the SwapChain leaves the SwapGroup. +//! - The SwapChain joins a SwapGroup if the SwapGroup number is a positive integer less than or +//! equal to the maximum number of SwapGroups queried by NvAPI_SwapGroup_QueryMaxSwapGroup. +//! \param [in] blocking The caller specifies that a presentation of this SwapChain should return immediately or block +//! until all members of the SwapGroup are ready and the presentation was actually executed. +//! A boolean value of false means the Present operation returns immediately and a value of true +//! means the Present operation is blocking. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapChain joined/left the SwapGroup accordingly +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_JoinSwapGroup(IDirect3DDevice9 *pDevice, + IDirect3DSwapChain9 *pSwapChain, + NvU32 group, + BOOL blocking); +#endif //if defined(_D3D9_H_) + +#if defined(_D3D9_H_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_BindSwapBarrier +// +//! DESCRIPTION: This API causes a SwapGroup to be bound to or released from the specified SwapBarrier. +//! +//! \param [in] pDevice The caller provides the DirectX 9 device that is used as a swapgroup client +//! \param [in] group The caller specifies the SwapGroup to be bound to the SwapBarrier. +//! \param [in] barrier The caller specifies the SwapBarrier that the SwapGroup should be bound to. +//! - If the value of barrier is zero, the SwapGroup will be released from the SwapBarrier. +//! - The SwapGroup will be bound to the SwapBarrier if the value of barrier is a positive +//! integer less than or equal to the maximum number of SwapBarriers queried by NvAPI_SwapGroup_QueryMaxSwapGroup. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapGroup is bound to or released from the specified SwapBarrier +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_BindSwapBarrier(IDirect3DDevice9 *pDevice, + NvU32 group, + NvU32 barrier); +#endif //if defined(_D3D9_H_) + +//! \ingroup dx +typedef enum +{ + NVAPI_VSYNC_DEFAULT, //!< Fall back to the default settings + NVAPI_VSYNC_OFF, //!< Force vertical sync off when performance is more important than image quality and for benchmarking" + NVAPI_VSYNC_ON, //!< Force vertical sync on when image quality is more important than performance + NVAPI_VSYNC_ADAPTIVE, //!< Select adaptive to turn vertical sync on or off based on the frame rate. + //! Vertical sync will only be on for frame rates above the monitor refresh rate. + NVAPI_VSYNC_ADAPTIVE_HALF_REFRESH_RATE //!< + +} NVAPI_VSYNC_MODE; + + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetVerticalSyncMode +// +//! DESCRIPTION: This API set the vertical sync mode for the given device context. +//! +//! \param [in] pDevice The caller provides the device and can be either IDirect3DDevice9 or ID3D10Device or ID3D10Device1 or ID3D11Device. +//! \param [in] vsyncMode The caller specifies the NVAPI_VSYNC_MODE to be set. +//! +//! SUPPORTED OS: Do not use this function. It is not supported on Windows 10 and higher OS versions. +//! +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetVerticalSyncMode(__in IUnknown *pDevice, __in NVAPI_VSYNC_MODE vsyncMode); + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_Present +// +//! DESCRIPTION: Presents the contents of the next buffer in the sequence of back buffers +//! owned by a D3D device. +//! This Present operation supports using a SwapGroup and SwapBarrier on the SwapChain +//! that owns the back buffer to be presented. +//! +//! NOTE: NvAPI_D3D1x_Present is a wrapper of the method IDXGISwapChain::Present which +//! additionally notifies the D3D driver of the SwapChain used by the runtime for +//! presentation, thus allowing the D3D driver to apply SwapGroup and SwapBarrier +//! functionality to that SwapChain. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The D3D device interface that is used to issue the Present operation, +//! using the following IDirect3DDevice9::Present input parameters. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] pSwapChain The IDXGISwapChain interface that is intended to present +//! \param [in] SyncInterval An integer that specifies the how to synchronize presentation of a frame with the vertical blank. +//! Values are: +//! - 0: The presentation occurs immediately, there is no synchronization. +//! - 1,2,3,4 : Synchronize presentation after the n'th vertical blank. +//! \param [in] Flags An integer value that contains swap-chain presentation options as defined in DXGI_PRESENT. +//! +//! \retval ::NVAPI_OK the Present operation was successfully executed +//! \retval ::NVAPI_DEVICE_BUSY the Present operation failed with an error DXGI_ERROR_DEVICE_RESET or DXGI_ERROR_DEVICE_REMOVED, +// DXGI_STATUS_OCCLUDED, or D3DDDIERR_DEVICEREMOVED. +//! \retval ::NVAPI_ERROR the communication with the D3D driver failed, SwapGroup/SwapBarrier may not be possible. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_Present(IUnknown *pDevice, + IDXGISwapChain *pSwapChain, + UINT SyncInterval, + UINT Flags); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_QueryFrameCount +// +//! DESCRIPTION: This API queries the universal framecounter of the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the D3D device that has access to the Quadro-Sync device, +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [out] pFrameCount The caller provides the storage space where the framecount is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK *pFrameCount populated with framecount value. +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_QueryFrameCount(IUnknown *pDevice, + NvU32 *pFrameCount); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_ResetFrameCount +// +//! DESCRIPTION: This API resets the universal framecounter on the Quadro-Sync master device. +//! +//! \param [in] pDevice The caller provides the D3D device that has access to the Quadro-Sync device, +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK framecounter has been reset +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT pDevice arg passed in is invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_ResetFrameCount(IUnknown *pDevice); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_QueryMaxSwapGroup +// +//! DESCRIPTION: This API queries the number of supported SwapGroups and SwapBarriers in the graphics system. +//! +//! \param [in] pDevice The caller provides the D3D device that is intended to use SwapGroup functionality. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [out] pMaxGroups The caller provides the storage space where the number of available SwapGroups is stored. +//! \param [out] pMaxBarriers The caller provides the storage space where the number of available SwapBarriers is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the number of SwapGroups and SwapBarriers has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_QueryMaxSwapGroup(IUnknown *pDevice, + NvU32 *pMaxGroups, + NvU32 *pMaxBarriers); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_QuerySwapGroup +// +//! DESCRIPTION: This API queries the current SwapGroup and SwapBarrier that a SwapChain of a specific client device is bound to. +//! +//! \param [in] pDevice The caller provides the D3D device that owns the SwapChain used as a SwapGroup client. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] pSwapChain The IDXGISwapChain interface that is used as the SwapGroup client. +//! +//! \param [out] pSwapGroup The caller provides the storage space where the current SwapGroup is stored. +//! \param [out] pSwapBarrier The caller provides the storage space where the current SwapBarrier is stored. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the current SwapGroup and SwapBarrier has been stored +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_QuerySwapGroup(IUnknown *pDevice, + IDXGISwapChain *pSwapChain, + NvU32 *pSwapGroup, + NvU32 *pSwapBarrier); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_JoinSwapGroup +// +//! DESCRIPTION: This API causes the SwapChain of a SwapGroup client to join or leave the specified SwapGroup. +//! +//! \param [in] pDevice The caller provides the D3D device that owns the SwapChain used as a SwapGroup client. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] pSwapChain The IDXGISwapChain interface that is used as the SwapGroup client. +//! \param [in] group The caller specifies the SwapGroup which the SwapChain should join. +//! - If the value of group is zero, the SwapChain leaves the SwapGroup. +//! - The SwapChain joins a SwapGroup if the SwapGroup number is a positive integer less than or +//! equal to the maximum number of SwapGroups queried by NvAPI_SwapGroup_QueryMaxSwapGroup. +//! \param [in] blocking The caller specifies that a presentation of this SwapChain should return immediately or block +//! until all members of the SwapGroup are ready and the presentation was actually executed. +//! A boolean value of false means the Present operation returns immediately and a value of true +//! means the Present operation is blocking. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapChain joined/left the SwapGroup accordingly +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_JoinSwapGroup(IUnknown *pDevice, + IDXGISwapChain *pSwapChain, + NvU32 group, + BOOL blocking); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_BindSwapBarrier +// +//! DESCRIPTION: This API causes a SwapGroup to be bound to or released from the specified SwapBarrier. +//! +//! \param [in] pDevice The caller provides the D3D device that owns the SwapChain used as a SwapGroup client. +//! pDevice can be either ID3D10Device or ID3D10Device1 or ID3D11Device or ID3D12Device. +//! \param [in] group The caller specifies the SwapGroup to be bound to the SwapBarrier. +//! \param [in] barrier The caller specifies the SwapBarrier that the SwapGroup should be bound to. +//! - If the value of barrier is zero, the SwapGroup releases the SwapBarrier. +//! - The SwapGroup will be bound to the SwapBarrier if the value of barrier is a positive +//! integer less than or equal to the maximum number of SwapBarriers queried by NvAPI_D3D1x_QueryMaxSwapGroup. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \retval ::NVAPI_OK the SwapGroup is bound to the specified SwapBarrier +//! \retval ::NVAPI_ERROR The operation failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI was not yet initialized. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_BindSwapBarrier(IUnknown *pDevice, + NvU32 group, + NvU32 barrier); +#endif // defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QueryPresentBarrierSupport +// +//! DESCRIPTION: This API returns if presentBarrier feature is supported on the specified device. +//! +//! \since Release: 470 +//! +//! \param [in] pDevice The ID3D12Device device which owns the SwapChain as a PresentBarrier client. +//! \param [out] pSupported Pointer to a boolean returning true if supported, false otherwise. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_QueryPresentBarrierSupport(__in ID3D12Device *pDevice, __out bool *pSupported); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreatePresentBarrierClient +// +//! DESCRIPTION: This API returns an NvPresentBarrierClientHandle handle, which +//! owns the swapchain to be synchronized through PresentBarrier. +//! This handle is used in other PresentBarrier functions. +//! +//! \since Release: 470 +//! +//! \param [in] pDevice The ID3D12Device device which owns the SwapChain as a PresentBarrier client. +//! \param [in] pSwapChain The IDXGISwapChain interface that presentBarrier is operated on. +//! \param [OUT] pPresentBarrierClient Pointer to an NvPresentBarrierClientHandle handle created by the driver +//! on success. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreatePresentBarrierClient(__in ID3D12Device *pDevice, + __in IDXGISwapChain *pSwapChain, + __out NvPresentBarrierClientHandle *pPresentBarrierClient); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RegisterPresentBarrierResources +// +//! DESCRIPTION: This API registers scanout resources of a presentBarrier client +//! to the presentBarrier, and a fence object which is used for +//! presentBarrier synchronization. Once the registration has completed +//! successfully, it is not allowed to add additional resources, i.e. the +//! number of back buffers and fence object are not allowed to be +//! changed. However, application must call this function whenever the +//! back buffers are changed, e.g. ResizeBuffers() is called. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient The NvPresentBarrierClientHandle client handle that owns the resources. +//! \param [in] pFence An ID3D12Fence object created by the application and used for present +//! synchronization through presentBarrier. Application must wait on this +//! fence to ensure the scanout resources are ready for use in the next +//! rendering loop. The fence is only signaled by the driver and must not +//! be signaled through any other queue command. The fence value must be +//! monotonically increasing on every present call, and tracked by the +//! application. +//! \param [in] ppResources An array of ID3D12Resource to be synchronized through presentBarrier, and +//! the size is specified by numResources. +//! \param [in] numResources The number of ID3D12Resource elements in ppResources. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \return ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \return ::NVAPI_INVALID_ARGUMENT an invalid number of resources was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RegisterPresentBarrierResources(__in NvPresentBarrierClientHandle presentBarrierClient, + __in ID3D12Fence *pFence, + __in ID3D12Resource **ppResources, + __in NvU32 numResources); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DestroyPresentBarrierClient +// +//! DESCRIPTION: This API destroys a presentBarrier client, and must be called +//! after client leaves presentBarrier to avoid memory leak. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxx_CreatedPresentBarrierClient +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DestroyPresentBarrierClient(__in NvPresentBarrierClientHandle presentBarrierClient); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +typedef struct _NV_JOIN_PRESENT_BARRIER_PARAMS +{ + NvU32 dwVersion; //!< Must be NV_JOIN_PRESENT_BARRIER_PARAMS_VER1 +} NV_JOIN_PRESENT_BARRIER_PARAMS; + +//! Macro for constructing the version field of ::NV_JOIN_PRESENT_BARRIER_PARAMS +#define NV_JOIN_PRESENT_BARRIER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_JOIN_PRESENT_BARRIER_PARAMS, 1) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_JoinPresentBarrier +// +//! DESCRIPTION: This API adds a registered PresentBarrier client to the presentBarrier. +//! If the call suceeds, image present of the registered scanout resources +//! from this client is under the synchronization of presentBarrier. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxx_CreatedPresentBarrierClient +//! \param [in] pParams Parameters to joining presentBarrier. +//! +//! \retval ::NVAPI_OK the call succeeded +//! \retval ::NVAPI_ERROR the call failed +//! \retval ::NVAPI_NO_IMPLEMENTATION the interface is not implemented +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION the version of data structure is not correct +//! \retval ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \retval ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument (probably NULL) +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_JoinPresentBarrier(__in NvPresentBarrierClientHandle presentBarrierClient, __in NV_JOIN_PRESENT_BARRIER_PARAMS *pParams); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_LeavePresentBarrier +// +//! DESCRIPTION: This API removes a registered client from presentBarrier. If this +//! client does not join presentBarrier, this function does nothing. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxxx_CreatePresentBarrierClient. +//! +//! \retval ::NVAPI_OK the call succeeded +//! \retval ::NVAPI_ERROR the call failed +//! \retval ::NVAPI_NO_IMPLEMENTATION the interface is not implemented +//! \retval ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_LeavePresentBarrier(__in NvPresentBarrierClientHandle presentBarrierClient); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) + +#define NV_PRESENT_BARRIER_FRAME_STATICS_VER1 MAKE_NVAPI_VERSION(NV_PRESENT_BARRIER_FRAME_STATISTICS,1) + +typedef enum _NV_PRESENT_BARRIER_SYNC_MODE +{ + PRESENT_BARRIER_NOT_JOINED = 0x00000000, //!< The client hasn't joined presentBarrier + PRESENT_BARRIER_SYNC_CLIENT = 0x00000001, //!< The client joined the presentBarrier, but is not synchronized with + //! any other presentBarrier clients. This happens if the back buffers + //! of this client are composited instead of being flipped out to screen + PRESENT_BARRIER_SYNC_SYSTEM = 0x00000002, //!< The client joined the presentBarrier, and is synchronized with other + //! presentBarrier clients within the system + PRESENT_BARRIER_SYNC_CLUSTER = 0x00000003, //!< The client joined the presentBarrier, and is synchronized with other + //! clients within the system and across systems through QSync devices +} NV_PRESENT_BARRIER_SYNC_MODE; + +typedef struct _NV_PRESENT_BARRIER_FRAME_STATISTICS +{ + NvU32 dwVersion; //!< Must be NV_PRESENT_BARRIER_FRAME_STATICS_VER1 + NV_PRESENT_BARRIER_SYNC_MODE SyncMode; //!< The presentBarrier mode of this client from last present call + NvU32 PresentCount; //!< The total count of times that a frame has been presented from this + //! client after it joined presentBarrier successfully. + NvU32 PresentInSyncCount; //!< The total count of times that a frame has been presented from this + //! client and that has happened since the returned SyncMode is + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + //! If the returned SyncMode is any other mode, this value is 0. + //! This count is set back to 0 in case the SyncMode switches away from + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + NvU32 FlipInSyncCount; //!< The total count of flips from this client since the returned SyncMode + //! is PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + //! If the returned SyncMode is any other mode, this value is 0. + //! This count is set back to 0 in case the SyncMode switches away from + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + NvU32 RefreshCount; //!< The total count of v-blanks since the returned SyncMode of this client + //! is PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. + //! If the returned SyncMode is any other mode, this value is 0. + //! This count is set back to 0 in case the SyncMode switches away from + //! PRESENT_BARRIER_SYNC_SYSTEM or PRESENT_BARRIER_SYNC_CLUSTER. +} NV_PRESENT_BARRIER_FRAME_STATISTICS; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_QueryPresentBarrierFrameStatistics +// +//! DESCRIPTION: This API returns the presentBarrier frame statistics of last +//! present call from this client. If the client did not join +//! presentBarrier, the SyncMode is returned as PRESENT_BARRIER_NOT_JOINED, +//! and all other fields are reset. Driver does not retain any +//! presentBarrier info of the client once it leaves presentBarrier. +//! +//! \since Release: 470 +//! +//! \param [in] presentBarrierClient An NvPresentBarrierClientHandle handle created by NvAPI_xxxxx_CreatePresentBarrierClient. +//! \param [out] pFrameStats Pointer to NV_PRESENT_BARRIER_FRAME_STATISTICS structure about presentBarrier statistics. +//! +//! \retval ::NVAPI_OK the call succeeded +//! \retval ::NVAPI_ERROR the call failed +//! \retval ::NVAPI_NO_IMPLEMENTATION the interface is not implemented +//! \retval ::NVAPI_INVALID_HANDLE an invalid NvPresentBarrierClientHandle was passed as an argument +//! \retval ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument (probably NULL) +//! \retval ::NVAPI_INCOMPATIBLE_STRUCT_VERSION invalid version of frameStatistics params +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_QueryPresentBarrierFrameStatistics(__in NvPresentBarrierClientHandle presentBarrierClient, + __out NV_PRESENT_BARRIER_FRAME_STATISTICS *pFrameStats); +#endif // defined(__cplusplus) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateDDisplayPresentBarrierClient +// +//! DESCRIPTION: This API returns an NvPresentBarrierClientHandle handle. +//! +//! \since Release: 510 +//! +//! \param [in] pDevice The ID3D12Device device which executes the rendering commands of this PresentBarrier +//! client. It must be created on the same adapter as DisplayDevice. +//! \param [in] sourceId The adapter-relative identifier for the DisplaySource obtained from DisplaySource.SourceId(). +//! \param [OUT] pPresentBarrierClient Pointer to an NvPresentBarrierClientHandle handle created by the driver on success. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \return ::NVAPI_INVALID_HANDLE the input displaySource handle is not owned by the process +//! \return ::NVAPI_NOT_SUPPORTED PresentBarrier featue is not supported on this configuration +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreateDDisplayPresentBarrierClient(__in ID3D12Device *pDevice, __in NvU32 sourceId, __out NvPresentBarrierClientHandle *pPresentBarrierClient); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__) || defined(__d3d12_h__)) + +enum NVAPI_QUAD_FILLMODE +{ + NVAPI_QUAD_FILLMODE_DISABLED = 0, + NVAPI_QUAD_FILLMODE_BBOX = 1, + NVAPI_QUAD_FILLMODE_FULL_VIEWPORT = 2, +}; + +#endif //defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +typedef struct NvAPI_D3D11_RASTERIZER_DESC_EX +{ + // D3D11_RASTERIZER_DESC member variables + D3D11_FILL_MODE FillMode; + D3D11_CULL_MODE CullMode; + BOOL FrontCounterClockwise; + INT DepthBias; + FLOAT DepthBiasClamp; + FLOAT SlopeScaledDepthBias; + BOOL DepthClipEnable; + BOOL ScissorEnable; + BOOL MultisampleEnable; + BOOL AntialiasedLineEnable; + + // NvAPI_D3D11_RASTERIZER_DESC_EX specific member variables + NvU32 ForcedSampleCount; //1 it needs to match N, in non-TIR it needs to match RT sample count. Ignored if ForcePerSampleInterlock is set + NvU8 SamplePositionsX[16]; // 1 && (pDesc->MiscFlags&D3D11_RESOURCE_MISC_TILED) +//! \param [in] pInitialData A pointer to an array of D3D11_SUBRESOURCE_DATA structures that describe subresources for the 2D texture resource. +//! \param [out] ppTexture2D A pointer to a buffer that receives a pointer to a ID3D11Texture2D interface for the created texture. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateTiledTexture2DArray(__in ID3D11Device *pDevice, + __in const D3D11_TEXTURE2D_DESC *pDesc, + __in const D3D11_SUBRESOURCE_DATA *pInitialData, + __out ID3D11Texture2D **ppTexture2D); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) + +typedef enum _NV_D3D11_FEATURE +{ + NV_D3D11_FEATURE_RASTERIZER, +} NV_D3D11_FEATURE; + +typedef struct _NV_D3D11_FEATURE_DATA_RASTERIZER_SUPPORT +{ + BOOL TargetIndependentRasterWithDepth; + BOOL ProgrammableSamplePositions; + BOOL InterleavedSampling; + BOOL ConservativeRaster; + BOOL PostZCoverage; + BOOL CoverageToColor; +} NV_D3D11_FEATURE_DATA_RASTERIZER_SUPPORT; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CheckFeatureSupport +// +//! DESCRIPTION: This function gets information about the features that are supported by the current graphics driver. +//! +//! +//! +//! \param [in] pDevice The device on which to query for support. +//! \param [in] Feature A member of the NvAPI_D3D11_FEATURE enumerated type that describes which feature to query for suppor. +//! \param [in] pFeatureSupportData Upon completion of the method, the passed structure is filled with data that describes the feature support. +//! \param [out] FeatureSupportDataSize The size of the structure passed to the pFeatureSupportData parameter. +//! +//! \since Release: 410 +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! \retval :: Returns NVAPI_OK if successful; returns NVAPI_INVALID_ARGUMENT if an unsupported data type is passed to the pFeatureSupportData parameter +//! or a size mismatch is detected for the FeatureSupportDataSize parameter; +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CheckFeatureSupport(__in ID3D11Device *pDevice, + __in NV_D3D11_FEATURE Feature, + __out void *pFeatureSupportData, + __in UINT FeatureSupportDataSize); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateImplicitMSAATexture2D +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_CreateImplicitMSAATexture2D is a simple wrapper of ID3D11Device::CreateTexture2D +//! which allows to create multisampled 2D texture that is exposed to DX runtime as non-multisampled texture. +//! +//! \param [in] pDevice Current d3d device +//! \param [in] pDesc A pointer to a D3D11_TEXTURE2D_DESC structure that describes a 2D texture resource. +//! To create a typeless resource that can be interpreted at runtime into different, +//! compatible formats, specify a typeless format in the texture description. +//! To generatemipmap levels automatically, set the number of mipmap levels to 0. +//! SampleDesc.SampleCount specifies actual resource sample count, while D3D runtime object +//! sees resource as non-multisampled. +//! +//! \param [out] ppTexture2D A pointer to a buffer that receives a pointer to a ID3D11Texture2D interface for the +//! created texture. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateImplicitMSAATexture2D(__in ID3D11Device *pDevice, + __in const D3D11_TEXTURE2D_DESC *pDesc, + __out ID3D11Texture2D **ppTexture2D); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateImplicitMSAATexture2D +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D12_CreateCommittedImplicitMSAATexture2D is a simple wrapper of ID3D12Device::CreateCommittedResource +//! which allows to create multisampled 2D texture that is exposed to DX runtime as non-multisampled texture. +//! +//! \param [in] pDevice Current d3d device +//! \param [in] pDesc A pointer to a D3D12_RESOURCE_DESC structure that describes a 2D texture resource. +//! To create a typeless resource that can be interpreted at runtime into different, +//! compatible formats, specify a typeless format in the texture description. +//! To generatemipmap levels automatically, set the number of mipmap levels to 0. +//! SampleDesc.SampleCount specifies actual resource sample count, while D3D runtime object +//! sees resource as non-multisampled. +//! \param [in] pHeapProperties, HeapFlags, InitialResourceState, pOptimizedClearValue, riidResource See D3D12 docs +//! +//! \param [out] ppResource Same ID3D12Device::CreateCommittedResource +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreateCommittedImplicitMSAATexture2D( + __in ID3D12Device* pDevice, + __in const D3D12_HEAP_PROPERTIES *pHeapProperties, + D3D12_HEAP_FLAGS HeapFlags, + __in const D3D12_RESOURCE_DESC *pDesc, + D3D12_RESOURCE_STATES InitialResourceState, + __in_opt const D3D12_CLEAR_VALUE *pOptimizedClearValue, + REFIID riidResource, + __out void **ppvResource); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +//! SUPPORTED OS: Windows 10 and higher +//! + +//! \ingroup dx +//! Valid modes for NvAPI_D3D11_ResolveSubresourceRegion() and NvAPI_D3D12_ResolveSubresourceRegion +typedef enum _NV_RESOLVE_MODE { + NV_RESOLVE_MODE_SAMPLE_0, +} NV_RESOLVE_MODE; + +#if defined (__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_ResolveSubresourceRegion +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_ResolveSubresourceRegion is D3D11 an analog of D3D12 ResolveSubresourceRegion. +//! +//! \param [in] pDstResource Destination resource. Must be a created with the D3D11_USAGE_DEFAULT flag and be single-sampled. +//! \param [in] DstSubresource A zero-based index, that identifies the destination subresource. Use D3D11CalcSubresource to calculate the index. +//! \param [in] DstX The X coordinate of the left-most edge of the destination region. +//! The width of the destination region is the same as the width of the source rect. +//! +//! \param [in] DstY The Y coordinate of the top-most edge of the destination region. +//! The height of the destination region is the same as the height of the source rect. +//! +//! \param [in] pSrcResource Source resource. Must be multisampled. +//! \param [in] SrcSubresource The source subresource of the source resource. +//! \param [in] pSrcRect Specifies the rectangular region of the source resource to be resolved. +//! Passing NULL for pSrcRect specifies that the entire subresource is to be resolved. +//! +//! \param [in] Format A DXGI_FORMAT that indicates how the multisampled resource will be resolved to a single-sampled resource. +//! \param [in] ResolveMode Specifies the operation used to resolve the source samples. NV_RESOLVE_MODE_SAMPLE_0 is the only supported mode. +//! NV_RESOLVE_MODE_SAMPLE_0 outputs sample 0 and discards all other samples. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_ResolveSubresourceRegion( + __in ID3D11Device *pDevice, + __in ID3D11Texture2D *pDstResource, + __in UINT DstSubresource, + __in UINT DstX, + __in UINT DstY, + __in ID3D11Texture2D *pSrcResource, + __in UINT SrcSubresource, + __in_opt const RECT *pSrcRect, + __in DXGI_FORMAT Format, + __in NV_RESOLVE_MODE ResolveMode); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_ResolveSubresourceRegion +// +//! \since Release: 410 +// +//! \code +//! DESCRIPTION: NvAPI_D3D12_ResolveSubresourceRegion is D3D11 an analog of D3D12 ResolveSubresourceRegion. +//! +//! \param [in] pDstResource Destination resource. Must be a created with the D3D11_USAGE_DEFAULT flag and be single-sampled. +//! \param [in] DstSubresource A zero-based index, that identifies the destination subresource. Use D3D11CalcSubresource to calculate the index. +//! \param [in] DstX The X coordinate of the left-most edge of the destination region. +//! The width of the destination region is the same as the width of the source rect. +//! +//! \param [in] DstY The Y coordinate of the top-most edge of the destination region. +//! The height of the destination region is the same as the height of the source rect. +//! +//! \param [in] pSrcResource Source resource. Must be multisampled. +//! \param [in] SrcSubresource The source subresource of the source resource. +//! \param [in] pSrcRect Specifies the rectangular region of the source resource to be resolved. +//! Passing NULL for pSrcRect specifies that the entire subresource is to be resolved. +//! +//! \param [in] Format A DXGI_FORMAT that indicates how the multisampled resource will be resolved to a single-sampled resource. +//! \param [in] ResolveMode Specifies the operation used to resolve the source samples. NV_RESOLVE_MODE_SAMPLE_0 is the only supported mode. +//! NV_RESOLVE_MODE_SAMPLE_0 outputs sample 0 and discards all other samples. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. See MSDN for the API specific error codes. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_ResolveSubresourceRegion( + __in ID3D12GraphicsCommandList1*pCommandList, + __in ID3D12Resource *pDstResource, + __in UINT DstSubresource, + __in UINT DstX, + __in UINT DstY, + __in ID3D12Resource *pSrcResource, + __in UINT SrcSubresource, + __in_opt RECT *pSrcRect, + __in DXGI_FORMAT Format, + __in NV_RESOLVE_MODE ResolveMode); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_TiledTexture2DArrayGetDesc +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_TiledTexture2DArrayGetDesc is an simple wrapper of ID3D11Texture2D::GetDesc +//! when pTiledTexture2DArray is created with NvAPI_D3D11_CreateTiledTexture2DArray. +//! Runtime doesn't know the created resource is actually a tiled resource. +//! So calling ID3D11Texture2D::GetDesc will get a desc without D3D11_RESOURCE_MISC_TILED in MiscFlags. +//! This wrapper API just adds D3D11_RESOURCE_MISC_TILED back. +//! +//! \param [in] pTiledTexture2DArray Pointer of tiled texture2D array to get resource desc from. +//! \param [out] pDesc Pointer to a resource description. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_TiledTexture2DArrayGetDesc(__in ID3D11Texture2D *pTiledTexture2DArray, + __out D3D11_TEXTURE2D_DESC *pDesc); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_UpdateTileMappings +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_UpdateTileMappings is an extension of ID3D11DeviceContext2::UpdateTileMappings. +//! It allows pTiledResource to be a resource created with NvAPI_D3D11_CreateTiledTexture2DArray, and should be used only in such case. +//! +//! \param [in] pDeviceContext Must be Immediate DeviceContext. +//! \param [in] pTiledResource A pointer to the tiled texture 2D array resource created by NvAPI_D3D11_CreateTiledTexture2DArray. +//! \param [in] NumTiledResourceRegions The number of tiled resource regions. +//! \param [in] pTiledResourceRegionStartCoordinates An array of D3D11_TILED_RESOURCE_COORDINATE structures that describe the starting coordinates of the tiled resource regions. Cannot be NULL. +//! \param [in] pTiledResourceRegionSizes An array of D3D11_TILE_REGION_SIZE structures that describe the sizes of the tiled resource regions. Cannot be NULL. +//! \param [in] pTilePool A pointer to the tile pool. This resource should be created by standard API. +//! \param [in] NumRanges The number of tile-pool ranges. +//! \param [in] pRangeFlags An array of D3D11_TILE_RANGE_FLAG values that describe each tile-pool range. +//! \param [in] pTilePoolStartOffsets An array of offsets into the tile pool. These are 0-based tile offsets, counting in tiles (not bytes). +//! \param [in] pRangeTileCounts An array of values that specify the number of tiles in each tile-pool range. +//! \param [in] Flags A combination of D3D11_TILE_MAPPING_FLAGS values that are combined by using a bitwise OR operation. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_UpdateTileMappings( + __in ID3D11DeviceContext2 *pDeviceContext, + __in ID3D11Resource *pTiledResource, + __in UINT NumTiledResourceRegions, + __in const D3D11_TILED_RESOURCE_COORDINATE *pTiledResourceRegionStartCoordinates, + __in const D3D11_TILE_REGION_SIZE *pTiledResourceRegionSizes, + __in ID3D11Buffer *pTilePool, + __in UINT NumRanges, + __in const UINT *pRangeFlags, + __in const UINT *pTilePoolStartOffsets, + __in const UINT *pRangeTileCounts, + __in UINT Flags); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CopyTileMappings +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_CopyTileMappings is an extension of ID3D11DeviceContext2::CopyTileMappings +//! It allows pDestTiledResource or pSourceTiledResource or both to be created with NvAPI_D3D11_CreateTiledTexture2DArray. +//! It should be used only in such case. +//! +//! \param [in] pDeviceContext Must be Immediate DeviceContext. +//! \param [in] pDestTiledResource Tiled resource created by NvAPI_D3D11_CreateTiledTexture2DArray to copy tile mappings into. +//! \param [in] pDestRegionStartCoordinate A pointer to a D3D11_TILED_RESOURCE_COORDINATE structure that describes the starting coordinates of the destination tiled resource. +//! \param [in] pSourceTiledResource Tiled resource created by NvAPI_D3D11_CreateTiledTexture2DArray to copy tile mappings from. +//! \param [in] pSourceRegionStartCoordinate A pointer to a D3D11_TILED_RESOURCE_COORDINATE structure that describes the starting coordinates of the source tiled resource. +//! \param [in] pTileRegionSize A pointer to a D3D11_TILE_REGION_SIZE structure that describes the size of the tiled region. +//! \param [in] Flags A combination of D3D11_TILE_MAPPING_FLAGS values that are combined by using a bitwise OR operation. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CopyTileMappings( + __in ID3D11DeviceContext *pDeviceContext, + __in ID3D11Resource *pDestTiledResource, + __in const D3D11_TILED_RESOURCE_COORDINATE *pDestRegionStartCoordinate, + __in ID3D11Resource *pSourceTiledResource, + __in const D3D11_TILED_RESOURCE_COORDINATE *pSourceRegionStartCoordinate, + __in const D3D11_TILE_REGION_SIZE *pTileRegionSize, + __in UINT Flags); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_2_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_TiledResourceBarrier +// +//! \since Release: 375 +// +//! \code +//! DESCRIPTION: NvAPI_D3D11_TiledResourceBarrier is an extension of ID3D11DeviceContext2::TiledResourceBarrier, but only works on ID3D11Resource(no support for ID3D11View). +//! If pTiledResourceAccessBeforeBarrier or pTiledResourceAccessAfterBarrier or both are created by NvAPI_D3D11_CreateTiledTexture2DArray, +//! NvAPI_D3D11_TiledResourceBarrier must be used instead of ID3D11DeviceContext2::TiledResourceBarrier. +//! +//! \param [in] pDeviceContext Must be Immediate DeviceContext. +//! \param [in] pTiledResourceAccessBeforeBarrier Access operations on this resource must complete before the access operations on the object that pTiledResourceAccessAfterBarrier specifies. +//! \param [in] pTiledResourceAccessAfterBarrier Access operations on this resource must begin after the access operations on the object that pTiledResourceAccessBeforeBarrier specifies. + +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_TiledResourceBarrier( + __in ID3D11DeviceContext *pDeviceContext, + __in ID3D11Resource *pTiledResourceAccessBeforeBarrier, + __in ID3D11Resource *pTiledResourceAccessAfterBarrier); + +#endif //defined(__cplusplus) && defined(__d3d11_2_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA +// +//! \code +//! DESCRIPTION: This function allows creating (aliasing) a non-MSAA Texture2D object using the same memory as the given multi-sampled +//! texture (pInputTex). The surface created would be bloated in width and height but it will have SampleCount = 1 +//! For 2X MSAA: OutTex.Width = InputTex.Width * 2, outTex.Height = InputTex.Height +//! For 4X MSAA: OutTex.Width = InputTex.Width * 2, outTex.Height = InputTex.Height * 2 +//! For 8X MSAA: OutTex.Width = InputTex.Width * 4, outTex.Height = InputTex.Height * 2 +//! Only textures SampleQuality = 0 can be aliased as Non MSAA +//! The app should ensure that original texture is released only after the aliased copy is released. +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \param [in] pDevice current d3d device +//! \param [in] pInputTex The MultiSampled Texture2D resource that is being aliased +//! \param [out] ppOutTex The aliased non AA copy MultiSampled Texture2D resource +//! +//! +//! \return :: NVAPI_OK if the call succeeds. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA(__in ID3D11Device *pDevice, + __in ID3D11Texture2D *pInputTex, + __out ID3D11Texture2D **ppOutTex); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) +typedef UINT NvAPI_D3D11_SWIZZLE_MODE; + +typedef enum _NV_SWIZZLE_MODE +{ + NV_SWIZZLE_POS_X = 0, + NV_SWIZZLE_NEG_X = 1, + NV_SWIZZLE_POS_Y = 2, + NV_SWIZZLE_NEG_Y = 3, + NV_SWIZZLE_POS_Z = 4, + NV_SWIZZLE_NEG_Z = 5, + NV_SWIZZLE_POS_W = 6, + NV_SWIZZLE_NEG_W = 7 +}NV_SWIZZLE_MODE; + +typedef enum _NV_SWIZZLE_OFFSET +{ + NV_SWIZZLE_OFFSET_X = 0, + NV_SWIZZLE_OFFSET_Y = 4, + NV_SWIZZLE_OFFSET_Z = 8, + NV_SWIZZLE_OFFSET_W = 12 +}NV_SWIZZLE_OFFSET; + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) +#define NV_CUSTOM_SEMANTIC_MAX_LIMIT 32 + +typedef enum NV_CUSTOM_SEMANTIC_TYPE +{ + NV_NONE_SEMANTIC = 0, + NV_X_RIGHT_SEMANTIC = 1, + NV_VIEWPORT_MASK_SEMANTIC = 2, + NV_XYZW_RIGHT_SEMANTIC = 3, + NV_VIEWPORT_MASK_2_SEMANTIC = 4, + + NV_POSITION_SEMANTIC = 5, + NV_CLIP_DISTANCE_0_SEMANTIC = 6, // MultiView can accept upto two vec4 values. So the application should not use + NV_CLIP_DISTANCE_1_SEMANTIC = 7, // more than 2 of the below Clip / Cull semantics in a single shader. + NV_CULL_DISTANCE_0_SEMANTIC = 8, + NV_CULL_DISTANCE_1_SEMANTIC = 9, + NV_GENERIC_ATTRIBUTE_SEMANTIC = 10, + + NV_PACKED_EYE_INDEX_SEMANTIC = 17, + NV_CUSTOM_SEMANTIC_MAX = NV_CUSTOM_SEMANTIC_MAX_LIMIT, +} NV_CUSTOM_SEMANTIC_TYPE; + +typedef struct _NV_CUSTOM_SEMANTIC +{ + UINT version; // NV_CUSTOM_SEMANTIC_VERSION + + NV_CUSTOM_SEMANTIC_TYPE NVCustomSemanticType; // type of custom semantic (NV_CUSTOM_SEMANTIC_TYPE) + NvAPI_LongString NVCustomSemanticNameString; // name of custom semantic e.g. "NV_X_RIGHT", "NV_VIEWPORT_MASK" + BOOL RegisterSpecified; // (optional) set to TRUE to explicitly provide register number and mask as below + NvU32 RegisterNum; // (optional) output register which has the custom semantic. + NvU32 RegisterMask; // (optional) output register component mask which has the custom semantic (X:1, Y:2, Z:4) + NvU32 Reserved; // reserved +} NV_CUSTOM_SEMANTIC; + +#define NV_CUSTOM_SEMANTIC_VERSION MAKE_NVAPI_VERSION(NV_CUSTOM_SEMANTIC, 1) + +#endif //defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +typedef struct NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5 +{ + UINT version; + + BOOL UseViewportMask; + BOOL OffsetRtIndexByVpIndex; + BOOL ForceFastGS; + BOOL DontUseViewportOrder; + BOOL UseAttributeSkipMask; + BOOL UseCoordinateSwizzle; + NvAPI_D3D11_SWIZZLE_MODE *pCoordinateSwizzling; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL ConvertToFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5; + +typedef NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5 NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX; +#define NVAPI_D3D11_CREATEGEOMETRYSHADEREX_2_VER_5 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX_V5, 5) +#define NVAPI_D3D11_CREATEGEOMETRYSHADEREX_2_VERSION NVAPI_D3D11_CREATEGEOMETRYSHADEREX_2_VER_5 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateGeometryShaderEx +// +//! \fn NvAPI_D3D11_CreateGeometryShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of geometry shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateGeometryShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter is UseViewportMask which is to tell the driver to create a shader +//! that outputs a viewport mask instead when a viewport index is indicated. +//! Outputting a viewport mask allows a single primitive to land on many different viewports +//! as specified by the bits set in the mask, rather than to rely on a single number that tells it +//! which unique viewport it would be drawn on. +//! This can be used for example in conjunction with the setting of coordinates swizzling (see XXX_NVAPI function) +//! to generates multiple adjacent views of the same primitive in a more efficient fashion +//! (outputting the primitive only once). +//! +//! This function is free-threaded create compatible i.e. it can be called from a different +//! thread than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled geometry shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] UseViewportMask Set to FALSE for custom semantic shaders. Tell the driver to create a shader that outputs the viewport mask in lieu of the viewport index. See above description. +//! \param [in] OffsetRtIndexByVpIndex Set to FALSE for custom semantic shaders. The Rendertarget index is offset by the viewport index +//! \param [in] ForceFastGS If TRUE, GS must be written with maxvertexcount(1) and must pass-through input vertex 0 to the output without modification +//! \param [in] DontUseViewportOrder Default FALSE for Primitives batched per viewport to improve performance. Set TRUE for API order (slow). +//! \param [in] UseAttributeSkipMask reserved +//! \param [in] UseCoordinateSwizzle reserved +//! \param [in] pCoordinateSwizzling reserved +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] ConvertToFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppGeometryShader Address of a pointer to a ID3D11GeometryShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateGeometryShaderEx_2(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_GEOMETRY_SHADER_EX *pCreateGeometryShaderExArgs, + __out ID3D11GeometryShader **ppGeometryShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC +} NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V1; + +typedef struct NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved +} NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2; + +typedef struct NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V3 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V3; + +typedef NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V3 NvAPI_D3D11_CREATE_VERTEX_SHADER_EX; +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V1, 1) +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2, 2) +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_3 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_VERTEX_SHADER_EX_V2, 3) +#define NVAPI_D3D11_CREATEVERTEXSHADEREX_VERSION NVAPI_D3D11_CREATEVERTEXSHADEREX_VER_3 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateVertexShaderEx +// +//! \fn NvAPI_D3D11_CreateVertexShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of vertex shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateVertexShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled vertex shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] UseWithFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppVertexShader Address of a pointer to a ID3D11VertexShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateVertexShaderEx(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_VERTEX_SHADER_EX *pCreateVertexShaderExArgs, + __out ID3D11VertexShader **ppVertexShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved +} NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1; + +typedef struct NvAPI_D3D11_CREATE_HULL_SHADER_EX_V2 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_HULL_SHADER_EX_V2; + +typedef NvAPI_D3D11_CREATE_HULL_SHADER_EX_V2 NvAPI_D3D11_CREATE_HULL_SHADER_EX; +#define NVAPI_D3D11_CREATEHULLSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1, 1) +#define NVAPI_D3D11_CREATEHULLSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_HULL_SHADER_EX_V1, 2) +#define NVAPI_D3D11_CREATEHULLSHADEREX_VERSION NVAPI_D3D11_CREATEHULLSHADEREX_VER_2 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateHullShaderEx +// +//! \fn NvAPI_D3D11_CreateHullShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of hull shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateHullShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled hull shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] UseWithFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppHullShader Address of a pointer to a ID3D11HullShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateHullShaderEx(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_HULL_SHADER_EX *pCreateHullShaderExArgs, + __out ID3D11HullShader **ppHullShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC +} NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V1; + +typedef struct NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V2 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved +} NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V2; + +typedef struct NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + BOOL UseWithFastGS; // reserved + BOOL UseSpecificShaderExt; // TRUE if creating minimal specific shaders with nvapi shader extensions +} NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3; + +typedef NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3 NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX; +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V1, 1) +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V2, 2) +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_3 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX_V3, 3) +#define NVAPI_D3D11_CREATEDOMAINSHADEREX_VERSION NVAPI_D3D11_CREATEDOMAINSHADEREX_VER_3 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateDomainShaderEx +// +//! \fn NvAPI_D3D11_CreateDomainShaderEx +//! +//! DESCRIPTION: This function allows us to extend the creation of domain shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreateDomainShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled domain shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [in] UseWithFastGS reserved +//! \param [in] UseSpecificShaderExt TRUE if creating minimal specific shaders with nvapi shader extensions +//! \param [out] ppDomainShader Address of a pointer to a ID3D11DomainShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateDomainShaderEx(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_DOMAIN_SHADER_EX *pCreateDomainShaderExArgs, + __out ID3D11DomainShader **ppDomainShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) + +typedef struct NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V1 +{ + UINT version; + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC +} NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V1; + +#define NVAPI_D3D11_CREATEPIXELSHADEREX_VER_1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V1, 1) + +typedef struct NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2 +{ + UINT version; // Always use NVAPI_D3D11_CREATEPIXELSHADEREX_VERSION + + NvU32 NumCustomSemantics; // Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics + NV_CUSTOM_SEMANTIC *pCustomSemantics; // pointer to array of NV_CUSTOM_SEMANTIC + NvU32 bEnableSuperSamplingPredicationForVRS : 1; // This enables sampling within a pixel for SuperSampling mode of Variable Rate Shading for relevant attributes tagged with "sample" modifier + NvU32 bEnableSuperSamplingPredicationForVRSAllAttributes : 1; // This enables sampling within a pixel for SuperSampling mode of Variable Rate Shading for all relevant attributes + NvU32 reserved : 30; // Reserved for further use +} NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2; + +typedef NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2 NvAPI_D3D11_CREATE_PIXEL_SHADER_EX; +#define NVAPI_D3D11_CREATEPIXELSHADEREX_VER_2 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_PIXEL_SHADER_EX_V2, 2) +#define NVAPI_D3D11_CREATEPIXELSHADEREX_VERSION NVAPI_D3D11_CREATEPIXELSHADEREX_VER_2 + +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreatePixelShaderEx_2 +// +//! \fn NvAPI_D3D11_CreatePixelShaderEx_2 +//! +//! DESCRIPTION: This function allows us to extend the creation of pixel shaders with extra bits +//! of functionality. +//! +//! The first parameters are identical to ID3D11Device::CreatePixelShader() +//! so please refer to its documentation for their usage. +//! +//! The new parameter are custom semantics which allow setting of custom semantic variables +//! in the shader +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled domain shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] NumCustomSemantics Number of custom semantics elements (upto NV_CUSTOM_SEMANTIC_MAX) provided in array pointer pCustomSemantics +//! \param [in] pCustomSemantics pointer to array of NV_CUSTOM_SEMANTIC +//! \param [out] ppPixelShader Address of a pointer to a ID3D11PixelShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreatePixelShaderEx_2(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_PIXEL_SHADER_EX *pCreatePixelShaderExArgs, + __out ID3D11PixelShader **ppPixelShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +typedef enum _NV_FASTGS_FLAGS +{ + NV_FASTGS_USE_VIEWPORT_MASK = 0x01, // Causes SV_ViewportArrayIndex value to be interpreted as a bitmask of viewports to broadcast to. + NV_FASTGS_OFFSET_RT_INDEX_BY_VP_INDEX = 0x02, // Causes SV_RenderTargetArrayIndex value to be offset by the viewport index when broadcasting. + NV_FASTGS_STRICT_API_ORDER = 0x04, // Causes broadcast primitives to be rendered strictly in API order (slow). + // By default, primitives may be batched per viewport to improve performance. +} NV_FASTGS_FLAGS; + +#endif //defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) && (!defined(CINTERFACE)) + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +struct NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC_V1 +{ + NvU32 version; // ALWAYS == NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER + NvU32 flags; // A combination of flags from NV_FASTGS_FLAGS + NvAPI_D3D11_SWIZZLE_MODE *pCoordinateSwizzling; // [optional] Array of 16 coordinate swizzle modes, one per viewport. NULL if not used. + // The output x, y, z, and w coordinates of all vertices can be set to any of the coordinates or their + // negated versions i.e. {x, y, z, w, -x, -y, -z, -w}. Coordinates are swizzled before any viewport + // operation occurs i.e. before frustum clipping, scaling, and viewport clipping. And after + // last of vertex/tesselation/geometry shader stage, stream-out and viewport broadcast expansion (see NV_FASTGS_USE_VIEWPORT_MASK) + // pCoordinateSwizzling[i] sets the swizzle-mode of each component for viewport i. + // See NV_SWIZZLE_MODE for values of allowed swizzle modes. + // See NV_SWIZZLE_OFFSET for bit offset from where NV_SWIZZLE_MODE to be set for each component. + // For example : + // 1. To set swizzle for viewport 0 such that - w and z are unchanged and values of x and y are swapped : + // pCoordinateSwizzling[0] = (NV_SWIZZLE_POS_W << NV_SWIZZLE_OFFSET_W) | + // (NV_SWIZZLE_POS_Z << NV_SWIZZLE_OFFSET_Z) | + // (NV_SWIZZLE_POS_X << NV_SWIZZLE_OFFSET_Y) | + // (NV_SWIZZLE_POS_Y << NV_SWIZZLE_OFFSET_X); + // 2. To set swizzle for viewport 0 such that - w, z and y are unchanged and value of x is negated : + // pCoordinateSwizzling[0] = (NV_SWIZZLE_POS_W << NV_SWIZZLE_OFFSET_W) | + // (NV_SWIZZLE_POS_Z << NV_SWIZZLE_OFFSET_Z) | + // (NV_SWIZZLE_POS_Y << NV_SWIZZLE_OFFSET_Y) | + // (NV_SWIZZLE_NEG_X << NV_SWIZZLE_OFFSET_X); + // Need to set some valid combination of swizzle-modes for all viewports, irrespective of whether that viewport is set. + // Invalid swizzle-mode for any viewport (even if that viewport is not set) may result in removal of device. +}; + +#define NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER1 MAKE_NVAPI_VERSION(NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC_V1, 1) +#define NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER NVAPI_D3D11_CREATEFASTGSEXPLICIT_VER1 + +typedef NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC_V1 NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC; + +//////////////////////////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateFastGeometryShaderExplicit +// +//! \fn NvAPI_D3D11_CreateFastGeometryShaderExplicit +//! +//! DESCRIPTION: This function will create a fast geometry shader written using an "explicit" +//! coding style, rather than converting a standard GS. For the explicit coding +//! style, the GS must be written with maxvertexcount(1), and must pass-through +//! input vertex 0 to the output without modification. +//! +//! Additional per-primitive outputs may also be computed and written to the single +//! output vertex. If these outputs are read by the pixel shader, they must be +//! declared with the "nointerpolation" attribute in the PS input signature; +//! otherwise, visual corruption may occur. Also, unlike D3D API, there is no guarantee +//! that pixel shader will get the default value of an attribute if that attribute is not written +//! by the earlier shader stage in the pipeline. +//! +//! The first four parameters are identical to ID3D11Device::CreateGeometryShader(), +//! so please refer to its documentation for their usage. +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled geometry shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [in] pCreateFastGSArgs A pointer to a NvAPI_D3D11_CREATE_FASTGS_EXPLICIT struct. +//! \param [out] ppGeometryShader Address of a pointer to a ID3D11GeometryShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +//////////////////////////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateFastGeometryShaderExplicit(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __in const NvAPI_D3D11_CREATE_FASTGS_EXPLICIT_DESC *pCreateFastGSArgs, + __out ID3D11GeometryShader **ppGeometryShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE) ) +//////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateFastGeometryShader +// +//! \fn NvAPI_D3D11_CreateFastGeometryShader +//! +//! DESCRIPTION: This function will convert a regular geometry shader into a fast GS variant if possible. +//! It will not do any validation regarding the compatibility of the resulting fast GS with any +//! Pixel shader. The validation has to be done by the application manually. +//! +//! The parameters are identical to ID3D11Device::CreateGeometryShader() +//! so please refer to its documentation for their usage. +//! +//! If the shader is too complex or is not in adequate form to be converted to fast GS +//! this function will simply fail. You should then call ID3D11Device::CreateGeometryShader() +//! to create the regular geometry shader. +//! +//! This function is free-threaded create compatible i.e. it can be called from a different thread +//! than the one calling immediate device setstate functions. +//! +//! \since Release: +//! +//! \param [in] pDevice The device pointer +//! \param [in] pShaderBytecode A pointer to the compiled shader. +//! \param [in] BytecodeLength Size of the compiled geometry shader. +//! \param [in] pClassLinkage A pointer to a class linkage interface. Can be NULL. +//! \param [out] ppGeometryShader Address of a pointer to a ID3D11GeometryShader interface. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +// +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateFastGeometryShader(__in ID3D11Device *pDevice, __in const void *pShaderBytecode, + __in SIZE_T BytecodeLength, __in_opt ID3D11ClassLinkage *pClassLinkage, + __out ID3D11GeometryShader **ppGeometryShader); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) && (!defined(CINTERFACE)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined (__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_DecompressView +// +//! \code +//! DESCRIPTION: This function is used to decompress a surface using the currently bound programmable sample positions. +//! +//! This is needed: +//! - When writing to a surface in a region previously rendered by different sample positions and no clear was done. +//! - When reading a surface in a shader that was rendered using non-standard sample positions. +//! - When copying from a surface that was rendered using non-standard sample positions. +//! +//! \param [in] pDevice Current d3d11 device +//! \param [in] pDeviceContext Current d3d11 device context +//! \param [in] pView Current view to decompress +//! +//! +//! \return ::NVAPI_OK if the call succeeds. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_DecompressView(__in ID3D11Device* pDevice, __in ID3D11DeviceContext *pDeviceContext, __in ID3D11View* pView); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) + +//! Enum for CreatePSO extensions. +//! \ingroup dx +//! constant 5 is assigned to two members of this enum becuase the first member name contains a typo: EXTNENSION. Please use the correctly-spelled enumerator. +typedef enum _NV_PSO_EXTENSION +{ + NV_PSO_RASTER_EXTENSION = 0, + NV_PSO_REQUEST_FASTGS_EXTENSION = 1, + NV_PSO_GEOMETRY_SHADER_EXTENSION = 2, + NV_PSO_ENABLE_DEPTH_BOUND_TEST_EXTENSION = 3, + NV_PSO_EXPLICIT_FASTGS_EXTENSION = 4, + NV_PSO_SET_SHADER_EXTNENSION_SLOT_AND_SPACE = 5, + NV_PSO_SET_SHADER_EXTENSION_SLOT_AND_SPACE = 5, + NV_PSO_VERTEX_SHADER_EXTENSION = 6, + NV_PSO_DOMAIN_SHADER_EXTENSION = 7, + NV_PSO_HULL_SHADER_EXTENSION = 9, +}NV_PSO_EXTENSION; + +struct NVAPI_D3D12_PSO_EXTENSION_DESC_V1 +{ + NvU32 baseVersion; //1 it needs to match N, in non-TIR it needs to match RT sample count. Ignored if ForcePerSampleInterlock is set + NvU8 SamplePositionsX[16]; //= 201103L + +#define compile_time_assert(b) static_assert((b), "Compile time assertion failed: "#b) + +enum NV_META_COMMAND_TENSOR_DATA_TYPE : NvU64 +{ + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT32, + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT16, + NV_META_COMMAND_TENSOR_DATA_TYPE_UINT32, + + NV_META_COMMAND_TENSOR_DATA_TYPE_COUNT, +}; + + +enum NV_META_COMMAND_TENSOR_LAYOUT : NvU64 +{ + NV_META_COMMAND_TENSOR_LAYOUT_UNKNOWN, // opaque HW-native layout + NV_META_COMMAND_TENSOR_LAYOUT_STANDARD, // NCDHW - planar / row major layout (width is inner-most dimension, batch-size N is the outermost) + NV_META_COMMAND_TENSOR_LAYOUT_COUNT, +}; + +enum NV_META_COMMAND_TENSOR_FLAGS : NvU64 +{ + NV_META_COMMAND_TENSOR_FLAG_NONE = 0, + NV_META_COMMAND_TENSOR_FLAG_DATA_STATIC = 0x1, // data pointed by the tensor is static (i.e, won't be modified after command list recording) +}; + +enum NV_META_COMMAND_PRECISION : NvU64 +{ + NV_META_COMMAND_PRECISION_FLOAT32, + NV_META_COMMAND_PRECISION_FLOAT16, + NV_META_COMMAND_PRECISION_MUL_FLOAT16_ADD_FLOAT32, + + NV_META_COMMAND_PRECISION_COUNT, +}; + +struct NV_META_COMMAND_TENSOR_DESC +{ + NV_META_COMMAND_TENSOR_DATA_TYPE DataType; + NV_META_COMMAND_TENSOR_LAYOUT Layout; + NV_META_COMMAND_TENSOR_FLAGS Flags; + NvU64 DimensionCount; // 4 or 5 + NvU64 Size[NV_META_COMMAND_MAX_TENSOR_DIM]; + NvU64 Stride[NV_META_COMMAND_MAX_TENSOR_DIM]; // only used with NV_META_COMMAND_TENSOR_LAYOUT_STANDARD +}; + +enum NV_META_COMMAND_ACTIVATION_FUNCTION : NvU64 +{ + NV_META_COMMAND_ACTIVATION_FUNCTION_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARDMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARD_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_IDENTITY, + NV_META_COMMAND_ACTIVATION_FUNCTION_LEAKY_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_LINEAR, + NV_META_COMMAND_ACTIVATION_FUNCTION_LOG_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETERIZED_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETRIC_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTSIGN, + NV_META_COMMAND_ACTIVATION_FUNCTION_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_THRESHOLDED_RELU, + + NV_META_COMMAND_ACTIVATION_FUNCTION_COUNT, +}; + +struct NV_META_COMMAND_ACTIVATION_DESC +{ + NV_META_COMMAND_ACTIVATION_FUNCTION Function; + float Params[NV_META_COMMAND_ACTIVATION_MAX_PARAMS]; +}; + +#else + +#define compile_time_assert(b) typedef char compile_time_assertion_failed_in_line_##__LINE__[(b)?1:-1] + +enum NV_META_COMMAND_TENSOR_DATA_TYPE +{ + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT32, + NV_META_COMMAND_TENSOR_DATA_TYPE_FLOAT16, + NV_META_COMMAND_TENSOR_DATA_TYPE_UINT32, + + NV_META_COMMAND_TENSOR_DATA_TYPE_COUNT, +}; + + +enum NV_META_COMMAND_TENSOR_LAYOUT +{ + NV_META_COMMAND_TENSOR_LAYOUT_UNKNOWN, // opaque HW-native layout + NV_META_COMMAND_TENSOR_LAYOUT_STANDARD, // NCDHW - planar / row major layout (width is inner-most dimension, batch-size N is the outermost) + NV_META_COMMAND_TENSOR_LAYOUT_COUNT, +}; + +enum NV_META_COMMAND_TENSOR_FLAGS +{ + NV_META_COMMAND_TENSOR_FLAG_NONE = 0, + NV_META_COMMAND_TENSOR_FLAG_DATA_STATIC = 0x1, // data pointed by the tensor is static (i.e, won't be modified after command list recording) +}; + +enum NV_META_COMMAND_PRECISION +{ + NV_META_COMMAND_PRECISION_FLOAT32, + NV_META_COMMAND_PRECISION_FLOAT16, + NV_META_COMMAND_PRECISION_MUL_FLOAT16_ADD_FLOAT32, + + NV_META_COMMAND_PRECISION_COUNT, +}; + +struct NV_META_COMMAND_TENSOR_DESC +{ + NvU64 DataType; // NV_META_COMMAND_TENSOR_DATA_TYPE + NvU64 Layout; // NV_META_COMMAND_TENSOR_LAYOUT + NvU64 Flags; // NV_META_COMMAND_TENSOR_FLAGS + NvU64 DimensionCount; // 4 or 5 + NvU64 Size[NV_META_COMMAND_MAX_TENSOR_DIM]; + NvU64 Stride[NV_META_COMMAND_MAX_TENSOR_DIM]; // only used with NV_META_COMMAND_TENSOR_LAYOUT_STANDARD +}; + +enum NV_META_COMMAND_ACTIVATION_FUNCTION +{ + NV_META_COMMAND_ACTIVATION_FUNCTION_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARDMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_HARD_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_IDENTITY, + NV_META_COMMAND_ACTIVATION_FUNCTION_LEAKY_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_LINEAR, + NV_META_COMMAND_ACTIVATION_FUNCTION_LOG_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETERIZED_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_PARAMETRIC_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_RELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_ELU, + NV_META_COMMAND_ACTIVATION_FUNCTION_SCALED_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_SIGMOID, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTMAX, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTPLUS, + NV_META_COMMAND_ACTIVATION_FUNCTION_SOFTSIGN, + NV_META_COMMAND_ACTIVATION_FUNCTION_TANH, + NV_META_COMMAND_ACTIVATION_FUNCTION_THRESHOLDED_RELU, + + NV_META_COMMAND_ACTIVATION_FUNCTION_COUNT, +}; + +struct NV_META_COMMAND_ACTIVATION_DESC +{ + NvU64 Function; // NV_META_COMMAND_ACTIVATION_FUNCTION + float Params[NV_META_COMMAND_ACTIVATION_MAX_PARAMS]; +}; + +#endif + +struct NV_META_COMMAND_OPTIONAL_TENSOR_DESC : NV_META_COMMAND_TENSOR_DESC +{ + // true when the tensor isn't needed (e.g, bias is optional) + NV_META_COMMAND_BOOL IsNull; +}; + + +struct NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC : NV_META_COMMAND_ACTIVATION_DESC +{ + // true when activation isn't needed + NV_META_COMMAND_BOOL IsNull; +}; + + +enum NV_META_COMMAND_PADDING_MODE +{ + NV_META_COMMAND_PADDING_ZEROS, + NV_META_COMMAND_PADDING_MIRROR, + NV_META_COMMAND_PADDING_CLAMP, + NV_META_COMMAND_PADDING_CONSTANT, + + NV_META_COMMAND_PADDING_COUNT, +}; + +struct NV_META_COMMAND_PADDING_DESC +{ + NV_META_COMMAND_PADDING_MODE Mode; + + // used with NV_META_COMMAND_PADDING_CONSTANT + float ConstantPadVal; +}; + +// use this enum to query resource sizes using GetRequiredParameterResourceSize() call +enum NV_META_COMMAND_RESOURCE_TYPE +{ + NV_META_COMMAND_RESOURCE_TYPE_INPUT = 0, + NV_META_COMMAND_RESOURCE_TYPE_OUTPUT = 1, + + NV_META_COMMAND_RESOURCE_TYPE_FILTER = 2, + NV_META_COMMAND_RESOURCE_TYPE_WEIGHT = 2, + NV_META_COMMAND_RESOURCE_TYPE_BIAS = 3, + + NV_META_COMMAND_RESOURCE_TYPE_MATRIX_A = 0, + NV_META_COMMAND_RESOURCE_TYPE_MATRIX_B = 2, + NV_META_COMMAND_RESOURCE_TYPE_MATRIX_C = 3, + + NV_META_COMMAND_RESOURCE_TYPE_PERSISTENT = 4, + NV_META_COMMAND_RESOURCE_TYPE_TEMPORARY = 5, +}; + + +// Extended version of convolution operation that performs: +// +// y = act ( alpha1 * conv(x) + alpha2 * z + bias ) +// +// alpha1 and alpha2 are either scalars or if PerChannelScaling is TRUE, they are vectors of +// same dimension as the bias tensor (vector of size equal to number of output channels) +// +// z (SkipConnectionResource) has same dimension as output tensor y (OutputResource). + +static const GUID MetaCommand_ConvolutionEx = +{ 0xa7666f1e, 0x9c55, 0x47ee, { 0x9e, 0xb3, 0xe1, 0x62, 0x0, 0x92, 0xd1, 0xe9 } }; + +#define NV_META_COMMAND_NUM_SPATIAL_DIM 3 +// D, H, W when DimensionCount is 3 +// H, W when DimensionCount is 2 + + +#if __cplusplus >= 201103L +enum NV_META_COMMAND_CONVOLUTION_DIRECTION : NvU64 +{ + NV_META_COMMAND_CONVOLUTION_DIRECTION_FORWARD, // Corresponds to regular Convolution + NV_META_COMMAND_CONVOLUTION_DIRECTION_BACKWARD, // Corresponds to ConvolutionTranspose + + NV_META_COMMAND_CONVOLUTION_DIRECTION_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_MODE : NvU64 +{ + NV_META_COMMAND_CONVOLUTION_MODE_CONVOLUTION, + NV_META_COMMAND_CONVOLUTION_MODE_CROSS_CORRELATION, + + NV_META_COMMAND_CONVOLUTION_MODE_COUNT, +}; + +struct NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC +{ + // Descriptor of the input tensor + NV_META_COMMAND_TENSOR_DESC DescIn; + + // Descriptor of the tensor acting as the filter kernel + NV_META_COMMAND_TENSOR_DESC DescFilter; + + // Descriptor of the optional bias tensor + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescBias; + + // Descriptor of the output tensor + NV_META_COMMAND_TENSOR_DESC DescOut; + + // Convolution mode (CROSS_CORRELATION or CONVOLUTION) + NV_META_COMMAND_CONVOLUTION_MODE Mode; + + // Convolution direction (FORWARD or BACKWARD) + NV_META_COMMAND_CONVOLUTION_DIRECTION Direction; + + // Precision at which convolution is done + NV_META_COMMAND_PRECISION Precision; + + // Optional activation function + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; + + // Padding mode (only used when output tensor dimensions are different from input tensor dimensions) + NV_META_COMMAND_PADDING_DESC Padding; + + // enables per channel scaling i.e, use Alpha1Resource and Alpha2Resource + // instead of Alpha1 and Alpha2 below + NV_META_COMMAND_BOOL PerChannelScaling; + + // scaling factors used when PerChannelScaling is FALSE + // set Alpha1 = 1.0f, Alpha2 = 0.0f for simple convolutions + // that don't need scaling or skip connection + float Alpha1; + float Alpha2; + + // Strides for the filter kernel position + NvU64 Stride[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // The distance per dimension between elements that are multiplied + NvU64 Dilation[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the start of each dimension + NvU64 StartPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the end of each dimension + NvU64 EndPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Number of dimensions to which convolution occurs (2 or 3) + NvU64 DimensionCount; + + // Number of channel groups convolved independently + NvU64 GroupCount; +}; + +#else + +enum NV_META_COMMAND_CONVOLUTION_DIRECTION +{ + NV_META_COMMAND_CONVOLUTION_DIRECTION_FORWARD, // Corresponds to regular Convolution + NV_META_COMMAND_CONVOLUTION_DIRECTION_BACKWARD, // Corresponds to ConvolutionTranspose + + NV_META_COMMAND_CONVOLUTION_DIRECTION_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_MODE +{ + NV_META_COMMAND_CONVOLUTION_MODE_CONVOLUTION, + NV_META_COMMAND_CONVOLUTION_MODE_CROSS_CORRELATION, + + NV_META_COMMAND_CONVOLUTION_MODE_COUNT, +}; + +struct NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC +{ + // Descriptor of the input tensor + NV_META_COMMAND_TENSOR_DESC DescIn; + + // Descriptor of the tensor acting as the filter kernel + NV_META_COMMAND_TENSOR_DESC DescFilter; + + // Descriptor of the optional bias tensor + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescBias; + + // Descriptor of the output tensor + NV_META_COMMAND_TENSOR_DESC DescOut; + + // Convolution mode (CROSS_CORRELATION or CONVOLUTION) + NvU64 Mode; // NV_META_COMMAND_CONVOLUTION_MODE + + // Convolution direction (FORWARD or BACKWARD) + NvU64 Direction; // NV_META_COMMAND_CONVOLUTION_DIRECTION + + // Precision at which convolution is done + NvU64 Precision; // NV_META_COMMAND_PRECISION + + // Optional activation function + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; + + // Padding mode (only used when output tensor dimensions are different from input tensor dimensions) + NV_META_COMMAND_PADDING_DESC Padding; + + // enables per channel scaling i.e, use Alpha1Resource and Alpha2Resource + // instead of Alpha1 and Alpha2 below + NV_META_COMMAND_BOOL PerChannelScaling; + + // scaling factors used when PerChannelScaling is FALSE + // set Alpha1 = 1.0f, Alpha2 = 0.0f for simple convolutions + // that don't need scaling or skip connection + float Alpha1; + float Alpha2; + + // Strides for the filter kernel position + NvU64 Stride[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // The distance per dimension between elements that are multiplied + NvU64 Dilation[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the start of each dimension + NvU64 StartPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Padding at the end of each dimension + NvU64 EndPadding[NV_META_COMMAND_NUM_SPATIAL_DIM]; + + // Number of dimensions to which convolution occurs (2 or 3) + NvU64 DimensionCount; + + // Number of channel groups convolved independently + NvU64 GroupCount; +}; +#endif + + +// Fused Convolution variants + +// supported combinations right now are: +// - Convolution + Max Pooling (also optionally outputs pre-pool data) +// - 2x2 upsample + (optional) residual add + Convolution +// +// other combinations may be exposed in future + +static const GUID MetaCommand_ConvolutionExFused = +{ 0xe1b112eb, 0xdecd, 0x4ff6,{ 0x85, 0xbb, 0x1f, 0xe, 0x3a, 0xb0, 0x4, 0x14 } }; + + +enum NV_META_COMMAND_CONVOLUTION_POOL_MODE +{ + NV_META_COMMAND_CONVOLUTION_POOL_MODE_NONE, + NV_META_COMMAND_CONVOLUTION_POOL_MODE_REDUCTION_MAX, + NV_META_COMMAND_CONVOLUTION_POOL_MODE_REDUCTION_AVG, + NV_META_COMMAND_CONVOLUTION_POOL_MODE_REDUCTION_MIN, + + NV_META_COMMAND_CONVOLUTION_POOL_MODE_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE +{ + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_NONE, + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_REPLICATE, + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_BILINEAR, + + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE_COUNT, +}; + +enum NV_META_COMMAND_CONVOLUTION_SKIP_MODE +{ + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_NONE, + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_ADD, + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_CONCAT, + + NV_META_COMMAND_CONVOLUTION_SKIP_MODE_COUNT, +}; + +struct NV_META_COMMAND_CONVOLUTION_FUSE_DESC +{ + NV_META_COMMAND_CONVOLUTION_POOL_MODE PoolMode; + NV_META_COMMAND_CONVOLUTION_UPSAMPLE_MODE UpsampleMode; + NV_META_COMMAND_CONVOLUTION_SKIP_MODE SkipMode; + + NV_META_COMMAND_BOOL OutputPrepool; // used with NV_META_COMMAND_CONVOLUTION_POOL_MODE +}; + +// uses same structures for init and execute descriptors +// SkipConnectionResource is used to specify the resource for pre-pool data or residual add +struct NV_META_COMMAND_CREATE_CONVOLUTION_EX_FUSED_DESC : NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC +{ + NV_META_COMMAND_CONVOLUTION_FUSE_DESC FuseDesc; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_META_COMMAND_TENSOR_DESC) == 112); +compile_time_assert(sizeof(NV_META_COMMAND_CREATE_CONVOLUTION_EX_DESC) == 640); +compile_time_assert(sizeof(NV_META_COMMAND_CONVOLUTION_FUSE_DESC) == 20); +compile_time_assert(sizeof(NV_META_COMMAND_CREATE_CONVOLUTION_EX_FUSED_DESC) == 660); + + +// GEMM (General matrix multiply) +// +// Y = alpha * t(A) * t(B) + beta * C, +// +// where t is a matrix transform option +// +// If C is null, and beta is non-zero, the output +// matrix is used as C matrix. i.e, the operation performed is: +// Y = alpha * t(A) * t(B) + beta * Y +// +static const GUID MetaCommand_Gemm = + { 0x8f9ff059, 0xfe72, 0x488e, { 0xa0, 0x66, 0xb1, 0x4e, 0x79, 0x48, 0xec, 0x8 } }; + +#if __cplusplus >= 201103L + +enum NV_META_COMMAND_MATRIX_TRANSFORM : NvU64 +{ + NV_META_COMMAND_MATRIX_TRANSFORM_NONE, + NV_META_COMMAND_MATRIX_TRANSFORM_TRANSPOSE, + + NV_META_COMMAND_MATRIX_TRANSFORM_COUNT, +}; + +struct NV_META_COMMAND_CREATE_GEMM_DESC +{ + NV_META_COMMAND_TENSOR_DESC DescA; + NV_META_COMMAND_TENSOR_DESC DescB; + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescC; + NV_META_COMMAND_TENSOR_DESC DescOut; + NV_META_COMMAND_PRECISION Precision; + + NV_META_COMMAND_MATRIX_TRANSFORM TransA; + NV_META_COMMAND_MATRIX_TRANSFORM TransB; + float Alpha; + float Beta; + + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; +}; + +#else + +enum NV_META_COMMAND_MATRIX_TRANSFORM +{ + NV_META_COMMAND_MATRIX_TRANSFORM_NONE, + NV_META_COMMAND_MATRIX_TRANSFORM_TRANSPOSE, + + NV_META_COMMAND_MATRIX_TRANSFORM_COUNT, +}; + +struct NV_META_COMMAND_CREATE_GEMM_DESC +{ + NV_META_COMMAND_TENSOR_DESC DescA; + NV_META_COMMAND_TENSOR_DESC DescB; + NV_META_COMMAND_OPTIONAL_TENSOR_DESC DescC; + NV_META_COMMAND_TENSOR_DESC DescOut; + NvU64 Precision; // NV_META_COMMAND_PRECISION + + NvU64 TransA; // NV_META_COMMAND_MATRIX_TRANSFORM + NvU64 TransB; // NV_META_COMMAND_MATRIX_TRANSFORM + float Alpha; + float Beta; + + NV_META_COMMAND_OPTIONAL_ACTIVATION_DESC Activation; +}; + +#endif + + +#pragma pack(pop) + +#endif // #if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_EnumerateMetaCommands +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Enumerates MetaCommands supported on the system +//! +//! \param [in] pDevice A pointer to D3D11 device. +//! \param [in/out] pNumMetaCommands Should be non-null. When the value pointed by pNumMetaCommands is 0 (or when pDescs is NULL), the function returns number of metacommands supported. +//! When the value pointed is non-zero, the value indicates number of Metacommand descriptions to be populated in pDescs array. +//! \param [out] pDescs Pointer to array where Metacommand descriptions will be returned. Can be null to indicate that the app is querying the number of supported metacommands. +//! Otherwise should have enough space to hold *pNumMetaCommands descriptors +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_EnumerateMetaCommands(__in ID3D11Device *pDevice, + __inout NvU32 *pNumMetaCommands, + __out_ecount_opt(*pNumMetaCommands) NVAPI_META_COMMAND_DESC *pDescs); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Creates a MetaCommand object which can be used to execute optimized operations exposed by driver like convolutions. +//! +//! \param [in] pDevice A pointer to D3D11 device. +//! \param [in] CommandId GUID of the operations to perform +//! \param [in] pCreationParametersData structure containing all creation parameters for the requested Metacommand +//! \param [in] CreationParametersDataSize size of parameter data structure +//! \param [out] ppMetaCommand A pointer to memory that receives the pointer to the created MetaCommand object. +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! NVAPI_NOT_SUPPORTED - The requested Metacommand is not supported. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +#pragma pack(push, 4) +struct NV_D3D11_META_COMMAND_RESOURCE +{ + union + { + NVDX_ObjectHandle ResourceHandle; // NVAPI handle of a buffer resource (use NvAPI_D3D11_GetResourceHandle to get this handle) + NvU64 unused; // to get correct sturcutre size on 32 bit builds + }; + NvU64 Offset; // offset within the resource in bytes +}; + +struct NV_D3D11_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC +{ + // Persistent resource used as scratch space by driver + // it's written at time of init, and read at time of execute + // use GetRequiredParameterResourceSize to query its size + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; +}; + +struct NV_D3D11_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC +{ + NV_D3D11_META_COMMAND_RESOURCE InputResource; + NV_D3D11_META_COMMAND_RESOURCE FilterResource; + NV_D3D11_META_COMMAND_RESOURCE BiasResource; // optional + NV_D3D11_META_COMMAND_RESOURCE OutputResource; + + // Alpha1Resource and Alpha2Resource are used only when + // PerChannelScaling is set. Otherwise the scalars Alpha1/Alpha2 are used + // should have same dimension as bias + NV_D3D11_META_COMMAND_RESOURCE Alpha1Resource; + NV_D3D11_META_COMMAND_RESOURCE Alpha2Resource; + + // optional, same dimension/descriptor as output + NV_D3D11_META_COMMAND_RESOURCE SkipConnectionResource; + + + // should point to same memory that was specified at time of init + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; + + // temporary resource used as scratch space by driver + // used for both read and write at the time of execute + // use GetRequiredParameterResourceSize to query its size + NV_D3D11_META_COMMAND_RESOURCE TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC) == 16); +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC) == 144); + +struct NV_D3D11_META_COMMAND_INITIALIZE_GEMM_DESC +{ + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; +}; + +struct NV_D3D11_META_COMMAND_EXECUTE_GEMM_DESC +{ + NV_D3D11_META_COMMAND_RESOURCE AResource; + NV_D3D11_META_COMMAND_RESOURCE BResource; + NV_D3D11_META_COMMAND_RESOURCE CResource; + NV_D3D11_META_COMMAND_RESOURCE OutputResource; + + NV_D3D11_META_COMMAND_RESOURCE PersistentResource; + NV_D3D11_META_COMMAND_RESOURCE TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_INITIALIZE_GEMM_DESC) == 16); +compile_time_assert(sizeof(NV_D3D11_META_COMMAND_EXECUTE_GEMM_DESC) == 96); + + +#pragma pack(pop) + +DECLARE_INTERFACE_(__declspec(uuid("00BF193A-117B-42BC-BBCD-E964A0EA4F2B"))ID3D11NvMetaCommand_V1, IUnknown) +{ + BEGIN_INTERFACE + + // *** IUnknown methods *** + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppv) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // ** ID3D11NvMetaCommand methods *** + // Return size of parameter + STDMETHOD(GetRequiredParameterResourceSize)(THIS_ NV_META_COMMAND_RESOURCE_TYPE ResourceType, NvU64 *SizeInBytes) const PURE; + + END_INTERFACE +}; + +typedef ID3D11NvMetaCommand_V1 ID3D11NvMetaCommand; +#define ID3D11NvMetaCommand_VER1 MAKE_NVAPI_VERSION(IID3D11NvMetaCommand_V1, 1) +#define ID3D11NvMetaCommand_VER ID3D11NvMetaCommand_VER1 + +NVAPI_INTERFACE NvAPI_D3D11_CreateMetaCommand(__in ID3D11Device *pDevice, + __in REFGUID CommandId, + __in_bcount(CreationParametersDataSize) const void *pCreationParametersData, + __in NvU32 CreationParametersDataSize, + __out ID3D11NvMetaCommand **ppMetaCommand); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_InitializeMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Initializes the given MetaCommand with the parameters passed in +//! +//! \param [in] pDeviceContext A pointer to the d3d11 device context +//! \param [in] pMetaCommand the MetaCommand to initialize +//! \param [in] pInitializationParametersData Structure containing parameters +//! \param [in] InitializationParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_InitializeMetaCommand(__in ID3D11DeviceContext *pDeviceContext, + __in ID3D11NvMetaCommand *pMetaCommand, + __in_bcount(InitializationParametersDataSize) const void *pInitializationParametersData, + __in NvU32 InitializationParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined (__cplusplus) && defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_ExecuteMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Executes the given MetaCommand with the parameters passed in +//! +//! \param [in] pDeviceContext A pointer to the d3d11 device context +//! \param [in] pMetaCommand the MetaCommand to execute +//! \param [in] pExecutionParametersData Structure containing parameters +//! \param [in] ExecutionParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_ExecuteMetaCommand(__in ID3D11DeviceContext *pDeviceContext, + __in ID3D11NvMetaCommand *pMetaCommand, + __in_bcount(ExecutionParametersDataSize) const void *pExecutionParametersData, + __in NvU32 ExecutionParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EnumerateMetaCommands +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Enumerates MetaCommands supported on the system +//! +//! \param [in] pDevice A pointer to D3D12 device. +//! \param [in/out] pNumMetaCommands Should be non-null. When the value pointed by pNumMetaCommands is 0 or when pDescs is NULL, the function returns number of metacommands supported. +//! When the value pointed is non-zero, the value indicates number of Metacommand descriptions to be populated in pDescs array. +//! \param [out] pDescs Pointer to array where Metacommand descriptions will be returned. Can be null to indicate that the app is querying the number of supported metacommands. +//! Otherwise should have enough space to hold *pNumMetaCommands descriptors +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_EnumerateMetaCommands(__in ID3D12Device *pDevice, + __inout NvU32 *pNumMetaCommands, + __out_ecount_opt(*pNumMetaCommands) NVAPI_META_COMMAND_DESC *pDescs); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Creates a MetaCommand object which can be used to execute optimized operations exposed by driver like convolutions. +//! +//! \param [in] pDevice A pointer to D3D12 device. +//! \param [in] CommandId GUID of the operations to perform +//! \param [in] NodeMask GPU mask for which metacommand is to be created. Set it to 0 for single GPU systems +//! \param [in] pCreationParametersData structure containing all creation parameters for the requested Metacommand +//! \param [in] CreationParametersDataSize size of parameter data structure +//! \param [out] ppMetaCommand A pointer to memory that receives the pointer to the created MetaCommand object. +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! NVAPI_NOT_SUPPORTED - The requested Metacommand is not supported. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +#pragma pack(push, 4) +struct NV_D3D12_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC +{ + // Persistent resource used as scratch space by driver + // it's written at time of init, and read at time of execute + // use GetRequiredParameterResourceSize to query its size + D3D12_GPU_VIRTUAL_ADDRESS PersistentResource; +}; + +struct NV_D3D12_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS InputResource; + D3D12_GPU_VIRTUAL_ADDRESS FilterResource; + D3D12_GPU_VIRTUAL_ADDRESS BiasResource; // optional + D3D12_GPU_VIRTUAL_ADDRESS OutputResource; + + // Alpha1Resource and Alpha2Resource are used only when + // PerChannelScaling is set. Otherwise the scalars Alpha1/Alpha2 are used + // should have same dimension as bias + D3D12_GPU_VIRTUAL_ADDRESS Alpha1Resource; + D3D12_GPU_VIRTUAL_ADDRESS Alpha2Resource; + + // optional, same dimension/descriptor as output + D3D12_GPU_VIRTUAL_ADDRESS SkipConnectionResource; + + // should point to same memory that was specified at time of init + D3D12_GPU_VIRTUAL_ADDRESS PersistentResource; + + // temporary resource used as scratch space by driver + // both written and read at time of execute + // use GetRequiredParameterResourceSize to query its size + D3D12_GPU_VIRTUAL_ADDRESS TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_INITIALIZE_CONVOLUTION_EX_DESC) == 8); +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_EXECUTE_CONVOLUTION_EX_DESC) == 72); + +struct NV_D3D12_META_COMMAND_INITIALIZE_GEMM_DESC +{ + NvU64 PersistentResource; +}; + +struct NV_D3D12_META_COMMAND_EXECUTE_GEMM_DESC +{ + NvU64 AResource; + NvU64 BResource; + NvU64 CResource; + NvU64 OutputResource; + + NvU64 PersistentResource; + NvU64 TemporaryResource; +}; + +// make sure structure sizes match what the driver assumes +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_INITIALIZE_GEMM_DESC) == 8); +compile_time_assert(sizeof(NV_D3D12_META_COMMAND_EXECUTE_GEMM_DESC) == 48); + + +#pragma pack(pop) + +DECLARE_INTERFACE_(__declspec(uuid("00BF193A-117B-42BC-BBCD-E964A0EA4F2B"))ID3D12NvMetaCommand_V1, IUnknown) +{ + BEGIN_INTERFACE + + // *** IUnknown methods *** + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppv) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // ** ID3D12NvMetaCommand methods *** + // Return size of parameter + STDMETHOD(GetRequiredParameterResourceSize)(THIS_ NV_META_COMMAND_RESOURCE_TYPE ResourceType, NvU64 *SizeInBytes) const PURE; + + END_INTERFACE +}; + +typedef ID3D12NvMetaCommand_V1 ID3D12NvMetaCommand; +#define ID3D12NvMetaCommand_VER1 MAKE_NVAPI_VERSION(IID3D12NvMetaCommand_V1, 1) +#define ID3D12NvMetaCommand_VER ID3D12NvMetaCommand_VER1 + +NVAPI_INTERFACE NvAPI_D3D12_CreateMetaCommand(__in ID3D12Device *pDevice, + __in REFGUID CommandId, + __in NvU32 NodeMask, + __in_bcount(CreationParametersDataSize) const void *pCreationParametersData, + __in NvU32 CreationParametersDataSize, + __out ID3D12NvMetaCommand **ppMetaCommand); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_InitializeMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Initializes the given MetaCommand with the parameters passed in +//! +//! \param [in] pCommandList A pointer to D3D12 command list. +//! \param [in] pMetaCommand the MetaCommand to initialize +//! \param [in] pInitializationParametersData Structure containing parameters +//! \param [in] InitializationParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_InitializeMetaCommand(__in ID3D12GraphicsCommandList *pCommandlist, + __in ID3D12NvMetaCommand *pMetaCommand, + __in_bcount(InitializationParametersDataSize) const void *pInitializationParametersData, + __in NvU32 InitializationParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_ExecuteMetaCommand +// +//! \since Release: 400 +// +//! \code +//! DESCRIPTION: Executes the given MetaCommand with the parameters passed in +//! +//! \param [in] pCommandList A pointer to D3D12 command list. +//! \param [in] pMetaCommand the MetaCommand to execute +//! \param [in] pExecutionParametersData Structure containing parameters +//! \param [in] ExecutionParametersDataSize Size of the parameter structure in bytes +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_ExecuteMetaCommand(__in ID3D12GraphicsCommandList *pCommandlist, + __in ID3D12NvMetaCommand *pMetaCommand, + __in_bcount(ExecutionParametersDataSize) const void *pExecutionParametersData, + __in NvU32 ExecutionParametersDataSize); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateCommittedResource +// +//! \since Release: 384 +// +//! \code +//! DESCRIPTION: Wrapper around ID3D12Device::CreateCommittedResource to allow creation of resources according to params provided. +//! HTEX resource is created when NV_D3D12_RESOURCE_FLAG_HTEX is set in the nvResourceFlags parameter. +//! NV_D3D12_RESOURCE_FLAG_CPUVISIBLE_VIDMEM gives driver hint to create the resource on cpu visible vidmem +//! only upload resources use this flag currently, others behave exactly as ID3D12Device::CreateCommittedResource +//! Otherwise the function behaves exactly same as regular ID3D12Device::CreateCommittedResource. +//! When NV_D3D12_RESOURCE_FLAG_HTEX is set, the texels are centered on integer coordinates and filtering +//! and LOD are calculated based on the size minus one, which then allows the edges to filter to the exact texels on the edge, +//! eliminating the border/edge filtering issue. Dimension of next mip level is CEIL(currentMipDimension/2), and size of smallest mip is 2x2. +//! Note that NV_D3D12_RESOURCE_FLAG_HTEX can't be used for shared resources. +//! Best practice: Query available space in cpu visible vidmem using NvAPI_D3D12_QueryCpuVisibleVidmem +//! before using NV_D3D12_RESOURCE_FLAG_CPUVISIBLE_VIDMEM +//! +//! \param [in] pDevice A pointer to D3D12 device. +//! \param [in] pHeapProperties A pointer to a D3D12_HEAP_PROPERTIES structure that provides properties for the resource's heap. +//! \param [in] HeapFlags Heap options, as a bitwise-OR'd combination of D3D12_HEAP_FLAGS enumeration constants. +//! \param [in] pDesc A pointer to a D3D12_RESOURCE_DESC structure that describes the resource. +//! \param [in] InitialState The initial state of the resource, as a bitwise-OR'd combination of D3D12_RESOURCE_STATES enumeration constants. +//! \param [in] pOptimizedClearValue Specifies a D3D12_CLEAR_VALUE that describes the default value for a clear color. +//! \param [in] pNVResourceParams A pointer to a structure containing additional NV specific resource creation information (see NV_D3D12_RESOURCE_FLAGS below for more info on flags) +//! \param [in] riid The globally unique identifier (GUID) for the resource interface. +//! \param [out] ppvResource A pointer to memory that receives the requested interface pointer to the created resource object. +//! ppvResource can be NULL, to enable capability testing. When ppvResource is NULL, no object will be created and pSupported +//! will be set to true when pResourceDesc is valid. +//! \param [out] pSupported optional, needed only for capability testing when ppvResource is NULL +//! SUPPORTED OS: Windows 10 +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +typedef enum { + NV_D3D12_RESOURCE_FLAG_NONE = 0, + NV_D3D12_RESOURCE_FLAG_HTEX = 1, //!< Create HTEX texture + NV_D3D12_RESOURCE_FLAG_CPUVISIBLE_VIDMEM= 2, //!< Hint to create resource in cpuvisible vidmem +} NV_D3D12_RESOURCE_FLAGS; + +typedef struct _NV_RESOURCE_PARAMS_V1 +{ + NvU32 version; //!SetFence(dstGpu, hFence, Value); \ + pMultiGPUDevice->WaitForFence(1 << (srcGpu), hFence, Value); \ + Value++; + +#define FENCE_SYNCHRONIZATION_END(pMultiGPUDevice, hFence, Value, srcGpu, dstGpu) \ + pMultiGPUDevice->SetFence(srcGpu, hFence, Value); \ + pMultiGPUDevice->WaitForFence(1 << (dstGpu), hFence, Value); \ + Value++; + +//! PresentCompositingConfig method flags. +#define NVAPI_PRESENT_COMPOSITING_CONFIG_FLAG_USE_VIDEO_BRIDGE 0x01 +#define NVAPI_PRESENT_COMPOSITING_CONFIG_FLAG_CLEAR_OUTBANDS 0x02 +#define NVAPI_PRESENT_COMPOSITING_CONFIG_FLAG_GET_VIDEO_BRIDGE_STATUS 0x80000000 + +#define NVAPI_VIDEO_BRIDGE_STATUS_AVAILABLE 0 +#define NVAPI_VIDEO_BRIDGE_STATUS_NOT_AVAILABLE 1 +#define NVAPI_VIDEO_BRIDGE_STATUS_FAILED_ACCESS 2 +#define NVAPI_VIDEO_BRIDGE_STATUS_UNKNOWN 3 + +#define NVAPI_ALL_GPUS 0 +typedef ID3D11MultiGPUDevice_V1 ID3D11MultiGPUDevice; + +#define ID3D11MultiGPUDevice_VER1 MAKE_NVAPI_VERSION(ID3D11MultiGPUDevice_V1, 1) +#define ID3D11MultiGPUDevice_VER2 MAKE_NVAPI_VERSION(ID3D11MultiGPUDevice_V1, 2) +#define ID3D11MultiGPUDevice_VER3 MAKE_NVAPI_VERSION(ID3D11MultiGPUDevice_V1, 3) +#define ID3D11MultiGPUDevice_VER ID3D11MultiGPUDevice_VER3 + +#define ALL_GPUS 0 + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D11_CreateMultiGPUDevice(__in ID3D11Device *pDevice, __in ULONG version, __out ULONG *currentVersion, __out ID3D11MultiGPUDevice **ppD3D11MultiGPUDevice, __in UINT maxGpus=ALL_GPUS); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to query the support of Single Pass Stereo HW feature +//! \ingroup dx +typedef struct _NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1 +{ + NvU32 version; // parameter struct version + NvU32 bSinglePassStereoSupported; // Single Pass Stereo supported +} NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1; + +typedef struct _NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2 +{ + NvU32 version; // _IN_ parameter struct version + NvU32 bSinglePassStereoSupported : 1; // _OUT_ Single Pass Stereo supported + NvU32 bSinglePassStereoXYZWSupported : 1; // _OUT_ Single Pass Stereo XYZW supported + NvU32 reserved : 30; // _INOUT_ bits reserved for future use +} NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2; + +typedef NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2 NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS; +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V2, 2) +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER2 + +#ifndef NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER +typedef NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1 NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS; +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS_VER1 +#endif + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QuerySinglePassStereoSupport +// +//! DESCRIPTION: Queries the support of Single Pass Stereo feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The ID3D11Device to use. +//! \param [inout] pSinglePassStereoSupportedParams Stores value of whether Single Pass Stereo is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QuerySinglePassStereoSupport(__in IUnknown *pDevice, + __inout NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS *pQuerySinglePassStereoSupportedParams); + +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +#if defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetSinglePassStereoMode +// +//! DESCRIPTION: Set the Single Pass Stereo state +//! +//! \note Note that this is an asynchronous function and returns NVAPI_OK if all arguments are valid. +//! Returned value NVAPI_OK does not reflect that Single Pass Stereo is supported or is set in hardware. +//! One must call NvAPI_D3D_QuerySinglePassStereoSupport() to confirm that the current setup +//! supports Single Pass Stereo before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevOrContext The ID3D11Device or ID3D11DeviceContext to use. +//! \param [in] numViews Number of views to render. +//! \param [in] renderTargetIndexOffset Offset between render targets of the different views. +//! \param [in] independentViewportMaskEnable Is the independent viewport mask enabled. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetSinglePassStereoMode(__in IUnknown *pDevOrContext, __in NvU32 numViews, __in NvU32 renderTargetIndexOffset, __in NvU8 independentViewportMaskEnable); + +#endif //defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QuerySinglePassStereoSupport +// +//! DESCRIPTION: Queries the support of Single Pass Stereo feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pDevice The IDirect3DDevice12 to use. +//! \param [inout] pQuerySinglePassStereoSupportedParams Stores value of whether Single Pass Stereo is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_QuerySinglePassStereoSupport(__in ID3D12Device *pDevice, + __inout NV_QUERY_SINGLE_PASS_STEREO_SUPPORT_PARAMS *pQuerySinglePassStereoSupportedParams); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetSinglePassStereoMode +// +//! DESCRIPTION: Set the Single Pass Stereo state. +//! +//! \note Note that Single Pass Stereo state persists on a particular CommandList till it is closed. +//! The state is reset to default (disabled) for every newly created CommandList. +//! One must call NvAPI_D3D12_QuerySinglePassStereoSupport() to confirm that the current setup +//! supports Single Pass Stereo before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pCommandList The command list in which we will add push buffer commmands for enabling Single Pass Stereo feature +//! Note: Command list of type D3D12_COMMAND_LIST_TYPE_BUNDLE is not allowed for setting the state of this feature. +//! \param [in] numViews Number of views to render. +//! \param [in] RenderTargetIndexOffset Offset between render targets of the different views. +//! \param [in] IndependentViewportMaskEnable Is the independent viewport mask enabled. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_SetSinglePassStereoMode(__in ID3D12GraphicsCommandList* pCommandList, + __in NvU32 numViews, + __in NvU32 renderTargetIndexOffset, + __in NvU8 independentViewportMaskEnable); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to query the support of MultiView HW feature +//! \ingroup dx + +typedef struct _NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1 +{ + NvU32 version; // _IN_ parameter struct version + NvU32 bMultiViewSupported : 1; // _OUT_ MultiView supported (Render 4 views in a single pass) + NvU32 bSinglePassStereoSupported : 1; // _OUT_ StereoX supported (Render 2 views in a single pass) + NvU32 bSinglePassStereoXYZWSupported : 1; // _OUT_ StereoXYZW supported (Render 2 views in a single pass) + NvU32 reserved : 29; // _INOUT_ bits reserved for future use +} NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1 NV_QUERY_MULTIVIEW_SUPPORT_PARAMS; +#define NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_VER NV_QUERY_MULTIVIEW_SUPPORT_PARAMS_VER1 +#define NV_MULTIVIEW_MAX_SUPPORTED_VIEWS 4 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QueryMultiViewSupport +// +//! DESCRIPTION: Queries the support of MultiView feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The ID3D11Device to use. +//! \param [inout] pMultiViewSupportedParams Stores value of whether MultiView is supported on current setup or not. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QueryMultiViewSupport(__in IUnknown *pDevice, + __inout NV_QUERY_MULTIVIEW_SUPPORT_PARAMS *pQueryMultiViewSupportedParams); + +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used for setting the Mode for MultiView HW Feature. +//! \ingroup dx +typedef struct _NV_MULTIVIEW_PARAMS_V1 +{ + NvU32 version; // _IN_ parameter struct version + NvU32 numViews; // _IN_ Number of views to render. + NvU32 renderTargetIndexOffset[NV_MULTIVIEW_MAX_SUPPORTED_VIEWS]; // _IN_ Offset between render targets for each of the per views. + NvU8 independentViewportMaskEnable; // _IN_ Is the independent viewport mask enabled. +} NV_MULTIVIEW_PARAMS_V1; + +typedef NV_MULTIVIEW_PARAMS_V1 NV_MULTIVIEW_PARAMS; +#define NV_MULTIVIEW_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_MULTIVIEW_PARAMS_V1, 1) +#define NV_MULTIVIEW_PARAMS_VER NV_MULTIVIEW_PARAMS_VER1 + +#if defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetMultiViewMode +// +//! DESCRIPTION: Set the MultiView state +//! +//! \note Note that this is an asynchronous function and returns NVAPI_OK if all arguments are valid. +//! Returned value NVAPI_OK does not reflect that MultiView is supported or is set in hardware. +//! One must call NvAPI_D3D_QueryMultiViewSupport() to confirm that the current setup +//! supports MultiView before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevOrContext The ID3D11Device or ID3D11DeviceContext to use. +//! \param [in] pMultiViewParams MultiView Params +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetMultiViewMode(__in IUnknown *pDevOrContext, __in NV_MULTIVIEW_PARAMS *pMultiViewParams); + +#endif //defined(__cplusplus) && defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to query the support of Lens Matched Shading HW feature +//! \ingroup dx +typedef struct _NV_QUERY_MODIFIED_W_SUPPORT_PARAMS +{ + NvU32 version; // parameter struct version + NvU32 bModifiedWSupported; // Modified W supported +} NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_V1 NV_QUERY_MODIFIED_W_SUPPORT_PARAMS; +#define NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_VER NV_QUERY_MODIFIED_W_SUPPORT_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QueryModifiedWSupport +// +//! DESCRIPTION: Queries the support of Modified W feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevice The ID3D11Device to use. +//! \param [inout] pQueryModifiedWSupportedParams Stores value of whether Modified W is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QueryModifiedWSupport(__in IUnknown *pDev, + __inout NV_QUERY_MODIFIED_W_SUPPORT_PARAMS *pQueryModifiedWSupportedParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#define NV_MODIFIED_W_MAX_VIEWPORTS 16 + +typedef struct _NV_MODIFIED_W_COEFFICIENTS +{ + float fA; // A coefficient in w' = w + Ax + By + float fB; // B coefficient in w' = w + Ax + By + float fAReserved; // reserved + float fBReserved; // reserved + + float fReserved[2]; // reserved +} NV_MODIFIED_W_COEFFICIENTS; + +typedef struct _NV_MODIFIED_W_PARAMS +{ + NvU32 version; // parameter struct version + NvU32 numEntries; // number of valid NV_MODIFIED_W_COEFFICIENTS structs in array + NV_MODIFIED_W_COEFFICIENTS modifiedWCoefficients[NV_MODIFIED_W_MAX_VIEWPORTS]; // coefficients + + NvU32 id; // reserved + NvU32 reserved[NV_MODIFIED_W_MAX_VIEWPORTS]; // reserved +} NV_MODIFIED_W_PARAMS_V1; + +typedef NV_MODIFIED_W_PARAMS_V1 NV_MODIFIED_W_PARAMS; +#define NV_MODIFIED_W_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_MODIFIED_W_PARAMS_V1, 1) +#define NV_MODIFIED_W_PARAMS_VER NV_MODIFIED_W_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetModifiedWMode +// +//! DESCRIPTION: Set the Modified W state and A,B coefficients for HW support +//! +//! \note Note that this is an asynchronous function and returns NVAPI_OK if all arguments are valid. +//! Returned value NVAPI_OK does not reflect that Modified-W is supported or is set in hardware. +//! One must call NvAPI_D3D_QueryModifiedWSupport() to confirm that the current setup +//! supports Modified-W before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDevOrContext The ID3D11Device or ID3D11DeviceContext to use. +//! \param [in] psModifiedWParams Modified W parameters. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetModifiedWMode(__in IUnknown *pDevOrContext, __in NV_MODIFIED_W_PARAMS *psModifiedWParams); + +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QueryModifiedWSupport +// +//! DESCRIPTION: Queries the support of Modified-W feature on current setup and returns appropriate boolean value. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pDevice The ID3D12Device Device created by application +//! \param [inout] pQueryModifiedWSupportedParams Stores value of whether Modified-W is supported on current setup or not. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_QueryModifiedWSupport(__in ID3D12Device *pDevice, + __inout NV_QUERY_MODIFIED_W_SUPPORT_PARAMS *pQueryModifiedWSupportedParams); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +#if defined(__cplusplus) && ( defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetModifiedWMode +// +//! DESCRIPTION: Set the Modified-W state and A, B coefficients for HW support +//! +//! \note Note that Modified-W state persists on a particular CommandList till it is closed. +//! The state is reset to default (disabled) for every newly created CommandList. +//! One must call NvAPI_D3D12_QueryModifiedWSupport() to confirm that the current setup +//! supports Modified-W before calling this set-function. +//! +//! SUPPORTED OS: Windows 10 +//! +//! +//! \param [in] pCommandList The command list in which we will add push buffer commmands for enabling Modified-W feature +//! Note: Command list of type D3D12_COMMAND_LIST_TYPE_BUNDLE is not allowed for setting the state of this feature. +//! \param [in] pModifiedWParams Modified-W parameters. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_SetModifiedWMode(__in ID3D12GraphicsCommandList* pCommandList, + __in NV_MODIFIED_W_PARAMS *pModifiedWParams); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + + +#if defined(__cplusplus) && (defined(__d3d11_h__)) + +//! \ingroup dx +//! See NvAPI_D3D_CreateLateLatchObject +DECLARE_INTERFACE(ID3DLateLatchObject_V1) +{ + STDMETHOD_(UINT,Release) (THIS) PURE; //! Release the created LateLatch object and associated buffers. + STDMETHOD_(NvAPI_Status,Latch) (THIS_ __in IUnknown* pContext = NULL) PURE; //! Request to queue the latch operation to the GPU. + STDMETHOD_(ID3D11Buffer*,GetD3D11Buffer) (THIS_ __in UINT index = 0) PURE; //! Get ID3D11Buffer* available at the given 'index' + STDMETHOD_(UINT,GetBufferCount) (THIS) PURE; //! Returns the number of late latch buffers created for this LateLatchObject. + STDMETHOD_(NvAPI_Status,UpdateData) (THIS_ __in void **ppData) PURE; //! Fully update all LateLatch buffers with new data. + STDMETHOD_(NvAPI_Status,UpdateData) (THIS_ __in void *pData, __in size_t offset, + __in size_t size, __in UINT index = 0) PURE; //! Partially update one of the LateLatch buffers with new data. +}; + +//! \ingroup dx +//! See NvAPI_D3D_CreateLateLatchObject +typedef ID3DLateLatchObject_V1 ID3DLateLatchObject; +#define ID3DLateLatchObject_VER1 MAKE_NVAPI_VERSION(ID3DLateLatchObject_V1, 1) +#define ID3DLateLatchObject_VER ID3DLateLatchObject_VER1 + +typedef struct _NV_D3D_LATELATCH_OBJECT_DESC_V1 +{ + NvU32 version; + NvU32 numBuffers; // _IN_ Number of LateLatch buffers that the app wants to create. + D3D11_BUFFER_DESC **ppBufferDesc; // _IN_ Description of buffers + ID3DLateLatchObject **ppD3DLateLatchObject; // _Out_ Pointer to created interface +} NV_D3D_LATELATCH_OBJECT_DESC_V1; + +typedef NV_D3D_LATELATCH_OBJECT_DESC_V1 NV_D3D_LATELATCH_OBJECT_DESC; +#define NV_D3D_LATELATCH_OBJECT_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D_LATELATCH_OBJECT_DESC_V1, 1) +#define NV_D3D_LATELATCH_OBJECT_DESC_VER NV_D3D_LATELATCH_OBJECT_DESC_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_CreateLateLatchObject +// +//! DESCRIPTION: Creates a Late Latch Object interface +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 384 +//! +//! \param [in] pDevice Current ID3D11Device. +//! \param [inout] pLateLatchObjectDesc Pointer to in/out structure for late latch object creation +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D_CreateLateLatchObject(__in IUnknown *pDevice, __inout NV_D3D_LATELATCH_OBJECT_DESC* pLateLatchObjectDesc); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + + + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D_QueryLateLatchSupport +typedef struct _NV_QUERY_LATELATCH_SUPPORT_PARAMS +{ + NvU32 version; //!< (IN) Parameter structure version + NvU32 bLateLatchSupported; //!< (OUT) LateLatch supported +} NV_QUERY_LATELATCH_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_LATELATCH_SUPPORT_PARAMS_V1 NV_QUERY_LATELATCH_SUPPORT_PARAMS; +#define NV_QUERY_LATELATCH_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_LATELATCH_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_LATELATCH_SUPPORT_PARAMS_VER NV_QUERY_LATELATCH_SUPPORT_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QueryLateLatchSupport +// +//! DESCRIPTION: Queries the support of DX11 Late Latch feature on current setup. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 384 +//! +//! \param [in] pDevice Current ID3D11Device. +//! \param [inout] pQueryLateLatchSupportParams Stores value of whether Late Latch is supported on current setup or not. +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QueryLateLatchSupport(__in IUnknown *pDevice, + __inout NV_QUERY_LATELATCH_SUPPORT_PARAMS *pQueryLateLatchSupportParams); +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + + + +#if defined (__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_RegisterDevice +// +//! DESCRIPTION: Tells NvAPI about a D3D device. This must be called prior to using any DX1x +//! deferred-context calls. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDev The ID3D10Device or ID3D11Device to use. +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_RegisterDevice(__in IUnknown *pDev); + +#endif //if defined(__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) + + + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_MultiDrawInstancedIndirect +// +//! DESCRIPTION: Extension of DrawInstancedIndirect that takes a draw count in. The effect of this function is to loop over +//! that draw count and perform the DrawInstancedIndirect operation each time, incrementing the buffer offset +//! by the supplied stride each time. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDevContext11 Pointer to D3D11 device context (IC or DC) +//! \param [in] drawCount Do DrawInstancedIndirect operation this many times +//! \param [in] *pBuffer ID3D11Buffer that contains the command parameters +//! \param [in] alignedByteOffsetForArgs Start in pBuffer of the command parameters +//! \param [in] alignedByteStrideForArgs Stride of the command parameters - must be >= 4 * sizeof(NvU32) +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_D3D_DEVICE_NOT_REGISTERED When MultiDraw is called on a deferred context, and the device has not yet +//! been registered (NvAPI_D3D_RegisterDevice), this error is returned. +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_MultiDrawInstancedIndirect(__in ID3D11DeviceContext *pDevContext11, + __in NvU32 drawCount, + __in ID3D11Buffer *pBuffer, + __in NvU32 alignedByteOffsetForArgs, + __in NvU32 alignedByteStrideForArgs); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + + +#if defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_MultiDrawIndexedInstancedIndirect +// +//! DESCRIPTION: Extension of DrawIndexedInstancedIndirect that takes a draw count in. The effect of this function is to loop over +//! that draw count and perform the DrawIndexedInstancedIndirect operation each time, incrementing the buffer offset +//! by the supplied stride each time. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] *pDevContext11 Pointer to D3D11 device context (IC or DC) +//! \param [in] drawCount Do DrawIndexedInstancedIndirect operation this many times +//! \param [in] *pBuffer ID3D11Buffer that contains the command parameters +//! \param [in] alignedByteOffsetForArgs Start in pBuffer of the command parameters +//! \param [in] alignedByteStrideForArgs Stride of the command parameters - must be >= 5 * sizeof(NvU32) +//! +//! RETURN STATUS: This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_D3D_DEVICE_NOT_REGISTERED When MultiDraw is called on a deferred context, and the device has not yet +//! been registered (NvAPI_D3D_RegisterDevice), this error is returned. +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_MultiDrawIndexedInstancedIndirect(__in ID3D11DeviceContext *pDevContext11, + __in NvU32 drawCount, + __in ID3D11Buffer *pBuffer, + __in NvU32 alignedByteOffsetForArgs, + __in NvU32 alignedByteStrideForArgs); + +#endif //defined (__cplusplus) && (defined(__d3d11_h__) || defined(__d3d11_1_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && ( defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) ||defined(__d3d11_h__) ) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_ImplicitSLIControl +// +//! This function enables/disables the SLI rendering mode. It has to be called prior to D3D device creation. Once this function is called with DISABLE_IMPLICIT_SLI +//! parameter all subsequently created devices will be forced to run in a single gpu mode until the same function is called with ENABLE_IMPLICIT_SLI parameter. The enable +//! call will force all subsequently created devices to run in default implicit SLI mode being determined by an application profile or a global control panel SLI setting. +//! This NvAPI call is supported in all DX10+ versions of the driver. It is supported on all Windows versions. +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Error occurred +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dx +typedef enum _IMPLICIT_SLI_CONTROL +{ + DISABLE_IMPLICIT_SLI = 0, + ENABLE_IMPLICIT_SLI = 1, +} IMPLICIT_SLI_CONTROL; + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D_ImplicitSLIControl(__in IMPLICIT_SLI_CONTROL implicitSLIControl); + +#endif //defined (__cplusplus) && ( defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) ||defined(__d3d11_h__) ) + + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetNeedsAppFPBlendClamping +// +//! \code +//! DESCRIPTION: This function returns whether the application needs to do FP blend clamping itself +//! +//! \param [in] pDevice Current d3d device +//! \param [out] pAppClampNeeded If true, app needs to clamp. If false, HW does the clamping +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \since Release: 375 +//! +//! SUPPORTED OS: Windows 10 +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_GetNeedsAppFPBlendClamping(__in ID3D12Device *pDevice, + __out bool *pAppClampNeeded); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 +//! + +#if defined (__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_UseDriverHeapPriorities +// +//! \code +//! DESCRIPTION: Sets the driver to override Microsoft's heap allocation priority values with Nvidia driver priority values. Use this once per process before allocating resources. +//! +//! \param [in] pDevice The IDirect3DDevice12 to use. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \since Release: 381 +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_UseDriverHeapPriorities(__in ID3D12Device *pDevice); + +#endif // defined (__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && ( defined(__d3d12_h__)) + + +typedef struct _NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS +{ + __in NvU32 version; //!< Structure version + __in ID3D12Device *pDevice; //!< The ID3D12Device created by application. + __in ID3D12Resource *pSwapChainBuffer; //!< The ID3D12Resource part of the application swap chain that has companion allocations. + __in NvU32 companionBufferCount; //!< The number of ID3D12Resource pointers requested to be returned in the ppComanionResources array, which should match ID3D12Device::GetNodeCount for the complete set of companion allocations. + __inout ID3D12Resource **ppCompanionResources; //!< An array of ID3D12Resource pointers sized to match companionBufferCount, which will receive the companion allocations. +} NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_V1; + +typedef NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_V1 NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS; +#define NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_VER1 MAKE_NVAPI_VERSION(NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_V1, 1) +#define NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_VER NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_Mosaic_GetCompanionAllocations +// +//! DESCRIPTION: Queries the driver for internally created allocations that accompany a swap chain buffer for present-related operations. +//! Surfaces returned by this interface must be destroied at the same time that the original swap chain buffer is destroyed. +//! In general this occurs prior to a ResizeBuffers call, or when the swap chain is released. +//! Note that this function only works in Landscape orientation due to Windows behavior, and attempts to utilize it with any type of display +//! rotation will result in failure. +//! +//! \param [inout] companionBufferCount The parameters for this function. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! \retval NVAPI_INVALID_CALL System configuration does not support this interface (eg, display is rotated, mosaic not enabled, etc) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_Mosaic_GetCompanionAllocations(__inout NV_D3D12_MOSAIC_GETCOMPANIONALLOCATIONS *params); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && ( defined(__d3d12_h__)) + +typedef struct _NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS +{ + __in NvU32 version; //!< Structure version + __in ID3D12Device *pDevice; //!< The ID3D12Device created by application. + __in ID3D12Resource *pSwapChainBuffer; //!< The ID3D12Resource part of the application swap chain. + __inout NvU32 *pPartitionCount; //!< A variable to receive the number of NV_MGPU_MOSAIC_DISPLAY_SURFACE_PARTITION elements returned or that holds the size of pPartitions when it is non-NULL. + __inout RECT *pViewport; //!< An optional array to hold the viewport information per partition. When this is valid pNodeMask must also be valid. + __inout NvU32 *pNodeMask; //!< An optional array to hold the GPU mask where this viewport must be valid per partition. When this is valid pViewport must also be valid. +} NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_V1; + +typedef NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_V1 NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS; +#define NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_VER1 MAKE_NVAPI_VERSION(NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_V1, 1) +#define NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_VER NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_Mosaic_GetViewportAndGpuPartitions +// +//! DESCRIPTION: Queries the driver for how a swap chain display surface is subdivided across devices in relation to display connectivity. +//! Call this interface with NULL pPartitions in order to know how many subdivisions exist and allocate the proper size to hold all data. +//! Call it a second time with a properly sized partitions array to receive all subdivisions along with GPU node masks of each rectangle. +//! Note that this function only works in Landscape orientation due to Windows behavior, and attempts to utilize it with any type of display +//! rotation will result in failure. +//! +//! \param [inout] params The parameters for this function. +//! +//! \retval NVAPI_OK Call succeeded. +//! \retval NVAPI_ERROR Call failed. +//! \retval NVAPI_INVALID_ARGUMENT One or more arguments are invalid. +//! \retval NVAPI_INVALID_CALL System configuration does not support this interface (eg, display is rotated, mosaic not enabled, etc) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_Mosaic_GetViewportAndGpuPartitions(__inout NV_D3D12_MOSAIC_GETVIEWPORTANDGPUPARTITIONS *params); + +#endif // defined(__cplusplus) && ( defined(__d3d12_h__)) + + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +//! \ingroup dx +//! See NvAPI_D3D1x_GetGraphicsCapabilities + +typedef struct _NV_D3D1x_GRAPHICS_CAPS_V1 +{ + NvU32 bExclusiveScissorRectsSupported : 1; //!< (OUT) Outputs whether Exclusive Scissor Rects are supported or not + NvU32 bVariablePixelRateShadingSupported : 1; //!< (OUT) Outputs whether Variable Pixel Shading Rates are supported or not + NvU32 reservedBits : 30; // Reserved bits for future expansion + NvU32 reserved[7]; // Reserved for future expansion +} NV_D3D1x_GRAPHICS_CAPS_V1; + +#define NV_D3D1x_GRAPHICS_CAPS_VER1 MAKE_NVAPI_VERSION(NV_D3D1x_GRAPHICS_CAPS_V1, 1) + +typedef struct _NV_D3D1x_GRAPHICS_CAPS_V2 +{ + NvU32 bExclusiveScissorRectsSupported : 1; //!< (OUT) Outputs whether Exclusive Scissor Rects are supported or not + NvU32 bVariablePixelRateShadingSupported : 1; //!< (OUT) Outputs whether Variable Pixel Shading Rates are supported or not + NvU32 bFastUAVClearSupported : 1; //!< (OUT) Outputs whether UAVClear is implemented using ZBC rather than compute shader + NvU32 reservedBits : 29; // Reserved bits for future expansion + NvU16 majorSMVersion; //!< (OUT) Major SM version of the device + NvU16 minorSMVersion; //!< (OUT) Minor SM version of the device + NvU32 reserved[14]; // Reserved for future expansion +} NV_D3D1x_GRAPHICS_CAPS_V2; + +typedef NV_D3D1x_GRAPHICS_CAPS_V2 NV_D3D1x_GRAPHICS_CAPS; +#define NV_D3D1x_GRAPHICS_CAPS_VER2 MAKE_NVAPI_VERSION(NV_D3D1x_GRAPHICS_CAPS_V2, 2) +#define NV_D3D1x_GRAPHICS_CAPS_VER NV_D3D1x_GRAPHICS_CAPS_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_GetGraphicsCapabilities +// +//! DESCRIPTION: Get the graphics capabilities for current hardware/software setup +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The ID3D11Device device to be used for getting the graphics capabilities. +//! \param [in] structVersion Version of the caps struct. Should be set to NV_D3D1x_GRAPHICS_CAPS_VER. +//! \param [inout] pGraphicsCaps Pointer to a NV_D3D1x_GRAPHICS_CAPS_CAPS struct created by app. +//! Graphics capabilities will be filled in this struct by the driver. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D1x_GetGraphicsCapabilities(__in IUnknown *pDevice, + __in NvU32 structVersion, + __inout NV_D3D1x_GRAPHICS_CAPS *pGraphicsCaps); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D12_GetGraphicsCapabilities + +typedef struct _NV_D3D12_GRAPHICS_CAPS_V1 +{ + NvU32 bExclusiveScissorRectsSupported : 1; //!< (OUT) Outputs whether Exclusive Scissor Rects are supported or not + NvU32 bVariablePixelRateShadingSupported : 1; //!< (OUT) Outputs whether Variable Pixel Shading Rates are supported or not + NvU32 bFastUAVClearSupported : 1; //!< (OUT) Outputs whether UAVClear is implemented using ZBC rather than compute shader + NvU32 reservedBits : 29; // Reserved bits for future expansion + NvU16 majorSMVersion; //!< (OUT) Major SM version of the device + NvU16 minorSMVersion; //!< (OUT) Minor SM version of the device + NvU32 reserved[6]; // Reserved for future expansion +} NV_D3D12_GRAPHICS_CAPS_V1; + +typedef NV_D3D12_GRAPHICS_CAPS_V1 NV_D3D12_GRAPHICS_CAPS; +#define NV_D3D12_GRAPHICS_CAPS_VER1 MAKE_NVAPI_VERSION(NV_D3D12_GRAPHICS_CAPS_V1, 1) +#define NV_D3D12_GRAPHICS_CAPS_VER NV_D3D12_GRAPHICS_CAPS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetGraphicsCapabilities +// +//! DESCRIPTION: Get the graphics capabilities for current hardware/software setup +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The ID3D12Device device to be used for getting the graphics capabilities. +//! \param [in] structVersion Version of the caps struct. Should be set to NV_D3D12_GRAPHICS_CAPS_VER. +//! \param [inout] pGraphicsCaps Pointer to a NV_D3D12_GRAPHICS_CAPS_CAPS struct created by app. +//! Graphics capabilities will be filled in this struct by the driver. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D12_GetGraphicsCapabilities(__in IUnknown *pDevice, + __in NvU32 structVersion, + __inout NV_D3D12_GRAPHICS_CAPS *pGraphicsCaps); + +#endif // defined(__cplusplus) && (defined(__d3d12_h__)) + + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +#define NV_MAX_NUM_EXCLUSIVE_SCISSOR_RECTS 16 +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +//! \ingroup dx +//! See NvAPI_D3D11_RSSetExclusiveScissorRects + +typedef struct _NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1 +{ + bool enableExclusiveScissorRect; //!< (IN) Control of enabling Exclusive ScissorRect per rect + D3D11_RECT scissorRect; //!< (IN) Single rect dimensions +} NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1; + +typedef struct _NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1 +{ + NvU32 version; //!< (IN) Parameter struct version + NvU32 numRects; //!< (IN) Number of Exclusive Scissor Rects to be set. + // \note Passing zero will globally disable Exclusive Scissor Rects + // \note Max value can be equal to NV_MAX_NUM_EXCLUSIVE_SCISSOR_RECTS + NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1 *pRects; //!< (IN) Array of NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC with number of elements equal to Exclusive Scissor Rects +} NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1; + +typedef NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1 NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC; +typedef NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC_V1 NV_D3D11_EXCLUSIVE_SCISSOR_RECT_DESC; +#define NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_V1, 1) +#define NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_VER NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetExclusiveScissorRects +// +//! DESCRIPTION: Sets Exclusive Scissor Rects. The content bounded within the Scissor Rects +//! will be excluded from rendering unlike regular Scissor Rects. These are +//! orthogonal with Regular Scissor Rects. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) to be used for setting the Exclusive Scissor Rects. +//! \param [in] pExclusiveScissorRectsDesc Description of the Exclusive Scissor Rects duly filled with their dimensions +//! and control over enablement of individual ScissorRect +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetExclusiveScissorRects(__in IUnknown *pContext, + __in NV_D3D11_EXCLUSIVE_SCISSOR_RECTS_DESC *pExclusiveScissorRectsDesc); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D11_RSSetViewportsPixelShadingRates + +#define NV_MAX_PIXEL_SHADING_RATES 16 // Currently only 12 Shading Rates are available +#define NV_MAX_NUM_VIEWPORTS 16 + +// Every element in Shading Rate Resource represents the shading rate for all pixels in the corresponding tile +// The Shading Rate Resource dimensions must be the bound render target size divided by the tile dimensions (width/height) + +#define NV_VARIABLE_PIXEL_SHADING_TILE_WIDTH 16 // Width of the tile, in pixels +#define NV_VARIABLE_PIXEL_SHADING_TILE_HEIGHT 16 // Height of the tile, in pixels + +typedef enum +{ + NV_PIXEL_X0_CULL_RASTER_PIXELS, // No shading, tiles are culled + NV_PIXEL_X16_PER_RASTER_PIXEL, // 16 shading passes per 1 raster pixel + NV_PIXEL_X8_PER_RASTER_PIXEL, // 8 shading passes per 1 raster pixel + NV_PIXEL_X4_PER_RASTER_PIXEL, // 4 shading passes per 1 raster pixel + NV_PIXEL_X2_PER_RASTER_PIXEL, // 2 shading passes per 1 raster pixel + NV_PIXEL_X1_PER_RASTER_PIXEL, // Per-pixel shading + NV_PIXEL_X1_PER_2X1_RASTER_PIXELS, // 1 shading pass per 2 raster pixels + NV_PIXEL_X1_PER_1X2_RASTER_PIXELS, // 1 shading pass per 2 raster pixels + NV_PIXEL_X1_PER_2X2_RASTER_PIXELS, // 1 shading pass per 4 raster pixels + NV_PIXEL_X1_PER_4X2_RASTER_PIXELS, // 1 shading pass per 8 raster pixels + NV_PIXEL_X1_PER_2X4_RASTER_PIXELS, // 1 shading pass per 8 raster pixels + NV_PIXEL_X1_PER_4X4_RASTER_PIXELS // 1 shading pass per 16 raster pixels +} NV_PIXEL_SHADING_RATE; +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +typedef struct _NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1 +{ + bool enableVariablePixelShadingRate; //!< (IN) Control of enabling Variable Pixel Shading Rate per viewport + NV_PIXEL_SHADING_RATE shadingRateTable[NV_MAX_PIXEL_SHADING_RATES]; //!< (IN) Lookup table of converting Shading Rate Index to NV_PIXEL_SHADING_RATE + // \note Shading Rate Resource View would be populated by application with indices of this table +} NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1; + +typedef struct _NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 numViewports; //!< (IN) Number of viewports with shading rate set. + // \note Passing zero will globally disable Variable Pixel Rate Shading for all viewports immaterial of values in pViewports + // \note Max value can be equal to NV_MAX_NUM_VIEWPORTS + NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1 *pViewports; //!< (IN) Array of NV_D3D11_VIEWPORT_SHADING_RATE_DESC with number of elements equal to NumViewports +} NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1; + +typedef NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1 NV_D3D11_VIEWPORTS_SHADING_RATE_DESC; +typedef NV_D3D11_VIEWPORT_SHADING_RATE_DESC_V1 NV_D3D11_VIEWPORT_SHADING_RATE_DESC; +#define NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_V1, 1) +#define NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_VER NV_D3D11_VIEWPORTS_SHADING_RATE_DESC_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetViewportsPixelShadingRates +// +//! DESCRIPTION: Sets Pixel Shading Rates and Enables/Disables per-viewport Variable Pixel Shading Rate feature +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) to be used for setting the Viewports Shading Rates +//! \param [in] pShadingRateDesc Shading rate descriptor +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetViewportsPixelShadingRates(__in IUnknown *pContext, + __in NV_D3D11_VIEWPORTS_SHADING_RATE_DESC *pShadingRateDesc); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +typedef enum _NV_SRRV_DIMENSION +{ + NV_SRRV_DIMENSION_TEXTURE2D = 4, + NV_SRRV_DIMENSION_TEXTURE2DARRAY = 5, +} NV_SRRV_DIMENSION; + +typedef struct _NV_TEX2D_SRRV +{ + UINT MipSlice; +} NV_TEX2D_SRRV; + +typedef struct _NV_TEX2D_ARRAY_SRRV +{ + UINT MipSlice; + UINT FirstArraySlice; + UINT ArraySize; +} NV_TEX2D_ARRAY_SRRV; +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +typedef struct _NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1 +{ + NvU32 version; //!< (IN) Parameter struct version + DXGI_FORMAT Format; //!< (IN) Format of the resource used as Shading Rate Surface. Should be either DXGI_FORMAT_R8_UINT or DXGI_FORMAT_R8_TYPELESS + NV_SRRV_DIMENSION ViewDimension; //!< (IN) This declares whether the Shading Rate Surface is a simple 2D Texture or Array of 2D Textures + union + { + NV_TEX2D_SRRV Texture2D; + NV_TEX2D_ARRAY_SRRV Texture2DArray; + }; +} NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1; + +typedef NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1 NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC; +#define NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_VER1 MAKE_NVAPI_VERSION(NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_V1, 1) +#define NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_VER NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC_VER1 + +DECLARE_INTERFACE_(__declspec(uuid("E14BE7F6-8FF5-4F5E-B63A-AD016EB8FBE5"))ID3D11NvShadingRateResourceView_V1, ID3D11View) +{ + BEGIN_INTERFACE + + // *** IUnknown methods *** + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppv) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // **** ID3D11View method **/ + // Get Shading Rate Resource used while creating the Shading Rate Resource View + STDMETHOD_(void,GetResource)(THIS_ _Outptr_ ID3D11Resource **ppResource) PURE; + + // ** ID3D11NvShadingRateResourceView methods *** + // The descriptor used while creating the Shading Rate Resource View + STDMETHOD(GetDesc)(THIS_ NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC* pDesc) PURE; + + END_INTERFACE +}; + +typedef ID3D11NvShadingRateResourceView_V1 ID3D11NvShadingRateResourceView; +#define ID3D11NvShadingRateResourceView_VER1 MAKE_NVAPI_VERSION(ID3D11NvShadingRateResourceView_V1, 1) +#define ID3D11NvShadingRateResourceView_VER ID3D11NvShadingRateResourceView_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateShadingRateResourceView +// +//! DESCRIPTION: Creates Shading Rate Resource View by taking ID3D11Resource as an input Shading Rate Surface. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pDevice The device to be used for creating the Shading Rate Resource View +//! \param [in] pShadingRateResource Shading Rate Resource on which the view is to be created. +//! \note This should be of format DXGI_FORMAT_R8_UINT or DXGI_FORMAT_R8_TYPELESS +//! \note This should be confined to size calculated using render target dimensions, +//! NV_VARIABLE_PIXEL_SHADING_TILE_WIDTH and NV_VARIABLE_PIXEL_SHADING_TILE_HEIGHT +//! \param [in] pShadingRateDesc Shading Rate Resource View descriptor +//! \param [out] ppShadingRateResourceView Address of a pointer to ID3D11NvShadingRateResourceView for returning the newly created Shading Rate Resource View +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_CreateShadingRateResourceView(__in ID3D11Device *pDevice, + __in ID3D11Resource *pShadingRateResource, + __in NV_D3D11_SHADING_RATE_RESOURCE_VIEW_DESC *pShadingRateResourceViewDesc, + __out ID3D11NvShadingRateResourceView **ppShadingRateResourceView); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetShadingRateResourceView +// +//! DESCRIPTION: Sets Shading Rate Resource View +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) used for setting the Shading Rate Resource View +//! \param [out] pShadingRateResourceView Shading Rate Resource View to be set +//! \note See NvAPI_D3D11_CreateShadingRateResourceView +//! \note Passing this as null will reset Shading Rate Resource View to defaults +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetShadingRateResourceView(__in IUnknown *pContext, + __in ID3D11NvShadingRateResourceView *pShadingRateResourceView); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) +//! \ingroup dx +//! See NvAPI_D3D11_RSGetPixelShadingRateSampleOrder +//! See NvAPI_D3D11_RSSetPixelShadingRateSampleOrder + +// X, Y = sample position. S = sample number. +// The inner-most dimension is the sample number, followed by X and Y. + +typedef struct _NV_PIXEL_SRSO_1x2 +{ + struct NV_PIXEL_SRSO_1x2_X1 { NvU8 Y[2]; } X1; + struct NV_PIXEL_SRSO_1x2_X2 { NvU8 YS[2][2]; } X2; + struct NV_PIXEL_SRSO_1x2_X4 { NvU8 YS[2][4]; } X4; + struct NV_PIXEL_SRSO_1x2_X8 { NvU8 YS[2][8]; } X8; +} NV_PIXEL_SRSO_1x2; + +typedef struct _NV_PIXEL_SRSO_2x1 +{ + struct NV_PIXEL_SRSO_2x1_X1 { NvU8 X[2]; } X1; + struct NV_PIXEL_SRSO_2x1_X2 { NvU8 XS[2][2]; } X2; + struct NV_PIXEL_SRSO_2x1_X4 { NvU8 XS[2][4]; } X4; +} NV_PIXEL_SRSO_2x1; + +typedef struct _NV_PIXEL_SRSO_2x2 +{ + struct NV_PIXEL_SRSO_2x2_X1 { NvU8 YX[2][2]; } X1; + struct NV_PIXEL_SRSO_2x2_X2 { NvU8 YXS[2][2][2]; } X2; + struct NV_PIXEL_SRSO_2x2_X4 { NvU8 YXS[2][2][4]; } X4; +} NV_PIXEL_SRSO_2x2; + +typedef struct _NV_PIXEL_SRSO_2x4 +{ + struct NV_PIXEL_SRSO_2x4_X1 { NvU8 YX[4][2]; } X1; + struct NV_PIXEL_SRSO_2x4_X2 { NvU8 YXS[4][2][2]; } X2; +} NV_PIXEL_SRSO_2x4; + +typedef struct _NV_PIXEL_SRSO_4x2 +{ + struct NV_PIXEL_SRSO_4x2_X1 { NvU8 YX[2][4]; } X1; +} NV_PIXEL_SRSO_4x2; + +typedef struct _NV_PIXEL_SRSO_4x4 +{ + struct NV_PIXEL_SRSO_4x4_X1 { NvU8 YX[4][4]; } X1; +} NV_PIXEL_SRSO_4x4; + +typedef struct _NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1 +{ + NvU32 version; + NV_PIXEL_SRSO_1x2 Pixel_1x2; + NV_PIXEL_SRSO_2x1 Pixel_2x1; + NV_PIXEL_SRSO_2x2 Pixel_2x2; + NV_PIXEL_SRSO_2x4 Pixel_2x4; + NV_PIXEL_SRSO_4x2 Pixel_4x2; + NV_PIXEL_SRSO_4x4 Pixel_4x4; +} NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1; + +typedef NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1 NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE; +#define NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_VER1 MAKE_NVAPI_VERSION(NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_V1, 1) +#define NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_VER NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE_VER1 + +#endif // defined(__cplusplus) && (defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSGetPixelShadingRateSampleOrder +// +//! DESCRIPTION: Get the Sample Order for Variable Shading Rate +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) used for getting the Shading Rate Sample Order +//! \param [out] pSampleOrderTable A pointer to NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE where the current Sample Order for Variable Pixel Rate Shading that is returned +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSGetPixelShadingRateSampleOrder(__in IUnknown *pContext, + __out NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE* pSampleOrderTable); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_RSSetPixelShadingRateSampleOrder +// +//! DESCRIPTION: Set the Sample Order for Variable Shading Rate +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 410 +//! +//! \param [in] pContext The device context (ID3D11DeviceContext) used for setting the Shading Rate Sample Order +//! \param [out] pSampleOrderTable Sample Order for Variable Shading Rate to be set +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D11_RSSetPixelShadingRateSampleOrder(__in IUnknown *pContext, + __in NV_PIXEL_SHADING_RATE_SAMPLE_ORDER_TABLE* pSampleOrderTable); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +typedef struct _NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use +} NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1; + +typedef NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1 NV_VRS_HELPER_LATCH_GAZE_PARAMS; +#define NV_VRS_HELPER_LATCH_GAZE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_LATCH_GAZE_PARAMS_V1, 1) +#define NV_VRS_HELPER_LATCH_GAZE_PARAMS_VER NV_VRS_HELPER_LATCH_GAZE_PARAMS_VER1 + +typedef enum _NV_VRS_CONTENT_TYPE +{ + NV_VRS_CONTENT_TYPE_INVALID = 0x0, + NV_VRS_CONTENT_TYPE_FOVEATED_RENDERING = 0x1, + NV_VRS_CONTENT_TYPE_MAX = NV_VRS_CONTENT_TYPE_FOVEATED_RENDERING +} NV_VRS_CONTENT_TYPE; + +typedef enum _NV_FOVEATED_RENDERING_SHADING_RATE_PRESET +{ + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_INVALID = 0, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGHEST_PERFORMANCE = 1, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGH_PERFORMANCE = 2, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_BALANCED = 3, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGH_QUALITY = 4, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_HIGHEST_QUALITY = 5, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_CUSTOM = 6, + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_MAX = NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_CUSTOM +} NV_FOVEATED_RENDERING_SHADING_RATE_PRESET; + +typedef struct _NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1 +{ + NvU32 version; + + NV_PIXEL_SHADING_RATE InnerMostRegionShadingRate; //!< (IN) Shading Rate for the inner-most region of the foveated rendering pattern + NV_PIXEL_SHADING_RATE MiddleRegionShadingRate; //!< (IN) Shading Rate for the middle region of the foveated rendering pattern + NV_PIXEL_SHADING_RATE PeripheralRegionShadingRate; //!< (IN) Shading Rate for the peripheral region of the foveated rendering pattern +} NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1; + +typedef NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1 NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC; +#define NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1, 1) +#define NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_VER NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_VER1 + +typedef enum _NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET +{ + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_INVALID = 0, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_WIDE = 1, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_BALANCED = 2, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_NARROW = 3, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_CUSTOM = 4, + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_MAX = NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_CUSTOM +} NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET; + +typedef struct _NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1 +{ + NvU32 version; + + float fInnermostRadii[2]; //!< (IN) Horizontal and vertical radius for the inner-most region of the foveated rendering pattern + float fMiddleRadii[2]; //!< (IN) Horizontal and vertical radius for the middle region of the foveated rendering pattern + float fPeripheralRadii[2]; //!< (IN) Horizontal and vertical radius for the peripheral region of the foveated rendering pattern +} NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1; + +typedef NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1 NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC; +#define NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1, 1) +#define NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_VER NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_VER1 + +typedef struct _NV_FOVEATED_RENDERING_DESC_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + NV_FOVEATED_RENDERING_SHADING_RATE_PRESET ShadingRatePreset; //!< (IN) Preset of the shading rate + NV_FOVEATED_RENDERING_CUSTOM_SHADING_RATE_PRESET_DESC_V1 ShadingRateCustomPresetDesc; //!< (IN) To be provided only if ShadingRatePreset is NV_FOVEATED_RENDERING_SHADING_RATE_PRESET_CUSTOM + + NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET FoveationPatternPreset; //!< (IN) Preset of the foveation pattern + NV_FOVEATED_RENDERING_CUSTOM_FOVEATION_PATTERN_PRESET_DESC_V1 FoveationPatternCustomPresetDesc; //!< (IN) To be provided only if FoveationPatternPreset is NV_FOVEATED_RENDERING_FOVEATION_PATTERN_PRESET_CUSTOM + + NvU32 GazeDataDeviceId; //!< (IN) ID of the gaze data provider. Needed only for supporting more than one device with eye tracking. + // Should be 0 if gaze data is provided only from a single device. Should be less than (MAX_NUMBER_OF_GAZE_DATA_PROVIDERS - 1) + +} NV_FOVEATED_RENDERING_DESC_V1; + +typedef NV_FOVEATED_RENDERING_DESC_V1 NV_FOVEATED_RENDERING_DESC; +#define NV_FOVEATED_RENDERING_DESC_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_DESC_V1, 1) +#define NV_FOVEATED_RENDERING_DESC_VER NV_FOVEATED_RENDERING_DESC_VER1 + +typedef enum _NV_VRS_RENDER_MODE +{ + NV_VRS_RENDER_MODE_INVALID = 0, + NV_VRS_RENDER_MODE_MONO = 1, // States mono rendering on the entire render target + NV_VRS_RENDER_MODE_LEFT_EYE = 2, // States Left eye rendering of a stereo pair on the entire render target + NV_VRS_RENDER_MODE_RIGHT_EYE = 3, // States Right eye rendering of a stereo pair on the entire render target + NV_VRS_RENDER_MODE_STEREO = 4, // States side-by-side stereo rendering on the render target + NV_VRS_RENDER_MODE_MAX = NV_VRS_RENDER_MODE_STEREO +} NV_VRS_RENDER_MODE; + +#define MAX_NUMBER_OF_GAZE_DATA_PROVIDERS 8 // Maximum number of gaze data providers / devices. + +typedef struct _NV_VRS_HELPER_ENABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + NV_VRS_RENDER_MODE RenderMode; //!< (IN) This defines whether subsequent render calls are for mono/stereo + NV_VRS_CONTENT_TYPE ContentType; //!< (IN) This defines the type of content with which the VRS pattern will be generated + + NV_FOVEATED_RENDERING_DESC_V1 sFoveatedRenderingDesc; //!< (IN) Provide this if ContentType has NV_VRS_CONTENT_TYPE_FOVEATED_RENDERING flag +} NV_VRS_HELPER_ENABLE_PARAMS_V1; + +typedef NV_VRS_HELPER_ENABLE_PARAMS_V1 NV_VRS_HELPER_ENABLE_PARAMS; +#define NV_VRS_HELPER_ENABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_ENABLE_PARAMS_V1, 1) +#define NV_VRS_HELPER_ENABLE_PARAMS_VER NV_VRS_HELPER_ENABLE_PARAMS_VER1 + +typedef struct _NV_VRS_HELPER_DISABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 reserved; //!< (IN) Reserved for future use +} NV_VRS_HELPER_DISABLE_PARAMS_V1; + +typedef NV_VRS_HELPER_DISABLE_PARAMS_V1 NV_VRS_HELPER_DISABLE_PARAMS; +#define NV_VRS_HELPER_DISABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_DISABLE_PARAMS_V1, 1) +#define NV_VRS_HELPER_DISABLE_PARAMS_VER NV_VRS_HELPER_DISABLE_PARAMS_VER1 + +typedef struct _NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + IUnknown **ppShadingRateResource; //!< (OUT) Pointer to 2D Texture resource with currently applied shading rate pattern + NV_PIXEL_SHADING_RATE shadingRateTable[NV_MAX_PIXEL_SHADING_RATES]; //!< (OUT) Shading Rate Table filled by the driver +} NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1; + +typedef NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1 NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS; +#define NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_V1, 1) +#define NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_VER NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS_VER1 + +typedef struct _NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 reserved; //!< (IN) Reserved for future use +} NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1; + +typedef NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1 NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS; +#define NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_V1, 1) +#define NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_VER NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS_VER1 + +DECLARE_INTERFACE(ID3DNvVRSHelper_V1) +{ + BEGIN_INTERFACE + + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // Latches the latest gaze which will be used for subsequent foveated rendering. Recommended to be called once per frame before scene drawing begins. + STDMETHOD_(NvAPI_Status,LatchGaze)(THIS_ IUnknown* pContext, NV_VRS_HELPER_LATCH_GAZE_PARAMS* pLatchGazeParams) PURE; + + // Enables VRS with sepcified content type and preset. This can be called per draw call. + STDMETHOD_(NvAPI_Status,Enable)(THIS_ IUnknown* pContext, NV_VRS_HELPER_ENABLE_PARAMS* pEnableParams) PURE; + + // Disables VRS till re-enabled. + STDMETHOD_(NvAPI_Status,Disable)(THIS_ IUnknown* pContext, NV_VRS_HELPER_DISABLE_PARAMS* pDisableParams) PURE; + + // Creates a 2D texture, copies the current shading rate pattern on it and returns the pointer to this texture. + // It also returns an array that conveys which value in the shading rate resource corresponds to which exact pixel shading rate. + STDMETHOD_(NvAPI_Status,GetShadingRateResource)(THIS_ IUnknown* pContext, NV_VRS_HELPER_GET_SHADING_RATE_RESOURCE_PARAMS *pGetShadingRateResourceParams) PURE; + + // Destroys all internally created shading rate resources and views. + STDMETHOD_(NvAPI_Status,PurgeInternalShadingRateResources)(THIS_ IUnknown* pContext, NV_VRS_HELPER_PURGE_INTERNAL_RESOURCES_PARAMS* pPurgeParams) PURE; + + END_INTERFACE +}; + +typedef ID3DNvVRSHelper_V1 ID3DNvVRSHelper; +#define ID3DNvVRSHelper_VER1 MAKE_NVAPI_VERSION(ID3DNvVRSHelper_V1, 1) +#define ID3DNvVRSHelper_VER ID3DNvVRSHelper_VER1 + +typedef struct _NV_VRS_HELPER_INIT_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + ID3DNvVRSHelper_V1 **ppVRSHelper; //!< (OUT) Interface for Shading Rate Pattern Tracker +} NV_VRS_HELPER_INIT_PARAMS_V1; + +typedef NV_VRS_HELPER_INIT_PARAMS_V1 NV_VRS_HELPER_INIT_PARAMS; +#define NV_VRS_HELPER_INIT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VRS_HELPER_INIT_PARAMS_V1, 1) +#define NV_VRS_HELPER_INIT_PARAMS_VER NV_VRS_HELPER_INIT_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_InitializeVRSHelper +// +//! DESCRIPTION: Creates an interface for updating, enabling and disabling internally tracked shading rate pattern for Variable Rate Shading +//! +//! SUPPORTED OS: Windows 7 and higher +//! +//! +//! \since Release: 430 +//! +//! \param [in] pDevice The device to be used for creating the VRS Handler interface +//! \note This should be same the device used for Gaze Handler. See also: NvAPI_D3D_InitializeNvGazeHandler. +//! \param [in] pInitializeVRSHelperParams Descriptor for VRS Helper initialization +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D_InitializeVRSHelper(__in IUnknown *pDevice, + __inout NV_VRS_HELPER_INIT_PARAMS *pInitializeVRSHelperParams); + +typedef enum _NV_GAZE_DATA_VALIDITY_FLAGS +{ + NV_GAZE_ORIGIN_VALID = 0x1, + NV_GAZE_DIRECTION_VALID = 0x2, + NV_GAZE_LOCATION_VALID = 0x4, + NV_GAZE_VELOCITY_VALID = 0x8, + NV_GAZE_PUPIL_DIAMETER_VALID = 0x10, + NV_GAZE_EYE_OPENNESS_VALID = 0x20, + NV_GAZE_EYE_SACCADE_DATA_VALID = 0x40 +} NV_GAZE_DATA_VALIDITY_FLAGS; + +typedef struct _NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE +{ + NvU32 version; //!< (IN) Version of the structure + + NvU32 GazeDataValidityFlags; //!< (IN) To be populated with OR'ing flags from NV_GAZE_DATA_VALIDITY_FLAGS + + float fGazeOrigin_mm[3]; //!< (IN) Use flag NV_GAZE_ORIGIN_VALID. Origin of the eye in millimeters. Used mainly to detect whether Left Eye or Right Eye. + float fGazeDirection[3]; //!< (IN) Use flag NV_GAZE_DIRECTION_VALID. Normalized direction of the gaze of the eye. Used for calculating the gaze location using the FOV. + float fGazeNormalizedLocation[2]; //!< (IN) Use flag NV_GAZE_LOCATION_VALID. Precalculated normalized gaze location in limits (-1 to +1) for X and Y. Center of the screen denotes (0, 0). If this is valid, this will be given higher priority than direction. + float fGazeVelocity[2]; //!< (IN) Use flag NV_GAZE_VELOCITY_VALID. Optional: Velocity of the eye on the normalized space in each direction. Central foveated region would be skewed in the direction of the velocity. + float fPupilDiameter_mm; //!< (IN) Use flag NV_GAZE_PUPIL_DIAMETER_VALID. Unused at the moment. + float fEyeOpenness; //!< (IN) Use flag NV_GAZE_EYE_OPENNESS_VALID. Unused at the moment. + BOOL bInSaccade; //!< (IN) Use flag NV_GAZE_EYE_SACCADE_DATA_VALID. Denotes whether eye is currently in saccade movement or not. +} NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1; + +typedef NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE; +#define NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1, 1) +#define NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_VER NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_VER1 + +typedef struct _NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS +{ + NvU32 version; //!< (IN) Struct version + NvU32 flags; //!< (IN) Reserved for future use + + NvU64 Timestamp; //!< (IN) Timestamp at which the gaze data has been captured. Should be larger than timestamp provided at previous update. + union + { + NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 sMonoData; //!< (IN) Gaze data for Mono rendering mode + struct + { + NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 sLeftEye; //!< (IN) Gaze data for Left Eye of Stereo rendering mode + NV_FOVEATED_RENDERING_GAZE_DATA_PER_EYE_V1 sRightEye; //!< (IN) Gaze data for Right Eye of Stereo rendering mode + } sStereoData; + }; +} NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_V1; + +typedef NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_V1 NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS; +#define NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_V1, 1) +#define NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_VER NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS_VER1 + + +DECLARE_INTERFACE(ID3DNvGazeHandler_V2) +{ + BEGIN_INTERFACE + + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // Updates the gaze data for foveated rendering + STDMETHOD_(NvAPI_Status,UpdateGazeData)(THIS_ IUnknown* pContext, NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS* pUpdateGazeDataParams) PURE; + + + END_INTERFACE +}; +typedef ID3DNvGazeHandler_V2 ID3DNvGazeHandler; +#define ID3DNvGazeHandler_VER2 MAKE_NVAPI_VERSION(ID3DNvGazeHandler_V2, 2) +#define ID3DNvGazeHandler_VER ID3DNvGazeHandler_VER2 + +DECLARE_INTERFACE(ID3DNvGazeHandler_V1) +{ + BEGIN_INTERFACE + + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // Updates the gaze data for foveated rendering + STDMETHOD_(NvAPI_Status,UpdateGazeData)(THIS_ IUnknown* pContext, NV_FOVEATED_RENDERING_UPDATE_GAZE_DATA_PARAMS* pUpdateGazeDataParams) PURE; + + END_INTERFACE +}; +#define ID3DNvGazeHandler_VER1 MAKE_NVAPI_VERSION(ID3DNvGazeHandler_V1, 1) +#ifndef ID3DNvGazeHandler_VER +typedef ID3DNvGazeHandler_V1 ID3DNvGazeHandler; +#define ID3DNvGazeHandler_VER ID3DNvGazeHandler_VER1 +#endif + +typedef enum _NV_GAZE_DATA_TYPE +{ + NV_GAZE_DATA_INVALID = 0, + NV_GAZE_DATA_MONO = 1, + NV_GAZE_DATA_STEREO = 2, + NV_GAZE_DATA_MAX = NV_GAZE_DATA_STEREO +} NV_GAZE_DATA_TYPE; + +typedef struct _NV_GAZE_HANDLER_INIT_PARAMS_V2 +{ + NvU32 version; //!< (IN) Struct version + + NvU32 GazeDataDeviceId; //!< (IN) ID of the gaze data provider. Needed only for supporting more than one device with eye tracking. + // Should be 0 if gaze data is provided only from a single device. Should be less than (MAX_NUMBER_OF_GAZE_DATA_PROVIDERS - 1) + + NV_GAZE_DATA_TYPE GazeDataType; //!< (IN) Describes whether gaze is Mono or Stereo + NvU32 flags; //!< (IN) Reserved for future use + float fHorizontalFOV; //!< (IN) Horizontal Field of View + float fVericalFOV; //!< (IN) Vertical Field of View + + ID3DNvGazeHandler_V2 **ppNvGazeHandler; //!< (OUT) Interface for Gaze Data Handler +} NV_GAZE_HANDLER_INIT_PARAMS_V2; + +typedef NV_GAZE_HANDLER_INIT_PARAMS_V2 NV_GAZE_HANDLER_INIT_PARAMS; +#define NV_GAZE_HANDLER_INIT_PARAMS_VER2 MAKE_NVAPI_VERSION(NV_GAZE_HANDLER_INIT_PARAMS_V2, 2) +#define NV_GAZE_HANDLER_INIT_PARAMS_VER NV_GAZE_HANDLER_INIT_PARAMS_VER2 + +typedef struct _NV_GAZE_HANDLER_INIT_PARAMS_V1 +{ + NvU32 version; //!< (IN) Struct version + + NvU32 GazeDataDeviceId; //!< (IN) ID of the gaze data provider. Needed only for supporting more than one device with eye tracking. + // Should be 0 if gaze data is provided only from a single device. Should be less than (MAX_NUMBER_OF_GAZE_DATA_PROVIDERS - 1) + + NV_GAZE_DATA_TYPE GazeDataType; //!< (IN) Describes whether gaze is Mono or Stereo + NvU32 flags; //!< (IN) Reserved for future use + float fHorizontalFOV; //!< (IN) Horizontal Field of View + float fVericalFOV; //!< (IN) Vertical Field of View + + ID3DNvGazeHandler_V1 **ppNvGazeHandler; //!< (OUT) Interface for Gaze Data Handler +} NV_GAZE_HANDLER_INIT_PARAMS_V1; + +#define NV_GAZE_HANDLER_INIT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GAZE_HANDLER_INIT_PARAMS_V1, 1) +#ifndef NV_GAZE_HANDLER_INIT_PARAMS_VER +typedef NV_GAZE_HANDLER_INIT_PARAMS_V1 NV_GAZE_HANDLER_INIT_PARAMS; +#define NV_GAZE_HANDLER_INIT_PARAMS_VER NV_GAZE_HANDLER_INIT_PARAMS_VER1 +#endif + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_InitializeNvGazeHandler +// +//! DESCRIPTION: Creates an interface for updating and managing gaze data +//! +//! SUPPORTED OS: Windows 7 and higher +//! +//! +//! \since Release: 430 +//! +//! \param [in] pDevice The device to be used for creating the Gaze Handler interface +//! \note This should be same as the device used with VRS Handler. See also: NvAPI_D3D_InitializeVRSHelper. +//! \param [in] pInitializeNvGazeHandlerParams Descriptor for Gaze Data Handler initialization +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! (none) +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// + +NVAPI_INTERFACE NvAPI_D3D_InitializeNvGazeHandler(__in IUnknown *pDevice, + __inout NV_GAZE_HANDLER_INIT_PARAMS *pInitializeNvGazeHandlerParams); + +#endif // defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && defined(__d3d11_h__) + +//! \ingroup dx + +typedef enum NV_SMP_ASSIST_TYPE +{ + NV_SMP_ASSIST_NONE = 0, + NV_SMP_ASSIST_MRS = 1, // SMP Assist required for Multi-Res Shading + NV_SMP_ASSIST_LMS = 2, // SMP Assist required for Lens Matched Shading + NV_SMP_ASSIST_NUM_TYPES +} NV_SMP_ASSIST_TYPE; + +typedef enum NV_SMP_ASSIST_LEVEL +{ + NV_SMP_ASSIST_LEVEL_FULL = 0, // Full assistance. App selects a pre-baked MRS/LMS config, driver handles correct setting of viewport, scissors and FastGS + NV_SMP_ASSIST_LEVEL_PARTIAL = 1, // Partial assistance. App provides a custom MRS/LMS config, driver handles correct setting of viewport, scissors and FastGS + NV_SMP_ASSIST_LEVEL_MINIMAL = 2, // Minimal assistance. App provides viewports and scissors. App sets FastGS as required. App sets LMS params as required (NvAPI_D3D_SetModifiedWMode). App provides SMPType as NONE. Driver handles correct setting of viewports and scissors. + NV_SMP_ASSIST_NUM_LEVELS +} NV_SMP_ASSIST_LEVEL; + +typedef enum NV_MRS_CONFIG +{ + NV_MRS_CONFIG_BALANCED = 0, + NV_MRS_CONFIG_AGGRESSIVE = 1, + NV_MRS_CONFIG_OCULUSRIFT_CV1_CONSERVATIVE = 2, + NV_MRS_CONFIG_OCULUSRIFT_CV1_BALANCED = 3, + NV_MRS_CONFIG_OCULUSRIFT_CV1_AGGRESSIVE = 4, + NV_MRS_CONFIG_HTC_VIVE_CONSERVATIVE = 5, + NV_MRS_CONFIG_HTC_VIVE_BALANCED = 6, + NV_MRS_CONFIG_HTC_VIVE_AGGRESSIVE = 7, + NV_MRS_NUM_CONFIGS +} NV_MRS_CONFIG; + +typedef enum NV_LMS_CONFIG +{ + NV_LMS_CONFIG_OCULUSRIFT_CV1_CONSERVATIVE = 0, + NV_LMS_CONFIG_OCULUSRIFT_CV1_BALANCED = 1, + NV_LMS_CONFIG_OCULUSRIFT_CV1_AGGRESSIVE = 2, + NV_LMS_CONFIG_HTC_VIVE_CONSERVATIVE = 3, + NV_LMS_CONFIG_HTC_VIVE_BALANCED = 4, + NV_LMS_CONFIG_HTC_VIVE_AGGRESSIVE = 5, + NV_LMS_NUM_CONFIGS +} NV_LMS_CONFIG; + +#define NV_SMP_ASSIST_FLAGS_DEFAULT 0x00000000 + +#define NV_SMP_ASSIST_MAX_VIEWPORTS 16 + +typedef struct _NV_MRS_CUSTOM_CONFIG_V1 +{ + float centerWidth; //!< (IN) Size of the central viewport, ranging (0,1], where 1 is full original viewport size + float centerHeight; + float centerX; //!< (IN) Location of the central viewport, ranging 0..1, where 0.5 is the center of the screen + float centerY; + float densityScaleX[3]; //!< (IN) Pixel density scale factors: how much the linear pixel density is scaled within each row and column (1.0 = full density) + float densityScaleY[3]; +} NV_MRS_CUSTOM_CONFIG_V1; + +typedef NV_MRS_CUSTOM_CONFIG_V1 NV_MRS_CUSTOM_CONFIG; + +typedef struct _NV_MRS_INSTANCED_STEREO_CONFIG_V1 +{ //!< (OUT) MRS Instanced stereo config returned by the SMP Assist GetConstants API + float centerWidth[2]; //!< (OUT) Size of the central viewport, ranging (0,1], where 1 is full original viewport size + float centerHeight; + float centerX[2]; //!< (OUT) Location of the central viewport, ranging 0..1, where 0.5 is the center of the screen + float centerY; + float densityScaleX[5]; //!< (OUT) Pixel density scale factors: how much the linear pixel density is scaled within each row and column (1.0 = full density) + float densityScaleY[3]; +} NV_MRS_INSTANCED_STEREO_CONFIG_V1; + +typedef NV_MRS_INSTANCED_STEREO_CONFIG_V1 NV_MRS_INSTANCED_STEREO_CONFIG; + +typedef struct _NV_LMS_CUSTOM_CONFIG_V1 +{ + float warpLeft; //!< (IN) LMS params to control warping of the 2 left quadrants + float warpRight; //!< (IN) LMS params to control warping of the 2 right quadrants + float warpUp; //!< (IN) LMS params to control warping of the 2 upper quadrants + float warpDown; //!< (IN) LMS params to control warping of the 2 lower quadrants + + float relativeSizeLeft; //!< (IN) LMS params to control the width of the 2 left quandrants relative to the bounding box width + float relativeSizeRight; //!< (IN) LMS params to control the width of the 2 right quandrants relative to the bounding box width + float relativeSizeUp; //!< (IN) LMS params to control the height of the 2 upper quandrants relative to the bounding box height + float relativeSizeDown; //!< (IN) LMS params to control the height of the 2 lower quandrants relative to the bounding box height +} NV_LMS_CUSTOM_CONFIG_V1; + +typedef NV_LMS_CUSTOM_CONFIG_V1 NV_LMS_CUSTOM_CONFIG; + +typedef struct _NV_LMS_INSTANCED_STEREO_CONFIG_V1 +{ //!< (OUT) LMS Instanced stereo config returned by the SMP Assist GetConstants API + NV_LMS_CUSTOM_CONFIG_V1 sLeftConfig; //!< (OUT) LMS config for the Left eye view + NV_LMS_CUSTOM_CONFIG_V1 sRightConfig; //!< (OUT) LMS config for the Right eye view +} NV_LMS_INSTANCED_STEREO_CONFIG_V1; + +typedef NV_LMS_INSTANCED_STEREO_CONFIG_V1 NV_LMS_INSTANCED_STEREO_CONFIG; + +typedef enum _NV_SMP_ASSIST_EYE_INDEX +{ + NV_SMP_ASSIST_EYE_INDEX_MONO = 0, // Non-stereo rendering + NV_SMP_ASSIST_EYE_INDEX_LEFT_EYE = 1, // Stereo - Rendering left eye + NV_SMP_ASSIST_EYE_INDEX_RIGHT_EYE = 2, // Stereo - Rendering right eye + NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO = 3, // Stereo - Rendering both eyes +} NV_SMP_ASSIST_EYE_INDEX; + +#define NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES 4 + +typedef struct _NV_CUSTOM_RECTS_V1 +{ + NvU32 numViewports[NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES]; + D3D11_VIEWPORT *pViewports[NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES]; //!< (IN) Viewports, for each eye index, that should be set when app calls Enable(eyeIndex) + D3D11_RECT *pScissors[NV_SMP_ASSIST_MINIMAL_LEVEL_NUM_EYE_INDICES]; //!< (IN) Scissors, for each eye index, that should be set when app calls Enable(eyeIndex) +} NV_CUSTOM_RECTS_V1; + +typedef NV_CUSTOM_RECTS_V1 NV_CUSTOM_RECTS; + +typedef struct _NV_SMP_ASSIST_ENABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_EYE_INDEX eEyeIndex; //!< (IN) Rendering mode for upcoming draw calls (Mono/Stereo-Left/Stereo-Right/Instanced Stereo) +} NV_SMP_ASSIST_ENABLE_PARAMS_V1; + +typedef NV_SMP_ASSIST_ENABLE_PARAMS_V1 NV_SMP_ASSIST_ENABLE_PARAMS; +#define NV_SMP_ASSIST_ENABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_ENABLE_PARAMS_V1, 1) +#define NV_SMP_ASSIST_ENABLE_PARAMS_VER NV_SMP_ASSIST_ENABLE_PARAMS_VER1 + +typedef struct _NV_SMP_ASSIST_DISABLE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NvU32 Reserved; //!< (IN) Unused. +} NV_SMP_ASSIST_DISABLE_PARAMS_V1; + +typedef NV_SMP_ASSIST_DISABLE_PARAMS_V1 NV_SMP_ASSIST_DISABLE_PARAMS; +#define NV_SMP_ASSIST_DISABLE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_DISABLE_PARAMS_V1, 1) +#define NV_SMP_ASSIST_DISABLE_PARAMS_VER NV_SMP_ASSIST_DISABLE_PARAMS_VER1 + +// FastGS constant buffer data returned by the GetConstants API. +// Refer VRWorks SDK's multiprojection_dx app (struct FastGSCBData) +typedef struct _NV_SMP_ASSIST_FASTGSCBDATA_V1 +{ + float NDCSplitsX[2]; //!< (OUT) FastGS constant buffer data for Multi-Res Shading/ Lens Matched Shading + float NDCSplitsY[2]; +} NV_SMP_ASSIST_FASTGSCBDATA_V1; + +typedef NV_SMP_ASSIST_FASTGSCBDATA_V1 NV_SMP_ASSIST_FASTGSCBDATA; + +typedef struct _NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1 +{ + float NDCSplitsX[4]; //!< (OUT) FastGS constant buffer data for Multi-Res Shading (Instanced stereo). 2 splits for left eye followed by 2 splits for right eye + float NDCSplitsY[2]; +} NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1; + +typedef NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1 NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO; + +// Constant buffer data to supply the UV-remapping helper functions +// Refer VRWorks SDK's multiprojection_dx app (struct RemapCBData) +typedef struct _NV_SMP_ASSIST_REMAPCBDATA_V1 +{ + //!< (OUT) Constant buffer data to supply the UV-remapping helper functions + float ClipToWindowSplitsX[2]; + float ClipToWindowSplitsY[2]; + float ClipToWindowX[3][2]; // ClipToWindowX[i][0] is Scale and ClipToWindowX[i][1] is Bias + float ClipToWindowY[3][2]; // ClipToWindowY[i][0] is Scale and ClipToWindowY[i][1] is Bias + float ClipToWindowZ[2]; // ClipToWindowZ[0] is Scale and ClipToWindowZ[1] is Bias + + float WindowToClipSplitsX[2]; + float WindowToClipSplitsY[2]; + float WindowToClipX[3][2]; // WindowToClipX[i][0] is Scale and WindowToClipX[i][1] is Bias + float WindowToClipY[3][2]; // WindowToClipY[i][0] is Scale and WindowToClipY[i][1] is Bias + float WindowToClipZ[2]; // WindowToClipZ[0] is Scale and WindowToClipZ[1] is Bias + + float BoundingRectOriginX; + float BoundingRectOriginY; + float BoundingRectSizeWidth; + float BoundingRectSizeHeight; + float BoundingRectSizeInvWidth; + float BoundingRectSizeInvHeight; + + float Padding[2]; +}NV_SMP_ASSIST_REMAPCBDATA_V1; + +typedef NV_SMP_ASSIST_REMAPCBDATA_V1 NV_SMP_ASSIST_REMAPCBDATA; + +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NV_SMP_ASSIST_GET_CONSTANTS_V3 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_EYE_INDEX eEyeIndex; //!< (IN) Viewports/scissors/constant buffer data corresponding to the input eEyeIndex will be returned + NvU32 numViewports; //!< (OUT) Number of valid viewport entries + D3D11_VIEWPORT *pViewports; //!< (OUT) If not NULL, this will contain the viewports computed by driver based on init params + D3D11_RECT *pScissors; //!< (OUT) If not NULL, this will contain the scissors computed by the driver based on init params + + NV_SMP_ASSIST_TYPE eSMPAssistType; //!< (OUT) SMP type provided in Init call + NV_SMP_ASSIST_LEVEL eSMPAssistLevel; //!< (OUT) SMP Assist level provided in Init call + + union + { + NV_MRS_CUSTOM_CONFIG_V1 sMRSConfig; //!< (OUT) If eSMPAssistType is MRS, then MRS config will be populated + NV_LMS_CUSTOM_CONFIG_V1 sLMSConfig; //!< (OUT) If eSMPAssistType is LMS, then LMS config will be populated + }; + + float projectionSizeWidth; //!< (OUT) MRS/LMS projection size + float projectionSizeHeight; //!< (OUT) + + NV_SMP_ASSIST_FASTGSCBDATA_V1 *pFastGSCBData; //!< (OUT) If not NULL, this will contain constant buffer data to supply the FastGS for culling primitives per-viewport + NV_SMP_ASSIST_REMAPCBDATA_V1 *pRemapCBData; //!< (OUT) If not NULL, this will contain constant buffer data to supply the UV-remapping helper functions + + D3D11_VIEWPORT boundingViewport; //!< (OUT) If eSMPType is MRS or LMS then this will be a union of the individual viewports populated in pViewports + D3D11_RECT boundingScissor; //!< (OUT) If eSMPType is MRS or LMS then this will be a union of the individual scissor rects populated in pScissors + + union + { + NV_MRS_INSTANCED_STEREO_CONFIG_V1 sMRS_ISConfig; //!< (OUT) If eSMPAssistType is MRS and eEyeIndex is NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO then MRS Instanced stereo config will be populated + NV_LMS_INSTANCED_STEREO_CONFIG_V1 sLMS_ISConfig; //!< (OUT) If eSMPAssistType is LMS and eEyeIndex is NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO then LMS Instanced stereo config will be populated + }; + + NV_SMP_ASSIST_FASTGSCBDATA_MRS_INSTANCED_STEREO_V1 *pFastGSCBDataMRS_IS; //!< (OUT) If non-NULL and eSMPAssistType is MRS and eEyeIndex is NV_SMP_ASSIST_EYE_INDEX_INSTANCED_STEREO then MRS Instanced stereo FastGS constant buffer data will be populated +} NV_SMP_ASSIST_GET_CONSTANTS_V3; + +#define NV_SMP_ASSIST_GET_CONSTANTS_VER3 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_GET_CONSTANTS_V3, 3) +typedef NV_SMP_ASSIST_GET_CONSTANTS_V3 NV_SMP_ASSIST_GET_CONSTANTS; +#define NV_SMP_ASSIST_GET_CONSTANTS_VER NV_SMP_ASSIST_GET_CONSTANTS_VER3 + +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NV_SMP_ASSIST_SETUP_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + union + { + NV_MRS_CONFIG eMRSConfig; //!< (IN) If eSMPAssistType is MRS and SMP Assist Level is Full then provide MRS config enum + NV_LMS_CONFIG eLMSConfig; //!< (IN) If eSMPAssistType is LMS and SMP Assist Level is Full then provide LMS config enum + NV_MRS_CUSTOM_CONFIG_V1 sMRSCustomConfig; //!< (IN) If eSMPAssistType is MRS and SMP Assist Level is Partial, then provide MRS config + NV_LMS_CUSTOM_CONFIG_V1 sLMSCustomConfig; //!< (IN) If eSMPAssistType is LMS and SMP Assist Level is Partial, then provide LMS config + NV_CUSTOM_RECTS_V1 sCustomRects; //!< (IN) If SMP Assist Level is Minimal, provide custom viewports and scissor rects for each eye index. + }; + + float resolutionScale; //!< (IN) A resolution multiplier in the range [0.1, 3.0] if app wants to render at higher resolution + D3D11_VIEWPORT boundingBox; //!< (IN) Rect on the rendertarget, to place the projection + float vpOffsets[2]; //!< (IN) Default set to 0. If non-zero, MRS/LMS viewports' TopLeftX and TopLeftY will be + //!< offset by vpOffsets[0] and vpOffsets[1] respectively. +} NV_SMP_ASSIST_SETUP_PARAMS_V1; + +typedef NV_SMP_ASSIST_SETUP_PARAMS_V1 NV_SMP_ASSIST_SETUP_PARAMS; +#define NV_SMP_ASSIST_SETUP_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_SETUP_PARAMS_V1, 1) +#define NV_SMP_ASSIST_SETUP_PARAMS_VER NV_SMP_ASSIST_SETUP_PARAMS_VER1 + +typedef struct _NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_TYPE eSMPAssistType; // Patch instanced stereo shaders (created with packed eye index) with this SMPAssistType (NV_SMP_ASSIST_LMS only) + float leftCoeffs[4]; // Left eye: outpos.x = dotproduct(outputpos, leftCoeffs) + leftConst + float leftConst; + float rightCoeffs[4]; // Right eye: outpos.x = dotproduct(outputpos, rightCoeffs) + rightConst + float rightConst; +} NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1; + +typedef NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1 NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS; +#define NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_V1, 1) +#define NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_VER NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! + +DECLARE_INTERFACE(ID3DNvSMPAssist_V1) +{ +////////////////////////////// VER1 methods ////////////////////////////////////////// + // Disable SMP Assist for further Draw calls + STDMETHOD_(NvAPI_Status,Disable)(THIS_ __in IUnknown *pDevContext, __in const NV_SMP_ASSIST_DISABLE_PARAMS *psSMPAssistDisableParams) PURE; + + // Enable SMP Assist for further Draw calls. App has to provide the type of rendering done in upcoming Draw calls - Mono/Left eye/Right eye/Instanced Stereo + STDMETHOD_(NvAPI_Status,Enable)(THIS_ __in IUnknown *pDevContext, __in const NV_SMP_ASSIST_ENABLE_PARAMS *psSMPAssistEnableParams) PURE; + + // Get the constants used by the drivers + STDMETHOD_(NvAPI_Status,GetConstants)(THIS_ __inout NV_SMP_ASSIST_GET_CONSTANTS *psSMPAssistGetConstants) PURE; + + // Setup the projections (rects, constant buffer data etc.) + STDMETHOD_(NvAPI_Status,SetupProjections)(THIS_ __in IUnknown *pDevice, __in const NV_SMP_ASSIST_SETUP_PARAMS *psSMPAssistSetupParams) PURE; + + // Update instanced stereo specific data + STDMETHOD_(NvAPI_Status,UpdateInstancedStereoData)(THIS_ __in IUnknown *pDevice, __in const NV_SMP_ASSIST_UPDATE_INSTANCEDSTEREO_DATA_PARAMS *psSMPAssistInstancedStereoParams) PURE; +////////////////////////////// end of VER1 methods ////////////////////////////////////////// +}; + +typedef ID3DNvSMPAssist_V1 ID3DNvSMPAssist; +#define ID3DNVSMPASSIST_VER1 MAKE_NVAPI_VERSION(ID3DNvSMPAssist_V1, 1) +#define ID3DNVSMPASSIST_VER ID3DNVSMPASSIST_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NV_SMP_ASSIST_INITIALIZE_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_TYPE eSMPAssistType; //!< (IN) None/MRS/LMS + NV_SMP_ASSIST_LEVEL eSMPAssistLevel; //!< (IN) Full/Partial/Minimal + NvU32 flags; //!< (IN) Flags, if any + + ID3DNvSMPAssist **ppD3DNvSMPAssist; //!< (OUT) Interface pointer returned by the Init call. Use for future Enable/Disable etc. calls + +} NV_SMP_ASSIST_INITIALIZE_PARAMS_V1; + +#define NV_SMP_ASSIST_INITIALIZE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SMP_ASSIST_INITIALIZE_PARAMS_V1, 1) +#ifndef NV_SMP_ASSIST_INITIALIZE_PARAMS_VER +typedef NV_SMP_ASSIST_INITIALIZE_PARAMS_V1 NV_SMP_ASSIST_INITIALIZE_PARAMS; +#define NV_SMP_ASSIST_INITIALIZE_PARAMS_VER NV_SMP_ASSIST_INITIALIZE_PARAMS_VER1 +#endif + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_InitializeSMPAssist +// +//! DESCRIPTION: Initialize SMP Assist extension. Take the SMPAssist(MRS/LMS) params from the application. +//! Provide the application with a interface pointer for future use. +//! +//! \since Release: 396 +//! \param [in] pDevice Pointer to IUnknown (Currently supports ID3D11Device) +//! \param [inout] pSMPAssistInitParams SMP Assist initialization params +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_OK Call succeeded. +//! \retval ::NVAPI_ERROR Call failed. +//! \retval ::NVAPI_INVALID_ARGUMENT One of the required input arguments was NULL +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_InitializeSMPAssist(__in IUnknown *pDevice, __inout NV_SMP_ASSIST_INITIALIZE_PARAMS *pSMPAssistInitParams); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined (__cplusplus) && defined(__d3d11_h__) +//! \ingroup dx +typedef struct _NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NV_SMP_ASSIST_TYPE eSMPAssistType; //!< (IN) None/MRS/LMS + NV_SMP_ASSIST_LEVEL eSMPAssistLevel; //!< (IN) Full/Partial/Minimal + NvBool bSMPAssistSupported; //!< (OUT) SMP Assist supported or not +} NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1; + +typedef NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1 NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS; +#define NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_V1, 1) +#define NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_VER NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_QuerySMPAssistSupport +// +//! DESCRIPTION: Query SMP assist extension support. +//! +//! \since Release: 396 +//! \param [in] pDev Pointer to IUnknown (Currently supports ID3D11Device) +//! \param [out] pQuerySMPAssistSupportParams Pointer to a structure returning requested SMP assist support +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! \retval ::NVAPI_NOT_SUPPORTED Requested SMP assist is not supported. +//! \retval ::NVAPI_OK Call succeeded. Check value of pQuerySMPAssistSupportParams->bSMPAssistSupported +//! \retval ::NVAPI_INVALID_POINTER pDev or pQuerySMPAssistSupportParams was a NULL pointer +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_QuerySMPAssistSupport(__in IUnknown *pDev, __inout NV_QUERY_SMP_ASSIST_SUPPORT_PARAMS *pQuerySMPAssistSupportParams); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get sleep status +//! \ingroup dx +typedef struct _NV_GET_SLEEP_STATUS_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (OUT) Is low latency mode enabled? + NvBool bFsVrr; //!< (OUT) Is fullscreen VRR enabled? + NvBool bCplVsyncOn; //!< (OUT) Is Control Panel overriding VSYNC ON? + NvU32 sleepIntervalUs; //!< (OUT) Latest sleep interval in microseconds. + NvBool bUseGameSleep; //!< (OUT) Is NvAPI_D3D_Sleep() being called? + NvU8 rsvd[121]; //!< (IN) Reserved. Must be set to 0s. +} NV_GET_SLEEP_STATUS_PARAMS_V1; + +typedef NV_GET_SLEEP_STATUS_PARAMS_V1 NV_GET_SLEEP_STATUS_PARAMS; +#define NV_GET_SLEEP_STATUS_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_GET_SLEEP_STATUS_PARAMS_V1, 1) +#define NV_GET_SLEEP_STATUS_PARAMS_VER NV_GET_SLEEP_STATUS_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetSleepStatus +// +//! DESCRIPTION: This function can be used to get the latest sleep status: +//! bLowLatencyMode indicates whether low latency mode is currently +//! enabled in the driver. +//! Note that it may not always reflect the previously requested sleep mode, +//! as the feature may not be available on the platform, or the setting has +//! been overridden by the control panel, for example. +//! bFsVrr indicates fullscreen GSYNC or GSYNC Compatible mode. It is valid +//! only when the application is in the foreground. +//! bCplVsyncOn indicates Control Panel VSYNC ON override. +//! +//! \since Release: 455 +//! \param [in] pDev The target device. +//! \param [in] pGetSleepStatusParams Sleep status params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetSleepStatus(__in IUnknown *pDev, __in NV_GET_SLEEP_STATUS_PARAMS *pGetSleepStatusParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to set sleep mode +//! \ingroup dx +typedef struct _NV_SET_SLEEP_MODE_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (IN) Low latency mode enable/disable. + NvBool bLowLatencyBoost; //!< (IN) Request maximum GPU clock frequency regardless of workload. + NvU32 minimumIntervalUs; //!< (IN) Minimum frame interval in microseconds. 0 = no frame rate limit. + NvBool bUseMarkersToOptimize; //!< (IN) Allow latency markers to be used for runtime optimizations. + NvU8 rsvd[31]; //!< (IN) Reserved. Must be set to 0s. +} NV_SET_SLEEP_MODE_PARAMS_V1; + +typedef NV_SET_SLEEP_MODE_PARAMS_V1 NV_SET_SLEEP_MODE_PARAMS; +#define NV_SET_SLEEP_MODE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SET_SLEEP_MODE_PARAMS_V1, 1) +#define NV_SET_SLEEP_MODE_PARAMS_VER NV_SET_SLEEP_MODE_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetSleepMode +// +//! DESCRIPTION: This function can be used to update sleep mode dynamically. +//! The settings are not dependent to each other, meaning low latency mode +//! can be enabled/disabled regardless of whether minimum interval is set or +//! not. The former is to intelligently lower latency without impacting frame +//! rate. The later is to limit frame rate (e.g. minimumIntervalUs = 10000 +//! limits frame rate to 100 FPS). They work well separately and/or together. +//! Note that minimumIntervalUs usage is not limited to lowering latency, so +//! feel free to use it to limit frame rate for menu, cut scenes, etc. +//! Note that low latency mode can be enabled, and/or minimum interval can +//! be set, even without using NvAPI_D3D_Sleep(). However, without it, the +//! sleep to achieve these features would happen at a less optimal point, +//! resulting in higher overall latency. +//! The bLowLatencyBoost will request the GPU run at max clocks even in +//! scenarios where it is idle most of the frame and would normally try +//! to save power. This can decrease latency in CPU-limited scenarios. +//! While this function can be called as often as needed, it is not +//! necessary nor recommended to call this too frequently (e.g. every frame), +//! as the settings persist for the target device. +//! +//! \since Release: 455 +//! \param [in] pDev The target device. +//! \param [in] pSetSleepModeParams Sleep mode params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetSleepMode(__in IUnknown *pDev, __in NV_SET_SLEEP_MODE_PARAMS *pSetSleepModeParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_Sleep +// +//! DESCRIPTION: It is recommended to call this function at the very start of +//! each frame (e.g. before input sampling). If there is a need to sleep, +//! due to frame rate limit and/or low latency features, for example, +//! this call provides an entry point for the driver to sleep at the most +//! optimal spot to achieve the lowest latency. +//! It is recommended to call this function even when low latency mode is +//! disabled and minimum interval is 0. Other features, such as Maximum Frame +//! Rate setting, could be enabled in the control panel to benefit from this. +//! It is OK to start (or stop) using this function at any time. However, +//! when using this function, it must be called exactly once on each frame. +//! If this function is not called, after several frames, the driver would +//! fallback to sleep at its less optimal spot. +//! +//! \since Release: 455 +//! \param [in] pDev The target device. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_Sleep(__in IUnknown *pDev); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to send Reflex Sync data to UMD +//! \ingroup dx +typedef struct _NV_SET_REFLEX_SYNC_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvU32 bEnable:1; //!< (IN) Enable Reflex Sync + NvU32 bDisable:1; //!< (IN) Disable Reflex Sync + NvU32 flagsRsvd:30; //!< (IN) Reserved flag bits. Must be set to 0s. + NvU32 vblankIntervalUs; //!< (IN) Interval between VBLANKs in microseconds. (0 means N/A) + NvS32 timeInQueueUs; //!< (IN) Amount of time in the completed frame queue. Can be negative. (0 means N/A) + NvU32 timeInQueueUsTarget; //!< (IN) Target amount of time in the completed frame queue. (0 means N/A) + NvU8 rsvd[28]; //!< (IN) Reserved. Must be set to 0s. +} NV_SET_REFLEX_SYNC_PARAMS_V1; + +typedef NV_SET_REFLEX_SYNC_PARAMS_V1 NV_SET_REFLEX_SYNC_PARAMS; +#define NV_SET_REFLEX_SYNC_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_SET_REFLEX_SYNC_PARAMS_V1, 1) +#define NV_SET_REFLEX_SYNC_PARAMS_VER NV_SET_REFLEX_SYNC_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetReflexSync +// +//! DESCRIPTION: This function can be used to enable/disable Reflex Sync, +//! and to pass in essential data for the Reflex Sync operation. +//! +//! \since Release: 530 +//! \param [in] pDev The target device. +//! \param [in] pSetReflexSyncParams Reflex Sync params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetReflexSync(__in IUnknown *pDev, __in NV_SET_REFLEX_SYNC_PARAMS *pSetReflexSyncParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get latency report. +//! \ingroup dx + +typedef struct _NV_LATENCY_RESULT_PARAMS +{ + NvU32 version; //!< (IN) Structure version + struct FrameReport { + NvU64 frameID; + NvU64 inputSampleTime; + NvU64 simStartTime; + NvU64 simEndTime; + NvU64 renderSubmitStartTime; + NvU64 renderSubmitEndTime; + NvU64 presentStartTime; + NvU64 presentEndTime; + NvU64 driverStartTime; + NvU64 driverEndTime; + NvU64 osRenderQueueStartTime; + NvU64 osRenderQueueEndTime; + NvU64 gpuRenderStartTime; + NvU64 gpuRenderEndTime; + NvU32 gpuActiveRenderTimeUs; //!< (OUT) Difference between gpuRenderStartTime and gpuRenderEndTime, excluding the idles in between, in microseconds. + NvU32 gpuFrameTimeUs; //!< (OUT) Difference between previous and current frame's gpuRenderEndTime, in microseconds. + NvU8 rsvd[120]; + } frameReport[64]; + NvU8 rsvd[32]; +} NV_LATENCY_RESULT_PARAMS_V1; + +typedef NV_LATENCY_RESULT_PARAMS_V1 NV_LATENCY_RESULT_PARAMS; +#define NV_LATENCY_RESULT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_LATENCY_RESULT_PARAMS_V1, 1) +#define NV_LATENCY_RESULT_PARAMS_VER NV_LATENCY_RESULT_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetLatency +// +//! DESCRIPTION: Get a latency report including the timestamps of the +//! application latency markers set with NvAPI_D3D_SetLatencyMarker as well +//! as driver, OS queue and graphics hardware times. Requires calling +//! NvAPI_D3D_SetLatencyMarker with incrementing frameID for valid results. +//! Rendering for at least 90 frames is recommended to properly fill out the +//! structure. The newest completed frame is at the end (element 63) and +//! is preceeded by older frames. If not enough frames are valid then all +//! frames are returned with all zeroes. +//! +//! \since Release: 455 +//! \param [in] pDev The target device +//! \param [in] pGetLatencyParams The latency result structure. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetLatency(__in IUnknown *pDev, __out NV_LATENCY_RESULT_PARAMS *pGetLatencyParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used define latency marker type +//! \ingroup dx +typedef enum +{ + SIMULATION_START = 0, + SIMULATION_END = 1, + RENDERSUBMIT_START = 2, + RENDERSUBMIT_END = 3, + PRESENT_START = 4, + PRESENT_END = 5, + INPUT_SAMPLE = 6, + TRIGGER_FLASH = 7, + PC_LATENCY_PING = 8, + OUT_OF_BAND_RENDERSUBMIT_START = 9, + OUT_OF_BAND_RENDERSUBMIT_END = 10, + OUT_OF_BAND_PRESENT_START = 11, + OUT_OF_BAND_PRESENT_END = 12, +} NV_LATENCY_MARKER_TYPE; + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used set latency markers +//! \ingroup dx +typedef struct _NV_LATENCY_MARKER_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvU64 frameID; + NV_LATENCY_MARKER_TYPE markerType; + NvU64 rsvd0; + NvU8 rsvd[56]; +} NV_LATENCY_MARKER_PARAMS_V1; + +typedef NV_LATENCY_MARKER_PARAMS_V1 NV_LATENCY_MARKER_PARAMS; +#define NV_LATENCY_MARKER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_LATENCY_MARKER_PARAMS_V1, 1) +#define NV_LATENCY_MARKER_PARAMS_VER NV_LATENCY_MARKER_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetLatencyMarker +// +//! DESCRIPTION: Set a latency marker to be tracked by the +//! NvAPI_D3D_GetLatency function. SIMULATION_START must be the first marker +//! sent in a frame, after the previous frame's Sleep call (if used). +//! INPUT_SAMPLE may be sent to record the moment user input was sampled and +//! should come between SIMULATION_START and SIMULATION_END. +//! RENDERSUBMIT_START should come before any Direct3D calls are made for +//! the given frame and RENDERSUBMIT_END should come before calling Present. +//! PRESENT_START and END should wrap the Present call to inform the driver +//! of a present block done by the OS before the driver receives the Present. +//! TRIGGER_FLASH tells the driver to render its flash indicator for latency +//! testing, typically driven by a mouse click. +//! The frameID can start at an abitrary moment in the application lifetime +//! but must strictly increment from that point forward for consistent results. +//! +//! \since Release: 455 +//! \param [in] pDev Pointer to the target device +//! \param [in] pSetLatencyMarkerParams Pointer to the latency marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_SetLatencyMarker(__in IUnknown *pDev, __in NV_LATENCY_MARKER_PARAMS* pSetLatencyMarkerParams); +#endif //defined(__cplusplus) && (defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) || defined(__d3d12_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used in NvAPI_D3D12_SetAsyncFrameMarker and NvAPI_D3D11_SetAsyncFrameMarker +//! \ingroup dx +typedef struct _NV_ASYNC_FRAME_MARKER_PARAMS_V1 +{ + NvU32 version; //!< (IN) Structure version + NvU64 frameID; + NV_LATENCY_MARKER_TYPE markerType; + NvU64 presentFrameID; + NvU8 rsvd[56]; +} NV_ASYNC_FRAME_MARKER_PARAMS_V1; + +typedef NV_ASYNC_FRAME_MARKER_PARAMS_V1 NV_ASYNC_FRAME_MARKER_PARAMS; +#define NV_ASYNC_FRAME_MARKER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_ASYNC_FRAME_MARKER_PARAMS_V1, 1) +#define NV_ASYNC_FRAME_MARKER_PARAMS_VER NV_ASYNC_FRAME_MARKER_PARAMS_VER1 + +#if defined(__cplusplus) && (defined(__d3d12_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetAsyncFrameMarker +// +//! DESCRIPTION: Set an async frame marker for present and out-of-band render tracking. +//! +//! \since Release: 520 +//! \param [in] pCommandQueue Pointer to the D3D12CommandQueue +//! \param [in] pSetAsyncFrameMarkerParams Pointer to the async frame marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetAsyncFrameMarker(__in ID3D12CommandQueue *pCommandQueue, __in NV_ASYNC_FRAME_MARKER_PARAMS* pSetAsyncFrameMarkerParams); +#endif //defined(__cplusplus) && (defined(__d3d12_h__)) + +#if defined(__cplusplus) && (defined(__d3d11_h__)) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetAsyncFrameMarker +// +//! DESCRIPTION: Set an async frame marker for present and out-of-band render tracking. +//! +//! \since Release: 565 +//! \param [in] pDevice Pointer to the target device +//! \param [in] pSetAsyncFrameMarkerParams Pointer to the async frame marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetAsyncFrameMarker(__in IUnknown *pDevice, __in NV_ASYNC_FRAME_MARKER_PARAMS* pSetAsyncFrameMarkerParams); +#endif //defined(__cplusplus) && (defined(__d3d11_h__)) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used in NvAPI_D3D12_NotifyOutOfBandCommandQueue +//! \ingroup dx +typedef enum +{ + OUT_OF_BAND_RENDER = 0, + OUT_OF_BAND_PRESENT = 1, + OUT_OF_BAND_IGNORE = 2, +} NV_OUT_OF_BAND_CQ_TYPE; + +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_NotifyOutOfBandCommandQueue +// +//! DESCRIPTION: Notifies the driver that this command queue runs out of band +//! from the application's frame cadence. +//! +//! \since Release: 520 +//! \param [in] pCommandQueue The D3D12CommandQueue +//! \param [in] cqType The type of out of band command queue +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_NotifyOutOfBandCommandQueue(__in ID3D12CommandQueue *pCommandQueue, __in NV_OUT_OF_BAND_CQ_TYPE cqType); +#endif //defined(__cplusplus) && defined(__d3d12_h__)) + + +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetCreateCommandQueueLowLatencyHint +// +//! DESCRIPTION: Reserved call. +//! +//! \since Release: 530 +//! \param [in] pDevice The creating device +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetCreateCommandQueueLowLatencyHint(__in ID3D12Device *pDevice); +#endif //defined(__cplusplus) && defined(__d3d12_h__)) + +#if defined (__cplusplus) && defined(__d3d12_h__) + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +typedef struct NVAPI_D3D12_CREATE_CUBIN_SHADER_PARAMS +{ + size_t structSizeIn; //!< [in] Caller's version of input params + size_t structSizeOut; //!< [out] Driver's version of input params + + ID3D12Device* pDevice; //!< [in] pointer to ID3D12Device object + const void* pCubin; //!< [in] pointer to blob containing the cubin + NvU32 size; //!< [in] size of pCubin blob in bytes + NvU32 blockX; //!< [in] size of CTA / thread block/group + NvU32 blockY; //!< [in] + NvU32 blockZ; //!< [in] + NvU32 dynSharedMemBytes; //!< [in] dynamic shared memory required by the shader in bytes + const char* pShaderName; //!< [in] pointer to shader name, acts as identifier for SLI special handling, doesn't need to be accurate + NvU32 flags; //!< [in] reserved, set to 0 + NVDX_ObjectHandle hShader; //!< [out] variable that receives the handle to the created shader. + +} NVAPI_D3D12_CREATE_CUBIN_SHADER_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShaderExV2(__inout NVAPI_D3D12_CREATE_CUBIN_SHADER_PARAMS* pParams); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShader(__in ID3D12Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShaderEx(__in ID3D12Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in NvU32 dynSharedMemBytes, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCubinComputeShaderWithName(__in ID3D12Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_LaunchCubinShader(__in ID3D12GraphicsCommandList* pCommandList, + __in NVDX_ObjectHandle hShader, + __in NvU32 gridX, + __in NvU32 gridY, + __in NvU32 gridZ, + __in const void* pParams, + __in NvU32 paramSize); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_DestroyCubinComputeShader(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hShader); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +#if defined(__d3d12_h__) +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct NVAPI_D3D12_GET_CUDA_MERGED_TEXTURE_SAMPLER_OBJECT_PARAMS +{ + size_t structSizeIn; //!< [in] Caller's version of input params + size_t structSizeOut; //!< [out] Driver's version of input params + + ID3D12Device* pDevice; //!< [in] pointer to ID3D12Device object + D3D12_CPU_DESCRIPTOR_HANDLE texDesc; //!< [in] CPU descriptor handle of the texture (SRV) + D3D12_CPU_DESCRIPTOR_HANDLE smpDesc; //!< [in] CPU descriptor handle of the sampler (set to 0 if sampler isn't required) + NvU64 textureHandle; //!< [out] A variable that receives the driver handle + +} NVAPI_D3D12_GET_CUDA_MERGED_TEXTURE_SAMPLER_OBJECT_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_GetCudaMergedTextureSamplerObject(__inout NVAPI_D3D12_GET_CUDA_MERGED_TEXTURE_SAMPLER_OBJECT_PARAMS* pParams); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +typedef enum _NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TYPE +{ + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_SURFACE = 0, + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TEXTURE = 1, + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_SAMPLER = 2, + +} NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TYPE; + +typedef struct NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_PARAMS +{ + size_t structSizeIn; //!< [in] Caller's version of input params + size_t structSizeOut; //!< [out] Driver's version of input params + + ID3D12Device* pDevice; //!< [in] Pointer to ID3D12Device object + NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_TYPE type; //!< [in] Type of the descriptor + D3D12_CPU_DESCRIPTOR_HANDLE desc; //!< [in] CPU descriptor handle of the UAV + NvU64 handle; //!< [out] A pointer to memory that receives the driver handle + +} NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_GetCudaIndependentDescriptorObject(__inout NVAPI_D3D12_GET_CUDA_INDEPENDENT_DESCRIPTOR_OBJECT_PARAMS* pParams); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_GetCudaTextureObject(__in ID3D12Device* pDevice, + __in D3D12_CPU_DESCRIPTOR_HANDLE texDesc, + __in D3D12_CPU_DESCRIPTOR_HANDLE smpDesc, + __out NvU32* pTextureHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_GetCudaSurfaceObject(__in ID3D12Device* pDevice, + __in D3D12_CPU_DESCRIPTOR_HANDLE uavDesc, + __out NvU32* pSurfaceHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_IsFatbinPTXSupported(__in ID3D12Device *pDevice, + __out bool *pSupported); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCuModule(__in ID3D12Device* pDevice, + __in const void* pBlob, + __in NvU32 size, + __out NVDX_ObjectHandle* phModule); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_EnumFunctionsInModule(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hModule, + __inout NvU32* pArraySize, + __out const char** const pFunctionNames); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_CreateCuFunction(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hModule, + __in const char* pName, + __out NVDX_ObjectHandle* phFunction); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NVAPI_DIM3 +{ + NvU32 x; + NvU32 y; + NvU32 z; +} NVAPI_DIM3; + +typedef struct _NVAPI_CU_KERNEL_LAUNCH_PARAMS +{ + NVDX_ObjectHandle hFunction; + NVAPI_DIM3 gridDim; + NVAPI_DIM3 blockDim; + NvU32 dynSharedMemBytes; + void const * pParams; + NvU32 paramSize; +} NVAPI_CU_KERNEL_LAUNCH_PARAMS; + +NVAPI_INTERFACE NvAPI_D3D12_LaunchCuKernelChain(__in ID3D12GraphicsCommandList* pCommandList, + __in const NVAPI_CU_KERNEL_LAUNCH_PARAMS* pKernels, + __in NvU32 numKernels); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! + +typedef struct _NVAPI_CU_KERNEL_LAUNCH_PARAMS_EX +{ + NVDX_ObjectHandle hFunction; + NVAPI_DIM3 gridDim; + NVAPI_DIM3 blockDim; + NvU32 dynSharedMemBytes; + + // either pParams/paramsSize is used or kernelParams is used + void const * pParams; + NvU32 paramSize; + void **kernelParams; +} NVAPI_CU_KERNEL_LAUNCH_PARAMS_EX; + +NVAPI_INTERFACE NvAPI_D3D12_LaunchCuKernelChainEx(__in ID3D12GraphicsCommandList* pCommandList, + __in const NVAPI_CU_KERNEL_LAUNCH_PARAMS_EX* pKernels, + __in NvU32 numKernels); + + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_DestroyCuModule(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hModule); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D12_DestroyCuFunction(__in ID3D12Device* pDevice, + __in NVDX_ObjectHandle hFunction); +#endif //if defined (__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d11_h__) + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateCubinComputeShader(__in ID3D11Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateCubinComputeShaderEx(__in ID3D11Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in NvU32 dynSharedMemBytes, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateCubinComputeShaderWithName(__in ID3D11Device* pDevice, + __in const void* pCubin, + __in NvU32 size, + __in NvU32 blockX, + __in NvU32 blockY, + __in NvU32 blockZ, + __in const char* pShaderName, + __out NVDX_ObjectHandle* phShader); + + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_LaunchCubinShader(__in ID3D11DeviceContext *pDeviceContext, + __in NVDX_ObjectHandle hShader, + __in NvU32 gridX, + __in NvU32 gridY, + __in NvU32 gridZ, + __in const void* pParams, + __in NvU32 paramSize, + __in const NVDX_ObjectHandle* pReadResources, + __in NvU32 numReadResources, + __in const NVDX_ObjectHandle* pWriteResources, + __in NvU32 numWriteResources); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_DestroyCubinComputeShader(__in ID3D11Device* pDevice, + __in NVDX_ObjectHandle hShader); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_IsFatbinPTXSupported(__in ID3D11Device *pDevice, + __out bool *pSupported); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateUnorderedAccessView(__in ID3D11Device* pDevice, + __in ID3D11Resource* pResource, + __in const D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc, + __out ID3D11UnorderedAccessView** ppUAV, + __out NvU32* pDriverHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateShaderResourceView(__in ID3D11Device* pDevice, + __in ID3D11Resource* pResource, + __in const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc, + __out ID3D11ShaderResourceView** ppSRV, + __out NvU32* pDriverHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_CreateSamplerState(__in ID3D11Device* pDevice, + __in const D3D11_SAMPLER_DESC* pSamplerDesc, + __out ID3D11SamplerState** ppSamplerState, + __out NvU32* pDriverHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_GetCudaTextureObject(__in ID3D11Device* pDevice, + __in NvU32 srvDriverHandle, + __in NvU32 samplerDriverHandle, + __out NvU32* pCudaTextureHandle); + +// Experimental API for internal use. DO NOT USE! +//! SUPPORTED OS: Windows 10 and higher +//! +NVAPI_INTERFACE NvAPI_D3D11_GetResourceGPUVirtualAddress(__in ID3D11Device* pDevice, + __in const NVDX_ObjectHandle hResource, + __out NvU64* pGpuVA); +#endif //defined(__cplusplus) && defined(__d3d11_h__) + + +#if defined(__cplusplus) && defined(__d3d12_h__) +//! Flags specifying raytracing thread reordering hardware support. +//! Additional flags will be added as support becomes available. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS +{ + NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAP_NONE = 0x0, //!< Thread reordering acts as a no-op + NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAP_STANDARD = NV_BIT(0) //!< Standard thread reordering is supported +} NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS; + +//! Flags specifying raytracing Opacity Micromap support. +//! Additional flags will be added as support becomes available. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAPS +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAP_NONE = 0x0, //!< Opacity Micromap support is not available. + //!< The application must not attempt to use any OMM entrypoints or flags. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAP_STANDARD = NV_BIT(0) //!< Standard Opacity Micromap support is available +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_CAPS; + +//! Flags specifying raytracing Displacement Micromap support. +//! Additional flags will be added as support becomes available. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAPS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAP_NONE = 0x0, //!< Displacement Micromap support is not available. + //!< The application must not attempt to use any DMM entrypoints or flags. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAP_STANDARD = NV_BIT(0) //!< Standard Displacement Micromap support is available +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_CAPS; + +//! List of Raytracing CAPS types that can be queried. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_CAPS_TYPE +{ + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_THREAD_REORDERING = 0, + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_OPACITY_MICROMAP = 1, + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_DISPLACEMENT_MICROMAP = 2, + NVAPI_D3D12_RAYTRACING_CAPS_TYPE_INVALID = -1 +} NVAPI_D3D12_RAYTRACING_CAPS_TYPE; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingCaps +// +//! DESCRIPTION: Query raytracing capabilities of a device. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Pointer to the device on which raytracing caps should be queried from. +//! \param [in] type Raytracing caps type requested. (ex: NVAPI_D3D12_RAYTRACING_CAPS_TYPE_THREAD_REORDERING) +//! \param [out] pData Pointer to memory that receives caps. (ex: NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS*) +//! \param [in] dataSize Size in bytes to return to pData. Must match the size of the caps data requested. (ex: sizeof(NVAPI_D3D12_RAYTRACING_THREAD_REORDERING_CAPS)) +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as an argument +//! \retval ::NVAPI_INVALID_ARGUMENT At least one of the arguments are invalid +//! \retval ::NVAPI_ERROR Error occurred +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingCaps( + __in ID3D12Device* pDevice, + __in NVAPI_D3D12_RAYTRACING_CAPS_TYPE type, + __out void* pData, + __in size_t dataSize); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Flags specifying validation behaviour for raytracing operations. +//! \ingroup dx +//! See NvAPI_D3D12_EnableRaytracingValidation +typedef enum _NVAPI_D3D12_RAYTRACING_VALIDATION_FLAGS +{ + NVAPI_D3D12_RAYTRACING_VALIDATION_FLAG_NONE = 0x0, //!< No validation flags. +} NVAPI_D3D12_RAYTRACING_VALIDATION_FLAGS; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EnableRaytracingValidation +// +//! DESCRIPTION: Enable raytracing validation for a device. +//! This function must be called before any other raytracing-related function +//! is invoked on the device. Raytracing validation can only be enabled when +//! the NV_ALLOW_RAYTRACING_VALIDATION envvar is set to 1. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device on which raytracing validation should be enabled. +//! \param [in] flags Raytracing validation flags. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as device argument +//! \retval ::NVAPI_INVALID_ARGUMENT An unsupported flag was specified +//! \retval ::NVAPI_INVALID_CALL The call was made too late (other raytracing-related calls have already been made) +//! \retval ::NVAPI_ACCESS_DENIED Validation is not allowed by envvar +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_EnableRaytracingValidation( + __in ID3D12Device5* pDevice, + __in NVAPI_D3D12_RAYTRACING_VALIDATION_FLAGS flags); + + + +//! Severity classification of validation messages. +//! \ingroup dx +//! See NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_CALLBACK +typedef enum _NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY +{ + NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY_ERROR = 0x0, //!< Error message (indicates likely bug) + NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY_WARNING = 0x1 //!< Warning message (indicates inadvisable usage or possible bug) +} NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY; + +//! Callback for raytracing validation messages. +//! \param [in] pUserData User data pointer as provided to callback registration. +//! \param [in] severity Severity of message. +//! \param [in] messageCode Type of reported validation message. +//! \param [in] message Human-readable description of what the message code means. +//! \param [in] messageDetails Additional human-readable context for validation message. May contain newlines. +//! \ingroup dx +//! See NvAPI_D3D12_RegisterRaytracingValidationMessageCallback +typedef void(__stdcall *NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_CALLBACK)(void* pUserData, NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_SEVERITY severity, const char* messageCode, const char* message, const char* messageDetails); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RegisterRaytracingValidationMessageCallback +// +//! DESCRIPTION: Register a message callback for raytracing validation messages. +//! The provided callback may be invoked by the driver using any thread at any time until the callback is unregistered. +//! It is invalid to register/unregister callbacks from within the callback. +//! It is invalid to create or destroy objects for the device or record commands onto command lists from within the callback. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device from which to obtain raytracing validation messages. +//! \param [in] pfnMessageCallback Callback used to report validation messages. +//! \param [in] pUserData [optional] User data to pass as argument to message callback. +//! \param [out] pHandle Handle that may be used to unregister the callback. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as an argument +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RegisterRaytracingValidationMessageCallback( + __in ID3D12Device5* pDevice, + __in NVAPI_D3D12_RAYTRACING_VALIDATION_MESSAGE_CALLBACK pfnMessageCallback, + __in_opt void* pUserData, + __out void** pHandle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_UnregisterRaytracingValidationMessageCallback +// +//! DESCRIPTION: Unregister a previously registered message callback for raytracing validation messages. +//! The provided callback will not be invoked once the unregister call has returned. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device from which to stop obtaining raytracing validation messages. +//! \param [in] handle Handle to which callback should be unregistered, obtained at registration. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as device argument +//! \retval ::NVAPI_INVALID_ARGUMENT Callback handle not recognized +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_UnregisterRaytracingValidationMessageCallback( + __in ID3D12Device5* pDevice, + __in void* handle); + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_FlushRaytracingValidationMessages +// +//! DESCRIPTION: Flush any validation messages that have not yet been reported. +//! This guarantees that any validation messages for work which is known to be complete on the GPU +//! at the time of the call are reported to registered callbacks. +//! This operation is lightweight if the flushed device does not have raytracing validation enabled. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 545 +//! +//! \param [in] pDevice Pointer to the device on which raytracing validation messages should be flushed. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval ::NVAPI_OK Completed request +//! \retval ::NVAPI_INVALID_POINTER A null pointer was passed as device argument +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_FlushRaytracingValidationMessages( + __in ID3D12Device5* pDevice); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +// Types used by both device and command list functions. + +//! Flags specifying building instructions and hints when constructing a DMM Array. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAGS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_NONE = 0x0, //!< No options specified for the DMM Array build. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE = NV_BIT(0), //!< Allow the DMM Array build to take a little longer in order to optimize for traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD = NV_BIT(1) //!< Spend as little time as possible on the DMM Array build with some potential loss to traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAGS; + +//! Specifies the input Displacement Micromap formats. +//! The DC1 (Displacement Compression 1) format follows the space-filling curve in barycentric space over the uniformly tessellated micro-triangles. +//! +//! \note This is a 16-bit value when used in #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT_DC1_64_TRIS_64_BYTES = 0x1, //!< 64 micro-triangles packed into 64 bytes + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT_DC1_256_TRIS_128_BYTES = 0x2, //!< 256 micro-triangles packed into 128 bytes + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT_DC1_1024_TRIS_128_BYTES = 0x3, //!< 1024 micro-triangles packed into 128 bytes + +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT; + +//! Number of DMMs of a specific configuration in a DMM Array or BLAS build. +//! Used to compute conservative buffer size estimates for DMM Array and BLAS builds. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT +{ + NvU32 count; //!< For DMM Array builds: total number of DMMs in the DMM Array with the particular \p subdivisionLevel and \p format specified in this descriptor. + //!< For BLAS builds: total number of DMMs with the \p subdivisionLevel and \p format combination that is referenced from the BLAS. + NvU32 subdivisionLevel; //!< Number of subdivisions for the DMM; valid inputs are [0, 5] (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT format; //!< Displacement Micromap format. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT; + +//! Describes one Displacement Micromap. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC +{ + NvU32 byteOffset; //!< Byte offset from the \c inputBuffer, specified in the input structure #NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS, to where the input DMM data is located. + NvU16 subdivisionLevel; //!< Number of subdivisions for the DMM; valid inputs are [0, 5] (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NvU16 format; //!< Format of the DMM of type #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_FORMAT. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC; + +//! Input structure to DMM Array construction. +//! Individual DMMs are accessed via indices when used in bottom-level acceleration structure (BLAS) construction. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BUILD_FLAGS flags; //!< Flags which apply to all DMMs in the array. + NvU32 numDMMUsageCounts; //!< Number of DMM usage count entries in the \p pDMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT* pDMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the DMM entries in the build. + D3D12_GPU_VIRTUAL_ADDRESS inputBuffer; //!< Address for raw DMM input data; it must be 256-byte aligned (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT) + //!< It is recommended to try to organize DMMs together in memory that are expected to be used close together spatially. + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE perDMMDescs; //!< GPU array with one #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DESC entry per DMM. +} NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS; + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Conservative memory requirements for building a DMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO +{ + NvU64 resultDataMaxSizeInBytes; //!< Size required to hold the result of a DMM Array build based on the specified inputs. + NvU64 scratchDataSizeInBytes; //!< Scratch storage on GPU required during DMM Array build based on the specified inputs. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO; + +//! Parameters given to NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS* pDesc; //!< [in] Description of the DMM Array build. + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO* pInfo; //!< [out] Result of the query. +} NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1; +#define NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS; +#define NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo +// +//! DESCRIPTION: Query conservative memory requirements for building a DMM (Displacement Micromap) Array. +//! The returned size is conservative for DMM Array builds containing +//! a lower or equal number of entries for each resolution and format combination. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pDevice Device on which the DMM Array will be built. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo( + __in ID3D12Device5* pDevice, + __inout NVAPI_GET_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +// Types used by both device and command list functions. + +//! Flags specifying building instructions and hints when constructing an OMM Array. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAGS +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_NONE = 0x0, //!< No options specified for the OMM Array build. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE = NV_BIT(0), //!< Allow the OMM Array build to take a little longer in order to optimize for traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_BUILD = NV_BIT(1) //!< Spend as little time as possible on the OMM Array build with some potential loss to traversal performance. + //!< This flag is incompatible with #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAG_PREFER_FAST_TRACE. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAGS; + +//! Specifies the input Opacity Micromap formats. +//! The OC1 (Opacity Compression 1) format follows the space-filling curve in barycentric space over the uniformly tessellated micro-triangles. +//! +//! \note This is a 16-bit value when used in #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT_OC1_2_STATE = 0x1, //!< 2-state (Transparent/Opaque) format. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT_OC1_4_STATE = 0x2 //!< 4-state (Transparent/Opaque, Known/Unknown) format. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT; + +//! Number of OMMs of a specific configuration in an OMM Array. +//! Used to compute conservative buffer size estimates for OMM Array builds. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT +{ + NvU32 count; //!< Total number of OMMs in the OMM Array with the particular \p subdivisionLevel and \p format specified in this descriptor. + NvU32 subdivisionLevel; //!< Number of subdivisions for the OMM; valid inputs are [0, 12] (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_OC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT format; //!< Opacity Micromap format. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT; + +//! Describes one Opacity Micromap. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC +{ + NvU32 byteOffset; //!< Byte offset from the \c inputBuffer, specified in the input structure #NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS, to where the input OMM data is located. + NvU16 subdivisionLevel; //!< Number of subdivisions for the OMM; valid inputs are [0, 12] (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_OC1_MAX_SUBDIVISION_LEVEL). + //!< The total number of micro-triangles is 4subdivisionLevel. + NvU16 format; //!< Format of the OMM of type #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_FORMAT. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC; + +//! Input structure to OMM Array construction. +//! Individual OMMs are accessed via indices when used in bottom-level acceleration structure (BLAS) construction. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BUILD_FLAGS flags; //!< Flags which apply to all OMMs in the array. + NvU32 numOMMUsageCounts; //!< Number of OMM usage count entries in the \p pOMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT* pOMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the OMM entries in the build. + D3D12_GPU_VIRTUAL_ADDRESS inputBuffer; //!< Address for raw OMM input data; it must be 256-byte aligned. + //!< It is recommended to try to organize OMMs together in memory that are expected to be used close together spatially. + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE perOMMDescs; //!< GPU array with one #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_DESC entry per OMM. +} NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS; + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && (defined(__ID3D12Device5_INTERFACE_DEFINED__) || defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__)) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Conservative memory requirements for building an OMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO +{ + NvU64 resultDataMaxSizeInBytes; //!< Size required to hold the result of an OMM Array build based on the specified inputs. + NvU64 scratchDataSizeInBytes; //!< Scratch storage on GPU required during OMM Array build based on the specified inputs. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO; + +//! Parameters given to NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS* pDesc; //!< [in] Description of the OMM Array build. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO* pInfo; //!< [out] Result of the query. +} NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1; +#define NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_V1 NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS; +#define NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo +// +//! DESCRIPTION: Query conservative memory requirements for building an OMM (Opacity Micromap) Array. +//! The returned size is conservative for OMM Array builds containing +//! a lower or equal number of entries for each resolution and format combination. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the OMM Array will be built. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo( + __in ID3D12Device5* pDevice, + __inout NVAPI_GET_RAYTRACING_OPACITY_MICROMAP_ARRAY_PREBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Pipeline creation state flags. +//! Support should only be enabled for the specific features that are present, since they may incur a small penalty on traversal performance overall. +//! If the pipeline is not created with the correct primitive support, and that primitive type is encountered during traversal, behavior is undefined. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS +{ + NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS_NONE = 0, //!< [in] No pipeline flags. + NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS_ENABLE_OMM_SUPPORT = NV_BIT(0), //!< [in] Change whether raytracing pipelines are created with support for Opacity Micromaps. + NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS_ENABLE_DMM_SUPPORT = NV_BIT(1), //!< [in] Change whether raytracing pipelines are created with support for Displacement Micromaps. +} NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS; + +//! State used when creating new pipelines. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER. + NvU32 flags; //!< [in] A bitwise OR of one or more #NVAPI_D3D12_PIPELINE_CREATION_STATE_FLAGS flags for raytracing pipeline creation. +} NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1; +#define NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1, 1) +typedef NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_V1 NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS; +#define NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_SetCreatePipelineStateOptions +// +//! DESCRIPTION: Globally change the state affecting pipeline creations. +//! This affects all pipelines created after this call, and until this function is called again. +//! +//! \note Only supported on GPUs capable of DXR. +//! Some of the flags and fields have further restrictions, in which case their description will include a note with more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the pipelines will be created. +//! \param [in] pState State to be applied to all future pipeline creations. + +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_SetCreatePipelineStateOptions( + __in ID3D12Device5* pDevice, + __in const NVAPI_D3D12_SET_CREATE_PIPELINE_STATE_OPTIONS_PARAMS* pState); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! Type of serialized data. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX +{ + // D3D12_SERIALIZED_DATA_TYPE flags + NVAPI_D3D12_SERIALIZED_DATA_RAYTRACING_ACCELERATION_STRUCTURE_EX = 0x0, //!< Serialized data contains a raytracing acceleration structure. + //!< Starting from offset 0, the first bytes of the serialized acceleration structure can be reinterpreted as \c D3D12_SERIALIZED_RAYTRACING_ACCELERATION_STRUCTURE_HEADER. + //!< That structure contains the identifier to be passed along to NvAPI_D3D12_CheckDriverMatchingIdentifierEx(). + + // NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX specific flags + NVAPI_D3D12_SERIALIZED_DATA_RAYTRACING_OPACITY_MICROMAP_ARRAY_EX = 0x1, //!< Data blob contains an OMM Array. + //!< Starting from offset 0, the first bytes of the OMM Array can be reinterpreted as \c D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER. + NVAPI_D3D12_SERIALIZED_DATA_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_EX = 0x2, //!< Data blob contains a DMM Array. + //!< Starting from offset 0, the first bytes of the DMM Array can be reinterpreted as \c D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER. + +} NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX; + +//! Parameters given to NvAPI_D3D12_CheckDriverMatchingIdentifierEx(). +//! +//! \ingroup dx +typedef struct _NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER. + NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX serializedDataType; //!< [in] Type of data to be deserialized; see #NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX. + const D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER* pIdentifierToCheck; //!< [in] Identifier from the header of the serialized data to check with the driver; see \c D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER. + //!< Information about how to retrieve that identifier can be found in the description of each #NVAPI_D3D12_SERIALIZED_DATA_TYPE_EX enum. + D3D12_DRIVER_MATCHING_IDENTIFIER_STATUS checkStatus; //!< [out] Result of the check; see \c D3D12_DRIVER_MATCHING_IDENTIFIER_STATUS. +} NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1; +#define NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1, 1) +typedef NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_V1 NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS; +#define NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CheckDriverMatchingIdentifierEx +// +//! DESCRIPTION: This function is an extension of ID3D12Device5::CheckDriverMatchingIdentifier() with additional serialized data types. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the data will be deserialized. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CheckDriverMatchingIdentifierEx( + __in ID3D12Device5* pDevice, + __inout NVAPI_CHECK_DRIVER_MATCHING_IDENTIFIER_EX_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +//! This enum extends \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS with modified and additional values. +//! Only modified/new values are fully described; for more information on the other values, please check Microsoft's DirectX Raytracing Specification. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX +{ + // D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS flags + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_NONE_EX = 0x0, //!< No options specified for the acceleration structure build. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_UPDATE_EX = NV_BIT(0), //!< Allow the acceleration structure to later be updated (via the flag #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PERFORM_UPDATE_EX), rather than always requiring a full rebuild. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_COMPACTION_EX = NV_BIT(1), //!< Allow for the acceleration structure to later be compacted. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_TRACE_EX = NV_BIT(2), //!< Favorize higher raytracing performance at the cost of longer build times. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_BUILD_EX = NV_BIT(3), //!< Favorize faster build times at the cost of lower raytracing performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_MINIMIZE_MEMORY_EX = NV_BIT(4), //!< Minimize the memory footprint of the produced acceleration structure, potentially at the cost of longer build time or lower raytracing performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PERFORM_UPDATE_EX = NV_BIT(5), //!< Instead of rebuilding the acceleration structure from scratch, the existing acceleration structure will be updated. + //!< Added behaviour: If #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_UPDATE_EX is specified, OMM references may be changed along with positions when an update is performed. + + // NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX specific flags + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_UPDATE_EX = NV_BIT(6), //!< The acceleration structure (AS) supports updating OMM contents (base OMM Array and/or indices). + //!< Specifying this flag may result in larger AS size and may reduce traversal performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_DISABLE_OMMS_EX = NV_BIT(7), //!< Only applicable for BLAS builds. If enabled, any instances referencing this BLAS are allowed to disable the OMM test through the #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX flag. + //!< Specifying this build flag may result in some reductions in traversal performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_OPACITY_STATES_UPDATE_EX = NV_BIT(8), //!< The acceleration structure (AS) supports updating OMM data (encoded opacity values). + //!< Specifying this flag may reduce traversal performance. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_DATA_ACCESS_EX = NV_BIT(9), //!< Allows triangle and micro-triangle data to be accessed through the BLAS via shader intrinsics. + +} NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX; + +//! This enum extends \c D3D12_RAYTRACING_GEOMETRY_TYPE with additional values. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX +{ + // D3D12_RAYTRACING_GEOMETRY_TYPE flags + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_TRIANGLES_EX = 0x0, //!< This geometry is made of basic triangles. + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_PROCEDURAL_PRIMITIVE_AABBS_EX = 0x1, //!< This geometry is made of axis-aligned bounding boxes (AABBs). + + // NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX specific flags + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_OMM_TRIANGLES_EX = 0x2, //!< Shares most fields with the basic triangle geometry type, but allows an OMM Array to be attached to the geometry. + //!< The basic triangle type and this OMM-enabled type geometries may be mixed in the same BLAS build. + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_DMM_TRIANGLES_EX = 0x3, //!< Triangle geometry with attached DMM data. + //!< This geometry cannot be mixed with other geometry types in the same BLAS. + +} NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX; + +//! If a triangle has a uniform OMM state in a BLAS build, it is preferable to signal this explicitly rather than attaching a single state OMM. +//! This can be accomplished by supplying these special indices as entries in \c opacityMicromapIndexBuffer, in #NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_TRANSPARENT = -1, //!< Uniform transparent OMM state. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_OPAQUE = -2, //!< Uniform opaque OMM state. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_UNKNOWN_TRANSPARENT = -3, //!< Uniform unknown-transparent OMM state. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX_FULLY_UNKNOWN_OPAQUE = -4 //!< Uniform unknown-opaque OMM state. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX; + +//! Geometry descriptor attachment with Opacity Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_ATTACHMENT_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE opacityMicromapIndexBuffer; //!< Optional buffer specifying which OMM index to use for each triangle; if \c NULL, there is a 1:1 mapping between input triangles and OMM Array entries. + //!< Special values can be used to encode OMMs with uniform state for individual triangles (see #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_SPECIAL_INDEX). + //!< For BLAS updates, this input buffer must match that of the original build if the #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_OMM_UPDATE_EX build flag is not set. + DXGI_FORMAT opacityMicromapIndexFormat; //!< Format of \c opacityMicromapIndexBuffer, either \c DXGI_FORMAT_R32_UINT or \c DXGI_FORMAT_R16_UINT. + NvU32 opacityMicromapBaseLocation; //!< Constant added to all non-negative OMM indices in \p opacityMicromapIndexBuffer. + D3D12_GPU_VIRTUAL_ADDRESS opacityMicromapArray; //!< Pointer to an OMM Array used by this geometry; it may be set to \c NULL if no non-uniform OMMs are used. + //!< Unlike vertex, index, and transform buffers, this resource is dereferenced during raytracing. + + NvU32 numOMMUsageCounts; //!< Number of OMM usage count entries in the \p pOMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_USAGE_COUNT* pOMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the OMM entries referred-to by the OMM index buffer specified by this geometry. + +} NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_ATTACHMENT_DESC; + +//! The edge vA..vB is decimated: after subdivision the number of micro-triangles on that edge is halved. +//! (i.e. the neighboring primitive can have a lower subdivision level without introducing cracks) +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAGS +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAG_DECIMATE_01 = NV_BIT(0), + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAG_DECIMATE_12 = NV_BIT(1), + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAG_DECIMATE_20 = NV_BIT(2), + +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAGS; + +//! Geometry descriptor attachment with Displacement Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_ATTACHMENT_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE triangleMicromapIndexBuffer; //!< Optional buffer specifying which DMM index to use for each triangle; if \c NULL, there is a 1:1 mapping between input triangles and DMM Array entries. + //!< For BLAS updates, this input buffer must match that of the original build. + DXGI_FORMAT triangleMicromapIndexFormat; //!< Format of \c displacementMicromapIndexBuffer, either \c DXGI_FORMAT_R32_UINT or \c DXGI_FORMAT_R16_UINT. + NvU32 triangleMicromapBaseLocation; //!< Constant added to all DMM indices in \p displacementMicromapIndexBuffer. + + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE trianglePrimitiveFlagsBuffer; //!< Optional, per-triangle UINT8 mode flags (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_PRIMITIVE_FLAGS) + + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE vertexBiasAndScaleBuffer; //!< Optional displacement base vertex bias and displacement vector scale buffer. If not supplied, bias defaults to 0 and scale to 1. + DXGI_FORMAT vertexBiasAndScaleFormat; //!< Format of \c displacementBiasAndScaleBuffer. Supported formats are \c DXGI_FORMAT_R16G16_FLOAT and \c DXGI_FORMAT_R32G32_FLOAT + + D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE vertexDisplacementVectorBuffer; //!< Per-vertex displacement vector buffer. This buffer is indexed using the index buffer from the base triangle geometry. + DXGI_FORMAT vertexDisplacementVectorFormat; //!< Format of \c displacementVectorBuffer. Supported formats are \c DXGI_FORMAT_R32G32B32_FLOAT, \c DXGI_FORMAT_R32G32B32A32_FLOAT, and \c DXGI_FORMAT_R16G16B16A16_FLOAT (The Alpha channel is ignored, and stride can be set accordingly). + + D3D12_GPU_VIRTUAL_ADDRESS displacementMicromapArray; //!< Pointer to a DMM Array used by this geometry. + //!< Unlike vertex, index, and transform buffers, this resource is dereferenced during raytracing. + + NvU32 numDMMUsageCounts; //!< Number of DMM usage count entries in the \p pDMMUsageCounts array. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_USAGE_COUNT* pDMMUsageCounts; //!< Usage counts for each subdivision level and format combination across all the DMM entries referred-to by the DMM index buffer specified by this geometry. + +} NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_ATTACHMENT_DESC; + +//! Geometry triangle descriptor with attached augmented Displacement Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_TRIANGLES_DESC +{ + D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC triangles; //!< Triangle mesh descriptor. + NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_ATTACHMENT_DESC dmmAttachment; //!< Displacement Micromap attachment descriptor. +} NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_TRIANGLES_DESC; + +//! Geometry triangle descriptor with attached augmented Opacity Micromaps. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC +{ + D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC triangles; //!< Triangle mesh descriptor. + NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_ATTACHMENT_DESC ommAttachment; //!< Opacity Micromap attachment descriptor. +} NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC; + + +//! This structure extends \c D3D12_RAYTRACING_GEOMETRY_DESC by supporting additional geometry types. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX +{ + NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_EX type; //!< The type of geometry stored in the union of this structure. + D3D12_RAYTRACING_GEOMETRY_FLAGS flags; //!< Flags affecting how this geometry is processed by the raytracing pipeline. + union + { + D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC triangles; //!< Describes triangle geometry if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_TRIANGLES_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + D3D12_RAYTRACING_GEOMETRY_AABBS_DESC aabbs; //!< Describes AABB geometry if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_PROCEDURAL_PRIMITIVE_AABBS_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + NVAPI_D3D12_RAYTRACING_GEOMETRY_OMM_TRIANGLES_DESC ommTriangles; //!< Describes triangle geometry which may optionally use Opacity Micromaps, if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_OMM_TRIANGLES_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + NVAPI_D3D12_RAYTRACING_GEOMETRY_DMM_TRIANGLES_DESC dmmTriangles; //!< Describes micro-triangle geometry, if \c type is #NVAPI_D3D12_RAYTRACING_GEOMETRY_TYPE_DMM_TRIANGLES_EX. + //!< Otherwise, this parameter is unused (space repurposed in a union). + }; +} NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX; + +//! This enum extends \c D3D12_RAYTRACING_INSTANCE_FLAGS with additional values. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX +{ + // D3D12_RAYTRACING_INSTANCE_FLAGS flags + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_NONE_EX = 0x0, //!< No options specified for this instance. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_TRIANGLE_CULL_DISABLE_EX = NV_BIT(0), //!< Disable triangle culling for this instance. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_TRIANGLE_FRONT_COUNTERCLOCKWISE_EX = NV_BIT(1), //!< Use counter-clockwise winding for defining front faces, instead of the default of clockwise winding. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_FORCE_OPAQUE_EX = NV_BIT(2), //!< Force all geometries in this instance to be opaque. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_FORCE_NON_OPAQUE_EX = NV_BIT(3), //!< All geometries in this instance will be processed as if they never had the \c D3D12_RAYTRACING_GEOMETRY_FLAG_OPAQUE flag applied to them. + + // NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX specific flags + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_FORCE_OMM_2_STATE_EX = NV_BIT(4), //!< Ignore the Unknown state and only consider the Transparent/Opaque bit for all 4-state OMMs encountered during traversal. + //!< This flag has no effect if #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX is set. + NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX = NV_BIT(5) //!< Disable OMMs for all triangles, and revert to using geometry opaque/non-opaque state instead (legacy behavior). + //!< This flag is only valid if the referenced BLAS was built with the #NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_DISABLE_OMMS_EX flag; omitting that flag during BLAS build will result in undefined behavior. +} NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX; + +//! This structure extends \c D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS by supporting additional geometry types. +//! Only modified members are fully described below; for more information on the other members, please check Microsoft's DirectX Raytracing Specification. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX +{ + D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE type; //!< Whether a top-level acceleration structure (TLAS) or bottom-level acceleration structure (BLAS) will be built using this information. + NVAPI_D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS_EX flags; //!< Options influencing how the acceleration structure is built and which of its features can be used. + NvU32 numDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TOP_LEVEL, it represents the number of descriptions stored in \c instanceDescs. + //!< Otherwise, it contains the number of geometry descriptions stored in \c pGeometryDescs or \c ppGeometryDescs. + D3D12_ELEMENTS_LAYOUT descsLayout; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BOTTOM_LEVEL, it specifies which of \c pGeometryDescs and \c ppGeometryDescs to use. + //!< Otherwise, this parameter is unused. + NvU32 geometryDescStrideInBytes; //!< Stride between consecutive geometry descriptors. Should typically be set to sizeof(NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX). + //!< Only used if \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL and \c descLayout is \c D3D12_ELEMENTS_LAYOUT_ARRAY. + //!< This field guarantees backwards compatibility, even if the geometry descriptor size increases in future NVAPI versions. + union + { + D3D12_GPU_VIRTUAL_ADDRESS instanceDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TOP_LEVEL, the referenced instance structures can used the extended set of flags #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAGS_EX in place of the \c D3D12_RAYTRACING_INSTANCE_FLAGS mentioned in \c D3D12_RAYTRACING_INSTANCE_DESC. + //!< Otherwise, this parameter is unused (space repurposed in a union). + const NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX* pGeometryDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BOTTOM_LEVEL and \c descLayout is \c D3D12_ELEMENTS_LAYOUT_ARRAY, it contains the descriptions of all geometries to be built into a BLAS. + //!< Otherwise, this parameter is unused (space repurposed in a union). + const NVAPI_D3D12_RAYTRACING_GEOMETRY_DESC_EX*const* ppGeometryDescs; //!< If \c type is \c D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BOTTOM_LEVEL and \c descLayout is \c D3D12_ELEMENTS_LAYOUT_ARRAY_OF_POINTERS, it contains the addresses of descriptions for all geometries to be built into a BLAS. + //!< Otherwise, this parameter is unused (space repurposed in a union). + }; +} NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX; + +//! Parameters given to NvAPI_D3D12_GetRaytracingAccelerationStructurePrebuildInfoEx(). +//! +//! \ingroup dx +typedef struct _NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX* pDesc; //!< [in] Description of the acceleration-structure build. + D3D12_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO* pInfo; //!< [out] Result of the query. +} NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1; +#define NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1, 1) +typedef NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_V1 NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS; +#define NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_GetRaytracingAccelerationStructurePrebuildInfoEx +// +//! DESCRIPTION: This function is an extension of ID3D12Device5::GetRaytracingAccelerationStructurePrebuildInfo() with additional input types. +//! +//! \note Only supported on GPUs capable of DXR. +//! Some of the flags and fields have further restrictions, in which case their description will include a note with more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pDevice Device on which the acceleration structure will be built. +//! \param [in,out] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_GetRaytracingAccelerationStructurePrebuildInfoEx( + __in ID3D12Device5* pDevice, + __inout NVAPI_GET_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO_EX_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12Device5_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Description of the inputs and memory areas used during the building of OMM Arrays. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destOpacityMicromapArrayData; //!< Output location for the OMM Array build. + //!< NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo() reports the amount of memory required for the result given a set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT). + NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_INPUTS inputs; //!< Description of the input data for the OMM Array build. + D3D12_GPU_VIRTUAL_ADDRESS scratchOpacityMicromapArrayData; //!< Location where the build will store temporary data. + //!< NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo() reports the amount of scratch memory the implementation will need for a given set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT). + //!< Contents of this memory going into a build on the GPU timeline are irrelevant and will not be preserved. + //!< After the build is complete on the GPU timeline, the memory is left with whatever undefined contents the build finished with. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. +} NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_DESC; + +//! Structure emitted by NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo(), and optionally NvAPI_D3D12_BuildRaytracingOpacityMicromapArray(), when \c type equals #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC +{ + NvU64 currentSizeInBytes; //!< Size of the OMM Array buffer. + //!< The queried size may be smaller than the size reported by NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo(). + //!< This allows the application to move and relocate the OMM Array to a smaller buffer to reclaim any unused memory after the OMM Array build is complete. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC; + +//! Type of postbuild info to emit after an OMM Array build. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE = 0x0 //!< Size of the current OMM Array. May be smaller than reported by the NvAPI_D3D12_GetRaytracingOpacityMicromapArrayPrebuildInfo() call. + //!< Unused memory can be reclaimed by copying the OMM Array into a new resource; see #NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE; + +//! Description of the postbuild information to generate from an OMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destBuffer; //!< Result storage. + //!< Size required and the layout of the contents written by the system depend on \p infoType. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. + //!< The memory must be aligned to the natural alignment for the members of the particular output structure being generated (e.g. 8 bytes for a struct with the largest member being \c NvU64). + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE infoType; //!< Type of postbuild information to retrieve. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC; + +//! Parameters given to NvAPI_D3D12_BuildRaytracingOpacityMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_DESC* pDesc; //!< [in] Description of the OMM Array build. + NvU32 numPostbuildInfoDescs; //!< [in] Size of postbuild info desc array. Set to 0 if none are needed. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pPostbuildInfoDescs; //!< [in] Optional array of descriptions for postbuild info to generate describing properties of the acceleration structure that was built. + //!< [in] Any given postbuild info type, \c D3D12_RAYTRACING_ACCEELRATION_STRUCTURE_POSTBUILD_INFO_TYPE, can only be selected for output by at most one array entry. +} NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS; +#define NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_BuildRaytracingOpacityMicromapArray +// +//! DESCRIPTION: Construct OMM Array for a collection of OMMs on the GPU. +//! The CPU-side input buffers are not referenced after this call. +//! The GPU-side input resources are not referenced after the build has concluded after ExecuteCommandList(). +//! Additionally, the application may optionally output postbuild information immediately after the build. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_COMBINATION pParams->pPostbuildInfoDescs was set to \c NULL while pParams->numPostbuildInfoDescs is non zero. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_BuildRaytracingOpacityMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in NVAPI_BUILD_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER. + D3D12_GPU_VIRTUAL_ADDRESS opacityMicromapArray; //!< [in] OMM Array current memory address; it must be 256-byte aligned (#NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT). +} NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_V1 NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS; +#define NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray +// +//! DESCRIPTION: Makes the OMM Array usable at its current location in memory. +//! An OMM Array that has been copied to a new location must be relocated using this function before it may be attached to any BLAS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_RELOCATE_RAYTRACING_OPACITY_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Description of the inputs and memory areas used during the building of DMM Arrays. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destDisplacementMicromapArrayData; //!< Output location for the DMM Array build. + //!< NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo() reports the amount of memory required for the result given a set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT). + NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_INPUTS inputs; //!< Description of the input data for the DMM Array build. + D3D12_GPU_VIRTUAL_ADDRESS scratchDisplacementMicromapArrayData; //!< Location where the build will store temporary data. + //!< NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo() reports the amount of scratch memory the implementation will need for a given set of input parameters. + //!< The address must be aligned to 256 bytes (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT). + //!< Contents of this memory going into a build on the GPU timeline are irrelevant and will not be preserved. + //!< After the build is complete on the GPU timeline, the memory is left with whatever undefined contents the build finished with. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. +} NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_DESC; + +//! Structure emitted by NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo(), and optionally NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray(), when \c type equals #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC +{ + NvU64 currentSizeInBytes; //!< Size of the DMM Array buffer. + //!< The queried size may be smaller than the size reported by NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo(). + //!< This allows the application to move and relocate the DMM Array to a smaller buffer to reclaim any unused memory after the DMM Array build is complete. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC; + +//! Type of postbuild info to emit after a DMM Array build. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE +{ + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE = 0x0, //!< Size of the current DMM Array. May be smaller than reported by the NvAPI_D3D12_GetRaytracingDisplacementMicromapArrayPrebuildInfo() call. + //!< Unused memory can be reclaimed by copying the DMM Array into a new resource; see #NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_CURRENT_SIZE_DESC. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE; + +//! Description of the postbuild information to generate from a DMM Array. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC +{ + D3D12_GPU_VIRTUAL_ADDRESS destBuffer; //!< Result storage. + //!< Size required and the layout of the contents written by the system depend on \p infoType. + //!< The memory pointed to must be in state \c D3D12_RESOURCE_STATE_UNORDERED_ACCESS. + //!< The memory must be aligned to the natural alignment for the members of the particular output structure being generated (e.g. 8 bytes for a struct with the largest member being \c NvU64). + NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_TYPE infoType; //!< Type of postbuild information to retrieve. +} NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC; + +//! Parameters given to NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_DESC* pDesc; //!< [in] Description of the DMM Array build. + NvU32 numPostbuildInfoDescs; //!< [in] Size of postbuild info desc array. Set to 0 if none are needed. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pPostbuildInfoDescs; //!< [in] Optional array of descriptions for postbuild info to generate describing properties of the acceleration structure that was built. + //!< [in] Any given postbuild info type, \c D3D12_RAYTRACING_ACCEELRATION_STRUCTURE_POSTBUILD_INFO_TYPE, can only be selected for output by at most one array entry. +} NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS; +#define NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray +// +//! DESCRIPTION: Construct DMM Array for a collection of DMMs on the GPU. +//! The CPU-side input buffers are not referenced after this call. +//! The GPU-side input resources are not referenced after the build has concluded after ExecuteCommandList(). +//! Additionally, the application may optionally output postbuild information immediately after the build. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_COMBINATION pParams->pPostbuildInfoDescs was set to \c NULL while pParams->numPostbuildInfoDescs is non zero. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_BuildRaytracingDisplacementMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in NVAPI_BUILD_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_RelocateRaytracingDisplacementMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER. + D3D12_GPU_VIRTUAL_ADDRESS displacementMicromapArray; //!< [in] DMM Array current memory address; it must be 256-byte aligned (#NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT). +} NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1; +#define NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1, 1) +typedef NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_V1 NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS; +#define NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_RelocateRaytracingDisplacementMicromapArray +// +//! DESCRIPTION: Makes the DMM Array usable at its current location in memory. +//! A DMM Array that has been copied to a new location must be relocated using this function before it may be attached to any BLAS. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_RelocateRaytracingDisplacementMicromapArray( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_RELOCATE_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pDesc; //!< [in] Description of which postbuild info to emit. + NvU32 numSources; //!< [in] Number of DMM Arrays in \p pSources. + const D3D12_GPU_VIRTUAL_ADDRESS* pSources; //!< [in] List of DMM Arrays for which postbuild info should be emitted. +} NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1; +#define NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS; +#define NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo +// +//! DESCRIPTION: Emits information about one or more DMM Arrays, only available after the DMM Array constructions have finished. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 525 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_EmitRaytracingDisplacementMicromapArrayPostbuildInfo( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_EMIT_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! Parameters given to NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo(). +//! +//! \ingroup dx +typedef struct _NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER. + const NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_DESC* pDesc; //!< [in] Description of which postbuild info to emit. + NvU32 numSources; //!< [in] Number of OMM Arrays in \p pSources. + const D3D12_GPU_VIRTUAL_ADDRESS* pSources; //!< [in] List of OMM Arrays for which postbuild info should be emitted. +} NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1; +#define NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1, 1) +typedef NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_V1 NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS; +#define NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo +// +//! DESCRIPTION: Emits information about one or more OMM Arrays, only available after the OMM Array constructions have finished. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_EmitRaytracingOpacityMicromapArrayPostbuildInfo( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_EMIT_RAYTRACING_OPACITY_MICROMAP_ARRAY_POSTBUILD_INFO_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +//! This structure extends \c D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC by supporting additional geometry types as inputs. +//! For more information on the different members, please check Microsoft's DirectX Raytracing Specification. +//! +//! \ingroup dx +typedef struct _NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC_EX +{ + D3D12_GPU_VIRTUAL_ADDRESS destAccelerationStructureData; //!< Memory where the resulting acceleration structure will be stored. + NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS_EX inputs; //!< The inputs to the build process. + D3D12_GPU_VIRTUAL_ADDRESS sourceAccelerationStructureData; //!< The acceleration structure to be updated. + //!< Otherwise if the acceleration structure should be rebuilt entirely, this value must be \c NULL. + D3D12_GPU_VIRTUAL_ADDRESS scratchAccelerationStructureData; //!< Memory that will be temporarily used during the building process. +} NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC_EX; + +//! Parameters given to NvAPI_D3D12_RelocateRaytracingOpacityMicromapArray(). +//! +//! \ingroup dx +typedef struct _NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1 +{ + NvU32 version; //!< [in] Structure version; it should be set to #NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER. + const NVAPI_D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC_EX* pDesc; //!< [in] Description of the acceleration structure to build. + NvU32 numPostbuildInfoDescs; //!< [in] Size of postbuild info desc array. Set to 0 if none are needed. + const D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC* pPostbuildInfoDescs; //!< [in] Optional array of descriptions for postbuild info to generate describing properties of the acceleration structure that was built. + //!< Any given postbuild info type, \c D3D12_RAYTRACING_ACCEELRATION_STRUCTURE_POSTBUILD_INFO_TYPE, can only be selected for output by at most one array entry. +} NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1; +#define NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1, 1) +typedef NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_V1 NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS; +#define NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS_VER1 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_BuildRaytracingAccelerationStructureEx +// +//! DESCRIPTION: Perform an acceleration structure build on the GPU. +//! Also optionally output postbuild information immediately after the build. +//! This function is an extension of ID3D12GraphicsCommandList4::BuildRaytracingAccelerationStructure() with additional serialized data types. +//! +//! \note Only supported on GPUs capable of DXR. +//! Some of the flags and fields have further restrictions, in which case their description will include a note with more details. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 520 +//! +//! \param [in] pCommandList Command list on which the command will execute. +//! \param [in] pParams Wrapper around the inputs and outputs of the function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \retval NVAPI_INVALID_COMBINATION pParams->pPostbuildInfoDescs was set to \c NULL while pParams->numPostbuildInfoDescs is non zero. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_BuildRaytracingAccelerationStructureEx( + __in ID3D12GraphicsCommandList4* pCommandList, + __in const NVAPI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_EX_PARAMS* pParams); + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +#if defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + +/////////////////////////////////////////////////////////////////////////////// +// +// Miscellaneous +// +/////////////////////////////////////////////////////////////////////////////// + +//! Opacity Micromap micro-triangle states. +//! Not part of any input, but listed here for convenience. +//! +//! \ingroup dx +typedef enum _NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE +{ + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_TRANSPARENT = 0, //!< Transparent OMM state: hit is ignored. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_OPAQUE = 1, //!< Opaque OMM state: hit is committed. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_UNKNOWN_TRANSPARENT = 2, //!< Unknown-transparent OMM state. + //!< * If operating in 2-state mode, ignore hit. + //!< * If operating in 4-state mode, invoke any-hit shader. + NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE_UNKNOWN_OPAQUE = 3 //!< Unknown-opaque OMM state. + //!< * If operating in 2-state mode, commit hit. + //!< * If operating in 4-state mode, invoke any-hit shader. +} NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_STATE; + +//! Mandatory alignment for the address of an OMM Array. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT 256 + +//! Highest subdivision-level allowed with OC1. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_OPACITY_MICROMAP_OC1_MAX_SUBDIVISION_LEVEL 12 + +//! A list of flags that can be given to the \c TraceRay() function in HLSL. +//! +//! \ingroup dx +typedef enum _NVAPI_RAY_FLAGS_EX +{ + // RAY_FLAGS flags + NVAPI_RAY_FLAG_NONE_EX = 0x0, //!< No flag specified. + NVAPI_RAY_FLAG_FORCE_OPAQUE_EX = NV_BIT( 0), //!< Consider all intersected geometries to be opaque, regardless of the flags specified at the geometry and instance level. + NVAPI_RAY_FLAG_FORCE_NON_OPAQUE_EX = NV_BIT( 1), //!< Consider all intersected geometries to be non-opaque, regardless of the flags specified at the geometry and instance level. + NVAPI_RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH_EX = NV_BIT( 2), //!< End the traversal as soon as a geometry is hit, and that hit is not ignored by the any hit shader. + NVAPI_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER_EX = NV_BIT( 3), //!< Do not invoke the closest hit shader once the traversal ends. + NVAPI_RAY_FLAG_CULL_BACK_FACING_TRIANGLES_EX = NV_BIT( 4), //!< Never intersect triangle geometries that are back facing with regard to the ray. + NVAPI_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES_EX = NV_BIT( 5), //!< Never intersect triangle geometries that are front facing with regard to the ray. + NVAPI_RAY_FLAG_CULL_OPAQUE_EX = NV_BIT( 6), //!< Never intersect geometries that were flagged as opaque. + NVAPI_RAY_FLAG_CULL_NON_OPAQUE_EX = NV_BIT( 7), //!< Never intersect geometries that were not flagged as opaque. + NVAPI_RAY_FLAG_SKIP_TRIANGLES_EX = NV_BIT( 8), //!< Never intersect triangle geometries. + NVAPI_RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES_EX = NV_BIT( 9), //!< Never intersect AABB geometries. + + // NVAPI_RAY_FLAGS_EX specific flags + NVAPI_RAY_FLAG_FORCE_OMM_2_STATE_EX = NV_BIT(10), //!< Treat unknown-opaque and unknown-transparent as opaque and transparent, respectively, during traversal. + //!< If an instance is flagged with #NVAPI_D3D12_RAYTRACING_INSTANCE_FLAG_DISABLE_OMMS_EX, that takes precedence over this flag. +} NVAPI_RAY_FLAG_EX; + +//! Mandatory alignment for the address of a DMM Array. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_ARRAY_BYTE_ALIGNMENT 256 + +//! Highest subdivision-level allowed with DC1. +//! +//! \ingroup dx +#define NVAPI_D3D12_RAYTRACING_DISPLACEMENT_MICROMAP_DC1_MAX_SUBDIVISION_LEVEL 5 + +#endif // defined(__cplusplus) && defined(__d3d12_h__) && defined(__ID3D12GraphicsCommandList4_INTERFACE_DEFINED__) + + +//! \ingroup DX +typedef enum _NV_D3D12_WORKSTATION_FEATURE_TYPE +{ + NV_D3D12_WORKSTATION_FEATURE_TYPE_PRESENT_BARRIER = 1, // PresentBarrier feature + NV_D3D12_WORKSTATION_FEATURE_TYPE_RDMA_BAR1_SUPPORT = 2, // RDMA heap supported via Bar1 carveout +} NV_D3D12_WORKSTATION_FEATURE_TYPE; + +// parameter structure for NV_D3D12_WORKSTATION_FEATURE_TYPE_RDMA_BAR1_AVAILABLE related information +typedef struct _NV_D3D12_WORKSTATION_FEATURE_RDMA_PROPERTIES +{ + NvU64 rdmaHeapSize; // maximum available Bar1 heap size for RDMA allocations +} NV_D3D12_WORKSTATION_FEATURE_RDMA_PROPERTIES; + +// parameter structure for querying workstation feature information +typedef struct _NV_D3D12_WORKSTATION_FEATURE_PROPERTIES +{ + NvU32 version; //!< (IN) Structure version + NV_D3D12_WORKSTATION_FEATURE_TYPE workstationFeatureType; //!< (IN) the type of workstation feature to be queried + NvBool supported; //!< (OUT) boolean returning if feature is supported + union + { + NV_D3D12_WORKSTATION_FEATURE_RDMA_PROPERTIES rdmaInfo; //!< (OUT) RDMA feature related information, returned only if + //!< workstationFeatureType is NV_D3D12_WORKSTATION_FEATURE_TYPE_RDMA_BAR1_SUPPORT + }; +} NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_V1; + +#define NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_VER1 MAKE_NVAPI_VERSION(NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_V1,1) +#define NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_VER NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_VER1 +#define NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS_V1 + + +#if defined(__cplusplus) && defined(__d3d12_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_QueryWorkstationFeatureProperties +// +//! DESCRIPTION: This API returns information about the properties of specific workstation features on the specified device. +//! +//! \since Release: 530 +//! +//! \param [in] pDevice The ID3D12Device device which is queried for feature properties +//! \param [inout] pWorkstationFeatureProperties Pointer to a structure containing workstation feature query information. +//! +//! \return ::NVAPI_OK the call succeeded +//! \return ::NVAPI_ERROR the call failed +//! \return ::NVAPI_NO_IMPLEMENTATION the API is not implemented +//! \return ::NVAPI_INVALID_POINTER an invalid pointer was passed as an argument +//! \retval ::NVAPI_API_NOT_INITIALIZED NvAPI not initialized +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_QueryWorkstationFeatureProperties(__in ID3D12Device *pDevice, __inout NVAPI_D3D12_WORKSTATION_FEATURE_PROPERTIES_PARAMS *pWorkstationFeatureProperties); +#endif // defined(__cplusplus) && defined(__d3d12_h__) + + +#if defined (__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D12_CreateCommittedRDMABuffer +// +//! \since Release: 530 +// +//! \code +//! DESCRIPTION: NvAPI_D3D12_CreateCommittedRDMABuffer is a wrapper of ID3D12Device::CreateCommittedResource +//! which allows to allocate linear memory which can be used for remote direct memory access (RDMA) from other devices. +//! It creates an implicit D3D12 heap of the requested size, allocates the resource and returns an RDMA address for remote direct memory access. +//! The created memory will reside on the specified device local memory and won't be cpu accessible. +//! +//! \param [in] pDevice A pointer to a D3D12 device. +//! \param [in] size Size in bytes of the linear buffer to be allocated for the resource. +//! \param [in] heapCreationNodeMask This mask indicates the node where the resource should be created. +//! \param [in] heapVisibleNodeMask This mask indicates on which nodes the resource is accessible. +//! \param [in] riidResource The globally unique identifier (GUID) for the resource interface. +//! \param [out] ppvResource A pointer to memory that receives the requested interface pointer to the created resource object. +//! \param [out] ppRDMAAddress A pointer to memory that receives the Bar1 memory region for remote direct memory access. + +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. +//! +//! \endcode +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D12_CreateCommittedRDMABuffer( + __in ID3D12Device* pDevice, + __in NvU64 size, + __in NvU32 heapCreationNodeMask, + __in NvU32 heapVisibleNodeMask, + __in REFIID riidResource, + __out void **ppvResource, + __out void **ppRDMAAddress); + +#endif //defined(__cplusplus) && defined(__d3d12_h__) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT TYPE NAME: INvAPI_DirectD3D12GraphicsCommandList +// +/////////////////////////////////////////////////////////////////////////////// +class INvAPI_DirectD3D12GraphicsCommandList +{ +public: + virtual bool IsValid() const = 0; + virtual ID3D12GraphicsCommandList* GetID3D12GraphicsCommandList() const = 0; + + void DispatchGraphics(NvU32 numDispatches); + void SetMarker(void* pMarkerData, NvU32 markerSize); +}; + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT FUNCTION NAME: NvAPI_DirectD3D12GraphicsCommandList_Create +// +//! DESCRIPTION: Create the NvAPI_DirectD3D12GraphicsCommandList handle. +//! This function must be called after ID3D12Device::CreateCommandList. +//! +//! \param [in] pDXD3D12GraphicsCommandList The ID3D12GraphicsCommandList +//! \param [out] ppReturnD3D12GraphicsCommandList The corresponding NvAPI_DirectD3D12GraphicsCommandList handle +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DirectD3D12GraphicsCommandList_Create(__in ID3D12GraphicsCommandList *pDXD3D12GraphicsCommandList, + __out INvAPI_DirectD3D12GraphicsCommandList **ppReturnD3D12GraphicsCommandList); + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT FUNCTION NAME: NvAPI_DirectD3D12GraphicsCommandList_Release +// +//! DESCRIPTION: release the NvAPI_DirectD3D12GraphicsCommandList handle. +//! +//! \param [in] pD3D12GraphicsCommandList The NvAPI_DirectD3D12GraphicsCommandList handle to release +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DirectD3D12GraphicsCommandList_Release(__in INvAPI_DirectD3D12GraphicsCommandList *pD3D12GraphicsCommandList); + + +/////////////////////////////////////////////////////////////////////////////// +// +// NVAPI DIRECT FUNCTION NAME: NvAPI_DirectD3D12GraphicsCommandList_Reset +// +//! DESCRIPTION: reset the NvAPI_DirectD3D12GraphicsCommandList handle. +//! This function must be called after ID3D12GraphicsCommandList::Reset() and before any other NvAPI_Direct +//! function calls such as dispatchGraphics() etc. +//! +//! \param [in] pD3D12GraphicsCommandList The NvAPI_DirectD3D12GraphicsCommandList handle to reset +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DirectD3D12GraphicsCommandList_Reset(__in INvAPI_DirectD3D12GraphicsCommandList *pD3D12GraphicsCommandList); +#endif + + + +///////////////////////////////////////////////////////////////////////// +// Video Input Output (VIO) API +///////////////////////////////////////////////////////////////////////// + + + +//! \ingroup vidio +//! Unique identifier for VIO owner (process identifier or NVVIOOWNERID_NONE) +typedef NvU32 NVVIOOWNERID; + + +//! \addtogroup vidio +//! @{ + + +#define NVVIOOWNERID_NONE 0 //!< Unregistered ownerId + + +//! Owner type for device +typedef enum _NVVIOOWNERTYPE +{ + NVVIOOWNERTYPE_NONE , //!< No owner for the device + NVVIOOWNERTYPE_APPLICATION , //!< Application owns the device + NVVIOOWNERTYPE_DESKTOP , //!< Desktop transparent mode owns the device (not applicable for video input) +}NVVIOOWNERTYPE; + +// Access rights for NvAPI_VIO_Open() + +//! Read access (not applicable for video output) +#define NVVIO_O_READ 0x00000000 + +//! Write exclusive access (not applicable for video input) +#define NVVIO_O_WRITE_EXCLUSIVE 0x00010001 + +//! +#define NVVIO_VALID_ACCESSRIGHTS (NVVIO_O_READ | \ + NVVIO_O_WRITE_EXCLUSIVE ) + + +//! VIO_DATA.ulOwnerID high-bit is set only if device has been initialized by VIOAPI +//! examined at NvAPI_GetCapabilities|NvAPI_VIO_Open to determine if settings need to be applied from registry or POR state read +#define NVVIO_OWNERID_INITIALIZED 0x80000000 + +//! VIO_DATA.ulOwnerID next-bit is set only if device is currently in exclusive write access mode from NvAPI_VIO_Open() +#define NVVIO_OWNERID_EXCLUSIVE 0x40000000 + +//! VIO_DATA.ulOwnerID lower bits are: +//! NVGVOOWNERTYPE_xxx enumerations indicating use context +#define NVVIO_OWNERID_TYPEMASK 0x0FFFFFFF //!< mask for NVVIOOWNERTYPE_xxx + + +//! @} + +//--------------------------------------------------------------------- +// Enumerations +//--------------------------------------------------------------------- + + +//! \addtogroup vidio +//! @{ + +//! Video signal format and resolution +typedef enum _NVVIOSIGNALFORMAT +{ + NVVIOSIGNALFORMAT_NONE, //!< Invalid signal format + NVVIOSIGNALFORMAT_487I_59_94_SMPTE259_NTSC, //!< 01 487i 59.94Hz (SMPTE259) NTSC + NVVIOSIGNALFORMAT_576I_50_00_SMPTE259_PAL, //!< 02 576i 50.00Hz (SMPTE259) PAL + NVVIOSIGNALFORMAT_1035I_60_00_SMPTE260, //!< 03 1035i 60.00Hz (SMPTE260) + NVVIOSIGNALFORMAT_1035I_59_94_SMPTE260, //!< 04 1035i 59.94Hz (SMPTE260) + NVVIOSIGNALFORMAT_1080I_50_00_SMPTE295, //!< 05 1080i 50.00Hz (SMPTE295) + NVVIOSIGNALFORMAT_1080I_60_00_SMPTE274, //!< 06 1080i 60.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080I_59_94_SMPTE274, //!< 07 1080i 59.94Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080I_50_00_SMPTE274, //!< 08 1080i 50.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_30_00_SMPTE274, //!< 09 1080p 30.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_29_97_SMPTE274, //!< 10 1080p 29.97Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_25_00_SMPTE274, //!< 11 1080p 25.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_24_00_SMPTE274, //!< 12 1080p 24.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080P_23_976_SMPTE274, //!< 13 1080p 23.976Hz (SMPTE274) + NVVIOSIGNALFORMAT_720P_60_00_SMPTE296, //!< 14 720p 60.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_59_94_SMPTE296, //!< 15 720p 59.94Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_50_00_SMPTE296, //!< 16 720p 50.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_1080I_48_00_SMPTE274, //!< 17 1080I 48.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080I_47_96_SMPTE274, //!< 18 1080I 47.96Hz (SMPTE274) + NVVIOSIGNALFORMAT_720P_30_00_SMPTE296, //!< 19 720p 30.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_29_97_SMPTE296, //!< 20 720p 29.97Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_25_00_SMPTE296, //!< 21 720p 25.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_24_00_SMPTE296, //!< 22 720p 24.00Hz (SMPTE296) + NVVIOSIGNALFORMAT_720P_23_98_SMPTE296, //!< 23 720p 23.98Hz (SMPTE296) + NVVIOSIGNALFORMAT_2048P_30_00_SMPTE372, //!< 24 2048p 30.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_29_97_SMPTE372, //!< 25 2048p 29.97Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_60_00_SMPTE372, //!< 26 2048i 60.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_59_94_SMPTE372, //!< 27 2048i 59.94Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_25_00_SMPTE372, //!< 28 2048p 25.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_50_00_SMPTE372, //!< 29 2048i 50.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_24_00_SMPTE372, //!< 30 2048p 24.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048P_23_98_SMPTE372, //!< 31 2048p 23.98Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_48_00_SMPTE372, //!< 32 2048i 48.00Hz (SMPTE372) + NVVIOSIGNALFORMAT_2048I_47_96_SMPTE372, //!< 33 2048i 47.96Hz (SMPTE372) + + NVVIOSIGNALFORMAT_1080PSF_25_00_SMPTE274, //!< 34 1080PsF 25.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_29_97_SMPTE274, //!< 35 1080PsF 29.97Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_30_00_SMPTE274, //!< 36 1080PsF 30.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_24_00_SMPTE274, //!< 37 1080PsF 24.00Hz (SMPTE274) + NVVIOSIGNALFORMAT_1080PSF_23_98_SMPTE274, //!< 38 1080PsF 23.98Hz (SMPTE274) + + NVVIOSIGNALFORMAT_1080P_50_00_SMPTE274_3G_LEVEL_A, //!< 39 1080P 50.00Hz (SMPTE274) 3G Level A + NVVIOSIGNALFORMAT_1080P_59_94_SMPTE274_3G_LEVEL_A, //!< 40 1080P 59.94Hz (SMPTE274) 3G Level A + NVVIOSIGNALFORMAT_1080P_60_00_SMPTE274_3G_LEVEL_A, //!< 41 1080P 60.00Hz (SMPTE274) 3G Level A + + NVVIOSIGNALFORMAT_1080P_60_00_SMPTE274_3G_LEVEL_B, //!< 42 1080p 60.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_1080I_60_00_SMPTE274_3G_LEVEL_B, //!< 43 1080i 60.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_60_00_SMPTE372_3G_LEVEL_B, //!< 44 2048i 60.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_50_00_SMPTE274_3G_LEVEL_B, //!< 45 1080p 50.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_1080I_50_00_SMPTE274_3G_LEVEL_B, //!< 46 1080i 50.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_50_00_SMPTE372_3G_LEVEL_B, //!< 47 2048i 50.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_30_00_SMPTE274_3G_LEVEL_B, //!< 48 1080p 30.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_30_00_SMPTE372_3G_LEVEL_B, //!< 49 2048p 30.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_25_00_SMPTE274_3G_LEVEL_B, //!< 50 1080p 25.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_25_00_SMPTE372_3G_LEVEL_B, //!< 51 2048p 25.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_24_00_SMPTE274_3G_LEVEL_B, //!< 52 1080p 24.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_24_00_SMPTE372_3G_LEVEL_B, //!< 53 2048p 24.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080I_48_00_SMPTE274_3G_LEVEL_B, //!< 54 1080i 48.00Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_48_00_SMPTE372_3G_LEVEL_B, //!< 55 2048i 48.00Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_59_94_SMPTE274_3G_LEVEL_B, //!< 56 1080p 59.94Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_1080I_59_94_SMPTE274_3G_LEVEL_B, //!< 57 1080i 59.94Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_59_94_SMPTE372_3G_LEVEL_B, //!< 58 2048i 59.94Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_29_97_SMPTE274_3G_LEVEL_B, //!< 59 1080p 29.97Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_29_97_SMPTE372_3G_LEVEL_B, //!< 60 2048p 29.97Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080P_23_98_SMPTE274_3G_LEVEL_B, //!< 61 1080p 29.98Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048P_23_98_SMPTE372_3G_LEVEL_B, //!< 62 2048p 29.98Hz (SMPTE372) 3G Level B + NVVIOSIGNALFORMAT_1080I_47_96_SMPTE274_3G_LEVEL_B, //!< 63 1080i 47.96Hz (SMPTE274) 3G Level B + NVVIOSIGNALFORMAT_2048I_47_96_SMPTE372_3G_LEVEL_B, //!< 64 2048i 47.96Hz (SMPTE372) 3G Level B + + NVVIOSIGNALFORMAT_END //!< 65 To indicate end of signal format list + +}NVVIOSIGNALFORMAT; + +//! SMPTE standards format +typedef enum _NVVIOVIDEOSTANDARD +{ + NVVIOVIDEOSTANDARD_SMPTE259 , //!< SMPTE259 + NVVIOVIDEOSTANDARD_SMPTE260 , //!< SMPTE260 + NVVIOVIDEOSTANDARD_SMPTE274 , //!< SMPTE274 + NVVIOVIDEOSTANDARD_SMPTE295 , //!< SMPTE295 + NVVIOVIDEOSTANDARD_SMPTE296 , //!< SMPTE296 + NVVIOVIDEOSTANDARD_SMPTE372 , //!< SMPTE372 +}NVVIOVIDEOSTANDARD; + +//! HD or SD video type +typedef enum _NVVIOVIDEOTYPE +{ + NVVIOVIDEOTYPE_SD , //!< Standard-definition (SD) + NVVIOVIDEOTYPE_HD , //!< High-definition (HD) +}NVVIOVIDEOTYPE; + +//! Interlace mode +typedef enum _NVVIOINTERLACEMODE +{ + NVVIOINTERLACEMODE_PROGRESSIVE , //!< Progressive (p) + NVVIOINTERLACEMODE_INTERLACE , //!< Interlace (i) + NVVIOINTERLACEMODE_PSF , //!< Progressive Segment Frame (psf) +}NVVIOINTERLACEMODE; + +//! Video data format +typedef enum _NVVIODATAFORMAT +{ + NVVIODATAFORMAT_UNKNOWN = -1 , //!< Invalid DataFormat + NVVIODATAFORMAT_R8G8B8_TO_YCRCB444 , //!< R8:G8:B8 => YCrCb (4:4:4) + NVVIODATAFORMAT_R8G8B8A8_TO_YCRCBA4444 , //!< R8:G8:B8:A8 => YCrCbA (4:4:4:4) + NVVIODATAFORMAT_R8G8B8Z10_TO_YCRCBZ4444 , //!< R8:G8:B8:Z10 => YCrCbZ (4:4:4:4) + NVVIODATAFORMAT_R8G8B8_TO_YCRCB422 , //!< R8:G8:B8 => YCrCb (4:2:2) + NVVIODATAFORMAT_R8G8B8A8_TO_YCRCBA4224 , //!< R8:G8:B8:A8 => YCrCbA (4:2:2:4) + NVVIODATAFORMAT_R8G8B8Z10_TO_YCRCBZ4224 , //!< R8:G8:B8:Z10 => YCrCbZ (4:2:2:4) + NVVIODATAFORMAT_X8X8X8_444_PASSTHRU , //!< R8:G8:B8 => RGB (4:4:4) + NVVIODATAFORMAT_X8X8X8A8_4444_PASSTHRU , //!< R8:G8:B8:A8 => RGBA (4:4:4:4) + NVVIODATAFORMAT_X8X8X8Z10_4444_PASSTHRU , //!< R8:G8:B8:Z10 => RGBZ (4:4:4:4) + NVVIODATAFORMAT_X10X10X10_444_PASSTHRU , //!< Y10:CR10:CB10 => YCrCb (4:4:4) + NVVIODATAFORMAT_X10X8X8_444_PASSTHRU , //!< Y10:CR8:CB8 => YCrCb (4:4:4) + NVVIODATAFORMAT_X10X8X8A10_4444_PASSTHRU , //!< Y10:CR8:CB8:A10 => YCrCbA (4:4:4:4) + NVVIODATAFORMAT_X10X8X8Z10_4444_PASSTHRU , //!< Y10:CR8:CB8:Z10 => YCrCbZ (4:4:4:4) + NVVIODATAFORMAT_DUAL_R8G8B8_TO_DUAL_YCRCB422 , //!< R8:G8:B8 + R8:G8:B8 => YCrCb (4:2:2 + 4:2:2) + NVVIODATAFORMAT_DUAL_X8X8X8_TO_DUAL_422_PASSTHRU , //!< Y8:CR8:CB8 + Y8:CR8:CB8 => YCrCb (4:2:2 + 4:2:2) + NVVIODATAFORMAT_R10G10B10_TO_YCRCB422 , //!< R10:G10:B10 => YCrCb (4:2:2) + NVVIODATAFORMAT_R10G10B10_TO_YCRCB444 , //!< R10:G10:B10 => YCrCb (4:4:4) + NVVIODATAFORMAT_X12X12X12_444_PASSTHRU , //!< X12:X12:X12 => XXX (4:4:4) + NVVIODATAFORMAT_X12X12X12_422_PASSTHRU , //!< X12:X12:X12 => XXX (4:2:2) + NVVIODATAFORMAT_Y10CR10CB10_TO_YCRCB422 , //!< Y10:CR10:CB10 => YCrCb (4:2:2) + NVVIODATAFORMAT_Y8CR8CB8_TO_YCRCB422 , //!< Y8:CR8:CB8 => YCrCb (4:2:2) + NVVIODATAFORMAT_Y10CR8CB8A10_TO_YCRCBA4224 , //!< Y10:CR8:CB8:A10 => YCrCbA (4:2:2:4) + NVVIODATAFORMAT_R10G10B10_TO_RGB444 , //!< R10:G10:B10 => RGB (4:4:4) + NVVIODATAFORMAT_R12G12B12_TO_YCRCB444 , //!< R12:G12:B12 => YCrCb (4:4:4) + NVVIODATAFORMAT_R12G12B12_TO_YCRCB422 , //!< R12:G12:B12 => YCrCb (4:2:2) +}NVVIODATAFORMAT; + +//! Video output area +typedef enum _NVVIOOUTPUTAREA +{ + NVVIOOUTPUTAREA_FULLSIZE , //!< Output to entire video resolution (full size) + NVVIOOUTPUTAREA_SAFEACTION , //!< Output to centered 90% of video resolution (safe action) + NVVIOOUTPUTAREA_SAFETITLE , //!< Output to centered 80% of video resolution (safe title) +}NVVIOOUTPUTAREA; + +//! Synchronization source +typedef enum _NVVIOSYNCSOURCE +{ + NVVIOSYNCSOURCE_SDISYNC , //!< SDI Sync (Digital input) + NVVIOSYNCSOURCE_COMPSYNC , //!< COMP Sync (Composite input) +}NVVIOSYNCSOURCE; + +//! Composite synchronization type +typedef enum _NVVIOCOMPSYNCTYPE +{ + NVVIOCOMPSYNCTYPE_AUTO , //!< Auto-detect + NVVIOCOMPSYNCTYPE_BILEVEL , //!< Bi-level signal + NVVIOCOMPSYNCTYPE_TRILEVEL , //!< Tri-level signal +}NVVIOCOMPSYNCTYPE; + +//! Video input output status +typedef enum _NVVIOINPUTOUTPUTSTATUS +{ + NVINPUTOUTPUTSTATUS_OFF , //!< Not in use + NVINPUTOUTPUTSTATUS_ERROR , //!< Error detected + NVINPUTOUTPUTSTATUS_SDI_SD , //!< SDI (standard-definition) + NVINPUTOUTPUTSTATUS_SDI_HD , //!< SDI (high-definition) +}NVVIOINPUTOUTPUTSTATUS; + +//! Synchronization input status +typedef enum _NVVIOSYNCSTATUS +{ + NVVIOSYNCSTATUS_OFF , //!< Sync not detected + NVVIOSYNCSTATUS_ERROR , //!< Error detected + NVVIOSYNCSTATUS_SYNCLOSS , //!< Genlock in use, format mismatch with output + NVVIOSYNCSTATUS_COMPOSITE , //!< Composite sync + NVVIOSYNCSTATUS_SDI_SD , //!< SDI sync (standard-definition) + NVVIOSYNCSTATUS_SDI_HD , //!< SDI sync (high-definition) +}NVVIOSYNCSTATUS; + +//! Video Capture Status +typedef enum _NVVIOCAPTURESTATUS +{ + NVVIOSTATUS_STOPPED , //!< Sync not detected + NVVIOSTATUS_RUNNING , //!< Error detected + NVVIOSTATUS_ERROR , //!< Genlock in use, format mismatch with output +}NVVIOCAPTURESTATUS; + +//! Video Capture Status +typedef enum _NVVIOSTATUSTYPE +{ + NVVIOSTATUSTYPE_IN , //!< Input Status + NVVIOSTATUSTYPE_OUT , //!< Output Status +}NVVIOSTATUSTYPE; + + +//! Assumption, maximum 4 SDI input and 4 SDI output cards supported on a system +#define NVAPI_MAX_VIO_DEVICES 8 + +//! 4 physical jacks supported on each SDI input card. +#define NVAPI_MAX_VIO_JACKS 4 + + +//! Each physical jack an on SDI input card can have +//! two "channels" in the case of "3G" VideoFormats, as specified +//! by SMPTE 425; for non-3G VideoFormats, only the first channel within +//! a physical jack is valid. +#define NVAPI_MAX_VIO_CHANNELS_PER_JACK 2 + +//! 4 Streams, 1 per physical jack +#define NVAPI_MAX_VIO_STREAMS 4 + +#define NVAPI_MIN_VIO_STREAMS 1 + +//! SDI input supports a max of 2 links per stream +#define NVAPI_MAX_VIO_LINKS_PER_STREAM 2 + + +#define NVAPI_MAX_FRAMELOCK_MAPPING_MODES 20 + +//! Min number of capture images +#define NVAPI_GVI_MIN_RAW_CAPTURE_IMAGES 1 + +//! Max number of capture images +#define NVAPI_GVI_MAX_RAW_CAPTURE_IMAGES 32 + +//! Default number of capture images +#define NVAPI_GVI_DEFAULT_RAW_CAPTURE_IMAGES 5 + + + +// Data Signal notification events. These need a event handler in RM. +// Register/Unregister and PopEvent NVAPI's are already available. + +//! Device configuration +typedef enum _NVVIOCONFIGTYPE +{ + NVVIOCONFIGTYPE_IN , //!< Input Status + NVVIOCONFIGTYPE_OUT , //!< Output Status +}NVVIOCONFIGTYPE; + +typedef enum _NVVIOCOLORSPACE +{ + NVVIOCOLORSPACE_UNKNOWN, + NVVIOCOLORSPACE_YCBCR, + NVVIOCOLORSPACE_YCBCRA, + NVVIOCOLORSPACE_YCBCRD, + NVVIOCOLORSPACE_GBR, + NVVIOCOLORSPACE_GBRA, + NVVIOCOLORSPACE_GBRD, +} NVVIOCOLORSPACE; + +//! Component sampling +typedef enum _NVVIOCOMPONENTSAMPLING +{ + NVVIOCOMPONENTSAMPLING_UNKNOWN, + NVVIOCOMPONENTSAMPLING_4444, + NVVIOCOMPONENTSAMPLING_4224, + NVVIOCOMPONENTSAMPLING_444, + NVVIOCOMPONENTSAMPLING_422 +} NVVIOCOMPONENTSAMPLING; + +typedef enum _NVVIOBITSPERCOMPONENT +{ + NVVIOBITSPERCOMPONENT_UNKNOWN, + NVVIOBITSPERCOMPONENT_8, + NVVIOBITSPERCOMPONENT_10, + NVVIOBITSPERCOMPONENT_12, +} NVVIOBITSPERCOMPONENT; + +typedef enum _NVVIOLINKID +{ + NVVIOLINKID_UNKNOWN, + NVVIOLINKID_A, + NVVIOLINKID_B, + NVVIOLINKID_C, + NVVIOLINKID_D +} NVVIOLINKID; + + +typedef enum _NVVIOANCPARITYCOMPUTATION +{ + NVVIOANCPARITYCOMPUTATION_AUTO, + NVVIOANCPARITYCOMPUTATION_ON, + NVVIOANCPARITYCOMPUTATION_OFF +} NVVIOANCPARITYCOMPUTATION; + + + +//! @} + + +//--------------------------------------------------------------------- +// Structures +//--------------------------------------------------------------------- + +//! \addtogroup vidio +//! @{ + + +//! Supports Serial Digital Interface (SDI) output +#define NVVIOCAPS_VIDOUT_SDI 0x00000001 + +//! Supports Internal timing source +#define NVVIOCAPS_SYNC_INTERNAL 0x00000100 + +//! Supports Genlock timing source +#define NVVIOCAPS_SYNC_GENLOCK 0x00000200 + +//! Supports Serial Digital Interface (SDI) synchronization input +#define NVVIOCAPS_SYNCSRC_SDI 0x00001000 + +//! Supports Composite synchronization input +#define NVVIOCAPS_SYNCSRC_COMP 0x00002000 + +//! Supports Desktop transparent mode +#define NVVIOCAPS_OUTPUTMODE_DESKTOP 0x00010000 + +//! Supports OpenGL application mode +#define NVVIOCAPS_OUTPUTMODE_OPENGL 0x00020000 + +//! Supports Serial Digital Interface (SDI) input +#define NVVIOCAPS_VIDIN_SDI 0x00100000 + +//! Supports Packed ANC +#define NVVIOCAPS_PACKED_ANC_SUPPORTED 0x00200000 + +//! Supports ANC audio blanking +#define NVVIOCAPS_AUDIO_BLANKING_SUPPORTED 0x00400000 + +//! SDI-class interface: SDI output with two genlock inputs +#define NVVIOCLASS_SDI 0x00000001 + +//! Device capabilities +typedef struct _NVVIOCAPS +{ + NvU32 version; //!< Structure version + NvAPI_String adapterName; //!< Graphics adapter name + NvU32 adapterClass; //!< Graphics adapter classes (NVVIOCLASS_SDI mask) + NvU32 adapterCaps; //!< Graphics adapter capabilities (NVVIOCAPS_* mask) + NvU32 dipSwitch; //!< On-board DIP switch settings bits + NvU32 dipSwitchReserved; //!< On-board DIP switch settings reserved bits + NvU32 boardID; //!< Board ID + //! Driver version + struct // + { + NvU32 majorVersion; //!< Major version. For GVI, majorVersion contains MajorVersion(HIWORD) And MinorVersion(LOWORD) + NvU32 minorVersion; //!< Minor version. For GVI, minorVersion contains Revison(HIWORD) And Build(LOWORD) + } driver; // + //! Firmware version + struct + { + NvU32 majorVersion; //!< Major version. In version 2, for both GVI and GVO, majorVersion contains MajorVersion(HIWORD) And MinorVersion(LOWORD) + NvU32 minorVersion; //!< Minor version. In version 2, for both GVI and GVO, minorVersion contains Revison(HIWORD) And Build(LOWORD) + } firmWare; // + NVVIOOWNERID ownerId; //!< Unique identifier for owner of video output (NVVIOOWNERID_INVALID if free running) + NVVIOOWNERTYPE ownerType; //!< Owner type (OpenGL application or Desktop mode) +} NVVIOCAPS; + +//! Macro for constructing the version field of NVVIOCAPS +#define NVVIOCAPS_VER1 MAKE_NVAPI_VERSION(NVVIOCAPS,1) +#define NVVIOCAPS_VER2 MAKE_NVAPI_VERSION(NVVIOCAPS,2) +#define NVVIOCAPS_VER NVVIOCAPS_VER2 + +//! Input channel status +typedef struct _NVVIOCHANNELSTATUS +{ + NvU32 smpte352; //!< 4-byte SMPTE 352 video payload identifier + NVVIOSIGNALFORMAT signalFormat; //!< Signal format + NVVIOBITSPERCOMPONENT bitsPerComponent; //!< Bits per component + NVVIOCOMPONENTSAMPLING samplingFormat; //!< Sampling format + NVVIOCOLORSPACE colorSpace; //!< Color space + NVVIOLINKID linkID; //!< Link ID +} NVVIOCHANNELSTATUS; + +//! Input device status +typedef struct _NVVIOINPUTSTATUS +{ + NVVIOCHANNELSTATUS vidIn[NVAPI_MAX_VIO_JACKS][NVAPI_MAX_VIO_CHANNELS_PER_JACK]; //!< Video input status per channel within a jack + NVVIOCAPTURESTATUS captureStatus; //!< status of video capture +} NVVIOINPUTSTATUS; + +//! Output device status +typedef struct _NVVIOOUTPUTSTATUS +{ + NVVIOINPUTOUTPUTSTATUS vid1Out; //!< Video 1 output status + NVVIOINPUTOUTPUTSTATUS vid2Out; //!< Video 2 output status + NVVIOSYNCSTATUS sdiSyncIn; //!< SDI sync input status + NVVIOSYNCSTATUS compSyncIn; //!< Composite sync input status + NvU32 syncEnable; //!< Sync enable (TRUE if using syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSIGNALFORMAT syncFormat; //!< Sync format + NvU32 frameLockEnable; //!< Framelock enable flag + NvU32 outputVideoLocked; //!< Output locked status + NvU32 dataIntegrityCheckErrorCount; //!< Data integrity check error count + NvU32 dataIntegrityCheckEnabled; //!< Data integrity check status enabled + NvU32 dataIntegrityCheckFailed; //!< Data integrity check status failed + NvU32 uSyncSourceLocked; //!< genlocked to framelocked to ref signal + NvU32 uPowerOn; //!< TRUE: indicates there is sufficient power +} NVVIOOUTPUTSTATUS; + +//! Video device status. +typedef struct _NVVIOSTATUS +{ + NvU32 version; //!< Structure version + NVVIOSTATUSTYPE nvvioStatusType; //!< Input or Output status + union + { + NVVIOINPUTSTATUS inStatus; //!< Input device status + NVVIOOUTPUTSTATUS outStatus; //!< Output device status + }vioStatus; +} NVVIOSTATUS; + +//! Macro for constructingthe version field of NVVIOSTATUS +#define NVVIOSTATUS_VER MAKE_NVAPI_VERSION(NVVIOSTATUS,1) + +//! Output region +typedef struct _NVVIOOUTPUTREGION +{ + NvU32 x; //!< Horizontal origin in pixels + NvU32 y; //!< Vertical origin in pixels + NvU32 width; //!< Width of region in pixels + NvU32 height; //!< Height of region in pixels +} NVVIOOUTPUTREGION; + +//! Gamma ramp (8-bit index) +typedef struct _NVVIOGAMMARAMP8 +{ + NvU16 uRed[256]; //!< Red channel gamma ramp (8-bit index, 16-bit values) + NvU16 uGreen[256]; //!< Green channel gamma ramp (8-bit index, 16-bit values) + NvU16 uBlue[256]; //!< Blue channel gamma ramp (8-bit index, 16-bit values) +} NVVIOGAMMARAMP8; + +//! Gamma ramp (10-bit index) +typedef struct _NVVIOGAMMARAMP10 +{ + NvU16 uRed[1024]; //!< Red channel gamma ramp (10-bit index, 16-bit values) + NvU16 uGreen[1024]; //!< Green channel gamma ramp (10-bit index, 16-bit values) + NvU16 uBlue[1024]; //!< Blue channel gamma ramp (10-bit index, 16-bit values) +} NVVIOGAMMARAMP10; + + +//! Sync delay +typedef struct _NVVIOSYNCDELAY +{ + NvU32 version; //!< Structure version + NvU32 horizontalDelay; //!< Horizontal delay in pixels + NvU32 verticalDelay; //!< Vertical delay in lines +} NVVIOSYNCDELAY; + +//! Macro for constructing the version field of NVVIOSYNCDELAY +#define NVVIOSYNCDELAY_VER MAKE_NVAPI_VERSION(NVVIOSYNCDELAY,1) + + +//! Video mode information +typedef struct _NVVIOVIDEOMODE +{ + NvU32 horizontalPixels; //!< Horizontal resolution (in pixels) + NvU32 verticalLines; //!< Vertical resolution for frame (in lines) + float fFrameRate; //!< Frame rate + NVVIOINTERLACEMODE interlaceMode; //!< Interlace mode + NVVIOVIDEOSTANDARD videoStandard; //!< SMPTE standards format + NVVIOVIDEOTYPE videoType; //!< HD or SD signal classification +} NVVIOVIDEOMODE; + +//! Signal format details +typedef struct _NVVIOSIGNALFORMATDETAIL +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format enumerated value + NVVIOVIDEOMODE videoMode; //!< Video mode for signal format +}NVVIOSIGNALFORMATDETAIL; + + +//! R8:G8:B8 +#define NVVIOBUFFERFORMAT_R8G8B8 0x00000001 + +//! R8:G8:B8:Z24 +#define NVVIOBUFFERFORMAT_R8G8B8Z24 0x00000002 + +//! R8:G8:B8:A8 +#define NVVIOBUFFERFORMAT_R8G8B8A8 0x00000004 + +//! R8:G8:B8:A8:Z24 +#define NVVIOBUFFERFORMAT_R8G8B8A8Z24 0x00000008 + +//! R16FP:G16FP:B16FP +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FP 0x00000010 + +//! R16FP:G16FP:B16FP:Z24 +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FPZ24 0x00000020 + +//! R16FP:G16FP:B16FP:A16FP +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FPA16FP 0x00000040 + +//! R16FP:G16FP:B16FP:A16FP:Z24 +#define NVVIOBUFFERFORMAT_R16FPG16FPB16FPA16FPZ24 0x00000080 + + + +//! Data format details +typedef struct _NVVIODATAFORMATDETAIL +{ + NVVIODATAFORMAT dataFormat; //!< Data format enumerated value + NvU32 vioCaps; //!< Data format capabilities (NVVIOCAPS_* mask) +}NVVIODATAFORMATDETAIL; + +//! Colorspace conversion +typedef struct _NVVIOCOLORCONVERSION +{ + NvU32 version; //!< Structure version + float colorMatrix[3][3]; //!< Output[n] = + float colorOffset[3]; //!< Input[0] * colorMatrix[n][0] + + float colorScale[3]; //!< Input[1] * colorMatrix[n][1] + + //!< Input[2] * colorMatrix[n][2] + + //!< OutputRange * colorOffset[n] + //!< where OutputRange is the standard magnitude of + //!< Output[n][n] and colorMatrix and colorOffset + //!< values are within the range -1.0 to +1.0 + NvU32 compositeSafe; //!< compositeSafe constrains luminance range when using composite output +} NVVIOCOLORCONVERSION; + +//! macro for constructing the version field of _NVVIOCOLORCONVERSION. +#define NVVIOCOLORCONVERSION_VER MAKE_NVAPI_VERSION(NVVIOCOLORCONVERSION,1) + +//! Gamma correction +typedef struct _NVVIOGAMMACORRECTION +{ + NvU32 version; //!< Structure version + NvU32 vioGammaCorrectionType; //!< Gamma correction type (8-bit or 10-bit) + //! Gamma correction: + union + { + NVVIOGAMMARAMP8 gammaRamp8; //!< Gamma ramp (8-bit index, 16-bit values) + NVVIOGAMMARAMP10 gammaRamp10; //!< Gamma ramp (10-bit index, 16-bit values) + }gammaRamp; + float fGammaValueR; //!< Red Gamma value within gamma ranges. 0.5 - 6.0 + float fGammaValueG; //!< Green Gamma value within gamma ranges. 0.5 - 6.0 + float fGammaValueB; //!< Blue Gamma value within gamma ranges. 0.5 - 6.0 +} NVVIOGAMMACORRECTION; + +//! Macro for constructing thevesion field of _NVVIOGAMMACORRECTION +#define NVVIOGAMMACORRECTION_VER MAKE_NVAPI_VERSION(NVVIOGAMMACORRECTION,1) + +//! Maximum number of ranges per channel +#define MAX_NUM_COMPOSITE_RANGE 2 + + +typedef struct _NVVIOCOMPOSITERANGE +{ + NvU32 uRange; + NvU32 uEnabled; + NvU32 uMin; + NvU32 uMax; +} NVVIOCOMPOSITERANGE; + + + +// Device configuration (fields masks indicating NVVIOCONFIG fields to use for NvAPI_VIO_GetConfig/NvAPI_VIO_SetConfig() ) +// +#define NVVIOCONFIG_SIGNALFORMAT 0x00000001 //!< fields: signalFormat +#define NVVIOCONFIG_DATAFORMAT 0x00000002 //!< fields: dataFormat +#define NVVIOCONFIG_OUTPUTREGION 0x00000004 //!< fields: outputRegion +#define NVVIOCONFIG_OUTPUTAREA 0x00000008 //!< fields: outputArea +#define NVVIOCONFIG_COLORCONVERSION 0x00000010 //!< fields: colorConversion +#define NVVIOCONFIG_GAMMACORRECTION 0x00000020 //!< fields: gammaCorrection +#define NVVIOCONFIG_SYNCSOURCEENABLE 0x00000040 //!< fields: syncSource and syncEnable +#define NVVIOCONFIG_SYNCDELAY 0x00000080 //!< fields: syncDelay +#define NVVIOCONFIG_COMPOSITESYNCTYPE 0x00000100 //!< fields: compositeSyncType +#define NVVIOCONFIG_FRAMELOCKENABLE 0x00000200 //!< fields: EnableFramelock +#define NVVIOCONFIG_422FILTER 0x00000400 //!< fields: bEnable422Filter +#define NVVIOCONFIG_COMPOSITETERMINATE 0x00000800 //!< fields: bCompositeTerminate (Not supported on Quadro FX 4000 SDI) +#define NVVIOCONFIG_DATAINTEGRITYCHECK 0x00001000 //!< fields: bEnableDataIntegrityCheck (Not supported on Quadro FX 4000 SDI) +#define NVVIOCONFIG_CSCOVERRIDE 0x00002000 //!< fields: colorConversion override +#define NVVIOCONFIG_FLIPQUEUELENGTH 0x00004000 //!< fields: flipqueuelength control +#define NVVIOCONFIG_ANCTIMECODEGENERATION 0x00008000 //!< fields: bEnableANCTimeCodeGeneration +#define NVVIOCONFIG_COMPOSITE 0x00010000 //!< fields: bEnableComposite +#define NVVIOCONFIG_ALPHAKEYCOMPOSITE 0x00020000 //!< fields: bEnableAlphaKeyComposite +#define NVVIOCONFIG_COMPOSITE_Y 0x00040000 //!< fields: compRange +#define NVVIOCONFIG_COMPOSITE_CR 0x00080000 //!< fields: compRange +#define NVVIOCONFIG_COMPOSITE_CB 0x00100000 //!< fields: compRange +#define NVVIOCONFIG_FULL_COLOR_RANGE 0x00200000 //!< fields: bEnableFullColorRange +#define NVVIOCONFIG_RGB_DATA 0x00400000 //!< fields: bEnableRGBData +#define NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE 0x00800000 //!< fields: bEnableSDIOutput +#define NVVIOCONFIG_STREAMS 0x01000000 //!< fields: streams +#define NVVIOCONFIG_ANC_PARITY_COMPUTATION 0x02000000 //!< fields: ancParityComputation +#define NVVIOCONFIG_ANC_AUDIO_REPEAT 0x04000000 //!< fields: enableAudioBlanking + + +// Don't forget to update NVVIOCONFIG_VALIDFIELDS in nvapi.spec when NVVIOCONFIG_ALLFIELDS changes. +#define NVVIOCONFIG_ALLFIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_OUTPUTREGION | \ + NVVIOCONFIG_OUTPUTAREA | \ + NVVIOCONFIG_COLORCONVERSION | \ + NVVIOCONFIG_GAMMACORRECTION | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_SYNCDELAY | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_422FILTER | \ + NVVIOCONFIG_COMPOSITETERMINATE | \ + NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_CSCOVERRIDE | \ + NVVIOCONFIG_FLIPQUEUELENGTH | \ + NVVIOCONFIG_ANCTIMECODEGENERATION | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB | \ + NVVIOCONFIG_FULL_COLOR_RANGE | \ + NVVIOCONFIG_RGB_DATA | \ + NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE | \ + NVVIOCONFIG_STREAMS | \ + NVVIOCONFIG_ANC_PARITY_COMPUTATION | \ + NVVIOCONFIG_ANC_AUDIO_REPEAT ) + +#define NVVIOCONFIG_VALIDFIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_OUTPUTREGION | \ + NVVIOCONFIG_OUTPUTAREA | \ + NVVIOCONFIG_COLORCONVERSION | \ + NVVIOCONFIG_GAMMACORRECTION | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_SYNCDELAY | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE | \ + NVVIOCONFIG_422FILTER | \ + NVVIOCONFIG_COMPOSITETERMINATE | \ + NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_CSCOVERRIDE | \ + NVVIOCONFIG_FLIPQUEUELENGTH | \ + NVVIOCONFIG_ANCTIMECODEGENERATION | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB | \ + NVVIOCONFIG_FULL_COLOR_RANGE | \ + NVVIOCONFIG_RGB_DATA | \ + NVVIOCONFIG_RESERVED_SDIOUTPUTENABLE | \ + NVVIOCONFIG_STREAMS | \ + NVVIOCONFIG_ANC_PARITY_COMPUTATION | \ + NVVIOCONFIG_ANC_AUDIO_REPEAT) + +#define NVVIOCONFIG_DRIVERFIELDS ( NVVIOCONFIG_OUTPUTREGION | \ + NVVIOCONFIG_OUTPUTAREA | \ + NVVIOCONFIG_COLORCONVERSION | \ + NVVIOCONFIG_FLIPQUEUELENGTH) + +#define NVVIOCONFIG_GAMMAFIELDS ( NVVIOCONFIG_GAMMACORRECTION ) + +#define NVVIOCONFIG_RMCTRLFIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_422FILTER | \ + NVVIOCONFIG_COMPOSITETERMINATE | \ + NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB) + +#define NVVIOCONFIG_RMSKEWFIELDS ( NVVIOCONFIG_SYNCDELAY ) + +#define NVVIOCONFIG_ALLOWSDIRUNNING_FIELDS ( NVVIOCONFIG_DATAINTEGRITYCHECK | \ + NVVIOCONFIG_SYNCDELAY | \ + NVVIOCONFIG_CSCOVERRIDE | \ + NVVIOCONFIG_ANCTIMECODEGENERATION | \ + NVVIOCONFIG_COMPOSITE | \ + NVVIOCONFIG_ALPHAKEYCOMPOSITE | \ + NVVIOCONFIG_COMPOSITE_Y | \ + NVVIOCONFIG_COMPOSITE_CR | \ + NVVIOCONFIG_COMPOSITE_CB | \ + NVVIOCONFIG_ANC_PARITY_COMPUTATION) + + + #define NVVIOCONFIG_RMMODESET_FIELDS ( NVVIOCONFIG_SIGNALFORMAT | \ + NVVIOCONFIG_DATAFORMAT | \ + NVVIOCONFIG_SYNCSOURCEENABLE | \ + NVVIOCONFIG_FRAMELOCKENABLE | \ + NVVIOCONFIG_COMPOSITESYNCTYPE | \ + NVVIOCONFIG_ANC_AUDIO_REPEAT) + + +//! Output device configuration +// No members can be deleted from below structure. Only add new members at the +// end of the structure. +typedef struct _NVVIOOUTPUTCONFIG_V1 +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format for video output + NVVIODATAFORMAT dataFormat; //!< Data format for video output + NVVIOOUTPUTREGION outputRegion; //!< Region for video output (Desktop mode) + NVVIOOUTPUTAREA outputArea; //!< Usable resolution for video output (safe area) + NVVIOCOLORCONVERSION colorConversion; //!< Color conversion. + NVVIOGAMMACORRECTION gammaCorrection; + NvU32 syncEnable; //!< Sync enable (TRUE to use syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSYNCDELAY syncDelay; //!< Sync delay + NVVIOCOMPSYNCTYPE compositeSyncType; //!< Composite sync type + NvU32 frameLockEnable; //!< Flag indicating whether framelock was on/off + NvU32 psfSignalFormat; //!< Indicates whether contained format is PSF Signal format + NvU32 enable422Filter; //!< Enables/Disables 4:2:2 filter + NvU32 compositeTerminate; //!< Composite termination + NvU32 enableDataIntegrityCheck; //!< Enable data integrity check: true - enable, false - disable + NvU32 cscOverride; //!< Use provided CSC color matrix to overwrite + NvU32 flipQueueLength; //!< Number of buffers used for the internal flipqueue + NvU32 enableANCTimeCodeGeneration; //!< Enable SDI ANC time code generation + NvU32 enableComposite; //!< Enable composite + NvU32 enableAlphaKeyComposite; //!< Enable Alpha key composite + NVVIOCOMPOSITERANGE compRange; //!< Composite ranges + NvU8 reservedData[256]; //!< Inicates last stored SDI output state TRUE-ON / FALSE-OFF + NvU32 enableFullColorRange; //!< Flag indicating Full Color Range + NvU32 enableRGBData; //!< Indicates data is in RGB format +} NVVIOOUTPUTCONFIG_V1; + +typedef struct _NVVIOOUTPUTCONFIG_V2 +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format for video output + NVVIODATAFORMAT dataFormat; //!< Data format for video output + NVVIOOUTPUTREGION outputRegion; //!< Region for video output (Desktop mode) + NVVIOOUTPUTAREA outputArea; //!< Usable resolution for video output (safe area) + NVVIOCOLORCONVERSION colorConversion; //!< Color conversion. + NVVIOGAMMACORRECTION gammaCorrection; + NvU32 syncEnable; //!< Sync enable (TRUE to use syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSYNCDELAY syncDelay; //!< Sync delay + NVVIOCOMPSYNCTYPE compositeSyncType; //!< Composite sync type + NvU32 frameLockEnable; //!< Flag indicating whether framelock was on/off + NvU32 psfSignalFormat; //!< Indicates whether contained format is PSF Signal format + NvU32 enable422Filter; //!< Enables/Disables 4:2:2 filter + NvU32 compositeTerminate; //!< Composite termination + NvU32 enableDataIntegrityCheck; //!< Enable data integrity check: true - enable, false - disable + NvU32 cscOverride; //!< Use provided CSC color matrix to overwrite + NvU32 flipQueueLength; //!< Number of buffers used for the internal flip queue + NvU32 enableANCTimeCodeGeneration; //!< Enable SDI ANC time code generation + NvU32 enableComposite; //!< Enable composite + NvU32 enableAlphaKeyComposite; //!< Enable Alpha key composite + NVVIOCOMPOSITERANGE compRange; //!< Composite ranges + NvU8 reservedData[256]; //!< Indicates last stored SDI output state TRUE-ON / FALSE-OFF + NvU32 enableFullColorRange; //!< Flag indicating Full Color Range + NvU32 enableRGBData; //!< Indicates data is in RGB format + NVVIOANCPARITYCOMPUTATION ancParityComputation; //!< Enable HW ANC parity bit computation (auto/on/off) +} NVVIOOUTPUTCONFIG_V2; + +typedef struct _NVVIOOUTPUTCONFIG_V3 +{ + NVVIOSIGNALFORMAT signalFormat; //!< Signal format for video output + NVVIODATAFORMAT dataFormat; //!< Data format for video output + NVVIOOUTPUTREGION outputRegion; //!< Region for video output (Desktop mode) + NVVIOOUTPUTAREA outputArea; //!< Usable resolution for video output (safe area) + NVVIOCOLORCONVERSION colorConversion; //!< Color conversion. + NVVIOGAMMACORRECTION gammaCorrection; + NvU32 syncEnable; //!< Sync enable (TRUE to use syncSource) + NVVIOSYNCSOURCE syncSource; //!< Sync source + NVVIOSYNCDELAY syncDelay; //!< Sync delay + NVVIOCOMPSYNCTYPE compositeSyncType; //!< Composite sync type + NvU32 frameLockEnable; //!< Flag indicating whether framelock was on/off + NvU32 psfSignalFormat; //!< Indicates whether contained format is PSF Signal format + NvU32 enable422Filter; //!< Enables/Disables 4:2:2 filter + NvU32 compositeTerminate; //!< Composite termination + NvU32 enableDataIntegrityCheck; //!< Enable data integrity check: true - enable, false - disable + NvU32 cscOverride; //!< Use provided CSC color matrix to overwrite + NvU32 flipQueueLength; //!< Number of buffers used for the internal flip queue + NvU32 enableANCTimeCodeGeneration; //!< Enable SDI ANC time code generation + NvU32 enableComposite; //!< Enable composite + NvU32 enableAlphaKeyComposite; //!< Enable Alpha key composite + NVVIOCOMPOSITERANGE compRange; //!< Composite ranges + NvU8 reservedData[256]; //!< Indicates last stored SDI output state TRUE-ON / FALSE-OFF + NvU32 enableFullColorRange; //!< Flag indicating Full Color Range + NvU32 enableRGBData; //!< Indicates data is in RGB format + NVVIOANCPARITYCOMPUTATION ancParityComputation; //!< Enable HW ANC parity bit computation (auto/on/off) + NvU32 enableAudioBlanking; //!< Enable HANC audio blanking on repeat frames +} NVVIOOUTPUTCONFIG_V3; + +//! Stream configuration +typedef struct _NVVIOSTREAM +{ + NvU32 bitsPerComponent; //!< Bits per component + NVVIOCOMPONENTSAMPLING sampling; //!< Sampling + NvU32 expansionEnable; //!< Enable/disable 4:2:2->4:4:4 expansion + NvU32 numLinks; //!< Number of active links + struct + { + NvU32 jack; //!< This stream's link[i] will use the specified (0-based) channel within the + NvU32 channel; //!< specified (0-based) jack + } links[NVAPI_MAX_VIO_LINKS_PER_STREAM]; +} NVVIOSTREAM; + +//! Input device configuration +typedef struct _NVVIOINPUTCONFIG +{ + NvU32 numRawCaptureImages; //!< numRawCaptureImages is the number of frames to keep in the capture queue. + //!< must be between NVAPI_GVI_MIN_RAW_CAPTURE_IMAGES and NVAPI_GVI_MAX_RAW_CAPTURE_IMAGES, + NVVIOSIGNALFORMAT signalFormat; //!< Signal format. + //!< Please note that both numRawCaptureImages and signalFormat should be set together. + NvU32 numStreams; //!< Number of active streams. + NVVIOSTREAM streams[NVAPI_MAX_VIO_STREAMS]; //!< Stream configurations + NvU32 bTestMode; //!< This attribute controls the GVI test mode. + //!< Possible values 0/1. When testmode enabled, the + //!< GVI device will generate fake data as quickly as possible. +} NVVIOINPUTCONFIG; + +typedef struct _NVVIOCONFIG_V1 +{ + NvU32 version; //!< Structure version + NvU32 fields; //!< Caller sets to NVVIOCONFIG_* mask for fields to use + NVVIOCONFIGTYPE nvvioConfigType; //!< Input or Output configuration + union + { + NVVIOINPUTCONFIG inConfig; //!< Input device configuration + NVVIOOUTPUTCONFIG_V1 outConfig; //!< Output device configuration + }vioConfig; +} NVVIOCONFIG_V1; + + +typedef struct _NVVIOCONFIG_V2 +{ + NvU32 version; //!< Structure version + NvU32 fields; //!< Caller sets to NVVIOCONFIG_* mask for fields to use + NVVIOCONFIGTYPE nvvioConfigType; //!< Input or Output configuration + union + { + NVVIOINPUTCONFIG inConfig; //!< Input device configuration + NVVIOOUTPUTCONFIG_V2 outConfig; //!< Output device configuration + }vioConfig; +} NVVIOCONFIG_V2; + +typedef struct _NVVIOCONFIG_V3 +{ + NvU32 version; //!< Structure version + NvU32 fields; //!< Caller sets to NVVIOCONFIG_* mask for fields to use + NVVIOCONFIGTYPE nvvioConfigType; //!< Input or Output configuration + union + { + NVVIOINPUTCONFIG inConfig; //!< Input device configuration + NVVIOOUTPUTCONFIG_V3 outConfig; //!< Output device configuration + }vioConfig; +} NVVIOCONFIG_V3; +typedef NVVIOOUTPUTCONFIG_V3 NVVIOOUTPUTCONFIG; +typedef NVVIOCONFIG_V3 NVVIOCONFIG; + +#define NVVIOCONFIG_VER1 MAKE_NVAPI_VERSION(NVVIOCONFIG_V1,1) +#define NVVIOCONFIG_VER2 MAKE_NVAPI_VERSION(NVVIOCONFIG_V2,2) +#define NVVIOCONFIG_VER3 MAKE_NVAPI_VERSION(NVVIOCONFIG_V3,3) +#define NVVIOCONFIG_VER NVVIOCONFIG_VER3 + + +typedef struct +{ + NvPhysicalGpuHandle hPhysicalGpu; //!< Handle to Physical GPU (This could be NULL for GVI device if its not binded) + NvVioHandle hVioHandle; //!Create Stereo Handle->InitActivation->Reset Device +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 302 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! \param [in] bDelayed Use delayed activation +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// + +//! \addtogroup stereoapi +//! @{ + +//! InitActivation Flags +typedef enum _NVAPI_STEREO_INIT_ACTIVATION_FLAGS +{ + NVAPI_STEREO_INIT_ACTIVATION_IMMEDIATE = 0X00, + NVAPI_STEREO_INIT_ACTIVATION_DELAYED = 0x01, +} NVAPI_STEREO_INIT_ACTIVATION_FLAGS; + +NVAPI_INTERFACE NvAPI_Stereo_InitActivation(__in StereoHandle hStereoHandle, __in NVAPI_STEREO_INIT_ACTIVATION_FLAGS flags); + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Trigger_Activation +// +//! DESCRIPTION: This API allows an application to trigger creation of a stereo desktop, +//! in case the creation was stopped on application launch. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! \since Release: 302 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval ::NVAPI_STEREO_INIT_ACTIVATION_NOT_DONE - Stereo InitActivation not called. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Trigger_Activation(__in StereoHandle hStereoHandle); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_CapturePngImage +// +//! DESCRIPTION: This API captures the current stereo image in PNG stereo format. +//! Only the last capture call per flip will be effective. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! +//! \retval ::NVAPI_OK Image captured. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_CapturePngImage(StereoHandle stereoHandle); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_ReverseStereoBlitControl +// +//! DESCRIPTION: This API turns on/off reverse stereo blit. +//! +//! HOW TO USE: Use after the stereo handle for the device interface is created via successfull call to the appropriate +//! NvAPI_Stereo_CreateHandleFrom() function. +//! After reversed stereo blit control is turned on, blits from the stereo surface will +//! produce the right-eye image in the left side of the destination surface and the left-eye +//! image in the right side of the destination surface. +//! +//! In DirectX 9, the destination surface must be created as the render target, and StretchRect must be used. +//! Conditions: +//! - DstWidth == 2*SrcWidth +//! - DstHeight == SrcHeight +//! - Src surface is the stereo surface. +//! - SrcRect must be {0,0,SrcWidth,SrcHeight} +//! - DstRect must be {0,0,DstWidth,DstHeight} +//! +//! In DirectX 10, ResourceCopyRegion must be used. +//! Conditions: +//! - DstWidth == 2*SrcWidth +//! - DstHeight == SrcHeight +//! - dstX == 0, +//! - dstY == 0, +//! - dstZ == 0, +//! - SrcBox: left=top=front==0; right==SrcWidth; bottom==SrcHeight; back==1; +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! \param [in] TurnOn != 0 : Turns on \n +//! == 0 : Turns off +//! +//! +//! \retval ::NVAPI_OK Retrieval of frustum adjust mode was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_ReverseStereoBlitControl(StereoHandle hStereoHandle, NvU8 TurnOn); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetNotificationMessage +// +//! DESCRIPTION: This API is a Setup notification message that the stereo driver uses to notify the application +//! when the user changes the stereo driver state. +//! +//! When the user changes the stereo state (Activated or Deactivated, separation or conversion) +//! the stereo driver posts a defined message with the following parameters: +//! +//! lParam is the current conversion. (Actual conversion is *(float*)&lParam ) +//! +//! wParam == MAKEWPARAM(l, h) where +//! - l == 0 if stereo is deactivated +//! - l == 1 if stereo is deactivated +//! - h is the current separation. (Actual separation is float(h*100.f/0xFFFF) +//! +//! Call this API with NULL hWnd to prohibit notification. +//! +//! WHEN TO USE: Use after the stereo handle for device interface is created via successful call to appropriate +//! NvAPI_Stereo_CreateHandleFrom() function. +//! +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! \param [in] hWnd Window HWND that will be notified when the user changes the stereo driver state. +//! Actual HWND must be cast to an NvU64. +//! \param [in] messageID MessageID of the message that will be posted to hWnd +//! +//! \retval ::NVAPI_OK Notification set. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetNotificationMessage(StereoHandle hStereoHandle, NvU64 hWnd,NvU64 messageID); + + + + + + + + + + + + + + + +//! \ingroup stereoapi +#define NVAPI_STEREO_QUADBUFFERED_API_VERSION 0x2 + +//! \ingroup stereoapi + typedef enum _NV_StereoSwapChainMode + { + NVAPI_STEREO_SWAPCHAIN_DEFAULT = 0, + NVAPI_STEREO_SWAPCHAIN_STEREO = 1, + NVAPI_STEREO_SWAPCHAIN_MONO = 2, + } NV_STEREO_SWAPCHAIN_MODE; + +#if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D1x_CreateSwapChain +// +//! DESCRIPTION: This API allows the user to create a mono or a stereo swap chain. +//! +//! NOTE: NvAPI_D3D1x_CreateSwapChain is a wrapper of the method IDXGIFactory::CreateSwapChain which +//! additionally notifies the D3D driver of the mode in which stereo mode the swap chain is to be +//! created. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! A pointer to the device that will write 2D images to the swap chain. +//! \param [in] pDesc A pointer to the swap-chain description (DXGI_SWAP_CHAIN_DESC). This parameter cannot be NULL. +//! \param [out] ppSwapChain A pointer to the swap chain created. +//! \param [in] mode The stereo mode fot the swap chain. +//! NVAPI_STEREO_SWAPCHAIN_DEFAULT +//! NVAPI_STEREO_SWAPCHAIN_STEREO +//! NVAPI_STEREO_SWAPCHAIN_MONO +//! +//! \retval ::NVAPI_OK The swap chain was created successfully. +//! \retval ::NVAPI_ERROR The operation failed. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D1x_CreateSwapChain(StereoHandle hStereoHandle, + DXGI_SWAP_CHAIN_DESC* pDesc, + IDXGISwapChain** ppSwapChain, + NV_STEREO_SWAPCHAIN_MODE mode); + +#endif //if defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__) + + +#if defined(_D3D9_H_) //NvAPI_D3D9_CreateSwapChain +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D9_CreateSwapChain +// +//! DESCRIPTION: This API allows the user to create a mono or a stereo swap chain. +//! +//! NOTE: NvAPI_D3D9_CreateSwapChain is a wrapper of the method IDirect3DDevice9::CreateAdditionalSwapChain which +//! additionally notifies the D3D driver if the swap chain creation mode must be stereo or mono. +//! +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [in, out] pPresentationParameters A pointer to the swap-chain description (DXGI). This parameter cannot be NULL. +//! \param [out] ppSwapChain A pointer to the swap chain created. +//! \param [in] mode The stereo mode for the swap chain. +//! NVAPI_STEREO_SWAPCHAIN_DEFAULT +//! NVAPI_STEREO_SWAPCHAIN_STEREO +//! NVAPI_STEREO_SWAPCHAIN_MONO +//! +//! \retval ::NVAPI_OK The swap chain creation was successful +//! \retval ::NVAPI_ERROR The operation failed. +//! +//!\ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D9_CreateSwapChain(StereoHandle hStereoHandle, + D3DPRESENT_PARAMETERS *pPresentationParameters, + IDirect3DSwapChain9 **ppSwapChain, + NV_STEREO_SWAPCHAIN_MODE mode); +#endif //if defined(_D3D9_H_) //NvAPI_D3D9_CreateSwapChain + + + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_InitLowLatencyDevice +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function has to be used to initialize a Vulkan device +//! as a low latency device. The driver initializes a set of parameters to +//! be used in subsequent low latency API calls for this device. +//! The returned NV_VULKAN_LOW_LATENCY_DEVICE_PARAMS has to be passed into +//! any low latency API call as a parameter to ensure use of these parameters. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [out] signalDemaphoreHandle pointer to a VkSemaphore handle that is signalling in Sleep +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_InitLowLatencyDevice(__in HANDLE vkDevice, __out HANDLE *signalSemaphoreHandle); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_DestroyLowLatencyDevice +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function releases the set of low latency device +//! parameters. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_DestroyLowLatencyDevice(__in HANDLE vkDevice); +#endif // defined(__cplusplus) && defined(_WINNT_) + + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get sleep status +//! \ingroup oglapi +typedef struct _NV_VULKAN_GET_SLEEP_STATUS_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (OUT) Is low latency mode enabled? + NvU8 rsvd[128]; //!< (IN) Reserved. Must be set to 0s. +} NV_VULKAN_GET_SLEEP_STATUS_PARAMS_V1; + +typedef NV_VULKAN_GET_SLEEP_STATUS_PARAMS_V1 NV_VULKAN_GET_SLEEP_STATUS_PARAMS; +#define NV_VULKAN_GET_SLEEP_STATUS_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_GET_SLEEP_STATUS_PARAMS_V1, 1) +#define NV_VULKAN_GET_SLEEP_STATUS_PARAMS_VER NV_VULKAN_GET_SLEEP_STATUS_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_GetSleepStatus +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function can be used to get the latest sleep status. +//! bLowLatencyMode indicates whether low latency mode is currently +//! enabled in the driver. +//! Note that it may not always reflect the previously requested sleep mode, +//! as the feature may not be available on the platform, or the setting has +//! been overridden by the control panel, for example. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [inout] pGetSleepStatusParams Sleep status params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_GetSleepStatus(__in HANDLE vkDevice, __inout NV_VULKAN_GET_SLEEP_STATUS_PARAMS *pGetSleepStatusParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to set sleep mode +//! \ingroup oglapi +#if defined(__cplusplus) && defined(_WINNT_) +typedef struct _NV_VULKAN_SET_SLEEP_MODE_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvBool bLowLatencyMode; //!< (IN) Low latency mode enable/disable. + NvBool bLowLatencyBoost; //!< (IN) Request maximum GPU clock frequency regardless of workload. + NvU32 minimumIntervalUs; //!< (IN) Minimum frame interval in microseconds. 0 = no frame rate limit. + NvU8 rsvd[32]; //!< (IN) Reserved. Must be set to 0s. +} NV_VULKAN_SET_SLEEP_MODE_PARAMS_V1; + +typedef NV_VULKAN_SET_SLEEP_MODE_PARAMS_V1 NV_VULKAN_SET_SLEEP_MODE_PARAMS; +#define NV_VULKAN_SET_SLEEP_MODE_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_SET_SLEEP_MODE_PARAMS_V1, 1) +#define NV_VULKAN_SET_SLEEP_MODE_PARAMS_VER NV_VULKAN_SET_SLEEP_MODE_PARAMS_VER1 +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_SetSleepMode +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: This function can be used to update sleep mode dynamically. +//! The settings are not dependent to each other, meaning low latency mode +//! can be enabled/disabled regardless of whether minimum interval is set or +//! not. The former is to intelligently lower latency without impacting frame +//! rate. The later is to limit frame rate (e.g. minimumIntervalUs = 10000 +//! limits frame rate to 100 FPS). They work well separately and/or together. +//! Note that minimumIntervalUs usage is not limited to lowering latency, so +//! feel free to use it to limit frame rate for menu, cut scenes, etc. +//! Note that low latency mode can be enabled, and/or minimum interval can +//! be set, even without using NvAPI_D3D_Sleep(). However, without it, the +//! sleep to achieve these features would happen at a less optimal point, +//! resulting in higher overall latency. +//! The bLowLatencyBoost will request the GPU run at max clocks even in +//! scenarios where it is idle most of the frame and would normally try +//! to save power. This can decrease latency in CPU-limited scenarios. +//! While this function can be called as often as needed, it is not +//! necessary nor recommended to call this too frequently (e.g. every frame), +//! as the settings persist for the target device. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] pSetSleepModeParams Sleep mode params. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_SetSleepMode(__in HANDLE vkDevice, __in NV_VULKAN_SET_SLEEP_MODE_PARAMS *pSetSleepModeParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_Sleep +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: It is recommended to call this function at the very start of +//! each frame (e.g. before input sampling). If there is a need to sleep, +//! due to frame rate limit and/or low latency features, for example, +//! this call provides an entry point for the driver to sleep at the most +//! optimal spot to achieve the lowest latency. +//! It is recommended to call this function even when low latency mode is +//! disabled and minimum interval is 0. Other features, such as Maximum Frame +//! Rate setting, could be enabled in the control panel to benefit from this. +//! It is OK to start (or stop) using this function at any time. However, +//! when using this function, it must be called exactly once on each frame. +//! If this function is not called, after several frames, the driver would +//! fallback to sleep at its less optimal spot. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] signalValue Value that will be signalled in signalDemaphoreHandle semaphore at Sleep +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_Sleep(__in HANDLE vkDevice, __in NvU64 signalValue); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used to get latency report. +//! \ingroup oglapi +typedef struct _NV_VULKAN_LATENCY_RESULT_PARAMS +{ + NvU32 version; //!< (IN) Structure version + struct vkFrameReport { + NvU64 frameID; + NvU64 inputSampleTime; + NvU64 simStartTime; + NvU64 simEndTime; + NvU64 renderSubmitStartTime; + NvU64 renderSubmitEndTime; + NvU64 presentStartTime; + NvU64 presentEndTime; + NvU64 driverStartTime; + NvU64 driverEndTime; + NvU64 osRenderQueueStartTime; + NvU64 osRenderQueueEndTime; + NvU64 gpuRenderStartTime; + NvU64 gpuRenderEndTime; + NvU8 rsvd[128]; + } frameReport[64]; + NvU8 rsvd[32]; +} NV_VULKAN_LATENCY_RESULT_PARAMS_V1; + +typedef NV_VULKAN_LATENCY_RESULT_PARAMS_V1 NV_VULKAN_LATENCY_RESULT_PARAMS; +#define NV_VULKAN_LATENCY_RESULT_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_LATENCY_RESULT_PARAMS_V1, 1) +#define NV_VULKAN_LATENCY_RESULT_PARAMS_VER NV_VULKAN_LATENCY_RESULT_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_GetLatency +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: Get a latency report including the timestamps of the +//! application latency markers set with NvAPI_Vulkan_SetLatencyMarker as well +//! as driver, OS queue and graphics hardware times. Requires calling +//! NvAPI_Vulkan_SetLatencyMarker with incrementing frameID for valid results. +//! Rendering for at least 90 frames is recommended to properly fill out the +//! structure. The newest completed frame is at the end (element 63) and +//! is preceeded by older frames. If not enough frames are valid then all +//! frames are returned with all zeroes. +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [inout] pGetLatencyParams The latency result structure. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_GetLatency(__in HANDLE vkDevice, __inout NV_VULKAN_LATENCY_RESULT_PARAMS* pGetLatencyParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used define latency marker type +//! \ingroup oglapi +typedef enum +{ + VULKAN_SIMULATION_START = 0, + VULKAN_SIMULATION_END = 1, + VULKAN_RENDERSUBMIT_START = 2, + VULKAN_RENDERSUBMIT_END = 3, + VULKAN_PRESENT_START = 4, + VULKAN_PRESENT_END = 5, + VULKAN_INPUT_SAMPLE = 6, + VULKAN_TRIGGER_FLASH = 7, + VULKAN_PC_LATENCY_PING = 8, + VULKAN_OUT_OF_BAND_RENDERSUBMIT_START = 9, + VULKAN_OUT_OF_BAND_RENDERSUBMIT_END = 10, + VULKAN_OUT_OF_BAND_PRESENT_START = 11, + VULKAN_OUT_OF_BAND_PRESENT_END = 12, +} NV_VULKAN_LATENCY_MARKER_TYPE; + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used set latency markers +//! \ingroup oglapi +typedef struct _NV_VULKAN_LATENCY_MARKER_PARAMS +{ + NvU32 version; //!< (IN) Structure version + NvU64 frameID; + NV_VULKAN_LATENCY_MARKER_TYPE markerType; + NvU8 rsvd[64]; +} NV_VULKAN_LATENCY_MARKER_PARAMS_V1; + +typedef NV_VULKAN_LATENCY_MARKER_PARAMS_V1 NV_VULKAN_LATENCY_MARKER_PARAMS; +#define NV_VULKAN_LATENCY_MARKER_PARAMS_VER1 MAKE_NVAPI_VERSION(NV_VULKAN_LATENCY_MARKER_PARAMS_V1, 1) +#define NV_VULKAN_LATENCY_MARKER_PARAMS_VER NV_VULKAN_LATENCY_MARKER_PARAMS_VER1 + +//! SUPPORTED OS: Windows 10 and higher +//! +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_SetLatencyMarker +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: Set a latency marker to be tracked by the +//! NvAPI_Vulkan_GetLatency function. SIMULATION_START must be the first marker +//! sent in a frame, after the previous frame's Sleep call (if used). +//! INPUT_SAMPLE may be sent to record the moment user input was sampled and +//! should come between SIMULATION_START and SIMULATION_END. +//! RENDERSUBMIT_START should come before any Vulkan API calls are made for +//! the given frame and RENDERSUBMIT_END should come before calling Present. +//! PRESENT_START and END should wrap the Present call to inform the driver +//! of a present block done by the OS before the driver receives the Present. +//! TRIGGER_FLASH tells the driver to render its flash indicator for latency +//! testing, typically driven by a mouse click. +//! The frameID can start at an abitrary moment in the application lifetime +//! but must strictly increment from that point forward for consistent results. + +//! +//! \since Release: 455 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] pSetLatencyMarkerParams The latency marker structure +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_SetLatencyMarker(__in HANDLE vkDevice, __in NV_VULKAN_LATENCY_MARKER_PARAMS* pSetLatencyMarkerParams); +#endif // defined(__cplusplus) && defined(_WINNT_) + +//! SUPPORTED OS: Windows 10 and higher +//! +//! Used in NvAPI_Vulkan_NotifyOutOfBandVkQueue +//! \ingroup oglapi +typedef enum +{ + VULKAN_OUT_OF_BAND_QUEUE_TYPE_RENDER = 0, + VULKAN_OUT_OF_BAND_QUEUE_TYPE_PRESENT = 1, +} NV_VULKAN_OUT_OF_BAND_QUEUE_TYPE; + +#if defined(__cplusplus) && defined(_WINNT_) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Vulkan_NotifyOutOfBandVkQueue +// +// !!** DEPRECATED, please use VK_NV_low_latency2 instead **!! +//! \deprecated Do not use this function - it is deprecated in release 565. +// +//! DESCRIPTION: Notifies the driver that this command queue runs out of band +//! from the application's frame cadence. +//! +//! \since Release: 520 +//! \param [in] vkDevice The Vulkan device handle +//! \param [in] queueHandle The VkQueue +//! \param [in] queueType The type of out of band VkQueue +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, they are listed below. +//! +//! \ingroup oglapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 565.") +NVAPI_INTERFACE NvAPI_Vulkan_NotifyOutOfBandVkQueue(__in HANDLE vkDevice, __in HANDLE queueHandle, __in NV_VULKAN_OUT_OF_BAND_QUEUE_TYPE queueType); +#endif // defined(__cplusplus) && defined(_WINNT_) + + +//! \addtogroup drsapi +//! @{ + + +// GPU Profile APIs + +NV_DECLARE_HANDLE(NvDRSSessionHandle); +NV_DECLARE_HANDLE(NvDRSProfileHandle); + +#define NVAPI_DRS_GLOBAL_PROFILE ((NvDRSProfileHandle) -1) + +#define NVAPI_SETTING_MAX_VALUES 100 + +typedef enum _NVDRS_SETTING_TYPE +{ + NVDRS_DWORD_TYPE, + NVDRS_BINARY_TYPE, + NVDRS_STRING_TYPE, + NVDRS_WSTRING_TYPE +} NVDRS_SETTING_TYPE; + +typedef enum _NVDRS_SETTING_LOCATION +{ + NVDRS_CURRENT_PROFILE_LOCATION, + NVDRS_GLOBAL_PROFILE_LOCATION, + NVDRS_BASE_PROFILE_LOCATION, + NVDRS_DEFAULT_PROFILE_LOCATION +} NVDRS_SETTING_LOCATION; + + +typedef struct _NVDRS_GPU_SUPPORT +{ + NvU32 geforce : 1; + NvU32 quadro : 1; + NvU32 nvs : 1; + NvU32 reserved4 : 1; + NvU32 reserved5 : 1; + NvU32 reserved6 : 1; + NvU32 reserved7 : 1; + NvU32 reserved8 : 1; + NvU32 reserved9 : 1; + NvU32 reserved10 : 1; + NvU32 reserved11 : 1; + NvU32 reserved12 : 1; + NvU32 reserved13 : 1; + NvU32 reserved14 : 1; + NvU32 reserved15 : 1; + NvU32 reserved16 : 1; + NvU32 reserved17 : 1; + NvU32 reserved18 : 1; + NvU32 reserved19 : 1; + NvU32 reserved20 : 1; + NvU32 reserved21 : 1; + NvU32 reserved22 : 1; + NvU32 reserved23 : 1; + NvU32 reserved24 : 1; + NvU32 reserved25 : 1; + NvU32 reserved26 : 1; + NvU32 reserved27 : 1; + NvU32 reserved28 : 1; + NvU32 reserved29 : 1; + NvU32 reserved30 : 1; + NvU32 reserved31 : 1; + NvU32 reserved32 : 1; +} NVDRS_GPU_SUPPORT; + +//! Enum to decide on the datatype of setting value. +typedef struct _NVDRS_BINARY_SETTING +{ + NvU32 valueLength; //!< valueLength should always be in number of bytes. + NvU8 valueData[NVAPI_BINARY_DATA_MAX]; +} NVDRS_BINARY_SETTING; + +typedef struct _NVDRS_SETTING_VALUES +{ + NvU32 version; //!< Structure Version + NvU32 numSettingValues; //!< Total number of values available in a setting. + NVDRS_SETTING_TYPE settingType; //!< Type of setting value. + union //!< Setting can hold either DWORD or Binary value or string. Not mixed types. + { + NvU32 u32DefaultValue; //!< Accessing default DWORD value of this setting. + NVDRS_BINARY_SETTING binaryDefaultValue; //!< Accessing default Binary value of this setting. + //!< Must be allocated by caller with valueLength specifying buffer size, or only valueLength will be filled in. + NvAPI_UnicodeString wszDefaultValue; //!< Accessing default unicode string value of this setting. + }; + union //!< Setting values can be of either DWORD, Binary values or String type, + { //!< NOT mixed types. + NvU32 u32Value; //!< All possible DWORD values for a setting + NVDRS_BINARY_SETTING binaryValue; //!< All possible Binary values for a setting + NvAPI_UnicodeString wszValue; //!< Accessing current unicode string value of this setting. + }settingValues[NVAPI_SETTING_MAX_VALUES]; +} NVDRS_SETTING_VALUES; + +//! Macro for constructing the version field of ::_NVDRS_SETTING_VALUES +#define NVDRS_SETTING_VALUES_VER MAKE_NVAPI_VERSION(NVDRS_SETTING_VALUES,1) + +typedef struct _NVDRS_SETTING_V1 +{ + NvU32 version; //!< Structure Version + NvAPI_UnicodeString settingName; //!< String name of setting + NvU32 settingId; //!< 32 bit setting Id + NVDRS_SETTING_TYPE settingType; //!< Type of setting value. + NVDRS_SETTING_LOCATION settingLocation; //!< Describes where the value in CurrentValue comes from. + NvU32 isCurrentPredefined; //!< It is different than 0 if the currentValue is a predefined Value, + //!< 0 if the currentValue is a user value. + NvU32 isPredefinedValid; //!< It is different than 0 if the PredefinedValue union contains a valid value. + union //!< Setting can hold either DWORD or Binary value or string. Not mixed types. + { + NvU32 u32PredefinedValue; //!< Accessing default DWORD value of this setting. + NVDRS_BINARY_SETTING binaryPredefinedValue; //!< Accessing default Binary value of this setting. + //!< Must be allocated by caller with valueLength specifying buffer size, + //!< or only valueLength will be filled in. + NvAPI_UnicodeString wszPredefinedValue; //!< Accessing default unicode string value of this setting. + }; + union //!< Setting can hold either DWORD or Binary value or string. Not mixed types. + { + NvU32 u32CurrentValue; //!< Accessing current DWORD value of this setting. + NVDRS_BINARY_SETTING binaryCurrentValue; //!< Accessing current Binary value of this setting. + //!< Must be allocated by caller with valueLength specifying buffer size, + //!< or only valueLength will be filled in. + NvAPI_UnicodeString wszCurrentValue; //!< Accessing current unicode string value of this setting. + }; +} NVDRS_SETTING_V1; + +//! Macro for constructing the version field of ::_NVDRS_SETTING +#define NVDRS_SETTING_VER1 MAKE_NVAPI_VERSION(NVDRS_SETTING_V1, 1) + +typedef NVDRS_SETTING_V1 NVDRS_SETTING; +#define NVDRS_SETTING_VER NVDRS_SETTING_VER1 + +typedef struct _NVDRS_APPLICATION_V1 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the application +} NVDRS_APPLICATION_V1; + +typedef struct _NVDRS_APPLICATION_V2 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the Application + NvAPI_UnicodeString fileInFolder; //!< Select this application only if this file is found. + //!< When specifying multiple files, separate them using the ':' character. +} NVDRS_APPLICATION_V2; + +typedef struct _NVDRS_APPLICATION_V3 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the Application + NvAPI_UnicodeString fileInFolder; //!< Select this application only if this file is found. + //!< When specifying multiple files, separate them using the ':' character. + NvU32 isMetro:1; //!< Windows 8 style app + NvU32 isCommandLine:1; //!< Command line parsing for the application name + NvU32 reserved:30; //!< Reserved. Should be 0. +} NVDRS_APPLICATION_V3; + +typedef struct _NVDRS_APPLICATION_V4 +{ + NvU32 version; //!< Structure Version + NvU32 isPredefined; //!< Is the application userdefined/predefined + NvAPI_UnicodeString appName; //!< String name of the Application + NvAPI_UnicodeString userFriendlyName; //!< UserFriendly name of the Application + NvAPI_UnicodeString launcher; //!< Indicates the name (if any) of the launcher that starts the Application + NvAPI_UnicodeString fileInFolder; //!< Select this application only if this file is found. + //!< When specifying multiple files, separate them using the ':' character. + NvU32 isMetro:1; //!< Windows 8 style app + NvU32 isCommandLine:1; //!< Command line parsing for the application name + NvU32 reserved:30; //!< Reserved. Should be 0. + NvAPI_UnicodeString commandLine; //!< If isCommandLine is set to 0 this must be an empty. If isCommandLine is set to 1 + //!< this contains application's command line as if it was returned by GetCommandLineW. +} NVDRS_APPLICATION_V4; + +#define NVDRS_APPLICATION_VER_V1 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V1,1) +#define NVDRS_APPLICATION_VER_V2 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V2,2) +#define NVDRS_APPLICATION_VER_V3 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V3,3) +#define NVDRS_APPLICATION_VER_V4 MAKE_NVAPI_VERSION(NVDRS_APPLICATION_V4,4) + +typedef NVDRS_APPLICATION_V4 NVDRS_APPLICATION; +#define NVDRS_APPLICATION_VER NVDRS_APPLICATION_VER_V4 + +typedef struct _NVDRS_PROFILE_V1 +{ + NvU32 version; //!< Structure Version + NvAPI_UnicodeString profileName; //!< String name of the Profile + NVDRS_GPU_SUPPORT gpuSupport; //!< This read-only flag indicates the profile support on either + //!< Quadro, or Geforce, or both. + NvU32 isPredefined; //!< Is the Profile user-defined, or predefined + NvU32 numOfApps; //!< Total number of applications that belong to this profile. Read-only + NvU32 numOfSettings; //!< Total number of settings applied for this Profile. Read-only +} NVDRS_PROFILE_V1; + +typedef NVDRS_PROFILE_V1 NVDRS_PROFILE; + +//! Macro for constructing the version field of ::NVDRS_PROFILE +#define NVDRS_PROFILE_VER1 MAKE_NVAPI_VERSION(NVDRS_PROFILE_V1,1) +#define NVDRS_PROFILE_VER NVDRS_PROFILE_VER1 + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_CreateSession +// +//! DESCRIPTION: This API allocates memory and initializes the session. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] *phSession Return pointer to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR: For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_CreateSession(NvDRSSessionHandle *phSession); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DestroySession +// +//! DESCRIPTION: This API frees the allocation: cleanup of NvDrsSession. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DestroySession(NvDRSSessionHandle hSession); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_LoadSettings +// +//! DESCRIPTION: This API loads and parses the settings data. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_LoadSettings(NvDRSSessionHandle hSession); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SaveSettings +// +//! DESCRIPTION: This API saves the settings data to the system. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SaveSettings(NvDRSSessionHandle hSession); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_LoadSettingsFromFile +// +//! DESCRIPTION: This API loads settings from the given file path. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle +//! \param [in] fileName Binary File Name/Path +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_LoadSettingsFromFile(NvDRSSessionHandle hSession, NvAPI_UnicodeString fileName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SaveSettingsToFile +// +//! DESCRIPTION: This API saves settings to the given file path. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] fileName Binary File Name/Path +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +// +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SaveSettingsToFile(NvDRSSessionHandle hSession, NvAPI_UnicodeString fileName); + +//! @} + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_CreateProfile +// +//! DESCRIPTION: This API creates an empty profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] *pProfileInfo Input pointer to NVDRS_PROFILE. +//! \param [in] *phProfile Returns pointer to profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_CreateProfile(NvDRSSessionHandle hSession, NVDRS_PROFILE *pProfileInfo, NvDRSProfileHandle *phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteProfile +// +//! DESCRIPTION: This API deletes a profile or sets it back to a predefined value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteProfile(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SetCurrentGlobalProfile +// +//! DESCRIPTION: This API sets the current global profile in the driver. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] wszGlobalProfileName Input current Global profile name. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SetCurrentGlobalProfile(NvDRSSessionHandle hSession, NvAPI_UnicodeString wszGlobalProfileName); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetCurrentGlobalProfile +// +//! DESCRIPTION: This API returns the handle to the current global profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [out] *phProfile Returns current Global profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetCurrentGlobalProfile(NvDRSSessionHandle hSession, NvDRSProfileHandle *phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetProfileInfo +// +//! DESCRIPTION: This API gets information about the given profile. User needs to specify the name of the Profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [out] *pProfileInfo Return the profile info. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetProfileInfo(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_PROFILE *pProfileInfo); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SetProfileInfo +// +//! DESCRIPTION: Specifies flags for a given profile. Currently only the NVDRS_GPU_SUPPORT is +//! used to update the profile. Neither the name, number of settings or applications +//! or other profile information can be changed with this function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] *pProfileInfo Input the new profile info. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SetProfileInfo(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_PROFILE *pProfileInfo); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_FindProfileByName +// +//! DESCRIPTION: This API finds a profile in the current session. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] profileName Input profileName. +//! \param [out] phProfile Input profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_PROFILE_NOT_FOUND if profile is not found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_FindProfileByName(NvDRSSessionHandle hSession, NvAPI_UnicodeString profileName, NvDRSProfileHandle* phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumProfiles +// +//! DESCRIPTION: This API enumerates through all the profiles in the session. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] index Input the index for enumeration. +//! \param [out] *phProfile Returns profile handle. +//! +//! RETURN STATUS: NVAPI_OK: SUCCESS if the profile is found +//! NVAPI_ERROR: For miscellaneous errors. +//! NVAPI_END_ENUMERATION: index exceeds the total number of available Profiles in DB. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumProfiles(NvDRSSessionHandle hSession, NvU32 index, NvDRSProfileHandle *phProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetNumProfiles +// +//! DESCRIPTION: This API obtains the number of profiles in the current session object. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param out] *numProfiles Returns count of profiles in the current hSession. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_API_NOT_INTIALIZED Failed to initialize. +//! \retval ::NVAPI_INVALID_ARGUMENT Invalid Arguments. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetNumProfiles(NvDRSSessionHandle hSession, NvU32 *numProfiles); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_CreateApplication +// +//! DESCRIPTION: This API adds an executable name to a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] *pApplication Input NVDRS_APPLICATION struct with the executable name to be added. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_CreateApplication(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_APPLICATION *pApplication); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteApplicationEx +// +//! DESCRIPTION: This API removes an executable from a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession - Input to the session handle. +//! \param [in] hProfile - Input profile handle. +//! \param [in] *pApp - Input all the information about the application to be removed. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS If the path provided could refer to two different executables, +//! this error will be returned. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteApplicationEx(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_APPLICATION *pApp); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteApplication +// +//! DESCRIPTION: This API removes an executable name from a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSessionPARAMETERS Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] appName Input the executable name to be removed. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS If the path provided could refer to two different executables, +//! this error will be returned +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteApplication(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvAPI_UnicodeString appName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetApplicationInfo +// +//! DESCRIPTION: This API gets information about the given application. The input application name +//! must match exactly what the Profile has stored for the application. +//! This function is better used to retrieve application information from a previous +//! enumeration. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] appName Input application name. +//! \param [out] *pApplication Returns NVDRS_APPLICATION struct with all the attributes. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below. +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS The application name could not +// single out only one executable. +//! \retval ::NVAPI_EXECUTABLE_NOT_FOUND No application with that name is found on the profile. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetApplicationInfo(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvAPI_UnicodeString appName, NVDRS_APPLICATION *pApplication); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumApplications +// +//! DESCRIPTION: This API enumerates all the applications in a given profile from the starting index to the maximum length. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] startIndex Indicates starting index for enumeration. +//! \param [in,out] *appCount Input maximum length of the passed in arrays. Returns the actual length. +//! \param [out] *pApplication Returns NVDRS_APPLICATION struct with all the attributes. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_END_ENUMERATION startIndex exceeds the total appCount. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumApplications(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 startIndex, NvU32 *appCount, NVDRS_APPLICATION *pApplication); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_FindApplicationByName +// +//! DESCRIPTION: This API searches the application and the associated profile for the given application name. +//! If a fully qualified path is provided, this function will always return the profile +//! the driver will apply upon running the application (on the path provided). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the hSession handle +//! \param [in] appName Input appName. For best results, provide a fully qualified path of the type +//! c:/Folder1/Folder2/App.exe +//! \param [out] *phProfile Returns profile handle. +//! \param [in,out] *pApplication Returns NVDRS_APPLICATION struct pointer. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! If there are return error codes with specific meaning for this API, +//! they are listed below: +//! \retval ::NVAPI_APPLICATION_NOT_FOUND If App not found +//! \retval ::NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS If the input appName was not fully qualified, this error might return in the case of multiple matches +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_FindApplicationByName(__in NvDRSSessionHandle hSession, __in NvAPI_UnicodeString appName, __out NvDRSProfileHandle *phProfile, __inout NVDRS_APPLICATION *pApplication); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_SetSetting +// +//! DESCRIPTION: This API adds/modifies a setting to a profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] *pSetting Input NVDRS_SETTING struct pointer. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_SetSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NVDRS_SETTING *pSetting); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetSetting +// +//! DESCRIPTION: This API gets information about the given setting. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] settingId Input settingId. +//! \param [out] *pSetting Returns all the setting info +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 settingId, NVDRS_SETTING *pSetting); + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumSettings +// +//! DESCRIPTION: This API enumerates all the settings of a given profile from startIndex to the maximum length. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] startIndex Indicates starting index for enumeration. +//! \param [in,out] *settingsCount Input max length of the passed in arrays, Returns the actual length. +//! \param [out] *pSetting Returns all the settings info. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_END_ENUMERATION startIndex exceeds the total appCount. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumSettings(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 startIndex, NvU32 *settingsCount, NVDRS_SETTING *pSetting); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumAvailableSettingIds +// +//! DESCRIPTION: This API enumerates all the Ids of all the settings recognized by NVAPI. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] pSettingIds User-provided array of length *pMaxCount that NVAPI will fill with IDs. +//! \param [in,out] pMaxCount Input max length of the passed in array, Returns the actual length. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! NVAPI_END_ENUMERATION: the provided pMaxCount is not enough to hold all settingIds. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumAvailableSettingIds(NvU32 *pSettingIds, NvU32 *pMaxCount); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_EnumAvailableSettingValues +// +//! DESCRIPTION: This API enumerates all available setting values for a given setting. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] settingId Input settingId. +//! \param [in,out] pMaxNumValues Input max length of the passed in arrays, Returns the actual length. +//! \param [out] *pSettingValues Returns all available setting values and its count. +//! +//! \retval ::NVAPI_OK SUCCESS +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_EnumAvailableSettingValues(NvU32 settingId, NvU32 *pMaxNumValues, NVDRS_SETTING_VALUES *pSettingValues); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetSettingIdFromName +// +//! DESCRIPTION: This API gets the binary ID of a setting given the setting name. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] settingName Input Unicode settingName. +//! \param [out] *pSettingId Returns corresponding settingId. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_PROFILE_NOT_FOUND if profile is not found +//! \retval ::NVAPI_SETTING_NOT_FOUND if setting is not found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetSettingIdFromName(NvAPI_UnicodeString settingName, NvU32 *pSettingId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetSettingNameFromId +// +//! DESCRIPTION: This API gets the setting name given the binary ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] settingId Input settingId. +//! \param [in] *pSettingName Returns corresponding Unicode settingName. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_PROFILE_NOT_FOUND if profile is not found +//! \retval ::NVAPI_SETTING_NOT_FOUND if setting is not found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetSettingNameFromId(NvU32 settingId, NvAPI_UnicodeString *pSettingName); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_DeleteProfileSetting +// +//! DESCRIPTION: This API deletes a setting or sets it back to predefined value. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] settingId Input settingId to be deleted. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_DeleteProfileSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 settingId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_RestoreAllDefaults +// +//! DESCRIPTION: This API restores the whole system to predefined(default) values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_RestoreAllDefaults(NvDRSSessionHandle hSession); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_RestoreProfileDefault +// +//! DESCRIPTION: This API restores the given profile to predefined(default) values. +//! Any and all user specified modifications will be removed. +//! If the whole profile was set by the user, the profile will be removed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! \retval ::NVAPI_PROFILE_REMOVED SUCCESS, and the hProfile is no longer valid. +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_RestoreProfileDefault(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_RestoreProfileDefaultSetting +// +//! DESCRIPTION: This API restores the given profile setting to predefined(default) values. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] hProfile Input profile handle. +//! \param [in] settingId Input settingId. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_RestoreProfileDefaultSetting(NvDRSSessionHandle hSession, NvDRSProfileHandle hProfile, NvU32 settingId); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DRS_GetBaseProfile +// +//! DESCRIPTION: Returns the handle to the current global profile. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hSession Input to the session handle. +//! \param [in] *phProfile Returns Base profile handle. +//! +//! \retval ::NVAPI_OK SUCCESS if the profile is found +//! \retval ::NVAPI_ERROR For miscellaneous errors. +//! +//! \ingroup drsapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DRS_GetBaseProfile(NvDRSSessionHandle hSession, NvDRSProfileHandle *phProfile); + + + + +//! \addtogroup sysgeneral +//! @{ + +typedef struct +{ + NvU32 version; //!< structure version + NvU32 vendorId; //!< Chipset vendor identification + NvU32 deviceId; //!< Chipset device identification + NvAPI_ShortString szVendorName; //!< Chipset vendor Name + NvAPI_ShortString szChipsetName; //!< Chipset device Name + NvU32 flags; //!< Chipset info flags - obsolete + NvU32 subSysVendorId; //!< Chipset subsystem vendor identification + NvU32 subSysDeviceId; //!< Chipset subsystem device identification + NvAPI_ShortString szSubSysVendorName; //!< subsystem vendor Name + NvU32 HBvendorId; //!< Host bridge vendor identification + NvU32 HBdeviceId; //!< Host bridge device identification + NvU32 HBsubSysVendorId; //!< Host bridge subsystem vendor identification + NvU32 HBsubSysDeviceId; //!< Host bridge subsystem device identification + +} NV_CHIPSET_INFO_v4; + +typedef struct +{ + NvU32 version; //!< structure version + NvU32 vendorId; //!< vendor ID + NvU32 deviceId; //!< device ID + NvAPI_ShortString szVendorName; //!< vendor Name + NvAPI_ShortString szChipsetName; //!< device Name + NvU32 flags; //!< Chipset info flags - obsolete + NvU32 subSysVendorId; //!< subsystem vendor ID + NvU32 subSysDeviceId; //!< subsystem device ID + NvAPI_ShortString szSubSysVendorName; //!< subsystem vendor Name +} NV_CHIPSET_INFO_v3; + +typedef enum +{ + NV_CHIPSET_INFO_HYBRID = 0x00000001, +} NV_CHIPSET_INFO_FLAGS; + +typedef struct +{ + NvU32 version; //!< structure version + NvU32 vendorId; //!< vendor ID + NvU32 deviceId; //!< device ID + NvAPI_ShortString szVendorName; //!< vendor Name + NvAPI_ShortString szChipsetName; //!< device Name + NvU32 flags; //!< Chipset info flags +} NV_CHIPSET_INFO_v2; + +typedef struct +{ + NvU32 version; //structure version + NvU32 vendorId; //vendor ID + NvU32 deviceId; //device ID + NvAPI_ShortString szVendorName; //vendor Name + NvAPI_ShortString szChipsetName; //device Name +} NV_CHIPSET_INFO_v1; + +#define NV_CHIPSET_INFO_VER_1 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v1,1) +#define NV_CHIPSET_INFO_VER_2 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v2,2) +#define NV_CHIPSET_INFO_VER_3 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v3,3) +#define NV_CHIPSET_INFO_VER_4 MAKE_NVAPI_VERSION(NV_CHIPSET_INFO_v4,4) + +#define NV_CHIPSET_INFO NV_CHIPSET_INFO_v4 +#define NV_CHIPSET_INFO_VER NV_CHIPSET_INFO_VER_4 + +//! @} + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SYS_GetChipSetInfo +// +//! This function returns information about the system's chipset. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 95 +//! +//! \retval NVAPI_INVALID_ARGUMENT pChipSetInfo is NULL. +//! \retval NVAPI_OK *pChipSetInfo is now set. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_CHIPSET_INFO version not compatible with driver. +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetChipSetInfo(NV_CHIPSET_INFO *pChipSetInfo); + + +//! \ingroup sysgeneral +//! Lid and dock information - used in NvAPI_GetLidDockInfo() +typedef struct +{ + NvU32 version; //! Structure version, constructed from the macro #NV_LID_DOCK_PARAMS_VER + NvU32 currentLidState; + NvU32 currentDockState; + NvU32 currentLidPolicy; + NvU32 currentDockPolicy; + NvU32 forcedLidMechanismPresent; + NvU32 forcedDockMechanismPresent; +}NV_LID_DOCK_PARAMS; + + +//! ingroup sysgeneral +#define NV_LID_DOCK_PARAMS_VER MAKE_NVAPI_VERSION(NV_LID_DOCK_PARAMS,1) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GetLidDockInfo +// +//! DESCRIPTION: This function returns the current lid and dock information. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 177 +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_NOT_SUPPORTED +//! \retval ::NVAPI_HANDLE_INVALIDATED +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetLidAndDockInfo(NV_LID_DOCK_PARAMS *pLidAndDock); + + + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SYS_GetDisplayIdFromGpuAndOutputId +// +//! DESCRIPTION: This API converts a Physical GPU handle and output ID to a +//! display ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] hPhysicalGpu Handle to the physical GPU +//! \param [in] outputId Connected display output ID on the +//! target GPU - must only have one bit set +//! \param [out] displayId Pointer to an NvU32 which contains +//! the display ID +//! +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! \retval ::NVAPI_INVALID_ARGUMENT - Invalid input parameter. +//! +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetDisplayIdFromGpuAndOutputId(NvPhysicalGpuHandle hPhysicalGpu, NvU32 outputId, NvU32* displayId); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SYS_GetGpuAndOutputIdFromDisplayId +// +//! DESCRIPTION: This API converts a display ID to a Physical GPU handle and output ID. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] displayId Display ID of display to retrieve +//! GPU and outputId for +//! \param [out] hPhysicalGpu Handle to the physical GPU +//! \param [out] outputId ) Connected display output ID on the +//! target GPU will only have one bit set. +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_ID_OUT_OF_RANGE The DisplayId corresponds to a +//! display which is not within the +//! normal outputId range. +//! \retval ::NVAPI_ERROR +//! \retval ::NVAPI_INVALID_ARGUMENT +//! +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetGpuAndOutputIdFromDisplayId(NvU32 displayId, NvPhysicalGpuHandle *hPhysicalGpu, NvU32 *outputId); + + +/////////////////////////////////////////////////////////////////////////////// +// FUNCTION NAME: NvAPI_SYS_GetPhysicalGpuFromDisplayId +// +//! \code +//! DESCRIPTION: This API retrieves the Physical GPU handle of the connected display +//! +//! \since Release: 313 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! PARAMETERS: displayId(IN) - Display ID of display to retrieve +//! GPU handle +//! hPhysicalGpu(OUT) - Handle to the physical GPU +//! +//! RETURN STATUS: +//! NVAPI_OK - completed request +//! NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! NVAPI_ERROR - miscellaneous error occurred +//! NVAPI_INVALID_ARGUMENT - Invalid input parameter. +//! \endcode +//! \ingroup sysgeneral +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetPhysicalGpuFromDisplayId(NvU32 displayId, NvPhysicalGpuHandle *hPhysicalGpu); + +typedef struct _NV_DISPLAY_DRIVER_INFO +{ + NvU32 version; //!< Structure Version. + NvU32 driverVersion; //!< Contains the driver version after successful return. + NvAPI_ShortString szBuildBranch; //!< Contains the driver-branch string after successful return. + NvU32 bIsDCHDriver : 1; //!< Contains the driver DCH status after successful return. + //!< Value of 1 means that this is DCH driver. + //!< Value of 0 means that this is not a DCH driver (NVAPI may be unable to query the DCH status of the driver due to some registry API errors, in that case the API will return with NVAPI_ERROR) + NvU32 bIsNVIDIAStudioPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Studio Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Studio Driver package. + NvU32 bIsNVIDIAGameReadyPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Game Ready Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Game Ready Driver package. + NvU32 bIsNVIDIARTXProductionBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX Enterprise Production Branch which offers ISV certifications, long life-cycle support, regular security updates, and access to the same functionality as corresponding NVIDIA Studio Driver Packages (i.e., of the same driver version number). + //!< Value of 1 means that this driver is from the NVIDIA RTX Enterprise Production Branch package. + NvU32 bIsNVIDIARTXNewFeatureBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX New Feature Branch. + //!< This driver typically gives access to new features, bug fixes, new operating system support, and other driver enhancements offered between NVIDIA RTX Enterprise Production Branch releases. Support duration for NVIDIA RTX New Feature Branches is shorter than that for NVIDIA RTX Enterprise Production Branches. + //!< Value of 1 means that this driver is from the NVIDIA RTX New Feature Branch package. + NvU32 reserved : 27; //!< Reserved for future use. +} NV_DISPLAY_DRIVER_INFO_V1; + +typedef struct _NV_DISPLAY_DRIVER_INFO_V2 +{ + NvU32 version; //!< Structure Version. + NvU32 driverVersion; //!< Contains the driver version after successful return. + NvAPI_ShortString szBuildBranch; //!< Contains the driver-branch string after successful return. + NvU32 bIsDCHDriver : 1; //!< Contains the driver DCH status after successful return. + //!< Value of 1 means that this is DCH driver. + //!< Value of 0 means that this is not a DCH driver (NVAPI may be unable to query the DCH status of the driver due to some registry API errors, in that case the API will return with NVAPI_ERROR) + NvU32 bIsNVIDIAStudioPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Studio Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Studio Driver package. + NvU32 bIsNVIDIAGameReadyPackage : 1; //!< On successful return, this field provides information about whether the installed driver is from an NVIDIA Game Ready Driver package. + //!< Value of 1 means that this driver is from the NVIDIA Game Ready Driver package. + NvU32 bIsNVIDIARTXProductionBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX Enterprise Production Branch which offers ISV certifications, long life-cycle support, regular security updates, and access to the same functionality as corresponding NVIDIA Studio Driver Packages (i.e., of the same driver version number). + //!< Value of 1 means that this driver is from the NVIDIA RTX Enterprise Production Branch package. + NvU32 bIsNVIDIARTXNewFeatureBranchPackage : 1; //!< On successful return, this field confirms whether the installed driver package is from an NVIDIA RTX New Feature Branch. + //!< This driver typically gives access to new features, bug fixes, new operating system support, and other driver enhancements offered between NVIDIA RTX Enterprise Production Branch releases. Support duration for NVIDIA RTX New Feature Branches is shorter than that for NVIDIA RTX Enterprise Production Branches. + //!< Value of 1 means that this driver is from the NVIDIA RTX New Feature Branch package. + NvU32 reserved : 27; //!< Reserved for future use. + NvAPI_ShortString szBuildBaseBranch; //!< (OUT) Contains the driver base branch string after successful return. + NvU32 reservedEx; //!< Reserved for future use +} NV_DISPLAY_DRIVER_INFO_V2; + +#define NV_DISPLAY_DRIVER_INFO_VER1 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_INFO_V1, 1) +#define NV_DISPLAY_DRIVER_INFO_VER2 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_INFO_V2, 2) +typedef NV_DISPLAY_DRIVER_INFO_V2 NV_DISPLAY_DRIVER_INFO; +#define NV_DISPLAY_DRIVER_INFO_VER NV_DISPLAY_DRIVER_INFO_VER2 + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SYS_GetDisplayDriverInfo +// +//! DESCRIPTION: This API will return information related to the NVIDIA Display Driver. +//! Note that out of the driver types - Studio, Game Ready, RTX Production Branch, RTX New Feature Branch - only one driver type can be available in system. +//! If NVAPI is unable to get the information of particular driver type, we report all flags as 0 (Unknown). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 396 +//! +//! \param [inout] pDriverInfo - This structure will be filled with required information. +//! +//! \return This API can return any of the error codes enumerated in +//! #NvAPI_Status. If there are return error codes with specific +//! meaning for this API, they are listed below. +//! +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetDisplayDriverInfo(__inout NV_DISPLAY_DRIVER_INFO *pDriverInfo); + + +typedef struct _NV_PHYSICAL_GPU_HANDLE_DATA +{ + NvPhysicalGpuHandle hPhysicalGpu; // 1399) && !defined(NVAPI_INTERNAL) && !defined(NVAPI_DEPRECATED_OLD) +#ifndef __nvapi_deprecated_function +#define __nvapi_deprecated_function(message) __declspec(deprecated(message)) +#endif +#ifndef __nvapi_deprecated_datatype +#define __nvapi_deprecated_datatype(FirstRelease) __declspec(deprecated("Do not use this data type - it is deprecated in release " #FirstRelease ".")) +#endif +#else +#ifndef __nvapi_deprecated_function +#define __nvapi_deprecated_function(message) +#endif +#ifndef __nvapi_deprecated_datatype +#define __nvapi_deprecated_datatype(FirstRelease) +#endif +#endif + + +/* 64-bit types for compilers that support them, plus some obsolete variants */ +#if defined(__GNUC__) || defined(__arm) || defined(__IAR_SYSTEMS_ICC__) || defined(__ghs__) || defined(_WIN64) +typedef unsigned long long NvU64; /* 0 to 18446744073709551615 */ +typedef long long NvS64; /* -9223372036854775808 to 9223372036854775807 */ +#else +typedef unsigned __int64 NvU64; /* 0 to 18446744073709551615 */ +typedef __int64 NvS64; /* -9223372036854775808 to 9223372036854775807 */ +#endif + +#if NVAPI_USE_STDINT +typedef uint32_t NvV32; /* "void": enumerated or multiple fields */ +typedef uint32_t NvU32; /* 0 to 4294967295 */ +typedef int32_t NvS32; /* -2147483648 to 2147483647 */ + +#else +// mac os 32-bit still needs this +#if (defined(macintosh) || defined(__APPLE__)) && !defined(__LP64__) +typedef signed long NvS32; /* -2147483648 to 2147483647 */ +#else +typedef signed int NvS32; /* -2147483648 to 2147483647 */ +#endif + +#if !(NVOS_IS_UNIX || (defined(__unix))) +// mac os 32-bit still needs this +#if ( (defined(macintosh) && defined(__LP64__) && (__NVAPI_RESERVED0__)) || \ + (!defined(macintosh) && defined(__NVAPI_RESERVED0__)) ) +typedef unsigned int NvU32; /* 0 to 4294967295 */ +#else +typedef unsigned long NvU32; /* 0 to 4294967295 */ +#endif +#else +typedef unsigned int NvU32; /* 0 to 4294967295 */ +#endif +#endif + +typedef unsigned long temp_NvU32; /* 0 to 4294967295 */ +typedef signed short NvS16; +typedef unsigned short NvU16; +typedef unsigned char NvU8; +typedef signed char NvS8; +typedef float NvF32; +typedef double NvF64; + +/*! + * Macro to convert NvU32 to NvF32. + */ +#define NvU32TONvF32(_pData) *(NvF32 *)(_pData) +/*! + * Macro to convert NvF32 to NvU32. + */ +#define NvF32TONvU32(_pData) *(NvU32 *)(_pData) + +/* Boolean type */ +typedef NvU8 NvBool; +#define NV_TRUE ((NvBool)(0 == 0)) +#define NV_FALSE ((NvBool)(0 != 0)) + +typedef struct _NV_RECT +{ + NvU32 left; + NvU32 top; + NvU32 right; + NvU32 bottom; +} NV_RECT; + + +#define NV_DECLARE_HANDLE(name) struct name##__ { int unused; }; typedef struct name##__ *name + +//! \addtogroup nvapihandles +//! NVAPI Handles - These handles are retrieved from various calls and passed in to others in NvAPI +//! These are meant to be opaque types. Do not assume they correspond to indices, HDCs, +//! display indexes or anything else. +//! +//! Most handles remain valid until a display re-configuration (display mode set) or GPU +//! reconfiguration (going into or out of SLI modes) occurs. If NVAPI_HANDLE_INVALIDATED +//! is received by an app, it should discard all handles, and re-enumerate them. +//! @{ +NV_DECLARE_HANDLE(NvLogicalGpuHandle); //!< One or more physical GPUs acting in concert (SLI) +NV_DECLARE_HANDLE(NvPhysicalGpuHandle); //!< A single physical GPU +NV_DECLARE_HANDLE(NvDisplayHandle); //!< Display Device driven by NVIDIA GPU(s) (an attached display) +NV_DECLARE_HANDLE(NvMonitorHandle); //!< Monitor handle +NV_DECLARE_HANDLE(NvUnAttachedDisplayHandle); //!< Unattached Display Device driven by NVIDIA GPU(s) +NV_DECLARE_HANDLE(NvVisualComputingDeviceHandle); //!< A handle to a Visual Computing Device +NV_DECLARE_HANDLE(NvEventHandle); //!< A handle to an event registration instance + + +NV_DECLARE_HANDLE(NvHICHandle); //!< A handle to a Host Interface Card +NV_DECLARE_HANDLE(NvGSyncDeviceHandle); //!< A handle to a Sync device +NV_DECLARE_HANDLE(NvVioHandle); //!< A handle to an SDI device +NV_DECLARE_HANDLE(NvTransitionHandle); //!< A handle to address a single transition request +NV_DECLARE_HANDLE(NvAudioHandle); //!< NVIDIA HD Audio Device +NV_DECLARE_HANDLE(Nv3DVPContextHandle); //!< A handle for a 3D Vision Pro (3DVP) context +NV_DECLARE_HANDLE(Nv3DVPTransceiverHandle); //!< A handle for a 3DVP RF transceiver +NV_DECLARE_HANDLE(Nv3DVPGlassesHandle); //!< A handle for a pair of 3DVP RF shutter glasses +NV_DECLARE_HANDLE(NvPcfClientHandle); //!< A handle for NVPCF clients + +typedef void* StereoHandle; //!< A stereo handle, that corresponds to the device interface + +NV_DECLARE_HANDLE(NvSourceHandle); //!< Unique source handle on the system +NV_DECLARE_HANDLE(NvTargetHandle); //!< Unique target handle on the system +NV_DECLARE_HANDLE(NVDX_SwapChainHandle); //!< DirectX SwapChain objects +static const NVDX_SwapChainHandle NVDX_SWAPCHAIN_NONE = 0; +NV_DECLARE_HANDLE(NvPresentBarrierClientHandle); //!< PresentBarrier client object +//! @} + +//! \ingroup nvapihandles +//! @{ +#define NVAPI_DEFAULT_HANDLE 0 +#define NV_BIT(x) (1 << (x)) +//! @} + + + +//! \addtogroup nvapitypes +//! @{ +#define NVAPI_GENERIC_STRING_MAX 4096 +#define NVAPI_LONG_STRING_MAX 256 +#define NVAPI_SHORT_STRING_MAX 64 + +typedef struct +{ + NvS32 sX; + NvS32 sY; + NvS32 sWidth; + NvS32 sHeight; +} NvSBox; + +#ifndef NvGUID_Defined +#define NvGUID_Defined + +typedef struct +{ + NvU32 data1; + NvU16 data2; + NvU16 data3; + NvU8 data4[8]; +} NvGUID, NvLUID; + + +#endif //#ifndef NvGUID_Defined +#define NVAPI_MAX_PHYSICAL_GPUS 64 + + +#define NVAPI_MAX_PHYSICAL_BRIDGES 100 +#define NVAPI_PHYSICAL_GPUS 32 +#define NVAPI_MAX_LOGICAL_GPUS 64 +#define NVAPI_MAX_AVAILABLE_GPU_TOPOLOGIES 256 +#define NVAPI_MAX_AVAILABLE_SLI_GROUPS 256 +#define NVAPI_MAX_GPU_TOPOLOGIES NVAPI_MAX_PHYSICAL_GPUS +#define NVAPI_MAX_GPU_PER_TOPOLOGY 8 +#define NVAPI_MAX_DISPLAY_HEADS 2 +#define NVAPI_ADVANCED_DISPLAY_HEADS 4 +#define NVAPI_MAX_DISPLAYS NVAPI_PHYSICAL_GPUS * NVAPI_ADVANCED_DISPLAY_HEADS +#define NVAPI_MAX_ACPI_IDS 16 +#define NVAPI_MAX_VIEW_MODES 8 + + +#define NVAPI_SYSTEM_MAX_HWBCS 128 +#define NVAPI_SYSTEM_HWBC_INVALID_ID 0xffffffff + +#define NVAPI_SYSTEM_MAX_DISPLAYS NVAPI_MAX_PHYSICAL_GPUS * NV_MAX_HEADS +#define NV_MAX_HEADS 4 //!< Maximum heads, each with NVAPI_DESKTOP_RES resolution +#define NVAPI_MAX_HEADS_PER_GPU 32 +#define NV_MAX_VID_STREAMS 4 //!< Maximum number of input video streams, each with a #NVAPI_VIDEO_SRC_INFO +#define NV_MAX_VID_STREAMS_EX 20 //!< Increasing MAX no. of input video streams, each with a #NVAPI_VIDEO_SRC_INFO +#define NV_MAX_VID_PROFILES 4 //!< Maximum number of output video profiles supported + +#define NVAPI_MAX_AUDIO_DEVICES 16 + + +typedef char NvAPI_String[NVAPI_GENERIC_STRING_MAX]; +typedef char NvAPI_LongString[NVAPI_LONG_STRING_MAX]; +typedef char NvAPI_ShortString[NVAPI_SHORT_STRING_MAX]; +typedef NvU16 NvAPI_UnicodeShortString[NVAPI_SHORT_STRING_MAX]; +//! @} + + +// ========================================================================================= +//! NvAPI Version Definition \n +//! Maintain per structure specific version define using the MAKE_NVAPI_VERSION macro. \n +//! Usage: #define NV_GENLOCK_STATUS_VER MAKE_NVAPI_VERSION(NV_GENLOCK_STATUS, 1) +//! \ingroup nvapitypes +// ========================================================================================= +#define MAKE_NVAPI_VERSION(typeName,ver) (NvU32)(sizeof(typeName) | ((ver)<<16)) + +//! \ingroup nvapitypes +#define GET_NVAPI_VERSION(ver) (NvU32)((ver)>>16) + +//! \ingroup nvapitypes +#define GET_NVAPI_SIZE(ver) (NvU32)((ver) & 0xffff) + + +// ==================================================== +//! NvAPI Status Values +//! All NvAPI functions return one of these codes. +//! \ingroup nvapistatus +// ==================================================== + + +typedef enum _NvAPI_Status +{ + NVAPI_OK = 0, //!< Success. Request is completed. + NVAPI_ERROR = -1, //!< Generic error + NVAPI_LIBRARY_NOT_FOUND = -2, //!< NVAPI support library cannot be loaded. + NVAPI_NO_IMPLEMENTATION = -3, //!< not implemented in current driver installation + NVAPI_API_NOT_INITIALIZED = -4, //!< NvAPI_Initialize has not been called (successfully) + NVAPI_INVALID_ARGUMENT = -5, //!< The argument/parameter value is not valid or NULL. + NVAPI_NVIDIA_DEVICE_NOT_FOUND = -6, //!< No NVIDIA display driver, or NVIDIA GPU driving a display, was found. + NVAPI_END_ENUMERATION = -7, //!< No more items to enumerate + NVAPI_INVALID_HANDLE = -8, //!< Invalid handle + NVAPI_INCOMPATIBLE_STRUCT_VERSION = -9, //!< An argument's structure version is not supported + NVAPI_HANDLE_INVALIDATED = -10, //!< The handle is no longer valid (likely due to GPU or display re-configuration) + NVAPI_OPENGL_CONTEXT_NOT_CURRENT = -11, //!< No NVIDIA OpenGL context is current (but needs to be) + NVAPI_INVALID_POINTER = -14, //!< An invalid pointer, usually NULL, was passed as a parameter + NVAPI_NO_GL_EXPERT = -12, //!< OpenGL Expert is not supported by the current drivers + NVAPI_INSTRUMENTATION_DISABLED = -13, //!< OpenGL Expert is supported, but driver instrumentation is currently disabled + NVAPI_NO_GL_NSIGHT = -15, //!< OpenGL does not support Nsight + + NVAPI_EXPECTED_LOGICAL_GPU_HANDLE = -100, //!< Expected a logical GPU handle for one or more parameters + NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE = -101, //!< Expected a physical GPU handle for one or more parameters + NVAPI_EXPECTED_DISPLAY_HANDLE = -102, //!< Expected an NV display handle for one or more parameters + NVAPI_INVALID_COMBINATION = -103, //!< The combination of parameters is not valid. + NVAPI_NOT_SUPPORTED = -104, //!< Requested feature is not supported in the selected GPU + NVAPI_PORTID_NOT_FOUND = -105, //!< No port ID was found for the I2C transaction + NVAPI_EXPECTED_UNATTACHED_DISPLAY_HANDLE = -106, //!< Expected an unattached display handle as one of the input parameters. + NVAPI_INVALID_PERF_LEVEL = -107, //!< Invalid perf level + NVAPI_DEVICE_BUSY = -108, //!< Device is busy; request not fulfilled + NVAPI_NV_PERSIST_FILE_NOT_FOUND = -109, //!< NV persist file is not found + NVAPI_PERSIST_DATA_NOT_FOUND = -110, //!< NV persist data is not found + NVAPI_EXPECTED_TV_DISPLAY = -111, //!< Expected a TV output display + NVAPI_EXPECTED_TV_DISPLAY_ON_DCONNECTOR = -112, //!< Expected a TV output on the D Connector - HDTV_EIAJ4120. + NVAPI_NO_ACTIVE_SLI_TOPOLOGY = -113, //!< SLI is not active on this device. + NVAPI_SLI_RENDERING_MODE_NOTALLOWED = -114, //!< Setup of SLI rendering mode is not possible right now. + NVAPI_EXPECTED_DIGITAL_FLAT_PANEL = -115, //!< Expected a digital flat panel. + NVAPI_ARGUMENT_EXCEED_MAX_SIZE = -116, //!< Argument exceeds the expected size. + NVAPI_DEVICE_SWITCHING_NOT_ALLOWED = -117, //!< Inhibit is ON due to one of the flags in NV_GPU_DISPLAY_CHANGE_INHIBIT or SLI active. + NVAPI_TESTING_CLOCKS_NOT_SUPPORTED = -118, //!< Testing of clocks is not supported. + NVAPI_UNKNOWN_UNDERSCAN_CONFIG = -119, //!< The specified underscan config is from an unknown source (e.g. INF) + NVAPI_TIMEOUT_RECONFIGURING_GPU_TOPO = -120, //!< Timeout while reconfiguring GPUs + NVAPI_DATA_NOT_FOUND = -121, //!< Requested data was not found + NVAPI_EXPECTED_ANALOG_DISPLAY = -122, //!< Expected an analog display + NVAPI_NO_VIDLINK = -123, //!< No SLI video bridge is present + NVAPI_REQUIRES_REBOOT = -124, //!< NVAPI requires a reboot for the settings to take effect + NVAPI_INVALID_HYBRID_MODE = -125, //!< The function is not supported with the current Hybrid mode. + NVAPI_MIXED_TARGET_TYPES = -126, //!< The target types are not all the same + NVAPI_SYSWOW64_NOT_SUPPORTED = -127, //!< The function is not supported from 32-bit on a 64-bit system. + NVAPI_IMPLICIT_SET_GPU_TOPOLOGY_CHANGE_NOT_ALLOWED = -128, //!< There is no implicit GPU topology active. Use NVAPI_SetHybridMode to change topology. + NVAPI_REQUEST_USER_TO_CLOSE_NON_MIGRATABLE_APPS = -129, //!< Prompt the user to close all non-migratable applications. + NVAPI_OUT_OF_MEMORY = -130, //!< Could not allocate sufficient memory to complete the call. + NVAPI_WAS_STILL_DRAWING = -131, //!< The previous operation that is transferring information to or from this surface is incomplete. + NVAPI_FILE_NOT_FOUND = -132, //!< The file was not found. + NVAPI_TOO_MANY_UNIQUE_STATE_OBJECTS = -133, //!< There are too many unique instances of a particular type of state object. + NVAPI_INVALID_CALL = -134, //!< The method call is invalid. For example, a method's parameter may not be a valid pointer. + NVAPI_D3D10_1_LIBRARY_NOT_FOUND = -135, //!< d3d10_1.dll cannot be loaded. + NVAPI_FUNCTION_NOT_FOUND = -136, //!< Couldn't find the function in the loaded DLL. + NVAPI_INVALID_USER_PRIVILEGE = -137, //!< The application will require Administrator privileges to access this API. + //!< The application can be elevated to a higher permission level by selecting "Run as Administrator". + NVAPI_EXPECTED_NON_PRIMARY_DISPLAY_HANDLE = -138, //!< The handle corresponds to GDIPrimary. + NVAPI_EXPECTED_COMPUTE_GPU_HANDLE = -139, //!< Setting Physx GPU requires that the GPU is compute-capable. + NVAPI_STEREO_NOT_INITIALIZED = -140, //!< The Stereo part of NVAPI failed to initialize completely. Check if the stereo driver is installed. + NVAPI_STEREO_REGISTRY_ACCESS_FAILED = -141, //!< Access to stereo-related registry keys or values has failed. + NVAPI_STEREO_REGISTRY_PROFILE_TYPE_NOT_SUPPORTED = -142, //!< The given registry profile type is not supported. + NVAPI_STEREO_REGISTRY_VALUE_NOT_SUPPORTED = -143, //!< The given registry value is not supported. + NVAPI_STEREO_NOT_ENABLED = -144, //!< Stereo is not enabled and the function needed it to execute completely. + NVAPI_STEREO_NOT_TURNED_ON = -145, //!< Stereo is not turned on and the function needed it to execute completely. + NVAPI_STEREO_INVALID_DEVICE_INTERFACE = -146, //!< Invalid device interface. + NVAPI_STEREO_PARAMETER_OUT_OF_RANGE = -147, //!< Separation percentage or JPEG image capture quality is out of [0-100] range. + NVAPI_STEREO_FRUSTUM_ADJUST_MODE_NOT_SUPPORTED = -148, //!< The given frustum adjust mode is not supported. + NVAPI_TOPO_NOT_POSSIBLE = -149, //!< The mosaic topology is not possible given the current state of the hardware. + NVAPI_MODE_CHANGE_FAILED = -150, //!< An attempt to do a display resolution mode change has failed. + NVAPI_D3D11_LIBRARY_NOT_FOUND = -151, //!< d3d11.dll/d3d11_beta.dll cannot be loaded. + NVAPI_INVALID_ADDRESS = -152, //!< Address is outside of valid range. + NVAPI_STRING_TOO_SMALL = -153, //!< The pre-allocated string is too small to hold the result. + NVAPI_MATCHING_DEVICE_NOT_FOUND = -154, //!< The input does not match any of the available devices. + NVAPI_DRIVER_RUNNING = -155, //!< Driver is running. + NVAPI_DRIVER_NOTRUNNING = -156, //!< Driver is not running. + NVAPI_ERROR_DRIVER_RELOAD_REQUIRED = -157, //!< A driver reload is required to apply these settings. + NVAPI_SET_NOT_ALLOWED = -158, //!< Intended setting is not allowed. + NVAPI_ADVANCED_DISPLAY_TOPOLOGY_REQUIRED = -159, //!< Information can't be returned due to "advanced display topology". + NVAPI_SETTING_NOT_FOUND = -160, //!< Setting is not found. + NVAPI_SETTING_SIZE_TOO_LARGE = -161, //!< Setting size is too large. + NVAPI_TOO_MANY_SETTINGS_IN_PROFILE = -162, //!< There are too many settings for a profile. + NVAPI_PROFILE_NOT_FOUND = -163, //!< Profile is not found. + NVAPI_PROFILE_NAME_IN_USE = -164, //!< Profile name is duplicated. + NVAPI_PROFILE_NAME_EMPTY = -165, //!< Profile name is empty. + NVAPI_EXECUTABLE_NOT_FOUND = -166, //!< Application not found in the Profile. + NVAPI_EXECUTABLE_ALREADY_IN_USE = -167, //!< Application already exists in the other profile. + NVAPI_DATATYPE_MISMATCH = -168, //!< Data Type mismatch + NVAPI_PROFILE_REMOVED = -169, //!< The profile passed as parameter has been removed and is no longer valid. + NVAPI_UNREGISTERED_RESOURCE = -170, //!< An unregistered resource was passed as a parameter. + NVAPI_ID_OUT_OF_RANGE = -171, //!< The DisplayId corresponds to a display which is not within the normal outputId range. + NVAPI_DISPLAYCONFIG_VALIDATION_FAILED = -172, //!< Display topology is not valid so the driver cannot do a mode set on this configuration. + NVAPI_DPMST_CHANGED = -173, //!< Display Port Multi-Stream topology has been changed. + NVAPI_INSUFFICIENT_BUFFER = -174, //!< Input buffer is insufficient to hold the contents. + NVAPI_ACCESS_DENIED = -175, //!< No access to the caller. + NVAPI_MOSAIC_NOT_ACTIVE = -176, //!< The requested action cannot be performed without Mosaic being enabled. + NVAPI_SHARE_RESOURCE_RELOCATED = -177, //!< The surface is relocated away from video memory. + NVAPI_REQUEST_USER_TO_DISABLE_DWM = -178, //!< The user should disable DWM before calling NvAPI. + NVAPI_D3D_DEVICE_LOST = -179, //!< D3D device status is D3DERR_DEVICELOST or D3DERR_DEVICENOTRESET - the user has to reset the device. + NVAPI_INVALID_CONFIGURATION = -180, //!< The requested action cannot be performed in the current state. + NVAPI_STEREO_HANDSHAKE_NOT_DONE = -181, //!< Call failed as stereo handshake not completed. + NVAPI_EXECUTABLE_PATH_IS_AMBIGUOUS = -182, //!< The path provided was too short to determine the correct NVDRS_APPLICATION + NVAPI_DEFAULT_STEREO_PROFILE_IS_NOT_DEFINED = -183, //!< Default stereo profile is not currently defined + NVAPI_DEFAULT_STEREO_PROFILE_DOES_NOT_EXIST = -184, //!< Default stereo profile does not exist + NVAPI_CLUSTER_ALREADY_EXISTS = -185, //!< A cluster is already defined with the given configuration. + NVAPI_DPMST_DISPLAY_ID_EXPECTED = -186, //!< The input display id is not that of a multi stream enabled connector or a display device in a multi stream topology + NVAPI_INVALID_DISPLAY_ID = -187, //!< The input display id is not valid or the monitor associated to it does not support the current operation + NVAPI_STREAM_IS_OUT_OF_SYNC = -188, //!< While playing secure audio stream, stream goes out of sync + NVAPI_INCOMPATIBLE_AUDIO_DRIVER = -189, //!< Older audio driver version than required + NVAPI_VALUE_ALREADY_SET = -190, //!< Value already set, setting again not allowed. + NVAPI_TIMEOUT = -191, //!< Requested operation timed out + NVAPI_GPU_WORKSTATION_FEATURE_INCOMPLETE = -192, //!< The requested workstation feature set has incomplete driver internal allocation resources + NVAPI_STEREO_INIT_ACTIVATION_NOT_DONE = -193, //!< Call failed because InitActivation was not called. + NVAPI_SYNC_NOT_ACTIVE = -194, //!< The requested action cannot be performed without Sync being enabled. + NVAPI_SYNC_MASTER_NOT_FOUND = -195, //!< The requested action cannot be performed without Sync Master being enabled. + NVAPI_INVALID_SYNC_TOPOLOGY = -196, //!< Invalid displays passed in the NV_GSYNC_DISPLAY pointer. + NVAPI_ECID_SIGN_ALGO_UNSUPPORTED = -197, //!< The specified signing algorithm is not supported. Either an incorrect value was entered or the current installed driver/hardware does not support the input value. + NVAPI_ECID_KEY_VERIFICATION_FAILED = -198, //!< The encrypted public key verification has failed. + NVAPI_FIRMWARE_OUT_OF_DATE = -199, //!< The device's firmware is out of date. + NVAPI_FIRMWARE_REVISION_NOT_SUPPORTED = -200, //!< The device's firmware is not supported. + NVAPI_LICENSE_CALLER_AUTHENTICATION_FAILED = -201, //!< The caller is not authorized to modify the License. + NVAPI_D3D_DEVICE_NOT_REGISTERED = -202, //!< The user tried to use a deferred context without registering the device first + NVAPI_RESOURCE_NOT_ACQUIRED = -203, //!< Head or SourceId was not reserved for the VR Display before doing the Modeset or the dedicated display. + NVAPI_TIMING_NOT_SUPPORTED = -204, //!< Provided timing is not supported. + NVAPI_HDCP_ENCRYPTION_FAILED = -205, //!< HDCP Encryption Failed for the device. Would be applicable when the device is HDCP Capable. + NVAPI_PCLK_LIMITATION_FAILED = -206, //!< Provided mode is over sink device pclk limitation. + NVAPI_NO_CONNECTOR_FOUND = -207, //!< No connector on GPU found. + NVAPI_HDCP_DISABLED = -208, //!< When a non-HDCP capable HMD is connected, we would inform user by this code. + NVAPI_API_IN_USE = -209, //!< Atleast an API is still being called + NVAPI_NVIDIA_DISPLAY_NOT_FOUND = -210, //!< No display found on Nvidia GPU(s). + NVAPI_PRIV_SEC_VIOLATION = -211, //!< Priv security violation, improper access to a secured register. + NVAPI_INCORRECT_VENDOR = -212, //!< NVAPI cannot be called by this vendor + NVAPI_DISPLAY_IN_USE = -213, //!< DirectMode Display is already in use + NVAPI_UNSUPPORTED_CONFIG_NON_HDCP_HMD = -214, //!< The Config is having Non-NVidia GPU with Non-HDCP HMD connected + NVAPI_MAX_DISPLAY_LIMIT_REACHED = -215, //!< GPU's Max Display Limit has Reached + NVAPI_INVALID_DIRECT_MODE_DISPLAY = -216, //!< DirectMode not Enabled on the Display + NVAPI_GPU_IN_DEBUG_MODE = -217, //!< GPU is in debug mode, OC is NOT allowed. + NVAPI_D3D_CONTEXT_NOT_FOUND = -218, //!< No NvAPI context was found for this D3D object + NVAPI_STEREO_VERSION_MISMATCH = -219, //!< there is version mismatch between stereo driver and dx driver + NVAPI_GPU_NOT_POWERED = -220, //!< GPU is not powered and so the request cannot be completed. + NVAPI_ERROR_DRIVER_RELOAD_IN_PROGRESS = -221, //!< The display driver update in progress. + NVAPI_WAIT_FOR_HW_RESOURCE = -222, //!< Wait for HW resources allocation + NVAPI_REQUIRE_FURTHER_HDCP_ACTION = -223, //!< operation requires further HDCP action + NVAPI_DISPLAY_MUX_TRANSITION_FAILED = -224, //!< Dynamic Mux transition failure + NVAPI_INVALID_DSC_VERSION = -225, //!< Invalid DSC version + NVAPI_INVALID_DSC_SLICECOUNT = -226, //!< Invalid DSC slice count + NVAPI_INVALID_DSC_OUTPUT_BPP = -227, //!< Invalid DSC output BPP + NVAPI_FAILED_TO_LOAD_FROM_DRIVER_STORE = -228, //!< There was an error while loading nvapi.dll from the driver store. + NVAPI_NO_VULKAN = -229, //!< OpenGL does not export Vulkan fake extensions + NVAPI_REQUEST_PENDING = -230, //!< A request for NvTOPPs telemetry CData has already been made and is pending a response. + NVAPI_RESOURCE_IN_USE = -231, //!< Operation cannot be performed because the resource is in use. + NVAPI_INVALID_IMAGE = -232, //!< Device kernel image is invalid + NVAPI_INVALID_PTX = -233, //!< PTX JIT compilation failed + NVAPI_NVLINK_UNCORRECTABLE = -234, //!< Uncorrectable NVLink error was detected during the execution + NVAPI_JIT_COMPILER_NOT_FOUND = -235, //!< PTX JIT compiler library was not found. + NVAPI_INVALID_SOURCE = -236, //!< Device kernel source is invalid. + NVAPI_ILLEGAL_INSTRUCTION = -237, //!< While executing a kernel, the device encountered an illegal instruction. + NVAPI_INVALID_PC = -238, //!< While executing a kernel, the device program counter wrapped its address space + NVAPI_LAUNCH_FAILED = -239, //!< An exception occurred on the device while executing a kernel + NVAPI_NOT_PERMITTED = -240, //!< Attempted operation is not permitted. + NVAPI_CALLBACK_ALREADY_REGISTERED = -241, //!< The callback function has already been registered. + NVAPI_CALLBACK_NOT_FOUND = -242, //!< The callback function is not found or not registered. + NVAPI_INVALID_OUTPUT_WIRE_FORMAT = -243, //!< Invalid Wire Format for the VR HMD +} NvAPI_Status; + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_SYS_GetDriverAndBranchVersion +// +//! DESCRIPTION: This API returns display driver version and driver-branch string. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] pDriverVersion Contains the driver version after successful return. +//! \param [out] szBuildBranchString Contains the driver-branch string after successful return. +//! +//! \retval ::NVAPI_INVALID_ARGUMENT: either pDriverVersion is NULL or enum index too big +//! \retval ::NVAPI_OK - completed request +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized +//! \retval ::NVAPI_ERROR - miscellaneous error occurred +//! +//! \ingroup driverapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_SYS_GetDriverAndBranchVersion(NvU32* pDriverVersion, NvAPI_ShortString szBuildBranchString); +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfo(). +typedef struct +{ + NvU32 version; //!< Version info + NvU32 dedicatedVideoMemory; //!< Size(in kb) of the physical framebuffer. + NvU32 availableDedicatedVideoMemory; //!< Size(in kb) of the available physical framebuffer for allocating video memory surfaces. + NvU32 systemVideoMemory; //!< Size(in kb) of system memory the driver allocates at load time. + NvU32 sharedSystemMemory; //!< Size(in kb) of shared system memory that driver is allowed to commit for surfaces across all allocations. + +} NV_DISPLAY_DRIVER_MEMORY_INFO_V1; + + +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfo(). +typedef struct +{ + NvU32 version; //!< Version info + NvU32 dedicatedVideoMemory; //!< Size(in kb) of the physical framebuffer. + NvU32 availableDedicatedVideoMemory; //!< Size(in kb) of the available physical framebuffer for allocating video memory surfaces. + NvU32 systemVideoMemory; //!< Size(in kb) of system memory the driver allocates at load time. + NvU32 sharedSystemMemory; //!< Size(in kb) of shared system memory that driver is allowed to commit for surfaces across all allocations. + NvU32 curAvailableDedicatedVideoMemory; //!< Size(in kb) of the current available physical framebuffer for allocating video memory surfaces. + +} NV_DISPLAY_DRIVER_MEMORY_INFO_V2; + +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfo(). +typedef struct +{ + NvU32 version; //!< Version info + NvU32 dedicatedVideoMemory; //!< Size(in kb) of the physical framebuffer. + NvU32 availableDedicatedVideoMemory; //!< Size(in kb) of the available physical framebuffer for allocating video memory surfaces. + NvU32 systemVideoMemory; //!< Size(in kb) of system memory the driver allocates at load time. + NvU32 sharedSystemMemory; //!< Size(in kb) of shared system memory that driver is allowed to commit for surfaces across all allocations. + NvU32 curAvailableDedicatedVideoMemory; //!< Size(in kb) of the current available physical framebuffer for allocating video memory surfaces. + NvU32 dedicatedVideoMemoryEvictionsSize; //!< Size(in kb) of the total size of memory released as a result of the evictions. + NvU32 dedicatedVideoMemoryEvictionCount; //!< Indicates the number of eviction events that caused an allocation to be removed from dedicated video memory to free GPU + //!< video memory to make room for other allocations. +} NV_DISPLAY_DRIVER_MEMORY_INFO_V3; + +//! \ingroup driverapi +typedef NV_DISPLAY_DRIVER_MEMORY_INFO_V3 NV_DISPLAY_DRIVER_MEMORY_INFO; + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_DISPLAY_DRIVER_MEMORY_INFO_V1 +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER_1 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_MEMORY_INFO_V1,1) + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_DISPLAY_DRIVER_MEMORY_INFO_V2 +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER_2 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_MEMORY_INFO_V2,2) + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_DISPLAY_DRIVER_MEMORY_INFO_V3 +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER_3 MAKE_NVAPI_VERSION(NV_DISPLAY_DRIVER_MEMORY_INFO_V3,3) + +//! \ingroup driverapi +#define NV_DISPLAY_DRIVER_MEMORY_INFO_VER NV_DISPLAY_DRIVER_MEMORY_INFO_VER_3 + + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetMemoryInfo +// +//! DESCRIPTION: This function retrieves the available driver memory footprint for the specified GPU. +//! If the GPU is in TCC Mode, only dedicatedVideoMemory will be returned in pMemoryInfo (NV_DISPLAY_DRIVER_MEMORY_INFO). +//! +//! \deprecated Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetMemoryInfoEx. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! \since Release: 177 +//! +//! \param [in] hPhysicalGpu Handle of the physical GPU for which the memory information is to be extracted. +//! \param [out] pMemoryInfo The memory footprint available in the driver. See NV_DISPLAY_DRIVER_MEMORY_INFO. +//! +//! \retval NVAPI_INVALID_ARGUMENT pMemoryInfo is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_DISPLAY_DRIVER_MEMORY_INFO structure version mismatch. +//! +//! \ingroup driverapi +/////////////////////////////////////////////////////////////////////////////// +__nvapi_deprecated_function("Do not use this function - it is deprecated in release 520. Instead, use NvAPI_GPU_GetMemoryInfoEx.") +NVAPI_INTERFACE NvAPI_GPU_GetMemoryInfo(NvPhysicalGpuHandle hPhysicalGpu, NV_DISPLAY_DRIVER_MEMORY_INFO *pMemoryInfo); + + +//! \ingroup driverapi +//! Used in NvAPI_GPU_GetMemoryInfoEx(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU64 dedicatedVideoMemory; //!< Size(in bytes) of the physical framebuffer. Refers to the dedicated video memory on discrete GPUs. + //! It is more performant for GPU operations than the reserved systemVideoMemory. + NvU64 availableDedicatedVideoMemory; //!< Size(in bytes) of the available physical framebuffer for allocating video memory surfaces. + NvU64 systemVideoMemory; //!< Size(in bytes) of system memory the driver allocates at load time. It is a substitute for dedicated video memory. + //!< Typically used with integrated GPUs that do not have dedicated video memory. + NvU64 sharedSystemMemory; //!< Size(in bytes) of shared system memory that driver is allowed to commit for surfaces across all allocations. + //!< On discrete GPUs, it is used to utilize system memory for various operations. It does not need to be reserved during boot. + //!< It may be used by both GPU and CPU, and has an "on-demand" type of usage. + NvU64 curAvailableDedicatedVideoMemory; //!< Size(in bytes) of the current available physical framebuffer for allocating video memory surfaces. + NvU64 dedicatedVideoMemoryEvictionsSize; //!< Size(in bytes) of the total size of memory released as a result of the evictions. + NvU64 dedicatedVideoMemoryEvictionCount; //!< Indicates the number of eviction events that caused an allocation to be removed from dedicated video memory to free GPU + //!< video memory to make room for other allocations. + NvU64 dedicatedVideoMemoryPromotionsSize; //!< Size(in bytes) of the total size of memory allocated as a result of the promotions. + NvU64 dedicatedVideoMemoryPromotionCount; //!< Indicates the number of promotion events that caused an allocation to be promoted to dedicated video memory +} NV_GPU_MEMORY_INFO_EX_V1; + +//! \ingroup driverapi +typedef NV_GPU_MEMORY_INFO_EX_V1 NV_GPU_MEMORY_INFO_EX; + +//! \ingroup driverapi +//! Macro for constructing the version field of NV_GPU_MEMORY_INFO_EX_V1 +#define NV_GPU_MEMORY_INFO_EX_VER_1 MAKE_NVAPI_VERSION(NV_GPU_MEMORY_INFO_EX_V1,1) + +//! \ingroup driverapi +#define NV_GPU_MEMORY_INFO_EX_VER NV_GPU_MEMORY_INFO_EX_VER_1 + + + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_GPU_GetMemoryInfoEx +// +//! DESCRIPTION: This function retrieves the available driver memory footprint for the specified GPU. +//! If the GPU is in TCC Mode, only dedicatedVideoMemory will be returned in pMemoryInfo (NV_GPU_MEMORY_INFO_EX). +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! TCC_SUPPORTED +//! +//! MCDM_SUPPORTED +//! +//! \since Release: 520 +//! +//! \param [in] hPhysicalGpu Handle of the physical GPU for which the memory information is to be extracted. +//! \param [out] pMemoryInfo The memory footprint available in the driver. See NV_GPU_MEMORY_INFO_EX. +//! +//! \retval NVAPI_INVALID_ARGUMENT pMemoryInfo is NULL. +//! \retval NVAPI_OK Call successful. +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found. +//! \retval NVAPI_INCOMPATIBLE_STRUCT_VERSION NV_GPU_MEMORY_INFO_EX structure version mismatch. +//! +//! \ingroup driverapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_GPU_GetMemoryInfoEx(NvPhysicalGpuHandle hPhysicalGpu, NV_GPU_MEMORY_INFO_EX *pMemoryInfo); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_EnumPhysicalGPUs +// +//! This function returns an array of physical GPU handles. +//! Each handle represents a physical GPU present in the system. +//! That GPU may be part of an SLI configuration, or may not be visible to the OS directly. +//! +//! At least one GPU must be present in the system and running an NVIDIA display driver. +//! +//! The array nvGPUHandle will be filled with physical GPU handle values. The returned +//! gpuCount determines how many entries in the array are valid. +//! +//! \note In drivers older than 105.00, all physical GPU handles get invalidated on a +//! modeset. So the calling applications need to renum the handles after every modeset.\n +//! With drivers 105.00 and up, all physical GPU handles are constant. +//! Physical GPU handles are constant as long as the GPUs are not physically moved and +//! the SBIOS VGA order is unchanged. +//! +//! For GPU handles in TCC MODE please use NvAPI_EnumTCCPhysicalGPUs() +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \par Introduced in +//! \since Release: 80 +//! +//! \retval NVAPI_INVALID_ARGUMENT nvGPUHandle or pGpuCount is NULL +//! \retval NVAPI_OK One or more handles were returned +//! \retval NVAPI_NVIDIA_DEVICE_NOT_FOUND No NVIDIA GPU driving a display was found +//! \ingroup gpu +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_EnumPhysicalGPUs(NvPhysicalGpuHandle nvGPUHandle[NVAPI_MAX_PHYSICAL_GPUS], NvU32 *pGpuCount); +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +NV_DECLARE_HANDLE(NVDX_ObjectHandle); // DX Objects +static const NVDX_ObjectHandle NVDX_OBJECT_NONE = 0; + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetObjectHandleForResource +// +//! DESCRIPTION: This API gets a handle to a resource. +//! +//! \param [in] pDev The ID3D11Device, ID3D10Device or IDirect3DDevice9 or ID3D11DeviceContext to use +//! \param [in] pResource The ID3D11Resource, ID3D10Resource or IDirect3DResource9 from which +//! we want the NvAPI handle +//! \param [out] pHandle A handle to the resource +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \return ::NVAPI_OK if the handle was populated. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetObjectHandleForResource( + IUnknown *pDevice, + IUnknown *pResource, + NVDX_ObjectHandle *pHandle); + + +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) || defined(__d3d12_h__) + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_d3dext.h b/src/imports/nvapi/nvapi_lite_d3dext.h new file mode 100644 index 0000000..deab4f9 --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_d3dext.h @@ -0,0 +1,184 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +#if defined(__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +//! \ingroup dx +//! D3D_FEATURE_LEVEL supported - used in NvAPI_D3D11_CreateDevice() and NvAPI_D3D11_CreateDeviceAndSwapChain() +typedef enum +{ + NVAPI_DEVICE_FEATURE_LEVEL_NULL = -1, + NVAPI_DEVICE_FEATURE_LEVEL_10_0 = 0, + NVAPI_DEVICE_FEATURE_LEVEL_10_0_PLUS = 1, + NVAPI_DEVICE_FEATURE_LEVEL_10_1 = 2, + NVAPI_DEVICE_FEATURE_LEVEL_11_0 = 3, +} NVAPI_DEVICE_FEATURE_LEVEL; + +#endif //defined(__cplusplus) && (defined(__d3d10_h__) || defined(__d3d10_1_h__) || defined(__d3d11_h__)) +#if defined(__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateDevice +// +//! DESCRIPTION: This function tries to create a DirectX 11 device. If the call fails (if we are running +//! on pre-DirectX 11 hardware), depending on the type of hardware it will try to create a DirectX 10.1 OR DirectX 10.0+ +//! OR DirectX 10.0 device. The function call is the same as D3D11CreateDevice(), but with an extra +//! argument (D3D_FEATURE_LEVEL supported by the device) that the function fills in. This argument +//! can contain -1 (NVAPI_DEVICE_FEATURE_LEVEL_NULL), if the requested featureLevel is less than DirecX 10.0. +//! +//! NOTE: When NvAPI_D3D11_CreateDevice is called with 10+ feature level we have an issue on few set of +//! tesla hardware (G80/G84/G86/G92/G94/G96) which does not support all feature level 10+ functionality +//! e.g. calling driver with mismatch between RenderTarget and Depth Buffer. App developers should +//! take into consideration such limitation when using NVAPI on such tesla hardwares. +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pAdapter +//! \param [in] DriverType +//! \param [in] Software +//! \param [in] Flags +//! \param [in] *pFeatureLevels +//! \param [in] FeatureLevels +//! \param [in] SDKVersion +//! \param [in] **ppDevice +//! \param [in] *pFeatureLevel +//! \param [in] **ppImmediateContext +//! \param [in] *pSupportedLevel D3D_FEATURE_LEVEL supported +//! +//! \return NVAPI_OK if the createDevice call succeeded. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateDevice(IDXGIAdapter* pAdapter, + D3D_DRIVER_TYPE DriverType, + HMODULE Software, + UINT Flags, + CONST D3D_FEATURE_LEVEL *pFeatureLevels, + UINT FeatureLevels, + UINT SDKVersion, + ID3D11Device **ppDevice, + D3D_FEATURE_LEVEL *pFeatureLevel, + ID3D11DeviceContext **ppImmediateContext, + NVAPI_DEVICE_FEATURE_LEVEL *pSupportedLevel); + + +#endif //defined(__cplusplus) && defined(__d3d11_h__) +#if defined(__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_CreateDeviceAndSwapChain +// +//! DESCRIPTION: This function tries to create a DirectX 11 device and swap chain. If the call fails (if we are +//! running on pre=DirectX 11 hardware), depending on the type of hardware it will try to create a DirectX 10.1 OR +//! DirectX 10.0+ OR DirectX 10.0 device. The function call is the same as D3D11CreateDeviceAndSwapChain, +//! but with an extra argument (D3D_FEATURE_LEVEL supported by the device) that the function fills +//! in. This argument can contain -1 (NVAPI_DEVICE_FEATURE_LEVEL_NULL), if the requested featureLevel +//! is less than DirectX 10.0. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pAdapter +//! \param [in] DriverType +//! \param [in] Software +//! \param [in] Flags +//! \param [in] *pFeatureLevels +//! \param [in] FeatureLevels +//! \param [in] SDKVersion +//! \param [in] *pSwapChainDesc +//! \param [in] **ppSwapChain +//! \param [in] **ppDevice +//! \param [in] *pFeatureLevel +//! \param [in] **ppImmediateContext +//! \param [in] *pSupportedLevel D3D_FEATURE_LEVEL supported +//! +//!return NVAPI_OK if the createDevice with swap chain call succeeded. +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, + D3D_DRIVER_TYPE DriverType, + HMODULE Software, + UINT Flags, + CONST D3D_FEATURE_LEVEL *pFeatureLevels, + UINT FeatureLevels, + UINT SDKVersion, + CONST DXGI_SWAP_CHAIN_DESC *pSwapChainDesc, + IDXGISwapChain **ppSwapChain, + ID3D11Device **ppDevice, + D3D_FEATURE_LEVEL *pFeatureLevel, + ID3D11DeviceContext **ppImmediateContext, + NVAPI_DEVICE_FEATURE_LEVEL *pSupportedLevel); + + + +#endif //defined(__cplusplus) && defined(__d3d11_h__) +#if defined(__cplusplus) && defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D11_SetDepthBoundsTest +// +//! DESCRIPTION: This function enables/disables the depth bounds test +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] pDeviceOrContext The device or device context to set depth bounds test +//! \param [in] bEnable Enable(non-zero)/disable(zero) the depth bounds test +//! \param [in] fMinDepth The minimum depth for depth bounds test +//! \param [in] fMaxDepth The maximum depth for depth bounds test +//! The valid values for fMinDepth and fMaxDepth +//! are such that 0 <= fMinDepth <= fMaxDepth <= 1 +//! +//! \return ::NVAPI_OK if the depth bounds test was correcly enabled or disabled +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D11_SetDepthBoundsTest(IUnknown* pDeviceOrContext, + NvU32 bEnable, + float fMinDepth, + float fMaxDepth); + +#endif //defined(__cplusplus) && defined(__d3d11_h__) + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_salend.h b/src/imports/nvapi/nvapi_lite_salend.h new file mode 100644 index 0000000..77a999d --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_salend.h @@ -0,0 +1,809 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#ifndef __NVAPI_EMPTY_SAL +#ifdef __nvapi_undef__ecount + #undef __ecount + #undef __nvapi_undef__ecount +#endif +#ifdef __nvapi_undef__bcount + #undef __bcount + #undef __nvapi_undef__bcount +#endif +#ifdef __nvapi_undef__in + #undef __in + #undef __nvapi_undef__in +#endif +#ifdef __nvapi_undef__in_ecount + #undef __in_ecount + #undef __nvapi_undef__in_ecount +#endif +#ifdef __nvapi_undef__in_bcount + #undef __in_bcount + #undef __nvapi_undef__in_bcount +#endif +#ifdef __nvapi_undef__in_z + #undef __in_z + #undef __nvapi_undef__in_z +#endif +#ifdef __nvapi_undef__in_ecount_z + #undef __in_ecount_z + #undef __nvapi_undef__in_ecount_z +#endif +#ifdef __nvapi_undef__in_bcount_z + #undef __in_bcount_z + #undef __nvapi_undef__in_bcount_z +#endif +#ifdef __nvapi_undef__in_nz + #undef __in_nz + #undef __nvapi_undef__in_nz +#endif +#ifdef __nvapi_undef__in_ecount_nz + #undef __in_ecount_nz + #undef __nvapi_undef__in_ecount_nz +#endif +#ifdef __nvapi_undef__in_bcount_nz + #undef __in_bcount_nz + #undef __nvapi_undef__in_bcount_nz +#endif +#ifdef __nvapi_undef__out + #undef __out + #undef __nvapi_undef__out +#endif +#ifdef __nvapi_undef__out_ecount + #undef __out_ecount + #undef __nvapi_undef__out_ecount +#endif +#ifdef __nvapi_undef__out_bcount + #undef __out_bcount + #undef __nvapi_undef__out_bcount +#endif +#ifdef __nvapi_undef__out_ecount_part + #undef __out_ecount_part + #undef __nvapi_undef__out_ecount_part +#endif +#ifdef __nvapi_undef__out_bcount_part + #undef __out_bcount_part + #undef __nvapi_undef__out_bcount_part +#endif +#ifdef __nvapi_undef__out_ecount_full + #undef __out_ecount_full + #undef __nvapi_undef__out_ecount_full +#endif +#ifdef __nvapi_undef__out_bcount_full + #undef __out_bcount_full + #undef __nvapi_undef__out_bcount_full +#endif +#ifdef __nvapi_undef__out_z + #undef __out_z + #undef __nvapi_undef__out_z +#endif +#ifdef __nvapi_undef__out_z_opt + #undef __out_z_opt + #undef __nvapi_undef__out_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_z + #undef __out_ecount_z + #undef __nvapi_undef__out_ecount_z +#endif +#ifdef __nvapi_undef__out_bcount_z + #undef __out_bcount_z + #undef __nvapi_undef__out_bcount_z +#endif +#ifdef __nvapi_undef__out_ecount_part_z + #undef __out_ecount_part_z + #undef __nvapi_undef__out_ecount_part_z +#endif +#ifdef __nvapi_undef__out_bcount_part_z + #undef __out_bcount_part_z + #undef __nvapi_undef__out_bcount_part_z +#endif +#ifdef __nvapi_undef__out_ecount_full_z + #undef __out_ecount_full_z + #undef __nvapi_undef__out_ecount_full_z +#endif +#ifdef __nvapi_undef__out_bcount_full_z + #undef __out_bcount_full_z + #undef __nvapi_undef__out_bcount_full_z +#endif +#ifdef __nvapi_undef__out_nz + #undef __out_nz + #undef __nvapi_undef__out_nz +#endif +#ifdef __nvapi_undef__out_nz_opt + #undef __out_nz_opt + #undef __nvapi_undef__out_nz_opt +#endif +#ifdef __nvapi_undef__out_ecount_nz + #undef __out_ecount_nz + #undef __nvapi_undef__out_ecount_nz +#endif +#ifdef __nvapi_undef__out_bcount_nz + #undef __out_bcount_nz + #undef __nvapi_undef__out_bcount_nz +#endif +#ifdef __nvapi_undef__inout + #undef __inout + #undef __nvapi_undef__inout +#endif +#ifdef __nvapi_undef__inout_ecount + #undef __inout_ecount + #undef __nvapi_undef__inout_ecount +#endif +#ifdef __nvapi_undef__inout_bcount + #undef __inout_bcount + #undef __nvapi_undef__inout_bcount +#endif +#ifdef __nvapi_undef__inout_ecount_part + #undef __inout_ecount_part + #undef __nvapi_undef__inout_ecount_part +#endif +#ifdef __nvapi_undef__inout_bcount_part + #undef __inout_bcount_part + #undef __nvapi_undef__inout_bcount_part +#endif +#ifdef __nvapi_undef__inout_ecount_full + #undef __inout_ecount_full + #undef __nvapi_undef__inout_ecount_full +#endif +#ifdef __nvapi_undef__inout_bcount_full + #undef __inout_bcount_full + #undef __nvapi_undef__inout_bcount_full +#endif +#ifdef __nvapi_undef__inout_z + #undef __inout_z + #undef __nvapi_undef__inout_z +#endif +#ifdef __nvapi_undef__inout_ecount_z + #undef __inout_ecount_z + #undef __nvapi_undef__inout_ecount_z +#endif +#ifdef __nvapi_undef__inout_bcount_z + #undef __inout_bcount_z + #undef __nvapi_undef__inout_bcount_z +#endif +#ifdef __nvapi_undef__inout_nz + #undef __inout_nz + #undef __nvapi_undef__inout_nz +#endif +#ifdef __nvapi_undef__inout_ecount_nz + #undef __inout_ecount_nz + #undef __nvapi_undef__inout_ecount_nz +#endif +#ifdef __nvapi_undef__inout_bcount_nz + #undef __inout_bcount_nz + #undef __nvapi_undef__inout_bcount_nz +#endif +#ifdef __nvapi_undef__ecount_opt + #undef __ecount_opt + #undef __nvapi_undef__ecount_opt +#endif +#ifdef __nvapi_undef__bcount_opt + #undef __bcount_opt + #undef __nvapi_undef__bcount_opt +#endif +#ifdef __nvapi_undef__in_opt + #undef __in_opt + #undef __nvapi_undef__in_opt +#endif +#ifdef __nvapi_undef__in_ecount_opt + #undef __in_ecount_opt + #undef __nvapi_undef__in_ecount_opt +#endif +#ifdef __nvapi_undef__in_bcount_opt + #undef __in_bcount_opt + #undef __nvapi_undef__in_bcount_opt +#endif +#ifdef __nvapi_undef__in_z_opt + #undef __in_z_opt + #undef __nvapi_undef__in_z_opt +#endif +#ifdef __nvapi_undef__in_ecount_z_opt + #undef __in_ecount_z_opt + #undef __nvapi_undef__in_ecount_z_opt +#endif +#ifdef __nvapi_undef__in_bcount_z_opt + #undef __in_bcount_z_opt + #undef __nvapi_undef__in_bcount_z_opt +#endif +#ifdef __nvapi_undef__in_nz_opt + #undef __in_nz_opt + #undef __nvapi_undef__in_nz_opt +#endif +#ifdef __nvapi_undef__in_ecount_nz_opt + #undef __in_ecount_nz_opt + #undef __nvapi_undef__in_ecount_nz_opt +#endif +#ifdef __nvapi_undef__in_bcount_nz_opt + #undef __in_bcount_nz_opt + #undef __nvapi_undef__in_bcount_nz_opt +#endif +#ifdef __nvapi_undef__out_opt + #undef __out_opt + #undef __nvapi_undef__out_opt +#endif +#ifdef __nvapi_undef__out_ecount_opt + #undef __out_ecount_opt + #undef __nvapi_undef__out_ecount_opt +#endif +#ifdef __nvapi_undef__out_bcount_opt + #undef __out_bcount_opt + #undef __nvapi_undef__out_bcount_opt +#endif +#ifdef __nvapi_undef__out_ecount_part_opt + #undef __out_ecount_part_opt + #undef __nvapi_undef__out_ecount_part_opt +#endif +#ifdef __nvapi_undef__out_bcount_part_opt + #undef __out_bcount_part_opt + #undef __nvapi_undef__out_bcount_part_opt +#endif +#ifdef __nvapi_undef__out_ecount_full_opt + #undef __out_ecount_full_opt + #undef __nvapi_undef__out_ecount_full_opt +#endif +#ifdef __nvapi_undef__out_bcount_full_opt + #undef __out_bcount_full_opt + #undef __nvapi_undef__out_bcount_full_opt +#endif +#ifdef __nvapi_undef__out_ecount_z_opt + #undef __out_ecount_z_opt + #undef __nvapi_undef__out_ecount_z_opt +#endif +#ifdef __nvapi_undef__out_bcount_z_opt + #undef __out_bcount_z_opt + #undef __nvapi_undef__out_bcount_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_part_z_opt + #undef __out_ecount_part_z_opt + #undef __nvapi_undef__out_ecount_part_z_opt +#endif +#ifdef __nvapi_undef__out_bcount_part_z_opt + #undef __out_bcount_part_z_opt + #undef __nvapi_undef__out_bcount_part_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_full_z_opt + #undef __out_ecount_full_z_opt + #undef __nvapi_undef__out_ecount_full_z_opt +#endif +#ifdef __nvapi_undef__out_bcount_full_z_opt + #undef __out_bcount_full_z_opt + #undef __nvapi_undef__out_bcount_full_z_opt +#endif +#ifdef __nvapi_undef__out_ecount_nz_opt + #undef __out_ecount_nz_opt + #undef __nvapi_undef__out_ecount_nz_opt +#endif +#ifdef __nvapi_undef__out_bcount_nz_opt + #undef __out_bcount_nz_opt + #undef __nvapi_undef__out_bcount_nz_opt +#endif +#ifdef __nvapi_undef__inout_opt + #undef __inout_opt + #undef __nvapi_undef__inout_opt +#endif +#ifdef __nvapi_undef__inout_ecount_opt + #undef __inout_ecount_opt + #undef __nvapi_undef__inout_ecount_opt +#endif +#ifdef __nvapi_undef__inout_bcount_opt + #undef __inout_bcount_opt + #undef __nvapi_undef__inout_bcount_opt +#endif +#ifdef __nvapi_undef__inout_ecount_part_opt + #undef __inout_ecount_part_opt + #undef __nvapi_undef__inout_ecount_part_opt +#endif +#ifdef __nvapi_undef__inout_bcount_part_opt + #undef __inout_bcount_part_opt + #undef __nvapi_undef__inout_bcount_part_opt +#endif +#ifdef __nvapi_undef__inout_ecount_full_opt + #undef __inout_ecount_full_opt + #undef __nvapi_undef__inout_ecount_full_opt +#endif +#ifdef __nvapi_undef__inout_bcount_full_opt + #undef __inout_bcount_full_opt + #undef __nvapi_undef__inout_bcount_full_opt +#endif +#ifdef __nvapi_undef__inout_z_opt + #undef __inout_z_opt + #undef __nvapi_undef__inout_z_opt +#endif +#ifdef __nvapi_undef__inout_ecount_z_opt + #undef __inout_ecount_z_opt + #undef __nvapi_undef__inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__inout_ecount_z_opt + #undef __inout_ecount_z_opt + #undef __nvapi_undef__inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__inout_bcount_z_opt + #undef __inout_bcount_z_opt + #undef __nvapi_undef__inout_bcount_z_opt +#endif +#ifdef __nvapi_undef__inout_nz_opt + #undef __inout_nz_opt + #undef __nvapi_undef__inout_nz_opt +#endif +#ifdef __nvapi_undef__inout_ecount_nz_opt + #undef __inout_ecount_nz_opt + #undef __nvapi_undef__inout_ecount_nz_opt +#endif +#ifdef __nvapi_undef__inout_bcount_nz_opt + #undef __inout_bcount_nz_opt + #undef __nvapi_undef__inout_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_ecount + #undef __deref_ecount + #undef __nvapi_undef__deref_ecount +#endif +#ifdef __nvapi_undef__deref_bcount + #undef __deref_bcount + #undef __nvapi_undef__deref_bcount +#endif +#ifdef __nvapi_undef__deref_out + #undef __deref_out + #undef __nvapi_undef__deref_out +#endif +#ifdef __nvapi_undef__deref_out_ecount + #undef __deref_out_ecount + #undef __nvapi_undef__deref_out_ecount +#endif +#ifdef __nvapi_undef__deref_out_bcount + #undef __deref_out_bcount + #undef __nvapi_undef__deref_out_bcount +#endif +#ifdef __nvapi_undef__deref_out_ecount_part + #undef __deref_out_ecount_part + #undef __nvapi_undef__deref_out_ecount_part +#endif +#ifdef __nvapi_undef__deref_out_bcount_part + #undef __deref_out_bcount_part + #undef __nvapi_undef__deref_out_bcount_part +#endif +#ifdef __nvapi_undef__deref_out_ecount_full + #undef __deref_out_ecount_full + #undef __nvapi_undef__deref_out_ecount_full +#endif +#ifdef __nvapi_undef__deref_out_bcount_full + #undef __deref_out_bcount_full + #undef __nvapi_undef__deref_out_bcount_full +#endif +#ifdef __nvapi_undef__deref_out_z + #undef __deref_out_z + #undef __nvapi_undef__deref_out_z +#endif +#ifdef __nvapi_undef__deref_out_ecount_z + #undef __deref_out_ecount_z + #undef __nvapi_undef__deref_out_ecount_z +#endif +#ifdef __nvapi_undef__deref_out_bcount_z + #undef __deref_out_bcount_z + #undef __nvapi_undef__deref_out_bcount_z +#endif +#ifdef __nvapi_undef__deref_out_nz + #undef __deref_out_nz + #undef __nvapi_undef__deref_out_nz +#endif +#ifdef __nvapi_undef__deref_out_ecount_nz + #undef __deref_out_ecount_nz + #undef __nvapi_undef__deref_out_ecount_nz +#endif +#ifdef __nvapi_undef__deref_out_bcount_nz + #undef __deref_out_bcount_nz + #undef __nvapi_undef__deref_out_bcount_nz +#endif +#ifdef __nvapi_undef__deref_inout + #undef __deref_inout + #undef __nvapi_undef__deref_inout +#endif +#ifdef __nvapi_undef__deref_inout_z + #undef __deref_inout_z + #undef __nvapi_undef__deref_inout_z +#endif +#ifdef __nvapi_undef__deref_inout_ecount + #undef __deref_inout_ecount + #undef __nvapi_undef__deref_inout_ecount +#endif +#ifdef __nvapi_undef__deref_inout_bcount + #undef __deref_inout_bcount + #undef __nvapi_undef__deref_inout_bcount +#endif +#ifdef __nvapi_undef__deref_inout_ecount_part + #undef __deref_inout_ecount_part + #undef __nvapi_undef__deref_inout_ecount_part +#endif +#ifdef __nvapi_undef__deref_inout_bcount_part + #undef __deref_inout_bcount_part + #undef __nvapi_undef__deref_inout_bcount_part +#endif +#ifdef __nvapi_undef__deref_inout_ecount_full + #undef __deref_inout_ecount_full + #undef __nvapi_undef__deref_inout_ecount_full +#endif +#ifdef __nvapi_undef__deref_inout_bcount_full + #undef __deref_inout_bcount_full + #undef __nvapi_undef__deref_inout_bcount_full +#endif +#ifdef __nvapi_undef__deref_inout_z + #undef __deref_inout_z + #undef __nvapi_undef__deref_inout_z +#endif +#ifdef __nvapi_undef__deref_inout_ecount_z + #undef __deref_inout_ecount_z + #undef __nvapi_undef__deref_inout_ecount_z +#endif +#ifdef __nvapi_undef__deref_inout_bcount_z + #undef __deref_inout_bcount_z + #undef __nvapi_undef__deref_inout_bcount_z +#endif +#ifdef __nvapi_undef__deref_inout_nz + #undef __deref_inout_nz + #undef __nvapi_undef__deref_inout_nz +#endif +#ifdef __nvapi_undef__deref_inout_ecount_nz + #undef __deref_inout_ecount_nz + #undef __nvapi_undef__deref_inout_ecount_nz +#endif +#ifdef __nvapi_undef__deref_inout_bcount_nz + #undef __deref_inout_bcount_nz + #undef __nvapi_undef__deref_inout_bcount_nz +#endif +#ifdef __nvapi_undef__deref_ecount_opt + #undef __deref_ecount_opt + #undef __nvapi_undef__deref_ecount_opt +#endif +#ifdef __nvapi_undef__deref_bcount_opt + #undef __deref_bcount_opt + #undef __nvapi_undef__deref_bcount_opt +#endif +#ifdef __nvapi_undef__deref_out_opt + #undef __deref_out_opt + #undef __nvapi_undef__deref_out_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_opt + #undef __deref_out_ecount_opt + #undef __nvapi_undef__deref_out_ecount_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_opt + #undef __deref_out_bcount_opt + #undef __nvapi_undef__deref_out_bcount_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_part_opt + #undef __deref_out_ecount_part_opt + #undef __nvapi_undef__deref_out_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_part_opt + #undef __deref_out_bcount_part_opt + #undef __nvapi_undef__deref_out_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_full_opt + #undef __deref_out_ecount_full_opt + #undef __nvapi_undef__deref_out_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_full_opt + #undef __deref_out_bcount_full_opt + #undef __nvapi_undef__deref_out_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_out_z_opt + #undef __deref_out_z_opt + #undef __nvapi_undef__deref_out_z_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_z_opt + #undef __deref_out_ecount_z_opt + #undef __nvapi_undef__deref_out_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_z_opt + #undef __deref_out_bcount_z_opt + #undef __nvapi_undef__deref_out_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_out_nz_opt + #undef __deref_out_nz_opt + #undef __nvapi_undef__deref_out_nz_opt +#endif +#ifdef __nvapi_undef__deref_out_ecount_nz_opt + #undef __deref_out_ecount_nz_opt + #undef __nvapi_undef__deref_out_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_out_bcount_nz_opt + #undef __deref_out_bcount_nz_opt + #undef __nvapi_undef__deref_out_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_inout_opt + #undef __deref_inout_opt + #undef __nvapi_undef__deref_inout_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_opt + #undef __deref_inout_ecount_opt + #undef __nvapi_undef__deref_inout_ecount_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_opt + #undef __deref_inout_bcount_opt + #undef __nvapi_undef__deref_inout_bcount_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_part_opt + #undef __deref_inout_ecount_part_opt + #undef __nvapi_undef__deref_inout_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_part_opt + #undef __deref_inout_bcount_part_opt + #undef __nvapi_undef__deref_inout_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_full_opt + #undef __deref_inout_ecount_full_opt + #undef __nvapi_undef__deref_inout_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_full_opt + #undef __deref_inout_bcount_full_opt + #undef __nvapi_undef__deref_inout_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_inout_z_opt + #undef __deref_inout_z_opt + #undef __nvapi_undef__deref_inout_z_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_z_opt + #undef __deref_inout_ecount_z_opt + #undef __nvapi_undef__deref_inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_z_opt + #undef __deref_inout_bcount_z_opt + #undef __nvapi_undef__deref_inout_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_inout_nz_opt + #undef __deref_inout_nz_opt + #undef __nvapi_undef__deref_inout_nz_opt +#endif +#ifdef __nvapi_undef__deref_inout_ecount_nz_opt + #undef __deref_inout_ecount_nz_opt + #undef __nvapi_undef__deref_inout_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_inout_bcount_nz_opt + #undef __deref_inout_bcount_nz_opt + #undef __nvapi_undef__deref_inout_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_ecount + #undef __deref_opt_ecount + #undef __nvapi_undef__deref_opt_ecount +#endif +#ifdef __nvapi_undef__deref_opt_bcount + #undef __deref_opt_bcount + #undef __nvapi_undef__deref_opt_bcount +#endif +#ifdef __nvapi_undef__deref_opt_out + #undef __deref_opt_out + #undef __nvapi_undef__deref_opt_out +#endif +#ifdef __nvapi_undef__deref_opt_out_z + #undef __deref_opt_out_z + #undef __nvapi_undef__deref_opt_out_z +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount + #undef __deref_opt_out_ecount + #undef __nvapi_undef__deref_opt_out_ecount +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount + #undef __deref_opt_out_bcount + #undef __nvapi_undef__deref_opt_out_bcount +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_part + #undef __deref_opt_out_ecount_part + #undef __nvapi_undef__deref_opt_out_ecount_part +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_part + #undef __deref_opt_out_bcount_part + #undef __nvapi_undef__deref_opt_out_bcount_part +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_full + #undef __deref_opt_out_ecount_full + #undef __nvapi_undef__deref_opt_out_ecount_full +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_full + #undef __deref_opt_out_bcount_full + #undef __nvapi_undef__deref_opt_out_bcount_full +#endif +#ifdef __nvapi_undef__deref_opt_inout + #undef __deref_opt_inout + #undef __nvapi_undef__deref_opt_inout +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount + #undef __deref_opt_inout_ecount + #undef __nvapi_undef__deref_opt_inout_ecount +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount + #undef __deref_opt_inout_bcount + #undef __nvapi_undef__deref_opt_inout_bcount +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_part + #undef __deref_opt_inout_ecount_part + #undef __nvapi_undef__deref_opt_inout_ecount_part +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_part + #undef __deref_opt_inout_bcount_part + #undef __nvapi_undef__deref_opt_inout_bcount_part +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_full + #undef __deref_opt_inout_ecount_full + #undef __nvapi_undef__deref_opt_inout_ecount_full +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_full + #undef __deref_opt_inout_bcount_full + #undef __nvapi_undef__deref_opt_inout_bcount_full +#endif +#ifdef __nvapi_undef__deref_opt_inout_z + #undef __deref_opt_inout_z + #undef __nvapi_undef__deref_opt_inout_z +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_z + #undef __deref_opt_inout_ecount_z + #undef __nvapi_undef__deref_opt_inout_ecount_z +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_z + #undef __deref_opt_inout_bcount_z + #undef __nvapi_undef__deref_opt_inout_bcount_z +#endif +#ifdef __nvapi_undef__deref_opt_inout_nz + #undef __deref_opt_inout_nz + #undef __nvapi_undef__deref_opt_inout_nz +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_nz + #undef __deref_opt_inout_ecount_nz + #undef __nvapi_undef__deref_opt_inout_ecount_nz +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_nz + #undef __deref_opt_inout_bcount_nz + #undef __nvapi_undef__deref_opt_inout_bcount_nz +#endif +#ifdef __nvapi_undef__deref_opt_ecount_opt + #undef __deref_opt_ecount_opt + #undef __nvapi_undef__deref_opt_ecount_opt +#endif +#ifdef __nvapi_undef__deref_opt_bcount_opt + #undef __deref_opt_bcount_opt + #undef __nvapi_undef__deref_opt_bcount_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_opt + #undef __deref_opt_out_opt + #undef __nvapi_undef__deref_opt_out_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_opt + #undef __deref_opt_out_ecount_opt + #undef __nvapi_undef__deref_opt_out_ecount_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_opt + #undef __deref_opt_out_bcount_opt + #undef __nvapi_undef__deref_opt_out_bcount_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_part_opt + #undef __deref_opt_out_ecount_part_opt + #undef __nvapi_undef__deref_opt_out_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_part_opt + #undef __deref_opt_out_bcount_part_opt + #undef __nvapi_undef__deref_opt_out_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_full_opt + #undef __deref_opt_out_ecount_full_opt + #undef __nvapi_undef__deref_opt_out_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_full_opt + #undef __deref_opt_out_bcount_full_opt + #undef __nvapi_undef__deref_opt_out_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_z_opt + #undef __deref_opt_out_z_opt + #undef __nvapi_undef__deref_opt_out_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_z_opt + #undef __deref_opt_out_ecount_z_opt + #undef __nvapi_undef__deref_opt_out_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_z_opt + #undef __deref_opt_out_bcount_z_opt + #undef __nvapi_undef__deref_opt_out_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_nz_opt + #undef __deref_opt_out_nz_opt + #undef __nvapi_undef__deref_opt_out_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_ecount_nz_opt + #undef __deref_opt_out_ecount_nz_opt + #undef __nvapi_undef__deref_opt_out_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_out_bcount_nz_opt + #undef __deref_opt_out_bcount_nz_opt + #undef __nvapi_undef__deref_opt_out_bcount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_opt + #undef __deref_opt_inout_opt + #undef __nvapi_undef__deref_opt_inout_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_opt + #undef __deref_opt_inout_ecount_opt + #undef __nvapi_undef__deref_opt_inout_ecount_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_opt + #undef __deref_opt_inout_bcount_opt + #undef __nvapi_undef__deref_opt_inout_bcount_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_part_opt + #undef __deref_opt_inout_ecount_part_opt + #undef __nvapi_undef__deref_opt_inout_ecount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_part_opt + #undef __deref_opt_inout_bcount_part_opt + #undef __nvapi_undef__deref_opt_inout_bcount_part_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_full_opt + #undef __deref_opt_inout_ecount_full_opt + #undef __nvapi_undef__deref_opt_inout_ecount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_full_opt + #undef __deref_opt_inout_bcount_full_opt + #undef __nvapi_undef__deref_opt_inout_bcount_full_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_z_opt + #undef __deref_opt_inout_z_opt + #undef __nvapi_undef__deref_opt_inout_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_z_opt + #undef __deref_opt_inout_ecount_z_opt + #undef __nvapi_undef__deref_opt_inout_ecount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_z_opt + #undef __deref_opt_inout_bcount_z_opt + #undef __nvapi_undef__deref_opt_inout_bcount_z_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_nz_opt + #undef __deref_opt_inout_nz_opt + #undef __nvapi_undef__deref_opt_inout_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_ecount_nz_opt + #undef __deref_opt_inout_ecount_nz_opt + #undef __nvapi_undef__deref_opt_inout_ecount_nz_opt +#endif +#ifdef __nvapi_undef__deref_opt_inout_bcount_nz_opt + #undef __deref_opt_inout_bcount_nz_opt + #undef __nvapi_undef__deref_opt_inout_bcount_nz_opt +#endif +#ifdef __nvapi_success + #undef __success + #undef __nvapi_success +#endif +#ifdef __nvapi__Ret_notnull_ + #undef __nvapi__Ret_notnull_ + #undef _Ret_notnull_ +#endif +#ifdef __nvapi__Post_writable_byte_size_ + #undef __nvapi__Post_writable_byte_size_ + #undef _Post_writable_byte_size_ +#endif +#ifdef __nvapi_Outptr_ + #undef __nvapi_Outptr_ + #undef _Outptr_ +#endif + +#endif // __NVAPI_EMPTY_SAL diff --git a/src/imports/nvapi/nvapi_lite_salstart.h b/src/imports/nvapi/nvapi_lite_salstart.h new file mode 100644 index 0000000..453576f --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_salstart.h @@ -0,0 +1,812 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +// ==================================================== +// SAL related support +// ==================================================== + +#ifndef __ecount + #define __nvapi_undef__ecount + #define __ecount(size) +#endif +#ifndef __bcount + #define __nvapi_undef__bcount + #define __bcount(size) +#endif +#ifndef __in + #define __nvapi_undef__in + #define __in +#endif +#ifndef __in_ecount + #define __nvapi_undef__in_ecount + #define __in_ecount(size) +#endif +#ifndef __in_bcount + #define __nvapi_undef__in_bcount + #define __in_bcount(size) +#endif +#ifndef __in_z + #define __nvapi_undef__in_z + #define __in_z +#endif +#ifndef __in_ecount_z + #define __nvapi_undef__in_ecount_z + #define __in_ecount_z(size) +#endif +#ifndef __in_bcount_z + #define __nvapi_undef__in_bcount_z + #define __in_bcount_z(size) +#endif +#ifndef __in_nz + #define __nvapi_undef__in_nz + #define __in_nz +#endif +#ifndef __in_ecount_nz + #define __nvapi_undef__in_ecount_nz + #define __in_ecount_nz(size) +#endif +#ifndef __in_bcount_nz + #define __nvapi_undef__in_bcount_nz + #define __in_bcount_nz(size) +#endif +#ifndef __out + #define __nvapi_undef__out + #define __out +#endif +#ifndef __out_ecount + #define __nvapi_undef__out_ecount + #define __out_ecount(size) +#endif +#ifndef __out_bcount + #define __nvapi_undef__out_bcount + #define __out_bcount(size) +#endif +#ifndef __out_ecount_part + #define __nvapi_undef__out_ecount_part + #define __out_ecount_part(size,length) +#endif +#ifndef __out_bcount_part + #define __nvapi_undef__out_bcount_part + #define __out_bcount_part(size,length) +#endif +#ifndef __out_ecount_full + #define __nvapi_undef__out_ecount_full + #define __out_ecount_full(size) +#endif +#ifndef __out_bcount_full + #define __nvapi_undef__out_bcount_full + #define __out_bcount_full(size) +#endif +#ifndef __out_z + #define __nvapi_undef__out_z + #define __out_z +#endif +#ifndef __out_z_opt + #define __nvapi_undef__out_z_opt + #define __out_z_opt +#endif +#ifndef __out_ecount_z + #define __nvapi_undef__out_ecount_z + #define __out_ecount_z(size) +#endif +#ifndef __out_bcount_z + #define __nvapi_undef__out_bcount_z + #define __out_bcount_z(size) +#endif +#ifndef __out_ecount_part_z + #define __nvapi_undef__out_ecount_part_z + #define __out_ecount_part_z(size,length) +#endif +#ifndef __out_bcount_part_z + #define __nvapi_undef__out_bcount_part_z + #define __out_bcount_part_z(size,length) +#endif +#ifndef __out_ecount_full_z + #define __nvapi_undef__out_ecount_full_z + #define __out_ecount_full_z(size) +#endif +#ifndef __out_bcount_full_z + #define __nvapi_undef__out_bcount_full_z + #define __out_bcount_full_z(size) +#endif +#ifndef __out_nz + #define __nvapi_undef__out_nz + #define __out_nz +#endif +#ifndef __out_nz_opt + #define __nvapi_undef__out_nz_opt + #define __out_nz_opt +#endif +#ifndef __out_ecount_nz + #define __nvapi_undef__out_ecount_nz + #define __out_ecount_nz(size) +#endif +#ifndef __out_bcount_nz + #define __nvapi_undef__out_bcount_nz + #define __out_bcount_nz(size) +#endif +#ifndef __inout + #define __nvapi_undef__inout + #define __inout +#endif +#ifndef __inout_ecount + #define __nvapi_undef__inout_ecount + #define __inout_ecount(size) +#endif +#ifndef __inout_bcount + #define __nvapi_undef__inout_bcount + #define __inout_bcount(size) +#endif +#ifndef __inout_ecount_part + #define __nvapi_undef__inout_ecount_part + #define __inout_ecount_part(size,length) +#endif +#ifndef __inout_bcount_part + #define __nvapi_undef__inout_bcount_part + #define __inout_bcount_part(size,length) +#endif +#ifndef __inout_ecount_full + #define __nvapi_undef__inout_ecount_full + #define __inout_ecount_full(size) +#endif +#ifndef __inout_bcount_full + #define __nvapi_undef__inout_bcount_full + #define __inout_bcount_full(size) +#endif +#ifndef __inout_z + #define __nvapi_undef__inout_z + #define __inout_z +#endif +#ifndef __inout_ecount_z + #define __nvapi_undef__inout_ecount_z + #define __inout_ecount_z(size) +#endif +#ifndef __inout_bcount_z + #define __nvapi_undef__inout_bcount_z + #define __inout_bcount_z(size) +#endif +#ifndef __inout_nz + #define __nvapi_undef__inout_nz + #define __inout_nz +#endif +#ifndef __inout_ecount_nz + #define __nvapi_undef__inout_ecount_nz + #define __inout_ecount_nz(size) +#endif +#ifndef __inout_bcount_nz + #define __nvapi_undef__inout_bcount_nz + #define __inout_bcount_nz(size) +#endif +#ifndef __ecount_opt + #define __nvapi_undef__ecount_opt + #define __ecount_opt(size) +#endif +#ifndef __bcount_opt + #define __nvapi_undef__bcount_opt + #define __bcount_opt(size) +#endif +#ifndef __in_opt + #define __nvapi_undef__in_opt + #define __in_opt +#endif +#ifndef __in_ecount_opt + #define __nvapi_undef__in_ecount_opt + #define __in_ecount_opt(size) +#endif +#ifndef __in_bcount_opt + #define __nvapi_undef__in_bcount_opt + #define __in_bcount_opt(size) +#endif +#ifndef __in_z_opt + #define __nvapi_undef__in_z_opt + #define __in_z_opt +#endif +#ifndef __in_ecount_z_opt + #define __nvapi_undef__in_ecount_z_opt + #define __in_ecount_z_opt(size) +#endif +#ifndef __in_bcount_z_opt + #define __nvapi_undef__in_bcount_z_opt + #define __in_bcount_z_opt(size) +#endif +#ifndef __in_nz_opt + #define __nvapi_undef__in_nz_opt + #define __in_nz_opt +#endif +#ifndef __in_ecount_nz_opt + #define __nvapi_undef__in_ecount_nz_opt + #define __in_ecount_nz_opt(size) +#endif +#ifndef __in_bcount_nz_opt + #define __nvapi_undef__in_bcount_nz_opt + #define __in_bcount_nz_opt(size) +#endif +#ifndef __out_opt + #define __nvapi_undef__out_opt + #define __out_opt +#endif +#ifndef __out_ecount_opt + #define __nvapi_undef__out_ecount_opt + #define __out_ecount_opt(size) +#endif +#ifndef __out_bcount_opt + #define __nvapi_undef__out_bcount_opt + #define __out_bcount_opt(size) +#endif +#ifndef __out_ecount_part_opt + #define __nvapi_undef__out_ecount_part_opt + #define __out_ecount_part_opt(size,length) +#endif +#ifndef __out_bcount_part_opt + #define __nvapi_undef__out_bcount_part_opt + #define __out_bcount_part_opt(size,length) +#endif +#ifndef __out_ecount_full_opt + #define __nvapi_undef__out_ecount_full_opt + #define __out_ecount_full_opt(size) +#endif +#ifndef __out_bcount_full_opt + #define __nvapi_undef__out_bcount_full_opt + #define __out_bcount_full_opt(size) +#endif +#ifndef __out_ecount_z_opt + #define __nvapi_undef__out_ecount_z_opt + #define __out_ecount_z_opt(size) +#endif +#ifndef __out_bcount_z_opt + #define __nvapi_undef__out_bcount_z_opt + #define __out_bcount_z_opt(size) +#endif +#ifndef __out_ecount_part_z_opt + #define __nvapi_undef__out_ecount_part_z_opt + #define __out_ecount_part_z_opt(size,length) +#endif +#ifndef __out_bcount_part_z_opt + #define __nvapi_undef__out_bcount_part_z_opt + #define __out_bcount_part_z_opt(size,length) +#endif +#ifndef __out_ecount_full_z_opt + #define __nvapi_undef__out_ecount_full_z_opt + #define __out_ecount_full_z_opt(size) +#endif +#ifndef __out_bcount_full_z_opt + #define __nvapi_undef__out_bcount_full_z_opt + #define __out_bcount_full_z_opt(size) +#endif +#ifndef __out_ecount_nz_opt + #define __nvapi_undef__out_ecount_nz_opt + #define __out_ecount_nz_opt(size) +#endif +#ifndef __out_bcount_nz_opt + #define __nvapi_undef__out_bcount_nz_opt + #define __out_bcount_nz_opt(size) +#endif +#ifndef __inout_opt + #define __nvapi_undef__inout_opt + #define __inout_opt +#endif +#ifndef __inout_ecount_opt + #define __nvapi_undef__inout_ecount_opt + #define __inout_ecount_opt(size) +#endif +#ifndef __inout_bcount_opt + #define __nvapi_undef__inout_bcount_opt + #define __inout_bcount_opt(size) +#endif +#ifndef __inout_ecount_part_opt + #define __nvapi_undef__inout_ecount_part_opt + #define __inout_ecount_part_opt(size,length) +#endif +#ifndef __inout_bcount_part_opt + #define __nvapi_undef__inout_bcount_part_opt + #define __inout_bcount_part_opt(size,length) +#endif +#ifndef __inout_ecount_full_opt + #define __nvapi_undef__inout_ecount_full_opt + #define __inout_ecount_full_opt(size) +#endif +#ifndef __inout_bcount_full_opt + #define __nvapi_undef__inout_bcount_full_opt + #define __inout_bcount_full_opt(size) +#endif +#ifndef __inout_z_opt + #define __nvapi_undef__inout_z_opt + #define __inout_z_opt +#endif +#ifndef __inout_ecount_z_opt + #define __nvapi_undef__inout_ecount_z_opt + #define __inout_ecount_z_opt(size) +#endif +#ifndef __inout_ecount_z_opt + #define __nvapi_undef__inout_ecount_z_opt + #define __inout_ecount_z_opt(size) +#endif +#ifndef __inout_bcount_z_opt + #define __nvapi_undef__inout_bcount_z_opt + #define __inout_bcount_z_opt(size) +#endif +#ifndef __inout_nz_opt + #define __nvapi_undef__inout_nz_opt + #define __inout_nz_opt +#endif +#ifndef __inout_ecount_nz_opt + #define __nvapi_undef__inout_ecount_nz_opt + #define __inout_ecount_nz_opt(size) +#endif +#ifndef __inout_bcount_nz_opt + #define __nvapi_undef__inout_bcount_nz_opt + #define __inout_bcount_nz_opt(size) +#endif +#ifndef __deref_ecount + #define __nvapi_undef__deref_ecount + #define __deref_ecount(size) +#endif +#ifndef __deref_bcount + #define __nvapi_undef__deref_bcount + #define __deref_bcount(size) +#endif +#ifndef __deref_out + #define __nvapi_undef__deref_out + #define __deref_out +#endif +#ifndef __deref_out_ecount + #define __nvapi_undef__deref_out_ecount + #define __deref_out_ecount(size) +#endif +#ifndef __deref_out_bcount + #define __nvapi_undef__deref_out_bcount + #define __deref_out_bcount(size) +#endif +#ifndef __deref_out_ecount_part + #define __nvapi_undef__deref_out_ecount_part + #define __deref_out_ecount_part(size,length) +#endif +#ifndef __deref_out_bcount_part + #define __nvapi_undef__deref_out_bcount_part + #define __deref_out_bcount_part(size,length) +#endif +#ifndef __deref_out_ecount_full + #define __nvapi_undef__deref_out_ecount_full + #define __deref_out_ecount_full(size) +#endif +#ifndef __deref_out_bcount_full + #define __nvapi_undef__deref_out_bcount_full + #define __deref_out_bcount_full(size) +#endif +#ifndef __deref_out_z + #define __nvapi_undef__deref_out_z + #define __deref_out_z +#endif +#ifndef __deref_out_ecount_z + #define __nvapi_undef__deref_out_ecount_z + #define __deref_out_ecount_z(size) +#endif +#ifndef __deref_out_bcount_z + #define __nvapi_undef__deref_out_bcount_z + #define __deref_out_bcount_z(size) +#endif +#ifndef __deref_out_nz + #define __nvapi_undef__deref_out_nz + #define __deref_out_nz +#endif +#ifndef __deref_out_ecount_nz + #define __nvapi_undef__deref_out_ecount_nz + #define __deref_out_ecount_nz(size) +#endif +#ifndef __deref_out_bcount_nz + #define __nvapi_undef__deref_out_bcount_nz + #define __deref_out_bcount_nz(size) +#endif +#ifndef __deref_inout + #define __nvapi_undef__deref_inout + #define __deref_inout +#endif +#ifndef __deref_inout_z + #define __nvapi_undef__deref_inout_z + #define __deref_inout_z +#endif +#ifndef __deref_inout_ecount + #define __nvapi_undef__deref_inout_ecount + #define __deref_inout_ecount(size) +#endif +#ifndef __deref_inout_bcount + #define __nvapi_undef__deref_inout_bcount + #define __deref_inout_bcount(size) +#endif +#ifndef __deref_inout_ecount_part + #define __nvapi_undef__deref_inout_ecount_part + #define __deref_inout_ecount_part(size,length) +#endif +#ifndef __deref_inout_bcount_part + #define __nvapi_undef__deref_inout_bcount_part + #define __deref_inout_bcount_part(size,length) +#endif +#ifndef __deref_inout_ecount_full + #define __nvapi_undef__deref_inout_ecount_full + #define __deref_inout_ecount_full(size) +#endif +#ifndef __deref_inout_bcount_full + #define __nvapi_undef__deref_inout_bcount_full + #define __deref_inout_bcount_full(size) +#endif +#ifndef __deref_inout_z + #define __nvapi_undef__deref_inout_z + #define __deref_inout_z +#endif +#ifndef __deref_inout_ecount_z + #define __nvapi_undef__deref_inout_ecount_z + #define __deref_inout_ecount_z(size) +#endif +#ifndef __deref_inout_bcount_z + #define __nvapi_undef__deref_inout_bcount_z + #define __deref_inout_bcount_z(size) +#endif +#ifndef __deref_inout_nz + #define __nvapi_undef__deref_inout_nz + #define __deref_inout_nz +#endif +#ifndef __deref_inout_ecount_nz + #define __nvapi_undef__deref_inout_ecount_nz + #define __deref_inout_ecount_nz(size) +#endif +#ifndef __deref_inout_bcount_nz + #define __nvapi_undef__deref_inout_bcount_nz + #define __deref_inout_bcount_nz(size) +#endif +#ifndef __deref_ecount_opt + #define __nvapi_undef__deref_ecount_opt + #define __deref_ecount_opt(size) +#endif +#ifndef __deref_bcount_opt + #define __nvapi_undef__deref_bcount_opt + #define __deref_bcount_opt(size) +#endif +#ifndef __deref_out_opt + #define __nvapi_undef__deref_out_opt + #define __deref_out_opt +#endif +#ifndef __deref_out_ecount_opt + #define __nvapi_undef__deref_out_ecount_opt + #define __deref_out_ecount_opt(size) +#endif +#ifndef __deref_out_bcount_opt + #define __nvapi_undef__deref_out_bcount_opt + #define __deref_out_bcount_opt(size) +#endif +#ifndef __deref_out_ecount_part_opt + #define __nvapi_undef__deref_out_ecount_part_opt + #define __deref_out_ecount_part_opt(size,length) +#endif +#ifndef __deref_out_bcount_part_opt + #define __nvapi_undef__deref_out_bcount_part_opt + #define __deref_out_bcount_part_opt(size,length) +#endif +#ifndef __deref_out_ecount_full_opt + #define __nvapi_undef__deref_out_ecount_full_opt + #define __deref_out_ecount_full_opt(size) +#endif +#ifndef __deref_out_bcount_full_opt + #define __nvapi_undef__deref_out_bcount_full_opt + #define __deref_out_bcount_full_opt(size) +#endif +#ifndef __deref_out_z_opt + #define __nvapi_undef__deref_out_z_opt + #define __deref_out_z_opt +#endif +#ifndef __deref_out_ecount_z_opt + #define __nvapi_undef__deref_out_ecount_z_opt + #define __deref_out_ecount_z_opt(size) +#endif +#ifndef __deref_out_bcount_z_opt + #define __nvapi_undef__deref_out_bcount_z_opt + #define __deref_out_bcount_z_opt(size) +#endif +#ifndef __deref_out_nz_opt + #define __nvapi_undef__deref_out_nz_opt + #define __deref_out_nz_opt +#endif +#ifndef __deref_out_ecount_nz_opt + #define __nvapi_undef__deref_out_ecount_nz_opt + #define __deref_out_ecount_nz_opt(size) +#endif +#ifndef __deref_out_bcount_nz_opt + #define __nvapi_undef__deref_out_bcount_nz_opt + #define __deref_out_bcount_nz_opt(size) +#endif +#ifndef __deref_inout_opt + #define __nvapi_undef__deref_inout_opt + #define __deref_inout_opt +#endif +#ifndef __deref_inout_ecount_opt + #define __nvapi_undef__deref_inout_ecount_opt + #define __deref_inout_ecount_opt(size) +#endif +#ifndef __deref_inout_bcount_opt + #define __nvapi_undef__deref_inout_bcount_opt + #define __deref_inout_bcount_opt(size) +#endif +#ifndef __deref_inout_ecount_part_opt + #define __nvapi_undef__deref_inout_ecount_part_opt + #define __deref_inout_ecount_part_opt(size,length) +#endif +#ifndef __deref_inout_bcount_part_opt + #define __nvapi_undef__deref_inout_bcount_part_opt + #define __deref_inout_bcount_part_opt(size,length) +#endif +#ifndef __deref_inout_ecount_full_opt + #define __nvapi_undef__deref_inout_ecount_full_opt + #define __deref_inout_ecount_full_opt(size) +#endif +#ifndef __deref_inout_bcount_full_opt + #define __nvapi_undef__deref_inout_bcount_full_opt + #define __deref_inout_bcount_full_opt(size) +#endif +#ifndef __deref_inout_z_opt + #define __nvapi_undef__deref_inout_z_opt + #define __deref_inout_z_opt +#endif +#ifndef __deref_inout_ecount_z_opt + #define __nvapi_undef__deref_inout_ecount_z_opt + #define __deref_inout_ecount_z_opt(size) +#endif +#ifndef __deref_inout_bcount_z_opt + #define __nvapi_undef__deref_inout_bcount_z_opt + #define __deref_inout_bcount_z_opt(size) +#endif +#ifndef __deref_inout_nz_opt + #define __nvapi_undef__deref_inout_nz_opt + #define __deref_inout_nz_opt +#endif +#ifndef __deref_inout_ecount_nz_opt + #define __nvapi_undef__deref_inout_ecount_nz_opt + #define __deref_inout_ecount_nz_opt(size) +#endif +#ifndef __deref_inout_bcount_nz_opt + #define __nvapi_undef__deref_inout_bcount_nz_opt + #define __deref_inout_bcount_nz_opt(size) +#endif +#ifndef __deref_opt_ecount + #define __nvapi_undef__deref_opt_ecount + #define __deref_opt_ecount(size) +#endif +#ifndef __deref_opt_bcount + #define __nvapi_undef__deref_opt_bcount + #define __deref_opt_bcount(size) +#endif +#ifndef __deref_opt_out + #define __nvapi_undef__deref_opt_out + #define __deref_opt_out +#endif +#ifndef __deref_opt_out_z + #define __nvapi_undef__deref_opt_out_z + #define __deref_opt_out_z +#endif +#ifndef __deref_opt_out_ecount + #define __nvapi_undef__deref_opt_out_ecount + #define __deref_opt_out_ecount(size) +#endif +#ifndef __deref_opt_out_bcount + #define __nvapi_undef__deref_opt_out_bcount + #define __deref_opt_out_bcount(size) +#endif +#ifndef __deref_opt_out_ecount_part + #define __nvapi_undef__deref_opt_out_ecount_part + #define __deref_opt_out_ecount_part(size,length) +#endif +#ifndef __deref_opt_out_bcount_part + #define __nvapi_undef__deref_opt_out_bcount_part + #define __deref_opt_out_bcount_part(size,length) +#endif +#ifndef __deref_opt_out_ecount_full + #define __nvapi_undef__deref_opt_out_ecount_full + #define __deref_opt_out_ecount_full(size) +#endif +#ifndef __deref_opt_out_bcount_full + #define __nvapi_undef__deref_opt_out_bcount_full + #define __deref_opt_out_bcount_full(size) +#endif +#ifndef __deref_opt_inout + #define __nvapi_undef__deref_opt_inout + #define __deref_opt_inout +#endif +#ifndef __deref_opt_inout_ecount + #define __nvapi_undef__deref_opt_inout_ecount + #define __deref_opt_inout_ecount(size) +#endif +#ifndef __deref_opt_inout_bcount + #define __nvapi_undef__deref_opt_inout_bcount + #define __deref_opt_inout_bcount(size) +#endif +#ifndef __deref_opt_inout_ecount_part + #define __nvapi_undef__deref_opt_inout_ecount_part + #define __deref_opt_inout_ecount_part(size,length) +#endif +#ifndef __deref_opt_inout_bcount_part + #define __nvapi_undef__deref_opt_inout_bcount_part + #define __deref_opt_inout_bcount_part(size,length) +#endif +#ifndef __deref_opt_inout_ecount_full + #define __nvapi_undef__deref_opt_inout_ecount_full + #define __deref_opt_inout_ecount_full(size) +#endif +#ifndef __deref_opt_inout_bcount_full + #define __nvapi_undef__deref_opt_inout_bcount_full + #define __deref_opt_inout_bcount_full(size) +#endif +#ifndef __deref_opt_inout_z + #define __nvapi_undef__deref_opt_inout_z + #define __deref_opt_inout_z +#endif +#ifndef __deref_opt_inout_ecount_z + #define __nvapi_undef__deref_opt_inout_ecount_z + #define __deref_opt_inout_ecount_z(size) +#endif +#ifndef __deref_opt_inout_bcount_z + #define __nvapi_undef__deref_opt_inout_bcount_z + #define __deref_opt_inout_bcount_z(size) +#endif +#ifndef __deref_opt_inout_nz + #define __nvapi_undef__deref_opt_inout_nz + #define __deref_opt_inout_nz +#endif +#ifndef __deref_opt_inout_ecount_nz + #define __nvapi_undef__deref_opt_inout_ecount_nz + #define __deref_opt_inout_ecount_nz(size) +#endif +#ifndef __deref_opt_inout_bcount_nz + #define __nvapi_undef__deref_opt_inout_bcount_nz + #define __deref_opt_inout_bcount_nz(size) +#endif +#ifndef __deref_opt_ecount_opt + #define __nvapi_undef__deref_opt_ecount_opt + #define __deref_opt_ecount_opt(size) +#endif +#ifndef __deref_opt_bcount_opt + #define __nvapi_undef__deref_opt_bcount_opt + #define __deref_opt_bcount_opt(size) +#endif +#ifndef __deref_opt_out_opt + #define __nvapi_undef__deref_opt_out_opt + #define __deref_opt_out_opt +#endif +#ifndef __deref_opt_out_ecount_opt + #define __nvapi_undef__deref_opt_out_ecount_opt + #define __deref_opt_out_ecount_opt(size) +#endif +#ifndef __deref_opt_out_bcount_opt + #define __nvapi_undef__deref_opt_out_bcount_opt + #define __deref_opt_out_bcount_opt(size) +#endif +#ifndef __deref_opt_out_ecount_part_opt + #define __nvapi_undef__deref_opt_out_ecount_part_opt + #define __deref_opt_out_ecount_part_opt(size,length) +#endif +#ifndef __deref_opt_out_bcount_part_opt + #define __nvapi_undef__deref_opt_out_bcount_part_opt + #define __deref_opt_out_bcount_part_opt(size,length) +#endif +#ifndef __deref_opt_out_ecount_full_opt + #define __nvapi_undef__deref_opt_out_ecount_full_opt + #define __deref_opt_out_ecount_full_opt(size) +#endif +#ifndef __deref_opt_out_bcount_full_opt + #define __nvapi_undef__deref_opt_out_bcount_full_opt + #define __deref_opt_out_bcount_full_opt(size) +#endif +#ifndef __deref_opt_out_z_opt + #define __nvapi_undef__deref_opt_out_z_opt + #define __deref_opt_out_z_opt +#endif +#ifndef __deref_opt_out_ecount_z_opt + #define __nvapi_undef__deref_opt_out_ecount_z_opt + #define __deref_opt_out_ecount_z_opt(size) +#endif +#ifndef __deref_opt_out_bcount_z_opt + #define __nvapi_undef__deref_opt_out_bcount_z_opt + #define __deref_opt_out_bcount_z_opt(size) +#endif +#ifndef __deref_opt_out_nz_opt + #define __nvapi_undef__deref_opt_out_nz_opt + #define __deref_opt_out_nz_opt +#endif +#ifndef __deref_opt_out_ecount_nz_opt + #define __nvapi_undef__deref_opt_out_ecount_nz_opt + #define __deref_opt_out_ecount_nz_opt(size) +#endif +#ifndef __deref_opt_out_bcount_nz_opt + #define __nvapi_undef__deref_opt_out_bcount_nz_opt + #define __deref_opt_out_bcount_nz_opt(size) +#endif +#ifndef __deref_opt_inout_opt + #define __nvapi_undef__deref_opt_inout_opt + #define __deref_opt_inout_opt +#endif +#ifndef __deref_opt_inout_ecount_opt + #define __nvapi_undef__deref_opt_inout_ecount_opt + #define __deref_opt_inout_ecount_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_opt + #define __nvapi_undef__deref_opt_inout_bcount_opt + #define __deref_opt_inout_bcount_opt(size) +#endif +#ifndef __deref_opt_inout_ecount_part_opt + #define __nvapi_undef__deref_opt_inout_ecount_part_opt + #define __deref_opt_inout_ecount_part_opt(size,length) +#endif +#ifndef __deref_opt_inout_bcount_part_opt + #define __nvapi_undef__deref_opt_inout_bcount_part_opt + #define __deref_opt_inout_bcount_part_opt(size,length) +#endif +#ifndef __deref_opt_inout_ecount_full_opt + #define __nvapi_undef__deref_opt_inout_ecount_full_opt + #define __deref_opt_inout_ecount_full_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_full_opt + #define __nvapi_undef__deref_opt_inout_bcount_full_opt + #define __deref_opt_inout_bcount_full_opt(size) +#endif +#ifndef __deref_opt_inout_z_opt + #define __nvapi_undef__deref_opt_inout_z_opt + #define __deref_opt_inout_z_opt +#endif +#ifndef __deref_opt_inout_ecount_z_opt + #define __nvapi_undef__deref_opt_inout_ecount_z_opt + #define __deref_opt_inout_ecount_z_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_z_opt + #define __nvapi_undef__deref_opt_inout_bcount_z_opt + #define __deref_opt_inout_bcount_z_opt(size) +#endif +#ifndef __deref_opt_inout_nz_opt + #define __nvapi_undef__deref_opt_inout_nz_opt + #define __deref_opt_inout_nz_opt +#endif +#ifndef __deref_opt_inout_ecount_nz_opt + #define __nvapi_undef__deref_opt_inout_ecount_nz_opt + #define __deref_opt_inout_ecount_nz_opt(size) +#endif +#ifndef __deref_opt_inout_bcount_nz_opt + #define __nvapi_undef__deref_opt_inout_bcount_nz_opt + #define __deref_opt_inout_bcount_nz_opt(size) +#endif +#ifndef __success + #define __nvapi_success + #define __success(epxr) +#endif +#ifndef _Ret_notnull_ + #define __nvapi__Ret_notnull_ + #define _Ret_notnull_ +#endif +#ifndef _Post_writable_byte_size_ + #define __nvapi__Post_writable_byte_size_ + #define _Post_writable_byte_size_(n) +#endif +#ifndef _Outptr_ + #define __nvapi_Outptr_ + #define _Outptr_ +#endif + +#define NVAPI_INTERFACE extern __success(return == NVAPI_OK) NvAPI_Status __cdecl diff --git a/src/imports/nvapi/nvapi_lite_sli.h b/src/imports/nvapi/nvapi_lite_sli.h new file mode 100644 index 0000000..0ceff5b --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_sli.h @@ -0,0 +1,247 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +//----------------------------------------------------------------------------- +// DirectX APIs +//----------------------------------------------------------------------------- + + +//! \ingroup dx +//! Used in NvAPI_D3D10_GetCurrentSLIState(), and NvAPI_D3D_GetCurrentSLIState(). +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 maxNumAFRGroups; //!< [OUT] The maximum possible value of numAFRGroups + NvU32 numAFRGroups; //!< [OUT] The number of AFR groups enabled in the system + NvU32 currentAFRIndex; //!< [OUT] The AFR group index for the frame currently being rendered + NvU32 nextFrameAFRIndex; //!< [OUT] What the AFR group index will be for the next frame (i.e. after calling Present) + NvU32 previousFrameAFRIndex; //!< [OUT] The AFR group index that was used for the previous frame (~0 if more than one frame has not been rendered yet) + NvU32 bIsCurAFRGroupNew; //!< [OUT] Boolean: Is this frame the first time running on the current AFR group + +} NV_GET_CURRENT_SLI_STATE_V1; + +typedef struct +{ + NvU32 version; //!< Structure version + NvU32 maxNumAFRGroups; //!< [OUT] The maximum possible value of numAFRGroups + NvU32 numAFRGroups; //!< [OUT] The number of AFR groups enabled in the system + NvU32 currentAFRIndex; //!< [OUT] The AFR group index for the frame currently being rendered + NvU32 nextFrameAFRIndex; //!< [OUT] What the AFR group index will be for the next frame (i.e. after calling Present) + NvU32 previousFrameAFRIndex; //!< [OUT] The AFR group index that was used for the previous frame (~0 if more than one frame has not been rendered yet) + NvU32 bIsCurAFRGroupNew; //!< [OUT] Boolean: Is this frame the first time running on the current AFR group + NvU32 numVRSLIGpus; //!< [OUT] The number of GPUs used in VR-SLI. If it is 0 VR-SLI is not active + +} NV_GET_CURRENT_SLI_STATE_V2; + +//! \ingroup dx +#define NV_GET_CURRENT_SLI_STATE_VER1 MAKE_NVAPI_VERSION(NV_GET_CURRENT_SLI_STATE_V1,1) +#define NV_GET_CURRENT_SLI_STATE_VER2 MAKE_NVAPI_VERSION(NV_GET_CURRENT_SLI_STATE_V2,1) +#define NV_GET_CURRENT_SLI_STATE_VER NV_GET_CURRENT_SLI_STATE_VER2 +#define NV_GET_CURRENT_SLI_STATE NV_GET_CURRENT_SLI_STATE_V2 +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_GetCurrentSLIState +// +//! DESCRIPTION: This function returns the current SLI state for the specified device. The structure +//! contains the number of AFR groups, the current AFR group index, +//! and what the AFR group index will be for the next frame. \p +//! pDevice can be either a IDirect3DDevice9 or ID3D10Device pointer. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 173 +//! +//! \retval NVAPI_OK Completed request +//! \retval NVAPI_ERROR Error occurred +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_GetCurrentSLIState(IUnknown *pDevice, NV_GET_CURRENT_SLI_STATE *pSliState); +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_SetResourceHint +// +//! \fn NvAPI_D3D_SetResourceHint(IUnknown *pDev, NVDX_ObjectHandle obj, +//! NVAPI_D3D_SETRESOURCEHINT_CATEGORY dwHintCategory, +//! NvU32 dwHintName, +//! NvU32 *pdwHintValue) +//! +//! DESCRIPTION: This is a general purpose function for passing down various resource +//! related hints to the driver. Hints are divided into categories +//! and types within each category. For DX11 devices this function is free-threaded. +//! An application is responsible to complete this call before making use of the resource +//! in a rendering context (therefore applying inter-thread synchronization as appropriate). +//! As a debug help to an application the driver enforces that a resource in this call was never bound. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pDev The ID3D10Device or IDirect3DDevice9 that is a using the resource +//! \param [in] obj Previously obtained HV resource handle +//! \param [in] dwHintCategory Category of the hints +//! \param [in] dwHintName A hint within this category +//! \param [in/out] *pdwHintValue Pointer to location containing hint value, function returns previous hint value in this slot +//! +//! \return an int which could be an NvAPI status or DX HRESULT code +//! +//! \retval ::NVAPI_OK +//! \retval ::NVAPI_INVALID_ARGUMENT +//! \retval ::NVAPI_INVALID_CALL It is illegal to change a hint dynamically when the resource is already bound. +// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + +//! \ingroup dx +//! Valid categories for NvAPI_D3D_SetResourceHint() +typedef enum _NVAPI_D3D_SETRESOURCEHINT_CATEGORY +{ + NVAPI_D3D_SRH_CATEGORY_SLI = 1 +} NVAPI_D3D_SETRESOURCEHINT_CATEGORY; + + +// +// NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC: +// NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USING: +// NVAPI_D3D_SRH_SLI_RESPECT_DRIVER_INTERFRAME_CONTENT_SYNC: + + +//! \ingroup dx +//! Types of SLI hints; \n +//! NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC: Valid values : 0 or 1 \n +//! Default value: 0 \n +//! Explanation: If the value is 1, the driver will not track any rendering operations that would mark this resource as dirty, +//! avoiding any form of synchronization across frames rendered in parallel in multiple GPUs in AFR mode. +//! +//! NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USAGE: Valid values : 0 or 1 \n +//! Default value: 0 \n +//! Explanation: If the value is 1, the driver will try to perform operations which involved target resource in broadcast, +//! where it's possible. Hint is static and must be set before resource starts using. +//! +//! NVAPI_D3D_SRH_SLI_RESPECT_DRIVER_INTERFRAME_CONTENT_SYNC: Valid values : 0 or 1 \n +//! Default value: 0 \n +//! Explanation: If the value is 1, the driver will do dirty resource resolve regardless of discard flags in the application profile or +//! AFR-FriendlyD3DHints.exe name using. +//! +typedef enum _NVAPI_D3D_SETRESOURCEHINT_SLI +{ + NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC = 1, + NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USAGE = 2, + NVAPI_D3D_SRH_SLI_RESPECT_DRIVER_INTERFRAME_CONTENT_SYNC = 3 +} NVAPI_D3D_SETRESOURCEHINT_SLI; + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D_SetResourceHint(IUnknown *pDev, NVDX_ObjectHandle obj, + NVAPI_D3D_SETRESOURCEHINT_CATEGORY dwHintCategory, + NvU32 dwHintName, + NvU32 *pdwHintValue); +#endif //defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_BeginResourceRendering +// +//! \fn NvAPI_D3D_BeginResourceRendering(IUnknown *pDeviceOrContext, NVDX_ObjectHandle obj, NvU32 Flags) +//! DESCRIPTION: This function tells the driver that the resource will begin to receive updates. It must be used in combination with NvAPI_D3D_EndResourceRendering(). +//! The primary use of this function is allow the driver to initiate early inter-frame synchronization of resources while running in AFR SLI mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pDev IDirect3DDevice9, ID3D10Device, ID3D11Device or ID3D11DeviceContext that is using the resource +//! \param [in] obj Previously obtained HV resource handle +//! \param [in] Flags The flags for functionality applied to resource while being used. +//! +//! \retval ::NVAPI_OK Function succeeded, if used properly and driver can initiate proper sync'ing of the resources. +//! \retval ::NVAPI_INVALID_ARGUMENT Bad argument(s) or invalid flag values +//! \retval ::NVAPI_INVALID_CALL Mismatched begin/end calls +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup dx +//! Used in NvAPI_D3D_BeginResourceRendering(). +typedef enum _NVAPI_D3D_RESOURCERENDERING_FLAG +{ + NVAPI_D3D_RR_FLAG_DEFAULTS = 0x00000000, //!< All bits set to 0 are defaults. + NVAPI_D3D_RR_FLAG_FORCE_DISCARD_CONTENT = 0x00000001, //!< (bit 0) The flag forces to discard previous content of the resource regardless of the NvApiHints_Sli_Disable_InterframeSync hint + NVAPI_D3D_RR_FLAG_FORCE_KEEP_CONTENT = 0x00000002, //!< (bit 1) The flag forces to respect previous content of the resource regardless of the NvApiHints_Sli_Disable_InterframeSync hint + NVAPI_D3D_RR_FLAG_MULTI_FRAME = 0x00000004 //!< (bit 2) The flag hints the driver that content will be used for many frames. If not specified then the driver assumes that content is used only on the next frame +} NVAPI_D3D_RESOURCERENDERING_FLAG; + +//! \ingroup dx +NVAPI_INTERFACE NvAPI_D3D_BeginResourceRendering(IUnknown *pDeviceOrContext, NVDX_ObjectHandle obj, NvU32 Flags); + +#endif //defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_D3D_EndResourceRendering +// +//! DESCRIPTION: This function tells the driver that the resource is done receiving updates. It must be used in combination with +//! NvAPI_D3D_BeginResourceRendering(). +//! The primary use of this function is allow the driver to initiate early inter-frame syncs of resources while running in AFR SLI mode. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 185 +//! +//! \param [in] pDev IDirect3DDevice9, ID3D10Device, ID3D11Device or ID3D11DeviceContext that is using the resource +//! \param [in] obj Previously obtained HV resource handle +//! \param [in] Flags Reserved, must be zero +// +//! \retval ::NVAPI_OK Function succeeded, if used properly and driver can initiate proper sync'ing of the resources. +//! \retval ::NVAPI_INVALID_ARGUMENT Bad argument(s) or invalid flag values +//! \retval ::NVAPI_INVALID_CALL Mismatched begin/end calls +//! +//! \ingroup dx +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_D3D_EndResourceRendering(IUnknown *pDeviceOrContext, NVDX_ObjectHandle obj, NvU32 Flags); +#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__) + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_stereo.h b/src/imports/nvapi/nvapi_lite_stereo.h new file mode 100644 index 0000000..cce50d6 --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_stereo.h @@ -0,0 +1,592 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Enable +// +//! DESCRIPTION: This APU enables stereo mode in the registry. +//! Calls to this function affect the entire system. +//! If stereo is not enabled, then calls to functions that require that stereo is enabled have no effect, +//! and will return the appropriate error code. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \retval ::NVAPI_OK Stereo is now enabled. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Enable(void); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Disable +// +//! DESCRIPTION: This API disables stereo mode in the registry. +//! Calls to this function affect the entire system. +//! If stereo is not enabled, then calls to functions that require that stereo is enabled have no effect, +//! and will return the appropriate error code. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \retval ::NVAPI_OK Stereo is now disabled. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Disable(void); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_IsEnabled +// +//! DESCRIPTION: This API checks if stereo mode is enabled in the registry. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [out] pIsStereoEnabled Address where the result of the inquiry will be placed. +//! +//! \retval ::NVAPI_OK Check was sucessfully completed and result reflects current state of stereo availability. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_IsEnabled(NvU8 *pIsStereoEnabled); +#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__)|| defined(__d3d12_h__) + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_CreateHandleFromIUnknown +// +//! DESCRIPTION: This API creates a stereo handle that is used in subsequent calls related to a given device interface. +//! This must be called before any other NvAPI_Stereo_ function for that handle. +//! Multiple devices can be used at one time using multiple calls to this function (one per each device). +//! +//! HOW TO USE: After the Direct3D device is created, create the stereo handle. +//! On call success: +//! -# Use all other NvAPI_Stereo_ functions that have stereo handle as first parameter. +//! -# After the device interface that corresponds to the the stereo handle is destroyed, +//! the application should call NvAPI_DestroyStereoHandle() for that stereo handle. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] pDevice Pointer to IUnknown interface that is IDirect3DDevice9* in DX9, ID3D10Device*. +//! \param [out] pStereoHandle Pointer to the newly created stereo handle. +//! +//! \retval ::NVAPI_OK Stereo handle is created for given device interface. +//! \retval ::NVAPI_INVALID_ARGUMENT Provided device interface is invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_CreateHandleFromIUnknown(IUnknown *pDevice, StereoHandle *pStereoHandle); + +#endif // defined(_D3D9_H_) || defined(__d3d10_h__) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_DestroyHandle +// +//! DESCRIPTION: This API destroys the stereo handle created with one of the NvAPI_Stereo_CreateHandleFrom() functions. +//! This should be called after the device corresponding to the handle has been destroyed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that is to be destroyed. +//! +//! \retval ::NVAPI_OK Stereo handle is destroyed. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_DestroyHandle(StereoHandle stereoHandle); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Activate +// +//! DESCRIPTION: This API activates stereo for the device interface corresponding to the given stereo handle. +//! Activating stereo is possible only if stereo was enabled previously in the registry. +//! If stereo is not activated, then calls to functions that require that stereo is activated have no effect, +//! and will return the appropriate error code. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle corresponding to the device interface. +//! +//! \retval ::NVAPI_OK Stereo is turned on. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Activate(StereoHandle stereoHandle); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Deactivate +// +//! DESCRIPTION: This API deactivates stereo for the given device interface. +//! If stereo is not activated, then calls to functions that require that stereo is activated have no effect, +//! and will return the appropriate error code. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! +//! \retval ::NVAPI_OK Stereo is turned off. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Deactivate(StereoHandle stereoHandle); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_IsActivated +// +//! DESCRIPTION: This API checks if stereo is activated for the given device interface. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] pIsStereoOn Address where result of the inquiry will be placed. +//! +//! \retval ::NVAPI_OK - Check was sucessfully completed and result reflects current state of stereo (on/off). +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE - Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR - Something is wrong (generic error). +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_IsActivated(StereoHandle stereoHandle, NvU8 *pIsStereoOn); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetSeparation +// +//! DESCRIPTION: This API gets current separation value (in percents). +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pSeparationPercentage Address of @c float type variable to store current separation percentage in. +//! +//! \retval ::NVAPI_OK Retrieval of separation percentage was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetSeparation(StereoHandle stereoHandle, float *pSeparationPercentage); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetSeparation +// +//! DESCRIPTION: This API sets separation to given percentage. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] newSeparationPercentage New value for separation percentage. +//! +//! \retval ::NVAPI_OK Setting of separation percentage was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_STEREO_PARAMETER_OUT_OF_RANGE Given separation percentage is out of [0..100] range. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetSeparation(StereoHandle stereoHandle, float newSeparationPercentage); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetConvergence +// +//! DESCRIPTION: This API gets the current convergence value. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pConvergence Address of @c float type variable to store current convergence value in. +//! +//! \retval ::NVAPI_OK Retrieval of convergence value was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetConvergence(StereoHandle stereoHandle, float *pConvergence); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetConvergence +// +//! DESCRIPTION: This API sets convergence to the given value. +//! +//! WHEN TO USE: After the stereo handle for the device interface is created via successfull call to the appropriate NvAPI_Stereo_CreateHandleFrom() function. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \since Release: 180 +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] newConvergence New value for convergence. +//! +//! \retval ::NVAPI_OK Setting of convergence value was successfull. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetConvergence(StereoHandle stereoHandle, float newConvergence); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetActiveEye +// +//! \fn NvAPI_Stereo_SetActiveEye(StereoHandle hStereoHandle, NV_STEREO_ACTIVE_EYE StereoEye); +//! DESCRIPTION: This API sets the back buffer to left or right in Direct stereo mode. +//! +//! HOW TO USE: After the stereo handle for device interface is created via successfull call to appropriate +//! NvAPI_Stereo_CreateHandleFrom function. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] StereoEye Defines active eye in Direct stereo mode +//! +//! \retval ::NVAPI_OK - Active eye is set. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE - Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED - NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED - Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_INVALID_ARGUMENT - StereoEye parameter has not allowed value. +//! \retval ::NVAPI_SET_NOT_ALLOWED - Current stereo mode is not Direct +//! \retval ::NVAPI_ERROR - Something is wrong (generic error). +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +typedef enum _NV_StereoActiveEye +{ + NVAPI_STEREO_EYE_RIGHT = 1, + NVAPI_STEREO_EYE_LEFT = 2, + NVAPI_STEREO_EYE_MONO = 3, +} NV_STEREO_ACTIVE_EYE; + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_SetActiveEye(StereoHandle hStereoHandle, NV_STEREO_ACTIVE_EYE StereoEye); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetDriverMode +// +//! \fn NvAPI_Stereo_SetDriverMode( NV_STEREO_DRIVER_MODE mode ); +//! DESCRIPTION: This API sets the 3D stereo driver mode: Direct or Automatic +//! +//! HOW TO USE: This API must be called before the device is created. +//! Applies to DirectX 9 and higher. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] mode Defines the 3D stereo driver mode: Direct or Automatic +//! +//! \retval ::NVAPI_OK Active eye is set. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_INVALID_ARGUMENT mode parameter has not allowed value. +//! \retval ::NVAPI_ERROR Something is wrong (generic error). +// +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +typedef enum _NV_StereoDriverMode +{ + NVAPI_STEREO_DRIVER_MODE_AUTOMATIC = 0, + NVAPI_STEREO_DRIVER_MODE_DIRECT = 2, +} NV_STEREO_DRIVER_MODE; + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_SetDriverMode( NV_STEREO_DRIVER_MODE mode ); + +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetEyeSeparation +// +//! DESCRIPTION: This API returns eye separation as a ratio of /. +//! +//! HOW TO USE: After the stereo handle for device interface is created via successfull call to appropriate API. Applies only to DirectX 9 and up. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [in] stereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pSeparation Eye separation. +//! +//! \retval ::NVAPI_OK Active eye is set. +//! \retval ::NVAPI_STEREO_INVALID_DEVICE_INTERFACE Device interface is not valid. Create again, then attach again. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR (generic error). +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetEyeSeparation(StereoHandle hStereoHandle, float *pSeparation ); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_IsWindowedModeSupported +// +//! DESCRIPTION: This API returns availability of windowed mode stereo +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! \param [out] bSupported(OUT) != 0 - supported, \n +//! == 0 - is not supported +//! +//! +//! \retval ::NVAPI_OK Retrieval of frustum adjust mode was successfull. +//! \retval ::NVAPI_API_NOT_INTIALIZED NVAPI not initialized. +//! \retval ::NVAPI_STEREO_NOT_INITIALIZED Stereo part of NVAPI not initialized. +//! \retval ::NVAPI_ERROR Something is wrong (generic error). +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_IsWindowedModeSupported(NvU8* bSupported); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetSurfaceCreationMode +// +//! \function NvAPI_Stereo_SetSurfaceCreationMode(StereoHandle hStereoHandle, NVAPI_STEREO_SURFACECREATEMODE creationMode) +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [in] creationMode New surface creation mode for this device interface. +//! +//! \since Release: 285 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API sets surface creation mode for this device interface. +//! +//! WHEN TO USE: After the stereo handle for device interface is created via successful call to appropriate NvAPI_Stereo_CreateHandleFrom function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! There are no return error codes with specific meaning for this API. +//! +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +typedef enum _NVAPI_STEREO_SURFACECREATEMODE +{ + NVAPI_STEREO_SURFACECREATEMODE_AUTO, //!< Use driver registry profile settings for surface creation mode. + NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO, //!< Always create stereo surfaces. + NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO //!< Always create mono surfaces. +} NVAPI_STEREO_SURFACECREATEMODE; + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_SetSurfaceCreationMode(__in StereoHandle hStereoHandle, __in NVAPI_STEREO_SURFACECREATEMODE creationMode); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetSurfaceCreationMode +// +//! \function NvAPI_Stereo_GetSurfaceCreationMode(StereoHandle hStereoHandle, NVAPI_STEREO_SURFACECREATEMODE* pCreationMode) +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pCreationMode The current creation mode for this device interface. +//! +//! \since Release: 295 +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API gets surface creation mode for this device interface. +//! +//! WHEN TO USE: After the stereo handle for device interface is created via successful call to appropriate NvAPI_Stereo_CreateHandleFrom function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! There are no return error codes with specific meaning for this API. +//! +/////////////////////////////////////////////////////////////////////////////// + +//! \ingroup stereoapi +NVAPI_INTERFACE NvAPI_Stereo_GetSurfaceCreationMode(__in StereoHandle hStereoHandle, __in NVAPI_STEREO_SURFACECREATEMODE* pCreationMode); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_Debug_WasLastDrawStereoized +// +//! \param [in] hStereoHandle Stereo handle that corresponds to the device interface. +//! \param [out] pWasStereoized Address where result of the inquiry will be placed. +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API checks if the last draw call was stereoized. It is a very expensive to call and should be used for debugging purpose *only*. +//! +//! WHEN TO USE: After the stereo handle for device interface is created via successful call to appropriate NvAPI_Stereo_CreateHandleFrom function. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! There are no return error codes with specific meaning for this API. +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_Debug_WasLastDrawStereoized(__in StereoHandle hStereoHandle, __out NvU8 *pWasStereoized); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_SetDefaultProfile +// +//! +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API defines the stereo profile used by the driver in case the application has no associated profile. +//! +//! WHEN TO USE: To take effect, this API must be called before D3D device is created. Calling once a device has been created will not affect the current device. +//! +//! \param [in] szProfileName Default profile name. +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! Error codes specific to this API are described below. +//! +//! \retval NVAPI_SUCCESS - Default stereo profile name has been copied into szProfileName. +//! \retval NVAPI_INVALID_ARGUMENT - szProfileName == NULL. +//! \retval NVAPI_DEFAULT_STEREO_PROFILE_DOES_NOT_EXIST - Default stereo profile does not exist +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_SetDefaultProfile(__in const char* szProfileName); +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Stereo_GetDefaultProfile +// +//! SUPPORTED OS: Windows 10 and higher +//! +//! +//! DESCRIPTION: This API retrieves the current default stereo profile. +//! +//! After call cbSizeOut contain 0 if default profile is not set required buffer size cbSizeOut. +//! To get needed buffer size this function can be called with szProfileName==0 and cbSizeIn == 0. +//! +//! WHEN TO USE: This API can be called at any time. +//! +//! +//! \param [in] cbSizeIn Size of buffer allocated for default stereo profile name. +//! \param [out] szProfileName Default stereo profile name. +//! \param [out] pcbSizeOut Required buffer size. +//! # ==0 - there is no default stereo profile name currently set +//! # !=0 - size of buffer required for currently set default stereo profile name including trailing '0'. +//! +//! +//! \return This API can return any of the error codes enumerated in #NvAPI_Status. +//! Error codes specific to this API are described below. +//! +//! \retval NVAPI_SUCCESS - Default stereo profile name has been copied into szProfileName. +//! \retval NVAPI_DEFAULT_STEREO_PROFILE_IS_NOT_DEFINED - There is no default stereo profile set at this time. +//! \retval NVAPI_INVALID_ARGUMENT - pcbSizeOut == 0 or cbSizeIn >= *pcbSizeOut && szProfileName == 0 +//! \retval NVAPI_INSUFFICIENT_BUFFER - cbSizeIn < *pcbSizeOut +//! +//! \ingroup stereoapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Stereo_GetDefaultProfile( __in NvU32 cbSizeIn, __out_bcount_part_opt(cbSizeIn, *pcbSizeOut) char* szProfileName, __out NvU32 *pcbSizeOut); + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/imports/nvapi/nvapi_lite_surround.h b/src/imports/nvapi/nvapi_lite_surround.h new file mode 100644 index 0000000..7f861d8 --- /dev/null +++ b/src/imports/nvapi/nvapi_lite_surround.h @@ -0,0 +1,95 @@ +/*********************************************************************************************************\ +|* *| +|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *| +|* SPDX-License-Identifier: MIT *| +|* *| +|* Permission is hereby granted, free of charge, to any person obtaining a *| +|* copy of this software and associated documentation files (the "Software"), *| +|* to deal in the Software without restriction, including without limitation *| +|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *| +|* and/or sell copies of the Software, and to permit persons to whom the *| +|* Software is furnished to do so, subject to the following conditions: *| +|* *| +|* The above copyright notice and this permission notice shall be included in *| +|* all copies or substantial portions of the Software. *| +|* *| +|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *| +|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *| +|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *| +|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *| +|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *| +|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *| +|* DEALINGS IN THE SOFTWARE. *| +|* *| +|* *| +\*********************************************************************************************************/ + +#pragma once +#include"imports/nvapi/nvapi_lite_salstart.h" +#include"imports/nvapi/nvapi_lite_common.h" +#pragma pack(push,8) +#ifdef __cplusplus +extern "C" { +#endif +//! SUPPORTED OS: Windows 10 and higher +//! +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_DISP_GetGDIPrimaryDisplayId +// +//! DESCRIPTION: This API returns the Display ID of the GDI Primary. +//! +//! \param [out] displayId Display ID of the GDI Primary display. +//! +//! \retval ::NVAPI_OK: Capabilties have been returned. +//! \retval ::NVAPI_NVIDIA_DEVICE_NOT_FOUND: GDI Primary not on an NVIDIA GPU. +//! \retval ::NVAPI_INVALID_ARGUMENT: One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED: The NvAPI API needs to be initialized first +//! \retval ::NVAPI_NO_IMPLEMENTATION: This entrypoint not available +//! \retval ::NVAPI_ERROR: Miscellaneous error occurred +//! +//! \ingroup dispcontrol +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_DISP_GetGDIPrimaryDisplayId(NvU32* displayId); +#define NV_MOSAIC_MAX_DISPLAYS (64) +/////////////////////////////////////////////////////////////////////////////// +// +// FUNCTION NAME: NvAPI_Mosaic_GetDisplayViewportsByResolution +// +//! DESCRIPTION: This API returns the viewports that would be applied on +//! the requested display. +//! +//! \param [in] displayId Display ID of a single display in the active +//! mosaic topology to query. +//! \param [in] srcWidth Width of full display topology. If both +//! width and height are 0, the current +//! resolution is used. +//! \param [in] srcHeight Height of full display topology. If both +//! width and height are 0, the current +//! resolution is used. +//! \param [out] viewports Array of NV_RECT viewports. +//! SUPPORTED OS: Windows 10 and higher +//! +//! If the requested resolution is a single-wide +//! resolution, only viewports[0] will +//! contain the viewport details, regardless +//! of which display is driving the display. +//! \param [out] bezelCorrected Returns 1 if the requested resolution is +//! bezel corrected. May be NULL. +//! +//! \retval ::NVAPI_OK Capabilties have been returned. +//! \retval ::NVAPI_INVALID_ARGUMENT One or more args passed in are invalid. +//! \retval ::NVAPI_API_NOT_INTIALIZED The NvAPI API needs to be initialized first +//! \retval ::NVAPI_MOSAIC_NOT_ACTIVE The display does not belong to an active Mosaic Topology +//! \retval ::NVAPI_NO_IMPLEMENTATION This entrypoint not available +//! \retval ::NVAPI_ERROR Miscellaneous error occurred +//! +//! \ingroup mosaicapi +/////////////////////////////////////////////////////////////////////////////// +NVAPI_INTERFACE NvAPI_Mosaic_GetDisplayViewportsByResolution(NvU32 displayId, NvU32 srcWidth, NvU32 srcHeight, NV_RECT viewports[NV_MOSAIC_MAX_DISPLAYS], NvU8* bezelCorrected); + +#include"imports/nvapi/nvapi_lite_salend.h" +#ifdef __cplusplus +} +#endif +#pragma pack(pop) diff --git a/src/main/nv/Module.mk b/src/main/nv/Module.mk new file mode 100644 index 0000000..36c3a42 --- /dev/null +++ b/src/main/nv/Module.mk @@ -0,0 +1,4 @@ +libs += nv + +src_nv := \ + module.c \ diff --git a/src/main/nv/api.h b/src/main/nv/api.h new file mode 100644 index 0000000..91f3fd0 --- /dev/null +++ b/src/main/nv/api.h @@ -0,0 +1,63 @@ +#ifndef NVGPU_CONFIG_NVAPI_H +#define NVGPU_CONFIG_NVAPI_H + +#include + +// Remark: nvapi is not compatible with mingw and requires some changes, see +// https://forums.developer.nvidia.com/t/how-can-you-compile-nvapi-h-with-mingw/33050/5 +#include "imports/nvapi/nvapi.h" +#include "imports/nvapi/NvApiDriverSettings.h" + +typedef NvAPI_Status (*NvAPI_Initialize_t)(); +typedef NvAPI_Status (*NvAPI_Unload_t)(); +typedef NvAPI_Status (*NvAPI_GetInterfaceVersionStringEx_t)(NvAPI_ShortString); +typedef NvAPI_Status (*NvAPI_SYS_GetDriverAndBranchVersion_t)(NvU32 *, NvAPI_ShortString); +typedef NvAPI_Status (*NvAPI_GetErrorMessage_t)(NvAPI_Status, NvAPI_ShortString); +typedef NvAPI_Status (*NvAPI_DRS_CreateSession_t)(NvDRSSessionHandle *); +typedef NvAPI_Status (*NvAPI_DRS_LoadSettings_t)(NvDRSSessionHandle); +typedef NvAPI_Status (*NvAPI_DRS_FindProfileByName_t)(NvDRSSessionHandle, NvAPI_UnicodeString, NvDRSProfileHandle *); +typedef NvAPI_Status (*NvAPI_DRS_FindApplicationByName_t)(NvDRSSessionHandle, NvAPI_UnicodeString, NvDRSProfileHandle *, NVDRS_APPLICATION *); +typedef NvAPI_Status (*NvAPI_DRS_CreateProfile_t)(NvDRSSessionHandle, NVDRS_PROFILE *, NvDRSProfileHandle *); +typedef NvAPI_Status (*NvAPI_DRS_CreateApplication_t)(NvDRSSessionHandle, NvDRSProfileHandle, NVDRS_APPLICATION *); +typedef NvAPI_Status (*NvAPI_DRS_GetSetting_t)(NvDRSSessionHandle, NvDRSProfileHandle, NvU32, NVDRS_SETTING *); +typedef NvAPI_Status (*NvAPI_DRS_SetSetting_t)(NvDRSSessionHandle, NvDRSProfileHandle, NVDRS_SETTING *); +typedef NvAPI_Status (*NvAPI_DRS_SaveSettings_t)(NvDRSSessionHandle); +typedef NvAPI_Status (*NvAPI_DRS_DestroySession_t)(NvDRSSessionHandle); +typedef NvAPI_Status (*NvAPI_EnumPhysicalGPUs_t)(NvPhysicalGpuHandle *, NvU32 *); +typedef NvAPI_Status (*NvAPI_GPU_GetConnectedDisplayIds_t)(NvPhysicalGpuHandle, NV_GPU_DISPLAYIDS*, NvU32 *, NvU32); +typedef NvAPI_Status (*NvAPI_DISP_GetTiming_t)(NvU32, NV_TIMING_INPUT*, NV_TIMING*); +typedef NvAPI_Status (*NvAPI_DISP_TryCustomDisplay_t)(NvU32 *, NvU32, NV_CUSTOM_DISPLAY *); +typedef NvAPI_Status (*NvAPI_DISP_SaveCustomDisplay_t)(NvU32*, NvU32, NvU32, NvU32); +typedef NvAPI_Status (*NvAPI_DISP_RevertCustomDisplayTrial_t)(NvU32*, NvU32); +typedef NvAPI_Status (*NvAPI_DRS_DeleteProfile_t)(NvDRSSessionHandle, NvDRSProfileHandle); +typedef NvAPI_Status (*NvAPI_DISP_GetDisplayConfig_t)(NvU32*, NV_DISPLAYCONFIG_PATH_INFO*); +typedef NvAPI_Status (*NvAPI_DISP_SetDisplayConfig_t)(NvU32, NV_DISPLAYCONFIG_PATH_INFO*, NvU32); + +typedef struct nv_api { + NvAPI_Initialize_t NvAPI_Initialize; + NvAPI_Unload_t NvAPI_Unload; + NvAPI_GetInterfaceVersionStringEx_t NvAPI_GetInterfaceVersionStringEx; + NvAPI_SYS_GetDriverAndBranchVersion_t NvAPI_SYS_GetDriverAndBranchVersion; + NvAPI_GetErrorMessage_t NvAPI_GetErrorMessage; + NvAPI_DRS_CreateSession_t NvAPI_DRS_CreateSession; + NvAPI_DRS_LoadSettings_t NvAPI_DRS_LoadSettings; + NvAPI_DRS_FindProfileByName_t NvAPI_DRS_FindProfileByName; + NvAPI_DRS_FindApplicationByName_t NvAPI_DRS_FindApplicationByName; + NvAPI_DRS_CreateProfile_t NvAPI_DRS_CreateProfile; + NvAPI_DRS_CreateApplication_t NvAPI_DRS_CreateApplication; + NvAPI_DRS_GetSetting_t NvAPI_DRS_GetSetting; + NvAPI_DRS_SetSetting_t NvAPI_DRS_SetSetting; + NvAPI_DRS_SaveSettings_t NvAPI_DRS_SaveSettings; + NvAPI_DRS_DestroySession_t NvAPI_DRS_DestroySession; + NvAPI_EnumPhysicalGPUs_t NvAPI_EnumPhysicalGPUs; + NvAPI_GPU_GetConnectedDisplayIds_t NvAPI_GPU_GetConnectedDisplayIds; + NvAPI_DISP_GetTiming_t NvAPI_DISP_GetTiming; + NvAPI_DISP_TryCustomDisplay_t NvAPI_DISP_TryCustomDisplay; + NvAPI_DISP_SaveCustomDisplay_t NvAPI_DISP_SaveCustomDisplay; + NvAPI_DISP_RevertCustomDisplayTrial_t NvAPI_DISP_RevertCustomDisplayTrial; + NvAPI_DRS_DeleteProfile_t NvAPI_DRS_DeleteProfile; + NvAPI_DISP_GetDisplayConfig_t NvAPI_DISP_GetDisplayConfig; + NvAPI_DISP_SetDisplayConfig_t NvAPI_DISP_SetDisplayConfig; +} nv_api_t; + +#endif \ No newline at end of file diff --git a/src/main/nv/module.c b/src/main/nv/module.c new file mode 100644 index 0000000..977d407 --- /dev/null +++ b/src/main/nv/module.c @@ -0,0 +1,790 @@ +#define LOG_MODULE "nv-module" + +#include + +#include "nv/module.h" + +#include "util/log.h" +#include "util/mem.h" +#include "util/winerr.h" + +#if defined(_WIN64) +#define NV_MODULE_PATH "nvapi64.dll" +#else +#define NV_MODULE_PATH "nvapi.dll" +#endif + +// Source: https://github.com/falahati/NvAPIWrapper/blob/master/NvAPIWrapper/Native/Helpers/FunctionId.cs +// Last update on source: 2019-07-15 +// // ------------------------------------------------- +// // Public NvAPI Functions +// // ------------------------------------------------- + +// NvAPI_CreateDisplayFromUnAttachedDisplay = 0x63F9799E, +// NvAPI_D3D_BeginResourceRendering = 0x91123D6A, +// NvAPI_D3D_ConfigureAnsel = 0x341C6C7F, +// NvAPI_D3D_CreateLateLatchObject = 0x2DB27D09, +// NvAPI_D3D_EndResourceRendering = 0x37E7191C, +// NvAPI_D3D_GetCurrentSLIState = 0x4B708B54, +// NvAPI_D3D_GetObjectHandleForResource = 0xFCEAC864, +// NvAPI_D3D_ImplicitSLIControl = 0x2AEDE111, +// NvAPI_D3D_InitializeSMPAssist = 0x42763D0C, +// NvAPI_D3D_IsGSyncActive = 0xE942B0FF, +// NvAPI_D3D_IsGSyncCapable = 0x9C1EED78, +// NvAPI_D3D_QueryLateLatchSupport = 0x8CECA0EC, +// NvAPI_D3D_QueryModifiedWSupport = 0xCBF9F4F5, +// NvAPI_D3D_QueryMultiViewSupport = 0xB6E0A41C, +// NvAPI_D3D_QuerySinglePassStereoSupport = 0x6F5F0A6D, +// NvAPI_D3D_QuerySMPAssistSupport = 0xC57921DE, +// NvAPI_D3D_RegisterDevice = 0x8C02C4D0, +// NvAPI_D3D_SetFPSIndicatorState = 0xA776E8DB, +// NvAPI_D3D_SetModifiedWMode = 0x6EA4BF4, +// NvAPI_D3D_SetMultiViewMode = 0x8285C8DA, +// NvAPI_D3D_SetResourceHint = 0x6C0ED98C, +// NvAPI_D3D_SetSinglePassStereoMode = 0xA39E6E6E, +// NvAPI_D3D10_SetDepthBoundsTest = 0x4EADF5D2, +// NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA = 0xF1C54FC9, +// NvAPI_D3D11_BeginUAVOverlap = 0x65B93CA8, +// NvAPI_D3D11_BeginUAVOverlapEx = 0xBA08208A, +// NvAPI_D3D11_CopyTileMappings = 0xC09EE6BC, +// NvAPI_D3D11_CreateDevice = 0x6A16D3A0, +// NvAPI_D3D11_CreateDeviceAndSwapChain = 0xBB939EE5, +// NvAPI_D3D11_CreateDomainShaderEx = 0xA0D7180D, +// NvAPI_D3D11_CreateFastGeometryShader = 0x525D43BE, +// NvAPI_D3D11_CreateFastGeometryShaderExplicit = 0x71AB7C9C, +// NvAPI_D3D11_CreateGeometryShaderEx_2 = 0x99ED5C1C, +// NvAPI_D3D11_CreateHullShaderEx = 0xB53CAB00, +// NvAPI_D3D11_CreateMultiGPUDevice = 0xBDB20007, +// NvAPI_D3D11_CreatePixelShaderEx_2 = 0x4162822B, +// NvAPI_D3D11_CreateRasterizerState = 0xDB8D28AF, +// NvAPI_D3D11_CreateShadingRateResourceView = 0x99CA2DFF, +// NvAPI_D3D11_CreateTiledTexture2DArray = 0x7886981A, +// NvAPI_D3D11_CreateVertexShaderEx = 0xBEAA0B2, +// NvAPI_D3D11_EndUAVOverlap = 0x2216A357, +// NvAPI_D3D11_IsNvShaderExtnOpCodeSupported = 0x5F68DA40, +// NvAPI_D3D11_MultiDrawIndexedInstancedIndirect = 0x59E890F9, +// NvAPI_D3D11_MultiDrawInstancedIndirect = 0xD4E26BBF, +// NvAPI_D3D11_MultiGPU_GetCaps = 0xD2D25687, +// NvAPI_D3D11_MultiGPU_Init = 0x17BE49E, +// NvAPI_D3D11_RSGetPixelShadingRateSampleOrder = 0x92442A1, +// NvAPI_D3D11_RSSetExclusiveScissorRects = 0xAE4D73EF, +// NvAPI_D3D11_RSSetPixelShadingRateSampleOrder = 0xA942373A, +// NvAPI_D3D11_RSSetShadingRateResourceView = 0x1B0C2F83, +// NvAPI_D3D11_RSSetViewportsPixelShadingRates = 0x34F7938F, +// NvAPI_D3D11_SetDepthBoundsTest = 0x7AAF7A04, +// NvAPI_D3D11_SetNvShaderExtnSlot = 0x8E90BB9F, +// NvAPI_D3D11_SetNvShaderExtnSlotLocalThread = 0xE6482A0, +// NvAPI_D3D11_TiledResourceBarrier = 0xD6839099, +// NvAPI_D3D11_TiledTexture2DArrayGetDesc = 0xF1A2B9D5, +// NvAPI_D3D11_UpdateTileMappings = 0x9A06EA07, +// NvAPI_D3D12_CopyTileMappings = 0x47F78194, +// NvAPI_D3D12_CreateComputePipelineState = 0x2762DEAC, +// NvAPI_D3D12_CreateGraphicsPipelineState = 0x2FC28856, +// NvAPI_D3D12_CreateHeap = 0x5CB397CF, +// NvAPI_D3D12_CreateReservedResource = 0x2C85F101, +// NvAPI_D3D12_IsNvShaderExtnOpCodeSupported = 0x3DFACEC8, +// NvAPI_D3D12_Mosaic_GetCompanionAllocations = 0xA46022C7, +// NvAPI_D3D12_Mosaic_GetViewportAndGpuPartitions = 0xB092B818, +// NvAPI_D3D12_QueryModifiedWSupport = 0x51235248, +// NvAPI_D3D12_QuerySinglePassStereoSupport = 0x3B03791B, +// NvAPI_D3D12_ReservedResourceGetDesc = 0x9AA2AABB, +// NvAPI_D3D12_ResourceAliasingBarrier = 0xB942BAB7, +// NvAPI_D3D12_SetDepthBoundsTestValues = 0xB9333FE9, +// NvAPI_D3D12_SetModifiedWMode = 0xE1FDABA7, +// NvAPI_D3D12_SetSinglePassStereoMode = 0x83556D87, +// NvAPI_D3D12_UpdateTileMappings = 0xC6017A7D, +// NvAPI_D3D12_UseDriverHeapPriorities = 0xF0D978A8, +// NvAPI_D3D1x_CreateSwapChain = 0x1BC21B66, +// NvAPI_D3D1x_DisableShaderDiskCache = 0xD0CBCA7D, +// NvAPI_D3D1x_GetGraphicsCapabilities = 0x52B1499A, +// NvAPI_D3D9_AliasSurfaceAsTexture = 0xE5CEAE41, +// NvAPI_D3D9_ClearRT = 0x332D3942, +// NvAPI_D3D9_CreateSwapChain = 0x1A131E09, +// NvAPI_D3D9_GetSurfaceHandle = 0xF2DD3F2, +// NvAPI_D3D9_RegisterResource = 0xA064BDFC, +// NvAPI_D3D9_StretchRectEx = 0x22DE03AA, +// NvAPI_D3D9_UnregisterResource = 0xBB2B17AA, +// NvAPI_D3D9_VideoSetStereoInfo = 0xB852F4DB, +// NvAPI_DisableHWCursor = 0xAB163097, +// NvAPI_Disp_ColorControl = 0x92F9D80D, +// NvAPI_DISP_DeleteCustomDisplay = 0x552E5B9B, +// NvAPI_DISP_EnumCustomDisplay = 0xA2072D59, +// NvAPI_DISP_GetAssociatedUnAttachedNvidiaDisplayHandle = 0xA70503B2, +// NvAPI_DISP_GetDisplayConfig = 0x11ABCCF8, +// NvAPI_DISP_GetDisplayIdByDisplayName = 0xAE457190, +// NvAPI_DISP_GetGDIPrimaryDisplayId = 0x1E9D8A31, +// NvAPI_Disp_GetHdrCapabilities = 0x84F2A8DF, +// NvAPI_DISP_GetMonitorCapabilities = 0x3B05C7E1, +// NvAPI_DISP_GetMonitorColorCapabilities = 0x6AE4CFB5, +// NvAPI_DISP_GetTiming = 0x175167E9, +// NvAPI_Disp_HdrColorControl = 0x351DA224, +// NvAPI_Disp_InfoFrameControl = 0x6067AF3F, +// NvAPI_DISP_RevertCustomDisplayTrial = 0xCBBD40F0, +// NvAPI_DISP_SaveCustomDisplay = 0x49882876, +// NvAPI_DISP_SetDisplayConfig = 0x5D8CF8DE, +// NvAPI_DISP_TryCustomDisplay = 0x1F7DB630, +// NvAPI_DRS_CreateApplication = 0x4347A9DE, +// NvAPI_DRS_CreateProfile = 0xCC176068, +// NvAPI_DRS_CreateSession = 0x694D52E, +// NvAPI_DRS_DeleteApplication = 0x2C694BC6, +// NvAPI_DRS_DeleteApplicationEx = 0xC5EA85A1, +// NvAPI_DRS_DeleteProfile = 0x17093206, +// NvAPI_DRS_DeleteProfileSetting = 0xE4A26362, +// NvAPI_DRS_DestroySession = 0xDAD9CFF8, +// NvAPI_DRS_EnumApplications = 0x7FA2173A, +// NvAPI_DRS_EnumAvailableSettingIds = 0xF020614A, +// NvAPI_DRS_EnumAvailableSettingValues = 0x2EC39F90, +// NvAPI_DRS_EnumProfiles = 0xBC371EE0, +// NvAPI_DRS_EnumSettings = 0xAE3039DA, +// NvAPI_DRS_FindApplicationByName = 0xEEE566B2, +// NvAPI_DRS_FindProfileByName = 0x7E4A9A0B, +// NvAPI_DRS_GetApplicationInfo = 0xED1F8C69, +// NvAPI_DRS_GetBaseProfile = 0xDA8466A0, +// NvAPI_DRS_GetCurrentGlobalProfile = 0x617BFF9F, +// NvAPI_DRS_GetNumProfiles = 0x1DAE4FBC, +// NvAPI_DRS_GetProfileInfo = 0x61CD6FD6, +// NvAPI_DRS_GetSetting = 0x73BF8338, +// NvAPI_DRS_GetSettingIdFromName = 0xCB7309CD, +// NvAPI_DRS_GetSettingNameFromId = 0xD61CBE6E, +// NvAPI_DRS_LoadSettings = 0x375DBD6B, +// NvAPI_DRS_LoadSettingsFromFile = 0xD3EDE889, +// NvAPI_DRS_RestoreAllDefaults = 0x5927B094, +// NvAPI_DRS_RestoreProfileDefault = 0xFA5F6134, +// NvAPI_DRS_RestoreProfileDefaultSetting = 0x53F0381E, +// NvAPI_DRS_SaveSettings = 0xFCBC7E14, +// NvAPI_DRS_SaveSettingsToFile = 0x2BE25DF8, +// NvAPI_DRS_SetCurrentGlobalProfile = 0x1C89C5DF, +// NvAPI_DRS_SetProfileInfo = 0x16ABD3A9, +// NvAPI_DRS_SetSetting = 0x577DD202, +// NvAPI_EnableCurrentMosaicTopology = 0x74073CC9, +// NvAPI_EnableHWCursor = 0x2863148D, +// NvAPI_EnumLogicalGPUs = 0x48B3EA59, +// NvAPI_EnumNvidiaDisplayHandle = 0x9ABDD40D, +// NvAPI_EnumNvidiaUnAttachedDisplayHandle = 0x20DE9260, +// NvAPI_EnumPhysicalGPUs = 0xE5AC921F, +// NvAPI_EnumTCCPhysicalGPUs = 0xD9930B07, +// NvAPI_GetAssociatedDisplayOutputId = 0xD995937E, +// NvAPI_GetAssociatedNvidiaDisplayHandle = 0x35C29134, +// NvAPI_GetAssociatedNvidiaDisplayName = 0x22A78B05, +// NvAPI_GetCurrentMosaicTopology = 0xF60852BD, +// NvAPI_GetDisplayDriverVersion = 0xF951A4D1, +// NvAPI_GetDisplayPortInfo = 0xC64FF367, +// NvAPI_GetErrorMessage = 0x6C2D048C, +// NvAPI_GetHDMISupportInfo = 0x6AE16EC3, +// NvAPI_GetInterfaceVersionString = 0x1053FA5, +// NvAPI_GetLogicalGPUFromDisplay = 0xEE1370CF, +// NvAPI_GetLogicalGPUFromPhysicalGPU = 0xADD604D1, +// NvAPI_GetPhysicalGPUFromUnAttachedDisplay = 0x5018ED61, +// NvAPI_GetPhysicalGPUsFromDisplay = 0x34EF9506, +// NvAPI_GetPhysicalGPUsFromLogicalGPU = 0xAEA3FA32, +// NvAPI_GetSupportedMosaicTopologies = 0x410B5C25, +// NvAPI_GetSupportedViews = 0x66FB7FC0, +// NvAPI_GetUnAttachedAssociatedDisplayName = 0x4888D790, +// NvAPI_GetVBlankCounter = 0x67B5DB55, +// NvAPI_GetView = 0xD6B99D89, +// NvAPI_GetViewEx = 0xDBBC0AF4, +// NvAPI_GPU_ClientIllumDevicesGetControl = 0x73C01D58, +// NvAPI_GPU_ClientIllumDevicesGetInfo = 0xD4100E58, +// NvAPI_GPU_ClientIllumDevicesSetControl = 0x57024C62, +// NvAPI_GPU_ClientIllumZonesGetControl = 0x3DBF5764, +// NvAPI_GPU_ClientIllumZonesGetInfo = 0x4B81241B, +// NvAPI_GPU_ClientIllumZonesSetControl = 0x197D065E, +// NvAPI_GPU_GetActiveOutputs = 0xE3E89B6F, +// NvAPI_GPU_GetAGPAperture = 0x6E042794, +// NvAPI_GPU_GetAllClockFrequencies = 0xDCB616C3, +// NvAPI_GPU_GetAllDisplayIds = 0x785210A2, +// NvAPI_GPU_GetAllOutputs = 0x7D554F8E, +// NvAPI_GPU_GetBoardInfo = 0x22D54523, +// NvAPI_GPU_GetBusId = 0x1BE0B8E5, +// NvAPI_GPU_GetBusSlotId = 0x2A0A350F, +// NvAPI_GPU_GetBusType = 0x1BB18724, +// NvAPI_GPU_GetConnectedDisplayIds = 0x78DBA2, +// NvAPI_GPU_GetConnectedOutputs = 0x1730BFC9, +// NvAPI_GPU_GetConnectedOutputsWithLidState = 0xCF8CAF39, +// NvAPI_GPU_GetConnectedSLIOutputs = 0x680DE09, +// NvAPI_GPU_GetConnectedSLIOutputsWithLidState = 0x96043CC7, +// NvAPI_GPU_GetCurrentAGPRate = 0xC74925A0, +// NvAPI_GPU_GetCurrentPCIEDownstreamWidth = 0xD048C3B1, +// NvAPI_GPU_GetCurrentPstate = 0x927DA4F6, +// NvAPI_GPU_GetDynamicPstatesInfoEx = 0x60DED2ED, +// NvAPI_GPU_GetECCConfigurationInfo = 0x77A796F3, +// NvAPI_GPU_GetECCErrorInfo = 0xC71F85A6, +// NvAPI_GPU_GetECCStatusInfo = 0xCA1DDAF3, +// NvAPI_GPU_GetEDID = 0x37D32E69, +// NvAPI_GPU_GetFullName = 0xCEEE8E9F, +// NvAPI_GPU_GetGpuCoreCount = 0xC7026A87, +// NvAPI_GPU_GetGPUType = 0xC33BAEB1, +// NvAPI_GPU_GetHDCPSupportStatus = 0xF089EEF5, +// NvAPI_GPU_GetIllumination = 0x9A1B9365, +// NvAPI_GPU_GetIRQ = 0xE4715417, +// NvAPI_GPU_GetMemoryInfo = 0x7F9B368, +// NvAPI_GPU_GetOutputType = 0x40A505E4, +// NvAPI_GPU_GetPCIIdentifiers = 0x2DDFB66E, +// NvAPI_GPU_GetPerfDecreaseInfo = 0x7F7F4600, +// NvAPI_GPU_GetPhysicalFrameBufferSize = 0x46FBEB03, +// NvAPI_GPU_GetPstates20 = 0x6FF81213, +// NvAPI_GPU_GetPstatesInfoEx = 0x843C0256, +// NvAPI_GPU_GetQuadroStatus = 0xE332FA47, +// NvAPI_GPU_GetScanoutCompositionParameter = 0x58FE51E6, +// NvAPI_GPU_GetScanoutConfiguration = 0x6A9F5B63, +// NvAPI_GPU_GetScanoutConfigurationEx = 0xE2E1E6F0, +// NvAPI_GPU_GetScanoutIntensityState = 0xE81CE836, +// NvAPI_GPU_GetScanoutWarpingState = 0x6F5435AF, +// NvAPI_GPU_GetShaderSubPipeCount = 0xBE17923, +// NvAPI_GPU_GetSystemType = 0xBAAABFCC, +// NvAPI_GPU_GetTachReading = 0x5F608315, +// NvAPI_GPU_GetThermalSettings = 0xE3640A56, +// NvAPI_GPU_GetVbiosOEMRevision = 0x2D43FB31, +// NvAPI_GPU_GetVbiosRevision = 0xACC3DA0A, +// NvAPI_GPU_GetVbiosVersionString = 0xA561FD7D, +// NvAPI_GPU_GetVirtualFrameBufferSize = 0x5A04B644, +// NvAPI_GPU_QueryIlluminationSupport = 0xA629DA31, +// NvAPI_GPU_ResetECCErrorInfo = 0xC02EEC20, +// NvAPI_GPU_SetECCConfiguration = 0x1CF639D9, +// NvAPI_GPU_SetEDID = 0xE83D6456, +// NvAPI_GPU_SetIllumination = 0x254A187, +// NvAPI_GPU_SetScanoutCompositionParameter = 0xF898247D, +// NvAPI_GPU_SetScanoutIntensity = 0xA57457A4, +// NvAPI_GPU_SetScanoutWarping = 0xB34BAB4F, +// NvAPI_GPU_ValidateOutputCombination = 0x34C9C2D4, +// NvAPI_GPU_WorkstationFeatureQuery = 0x4537DF, +// NvAPI_GPU_WorkstationFeatureSetup = 0x6C1F3FE4, +// NvAPI_GSync_AdjustSyncDelay = 0x2D11FF51, +// NvAPI_GSync_EnumSyncDevices = 0xD9639601, +// NvAPI_GSync_GetControlParameters = 0x16DE1C6A, +// NvAPI_GSync_GetStatusParameters = 0x70D404EC, +// NvAPI_GSync_GetSyncStatus = 0xF1F5B434, +// NvAPI_GSync_GetTopology = 0x4562BC38, +// NvAPI_GSync_QueryCapabilities = 0x44A3F1D1, +// NvAPI_GSync_SetControlParameters = 0x8BBFF88B, +// NvAPI_GSync_SetSyncStateSettings = 0x60ACDFDD, +// NvAPI_I2CRead = 0x2FDE12C5, +// NvAPI_I2CWrite = 0xE812EB07, +// NvAPI_Mosaic_EnableCurrentTopo = 0x5F1AA66C, +// NvAPI_Mosaic_EnumDisplayGrids = 0xDF2887AF, +// NvAPI_Mosaic_EnumDisplayModes = 0x78DB97D7, +// NvAPI_Mosaic_GetCurrentTopo = 0xEC32944E, +// NvAPI_Mosaic_GetDisplayViewportsByResolution = 0xDC6DC8D3, +// NvAPI_Mosaic_GetOverlapLimits = 0x989685F0, +// NvAPI_Mosaic_GetSupportedTopoInfo = 0xFDB63C81, +// NvAPI_Mosaic_GetTopoGroup = 0xCB89381D, +// NvAPI_Mosaic_SetCurrentTopo = 0x9B542831, +// NvAPI_Mosaic_SetDisplayGrids = 0x4D959A89, +// NvAPI_Mosaic_ValidateDisplayGrids = 0xCF43903D, +// NvAPI_OGL_ExpertModeDefaultsGet = 0xAE921F12, +// NvAPI_OGL_ExpertModeDefaultsSet = 0xB47A657E, +// NvAPI_OGL_ExpertModeGet = 0x22ED9516, +// NvAPI_OGL_ExpertModeSet = 0x3805EF7A, +// NvAPI_SetCurrentMosaicTopology = 0xD54B8989, +// NvAPI_SetDisplayPort = 0xFA13E65A, +// NvAPI_SetRefreshRateOverride = 0x3092AC32, +// NvAPI_SetView = 0x957D7B6, +// NvAPI_SetViewEx = 0x6B89E68, +// NvAPI_Stereo_Activate = 0xF6A1AD68, +// NvAPI_Stereo_CaptureJpegImage = 0x932CB140, +// NvAPI_Stereo_CapturePngImage = 0x8B7E99B5, +// NvAPI_Stereo_CreateConfigurationProfileRegistryKey = 0xBE7692EC, +// NvAPI_Stereo_CreateHandleFromIUnknown = 0xAC7E37F4, +// NvAPI_Stereo_Deactivate = 0x2D68DE96, +// NvAPI_Stereo_Debug_WasLastDrawStereoized = 0xED4416C5, +// NvAPI_Stereo_DecreaseConvergence = 0x4C87E317, +// NvAPI_Stereo_DecreaseSeparation = 0xDA044458, +// NvAPI_Stereo_DeleteConfigurationProfileRegistryKey = 0xF117B834, +// NvAPI_Stereo_DeleteConfigurationProfileValue = 0x49BCEECF, +// NvAPI_Stereo_DestroyHandle = 0x3A153134, +// NvAPI_Stereo_Disable = 0x2EC50C2B, +// NvAPI_Stereo_Enable = 0x239C4545, +// NvAPI_Stereo_GetConvergence = 0x4AB00934, +// NvAPI_Stereo_GetDefaultProfile = 0x624E21C2, +// NvAPI_Stereo_GetEyeSeparation = 0xCE653127, +// NvAPI_Stereo_GetFrustumAdjustMode = 0xE6839B43, +// NvAPI_Stereo_GetSeparation = 0x451F2134, +// NvAPI_Stereo_GetStereoSupport = 0x296C434D, +// NvAPI_Stereo_GetSurfaceCreationMode = 0x36F1C736, +// NvAPI_Stereo_IncreaseConvergence = 0xA17DAABE, +// NvAPI_Stereo_IncreaseSeparation = 0xC9A8ECEC, +// NvAPI_Stereo_InitActivation = 0xC7177702, +// NvAPI_Stereo_IsActivated = 0x1FB0BC30, +// NvAPI_Stereo_IsEnabled = 0x348FF8E1, +// NvAPI_Stereo_IsWindowedModeSupported = 0x40C8ED5E, +// NvAPI_Stereo_ReverseStereoBlitControl = 0x3CD58F89, +// NvAPI_Stereo_SetActiveEye = 0x96EEA9F8, +// NvAPI_Stereo_SetConfigurationProfileValue = 0x24409F48, +// NvAPI_Stereo_SetConvergence = 0x3DD6B54B, +// NvAPI_Stereo_SetDefaultProfile = 0x44F0ECD1, +// NvAPI_Stereo_SetDriverMode = 0x5E8F0BEC, +// NvAPI_Stereo_SetFrustumAdjustMode = 0x7BE27FA2, +// NvAPI_Stereo_SetNotificationMessage = 0x6B9B409E, +// NvAPI_Stereo_SetSeparation = 0x5C069FA3, +// NvAPI_Stereo_SetSurfaceCreationMode = 0xF5DCFCBA, +// NvAPI_Stereo_Trigger_Activation = 0xD6C6CD2, +// NvAPI_SYS_GetChipSetInfo = 0x53DABBCA, +// NvAPI_SYS_GetDisplayIdFromGpuAndOutputId = 0x8F2BAB4, +// NvAPI_SYS_GetDriverAndBranchVersion = 0x2926AAAD, +// NvAPI_SYS_GetGpuAndOutputIdFromDisplayId = 0x112BA1A5, +// NvAPI_SYS_GetLidAndDockInfo = 0xCDA14D8A, +// NvAPI_SYS_GetPhysicalGpuFromDisplayId = 0x9EA74659, +// NvAPI_VIO_Close = 0xD01BD237, +// NvAPI_VIO_EnumDataFormats = 0x221FA8E8, +// NvAPI_VIO_EnumDevices = 0xFD7C5557, +// NvAPI_VIO_EnumSignalFormats = 0xEAD72FE4, +// NvAPI_VIO_GetCapabilities = 0x1DC91303, +// NvAPI_VIO_GetConfig = 0xD34A789B, +// NvAPI_VIO_GetCSC = 0x7B0D72A3, +// NvAPI_VIO_GetGamma = 0x51D53D06, +// NvAPI_VIO_GetPCIInfo = 0xB981D935, +// NvAPI_VIO_GetSyncDelay = 0x462214A9, +// NvAPI_VIO_IsFrameLockModeCompatible = 0x7BF0A94D, +// NvAPI_VIO_IsRunning = 0x96BD040E, +// NvAPI_VIO_Open = 0x44EE4841, +// NvAPI_VIO_QueryTopology = 0x869534E2, +// NvAPI_VIO_SetConfig = 0xE4EEC07, +// NvAPI_VIO_SetCSC = 0xA1EC8D74, +// NvAPI_VIO_SetGamma = 0x964BF452, +// NvAPI_VIO_SetSyncDelay = 0x2697A8D1, +// NvAPI_VIO_Start = 0xCDE8E1A3, +// NvAPI_VIO_Status = 0xE6CE4F1, +// NvAPI_VIO_Stop = 0x6BA2A5D6, +// NvAPI_VIO_SyncFormatDetect = 0x118D48A3, + +// // ------------------------------------------------- +// // Private Internal NvAPI Functions +// // ------------------------------------------------- + +// NvAPI_3D_GetProperty = 0x8061A4B1, +// NvAPI_3D_GetPropertyRange = 0x0B85DE27C, +// NvAPI_3D_SetProperty = 0x0C9175E8D, +// NvAPI_AccessDisplayDriverRegistry = 0xF5579360, +// NvAPI_Coproc_GetApplicationCoprocInfo = 0x79232685, +// NvAPI_Coproc_GetCoprocInfoFlagsEx = 0x69A9874D, +// NvAPI_Coproc_GetCoprocStatus = 0x1EFC3957, +// NvAPI_Coproc_NotifyCoprocPowerState = 0x0CADCB956, +// NvAPI_Coproc_SetCoprocInfoFlagsEx = 0x0F4C863AC, +// NvAPI_CreateUnAttachedDisplayFromDisplay = 0xA0C72EE4, +// NvAPI_D3D_CreateQuery = 0x5D19BCA4, +// NvAPI_D3D_DestroyQuery = 0x0C8FF7258, +// NvAPI_D3D_Query_Begin = 0x0E5A9AAE0, +// NvAPI_D3D_Query_End = 0x2AC084FA, +// NvAPI_D3D_Query_GetData = 0x0F8B53C69, +// NvAPI_D3D_Query_GetDataSize = 0x0F2A54796, +// NvAPI_D3D_Query_GetType = 0x4ACEEAF7, +// NvAPI_D3D_RegisterApp = 0x0D44D3C4E, +// NvAPI_D3D10_AliasPrimaryAsTexture = 0x8AAC133D, +// NvAPI_D3D10_BeginShareResource = 0x35233210, +// NvAPI_D3D10_BeginShareResourceEx = 0x0EF303A9D, +// NvAPI_D3D10_CreateDevice = 0x2DE11D61, +// NvAPI_D3D10_CreateDeviceAndSwapChain = 0x5B803DAF, +// NvAPI_D3D10_EndShareResource = 0x0E9C5853, +// NvAPI_D3D10_GetRenderedCursorAsBitmap = 0x0CAC3CE5D, +// NvAPI_D3D10_ProcessCallbacks = 0x0AE9C2019, +// NvAPI_D3D10_SetPrimaryFlipChainCallbacks = 0x73EB9329, +// NvAPI_D3D11_BeginShareResource = 0x121BDC6, +// NvAPI_D3D11_EndShareResource = 0x8FFB8E26, +// NvAPI_D3D1x_BindSwapBarrier = 0x9DE8C729, +// NvAPI_D3D1x_IFR_SetUpTargetBufferToSys = 0x473F7828, +// NvAPI_D3D1x_IFR_TransferRenderTarget = 0x9FBAE4EB, +// NvAPI_D3D1x_JoinSwapGroup = 0x14610CD7, +// NvAPI_D3D1x_Present = 0x3B845A1, +// NvAPI_D3D1x_QueryFrameCount = 0x9152E055, +// NvAPI_D3D1x_QueryMaxSwapGroup = 0x9BB9D68F, +// NvAPI_D3D1x_QuerySwapGroup = 0x407F67AA, +// NvAPI_D3D1x_ResetFrameCount = 0x0FBBB031A, +// NvAPI_D3D9_AliasPrimaryAsTexture = 0x13C7112E, +// NvAPI_D3D9_AliasPrimaryFromDevice = 0x7C20C5BE, +// NvAPI_D3D9_BindSwapBarrier = 0x9C39C246, +// NvAPI_D3D9_CreatePathContextNV = 0x0A342F682, +// NvAPI_D3D9_CreatePathNV = 0x71329DF3, +// NvAPI_D3D9_CreateRenderTarget = 0x0B3827C8, +// NvAPI_D3D9_CreateTexture = 0x0D5E13573, +// NvAPI_D3D9_CreateVideo = 0x89FFD9A3, +// NvAPI_D3D9_CreateVideoBegin = 0x84C9D553, +// NvAPI_D3D9_CreateVideoEnd = 0x0B476BF61, +// NvAPI_D3D9_DeletePathNV = 0x73E0019A, +// NvAPI_D3D9_DestroyPathContextNV = 0x667C2929, +// NvAPI_D3D9_DMA = 0x962B8AF6, +// NvAPI_D3D9_DrawPathNV = 0x13199B3D, +// NvAPI_D3D9_EnableStereo = 0x492A6954, +// NvAPI_D3D9_EnumVideoFeatures = 0x1DB7C52C, +// NvAPI_D3D9_FreeVideo = 0x3111BED1, +// NvAPI_D3D9_GetCurrentRenderTargetHandle = 0x22CAD61, +// NvAPI_D3D9_GetCurrentZBufferHandle = 0x0B380F218, +// NvAPI_D3D9_GetIndexBufferHandle = 0x0FC5A155B, +// NvAPI_D3D9_GetOverlaySurfaceHandles = 0x6800F5FC, +// NvAPI_D3D9_GetSLIInfo = 0x694BFF4D, +// NvAPI_D3D9_GetTextureHandle = 0x0C7985ED5, +// NvAPI_D3D9_GetVertexBufferHandle = 0x72B19155, +// NvAPI_D3D9_GetVideoCapabilities = 0x3D596B93, +// NvAPI_D3D9_GetVideoState = 0x0A4527BF8, +// NvAPI_D3D9_GPUBasedCPUSleep = 0x0D504DDA7, +// NvAPI_D3D9_GpuSyncAcquire = 0x0D00B8317, +// NvAPI_D3D9_GpuSyncEnd = 0x754033F0, +// NvAPI_D3D9_GpuSyncGetHandleSize = 0x80C9FD3B, +// NvAPI_D3D9_GpuSyncInit = 0x6D6FDAD4, +// NvAPI_D3D9_GpuSyncMapIndexBuffer = 0x12EE68F2, +// NvAPI_D3D9_GpuSyncMapSurfaceBuffer = 0x2AB714AB, +// NvAPI_D3D9_GpuSyncMapTexBuffer = 0x0CDE4A28A, +// NvAPI_D3D9_GpuSyncMapVertexBuffer = 0x0DBC803EC, +// NvAPI_D3D9_GpuSyncRelease = 0x3D7A86BB, +// NvAPI_D3D9_IFR_SetUpTargetBufferToNV12BLVideoSurface = 0x0CFC92C15, +// NvAPI_D3D9_IFR_SetUpTargetBufferToSys = 0x55255D05, +// NvAPI_D3D9_IFR_TransferRenderTarget = 0x0AB7C2DC, +// NvAPI_D3D9_IFR_TransferRenderTargetToNV12BLVideoSurface = 0x5FE72F64, +// NvAPI_D3D9_JoinSwapGroup = 0x7D44BB54, +// NvAPI_D3D9_Lock = 0x6317345C, +// NvAPI_D3D9_NVFBC_GetStatus = 0x0bd3eb475, +// NvAPI_D3D9_PathClearDepthNV = 0x157E45C4, +// NvAPI_D3D9_PathDepthNV = 0x0FCB16330, +// NvAPI_D3D9_PathEnableColorWriteNV = 0x3E2804A2, +// NvAPI_D3D9_PathEnableDepthTestNV = 0x0E99BA7F3, +// NvAPI_D3D9_PathMatrixNV = 0x0D2F6C499, +// NvAPI_D3D9_PathParameterfNV = 0x0F7FF00C1, +// NvAPI_D3D9_PathParameteriNV = 0x0FC31236C, +// NvAPI_D3D9_PathVerticesNV = 0x0C23DF926, +// NvAPI_D3D9_Present = 0x5650BEB, +// NvAPI_D3D9_PresentSurfaceToDesktop = 0x0F7029C5, +// NvAPI_D3D9_PresentVideo = 0x5CF7F862, +// NvAPI_D3D9_QueryAAOverrideMode = 0x0DDF5643C, +// NvAPI_D3D9_QueryFrameCount = 0x9083E53A, +// NvAPI_D3D9_QueryMaxSwapGroup = 0x5995410D, +// NvAPI_D3D9_QuerySwapGroup = 0x0EBA4D232, +// NvAPI_D3D9_QueryVideoInfo = 0x1E6634B3, +// NvAPI_D3D9_ResetFrameCount = 0x0FA6A0675, +// NvAPI_D3D9_SetGamutData = 0x2BBDA32E, +// NvAPI_D3D9_SetPitchSurfaceCreation = 0x18CDF365, +// NvAPI_D3D9_SetResourceHint = 0x905F5C27, +// NvAPI_D3D9_SetSLIMode = 0x0BFDC062C, +// NvAPI_D3D9_SetSurfaceCreationLayout = 0x5609B86A, +// NvAPI_D3D9_SetVideoState = 0x0BD4BC56F, +// NvAPI_D3D9_StretchRect = 0x0AEAECD41, +// NvAPI_D3D9_Unlock = 0x0C182027E, +// NvAPI_D3D9_VideoSurfaceEncryptionControl = 0x9D2509EF, +// NvAPI_DeleteCustomDisplay = 0x0E7CB998D, +// NvAPI_DeleteUnderscanConfig = 0x0F98854C8, +// NvAPI_Disp_DpAuxChannelControl = 0x8EB56969, +// NvAPI_DISP_EnumHDMIStereoModes = 0x0D2CCF5D6, +// NvAPI_DISP_GetDisplayBlankingState = 0x63E5D8DB, +// NvAPI_DISP_GetHCloneTopology = 0x47BAD137, +// NvAPI_DISP_GetVirtualModeData = 0x3230D69A, +// NvAPI_DISP_OverrideDisplayModeList = 0x291BFF2, +// NvAPI_DISP_SetDisplayBlankingState = 0x1E17E29B, +// NvAPI_DISP_SetHCloneTopology = 0x61041C24, +// NvAPI_DISP_ValidateHCloneTopology = 0x5F4C2664, +// NvAPI_EnumCustomDisplay = 0x42892957, +// NvAPI_EnumUnderscanConfig = 0x4144111A, +// NvAPI_Event_RegisterCallback = 0x0E6DBEA69, +// NvAPI_Event_UnregisterCallback = 0x0DE1F9B45, +// NvAPI_GetDisplayDriverBuildTitle = 0x7562E947, +// NvAPI_GetDisplayDriverCompileType = 0x988AEA78, +// NvAPI_GetDisplayDriverMemoryInfo = 0x774AA982, +// NvAPI_GetDisplayDriverRegistryPath = 0x0E24CEEE, +// NvAPI_GetDisplayDriverSecurityLevel = 0x9D772BBA, +// NvAPI_GetDisplayFeatureConfig = 0x8E985CCD, +// NvAPI_GetDisplayFeatureConfigDefaults = 0x0F5F4D01, +// NvAPI_GetDisplayPosition = 0x6BB1EE5D, +// NvAPI_GetDisplaySettings = 0x0DC27D5D4, +// NvAPI_GetDriverMemoryInfo = 0x2DC95125, +// NvAPI_GetDriverModel = 0x25EEB2C4, +// NvAPI_GetDVCInfo = 0x4085DE45, +// NvAPI_GetDVCInfoEx = 0x0E45002D, +// NvAPI_GetGPUIDfromPhysicalGPU = 0x6533EA3E, +// NvAPI_GetHDCPLinkParameters = 0x0B3BB0772, +// NvAPI_GetHUEInfo = 0x95B64341, +// NvAPI_GetHybridMode = 0x0E23B68C1, +// NvAPI_GetImageSharpeningInfo = 0x9FB063DF, +// NvAPI_GetInfoFrame = 0x9734F1D, +// NvAPI_GetInfoFrameState = 0x41511594, +// NvAPI_GetInfoFrameStatePvt = 0x7FC17574, +// NvAPI_GetInvalidGpuTopologies = 0x15658BE6, +// NvAPI_GetLoadedMicrocodePrograms = 0x919B3136, +// NvAPI_GetPhysicalGPUFromDisplay = 0x1890E8DA, +// NvAPI_GetPhysicalGPUFromGPUID = 0x5380AD1A, +// NvAPI_GetPVExtName = 0x2F5B08E0, +// NvAPI_GetPVExtProfile = 0x1B1B9A16, +// NvAPI_GetScalingCaps = 0x8E875CF9, +// NvAPI_GetTiming = 0x0AFC4833E, +// NvAPI_GetTopologyDisplayGPU = 0x813D89A8, +// NvAPI_GetTVEncoderControls = 0x5757474A, +// NvAPI_GetTVOutputBorderColor = 0x6DFD1C8C, +// NvAPI_GetTVOutputInfo = 0x30C805D5, +// NvAPI_GetUnAttachedDisplayDriverRegistryPath = 0x633252D8, +// NvAPI_GetValidGpuTopologies = 0x5DFAB48A, +// NvAPI_GetVideoState = 0x1C5659CD, +// NvAPI_GPS_GetPerfSensors = 0x271C1109, +// NvAPI_GPS_GetPowerSteeringStatus = 0x540EE82E, +// NvAPI_GPS_GetThermalLimit = 0x583113ED, +// NvAPI_GPS_GetVPStateCap = 0x71913023, +// NvAPI_GPS_SetPowerSteeringStatus = 0x9723D3A2, +// NvAPI_GPS_SetThermalLimit = 0x0C07E210F, +// NvAPI_GPS_SetVPStateCap = 0x68888EB4, +// NvAPI_GPU_ClearPCIELinkAERInfo = 0x521566BB, +// NvAPI_GPU_ClearPCIELinkErrorInfo = 0x8456FF3D, +// NvAPI_GPU_ClientPowerPoliciesGetInfo = 0x34206D86, +// NvAPI_GPU_ClientPowerPoliciesGetStatus = 0x70916171, +// NvAPI_GPU_ClientPowerPoliciesSetStatus = 0x0AD95F5ED, +// NvAPI_GPU_ClientPowerTopologyGetInfo = 0x0A4DFD3F2, +// NvAPI_GPU_ClientPowerTopologyGetStatus = 0x0EDCF624E, +// NvAPI_GPU_CudaEnumComputeCapableGpus = 0x5786CC6E, +// NvAPI_GPU_EnableDynamicPstates = 0x0FA579A0F, +// NvAPI_GPU_EnableOverclockedPstates = 0x0B23B70EE, +// NvAPI_GPU_Get_DisplayPort_DongleInfo = 0x76A70E8D, +// NvAPI_GPU_GetAllClocks = 0x1BD69F49, +// NvAPI_GPU_GetAllGpusOnSameBoard = 0x4DB019E6, +// NvAPI_GPU_GetArchInfo = 0xD8265D24, +// NvAPI_GPU_GetBarInfo = 0xE4B701E3, +// NvAPI_GPU_GetClockBoostLock = 0xe440b867, // unknown name, NVAPI_ID_CURVE_GET +// NvAPI_GPU_GetClockBoostMask = 0x507b4b59, +// NvAPI_GPU_GetClockBoostRanges = 0x64b43a6a, +// NvAPI_GPU_GetClockBoostTable = 0x23f1b133, +// NvAPI_GPU_GetColorSpaceConversion = 0x8159E87A, +// NvAPI_GPU_GetConnectorInfo = 0x4ECA2C10, +// NvAPI_GPU_GetCoolerPolicyTable = 0x518A32C, +// NvAPI_GPU_GetCoolerSettings = 0x0DA141340, +// NvAPI_GPU_GetCoreVoltageBoostPercent = 0x9df23ca1, +// NvAPI_GPU_GetCurrentFanSpeedLevel = 0x0BD71F0C9, +// NvAPI_GPU_GetCurrentThermalLevel = 0x0D2488B79, +// NvAPI_GPU_GetCurrentVoltage = 0x465f9bcf, +// NvAPI_GPU_GetDeepIdleState = 0x1AAD16B4, +// NvAPI_GPU_GetDeviceDisplayMode = 0x0D2277E3A, +// NvAPI_GPU_GetDisplayUnderflowStatus = 0xED9E8057, +// NvAPI_GPU_GetDitherControl = 0x932AC8FB, +// NvAPI_GPU_GetExtendedMinorRevision = 0x25F17421, +// NvAPI_GPU_GetFBWidthAndLocation = 0x11104158, +// NvAPI_GPU_GetFlatPanelInfo = 0x36CFF969, +// NvAPI_GPU_GetFoundry = 0x5D857A00, +// NvAPI_GPU_GetFrameBufferCalibrationLockFailures = 0x524B9773, +// NvAPI_GPU_GetHardwareQualType = 0xF91E777B, +// NvAPI_GPU_GetHybridControllerInfo = 0xD26B8A58, +// NvAPI_GPU_GetLogicalFBWidthAndLocation = 0x8efc0978, +// NvAPI_GPU_GetManufacturingInfo = 0xA4218928, +// NvAPI_GPU_GetMemPartitionMask = 0x329D77CD, +// NvAPI_GPU_GetMXMBlock = 0xB7AB19B9, +// NvAPI_GPU_GetPartitionCount = 0x86F05D7A, +// NvAPI_GPU_GetPCIEInfo = 0xE3795199, +// NvAPI_GPU_GetPerfClocks = 0x1EA54A3B, +// NvAPI_GPU_GetPerfHybridMode = 0x5D7CCAEB, +// NvAPI_GPU_GetPerGpuTopologyStatus = 0x0A81F8992, +// NvAPI_GPU_GetPixelClockRange = 0x66AF10B7, +// NvAPI_GPU_GetPowerMizerInfo = 0x76BFA16B, +// NvAPI_GPU_GetPSFloorSweepStatus = 0xDEE047AB, +// NvAPI_GPU_GetPstateClientLimits = 0x88C82104, +// NvAPI_GPU_GetPstatesInfo = 0x0BA94C56E, +// NvAPI_GPU_GetRamBankCount = 0x17073A3C, +// NvAPI_GPU_GetRamBusWidth = 0x7975C581, +// NvAPI_GPU_GetRamConfigStrap = 0x51CCDB2A, +// NvAPI_GPU_GetRamMaker = 0x42aea16a, +// NvAPI_GPU_GetRamType = 0x57F7CAAC, +// NvAPI_GPU_GetRawFuseData = 0xE0B1DCE9, +// NvAPI_GPU_GetROPCount = 0xfdc129fa, +// NvAPI_GPU_GetSampleType = 0x32E1D697, +// NvAPI_GPU_GetSerialNumber = 0x14B83A5F, +// NvAPI_GPU_GetShaderPipeCount = 0x63E2F56F, +// NvAPI_GPU_GetShortName = 0xD988F0F3, +// NvAPI_GPU_GetSMMask = 0x0EB7AF173, +// NvAPI_GPU_GetTargetID = 0x35B5FD2F, +// NvAPI_GPU_GetThermalPoliciesInfo = 0x00D258BB5, // NvAPI_GPU_ClientThermalPoliciesGetInfo +// NvAPI_GPU_GetThermalPoliciesStatus = 0x0E9C425A1, +// NvAPI_GPU_GetThermalTable = 0xC729203C, +// NvAPI_GPU_GetTotalSMCount = 0x0AE5FBCFE, +// NvAPI_GPU_GetTotalSPCount = 0x0B6D62591, +// NvAPI_GPU_GetTotalTPCCount = 0x4E2F76A8, +// NvAPI_GPU_GetTPCMask = 0x4A35DF54, +// NvAPI_GPU_GetUsages = 0x189a1fdf, +// NvAPI_GPU_GetVbiosImage = 0xFC13EE11, +// NvAPI_GPU_GetVbiosMxmVersion = 0xE1D5DABA, +// NvAPI_GPU_GetVFPCurve = 0x21537ad4, +// NvAPI_GPU_GetVoltageDomainsStatus = 0x0C16C7E2C, +// NvAPI_GPU_GetVoltages = 0x7D656244, +// NvAPI_GPU_GetVoltageStep = 0x28766157, // unsure of the name +// NvAPI_GPU_GetVPECount = 0xD8CBF37B, +// NvAPI_GPU_GetVSFloorSweepStatus = 0xD4F3944C, +// NvAPI_GPU_GPIOQueryLegalPins = 0x0FAB69565, +// NvAPI_GPU_GPIOReadFromPin = 0x0F5E10439, +// NvAPI_GPU_GPIOWriteToPin = 0x0F3B11E68, +// NvAPI_GPU_PerfPoliciesGetInfo = 0x409d9841, +// NvAPI_GPU_PerfPoliciesGetStatus = 0x3d358a0c, +// NvAPI_GPU_PhysxQueryRecommendedState = 0x7A4174F4, +// NvAPI_GPU_PhysxSetState = 0x4071B85E, +// NvAPI_GPU_QueryActiveApps = 0x65B1C5F5, +// NvAPI_GPU_RestoreCoolerPolicyTable = 0x0D8C4FE63, +// NvAPI_GPU_RestoreCoolerSettings = 0x8F6ED0FB, +// NvAPI_GPU_SetClockBoostLock = 0x39442cfb, // unknown name, NVAPI_ID_CURVE_SET +// NvAPI_GPU_SetClockBoostTable = 0x0733e009, +// NvAPI_GPU_SetClocks = 0x6F151055, +// NvAPI_GPU_SetColorSpaceConversion = 0x0FCABD23A, +// NvAPI_GPU_SetCoolerLevels = 0x891FA0AE, +// NvAPI_GPU_SetCoolerPolicyTable = 0x987947CD, +// NvAPI_GPU_SetCoreVoltageBoostPercent = 0xb9306d9b, +// NvAPI_GPU_SetCurrentPCIESpeed = 0x3BD32008, +// NvAPI_GPU_SetCurrentPCIEWidth = 0x3F28E1B9, +// NvAPI_GPU_SetDeepIdleState = 0x568A2292, +// NvAPI_GPU_SetDisplayUnderflowMode = 0x387B2E41, +// NvAPI_GPU_SetDitherControl = 0x0DF0DFCDD, +// NvAPI_GPU_SetPerfClocks = 0x7BCF4AC, +// NvAPI_GPU_SetPerfHybridMode = 0x7BC207F8, +// NvAPI_GPU_SetPixelClockRange = 0x5AC7F8E5, +// NvAPI_GPU_SetPowerMizerInfo = 0x50016C78, +// NvAPI_GPU_SetPstateClientLimits = 0x0FDFC7D49, +// NvAPI_GPU_SetPstates20 = 0x0F4DAE6B, +// NvAPI_GPU_SetPstatesInfo = 0x0CDF27911, +// NvAPI_GPU_SetThermalPoliciesStatus = 0x034C0B13D, +// NvAPI_Hybrid_IsAppMigrationStateChangeable = 0x584CB0B6, +// NvAPI_Hybrid_QueryBlockedMigratableApps = 0x0F4C2F8CC, +// NvAPI_Hybrid_QueryUnblockedNonMigratableApps = 0x5F35BCB5, +// NvAPI_Hybrid_SetAppMigrationState = 0x0FA0B9A59, +// NvAPI_I2CReadEx = 0x4D7B0709, +// NvAPI_I2CWriteEx = 0x283AC65A, +// NvAPI_LoadMicrocode = 0x3119F36E, +// NvAPI_Mosaic_ChooseGpuTopologies = 0x0B033B140, +// NvAPI_Mosaic_EnumGridTopologies = 0x0A3C55220, +// NvAPI_Mosaic_GetDisplayCapabilities = 0x0D58026B9, +// NvAPI_Mosaic_GetMosaicCapabilities = 0x0DA97071E, +// NvAPI_Mosaic_GetMosaicViewports = 0x7EBA036, +// NvAPI_Mosaic_SetGridTopology = 0x3F113C77, +// NvAPI_Mosaic_ValidateDisplayGridsWithSLI = 0x1ECFD263, +// NvAPI_QueryNonMigratableApps = 0x0BB9EF1C3, +// NvAPI_QueryUnderscanCap = 0x61D7B624, +// NvAPI_RestartDisplayDriver = 0xB4B26B65, +// NvAPI_RevertCustomDisplayTrial = 0x854BA405, +// NvAPI_SaveCustomDisplay = 0x0A9062C78, +// NvAPI_SetDisplayFeatureConfig = 0x0F36A668D, +// NvAPI_SetDisplayPosition = 0x57D9060F, +// NvAPI_SetDisplaySettings = 0x0E04F3D86, +// NvAPI_SetDVCLevel = 0x172409B4, +// NvAPI_SetDVCLevelEx = 0x4A82C2B1, +// NvAPI_SetFrameRateNotify = 0x18919887, +// NvAPI_SetGpuTopologies = 0x25201F3D, +// NvAPI_SetHUEAngle = 0x0F5A0F22C, +// NvAPI_SetHybridMode = 0x0FB22D656, +// NvAPI_SetImageSharpeningLevel = 0x3FC9A59C, +// NvAPI_SetInfoFrame = 0x69C6F365, +// NvAPI_SetInfoFrameState = 0x67EFD887, +// NvAPI_SetPVExtName = 0x4FEEB498, +// NvAPI_SetPVExtProfile = 0x8354A8F4, +// NvAPI_SetTopologyDisplayGPU = 0xF409D5E5, +// NvAPI_SetTopologyFocusDisplayAndView = 0x0A8064F9, +// NvAPI_SetTVEncoderControls = 0x0CA36A3AB, +// NvAPI_SetTVOutputBorderColor = 0x0AED02700, +// NvAPI_SetUnderscanConfig = 0x3EFADA1D, +// NvAPI_SetVideoState = 0x54FE75A, +// NvAPI_Stereo_AppHandShake = 0x8C610BDA, +// NvAPI_Stereo_ForceToScreenDepth = 0x2D495758, +// NvAPI_Stereo_GetCursorSeparation = 0x72162B35, +// NvAPI_Stereo_GetPixelShaderConstantB = 0x0C79333AE, +// NvAPI_Stereo_GetPixelShaderConstantF = 0x0D4974572, +// NvAPI_Stereo_GetPixelShaderConstantI = 0x0ECD8F8CF, +// NvAPI_Stereo_GetStereoCaps = 0x0DFC063B7, +// NvAPI_Stereo_GetVertexShaderConstantB = 0x712BAA5B, +// NvAPI_Stereo_GetVertexShaderConstantF = 0x622FDC87, +// NvAPI_Stereo_GetVertexShaderConstantI = 0x5A60613A, +// NvAPI_Stereo_HandShake_Message_Control = 0x315E0EF0, +// NvAPI_Stereo_HandShake_Trigger_Activation = 0x0B30CD1A7, +// NvAPI_Stereo_Is3DCursorSupported = 0x0D7C9EC09, +// NvAPI_Stereo_SetCursorSeparation = 0x0FBC08FC1, +// NvAPI_Stereo_SetPixelShaderConstantB = 0x0BA6109EE, +// NvAPI_Stereo_SetPixelShaderConstantF = 0x0A9657F32, +// NvAPI_Stereo_SetPixelShaderConstantI = 0x912AC28F, +// NvAPI_Stereo_SetVertexShaderConstantB = 0x5268716F, +// NvAPI_Stereo_SetVertexShaderConstantF = 0x416C07B3, +// NvAPI_Stereo_SetVertexShaderConstantI = 0x7923BA0E, +// NvAPI_SYS_GetChipSetTopologyStatus = 0x8A50F126, +// NvAPI_SYS_GetSliApprovalCookie = 0xB539A26E, +// NvAPI_SYS_SetPostOutput = 0xD3A092B1, +// NvAPI_SYS_VenturaGetCoolingBudget = 0x0C9D86E33, +// NvAPI_SYS_VenturaGetPowerReading = 0x63685979, +// NvAPI_SYS_VenturaGetState = 0x0CB7C208D, +// NvAPI_SYS_VenturaSetCoolingBudget = 0x85FF5A15, +// NvAPI_SYS_VenturaSetState = 0x0CE2E9D9, +// NvAPI_TryCustomDisplay = 0x0BF6C1762, +// NvAPI_VideoGetStereoInfo = 0x8E1F8CFE, +// NvAPI_VideoSetStereoInfo = 0x97063269, +// NvAPI_GPU_ClientFanCoolersGetInfo = 0xfb85b01e, +// NvAPI_GPU_ClientFanCoolersGetStatus = 0x35aed5e8, +// NvAPI_GPU_ClientFanCoolersGetControl = 0x814b209f, +// NvAPI_GPU_ClientFanCoolersSetControl = 0xa58971a5, +// Unknown_1629A173 = 0x1629a173, // `Unknown(*mut { version = 0x00030038, count, .. })` +// Unknown_36E39E6B = 0x36e39e6b, // `Unknown(*mut { version = 0x0002000c, count, ... })` might be handles? +// Unknown_B7BCF50D = 0xb7bcf50d, // `Unknown(hGpu, *mut { version = 0x00010008, value })` seen `value = 0x703` +// Unknown_F1D2777B = 0xf1d2777b, // `Unknown(hDisplayHandle, *mut hGpu)` maybe? + +// NvAPI_Unload = 0xD22BDD7E, +// NvAPI_Initialize = 0x150E828 + +typedef uintptr_t *(*NvAPI_QueryInterface_t)(unsigned int); + +typedef struct nv_module { + HMODULE handle; + nv_api_t api; +} nv_module_t; + +static void* _nv_module_function_get(HMODULE handle, const char *name) +{ + void *func = GetProcAddress(handle, name); + + if (func == NULL) { + log_fatal("Failed to get function pointer for %s: %s", name, util_winerr_format_error_code(GetLastError())); + } + + return func; +} + +void nv_module_load(nv_module_t **module) +{ + HMODULE handle; + NvAPI_QueryInterface_t nvapi_query_interface; + + log_assert(module); + + *module = (nv_module_t *) xmalloc(sizeof(nv_module_t)); + + handle = LoadLibraryA(NV_MODULE_PATH); + + if (handle == NULL) { + log_fatal("Failed to load nvapi module: %s", util_winerr_format_error_code(GetLastError())); + } + + (*module)->handle = handle; + + nvapi_query_interface = _nv_module_function_get((*module)->handle, "nvapi_QueryInterface"); + + (*module)->api.NvAPI_Initialize = (NvAPI_Initialize_t) nvapi_query_interface(0x0150E828); + (*module)->api.NvAPI_Unload = (NvAPI_Unload_t) nvapi_query_interface(0xD22BDD7E); + (*module)->api.NvAPI_GetInterfaceVersionStringEx = (NvAPI_GetInterfaceVersionStringEx_t) nvapi_query_interface(0x1053FA5); + (*module)->api.NvAPI_SYS_GetDriverAndBranchVersion = (NvAPI_SYS_GetDriverAndBranchVersion_t) nvapi_query_interface(0x2926AAAD); + (*module)->api.NvAPI_GetErrorMessage = (NvAPI_GetErrorMessage_t) nvapi_query_interface(0x6C2D048C); + (*module)->api.NvAPI_DRS_CreateSession = (NvAPI_DRS_CreateSession_t) nvapi_query_interface(0x0694D52E); + (*module)->api.NvAPI_DRS_LoadSettings = (NvAPI_DRS_LoadSettings_t) nvapi_query_interface(0x375DBD6B); + (*module)->api.NvAPI_DRS_FindProfileByName = (NvAPI_DRS_FindProfileByName_t) nvapi_query_interface(0x7E4A9A0B); + (*module)->api.NvAPI_DRS_FindApplicationByName = (NvAPI_DRS_FindApplicationByName_t) nvapi_query_interface(0x0EEE566B2); + (*module)->api.NvAPI_DRS_CreateProfile = (NvAPI_DRS_CreateProfile_t) nvapi_query_interface(0x0CC176068); + (*module)->api.NvAPI_DRS_CreateApplication = (NvAPI_DRS_CreateApplication_t) nvapi_query_interface(0x4347A9DE); + (*module)->api.NvAPI_DRS_GetSetting = (NvAPI_DRS_GetSetting_t) nvapi_query_interface(0x73BF8338); + (*module)->api.NvAPI_DRS_SetSetting = (NvAPI_DRS_SetSetting_t) nvapi_query_interface(0x577DD202); + (*module)->api.NvAPI_DRS_SaveSettings = (NvAPI_DRS_SaveSettings_t) nvapi_query_interface(0x0FCBC7E14); + (*module)->api.NvAPI_DRS_DestroySession = (NvAPI_DRS_DestroySession_t) nvapi_query_interface(0x0DAD9CFF8); + (*module)->api.NvAPI_EnumPhysicalGPUs = (NvAPI_EnumPhysicalGPUs_t) nvapi_query_interface(0x0E5AC921F); + (*module)->api.NvAPI_GPU_GetConnectedDisplayIds = (NvAPI_GPU_GetConnectedDisplayIds_t) nvapi_query_interface(0x78DBA2); + (*module)->api.NvAPI_DISP_GetTiming = (NvAPI_DISP_GetTiming_t) nvapi_query_interface(0x175167E9); + (*module)->api.NvAPI_DISP_TryCustomDisplay = (NvAPI_DISP_TryCustomDisplay_t) nvapi_query_interface(0x1F7DB630); + (*module)->api.NvAPI_DISP_SaveCustomDisplay = (NvAPI_DISP_SaveCustomDisplay_t) nvapi_query_interface(0x49882876); + (*module)->api.NvAPI_DISP_RevertCustomDisplayTrial = (NvAPI_DISP_RevertCustomDisplayTrial_t) nvapi_query_interface(0xCBBD40F0); + (*module)->api.NvAPI_DRS_DeleteProfile = (NvAPI_DRS_DeleteProfile_t) nvapi_query_interface(0x17093206); + (*module)->api.NvAPI_DISP_GetDisplayConfig = (NvAPI_DISP_GetDisplayConfig_t) nvapi_query_interface(0x11ABCCF8); + (*module)->api.NvAPI_DISP_SetDisplayConfig = (NvAPI_DISP_SetDisplayConfig_t) nvapi_query_interface(0x5D8CF8DE); +} + +void nv_module_free(nv_module_t **module) +{ + log_assert(module); + + FreeLibrary((*module)->handle); + + free(*module); +} + +void nv_module_api_get(const nv_module_t *module, nv_api_t *api) +{ + log_assert(module); + log_assert(api); + + *api = module->api; +} diff --git a/src/main/nv/module.h b/src/main/nv/module.h new file mode 100644 index 0000000..0db57f1 --- /dev/null +++ b/src/main/nv/module.h @@ -0,0 +1,13 @@ +#ifndef NVGPU_CONFIG_NVAPI_MODULE_H +#define NVGPU_CONFIG_NVAPI_MODULE_H + +#include "nv/api.h" + +typedef struct nv_module nv_module_t; + +void nv_module_load(nv_module_t **module); +void nv_module_free(nv_module_t **module); + +void nv_module_api_get(const nv_module_t *module, nv_api_t *api); + +#endif \ No newline at end of file diff --git a/src/main/nvgpu/Module.mk b/src/main/nvgpu/Module.mk new file mode 100644 index 0000000..963caf6 --- /dev/null +++ b/src/main/nvgpu/Module.mk @@ -0,0 +1,8 @@ +exes += nvgpu \ + +libs_nvgpu := \ + nv \ + util \ + +src_nvgpu := \ + main.c \ diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c new file mode 100644 index 0000000..83a9c6f --- /dev/null +++ b/src/main/nvgpu/main.c @@ -0,0 +1,1344 @@ +#include + +#include +#include +#include +#include +#include +#include + +#include "nv/api.h" +#include "nv/module.h" + +#include "util/fs.h" +#include "util/mem.h" +#include "util/str.h" + +#define NV_DRS_SETTINGS_FOLDER "C:\\ProgramData\\NVIDIA Corporation\\Drs" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define PRINT_ERR_WITH_NVAPI_MESSAGE(status, fmt, ...) \ + NvAPI_ShortString error_str; \ + nv_api->NvAPI_GetErrorMessage(status, error_str); \ + fprintf(stderr, fmt ", reason: %s\n", ##__VA_ARGS__, error_str); + +static bool _session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_DestroySession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Destroying driver settings session"); + return false; + } + + return true; +} + +static bool _session_create_and_settings_load(const nv_api_t *nv_api, NvDRSSessionHandle *session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_CreateSession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver settings session"); + return false; + } + + status = nv_api->NvAPI_DRS_LoadSettings(*session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Loading driver settings"); + + return _session_destroy(nv_api, *session); + } + + return true; +} + +static bool _settings_save_and_session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + printfln_err("Saving ..."); + + status = nv_api->NvAPI_DRS_SaveSettings(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving driver settings"); + + return _session_destroy(nv_api, session); + } + + return _session_destroy(nv_api, session); +} + +static bool _profile_get( + const nv_api_t *nv_api, + const char *profile_name, + NvDRSSessionHandle session, + NvDRSProfileHandle *profile) +{ + NvAPI_UnicodeString nv_profile_name; + NvAPI_Status status; + wchar_t *profile_name_wstr; + + assert(nv_api); + assert(session); + assert(profile); + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(nv_profile_name, sizeof(nv_profile_name), profile_name_wstr); + + status = nv_api->NvAPI_DRS_FindProfileByName(session, nv_profile_name, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Finding driver profile %s", profile_name); + return false; + } + + return true; +} + +static bool _profile_setting_set( + const nv_api_t *nv_api, + NvDRSSessionHandle session, + NvDRSProfileHandle profile, + NVDRS_SETTING *setting) +{ + NvAPI_Status status; + + assert(nv_api); + assert(setting); + + status = nv_api->NvAPI_DRS_SetSetting(session, profile, setting); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "Error setting driver settings"); + return false; + } + + return true; +} + +static void _ensure_drs_settings_folder_exists() +{ + // Even on a fresh install, this might not exist which result + // in NVAPI_ACCESS_DENIED errors on many (or even all?) nvapi DRS functions + if (!path_exists(NV_DRS_SETTINGS_FOLDER)) { + printfln_err("NOTE: DRS settings folder to store profiles does not exist, creating..."); + path_mkdir(NV_DRS_SETTINGS_FOLDER); + } +} + +// ------------------------------------------------------------------------------------------------- + +static bool _nv_info(const nv_api_t *nv_api) +{ + NvAPI_ShortString interface_version; + NvAPI_ShortString driver_version; + NvU32 driver_version_number; + NvAPI_Status status; + + printfln_err("Getting interface version..."); + + status = nv_api->NvAPI_GetInterfaceVersionStringEx(interface_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting interface version string"); + return false; + } + + printfln_err("Getting driver and branch version..."); + + status = nv_api->NvAPI_SYS_GetDriverAndBranchVersion(&driver_version_number, driver_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting driver and branch version"); + return false; + } + + printfln_out("Interface version: %s", interface_version); + printfln_out("Driver version: %s", driver_version); + printfln_out("Driver version number: %lu", driver_version_number); + + return true; +} + +static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NVDRS_PROFILE profile; + wchar_t *profile_name_wstr; + NvAPI_Status status; + NvDRSProfileHandle profile_handle; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + profile.version = NVDRS_PROFILE_VER; + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(profile.profileName, sizeof(profile.profileName), profile_name_wstr); + free(profile_name_wstr); + + printfln_err("Creating profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver profile"); + + _session_destroy(nv_api, session); + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_delete(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + printfln_err("Deleting profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_DeleteProfile(session, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Deleting driver profile %s", profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_application_add(const nv_api_t *nv_api, const char *profile_name, const char *application_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + NVDRS_APPLICATION application; + wchar_t *application_name_wstr; + + assert(nv_api); + assert(profile_name); + assert(application_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + application.version = NVDRS_APPLICATION_VER; + + application_name_wstr = str_widen(application_name); + wstr_cpy(application.appName, sizeof(application.appName), application_name_wstr); + free(application_name_wstr); + + printfln_err("Adding application %s to profile %s...", application_name, profile_name); + + status = nv_api->NvAPI_DRS_CreateApplication(session, profile, &application); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Adding application %s to profile %s", application_name, profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gsync_disable(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = VRR_APP_OVERRIDE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + setting.u32CurrentValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + + printfln_err("Disabling G-SYNC for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gpu_power_state_max(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = PREFERRED_PSTATE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = PREFERRED_PSTATE_PREFER_MAX; + setting.u32CurrentValue = PREFERRED_PSTATE_PREFER_MAX; + + printfln_err("Setting GPU power state to maximum for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _displays_list(const nv_api_t *nv_api) +{ + NvAPI_Status status; + NvPhysicalGpuHandle gpu_handle[NVAPI_MAX_PHYSICAL_GPUS]; + NvU32 gpu_count; + NvU32 display_id_count; + NV_GPU_DISPLAYIDS *display_ids; + const char *connector_type; + + assert(nv_api); + + status = nv_api->NvAPI_EnumPhysicalGPUs(gpu_handle, &gpu_count); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Enumerating physical GPUs"); + return false; + } + + printfln_err("Display ID, Connector Type, Active, Connected, Physically Connected"); + + for (NvU32 i = 0; i < gpu_count; i++) { + // Get display count per GPU + display_id_count = 0; + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], NULL, &display_id_count, 0); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display count of GPU"); + return false; + } + + if (display_id_count > 0) { + display_ids = (NV_GPU_DISPLAYIDS*) xmalloc(sizeof(NV_GPU_DISPLAYIDS) * display_id_count); + + for (NvU32 j = 0; j < display_id_count; j++) { + display_ids[j].version = NV_GPU_DISPLAYIDS_VER; + } + + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], display_ids, &display_id_count, 0); + + if (status != NVAPI_OK) { + free(display_ids); + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display ids of GPU"); + return false; + } + + for (NvU32 j = 0; j < display_id_count; j++) { + switch (display_ids[j].connectorType) { + case NV_MONITOR_CONN_TYPE_VGA: + connector_type = "VGA"; + break; + case NV_MONITOR_CONN_TYPE_COMPONENT: + connector_type = "Component"; + break; + case NV_MONITOR_CONN_TYPE_SVIDEO: + connector_type = "S-Video"; + break; + case NV_MONITOR_CONN_TYPE_HDMI: + connector_type = "HDMI"; + break; + case NV_MONITOR_CONN_TYPE_DVI: + connector_type = "DVI"; + break; + case NV_MONITOR_CONN_TYPE_LVDS: + connector_type = "LVDS"; + break; + case NV_MONITOR_CONN_TYPE_DP: + connector_type = "DP"; + break; + case NV_MONITOR_CONN_TYPE_COMPOSITE: + connector_type = "Composite"; + break; + default: + connector_type = "unknown"; + break; + } + + printfln_out("0x%lX, %s, %s, %s, %s", + display_ids[j].displayId, + connector_type, + display_ids[j].isActive ? "active" : "inactive", + display_ids[j].isConnected ? "connected" : "disconnected", + display_ids[j].isPhysicallyConnected ? "connected" : "disconnected"); + } + + free(display_ids); + } + } + + return true; +} + +static bool _display_config_get(const nv_api_t *nv_api, NvU32 display_id) +{ + NvU32 target_info_count; + NV_DISPLAYCONFIG_PATH_INFO display_config; + NvAPI_Status status; + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 *target_info; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 *source_mode_info; + + assert(nv_api); + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&target_info_count, NULL); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config count"); + return false; + } + + memset(&display_config, 0, sizeof(NV_DISPLAYCONFIG_PATH_INFO)); + + display_config.version = NV_DISPLAYCONFIG_PATH_INFO_VER; + display_config.targetInfoCount = target_info_count; + display_config.targetInfo = (NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2*) xmalloc(sizeof(NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2) * target_info_count); + display_config.sourceModeInfo = (NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1*) xmalloc(sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1) * target_info_count); + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&target_info_count, &display_config); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config"); + + free(display_config.targetInfo); + free(display_config.sourceModeInfo); + + return false; + } + + if (display_id != 0) { + printfln_err("Applying display ID filter: %lX", display_id); + } + + printfln_err("Num total display configs: %ld", display_config.targetInfoCount); + + for (NvU32 i = 0; i < display_config.targetInfoCount; i++) { + target_info = &display_config.targetInfo[i]; + source_mode_info = &display_config.sourceModeInfo[i]; + + if (display_id != 0 && target_info->displayId != display_id) { + continue; + } + + printfln_out("--------------------------------"); + printfln_out("Display ID: %lX", target_info->displayId); + printfln_out("Resolution width: %ld", source_mode_info->resolution.width); + printfln_out("Resolution height: %ld", source_mode_info->resolution.height); + printfln_out("Color depth: %d", source_mode_info->colorFormat); + printfln_out("Position x: %d", source_mode_info->position.x); + printfln_out("Position y: %d", source_mode_info->position.y); + printfln_out("Spanning orientation: %d", source_mode_info->spanningOrientation); + printfln_out("GDI primary: %d", source_mode_info->bGDIPrimary); + printfln_out("SLI focus: %d", source_mode_info->bSLIFocus); + + if (target_info->details) { + switch (target_info->details->rotation) { + case NV_ROTATE_0: + printfln_out("Rotation: 0 degrees"); + break; + case NV_ROTATE_90: + printfln_out("Rotation: 90 degrees"); + break; + case NV_ROTATE_180: + printfln_out("Rotation: 180 degrees"); + break; + case NV_ROTATE_270: + printfln_out("Rotation: 270 degrees"); + break; + case NV_ROTATE_IGNORED: + printfln_out("Rotation: ignored"); + break; + default: + printfln_out("Rotation: unknown (%d)", target_info->details->rotation); + break; + } + + switch (target_info->details->scaling) { + case NV_SCALING_DEFAULT: + printfln_out("Scaling: default"); + break; + case NV_SCALING_GPU_SCALING_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to closest"); + break; + case NV_SCALING_GPU_SCALING_TO_NATIVE: + printfln_out("Scaling: GPU scaling to native"); + break; + case NV_SCALING_GPU_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scaling to aspect scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to aspect scanout to closest"); + break; + case NV_SCALING_GPU_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scanout to closest"); + break; + case NV_SCALING_GPU_INTEGER_ASPECT_SCALING: + printfln_out("Scaling: GPU integer aspect scaling"); + break; + default: + printfln_out("Scaling: unknown (%d)", target_info->details->scaling); + break; + } + + printfln_out("Refresh rate (non interlaced): %ld", target_info->details->refreshRate1K * 1000); + printfln_out("Interlaced: %d", target_info->details->interlaced); + printfln_out("Primary: %d", target_info->details->primary); + printfln_out("Disable virtual mode support: %d", target_info->details->disableVirtualModeSupport); + printfln_out("Is preferred unscaled target: %d", target_info->details->isPreferredUnscaledTarget); + + switch (target_info->details->connector) { + case NVAPI_GPU_CONNECTOR_VGA_15_PIN: + printfln_out("Connector: VGA 15 Pin"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE: + printfln_out("Connector: TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_TV_SVIDEO: + printfln_out("Connector: TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_COMPONENT: + printfln_out("Connector: TV HDTV Component"); + break; + case NVAPI_GPU_CONNECTOR_TV_SCART: + printfln_out("Connector: TV SCART"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE_SCART_ON_EIAJ4120: + printfln_out("Connector: TV Composite SCART on EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_EIAJ4120: + printfln_out("Connector: TV HDTV EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_HDTV_YPRPB: + printfln_out("Connector: PC POD HDTV YPRPB"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_SVIDEO: + printfln_out("Connector: PC POD S-Video"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_COMPOSITE: + printfln_out("Connector: PC POD Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_SVIDEO: + printfln_out("Connector: DVI-I TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_COMPOSITE: + printfln_out("Connector: DVI-I TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I: + printfln_out("Connector: DVI-I"); + break; + case NVAPI_GPU_CONNECTOR_DVI_D: + printfln_out("Connector: DVI-D"); + break; + case NVAPI_GPU_CONNECTOR_ADC: + printfln_out("Connector: ADC"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_1: + printfln_out("Connector: LFH DVI-I 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_2: + printfln_out("Connector: LFH DVI-I 2"); + break; + case NVAPI_GPU_CONNECTOR_SPWG: + printfln_out("Connector: SPWG"); + break; + case NVAPI_GPU_CONNECTOR_OEM: + printfln_out("Connector: OEM"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_EXTERNAL: + printfln_out("Connector: DisplayPort External"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_INTERNAL: + printfln_out("Connector: DisplayPort Internal"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_MINI_EXT: + printfln_out("Connector: DisplayPort Mini External"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_A: + printfln_out("Connector: HDMI A"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_C_MINI: + printfln_out("Connector: HDMI C Mini"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_1: + printfln_out("Connector: LFH DisplayPort 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_2: + printfln_out("Connector: LFH DisplayPort 2"); + break; + case NVAPI_GPU_CONNECTOR_VIRTUAL_WFD: + printfln_out("Connector: Virtual WFD"); + break; + case NVAPI_GPU_CONNECTOR_USB_C: + printfln_out("Connector: USB C"); + break; + default: + printfln_out("Connector: unknown (%d)", target_info->details->connector); + break; + } + + switch (target_info->details->tvFormat) { + case NV_DISPLAY_TV_FORMAT_NONE: + printfln_out("TV format: none"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCM: + printfln_out("TV format: SD NTSC-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCJ: + printfln_out("TV format: SD NTSC-J"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALM: + printfln_out("TV format: SD PAL-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALBDGH: + printfln_out("TV format: SD PAL-BDGH"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALN: + printfln_out("TV format: SD PAL-N"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALNC: + printfln_out("TV format: SD PAL-NC"); + break; + case NV_DISPLAY_TV_FORMAT_SD_576i: + printfln_out("TV format: SD 576i"); + break; + case NV_DISPLAY_TV_FORMAT_SD_480i: + printfln_out("TV format: SD 480i"); + break; + case NV_DISPLAY_TV_FORMAT_ED_480p: + printfln_out("TV format: ED 480p"); + break; + case NV_DISPLAY_TV_FORMAT_ED_576p: + printfln_out("TV format: ED 576p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p: + printfln_out("TV format: HD 720p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i: + printfln_out("TV format: HD 1080i"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p: + printfln_out("TV format: HD 1080p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p50: + printfln_out("TV format: HD 720p50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p24: + printfln_out("TV format: HD 1080p24"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i50: + printfln_out("TV format: HD 1080i50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p50: + printfln_out("TV format: HD 1080p50"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_3840: + printfln_out("TV format: UHD 4Kp30 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_3840: + printfln_out("TV format: UHD 4Kp25 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_3840: + printfln_out("TV format: UHD 4Kp24 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_SMPTE: + printfln_out("TV format: UHD 4Kp24 SMPTE"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_3840: + printfln_out("TV format: UHD 4Kp50 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_3840: + printfln_out("TV format: UHD 4Kp60 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_4096: + printfln_out("TV format: UHD 4Kp30 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_4096: + printfln_out("TV format: UHD 4Kp25 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_4096: + printfln_out("TV format: UHD 4Kp24 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_4096: + printfln_out("TV format: UHD 4Kp50 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_4096: + printfln_out("TV format: UHD 4Kp60 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp24_7680: + printfln_out("TV format: UHD 8Kp24 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp25_7680: + printfln_out("TV format: UHD 8Kp25 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp30_7680: + printfln_out("TV format: UHD 8Kp30 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp48_7680: + printfln_out("TV format: UHD 8Kp48 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp50_7680: + printfln_out("TV format: UHD 8Kp50 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp60_7680: + printfln_out("TV format: UHD 8Kp60 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp100_7680: + printfln_out("TV format: UHD 8Kp100 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp120_7680: + printfln_out("TV format: UHD 8Kp120 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_3840: + printfln_out("TV format: UHD 4Kp48 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_4096: + printfln_out("TV format: UHD 4Kp48 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_3840: + printfln_out("TV format: UHD 4Kp100 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_4096: + printfln_out("TV format: UHD 4Kp100 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_4096: + printfln_out("TV format: UHD 4Kp120 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_3840: + printfln_out("TV format: UHD 4Kp120 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_5120: + printfln_out("TV format: UHD 4Kp100 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_5120: + printfln_out("TV format: UHD 4Kp120 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_5120: + printfln_out("TV format: UHD 4Kp24 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_5120: + printfln_out("TV format: UHD 4Kp25 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_5120: + printfln_out("TV format: UHD 4Kp30 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_5120: + printfln_out("TV format: UHD 4Kp48 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_5120: + printfln_out("TV format: UHD 4Kp50 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_5120: + printfln_out("TV format: UHD 4Kp60 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp24_10240: + printfln_out("TV format: UHD 10Kp24 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp25_10240: + printfln_out("TV format: UHD 10Kp25 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp30_10240: + printfln_out("TV format: UHD 10Kp30 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp48_10240: + printfln_out("TV format: UHD 10Kp48 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp50_10240: + printfln_out("TV format: UHD 10Kp50 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp60_10240: + printfln_out("TV format: UHD 10Kp60 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp100_10240: + printfln_out("TV format: UHD 10Kp100 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp120_10240: + printfln_out("TV format: UHD 10Kp120 10240"); + break; + case NV_DISPLAY_TV_FORMAT_SD_OTHER: + printfln_out("TV format: SD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ED_OTHER: + printfln_out("TV format: ED Other"); + break; + case NV_DISPLAY_TV_FORMAT_HD_OTHER: + printfln_out("TV format: HD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ANY: + printfln_out("TV format: Any"); + break; + default: + printfln_out("TV format: unknown (%d)", target_info->details->tvFormat); + break; + } + + switch (target_info->details->timingOverride) { + case NV_TIMING_OVERRIDE_CURRENT: + printfln_out("Timing override: current"); + break; + case NV_TIMING_OVERRIDE_AUTO: + printfln_out("Timing override: auto"); + break; + case NV_TIMING_OVERRIDE_EDID: + printfln_out("Timing override: EDID"); + break; + case NV_TIMING_OVERRIDE_DMT: + printfln_out("Timing override: VESA DMT"); + break; + case NV_TIMING_OVERRIDE_DMT_RB: + printfln_out("Timing override: VESA DMT RB"); + break; + case NV_TIMING_OVERRIDE_CVT: + printfln_out("Timing override: VESA CVT"); + break; + case NV_TIMING_OVERRIDE_CVT_RB: + printfln_out("Timing override: VESA CVT RB"); + break; + case NV_TIMING_OVERRIDE_GTF: + printfln_out("Timing override: VESA GTF"); + break; + case NV_TIMING_OVERRIDE_EIA861: + printfln_out("Timing override: EIA 861x pre-defined timing"); + break; + case NV_TIMING_OVERRIDE_ANALOG_TV: + printfln_out("Timing override: analog SD/HDTV timing"); + break; + case NV_TIMING_OVERRIDE_CUST: + printfln_out("Timing override: NV custom timings"); + break; + case NV_TIMING_OVERRIDE_NV_PREDEFINED: + printfln_out("Timing override: NV pre-defined timing (basically the PsF timings)"); + break; + case NV_TIMING_OVERRIDE_NV_ASPR: + printfln_out("Timing override: NV ASPR"); + break; + case NV_TIMING_OVERRIDE_SDI: + printfln_out("Timing override: SDI"); + break; + case NV_TIMING_OVRRIDE_MAX: + printfln_out("Timing override: max"); + break; + default: + printfln_out("Timing override: unknown (%d)", target_info->details->timingOverride); + break; + } + + printfln_out("Override custom (backend raster) timing"); + + printfln_out("Horizontal visible: %d", target_info->details->timing.HVisible); + printfln_out("Horizontal border: %d", target_info->details->timing.HBorder); + printfln_out("Horizontal front porch: %d", target_info->details->timing.HFrontPorch); + printfln_out("Horizontal sync width: %d", target_info->details->timing.HSyncWidth); + printfln_out("Horizontal total: %d", target_info->details->timing.HTotal); + printfln_out("Horizontal sync polarity: %s", target_info->details->timing.HSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Vertical visible: %d", target_info->details->timing.VVisible); + printfln_out("Vertical border: %d", target_info->details->timing.VBorder); + printfln_out("Vertical front porch: %d", target_info->details->timing.VFrontPorch); + printfln_out("Vertical sync width: %d", target_info->details->timing.VSyncWidth); + printfln_out("Vertical total: %d", target_info->details->timing.VTotal); + printfln_out("Vertical sync polarity: %s", target_info->details->timing.VSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Interlaced: %s", target_info->details->timing.interlaced == 1 ? "interlaced" : "progressive"); + printfln_out("Pixel clock: %lu kHz", target_info->details->timing.pclk * 10); + + printfln_out("Flag: 0x%lX", target_info->details->timing.etc.flag); + printfln_out("Logical refresh rate to present: %d", target_info->details->timing.etc.rr); + printfln_out("Physical vertical refresh rate: %f Hz", target_info->details->timing.etc.rrx1k * 0.001); + printfln_out("Display aspect ratio: %lu:%lu", target_info->details->timing.etc.aspect >> 16, target_info->details->timing.etc.aspect & 0xFFFF); + printfln_out("Bit-wise pixel repetition factor (1 = no pixel repetition, 2 = each pixel repeats twice horizontally, etc.): %d", target_info->details->timing.etc.rep); + printfln_out("Timing status: 0x%lX", target_info->details->timing.etc.status); + printfln_out("Timing name: %s", target_info->details->timing.etc.name); + } + + printfln_out("--------------------------------"); + } + + free(display_config.targetInfo); + free(display_config.sourceModeInfo); + + return true; +} + +static bool _custom_resolution_set( + const nv_api_t *nv_api, + NvU32 display_id, + uint16_t screen_width, + uint16_t screen_height, + float screen_refresh_rate, + uint8_t test_only_timeout_sec) +{ + NV_CUSTOM_DISPLAY custom_display; + NV_TIMING_FLAG flag; + NV_TIMING_INPUT timing; + NvAPI_Status status; + + assert(nv_api); + + memset(&custom_display, 0, sizeof(NV_CUSTOM_DISPLAY)); + memset(&flag, 0, sizeof(NV_TIMING_FLAG)); + memset(&timing, 0, sizeof(NV_TIMING_INPUT)); + + custom_display.version = NV_CUSTOM_DISPLAY_VER; + custom_display.width = screen_width; + custom_display.height = screen_height; + custom_display.depth = 32; + custom_display.colorFormat = NV_FORMAT_A8R8G8B8; + custom_display.srcPartition.x = 0; + custom_display.srcPartition.y = 0; + custom_display.srcPartition.w = 1; + custom_display.srcPartition.h = 1; + custom_display.xRatio = 1; + custom_display.yRatio = 1; + + timing.version = NV_TIMING_INPUT_VER; + timing.height = screen_height; + timing.width = screen_width; + timing.rr = screen_refresh_rate; + timing.flag = flag; + timing.type = NV_TIMING_OVERRIDE_CVT_RB; + + printfln_err("Calculating custom display timing for display ID 0x%lX", display_id); + + status = nv_api->NvAPI_DISP_GetTiming(display_id, &timing, &custom_display.timing); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Calculating custom display timing"); + return false; + } + + status = nv_api->NvAPI_DISP_TryCustomDisplay(&display_id, 1, &custom_display); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Trying custom display configuration"); + return false; + } + + if (test_only_timeout_sec == 0) { + printfln_err("Persisting custom display configuration"); + + status = nv_api->NvAPI_DISP_SaveCustomDisplay(&display_id, 1, true, true); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving custom display configuration"); + return false; + } + + printfln_err("Custom display configuration persisted"); + } else { + printfln_err("Trying custom display configuration for %d seconds...", test_only_timeout_sec); + + Sleep(test_only_timeout_sec * 1000); + + printfln_err("Reverting custom display configuration, not persisting"); + + status = nv_api->NvAPI_DISP_RevertCustomDisplayTrial(&display_id, 1); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Reverting custom display configuration"); + return false; + } + } + + return true; +} + +// ------------------------------------------------------------------------------------------------- + +static void _print_synopsis() +{ + printfln_err("Usage: nvgpu "); + printfln_err("Commands:"); + printfln_err(" nv"); + printfln_err(" info Print information about the NVAPI module and driver"); + printfln_err(""); + printfln_err(" profile"); + printfln_err(" create Create a new driver profile with the given name"); + printfln_err(" delete Delete an existing driver profile"); + printfln_err(" application-add "); + printfln_err(" Add an application to the driver profile. This will apply the profile to the application when the driver detects a process being launched, e.g. MyApplication.exe"); + printfln_err(" gsync-disable Disable G-SYNC for the driver profile"); + printfln_err(" gpu-power-state-max Set GPU power state to maximum for the driver profile"); + printfln_err(""); + printfln_err(" display"); + printfln_err(" list List all connected displays and their display IDs"); + printfln_err(" config-get [display_id] Get the current display configurations. Optionally, specify a display ID to get the configuration of that display only"); + printfln_err(" custom-resolution-set "); + printfln_err(" Set a custom display mode with the given parameters for the given display ID. The settings are persisted immediately. Ensure you tested these before with the custom-display-test command."); + printfln_err(" custom-resolution-test "); + printfln_err(" Test a custom display mode for a limited amount of time. This will revert the display mode after the given amount of seconds and not persist the changes."); +} + +static bool _cmd_nv_info(const nv_api_t *nv_api) +{ + return _nv_info(nv_api); +} + +static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_create(nv_api, profile_name); +} + +static bool _cmd_profile_delete(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_delete(nv_api, profile_name); +} + +static bool _cmd_profile_application_add(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + const char *application_name; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + application_name = argv[1]; + + return _profile_application_add(nv_api, profile_name, application_name); +} + +static bool _cmd_profile_gsync_disable(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gsync_disable(nv_api, profile_name); +} + +static bool _cmd_profile_gpu_power_state_max(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gpu_power_state_max(nv_api, profile_name); +} + +static bool _cmd_display_list(const nv_api_t *nv_api) +{ + return _displays_list(nv_api); +} + +static bool _cmd_display_config_get(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + + if (argc > 0) { + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + } else { + display_id = 0; + } + + return _display_config_get(nv_api, display_id); +} + +static bool _cmd_custom_resolution_set(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + + if (argc < 4) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + printf_err("Setting custom resolution for display ID 0x%X: %dx%d@%f\n", display_id, screen_width, screen_height, screen_refresh_rate); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + 0); +} + +static bool _cmd_custom_resolution_test(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + uint8_t test_only_timeout_sec; + + if (argc < 5) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + test_only_timeout_sec = atoi(argv[4]); + + if (test_only_timeout_sec == 0) { + printfln_err("ERROR: Time out parameter must be greater than 0"); + return false; + } + + printf_err("Testing custom resolution for display ID %u: %dx%d@%f, timeout %d seconds\n", display_id, screen_width, screen_height, screen_refresh_rate, test_only_timeout_sec); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + test_only_timeout_sec); +} + +// ------------------------------------------------------------------------------------------------- + +int main(int argc, char **argv) +{ + const char *command; + const char *sub_command; + nv_module_t *nv_module; + nv_api_t nv_api; + NvAPI_Status status; + bool result; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + exit(1); + } + + command = argv[1]; + sub_command = argv[2]; + + printfln_err("Loading NVAPI module..."); + + nv_module_load(&nv_module); + nv_module_api_get(nv_module, &nv_api); + + printfln_err("Initializing NVAPI..."); + + status = nv_api.NvAPI_Initialize(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + fprintf(stderr, "ERROR: Initializing NVAPI, reason: %s\n", error_str); + + nv_module_free(&nv_module); + exit(1); + } + + printfln_err("Running command: %s %s", command, sub_command); + + if (!strcmp(command, "nv")) { + if (!strcmp(sub_command, "info")) { + result = _cmd_nv_info(&nv_api); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "profile")) { + _ensure_drs_settings_folder_exists(); + + if (!strcmp(sub_command, "create")) { + result = _cmd_profile_create(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "delete")) { + result = _cmd_profile_delete(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "application-add")) { + result = _cmd_profile_application_add(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gsync-disable")) { + result = _cmd_profile_gsync_disable(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gpu-power-state-max")) { + result = _cmd_profile_gpu_power_state_max(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "display")) { + if (!strcmp(sub_command, "list")) { + result = _cmd_display_list(&nv_api); + } else if (!strcmp(sub_command, "config-get")) { + result = _cmd_display_config_get(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-set")) { + result = _cmd_custom_resolution_set(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-test")) { + result = _cmd_custom_resolution_test(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else { + printfln_err("ERROR: Unknown command: %s", command); + _print_synopsis(); + result = false; + } + + status = nv_api.NvAPI_Unload(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + printfln_err("ERROR: Unloading NVAPI, reason: %s", error_str); + } + + nv_module_free(&nv_module); + + if (result) { + printfln_err("Command completed successfully"); + exit(0); + } else { + printfln_err("Command failed"); + exit(1); + } +} \ No newline at end of file diff --git a/src/main/util/Module.mk b/src/main/util/Module.mk index ab8d495..0a4e2f1 100644 --- a/src/main/util/Module.mk +++ b/src/main/util/Module.mk @@ -20,5 +20,5 @@ src_util := \ str.c \ thread.c \ time.c \ + winerr.c \ winres.c \ - diff --git a/src/main/util/winerr.c b/src/main/util/winerr.c new file mode 100644 index 0000000..98fe35b --- /dev/null +++ b/src/main/util/winerr.c @@ -0,0 +1,38 @@ +#include + +#include "util/mem.h" +#include "util/str.h" +#include "util/winerr.h" + +char* util_winerr_format_last_error_code() +{ + return util_winerr_format_error_code(GetLastError()); +} + +char* util_winerr_format_error_code(int err_code) +{ + // Max size according to docs + char buffer[64 * 1024]; + char *buffer_dyn; + DWORD format_flags; + DWORD language_id; + size_t len; + + format_flags = FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS; + language_id = MAKELANGID(LANG_ENGLISH, SUBLANG_ENGLISH_US); + + len = FormatMessageA(format_flags, NULL, err_code, language_id, buffer, sizeof(buffer), NULL); + + if (len > 0) { + // Have this on the heap by don't use the dynamic allocation provided by + // the function because it's on a different heap and can't be free'd + // with free() + buffer_dyn = xmalloc(len); + + str_cpy(buffer_dyn, len, buffer); + + return buffer_dyn; + } else { + return NULL; + } +} \ No newline at end of file diff --git a/src/main/util/winerr.h b/src/main/util/winerr.h new file mode 100644 index 0000000..edbe1bd --- /dev/null +++ b/src/main/util/winerr.h @@ -0,0 +1,8 @@ +#ifndef UTIL_WINERR_H +#define UTIL_WINERR_H + +char* util_winerr_format_last_error_code(); + +char* util_winerr_format_error_code(int err_code); + +#endif \ No newline at end of file From 48cd2bc68732ff7d3264f10a55af2e2d8094d663 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sat, 8 Feb 2025 23:11:59 +0100 Subject: [PATCH 081/118] feat: Integrate imgui library MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Version 1.91.7 of the imgui library with the cimgui wrapper. imgui allows us to easily create minimal and powerful UI for use-cases like in-game overlays or separate tooling. The additional wrappers cimgui_impl_dx9 and cimgui_impl_win32 were added to provide a full C linkage integration for the rest of the code base. Tweaks to the makefile were kept to a minimum but enable compilation of C++ since imgui is C++ based. Remark: At this point bemanitools itself is still to be kept a pure C codebase. Due to the lack of proper module/library management with the current build system in bemanitools 5, proper separation of concerns and clean integration with external libraries isn’t possible with reasonable effort. --- GNUmakefile | 32 +- Module.mk | 1 + src/main/imgui/Module.mk | 15 + src/main/imgui/cimconfig.h | 1 + src/main/imgui/cimgui.cpp | 5917 +++++++ src/main/imgui/cimgui.h | 5062 ++++++ src/main/imgui/cimgui_impl_dx9.cpp | 33 + src/main/imgui/cimgui_impl_dx9.h | 16 + src/main/imgui/cimgui_impl_win32.cpp | 52 + src/main/imgui/cimgui_impl_win32.h | 21 + src/main/imgui/imconfig.h | 142 + src/main/imgui/imgui.cpp | 22779 +++++++++++++++++++++++++ src/main/imgui/imgui.h | 3987 +++++ src/main/imgui/imgui_demo.cpp | 10738 ++++++++++++ src/main/imgui/imgui_draw.cpp | 4855 ++++++ src/main/imgui/imgui_impl_dx9.cpp | 424 + src/main/imgui/imgui_impl_dx9.h | 33 + src/main/imgui/imgui_impl_win32.cpp | 940 + src/main/imgui/imgui_impl_win32.h | 53 + src/main/imgui/imgui_internal.h | 3899 +++++ src/main/imgui/imgui_tables.cpp | 4499 +++++ src/main/imgui/imgui_widgets.cpp | 10473 ++++++++++++ src/main/imgui/imstb_rectpack.h | 627 + src/main/imgui/imstb_textedit.h | 1469 ++ src/main/imgui/imstb_truetype.h | 5085 ++++++ 25 files changed, 81143 insertions(+), 10 deletions(-) create mode 100644 src/main/imgui/Module.mk create mode 100644 src/main/imgui/cimconfig.h create mode 100644 src/main/imgui/cimgui.cpp create mode 100644 src/main/imgui/cimgui.h create mode 100644 src/main/imgui/cimgui_impl_dx9.cpp create mode 100644 src/main/imgui/cimgui_impl_dx9.h create mode 100644 src/main/imgui/cimgui_impl_win32.cpp create mode 100644 src/main/imgui/cimgui_impl_win32.h create mode 100644 src/main/imgui/imconfig.h create mode 100644 src/main/imgui/imgui.cpp create mode 100644 src/main/imgui/imgui.h create mode 100644 src/main/imgui/imgui_demo.cpp create mode 100644 src/main/imgui/imgui_draw.cpp create mode 100644 src/main/imgui/imgui_impl_dx9.cpp create mode 100644 src/main/imgui/imgui_impl_dx9.h create mode 100644 src/main/imgui/imgui_impl_win32.cpp create mode 100644 src/main/imgui/imgui_impl_win32.h create mode 100644 src/main/imgui/imgui_internal.h create mode 100644 src/main/imgui/imgui_tables.cpp create mode 100644 src/main/imgui/imgui_widgets.cpp create mode 100644 src/main/imgui/imstb_rectpack.h create mode 100644 src/main/imgui/imstb_textedit.h create mode 100644 src/main/imgui/imstb_truetype.h diff --git a/GNUmakefile b/GNUmakefile index 8328962..0606b3b 100644 --- a/GNUmakefile +++ b/GNUmakefile @@ -28,7 +28,7 @@ cppflags := -I src -I src/main -I src/test -DGITREV=$(gitrev) cflags := -O2 -pipe -ffunction-sections -fdata-sections \ -Wall -std=c99 -DPSAPI_VERSION=1 cflags_release := -Werror -ldflags := -Wl,--gc-sections -static-libgcc +ldflags := -Wl,--gc-sections -static -static-libgcc -static-libstdc++ # # The first target that GNU Make encounters becomes the default target. @@ -136,8 +136,10 @@ modules := $(dlls) $(exes) $(libs) $(avsdlls) $(avsexes) $(testdlls) $(testexes define t_moddefs cppflags_$3 += $(cppflags) -DBUILD_MODULE=$3 +cxxflags_$3 += $(cxxflags) # Add C++-specific flags cflags_$3 += $(cflags) release: cflags_$3 += $(cflags_release) +release: cxxflags_$3 += $(cxxflags_release) # Add C++-specific release flags ldflags_$3 += $(ldflags) srcdir_$3 ?= src/main/$3 @@ -192,9 +194,11 @@ abslib_$1_$2_$3 := $$(libs_$3:%=$$(bindir_$1_indep)/lib%.a) absdpl_$1_$2_$3 := $$(deplibs_$3:%=$$(bindir_$1_$2)/lib%.a) objdir_$1_$2_$3 := $(objdir)/$$(subdir_$1_$2)/$3 obj_$1_$2_$3 := $$(src_$3:%.c=$$(objdir_$1_$2_$3)/%.o) \ + $$(cppsrc_$3:%.cpp=$$(objdir_$1_$2_$3)/%.o) \ $$(rc_$3:%.rc=$$(objdir_$1_$2_$3)/%_rc.o) -deps += $$(src_$3:%.c=$$(depdir_$1_$2_$3)/%.d) +deps += $$(src_$3:%.c=$$(depdir_$1_$2_$3)/%.d) \ + $$(cppsrc_$3:%.cpp=$$(depdir_$1_$2_$3)/%.d) $$(depdir_$1_$2_$3): $(V)mkdir -p $$@ @@ -203,16 +207,24 @@ $$(objdir_$1_$2_$3): $(V)mkdir -p $$@ $$(volatile_$3:%.c=$$(objdir_$1_$2_$3)/%.o): FORCE +$$(volatile_cpp_$3:%.cpp=$$(objdir_$1_$2_$3)/%.o): FORCE $$(objdir_$1_$2_$3)/%.o: $$(srcdir_$3)/%.c \ | $$(depdir_$1_$2_$3) $$(objdir_$1_$2_$3) - $(V)echo ... $$@ + $(V)echo \(.c\) ... $$@ $(V)$$(toolchain_$1)gcc $$(cflags_$3) $$(cppflags_$3) \ -MMD -MF $$(depdir_$1_$2_$3)/$$*.d -MT $$@ -MP \ -DAVS_VERSION=$2 -c -o $$@ $$< +$$(objdir_$1_$2_$3)/%.o: $$(srcdir_$3)/%.cpp \ + | $$(depdir_$1_$2_$3) $$(objdir_$1_$2_$3) + $(V)echo \(.cpp\) ... $$@ + $(V)$$(toolchain_$1)g++ $$(cxxflags_$3) $$(cppflags_$3) \ + -MMD -MF $$(depdir_$1_$2_$3)/$$*.d -MT $$@ -MP \ + -DAVS_VERSION=$2 -c -o $$@ $$< + $$(objdir_$1_$2_$3)/%_rc.o: $$(srcdir_$3)/%.rc - $(V)echo ... $$@ [windres] + $(V)echo \(.rc\) ... $$@ [windres] $(V)$$(toolchain_$1)windres $$(cppflags_$3) $$< $$@ endef @@ -224,7 +236,7 @@ define t_archive $(t_compile) $$(bindir_$1_$2)/lib$3.a: $$(obj_$1_$2_$3) | $$(bindir_$1_$2) - $(V)echo ... $$@ + $(V)echo \(.a\) ... $$@ $(V)$$(toolchain_$1)ar r $$@ $$^ 2> /dev/null $(V)$$(toolchain_$1)ranlib $$@ @@ -242,8 +254,8 @@ implib_$1_$2_$3 := $$(bindir_$1_$2)/lib$3.a $$(dll_$1_$2_$3) $$(implib_$1_$2_$3): $$(obj_$1_$2_$3) $$(abslib_$1_$2_$3) \ $$(absdpl_$1_$2_$3) \ $$(srcdir_$3)/$3.def | $$(bindir_$1_$2) - $(V)echo ... $$(dll_$1_$2_$3) - $(V)$$(toolchain_$1)gcc -shared \ + $(V)echo \(.dll\) ... $$(dll_$1_$2_$3) + $(V)$$(toolchain_$1)g++ -shared \ -o $$(dll_$1_$2_$3) -Wl,--out-implib,$$(implib_$1_$2_$3) \ -Wl,--start-group $$^ -Wl,--end-group $$(ldflags_$3) $(V)$$(toolchain_$1)strip $$(dll_$1_$2_$3) @@ -261,8 +273,8 @@ exe_$1_$2_$3 := $$(bindir_$1_$2)/$3.exe $$(exe_$1_$2_$3): $$(obj_$1_$2_$3) $$(abslib_$1_$2_$3) $$(absdpl_$1_$2_$3) \ | $$(bindir_$1_$2) - $(V)echo ... $$@ - $(V)$$(toolchain_$1)gcc -o $$@ $$^ $$(ldflags_$3) + $(V)echo \(.exe\) ... $$@ + $(V)$$(toolchain_$1)g++ -o $$@ $$^ $$(ldflags_$3) $(V)$$(toolchain_$1)strip $$@ endef @@ -274,7 +286,7 @@ define t_import impdef_$1_$2_$3 ?= src/imports/import_$1_$2_$3.def $$(bindir_$1_$2)/lib$3.a: $$(impdef_$1_$2_$3) | $$(bindir_$1_$2) - $(V)echo ... $$@ [dlltool] + $(V)echo \(.a\) ... $$@ [dlltool] $(V)$$(toolchain_$1)dlltool --kill-at -l $$@ -d $$< endef diff --git a/Module.mk b/Module.mk index 2a948a8..d37a7a3 100644 --- a/Module.mk +++ b/Module.mk @@ -159,6 +159,7 @@ include src/main/iidxio-ezusb/Module.mk include src/main/iidxio-ezusb2/Module.mk include src/main/iidxio/Module.mk include src/main/iidxiotest/Module.mk +include src/main/imgui/Module.mk include src/main/inject/Module.mk include src/main/jbio-magicbox/Module.mk include src/main/jbio-p4io/Module.mk diff --git a/src/main/imgui/Module.mk b/src/main/imgui/Module.mk new file mode 100644 index 0000000..31c7cc2 --- /dev/null +++ b/src/main/imgui/Module.mk @@ -0,0 +1,15 @@ +libs += imgui + +src_imgui := \ + +cppsrc_imgui := \ + cimgui.cpp \ + cimgui_impl_dx9.cpp \ + cimgui_impl_win32.cpp \ + imgui_demo.cpp \ + imgui_draw.cpp \ + imgui_impl_dx9.cpp \ + imgui_impl_win32.cpp \ + imgui_tables.cpp \ + imgui_widgets.cpp \ + imgui.cpp \ diff --git a/src/main/imgui/cimconfig.h b/src/main/imgui/cimconfig.h new file mode 100644 index 0000000..b6585c1 --- /dev/null +++ b/src/main/imgui/cimconfig.h @@ -0,0 +1 @@ +#undef NDEBUG \ No newline at end of file diff --git a/src/main/imgui/cimgui.cpp b/src/main/imgui/cimgui.cpp new file mode 100644 index 0000000..6456294 --- /dev/null +++ b/src/main/imgui/cimgui.cpp @@ -0,0 +1,5917 @@ +//This file is automatically generated by generator.lua from https://github.com/cimgui/cimgui +//based on imgui.h file version "1.91.7" 19170 from Dear ImGui https://github.com/ocornut/imgui +//with imgui_internal.h api +//with imgui_freetype.h api +//docking branch + +#include "imgui.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "misc/freetype/imgui_freetype.h" +#endif +#include "imgui_internal.h" +#include "cimgui.h" + + + +CIMGUI_API ImVec2* ImVec2_ImVec2_Nil(void) +{ + return IM_NEW(ImVec2)(); +} +CIMGUI_API void ImVec2_destroy(ImVec2* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec2* ImVec2_ImVec2_Float(float _x,float _y) +{ + return IM_NEW(ImVec2)(_x,_y); +} +CIMGUI_API ImVec4* ImVec4_ImVec4_Nil(void) +{ + return IM_NEW(ImVec4)(); +} +CIMGUI_API void ImVec4_destroy(ImVec4* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec4* ImVec4_ImVec4_Float(float _x,float _y,float _z,float _w) +{ + return IM_NEW(ImVec4)(_x,_y,_z,_w); +} +CIMGUI_API ImGuiContext* igCreateContext(ImFontAtlas* shared_font_atlas) +{ + return ImGui::CreateContext(shared_font_atlas); +} +CIMGUI_API void igDestroyContext(ImGuiContext* ctx) +{ + return ImGui::DestroyContext(ctx); +} +CIMGUI_API ImGuiContext* igGetCurrentContext() +{ + return ImGui::GetCurrentContext(); +} +CIMGUI_API void igSetCurrentContext(ImGuiContext* ctx) +{ + return ImGui::SetCurrentContext(ctx); +} +CIMGUI_API ImGuiIO* igGetIO() +{ + return &ImGui::GetIO(); +} +CIMGUI_API ImGuiPlatformIO* igGetPlatformIO() +{ + return &ImGui::GetPlatformIO(); +} +CIMGUI_API ImGuiStyle* igGetStyle() +{ + return &ImGui::GetStyle(); +} +CIMGUI_API void igNewFrame() +{ + return ImGui::NewFrame(); +} +CIMGUI_API void igEndFrame() +{ + return ImGui::EndFrame(); +} +CIMGUI_API void igRender() +{ + return ImGui::Render(); +} +CIMGUI_API ImDrawData* igGetDrawData() +{ + return ImGui::GetDrawData(); +} +CIMGUI_API void igShowDemoWindow(bool* p_open) +{ + return ImGui::ShowDemoWindow(p_open); +} +CIMGUI_API void igShowMetricsWindow(bool* p_open) +{ + return ImGui::ShowMetricsWindow(p_open); +} +CIMGUI_API void igShowDebugLogWindow(bool* p_open) +{ + return ImGui::ShowDebugLogWindow(p_open); +} +CIMGUI_API void igShowIDStackToolWindow(bool* p_open) +{ + return ImGui::ShowIDStackToolWindow(p_open); +} +CIMGUI_API void igShowAboutWindow(bool* p_open) +{ + return ImGui::ShowAboutWindow(p_open); +} +CIMGUI_API void igShowStyleEditor(ImGuiStyle* ref) +{ + return ImGui::ShowStyleEditor(ref); +} +CIMGUI_API bool igShowStyleSelector(const char* label) +{ + return ImGui::ShowStyleSelector(label); +} +CIMGUI_API void igShowFontSelector(const char* label) +{ + return ImGui::ShowFontSelector(label); +} +CIMGUI_API void igShowUserGuide() +{ + return ImGui::ShowUserGuide(); +} +CIMGUI_API const char* igGetVersion() +{ + return ImGui::GetVersion(); +} +CIMGUI_API void igStyleColorsDark(ImGuiStyle* dst) +{ + return ImGui::StyleColorsDark(dst); +} +CIMGUI_API void igStyleColorsLight(ImGuiStyle* dst) +{ + return ImGui::StyleColorsLight(dst); +} +CIMGUI_API void igStyleColorsClassic(ImGuiStyle* dst) +{ + return ImGui::StyleColorsClassic(dst); +} +CIMGUI_API bool igBegin(const char* name,bool* p_open,ImGuiWindowFlags flags) +{ + return ImGui::Begin(name,p_open,flags); +} +CIMGUI_API void igEnd() +{ + return ImGui::End(); +} +CIMGUI_API bool igBeginChild_Str(const char* str_id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginChild(str_id,size,child_flags,window_flags); +} +CIMGUI_API bool igBeginChild_ID(ImGuiID id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginChild(id,size,child_flags,window_flags); +} +CIMGUI_API void igEndChild() +{ + return ImGui::EndChild(); +} +CIMGUI_API bool igIsWindowAppearing() +{ + return ImGui::IsWindowAppearing(); +} +CIMGUI_API bool igIsWindowCollapsed() +{ + return ImGui::IsWindowCollapsed(); +} +CIMGUI_API bool igIsWindowFocused(ImGuiFocusedFlags flags) +{ + return ImGui::IsWindowFocused(flags); +} +CIMGUI_API bool igIsWindowHovered(ImGuiHoveredFlags flags) +{ + return ImGui::IsWindowHovered(flags); +} +CIMGUI_API ImDrawList* igGetWindowDrawList() +{ + return ImGui::GetWindowDrawList(); +} +CIMGUI_API float igGetWindowDpiScale() +{ + return ImGui::GetWindowDpiScale(); +} +CIMGUI_API void igGetWindowPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetWindowPos(); +} +CIMGUI_API void igGetWindowSize(ImVec2 *pOut) +{ + *pOut = ImGui::GetWindowSize(); +} +CIMGUI_API float igGetWindowWidth() +{ + return ImGui::GetWindowWidth(); +} +CIMGUI_API float igGetWindowHeight() +{ + return ImGui::GetWindowHeight(); +} +CIMGUI_API ImGuiViewport* igGetWindowViewport() +{ + return ImGui::GetWindowViewport(); +} +CIMGUI_API void igSetNextWindowPos(const ImVec2 pos,ImGuiCond cond,const ImVec2 pivot) +{ + return ImGui::SetNextWindowPos(pos,cond,pivot); +} +CIMGUI_API void igSetNextWindowSize(const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetNextWindowSize(size,cond); +} +CIMGUI_API void igSetNextWindowSizeConstraints(const ImVec2 size_min,const ImVec2 size_max,ImGuiSizeCallback custom_callback,void* custom_callback_data) +{ + return ImGui::SetNextWindowSizeConstraints(size_min,size_max,custom_callback,custom_callback_data); +} +CIMGUI_API void igSetNextWindowContentSize(const ImVec2 size) +{ + return ImGui::SetNextWindowContentSize(size); +} +CIMGUI_API void igSetNextWindowCollapsed(bool collapsed,ImGuiCond cond) +{ + return ImGui::SetNextWindowCollapsed(collapsed,cond); +} +CIMGUI_API void igSetNextWindowFocus() +{ + return ImGui::SetNextWindowFocus(); +} +CIMGUI_API void igSetNextWindowScroll(const ImVec2 scroll) +{ + return ImGui::SetNextWindowScroll(scroll); +} +CIMGUI_API void igSetNextWindowBgAlpha(float alpha) +{ + return ImGui::SetNextWindowBgAlpha(alpha); +} +CIMGUI_API void igSetNextWindowViewport(ImGuiID viewport_id) +{ + return ImGui::SetNextWindowViewport(viewport_id); +} +CIMGUI_API void igSetWindowPos_Vec2(const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(pos,cond); +} +CIMGUI_API void igSetWindowSize_Vec2(const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(size,cond); +} +CIMGUI_API void igSetWindowCollapsed_Bool(bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(collapsed,cond); +} +CIMGUI_API void igSetWindowFocus_Nil() +{ + return ImGui::SetWindowFocus(); +} +CIMGUI_API void igSetWindowFontScale(float scale) +{ + return ImGui::SetWindowFontScale(scale); +} +CIMGUI_API void igSetWindowPos_Str(const char* name,const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(name,pos,cond); +} +CIMGUI_API void igSetWindowSize_Str(const char* name,const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(name,size,cond); +} +CIMGUI_API void igSetWindowCollapsed_Str(const char* name,bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(name,collapsed,cond); +} +CIMGUI_API void igSetWindowFocus_Str(const char* name) +{ + return ImGui::SetWindowFocus(name); +} +CIMGUI_API float igGetScrollX() +{ + return ImGui::GetScrollX(); +} +CIMGUI_API float igGetScrollY() +{ + return ImGui::GetScrollY(); +} +CIMGUI_API void igSetScrollX_Float(float scroll_x) +{ + return ImGui::SetScrollX(scroll_x); +} +CIMGUI_API void igSetScrollY_Float(float scroll_y) +{ + return ImGui::SetScrollY(scroll_y); +} +CIMGUI_API float igGetScrollMaxX() +{ + return ImGui::GetScrollMaxX(); +} +CIMGUI_API float igGetScrollMaxY() +{ + return ImGui::GetScrollMaxY(); +} +CIMGUI_API void igSetScrollHereX(float center_x_ratio) +{ + return ImGui::SetScrollHereX(center_x_ratio); +} +CIMGUI_API void igSetScrollHereY(float center_y_ratio) +{ + return ImGui::SetScrollHereY(center_y_ratio); +} +CIMGUI_API void igSetScrollFromPosX_Float(float local_x,float center_x_ratio) +{ + return ImGui::SetScrollFromPosX(local_x,center_x_ratio); +} +CIMGUI_API void igSetScrollFromPosY_Float(float local_y,float center_y_ratio) +{ + return ImGui::SetScrollFromPosY(local_y,center_y_ratio); +} +CIMGUI_API void igPushFont(ImFont* font) +{ + return ImGui::PushFont(font); +} +CIMGUI_API void igPopFont() +{ + return ImGui::PopFont(); +} +CIMGUI_API void igPushStyleColor_U32(ImGuiCol idx,ImU32 col) +{ + return ImGui::PushStyleColor(idx,col); +} +CIMGUI_API void igPushStyleColor_Vec4(ImGuiCol idx,const ImVec4 col) +{ + return ImGui::PushStyleColor(idx,col); +} +CIMGUI_API void igPopStyleColor(int count) +{ + return ImGui::PopStyleColor(count); +} +CIMGUI_API void igPushStyleVar_Float(ImGuiStyleVar idx,float val) +{ + return ImGui::PushStyleVar(idx,val); +} +CIMGUI_API void igPushStyleVar_Vec2(ImGuiStyleVar idx,const ImVec2 val) +{ + return ImGui::PushStyleVar(idx,val); +} +CIMGUI_API void igPushStyleVarX(ImGuiStyleVar idx,float val_x) +{ + return ImGui::PushStyleVarX(idx,val_x); +} +CIMGUI_API void igPushStyleVarY(ImGuiStyleVar idx,float val_y) +{ + return ImGui::PushStyleVarY(idx,val_y); +} +CIMGUI_API void igPopStyleVar(int count) +{ + return ImGui::PopStyleVar(count); +} +CIMGUI_API void igPushItemFlag(ImGuiItemFlags option,bool enabled) +{ + return ImGui::PushItemFlag(option,enabled); +} +CIMGUI_API void igPopItemFlag() +{ + return ImGui::PopItemFlag(); +} +CIMGUI_API void igPushItemWidth(float item_width) +{ + return ImGui::PushItemWidth(item_width); +} +CIMGUI_API void igPopItemWidth() +{ + return ImGui::PopItemWidth(); +} +CIMGUI_API void igSetNextItemWidth(float item_width) +{ + return ImGui::SetNextItemWidth(item_width); +} +CIMGUI_API float igCalcItemWidth() +{ + return ImGui::CalcItemWidth(); +} +CIMGUI_API void igPushTextWrapPos(float wrap_local_pos_x) +{ + return ImGui::PushTextWrapPos(wrap_local_pos_x); +} +CIMGUI_API void igPopTextWrapPos() +{ + return ImGui::PopTextWrapPos(); +} +CIMGUI_API ImFont* igGetFont() +{ + return ImGui::GetFont(); +} +CIMGUI_API float igGetFontSize() +{ + return ImGui::GetFontSize(); +} +CIMGUI_API void igGetFontTexUvWhitePixel(ImVec2 *pOut) +{ + *pOut = ImGui::GetFontTexUvWhitePixel(); +} +CIMGUI_API ImU32 igGetColorU32_Col(ImGuiCol idx,float alpha_mul) +{ + return ImGui::GetColorU32(idx,alpha_mul); +} +CIMGUI_API ImU32 igGetColorU32_Vec4(const ImVec4 col) +{ + return ImGui::GetColorU32(col); +} +CIMGUI_API ImU32 igGetColorU32_U32(ImU32 col,float alpha_mul) +{ + return ImGui::GetColorU32(col,alpha_mul); +} +CIMGUI_API const ImVec4* igGetStyleColorVec4(ImGuiCol idx) +{ + return &ImGui::GetStyleColorVec4(idx); +} +CIMGUI_API void igGetCursorScreenPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorScreenPos(); +} +CIMGUI_API void igSetCursorScreenPos(const ImVec2 pos) +{ + return ImGui::SetCursorScreenPos(pos); +} +CIMGUI_API void igGetContentRegionAvail(ImVec2 *pOut) +{ + *pOut = ImGui::GetContentRegionAvail(); +} +CIMGUI_API void igGetCursorPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorPos(); +} +CIMGUI_API float igGetCursorPosX() +{ + return ImGui::GetCursorPosX(); +} +CIMGUI_API float igGetCursorPosY() +{ + return ImGui::GetCursorPosY(); +} +CIMGUI_API void igSetCursorPos(const ImVec2 local_pos) +{ + return ImGui::SetCursorPos(local_pos); +} +CIMGUI_API void igSetCursorPosX(float local_x) +{ + return ImGui::SetCursorPosX(local_x); +} +CIMGUI_API void igSetCursorPosY(float local_y) +{ + return ImGui::SetCursorPosY(local_y); +} +CIMGUI_API void igGetCursorStartPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorStartPos(); +} +CIMGUI_API void igSeparator() +{ + return ImGui::Separator(); +} +CIMGUI_API void igSameLine(float offset_from_start_x,float spacing) +{ + return ImGui::SameLine(offset_from_start_x,spacing); +} +CIMGUI_API void igNewLine() +{ + return ImGui::NewLine(); +} +CIMGUI_API void igSpacing() +{ + return ImGui::Spacing(); +} +CIMGUI_API void igDummy(const ImVec2 size) +{ + return ImGui::Dummy(size); +} +CIMGUI_API void igIndent(float indent_w) +{ + return ImGui::Indent(indent_w); +} +CIMGUI_API void igUnindent(float indent_w) +{ + return ImGui::Unindent(indent_w); +} +CIMGUI_API void igBeginGroup() +{ + return ImGui::BeginGroup(); +} +CIMGUI_API void igEndGroup() +{ + return ImGui::EndGroup(); +} +CIMGUI_API void igAlignTextToFramePadding() +{ + return ImGui::AlignTextToFramePadding(); +} +CIMGUI_API float igGetTextLineHeight() +{ + return ImGui::GetTextLineHeight(); +} +CIMGUI_API float igGetTextLineHeightWithSpacing() +{ + return ImGui::GetTextLineHeightWithSpacing(); +} +CIMGUI_API float igGetFrameHeight() +{ + return ImGui::GetFrameHeight(); +} +CIMGUI_API float igGetFrameHeightWithSpacing() +{ + return ImGui::GetFrameHeightWithSpacing(); +} +CIMGUI_API void igPushID_Str(const char* str_id) +{ + return ImGui::PushID(str_id); +} +CIMGUI_API void igPushID_StrStr(const char* str_id_begin,const char* str_id_end) +{ + return ImGui::PushID(str_id_begin,str_id_end); +} +CIMGUI_API void igPushID_Ptr(const void* ptr_id) +{ + return ImGui::PushID(ptr_id); +} +CIMGUI_API void igPushID_Int(int int_id) +{ + return ImGui::PushID(int_id); +} +CIMGUI_API void igPopID() +{ + return ImGui::PopID(); +} +CIMGUI_API ImGuiID igGetID_Str(const char* str_id) +{ + return ImGui::GetID(str_id); +} +CIMGUI_API ImGuiID igGetID_StrStr(const char* str_id_begin,const char* str_id_end) +{ + return ImGui::GetID(str_id_begin,str_id_end); +} +CIMGUI_API ImGuiID igGetID_Ptr(const void* ptr_id) +{ + return ImGui::GetID(ptr_id); +} +CIMGUI_API ImGuiID igGetID_Int(int int_id) +{ + return ImGui::GetID(int_id); +} +CIMGUI_API void igTextUnformatted(const char* text,const char* text_end) +{ + return ImGui::TextUnformatted(text,text_end); +} +CIMGUI_API void igText(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextV(const char* fmt,va_list args) +{ + return ImGui::TextV(fmt,args); +} +CIMGUI_API void igTextColored(const ImVec4 col,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextColoredV(col,fmt,args); + va_end(args); +} +CIMGUI_API void igTextColoredV(const ImVec4 col,const char* fmt,va_list args) +{ + return ImGui::TextColoredV(col,fmt,args); +} +CIMGUI_API void igTextDisabled(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextDisabledV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextDisabledV(const char* fmt,va_list args) +{ + return ImGui::TextDisabledV(fmt,args); +} +CIMGUI_API void igTextWrapped(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextWrappedV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextWrappedV(const char* fmt,va_list args) +{ + return ImGui::TextWrappedV(fmt,args); +} +CIMGUI_API void igLabelText(const char* label,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::LabelTextV(label,fmt,args); + va_end(args); +} +CIMGUI_API void igLabelTextV(const char* label,const char* fmt,va_list args) +{ + return ImGui::LabelTextV(label,fmt,args); +} +CIMGUI_API void igBulletText(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::BulletTextV(fmt,args); + va_end(args); +} +CIMGUI_API void igBulletTextV(const char* fmt,va_list args) +{ + return ImGui::BulletTextV(fmt,args); +} +CIMGUI_API void igSeparatorText(const char* label) +{ + return ImGui::SeparatorText(label); +} +CIMGUI_API bool igButton(const char* label,const ImVec2 size) +{ + return ImGui::Button(label,size); +} +CIMGUI_API bool igSmallButton(const char* label) +{ + return ImGui::SmallButton(label); +} +CIMGUI_API bool igInvisibleButton(const char* str_id,const ImVec2 size,ImGuiButtonFlags flags) +{ + return ImGui::InvisibleButton(str_id,size,flags); +} +CIMGUI_API bool igArrowButton(const char* str_id,ImGuiDir dir) +{ + return ImGui::ArrowButton(str_id,dir); +} +CIMGUI_API bool igCheckbox(const char* label,bool* v) +{ + return ImGui::Checkbox(label,v); +} +CIMGUI_API bool igCheckboxFlags_IntPtr(const char* label,int* flags,int flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCheckboxFlags_UintPtr(const char* label,unsigned int* flags,unsigned int flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igRadioButton_Bool(const char* label,bool active) +{ + return ImGui::RadioButton(label,active); +} +CIMGUI_API bool igRadioButton_IntPtr(const char* label,int* v,int v_button) +{ + return ImGui::RadioButton(label,v,v_button); +} +CIMGUI_API void igProgressBar(float fraction,const ImVec2 size_arg,const char* overlay) +{ + return ImGui::ProgressBar(fraction,size_arg,overlay); +} +CIMGUI_API void igBullet() +{ + return ImGui::Bullet(); +} +CIMGUI_API bool igTextLink(const char* label) +{ + return ImGui::TextLink(label); +} +CIMGUI_API void igTextLinkOpenURL(const char* label,const char* url) +{ + return ImGui::TextLinkOpenURL(label,url); +} +CIMGUI_API void igImage(ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 tint_col,const ImVec4 border_col) +{ + return ImGui::Image(user_texture_id,image_size,uv0,uv1,tint_col,border_col); +} +CIMGUI_API bool igImageButton(const char* str_id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col) +{ + return ImGui::ImageButton(str_id,user_texture_id,image_size,uv0,uv1,bg_col,tint_col); +} +CIMGUI_API bool igBeginCombo(const char* label,const char* preview_value,ImGuiComboFlags flags) +{ + return ImGui::BeginCombo(label,preview_value,flags); +} +CIMGUI_API void igEndCombo() +{ + return ImGui::EndCombo(); +} +CIMGUI_API bool igCombo_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,items,items_count,popup_max_height_in_items); +} +CIMGUI_API bool igCombo_Str(const char* label,int* current_item,const char* items_separated_by_zeros,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,items_separated_by_zeros,popup_max_height_in_items); +} +CIMGUI_API bool igCombo_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,getter,user_data,items_count,popup_max_height_in_items); +} +CIMGUI_API bool igDragFloat(const char* label,float* v,float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat2(const char* label,float v[2],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat2(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat3(const char* label,float v[3],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat3(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat4(const char* label,float v[4],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat4(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloatRange2(const char* label,float* v_current_min,float* v_current_max,float v_speed,float v_min,float v_max,const char* format,const char* format_max,ImGuiSliderFlags flags) +{ + return ImGui::DragFloatRange2(label,v_current_min,v_current_max,v_speed,v_min,v_max,format,format_max,flags); +} +CIMGUI_API bool igDragInt(const char* label,int* v,float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt2(const char* label,int v[2],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt2(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt3(const char* label,int v[3],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt3(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt4(const char* label,int v[4],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt4(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragIntRange2(const char* label,int* v_current_min,int* v_current_max,float v_speed,int v_min,int v_max,const char* format,const char* format_max,ImGuiSliderFlags flags) +{ + return ImGui::DragIntRange2(label,v_current_min,v_current_max,v_speed,v_min,v_max,format,format_max,flags); +} +CIMGUI_API bool igDragScalar(const char* label,ImGuiDataType data_type,void* p_data,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragScalar(label,data_type,p_data,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igDragScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragScalarN(label,data_type,p_data,components,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderFloat(const char* label,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat2(const char* label,float v[2],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat2(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat3(const char* label,float v[3],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat3(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat4(const char* label,float v[4],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat4(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderAngle(const char* label,float* v_rad,float v_degrees_min,float v_degrees_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderAngle(label,v_rad,v_degrees_min,v_degrees_max,format,flags); +} +CIMGUI_API bool igSliderInt(const char* label,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt2(const char* label,int v[2],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt2(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt3(const char* label,int v[3],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt3(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt4(const char* label,int v[4],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt4(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderScalar(label,data_type,p_data,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderScalarN(label,data_type,p_data,components,p_min,p_max,format,flags); +} +CIMGUI_API bool igVSliderFloat(const char* label,const ImVec2 size,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderFloat(label,size,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igVSliderInt(const char* label,const ImVec2 size,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderInt(label,size,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igVSliderScalar(const char* label,const ImVec2 size,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderScalar(label,size,data_type,p_data,p_min,p_max,format,flags); +} +CIMGUI_API bool igInputText(const char* label,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputText(label,buf,buf_size,flags,callback,user_data); +} +CIMGUI_API bool igInputTextMultiline(const char* label,char* buf,size_t buf_size,const ImVec2 size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextMultiline(label,buf,buf_size,size,flags,callback,user_data); +} +CIMGUI_API bool igInputTextWithHint(const char* label,const char* hint,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextWithHint(label,hint,buf,buf_size,flags,callback,user_data); +} +CIMGUI_API bool igInputFloat(const char* label,float* v,float step,float step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat(label,v,step,step_fast,format,flags); +} +CIMGUI_API bool igInputFloat2(const char* label,float v[2],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat2(label,v,format,flags); +} +CIMGUI_API bool igInputFloat3(const char* label,float v[3],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat3(label,v,format,flags); +} +CIMGUI_API bool igInputFloat4(const char* label,float v[4],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat4(label,v,format,flags); +} +CIMGUI_API bool igInputInt(const char* label,int* v,int step,int step_fast,ImGuiInputTextFlags flags) +{ + return ImGui::InputInt(label,v,step,step_fast,flags); +} +CIMGUI_API bool igInputInt2(const char* label,int v[2],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt2(label,v,flags); +} +CIMGUI_API bool igInputInt3(const char* label,int v[3],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt3(label,v,flags); +} +CIMGUI_API bool igInputInt4(const char* label,int v[4],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt4(label,v,flags); +} +CIMGUI_API bool igInputDouble(const char* label,double* v,double step,double step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputDouble(label,v,step,step_fast,format,flags); +} +CIMGUI_API bool igInputScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputScalar(label,data_type,p_data,p_step,p_step_fast,format,flags); +} +CIMGUI_API bool igInputScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputScalarN(label,data_type,p_data,components,p_step,p_step_fast,format,flags); +} +CIMGUI_API bool igColorEdit3(const char* label,float col[3],ImGuiColorEditFlags flags) +{ + return ImGui::ColorEdit3(label,col,flags); +} +CIMGUI_API bool igColorEdit4(const char* label,float col[4],ImGuiColorEditFlags flags) +{ + return ImGui::ColorEdit4(label,col,flags); +} +CIMGUI_API bool igColorPicker3(const char* label,float col[3],ImGuiColorEditFlags flags) +{ + return ImGui::ColorPicker3(label,col,flags); +} +CIMGUI_API bool igColorPicker4(const char* label,float col[4],ImGuiColorEditFlags flags,const float* ref_col) +{ + return ImGui::ColorPicker4(label,col,flags,ref_col); +} +CIMGUI_API bool igColorButton(const char* desc_id,const ImVec4 col,ImGuiColorEditFlags flags,const ImVec2 size) +{ + return ImGui::ColorButton(desc_id,col,flags,size); +} +CIMGUI_API void igSetColorEditOptions(ImGuiColorEditFlags flags) +{ + return ImGui::SetColorEditOptions(flags); +} +CIMGUI_API bool igTreeNode_Str(const char* label) +{ + return ImGui::TreeNode(label); +} +CIMGUI_API bool igTreeNode_StrStr(const char* str_id,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeV(str_id,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNode_Ptr(const void* ptr_id,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeV(ptr_id,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeV_Str(const char* str_id,const char* fmt,va_list args) +{ + return ImGui::TreeNodeV(str_id,fmt,args); +} +CIMGUI_API bool igTreeNodeV_Ptr(const void* ptr_id,const char* fmt,va_list args) +{ + return ImGui::TreeNodeV(ptr_id,fmt,args); +} +CIMGUI_API bool igTreeNodeEx_Str(const char* label,ImGuiTreeNodeFlags flags) +{ + return ImGui::TreeNodeEx(label,flags); +} +CIMGUI_API bool igTreeNodeEx_StrStr(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeExV(str_id,flags,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeEx_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeExV(ptr_id,flags,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeExV_Str(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args) +{ + return ImGui::TreeNodeExV(str_id,flags,fmt,args); +} +CIMGUI_API bool igTreeNodeExV_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args) +{ + return ImGui::TreeNodeExV(ptr_id,flags,fmt,args); +} +CIMGUI_API void igTreePush_Str(const char* str_id) +{ + return ImGui::TreePush(str_id); +} +CIMGUI_API void igTreePush_Ptr(const void* ptr_id) +{ + return ImGui::TreePush(ptr_id); +} +CIMGUI_API void igTreePop() +{ + return ImGui::TreePop(); +} +CIMGUI_API float igGetTreeNodeToLabelSpacing() +{ + return ImGui::GetTreeNodeToLabelSpacing(); +} +CIMGUI_API bool igCollapsingHeader_TreeNodeFlags(const char* label,ImGuiTreeNodeFlags flags) +{ + return ImGui::CollapsingHeader(label,flags); +} +CIMGUI_API bool igCollapsingHeader_BoolPtr(const char* label,bool* p_visible,ImGuiTreeNodeFlags flags) +{ + return ImGui::CollapsingHeader(label,p_visible,flags); +} +CIMGUI_API void igSetNextItemOpen(bool is_open,ImGuiCond cond) +{ + return ImGui::SetNextItemOpen(is_open,cond); +} +CIMGUI_API void igSetNextItemStorageID(ImGuiID storage_id) +{ + return ImGui::SetNextItemStorageID(storage_id); +} +CIMGUI_API bool igSelectable_Bool(const char* label,bool selected,ImGuiSelectableFlags flags,const ImVec2 size) +{ + return ImGui::Selectable(label,selected,flags,size); +} +CIMGUI_API bool igSelectable_BoolPtr(const char* label,bool* p_selected,ImGuiSelectableFlags flags,const ImVec2 size) +{ + return ImGui::Selectable(label,p_selected,flags,size); +} +CIMGUI_API ImGuiMultiSelectIO* igBeginMultiSelect(ImGuiMultiSelectFlags flags,int selection_size,int items_count) +{ + return ImGui::BeginMultiSelect(flags,selection_size,items_count); +} +CIMGUI_API ImGuiMultiSelectIO* igEndMultiSelect() +{ + return ImGui::EndMultiSelect(); +} +CIMGUI_API void igSetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data) +{ + return ImGui::SetNextItemSelectionUserData(selection_user_data); +} +CIMGUI_API bool igIsItemToggledSelection() +{ + return ImGui::IsItemToggledSelection(); +} +CIMGUI_API bool igBeginListBox(const char* label,const ImVec2 size) +{ + return ImGui::BeginListBox(label,size); +} +CIMGUI_API void igEndListBox() +{ + return ImGui::EndListBox(); +} +CIMGUI_API bool igListBox_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int height_in_items) +{ + return ImGui::ListBox(label,current_item,items,items_count,height_in_items); +} +CIMGUI_API bool igListBox_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int height_in_items) +{ + return ImGui::ListBox(label,current_item,getter,user_data,items_count,height_in_items); +} +CIMGUI_API void igPlotLines_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride) +{ + return ImGui::PlotLines(label,values,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size,stride); +} +CIMGUI_API void igPlotLines_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size) +{ + return ImGui::PlotLines(label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size); +} +CIMGUI_API void igPlotHistogram_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride) +{ + return ImGui::PlotHistogram(label,values,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size,stride); +} +CIMGUI_API void igPlotHistogram_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size) +{ + return ImGui::PlotHistogram(label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size); +} +CIMGUI_API void igValue_Bool(const char* prefix,bool b) +{ + return ImGui::Value(prefix,b); +} +CIMGUI_API void igValue_Int(const char* prefix,int v) +{ + return ImGui::Value(prefix,v); +} +CIMGUI_API void igValue_Uint(const char* prefix,unsigned int v) +{ + return ImGui::Value(prefix,v); +} +CIMGUI_API void igValue_Float(const char* prefix,float v,const char* float_format) +{ + return ImGui::Value(prefix,v,float_format); +} +CIMGUI_API bool igBeginMenuBar() +{ + return ImGui::BeginMenuBar(); +} +CIMGUI_API void igEndMenuBar() +{ + return ImGui::EndMenuBar(); +} +CIMGUI_API bool igBeginMainMenuBar() +{ + return ImGui::BeginMainMenuBar(); +} +CIMGUI_API void igEndMainMenuBar() +{ + return ImGui::EndMainMenuBar(); +} +CIMGUI_API bool igBeginMenu(const char* label,bool enabled) +{ + return ImGui::BeginMenu(label,enabled); +} +CIMGUI_API void igEndMenu() +{ + return ImGui::EndMenu(); +} +CIMGUI_API bool igMenuItem_Bool(const char* label,const char* shortcut,bool selected,bool enabled) +{ + return ImGui::MenuItem(label,shortcut,selected,enabled); +} +CIMGUI_API bool igMenuItem_BoolPtr(const char* label,const char* shortcut,bool* p_selected,bool enabled) +{ + return ImGui::MenuItem(label,shortcut,p_selected,enabled); +} +CIMGUI_API bool igBeginTooltip() +{ + return ImGui::BeginTooltip(); +} +CIMGUI_API void igEndTooltip() +{ + return ImGui::EndTooltip(); +} +CIMGUI_API void igSetTooltip(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::SetTooltipV(fmt,args); + va_end(args); +} +CIMGUI_API void igSetTooltipV(const char* fmt,va_list args) +{ + return ImGui::SetTooltipV(fmt,args); +} +CIMGUI_API bool igBeginItemTooltip() +{ + return ImGui::BeginItemTooltip(); +} +CIMGUI_API void igSetItemTooltip(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::SetItemTooltipV(fmt,args); + va_end(args); +} +CIMGUI_API void igSetItemTooltipV(const char* fmt,va_list args) +{ + return ImGui::SetItemTooltipV(fmt,args); +} +CIMGUI_API bool igBeginPopup(const char* str_id,ImGuiWindowFlags flags) +{ + return ImGui::BeginPopup(str_id,flags); +} +CIMGUI_API bool igBeginPopupModal(const char* name,bool* p_open,ImGuiWindowFlags flags) +{ + return ImGui::BeginPopupModal(name,p_open,flags); +} +CIMGUI_API void igEndPopup() +{ + return ImGui::EndPopup(); +} +CIMGUI_API void igOpenPopup_Str(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopup(str_id,popup_flags); +} +CIMGUI_API void igOpenPopup_ID(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopup(id,popup_flags); +} +CIMGUI_API void igOpenPopupOnItemClick(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopupOnItemClick(str_id,popup_flags); +} +CIMGUI_API void igCloseCurrentPopup() +{ + return ImGui::CloseCurrentPopup(); +} +CIMGUI_API bool igBeginPopupContextItem(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextItem(str_id,popup_flags); +} +CIMGUI_API bool igBeginPopupContextWindow(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextWindow(str_id,popup_flags); +} +CIMGUI_API bool igBeginPopupContextVoid(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextVoid(str_id,popup_flags); +} +CIMGUI_API bool igIsPopupOpen_Str(const char* str_id,ImGuiPopupFlags flags) +{ + return ImGui::IsPopupOpen(str_id,flags); +} +CIMGUI_API bool igBeginTable(const char* str_id,int columns,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width) +{ + return ImGui::BeginTable(str_id,columns,flags,outer_size,inner_width); +} +CIMGUI_API void igEndTable() +{ + return ImGui::EndTable(); +} +CIMGUI_API void igTableNextRow(ImGuiTableRowFlags row_flags,float min_row_height) +{ + return ImGui::TableNextRow(row_flags,min_row_height); +} +CIMGUI_API bool igTableNextColumn() +{ + return ImGui::TableNextColumn(); +} +CIMGUI_API bool igTableSetColumnIndex(int column_n) +{ + return ImGui::TableSetColumnIndex(column_n); +} +CIMGUI_API void igTableSetupColumn(const char* label,ImGuiTableColumnFlags flags,float init_width_or_weight,ImGuiID user_id) +{ + return ImGui::TableSetupColumn(label,flags,init_width_or_weight,user_id); +} +CIMGUI_API void igTableSetupScrollFreeze(int cols,int rows) +{ + return ImGui::TableSetupScrollFreeze(cols,rows); +} +CIMGUI_API void igTableHeader(const char* label) +{ + return ImGui::TableHeader(label); +} +CIMGUI_API void igTableHeadersRow() +{ + return ImGui::TableHeadersRow(); +} +CIMGUI_API void igTableAngledHeadersRow() +{ + return ImGui::TableAngledHeadersRow(); +} +CIMGUI_API ImGuiTableSortSpecs* igTableGetSortSpecs() +{ + return ImGui::TableGetSortSpecs(); +} +CIMGUI_API int igTableGetColumnCount() +{ + return ImGui::TableGetColumnCount(); +} +CIMGUI_API int igTableGetColumnIndex() +{ + return ImGui::TableGetColumnIndex(); +} +CIMGUI_API int igTableGetRowIndex() +{ + return ImGui::TableGetRowIndex(); +} +CIMGUI_API const char* igTableGetColumnName_Int(int column_n) +{ + return ImGui::TableGetColumnName(column_n); +} +CIMGUI_API ImGuiTableColumnFlags igTableGetColumnFlags(int column_n) +{ + return ImGui::TableGetColumnFlags(column_n); +} +CIMGUI_API void igTableSetColumnEnabled(int column_n,bool v) +{ + return ImGui::TableSetColumnEnabled(column_n,v); +} +CIMGUI_API int igTableGetHoveredColumn() +{ + return ImGui::TableGetHoveredColumn(); +} +CIMGUI_API void igTableSetBgColor(ImGuiTableBgTarget target,ImU32 color,int column_n) +{ + return ImGui::TableSetBgColor(target,color,column_n); +} +CIMGUI_API void igColumns(int count,const char* id,bool borders) +{ + return ImGui::Columns(count,id,borders); +} +CIMGUI_API void igNextColumn() +{ + return ImGui::NextColumn(); +} +CIMGUI_API int igGetColumnIndex() +{ + return ImGui::GetColumnIndex(); +} +CIMGUI_API float igGetColumnWidth(int column_index) +{ + return ImGui::GetColumnWidth(column_index); +} +CIMGUI_API void igSetColumnWidth(int column_index,float width) +{ + return ImGui::SetColumnWidth(column_index,width); +} +CIMGUI_API float igGetColumnOffset(int column_index) +{ + return ImGui::GetColumnOffset(column_index); +} +CIMGUI_API void igSetColumnOffset(int column_index,float offset_x) +{ + return ImGui::SetColumnOffset(column_index,offset_x); +} +CIMGUI_API int igGetColumnsCount() +{ + return ImGui::GetColumnsCount(); +} +CIMGUI_API bool igBeginTabBar(const char* str_id,ImGuiTabBarFlags flags) +{ + return ImGui::BeginTabBar(str_id,flags); +} +CIMGUI_API void igEndTabBar() +{ + return ImGui::EndTabBar(); +} +CIMGUI_API bool igBeginTabItem(const char* label,bool* p_open,ImGuiTabItemFlags flags) +{ + return ImGui::BeginTabItem(label,p_open,flags); +} +CIMGUI_API void igEndTabItem() +{ + return ImGui::EndTabItem(); +} +CIMGUI_API bool igTabItemButton(const char* label,ImGuiTabItemFlags flags) +{ + return ImGui::TabItemButton(label,flags); +} +CIMGUI_API void igSetTabItemClosed(const char* tab_or_docked_window_label) +{ + return ImGui::SetTabItemClosed(tab_or_docked_window_label); +} +CIMGUI_API ImGuiID igDockSpace(ImGuiID dockspace_id,const ImVec2 size,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class) +{ + return ImGui::DockSpace(dockspace_id,size,flags,window_class); +} +CIMGUI_API ImGuiID igDockSpaceOverViewport(ImGuiID dockspace_id,const ImGuiViewport* viewport,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class) +{ + return ImGui::DockSpaceOverViewport(dockspace_id,viewport,flags,window_class); +} +CIMGUI_API void igSetNextWindowDockID(ImGuiID dock_id,ImGuiCond cond) +{ + return ImGui::SetNextWindowDockID(dock_id,cond); +} +CIMGUI_API void igSetNextWindowClass(const ImGuiWindowClass* window_class) +{ + return ImGui::SetNextWindowClass(window_class); +} +CIMGUI_API ImGuiID igGetWindowDockID() +{ + return ImGui::GetWindowDockID(); +} +CIMGUI_API bool igIsWindowDocked() +{ + return ImGui::IsWindowDocked(); +} +CIMGUI_API void igLogToTTY(int auto_open_depth) +{ + return ImGui::LogToTTY(auto_open_depth); +} +CIMGUI_API void igLogToFile(int auto_open_depth,const char* filename) +{ + return ImGui::LogToFile(auto_open_depth,filename); +} +CIMGUI_API void igLogToClipboard(int auto_open_depth) +{ + return ImGui::LogToClipboard(auto_open_depth); +} +CIMGUI_API void igLogFinish() +{ + return ImGui::LogFinish(); +} +CIMGUI_API void igLogButtons() +{ + return ImGui::LogButtons(); +} +CIMGUI_API void igLogTextV(const char* fmt,va_list args) +{ + return ImGui::LogTextV(fmt,args); +} +CIMGUI_API bool igBeginDragDropSource(ImGuiDragDropFlags flags) +{ + return ImGui::BeginDragDropSource(flags); +} +CIMGUI_API bool igSetDragDropPayload(const char* type,const void* data,size_t sz,ImGuiCond cond) +{ + return ImGui::SetDragDropPayload(type,data,sz,cond); +} +CIMGUI_API void igEndDragDropSource() +{ + return ImGui::EndDragDropSource(); +} +CIMGUI_API bool igBeginDragDropTarget() +{ + return ImGui::BeginDragDropTarget(); +} +CIMGUI_API const ImGuiPayload* igAcceptDragDropPayload(const char* type,ImGuiDragDropFlags flags) +{ + return ImGui::AcceptDragDropPayload(type,flags); +} +CIMGUI_API void igEndDragDropTarget() +{ + return ImGui::EndDragDropTarget(); +} +CIMGUI_API const ImGuiPayload* igGetDragDropPayload() +{ + return ImGui::GetDragDropPayload(); +} +CIMGUI_API void igBeginDisabled(bool disabled) +{ + return ImGui::BeginDisabled(disabled); +} +CIMGUI_API void igEndDisabled() +{ + return ImGui::EndDisabled(); +} +CIMGUI_API void igPushClipRect(const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect) +{ + return ImGui::PushClipRect(clip_rect_min,clip_rect_max,intersect_with_current_clip_rect); +} +CIMGUI_API void igPopClipRect() +{ + return ImGui::PopClipRect(); +} +CIMGUI_API void igSetItemDefaultFocus() +{ + return ImGui::SetItemDefaultFocus(); +} +CIMGUI_API void igSetKeyboardFocusHere(int offset) +{ + return ImGui::SetKeyboardFocusHere(offset); +} +CIMGUI_API void igSetNavCursorVisible(bool visible) +{ + return ImGui::SetNavCursorVisible(visible); +} +CIMGUI_API void igSetNextItemAllowOverlap() +{ + return ImGui::SetNextItemAllowOverlap(); +} +CIMGUI_API bool igIsItemHovered(ImGuiHoveredFlags flags) +{ + return ImGui::IsItemHovered(flags); +} +CIMGUI_API bool igIsItemActive() +{ + return ImGui::IsItemActive(); +} +CIMGUI_API bool igIsItemFocused() +{ + return ImGui::IsItemFocused(); +} +CIMGUI_API bool igIsItemClicked(ImGuiMouseButton mouse_button) +{ + return ImGui::IsItemClicked(mouse_button); +} +CIMGUI_API bool igIsItemVisible() +{ + return ImGui::IsItemVisible(); +} +CIMGUI_API bool igIsItemEdited() +{ + return ImGui::IsItemEdited(); +} +CIMGUI_API bool igIsItemActivated() +{ + return ImGui::IsItemActivated(); +} +CIMGUI_API bool igIsItemDeactivated() +{ + return ImGui::IsItemDeactivated(); +} +CIMGUI_API bool igIsItemDeactivatedAfterEdit() +{ + return ImGui::IsItemDeactivatedAfterEdit(); +} +CIMGUI_API bool igIsItemToggledOpen() +{ + return ImGui::IsItemToggledOpen(); +} +CIMGUI_API bool igIsAnyItemHovered() +{ + return ImGui::IsAnyItemHovered(); +} +CIMGUI_API bool igIsAnyItemActive() +{ + return ImGui::IsAnyItemActive(); +} +CIMGUI_API bool igIsAnyItemFocused() +{ + return ImGui::IsAnyItemFocused(); +} +CIMGUI_API ImGuiID igGetItemID() +{ + return ImGui::GetItemID(); +} +CIMGUI_API void igGetItemRectMin(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectMin(); +} +CIMGUI_API void igGetItemRectMax(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectMax(); +} +CIMGUI_API void igGetItemRectSize(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectSize(); +} +CIMGUI_API ImGuiViewport* igGetMainViewport() +{ + return ImGui::GetMainViewport(); +} +CIMGUI_API ImDrawList* igGetBackgroundDrawList(ImGuiViewport* viewport) +{ + return ImGui::GetBackgroundDrawList(viewport); +} +CIMGUI_API ImDrawList* igGetForegroundDrawList_ViewportPtr(ImGuiViewport* viewport) +{ + return ImGui::GetForegroundDrawList(viewport); +} +CIMGUI_API bool igIsRectVisible_Nil(const ImVec2 size) +{ + return ImGui::IsRectVisible(size); +} +CIMGUI_API bool igIsRectVisible_Vec2(const ImVec2 rect_min,const ImVec2 rect_max) +{ + return ImGui::IsRectVisible(rect_min,rect_max); +} +CIMGUI_API double igGetTime() +{ + return ImGui::GetTime(); +} +CIMGUI_API int igGetFrameCount() +{ + return ImGui::GetFrameCount(); +} +CIMGUI_API ImDrawListSharedData* igGetDrawListSharedData() +{ + return ImGui::GetDrawListSharedData(); +} +CIMGUI_API const char* igGetStyleColorName(ImGuiCol idx) +{ + return ImGui::GetStyleColorName(idx); +} +CIMGUI_API void igSetStateStorage(ImGuiStorage* storage) +{ + return ImGui::SetStateStorage(storage); +} +CIMGUI_API ImGuiStorage* igGetStateStorage() +{ + return ImGui::GetStateStorage(); +} +CIMGUI_API void igCalcTextSize(ImVec2 *pOut,const char* text,const char* text_end,bool hide_text_after_double_hash,float wrap_width) +{ + *pOut = ImGui::CalcTextSize(text,text_end,hide_text_after_double_hash,wrap_width); +} +CIMGUI_API void igColorConvertU32ToFloat4(ImVec4 *pOut,ImU32 in) +{ + *pOut = ImGui::ColorConvertU32ToFloat4(in); +} +CIMGUI_API ImU32 igColorConvertFloat4ToU32(const ImVec4 in) +{ + return ImGui::ColorConvertFloat4ToU32(in); +} +CIMGUI_API void igColorConvertRGBtoHSV(float r,float g,float b,float* out_h,float* out_s,float* out_v) +{ + return ImGui::ColorConvertRGBtoHSV(r,g,b,*out_h,*out_s,*out_v); +} +CIMGUI_API void igColorConvertHSVtoRGB(float h,float s,float v,float* out_r,float* out_g,float* out_b) +{ + return ImGui::ColorConvertHSVtoRGB(h,s,v,*out_r,*out_g,*out_b); +} +CIMGUI_API bool igIsKeyDown_Nil(ImGuiKey key) +{ + return ImGui::IsKeyDown(key); +} +CIMGUI_API bool igIsKeyPressed_Bool(ImGuiKey key,bool repeat) +{ + return ImGui::IsKeyPressed(key,repeat); +} +CIMGUI_API bool igIsKeyReleased_Nil(ImGuiKey key) +{ + return ImGui::IsKeyReleased(key); +} +CIMGUI_API bool igIsKeyChordPressed_Nil(ImGuiKeyChord key_chord) +{ + return ImGui::IsKeyChordPressed(key_chord); +} +CIMGUI_API int igGetKeyPressedAmount(ImGuiKey key,float repeat_delay,float rate) +{ + return ImGui::GetKeyPressedAmount(key,repeat_delay,rate); +} +CIMGUI_API const char* igGetKeyName(ImGuiKey key) +{ + return ImGui::GetKeyName(key); +} +CIMGUI_API void igSetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + return ImGui::SetNextFrameWantCaptureKeyboard(want_capture_keyboard); +} +CIMGUI_API bool igShortcut_Nil(ImGuiKeyChord key_chord,ImGuiInputFlags flags) +{ + return ImGui::Shortcut(key_chord,flags); +} +CIMGUI_API void igSetNextItemShortcut(ImGuiKeyChord key_chord,ImGuiInputFlags flags) +{ + return ImGui::SetNextItemShortcut(key_chord,flags); +} +CIMGUI_API void igSetItemKeyOwner_Nil(ImGuiKey key) +{ + return ImGui::SetItemKeyOwner(key); +} +CIMGUI_API bool igIsMouseDown_Nil(ImGuiMouseButton button) +{ + return ImGui::IsMouseDown(button); +} +CIMGUI_API bool igIsMouseClicked_Bool(ImGuiMouseButton button,bool repeat) +{ + return ImGui::IsMouseClicked(button,repeat); +} +CIMGUI_API bool igIsMouseReleased_Nil(ImGuiMouseButton button) +{ + return ImGui::IsMouseReleased(button); +} +CIMGUI_API bool igIsMouseDoubleClicked_Nil(ImGuiMouseButton button) +{ + return ImGui::IsMouseDoubleClicked(button); +} +CIMGUI_API int igGetMouseClickedCount(ImGuiMouseButton button) +{ + return ImGui::GetMouseClickedCount(button); +} +CIMGUI_API bool igIsMouseHoveringRect(const ImVec2 r_min,const ImVec2 r_max,bool clip) +{ + return ImGui::IsMouseHoveringRect(r_min,r_max,clip); +} +CIMGUI_API bool igIsMousePosValid(const ImVec2* mouse_pos) +{ + return ImGui::IsMousePosValid(mouse_pos); +} +CIMGUI_API bool igIsAnyMouseDown() +{ + return ImGui::IsAnyMouseDown(); +} +CIMGUI_API void igGetMousePos(ImVec2 *pOut) +{ + *pOut = ImGui::GetMousePos(); +} +CIMGUI_API void igGetMousePosOnOpeningCurrentPopup(ImVec2 *pOut) +{ + *pOut = ImGui::GetMousePosOnOpeningCurrentPopup(); +} +CIMGUI_API bool igIsMouseDragging(ImGuiMouseButton button,float lock_threshold) +{ + return ImGui::IsMouseDragging(button,lock_threshold); +} +CIMGUI_API void igGetMouseDragDelta(ImVec2 *pOut,ImGuiMouseButton button,float lock_threshold) +{ + *pOut = ImGui::GetMouseDragDelta(button,lock_threshold); +} +CIMGUI_API void igResetMouseDragDelta(ImGuiMouseButton button) +{ + return ImGui::ResetMouseDragDelta(button); +} +CIMGUI_API ImGuiMouseCursor igGetMouseCursor() +{ + return ImGui::GetMouseCursor(); +} +CIMGUI_API void igSetMouseCursor(ImGuiMouseCursor cursor_type) +{ + return ImGui::SetMouseCursor(cursor_type); +} +CIMGUI_API void igSetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + return ImGui::SetNextFrameWantCaptureMouse(want_capture_mouse); +} +CIMGUI_API const char* igGetClipboardText() +{ + return ImGui::GetClipboardText(); +} +CIMGUI_API void igSetClipboardText(const char* text) +{ + return ImGui::SetClipboardText(text); +} +CIMGUI_API void igLoadIniSettingsFromDisk(const char* ini_filename) +{ + return ImGui::LoadIniSettingsFromDisk(ini_filename); +} +CIMGUI_API void igLoadIniSettingsFromMemory(const char* ini_data,size_t ini_size) +{ + return ImGui::LoadIniSettingsFromMemory(ini_data,ini_size); +} +CIMGUI_API void igSaveIniSettingsToDisk(const char* ini_filename) +{ + return ImGui::SaveIniSettingsToDisk(ini_filename); +} +CIMGUI_API const char* igSaveIniSettingsToMemory(size_t* out_ini_size) +{ + return ImGui::SaveIniSettingsToMemory(out_ini_size); +} +CIMGUI_API void igDebugTextEncoding(const char* text) +{ + return ImGui::DebugTextEncoding(text); +} +CIMGUI_API void igDebugFlashStyleColor(ImGuiCol idx) +{ + return ImGui::DebugFlashStyleColor(idx); +} +CIMGUI_API void igDebugStartItemPicker() +{ + return ImGui::DebugStartItemPicker(); +} +CIMGUI_API bool igDebugCheckVersionAndDataLayout(const char* version_str,size_t sz_io,size_t sz_style,size_t sz_vec2,size_t sz_vec4,size_t sz_drawvert,size_t sz_drawidx) +{ + return ImGui::DebugCheckVersionAndDataLayout(version_str,sz_io,sz_style,sz_vec2,sz_vec4,sz_drawvert,sz_drawidx); +} +CIMGUI_API void igDebugLog(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::DebugLogV(fmt,args); + va_end(args); +} +CIMGUI_API void igDebugLogV(const char* fmt,va_list args) +{ + return ImGui::DebugLogV(fmt,args); +} +CIMGUI_API void igSetAllocatorFunctions(ImGuiMemAllocFunc alloc_func,ImGuiMemFreeFunc free_func,void* user_data) +{ + return ImGui::SetAllocatorFunctions(alloc_func,free_func,user_data); +} +CIMGUI_API void igGetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func,ImGuiMemFreeFunc* p_free_func,void** p_user_data) +{ + return ImGui::GetAllocatorFunctions(p_alloc_func,p_free_func,p_user_data); +} +CIMGUI_API void* igMemAlloc(size_t size) +{ + return ImGui::MemAlloc(size); +} +CIMGUI_API void igMemFree(void* ptr) +{ + return ImGui::MemFree(ptr); +} +CIMGUI_API void igUpdatePlatformWindows() +{ + return ImGui::UpdatePlatformWindows(); +} +CIMGUI_API void igRenderPlatformWindowsDefault(void* platform_render_arg,void* renderer_render_arg) +{ + return ImGui::RenderPlatformWindowsDefault(platform_render_arg,renderer_render_arg); +} +CIMGUI_API void igDestroyPlatformWindows() +{ + return ImGui::DestroyPlatformWindows(); +} +CIMGUI_API ImGuiViewport* igFindViewportByID(ImGuiID id) +{ + return ImGui::FindViewportByID(id); +} +CIMGUI_API ImGuiViewport* igFindViewportByPlatformHandle(void* platform_handle) +{ + return ImGui::FindViewportByPlatformHandle(platform_handle); +} +CIMGUI_API ImGuiTableSortSpecs* ImGuiTableSortSpecs_ImGuiTableSortSpecs(void) +{ + return IM_NEW(ImGuiTableSortSpecs)(); +} +CIMGUI_API void ImGuiTableSortSpecs_destroy(ImGuiTableSortSpecs* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSortSpecs* ImGuiTableColumnSortSpecs_ImGuiTableColumnSortSpecs(void) +{ + return IM_NEW(ImGuiTableColumnSortSpecs)(); +} +CIMGUI_API void ImGuiTableColumnSortSpecs_destroy(ImGuiTableColumnSortSpecs* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStyle* ImGuiStyle_ImGuiStyle(void) +{ + return IM_NEW(ImGuiStyle)(); +} +CIMGUI_API void ImGuiStyle_destroy(ImGuiStyle* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiStyle_ScaleAllSizes(ImGuiStyle* self,float scale_factor) +{ + return self->ScaleAllSizes(scale_factor); +} +CIMGUI_API void ImGuiIO_AddKeyEvent(ImGuiIO* self,ImGuiKey key,bool down) +{ + return self->AddKeyEvent(key,down); +} +CIMGUI_API void ImGuiIO_AddKeyAnalogEvent(ImGuiIO* self,ImGuiKey key,bool down,float v) +{ + return self->AddKeyAnalogEvent(key,down,v); +} +CIMGUI_API void ImGuiIO_AddMousePosEvent(ImGuiIO* self,float x,float y) +{ + return self->AddMousePosEvent(x,y); +} +CIMGUI_API void ImGuiIO_AddMouseButtonEvent(ImGuiIO* self,int button,bool down) +{ + return self->AddMouseButtonEvent(button,down); +} +CIMGUI_API void ImGuiIO_AddMouseWheelEvent(ImGuiIO* self,float wheel_x,float wheel_y) +{ + return self->AddMouseWheelEvent(wheel_x,wheel_y); +} +CIMGUI_API void ImGuiIO_AddMouseSourceEvent(ImGuiIO* self,ImGuiMouseSource source) +{ + return self->AddMouseSourceEvent(source); +} +CIMGUI_API void ImGuiIO_AddMouseViewportEvent(ImGuiIO* self,ImGuiID id) +{ + return self->AddMouseViewportEvent(id); +} +CIMGUI_API void ImGuiIO_AddFocusEvent(ImGuiIO* self,bool focused) +{ + return self->AddFocusEvent(focused); +} +CIMGUI_API void ImGuiIO_AddInputCharacter(ImGuiIO* self,unsigned int c) +{ + return self->AddInputCharacter(c); +} +CIMGUI_API void ImGuiIO_AddInputCharacterUTF16(ImGuiIO* self,ImWchar16 c) +{ + return self->AddInputCharacterUTF16(c); +} +CIMGUI_API void ImGuiIO_AddInputCharactersUTF8(ImGuiIO* self,const char* str) +{ + return self->AddInputCharactersUTF8(str); +} +CIMGUI_API void ImGuiIO_SetKeyEventNativeData(ImGuiIO* self,ImGuiKey key,int native_keycode,int native_scancode,int native_legacy_index) +{ + return self->SetKeyEventNativeData(key,native_keycode,native_scancode,native_legacy_index); +} +CIMGUI_API void ImGuiIO_SetAppAcceptingEvents(ImGuiIO* self,bool accepting_events) +{ + return self->SetAppAcceptingEvents(accepting_events); +} +CIMGUI_API void ImGuiIO_ClearEventsQueue(ImGuiIO* self) +{ + return self->ClearEventsQueue(); +} +CIMGUI_API void ImGuiIO_ClearInputKeys(ImGuiIO* self) +{ + return self->ClearInputKeys(); +} +CIMGUI_API void ImGuiIO_ClearInputMouse(ImGuiIO* self) +{ + return self->ClearInputMouse(); +} +CIMGUI_API ImGuiIO* ImGuiIO_ImGuiIO(void) +{ + return IM_NEW(ImGuiIO)(); +} +CIMGUI_API void ImGuiIO_destroy(ImGuiIO* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiInputTextCallbackData* ImGuiInputTextCallbackData_ImGuiInputTextCallbackData(void) +{ + return IM_NEW(ImGuiInputTextCallbackData)(); +} +CIMGUI_API void ImGuiInputTextCallbackData_destroy(ImGuiInputTextCallbackData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextCallbackData_DeleteChars(ImGuiInputTextCallbackData* self,int pos,int bytes_count) +{ + return self->DeleteChars(pos,bytes_count); +} +CIMGUI_API void ImGuiInputTextCallbackData_InsertChars(ImGuiInputTextCallbackData* self,int pos,const char* text,const char* text_end) +{ + return self->InsertChars(pos,text,text_end); +} +CIMGUI_API void ImGuiInputTextCallbackData_SelectAll(ImGuiInputTextCallbackData* self) +{ + return self->SelectAll(); +} +CIMGUI_API void ImGuiInputTextCallbackData_ClearSelection(ImGuiInputTextCallbackData* self) +{ + return self->ClearSelection(); +} +CIMGUI_API bool ImGuiInputTextCallbackData_HasSelection(ImGuiInputTextCallbackData* self) +{ + return self->HasSelection(); +} +CIMGUI_API ImGuiWindowClass* ImGuiWindowClass_ImGuiWindowClass(void) +{ + return IM_NEW(ImGuiWindowClass)(); +} +CIMGUI_API void ImGuiWindowClass_destroy(ImGuiWindowClass* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPayload* ImGuiPayload_ImGuiPayload(void) +{ + return IM_NEW(ImGuiPayload)(); +} +CIMGUI_API void ImGuiPayload_destroy(ImGuiPayload* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiPayload_Clear(ImGuiPayload* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImGuiPayload_IsDataType(ImGuiPayload* self,const char* type) +{ + return self->IsDataType(type); +} +CIMGUI_API bool ImGuiPayload_IsPreview(ImGuiPayload* self) +{ + return self->IsPreview(); +} +CIMGUI_API bool ImGuiPayload_IsDelivery(ImGuiPayload* self) +{ + return self->IsDelivery(); +} +CIMGUI_API ImGuiOnceUponAFrame* ImGuiOnceUponAFrame_ImGuiOnceUponAFrame(void) +{ + return IM_NEW(ImGuiOnceUponAFrame)(); +} +CIMGUI_API void ImGuiOnceUponAFrame_destroy(ImGuiOnceUponAFrame* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTextFilter* ImGuiTextFilter_ImGuiTextFilter(const char* default_filter) +{ + return IM_NEW(ImGuiTextFilter)(default_filter); +} +CIMGUI_API void ImGuiTextFilter_destroy(ImGuiTextFilter* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImGuiTextFilter_Draw(ImGuiTextFilter* self,const char* label,float width) +{ + return self->Draw(label,width); +} +CIMGUI_API bool ImGuiTextFilter_PassFilter(ImGuiTextFilter* self,const char* text,const char* text_end) +{ + return self->PassFilter(text,text_end); +} +CIMGUI_API void ImGuiTextFilter_Build(ImGuiTextFilter* self) +{ + return self->Build(); +} +CIMGUI_API void ImGuiTextFilter_Clear(ImGuiTextFilter* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImGuiTextFilter_IsActive(ImGuiTextFilter* self) +{ + return self->IsActive(); +} +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Nil(void) +{ + return IM_NEW(ImGuiTextRange)(); +} +CIMGUI_API void ImGuiTextRange_destroy(ImGuiTextRange* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Str(const char* _b,const char* _e) +{ + return IM_NEW(ImGuiTextRange)(_b,_e); +} +CIMGUI_API bool ImGuiTextRange_empty(ImGuiTextRange* self) +{ + return self->empty(); +} +CIMGUI_API void ImGuiTextRange_split(ImGuiTextRange* self,char separator,ImVector_ImGuiTextRange* out) +{ + return self->split(separator,out); +} +CIMGUI_API ImGuiTextBuffer* ImGuiTextBuffer_ImGuiTextBuffer(void) +{ + return IM_NEW(ImGuiTextBuffer)(); +} +CIMGUI_API void ImGuiTextBuffer_destroy(ImGuiTextBuffer* self) +{ + IM_DELETE(self); +} +CIMGUI_API const char* ImGuiTextBuffer_begin(ImGuiTextBuffer* self) +{ + return self->begin(); +} +CIMGUI_API const char* ImGuiTextBuffer_end(ImGuiTextBuffer* self) +{ + return self->end(); +} +CIMGUI_API int ImGuiTextBuffer_size(ImGuiTextBuffer* self) +{ + return self->size(); +} +CIMGUI_API bool ImGuiTextBuffer_empty(ImGuiTextBuffer* self) +{ + return self->empty(); +} +CIMGUI_API void ImGuiTextBuffer_clear(ImGuiTextBuffer* self) +{ + return self->clear(); +} +CIMGUI_API void ImGuiTextBuffer_reserve(ImGuiTextBuffer* self,int capacity) +{ + return self->reserve(capacity); +} +CIMGUI_API const char* ImGuiTextBuffer_c_str(ImGuiTextBuffer* self) +{ + return self->c_str(); +} +CIMGUI_API void ImGuiTextBuffer_append(ImGuiTextBuffer* self,const char* str,const char* str_end) +{ + return self->append(str,str_end); +} +CIMGUI_API void ImGuiTextBuffer_appendfv(ImGuiTextBuffer* self,const char* fmt,va_list args) +{ + return self->appendfv(fmt,args); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Int(ImGuiID _key,int _val) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val); +} +CIMGUI_API void ImGuiStoragePair_destroy(ImGuiStoragePair* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Float(ImGuiID _key,float _val) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Ptr(ImGuiID _key,void* _val) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val); +} +CIMGUI_API void ImGuiStorage_Clear(ImGuiStorage* self) +{ + return self->Clear(); +} +CIMGUI_API int ImGuiStorage_GetInt(ImGuiStorage* self,ImGuiID key,int default_val) +{ + return self->GetInt(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetInt(ImGuiStorage* self,ImGuiID key,int val) +{ + return self->SetInt(key,val); +} +CIMGUI_API bool ImGuiStorage_GetBool(ImGuiStorage* self,ImGuiID key,bool default_val) +{ + return self->GetBool(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetBool(ImGuiStorage* self,ImGuiID key,bool val) +{ + return self->SetBool(key,val); +} +CIMGUI_API float ImGuiStorage_GetFloat(ImGuiStorage* self,ImGuiID key,float default_val) +{ + return self->GetFloat(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetFloat(ImGuiStorage* self,ImGuiID key,float val) +{ + return self->SetFloat(key,val); +} +CIMGUI_API void* ImGuiStorage_GetVoidPtr(ImGuiStorage* self,ImGuiID key) +{ + return self->GetVoidPtr(key); +} +CIMGUI_API void ImGuiStorage_SetVoidPtr(ImGuiStorage* self,ImGuiID key,void* val) +{ + return self->SetVoidPtr(key,val); +} +CIMGUI_API int* ImGuiStorage_GetIntRef(ImGuiStorage* self,ImGuiID key,int default_val) +{ + return self->GetIntRef(key,default_val); +} +CIMGUI_API bool* ImGuiStorage_GetBoolRef(ImGuiStorage* self,ImGuiID key,bool default_val) +{ + return self->GetBoolRef(key,default_val); +} +CIMGUI_API float* ImGuiStorage_GetFloatRef(ImGuiStorage* self,ImGuiID key,float default_val) +{ + return self->GetFloatRef(key,default_val); +} +CIMGUI_API void** ImGuiStorage_GetVoidPtrRef(ImGuiStorage* self,ImGuiID key,void* default_val) +{ + return self->GetVoidPtrRef(key,default_val); +} +CIMGUI_API void ImGuiStorage_BuildSortByKey(ImGuiStorage* self) +{ + return self->BuildSortByKey(); +} +CIMGUI_API void ImGuiStorage_SetAllInt(ImGuiStorage* self,int val) +{ + return self->SetAllInt(val); +} +CIMGUI_API ImGuiListClipper* ImGuiListClipper_ImGuiListClipper(void) +{ + return IM_NEW(ImGuiListClipper)(); +} +CIMGUI_API void ImGuiListClipper_destroy(ImGuiListClipper* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiListClipper_Begin(ImGuiListClipper* self,int items_count,float items_height) +{ + return self->Begin(items_count,items_height); +} +CIMGUI_API void ImGuiListClipper_End(ImGuiListClipper* self) +{ + return self->End(); +} +CIMGUI_API bool ImGuiListClipper_Step(ImGuiListClipper* self) +{ + return self->Step(); +} +CIMGUI_API void ImGuiListClipper_IncludeItemByIndex(ImGuiListClipper* self,int item_index) +{ + return self->IncludeItemByIndex(item_index); +} +CIMGUI_API void ImGuiListClipper_IncludeItemsByIndex(ImGuiListClipper* self,int item_begin,int item_end) +{ + return self->IncludeItemsByIndex(item_begin,item_end); +} +CIMGUI_API void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* self,int item_index) +{ + return self->SeekCursorForItem(item_index); +} +CIMGUI_API ImColor* ImColor_ImColor_Nil(void) +{ + return IM_NEW(ImColor)(); +} +CIMGUI_API void ImColor_destroy(ImColor* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImColor* ImColor_ImColor_Float(float r,float g,float b,float a) +{ + return IM_NEW(ImColor)(r,g,b,a); +} +CIMGUI_API ImColor* ImColor_ImColor_Vec4(const ImVec4 col) +{ + return IM_NEW(ImColor)(col); +} +CIMGUI_API ImColor* ImColor_ImColor_Int(int r,int g,int b,int a) +{ + return IM_NEW(ImColor)(r,g,b,a); +} +CIMGUI_API ImColor* ImColor_ImColor_U32(ImU32 rgba) +{ + return IM_NEW(ImColor)(rgba); +} +CIMGUI_API void ImColor_SetHSV(ImColor* self,float h,float s,float v,float a) +{ + return self->SetHSV(h,s,v,a); +} +CIMGUI_API void ImColor_HSV(ImColor *pOut,float h,float s,float v,float a) +{ + *pOut = ImColor::HSV(h,s,v,a); +} +CIMGUI_API ImGuiSelectionBasicStorage* ImGuiSelectionBasicStorage_ImGuiSelectionBasicStorage(void) +{ + return IM_NEW(ImGuiSelectionBasicStorage)(); +} +CIMGUI_API void ImGuiSelectionBasicStorage_destroy(ImGuiSelectionBasicStorage* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiSelectionBasicStorage_ApplyRequests(ImGuiSelectionBasicStorage* self,ImGuiMultiSelectIO* ms_io) +{ + return self->ApplyRequests(ms_io); +} +CIMGUI_API bool ImGuiSelectionBasicStorage_Contains(ImGuiSelectionBasicStorage* self,ImGuiID id) +{ + return self->Contains(id); +} +CIMGUI_API void ImGuiSelectionBasicStorage_Clear(ImGuiSelectionBasicStorage* self) +{ + return self->Clear(); +} +CIMGUI_API void ImGuiSelectionBasicStorage_Swap(ImGuiSelectionBasicStorage* self,ImGuiSelectionBasicStorage* r) +{ + return self->Swap(*r); +} +CIMGUI_API void ImGuiSelectionBasicStorage_SetItemSelected(ImGuiSelectionBasicStorage* self,ImGuiID id,bool selected) +{ + return self->SetItemSelected(id,selected); +} +CIMGUI_API bool ImGuiSelectionBasicStorage_GetNextSelectedItem(ImGuiSelectionBasicStorage* self,void** opaque_it,ImGuiID* out_id) +{ + return self->GetNextSelectedItem(opaque_it,out_id); +} +CIMGUI_API ImGuiID ImGuiSelectionBasicStorage_GetStorageIdFromIndex(ImGuiSelectionBasicStorage* self,int idx) +{ + return self->GetStorageIdFromIndex(idx); +} +CIMGUI_API ImGuiSelectionExternalStorage* ImGuiSelectionExternalStorage_ImGuiSelectionExternalStorage(void) +{ + return IM_NEW(ImGuiSelectionExternalStorage)(); +} +CIMGUI_API void ImGuiSelectionExternalStorage_destroy(ImGuiSelectionExternalStorage* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiSelectionExternalStorage_ApplyRequests(ImGuiSelectionExternalStorage* self,ImGuiMultiSelectIO* ms_io) +{ + return self->ApplyRequests(ms_io); +} +CIMGUI_API ImDrawCmd* ImDrawCmd_ImDrawCmd(void) +{ + return IM_NEW(ImDrawCmd)(); +} +CIMGUI_API void ImDrawCmd_destroy(ImDrawCmd* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImTextureID ImDrawCmd_GetTexID(ImDrawCmd* self) +{ + return self->GetTexID(); +} +CIMGUI_API ImDrawListSplitter* ImDrawListSplitter_ImDrawListSplitter(void) +{ + return IM_NEW(ImDrawListSplitter)(); +} +CIMGUI_API void ImDrawListSplitter_destroy(ImDrawListSplitter* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawListSplitter_Clear(ImDrawListSplitter* self) +{ + return self->Clear(); +} +CIMGUI_API void ImDrawListSplitter_ClearFreeMemory(ImDrawListSplitter* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API void ImDrawListSplitter_Split(ImDrawListSplitter* self,ImDrawList* draw_list,int count) +{ + return self->Split(draw_list,count); +} +CIMGUI_API void ImDrawListSplitter_Merge(ImDrawListSplitter* self,ImDrawList* draw_list) +{ + return self->Merge(draw_list); +} +CIMGUI_API void ImDrawListSplitter_SetCurrentChannel(ImDrawListSplitter* self,ImDrawList* draw_list,int channel_idx) +{ + return self->SetCurrentChannel(draw_list,channel_idx); +} +CIMGUI_API ImDrawList* ImDrawList_ImDrawList(ImDrawListSharedData* shared_data) +{ + return IM_NEW(ImDrawList)(shared_data); +} +CIMGUI_API void ImDrawList_destroy(ImDrawList* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawList_PushClipRect(ImDrawList* self,const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect) +{ + return self->PushClipRect(clip_rect_min,clip_rect_max,intersect_with_current_clip_rect); +} +CIMGUI_API void ImDrawList_PushClipRectFullScreen(ImDrawList* self) +{ + return self->PushClipRectFullScreen(); +} +CIMGUI_API void ImDrawList_PopClipRect(ImDrawList* self) +{ + return self->PopClipRect(); +} +CIMGUI_API void ImDrawList_PushTextureID(ImDrawList* self,ImTextureID texture_id) +{ + return self->PushTextureID(texture_id); +} +CIMGUI_API void ImDrawList_PopTextureID(ImDrawList* self) +{ + return self->PopTextureID(); +} +CIMGUI_API void ImDrawList_GetClipRectMin(ImVec2 *pOut,ImDrawList* self) +{ + *pOut = self->GetClipRectMin(); +} +CIMGUI_API void ImDrawList_GetClipRectMax(ImVec2 *pOut,ImDrawList* self) +{ + *pOut = self->GetClipRectMax(); +} +CIMGUI_API void ImDrawList_AddLine(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,ImU32 col,float thickness) +{ + return self->AddLine(p1,p2,col,thickness); +} +CIMGUI_API void ImDrawList_AddRect(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags,float thickness) +{ + return self->AddRect(p_min,p_max,col,rounding,flags,thickness); +} +CIMGUI_API void ImDrawList_AddRectFilled(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags) +{ + return self->AddRectFilled(p_min,p_max,col,rounding,flags); +} +CIMGUI_API void ImDrawList_AddRectFilledMultiColor(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col_upr_left,ImU32 col_upr_right,ImU32 col_bot_right,ImU32 col_bot_left) +{ + return self->AddRectFilledMultiColor(p_min,p_max,col_upr_left,col_upr_right,col_bot_right,col_bot_left); +} +CIMGUI_API void ImDrawList_AddQuad(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness) +{ + return self->AddQuad(p1,p2,p3,p4,col,thickness); +} +CIMGUI_API void ImDrawList_AddQuadFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col) +{ + return self->AddQuadFilled(p1,p2,p3,p4,col); +} +CIMGUI_API void ImDrawList_AddTriangle(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness) +{ + return self->AddTriangle(p1,p2,p3,col,thickness); +} +CIMGUI_API void ImDrawList_AddTriangleFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col) +{ + return self->AddTriangleFilled(p1,p2,p3,col); +} +CIMGUI_API void ImDrawList_AddCircle(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness) +{ + return self->AddCircle(center,radius,col,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddCircleFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments) +{ + return self->AddCircleFilled(center,radius,col,num_segments); +} +CIMGUI_API void ImDrawList_AddNgon(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness) +{ + return self->AddNgon(center,radius,col,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddNgonFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments) +{ + return self->AddNgonFilled(center,radius,col,num_segments); +} +CIMGUI_API void ImDrawList_AddEllipse(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments,float thickness) +{ + return self->AddEllipse(center,radius,col,rot,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddEllipseFilled(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments) +{ + return self->AddEllipseFilled(center,radius,col,rot,num_segments); +} +CIMGUI_API void ImDrawList_AddText_Vec2(ImDrawList* self,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end) +{ + return self->AddText(pos,col,text_begin,text_end); +} +CIMGUI_API void ImDrawList_AddText_FontPtr(ImDrawList* self,ImFont* font,float font_size,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end,float wrap_width,const ImVec4* cpu_fine_clip_rect) +{ + return self->AddText(font,font_size,pos,col,text_begin,text_end,wrap_width,cpu_fine_clip_rect); +} +CIMGUI_API void ImDrawList_AddBezierCubic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness,int num_segments) +{ + return self->AddBezierCubic(p1,p2,p3,p4,col,thickness,num_segments); +} +CIMGUI_API void ImDrawList_AddBezierQuadratic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness,int num_segments) +{ + return self->AddBezierQuadratic(p1,p2,p3,col,thickness,num_segments); +} +CIMGUI_API void ImDrawList_AddPolyline(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col,ImDrawFlags flags,float thickness) +{ + return self->AddPolyline(points,num_points,col,flags,thickness); +} +CIMGUI_API void ImDrawList_AddConvexPolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col) +{ + return self->AddConvexPolyFilled(points,num_points,col); +} +CIMGUI_API void ImDrawList_AddConcavePolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col) +{ + return self->AddConcavePolyFilled(points,num_points,col); +} +CIMGUI_API void ImDrawList_AddImage(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col) +{ + return self->AddImage(user_texture_id,p_min,p_max,uv_min,uv_max,col); +} +CIMGUI_API void ImDrawList_AddImageQuad(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 uv1,const ImVec2 uv2,const ImVec2 uv3,const ImVec2 uv4,ImU32 col) +{ + return self->AddImageQuad(user_texture_id,p1,p2,p3,p4,uv1,uv2,uv3,uv4,col); +} +CIMGUI_API void ImDrawList_AddImageRounded(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col,float rounding,ImDrawFlags flags) +{ + return self->AddImageRounded(user_texture_id,p_min,p_max,uv_min,uv_max,col,rounding,flags); +} +CIMGUI_API void ImDrawList_PathClear(ImDrawList* self) +{ + return self->PathClear(); +} +CIMGUI_API void ImDrawList_PathLineTo(ImDrawList* self,const ImVec2 pos) +{ + return self->PathLineTo(pos); +} +CIMGUI_API void ImDrawList_PathLineToMergeDuplicate(ImDrawList* self,const ImVec2 pos) +{ + return self->PathLineToMergeDuplicate(pos); +} +CIMGUI_API void ImDrawList_PathFillConvex(ImDrawList* self,ImU32 col) +{ + return self->PathFillConvex(col); +} +CIMGUI_API void ImDrawList_PathFillConcave(ImDrawList* self,ImU32 col) +{ + return self->PathFillConcave(col); +} +CIMGUI_API void ImDrawList_PathStroke(ImDrawList* self,ImU32 col,ImDrawFlags flags,float thickness) +{ + return self->PathStroke(col,flags,thickness); +} +CIMGUI_API void ImDrawList_PathArcTo(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments) +{ + return self->PathArcTo(center,radius,a_min,a_max,num_segments); +} +CIMGUI_API void ImDrawList_PathArcToFast(ImDrawList* self,const ImVec2 center,float radius,int a_min_of_12,int a_max_of_12) +{ + return self->PathArcToFast(center,radius,a_min_of_12,a_max_of_12); +} +CIMGUI_API void ImDrawList_PathEllipticalArcTo(ImDrawList* self,const ImVec2 center,const ImVec2 radius,float rot,float a_min,float a_max,int num_segments) +{ + return self->PathEllipticalArcTo(center,radius,rot,a_min,a_max,num_segments); +} +CIMGUI_API void ImDrawList_PathBezierCubicCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,int num_segments) +{ + return self->PathBezierCubicCurveTo(p2,p3,p4,num_segments); +} +CIMGUI_API void ImDrawList_PathBezierQuadraticCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,int num_segments) +{ + return self->PathBezierQuadraticCurveTo(p2,p3,num_segments); +} +CIMGUI_API void ImDrawList_PathRect(ImDrawList* self,const ImVec2 rect_min,const ImVec2 rect_max,float rounding,ImDrawFlags flags) +{ + return self->PathRect(rect_min,rect_max,rounding,flags); +} +CIMGUI_API void ImDrawList_AddCallback(ImDrawList* self,ImDrawCallback callback,void* userdata,size_t userdata_size) +{ + return self->AddCallback(callback,userdata,userdata_size); +} +CIMGUI_API void ImDrawList_AddDrawCmd(ImDrawList* self) +{ + return self->AddDrawCmd(); +} +CIMGUI_API ImDrawList* ImDrawList_CloneOutput(ImDrawList* self) +{ + return self->CloneOutput(); +} +CIMGUI_API void ImDrawList_ChannelsSplit(ImDrawList* self,int count) +{ + return self->ChannelsSplit(count); +} +CIMGUI_API void ImDrawList_ChannelsMerge(ImDrawList* self) +{ + return self->ChannelsMerge(); +} +CIMGUI_API void ImDrawList_ChannelsSetCurrent(ImDrawList* self,int n) +{ + return self->ChannelsSetCurrent(n); +} +CIMGUI_API void ImDrawList_PrimReserve(ImDrawList* self,int idx_count,int vtx_count) +{ + return self->PrimReserve(idx_count,vtx_count); +} +CIMGUI_API void ImDrawList_PrimUnreserve(ImDrawList* self,int idx_count,int vtx_count) +{ + return self->PrimUnreserve(idx_count,vtx_count); +} +CIMGUI_API void ImDrawList_PrimRect(ImDrawList* self,const ImVec2 a,const ImVec2 b,ImU32 col) +{ + return self->PrimRect(a,b,col); +} +CIMGUI_API void ImDrawList_PrimRectUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,ImU32 col) +{ + return self->PrimRectUV(a,b,uv_a,uv_b,col); +} +CIMGUI_API void ImDrawList_PrimQuadUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 d,const ImVec2 uv_a,const ImVec2 uv_b,const ImVec2 uv_c,const ImVec2 uv_d,ImU32 col) +{ + return self->PrimQuadUV(a,b,c,d,uv_a,uv_b,uv_c,uv_d,col); +} +CIMGUI_API void ImDrawList_PrimWriteVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col) +{ + return self->PrimWriteVtx(pos,uv,col); +} +CIMGUI_API void ImDrawList_PrimWriteIdx(ImDrawList* self,ImDrawIdx idx) +{ + return self->PrimWriteIdx(idx); +} +CIMGUI_API void ImDrawList_PrimVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col) +{ + return self->PrimVtx(pos,uv,col); +} +CIMGUI_API void ImDrawList__ResetForNewFrame(ImDrawList* self) +{ + return self->_ResetForNewFrame(); +} +CIMGUI_API void ImDrawList__ClearFreeMemory(ImDrawList* self) +{ + return self->_ClearFreeMemory(); +} +CIMGUI_API void ImDrawList__PopUnusedDrawCmd(ImDrawList* self) +{ + return self->_PopUnusedDrawCmd(); +} +CIMGUI_API void ImDrawList__TryMergeDrawCmds(ImDrawList* self) +{ + return self->_TryMergeDrawCmds(); +} +CIMGUI_API void ImDrawList__OnChangedClipRect(ImDrawList* self) +{ + return self->_OnChangedClipRect(); +} +CIMGUI_API void ImDrawList__OnChangedTextureID(ImDrawList* self) +{ + return self->_OnChangedTextureID(); +} +CIMGUI_API void ImDrawList__OnChangedVtxOffset(ImDrawList* self) +{ + return self->_OnChangedVtxOffset(); +} +CIMGUI_API void ImDrawList__SetTextureID(ImDrawList* self,ImTextureID texture_id) +{ + return self->_SetTextureID(texture_id); +} +CIMGUI_API int ImDrawList__CalcCircleAutoSegmentCount(ImDrawList* self,float radius) +{ + return self->_CalcCircleAutoSegmentCount(radius); +} +CIMGUI_API void ImDrawList__PathArcToFastEx(ImDrawList* self,const ImVec2 center,float radius,int a_min_sample,int a_max_sample,int a_step) +{ + return self->_PathArcToFastEx(center,radius,a_min_sample,a_max_sample,a_step); +} +CIMGUI_API void ImDrawList__PathArcToN(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments) +{ + return self->_PathArcToN(center,radius,a_min,a_max,num_segments); +} +CIMGUI_API ImDrawData* ImDrawData_ImDrawData(void) +{ + return IM_NEW(ImDrawData)(); +} +CIMGUI_API void ImDrawData_destroy(ImDrawData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawData_Clear(ImDrawData* self) +{ + return self->Clear(); +} +CIMGUI_API void ImDrawData_AddDrawList(ImDrawData* self,ImDrawList* draw_list) +{ + return self->AddDrawList(draw_list); +} +CIMGUI_API void ImDrawData_DeIndexAllBuffers(ImDrawData* self) +{ + return self->DeIndexAllBuffers(); +} +CIMGUI_API void ImDrawData_ScaleClipRects(ImDrawData* self,const ImVec2 fb_scale) +{ + return self->ScaleClipRects(fb_scale); +} +CIMGUI_API ImFontConfig* ImFontConfig_ImFontConfig(void) +{ + return IM_NEW(ImFontConfig)(); +} +CIMGUI_API void ImFontConfig_destroy(ImFontConfig* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImFontGlyphRangesBuilder* ImFontGlyphRangesBuilder_ImFontGlyphRangesBuilder(void) +{ + return IM_NEW(ImFontGlyphRangesBuilder)(); +} +CIMGUI_API void ImFontGlyphRangesBuilder_destroy(ImFontGlyphRangesBuilder* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImFontGlyphRangesBuilder_Clear(ImFontGlyphRangesBuilder* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImFontGlyphRangesBuilder_GetBit(ImFontGlyphRangesBuilder* self,size_t n) +{ + return self->GetBit(n); +} +CIMGUI_API void ImFontGlyphRangesBuilder_SetBit(ImFontGlyphRangesBuilder* self,size_t n) +{ + return self->SetBit(n); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddChar(ImFontGlyphRangesBuilder* self,ImWchar c) +{ + return self->AddChar(c); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddText(ImFontGlyphRangesBuilder* self,const char* text,const char* text_end) +{ + return self->AddText(text,text_end); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddRanges(ImFontGlyphRangesBuilder* self,const ImWchar* ranges) +{ + return self->AddRanges(ranges); +} +CIMGUI_API void ImFontGlyphRangesBuilder_BuildRanges(ImFontGlyphRangesBuilder* self,ImVector_ImWchar* out_ranges) +{ + return self->BuildRanges(out_ranges); +} +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlasCustomRect_ImFontAtlasCustomRect(void) +{ + return IM_NEW(ImFontAtlasCustomRect)(); +} +CIMGUI_API void ImFontAtlasCustomRect_destroy(ImFontAtlasCustomRect* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImFontAtlasCustomRect_IsPacked(ImFontAtlasCustomRect* self) +{ + return self->IsPacked(); +} +CIMGUI_API ImFontAtlas* ImFontAtlas_ImFontAtlas(void) +{ + return IM_NEW(ImFontAtlas)(); +} +CIMGUI_API void ImFontAtlas_destroy(ImFontAtlas* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImFont* ImFontAtlas_AddFont(ImFontAtlas* self,const ImFontConfig* font_cfg) +{ + return self->AddFont(font_cfg); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontDefault(ImFontAtlas* self,const ImFontConfig* font_cfg) +{ + return self->AddFontDefault(font_cfg); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromFileTTF(ImFontAtlas* self,const char* filename,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromFileTTF(filename,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryTTF(ImFontAtlas* self,void* font_data,int font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryTTF(font_data,font_data_size,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedTTF(ImFontAtlas* self,const void* compressed_font_data,int compressed_font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryCompressedTTF(compressed_font_data,compressed_font_data_size,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(ImFontAtlas* self,const char* compressed_font_data_base85,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryCompressedBase85TTF(compressed_font_data_base85,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API void ImFontAtlas_ClearInputData(ImFontAtlas* self) +{ + return self->ClearInputData(); +} +CIMGUI_API void ImFontAtlas_ClearTexData(ImFontAtlas* self) +{ + return self->ClearTexData(); +} +CIMGUI_API void ImFontAtlas_ClearFonts(ImFontAtlas* self) +{ + return self->ClearFonts(); +} +CIMGUI_API void ImFontAtlas_Clear(ImFontAtlas* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImFontAtlas_Build(ImFontAtlas* self) +{ + return self->Build(); +} +CIMGUI_API void ImFontAtlas_GetTexDataAsAlpha8(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel) +{ + return self->GetTexDataAsAlpha8(out_pixels,out_width,out_height,out_bytes_per_pixel); +} +CIMGUI_API void ImFontAtlas_GetTexDataAsRGBA32(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel) +{ + return self->GetTexDataAsRGBA32(out_pixels,out_width,out_height,out_bytes_per_pixel); +} +CIMGUI_API bool ImFontAtlas_IsBuilt(ImFontAtlas* self) +{ + return self->IsBuilt(); +} +CIMGUI_API void ImFontAtlas_SetTexID(ImFontAtlas* self,ImTextureID id) +{ + return self->SetTexID(id); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesDefault(ImFontAtlas* self) +{ + return self->GetGlyphRangesDefault(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesGreek(ImFontAtlas* self) +{ + return self->GetGlyphRangesGreek(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesKorean(ImFontAtlas* self) +{ + return self->GetGlyphRangesKorean(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesJapanese(ImFontAtlas* self) +{ + return self->GetGlyphRangesJapanese(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseFull(ImFontAtlas* self) +{ + return self->GetGlyphRangesChineseFull(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(ImFontAtlas* self) +{ + return self->GetGlyphRangesChineseSimplifiedCommon(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesCyrillic(ImFontAtlas* self) +{ + return self->GetGlyphRangesCyrillic(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesThai(ImFontAtlas* self) +{ + return self->GetGlyphRangesThai(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesVietnamese(ImFontAtlas* self) +{ + return self->GetGlyphRangesVietnamese(); +} +CIMGUI_API int ImFontAtlas_AddCustomRectRegular(ImFontAtlas* self,int width,int height) +{ + return self->AddCustomRectRegular(width,height); +} +CIMGUI_API int ImFontAtlas_AddCustomRectFontGlyph(ImFontAtlas* self,ImFont* font,ImWchar id,int width,int height,float advance_x,const ImVec2 offset) +{ + return self->AddCustomRectFontGlyph(font,id,width,height,advance_x,offset); +} +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlas_GetCustomRectByIndex(ImFontAtlas* self,int index) +{ + return self->GetCustomRectByIndex(index); +} +CIMGUI_API void ImFontAtlas_CalcCustomRectUV(ImFontAtlas* self,const ImFontAtlasCustomRect* rect,ImVec2* out_uv_min,ImVec2* out_uv_max) +{ + return self->CalcCustomRectUV(rect,out_uv_min,out_uv_max); +} +CIMGUI_API bool ImFontAtlas_GetMouseCursorTexData(ImFontAtlas* self,ImGuiMouseCursor cursor,ImVec2* out_offset,ImVec2* out_size,ImVec2 out_uv_border[2],ImVec2 out_uv_fill[2]) +{ + return self->GetMouseCursorTexData(cursor,out_offset,out_size,out_uv_border,out_uv_fill); +} +CIMGUI_API ImFont* ImFont_ImFont(void) +{ + return IM_NEW(ImFont)(); +} +CIMGUI_API void ImFont_destroy(ImFont* self) +{ + IM_DELETE(self); +} +CIMGUI_API const ImFontGlyph* ImFont_FindGlyph(ImFont* self,ImWchar c) +{ + return self->FindGlyph(c); +} +CIMGUI_API const ImFontGlyph* ImFont_FindGlyphNoFallback(ImFont* self,ImWchar c) +{ + return self->FindGlyphNoFallback(c); +} +CIMGUI_API float ImFont_GetCharAdvance(ImFont* self,ImWchar c) +{ + return self->GetCharAdvance(c); +} +CIMGUI_API bool ImFont_IsLoaded(ImFont* self) +{ + return self->IsLoaded(); +} +CIMGUI_API const char* ImFont_GetDebugName(ImFont* self) +{ + return self->GetDebugName(); +} +CIMGUI_API void ImFont_CalcTextSizeA(ImVec2 *pOut,ImFont* self,float size,float max_width,float wrap_width,const char* text_begin,const char* text_end,const char** remaining) +{ + *pOut = self->CalcTextSizeA(size,max_width,wrap_width,text_begin,text_end,remaining); +} +CIMGUI_API const char* ImFont_CalcWordWrapPositionA(ImFont* self,float scale,const char* text,const char* text_end,float wrap_width) +{ + return self->CalcWordWrapPositionA(scale,text,text_end,wrap_width); +} +CIMGUI_API void ImFont_RenderChar(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,ImWchar c) +{ + return self->RenderChar(draw_list,size,pos,col,c); +} +CIMGUI_API void ImFont_RenderText(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,const ImVec4 clip_rect,const char* text_begin,const char* text_end,float wrap_width,bool cpu_fine_clip) +{ + return self->RenderText(draw_list,size,pos,col,clip_rect,text_begin,text_end,wrap_width,cpu_fine_clip); +} +CIMGUI_API void ImFont_BuildLookupTable(ImFont* self) +{ + return self->BuildLookupTable(); +} +CIMGUI_API void ImFont_ClearOutputData(ImFont* self) +{ + return self->ClearOutputData(); +} +CIMGUI_API void ImFont_GrowIndex(ImFont* self,int new_size) +{ + return self->GrowIndex(new_size); +} +CIMGUI_API void ImFont_AddGlyph(ImFont* self,const ImFontConfig* src_cfg,ImWchar c,float x0,float y0,float x1,float y1,float u0,float v0,float u1,float v1,float advance_x) +{ + return self->AddGlyph(src_cfg,c,x0,y0,x1,y1,u0,v0,u1,v1,advance_x); +} +CIMGUI_API void ImFont_AddRemapChar(ImFont* self,ImWchar dst,ImWchar src,bool overwrite_dst) +{ + return self->AddRemapChar(dst,src,overwrite_dst); +} +CIMGUI_API void ImFont_SetGlyphVisible(ImFont* self,ImWchar c,bool visible) +{ + return self->SetGlyphVisible(c,visible); +} +CIMGUI_API bool ImFont_IsGlyphRangeUnused(ImFont* self,unsigned int c_begin,unsigned int c_last) +{ + return self->IsGlyphRangeUnused(c_begin,c_last); +} +CIMGUI_API ImGuiViewport* ImGuiViewport_ImGuiViewport(void) +{ + return IM_NEW(ImGuiViewport)(); +} +CIMGUI_API void ImGuiViewport_destroy(ImGuiViewport* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiViewport_GetCenter(ImVec2 *pOut,ImGuiViewport* self) +{ + *pOut = self->GetCenter(); +} +CIMGUI_API void ImGuiViewport_GetWorkCenter(ImVec2 *pOut,ImGuiViewport* self) +{ + *pOut = self->GetWorkCenter(); +} +CIMGUI_API ImGuiPlatformIO* ImGuiPlatformIO_ImGuiPlatformIO(void) +{ + return IM_NEW(ImGuiPlatformIO)(); +} +CIMGUI_API void ImGuiPlatformIO_destroy(ImGuiPlatformIO* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPlatformMonitor* ImGuiPlatformMonitor_ImGuiPlatformMonitor(void) +{ + return IM_NEW(ImGuiPlatformMonitor)(); +} +CIMGUI_API void ImGuiPlatformMonitor_destroy(ImGuiPlatformMonitor* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPlatformImeData* ImGuiPlatformImeData_ImGuiPlatformImeData(void) +{ + return IM_NEW(ImGuiPlatformImeData)(); +} +CIMGUI_API void ImGuiPlatformImeData_destroy(ImGuiPlatformImeData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiID igImHashData(const void* data,size_t data_size,ImGuiID seed) +{ + return ImHashData(data,data_size,seed); +} +CIMGUI_API ImGuiID igImHashStr(const char* data,size_t data_size,ImGuiID seed) +{ + return ImHashStr(data,data_size,seed); +} +CIMGUI_API void igImQsort(void* base,size_t count,size_t size_of_element,int(*compare_func)(void const*,void const*)) +{ + return ImQsort(base,count,size_of_element,compare_func); +} +CIMGUI_API ImU32 igImAlphaBlendColors(ImU32 col_a,ImU32 col_b) +{ + return ImAlphaBlendColors(col_a,col_b); +} +CIMGUI_API bool igImIsPowerOfTwo_Int(int v) +{ + return ImIsPowerOfTwo(v); +} +CIMGUI_API bool igImIsPowerOfTwo_U64(ImU64 v) +{ + return ImIsPowerOfTwo(v); +} +CIMGUI_API int igImUpperPowerOfTwo(int v) +{ + return ImUpperPowerOfTwo(v); +} +CIMGUI_API int igImStricmp(const char* str1,const char* str2) +{ + return ImStricmp(str1,str2); +} +CIMGUI_API int igImStrnicmp(const char* str1,const char* str2,size_t count) +{ + return ImStrnicmp(str1,str2,count); +} +CIMGUI_API void igImStrncpy(char* dst,const char* src,size_t count) +{ + return ImStrncpy(dst,src,count); +} +CIMGUI_API char* igImStrdup(const char* str) +{ + return ImStrdup(str); +} +CIMGUI_API char* igImStrdupcpy(char* dst,size_t* p_dst_size,const char* str) +{ + return ImStrdupcpy(dst,p_dst_size,str); +} +CIMGUI_API const char* igImStrchrRange(const char* str_begin,const char* str_end,char c) +{ + return ImStrchrRange(str_begin,str_end,c); +} +CIMGUI_API const char* igImStreolRange(const char* str,const char* str_end) +{ + return ImStreolRange(str,str_end); +} +CIMGUI_API const char* igImStristr(const char* haystack,const char* haystack_end,const char* needle,const char* needle_end) +{ + return ImStristr(haystack,haystack_end,needle,needle_end); +} +CIMGUI_API void igImStrTrimBlanks(char* str) +{ + return ImStrTrimBlanks(str); +} +CIMGUI_API const char* igImStrSkipBlank(const char* str) +{ + return ImStrSkipBlank(str); +} +CIMGUI_API int igImStrlenW(const ImWchar* str) +{ + return ImStrlenW(str); +} +CIMGUI_API const char* igImStrbol(const char* buf_mid_line,const char* buf_begin) +{ + return ImStrbol(buf_mid_line,buf_begin); +} +CIMGUI_API char igImToUpper(char c) +{ + return ImToUpper(c); +} +CIMGUI_API bool igImCharIsBlankA(char c) +{ + return ImCharIsBlankA(c); +} +CIMGUI_API bool igImCharIsBlankW(unsigned int c) +{ + return ImCharIsBlankW(c); +} +CIMGUI_API bool igImCharIsXdigitA(char c) +{ + return ImCharIsXdigitA(c); +} +CIMGUI_API int igImFormatString(char* buf,size_t buf_size,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + int ret = ImFormatStringV(buf,buf_size,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API int igImFormatStringV(char* buf,size_t buf_size,const char* fmt,va_list args) +{ + return ImFormatStringV(buf,buf_size,fmt,args); +} +CIMGUI_API void igImFormatStringToTempBuffer(const char** out_buf,const char** out_buf_end,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImFormatStringToTempBufferV(out_buf,out_buf_end,fmt,args); + va_end(args); +} +CIMGUI_API void igImFormatStringToTempBufferV(const char** out_buf,const char** out_buf_end,const char* fmt,va_list args) +{ + return ImFormatStringToTempBufferV(out_buf,out_buf_end,fmt,args); +} +CIMGUI_API const char* igImParseFormatFindStart(const char* format) +{ + return ImParseFormatFindStart(format); +} +CIMGUI_API const char* igImParseFormatFindEnd(const char* format) +{ + return ImParseFormatFindEnd(format); +} +CIMGUI_API const char* igImParseFormatTrimDecorations(const char* format,char* buf,size_t buf_size) +{ + return ImParseFormatTrimDecorations(format,buf,buf_size); +} +CIMGUI_API void igImParseFormatSanitizeForPrinting(const char* fmt_in,char* fmt_out,size_t fmt_out_size) +{ + return ImParseFormatSanitizeForPrinting(fmt_in,fmt_out,fmt_out_size); +} +CIMGUI_API const char* igImParseFormatSanitizeForScanning(const char* fmt_in,char* fmt_out,size_t fmt_out_size) +{ + return ImParseFormatSanitizeForScanning(fmt_in,fmt_out,fmt_out_size); +} +CIMGUI_API int igImParseFormatPrecision(const char* format,int default_value) +{ + return ImParseFormatPrecision(format,default_value); +} +CIMGUI_API const char* igImTextCharToUtf8(char out_buf[5],unsigned int c) +{ + return ImTextCharToUtf8(out_buf,c); +} +CIMGUI_API int igImTextStrToUtf8(char* out_buf,int out_buf_size,const ImWchar* in_text,const ImWchar* in_text_end) +{ + return ImTextStrToUtf8(out_buf,out_buf_size,in_text,in_text_end); +} +CIMGUI_API int igImTextCharFromUtf8(unsigned int* out_char,const char* in_text,const char* in_text_end) +{ + return ImTextCharFromUtf8(out_char,in_text,in_text_end); +} +CIMGUI_API int igImTextStrFromUtf8(ImWchar* out_buf,int out_buf_size,const char* in_text,const char* in_text_end,const char** in_remaining) +{ + return ImTextStrFromUtf8(out_buf,out_buf_size,in_text,in_text_end,in_remaining); +} +CIMGUI_API int igImTextCountCharsFromUtf8(const char* in_text,const char* in_text_end) +{ + return ImTextCountCharsFromUtf8(in_text,in_text_end); +} +CIMGUI_API int igImTextCountUtf8BytesFromChar(const char* in_text,const char* in_text_end) +{ + return ImTextCountUtf8BytesFromChar(in_text,in_text_end); +} +CIMGUI_API int igImTextCountUtf8BytesFromStr(const ImWchar* in_text,const ImWchar* in_text_end) +{ + return ImTextCountUtf8BytesFromStr(in_text,in_text_end); +} +CIMGUI_API const char* igImTextFindPreviousUtf8Codepoint(const char* in_text_start,const char* in_text_curr) +{ + return ImTextFindPreviousUtf8Codepoint(in_text_start,in_text_curr); +} +CIMGUI_API int igImTextCountLines(const char* in_text,const char* in_text_end) +{ + return ImTextCountLines(in_text,in_text_end); +} +CIMGUI_API ImFileHandle igImFileOpen(const char* filename,const char* mode) +{ + return ImFileOpen(filename,mode); +} +CIMGUI_API bool igImFileClose(ImFileHandle file) +{ + return ImFileClose(file); +} +CIMGUI_API ImU64 igImFileGetSize(ImFileHandle file) +{ + return ImFileGetSize(file); +} +CIMGUI_API ImU64 igImFileRead(void* data,ImU64 size,ImU64 count,ImFileHandle file) +{ + return ImFileRead(data,size,count,file); +} +CIMGUI_API ImU64 igImFileWrite(const void* data,ImU64 size,ImU64 count,ImFileHandle file) +{ + return ImFileWrite(data,size,count,file); +} +CIMGUI_API void* igImFileLoadToMemory(const char* filename,const char* mode,size_t* out_file_size,int padding_bytes) +{ + return ImFileLoadToMemory(filename,mode,out_file_size,padding_bytes); +} +CIMGUI_API float igImPow_Float(float x,float y) +{ + return ImPow(x,y); +} +CIMGUI_API double igImPow_double(double x,double y) +{ + return ImPow(x,y); +} +CIMGUI_API float igImLog_Float(float x) +{ + return ImLog(x); +} +CIMGUI_API double igImLog_double(double x) +{ + return ImLog(x); +} +CIMGUI_API int igImAbs_Int(int x) +{ + return ImAbs(x); +} +CIMGUI_API float igImAbs_Float(float x) +{ + return ImAbs(x); +} +CIMGUI_API double igImAbs_double(double x) +{ + return ImAbs(x); +} +CIMGUI_API float igImSign_Float(float x) +{ + return ImSign(x); +} +CIMGUI_API double igImSign_double(double x) +{ + return ImSign(x); +} +CIMGUI_API float igImRsqrt_Float(float x) +{ + return ImRsqrt(x); +} +CIMGUI_API double igImRsqrt_double(double x) +{ + return ImRsqrt(x); +} +CIMGUI_API void igImMin(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMin(lhs,rhs); +} +CIMGUI_API void igImMax(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMax(lhs,rhs); +} +CIMGUI_API void igImClamp(ImVec2 *pOut,const ImVec2 v,const ImVec2 mn,const ImVec2 mx) +{ + *pOut = ImClamp(v,mn,mx); +} +CIMGUI_API void igImLerp_Vec2Float(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,float t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API void igImLerp_Vec2Vec2(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API void igImLerp_Vec4(ImVec4 *pOut,const ImVec4 a,const ImVec4 b,float t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API float igImSaturate(float f) +{ + return ImSaturate(f); +} +CIMGUI_API float igImLengthSqr_Vec2(const ImVec2 lhs) +{ + return ImLengthSqr(lhs); +} +CIMGUI_API float igImLengthSqr_Vec4(const ImVec4 lhs) +{ + return ImLengthSqr(lhs); +} +CIMGUI_API float igImInvLength(const ImVec2 lhs,float fail_value) +{ + return ImInvLength(lhs,fail_value); +} +CIMGUI_API float igImTrunc_Float(float f) +{ + return ImTrunc(f); +} +CIMGUI_API void igImTrunc_Vec2(ImVec2 *pOut,const ImVec2 v) +{ + *pOut = ImTrunc(v); +} +CIMGUI_API float igImFloor_Float(float f) +{ + return ImFloor(f); +} +CIMGUI_API void igImFloor_Vec2(ImVec2 *pOut,const ImVec2 v) +{ + *pOut = ImFloor(v); +} +CIMGUI_API int igImModPositive(int a,int b) +{ + return ImModPositive(a,b); +} +CIMGUI_API float igImDot(const ImVec2 a,const ImVec2 b) +{ + return ImDot(a,b); +} +CIMGUI_API void igImRotate(ImVec2 *pOut,const ImVec2 v,float cos_a,float sin_a) +{ + *pOut = ImRotate(v,cos_a,sin_a); +} +CIMGUI_API float igImLinearSweep(float current,float target,float speed) +{ + return ImLinearSweep(current,target,speed); +} +CIMGUI_API float igImLinearRemapClamp(float s0,float s1,float d0,float d1,float x) +{ + return ImLinearRemapClamp(s0,s1,d0,d1,x); +} +CIMGUI_API void igImMul(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMul(lhs,rhs); +} +CIMGUI_API bool igImIsFloatAboveGuaranteedIntegerPrecision(float f) +{ + return ImIsFloatAboveGuaranteedIntegerPrecision(f); +} +CIMGUI_API float igImExponentialMovingAverage(float avg,float sample,int n) +{ + return ImExponentialMovingAverage(avg,sample,n); +} +CIMGUI_API void igImBezierCubicCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,float t) +{ + *pOut = ImBezierCubicCalc(p1,p2,p3,p4,t); +} +CIMGUI_API void igImBezierCubicClosestPoint(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,int num_segments) +{ + *pOut = ImBezierCubicClosestPoint(p1,p2,p3,p4,p,num_segments); +} +CIMGUI_API void igImBezierCubicClosestPointCasteljau(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,float tess_tol) +{ + *pOut = ImBezierCubicClosestPointCasteljau(p1,p2,p3,p4,p,tess_tol); +} +CIMGUI_API void igImBezierQuadraticCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,float t) +{ + *pOut = ImBezierQuadraticCalc(p1,p2,p3,t); +} +CIMGUI_API void igImLineClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 p) +{ + *pOut = ImLineClosestPoint(a,b,p); +} +CIMGUI_API bool igImTriangleContainsPoint(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p) +{ + return ImTriangleContainsPoint(a,b,c,p); +} +CIMGUI_API void igImTriangleClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p) +{ + *pOut = ImTriangleClosestPoint(a,b,c,p); +} +CIMGUI_API void igImTriangleBarycentricCoords(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p,float* out_u,float* out_v,float* out_w) +{ + return ImTriangleBarycentricCoords(a,b,c,p,*out_u,*out_v,*out_w); +} +CIMGUI_API float igImTriangleArea(const ImVec2 a,const ImVec2 b,const ImVec2 c) +{ + return ImTriangleArea(a,b,c); +} +CIMGUI_API bool igImTriangleIsClockwise(const ImVec2 a,const ImVec2 b,const ImVec2 c) +{ + return ImTriangleIsClockwise(a,b,c); +} +CIMGUI_API ImVec1* ImVec1_ImVec1_Nil(void) +{ + return IM_NEW(ImVec1)(); +} +CIMGUI_API void ImVec1_destroy(ImVec1* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec1* ImVec1_ImVec1_Float(float _x) +{ + return IM_NEW(ImVec1)(_x); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Nil(void) +{ + return IM_NEW(ImVec2ih)(); +} +CIMGUI_API void ImVec2ih_destroy(ImVec2ih* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_short(short _x,short _y) +{ + return IM_NEW(ImVec2ih)(_x,_y); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Vec2(const ImVec2 rhs) +{ + return IM_NEW(ImVec2ih)(rhs); +} +CIMGUI_API ImRect* ImRect_ImRect_Nil(void) +{ + return IM_NEW(ImRect)(); +} +CIMGUI_API void ImRect_destroy(ImRect* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImRect* ImRect_ImRect_Vec2(const ImVec2 min,const ImVec2 max) +{ + return IM_NEW(ImRect)(min,max); +} +CIMGUI_API ImRect* ImRect_ImRect_Vec4(const ImVec4 v) +{ + return IM_NEW(ImRect)(v); +} +CIMGUI_API ImRect* ImRect_ImRect_Float(float x1,float y1,float x2,float y2) +{ + return IM_NEW(ImRect)(x1,y1,x2,y2); +} +CIMGUI_API void ImRect_GetCenter(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetCenter(); +} +CIMGUI_API void ImRect_GetSize(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetSize(); +} +CIMGUI_API float ImRect_GetWidth(ImRect* self) +{ + return self->GetWidth(); +} +CIMGUI_API float ImRect_GetHeight(ImRect* self) +{ + return self->GetHeight(); +} +CIMGUI_API float ImRect_GetArea(ImRect* self) +{ + return self->GetArea(); +} +CIMGUI_API void ImRect_GetTL(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetTL(); +} +CIMGUI_API void ImRect_GetTR(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetTR(); +} +CIMGUI_API void ImRect_GetBL(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetBL(); +} +CIMGUI_API void ImRect_GetBR(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetBR(); +} +CIMGUI_API bool ImRect_Contains_Vec2(ImRect* self,const ImVec2 p) +{ + return self->Contains(p); +} +CIMGUI_API bool ImRect_Contains_Rect(ImRect* self,const ImRect r) +{ + return self->Contains(r); +} +CIMGUI_API bool ImRect_ContainsWithPad(ImRect* self,const ImVec2 p,const ImVec2 pad) +{ + return self->ContainsWithPad(p,pad); +} +CIMGUI_API bool ImRect_Overlaps(ImRect* self,const ImRect r) +{ + return self->Overlaps(r); +} +CIMGUI_API void ImRect_Add_Vec2(ImRect* self,const ImVec2 p) +{ + return self->Add(p); +} +CIMGUI_API void ImRect_Add_Rect(ImRect* self,const ImRect r) +{ + return self->Add(r); +} +CIMGUI_API void ImRect_Expand_Float(ImRect* self,const float amount) +{ + return self->Expand(amount); +} +CIMGUI_API void ImRect_Expand_Vec2(ImRect* self,const ImVec2 amount) +{ + return self->Expand(amount); +} +CIMGUI_API void ImRect_Translate(ImRect* self,const ImVec2 d) +{ + return self->Translate(d); +} +CIMGUI_API void ImRect_TranslateX(ImRect* self,float dx) +{ + return self->TranslateX(dx); +} +CIMGUI_API void ImRect_TranslateY(ImRect* self,float dy) +{ + return self->TranslateY(dy); +} +CIMGUI_API void ImRect_ClipWith(ImRect* self,const ImRect r) +{ + return self->ClipWith(r); +} +CIMGUI_API void ImRect_ClipWithFull(ImRect* self,const ImRect r) +{ + return self->ClipWithFull(r); +} +CIMGUI_API void ImRect_Floor(ImRect* self) +{ + return self->Floor(); +} +CIMGUI_API bool ImRect_IsInverted(ImRect* self) +{ + return self->IsInverted(); +} +CIMGUI_API void ImRect_ToVec4(ImVec4 *pOut,ImRect* self) +{ + *pOut = self->ToVec4(); +} +CIMGUI_API size_t igImBitArrayGetStorageSizeInBytes(int bitcount) +{ + return ImBitArrayGetStorageSizeInBytes(bitcount); +} +CIMGUI_API void igImBitArrayClearAllBits(ImU32* arr,int bitcount) +{ + return ImBitArrayClearAllBits(arr,bitcount); +} +CIMGUI_API bool igImBitArrayTestBit(const ImU32* arr,int n) +{ + return ImBitArrayTestBit(arr,n); +} +CIMGUI_API void igImBitArrayClearBit(ImU32* arr,int n) +{ + return ImBitArrayClearBit(arr,n); +} +CIMGUI_API void igImBitArraySetBit(ImU32* arr,int n) +{ + return ImBitArraySetBit(arr,n); +} +CIMGUI_API void igImBitArraySetBitRange(ImU32* arr,int n,int n2) +{ + return ImBitArraySetBitRange(arr,n,n2); +} +CIMGUI_API void ImBitVector_Create(ImBitVector* self,int sz) +{ + return self->Create(sz); +} +CIMGUI_API void ImBitVector_Clear(ImBitVector* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImBitVector_TestBit(ImBitVector* self,int n) +{ + return self->TestBit(n); +} +CIMGUI_API void ImBitVector_SetBit(ImBitVector* self,int n) +{ + return self->SetBit(n); +} +CIMGUI_API void ImBitVector_ClearBit(ImBitVector* self,int n) +{ + return self->ClearBit(n); +} +CIMGUI_API void ImGuiTextIndex_clear(ImGuiTextIndex* self) +{ + return self->clear(); +} +CIMGUI_API int ImGuiTextIndex_size(ImGuiTextIndex* self) +{ + return self->size(); +} +CIMGUI_API const char* ImGuiTextIndex_get_line_begin(ImGuiTextIndex* self,const char* base,int n) +{ + return self->get_line_begin(base,n); +} +CIMGUI_API const char* ImGuiTextIndex_get_line_end(ImGuiTextIndex* self,const char* base,int n) +{ + return self->get_line_end(base,n); +} +CIMGUI_API void ImGuiTextIndex_append(ImGuiTextIndex* self,const char* base,int old_size,int new_size) +{ + return self->append(base,old_size,new_size); +} +CIMGUI_API ImGuiStoragePair* igImLowerBound(ImGuiStoragePair* in_begin,ImGuiStoragePair* in_end,ImGuiID key) +{ + return ImLowerBound(in_begin,in_end,key); +} +CIMGUI_API ImDrawListSharedData* ImDrawListSharedData_ImDrawListSharedData(void) +{ + return IM_NEW(ImDrawListSharedData)(); +} +CIMGUI_API void ImDrawListSharedData_destroy(ImDrawListSharedData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawListSharedData_SetCircleTessellationMaxError(ImDrawListSharedData* self,float max_error) +{ + return self->SetCircleTessellationMaxError(max_error); +} +CIMGUI_API ImDrawDataBuilder* ImDrawDataBuilder_ImDrawDataBuilder(void) +{ + return IM_NEW(ImDrawDataBuilder)(); +} +CIMGUI_API void ImDrawDataBuilder_destroy(ImDrawDataBuilder* self) +{ + IM_DELETE(self); +} +CIMGUI_API void* ImGuiDataVarInfo_GetVarPtr(ImGuiDataVarInfo* self,void* parent) +{ + return self->GetVarPtr(parent); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Int(ImGuiStyleVar idx,int v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API void ImGuiStyleMod_destroy(ImGuiStyleMod* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Float(ImGuiStyleVar idx,float v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Vec2(ImGuiStyleVar idx,ImVec2 v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API ImGuiComboPreviewData* ImGuiComboPreviewData_ImGuiComboPreviewData(void) +{ + return IM_NEW(ImGuiComboPreviewData)(); +} +CIMGUI_API void ImGuiComboPreviewData_destroy(ImGuiComboPreviewData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiMenuColumns* ImGuiMenuColumns_ImGuiMenuColumns(void) +{ + return IM_NEW(ImGuiMenuColumns)(); +} +CIMGUI_API void ImGuiMenuColumns_destroy(ImGuiMenuColumns* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiMenuColumns_Update(ImGuiMenuColumns* self,float spacing,bool window_reappearing) +{ + return self->Update(spacing,window_reappearing); +} +CIMGUI_API float ImGuiMenuColumns_DeclColumns(ImGuiMenuColumns* self,float w_icon,float w_label,float w_shortcut,float w_mark) +{ + return self->DeclColumns(w_icon,w_label,w_shortcut,w_mark); +} +CIMGUI_API void ImGuiMenuColumns_CalcNextTotalWidth(ImGuiMenuColumns* self,bool update_offsets) +{ + return self->CalcNextTotalWidth(update_offsets); +} +CIMGUI_API ImGuiInputTextDeactivatedState* ImGuiInputTextDeactivatedState_ImGuiInputTextDeactivatedState(void) +{ + return IM_NEW(ImGuiInputTextDeactivatedState)(); +} +CIMGUI_API void ImGuiInputTextDeactivatedState_destroy(ImGuiInputTextDeactivatedState* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextDeactivatedState_ClearFreeMemory(ImGuiInputTextDeactivatedState* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API ImGuiInputTextState* ImGuiInputTextState_ImGuiInputTextState(void) +{ + return IM_NEW(ImGuiInputTextState)(); +} +CIMGUI_API void ImGuiInputTextState_destroy(ImGuiInputTextState* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextState_ClearText(ImGuiInputTextState* self) +{ + return self->ClearText(); +} +CIMGUI_API void ImGuiInputTextState_ClearFreeMemory(ImGuiInputTextState* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API void ImGuiInputTextState_OnKeyPressed(ImGuiInputTextState* self,int key) +{ + return self->OnKeyPressed(key); +} +CIMGUI_API void ImGuiInputTextState_OnCharPressed(ImGuiInputTextState* self,unsigned int c) +{ + return self->OnCharPressed(c); +} +CIMGUI_API void ImGuiInputTextState_CursorAnimReset(ImGuiInputTextState* self) +{ + return self->CursorAnimReset(); +} +CIMGUI_API void ImGuiInputTextState_CursorClamp(ImGuiInputTextState* self) +{ + return self->CursorClamp(); +} +CIMGUI_API bool ImGuiInputTextState_HasSelection(ImGuiInputTextState* self) +{ + return self->HasSelection(); +} +CIMGUI_API void ImGuiInputTextState_ClearSelection(ImGuiInputTextState* self) +{ + return self->ClearSelection(); +} +CIMGUI_API int ImGuiInputTextState_GetCursorPos(ImGuiInputTextState* self) +{ + return self->GetCursorPos(); +} +CIMGUI_API int ImGuiInputTextState_GetSelectionStart(ImGuiInputTextState* self) +{ + return self->GetSelectionStart(); +} +CIMGUI_API int ImGuiInputTextState_GetSelectionEnd(ImGuiInputTextState* self) +{ + return self->GetSelectionEnd(); +} +CIMGUI_API void ImGuiInputTextState_SelectAll(ImGuiInputTextState* self) +{ + return self->SelectAll(); +} +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndSelectAll(ImGuiInputTextState* self) +{ + return self->ReloadUserBufAndSelectAll(); +} +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndKeepSelection(ImGuiInputTextState* self) +{ + return self->ReloadUserBufAndKeepSelection(); +} +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndMoveToEnd(ImGuiInputTextState* self) +{ + return self->ReloadUserBufAndMoveToEnd(); +} +CIMGUI_API ImGuiNextWindowData* ImGuiNextWindowData_ImGuiNextWindowData(void) +{ + return IM_NEW(ImGuiNextWindowData)(); +} +CIMGUI_API void ImGuiNextWindowData_destroy(ImGuiNextWindowData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNextWindowData_ClearFlags(ImGuiNextWindowData* self) +{ + return self->ClearFlags(); +} +CIMGUI_API ImGuiNextItemData* ImGuiNextItemData_ImGuiNextItemData(void) +{ + return IM_NEW(ImGuiNextItemData)(); +} +CIMGUI_API void ImGuiNextItemData_destroy(ImGuiNextItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNextItemData_ClearFlags(ImGuiNextItemData* self) +{ + return self->ClearFlags(); +} +CIMGUI_API ImGuiLastItemData* ImGuiLastItemData_ImGuiLastItemData(void) +{ + return IM_NEW(ImGuiLastItemData)(); +} +CIMGUI_API void ImGuiLastItemData_destroy(ImGuiLastItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiErrorRecoveryState* ImGuiErrorRecoveryState_ImGuiErrorRecoveryState(void) +{ + return IM_NEW(ImGuiErrorRecoveryState)(); +} +CIMGUI_API void ImGuiErrorRecoveryState_destroy(ImGuiErrorRecoveryState* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Ptr(void* ptr) +{ + return IM_NEW(ImGuiPtrOrIndex)(ptr); +} +CIMGUI_API void ImGuiPtrOrIndex_destroy(ImGuiPtrOrIndex* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Int(int index) +{ + return IM_NEW(ImGuiPtrOrIndex)(index); +} +CIMGUI_API ImGuiPopupData* ImGuiPopupData_ImGuiPopupData(void) +{ + return IM_NEW(ImGuiPopupData)(); +} +CIMGUI_API void ImGuiPopupData_destroy(ImGuiPopupData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiInputEvent* ImGuiInputEvent_ImGuiInputEvent(void) +{ + return IM_NEW(ImGuiInputEvent)(); +} +CIMGUI_API void ImGuiInputEvent_destroy(ImGuiInputEvent* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiKeyRoutingData* ImGuiKeyRoutingData_ImGuiKeyRoutingData(void) +{ + return IM_NEW(ImGuiKeyRoutingData)(); +} +CIMGUI_API void ImGuiKeyRoutingData_destroy(ImGuiKeyRoutingData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiKeyRoutingTable* ImGuiKeyRoutingTable_ImGuiKeyRoutingTable(void) +{ + return IM_NEW(ImGuiKeyRoutingTable)(); +} +CIMGUI_API void ImGuiKeyRoutingTable_destroy(ImGuiKeyRoutingTable* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiKeyRoutingTable_Clear(ImGuiKeyRoutingTable* self) +{ + return self->Clear(); +} +CIMGUI_API ImGuiKeyOwnerData* ImGuiKeyOwnerData_ImGuiKeyOwnerData(void) +{ + return IM_NEW(ImGuiKeyOwnerData)(); +} +CIMGUI_API void ImGuiKeyOwnerData_destroy(ImGuiKeyOwnerData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromIndices(int min,int max) +{ + return ImGuiListClipperRange::FromIndices(min,max); +} +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromPositions(float y1,float y2,int off_min,int off_max) +{ + return ImGuiListClipperRange::FromPositions(y1,y2,off_min,off_max); +} +CIMGUI_API ImGuiListClipperData* ImGuiListClipperData_ImGuiListClipperData(void) +{ + return IM_NEW(ImGuiListClipperData)(); +} +CIMGUI_API void ImGuiListClipperData_destroy(ImGuiListClipperData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiListClipperData_Reset(ImGuiListClipperData* self,ImGuiListClipper* clipper) +{ + return self->Reset(clipper); +} +CIMGUI_API ImGuiNavItemData* ImGuiNavItemData_ImGuiNavItemData(void) +{ + return IM_NEW(ImGuiNavItemData)(); +} +CIMGUI_API void ImGuiNavItemData_destroy(ImGuiNavItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNavItemData_Clear(ImGuiNavItemData* self) +{ + return self->Clear(); +} +CIMGUI_API ImGuiTypingSelectState* ImGuiTypingSelectState_ImGuiTypingSelectState(void) +{ + return IM_NEW(ImGuiTypingSelectState)(); +} +CIMGUI_API void ImGuiTypingSelectState_destroy(ImGuiTypingSelectState* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiTypingSelectState_Clear(ImGuiTypingSelectState* self) +{ + return self->Clear(); +} +CIMGUI_API ImGuiOldColumnData* ImGuiOldColumnData_ImGuiOldColumnData(void) +{ + return IM_NEW(ImGuiOldColumnData)(); +} +CIMGUI_API void ImGuiOldColumnData_destroy(ImGuiOldColumnData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiOldColumns* ImGuiOldColumns_ImGuiOldColumns(void) +{ + return IM_NEW(ImGuiOldColumns)(); +} +CIMGUI_API void ImGuiOldColumns_destroy(ImGuiOldColumns* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiBoxSelectState* ImGuiBoxSelectState_ImGuiBoxSelectState(void) +{ + return IM_NEW(ImGuiBoxSelectState)(); +} +CIMGUI_API void ImGuiBoxSelectState_destroy(ImGuiBoxSelectState* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiMultiSelectTempData* ImGuiMultiSelectTempData_ImGuiMultiSelectTempData(void) +{ + return IM_NEW(ImGuiMultiSelectTempData)(); +} +CIMGUI_API void ImGuiMultiSelectTempData_destroy(ImGuiMultiSelectTempData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiMultiSelectTempData_Clear(ImGuiMultiSelectTempData* self) +{ + return self->Clear(); +} +CIMGUI_API void ImGuiMultiSelectTempData_ClearIO(ImGuiMultiSelectTempData* self) +{ + return self->ClearIO(); +} +CIMGUI_API ImGuiMultiSelectState* ImGuiMultiSelectState_ImGuiMultiSelectState(void) +{ + return IM_NEW(ImGuiMultiSelectState)(); +} +CIMGUI_API void ImGuiMultiSelectState_destroy(ImGuiMultiSelectState* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiDockNode* ImGuiDockNode_ImGuiDockNode(ImGuiID id) +{ + return IM_NEW(ImGuiDockNode)(id); +} +CIMGUI_API void ImGuiDockNode_destroy(ImGuiDockNode* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImGuiDockNode_IsRootNode(ImGuiDockNode* self) +{ + return self->IsRootNode(); +} +CIMGUI_API bool ImGuiDockNode_IsDockSpace(ImGuiDockNode* self) +{ + return self->IsDockSpace(); +} +CIMGUI_API bool ImGuiDockNode_IsFloatingNode(ImGuiDockNode* self) +{ + return self->IsFloatingNode(); +} +CIMGUI_API bool ImGuiDockNode_IsCentralNode(ImGuiDockNode* self) +{ + return self->IsCentralNode(); +} +CIMGUI_API bool ImGuiDockNode_IsHiddenTabBar(ImGuiDockNode* self) +{ + return self->IsHiddenTabBar(); +} +CIMGUI_API bool ImGuiDockNode_IsNoTabBar(ImGuiDockNode* self) +{ + return self->IsNoTabBar(); +} +CIMGUI_API bool ImGuiDockNode_IsSplitNode(ImGuiDockNode* self) +{ + return self->IsSplitNode(); +} +CIMGUI_API bool ImGuiDockNode_IsLeafNode(ImGuiDockNode* self) +{ + return self->IsLeafNode(); +} +CIMGUI_API bool ImGuiDockNode_IsEmpty(ImGuiDockNode* self) +{ + return self->IsEmpty(); +} +CIMGUI_API void ImGuiDockNode_Rect(ImRect *pOut,ImGuiDockNode* self) +{ + *pOut = self->Rect(); +} +CIMGUI_API void ImGuiDockNode_SetLocalFlags(ImGuiDockNode* self,ImGuiDockNodeFlags flags) +{ + return self->SetLocalFlags(flags); +} +CIMGUI_API void ImGuiDockNode_UpdateMergedFlags(ImGuiDockNode* self) +{ + return self->UpdateMergedFlags(); +} +CIMGUI_API ImGuiDockContext* ImGuiDockContext_ImGuiDockContext(void) +{ + return IM_NEW(ImGuiDockContext)(); +} +CIMGUI_API void ImGuiDockContext_destroy(ImGuiDockContext* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiViewportP* ImGuiViewportP_ImGuiViewportP(void) +{ + return IM_NEW(ImGuiViewportP)(); +} +CIMGUI_API void ImGuiViewportP_destroy(ImGuiViewportP* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiViewportP_ClearRequestFlags(ImGuiViewportP* self) +{ + return self->ClearRequestFlags(); +} +CIMGUI_API void ImGuiViewportP_CalcWorkRectPos(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min) +{ + *pOut = self->CalcWorkRectPos(inset_min); +} +CIMGUI_API void ImGuiViewportP_CalcWorkRectSize(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min,const ImVec2 inset_max) +{ + *pOut = self->CalcWorkRectSize(inset_min,inset_max); +} +CIMGUI_API void ImGuiViewportP_UpdateWorkRect(ImGuiViewportP* self) +{ + return self->UpdateWorkRect(); +} +CIMGUI_API void ImGuiViewportP_GetMainRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetMainRect(); +} +CIMGUI_API void ImGuiViewportP_GetWorkRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetWorkRect(); +} +CIMGUI_API void ImGuiViewportP_GetBuildWorkRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetBuildWorkRect(); +} +CIMGUI_API ImGuiWindowSettings* ImGuiWindowSettings_ImGuiWindowSettings(void) +{ + return IM_NEW(ImGuiWindowSettings)(); +} +CIMGUI_API void ImGuiWindowSettings_destroy(ImGuiWindowSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API char* ImGuiWindowSettings_GetName(ImGuiWindowSettings* self) +{ + return self->GetName(); +} +CIMGUI_API ImGuiSettingsHandler* ImGuiSettingsHandler_ImGuiSettingsHandler(void) +{ + return IM_NEW(ImGuiSettingsHandler)(); +} +CIMGUI_API void ImGuiSettingsHandler_destroy(ImGuiSettingsHandler* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiDebugAllocInfo* ImGuiDebugAllocInfo_ImGuiDebugAllocInfo(void) +{ + return IM_NEW(ImGuiDebugAllocInfo)(); +} +CIMGUI_API void ImGuiDebugAllocInfo_destroy(ImGuiDebugAllocInfo* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStackLevelInfo* ImGuiStackLevelInfo_ImGuiStackLevelInfo(void) +{ + return IM_NEW(ImGuiStackLevelInfo)(); +} +CIMGUI_API void ImGuiStackLevelInfo_destroy(ImGuiStackLevelInfo* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiIDStackTool* ImGuiIDStackTool_ImGuiIDStackTool(void) +{ + return IM_NEW(ImGuiIDStackTool)(); +} +CIMGUI_API void ImGuiIDStackTool_destroy(ImGuiIDStackTool* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiContextHook* ImGuiContextHook_ImGuiContextHook(void) +{ + return IM_NEW(ImGuiContextHook)(); +} +CIMGUI_API void ImGuiContextHook_destroy(ImGuiContextHook* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiContext* ImGuiContext_ImGuiContext(ImFontAtlas* shared_font_atlas) +{ + return IM_NEW(ImGuiContext)(shared_font_atlas); +} +CIMGUI_API void ImGuiContext_destroy(ImGuiContext* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiWindow* ImGuiWindow_ImGuiWindow(ImGuiContext* context,const char* name) +{ + return IM_NEW(ImGuiWindow)(context,name); +} +CIMGUI_API void ImGuiWindow_destroy(ImGuiWindow* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Str(ImGuiWindow* self,const char* str,const char* str_end) +{ + return self->GetID(str,str_end); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Ptr(ImGuiWindow* self,const void* ptr) +{ + return self->GetID(ptr); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Int(ImGuiWindow* self,int n) +{ + return self->GetID(n); +} +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromPos(ImGuiWindow* self,const ImVec2 p_abs) +{ + return self->GetIDFromPos(p_abs); +} +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromRectangle(ImGuiWindow* self,const ImRect r_abs) +{ + return self->GetIDFromRectangle(r_abs); +} +CIMGUI_API void ImGuiWindow_Rect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->Rect(); +} +CIMGUI_API float ImGuiWindow_CalcFontSize(ImGuiWindow* self) +{ + return self->CalcFontSize(); +} +CIMGUI_API void ImGuiWindow_TitleBarRect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->TitleBarRect(); +} +CIMGUI_API void ImGuiWindow_MenuBarRect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->MenuBarRect(); +} +CIMGUI_API ImGuiTabItem* ImGuiTabItem_ImGuiTabItem(void) +{ + return IM_NEW(ImGuiTabItem)(); +} +CIMGUI_API void ImGuiTabItem_destroy(ImGuiTabItem* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTabBar* ImGuiTabBar_ImGuiTabBar(void) +{ + return IM_NEW(ImGuiTabBar)(); +} +CIMGUI_API void ImGuiTabBar_destroy(ImGuiTabBar* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumn* ImGuiTableColumn_ImGuiTableColumn(void) +{ + return IM_NEW(ImGuiTableColumn)(); +} +CIMGUI_API void ImGuiTableColumn_destroy(ImGuiTableColumn* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableInstanceData* ImGuiTableInstanceData_ImGuiTableInstanceData(void) +{ + return IM_NEW(ImGuiTableInstanceData)(); +} +CIMGUI_API void ImGuiTableInstanceData_destroy(ImGuiTableInstanceData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTable* ImGuiTable_ImGuiTable(void) +{ + return IM_NEW(ImGuiTable)(); +} +CIMGUI_API void ImGuiTable_destroy(ImGuiTable* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableTempData* ImGuiTableTempData_ImGuiTableTempData(void) +{ + return IM_NEW(ImGuiTableTempData)(); +} +CIMGUI_API void ImGuiTableTempData_destroy(ImGuiTableTempData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableColumnSettings_ImGuiTableColumnSettings(void) +{ + return IM_NEW(ImGuiTableColumnSettings)(); +} +CIMGUI_API void ImGuiTableColumnSettings_destroy(ImGuiTableColumnSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableSettings* ImGuiTableSettings_ImGuiTableSettings(void) +{ + return IM_NEW(ImGuiTableSettings)(); +} +CIMGUI_API void ImGuiTableSettings_destroy(ImGuiTableSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableSettings_GetColumnSettings(ImGuiTableSettings* self) +{ + return self->GetColumnSettings(); +} +CIMGUI_API ImGuiIO* igGetIOEx(ImGuiContext* ctx) +{ + return &ImGui::GetIOEx(ctx); +} +CIMGUI_API ImGuiPlatformIO* igGetPlatformIOEx(ImGuiContext* ctx) +{ + return &ImGui::GetPlatformIOEx(ctx); +} +CIMGUI_API ImGuiWindow* igGetCurrentWindowRead() +{ + return ImGui::GetCurrentWindowRead(); +} +CIMGUI_API ImGuiWindow* igGetCurrentWindow() +{ + return ImGui::GetCurrentWindow(); +} +CIMGUI_API ImGuiWindow* igFindWindowByID(ImGuiID id) +{ + return ImGui::FindWindowByID(id); +} +CIMGUI_API ImGuiWindow* igFindWindowByName(const char* name) +{ + return ImGui::FindWindowByName(name); +} +CIMGUI_API void igUpdateWindowParentAndRootLinks(ImGuiWindow* window,ImGuiWindowFlags flags,ImGuiWindow* parent_window) +{ + return ImGui::UpdateWindowParentAndRootLinks(window,flags,parent_window); +} +CIMGUI_API void igUpdateWindowSkipRefresh(ImGuiWindow* window) +{ + return ImGui::UpdateWindowSkipRefresh(window); +} +CIMGUI_API void igCalcWindowNextAutoFitSize(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::CalcWindowNextAutoFitSize(window); +} +CIMGUI_API bool igIsWindowChildOf(ImGuiWindow* window,ImGuiWindow* potential_parent,bool popup_hierarchy,bool dock_hierarchy) +{ + return ImGui::IsWindowChildOf(window,potential_parent,popup_hierarchy,dock_hierarchy); +} +CIMGUI_API bool igIsWindowWithinBeginStackOf(ImGuiWindow* window,ImGuiWindow* potential_parent) +{ + return ImGui::IsWindowWithinBeginStackOf(window,potential_parent); +} +CIMGUI_API bool igIsWindowAbove(ImGuiWindow* potential_above,ImGuiWindow* potential_below) +{ + return ImGui::IsWindowAbove(potential_above,potential_below); +} +CIMGUI_API bool igIsWindowNavFocusable(ImGuiWindow* window) +{ + return ImGui::IsWindowNavFocusable(window); +} +CIMGUI_API void igSetWindowPos_WindowPtr(ImGuiWindow* window,const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(window,pos,cond); +} +CIMGUI_API void igSetWindowSize_WindowPtr(ImGuiWindow* window,const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(window,size,cond); +} +CIMGUI_API void igSetWindowCollapsed_WindowPtr(ImGuiWindow* window,bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(window,collapsed,cond); +} +CIMGUI_API void igSetWindowHitTestHole(ImGuiWindow* window,const ImVec2 pos,const ImVec2 size) +{ + return ImGui::SetWindowHitTestHole(window,pos,size); +} +CIMGUI_API void igSetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window) +{ + return ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(window); +} +CIMGUI_API void igSetWindowParentWindowForFocusRoute(ImGuiWindow* window,ImGuiWindow* parent_window) +{ + return ImGui::SetWindowParentWindowForFocusRoute(window,parent_window); +} +CIMGUI_API void igWindowRectAbsToRel(ImRect *pOut,ImGuiWindow* window,const ImRect r) +{ + *pOut = ImGui::WindowRectAbsToRel(window,r); +} +CIMGUI_API void igWindowRectRelToAbs(ImRect *pOut,ImGuiWindow* window,const ImRect r) +{ + *pOut = ImGui::WindowRectRelToAbs(window,r); +} +CIMGUI_API void igWindowPosAbsToRel(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p) +{ + *pOut = ImGui::WindowPosAbsToRel(window,p); +} +CIMGUI_API void igWindowPosRelToAbs(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p) +{ + *pOut = ImGui::WindowPosRelToAbs(window,p); +} +CIMGUI_API void igFocusWindow(ImGuiWindow* window,ImGuiFocusRequestFlags flags) +{ + return ImGui::FocusWindow(window,flags); +} +CIMGUI_API void igFocusTopMostWindowUnderOne(ImGuiWindow* under_this_window,ImGuiWindow* ignore_window,ImGuiViewport* filter_viewport,ImGuiFocusRequestFlags flags) +{ + return ImGui::FocusTopMostWindowUnderOne(under_this_window,ignore_window,filter_viewport,flags); +} +CIMGUI_API void igBringWindowToFocusFront(ImGuiWindow* window) +{ + return ImGui::BringWindowToFocusFront(window); +} +CIMGUI_API void igBringWindowToDisplayFront(ImGuiWindow* window) +{ + return ImGui::BringWindowToDisplayFront(window); +} +CIMGUI_API void igBringWindowToDisplayBack(ImGuiWindow* window) +{ + return ImGui::BringWindowToDisplayBack(window); +} +CIMGUI_API void igBringWindowToDisplayBehind(ImGuiWindow* window,ImGuiWindow* above_window) +{ + return ImGui::BringWindowToDisplayBehind(window,above_window); +} +CIMGUI_API int igFindWindowDisplayIndex(ImGuiWindow* window) +{ + return ImGui::FindWindowDisplayIndex(window); +} +CIMGUI_API ImGuiWindow* igFindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window) +{ + return ImGui::FindBottomMostVisibleWindowWithinBeginStack(window); +} +CIMGUI_API void igSetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags) +{ + return ImGui::SetNextWindowRefreshPolicy(flags); +} +CIMGUI_API void igSetCurrentFont(ImFont* font) +{ + return ImGui::SetCurrentFont(font); +} +CIMGUI_API ImFont* igGetDefaultFont() +{ + return ImGui::GetDefaultFont(); +} +CIMGUI_API ImDrawList* igGetForegroundDrawList_WindowPtr(ImGuiWindow* window) +{ + return ImGui::GetForegroundDrawList(window); +} +CIMGUI_API void igAddDrawListToDrawDataEx(ImDrawData* draw_data,ImVector_ImDrawListPtr* out_list,ImDrawList* draw_list) +{ + return ImGui::AddDrawListToDrawDataEx(draw_data,out_list,draw_list); +} +CIMGUI_API void igInitialize() +{ + return ImGui::Initialize(); +} +CIMGUI_API void igShutdown() +{ + return ImGui::Shutdown(); +} +CIMGUI_API void igUpdateInputEvents(bool trickle_fast_inputs) +{ + return ImGui::UpdateInputEvents(trickle_fast_inputs); +} +CIMGUI_API void igUpdateHoveredWindowAndCaptureFlags() +{ + return ImGui::UpdateHoveredWindowAndCaptureFlags(); +} +CIMGUI_API void igFindHoveredWindowEx(const ImVec2 pos,bool find_first_and_in_any_viewport,ImGuiWindow** out_hovered_window,ImGuiWindow** out_hovered_window_under_moving_window) +{ + return ImGui::FindHoveredWindowEx(pos,find_first_and_in_any_viewport,out_hovered_window,out_hovered_window_under_moving_window); +} +CIMGUI_API void igStartMouseMovingWindow(ImGuiWindow* window) +{ + return ImGui::StartMouseMovingWindow(window); +} +CIMGUI_API void igStartMouseMovingWindowOrNode(ImGuiWindow* window,ImGuiDockNode* node,bool undock) +{ + return ImGui::StartMouseMovingWindowOrNode(window,node,undock); +} +CIMGUI_API void igUpdateMouseMovingWindowNewFrame() +{ + return ImGui::UpdateMouseMovingWindowNewFrame(); +} +CIMGUI_API void igUpdateMouseMovingWindowEndFrame() +{ + return ImGui::UpdateMouseMovingWindowEndFrame(); +} +CIMGUI_API ImGuiID igAddContextHook(ImGuiContext* context,const ImGuiContextHook* hook) +{ + return ImGui::AddContextHook(context,hook); +} +CIMGUI_API void igRemoveContextHook(ImGuiContext* context,ImGuiID hook_to_remove) +{ + return ImGui::RemoveContextHook(context,hook_to_remove); +} +CIMGUI_API void igCallContextHooks(ImGuiContext* context,ImGuiContextHookType type) +{ + return ImGui::CallContextHooks(context,type); +} +CIMGUI_API void igTranslateWindowsInViewport(ImGuiViewportP* viewport,const ImVec2 old_pos,const ImVec2 new_pos,const ImVec2 old_size,const ImVec2 new_size) +{ + return ImGui::TranslateWindowsInViewport(viewport,old_pos,new_pos,old_size,new_size); +} +CIMGUI_API void igScaleWindowsInViewport(ImGuiViewportP* viewport,float scale) +{ + return ImGui::ScaleWindowsInViewport(viewport,scale); +} +CIMGUI_API void igDestroyPlatformWindow(ImGuiViewportP* viewport) +{ + return ImGui::DestroyPlatformWindow(viewport); +} +CIMGUI_API void igSetWindowViewport(ImGuiWindow* window,ImGuiViewportP* viewport) +{ + return ImGui::SetWindowViewport(window,viewport); +} +CIMGUI_API void igSetCurrentViewport(ImGuiWindow* window,ImGuiViewportP* viewport) +{ + return ImGui::SetCurrentViewport(window,viewport); +} +CIMGUI_API const ImGuiPlatformMonitor* igGetViewportPlatformMonitor(ImGuiViewport* viewport) +{ + return ImGui::GetViewportPlatformMonitor(viewport); +} +CIMGUI_API ImGuiViewportP* igFindHoveredViewportFromPlatformWindowStack(const ImVec2 mouse_platform_pos) +{ + return ImGui::FindHoveredViewportFromPlatformWindowStack(mouse_platform_pos); +} +CIMGUI_API void igMarkIniSettingsDirty_Nil() +{ + return ImGui::MarkIniSettingsDirty(); +} +CIMGUI_API void igMarkIniSettingsDirty_WindowPtr(ImGuiWindow* window) +{ + return ImGui::MarkIniSettingsDirty(window); +} +CIMGUI_API void igClearIniSettings() +{ + return ImGui::ClearIniSettings(); +} +CIMGUI_API void igAddSettingsHandler(const ImGuiSettingsHandler* handler) +{ + return ImGui::AddSettingsHandler(handler); +} +CIMGUI_API void igRemoveSettingsHandler(const char* type_name) +{ + return ImGui::RemoveSettingsHandler(type_name); +} +CIMGUI_API ImGuiSettingsHandler* igFindSettingsHandler(const char* type_name) +{ + return ImGui::FindSettingsHandler(type_name); +} +CIMGUI_API ImGuiWindowSettings* igCreateNewWindowSettings(const char* name) +{ + return ImGui::CreateNewWindowSettings(name); +} +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByID(ImGuiID id) +{ + return ImGui::FindWindowSettingsByID(id); +} +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByWindow(ImGuiWindow* window) +{ + return ImGui::FindWindowSettingsByWindow(window); +} +CIMGUI_API void igClearWindowSettings(const char* name) +{ + return ImGui::ClearWindowSettings(name); +} +CIMGUI_API void igLocalizeRegisterEntries(const ImGuiLocEntry* entries,int count) +{ + return ImGui::LocalizeRegisterEntries(entries,count); +} +CIMGUI_API const char* igLocalizeGetMsg(ImGuiLocKey key) +{ + return ImGui::LocalizeGetMsg(key); +} +CIMGUI_API void igSetScrollX_WindowPtr(ImGuiWindow* window,float scroll_x) +{ + return ImGui::SetScrollX(window,scroll_x); +} +CIMGUI_API void igSetScrollY_WindowPtr(ImGuiWindow* window,float scroll_y) +{ + return ImGui::SetScrollY(window,scroll_y); +} +CIMGUI_API void igSetScrollFromPosX_WindowPtr(ImGuiWindow* window,float local_x,float center_x_ratio) +{ + return ImGui::SetScrollFromPosX(window,local_x,center_x_ratio); +} +CIMGUI_API void igSetScrollFromPosY_WindowPtr(ImGuiWindow* window,float local_y,float center_y_ratio) +{ + return ImGui::SetScrollFromPosY(window,local_y,center_y_ratio); +} +CIMGUI_API void igScrollToItem(ImGuiScrollFlags flags) +{ + return ImGui::ScrollToItem(flags); +} +CIMGUI_API void igScrollToRect(ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags) +{ + return ImGui::ScrollToRect(window,rect,flags); +} +CIMGUI_API void igScrollToRectEx(ImVec2 *pOut,ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags) +{ + *pOut = ImGui::ScrollToRectEx(window,rect,flags); +} +CIMGUI_API void igScrollToBringRectIntoView(ImGuiWindow* window,const ImRect rect) +{ + return ImGui::ScrollToBringRectIntoView(window,rect); +} +CIMGUI_API ImGuiItemStatusFlags igGetItemStatusFlags() +{ + return ImGui::GetItemStatusFlags(); +} +CIMGUI_API ImGuiItemFlags igGetItemFlags() +{ + return ImGui::GetItemFlags(); +} +CIMGUI_API ImGuiID igGetActiveID() +{ + return ImGui::GetActiveID(); +} +CIMGUI_API ImGuiID igGetFocusID() +{ + return ImGui::GetFocusID(); +} +CIMGUI_API void igSetActiveID(ImGuiID id,ImGuiWindow* window) +{ + return ImGui::SetActiveID(id,window); +} +CIMGUI_API void igSetFocusID(ImGuiID id,ImGuiWindow* window) +{ + return ImGui::SetFocusID(id,window); +} +CIMGUI_API void igClearActiveID() +{ + return ImGui::ClearActiveID(); +} +CIMGUI_API ImGuiID igGetHoveredID() +{ + return ImGui::GetHoveredID(); +} +CIMGUI_API void igSetHoveredID(ImGuiID id) +{ + return ImGui::SetHoveredID(id); +} +CIMGUI_API void igKeepAliveID(ImGuiID id) +{ + return ImGui::KeepAliveID(id); +} +CIMGUI_API void igMarkItemEdited(ImGuiID id) +{ + return ImGui::MarkItemEdited(id); +} +CIMGUI_API void igPushOverrideID(ImGuiID id) +{ + return ImGui::PushOverrideID(id); +} +CIMGUI_API ImGuiID igGetIDWithSeed_Str(const char* str_id_begin,const char* str_id_end,ImGuiID seed) +{ + return ImGui::GetIDWithSeed(str_id_begin,str_id_end,seed); +} +CIMGUI_API ImGuiID igGetIDWithSeed_Int(int n,ImGuiID seed) +{ + return ImGui::GetIDWithSeed(n,seed); +} +CIMGUI_API void igItemSize_Vec2(const ImVec2 size,float text_baseline_y) +{ + return ImGui::ItemSize(size,text_baseline_y); +} +CIMGUI_API void igItemSize_Rect(const ImRect bb,float text_baseline_y) +{ + return ImGui::ItemSize(bb,text_baseline_y); +} +CIMGUI_API bool igItemAdd(const ImRect bb,ImGuiID id,const ImRect* nav_bb,ImGuiItemFlags extra_flags) +{ + return ImGui::ItemAdd(bb,id,nav_bb,extra_flags); +} +CIMGUI_API bool igItemHoverable(const ImRect bb,ImGuiID id,ImGuiItemFlags item_flags) +{ + return ImGui::ItemHoverable(bb,id,item_flags); +} +CIMGUI_API bool igIsWindowContentHoverable(ImGuiWindow* window,ImGuiHoveredFlags flags) +{ + return ImGui::IsWindowContentHoverable(window,flags); +} +CIMGUI_API bool igIsClippedEx(const ImRect bb,ImGuiID id) +{ + return ImGui::IsClippedEx(bb,id); +} +CIMGUI_API void igSetLastItemData(ImGuiID item_id,ImGuiItemFlags in_flags,ImGuiItemStatusFlags status_flags,const ImRect item_rect) +{ + return ImGui::SetLastItemData(item_id,in_flags,status_flags,item_rect); +} +CIMGUI_API void igCalcItemSize(ImVec2 *pOut,ImVec2 size,float default_w,float default_h) +{ + *pOut = ImGui::CalcItemSize(size,default_w,default_h); +} +CIMGUI_API float igCalcWrapWidthForPos(const ImVec2 pos,float wrap_pos_x) +{ + return ImGui::CalcWrapWidthForPos(pos,wrap_pos_x); +} +CIMGUI_API void igPushMultiItemsWidths(int components,float width_full) +{ + return ImGui::PushMultiItemsWidths(components,width_full); +} +CIMGUI_API void igShrinkWidths(ImGuiShrinkWidthItem* items,int count,float width_excess) +{ + return ImGui::ShrinkWidths(items,count,width_excess); +} +CIMGUI_API const ImGuiDataVarInfo* igGetStyleVarInfo(ImGuiStyleVar idx) +{ + return ImGui::GetStyleVarInfo(idx); +} +CIMGUI_API void igBeginDisabledOverrideReenable() +{ + return ImGui::BeginDisabledOverrideReenable(); +} +CIMGUI_API void igEndDisabledOverrideReenable() +{ + return ImGui::EndDisabledOverrideReenable(); +} +CIMGUI_API void igLogBegin(ImGuiLogFlags flags,int auto_open_depth) +{ + return ImGui::LogBegin(flags,auto_open_depth); +} +CIMGUI_API void igLogToBuffer(int auto_open_depth) +{ + return ImGui::LogToBuffer(auto_open_depth); +} +CIMGUI_API void igLogRenderedText(const ImVec2* ref_pos,const char* text,const char* text_end) +{ + return ImGui::LogRenderedText(ref_pos,text,text_end); +} +CIMGUI_API void igLogSetNextTextDecoration(const char* prefix,const char* suffix) +{ + return ImGui::LogSetNextTextDecoration(prefix,suffix); +} +CIMGUI_API bool igBeginChildEx(const char* name,ImGuiID id,const ImVec2 size_arg,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginChildEx(name,id,size_arg,child_flags,window_flags); +} +CIMGUI_API bool igBeginPopupEx(ImGuiID id,ImGuiWindowFlags extra_window_flags) +{ + return ImGui::BeginPopupEx(id,extra_window_flags); +} +CIMGUI_API void igOpenPopupEx(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopupEx(id,popup_flags); +} +CIMGUI_API void igClosePopupToLevel(int remaining,bool restore_focus_to_window_under_popup) +{ + return ImGui::ClosePopupToLevel(remaining,restore_focus_to_window_under_popup); +} +CIMGUI_API void igClosePopupsOverWindow(ImGuiWindow* ref_window,bool restore_focus_to_window_under_popup) +{ + return ImGui::ClosePopupsOverWindow(ref_window,restore_focus_to_window_under_popup); +} +CIMGUI_API void igClosePopupsExceptModals() +{ + return ImGui::ClosePopupsExceptModals(); +} +CIMGUI_API bool igIsPopupOpen_ID(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::IsPopupOpen(id,popup_flags); +} +CIMGUI_API void igGetPopupAllowedExtentRect(ImRect *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::GetPopupAllowedExtentRect(window); +} +CIMGUI_API ImGuiWindow* igGetTopMostPopupModal() +{ + return ImGui::GetTopMostPopupModal(); +} +CIMGUI_API ImGuiWindow* igGetTopMostAndVisiblePopupModal() +{ + return ImGui::GetTopMostAndVisiblePopupModal(); +} +CIMGUI_API ImGuiWindow* igFindBlockingModal(ImGuiWindow* window) +{ + return ImGui::FindBlockingModal(window); +} +CIMGUI_API void igFindBestWindowPosForPopup(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::FindBestWindowPosForPopup(window); +} +CIMGUI_API void igFindBestWindowPosForPopupEx(ImVec2 *pOut,const ImVec2 ref_pos,const ImVec2 size,ImGuiDir* last_dir,const ImRect r_outer,const ImRect r_avoid,ImGuiPopupPositionPolicy policy) +{ + *pOut = ImGui::FindBestWindowPosForPopupEx(ref_pos,size,last_dir,r_outer,r_avoid,policy); +} +CIMGUI_API bool igBeginTooltipEx(ImGuiTooltipFlags tooltip_flags,ImGuiWindowFlags extra_window_flags) +{ + return ImGui::BeginTooltipEx(tooltip_flags,extra_window_flags); +} +CIMGUI_API bool igBeginTooltipHidden() +{ + return ImGui::BeginTooltipHidden(); +} +CIMGUI_API bool igBeginViewportSideBar(const char* name,ImGuiViewport* viewport,ImGuiDir dir,float size,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginViewportSideBar(name,viewport,dir,size,window_flags); +} +CIMGUI_API bool igBeginMenuEx(const char* label,const char* icon,bool enabled) +{ + return ImGui::BeginMenuEx(label,icon,enabled); +} +CIMGUI_API bool igMenuItemEx(const char* label,const char* icon,const char* shortcut,bool selected,bool enabled) +{ + return ImGui::MenuItemEx(label,icon,shortcut,selected,enabled); +} +CIMGUI_API bool igBeginComboPopup(ImGuiID popup_id,const ImRect bb,ImGuiComboFlags flags) +{ + return ImGui::BeginComboPopup(popup_id,bb,flags); +} +CIMGUI_API bool igBeginComboPreview() +{ + return ImGui::BeginComboPreview(); +} +CIMGUI_API void igEndComboPreview() +{ + return ImGui::EndComboPreview(); +} +CIMGUI_API void igNavInitWindow(ImGuiWindow* window,bool force_reinit) +{ + return ImGui::NavInitWindow(window,force_reinit); +} +CIMGUI_API void igNavInitRequestApplyResult() +{ + return ImGui::NavInitRequestApplyResult(); +} +CIMGUI_API bool igNavMoveRequestButNoResultYet() +{ + return ImGui::NavMoveRequestButNoResultYet(); +} +CIMGUI_API void igNavMoveRequestSubmit(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags) +{ + return ImGui::NavMoveRequestSubmit(move_dir,clip_dir,move_flags,scroll_flags); +} +CIMGUI_API void igNavMoveRequestForward(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags) +{ + return ImGui::NavMoveRequestForward(move_dir,clip_dir,move_flags,scroll_flags); +} +CIMGUI_API void igNavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + return ImGui::NavMoveRequestResolveWithLastItem(result); +} +CIMGUI_API void igNavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result,ImGuiTreeNodeStackData* tree_node_data) +{ + return ImGui::NavMoveRequestResolveWithPastTreeNode(result,tree_node_data); +} +CIMGUI_API void igNavMoveRequestCancel() +{ + return ImGui::NavMoveRequestCancel(); +} +CIMGUI_API void igNavMoveRequestApplyResult() +{ + return ImGui::NavMoveRequestApplyResult(); +} +CIMGUI_API void igNavMoveRequestTryWrapping(ImGuiWindow* window,ImGuiNavMoveFlags move_flags) +{ + return ImGui::NavMoveRequestTryWrapping(window,move_flags); +} +CIMGUI_API void igNavHighlightActivated(ImGuiID id) +{ + return ImGui::NavHighlightActivated(id); +} +CIMGUI_API void igNavClearPreferredPosForAxis(ImGuiAxis axis) +{ + return ImGui::NavClearPreferredPosForAxis(axis); +} +CIMGUI_API void igSetNavCursorVisibleAfterMove() +{ + return ImGui::SetNavCursorVisibleAfterMove(); +} +CIMGUI_API void igNavUpdateCurrentWindowIsScrollPushableX() +{ + return ImGui::NavUpdateCurrentWindowIsScrollPushableX(); +} +CIMGUI_API void igSetNavWindow(ImGuiWindow* window) +{ + return ImGui::SetNavWindow(window); +} +CIMGUI_API void igSetNavID(ImGuiID id,ImGuiNavLayer nav_layer,ImGuiID focus_scope_id,const ImRect rect_rel) +{ + return ImGui::SetNavID(id,nav_layer,focus_scope_id,rect_rel); +} +CIMGUI_API void igSetNavFocusScope(ImGuiID focus_scope_id) +{ + return ImGui::SetNavFocusScope(focus_scope_id); +} +CIMGUI_API void igFocusItem() +{ + return ImGui::FocusItem(); +} +CIMGUI_API void igActivateItemByID(ImGuiID id) +{ + return ImGui::ActivateItemByID(id); +} +CIMGUI_API bool igIsNamedKey(ImGuiKey key) +{ + return ImGui::IsNamedKey(key); +} +CIMGUI_API bool igIsNamedKeyOrMod(ImGuiKey key) +{ + return ImGui::IsNamedKeyOrMod(key); +} +CIMGUI_API bool igIsLegacyKey(ImGuiKey key) +{ + return ImGui::IsLegacyKey(key); +} +CIMGUI_API bool igIsKeyboardKey(ImGuiKey key) +{ + return ImGui::IsKeyboardKey(key); +} +CIMGUI_API bool igIsGamepadKey(ImGuiKey key) +{ + return ImGui::IsGamepadKey(key); +} +CIMGUI_API bool igIsMouseKey(ImGuiKey key) +{ + return ImGui::IsMouseKey(key); +} +CIMGUI_API bool igIsAliasKey(ImGuiKey key) +{ + return ImGui::IsAliasKey(key); +} +CIMGUI_API bool igIsLRModKey(ImGuiKey key) +{ + return ImGui::IsLRModKey(key); +} +CIMGUI_API ImGuiKeyChord igFixupKeyChord(ImGuiKeyChord key_chord) +{ + return ImGui::FixupKeyChord(key_chord); +} +CIMGUI_API ImGuiKey igConvertSingleModFlagToKey(ImGuiKey key) +{ + return ImGui::ConvertSingleModFlagToKey(key); +} +CIMGUI_API ImGuiKeyData* igGetKeyData_ContextPtr(ImGuiContext* ctx,ImGuiKey key) +{ + return ImGui::GetKeyData(ctx,key); +} +CIMGUI_API ImGuiKeyData* igGetKeyData_Key(ImGuiKey key) +{ + return ImGui::GetKeyData(key); +} +CIMGUI_API const char* igGetKeyChordName(ImGuiKeyChord key_chord) +{ + return ImGui::GetKeyChordName(key_chord); +} +CIMGUI_API ImGuiKey igMouseButtonToKey(ImGuiMouseButton button) +{ + return ImGui::MouseButtonToKey(button); +} +CIMGUI_API bool igIsMouseDragPastThreshold(ImGuiMouseButton button,float lock_threshold) +{ + return ImGui::IsMouseDragPastThreshold(button,lock_threshold); +} +CIMGUI_API void igGetKeyMagnitude2d(ImVec2 *pOut,ImGuiKey key_left,ImGuiKey key_right,ImGuiKey key_up,ImGuiKey key_down) +{ + *pOut = ImGui::GetKeyMagnitude2d(key_left,key_right,key_up,key_down); +} +CIMGUI_API float igGetNavTweakPressedAmount(ImGuiAxis axis) +{ + return ImGui::GetNavTweakPressedAmount(axis); +} +CIMGUI_API int igCalcTypematicRepeatAmount(float t0,float t1,float repeat_delay,float repeat_rate) +{ + return ImGui::CalcTypematicRepeatAmount(t0,t1,repeat_delay,repeat_rate); +} +CIMGUI_API void igGetTypematicRepeatRate(ImGuiInputFlags flags,float* repeat_delay,float* repeat_rate) +{ + return ImGui::GetTypematicRepeatRate(flags,repeat_delay,repeat_rate); +} +CIMGUI_API void igTeleportMousePos(const ImVec2 pos) +{ + return ImGui::TeleportMousePos(pos); +} +CIMGUI_API void igSetActiveIdUsingAllKeyboardKeys() +{ + return ImGui::SetActiveIdUsingAllKeyboardKeys(); +} +CIMGUI_API bool igIsActiveIdUsingNavDir(ImGuiDir dir) +{ + return ImGui::IsActiveIdUsingNavDir(dir); +} +CIMGUI_API ImGuiID igGetKeyOwner(ImGuiKey key) +{ + return ImGui::GetKeyOwner(key); +} +CIMGUI_API void igSetKeyOwner(ImGuiKey key,ImGuiID owner_id,ImGuiInputFlags flags) +{ + return ImGui::SetKeyOwner(key,owner_id,flags); +} +CIMGUI_API void igSetKeyOwnersForKeyChord(ImGuiKeyChord key,ImGuiID owner_id,ImGuiInputFlags flags) +{ + return ImGui::SetKeyOwnersForKeyChord(key,owner_id,flags); +} +CIMGUI_API void igSetItemKeyOwner_InputFlags(ImGuiKey key,ImGuiInputFlags flags) +{ + return ImGui::SetItemKeyOwner(key,flags); +} +CIMGUI_API bool igTestKeyOwner(ImGuiKey key,ImGuiID owner_id) +{ + return ImGui::TestKeyOwner(key,owner_id); +} +CIMGUI_API ImGuiKeyOwnerData* igGetKeyOwnerData(ImGuiContext* ctx,ImGuiKey key) +{ + return ImGui::GetKeyOwnerData(ctx,key); +} +CIMGUI_API bool igIsKeyDown_ID(ImGuiKey key,ImGuiID owner_id) +{ + return ImGui::IsKeyDown(key,owner_id); +} +CIMGUI_API bool igIsKeyPressed_InputFlags(ImGuiKey key,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::IsKeyPressed(key,flags,owner_id); +} +CIMGUI_API bool igIsKeyReleased_ID(ImGuiKey key,ImGuiID owner_id) +{ + return ImGui::IsKeyReleased(key,owner_id); +} +CIMGUI_API bool igIsKeyChordPressed_InputFlags(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::IsKeyChordPressed(key_chord,flags,owner_id); +} +CIMGUI_API bool igIsMouseDown_ID(ImGuiMouseButton button,ImGuiID owner_id) +{ + return ImGui::IsMouseDown(button,owner_id); +} +CIMGUI_API bool igIsMouseClicked_InputFlags(ImGuiMouseButton button,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::IsMouseClicked(button,flags,owner_id); +} +CIMGUI_API bool igIsMouseReleased_ID(ImGuiMouseButton button,ImGuiID owner_id) +{ + return ImGui::IsMouseReleased(button,owner_id); +} +CIMGUI_API bool igIsMouseDoubleClicked_ID(ImGuiMouseButton button,ImGuiID owner_id) +{ + return ImGui::IsMouseDoubleClicked(button,owner_id); +} +CIMGUI_API bool igShortcut_ID(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::Shortcut(key_chord,flags,owner_id); +} +CIMGUI_API bool igSetShortcutRouting(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::SetShortcutRouting(key_chord,flags,owner_id); +} +CIMGUI_API bool igTestShortcutRouting(ImGuiKeyChord key_chord,ImGuiID owner_id) +{ + return ImGui::TestShortcutRouting(key_chord,owner_id); +} +CIMGUI_API ImGuiKeyRoutingData* igGetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + return ImGui::GetShortcutRoutingData(key_chord); +} +CIMGUI_API void igDockContextInitialize(ImGuiContext* ctx) +{ + return ImGui::DockContextInitialize(ctx); +} +CIMGUI_API void igDockContextShutdown(ImGuiContext* ctx) +{ + return ImGui::DockContextShutdown(ctx); +} +CIMGUI_API void igDockContextClearNodes(ImGuiContext* ctx,ImGuiID root_id,bool clear_settings_refs) +{ + return ImGui::DockContextClearNodes(ctx,root_id,clear_settings_refs); +} +CIMGUI_API void igDockContextRebuildNodes(ImGuiContext* ctx) +{ + return ImGui::DockContextRebuildNodes(ctx); +} +CIMGUI_API void igDockContextNewFrameUpdateUndocking(ImGuiContext* ctx) +{ + return ImGui::DockContextNewFrameUpdateUndocking(ctx); +} +CIMGUI_API void igDockContextNewFrameUpdateDocking(ImGuiContext* ctx) +{ + return ImGui::DockContextNewFrameUpdateDocking(ctx); +} +CIMGUI_API void igDockContextEndFrame(ImGuiContext* ctx) +{ + return ImGui::DockContextEndFrame(ctx); +} +CIMGUI_API ImGuiID igDockContextGenNodeID(ImGuiContext* ctx) +{ + return ImGui::DockContextGenNodeID(ctx); +} +CIMGUI_API void igDockContextQueueDock(ImGuiContext* ctx,ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload,ImGuiDir split_dir,float split_ratio,bool split_outer) +{ + return ImGui::DockContextQueueDock(ctx,target,target_node,payload,split_dir,split_ratio,split_outer); +} +CIMGUI_API void igDockContextQueueUndockWindow(ImGuiContext* ctx,ImGuiWindow* window) +{ + return ImGui::DockContextQueueUndockWindow(ctx,window); +} +CIMGUI_API void igDockContextQueueUndockNode(ImGuiContext* ctx,ImGuiDockNode* node) +{ + return ImGui::DockContextQueueUndockNode(ctx,node); +} +CIMGUI_API void igDockContextProcessUndockWindow(ImGuiContext* ctx,ImGuiWindow* window,bool clear_persistent_docking_ref) +{ + return ImGui::DockContextProcessUndockWindow(ctx,window,clear_persistent_docking_ref); +} +CIMGUI_API void igDockContextProcessUndockNode(ImGuiContext* ctx,ImGuiDockNode* node) +{ + return ImGui::DockContextProcessUndockNode(ctx,node); +} +CIMGUI_API bool igDockContextCalcDropPosForDocking(ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload_window,ImGuiDockNode* payload_node,ImGuiDir split_dir,bool split_outer,ImVec2* out_pos) +{ + return ImGui::DockContextCalcDropPosForDocking(target,target_node,payload_window,payload_node,split_dir,split_outer,out_pos); +} +CIMGUI_API ImGuiDockNode* igDockContextFindNodeByID(ImGuiContext* ctx,ImGuiID id) +{ + return ImGui::DockContextFindNodeByID(ctx,id); +} +CIMGUI_API void igDockNodeWindowMenuHandler_Default(ImGuiContext* ctx,ImGuiDockNode* node,ImGuiTabBar* tab_bar) +{ + return ImGui::DockNodeWindowMenuHandler_Default(ctx,node,tab_bar); +} +CIMGUI_API bool igDockNodeBeginAmendTabBar(ImGuiDockNode* node) +{ + return ImGui::DockNodeBeginAmendTabBar(node); +} +CIMGUI_API void igDockNodeEndAmendTabBar() +{ + return ImGui::DockNodeEndAmendTabBar(); +} +CIMGUI_API ImGuiDockNode* igDockNodeGetRootNode(ImGuiDockNode* node) +{ + return ImGui::DockNodeGetRootNode(node); +} +CIMGUI_API bool igDockNodeIsInHierarchyOf(ImGuiDockNode* node,ImGuiDockNode* parent) +{ + return ImGui::DockNodeIsInHierarchyOf(node,parent); +} +CIMGUI_API int igDockNodeGetDepth(const ImGuiDockNode* node) +{ + return ImGui::DockNodeGetDepth(node); +} +CIMGUI_API ImGuiID igDockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) +{ + return ImGui::DockNodeGetWindowMenuButtonId(node); +} +CIMGUI_API ImGuiDockNode* igGetWindowDockNode() +{ + return ImGui::GetWindowDockNode(); +} +CIMGUI_API bool igGetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) +{ + return ImGui::GetWindowAlwaysWantOwnTabBar(window); +} +CIMGUI_API void igBeginDocked(ImGuiWindow* window,bool* p_open) +{ + return ImGui::BeginDocked(window,p_open); +} +CIMGUI_API void igBeginDockableDragDropSource(ImGuiWindow* window) +{ + return ImGui::BeginDockableDragDropSource(window); +} +CIMGUI_API void igBeginDockableDragDropTarget(ImGuiWindow* window) +{ + return ImGui::BeginDockableDragDropTarget(window); +} +CIMGUI_API void igSetWindowDock(ImGuiWindow* window,ImGuiID dock_id,ImGuiCond cond) +{ + return ImGui::SetWindowDock(window,dock_id,cond); +} +CIMGUI_API void igDockBuilderDockWindow(const char* window_name,ImGuiID node_id) +{ + return ImGui::DockBuilderDockWindow(window_name,node_id); +} +CIMGUI_API ImGuiDockNode* igDockBuilderGetNode(ImGuiID node_id) +{ + return ImGui::DockBuilderGetNode(node_id); +} +CIMGUI_API ImGuiDockNode* igDockBuilderGetCentralNode(ImGuiID node_id) +{ + return ImGui::DockBuilderGetCentralNode(node_id); +} +CIMGUI_API ImGuiID igDockBuilderAddNode(ImGuiID node_id,ImGuiDockNodeFlags flags) +{ + return ImGui::DockBuilderAddNode(node_id,flags); +} +CIMGUI_API void igDockBuilderRemoveNode(ImGuiID node_id) +{ + return ImGui::DockBuilderRemoveNode(node_id); +} +CIMGUI_API void igDockBuilderRemoveNodeDockedWindows(ImGuiID node_id,bool clear_settings_refs) +{ + return ImGui::DockBuilderRemoveNodeDockedWindows(node_id,clear_settings_refs); +} +CIMGUI_API void igDockBuilderRemoveNodeChildNodes(ImGuiID node_id) +{ + return ImGui::DockBuilderRemoveNodeChildNodes(node_id); +} +CIMGUI_API void igDockBuilderSetNodePos(ImGuiID node_id,ImVec2 pos) +{ + return ImGui::DockBuilderSetNodePos(node_id,pos); +} +CIMGUI_API void igDockBuilderSetNodeSize(ImGuiID node_id,ImVec2 size) +{ + return ImGui::DockBuilderSetNodeSize(node_id,size); +} +CIMGUI_API ImGuiID igDockBuilderSplitNode(ImGuiID node_id,ImGuiDir split_dir,float size_ratio_for_node_at_dir,ImGuiID* out_id_at_dir,ImGuiID* out_id_at_opposite_dir) +{ + return ImGui::DockBuilderSplitNode(node_id,split_dir,size_ratio_for_node_at_dir,out_id_at_dir,out_id_at_opposite_dir); +} +CIMGUI_API void igDockBuilderCopyDockSpace(ImGuiID src_dockspace_id,ImGuiID dst_dockspace_id,ImVector_const_charPtr* in_window_remap_pairs) +{ + return ImGui::DockBuilderCopyDockSpace(src_dockspace_id,dst_dockspace_id,in_window_remap_pairs); +} +CIMGUI_API void igDockBuilderCopyNode(ImGuiID src_node_id,ImGuiID dst_node_id,ImVector_ImGuiID* out_node_remap_pairs) +{ + return ImGui::DockBuilderCopyNode(src_node_id,dst_node_id,out_node_remap_pairs); +} +CIMGUI_API void igDockBuilderCopyWindowSettings(const char* src_name,const char* dst_name) +{ + return ImGui::DockBuilderCopyWindowSettings(src_name,dst_name); +} +CIMGUI_API void igDockBuilderFinish(ImGuiID node_id) +{ + return ImGui::DockBuilderFinish(node_id); +} +CIMGUI_API void igPushFocusScope(ImGuiID id) +{ + return ImGui::PushFocusScope(id); +} +CIMGUI_API void igPopFocusScope() +{ + return ImGui::PopFocusScope(); +} +CIMGUI_API ImGuiID igGetCurrentFocusScope() +{ + return ImGui::GetCurrentFocusScope(); +} +CIMGUI_API bool igIsDragDropActive() +{ + return ImGui::IsDragDropActive(); +} +CIMGUI_API bool igBeginDragDropTargetCustom(const ImRect bb,ImGuiID id) +{ + return ImGui::BeginDragDropTargetCustom(bb,id); +} +CIMGUI_API void igClearDragDrop() +{ + return ImGui::ClearDragDrop(); +} +CIMGUI_API bool igIsDragDropPayloadBeingAccepted() +{ + return ImGui::IsDragDropPayloadBeingAccepted(); +} +CIMGUI_API void igRenderDragDropTargetRect(const ImRect bb,const ImRect item_clip_rect) +{ + return ImGui::RenderDragDropTargetRect(bb,item_clip_rect); +} +CIMGUI_API ImGuiTypingSelectRequest* igGetTypingSelectRequest(ImGuiTypingSelectFlags flags) +{ + return ImGui::GetTypingSelectRequest(flags); +} +CIMGUI_API int igTypingSelectFindMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx) +{ + return ImGui::TypingSelectFindMatch(req,items_count,get_item_name_func,user_data,nav_item_idx); +} +CIMGUI_API int igTypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx) +{ + return ImGui::TypingSelectFindNextSingleCharMatch(req,items_count,get_item_name_func,user_data,nav_item_idx); +} +CIMGUI_API int igTypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data) +{ + return ImGui::TypingSelectFindBestLeadingMatch(req,items_count,get_item_name_func,user_data); +} +CIMGUI_API bool igBeginBoxSelect(const ImRect scope_rect,ImGuiWindow* window,ImGuiID box_select_id,ImGuiMultiSelectFlags ms_flags) +{ + return ImGui::BeginBoxSelect(scope_rect,window,box_select_id,ms_flags); +} +CIMGUI_API void igEndBoxSelect(const ImRect scope_rect,ImGuiMultiSelectFlags ms_flags) +{ + return ImGui::EndBoxSelect(scope_rect,ms_flags); +} +CIMGUI_API void igMultiSelectItemHeader(ImGuiID id,bool* p_selected,ImGuiButtonFlags* p_button_flags) +{ + return ImGui::MultiSelectItemHeader(id,p_selected,p_button_flags); +} +CIMGUI_API void igMultiSelectItemFooter(ImGuiID id,bool* p_selected,bool* p_pressed) +{ + return ImGui::MultiSelectItemFooter(id,p_selected,p_pressed); +} +CIMGUI_API void igMultiSelectAddSetAll(ImGuiMultiSelectTempData* ms,bool selected) +{ + return ImGui::MultiSelectAddSetAll(ms,selected); +} +CIMGUI_API void igMultiSelectAddSetRange(ImGuiMultiSelectTempData* ms,bool selected,int range_dir,ImGuiSelectionUserData first_item,ImGuiSelectionUserData last_item) +{ + return ImGui::MultiSelectAddSetRange(ms,selected,range_dir,first_item,last_item); +} +CIMGUI_API ImGuiBoxSelectState* igGetBoxSelectState(ImGuiID id) +{ + return ImGui::GetBoxSelectState(id); +} +CIMGUI_API ImGuiMultiSelectState* igGetMultiSelectState(ImGuiID id) +{ + return ImGui::GetMultiSelectState(id); +} +CIMGUI_API void igSetWindowClipRectBeforeSetChannel(ImGuiWindow* window,const ImRect clip_rect) +{ + return ImGui::SetWindowClipRectBeforeSetChannel(window,clip_rect); +} +CIMGUI_API void igBeginColumns(const char* str_id,int count,ImGuiOldColumnFlags flags) +{ + return ImGui::BeginColumns(str_id,count,flags); +} +CIMGUI_API void igEndColumns() +{ + return ImGui::EndColumns(); +} +CIMGUI_API void igPushColumnClipRect(int column_index) +{ + return ImGui::PushColumnClipRect(column_index); +} +CIMGUI_API void igPushColumnsBackground() +{ + return ImGui::PushColumnsBackground(); +} +CIMGUI_API void igPopColumnsBackground() +{ + return ImGui::PopColumnsBackground(); +} +CIMGUI_API ImGuiID igGetColumnsID(const char* str_id,int count) +{ + return ImGui::GetColumnsID(str_id,count); +} +CIMGUI_API ImGuiOldColumns* igFindOrCreateColumns(ImGuiWindow* window,ImGuiID id) +{ + return ImGui::FindOrCreateColumns(window,id); +} +CIMGUI_API float igGetColumnOffsetFromNorm(const ImGuiOldColumns* columns,float offset_norm) +{ + return ImGui::GetColumnOffsetFromNorm(columns,offset_norm); +} +CIMGUI_API float igGetColumnNormFromOffset(const ImGuiOldColumns* columns,float offset) +{ + return ImGui::GetColumnNormFromOffset(columns,offset); +} +CIMGUI_API void igTableOpenContextMenu(int column_n) +{ + return ImGui::TableOpenContextMenu(column_n); +} +CIMGUI_API void igTableSetColumnWidth(int column_n,float width) +{ + return ImGui::TableSetColumnWidth(column_n,width); +} +CIMGUI_API void igTableSetColumnSortDirection(int column_n,ImGuiSortDirection sort_direction,bool append_to_sort_specs) +{ + return ImGui::TableSetColumnSortDirection(column_n,sort_direction,append_to_sort_specs); +} +CIMGUI_API int igTableGetHoveredRow() +{ + return ImGui::TableGetHoveredRow(); +} +CIMGUI_API float igTableGetHeaderRowHeight() +{ + return ImGui::TableGetHeaderRowHeight(); +} +CIMGUI_API float igTableGetHeaderAngledMaxLabelWidth() +{ + return ImGui::TableGetHeaderAngledMaxLabelWidth(); +} +CIMGUI_API void igTablePushBackgroundChannel() +{ + return ImGui::TablePushBackgroundChannel(); +} +CIMGUI_API void igTablePopBackgroundChannel() +{ + return ImGui::TablePopBackgroundChannel(); +} +CIMGUI_API void igTableAngledHeadersRowEx(ImGuiID row_id,float angle,float max_label_width,const ImGuiTableHeaderData* data,int data_count) +{ + return ImGui::TableAngledHeadersRowEx(row_id,angle,max_label_width,data,data_count); +} +CIMGUI_API ImGuiTable* igGetCurrentTable() +{ + return ImGui::GetCurrentTable(); +} +CIMGUI_API ImGuiTable* igTableFindByID(ImGuiID id) +{ + return ImGui::TableFindByID(id); +} +CIMGUI_API bool igBeginTableEx(const char* name,ImGuiID id,int columns_count,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width) +{ + return ImGui::BeginTableEx(name,id,columns_count,flags,outer_size,inner_width); +} +CIMGUI_API void igTableBeginInitMemory(ImGuiTable* table,int columns_count) +{ + return ImGui::TableBeginInitMemory(table,columns_count); +} +CIMGUI_API void igTableBeginApplyRequests(ImGuiTable* table) +{ + return ImGui::TableBeginApplyRequests(table); +} +CIMGUI_API void igTableSetupDrawChannels(ImGuiTable* table) +{ + return ImGui::TableSetupDrawChannels(table); +} +CIMGUI_API void igTableUpdateLayout(ImGuiTable* table) +{ + return ImGui::TableUpdateLayout(table); +} +CIMGUI_API void igTableUpdateBorders(ImGuiTable* table) +{ + return ImGui::TableUpdateBorders(table); +} +CIMGUI_API void igTableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + return ImGui::TableUpdateColumnsWeightFromWidth(table); +} +CIMGUI_API void igTableDrawBorders(ImGuiTable* table) +{ + return ImGui::TableDrawBorders(table); +} +CIMGUI_API void igTableDrawDefaultContextMenu(ImGuiTable* table,ImGuiTableFlags flags_for_section_to_display) +{ + return ImGui::TableDrawDefaultContextMenu(table,flags_for_section_to_display); +} +CIMGUI_API bool igTableBeginContextMenuPopup(ImGuiTable* table) +{ + return ImGui::TableBeginContextMenuPopup(table); +} +CIMGUI_API void igTableMergeDrawChannels(ImGuiTable* table) +{ + return ImGui::TableMergeDrawChannels(table); +} +CIMGUI_API ImGuiTableInstanceData* igTableGetInstanceData(ImGuiTable* table,int instance_no) +{ + return ImGui::TableGetInstanceData(table,instance_no); +} +CIMGUI_API ImGuiID igTableGetInstanceID(ImGuiTable* table,int instance_no) +{ + return ImGui::TableGetInstanceID(table,instance_no); +} +CIMGUI_API void igTableSortSpecsSanitize(ImGuiTable* table) +{ + return ImGui::TableSortSpecsSanitize(table); +} +CIMGUI_API void igTableSortSpecsBuild(ImGuiTable* table) +{ + return ImGui::TableSortSpecsBuild(table); +} +CIMGUI_API ImGuiSortDirection igTableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + return ImGui::TableGetColumnNextSortDirection(column); +} +CIMGUI_API void igTableFixColumnSortDirection(ImGuiTable* table,ImGuiTableColumn* column) +{ + return ImGui::TableFixColumnSortDirection(table,column); +} +CIMGUI_API float igTableGetColumnWidthAuto(ImGuiTable* table,ImGuiTableColumn* column) +{ + return ImGui::TableGetColumnWidthAuto(table,column); +} +CIMGUI_API void igTableBeginRow(ImGuiTable* table) +{ + return ImGui::TableBeginRow(table); +} +CIMGUI_API void igTableEndRow(ImGuiTable* table) +{ + return ImGui::TableEndRow(table); +} +CIMGUI_API void igTableBeginCell(ImGuiTable* table,int column_n) +{ + return ImGui::TableBeginCell(table,column_n); +} +CIMGUI_API void igTableEndCell(ImGuiTable* table) +{ + return ImGui::TableEndCell(table); +} +CIMGUI_API void igTableGetCellBgRect(ImRect *pOut,const ImGuiTable* table,int column_n) +{ + *pOut = ImGui::TableGetCellBgRect(table,column_n); +} +CIMGUI_API const char* igTableGetColumnName_TablePtr(const ImGuiTable* table,int column_n) +{ + return ImGui::TableGetColumnName(table,column_n); +} +CIMGUI_API ImGuiID igTableGetColumnResizeID(ImGuiTable* table,int column_n,int instance_no) +{ + return ImGui::TableGetColumnResizeID(table,column_n,instance_no); +} +CIMGUI_API float igTableCalcMaxColumnWidth(const ImGuiTable* table,int column_n) +{ + return ImGui::TableCalcMaxColumnWidth(table,column_n); +} +CIMGUI_API void igTableSetColumnWidthAutoSingle(ImGuiTable* table,int column_n) +{ + return ImGui::TableSetColumnWidthAutoSingle(table,column_n); +} +CIMGUI_API void igTableSetColumnWidthAutoAll(ImGuiTable* table) +{ + return ImGui::TableSetColumnWidthAutoAll(table); +} +CIMGUI_API void igTableRemove(ImGuiTable* table) +{ + return ImGui::TableRemove(table); +} +CIMGUI_API void igTableGcCompactTransientBuffers_TablePtr(ImGuiTable* table) +{ + return ImGui::TableGcCompactTransientBuffers(table); +} +CIMGUI_API void igTableGcCompactTransientBuffers_TableTempDataPtr(ImGuiTableTempData* table) +{ + return ImGui::TableGcCompactTransientBuffers(table); +} +CIMGUI_API void igTableGcCompactSettings() +{ + return ImGui::TableGcCompactSettings(); +} +CIMGUI_API void igTableLoadSettings(ImGuiTable* table) +{ + return ImGui::TableLoadSettings(table); +} +CIMGUI_API void igTableSaveSettings(ImGuiTable* table) +{ + return ImGui::TableSaveSettings(table); +} +CIMGUI_API void igTableResetSettings(ImGuiTable* table) +{ + return ImGui::TableResetSettings(table); +} +CIMGUI_API ImGuiTableSettings* igTableGetBoundSettings(ImGuiTable* table) +{ + return ImGui::TableGetBoundSettings(table); +} +CIMGUI_API void igTableSettingsAddSettingsHandler() +{ + return ImGui::TableSettingsAddSettingsHandler(); +} +CIMGUI_API ImGuiTableSettings* igTableSettingsCreate(ImGuiID id,int columns_count) +{ + return ImGui::TableSettingsCreate(id,columns_count); +} +CIMGUI_API ImGuiTableSettings* igTableSettingsFindByID(ImGuiID id) +{ + return ImGui::TableSettingsFindByID(id); +} +CIMGUI_API ImGuiTabBar* igGetCurrentTabBar() +{ + return ImGui::GetCurrentTabBar(); +} +CIMGUI_API bool igBeginTabBarEx(ImGuiTabBar* tab_bar,const ImRect bb,ImGuiTabBarFlags flags) +{ + return ImGui::BeginTabBarEx(tab_bar,bb,flags); +} +CIMGUI_API ImGuiTabItem* igTabBarFindTabByID(ImGuiTabBar* tab_bar,ImGuiID tab_id) +{ + return ImGui::TabBarFindTabByID(tab_bar,tab_id); +} +CIMGUI_API ImGuiTabItem* igTabBarFindTabByOrder(ImGuiTabBar* tab_bar,int order) +{ + return ImGui::TabBarFindTabByOrder(tab_bar,order); +} +CIMGUI_API ImGuiTabItem* igTabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) +{ + return ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(tab_bar); +} +CIMGUI_API ImGuiTabItem* igTabBarGetCurrentTab(ImGuiTabBar* tab_bar) +{ + return ImGui::TabBarGetCurrentTab(tab_bar); +} +CIMGUI_API int igTabBarGetTabOrder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarGetTabOrder(tab_bar,tab); +} +CIMGUI_API const char* igTabBarGetTabName(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarGetTabName(tab_bar,tab); +} +CIMGUI_API void igTabBarAddTab(ImGuiTabBar* tab_bar,ImGuiTabItemFlags tab_flags,ImGuiWindow* window) +{ + return ImGui::TabBarAddTab(tab_bar,tab_flags,window); +} +CIMGUI_API void igTabBarRemoveTab(ImGuiTabBar* tab_bar,ImGuiID tab_id) +{ + return ImGui::TabBarRemoveTab(tab_bar,tab_id); +} +CIMGUI_API void igTabBarCloseTab(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarCloseTab(tab_bar,tab); +} +CIMGUI_API void igTabBarQueueFocus_TabItemPtr(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarQueueFocus(tab_bar,tab); +} +CIMGUI_API void igTabBarQueueFocus_Str(ImGuiTabBar* tab_bar,const char* tab_name) +{ + return ImGui::TabBarQueueFocus(tab_bar,tab_name); +} +CIMGUI_API void igTabBarQueueReorder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,int offset) +{ + return ImGui::TabBarQueueReorder(tab_bar,tab,offset); +} +CIMGUI_API void igTabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,ImVec2 mouse_pos) +{ + return ImGui::TabBarQueueReorderFromMousePos(tab_bar,tab,mouse_pos); +} +CIMGUI_API bool igTabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + return ImGui::TabBarProcessReorder(tab_bar); +} +CIMGUI_API bool igTabItemEx(ImGuiTabBar* tab_bar,const char* label,bool* p_open,ImGuiTabItemFlags flags,ImGuiWindow* docked_window) +{ + return ImGui::TabItemEx(tab_bar,label,p_open,flags,docked_window); +} +CIMGUI_API void igTabItemCalcSize_Str(ImVec2 *pOut,const char* label,bool has_close_button_or_unsaved_marker) +{ + *pOut = ImGui::TabItemCalcSize(label,has_close_button_or_unsaved_marker); +} +CIMGUI_API void igTabItemCalcSize_WindowPtr(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::TabItemCalcSize(window); +} +CIMGUI_API void igTabItemBackground(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImU32 col) +{ + return ImGui::TabItemBackground(draw_list,bb,flags,col); +} +CIMGUI_API void igTabItemLabelAndCloseButton(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImVec2 frame_padding,const char* label,ImGuiID tab_id,ImGuiID close_button_id,bool is_contents_visible,bool* out_just_closed,bool* out_text_clipped) +{ + return ImGui::TabItemLabelAndCloseButton(draw_list,bb,flags,frame_padding,label,tab_id,close_button_id,is_contents_visible,out_just_closed,out_text_clipped); +} +CIMGUI_API void igRenderText(ImVec2 pos,const char* text,const char* text_end,bool hide_text_after_hash) +{ + return ImGui::RenderText(pos,text,text_end,hide_text_after_hash); +} +CIMGUI_API void igRenderTextWrapped(ImVec2 pos,const char* text,const char* text_end,float wrap_width) +{ + return ImGui::RenderTextWrapped(pos,text,text_end,wrap_width); +} +CIMGUI_API void igRenderTextClipped(const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect) +{ + return ImGui::RenderTextClipped(pos_min,pos_max,text,text_end,text_size_if_known,align,clip_rect); +} +CIMGUI_API void igRenderTextClippedEx(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect) +{ + return ImGui::RenderTextClippedEx(draw_list,pos_min,pos_max,text,text_end,text_size_if_known,align,clip_rect); +} +CIMGUI_API void igRenderTextEllipsis(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,float clip_max_x,float ellipsis_max_x,const char* text,const char* text_end,const ImVec2* text_size_if_known) +{ + return ImGui::RenderTextEllipsis(draw_list,pos_min,pos_max,clip_max_x,ellipsis_max_x,text,text_end,text_size_if_known); +} +CIMGUI_API void igRenderFrame(ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,bool borders,float rounding) +{ + return ImGui::RenderFrame(p_min,p_max,fill_col,borders,rounding); +} +CIMGUI_API void igRenderFrameBorder(ImVec2 p_min,ImVec2 p_max,float rounding) +{ + return ImGui::RenderFrameBorder(p_min,p_max,rounding); +} +CIMGUI_API void igRenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list,ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,float grid_step,ImVec2 grid_off,float rounding,ImDrawFlags flags) +{ + return ImGui::RenderColorRectWithAlphaCheckerboard(draw_list,p_min,p_max,fill_col,grid_step,grid_off,rounding,flags); +} +CIMGUI_API void igRenderNavCursor(const ImRect bb,ImGuiID id,ImGuiNavRenderCursorFlags flags) +{ + return ImGui::RenderNavCursor(bb,id,flags); +} +CIMGUI_API const char* igFindRenderedTextEnd(const char* text,const char* text_end) +{ + return ImGui::FindRenderedTextEnd(text,text_end); +} +CIMGUI_API void igRenderMouseCursor(ImVec2 pos,float scale,ImGuiMouseCursor mouse_cursor,ImU32 col_fill,ImU32 col_border,ImU32 col_shadow) +{ + return ImGui::RenderMouseCursor(pos,scale,mouse_cursor,col_fill,col_border,col_shadow); +} +CIMGUI_API void igRenderArrow(ImDrawList* draw_list,ImVec2 pos,ImU32 col,ImGuiDir dir,float scale) +{ + return ImGui::RenderArrow(draw_list,pos,col,dir,scale); +} +CIMGUI_API void igRenderBullet(ImDrawList* draw_list,ImVec2 pos,ImU32 col) +{ + return ImGui::RenderBullet(draw_list,pos,col); +} +CIMGUI_API void igRenderCheckMark(ImDrawList* draw_list,ImVec2 pos,ImU32 col,float sz) +{ + return ImGui::RenderCheckMark(draw_list,pos,col,sz); +} +CIMGUI_API void igRenderArrowPointingAt(ImDrawList* draw_list,ImVec2 pos,ImVec2 half_sz,ImGuiDir direction,ImU32 col) +{ + return ImGui::RenderArrowPointingAt(draw_list,pos,half_sz,direction,col); +} +CIMGUI_API void igRenderArrowDockMenu(ImDrawList* draw_list,ImVec2 p_min,float sz,ImU32 col) +{ + return ImGui::RenderArrowDockMenu(draw_list,p_min,sz,col); +} +CIMGUI_API void igRenderRectFilledRangeH(ImDrawList* draw_list,const ImRect rect,ImU32 col,float x_start_norm,float x_end_norm,float rounding) +{ + return ImGui::RenderRectFilledRangeH(draw_list,rect,col,x_start_norm,x_end_norm,rounding); +} +CIMGUI_API void igRenderRectFilledWithHole(ImDrawList* draw_list,const ImRect outer,const ImRect inner,ImU32 col,float rounding) +{ + return ImGui::RenderRectFilledWithHole(draw_list,outer,inner,col,rounding); +} +CIMGUI_API ImDrawFlags igCalcRoundingFlagsForRectInRect(const ImRect r_in,const ImRect r_outer,float threshold) +{ + return ImGui::CalcRoundingFlagsForRectInRect(r_in,r_outer,threshold); +} +CIMGUI_API void igTextEx(const char* text,const char* text_end,ImGuiTextFlags flags) +{ + return ImGui::TextEx(text,text_end,flags); +} +CIMGUI_API bool igButtonEx(const char* label,const ImVec2 size_arg,ImGuiButtonFlags flags) +{ + return ImGui::ButtonEx(label,size_arg,flags); +} +CIMGUI_API bool igArrowButtonEx(const char* str_id,ImGuiDir dir,ImVec2 size_arg,ImGuiButtonFlags flags) +{ + return ImGui::ArrowButtonEx(str_id,dir,size_arg,flags); +} +CIMGUI_API bool igImageButtonEx(ImGuiID id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col,ImGuiButtonFlags flags) +{ + return ImGui::ImageButtonEx(id,user_texture_id,image_size,uv0,uv1,bg_col,tint_col,flags); +} +CIMGUI_API void igSeparatorEx(ImGuiSeparatorFlags flags,float thickness) +{ + return ImGui::SeparatorEx(flags,thickness); +} +CIMGUI_API void igSeparatorTextEx(ImGuiID id,const char* label,const char* label_end,float extra_width) +{ + return ImGui::SeparatorTextEx(id,label,label_end,extra_width); +} +CIMGUI_API bool igCheckboxFlags_S64Ptr(const char* label,ImS64* flags,ImS64 flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCheckboxFlags_U64Ptr(const char* label,ImU64* flags,ImU64 flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCloseButton(ImGuiID id,const ImVec2 pos) +{ + return ImGui::CloseButton(id,pos); +} +CIMGUI_API bool igCollapseButton(ImGuiID id,const ImVec2 pos,ImGuiDockNode* dock_node) +{ + return ImGui::CollapseButton(id,pos,dock_node); +} +CIMGUI_API void igScrollbar(ImGuiAxis axis) +{ + return ImGui::Scrollbar(axis); +} +CIMGUI_API bool igScrollbarEx(const ImRect bb,ImGuiID id,ImGuiAxis axis,ImS64* p_scroll_v,ImS64 avail_v,ImS64 contents_v,ImDrawFlags draw_rounding_flags) +{ + return ImGui::ScrollbarEx(bb,id,axis,p_scroll_v,avail_v,contents_v,draw_rounding_flags); +} +CIMGUI_API void igGetWindowScrollbarRect(ImRect *pOut,ImGuiWindow* window,ImGuiAxis axis) +{ + *pOut = ImGui::GetWindowScrollbarRect(window,axis); +} +CIMGUI_API ImGuiID igGetWindowScrollbarID(ImGuiWindow* window,ImGuiAxis axis) +{ + return ImGui::GetWindowScrollbarID(window,axis); +} +CIMGUI_API ImGuiID igGetWindowResizeCornerID(ImGuiWindow* window,int n) +{ + return ImGui::GetWindowResizeCornerID(window,n); +} +CIMGUI_API ImGuiID igGetWindowResizeBorderID(ImGuiWindow* window,ImGuiDir dir) +{ + return ImGui::GetWindowResizeBorderID(window,dir); +} +CIMGUI_API bool igButtonBehavior(const ImRect bb,ImGuiID id,bool* out_hovered,bool* out_held,ImGuiButtonFlags flags) +{ + return ImGui::ButtonBehavior(bb,id,out_hovered,out_held,flags); +} +CIMGUI_API bool igDragBehavior(ImGuiID id,ImGuiDataType data_type,void* p_v,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragBehavior(id,data_type,p_v,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderBehavior(const ImRect bb,ImGuiID id,ImGuiDataType data_type,void* p_v,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags,ImRect* out_grab_bb) +{ + return ImGui::SliderBehavior(bb,id,data_type,p_v,p_min,p_max,format,flags,out_grab_bb); +} +CIMGUI_API bool igSplitterBehavior(const ImRect bb,ImGuiID id,ImGuiAxis axis,float* size1,float* size2,float min_size1,float min_size2,float hover_extend,float hover_visibility_delay,ImU32 bg_col) +{ + return ImGui::SplitterBehavior(bb,id,axis,size1,size2,min_size1,min_size2,hover_extend,hover_visibility_delay,bg_col); +} +CIMGUI_API bool igTreeNodeBehavior(ImGuiID id,ImGuiTreeNodeFlags flags,const char* label,const char* label_end) +{ + return ImGui::TreeNodeBehavior(id,flags,label,label_end); +} +CIMGUI_API void igTreePushOverrideID(ImGuiID id) +{ + return ImGui::TreePushOverrideID(id); +} +CIMGUI_API bool igTreeNodeGetOpen(ImGuiID storage_id) +{ + return ImGui::TreeNodeGetOpen(storage_id); +} +CIMGUI_API void igTreeNodeSetOpen(ImGuiID storage_id,bool open) +{ + return ImGui::TreeNodeSetOpen(storage_id,open); +} +CIMGUI_API bool igTreeNodeUpdateNextOpen(ImGuiID storage_id,ImGuiTreeNodeFlags flags) +{ + return ImGui::TreeNodeUpdateNextOpen(storage_id,flags); +} +CIMGUI_API const ImGuiDataTypeInfo* igDataTypeGetInfo(ImGuiDataType data_type) +{ + return ImGui::DataTypeGetInfo(data_type); +} +CIMGUI_API int igDataTypeFormatString(char* buf,int buf_size,ImGuiDataType data_type,const void* p_data,const char* format) +{ + return ImGui::DataTypeFormatString(buf,buf_size,data_type,p_data,format); +} +CIMGUI_API void igDataTypeApplyOp(ImGuiDataType data_type,int op,void* output,const void* arg_1,const void* arg_2) +{ + return ImGui::DataTypeApplyOp(data_type,op,output,arg_1,arg_2); +} +CIMGUI_API bool igDataTypeApplyFromText(const char* buf,ImGuiDataType data_type,void* p_data,const char* format,void* p_data_when_empty) +{ + return ImGui::DataTypeApplyFromText(buf,data_type,p_data,format,p_data_when_empty); +} +CIMGUI_API int igDataTypeCompare(ImGuiDataType data_type,const void* arg_1,const void* arg_2) +{ + return ImGui::DataTypeCompare(data_type,arg_1,arg_2); +} +CIMGUI_API bool igDataTypeClamp(ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max) +{ + return ImGui::DataTypeClamp(data_type,p_data,p_min,p_max); +} +CIMGUI_API bool igDataTypeIsZero(ImGuiDataType data_type,const void* p_data) +{ + return ImGui::DataTypeIsZero(data_type,p_data); +} +CIMGUI_API bool igInputTextEx(const char* label,const char* hint,char* buf,int buf_size,const ImVec2 size_arg,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextEx(label,hint,buf,buf_size,size_arg,flags,callback,user_data); +} +CIMGUI_API void igInputTextDeactivateHook(ImGuiID id) +{ + return ImGui::InputTextDeactivateHook(id); +} +CIMGUI_API bool igTempInputText(const ImRect bb,ImGuiID id,const char* label,char* buf,int buf_size,ImGuiInputTextFlags flags) +{ + return ImGui::TempInputText(bb,id,label,buf,buf_size,flags); +} +CIMGUI_API bool igTempInputScalar(const ImRect bb,ImGuiID id,const char* label,ImGuiDataType data_type,void* p_data,const char* format,const void* p_clamp_min,const void* p_clamp_max) +{ + return ImGui::TempInputScalar(bb,id,label,data_type,p_data,format,p_clamp_min,p_clamp_max); +} +CIMGUI_API bool igTempInputIsActive(ImGuiID id) +{ + return ImGui::TempInputIsActive(id); +} +CIMGUI_API ImGuiInputTextState* igGetInputTextState(ImGuiID id) +{ + return ImGui::GetInputTextState(id); +} +CIMGUI_API void igSetNextItemRefVal(ImGuiDataType data_type,void* p_data) +{ + return ImGui::SetNextItemRefVal(data_type,p_data); +} +CIMGUI_API void igColorTooltip(const char* text,const float* col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorTooltip(text,col,flags); +} +CIMGUI_API void igColorEditOptionsPopup(const float* col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorEditOptionsPopup(col,flags); +} +CIMGUI_API void igColorPickerOptionsPopup(const float* ref_col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorPickerOptionsPopup(ref_col,flags); +} +CIMGUI_API int igPlotEx(ImGuiPlotType plot_type,const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,const ImVec2 size_arg) +{ + return ImGui::PlotEx(plot_type,label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,size_arg); +} +CIMGUI_API void igShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,ImVec2 gradient_p0,ImVec2 gradient_p1,ImU32 col0,ImU32 col1) +{ + return ImGui::ShadeVertsLinearColorGradientKeepAlpha(draw_list,vert_start_idx,vert_end_idx,gradient_p0,gradient_p1,col0,col1); +} +CIMGUI_API void igShadeVertsLinearUV(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,bool clamp) +{ + return ImGui::ShadeVertsLinearUV(draw_list,vert_start_idx,vert_end_idx,a,b,uv_a,uv_b,clamp); +} +CIMGUI_API void igShadeVertsTransformPos(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 pivot_in,float cos_a,float sin_a,const ImVec2 pivot_out) +{ + return ImGui::ShadeVertsTransformPos(draw_list,vert_start_idx,vert_end_idx,pivot_in,cos_a,sin_a,pivot_out); +} +CIMGUI_API void igGcCompactTransientMiscBuffers() +{ + return ImGui::GcCompactTransientMiscBuffers(); +} +CIMGUI_API void igGcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + return ImGui::GcCompactTransientWindowBuffers(window); +} +CIMGUI_API void igGcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + return ImGui::GcAwakeTransientWindowBuffers(window); +} +CIMGUI_API bool igErrorLog(const char* msg) +{ + return ImGui::ErrorLog(msg); +} +CIMGUI_API void igErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out) +{ + return ImGui::ErrorRecoveryStoreState(state_out); +} +CIMGUI_API void igErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in) +{ + return ImGui::ErrorRecoveryTryToRecoverState(state_in); +} +CIMGUI_API void igErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in) +{ + return ImGui::ErrorRecoveryTryToRecoverWindowState(state_in); +} +CIMGUI_API void igErrorCheckUsingSetCursorPosToExtendParentBoundaries() +{ + return ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); +} +CIMGUI_API void igErrorCheckEndFrameFinalizeErrorTooltip() +{ + return ImGui::ErrorCheckEndFrameFinalizeErrorTooltip(); +} +CIMGUI_API bool igBeginErrorTooltip() +{ + return ImGui::BeginErrorTooltip(); +} +CIMGUI_API void igEndErrorTooltip() +{ + return ImGui::EndErrorTooltip(); +} +CIMGUI_API void igDebugAllocHook(ImGuiDebugAllocInfo* info,int frame_count,void* ptr,size_t size) +{ + return ImGui::DebugAllocHook(info,frame_count,ptr,size); +} +CIMGUI_API void igDebugDrawCursorPos(ImU32 col) +{ + return ImGui::DebugDrawCursorPos(col); +} +CIMGUI_API void igDebugDrawLineExtents(ImU32 col) +{ + return ImGui::DebugDrawLineExtents(col); +} +CIMGUI_API void igDebugDrawItemRect(ImU32 col) +{ + return ImGui::DebugDrawItemRect(col); +} +CIMGUI_API void igDebugTextUnformattedWithLocateItem(const char* line_begin,const char* line_end) +{ + return ImGui::DebugTextUnformattedWithLocateItem(line_begin,line_end); +} +CIMGUI_API void igDebugLocateItem(ImGuiID target_id) +{ + return ImGui::DebugLocateItem(target_id); +} +CIMGUI_API void igDebugLocateItemOnHover(ImGuiID target_id) +{ + return ImGui::DebugLocateItemOnHover(target_id); +} +CIMGUI_API void igDebugLocateItemResolveWithLastItem() +{ + return ImGui::DebugLocateItemResolveWithLastItem(); +} +CIMGUI_API void igDebugBreakClearData() +{ + return ImGui::DebugBreakClearData(); +} +CIMGUI_API bool igDebugBreakButton(const char* label,const char* description_of_location) +{ + return ImGui::DebugBreakButton(label,description_of_location); +} +CIMGUI_API void igDebugBreakButtonTooltip(bool keyboard_only,const char* description_of_location) +{ + return ImGui::DebugBreakButtonTooltip(keyboard_only,description_of_location); +} +CIMGUI_API void igShowFontAtlas(ImFontAtlas* atlas) +{ + return ImGui::ShowFontAtlas(atlas); +} +CIMGUI_API void igDebugHookIdInfo(ImGuiID id,ImGuiDataType data_type,const void* data_id,const void* data_id_end) +{ + return ImGui::DebugHookIdInfo(id,data_type,data_id,data_id_end); +} +CIMGUI_API void igDebugNodeColumns(ImGuiOldColumns* columns) +{ + return ImGui::DebugNodeColumns(columns); +} +CIMGUI_API void igDebugNodeDockNode(ImGuiDockNode* node,const char* label) +{ + return ImGui::DebugNodeDockNode(node,label); +} +CIMGUI_API void igDebugNodeDrawList(ImGuiWindow* window,ImGuiViewportP* viewport,const ImDrawList* draw_list,const char* label) +{ + return ImGui::DebugNodeDrawList(window,viewport,draw_list,label); +} +CIMGUI_API void igDebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list,const ImDrawList* draw_list,const ImDrawCmd* draw_cmd,bool show_mesh,bool show_aabb) +{ + return ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(out_draw_list,draw_list,draw_cmd,show_mesh,show_aabb); +} +CIMGUI_API void igDebugNodeFont(ImFont* font) +{ + return ImGui::DebugNodeFont(font); +} +CIMGUI_API void igDebugNodeFontGlyph(ImFont* font,const ImFontGlyph* glyph) +{ + return ImGui::DebugNodeFontGlyph(font,glyph); +} +CIMGUI_API void igDebugNodeStorage(ImGuiStorage* storage,const char* label) +{ + return ImGui::DebugNodeStorage(storage,label); +} +CIMGUI_API void igDebugNodeTabBar(ImGuiTabBar* tab_bar,const char* label) +{ + return ImGui::DebugNodeTabBar(tab_bar,label); +} +CIMGUI_API void igDebugNodeTable(ImGuiTable* table) +{ + return ImGui::DebugNodeTable(table); +} +CIMGUI_API void igDebugNodeTableSettings(ImGuiTableSettings* settings) +{ + return ImGui::DebugNodeTableSettings(settings); +} +CIMGUI_API void igDebugNodeInputTextState(ImGuiInputTextState* state) +{ + return ImGui::DebugNodeInputTextState(state); +} +CIMGUI_API void igDebugNodeTypingSelectState(ImGuiTypingSelectState* state) +{ + return ImGui::DebugNodeTypingSelectState(state); +} +CIMGUI_API void igDebugNodeMultiSelectState(ImGuiMultiSelectState* state) +{ + return ImGui::DebugNodeMultiSelectState(state); +} +CIMGUI_API void igDebugNodeWindow(ImGuiWindow* window,const char* label) +{ + return ImGui::DebugNodeWindow(window,label); +} +CIMGUI_API void igDebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + return ImGui::DebugNodeWindowSettings(settings); +} +CIMGUI_API void igDebugNodeWindowsList(ImVector_ImGuiWindowPtr* windows,const char* label) +{ + return ImGui::DebugNodeWindowsList(windows,label); +} +CIMGUI_API void igDebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows,int windows_size,ImGuiWindow* parent_in_begin_stack) +{ + return ImGui::DebugNodeWindowsListByBeginStackParent(windows,windows_size,parent_in_begin_stack); +} +CIMGUI_API void igDebugNodeViewport(ImGuiViewportP* viewport) +{ + return ImGui::DebugNodeViewport(viewport); +} +CIMGUI_API void igDebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor,const char* label,int idx) +{ + return ImGui::DebugNodePlatformMonitor(monitor,label,idx); +} +CIMGUI_API void igDebugRenderKeyboardPreview(ImDrawList* draw_list) +{ + return ImGui::DebugRenderKeyboardPreview(draw_list); +} +CIMGUI_API void igDebugRenderViewportThumbnail(ImDrawList* draw_list,ImGuiViewportP* viewport,const ImRect bb) +{ + return ImGui::DebugRenderViewportThumbnail(draw_list,viewport,bb); +} +CIMGUI_API const ImFontBuilderIO* igImFontAtlasGetBuilderForStbTruetype() +{ + return ImFontAtlasGetBuilderForStbTruetype(); +} +CIMGUI_API void igImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas) +{ + return ImFontAtlasUpdateConfigDataPointers(atlas); +} +CIMGUI_API void igImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + return ImFontAtlasBuildInit(atlas); +} +CIMGUI_API void igImFontAtlasBuildSetupFont(ImFontAtlas* atlas,ImFont* font,ImFontConfig* font_config,float ascent,float descent) +{ + return ImFontAtlasBuildSetupFont(atlas,font,font_config,ascent,descent); +} +CIMGUI_API void igImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas,void* stbrp_context_opaque) +{ + return ImFontAtlasBuildPackCustomRects(atlas,stbrp_context_opaque); +} +CIMGUI_API void igImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + return ImFontAtlasBuildFinish(atlas); +} +CIMGUI_API void igImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned char in_marker_pixel_value) +{ + return ImFontAtlasBuildRender8bppRectFromString(atlas,x,y,w,h,in_str,in_marker_char,in_marker_pixel_value); +} +CIMGUI_API void igImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned int in_marker_pixel_value) +{ + return ImFontAtlasBuildRender32bppRectFromString(atlas,x,y,w,h,in_str,in_marker_char,in_marker_pixel_value); +} +CIMGUI_API void igImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256],float in_multiply_factor) +{ + return ImFontAtlasBuildMultiplyCalcLookupTable(out_table,in_multiply_factor); +} +CIMGUI_API void igImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256],unsigned char* pixels,int x,int y,int w,int h,int stride) +{ + return ImFontAtlasBuildMultiplyRectAlpha8(table,pixels,x,y,w,h,stride); +} +#ifdef IMGUI_ENABLE_FREETYPE +CIMGUI_API const ImFontBuilderIO* ImGuiFreeType_GetBuilderForFreeType() +{ + return ImGuiFreeType::GetBuilderForFreeType(); +} + +CIMGUI_API void ImGuiFreeType_SetAllocatorFunctions(void*(*alloc_func)(size_t sz,void* user_data),void(*free_func)(void* ptr,void* user_data),void* user_data) +{ + return ImGuiFreeType::SetAllocatorFunctions(alloc_func,free_func,user_data); +} + +#endif + + + +/////////////////////////////manual written functions +CIMGUI_API void igLogText(const char *fmt, ...) +{ + char buffer[256]; + va_list args; + va_start(args, fmt); + vsnprintf(buffer, 256, fmt, args); + va_end(args); + + ImGui::LogText("%s", buffer); +} +CIMGUI_API void ImGuiTextBuffer_appendf(ImGuiTextBuffer *self, const char *fmt, ...) +{ + va_list args; + va_start(args, fmt); + self->appendfv(fmt, args); + va_end(args); +} + +CIMGUI_API float igGET_FLT_MAX() +{ + return FLT_MAX; +} + +CIMGUI_API float igGET_FLT_MIN() +{ + return FLT_MIN; +} + + +CIMGUI_API ImVector_ImWchar* ImVector_ImWchar_create() +{ + return IM_NEW(ImVector) (); +} + +CIMGUI_API void ImVector_ImWchar_destroy(ImVector_ImWchar* self) +{ + IM_DELETE(self); +} + +CIMGUI_API void ImVector_ImWchar_Init(ImVector_ImWchar* p) +{ + IM_PLACEMENT_NEW(p) ImVector(); +} +CIMGUI_API void ImVector_ImWchar_UnInit(ImVector_ImWchar* p) +{ + p->~ImVector(); +} + + +#ifdef IMGUI_HAS_DOCK + +// NOTE: Some function pointers in the ImGuiPlatformIO structure are not C-compatible because of their +// use of a complex return type. To work around this, we store a custom CimguiStorage object inside +// ImGuiIO::BackendLanguageUserData, which contains C-compatible function pointer variants for these +// functions. When a user function pointer is provided, we hook up the underlying ImGuiPlatformIO +// function pointer to a thunk which accesses the user function pointer through CimguiStorage. + +struct CimguiStorage +{ + void(*Platform_GetWindowPos)(ImGuiViewport* vp, ImVec2* out_pos); + void(*Platform_GetWindowSize)(ImGuiViewport* vp, ImVec2* out_pos); +}; + +// Gets a reference to the CimguiStorage object stored in the current ImGui context's BackendLanguageUserData. +CimguiStorage& GetCimguiStorage() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.BackendLanguageUserData == NULL) + { + io.BackendLanguageUserData = IM_NEW(CimguiStorage)(); + } + + return *(CimguiStorage*)io.BackendLanguageUserData; +} + +// Thunk satisfying the signature of ImGuiPlatformIO::Platform_GetWindowPos. +ImVec2 Platform_GetWindowPos_hook(ImGuiViewport* vp) +{ + ImVec2 pos; + GetCimguiStorage().Platform_GetWindowPos(vp, &pos); + return pos; +}; + +// Fully C-compatible function pointer setter for ImGuiPlatformIO::Platform_GetWindowPos. +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowPos(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_pos)) +{ + CimguiStorage& storage = GetCimguiStorage(); + storage.Platform_GetWindowPos = user_callback; + platform_io->Platform_GetWindowPos = &Platform_GetWindowPos_hook; +} + +// Thunk satisfying the signature of ImGuiPlatformIO::Platform_GetWindowSize. +ImVec2 Platform_GetWindowSize_hook(ImGuiViewport* vp) +{ + ImVec2 size; + GetCimguiStorage().Platform_GetWindowSize(vp, &size); + return size; +}; + +// Fully C-compatible function pointer setter for ImGuiPlatformIO::Platform_GetWindowSize. +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowSize(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_size)) +{ + CimguiStorage& storage = GetCimguiStorage(); + storage.Platform_GetWindowSize = user_callback; + platform_io->Platform_GetWindowSize = &Platform_GetWindowSize_hook; +} + +#endif diff --git a/src/main/imgui/cimgui.h b/src/main/imgui/cimgui.h new file mode 100644 index 0000000..6f91a10 --- /dev/null +++ b/src/main/imgui/cimgui.h @@ -0,0 +1,5062 @@ +//This file is automatically generated by generator.lua from https://github.com/cimgui/cimgui +//based on imgui.h file version "1.91.7" 19170 from Dear ImGui https://github.com/ocornut/imgui +//with imgui_internal.h api +//with imgui_freetype.h api +//docking branch +#ifndef CIMGUI_INCLUDED +#define CIMGUI_INCLUDED +#include +#include +#if defined _WIN32 || defined __CYGWIN__ + #ifdef CIMGUI_NO_EXPORT + #define API + #else + #define API __declspec(dllexport) + #endif +#else + #ifdef __GNUC__ + #define API __attribute__((__visibility__("default"))) + #else + #define API + #endif +#endif + +#if defined __cplusplus + #define EXTERN extern "C" +#else + #include + #include + #define EXTERN extern +#endif + +#define CIMGUI_API EXTERN API +#define CONST const + + +#ifdef _MSC_VER +typedef unsigned __int64 ImU64; +#else +//typedef unsigned long long ImU64; +#endif + + +#ifdef CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +typedef struct ImDrawChannel ImDrawChannel; +typedef struct ImDrawCmd ImDrawCmd; +typedef struct ImDrawData ImDrawData; +typedef struct ImDrawList ImDrawList; +typedef struct ImDrawListSharedData ImDrawListSharedData; +typedef struct ImDrawListSplitter ImDrawListSplitter; +typedef struct ImDrawVert ImDrawVert; +typedef struct ImFont ImFont; +typedef struct ImFontAtlas ImFontAtlas; +typedef struct ImFontBuilderIO ImFontBuilderIO; +typedef struct ImFontConfig ImFontConfig; +typedef struct ImFontGlyph ImFontGlyph; +typedef struct ImFontGlyphRangesBuilder ImFontGlyphRangesBuilder; +typedef struct ImColor ImColor; +typedef struct ImGuiContext ImGuiContext; +typedef struct ImGuiIO ImGuiIO; +typedef struct ImGuiInputTextCallbackData ImGuiInputTextCallbackData; +typedef struct ImGuiKeyData ImGuiKeyData; +typedef struct ImGuiListClipper ImGuiListClipper; +typedef struct ImGuiMultiSelectIO ImGuiMultiSelectIO; +typedef struct ImGuiOnceUponAFrame ImGuiOnceUponAFrame; +typedef struct ImGuiPayload ImGuiPayload; +typedef struct ImGuiPlatformIO ImGuiPlatformIO; +typedef struct ImGuiPlatformImeData ImGuiPlatformImeData; +typedef struct ImGuiPlatformMonitor ImGuiPlatformMonitor; +typedef struct ImGuiSelectionBasicStorage ImGuiSelectionBasicStorage; +typedef struct ImGuiSelectionExternalStorage ImGuiSelectionExternalStorage; +typedef struct ImGuiSelectionRequest ImGuiSelectionRequest; +typedef struct ImGuiSizeCallbackData ImGuiSizeCallbackData; +typedef struct ImGuiStorage ImGuiStorage; +typedef struct ImGuiStoragePair ImGuiStoragePair; +typedef struct ImGuiStyle ImGuiStyle; +typedef struct ImGuiTableSortSpecs ImGuiTableSortSpecs; +typedef struct ImGuiTableColumnSortSpecs ImGuiTableColumnSortSpecs; +typedef struct ImGuiTextBuffer ImGuiTextBuffer; +typedef struct ImGuiTextFilter ImGuiTextFilter; +typedef struct ImGuiViewport ImGuiViewport; +typedef struct ImGuiWindowClass ImGuiWindowClass; +typedef struct ImBitVector ImBitVector; +typedef struct ImRect ImRect; +typedef struct ImDrawDataBuilder ImDrawDataBuilder; +typedef struct ImGuiBoxSelectState ImGuiBoxSelectState; +typedef struct ImGuiColorMod ImGuiColorMod; +typedef struct ImGuiContextHook ImGuiContextHook; +typedef struct ImGuiDataVarInfo ImGuiDataVarInfo; +typedef struct ImGuiDataTypeInfo ImGuiDataTypeInfo; +typedef struct ImGuiDeactivatedItemData ImGuiDeactivatedItemData; +typedef struct ImGuiDockContext ImGuiDockContext; +typedef struct ImGuiDockRequest ImGuiDockRequest; +typedef struct ImGuiDockNode ImGuiDockNode; +typedef struct ImGuiDockNodeSettings ImGuiDockNodeSettings; +typedef struct ImGuiErrorRecoveryState ImGuiErrorRecoveryState; +typedef struct ImGuiGroupData ImGuiGroupData; +typedef struct ImGuiInputTextState ImGuiInputTextState; +typedef struct ImGuiInputTextDeactivateData ImGuiInputTextDeactivateData; +typedef struct ImGuiLastItemData ImGuiLastItemData; +typedef struct ImGuiLocEntry ImGuiLocEntry; +typedef struct ImGuiMenuColumns ImGuiMenuColumns; +typedef struct ImGuiMultiSelectState ImGuiMultiSelectState; +typedef struct ImGuiMultiSelectTempData ImGuiMultiSelectTempData; +typedef struct ImGuiNavItemData ImGuiNavItemData; +typedef struct ImGuiMetricsConfig ImGuiMetricsConfig; +typedef struct ImGuiNextWindowData ImGuiNextWindowData; +typedef struct ImGuiNextItemData ImGuiNextItemData; +typedef struct ImGuiOldColumnData ImGuiOldColumnData; +typedef struct ImGuiOldColumns ImGuiOldColumns; +typedef struct ImGuiPopupData ImGuiPopupData; +typedef struct ImGuiSettingsHandler ImGuiSettingsHandler; +typedef struct ImGuiStyleMod ImGuiStyleMod; +typedef struct ImGuiTabBar ImGuiTabBar; +typedef struct ImGuiTabItem ImGuiTabItem; +typedef struct ImGuiTable ImGuiTable; +typedef struct ImGuiTableHeaderData ImGuiTableHeaderData; +typedef struct ImGuiTableColumn ImGuiTableColumn; +typedef struct ImGuiTableInstanceData ImGuiTableInstanceData; +typedef struct ImGuiTableTempData ImGuiTableTempData; +typedef struct ImGuiTableSettings ImGuiTableSettings; +typedef struct ImGuiTableColumnsSettings ImGuiTableColumnsSettings; +typedef struct ImGuiTreeNodeStackData ImGuiTreeNodeStackData; +typedef struct ImGuiTypingSelectState ImGuiTypingSelectState; +typedef struct ImGuiTypingSelectRequest ImGuiTypingSelectRequest; +typedef struct ImGuiWindow ImGuiWindow; +typedef struct ImGuiWindowDockStyle ImGuiWindowDockStyle; +typedef struct ImGuiWindowTempData ImGuiWindowTempData; +typedef struct ImGuiWindowSettings ImGuiWindowSettings; +typedef struct STB_TexteditState STB_TexteditState; +typedef struct ImVector_const_charPtr {int Size;int Capacity;const char** Data;} ImVector_const_charPtr; + +typedef unsigned int ImGuiID; +typedef signed char ImS8; +typedef unsigned char ImU8; +typedef signed short ImS16; +typedef unsigned short ImU16; +typedef signed int ImS32; +typedef unsigned int ImU32; +typedef signed long long ImS64; +typedef unsigned long long ImU64; +struct ImDrawChannel; +struct ImDrawCmd; +struct ImDrawData; +struct ImDrawList; +struct ImDrawListSharedData; +struct ImDrawListSplitter; +struct ImDrawVert; +struct ImFont; +struct ImFontAtlas; +struct ImFontBuilderIO; +struct ImFontConfig; +struct ImFontGlyph; +struct ImFontGlyphRangesBuilder; +struct ImColor; +struct ImGuiContext; +struct ImGuiIO; +struct ImGuiInputTextCallbackData; +struct ImGuiKeyData; +struct ImGuiListClipper; +struct ImGuiMultiSelectIO; +struct ImGuiOnceUponAFrame; +struct ImGuiPayload; +struct ImGuiPlatformIO; +struct ImGuiPlatformImeData; +struct ImGuiPlatformMonitor; +struct ImGuiSelectionBasicStorage; +struct ImGuiSelectionExternalStorage; +struct ImGuiSelectionRequest; +struct ImGuiSizeCallbackData; +struct ImGuiStorage; +struct ImGuiStoragePair; +struct ImGuiStyle; +struct ImGuiTableSortSpecs; +struct ImGuiTableColumnSortSpecs; +struct ImGuiTextBuffer; +struct ImGuiTextFilter; +struct ImGuiViewport; +struct ImGuiWindowClass; +typedef int ImGuiCol; +typedef int ImGuiCond; +typedef int ImGuiDataType; +typedef int ImGuiMouseButton; +typedef int ImGuiMouseCursor; +typedef int ImGuiStyleVar; +typedef int ImGuiTableBgTarget; +typedef int ImDrawFlags; +typedef int ImDrawListFlags; +typedef int ImFontAtlasFlags; +typedef int ImGuiBackendFlags; +typedef int ImGuiButtonFlags; +typedef int ImGuiChildFlags; +typedef int ImGuiColorEditFlags; +typedef int ImGuiConfigFlags; +typedef int ImGuiComboFlags; +typedef int ImGuiDockNodeFlags; +typedef int ImGuiDragDropFlags; +typedef int ImGuiFocusedFlags; +typedef int ImGuiHoveredFlags; +typedef int ImGuiInputFlags; +typedef int ImGuiInputTextFlags; +typedef int ImGuiItemFlags; +typedef int ImGuiKeyChord; +typedef int ImGuiPopupFlags; +typedef int ImGuiMultiSelectFlags; +typedef int ImGuiSelectableFlags; +typedef int ImGuiSliderFlags; +typedef int ImGuiTabBarFlags; +typedef int ImGuiTabItemFlags; +typedef int ImGuiTableFlags; +typedef int ImGuiTableColumnFlags; +typedef int ImGuiTableRowFlags; +typedef int ImGuiTreeNodeFlags; +typedef int ImGuiViewportFlags; +typedef int ImGuiWindowFlags; +typedef ImU64 ImTextureID; +typedef unsigned short ImDrawIdx; +typedef unsigned int ImWchar32; +typedef unsigned short ImWchar16; + +#ifdef IMGUI_USE_WCHAR32 +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF +#endif + +typedef ImS64 ImGuiSelectionUserData; +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); +typedef struct ImVec2 ImVec2; +struct ImVec2 +{ + float x, y; +}; +typedef struct ImVec4 ImVec4; +struct ImVec4 +{ + float x, y, z, w; +}; +typedef enum { + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, + ImGuiWindowFlags_NoResize = 1 << 1, + ImGuiWindowFlags_NoMove = 1 << 2, + ImGuiWindowFlags_NoScrollbar = 1 << 3, + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, + ImGuiWindowFlags_NoCollapse = 1 << 5, + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, + ImGuiWindowFlags_NoBackground = 1 << 7, + ImGuiWindowFlags_NoSavedSettings = 1 << 8, + ImGuiWindowFlags_NoMouseInputs = 1 << 9, + ImGuiWindowFlags_MenuBar = 1 << 10, + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, + ImGuiWindowFlags_NoNavInputs = 1 << 16, + ImGuiWindowFlags_NoNavFocus = 1 << 17, + ImGuiWindowFlags_UnsavedDocument = 1 << 18, + ImGuiWindowFlags_NoDocking = 1 << 19, + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_ChildWindow = 1 << 24, + ImGuiWindowFlags_Tooltip = 1 << 25, + ImGuiWindowFlags_Popup = 1 << 26, + ImGuiWindowFlags_Modal = 1 << 27, + ImGuiWindowFlags_ChildMenu = 1 << 28, + ImGuiWindowFlags_DockNodeHost = 1 << 29, +}ImGuiWindowFlags_; +typedef enum { + ImGuiChildFlags_None = 0, + ImGuiChildFlags_Borders = 1 << 0, + ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, + ImGuiChildFlags_ResizeX = 1 << 2, + ImGuiChildFlags_ResizeY = 1 << 3, + ImGuiChildFlags_AutoResizeX = 1 << 4, + ImGuiChildFlags_AutoResizeY = 1 << 5, + ImGuiChildFlags_AlwaysAutoResize = 1 << 6, + ImGuiChildFlags_FrameStyle = 1 << 7, + ImGuiChildFlags_NavFlattened = 1 << 8, +}ImGuiChildFlags_; +typedef enum { + ImGuiItemFlags_None = 0, + ImGuiItemFlags_NoTabStop = 1 << 0, + ImGuiItemFlags_NoNav = 1 << 1, + ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, + ImGuiItemFlags_ButtonRepeat = 1 << 3, + ImGuiItemFlags_AutoClosePopups = 1 << 4, + ImGuiItemFlags_AllowDuplicateId = 1 << 5, +}ImGuiItemFlags_; +typedef enum { + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, + ImGuiInputTextFlags_CharsScientific = 1 << 2, + ImGuiInputTextFlags_CharsUppercase = 1 << 3, + ImGuiInputTextFlags_CharsNoBlank = 1 << 4, + ImGuiInputTextFlags_AllowTabInput = 1 << 5, + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, + ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, + ImGuiInputTextFlags_ReadOnly = 1 << 9, + ImGuiInputTextFlags_Password = 1 << 10, + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, + ImGuiInputTextFlags_AutoSelectAll = 1 << 12, + ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, + ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, + ImGuiInputTextFlags_ElideLeft = 1 << 17, + ImGuiInputTextFlags_CallbackCompletion = 1 << 18, + ImGuiInputTextFlags_CallbackHistory = 1 << 19, + ImGuiInputTextFlags_CallbackAlways = 1 << 20, + ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, + ImGuiInputTextFlags_CallbackResize = 1 << 22, + ImGuiInputTextFlags_CallbackEdit = 1 << 23, +}ImGuiInputTextFlags_; +typedef enum { + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, + ImGuiTreeNodeFlags_Framed = 1 << 1, + ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, + ImGuiTreeNodeFlags_Leaf = 1 << 8, + ImGuiTreeNodeFlags_Bullet = 1 << 9, + ImGuiTreeNodeFlags_FramePadding = 1 << 10, + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, + ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, + ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 17, + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, +}ImGuiTreeNodeFlags_; +typedef enum { + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, + ImGuiPopupFlags_MouseButtonRight = 1, + ImGuiPopupFlags_MouseButtonMiddle = 2, + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoReopen = 1 << 5, + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, + ImGuiPopupFlags_NoOpenOverItems = 1 << 8, + ImGuiPopupFlags_AnyPopupId = 1 << 10, + ImGuiPopupFlags_AnyPopupLevel = 1 << 11, + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, +}ImGuiPopupFlags_; +typedef enum { + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, + ImGuiSelectableFlags_Disabled = 1 << 3, + ImGuiSelectableFlags_AllowOverlap = 1 << 4, + ImGuiSelectableFlags_Highlight = 1 << 5, +}ImGuiSelectableFlags_; +typedef enum { + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, + ImGuiComboFlags_HeightSmall = 1 << 1, + ImGuiComboFlags_HeightRegular = 1 << 2, + ImGuiComboFlags_HeightLarge = 1 << 3, + ImGuiComboFlags_HeightLargest = 1 << 4, + ImGuiComboFlags_NoArrowButton = 1 << 5, + ImGuiComboFlags_NoPreview = 1 << 6, + ImGuiComboFlags_WidthFitPreview = 1 << 7, + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, +}ImGuiComboFlags_; +typedef enum { + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, + ImGuiTabBarFlags_NoTooltip = 1 << 5, + ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, +}ImGuiTabBarFlags_; +typedef enum { + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, + ImGuiTabItemFlags_SetSelected = 1 << 1, + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, + ImGuiTabItemFlags_NoPushId = 1 << 3, + ImGuiTabItemFlags_NoTooltip = 1 << 4, + ImGuiTabItemFlags_NoReorder = 1 << 5, + ImGuiTabItemFlags_Leading = 1 << 6, + ImGuiTabItemFlags_Trailing = 1 << 7, + ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, +}ImGuiTabItemFlags_; +typedef enum { + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, + ImGuiFocusedFlags_RootWindow = 1 << 1, + ImGuiFocusedFlags_AnyWindow = 1 << 2, + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, + ImGuiFocusedFlags_DockHierarchy = 1 << 4, + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, +}ImGuiFocusedFlags_; +typedef enum { + ImGuiHoveredFlags_None = 0, + ImGuiHoveredFlags_ChildWindows = 1 << 0, + ImGuiHoveredFlags_RootWindow = 1 << 1, + ImGuiHoveredFlags_AnyWindow = 1 << 2, + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, + ImGuiHoveredFlags_DockHierarchy = 1 << 4, + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, + ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, + ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, + ImGuiHoveredFlags_NoNavOverride = 1 << 11, + ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow, + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, + ImGuiHoveredFlags_ForTooltip = 1 << 12, + ImGuiHoveredFlags_Stationary = 1 << 13, + ImGuiHoveredFlags_DelayNone = 1 << 14, + ImGuiHoveredFlags_DelayShort = 1 << 15, + ImGuiHoveredFlags_DelayNormal = 1 << 16, + ImGuiHoveredFlags_NoSharedDelay = 1 << 17, +}ImGuiHoveredFlags_; +typedef enum { + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, + ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, + ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, + ImGuiDockNodeFlags_NoResize = 1 << 5, + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, + ImGuiDockNodeFlags_NoUndocking = 1 << 7, +}ImGuiDockNodeFlags_; +typedef enum { + ImGuiDragDropFlags_None = 0, + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, + ImGuiDragDropFlags_SourceExtern = 1 << 4, + ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, + ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, + ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, +}ImGuiDragDropFlags_; +typedef enum { + ImGuiDataType_S8, + ImGuiDataType_U8, + ImGuiDataType_S16, + ImGuiDataType_U16, + ImGuiDataType_S32, + ImGuiDataType_U32, + ImGuiDataType_S64, + ImGuiDataType_U64, + ImGuiDataType_Float, + ImGuiDataType_Double, + ImGuiDataType_Bool, + ImGuiDataType_String, + ImGuiDataType_COUNT +}ImGuiDataType_; +typedef enum { +ImGuiDir_None=-1, +ImGuiDir_Left=0, +ImGuiDir_Right=1, +ImGuiDir_Up=2, +ImGuiDir_Down=3, +ImGuiDir_COUNT=4, +}ImGuiDir; +typedef enum { +ImGuiSortDirection_None=0, +ImGuiSortDirection_Ascending=1, +ImGuiSortDirection_Descending=2, +}ImGuiSortDirection; +typedef enum { +ImGuiKey_None=0, +ImGuiKey_NamedKey_BEGIN=512, +ImGuiKey_Tab=512, +ImGuiKey_LeftArrow=513, +ImGuiKey_RightArrow=514, +ImGuiKey_UpArrow=515, +ImGuiKey_DownArrow=516, +ImGuiKey_PageUp=517, +ImGuiKey_PageDown=518, +ImGuiKey_Home=519, +ImGuiKey_End=520, +ImGuiKey_Insert=521, +ImGuiKey_Delete=522, +ImGuiKey_Backspace=523, +ImGuiKey_Space=524, +ImGuiKey_Enter=525, +ImGuiKey_Escape=526, +ImGuiKey_LeftCtrl=527, +ImGuiKey_LeftShift=528, +ImGuiKey_LeftAlt=529, +ImGuiKey_LeftSuper=530, +ImGuiKey_RightCtrl=531, +ImGuiKey_RightShift=532, +ImGuiKey_RightAlt=533, +ImGuiKey_RightSuper=534, +ImGuiKey_Menu=535, +ImGuiKey_0=536, +ImGuiKey_1=537, +ImGuiKey_2=538, +ImGuiKey_3=539, +ImGuiKey_4=540, +ImGuiKey_5=541, +ImGuiKey_6=542, +ImGuiKey_7=543, +ImGuiKey_8=544, +ImGuiKey_9=545, +ImGuiKey_A=546, +ImGuiKey_B=547, +ImGuiKey_C=548, +ImGuiKey_D=549, +ImGuiKey_E=550, +ImGuiKey_F=551, +ImGuiKey_G=552, +ImGuiKey_H=553, +ImGuiKey_I=554, +ImGuiKey_J=555, +ImGuiKey_K=556, +ImGuiKey_L=557, +ImGuiKey_M=558, +ImGuiKey_N=559, +ImGuiKey_O=560, +ImGuiKey_P=561, +ImGuiKey_Q=562, +ImGuiKey_R=563, +ImGuiKey_S=564, +ImGuiKey_T=565, +ImGuiKey_U=566, +ImGuiKey_V=567, +ImGuiKey_W=568, +ImGuiKey_X=569, +ImGuiKey_Y=570, +ImGuiKey_Z=571, +ImGuiKey_F1=572, +ImGuiKey_F2=573, +ImGuiKey_F3=574, +ImGuiKey_F4=575, +ImGuiKey_F5=576, +ImGuiKey_F6=577, +ImGuiKey_F7=578, +ImGuiKey_F8=579, +ImGuiKey_F9=580, +ImGuiKey_F10=581, +ImGuiKey_F11=582, +ImGuiKey_F12=583, +ImGuiKey_F13=584, +ImGuiKey_F14=585, +ImGuiKey_F15=586, +ImGuiKey_F16=587, +ImGuiKey_F17=588, +ImGuiKey_F18=589, +ImGuiKey_F19=590, +ImGuiKey_F20=591, +ImGuiKey_F21=592, +ImGuiKey_F22=593, +ImGuiKey_F23=594, +ImGuiKey_F24=595, +ImGuiKey_Apostrophe=596, +ImGuiKey_Comma=597, +ImGuiKey_Minus=598, +ImGuiKey_Period=599, +ImGuiKey_Slash=600, +ImGuiKey_Semicolon=601, +ImGuiKey_Equal=602, +ImGuiKey_LeftBracket=603, +ImGuiKey_Backslash=604, +ImGuiKey_RightBracket=605, +ImGuiKey_GraveAccent=606, +ImGuiKey_CapsLock=607, +ImGuiKey_ScrollLock=608, +ImGuiKey_NumLock=609, +ImGuiKey_PrintScreen=610, +ImGuiKey_Pause=611, +ImGuiKey_Keypad0=612, +ImGuiKey_Keypad1=613, +ImGuiKey_Keypad2=614, +ImGuiKey_Keypad3=615, +ImGuiKey_Keypad4=616, +ImGuiKey_Keypad5=617, +ImGuiKey_Keypad6=618, +ImGuiKey_Keypad7=619, +ImGuiKey_Keypad8=620, +ImGuiKey_Keypad9=621, +ImGuiKey_KeypadDecimal=622, +ImGuiKey_KeypadDivide=623, +ImGuiKey_KeypadMultiply=624, +ImGuiKey_KeypadSubtract=625, +ImGuiKey_KeypadAdd=626, +ImGuiKey_KeypadEnter=627, +ImGuiKey_KeypadEqual=628, +ImGuiKey_AppBack=629, +ImGuiKey_AppForward=630, +ImGuiKey_GamepadStart=631, +ImGuiKey_GamepadBack=632, +ImGuiKey_GamepadFaceLeft=633, +ImGuiKey_GamepadFaceRight=634, +ImGuiKey_GamepadFaceUp=635, +ImGuiKey_GamepadFaceDown=636, +ImGuiKey_GamepadDpadLeft=637, +ImGuiKey_GamepadDpadRight=638, +ImGuiKey_GamepadDpadUp=639, +ImGuiKey_GamepadDpadDown=640, +ImGuiKey_GamepadL1=641, +ImGuiKey_GamepadR1=642, +ImGuiKey_GamepadL2=643, +ImGuiKey_GamepadR2=644, +ImGuiKey_GamepadL3=645, +ImGuiKey_GamepadR3=646, +ImGuiKey_GamepadLStickLeft=647, +ImGuiKey_GamepadLStickRight=648, +ImGuiKey_GamepadLStickUp=649, +ImGuiKey_GamepadLStickDown=650, +ImGuiKey_GamepadRStickLeft=651, +ImGuiKey_GamepadRStickRight=652, +ImGuiKey_GamepadRStickUp=653, +ImGuiKey_GamepadRStickDown=654, +ImGuiKey_MouseLeft=655, +ImGuiKey_MouseRight=656, +ImGuiKey_MouseMiddle=657, +ImGuiKey_MouseX1=658, +ImGuiKey_MouseX2=659, +ImGuiKey_MouseWheelX=660, +ImGuiKey_MouseWheelY=661, +ImGuiKey_ReservedForModCtrl=662, +ImGuiKey_ReservedForModShift=663, +ImGuiKey_ReservedForModAlt=664, +ImGuiKey_ReservedForModSuper=665, +ImGuiKey_NamedKey_END=666, +ImGuiMod_None=0, +ImGuiMod_Ctrl=1 << 12, +ImGuiMod_Shift=1 << 13, +ImGuiMod_Alt=1 << 14, +ImGuiMod_Super=1 << 15, +ImGuiMod_Mask_=0xF000, +ImGuiKey_NamedKey_COUNT=ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, +}ImGuiKey; +typedef enum { + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, + ImGuiInputFlags_RouteActive = 1 << 10, + ImGuiInputFlags_RouteFocused = 1 << 11, + ImGuiInputFlags_RouteGlobal = 1 << 12, + ImGuiInputFlags_RouteAlways = 1 << 13, + ImGuiInputFlags_RouteOverFocused = 1 << 14, + ImGuiInputFlags_RouteOverActive = 1 << 15, + ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, + ImGuiInputFlags_RouteFromRootWindow = 1 << 17, + ImGuiInputFlags_Tooltip = 1 << 18, +}ImGuiInputFlags_; +typedef enum { + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, + ImGuiConfigFlags_NoMouse = 1 << 4, + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, + ImGuiConfigFlags_NoKeyboard = 1 << 6, + ImGuiConfigFlags_DockingEnable = 1 << 7, + ImGuiConfigFlags_ViewportsEnable = 1 << 10, + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, + ImGuiConfigFlags_IsSRGB = 1 << 20, + ImGuiConfigFlags_IsTouchScreen = 1 << 21, +}ImGuiConfigFlags_; +typedef enum { + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, + ImGuiBackendFlags_HasMouseCursors = 1 << 1, + ImGuiBackendFlags_HasSetMousePos = 1 << 2, + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, + ImGuiBackendFlags_PlatformHasViewports = 1 << 10, + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, + ImGuiBackendFlags_RendererHasViewports = 1 << 12, +}ImGuiBackendFlags_; +typedef enum { + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, + ImGuiCol_ChildBg, + ImGuiCol_PopupBg, + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, + ImGuiCol_TitleBgActive, + ImGuiCol_TitleBgCollapsed, + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_TabHovered, + ImGuiCol_Tab, + ImGuiCol_TabSelected, + ImGuiCol_TabSelectedOverline, + ImGuiCol_TabDimmed, + ImGuiCol_TabDimmedSelected, + ImGuiCol_TabDimmedSelectedOverline, + ImGuiCol_DockingPreview, + ImGuiCol_DockingEmptyBg, + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, + ImGuiCol_TableBorderStrong, + ImGuiCol_TableBorderLight, + ImGuiCol_TableRowBg, + ImGuiCol_TableRowBgAlt, + ImGuiCol_TextLink, + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, + ImGuiCol_NavCursor, + ImGuiCol_NavWindowingHighlight, + ImGuiCol_NavWindowingDimBg, + ImGuiCol_ModalWindowDimBg, + ImGuiCol_COUNT, +}ImGuiCol_; +typedef enum { + ImGuiStyleVar_Alpha, + ImGuiStyleVar_DisabledAlpha, + ImGuiStyleVar_WindowPadding, + ImGuiStyleVar_WindowRounding, + ImGuiStyleVar_WindowBorderSize, + ImGuiStyleVar_WindowMinSize, + ImGuiStyleVar_WindowTitleAlign, + ImGuiStyleVar_ChildRounding, + ImGuiStyleVar_ChildBorderSize, + ImGuiStyleVar_PopupRounding, + ImGuiStyleVar_PopupBorderSize, + ImGuiStyleVar_FramePadding, + ImGuiStyleVar_FrameRounding, + ImGuiStyleVar_FrameBorderSize, + ImGuiStyleVar_ItemSpacing, + ImGuiStyleVar_ItemInnerSpacing, + ImGuiStyleVar_IndentSpacing, + ImGuiStyleVar_CellPadding, + ImGuiStyleVar_ScrollbarSize, + ImGuiStyleVar_ScrollbarRounding, + ImGuiStyleVar_GrabMinSize, + ImGuiStyleVar_GrabRounding, + ImGuiStyleVar_TabRounding, + ImGuiStyleVar_TabBorderSize, + ImGuiStyleVar_TabBarBorderSize, + ImGuiStyleVar_TabBarOverlineSize, + ImGuiStyleVar_TableAngledHeadersAngle, + ImGuiStyleVar_TableAngledHeadersTextAlign, + ImGuiStyleVar_ButtonTextAlign, + ImGuiStyleVar_SelectableTextAlign, + ImGuiStyleVar_SeparatorTextBorderSize, + ImGuiStyleVar_SeparatorTextAlign, + ImGuiStyleVar_SeparatorTextPadding, + ImGuiStyleVar_DockingSeparatorSize, + ImGuiStyleVar_COUNT +}ImGuiStyleVar_; +typedef enum { + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, + ImGuiButtonFlags_MouseButtonRight = 1 << 1, + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, + ImGuiButtonFlags_EnableNav = 1 << 3, +}ImGuiButtonFlags_; +typedef enum { + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, + ImGuiColorEditFlags_NoPicker = 1 << 2, + ImGuiColorEditFlags_NoOptions = 1 << 3, + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, + ImGuiColorEditFlags_NoInputs = 1 << 5, + ImGuiColorEditFlags_NoTooltip = 1 << 6, + ImGuiColorEditFlags_NoLabel = 1 << 7, + ImGuiColorEditFlags_NoSidePreview = 1 << 8, + ImGuiColorEditFlags_NoDragDrop = 1 << 9, + ImGuiColorEditFlags_NoBorder = 1 << 10, + ImGuiColorEditFlags_AlphaBar = 1 << 16, + ImGuiColorEditFlags_AlphaPreview = 1 << 17, + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, + ImGuiColorEditFlags_HDR = 1 << 19, + ImGuiColorEditFlags_DisplayRGB = 1 << 20, + ImGuiColorEditFlags_DisplayHSV = 1 << 21, + ImGuiColorEditFlags_DisplayHex = 1 << 22, + ImGuiColorEditFlags_Uint8 = 1 << 23, + ImGuiColorEditFlags_Float = 1 << 24, + ImGuiColorEditFlags_PickerHueBar = 1 << 25, + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, + ImGuiColorEditFlags_InputRGB = 1 << 27, + ImGuiColorEditFlags_InputHSV = 1 << 28, + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, +}ImGuiColorEditFlags_; +typedef enum { + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Logarithmic = 1 << 5, + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, + ImGuiSliderFlags_NoInput = 1 << 7, + ImGuiSliderFlags_WrapAround = 1 << 8, + ImGuiSliderFlags_ClampOnInput = 1 << 9, + ImGuiSliderFlags_ClampZeroRange = 1 << 10, + ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, + ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange, + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, +}ImGuiSliderFlags_; +typedef enum { + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}ImGuiMouseButton_; +typedef enum { + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, + ImGuiMouseCursor_ResizeAll, + ImGuiMouseCursor_ResizeNS, + ImGuiMouseCursor_ResizeEW, + ImGuiMouseCursor_ResizeNESW, + ImGuiMouseCursor_ResizeNWSE, + ImGuiMouseCursor_Hand, + ImGuiMouseCursor_NotAllowed, + ImGuiMouseCursor_COUNT +}ImGuiMouseCursor_; +typedef enum { +ImGuiMouseSource_Mouse=0, +ImGuiMouseSource_TouchScreen=1, +ImGuiMouseSource_Pen=2, +ImGuiMouseSource_COUNT=3, +}ImGuiMouseSource; +typedef enum { + ImGuiCond_None = 0, + ImGuiCond_Always = 1 << 0, + ImGuiCond_Once = 1 << 1, + ImGuiCond_FirstUseEver = 1 << 2, + ImGuiCond_Appearing = 1 << 3, +}ImGuiCond_; +typedef enum { + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, + ImGuiTableFlags_Reorderable = 1 << 1, + ImGuiTableFlags_Hideable = 1 << 2, + ImGuiTableFlags_Sortable = 1 << 3, + ImGuiTableFlags_NoSavedSettings = 1 << 4, + ImGuiTableFlags_ContextMenuInBody = 1 << 5, + ImGuiTableFlags_RowBg = 1 << 6, + ImGuiTableFlags_BordersInnerH = 1 << 7, + ImGuiTableFlags_BordersOuterH = 1 << 8, + ImGuiTableFlags_BordersInnerV = 1 << 9, + ImGuiTableFlags_BordersOuterV = 1 << 10, + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, + ImGuiTableFlags_NoBordersInBody = 1 << 11, + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, + ImGuiTableFlags_SizingFixedFit = 1 << 13, + ImGuiTableFlags_SizingFixedSame = 2 << 13, + ImGuiTableFlags_SizingStretchProp = 3 << 13, + ImGuiTableFlags_SizingStretchSame = 4 << 13, + ImGuiTableFlags_NoHostExtendX = 1 << 16, + ImGuiTableFlags_NoHostExtendY = 1 << 17, + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, + ImGuiTableFlags_PreciseWidths = 1 << 19, + ImGuiTableFlags_NoClip = 1 << 20, + ImGuiTableFlags_PadOuterX = 1 << 21, + ImGuiTableFlags_NoPadOuterX = 1 << 22, + ImGuiTableFlags_NoPadInnerX = 1 << 23, + ImGuiTableFlags_ScrollX = 1 << 24, + ImGuiTableFlags_ScrollY = 1 << 25, + ImGuiTableFlags_SortMulti = 1 << 26, + ImGuiTableFlags_SortTristate = 1 << 27, + ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, +}ImGuiTableFlags_; +typedef enum { + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, + ImGuiTableColumnFlags_DefaultHide = 1 << 1, + ImGuiTableColumnFlags_DefaultSort = 1 << 2, + ImGuiTableColumnFlags_WidthStretch = 1 << 3, + ImGuiTableColumnFlags_WidthFixed = 1 << 4, + ImGuiTableColumnFlags_NoResize = 1 << 5, + ImGuiTableColumnFlags_NoReorder = 1 << 6, + ImGuiTableColumnFlags_NoHide = 1 << 7, + ImGuiTableColumnFlags_NoClip = 1 << 8, + ImGuiTableColumnFlags_NoSort = 1 << 9, + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, + ImGuiTableColumnFlags_IndentEnable = 1 << 16, + ImGuiTableColumnFlags_IndentDisable = 1 << 17, + ImGuiTableColumnFlags_AngledHeader = 1 << 18, + ImGuiTableColumnFlags_IsEnabled = 1 << 24, + ImGuiTableColumnFlags_IsVisible = 1 << 25, + ImGuiTableColumnFlags_IsSorted = 1 << 26, + ImGuiTableColumnFlags_IsHovered = 1 << 27, + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, +}ImGuiTableColumnFlags_; +typedef enum { + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, +}ImGuiTableRowFlags_; +typedef enum { + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, + ImGuiTableBgTarget_RowBg1 = 2, + ImGuiTableBgTarget_CellBg = 3, +}ImGuiTableBgTarget_; +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; + int SpecsCount; + bool SpecsDirty; +}; +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; + ImS16 ColumnIndex; + ImS16 SortOrder; + ImGuiSortDirection SortDirection; +}; +struct ImGuiStyle +{ + float Alpha; + float DisabledAlpha; + ImVec2 WindowPadding; + float WindowRounding; + float WindowBorderSize; + ImVec2 WindowMinSize; + ImVec2 WindowTitleAlign; + ImGuiDir WindowMenuButtonPosition; + float ChildRounding; + float ChildBorderSize; + float PopupRounding; + float PopupBorderSize; + ImVec2 FramePadding; + float FrameRounding; + float FrameBorderSize; + ImVec2 ItemSpacing; + ImVec2 ItemInnerSpacing; + ImVec2 CellPadding; + ImVec2 TouchExtraPadding; + float IndentSpacing; + float ColumnsMinSpacing; + float ScrollbarSize; + float ScrollbarRounding; + float GrabMinSize; + float GrabRounding; + float LogSliderDeadzone; + float TabRounding; + float TabBorderSize; + float TabMinWidthForCloseButton; + float TabBarBorderSize; + float TabBarOverlineSize; + float TableAngledHeadersAngle; + ImVec2 TableAngledHeadersTextAlign; + ImGuiDir ColorButtonPosition; + ImVec2 ButtonTextAlign; + ImVec2 SelectableTextAlign; + float SeparatorTextBorderSize; + ImVec2 SeparatorTextAlign; + ImVec2 SeparatorTextPadding; + ImVec2 DisplayWindowPadding; + ImVec2 DisplaySafeAreaPadding; + float DockingSeparatorSize; + float MouseCursorScale; + bool AntiAliasedLines; + bool AntiAliasedLinesUseTex; + bool AntiAliasedFill; + float CurveTessellationTol; + float CircleTessellationMaxError; + ImVec4 Colors[ImGuiCol_COUNT]; + float HoverStationaryDelay; + float HoverDelayShort; + float HoverDelayNormal; + ImGuiHoveredFlags HoverFlagsForTooltipMouse; + ImGuiHoveredFlags HoverFlagsForTooltipNav; +}; +struct ImGuiKeyData +{ + bool Down; + float DownDuration; + float DownDurationPrev; + float AnalogValue; +}; +typedef struct ImVector_ImWchar {int Size;int Capacity;ImWchar* Data;} ImVector_ImWchar; + +struct ImGuiIO +{ + ImGuiConfigFlags ConfigFlags; + ImGuiBackendFlags BackendFlags; + ImVec2 DisplaySize; + float DeltaTime; + float IniSavingRate; + const char* IniFilename; + const char* LogFilename; + void* UserData; + ImFontAtlas*Fonts; + float FontGlobalScale; + bool FontAllowUserScaling; + ImFont* FontDefault; + ImVec2 DisplayFramebufferScale; + bool ConfigNavSwapGamepadButtons; + bool ConfigNavMoveSetMousePos; + bool ConfigNavCaptureKeyboard; + bool ConfigNavEscapeClearFocusItem; + bool ConfigNavEscapeClearFocusWindow; + bool ConfigNavCursorVisibleAuto; + bool ConfigNavCursorVisibleAlways; + bool ConfigDockingNoSplit; + bool ConfigDockingWithShift; + bool ConfigDockingAlwaysTabBar; + bool ConfigDockingTransparentPayload; + bool ConfigViewportsNoAutoMerge; + bool ConfigViewportsNoTaskBarIcon; + bool ConfigViewportsNoDecoration; + bool ConfigViewportsNoDefaultParent; + bool MouseDrawCursor; + bool ConfigMacOSXBehaviors; + bool ConfigInputTrickleEventQueue; + bool ConfigInputTextCursorBlink; + bool ConfigInputTextEnterKeepActive; + bool ConfigDragClickToInputText; + bool ConfigWindowsResizeFromEdges; + bool ConfigWindowsMoveFromTitleBarOnly; + bool ConfigWindowsCopyContentsWithCtrlC; + bool ConfigScrollbarScrollByPage; + float ConfigMemoryCompactTimer; + float MouseDoubleClickTime; + float MouseDoubleClickMaxDist; + float MouseDragThreshold; + float KeyRepeatDelay; + float KeyRepeatRate; + bool ConfigErrorRecovery; + bool ConfigErrorRecoveryEnableAssert; + bool ConfigErrorRecoveryEnableDebugLog; + bool ConfigErrorRecoveryEnableTooltip; + bool ConfigDebugIsDebuggerPresent; + bool ConfigDebugHighlightIdConflicts; + bool ConfigDebugBeginReturnValueOnce; + bool ConfigDebugBeginReturnValueLoop; + bool ConfigDebugIgnoreFocusLoss; + bool ConfigDebugIniSettings; + const char* BackendPlatformName; + const char* BackendRendererName; + void* BackendPlatformUserData; + void* BackendRendererUserData; + void* BackendLanguageUserData; + bool WantCaptureMouse; + bool WantCaptureKeyboard; + bool WantTextInput; + bool WantSetMousePos; + bool WantSaveIniSettings; + bool NavActive; + bool NavVisible; + float Framerate; + int MetricsRenderVertices; + int MetricsRenderIndices; + int MetricsRenderWindows; + int MetricsActiveWindows; + ImVec2 MouseDelta; + ImGuiContext* Ctx; + ImVec2 MousePos; + bool MouseDown[5]; + float MouseWheel; + float MouseWheelH; + ImGuiMouseSource MouseSource; + ImGuiID MouseHoveredViewport; + bool KeyCtrl; + bool KeyShift; + bool KeyAlt; + bool KeySuper; + ImGuiKeyChord KeyMods; + ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT]; + bool WantCaptureMouseUnlessPopupClose; + ImVec2 MousePosPrev; + ImVec2 MouseClickedPos[5]; + double MouseClickedTime[5]; + bool MouseClicked[5]; + bool MouseDoubleClicked[5]; + ImU16 MouseClickedCount[5]; + ImU16 MouseClickedLastCount[5]; + bool MouseReleased[5]; + bool MouseDownOwned[5]; + bool MouseDownOwnedUnlessPopupClose[5]; + bool MouseWheelRequestAxisSwap; + bool MouseCtrlLeftAsRightClick; + float MouseDownDuration[5]; + float MouseDownDurationPrev[5]; + ImVec2 MouseDragMaxDistanceAbs[5]; + float MouseDragMaxDistanceSqr[5]; + float PenPressure; + bool AppFocusLost; + bool AppAcceptingEvents; + ImWchar16 InputQueueSurrogate; + ImVector_ImWchar InputQueueCharacters; +}; +struct ImGuiInputTextCallbackData +{ + ImGuiContext* Ctx; + ImGuiInputTextFlags EventFlag; + ImGuiInputTextFlags Flags; + void* UserData; + ImWchar EventChar; + ImGuiKey EventKey; + char* Buf; + int BufTextLen; + int BufSize; + bool BufDirty; + int CursorPos; + int SelectionStart; + int SelectionEnd; +}; +struct ImGuiSizeCallbackData +{ + void* UserData; + ImVec2 Pos; + ImVec2 CurrentSize; + ImVec2 DesiredSize; +}; +struct ImGuiWindowClass +{ + ImGuiID ClassId; + ImGuiID ParentViewportId; + ImGuiID FocusRouteParentWindowId; + ImGuiViewportFlags ViewportFlagsOverrideSet; + ImGuiViewportFlags ViewportFlagsOverrideClear; + ImGuiTabItemFlags TabItemFlagsOverrideSet; + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; + bool DockingAlwaysTabBar; + bool DockingAllowUnclassed; +}; +struct ImGuiPayload +{ + void* Data; + int DataSize; + ImGuiID SourceId; + ImGuiID SourceParentId; + int DataFrameCount; + char DataType[32 + 1]; + bool Preview; + bool Delivery; +}; +struct ImGuiOnceUponAFrame +{ + int RefFrame; +}; +struct ImGuiTextRange +{ + const char* b; + const char* e; +}; +typedef struct ImGuiTextRange ImGuiTextRange; + +typedef struct ImVector_ImGuiTextRange {int Size;int Capacity;ImGuiTextRange* Data;} ImVector_ImGuiTextRange; + +struct ImGuiTextFilter +{ + char InputBuf[256]; + ImVector_ImGuiTextRange Filters; + int CountGrep; +}; +typedef struct ImGuiTextRange ImGuiTextRange; +typedef struct ImVector_char {int Size;int Capacity;char* Data;} ImVector_char; + +struct ImGuiTextBuffer +{ + ImVector_char Buf; +}; +struct ImGuiStoragePair +{ + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; +}; +typedef struct ImVector_ImGuiStoragePair {int Size;int Capacity;ImGuiStoragePair* Data;} ImVector_ImGuiStoragePair; + +struct ImGuiStorage +{ + ImVector_ImGuiStoragePair Data; +}; +struct ImGuiListClipper +{ + ImGuiContext* Ctx; + int DisplayStart; + int DisplayEnd; + int ItemsCount; + float ItemsHeight; + float StartPosY; + double StartSeekOffsetY; + void* TempData; +}; +struct ImColor +{ + ImVec4 Value; +}; +typedef enum { + ImGuiMultiSelectFlags_None = 0, + ImGuiMultiSelectFlags_SingleSelect = 1 << 0, + ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, + ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, + ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, + ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, + ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, + ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, + ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, + ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, + ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, + ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, + ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, + ImGuiMultiSelectFlags_ScopeRect = 1 << 12, + ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, + ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, + ImGuiMultiSelectFlags_NavWrapX = 1 << 16, +}ImGuiMultiSelectFlags_; +typedef struct ImVector_ImGuiSelectionRequest {int Size;int Capacity;ImGuiSelectionRequest* Data;} ImVector_ImGuiSelectionRequest; + +struct ImGuiMultiSelectIO +{ + ImVector_ImGuiSelectionRequest Requests; + ImGuiSelectionUserData RangeSrcItem; + ImGuiSelectionUserData NavIdItem; + bool NavIdSelected; + bool RangeSrcReset; + int ItemsCount; +}; +typedef enum { + ImGuiSelectionRequestType_None = 0, + ImGuiSelectionRequestType_SetAll, + ImGuiSelectionRequestType_SetRange, +}ImGuiSelectionRequestType; +struct ImGuiSelectionRequest +{ + ImGuiSelectionRequestType Type; + bool Selected; + ImS8 RangeDirection; + ImGuiSelectionUserData RangeFirstItem; + ImGuiSelectionUserData RangeLastItem; +}; +struct ImGuiSelectionBasicStorage +{ + int Size; + bool PreserveOrder; + void* UserData; + ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); + int _SelectionOrder; + ImGuiStorage _Storage; +}; +struct ImGuiSelectionExternalStorage +{ + void* UserData; + void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); +}; +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +struct ImDrawCmd +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; + unsigned int IdxOffset; + unsigned int ElemCount; + ImDrawCallback UserCallback; + void* UserCallbackData; + int UserCallbackDataSize; + int UserCallbackDataOffset; +}; +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +typedef struct ImDrawCmdHeader ImDrawCmdHeader; +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; +typedef struct ImVector_ImDrawCmd {int Size;int Capacity;ImDrawCmd* Data;} ImVector_ImDrawCmd; + +typedef struct ImVector_ImDrawIdx {int Size;int Capacity;ImDrawIdx* Data;} ImVector_ImDrawIdx; + +struct ImDrawChannel +{ + ImVector_ImDrawCmd _CmdBuffer; + ImVector_ImDrawIdx _IdxBuffer; +}; +typedef struct ImVector_ImDrawChannel {int Size;int Capacity;ImDrawChannel* Data;} ImVector_ImDrawChannel; + +struct ImDrawListSplitter +{ + int _Current; + int _Count; + ImVector_ImDrawChannel _Channels; +}; +typedef enum { + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, + ImDrawFlags_RoundCornersTopLeft = 1 << 4, + ImDrawFlags_RoundCornersTopRight = 1 << 5, + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, + ImDrawFlags_RoundCornersBottomRight = 1 << 7, + ImDrawFlags_RoundCornersNone = 1 << 8, + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, +}ImDrawFlags_; +typedef enum { + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, + ImDrawListFlags_AntiAliasedFill = 1 << 2, + ImDrawListFlags_AllowVtxOffset = 1 << 3, +}ImDrawListFlags_; +typedef struct ImVector_ImDrawVert {int Size;int Capacity;ImDrawVert* Data;} ImVector_ImDrawVert; + +typedef struct ImVector_ImVec2 {int Size;int Capacity;ImVec2* Data;} ImVector_ImVec2; + +typedef struct ImVector_ImVec4 {int Size;int Capacity;ImVec4* Data;} ImVector_ImVec4; + +typedef struct ImVector_ImTextureID {int Size;int Capacity;ImTextureID* Data;} ImVector_ImTextureID; + +typedef struct ImVector_ImU8 {int Size;int Capacity;ImU8* Data;} ImVector_ImU8; + +struct ImDrawList +{ + ImVector_ImDrawCmd CmdBuffer; + ImVector_ImDrawIdx IdxBuffer; + ImVector_ImDrawVert VtxBuffer; + ImDrawListFlags Flags; + unsigned int _VtxCurrentIdx; + ImDrawListSharedData* _Data; + ImDrawVert* _VtxWritePtr; + ImDrawIdx* _IdxWritePtr; + ImVector_ImVec2 _Path; + ImDrawCmdHeader _CmdHeader; + ImDrawListSplitter _Splitter; + ImVector_ImVec4 _ClipRectStack; + ImVector_ImTextureID _TextureIdStack; + ImVector_ImU8 _CallbacksDataBuf; + float _FringeScale; + const char* _OwnerName; +}; +typedef struct ImVector_ImDrawListPtr {int Size;int Capacity;ImDrawList** Data;} ImVector_ImDrawListPtr; + +struct ImDrawData +{ + bool Valid; + int CmdListsCount; + int TotalIdxCount; + int TotalVtxCount; + ImVector_ImDrawListPtr CmdLists; + ImVec2 DisplayPos; + ImVec2 DisplaySize; + ImVec2 FramebufferScale; + ImGuiViewport* OwnerViewport; +}; +struct ImFontConfig +{ + void* FontData; + int FontDataSize; + bool FontDataOwnedByAtlas; + int FontNo; + float SizePixels; + int OversampleH; + int OversampleV; + bool PixelSnapH; + ImVec2 GlyphExtraSpacing; + ImVec2 GlyphOffset; + const ImWchar* GlyphRanges; + float GlyphMinAdvanceX; + float GlyphMaxAdvanceX; + bool MergeMode; + unsigned int FontBuilderFlags; + float RasterizerMultiply; + float RasterizerDensity; + ImWchar EllipsisChar; + char Name[40]; + ImFont* DstFont; +}; +struct ImFontGlyph +{ + unsigned int Colored : 1; + unsigned int Visible : 1; + unsigned int Codepoint : 30; + float AdvanceX; + float X0, Y0, X1, Y1; + float U0, V0, U1, V1; +}; +typedef struct ImVector_ImU32 {int Size;int Capacity;ImU32* Data;} ImVector_ImU32; + +struct ImFontGlyphRangesBuilder +{ + ImVector_ImU32 UsedChars; +}; +typedef struct ImFontAtlasCustomRect ImFontAtlasCustomRect; +struct ImFontAtlasCustomRect +{ + unsigned short X, Y; + unsigned short Width, Height; + unsigned int GlyphID : 31; + unsigned int GlyphColored : 1; + float GlyphAdvanceX; + ImVec2 GlyphOffset; + ImFont* Font; +}; +typedef enum { + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, + ImFontAtlasFlags_NoMouseCursors = 1 << 1, + ImFontAtlasFlags_NoBakedLines = 1 << 2, +}ImFontAtlasFlags_; +typedef struct ImVector_ImFontPtr {int Size;int Capacity;ImFont** Data;} ImVector_ImFontPtr; + +typedef struct ImVector_ImFontAtlasCustomRect {int Size;int Capacity;ImFontAtlasCustomRect* Data;} ImVector_ImFontAtlasCustomRect; + +typedef struct ImVector_ImFontConfig {int Size;int Capacity;ImFontConfig* Data;} ImVector_ImFontConfig; + +struct ImFontAtlas +{ + ImFontAtlasFlags Flags; + ImTextureID TexID; + int TexDesiredWidth; + int TexGlyphPadding; + bool Locked; + void* UserData; + bool TexReady; + bool TexPixelsUseColors; + unsigned char* TexPixelsAlpha8; + unsigned int* TexPixelsRGBA32; + int TexWidth; + int TexHeight; + ImVec2 TexUvScale; + ImVec2 TexUvWhitePixel; + ImVector_ImFontPtr Fonts; + ImVector_ImFontAtlasCustomRect CustomRects; + ImVector_ImFontConfig ConfigData; + ImVec4 TexUvLines[(63) + 1]; + const ImFontBuilderIO* FontBuilderIO; + unsigned int FontBuilderFlags; + int PackIdMouseCursors; + int PackIdLines; +}; +typedef struct ImVector_float {int Size;int Capacity;float* Data;} ImVector_float; + +typedef struct ImVector_ImFontGlyph {int Size;int Capacity;ImFontGlyph* Data;} ImVector_ImFontGlyph; + +struct ImFont +{ + ImVector_float IndexAdvanceX; + float FallbackAdvanceX; + float FontSize; + ImVector_ImWchar IndexLookup; + ImVector_ImFontGlyph Glyphs; + const ImFontGlyph* FallbackGlyph; + ImFontAtlas* ContainerAtlas; + const ImFontConfig* ConfigData; + short ConfigDataCount; + short EllipsisCharCount; + ImWchar EllipsisChar; + ImWchar FallbackChar; + float EllipsisWidth; + float EllipsisCharStep; + bool DirtyLookupTables; + float Scale; + float Ascent, Descent; + int MetricsTotalSurface; + ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX +1)/4096/8]; +}; +typedef enum { + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, + ImGuiViewportFlags_OwnedByApp = 1 << 2, + ImGuiViewportFlags_NoDecoration = 1 << 3, + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, + ImGuiViewportFlags_NoInputs = 1 << 7, + ImGuiViewportFlags_NoRendererClear = 1 << 8, + ImGuiViewportFlags_NoAutoMerge = 1 << 9, + ImGuiViewportFlags_TopMost = 1 << 10, + ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, + ImGuiViewportFlags_IsMinimized = 1 << 12, + ImGuiViewportFlags_IsFocused = 1 << 13, +}ImGuiViewportFlags_; +struct ImGuiViewport +{ + ImGuiID ID; + ImGuiViewportFlags Flags; + ImVec2 Pos; + ImVec2 Size; + ImVec2 WorkPos; + ImVec2 WorkSize; + float DpiScale; + ImGuiID ParentViewportId; + ImDrawData* DrawData; + void* RendererUserData; + void* PlatformUserData; + void* PlatformHandle; + void* PlatformHandleRaw; + bool PlatformWindowCreated; + bool PlatformRequestMove; + bool PlatformRequestResize; + bool PlatformRequestClose; +}; +typedef struct ImVector_ImGuiPlatformMonitor {int Size;int Capacity;ImGuiPlatformMonitor* Data;} ImVector_ImGuiPlatformMonitor; + +typedef struct ImVector_ImGuiViewportPtr {int Size;int Capacity;ImGuiViewport** Data;} ImVector_ImGuiViewportPtr; + +struct ImGuiPlatformIO +{ + const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); + void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text); + void* Platform_ClipboardUserData; + bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); + void* Platform_OpenInShellUserData; + void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* Platform_ImeUserData; + ImWchar Platform_LocaleDecimalPoint; + void* Renderer_RenderState; + void (*Platform_CreateWindow)(ImGuiViewport* vp); + void (*Platform_DestroyWindow)(ImGuiViewport* vp); + void (*Platform_ShowWindow)(ImGuiViewport* vp); + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); + void (*Platform_UpdateWindow)(ImGuiViewport* vp); + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); + ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); + void (*Renderer_CreateWindow)(ImGuiViewport* vp); + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); + ImVector_ImGuiPlatformMonitor Monitors; + ImVector_ImGuiViewportPtr Viewports; +}; +struct ImGuiPlatformMonitor +{ + ImVec2 MainPos, MainSize; + ImVec2 WorkPos, WorkSize; + float DpiScale; + void* PlatformHandle; +}; +struct ImGuiPlatformImeData +{ + bool WantVisible; + ImVec2 InputPos; + float InputLineHeight; +}; +struct ImBitVector; +struct ImRect; +struct ImDrawDataBuilder; +struct ImDrawListSharedData; +struct ImGuiBoxSelectState; +struct ImGuiColorMod; +struct ImGuiContext; +struct ImGuiContextHook; +struct ImGuiDataVarInfo; +struct ImGuiDataTypeInfo; +struct ImGuiDeactivatedItemData; +struct ImGuiDockContext; +struct ImGuiDockRequest; +struct ImGuiDockNode; +struct ImGuiDockNodeSettings; +struct ImGuiErrorRecoveryState; +struct ImGuiGroupData; +struct ImGuiInputTextState; +struct ImGuiInputTextDeactivateData; +struct ImGuiLastItemData; +struct ImGuiLocEntry; +struct ImGuiMenuColumns; +struct ImGuiMultiSelectState; +struct ImGuiMultiSelectTempData; +struct ImGuiNavItemData; +struct ImGuiMetricsConfig; +struct ImGuiNextWindowData; +struct ImGuiNextItemData; +struct ImGuiOldColumnData; +struct ImGuiOldColumns; +struct ImGuiPopupData; +struct ImGuiSettingsHandler; +struct ImGuiStyleMod; +struct ImGuiTabBar; +struct ImGuiTabItem; +struct ImGuiTable; +struct ImGuiTableHeaderData; +struct ImGuiTableColumn; +struct ImGuiTableInstanceData; +struct ImGuiTableTempData; +struct ImGuiTableSettings; +struct ImGuiTableColumnsSettings; +struct ImGuiTreeNodeStackData; +struct ImGuiTypingSelectState; +struct ImGuiTypingSelectRequest; +struct ImGuiWindow; +struct ImGuiWindowDockStyle; +struct ImGuiWindowTempData; +struct ImGuiWindowSettings; +typedef int ImGuiDataAuthority; +typedef int ImGuiLayoutType; +typedef int ImGuiActivateFlags; +typedef int ImGuiDebugLogFlags; +typedef int ImGuiFocusRequestFlags; +typedef int ImGuiItemStatusFlags; +typedef int ImGuiOldColumnFlags; +typedef int ImGuiLogFlags; +typedef int ImGuiNavRenderCursorFlags; +typedef int ImGuiNavMoveFlags; +typedef int ImGuiNextItemDataFlags; +typedef int ImGuiNextWindowDataFlags; +typedef int ImGuiScrollFlags; +typedef int ImGuiSeparatorFlags; +typedef int ImGuiTextFlags; +typedef int ImGuiTooltipFlags; +typedef int ImGuiTypingSelectFlags; +typedef int ImGuiWindowRefreshFlags; +extern ImGuiContext* GImGui; +typedef FILE* ImFileHandle; +typedef struct ImVec1 ImVec1; +struct ImVec1 +{ + float x; +}; +typedef struct ImVec2ih ImVec2ih; +struct ImVec2ih +{ + short x, y; +}; +struct ImRect +{ + ImVec2 Min; + ImVec2 Max; +}; +typedef ImU32* ImBitArrayPtr; +struct ImBitVector +{ + ImVector_ImU32 Storage; +}; +typedef int ImPoolIdx; +typedef struct ImGuiTextIndex ImGuiTextIndex; +typedef struct ImVector_int {int Size;int Capacity;int* Data;} ImVector_int; + +struct ImGuiTextIndex +{ + ImVector_int LineOffsets; + int EndOffset; +}; +struct ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; + const ImVec4* TexUvLines; + ImFont* Font; + float FontSize; + float FontScale; + float CurveTessellationTol; + float CircleSegmentMaxError; + ImVec4 ClipRectFullscreen; + ImDrawListFlags InitialFlags; + ImVector_ImVec2 TempBuffer; + ImVec2 ArcFastVtx[48]; + float ArcFastRadiusCutoff; + ImU8 CircleSegmentCounts[64]; +}; +struct ImDrawDataBuilder +{ + ImVector_ImDrawListPtr* Layers[2]; + ImVector_ImDrawListPtr LayerData1; +}; +struct ImGuiDataVarInfo +{ + ImGuiDataType Type; + ImU32 Count; + ImU32 Offset; +}; +typedef struct ImGuiDataTypeStorage ImGuiDataTypeStorage; +struct ImGuiDataTypeStorage +{ + ImU8 Data[8]; +}; +struct ImGuiDataTypeInfo +{ + size_t Size; + const char* Name; + const char* PrintFmt; + const char* ScanFmt; +}; +typedef enum { + ImGuiDataType_Pointer = ImGuiDataType_COUNT + 1, + ImGuiDataType_ID, +}ImGuiDataTypePrivate_; +typedef enum { + ImGuiItemFlags_Disabled = 1 << 10, + ImGuiItemFlags_ReadOnly = 1 << 11, + ImGuiItemFlags_MixedValue = 1 << 12, + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, + ImGuiItemFlags_AllowOverlap = 1 << 14, + ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, + ImGuiItemFlags_NoMarkEdited = 1 << 16, + ImGuiItemFlags_Inputable = 1 << 20, + ImGuiItemFlags_HasSelectionUserData = 1 << 21, + ImGuiItemFlags_IsMultiSelect = 1 << 22, + ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups, +}ImGuiItemFlagsPrivate_; +typedef enum { + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, + ImGuiItemStatusFlags_Edited = 1 << 2, + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, + ImGuiItemStatusFlags_Deactivated = 1 << 6, + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, + ImGuiItemStatusFlags_Visible = 1 << 8, + ImGuiItemStatusFlags_HasClipRect = 1 << 9, + ImGuiItemStatusFlags_HasShortcut = 1 << 10, +}ImGuiItemStatusFlags_; +typedef enum { + ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay, + ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, + ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_, +}ImGuiHoveredFlagsPrivate_; +typedef enum { + ImGuiInputTextFlags_Multiline = 1 << 26, + ImGuiInputTextFlags_MergedItem = 1 << 27, + ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, +}ImGuiInputTextFlagsPrivate_; +typedef enum { + ImGuiButtonFlags_PressedOnClick = 1 << 4, + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, + ImGuiButtonFlags_PressedOnRelease = 1 << 7, + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, + ImGuiButtonFlags_FlattenChildren = 1 << 11, + ImGuiButtonFlags_AllowOverlap = 1 << 12, + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, + ImGuiButtonFlags_NoKeyModsAllowed = 1 << 16, + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, + ImGuiButtonFlags_NoNavFocus = 1 << 18, + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, +}ImGuiButtonFlagsPrivate_; +typedef enum { + ImGuiComboFlags_CustomPreview = 1 << 20, +}ImGuiComboFlagsPrivate_; +typedef enum { + ImGuiSliderFlags_Vertical = 1 << 20, + ImGuiSliderFlags_ReadOnly = 1 << 21, +}ImGuiSliderFlagsPrivate_; +typedef enum { + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, + ImGuiSelectableFlags_SelectOnClick = 1 << 22, + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, +}ImGuiSelectableFlagsPrivate_; +typedef enum { + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28, + ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29, + ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow, +}ImGuiTreeNodeFlagsPrivate_; +typedef enum { + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, +}ImGuiSeparatorFlags_; +typedef enum { + ImGuiFocusRequestFlags_None = 0, + ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, + ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, +}ImGuiFocusRequestFlags_; +typedef enum { + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, +}ImGuiTextFlags_; +typedef enum { + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePrevious = 1 << 1, +}ImGuiTooltipFlags_; +typedef enum { + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}ImGuiLayoutType_; +typedef enum { + ImGuiLogFlags_None = 0, + ImGuiLogFlags_OutputTTY = 1 << 0, + ImGuiLogFlags_OutputFile = 1 << 1, + ImGuiLogFlags_OutputBuffer = 1 << 2, + ImGuiLogFlags_OutputClipboard = 1 << 3, + ImGuiLogFlags_OutputMask_ = ImGuiLogFlags_OutputTTY | ImGuiLogFlags_OutputFile | ImGuiLogFlags_OutputBuffer | ImGuiLogFlags_OutputClipboard, +}ImGuiLogFlags_; +typedef enum { + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}ImGuiAxis; +typedef enum { + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram, +}ImGuiPlotType; +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; +}; +typedef struct ImGuiComboPreviewData ImGuiComboPreviewData; +struct ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; +}; +struct ImGuiGroupData +{ + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupDeactivatedIdIsAlive; + bool BackupHoveredIdIsAlive; + bool BackupIsSameLine; + bool EmitItem; +}; +struct ImGuiMenuColumns +{ + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; + ImU16 OffsetLabel; + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; +}; +typedef struct ImGuiInputTextDeactivatedState ImGuiInputTextDeactivatedState; +struct ImGuiInputTextDeactivatedState +{ + ImGuiID ID; + ImVector_char TextA; +}; struct STB_TexteditState; +typedef STB_TexteditState ImStbTexteditState; +struct ImGuiInputTextState +{ + ImGuiContext* Ctx; + ImStbTexteditState* Stb; + ImGuiInputTextFlags Flags; + ImGuiID ID; + int TextLen; + const char* TextSrc; + ImVector_char TextA; + ImVector_char TextToRevertTo; + ImVector_char CallbackTextBackup; + int BufCapacity; + ImVec2 Scroll; + float CursorAnim; + bool CursorFollow; + bool SelectedAllMouseLock; + bool Edited; + bool WantReloadUserBuf; + int ReloadSelectionStart; + int ReloadSelectionEnd; +}; +typedef enum { + ImGuiWindowRefreshFlags_None = 0, + ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, + ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, + ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, +}ImGuiWindowRefreshFlags_; +typedef enum { + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 9, + ImGuiNextWindowDataFlags_HasViewport = 1 << 10, + ImGuiNextWindowDataFlags_HasDock = 1 << 11, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 12, +}ImGuiNextWindowDataFlags_; +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + ImGuiChildFlags ChildFlags; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; + ImGuiWindowRefreshFlags RefreshFlagsVal; +}; +typedef enum { + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, + ImGuiNextItemDataFlags_HasRefVal = 1 << 3, + ImGuiNextItemDataFlags_HasStorageID = 1 << 4, +}ImGuiNextItemDataFlags_; +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags HasFlags; + ImGuiItemFlags ItemFlags; + ImGuiID FocusScopeId; + ImGuiSelectionUserData SelectionUserData; + float Width; + ImGuiKeyChord Shortcut; + ImGuiInputFlags ShortcutFlags; + bool OpenVal; + ImU8 OpenCond; + ImGuiDataTypeStorage RefVal; + ImGuiID StorageId; +}; +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags ItemFlags; + ImGuiItemStatusFlags StatusFlags; + ImRect Rect; + ImRect NavRect; + ImRect DisplayRect; + ImRect ClipRect; + ImGuiKeyChord Shortcut; +}; +struct ImGuiTreeNodeStackData +{ + ImGuiID ID; + ImGuiTreeNodeFlags TreeFlags; + ImGuiItemFlags ItemFlags; + ImRect NavRect; +}; +struct ImGuiErrorRecoveryState +{ + short SizeOfWindowStack; + short SizeOfIDStack; + short SizeOfTreeStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; +}; +typedef struct ImGuiWindowStackData ImGuiWindowStackData; +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiErrorRecoveryState StackSizesInBegin; + bool DisabledOverrideReenable; +}; +typedef struct ImGuiShrinkWidthItem ImGuiShrinkWidthItem; +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; + float InitialWidth; +}; +typedef struct ImGuiPtrOrIndex ImGuiPtrOrIndex; +struct ImGuiPtrOrIndex +{ + void* Ptr; + int Index; +}; +struct ImGuiDeactivatedItemData +{ + ImGuiID ID; + int ElapseFrame; + bool HasBeenEditedBefore; + bool IsAlive; +}; +typedef enum { + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}ImGuiPopupPositionPolicy; +struct ImGuiPopupData +{ + ImGuiID PopupId; + ImGuiWindow* Window; + ImGuiWindow* RestoreNavWindow; + int ParentNavLayer; + int OpenFrameCount; + ImGuiID OpenParentId; + ImVec2 OpenPopupPos; + ImVec2 OpenMousePos; +}; +typedef struct ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN {ImU32 Storage[(ImGuiKey_NamedKey_COUNT+31)>>5];} ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN; + +typedef ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN ImBitArrayForNamedKeys; +typedef enum { + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}ImGuiInputEventType; +typedef enum { + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_COUNT +}ImGuiInputSource; +typedef struct ImGuiInputEventMousePos ImGuiInputEventMousePos; +struct ImGuiInputEventMousePos +{ float PosX, PosY; ImGuiMouseSource MouseSource; +}; +typedef struct ImGuiInputEventMouseWheel ImGuiInputEventMouseWheel; +struct ImGuiInputEventMouseWheel +{ float WheelX, WheelY; ImGuiMouseSource MouseSource; +}; +typedef struct ImGuiInputEventMouseButton ImGuiInputEventMouseButton; +struct ImGuiInputEventMouseButton +{ int Button; bool Down; ImGuiMouseSource MouseSource; +}; +typedef struct ImGuiInputEventMouseViewport ImGuiInputEventMouseViewport; +struct ImGuiInputEventMouseViewport +{ ImGuiID HoveredViewportID; +}; +typedef struct ImGuiInputEventKey ImGuiInputEventKey; +struct ImGuiInputEventKey +{ ImGuiKey Key; bool Down; float AnalogValue; +}; +typedef struct ImGuiInputEventText ImGuiInputEventText; +struct ImGuiInputEventText +{ unsigned int Char; +}; +typedef struct ImGuiInputEventAppFocused ImGuiInputEventAppFocused; +struct ImGuiInputEventAppFocused +{ bool Focused; +}; +typedef struct ImGuiInputEvent ImGuiInputEvent; +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + ImU32 EventId; + union + { + ImGuiInputEventMousePos MousePos; + ImGuiInputEventMouseWheel MouseWheel; + ImGuiInputEventMouseButton MouseButton; + ImGuiInputEventMouseViewport MouseViewport; + ImGuiInputEventKey Key; + ImGuiInputEventText Text; + ImGuiInputEventAppFocused AppFocused; + }; + bool AddedByTestEngine; +}; +typedef ImS16 ImGuiKeyRoutingIndex; +typedef struct ImGuiKeyRoutingData ImGuiKeyRoutingData; +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; + ImU8 RoutingCurrScore; + ImU8 RoutingNextScore; + ImGuiID RoutingCurr; + ImGuiID RoutingNext; +}; +typedef struct ImGuiKeyRoutingTable ImGuiKeyRoutingTable; +typedef struct ImVector_ImGuiKeyRoutingData {int Size;int Capacity;ImGuiKeyRoutingData* Data;} ImVector_ImGuiKeyRoutingData; + +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; + ImVector_ImGuiKeyRoutingData Entries; + ImVector_ImGuiKeyRoutingData EntriesNext; +}; +typedef struct ImGuiKeyOwnerData ImGuiKeyOwnerData; +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; + bool LockUntilRelease; +}; +typedef enum { + ImGuiInputFlags_RepeatRateDefault = 1 << 1, + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, + ImGuiInputFlags_RepeatUntilRelease = 1 << 4, + ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, + ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, + ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, + ImGuiInputFlags_LockThisFrame = 1 << 20, + ImGuiInputFlags_LockUntilRelease = 1 << 21, + ImGuiInputFlags_CondHovered = 1 << 22, + ImGuiInputFlags_CondActive = 1 << 23, + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, + ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways, + ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow, + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, + ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_, + ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, +}ImGuiInputFlagsPrivate_; +typedef struct ImGuiListClipperRange ImGuiListClipperRange; +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; + ImS8 PosToIndexOffsetMin; + ImS8 PosToIndexOffsetMax; +}; +typedef struct ImGuiListClipperData ImGuiListClipperData; +typedef struct ImVector_ImGuiListClipperRange {int Size;int Capacity;ImGuiListClipperRange* Data;} ImVector_ImGuiListClipperRange; + +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector_ImGuiListClipperRange Ranges; +}; +typedef enum { + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, + ImGuiActivateFlags_PreferTweak = 1 << 1, + ImGuiActivateFlags_TryToPreserveState = 1 << 2, + ImGuiActivateFlags_FromTabbing = 1 << 3, + ImGuiActivateFlags_FromShortcut = 1 << 4, +}ImGuiActivateFlags_; +typedef enum { + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, + ImGuiScrollFlags_NoScrollParent = 1 << 6, + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, +}ImGuiScrollFlags_; +typedef enum { + ImGuiNavRenderCursorFlags_None = 0, + ImGuiNavRenderCursorFlags_Compact = 1 << 1, + ImGuiNavRenderCursorFlags_AlwaysDraw = 1 << 2, + ImGuiNavRenderCursorFlags_NoRounding = 1 << 3, +}ImGuiNavRenderCursorFlags_; +typedef enum { + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, + ImGuiNavMoveFlags_WrapY = 1 << 3, + ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, + ImGuiNavMoveFlags_FocusApi = 1 << 9, + ImGuiNavMoveFlags_IsTabbing = 1 << 10, + ImGuiNavMoveFlags_IsPageMove = 1 << 11, + ImGuiNavMoveFlags_Activate = 1 << 12, + ImGuiNavMoveFlags_NoSelect = 1 << 13, + ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, + ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, +}ImGuiNavMoveFlags_; +typedef enum { + ImGuiNavLayer_Main = 0, + ImGuiNavLayer_Menu = 1, + ImGuiNavLayer_COUNT +}ImGuiNavLayer; +struct ImGuiNavItemData +{ + ImGuiWindow* Window; + ImGuiID ID; + ImGuiID FocusScopeId; + ImRect RectRel; + ImGuiItemFlags ItemFlags; + float DistBox; + float DistCenter; + float DistAxial; + ImGuiSelectionUserData SelectionUserData; +}; +typedef struct ImGuiFocusScopeData ImGuiFocusScopeData; +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; +}; +typedef enum { + ImGuiTypingSelectFlags_None = 0, + ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, + ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, +}ImGuiTypingSelectFlags_; +struct ImGuiTypingSelectRequest +{ + ImGuiTypingSelectFlags Flags; + int SearchBufferLen; + const char* SearchBuffer; + bool SelectRequest; + bool SingleCharMode; + ImS8 SingleCharSize; +}; +struct ImGuiTypingSelectState +{ + ImGuiTypingSelectRequest Request; + char SearchBuffer[64]; + ImGuiID FocusScope; + int LastRequestFrame; + float LastRequestTime; + bool SingleCharModeLock; +}; +typedef enum { + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, + ImGuiOldColumnFlags_NoResize = 1 << 1, + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, +}ImGuiOldColumnFlags_; +struct ImGuiOldColumnData +{ + float OffsetNorm; + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; + ImRect ClipRect; +}; +typedef struct ImVector_ImGuiOldColumnData {int Size;int Capacity;ImGuiOldColumnData* Data;} ImVector_ImGuiOldColumnData; + +struct ImGuiOldColumns +{ + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; + float LineMinY, LineMaxY; + float HostCursorPosY; + float HostCursorMaxPosX; + ImRect HostInitialClipRect; + ImRect HostBackupClipRect; + ImRect HostBackupParentWorkRect; + ImVector_ImGuiOldColumnData Columns; + ImDrawListSplitter Splitter; +}; +struct ImGuiBoxSelectState +{ + ImGuiID ID; + bool IsActive; + bool IsStarting; + bool IsStartedFromVoid; + bool IsStartedSetNavIdOnce; + bool RequestClear; + ImGuiKeyChord KeyMods : 16; + ImVec2 StartPosRel; + ImVec2 EndPosRel; + ImVec2 ScrollAccum; + ImGuiWindow* Window; + bool UnclipMode; + ImRect UnclipRect; + ImRect BoxSelectRectPrev; + ImRect BoxSelectRectCurr; +}; +struct ImGuiMultiSelectTempData +{ + ImGuiMultiSelectIO IO; + ImGuiMultiSelectState* Storage; + ImGuiID FocusScopeId; + ImGuiMultiSelectFlags Flags; + ImVec2 ScopeRectMin; + ImVec2 BackupCursorMaxPos; + ImGuiSelectionUserData LastSubmittedItem; + ImGuiID BoxSelectId; + ImGuiKeyChord KeyMods; + ImS8 LoopRequestSetAll; + bool IsEndIO; + bool IsFocused; + bool IsKeyboardSetRange; + bool NavIdPassedBy; + bool RangeSrcPassedBy; + bool RangeDstPassedBy; +}; +struct ImGuiMultiSelectState +{ + ImGuiWindow* Window; + ImGuiID ID; + int LastFrameActive; + int LastSelectionSize; + ImS8 RangeSelected; + ImS8 NavIdSelected; + ImGuiSelectionUserData RangeSrcItem; + ImGuiSelectionUserData NavIdItem; +}; +typedef enum { + ImGuiDockNodeFlags_DockSpace = 1 << 10, + ImGuiDockNodeFlags_CentralNode = 1 << 11, + ImGuiDockNodeFlags_NoTabBar = 1 << 12, + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, + ImGuiDockNodeFlags_NoResizeX = 1 << 16, + ImGuiDockNodeFlags_NoResizeY = 1 << 17, + ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, + ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther, + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, +}ImGuiDockNodeFlagsPrivate_; +typedef enum { + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window, +}ImGuiDataAuthority_; +typedef enum { + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible, +}ImGuiDockNodeState; +typedef struct ImVector_ImGuiWindowPtr {int Size;int Capacity;ImGuiWindow** Data;} ImVector_ImGuiWindowPtr; + +struct ImGuiDockNode +{ + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; + ImGuiDockNodeFlags LocalFlags; + ImGuiDockNodeFlags LocalFlagsInWindows; + ImGuiDockNodeFlags MergedFlags; + ImGuiDockNodeState State; + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; + ImVector_ImGuiWindowPtr Windows; + ImGuiTabBar* TabBar; + ImVec2 Pos; + ImVec2 Size; + ImVec2 SizeRef; + ImGuiAxis SplitAxis; + ImGuiWindowClass WindowClass; + ImU32 LastBgColor; + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; + ImGuiDockNode* CentralNode; + ImGuiDockNode* OnlyNodeWithWindows; + int CountNodeWithWindows; + int LastFrameAlive; + int LastFrameActive; + int LastFrameFocused; + ImGuiID LastFocusedNodeId; + ImGuiID SelectedTabId; + ImGuiID WantCloseTabId; + ImGuiID RefViewportId; + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; + bool IsFocused :1; + bool IsBgDrawnThisFrame :1; + bool HasCloseButton :1; + bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; + bool WantCloseAll :1; + bool WantLockSizeOnce :1; + bool WantMouseMove :1; + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; +}; +typedef enum { + ImGuiWindowDockStyleCol_Text, + ImGuiWindowDockStyleCol_TabHovered, + ImGuiWindowDockStyleCol_TabFocused, + ImGuiWindowDockStyleCol_TabSelected, + ImGuiWindowDockStyleCol_TabSelectedOverline, + ImGuiWindowDockStyleCol_TabDimmed, + ImGuiWindowDockStyleCol_TabDimmedSelected, + ImGuiWindowDockStyleCol_TabDimmedSelectedOverline, + ImGuiWindowDockStyleCol_COUNT +}ImGuiWindowDockStyleCol; +struct ImGuiWindowDockStyle +{ + ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; +}; +typedef struct ImVector_ImGuiDockRequest {int Size;int Capacity;ImGuiDockRequest* Data;} ImVector_ImGuiDockRequest; + +typedef struct ImVector_ImGuiDockNodeSettings {int Size;int Capacity;ImGuiDockNodeSettings* Data;} ImVector_ImGuiDockNodeSettings; + +struct ImGuiDockContext +{ + ImGuiStorage Nodes; + ImVector_ImGuiDockRequest Requests; + ImVector_ImGuiDockNodeSettings NodesSettings; + bool WantFullRebuild; +}; +typedef struct ImGuiViewportP ImGuiViewportP; +struct ImGuiViewportP +{ + ImGuiViewport _ImGuiViewport; + ImGuiWindow* Window; + int Idx; + int LastFrameActive; + int LastFocusedStampCount; + ImGuiID LastNameHash; + ImVec2 LastPos; + ImVec2 LastSize; + float Alpha; + float LastAlpha; + bool LastFocusedHadNavWindow; + short PlatformMonitor; + int BgFgDrawListsLastFrame[2]; + ImDrawList* BgFgDrawLists[2]; + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; + ImVec2 WorkInsetMin; + ImVec2 WorkInsetMax; + ImVec2 BuildWorkInsetMin; + ImVec2 BuildWorkInsetMax; +}; +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiID ClassId; + short DockOrder; + bool Collapsed; + bool IsChild; + bool WantApply; + bool WantDelete; +}; +struct ImGuiSettingsHandler +{ + const char* TypeName; + ImGuiID TypeHash; + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); + void* UserData; +}; +typedef enum { +ImGuiLocKey_VersionStr=0, +ImGuiLocKey_TableSizeOne=1, +ImGuiLocKey_TableSizeAllFit=2, +ImGuiLocKey_TableSizeAllDefault=3, +ImGuiLocKey_TableResetOrder=4, +ImGuiLocKey_WindowingMainMenuBar=5, +ImGuiLocKey_WindowingPopup=6, +ImGuiLocKey_WindowingUntitled=7, +ImGuiLocKey_OpenLink_s=8, +ImGuiLocKey_CopyLink=9, +ImGuiLocKey_DockingHideTabBar=10, +ImGuiLocKey_DockingHoldShiftToDock=11, +ImGuiLocKey_DockingDragToUndockOrMoveNode=12, +ImGuiLocKey_COUNT=13, +}ImGuiLocKey; +struct ImGuiLocEntry +{ + ImGuiLocKey Key; + const char* Text; +}; +typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const char* msg); +typedef enum { + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventError = 1 << 0, + ImGuiDebugLogFlags_EventActiveId = 1 << 1, + ImGuiDebugLogFlags_EventFocus = 1 << 2, + ImGuiDebugLogFlags_EventPopup = 1 << 3, + ImGuiDebugLogFlags_EventNav = 1 << 4, + ImGuiDebugLogFlags_EventClipper = 1 << 5, + ImGuiDebugLogFlags_EventSelection = 1 << 6, + ImGuiDebugLogFlags_EventIO = 1 << 7, + ImGuiDebugLogFlags_EventFont = 1 << 8, + ImGuiDebugLogFlags_EventInputRouting = 1 << 9, + ImGuiDebugLogFlags_EventDocking = 1 << 10, + ImGuiDebugLogFlags_EventViewport = 1 << 11, + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, + ImGuiDebugLogFlags_OutputToTTY = 1 << 20, + ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, +}ImGuiDebugLogFlags_; +typedef struct ImGuiDebugAllocEntry ImGuiDebugAllocEntry; +struct ImGuiDebugAllocEntry +{ + int FrameCount; + ImS16 AllocCount; + ImS16 FreeCount; +}; +typedef struct ImGuiDebugAllocInfo ImGuiDebugAllocInfo; +struct ImGuiDebugAllocInfo +{ + int TotalAllocCount; + int TotalFreeCount; + ImS16 LastEntriesIdx; + ImGuiDebugAllocEntry LastEntriesBuf[6]; +}; +struct ImGuiMetricsConfig +{ + bool ShowDebugLog; + bool ShowIDStackTool; + bool ShowWindowsRects; + bool ShowWindowsBeginOrder; + bool ShowTablesRects; + bool ShowDrawCmdMesh; + bool ShowDrawCmdBoundingBoxes; + bool ShowTextEncodingViewer; + bool ShowAtlasTintedWithTextColor; + bool ShowDockingNodes; + int ShowWindowsRectsType; + int ShowTablesRectsType; + int HighlightMonitorIdx; + ImGuiID HighlightViewportID; +}; +typedef struct ImGuiStackLevelInfo ImGuiStackLevelInfo; +struct ImGuiStackLevelInfo +{ + ImGuiID ID; + ImS8 QueryFrameCount; + bool QuerySuccess; + ImGuiDataType DataType : 8; + char Desc[57]; +}; +typedef struct ImGuiIDStackTool ImGuiIDStackTool; +typedef struct ImVector_ImGuiStackLevelInfo {int Size;int Capacity;ImGuiStackLevelInfo* Data;} ImVector_ImGuiStackLevelInfo; + +struct ImGuiIDStackTool +{ + int LastActiveFrame; + int StackLevel; + ImGuiID QueryId; + ImVector_ImGuiStackLevelInfo Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; +}; +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +typedef enum { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }ImGuiContextHookType; +struct ImGuiContextHook +{ + ImGuiID HookId; + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; +}; +typedef struct ImVector_ImGuiInputEvent {int Size;int Capacity;ImGuiInputEvent* Data;} ImVector_ImGuiInputEvent; + +typedef struct ImVector_ImGuiWindowStackData {int Size;int Capacity;ImGuiWindowStackData* Data;} ImVector_ImGuiWindowStackData; + +typedef struct ImVector_ImGuiColorMod {int Size;int Capacity;ImGuiColorMod* Data;} ImVector_ImGuiColorMod; + +typedef struct ImVector_ImGuiStyleMod {int Size;int Capacity;ImGuiStyleMod* Data;} ImVector_ImGuiStyleMod; + +typedef struct ImVector_ImGuiFocusScopeData {int Size;int Capacity;ImGuiFocusScopeData* Data;} ImVector_ImGuiFocusScopeData; + +typedef struct ImVector_ImGuiItemFlags {int Size;int Capacity;ImGuiItemFlags* Data;} ImVector_ImGuiItemFlags; + +typedef struct ImVector_ImGuiGroupData {int Size;int Capacity;ImGuiGroupData* Data;} ImVector_ImGuiGroupData; + +typedef struct ImVector_ImGuiPopupData {int Size;int Capacity;ImGuiPopupData* Data;} ImVector_ImGuiPopupData; + +typedef struct ImVector_ImGuiTreeNodeStackData {int Size;int Capacity;ImGuiTreeNodeStackData* Data;} ImVector_ImGuiTreeNodeStackData; + +typedef struct ImVector_ImGuiViewportPPtr {int Size;int Capacity;ImGuiViewportP** Data;} ImVector_ImGuiViewportPPtr; + +typedef struct ImVector_unsigned_char {int Size;int Capacity;unsigned char* Data;} ImVector_unsigned_char; + +typedef struct ImVector_ImGuiListClipperData {int Size;int Capacity;ImGuiListClipperData* Data;} ImVector_ImGuiListClipperData; + +typedef struct ImVector_ImGuiTableTempData {int Size;int Capacity;ImGuiTableTempData* Data;} ImVector_ImGuiTableTempData; + +typedef struct ImVector_ImGuiTable {int Size;int Capacity;ImGuiTable* Data;} ImVector_ImGuiTable; + +typedef struct ImPool_ImGuiTable {ImVector_ImGuiTable Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiTable; + +typedef struct ImVector_ImGuiTabBar {int Size;int Capacity;ImGuiTabBar* Data;} ImVector_ImGuiTabBar; + +typedef struct ImPool_ImGuiTabBar {ImVector_ImGuiTabBar Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiTabBar; + +typedef struct ImVector_ImGuiPtrOrIndex {int Size;int Capacity;ImGuiPtrOrIndex* Data;} ImVector_ImGuiPtrOrIndex; + +typedef struct ImVector_ImGuiShrinkWidthItem {int Size;int Capacity;ImGuiShrinkWidthItem* Data;} ImVector_ImGuiShrinkWidthItem; + +typedef struct ImVector_ImGuiMultiSelectTempData {int Size;int Capacity;ImGuiMultiSelectTempData* Data;} ImVector_ImGuiMultiSelectTempData; + +typedef struct ImVector_ImGuiMultiSelectState {int Size;int Capacity;ImGuiMultiSelectState* Data;} ImVector_ImGuiMultiSelectState; + +typedef struct ImPool_ImGuiMultiSelectState {ImVector_ImGuiMultiSelectState Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiMultiSelectState; + +typedef struct ImVector_ImGuiID {int Size;int Capacity;ImGuiID* Data;} ImVector_ImGuiID; + +typedef struct ImVector_ImGuiSettingsHandler {int Size;int Capacity;ImGuiSettingsHandler* Data;} ImVector_ImGuiSettingsHandler; + +typedef struct ImChunkStream_ImGuiWindowSettings {ImVector_char Buf;} ImChunkStream_ImGuiWindowSettings; + +typedef struct ImChunkStream_ImGuiTableSettings {ImVector_char Buf;} ImChunkStream_ImGuiTableSettings; + +typedef struct ImVector_ImGuiContextHook {int Size;int Capacity;ImGuiContextHook* Data;} ImVector_ImGuiContextHook; + +struct ImGuiContext +{ + bool Initialized; + bool FontAtlasOwnedByContext; + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; + ImGuiConfigFlags ConfigFlagsLastFrame; + ImFont* Font; + float FontSize; + float FontBaseSize; + float FontScale; + float CurrentDpiScale; + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + ImGuiID WithinEndChildID; + bool WithinFrameScope; + bool WithinFrameScopeWithImplicitWindow; + bool GcCompactAll; + bool TestEngineHookItems; + void* TestEngine; + char ContextName[16]; + ImVector_ImGuiInputEvent InputEventsQueue; + ImVector_ImGuiInputEvent InputEventsTrail; + ImGuiMouseSource InputEventsNextMouseSource; + ImU32 InputEventsNextEventId; + ImVector_ImGuiWindowPtr Windows; + ImVector_ImGuiWindowPtr WindowsFocusOrder; + ImVector_ImGuiWindowPtr WindowsTempSortBuffer; + ImVector_ImGuiWindowStackData CurrentWindowStack; + ImGuiStorage WindowsById; + int WindowsActiveCount; + ImVec2 WindowsHoverPadding; + ImGuiID DebugBreakInWindow; + ImGuiWindow* CurrentWindow; + ImGuiWindow* HoveredWindow; + ImGuiWindow* HoveredWindowUnderMovingWindow; + ImGuiWindow* HoveredWindowBeforeClear; + ImGuiWindow* MovingWindow; + ImGuiWindow* WheelingWindow; + ImVec2 WheelingWindowRefMousePos; + int WheelingWindowStartFrame; + int WheelingWindowScrolledFrame; + float WheelingWindowReleaseTimer; + ImVec2 WheelingWindowWheelRemainder; + ImVec2 WheelingAxisAvg; + ImGuiID DebugDrawIdConflicts; + ImGuiID DebugHookIdInfo; + ImGuiID HoveredId; + ImGuiID HoveredIdPreviousFrame; + int HoveredIdPreviousFrameItemCount; + float HoveredIdTimer; + float HoveredIdNotActiveTimer; + bool HoveredIdAllowOverlap; + bool HoveredIdIsDisabled; + bool ItemUnclipByLog; + ImGuiID ActiveId; + ImGuiID ActiveIdIsAlive; + float ActiveIdTimer; + bool ActiveIdIsJustActivated; + bool ActiveIdAllowOverlap; + bool ActiveIdNoClearOnFocusLoss; + bool ActiveIdHasBeenPressedBefore; + bool ActiveIdHasBeenEditedBefore; + bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdFromShortcut; + int ActiveIdMouseButton : 8; + ImVec2 ActiveIdClickOffset; + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; + ImGuiID ActiveIdPreviousFrame; + ImGuiDeactivatedItemData DeactivatedItemData; + ImGuiDataTypeStorage ActiveIdValueOnActivation; + ImGuiID LastActiveId; + float LastActiveIdTimer; + double LastKeyModsChangeTime; + double LastKeyModsChangeFromNoneTime; + double LastKeyboardKeyPressTime; + ImBitArrayForNamedKeys KeysMayBeCharInput; + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; + ImU32 ActiveIdUsingNavDirMask; + bool ActiveIdUsingAllKeyboardKeys; + ImGuiKeyChord DebugBreakInShortcutRouting; + ImGuiID CurrentFocusScopeId; + ImGuiItemFlags CurrentItemFlags; + ImGuiID DebugLocateId; + ImGuiNextItemData NextItemData; + ImGuiLastItemData LastItemData; + ImGuiNextWindowData NextWindowData; + bool DebugShowGroupRects; + ImGuiCol DebugFlashStyleColorIdx; + ImVector_ImGuiColorMod ColorStack; + ImVector_ImGuiStyleMod StyleVarStack; + ImVector_ImFontPtr FontStack; + ImVector_ImGuiFocusScopeData FocusScopeStack; + ImVector_ImGuiItemFlags ItemFlagsStack; + ImVector_ImGuiGroupData GroupStack; + ImVector_ImGuiPopupData OpenPopupStack; + ImVector_ImGuiPopupData BeginPopupStack; + ImVector_ImGuiTreeNodeStackData TreeNodeStack; + ImVector_ImGuiViewportPPtr Viewports; + ImGuiViewportP* CurrentViewport; + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; + ImRect PlatformMonitorsFullWorkRect; + int ViewportCreatedCount; + int PlatformWindowsCreatedCount; + int ViewportFocusedStampCount; + bool NavCursorVisible; + bool NavHighlightItemUnderNav; + bool NavMousePosDirty; + bool NavIdIsAlive; + ImGuiID NavId; + ImGuiWindow* NavWindow; + ImGuiID NavFocusScopeId; + ImGuiNavLayer NavLayer; + ImGuiID NavActivateId; + ImGuiID NavActivateDownId; + ImGuiID NavActivatePressedId; + ImGuiActivateFlags NavActivateFlags; + ImVector_ImGuiFocusScopeData NavFocusRoute; + ImGuiID NavHighlightActivatedId; + float NavHighlightActivatedTimer; + ImGuiID NavNextActivateId; + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; + ImGuiSelectionUserData NavLastValidSelectionUserData; + ImS8 NavCursorHideFrames; + bool NavAnyRequest; + bool NavInitRequest; + bool NavInitRequestFromMove; + ImGuiNavItemData NavInitResult; + bool NavMoveSubmitted; + bool NavMoveScoringItems; + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyChord NavMoveKeyMods; + ImGuiDir NavMoveDir; + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; + ImRect NavScoringRect; + ImRect NavScoringNoClipRect; + int NavScoringDebugCount; + int NavTabbingDir; + int NavTabbingCounter; + ImGuiNavItemData NavMoveResultLocal; + ImGuiNavItemData NavMoveResultLocalVisible; + ImGuiNavItemData NavMoveResultOther; + ImGuiNavItemData NavTabbingResultFirst; + ImGuiID NavJustMovedFromFocusScopeId; + ImGuiID NavJustMovedToId; + ImGuiID NavJustMovedToFocusScopeId; + ImGuiKeyChord NavJustMovedToKeyMods; + bool NavJustMovedToIsTabbing; + bool NavJustMovedToHasSelectionData; + ImGuiKeyChord ConfigNavWindowingKeyNext; + ImGuiKeyChord ConfigNavWindowingKeyPrev; + ImGuiWindow* NavWindowingTarget; + ImGuiWindow* NavWindowingTargetAnim; + ImGuiWindow* NavWindowingListWindow; + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + ImGuiKey NavWindowingToggleKey; + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; + float DimBgRatio; + bool DragDropActive; + bool DragDropWithinSource; + bool DragDropWithinTarget; + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; + ImRect DragDropTargetClipRect; + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; + ImGuiID DragDropAcceptIdCurr; + ImGuiID DragDropAcceptIdPrev; + int DragDropAcceptFrameCount; + ImGuiID DragDropHoldJustPressedId; + ImVector_unsigned_char DragDropPayloadBufHeap; + unsigned char DragDropPayloadBufLocal[16]; + int ClipperTempDataStacked; + ImVector_ImGuiListClipperData ClipperTempData; + ImGuiTable* CurrentTable; + ImGuiID DebugBreakInTable; + int TablesTempDataStacked; + ImVector_ImGuiTableTempData TablesTempData; + ImPool_ImGuiTable Tables; + ImVector_float TablesLastTimeActive; + ImVector_ImDrawChannel DrawChannelsTempMergeBuffer; + ImGuiTabBar* CurrentTabBar; + ImPool_ImGuiTabBar TabBars; + ImVector_ImGuiPtrOrIndex CurrentTabBarStack; + ImVector_ImGuiShrinkWidthItem ShrinkWidthBuffer; + ImGuiBoxSelectState BoxSelectState; + ImGuiMultiSelectTempData* CurrentMultiSelect; + int MultiSelectTempDataStacked; + ImVector_ImGuiMultiSelectTempData MultiSelectTempData; + ImPool_ImGuiMultiSelectState MultiSelectStorage; + ImGuiID HoverItemDelayId; + ImGuiID HoverItemDelayIdPreviousFrame; + float HoverItemDelayTimer; + float HoverItemDelayClearTimer; + ImGuiID HoverItemUnlockedStationaryId; + ImGuiID HoverWindowUnlockedStationaryId; + ImGuiMouseCursor MouseCursor; + float MouseStationaryTimer; + ImVec2 MouseLastValidPos; + ImGuiInputTextState InputTextState; + ImGuiInputTextDeactivatedState InputTextDeactivatedState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; + ImGuiDataTypeStorage DataTypeZeroValue; + int BeginMenuDepth; + int BeginComboDepth; + ImGuiColorEditFlags ColorEditOptions; + ImGuiID ColorEditCurrentID; + ImGuiID ColorEditSavedID; + float ColorEditSavedHue; + float ColorEditSavedSat; + ImU32 ColorEditSavedColor; + ImVec4 ColorPickerRef; + ImGuiComboPreviewData ComboPreviewData; + ImRect WindowResizeBorderExpectedRect; + bool WindowResizeRelativeMode; + short ScrollbarSeekMode; + float ScrollbarClickDeltaToGrabCenter; + float SliderGrabClickOffset; + float SliderCurrentAccum; + bool SliderCurrentAccumDirty; + bool DragCurrentAccumDirty; + float DragCurrentAccum; + float DragSpeedDefaultRatio; + float DisabledAlphaBackup; + short DisabledStackSize; + short TooltipOverrideCount; + ImGuiWindow* TooltipPreviousWindow; + ImVector_char ClipboardHandlerData; + ImVector_ImGuiID MenusIdSubmittedThisFrame; + ImGuiTypingSelectState TypingSelectState; + ImGuiPlatformImeData PlatformImeData; + ImGuiPlatformImeData PlatformImeDataPrev; + ImGuiID PlatformImeViewport; + ImGuiDockContext DockContext; + void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + bool SettingsLoaded; + float SettingsDirtyTimer; + ImGuiTextBuffer SettingsIniData; + ImVector_ImGuiSettingsHandler SettingsHandlers; + ImChunkStream_ImGuiWindowSettings SettingsWindows; + ImChunkStream_ImGuiTableSettings SettingsTables; + ImVector_ImGuiContextHook Hooks; + ImGuiID HookIdNext; + const char* LocalizationTable[ImGuiLocKey_COUNT]; + bool LogEnabled; + ImGuiLogFlags LogFlags; + ImGuiWindow* LogWindow; + ImFileHandle LogFile; + ImGuiTextBuffer LogBuffer; + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; + ImGuiErrorCallback ErrorCallback; + void* ErrorCallbackUserData; + ImVec2 ErrorTooltipLockedPos; + bool ErrorFirst; + int ErrorCountCurrentFrame; + ImGuiErrorRecoveryState StackSizesInNewFrame; + ImGuiErrorRecoveryState*StackSizesInBeginForCurrentWindow; + int DebugDrawIdConflictsCount; + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + ImGuiTextIndex DebugLogIndex; + int DebugLogSkippedErrors; + ImGuiDebugLogFlags DebugLogAutoDisableFlags; + ImU8 DebugLogAutoDisableFrames; + ImU8 DebugLocateFrames; + bool DebugBreakInLocateId; + ImGuiKeyChord DebugBreakKeyChord; + ImS8 DebugBeginReturnValueCullDepth; + bool DebugItemPickerActive; + ImU8 DebugItemPickerMouseButton; + ImGuiID DebugItemPickerBreakId; + float DebugFlashStyleColorTime; + ImVec4 DebugFlashStyleColorBackup; + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiIDStackTool DebugIDStackTool; + ImGuiDebugAllocInfo DebugAllocInfo; + ImGuiDockNode* DebugHoveredDockNode; + float FramerateSecPerFrame[60]; + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; + int WantCaptureKeyboardNextFrame; + int WantTextInputNextFrame; + ImVector_char TempBuffer; + char TempKeychordName[64]; +}; +struct ImGuiWindowTempData +{ + ImVec2 CursorPos; + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; + ImVec2 CursorMaxPos; + ImVec2 IdealMaxPos; + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; + float PrevLineTextBaseOffset; + bool IsSameLine; + bool IsSetPos; + ImVec1 Indent; + ImVec1 ColumnsOffset; + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness; + ImGuiNavLayer NavLayerCurrent; + short NavLayersActiveMask; + short NavLayersActiveMaskNext; + bool NavIsScrollPushableX; + bool NavHideHighlightOneFrame; + bool NavWindowHasScrollY; + bool MenuBarAppending; + ImVec2 MenuBarOffset; + ImGuiMenuColumns MenuColumns; + int TreeDepth; + ImU32 TreeHasStackDataDepthMask; + ImVector_ImGuiWindowPtr ChildWindows; + ImGuiStorage* StateStorage; + ImGuiOldColumns* CurrentColumns; + int CurrentTableIdx; + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; + ImU32 ModalDimBgColor; + float ItemWidth; + float TextWrapPos; + ImVector_float ItemWidthStack; + ImVector_float TextWrapPosStack; +}; +typedef struct ImVector_ImGuiOldColumns {int Size;int Capacity;ImGuiOldColumns* Data;} ImVector_ImGuiOldColumns; + +struct ImGuiWindow +{ + ImGuiContext* Ctx; + char* Name; + ImGuiID ID; + ImGuiWindowFlags Flags, FlagsPreviousFrame; + ImGuiChildFlags ChildFlags; + ImGuiWindowClass WindowClass; + ImGuiViewportP* Viewport; + ImGuiID ViewportId; + ImVec2 ViewportPos; + int ViewportAllowPlatformMonitorExtend; + ImVec2 Pos; + ImVec2 Size; + ImVec2 SizeFull; + ImVec2 ContentSize; + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; + ImVec2 WindowPadding; + float WindowRounding; + float WindowBorderSize; + float TitleBarHeight, MenuBarHeight; + float DecoOuterSizeX1, DecoOuterSizeY1; + float DecoOuterSizeX2, DecoOuterSizeY2; + float DecoInnerSizeX1, DecoInnerSizeY1; + int NameBufLen; + ImGuiID MoveId; + ImGuiID TabId; + ImGuiID ChildId; + ImGuiID PopupId; + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; + ImVec2 ScrollTargetCenterRatio; + ImVec2 ScrollTargetEdgeSnapDist; + ImVec2 ScrollbarSizes; + bool ScrollbarX, ScrollbarY; + bool ViewportOwned; + bool Active; + bool WasActive; + bool WriteAccessed; + bool Collapsed; + bool WantCollapseToggle; + bool SkipItems; + bool SkipRefresh; + bool Appearing; + bool Hidden; + bool IsFallbackWindow; + bool IsExplicitChild; + bool HasCloseButton; + signed char ResizeBorderHovered; + signed char ResizeBorderHeld; + short BeginCount; + short BeginCountPreviousFrame; + short BeginOrderWithinParent; + short BeginOrderWithinContext; + short FocusOrder; + ImS8 AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; + ImS8 HiddenFramesCannotSkipItems; + ImS8 HiddenFramesForRenderOnly; + ImS8 DisableInputsFrames; + ImGuiCond SetWindowPosAllowFlags : 8; + ImGuiCond SetWindowSizeAllowFlags : 8; + ImGuiCond SetWindowCollapsedAllowFlags : 8; + ImGuiCond SetWindowDockAllowFlags : 8; + ImVec2 SetWindowPosVal; + ImVec2 SetWindowPosPivot; + ImVector_ImGuiID IDStack; + ImGuiWindowTempData DC; + ImRect OuterRectClipped; + ImRect InnerRect; + ImRect InnerClipRect; + ImRect WorkRect; + ImRect ParentWorkRect; + ImRect ClipRect; + ImRect ContentRegionRect; + ImVec2ih HitTestHoleSize; + ImVec2ih HitTestHoleOffset; + int LastFrameActive; + int LastFrameJustFocused; + float LastTimeActive; + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector_ImGuiOldColumns ColumnsStorage; + float FontWindowScale; + float FontDpiScale; + int SettingsOffset; + ImDrawList* DrawList; + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; + ImGuiWindow* RootWindowPopupTree; + ImGuiWindow* RootWindowDockTree; + ImGuiWindow* RootWindowForTitleBarHighlight; + ImGuiWindow* RootWindowForNav; + ImGuiWindow* ParentWindowForFocusRoute; + ImGuiWindow* NavLastChildNavWindow; + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; + ImRect NavRectRel[ImGuiNavLayer_COUNT]; + ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; + ImGuiID NavRootFocusScopeId; + int MemoryDrawListIdxCapacity; + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; + bool DockIsActive :1; + bool DockNodeIsVisible :1; + bool DockTabIsVisible :1; + bool DockTabWantClose :1; + short DockOrder; + ImGuiWindowDockStyle DockStyle; + ImGuiDockNode* DockNode; + ImGuiDockNode* DockNodeAsHost; + ImGuiID DockId; + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; +}; +typedef enum { + ImGuiTabBarFlags_DockNode = 1 << 20, + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22, +}ImGuiTabBarFlagsPrivate_; +typedef enum { + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, + ImGuiTabItemFlags_Button = 1 << 21, + ImGuiTabItemFlags_Unsorted = 1 << 22, +}ImGuiTabItemFlagsPrivate_; +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + ImGuiWindow* Window; + int LastFrameVisible; + int LastFrameSelected; + float Offset; + float Width; + float ContentWidth; + float RequestedWidth; + ImS32 NameOffset; + ImS16 BeginOrder; + ImS16 IndexDuringLayout; + bool WantClose; +}; +typedef struct ImVector_ImGuiTabItem {int Size;int Capacity;ImGuiTabItem* Data;} ImVector_ImGuiTabItem; + +struct ImGuiTabBar +{ + ImGuiWindow* Window; + ImVector_ImGuiTabItem Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; + ImGuiID SelectedTabId; + ImGuiID NextSelectedTabId; + ImGuiID VisibleTabId; + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; + float WidthAllTabs; + float WidthAllTabsIdeal; + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + float SeparatorMinX; + float SeparatorMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; + ImS16 TabsActiveCount; + ImS16 LastTabItemIdx; + float ItemSpacingY; + ImVec2 FramePadding; + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; +}; +typedef ImS16 ImGuiTableColumnIdx; +typedef ImU16 ImGuiTableDrawChannelIdx; +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; + float WidthGiven; + float MinX; + float MaxX; + float WidthRequest; + float WidthAuto; + float WidthMax; + float StretchWeight; + float InitStretchWeightOrWidth; + ImRect ClipRect; + ImGuiID UserID; + float WorkMinX; + float WorkMaxX; + float ItemWidth; + float ContentMaxXFrozen; + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx IndexWithinEnabledSet; + ImGuiTableColumnIdx PrevEnabledColumn; + ImGuiTableColumnIdx NextEnabledColumn; + ImGuiTableColumnIdx SortOrder; + ImGuiTableDrawChannelIdx DrawChannelCurrent; + ImGuiTableDrawChannelIdx DrawChannelFrozen; + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; + bool IsEnabled; + bool IsUserEnabled; + bool IsUserEnabledNextFrame; + bool IsVisibleX; + bool IsVisibleY; + bool IsRequestOutput; + bool IsSkipItems; + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; + ImU8 AutoFitQueue; + ImU8 CannotSkipItemsQueue; + ImU8 SortDirection : 2; + ImU8 SortDirectionsAvailCount : 2; + ImU8 SortDirectionsAvailMask : 4; + ImU8 SortDirectionsAvailList; +}; +typedef struct ImGuiTableCellData ImGuiTableCellData; +struct ImGuiTableCellData +{ + ImU32 BgColor; + ImGuiTableColumnIdx Column; +}; +struct ImGuiTableHeaderData +{ + ImGuiTableColumnIdx Index; + ImU32 TextColor; + ImU32 BgColor0; + ImU32 BgColor1; +}; +struct ImGuiTableInstanceData +{ + ImGuiID TableInstanceID; + float LastOuterHeight; + float LastTopHeadersRowHeight; + float LastFrozenHeight; + int HoveredRowLast; + int HoveredRowNext; +}; +typedef struct ImSpan_ImGuiTableColumn {ImGuiTableColumn* Data;ImGuiTableColumn* DataEnd;} ImSpan_ImGuiTableColumn; + +typedef struct ImSpan_ImGuiTableColumnIdx {ImGuiTableColumnIdx* Data;ImGuiTableColumnIdx* DataEnd;} ImSpan_ImGuiTableColumnIdx; + +typedef struct ImSpan_ImGuiTableCellData {ImGuiTableCellData* Data;ImGuiTableCellData* DataEnd;} ImSpan_ImGuiTableCellData; + +typedef struct ImVector_ImGuiTableInstanceData {int Size;int Capacity;ImGuiTableInstanceData* Data;} ImVector_ImGuiTableInstanceData; + +typedef struct ImVector_ImGuiTableColumnSortSpecs {int Size;int Capacity;ImGuiTableColumnSortSpecs* Data;} ImVector_ImGuiTableColumnSortSpecs; + +struct ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; + ImGuiTableTempData* TempData; + ImSpan_ImGuiTableColumn Columns; + ImSpan_ImGuiTableColumnIdx DisplayOrderToIndex; + ImSpan_ImGuiTableCellData RowCellData; + ImBitArrayPtr EnabledMaskByDisplayOrder; + ImBitArrayPtr EnabledMaskByIndex; + ImBitArrayPtr VisibleMaskByIndex; + ImGuiTableFlags SettingsLoadedFlags; + int SettingsOffset; + int LastFrameActive; + int ColumnsCount; + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; + ImS16 InstanceInteracted; + float RowPosY1; + float RowPosY2; + float RowMinHeight; + float RowCellPaddingY; + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; + ImU32 RowBgColor[2]; + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; + float CellSpacingX1; + float CellSpacingX2; + float InnerWidth; + float ColumnsGivenWidth; + float ColumnsAutoFitWidth; + float ColumnsStretchSumWeights; + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; + float RefScale; + float AngledHeadersHeight; + float AngledHeadersSlope; + ImRect OuterRect; + ImRect InnerRect; + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; + ImRect Bg0ClipRectForDrawCmd; + ImRect Bg2ClipRectForDrawCmd; + ImRect HostClipRect; + ImRect HostBackupInnerClipRect; + ImGuiWindow* OuterWindow; + ImGuiWindow* InnerWindow; + ImGuiTextBuffer ColumnsNames; + ImDrawListSplitter* DrawSplitter; + ImGuiTableInstanceData InstanceDataFirst; + ImVector_ImGuiTableInstanceData InstanceDataExtra; + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector_ImGuiTableColumnSortSpecs SortSpecsMulti; + ImGuiTableSortSpecs SortSpecs; + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; + ImGuiTableColumnIdx ColumnsEnabledFixedCount; + ImGuiTableColumnIdx DeclColumnsCount; + ImGuiTableColumnIdx AngledHeadersCount; + ImGuiTableColumnIdx HoveredColumnBody; + ImGuiTableColumnIdx HoveredColumnBorder; + ImGuiTableColumnIdx HighlightColumnHeader; + ImGuiTableColumnIdx AutoFitSingleColumn; + ImGuiTableColumnIdx ResizedColumn; + ImGuiTableColumnIdx LastResizedColumn; + ImGuiTableColumnIdx HeldHeaderColumn; + ImGuiTableColumnIdx ReorderColumn; + ImGuiTableColumnIdx ReorderColumnDir; + ImGuiTableColumnIdx LeftMostEnabledColumn; + ImGuiTableColumnIdx RightMostEnabledColumn; + ImGuiTableColumnIdx LeftMostStretchedColumn; + ImGuiTableColumnIdx RightMostStretchedColumn; + ImGuiTableColumnIdx ContextPopupColumn; + ImGuiTableColumnIdx FreezeRowsRequest; + ImGuiTableColumnIdx FreezeRowsCount; + ImGuiTableColumnIdx FreezeColumnsRequest; + ImGuiTableColumnIdx FreezeColumnsCount; + ImGuiTableColumnIdx RowCellDataCurrent; + ImGuiTableDrawChannelIdx DummyDrawChannel; + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + bool IsLayoutLocked; + bool IsInsideRow; + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; + bool IsContextPopupOpen; + bool DisableDefaultContextMenu; + bool IsSettingsRequestLoad; + bool IsSettingsDirty; + bool IsDefaultDisplayOrder; + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; + bool IsDefaultSizingPolicy; + bool IsActiveIdAliveBeforeTable; + bool IsActiveIdInTable; + bool HasScrollbarYCurr; + bool HasScrollbarYPrev; + bool MemoryCompacted; + bool HostSkipItems; +}; +typedef struct ImVector_ImGuiTableHeaderData {int Size;int Capacity;ImGuiTableHeaderData* Data;} ImVector_ImGuiTableHeaderData; + +struct ImGuiTableTempData +{ + int TableIndex; + float LastTimeActive; + float AngledHeadersExtraWidth; + ImVector_ImGuiTableHeaderData AngledHeadersRequests; + ImVec2 UserOuterSize; + ImDrawListSplitter DrawSplitter; + ImRect HostBackupWorkRect; + ImRect HostBackupParentWorkRect; + ImVec2 HostBackupPrevLineSize; + ImVec2 HostBackupCurrLineSize; + ImVec2 HostBackupCursorMaxPos; + ImVec1 HostBackupColumnsOffset; + float HostBackupItemWidth; + int HostBackupItemWidthStackSize; +}; +typedef struct ImGuiTableColumnSettings ImGuiTableColumnSettings; +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImU8 IsEnabled : 1; + ImU8 IsStretch : 1; +}; +struct ImGuiTableSettings +{ + ImGuiID ID; + ImGuiTableFlags SaveFlags; + float RefScale; + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; + bool WantApply; +}; +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; +#ifdef IMGUI_ENABLE_FREETYPE +struct ImFontAtlas; +struct ImFontBuilderIO; +typedef enum { + ImGuiFreeTypeBuilderFlags_NoHinting = 1 << 0, + ImGuiFreeTypeBuilderFlags_NoAutoHint = 1 << 1, + ImGuiFreeTypeBuilderFlags_ForceAutoHint = 1 << 2, + ImGuiFreeTypeBuilderFlags_LightHinting = 1 << 3, + ImGuiFreeTypeBuilderFlags_MonoHinting = 1 << 4, + ImGuiFreeTypeBuilderFlags_Bold = 1 << 5, + ImGuiFreeTypeBuilderFlags_Oblique = 1 << 6, + ImGuiFreeTypeBuilderFlags_Monochrome = 1 << 7, + ImGuiFreeTypeBuilderFlags_LoadColor = 1 << 8, + ImGuiFreeTypeBuilderFlags_Bitmap = 1 << 9 +}ImGuiFreeTypeBuilderFlags; +#endif +#define IMGUI_HAS_DOCK 1 + +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) + +#else +struct GLFWwindow; +struct SDL_Window; +typedef union SDL_Event SDL_Event; +#endif // CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +#ifndef CIMGUI_DEFINE_ENUMS_AND_STRUCTS +typedef struct ImGuiTextFilter::ImGuiTextRange ImGuiTextRange; +typedef ImStb::STB_TexteditState STB_TexteditState; +typedef ImChunkStream ImChunkStream_ImGuiTableSettings; +typedef ImChunkStream ImChunkStream_ImGuiWindowSettings; +typedef ImPool ImPool_ImGuiMultiSelectState; +typedef ImPool ImPool_ImGuiTabBar; +typedef ImPool ImPool_ImGuiTable; +typedef ImSpan ImSpan_ImGuiTableCellData; +typedef ImSpan ImSpan_ImGuiTableColumn; +typedef ImSpan ImSpan_ImGuiTableColumnIdx; +typedef ImVector ImVector_ImDrawChannel; +typedef ImVector ImVector_ImDrawCmd; +typedef ImVector ImVector_ImDrawIdx; +typedef ImVector ImVector_ImDrawListPtr; +typedef ImVector ImVector_ImDrawVert; +typedef ImVector ImVector_ImFontPtr; +typedef ImVector ImVector_ImFontAtlasCustomRect; +typedef ImVector ImVector_ImFontConfig; +typedef ImVector ImVector_ImFontGlyph; +typedef ImVector ImVector_ImGuiColorMod; +typedef ImVector ImVector_ImGuiContextHook; +typedef ImVector ImVector_ImGuiDockNodeSettings; +typedef ImVector ImVector_ImGuiDockRequest; +typedef ImVector ImVector_ImGuiFocusScopeData; +typedef ImVector ImVector_ImGuiGroupData; +typedef ImVector ImVector_ImGuiID; +typedef ImVector ImVector_ImGuiInputEvent; +typedef ImVector ImVector_ImGuiItemFlags; +typedef ImVector ImVector_ImGuiKeyRoutingData; +typedef ImVector ImVector_ImGuiListClipperData; +typedef ImVector ImVector_ImGuiListClipperRange; +typedef ImVector ImVector_ImGuiMultiSelectTempData; +typedef ImVector ImVector_ImGuiOldColumnData; +typedef ImVector ImVector_ImGuiOldColumns; +typedef ImVector ImVector_ImGuiPlatformMonitor; +typedef ImVector ImVector_ImGuiPopupData; +typedef ImVector ImVector_ImGuiPtrOrIndex; +typedef ImVector ImVector_ImGuiSelectionRequest; +typedef ImVector ImVector_ImGuiSettingsHandler; +typedef ImVector ImVector_ImGuiShrinkWidthItem; +typedef ImVector ImVector_ImGuiStackLevelInfo; +typedef ImVector ImVector_ImGuiStoragePair; +typedef ImVector ImVector_ImGuiStyleMod; +typedef ImVector ImVector_ImGuiTabItem; +typedef ImVector ImVector_ImGuiTableColumnSortSpecs; +typedef ImVector ImVector_ImGuiTableHeaderData; +typedef ImVector ImVector_ImGuiTableInstanceData; +typedef ImVector ImVector_ImGuiTableTempData; +typedef ImVector ImVector_ImGuiTextRange; +typedef ImVector ImVector_ImGuiTreeNodeStackData; +typedef ImVector ImVector_ImGuiViewportPtr; +typedef ImVector ImVector_ImGuiViewportPPtr; +typedef ImVector ImVector_ImGuiWindowPtr; +typedef ImVector ImVector_ImGuiWindowStackData; +typedef ImVector ImVector_ImTextureID; +typedef ImVector ImVector_ImU32; +typedef ImVector ImVector_ImU8; +typedef ImVector ImVector_ImVec2; +typedef ImVector ImVector_ImVec4; +typedef ImVector ImVector_ImWchar; +typedef ImVector ImVector_char; +typedef ImVector ImVector_const_charPtr; +typedef ImVector ImVector_float; +typedef ImVector ImVector_int; +typedef ImVector ImVector_unsigned_char; +#endif //CIMGUI_DEFINE_ENUMS_AND_STRUCTS +CIMGUI_API ImVec2* ImVec2_ImVec2_Nil(void); +CIMGUI_API void ImVec2_destroy(ImVec2* self); +CIMGUI_API ImVec2* ImVec2_ImVec2_Float(float _x,float _y); +CIMGUI_API ImVec4* ImVec4_ImVec4_Nil(void); +CIMGUI_API void ImVec4_destroy(ImVec4* self); +CIMGUI_API ImVec4* ImVec4_ImVec4_Float(float _x,float _y,float _z,float _w); +CIMGUI_API ImGuiContext* igCreateContext(ImFontAtlas* shared_font_atlas); +CIMGUI_API void igDestroyContext(ImGuiContext* ctx); +CIMGUI_API ImGuiContext* igGetCurrentContext(void); +CIMGUI_API void igSetCurrentContext(ImGuiContext* ctx); +CIMGUI_API ImGuiIO* igGetIO(void); +CIMGUI_API ImGuiPlatformIO* igGetPlatformIO(void); +CIMGUI_API ImGuiStyle* igGetStyle(void); +CIMGUI_API void igNewFrame(void); +CIMGUI_API void igEndFrame(void); +CIMGUI_API void igRender(void); +CIMGUI_API ImDrawData* igGetDrawData(void); +CIMGUI_API void igShowDemoWindow(bool* p_open); +CIMGUI_API void igShowMetricsWindow(bool* p_open); +CIMGUI_API void igShowDebugLogWindow(bool* p_open); +CIMGUI_API void igShowIDStackToolWindow(bool* p_open); +CIMGUI_API void igShowAboutWindow(bool* p_open); +CIMGUI_API void igShowStyleEditor(ImGuiStyle* ref); +CIMGUI_API bool igShowStyleSelector(const char* label); +CIMGUI_API void igShowFontSelector(const char* label); +CIMGUI_API void igShowUserGuide(void); +CIMGUI_API const char* igGetVersion(void); +CIMGUI_API void igStyleColorsDark(ImGuiStyle* dst); +CIMGUI_API void igStyleColorsLight(ImGuiStyle* dst); +CIMGUI_API void igStyleColorsClassic(ImGuiStyle* dst); +CIMGUI_API bool igBegin(const char* name,bool* p_open,ImGuiWindowFlags flags); +CIMGUI_API void igEnd(void); +CIMGUI_API bool igBeginChild_Str(const char* str_id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginChild_ID(ImGuiID id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags); +CIMGUI_API void igEndChild(void); +CIMGUI_API bool igIsWindowAppearing(void); +CIMGUI_API bool igIsWindowCollapsed(void); +CIMGUI_API bool igIsWindowFocused(ImGuiFocusedFlags flags); +CIMGUI_API bool igIsWindowHovered(ImGuiHoveredFlags flags); +CIMGUI_API ImDrawList* igGetWindowDrawList(void); +CIMGUI_API float igGetWindowDpiScale(void); +CIMGUI_API void igGetWindowPos(ImVec2 *pOut); +CIMGUI_API void igGetWindowSize(ImVec2 *pOut); +CIMGUI_API float igGetWindowWidth(void); +CIMGUI_API float igGetWindowHeight(void); +CIMGUI_API ImGuiViewport* igGetWindowViewport(void); +CIMGUI_API void igSetNextWindowPos(const ImVec2 pos,ImGuiCond cond,const ImVec2 pivot); +CIMGUI_API void igSetNextWindowSize(const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetNextWindowSizeConstraints(const ImVec2 size_min,const ImVec2 size_max,ImGuiSizeCallback custom_callback,void* custom_callback_data); +CIMGUI_API void igSetNextWindowContentSize(const ImVec2 size); +CIMGUI_API void igSetNextWindowCollapsed(bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetNextWindowFocus(void); +CIMGUI_API void igSetNextWindowScroll(const ImVec2 scroll); +CIMGUI_API void igSetNextWindowBgAlpha(float alpha); +CIMGUI_API void igSetNextWindowViewport(ImGuiID viewport_id); +CIMGUI_API void igSetWindowPos_Vec2(const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_Vec2(const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_Bool(bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowFocus_Nil(void); +CIMGUI_API void igSetWindowFontScale(float scale); +CIMGUI_API void igSetWindowPos_Str(const char* name,const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_Str(const char* name,const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_Str(const char* name,bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowFocus_Str(const char* name); +CIMGUI_API float igGetScrollX(void); +CIMGUI_API float igGetScrollY(void); +CIMGUI_API void igSetScrollX_Float(float scroll_x); +CIMGUI_API void igSetScrollY_Float(float scroll_y); +CIMGUI_API float igGetScrollMaxX(void); +CIMGUI_API float igGetScrollMaxY(void); +CIMGUI_API void igSetScrollHereX(float center_x_ratio); +CIMGUI_API void igSetScrollHereY(float center_y_ratio); +CIMGUI_API void igSetScrollFromPosX_Float(float local_x,float center_x_ratio); +CIMGUI_API void igSetScrollFromPosY_Float(float local_y,float center_y_ratio); +CIMGUI_API void igPushFont(ImFont* font); +CIMGUI_API void igPopFont(void); +CIMGUI_API void igPushStyleColor_U32(ImGuiCol idx,ImU32 col); +CIMGUI_API void igPushStyleColor_Vec4(ImGuiCol idx,const ImVec4 col); +CIMGUI_API void igPopStyleColor(int count); +CIMGUI_API void igPushStyleVar_Float(ImGuiStyleVar idx,float val); +CIMGUI_API void igPushStyleVar_Vec2(ImGuiStyleVar idx,const ImVec2 val); +CIMGUI_API void igPushStyleVarX(ImGuiStyleVar idx,float val_x); +CIMGUI_API void igPushStyleVarY(ImGuiStyleVar idx,float val_y); +CIMGUI_API void igPopStyleVar(int count); +CIMGUI_API void igPushItemFlag(ImGuiItemFlags option,bool enabled); +CIMGUI_API void igPopItemFlag(void); +CIMGUI_API void igPushItemWidth(float item_width); +CIMGUI_API void igPopItemWidth(void); +CIMGUI_API void igSetNextItemWidth(float item_width); +CIMGUI_API float igCalcItemWidth(void); +CIMGUI_API void igPushTextWrapPos(float wrap_local_pos_x); +CIMGUI_API void igPopTextWrapPos(void); +CIMGUI_API ImFont* igGetFont(void); +CIMGUI_API float igGetFontSize(void); +CIMGUI_API void igGetFontTexUvWhitePixel(ImVec2 *pOut); +CIMGUI_API ImU32 igGetColorU32_Col(ImGuiCol idx,float alpha_mul); +CIMGUI_API ImU32 igGetColorU32_Vec4(const ImVec4 col); +CIMGUI_API ImU32 igGetColorU32_U32(ImU32 col,float alpha_mul); +CIMGUI_API const ImVec4* igGetStyleColorVec4(ImGuiCol idx); +CIMGUI_API void igGetCursorScreenPos(ImVec2 *pOut); +CIMGUI_API void igSetCursorScreenPos(const ImVec2 pos); +CIMGUI_API void igGetContentRegionAvail(ImVec2 *pOut); +CIMGUI_API void igGetCursorPos(ImVec2 *pOut); +CIMGUI_API float igGetCursorPosX(void); +CIMGUI_API float igGetCursorPosY(void); +CIMGUI_API void igSetCursorPos(const ImVec2 local_pos); +CIMGUI_API void igSetCursorPosX(float local_x); +CIMGUI_API void igSetCursorPosY(float local_y); +CIMGUI_API void igGetCursorStartPos(ImVec2 *pOut); +CIMGUI_API void igSeparator(void); +CIMGUI_API void igSameLine(float offset_from_start_x,float spacing); +CIMGUI_API void igNewLine(void); +CIMGUI_API void igSpacing(void); +CIMGUI_API void igDummy(const ImVec2 size); +CIMGUI_API void igIndent(float indent_w); +CIMGUI_API void igUnindent(float indent_w); +CIMGUI_API void igBeginGroup(void); +CIMGUI_API void igEndGroup(void); +CIMGUI_API void igAlignTextToFramePadding(void); +CIMGUI_API float igGetTextLineHeight(void); +CIMGUI_API float igGetTextLineHeightWithSpacing(void); +CIMGUI_API float igGetFrameHeight(void); +CIMGUI_API float igGetFrameHeightWithSpacing(void); +CIMGUI_API void igPushID_Str(const char* str_id); +CIMGUI_API void igPushID_StrStr(const char* str_id_begin,const char* str_id_end); +CIMGUI_API void igPushID_Ptr(const void* ptr_id); +CIMGUI_API void igPushID_Int(int int_id); +CIMGUI_API void igPopID(void); +CIMGUI_API ImGuiID igGetID_Str(const char* str_id); +CIMGUI_API ImGuiID igGetID_StrStr(const char* str_id_begin,const char* str_id_end); +CIMGUI_API ImGuiID igGetID_Ptr(const void* ptr_id); +CIMGUI_API ImGuiID igGetID_Int(int int_id); +CIMGUI_API void igTextUnformatted(const char* text,const char* text_end); +CIMGUI_API void igText(const char* fmt,...); +CIMGUI_API void igTextV(const char* fmt,va_list args); +CIMGUI_API void igTextColored(const ImVec4 col,const char* fmt,...); +CIMGUI_API void igTextColoredV(const ImVec4 col,const char* fmt,va_list args); +CIMGUI_API void igTextDisabled(const char* fmt,...); +CIMGUI_API void igTextDisabledV(const char* fmt,va_list args); +CIMGUI_API void igTextWrapped(const char* fmt,...); +CIMGUI_API void igTextWrappedV(const char* fmt,va_list args); +CIMGUI_API void igLabelText(const char* label,const char* fmt,...); +CIMGUI_API void igLabelTextV(const char* label,const char* fmt,va_list args); +CIMGUI_API void igBulletText(const char* fmt,...); +CIMGUI_API void igBulletTextV(const char* fmt,va_list args); +CIMGUI_API void igSeparatorText(const char* label); +CIMGUI_API bool igButton(const char* label,const ImVec2 size); +CIMGUI_API bool igSmallButton(const char* label); +CIMGUI_API bool igInvisibleButton(const char* str_id,const ImVec2 size,ImGuiButtonFlags flags); +CIMGUI_API bool igArrowButton(const char* str_id,ImGuiDir dir); +CIMGUI_API bool igCheckbox(const char* label,bool* v); +CIMGUI_API bool igCheckboxFlags_IntPtr(const char* label,int* flags,int flags_value); +CIMGUI_API bool igCheckboxFlags_UintPtr(const char* label,unsigned int* flags,unsigned int flags_value); +CIMGUI_API bool igRadioButton_Bool(const char* label,bool active); +CIMGUI_API bool igRadioButton_IntPtr(const char* label,int* v,int v_button); +CIMGUI_API void igProgressBar(float fraction,const ImVec2 size_arg,const char* overlay); +CIMGUI_API void igBullet(void); +CIMGUI_API bool igTextLink(const char* label); +CIMGUI_API void igTextLinkOpenURL(const char* label,const char* url); +CIMGUI_API void igImage(ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 tint_col,const ImVec4 border_col); +CIMGUI_API bool igImageButton(const char* str_id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col); +CIMGUI_API bool igBeginCombo(const char* label,const char* preview_value,ImGuiComboFlags flags); +CIMGUI_API void igEndCombo(void); +CIMGUI_API bool igCombo_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int popup_max_height_in_items); +CIMGUI_API bool igCombo_Str(const char* label,int* current_item,const char* items_separated_by_zeros,int popup_max_height_in_items); +CIMGUI_API bool igCombo_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int popup_max_height_in_items); +CIMGUI_API bool igDragFloat(const char* label,float* v,float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat2(const char* label,float v[2],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat3(const char* label,float v[3],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat4(const char* label,float v[4],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloatRange2(const char* label,float* v_current_min,float* v_current_max,float v_speed,float v_min,float v_max,const char* format,const char* format_max,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt(const char* label,int* v,float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt2(const char* label,int v[2],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt3(const char* label,int v[3],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt4(const char* label,int v[4],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragIntRange2(const char* label,int* v_current_min,int* v_current_max,float v_speed,int v_min,int v_max,const char* format,const char* format_max,ImGuiSliderFlags flags); +CIMGUI_API bool igDragScalar(const char* label,ImGuiDataType data_type,void* p_data,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat(const char* label,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat2(const char* label,float v[2],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat3(const char* label,float v[3],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat4(const char* label,float v[4],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderAngle(const char* label,float* v_rad,float v_degrees_min,float v_degrees_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt(const char* label,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt2(const char* label,int v[2],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt3(const char* label,int v[3],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt4(const char* label,int v[4],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderFloat(const char* label,const ImVec2 size,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderInt(const char* label,const ImVec2 size,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderScalar(const char* label,const ImVec2 size,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igInputText(const char* label,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputTextMultiline(const char* label,char* buf,size_t buf_size,const ImVec2 size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputTextWithHint(const char* label,const char* hint,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputFloat(const char* label,float* v,float step,float step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat2(const char* label,float v[2],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat3(const char* label,float v[3],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat4(const char* label,float v[4],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt(const char* label,int* v,int step,int step_fast,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt2(const char* label,int v[2],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt3(const char* label,int v[3],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt4(const char* label,int v[4],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputDouble(const char* label,double* v,double step,double step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igColorEdit3(const char* label,float col[3],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorEdit4(const char* label,float col[4],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorPicker3(const char* label,float col[3],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorPicker4(const char* label,float col[4],ImGuiColorEditFlags flags,const float* ref_col); +CIMGUI_API bool igColorButton(const char* desc_id,const ImVec4 col,ImGuiColorEditFlags flags,const ImVec2 size); +CIMGUI_API void igSetColorEditOptions(ImGuiColorEditFlags flags); +CIMGUI_API bool igTreeNode_Str(const char* label); +CIMGUI_API bool igTreeNode_StrStr(const char* str_id,const char* fmt,...); +CIMGUI_API bool igTreeNode_Ptr(const void* ptr_id,const char* fmt,...); +CIMGUI_API bool igTreeNodeV_Str(const char* str_id,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeV_Ptr(const void* ptr_id,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeEx_Str(const char* label,ImGuiTreeNodeFlags flags); +CIMGUI_API bool igTreeNodeEx_StrStr(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,...); +CIMGUI_API bool igTreeNodeEx_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,...); +CIMGUI_API bool igTreeNodeExV_Str(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeExV_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args); +CIMGUI_API void igTreePush_Str(const char* str_id); +CIMGUI_API void igTreePush_Ptr(const void* ptr_id); +CIMGUI_API void igTreePop(void); +CIMGUI_API float igGetTreeNodeToLabelSpacing(void); +CIMGUI_API bool igCollapsingHeader_TreeNodeFlags(const char* label,ImGuiTreeNodeFlags flags); +CIMGUI_API bool igCollapsingHeader_BoolPtr(const char* label,bool* p_visible,ImGuiTreeNodeFlags flags); +CIMGUI_API void igSetNextItemOpen(bool is_open,ImGuiCond cond); +CIMGUI_API void igSetNextItemStorageID(ImGuiID storage_id); +CIMGUI_API bool igSelectable_Bool(const char* label,bool selected,ImGuiSelectableFlags flags,const ImVec2 size); +CIMGUI_API bool igSelectable_BoolPtr(const char* label,bool* p_selected,ImGuiSelectableFlags flags,const ImVec2 size); +CIMGUI_API ImGuiMultiSelectIO* igBeginMultiSelect(ImGuiMultiSelectFlags flags,int selection_size,int items_count); +CIMGUI_API ImGuiMultiSelectIO* igEndMultiSelect(void); +CIMGUI_API void igSetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); +CIMGUI_API bool igIsItemToggledSelection(void); +CIMGUI_API bool igBeginListBox(const char* label,const ImVec2 size); +CIMGUI_API void igEndListBox(void); +CIMGUI_API bool igListBox_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int height_in_items); +CIMGUI_API bool igListBox_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int height_in_items); +CIMGUI_API void igPlotLines_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride); +CIMGUI_API void igPlotLines_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size); +CIMGUI_API void igPlotHistogram_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride); +CIMGUI_API void igPlotHistogram_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size); +CIMGUI_API void igValue_Bool(const char* prefix,bool b); +CIMGUI_API void igValue_Int(const char* prefix,int v); +CIMGUI_API void igValue_Uint(const char* prefix,unsigned int v); +CIMGUI_API void igValue_Float(const char* prefix,float v,const char* float_format); +CIMGUI_API bool igBeginMenuBar(void); +CIMGUI_API void igEndMenuBar(void); +CIMGUI_API bool igBeginMainMenuBar(void); +CIMGUI_API void igEndMainMenuBar(void); +CIMGUI_API bool igBeginMenu(const char* label,bool enabled); +CIMGUI_API void igEndMenu(void); +CIMGUI_API bool igMenuItem_Bool(const char* label,const char* shortcut,bool selected,bool enabled); +CIMGUI_API bool igMenuItem_BoolPtr(const char* label,const char* shortcut,bool* p_selected,bool enabled); +CIMGUI_API bool igBeginTooltip(void); +CIMGUI_API void igEndTooltip(void); +CIMGUI_API void igSetTooltip(const char* fmt,...); +CIMGUI_API void igSetTooltipV(const char* fmt,va_list args); +CIMGUI_API bool igBeginItemTooltip(void); +CIMGUI_API void igSetItemTooltip(const char* fmt,...); +CIMGUI_API void igSetItemTooltipV(const char* fmt,va_list args); +CIMGUI_API bool igBeginPopup(const char* str_id,ImGuiWindowFlags flags); +CIMGUI_API bool igBeginPopupModal(const char* name,bool* p_open,ImGuiWindowFlags flags); +CIMGUI_API void igEndPopup(void); +CIMGUI_API void igOpenPopup_Str(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igOpenPopup_ID(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igOpenPopupOnItemClick(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igCloseCurrentPopup(void); +CIMGUI_API bool igBeginPopupContextItem(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igBeginPopupContextWindow(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igBeginPopupContextVoid(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igIsPopupOpen_Str(const char* str_id,ImGuiPopupFlags flags); +CIMGUI_API bool igBeginTable(const char* str_id,int columns,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width); +CIMGUI_API void igEndTable(void); +CIMGUI_API void igTableNextRow(ImGuiTableRowFlags row_flags,float min_row_height); +CIMGUI_API bool igTableNextColumn(void); +CIMGUI_API bool igTableSetColumnIndex(int column_n); +CIMGUI_API void igTableSetupColumn(const char* label,ImGuiTableColumnFlags flags,float init_width_or_weight,ImGuiID user_id); +CIMGUI_API void igTableSetupScrollFreeze(int cols,int rows); +CIMGUI_API void igTableHeader(const char* label); +CIMGUI_API void igTableHeadersRow(void); +CIMGUI_API void igTableAngledHeadersRow(void); +CIMGUI_API ImGuiTableSortSpecs* igTableGetSortSpecs(void); +CIMGUI_API int igTableGetColumnCount(void); +CIMGUI_API int igTableGetColumnIndex(void); +CIMGUI_API int igTableGetRowIndex(void); +CIMGUI_API const char* igTableGetColumnName_Int(int column_n); +CIMGUI_API ImGuiTableColumnFlags igTableGetColumnFlags(int column_n); +CIMGUI_API void igTableSetColumnEnabled(int column_n,bool v); +CIMGUI_API int igTableGetHoveredColumn(void); +CIMGUI_API void igTableSetBgColor(ImGuiTableBgTarget target,ImU32 color,int column_n); +CIMGUI_API void igColumns(int count,const char* id,bool borders); +CIMGUI_API void igNextColumn(void); +CIMGUI_API int igGetColumnIndex(void); +CIMGUI_API float igGetColumnWidth(int column_index); +CIMGUI_API void igSetColumnWidth(int column_index,float width); +CIMGUI_API float igGetColumnOffset(int column_index); +CIMGUI_API void igSetColumnOffset(int column_index,float offset_x); +CIMGUI_API int igGetColumnsCount(void); +CIMGUI_API bool igBeginTabBar(const char* str_id,ImGuiTabBarFlags flags); +CIMGUI_API void igEndTabBar(void); +CIMGUI_API bool igBeginTabItem(const char* label,bool* p_open,ImGuiTabItemFlags flags); +CIMGUI_API void igEndTabItem(void); +CIMGUI_API bool igTabItemButton(const char* label,ImGuiTabItemFlags flags); +CIMGUI_API void igSetTabItemClosed(const char* tab_or_docked_window_label); +CIMGUI_API ImGuiID igDockSpace(ImGuiID dockspace_id,const ImVec2 size,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class); +CIMGUI_API ImGuiID igDockSpaceOverViewport(ImGuiID dockspace_id,const ImGuiViewport* viewport,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class); +CIMGUI_API void igSetNextWindowDockID(ImGuiID dock_id,ImGuiCond cond); +CIMGUI_API void igSetNextWindowClass(const ImGuiWindowClass* window_class); +CIMGUI_API ImGuiID igGetWindowDockID(void); +CIMGUI_API bool igIsWindowDocked(void); +CIMGUI_API void igLogToTTY(int auto_open_depth); +CIMGUI_API void igLogToFile(int auto_open_depth,const char* filename); +CIMGUI_API void igLogToClipboard(int auto_open_depth); +CIMGUI_API void igLogFinish(void); +CIMGUI_API void igLogButtons(void); +CIMGUI_API void igLogTextV(const char* fmt,va_list args); +CIMGUI_API bool igBeginDragDropSource(ImGuiDragDropFlags flags); +CIMGUI_API bool igSetDragDropPayload(const char* type,const void* data,size_t sz,ImGuiCond cond); +CIMGUI_API void igEndDragDropSource(void); +CIMGUI_API bool igBeginDragDropTarget(void); +CIMGUI_API const ImGuiPayload* igAcceptDragDropPayload(const char* type,ImGuiDragDropFlags flags); +CIMGUI_API void igEndDragDropTarget(void); +CIMGUI_API const ImGuiPayload* igGetDragDropPayload(void); +CIMGUI_API void igBeginDisabled(bool disabled); +CIMGUI_API void igEndDisabled(void); +CIMGUI_API void igPushClipRect(const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect); +CIMGUI_API void igPopClipRect(void); +CIMGUI_API void igSetItemDefaultFocus(void); +CIMGUI_API void igSetKeyboardFocusHere(int offset); +CIMGUI_API void igSetNavCursorVisible(bool visible); +CIMGUI_API void igSetNextItemAllowOverlap(void); +CIMGUI_API bool igIsItemHovered(ImGuiHoveredFlags flags); +CIMGUI_API bool igIsItemActive(void); +CIMGUI_API bool igIsItemFocused(void); +CIMGUI_API bool igIsItemClicked(ImGuiMouseButton mouse_button); +CIMGUI_API bool igIsItemVisible(void); +CIMGUI_API bool igIsItemEdited(void); +CIMGUI_API bool igIsItemActivated(void); +CIMGUI_API bool igIsItemDeactivated(void); +CIMGUI_API bool igIsItemDeactivatedAfterEdit(void); +CIMGUI_API bool igIsItemToggledOpen(void); +CIMGUI_API bool igIsAnyItemHovered(void); +CIMGUI_API bool igIsAnyItemActive(void); +CIMGUI_API bool igIsAnyItemFocused(void); +CIMGUI_API ImGuiID igGetItemID(void); +CIMGUI_API void igGetItemRectMin(ImVec2 *pOut); +CIMGUI_API void igGetItemRectMax(ImVec2 *pOut); +CIMGUI_API void igGetItemRectSize(ImVec2 *pOut); +CIMGUI_API ImGuiViewport* igGetMainViewport(void); +CIMGUI_API ImDrawList* igGetBackgroundDrawList(ImGuiViewport* viewport); +CIMGUI_API ImDrawList* igGetForegroundDrawList_ViewportPtr(ImGuiViewport* viewport); +CIMGUI_API bool igIsRectVisible_Nil(const ImVec2 size); +CIMGUI_API bool igIsRectVisible_Vec2(const ImVec2 rect_min,const ImVec2 rect_max); +CIMGUI_API double igGetTime(void); +CIMGUI_API int igGetFrameCount(void); +CIMGUI_API ImDrawListSharedData* igGetDrawListSharedData(void); +CIMGUI_API const char* igGetStyleColorName(ImGuiCol idx); +CIMGUI_API void igSetStateStorage(ImGuiStorage* storage); +CIMGUI_API ImGuiStorage* igGetStateStorage(void); +CIMGUI_API void igCalcTextSize(ImVec2 *pOut,const char* text,const char* text_end,bool hide_text_after_double_hash,float wrap_width); +CIMGUI_API void igColorConvertU32ToFloat4(ImVec4 *pOut,ImU32 in); +CIMGUI_API ImU32 igColorConvertFloat4ToU32(const ImVec4 in); +CIMGUI_API void igColorConvertRGBtoHSV(float r,float g,float b,float* out_h,float* out_s,float* out_v); +CIMGUI_API void igColorConvertHSVtoRGB(float h,float s,float v,float* out_r,float* out_g,float* out_b); +CIMGUI_API bool igIsKeyDown_Nil(ImGuiKey key); +CIMGUI_API bool igIsKeyPressed_Bool(ImGuiKey key,bool repeat); +CIMGUI_API bool igIsKeyReleased_Nil(ImGuiKey key); +CIMGUI_API bool igIsKeyChordPressed_Nil(ImGuiKeyChord key_chord); +CIMGUI_API int igGetKeyPressedAmount(ImGuiKey key,float repeat_delay,float rate); +CIMGUI_API const char* igGetKeyName(ImGuiKey key); +CIMGUI_API void igSetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); +CIMGUI_API bool igShortcut_Nil(ImGuiKeyChord key_chord,ImGuiInputFlags flags); +CIMGUI_API void igSetNextItemShortcut(ImGuiKeyChord key_chord,ImGuiInputFlags flags); +CIMGUI_API void igSetItemKeyOwner_Nil(ImGuiKey key); +CIMGUI_API bool igIsMouseDown_Nil(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseClicked_Bool(ImGuiMouseButton button,bool repeat); +CIMGUI_API bool igIsMouseReleased_Nil(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseDoubleClicked_Nil(ImGuiMouseButton button); +CIMGUI_API int igGetMouseClickedCount(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseHoveringRect(const ImVec2 r_min,const ImVec2 r_max,bool clip); +CIMGUI_API bool igIsMousePosValid(const ImVec2* mouse_pos); +CIMGUI_API bool igIsAnyMouseDown(void); +CIMGUI_API void igGetMousePos(ImVec2 *pOut); +CIMGUI_API void igGetMousePosOnOpeningCurrentPopup(ImVec2 *pOut); +CIMGUI_API bool igIsMouseDragging(ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igGetMouseDragDelta(ImVec2 *pOut,ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igResetMouseDragDelta(ImGuiMouseButton button); +CIMGUI_API ImGuiMouseCursor igGetMouseCursor(void); +CIMGUI_API void igSetMouseCursor(ImGuiMouseCursor cursor_type); +CIMGUI_API void igSetNextFrameWantCaptureMouse(bool want_capture_mouse); +CIMGUI_API const char* igGetClipboardText(void); +CIMGUI_API void igSetClipboardText(const char* text); +CIMGUI_API void igLoadIniSettingsFromDisk(const char* ini_filename); +CIMGUI_API void igLoadIniSettingsFromMemory(const char* ini_data,size_t ini_size); +CIMGUI_API void igSaveIniSettingsToDisk(const char* ini_filename); +CIMGUI_API const char* igSaveIniSettingsToMemory(size_t* out_ini_size); +CIMGUI_API void igDebugTextEncoding(const char* text); +CIMGUI_API void igDebugFlashStyleColor(ImGuiCol idx); +CIMGUI_API void igDebugStartItemPicker(void); +CIMGUI_API bool igDebugCheckVersionAndDataLayout(const char* version_str,size_t sz_io,size_t sz_style,size_t sz_vec2,size_t sz_vec4,size_t sz_drawvert,size_t sz_drawidx); +CIMGUI_API void igDebugLog(const char* fmt,...); +CIMGUI_API void igDebugLogV(const char* fmt,va_list args); +CIMGUI_API void igSetAllocatorFunctions(ImGuiMemAllocFunc alloc_func,ImGuiMemFreeFunc free_func,void* user_data); +CIMGUI_API void igGetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func,ImGuiMemFreeFunc* p_free_func,void** p_user_data); +CIMGUI_API void* igMemAlloc(size_t size); +CIMGUI_API void igMemFree(void* ptr); +CIMGUI_API void igUpdatePlatformWindows(void); +CIMGUI_API void igRenderPlatformWindowsDefault(void* platform_render_arg,void* renderer_render_arg); +CIMGUI_API void igDestroyPlatformWindows(void); +CIMGUI_API ImGuiViewport* igFindViewportByID(ImGuiID id); +CIMGUI_API ImGuiViewport* igFindViewportByPlatformHandle(void* platform_handle); +CIMGUI_API ImGuiTableSortSpecs* ImGuiTableSortSpecs_ImGuiTableSortSpecs(void); +CIMGUI_API void ImGuiTableSortSpecs_destroy(ImGuiTableSortSpecs* self); +CIMGUI_API ImGuiTableColumnSortSpecs* ImGuiTableColumnSortSpecs_ImGuiTableColumnSortSpecs(void); +CIMGUI_API void ImGuiTableColumnSortSpecs_destroy(ImGuiTableColumnSortSpecs* self); +CIMGUI_API ImGuiStyle* ImGuiStyle_ImGuiStyle(void); +CIMGUI_API void ImGuiStyle_destroy(ImGuiStyle* self); +CIMGUI_API void ImGuiStyle_ScaleAllSizes(ImGuiStyle* self,float scale_factor); +CIMGUI_API void ImGuiIO_AddKeyEvent(ImGuiIO* self,ImGuiKey key,bool down); +CIMGUI_API void ImGuiIO_AddKeyAnalogEvent(ImGuiIO* self,ImGuiKey key,bool down,float v); +CIMGUI_API void ImGuiIO_AddMousePosEvent(ImGuiIO* self,float x,float y); +CIMGUI_API void ImGuiIO_AddMouseButtonEvent(ImGuiIO* self,int button,bool down); +CIMGUI_API void ImGuiIO_AddMouseWheelEvent(ImGuiIO* self,float wheel_x,float wheel_y); +CIMGUI_API void ImGuiIO_AddMouseSourceEvent(ImGuiIO* self,ImGuiMouseSource source); +CIMGUI_API void ImGuiIO_AddMouseViewportEvent(ImGuiIO* self,ImGuiID id); +CIMGUI_API void ImGuiIO_AddFocusEvent(ImGuiIO* self,bool focused); +CIMGUI_API void ImGuiIO_AddInputCharacter(ImGuiIO* self,unsigned int c); +CIMGUI_API void ImGuiIO_AddInputCharacterUTF16(ImGuiIO* self,ImWchar16 c); +CIMGUI_API void ImGuiIO_AddInputCharactersUTF8(ImGuiIO* self,const char* str); +CIMGUI_API void ImGuiIO_SetKeyEventNativeData(ImGuiIO* self,ImGuiKey key,int native_keycode,int native_scancode,int native_legacy_index); +CIMGUI_API void ImGuiIO_SetAppAcceptingEvents(ImGuiIO* self,bool accepting_events); +CIMGUI_API void ImGuiIO_ClearEventsQueue(ImGuiIO* self); +CIMGUI_API void ImGuiIO_ClearInputKeys(ImGuiIO* self); +CIMGUI_API void ImGuiIO_ClearInputMouse(ImGuiIO* self); +CIMGUI_API ImGuiIO* ImGuiIO_ImGuiIO(void); +CIMGUI_API void ImGuiIO_destroy(ImGuiIO* self); +CIMGUI_API ImGuiInputTextCallbackData* ImGuiInputTextCallbackData_ImGuiInputTextCallbackData(void); +CIMGUI_API void ImGuiInputTextCallbackData_destroy(ImGuiInputTextCallbackData* self); +CIMGUI_API void ImGuiInputTextCallbackData_DeleteChars(ImGuiInputTextCallbackData* self,int pos,int bytes_count); +CIMGUI_API void ImGuiInputTextCallbackData_InsertChars(ImGuiInputTextCallbackData* self,int pos,const char* text,const char* text_end); +CIMGUI_API void ImGuiInputTextCallbackData_SelectAll(ImGuiInputTextCallbackData* self); +CIMGUI_API void ImGuiInputTextCallbackData_ClearSelection(ImGuiInputTextCallbackData* self); +CIMGUI_API bool ImGuiInputTextCallbackData_HasSelection(ImGuiInputTextCallbackData* self); +CIMGUI_API ImGuiWindowClass* ImGuiWindowClass_ImGuiWindowClass(void); +CIMGUI_API void ImGuiWindowClass_destroy(ImGuiWindowClass* self); +CIMGUI_API ImGuiPayload* ImGuiPayload_ImGuiPayload(void); +CIMGUI_API void ImGuiPayload_destroy(ImGuiPayload* self); +CIMGUI_API void ImGuiPayload_Clear(ImGuiPayload* self); +CIMGUI_API bool ImGuiPayload_IsDataType(ImGuiPayload* self,const char* type); +CIMGUI_API bool ImGuiPayload_IsPreview(ImGuiPayload* self); +CIMGUI_API bool ImGuiPayload_IsDelivery(ImGuiPayload* self); +CIMGUI_API ImGuiOnceUponAFrame* ImGuiOnceUponAFrame_ImGuiOnceUponAFrame(void); +CIMGUI_API void ImGuiOnceUponAFrame_destroy(ImGuiOnceUponAFrame* self); +CIMGUI_API ImGuiTextFilter* ImGuiTextFilter_ImGuiTextFilter(const char* default_filter); +CIMGUI_API void ImGuiTextFilter_destroy(ImGuiTextFilter* self); +CIMGUI_API bool ImGuiTextFilter_Draw(ImGuiTextFilter* self,const char* label,float width); +CIMGUI_API bool ImGuiTextFilter_PassFilter(ImGuiTextFilter* self,const char* text,const char* text_end); +CIMGUI_API void ImGuiTextFilter_Build(ImGuiTextFilter* self); +CIMGUI_API void ImGuiTextFilter_Clear(ImGuiTextFilter* self); +CIMGUI_API bool ImGuiTextFilter_IsActive(ImGuiTextFilter* self); +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Nil(void); +CIMGUI_API void ImGuiTextRange_destroy(ImGuiTextRange* self); +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Str(const char* _b,const char* _e); +CIMGUI_API bool ImGuiTextRange_empty(ImGuiTextRange* self); +CIMGUI_API void ImGuiTextRange_split(ImGuiTextRange* self,char separator,ImVector_ImGuiTextRange* out); +CIMGUI_API ImGuiTextBuffer* ImGuiTextBuffer_ImGuiTextBuffer(void); +CIMGUI_API void ImGuiTextBuffer_destroy(ImGuiTextBuffer* self); +CIMGUI_API const char* ImGuiTextBuffer_begin(ImGuiTextBuffer* self); +CIMGUI_API const char* ImGuiTextBuffer_end(ImGuiTextBuffer* self); +CIMGUI_API int ImGuiTextBuffer_size(ImGuiTextBuffer* self); +CIMGUI_API bool ImGuiTextBuffer_empty(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_clear(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_reserve(ImGuiTextBuffer* self,int capacity); +CIMGUI_API const char* ImGuiTextBuffer_c_str(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_append(ImGuiTextBuffer* self,const char* str,const char* str_end); +CIMGUI_API void ImGuiTextBuffer_appendfv(ImGuiTextBuffer* self,const char* fmt,va_list args); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Int(ImGuiID _key,int _val); +CIMGUI_API void ImGuiStoragePair_destroy(ImGuiStoragePair* self); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Float(ImGuiID _key,float _val); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Ptr(ImGuiID _key,void* _val); +CIMGUI_API void ImGuiStorage_Clear(ImGuiStorage* self); +CIMGUI_API int ImGuiStorage_GetInt(ImGuiStorage* self,ImGuiID key,int default_val); +CIMGUI_API void ImGuiStorage_SetInt(ImGuiStorage* self,ImGuiID key,int val); +CIMGUI_API bool ImGuiStorage_GetBool(ImGuiStorage* self,ImGuiID key,bool default_val); +CIMGUI_API void ImGuiStorage_SetBool(ImGuiStorage* self,ImGuiID key,bool val); +CIMGUI_API float ImGuiStorage_GetFloat(ImGuiStorage* self,ImGuiID key,float default_val); +CIMGUI_API void ImGuiStorage_SetFloat(ImGuiStorage* self,ImGuiID key,float val); +CIMGUI_API void* ImGuiStorage_GetVoidPtr(ImGuiStorage* self,ImGuiID key); +CIMGUI_API void ImGuiStorage_SetVoidPtr(ImGuiStorage* self,ImGuiID key,void* val); +CIMGUI_API int* ImGuiStorage_GetIntRef(ImGuiStorage* self,ImGuiID key,int default_val); +CIMGUI_API bool* ImGuiStorage_GetBoolRef(ImGuiStorage* self,ImGuiID key,bool default_val); +CIMGUI_API float* ImGuiStorage_GetFloatRef(ImGuiStorage* self,ImGuiID key,float default_val); +CIMGUI_API void** ImGuiStorage_GetVoidPtrRef(ImGuiStorage* self,ImGuiID key,void* default_val); +CIMGUI_API void ImGuiStorage_BuildSortByKey(ImGuiStorage* self); +CIMGUI_API void ImGuiStorage_SetAllInt(ImGuiStorage* self,int val); +CIMGUI_API ImGuiListClipper* ImGuiListClipper_ImGuiListClipper(void); +CIMGUI_API void ImGuiListClipper_destroy(ImGuiListClipper* self); +CIMGUI_API void ImGuiListClipper_Begin(ImGuiListClipper* self,int items_count,float items_height); +CIMGUI_API void ImGuiListClipper_End(ImGuiListClipper* self); +CIMGUI_API bool ImGuiListClipper_Step(ImGuiListClipper* self); +CIMGUI_API void ImGuiListClipper_IncludeItemByIndex(ImGuiListClipper* self,int item_index); +CIMGUI_API void ImGuiListClipper_IncludeItemsByIndex(ImGuiListClipper* self,int item_begin,int item_end); +CIMGUI_API void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* self,int item_index); +CIMGUI_API ImColor* ImColor_ImColor_Nil(void); +CIMGUI_API void ImColor_destroy(ImColor* self); +CIMGUI_API ImColor* ImColor_ImColor_Float(float r,float g,float b,float a); +CIMGUI_API ImColor* ImColor_ImColor_Vec4(const ImVec4 col); +CIMGUI_API ImColor* ImColor_ImColor_Int(int r,int g,int b,int a); +CIMGUI_API ImColor* ImColor_ImColor_U32(ImU32 rgba); +CIMGUI_API void ImColor_SetHSV(ImColor* self,float h,float s,float v,float a); +CIMGUI_API void ImColor_HSV(ImColor *pOut,float h,float s,float v,float a); +CIMGUI_API ImGuiSelectionBasicStorage* ImGuiSelectionBasicStorage_ImGuiSelectionBasicStorage(void); +CIMGUI_API void ImGuiSelectionBasicStorage_destroy(ImGuiSelectionBasicStorage* self); +CIMGUI_API void ImGuiSelectionBasicStorage_ApplyRequests(ImGuiSelectionBasicStorage* self,ImGuiMultiSelectIO* ms_io); +CIMGUI_API bool ImGuiSelectionBasicStorage_Contains(ImGuiSelectionBasicStorage* self,ImGuiID id); +CIMGUI_API void ImGuiSelectionBasicStorage_Clear(ImGuiSelectionBasicStorage* self); +CIMGUI_API void ImGuiSelectionBasicStorage_Swap(ImGuiSelectionBasicStorage* self,ImGuiSelectionBasicStorage* r); +CIMGUI_API void ImGuiSelectionBasicStorage_SetItemSelected(ImGuiSelectionBasicStorage* self,ImGuiID id,bool selected); +CIMGUI_API bool ImGuiSelectionBasicStorage_GetNextSelectedItem(ImGuiSelectionBasicStorage* self,void** opaque_it,ImGuiID* out_id); +CIMGUI_API ImGuiID ImGuiSelectionBasicStorage_GetStorageIdFromIndex(ImGuiSelectionBasicStorage* self,int idx); +CIMGUI_API ImGuiSelectionExternalStorage* ImGuiSelectionExternalStorage_ImGuiSelectionExternalStorage(void); +CIMGUI_API void ImGuiSelectionExternalStorage_destroy(ImGuiSelectionExternalStorage* self); +CIMGUI_API void ImGuiSelectionExternalStorage_ApplyRequests(ImGuiSelectionExternalStorage* self,ImGuiMultiSelectIO* ms_io); +CIMGUI_API ImDrawCmd* ImDrawCmd_ImDrawCmd(void); +CIMGUI_API void ImDrawCmd_destroy(ImDrawCmd* self); +CIMGUI_API ImTextureID ImDrawCmd_GetTexID(ImDrawCmd* self); +CIMGUI_API ImDrawListSplitter* ImDrawListSplitter_ImDrawListSplitter(void); +CIMGUI_API void ImDrawListSplitter_destroy(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_Clear(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_ClearFreeMemory(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_Split(ImDrawListSplitter* self,ImDrawList* draw_list,int count); +CIMGUI_API void ImDrawListSplitter_Merge(ImDrawListSplitter* self,ImDrawList* draw_list); +CIMGUI_API void ImDrawListSplitter_SetCurrentChannel(ImDrawListSplitter* self,ImDrawList* draw_list,int channel_idx); +CIMGUI_API ImDrawList* ImDrawList_ImDrawList(ImDrawListSharedData* shared_data); +CIMGUI_API void ImDrawList_destroy(ImDrawList* self); +CIMGUI_API void ImDrawList_PushClipRect(ImDrawList* self,const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect); +CIMGUI_API void ImDrawList_PushClipRectFullScreen(ImDrawList* self); +CIMGUI_API void ImDrawList_PopClipRect(ImDrawList* self); +CIMGUI_API void ImDrawList_PushTextureID(ImDrawList* self,ImTextureID texture_id); +CIMGUI_API void ImDrawList_PopTextureID(ImDrawList* self); +CIMGUI_API void ImDrawList_GetClipRectMin(ImVec2 *pOut,ImDrawList* self); +CIMGUI_API void ImDrawList_GetClipRectMax(ImVec2 *pOut,ImDrawList* self); +CIMGUI_API void ImDrawList_AddLine(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddRect(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_AddRectFilled(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_AddRectFilledMultiColor(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col_upr_left,ImU32 col_upr_right,ImU32 col_bot_right,ImU32 col_bot_left); +CIMGUI_API void ImDrawList_AddQuad(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddQuadFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col); +CIMGUI_API void ImDrawList_AddTriangle(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddTriangleFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col); +CIMGUI_API void ImDrawList_AddCircle(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddCircleFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments); +CIMGUI_API void ImDrawList_AddNgon(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddNgonFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments); +CIMGUI_API void ImDrawList_AddEllipse(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddEllipseFilled(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments); +CIMGUI_API void ImDrawList_AddText_Vec2(ImDrawList* self,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end); +CIMGUI_API void ImDrawList_AddText_FontPtr(ImDrawList* self,ImFont* font,float font_size,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end,float wrap_width,const ImVec4* cpu_fine_clip_rect); +CIMGUI_API void ImDrawList_AddBezierCubic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness,int num_segments); +CIMGUI_API void ImDrawList_AddBezierQuadratic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness,int num_segments); +CIMGUI_API void ImDrawList_AddPolyline(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_AddConvexPolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col); +CIMGUI_API void ImDrawList_AddConcavePolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col); +CIMGUI_API void ImDrawList_AddImage(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col); +CIMGUI_API void ImDrawList_AddImageQuad(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 uv1,const ImVec2 uv2,const ImVec2 uv3,const ImVec2 uv4,ImU32 col); +CIMGUI_API void ImDrawList_AddImageRounded(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_PathClear(ImDrawList* self); +CIMGUI_API void ImDrawList_PathLineTo(ImDrawList* self,const ImVec2 pos); +CIMGUI_API void ImDrawList_PathLineToMergeDuplicate(ImDrawList* self,const ImVec2 pos); +CIMGUI_API void ImDrawList_PathFillConvex(ImDrawList* self,ImU32 col); +CIMGUI_API void ImDrawList_PathFillConcave(ImDrawList* self,ImU32 col); +CIMGUI_API void ImDrawList_PathStroke(ImDrawList* self,ImU32 col,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_PathArcTo(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments); +CIMGUI_API void ImDrawList_PathArcToFast(ImDrawList* self,const ImVec2 center,float radius,int a_min_of_12,int a_max_of_12); +CIMGUI_API void ImDrawList_PathEllipticalArcTo(ImDrawList* self,const ImVec2 center,const ImVec2 radius,float rot,float a_min,float a_max,int num_segments); +CIMGUI_API void ImDrawList_PathBezierCubicCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,int num_segments); +CIMGUI_API void ImDrawList_PathBezierQuadraticCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,int num_segments); +CIMGUI_API void ImDrawList_PathRect(ImDrawList* self,const ImVec2 rect_min,const ImVec2 rect_max,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_AddCallback(ImDrawList* self,ImDrawCallback callback,void* userdata,size_t userdata_size); +CIMGUI_API void ImDrawList_AddDrawCmd(ImDrawList* self); +CIMGUI_API ImDrawList* ImDrawList_CloneOutput(ImDrawList* self); +CIMGUI_API void ImDrawList_ChannelsSplit(ImDrawList* self,int count); +CIMGUI_API void ImDrawList_ChannelsMerge(ImDrawList* self); +CIMGUI_API void ImDrawList_ChannelsSetCurrent(ImDrawList* self,int n); +CIMGUI_API void ImDrawList_PrimReserve(ImDrawList* self,int idx_count,int vtx_count); +CIMGUI_API void ImDrawList_PrimUnreserve(ImDrawList* self,int idx_count,int vtx_count); +CIMGUI_API void ImDrawList_PrimRect(ImDrawList* self,const ImVec2 a,const ImVec2 b,ImU32 col); +CIMGUI_API void ImDrawList_PrimRectUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,ImU32 col); +CIMGUI_API void ImDrawList_PrimQuadUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 d,const ImVec2 uv_a,const ImVec2 uv_b,const ImVec2 uv_c,const ImVec2 uv_d,ImU32 col); +CIMGUI_API void ImDrawList_PrimWriteVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col); +CIMGUI_API void ImDrawList_PrimWriteIdx(ImDrawList* self,ImDrawIdx idx); +CIMGUI_API void ImDrawList_PrimVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col); +CIMGUI_API void ImDrawList__ResetForNewFrame(ImDrawList* self); +CIMGUI_API void ImDrawList__ClearFreeMemory(ImDrawList* self); +CIMGUI_API void ImDrawList__PopUnusedDrawCmd(ImDrawList* self); +CIMGUI_API void ImDrawList__TryMergeDrawCmds(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedClipRect(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedTextureID(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedVtxOffset(ImDrawList* self); +CIMGUI_API void ImDrawList__SetTextureID(ImDrawList* self,ImTextureID texture_id); +CIMGUI_API int ImDrawList__CalcCircleAutoSegmentCount(ImDrawList* self,float radius); +CIMGUI_API void ImDrawList__PathArcToFastEx(ImDrawList* self,const ImVec2 center,float radius,int a_min_sample,int a_max_sample,int a_step); +CIMGUI_API void ImDrawList__PathArcToN(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments); +CIMGUI_API ImDrawData* ImDrawData_ImDrawData(void); +CIMGUI_API void ImDrawData_destroy(ImDrawData* self); +CIMGUI_API void ImDrawData_Clear(ImDrawData* self); +CIMGUI_API void ImDrawData_AddDrawList(ImDrawData* self,ImDrawList* draw_list); +CIMGUI_API void ImDrawData_DeIndexAllBuffers(ImDrawData* self); +CIMGUI_API void ImDrawData_ScaleClipRects(ImDrawData* self,const ImVec2 fb_scale); +CIMGUI_API ImFontConfig* ImFontConfig_ImFontConfig(void); +CIMGUI_API void ImFontConfig_destroy(ImFontConfig* self); +CIMGUI_API ImFontGlyphRangesBuilder* ImFontGlyphRangesBuilder_ImFontGlyphRangesBuilder(void); +CIMGUI_API void ImFontGlyphRangesBuilder_destroy(ImFontGlyphRangesBuilder* self); +CIMGUI_API void ImFontGlyphRangesBuilder_Clear(ImFontGlyphRangesBuilder* self); +CIMGUI_API bool ImFontGlyphRangesBuilder_GetBit(ImFontGlyphRangesBuilder* self,size_t n); +CIMGUI_API void ImFontGlyphRangesBuilder_SetBit(ImFontGlyphRangesBuilder* self,size_t n); +CIMGUI_API void ImFontGlyphRangesBuilder_AddChar(ImFontGlyphRangesBuilder* self,ImWchar c); +CIMGUI_API void ImFontGlyphRangesBuilder_AddText(ImFontGlyphRangesBuilder* self,const char* text,const char* text_end); +CIMGUI_API void ImFontGlyphRangesBuilder_AddRanges(ImFontGlyphRangesBuilder* self,const ImWchar* ranges); +CIMGUI_API void ImFontGlyphRangesBuilder_BuildRanges(ImFontGlyphRangesBuilder* self,ImVector_ImWchar* out_ranges); +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlasCustomRect_ImFontAtlasCustomRect(void); +CIMGUI_API void ImFontAtlasCustomRect_destroy(ImFontAtlasCustomRect* self); +CIMGUI_API bool ImFontAtlasCustomRect_IsPacked(ImFontAtlasCustomRect* self); +CIMGUI_API ImFontAtlas* ImFontAtlas_ImFontAtlas(void); +CIMGUI_API void ImFontAtlas_destroy(ImFontAtlas* self); +CIMGUI_API ImFont* ImFontAtlas_AddFont(ImFontAtlas* self,const ImFontConfig* font_cfg); +CIMGUI_API ImFont* ImFontAtlas_AddFontDefault(ImFontAtlas* self,const ImFontConfig* font_cfg); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromFileTTF(ImFontAtlas* self,const char* filename,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryTTF(ImFontAtlas* self,void* font_data,int font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedTTF(ImFontAtlas* self,const void* compressed_font_data,int compressed_font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(ImFontAtlas* self,const char* compressed_font_data_base85,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API void ImFontAtlas_ClearInputData(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_ClearTexData(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_ClearFonts(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_Clear(ImFontAtlas* self); +CIMGUI_API bool ImFontAtlas_Build(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_GetTexDataAsAlpha8(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel); +CIMGUI_API void ImFontAtlas_GetTexDataAsRGBA32(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel); +CIMGUI_API bool ImFontAtlas_IsBuilt(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_SetTexID(ImFontAtlas* self,ImTextureID id); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesDefault(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesGreek(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesKorean(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesJapanese(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseFull(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesCyrillic(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesThai(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesVietnamese(ImFontAtlas* self); +CIMGUI_API int ImFontAtlas_AddCustomRectRegular(ImFontAtlas* self,int width,int height); +CIMGUI_API int ImFontAtlas_AddCustomRectFontGlyph(ImFontAtlas* self,ImFont* font,ImWchar id,int width,int height,float advance_x,const ImVec2 offset); +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlas_GetCustomRectByIndex(ImFontAtlas* self,int index); +CIMGUI_API void ImFontAtlas_CalcCustomRectUV(ImFontAtlas* self,const ImFontAtlasCustomRect* rect,ImVec2* out_uv_min,ImVec2* out_uv_max); +CIMGUI_API bool ImFontAtlas_GetMouseCursorTexData(ImFontAtlas* self,ImGuiMouseCursor cursor,ImVec2* out_offset,ImVec2* out_size,ImVec2 out_uv_border[2],ImVec2 out_uv_fill[2]); +CIMGUI_API ImFont* ImFont_ImFont(void); +CIMGUI_API void ImFont_destroy(ImFont* self); +CIMGUI_API const ImFontGlyph* ImFont_FindGlyph(ImFont* self,ImWchar c); +CIMGUI_API const ImFontGlyph* ImFont_FindGlyphNoFallback(ImFont* self,ImWchar c); +CIMGUI_API float ImFont_GetCharAdvance(ImFont* self,ImWchar c); +CIMGUI_API bool ImFont_IsLoaded(ImFont* self); +CIMGUI_API const char* ImFont_GetDebugName(ImFont* self); +CIMGUI_API void ImFont_CalcTextSizeA(ImVec2 *pOut,ImFont* self,float size,float max_width,float wrap_width,const char* text_begin,const char* text_end,const char** remaining); +CIMGUI_API const char* ImFont_CalcWordWrapPositionA(ImFont* self,float scale,const char* text,const char* text_end,float wrap_width); +CIMGUI_API void ImFont_RenderChar(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,ImWchar c); +CIMGUI_API void ImFont_RenderText(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,const ImVec4 clip_rect,const char* text_begin,const char* text_end,float wrap_width,bool cpu_fine_clip); +CIMGUI_API void ImFont_BuildLookupTable(ImFont* self); +CIMGUI_API void ImFont_ClearOutputData(ImFont* self); +CIMGUI_API void ImFont_GrowIndex(ImFont* self,int new_size); +CIMGUI_API void ImFont_AddGlyph(ImFont* self,const ImFontConfig* src_cfg,ImWchar c,float x0,float y0,float x1,float y1,float u0,float v0,float u1,float v1,float advance_x); +CIMGUI_API void ImFont_AddRemapChar(ImFont* self,ImWchar dst,ImWchar src,bool overwrite_dst); +CIMGUI_API void ImFont_SetGlyphVisible(ImFont* self,ImWchar c,bool visible); +CIMGUI_API bool ImFont_IsGlyphRangeUnused(ImFont* self,unsigned int c_begin,unsigned int c_last); +CIMGUI_API ImGuiViewport* ImGuiViewport_ImGuiViewport(void); +CIMGUI_API void ImGuiViewport_destroy(ImGuiViewport* self); +CIMGUI_API void ImGuiViewport_GetCenter(ImVec2 *pOut,ImGuiViewport* self); +CIMGUI_API void ImGuiViewport_GetWorkCenter(ImVec2 *pOut,ImGuiViewport* self); +CIMGUI_API ImGuiPlatformIO* ImGuiPlatformIO_ImGuiPlatformIO(void); +CIMGUI_API void ImGuiPlatformIO_destroy(ImGuiPlatformIO* self); +CIMGUI_API ImGuiPlatformMonitor* ImGuiPlatformMonitor_ImGuiPlatformMonitor(void); +CIMGUI_API void ImGuiPlatformMonitor_destroy(ImGuiPlatformMonitor* self); +CIMGUI_API ImGuiPlatformImeData* ImGuiPlatformImeData_ImGuiPlatformImeData(void); +CIMGUI_API void ImGuiPlatformImeData_destroy(ImGuiPlatformImeData* self); +CIMGUI_API ImGuiID igImHashData(const void* data,size_t data_size,ImGuiID seed); +CIMGUI_API ImGuiID igImHashStr(const char* data,size_t data_size,ImGuiID seed); +CIMGUI_API void igImQsort(void* base,size_t count,size_t size_of_element,int(*compare_func)(void const*,void const*)); +CIMGUI_API ImU32 igImAlphaBlendColors(ImU32 col_a,ImU32 col_b); +CIMGUI_API bool igImIsPowerOfTwo_Int(int v); +CIMGUI_API bool igImIsPowerOfTwo_U64(ImU64 v); +CIMGUI_API int igImUpperPowerOfTwo(int v); +CIMGUI_API int igImStricmp(const char* str1,const char* str2); +CIMGUI_API int igImStrnicmp(const char* str1,const char* str2,size_t count); +CIMGUI_API void igImStrncpy(char* dst,const char* src,size_t count); +CIMGUI_API char* igImStrdup(const char* str); +CIMGUI_API char* igImStrdupcpy(char* dst,size_t* p_dst_size,const char* str); +CIMGUI_API const char* igImStrchrRange(const char* str_begin,const char* str_end,char c); +CIMGUI_API const char* igImStreolRange(const char* str,const char* str_end); +CIMGUI_API const char* igImStristr(const char* haystack,const char* haystack_end,const char* needle,const char* needle_end); +CIMGUI_API void igImStrTrimBlanks(char* str); +CIMGUI_API const char* igImStrSkipBlank(const char* str); +CIMGUI_API int igImStrlenW(const ImWchar* str); +CIMGUI_API const char* igImStrbol(const char* buf_mid_line,const char* buf_begin); +CIMGUI_API char igImToUpper(char c); +CIMGUI_API bool igImCharIsBlankA(char c); +CIMGUI_API bool igImCharIsBlankW(unsigned int c); +CIMGUI_API bool igImCharIsXdigitA(char c); +CIMGUI_API int igImFormatString(char* buf,size_t buf_size,const char* fmt,...); +CIMGUI_API int igImFormatStringV(char* buf,size_t buf_size,const char* fmt,va_list args); +CIMGUI_API void igImFormatStringToTempBuffer(const char** out_buf,const char** out_buf_end,const char* fmt,...); +CIMGUI_API void igImFormatStringToTempBufferV(const char** out_buf,const char** out_buf_end,const char* fmt,va_list args); +CIMGUI_API const char* igImParseFormatFindStart(const char* format); +CIMGUI_API const char* igImParseFormatFindEnd(const char* format); +CIMGUI_API const char* igImParseFormatTrimDecorations(const char* format,char* buf,size_t buf_size); +CIMGUI_API void igImParseFormatSanitizeForPrinting(const char* fmt_in,char* fmt_out,size_t fmt_out_size); +CIMGUI_API const char* igImParseFormatSanitizeForScanning(const char* fmt_in,char* fmt_out,size_t fmt_out_size); +CIMGUI_API int igImParseFormatPrecision(const char* format,int default_value); +CIMGUI_API const char* igImTextCharToUtf8(char out_buf[5],unsigned int c); +CIMGUI_API int igImTextStrToUtf8(char* out_buf,int out_buf_size,const ImWchar* in_text,const ImWchar* in_text_end); +CIMGUI_API int igImTextCharFromUtf8(unsigned int* out_char,const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextStrFromUtf8(ImWchar* out_buf,int out_buf_size,const char* in_text,const char* in_text_end,const char** in_remaining); +CIMGUI_API int igImTextCountCharsFromUtf8(const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextCountUtf8BytesFromChar(const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextCountUtf8BytesFromStr(const ImWchar* in_text,const ImWchar* in_text_end); +CIMGUI_API const char* igImTextFindPreviousUtf8Codepoint(const char* in_text_start,const char* in_text_curr); +CIMGUI_API int igImTextCountLines(const char* in_text,const char* in_text_end); +CIMGUI_API ImFileHandle igImFileOpen(const char* filename,const char* mode); +CIMGUI_API bool igImFileClose(ImFileHandle file); +CIMGUI_API ImU64 igImFileGetSize(ImFileHandle file); +CIMGUI_API ImU64 igImFileRead(void* data,ImU64 size,ImU64 count,ImFileHandle file); +CIMGUI_API ImU64 igImFileWrite(const void* data,ImU64 size,ImU64 count,ImFileHandle file); +CIMGUI_API void* igImFileLoadToMemory(const char* filename,const char* mode,size_t* out_file_size,int padding_bytes); +CIMGUI_API float igImPow_Float(float x,float y); +CIMGUI_API double igImPow_double(double x,double y); +CIMGUI_API float igImLog_Float(float x); +CIMGUI_API double igImLog_double(double x); +CIMGUI_API int igImAbs_Int(int x); +CIMGUI_API float igImAbs_Float(float x); +CIMGUI_API double igImAbs_double(double x); +CIMGUI_API float igImSign_Float(float x); +CIMGUI_API double igImSign_double(double x); +CIMGUI_API float igImRsqrt_Float(float x); +CIMGUI_API double igImRsqrt_double(double x); +CIMGUI_API void igImMin(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API void igImMax(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API void igImClamp(ImVec2 *pOut,const ImVec2 v,const ImVec2 mn,const ImVec2 mx); +CIMGUI_API void igImLerp_Vec2Float(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,float t); +CIMGUI_API void igImLerp_Vec2Vec2(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 t); +CIMGUI_API void igImLerp_Vec4(ImVec4 *pOut,const ImVec4 a,const ImVec4 b,float t); +CIMGUI_API float igImSaturate(float f); +CIMGUI_API float igImLengthSqr_Vec2(const ImVec2 lhs); +CIMGUI_API float igImLengthSqr_Vec4(const ImVec4 lhs); +CIMGUI_API float igImInvLength(const ImVec2 lhs,float fail_value); +CIMGUI_API float igImTrunc_Float(float f); +CIMGUI_API void igImTrunc_Vec2(ImVec2 *pOut,const ImVec2 v); +CIMGUI_API float igImFloor_Float(float f); +CIMGUI_API void igImFloor_Vec2(ImVec2 *pOut,const ImVec2 v); +CIMGUI_API int igImModPositive(int a,int b); +CIMGUI_API float igImDot(const ImVec2 a,const ImVec2 b); +CIMGUI_API void igImRotate(ImVec2 *pOut,const ImVec2 v,float cos_a,float sin_a); +CIMGUI_API float igImLinearSweep(float current,float target,float speed); +CIMGUI_API float igImLinearRemapClamp(float s0,float s1,float d0,float d1,float x); +CIMGUI_API void igImMul(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API bool igImIsFloatAboveGuaranteedIntegerPrecision(float f); +CIMGUI_API float igImExponentialMovingAverage(float avg,float sample,int n); +CIMGUI_API void igImBezierCubicCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,float t); +CIMGUI_API void igImBezierCubicClosestPoint(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,int num_segments); +CIMGUI_API void igImBezierCubicClosestPointCasteljau(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,float tess_tol); +CIMGUI_API void igImBezierQuadraticCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,float t); +CIMGUI_API void igImLineClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 p); +CIMGUI_API bool igImTriangleContainsPoint(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p); +CIMGUI_API void igImTriangleClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p); +CIMGUI_API void igImTriangleBarycentricCoords(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p,float* out_u,float* out_v,float* out_w); +CIMGUI_API float igImTriangleArea(const ImVec2 a,const ImVec2 b,const ImVec2 c); +CIMGUI_API bool igImTriangleIsClockwise(const ImVec2 a,const ImVec2 b,const ImVec2 c); +CIMGUI_API ImVec1* ImVec1_ImVec1_Nil(void); +CIMGUI_API void ImVec1_destroy(ImVec1* self); +CIMGUI_API ImVec1* ImVec1_ImVec1_Float(float _x); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Nil(void); +CIMGUI_API void ImVec2ih_destroy(ImVec2ih* self); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_short(short _x,short _y); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Vec2(const ImVec2 rhs); +CIMGUI_API ImRect* ImRect_ImRect_Nil(void); +CIMGUI_API void ImRect_destroy(ImRect* self); +CIMGUI_API ImRect* ImRect_ImRect_Vec2(const ImVec2 min,const ImVec2 max); +CIMGUI_API ImRect* ImRect_ImRect_Vec4(const ImVec4 v); +CIMGUI_API ImRect* ImRect_ImRect_Float(float x1,float y1,float x2,float y2); +CIMGUI_API void ImRect_GetCenter(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetSize(ImVec2 *pOut,ImRect* self); +CIMGUI_API float ImRect_GetWidth(ImRect* self); +CIMGUI_API float ImRect_GetHeight(ImRect* self); +CIMGUI_API float ImRect_GetArea(ImRect* self); +CIMGUI_API void ImRect_GetTL(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetTR(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetBL(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetBR(ImVec2 *pOut,ImRect* self); +CIMGUI_API bool ImRect_Contains_Vec2(ImRect* self,const ImVec2 p); +CIMGUI_API bool ImRect_Contains_Rect(ImRect* self,const ImRect r); +CIMGUI_API bool ImRect_ContainsWithPad(ImRect* self,const ImVec2 p,const ImVec2 pad); +CIMGUI_API bool ImRect_Overlaps(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Add_Vec2(ImRect* self,const ImVec2 p); +CIMGUI_API void ImRect_Add_Rect(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Expand_Float(ImRect* self,const float amount); +CIMGUI_API void ImRect_Expand_Vec2(ImRect* self,const ImVec2 amount); +CIMGUI_API void ImRect_Translate(ImRect* self,const ImVec2 d); +CIMGUI_API void ImRect_TranslateX(ImRect* self,float dx); +CIMGUI_API void ImRect_TranslateY(ImRect* self,float dy); +CIMGUI_API void ImRect_ClipWith(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_ClipWithFull(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Floor(ImRect* self); +CIMGUI_API bool ImRect_IsInverted(ImRect* self); +CIMGUI_API void ImRect_ToVec4(ImVec4 *pOut,ImRect* self); +CIMGUI_API size_t igImBitArrayGetStorageSizeInBytes(int bitcount); +CIMGUI_API void igImBitArrayClearAllBits(ImU32* arr,int bitcount); +CIMGUI_API bool igImBitArrayTestBit(const ImU32* arr,int n); +CIMGUI_API void igImBitArrayClearBit(ImU32* arr,int n); +CIMGUI_API void igImBitArraySetBit(ImU32* arr,int n); +CIMGUI_API void igImBitArraySetBitRange(ImU32* arr,int n,int n2); +CIMGUI_API void ImBitVector_Create(ImBitVector* self,int sz); +CIMGUI_API void ImBitVector_Clear(ImBitVector* self); +CIMGUI_API bool ImBitVector_TestBit(ImBitVector* self,int n); +CIMGUI_API void ImBitVector_SetBit(ImBitVector* self,int n); +CIMGUI_API void ImBitVector_ClearBit(ImBitVector* self,int n); +CIMGUI_API void ImGuiTextIndex_clear(ImGuiTextIndex* self); +CIMGUI_API int ImGuiTextIndex_size(ImGuiTextIndex* self); +CIMGUI_API const char* ImGuiTextIndex_get_line_begin(ImGuiTextIndex* self,const char* base,int n); +CIMGUI_API const char* ImGuiTextIndex_get_line_end(ImGuiTextIndex* self,const char* base,int n); +CIMGUI_API void ImGuiTextIndex_append(ImGuiTextIndex* self,const char* base,int old_size,int new_size); +CIMGUI_API ImGuiStoragePair* igImLowerBound(ImGuiStoragePair* in_begin,ImGuiStoragePair* in_end,ImGuiID key); +CIMGUI_API ImDrawListSharedData* ImDrawListSharedData_ImDrawListSharedData(void); +CIMGUI_API void ImDrawListSharedData_destroy(ImDrawListSharedData* self); +CIMGUI_API void ImDrawListSharedData_SetCircleTessellationMaxError(ImDrawListSharedData* self,float max_error); +CIMGUI_API ImDrawDataBuilder* ImDrawDataBuilder_ImDrawDataBuilder(void); +CIMGUI_API void ImDrawDataBuilder_destroy(ImDrawDataBuilder* self); +CIMGUI_API void* ImGuiDataVarInfo_GetVarPtr(ImGuiDataVarInfo* self,void* parent); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Int(ImGuiStyleVar idx,int v); +CIMGUI_API void ImGuiStyleMod_destroy(ImGuiStyleMod* self); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Float(ImGuiStyleVar idx,float v); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Vec2(ImGuiStyleVar idx,ImVec2 v); +CIMGUI_API ImGuiComboPreviewData* ImGuiComboPreviewData_ImGuiComboPreviewData(void); +CIMGUI_API void ImGuiComboPreviewData_destroy(ImGuiComboPreviewData* self); +CIMGUI_API ImGuiMenuColumns* ImGuiMenuColumns_ImGuiMenuColumns(void); +CIMGUI_API void ImGuiMenuColumns_destroy(ImGuiMenuColumns* self); +CIMGUI_API void ImGuiMenuColumns_Update(ImGuiMenuColumns* self,float spacing,bool window_reappearing); +CIMGUI_API float ImGuiMenuColumns_DeclColumns(ImGuiMenuColumns* self,float w_icon,float w_label,float w_shortcut,float w_mark); +CIMGUI_API void ImGuiMenuColumns_CalcNextTotalWidth(ImGuiMenuColumns* self,bool update_offsets); +CIMGUI_API ImGuiInputTextDeactivatedState* ImGuiInputTextDeactivatedState_ImGuiInputTextDeactivatedState(void); +CIMGUI_API void ImGuiInputTextDeactivatedState_destroy(ImGuiInputTextDeactivatedState* self); +CIMGUI_API void ImGuiInputTextDeactivatedState_ClearFreeMemory(ImGuiInputTextDeactivatedState* self); +CIMGUI_API ImGuiInputTextState* ImGuiInputTextState_ImGuiInputTextState(void); +CIMGUI_API void ImGuiInputTextState_destroy(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearText(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearFreeMemory(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_OnKeyPressed(ImGuiInputTextState* self,int key); +CIMGUI_API void ImGuiInputTextState_OnCharPressed(ImGuiInputTextState* self,unsigned int c); +CIMGUI_API void ImGuiInputTextState_CursorAnimReset(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_CursorClamp(ImGuiInputTextState* self); +CIMGUI_API bool ImGuiInputTextState_HasSelection(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearSelection(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetCursorPos(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetSelectionStart(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetSelectionEnd(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_SelectAll(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndSelectAll(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndKeepSelection(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndMoveToEnd(ImGuiInputTextState* self); +CIMGUI_API ImGuiNextWindowData* ImGuiNextWindowData_ImGuiNextWindowData(void); +CIMGUI_API void ImGuiNextWindowData_destroy(ImGuiNextWindowData* self); +CIMGUI_API void ImGuiNextWindowData_ClearFlags(ImGuiNextWindowData* self); +CIMGUI_API ImGuiNextItemData* ImGuiNextItemData_ImGuiNextItemData(void); +CIMGUI_API void ImGuiNextItemData_destroy(ImGuiNextItemData* self); +CIMGUI_API void ImGuiNextItemData_ClearFlags(ImGuiNextItemData* self); +CIMGUI_API ImGuiLastItemData* ImGuiLastItemData_ImGuiLastItemData(void); +CIMGUI_API void ImGuiLastItemData_destroy(ImGuiLastItemData* self); +CIMGUI_API ImGuiErrorRecoveryState* ImGuiErrorRecoveryState_ImGuiErrorRecoveryState(void); +CIMGUI_API void ImGuiErrorRecoveryState_destroy(ImGuiErrorRecoveryState* self); +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Ptr(void* ptr); +CIMGUI_API void ImGuiPtrOrIndex_destroy(ImGuiPtrOrIndex* self); +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Int(int index); +CIMGUI_API ImGuiPopupData* ImGuiPopupData_ImGuiPopupData(void); +CIMGUI_API void ImGuiPopupData_destroy(ImGuiPopupData* self); +CIMGUI_API ImGuiInputEvent* ImGuiInputEvent_ImGuiInputEvent(void); +CIMGUI_API void ImGuiInputEvent_destroy(ImGuiInputEvent* self); +CIMGUI_API ImGuiKeyRoutingData* ImGuiKeyRoutingData_ImGuiKeyRoutingData(void); +CIMGUI_API void ImGuiKeyRoutingData_destroy(ImGuiKeyRoutingData* self); +CIMGUI_API ImGuiKeyRoutingTable* ImGuiKeyRoutingTable_ImGuiKeyRoutingTable(void); +CIMGUI_API void ImGuiKeyRoutingTable_destroy(ImGuiKeyRoutingTable* self); +CIMGUI_API void ImGuiKeyRoutingTable_Clear(ImGuiKeyRoutingTable* self); +CIMGUI_API ImGuiKeyOwnerData* ImGuiKeyOwnerData_ImGuiKeyOwnerData(void); +CIMGUI_API void ImGuiKeyOwnerData_destroy(ImGuiKeyOwnerData* self); +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromIndices(int min,int max); +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromPositions(float y1,float y2,int off_min,int off_max); +CIMGUI_API ImGuiListClipperData* ImGuiListClipperData_ImGuiListClipperData(void); +CIMGUI_API void ImGuiListClipperData_destroy(ImGuiListClipperData* self); +CIMGUI_API void ImGuiListClipperData_Reset(ImGuiListClipperData* self,ImGuiListClipper* clipper); +CIMGUI_API ImGuiNavItemData* ImGuiNavItemData_ImGuiNavItemData(void); +CIMGUI_API void ImGuiNavItemData_destroy(ImGuiNavItemData* self); +CIMGUI_API void ImGuiNavItemData_Clear(ImGuiNavItemData* self); +CIMGUI_API ImGuiTypingSelectState* ImGuiTypingSelectState_ImGuiTypingSelectState(void); +CIMGUI_API void ImGuiTypingSelectState_destroy(ImGuiTypingSelectState* self); +CIMGUI_API void ImGuiTypingSelectState_Clear(ImGuiTypingSelectState* self); +CIMGUI_API ImGuiOldColumnData* ImGuiOldColumnData_ImGuiOldColumnData(void); +CIMGUI_API void ImGuiOldColumnData_destroy(ImGuiOldColumnData* self); +CIMGUI_API ImGuiOldColumns* ImGuiOldColumns_ImGuiOldColumns(void); +CIMGUI_API void ImGuiOldColumns_destroy(ImGuiOldColumns* self); +CIMGUI_API ImGuiBoxSelectState* ImGuiBoxSelectState_ImGuiBoxSelectState(void); +CIMGUI_API void ImGuiBoxSelectState_destroy(ImGuiBoxSelectState* self); +CIMGUI_API ImGuiMultiSelectTempData* ImGuiMultiSelectTempData_ImGuiMultiSelectTempData(void); +CIMGUI_API void ImGuiMultiSelectTempData_destroy(ImGuiMultiSelectTempData* self); +CIMGUI_API void ImGuiMultiSelectTempData_Clear(ImGuiMultiSelectTempData* self); +CIMGUI_API void ImGuiMultiSelectTempData_ClearIO(ImGuiMultiSelectTempData* self); +CIMGUI_API ImGuiMultiSelectState* ImGuiMultiSelectState_ImGuiMultiSelectState(void); +CIMGUI_API void ImGuiMultiSelectState_destroy(ImGuiMultiSelectState* self); +CIMGUI_API ImGuiDockNode* ImGuiDockNode_ImGuiDockNode(ImGuiID id); +CIMGUI_API void ImGuiDockNode_destroy(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsRootNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsDockSpace(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsFloatingNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsCentralNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsHiddenTabBar(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsNoTabBar(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsSplitNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsLeafNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsEmpty(ImGuiDockNode* self); +CIMGUI_API void ImGuiDockNode_Rect(ImRect *pOut,ImGuiDockNode* self); +CIMGUI_API void ImGuiDockNode_SetLocalFlags(ImGuiDockNode* self,ImGuiDockNodeFlags flags); +CIMGUI_API void ImGuiDockNode_UpdateMergedFlags(ImGuiDockNode* self); +CIMGUI_API ImGuiDockContext* ImGuiDockContext_ImGuiDockContext(void); +CIMGUI_API void ImGuiDockContext_destroy(ImGuiDockContext* self); +CIMGUI_API ImGuiViewportP* ImGuiViewportP_ImGuiViewportP(void); +CIMGUI_API void ImGuiViewportP_destroy(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_ClearRequestFlags(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_CalcWorkRectPos(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min); +CIMGUI_API void ImGuiViewportP_CalcWorkRectSize(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min,const ImVec2 inset_max); +CIMGUI_API void ImGuiViewportP_UpdateWorkRect(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetMainRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetWorkRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetBuildWorkRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API ImGuiWindowSettings* ImGuiWindowSettings_ImGuiWindowSettings(void); +CIMGUI_API void ImGuiWindowSettings_destroy(ImGuiWindowSettings* self); +CIMGUI_API char* ImGuiWindowSettings_GetName(ImGuiWindowSettings* self); +CIMGUI_API ImGuiSettingsHandler* ImGuiSettingsHandler_ImGuiSettingsHandler(void); +CIMGUI_API void ImGuiSettingsHandler_destroy(ImGuiSettingsHandler* self); +CIMGUI_API ImGuiDebugAllocInfo* ImGuiDebugAllocInfo_ImGuiDebugAllocInfo(void); +CIMGUI_API void ImGuiDebugAllocInfo_destroy(ImGuiDebugAllocInfo* self); +CIMGUI_API ImGuiStackLevelInfo* ImGuiStackLevelInfo_ImGuiStackLevelInfo(void); +CIMGUI_API void ImGuiStackLevelInfo_destroy(ImGuiStackLevelInfo* self); +CIMGUI_API ImGuiIDStackTool* ImGuiIDStackTool_ImGuiIDStackTool(void); +CIMGUI_API void ImGuiIDStackTool_destroy(ImGuiIDStackTool* self); +CIMGUI_API ImGuiContextHook* ImGuiContextHook_ImGuiContextHook(void); +CIMGUI_API void ImGuiContextHook_destroy(ImGuiContextHook* self); +CIMGUI_API ImGuiContext* ImGuiContext_ImGuiContext(ImFontAtlas* shared_font_atlas); +CIMGUI_API void ImGuiContext_destroy(ImGuiContext* self); +CIMGUI_API ImGuiWindow* ImGuiWindow_ImGuiWindow(ImGuiContext* context,const char* name); +CIMGUI_API void ImGuiWindow_destroy(ImGuiWindow* self); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Str(ImGuiWindow* self,const char* str,const char* str_end); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Ptr(ImGuiWindow* self,const void* ptr); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Int(ImGuiWindow* self,int n); +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromPos(ImGuiWindow* self,const ImVec2 p_abs); +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromRectangle(ImGuiWindow* self,const ImRect r_abs); +CIMGUI_API void ImGuiWindow_Rect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API float ImGuiWindow_CalcFontSize(ImGuiWindow* self); +CIMGUI_API void ImGuiWindow_TitleBarRect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API void ImGuiWindow_MenuBarRect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API ImGuiTabItem* ImGuiTabItem_ImGuiTabItem(void); +CIMGUI_API void ImGuiTabItem_destroy(ImGuiTabItem* self); +CIMGUI_API ImGuiTabBar* ImGuiTabBar_ImGuiTabBar(void); +CIMGUI_API void ImGuiTabBar_destroy(ImGuiTabBar* self); +CIMGUI_API ImGuiTableColumn* ImGuiTableColumn_ImGuiTableColumn(void); +CIMGUI_API void ImGuiTableColumn_destroy(ImGuiTableColumn* self); +CIMGUI_API ImGuiTableInstanceData* ImGuiTableInstanceData_ImGuiTableInstanceData(void); +CIMGUI_API void ImGuiTableInstanceData_destroy(ImGuiTableInstanceData* self); +CIMGUI_API ImGuiTable* ImGuiTable_ImGuiTable(void); +CIMGUI_API void ImGuiTable_destroy(ImGuiTable* self); +CIMGUI_API ImGuiTableTempData* ImGuiTableTempData_ImGuiTableTempData(void); +CIMGUI_API void ImGuiTableTempData_destroy(ImGuiTableTempData* self); +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableColumnSettings_ImGuiTableColumnSettings(void); +CIMGUI_API void ImGuiTableColumnSettings_destroy(ImGuiTableColumnSettings* self); +CIMGUI_API ImGuiTableSettings* ImGuiTableSettings_ImGuiTableSettings(void); +CIMGUI_API void ImGuiTableSettings_destroy(ImGuiTableSettings* self); +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableSettings_GetColumnSettings(ImGuiTableSettings* self); +CIMGUI_API ImGuiIO* igGetIOEx(ImGuiContext* ctx); +CIMGUI_API ImGuiPlatformIO* igGetPlatformIOEx(ImGuiContext* ctx); +CIMGUI_API ImGuiWindow* igGetCurrentWindowRead(void); +CIMGUI_API ImGuiWindow* igGetCurrentWindow(void); +CIMGUI_API ImGuiWindow* igFindWindowByID(ImGuiID id); +CIMGUI_API ImGuiWindow* igFindWindowByName(const char* name); +CIMGUI_API void igUpdateWindowParentAndRootLinks(ImGuiWindow* window,ImGuiWindowFlags flags,ImGuiWindow* parent_window); +CIMGUI_API void igUpdateWindowSkipRefresh(ImGuiWindow* window); +CIMGUI_API void igCalcWindowNextAutoFitSize(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API bool igIsWindowChildOf(ImGuiWindow* window,ImGuiWindow* potential_parent,bool popup_hierarchy,bool dock_hierarchy); +CIMGUI_API bool igIsWindowWithinBeginStackOf(ImGuiWindow* window,ImGuiWindow* potential_parent); +CIMGUI_API bool igIsWindowAbove(ImGuiWindow* potential_above,ImGuiWindow* potential_below); +CIMGUI_API bool igIsWindowNavFocusable(ImGuiWindow* window); +CIMGUI_API void igSetWindowPos_WindowPtr(ImGuiWindow* window,const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_WindowPtr(ImGuiWindow* window,const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_WindowPtr(ImGuiWindow* window,bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowHitTestHole(ImGuiWindow* window,const ImVec2 pos,const ImVec2 size); +CIMGUI_API void igSetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); +CIMGUI_API void igSetWindowParentWindowForFocusRoute(ImGuiWindow* window,ImGuiWindow* parent_window); +CIMGUI_API void igWindowRectAbsToRel(ImRect *pOut,ImGuiWindow* window,const ImRect r); +CIMGUI_API void igWindowRectRelToAbs(ImRect *pOut,ImGuiWindow* window,const ImRect r); +CIMGUI_API void igWindowPosAbsToRel(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p); +CIMGUI_API void igWindowPosRelToAbs(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p); +CIMGUI_API void igFocusWindow(ImGuiWindow* window,ImGuiFocusRequestFlags flags); +CIMGUI_API void igFocusTopMostWindowUnderOne(ImGuiWindow* under_this_window,ImGuiWindow* ignore_window,ImGuiViewport* filter_viewport,ImGuiFocusRequestFlags flags); +CIMGUI_API void igBringWindowToFocusFront(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayFront(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayBack(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayBehind(ImGuiWindow* window,ImGuiWindow* above_window); +CIMGUI_API int igFindWindowDisplayIndex(ImGuiWindow* window); +CIMGUI_API ImGuiWindow* igFindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); +CIMGUI_API void igSetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags); +CIMGUI_API void igSetCurrentFont(ImFont* font); +CIMGUI_API ImFont* igGetDefaultFont(void); +CIMGUI_API ImDrawList* igGetForegroundDrawList_WindowPtr(ImGuiWindow* window); +CIMGUI_API void igAddDrawListToDrawDataEx(ImDrawData* draw_data,ImVector_ImDrawListPtr* out_list,ImDrawList* draw_list); +CIMGUI_API void igInitialize(void); +CIMGUI_API void igShutdown(void); +CIMGUI_API void igUpdateInputEvents(bool trickle_fast_inputs); +CIMGUI_API void igUpdateHoveredWindowAndCaptureFlags(void); +CIMGUI_API void igFindHoveredWindowEx(const ImVec2 pos,bool find_first_and_in_any_viewport,ImGuiWindow** out_hovered_window,ImGuiWindow** out_hovered_window_under_moving_window); +CIMGUI_API void igStartMouseMovingWindow(ImGuiWindow* window); +CIMGUI_API void igStartMouseMovingWindowOrNode(ImGuiWindow* window,ImGuiDockNode* node,bool undock); +CIMGUI_API void igUpdateMouseMovingWindowNewFrame(void); +CIMGUI_API void igUpdateMouseMovingWindowEndFrame(void); +CIMGUI_API ImGuiID igAddContextHook(ImGuiContext* context,const ImGuiContextHook* hook); +CIMGUI_API void igRemoveContextHook(ImGuiContext* context,ImGuiID hook_to_remove); +CIMGUI_API void igCallContextHooks(ImGuiContext* context,ImGuiContextHookType type); +CIMGUI_API void igTranslateWindowsInViewport(ImGuiViewportP* viewport,const ImVec2 old_pos,const ImVec2 new_pos,const ImVec2 old_size,const ImVec2 new_size); +CIMGUI_API void igScaleWindowsInViewport(ImGuiViewportP* viewport,float scale); +CIMGUI_API void igDestroyPlatformWindow(ImGuiViewportP* viewport); +CIMGUI_API void igSetWindowViewport(ImGuiWindow* window,ImGuiViewportP* viewport); +CIMGUI_API void igSetCurrentViewport(ImGuiWindow* window,ImGuiViewportP* viewport); +CIMGUI_API const ImGuiPlatformMonitor* igGetViewportPlatformMonitor(ImGuiViewport* viewport); +CIMGUI_API ImGuiViewportP* igFindHoveredViewportFromPlatformWindowStack(const ImVec2 mouse_platform_pos); +CIMGUI_API void igMarkIniSettingsDirty_Nil(void); +CIMGUI_API void igMarkIniSettingsDirty_WindowPtr(ImGuiWindow* window); +CIMGUI_API void igClearIniSettings(void); +CIMGUI_API void igAddSettingsHandler(const ImGuiSettingsHandler* handler); +CIMGUI_API void igRemoveSettingsHandler(const char* type_name); +CIMGUI_API ImGuiSettingsHandler* igFindSettingsHandler(const char* type_name); +CIMGUI_API ImGuiWindowSettings* igCreateNewWindowSettings(const char* name); +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByID(ImGuiID id); +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByWindow(ImGuiWindow* window); +CIMGUI_API void igClearWindowSettings(const char* name); +CIMGUI_API void igLocalizeRegisterEntries(const ImGuiLocEntry* entries,int count); +CIMGUI_API const char* igLocalizeGetMsg(ImGuiLocKey key); +CIMGUI_API void igSetScrollX_WindowPtr(ImGuiWindow* window,float scroll_x); +CIMGUI_API void igSetScrollY_WindowPtr(ImGuiWindow* window,float scroll_y); +CIMGUI_API void igSetScrollFromPosX_WindowPtr(ImGuiWindow* window,float local_x,float center_x_ratio); +CIMGUI_API void igSetScrollFromPosY_WindowPtr(ImGuiWindow* window,float local_y,float center_y_ratio); +CIMGUI_API void igScrollToItem(ImGuiScrollFlags flags); +CIMGUI_API void igScrollToRect(ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags); +CIMGUI_API void igScrollToRectEx(ImVec2 *pOut,ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags); +CIMGUI_API void igScrollToBringRectIntoView(ImGuiWindow* window,const ImRect rect); +CIMGUI_API ImGuiItemStatusFlags igGetItemStatusFlags(void); +CIMGUI_API ImGuiItemFlags igGetItemFlags(void); +CIMGUI_API ImGuiID igGetActiveID(void); +CIMGUI_API ImGuiID igGetFocusID(void); +CIMGUI_API void igSetActiveID(ImGuiID id,ImGuiWindow* window); +CIMGUI_API void igSetFocusID(ImGuiID id,ImGuiWindow* window); +CIMGUI_API void igClearActiveID(void); +CIMGUI_API ImGuiID igGetHoveredID(void); +CIMGUI_API void igSetHoveredID(ImGuiID id); +CIMGUI_API void igKeepAliveID(ImGuiID id); +CIMGUI_API void igMarkItemEdited(ImGuiID id); +CIMGUI_API void igPushOverrideID(ImGuiID id); +CIMGUI_API ImGuiID igGetIDWithSeed_Str(const char* str_id_begin,const char* str_id_end,ImGuiID seed); +CIMGUI_API ImGuiID igGetIDWithSeed_Int(int n,ImGuiID seed); +CIMGUI_API void igItemSize_Vec2(const ImVec2 size,float text_baseline_y); +CIMGUI_API void igItemSize_Rect(const ImRect bb,float text_baseline_y); +CIMGUI_API bool igItemAdd(const ImRect bb,ImGuiID id,const ImRect* nav_bb,ImGuiItemFlags extra_flags); +CIMGUI_API bool igItemHoverable(const ImRect bb,ImGuiID id,ImGuiItemFlags item_flags); +CIMGUI_API bool igIsWindowContentHoverable(ImGuiWindow* window,ImGuiHoveredFlags flags); +CIMGUI_API bool igIsClippedEx(const ImRect bb,ImGuiID id); +CIMGUI_API void igSetLastItemData(ImGuiID item_id,ImGuiItemFlags in_flags,ImGuiItemStatusFlags status_flags,const ImRect item_rect); +CIMGUI_API void igCalcItemSize(ImVec2 *pOut,ImVec2 size,float default_w,float default_h); +CIMGUI_API float igCalcWrapWidthForPos(const ImVec2 pos,float wrap_pos_x); +CIMGUI_API void igPushMultiItemsWidths(int components,float width_full); +CIMGUI_API void igShrinkWidths(ImGuiShrinkWidthItem* items,int count,float width_excess); +CIMGUI_API const ImGuiDataVarInfo* igGetStyleVarInfo(ImGuiStyleVar idx); +CIMGUI_API void igBeginDisabledOverrideReenable(void); +CIMGUI_API void igEndDisabledOverrideReenable(void); +CIMGUI_API void igLogBegin(ImGuiLogFlags flags,int auto_open_depth); +CIMGUI_API void igLogToBuffer(int auto_open_depth); +CIMGUI_API void igLogRenderedText(const ImVec2* ref_pos,const char* text,const char* text_end); +CIMGUI_API void igLogSetNextTextDecoration(const char* prefix,const char* suffix); +CIMGUI_API bool igBeginChildEx(const char* name,ImGuiID id,const ImVec2 size_arg,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginPopupEx(ImGuiID id,ImGuiWindowFlags extra_window_flags); +CIMGUI_API void igOpenPopupEx(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igClosePopupToLevel(int remaining,bool restore_focus_to_window_under_popup); +CIMGUI_API void igClosePopupsOverWindow(ImGuiWindow* ref_window,bool restore_focus_to_window_under_popup); +CIMGUI_API void igClosePopupsExceptModals(void); +CIMGUI_API bool igIsPopupOpen_ID(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igGetPopupAllowedExtentRect(ImRect *pOut,ImGuiWindow* window); +CIMGUI_API ImGuiWindow* igGetTopMostPopupModal(void); +CIMGUI_API ImGuiWindow* igGetTopMostAndVisiblePopupModal(void); +CIMGUI_API ImGuiWindow* igFindBlockingModal(ImGuiWindow* window); +CIMGUI_API void igFindBestWindowPosForPopup(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API void igFindBestWindowPosForPopupEx(ImVec2 *pOut,const ImVec2 ref_pos,const ImVec2 size,ImGuiDir* last_dir,const ImRect r_outer,const ImRect r_avoid,ImGuiPopupPositionPolicy policy); +CIMGUI_API bool igBeginTooltipEx(ImGuiTooltipFlags tooltip_flags,ImGuiWindowFlags extra_window_flags); +CIMGUI_API bool igBeginTooltipHidden(void); +CIMGUI_API bool igBeginViewportSideBar(const char* name,ImGuiViewport* viewport,ImGuiDir dir,float size,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginMenuEx(const char* label,const char* icon,bool enabled); +CIMGUI_API bool igMenuItemEx(const char* label,const char* icon,const char* shortcut,bool selected,bool enabled); +CIMGUI_API bool igBeginComboPopup(ImGuiID popup_id,const ImRect bb,ImGuiComboFlags flags); +CIMGUI_API bool igBeginComboPreview(void); +CIMGUI_API void igEndComboPreview(void); +CIMGUI_API void igNavInitWindow(ImGuiWindow* window,bool force_reinit); +CIMGUI_API void igNavInitRequestApplyResult(void); +CIMGUI_API bool igNavMoveRequestButNoResultYet(void); +CIMGUI_API void igNavMoveRequestSubmit(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags); +CIMGUI_API void igNavMoveRequestForward(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags); +CIMGUI_API void igNavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); +CIMGUI_API void igNavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result,ImGuiTreeNodeStackData* tree_node_data); +CIMGUI_API void igNavMoveRequestCancel(void); +CIMGUI_API void igNavMoveRequestApplyResult(void); +CIMGUI_API void igNavMoveRequestTryWrapping(ImGuiWindow* window,ImGuiNavMoveFlags move_flags); +CIMGUI_API void igNavHighlightActivated(ImGuiID id); +CIMGUI_API void igNavClearPreferredPosForAxis(ImGuiAxis axis); +CIMGUI_API void igSetNavCursorVisibleAfterMove(void); +CIMGUI_API void igNavUpdateCurrentWindowIsScrollPushableX(void); +CIMGUI_API void igSetNavWindow(ImGuiWindow* window); +CIMGUI_API void igSetNavID(ImGuiID id,ImGuiNavLayer nav_layer,ImGuiID focus_scope_id,const ImRect rect_rel); +CIMGUI_API void igSetNavFocusScope(ImGuiID focus_scope_id); +CIMGUI_API void igFocusItem(void); +CIMGUI_API void igActivateItemByID(ImGuiID id); +CIMGUI_API bool igIsNamedKey(ImGuiKey key); +CIMGUI_API bool igIsNamedKeyOrMod(ImGuiKey key); +CIMGUI_API bool igIsLegacyKey(ImGuiKey key); +CIMGUI_API bool igIsKeyboardKey(ImGuiKey key); +CIMGUI_API bool igIsGamepadKey(ImGuiKey key); +CIMGUI_API bool igIsMouseKey(ImGuiKey key); +CIMGUI_API bool igIsAliasKey(ImGuiKey key); +CIMGUI_API bool igIsLRModKey(ImGuiKey key); +CIMGUI_API ImGuiKeyChord igFixupKeyChord(ImGuiKeyChord key_chord); +CIMGUI_API ImGuiKey igConvertSingleModFlagToKey(ImGuiKey key); +CIMGUI_API ImGuiKeyData* igGetKeyData_ContextPtr(ImGuiContext* ctx,ImGuiKey key); +CIMGUI_API ImGuiKeyData* igGetKeyData_Key(ImGuiKey key); +CIMGUI_API const char* igGetKeyChordName(ImGuiKeyChord key_chord); +CIMGUI_API ImGuiKey igMouseButtonToKey(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseDragPastThreshold(ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igGetKeyMagnitude2d(ImVec2 *pOut,ImGuiKey key_left,ImGuiKey key_right,ImGuiKey key_up,ImGuiKey key_down); +CIMGUI_API float igGetNavTweakPressedAmount(ImGuiAxis axis); +CIMGUI_API int igCalcTypematicRepeatAmount(float t0,float t1,float repeat_delay,float repeat_rate); +CIMGUI_API void igGetTypematicRepeatRate(ImGuiInputFlags flags,float* repeat_delay,float* repeat_rate); +CIMGUI_API void igTeleportMousePos(const ImVec2 pos); +CIMGUI_API void igSetActiveIdUsingAllKeyboardKeys(void); +CIMGUI_API bool igIsActiveIdUsingNavDir(ImGuiDir dir); +CIMGUI_API ImGuiID igGetKeyOwner(ImGuiKey key); +CIMGUI_API void igSetKeyOwner(ImGuiKey key,ImGuiID owner_id,ImGuiInputFlags flags); +CIMGUI_API void igSetKeyOwnersForKeyChord(ImGuiKeyChord key,ImGuiID owner_id,ImGuiInputFlags flags); +CIMGUI_API void igSetItemKeyOwner_InputFlags(ImGuiKey key,ImGuiInputFlags flags); +CIMGUI_API bool igTestKeyOwner(ImGuiKey key,ImGuiID owner_id); +CIMGUI_API ImGuiKeyOwnerData* igGetKeyOwnerData(ImGuiContext* ctx,ImGuiKey key); +CIMGUI_API bool igIsKeyDown_ID(ImGuiKey key,ImGuiID owner_id); +CIMGUI_API bool igIsKeyPressed_InputFlags(ImGuiKey key,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igIsKeyReleased_ID(ImGuiKey key,ImGuiID owner_id); +CIMGUI_API bool igIsKeyChordPressed_InputFlags(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igIsMouseDown_ID(ImGuiMouseButton button,ImGuiID owner_id); +CIMGUI_API bool igIsMouseClicked_InputFlags(ImGuiMouseButton button,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igIsMouseReleased_ID(ImGuiMouseButton button,ImGuiID owner_id); +CIMGUI_API bool igIsMouseDoubleClicked_ID(ImGuiMouseButton button,ImGuiID owner_id); +CIMGUI_API bool igShortcut_ID(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igSetShortcutRouting(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igTestShortcutRouting(ImGuiKeyChord key_chord,ImGuiID owner_id); +CIMGUI_API ImGuiKeyRoutingData* igGetShortcutRoutingData(ImGuiKeyChord key_chord); +CIMGUI_API void igDockContextInitialize(ImGuiContext* ctx); +CIMGUI_API void igDockContextShutdown(ImGuiContext* ctx); +CIMGUI_API void igDockContextClearNodes(ImGuiContext* ctx,ImGuiID root_id,bool clear_settings_refs); +CIMGUI_API void igDockContextRebuildNodes(ImGuiContext* ctx); +CIMGUI_API void igDockContextNewFrameUpdateUndocking(ImGuiContext* ctx); +CIMGUI_API void igDockContextNewFrameUpdateDocking(ImGuiContext* ctx); +CIMGUI_API void igDockContextEndFrame(ImGuiContext* ctx); +CIMGUI_API ImGuiID igDockContextGenNodeID(ImGuiContext* ctx); +CIMGUI_API void igDockContextQueueDock(ImGuiContext* ctx,ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload,ImGuiDir split_dir,float split_ratio,bool split_outer); +CIMGUI_API void igDockContextQueueUndockWindow(ImGuiContext* ctx,ImGuiWindow* window); +CIMGUI_API void igDockContextQueueUndockNode(ImGuiContext* ctx,ImGuiDockNode* node); +CIMGUI_API void igDockContextProcessUndockWindow(ImGuiContext* ctx,ImGuiWindow* window,bool clear_persistent_docking_ref); +CIMGUI_API void igDockContextProcessUndockNode(ImGuiContext* ctx,ImGuiDockNode* node); +CIMGUI_API bool igDockContextCalcDropPosForDocking(ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload_window,ImGuiDockNode* payload_node,ImGuiDir split_dir,bool split_outer,ImVec2* out_pos); +CIMGUI_API ImGuiDockNode* igDockContextFindNodeByID(ImGuiContext* ctx,ImGuiID id); +CIMGUI_API void igDockNodeWindowMenuHandler_Default(ImGuiContext* ctx,ImGuiDockNode* node,ImGuiTabBar* tab_bar); +CIMGUI_API bool igDockNodeBeginAmendTabBar(ImGuiDockNode* node); +CIMGUI_API void igDockNodeEndAmendTabBar(void); +CIMGUI_API ImGuiDockNode* igDockNodeGetRootNode(ImGuiDockNode* node); +CIMGUI_API bool igDockNodeIsInHierarchyOf(ImGuiDockNode* node,ImGuiDockNode* parent); +CIMGUI_API int igDockNodeGetDepth(const ImGuiDockNode* node); +CIMGUI_API ImGuiID igDockNodeGetWindowMenuButtonId(const ImGuiDockNode* node); +CIMGUI_API ImGuiDockNode* igGetWindowDockNode(void); +CIMGUI_API bool igGetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); +CIMGUI_API void igBeginDocked(ImGuiWindow* window,bool* p_open); +CIMGUI_API void igBeginDockableDragDropSource(ImGuiWindow* window); +CIMGUI_API void igBeginDockableDragDropTarget(ImGuiWindow* window); +CIMGUI_API void igSetWindowDock(ImGuiWindow* window,ImGuiID dock_id,ImGuiCond cond); +CIMGUI_API void igDockBuilderDockWindow(const char* window_name,ImGuiID node_id); +CIMGUI_API ImGuiDockNode* igDockBuilderGetNode(ImGuiID node_id); +CIMGUI_API ImGuiDockNode* igDockBuilderGetCentralNode(ImGuiID node_id); +CIMGUI_API ImGuiID igDockBuilderAddNode(ImGuiID node_id,ImGuiDockNodeFlags flags); +CIMGUI_API void igDockBuilderRemoveNode(ImGuiID node_id); +CIMGUI_API void igDockBuilderRemoveNodeDockedWindows(ImGuiID node_id,bool clear_settings_refs); +CIMGUI_API void igDockBuilderRemoveNodeChildNodes(ImGuiID node_id); +CIMGUI_API void igDockBuilderSetNodePos(ImGuiID node_id,ImVec2 pos); +CIMGUI_API void igDockBuilderSetNodeSize(ImGuiID node_id,ImVec2 size); +CIMGUI_API ImGuiID igDockBuilderSplitNode(ImGuiID node_id,ImGuiDir split_dir,float size_ratio_for_node_at_dir,ImGuiID* out_id_at_dir,ImGuiID* out_id_at_opposite_dir); +CIMGUI_API void igDockBuilderCopyDockSpace(ImGuiID src_dockspace_id,ImGuiID dst_dockspace_id,ImVector_const_charPtr* in_window_remap_pairs); +CIMGUI_API void igDockBuilderCopyNode(ImGuiID src_node_id,ImGuiID dst_node_id,ImVector_ImGuiID* out_node_remap_pairs); +CIMGUI_API void igDockBuilderCopyWindowSettings(const char* src_name,const char* dst_name); +CIMGUI_API void igDockBuilderFinish(ImGuiID node_id); +CIMGUI_API void igPushFocusScope(ImGuiID id); +CIMGUI_API void igPopFocusScope(void); +CIMGUI_API ImGuiID igGetCurrentFocusScope(void); +CIMGUI_API bool igIsDragDropActive(void); +CIMGUI_API bool igBeginDragDropTargetCustom(const ImRect bb,ImGuiID id); +CIMGUI_API void igClearDragDrop(void); +CIMGUI_API bool igIsDragDropPayloadBeingAccepted(void); +CIMGUI_API void igRenderDragDropTargetRect(const ImRect bb,const ImRect item_clip_rect); +CIMGUI_API ImGuiTypingSelectRequest* igGetTypingSelectRequest(ImGuiTypingSelectFlags flags); +CIMGUI_API int igTypingSelectFindMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx); +CIMGUI_API int igTypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx); +CIMGUI_API int igTypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data); +CIMGUI_API bool igBeginBoxSelect(const ImRect scope_rect,ImGuiWindow* window,ImGuiID box_select_id,ImGuiMultiSelectFlags ms_flags); +CIMGUI_API void igEndBoxSelect(const ImRect scope_rect,ImGuiMultiSelectFlags ms_flags); +CIMGUI_API void igMultiSelectItemHeader(ImGuiID id,bool* p_selected,ImGuiButtonFlags* p_button_flags); +CIMGUI_API void igMultiSelectItemFooter(ImGuiID id,bool* p_selected,bool* p_pressed); +CIMGUI_API void igMultiSelectAddSetAll(ImGuiMultiSelectTempData* ms,bool selected); +CIMGUI_API void igMultiSelectAddSetRange(ImGuiMultiSelectTempData* ms,bool selected,int range_dir,ImGuiSelectionUserData first_item,ImGuiSelectionUserData last_item); +CIMGUI_API ImGuiBoxSelectState* igGetBoxSelectState(ImGuiID id); +CIMGUI_API ImGuiMultiSelectState* igGetMultiSelectState(ImGuiID id); +CIMGUI_API void igSetWindowClipRectBeforeSetChannel(ImGuiWindow* window,const ImRect clip_rect); +CIMGUI_API void igBeginColumns(const char* str_id,int count,ImGuiOldColumnFlags flags); +CIMGUI_API void igEndColumns(void); +CIMGUI_API void igPushColumnClipRect(int column_index); +CIMGUI_API void igPushColumnsBackground(void); +CIMGUI_API void igPopColumnsBackground(void); +CIMGUI_API ImGuiID igGetColumnsID(const char* str_id,int count); +CIMGUI_API ImGuiOldColumns* igFindOrCreateColumns(ImGuiWindow* window,ImGuiID id); +CIMGUI_API float igGetColumnOffsetFromNorm(const ImGuiOldColumns* columns,float offset_norm); +CIMGUI_API float igGetColumnNormFromOffset(const ImGuiOldColumns* columns,float offset); +CIMGUI_API void igTableOpenContextMenu(int column_n); +CIMGUI_API void igTableSetColumnWidth(int column_n,float width); +CIMGUI_API void igTableSetColumnSortDirection(int column_n,ImGuiSortDirection sort_direction,bool append_to_sort_specs); +CIMGUI_API int igTableGetHoveredRow(void); +CIMGUI_API float igTableGetHeaderRowHeight(void); +CIMGUI_API float igTableGetHeaderAngledMaxLabelWidth(void); +CIMGUI_API void igTablePushBackgroundChannel(void); +CIMGUI_API void igTablePopBackgroundChannel(void); +CIMGUI_API void igTableAngledHeadersRowEx(ImGuiID row_id,float angle,float max_label_width,const ImGuiTableHeaderData* data,int data_count); +CIMGUI_API ImGuiTable* igGetCurrentTable(void); +CIMGUI_API ImGuiTable* igTableFindByID(ImGuiID id); +CIMGUI_API bool igBeginTableEx(const char* name,ImGuiID id,int columns_count,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width); +CIMGUI_API void igTableBeginInitMemory(ImGuiTable* table,int columns_count); +CIMGUI_API void igTableBeginApplyRequests(ImGuiTable* table); +CIMGUI_API void igTableSetupDrawChannels(ImGuiTable* table); +CIMGUI_API void igTableUpdateLayout(ImGuiTable* table); +CIMGUI_API void igTableUpdateBorders(ImGuiTable* table); +CIMGUI_API void igTableUpdateColumnsWeightFromWidth(ImGuiTable* table); +CIMGUI_API void igTableDrawBorders(ImGuiTable* table); +CIMGUI_API void igTableDrawDefaultContextMenu(ImGuiTable* table,ImGuiTableFlags flags_for_section_to_display); +CIMGUI_API bool igTableBeginContextMenuPopup(ImGuiTable* table); +CIMGUI_API void igTableMergeDrawChannels(ImGuiTable* table); +CIMGUI_API ImGuiTableInstanceData* igTableGetInstanceData(ImGuiTable* table,int instance_no); +CIMGUI_API ImGuiID igTableGetInstanceID(ImGuiTable* table,int instance_no); +CIMGUI_API void igTableSortSpecsSanitize(ImGuiTable* table); +CIMGUI_API void igTableSortSpecsBuild(ImGuiTable* table); +CIMGUI_API ImGuiSortDirection igTableGetColumnNextSortDirection(ImGuiTableColumn* column); +CIMGUI_API void igTableFixColumnSortDirection(ImGuiTable* table,ImGuiTableColumn* column); +CIMGUI_API float igTableGetColumnWidthAuto(ImGuiTable* table,ImGuiTableColumn* column); +CIMGUI_API void igTableBeginRow(ImGuiTable* table); +CIMGUI_API void igTableEndRow(ImGuiTable* table); +CIMGUI_API void igTableBeginCell(ImGuiTable* table,int column_n); +CIMGUI_API void igTableEndCell(ImGuiTable* table); +CIMGUI_API void igTableGetCellBgRect(ImRect *pOut,const ImGuiTable* table,int column_n); +CIMGUI_API const char* igTableGetColumnName_TablePtr(const ImGuiTable* table,int column_n); +CIMGUI_API ImGuiID igTableGetColumnResizeID(ImGuiTable* table,int column_n,int instance_no); +CIMGUI_API float igTableCalcMaxColumnWidth(const ImGuiTable* table,int column_n); +CIMGUI_API void igTableSetColumnWidthAutoSingle(ImGuiTable* table,int column_n); +CIMGUI_API void igTableSetColumnWidthAutoAll(ImGuiTable* table); +CIMGUI_API void igTableRemove(ImGuiTable* table); +CIMGUI_API void igTableGcCompactTransientBuffers_TablePtr(ImGuiTable* table); +CIMGUI_API void igTableGcCompactTransientBuffers_TableTempDataPtr(ImGuiTableTempData* table); +CIMGUI_API void igTableGcCompactSettings(void); +CIMGUI_API void igTableLoadSettings(ImGuiTable* table); +CIMGUI_API void igTableSaveSettings(ImGuiTable* table); +CIMGUI_API void igTableResetSettings(ImGuiTable* table); +CIMGUI_API ImGuiTableSettings* igTableGetBoundSettings(ImGuiTable* table); +CIMGUI_API void igTableSettingsAddSettingsHandler(void); +CIMGUI_API ImGuiTableSettings* igTableSettingsCreate(ImGuiID id,int columns_count); +CIMGUI_API ImGuiTableSettings* igTableSettingsFindByID(ImGuiID id); +CIMGUI_API ImGuiTabBar* igGetCurrentTabBar(void); +CIMGUI_API bool igBeginTabBarEx(ImGuiTabBar* tab_bar,const ImRect bb,ImGuiTabBarFlags flags); +CIMGUI_API ImGuiTabItem* igTabBarFindTabByID(ImGuiTabBar* tab_bar,ImGuiID tab_id); +CIMGUI_API ImGuiTabItem* igTabBarFindTabByOrder(ImGuiTabBar* tab_bar,int order); +CIMGUI_API ImGuiTabItem* igTabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); +CIMGUI_API ImGuiTabItem* igTabBarGetCurrentTab(ImGuiTabBar* tab_bar); +CIMGUI_API int igTabBarGetTabOrder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API const char* igTabBarGetTabName(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarAddTab(ImGuiTabBar* tab_bar,ImGuiTabItemFlags tab_flags,ImGuiWindow* window); +CIMGUI_API void igTabBarRemoveTab(ImGuiTabBar* tab_bar,ImGuiID tab_id); +CIMGUI_API void igTabBarCloseTab(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarQueueFocus_TabItemPtr(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarQueueFocus_Str(ImGuiTabBar* tab_bar,const char* tab_name); +CIMGUI_API void igTabBarQueueReorder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,int offset); +CIMGUI_API void igTabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,ImVec2 mouse_pos); +CIMGUI_API bool igTabBarProcessReorder(ImGuiTabBar* tab_bar); +CIMGUI_API bool igTabItemEx(ImGuiTabBar* tab_bar,const char* label,bool* p_open,ImGuiTabItemFlags flags,ImGuiWindow* docked_window); +CIMGUI_API void igTabItemCalcSize_Str(ImVec2 *pOut,const char* label,bool has_close_button_or_unsaved_marker); +CIMGUI_API void igTabItemCalcSize_WindowPtr(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API void igTabItemBackground(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImU32 col); +CIMGUI_API void igTabItemLabelAndCloseButton(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImVec2 frame_padding,const char* label,ImGuiID tab_id,ImGuiID close_button_id,bool is_contents_visible,bool* out_just_closed,bool* out_text_clipped); +CIMGUI_API void igRenderText(ImVec2 pos,const char* text,const char* text_end,bool hide_text_after_hash); +CIMGUI_API void igRenderTextWrapped(ImVec2 pos,const char* text,const char* text_end,float wrap_width); +CIMGUI_API void igRenderTextClipped(const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect); +CIMGUI_API void igRenderTextClippedEx(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect); +CIMGUI_API void igRenderTextEllipsis(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,float clip_max_x,float ellipsis_max_x,const char* text,const char* text_end,const ImVec2* text_size_if_known); +CIMGUI_API void igRenderFrame(ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,bool borders,float rounding); +CIMGUI_API void igRenderFrameBorder(ImVec2 p_min,ImVec2 p_max,float rounding); +CIMGUI_API void igRenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list,ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,float grid_step,ImVec2 grid_off,float rounding,ImDrawFlags flags); +CIMGUI_API void igRenderNavCursor(const ImRect bb,ImGuiID id,ImGuiNavRenderCursorFlags flags); +CIMGUI_API const char* igFindRenderedTextEnd(const char* text,const char* text_end); +CIMGUI_API void igRenderMouseCursor(ImVec2 pos,float scale,ImGuiMouseCursor mouse_cursor,ImU32 col_fill,ImU32 col_border,ImU32 col_shadow); +CIMGUI_API void igRenderArrow(ImDrawList* draw_list,ImVec2 pos,ImU32 col,ImGuiDir dir,float scale); +CIMGUI_API void igRenderBullet(ImDrawList* draw_list,ImVec2 pos,ImU32 col); +CIMGUI_API void igRenderCheckMark(ImDrawList* draw_list,ImVec2 pos,ImU32 col,float sz); +CIMGUI_API void igRenderArrowPointingAt(ImDrawList* draw_list,ImVec2 pos,ImVec2 half_sz,ImGuiDir direction,ImU32 col); +CIMGUI_API void igRenderArrowDockMenu(ImDrawList* draw_list,ImVec2 p_min,float sz,ImU32 col); +CIMGUI_API void igRenderRectFilledRangeH(ImDrawList* draw_list,const ImRect rect,ImU32 col,float x_start_norm,float x_end_norm,float rounding); +CIMGUI_API void igRenderRectFilledWithHole(ImDrawList* draw_list,const ImRect outer,const ImRect inner,ImU32 col,float rounding); +CIMGUI_API ImDrawFlags igCalcRoundingFlagsForRectInRect(const ImRect r_in,const ImRect r_outer,float threshold); +CIMGUI_API void igTextEx(const char* text,const char* text_end,ImGuiTextFlags flags); +CIMGUI_API bool igButtonEx(const char* label,const ImVec2 size_arg,ImGuiButtonFlags flags); +CIMGUI_API bool igArrowButtonEx(const char* str_id,ImGuiDir dir,ImVec2 size_arg,ImGuiButtonFlags flags); +CIMGUI_API bool igImageButtonEx(ImGuiID id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col,ImGuiButtonFlags flags); +CIMGUI_API void igSeparatorEx(ImGuiSeparatorFlags flags,float thickness); +CIMGUI_API void igSeparatorTextEx(ImGuiID id,const char* label,const char* label_end,float extra_width); +CIMGUI_API bool igCheckboxFlags_S64Ptr(const char* label,ImS64* flags,ImS64 flags_value); +CIMGUI_API bool igCheckboxFlags_U64Ptr(const char* label,ImU64* flags,ImU64 flags_value); +CIMGUI_API bool igCloseButton(ImGuiID id,const ImVec2 pos); +CIMGUI_API bool igCollapseButton(ImGuiID id,const ImVec2 pos,ImGuiDockNode* dock_node); +CIMGUI_API void igScrollbar(ImGuiAxis axis); +CIMGUI_API bool igScrollbarEx(const ImRect bb,ImGuiID id,ImGuiAxis axis,ImS64* p_scroll_v,ImS64 avail_v,ImS64 contents_v,ImDrawFlags draw_rounding_flags); +CIMGUI_API void igGetWindowScrollbarRect(ImRect *pOut,ImGuiWindow* window,ImGuiAxis axis); +CIMGUI_API ImGuiID igGetWindowScrollbarID(ImGuiWindow* window,ImGuiAxis axis); +CIMGUI_API ImGuiID igGetWindowResizeCornerID(ImGuiWindow* window,int n); +CIMGUI_API ImGuiID igGetWindowResizeBorderID(ImGuiWindow* window,ImGuiDir dir); +CIMGUI_API bool igButtonBehavior(const ImRect bb,ImGuiID id,bool* out_hovered,bool* out_held,ImGuiButtonFlags flags); +CIMGUI_API bool igDragBehavior(ImGuiID id,ImGuiDataType data_type,void* p_v,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderBehavior(const ImRect bb,ImGuiID id,ImGuiDataType data_type,void* p_v,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags,ImRect* out_grab_bb); +CIMGUI_API bool igSplitterBehavior(const ImRect bb,ImGuiID id,ImGuiAxis axis,float* size1,float* size2,float min_size1,float min_size2,float hover_extend,float hover_visibility_delay,ImU32 bg_col); +CIMGUI_API bool igTreeNodeBehavior(ImGuiID id,ImGuiTreeNodeFlags flags,const char* label,const char* label_end); +CIMGUI_API void igTreePushOverrideID(ImGuiID id); +CIMGUI_API bool igTreeNodeGetOpen(ImGuiID storage_id); +CIMGUI_API void igTreeNodeSetOpen(ImGuiID storage_id,bool open); +CIMGUI_API bool igTreeNodeUpdateNextOpen(ImGuiID storage_id,ImGuiTreeNodeFlags flags); +CIMGUI_API const ImGuiDataTypeInfo* igDataTypeGetInfo(ImGuiDataType data_type); +CIMGUI_API int igDataTypeFormatString(char* buf,int buf_size,ImGuiDataType data_type,const void* p_data,const char* format); +CIMGUI_API void igDataTypeApplyOp(ImGuiDataType data_type,int op,void* output,const void* arg_1,const void* arg_2); +CIMGUI_API bool igDataTypeApplyFromText(const char* buf,ImGuiDataType data_type,void* p_data,const char* format,void* p_data_when_empty); +CIMGUI_API int igDataTypeCompare(ImGuiDataType data_type,const void* arg_1,const void* arg_2); +CIMGUI_API bool igDataTypeClamp(ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max); +CIMGUI_API bool igDataTypeIsZero(ImGuiDataType data_type,const void* p_data); +CIMGUI_API bool igInputTextEx(const char* label,const char* hint,char* buf,int buf_size,const ImVec2 size_arg,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API void igInputTextDeactivateHook(ImGuiID id); +CIMGUI_API bool igTempInputText(const ImRect bb,ImGuiID id,const char* label,char* buf,int buf_size,ImGuiInputTextFlags flags); +CIMGUI_API bool igTempInputScalar(const ImRect bb,ImGuiID id,const char* label,ImGuiDataType data_type,void* p_data,const char* format,const void* p_clamp_min,const void* p_clamp_max); +CIMGUI_API bool igTempInputIsActive(ImGuiID id); +CIMGUI_API ImGuiInputTextState* igGetInputTextState(ImGuiID id); +CIMGUI_API void igSetNextItemRefVal(ImGuiDataType data_type,void* p_data); +CIMGUI_API void igColorTooltip(const char* text,const float* col,ImGuiColorEditFlags flags); +CIMGUI_API void igColorEditOptionsPopup(const float* col,ImGuiColorEditFlags flags); +CIMGUI_API void igColorPickerOptionsPopup(const float* ref_col,ImGuiColorEditFlags flags); +CIMGUI_API int igPlotEx(ImGuiPlotType plot_type,const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,const ImVec2 size_arg); +CIMGUI_API void igShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,ImVec2 gradient_p0,ImVec2 gradient_p1,ImU32 col0,ImU32 col1); +CIMGUI_API void igShadeVertsLinearUV(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,bool clamp); +CIMGUI_API void igShadeVertsTransformPos(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 pivot_in,float cos_a,float sin_a,const ImVec2 pivot_out); +CIMGUI_API void igGcCompactTransientMiscBuffers(void); +CIMGUI_API void igGcCompactTransientWindowBuffers(ImGuiWindow* window); +CIMGUI_API void igGcAwakeTransientWindowBuffers(ImGuiWindow* window); +CIMGUI_API bool igErrorLog(const char* msg); +CIMGUI_API void igErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out); +CIMGUI_API void igErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in); +CIMGUI_API void igErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in); +CIMGUI_API void igErrorCheckUsingSetCursorPosToExtendParentBoundaries(void); +CIMGUI_API void igErrorCheckEndFrameFinalizeErrorTooltip(void); +CIMGUI_API bool igBeginErrorTooltip(void); +CIMGUI_API void igEndErrorTooltip(void); +CIMGUI_API void igDebugAllocHook(ImGuiDebugAllocInfo* info,int frame_count,void* ptr,size_t size); +CIMGUI_API void igDebugDrawCursorPos(ImU32 col); +CIMGUI_API void igDebugDrawLineExtents(ImU32 col); +CIMGUI_API void igDebugDrawItemRect(ImU32 col); +CIMGUI_API void igDebugTextUnformattedWithLocateItem(const char* line_begin,const char* line_end); +CIMGUI_API void igDebugLocateItem(ImGuiID target_id); +CIMGUI_API void igDebugLocateItemOnHover(ImGuiID target_id); +CIMGUI_API void igDebugLocateItemResolveWithLastItem(void); +CIMGUI_API void igDebugBreakClearData(void); +CIMGUI_API bool igDebugBreakButton(const char* label,const char* description_of_location); +CIMGUI_API void igDebugBreakButtonTooltip(bool keyboard_only,const char* description_of_location); +CIMGUI_API void igShowFontAtlas(ImFontAtlas* atlas); +CIMGUI_API void igDebugHookIdInfo(ImGuiID id,ImGuiDataType data_type,const void* data_id,const void* data_id_end); +CIMGUI_API void igDebugNodeColumns(ImGuiOldColumns* columns); +CIMGUI_API void igDebugNodeDockNode(ImGuiDockNode* node,const char* label); +CIMGUI_API void igDebugNodeDrawList(ImGuiWindow* window,ImGuiViewportP* viewport,const ImDrawList* draw_list,const char* label); +CIMGUI_API void igDebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list,const ImDrawList* draw_list,const ImDrawCmd* draw_cmd,bool show_mesh,bool show_aabb); +CIMGUI_API void igDebugNodeFont(ImFont* font); +CIMGUI_API void igDebugNodeFontGlyph(ImFont* font,const ImFontGlyph* glyph); +CIMGUI_API void igDebugNodeStorage(ImGuiStorage* storage,const char* label); +CIMGUI_API void igDebugNodeTabBar(ImGuiTabBar* tab_bar,const char* label); +CIMGUI_API void igDebugNodeTable(ImGuiTable* table); +CIMGUI_API void igDebugNodeTableSettings(ImGuiTableSettings* settings); +CIMGUI_API void igDebugNodeInputTextState(ImGuiInputTextState* state); +CIMGUI_API void igDebugNodeTypingSelectState(ImGuiTypingSelectState* state); +CIMGUI_API void igDebugNodeMultiSelectState(ImGuiMultiSelectState* state); +CIMGUI_API void igDebugNodeWindow(ImGuiWindow* window,const char* label); +CIMGUI_API void igDebugNodeWindowSettings(ImGuiWindowSettings* settings); +CIMGUI_API void igDebugNodeWindowsList(ImVector_ImGuiWindowPtr* windows,const char* label); +CIMGUI_API void igDebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows,int windows_size,ImGuiWindow* parent_in_begin_stack); +CIMGUI_API void igDebugNodeViewport(ImGuiViewportP* viewport); +CIMGUI_API void igDebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor,const char* label,int idx); +CIMGUI_API void igDebugRenderKeyboardPreview(ImDrawList* draw_list); +CIMGUI_API void igDebugRenderViewportThumbnail(ImDrawList* draw_list,ImGuiViewportP* viewport,const ImRect bb); +CIMGUI_API const ImFontBuilderIO* igImFontAtlasGetBuilderForStbTruetype(void); +CIMGUI_API void igImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildInit(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildSetupFont(ImFontAtlas* atlas,ImFont* font,ImFontConfig* font_config,float ascent,float descent); +CIMGUI_API void igImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas,void* stbrp_context_opaque); +CIMGUI_API void igImFontAtlasBuildFinish(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned char in_marker_pixel_value); +CIMGUI_API void igImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned int in_marker_pixel_value); +CIMGUI_API void igImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256],float in_multiply_factor); +CIMGUI_API void igImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256],unsigned char* pixels,int x,int y,int w,int h,int stride); +#ifdef IMGUI_ENABLE_FREETYPE +CIMGUI_API const ImFontBuilderIO* ImGuiFreeType_GetBuilderForFreeType(void); +CIMGUI_API void ImGuiFreeType_SetAllocatorFunctions(void*(*alloc_func)(size_t sz,void* user_data),void(*free_func)(void* ptr,void* user_data),void* user_data); +#endif + + +/////////////////////////hand written functions +//no LogTextV +CIMGUI_API void igLogText(const char *fmt, ...); +//no appendfV +CIMGUI_API void ImGuiTextBuffer_appendf(ImGuiTextBuffer *self, const char *fmt, ...); +//for getting FLT_MAX in bindings +CIMGUI_API float igGET_FLT_MAX(void); +//for getting FLT_MIN in bindings +CIMGUI_API float igGET_FLT_MIN(void); + + +CIMGUI_API ImVector_ImWchar* ImVector_ImWchar_create(void); +CIMGUI_API void ImVector_ImWchar_destroy(ImVector_ImWchar* self); +CIMGUI_API void ImVector_ImWchar_Init(ImVector_ImWchar* p); +CIMGUI_API void ImVector_ImWchar_UnInit(ImVector_ImWchar* p); + +#ifdef IMGUI_HAS_DOCK +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowPos(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_pos)); +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowSize(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_size)); +#endif + +#endif //CIMGUI_INCLUDED + + + + diff --git a/src/main/imgui/cimgui_impl_dx9.cpp b/src/main/imgui/cimgui_impl_dx9.cpp new file mode 100644 index 0000000..de537c3 --- /dev/null +++ b/src/main/imgui/cimgui_impl_dx9.cpp @@ -0,0 +1,33 @@ +#include "imgui_impl_dx9.h" +#include "imgui_internal.h" +#include "cimgui.h" + +CIMGUI_API bool igImplDX9_Init(IDirect3DDevice9* device) +{ + return ImGui_ImplDX9_Init(device); +} + +CIMGUI_API void igImplDX9_Shutdown() +{ + ImGui_ImplDX9_Shutdown(); +} + +CIMGUI_API void igImplDX9_NewFrame() +{ + ImGui_ImplDX9_NewFrame(); +} + +CIMGUI_API void igImplDX9_RenderDrawData(ImDrawData* draw_data) +{ + ImGui_ImplDX9_RenderDrawData(draw_data); +} + +CIMGUI_API bool igImplDX9_CreateDeviceObjects() +{ + return ImGui_ImplDX9_CreateDeviceObjects(); +} + +CIMGUI_API void igImplDX9_InvalidateDeviceObjects() +{ + ImGui_ImplDX9_InvalidateDeviceObjects(); +} \ No newline at end of file diff --git a/src/main/imgui/cimgui_impl_dx9.h b/src/main/imgui/cimgui_impl_dx9.h new file mode 100644 index 0000000..a8b4187 --- /dev/null +++ b/src/main/imgui/cimgui_impl_dx9.h @@ -0,0 +1,16 @@ +#ifndef CIMGUI_IMPL_DX9_INCLUDED +#define CIMGUI_IMPL_DX9_INCLUDED + +#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#include "cimgui.h" + +typedef struct IDirect3DDevice9 IDirect3DDevice9; + +CIMGUI_API bool igImplDX9_Init(IDirect3DDevice9* device); +CIMGUI_API void igImplDX9_Shutdown(); +CIMGUI_API void igImplDX9_NewFrame(); +CIMGUI_API void igImplDX9_RenderDrawData(ImDrawData* draw_data); +CIMGUI_API bool igImplDX9_CreateDeviceObjects(); +CIMGUI_API void igImplDX9_InvalidateDeviceObjects(); + +#endif // CIMGUI_IMPL_DX9_INCLUDED \ No newline at end of file diff --git a/src/main/imgui/cimgui_impl_win32.cpp b/src/main/imgui/cimgui_impl_win32.cpp new file mode 100644 index 0000000..618afc5 --- /dev/null +++ b/src/main/imgui/cimgui_impl_win32.cpp @@ -0,0 +1,52 @@ +#include + +#include "imgui_impl_win32.h" +#include "imgui_internal.h" +#include "cimgui.h" + +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +CIMGUI_API bool igImplWin32_Init(void* hwnd) +{ + return ImGui_ImplWin32_Init(hwnd); +} + +CIMGUI_API bool igImplWin32_InitForOpenGL(void* hwnd) +{ + return ImGui_ImplWin32_InitForOpenGL(hwnd); +} + +CIMGUI_API void igImplWin32_Shutdown() +{ + ImGui_ImplWin32_Shutdown(); +} + +CIMGUI_API void igImplWin32_NewFrame() +{ + ImGui_ImplWin32_NewFrame(); +} + +CIMGUI_API LRESULT igImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + return ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam); +} + +CIMGUI_API void igImplWin32_EnableDpiAwareness() +{ + ImGui_ImplWin32_EnableDpiAwareness(); +} + +CIMGUI_API float igImplWin32_GetDpiScaleForHwnd(void* hwnd) +{ + return ImGui_ImplWin32_GetDpiScaleForHwnd(hwnd); +} + +CIMGUI_API float igImplWin32_GetDpiScaleForMonitor(void* monitor) +{ + return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); +} + +CIMGUI_API void igImplWin32_EnableAlphaCompositing(void* hwnd) +{ + ImGui_ImplWin32_EnableAlphaCompositing(hwnd); +} \ No newline at end of file diff --git a/src/main/imgui/cimgui_impl_win32.h b/src/main/imgui/cimgui_impl_win32.h new file mode 100644 index 0000000..156dbcc --- /dev/null +++ b/src/main/imgui/cimgui_impl_win32.h @@ -0,0 +1,21 @@ +#ifndef CIMGUI_IMPL_WIN32_INCLUDED +#define CIMGUI_IMPL_WIN32_INCLUDED + +#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#include "cimgui.h" + +CIMGUI_API bool igImplWin32_Init(void* hwnd); +CIMGUI_API bool igImplWin32_InitForOpenGL(void* hwnd); +CIMGUI_API void igImplWin32_Shutdown(); +CIMGUI_API void igImplWin32_NewFrame(); + +#if 0 +CIMGUI_API LRESULT igImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +CIMGUI_API void igImplWin32_EnableDpiAwareness(); +CIMGUI_API float igImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd +CIMGUI_API float igImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor +CIMGUI_API void igImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd + +#endif // CIMGUI_IMPL_WIN32_INCLUDED \ No newline at end of file diff --git a/src/main/imgui/imconfig.h b/src/main/imgui/imconfig.h new file mode 100644 index 0000000..4ad17ec --- /dev/null +++ b/src/main/imgui/imconfig.h @@ -0,0 +1,142 @@ +//----------------------------------------------------------------------------- +// DEAR IMGUI COMPILE-TIME OPTIONS +// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. +// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. +//----------------------------------------------------------------------------- +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it) +// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template. +//----------------------------------------------------------------------------- +// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp +// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. +// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. +// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using. +//----------------------------------------------------------------------------- + +#pragma once + +//---- Define assertion handler. Defaults to calling assert(). +// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. +//#define IM_ASSERT(_EXPR) MyAssert(_EXPR) +#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts + +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows +// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export +//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import +//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden + +//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. +#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//---- Disable all of Dear ImGui or don't implement standard windows/tools. +// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp. +//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. +//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. +//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty. + +//---- Don't implement some functions to reduce linkage requirements. +//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) +//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) +//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME). +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). +//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")). +//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) +//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. +//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. +//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). +//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded font (ProggyClean.ttf), remove ~9.5 KB from output binary. AddFontDefault() will assert. +//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available + +//---- Enable Test Engine / Automation features. +//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details. + +//---- Include imgui_user.h at the end of imgui.h as a convenience +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. +//#define IMGUI_INCLUDE_IMGUI_USER_H +//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h" + +//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support. +//#define IMGUI_USE_BGRA_PACKED_COLOR + +//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate. +//#define IMGUI_USE_LEGACY_CRC32_ADLER + +//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) +//#define IMGUI_USE_WCHAR32 + +//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version +// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined. +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined. + +//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) +// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h. +//#define IMGUI_USE_STB_SPRINTF + +//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) +// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). +// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. +//#define IMGUI_ENABLE_FREETYPE + +//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT) +// Only works in combination with IMGUI_ENABLE_FREETYPE. +// - lunasvg is currently easier to acquire/install, as e.g. it is part of vcpkg. +// - plutosvg will support more fonts and may load them faster. It currently requires to be built manually but it is fairly easy. See misc/freetype/README for instructions. +// - Both require headers to be available in the include path + program to be linked with the library code (not provided). +// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement) +//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG +//#define IMGUI_ENABLE_FREETYPE_LUNASVG + +//---- Use stb_truetype to build and rasterize the font atlas (default) +// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. +//#define IMGUI_ENABLE_STB_TRUETYPE + +//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. +// This will be inlined as part of ImVec2 and ImVec4 class declarations. +/* +#define IM_VEC2_CLASS_EXTRA \ + constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \ + operator MyVec2() const { return MyVec2(x,y); } + +#define IM_VEC4_CLASS_EXTRA \ + constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \ + operator MyVec4() const { return MyVec4(x,y,z,w); } +*/ +//---- ...Or use Dear ImGui's own very basic math operators. +//#define IMGUI_DEFINE_MATH_OPERATORS + +//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. +// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). +// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. +// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. +//#define ImDrawIdx unsigned int + +//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + +//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase) +// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() + +//---- Debug Tools: Enable slower asserts +//#define IMGUI_DEBUG_PARANOID + +//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files) +/* +namespace ImGui +{ + void MyFunction(const char* name, MyMatrix44* mtx); +} +*/ diff --git a/src/main/imgui/imgui.cpp b/src/main/imgui/imgui.cpp new file mode 100644 index 0000000..baa0338 --- /dev/null +++ b/src/main/imgui/imgui.cpp @@ -0,0 +1,22779 @@ +// dear imgui, v1.91.7 +// (main code and documentation) + +// Help: +// - See links below. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Read top of imgui.cpp for more details, links and comments. + +// Resources: +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) + +// For first-time users having issues compiling/linking/running/loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. + +// Copyright (c) 2014-2025 Omar Cornut +// Developed by Omar Cornut and every direct or indirect contributors to the GitHub. +// See LICENSE.txt for copyright and licensing details (standard MIT License). +// This library is free but needs your support to sustain development and maintenance. +// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts. +// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Funding +// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. + +// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. +// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without +// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't +// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you +// to a better solution or official support for them. + +/* + +Index of this file: + +DOCUMENTATION + +- MISSION STATEMENT +- CONTROLS GUIDE +- PROGRAMMER GUIDE + - READ FIRST + - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + - HOW A SIMPLE APPLICATION MAY LOOK LIKE + - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE +- API BREAKING CHANGES (read me when you update!) +- FREQUENTLY ASKED QUESTIONS (FAQ) + - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer) + +CODE +(search for "[SECTION]" in the code to find them) + +// [SECTION] INCLUDES +// [SECTION] FORWARD DECLARATIONS +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +// [SECTION] MISC HELPERS/UTILITIES (File functions) +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// [SECTION] ImGuiStorage +// [SECTION] ImGuiTextFilter +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex +// [SECTION] ImGuiListClipper +// [SECTION] STYLING +// [SECTION] RENDER HELPERS +// [SECTION] INITIALIZATION, SHUTDOWN +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] ID STACK +// [SECTION] INPUTS +// [SECTION] ERROR CHECKING, STATE RECOVERY +// [SECTION] ITEM SUBMISSION +// [SECTION] LAYOUT +// [SECTION] SCROLLING +// [SECTION] TOOLTIPS +// [SECTION] POPUPS +// [SECTION] WINDOW FOCUS +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +// [SECTION] DRAG AND DROP +// [SECTION] LOGGING/CAPTURING +// [SECTION] SETTINGS +// [SECTION] LOCALIZATION +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +// [SECTION] DOCKING +// [SECTION] PLATFORM DEPENDENT HELPERS +// [SECTION] METRICS/DEBUGGER WINDOW +// [SECTION] DEBUG LOG WINDOW +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) + +*/ + +//----------------------------------------------------------------------------- +// DOCUMENTATION +//----------------------------------------------------------------------------- + +/* + + MISSION STATEMENT + ================= + + - Easy to use to create code-driven and data-driven tools. + - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. + - Easy to hack and improve. + - Minimize setup and maintenance. + - Minimize state storage on user side. + - Minimize state synchronization. + - Portable, minimize dependencies, run on target (consoles, phones, etc.). + - Efficient runtime and memory consumption. + + Designed primarily for developers and content-creators, not the typical end-user! + Some of the current weaknesses (which we aim to address in the future) includes: + + - Doesn't look fancy. + - Limited layout features, intricate layouts are typically crafted in code. + + + CONTROLS GUIDE + ============== + + - MOUSE CONTROLS + - Mouse wheel: Scroll vertically. + - SHIFT+Mouse wheel: Scroll horizontally. + - Click [X]: Close a window, available when 'bool* p_open' is passed to ImGui::Begin(). + - Click ^, Double-Click title: Collapse window. + - Drag on corner/border: Resize window (double-click to auto fit window to its contents). + - Drag on any empty space: Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true). + - Left-click outside popup: Close popup stack (right-click over underlying popup: Partially close popup stack). + + - TEXT EDITOR + - Hold SHIFT or Drag Mouse: Select text. + - CTRL+Left/Right: Word jump. + - CTRL+Shift+Left/Right: Select words. + - CTRL+A or Double-Click: Select All. + - CTRL+X, CTRL+C, CTRL+V: Use OS clipboard. + - CTRL+Z, CTRL+Y: Undo, Redo. + - ESCAPE: Revert text to its original value. + - On OSX, controls are automatically adjusted to match standard OSX text editing 2ts and behaviors. + + - KEYBOARD CONTROLS + - Basic: + - Tab, SHIFT+Tab Cycle through text editable fields. + - CTRL+Tab, CTRL+Shift+Tab Cycle through windows. + - CTRL+Click Input text into a Slider or Drag widget. + - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`: + - Tab, SHIFT+Tab: Cycle through every items. + - Arrow keys Move through items using directional navigation. Tweak value. + - Arrow keys + Alt, Shift Tweak slower, tweak faster (when using arrow keys). + - Enter Activate item (prefer text input when possible). + - Space Activate item (prefer tweaking with arrows when possible). + - Escape Deactivate item, leave child window, close popup. + - Page Up, Page Down Previous page, next page. + - Home, End Scroll to top, scroll to bottom. + - Alt Toggle between scrolling layer and menu layer. + - CTRL+Tab then Ctrl+Arrows Move window. Hold SHIFT to resize instead of moving. + - Output when ImGuiConfigFlags_NavEnableKeyboard set, + - io.WantCaptureKeyboard flag is set when keyboard is claimed. + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used). + + - GAMEPAD CONTROLS + - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse! + - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets + - Backend support: backend needs to: + - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. + - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. + Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, + with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + + - REMOTE INPUTS SHARING & MOUSE EMULATION + - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app) + in order to share your PC mouse/keyboard. + - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the io.ConfigNavMoveSetMousePos flag. + Enabling io.ConfigNavMoveSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements. + When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. + When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!) + (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want + to set a boolean to ignore your other external mouse positions until the external source is moved again.) + + + PROGRAMMER GUIDE + ================ + + READ FIRST + ---------- + - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) + - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone! + The UI can be highly dynamic, there are no construction or destruction steps, less superfluous + data retention on your side, less state duplication, less state synchronization, fewer bugs. + - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. + Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version. + - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. + - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. + - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. + For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI, + where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. + - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. + - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). + If you get an assert, read the messages and comments around the assert. + - This codebase aims to be highly optimized: + - A typical idle frame should never call malloc/free. + - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible. + - We put particular energy in making sure performances are decent with typical "Debug" build settings as well. + Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all. + - This codebase aims to be both highly opinionated and highly flexible: + - This code works because of the things it choose to solve or not solve. + - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers, + and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now). + This is to increase compatibility, increase maintainability and facilitate use from other languages. + - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. + See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. + We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally. + - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction + (so don't use ImVector in your code or at our own risk!). + - Building: We don't use nor mandate a build system for the main library. + This is in an effort to ensure that it works in the real world aka with any esoteric build setup. + This is also because providing a build system for the main library would be of little-value. + The build problems are almost never coming from the main library but from specific backends. + + + HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + ---------------------------------------------- + - Update submodule or copy/overwrite every file. + - About imconfig.h: + - You may modify your copy of imconfig.h, in this case don't overwrite it. + - or you may locally branch to modify imconfig.h and merge/rebase latest. + - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to + specify a custom path for your imconfig.h file and instead not have to modify the default one. + + - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h) + - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master". + - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file. + - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. + If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed + from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will + likely be a comment about it. Please report any issue to the GitHub page! + - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file. + - Try to keep your copy of Dear ImGui reasonably up to date! + + + GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + --------------------------------------------------------------- + - See https://github.com/ocornut/imgui/wiki/Getting-Started. + - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. + - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder. + - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system. + It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL). + - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. + - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. + - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. + Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" + phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render(). + - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code. + - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. + + + HOW A SIMPLE APPLICATION MAY LOOK LIKE + -------------------------------------- + EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). + The sub-folders in examples/ contain examples applications following this structure. + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Application main loop + while (true) + { + // Feed inputs to dear imgui, start new frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // Any application code here + ImGui::Text("Hello, world!"); + + // Render dear imgui into screen + ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + g_pSwapChain->Present(1, 0); + } + + // Shutdown + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Build and load the texture atlas into a texture + // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) + int width, height; + unsigned char* pixels = nullptr; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // At this point you've got the texture data and you need to upload that to your graphic system: + // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. + // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. + MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) + io.Fonts->SetTexID((void*)texture); + + // Application main loop + while (true) + { + // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. + // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends) + io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) + io.DisplaySize.x = 1920.0f; // set the current display width + io.DisplaySize.y = 1280.0f; // set the current display height here + io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position + io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states + io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states + + // Call NewFrame(), after this point you can use ImGui::* functions anytime + // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) + ImGui::NewFrame(); + + // Most of your application code here + ImGui::Text("Hello, world!"); + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! + + // Render dear imgui, swap buffers + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) + ImGui::EndFrame(); + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + MyImGuiRenderFunction(draw_data); + SwapBuffers(); + } + + // Shutdown + ImGui::DestroyContext(); + + To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, + you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this. + + + HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + --------------------------------------------- + The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. + + void MyImGuiRenderFunction(ImDrawData* draw_data) + { + // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. + // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // We are using scissoring to clip some objects. All low-level graphics API should support it. + // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches + // (some elements visible outside their bounds) but you can fix that once everything else works! + // - Clipping coordinates are provided in imgui coordinates space: + // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size + // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. + // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) + MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); + + // The texture for the draw call is specified by pcmd->GetTexID(). + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); + + // Render 'pcmd->ElemCount/3' indexed triangles. + // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); + } + } + } + } + + + API BREAKING CHANGES + ==================== + + Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. + Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. + When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + You can read releases logs https://github.com/ocornut/imgui/releases for more details. + +(Docking/Viewport Branch) + - 2025/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: + - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. + you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) + - likewise io.MousePos and GetMousePos() will use OS coordinates. + If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. + + - 2025/01/14 (1.91.7) - renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth for consistency with other names. Kept redirection enum (will obsolete). (#6937) + - 2024/11/27 (1.91.6) - changed CRC32 table from CRC32-adler to CRC32c polynomial in order to be compatible with the result of SSE 4.2 instructions. + As a result, old .ini data may be partially lost (docking and tables information particularly). + Because some users have crafted and storing .ini data as a way to workaround limitations of the docking API, we are providing a '#define IMGUI_USE_LEGACY_CRC32_ADLER' compile-time option to keep using old CRC32 tables if you cannot afford invalidating old .ini data. + - 2024/11/06 (1.91.5) - commented/obsoleted out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before) + - io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). + - io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022). + - pre-1.87 backends are not supported: + - backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields. + - backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields. + - for more reference: + - read 1.87 and 1.88 part of this section or read Changelog for 1.87 and 1.88. + - read https://github.com/ocornut/imgui/issues/4921 + - if you have trouble updating a very old codebase using legacy backend-specific key codes: consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest. + - obsoleted ImGuiKey_COUNT (it is unusually error-prone/misleading since valid keys don't start at 0). probably use ImGuiKey_NamedKey_BEGIN/ImGuiKey_NamedKey_END? + - fonts: removed const qualifiers from most font functions in prevision for upcoming font improvements. + - 2024/10/18 (1.91.4) - renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor (for consistency with newly exposed and reworked features). Kept inline redirection enum (will obsolete). + - 2024/10/14 (1.91.4) - moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool. + moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool (note the inverted value!). + kept legacy names (will obsolete) + code that copies settings once the first time. Dynamically changing the old value won't work. Switch to using the new value! + - 2024/10/10 (1.91.4) - the typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641) + this removes the requirement to redefine it for backends which are e.g. storing descriptor sets or other 64-bits structures when building on 32-bits archs. It therefore simplify various building scripts/helpers. + you may have compile-time issues if you were casting to 'void*' instead of 'ImTextureID' when passing your types to functions taking ImTextureID values, e.g. ImGui::Image(). + in doubt it is almost always better to do an intermediate intptr_t cast, since it allows casting any pointer/integer type without warning: + - May warn: ImGui::Image((void*)MyTextureData, ...); + - May warn: ImGui::Image((void*)(intptr_t)MyTextureData, ...); + - Won't warn: ImGui::Image((ImTextureID)(intptr_t)MyTextureData), ...); + - note that you can always define ImTextureID to be your own high-level structures (with dedicated constructors) if you like. + - 2024/10/03 (1.91.3) - drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is a still special value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76) + - drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed). + although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76) + - 2024/09/10 (1.91.2) - internals: using multiple overlayed ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030) + it was one of the rare case where using same ID is legal. workarounds: (1) use single ButtonBehavior() call with multiple _MouseButton flags, or (2) surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() + - 2024/08/23 (1.91.1) - renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. kept inline redirection flag. + - 2024/08/22 (1.91.1) - moved some functions from ImGuiIO to ImGuiPlatformIO structure: + - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn + changed 'void* user_data' to 'ImGuiContext* ctx'. Pull your user data from platform_io.ClipboardUserData. + - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn + same as above line. + - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn (#7660) + - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn + - io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278) + - access those via GetPlatformIO() instead of GetIO(). + some were introduced very recently and often automatically setup by core library and backends, so for those we are exceptionally not maintaining a legacy redirection symbol. + - commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). As a reminder: + - old ImageButton() before 1.89 used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID) + - new ImageButton() since 1.89 requires an explicit 'const char* str_id' + - old ImageButton() before 1.89 had frame_padding' override argument. + - new ImageButton() since 1.89 always use style.FramePadding, which you can freely override with PushStyleVar()/PopStyleVar(). + - 2024/07/25 (1.91.0) - obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (see #7838 on GitHub for more info) + you should never need those functions. you can do everything with GetCursorScreenPos() and GetContentRegionAvail() in a more simple way. + - instead of: GetWindowContentRegionMax().x - GetCursorPos().x + - you can use: GetContentRegionAvail().x + - instead of: GetWindowContentRegionMax().x + GetWindowPos().x + - you can use: GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window + - instead of: GetContentRegionMax() + - you can use: GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates + - instead of: GetWindowContentRegionMax().x - GetWindowContentRegionMin().x + - you can use: GetContentRegionAvail() // when called from left edge of window + - 2024/07/15 (1.91.0) - renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups. (#1379, #1468, #2200, #4936, #5216, #7302, #7573) + (internals: also renamed ImGuiItemFlags_SelectableDontClosePopup into ImGuiItemFlags_AutoClosePopups with inverted behaviors) + - 2024/07/15 (1.91.0) - obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag(ImGuiItemFlags_ButtonRepeat, ...)/PopItemFlag(). + - 2024/07/02 (1.91.0) - commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456) + - commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456) + - ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc. + - 2024/07/02 (1.91.0) - IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness. + - old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - 2024/06/21 (1.90.9) - BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened); + - new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0); + - 2024/06/21 (1.90.9) - io: ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data, newly added ClearInputMouse() does. + - 2024/06/20 (1.90.9) - renamed ImGuiDragDropFlags_SourceAutoExpirePayload to ImGuiDragDropFlags_PayloadAutoExpire. + - 2024/06/18 (1.90.9) - style: renamed ImGuiCol_TabActive -> ImGuiCol_TabSelected, ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed, ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected. + - 2024/06/10 (1.90.9) - removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to ImGuiStoragePair (simpler for many languages). + - 2024/06/06 (1.90.8) - reordered ImGuiInputTextFlags values. This should not be breaking unless you are using generated headers that have values not matching the main library. + - 2024/06/06 (1.90.8) - removed 'ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft', was mostly unused and misleading. + - 2024/05/27 (1.90.7) - commented out obsolete symbols marked obsolete in 1.88 (May 2022): + - old: CaptureKeyboardFromApp(bool) + - new: SetNextFrameWantCaptureKeyboard(bool) + - old: CaptureMouseFromApp(bool) + - new: SetNextFrameWantCaptureMouse(bool) + - 2024/05/22 (1.90.7) - inputs (internals): renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more explicit and reduce confusion with the default it is a non-zero value and cannot be the default value (never made public, but disclosing as I expect a few users caught on owner-aware inputs). + - inputs (internals): renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest. + - inputs (internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order in function signatures: + - old: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + - new: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0); + - inputs (internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(): swapped last two parameters order in function signatures. + - old: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); + - old: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + for various reasons those changes makes sense. They are being made because making some of those API public. + only past users of imgui_internal.h with the extra parameters will be affected. Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL. + - 2024/05/21 (1.90.7) - docking: changed signature of DockSpaceOverViewport() to add explicit dockspace id if desired. pass 0 to use old behavior. (#7611) + - old: DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - new: DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys. + - it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps. + - removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456) + - 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions. + - 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282) + - old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise). + - new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values. + with the fix, IF you were successfully using TreeNode("")+SameLine(); you will now have extra spacing between your TreeNode and the following item. + You'll need to change the SameLine() call to SameLine(0,0) to remove this extraneous spacing. This seemed like the more sensible fix that's not making things less consistent. + (Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth). + - 2024/03/18 (1.90.5) - merged the radius_x/radius_y parameters in ImDrawList::AddEllipse(), AddEllipseFilled() and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those functions were added in 1.90, we are not adding inline redirection functions. The transition is easy and should affect few users. (#2743, #7417) + - 2024/03/08 (1.90.5) - inputs: more formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. It has been unnecessary and a no-op since 1.87 (it returns the same value as passed when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. + - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges. + - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls. + - 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80. + - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete). + - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete). + those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features. + - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work. + - old: BeginChild("Name", size, true) + - new: BeginChild("Name", size, ImGuiChildFlags_Border) + - old: BeginChild("Name", size, false) + - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None) + **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'** + - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding); + - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0); + - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user). + - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631) + - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete). + - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...) + - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...); + - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions: + - GetWindowContentRegionWidth() -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful. + - ImDrawCornerFlags_XXX -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources. + - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry! + - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878) + - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15). + - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete). + - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior. + - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610) + - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage. + - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3. + - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago: + - ListBoxHeader() -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference) + - ListBoxFooter() -> use EndListBox() + - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin(). + - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices(). + - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago: + - ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp + - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite + - ImDrawList::AddBezierCurve() -> use ImDrawList::AddBezierCubic() + - ImDrawList::PathBezierCurveTo() -> use ImDrawList::PathBezierCubicCurveTo() + - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete). + - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner. + - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h. + Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA, + it has been frequently requested by people to use our own. We had an opt-in define which was + previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164) + - OK: #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h" + - Error: #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h" + - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3. + - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79. + - 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details. + - 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete). + - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl + - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift + - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt + - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super + the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends. + the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions. + exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway. + - 2022/09/20 (1.89) - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. + this will require uses of legacy backend-dependent indices to be casted, e.g. + - with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A); + - with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A') + - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now! + - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr); + - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020): + - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags) + - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. + this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item. + - previously this would make the window content size ~200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - instead, please submit an item: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + - alternative: + Begin(...) + Dummy(ImVec2(200,200)) + End(); + - content size is now only extended when submitting an item! + - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert. + - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it. + - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete). + - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter. + - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values. + - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer. + - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier. + - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this. + - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes). + - Official backends from 1.87+ -> no issue. + - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating! + - Custom backends not writing to io.NavInputs[] -> no issue. + - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing! + - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[]. + - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete). + - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary. + - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO. + - 2022/01/20 (1.87) - inputs: reworded gamepad IO. + - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. + - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). + - 2022/01/17 (1.87) - inputs: reworked mouse IO. + - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() + - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() + - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() + - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] + note: for all calls to IO new functions, the Dear ImGui context should be bound/current. + read https://github.com/ocornut/imgui/issues/4921 for details. + - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(), ImGui::IsKeyDown(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. + - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes). + - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.* + - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. + - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. + - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. + - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) + - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() + - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x + - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); + - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect + - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex + - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings + - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. + - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. + - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): + - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() + - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder + - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). + - if you are using official backends from the source tree: you have nothing to do. + - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). + - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. + - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft + - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight + - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc. + flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. + breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": + - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) + - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) + - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) + - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. + this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. + the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. + legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). + - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): + - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() + - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing. + - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. + - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. + - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed. + - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete). + - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete). + - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete). + - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. + - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. + - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018): + - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). + - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg + - ImGuiInputTextCallback -> use ImGuiTextEditCallback + - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData + - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete). + - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added! + - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API. + - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures + - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018): + - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend + - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow) + - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT + - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT + - removed redirecting functions names that were marked obsolete in 1.61 (May 2018): + - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision. + - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter. + - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). + - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). + - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. + - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. + - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. + - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now! + - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). + replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). + worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions: + - if you omitted the 'power' parameter (likely!), you are not affected. + - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. + - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. + see https://github.com/ocornut/imgui/issues/3361 for all details. + kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. + for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. + - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. + - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79] + - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017. + - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular(). + - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more. + - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead. + - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. + - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): + - ShowTestWindow() -> use ShowDemoWindow() + - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) + - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() + - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg + - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding + - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap + - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS + - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API. + - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). + - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. + - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): + - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed + - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) + - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() + - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) + - ImFont::Glyph -> use ImFontGlyph + - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. + - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). + - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. + - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). + - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). + - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! + - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). + - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). + - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. + - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. + - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. + - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). + - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. + If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. + - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) + - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. + - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). + - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). + - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). + - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. + - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. + - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. + - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). + - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). + old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports. + when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. + - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. + - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. + - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. + If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. + - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", + consistent with other functions. Kept redirection functions (will obsolete). + - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. + - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch). + - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. + - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. + - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. + - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. + - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. + - 2018/02/07 (1.60) - reorganized context handling to be more explicit, + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. + - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. + - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. + - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. + - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). + - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags + - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. + - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. + - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). + - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). + - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). + - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). + - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). + - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. + - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. + - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. + - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. + - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. + - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); + - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. + - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. + - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. + removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] + - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! + - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). + - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). + - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). + - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". + - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! + - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). + - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). + - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. + - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. + - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). + - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). + - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. + - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. + - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))' + - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse + - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. + - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild(). + - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. + - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. + - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal. + - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } + If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. + - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). + - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. + - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). + - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337). + - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) + - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). + - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. + - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you. + - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. + - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. + - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position. + GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. + GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! + - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize + - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. + - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason + - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure. + you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. + - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + this necessary change will break your rendering function! the fix should be very easy. sorry for that :( + - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. + - the signature of the io.RenderDrawListsFn handler has changed! + old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). + parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' + ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. + ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. + - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. + - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! + - 2015/07/10 (1.43) - changed SameLine() parameters from int to float. + - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). + - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. + - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry! + - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). + - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). + - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. + - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened. + - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). + - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50. + - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API + - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. + - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. + - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50. + - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing + - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50. + - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing) + - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50. + - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once. + - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now. + - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior + - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing() + - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) + - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. + - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. + - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. + - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); + you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. + - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID() + - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) + - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets + - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) + - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) + - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility + - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered() + - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly) + - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity) + - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale() + - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn + - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically) + - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite + - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes + + + FREQUENTLY ASKED QUESTIONS (FAQ) + ================================ + + Read all answers online: + https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url) + Read all answers locally (with a text editor or ideally a Markdown viewer): + docs/FAQ.md + Some answers are copied down here to facilitate searching in code. + + Q&A: Basics + =========== + + Q: Where is the documentation? + A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++. + - Run the examples/ applications and explore them. + - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the + examples/ folder to explain how to integrate Dear ImGui with your own engine/application. + - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. + - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. + - Your programming IDE is your friend, find the type or function declaration to find comments + associated with it. + + Q: What is this library called? + Q: Which version should I get? + >> This library is called "Dear ImGui", please don't call it "ImGui" :) + >> See https://www.dearimgui.com/faq for details. + + Q&A: Integration + ================ + + Q: How to get started? + A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. + + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? + A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this. + + Q. How can I enable keyboard or gamepad controls? + Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display) + Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... + Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... + >> See https://www.dearimgui.com/faq + + Q&A: Usage + ---------- + + Q: About the ID Stack system.. + - Why is my widget not reacting when I click on it? + - How can I have widgets with an empty label? + - How can I have multiple widgets with the same label? + - How can I have multiple windows with the same label? + Q: How can I display an image? What is ImTextureID, how does it work? + Q: How can I use my own math types instead of ImVec2? + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + Q: How can I display custom shapes? (using low-level ImDrawList API) + >> See https://www.dearimgui.com/faq + + Q&A: Fonts, Text + ================ + + Q: How should I handle DPI in my application? + Q: How can I load a different font than the default? + Q: How can I easily use icons in my application? + Q: How can I load multiple fonts? + Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? + >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md + + Q&A: Concerns + ============= + + Q: Who uses Dear ImGui? + Q: Can you create elaborate/serious tools with Dear ImGui? + Q: Can you reskin the look of Dear ImGui? + Q: Why using C++ (as opposed to C)? + >> See https://www.dearimgui.com/faq + + Q&A: Community + ============== + + Q: How can I help? + A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui! + We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. + This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project. + >>> See https://github.com/ocornut/imgui/wiki/Funding + - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. + - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help! + - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. + You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers. + But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately). + +*/ + +//------------------------------------------------------------------------- +// [SECTION] INCLUDES +//------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // vsnprintf, sscanf, printf +#include // intptr_t + +// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled +#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif + +// [Windows] OS specific includes (optional) +#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && defined(IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_FUNCTIONS +#endif +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#ifndef NOMINMAX +#define NOMINMAX +#endif +#ifndef __MINGW32__ +#include // _wfopen, OpenClipboard +#else +#include +#endif +#if defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) +// The UWP and GDK Win32 API subsets don't support clipboard nor IME functions +#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif + +// [Apple] OS specific includes +#if defined(__APPLE__) +#include +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +// Debug options +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Hold CTRL to display for all candidates. CTRL+Arrow to change last direction. +#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window + +// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. +static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in +static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear + +static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut. + +// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) +static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). +static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. + +// Tooltip offset +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_MOUSE = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_TOUCH = ImVec2(0, -20); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_PIVOT_TOUCH = ImVec2(0.5f, 1.0f); // Multiplied by g.Style.MouseCursorScale + +// Docking +static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. + +//------------------------------------------------------------------------- +// [SECTION] FORWARD DECLARATIONS +//------------------------------------------------------------------------- + +static void SetCurrentWindow(ImGuiWindow* window); +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); + +// Settings +static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); +static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); + +// Platform Dependents default implementation for ImGuiPlatformIO functions +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx); +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text); +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext* ctx, const char* path); + +namespace ImGui +{ +// Item +static void ItemHandleShortcut(ImGuiID id); + +// Window Focus +static int FindWindowFocusIndex(ImGuiWindow* window); +static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags); + +// Navigation +static void NavUpdate(); +static void NavUpdateWindowing(); +static void NavUpdateWindowingOverlay(); +static void NavUpdateCancelRequest(); +static void NavUpdateCreateMoveRequest(); +static void NavUpdateCreateTabbingRequest(); +static float NavUpdatePageUpPageDown(); +static inline void NavUpdateAnyRequestFlag(); +static void NavUpdateCreateWrappingRequest(); +static void NavEndFrame(); +static bool NavScoreItem(ImGuiNavItemData* result); +static void NavApplyItemToResult(ImGuiNavItemData* result); +static void NavProcessItem(); +static void NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags); +static ImGuiInputSource NavCalcPreferredRefPosSource(); +static ImVec2 NavCalcPreferredRefPos(); +static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); +static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static void NavRestoreLayer(ImGuiNavLayer layer); + +// Error Checking and Debug Tools +static void ErrorCheckNewFrameSanityChecks(); +static void ErrorCheckEndFrameSanityChecks(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static void UpdateDebugToolItemPicker(); +static void UpdateDebugToolStackQueries(); +static void UpdateDebugToolFlashStyleColor(); +#endif + +// Inputs +static void UpdateKeyboardInputs(); +static void UpdateMouseInputs(); +static void UpdateMouseWheel(); +static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt); + +// Misc +static void UpdateSettings(); +static int UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); +static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); +static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); +static void RenderDimmedBackgrounds(); +static void SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect); + +// Viewports +const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. +static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); +static void DestroyViewport(ImGuiViewportP* viewport); +static void UpdateViewportsNewFrame(); +static void UpdateViewportsEndFrame(); +static void WindowSelectViewport(ImGuiWindow* window); +static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack); +static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); +static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); +static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); +static int FindPlatformMonitorForPos(const ImVec2& pos); +static int FindPlatformMonitorForRect(const ImRect& r); +static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); + +} + +//----------------------------------------------------------------------------- +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +//----------------------------------------------------------------------------- + +// DLL users: +// - Heaps and globals are not shared across DLL boundaries! +// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from. +// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL). +// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in). + +// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. +// - ImGui::CreateContext() will automatically set this pointer if it is NULL. +// Change to a different context by calling ImGui::SetCurrentContext(). +// - Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts: +// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace. +// - DLL users: read comments above. +#ifndef GImGui +ImGuiContext* GImGui = NULL; +#endif + +// Memory Allocator functions. Use SetAllocatorFunctions() to change them. +// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - DLL users: read comments above. +#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } +#else +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } +#endif +static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; +static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; +static void* GImAllocatorUserData = NULL; + +//----------------------------------------------------------------------------- +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) +//----------------------------------------------------------------------------- + +ImGuiStyle::ImGuiStyle() +{ + Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. + DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + WindowPadding = ImVec2(8,8); // Padding within a window + WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowMinSize = ImVec2(32,32); // Minimum window size + WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition = ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows + ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. + PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows + PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. + FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) + FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). + FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. + ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines + ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + CellPadding = ImVec2(4,2); // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar + GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize = 0.0f; // Thickness of border around tabs. + TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + TabBarOverlineSize = 2.0f; // Thickness of tab-bar overline, which highlights the selected tab-bar. + TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees). + TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + SeparatorTextBorderSize = 3.0f; // Thickness of border in SeparatorText() + SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + DockingSeparatorSize = 2.0f; // Thickness of resizing border between docked windows + MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). + CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Behaviors + HoverStationaryDelay = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + HoverDelayShort = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + // Default theme + ImGui::StyleColorsDark(this); +} + +// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. +// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. +void ImGuiStyle::ScaleAllSizes(float scale_factor) +{ + WindowPadding = ImTrunc(WindowPadding * scale_factor); + WindowRounding = ImTrunc(WindowRounding * scale_factor); + WindowMinSize = ImTrunc(WindowMinSize * scale_factor); + ChildRounding = ImTrunc(ChildRounding * scale_factor); + PopupRounding = ImTrunc(PopupRounding * scale_factor); + FramePadding = ImTrunc(FramePadding * scale_factor); + FrameRounding = ImTrunc(FrameRounding * scale_factor); + ItemSpacing = ImTrunc(ItemSpacing * scale_factor); + ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor); + CellPadding = ImTrunc(CellPadding * scale_factor); + TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor); + IndentSpacing = ImTrunc(IndentSpacing * scale_factor); + ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor); + ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor); + ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor); + GrabMinSize = ImTrunc(GrabMinSize * scale_factor); + GrabRounding = ImTrunc(GrabRounding * scale_factor); + LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor); + TabRounding = ImTrunc(TabRounding * scale_factor); + TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; + TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor); + SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor); + DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor); + DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor); + DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor); +} + +ImGuiIO::ImGuiIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); + + // Settings + ConfigFlags = ImGuiConfigFlags_None; + BackendFlags = ImGuiBackendFlags_None; + DisplaySize = ImVec2(-1.0f, -1.0f); + DeltaTime = 1.0f / 60.0f; + IniSavingRate = 5.0f; + IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). + LogFilename = "imgui_log.txt"; + UserData = NULL; + + Fonts = NULL; + FontGlobalScale = 1.0f; + FontDefault = NULL; + FontAllowUserScaling = false; + DisplayFramebufferScale = ImVec2(1.0f, 1.0f); + + // Keyboard/Gamepad Navigation options + ConfigNavSwapGamepadButtons = false; + ConfigNavMoveSetMousePos = false; + ConfigNavCaptureKeyboard = true; + ConfigNavEscapeClearFocusItem = true; + ConfigNavEscapeClearFocusWindow = false; + ConfigNavCursorVisibleAuto = true; + ConfigNavCursorVisibleAlways = false; + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + ConfigDockingNoSplit = false; + ConfigDockingWithShift = false; + ConfigDockingAlwaysTabBar = false; + ConfigDockingTransparentPayload = false; + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + ConfigViewportsNoAutoMerge = false; + ConfigViewportsNoTaskBarIcon = false; + ConfigViewportsNoDecoration = true; + ConfigViewportsNoDefaultParent = false; + + // Miscellaneous options + MouseDrawCursor = false; +#ifdef __APPLE__ + ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag +#else + ConfigMacOSXBehaviors = false; +#endif + ConfigInputTrickleEventQueue = true; + ConfigInputTextCursorBlink = true; + ConfigInputTextEnterKeepActive = false; + ConfigDragClickToInputText = false; + ConfigWindowsResizeFromEdges = true; + ConfigWindowsMoveFromTitleBarOnly = false; + ConfigWindowsCopyContentsWithCtrlC = false; + ConfigScrollbarScrollByPage = true; + ConfigMemoryCompactTimer = 60.0f; + ConfigDebugIsDebuggerPresent = false; + ConfigDebugHighlightIdConflicts = true; + ConfigDebugBeginReturnValueOnce = false; + ConfigDebugBeginReturnValueLoop = false; + + ConfigErrorRecovery = true; + ConfigErrorRecoveryEnableAssert = true; + ConfigErrorRecoveryEnableDebugLog = true; + ConfigErrorRecoveryEnableTooltip = true; + + // Inputs Behaviors + MouseDoubleClickTime = 0.30f; + MouseDoubleClickMaxDist = 6.0f; + MouseDragThreshold = 6.0f; + KeyRepeatDelay = 0.275f; + KeyRepeatRate = 0.050f; + + // Platform Functions + // Note: Initialize() will setup default clipboard/ime handlers. + BackendPlatformName = BackendRendererName = NULL; + BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; + + // Input (NB: we already have memset zero the entire structure!) + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); + MouseSource = ImGuiMouseSource_Mouse; + for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } + AppAcceptingEvents = true; +} + +// Pass in translated ASCII characters for text input. +// - with glfw you can get those from the callback set in glfwSetCharCallback() +// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API +void ImGuiIO::AddInputCharacter(unsigned int c) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (c == 0 || !AppAcceptingEvents) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Text; + e.Source = ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Text.Char = c; + g.InputEventsQueue.push_back(e); +} + +// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so +// we should save the high surrogate. +void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) +{ + if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents) + return; + + if ((c & 0xFC00) == 0xD800) // High surrogate, must save + { + if (InputQueueSurrogate != 0) + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + InputQueueSurrogate = c; + return; + } + + ImWchar cp = c; + if (InputQueueSurrogate != 0) + { + if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + { + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + } + else + { +#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF + cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar +#else + cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); +#endif + } + + InputQueueSurrogate = 0; + } + AddInputCharacter((unsigned)cp); +} + +void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) +{ + if (!AppAcceptingEvents) + return; + while (*utf8_chars != 0) + { + unsigned int c = 0; + utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + AddInputCharacter(c); + } +} + +// Clear all incoming events. +void ImGuiIO::ClearEventsQueue() +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsQueue.clear(); +} + +// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. +void ImGuiIO::ClearInputKeys() +{ + ImGuiContext& g = *Ctx; + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) + { + if (ImGui::IsMouseKey((ImGuiKey)key)) + continue; + ImGuiKeyData* key_data = &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; + } + KeyCtrl = KeyShift = KeyAlt = KeySuper = false; + KeyMods = ImGuiMod_None; + InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters(). +} + +void ImGuiIO::ClearInputMouse() +{ + for (ImGuiKey key = ImGuiKey_Mouse_BEGIN; key < ImGuiKey_Mouse_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; + } + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++) + { + MouseDown[n] = false; + MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f; + } + MouseWheel = MouseWheelH = 0.0f; +} + +// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue. +// Current frame character buffer is now also cleared by ClearInputKeys(). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +void ImGuiIO::ClearInputCharacters() +{ + InputQueueCharacters.resize(0); +} +#endif + +static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1) +{ + ImGuiContext& g = *ctx; + for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--) + { + ImGuiInputEvent* e = &g.InputEventsQueue[n]; + if (e->Type != type) + continue; + if (type == ImGuiInputEventType_Key && e->Key.Key != arg) + continue; + if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg) + continue; + return e; + } + return NULL; +} + +// Queue a new key down/up event. +// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) +// - bool down: Is the key down? use false to signify a key release. +// - float analog_value: 0.0f..1.0f +// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE. +// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT. +void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) +{ + //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } + IM_ASSERT(Ctx != NULL); + if (key == ImGuiKey_None || !AppAcceptingEvents) + return; + ImGuiContext& g = *Ctx; + IM_ASSERT(ImGui::IsNamedKeyOrMod(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. + IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. + + // MacOS: swap Cmd(Super) and Ctrl + if (g.IO.ConfigMacOSXBehaviors) + { + if (key == ImGuiMod_Super) { key = ImGuiMod_Ctrl; } + else if (key == ImGuiMod_Ctrl) { key = ImGuiMod_Super; } + else if (key == ImGuiKey_LeftSuper) { key = ImGuiKey_LeftCtrl; } + else if (key == ImGuiKey_RightSuper){ key = ImGuiKey_RightCtrl; } + else if (key == ImGuiKey_LeftCtrl) { key = ImGuiKey_LeftSuper; } + else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; } + } + + // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed) + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key); + const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key); + const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down; + const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue; + if (latest_key_down == down && latest_key_analog == analog_value) + return; + + // Add event + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Key; + e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Key.Key = key; + e.Key.Down = down; + e.Key.AnalogValue = analog_value; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) +{ + if (!AppAcceptingEvents) + return; + AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f); +} + +// [Optional] Call after AddKeyEvent(). +// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices. +// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this. +void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index) +{ + if (key == ImGuiKey_None) + return; + IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 + IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511 + IM_UNUSED(key); // Yet unused + IM_UNUSED(native_keycode); // Yet unused + IM_UNUSED(native_scancode); // Yet unused + IM_UNUSED(native_legacy_index); // Yet unused +} + +// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. +void ImGuiIO::SetAppAcceptingEvents(bool accepting_events) +{ + AppAcceptingEvents = accepting_events; +} + +// Queue a mouse move event +void ImGuiIO::AddMousePosEvent(float x, float y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (!AppAcceptingEvents) + return; + + // Apply same flooring as UpdateMouseInputs() + ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y); + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos); + const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos; + if (latest_pos.x == pos.x && latest_pos.y == pos.y) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MousePos; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MousePos.PosX = pos.x; + e.MousePos.PosY = pos.y; + e.MousePos.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + if (!AppAcceptingEvents) + return; + + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button. + if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick) + { + // Order of both statements matterns: this event will still release mouse button 1 + mouse_button = 1; + if (!down) + MouseCtrlLeftAsRightClick = false; + } + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button); + const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button]; + if (latest_button_down == down) + return; + + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click. + // - Note that this is actual physical Ctrl which is ImGuiMod_Super for us. + // - At this point we want from !down to down, so this is handling the initial press. + if (ConfigMacOSXBehaviors && mouse_button == 0 && down) + { + const ImGuiInputEvent* latest_super_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)ImGuiMod_Super); + if (latest_super_event ? latest_super_event->Key.Down : g.IO.KeySuper) + { + IMGUI_DEBUG_LOG_IO("[io] Super+Left Click aliased into Right Click\n"); + MouseCtrlLeftAsRightClick = true; + AddMouseButtonEvent(1, true); // This is just quicker to write that passing through, as we need to filter duplicate again. + return; + } + } + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseButton; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseButton.Button = mouse_button; + e.MouseButton.Down = down; + e.MouseButton.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// Queue a mouse wheel event (some mouse/API may only have a Y component) +void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate (unlike most events, wheel values are relative and easy to filter) + if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseWheel; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseWheel.WheelX = wheel_x; + e.MouseWheel.WheelY = wheel_y; + e.MouseWheel.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// This is not a real event, the data is latched in order to be stored in actual Mouse events. +// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes. +void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsNextMouseSource = source; +} + +void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport); + if (!AppAcceptingEvents) + return; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport); + const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport; + if (latest_viewport_id == viewport_id) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseViewport; + e.Source = ImGuiInputSource_Mouse; + e.MouseViewport.HoveredViewportID = viewport_id; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddFocusEvent(bool focused) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus); + const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost; + if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Focus; + e.EventId = g.InputEventsNextEventId++; + e.AppFocused.Focused = focused; + g.InputEventsQueue.push_back(e); +} + +ImGuiPlatformIO::ImGuiPlatformIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + Platform_LocaleDecimalPoint = '.'; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +//----------------------------------------------------------------------------- + +ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) +{ + IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau() + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + { + ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + return p_closest; +} + +// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp +static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); + float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + ImVec2 p_current(x4, y4); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + else if (level < 10) + { + float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; + float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; + float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; + float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; + float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; + float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol +// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically. +ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) +{ + IM_ASSERT(tess_tol > 0.0f); + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); + return p_closest; +} + +ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) +{ + ImVec2 ap = p - a; + ImVec2 ab_dir = b - a; + float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; + if (dot < 0.0f) + return a; + float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; + if (dot > ab_len_sqr) + return b; + return a + ab_dir * dot / ab_len_sqr; +} + +bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; + bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; + bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; + return ((b1 == b2) && (b2 == b3)); +} + +void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) +{ + ImVec2 v0 = b - a; + ImVec2 v1 = c - a; + ImVec2 v2 = p - a; + const float denom = v0.x * v1.y - v1.x * v0.y; + out_v = (v2.x * v1.y - v1.x * v2.y) / denom; + out_w = (v0.x * v2.y - v2.x * v0.y) / denom; + out_u = 1.0f - out_v - out_w; +} + +ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + ImVec2 proj_ab = ImLineClosestPoint(a, b, p); + ImVec2 proj_bc = ImLineClosestPoint(b, c, p); + ImVec2 proj_ca = ImLineClosestPoint(c, a, p); + float dist2_ab = ImLengthSqr(p - proj_ab); + float dist2_bc = ImLengthSqr(p - proj_bc); + float dist2_ca = ImLengthSqr(p - proj_ca); + float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); + if (m == dist2_ab) + return proj_ab; + if (m == dist2_bc) + return proj_bc; + return proj_ca; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +//----------------------------------------------------------------------------- + +// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. +int ImStricmp(const char* str1, const char* str2) +{ + int d; + while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; } + return d; +} + +int ImStrnicmp(const char* str1, const char* str2, size_t count) +{ + int d = 0; + while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; } + return d; +} + +void ImStrncpy(char* dst, const char* src, size_t count) +{ + if (count < 1) + return; + if (count > 1) + strncpy(dst, src, count - 1); + dst[count - 1] = 0; +} + +char* ImStrdup(const char* str) +{ + size_t len = strlen(str); + void* buf = IM_ALLOC(len + 1); + return (char*)memcpy(buf, (const void*)str, len + 1); +} + +char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) +{ + size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; + size_t src_size = strlen(src) + 1; + if (dst_buf_size < src_size) + { + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); + if (p_dst_size) + *p_dst_size = src_size; + } + return (char*)memcpy(dst, (const void*)src, src_size); +} + +const char* ImStrchrRange(const char* str, const char* str_end, char c) +{ + const char* p = (const char*)memchr(str, (int)c, str_end - str); + return p; +} + +int ImStrlenW(const ImWchar* str) +{ + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit + int n = 0; + while (*str++) n++; + return n; +} + +// Find end-of-line. Return pointer will point to either first \n, either str_end. +const char* ImStreolRange(const char* str, const char* str_end) +{ + const char* p = (const char*)memchr(str, '\n', str_end - str); + return p ? p : str_end; +} + +const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find beginning-of-line +{ + while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') + buf_mid_line--; + return buf_mid_line; +} + +const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) +{ + if (!needle_end) + needle_end = needle + strlen(needle); + + const char un0 = (char)ImToUpper(*needle); + while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) + { + if (ImToUpper(*haystack) == un0) + { + const char* b = needle + 1; + for (const char* a = haystack + 1; b < needle_end; a++, b++) + if (ImToUpper(*a) != ImToUpper(*b)) + break; + if (b == needle_end) + return haystack; + } + haystack++; + } + return NULL; +} + +// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. +void ImStrTrimBlanks(char* buf) +{ + char* p = buf; + while (p[0] == ' ' || p[0] == '\t') // Leading blanks + p++; + char* p_start = p; + while (*p != 0) // Find end of string + p++; + while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks + p--; + if (p_start != buf) // Copy memory if we had leading blanks + memmove(buf, p_start, p - p_start); + buf[p - p_start] = 0; // Zero terminate +} + +const char* ImStrSkipBlank(const char* str) +{ + while (str[0] == ' ' || str[0] == '\t') + str++; + return str; +} + +// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). +// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. +// B) When buf==NULL vsnprintf() will return the output size. +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h) +// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are +// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) +#ifdef IMGUI_USE_STB_SPRINTF +#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION +#define STB_SPRINTF_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_SPRINTF_FILENAME +#include IMGUI_STB_SPRINTF_FILENAME +#else +#include "stb_sprintf.h" +#endif +#endif // #ifdef IMGUI_USE_STB_SPRINTF + +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + va_end(args); + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} + +int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) +{ +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} +#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args); + va_end(args); +} + +// FIXME: Should rework API toward allowing multiple in-flight temp buffers (easier and safer for caller) +// by making the caller acquire a temp buffer token, with either explicit or destructor release, e.g. +// ImGuiTempBufferToken token; +// ImFormatStringToTempBuffer(token, ...); +void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + { + const char* buf = va_arg(args, const char*); // Skip formatting when using "%s" + if (buf == NULL) + buf = "(null)"; + *out_buf = buf; + if (out_buf_end) { *out_buf_end = buf + strlen(buf); } + } + else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0) + { + int buf_len = va_arg(args, int); // Skip formatting when using "%.*s" + const char* buf = va_arg(args, const char*); + if (buf == NULL) + { + buf = "(null)"; + buf_len = ImMin(buf_len, 6); + } + *out_buf = buf; + *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it. + } + else + { + int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args); + *out_buf = g.TempBuffer.Data; + if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; } + } +} + +#ifndef IMGUI_ENABLE_SSE4_2_CRC +// CRC32 needs a 1KB lookup table (not cache friendly) +// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: +// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. +static const ImU32 GCrc32LookupTable[256] = +{ +#ifdef IMGUI_USE_LEGACY_CRC32_ADLER + // Legacy CRC32-adler table used pre 1.91.6 (before 2024/11/27). Only use if you cannot afford invalidating old .ini data. + 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, + 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, + 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, + 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, + 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, + 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, + 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, + 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, + 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, + 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, + 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, + 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, + 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, + 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, + 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, + 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, +#else + // CRC32c table compatible with SSE 4.2 instructions + 0x00000000,0xF26B8303,0xE13B70F7,0x1350F3F4,0xC79A971F,0x35F1141C,0x26A1E7E8,0xD4CA64EB,0x8AD958CF,0x78B2DBCC,0x6BE22838,0x9989AB3B,0x4D43CFD0,0xBF284CD3,0xAC78BF27,0x5E133C24, + 0x105EC76F,0xE235446C,0xF165B798,0x030E349B,0xD7C45070,0x25AFD373,0x36FF2087,0xC494A384,0x9A879FA0,0x68EC1CA3,0x7BBCEF57,0x89D76C54,0x5D1D08BF,0xAF768BBC,0xBC267848,0x4E4DFB4B, + 0x20BD8EDE,0xD2D60DDD,0xC186FE29,0x33ED7D2A,0xE72719C1,0x154C9AC2,0x061C6936,0xF477EA35,0xAA64D611,0x580F5512,0x4B5FA6E6,0xB93425E5,0x6DFE410E,0x9F95C20D,0x8CC531F9,0x7EAEB2FA, + 0x30E349B1,0xC288CAB2,0xD1D83946,0x23B3BA45,0xF779DEAE,0x05125DAD,0x1642AE59,0xE4292D5A,0xBA3A117E,0x4851927D,0x5B016189,0xA96AE28A,0x7DA08661,0x8FCB0562,0x9C9BF696,0x6EF07595, + 0x417B1DBC,0xB3109EBF,0xA0406D4B,0x522BEE48,0x86E18AA3,0x748A09A0,0x67DAFA54,0x95B17957,0xCBA24573,0x39C9C670,0x2A993584,0xD8F2B687,0x0C38D26C,0xFE53516F,0xED03A29B,0x1F682198, + 0x5125DAD3,0xA34E59D0,0xB01EAA24,0x42752927,0x96BF4DCC,0x64D4CECF,0x77843D3B,0x85EFBE38,0xDBFC821C,0x2997011F,0x3AC7F2EB,0xC8AC71E8,0x1C661503,0xEE0D9600,0xFD5D65F4,0x0F36E6F7, + 0x61C69362,0x93AD1061,0x80FDE395,0x72966096,0xA65C047D,0x5437877E,0x4767748A,0xB50CF789,0xEB1FCBAD,0x197448AE,0x0A24BB5A,0xF84F3859,0x2C855CB2,0xDEEEDFB1,0xCDBE2C45,0x3FD5AF46, + 0x7198540D,0x83F3D70E,0x90A324FA,0x62C8A7F9,0xB602C312,0x44694011,0x5739B3E5,0xA55230E6,0xFB410CC2,0x092A8FC1,0x1A7A7C35,0xE811FF36,0x3CDB9BDD,0xCEB018DE,0xDDE0EB2A,0x2F8B6829, + 0x82F63B78,0x709DB87B,0x63CD4B8F,0x91A6C88C,0x456CAC67,0xB7072F64,0xA457DC90,0x563C5F93,0x082F63B7,0xFA44E0B4,0xE9141340,0x1B7F9043,0xCFB5F4A8,0x3DDE77AB,0x2E8E845F,0xDCE5075C, + 0x92A8FC17,0x60C37F14,0x73938CE0,0x81F80FE3,0x55326B08,0xA759E80B,0xB4091BFF,0x466298FC,0x1871A4D8,0xEA1A27DB,0xF94AD42F,0x0B21572C,0xDFEB33C7,0x2D80B0C4,0x3ED04330,0xCCBBC033, + 0xA24BB5A6,0x502036A5,0x4370C551,0xB11B4652,0x65D122B9,0x97BAA1BA,0x84EA524E,0x7681D14D,0x2892ED69,0xDAF96E6A,0xC9A99D9E,0x3BC21E9D,0xEF087A76,0x1D63F975,0x0E330A81,0xFC588982, + 0xB21572C9,0x407EF1CA,0x532E023E,0xA145813D,0x758FE5D6,0x87E466D5,0x94B49521,0x66DF1622,0x38CC2A06,0xCAA7A905,0xD9F75AF1,0x2B9CD9F2,0xFF56BD19,0x0D3D3E1A,0x1E6DCDEE,0xEC064EED, + 0xC38D26C4,0x31E6A5C7,0x22B65633,0xD0DDD530,0x0417B1DB,0xF67C32D8,0xE52CC12C,0x1747422F,0x49547E0B,0xBB3FFD08,0xA86F0EFC,0x5A048DFF,0x8ECEE914,0x7CA56A17,0x6FF599E3,0x9D9E1AE0, + 0xD3D3E1AB,0x21B862A8,0x32E8915C,0xC083125F,0x144976B4,0xE622F5B7,0xF5720643,0x07198540,0x590AB964,0xAB613A67,0xB831C993,0x4A5A4A90,0x9E902E7B,0x6CFBAD78,0x7FAB5E8C,0x8DC0DD8F, + 0xE330A81A,0x115B2B19,0x020BD8ED,0xF0605BEE,0x24AA3F05,0xD6C1BC06,0xC5914FF2,0x37FACCF1,0x69E9F0D5,0x9B8273D6,0x88D28022,0x7AB90321,0xAE7367CA,0x5C18E4C9,0x4F48173D,0xBD23943E, + 0xF36E6F75,0x0105EC76,0x12551F82,0xE03E9C81,0x34F4F86A,0xC69F7B69,0xD5CF889D,0x27A40B9E,0x79B737BA,0x8BDCB4B9,0x988C474D,0x6AE7C44E,0xBE2DA0A5,0x4C4623A6,0x5F16D052,0xAD7D5351 +#endif +}; +#endif + +// Known size hash +// It is ok to call ImHashData on a string with known length but the ### operator won't be supported. +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed) +{ + ImU32 crc = ~seed; + const unsigned char* data = (const unsigned char*)data_p; + const unsigned char *data_end = (const unsigned char*)data_p + data_size; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + const ImU32* crc32_lut = GCrc32LookupTable; + while (data < data_end) + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; + return ~crc; +#else + while (data + 4 <= data_end) + { + crc = _mm_crc32_u32(crc, *(ImU32*)data); + data += 4; + } + while (data < data_end) + crc = _mm_crc32_u8(crc, *data++); + return ~crc; +#endif +} + +// Zero-terminated string hash, with support for ### to reset back to seed value +// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. +// Because this syntax is rarely used we are optimizing for the common case. +// - If we reach ### in the string we discard the hash so far and reset to the seed. +// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) +{ + seed = ~seed; + ImU32 crc = seed; + const unsigned char* data = (const unsigned char*)data_p; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + const ImU32* crc32_lut = GCrc32LookupTable; +#endif + if (data_size != 0) + { + while (data_size-- != 0) + { + unsigned char c = *data++; + if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') + crc = seed; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif + } + } + else + { + while (unsigned char c = *data++) + { + if (c == '#' && data[0] == '#' && data[1] == '#') + crc = seed; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif + } + } + return ~crc; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (File functions) +//----------------------------------------------------------------------------- + +// Default file functions +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +ImFileHandle ImFileOpen(const char* filename, const char* mode) +{ +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (defined(__MINGW32__) || (!defined(__CYGWIN__) && !defined(__GNUC__))) + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. + // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! + const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); + const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); + + // Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator. + // We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314). + wchar_t local_temp_stack[FILENAME_MAX]; + ImVector local_temp_heap; + if (filename_wsize + mode_wsize > IM_ARRAYSIZE(local_temp_stack)) + local_temp_heap.resize(filename_wsize + mode_wsize); + wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack; + wchar_t* mode_wbuf = filename_wbuf + filename_wsize; + ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize); + return ::_wfopen(filename_wbuf, mode_wbuf); +#else + return fopen(filename, mode); +#endif +} + +// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way. +bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; } +ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; } +ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); } +ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); } +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +// Helper: Load file content into memory +// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() +// This can't really be used with "rt" because fseek size won't match read size. +void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) +{ + IM_ASSERT(filename && mode); + if (out_file_size) + *out_file_size = 0; + + ImFileHandle f; + if ((f = ImFileOpen(filename, mode)) == NULL) + return NULL; + + size_t file_size = (size_t)ImFileGetSize(f); + if (file_size == (size_t)-1) + { + ImFileClose(f); + return NULL; + } + + void* file_data = IM_ALLOC(file_size + padding_bytes); + if (file_data == NULL) + { + ImFileClose(f); + return NULL; + } + if (ImFileRead(file_data, 1, file_size, f) != file_size) + { + ImFileClose(f); + IM_FREE(file_data); + return NULL; + } + if (padding_bytes > 0) + memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); + + ImFileClose(f); + if (out_file_size) + *out_file_size = file_size; + + return file_data; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF + +// Convert UTF-8 to 32-bit character, process single character input. +// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8). +// We handle UTF-8 decoding error by skipping forward. +int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) +{ + static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 }; + static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 }; + static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 }; + static const int shiftc[] = { 0, 18, 12, 6, 0 }; + static const int shifte[] = { 0, 6, 4, 2, 0 }; + int len = lengths[*(const unsigned char*)in_text >> 3]; + int wanted = len + (len ? 0 : 1); + + if (in_text_end == NULL) + in_text_end = in_text + wanted; // Max length, nulls will be taken into account. + + // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here, + // so it is fast even with excessive branching. + unsigned char s[4]; + s[0] = in_text + 0 < in_text_end ? in_text[0] : 0; + s[1] = in_text + 1 < in_text_end ? in_text[1] : 0; + s[2] = in_text + 2 < in_text_end ? in_text[2] : 0; + s[3] = in_text + 3 < in_text_end ? in_text[3] : 0; + + // Assume a four-byte character and load four bytes. Unused bits are shifted out. + *out_char = (uint32_t)(s[0] & masks[len]) << 18; + *out_char |= (uint32_t)(s[1] & 0x3f) << 12; + *out_char |= (uint32_t)(s[2] & 0x3f) << 6; + *out_char |= (uint32_t)(s[3] & 0x3f) << 0; + *out_char >>= shiftc[len]; + + // Accumulate the various error conditions. + int e = 0; + e = (*out_char < mins[len]) << 6; // non-canonical encoding + e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? + e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range? + e |= (s[1] & 0xc0) >> 2; + e |= (s[2] & 0xc0) >> 4; + e |= (s[3] ) >> 6; + e ^= 0x2a; // top two bits of each tail byte correct? + e >>= shifte[len]; + + if (e) + { + // No bytes are consumed when *in_text == 0 || in_text == in_text_end. + // One byte is consumed in case of invalid first byte of in_text. + // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes. + // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s. + wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]); + *out_char = IM_UNICODE_CODEPOINT_INVALID; + } + + return wanted; +} + +int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) +{ + ImWchar* buf_out = buf; + ImWchar* buf_end = buf + buf_size; + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + *buf_out++ = (ImWchar)c; + } + *buf_out = 0; + if (in_text_remaining) + *in_text_remaining = in_text; + return (int)(buf_out - buf); +} + +int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) +{ + int char_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + char_count++; + } + return char_count; +} + +// Based on stb_to_utf8() from github.com/nothings/stb/ +static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c) +{ + if (c < 0x80) + { + buf[0] = (char)c; + return 1; + } + if (c < 0x800) + { + if (buf_size < 2) return 0; + buf[0] = (char)(0xc0 + (c >> 6)); + buf[1] = (char)(0x80 + (c & 0x3f)); + return 2; + } + if (c < 0x10000) + { + if (buf_size < 3) return 0; + buf[0] = (char)(0xe0 + (c >> 12)); + buf[1] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[2] = (char)(0x80 + ((c ) & 0x3f)); + return 3; + } + if (c <= 0x10FFFF) + { + if (buf_size < 4) return 0; + buf[0] = (char)(0xf0 + (c >> 18)); + buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); + buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[3] = (char)(0x80 + ((c ) & 0x3f)); + return 4; + } + // Invalid code point, the max unicode is 0x10FFFF + return 0; +} + +const char* ImTextCharToUtf8(char out_buf[5], unsigned int c) +{ + int count = ImTextCharToUtf8_inline(out_buf, 5, c); + out_buf[count] = 0; + return out_buf; +} + +// Not optimal but we very rarely use this function. +int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) +{ + unsigned int unused = 0; + return ImTextCharFromUtf8(&unused, in_text, in_text_end); +} + +static inline int ImTextCountUtf8BytesFromChar(unsigned int c) +{ + if (c < 0x80) return 1; + if (c < 0x800) return 2; + if (c < 0x10000) return 3; + if (c <= 0x10FFFF) return 4; + return 3; +} + +int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end) +{ + char* buf_p = out_buf; + const char* buf_end = out_buf + out_buf_size; + while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + *buf_p++ = (char)c; + else + buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c); + } + *buf_p = 0; + return (int)(buf_p - out_buf); +} + +int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) +{ + int bytes_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + bytes_count++; + else + bytes_count += ImTextCountUtf8BytesFromChar(c); + } + return bytes_count; +} + +const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr) +{ + while (in_text_curr > in_text_start) + { + in_text_curr--; + if ((*in_text_curr & 0xC0) != 0x80) + return in_text_curr; + } + return in_text_start; +} + +int ImTextCountLines(const char* in_text, const char* in_text_end) +{ + if (in_text_end == NULL) + in_text_end = in_text + strlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now. + int count = 0; + while (in_text < in_text_end) + { + const char* line_end = (const char*)memchr(in_text, '\n', in_text_end - in_text); + in_text = line_end ? line_end + 1 : in_text_end; + count++; + } + return count; +} + +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// Note: The Convert functions are early design which are not consistent with other API. +//----------------------------------------------------------------------------- + +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b) +{ + float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + return IM_COL32(r, g, b, 0xFF); +} + +ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) +{ + float s = 1.0f / 255.0f; + return ImVec4( + ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); +} + +ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) +{ + ImU32 out; + out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; + return out; +} + +// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 +// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv +void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v) +{ + float K = 0.f; + if (g < b) + { + ImSwap(g, b); + K = -1.f; + } + if (r < g) + { + ImSwap(r, g); + K = -2.f / 6.f - K; + } + + const float chroma = r - (g < b ? g : b); + out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); + out_s = chroma / (r + 1e-20f); + out_v = r; +} + +// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 +// also http://en.wikipedia.org/wiki/HSL_and_HSV +void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b) +{ + if (s == 0.0f) + { + // gray + out_r = out_g = out_b = v; + return; + } + + h = ImFmod(h, 1.0f) / (60.0f / 360.0f); + int i = (int)h; + float f = h - (float)i; + float p = v * (1.0f - s); + float q = v * (1.0f - s * f); + float t = v * (1.0f - s * (1.0f - f)); + + switch (i) + { + case 0: out_r = v; out_g = t; out_b = p; break; + case 1: out_r = q; out_g = v; out_b = p; break; + case 2: out_r = p; out_g = v; out_b = t; break; + case 3: out_r = p; out_g = q; out_b = v; break; + case 4: out_r = t; out_g = p; out_b = v; break; + case 5: default: out_r = v; out_g = p; out_b = q; break; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStorage +// Helper: Key->value storage +//----------------------------------------------------------------------------- + +// std::lower_bound but without the bullshit +ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key) +{ + ImGuiStoragePair* in_p = in_begin; + for (size_t count = (size_t)(in_end - in_p); count > 0; ) + { + size_t count2 = count >> 1; + ImGuiStoragePair* mid = in_p + count2; + if (mid->key < key) + { + in_p = ++mid; + count -= count2 + 1; + } + else + { + count = count2; + } + } + return in_p; +} + +IM_MSVC_RUNTIME_CHECKS_OFF +static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs) +{ + // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. + ImGuiID lhs_v = ((const ImGuiStoragePair*)lhs)->key; + ImGuiID rhs_v = ((const ImGuiStoragePair*)rhs)->key; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. +void ImGuiStorage::BuildSortByKey() +{ + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), PairComparerByID); +} + +int ImGuiStorage::GetInt(ImGuiID key, int default_val) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return default_val; + return it->val_i; +} + +bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const +{ + return GetInt(key, default_val ? 1 : 0) != 0; +} + +float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return default_val; + return it->val_f; +} + +void* ImGuiStorage::GetVoidPtr(ImGuiID key) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return NULL; + return it->val_p; +} + +// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. +int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_i; +} + +bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) +{ + return (bool*)GetIntRef(key, default_val ? 1 : 0); +} + +float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_f; +} + +void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_p; +} + +// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) +void ImGuiStorage::SetInt(ImGuiID key, int val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_i = val; +} + +void ImGuiStorage::SetBool(ImGuiID key, bool val) +{ + SetInt(key, val ? 1 : 0); +} + +void ImGuiStorage::SetFloat(ImGuiID key, float val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_f = val; +} + +void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_p = val; +} + +void ImGuiStorage::SetAllInt(int v) +{ + for (int i = 0; i < Data.Size; i++) + Data[i].val_i = v; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextFilter +//----------------------------------------------------------------------------- + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077 +{ + InputBuf[0] = 0; + CountGrep = 0; + if (default_filter) + { + ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); + Build(); + } +} + +bool ImGuiTextFilter::Draw(const char* label, float width) +{ + if (width != 0.0f) + ImGui::SetNextItemWidth(width); + bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); + if (value_changed) + Build(); + return value_changed; +} + +void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const +{ + out->resize(0); + const char* wb = b; + const char* we = wb; + while (we < e) + { + if (*we == separator) + { + out->push_back(ImGuiTextRange(wb, we)); + wb = we + 1; + } + we++; + } + if (wb != we) + out->push_back(ImGuiTextRange(wb, we)); +} + +void ImGuiTextFilter::Build() +{ + Filters.resize(0); + ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf)); + input_range.split(',', &Filters); + + CountGrep = 0; + for (ImGuiTextRange& f : Filters) + { + while (f.b < f.e && ImCharIsBlankA(f.b[0])) + f.b++; + while (f.e > f.b && ImCharIsBlankA(f.e[-1])) + f.e--; + if (f.empty()) + continue; + if (f.b[0] != '-') + CountGrep += 1; + } +} + +bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const +{ + if (Filters.Size == 0) + return true; + + if (text == NULL) + text = text_end = ""; + + for (const ImGuiTextRange& f : Filters) + { + if (f.b == f.e) + continue; + if (f.b[0] == '-') + { + // Subtract + if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) + return false; + } + else + { + // Grep + if (ImStristr(text, text_end, f.b, f.e) != NULL) + return true; + } + } + + // Implicit * grep + if (CountGrep == 0) + return true; + + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex +//----------------------------------------------------------------------------- + +// On some platform vsnprintf() takes va_list by reference and modifies it. +// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it. +#ifndef va_copy +#if defined(__GNUC__) || defined(__clang__) +#define va_copy(dest, src) __builtin_va_copy(dest, src) +#else +#define va_copy(dest, src) (dest = src) +#endif +#endif + +char ImGuiTextBuffer::EmptyString[1] = { 0 }; + +void ImGuiTextBuffer::append(const char* str, const char* str_end) +{ + int len = str_end ? (int)(str_end - str) : (int)strlen(str); + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + memcpy(&Buf[write_off - 1], str, (size_t)len); + Buf[write_off - 1 + len] = 0; +} + +void ImGuiTextBuffer::appendf(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + appendfv(fmt, args); + va_end(args); +} + +// Helper: Text buffer for logging/accumulating text +void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) +{ + va_list args_copy; + va_copy(args_copy, args); + + int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. + if (len <= 0) + { + va_end(args_copy); + return; + } + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); + va_end(args_copy); +} + +void ImGuiTextIndex::append(const char* base, int old_size, int new_size) +{ + IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset); + if (old_size == new_size) + return; + if (EndOffset == 0 || base[EndOffset - 1] == '\n') + LineOffsets.push_back(EndOffset); + const char* base_end = base + new_size; + for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; ) + if (++p < base_end) // Don't push a trailing offset on last \n + LineOffsets.push_back((int)(intptr_t)(p - base)); + EndOffset = ImMax(EndOffset, new_size); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiListClipper +//----------------------------------------------------------------------------- + +// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell. +// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous. +static bool GetSkipItemForListClipping() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); +} + +static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) +{ + if (ranges.Size - offset <= 1) + return; + + // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries) + for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end) + for (int i = offset; i < sort_end + offset; ++i) + if (ranges[i].Min > ranges[i + 1].Min) + ImSwap(ranges[i], ranges[i + 1]); + + // Now fuse ranges together as much as possible. + for (int i = 1 + offset; i < ranges.Size; i++) + { + IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert); + if (ranges[i - 1].Max < ranges[i].Min) + continue; + ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min); + ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max); + ranges.erase(ranges.Data + i); + i--; + } +} + +static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height) +{ + // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. + // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. + // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek? + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float off_y = pos_y - window->DC.CursorPos.y; + window->DC.CursorPos.y = pos_y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. + if (ImGuiOldColumns* columns = window->DC.CurrentColumns) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + if (ImGuiTable* table = g.CurrentTable) + { + if (table->IsInsideRow) + ImGui::TableEndRow(table); + table->RowPosY2 = window->DC.CursorPos.y; + const int row_increase = (int)((off_y / line_height) + 0.5f); + //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow() + table->RowBgColorCounter += row_increase; + } +} + +ImGuiListClipper::ImGuiListClipper() +{ + memset(this, 0, sizeof(*this)); +} + +ImGuiListClipper::~ImGuiListClipper() +{ + End(); +} + +void ImGuiListClipper::Begin(int items_count, float items_height) +{ + if (Ctx == NULL) + Ctx = ImGui::GetCurrentContext(); + + ImGuiContext& g = *Ctx; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name); + + if (ImGuiTable* table = g.CurrentTable) + if (table->IsInsideRow) + ImGui::TableEndRow(table); + + StartPosY = window->DC.CursorPos.y; + ItemsHeight = items_height; + ItemsCount = items_count; + DisplayStart = -1; + DisplayEnd = 0; + + // Acquire temporary buffer + if (++g.ClipperTempDataStacked > g.ClipperTempData.Size) + g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData()); + ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->Reset(this); + data->LossynessOffset = window->DC.CursorStartPosLossyness.y; + TempData = data; + StartSeekOffsetY = data->LossynessOffset; +} + +void ImGuiListClipper::End() +{ + if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData) + { + // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. + ImGuiContext& g = *Ctx; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name); + if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) + SeekCursorForItem(ItemsCount); + + // Restore temporary buffer and fix back pointers which may be invalidated when nesting + IM_ASSERT(data->ListClipper == this); + data->StepNo = data->Ranges.Size; + if (--g.ClipperTempDataStacked > 0) + { + data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->ListClipper->TempData = data; + } + TempData = NULL; + } + ItemsCount = -1; +} + +void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end) +{ + ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; + IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet. + IM_ASSERT(item_begin <= item_end); + if (item_begin < item_end) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end)); +} + +// This is already called while stepping. +// The ONLY reason you may want to call this is if you passed INT_MAX to ImGuiListClipper::Begin() because you couldn't step item count beforehand. +void ImGuiListClipper::SeekCursorForItem(int item_n) +{ + // - Perform the add and multiply with double to allow seeking through larger ranges. + // - StartPosY starts from ItemsFrozen, by adding SeekOffsetY we generally cancel that out (SeekOffsetY == LossynessOffset - ItemsFrozen * ItemsHeight). + // - The reason we store SeekOffsetY instead of inferring it, is because we want to allow user to perform Seek after the last step, where ImGuiListClipperData is already done. + float pos_y = (float)((double)StartPosY + StartSeekOffsetY + (double)item_n * ItemsHeight); + ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, ItemsHeight); +} + +static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) +{ + ImGuiContext& g = *clipper->Ctx; + ImGuiWindow* window = g.CurrentWindow; + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?"); + + ImGuiTable* table = g.CurrentTable; + if (table && table->IsInsideRow) + ImGui::TableEndRow(table); + + // No items + if (clipper->ItemsCount == 0 || GetSkipItemForListClipping()) + return false; + + // While we are in frozen row state, keep displaying items one by one, unclipped + // FIXME: Could be stored as a table-agnostic state. + if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows) + { + clipper->DisplayStart = data->ItemsFrozen; + clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount); + if (clipper->DisplayStart < clipper->DisplayEnd) + data->ItemsFrozen++; + return true; + } + + // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) + bool calc_clipping = false; + if (data->StepNo == 0) + { + clipper->StartPosY = window->DC.CursorPos.y; + if (clipper->ItemsHeight <= 0.0f) + { + // Submit the first item (or range) so we can measure its height (generally the first range is 0..1) + data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1)); + clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); + clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount); + data->StepNo = 1; + return true; + } + calc_clipping = true; // If on the first step with known item height, calculate clipping. + } + + // Step 1: Let the clipper infer height from first range + if (clipper->ItemsHeight <= 0.0f) + { + IM_ASSERT(data->StepNo == 1); + if (table) + IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y); + + clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart); + bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); + if (affected_by_floating_point_precision) + clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. + if (clipper->ItemsHeight == 0.0f && clipper->ItemsCount == INT_MAX) // Accept that no item have been submitted if in indeterminate mode. + return false; + IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); + calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. + } + + // Step 0 or 1: Calculate the actual ranges of visible elements. + const int already_submitted = clipper->DisplayEnd; + if (calc_clipping) + { + // Record seek offset, this is so ImGuiListClipper::Seek() can be called after ImGuiListClipperData is done + clipper->StartSeekOffsetY = (double)data->LossynessOffset - data->ItemsFrozen * (double)clipper->ItemsHeight; + + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount)); + } + else + { + // Add range selected to be included for navigation + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); + if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount)); + + // Add focused/active item + ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]); + if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); + + // Add visible range + float min_y = window->ClipRect.Min.y; + float max_y = window->ClipRect.Max.y; + + // Add box selection range + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (bs->IsActive && bs->Window == window) + { + // FIXME: Selectable() use of half-ItemSpacing isn't consistent in matter of layout, as ItemAdd(bb) stray above ItemSize()'s CursorPos. + // RangeSelect's BoxSelect relies on comparing overlap of previous and current rectangle and is sensitive to that. + // As a workaround we currently half ItemSpacing worth on each side. + min_y -= g.Style.ItemSpacing.y; + max_y += g.Style.ItemSpacing.y; + + // Box-select on 2D area requires different clipping. + if (bs->UnclipMode) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(bs->UnclipRect.Min.y, bs->UnclipRect.Max.y, 0, 0)); + } + + const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; + const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(min_y, max_y, off_min, off_max)); + } + + // Convert position ranges to item index ranges + // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. + // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, + // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. + for (ImGuiListClipperRange& range : data->Ranges) + if (range.PosToIndexConvert) + { + int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight); + int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f); + range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1); + range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount); + range.PosToIndexConvert = false; + } + ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo); + } + + // Step 0+ (if item height is given in advance) or 1+: Display the next range in line. + while (data->StepNo < data->Ranges.Size) + { + clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); + clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount); + if (clipper->DisplayStart > already_submitted) //-V1051 + clipper->SeekCursorForItem(clipper->DisplayStart); + data->StepNo++; + if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size) + continue; + return true; + } + + // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), + // Advance the cursor to the end of the list and then returns 'false' to end the loop. + if (clipper->ItemsCount < INT_MAX) + clipper->SeekCursorForItem(clipper->ItemsCount); + + return false; +} + +bool ImGuiListClipper::Step() +{ + ImGuiContext& g = *Ctx; + bool need_items_height = (ItemsHeight <= 0.0f); + bool ret = ImGuiListClipper_StepInternal(this); + if (ret && (DisplayStart == DisplayEnd)) + ret = false; + if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n"); + if (need_items_height && ItemsHeight > 0.0f) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight); + if (ret) + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd); + } + else + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n"); + End(); + } + return ret; +} + +//----------------------------------------------------------------------------- +// [SECTION] STYLING +//----------------------------------------------------------------------------- + +ImGuiStyle& ImGui::GetStyle() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->Style; +} + +ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = style.Colors[idx]; + c.w *= style.Alpha * alpha_mul; + return ColorConvertFloat4ToU32(c); +} + +ImU32 ImGui::GetColorU32(const ImVec4& col) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = col; + c.w *= style.Alpha; + return ColorConvertFloat4ToU32(c); +} + +const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) +{ + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; +} + +ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + alpha_mul *= style.Alpha; + if (alpha_mul >= 1.0f) + return col; + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); +} + +// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 +void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); +} + +void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = col; +} + +void ImGui::PopStyleColor(int count) +{ + ImGuiContext& g = *GImGui; + if (g.ColorStack.Size < count) + { + IM_ASSERT_USER_ERROR(0, "Calling PopStyleColor() too many times!"); + count = g.ColorStack.Size; + } + while (count > 0) + { + ImGuiColorMod& backup = g.ColorStack.back(); + g.Style.Colors[backup.Col] = backup.BackupValue; + g.ColorStack.pop_back(); + count--; + } +} + +static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] = +{ + ImGuiCol_Text, ImGuiCol_TabHovered, ImGuiCol_Tab, ImGuiCol_TabSelected, ImGuiCol_TabSelectedOverline, ImGuiCol_TabDimmed, ImGuiCol_TabDimmedSelected, ImGuiCol_TabDimmedSelectedOverline, +}; + +static const ImGuiDataVarInfo GStyleVarInfo[] = +{ + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) }, // ImGuiStyleVar_DockingSeparatorSize +}; + +const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx) +{ + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarInfo[idx]; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->x = val_x; +} + +void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->y = val_y; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PopStyleVar(int count) +{ + ImGuiContext& g = *GImGui; + if (g.StyleVarStack.Size < count) + { + IM_ASSERT_USER_ERROR(0, "Calling PopStyleVar() too many times!"); + count = g.StyleVarStack.Size; + } + while (count > 0) + { + // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. + ImGuiStyleMod& backup = g.StyleVarStack.back(); + const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx); + void* data = info->GetVarPtr(&g.Style); + if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + g.StyleVarStack.pop_back(); + count--; + } +} + +const char* ImGui::GetStyleColorName(ImGuiCol idx) +{ + // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; + switch (idx) + { + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabSelected: return "TabSelected"; + case ImGuiCol_TabSelectedOverline: return "TabSelectedOverline"; + case ImGuiCol_TabDimmed: return "TabDimmed"; + case ImGuiCol_TabDimmedSelected: return "TabDimmedSelected"; + case ImGuiCol_TabDimmedSelectedOverline: return "TabDimmedSelectedOverline"; + case ImGuiCol_DockingPreview: return "DockingPreview"; + case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TableHeaderBg: return "TableHeaderBg"; + case ImGuiCol_TableBorderStrong: return "TableBorderStrong"; + case ImGuiCol_TableBorderLight: return "TableBorderLight"; + case ImGuiCol_TableRowBg: return "TableRowBg"; + case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt"; + case ImGuiCol_TextLink: return "TextLink"; + case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_NavCursor: return "NavCursor"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; + case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; + } + IM_ASSERT(0); + return "Unknown"; +} + +//----------------------------------------------------------------------------- +// [SECTION] RENDER HELPERS +// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, +// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context. +// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context. +//----------------------------------------------------------------------------- + +const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) +{ + const char* text_display_end = text; + if (!text_end) + text_end = (const char*)-1; + + while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) + text_display_end++; + return text_display_end; +} + +// Internal ImGui functions to render text +// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() +void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Hide anything after a '##' string + const char* text_display_end; + if (hide_text_after_hash) + { + text_display_end = FindRenderedTextEnd(text, text_end); + } + else + { + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + text_display_end = text_end; + } + + if (text != text_display_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_display_end); + } +} + +void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + + if (text != text_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_end); + } +} + +// Default clip_rect uses (pos_min,pos_max) +// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList. +// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take +// better advantage of the render function taking size into account for coarse clipping. +void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Perform CPU side clipping for single clipped element to avoid using scissor state + ImVec2 pos = pos_min; + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); + + const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; + const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; + bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); + if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min + need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); + + // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. + if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); + if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); + + // Render + if (need_clipping) + { + ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); + } + else + { + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); + } +} + +void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Hide anything after a '##' string + const char* text_display_end = FindRenderedTextEnd(text, text_end); + const int text_len = (int)(text_display_end - text); + if (text_len == 0) + return; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_display_end); +} + +// Another overly complex function until we reorganize everything into a nice all-in-one helper. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); + //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const float font_scale = draw_list->_Data->FontScale; + const char* text_end_ellipsis = NULL; + const float ellipsis_width = font->EllipsisWidth * font_scale; + + // We can now claim the space between pos_max.x and ellipsis_max.x + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) + { + // Always display at least 1 character if there's no room for character + ellipsis + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; + } + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) + { + // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + + // Render text, render ellipsis + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y)); + if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x) + for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale) + font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar); + } + else + { + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); +} + +// Render a rectangle shaped with optional rounding and borders +void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); + const float border_size = g.Style.FrameBorderSize; + if (borders && border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const float border_size = g.Style.FrameBorderSize; + if (border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags) +{ + ImGuiContext& g = *GImGui; + if (id != g.NavId) + return; + if (!g.NavCursorVisible && !(flags & ImGuiNavRenderCursorFlags_AlwaysDraw)) + return; + if (id == g.LastItemData.ID && (g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + return; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.NavHideHighlightOneFrame) + return; + + float rounding = (flags & ImGuiNavRenderCursorFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + ImRect display_rect = bb; + display_rect.ClipWith(window->ClipRect); + const float thickness = 2.0f; + if (flags & ImGuiNavRenderCursorFlags_Compact) + { + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); + } + else + { + const float distance = 3.0f + thickness * 0.5f; + display_rect.Expand(ImVec2(distance, distance)); + bool fully_visible = window->ClipRect.Contains(display_rect); + if (!fully_visible) + window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); + if (!fully_visible) + window->DrawList->PopClipRect(); + } +} + +void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) +{ + ImGuiContext& g = *GImGui; + if (mouse_cursor <= ImGuiMouseCursor_None || mouse_cursor >= ImGuiMouseCursor_COUNT) // We intentionally accept out of bound values. + mouse_cursor = ImGuiMouseCursor_Arrow; + ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas; + for (ImGuiViewportP* viewport : g.Viewports) + { + // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. + ImVec2 offset, size, uv[4]; + if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + continue; + const ImVec2 pos = base_pos - offset; + const float scale = base_scale * viewport->DpiScale; + if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + ImTextureID tex_id = font_atlas->TexID; + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); + draw_list->PopTextureID(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] INITIALIZATION, SHUTDOWN +//----------------------------------------------------------------------------- + +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module +ImGuiContext* ImGui::GetCurrentContext() +{ + return GImGui; +} + +void ImGui::SetCurrentContext(ImGuiContext* ctx) +{ +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else + GImGui = ctx; +#endif +} + +void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) +{ + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; +} + +// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) +void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) +{ + *p_alloc_func = GImAllocatorAllocFunc; + *p_free_func = GImAllocatorFreeFunc; + *p_user_data = GImAllocatorUserData; +} + +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + SetCurrentContext(ctx); + Initialize(); + if (prev_ctx != NULL) + SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one. + return ctx; +} + +void ImGui::DestroyContext(ImGuiContext* ctx) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + if (ctx == NULL) //-V1051 + ctx = prev_ctx; + SetCurrentContext(ctx); + Shutdown(); + SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL); + IM_DELETE(ctx); +} + +// IMPORTANT: interactive elements requires a fixed ###xxx suffix, it must be same in ALL languages to allow for automation. +static const ImGuiLocEntry GLocalizationEntriesEnUS[] = +{ + { ImGuiLocKey_VersionStr, "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" }, + { ImGuiLocKey_TableSizeOne, "Size column to fit###SizeOne" }, + { ImGuiLocKey_TableSizeAllFit, "Size all columns to fit###SizeAll" }, + { ImGuiLocKey_TableSizeAllDefault, "Size all columns to default###SizeAll" }, + { ImGuiLocKey_TableResetOrder, "Reset order###ResetOrder" }, + { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" }, + { ImGuiLocKey_WindowingPopup, "(Popup)" }, + { ImGuiLocKey_WindowingUntitled, "(Untitled)" }, + { ImGuiLocKey_OpenLink_s, "Open '%s'" }, + { ImGuiLocKey_CopyLink, "Copy Link###CopyLink" }, + { ImGuiLocKey_DockingHideTabBar, "Hide tab bar###HideTabBar" }, + { ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window." }, + { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node." }, +}; + +ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) +{ + IO.Ctx = this; + InputTextState.Ctx = this; + + Initialized = false; + ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; + FontAtlasOwnedByContext = shared_font_atlas ? false : true; + Font = NULL; + FontSize = FontBaseSize = FontScale = CurrentDpiScale = 0.0f; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + Time = 0.0f; + FrameCount = 0; + FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; + WithinEndChildID = 0; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = false; + GcCompactAll = false; + TestEngineHookItems = false; + TestEngine = NULL; + memset(ContextName, 0, sizeof(ContextName)); + + InputEventsNextMouseSource = ImGuiMouseSource_Mouse; + InputEventsNextEventId = 1; + + WindowsActiveCount = 0; + CurrentWindow = NULL; + HoveredWindow = NULL; + HoveredWindowUnderMovingWindow = NULL; + HoveredWindowBeforeClear = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1; + WheelingWindowReleaseTimer = 0.0f; + + DebugDrawIdConflicts = 0; + DebugHookIdInfo = 0; + HoveredId = HoveredIdPreviousFrame = 0; + HoveredIdPreviousFrameItemCount = 0; + HoveredIdAllowOverlap = false; + HoveredIdIsDisabled = false; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; + ItemUnclipByLog = false; + ActiveId = 0; + ActiveIdIsAlive = 0; + ActiveIdTimer = 0.0f; + ActiveIdIsJustActivated = false; + ActiveIdAllowOverlap = false; + ActiveIdNoClearOnFocusLoss = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdFromShortcut = false; + ActiveIdClickOffset = ImVec2(-1, -1); + ActiveIdWindow = NULL; + ActiveIdSource = ImGuiInputSource_None; + ActiveIdMouseButton = -1; + ActiveIdPreviousFrame = 0; + memset(&DeactivatedItemData, 0, sizeof(DeactivatedItemData)); + memset(&ActiveIdValueOnActivation, 0, sizeof(ActiveIdValueOnActivation)); + LastActiveId = 0; + LastActiveIdTimer = 0.0f; + + LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0; + + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingAllKeyboardKeys = false; + + CurrentFocusScopeId = 0; + CurrentItemFlags = ImGuiItemFlags_None; + DebugShowGroupRects = false; + + CurrentViewport = NULL; + MouseViewport = MouseLastHoveredViewport = NULL; + PlatformLastFocusedViewportId = 0; + ViewportCreatedCount = PlatformWindowsCreatedCount = 0; + ViewportFocusedStampCount = 0; + + NavCursorVisible = false; + NavHighlightItemUnderNav = false; + NavMousePosDirty = false; + NavIdIsAlive = false; + NavId = 0; + NavWindow = NULL; + NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0; + NavLayer = ImGuiNavLayer_Main; + NavNextActivateId = 0; + NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavHighlightActivatedId = 0; + NavHighlightActivatedTimer = 0.0f; + NavInputSource = ImGuiInputSource_Keyboard; + NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + NavCursorHideFrames = 0; + + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavMoveSubmitted = false; + NavMoveScoringItems = false; + NavMoveForwardToNextFrame = false; + NavMoveFlags = ImGuiNavMoveFlags_None; + NavMoveScrollFlags = ImGuiScrollFlags_None; + NavMoveKeyMods = ImGuiMod_None; + NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; + NavScoringDebugCount = 0; + NavTabbingDir = 0; + NavTabbingCounter = 0; + + NavJustMovedFromFocusScopeId = NavJustMovedToId = NavJustMovedToFocusScopeId = 0; + NavJustMovedToKeyMods = ImGuiMod_None; + NavJustMovedToIsTabbing = false; + NavJustMovedToHasSelectionData = false; + + // All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac... + // FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this.. + ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab); + ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab); + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + NavWindowingToggleKey = ImGuiKey_None; + + DimBgRatio = 0.0f; + + DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; + DragDropSourceFlags = ImGuiDragDropFlags_None; + DragDropSourceFrameCount = -1; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropAcceptFlags = ImGuiDragDropFlags_None; + DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; + DragDropAcceptFrameCount = -1; + DragDropHoldJustPressedId = 0; + memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + + ClipperTempDataStacked = 0; + + CurrentTable = NULL; + TablesTempDataStacked = 0; + CurrentTabBar = NULL; + CurrentMultiSelect = NULL; + MultiSelectTempDataStacked = 0; + + HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0; + HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f; + + MouseCursor = ImGuiMouseCursor_Arrow; + MouseStationaryTimer = 0.0f; + + TempInputId = 0; + memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue)); + BeginMenuDepth = BeginComboDepth = 0; + ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; + ColorEditCurrentID = ColorEditSavedID = 0; + ColorEditSavedHue = ColorEditSavedSat = 0.0f; + ColorEditSavedColor = 0; + WindowResizeRelativeMode = false; + ScrollbarSeekMode = 0; + ScrollbarClickDeltaToGrabCenter = 0.0f; + SliderGrabClickOffset = 0.0f; + SliderCurrentAccum = 0.0f; + SliderCurrentAccumDirty = false; + DragCurrentAccumDirty = false; + DragCurrentAccum = 0.0f; + DragSpeedDefaultRatio = 1.0f / 100.0f; + DisabledAlphaBackup = 0.0f; + DisabledStackSize = 0; + TooltipOverrideCount = 0; + TooltipPreviousWindow = NULL; + + PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); + PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission + PlatformImeViewport = 0; + + DockNodeWindowMenuHandler = NULL; + + SettingsLoaded = false; + SettingsDirtyTimer = 0.0f; + HookIdNext = 0; + + memset(LocalizationTable, 0, sizeof(LocalizationTable)); + + LogEnabled = false; + LogFlags = ImGuiLogFlags_None; + LogWindow = NULL; + LogNextPrefix = LogNextSuffix = NULL; + LogFile = NULL; + LogLinePosY = FLT_MAX; + LogLineFirstItem = false; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + ErrorCallback = NULL; + ErrorCallbackUserData = NULL; + ErrorFirst = true; + ErrorCountCurrentFrame = 0; + StackSizesInBeginForCurrentWindow = NULL; + + DebugDrawIdConflictsCount = 0; + DebugLogFlags = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_OutputToTTY; + DebugLocateId = 0; + DebugLogSkippedErrors = 0; + DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + DebugLogAutoDisableFrames = 0; + DebugLocateFrames = 0; + DebugBeginReturnValueCullDepth = -1; + DebugItemPickerActive = false; + DebugItemPickerMouseButton = ImGuiMouseButton_Left; + DebugItemPickerBreakId = 0; + DebugFlashStyleColorTime = 0.0f; + DebugFlashStyleColorIdx = ImGuiCol_COUNT; + DebugHoveredDockNode = NULL; + + // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations + DebugBreakInWindow = 0; + DebugBreakInTable = 0; + DebugBreakInLocateId = false; + DebugBreakKeyChord = ImGuiKey_Pause; + DebugBreakInShortcutRouting = ImGuiKey_None; + + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); + FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; + FramerateSecPerFrameAccum = 0.0f; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + memset(TempKeychordName, 0, sizeof(TempKeychordName)); +} + +void ImGui::Initialize() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow and ImGuiTable types + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); + } + TableSettingsAddSettingsHandler(); + + // Setup default localization table + LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS)); + + // Setup default ImGuiPlatformIO clipboard/IME handlers. + g.PlatformIO.Platform_GetClipboardTextFn = Platform_GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations + g.PlatformIO.Platform_SetClipboardTextFn = Platform_SetClipboardTextFn_DefaultImpl; + g.PlatformIO.Platform_OpenInShellFn = Platform_OpenInShellFn_DefaultImpl; + g.PlatformIO.Platform_SetImeDataFn = Platform_SetImeDataFn_DefaultImpl; + + // Create default viewport + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; + viewport->Idx = 0; + viewport->PlatformWindowCreated = true; + viewport->Flags = ImGuiViewportFlags_OwnedByApp; + g.Viewports.push_back(viewport); + g.TempBuffer.resize(1024 * 3 + 1, 0); + g.ViewportCreatedCount++; + g.PlatformIO.Viewports.push_back(g.Viewports[0]); + + // Build KeysMayBeCharInput[] lookup table (1 bool per named key) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9) + || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period + || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent + || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual) + g.KeysMayBeCharInput.SetBit(key); + +#ifdef IMGUI_HAS_DOCK + // Initialize Docking + DockContextInitialize(&g); +#endif + + g.Initialized = true; +} + +// This function is merely here to free heap allocations. +void ImGui::Shutdown() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?"); + IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?"); + + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + if (g.IO.Fonts && g.FontAtlasOwnedByContext) + { + g.IO.Fonts->Locked = false; + IM_DELETE(g.IO.Fonts); + } + g.IO.Fonts = NULL; + g.DrawListSharedData.TempBuffer.clear(); + + // Cleanup of other data are conditional on actually having initialized Dear ImGui. + if (!g.Initialized) + return; + + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + + // Destroy platform windows + DestroyPlatformWindows(); + + // Shutdown extensions + DockContextShutdown(&g); + + CallContextHooks(&g, ImGuiContextHookType_Shutdown); + + // Clear everything else + g.Windows.clear_delete(); + g.WindowsFocusOrder.clear(); + g.WindowsTempSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.ActiveIdWindow = NULL; + g.MovingWindow = NULL; + + g.KeysRoutingTable.Clear(); + + g.ColorStack.clear(); + g.StyleVarStack.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.BeginPopupStack.clear(); + g.TreeNodeStack.clear(); + + g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; + g.Viewports.clear_delete(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + + g.ClipperTempData.clear_destruct(); + + g.Tables.Clear(); + g.TablesTempData.clear_destruct(); + g.DrawChannelsTempMergeBuffer.clear(); + + g.MultiSelectStorage.Clear(); + g.MultiSelectTempData.clear_destruct(); + + g.ClipboardHandlerData.clear(); + g.MenusIdSubmittedThisFrame.clear(); + g.InputTextState.ClearFreeMemory(); + g.InputTextDeactivatedState.ClearFreeMemory(); + + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); + + if (g.LogFile) + { +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + if (g.LogFile != stdout) +#endif + ImFileClose(g.LogFile); + g.LogFile = NULL; + } + g.LogBuffer.clear(); + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + + g.Initialized = false; +} + +// No specific ordering/dependency support, will see as needed +ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_); + g.Hooks.push_back(*hook); + g.Hooks.back().HookId = ++g.HookIdNext; + return g.HookIdNext; +} + +// Deferred removal, avoiding issue with changing vector while iterating it +void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook_id != 0); + for (ImGuiContextHook& hook : g.Hooks) + if (hook.HookId == hook_id) + hook.Type = ImGuiContextHookType_PendingRemoval_; +} + +// Call context hooks (used by e.g. test engine) +// We assume a small number of hooks so all stored in same array +void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) +{ + ImGuiContext& g = *ctx; + for (ImGuiContextHook& hook : g.Hooks) + if (hook.Type == hook_type) + hook.Callback(&g, &hook); +} + +//----------------------------------------------------------------------------- +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +//----------------------------------------------------------------------------- + +// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods +ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL) +{ + memset(this, 0, sizeof(*this)); + Ctx = ctx; + Name = ImStrdup(name); + NameBufLen = (int)strlen(name) + 1; + ID = ImHashStr(name); + IDStack.push_back(ID); + ViewportAllowPlatformMonitorExtend = -1; + ViewportPos = ImVec2(FLT_MAX, FLT_MAX); + MoveId = GetID("#MOVE"); + TabId = GetID("#TAB"); + ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); + AutoFitFramesX = AutoFitFramesY = -1; + AutoPosLastDirection = ImGuiDir_None; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0; + SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + LastFrameActive = -1; + LastFrameJustFocused = -1; + LastTimeActive = -1.0f; + FontWindowScale = FontDpiScale = 1.0f; + SettingsOffset = -1; + DockOrder = -1; + DrawList = &DrawListInst; + DrawList->_OwnerName = Name; + DrawList->_Data = &Ctx->DrawListSharedData; + NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX); + IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass(); +} + +ImGuiWindow::~ImGuiWindow() +{ + IM_ASSERT(DrawList == &DrawListInst); + IM_DELETE(Name); + ColumnsStorage.clear_destruct(); +} + +static void SetCurrentWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow = window; + g.StackSizesInBeginForCurrentWindow = g.CurrentWindow ? &g.CurrentWindowStack.back().StackSizesInBegin : NULL; + g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; + if (window) + { + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize; + ImGui::NavUpdateCurrentWindowIsScrollPushableX(); + } +} + +void ImGui::GcCompactTransientMiscBuffers() +{ + ImGuiContext& g = *GImGui; + g.ItemFlagsStack.clear(); + g.GroupStack.clear(); + g.MultiSelectTempDataStacked = 0; + g.MultiSelectTempData.clear_destruct(); + TableGcCompactSettings(); +} + +// Free up/compact internal window buffers, we can use this when a window becomes unused. +// Not freed: +// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data) +// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. +void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + window->MemoryCompacted = true; + window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; + window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; + window->IDStack.clear(); + window->DrawList->_ClearFreeMemory(); + window->DC.ChildWindows.clear(); + window->DC.ItemWidthStack.clear(); + window->DC.TextWrapPosStack.clear(); +} + +void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. + // The other buffers tends to amortize much faster. + window->MemoryCompacted = false; + window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); + window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); + window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; +} + +void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + // Clear previous active id + if (g.ActiveId != 0) + { + // While most behaved code would make an effort to not steal active id during window move/drag operations, + // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch + // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that. + if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n"); + g.MovingWindow = NULL; + } + + // Store deactivate data + ImGuiDeactivatedItemData* deactivated_data = &g.DeactivatedItemData; + deactivated_data->ID = g.ActiveId; + deactivated_data->ElapseFrame = (g.LastItemData.ID == g.ActiveId) ? g.FrameCount : g.FrameCount + 1; // FIXME: OK to use LastItemData? + deactivated_data->HasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; + deactivated_data->IsAlive = (g.ActiveIdIsAlive == g.ActiveId); + + // This could be written in a more general way (e.g associate a hook to ActiveId), + // but since this is currently quite an exception we'll leave it as is. + // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveID() + if (g.InputTextState.ID == g.ActiveId) + InputTextDeactivateHook(g.ActiveId); + } + + // Set active id + g.ActiveIdIsJustActivated = (g.ActiveId != id); + if (g.ActiveIdIsJustActivated) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : ""); + g.ActiveIdTimer = 0.0f; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; + g.ActiveIdMouseButton = -1; + if (id != 0) + { + g.LastActiveId = id; + g.LastActiveIdTimer = 0.0f; + } + } + g.ActiveId = id; + g.ActiveIdAllowOverlap = false; + g.ActiveIdNoClearOnFocusLoss = false; + g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdFromShortcut = false; + if (id) + { + g.ActiveIdIsAlive = id; + g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None); + } + + // Clear declaration of inputs claimed by the widget + // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; +} + +void ImGui::ClearActiveID() +{ + SetActiveID(0, NULL); // g.ActiveId = 0; +} + +void ImGui::SetHoveredID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.HoveredId = id; + g.HoveredIdAllowOverlap = false; + if (id != 0 && g.HoveredIdPreviousFrame != id) + g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; +} + +ImGuiID ImGui::GetHoveredID() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; +} + +void ImGui::MarkItemEdited(ImGuiID id) +{ + // This marking is to be able to provide info for IsItemDeactivatedAfterEdit(). + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data. + ImGuiContext& g = *GImGui; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_NoMarkEdited) + return; + if (g.ActiveId == id || g.ActiveId == 0) + { + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; + } + + // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343) + // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714) + IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id || (g.CurrentMultiSelect != NULL && g.BoxSelectState.IsActive)); + + //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; +} + +bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) +{ + // An active popup disable hovering on other windows (apart from its own children) + // FIXME-OPT: This could be cached/stored within the window. + ImGuiContext& g = *GImGui; + if (g.NavWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree) + if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The 'else' is important because Modal windows are also Popups. + bool want_inhibit = false; + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + want_inhibit = true; + else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + want_inhibit = true; + + // Inhibit hover unless the window is within the stack of our modal/popup + if (want_inhibit) + if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window)) + return false; + } + + // Filter by viewport + if (window->Viewport != g.MouseViewport) + if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree) + return false; + + return true; +} + +static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiHoveredFlags_DelayNormal) + return g.Style.HoverDelayNormal; + if (flags & ImGuiHoveredFlags_DelayShort) + return g.Style.HoverDelayShort; + return 0.0f; +} + +static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags) +{ + // Allow instance flags to override shared flags + if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal)) + shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal); + return user_flags | shared_flags; +} + +// This is roughly matching the behavior of internal-facing ItemHoverable() +// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() +// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId +bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0, "Invalid flags for IsItemHovered()!"); + + if (g.NavHighlightItemUnderNav && g.NavCursorVisible && !(flags & ImGuiHoveredFlags_NoNavOverride)) + { + if (!IsItemFocused()) + return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav); + } + else + { + // Test for bounding box overlap, as updated as ItemAdd() + ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; + if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + + // Done with rectangle culling so we can perform heavier checks now + // Test if we are hovering the right window (our window could be behind another window) + // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable + // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was + // the test that has been running for a long while. + if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0) + return false; + + // Test if another item is active (e.g. being dragged) + const ImGuiID id = g.LastItemData.ID; + if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId) + return false; + + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_NoWindowHoverableCheck)) + return false; + + // Test if the item is disabled + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + // Special handling for calling after Begin() which represent the title bar or tab. + // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin) + // will never be overwritten so we need to detect the case. + if (id == window->MoveId && window->WriteAccessed) + return false; + + // Test if using AllowOverlap and overlapped + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap) && id != 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0) + if (g.HoveredIdPreviousFrame != g.LastItemData.ID) + return false; + } + + // Handle hover delay + // (some ideas: https://www.nngroup.com/articles/timing-exposing-content) + const float delay = CalcDelayFromHoveredFlags(flags); + if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary)) + { + ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromPos(g.LastItemData.Rect.Min); + if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id)) + g.HoverItemDelayTimer = 0.0f; + g.HoverItemDelayId = hover_delay_id; + + // When changing hovered item we requires a bit of stationary delay before activating hover timer, + // but once unlocked on a given item we also moving. + //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); } + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id) + return false; + + if (g.HoverItemDelayTimer < delay) + return false; + } + + return true; +} + +// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). +// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call) +// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28. +// If you used this in your legacy/custom widgets code: +// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.ItemFlags'. +// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable. +bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Detect ID conflicts +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0 && g.HoveredIdPreviousFrame == id && (item_flags & ImGuiItemFlags_AllowDuplicateId) == 0) + { + g.HoveredIdPreviousFrameItemCount++; + if (g.DebugDrawIdConflicts == id) + window->DrawList->AddRect(bb.Min - ImVec2(1,1), bb.Max + ImVec2(1,1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f); + } +#endif + + if (g.HoveredWindow != window) + return false; + if (!IsMouseHoveringRect(bb.Min, bb.Max)) + return false; + + if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) + return false; + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + if (!g.ActiveIdFromShortcut) + return false; + + // Done with rectangle culling so we can perform heavier checks now. + if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) + { + g.HoveredIdIsDisabled = true; + return false; + } + + // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level + // hover test in widgets code. We could also decide to split this function is two. + if (id != 0) + { + // Drag source doesn't report as hovered + if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + return false; + + SetHoveredID(id); + + // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. + // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test. + if (item_flags & ImGuiItemFlags_AllowOverlap) + { + g.HoveredIdAllowOverlap = true; + if (g.HoveredIdPreviousFrame != id) + return false; + } + + // Display shortcut (only works with mouse) + // (ImGuiItemStatusFlags_HasShortcut in LastItemData denotes we want a tooltip) + if (id == g.LastItemData.ID && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasShortcut) && g.ActiveId != id) + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal)) + SetTooltip("%s", GetKeyChordName(g.LastItemData.Shortcut)); + } + + // When disabled we'll return false but still set HoveredId + if (item_flags & ImGuiItemFlags_Disabled) + { + // Release active id if turning disabled + if (g.ActiveId == id && id != 0) + ClearActiveID(); + g.HoveredIdIsDisabled = true; + return false; + } + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + // [DEBUG] Item Picker tool! + // We perform the check here because reaching is path is rare (1~ time a frame), + // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered + // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost. + if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakId == id) + IM_DEBUG_BREAK(); + } +#endif + + if (g.NavHighlightItemUnderNav && (item_flags & ImGuiItemFlags_NoNavDisableMouseHover) == 0) + return false; + + return true; +} + +// FIXME: This is inlined/duplicated in ItemAdd() +// FIXME: The id != 0 path is not used by our codebase, may get rid of it? +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!bb.Overlaps(window->ClipRect)) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) + return true; + return false; +} + +// This is also inlined in ItemAdd() +// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect. +void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) +{ + ImGuiContext& g = *GImGui; + g.LastItemData.ID = item_id; + g.LastItemData.ItemFlags = in_flags; + g.LastItemData.StatusFlags = item_flags; + g.LastItemData.Rect = g.LastItemData.NavRect = item_rect; +} + +float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) +{ + if (wrap_pos_x < 0.0f) + return 0.0f; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (wrap_pos_x == 0.0f) + { + // We could decide to setup a default wrapping max point for auto-resizing windows, + // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function? + //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) + // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x); + //else + wrap_pos_x = window->WorkRect.Max.x; + } + else if (wrap_pos_x > 0.0f) + { + wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space + } + + return ImMax(wrap_pos_x - pos.x, 1.0f); +} + +// IM_ALLOC() == ImGui::MemAlloc() +void* ImGui::MemAlloc(size_t size) +{ + void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size); +#endif + return ptr; +} + +// IM_FREE() == ImGui::MemFree() +void ImGui::MemFree(void* ptr) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ptr != NULL) + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1); +#endif + return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); +} + +// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames" +void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size) +{ + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + IM_UNUSED(ptr); + if (entry->FrameCount != frame_count) + { + info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf); + entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + entry->FrameCount = frame_count; + entry->AllocCount = entry->FreeCount = 0; + } + if (size != (size_t)-1) + { + //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, (int)size, ptr); + entry->AllocCount++; + info->TotalAllocCount++; + } + else + { + //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr); + entry->FreeCount++; + info->TotalFreeCount++; + } +} + +const char* ImGui::GetClipboardText() +{ + ImGuiContext& g = *GImGui; + return g.PlatformIO.Platform_GetClipboardTextFn ? g.PlatformIO.Platform_GetClipboardTextFn(&g) : ""; +} + +void ImGui::SetClipboardText(const char* text) +{ + ImGuiContext& g = *GImGui; + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + g.PlatformIO.Platform_SetClipboardTextFn(&g, text); +} + +const char* ImGui::GetVersion() +{ + return IMGUI_VERSION; +} + +ImGuiIO& ImGui::GetIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->IO; +} + +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiIO& ImGui::GetIOEx(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->IO; +} + +ImGuiPlatformIO& ImGui::GetPlatformIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext()?"); + return GImGui->PlatformIO; +} + +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiPlatformIO& ImGui::GetPlatformIOEx(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->PlatformIO; +} + +// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() +ImDrawData* ImGui::GetDrawData() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = g.Viewports[0]; + return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; +} + +double ImGui::GetTime() +{ + return GImGui->Time; +} + +int ImGui::GetFrameCount() +{ + return GImGui->FrameCount; +} + +static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) +{ + // Create the draw list on demand, because they are not frequently used for all viewports + ImGuiContext& g = *GImGui; + IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists)); + ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no]; + if (draw_list == NULL) + { + draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); + draw_list->_OwnerName = drawlist_name; + viewport->BgFgDrawLists[drawlist_no] = draw_list; + } + + // Our ImDrawList system requires that there is always a command + if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount) + { + draw_list->_ResetForNewFrame(); + draw_list->PushTextureID(g.IO.Fonts->TexID); + draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); + viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount; + } + return draw_list; +} + +ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) +{ + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background"); +} + +ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) +{ + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); +} + +ImDrawListSharedData* ImGui::GetDrawListSharedData() +{ + return &GImGui->DrawListSharedData; +} + +void ImGui::StartMouseMovingWindow(ImGuiWindow* window) +{ + // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. + // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. + // This is because we want ActiveId to be set even when the window is not permitted to move. + ImGuiContext& g = *GImGui; + FocusWindow(window); + SetActiveID(window->MoveId, window); + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + + bool can_move_window = true; + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (ImGuiDockNode* node = window->DockNodeAsHost) + if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (can_move_window) + g.MovingWindow = window; +} + +// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. +void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock) +{ + ImGuiContext& g = *GImGui; + bool can_undock_node = false; + if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0) + { + // Can undock if: + // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window) + // - part of a dockspace node hierarchy: so we can undock the last single visible node too. Undocking from a fixed/central node will create a new node and copy windows. + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that. + can_undock_node = true; + } + + const bool clicked = IsMouseClicked(0); + const bool dragging = IsMouseDragging(0); + if (can_undock_node && dragging) + DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame + else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window) + StartMouseMovingWindow(window); +} + +// Handle mouse moving window +// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() +// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId. +// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, +// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. +void ImGui::UpdateMouseMovingWindowNewFrame() +{ + ImGuiContext& g = *GImGui; + if (g.MovingWindow != NULL) + { + // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). + // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. + KeepAliveID(g.ActiveId); + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree); + ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree; + + // When a window stop being submitted while being dragged, it may will its viewport until next Begin() + const bool window_disappared = (!moving_window->WasActive && !moving_window->Active); + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared) + { + ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; + if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) + { + SetWindowPos(moving_window, pos, ImGuiCond_Always); + if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. + { + moving_window->Viewport->Pos = pos; + moving_window->Viewport->UpdateWorkRect(); + } + } + FocusWindow(g.MovingWindow); + } + else + { + if (!window_disappared) + { + // Try to merge the window back into the main viewport. + // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); + + // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. + if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted()) + g.MouseViewport = moving_window->Viewport; + + // Clear the NoInput window flag set by the Viewport system + if (moving_window->Viewport) + moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; + } + + g.MovingWindow = NULL; + ClearActiveID(); + } + } + else + { + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. + if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) + { + KeepAliveID(g.ActiveId); + if (!g.IO.MouseDown[0]) + ClearActiveID(); + } + } +} + +// Initiate focusing and moving window when clicking on empty space or title bar. +// Initiate focusing window when clicking on a disabled item. +// Handle left-click and right-click focus. +void ImGui::UpdateMouseMovingWindowEndFrame() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId != 0 || (g.HoveredId != 0 && !g.HoveredIdIsDisabled)) + return; + + // Unless we just made a window/popup appear + if (g.NavWindow && g.NavWindow->Appearing) + return; + + // Click on empty space to focus window and start moving + // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) + if (g.IO.MouseClicked[0]) + { + // Handle the edge case of a popup being closed while clicking in its empty space. + // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. + ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; + const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); + + if (root_window != NULL && !is_closed_popup) + { + StartMouseMovingWindow(g.HoveredWindow); //-V595 + + // Cancel moving if clicked outside of title bar + if (g.IO.ConfigWindowsMoveFromTitleBarOnly) + if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive) + if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; + + // Cancel moving if clicked over an item which was disabled or inhibited by popups + // (when g.HoveredIdIsDisabled == true && g.HoveredId == 0 we are inhibited by popups, when g.HoveredIdIsDisabled == true && g.HoveredId != 0 we are over a disabled item)0 already) + if (g.HoveredIdIsDisabled) + g.MovingWindow = NULL; + } + else if (root_window == NULL && g.NavWindow != NULL) + { + // Clicking on void disable focus + FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal); + } + } + + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) + if (g.IO.MouseClicked[1] && g.HoveredId == 0) + { + // Find the top-most window between HoveredWindow and the top-most Modal Window. + // This is where we can trim the popup stack. + ImGuiWindow* modal = GetTopMostPopupModal(); + bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal)); + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + } +} + +// This is called during NewFrame()->UpdateViewportsNewFrame() only. +// Need to keep in sync with SetWindowPos() +static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) +{ + window->Pos += delta; + window->ClipRect.Translate(delta); + window->OuterRectClipped.Translate(delta); + window->InnerRect.Translate(delta); + window->DC.CursorPos += delta; + window->DC.CursorStartPos += delta; + window->DC.CursorMaxPos += delta; + window->DC.IdealMaxPos += delta; +} + +static void ScaleWindow(ImGuiWindow* window, float scale) +{ + ImVec2 origin = window->Viewport->Pos; + window->Pos = ImFloor((window->Pos - origin) * scale + origin); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + window->ContentSize = ImTrunc(window->ContentSize * scale); +} + +static bool IsWindowActiveAndVisible(ImGuiWindow* window) +{ + return (window->Active) && (!window->Hidden); +} + +// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) +void ImGui::UpdateHoveredWindowAndCaptureFlags() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING + // by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow. + g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); + + // Find the window hovered by mouse: + // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. + // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + bool clear_hovered_windows = false; + FindHoveredWindowEx(g.IO.MousePos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow); + IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); + g.HoveredWindowBeforeClear = g.HoveredWindow; + + // Modal windows prevents mouse from hovering behind them. + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ? + clear_hovered_windows = true; + + // Disabled mouse hovering (we don't currently clear MousePos, we could) + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + clear_hovered_windows = true; + + // We track click ownership. When clicked outside of a window the click is owned by the application and + // won't report hovering nor request capture even while dragging over our windows afterward. + const bool has_open_popup = (g.OpenPopupStack.Size > 0); + const bool has_open_modal = (modal_window != NULL); + int mouse_earliest_down = -1; + bool mouse_any_down = false; + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + if (io.MouseClicked[i]) + { + io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup; + io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal; + } + mouse_any_down |= io.MouseDown[i]; + if (io.MouseDown[i] || io.MouseReleased[i]) // Increase release frame for our evaluation of earliest button (#1392) + if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down]) + mouse_earliest_down = i; + } + const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down]; + const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down]; + + // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. + // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) + const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; + if (!mouse_avail && !mouse_dragging_extern_payload) + clear_hovered_windows = true; + + if (clear_hovered_windows) + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app) + // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag + if (g.WantCaptureMouseNextFrame != -1) + { + io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0); + } + else + { + io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup; + io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal; + } + + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) + io.WantCaptureKeyboard = false; + if ((io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) == 0) + { + if ((g.ActiveId != 0) || (modal_window != NULL)) + io.WantCaptureKeyboard = true; + else if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && io.ConfigNavCaptureKeyboard) + io.WantCaptureKeyboard = true; + } + if (g.WantCaptureKeyboardNextFrame != -1) // Manual override + io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible + io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; +} + +// Called once a frame. Followed by SetCurrentFont() which sets up the remaining data. +static void SetupDrawListSharedData() +{ + ImGuiContext& g = *GImGui; + ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiViewportP* viewport : g.Viewports) + virtual_space.Add(viewport->GetMainRect()); + g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedLinesUseTex && !(g.IO.Fonts->Flags & ImFontAtlasFlags_NoBakedLines)) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + + // Remove pending delete hooks before frame start. + // This deferred removal avoid issues of removal while iterating the hook vector + for (int n = g.Hooks.Size - 1; n >= 0; n--) + if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_) + g.Hooks.erase(&g.Hooks[n]); + + CallContextHooks(&g, ImGuiContextHookType_NewFramePre); + + // Check and assert for various common IO and Configuration mistakes + g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame; + ErrorCheckNewFrameSanityChecks(); + g.ConfigFlagsCurrFrame = g.IO.ConfigFlags; + + // Load settings on first frame, save settings when modified (after a delay) + UpdateSettings(); + + g.Time += g.IO.DeltaTime; + g.WithinFrameScope = true; + g.FrameCount += 1; + g.TooltipOverrideCount = 0; + g.WindowsActiveCount = 0; + g.MenusIdSubmittedThisFrame.resize(0); + + // Calculate frame-rate for the user, as a purely luxurious feature + g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); + g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; + + // Process input queue (trickle as many events as possible), turn events into writes to IO structure + g.InputEventsTrail.resize(0); + UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); + + // Update viewports (after processing input queue, so io.MouseHoveredViewport is set) + UpdateViewportsNewFrame(); + + // Setup current font and draw list shared data + // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! + g.IO.Fonts->Locked = true; + SetupDrawListSharedData(); + SetCurrentFont(GetDefaultFont()); + IM_ASSERT(g.Font->IsLoaded()); + + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. + for (ImGuiViewportP* viewport : g.Viewports) + { + viewport->DrawData = NULL; + viewport->DrawDataP.Valid = false; + } + + // Drag and drop keep the source ID alive so even if the source disappear our state is consistent + if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) + KeepAliveID(g.DragDropPayload.SourceId); + + // [DEBUG] + if (!g.IO.ConfigDebugHighlightIdConflicts || !g.IO.KeyCtrl) // Count is locked while holding CTRL + g.DebugDrawIdConflicts = 0; + if (g.IO.ConfigDebugHighlightIdConflicts && g.HoveredIdPreviousFrameItemCount > 1) + g.DebugDrawIdConflicts = g.HoveredIdPreviousFrame; + + // Update HoveredId data + if (!g.HoveredIdPreviousFrame) + g.HoveredIdTimer = 0.0f; + if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) + g.HoveredIdNotActiveTimer = 0.0f; + if (g.HoveredId) + g.HoveredIdTimer += g.IO.DeltaTime; + if (g.HoveredId && g.ActiveId != g.HoveredId) + g.HoveredIdNotActiveTimer += g.IO.DeltaTime; + g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredIdPreviousFrameItemCount = 0; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + g.HoveredIdIsDisabled = false; + + // Clear ActiveID if the item is not alive anymore. + // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd(). + // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves. + if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n"); + ClearActiveID(); + } + + // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) + if (g.ActiveId) + g.ActiveIdTimer += g.IO.DeltaTime; + g.LastActiveIdTimer += g.IO.DeltaTime; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdIsJustActivated = false; + if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) + g.TempInputId = 0; + if (g.ActiveId == 0) + { + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; + } + if (g.DeactivatedItemData.ElapseFrame < g.FrameCount) + g.DeactivatedItemData.ID = 0; + g.DeactivatedItemData.IsAlive = false; + + // Record when we have been stationary as this state is preserved while over same item. + // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values. + // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function. + if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverItemUnlockedStationaryId = g.HoverItemDelayId; + else if (g.HoverItemDelayId == 0) + g.HoverItemUnlockedStationaryId = 0; + if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID; + else if (g.HoveredWindow == NULL) + g.HoverWindowUnlockedStationaryId = 0; + + // Update hover delay for IsItemHovered() with delays and tooltips + g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId; + if (g.HoverItemDelayId != 0) + { + g.HoverItemDelayTimer += g.IO.DeltaTime; + g.HoverItemDelayClearTimer = 0.0f; + g.HoverItemDelayId = 0; + } + else if (g.HoverItemDelayTimer > 0.0f) + { + // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps + // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle. + g.HoverItemDelayClearTimer += g.IO.DeltaTime; + if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate + g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer. + } + + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSource = false; + g.DragDropWithinTarget = false; + g.DragDropHoldJustPressedId = 0; + g.TooltipPreviousWindow = NULL; + + // Close popups on focus lost (currently wip/opt-in) + //if (g.IO.AppFocusLost) + // ClosePopupsExceptModals(); + + // Update keyboard input state + UpdateKeyboardInputs(); + + //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl)); + //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift)); + //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); + //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); + + // Update keyboard/gamepad navigation + NavUpdate(); + + // Update mouse input state + UpdateMouseInputs(); + + // Undocking + // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) + DockContextNewFrameUpdateUndocking(&g); + + // Mark all windows as not visible and compact unused memory. + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); + const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; + for (ImGuiWindow* window : g.Windows) + { + window->WasActive = window->Active; + window->Active = false; + window->WriteAccessed = false; + window->BeginCountPreviousFrame = window->BeginCount; + window->BeginCount = 0; + + // Garbage collect transient buffers of recently unused windows + if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); + } + + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + // (currently needs to be done after the WasActive=Active loop and FindHoveredWindowEx uses ->Active) + UpdateHoveredWindowAndCaptureFlags(); + + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindowNewFrame(); + + // Background darkening/whitening + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); + + g.MouseCursor = ImGuiMouseCursor_Arrow; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; + + // Platform IME data: reset for the frame + g.PlatformImeDataPrev = g.PlatformImeData; + g.PlatformImeData.WantVisible = false; + + // Mouse wheel scrolling, scale + UpdateMouseWheel(); + + // Garbage collect transient buffers of recently unused tables + for (int i = 0; i < g.TablesLastTimeActive.Size; i++) + if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) + TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); + for (ImGuiTableTempData& table_temp_data : g.TablesTempData) + if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time) + TableGcCompactTransientBuffers(&table_temp_data); + if (g.GcCompactAll) + GcCompactTransientMiscBuffers(); + g.GcCompactAll = false; + + // Closing the focused window restore focus to the first active root window in descending z-order + if (g.NavWindow && !g.NavWindow->WasActive) + FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); + + // No window should be open at the beginning of the frame. + // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. + g.CurrentWindowStack.resize(0); + g.BeginPopupStack.resize(0); + g.ItemFlagsStack.resize(0); + g.ItemFlagsStack.push_back(ImGuiItemFlags_AutoClosePopups); // Default flags + g.CurrentItemFlags = g.ItemFlagsStack.back(); + g.GroupStack.resize(0); + + // Docking + DockContextNewFrameUpdateDocking(&g); + + // [DEBUG] Update debug features +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + UpdateDebugToolItemPicker(); + UpdateDebugToolStackQueries(); + UpdateDebugToolFlashStyleColor(); + if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0) + { + g.DebugLocateId = 0; + g.DebugBreakInLocateId = false; + } + if (g.DebugLogAutoDisableFrames > 0 && --g.DebugLogAutoDisableFrames == 0) + { + DebugLog("(Debug Log: Auto-disabled some ImGuiDebugLogFlags after 2 frames)\n"); + g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags; + g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + } +#endif + + // Create implicit/fallback window - which we will only render it if the user has added something to it. + // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. + // This fallback is particularly important as it prevents ImGui:: calls from crashing. + g.WithinFrameScopeWithImplicitWindow = true; + SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); + IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); + + // Store stack sizes + g.ErrorCountCurrentFrame = 0; + ErrorRecoveryStoreState(&g.StackSizesInNewFrame); + + // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack, + // allowing to validate correct Begin/End behavior in user code. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.IO.ConfigDebugBeginReturnValueLoop) + g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10); + else + g.DebugBeginReturnValueCullDepth = -1; +#endif + + CallContextHooks(&g, ImGuiContextHookType_NewFramePost); +} + +// FIXME: Add a more explicit sort order in the window structure. +static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) +{ + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; + if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) + return d; + if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) + return d; + return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); +} + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) +{ + out_sorted_windows->push_back(window); + if (window->Active) + { + int count = window->DC.ChildWindows.Size; + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + for (int i = 0; i < count; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (child->Active) + AddWindowToSortBuffer(out_sorted_windows, child); + } + } +} + +static void AddWindowToDrawData(ImGuiWindow* window, int layer) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = window->Viewport; + IM_ASSERT(viewport != NULL); + g.IO.MetricsRenderWindows++; + if (window->DrawList->_Splitter._Count > 1) + window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows. + ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList); + for (ImGuiWindow* child : window->DC.ChildWindows) + if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active + AddWindowToDrawData(child, layer); +} + +static inline int GetWindowDisplayLayer(ImGuiWindow* window) +{ + return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; +} + +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static inline void AddRootWindowToDrawData(ImGuiWindow* window) +{ + AddWindowToDrawData(window, GetWindowDisplayLayer(window)); +} + +static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder) +{ + int n = builder->Layers[0]->Size; + int full_size = n; + for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++) + full_size += builder->Layers[i]->Size; + builder->Layers[0]->resize(full_size); + for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++) + { + ImVector* layer = builder->Layers[layer_n]; + if (layer->empty()) + continue; + memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*)); + n += layer->Size; + layer->resize(0); + } +} + +static void InitViewportDrawData(ImGuiViewportP* viewport) +{ + ImGuiIO& io = ImGui::GetIO(); + ImDrawData* draw_data = &viewport->DrawDataP; + + viewport->DrawData = draw_data; // Make publicly accessible + viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists; + viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1; + viewport->DrawDataBuilder.Layers[0]->resize(0); + viewport->DrawDataBuilder.Layers[1]->resize(0); + + // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode, + // and to allow applications/backends to easily skip rendering. + // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure. + // This is because the work has been done already, and its wasted! We should fix that and add optimizations for + // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline. + const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0; + + draw_data->Valid = true; + draw_data->CmdListsCount = 0; + draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; + draw_data->DisplayPos = viewport->Pos; + draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; + draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? + draw_data->OwnerViewport = viewport; +} + +// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. +// - When using this function it is sane to ensure that float are perfectly rounded to integer values, +// so that e.g. (int)(max.x-min.x) in user's render produce correct result. +// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect(): +// some frequently called functions which to modify both channels and clipping simultaneously tend to use the +// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds. +// - This is analoguous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack, +// which in the case of ClipRect is not so problematic but tends to be more restrictive for fonts. +void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +void ImGui::PopClipRect() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PopClipRect(); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window) +{ + for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--) + if (IsWindowActiveAndVisible(window->DC.ChildWindows[n])) + return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]); + return window; +} + +static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + ImGuiViewportP* viewport = window->Viewport; + ImRect viewport_rect = viewport->GetMainRect(); + + // Draw behind window by moving the draw command at the FRONT of the draw list + { + // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing. + // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. + ImDrawList* draw_list = window->RootWindowDockTree->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that) + draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); + ImDrawCmd cmd = draw_list->CmdBuffer.back(); + IM_ASSERT(cmd.ElemCount == 6); + draw_list->CmdBuffer.pop_back(); + draw_list->CmdBuffer.push_front(cmd); + draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. + draw_list->PopClipRect(); + } + + // Draw over sibling docking nodes in a same docking tree + if (window->RootWindow->DockIsActive) + { + ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false); + RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding); + draw_list->PopClipRect(); + } +} + +ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* bottom_most_visible_window = parent_window; + for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + if (!IsWindowWithinBeginStackOf(window, parent_window)) + break; + if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window)) + bottom_most_visible_window = window; + } + return bottom_most_visible_window; +} + +// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage. +// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds(). +static void ImGui::RenderDimmedBackgrounds() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal(); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + return; + const bool dim_bg_for_modal = (modal_window != NULL); + const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active); + if (!dim_bg_for_modal && !dim_bg_for_window_list) + return; + + ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL }; + if (dim_bg_for_modal) + { + // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. + ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); + RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio)); + viewports_already_dimmed[0] = modal_window->Viewport; + } + else if (dim_bg_for_window_list) + { + // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window + RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport) + RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport; + viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL; + + // Draw border around CTRL+Tab target window + ImGuiWindow* window = g.NavWindowingTargetAnim; + ImGuiViewport* viewport = window->Viewport; + float distance = g.FontSize; + ImRect bb = window->Rect(); + bb.Expand(distance); + if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y) + bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward + window->DrawList->ChannelsMerge(); + if (window->DrawList->CmdBuffer.Size == 0) + window->DrawList->AddDrawCmd(); + window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); + window->DrawList->PopClipRect(); + } + + // Draw dimming background on _other_ viewports than the ones our windows are in + for (ImGuiViewportP* viewport : g.Viewports) + { + if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1]) + continue; + if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window)) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); + } +} + +// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. +void ImGui::EndFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + // Don't process EndFrame() multiple times. + if (g.FrameCountEnded == g.FrameCount) + return; + IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePre); + + // [EXPERIMENTAL] Recover from errors + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverState(&g.StackSizesInNewFrame); + ErrorCheckEndFrameSanityChecks(); + ErrorCheckEndFrameFinalizeErrorTooltip(); + + // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + ImGuiPlatformImeData* ime_data = &g.PlatformImeData; + if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) + { + ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport); + IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); + if (viewport == NULL) + viewport = GetMainViewport(); + g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data); + } + + // Hide implicit/fallback "Debug" window if it hasn't been used + g.WithinFrameScopeWithImplicitWindow = false; + if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) + g.CurrentWindow->Active = false; + End(); + + // Update navigation: CTRL+Tab, wrap-around requests + NavEndFrame(); + + // Update docking + DockContextEndFrame(&g); + + SetCurrentViewport(NULL, NULL); + + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if (g.DragDropActive) + { + bool is_delivered = g.DragDropPayload.Delivery; + bool is_elapsed = (g.DragDropSourceFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_PayloadAutoExpire) || g.DragDropMouseButton == -1 || !IsMouseDown(g.DragDropMouseButton)); + if (is_delivered || is_elapsed) + ClearDragDrop(); + } + + // Drag and Drop: Fallback for missing source tooltip. This is not ideal but better than nothing. + // If you want to handle source item disappearing: instead of submitting your description tooltip + // in the BeginDragDropSource() block of the dragged item, you can submit them from a safe single spot + // (e.g. end of your item loop, or before EndFrame) by reading payload data. + // In the typical case, the contents of drag tooltip should be possible to infer solely from payload data. + if (g.DragDropActive && g.DragDropSourceFrameCount + 1 < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + g.DragDropWithinSource = true; + SetTooltip("..."); + g.DragDropWithinSource = false; + } + + // End frame + g.WithinFrameScope = false; + g.FrameCountEnded = g.FrameCount; + + // Initiate moving window + handle left-click and right-click focus + UpdateMouseMovingWindowEndFrame(); + + // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) + UpdateViewportsEndFrame(); + + // Sort the window list so that all child windows are after their parent + // We cannot do that on FocusWindow() because children may not exist yet + g.WindowsTempSortBuffer.resize(0); + g.WindowsTempSortBuffer.reserve(g.Windows.Size); + for (ImGuiWindow* window : g.Windows) + { + if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it + continue; + AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); + } + + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. + IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size); + g.Windows.swap(g.WindowsTempSortBuffer); + g.IO.MetricsActiveWindows = g.WindowsActiveCount; + + // Unlock font atlas + g.IO.Fonts->Locked = false; + + // Clear Input data for next frame + g.IO.MousePosPrev = g.IO.MousePos; + g.IO.AppFocusLost = false; + g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; + g.IO.InputQueueCharacters.resize(0); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePost); +} + +// Prepare the data for rendering so you can call GetDrawData() +// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all: +// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) +void ImGui::Render() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + if (g.FrameCountEnded != g.FrameCount) + EndFrame(); + if (g.FrameCountRendered == g.FrameCount) + return; + g.FrameCountRendered = g.FrameCount; + + g.IO.MetricsRenderWindows = 0; + CallContextHooks(&g, ImGuiContextHookType_RenderPre); + + // Add background ImDrawList (for each active viewport) + for (ImGuiViewportP* viewport : g.Viewports) + { + InitViewportDrawData(viewport); + if (viewport->BgFgDrawLists[0] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); + } + + // Draw modal/window whitening backgrounds + RenderDimmedBackgrounds(); + + // Add ImDrawList to render + ImGuiWindow* windows_to_render_top_most[2]; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL; + windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); + for (ImGuiWindow* window : g.Windows) + { + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) + AddRootWindowToDrawData(window); + } + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); + + // Draw software mouse cursor if requested by io.MouseDrawCursor flag + if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None) + RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + + // Setup ImDrawData structures for end-user + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; + for (ImGuiViewportP* viewport : g.Viewports) + { + FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder); + + // Add foreground ImDrawList (for each active viewport) + if (viewport->BgFgDrawLists[1] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); + + // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch). + ImDrawData* draw_data = &viewport->DrawDataP; + IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount); + for (ImDrawList* draw_list : draw_data->CmdLists) + draw_list->_PopUnusedDrawCmd(); + + g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; + g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; + } + + CallContextHooks(&g, ImGuiContextHookType_RenderPost); +} + +// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. +// CalcTextSize("") should return ImVec2(0.0f, g.FontSize) +ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) +{ + ImGuiContext& g = *GImGui; + + const char* text_display_end; + if (hide_text_after_double_hash) + text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string + else + text_display_end = text_end; + + ImFont* font = g.Font; + const float font_size = g.FontSize; + if (text == text_display_end) + return ImVec2(0.0f, font_size); + ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); + + // Round + // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out. + // FIXME: Investigate using ceilf or e.g. + // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c + // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html + text_size.x = IM_TRUNC(text_size.x + 0.99999f); + + return text_size; +} + +// Find window given position, search front-to-back +// - Typically write output back to g.HoveredWindow and g.HoveredWindowUnderMovingWindow. +// - FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// called, aka before the next Begin(). Moving window isn't affected. +// - The 'find_first_and_in_any_viewport = true' mode is only used by TestEngine. It is simpler to maintain here. +void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window_under_moving_window = NULL; + + // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) + ImGuiViewportP* backup_moving_window_viewport = NULL; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + { + backup_moving_window_viewport = g.MovingWindow->Viewport; + g.MovingWindow->Viewport = g.MouseViewport; + if (!(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + hovered_window = g.MovingWindow; + } + + ImVec2 padding_regular = g.Style.TouchExtraPadding; + ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (!window->WasActive || window->Hidden) + continue; + if (window->Flags & ImGuiWindowFlags_NoMouseInputs) + continue; + IM_ASSERT(window->Viewport); + if (window->Viewport != g.MouseViewport) + continue; + + // Using the clipped AABB, a child window will typically be clipped by its parent (not always) + ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize; + if (!window->OuterRectClipped.ContainsWithPad(pos, hit_padding)) + continue; + + // Support for one rectangular hole in any given window + // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) + if (window->HitTestHoleSize.x != 0) + { + ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y); + ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y); + if (ImRect(hole_pos, hole_pos + hole_size).Contains(pos)) + continue; + } + + if (find_first_and_in_any_viewport) + { + hovered_window = window; + break; + } + else + { + if (hovered_window == NULL) + hovered_window = window; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (hovered_window_under_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)) + hovered_window_under_moving_window = window; + if (hovered_window && hovered_window_under_moving_window) + break; + } + } + + *out_hovered_window = hovered_window; + if (out_hovered_window_under_moving_window != NULL) + *out_hovered_window_under_moving_window = hovered_window_under_moving_window; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + g.MovingWindow->Viewport = backup_moving_window_viewport; +} + +bool ImGui::IsItemActive() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + return g.ActiveId == g.LastItemData.ID; + return false; +} + +bool ImGui::IsItemActivated() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID) + return true; + return false; +} + +bool ImGui::IsItemDeactivated() +{ + ImGuiContext& g = *GImGui; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; + return (g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount); +} + +bool ImGui::IsItemDeactivatedAfterEdit() +{ + ImGuiContext& g = *GImGui; + return IsItemDeactivated() && g.DeactivatedItemData.HasBeenEditedBefore; +} + +// == (GetItemID() == GetFocusID() && GetFocusID() != 0) +bool ImGui::IsItemFocused() +{ + ImGuiContext& g = *GImGui; + if (g.NavId != g.LastItemData.ID || g.NavId == 0) + return false; + + // Special handling for the dummy item after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + ImGuiWindow* window = g.CurrentWindow; + if (g.LastItemData.ID == window->ID && window->WriteAccessed) + return false; + + return true; +} + +// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! +// Most widgets have specific reactions based on mouse-up/down state, mouse position etc. +bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) +{ + return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); +} + +bool ImGui::IsItemToggledOpen() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; +} + +// Call after a Selectable() or TreeNode() involved in multi-selection. +// Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose. +// This is only meant to be called inside a BeginMultiSelect()/EndMultiSelect() block. +// (Outside of multi-select, it would be misleading/ambiguous to report this signal, as widgets +// return e.g. a pressed event and user code is in charge of altering selection in ways we cannot predict.) +bool ImGui::IsItemToggledSelection() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentMultiSelect != NULL); // Can only be used inside a BeginMultiSelect()/EndMultiSelect() + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; +} + +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. +bool ImGui::IsAnyItemHovered() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; +} + +bool ImGui::IsAnyItemActive() +{ + ImGuiContext& g = *GImGui; + return g.ActiveId != 0; +} + +bool ImGui::IsAnyItemFocused() +{ + ImGuiContext& g = *GImGui; + return g.NavId != 0 && g.NavCursorVisible; +} + +bool ImGui::IsItemVisible() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0; +} + +bool ImGui::IsItemEdited() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0; +} + +// Allow next item to be overlapped by subsequent items. +// This works by requiring HoveredId to match for two subsequent frames, +// so if a following items overwrite it our interactions will naturally be disabled. +void ImGui::SetNextItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead. +void ImGui::SetItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (g.HoveredId == id) + g.HoveredIdAllowOverlap = true; + if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id. + g.ActiveIdAllowOverlap = true; +} +#endif + +// This is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations. +// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version if needed? +void ImGui::SetActiveIdUsingAllKeyboardKeys() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId != 0); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1; + g.ActiveIdUsingAllKeyboardKeys = true; + NavMoveRequestCancel(); +} + +ImGuiID ImGui::GetItemID() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.ID; +} + +ImVec2 ImGui::GetItemRectMin() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Min; +} + +ImVec2 ImGui::GetItemRectMax() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Max; +} + +ImVec2 ImGui::GetItemRectSize() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.GetSize(); +} + +// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'. +// ImGuiChildFlags_Borders is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details! +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiID id = GetCurrentWindow()->GetID(str_id); + return BeginChildEx(str_id, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + return BeginChildEx(NULL, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + IM_ASSERT(id != 0); + + // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument. + const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle | ImGuiChildFlags_NavFlattened; + IM_UNUSED(ImGuiChildFlags_SupportedMask_); + IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?"); + IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!"); + if (child_flags & ImGuiChildFlags_AlwaysAutoResize) + { + IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding) + child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding; + if (window_flags & ImGuiWindowFlags_NavFlattened) + child_flags |= ImGuiChildFlags_NavFlattened; +#endif + if (child_flags & ImGuiChildFlags_AutoResizeX) + child_flags &= ~ImGuiChildFlags_ResizeX; + if (child_flags & ImGuiChildFlags_AutoResizeY) + child_flags &= ~ImGuiChildFlags_ResizeY; + + // Set window flags + window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking; + window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize)) + window_flags |= ImGuiWindowFlags_AlwaysAutoResize; + if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0) + window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; + + // Special framed style + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding); + child_flags |= ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding; + window_flags |= ImGuiWindowFlags_NoMove; + } + + // Forward size + // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set. + // (the alternative would to store conditional flags per axis, which is possible but more code) + const ImVec2 size_avail = GetContentRegionAvail(); + const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y); + ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y); + + // A SetNextWindowSize() call always has priority (#8020) + // (since the code in Begin() never supported SizeVal==0.0f aka auto-resize via SetNextWindowSize() call, we don't support it here for now) + // FIXME: We only support ImGuiCond_Always in this path. Supporting other paths would requires to obtain window pointer. + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) != 0 && (g.NextWindowData.SizeCond & ImGuiCond_Always) != 0) + { + if (g.NextWindowData.SizeVal.x > 0.0f) + { + size.x = g.NextWindowData.SizeVal.x; + child_flags &= ~ImGuiChildFlags_ResizeX; + } + if (g.NextWindowData.SizeVal.y > 0.0f) + { + size.y = g.NextWindowData.SizeVal.y; + child_flags &= ~ImGuiChildFlags_ResizeY; + } + } + SetNextWindowSize(size); + + // Forward child flags (we allow prior settings to merge but it'll only work for adding flags) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) + g.NextWindowData.ChildFlags |= child_flags; + else + g.NextWindowData.ChildFlags = child_flags; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags; + + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround. + // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it. + const char* temp_window_name; + /*if (name && parent_window->IDStack.back() == parent_window->ID) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack + else*/ + if (name) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id); + else + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id); + + // Set style + const float backup_border_size = g.Style.ChildBorderSize; + if ((child_flags & ImGuiChildFlags_Borders) == 0) + g.Style.ChildBorderSize = 0.0f; + + // Begin into window + const bool ret = Begin(temp_window_name, NULL, window_flags); + + // Restore style + g.Style.ChildBorderSize = backup_border_size; + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PopStyleVar(3); + PopStyleColor(); + } + + ImGuiWindow* child_window = g.CurrentWindow; + child_window->ChildId = id; + + // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. + // While this is not really documented/defined, it seems that the expected thing to do. + if (child_window->BeginCount == 1) + parent_window->DC.CursorPos = child_window->Pos; + + // Process navigation-in immediately so NavInit can run on first frame + // Can enter a child if (A) it has navigable items or (B) it can be scrolled. + const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id); + if (g.ActiveId == temp_id_for_activation) + ClearActiveID(); + if (g.NavActivateId == id && !(child_flags & ImGuiChildFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY)) + { + FocusWindow(child_window); + NavInitWindow(child_window, false); + SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item + g.ActiveIdSource = g.NavInputSource; + } + return ret; +} + +void ImGui::EndChild() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* child_window = g.CurrentWindow; + + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; + IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls + + g.WithinEndChildID = child_window->ID; + ImVec2 child_size = child_window->Size; + End(); + if (child_window->BeginCount == 1) + { + ImGuiWindow* parent_window = g.CurrentWindow; + ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size); + ItemSize(child_size); + const bool nav_flattened = (child_window->ChildFlags & ImGuiChildFlags_NavFlattened) != 0; + if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !nav_flattened) + { + ItemAdd(bb, child_window->ChildId); + RenderNavCursor(bb, child_window->ChildId); + + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) + if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow) + RenderNavCursor(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavRenderCursorFlags_Compact); + } + else + { + // Not navigable into + // - This is a bit of a fringe use case, mostly useful for undecorated, non-scrolling contents childs, or empty childs. + // - We could later decide to not apply this path if ImGuiChildFlags_FrameStyle or ImGuiChildFlags_Borders is set. + ItemAdd(bb, child_window->ChildId, NULL, ImGuiItemFlags_NoNav); + + // But when flattened we directly reach items, adjust active layer mask accordingly + if (nav_flattened) + parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext; + } + if (g.HoveredWindow == child_window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + g.WithinEndChildID = backup_within_end_child_id; + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) +{ + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); + window->SetWindowDockAllowFlags = enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~flags); +} + +ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); +} + +ImGuiWindow* ImGui::FindWindowByName(const char* name) +{ + ImGuiID id = ImHashStr(name); + return FindWindowByID(id); +} + +static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->ViewportPos = main_viewport->Pos; + if (settings->ViewportId) + { + window->ViewportId = settings->ViewportId; + window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); + } + window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y)); + if (settings->Size.x > 0 && settings->Size.y > 0) + window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y)); + window->Collapsed = settings->Collapsed; + window->DockId = settings->DockId; + window->DockOrder = settings->DockOrder; +} + +static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + // Initial window state with e.g. default/arbitrary window position + // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->Pos = main_viewport->Pos + ImVec2(60, 60); + window->Size = window->SizeFull = ImVec2(0, 0); + window->ViewportPos = main_viewport->Pos; + window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + + if (settings != NULL) + { + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); + ApplyWindowSettings(window, settings); + } + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values + + if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) + { + window->AutoFitFramesX = window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } + else + { + if (window->Size.x <= 0.0f) + window->AutoFitFramesX = 2; + if (window->Size.y <= 0.0f) + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); + } +} + +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) +{ + // Create window the first time + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); + window->Flags = flags; + g.WindowsById.SetVoidPtr(window->ID, window); + + ImGuiWindowSettings* settings = NULL; + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0) + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + + InitOrLoadWindowSettings(window, settings); + + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) + g.Windows.push_front(window); // Quite slow but rare and only once + else + g.Windows.push_back(window); + + return window; +} + +static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window) +{ + return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window; +} + +static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) +{ + return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; +} + +static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window) +{ + // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + // FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller. + // Perhaps should tend further a neater test for this. + ImGuiContext& g = *GImGui; + ImVec2 size_min; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) + { + size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f; + } + else + { + size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f; + } + + // Reduce artifacts with very small windows + ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); + size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight + window_for_height->MenuBarHeight + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); + return size_min; +} + +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) +{ + ImGuiContext& g = *GImGui; + ImVec2 new_size = size_desired; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max. + ImRect cr = g.NextWindowData.SizeConstraintRect; + new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; + new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; + if (g.NextWindowData.SizeCallback) + { + ImGuiSizeCallbackData data; + data.UserData = g.NextWindowData.SizeCallbackUserData; + data.Pos = window->Pos; + data.CurrentSize = window->SizeFull; + data.DesiredSize = new_size; + g.NextWindowData.SizeCallback(&data); + new_size = data.DesiredSize; + } + new_size.x = IM_TRUNC(new_size.x); + new_size.y = IM_TRUNC(new_size.y); + } + + // Minimum size + ImVec2 size_min = CalcWindowMinSize(window); + return ImMax(new_size, size_min); +} + +static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal) +{ + bool preserve_old_content_sizes = false; + if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + preserve_old_content_sizes = true; + else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + preserve_old_content_sizes = true; + if (preserve_old_content_sizes) + { + *content_size_current = window->ContentSize; + *content_size_ideal = window->ContentSizeIdeal; + return; + } + + content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); + content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); +} + +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x; + const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y; + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars); + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Tooltip always resize + return size_desired; + } + else + { + // Maximum window size is determined by the viewport size or monitor size + ImVec2 size_min = CalcWindowMinSize(window); + ImVec2 size_max = ImVec2(FLT_MAX, FLT_MAX); + + // Child windows are layed within their parent (unless they are also popups/menus) and thus have no restriction + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || (window->Flags & ImGuiWindowFlags_Popup) != 0) + { + if (!window->ViewportOwned) + size_max = ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; + const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f; + } + + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, size_max)); + + // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one axis may be auto-fit when calculating scrollbars, + // we may need to compute/store three variants of size_auto_fit, for x/y/xy. + // Here we implement a workaround for child windows only, but a full solution would apply to normal windows as well: + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && !(window->ChildFlags & ImGuiChildFlags_ResizeY)) + size_auto_fit.y = window->SizeFull.y; + else if (!(window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->ChildFlags & ImGuiChildFlags_ResizeY)) + size_auto_fit.x = window->SizeFull.x; + + // When the window cannot fit all contents (either because of constraints, either because screen is too small), + // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. + ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + if (will_have_scrollbar_x) + size_auto_fit.y += style.ScrollbarSize; + if (will_have_scrollbar_y) + size_auto_fit.x += style.ScrollbarSize; + return size_auto_fit; + } +} + +ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) +{ + ImVec2 size_contents_current; + ImVec2 size_contents_ideal; + CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + return size_final; +} + +static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window) +{ + if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + return ImGuiCol_PopupBg; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive) + return ImGuiCol_ChildBg; + return ImGuiCol_WindowBg; +} + +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) +{ + ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left + ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right + ImVec2 size_expected = pos_max - pos_min; + ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); + *out_pos = pos_min; + if (corner_norm.x == 0.0f) + out_pos->x -= (size_constrained.x - size_expected.x); + if (corner_norm.y == 0.0f) + out_pos->y -= (size_constrained.y - size_expected.y); + *out_size = size_constrained; +} + +// Data for resizing from resize grip / corner +struct ImGuiResizeGripDef +{ + ImVec2 CornerPosN; + ImVec2 InnerDir; + int AngleMin12, AngleMax12; +}; +static const ImGuiResizeGripDef resize_grip_def[4] = +{ + { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right + { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left + { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused) +}; + +// Data for resizing from borders +struct ImGuiResizeBorderDef +{ + ImVec2 InnerDir; // Normal toward inside + ImVec2 SegmentN1, SegmentN2; // End positions, normalized (0,0: upper left) + float OuterAngle; // Angle toward outside +}; +static const ImGuiResizeBorderDef resize_border_def[4] = +{ + { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left + { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down +}; + +static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) +{ + ImRect rect = window->Rect(); + if (thickness == 0.0f) + rect.Max -= ImVec2(1, 1); + if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } + if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } + IM_ASSERT(0); + return ImRect(); +} + +// 0..3: corners (Lower-right, Lower-left, Unused, Unused) +ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) +{ + IM_ASSERT(n >= 0 && n < 4); + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Borders (Left, Right, Up, Down) +ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) +{ + IM_ASSERT(dir >= 0 && dir < 4); + int n = (int)dir + 4; + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Handle resize for: Resize Grips, Borders, Gamepad +// Return true when using auto-fit (double-click on resize grip) +static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window. + return false; + + int ret_auto_fit_mask = 0x00; + const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float grip_hover_inner_size = (resize_grip_count > 0) ? IM_TRUNC(grip_draw_size * 0.75f) : 0.0f; + const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; + + ImRect clamp_rect = visibility_rect; + const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar); + if (window_move_from_title_bar) + clamp_rect.Min.y -= window->TitleBarHeight; + + ImVec2 pos_target(FLT_MAX, FLT_MAX); + ImVec2 size_target(FLT_MAX, FLT_MAX); + + // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time). + // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. + // This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it. + // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. + // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). + // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup. + const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration); + if (clip_with_viewport_rect) + window->ClipRect = window->Viewport->GetMainRect(); + + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Manual resize grips + PushID("#RESIZE"); + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); + + // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window + bool hovered, held; + ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size); + if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); + if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered || held) + SetMouseCursor((resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE); + + if (held && g.IO.MouseDoubleClicked[0]) + { + // Auto-fit when double-clicking + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit_mask = 0x03; // Both axises + ClearActiveID(); + } + else if (held) + { + // Resize from any of the four corners + // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position + ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX); + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip + corner_target = ImClamp(corner_target, clamp_min, clamp_max); + CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); + } + + // Only lower-left grip is visible before hovering/activating + if (resize_grip_n == 0 || held || hovered) + resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); + } + + int resize_border_mask = 0x00; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0); + else + resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00; + for (int border_n = 0; border_n < 4; border_n++) + { + if ((resize_border_mask & (1 << border_n)) == 0) + continue; + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + + bool hovered, held; + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() + ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) + hovered = false; + if (hovered || held) + SetMouseCursor((axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS); + if (held && g.IO.MouseDoubleClicked[0]) + { + // Double-clicking bottom or right border auto-fit on this axis + // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one side may be auto-fit when calculating scrollbars. + // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases. + if (border_n == 1 || border_n == 3) // Right and bottom border + { + size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis]; + ret_auto_fit_mask |= (1 << axis); + hovered = held = false; // So border doesn't show highlighted at new position + } + ClearActiveID(); + } + else if (held) + { + // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop. + // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually. + // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it! + const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true)); + if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing) + { + g.WindowResizeBorderExpectedRect = border_rect; + g.WindowResizeRelativeMode = false; + } + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0) + g.WindowResizeRelativeMode = true; + + const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size); + const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis]; + const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above. + + // Use absolute mode position + ImVec2 border_target = window->Pos; + border_target[axis] = border_target_abs_mode_for_axis; + + // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position. + bool ignore_resize = false; + if (g.WindowResizeRelativeMode) + { + //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode"); + border_target[axis] = border_target_rel_mode_for_axis; + if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis)) + ignore_resize = true; + } + + // Clamp, apply + ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX); + border_target = ImClamp(border_target, clamp_min, clamp_max); + if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent + { + ImGuiWindow* parent_window = window->ParentWindow; + ImGuiWindowFlags parent_flags = parent_window->Flags; + ImRect border_limit_rect = parent_window->InnerRect; + border_limit_rect.Expand(ImVec2(-ImMax(parent_window->WindowPadding.x, parent_window->WindowBorderSize), -ImMax(parent_window->WindowPadding.y, parent_window->WindowBorderSize))); + if ((axis == ImGuiAxis_X) && ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar))) + border_target.x = ImClamp(border_target.x, border_limit_rect.Min.x, border_limit_rect.Max.x); + if ((axis == ImGuiAxis_Y) && (parent_flags & ImGuiWindowFlags_NoScrollbar)) + border_target.y = ImClamp(border_target.y, border_limit_rect.Min.y, border_limit_rect.Max.y); + } + if (!ignore_resize) + CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); + } + if (hovered) + *border_hovered = border_n; + if (held) + *border_held = border_n; + } + PopID(); + + // Restore nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + // Navigation resize (keyboard/gamepad) + // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user. + // Not even sure the callback works here. + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window) + { + ImVec2 nav_resize_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown); + if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f) + { + const float NAV_RESIZE_SPEED = 600.0f; + const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step; + g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size + g.NavWindowingToggleLayer = false; + g.NavHighlightItemUnderNav = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored); + g.NavWindowingAccumDeltaSize -= accum_floored; + } + } + } + + // Apply back modified position/size to window + const ImVec2 curr_pos = window->Pos; + const ImVec2 curr_size = window->SizeFull; + if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x)) + window->Size.x = window->SizeFull.x = size_target.x; + if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y)) + window->Size.y = window->SizeFull.y = size_target.y; + if (pos_target.x != FLT_MAX && window->Pos.x != ImTrunc(pos_target.x)) + window->Pos.x = ImTrunc(pos_target.x); + if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y)) + window->Pos.y = ImTrunc(pos_target.y); + if (curr_pos.x != window->Pos.x || curr_pos.y != window->Pos.y || curr_size.x != window->SizeFull.x || curr_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); + + // Recalculate next expected border expected coordinates + if (*border_held != -1) + g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + + return ret_auto_fit_mask; +} + +static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImVec2 size_for_clamping = window->Size; + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && window->DockNodeAsHost) + size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here. + else if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + size_for_clamping.y = window->TitleBarHeight; + window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); +} + +static void RenderWindowOuterSingleBorder(ImGuiWindow* window, int border_n, ImU32 border_col, float border_size) +{ + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const float rounding = window->WindowRounding; + const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(border_col, ImDrawFlags_None, border_size); +} + +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + const float border_size = window->WindowBorderSize; + const ImU32 border_col = GetColorU32(ImGuiCol_Border); + if (border_size > 0.0f && (window->Flags & ImGuiWindowFlags_NoBackground) == 0) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, 0, window->WindowBorderSize); + else if (border_size > 0.0f) + { + if (window->ChildFlags & ImGuiChildFlags_ResizeX) // Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border. + RenderWindowOuterSingleBorder(window, 1, border_col, border_size); + if (window->ChildFlags & ImGuiChildFlags_ResizeY) + RenderWindowOuterSingleBorder(window, 3, border_col, border_size); + } + if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1) + { + const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered; + const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // Thicker than usual + } + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + float y = window->Pos.y + window->TitleBarHeight - 1; + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), border_col, g.Style.FrameBorderSize); + } +} + +// Draw background and borders +// Draw and handle scrollbars +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Ensure that Scrollbar() doesn't read last frame's SkipItems + IM_ASSERT(window->BeginCount == 0); + window->SkipItems = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + const float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && g.NavCursorVisible) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse) + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + bool is_docking_transparent_payload = false; + if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) + if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) + is_docking_transparent_payload = true; + + ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); + if (window->ViewportOwned) + { + bg_col |= IM_COL32_A_MASK; // No alpha + if (is_docking_transparent_payload) + window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; + } + else + { + // Adjust alpha. For docking + bool override_alpha = false; + float alpha = 1.0f; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + { + alpha = g.NextWindowData.BgAlphaVal; + override_alpha = true; + } + if (is_docking_transparent_payload) + { + alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override? + override_alpha = true; + } + if (override_alpha) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + } + + // Render, for docked windows and host windows we ensure bg goes before decorations + if (window->DockIsActive) + window->DockNode->LastBgColor = bg_col; + ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + } + if (window->DockIsActive) + window->DockNode->IsBgDrawnThisFrame = true; + + // Title bar + // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, + // in order for their pos/size to be matching their undocking state.) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock + ImGuiDockNode* node = window->DockNode; + if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar()) + { + float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f); + float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f); + ImVec2 p = node->Pos; + ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); + ImGuiID unhide_id = window->GetID("#UNHIDE"); + KeepAliveID(unhide_id); + bool hovered, held; + if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren)) + node->WantHiddenTabBarToggle = true; + else if (held && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button + + // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. + ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImU32 col = resize_grip_col[resize_grip_n]; + if ((col & IM_COL32_A_MASK) == 0) + continue; + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(col); + } + } + + // Borders (for dock node host they will be rendered over after the tab bar) + if (handle_borders_and_resize_grips && !window->DockNodeAsHost) + RenderWindowOuterBorders(window); + } + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; +} + +// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead. +// Render title text, collapse button, close button +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref? + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y); + pad_l += button_sz + style.ItemInnerSpacing.x; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + g.CurrentItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f; + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correctly. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos; + marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x); + marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; + if (marker_pos.x > layout_r.Min.x) + { + RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text)); + clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); + } + } + //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); +} + +void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) +{ + window->ParentWindow = parent_window; + window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + { + window->RootWindowDockTree = parent_window->RootWindowDockTree; + if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) + window->RootWindow = parent_window->RootWindow; + } + if (parent_window && (flags & ImGuiWindowFlags_Popup)) + window->RootWindowPopupTree = parent_window->RootWindowPopupTree; + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ? + window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; + while (window->RootWindowForNav->ChildFlags & ImGuiChildFlags_NavFlattened) + { + IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); + window->RootWindowForNav = window->RootWindowForNav->ParentWindow; + } +} + +// [EXPERIMENTAL] Called by Begin(). NextWindowData is valid at this point. +// This is designed as a toy/test-bed for +void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + window->SkipRefresh = false; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0) + return; + if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh) + { + // FIXME-IDLE: Tests for e.g. mouse clicks or keyboard while focused. + if (window->Appearing) // If currently appearing + return; + if (window->Hidden) // If was hidden (previous frame) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnHover) && g.HoveredWindow) + if (window->RootWindow == g.HoveredWindow->RootWindow || IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, window)) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnFocus) && g.NavWindow) + if (window->RootWindow == g.NavWindow->RootWindow || IsWindowWithinBeginStackOf(g.NavWindow->RootWindow, window)) + return; + window->DrawList = NULL; + window->SkipRefresh = true; + } +} + +static void SetWindowActiveForSkipRefresh(ImGuiWindow* window) +{ + window->Active = true; + for (ImGuiWindow* child : window->DC.ChildWindows) + if (!child->Hidden) + { + child->Active = child->SkipRefresh = true; + SetWindowActiveForSkipRefresh(child); + } +} + +// Push a new Dear ImGui window to add widgets to. +// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. +// - Begin/End can be called multiple times during the frame with the same window name to append content. +// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). +// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. +// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. +// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. +bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required + IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet + + // Find or create + ImGuiWindow* window = FindWindowByName(name); + const bool window_just_created = (window == NULL); + if (window_just_created) + window = CreateNewWindow(name, flags); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInWindow == window->ID) + IM_DEBUG_BREAK(); + + // Automatically disable manual moving/resizing when NoInputs is set + if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) + flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; + + const int current_frame = g.FrameCount; + const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); + + // Update the Appearing flag (note: the BeginDocked() path may also set this to true later) + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed + window_just_activated_by_user |= (window != popup_ref.Window); + } + + // Update Flags, LastFrameActive, BeginOrderXXX fields + const bool window_was_appearing = window->Appearing; + if (first_begin_of_the_frame) + { + UpdateWindowInFocusOrderList(window, window_just_created, flags); + window->Appearing = window_just_activated_by_user; + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + window->FlagsPreviousFrame = window->Flags; + window->Flags = (ImGuiWindowFlags)flags; + window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0; + window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); + } + else + { + flags = window->Flags; + } + + // Docking + // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock) + SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); + if (first_begin_of_the_frame) + { + bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); + bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); + bool dock_node_was_visible = window->DockNodeIsVisible; + bool dock_tab_was_visible = window->DockTabIsVisible; + if (has_dock_node || new_auto_dock_node) + { + BeginDocked(window, p_open); + flags = window->Flags; + if (window->DockIsActive) + { + IM_ASSERT(window->DockNode != NULL); + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints + } + + // Amend the Appearing flag + if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing) + { + window->Appearing = true; + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + } + } + else + { + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + } + } + + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + + // We allow window memory to be compacted so recreate the base stack when needed. + if (window->IDStack.Size == 0) + window->IDStack.push_back(window->ID); + + // Add to stack + g.CurrentWindow = window; + g.CurrentWindowStack.resize(g.CurrentWindowStack.Size + 1); + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); + window_stack_data.Window = window; + window_stack_data.ParentLastItemDataBackup = g.LastItemData; + window_stack_data.DisabledOverrideReenable = (flags & ImGuiWindowFlags_Tooltip) && (g.CurrentItemFlags & ImGuiItemFlags_Disabled); + ErrorRecoveryStoreState(&window_stack_data.StackSizesInBegin); + g.StackSizesInBeginForCurrentWindow = &window_stack_data.StackSizesInBegin; + if (flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuDepth++; + + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if (first_begin_of_the_frame) + { + UpdateWindowParentAndRootLinks(window, flags, parent_window); + window->ParentWindowInBeginStack = parent_window_in_stack; + + // Focus route + // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack, + // Use for e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798) + window->ParentWindowForFocusRoute = (window->RootWindow != window) ? parent_window_in_stack : NULL; + if (window->ParentWindowForFocusRoute == NULL && window->DockNode != NULL) + if (window->DockNode->MergedFlags & ImGuiDockNodeFlags_DockedWindowsInFocusRoute) + window->ParentWindowForFocusRoute = window->DockNode->HostWindow; + + // Override with SetNextWindowClass() field or direct call to SetWindowParentWindowForFocusRoute() + if (window->WindowClass.FocusRouteParentWindowId != 0) + { + window->ParentWindowForFocusRoute = FindWindowByID(window->WindowClass.FocusRouteParentWindowId); + IM_ASSERT(window->ParentWindowForFocusRoute != 0); // Invalid value for FocusRouteParentWindowId. + } + } + + // Add to focus scope stack + PushFocusScope((window->ChildFlags & ImGuiChildFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID); + window->NavRootFocusScopeId = g.CurrentFocusScopeId; + + // Add to popup stacks: update OpenPopupStack[] data, push to BeginPopupStack[] + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + popup_ref.Window = window; + popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent; + g.BeginPopupStack.push_back(popup_ref); + window->PopupId = popup_ref.PopupId; + } + + // Process SetNextWindow***() calls + // (FIXME: Consider splitting the HasXXX flags into X/Y components + bool window_pos_set_by_api = false; + bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) + { + window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; + if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) + { + // May be processed on the next frame if this is our first frame and we are measuring size + // FIXME: Look into removing the branch so everything can go through this same code path for consistency. + window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + } + else + { + SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) + { + window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); + window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild() + g.NextWindowData.SizeVal.x = window->SizeFull.x; + if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) + g.NextWindowData.SizeVal.y = window->SizeFull.y; + SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) + { + if (g.NextWindowData.ScrollVal.x >= 0.0f) + { + window->ScrollTarget.x = g.NextWindowData.ScrollVal.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + if (g.NextWindowData.ScrollVal.y >= 0.0f) + { + window->ScrollTarget.y = g.NextWindowData.ScrollVal.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; + else if (first_begin_of_the_frame) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass) + window->WindowClass = g.NextWindowData.WindowClass; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) + SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) + FocusWindow(window); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + + // [EXPERIMENTAL] Skip Refresh mode + UpdateWindowSkipRefresh(window); + + // Nested root windows (typically tooltips) override disabled state + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + BeginDisabledOverrideReenable(); + + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindow = NULL; + + // When reusing window again multiple times a frame, just append content (don't need to setup again) + if (first_begin_of_the_frame && !window->SkipRefresh) + { + // Initialize + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + window->Active = true; + window->HasCloseButton = (p_open != NULL); + window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); + window->IDStack.resize(1); + window->DrawList->_ResetForNewFrame(); + window->DC.CurrentTableIdx = -1; + if (flags & ImGuiWindowFlags_DockNodeHost) + { + window->DrawList->ChannelsSplit(2); + window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later + } + + // Restore buffer capacity when woken from a compacted state, to avoid + if (window->MemoryCompacted) + GcAwakeTransientWindowBuffers(window); + + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). + // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. + bool window_title_visible_elsewhere = false; + if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive)) + window_title_visible_elsewhere = true; + else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + window_title_visible_elsewhere = true; + if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) + { + size_t buf_len = (size_t)window->NameBufLen; + window->Name = ImStrdupcpy(window->Name, &buf_len, name); + window->NameBufLen = (int)buf_len; + } + + // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS + + // Update contents size from last frame for auto-fitting (or use explicit size) + CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); + + // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors + // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because + // it has a single usage before this code block and may be set below before it is finally checked. + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; + if (window->HiddenFramesForRenderOnly > 0) + window->HiddenFramesForRenderOnly--; + + // Hide new windows for one frame until they calculate their size + if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) + window->HiddenFramesCannotSkipItems = 1; + + // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) + { + window->HiddenFramesCannotSkipItems = 1; + if (flags & ImGuiWindowFlags_AlwaysAutoResize) + { + if (!window_size_x_set_by_api) + window->Size.x = window->SizeFull.x = 0.f; + if (!window_size_y_set_by_api) + window->Size.y = window->SizeFull.y = 0.f; + window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f); + } + } + + // SELECT VIEWPORT + // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. + + WindowSelectViewport(window); + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + flags = window->Flags; + + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style. + + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow)) + window->WindowBorderSize = style.ChildBorderSize; + else + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + window->WindowPadding = style.WindowPadding; + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f) + window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + + // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + window->TitleBarHeight = (flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : g.FontSize + g.Style.FramePadding.y * 2.0f; + window->MenuBarHeight = (flags & ImGuiWindowFlags_MenuBar) ? window->DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0f : 0.0f; + + // Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible. + // Those flags will be altered further down in the function depending on more conditions. + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; + if (window_size_x_set_by_api && window->ContentSizeExplicit.x != 0.0f) + use_current_size_for_scrollbar_x = true; + if (window_size_y_set_by_api && window->ContentSizeExplicit.y != 0.0f) // #7252 + use_current_size_for_scrollbar_y = true; + + // Collapse window by double-clicking on title bar + // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive) + { + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), + // so verify that we don't have items over the title bar. + ImRect title_bar_rect = window->TitleBarRect(); + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && g.ActiveId == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max)) + if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_NoOwner) + window->WantCollapseToggle = true; + if (window->WantCollapseToggle) + { + window->Collapsed = !window->Collapsed; + if (!window->Collapsed) + use_current_size_for_scrollbar_y = true; + MarkIniSettingsDirty(window); + } + } + else + { + window->Collapsed = false; + } + window->WantCollapseToggle = false; + + // SIZE + + // Outer Decoration Sizes + // (we need to clear ScrollbarSize immediately as CalcWindowAutoFitSize() needs it and can be called from other locations). + const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes; + window->DecoOuterSizeX1 = 0.0f; + window->DecoOuterSizeX2 = 0.0f; + window->DecoOuterSizeY1 = window->TitleBarHeight + window->MenuBarHeight; + window->DecoOuterSizeY2 = 0.0f; + window->ScrollbarSizes = ImVec2(0.0f, 0.0f); + + // Calculate auto-fit size, handle automatic resize + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) + { + // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + if (!window_size_x_set_by_api) + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api) + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + } + else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + { + // Auto-fit may only grow window during the first few frames + // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + if (!window->Collapsed) + MarkIniSettingsDirty(window); + } + + // Apply minimum/maximum window size constraints and final size + window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; + + // POSITION + + // Popup latch its initial position, will position itself when it appears next frame + if (window_just_activated_by_user) + { + window->AutoPosLastDirection = ImGuiDir_None; + if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos() + window->Pos = g.BeginPopupStack.back().OpenPopupPos; + } + + // Position child window + if (flags & ImGuiWindowFlags_ChildWindow) + { + IM_ASSERT(parent_window && parent_window->Active); + window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; + parent_window->DC.ChildWindows.push_back(window); + if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = parent_window->DC.CursorPos; + } + + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); + if (window_pos_with_pivot) + SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) + else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = FindBestWindowPosForPopup(window); + + // Late create viewport if we don't fit within our current host viewport. + if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized)) + if (!window->Viewport->GetMainRect().Contains(window->Rect())) + { + // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) + //ImGuiViewport* old_viewport = window->Viewport; + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + + // FIXME-DPI + //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + } + + if (window->ViewportOwned) + WindowSyncOwnedViewport(window, parent_window_in_stack); + + // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) + // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. + ImRect viewport_rect(window->Viewport->GetMainRect()); + ImRect viewport_work_rect(window->Viewport->GetWorkRect()); + ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); + + // Clamp position/size so window stays visible within its viewport or monitor + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + // FIXME: Similar to code in GetWindowAllowedExtentRect() + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow)) + { + if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) + { + ClampWindowPos(window, visibility_rect); + } + else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) + { + if (g.MovingWindow != NULL && window->RootWindowDockTree == g.MovingWindow->RootWindowDockTree) + { + // While moving windows we allow them to straddle monitors (#7299, #3071) + visibility_rect = g.PlatformMonitorsFullWorkRect; + } + else + { + // When not moving ensure visible in its monitor + // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport. + const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport); + visibility_rect = ImRect(monitor->WorkPos, monitor->WorkPos + monitor->WorkSize); + } + visibility_rect.Expand(-visibility_padding); + ClampWindowPos(window, visibility_rect); + } + } + window->Pos = ImTrunc(window->Pos); + + // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) + // Large values tend to lead to variety of artifacts and are not recommended. + if (window->ViewportOwned || window->DockIsActive) + window->WindowRounding = 0.0f; + else + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + + // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. + //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f); + + // Apply window focus (new and reactivated windows are moved to front) + bool want_focus = false; + if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + { + if (flags & ImGuiWindowFlags_Popup) + want_focus = true; + else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip)) + want_focus = true; + } + + // [Test Engine] Register whole window in the item system (before submitting further decorations) +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (g.TestEngineHookItems) + { + IM_ASSERT(window->IDStack.Size == 1); + window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself. + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL); + IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); + window->IDStack.Size = 1; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + } +#endif + + // Decide if we are going to handle borders and resize grips + const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); + + // Handle manual resize: Resize Grips, Borders, Gamepad + int border_hovered = -1, border_held = -1; + ImU32 resize_grip_col[4] = {}; + const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + if (handle_borders_and_resize_grips && !window->Collapsed) + if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) + { + if (auto_fit_mask & (1 << ImGuiAxis_X)) + use_current_size_for_scrollbar_x = true; + if (auto_fit_mask & (1 << ImGuiAxis_Y)) + use_current_size_for_scrollbar_y = true; + } + window->ResizeBorderHovered = (signed char)border_hovered; + window->ResizeBorderHeld = (signed char)border_held; + + // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) + if (window->ViewportOwned) + { + if (!window->Viewport->PlatformRequestMove) + window->Viewport->Pos = window->Pos; + if (!window->Viewport->PlatformRequestResize) + window->Viewport->Size = window->Size; + window->Viewport->UpdateWorkRect(); + viewport_rect = window->Viewport->GetMainRect(); + } + + // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) + window->ViewportPos = window->Viewport->Pos; + + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // Intentionally use previous frame values for InnerRect and ScrollbarSizes. + // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + + // Amend the partially filled window->DecorationXXX values. + window->DecoOuterSizeX2 += window->ScrollbarSizes.x; + window->DecoOuterSizeY2 += window->ScrollbarSizes.y; + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depend on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. + + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + if (window->DockIsActive) + window->OuterRectClipped.Min.y += window->TitleBarHeight; + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - ScrollToRectEx() + // - NavUpdatePageUpPageDown() + // - Scrollbar() + window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1; + window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2; + + // Inner clipping rectangle. + // - Extend a outside of normal work region up to borders. + // - This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // - It also makes clipped items be more noticeable. + // - And is consistent on both axis (prior to 2024/05/03 ClipRect used WindowPadding.x * 0.5f on left and right edge), see #3312 + // - Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + + // Try to match the fact that our border is drawn centered over the window rectangle, rather than inner. + // This is why we do a *0.5f here. We don't currently even technically support large values for WindowBorderSize, + // see e.g #7887 #7888, but may do after we move the window border to become an inner border (and then we can remove the 0.5f here). + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + window->WindowBorderSize * 0.5f); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size * 0.5f); + window->InnerClipRect.Max.x = ImFloor(window->InnerRect.Max.x - window->WindowBorderSize * 0.5f); + window->InnerClipRect.Max.y = ImFloor(window->InnerRect.Max.y - window->WindowBorderSize * 0.5f); + window->InnerClipRect.ClipWithFull(host_rect); + + // Default item width. Make it proportional to window size if window manually resizes + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f); + else + window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f); + + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f; + + // DRAWING + + // Setup draw list and outer clipping rectangle + IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); + window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + PushClipRect(host_rect.Min, host_rect.Max, false); + + // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) + const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; + if (is_undocked_or_docked_visible) + { + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + { + // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) + // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs + ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL; + bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false; + bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0); + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping) + render_decorations_in_parent = true; + } + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; + + // Handle title bar, scrollbar, resize grips and resize borders + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); + + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + } + + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + window->ParentWorkRect = window->WorkRect; + + // [LEGACY] Content Region + // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling. + // Used by: + // - Mouse wheel scrolling + many other things + window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1; + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + + // Setup drawing context + // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) + window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x; + window->DC.GroupOffset.x = 0.0f; + window->DC.ColumnsOffset.x = 0.0f; + + // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. + // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. + double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x; + double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1; + window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y); + window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y)); + window->DC.CursorPos = window->DC.CursorStartPos; + window->DC.CursorPosPrevLine = window->DC.CursorPos; + window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.IdealMaxPos = window->DC.CursorStartPos; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; + window->DC.NavLayersActiveMaskNext = 0x00; + window->DC.NavIsScrollPushableX = true; + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f); + + window->DC.MenuBarAppending = false; + window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); + window->DC.TreeDepth = 0; + window->DC.TreeHasStackDataDepthMask = 0x00; + window->DC.ChildWindows.resize(0); + window->DC.StateStorage = &window->StateStorage; + window->DC.CurrentColumns = NULL; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + + window->DC.ItemWidth = window->ItemWidthDefault; + window->DC.TextWrapPos = -1.0f; // disabled + window->DC.ItemWidthStack.resize(0); + window->DC.TextWrapPosStack.resize(0); + if (flags & ImGuiWindowFlags_Modal) + window->DC.ModalDimBgColor = ColorConvertFloat4ToU32(GetStyleColorVec4(ImGuiCol_ModalWindowDimBg)); + + if (window->AutoFitFramesX > 0) + window->AutoFitFramesX--; + if (window->AutoFitFramesY > 0) + window->AutoFitFramesY--; + + // Clear SetNextWindowXXX data (can aim to move this higher in the function) + g.NextWindowData.ClearFlags(); + + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) + // We ImGuiFocusRequestFlags_UnlessBelowModal to: + // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed. + // - Position window behind the modal that is not a begin-parent of this window. + if (want_focus) + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + if (want_focus && window == g.NavWindow) + NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls + + // Close requested by platform window (apply to all windows in this viewport) + if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport()) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name); + *p_open = false; + g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing. + } + + // Pressing CTRL+C copy window content into the clipboard + // [EXPERIMENTAL] Breaks on nested Begin/End pairs. We need to work that out and add better logging scope. + // [EXPERIMENTAL] Text outputs has many issues. + if (g.IO.ConfigWindowsCopyContentsWithCtrlC) + if (g.NavWindow && g.NavWindow->RootWindow == window && g.ActiveId == 0 && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C)) + LogToClipboard(0); + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); + else if (!(flags & ImGuiWindowFlags_NoTitleBar) && window->DockIsActive) + LogText("%.*s\n", (int)(FindRenderedTextEnd(window->Name) - window->Name), window->Name); + + // Clear hit test shape every frame + window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; + + if (flags & ImGuiWindowFlags_Tooltip) + g.TooltipPreviousWindow = window; + + if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. + // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. + if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0) + BeginDockableDragDropSource(window); + + // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. + if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking)) + if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window) + if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) + BeginDockableDragDropTarget(window); + } + + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. + SetLastItemDataForWindow(window, title_bar_rect); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId)) + DebugLocateItemResolveWithLastItem(); +#endif + + // [Test Engine] Register title bar / tab with MoveId. +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + { + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData); + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + } +#endif + } + else + { + // Skip refresh always mark active + if (window->SkipRefresh) + SetWindowActiveForSkipRefresh(window); + + // Append + SetCurrentViewport(window, window->Viewport); + SetCurrentWindow(window); + g.NextWindowData.ClearFlags(); + SetLastItemDataForWindow(window, window->TitleBarRect()); + } + + if (!(flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); + + // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) + window->WriteAccessed = false; + window->BeginCount++; + + // Update visibility + if (first_begin_of_the_frame && !window->SkipRefresh) + { + // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. + // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. + // This is analogous to regular windows being hidden from one frame. + // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. + if (window->DockIsActive && !window->DockTabIsVisible) + { + if (window->LastFrameJustFocused == g.FrameCount) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu)) + { + // Child window can be out of sight and have "negative" clip windows. + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive); + const bool nav_request = (window->ChildFlags & ImGuiChildFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (!g.LogEnabled && !nav_request) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + { + if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) + window->HiddenFramesCanSkipItems = 1; + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + window->HiddenFramesCannotSkipItems = 1; + } + + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) + window->HiddenFramesCanSkipItems = 1; + + // Update the Hidden flag + bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0); + + // Disable inputs for requested number of frames + if (window->DisableInputsFrames > 0) + { + window->DisableInputsFrames--; + window->Flags |= ImGuiWindowFlags_NoInputs; + } + + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || hidden_regular) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; + + // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value. + if (window->SkipItems) + window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask; + + // Sanity check: there are two spots which can set Appearing = true + // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false + // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert. + if (window->SkipItems && !window->Appearing) + IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177 + } + else if (first_begin_of_the_frame) + { + // Skip refresh mode + window->SkipItems = true; + } + + // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors. + // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing) +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (!window->IsFallbackWindow) + if ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)) + { + if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; } + if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; } + return false; + } +#endif + + return !window->SkipItems; +} + +static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + if (window->DockIsActive) + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect); + else + SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(rect.Min, rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, rect); +} + +void ImGui::End() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Error checking: verify that user hasn't called End() too many times! + if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); + return; + } + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); + + // Error checking: verify that user doesn't directly call End() on a child window. + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive) + IM_ASSERT_USER_ERROR(g.WithinEndChildID == window->ID, "Must call EndChild() and not End()!"); + + // Close anything that is open + if (window->DC.CurrentColumns) + EndColumns(); + if (!(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) // Pop inner window clip rectangle + PopClipRect(); + PopFocusScope(); + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + EndDisabledOverrideReenable(); + + if (window->SkipRefresh) + { + IM_ASSERT(window->DrawList == NULL); + window->DrawList = &window->DrawListInst; + } + + // Stop logging + if (g.LogWindow == window) // FIXME: add more options for scope of logging + LogFinish(); + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Docking: report contents sizes to parent to allow for auto-resize + if (window->DockNode && window->DockTabIsVisible) + if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK + host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding; + + // Pop from window stack + g.LastItemData = window_stack_data.ParentLastItemDataBackup; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuDepth--; + if (window->Flags & ImGuiWindowFlags_Popup) + g.BeginPopupStack.pop_back(); + + // Error handling, state recovery + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverWindowState(&window_stack_data.StackSizesInBegin); + + g.CurrentWindowStack.pop_back(); + SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); + if (g.CurrentWindow) + SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); +} + +// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. +void ImGui::SetCurrentFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? + IM_ASSERT(font->Scale > 0.0f); + g.Font = font; + g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); + g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; + g.FontScale = g.FontSize / g.Font->FontSize; + + ImFontAtlas* atlas = g.Font->ContainerAtlas; + g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; + g.DrawListSharedData.TexUvLines = atlas->TexUvLines; + g.DrawListSharedData.Font = g.Font; + g.DrawListSharedData.FontSize = g.FontSize; + g.DrawListSharedData.FontScale = g.FontScale; +} + +// Use ImDrawList::_SetTextureID(), making our shared g.FontStack[] authorative against window-local ImDrawList. +// - Whereas ImDrawList::PushTextureID()/PopTextureID() is not to be used across Begin() calls. +// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did... +// - Some code paths never really fully worked with multiple atlas textures. +// - The right-ish solution may be to remove _SetTextureID() and make AddText/RenderText lazily call PushTextureID()/PopTextureID() +// the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem +// because we have a concrete need and a test bed for multiple atlas textures. +void ImGui::PushFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + if (font == NULL) + font = GetDefaultFont(); + g.FontStack.push_back(font); + SetCurrentFont(font); + g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PopFont() +{ + ImGuiContext& g = *GImGui; + if (g.FontStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopFont() too many times!"); + return; + } + g.FontStack.pop_back(); + ImFont* font = g.FontStack.Size == 0 ? GetDefaultFont() : g.FontStack.back(); + SetCurrentFont(font); + g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiItemFlags item_flags = g.CurrentItemFlags; + IM_ASSERT(item_flags == g.ItemFlagsStack.back()); + if (enabled) + item_flags |= option; + else + item_flags &= ~option; + g.CurrentItemFlags = item_flags; + g.ItemFlagsStack.push_back(item_flags); +} + +void ImGui::PopItemFlag() +{ + ImGuiContext& g = *GImGui; + if (g.ItemFlagsStack.Size <= 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemFlag() too many times!"); + return; + } + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); +} + +// BeginDisabled()/EndDisabled() +// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) +// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. +// - Feedback welcome at https://github.com/ocornut/imgui/issues/211 +// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions. +// (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) +// - Note: mixing up BeginDisabled() and PushItemFlag(ImGuiItemFlags_Disabled) is currently NOT SUPPORTED. +void ImGui::BeginDisabled(bool disabled) +{ + ImGuiContext& g = *GImGui; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (!was_disabled && disabled) + { + g.DisabledAlphaBackup = g.Style.Alpha; + g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha); + } + if (was_disabled || disabled) + g.CurrentItemFlags |= ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); // FIXME-OPT: can we simply skip this and use DisabledStackSize? + g.DisabledStackSize++; +} + +void ImGui::EndDisabled() +{ + ImGuiContext& g = *GImGui; + if (g.DisabledStackSize <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling EndDisabled() too many times!"); + return; + } + g.DisabledStackSize--; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + //PopItemFlag(); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) + g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); +} + +// Could have been called BeginDisabledDisable() but it didn't want to be award nominated for most awkward function name. +// Ideally we would use a shared e.g. BeginDisabled()->BeginDisabledEx() but earlier needs to be optimal. +// The whole code for this is awkward, will reevaluate if we find a way to implement SetNextItemDisabled(). +void ImGui::BeginDisabledOverrideReenable() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentItemFlags & ImGuiItemFlags_Disabled); + g.Style.Alpha = g.DisabledAlphaBackup; + g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); + g.DisabledStackSize++; +} + +void ImGui::EndDisabledOverrideReenable() +{ + ImGuiContext& g = *GImGui; + g.DisabledStackSize--; + IM_ASSERT(g.DisabledStackSize > 0); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + g.Style.Alpha = g.DisabledAlphaBackup * g.Style.DisabledAlpha; +} + +void ImGui::PushTextWrapPos(float wrap_pos_x) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); + window->DC.TextWrapPos = wrap_pos_x; +} + +void ImGui::PopTextWrapPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.TextWrapPosStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopTextWrapPos() too many times!"); + return; + } + window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); + window->DC.TextWrapPosStack.pop_back(); +} + +static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy) +{ + ImGuiWindow* last_window = NULL; + while (last_window != window) + { + last_window = window; + window = window->RootWindow; + if (popup_hierarchy) + window = window->RootWindowPopupTree; + if (dock_hierarchy) + window = window->RootWindowDockTree; + } + return window; +} + +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy) +{ + ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy); + if (window_root == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + if (window == window_root) // end of chain + return false; + window = window->ParentWindow; + } + return false; +} + +bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +{ + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + window = window->ParentWindowInBeginStack; + } + return false; +} + +bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below) +{ + ImGuiContext& g = *GImGui; + + // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array + const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below); + if (display_layer_delta != 0) + return display_layer_delta > 0; + + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* candidate_window = g.Windows[i]; + if (candidate_window == potential_above) + return true; + if (candidate_window == potential_below) + return false; + } + return false; +} + +// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. +bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0, "Invalid flags for IsWindowHovered()!"); + + ImGuiWindow* ref_window = g.HoveredWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if (ref_window == NULL) + return false; + + if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) + { + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + bool result; + if (flags & ImGuiHoveredFlags_ChildWindows) + result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + result = (ref_window == cur_window); + if (!result) + return false; + } + + if (!IsWindowContentHoverable(ref_window, flags)) + return false; + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId) + return false; + + // When changing hovered window we requires a bit of stationary delay before activating hover timer. + // FIXME: We don't support delay other than stationary one for now, other delay would need a way + // to fulfill the possibility that multiple IsWindowHovered() with varying flag could return true + // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache. + // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow. + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID) + return false; + + return true; +} + +ImGuiID ImGui::GetWindowDockID() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockId; +} + +bool ImGui::IsWindowDocked() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockIsActive; +} + +float ImGui::GetWindowWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.x; +} + +float ImGui::GetWindowHeight() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.y; +} + +ImVec2 ImGui::GetWindowPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return window->Pos; +} + +void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowPosAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); + + // Set + const ImVec2 old_pos = window->Pos; + window->Pos = ImTrunc(pos); + ImVec2 offset = window->Pos - old_pos; + if (offset.x == 0.0f && offset.y == 0.0f) + return; + MarkIniSettingsDirty(window); + // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here. + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.IdealMaxPos += offset; + window->DC.CursorStartPos += offset; +} + +void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + SetWindowPos(window, pos, cond); +} + +void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowPos(window, pos, cond); +} + +ImVec2 ImGui::GetWindowSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Size; +} + +void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0; + + // Set + ImVec2 old_size = window->SizeFull; + if (size.x <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.x = IM_TRUNC(size.x); + if (size.y <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.y = IM_TRUNC(size.y); + if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); +} + +void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) +{ + SetWindowSize(GImGui->CurrentWindow, size, cond); +} + +void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowSize(window, size, cond); +} + +void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) + return; + window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Set + window->Collapsed = collapsed; +} + +void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) +{ + IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters + window->HitTestHoleSize = ImVec2ih(size); + window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); +} + +void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window) +{ + window->Hidden = window->SkipItems = true; + window->HiddenFramesCanSkipItems = 1; +} + +void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); +} + +bool ImGui::IsWindowCollapsed() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Collapsed; +} + +bool ImGui::IsWindowAppearing() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Appearing; +} + +void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowCollapsed(window, collapsed, cond); +} + +void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; + g.NextWindowData.PosVal = pos; + g.NextWindowData.PosPivotVal = pivot; + g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.PosUndock = true; +} + +void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; + g.NextWindowData.SizeVal = size; + g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; +} + +// For each axis: +// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width. +// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint. +// - See "Demo->Examples->Constrained-resizing window" for examples. +void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); + g.NextWindowData.SizeCallback = custom_callback; + g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; +} + +// Content size = inner scrollable rectangle, padded with WindowPadding. +// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. +void ImGui::SetNextWindowContentSize(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = ImTrunc(size); +} + +void ImGui::SetNextWindowScroll(const ImVec2& scroll) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll; + g.NextWindowData.ScrollVal = scroll; +} + +void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; + g.NextWindowData.CollapsedVal = collapsed; + g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowBgAlpha(float alpha) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; + g.NextWindowData.BgAlphaVal = alpha; +} + +void ImGui::SetNextWindowViewport(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport; + g.NextWindowData.ViewportId = id; +} + +void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock; + g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.DockId = id; +} + +void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass; + g.NextWindowData.WindowClass = *window_class; +} + +// This is experimental and meant to be a toy for exploring a future/wider range of features. +void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasRefreshPolicy; + g.NextWindowData.RefreshFlagsVal = flags; +} + +ImDrawList* ImGui::GetWindowDrawList() +{ + ImGuiWindow* window = GetCurrentWindow(); + return window->DrawList; +} + +float ImGui::GetWindowDpiScale() +{ + ImGuiContext& g = *GImGui; + return g.CurrentDpiScale; +} + +ImGuiViewport* ImGui::GetWindowViewport() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport); + return g.CurrentViewport; +} + +ImFont* ImGui::GetFont() +{ + return GImGui->Font; +} + +float ImGui::GetFontSize() +{ + return GImGui->FontSize; +} + +ImVec2 ImGui::GetFontTexUvWhitePixel() +{ + return GImGui->DrawListSharedData.TexUvWhitePixel; +} + +void ImGui::SetWindowFontScale(float scale) +{ + IM_ASSERT(scale > 0.0f); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->FontWindowScale = scale; + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize; +} + +void ImGui::PushFocusScope(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiFocusScopeData data; + data.ID = id; + data.WindowID = g.CurrentWindow->ID; + g.FocusScopeStack.push_back(data); + g.CurrentFocusScopeId = id; +} + +void ImGui::PopFocusScope() +{ + ImGuiContext& g = *GImGui; + if (g.FocusScopeStack.Size <= g.StackSizesInBeginForCurrentWindow->SizeOfFocusScopeStack) + { + IM_ASSERT_USER_ERROR(0, "Calling PopFocusScope() too many times!"); + return; + } + g.FocusScopeStack.pop_back(); + g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0; +} + +void ImGui::SetNavFocusScope(ImGuiID focus_scope_id) +{ + ImGuiContext& g = *GImGui; + g.NavFocusScopeId = focus_scope_id; + g.NavFocusRoute.resize(0); // Invalidate + if (focus_scope_id == 0) + return; + IM_ASSERT(g.NavWindow != NULL); + + // Store current path (in reverse order) + if (focus_scope_id == g.CurrentFocusScopeId) + { + // Top of focus stack contains local focus scopes inside current window + for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--) + g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]); + } + else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId) + g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID }); + else + return; + + // Then follow on manually set ParentWindowForFocusRoute field (#6798) + for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute) + g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID }); + IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3 +} + +// Focus = move navigation cursor, set scrolling, set focus window. +void ImGui::FocusItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name); + if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this? + { + IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n"); + return; + } + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible | ImGuiNavMoveFlags_NoSelect; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + SetNavWindow(window); + NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags); + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); +} + +void ImGui::ActivateItemByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; + g.NavNextActivateFlags = ImGuiActivateFlags_None; +} + +// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system! +// But ActivateItem() should function without altering scroll/focus? +void ImGui::SetKeyboardFocusHere(int offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(offset >= -1); // -1 is allowed but not below + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name); + + // It makes sense in the vast majority of cases to never interrupt a drag and drop. + // When we refactor this function into ActivateItem() we may want to make this an option. + // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but + // is also automatically dropped in the event g.ActiveId is stolen. + if (g.DragDropActive || g.MovingWindow != NULL) + { + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n"); + return; + } + + SetNavWindow(window); + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + if (offset == -1) + { + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); + } + else + { + g.NavTabbingDir = 1; + g.NavTabbingCounter = offset + 1; + } +} + +void ImGui::SetItemDefaultFocus() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!window->Appearing) + return; + if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent) + return; + + g.NavInitRequest = false; + NavApplyItemToResult(&g.NavInitResult); + NavUpdateAnyRequestFlag(); + + // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll) + if (!window->ClipRect.Contains(g.LastItemData.Rect)) + ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None); +} + +void ImGui::SetStateStorage(ImGuiStorage* tree) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->DC.StateStorage = tree ? tree : &window->StateStorage; +} + +ImGuiStorage* ImGui::GetStateStorage() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->DC.StateStorage; +} + +bool ImGui::IsRectVisible(const ImVec2& size) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); +} + +bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); +} + +//----------------------------------------------------------------------------- +// [SECTION] ID STACK +//----------------------------------------------------------------------------- + +// This is one of the very rare legacy case where we use ImGuiWindow methods, +// it should ideally be flattened at some point but it's been used a lots by widgets. +IM_MSVC_RUNTIME_CHECKS_OFF +ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +// This is only used in rare/specific situations to manufacture an ID out of nowhere. +// FIXME: Consider instead storing last non-zero ID + count of successive zero-ID, and combine those? +ImGuiID ImGuiWindow::GetIDFromPos(const ImVec2& p_abs) +{ + ImGuiID seed = IDStack.back(); + ImVec2 p_rel = ImGui::WindowPosAbsToRel(this, p_abs); + ImGuiID id = ImHashData(&p_rel, sizeof(p_rel), seed); + return id; +} + +// " +ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) +{ + ImGuiID seed = IDStack.back(); + ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + return id; +} + +void ImGui::PushID(const char* str_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id_begin, str_id_end); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const void* ptr_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(ptr_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(int int_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(int_id); + window->IDStack.push_back(id); +} + +// Push a given id value ignoring the ID stack as a seed. +void ImGui::PushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); +#endif + window->IDStack.push_back(id); +} + +// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call +// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level. +// for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more) +ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) +{ + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed) +{ + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +void ImGui::PopID() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (window->IDStack.Size <= 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PopID() too many times!"); + return; + } + window->IDStack.pop_back(); +} + +ImGuiID ImGui::GetID(const char* str_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id); +} + +ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id_begin, str_id_end); +} + +ImGuiID ImGui::GetID(const void* ptr_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(ptr_id); +} + +ImGuiID ImGui::GetID(int int_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(int_id); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] INPUTS +//----------------------------------------------------------------------------- +// - GetModForLRModKey() [Internal] +// - FixupKeyChord() [Internal] +// - GetKeyData() [Internal] +// - GetKeyIndex() [Internal] +// - GetKeyName() +// - GetKeyChordName() [Internal] +// - CalcTypematicRepeatAmount() [Internal] +// - GetTypematicRepeatRate() [Internal] +// - GetKeyPressedAmount() [Internal] +// - GetKeyMagnitude2d() [Internal] +//----------------------------------------------------------------------------- +// - UpdateKeyRoutingTable() [Internal] +// - GetRoutingIdFromOwnerId() [Internal] +// - GetShortcutRoutingData() [Internal] +// - CalcRoutingScore() [Internal] +// - SetShortcutRouting() [Internal] +// - TestShortcutRouting() [Internal] +//----------------------------------------------------------------------------- +// - IsKeyDown() +// - IsKeyPressed() +// - IsKeyReleased() +//----------------------------------------------------------------------------- +// - IsMouseDown() +// - IsMouseClicked() +// - IsMouseReleased() +// - IsMouseDoubleClicked() +// - GetMouseClickedCount() +// - IsMouseHoveringRect() [Internal] +// - IsMouseDragPastThreshold() [Internal] +// - IsMouseDragging() +// - GetMousePos() +// - SetMousePos() [Internal] +// - GetMousePosOnOpeningCurrentPopup() +// - IsMousePosValid() +// - IsAnyMouseDown() +// - GetMouseDragDelta() +// - ResetMouseDragDelta() +// - GetMouseCursor() +// - SetMouseCursor() +//----------------------------------------------------------------------------- +// - UpdateAliasKey() +// - GetMergedModsFromKeys() +// - UpdateKeyboardInputs() +// - UpdateMouseInputs() +//----------------------------------------------------------------------------- +// - LockWheelingWindow [Internal] +// - FindBestWheelingWindow [Internal] +// - UpdateMouseWheel() [Internal] +//----------------------------------------------------------------------------- +// - SetNextFrameWantCaptureKeyboard() +// - SetNextFrameWantCaptureMouse() +//----------------------------------------------------------------------------- +// - GetInputSourceName() [Internal] +// - DebugPrintInputEvent() [Internal] +// - UpdateInputEvents() [Internal] +//----------------------------------------------------------------------------- +// - GetKeyOwner() [Internal] +// - TestKeyOwner() [Internal] +// - SetKeyOwner() [Internal] +// - SetItemKeyOwner() [Internal] +// - Shortcut() [Internal] +//----------------------------------------------------------------------------- + +static ImGuiKeyChord GetModForLRModKey(ImGuiKey key) +{ + if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl) + return ImGuiMod_Ctrl; + if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift) + return ImGuiMod_Shift; + if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt) + return ImGuiMod_Alt; + if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper) + return ImGuiMod_Super; + return ImGuiMod_None; +} + +ImGuiKeyChord ImGui::FixupKeyChord(ImGuiKeyChord key_chord) +{ + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord |= GetModForLRModKey(key); + return key_chord; +} + +ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key) +{ + ImGuiContext& g = *ctx; + + // Special storage location for mods + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + + IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); + return &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; +} + +// Those names a provided for debugging purpose and are not meant to be saved persistently not compared. +static const char* const GKeyNames[] = +{ + "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", + "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", + "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", + "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", + "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", + "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", + "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24", + "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", + "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", + "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", + "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", + "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "AppBack", "AppForward", + "GamepadStart", "GamepadBack", + "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", + "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", + "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", + "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown", + "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown", + "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY", + "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names. +}; +IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); + +const char* ImGui::GetKeyName(ImGuiKey key) +{ + if (key == ImGuiKey_None) + return "None"; + IM_ASSERT(IsNamedKeyOrMod(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + if (!IsNamedKey(key)) + return "Unknown"; + + return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; +} + +// Return untranslated names: on macOS, Cmd key will show as Ctrl, Ctrl key will show as super. +// Lifetime of return value: valid until next call to same function. +const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) +{ + ImGuiContext& g = *GImGui; + + const ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord &= ~GetModForLRModKey(key); // Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift" + ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s", + (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "", + (key_chord & ImGuiMod_Shift) ? "Shift+" : "", + (key_chord & ImGuiMod_Alt) ? "Alt+" : "", + (key_chord & ImGuiMod_Super) ? "Super+" : "", + (key != ImGuiKey_None || key_chord == ImGuiKey_None) ? GetKeyName(key) : ""); + size_t len; + if (key == ImGuiKey_None && key_chord != 0) + if ((len = strlen(g.TempKeychordName)) != 0) // Remove trailing '+' + g.TempKeychordName[len - 1] = 0; + return g.TempKeychordName; +} + +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N +int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) +{ + if (t1 == 0.0f) + return 1; + if (t0 >= t1) + return 0; + if (repeat_rate <= 0.0f) + return (t0 < repeat_delay) && (t1 >= repeat_delay); + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; +} + +void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate) +{ + ImGuiContext& g = *GImGui; + switch (flags & ImGuiInputFlags_RepeatRateMask_) + { + case ImGuiInputFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return; + case ImGuiInputFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return; + case ImGuiInputFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return; + } +} + +// Return value representing the number of presses in the last time period, for the given repeat rate +// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate) +int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return 0; + const float t = key_data->DownDuration; + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); +} + +// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values). +ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down) +{ + return ImVec2( + GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue, + GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue); +} + +// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data. +// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D +// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6 +// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation. +static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) +{ + ImGuiContext& g = *GImGui; + rt->EntriesNext.resize(0); + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + const int new_routing_start_idx = rt->EntriesNext.Size; + ImGuiKeyRoutingData* routing_entry; + for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex) + { + routing_entry = &rt->Entries[old_routing_idx]; + routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore; + routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry + routing_entry->RoutingNext = ImGuiKeyOwner_NoOwner; + routing_entry->RoutingNextScore = 255; + if (routing_entry->RoutingCurr == ImGuiKeyOwner_NoOwner) + continue; + rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer + + // Apply routing to owner if there's no owner already (RoutingCurr == None at this point) + // This is the result of previous frame's SetShortcutRouting() call. + if (routing_entry->Mods == g.IO.KeyMods) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) + { + owner_data->OwnerCurr = routing_entry->RoutingCurr; + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr); + } + } + } + + // Rewrite linked-list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1); + for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++) + rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1); + } + rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes +} + +// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope(). +static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + return (owner_id != ImGuiKeyOwner_NoOwner && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId; +} + +ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + // Majority of shortcuts will be Key + any number of Mods + // We accept _Single_ mod with ImGuiKey_None. + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal + // - Shortcut(ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal + ImGuiContext& g = *GImGui; + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + ImGuiKeyRoutingData* routing_data; + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + IM_ASSERT(IsNamedKey(key)); + + // Get (in the majority of case, the linked list will have one element so this should be 2 reads. + // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame). + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex) + { + routing_data = &rt->Entries[idx]; + if (routing_data->Mods == mods) + return routing_data; + } + + // Add to linked-list + ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size; + rt->Entries.push_back(ImGuiKeyRoutingData()); + routing_data = &rt->Entries[routing_data_idx]; + routing_data->Mods = (ImU16)mods; + routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx; + return routing_data; +} + +// Current score encoding (lower is highest priority): +// - 0: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive +// - 1: ImGuiInputFlags_ActiveItem or ImGuiInputFlags_RouteFocused (if item active) +// - 2: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused +// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack) +// - 254: ImGuiInputFlags_RouteGlobal +// - 255: never route +// 'flags' should include an explicit routing policy +static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiInputFlags_RouteFocused) + { + // ActiveID gets top priority + // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + + // Score based on distance to focused window (lower is better) + // Assuming both windows are submitting a routing request, + // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match) + // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best) + // Assuming only WindowA is submitting a routing request, + // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. + // This essentially follow the window->ParentWindowForFocusRoute chain. + if (focus_scope_id == 0) + return 255; + for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++) + if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id) + return 3 + index_in_focus_path; + return 255; + } + else if (flags & ImGuiInputFlags_RouteActive) + { + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + return 255; + } + else if (flags & ImGuiInputFlags_RouteGlobal) + { + if (flags & ImGuiInputFlags_RouteOverActive) + return 0; + if (flags & ImGuiInputFlags_RouteOverFocused) + return 2; + return 254; + } + IM_ASSERT(0); + return 0; +} + +// - We need this to filter some Shortcut() routes when an item e.g. an InputText() is active +// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be. +// - This is also used by UpdateInputEvents() to avoid trickling in the most common case of e.g. pressing ImGuiKey_G also emitting a G character. +static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord) +{ + // Mimic 'ignore_char_inputs' logic in InputText() + ImGuiContext& g = *GImGui; + + // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out. + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Ctrl)); + if (ignore_char_inputs) + return false; + + // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + return false; + return g.KeysMayBeCharInput.TestBit(key); +} + +// Request a desired route for an input chord (key + mods). +// Return true if the route is available this frame. +// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state. +// (Conceptually this does a "Submit for next frame" + "Test for current frame". +// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.) +bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() + else + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used + IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner); + if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused)) + IM_ASSERT(flags & ImGuiInputFlags_RouteGlobal); + + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + key_chord = FixupKeyChord(key_chord); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInShortcutRouting == key_chord) + IM_DEBUG_BREAK(); + + if (flags & ImGuiInputFlags_RouteUnlessBgFocused) + if (g.NavWindow == NULL) + return false; + + // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this? + if (flags & ImGuiInputFlags_RouteAlways) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> always, no register\n", GetKeyChordName(key_chord), flags, owner_id); + return true; + } + + // Specific culling when there's an active item. + if (g.ActiveId != 0 && g.ActiveId != owner_id) + { + if (flags & ImGuiInputFlags_RouteActive) + return false; + + // Cull shortcuts with no modifiers when it could generate a character. + // e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active. + // but Shortcut(Ctrl+G) should generally trigger when InputText() is active. + // TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active. + // (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined) + if (g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord)) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> filtered as potential char input\n", GetKeyChordName(key_chord), flags, owner_id); + return false; + } + + // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId + if ((flags & ImGuiInputFlags_RouteOverActive) == 0 && g.ActiveIdUsingAllKeyboardKeys) + { + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey((ImGuiKey)(key_chord & ImGuiMod_Mask_)); + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + } + } + + // Where do we evaluate route for? + ImGuiID focus_scope_id = g.CurrentFocusScopeId; + if (flags & ImGuiInputFlags_RouteFromRootWindow) + focus_scope_id = g.CurrentWindow->RootWindow->ID; // See PushFocusScope() call in Begin() + + const int score = CalcRoutingScore(focus_scope_id, owner_id, flags); + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d\n", GetKeyChordName(key_chord), flags, owner_id, score); + if (score == 255) + return false; + + // Submit routing for NEXT frame (assuming score is sufficient) + // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); + //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); + if (score < routing_data->RoutingNextScore) + { + routing_data->RoutingNext = owner_id; + routing_data->RoutingNextScore = (ImU8)score; + } + + // Return routing state for CURRENT frame + if (routing_data->RoutingCurr == owner_id) + IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n"); + return routing_data->RoutingCurr == owner_id; +} + +// Currently unused by core (but used by tests) +// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading. +bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id) +{ + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + key_chord = FixupKeyChord(key_chord); + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry. + return routing_data->RoutingCurr == routing_id; +} + +// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. +// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) +bool ImGui::IsKeyDown(ImGuiKey key) +{ + return IsKeyDown(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) +{ + return IsKeyPressed(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. +bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = key_data->DownDuration; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! + if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat + flags |= ImGuiInputFlags_Repeat; + + bool pressed = (t == 0.0f); + if (!pressed && (flags & ImGuiInputFlags_Repeat) != 0) + { + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate); + pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0; + if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_)) + { + // Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value. + // Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code. + ImGuiContext& g = *GImGui; + double key_pressed_time = g.Time - t + 0.00001f; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time)) + pressed = false; + } + } + if (!pressed) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyReleased(ImGuiKey key) +{ + return IsKeyReleased(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (key_data->DownDurationPrev < 0.0f || key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) +{ + return IsMouseClicked(button, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = g.IO.MouseDownDuration[button]; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsMouseClicked) == 0); // Passing flags not supported by this function! // FIXME: Could support RepeatRate and RepeatUntil flags here. + + const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0; + const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0); + if (!pressed) + return false; + + if (!TestKeyOwner(MouseButtonToKey(button), owner_id)) + return false; + + return true; +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any) +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id) +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id); +} + +int ImGui::GetMouseClickedCount(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button]; +} + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Hit testing, expanded for touch input + if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding)) + return false; + if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) + return false; + return true; +} + +// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + return IsMouseDragPastThreshold(button, lock_threshold); +} + +ImVec2 ImGui::GetMousePos() +{ + ImGuiContext& g = *GImGui; + return g.IO.MousePos; +} + +// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well. +// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend. +void ImGui::TeleportMousePos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + g.IO.MousePos = g.IO.MousePosPrev = pos; + g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + g.IO.WantSetMousePos = true; + //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); +} + +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +// Get desired mouse cursor shape. +// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(), +// updated during the frame, and locked in EndFrame()/Render(). +// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + ImGuiContext& g = *GImGui; + return g.MouseCursor; +} + +// We intentionally accept values of ImGuiMouseCursor that are outside our bounds, in case users needs to hack-in a custom cursor value. +// Custom cursors may be handled by custom backends. If you are using a standard backend and want to hack in a custom cursor, you may +// handle it before the backend _NewFrame() call and temporarily set ImGuiConfigFlags_NoMouseCursorChange during the backend _NewFrame() call. +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + ImGuiContext& g = *GImGui; + g.MouseCursor = cursor_type; +} + +static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value) +{ + IM_ASSERT(ImGui::IsAliasKey(key)); + ImGuiKeyData* key_data = ImGui::GetKeyData(key); + key_data->Down = v; + key_data->AnalogValue = analog_value; +} + +// [Internal] Do not use directly +static ImGuiKeyChord GetMergedModsFromKeys() +{ + ImGuiKeyChord mods = 0; + if (ImGui::IsKeyDown(ImGuiMod_Ctrl)) { mods |= ImGuiMod_Ctrl; } + if (ImGui::IsKeyDown(ImGuiMod_Shift)) { mods |= ImGuiMod_Shift; } + if (ImGui::IsKeyDown(ImGuiMod_Alt)) { mods |= ImGuiMod_Alt; } + if (ImGui::IsKeyDown(ImGuiMod_Super)) { mods |= ImGuiMod_Super; } + return mods; +} + +static void ImGui::UpdateKeyboardInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + io.ClearInputKeys(); + + // Update aliases + for (int n = 0; n < ImGuiMouseButton_COUNT; n++) + UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f); + UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH); + UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel); + + // Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values. + // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing. + const ImGuiKeyChord prev_key_mods = io.KeyMods; + io.KeyMods = GetMergedModsFromKeys(); + io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0; + io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0; + io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0; + io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0; + if (prev_key_mods != io.KeyMods) + g.LastKeyModsChangeTime = g.Time; + if (prev_key_mods != io.KeyMods && prev_key_mods == 0) + g.LastKeyModsChangeFromNoneTime = g.Time; + + // Clear gamepad data if disabled + if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) + for (int key = ImGuiKey_Gamepad_BEGIN; key < ImGuiKey_Gamepad_END; key++) + { + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].Down = false; + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].AnalogValue = 0.0f; + } + + // Update keys + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->DownDurationPrev = key_data->DownDuration; + key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f; + if (key_data->DownDuration == 0.0f) + { + if (IsKeyboardKey((ImGuiKey)key)) + g.LastKeyboardKeyPressTime = g.Time; + else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper) + g.LastKeyboardKeyPressTime = g.Time; + } + } + + // Update keys/input owner (named keys only): one entry per key + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; + owner_data->OwnerCurr = owner_data->OwnerNext; + if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp. + owner_data->OwnerNext = ImGuiKeyOwner_NoOwner; + owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore + } + + // Update key routing (for e.g. shortcuts) + UpdateKeyRoutingTable(&g.KeysRoutingTable); +} + +static void ImGui::UpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Mouse Wheel swapping flag + // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead + // - We avoid doing it on OSX as it the OS input layer handles this already. + // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature. + // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source. + io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors; + + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&io.MousePos)) + io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos); + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) + io.MouseDelta = io.MousePos - io.MousePosPrev; + else + io.MouseDelta = ImVec2(0.0f, 0.0f); + + // Update stationary timer. + // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates. + const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework. + const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold); + g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f; + //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer); + + // If mouse moved we re-enable mouse hovering in case it was disabled by keyboard/gamepad. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. + if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) + g.NavHighlightItemUnderNav = false; + + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; + io.MouseClickedCount[i] = 0; // Will be filled below + io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; + io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; + io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; + if (io.MouseClicked[i]) + { + bool is_repeated_click = false; + if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime) + { + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist) + is_repeated_click = true; + } + if (is_repeated_click) + io.MouseClickedLastCount[i]++; + else + io.MouseClickedLastCount[i] = 1; + io.MouseClickedTime[i] = g.Time; + io.MouseClickedPos[i] = io.MousePos; + io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = 0.0f; + } + else if (io.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); + io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); + io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); + } + + // We provide io.MouseDoubleClicked[] as a legacy service + io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); + + // Clicking any mouse button reactivate mouse hovering which may have been deactivated by keyboard/gamepad navigation + if (io.MouseClicked[i]) + g.NavHighlightItemUnderNav = false; + } +} + +static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount) +{ + ImGuiContext& g = *GImGui; + if (window) + g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER); + else + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindow == window) + return; + IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL"); + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + if (window == NULL) + { + g.WheelingWindowStartFrame = -1; + g.WheelingAxisAvg = ImVec2(0.0f, 0.0f); + } +} + +static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel) +{ + // For each axis, find window in the hierarchy that may want to use scrolling + ImGuiContext& g = *GImGui; + ImGuiWindow* windows[2] = { NULL, NULL }; + for (int axis = 0; axis < 2; axis++) + if (wheel[axis] != 0.0f) + for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow) + { + // Bubble up into parent window if: + // - a child window doesn't allow any scrolling. + // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag. + //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP) + const bool has_scrolling = (window->ScrollMax[axis] != 0.0f); + const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs); + //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]); + if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits) + break; // select this window + } + if (windows[0] == NULL && windows[1] == NULL) + return NULL; + + // If there's only one window or only one axis then there's no ambiguity + if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL) + return windows[1] ? windows[1] : windows[0]; + + // If candidate are different windows we need to decide which one to prioritize + // - First frame: only find a winner if one axis is zero. + // - Subsequent frames: only find a winner when one is more than the other. + if (g.WheelingWindowStartFrame == -1) + g.WheelingWindowStartFrame = g.FrameCount; + if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y)) + { + g.WheelingWindowWheelRemainder = wheel; + return NULL; + } + return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1]; +} + +// Called by NewFrame() +void ImGui::UpdateMouseWheel() +{ + // Reset the locked window if we move the mouse or after the timer elapses. + // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795) + ImGuiContext& g = *GImGui; + if (g.WheelingWindow != NULL) + { + g.WheelingWindowReleaseTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindowReleaseTimer <= 0.0f) + LockWheelingWindow(NULL, 0.0f); + } + + ImVec2 wheel; + wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheelH : 0.0f; + wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheel : 0.0f; + + //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y); + ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!mouse_window || mouse_window->Collapsed) + return; + + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + LockWheelingWindow(mouse_window, wheel.y); + ImGuiWindow* window = mouse_window; + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (window == window->RootWindow) + { + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + } + return; + } + if (g.IO.KeyCtrl) + return; + + // Mouse wheel scrolling + // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs() + if (g.IO.MouseWheelRequestAxisSwap) + wheel = ImVec2(wheel.y, 0.0f); + + // Maintain a rough average of moving magnitude on both axises + // FIXME: should by based on wall clock time rather than frame-counter + g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30); + g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30); + + // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now. + wheel += g.WheelingWindowWheelRemainder; + g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f); + if (wheel.x == 0.0f && wheel.y == 0.0f) + return; + + // Mouse wheel scrolling: find target and apply + // - don't renew lock if axis doesn't apply on the window. + // - select a main axis when both axises are being moved. + if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel))) + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f }; + if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y]) + do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false; + if (do_scroll[ImGuiAxis_X]) + { + LockWheelingWindow(window, wheel.x); + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step)); + SetScrollX(window, window->Scroll.x - wheel.x * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + if (do_scroll[ImGuiAxis_Y]) + { + LockWheelingWindow(window, wheel.y); + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step)); + SetScrollY(window, window->Scroll.y - wheel.y * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + } +} + +void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0; +} + +void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0; +} + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static const char* GetInputSourceName(ImGuiInputSource source) +{ + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad" }; + IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); + return input_source_names[source]; +} +static const char* GetMouseSourceName(ImGuiMouseSource source) +{ + const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT); + return mouse_source_names[source]; +} +static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) +{ + ImGuiContext& g = *GImGui; + if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; } + if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; } + if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } + if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } +} +#endif + +// Process input queue +// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'. +// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) +// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87) +void ImGui::UpdateInputEvents(bool trickle_fast_inputs) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Only trickle chars<>key when working with InputText() + // FIXME: InputText() could parse event trail? + // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) + const bool trickle_interleaved_nonchar_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); + + bool mouse_moved = false, mouse_wheeled = false, key_changed = false, key_changed_nonchar = false, text_inputted = false; + int mouse_button_changed = 0x00; + ImBitArray key_changed_mask; + + int event_n = 0; + for (; event_n < g.InputEventsQueue.Size; event_n++) + { + ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; + if (e->Type == ImGuiInputEventType_MousePos) + { + if (g.IO.WantSetMousePos) + continue; + // Trickling Rule: Stop processing queued events if we already handled a mouse button change + ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) + break; + io.MousePos = event_pos; + io.MouseSource = e->MousePos.MouseSource; + mouse_moved = true; + } + else if (e->Type == ImGuiInputEventType_MouseButton) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + const ImGuiMouseButton button = e->MouseButton.Button; + IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); + if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) + break; + if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover. + break; + io.MouseDown[button] = e->MouseButton.Down; + io.MouseSource = e->MouseButton.MouseSource; + mouse_button_changed |= (1 << button); + } + else if (e->Type == ImGuiInputEventType_MouseWheel) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the event + if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) + break; + io.MouseWheelH += e->MouseWheel.WheelX; + io.MouseWheel += e->MouseWheel.WheelY; + io.MouseSource = e->MouseWheel.MouseSource; + mouse_wheeled = true; + } + else if (e->Type == ImGuiInputEventType_MouseViewport) + { + io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID; + } + else if (e->Type == ImGuiInputEventType_Key) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; + ImGuiKey key = e->Key.Key; + IM_ASSERT(key != ImGuiKey_None); + ImGuiKeyData* key_data = GetKeyData(key); + const int key_data_index = (int)(key_data - g.IO.KeysData); + if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || mouse_button_changed != 0)) + break; + + const bool key_is_potentially_for_char_input = IsKeyChordPotentiallyCharInput(GetMergedModsFromKeys() | key); + if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input)) + break; + + key_data->Down = e->Key.Down; + key_data->AnalogValue = e->Key.AnalogValue; + key_changed = true; + key_changed_mask.SetBit(key_data_index); + if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input) + key_changed_nonchar = true; + } + else if (e->Type == ImGuiInputEventType_Text) + { + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; + // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + break; + if (trickle_interleaved_nonchar_keys_and_text && key_changed_nonchar) + break; + unsigned int c = e->Text.Char; + io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + if (trickle_interleaved_nonchar_keys_and_text) + text_inputted = true; + } + else if (e->Type == ImGuiInputEventType_Focus) + { + // We intentionally overwrite this and process in NewFrame(), in order to give a chance + // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. + const bool focus_lost = !e->AppFocused.Focused; + io.AppFocusLost = focus_lost; + } + else + { + IM_ASSERT(0 && "Unknown event!"); + } + } + + // Record trail (for domain-specific applications wanting to access a precise trail) + //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n); + for (int n = 0; n < event_n; n++) + g.InputEventsTrail.push_back(g.InputEventsQueue[n]); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)) + for (int n = 0; n < g.InputEventsQueue.Size; n++) + DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]); +#endif + + // Remaining events will be processed on the next frame + if (event_n == g.InputEventsQueue.Size) + g.InputEventsQueue.resize(0); + else + g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n); + + // Clear buttons state when focus is lost + // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle. + // - we clear in EndFrame() and not now in order allow application/user code polling this flag + // (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event). + if (g.IO.AppFocusLost) + { + g.IO.ClearInputKeys(); + g.IO.ClearInputMouse(); + } +} + +ImGuiID ImGui::GetKeyOwner(ImGuiKey key) +{ + if (!IsNamedKeyOrMod(key)) + return ImGuiKeyOwner_NoOwner; + + ImGuiContext& g = *GImGui; + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + ImGuiID owner_id = owner_data->OwnerCurr; + + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return ImGuiKeyOwner_NoOwner; + + return owner_id; +} + +// TestKeyOwner(..., ID) : (owner == None || owner == ID) +// TestKeyOwner(..., None) : (owner == None) +// TestKeyOwner(..., Any) : no owner test +// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags. +bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) +{ + if (!IsNamedKeyOrMod(key)) + return true; + + ImGuiContext& g = *GImGui; + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_id == ImGuiKeyOwner_Any) + return (owner_data->LockThisFrame == false); + + // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId + // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things. + // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions. + if (owner_data->OwnerCurr != owner_id) + { + if (owner_data->LockThisFrame) + return false; + if (owner_data->OwnerCurr != ImGuiKeyOwner_NoOwner) + return false; + } + + return true; +} + +// _LockXXX flags are useful to lock keys away from code which is not input-owner aware. +// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone. +// - SetKeyOwner(..., None) : clears owner +// - SetKeyOwner(..., Any, !Lock) : illegal (assert) +// - SetKeyOwner(..., Any or None, Lock) : set lock +void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(IsNamedKeyOrMod(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it) + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function! + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X, flags=%08X)\n", GetKeyName(key), owner_id, flags); + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + owner_data->OwnerCurr = owner_data->OwnerNext = owner_id; + + // We cannot lock by default as it would likely break lots of legacy code. + // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test) + owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0; + owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease); +} + +// Rarely used helper +void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + if (key_chord & ImGuiMod_Ctrl) { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); } + if (key_chord & ImGuiMod_Shift) { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); } + if (key_chord & ImGuiMod_Alt) { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); } + if (key_chord & ImGuiMod_Super) { SetKeyOwner(ImGuiMod_Super, owner_id, flags); } + if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); } +} + +// This is more or less equivalent to: +// if (IsItemHovered() || IsItemActive()) +// SetKeyOwner(key, GetItemID()); +// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times. +// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition. +// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority. +void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (id == 0 || (g.HoveredId != id && g.ActiveId != id)) + return; + if ((flags & ImGuiInputFlags_CondMask_) == 0) + flags |= ImGuiInputFlags_CondDefault_; + if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive))) + { + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function! + SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_); + } +} + +void ImGui::SetItemKeyOwner(ImGuiKey key) +{ + SetItemKeyOwner(key, ImGuiInputFlags_None); +} + +// This is the only public API until we expose owner_id versions of the API as replacements. +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord) +{ + return IsKeyChordPressed(key_chord, ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +// This is equivalent to comparing KeyMods + doing a IsKeyPressed() +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + key_chord = FixupKeyChord(key_chord); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (g.IO.KeyMods != mods) + return false; + + // Special storage location for mods + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + if (!IsKeyPressed(key, (flags & ImGuiInputFlags_RepeatMask_), owner_id)) + return false; + return true; +} + +void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasShortcut; + g.NextItemData.Shortcut = key_chord; + g.NextItemData.ShortcutFlags = flags; +} + +// Called from within ItemAdd: at this point we can read from NextItemData and write to LastItemData +void ImGui::ItemHandleShortcut(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputFlags flags = g.NextItemData.ShortcutFlags; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetNextItemShortcut) == 0); // Passing flags not supported by SetNextItemShortcut()! + + if (g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) + return; + if (flags & ImGuiInputFlags_Tooltip) + { + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasShortcut; + g.LastItemData.Shortcut = g.NextItemData.Shortcut; + } + if (!Shortcut(g.NextItemData.Shortcut, flags & ImGuiInputFlags_SupportedByShortcut, id) || g.NavActivateId != 0) + return; + + // FIXME: Generalize Activation queue? + g.NavActivateId = id; // Will effectively disable clipping. + g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut; + //if (g.ActiveId == 0 || g.ActiveId == id) + g.NavActivateDownId = g.NavActivatePressedId = id; + NavHighlightActivated(id); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + return Shortcut(key_chord, flags, ImGuiKeyOwner_Any); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("Shortcut(%s, flags=%X, owner_id=0x%08X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), flags, owner_id); + + // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteFocused; + + // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) + // Effectively makes Shortcut() always input-owner aware. + if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_NoOwner) + owner_id = GetRoutingIdFromOwnerId(owner_id); + + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + return false; + + // Submit route + if (!SetShortcutRouting(key_chord, flags, owner_id)) + return false; + + // Default repeat behavior for Shortcut() + // So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut. + if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0) + flags |= ImGuiInputFlags_RepeatUntilKeyModsChange; + + if (!IsKeyChordPressed(key_chord, flags, owner_id)) + return false; + + // Claim mods during the press + SetKeyOwnersForKeyChord(key_chord & ImGuiMod_Mask_, owner_id); + + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! + return true; +} + +//----------------------------------------------------------------------------- +// [SECTION] ERROR CHECKING, STATE RECOVERY +//----------------------------------------------------------------------------- +// - DebugCheckVersionAndDataLayout() (called via IMGUI_CHECKVERSION() macros) +// - ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +// - ErrorCheckNewFrameSanityChecks() +// - ErrorCheckEndFrameSanityChecks() +// - ErrorRecoveryStoreState() +// - ErrorRecoveryTryToRecoverState() +// - ErrorRecoveryTryToRecoverWindowState() +// - ErrorLog() +//----------------------------------------------------------------------------- + +// Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. +// Called by IMGUI_CHECKVERSION(). +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If this triggers you have mismatched headers and compiled code versions. +// - It could be because of a build issue (using new headers with old compiled code) +// - It could be because of mismatched configuration #define, compilation settings, packing pragma etc. +// THE CONFIGURATION SETTINGS MENTIONED IN imconfig.h MUST BE SET FOR ALL COMPILATION UNITS INVOLVED WITH DEAR IMGUI. +// Which is why it is required you put them in your imconfig file (and NOT only before including imgui.h). +// Otherwise it is possible that different compilation units would see different structure layout. +// If you don't want to modify imconfig.h you can use the IMGUI_USER_CONFIG define to change filename. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) +{ + bool error = false; + if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + return !error; +} + +// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell) +// This is causing issues and ambiguity and we need to retire that. +// See https://github.com/ocornut/imgui/issues/5548 for more details. +// [Scenario 1] +// Previously this would make the window content size ~200x200: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK +// Instead, please submit an item: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK +// Alternative: +// Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK +// [Scenario 2] +// For reference this is one of the issue what we aim to fix with this change: +// BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() +// The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller! +// While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue. +void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->DC.IsSetPos); + window->DC.IsSetPos = false; +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y) + return; + if (window->SkipItems) + return; + IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent."); +#else + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +#endif +} + +static void ImGui::ErrorCheckNewFrameSanityChecks() +{ + ImGuiContext& g = *GImGui; + + // Check user IM_ASSERT macro + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined! + // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. + // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) + // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong! + // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct! + if (true) IM_ASSERT(1); else IM_ASSERT(0); + + // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644) + // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it. +#ifdef __EMSCRIPTEN__ + if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0) + g.IO.DeltaTime = 0.00001f; +#endif + + // Check user data + // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) + IM_ASSERT(g.Initialized); + IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); + IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); + IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right); + + // Error handling: we do not accept 100% silent recovery! Please contact me if you feel this is getting in your way. + if (g.IO.ConfigErrorRecovery) + IM_ASSERT(g.IO.ConfigErrorRecoveryEnableAssert || g.IO.ConfigErrorRecoveryEnableDebugLog || g.IO.ConfigErrorRecoveryEnableTooltip || g.ErrorCallback != NULL); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Remap legacy names + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) + { + g.IO.ConfigNavMoveSetMousePos = true; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavEnableSetMousePos; + } + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) + { + g.IO.ConfigNavCaptureKeyboard = false; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavNoCaptureKeyboard; + } + + // Remap legacy clipboard handlers (OBSOLETED in 1.91.1, August 2024) + if (g.IO.GetClipboardTextFn != NULL && (g.PlatformIO.Platform_GetClipboardTextFn == NULL || g.PlatformIO.Platform_GetClipboardTextFn == Platform_GetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_GetClipboardTextFn = [](ImGuiContext* ctx) { return ctx->IO.GetClipboardTextFn(ctx->IO.ClipboardUserData); }; + if (g.IO.SetClipboardTextFn != NULL && (g.PlatformIO.Platform_SetClipboardTextFn == NULL || g.PlatformIO.Platform_SetClipboardTextFn == Platform_SetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_SetClipboardTextFn = [](ImGuiContext* ctx, const char* text) { return ctx->IO.SetClipboardTextFn(ctx->IO.ClipboardUserData, text); }; +#endif + + // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) + IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) + IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + + // Perform simple checks: multi-viewport and platform windows support + if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) + { + IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); + IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?"); + IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); + if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!"); + } + else + { + // Disable feature, our backends do not support it + g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable; + } + + // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs + for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors) + { + IM_UNUSED(mon); + IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly."); + IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them."); + IM_ASSERT(mon.DpiScale > 0.0f && mon.DpiScale < 99.0f && "Monitor DpiScale is invalid."); // Typical correct values would be between 1.0f and 4.0f + } + } +} + +static void ImGui::ErrorCheckEndFrameSanityChecks() +{ + // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() + // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). + // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will + // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. + // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), + // while still correctly asserting on mid-frame key press events. + ImGuiContext& g = *GImGui; + const ImGuiKeyChord key_mods = GetMergedModsFromKeys(); + IM_UNUSED(g); + IM_UNUSED(key_mods); + IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(key_mods); + + IM_ASSERT(g.CurrentWindowStack.Size == 1); + IM_ASSERT(g.CurrentWindowStack[0].Window->IsFallbackWindow); +} + +// Save current stack sizes. Called e.g. by NewFrame() and by Begin() but may be called for manual recovery. +void ImGui::ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out) +{ + ImGuiContext& g = *GImGui; + state_out->SizeOfWindowStack = (short)g.CurrentWindowStack.Size; + state_out->SizeOfIDStack = (short)g.CurrentWindow->IDStack.Size; + state_out->SizeOfTreeStack = (short)g.CurrentWindow->DC.TreeDepth; // NOT g.TreeNodeStack.Size which is a partial stack! + state_out->SizeOfColorStack = (short)g.ColorStack.Size; + state_out->SizeOfStyleVarStack = (short)g.StyleVarStack.Size; + state_out->SizeOfFontStack = (short)g.FontStack.Size; + state_out->SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; + state_out->SizeOfGroupStack = (short)g.GroupStack.Size; + state_out->SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; + state_out->SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; + state_out->SizeOfDisabledStack = (short)g.DisabledStackSize; +} + +// Chosen name "Try to recover" over e.g. "Restore" to suggest this is not a 100% guaranteed recovery. +// Called by e.g. EndFrame() but may be called for manual recovery. +// Attempt to recover full window stack. +void ImGui::ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in) +{ + // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" + ImGuiContext& g = *GImGui; + while (g.CurrentWindowStack.Size > state_in->SizeOfWindowStack) //-V1044 + { + // Recap: + // - Begin()/BeginChild() return false to indicate the window is collapsed or fully clipped. + // - Always call a matching End() for each Begin() call, regardless of its return value! + // - Begin/End and BeginChild/EndChild logic is KNOWN TO BE INCONSISTENT WITH ALL OTHER BEGIN/END FUNCTIONS. + // - We will fix that in a future major update. + ImGuiWindow* window = g.CurrentWindow; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + { + if (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) + { + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); + EndTable(); + } + else + { + IM_ASSERT_USER_ERROR(0, "Missing EndChild()"); + EndChild(); + } + } + else + { + IM_ASSERT_USER_ERROR(0, "Missing End()"); + End(); + } + } + if (g.CurrentWindowStack.Size == state_in->SizeOfWindowStack) + ErrorRecoveryTryToRecoverWindowState(state_in); +} + +// Called by e.g. End() but may be called for manual recovery. +// Read '// Error Handling [BETA]' block in imgui_internal.h for details. +// Attempt to recover from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. +void ImGui::ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in) +{ + ImGuiContext& g = *GImGui; + + while (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); + EndTable(); + } + + ImGuiWindow* window = g.CurrentWindow; + + // FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. + while (g.CurrentTabBar != NULL && g.CurrentTabBar->Window == window) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndTabBar()"); + EndTabBar(); + } + while (g.CurrentMultiSelect != NULL && g.CurrentMultiSelect->Storage->Window == window) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndMultiSelect()"); + EndMultiSelect(); + } + while (window->DC.TreeDepth > state_in->SizeOfTreeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing TreePop()"); + TreePop(); + } + while (g.GroupStack.Size > state_in->SizeOfGroupStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndGroup()"); + EndGroup(); + } + IM_ASSERT(g.GroupStack.Size == state_in->SizeOfGroupStack); + while (window->IDStack.Size > state_in->SizeOfIDStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopID()"); + PopID(); + } + while (g.DisabledStackSize > state_in->SizeOfDisabledStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndDisabled()"); + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + EndDisabled(); + else + { + EndDisabledOverrideReenable(); + g.CurrentWindowStack.back().DisabledOverrideReenable = false; + } + } + IM_ASSERT(g.DisabledStackSize == state_in->SizeOfDisabledStack); + while (g.ColorStack.Size > state_in->SizeOfColorStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopStyleColor()"); + PopStyleColor(); + } + while (g.ItemFlagsStack.Size > state_in->SizeOfItemFlagsStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopItemFlag()"); + PopItemFlag(); + } + while (g.StyleVarStack.Size > state_in->SizeOfStyleVarStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopStyleVar()"); + PopStyleVar(); + } + while (g.FontStack.Size > state_in->SizeOfFontStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopFont()"); + PopFont(); + } + while (g.FocusScopeStack.Size > state_in->SizeOfFocusScopeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopFocusScope()"); + PopFocusScope(); + } + //IM_ASSERT(g.FocusScopeStack.Size == state_in->SizeOfFocusScopeStack); +} + +bool ImGui::ErrorLog(const char* msg) +{ + ImGuiContext& g = *GImGui; + + // Output to debug log +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiWindow* window = g.CurrentWindow; + + if (g.IO.ConfigErrorRecoveryEnableDebugLog) + { + if (g.ErrorFirst) + IMGUI_DEBUG_LOG_ERROR("[imgui-error] (current settings: Assert=%d, Log=%d, Tooltip=%d)\n", + g.IO.ConfigErrorRecoveryEnableAssert, g.IO.ConfigErrorRecoveryEnableDebugLog, g.IO.ConfigErrorRecoveryEnableTooltip); + IMGUI_DEBUG_LOG_ERROR("[imgui-error] In window '%s': %s\n", window ? window->Name : "NULL", msg); + } + g.ErrorFirst = false; + + // Output to tooltip + if (g.IO.ConfigErrorRecoveryEnableTooltip) + { + if (g.WithinFrameScope && BeginErrorTooltip()) + { + if (g.ErrorCountCurrentFrame < 20) + { + Text("In window '%s': %s", window ? window->Name : "NULL", msg); + if (window && (!window->IsFallbackWindow || window->WasActive)) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 0, 0, 255)); + } + if (g.ErrorCountCurrentFrame == 20) + Text("(and more errors)"); + // EndFrame() will amend debug buttons to this window, after all errors have been submitted. + EndErrorTooltip(); + } + g.ErrorCountCurrentFrame++; + } +#endif + + // Output to callback + if (g.ErrorCallback != NULL) + g.ErrorCallback(&g, g.ErrorCallbackUserData, msg); + + // Return whether we should assert + return g.IO.ConfigErrorRecoveryEnableAssert; +} + +void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip() +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugDrawIdConflicts != 0 && g.IO.KeyCtrl == false) + g.DebugDrawIdConflictsCount = g.HoveredIdPreviousFrameItemCount; + if (g.DebugDrawIdConflicts != 0 && g.DebugItemPickerActive == false && BeginErrorTooltip()) + { + Text("Programmer error: %d visible items with conflicting ID!", g.DebugDrawIdConflictsCount); + BulletText("Code should use PushID()/PopID() in loops, or append \"##xx\" to same-label identifiers!"); + BulletText("Empty label e.g. Button(\"\") == same ID as parent widget/node. Use Button(\"##xx\") instead!"); + //BulletText("Code intending to use duplicate ID may use e.g. PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()"); // Not making this too visible for fear of it being abused. + BulletText("Set io.ConfigDebugHighlightIdConflicts=false to disable this warning in non-programmers builds."); + Separator(); + Text("(Hold CTRL to: use"); + SameLine(); + if (SmallButton("Item Picker")) + DebugStartItemPicker(); + SameLine(); + Text("to break in item call-stack, or"); + SameLine(); + if (SmallButton("Open FAQ->About ID Stack System") && g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage"); + EndErrorTooltip(); + } + + if (g.ErrorCountCurrentFrame > 0 && BeginErrorTooltip()) // Amend at end of frame + { + Separator(); + Text("(Hold CTRL to:"); + SameLine(); + if (SmallButton("Enable Asserts")) + g.IO.ConfigErrorRecoveryEnableAssert = true; + //SameLine(); + //if (SmallButton("Hide Error Tooltips")) + // g.IO.ConfigErrorRecoveryEnableTooltip = false; // Too dangerous + SameLine(0, 0); + Text(")"); + EndErrorTooltip(); + } +#endif +} + +// Pseudo-tooltip. Follow mouse until CTRL is held. When CTRL is held we lock position, allowing to click it. +bool ImGui::BeginErrorTooltip() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName("##Tooltip_Error"); + const bool use_locked_pos = (g.IO.KeyCtrl && window && window->WasActive); + PushStyleColor(ImGuiCol_PopupBg, ImLerp(g.Style.Colors[ImGuiCol_PopupBg], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.15f)); + if (use_locked_pos) + SetNextWindowPos(g.ErrorTooltipLockedPos); + bool is_visible = Begin("##Tooltip_Error", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + PopStyleColor(); + if (is_visible && g.CurrentWindow->BeginCount == 1) + { + SeparatorText("MESSAGE FROM DEAR IMGUI"); + BringWindowToDisplayFront(g.CurrentWindow); + BringWindowToFocusFront(g.CurrentWindow); + g.ErrorTooltipLockedPos = GetWindowPos(); + } + else if (!is_visible) + { + End(); + } + return is_visible; +} + +void ImGui::EndErrorTooltip() +{ + End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ITEM SUBMISSION +//----------------------------------------------------------------------------- +// - KeepAliveID() +// - ItemAdd() +//----------------------------------------------------------------------------- + +// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). +void ImGui::KeepAliveID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.IsAlive = true; +} + +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. +// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN) +IM_MSVC_RUNTIME_CHECKS_OFF +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Set item data + // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) + g.LastItemData.ID = id; + g.LastItemData.Rect = bb; + g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; + g.LastItemData.ItemFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags; + g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; + // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared. + + if (id != 0) + { + KeepAliveID(id); + + // Directional navigation processing + // Runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + if (!(g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + { + // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test. + window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened)) + NavProcessItem(); + } + + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasShortcut) + ItemHandleShortcut(id); + } + + // Lightweight clear of SetNextItemXXX data. + g.NextItemData.HasFlags = ImGuiNextItemDataFlags_None; + g.NextItemData.ItemFlags = ImGuiItemFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData); +#endif + + // Clipping test + // (this is an inline copy of IsClippedEx() so we can reuse the is_rect_visible value, otherwise we'd do 'if (IsClippedEx(bb, id)) return false') + // g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts) + const bool is_rect_visible = bb.Overlaps(window->ClipRect); + if (!is_rect_visible) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) + return false; + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + if (id == g.DebugLocateId) + DebugLocateItemResolveWithLastItem(); + + // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". + // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". + // READ THE FAQ: https://dearimgui.com/faq + IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); + } + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + //if ((g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav) == 0) + // window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG] +#endif + + if (id != 0 && g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.ElapseFrame = g.FrameCount; + + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (is_rect_visible) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible; + if (IsMouseHoveringRect(bb.Min, bb.Max)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] LAYOUT +//----------------------------------------------------------------------------- +// - ItemSize() +// - SameLine() +// - GetCursorScreenPos() +// - SetCursorScreenPos() +// - GetCursorPos(), GetCursorPosX(), GetCursorPosY() +// - SetCursorPos(), SetCursorPosX(), SetCursorPosY() +// - GetCursorStartPos() +// - Indent() +// - Unindent() +// - SetNextItemWidth() +// - PushItemWidth() +// - PushMultiItemsWidths() +// - PopItemWidth() +// - CalcItemWidth() +// - CalcItemSize() +// - GetTextLineHeight() +// - GetTextLineHeightWithSpacing() +// - GetFrameHeight() +// - GetFrameHeightWithSpacing() +// - GetContentRegionMax() +// - GetContentRegionAvail(), +// - BeginGroup() +// - EndGroup() +// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. +//----------------------------------------------------------------------------- + +// Advance cursor given item size for layout. +// Register minimum needed size so it can extend the bounding box used for auto-fit calculation. +// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. +// THIS IS IN THE PERFORMANCE CRITICAL PATH. +IM_MSVC_RUNTIME_CHECKS_OFF +void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // We increase the height in this function to accommodate for baseline offset. + // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, + // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. + const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; + + const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y; + const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y); + + // Always align ourselves on pixel boundaries + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = line_y1; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + window->DC.PrevLineSize.y = line_height; + window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); + window->DC.CurrLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Gets back to previous line and continue with horizontal layout +// offset_from_start_x == 0 : follow right after previous item +// offset_from_start_x != 0 : align to specified x position (relative to window/group left) +// spacing_w < 0 : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float offset_from_start_x, float spacing_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + if (offset_from_start_x != 0.0f) + { + if (spacing_w < 0.0f) + spacing_w = 0.0f; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + else + { + if (spacing_w < 0.0f) + spacing_w = g.Style.ItemSpacing.x; + window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + window->DC.IsSameLine = true; +} + +ImVec2 ImGui::GetCursorScreenPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos; +} + +void ImGui::SetCursorScreenPos(const ImVec2& pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; +} + +// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. +// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. +ImVec2 ImGui::GetCursorPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos - window->Pos + window->Scroll; +} + +float ImGui::GetCursorPosX() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; +} + +float ImGui::GetCursorPosY() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; +} + +void ImGui::SetCursorPos(const ImVec2& local_pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = window->Pos - window->Scroll + local_pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosX(float x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosY(float y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); + window->DC.IsSetPos = true; +} + +ImVec2 ImGui::GetCursorStartPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorStartPos - window->Pos; +} + +void ImGui::Indent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +void ImGui::Unindent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +// Affect large frame+labels widgets only. +void ImGui::SetNextItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; +} + +// FIXME: Remove the == 0.0f behavior? +void ImGui::PushItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PushMultiItemsWidths(int components, float w_full) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(components > 0); + const ImGuiStyle& style = g.Style; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + float w_items = w_full - style.ItemInnerSpacing.x * (components - 1); + float prev_split = w_items; + for (int i = components - 1; i > 0; i--) + { + float next_split = IM_TRUNC(w_items * i / components); + window->DC.ItemWidthStack.push_back(ImMax(prev_split - next_split, 1.0f)); + prev_split = next_split; + } + window->DC.ItemWidth = ImMax(prev_split, 1.0f); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PopItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.ItemWidthStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemWidth() too many times!"); + return; + } + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + window->DC.ItemWidthStack.pop_back(); +} + +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). +// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() +float ImGui::CalcItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float w; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; + else + w = window->DC.ItemWidth; + if (w < 0.0f) + { + float region_avail_x = GetContentRegionAvail().x; + w = ImMax(1.0f, region_avail_x + w); + } + w = IM_TRUNC(w); + return w; +} + +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) +{ + ImVec2 avail; + if (size.x < 0.0f || size.y < 0.0f) + avail = GetContentRegionAvail(); + + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, avail.x + size.x); // <-- size.x is negative here so we are subtracting + + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, avail.y + size.y); // <-- size.y is negative here so we are subtracting + + return size; +} + +float ImGui::GetTextLineHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize; +} + +float ImGui::GetTextLineHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.ItemSpacing.y; +} + +float ImGui::GetFrameHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f; +} + +float ImGui::GetFrameHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; +} + +ImVec2 ImGui::GetContentRegionAvail() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; + return mx - window->DC.CursorPos; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// You should never need those functions. Always use GetCursorScreenPos() and GetContentRegionAvail()! +// They are bizarre local-coordinates which don't play well with scrolling. +ImVec2 ImGui::GetContentRegionMax() +{ + return GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos(); +} + +ImVec2 ImGui::GetWindowContentRegionMin() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Min - window->Pos; +} + +ImVec2 ImGui::GetWindowContentRegionMax() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Max - window->Pos; +} +#endif + +// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) +// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. +// FIXME-OPT: Could we safely early out on ->SkipItems? +void ImGui::BeginGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.GroupStack.resize(g.GroupStack.Size + 1); + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.WindowID = window->ID; + group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; + group_data.BackupIndent = window->DC.Indent; + group_data.BackupGroupOffset = window->DC.GroupOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; + group_data.BackupIsSameLine = window->DC.IsSameLine; + group_data.BackupDeactivatedIdIsAlive = g.DeactivatedItemData.IsAlive; + group_data.EmitItem = true; + + window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; + window->DC.Indent = window->DC.GroupOffset; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +void ImGui::EndGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls + + ImGuiGroupData& group_data = g.GroupStack.back(); + IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Include LastItemData.Rect.Max as a workaround for e.g. EndTable() undershooting with CursorMaxPos report. (#7543) + ImRect group_bb(group_data.BackupCursorPos, ImMax(ImMax(window->DC.CursorMaxPos, g.LastItemData.Rect.Max), group_data.BackupCursorPos)); + window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, group_bb.Max); + window->DC.Indent = group_data.BackupIndent; + window->DC.GroupOffset = group_data.BackupGroupOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; + window->DC.IsSameLine = group_data.BackupIsSameLine; + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return + + if (!group_data.EmitItem) + { + g.GroupStack.pop_back(); + return; + } + + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize()); + ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop); + + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_deactivated_id = (group_data.BackupDeactivatedIdIsAlive == false) && (g.DeactivatedItemData.IsAlive == true); + if (group_contains_curr_active_id) + g.LastItemData.ID = g.ActiveId; + else if (group_contains_deactivated_id) + g.LastItemData.ID = g.DeactivatedItemData.ID; + g.LastItemData.Rect = group_bb; + + // Forward Hovered flag + const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; + if (group_contains_curr_hovered_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Forward Edited flag + if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; + + // Forward Deactivated flag + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_deactivated_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; + + g.GroupStack.pop_back(); + if (g.DebugShowGroupRects) + window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] +} + + +//----------------------------------------------------------------------------- +// [SECTION] SCROLLING +//----------------------------------------------------------------------------- + +// Helper to snap on edges when aiming at an item very close to the edge, +// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. +// When we refactor the scrolling API this may be configurable with a flag? +// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. +static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio) +{ + if (target <= snap_min + snap_threshold) + return ImLerp(snap_min, target, center_ratio); + if (target >= snap_max - snap_threshold) + return ImLerp(target, snap_max, center_ratio); + return target; +} + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) +{ + ImVec2 scroll = window->Scroll; + ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2); + for (int axis = 0; axis < 2; axis++) + { + if (window->ScrollTarget[axis] < FLT_MAX) + { + float center_ratio = window->ScrollTargetCenterRatio[axis]; + float scroll_target = window->ScrollTarget[axis]; + if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f) + { + float snap_min = 0.0f; + float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis]; + scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio); + } + scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]); + } + scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f)); + if (!window->Collapsed && !window->SkipItems) + scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]); + } + return scroll; +} + +void ImGui::ScrollToItem(ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ScrollToRectEx(window, g.LastItemData.NavRect, flags); +} + +void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ScrollToRectEx(window, item_rect, flags); +} + +// Scroll to keep newly navigated item fully into view +ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x); + scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y); + //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG] + //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG] + + // Check that only one behavior is selected per axis + IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_)); + IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_)); + + // Defaults + ImGuiScrollFlags in_flags = flags; + if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX) + flags |= ImGuiScrollFlags_KeepVisibleEdgeX; + if ((flags & ImGuiScrollFlags_MaskY_) == 0) + flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY; + + const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x; + const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y; + const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) + { + if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x) + SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f); + else if (item_rect.Max.x >= scroll_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) + { + if (can_be_fully_visible_x) + SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f); + else + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f); + } + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) + { + if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y) + SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f); + else if (item_rect.Max.y >= scroll_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) + { + if (can_be_fully_visible_y) + SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f); + else + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f); + } + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ImVec2 delta_scroll = next_scroll - window->Scroll; + + // Also scroll parent window to keep us into view if necessary + if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow)) + { + // FIXME-SCROLL: May be an option? + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX; + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY; + delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags); + } + + return delta_scroll; +} + +float ImGui::GetScrollX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; +} + +float ImGui::GetScrollY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; +} + +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} + +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} + +void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x) +{ + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y) +{ + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiContext& g = *GImGui; + SetScrollX(g.CurrentWindow, scroll_x); +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiContext& g = *GImGui; + SetScrollY(g.CurrentWindow, scroll_y); +} + +// Note that a local position will vary depending on initial scroll value, +// This is a little bit confusing so bear with us: +// - local_pos = (absolution_pos - window->Pos) +// - So local_x/local_y are 0.0f for a position at the upper-left corner of a window, +// and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area. +// - They mostly exist because of legacy API. +// Following the rules above, when trying to work with scrolling code, consider that: +// - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect! +// - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense +// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size +void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) +{ + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.x = center_x_ratio; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) +{ + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.y = center_y_ratio; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); + float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio); + SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x); +} + +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y); + float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); + SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y); +} + +//----------------------------------------------------------------------------- +// [SECTION] TOOLTIPS +//----------------------------------------------------------------------------- + +bool ImGui::BeginTooltip() +{ + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginItemTooltip() +{ + if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + return false; + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + + const bool is_dragdrop_tooltip = g.DragDropWithinSource || g.DragDropWithinTarget; + if (is_dragdrop_tooltip) + { + // Drag and Drop tooltips are positioning differently than other tooltips: + // - offset visibility to increase visibility around mouse. + // - never clamp within outer viewport boundary. + // We call SetNextWindowPos() to enforce position and disable clamping. + // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones). + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + const bool is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource_TouchScreen); + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + ImVec2 tooltip_pos = is_touchscreen ? (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_TOUCH * g.Style.MouseCursorScale) : (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_MOUSE * g.Style.MouseCursorScale); + ImVec2 tooltip_pivot = is_touchscreen ? TOOLTIP_DEFAULT_PIVOT_TOUCH : ImVec2(0.0f, 0.0f); + SetNextWindowPos(tooltip_pos, ImGuiCond_None, tooltip_pivot); + } + + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + tooltip_flags |= ImGuiTooltipFlags_OverridePrevious; + } + + const char* window_name_template = is_dragdrop_tooltip ? "##Tooltip_DragDrop_%02d" : "##Tooltip_%02d"; + char window_name[32]; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, g.TooltipOverrideCount); + if ((tooltip_flags & ImGuiTooltipFlags_OverridePrevious) && g.TooltipPreviousWindow != NULL && g.TooltipPreviousWindow->Active) + { + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + //IMGUI_DEBUG_LOG("[tooltip] '%s' already active, using +1 for this frame\n", window_name); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.TooltipPreviousWindow); + ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, ++g.TooltipOverrideCount); + } + + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; + Begin(window_name, NULL, flags | extra_window_flags); + // 2023-03-09: Added bool return value to the API, but currently always returning true. + // If this ever returns false we need to update BeginDragDropSource() accordingly. + //if (!ret) + // End(); + //return ret; + return true; +} + +void ImGui::EndTooltip() +{ + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + End(); +} + +void ImGui::SetTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetTooltipV(const char* fmt, va_list args) +{ + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + TextV(fmt, args); + EndTooltip(); +} + +// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'. +// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse. +void ImGui::SetItemTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetItemTooltipV(const char* fmt, va_list args) +{ + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); +} + + +//----------------------------------------------------------------------------- +// [SECTION] POPUPS +//----------------------------------------------------------------------------- + +// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel +bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + if (popup_flags & ImGuiPopupFlags_AnyPopupId) + { + // Return true if any popup is open at the current BeginPopup() level of the popup stack + // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. + IM_ASSERT(id == 0); + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + return g.OpenPopupStack.Size > 0; + else + return g.OpenPopupStack.Size > g.BeginPopupStack.Size; + } + else + { + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + { + // Return true if the popup is open anywhere in the popup stack + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + if (popup_data.PopupId == id) + return true; + return false; + } + else + { + // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + } + } +} + +bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id); + if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0) + IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally + return IsPopupOpen(id, popup_flags); +} + +// Also see FindBlockingModal(NULL) +ImGuiWindow* ImGui::GetTopMostPopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if (popup->Flags & ImGuiWindowFlags_Modal) + return popup; + return NULL; +} + +// See Demo->Stacked Modal to confirm what this is for. +ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup)) + return popup; + return NULL; +} + + +// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) +// should be positioned behind that modal window, unless the window was created inside the modal begin-stack. +// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. +// - WindowA // FindBlockingModal() returns Modal1 +// - WindowB // .. returns Modal1 +// - Modal1 // .. returns Modal2 +// - WindowC // .. returns Modal2 +// - WindowD // .. returns Modal2 +// - Modal2 // .. returns Modal2 +// - WindowE // .. returns NULL +// Notes: +// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL. +// Only difference is here we check for ->Active/WasActive but it may be unnecessary. +ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= 0) + return NULL; + + // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + { + ImGuiWindow* popup_window = popup_data.Window; + if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) + continue; + if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. + continue; + if (window == NULL) // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click. + return popup_window; + if (IsWindowWithinBeginStackOf(window, popup_window)) // Window may be over modal + continue; + return popup_window; // Place window right below first block modal + } + return NULL; +} + +void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.CurrentWindow->GetID(str_id); + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id); + OpenPopupEx(id, popup_flags); +} + +void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + OpenPopupEx(id, popup_flags); +} + +// Mark popup as open (toggle toward open state). +// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. +// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). +// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) +void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + const int current_stack_size = g.BeginPopupStack.Size; + + if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) + if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId)) + return; + + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + popup_ref.PopupId = id; + popup_ref.Window = NULL; + popup_ref.RestoreNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type). + popup_ref.OpenFrameCount = g.FrameCount; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); + popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; + + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id); + if (g.OpenPopupStack.Size < current_stack_size + 1) + { + g.OpenPopupStack.push_back(popup_ref); + } + else + { + // Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake! + // However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be + // in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer. + // Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags_NoReopen is not specified. + bool keep_existing = false; + if (g.OpenPopupStack[current_stack_size].PopupId == id) + if ((g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) || (popup_flags & ImGuiPopupFlags_NoReopen)) + keep_existing = true; + if (keep_existing) + { + // No reopen + g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; + } + else + { + // Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation) + ClosePopupToLevel(current_stack_size, true); + g.OpenPopupStack.push_back(popup_ref); + } + + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + // This is equivalent to what ClosePopupToLevel() does. + //if (g.OpenPopupStack[current_stack_size].PopupId == id) + // FocusWindow(parent_window); + } +} + +// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. +// This function closes any popups that are over 'ref_window'. +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size == 0) + return; + + // Don't close our own child popup windows. + //IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\") restore_under=%d\n", ref_window ? ref_window->Name : "", restore_focus_to_window_under_popup); + int popup_count_to_keep = 0; + if (ref_window) + { + // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) + for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) + { + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; + if (!popup.Window) + continue; + IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); + + // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) + // - Clicking/Focusing Window2 won't close Popup1: + // Window -> Popup1 -> Window2(Ref) + // - Clicking/focusing Popup1 will close Popup2 and Popup3: + // Window -> Popup1(Ref) -> Popup2 -> Popup3 + // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree! + // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child + // We step through every popup from bottom to top to validate their position relative to reference window. + bool ref_window_is_descendent_of_popup = false; + for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) + //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE + if (IsWindowWithinBeginStackOf(ref_window, popup_window)) + { + ref_window_is_descendent_of_popup = true; + break; + } + if (!ref_window_is_descendent_of_popup) + break; + } + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + { + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : ""); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); + } +} + +void ImGui::ClosePopupsExceptModals() +{ + ImGuiContext& g = *GImGui; + + int popup_count_to_keep; + for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--) + { + ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window; + if (!window || (window->Flags & ImGuiWindowFlags_Modal)) + break; + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + ClosePopupToLevel(popup_count_to_keep, true); +} + +void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_under=%d\n", remaining, restore_focus_to_window_under_popup); + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) + for (int n = remaining; n < g.OpenPopupStack.Size; n++) + IMGUI_DEBUG_LOG_POPUP("[popup] - Closing PopupID 0x%08X Window \"%s\"\n", g.OpenPopupStack[n].PopupId, g.OpenPopupStack[n].Window ? g.OpenPopupStack[n].Window->Name : NULL); + + // Trim open popup stack + ImGuiPopupData prev_popup = g.OpenPopupStack[remaining]; + g.OpenPopupStack.resize(remaining); + + // Restore focus (unless popup window was not yet submitted, and didn't have a chance to take focus anyhow. See #7325 for an edge case) + if (restore_focus_to_window_under_popup && prev_popup.Window) + { + ImGuiWindow* popup_window = prev_popup.Window; + ImGuiWindow* focus_window = (popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : prev_popup.RestoreNavWindow; + if (focus_window && !focus_window->WasActive) + FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback + else + FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None); + } +} + +// Close the popup we have begin-ed into. +void ImGui::CloseCurrentPopup() +{ + ImGuiContext& g = *GImGui; + int popup_idx = g.BeginPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + return; + + // Closing a menu closes its top-most parent popup (unless a modal) + while (popup_idx > 0) + { + ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; + ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; + bool close_parent = false; + if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) + if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar)) + close_parent = true; + if (!close_parent) + break; + popup_idx--; + } + IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + ClosePopupToLevel(popup_idx, true); + + // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. + // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. + // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. + if (ImGuiWindow* window = g.NavWindow) + window->DC.NavHideHighlightOneFrame = true; +} + +// Attention! BeginPopup() adds default flags when calling BeginPopupEx()! +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[20]; + if (extra_window_flags & ImGuiWindowFlags_ChildMenu) + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuDepth); // Recycle windows based on depth + else + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame + + bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + + //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; + + return is_open; +} + +bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; + ImGuiID id = g.CurrentWindow->GetID(str_id); + return BeginPopupEx(id, flags); +} + +// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup). +// - *p_open set back to false in BeginPopupModal() when popup is not open. +// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup. +bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = window->GetID(name); + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (p_open && *p_open) + *p_open = false; + return false; + } + + // Center modal windows by default for increased visibility + // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) + // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + } + + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking; + const bool is_open = Begin(name, p_open, flags); + if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + { + EndPopup(); + if (is_open) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + return false; + } + return is_open; +} + +void ImGui::EndPopup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls + IM_ASSERT(g.BeginPopupStack.Size > 0); + + // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) + if (g.NavWindow == window) + NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); + + // Child-popups don't need to be laid out + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + g.WithinEndChildID = window->ID; + End(); + g.WithinEndChildID = backup_within_end_child_id; +} + +// Helper to open a popup if mouse button is released over the item +// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup() +void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + { + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + OpenPopupEx(id, popup_flags); + } +} + +// This is a helper to handle the simplest case of associating one named popup to one given widget. +// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id. +// - To create a popup with a specific identifier, pass it in str_id. +// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call. +// - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id. +// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// This is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight); +// return BeginPopup(id); +// Which is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) +// OpenPopup(id); +// return BeginPopup(id); +// The main difference being that this is tweaked to avoid computing the ID twice. +bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "window_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "void_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) + if (GetTopMostPopupModal() == NULL) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) +// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. +// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor +// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. +// this allows us to have tooltips/popups displayed out of the parent viewport.) +ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) +{ + ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + + // Combo Box policy (we want a connecting edge) + if (policy == ImGuiPopupPositionPolicy_ComboBox) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + ImVec2 pos; + if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) + if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right + if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left + if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left + if (!r_outer.Contains(ImRect(pos, pos + size))) + continue; + *last_dir = dir; + return pos; + } + } + + // Tooltip and Default popup policy + // (Always first try the direction we used on the last frame, if any) + if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + + const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + + // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) + if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right)) + continue; + if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down)) + continue; + + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + + // Clamp top-left corner of popup + pos.x = ImMax(pos.x, r_outer.Min.x); + pos.y = ImMax(pos.y, r_outer.Min.y); + + *last_dir = dir; + return pos; + } + } + + // Fallback when not enough room: + *last_dir = ImGuiDir_None; + + // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + if (policy == ImGuiPopupPositionPolicy_Tooltip) + return ref_pos + ImVec2(2, 2); + + // Otherwise try to keep within display + ImVec2 pos = ref_pos; + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); + return pos; +} + +// Note that this is used for popups, which can overlap the non work-area of individual viewports. +ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImRect r_screen; + if (window->ViewportAllowPlatformMonitorExtend >= 0) + { + // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend]; + r_screen.Min = monitor.WorkPos; + r_screen.Max = monitor.WorkPos + monitor.WorkSize; + } + else + { + // Use the full viewport area (not work area) for popups + r_screen = window->Viewport->GetMainRect(); + } + ImVec2 padding = g.Style.DisplaySafeAreaPadding; + r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); + return r_screen; +} + +ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + ImRect r_outer = GetPopupAllowedExtentRect(window); + if (window->Flags & ImGuiWindowFlags_ChildMenu) + { + // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. + // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. + ImGuiWindow* parent_window = window->ParentWindow; + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + ImRect r_avoid; + if (parent_window->DC.MenuBarAppending) + r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field + else + r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); + } + if (window->Flags & ImGuiWindowFlags_Popup) + { + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here + } + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Position tooltip (always follows mouse + clamp within outer boundaries) + // FIXME: + // - Too many paths. One problem is that FindBestWindowPosForPopupEx() doesn't allow passing a suggested position (so touch screen path doesn't use it by default). + // - Drag and drop tooltips are not using this path either: BeginTooltipEx() manually sets their position. + // - Require some tidying up. In theory we could handle both cases in same location, but requires a bit of shuffling + // as drag and drop tooltips are calling SetNextWindowPos() leading to 'window_pos_set_by_api' being set in Begin(). + IM_ASSERT(g.CurrentWindow == window); + const float scale = g.Style.MouseCursorScale; + const ImVec2 ref_pos = NavCalcPreferredRefPos(); + + if (g.IO.MouseSource == ImGuiMouseSource_TouchScreen && NavCalcPreferredRefPosSource() == ImGuiInputSource_Mouse) + { + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_TOUCH * scale - (TOOLTIP_DEFAULT_PIVOT_TOUCH * window->Size); + if (r_outer.Contains(ImRect(tooltip_pos, tooltip_pos + window->Size))) + return tooltip_pos; + } + + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale; + ImRect r_avoid; + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && !g.IO.ConfigNavMoveSetMousePos) + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); + else + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255)); + + return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); + } + IM_ASSERT(0); + return window->Pos; +} + +//----------------------------------------------------------------------------- +// [SECTION] WINDOW FOCUS +//---------------------------------------------------------------------------- +// - SetWindowFocus() +// - SetNextWindowFocus() +// - IsWindowFocused() +// - UpdateWindowInFocusOrderList() [Internal] +// - BringWindowToFocusFront() [Internal] +// - BringWindowToDisplayFront() [Internal] +// - BringWindowToDisplayBack() [Internal] +// - BringWindowToDisplayBehind() [Internal] +// - FindWindowDisplayIndex() [Internal] +// - FocusWindow() [Internal] +// - FocusTopMostWindowUnderOne() [Internal] +//----------------------------------------------------------------------------- + +void ImGui::SetWindowFocus() +{ + FocusWindow(GImGui->CurrentWindow); +} + +void ImGui::SetWindowFocus(const char* name) +{ + if (name) + { + if (ImGuiWindow* window = FindWindowByName(name)) + FocusWindow(window); + } + else + { + FocusWindow(NULL); + } +} + +void ImGui::SetNextWindowFocus() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; +} + +// Similar to IsWindowHovered() +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.NavWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + + if (ref_window == NULL) + return false; + if (flags & ImGuiFocusedFlags_AnyWindow) + return true; + + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + if (flags & ImGuiHoveredFlags_ChildWindows) + return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + return (ref_window == cur_window); +} + +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(g); + int order = window->FocusOrder; + IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) + IM_ASSERT(g.WindowsFocusOrder[order] == window); + return order; +} + +static void ImGui::UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) +{ + ImGuiContext& g = *GImGui; + + const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0); + const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; + if ((just_created || child_flag_changed) && !new_is_explicit_child) + { + IM_ASSERT(!g.WindowsFocusOrder.contains(window)); + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + else if (!just_created && child_flag_changed && new_is_explicit_child) + { + IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); + for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) + g.WindowsFocusOrder[n]->FocusOrder--; + g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); + window->FocusOrder = -1; + } + window->IsExplicitChild = new_is_explicit_child; +} + +void ImGui::BringWindowToFocusFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == window->RootWindow); + + const int cur_order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); + if (g.WindowsFocusOrder.back() == window) + return; + + const int new_order = g.WindowsFocusOrder.Size - 1; + for (int n = cur_order; n < new_order; n++) + { + g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; + g.WindowsFocusOrder[n]->FocusOrder--; + IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); + } + g.WindowsFocusOrder[new_order] = window; + window->FocusOrder = (short)new_order; +} + +// Note technically focus related but rather adjacent and close to BringWindowToFocusFront() +void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better) + return; + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.Windows[i] == window) + { + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window) +{ + IM_ASSERT(window != NULL && behind_window != NULL); + ImGuiContext& g = *GImGui; + window = window->RootWindow; + behind_window = behind_window->RootWindow; + int pos_wnd = FindWindowDisplayIndex(window); + int pos_beh = FindWindowDisplayIndex(behind_window); + if (pos_wnd < pos_beh) + { + size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); + g.Windows[pos_beh - 1] = window; + } + else + { + size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); + g.Windows[pos_beh] = window; + } +} + +int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return g.Windows.index_from_ptr(g.Windows.find(window)); +} + +// Moving window to front of display and set focus (which happens to be back of our sorted list) +void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + + // Modal check? + if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case. + if (ImGuiWindow* blocking_modal = FindBlockingModal(window)) + { + // This block would typically be reached in two situations: + // - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags_UnlessBelowModal flag. + // - User clicking on void or anything behind a modal while a modal is open (window == NULL) + IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "", blocking_modal->Name); + if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayBehind(window, blocking_modal); // Still bring right under modal. (FIXME: Could move in focus list too?) + ClosePopupsOverWindow(GetTopMostPopupModal(), false); // Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals + return; + } + + // Find last focused child (if any) and focus it instead. + if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL) + window = NavRestoreLastChildNavWindow(window); + + // Apply focus + if (g.NavWindow != window) + { + SetNavWindow(window); + if (window && g.NavHighlightItemUnderNav) + g.NavMousePosDirty = true; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavLayer = ImGuiNavLayer_Main; + SetNavFocusScope(window ? window->NavRootFocusScopeId : 0); + g.NavIdIsAlive = false; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + + // Close popups if any + ClosePopupsOverWindow(window, false); + } + + // Move the root window to the top of the pile + IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; + ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL; + ImGuiDockNode* dock_node = window ? window->DockNode : NULL; + bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); + + // Steal active widgets. Some of the cases it triggers includes: + // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. + // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) + if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) + ClearActiveID(); + + // Passing NULL allow to disable keyboard focus + if (!window) + return; + window->LastFrameJustFocused = g.FrameCount; + + // Select in dock node + // For #2304 we avoid applying focus immediately before the tabbar is visible. + //if (dock_node && dock_node->TabBar) + // dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId; + + // Bring to front + BringWindowToFocusFront(focus_front_window); + if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(display_front_window); +} + +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + // Aim at root window behind us, if we are in a child window that's our own root (see #4640) + int offset = -1; + while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) + { + under_this_window = under_this_window->ParentWindow; + offset = 0; + } + start_idx = FindWindowFocusIndex(under_this_window) + offset; + } + for (int i = start_idx; i >= 0; i--) + { + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. + ImGuiWindow* window = g.WindowsFocusOrder[i]; + if (window == ignore_window || !window->WasActive) + continue; + if (filter_viewport != NULL && window->Viewport != filter_viewport) + continue; + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set... + // This is failing (lagging by one frame) for docked windows. + // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. + // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) + // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? + FocusWindow(window, flags); + return; + } + } + FocusWindow(NULL, flags); +} + +//----------------------------------------------------------------------------- +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +//----------------------------------------------------------------------------- + +// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked. +// In our terminology those should be interchangeable, yet right now this is super confusing. +// Those two functions are merely a legacy artifact, so at minimum naming should be clarified. + +void ImGui::SetNavCursorVisible(bool visible) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigNavCursorVisibleAlways) + visible = true; + g.NavCursorVisible = visible; +} + +// (was called NavRestoreHighlightAfterMove() before 1.91.4) +void ImGui::SetNavCursorVisibleAfterMove() +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; +} + +void ImGui::SetNavWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow != window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : ""); + g.NavWindow = window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavHighlightActivated(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavHighlightActivatedId = id; + g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER; +} + +void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX; +} + +void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); + g.NavId = id; + g.NavLayer = nav_layer; + SetNavFocusScope(focus_scope_id); + g.NavWindow->NavLastIds[nav_layer] = id; + g.NavWindow->NavRectRel[nav_layer] = rect_rel; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); +} + +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + if (g.NavWindow != window) + SetNavWindow(window); + + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid. + // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; + g.NavId = id; + g.NavLayer = nav_layer; + SetNavFocusScope(g.CurrentFocusScopeId); + window->NavLastIds[nav_layer] = id; + if (g.LastItemData.ID == id) + window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); + + if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + g.NavHighlightItemUnderNav = true; + else if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); +} + +static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) +{ + if (ImFabs(dx) > ImFabs(dy)) + return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; + return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; +} + +static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max) +{ + if (cand_max < curr_min) + return cand_max - curr_min; + if (curr_max < cand_min) + return cand_min - curr_max; + return 0.0f; +} + +// Scoring function for keyboard/gamepad directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool ImGui::NavScoreItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavLayer != window->DC.NavLayerCurrent) + return false; + + // FIXME: Those are not good variables names + ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle + const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringDebugCount++; + + // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring + if (window->ParentWindow == g.NavWindow) + { + IM_ASSERT((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened); + if (!window->ClipRect.Overlaps(cand)) + return false; + cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window + } + + // Compute distance between boxes + // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. + float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + if (dby != 0.0f && dbx != 0.0f) + dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + float dist_box = ImFabs(dbx) + ImFabs(dby); + + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) + + // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance + ImGuiDir quadrant; + float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; + if (dbx != 0.0f || dby != 0.0f) + { + // For non-overlapping boxes, use distance between boxes + // FIXME-NAV: Quadrant may be incorrect because of (1) dbx bias and (2) curr.Max.y bias applied by NavBiasScoringRect() where typically curr.Max.y==curr.Min.y + // One typical case where this happens, with style.WindowMenuButtonPosition == ImGuiDir_Right, pressing Left to navigate from Close to Collapse tends to fail. + // Also see #6344. Calling ImGetDirQuadrantFromDelta() with unbiased values may be good but side-effects are plenty. + dax = dbx; + day = dby; + dist_axial = dist_box; + quadrant = ImGetDirQuadrantFromDelta(dbx, dby); + } + else if (dcx != 0.0f || dcy != 0.0f) + { + // For overlapping boxes with different centers, use distance between centers + dax = dcx; + day = dcy; + dist_axial = dist_center; + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); + } + else + { + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) + quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + } + + const ImGuiDir move_dir = g.NavMoveDir; +#if IMGUI_DEBUG_NAV_SCORING + char buf[200]; + if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate. + { + if (quadrant == move_dir) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80)); + draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200)); + draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf); + } + } + const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max); + const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space)); + if (debug_hovering || debug_tty) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), + "d-box (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c", + dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]); + if (debug_hovering) + { + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200)); + draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200)); + draw_list->AddText(cand.Max, ~0U, buf); + } + if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); } + } +#endif + + // Is it in the quadrant we're interested in moving to? + bool new_best = false; + if (quadrant == move_dir) + { + // Does it beat the current best candidate? + if (dist_box < result->DistBox) + { + result->DistBox = dist_box; + result->DistCenter = dist_center; + return true; + } + if (dist_box == result->DistBox) + { + // Try using distance between center points to break ties + if (dist_center < result->DistCenter) + { + result->DistCenter = dist_center; + new_best = true; + } + else if (dist_center == result->DistCenter) + { + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + new_best = true; + } + } + } + + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? + if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match + if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f)) + { + result->DistAxial = dist_axial; + new_best = true; + } + + return new_best; +} + +static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + result->Window = window; + result->ID = g.LastItemData.ID; + result->FocusScopeId = g.CurrentFocusScopeId; + result->ItemFlags = g.LastItemData.ItemFlags; + result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); + if (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } +} + +// True when current work location may be scrolled horizontally when moving left / right. +// This is generally always true UNLESS within a column. We don't have a vertical equivalent. +void ImGui::NavUpdateCurrentWindowIsScrollPushableX() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL); +} + +// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) +// This is called after LastItemData is set, but NextItemData is also still valid. +static void ImGui::NavProcessItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = g.LastItemData.ID; + const ImGuiItemFlags item_flags = g.LastItemData.ItemFlags; + + // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221) + if (window->DC.NavIsScrollPushableX == false) + { + g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + } + const ImRect nav_bb = g.LastItemData.NavRect; + + // Process Init Request + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0; + if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0) + { + NavApplyItemToResult(&g.NavInitResult); + } + if (candidate_for_nav_default_focus) + { + g.NavInitRequest = false; // Found a match, clear request + NavUpdateAnyRequestFlag(); + } + } + + // Process Move Request (scoring for navigation) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) + if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + if ((g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) || (window->Flags & ImGuiWindowFlags_NoNavInputs) == 0) + { + const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + if (is_tabbing) + { + NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags); + } + else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) + { + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if (NavScoreItem(result)) + NavApplyItemToResult(result); + + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } + } + } + + // Update information for currently focused/navigated item + if (g.NavId == id) + { + if (g.NavWindow != window) + SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window. + g.NavLayer = window->DC.NavLayerCurrent; + SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath + g.NavFocusScopeId = g.CurrentFocusScopeId; + g.NavIdIsAlive = true; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } + window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) + } +} + +// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest(). +// Note that SetKeyboardFocusHere() API calls are considered tabbing requests! +// - Case 1: no nav/active id: set result to first eligible item, stop storing. +// - Case 2: tab forward: on ref id set counter, on counter elapse store result +// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request +// - Case 4: tab backward: store all results, on ref id pick prev, stop storing +// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested +void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + + if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0) + { + if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent) + return; + if (g.NavFocusScopeId != g.CurrentFocusScopeId) + return; + } + + // - Can always land on an item when using API call. + // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item. + // - Tabbing without _NavEnableKeyboard: goes through inputable items only. + bool can_stop; + if (move_flags & ImGuiNavMoveFlags_FocusApi) + can_stop = true; + else + can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable)); + + // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) + ImGuiNavItemData* result = &g.NavMoveResultLocal; + if (g.NavTabbingDir == +1) + { + // Tab Forward or SetKeyboardFocusHere() with >= 0 + if (can_stop && g.NavTabbingResultFirst.ID == 0) + NavApplyItemToResult(&g.NavTabbingResultFirst); + if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0) + NavMoveRequestResolveWithLastItem(result); + else if (g.NavId == id) + g.NavTabbingCounter = 1; + } + else if (g.NavTabbingDir == -1) + { + // Tab Backward + if (g.NavId == id) + { + if (result->ID) + { + g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); + } + } + else if (can_stop) + { + // Keep applying until reaching NavId + NavApplyItemToResult(result); + } + } + else if (g.NavTabbingDir == 0) + { + if (can_stop && g.NavId == id) + NavMoveRequestResolveWithLastItem(result); + if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init + NavApplyItemToResult(&g.NavTabbingResultFirst); + } +} + +bool ImGui::NavMoveRequestButNoResultYet() +{ + ImGuiContext& g = *GImGui; + return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +// FIXME: ScoringRect is not set +void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + //IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestSubmit: dir %c, window \"%s\"\n", "-WENS"[move_dir + 1], g.NavWindow->Name); + + if (move_flags & ImGuiNavMoveFlags_IsTabbing) + move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; + + g.NavMoveSubmitted = g.NavMoveScoringItems = true; + g.NavMoveDir = move_dir; + g.NavMoveDirForDebug = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags; + g.NavMoveScrollFlags = scroll_flags; + g.NavMoveForwardToNextFrame = false; + g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods; + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisible.Clear(); + g.NavMoveResultOther.Clear(); + g.NavTabbingCounter = 0; + g.NavTabbingResultFirst.Clear(); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; // Ensure request doesn't need more processing + NavApplyItemToResult(result); + NavUpdateAnyRequestFlag(); +} + +// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere +void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; + g.LastItemData.ID = tree_node_data->ID; + g.LastItemData.ItemFlags = tree_node_data->ItemFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper). + g.LastItemData.NavRect = tree_node_data->NavRect; + NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult() + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestCancel() +{ + ImGuiContext& g = *GImGui; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +// Forward will reuse the move request again on the next frame (generally with modifications done to it) +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavMoveForwardToNextFrame == false); + NavMoveRequestCancel(); + g.NavMoveForwardToNextFrame = true; + g.NavMoveDir = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded; + g.NavMoveScrollFlags = scroll_flags; +} + +// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire +// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY + + // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it: + // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest(). + if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) + g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags; +} + +// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). +// This way we could find the last focused window among our children. It would be much less confusing this way? +static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) +{ + ImGuiWindow* parent = nav_window; + while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent = parent->ParentWindow; + if (parent && parent != nav_window) + parent->NavLastChildNavWindow = nav_window; +} + +// Restore the last focused child. +// Call when we are expected to land on the Main Layer (0) after FocusWindow() +static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) +{ + if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) + return window->NavLastChildNavWindow; + if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar) + if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar)) + return tab->Window; + return window; +} + +void ImGui::NavRestoreLayer(ImGuiNavLayer layer) +{ + ImGuiContext& g = *GImGui; + if (layer == ImGuiNavLayer_Main) + { + ImGuiWindow* prev_nav_window = g.NavWindow; + g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests? + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + if (prev_nav_window) + IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name); + } + ImGuiWindow* window = g.NavWindow; + if (window->NavLastIds[layer] != 0) + { + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + } + else + { + g.NavLayer = layer; + NavInitWindow(window, true); + } +} + +static inline void ImGui::NavUpdateAnyRequestFlag() +{ + ImGuiContext& g = *GImGui; + g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + if (g.NavAnyRequest) + IM_ASSERT(g.NavWindow != NULL); +} + +// This needs to be called before we submit any widget (aka in or before Begin) +void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) +{ + // FIXME: ChildWindow test here is wrong for docking + ImGuiContext& g = *GImGui; + IM_ASSERT(window == g.NavWindow); + + if (window->Flags & ImGuiWindowFlags_NoNavInputs) + { + g.NavId = 0; + SetNavFocusScope(window->NavRootFocusScopeId); + return; + } + + bool init_for_nav = false; + if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); + if (init_for_nav) + { + SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect()); + g.NavInitRequest = true; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + NavUpdateAnyRequestFlag(); + } + else + { + g.NavId = window->NavLastIds[0]; + SetNavFocusScope(window->NavRootFocusScopeId); + } +} + +static ImGuiInputSource ImGui::NavCalcPreferredRefPosSource() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + + // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag. + if ((!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !window) && !activated_shortcut) + return ImGuiInputSource_Mouse; + else + return ImGuiInputSource_Keyboard; // or Nav in general +} + +static ImVec2 ImGui::NavCalcPreferredRefPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + ImGuiInputSource source = NavCalcPreferredRefPosSource(); + + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + + // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag. + if (source == ImGuiInputSource_Mouse) + { + // Mouse (we need a fallback in case the mouse becomes invalid after being used) + // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. + // In theory we could move that +1.0f offset in OpenPopupEx() + ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos; + return ImVec2(p.x + 1.0f, p.y); + } + else + { + // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item + ImRect ref_rect; + if (activated_shortcut) + ref_rect = g.LastItemData.NavRect; + else + ref_rect = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); + + // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) + if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) + { + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ref_rect.Translate(window->Scroll - next_scroll); + } + ImVec2 pos = ImVec2(ref_rect.Min.x + ImMin(g.Style.FramePadding.x * 4, ref_rect.GetWidth()), ref_rect.Max.y - ImMin(g.Style.FramePadding.y, ref_rect.GetHeight())); + ImGuiViewport* viewport = window->Viewport; + return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. + } +} + +float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate); + + ImGuiKey key_less, key_more; + if (g.NavInputSource == ImGuiInputSource_Gamepad) + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown; + } + else + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow; + } + float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate); + if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase + amount = 0.0f; + return amount; +} + +static void ImGui::NavUpdate() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + io.WantSetMousePos = false; + //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); + + // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard) + // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource? + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown }; + if (nav_gamepad_active) + for (ImGuiKey key : nav_gamepad_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Gamepad; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow }; + if (nav_keyboard_active) + for (ImGuiKey key : nav_keyboard_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Keyboard; + + // Process navigation init request (select first/default focus) + g.NavJustMovedToId = 0; + g.NavJustMovedToFocusScopeId = g.NavJustMovedFromFocusScopeId = 0; + if (g.NavInitResult.ID != 0) + NavInitRequestApplyResult(); + g.NavInitRequest = false; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + + // Process navigation move request + if (g.NavMoveSubmitted) + NavMoveRequestApplyResult(); + g.NavTabbingCounter = 0; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + if (g.NavCursorHideFrames > 0) + if (--g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; + + // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) + bool set_mouse_pos = false; + if (g.NavMousePosDirty && g.NavIdIsAlive) + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && g.NavWindow) + set_mouse_pos = true; + g.NavMousePosDirty = false; + IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); + + // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0 + if (g.NavWindow) + NavSaveLastChildNavWindowIntoParent(g.NavWindow); + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) + g.NavWindow->NavLastChildNavWindow = NULL; + + // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + NavUpdateWindowing(); + + // Set output flags for user application + io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + io.NavVisible = (io.NavActive && g.NavId != 0 && g.NavCursorVisible) || (g.NavWindowingTarget != NULL); + + // Process NavCancel input (to close a popup, get back to parent, clear focus) + NavUpdateCancelRequest(); + + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0; + g.NavActivateFlags = ImGuiActivateFlags_None; + if (g.NavId != 0 && g.NavCursorVisible && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, 0, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, 0, ImGuiKeyOwner_NoOwner))); + const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner)); + const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, 0, ImGuiKeyOwner_NoOwner))); + if (g.ActiveId == 0 && activate_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferTweak; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down)) + g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed)) + { + g.NavActivatePressedId = g.NavId; + NavHighlightActivated(g.NavId); + } + } + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavCursorVisible = false; + else if (g.IO.ConfigNavCursorVisibleAlways && g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; + if (g.NavActivateId != 0) + IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + + // Highlight + if (g.NavHighlightActivatedTimer > 0.0f) + g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime); + if (g.NavHighlightActivatedTimer == 0.0f) + g.NavHighlightActivatedId = 0; + + // Process programmatic activation request + // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) + if (g.NavNextActivateId != 0) + { + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId; + g.NavActivateFlags = g.NavNextActivateFlags; + } + g.NavNextActivateId = 0; + + // Process move requests + NavUpdateCreateMoveRequest(); + if (g.NavMoveDir == ImGuiDir_None) + NavUpdateCreateTabbingRequest(); + NavUpdateAnyRequestFlag(); + g.NavIdIsAlive = false; + + // Scrolling + if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + { + // *Fallback* manual-scroll with Nav directional keys when window has no navigable item + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const ImGuiDir move_dir = g.NavMoveDir; + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None) + { + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) + SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + } + + // *Normal* Manual scroll with LStick + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + if (nav_gamepad_active) + { + const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f; + if (scroll_dir.x != 0.0f && window->ScrollbarX) + SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); + if (scroll_dir.y != 0.0f) + SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); + } + } + + // Always prioritize mouse highlight if navigation is disabled + if (!nav_keyboard_active && !nav_gamepad_active) + { + g.NavCursorVisible = false; + g.NavHighlightItemUnderNav = set_mouse_pos = false; + } + + // Update mouse position if requested + // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) + if (set_mouse_pos && io.ConfigNavMoveSetMousePos && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + TeleportMousePos(NavCalcPreferredRefPos()); + + // [DEBUG] + g.NavScoringDebugCount = 0; +#if IMGUI_DEBUG_NAV_RECTS + if (ImGuiWindow* debug_window = g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(debug_window); + int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); } + //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } +#endif +} + +void ImGui::NavInitRequestApplyResult() +{ + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + ImGuiContext& g = *GImGui; + if (!g.NavWindow) + return; + + ImGuiNavItemData* result = &g.NavInitResult; + if (g.NavId != result->ID) + { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = 0; + g.NavJustMovedToIsTabbing = false; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + } + + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + if (g.NavInitRequestFromMove) + SetNavCursorVisibleAfterMove(); +} + +// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position +static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags) +{ + // Bias initial rect + ImGuiContext& g = *GImGui; + const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos; + + // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias. + // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column. + // - But each successful move sets new bias on one axis, only cleared when using mouse. + if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0) + { + if (preferred_pos_rel.x == FLT_MAX) + preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x; + if (preferred_pos_rel.y == FLT_MAX) + preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y; + } + + // Apply general bias on the other axis + if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX) + r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x; + else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX) + r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y; +} + +void ImGui::NavUpdateCreateMoveRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiWindow* window = g.NavWindow; + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + + if (g.NavMoveForwardToNextFrame && window != NULL) + { + // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) + // (preserve most state, which were already set by the NavMoveRequestForward() function) + IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); + IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); + } + else + { + // Initiate directional inputs request + g.NavMoveDir = ImGuiDir_None; + g.NavMoveFlags = ImGuiNavMoveFlags_None; + g.NavMoveScrollFlags = ImGuiScrollFlags_None; + if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Down; } + } + g.NavMoveClipDir = g.NavMoveDir; + g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + } + + // Update PageUp/PageDown/Home/End scroll + // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? + float scoring_rect_offset_y = 0.0f; + if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) + scoring_rect_offset_y = NavUpdatePageUpPageDown(); + if (scoring_rect_offset_y != 0.0f) + { + g.NavScoringNoClipRect = window->InnerRect; + g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); + } + + // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction. +#if IMGUI_DEBUG_NAV_SCORING + //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) + // g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); + if (io.KeyCtrl) + { + if (g.NavMoveDir == ImGuiDir_None) + g.NavMoveDir = g.NavMoveDirForDebug; + g.NavMoveClipDir = g.NavMoveDir; + g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; + } +#endif + + // Submit + g.NavMoveForwardToNextFrame = false; + if (g.NavMoveDir != ImGuiDir_None) + NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); + + // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match) + if (g.NavMoveSubmitted && g.NavId == 0) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "", g.NavLayer); + g.NavInitRequest = g.NavInitRequestFromMove = true; + g.NavInitResult.ID = 0; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; + } + + // When using gamepad, we project the reference nav bounding box into window visible area. + // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, + // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse). + if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded)) + { + bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0; + bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0; + ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1))); + + // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171) + // Otherwise 'inner_rect_rel' would be off on the move result frame. + inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll); + + if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); + float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f); + float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item + inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; + inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; + inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; + inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX; + window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel); + g.NavId = 0; + } + } + + // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) + ImRect scoring_rect; + if (window != NULL) + { + ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); + scoring_rect.TranslateY(scoring_rect_offset_y); + if (g.NavMoveSubmitted) + NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags); + IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] + //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] + } + g.NavScoringRect = scoring_rect; + g.NavScoringNoClipRect.Add(scoring_rect); +} + +void ImGui::NavUpdateCreateTabbingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + IM_ASSERT(g.NavMoveDir == ImGuiDir_None); + if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) + return; + + const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + if (!tab_pressed) + return; + + // Initiate tabbing request + // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) + // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (nav_keyboard_active) + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavCursorVisible == false && g.ActiveId == 0) ? 0 : +1; + else + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; + NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + g.NavTabbingCounter = -1; +} + +// Apply result from previous frame navigation directional move request. Always called from NavUpdate() +void ImGui::NavMoveRequestApplyResult() +{ + ImGuiContext& g = *GImGui; +#if IMGUI_DEBUG_NAV_SCORING + if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times + return; +#endif + + // Select which result to use + ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; + + // Tabbing forward wrap + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL) + if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID) + result = &g.NavTabbingResultFirst; + + // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + if (result == NULL) + { + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavCursorVisible; + if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); + NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis. + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n"); + return; + } + + // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. + if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId) + result = &g.NavMoveResultLocalVisible; + + // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. + if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) + if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) + result = &g.NavMoveResultOther; + IM_ASSERT(g.NavWindow && result->Window); + + // Scroll to keep newly navigated item fully into view. + if (g.NavLayer == ImGuiNavLayer_Main) + { + ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); + ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); + + if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY) + { + // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge? + float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; + SetScrollY(result->Window, scroll_target); + } + } + + if (g.NavWindow != result->Window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name); + g.NavWindow = result->Window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + + // Clear active id unless requested not to + // FIXME: ImGuiNavMoveFlags_NoClearActiveId is currently unused as we don't have a clear strategy to preserve active id after interaction, + // so this is mostly provided as a gateway for further experiments (see #1418, #2890) + if (g.ActiveId != result->ID && (g.NavMoveFlags & ImGuiNavMoveFlags_NoClearActiveId) == 0) + ClearActiveID(); + + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior. + if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0) + { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = g.NavMoveKeyMods; + g.NavJustMovedToIsTabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + //IMGUI_DEBUG_LOG_NAV("[nav] NavJustMovedFromFocusScopeId = 0x%08X, NavJustMovedToFocusScopeId = 0x%08X\n", g.NavJustMovedFromFocusScopeId, g.NavJustMovedToFocusScopeId); + } + + // Apply new NavID/Focus + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer]; + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + + // Restore last preferred position for current axis + // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0) + { + preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis]; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel; + } + + // Tabbing: Activates Inputable, otherwise only Focus + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->ItemFlags & ImGuiItemFlags_Inputable) == 0) + g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate; + + // Activate + if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_None; + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing; + } + + // Make nav cursor visible + if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); +} + +// Process Escape/NavCancel input (to close a popup, get back to parent, clear focus) +// FIXME: In order to support e.g. Escape to clear a selection we'll need: +// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. +// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept +static void ImGui::NavUpdateCancelRequest() +{ + ImGuiContext& g = *GImGui; + const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, 0, ImGuiKeyOwner_NoOwner)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, 0, ImGuiKeyOwner_NoOwner))) + return; + + IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n"); + if (g.ActiveId != 0) + { + ClearActiveID(); + } + else if (g.NavLayer != ImGuiNavLayer_Main) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + SetNavCursorVisibleAfterMove(); + } + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow->RootWindowForNav; + ImGuiWindow* parent_window = child_window->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect())); + SetNavCursorVisibleAfterMove(); + } + else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + { + // Close open popup/menu + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + } + else + { + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + // FIXME-NAV: This should happen on window appearing. + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup)))// || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + + // Clear nav focus + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + g.NavId = 0; + if (g.IO.ConfigNavEscapeClearFocusWindow) + FocusWindow(NULL); + } +} + +// Handle PageUp/PageDown/Home/End keys +// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request +// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference +// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid? +static float ImGui::NavUpdatePageUpPageDown() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) + return 0.0f; + + const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_NoOwner); + const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_NoOwner); + const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); + const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); + if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out + return 0.0f; + + if (g.NavLayer != ImGuiNavLayer_Main) + NavRestoreLayer(ImGuiNavLayer_Main); + + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY) + { + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(ImGuiKey_PageUp, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else + { + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(ImGuiKey_PageUp, true)) + { + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + } + else if (IsKeyPressed(ImGuiKey_PageDown, true)) + { + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + return nav_scoring_rect_offset_y; + } + return 0.0f; +} + +static void ImGui::NavEndFrame() +{ + ImGuiContext& g = *GImGui; + + // Show CTRL+TAB list window + if (g.NavWindowingTarget != NULL) + NavUpdateWindowingOverlay(); + + // Perform wrap-around in menus + // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly. + // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. + if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + NavUpdateCreateWrappingRequest(); +} + +static void ImGui::NavUpdateCreateWrappingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + + bool do_forward = false; + ImRect bb_rel = window->NavRectRel[g.NavLayer]; + ImGuiDir clip_dir = g.NavMoveDir; + + const ImGuiNavMoveFlags move_flags = g.NavMoveFlags; + //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row + clip_dir = ImGuiDir_Up; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row + clip_dir = ImGuiDir_Down; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column + clip_dir = ImGuiDir_Left; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column + clip_dir = ImGuiDir_Right; + } + do_forward = true; + } + if (!do_forward) + return; + window->NavRectRel[g.NavLayer] = bb_rel; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); +} + +// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) +// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically. +// If you want a window to never be focused, you may use the e.g. NoInputs flag. +bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) +{ + return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); +} + +static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) + return g.WindowsFocusOrder[i]; + return NULL; +} + +static void NavUpdateWindowingTarget(int focus_change_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget); + if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + return; + + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); + ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); + if (!window_target) + window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); + if (window_target) // Don't reset windowing target if there's a single window in the list + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + } + g.NavWindowingToggleLayer = false; +} + +// Windowing management mode +// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) +static void ImGui::NavUpdateWindowing() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + ImGuiWindow* apply_focus_window = NULL; + bool apply_toggle_layer = false; + + ImGuiWindow* modal_window = GetTopMostPopupModal(); + bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal. + if (!allow_windowing) + g.NavWindowingTarget = NULL; + + // Fade out + if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + { + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + g.NavWindowingTargetAnim = NULL; + } + + // Start CTRL+Tab or Square+L/R window selection + // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab) + const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing"); + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_None); + const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard! + bool just_started_windowing_from_null_focus = false; + if (start_windowing_with_gamepad || start_windowing_with_keyboard) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location + g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; + if (g.NavWindow == NULL) + just_started_windowing_from_null_focus = true; + + // Manually register ownership of our mods. Using a global route in the Shortcut() calls instead would probably be correct but may have more side-effects. + if (keyboard_next_window || keyboard_prev_window) + SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id); + } + + // Gamepad update + g.NavWindowingTimer += io.DeltaTime; + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) + { + // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + + // Select window to focus + const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1); + if (focus_change_dir != 0 && !just_started_windowing_from_null_focus) + { + NavUpdateWindowingTarget(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } + + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) + if (!IsKeyDown(ImGuiKey_NavGamepadMenu)) + { + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + if (g.NavWindowingToggleLayer && g.NavWindow) + apply_toggle_layer = true; + else if (!g.NavWindowingToggleLayer) + apply_focus_window = g.NavWindowingTarget; + g.NavWindowingTarget = NULL; + } + } + + // Keyboard: Focus + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_; + IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows. + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f + if ((keyboard_next_window || keyboard_prev_window) && !just_started_windowing_from_null_focus) + NavUpdateWindowingTarget(keyboard_next_window ? -1 : +1); + else if ((io.KeyMods & shared_mods) != shared_mods) + apply_focus_window = g.NavWindowingTarget; + } + + // Keyboard: Press and Release ALT to toggle menu layer + const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt }; + bool windowing_toggle_layer_start = false; + if (g.NavWindow != NULL && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + for (ImGuiKey windowing_toggle_key : windowing_toggle_keys) + if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner)) + { + windowing_toggle_layer_start = true; + g.NavWindowingToggleLayer = true; + g.NavWindowingToggleKey = windowing_toggle_key; + g.NavInputSource = ImGuiInputSource_Keyboard; + break; + } + if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) + // We cancel toggling nav layer when other modifiers are pressed. (See #4439) + // - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). + // We cancel toggling nav layer if an owner has claimed the key. + if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) + g.NavWindowingToggleLayer = false; + else if (windowing_toggle_layer_start == false && g.LastKeyboardKeyPressTime == g.Time) + g.NavWindowingToggleLayer = false; + else if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false) + g.NavWindowingToggleLayer = false; + + // Apply layer toggle on Alt release + // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. + if (IsKeyReleased(g.NavWindowingToggleKey) && g.NavWindowingToggleLayer) + if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) + if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) + apply_toggle_layer = true; + if (!IsKeyDown(g.NavWindowingToggleKey)) + g.NavWindowingToggleLayer = false; + } + + // Move window + if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) + { + ImVec2 nav_move_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f) + { + const float NAV_MOVE_SPEED = 800.0f; + const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaPos += nav_move_dir * move_step; + g.NavHighlightItemUnderNav = true; + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; + SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always); + g.NavWindowingAccumDeltaPos -= accum_floored; + } + } + } + + // Apply final focus + if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) + { + // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow() + // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow() + ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; + ClearActiveID(); + SetNavCursorVisibleAfterMove(); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); + apply_focus_window = g.NavWindow; + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window has ONLY a menu layer (no main layer), select it directly + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + + // Request OS level focus + if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus) + g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport); + } + if (apply_focus_window) + g.NavWindowingTarget = NULL; + + // Apply menu/layer toggle + if (apply_toggle_layer && g.NavWindow) + { + ClearActiveID(); + + // Move to parent menu if necessary + ImGuiWindow* new_nav_window = g.NavWindow; + while (new_nav_window->ParentWindow + && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 + && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + new_nav_window = new_nav_window->ParentWindow; + if (new_nav_window != g.NavWindow) + { + ImGuiWindow* old_nav_window = g.NavWindow; + FocusWindow(new_nav_window); + new_nav_window->NavLastChildNavWindow = old_nav_window; + } + + // Toggle layer + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + if (new_nav_layer != g.NavLayer) + { + // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) + const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); + if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) + g.NavWindow->NavLastIds[new_nav_layer] = 0; + NavRestoreLayer(new_nav_layer); + SetNavCursorVisibleAfterMove(); + } + } +} + +// Window has already passed the IsWindowNavFocusable() +static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) +{ + if (window->Flags & ImGuiWindowFlags_Popup) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup); + if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar); + if (window->DockNodeAsHost) + return "(Dock node)"; // Not normally shown to user. + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled); +} + +// Overlay displayed when using CTRL+TAB. Called by EndFrame(). +void ImGui::NavUpdateWindowingOverlay() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget != NULL); + + if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) + return; + + if (g.NavWindowingListWindow == NULL) + g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); + const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport(); + SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); + Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + if (g.ContextName[0] != 0) + SeparatorText(g.ContextName); + for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) + { + ImGuiWindow* window = g.WindowsFocusOrder[n]; + IM_ASSERT(window != NULL); // Fix static analyzers + if (!IsWindowNavFocusable(window)) + continue; + const char* label = window->Name; + if (label == FindRenderedTextEnd(label)) + label = GetFallbackWindowNameForWindowingList(window); + Selectable(label, g.NavWindowingTarget == window); + } + End(); + PopStyleVar(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DRAG AND DROP +//----------------------------------------------------------------------------- + +bool ImGui::IsDragDropActive() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive; +} + +void ImGui::ClearDragDrop() +{ + ImGuiContext& g = *GImGui; + if (g.DragDropActive) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] ClearDragDrop()\n"); + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; + + g.DragDropPayloadBufHeap.clear(); + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); +} + +bool ImGui::BeginTooltipHidden() +{ + ImGuiContext& g = *GImGui; + bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow); + return ret; +} + +// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +// If the item has an identifier: +// - This assume/require the item to be activated (typically via ButtonBehavior). +// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button. +// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag. +// If the item has no identifier: +// - Currently always assume left mouse button. +bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, + // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; + + bool source_drag_active = false; + ImGuiID source_id = 0; + ImGuiID source_parent_id = 0; + if ((flags & ImGuiDragDropFlags_SourceExtern) == 0) + { + source_id = g.LastItemData.ID; + if (source_id != 0) + { + // Common path: items with ID + if (g.ActiveId != source_id) + return false; + if (g.ActiveIdMouseButton != -1) + mouse_button = g.ActiveIdMouseButton; + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + g.ActiveIdAllowOverlap = false; + } + else + { + // Uncommon path: items without ID + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag. + if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) + { + IM_ASSERT(0); + return false; + } + + // Magic fallback to handle items with no assigned ID, e.g. Text(), Image() + // We build a throwaway ID based on current ID stack + relative AABB of items in window. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. + // Rely on keeping other window->LastItemXXX fields intact. + source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); + KeepAliveID(source_id); + bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.ItemFlags); + if (is_hovered && g.IO.MouseClicked[mouse_button]) + { + SetActiveID(source_id, window); + FocusWindow(window); + } + if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. + g.ActiveIdAllowOverlap = is_hovered; + } + if (g.ActiveId != source_id) + return false; + source_parent_id = window->IDStack.back(); + source_drag_active = IsMouseDragging(mouse_button); + + // Disable navigation and key inputs while dragging + cancel existing request if any + SetActiveIdUsingAllKeyboardKeys(); + } + else + { + // When ImGuiDragDropFlags_SourceExtern is set: + window = NULL; + source_id = ImHashStr("#SourceExtern"); + source_drag_active = true; + mouse_button = g.IO.MouseDown[0] ? 0 : -1; + KeepAliveID(source_id); + SetActiveID(source_id, NULL); + } + + IM_ASSERT(g.DragDropWithinTarget == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + if (!source_drag_active) + return false; + + // Activate drag and drop + if (!g.DragDropActive) + { + IM_ASSERT(source_id != 0); + ClearDragDrop(); + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] BeginDragDropSource() DragDropActive = true, source_id = 0x%08X%s\n", + source_id, (flags & ImGuiDragDropFlags_SourceExtern) ? " (EXTERN)" : ""); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + if (payload.SourceId == g.ActiveId) + g.ActiveIdNoClearOnFocusLoss = true; + } + g.DragDropSourceFrameCount = g.FrameCount; + g.DragDropWithinSource = true; + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + bool ret; + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + ret = BeginTooltipHidden(); + else + ret = BeginTooltip(); + IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame(). + IM_UNUSED(ret); + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; +} + +void ImGui::EndDragDropSource() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?"); + + if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + EndTooltip(); + + // Discard the drag if have not called SetDragDropPayload() + if (g.DragDropPayload.DataFrameCount == -1) + ClearDragDrop(); + g.DragDropWithinSource = false; +} + +// Use 'cond' to choose to submit payload on drag start or every frame +bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + if (cond == 0) + cond = ImGuiCond_Always; + + IM_ASSERT(type != NULL); + IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); + IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + + if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + { + // Copy payload + ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); + g.DragDropPayloadBufHeap.resize(0); + if (data_size > sizeof(g.DragDropPayloadBufLocal)) + { + // Store in heap + g.DragDropPayloadBufHeap.resize((int)data_size); + payload.Data = g.DragDropPayloadBufHeap.Data; + memcpy(payload.Data, data, data_size); + } + else if (data_size > 0) + { + // Store locally + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + payload.Data = g.DragDropPayloadBufLocal; + memcpy(payload.Data, data, data_size); + } + else + { + payload.Data = NULL; + } + payload.DataSize = (int)data_size; + } + payload.DataFrameCount = g.FrameCount; + + // Return whether the payload has been accepted + return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); +} + +bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree) + return false; + IM_ASSERT(id != 0); + if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) + return false; + if (window->SkipItems) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = bb; + g.DragDropTargetClipRect = window->ClipRect; // May want to be overridden by user depending on use case? + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +// We don't use BeginDragDropTargetCustom() and duplicate its code because: +// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. +// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) +bool ImGui::BeginDragDropTarget() +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems) + return false; + + const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; + ImGuiID id = g.LastItemData.ID; + if (id == 0) + { + id = window->GetIDFromRectangle(display_rect); + KeepAliveID(id); + } + if (g.DragDropPayload.SourceId == id) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = display_rect; + g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect; + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +bool ImGui::IsDragDropPayloadBeingAccepted() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive && g.DragDropAcceptIdPrev != 0; +} + +const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? + IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? + if (type != NULL && !payload.IsDataType(type)) + return NULL; + + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! + const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); + ImRect r = g.DragDropTargetRect; + float r_surface = r.GetWidth() * r.GetHeight(); + if (r_surface > g.DragDropAcceptIdCurrRectSurface) + return NULL; + + g.DragDropAcceptFlags = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId); + + // Render default drop visuals + payload.Preview = was_accepted_previously; + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame) + if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) + RenderDragDropTargetRect(r, g.DragDropTargetClipRect); + + g.DragDropAcceptFrameCount = g.FrameCount; + if ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) && g.DragDropMouseButton == -1) + payload.Delivery = was_accepted_previously && (g.DragDropSourceFrameCount < g.FrameCount); + else + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) + return NULL; + + if (payload.Delivery) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] AcceptDragDropPayload(): 0x%08X: payload delivery\n", g.DragDropTargetId); + return &payload; +} + +// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target. +void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImRect bb_display = bb; + bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible. + bb_display.Expand(3.5f); + bool push_clip_rect = !window->ClipRect.Contains(bb_display); + if (push_clip_rect) + window->DrawList->PushClipRectFullScreen(); + window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); + if (push_clip_rect) + window->DrawList->PopClipRect(); +} + +const ImGuiPayload* ImGui::GetDragDropPayload() +{ + ImGuiContext& g = *GImGui; + return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL; +} + +void ImGui::EndDragDropTarget() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinTarget); + g.DragDropWithinTarget = false; + + // Clear drag and drop state payload right after delivery + if (g.DragDropPayload.Delivery) + ClearDragDrop(); +} + +//----------------------------------------------------------------------------- +// [SECTION] LOGGING/CAPTURING +//----------------------------------------------------------------------------- +// All text output from the interface can be captured into tty/file/clipboard. +// By default, tree nodes are automatically opened during logging. +//----------------------------------------------------------------------------- + +// Pass text data straight to log (without being displayed) +static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args) +{ + if (g.LogFile) + { + g.LogBuffer.Buf.resize(0); + g.LogBuffer.appendfv(fmt, args); + ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile); + } + else + { + g.LogBuffer.appendfv(fmt, args); + } +} + +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + LogTextV(g, fmt, args); + va_end(args); +} + +void ImGui::LogTextV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogTextV(g, fmt, args); +} + +// Internal version that takes a position to decide on newline placement and pad items according to their depth. +// We split text into individual lines to add current tree level padding +// FIXME: This code is a little complicated perhaps, considering simplifying the whole system. +void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const char* prefix = g.LogNextPrefix; + const char* suffix = g.LogNextSuffix; + g.LogNextPrefix = g.LogNextSuffix = NULL; + + if (!text_end) + text_end = FindRenderedTextEnd(text, text_end); + + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1); + if (ref_pos) + g.LogLinePosY = ref_pos->y; + if (log_new_line) + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + + if (prefix) + LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. + + // Re-adjust padding if we have popped out of our starting depth + if (g.LogDepthRef > window->DC.TreeDepth) + g.LogDepthRef = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + + const char* text_remaining = text; + for (;;) + { + // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. + // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. + const char* line_start = text_remaining; + const char* line_end = ImStreolRange(line_start, text_end); + const bool is_last_line = (line_end == text_end); + if (line_start != line_end || !is_last_line) + { + const int line_length = (int)(line_end - line_start); + const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1; + LogText("%*s%.*s", indentation, "", line_length, line_start); + g.LogLineFirstItem = false; + if (*line_end == '\n') + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + } + if (is_last_line) + break; + text_remaining = line_end + 1; + } + + if (suffix) + LogRenderedText(ref_pos, suffix, suffix + strlen(suffix)); +} + +// Start logging/capturing text output +void ImGui::LogBegin(ImGuiLogFlags flags, int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.LogEnabled == false); + IM_ASSERT(g.LogFile == NULL && g.LogBuffer.empty()); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiLogFlags_OutputMask_)); // Check that only 1 type flag is used + + g.LogEnabled = g.ItemUnclipByLog = true; + g.LogFlags = flags; + g.LogWindow = window; + g.LogNextPrefix = g.LogNextSuffix = NULL; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; +} + +// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText) +void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix) +{ + ImGuiContext& g = *GImGui; + g.LogNextPrefix = prefix; + g.LogNextSuffix = suffix; +} + +void ImGui::LogToTTY(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + IM_UNUSED(auto_open_depth); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + LogBegin(ImGuiLogFlags_OutputTTY, auto_open_depth); + g.LogFile = stdout; +#endif +} + +// Start logging/capturing text output to given file +void ImGui::LogToFile(int auto_open_depth, const char* filename) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. + // By opening the file in binary mode "ab" we have consistent output everywhere. + if (!filename) + filename = g.IO.LogFilename; + if (!filename || !filename[0]) + return; + ImFileHandle f = ImFileOpen(filename, "ab"); + if (!f) + { + IM_ASSERT(0); + return; + } + + LogBegin(ImGuiLogFlags_OutputFile, auto_open_depth); + g.LogFile = f; +} + +// Start logging/capturing text output to clipboard +void ImGui::LogToClipboard(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogFlags_OutputClipboard, auto_open_depth); +} + +void ImGui::LogToBuffer(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogFlags_OutputBuffer, auto_open_depth); +} + +void ImGui::LogFinish() +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogText(IM_NEWLINE); + switch (g.LogFlags & ImGuiLogFlags_OutputMask_) + { + case ImGuiLogFlags_OutputTTY: +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + fflush(g.LogFile); +#endif + break; + case ImGuiLogFlags_OutputFile: + ImFileClose(g.LogFile); + break; + case ImGuiLogFlags_OutputBuffer: + break; + case ImGuiLogFlags_OutputClipboard: + if (!g.LogBuffer.empty()) + SetClipboardText(g.LogBuffer.begin()); + break; + default: + IM_ASSERT(0); + break; + } + + g.LogEnabled = g.ItemUnclipByLog = false; + g.LogFlags = ImGuiLogFlags_None; + g.LogFile = NULL; + g.LogBuffer.clear(); +} + +// Helper to display logging buttons +// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) +void ImGui::LogButtons() +{ + ImGuiContext& g = *GImGui; + + PushID("LogButtons"); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + const bool log_to_tty = Button("Log To TTY"); SameLine(); +#else + const bool log_to_tty = false; +#endif + const bool log_to_file = Button("Log To File"); SameLine(); + const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); + PushItemFlag(ImGuiItemFlags_NoTabStop, true); + SetNextItemWidth(80.0f); + SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); + PopItemFlag(); + PopID(); + + // Start logging at the end of the function so that the buttons don't appear in the log + if (log_to_tty) + LogToTTY(); + if (log_to_file) + LogToFile(); + if (log_to_clipboard) + LogToClipboard(); +} + +//----------------------------------------------------------------------------- +// [SECTION] SETTINGS +//----------------------------------------------------------------------------- +// - UpdateSettings() [Internal] +// - MarkIniSettingsDirty() [Internal] +// - FindSettingsHandler() [Internal] +// - ClearIniSettings() [Internal] +// - LoadIniSettingsFromDisk() +// - LoadIniSettingsFromMemory() +// - SaveIniSettingsToDisk() +// - SaveIniSettingsToMemory() +//----------------------------------------------------------------------------- +// - CreateNewWindowSettings() [Internal] +// - FindWindowSettingsByID() [Internal] +// - FindWindowSettingsByWindow() [Internal] +// - ClearWindowSettings() [Internal] +// - WindowSettingsHandler_***() [Internal] +//----------------------------------------------------------------------------- + +// Called by NewFrame() +void ImGui::UpdateSettings() +{ + // Load settings on first frame (if not explicitly loaded manually before) + ImGuiContext& g = *GImGui; + if (!g.SettingsLoaded) + { + IM_ASSERT(g.SettingsWindows.empty()); + if (g.IO.IniFilename) + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; + } + + // Save settings (with a delay after the last modification, so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) + { + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) + { + if (g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + else + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. + g.SettingsDirtyTimer = 0.0f; + } + } +} + +void ImGui::MarkIniSettingsDirty() +{ + ImGuiContext& g = *GImGui; + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL); + g.SettingsHandlers.push_back(*handler); +} + +void ImGui::RemoveSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name)) + g.SettingsHandlers.erase(handler); +} + +ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + const ImGuiID type_hash = ImHashStr(type_name); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.TypeHash == type_hash) + return &handler; + return NULL; +} + +// Clear all settings (windows, tables, docking etc.) +void ImGui::ClearIniSettings() +{ + ImGuiContext& g = *GImGui; + g.SettingsIniData.clear(); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ClearAllFn != NULL) + handler.ClearAllFn(&g, &handler); +} + +void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) +{ + size_t file_data_size = 0; + char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); + if (!file_data) + return; + if (file_data_size > 0) + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + IM_FREE(file_data); +} + +// Zero-tolerance, no error reporting, cheap .ini parsing +// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty! +void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()"); + //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + + // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). + // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. + if (ini_size == 0) + ini_size = strlen(ini_data); + g.SettingsIniData.Buf.resize((int)ini_size + 1); + char* const buf = g.SettingsIniData.Buf.Data; + char* const buf_end = buf + ini_size; + memcpy(buf, ini_data, ini_size); + buf_end[0] = 0; + + // Call pre-read handlers + // Some types will clear their data (e.g. dock information) some types will allow merge/override (window) + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ReadInitFn != NULL) + handler.ReadInitFn(&g, &handler); + + void* entry_data = NULL; + ImGuiSettingsHandler* entry_handler = NULL; + + char* line_end = NULL; + for (char* line = buf; line < buf_end; line = line_end + 1) + { + // Skip new lines markers, then find end of the line + while (*line == '\n' || *line == '\r') + line++; + line_end = line; + while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') + line_end++; + line_end[0] = 0; + if (line[0] == ';') + continue; + if (line[0] == '[' && line_end > line && line_end[-1] == ']') + { + // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. + line_end[-1] = 0; + const char* name_end = line_end - 1; + const char* type_start = line + 1; + char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); + const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; + if (!type_end || !name_start) + continue; + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' + entry_handler = FindSettingsHandler(type_start); + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; + } + else if (entry_handler != NULL && entry_data != NULL) + { + // Let type handler parse the line + entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); + } + } + g.SettingsLoaded = true; + + // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary) + memcpy(buf, ini_data, ini_size); + + // Call post-read handlers + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ApplyAllFn != NULL) + handler.ApplyAllFn(&g, &handler); +} + +void ImGui::SaveIniSettingsToDisk(const char* ini_filename) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + if (!ini_filename) + return; + + size_t ini_data_size = 0; + const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); + ImFileHandle f = ImFileOpen(ini_filename, "wt"); + if (!f) + return; + ImFileWrite(ini_data, sizeof(char), ini_data_size, f); + ImFileClose(f); +} + +// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer +const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + g.SettingsIniData.Buf.resize(0); + g.SettingsIniData.Buf.push_back(0); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + handler.WriteAllFn(&g, &handler, &g.SettingsIniData); + if (out_size) + *out_size = (size_t)g.SettingsIniData.size(); + return g.SettingsIniData.c_str(); +} + +ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) +{ + ImGuiContext& g = *GImGui; + + if (g.IO.ConfigDebugIniSettings == false) + { + // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier. + if (const char* p = strstr(name, "###")) + name = p; + } + const size_t name_len = strlen(name); + + // Allocate chunk + const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; + ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); + IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); + settings->ID = ImHashStr(name, name_len); + memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator + + return settings; +} + +// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names. +// This is called once per window .ini entry + once per newly instantiated window. +ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->ID == id && !settings->WantDelete) + return settings; + return NULL; +} + +// This is faster if you are holding on a Window already as we don't need to perform a search. +ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (window->SettingsOffset != -1) + return g.SettingsWindows.ptr_from_offset(window->SettingsOffset); + return FindWindowSettingsByID(window->ID); +} + +// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more. +void ImGui::ClearWindowSettings(const char* name) +{ + //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName(name); + if (window != NULL) + { + window->Flags |= ImGuiWindowFlags_NoSavedSettings; + InitOrLoadWindowSettings(window, NULL); + if (window->DockId != 0) + DockContextProcessUndockWindow(&g, window, true); + } + if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name))) + settings->WantDelete = true; +} + +static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + window->SettingsOffset = -1; + g.SettingsWindows.clear(); +} + +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = ImHashStr(name); + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id); + if (settings) + *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry + else + settings = ImGui::CreateNewWindowSettings(name); + settings->ID = id; + settings->WantApply = true; + return (void*)settings; +} + +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; + int x, y; + int i; + ImU32 u1; + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } + else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } + else if (sscanf(line, "IsChild=%d", &i) == 1) { settings->IsChild = (i != 0); } + else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } + else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } + else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } +} + +// Apply to existing windows (if any) +static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->WantApply) + { + if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID)) + ApplyWindowSettings(window, settings); + settings->WantApply = false; + } +} + +static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + // Gather data from windows that were active during this session + // (if a window wasn't opened in this session we preserve its settings) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->Flags & ImGuiWindowFlags_NoSavedSettings) + continue; + + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window); + if (!settings) + { + settings = ImGui::CreateNewWindowSettings(window->Name); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + } + IM_ASSERT(settings->ID == window->ID); + settings->Pos = ImVec2ih(window->Pos - window->ViewportPos); + settings->Size = ImVec2ih(window->SizeFull); + settings->ViewportId = window->ViewportId; + settings->ViewportPos = ImVec2ih(window->ViewportPos); + IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId); + settings->DockId = window->DockId; + settings->ClassId = window->WindowClass.ClassId; + settings->DockOrder = window->DockOrder; + settings->Collapsed = window->Collapsed; + settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set. + settings->WantDelete = false; + } + + // Write to text buffer + buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + if (settings->WantDelete) + continue; + const char* settings_name = settings->GetName(); + buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); + if (settings->IsChild) + { + buf->appendf("IsChild=1\n"); + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + } + else + { + if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + { + buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y); + buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); + } + if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + if (settings->Size.x != 0 || settings->Size.y != 0) + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + if (settings->DockId != 0) + { + //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier. + if (settings->DockOrder == -1) + buf->appendf("DockId=0x%08X\n", settings->DockId); + else + buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder); + if (settings->ClassId != 0) + buf->appendf("ClassId=0x%08X\n", settings->ClassId); + } + } + buf->append("\n"); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] LOCALIZATION +//----------------------------------------------------------------------------- + +void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count) +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < count; n++) + g.LocalizationTable[entries[n].Key] = entries[n].Text; +} + +//----------------------------------------------------------------------------- +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +//----------------------------------------------------------------------------- +// - GetMainViewport() +// - FindViewportByID() +// - FindViewportByPlatformHandle() +// - SetCurrentViewport() [Internal] +// - SetWindowViewport() [Internal] +// - GetWindowAlwaysWantOwnViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewports() [Internal] +// - TranslateWindowsInViewport() [Internal] +// - ScaleWindowsInViewport() [Internal] +// - FindHoveredViewportFromPlatformWindowStack() [Internal] +// - UpdateViewportsNewFrame() [Internal] +// - UpdateViewportsEndFrame() [Internal] +// - AddUpdateViewport() [Internal] +// - WindowSelectViewport() [Internal] +// - WindowSyncOwnedViewport() [Internal] +// - UpdatePlatformWindows() +// - RenderPlatformWindowsDefault() +// - FindPlatformMonitorForPos() [Internal] +// - FindPlatformMonitorForRect() [Internal] +// - UpdateViewportPlatformMonitor() [Internal] +// - DestroyPlatformWindow() [Internal] +// - DestroyPlatformWindows() +//----------------------------------------------------------------------------- + +ImGuiViewport* ImGui::GetMainViewport() +{ + ImGuiContext& g = *GImGui; + return g.Viewports[0]; +} + +// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236) +ImGuiViewport* ImGui::FindViewportByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->ID == id) + return viewport; + return NULL; +} + +ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle) +{ + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->PlatformHandle == platform_handle) + return viewport; + return NULL; +} + +void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + (void)current_window; + + if (viewport) + viewport->LastFrameActive = g.FrameCount; + if (g.CurrentViewport == viewport) + return; + g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f; + g.CurrentViewport = viewport; + IM_ASSERT(g.CurrentDpiScale > 0.0f && g.CurrentDpiScale < 99.0f); // Typical correct values would be between 1.0f and 4.0f + //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); + + // Notify platform layer of viewport changes + // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI + if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport) + g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport); +} + +void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + // Abandon viewport + if (window->ViewportOwned && window->Viewport->Window == window) + window->Viewport->Size = ImVec2(0.0f, 0.0f); + + window->Viewport = viewport; + window->ViewportId = viewport->ID; + window->ViewportOwned = (viewport->Window == window); +} + +static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) +{ + // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. + ImGuiContext& g = *GImGui; + if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge)) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + if (!window->DockIsActive) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) + if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0) + return true; + return false; +} + +static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (window->Viewport == viewport) + return false; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0) + return false; + if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0) + return false; + if (!viewport->GetMainRect().Contains(window->Rect())) + return false; + if (GetWindowAlwaysWantOwnViewport(window)) + return false; + + // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could.. + for (ImGuiWindow* window_behind : g.Windows) + { + if (window_behind == window) + break; + if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow)) + if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect())) + return false; + } + + // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) + ImGuiViewportP* old_viewport = window->Viewport; + if (window->ViewportOwned) + for (int n = 0; n < g.Windows.Size; n++) + if (g.Windows[n]->Viewport == old_viewport) + SetWindowViewport(g.Windows[n], viewport); + SetWindowViewport(window, viewport); + BringWindowToDisplayFront(window); + + return true; +} + +// FIXME: handle 0 to N host viewports +static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); +} + +// Translate Dear ImGui windows when a Host Viewport has been moved +// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) +void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows)); + + // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently + // translate imgui windows from OS-window-local to absolute coordinates or vice-versa. + // 2) If it's not going to fit into the new size, keep it at same absolute position. + // One problem with this is that most Win32 applications doesn't update their render while dragging, + // and so the window will appear to teleport when releasing the mouse. + const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); + ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size); + ImVec2 delta_pos = new_pos - old_pos; + for (ImGuiWindow* window : g.Windows) // FIXME-OPT + if (translate_all_windows || (window->Viewport == viewport && (old_size == new_size || test_still_fit_rect.Contains(window->Rect())))) + TranslateWindow(window, delta_pos); +} + +// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) +void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) +{ + ImGuiContext& g = *GImGui; + if (viewport->Window) + { + ScaleWindow(viewport->Window, scale); + } + else + { + for (ImGuiWindow* window : g.Windows) + if (window->Viewport == viewport) + ScaleWindow(window, scale); + } +} + +// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves. +// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. +// B) It requires Platform_GetWindowFocus to be implemented by backend. +ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* best_candidate = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos)) + if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount) + best_candidate = viewport; + return best_candidate; +} + +// Update viewports and monitor infos +// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info. +static void ImGui::UpdateViewportsNewFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); + + // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) + // Update Focused status + const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0; + if (viewports_enabled) + { + ImGuiViewportP* focused_viewport = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + { + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available) + { + bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); + if (is_minimized) + viewport->Flags |= ImGuiViewportFlags_IsMinimized; + else + viewport->Flags &= ~ImGuiViewportFlags_IsMinimized; + } + + // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport. + // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored. + if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available) + { + bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport); + if (is_focused) + viewport->Flags |= ImGuiViewportFlags_IsFocused; + else + viewport->Flags &= ~ImGuiViewportFlags_IsFocused; + if (is_focused) + focused_viewport = viewport; + } + } + + // Focused viewport has changed? + if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID); + const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId); + const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false); + + // Store a tag so we can infer z-order easily from all our windows + // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag + // will keep the front most stamp instead of losing it back to their parent viewport. + if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + g.PlatformLastFocusedViewportId = focused_viewport->ID; + + // Focus associated dear imgui window + // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299) + // - if focus didn't happen because we destroyed another window (#6462) + // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well. + const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed; + if (apply_imgui_focus_on_focused_viewport) + { + focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus. + ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild; + if (focused_viewport->Window != NULL) + FocusWindow(focused_viewport->Window, focus_request_flags); + else if (focused_viewport->LastFocusedHadNavWindow) + FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport + else + FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused + } + } + if (focused_viewport) + focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); + } + + // Create/update main viewport with current platform position. + // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. + ImGuiViewportP* main_viewport = g.Viewports[0]; + IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); + IM_ASSERT(main_viewport->Window == NULL); + ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f); + ImVec2 main_viewport_size = g.IO.DisplaySize; + if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized)) + { + main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) + main_viewport_size = main_viewport->Size; + } + AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); + + g.CurrentDpiScale = 0.0f; + g.CurrentViewport = NULL; + g.MouseViewport = NULL; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->Idx = n; + + // Erase unused viewports + if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) + { + DestroyViewport(viewport); + n--; + continue; + } + + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (viewports_enabled) + { + // Update Position and Size (from Platform Window to ImGui) if requested. + // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. + if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available) + { + // Viewport->WorkPos and WorkSize will be updated below + if (viewport->PlatformRequestMove) + viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); + if (viewport->PlatformRequestResize) + viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); + } + } + + // Update/copy monitor info + UpdateViewportPlatformMonitor(viewport); + + // Lock down space taken by menu bars and status bars + query initial insets from backend + // Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc. + viewport->WorkInsetMin = viewport->BuildWorkInsetMin; + viewport->WorkInsetMax = viewport->BuildWorkInsetMax; + viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f); + if (g.PlatformIO.Platform_GetWindowWorkAreaInsets != NULL && platform_funcs_available) + { + ImVec4 insets = g.PlatformIO.Platform_GetWindowWorkAreaInsets(viewport); + IM_ASSERT(insets.x >= 0.0f && insets.y >= 0.0f && insets.z >= 0.0f && insets.w >= 0.0f); + viewport->BuildWorkInsetMin = ImVec2(insets.x, insets.y); + viewport->BuildWorkInsetMax = ImVec2(insets.z, insets.w); + } + viewport->UpdateWorkRect(); + + // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. + viewport->Alpha = 1.0f; + + // Translate Dear ImGui windows when a Host Viewport has been moved + // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) + const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) + TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos, viewport->LastSize, viewport->Size); + + // Update DPI scale + float new_dpi_scale; + if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available) + new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); + else if (viewport->PlatformMonitor != -1) + new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + else + new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f; + IM_ASSERT(new_dpi_scale > 0.0f && new_dpi_scale < 99.0f); // Typical correct values would be between 1.0f and 4.0f + if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) + { + float scale_factor = new_dpi_scale / viewport->DpiScale; + if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + ScaleWindowsInViewport(viewport, scale_factor); + //if (viewport == GetMainViewport()) + // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); + + // Scale our window moving pivot so that the window will rescale roughly around the mouse position. + // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. + // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) + //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) + // g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor); + } + viewport->DpiScale = new_dpi_scale; + } + + // Update fallback monitor + g.PlatformMonitorsFullWorkRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + if (g.PlatformIO.Monitors.Size == 0) + { + ImGuiPlatformMonitor* monitor = &g.FallbackMonitor; + monitor->MainPos = main_viewport->Pos; + monitor->MainSize = main_viewport->Size; + monitor->WorkPos = main_viewport->WorkPos; + monitor->WorkSize = main_viewport->WorkSize; + monitor->DpiScale = main_viewport->DpiScale; + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos + monitor->WorkSize); + } + else + { + g.FallbackMonitor = g.PlatformIO.Monitors[0]; + } + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos + monitor.WorkSize); + } + + if (!viewports_enabled) + { + g.MouseViewport = main_viewport; + return; + } + + // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. + // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set. + ImGuiViewportP* viewport_hovered = NULL; + if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL; + if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback. + } + else + { + // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: + // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. + // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order. + // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); + } + if (viewport_hovered != NULL) + g.MouseLastHoveredViewport = viewport_hovered; + else if (g.MouseLastHoveredViewport == NULL) + g.MouseLastHoveredViewport = g.Viewports[0]; + + // Update mouse reference viewport + // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) + // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details) + if (g.MovingWindow && g.MovingWindow->Viewport) + g.MouseViewport = g.MovingWindow->Viewport; + else + g.MouseViewport = g.MouseLastHoveredViewport; + + // When dragging something, always refer to the last hovered viewport. + // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) + // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) + // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. + // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that. + const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; + if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) + viewport_hovered = g.MouseLastHoveredViewport; + if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown()) + if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + g.MouseViewport = viewport_hovered; + + IM_ASSERT(g.MouseViewport != NULL); +} + +// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) +static void ImGui::UpdateViewportsEndFrame() +{ + ImGuiContext& g = *GImGui; + g.PlatformIO.Viewports.resize(0); + for (int i = 0; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + viewport->LastPos = viewport->Pos; + viewport->LastSize = viewport->Size; + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) + if (i > 0) // Always include main viewport in the list + continue; + if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) + continue; + if (i > 0) + IM_ASSERT(viewport->Window != NULL); + g.PlatformIO.Viewports.push_back(viewport); + } + g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called +} + +// FIXME: We should ideally refactor the system to call this every frame (we currently don't) +ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + flags |= ImGuiViewportFlags_IsPlatformWindow; + if (window != NULL) + { + if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window) + flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing; + if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) + flags |= ImGuiViewportFlags_NoInputs; + if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing) + flags |= ImGuiViewportFlags_NoFocusOnAppearing; + } + + ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id); + if (viewport) + { + // Always update for main viewport as we are already pulling correct platform pos/size (see #4900) + if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Pos = pos; + if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Size = size; + viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags + } + else + { + // New viewport + viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = id; + viewport->Idx = g.Viewports.Size; + viewport->Pos = viewport->LastPos = pos; + viewport->Size = viewport->LastSize = size; + viewport->Flags = flags; + UpdateViewportPlatformMonitor(viewport); + g.Viewports.push_back(viewport); + g.ViewportCreatedCount++; + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : ""); + + // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. + // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame + g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x); + g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y); + g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); + g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); + + // Store initial DpiScale before the OS platform window creation, based on expected monitor data. + // This is so we can select an appropriate font size on the first frame of our window lifetime + if (viewport->PlatformMonitor != -1) + viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + } + + viewport->Window = window; + viewport->LastFrameActive = g.FrameCount; + viewport->UpdateWorkRect(); + IM_ASSERT(window == NULL || viewport->ID == window->ID); + + if (window != NULL) + window->ViewportOwned = true; + + return viewport; +} + +static void ImGui::DestroyViewport(ImGuiViewportP* viewport) +{ + // Clear references to this viewport in windows (window->ViewportId becomes the master data) + ImGuiContext& g = *GImGui; + for (ImGuiWindow* window : g.Windows) + { + if (window->Viewport != viewport) + continue; + window->Viewport = NULL; + window->ViewportOwned = false; + } + if (viewport == g.MouseLastHoveredViewport) + g.MouseLastHoveredViewport = NULL; + + // Destroy + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. + IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); + IM_ASSERT(g.Viewports[viewport->Idx] == viewport); + g.Viewports.erase(g.Viewports.Data + viewport->Idx); + IM_DELETE(viewport); +} + +// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. +static void ImGui::WindowSelectViewport(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + window->ViewportAllowPlatformMonitorExtend = -1; + + // Restore main viewport if multi-viewport is not supported by the backend + ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + { + SetWindowViewport(window, main_viewport); + return; + } + window->ViewportOwned = false; + + // Appearing popups reset their viewport so they can inherit again + if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing) + { + window->Viewport = NULL; + window->ViewportId = 0; + } + + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0) + { + // By default inherit from parent window + if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive)) + window->Viewport = window->ParentWindow->Viewport; + + // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file + if (window->Viewport == NULL && window->ViewportId != 0) + { + window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId); + if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX) + window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None); + } + } + + bool lock_viewport = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) + { + // Code explicitly request a viewport + window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); + window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. + if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL) + { + window->Viewport->Window = window; + window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node) + } + lock_viewport = true; + } + else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) + { + // Always inherit viewport from parent window + if (window->DockNode && window->DockNode->HostWindow) + IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport); + window->Viewport = window->ParentWindow->Viewport; + } + else if (window->DockNode && window->DockNode->HostWindow) + { + // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame + window->Viewport = window->DockNode->HostWindow->Viewport; + } + else if (flags & ImGuiWindowFlags_Tooltip) + { + window->Viewport = g.MouseViewport; + } + else if (GetWindowAlwaysWantOwnViewport(window)) + { + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid()) + { + if (window->Viewport != NULL && window->Viewport->Window == window) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else + { + // Merge into host viewport? + // We cannot test window->ViewportOwned as it set lower in the function. + // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212) + bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap)); + if (try_to_merge_into_host_viewport) + UpdateTryMergeWindowIntoHostViewports(window); + } + + // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport + if (window->Viewport == NULL) + if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport)) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + + // Mark window as allowed to protrude outside of its viewport and into the current monitor + if (!lock_viewport) + { + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + { + // We need to take account of the possibility that mouse may become invalid. + // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. + ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; + bool use_mouse_ref = (!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !g.NavWindow); + bool mouse_valid = IsMousePosValid(&mouse_ref); + if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid)) + window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); + else + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL) + { + // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. + const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; + if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) + { + // Steal/transfer ownership + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name); + window->Viewport->Window = window; + window->Viewport->ID = window->ID; + window->Viewport->LastNameHash = 0; + } + else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge? + { + // New viewport + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + } + } + else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) + { + // Regular (non-child, non-popup) windows by default are also allowed to protrude + // Child windows are kept contained within their parent. + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + } + + // Update flags + window->ViewportOwned = (window == window->Viewport->Window); + window->ViewportId = window->Viewport->ID; + + // If the OS window has a title bar, hide our imgui title bar + //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) + // window->Flags |= ImGuiWindowFlags_NoTitleBar; +} + +void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack) +{ + ImGuiContext& g = *GImGui; + + bool viewport_rect_changed = false; + + // Synchronize window --> viewport in most situations + // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM + if (window->Viewport->PlatformRequestMove) + { + window->Pos = window->Viewport->Pos; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Pos = window->Pos; + } + + if (window->Viewport->PlatformRequestResize) + { + window->Size = window->SizeFull = window->Viewport->Size; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Size = window->Size; + } + window->Viewport->UpdateWorkRect(); + + // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() + // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. + if (viewport_rect_changed) + UpdateViewportPlatformMonitor(window->Viewport); + + // Update common viewport flags + const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; + ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; + ImGuiWindowFlags window_flags = window->Flags; + const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0; + const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; + if (window_flags & ImGuiWindowFlags_Tooltip) + viewport_flags |= ImGuiViewportFlags_TopMost; + if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; + if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) + viewport_flags |= ImGuiViewportFlags_NoDecoration; + + // Not correct to set modal as topmost because: + // - Because other popups can be stacked above a modal (e.g. combo box in a modal) + // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" + //if (flags & ImGuiWindowFlags_Modal) + // viewport_flags |= ImGuiViewportFlags_TopMost; + + // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them + // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). + // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, + // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. + if (is_short_lived_floating_window && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; + + // We can overwrite viewport flags using ImGuiWindowClass (advanced users) + if (window->WindowClass.ViewportFlagsOverrideSet) + viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; + if (window->WindowClass.ViewportFlagsOverrideClear) + viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; + + // We can also tell the backend that clearing the platform window won't be necessary, + // as our window background is filling the viewport and we have disabled BgAlpha. + // FIXME: Work on support for per-viewport transparency (#2766) + if (!(window_flags & ImGuiWindowFlags_NoBackground)) + viewport_flags |= ImGuiViewportFlags_NoRendererClear; + + window->Viewport->Flags = viewport_flags; + + // Update parent viewport ID + // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) + if (window->WindowClass.ParentViewportId != (ImGuiID)-1) + window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; + else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive)) + window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; + else + window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; +} + +// Called by user at the end of the main loop, after EndFrame() +// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api. +void ImGui::UpdatePlatformWindows() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); + IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); + g.FrameCountPlatformEnded = g.FrameCount; + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + return; + + // Create/resize/destroy platform windows to match each active viewport. + // Skip the main viewport (index 0), which is always fully handled by the application! + for (int i = 1; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + + // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window + // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) + bool destroy_platform_window = false; + destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); + destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)); + if (destroy_platform_window) + { + DestroyPlatformWindow(viewport); + continue; + } + + // New windows that appears directly in a new viewport won't always have a size on their first frame + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0) + continue; + + // Create window + const bool is_new_platform_window = (viewport->PlatformWindowCreated == false); + if (is_new_platform_window) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + g.PlatformIO.Platform_CreateWindow(viewport); + if (g.PlatformIO.Renderer_CreateWindow != NULL) + g.PlatformIO.Renderer_CreateWindow(viewport); + g.PlatformWindowsCreatedCount++; + viewport->LastNameHash = 0; + viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?) + viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it. + viewport->PlatformWindowCreated = true; + } + + // Apply Position and Size (from ImGui to Platform/Renderer backends) + if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove) + g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); + if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize) + g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); + if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize) + g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); + viewport->LastPlatformPos = viewport->Pos; + viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size; + + // Update title bar (if it changed) + if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window)) + { + const char* title_begin = window_for_title->Name; + char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); + const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin); + if (viewport->LastNameHash != title_hash) + { + char title_end_backup_c = *title_end; + *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain. + g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); + *title_end = title_end_backup_c; + viewport->LastNameHash = title_hash; + } + } + + // Update alpha (if it changed) + if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha) + g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); + viewport->LastAlpha = viewport->Alpha; + + // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed. + if (g.PlatformIO.Platform_UpdateWindow) + g.PlatformIO.Platform_UpdateWindow(viewport); + + if (is_new_platform_window) + { + // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late) + if (g.FrameCount < 3) + viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; + + // Show window + g.PlatformIO.Platform_ShowWindow(viewport); + + // Even without focus, we assume the window becomes front-most. + // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. + if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + } + + // Clear request flags + viewport->ClearRequestFlags(); + } +} + +// This is a default/basic function for performing the rendering/swap of multiple Platform Windows. +// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves. +// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: +// +// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MyRenderFunction(platform_io.Viewports[i], my_args); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MySwapBufferFunction(platform_io.Viewports[i], my_args); +// +void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg) +{ + // Skip the main viewport (index 0), which is always fully handled by the application! + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); + if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); + } + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); + if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); + } +} + +static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos)) + return monitor_n; + } + return -1; +} + +// Search for the monitor with the largest intersection area with the given rectangle +// We generally try to avoid searching loops but the monitor count should be very small here +// FIXME-OPT: We could test the last monitor used for that viewport first, and early +static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + + const int monitor_count = g.PlatformIO.Monitors.Size; + if (monitor_count <= 1) + return monitor_count - 1; + + // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. + // This is necessary for tooltips which always resize down to zero at first. + const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); + int best_monitor_n = -1; + float best_monitor_surface = 0.001f; + + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize); + if (monitor_rect.Contains(rect)) + return monitor_n; + ImRect overlapping_rect = rect; + overlapping_rect.ClipWithFull(monitor_rect); + float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); + if (overlapping_surface < best_monitor_surface) + continue; + best_monitor_surface = overlapping_surface; + best_monitor_n = monitor_n; + } + return best_monitor_n; +} + +// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor) +static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) +{ + viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); +} + +// Return value is always != NULL, but don't hold on it across frames. +const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p; + int monitor_idx = viewport->PlatformMonitor; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + return &g.PlatformIO.Monitors[monitor_idx]; + return &g.FallbackMonitor; +} + +void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (viewport->PlatformWindowCreated) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + if (g.PlatformIO.Renderer_DestroyWindow) + g.PlatformIO.Renderer_DestroyWindow(viewport); + if (g.PlatformIO.Platform_DestroyWindow) + g.PlatformIO.Platform_DestroyWindow(viewport); + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL); + + // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize() + // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public. + if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID) + viewport->PlatformWindowCreated = false; + } + else + { + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); + } + viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL; + viewport->ClearRequestFlags(); +} + +void ImGui::DestroyPlatformWindows() +{ + // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend + // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. + // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling + // code to operator a consistent manner. + // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without + // crashing if it doesn't have data stored. + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + DestroyPlatformWindow(viewport); +} + + +//----------------------------------------------------------------------------- +// [SECTION] DOCKING +//----------------------------------------------------------------------------- +// Docking: Internal Types +// Docking: Forward Declarations +// Docking: ImGuiDockContext +// Docking: ImGuiDockContext Docking/Undocking functions +// Docking: ImGuiDockNode +// Docking: ImGuiDockNode Tree manipulation functions +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +// Docking: Builder Functions +// Docking: Begin/End Support Functions (called from Begin/End) +// Docking: Settings +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical Docking call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - NewFrame() new dear imgui frame +// | DockContextNewFrameUpdateUndocking() - process queued undocking requests +// | - DockContextProcessUndockWindow() - process one window undocking request +// | - DockContextProcessUndockNode() - process one whole node undocking request +// | DockContextNewFrameUpdateUndocking() - process queue docking requests, create floating dock nodes +// | - update g.HoveredDockNode - [debug] update node hovered by mouse +// | - DockContextProcessDock() - process one docking request +// | - DockNodeUpdate() +// | - DockNodeUpdateForRootNode() +// | - DockNodeUpdateFlagsAndCollapse() +// | - DockNodeFindInfo() +// | - destroy unused node or tab bar +// | - create dock node host window +// | - Begin() etc. +// | - DockNodeStartMouseMovingWindow() +// | - DockNodeTreeUpdatePosSize() +// | - DockNodeTreeUpdateSplitter() +// | - draw node background +// | - DockNodeUpdateTabBar() - create/update tab bar for a docking node +// | - DockNodeAddTabBar() +// | - DockNodeWindowMenuUpdate() +// | - DockNodeCalcTabBarLayout() +// | - BeginTabBarEx() +// | - TabItemEx() calls +// | - EndTabBar() +// | - BeginDockableDragDropTarget() +// | - DockNodeUpdate() - recurse into child nodes... +//----------------------------------------------------------------------------- +// - DockSpace() user submit a dockspace into a window +// | Begin(Child) - create a child window +// | DockNodeUpdate() - call main dock node update function +// | End(Child) +// | ItemSize() +//----------------------------------------------------------------------------- +// - Begin() +// | BeginDocked() +// | BeginDockableDragDropSource() +// | BeginDockableDragDropTarget() +// | - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- +// - EndFrame() +// | DockContextEndFrame() +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Docking: Internal Types +//----------------------------------------------------------------------------- +// - ImGuiDockRequestType +// - ImGuiDockRequest +// - ImGuiDockPreviewData +// - ImGuiDockNodeSettings +// - ImGuiDockContext +//----------------------------------------------------------------------------- + +enum ImGuiDockRequestType +{ + ImGuiDockRequestType_None = 0, + ImGuiDockRequestType_Dock, + ImGuiDockRequestType_Undock, + ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload +}; + +struct ImGuiDockRequest +{ + ImGuiDockRequestType Type; + ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL) + ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into + ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] + ImGuiDir DockSplitDir; + float DockSplitRatio; + bool DockSplitOuter; + ImGuiWindow* UndockTargetWindow; + ImGuiDockNode* UndockTargetNode; + + ImGuiDockRequest() + { + Type = ImGuiDockRequestType_None; + DockTargetWindow = DockPayload = UndockTargetWindow = NULL; + DockTargetNode = UndockTargetNode = NULL; + DockSplitDir = ImGuiDir_None; + DockSplitRatio = 0.5f; + DockSplitOuter = false; + } +}; + +struct ImGuiDockPreviewData +{ + ImGuiDockNode FutureNode; + bool IsDropAllowed; + bool IsCenterAvailable; + bool IsSidesAvailable; // Hold your breath, grammar freaks.. + bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) + ImGuiDockNode* SplitNode; + ImGuiDir SplitDir; + float SplitRatio; + ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() + + ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } +}; + +// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) +struct ImGuiDockNodeSettings +{ + ImGuiID ID; + ImGuiID ParentNodeId; + ImGuiID ParentWindowId; + ImGuiID SelectedTabId; + signed char SplitAxis; + char Depth; + ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih SizeRef; + ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; } +}; + +//----------------------------------------------------------------------------- +// Docking: Forward Declarations +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // ImGuiDockContext + static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); + static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); + static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); + static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); + static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); + static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window); + static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count); + static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all + + // ImGuiDockNode + static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); + static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id); + static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); + static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); + static void DockNodeHideHostWindow(ImGuiDockNode* node); + static void DockNodeUpdate(ImGuiDockNode* node); + static void DockNodeUpdateForRootNode(ImGuiDockNode* node); + static void DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node); + static void DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node); + static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); + static void DockNodeAddTabBar(ImGuiDockNode* node); + static void DockNodeRemoveTabBar(ImGuiDockNode* node); + static void DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar); + static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); + static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); + static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); + static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); + static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); + static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos); + static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); + static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); + static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } + static int DockNodeGetTabOrder(ImGuiWindow* window); + + // ImGuiDockNode tree manipulations + static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); + static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); + static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL); + static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); + static ImGuiDockNode* DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos); + static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); + + // Settings + static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id); + static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count); + static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id); + static void DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); + static void DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); + static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); + static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); + static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext +//----------------------------------------------------------------------------- +// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings, +// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active. +// At boot time only, we run a simple GC to remove nodes that have no references. +// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures), +// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does). +// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data. +//----------------------------------------------------------------------------- +// - DockContextInitialize() +// - DockContextShutdown() +// - DockContextClearNodes() +// - DockContextRebuildNodes() +// - DockContextNewFrameUpdateUndocking() +// - DockContextNewFrameUpdateDocking() +// - DockContextEndFrame() +// - DockContextFindNodeByID() +// - DockContextBindNodeToWindow() +// - DockContextGenNodeID() +// - DockContextAddNode() +// - DockContextRemoveNode() +// - ImGuiDockContextPruneNodeData +// - DockContextPruneUnusedSettingsNodes() +// - DockContextBuildNodesFromSettings() +// - DockContextBuildAddWindowsToNodes() +//----------------------------------------------------------------------------- + +void ImGui::DockContextInitialize(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + + // Add .ini handle for persistent docking data + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Docking"; + ini_handler.TypeHash = ImHashStr("Docking"); + ini_handler.ClearAllFn = DockSettingsHandler_ClearAll; + ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read + ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = DockSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = DockSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + + g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default; +} + +void ImGui::DockContextShutdown(ImGuiContext* ctx) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + IM_DELETE(node); +} + +void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs) +{ + IM_UNUSED(ctx); + IM_ASSERT(ctx == GImGui); + DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs); + DockBuilderRemoveNodeChildNodes(root_id); +} + +// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch +// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!) +void ImGui::DockContextRebuildNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n"); + SaveIniSettingsToMemory(); + ImGuiID root_id = 0; // Rebuild all + DockContextClearNodes(ctx, root_id, false); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, root_id); +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + { + if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0) + DockContextClearNodes(ctx, 0, true); + return; + } + + // Setting NoSplit at runtime merges all nodes + if (g.IO.ConfigDockingNoSplit) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode() && node->IsSplitNode()) + { + DockBuilderRemoveNodeChildNodes(node->ID); + //dc->WantFullRebuild = true; + } + + // Process full rebuild +#if 0 + if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) + dc->WantFullRebuild = true; +#endif + if (dc->WantFullRebuild) + { + DockContextRebuildNodes(ctx); + dc->WantFullRebuild = false; + } + + // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame) + for (ImGuiDockRequest& req : dc->Requests) + { + if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow) + DockContextProcessUndockWindow(ctx, req.UndockTargetWindow); + else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode) + DockContextProcessUndockNode(ctx, req.UndockTargetNode); + } +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // [DEBUG] Store hovered dock node. + // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut. + // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering. + g.DebugHoveredDockNode = NULL; + if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow) + { + if (hovered_window->DockNodeAsHost) + g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos); + else if (hovered_window->RootWindow->DockNode) + g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode; + } + + // Process Docking requests + for (ImGuiDockRequest& req : dc->Requests) + if (req.Type == ImGuiDockRequestType_Dock) + DockContextProcessDock(ctx, &req); + dc->Requests.resize(0); + + // Create windows for each automatic docking nodes + // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsFloatingNode()) + DockNodeUpdate(node); +} + +void ImGui::DockContextEndFrame(ImGuiContext* ctx) +{ + // Draw backgrounds of node missing their window + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &g.DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame) + { + ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size); + ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize); + node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags); + } +} + +ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id) +{ + return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id); +} + +ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) +{ + // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) + // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0 + // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted. + ImGuiID id = 0x0001; + while (DockContextFindNodeByID(ctx, id) != NULL) + id++; + return id; +} + +static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) +{ + // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window. + ImGuiContext& g = *ctx; + if (id == 0) + id = DockContextGenNodeID(ctx); + else + IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); + + // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings! + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id); + ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); + ctx->DockContext.Nodes.SetVoidPtr(node->ID, node); + return node; +} + +static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID); + IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); + IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); + IM_ASSERT(node->Windows.Size == 0); + + if (node->HostWindow) + node->HostWindow->DockNodeAsHost = NULL; + + ImGuiDockNode* parent_node = node->ParentNode; + const bool merge = (merge_sibling_into_parent_node && parent_node != NULL); + if (merge) + { + IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node); + ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]); + DockNodeTreeMerge(&g, parent_node, sibling_node); + } + else + { + for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++) + if (parent_node->ChildNodes[n] == node) + node->ParentNode->ChildNodes[n] = NULL; + dc->Nodes.SetVoidPtr(node->ID, NULL); + IM_DELETE(node); + } +} + +static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs) +{ + const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs; + const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs; + return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a); +} + +// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here. +struct ImGuiDockContextPruneNodeData +{ + int CountWindows, CountChildWindows, CountChildNodes; + ImGuiID RootId; + ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; } +}; + +// Garbage collect unused nodes (run once at init time) +static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IM_ASSERT(g.Windows.Size == 0); + + ImPool pool; + pool.Reserve(dc->NodesSettings.Size); + + // Count child nodes and compute RootID + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0; + pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID; + if (settings->ParentNodeId) + pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++; + } + + // Count reference to dock ids from dockspaces + // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes() + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + if (settings->ParentWindowId != 0) + if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId)) + if (window_settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId)) + data->CountChildNodes++; + } + + // Count reference to dock ids from window settings + // We guard against the possibility of an invalid .ini file (RootID may point to a missing node) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID dock_id = settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id)) + { + data->CountWindows++; + if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId)) + data_root->CountChildWindows++; + } + + // Prune + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID); + if (data->CountWindows > 1) + continue; + ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId); + + bool remove = false; + remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window + remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window + remove |= (data_root->CountChildWindows == 0); + if (remove) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); + DockSettingsRemoveNodeReferences(&settings->ID, 1); + settings->ID = 0; + } + } +} + +static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count) +{ + // Build nodes + for (int node_n = 0; node_n < node_settings_count; node_n++) + { + ImGuiDockNodeSettings* settings = &node_settings_array[node_n]; + if (settings->ID == 0) + continue; + ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); + node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL; + node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); + node->Size = ImVec2(settings->Size.x, settings->Size.y); + node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode; + if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL) + node->ParentNode->ChildNodes[0] = node; + else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) + node->ParentNode->ChildNodes[1] = node; + node->SelectedTabId = settings->SelectedTabId; + node->SplitAxis = (ImGuiAxis)settings->SplitAxis; + node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); + + // Bind host window immediately if it already exist (in case of a rebuild) + // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. + char host_window_title[20]; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title))); + } +} + +void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id) +{ + // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1) + continue; + if (window->DockNode != NULL) + continue; + + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings() + if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id) + DockNodeAddWindow(node, window, true); + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext Docking/Undocking functions +//----------------------------------------------------------------------------- +// - DockContextQueueDock() +// - DockContextQueueUndockWindow() +// - DockContextQueueUndockNode() +// - DockContextQueueNotifyRemovedNode() +// - DockContextProcessDock() +// - DockContextProcessUndockWindow() +// - DockContextProcessUndockNode() +// - DockContextCalcDropPosForDocking() +//----------------------------------------------------------------------------- + +void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer) +{ + IM_ASSERT(target != payload); + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Dock; + req.DockTargetWindow = target; + req.DockTargetNode = target_node; + req.DockPayload = payload; + req.DockSplitDir = split_dir; + req.DockSplitRatio = split_ratio; + req.DockSplitOuter = split_outer; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetWindow = window; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetNode = node; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (ImGuiDockRequest& req : dc->Requests) + if (req.DockTargetNode == node) + req.Type = ImGuiDockRequestType_None; +} + +void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) +{ + IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL)); + IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL); + + ImGuiContext& g = *ctx; + IM_UNUSED(g); + + ImGuiWindow* payload_window = req->DockPayload; // Optional + ImGuiWindow* target_window = req->DockTargetWindow; + ImGuiDockNode* node = req->DockTargetNode; + if (payload_window) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir); + else + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir); + + // Decide which Tab will be selected at the end of the operation + ImGuiID next_selected_id = 0; + ImGuiDockNode* payload_node = NULL; + if (payload_window) + { + payload_node = payload_window->DockNodeAsHost; + payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later. + if (payload_node && payload_node->IsLeafNode()) + next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId; + if (payload_node == NULL) + next_selected_id = payload_window->TabId; + } + + // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well + // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==. + if (node) + IM_ASSERT(node->LastFrameAlive <= g.FrameCount); + if (node && target_window && node == target_window->DockNodeAsHost) + IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode()); + + // Create new node and add existing window to it + if (node == NULL) + { + node = DockContextAddNode(ctx, 0); + node->Pos = target_window->Pos; + node->Size = target_window->Size; + if (target_window->DockNodeAsHost == NULL) + { + DockNodeAddWindow(node, target_window, true); + node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted; + target_window->DockIsActive = true; + } + } + + ImGuiDir split_dir = req->DockSplitDir; + if (split_dir != ImGuiDir_None) + { + // Split into two, one side will be our payload node unless we are dropping a loose window + const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side + const float split_ratio = req->DockSplitRatio; + DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); // payload_node may be NULL here! + ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1]; + new_node->HostWindow = node->HostWindow; + node = new_node; + } + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + + if (node != payload_node) + { + // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!) + if (node->Windows.Size > 0 && node->TabBar == NULL) + { + DockNodeAddTabBar(node); + for (int n = 0; n < node->Windows.Size; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + + if (payload_node != NULL) + { + // Transfer full payload node (with 1+ child windows or child nodes) + if (payload_node->IsSplitNode()) + { + if (node->Windows.Size > 0) + { + // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node. + // In this situation, we move the windows of the target node into the currently visible node of the payload. + // This allows us to preserve some of the underlying dock tree settings nicely. + IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted. + ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows; + if (visible_node->TabBar) + IM_ASSERT(visible_node->TabBar->Tabs.Size > 0); + DockNodeMoveWindows(node, visible_node); + DockNodeMoveWindows(visible_node, node); + DockSettingsRenameNodeReferences(node->ID, visible_node->ID); + } + if (node->IsCentralNode()) + { + // Central node property needs to be moved to a leaf node, pick the last focused one. + // FIXME-DOCK: If we had to transfer other flags here, what would the policy be? + ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId); + IM_ASSERT(last_focused_node != NULL); + ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); + IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node)); + last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode); + last_focused_root_node->CentralNode = last_focused_node; + } + + IM_ASSERT(node->Windows.Size == 0); + DockNodeMoveChildNodes(node, payload_node); + } + else + { + const ImGuiID payload_dock_id = payload_node->ID; + DockNodeMoveWindows(node, payload_node); + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + DockContextRemoveNode(ctx, payload_node, true); + } + else if (payload_window) + { + // Transfer single window + const ImGuiID payload_dock_id = payload_window->DockId; + node->VisibleWindow = payload_window; + DockNodeAddWindow(node, payload_window, true); + if (payload_dock_id != 0) + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + } + else + { + // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar + node->WantHiddenTabBarUpdate = true; + } + + // Update selection immediately + if (ImGuiTabBar* tab_bar = node->TabBar) + tab_bar->NextSelectedTabId = next_selected_id; + MarkIniSettingsDirty(); +} + +// Problem: +// Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more +// than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic +// with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be +// due to missing ImGuiBackendFlags_HasMouseCursors backend flag). +// Solution: +// When undocking a window we currently force its maximum size to 90% of the host viewport or monitor. +// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch). +static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport) +{ + if (ref_viewport == NULL) + return size; + + ImGuiContext& g = *GImGui; + ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f); + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + { + const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport); + max_size = ImTrunc(monitor->WorkSize * 0.90f); + } + return ImMin(size, max_size); +} + +void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref); + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId); + else + window->DockId = 0; + window->Collapsed = false; + window->DockIsActive = false; + window->DockNodeIsVisible = window->DockTabIsVisible = false; + window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport); + + MarkIniSettingsDirty(); +} + +void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Windows.Size >= 1); + + if (node->IsRootNode() || node->IsCentralNode()) + { + // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload. + ImGuiDockNode* new_node = DockContextAddNode(ctx, 0); + new_node->Pos = node->Pos; + new_node->Size = node->Size; + new_node->SizeRef = node->SizeRef; + DockNodeMoveWindows(new_node, node); + DockSettingsRenameNodeReferences(node->ID, new_node->ID); + node = new_node; + } + else + { + // Otherwise extract our node and merge our sibling back into the parent node. + IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; + node->ParentNode->ChildNodes[index_in_parent] = NULL; + DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]); + node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport + node->ParentNode = NULL; + } + for (ImGuiWindow* window : node->Windows) + { + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); + } + node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode; + node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport); + node->WantMouseMove = true; + MarkIniSettingsDirty(); +} + +// This is mostly used for automation. +bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) +{ + if (target != NULL && target_node == NULL) + target_node = target->DockNode; + + // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects + // (which would be functionally identical) we only show the outer one. Reflect this here. + if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None) + split_outer = true; + ImGuiDockPreviewData split_data; + DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer); + if (split_data.DropRectsDraw[split_dir+1].IsInverted()) + return false; + *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); + return true; +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode +//----------------------------------------------------------------------------- +// - DockNodeGetTabOrder() +// - DockNodeAddWindow() +// - DockNodeRemoveWindow() +// - DockNodeMoveChildNodes() +// - DockNodeMoveWindows() +// - DockNodeApplyPosSizeToWindows() +// - DockNodeHideHostWindow() +// - ImGuiDockNodeFindInfoResults +// - DockNodeFindInfo() +// - DockNodeFindWindowByID() +// - DockNodeUpdateFlagsAndCollapse() +// - DockNodeUpdateHasCentralNodeFlag() +// - DockNodeUpdateVisibleFlag() +// - DockNodeStartMouseMovingWindow() +// - DockNodeUpdate() +// - DockNodeUpdateWindowMenu() +// - DockNodeBeginAmendTabBar() +// - DockNodeEndAmendTabBar() +// - DockNodeUpdateTabBar() +// - DockNodeAddTabBar() +// - DockNodeRemoveTabBar() +// - DockNodeIsDropAllowedOne() +// - DockNodeIsDropAllowed() +// - DockNodeCalcTabBarLayout() +// - DockNodeCalcSplitRects() +// - DockNodeCalcDropRectsAndTestMousePos() +// - DockNodePreviewDockSetup() +// - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- + +ImGuiDockNode::ImGuiDockNode(ImGuiID id) +{ + ID = id; + SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None; + ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; + TabBar = NULL; + SplitAxis = ImGuiAxis_None; + + State = ImGuiDockNodeState_Unknown; + LastBgColor = IM_COL32_WHITE; + HostWindow = VisibleWindow = NULL; + CentralNode = OnlyNodeWithWindows = NULL; + CountNodeWithWindows = 0; + LastFrameAlive = LastFrameActive = LastFrameFocused = -1; + LastFocusedNodeId = 0; + SelectedTabId = 0; + WantCloseTabId = 0; + RefViewportId = 0; + AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; + AuthorityForViewport = ImGuiDataAuthority_Auto; + IsVisible = true; + IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false; + IsBgDrawnThisFrame = false; + WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; +} + +ImGuiDockNode::~ImGuiDockNode() +{ + IM_DELETE(TabBar); + TabBar = NULL; + ChildNodes[0] = ChildNodes[1] = NULL; +} + +int ImGui::DockNodeGetTabOrder(ImGuiWindow* window) +{ + ImGuiTabBar* tab_bar = window->DockNode->TabBar; + if (tab_bar == NULL) + return -1; + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId); + return tab ? TabBarGetTabOrder(tab_bar, tab) : -1; +} + +static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window) +{ + window->Hidden = true; + window->HiddenFramesCanSkipItems = window->Active ? 1 : 2; +} + +static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar) +{ + ImGuiContext& g = *GImGui; (void)g; + if (window->DockNode) + { + // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node) + IM_ASSERT(window->DockNode->ID != node->ID); + DockNodeRemoveWindow(window->DockNode, window, 0); + } + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window, + // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame). + // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin() + if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false) + DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]); + + node->Windows.push_back(window); + node->WantHiddenTabBarUpdate = true; + window->DockNode = node; + window->DockId = node->ID; + window->DockIsActive = (node->Windows.Size > 1); + window->DockTabWantClose = false; + + // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. + // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. + if (node->HostWindow == NULL && node->IsFloatingNode()) + { + if (node->AuthorityForPos == ImGuiDataAuthority_Auto) + node->AuthorityForPos = ImGuiDataAuthority_Window; + if (node->AuthorityForSize == ImGuiDataAuthority_Auto) + node->AuthorityForSize = ImGuiDataAuthority_Window; + if (node->AuthorityForViewport == ImGuiDataAuthority_Auto) + node->AuthorityForViewport = ImGuiDataAuthority_Window; + } + + // Add to tab bar if requested + if (add_to_tab_bar) + { + if (node->TabBar == NULL) + { + DockNodeAddTabBar(node); + node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId; + + // Add existing windows + for (int n = 0; n < node->Windows.Size - 1; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window); + } + + DockNodeUpdateVisibleFlag(node); + + // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame. + if (node->HostWindow) + UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow); +} + +static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window->DockNode == node); + //IM_ASSERT(window->RootWindowDockTree == node->HostWindow); + //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() + IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + window->DockNode = NULL; + window->DockIsActive = window->DockTabWantClose = false; + window->DockId = save_dock_id; + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately + + if (node->HostWindow && node->HostWindow->ViewportOwned) + { + // When undocking from a user interaction this will always run in NewFrame() and have not much effect. + // But mid-frame, if we clear viewport we need to mark window as hidden as well. + window->Viewport = NULL; + window->ViewportId = 0; + window->ViewportOwned = false; + window->Hidden = true; + } + + // Remove window + bool erased = false; + for (int n = 0; n < node->Windows.Size; n++) + if (node->Windows[n] == window) + { + node->Windows.erase(node->Windows.Data + n); + erased = true; + break; + } + if (!erased) + IM_ASSERT(erased); + if (node->VisibleWindow == window) + node->VisibleWindow = NULL; + + // Remove tab and possibly tab bar + node->WantHiddenTabBarUpdate = true; + if (node->TabBar) + { + TabBarRemoveTab(node->TabBar, window->TabId); + const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2; + if (node->Windows.Size < tab_count_threshold_for_tab_bar) + DockNodeRemoveTabBar(node); + } + + if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID) + { + // Automatic dock node delete themselves if they are not holding at least one tab + DockContextRemoveNode(&g, node, true); + return; + } + + if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow) + { + ImGuiWindow* remaining_window = node->Windows[0]; + // Note: we used to transport viewport ownership here. + remaining_window->Collapsed = node->HostWindow->Collapsed; + } + + // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree + DockNodeUpdateVisibleFlag(node); +} + +static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + IM_ASSERT(dst_node->Windows.Size == 0); + dst_node->ChildNodes[0] = src_node->ChildNodes[0]; + dst_node->ChildNodes[1] = src_node->ChildNodes[1]; + if (dst_node->ChildNodes[0]) + dst_node->ChildNodes[0]->ParentNode = dst_node; + if (dst_node->ChildNodes[1]) + dst_node->ChildNodes[1]->ParentNode = dst_node; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->SizeRef = src_node->SizeRef; + src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL; +} + +static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered) + IM_ASSERT(src_node && dst_node && dst_node != src_node); + ImGuiTabBar* src_tab_bar = src_node->TabBar; + if (src_tab_bar != NULL) + IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size); + + // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.) + bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL); + if (move_tab_bar) + { + dst_node->TabBar = src_node->TabBar; + src_node->TabBar = NULL; + } + + // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar(). + for (ImGuiWindow* window : src_node->Windows) + { + window->DockNode = NULL; + window->DockIsActive = false; + DockNodeAddWindow(dst_node, window, !move_tab_bar); + } + src_node->Windows.clear(); + + if (!move_tab_bar && src_node->TabBar) + { + if (dst_node->TabBar) + dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId; + DockNodeRemoveTabBar(src_node); + } +} + +static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node) +{ + for (ImGuiWindow* window : node->Windows) + { + SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame + SetWindowSize(window, node->Size, ImGuiCond_Always); + } +} + +static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node) +{ + if (node->HostWindow) + { + if (node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + node->HostWindow = NULL; + } + + if (node->Windows.Size == 1) + { + node->VisibleWindow = node->Windows[0]; + node->Windows[0]->DockIsActive = false; + } + + if (node->TabBar) + DockNodeRemoveTabBar(node); +} + +// Search function called once by root node in DockNodeUpdate() +struct ImGuiDockNodeTreeInfo +{ + ImGuiDockNode* CentralNode; + ImGuiDockNode* FirstNodeWithWindows; + int CountNodesWithWindows; + //ImGuiWindowClass WindowClassForMerges; + + ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); } +}; + +static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info) +{ + if (node->Windows.Size > 0) + { + if (info->FirstNodeWithWindows == NULL) + info->FirstNodeWithWindows = node; + info->CountNodesWithWindows++; + } + if (node->IsCentralNode()) + { + IM_ASSERT(info->CentralNode == NULL); // Should be only one + IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this."); + info->CentralNode = node; + } + if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL) + return; + if (node->ChildNodes[0]) + DockNodeFindInfo(node->ChildNodes[0], info); + if (node->ChildNodes[1]) + DockNodeFindInfo(node->ChildNodes[1], info); +} + +static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id) +{ + IM_ASSERT(id != 0); + for (ImGuiWindow* window : node->Windows) + if (window->ID == id) + return window; + return NULL; +} + +// - Remove inactive windows/nodes. +// - Update visibility flag. +static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + + // Inherit most flags + if (node->ParentNode) + node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + + // Recurse into children + // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. + // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' + // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]); + + // Remove inactive windows, collapse nodes + // Merge node flags overrides stored in windows + node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + IM_ASSERT(window->DockNode == node); + + bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + bool remove = false; + remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount); + remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame + remove |= (window->DockTabWantClose); + if (remove) + { + window->DockTabWantClose = false; + if (node->Windows.Size == 1 && !node->IsCentralNode()) + { + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return + return; + } + DockNodeRemoveWindow(node, window, node->ID); + window_n--; + continue; + } + + // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. + //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear; + node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet; + } + node->UpdateMergedFlags(); + + // Auto-hide tab bar option + ImGuiDockNodeFlags node_flags = node->MergedFlags; + if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar()) + node->WantHiddenTabBarToggle = true; + node->WantHiddenTabBarUpdate = false; + + // Cancel toggling if we know our tab bar is enforced to be hidden at all times + if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar)) + node->WantHiddenTabBarToggle = false; + + // Apply toggles at a single point of the frame (here!) + if (node->Windows.Size > 1) + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + else if (node->WantHiddenTabBarToggle) + node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar); + node->WantHiddenTabBarToggle = false; + + DockNodeUpdateVisibleFlag(node); +} + +// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames. +static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node) +{ + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]); + if (node->IsRootNode()) + { + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } + } +} + +static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node) +{ + // Update visibility flag + bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode(); + is_visible |= (node->Windows.Size > 0); + is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible); + is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible); + node->IsVisible = is_visible; +} + +static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->WantMouseMove == true); + StartMouseMovingWindow(window); + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos; + g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision. + node->WantMouseMove = false; +} + +// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class. +static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node) +{ + DockNodeUpdateFlagsAndCollapse(node); + + // - Setup central node pointers + // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!) + // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing + ImGuiDockNodeTreeInfo info; + DockNodeFindInfo(node, &info); + node->CentralNode = info.CentralNode; + node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL; + node->CountNodeWithWindows = info.CountNodesWithWindows; + if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL) + node->LastFocusedNodeId = info.FirstNodeWithWindows->ID; + + // Copy the window class from of our first window so it can be used for proper dock filtering. + // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy. + // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec. + if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows) + { + node->WindowClass = first_node_with_windows->Windows[0]->WindowClass; + for (int n = 1; n < first_node_with_windows->Windows.Size; n++) + if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false) + { + node->WindowClass = first_node_with_windows->Windows[n]->WindowClass; + break; + } + } + + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } +} + +static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + // Remove ourselves from any previous different host window + // This can happen if a user mistakenly does (see #4295 for details): + // - N+0: DockBuilderAddNode(id, 0) // missing ImGuiDockNodeFlags_DockSpace + // - N+1: NewFrame() // will create floating host window for that node + // - N+1: DockSpace(id) // requalify node as dockspace, moving host window + if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + + host_window->DockNodeAsHost = node; + node->HostWindow = host_window; +} + +static void ImGui::DockNodeUpdate(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->LastFrameActive != g.FrameCount); + node->LastFrameAlive = g.FrameCount; + node->IsBgDrawnThisFrame = false; + + node->CentralNode = node->OnlyNodeWithWindows = NULL; + if (node->IsRootNode()) + DockNodeUpdateForRootNode(node); + + // Remove tab bar if not needed + if (node->TabBar && node->IsNoTabBar()) + DockNodeRemoveTabBar(node); + + // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) + bool want_to_hide_host_window = false; + if (node->IsFloatingNode()) + { + if (node->Windows.Size <= 1 && node->IsLeafNode()) + if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) + want_to_hide_host_window = true; + if (node->CountNodeWithWindows == 0) + want_to_hide_host_window = true; + } + if (want_to_hide_host_window) + { + if (node->Windows.Size == 1) + { + // Floating window pos/size is authoritative + ImGuiWindow* single_window = node->Windows[0]; + node->Pos = single_window->Pos; + node->Size = single_window->SizeFull; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + + // Transfer focus immediately so when we revert to a regular window it is immediately selected + if (node->HostWindow && g.NavWindow == node->HostWindow) + FocusWindow(single_window); + if (node->HostWindow) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name); + single_window->Viewport = node->HostWindow->Viewport; + single_window->ViewportId = node->HostWindow->ViewportId; + if (node->HostWindow->ViewportOwned) + { + single_window->Viewport->ID = single_window->ID; + single_window->Viewport->Window = single_window; + single_window->ViewportOwned = true; + } + } + node->RefViewportId = single_window->ViewportId; + } + + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->HasCloseButton = node->HasWindowMenuButton = false; + node->LastFrameActive = g.FrameCount; + + if (node->WantMouseMove && node->Windows.Size == 1) + DockNodeStartMouseMovingWindow(node, node->Windows[0]); + return; + } + + // In some circumstance we will defer creating the host window (so everything will be kept hidden), + // while the expected visible window is resizing itself. + // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled, + // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up: + // N+0: Begin(): window created (with no known size), node is created + // N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible + // N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible + // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code. + // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin(). + // In reality it isn't very important as user quickly ends up with size data in .ini file. + if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode()) + { + IM_ASSERT(node->Windows.Size > 0); + ImGuiWindow* ref_window = NULL; + if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! + ref_window = DockNodeFindWindowByID(node, node->SelectedTabId); + if (ref_window == NULL) + ref_window = node->Windows[0]; + if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0) + { + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing; + return; + } + } + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + + // Decide if the node will have a close button and a window menu button + node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; + node->HasCloseButton = false; + for (ImGuiWindow* window : node->Windows) + { + // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. + node->HasCloseButton |= window->HasCloseButton; + window->DockIsActive = (node->Windows.Size > 1); + } + if (node_flags & ImGuiDockNodeFlags_NoCloseButton) + node->HasCloseButton = false; + + // Bind or create host window + ImGuiWindow* host_window = NULL; + bool beginned_into_host_window = false; + if (node->IsDockSpace()) + { + // [Explicit root dockspace node] + IM_ASSERT(node->HostWindow); + host_window = node->HostWindow; + } + else + { + // [Automatic root or child nodes] + if (node->IsRootNode() && node->IsVisible) + { + ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + + // Sync Pos + if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window) + SetNextWindowPos(ref_window->Pos); + else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode) + SetNextWindowPos(node->Pos); + + // Sync Size + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowSize(ref_window->SizeFull); + else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode) + SetNextWindowSize(node->Size); + + // Sync Collapsed + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowCollapsed(ref_window->Collapsed); + + // Sync Viewport + if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window) + SetNextWindowViewport(ref_window->ViewportId); + else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0) + SetNextWindowViewport(node->RefViewportId); + + SetNextWindowClass(&node->WindowClass); + + // Begin into the host window + char window_label[20]; + DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoFocusOnAppearing; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse; + window_flags |= ImGuiWindowFlags_NoTitleBar; + + SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); + Begin(window_label, NULL, window_flags); + PopStyleVar(); + beginned_into_host_window = true; + + host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->DC.CursorPos = host_window->Pos; + node->Pos = host_window->Pos; + node->Size = host_window->Size; + + // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) + // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. + // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. + // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window + // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back + // after the dock host window, losing their top-most status. + if (node->HostWindow->Appearing) + BringWindowToDisplayFront(node->HostWindow); + + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + else if (node->ParentNode) + { + node->HostWindow = host_window = node->ParentNode->HostWindow; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + if (node->WantMouseMove && node->HostWindow) + DockNodeStartMouseMovingWindow(node, node->HostWindow); + } + node->RefViewportId = 0; // Clear when we have a host window + + // Update focused node (the one whose title bar is highlight) within a node tree + if (node->IsSplitNode()) + IM_ASSERT(node->TabBar == NULL); + if (node->IsRootNode()) + if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL) + while (p_window != NULL && p_window->DockNode != NULL) + { + ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode); + if (p_node == node) + { + node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID! + break; + } + p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL; + } + + // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace + ImGuiDockNode* central_node = node->CentralNode; + const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty(); + bool central_node_hole_register_hit_test_hole = central_node_hole; + if (central_node_hole) + if (const ImGuiPayload* payload = ImGui::GetDragDropPayload()) + if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data)) + central_node_hole_register_hit_test_hole = false; + if (central_node_hole_register_hit_test_hole) + { + // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. + // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen + // covering passthru node we'd have a gap on the edge not covered by the hole) + IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode + ImGuiDockNode* root_node = DockNodeGetRootNode(central_node); + ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size); + ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size); + if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; } + if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; } + if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; } + if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; } + //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255)); + if (central_node_hole && !hole_rect.IsInverted()) + { + SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min); + if (host_window->ParentWindow) + SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min); + } + } + + // Update position/size, process and draw resizing splitters + if (node->IsRootNode() && host_window) + { + DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size); + PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]); + PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]); + PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]); + DockNodeTreeUpdateSplitter(node); + PopStyleColor(3); + } + + // Draw empty node background (currently can only be the Central Node) + if (host_window && node->IsEmpty() && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg); + if (node->LastBgColor != 0) + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor); + node->IsBgDrawnThisFrame = true; + } + + // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set. + // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size + // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! + const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; + if (render_dockspace_bg && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + if (central_node_hole) + RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f); + else + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f); + } + + // Draw and populate Tab Bar + if (host_window) + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + if (host_window && node->Windows.Size > 0) + { + DockNodeUpdateTabBar(node, host_window); + } + else + { + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->IsFocused = false; + } + if (node->TabBar && node->TabBar->SelectedTabId) + node->SelectedTabId = node->TabBar->SelectedTabId; + else if (node->Windows.Size > 0) + node->SelectedTabId = node->Windows[0]->TabId; + + // Draw payload drop target + if (host_window && node->IsVisible) + if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window)) + BeginDockableDragDropTarget(host_window); + + // We update this after DockNodeUpdateTabBar() + node->LastFrameActive = g.FrameCount; + + // Recurse into children + // FIXME-DOCK FIXME-OPT: Should not need to recurse into children + if (host_window) + { + if (node->ChildNodes[0]) + DockNodeUpdate(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdate(node->ChildNodes[1]); + + // Render outer borders last (after the tab bar) + if (node->IsRootNode()) + RenderWindowOuterBorders(host_window); + } + + // End host window + if (beginned_into_host_window) //-V1020 + End(); +} + +// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame. +static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs) +{ + ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window; + ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window; + if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder)) + return d; + return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); +} + +// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node. +// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented) +// Custom overrides may want to decorate, group, sort entries. +// Please note those are internal structures: if you copy this expect occasional breakage. +// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler) +void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + IM_UNUSED(ctx); + if (tab_bar->Tabs.Size == 1) + { + // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table. + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar())) + node->WantHiddenTabBarToggle = true; + } + else + { + // Display a selectable list of windows in this docking node + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId)) + TabBarQueueFocus(tab_bar, tab); + SameLine(); + Text(" "); + } + } +} + +static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + // Try to position the menu so it is more likely to stays within the same viewport + ImGuiContext& g = *GImGui; + if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f)); + else + SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f)); + if (BeginPopup("#WindowMenu")) + { + node->IsFocused = true; + g.DockNodeWindowMenuHandler(&g, node, tab_bar); + EndPopup(); + } +} + +// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button. +bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL || node->HostWindow == NULL) + return false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return false; + if (node->TabBar->ID == 0) + return false; + Begin(node->HostWindow->Name); + PushOverrideID(node->ID); + bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags); + IM_UNUSED(ret); + IM_ASSERT(ret); + return true; +} + +void ImGui::DockNodeEndAmendTabBar() +{ + EndTabBar(); + PopID(); + End(); +} + +static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node) +{ + // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy) + ImGuiContext& g = *GImGui; + if (g.NavWindowingTarget) + return (g.NavWindowingTarget->DockNode == node); + + // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window) + if (g.NavWindow && root_node->LastFocusedNodeId == node->ID) + { + // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node) + ImGuiWindow* parent_window = g.NavWindow->RootWindow; + while (parent_window->Flags & ImGuiWindowFlags_ChildMenu) + parent_window = parent_window->ParentWindow->RootWindow; + ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode; + for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL) + if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node) + return true; + } + return false; +} + +// Submit the tab bar corresponding to a dock node and various housekeeping details. +static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + const bool closed_all = node->WantCloseAll && node_was_active; + const ImGuiID closed_one = node->WantCloseTabId && node_was_active; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + + // Decide if we should use a focused title bar color + bool is_focused = false; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (IsDockNodeTitleBarHighlighted(node, root_node)) + is_focused = true; + + // Hidden tab bar will show a triangle on the upper-left (in Begin) + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + { + node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + node->IsFocused = is_focused; + if (is_focused) + node->LastFrameFocused = g.FrameCount; + if (node->VisibleWindow) + { + // Notify root of visible window (used to display title in OS task bar) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + if (node->TabBar) + node->TabBar->VisibleTabId = node->VisibleWindow->TabId; + } + return; + } + + // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed + bool backup_skip_item = host_window->SkipItems; + if (!node->IsDockSpace()) + { + host_window->SkipItems = false; + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + } + + // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID. + // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs, + // as docked windows themselves will override the stack with their own root ID. + PushOverrideID(node->ID); + ImGuiTabBar* tab_bar = node->TabBar; + bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden + if (tab_bar == NULL) + { + DockNodeAddTabBar(node); + tab_bar = node->TabBar; + } + + ImGuiID focus_tab_id = 0; + node->IsFocused = is_focused; + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // In a dock node, the Collapse Button turns into the Window Menu button. + // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes? + if (has_window_menu_button && IsPopupOpen("#WindowMenu")) + { + ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId; + DockNodeWindowMenuUpdate(node, tab_bar); + if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id) + focus_tab_id = tab_bar->NextSelectedTabId; + is_focused |= node->IsFocused; + } + + // Layout + ImRect title_bar_rect, tab_bar_rect; + ImVec2 window_menu_button_pos; + ImVec2 close_button_pos; + DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos); + + // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value. + const int tabs_count_old = tab_bar->Tabs.Size; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (TabBarFindTabByID(tab_bar, window->TabId) == NULL) + TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window); + } + + // Title bar + if (is_focused) + node->LastFrameFocused = g.FrameCount; + ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize); + host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags); + + // Docking/Collapse button + if (has_window_menu_button) + { + if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node) + OpenPopup("#WindowMenu"); + if (IsItemActive()) + focus_tab_id = tab_bar->SelectedTabId; + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode)); + } + + // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value + int tabs_unsorted_start = tab_bar->Tabs.Size; + for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--) + { + // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting? + tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted; + tabs_unsorted_start = tab_n; + } + if (tab_bar->Tabs.Size > tabs_unsorted_start) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); + for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_UNUSED(tab); + IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1); + if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) + ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); + } + + // Apply NavWindow focus back to the tab bar + if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node) + tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId; + + // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated + if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId; + else if (tab_bar->Tabs.Size > tabs_count_old) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId; + + // Begin tab bar + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); + tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll; + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; + if (!host_window->Collapsed && is_focused) + tab_bar_flags |= ImGuiTabBarFlags_IsFocused; + tab_bar->ID = GetID("#TabBar"); + tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width + tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize; + BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags); + //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)); + + // Backup style colors + ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT]; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]]; + + // Submit actual tabs + node->VisibleWindow = NULL; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument)) + continue; + if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active) + { + ImGuiTabItemFlags tab_item_flags = 0; + tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet; + if (window->Flags & ImGuiWindowFlags_UnsavedDocument) + tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Apply stored style overrides for the window + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]); + + // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so) + bool tab_open = true; + TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); + if (!tab_open) + node->WantCloseTabId = window->TabId; + if (tab_bar->VisibleTabId == window->TabId) + node->VisibleWindow = window; + + // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call + window->DockTabItemStatusFlags = g.LastItemData.StatusFlags; + window->DockTabItemRect = g.LastItemData.Rect; + + // Update navigation ID on menu layer + if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) + host_window->NavLastIds[1] = window->TabId; + } + } + + // Restore style colors + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n]; + + // Notify root of visible window (used to display title in OS task bar) + if (node->VisibleWindow) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + + // Close button (after VisibleWindow was updated) + // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId + const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton; + const bool close_button_is_visible = node->HasCloseButton; + //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one) + if (close_button_is_visible) + { + if (!close_button_is_enabled) + { + PushItemFlag(ImGuiItemFlags_Disabled, true); + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f)); + } + if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos)) + { + node->WantCloseAll = true; + for (int n = 0; n < tab_bar->Tabs.Size; n++) + TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]); + } + //if (IsItemActive()) + // focus_tab_id = tab_bar->SelectedTabId; + if (!close_button_is_enabled) + { + PopStyleColor(); + PopItemFlag(); + } + } + + // When clicking on the title bar outside of tabs, we still focus the selected tab for that node + // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them. + ImGuiID title_bar_id = host_window->GetID("#TITLEBAR"); + if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id) + { + // AllowOverlap mode required for appending into dock node tab bar, + // otherwise dragging window will steal HoveredId and amended tabs cannot get them. + bool held; + KeepAliveID(title_bar_id); + ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap); + if (g.HoveredId == title_bar_id) + { + g.LastItemData.ID = title_bar_id; + } + if (held) + { + if (IsMouseClicked(0)) + focus_tab_id = tab_bar->SelectedTabId; + + // Forward moving request to selected window + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space + } + } + + // Forward focus from host node to selected window + //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget) + // focus_tab_id = tab_bar->SelectedTabId; + + // When clicked on a tab we requested focus to the docked child + // This overrides the value set by "forward focus from host node to selected window". + if (tab_bar->NextSelectedTabId) + focus_tab_id = tab_bar->NextSelectedTabId; + + // Apply navigation focus + if (focus_tab_id != 0) + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id)) + if (tab->Window) + { + FocusWindow(tab->Window); + NavInitWindow(tab->Window, false); + } + + EndTabBar(); + PopID(); + + // Restore SkipItems flag + if (!node->IsDockSpace()) + { + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + host_window->SkipItems = backup_skip_item; + } +} + +static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node) +{ + IM_ASSERT(node->TabBar == NULL); + node->TabBar = IM_NEW(ImGuiTabBar); +} + +static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL) + return; + IM_DELETE(node->TabBar); + node->TabBar = NULL; +} + +static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window) +{ + if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) + return false; + + ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass; + ImGuiWindowClass* payload_class = &payload->WindowClass; + if (host_class->ClassId != payload_class->ClassId) + { + bool pass = false; + if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0) + pass = true; + if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0) + pass = true; + if (!pass) + return false; + } + + // Prevent docking any window created above a popup + // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features), + // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test. + // But it would requires more work on our end because the dock host windows is technically created in NewFrame() + // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking. + ImGuiContext& g = *GImGui; + for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) + if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window) + if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window)) // Payload is created from within a popup begin stack. + return false; + + return true; +} + +static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload) +{ + if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering + return true; + + const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload; + if (DockNodeIsDropAllowedOne(payload, host_window)) + return true; + } + return false; +} + +// window menu button == collapse button when not in a dock node. +// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code. +static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); + if (out_title_rect) { *out_title_rect = r; } + + r.Min.x += style.WindowBorderSize; + r.Max.x -= style.WindowBorderSize; + + float button_sz = g.FontSize; + r.Min.x += style.FramePadding.x; + r.Max.x -= style.FramePadding.x; + ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y); + if (node->HasCloseButton) + { + if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + r.Min.x += button_sz + style.ItemInnerSpacing.x; + } + else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (out_tab_bar_rect) { *out_tab_bar_rect = r; } + if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; } +} + +void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired) +{ + ImGuiContext& g = *GImGui; + const float dock_spacing = g.Style.ItemInnerSpacing.x; + const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + pos_new[axis ^ 1] = pos_old[axis ^ 1]; + size_new[axis ^ 1] = size_old[axis ^ 1]; + + // Distribute size on given axis (with a desired size or equally) + const float w_avail = size_old[axis] - dock_spacing; + if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) + { + size_new[axis] = size_new_desired[axis]; + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + else + { + size_new[axis] = IM_TRUNC(w_avail * 0.5f); + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + + // Position each node + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + { + pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing; + } + else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up) + { + pos_new[axis] = pos_old[axis]; + pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing; + } +} + +// Retrieve the drop rectangles for a given direction or for the center + perform hit testing. +bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos) +{ + ImGuiContext& g = *GImGui; + + const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight()); + const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f)); + float hs_w; // Half-size, longer axis + float hs_h; // Half-size, smaller axis + ImVec2 off; // Distance from edge or center + if (outer_docking) + { + //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); + //hs_h = ImTrunc(hs_w * 0.15f); + //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); + hs_w = ImTrunc(hs_for_central_nodes * 1.50f); + hs_h = ImTrunc(hs_for_central_nodes * 0.80f); + off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h)); + } + else + { + hs_w = ImTrunc(hs_for_central_nodes); + hs_h = ImTrunc(hs_for_central_nodes * 0.90f); + off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f)); + } + + ImVec2 c = ImTrunc(parent.GetCenter()); + if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); } + else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); } + else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); } + else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); } + else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); } + + if (test_mouse_pos == NULL) + return false; + + ImRect hit_r = out_r; + if (!outer_docking) + { + // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides + hit_r.Expand(ImTrunc(hs_w * 0.30f)); + ImVec2 mouse_delta = (*test_mouse_pos - c); + float mouse_delta_len2 = ImLengthSqr(mouse_delta); + float r_threshold_center = hs_w * 1.4f; + float r_threshold_sides = hs_w * (1.4f + 1.2f); + if (mouse_delta_len2 < r_threshold_center * r_threshold_center) + return (dir == ImGuiDir_None); + if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides) + return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y)); + } + return hit_r.Contains(*test_mouse_pos); +} + +// host_node may be NULL if the window doesn't have a DockNode already. +// FIXME-DOCK: This is misnamed since it's also doing the filtering. +static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking) +{ + ImGuiContext& g = *GImGui; + + // There is an edge case when docking into a dockspace which only has inactive nodes. + // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. + // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. + if (payload_node == NULL) + payload_node = payload_window->DockNodeAsHost; + ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; + if (ref_node_for_rect) + IM_ASSERT(ref_node_for_rect->IsVisible == true); + + // Filter, figure out where we are allowed to dock + ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet; + ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet; + data->IsCenterAvailable = true; + if (is_outer_docking) + data->IsCenterAvailable = false; + else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) + data->IsCenterAvailable = false; + else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode()) + data->IsCenterAvailable = false; + else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split? + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty())) + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty()) + data->IsCenterAvailable = false; + + data->IsSidesAvailable = true; + if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit) + data->IsSidesAvailable = false; + else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode()) + data->IsSidesAvailable = false; + else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther) + data->IsSidesAvailable = false; + + // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split) + data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton); + data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); + data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos; + data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size; + + // Calculate drop shapes geometry for allowed splitting directions + IM_ASSERT(ImGuiDir_None == -1); + data->SplitNode = host_node; + data->SplitDir = ImGuiDir_None; + data->IsSplitDirExplicit = false; + if (!host_window->Collapsed) + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (dir == ImGuiDir_None && !data->IsCenterAvailable) + continue; + if (dir != ImGuiDir_None && !data->IsSidesAvailable) + continue; + if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos)) + { + data->SplitDir = (ImGuiDir)dir; + data->IsSplitDirExplicit = true; + } + } + + // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar + data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable); + if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift) + data->IsDropAllowed = false; + + // Calculate split area + data->SplitRatio = 0.0f; + if (data->SplitDir != ImGuiDir_None) + { + ImGuiDir split_dir = data->SplitDir; + ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + ImVec2 pos_new, pos_old = data->FutureNode.Pos; + ImVec2 size_new, size_old = data->FutureNode.Size; + DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size); + + // Calculate split ratio so we can pass it down the docking request + float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]); + data->FutureNode.Pos = pos_new; + data->FutureNode.Size = size_new; + data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio); + } +} + +static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes + + // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent. + // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes. + const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload; + + // In case the two windows involved are on different viewports, we will draw the overlay on each of them. + int overlay_draw_lists_count = 0; + ImDrawList* overlay_draw_lists[2]; + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport); + if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload) + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport); + + // Draw main preview rectangle + const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f); + const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f); + const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f); + const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f); + + // Display area preview + const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0); + if (data->IsDropAllowed) + { + ImRect overlay_rect = data->FutureNode.Rect(); + if (data->SplitDir == ImGuiDir_None && can_preview_tabs) + overlay_rect.Min.y += GetFrameHeight(); + if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable) + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize)); + } + + // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) + if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable) + { + // Compute target tab bar geometry so we can locate our preview tabs + ImRect tab_bar_rect; + DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL); + ImVec2 tab_pos = tab_bar_rect.Min; + if (host_node && host_node->TabBar) + { + if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar()) + tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission. + else + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x; + } + else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost)) + { + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar + } + + // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows) + if (root_payload->DockNodeAsHost) + IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size); + ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL; + const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + // DockNode's TabBar may have non-window Tabs manually appended by user + ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload; + if (tab_bar_with_payload && payload_window == NULL) + continue; + if (!DockNodeIsDropAllowedOne(payload_window, host_window)) + continue; + + // Calculate the tab bounding box for each payload window + ImVec2 tab_size = TabItemCalcSize(payload_window); + ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y); + tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x; + const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]); + const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabSelected]); + PushStyleColor(ImGuiCol_Text, overlay_col_text); + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0; + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max); + TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs); + TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL); + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PopClipRect(); + } + PopStyleColor(); + } + } + + // Display drop boxes + const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding); + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (!data->DropRectsDraw[dir + 1].IsInverted()) + { + ImRect draw_r = data->DropRectsDraw[dir + 1]; + ImRect draw_r_in = draw_r; + draw_r_in.Expand(-2.0f); + ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop; + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImVec2 center = ImFloor(draw_r_in.GetCenter()); + overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding); + overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding); + if (dir == ImGuiDir_Left || dir == ImGuiDir_Right) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines); + if (dir == ImGuiDir_Up || dir == ImGuiDir_Down) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); + } + } + + // Stop after ImGuiDir_None + if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit) + return; + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode Tree manipulation functions +//----------------------------------------------------------------------------- +// - DockNodeTreeSplit() +// - DockNodeTreeMerge() +// - DockNodeTreeUpdatePosSize() +// - DockNodeTreeUpdateSplitterFindTouchingNode() +// - DockNodeTreeUpdateSplitter() +// - DockNodeTreeFindFallbackLeafNode() +// - DockNodeTreeFindNodeByPos() +//----------------------------------------------------------------------------- + +void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_axis != ImGuiAxis_None); + + ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0); + child_0->ParentNode = parent_node; + + ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0); + child_1->ParentNode = parent_node; + + ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1; + DockNodeMoveChildNodes(child_inheritor, parent_node); + parent_node->ChildNodes[0] = child_0; + parent_node->ChildNodes[1] = child_1; + parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow; + parent_node->SplitAxis = split_axis; + parent_node->VisibleWindow = NULL; + parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode; + + float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize); + size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); + IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. + child_0->SizeRef = child_1->SizeRef = parent_node->Size; + child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio); + child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]); + + DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); + DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node)); + DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size); + + // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property) + child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; + child_0->UpdateMergedFlags(); + child_1->UpdateMergedFlags(); + parent_node->UpdateMergedFlags(); + if (child_inheritor->IsCentralNode()) + DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor; +} + +void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child) +{ + // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL. + ImGuiContext& g = *GImGui; + ImGuiDockNode* child_0 = parent_node->ChildNodes[0]; + ImGuiDockNode* child_1 = parent_node->ChildNodes[1]; + IM_ASSERT(child_0 || child_1); + IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1); + if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0)) + { + IM_ASSERT(parent_node->TabBar == NULL); + IM_ASSERT(parent_node->Windows.Size == 0); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID); + + ImVec2 backup_last_explicit_size = parent_node->SizeRef; + DockNodeMoveChildNodes(parent_node, merge_lead_child); + if (child_0) + { + DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows + DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID); + } + if (child_1) + { + DockNodeMoveWindows(parent_node, child_1); + DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID); + } + DockNodeApplyPosSizeToWindows(parent_node); + parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto; + parent_node->VisibleWindow = merge_lead_child->VisibleWindow; + parent_node->SizeRef = backup_last_explicit_size; + + // Flags transfer + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag + parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows + parent_node->UpdateMergedFlags(); + + if (child_0) + { + ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL); + IM_DELETE(child_0); + } + if (child_1) + { + ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL); + IM_DELETE(child_1); + } +} + +// Update Pos/Size for a node hierarchy (don't affect child Windows yet) +// (Depth-first, Pre-Order) +void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node) +{ + // During the regular dock node update we write to all nodes. + // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away. + ImGuiContext& g = *GImGui; + const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node; + if (write_to_node) + { + node->Pos = pos; + node->Size = size; + } + + if (node->IsLeafNode()) + return; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + ImVec2 child_0_pos = pos, child_1_pos = pos; + ImVec2 child_0_size = size, child_1_size = size; + + const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0)); + const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1)); + const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node; + const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node; + + if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible) + { + const float spacing = g.Style.DockingSeparatorSize; + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + const float size_avail = ImMax(size[axis] - spacing, 0.0f); + + // Size allocation policy + // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. + const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); + + // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing. + // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc() + // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce + + // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) + if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce) + { + child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce) + { + child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce) + { + // FIXME-DOCK: We cannot honor the requested size, so apply ratio. + // Currently this path will only be taken if code programmatically sets WantLockSizeOnce + float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + + // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node + else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild) + { + child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild) + { + child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]); + child_0_size[axis] = (size_avail - child_1_size[axis]); + } + else + { + // 4) Otherwise distribute according to the relative ratio of each SizeRef value + float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); + child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f)); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + + child_1_pos[axis] += spacing + child_0_size[axis]; + } + + if (only_write_to_single_node == NULL) + child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false; + + const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible; + const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible; + if (child_0_recurse) + DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size); + if (child_1_recurse) + DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size); +} + +static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector* touching_nodes) +{ + if (node->IsLeafNode()) + { + touching_nodes->push_back(node); + return; + } + if (node->ChildNodes[0]->IsVisible) + if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes); + if (node->ChildNodes[1]->IsVisible) + if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); +} + +// (Depth-First, Pre-Order) +void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return; + + ImGuiContext& g = *GImGui; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + if (child_0->IsVisible && child_1->IsVisible) + { + // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally) + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + IM_ASSERT(axis != ImGuiAxis_None); + ImRect bb; + bb.Min = child_0->Pos; + bb.Max = child_1->Pos; + bb.Min[axis] += child_0->Size[axis]; + bb.Max[axis ^ 1] += child_1->Size[axis ^ 1]; + //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)); + + const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs + const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY; + if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag)) + { + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding); + } + else + { + //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node. + //bb.Max[axis] -= 1; + PushID(node->ID); + + // Find resizing limits by gathering list of nodes that are touching the splitter line. + ImVector touching_nodes[2]; + float min_size = g.Style.WindowMinSize[axis]; + float resize_limits[2]; + resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size; + resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size; + + ImGuiID splitter_id = GetID("##Splitter"); + if (g.ActiveId == splitter_id) // Only process when splitter is active + { + DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]); + DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]); + for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++) + resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size); + for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++) + resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); + + // [DEBUG] Render touching nodes & limits + /* + ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + for (int n = 0; n < 2; n++) + { + for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++) + draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255)); + if (axis == ImGuiAxis_X) + draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); + else + draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f); + } + */ + } + + // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters + float cur_size_0 = child_0->Size[axis]; + float cur_size_1 = child_1->Size[axis]; + float min_size_0 = resize_limits[0] - child_0->Pos[axis]; + float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; + ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg); + if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col)) + { + if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) + { + child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0; + child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis]; + child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1; + + // Lock the size of every node that is a sibling of the node we are touching + // This might be less desirable if we can merge sibling of a same axis into the same parental level. + for (int side_n = 0; side_n < 2; side_n++) + for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) + { + ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; + //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); + while (touching_node->ParentNode != node) + { + if (touching_node->ParentNode->SplitAxis == axis) + { + // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize(). + ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n]; + node_to_preserve->WantLockSizeOnce = true; + //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255)); + //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100)); + } + touching_node = touching_node->ParentNode; + } + } + + DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size); + DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size); + MarkIniSettingsDirty(); + } + } + PopID(); + } + } + + if (child_0->IsVisible) + DockNodeTreeUpdateSplitter(child_0); + if (child_1->IsVisible) + DockNodeTreeUpdateSplitter(child_1); +} + +ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0])) + return leaf_node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1])) + return leaf_node; + return NULL; +} + +ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos) +{ + if (!node->IsVisible) + return NULL; + + const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE? + ImRect r(node->Pos, node->Pos + node->Size); + r.Expand(dock_spacing * 0.5f); + bool inside = r.Contains(pos); + if (!inside) + return NULL; + + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos)) + return hovered_node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos)) + return hovered_node; + + // This means we are hovering over the splitter/spacing of a parent node + return node; +} + +//----------------------------------------------------------------------------- +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +//----------------------------------------------------------------------------- +// - SetWindowDock() [Internal] +// - DockSpace() +// - DockSpaceOverViewport() +//----------------------------------------------------------------------------- + +// [Internal] Called via SetNextWindowDockID() +void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowDockAllowFlags & cond) == 0) + return; + window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + if (window->DockId == dock_id) + return; + + // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot + ImGuiContext& g = *GImGui; + if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, dock_id)) + if (new_node->IsSplitNode()) + { + // Policy: Find central node or latest focused node. We first move back to our root node. + new_node = DockNodeGetRootNode(new_node); + if (new_node->CentralNode) + { + IM_ASSERT(new_node->CentralNode->IsCentralNode()); + dock_id = new_node->CentralNode->ID; + } + else + { + dock_id = new_node->LastFocusedNodeId; + } + } + + if (window->DockId == dock_id) + return; + + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, 0); + window->DockId = dock_id; +} + +// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. +// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. +// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. +// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location). +ImGuiID ImGui::DockSpace(ImGuiID dockspace_id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindowRead(); + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return 0; + + // Early out if parent window is hidden/collapsed + // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960. + // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true. + if (window->SkipItems) + flags |= ImGuiDockNodeFlags_KeepAliveOnly; + if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0) + window = GetCurrentWindow(); // call to set window->WriteAccessed = true; + + IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! + IM_ASSERT((flags & ImGuiDockNodeFlags_CentralNode) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! (#8145) + + IM_ASSERT(dockspace_id != 0); + ImGuiDockNode* node = DockContextFindNodeByID(&g, dockspace_id); + if (node == NULL) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", dockspace_id); + node = DockContextAddNode(&g, dockspace_id); + node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode); + } + if (window_class && window_class->ClassId != node->WindowClass.ClassId) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", dockspace_id, node->WindowClass.ClassId, window_class->ClassId); + node->SharedFlags = flags; + node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); + + // When a DockSpace transitioned form implicit to explicit this may be called a second time + // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again. + if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) + { + IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + return dockspace_id; + } + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + + // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible + if (flags & ImGuiDockNodeFlags_KeepAliveOnly) + { + node->LastFrameAlive = g.FrameCount; + return dockspace_id; + } + + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImTrunc(size_arg); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + + node->Pos = window->DC.CursorPos; + node->Size = node->SizeRef = size; + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; + + // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window? + // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented) + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; + window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; + window_flags |= ImGuiWindowFlags_NoBackground; + + char title[256]; + ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, dockspace_id); + + PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); + Begin(title, NULL, window_flags); + PopStyleVar(); + + ImGuiWindow* host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->ChildId = window->GetID(title); + node->OnlyNodeWithWindows = NULL; + + IM_ASSERT(node->IsRootNode()); + + // We need to handle the rare case were a central node is missing. + // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace. + // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split. + // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining. + // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property, + // as it doesn't make sense for an empty dockspace to not have this property. + if (node->IsLeafNode() && !node->IsCentralNode()) + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + + // Update the node + DockNodeUpdate(node); + + End(); + + ImRect bb(node->Pos, node->Pos + size); + ItemSize(size); + ItemAdd(bb, dockspace_id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?) + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild() + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + return dockspace_id; +} + +// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! +// The limitation with this call is that your window won't have a local menu bar, but you can also use BeginMainMenuBar(). +// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. +// If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. +ImGuiID ImGui::DockSpaceOverViewport(ImGuiID dockspace_id, const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) +{ + if (viewport == NULL) + viewport = GetMainViewport(); + + // Submit a window filling the entire viewport + SetNextWindowPos(viewport->WorkPos); + SetNextWindowSize(viewport->WorkSize); + SetNextWindowViewport(viewport->ID); + + ImGuiWindowFlags host_window_flags = 0; + host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + host_window_flags |= ImGuiWindowFlags_NoBackground; + + // FIXME-OPT: When using ImGuiDockNodeFlags_KeepAliveOnly with DockSpaceOverViewport() we might be able to spare submitting the window, + // since DockSpace() with that flag doesn't need a window. We'd only need to compute the default ID accordingly. + if (dockspace_flags & ImGuiDockNodeFlags_KeepAliveOnly) + host_window_flags |= ImGuiWindowFlags_NoMouseInputs; + + char label[32]; + ImFormatString(label, IM_ARRAYSIZE(label), "WindowOverViewport_%08X", viewport->ID); + + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + Begin(label, NULL, host_window_flags); + PopStyleVar(3); + + // Submit the dockspace + if (dockspace_id == 0) + dockspace_id = GetID("DockSpace"); + DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class); + + End(); + + return dockspace_id; +} + +//----------------------------------------------------------------------------- +// Docking: Builder Functions +//----------------------------------------------------------------------------- +// Very early end-user API to manipulate dock nodes. +// Only available in imgui_internal.h. Expect this API to change/break! +// It is expected that those functions are all called _before_ the dockspace node submission. +//----------------------------------------------------------------------------- +// - DockBuilderDockWindow() +// - DockBuilderGetNode() +// - DockBuilderSetNodePos() +// - DockBuilderSetNodeSize() +// - DockBuilderAddNode() +// - DockBuilderRemoveNode() +// - DockBuilderRemoveNodeChildNodes() +// - DockBuilderRemoveNodeDockedWindows() +// - DockBuilderSplitNode() +// - DockBuilderCopyNodeRec() +// - DockBuilderCopyNode() +// - DockBuilderCopyWindowSettings() +// - DockBuilderCopyDockSpace() +// - DockBuilderFinish() +//----------------------------------------------------------------------------- + +void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) +{ + // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1) + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id); + ImGuiID window_id = ImHashStr(window_name); + if (ImGuiWindow* window = FindWindowByID(window_id)) + { + // Apply to created window + ImGuiID prev_node_id = window->DockId; + SetWindowDock(window, node_id, ImGuiCond_Always); + if (window->DockId != prev_node_id) + window->DockOrder = -1; + } + else + { + // Apply to settings + ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id); + if (settings == NULL) + settings = CreateNewWindowSettings(window_name); + if (settings->DockId != node_id) + settings->DockOrder = -1; + settings->DockId = node_id; + } +} + +ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; + return DockContextFindNodeByID(&g, node_id); +} + +void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + node->Pos = pos; + node->AuthorityForPos = ImGuiDataAuthority_DockNode; +} + +void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + node->Size = node->SizeRef = size; + node->AuthorityForSize = ImGuiDataAuthority_DockNode; +} + +// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node! +// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node. +// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary. +// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand! +// For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect. +// - Use (id == 0) to let the system allocate a node identifier. +// - Existing node with a same id will be removed. +ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags); + + if (node_id != 0) + DockBuilderRemoveNode(node_id); + + ImGuiDockNode* node = NULL; + if (flags & ImGuiDockNodeFlags_DockSpace) + { + DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); + node = DockContextFindNodeByID(&g, node_id); + } + else + { + node = DockContextAddNode(&g, node_id); + node->SetLocalFlags(flags); + } + node->LastFrameAlive = g.FrameCount; // Set this otherwise BeginDocked will undock during the same frame. + return node->ID; +} + +void ImGui::DockBuilderRemoveNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + DockBuilderRemoveNodeDockedWindows(node_id, true); + DockBuilderRemoveNodeChildNodes(node_id); + // Node may have moved or deleted if e.g. any merge happened + node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + if (node->IsCentralNode() && node->ParentNode) + node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode); + DockContextRemoveNode(&g, node, true); +} + +// root_id = 0 to remove all, root_id != 0 to remove child of given node. +void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + ImGuiDockContext* dc = &g.DockContext; + + ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL; + if (root_id && root_node == NULL) + return; + bool has_central_node = false; + + ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto; + ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto; + + // Process active windows + ImVector nodes_to_remove; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + { + bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id); + if (want_removal) + { + if (node->IsCentralNode()) + has_central_node = true; + if (root_id != 0) + DockContextQueueNotifyRemovedNode(&g, node); + if (root_node) + { + DockNodeMoveWindows(root_node, node); + DockSettingsRenameNodeReferences(node->ID, root_node->ID); + } + nodes_to_remove.push_back(node); + } + } + + // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge) + // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead) + if (root_node) + { + root_node->AuthorityForPos = backup_root_node_authority_for_pos; + root_node->AuthorityForSize = backup_root_node_authority_for_size; + } + + // Apply to settings + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID window_settings_dock_id = settings->DockId) + for (int n = 0; n < nodes_to_remove.Size; n++) + if (nodes_to_remove[n]->ID == window_settings_dock_id) + { + settings->DockId = root_id; + break; + } + + // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes + if (nodes_to_remove.Size > 1) + ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst); + for (int n = 0; n < nodes_to_remove.Size; n++) + DockContextRemoveNode(&g, nodes_to_remove[n], false); + + if (root_id == 0) + { + dc->Nodes.Clear(); + dc->Requests.clear(); + } + else if (has_central_node) + { + root_node->CentralNode = root_node; + root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + } +} + +void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs) +{ + // Clear references in settings + ImGuiContext& g = *GImGui; + if (clear_settings_refs) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + bool want_removal = (root_id == 0) || (settings->DockId == root_id); + if (!want_removal && settings->DockId != 0) + if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId)) + if (DockNodeGetRootNode(node)->ID == root_id) + want_removal = true; + if (want_removal) + settings->DockId = 0; + } + } + + // Clear references in windows + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id); + if (want_removal) + { + const ImGuiID backup_dock_id = window->DockId; + IM_UNUSED(backup_dock_id); + DockContextProcessUndockWindow(&g, window, clear_settings_refs); + if (!clear_settings_refs) + IM_ASSERT(window->DockId == backup_dock_id); + } + } +} + +// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created. +// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set. +// FIXME-DOCK: We are not exposing nor using split_outer. +ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_dir != ImGuiDir_None); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, id); + if (node == NULL) + { + IM_ASSERT(node != NULL); + return 0; + } + + IM_ASSERT(!node->IsSplitNode()); // Assert if already Split + + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Split; + req.DockTargetWindow = NULL; + req.DockTargetNode = node; + req.DockPayload = NULL; + req.DockSplitDir = split_dir; + req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir); + req.DockSplitOuter = false; + DockContextProcessDock(&g, &req); + + ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; + ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; + if (out_id_at_dir) + *out_id_at_dir = id_at_dir; + if (out_id_at_opposite_dir) + *out_id_at_opposite_dir = id_at_opposite_dir; + return id_at_dir; +} + +static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known); + dst_node->SharedFlags = src_node->SharedFlags; + dst_node->LocalFlags = src_node->LocalFlags; + dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + dst_node->Pos = src_node->Pos; + dst_node->Size = src_node->Size; + dst_node->SizeRef = src_node->SizeRef; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->UpdateMergedFlags(); + + out_node_remap_pairs->push_back(src_node->ID); + out_node_remap_pairs->push_back(dst_node->ID); + + for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++) + if (src_node->ChildNodes[child_n]) + { + dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs); + dst_node->ChildNodes[child_n]->ParentNode = dst_node; + } + + IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); + return dst_node; +} + +void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_node_id != 0); + IM_ASSERT(dst_node_id != 0); + IM_ASSERT(out_node_remap_pairs != NULL); + + DockBuilderRemoveNode(dst_node_id); + + ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id); + IM_ASSERT(src_node != NULL); + + out_node_remap_pairs->clear(); + DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs); + + IM_ASSERT((out_node_remap_pairs->Size % 2) == 0); +} + +void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name) +{ + ImGuiWindow* src_window = FindWindowByName(src_name); + if (src_window == NULL) + return; + if (ImGuiWindow* dst_window = FindWindowByName(dst_name)) + { + dst_window->Pos = src_window->Pos; + dst_window->Size = src_window->Size; + dst_window->SizeFull = src_window->SizeFull; + dst_window->Collapsed = src_window->Collapsed; + } + else + { + ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name)); + if (!dst_settings) + dst_settings = CreateNewWindowSettings(dst_name); + ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos); + if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID) + { + dst_settings->ViewportPos = window_pos_2ih; + dst_settings->ViewportId = src_window->ViewportId; + dst_settings->Pos = ImVec2ih(0, 0); + } + else + { + dst_settings->Pos = window_pos_2ih; + } + dst_settings->Size = ImVec2ih(src_window->SizeFull); + dst_settings->Collapsed = src_window->Collapsed; + } +} + +// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed. +void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_dockspace_id != 0); + IM_ASSERT(dst_dockspace_id != 0); + IM_ASSERT(in_window_remap_pairs != NULL); + IM_ASSERT((in_window_remap_pairs->Size % 2) == 0); + + // Duplicate entire dock + // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart, + // whereas we could attempt to at least keep them together in a new, same floating node. + ImVector node_remap_pairs; + DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs); + + // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes + // (The windows associated to src_dockspace_id are staying in place) + ImVector src_windows; + for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2) + { + const char* src_window_name = (*in_window_remap_pairs)[remap_window_n]; + const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1]; + ImGuiID src_window_id = ImHashStr(src_window_name); + src_windows.push_back(src_window_id); + + // Search in the remapping tables + ImGuiID src_dock_id = 0; + if (ImGuiWindow* src_window = FindWindowByID(src_window_id)) + src_dock_id = src_window->DockId; + else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id)) + src_dock_id = src_window_settings->DockId; + ImGuiID dst_dock_id = 0; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (node_remap_pairs[dock_remap_n] == src_dock_id) + { + dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear + break; + } + + if (dst_dock_id != 0) + { + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id); + DockBuilderDockWindow(dst_window_name, dst_dock_id); + } + else + { + // Floating windows gets their settings transferred (regardless of whether the new window already exist or not) + // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name); + DockBuilderCopyWindowSettings(src_window_name, dst_window_name); + } + } + + // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list. + // Find those windows and move to them to the cloned dock node. This may be optional? + // Dock those are a second step as undocking would invalidate source dock nodes. + struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } }; + ImVector dock_remaining_windows; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n]) + { + ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + ImGuiDockNode* node = DockBuilderGetNode(src_dock_id); + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (src_windows.contains(window->ID)) + continue; + + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); + dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id)); + } + } + for (const DockRemainingWindowTask& task : dock_remaining_windows) + DockBuilderDockWindow(task.Window->Name, task.DockId); +} + +// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node. +void ImGui::DockBuilderFinish(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + //DockContextRebuild(&g); + DockContextBuildAddWindowsToNodes(&g, root_id); +} + +//----------------------------------------------------------------------------- +// Docking: Begin/End Support Functions (called from Begin/End) +//----------------------------------------------------------------------------- +// - GetWindowAlwaysWantOwnTabBar() +// - DockContextBindNodeToWindow() +// - BeginDocked() +// - BeginDockableDragDropSource() +// - BeginDockableDragDropTarget() +//----------------------------------------------------------------------------- + +bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0) + if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise + return true; + return false; +} + +static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiContext& g = *ctx; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(window->DockNode == NULL); + + // We should not be docking into a split node (SetWindowDock should avoid this) + if (node && node->IsSplitNode()) + { + DockContextProcessUndockWindow(ctx, window); + return NULL; + } + + // Create node + if (node == NULL) + { + node = DockContextAddNode(ctx, window->DockId); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + node->LastFrameAlive = g.FrameCount; + } + + // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet, + // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node). + // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout. + // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame. + if (!node->IsVisible) + { + ImGuiDockNode* ancestor_node = node; + while (!ancestor_node->IsVisible && ancestor_node->ParentNode) + ancestor_node = ancestor_node->ParentNode; + IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node)); + DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node); + } + + // Add window to node + bool node_was_visible = node->IsVisible; + DockNodeAddWindow(node, window, true); + node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see) + IM_ASSERT(node == window->DockNode); + return node; +} + +static void StoreDockStyleForWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + window->DockStyle.Colors[color_n] = ImGui::ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); +} + +void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) +{ + ImGuiContext& g = *GImGui; + + // Clear fields ahead so most early-out paths don't have to do it + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + + const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); + if (auto_dock_node) + { + if (window->DockId == 0) + { + IM_ASSERT(window->DockNode == NULL); + window->DockId = DockContextGenNodeID(&g); + } + } + else + { + // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) + bool want_undock = false; + want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; + want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; + if (want_undock) + { + DockContextProcessUndockWindow(&g, window); + return; + } + } + + // Bind to our dock node + ImGuiDockNode* node = window->DockNode; + if (node != NULL) + IM_ASSERT(window->DockId == node->ID); + if (window->DockId != 0 && node == NULL) + { + node = DockContextBindNodeToWindow(&g, window); + if (node == NULL) + return; + } + +#if 0 + // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set + if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode)) + { + DockContextProcessUndockWindow(ctx, window); + return; + } +#endif + + // Undock if our dockspace node disappeared + // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly. + if (node->LastFrameAlive < g.FrameCount) + { + // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking() + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->LastFrameAlive < g.FrameCount) + DockContextProcessUndockWindow(&g, window); + else + window->DockIsActive = true; + return; + } + + // Store style overrides + StoreDockStyleForWindow(window); + + // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, + // and never create neither a host window neither a tab bar. + // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) + if (node->HostWindow == NULL) + { + if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing) + window->DockIsActive = true; + if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window + DockNodeHideWindowDuringHostWindowCreation(window); + return; + } + + // We can have zero-sized nodes (e.g. children of a small-size dockspace) + IM_ASSERT(node->HostWindow); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f); + node->State = ImGuiDockNodeState_HostWindowVisible; + + // Undock if we are submitted earlier than the host window + if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) + { + DockContextProcessUndockWindow(&g, window); + return; + } + + // Position/Size window + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() + window->DockIsActive = true; + window->DockNodeIsVisible = true; + window->DockTabIsVisible = false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return; + + // When the window is selected we mark it as visible. + if (node->VisibleWindow == window) + window->DockTabIsVisible = true; + + // Update window flag + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0); + window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize; + window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding; + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + window->Flags |= ImGuiWindowFlags_NoTitleBar; + else + window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed! + + // Save new dock order only if the window has been visible once already + // This allows multiple windows to be created in the same frame and have their respective dock orders preserved. + if (node->TabBar && window->WasActive) + window->DockOrder = (short)DockNodeGetTabOrder(window); + + if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL) + *p_open = false; + + // Update ChildId to allow returning from Child to Parent with Escape + ImGuiWindow* parent_window = window->DockNode->HostWindow; + window->ChildId = parent_window->GetID(window->Name); +} + +void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == window->MoveId); + IM_ASSERT(g.MovingWindow == window); + IM_ASSERT(g.CurrentWindow == window); + + // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking. + if (g.IO.ConfigDockingWithShift != g.IO.KeyShift) + { + // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance. + // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active + // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function) + IM_ASSERT(g.NextWindowData.Flags == 0); + if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock)); + return; + } + + g.LastItemData.ID = window->MoveId; + window = window->RootWindowDockTree; + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit + ImGuiDragDropFlags drag_drop_flags = ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_PayloadAutoExpire | ImGuiDragDropFlags_PayloadNoCrossContext | ImGuiDragDropFlags_PayloadNoCrossProcess; + if (is_drag_docking && BeginDragDropSource(drag_drop_flags)) + { + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); + EndDragDropSource(); + StoreDockStyleForWindow(window); // Store style overrides while dragging (even when not docked) because docking preview may need it. + } +} + +void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + if (!g.DragDropActive) + return; + //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!BeginDragDropTargetCustom(window->Rect(), window->ID)) + return; + + // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering + // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) + const ImGuiPayload* payload = &g.DragDropPayload; + if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data)) + { + EndDragDropTarget(); + return; + } + + ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data; + if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)) + { + // Select target node + // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation) + bool dock_into_floating_window = false; + ImGuiDockNode* node = NULL; + if (window->DockNodeAsHost) + { + // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos(). + node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos); + + // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active) + // In this case we need to fallback into any leaf mode, possibly the central node. + // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first. + if (node && node->IsDockSpace() && node->IsRootNode()) + node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node); + } + else + { + if (window->DockNode) + node = window->DockNode; + else + dock_into_floating_window = true; // Dock into a regular window + } + + const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight())); + const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); + + // Preview docking request and find out split direction/ratio + //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. + const bool do_preview = payload->IsPreview() || payload->IsDelivery(); + if (do_preview && (node != NULL || dock_into_floating_window)) + { + // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear. + ImGuiDockPreviewData split_inner; + ImGuiDockPreviewData split_outer; + ImGuiDockPreviewData* split_data = &split_inner; + if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode())) + if (ImGuiDockNode* root_node = DockNodeGetRootNode(node)) + { + DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true); + if (split_outer.IsSplitDirExplicit) + split_data = &split_outer; + } + if (!node || node->IsLeafNode()) + DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false); + if (split_data == &split_outer) + split_inner.IsDropAllowed = false; + + // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes + DockNodePreviewDockRender(window, node, payload_window, &split_inner); + DockNodePreviewDockRender(window, node, payload_window, &split_outer); + + // Queue docking request + if (split_data->IsDropAllowed && payload->IsDelivery()) + DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); + } + } + EndDragDropTarget(); +} + +//----------------------------------------------------------------------------- +// Docking: Settings +//----------------------------------------------------------------------------- +// - DockSettingsRenameNodeReferences() +// - DockSettingsRemoveNodeReferences() +// - DockSettingsFindNodeSettings() +// - DockSettingsHandler_ApplyAll() +// - DockSettingsHandler_ReadOpen() +// - DockSettingsHandler_ReadLine() +// - DockSettingsHandler_DockNodeToSettings() +// - DockSettingsHandler_WriteAll() +//----------------------------------------------------------------------------- + +static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id); + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + { + ImGuiWindow* window = g.Windows[window_n]; + if (window->DockId == old_node_id && window->DockNode == NULL) + window->DockId = new_node_id; + } + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == old_node_id) + settings->DockId = new_node_id; +} + +// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings +static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count) +{ + ImGuiContext& g = *GImGui; + int found = 0; + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + for (int node_n = 0; node_n < node_ids_count; node_n++) + if (settings->DockId == node_ids[node_n]) + { + settings->DockId = 0; + settings->DockOrder = -1; + if (++found < node_ids_count) + break; + return; + } +} + +static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id) +{ + // FIXME-OPT + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->NodesSettings.Size; n++) + if (dc->NodesSettings[n].ID == id) + return &dc->NodesSettings[n]; + return NULL; +} + +// Clear settings data +static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiDockContext* dc = &ctx->DockContext; + dc->NodesSettings.clear(); + DockContextClearNodes(ctx, 0, true); +} + +// Recreate nodes based on settings data +static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + // Prune settings at boot time only + ImGuiDockContext* dc = &ctx->DockContext; + if (ctx->Windows.Size == 0) + DockContextPruneUnusedSettingsNodes(ctx); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, 0); +} + +static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + if (strcmp(name, "Data") != 0) + return NULL; + return (void*)1; +} + +static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line) +{ + char c = 0; + int x = 0, y = 0; + int r = 0; + + // Parsing, e.g. + // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " + // " DockNode ID=0x00000002 Parent=0x00000001 " + // Important: this code expect currently fields in a fixed order. + ImGuiDockNodeSettings node; + line = ImStrSkipBlank(line); + if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); } + else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; } + else return; + if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; + if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1) { line += r; if (node.ParentNodeId == 0) return; } + if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; } + if (node.ParentNodeId == 0) + { + if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return; + if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return; + } + else + { + if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); } + } + if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; } + if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; } + if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; } + if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; } + if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; } + if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; } + if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; } + if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; } + if (node.ParentNodeId != 0) + if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId)) + node.Depth = parent_settings->Depth + 1; + ctx->DockContext.NodesSettings.push_back(node); +} + +static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth) +{ + ImGuiDockNodeSettings node_settings; + IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3))); + node_settings.ID = node->ID; + node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0; + node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0; + node_settings.SelectedTabId = node->SelectedTabId; + node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None); + node_settings.Depth = (char)depth; + node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); + node_settings.Pos = ImVec2ih(node->Pos); + node_settings.Size = ImVec2ih(node->Size); + node_settings.SizeRef = ImVec2ih(node->SizeRef); + dc->NodesSettings.push_back(node_settings); + if (node->ChildNodes[0]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1); + if (node->ChildNodes[1]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1); +} + +static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // Gather settings data + // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer) + dc->NodesSettings.resize(0); + dc->NodesSettings.reserve(dc->Nodes.Data.Size); + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode()) + DockSettingsHandler_DockNodeToSettings(dc, node, 0); + + int max_depth = 0; + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth); + + // Write to text buffer + buf->appendf("[%s][Data]\n", handler->TypeName); + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + { + const int line_start_pos = buf->size(); (void)line_start_pos; + const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n]; + buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file + buf->appendf(" ID=0x%08X", node_settings->ID); + if (node_settings->ParentNodeId) + { + buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y); + } + else + { + if (node_settings->ParentWindowId) + buf->appendf(" Window=0x%08X", node_settings->ParentWindowId); + buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); + } + if (node_settings->SplitAxis != ImGuiAxis_None) + buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y'); + if (node_settings->Flags & ImGuiDockNodeFlags_NoResize) + buf->appendf(" NoResize=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode) + buf->appendf(" CentralNode=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar) + buf->appendf(" NoTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar) + buf->appendf(" HiddenTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton) + buf->appendf(" NoWindowMenuButton=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton) + buf->appendf(" NoCloseButton=1"); + if (node_settings->SelectedTabId) + buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId); + + // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!) + if (g.IO.ConfigDebugIniSettings) + if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) + { + buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything + if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) + buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name); + // Iterate settings so we can give info about windows that didn't exist during the session. + int contains_window = 0; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == node_settings->ID) + { + if (contains_window++ == 0) + buf->appendf(" ; contains "); + buf->appendf("'%s' ", settings->GetName()); + } + } + + buf->appendf("\n"); + } + buf->appendf("\n"); +} + + +//----------------------------------------------------------------------------- +// [SECTION] PLATFORM DEPENDENT HELPERS +//----------------------------------------------------------------------------- +// - Default clipboard handlers +// - Default shell function handlers +// - Default IME handlers +//----------------------------------------------------------------------------- + +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) + +#ifdef _MSC_VER +#pragma comment(lib, "user32") +#pragma comment(lib, "kernel32") +#endif + +// Win32 clipboard implementation +// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + g.ClipboardHandlerData.clear(); + if (!::OpenClipboard(NULL)) + return NULL; + HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return NULL; + } + if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle)) + { + int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL); + g.ClipboardHandlerData.resize(buf_len); + ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL); + } + ::GlobalUnlock(wbuf_handle); + ::CloseClipboard(); + return g.ClipboardHandlerData.Data; +} + +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +{ + if (!::OpenClipboard(NULL)) + return; + const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return; + } + WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle); + ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length); + ::GlobalUnlock(wbuf_handle); + ::EmptyClipboard(); + if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) + ::GlobalFree(wbuf_handle); + ::CloseClipboard(); +} + +#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) + +#include // Use old API to avoid need for separate .mm file +static PasteboardRef main_clipboard = 0; + +// OSX clipboard implementation +// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + for (ItemCount i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + g.ClipboardHandlerData.clear(); + int length = (int)CFDataGetLength(cf_data); + g.ClipboardHandlerData.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data); + g.ClipboardHandlerData[length] = 0; + CFRelease(cf_data); + return g.ClipboardHandlerData.Data; + } + } + } + return NULL; +} + +#else + +// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); +} + +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text) +{ + ImGuiContext& g = *ctx; + g.ClipboardHandlerData.clear(); + const char* text_end = text + strlen(text); + g.ClipboardHandlerData.resize((int)(text_end - text) + 1); + memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text)); + g.ClipboardHandlerData[(int)(text_end - text)] = 0; +} + +#endif // Default clipboard handlers + +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#if defined(__APPLE__) && TARGET_OS_IPHONE +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif + +#if defined(_WIN32) && defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#ifdef _WIN32 +#include // ShellExecuteA() +#ifdef _MSC_VER +#pragma comment(lib, "shell32") +#endif +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ + return (INT_PTR)::ShellExecuteA(NULL, "open", path, NULL, NULL, SW_SHOWDEFAULT) > 32; +} +#else +#include +#include +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ +#if defined(__APPLE__) + const char* args[] { "open", "--", path, NULL }; +#else + const char* args[] { "xdg-open", path, NULL }; +#endif + pid_t pid = fork(); + if (pid < 0) + return false; + if (!pid) + { + execvp(args[0], const_cast(args)); + exit(-1); + } + else + { + int status; + waitpid(pid, &status, 0); + return WEXITSTATUS(status) == 0; + } +} +#endif +#else +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char*) { return false; } +#endif // Default shell handlers + +//----------------------------------------------------------------------------- + +// Win32 API IME support (for Asian languages, etc.) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) + +#include +#ifdef _MSC_VER +#pragma comment(lib, "imm32") +#endif + +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) +{ + // Notify OS Input Method Editor of text input position + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + if (hwnd == 0) + return; + + //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0); + if (HIMC himc = ::ImmGetContext(hwnd)) + { + COMPOSITIONFORM composition_form = {}; + composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + composition_form.dwStyle = CFS_FORCE_POSITION; + ::ImmSetCompositionWindow(himc, &composition_form); + CANDIDATEFORM candidate_form = {}; + candidate_form.dwStyle = CFS_CANDIDATEPOS; + candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + ::ImmSetCandidateWindow(himc, &candidate_form); + ::ImmReleaseContext(hwnd, himc); + } +} + +#else + +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData*) {} + +#endif // Default IME handlers + +//----------------------------------------------------------------------------- +// [SECTION] METRICS/DEBUGGER WINDOW +//----------------------------------------------------------------------------- +// - DebugRenderViewportThumbnail() [Internal] +// - RenderViewportsThumbnails() [Internal] +// - DebugTextEncoding() +// - MetricsHelpMarker() [Internal] +// - ShowFontAtlas() [Internal] +// - ShowMetricsWindow() +// - DebugNodeColumns() [Internal] +// - DebugNodeDockNode() [Internal] +// - DebugNodeDrawList() [Internal] +// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] +// - DebugNodeFont() [Internal] +// - DebugNodeFontGlyph() [Internal] +// - DebugNodeStorage() [Internal] +// - DebugNodeTabBar() [Internal] +// - DebugNodeViewport() [Internal] +// - DebugNodeWindow() [Internal] +// - DebugNodeWindowSettings() [Internal] +// - DebugNodeWindowsList() [Internal] +// - DebugNodeWindowsListByBeginStackParent() [Internal] +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImVec2 scale = bb.GetSize() / viewport->Size; + ImVec2 off = bb.Min - viewport->Pos * scale; + float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); + for (ImGuiWindow* thumb_window : g.Windows) + { + if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) + continue; + if (thumb_window->Viewport != viewport) + continue; + + ImRect thumb_r = thumb_window->Rect(); + ImRect title_r = thumb_window->TitleBarRect(); + thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale)); + title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y + title_r.GetHeight() * 3.0f) * scale)); // Exaggerate title bar height + thumb_r.ClipWithFull(bb); + title_r.ClipWithFull(bb); + const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); + window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); + } + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + if (viewport->ID == g.DebugMetricsConfig.HighlightViewportID) + window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); +} + +static void RenderViewportsThumbnails() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Draw monitor and calculate their boundaries + float SCALE = 1.0f / 8.0f; + ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + bb_full.Add(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize)); + ImVec2 p = window->DC.CursorPos; + ImVec2 off = p - bb_full.Min * SCALE; + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + ImRect monitor_draw_bb(off + (monitor.MainPos) * SCALE, off + (monitor.MainPos + monitor.MainSize) * SCALE); + window->DrawList->AddRect(monitor_draw_bb.Min, monitor_draw_bb.Max, (g.DebugMetricsConfig.HighlightMonitorIdx == g.PlatformIO.Monitors.index_from_ptr(&monitor)) ? IM_COL32(255, 255, 0, 255) : ImGui::GetColorU32(ImGuiCol_Border), 4.0f); + window->DrawList->AddRectFilled(monitor_draw_bb.Min, monitor_draw_bb.Max, ImGui::GetColorU32(ImGuiCol_Border, 0.10f), 4.0f); + } + + // Draw viewports + for (ImGuiViewportP* viewport : g.Viewports) + { + ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); + ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); + } + ImGui::Dummy(bb_full.GetSize() * SCALE); +} + +static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs) +{ + const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs; + const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs; + return b->LastFocusedStampCount - a->LastFocusedStampCount; +} + +// Draw an arbitrary US keyboard layout to visualize translated keys +void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list) +{ + const float scale = ImGui::GetFontSize() / 13.0f; + const ImVec2 key_size = ImVec2(35.0f, 35.0f) * scale; + const float key_rounding = 3.0f * scale; + const ImVec2 key_face_size = ImVec2(25.0f, 25.0f) * scale; + const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f) * scale; + const float key_face_rounding = 2.0f * scale; + const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f) * scale; + const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); + const float key_row_offset = 9.0f * scale; + + ImVec2 board_min = GetCursorScreenPos(); + ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f); + ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y); + + struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; }; + const KeyLayoutData keys_to_display[] = + { + { 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R }, + { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F }, + { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V } + }; + + // Elements rendered manually via ImDrawList API are not clipped automatically. + // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view. + Dummy(board_max - board_min); + if (!IsItemVisible()) + return; + draw_list->PushClipRect(board_min, board_max, true); + for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++) + { + const KeyLayoutData* key_data = &keys_to_display[n]; + ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y); + ImVec2 key_max = key_min + key_size; + draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding); + draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding); + ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y); + ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y); + draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f); + draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding); + ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y); + draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label); + if (IsKeyDown(key_data->Key)) + draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding); + } + draw_list->PopClipRect(); +} + +// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct. +void ImGui::DebugTextEncoding(const char* str) +{ + Text("Text: \"%s\"", str); + if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable)) + return; + TableSetupColumn("Offset"); + TableSetupColumn("UTF-8"); + TableSetupColumn("Glyph"); + TableSetupColumn("Codepoint"); + TableHeadersRow(); + for (const char* p = str; *p != 0; ) + { + unsigned int c; + const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL); + TableNextColumn(); + Text("%d", (int)(p - str)); + TableNextColumn(); + for (int byte_index = 0; byte_index < c_utf8_len; byte_index++) + { + if (byte_index > 0) + SameLine(); + Text("0x%02X", (int)(unsigned char)p[byte_index]); + } + TableNextColumn(); + if (GetFont()->FindGlyphNoFallback((ImWchar)c)) + TextUnformatted(p, p + c_utf8_len); + else + TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]"); + TableNextColumn(); + Text("U+%04X", (int)c); + p += c_utf8_len; + } + EndTable(); +} + +static void DebugFlashStyleColorStop() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT) + g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup; + g.DebugFlashStyleColorIdx = ImGuiCol_COUNT; +} + +// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls. +void ImGui::DebugFlashStyleColor(ImGuiCol idx) +{ + ImGuiContext& g = *GImGui; + DebugFlashStyleColorStop(); + g.DebugFlashStyleColorTime = 0.5f; + g.DebugFlashStyleColorIdx = idx; + g.DebugFlashStyleColorBackup = g.Style.Colors[idx]; +} + +void ImGui::UpdateDebugToolFlashStyleColor() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorTime <= 0.0f) + return; + ColorConvertHSVtoRGB(ImCos(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z); + g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f; + if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f) + DebugFlashStyleColorStop(); +} + +static const char* FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id) +{ + union { void* ptr; int integer; } tex_id_opaque; + memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id))); + if (sizeof(tex_id) >= sizeof(void*)) + ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr); + else + ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer); + return buf; +} + +// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. +static void MetricsHelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +// [DEBUG] List fonts in a font atlas and display its texture +void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +{ + for (ImFont* font : atlas->Fonts) + { + PushID(font); + DebugNodeFont(font); + PopID(); + } + if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons + ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border); + Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); + TreePop(); + } +} + +void ImGui::ShowMetricsWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + if (cfg->ShowDebugLog) + ShowDebugLogWindow(&cfg->ShowDebugLog); + if (cfg->ShowIDStackTool) + ShowIDStackToolWindow(&cfg->ShowIDStackTool); + + if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // [DEBUG] Clear debug breaks hooks after exactly one cycle. + DebugBreakClearData(); + + // Basic info + Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + if (g.ContextName[0] != 0) + { + SameLine(); + Text("(Context Name: \"%s\")", g.ContextName); + } + Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); + Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount); + //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } + + Separator(); + + // Debugging enums + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" }; + enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type + const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" }; + if (cfg->ShowWindowsRectsType < 0) + cfg->ShowWindowsRectsType = WRT_WorkRect; + if (cfg->ShowTablesRectsType < 0) + cfg->ShowTablesRectsType = TRT_WorkRect; + + struct Funcs + { + static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance + if (rect_type == TRT_OuterRect) { return table->OuterRect; } + else if (rect_type == TRT_InnerRect) { return table->InnerRect; } + else if (rect_type == TRT_WorkRect) { return table->WorkRect; } + else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } + else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } + else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } + else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); } + else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } + else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } + else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate + else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } + else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); } + else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } + IM_ASSERT(0); + return ImRect(); + } + + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); } + else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + }; + + // Tools + if (TreeNode("Tools")) + { + // Debug Break features + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + SeparatorTextEx(0, "Debug breaks", NULL, CalcTextSize("(?)").x + g.Style.SeparatorTextPadding.x); + SameLine(); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) + DebugStartItemPicker(); + Checkbox("Show \"Debug Break\" buttons in other sections (io.ConfigDebugIsDebuggerPresent)", &g.IO.ConfigDebugIsDebuggerPresent); + + SeparatorText("Visualize"); + + Checkbox("Show Debug Log", &cfg->ShowDebugLog); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code."); + + Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code."); + + Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); + Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count); + if (cfg->ShowWindowsRects && g.NavWindow != NULL) + { + BulletText("'%s':", g.NavWindow->Name); + Indent(); + for (int rect_n = 0; rect_n < WRT_Count; rect_n++) + { + ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); + Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); + } + Unindent(); + } + + Checkbox("Show tables rectangles", &cfg->ShowTablesRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); + if (cfg->ShowTablesRects && g.NavWindow != NULL) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) + continue; + + BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + Indent(); + char buf[128]; + for (int rect_n = 0; rect_n < TRT_Count; rect_n++) + { + if (rect_n >= TRT_ColumnsRect) + { + if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect) + continue; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, rect_n, column_n); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, rect_n, -1); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + Unindent(); + } + } + Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data + + SeparatorText("Validate"); + + Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop); + SameLine(); + MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + + Checkbox("UTF-8 Encoding viewer", &cfg->ShowTextEncodingViewer); + SameLine(); + MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct."); + if (cfg->ShowTextEncodingViewer) + { + static char buf[64] = ""; + SetNextItemWidth(-FLT_MIN); + InputText("##DebugTextEncodingBuf", buf, IM_ARRAYSIZE(buf)); + if (buf[0] != 0) + DebugTextEncoding(buf); + } + + TreePop(); + } + + // Windows + if (TreeNode("Windows", "Windows (%d)", g.Windows.Size)) + { + //SetNextItemOpen(true, ImGuiCond_Once); + DebugNodeWindowsList(&g.Windows, "By display order"); + DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)"); + if (TreeNode("By submission order (begin stack)")) + { + // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship! + ImVector& temp_buffer = g.WindowsTempSortBuffer; + temp_buffer.resize(0); + for (ImGuiWindow* window : g.Windows) + if (window->LastFrameActive + 1 >= g.FrameCount) + temp_buffer.push_back(window); + struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } }; + ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder); + DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL); + TreePop(); + } + + TreePop(); + } + + // DrawLists + int drawlist_count = 0; + for (ImGuiViewportP* viewport : g.Viewports) + drawlist_count += viewport->DrawDataP.CmdLists.Size; + if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) + { + Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); + Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); + for (ImGuiViewportP* viewport : g.Viewports) + { + bool viewport_has_drawlist = false; + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + { + if (!viewport_has_drawlist) + Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID); + viewport_has_drawlist = true; + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + } + } + TreePop(); + } + + // Viewports + if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) + { + cfg->HighlightMonitorIdx = -1; + bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size); + SameLine(); + MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors."); + if (open) + { + for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) + { + DebugNodePlatformMonitor(&g.PlatformIO.Monitors[i], "Monitor", i); + if (IsItemHovered()) + cfg->HighlightMonitorIdx = i; + } + DebugNodePlatformMonitor(&g.FallbackMonitor, "Fallback", 0); + TreePop(); + } + + SetNextItemOpen(true, ImGuiCond_Once); + if (TreeNode("Windows Minimap")) + { + RenderViewportsThumbnails(); + TreePop(); + } + cfg->HighlightViewportID = 0; + + BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + if (TreeNode("Inferred Z order (front-to-back)")) + { + static ImVector viewports; + viewports.resize(g.Viewports.Size); + memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes()); + if (viewports.Size > 1) + ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount); + for (ImGuiViewportP* viewport : viewports) + { + BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"", + viewport->Idx, viewport->ID, viewport->LastFocusedStampCount, + (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A", + viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + cfg->HighlightViewportID = viewport->ID; + } + TreePop(); + } + + for (ImGuiViewportP* viewport : g.Viewports) + DebugNodeViewport(viewport); + TreePop(); + } + + // Details for Popups + if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) + { + for (const ImGuiPopupData& popup_data : g.OpenPopupStack) + { + // As it's difficult to interact with tree nodes while popups are open, we display everything inline. + ImGuiWindow* window = popup_data.Window; + BulletText("PopupID: %08x, Window: '%s' (%s%s), RestoreNavWindow '%s', ParentWindow '%s'", + popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "", + popup_data.RestoreNavWindow ? popup_data.RestoreNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL"); + } + TreePop(); + } + + // Details for TabBars + if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount())) + { + for (int n = 0; n < g.TabBars.GetMapSize(); n++) + if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n)) + { + PushID(tab_bar); + DebugNodeTabBar(tab_bar, "TabBar"); + PopID(); + } + TreePop(); + } + + // Details for Tables + if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount())) + { + for (int n = 0; n < g.Tables.GetMapSize(); n++) + if (ImGuiTable* table = g.Tables.TryGetMapData(n)) + DebugNodeTable(table); + TreePop(); + } + + // Details for Fonts + ImFontAtlas* atlas = g.IO.Fonts; + if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) + { + ShowFontAtlas(atlas); + TreePop(); + } + + // Details for InputText + if (TreeNode("InputText")) + { + DebugNodeInputTextState(&g.InputTextState); + TreePop(); + } + + // Details for TypingSelect + if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0)) + { + DebugNodeTypingSelectState(&g.TypingSelectState); + TreePop(); + } + + // Details for MultiSelect + if (TreeNode("MultiSelect", "MultiSelect (%d)", g.MultiSelectStorage.GetAliveCount())) + { + ImGuiBoxSelectState* bs = &g.BoxSelectState; + BulletText("BoxSelect ID=0x%08X, Starting = %d, Active %d", bs->ID, bs->IsStarting, bs->IsActive); + for (int n = 0; n < g.MultiSelectStorage.GetMapSize(); n++) + if (ImGuiMultiSelectState* state = g.MultiSelectStorage.TryGetMapData(n)) + DebugNodeMultiSelectState(state); + TreePop(); + } + + // Details for Docking +#ifdef IMGUI_HAS_DOCK + if (TreeNode("Docking")) + { + static bool root_nodes_only = true; + ImGuiDockContext* dc = &g.DockContext; + Checkbox("List root nodes", &root_nodes_only); + Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes); + if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); } + SameLine(); + if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (!root_nodes_only || node->IsRootNode()) + DebugNodeDockNode(node, "Node"); + TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + // Settings + if (TreeNode("Settings")) + { + if (SmallButton("Clear")) + ClearIniSettings(); + SameLine(); + if (SmallButton("Save to memory")) + SaveIniSettingsToMemory(); + SameLine(); + if (SmallButton("Save to disk")) + SaveIniSettingsToDisk(g.IO.IniFilename); + SameLine(); + if (g.IO.IniFilename) + Text("\"%s\"", g.IO.IniFilename); + else + TextUnformatted(""); + Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); + if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) + { + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + BulletText("\"%s\"", handler.TypeName); + TreePop(); + } + if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + DebugNodeWindowSettings(settings); + TreePop(); + } + + if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) + { + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + DebugNodeTableSettings(settings); + TreePop(); + } + +#ifdef IMGUI_HAS_DOCK + if (TreeNode("SettingsDocking", "Settings packed data: Docking")) + { + ImGuiDockContext* dc = &g.DockContext; + Text("In SettingsWindows:"); + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId != 0) + BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder); + Text("In SettingsNodes:"); + for (int n = 0; n < dc->NodesSettings.Size; n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[n]; + const char* selected_tab_name = NULL; + if (settings->SelectedTabId) + { + if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId)) + selected_tab_name = window->Name; + else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId)) + selected_tab_name = window_settings->GetName(); + } + BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : ""); + } + TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) + { + InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly); + TreePop(); + } + TreePop(); + } + + // Settings + if (TreeNode("Memory allocations")) + { + ImGuiDebugAllocInfo* info = &g.DebugAllocInfo; + Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount); + if (SmallButton("GC now")) { g.GcCompactAll = true; } + Text("Recent frames with allocations:"); + int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf); + for (int n = buf_size - 1; n >= 0; n--) + { + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size]; + BulletText("Frame %06d: %+3d ( %2d alloc, %2d free )", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount); + if (n == 0) + { + SameLine(); + Text("<- %d frames ago", g.FrameCount - entry->FrameCount); + } + } + TreePop(); + } + + if (TreeNode("Inputs")) + { + Text("KEYBOARD/GAMEPAD/MOUSE KEYS"); + { + // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. + Indent(); + Text("Keys down:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); } + Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys released:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + DebugRenderKeyboardPreview(GetWindowDrawList()); + Unindent(); + } + + Text("MOUSE STATE"); + { + Indent(); + if (IsMousePosValid()) + Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + Text("Mouse pos: "); + Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + int count = IM_ARRAYSIZE(io.MouseDown); + Text("Mouse down:"); for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); } + Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); } + Text("Mouse wheel: %.1f", io.MouseWheel); + Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer); + Text("Mouse source: %s", GetMouseSourceName(io.MouseSource)); + Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused + Unindent(); + } + + Text("MOUSE WHEELING"); + { + Indent(); + Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL"); + Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer); + Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : ""); + Unindent(); + } + + Text("KEY OWNERS"); + { + Indent(); + if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) + continue; + Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr, + owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : ""); + DebugLocateItemOnHover(owner_data->OwnerCurr); + } + EndChild(); + Unindent(); + } + Text("SHORTCUT ROUTING"); + SameLine(); + MetricsHelpMarker("Declared shortcut routes automatically set key owner when mods matches."); + { + Indent(); + if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; ) + { + ImGuiKeyRoutingData* routing_data = &rt->Entries[idx]; + ImGuiKeyChord key_chord = key | routing_data->Mods; + Text("%s: 0x%08X (scored %d)", GetKeyChordName(key_chord), routing_data->RoutingCurr, routing_data->RoutingCurrScore); + DebugLocateItemOnHover(routing_data->RoutingCurr); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + SameLine(); + if (DebugBreakButton("**DebugBreak**", "in SetShortcutRouting() for this KeyChord")) + g.DebugBreakInShortcutRouting = key_chord; + } + idx = routing_data->NextEntryIndex; + } + } + EndChild(); + Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Unindent(); + } + TreePop(); + } + + if (TreeNode("Internal state")) + { + Text("WINDOWING"); + Indent(); + Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); + Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL"); + Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0); + Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + Unindent(); + + Text("ITEMS"); + Indent(); + Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource)); + DebugLocateItemOnHover(g.ActiveId); + Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame + Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer); + Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + DebugLocateItemOnHover(g.DragDropPayload.SourceId); + Unindent(); + + Text("NAV,FOCUS"); + Indent(); + Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); + Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); + DebugLocateItemOnHover(g.NavId); + Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); + Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData); + Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); + Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId); + Text("NavActivateFlags: %04X", g.NavActivateFlags); + Text("NavCursorVisible: %d, NavHighlightItemUnderNav: %d", g.NavCursorVisible, g.NavHighlightItemUnderNav); + Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); + Text("NavFocusRoute[] = "); + for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--) + { + const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n]; + SameLine(0.0f, 0.0f); + Text("0x%08X/", focus_scope.ID); + SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name); + } + Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); + Unindent(); + + TreePop(); + } + + // Overlay: Display windows Rectangles and Begin Order + if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder) + { + for (ImGuiWindow* window : g.Windows) + { + if (!window->WasActive) + continue; + ImDrawList* draw_list = GetForegroundDrawList(window); + if (cfg->ShowWindowsRects) + { + ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + char buf[32]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); + float font_size = GetFontSize(); + draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); + draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); + } + } + } + + // Overlay: Display Tables Rectangles + if (cfg->ShowTablesRects) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1) + continue; + ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); + if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n); + ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255); + float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f; + draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + } + } + +#ifdef IMGUI_HAS_DOCK + // Overlay: Display Docking info + if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode) + { + char buf[64] = ""; + char* p = buf; + ImGuiDockNode* node = g.DebugHoveredDockNode; + ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); + int depth = DockNodeGetDepth(node); + overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); + ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth; + overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255)); + overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf); + } +#endif // #ifdef IMGUI_HAS_DOCK + + End(); +} + +void ImGui::DebugBreakClearData() +{ + // Those fields are scattered in their respective subsystem to stay in hot-data locations + ImGuiContext& g = *GImGui; + g.DebugBreakInWindow = 0; + g.DebugBreakInTable = 0; + g.DebugBreakInShortcutRouting = ImGuiKey_None; +} + +void ImGui::DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location) +{ + if (!BeginItemTooltip()) + return; + Text("To call IM_DEBUG_BREAK() %s:", description_of_location); + Separator(); + TextUnformatted(keyboard_only ? "- Press 'Pause/Break' on keyboard." : "- Press 'Pause/Break' on keyboard.\n- or Click (may alter focus/active id).\n- or navigate using keyboard and press space."); + Separator(); + TextUnformatted("Choose one way that doesn't interfere with what you are trying to debug!\nYou need a debugger attached or this will crash!"); + EndTooltip(); +} + +// Special button that doesn't take focus, doesn't take input owner, and can be activated without a click etc. +// In order to reduce interferences with the contents we are trying to debug into. +bool ImGui::DebugBreakButton(const char* label, const char* description_of_location) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrLineTextBaseOffset); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x * 2.0f, label_size.y); + + const ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + // WE DO NOT USE ButtonEx() or ButtonBehavior() in order to reduce our side-effects. + bool hovered = ItemHoverable(bb, id, g.CurrentItemFlags); + bool pressed = hovered && (IsKeyChordPressed(g.DebugBreakKeyChord) || IsMouseClicked(0) || g.NavActivateId == id); + DebugBreakButtonTooltip(false, description_of_location); + + ImVec4 col4f = GetStyleColorVec4(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImVec4 hsv; + ColorConvertRGBtoHSV(col4f.x, col4f.y, col4f.z, hsv.x, hsv.y, hsv.z); + ColorConvertHSVtoRGB(hsv.x + 0.20f, hsv.y, hsv.z, col4f.x, col4f.y, col4f.z); + + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, GetColorU32(col4f), true, g.Style.FrameRounding); + RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, g.Style.ButtonTextAlign, &bb); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// [DEBUG] Display contents of Columns +void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) +{ + if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) + return; + BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); + for (ImGuiOldColumnData& column : columns->Columns) + BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm)); + TreePop(); +} + +static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled) +{ + using namespace ImGui; + PushID(label); + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f)); + Text("%s:", label); + if (!enabled) + BeginDisabled(); + CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize); + CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX); + CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY); + CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar); + CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar); + CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton); + CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton); + CheckboxFlags("DockedWindowsInFocusRoute", p_flags, ImGuiDockNodeFlags_DockedWindowsInFocusRoute); + CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags + CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit); + CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther); + CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe); + CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther); + CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty); + CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking); + if (!enabled) + EndDisabled(); + PopStyleVar(); + PopID(); +} + +// [DEBUG] Display contents of ImDockNode +void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) +{ + ImGuiContext& g = *GImGui; + const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2); // Submitted with ImGuiDockNodeFlags_KeepAliveOnly + const bool is_active = (g.FrameCount - node->LastFrameActive < 2); // Submitted + if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open; + ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (node->Windows.Size > 0) + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + else + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + if (!is_alive) { PopStyleColor(); } + if (is_active && IsItemHovered()) + if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow) + GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255)); + if (open) + { + IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); + IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); + BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", + node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); + DebugNodeWindow(node->HostWindow, "HostWindow"); + DebugNodeWindow(node->VisibleWindow, "VisibleWindow"); + BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId); + BulletText("Misc:%s%s%s%s%s%s%s", + node->IsDockSpace() ? " IsDockSpace" : "", + node->IsCentralNode() ? " IsCentralNode" : "", + is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "", + node->WantLockSizeOnce ? " WantLockSizeOnce" : "", + node->HasCentralNodeChild ? " HasCentralNodeChild" : ""); + if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags)) + { + if (BeginTable("flags", 4)) + { + TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true); + EndTable(); + } + TreePop(); + } + if (node->ParentNode) + DebugNodeDockNode(node->ParentNode, "ParentNode"); + if (node->ChildNodes[0]) + DebugNodeDockNode(node->ChildNodes[0], "Child[0]"); + if (node->ChildNodes[1]) + DebugNodeDockNode(node->ChildNodes[1], "Child[1]"); + if (node->TabBar) + DebugNodeTabBar(node->TabBar, "TabBar"); + DebugNodeWindowsList(&node->Windows, "Windows"); + + TreePop(); + } +} + +// [DEBUG] Display contents of ImDrawList +// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport. +void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + int cmd_count = draw_list->CmdBuffer.Size; + if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) + cmd_count--; + bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count); + if (draw_list == GetWindowDrawList()) + { + SameLine(); + TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + if (node_open) + TreePop(); + return; + } + + ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list + if (window && IsItemHovered() && fg_draw_list) + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!node_open) + return; + + if (window && !window->WasActive) + TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); + + for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++) + { + if (pcmd->UserCallback) + { + BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); + continue; + } + + char texid_desc[20]; + FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TextureId); + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); + if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes); + if (!pcmd_node_open) + continue; + + // Calculate approximate coverage area (touched pixel count) + // This will be in pixels squared as long there's no post-scaling happening to the renderer output. + const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset; + float total_area = 0.0f; + for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; ) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos; + total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); + } + + // Display vertex information summary. Hover to get all triangles drawn in wire-frame + ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); + Selectable(buf); + if (IsItemHovered() && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false); + + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGuiListClipper clipper; + clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + while (clipper.Step()) + for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) + { + char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf); + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_i++) + { + const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; + triangle[n] = v.pos; + buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", + (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + } + + Selectable(buf, false); + if (fg_draw_list && IsItemHovered()) + { + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); + fg_draw_list->Flags = backup_flags; + } + } + TreePop(); + } + TreePop(); +} + +// [DEBUG] Display mesh/aabb of a ImDrawCmd +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb) +{ + IM_ASSERT(show_mesh || show_aabb); + + // Draw wire-frame version of all triangles + ImRect clip_rect = draw_cmd->ClipRect; + ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + ImDrawListFlags backup_flags = out_draw_list->Flags; + out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; ) + { + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list + ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; + + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); + if (show_mesh) + out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles + } + // Draw bounding boxes + if (show_aabb) + { + out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + } + out_draw_list->Flags = backup_flags; +} + +// [DEBUG] Display details for a single font, called by ShowStyleEditor(). +void ImGui::DebugNodeFont(ImFont* font) +{ + bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", + font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); + SameLine(); + if (SmallButton("Set as default")) + GetIO().FontDefault = font; + if (!opened) + return; + + // Display preview text + PushFont(font); + Text("The quick brown fox jumps over the lazy dog"); + PopFont(); + + // Display details + SetNextItemWidth(GetFontSize() * 8); + DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); + SameLine(); MetricsHelpMarker( + "Note that the default embedded font is NOT meant to be scaled.\n\n" + "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " + "You may oversample them to get some flexibility with scaling. " + "You can also render at multiple sizes and select which one to use at runtime.\n\n" + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); + Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + char c_str[5]; + Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); + Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); + const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); + Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) + if (font->ConfigData) + if (const ImFontConfig* cfg = &font->ConfigData[config_i]) + BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); + + // Display all glyphs of the fonts in separate pages of 256 characters + if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + { + ImDrawList* draw_list = GetWindowDrawList(); + const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); + const float cell_size = font->FontSize * 1; + const float cell_spacing = GetStyle().ItemSpacing.y; + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) + { + base += 4096 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (font->FindGlyphNoFallback((ImWchar)(base + n))) + count++; + if (count <= 0) + continue; + if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + + // Draw a 16x16 grid of glyphs + ImVec2 base_pos = GetCursorScreenPos(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (!glyph) + continue; + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip()) + { + DebugNodeFontGlyph(font, glyph); + EndTooltip(); + } + } + Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + TreePop(); + } + TreePop(); + } + TreePop(); +} + +void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph) +{ + Text("Codepoint: U+%04X", glyph->Codepoint); + Separator(); + Text("Visible: %d", glyph->Visible); + Text("AdvanceX: %.1f", glyph->AdvanceX); + Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); +} + +// [DEBUG] Display contents of ImGuiStorage +void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) +{ + if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) + return; + for (const ImGuiStoragePair& p : storage->Data) + { + BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. + DebugLocateItemOnHover(p.key); + } + TreePop(); +} + +// [DEBUG] Display contents of ImGuiTabBar +void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) +{ + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); + p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); + for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab)); + } + p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(label, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (is_active && IsItemHovered()) + { + ImDrawList* draw_list = GetForegroundDrawList(); + draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + } + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + PushID(tab); + if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); + if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); + Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f", + tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth); + PopID(); + } + TreePop(); + } +} + +void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + SetNextItemOpen(true, ImGuiCond_Once); + bool open = TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + g.DebugMetricsConfig.HighlightViewportID = viewport->ID; + if (open) + { + ImGuiWindowFlags flags = viewport->Flags; + BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%", + viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, + viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y, + viewport->PlatformMonitor, viewport->DpiScale * 100.0f); + if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } } + BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags, + //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard + (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", + (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "", + (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "", + (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "", + (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", + (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "", + (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", + (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "", + (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", + (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", + (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "", + (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "", + (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : ""); + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + TreePop(); + } +} + +void ImGui::DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx) +{ + BulletText("%s %d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", + label, idx, monitor->DpiScale * 100.0f, + monitor->MainPos.x, monitor->MainPos.y, monitor->MainPos.x + monitor->MainSize.x, monitor->MainPos.y + monitor->MainSize.y, monitor->MainSize.x, monitor->MainSize.y, + monitor->WorkPos.x, monitor->WorkPos.y, monitor->WorkPos.x + monitor->WorkSize.x, monitor->WorkPos.y + monitor->WorkSize.y, monitor->WorkSize.x, monitor->WorkSize.y); +} + +void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) +{ + if (window == NULL) + { + BulletText("%s: NULL", label); + return; + } + + ImGuiContext& g = *GImGui; + const bool is_active = window->WasActive; + ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered() && is_active) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!open) + return; + + if (window->MemoryCompacted) + TextDisabled("Note: some memory buffers have been compacted/freed."); + + if (g.IO.ConfigDebugIsDebuggerPresent && DebugBreakButton("**DebugBreak**", "in Begin()")) + g.DebugBreakInWindow = window->ID; + + ImGuiWindowFlags flags = window->Flags; + DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); + BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); + BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + if (flags & ImGuiWindowFlags_ChildWindow) + BulletText("ChildFlags: 0x%08X (%s%s%s%s..)", window->ChildFlags, + (window->ChildFlags & ImGuiChildFlags_Borders) ? "Borders " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeX) ? "ResizeX " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeY) ? "ResizeY " : "", + (window->ChildFlags & ImGuiChildFlags_NavFlattened) ? "NavFlattened " : ""); + BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId); + BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); + BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); + BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + { + ImRect r = window->NavRectRel[layer]; + if (r.Min.x >= r.Max.x && r.Min.y >= r.Max.y) + BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); + else + BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); + DebugLocateItemOnHover(window->NavLastIds[layer]); + } + const ImVec2* pr = window->NavPreferredScoringPosRel; + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater. + BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + + BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); + BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); + BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible); + if (window->DockNode || window->DockNodeAsHost) + DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); + + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); } + if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } + if (window->ParentWindowForFocusRoute != NULL) { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); } + if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } + if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) + { + for (ImGuiOldColumns& columns : window->ColumnsStorage) + DebugNodeColumns(&columns); + TreePop(); + } + DebugNodeStorage(&window->StateStorage, "Storage"); + TreePop(); +} + +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + if (settings->WantDelete) + BeginDisabled(); + Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", + settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); + if (settings->WantDelete) + EndDisabled(); +} + +void ImGui::DebugNodeWindowsList(ImVector* windows, const char* label) +{ + if (!TreeNode(label, "%s (%d)", label, windows->Size)) + return; + for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back + { + PushID((*windows)[i]); + DebugNodeWindow((*windows)[i], "Window"); + PopID(); + } + TreePop(); +} + +// FIXME-OPT: This is technically suboptimal, but it is simpler this way. +void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack) +{ + for (int i = 0; i < windows_size; i++) + { + ImGuiWindow* window = windows[i]; + if (window->ParentWindowInBeginStack != parent_in_begin_stack) + continue; + char buf[20]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext); + //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name); + DebugNodeWindow(window, buf); + Indent(); + DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); + Unindent(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DEBUG LOG WINDOW +//----------------------------------------------------------------------------- + +void ImGui::DebugLog(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + DebugLogV(fmt, args); + va_end(args); +} + +void ImGui::DebugLogV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const int old_size = g.DebugLogBuf.size(); + if (g.ContextName[0] != 0) + g.DebugLogBuf.appendf("[%s] [%05d] ", g.ContextName, g.FrameCount); + else + g.DebugLogBuf.appendf("[%05d] ", g.FrameCount); + g.DebugLogBuf.appendfv(fmt, args); + g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size()); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY) + IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size); +#ifdef IMGUI_ENABLE_TEST_ENGINE + // IMGUI_TEST_ENGINE_LOG() adds a trailing \n automatically + const int new_size = g.DebugLogBuf.size(); + const bool trailing_carriage_return = (g.DebugLogBuf[new_size - 1] == '\n'); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine) + IMGUI_TEST_ENGINE_LOG("%.*s", new_size - old_size - (trailing_carriage_return ? 1 : 0), g.DebugLogBuf.begin() + old_size); +#endif +} + +// FIXME-LAYOUT: To be done automatically via layout mode once we rework ItemSize/ItemAdd into ItemLayout. +static void SameLineOrWrap(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos(window->DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window->DC.CursorPosPrevLine.y); + if (window->WorkRect.Contains(ImRect(pos, pos + size))) + ImGui::SameLine(); +} + +static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags) +{ + ImGuiContext& g = *GImGui; + ImVec2 size(ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x + ImGui::CalcTextSize(name).x, ImGui::GetFrameHeight()); + SameLineOrWrap(size); // FIXME-LAYOUT: To be done automatically once we rework ItemSize/ItemAdd into ItemLayout. + + bool highlight_errors = (flags == ImGuiDebugLogFlags_EventError && g.DebugLogSkippedErrors > 0); + if (highlight_errors) + ImGui::PushStyleColor(ImGuiCol_Text, ImLerp(g.Style.Colors[ImGuiCol_Text], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.30f)); + if (ImGui::CheckboxFlags(name, &g.DebugLogFlags, flags) && g.IO.KeyShift && (g.DebugLogFlags & flags) != 0) + { + g.DebugLogAutoDisableFrames = 2; + g.DebugLogAutoDisableFlags |= flags; + } + if (highlight_errors) + { + ImGui::PopStyleColor(); + ImGui::SetItemTooltip("%d past errors skipped.", g.DebugLogSkippedErrors); + } + else + { + ImGui::SetItemTooltip("Hold SHIFT when clicking to enable for 2 frames only (useful for spammy log entries)"); + } +} + +void ImGui::ShowDebugLogWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + ImGuiDebugLogFlags all_enable_flags = ImGuiDebugLogFlags_EventMask_ & ~ImGuiDebugLogFlags_EventInputRouting; + CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags); + SetItemTooltip("(except InputRouting which is spammy)"); + + ShowDebugLogFlag("Errors", ImGuiDebugLogFlags_EventError); + ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId); + ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper); + ShowDebugLogFlag("Docking", ImGuiDebugLogFlags_EventDocking); + ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus); + ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO); + //ShowDebugLogFlag("Font", ImGuiDebugLogFlags_EventFont); + ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav); + ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup); + ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection); + ShowDebugLogFlag("Viewport", ImGuiDebugLogFlags_EventViewport); + ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting); + + if (SmallButton("Clear")) + { + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + g.DebugLogSkippedErrors = 0; + } + SameLine(); + if (SmallButton("Copy")) + SetClipboardText(g.DebugLogBuf.c_str()); + SameLine(); + if (SmallButton("Configure Outputs..")) + OpenPopup("Outputs"); + if (BeginPopup("Outputs")) + { + CheckboxFlags("OutputToTTY", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTTY); +#ifndef IMGUI_ENABLE_TEST_ENGINE + BeginDisabled(); +#endif + CheckboxFlags("OutputToTestEngine", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTestEngine); +#ifndef IMGUI_ENABLE_TEST_ENGINE + EndDisabled(); +#endif + EndPopup(); + } + + BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + + const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags; + g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper; + + ImGuiListClipper clipper; + clipper.Begin(g.DebugLogIndex.size()); + while (clipper.Step()) + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + DebugTextUnformattedWithLocateItem(g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no), g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no)); + g.DebugLogFlags = backup_log_flags; + if (GetScrollY() >= GetScrollMaxY()) + SetScrollHereY(1.0f); + EndChild(); + + End(); +} + +// Display line, search for 0xXXXXXXXX identifiers and call DebugLocateItemOnHover() when hovered. +void ImGui::DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end) +{ + TextUnformatted(line_begin, line_end); + if (!IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + return; + ImGuiContext& g = *GImGui; + ImRect text_rect = g.LastItemData.Rect; + for (const char* p = line_begin; p <= line_end - 10; p++) + { + ImGuiID id = 0; + if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1 || ImCharIsXdigitA(p[10])) + continue; + ImVec2 p0 = CalcTextSize(line_begin, p); + ImVec2 p1 = CalcTextSize(p, p + 10); + g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y)); + if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true)) + DebugLocateItemOnHover(id); + p += 10; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) +//----------------------------------------------------------------------------- + +// Draw a small cross at current CursorPos in current window's DrawList +void ImGui::DebugDrawCursorPos(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos = window->DC.CursorPos; + window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f); + window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f); +} + +// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList +void ImGui::DebugDrawLineExtents(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float curr_x = window->DC.CursorPos.x; + float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y); + float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f); +} + +// Draw last item rect in ForegroundDrawList (so it is always visible) +void ImGui::DebugDrawItemRect(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); +} + +// [DEBUG] Locate item position/rectangle given an ID. +static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255); // Green + +void ImGui::DebugLocateItem(ImGuiID target_id) +{ + ImGuiContext& g = *GImGui; + g.DebugLocateId = target_id; + g.DebugLocateFrames = 2; + g.DebugBreakInLocateId = false; +} + +// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow. +void ImGui::DebugLocateItemOnHover(ImGuiID target_id) +{ + if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return; + ImGuiContext& g = *GImGui; + DebugLocateItem(target_id); + GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR); + + // Can't easily use a context menu here because it will mess with focus, active id etc. + if (g.IO.ConfigDebugIsDebuggerPresent && g.MouseStationaryTimer > 1.0f) + { + DebugBreakButtonTooltip(false, "in ItemAdd()"); + if (IsKeyChordPressed(g.DebugBreakKeyChord)) + g.DebugBreakInLocateId = true; + } +} + +void ImGui::DebugLocateItemResolveWithLastItem() +{ + ImGuiContext& g = *GImGui; + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInLocateId) + IM_DEBUG_BREAK(); + + ImGuiLastItemData item_data = g.LastItemData; + g.DebugLocateId = 0; + ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow); + ImRect r = item_data.Rect; + r.Expand(3.0f); + ImVec2 p1 = g.IO.MousePos; + ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y); + draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR); + draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR); +} + +void ImGui::DebugStartItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerActive = true; +} + +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakId = 0; + if (!g.DebugItemPickerActive) + return; + + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + SetMouseCursor(ImGuiMouseCursor_Hand); + if (IsKeyPressed(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift); + if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id) + { + g.DebugItemPickerBreakId = hovered_id; + g.DebugItemPickerActive = false; + } + for (int mouse_button = 0; mouse_button < 3; mouse_button++) + if (change_mapping && IsMouseClicked(mouse_button)) + g.DebugItemPickerMouseButton = (ImU8)mouse_button; + SetNextWindowBgAlpha(0.70f); + if (!BeginTooltip()) + return; + Text("HoveredId: 0x%08X", hovered_id); + Text("Press ESC to abort picking."); + const char* mouse_button_names[] = { "Left", "Right", "Middle" }; + if (change_mapping) + Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button."); + else + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]); + EndTooltip(); +} + +// [DEBUG] ID Stack Tool: update queries. Called by NewFrame() +void ImGui::UpdateDebugToolStackQueries() +{ + ImGuiContext& g = *GImGui; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Clear hook when id stack tool is not visible + g.DebugHookIdInfo = 0; + if (g.FrameCount != tool->LastActiveFrame + 1) + return; + + // Update queries. The steps are: -1: query Stack, >= 0: query each stack item + // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time + const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; + if (tool->QueryId != query_id) + { + tool->QueryId = query_id; + tool->StackLevel = -1; + tool->Results.resize(0); + } + if (query_id == 0) + return; + + // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) + int stack_level = tool->StackLevel; + if (stack_level >= 0 && stack_level < tool->Results.Size) + if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) + tool->StackLevel++; + + // Update hook + stack_level = tool->StackLevel; + if (stack_level == -1) + g.DebugHookIdInfo = query_id; + if (stack_level >= 0 && stack_level < tool->Results.Size) + { + g.DebugHookIdInfo = tool->Results[stack_level].ID; + tool->Results[stack_level].QueryFrameCount++; + } +} + +// [DEBUG] ID Stack tool: hooks called by GetID() family functions +void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Step 0: stack query + // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget. + if (tool->StackLevel == -1) + { + tool->StackLevel++; + tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); + for (int n = 0; n < window->IDStack.Size + 1; n++) + tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; + return; + } + + // Step 1+: query for individual level + IM_ASSERT(tool->StackLevel >= 0); + if (tool->StackLevel != window->IDStack.Size) + return; + ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; + IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); + + switch (data_type) + { + case ImGuiDataType_S32: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); + break; + case ImGuiDataType_String: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id); + break; + case ImGuiDataType_Pointer: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); + break; + case ImGuiDataType_ID: + if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. + return; + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); + break; + default: + IM_ASSERT(0); + } + info->QuerySuccess = true; + info->DataType = data_type; +} + +static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size) +{ + ImGuiStackLevelInfo* info = &tool->Results[n]; + ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name); + if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc); + if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + return (*buf = 0); +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label); +#endif + return ImFormatString(buf, buf_size, "???"); +} + +// ID Stack Tool: Display UI +void ImGui::ShowIDStackToolWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // Display hovered/active status + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + const ImGuiID active_id = g.ActiveId; +#ifdef IMGUI_ENABLE_TEST_ENGINE + Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : ""); +#else + Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id); +#endif + SameLine(); + MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); + + // CTRL+C to copy path + const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime; + Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC); + SameLine(); + TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*"); + if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused)) + { + tool->CopyToClipboardLastTime = (float)g.Time; + char* p = g.TempBuffer.Data; + char* p_end = p + g.TempBuffer.Size; + for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++) + { + *p++ = '/'; + char level_desc[256]; + StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); + for (int n = 0; level_desc[n] && p + 2 < p_end; n++) + { + if (level_desc[n] == '/') + *p++ = '\\'; + *p++ = level_desc[n]; + } + } + *p = '\0'; + SetClipboardText(g.TempBuffer.Data); + } + + // Display decorated stack + tool->LastActiveFrame = g.FrameCount; + if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) + { + const float id_width = CalcTextSize("0xDDDDDDDD").x; + TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); + TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); + TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); + TableHeadersRow(); + for (int n = 0; n < tool->Results.Size; n++) + { + ImGuiStackLevelInfo* info = &tool->Results[n]; + TableNextColumn(); + Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); + TableNextColumn(); + StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size); + TextUnformatted(g.TempBuffer.Data); + TableNextColumn(); + Text("0x%08X", info->ID); + if (n == tool->Results.Size - 1) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); + } + EndTable(); + } + End(); +} + +#else + +void ImGui::ShowMetricsWindow(bool*) {} +void ImGui::ShowFontAtlas(ImFontAtlas*) {} +void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} +void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {} +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} +void ImGui::DebugNodeFont(ImFont*) {} +void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} +void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} +void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} +void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} +void ImGui::DebugNodeViewport(ImGuiViewportP*) {} + +void ImGui::ShowDebugLogWindow(bool*) {} +void ImGui::ShowIDStackToolWindow(bool*) {} +void ImGui::DebugStartItemPicker() {} +void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} + +#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +//----------------------------------------------------------------------------- + +// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. +// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github. +#ifdef IMGUI_INCLUDE_IMGUI_USER_INL +#include "imgui_user.inl" +#endif + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui.h b/src/main/imgui/imgui.h new file mode 100644 index 0000000..897d43e --- /dev/null +++ b/src/main/imgui/imgui.h @@ -0,0 +1,3987 @@ +// dear imgui, v1.91.7 +// (headers) + +// Help: +// - See links below. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Read top of imgui.cpp for more details, links and comments. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. + +// Resources: +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) + +// For first-time users having issues compiling/linking/running/loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. + +// Library Version +// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') +#define IMGUI_VERSION "1.91.7" +#define IMGUI_VERSION_NUM 19170 +#define IMGUI_HAS_TABLE +#define IMGUI_HAS_VIEWPORT // Viewport WIP branch +#define IMGUI_HAS_DOCK // Docking WIP branch + +/* + +Index of this file: +// [SECTION] Header mess +// [SECTION] Forward declarations and basic types +// [SECTION] Dear ImGui end-user API functions +// [SECTION] Flags & Enumerations +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<> +// [SECTION] ImGuiStyle +// [SECTION] ImGuiIO +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload) +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage) +// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) +// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) +// [SECTION] Obsolete functions and types + +*/ + +#pragma once + +// Configuration file with compile-time options +// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system) +#ifdef IMGUI_USER_CONFIG +#include IMGUI_USER_CONFIG +#endif +#include "imconfig.h" + +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +// Includes +#include // FLT_MIN, FLT_MAX +#include // va_list, va_start, va_end +#include // ptrdiff_t, NULL +#include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp + +// Define attributes of all API symbols declarations (e.g. for DLL under Windows) +// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h) +// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up. +#ifndef IMGUI_API +#define IMGUI_API +#endif +#ifndef IMGUI_IMPL_API +#define IMGUI_IMPL_API IMGUI_API +#endif + +// Helper Macros +#ifndef IM_ASSERT +#include +#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h +#endif +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! +#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. + +// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details. +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) + +// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. +// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different +// location. e.g. #include + void myprintf(_Printf_format_string_ const char* format, ...)) +#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) +#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) +#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) +#else +#define IM_FMTARGS(FMT) +#define IM_FMTLIST(FMT) +#endif + +// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) +#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID) +#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) +#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) +#else +#define IM_MSVC_RUNTIME_CHECKS_OFF +#define IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#endif +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations and basic types +//----------------------------------------------------------------------------- + +// Scalar data types +typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string) +typedef signed char ImS8; // 8-bit signed integer +typedef unsigned char ImU8; // 8-bit unsigned integer +typedef signed short ImS16; // 16-bit signed integer +typedef unsigned short ImU16; // 16-bit unsigned integer +typedef signed int ImS32; // 32-bit signed integer == int +typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) +typedef signed long long ImS64; // 64-bit signed integer +typedef unsigned long long ImU64; // 64-bit unsigned integer + +// Forward declarations +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) +struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. +struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) +struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImFont; // Runtime data for a single font within a parent ImFontAtlas +struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). +struct ImFontConfig; // Configuration data when adding a font or merging fonts +struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) +struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) +struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) +struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO) +struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. +struct ImGuiListClipper; // Helper to manually clip large list of items +struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame +struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO. +struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function. +struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors +struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests. +struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage. +struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO) +struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) +struct ImGuiStorage; // Helper for key->value storage (container sorted by key) +struct ImGuiStoragePair; // Helper for key->value storage (pair) +struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table +struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") +struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor +struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) + +// Enumerations +// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down) +enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) +enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen) +enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending) +typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions +typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type +typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape +typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling +typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() + +// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build +typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() +typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild() +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. +typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags +typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() +typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() +typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. +typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut() +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items +typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. +typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() +typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect() +typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() +typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() +typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn() +typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() + +// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] +// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. +// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. +// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators. +// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings) +#ifndef ImTextureID +typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) +#endif + +// ImDrawIdx: vertex index. [Compile-time configurable type] +// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). +// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) +#endif + +// Character types +// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) +typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. +typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. +#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif + +// Multi-Selection item index or identifier when using BeginMultiSelect() +// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure. +// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details. +typedef ImS64 ImGuiSelectionUserData; + +// Callback and functions types +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() + +// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] +// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec2 +{ + float x, y; + constexpr ImVec2() : x(0.0f), y(0.0f) { } + constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { } + float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine. + float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; } +#ifdef IM_VEC2_CLASS_EXTRA + IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. +#endif +}; + +// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] +struct ImVec4 +{ + float x, y, z, w; + constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { } + constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { } +#ifdef IM_VEC4_CLASS_EXTRA + IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. +#endif +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] Dear ImGui end-user API functions +// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Context creation and access + // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. + IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); + IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context + IMGUI_API ImGuiContext* GetCurrentContext(); + IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + + // Main + IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.) + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame! + IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. + + // Demo, Debug, Information + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. + IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events. + IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) + IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. + IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. + IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls). + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) + + // Styles + IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) + IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style + + // Windows + // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. + // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, + // which clicking will set the boolean to false when clicked. + // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. + // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). + // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + // - Note that the bottom of window stack always contains a window called "Debug". + IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); + IMGUI_API void End(); + + // Child Windows + // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. + // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". + // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true. + // Consider updating your old code: + // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); + // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders); + // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): + // == 0.0f: use remaining parent window size for this axis. + // > 0.0f: use specified size for this axis. + // < 0.0f: right/bottom-align to specified distance from available content boundaries. + // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents. + // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended. + // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value. + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API void EndChild(); + + // Windows Utilities + // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. + IMGUI_API bool IsWindowAppearing(); + IMGUI_API bool IsWindowCollapsed(); + IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. + IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. + IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x. + IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y. + IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. + + // Window manipulation + // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. + IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() + IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis). + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). + IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. + IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. + IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. + + // Windows Scrolling + // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). + // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). + IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + + // Parameters stacks (shared) + IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font + IMGUI_API void PopFont(); + IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); + IMGUI_API void PopStyleColor(int count = 1); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()! + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. " + IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. " + IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. " + IMGUI_API void PopStyleVar(int count = 1); + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true) + IMGUI_API void PopItemFlag(); + + // Parameters stacks (current window) + IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). + IMGUI_API void PopItemWidth(); + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side) + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API void PopTextWrapPos(); + + // Style read access + // - Use the ShowStyleEditor() function to interactively see/edit the colors. + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. + + // Layout cursor positioning + // - By "cursor" we mean the current output position. + // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. + // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail(). + // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: + // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward. + // - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos() + // - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM. + // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it. + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API). + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend. + IMGUI_API float GetCursorPosX(); // [window-local] " + IMGUI_API float GetCursorPosY(); // [window-local] " + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] " + IMGUI_API void SetCursorPosX(float local_x); // [window-local] " + IMGUI_API void SetCursorPosY(float local_y); // [window-local] " + IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version. + + // Other layout functions + IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. + IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context. + IMGUI_API void Spacing(); // add vertical spacing. + IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. + IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void BeginGroup(); // lock horizontal starting position + IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) + IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) + IMGUI_API float GetTextLineHeight(); // ~ FontSize + IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) + IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 + IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) + + // ID stack/scopes + // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui. + // - Those questions are answered and impacted by understanding of the ID stack system: + // - "Q: Why is my widget not reacting when I click on it?" + // - "Q: How can I have widgets with an empty label?" + // - "Q: How can I have multiple widgets with the same label?" + // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely + // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not normally displayed. + IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). + IMGUI_API void PopID(); // pop from the ID stack. + IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself + IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); + IMGUI_API ImGuiID GetID(const void* ptr_id); + IMGUI_API ImGuiID GetID(int int_id); + + // Widgets: Text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text + IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). + IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets + IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() + IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line + + // Widgets: Main + // - Most widgets return true when the value has been changed or when pressed/selected + // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. + IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button + IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape + IMGUI_API bool Checkbox(const char* label, bool* v); + IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); + IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); + IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } + IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); + IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked + IMGUI_API void TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked + + // Widgets: Images + // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. + // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size. + // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0)); + IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + + // Widgets: Combo Box (Dropdown) + // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); + IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! + IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" + IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1); + + // Widgets: Drag Sliders + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', + // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. + // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. + // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. + // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Regular Sliders + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. + IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Input with Keyboard + // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. + // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. + IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + + // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) + // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. + // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x + IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. + IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. + + // Widgets: Trees + // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. + IMGUI_API bool TreeNode(const char* label); + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " + IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); + IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. + IMGUI_API void TreePush(const void* ptr_id); // " + IMGUI_API void TreePop(); // ~ Unindent()+PopID() + IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode + IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). + IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id). + + // Widgets: Selectables + // - A selectable highlights when hovered, and can display another color when selected. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. + IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height + IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + + // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA] + // - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used. + // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else). + // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo. + // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree, + // which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo. + // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them. + IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1); + IMGUI_API ImGuiMultiSelectIO* EndMultiSelect(); + IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly. + + // Widgets: List Boxes + // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result. + // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items. + // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. + // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth + // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items + IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region + IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! + IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1); + + // Widgets: Data Plotting + // - Consider using ImPlot (https://github.com/epezent/implot) which is much better! + IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + + // Widgets: Value() Helpers. + // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) + IMGUI_API void Value(const char* prefix, bool b); + IMGUI_API void Value(const char* prefix, int v); + IMGUI_API void Value(const char* prefix, unsigned int v); + IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); + + // Widgets: Menus + // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. + // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. + // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. + // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. + IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). + IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! + IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. + IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL + + // Tooltips + // - Tooltips are windows following the mouse. They do not take focus away. + // - A tooltip window can contain items of any types. + // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip) + IMGUI_API bool BeginTooltip(); // begin/append a tooltip window. + IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true! + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip(). + IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Tooltips: helpers for showing a tooltip when hovering an item + // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom. + // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom. + // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered. + IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip(). + IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Popups, Modals + // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. + // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. + // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). + // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. + // This is sometimes leading to confusing mistakes. May rework this in the future. + // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window. + // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar. + IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + + // Popups: open/close functions + // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. + // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). + // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. + // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter + IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). + IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks + IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. + + // Popups: open+begin combined functions helpers + // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. + // - They are convenient to easily create context menus, hence the name. + // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. + // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). + + // Popups: query functions + // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. + IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. + + // Tables + // - Full-featured replacement for old Columns API. + // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary. + // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. + // The typical call flow is: + // - 1. Call BeginTable(), early out if returning false. + // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. + // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. + // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. + // - 5. Populate contents: + // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. + // - If you are using tables as a sort of grid, where every column is holding the same type of contents, + // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). + // TableNextColumn() will automatically wrap-around into the next row if needed. + // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! + // - Summary of possible call flow: + // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK + // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK + // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! + // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! + // - 5. Call EndTable() + IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); + IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! + IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. + IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. + IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. + + // Tables: Headers & Columns declaration + // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. + // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. + // Headers are required to perform: reordering, sorting, and opening the context menu. + // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. + // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in + // some advanced use cases (e.g. adding custom widgets in header row). + // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); + IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu + IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW. + + // Tables: Sorting & Miscellaneous functions + // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. + // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have + // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, + // else you may wastefully sort your data every frame! + // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. + IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). + IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) + IMGUI_API int TableGetColumnIndex(); // return current column index. + IMGUI_API int TableGetRowIndex(); // return current row index. + IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. + IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. + IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) + IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. + IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. + + // Legacy Columns API (prefer using Tables!) + // - You can also use SameLine(pos_x) to mimic simplified columns. + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true); + IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished + IMGUI_API int GetColumnIndex(); // get current column index + IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column + IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column + IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f + IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column + IMGUI_API int GetColumnsCount(); + + // Tab Bars, Tabs + // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself. + IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar + IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. + IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. + IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + + // Docking + // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. + // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! + // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. + // - Drag from window menu button (upper-left button) to undock an entire node (all windows). + // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. + // About dockspaces: + // - Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it. + // This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent. + // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. + // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! + // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. + // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. + IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id + IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship) + IMGUI_API ImGuiID GetWindowDockID(); + IMGUI_API bool IsWindowDocked(); // is current window docked into another window? + + // Logging/Capture + // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard + IMGUI_API void LogFinish(); // stop logging (close file, etc.) + IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard + IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Drag and Drop + // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). + // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) + // - An item can be both drag source and drop target. + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted. + IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! + IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() + IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. + IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! + IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type. + + // Disabling [BETA API] + // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) + // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) + // - Tooltips windows by exception are opted out of disabling. + // - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) + IMGUI_API void BeginDisabled(bool disabled = true); + IMGUI_API void EndDisabled(); + + // Clipping + // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); + IMGUI_API void PopClipRect(); + + // Focus, Activation + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of of a newly appearing window. + IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. + + // Keyboard/Gamepad Navigation + IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse. + + // Overlapping mode + IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this. + + // Item/Widgets Utilities and Query Functions + // - Most of the functions are referring to the previous Item that has been submitted. + // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. + IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. + IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) + IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. + IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) + IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. + IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). + IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing. + IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand) + IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectSize(); // get size of last item + + // Viewports + // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. + // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. + // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. + IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. + + // Background/Foreground Draw Lists + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport = NULL); // get background draw list for the given viewport or viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport = NULL); // get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents. + + // Miscellaneous Utilities + IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. + IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. + IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. + IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). + IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) + IMGUI_API ImGuiStorage* GetStateStorage(); + + // Text Utilities + IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); + + // Color Utilities + IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); + IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); + IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); + IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); + + // Inputs Utilities: Keyboard/Mouse/Gamepad + // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). + // - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921) + // - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices) + IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. + IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead. + IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. + IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call. + + // Inputs Utilities: Shortcut Testing & Routing [BETA] + // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. + // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments) + // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments) + // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values. + // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it. + // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. + // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts) + // Child2 -> no call // When Child2 is focused, Parent gets the shortcut. + // The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical. + // This is an important property as it facilitate working with foreign code or larger codebase. + // - To understand the difference: + // - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect. + // - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route. + // - Visualize registered routes in 'Metrics/Debugger->Inputs'. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + + // Inputs Utilities: Key/Input Ownership [BETA] + // - One common use case would be to allow your items to disable standard inputs behaviors such + // as Tab or Alt key handling, Mouse Wheel scrolling, etc. + // e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling. + // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them. + // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version. + IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + + // Inputs Utilities: Mouse + // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. + // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. + // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') + IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available + IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) + IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) + IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) + IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape + IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call. + + // Clipboard Utilities + // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. + IMGUI_API const char* GetClipboardText(); + IMGUI_API void SetClipboardText(const char* text); + + // Settings/.Ini Utilities + // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). + // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. + // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). + IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). + IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). + IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. + + // Debug Utilities + // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger + IMGUI_API void DebugTextEncoding(const char* text); + IMGUI_API void DebugFlashStyleColor(ImGuiCol idx); + IMGUI_API void DebugStartItemPicker(); + IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code! + IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1); +#endif + + // Memory Allocators + // - Those functions are not reliant on the current context. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. + IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); + IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); + IMGUI_API void* MemAlloc(size_t size); + IMGUI_API void MemFree(void* ptr); + + // (Optional) Platform/OS interface for multi-viewport support + // Read comments around the ImGuiPlatformIO structure for more details. + // Note: You may use GetWindowViewport() to get the current viewport of the current window. + IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. + IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. + IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). + IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends. + IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.) + +} // namespace ImGui + +//----------------------------------------------------------------------------- +// [SECTION] Flags & Enumerations +//----------------------------------------------------------------------------- + +// Flags for ImGui::Begin() +// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly) +enum ImGuiWindowFlags_ +{ + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar + ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip + ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window + ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. + ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node). + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame + ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). + ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file + ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. + ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) + ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + + // [Internal] + ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() + ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() + ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() + ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() + ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() + ImGuiWindowFlags_DockNodeHost = 1 << 29, // Don't use! For internal use by Begin()/NewFrame() + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call. + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call. +#endif +}; + +// Flags for ImGui::BeginChild() +// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'. +// About using AutoResizeX/AutoResizeY flags: +// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). +// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. +// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped. +// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch. +// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view. +// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping. +enum ImGuiChildFlags_ +{ + ImGuiChildFlags_None = 0, + ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason) + ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense) + ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags) + ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). " + ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED. + ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding. + ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows. + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency. +#endif +}; + +// Flags for ImGui::PushItemFlag() +// (Those are shared by all items) +enum ImGuiItemFlags_ +{ + ImGuiItemFlags_None = 0, // (Default) + ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav. + ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls). + ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items). + ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held. + ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window. + ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set. +}; + +// Flags for ImGui::InputText() +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) +enum ImGuiInputTextFlags_ +{ + // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter) + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef + ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input) + ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z + ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs + + // Inputs + ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead! + ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert) + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter). + + // Other options + ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode + ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode + ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus + ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value. + ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal. + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + + // Elide display / Alignment + ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only! + + // Callback features + ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + ImGuiInputTextFlags_CallbackResize = 1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. + + // Obsolete names + //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior +}; + +// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() +enum ImGuiTreeNodeFlags_ +{ + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected + ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) + ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). + ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag! + ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node. + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area). + ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text. + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column) + ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 17, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7 + ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth,// Renamed in 1.90.7 +#endif +}; + +// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. +// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags', +// we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. +// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. +// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. +// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter +// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly. +// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). +enum ImGuiPopupFlags_ +{ + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left) + ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right) + ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation) + //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening. + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack + ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space + ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. + ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, +}; + +// Flags for ImGui::Selectable() +enum ImGuiSelectableFlags_ +{ + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups) + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column) + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one + ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0 + ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7 +#endif +}; + +// Flags for ImGui::BeginCombo() +enum ImGuiComboFlags_ +{ + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default + ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() + ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) + ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible + ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible + ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button + ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button + ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, +}; + +// Flags for ImGui::BeginTabBar() +enum ImGuiTabBarFlags_ +{ + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) + ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab + ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, // Resize tabs when they don't fit + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, // Add scroll buttons when tabs don't fit + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, +}; + +// Flags for ImGui::BeginTabItem() +enum ImGuiTabItemFlags_ +{ + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure. + ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem() + ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab + ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab + ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) + ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons) + ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. +}; + +// Flags for ImGui::IsWindowFocused() +enum ImGuiFocusedFlags_ +{ + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, +}; + +// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +enum ImGuiHoveredFlags_ +{ + ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. + ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered + ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) + ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item. + ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window. + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled + ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse + ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow, + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, + + // Tooltips mode + // - typically used in IsItemHovered() + SetTooltip() sequence. + // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior. + // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often. + // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay. + ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence. + + // (Advanced) Mouse Hovering delays. + // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags. + // - use those if you need specific overrides. + ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay. + ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this. + ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays) +}; + +// Flags for ImGui::DockSpace(), shared/inherited by child nodes. +// (Some flags can be applied to individual nodes directly) +// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. +enum ImGuiDockNodeFlags_ +{ + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. + //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty) + ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty. + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. + ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node. + ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces. + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node. + ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90 + ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90 +#endif +}; + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +enum ImGuiDragDropFlags_ +{ + ImGuiDragDropFlags_None = 0, + // BeginDragDropSource() flags + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior. + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item. + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) + ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context. + ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process. + // AcceptDragDropPayload() flags + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9 +#endif +}; + +// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. +#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. + +// A primary data type +enum ImGuiDataType_ +{ + ImGuiDataType_S8, // signed char / char (with sensible compilers) + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short + ImGuiDataType_S32, // int + ImGuiDataType_U32, // unsigned int + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 + ImGuiDataType_Float, // float + ImGuiDataType_Double, // double + ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets) + ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets) + ImGuiDataType_COUNT +}; + +// A cardinal direction +enum ImGuiDir : int +{ + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT +}; + +// A sorting direction +enum ImGuiSortDirection : ImU8 +{ + ImGuiSortDirection_None = 0, + ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. + ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. +}; + +// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. +// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87). +// Support for legacy keys was completely removed in 1.91.5. +// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921 +// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter(). +// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps. +enum ImGuiKey : int +{ + // Keyboard + ImGuiKey_None = 0, + ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0) + + ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + ImGuiKey_Space, + ImGuiKey_Enter, + ImGuiKey_Escape, + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, + ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, + ImGuiKey_Menu, + ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, + ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, + ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, + ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, + ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, + ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, + ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18, + ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24, + ImGuiKey_Apostrophe, // ' + ImGuiKey_Comma, // , + ImGuiKey_Minus, // - + ImGuiKey_Period, // . + ImGuiKey_Slash, // / + ImGuiKey_Semicolon, // ; + ImGuiKey_Equal, // = + ImGuiKey_LeftBracket, // [ + ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash) + ImGuiKey_RightBracket, // ] + ImGuiKey_GraveAccent, // ` + ImGuiKey_CapsLock, + ImGuiKey_ScrollLock, + ImGuiKey_NumLock, + ImGuiKey_PrintScreen, + ImGuiKey_Pause, + ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, + ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, + ImGuiKey_KeypadDecimal, + ImGuiKey_KeypadDivide, + ImGuiKey_KeypadMultiply, + ImGuiKey_KeypadSubtract, + ImGuiKey_KeypadAdd, + ImGuiKey_KeypadEnter, + ImGuiKey_KeypadEqual, + ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back" + ImGuiKey_AppForward, + + // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION + // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets) + ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) + ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) + ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows) + ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit + ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard + ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak + ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode) + ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode) + ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog] + ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog] + ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS) + ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS) + ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadRStickLeft, // [Analog] + ImGuiKey_GamepadRStickRight, // [Analog] + ImGuiKey_GamepadRStickUp, // [Analog] + ImGuiKey_GamepadRStickDown, // [Analog] + + // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls) + // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API. + ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY, + + // [Internal] Reserved for mod storage + ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper, + ImGuiKey_NamedKey_END, + + // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) + // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing + // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. + // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those + // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl). + // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. + // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and + // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... + // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call. + ImGuiMod_None = 0, + ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS) + ImGuiMod_Shift = 1 << 13, // Shift + ImGuiMod_Alt = 1 << 14, // Option/Menu + ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS) + ImGuiMod_Mask_ = 0xF000, // 4-bits + + // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END. + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, + //ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys + //ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_NamedKey_BEGIN) index. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was extremely misleading (since named keys don't start at 0 anymore) + ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl + ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 + //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 +#endif +}; + +// Flags for Shortcut(), SetNextItemShortcut(), +// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h) +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlags_ +{ + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + + // Flags for Shortcut(), SetNextItemShortcut() + // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal. + // - Default policy is RouteFocused. Can select only 1 policy among all available. + ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only. + ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window. + ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route). + ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly. + // - Routing options + ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route). + ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active. + ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. + ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window. + + // Flags for SetNextItemShortcut() + ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out) +}; + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +enum ImGuiConfigFlags_ +{ + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions. + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states. + + // [BETA] Docking + ImGuiConfigFlags_DockingEnable = 1 << 7, // Docking enable flags. + + // [BETA] Viewports + // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. + ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends) + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application. + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. + + // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui) + ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. + ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard +#endif +}; + +// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. +enum ImGuiBackendFlags_ +{ + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. + + // [BETA] Viewports + ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports. + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under. + ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports. +}; + +// Enumeration for PushStyleColor() / PopStyleColor() +enum ImGuiCol_ +{ + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, // Background of normal windows + ImGuiCol_ChildBg, // Background of child windows + ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, // Title bar + ImGuiCol_TitleBgActive, // Title bar when focused + ImGuiCol_TitleBgCollapsed, // Title bar when collapsed + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows. + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_TabHovered, // Tab background, when hovered + ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected + ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected + ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected + ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected + ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected + ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected + ImGuiCol_DockingPreview, // Preview overlay color when about to docking something + ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, // Table header background + ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here) + ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) + ImGuiCol_TableRowBg, // Table row background (even rows) + ImGuiCol_TableRowBgAlt, // Table row background (odd rows) + ImGuiCol_TextLink, // Hyperlink color + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target + ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible + ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB + ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active + ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active + ImGuiCol_COUNT, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9] + ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9] + ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9] + ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4] +#endif +}; + +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. +// During initialization or between frames, feel free to just poke into ImGuiStyle directly. +// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +enum ImGuiStyleVar_ +{ + // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + ImGuiStyleVar_Alpha, // float Alpha + ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha + ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding + ImGuiStyleVar_WindowRounding, // float WindowRounding + ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize + ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize + ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign + ImGuiStyleVar_ChildRounding, // float ChildRounding + ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize + ImGuiStyleVar_PopupRounding, // float PopupRounding + ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize + ImGuiStyleVar_FramePadding, // ImVec2 FramePadding + ImGuiStyleVar_FrameRounding, // float FrameRounding + ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize + ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing + ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing + ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_CellPadding, // ImVec2 CellPadding + ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize + ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding + ImGuiStyleVar_GrabMinSize, // float GrabMinSize + ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_TabRounding, // float TabRounding + ImGuiStyleVar_TabBorderSize, // float TabBorderSize + ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize + ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize + ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle + ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign + ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign + ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize + ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign + ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding + ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize + ImGuiStyleVar_COUNT +}; + +// Flags for InvisibleButton() [extended in imgui_internal.h] +enum ImGuiButtonFlags_ +{ + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) + ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal] + ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default. +}; + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +enum ImGuiColorEditFlags_ +{ + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). + ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square. + ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) + ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). + ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. + ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). + ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. + ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) + + // User Options (right-click on widget to change some of them). + ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. + ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. + ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " + ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. + ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to + // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + + // [Internal] Masks + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, + + // Obsolete names + //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] +}; + +// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText) +enum ImGuiSliderFlags_ +{ + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits). + ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget. + ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now. + ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. + ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it. + ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic. + ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange, + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. +}; + +// Identify a mouse button. +// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. +enum ImGuiMouseButton_ +{ + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}; + +// Enumeration for GetMouseCursor() +// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +enum ImGuiMouseCursor_ +{ + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) + ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border + ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column + ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window + ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. + ImGuiMouseCursor_COUNT +}; + +// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data. +// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent() +// But that "Mouse" data can come from different source which occasionally may be useful for application to know about. +// You can submit a change of pointer type using io.AddMouseSourceEvent(). +enum ImGuiMouseSource : int +{ + ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse. + ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible). + ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates). + ImGuiMouseSource_COUNT +}; + +// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +enum ImGuiCond_ +{ + ImGuiCond_None = 0, // No condition (always set the variable), same as _Always + ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None + ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) + ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) + ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +//----------------------------------------------------------------------------- + +// Flags for ImGui::BeginTable() +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +enum ImGuiTableFlags_ +{ + // Features + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. + ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) + ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. + ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. + ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. + ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). + // Decorations + ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) + ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. + ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. + ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. + ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. + ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style + // Sizing Policy (read above for defaults) + ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. + ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. + ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. + ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). + // Sizing Extra Options + ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. + ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. + ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. + // Clipping + ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). + // Padding + ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers. + ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding. + ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). + // Scrolling + ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX. + ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. + // Sorting + ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). + ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). + // Miscellaneous + ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight) + + // [Internal] Combinations and masks + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, +}; + +// Flags for ImGui::TableSetupColumn() +enum ImGuiTableColumnFlags_ +{ + // Input configuration flags + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) + ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. + ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. + ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). + ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). + ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. + ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. + ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. + ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). + ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call. + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. + ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). + ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. + ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row. + + // Output status flags, read-only via TableGetColumnFlags() + ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. + ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. + ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs + ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse + + // [Internal] Combinations and masks + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) +}; + +// Flags for ImGui::TableNextRow() +enum ImGuiTableRowFlags_ +{ + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width) +}; + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +enum ImGuiTableBgTarget_ +{ + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) + ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) + ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color) +}; + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. + int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. + + ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +// Sorting specification for one column of a table (sizeof == 12 bytes) +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) + ImS16 ColumnIndex; // Index of the column + ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + + ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<> +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Debug Logging into ShowDebugLogWindow(), tty and more. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__) +#else +#define IMGUI_DEBUG_LOG(...) ((void)0) +#endif + +//----------------------------------------------------------------------------- +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- + +struct ImNewWrapper {}; +inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) +#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } + +//----------------------------------------------------------------------------- +// ImVector<> +// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). +//----------------------------------------------------------------------------- +// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. +// - We use std-like naming convention here, which is a little unusual for this codebase. +// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF +template +struct ImVector +{ + int Size; + int Capacity; + T* Data; + + // Provide standard typedefs but we don't use them ourselves. + typedef T value_type; + typedef value_type* iterator; + typedef const value_type* const_iterator; + + // Constructors, destructor + inline ImVector() { Size = Capacity = 0; Data = NULL; } + inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything + inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit. + inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit. + + inline bool empty() const { return Size == 0; } + inline int size() const { return Size; } + inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); } + inline int capacity() const { return Capacity; } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return Data + Size; } + inline const T* end() const { return Data + Size; } + inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } + inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } + inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } + + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } + inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; } + + // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. + inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStyle +//----------------------------------------------------------------------------- +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +//----------------------------------------------------------------------------- + +struct ImGuiStyle +{ + float Alpha; // Global alpha applies to everything in Dear ImGui. + float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + ImVec2 WindowPadding; // Padding within a window. + float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). + ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. + float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). + float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. + ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + float ScrollbarRounding; // Radius of grab corners for scrollbar. + float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. + float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + float TabBorderSize; // Thickness of border around tabs. + float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar. + float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). + ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + float SeparatorTextBorderSize; // Thickness of border in SeparatorText() + ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. + ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured). + float DockingSeparatorSize; // Thickness of resizing border between docked windows + float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. + bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + ImVec4 Colors[ImGuiCol_COUNT]; + + // Behaviors + // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO) + float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiIO +//----------------------------------------------------------------------------- +// Communicate most settings and inputs/outputs to Dear ImGui using this structure. +// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. +// It is generally expected that: +// - initialization: backends and user code writes to ImGuiIO. +// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO. +//----------------------------------------------------------------------------- +// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc. +//----------------------------------------------------------------------------- + +// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. +struct ImGuiKeyData +{ + bool Down; // True for if key is down + float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + float DownDurationPrev; // Last frame duration the key has been down + float AnalogValue; // 0.0f..1.0f for gamepad values +}; + +struct ImGuiIO +{ + //------------------------------------------------------------------ + // Configuration // Default value + //------------------------------------------------------------------ + + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. + ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. + float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. + const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + void* UserData; // = NULL // Store your own data. + + // Font system + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + float FontGlobalScale; // = 1.0f // Global scale all fonts + bool FontAllowUserScaling; // = false // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel. + ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. + + // Keyboard/Gamepad Navigation options + bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout. + bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true. + bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set. + bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on. + bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem). + bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor. + bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible. + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. + bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) + bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. + bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. + bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. + bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). + bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = , expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows. + + // Miscellaneous options + // (you can visualize and interact with all options in 'Demo->Configuration') + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. + bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only). + bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] CTRL+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order. + bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location. + float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. + + // Inputs Behaviors + // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle) + float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + + //------------------------------------------------------------------ + // Debug options + //------------------------------------------------------------------ + + // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL] + // - Error recovery is provided as a way to facilitate: + // - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running). + // - Recovery after running an exception handler or any error processing which may skip code after an error has been detected. + // - Error recovery is not perfect nor guaranteed! It is a feature to ease development. + // You not are not supposed to rely on it in the course of a normal application run. + // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT(). + // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked! + // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls! + // Otherwise it would severely hinder your ability to catch and correct mistakes! + // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details. + // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!) + // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.) + // - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings. + bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled. + bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR() + bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors. + bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled. + + // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro. + // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability. + // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application. + // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version). + bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK(). + + // Tools to detect code submitting items with conflicting/duplicate IDs + // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers. + // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead! + // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system + bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message when multiple items have conflicting identifiers. + + // Tools to test correct Begin/End and BeginChild/EndChild behaviors. + // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX() + // - This is inconsistent with other BeginXXX functions and create confusion for many users. + // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior. + bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows. + bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running. + + // Option to deactivate io.AddFocusEvent(false) handling. + // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data. + // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them. + bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing. + + // Option to audit .ini data + bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower) + + //------------------------------------------------------------------ + // Platform Identifiers + // (the imgui_impl_xxxx backend files are setting those up for you) + //------------------------------------------------------------------ + + // Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons. + // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. + const char* BackendPlatformName; // = NULL + const char* BackendRendererName; // = NULL + void* BackendPlatformUserData; // = NULL // User data for platform backend + void* BackendRendererUserData; // = NULL // User data for renderer backend + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend + + //------------------------------------------------------------------ + // Input - Call before calling NewFrame() + //------------------------------------------------------------------ + + // Input Functions + IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) + IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend. + IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered) + IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change + IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left. + IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen) + IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support). + IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) + IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string + + IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. + IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. + IMGUI_API void ClearEventsQueue(); // Clear all incoming events. + IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. + IMGUI_API void ClearInputMouse(); // Clear current mouse state. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). +#endif + + //------------------------------------------------------------------ + // Output - Updated by NewFrame() or EndFrame()/Render() + // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is + // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) + //------------------------------------------------------------------ + + bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + //------------------------------------------------------------------ + // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! + //------------------------------------------------------------------ + + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + + // Main Input State + // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) + // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll. + float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. + ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen). + ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). + bool KeyCtrl; // Keyboard modifier down: Control + bool KeyShift; // Keyboard modifier down: Shift + bool KeyAlt; // Keyboard modifier down: Alt + bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows + + // Other state maintained from data above + IO function calls + ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame() + ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. Use IsKeyXXX() functions to access this. + bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + bool MouseReleased[5]; // Mouse button went from Down to !Down + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. + bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. + bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) + float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + bool AppFocusLost; // Only modify via AddFocusEvent() + bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents() + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + + // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. + // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). + // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) + // Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) + // Read https://github.com/ocornut/imgui/issues/4921 for details. + //int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. + //bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. + //float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. + //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. + + // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO. + // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; +#endif + + IMGUI_API ImGuiIO(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) +//----------------------------------------------------------------------------- + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +struct ImGuiInputTextCallbackData +{ + ImGuiContext* Ctx; // Parent UI context + ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only + ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only + void* UserData; // What user passed to InputText() // Read-only + + // Arguments for the different callback events + // - During Resize callback, Buf will be same as your input buffer. + // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback. + // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. + // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. + ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + int CursorPos; // // Read-write // [Completion,History,Always] + int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) + int SelectionEnd; // // Read-write // [Completion,History,Always] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + IMGUI_API ImGuiInputTextCallbackData(); + IMGUI_API void DeleteChars(int pos, int bytes_count); + IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); + void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; } + void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } + bool HasSelection() const { return SelectionStart != SelectionEnd; } +}; + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +struct ImGuiSizeCallbackData +{ + void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>). + ImVec2 Pos; // Read-only. Window position, for reference. + ImVec2 CurrentSize; // Read-only. Current window size. + ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +}; + +// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. +// Important: the content of this class is still highly WIP and likely to change and be refactored +// before we stabilize Docking features. Please be mindful if using this. +// Provide hints: +// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) +// - To the platform backend for OS level parent/child relationships of viewport. +// - To the docking system for various options and filtering. +struct ImGuiWindowClass +{ + ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. + ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. + ImGuiID FocusRouteParentWindowId; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused. + ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) + bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) + bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? + + ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; } +}; + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +struct ImGuiPayload +{ + // Members + void* Data; // Data (copied and owned by dear imgui) + int DataSize; // Data size + + // [Internal] + ImGuiID SourceId; // Source item id + ImGuiID SourceParentId; // Source parent id (if available) + int DataFrameCount; // Data timestamp + char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max) + bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. + + ImGuiPayload() { Clear(); } + void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } + bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } + bool IsPreview() const { return Preview; } + bool IsDelivery() const { return Delivery; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +//----------------------------------------------------------------------------- + +// Helper: Unicode defines +#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. +#endif + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +struct ImGuiOnceUponAFrame +{ + ImGuiOnceUponAFrame() { RefFrame = -1; } + mutable int RefFrame; + operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } +}; + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +struct ImGuiTextFilter +{ + IMGUI_API ImGuiTextFilter(const char* default_filter = ""); + IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build + IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; + IMGUI_API void Build(); + void Clear() { InputBuf[0] = 0; Build(); } + bool IsActive() const { return !Filters.empty(); } + + // [Internal] + struct ImGuiTextRange + { + const char* b; + const char* e; + + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; + }; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; +}; + +// Helper: Growable text buffer for logging/accumulating text +// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') +struct ImGuiTextBuffer +{ + ImVector Buf; + IMGUI_API static char EmptyString[1]; + + ImGuiTextBuffer() { } + inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + int size() const { return Buf.Size ? Buf.Size - 1 : 0; } + bool empty() const { return Buf.Size <= 1; } + void clear() { Buf.clear(); } + void reserve(int capacity) { Buf.reserve(capacity); } + const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } + IMGUI_API void append(const char* str, const char* str_end = NULL); + IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); + IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); +}; + +// [Internal] Key+Value for ImGuiStorage +struct ImGuiStoragePair +{ + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; + ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; } + ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; } + ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; } +}; + +// Helper: Key->Value storage +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +struct ImGuiStorage +{ + // [Internal] + ImVector Data; + + // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) + // - Set***() functions find pair, insertion on demand if missing. + // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. + void Clear() { Data.clear(); } + IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; + IMGUI_API void SetInt(ImGuiID key, int val); + IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; + IMGUI_API void SetBool(ImGuiID key, bool val); + IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; + IMGUI_API void SetFloat(ImGuiID key, float val); + IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL + IMGUI_API void SetVoidPtr(ImGuiID key, void* val); + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); + IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); + IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); + IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); + + // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + IMGUI_API void BuildSortByKey(); + // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes) + IMGUI_API void SetAllInt(int val); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct +#endif +}; + +// Helper: Manually clip large list of items. +// If you have lots evenly spaced items and you have random access to the list, you can perform coarse +// clipping based on visibility to only submit items that are in view. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) +// Usage: +// ImGuiListClipper clipper; +// clipper.Begin(1000); // We have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// Generally what happens is: +// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. +// - User code submit that one element. +// - Clipper can measure the height of the first element +// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. +// - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. +struct ImGuiListClipper +{ + ImGuiContext* Ctx; // Parent UI context + int DisplayStart; // First item to display, updated by each call to Step() + int DisplayEnd; // End of items to display (exclusive) + int ItemsCount; // [Internal] Number of items + float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it + float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows. + void* TempData; // [Internal] Internal data + + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need) + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + IMGUI_API ImGuiListClipper(); + IMGUI_API ~ImGuiListClipper(); + IMGUI_API void Begin(int items_count, float items_height = -1.0f); + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + + // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility. + // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range). + inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); } + IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped. + + // Seek cursor toward given item. This is automatically called while stepping. + // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time. + // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count). + IMGUI_API void SeekCursorForItem(int item_index); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9] + inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6] + //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] +#endif +}; + +// Helpers: ImVec2/ImVec4 operators +// - It is important that we are keeping those disabled by default so they don't leak in user space. +// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h) +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +// - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface for possible user mistake. +#ifdef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED +IM_MSVC_RUNTIME_CHECKS_OFF +static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } +static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } +static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } +static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); } +static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } +static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } +static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } +static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } +static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } +static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } +static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +static inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; } +static inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; } +IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Helpers macros to generate 32-bit encoded colors +// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9. +#ifndef IM_COL32_R_SHIFT +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IM_COL32_R_SHIFT 16 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 0 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#else +#define IM_COL32_R_SHIFT 0 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 16 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#endif +#endif +#define IM_COL32(R,G,B,A) (((ImU32)(A)<> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {} + inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } + inline operator ImVec4() const { return Value; } + + // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. + inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage) +//----------------------------------------------------------------------------- + +// Multi-selection system +// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select +// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this. +// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc) +// with support for clipper (skipping non-visible items), box-select and many other details. +// - Selectable(), Checkbox() are supported but custom widgets may use it as well. +// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree, +// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it. +// - In the spirit of Dear ImGui design, your code owns actual selection data. +// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash. +// About ImGuiSelectionBasicStorage: +// - This is an optional helper to store a selection state and apply selection requests. +// - It is used by our demos and provided as a convenience to quickly implement multi-selection. +// Usage: +// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set. +// - Store and maintain actual selection data using persistent object identifiers. +// - Usage flow: +// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6. +// - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work. +// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls. +// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2. +// If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps. +// About ImGuiSelectionUserData: +// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData(). +// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO. +// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because +// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection. +// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData. +// Our system never assume that you identify items by indices, it never attempts to interpolate between two values. +// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate +// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work. +// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*, +// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside. + +// Flags for BeginMultiSelect() +enum ImGuiMultiSelectFlags_ +{ + ImGuiMultiSelectFlags_None = 0, + ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho! + ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all. + ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests. + ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item. + ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space. + ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items. + ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope. + ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused. + ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope. + ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window. + ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window. + ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default) + ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection. + //ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does. + ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one. +}; + +// Main IO structure returned by BeginMultiSelect()/EndMultiSelect(). +// This mainly contains a list of selection requests. +// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen. +// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo) +// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code. +struct ImGuiMultiSelectIO +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImVector Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data. + ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted. + ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items). + bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items). + bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection). + int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally. +}; + +// Selection request type +enum ImGuiSelectionRequestType +{ + ImGuiSelectionRequestType_None = 0, + ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index) + ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false. +}; + +// Selection request item +struct ImGuiSelectionRequest +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range. + bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect) + ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click. + ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom). + ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive! +}; + +// Optional helper to store multi-selection state + apply multi-selection requests. +// - Used by our demos and provided as a convenience to easily implement basic multi-selection. +// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' +// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate. +// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API. +// To store a multi-selection, in your application you could: +// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set replacement. +// - Use your own external storage: e.g. std::set, std::vector, interval trees, intrusively stored selection etc. +// In ImGuiSelectionBasicStorage we: +// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO) +// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index. +// - use decently optimized logic to allow queries and insertion of very large selection sets. +// - do not preserve selection order. +// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection. +// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing. +// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper. +struct ImGuiSelectionBasicStorage +{ + // Members + int Size; // // Number of selected items, maintained by this helper. + bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved) + void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; }; + int _SelectionOrder;// [Internal] Increasing counter to store selection order + ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set. Prefer not accessing directly: iterate with GetNextSelectedItem(). + + // Methods + IMGUI_API ImGuiSelectionBasicStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect() + IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection. + IMGUI_API void Clear(); // Clear selection + IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections + IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function) + IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' + inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter. +}; + +// Optional helper to apply multi-selection requests to existing randomly accessible storage. +// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state. +struct ImGuiSelectionExternalStorage +{ + // Members + void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; } + + // Methods + IMGUI_API ImGuiSelectionExternalStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls +}; + +//----------------------------------------------------------------------------- +// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. +//----------------------------------------------------------------------------- + +// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking. +#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX +#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63) +#endif + +// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] +// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, +// you can poke into the draw list for that! Draw callback may be useful for example to: +// A) Change your GPU render state, +// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. +// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly. +#ifndef ImDrawCallback +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +#endif + +// Special Draw callback value to request renderer backend to reset the graphics/render state. +// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address. +// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored. +// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) + +// Typically, 1 command = 1 GPU draw call (unless command is a callback) +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. +// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +struct ImDrawCmd +{ + ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. + unsigned int IdxOffset; // 4 // Start offset in index buffer. + unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + void* UserCallbackData; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored. + int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0. + int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1. + + ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed + + // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) + inline ImTextureID GetTexID() const { return TextureId; } +}; + +// Vertex layout +#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +#else +// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h +// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up. +// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. +IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; +#endif + +// [Internal] For use by ImDrawList +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; + +// [Internal] For use by ImDrawListSplitter +struct ImDrawChannel +{ + ImVector _CmdBuffer; + ImVector _IdxBuffer; +}; + + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. +struct ImDrawListSplitter +{ + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + + inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); +}; + +// Flags for ImDrawList functions +// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused) +enum ImDrawFlags_ +{ + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason) + ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01. + ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02. + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04. + ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08. + ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, +}; + +// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// It is however possible to temporarily alter flags between calls to ImDrawList:: functions. +enum ImDrawListFlags_ +{ + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). + ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. +}; + +// Draw command list +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. +// You can interleave normal ImGui:: calls and adding primitives to the current draw list. +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. +struct ImDrawList +{ + // This is what you have to render + ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those + ImVector VtxBuffer; // Vertex buffer. + ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + // [Internal, used while building lists] + unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImVector _Path; // [Internal] current path building + ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). + ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + ImVector _ClipRectStack; // [Internal] + ImVector _TextureIdStack; // [Internal] + ImVector _CallbacksDataBuf; // [Internal] + float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content + const char* _OwnerName; // Pointer to owner window's name for debugging + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData(). + // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved) + IMGUI_API ImDrawList(ImDrawListSharedData* shared_data); + IMGUI_API ~ImDrawList(); + + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRectFullScreen(); + IMGUI_API void PopClipRect(); + IMGUI_API void PushTextureID(ImTextureID texture_id); + IMGUI_API void PopTextureID(); + inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } + inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } + + // Primitives + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides. + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); + IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); + IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); + IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0); + IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); + IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); + IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) + + // General polygon + // - Only simple polygons are supported by filling functions (no self-intersections, no holes). + // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library. + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); + IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col); + + // Image primitives + // - Read FAQ to understand what ImTextureID is. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); + + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex(). + inline void PathClear() { _Path.Size = 0; } + inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } + inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse + IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); + + // Advanced: Draw Callbacks + // - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible). + // - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default. + // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this. + // - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState. + // - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer). + // - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render. + // - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data. + // - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*. + IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0); + + // Advanced: Miscellaneous + IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) + // - This API shouldn't have been in ImDrawList in the first place! + // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. + // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. + IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); + IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) + IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); + IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); + inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } + inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } + inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index + + // Obsolete names + //inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + + // [Internal helpers] + IMGUI_API void _ResetForNewFrame(); + IMGUI_API void _ClearFreeMemory(); + IMGUI_API void _PopUnusedDrawCmd(); + IMGUI_API void _TryMergeDrawCmds(); + IMGUI_API void _OnChangedClipRect(); + IMGUI_API void _OnChangedTextureID(); + IMGUI_API void _OnChangedVtxOffset(); + IMGUI_API void _SetTextureID(ImTextureID texture_id); + IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; + IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); + IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); +}; + +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +struct ImDrawData +{ + bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. + int CmdListsCount; // Number of ImDrawList* to render + int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size + int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size + ImVector CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. + ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). + + // Functions + ImDrawData() { Clear(); } + IMGUI_API void Clear(); + IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData. + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. +}; + +//----------------------------------------------------------------------------- +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) +//----------------------------------------------------------------------------- + +struct ImFontConfig +{ + void* FontData; // // TTF/OTF data + int FontDataSize; // // TTF/OTF data size + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). + int FontNo; // 0 // Index of font within TTF/OTF file + float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). + int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. + bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. + ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. + const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). + float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font + float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. + float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered. + ImWchar EllipsisChar; // 0 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + + // [Internal] + char Name[40]; // Name (strictly to ease debugging) + ImFont* DstFont; + + IMGUI_API ImFontConfig(); +}; + +// Hold rendering data for one glyph. +// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) +struct ImFontGlyph +{ + unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + unsigned int Codepoint : 30; // 0x0000..0x10FFFF + float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) + float X0, Y0, X1, Y1; // Glyph corners + float U0, V0, U1, V1; // Texture coordinates +}; + +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +struct ImFontGlyphRangesBuilder +{ + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges +}; + +// See ImFontAtlas::AddCustomRectXXX functions. +struct ImFontAtlasCustomRect +{ + unsigned short X, Y; // Output // Packed position in Atlas + + // [Internal] + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned int GlyphID : 31; // Input // For custom font glyphs only (ID < 0x110000) + unsigned int GlyphColored : 1; // Input // For custom font glyphs only: glyph is colored, removed tinting. + float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset + ImFont* Font; // Input // For custom font glyphs only: target font + ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +}; + +// Flags for ImFontAtlas build +enum ImFontAtlasFlags_ +{ + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two + ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) + ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). +}; + +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: +// - One or more fonts. +// - Custom graphics data needed to render the shapes needed by Dear ImGui. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. +// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. +// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. +// Common pitfalls: +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. +// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future! +struct ImFontAtlas +{ + IMGUI_API ImFontAtlas(); + IMGUI_API ~ImFontAtlas(); + IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); + IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); + IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. + IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). + IMGUI_API void Clear(); // Clear all input and output. + + // Build atlas, retrieve pixel data. + // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // The pitch is always = Width * BytesPerPixels (1 or 4) + // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. + IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. + IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel + IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent... + void SetTexID(ImTextureID id) { TexID = id; } + + //------------------------------------------- + // Glyph Ranges + //------------------------------------------- + + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. + // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. + IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin + IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic + IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters + IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese + IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters + IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters + + //------------------------------------------- + // [BETA] Custom Rectangles/Glyphs API + //------------------------------------------- + + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. + // - After calling Build(), you can query the rectangle position and render your pixels. + // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format. + // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. + IMGUI_API int AddCustomRectRegular(int width, int height); + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); + ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } + + // [Internal] + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; + IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + + //------------------------------------------- + // Members + //------------------------------------------- + + ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) + ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. + int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). + bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. + void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas). + + // [Internal] + // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + bool TexReady; // Set when texture was built matching current font input + bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. + unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight + unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + int TexWidth; // Texture width calculated during Build(). + int TexHeight; // Texture height calculated during Build(). + ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel + ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector ConfigData; // Configuration data + ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines + + // [Internal] Font builder + const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). + unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. + + // [Internal] Packing data + int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors + int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines + + // [Obsolete] + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +}; + +// Font runtime data and rendering +// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). +struct ImFont +{ + // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX + float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) + + // [Internal] Members: Hot ~28/40 bytes (for RenderText loop) + ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // // All glyphs. + const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + + // [Internal] Members: Cold ~32/40 bytes + // Conceptually ConfigData[] is the list of font sources merged to create this font. + ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into + const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData to ConfigDataCount instances + short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. + short EllipsisCharCount; // 1 // out // 1 or 3 + ImWchar EllipsisChar; // 2-4 // out // = '...'/'.'// Character used for ellipsis rendering. + ImWchar FallbackChar; // 2-4 // out // = FFFD/'?' // Character used if a glyph isn't found. + float EllipsisWidth; // 4 // out // Width + float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0 + bool DirtyLookupTables; // 1 // out // + float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + + // Methods + IMGUI_API ImFont(); + IMGUI_API ~ImFont(); + IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c); + IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c); + float GetCharAdvance(ImWchar c) { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } + bool IsLoaded() const { return ContainerAtlas != NULL; } + const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } + + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL); // utf8 + IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c); + IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false); + + // [Internal] Don't use! + IMGUI_API void BuildLookupTable(); + IMGUI_API void ClearOutputData(); + IMGUI_API void GrowIndex(int new_size); + IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); + IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. + IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); + IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Viewports +//----------------------------------------------------------------------------- + +// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. +enum ImGuiViewportFlags_ +{ + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the user application? (rather than our backend) + ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created. + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on. + ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. + ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). + ImGuiViewportFlags_NoAutoMerge = 1 << 9, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). + ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only). + ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport". + + // Output status flags (from Platform) + ImGuiViewportFlags_IsMinimized = 1 << 12, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. + ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true) +}; + +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - With multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +struct ImGuiViewport +{ + ImGuiID ID; // Unique identifier for the viewport + ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ + ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + ImVec2 Size; // Main Area: Size of the viewport. + ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + float DpiScale; // 1.0f = 96 DPI = No extra scale. + ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. + ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). + + // Platform/Backend Dependent Data + // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others. + // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled + // by the same system and you may not need to use all the UserData/Handle fields. + // The library never uses those fields, they are merely storage to facilitate backend implementation. + void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. + void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. + void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*), for FindViewportByPlatformHandle(). + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) + bool PlatformWindowCreated; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created. + bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) + bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) + + ImGuiViewport() { memset(this, 0, sizeof(*this)); } + ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } + + // Helpers + ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } + ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) +//----------------------------------------------------------------------------- + +// [BETA] (Optional) Multi-Viewport Support! +// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now. +// +// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport. +// This is achieved by creating new Platform/OS windows on the fly, and rendering into them. +// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports. +// +// See Recap: https://github.com/ocornut/imgui/wiki/Multi-Viewports +// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology. +// +// About the coordinates system: +// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!) +// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor! +// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position. +// +// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder: +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// Steps to use multi-viewports in your application, when using a custom backend: +// - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here! +// It's also an experimental feature, so some of the requirements may evolve. +// Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details. +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below). +// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'. +// Update ImGuiPlatformIO's Monitors list every frame. +// Update MousePos every frame, in absolute coordinates. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below. +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// About ImGui::RenderPlatformWindowsDefault(): +// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends. +// - You can check its simple source code to understand what it does. +// It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available: +// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers() +// Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault(). +// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.), +// you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg. +// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers, +// or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface. +//----------------------------------------------------------------------------- + +// Access via ImGui::GetPlatformIO() +struct ImGuiPlatformIO +{ + IMGUI_API ImGuiPlatformIO(); + + //------------------------------------------------------------------ + // Interface with OS and Platform backend (basic) + //------------------------------------------------------------------ + + // Optional: Access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) + const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); + void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text); + void* Platform_ClipboardUserData; + + // Optional: Open link/folder/file in OS Shell + // (default to use ShellExecuteA() on Windows, system() on Linux/Mac) + bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); + void* Platform_OpenInShellUserData; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* Platform_ImeUserData; + //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1] + + // Optional: Platform locale + // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point + ImWchar Platform_LocaleDecimalPoint; // '.' + + //------------------------------------------------------------------ + // Interface with Renderer Backend + //------------------------------------------------------------------ + + // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure. + void* Renderer_RenderState; + + //------------------------------------------------------------------ + // Input - Interface with OS/backends (Multi-Viewport support!) + //------------------------------------------------------------------ + + // For reference, the second column shows which function are generally calling the Platform Functions: + // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position) + // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame + // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows + // R = ImGui::RenderPlatformWindowsDefault() ~ render + // D = ImGui::DestroyPlatformWindows() ~ shutdown + // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it. + + // The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend. + // Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions. + // Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way. + + // Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by ----- + void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport + void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D // + void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area) + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . // + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . // + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string) + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) + void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. + ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). + + // Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by ----- + void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + + // (Optional) Monitor list + // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. + // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. + ImVector Monitors; + + //------------------------------------------------------------------ + // Output - List of viewports to render into platform windows + //------------------------------------------------------------------ + + // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render) + // (in the future we will attempt to organize this feature to remove the need for a "main viewport") + ImVector Viewports; // Main viewports, followed by all secondary viewports. +}; + +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. +struct ImGuiPlatformMonitor +{ + ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + float DpiScale; // 1.0f = 96 DPI + void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*) + ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; } +}; + +// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. +struct ImGuiPlatformImeData +{ + bool WantVisible; // A widget wants the IME to be visible + ImVec2 InputPos; // Position of the input cursor + float InputLineHeight; // Line height + + ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Obsolete functions and types +// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui +{ + // OBSOLETED in 1.91.0 (from July 2024) + static inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); } + static inline void PopButtonRepeat() { PopItemFlag(); } + static inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + static inline void PopTabStop() { PopItemFlag(); } + IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + // OBSOLETED in 1.90.0 (from September 2023) + static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); } + static inline void EndChildFrame() { EndChild(); } + //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); } + IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); + // OBSOLETED in 1.89.7 (from June 2023) + IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item. + // OBSOLETED in 1.89.4 (from March 2023) + static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + static inline void PopAllowKeyboardFocus() { PopItemFlag(); } + + // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) + //-- OBSOLETED in 1.89 (from August 2022) + //IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version. + //-- OBSOLETED in 1.88 (from May 2022) + //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. + //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. + //-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024) + //IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value! + //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; } + //-- OBSOLETED in 1.86 (from November 2021) + //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper. + //-- OBSOLETED in 1.85 (from August 2021) + //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } + //-- OBSOLETED in 1.81 (from February 2021) + //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } + //static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items + //static inline void ListBoxFooter() { EndListBox(); } + //-- OBSOLETED in 1.79 (from August 2020) + //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details. + //IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //-- OBSOLETED in 1.77 and before + //static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020) + //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019) + //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019) + //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019) + //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019) + //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) + //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) + //-- OBSOLETED in 1.60 and before + //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018) + //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha(). + //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead. + //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //-- OBSOLETED in 1.50 and before + //static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49 + //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48 + //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48 + //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42 +} + +//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() +//typedef ImDrawFlags ImDrawCornerFlags; +//enum ImDrawCornerFlags_ +//{ +// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit +// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). +// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. +// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. +// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. +// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 +// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, +// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, +// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, +// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, +//}; + +// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022) +// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place. +//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there. +//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super }; +//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int +//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super }; + +#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version) + +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022) +#ifdef IMGUI_DISABLE_METRICS_WINDOW +#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name. +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +// Include imgui_user.h at the end of imgui.h +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. +#ifdef IMGUI_INCLUDE_IMGUI_USER_H +#ifdef IMGUI_USER_H_FILENAME +#include IMGUI_USER_H_FILENAME +#else +#include "imgui_user.h" +#endif +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_demo.cpp b/src/main/imgui/imgui_demo.cpp new file mode 100644 index 0000000..1770375 --- /dev/null +++ b/src/main/imgui/imgui_demo.cpp @@ -0,0 +1,10738 @@ +// dear imgui, v1.91.7 +// (demo code) + +// Help: +// - Read FAQ at http://dearimgui.com/faq +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Need help integrating Dear ImGui in your codebase? +// - Read Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started +// - Read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// Read top of imgui.cpp and imgui.h for many details, documentation, comments, links. +// Get the latest version at https://github.com/ocornut/imgui + +// How to easily locate code? +// - Use Tools->Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Browse an online version the demo with code linked to hovered widgets: https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html +// - Find a visible string and search for it in the code! + +//--------------------------------------------------- +// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT! +//--------------------------------------------------- +// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: +// Think again! It is the most useful reference code that you and other coders will want to refer to and call. +// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app! +// Also include Metrics! ItemPicker! DebugLog! and other debug features. +// Removing this file from your project is hindering access to documentation for everyone in your team, +// likely leading you to poorer usage of the library. +// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). +// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be +// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. +// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference. +// Thank you, +// -Your beloved friend, imgui_demo.cpp (which you won't delete) + +//-------------------------------------------- +// ABOUT THE MEANING OF THE 'static' KEYWORD: +//-------------------------------------------- +// In this demo code, we frequently use 'static' variables inside functions. +// A static variable persists across calls. It is essentially a global variable but declared inside the scope of the function. +// Think of "static int n = 0;" as "global int n = 0;" ! +// We do this IN THE DEMO because we want: +// - to gather code and data in the same place. +// - to make the demo source code faster to read, faster to change, smaller in size. +// - it is also a convenient way of storing simple UI related information as long as your function +// doesn't need to be reentrant or used in multiple threads. +// This might be a pattern you will want to use in your code, but most of the data you would be working +// with in a complex codebase is likely going to be stored outside your functions. + +//----------------------------------------- +// ABOUT THE CODING STYLE OF OUR DEMO CODE +//----------------------------------------- +// The Demo code in this file is designed to be easy to copy-and-paste into your application! +// Because of this: +// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace. +// - We try to declare static variables in the local scope, as close as possible to the code using them. +// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API. +// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided +// by imgui.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional +// and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. +// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. + +// Navigating this file: +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - You can search/grep for all sections listed in the index to find the section. + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Helpers +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) +// [SECTION] Demo Window / ShowDemoWindow() +// [SECTION] ShowDemoWindowMenuBar() +// [SECTION] ShowDemoWindowWidgets() +// [SECTION] ShowDemoWindowMultiSelect() +// [SECTION] ShowDemoWindowLayout() +// [SECTION] ShowDemoWindowPopups() +// [SECTION] ShowDemoWindowTables() +// [SECTION] ShowDemoWindowInputs() +// [SECTION] About Window / ShowAboutWindow() +// [SECTION] Style Editor / ShowStyleEditor() +// [SECTION] User Guide / ShowUserGuide() +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +// System includes +#include // toupper +#include // INT_MIN, INT_MAX +#include // sqrtf, powf, cosf, sinf, floorf, ceilf +#include // vsnprintf, sscanf, printf +#include // NULL, malloc, free, atoi +#include // intptr_t +#if !defined(_MSC_VER) || _MSC_VER >= 1800 +#include // PRId64/PRIu64, not avail in some MinGW headers. +#endif +#ifdef __EMSCRIPTEN__ +#include // __EMSCRIPTEN_major__ etc. +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code) +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type +#pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure) +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" +#else +#define IM_NEWLINE "\n" +#endif + +// Helpers +#if defined(_MSC_VER) && !defined(snprintf) +#define snprintf _snprintf +#endif +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +// Format specifiers for 64-bit values (hasn't been decently standardized before VS2013) +#if !defined(PRId64) && defined(_MSC_VER) +#define PRId64 "I64d" +#define PRIu64 "I64u" +#elif !defined(PRId64) +#define PRId64 "lld" +#define PRIu64 "llu" +#endif + +// Helpers macros +// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste, +// but making an exception here as those are largely simplifying code... +// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo. +#define IM_MIN(A, B) (((A) < (B)) ? (A) : (B)) +#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) +#define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V)) + +// Enforce cdecl calling convention for functions called by the standard library, +// in case compilation settings changed the default to e.g. __vectorcall +#ifndef IMGUI_CDECL +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//----------------------------------------------------------------------------- + +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) + +// Forward Declarations +struct ImGuiDemoWindowData; +static void ShowExampleAppMainMenuBar(); +static void ShowExampleAppAssetsBrowser(bool* p_open); +static void ShowExampleAppConsole(bool* p_open); +static void ShowExampleAppCustomRendering(bool* p_open); +static void ShowExampleAppDockSpace(bool* p_open); +static void ShowExampleAppDocuments(bool* p_open); +static void ShowExampleAppLog(bool* p_open); +static void ShowExampleAppLayout(bool* p_open); +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data); +static void ShowExampleAppSimpleOverlay(bool* p_open); +static void ShowExampleAppAutoResize(bool* p_open); +static void ShowExampleAppConstrainedResize(bool* p_open); +static void ShowExampleAppFullscreen(bool* p_open); +static void ShowExampleAppLongText(bool* p_open); +static void ShowExampleAppWindowTitles(bool* p_open); +static void ShowExampleMenuFile(); + +// We split the contents of the big ShowDemoWindow() function into smaller functions +// (because the link time of very large functions tends to grow non-linearly) +static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowLayout(); +static void ShowDemoWindowPopups(); +static void ShowDemoWindowTables(); +static void ShowDemoWindowColumns(); +static void ShowDemoWindowInputs(); + +//----------------------------------------------------------------------------- +// [SECTION] Helpers +//----------------------------------------------------------------------------- + +// Helper to display a little (?) mark which shows a tooltip when hovered. +// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md) +static void HelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void ShowDockingDisabledMessage() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration."); + ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or "); + ImGui::SameLine(0.0f, 0.0f); + if (ImGui::SmallButton("click here")) + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; +} + +// Helper to wire demo markers located in code to an interactive browser +typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data); +extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; +extern void* GImGuiDemoMarkerCallbackUserData; +ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL; +void* GImGuiDemoMarkerCallbackUserData = NULL; +#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor etc.) +//----------------------------------------------------------------------------- + +// Simple representation for a tree +// (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.) +struct ExampleTreeNode +{ + // Tree structure + char Name[28] = ""; + int UID = 0; + ExampleTreeNode* Parent = NULL; + ImVector Childs; + unsigned short IndexInParent = 0; // Maintaining this allows us to implement linear traversal more easily + + // Leaf Data + bool HasData = false; // All leaves have data + bool DataMyBool = true; + int DataMyInt = 128; + ImVec2 DataMyVec2 = ImVec2(0.0f, 3.141592f); +}; + +// Simple representation of struct metadata/serialization data. +// (this is a minimal version of what a typical advanced application may provide) +struct ExampleMemberInfo +{ + const char* Name; // Member name + ImGuiDataType DataType; // Member type + int DataCount; // Member count (1 when scalar) + int Offset; // Offset inside parent structure +}; + +// Metadata description of ExampleTreeNode struct. +static const ExampleMemberInfo ExampleTreeNodeMemberInfos[] +{ + { "MyName", ImGuiDataType_String, 1, offsetof(ExampleTreeNode, Name) }, + { "MyBool", ImGuiDataType_Bool, 1, offsetof(ExampleTreeNode, DataMyBool) }, + { "MyInt", ImGuiDataType_S32, 1, offsetof(ExampleTreeNode, DataMyInt) }, + { "MyVec2", ImGuiDataType_Float, 2, offsetof(ExampleTreeNode, DataMyVec2) }, +}; + +static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent) +{ + ExampleTreeNode* node = IM_NEW(ExampleTreeNode); + snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name); + node->UID = uid; + node->Parent = parent; + node->IndexInParent = parent ? (unsigned short)parent->Childs.Size : 0; + if (parent) + parent->Childs.push_back(node); + return node; +} + +static void ExampleTree_DestroyNode(ExampleTreeNode* node) +{ + for (ExampleTreeNode* child_node : node->Childs) + ExampleTree_DestroyNode(child_node); + IM_DELETE(node); +} + +// Create example tree data +// (this allocates _many_ more times than most other code in either Dear ImGui or others demo) +static ExampleTreeNode* ExampleTree_CreateDemoTree() +{ + static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" }; + const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name); + char name_buf[NAME_MAX_LEN]; + int uid = 0; + ExampleTreeNode* node_L0 = ExampleTree_CreateNode("", ++uid, NULL); + const int root_items_multiplier = 2; + for (int idx_L0 = 0; idx_L0 < IM_ARRAYSIZE(root_names) * root_items_multiplier; idx_L0++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "%s %d", root_names[idx_L0 / root_items_multiplier], idx_L0 % root_items_multiplier); + ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0); + const int number_of_childs = (int)strlen(node_L1->Name); + for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Child %d", idx_L1); + ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1); + node_L2->HasData = true; + if (idx_L1 == 0) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Sub-child %d", 0); + ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2); + node_L3->HasData = true; + } + } + } + return node_L0; +} + +//----------------------------------------------------------------------------- +// [SECTION] Demo Window / ShowDemoWindow() +//----------------------------------------------------------------------------- + +// Data to be shared across different functions of the demo. +struct ImGuiDemoWindowData +{ + // Examples Apps (accessible from the "Examples" menu) + bool ShowMainMenuBar = false; + bool ShowAppAssetsBrowser = false; + bool ShowAppConsole = false; + bool ShowAppCustomRendering = false; + bool ShowAppDocuments = false; + bool ShowAppDockSpace = false; + bool ShowAppLog = false; + bool ShowAppLayout = false; + bool ShowAppPropertyEditor = false; + bool ShowAppSimpleOverlay = false; + bool ShowAppAutoResize = false; + bool ShowAppConstrainedResize = false; + bool ShowAppFullscreen = false; + bool ShowAppLongText = false; + bool ShowAppWindowTitles = false; + + // Dear ImGui Tools (accessible from the "Tools" menu) + bool ShowMetrics = false; + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowStyleEditor = false; + bool ShowAbout = false; + + // Other data + ExampleTreeNode* DemoTree = NULL; + + ~ImGuiDemoWindowData() { if (DemoTree) ExampleTree_DestroyNode(DemoTree); } +}; + +// Demonstrate most Dear ImGui features (this is big function!) +// You may execute this function to experiment with the UI and understand what it does. +// You may then search for keywords in the code when you are interested by a specific feature. +void ImGui::ShowDemoWindow(bool* p_open) +{ + // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup + // Most functions would normally just assert/crash if the context is missing. + IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing Dear ImGui context. Refer to examples app!"); + + // Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. + IMGUI_CHECKVERSION(); + + // Stored data + static ImGuiDemoWindowData demo_data; + + // Examples Apps (accessible from the "Examples" menu) + if (demo_data.ShowMainMenuBar) { ShowExampleAppMainMenuBar(); } + if (demo_data.ShowAppDockSpace) { ShowExampleAppDockSpace(&demo_data.ShowAppDockSpace); } // Important: Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) + if (demo_data.ShowAppDocuments) { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); } // ...process the Document app next, as it may also use a DockSpace() + if (demo_data.ShowAppAssetsBrowser) { ShowExampleAppAssetsBrowser(&demo_data.ShowAppAssetsBrowser); } + if (demo_data.ShowAppConsole) { ShowExampleAppConsole(&demo_data.ShowAppConsole); } + if (demo_data.ShowAppCustomRendering) { ShowExampleAppCustomRendering(&demo_data.ShowAppCustomRendering); } + if (demo_data.ShowAppLog) { ShowExampleAppLog(&demo_data.ShowAppLog); } + if (demo_data.ShowAppLayout) { ShowExampleAppLayout(&demo_data.ShowAppLayout); } + if (demo_data.ShowAppPropertyEditor) { ShowExampleAppPropertyEditor(&demo_data.ShowAppPropertyEditor, &demo_data); } + if (demo_data.ShowAppSimpleOverlay) { ShowExampleAppSimpleOverlay(&demo_data.ShowAppSimpleOverlay); } + if (demo_data.ShowAppAutoResize) { ShowExampleAppAutoResize(&demo_data.ShowAppAutoResize); } + if (demo_data.ShowAppConstrainedResize) { ShowExampleAppConstrainedResize(&demo_data.ShowAppConstrainedResize); } + if (demo_data.ShowAppFullscreen) { ShowExampleAppFullscreen(&demo_data.ShowAppFullscreen); } + if (demo_data.ShowAppLongText) { ShowExampleAppLongText(&demo_data.ShowAppLongText); } + if (demo_data.ShowAppWindowTitles) { ShowExampleAppWindowTitles(&demo_data.ShowAppWindowTitles); } + + // Dear ImGui Tools (accessible from the "Tools" menu) + if (demo_data.ShowMetrics) { ImGui::ShowMetricsWindow(&demo_data.ShowMetrics); } + if (demo_data.ShowDebugLog) { ImGui::ShowDebugLogWindow(&demo_data.ShowDebugLog); } + if (demo_data.ShowIDStackTool) { ImGui::ShowIDStackToolWindow(&demo_data.ShowIDStackTool); } + if (demo_data.ShowAbout) { ImGui::ShowAboutWindow(&demo_data.ShowAbout); } + if (demo_data.ShowStyleEditor) + { + ImGui::Begin("Dear ImGui Style Editor", &demo_data.ShowStyleEditor); + ImGui::ShowStyleEditor(); + ImGui::End(); + } + + // Demonstrate the various window flags. Typically you would just use the default! + static bool no_titlebar = false; + static bool no_scrollbar = false; + static bool no_menu = false; + static bool no_move = false; + static bool no_resize = false; + static bool no_collapse = false; + static bool no_close = false; + static bool no_nav = false; + static bool no_background = false; + static bool no_bring_to_front = false; + static bool no_docking = false; + static bool unsaved_document = false; + + ImGuiWindowFlags window_flags = 0; + if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; + if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; + if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; + if (no_move) window_flags |= ImGuiWindowFlags_NoMove; + if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; + if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; + if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; + if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; + if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; + if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking; + if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument; + if (no_close) p_open = NULL; // Don't pass our bool* to Begin + + // We specify a default position/size in case there's no data in the .ini file. + // We only do it to make the demo applications a little more welcoming, but typically this isn't required. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); + + // Main body of the Demo window starts here. + if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) + { + // Early out if the window is collapsed, as an optimization. + ImGui::End(); + return; + } + + // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. + //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) + + // Menu Bar + ShowDemoWindowMenuBar(&demo_data); + + ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Spacing(); + + IMGUI_DEMO_MARKER("Help"); + if (ImGui::CollapsingHeader("Help")) + { + ImGui::SeparatorText("ABOUT THIS DEMO:"); + ImGui::BulletText("Sections below are demonstrating many aspects of the library."); + ImGui::BulletText("The \"Examples\" menu above leads to more demo contents."); + ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" + "and Metrics/Debugger (general purpose Dear ImGui debugging tool)."); + + ImGui::SeparatorText("PROGRAMMER GUIDE:"); + ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); + ImGui::BulletText("See comments in imgui.cpp."); + ImGui::BulletText("See example applications in the examples/ folder."); + ImGui::BulletText("Read the FAQ at "); + ImGui::SameLine(0, 0); + ImGui::TextLinkOpenURL("https://www.dearimgui.com/faq/"); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); + + ImGui::SeparatorText("USER GUIDE:"); + ImGui::ShowUserGuide(); + } + + IMGUI_DEMO_MARKER("Configuration"); + if (ImGui::CollapsingHeader("Configuration")) + { + ImGuiIO& io = ImGui::GetIO(); + + if (ImGui::TreeNode("Configuration##2")) + { + ImGui::SeparatorText("General"); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); + ImGui::SameLine(); HelpMarker("Enable keyboard controls."); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); + ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable mouse inputs and interactions."); + + // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + { + if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) + { + ImGui::SameLine(); + ImGui::Text("<>"); + } + // Prevent both being checked + if (ImGui::IsKeyPressed(ImGuiKey_Space) || (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)) + io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; + } + + ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); + ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility."); + ImGui::CheckboxFlags("io.ConfigFlags: NoKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NoKeyboard); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable keyboard inputs and interactions."); + + ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue); + ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates."); + ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); + ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + + ImGui::SeparatorText("Keyboard/Gamepad Navigation"); + ImGui::Checkbox("io.ConfigNavSwapGamepadButtons", &io.ConfigNavSwapGamepadButtons); + ImGui::Checkbox("io.ConfigNavMoveSetMousePos", &io.ConfigNavMoveSetMousePos); + ImGui::SameLine(); HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult"); + ImGui::Checkbox("io.ConfigNavCaptureKeyboard", &io.ConfigNavCaptureKeyboard); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusItem", &io.ConfigNavEscapeClearFocusItem); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused item."); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusWindow", &io.ConfigNavEscapeClearFocusWindow); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused window."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAuto", &io.ConfigNavCursorVisibleAuto); + ImGui::SameLine(); HelpMarker("Using directional navigation key makes the cursor visible. Mouse click hides the cursor."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAlways", &io.ConfigNavCursorVisibleAlways); + ImGui::SameLine(); HelpMarker("Navigation cursor is always visible."); + + ImGui::SeparatorText("Docking"); + ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable); + ImGui::SameLine(); + if (io.ConfigDockingWithShift) + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + else + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit); + ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); + ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); + ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)"); + ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); + ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); + ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); + ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge."); + ImGui::Unindent(); + } + + ImGui::SeparatorText("Multi-viewports"); + ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable); + ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details."); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge); + ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it."); + ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the task bar icon state right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the decoration right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the parenting right away)."); + ImGui::Unindent(); + } + + ImGui::SeparatorText("Windows"); + ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); + ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback."); + ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); + ImGui::Checkbox("io.ConfigWindowsCopyContentsWithCtrlC", &io.ConfigWindowsCopyContentsWithCtrlC); // [EXPERIMENTAL] + ImGui::SameLine(); HelpMarker("*EXPERIMENTAL* CTRL+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order."); + ImGui::Checkbox("io.ConfigScrollbarScrollByPage", &io.ConfigScrollbarScrollByPage); + ImGui::SameLine(); HelpMarker("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location."); + + ImGui::SeparatorText("Widgets"); + ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); + ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); + ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive); + ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only)."); + ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText); + ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); + ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors); + ImGui::SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors."); + ImGui::Text("Also see Style->Rendering for rendering options."); + + // Also read: https://github.com/ocornut/imgui/wiki/Error-Handling + ImGui::SeparatorText("Error Handling"); + + ImGui::Checkbox("io.ConfigErrorRecovery", &io.ConfigErrorRecovery); + ImGui::SameLine(); HelpMarker( + "Options to configure how we handle recoverable errors.\n" + "- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n" + "- You not are not supposed to rely on it in the course of a normal application run.\n" + "- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n" + "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call!" + "Otherwise it would severely hinder your ability to catch and correct mistakes!"); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableAssert", &io.ConfigErrorRecoveryEnableAssert); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableDebugLog", &io.ConfigErrorRecoveryEnableDebugLog); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableTooltip", &io.ConfigErrorRecoveryEnableTooltip); + if (!io.ConfigErrorRecoveryEnableAssert && !io.ConfigErrorRecoveryEnableDebugLog && !io.ConfigErrorRecoveryEnableTooltip) + io.ConfigErrorRecoveryEnableAssert = io.ConfigErrorRecoveryEnableDebugLog = io.ConfigErrorRecoveryEnableTooltip = true; + + // Also read: https://github.com/ocornut/imgui/wiki/Debug-Tools + ImGui::SeparatorText("Debug"); + ImGui::Checkbox("io.ConfigDebugIsDebuggerPresent", &io.ConfigDebugIsDebuggerPresent); + ImGui::SameLine(); HelpMarker("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application."); + ImGui::Checkbox("io.ConfigDebugHighlightIdConflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::SameLine(); HelpMarker("Highlight and show an error message when multiple items have conflicting identifiers."); + ImGui::BeginDisabled(); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); + ImGui::EndDisabled(); + ImGui::SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover."); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueLoop", &io.ConfigDebugBeginReturnValueLoop); + ImGui::SameLine(); HelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + ImGui::Checkbox("io.ConfigDebugIgnoreFocusLoss", &io.ConfigDebugIgnoreFocusLoss); + ImGui::SameLine(); HelpMarker("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data."); + ImGui::Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + ImGui::SameLine(); HelpMarker("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)."); + + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Backend Flags"); + if (ImGui::TreeNode("Backend Flags")) + { + HelpMarker( + "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" + "Here we expose them as read-only fields to avoid breaking interactions with your backend."); + + // Make a local copy to avoid modifying actual backend flags. + // FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright? + ImGui::BeginDisabled(); + ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &io.BackendFlags, ImGuiBackendFlags_HasGamepad); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports); + ImGui::EndDisabled(); + + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Style"); + if (ImGui::TreeNode("Style")) + { + ImGui::Checkbox("Style Editor", &demo_data.ShowStyleEditor); + ImGui::SameLine(); + HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Capture, Logging"); + if (ImGui::TreeNode("Capture/Logging")) + { + HelpMarker( + "The logging API redirects all text output so you can easily capture the content of " + "a window or a block. Tree nodes can be automatically expanded.\n" + "Try opening any of the contents below in this window and then click one of the \"Log To\" button."); + ImGui::LogButtons(); + + HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output."); + if (ImGui::Button("Copy \"Hello, world!\" to clipboard")) + { + ImGui::LogToClipboard(); + ImGui::LogText("Hello, world!"); + ImGui::LogFinish(); + } + ImGui::TreePop(); + } + } + + IMGUI_DEMO_MARKER("Window options"); + if (ImGui::CollapsingHeader("Window options")) + { + if (ImGui::BeginTable("split", 3)) + { + ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar); + ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar); + ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu); + ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move); + ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize); + ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse); + ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close); + ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav); + ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background); + ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front); + ImGui::TableNextColumn(); ImGui::Checkbox("No docking", &no_docking); + ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document); + ImGui::EndTable(); + } + } + + // All demo contents + ShowDemoWindowWidgets(&demo_data); + ShowDemoWindowLayout(); + ShowDemoWindowPopups(); + ShowDemoWindowTables(); + ShowDemoWindowInputs(); + + // End of ShowDemoWindow() + ImGui::PopItemWidth(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowMenuBar() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Menu"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + IMGUI_DEMO_MARKER("Menu/File"); + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Examples")) + { + IMGUI_DEMO_MARKER("Menu/Examples"); + ImGui::MenuItem("Main menu bar", NULL, &demo_data->ShowMainMenuBar); + + ImGui::SeparatorText("Mini apps"); + ImGui::MenuItem("Assets Browser", NULL, &demo_data->ShowAppAssetsBrowser); + ImGui::MenuItem("Console", NULL, &demo_data->ShowAppConsole); + ImGui::MenuItem("Custom rendering", NULL, &demo_data->ShowAppCustomRendering); + ImGui::MenuItem("Documents", NULL, &demo_data->ShowAppDocuments); + ImGui::MenuItem("Dockspace", NULL, &demo_data->ShowAppDockSpace); + ImGui::MenuItem("Log", NULL, &demo_data->ShowAppLog); + ImGui::MenuItem("Property editor", NULL, &demo_data->ShowAppPropertyEditor); + ImGui::MenuItem("Simple layout", NULL, &demo_data->ShowAppLayout); + ImGui::MenuItem("Simple overlay", NULL, &demo_data->ShowAppSimpleOverlay); + + ImGui::SeparatorText("Concepts"); + ImGui::MenuItem("Auto-resizing window", NULL, &demo_data->ShowAppAutoResize); + ImGui::MenuItem("Constrained-resizing window", NULL, &demo_data->ShowAppConstrainedResize); + ImGui::MenuItem("Fullscreen window", NULL, &demo_data->ShowAppFullscreen); + ImGui::MenuItem("Long text display", NULL, &demo_data->ShowAppLongText); + ImGui::MenuItem("Manipulating window titles", NULL, &demo_data->ShowAppWindowTitles); + + ImGui::EndMenu(); + } + //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! + if (ImGui::BeginMenu("Tools")) + { + IMGUI_DEMO_MARKER("Menu/Tools"); + ImGuiIO& io = ImGui::GetIO(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool has_debug_tools = true; +#else + const bool has_debug_tools = false; +#endif + ImGui::MenuItem("Metrics/Debugger", NULL, &demo_data->ShowMetrics, has_debug_tools); + if (ImGui::BeginMenu("Debug Options")) + { + ImGui::BeginDisabled(!has_debug_tools); + ImGui::Checkbox("Highlight ID Conflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::EndDisabled(); + ImGui::Checkbox("Assert on error recovery", &io.ConfigErrorRecoveryEnableAssert); + ImGui::TextDisabled("(see Demo->Configuration for details & more)"); + ImGui::EndMenu(); + } + ImGui::MenuItem("Debug Log", NULL, &demo_data->ShowDebugLog, has_debug_tools); + ImGui::MenuItem("ID Stack Tool", NULL, &demo_data->ShowIDStackTool, has_debug_tools); + bool is_debugger_present = io.ConfigDebugIsDebuggerPresent; + if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools))// && is_debugger_present)) + ImGui::DebugStartItemPicker(); + if (!is_debugger_present) + ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable some extra features to avoid casual users crashing the application."); + ImGui::MenuItem("Style Editor", NULL, &demo_data->ShowStyleEditor); + ImGui::MenuItem("About Dear ImGui", NULL, &demo_data->ShowAbout); + + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowWidgets() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (!ImGui::CollapsingHeader("Widgets")) + return; + + static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom + if (disable_all) + ImGui::BeginDisabled(); + + IMGUI_DEMO_MARKER("Widgets/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::SeparatorText("General"); + + IMGUI_DEMO_MARKER("Widgets/Basic/Button"); + static int clicked = 0; + if (ImGui::Button("Button")) + clicked++; + if (clicked & 1) + { + ImGui::SameLine(); + ImGui::Text("Thanks for clicking me!"); + } + + IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox"); + static bool check = true; + ImGui::Checkbox("checkbox", &check); + + IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton"); + static int e = 0; + ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); + ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); + ImGui::RadioButton("radio c", &e, 2); + + // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)"); + for (int i = 0; i < 7; i++) + { + if (i > 0) + ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f)); + ImGui::Button("Click"); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + + // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements + // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) + // See 'Demo->Layout->Text Baseline Alignment' for details. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Hold to repeat:"); + ImGui::SameLine(); + + // Arrow buttons with Repeater + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)"); + static int counter = 0; + float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } + ImGui::SameLine(0.0f, spacing); + if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } + ImGui::PopItemFlag(); + ImGui::SameLine(); + ImGui::Text("%d", counter); + + ImGui::Button("Tooltip"); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::LabelText("label", "Value"); + + ImGui::SeparatorText("Inputs"); + + { + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Basic/InputText"); + static char str0[128] = "Hello, world!"; + ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); + ImGui::SameLine(); HelpMarker( + "USER:\n" + "Hold SHIFT or use mouse to select text.\n" + "CTRL+Left/Right to word jump.\n" + "CTRL+A or Double-Click to select all.\n" + "CTRL+X,CTRL+C,CTRL+V clipboard.\n" + "CTRL+Z,CTRL+Y undo/redo.\n" + "ESCAPE to revert.\n\n" + "PROGRAMMER:\n" + "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " + "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " + "in imgui_demo.cpp)."); + + static char str1[128] = ""; + ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); + + IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat"); + static int i0 = 123; + ImGui::InputInt("input int", &i0); + + static float f0 = 0.001f; + ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); + + static double d0 = 999999.00000001; + ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f"); + + static float f1 = 1.e10f; + ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); + ImGui::SameLine(); HelpMarker( + "You can input value using the scientific notation,\n" + " e.g. \"1e+8\" becomes \"100000000\"."); + + static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + ImGui::InputFloat3("input float3", vec4a); + } + + ImGui::SeparatorText("Drags"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat"); + static int i1 = 50, i2 = 42, i3 = 128; + ImGui::DragInt("drag int", &i1, 1); + ImGui::SameLine(); HelpMarker( + "Click and drag to edit value.\n" + "Hold SHIFT/ALT for faster/slower edit.\n" + "Double-click or CTRL+click to input value."); + ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragInt("drag int wrap 100..200", &i3, 1, 100, 200, "%d", ImGuiSliderFlags_WrapAround); + + static float f1 = 1.00f, f2 = 0.0067f; + ImGui::DragFloat("drag float", &f1, 0.005f); + ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); + //ImGui::DragFloat("drag wrap -1..1", &f3, 0.005f, -1.0f, 1.0f, NULL, ImGuiSliderFlags_WrapAround); + } + + ImGui::SeparatorText("Sliders"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat"); + static int i1 = 0; + ImGui::SliderInt("slider int", &i1, -1, 3); + ImGui::SameLine(); HelpMarker("CTRL+click to input value."); + + static float f1 = 0.123f, f2 = 0.0f; + ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); + ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle"); + static float angle = 0.0f; + ImGui::SliderAngle("slider angle", &angle); + + // Using the format string to display a name instead of an integer. + // Here we completely omit '%d' from the format string, so it'll only display a name. + // This technique can also be used with DragInt(). + IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)"); + enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; + static int elem = Element_Fire; + const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; + const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; + ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable CTRL+Click here. + ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); + } + + ImGui::SeparatorText("Selectors/Pickers"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4"); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "Click and hold to use drag and drop.\n" + "Right-click on the color square to show options.\n" + "CTRL+click on individual component to input value.\n"); + + ImGui::ColorEdit4("color 2", col2); + } + + { + // Using the _simplified_ one-liner Combo() api here + // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. + IMGUI_DEMO_MARKER("Widgets/Basic/Combo"); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; + static int item_current = 0; + ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner Combo API here.\n" + "Refer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API."); + } + + { + // Using the _simplified_ one-liner ListBox() api here + // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. + IMGUI_DEMO_MARKER("Widgets/Basic/ListBox"); + const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; + static int item_current = 1; + ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner ListBox API here.\n" + "Refer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tooltips"); + if (ImGui::TreeNode("Tooltips")) + { + // Tooltips are windows following the mouse. They do not take focus away. + ImGui::SeparatorText("General"); + + // Typical use cases: + // - Short-form (text only): SetItemTooltip("Hello"); + // - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); } + + // - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); } + // - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); } + + HelpMarker( + "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n" + "We provide a helper SetItemTooltip() function to perform the two with standards flags."); + + ImVec2 sz = ImVec2(-FLT_MIN, 0.0f); + + ImGui::Button("Basic", sz); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::Button("Fancy", sz); + if (ImGui::BeginItemTooltip()) + { + ImGui::Text("I am a fancy tooltip"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); + ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime())); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Always On"); + + // Showcase NOT relying on a IsItemHovered() to emit a tooltip. + // Here the tooltip is always emitted when 'always_on == true'. + static int always_on = 0; + ImGui::RadioButton("Off", &always_on, 0); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Simple)", &always_on, 1); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Advanced)", &always_on, 2); + if (always_on == 1) + ImGui::SetTooltip("I am following you around."); + else if (always_on == 2 && ImGui::BeginTooltip()) + { + ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f)); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Custom"); + + HelpMarker( + "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize" + "tooltip activation details across your application. You may however decide to use custom" + "flags for a specific tooltip instance."); + + // The following examples are passed for documentation purpose but may not be useful to most users. + // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from + // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used. + // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary. + ImGui::Button("Manual", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a manually emitted tooltip."); + + ImGui::Button("DelayNone", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone)) + ImGui::SetTooltip("I am a tooltip with no delay."); + + ImGui::Button("DelayShort", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort); + + ImGui::Button("DelayLong", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal); + + ImGui::Button("Stationary", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary)) + ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating."); + + // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav', + // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag. + ImGui::BeginDisabled(); + ImGui::Button("Disabled item", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a a tooltip for a disabled item."); + ImGui::EndDisabled(); + + ImGui::TreePop(); + } + + // Testing ImGuiOnceUponAFrame helper. + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) + // if (once) + // ImGui::Text("This will be displayed only once."); + + IMGUI_DEMO_MARKER("Widgets/Tree Nodes"); + if (ImGui::TreeNode("Tree Nodes")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees"); + if (ImGui::TreeNode("Basic trees")) + { + for (int i = 0; i < 5; i++) + { + // Use SetNextItemOpen() so set the default state of a node to be open. We could + // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + + // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict. + // An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)', + // aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine. + ImGui::PushID(i); + if (ImGui::TreeNode("", "Child %d", i)) + { + ImGui::Text("blah blah"); + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + ImGui::TreePop(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes"); + if (ImGui::TreeNode("Advanced, with Selectable nodes")) + { + HelpMarker( + "This is a more typical looking tree with selectable nodes.\n" + "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; + static bool align_label_with_current_x_position = false; + static bool test_drag_and_drop = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &base_flags, ImGuiTreeNodeFlags_SpanLabelWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsBackHere", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsBackHere); + ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); + ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); + ImGui::Text("Hello!"); + if (align_label_with_current_x_position) + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + + // 'selection_mask' is dumb representation of what may be user-side selection state. + // You may retain selection state inside or outside your objects in whatever format you see fit. + // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end + /// of the loop. May be a pointer to your own node type, etc. + static int selection_mask = (1 << 2); + int node_clicked = -1; + for (int i = 0; i < 6; i++) + { + // Disable the default "open on single-click behavior" + set Selected flag according to our selection. + // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)) != 0; + if (is_selected) + node_flags |= ImGuiTreeNodeFlags_Selected; + if (i < 3) + { + // Items 0..2 are Tree Node + bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + if (i == 2 && (base_flags & ImGuiTreeNodeFlags_SpanLabelWidth)) + { + // Item 2 has an additional inline button to help demonstrate SpanLabelWidth. + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + } + if (node_open) + { + ImGui::BulletText("Blah blah\nBlah Blah"); + ImGui::SameLine(); + ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + } + else + { + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can + // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). + node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet + ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + } + } + if (node_clicked != -1) + { + // Update selection state + // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) + if (ImGui::GetIO().KeyCtrl) + selection_mask ^= (1 << node_clicked); // CTRL+click to toggle + else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection + selection_mask = (1 << node_clicked); // Click to single-select + } + if (align_label_with_current_x_position) + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); + if (ImGui::TreeNode("Collapsing Headers")) + { + static bool closable_group = true; + ImGui::Checkbox("Show 2nd header", &closable_group); + if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("Some content %d", i); + } + if (ImGui::CollapsingHeader("Header with a close button", &closable_group)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("More content %d", i); + } + /* + if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + */ + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Bullets"); + if (ImGui::TreeNode("Bullets")) + { + ImGui::BulletText("Bullet point 1"); + ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) + { + ImGui::BulletText("Another bullet point"); + ImGui::TreePop(); + } + ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); + ImGui::Bullet(); ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text"); + if (ImGui::TreeNode("Text")) + { + IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); + if (ImGui::TreeNode("Colorful Text")) + { + // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. + ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); + ImGui::TextDisabled("Disabled"); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); + if (ImGui::TreeNode("Word Wrapping")) + { + // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. + ImGui::TextWrapped( + "This text should automatically wrap on the edge of the window. The current implementation " + "for text wrapping follows simple rules suitable for English and possibly other languages."); + ImGui::Spacing(); + + static float wrap_width = 200.0f; + ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); + + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (int n = 0; n < 2; n++) + { + ImGui::Text("Test paragraph %d:", n); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); + ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + if (n == 0) + ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); + else + ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + + // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) + draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); + ImGui::PopTextWrapPos(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); + if (ImGui::TreeNode("UTF-8 Text")) + { + // UTF-8 test with Japanese characters + // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) + // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 + // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you + // can save your source files as 'UTF-8 without signature'). + // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 + // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. + // Don't do this in your application! Please use u8"text in any language" in your application! + // Note that characters values are preserved even by InputText() if the font cannot be displayed, + // so you can safely copy & paste garbled characters into another application. + ImGui::TextWrapped( + "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " + "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " + "Read docs/FONTS.md for details."); + ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); + ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); + static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; + //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis + ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Images"); + if (ImGui::TreeNode("Images")) + { + ImGuiIO& io = ImGui::GetIO(); + ImGui::TextWrapped( + "Below we are displaying the font texture (which is the only texture we have access to in this demo). " + "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " + "Hover the texture for a zoomed view!"); + + // Below we are displaying the font texture because it is the only texture we have access to inside the demo! + // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that + // will be passed to the rendering backend via the ImDrawCmd structure. + // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top + // of their respective source file to specify what they expect to be stored in ImTextureID, for example: + // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer + // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. + // More: + // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers + // to ImGui::Image(), and gather width/height through your own functions, etc. + // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, + // it will help you debug issues if you are confused about it. + // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). + // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md + // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImTextureID my_tex_id = io.Fonts->TexID; + float my_tex_w = (float)io.Fonts->TexWidth; + float my_tex_h = (float)io.Fonts->TexHeight; + { + static bool use_text_color_for_tint = false; + ImGui::Checkbox("Use Text Color for Tint", &use_text_color_for_tint); + ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left + ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right + ImVec4 tint_col = use_text_color_for_tint ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + ImVec4 border_col = ImGui::GetStyleColorVec4(ImGuiCol_Border); + ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); + if (ImGui::BeginItemTooltip()) + { + float region_sz = 32.0f; + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; + float zoom = 4.0f; + if (region_x < 0.0f) { region_x = 0.0f; } + else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } + if (region_y < 0.0f) { region_y = 0.0f; } + else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } + ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); + ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); + ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); + ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); + ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col); + ImGui::EndTooltip(); + } + } + + IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); + ImGui::TextWrapped("And now some textured buttons.."); + static int pressed_count = 0; + for (int i = 0; i < 8; i++) + { + // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. + // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. + // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImGui::PushID(i); + if (i > 0) + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f)); + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col)) + pressed_count += 1; + if (i > 0) + ImGui::PopStyleVar(); + ImGui::PopID(); + ImGui::SameLine(); + } + ImGui::NewLine(); + ImGui::Text("Pressed %d times.", pressed_count); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Combo"); + if (ImGui::TreeNode("Combo")) + { + // Combo Boxes are also called "Dropdown" in other systems + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) + flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview)) + flags &= ~ImGuiComboFlags_NoPreview; + + // Override default popup height + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest); + + // Using the generic BeginCombo() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selection data as an index. + + // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[]) + const char* combo_preview_value = items[item_selected_idx]; + + if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + + ImGui::Spacing(); + ImGui::SeparatorText("One-liner variants"); + HelpMarker("Flags above don't apply to this section."); + + // Simplified one-liner Combo() API, using values packed in a single constant string + // This is a convenience for when the selection set is small and known at compile-time. + static int item_current_2 = 0; + ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); + + // Simplified one-liner Combo() using an accessor function + static int item_current_4 = 0; + ImGui::Combo("combo 4 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items)); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/List Boxes"); + if (ImGui::TreeNode("List boxes")) + { + // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() + // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild() + // to always be called (inconsistent with BeginListBox()/EndListBox()). + + // Using the generic BeginListBox() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selected data as an index. + + static bool item_highlight = false; + int item_highlighted_idx = -1; // Here we store our highlighted data as an index. + ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight); + + if (ImGui::BeginListBox("listbox 1")) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + if (item_highlight && ImGui::IsItemHovered()) + item_highlighted_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes."); + + // Custom size: use all width, 5 items tall + ImGui::Text("Full-width:"); + if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + bool is_selected = (item_selected_idx == n); + ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0; + if (ImGui::Selectable(items[n], is_selected, flags)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Selectables")) + { + // Selectable() has 2 overloads: + // - The one taking "bool selected" as a read-only selection information. + // When Selectable() has been clicked it returns true and you can alter selection state accordingly. + // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) + // The earlier is more flexible, as in real application your selection may be stored in many different ways + // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). + IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); + if (ImGui::TreeNode("Basic")) + { + static bool selection[5] = { false, true, false, false }; + ImGui::Selectable("1. I am selectable", &selection[0]); + ImGui::Selectable("2. I am selectable", &selection[1]); + ImGui::Selectable("3. I am selectable", &selection[2]); + if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick)) + if (ImGui::IsMouseDoubleClicked(0)) + selection[3] = !selection[3]; + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line"); + if (ImGui::TreeNode("Rendering more items on the same line")) + { + // (1) Using SetNextItemAllowOverlap() + // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. + static bool selected[3] = { false, false, false }; + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables"); + if (ImGui::TreeNode("In Tables")) + { + static bool selected[10] = {}; + + if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap + } + ImGui::EndTable(); + } + ImGui::Spacing(); + if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns); + ImGui::TableNextColumn(); + ImGui::Text("Some other contents"); + ImGui::TableNextColumn(); + ImGui::Text("123456"); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); + if (ImGui::TreeNode("Grid")) + { + static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; + + // Add in a bit of silly fun... + const float time = (float)ImGui::GetTime(); + const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected... + if (winning_state) + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); + + for (int y = 0; y < 4; y++) + for (int x = 0; x < 4; x++) + { + if (x > 0) + ImGui::SameLine(); + ImGui::PushID(y * 4 + x); + if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) + { + // Toggle clicked cell + toggle neighbors + selected[y][x] ^= 1; + if (x > 0) { selected[y][x - 1] ^= 1; } + if (x < 3) { selected[y][x + 1] ^= 1; } + if (y > 0) { selected[y - 1][x] ^= 1; } + if (y < 3) { selected[y + 1][x] ^= 1; } + } + ImGui::PopID(); + } + + if (winning_state) + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); + if (ImGui::TreeNode("Alignment")) + { + HelpMarker( + "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " + "basis using PushStyleVar(). You'll probably want to always keep your default situation to " + "left-align otherwise it becomes difficult to layout multiple items on a same line"); + static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; + for (int y = 0; y < 3; y++) + { + for (int x = 0; x < 3; x++) + { + ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); + char name[32]; + sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); + if (x > 0) ImGui::SameLine(); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); + ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); + ImGui::PopStyleVar(); + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + ShowDemoWindowMultiSelect(demo_data); + + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Text Input"); + if (ImGui::TreeNode("Text Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); + if (ImGui::TreeNode("Multi-line Text Input")) + { + // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize + // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. + static char text[1024 * 16] = + "/*\n" + " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" + " the hexadecimal encoding of one offending instruction,\n" + " more formally, the invalid operand with locked CMPXCHG8B\n" + " instruction bug, is a design flaw in the majority of\n" + " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" + " processors (all in the P5 microarchitecture).\n" + "*/\n\n" + "label:\n" + "\tlock cmpxchg8b eax\n"; + + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets."); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); + if (ImGui::TreeNode("Filtered Text Input")) + { + struct TextFilters + { + // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback) + static int FilterCasingSwap(ImGuiInputTextCallbackData* data) + { + if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase + else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase + return 0; + } + + // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out) + static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) + { + if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) + return 0; + return 1; + } + }; + + static char buf1[32] = ""; ImGui::InputText("default", buf1, 32); + static char buf2[32] = ""; ImGui::InputText("decimal", buf2, 32, ImGuiInputTextFlags_CharsDecimal); + static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, 32, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, 32, ImGuiInputTextFlags_CharsUppercase); + static char buf5[32] = ""; ImGui::InputText("no blank", buf5, 32, ImGuiInputTextFlags_CharsNoBlank); + static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters. + static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters. + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Password input"); + if (ImGui::TreeNode("Password Input")) + { + static char password[64] = "password123"; + ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks"); + if (ImGui::TreeNode("Completion, History, Edit Callbacks")) + { + struct Funcs + { + static int MyCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) + { + data->InsertChars(data->CursorPos, ".."); + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) + { + if (data->EventKey == ImGuiKey_UpArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Up!"); + data->SelectAll(); + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Down!"); + data->SelectAll(); + } + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) + { + // Toggle casing of first character + char c = data->Buf[0]; + if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32; + data->BufDirty = true; + + // Increment a counter + int* p_int = (int*)data->UserData; + *p_int = *p_int + 1; + } + return 0; + } + }; + static char buf1[64]; + ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we append \"..\" each time Tab is pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf2[64]; + ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we replace and select text each time Up/Down are pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf3[64]; + static int edit_count = 0; + ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); + ImGui::SameLine(); HelpMarker( + "Here we toggle the casing of the first character on every edit + count edits."); + ImGui::SameLine(); ImGui::Text("(%d)", edit_count); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); + if (ImGui::TreeNode("Resize Callback")) + { + // To wire InputText() with std::string or any other custom string type, + // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper + // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. + HelpMarker( + "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" + "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); + struct Funcs + { + static int MyResizeCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + ImVector* my_str = (ImVector*)data->UserData; + IM_ASSERT(my_str->begin() == data->Buf); + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + data->Buf = my_str->begin(); + } + return 0; + } + + // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. + // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) + { + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + } + }; + + // For this demo we are using ImVector as a string container. + // Note that because we need to store a terminating zero character, our size/capacity are 1 more + // than usually reported by a typical string class. + static ImVector my_str; + if (my_str.empty()) + my_str.push_back(0); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Eliding, Alignment"); + if (ImGui::TreeNode("Eliding, Alignment")) + { + static char buf1[128] = "/path/to/some/folder/with/long/filename.cpp"; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_ElideLeft; + ImGui::CheckboxFlags("ImGuiInputTextFlags_ElideLeft", &flags, ImGuiInputTextFlags_ElideLeft); + ImGui::InputText("Path", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous"); + if (ImGui::TreeNode("Miscellaneous")) + { + static char buf1[16]; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll; + ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo); + ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + // Tabs + IMGUI_DEMO_MARKER("Widgets/Tabs"); + if (ImGui::TreeNode("Tabs")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + if (ImGui::BeginTabItem("Avocado")) + { + ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Broccoli")) + { + ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Cucumber")) + { + ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); + if (ImGui::TreeNode("Advanced & Close Button")) + { + // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; + ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", &tab_bar_flags, ImGuiTabBarFlags_DrawSelectedOverline); + if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + // Tab Bar + ImGui::AlignTextToFramePadding(); + ImGui::Text("Opened:"); + const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; + static bool opened[4] = { true, true, true, true }; // Persistent user state + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + { + ImGui::SameLine(); + ImGui::Checkbox(names[n], &opened[n]); + } + + // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): + // the underlying bool will be set to false when the tab is closed. + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", names[n]); + if (n & 1) + ImGui::Text("I am an odd tab."); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); + if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) + { + static ImVector active_tabs; + static int next_tab_id = 0; + if (next_tab_id == 0) // Initialize with some default tabs + for (int i = 0; i < 3; i++) + active_tabs.push_back(next_tab_id++); + + // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. + // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... + // but they tend to make more sense together) + static bool show_leading_button = true; + static bool show_trailing_button = true; + ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); + ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); + + // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown; + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + // Demo a Leading TabItemButton(): click the "?" button to open a menu + if (show_leading_button) + if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) + ImGui::OpenPopup("MyHelpMenu"); + if (ImGui::BeginPopup("MyHelpMenu")) + { + ImGui::Selectable("Hello!"); + ImGui::EndPopup(); + } + + // Demo Trailing Tabs: click the "+" button to add a new tab. + // (In your app you may want to use a font icon instead of the "+") + // We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end. + if (show_trailing_button) + if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) + active_tabs.push_back(next_tab_id++); // Add new tab + + // Submit our regular tabs + for (int n = 0; n < active_tabs.Size; ) + { + bool open = true; + char name[16]; + snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); + if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", name); + ImGui::EndTabItem(); + } + + if (!open) + active_tabs.erase(active_tabs.Data + n); + else + n++; + } + + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Plot/Graph widgets are not very good. + // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot + // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) + IMGUI_DEMO_MARKER("Widgets/Plotting"); + if (ImGui::TreeNode("Plotting")) + { + static bool animate = true; + ImGui::Checkbox("Animate", &animate); + + // Plot as lines and plot as histogram + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); + //ImGui::SameLine(); HelpMarker("Consider using ImPlot instead!"); + + // Fill an array of contiguous float values to plot + // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float + // and the sizeof() of your structure in the "stride" parameter. + static float values[90] = {}; + static int values_offset = 0; + static double refresh_time = 0.0; + if (!animate || refresh_time == 0.0) + refresh_time = ImGui::GetTime(); + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo + { + static float phase = 0.0f; + values[values_offset] = cosf(phase); + values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); + phase += 0.10f * values_offset; + refresh_time += 1.0f / 60.0f; + } + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + average /= (float)IM_ARRAYSIZE(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); + } + + // Use functions to generate output + // FIXME: This is actually VERY awkward because current plot API only pass in indices. + // We probably want an API passing floats and user provide sample rate/count. + struct Funcs + { + static float Sin(void*, int i) { return sinf(i * 0.1f); } + static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + }; + static int func_type = 0, display_count = 70; + ImGui::SeparatorText("Functions"); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + ImGui::SameLine(); + ImGui::SliderInt("Sample count", &display_count, 1, 400); + float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; + ImGui::PlotLines("Lines##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::Separator(); + + ImGui::Text("Need better plotting and graphing? Consider using ImPlot:"); + ImGui::TextLinkOpenURL("https://github.com/epezent/implot"); + ImGui::Separator(); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Progress Bars"); + if (ImGui::TreeNode("Progress Bars")) + { + // Animate a simple progress bar + static float progress = 0.0f, progress_dir = 1.0f; + progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; + if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } + if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } + + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Progress Bar"); + + float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); + char buf[32]; + sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); + + // Pass an animated negative value, e.g. -1.0f * (float)ImGui::GetTime() is the recommended value. + // Adjust the factor if you want to adjust the animation speed. + ImGui::ProgressBar(-1.0f * (float)ImGui::GetTime(), ImVec2(0.0f, 0.0f), "Searching.."); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Indeterminate"); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Color"); + if (ImGui::TreeNode("Color/Picker Widgets")) + { + static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); + + static bool alpha_preview = true; + static bool alpha_half_preview = false; + static bool drag_and_drop = true; + static bool options_menu = true; + static bool hdr = false; + ImGui::SeparatorText("Options"); + ImGui::Checkbox("With Alpha Preview", &alpha_preview); + ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); + ImGui::Checkbox("With Drag and Drop", &drag_and_drop); + ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); + ImGui::SeparatorText("Inline color editor"); + ImGui::Text("Color widget:"); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "CTRL+click on individual component to input value.\n"); + ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); + ImGui::Text("Color widget HSV with Alpha:"); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); + ImGui::Text("Color widget with Float Display:"); + ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)"); + ImGui::Text("Color button with Picker:"); + ImGui::SameLine(); HelpMarker( + "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" + "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " + "be used for the tooltip and picker popup."); + ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)"); + ImGui::Text("Color button with Custom Picker Popup:"); + + // Generate a default palette. The palette will persist and can be edited. + static bool saved_palette_init = true; + static ImVec4 saved_palette[32] = {}; + if (saved_palette_init) + { + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, + saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); + saved_palette[n].w = 1.0f; // Alpha + } + saved_palette_init = false; + } + + static ImVec4 backup_color; + bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); + open_popup |= ImGui::Button("Palette"); + if (open_popup) + { + ImGui::OpenPopup("mypicker"); + backup_color = color; + } + if (ImGui::BeginPopup("mypicker")) + { + ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); + ImGui::Separator(); + ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + ImGui::Text("Current"); + ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); + ImGui::Text("Previous"); + if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) + color = backup_color; + ImGui::Separator(); + ImGui::Text("Palette"); + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::PushID(n); + if ((n % 8) != 0) + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); + + ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; + if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) + color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! + + // Allow user to drop colors into each palette entry. Note that ColorButton() is already a + // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); + ImGui::EndDragDropTarget(); + } + + ImGui::PopID(); + } + ImGui::EndGroup(); + ImGui::EndPopup(); + } + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)"); + ImGui::Text("Color button only:"); + static bool no_border = false; + ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); + ImGui::SeparatorText("Color picker"); + static bool alpha = true; + static bool alpha_bar = true; + static bool side_preview = true; + static bool ref_color = false; + static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); + static int display_mode = 0; + static int picker_mode = 0; + ImGui::Checkbox("With Alpha", &alpha); + ImGui::Checkbox("With Alpha Bar", &alpha_bar); + ImGui::Checkbox("With Side Preview", &side_preview); + if (side_preview) + { + ImGui::SameLine(); + ImGui::Checkbox("With Ref Color", &ref_color); + if (ref_color) + { + ImGui::SameLine(); + ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); + } + } + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); + ImGui::SameLine(); HelpMarker( + "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " + "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex " + "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); + ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode."); + ImGuiColorEditFlags flags = misc_flags; + if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() + if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; + if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; + if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; + if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays + if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode + if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; + if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; + ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); + + ImGui::Text("Set defaults in code:"); + ImGui::SameLine(); HelpMarker( + "SetColorEditOptions() is designed to allow you to set boot-time default.\n" + "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," + "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" + "encouraging you to persistently save values that aren't forward-compatible."); + if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); + if (ImGui::Button("Default: Float + HDR + Hue Wheel")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); + + // Always display a small version of both types of pickers + // (that's in order to make it more visible in the demo to people who are skimming quickly through it) + ImGui::Text("Both types:"); + float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f; + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + ImGui::SameLine(); + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) + static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! + ImGui::Spacing(); + ImGui::Text("HSV encoded colors"); + ImGui::SameLine(); HelpMarker( + "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" + "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" + "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); + ImGui::Text("Color widget with InputHSV:"); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); + if (ImGui::TreeNode("Drag/Slider Flags")) + { + // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! + static ImGuiSliderFlags flags = ImGuiSliderFlags_None; + ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput); + ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds."); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange); + ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp."); + ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); + ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); + ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoSpeedTweaks", &flags, ImGuiSliderFlags_NoSpeedTweaks); + ImGui::SameLine(); HelpMarker("Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic."); + ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround); + ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)"); + + // Drags + static float drag_f = 0.5f; + static int drag_i = 50; + ImGui::Text("Underlying float value: %f", drag_f); + ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); + //ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags); // To test ClampZeroRange + //ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags); + ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + + // Sliders + static float slider_f = 0.5f; + static int slider_i = 50; + const ImGuiSliderFlags flags_for_sliders = flags & ~ImGuiSliderFlags_WrapAround; + ImGui::Text("Underlying float value: %f", slider_f); + ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders); + ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Range Widgets"); + if (ImGui::TreeNode("Range Widgets")) + { + static float begin = 10, end = 90; + static int begin_i = 100, end_i = 1000; + ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); + ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Data Types"); + if (ImGui::TreeNode("Data Types")) + { + // DragScalar/InputScalar/SliderScalar functions allow various data types + // - signed/unsigned + // - 8/16/32/64-bits + // - integer/float/double + // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum + // to pass the type, and passing all arguments by pointer. + // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type. + // In practice, if you frequently use a given type that is not covered by the normal API entry points, + // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, + // and then pass their address to the generic function. For example: + // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") + // { + // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); + // } + + // Setup limits (as helper variables so we can take their address, as explained above) + // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. + #ifndef LLONG_MIN + ImS64 LLONG_MIN = -9223372036854775807LL - 1; + ImS64 LLONG_MAX = 9223372036854775807LL; + ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); + #endif + const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; + const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; + const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; + const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; + const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; + const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; + const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; + const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; + const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; + const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; + + // State + static char s8_v = 127; + static ImU8 u8_v = 255; + static short s16_v = 32767; + static ImU16 u16_v = 65535; + static ImS32 s32_v = -1; + static ImU32 u32_v = (ImU32)-1; + static ImS64 s64_v = -1; + static ImU64 u64_v = (ImU64)-1; + static float f32_v = 0.123f; + static double f64_v = 90000.01234567890123456789; + + const float drag_speed = 0.2f; + static bool drag_clamp = false; + IMGUI_DEMO_MARKER("Widgets/Data Types/Drags"); + ImGui::SeparatorText("Drags"); + ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); + ImGui::SameLine(); HelpMarker( + "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n" + "You can override the clamping limits by using CTRL+Click to input a value."); + ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); + ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X"); + ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); + ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); + ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); + ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic); + ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams"); + ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders"); + ImGui::SeparatorText("Sliders"); + ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); + ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); + ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); + ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); + ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); + ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); + ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); + ImGui::SliderScalar("slider s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X"); + ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); + ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); + ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" PRId64); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" PRId64); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); + ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); + ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); + ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); + + ImGui::SeparatorText("Sliders (reverse)"); + ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); + ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); + ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); + ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); + ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" PRId64); + ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms"); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs"); + static bool inputs_step = true; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None; + ImGui::SeparatorText("Inputs"); + ImGui::Checkbox("Show step buttons", &inputs_step); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", &flags, ImGuiInputTextFlags_ParseEmptyRefVal); + ImGui::CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", &flags, ImGuiInputTextFlags_DisplayEmptyRefVal); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X", flags); + ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", flags); + ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL, NULL, NULL, flags); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); + if (ImGui::TreeNode("Multi-component Widgets")) + { + static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + static int vec4i[4] = { 1, 5, 100, 255 }; + + ImGui::SeparatorText("2-wide"); + ImGui::InputFloat2("input float2", vec4f); + ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); + ImGui::InputInt2("input int2", vec4i); + ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); + ImGui::SliderInt2("slider int2", vec4i, 0, 255); + + ImGui::SeparatorText("3-wide"); + ImGui::InputFloat3("input float3", vec4f); + ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); + ImGui::InputInt3("input int3", vec4i); + ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); + ImGui::SliderInt3("slider int3", vec4i, 0, 255); + + ImGui::SeparatorText("4-wide"); + ImGui::InputFloat4("input float4", vec4f); + ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); + ImGui::InputInt4("input int4", vec4i); + ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); + ImGui::SliderInt4("slider int4", vec4i, 0, 255); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); + if (ImGui::TreeNode("Vertical Sliders")) + { + const float spacing = 4; + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); + + static int int_value = 0; + ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5); + ImGui::SameLine(); + + static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; + ImGui::PushID("set1"); + for (int i = 0; i < 7; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); + ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values[i]); + ImGui::PopStyleColor(4); + ImGui::PopID(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set2"); + static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; + const int rows = 3; + const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); + for (int nx = 0; nx < 4; nx++) + { + if (nx > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + for (int ny = 0; ny < rows; ny++) + { + ImGui::PushID(nx * rows + ny); + ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values2[nx]); + ImGui::PopID(); + } + ImGui::EndGroup(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set3"); + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); + ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); + ImGui::PopStyleVar(); + ImGui::PopID(); + } + ImGui::PopID(); + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop"); + if (ImGui::TreeNode("Drag and Drop")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets"); + if (ImGui::TreeNode("Drag and drop in standard widgets")) + { + // ColorEdit widgets automatically act as drag source and drag target. + // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F + // to allow your own widgets to use colors in their drag and drop interaction. + // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. + HelpMarker("You can drag from the color squares."); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::ColorEdit4("color 2", col2); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items"); + if (ImGui::TreeNode("Drag and drop to copy/swap items")) + { + enum Mode + { + Mode_Copy, + Mode_Move, + Mode_Swap + }; + static int mode = 0; + if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); + if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); + if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } + static const char* names[9] = + { + "Bobby", "Beatrice", "Betty", + "Brianna", "Barry", "Bernard", + "Bibi", "Blaine", "Bryn" + }; + for (int n = 0; n < IM_ARRAYSIZE(names); n++) + { + ImGui::PushID(n); + if ((n % 3) != 0) + ImGui::SameLine(); + ImGui::Button(names[n], ImVec2(60, 60)); + + // Our buttons are both drag sources and drag targets here! + if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) + { + // Set payload to carry the index of our item (could be anything) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); + + // Display preview (could be anything, e.g. when dragging an image we could decide to display + // the filename and a small preview of the image, etc.) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } + if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } + if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } + ImGui::EndDragDropSource(); + } + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) + { + IM_ASSERT(payload->DataSize == sizeof(int)); + int payload_n = *(const int*)payload->Data; + if (mode == Mode_Copy) + { + names[n] = names[payload_n]; + } + if (mode == Mode_Move) + { + names[n] = names[payload_n]; + names[payload_n] = ""; + } + if (mode == Mode_Swap) + { + const char* tmp = names[n]; + names[n] = names[payload_n]; + names[payload_n] = tmp; + } + } + ImGui::EndDragDropTarget(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); + if (ImGui::TreeNode("Drag to reorder items (simple)")) + { + // FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice. + // This code was always slightly faulty but in a way which was not easily noticeable. + // Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue. + ImGui::PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); + + // Simple reordering + HelpMarker( + "We don't use the drag and drop api at all here! " + "Instead we query when the item is held but not hovered, and order items accordingly."); + static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; + for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) + { + const char* item = item_names[n]; + ImGui::Selectable(item); + + if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) + { + int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); + if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) + { + item_names[n] = item_names[n_next]; + item_names[n_next] = item; + ImGui::ResetMouseDragDelta(); + } + } + } + + ImGui::PopItemFlag(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location"); + if (ImGui::TreeNode("Tooltip at target location")) + { + for (int n = 0; n < 2; n++) + { + // Drop targets + ImGui::Button(n ? "drop here##1" : "drop here##0"); + if (ImGui::BeginDragDropTarget()) + { + ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip; + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags)) + { + IM_UNUSED(payload); + ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed); + ImGui::SetTooltip("Cannot drop here!"); + } + ImGui::EndDragDropTarget(); + } + + // Drop source + static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f }; + if (n == 0) + ImGui::ColorButton("drag me", col4); + + } + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); + if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) + { + // Select an item type + const char* item_names[] = + { + "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", + "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" + }; + static int item_type = 4; + static bool item_disabled = false; + ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); + ImGui::SameLine(); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); + ImGui::Checkbox("Item Disabled", &item_disabled); + + // Submit selected items so we can query their status in the code following it. + bool ret = false; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; + if (item_disabled) + ImGui::BeginDisabled(true); + if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction + if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button + if (item_type == 2) { ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); ret = ImGui::Button("ITEM: Button"); ImGui::PopItemFlag(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window) + if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item + if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } + if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + + bool hovered_delay_none = ImGui::IsItemHovered(); + bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary); + bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort); + bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal); + bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary + + // Display the values of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code. + ImGui::BulletText( + "Return value = %d\n" + "IsItemFocused() = %d\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n" + "IsItemHovered(_AllowWhenDisabled) = %d\n" + "IsItemHovered(_RectOnly) = %d\n" + "IsItemActive() = %d\n" + "IsItemEdited() = %d\n" + "IsItemActivated() = %d\n" + "IsItemDeactivated() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" + "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" + "GetItemRectMin() = (%.1f, %.1f)\n" + "GetItemRectMax() = (%.1f, %.1f)\n" + "GetItemRectSize() = (%.1f, %.1f)", + ret, + ImGui::IsItemFocused(), + ImGui::IsItemHovered(), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), + ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), + ImGui::IsItemActive(), + ImGui::IsItemEdited(), + ImGui::IsItemActivated(), + ImGui::IsItemDeactivated(), + ImGui::IsItemDeactivatedAfterEdit(), + ImGui::IsItemVisible(), + ImGui::IsItemClicked(), + ImGui::IsItemToggledOpen(), + ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, + ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, + ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y + ); + ImGui::BulletText( + "with Hovering Delay or Stationary test:\n" + "IsItemHovered() = = %d\n" + "IsItemHovered(_Stationary) = %d\n" + "IsItemHovered(_DelayShort) = %d\n" + "IsItemHovered(_DelayNormal) = %d\n" + "IsItemHovered(_Tooltip) = %d", + hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip); + + if (item_disabled) + ImGui::EndDisabled(); + + char buf[1] = ""; + ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly); + ImGui::SameLine(); + HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); + if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) + { + static bool embed_all_inside_a_child_window = false; + ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); + if (embed_all_inside_a_child_window) + ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Borders); + + // Testing IsWindowFocused() function with its various flags. + ImGui::BulletText( + "IsWindowFocused() = %d\n" + "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_AnyWindow) = %d\n", + ImGui::IsWindowFocused(), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); + + // Testing IsWindowHovered() function with its various flags. + ImGui::BulletText( + "IsWindowHovered() = %d\n" + "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AnyWindow) = %d\n" + "IsWindowHovered(_Stationary) = %d\n", + ImGui::IsWindowHovered(), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary)); + + ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Borders); + ImGui::Text("This is another child window for testing the _ChildWindows flag."); + ImGui::EndChild(); + if (embed_all_inside_a_child_window) + ImGui::EndChild(); + + // Calling IsItemHovered() after begin returns the hovered status of the title bar. + // This is useful in particular if you want to create a context menu associated to the title bar of a window. + // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). + static bool test_window = false; + ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); + if (test_window) + { + // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. + // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? + ImGui::Begin("Title bar Hovered/Active tests", &test_window); + if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() + { + if (ImGui::MenuItem("Close")) { test_window = false; } + ImGui::EndPopup(); + } + ImGui::Text( + "IsItemHovered() after begin = %d (== is title bar hovered)\n" + "IsItemActive() after begin = %d (== is window being clicked/moved)\n", + ImGui::IsItemHovered(), ImGui::IsItemActive()); + ImGui::End(); + } + + ImGui::TreePop(); + } + + // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd: + // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space) + if (disable_all) + ImGui::EndDisabled(); + + IMGUI_DEMO_MARKER("Widgets/Disable Block"); + if (ImGui::TreeNode("Disable block")) + { + ImGui::Checkbox("Disable entire section above", &disable_all); + ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Filter"); + if (ImGui::TreeNode("Text Filter")) + { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. + HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings."); + static ImGuiTextFilter filter; + ImGui::Text("Filter usage:\n" + " \"\" display all lines\n" + " \"xxx\" display lines containing \"xxx\"\n" + " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" + " \"-xxx\" hide lines containing \"xxx\""); + filter.Draw(); + const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; + for (int i = 0; i < IM_ARRAYSIZE(lines); i++) + if (filter.PassFilter(lines[i])) + ImGui::BulletText("%s", lines[i]); + ImGui::TreePop(); + } +} + +static const char* ExampleNames[] = +{ + "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper", + "Bitter Gourd", "Bok Choy", "Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage", "Calabash", "Capers", "Carrot", "Cassava", + "Cauliflower", "Celery", "Celery Root", "Celcuce", "Chayote", "Chinese Broccoli", "Corn", "Cucumber" +}; + +// Extra functions to add deletion support to ImGuiSelectionBasicStorage +struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage +{ + // Find which item should be Focused after deletion. + // Call _before_ item submission. Retunr an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it. + // The subsequent ApplyDeletionPostLoop() code will use it to apply Selection. + // - We cannot provide this logic in core Dear ImGui because we don't have access to selection data. + // - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility. + // - Important: Deletion only works if the underlying ImGuiID for your items are stable: aka not depend on their index, but on e.g. item id/ptr. + // FIXME-MULTISELECT: Doesn't take account of the possibility focus target will be moved during deletion. Need refocus or scroll offset. + int ApplyDeletionPreLoop(ImGuiMultiSelectIO* ms_io, int items_count) + { + if (Size == 0) + return -1; + + // If focused item is not selected... + const int focused_idx = (int)ms_io->NavIdItem; // Index of currently focused item + if (ms_io->NavIdSelected == false) // This is merely a shortcut, == Contains(adapter->IndexToStorage(items, focused_idx)) + { + ms_io->RangeSrcReset = true; // Request to recover RangeSrc from NavId next frame. Would be ok to reset even when NavIdSelected==true, but it would take an extra frame to recover RangeSrc when deleting a selected item. + return focused_idx; // Request to focus same item after deletion. + } + + // If focused item is selected: land on first unselected item after focused item. + for (int idx = focused_idx + 1; idx < items_count; idx++) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + // If focused item is selected: otherwise return last unselected item before focused item. + for (int idx = IM_MIN(focused_idx, items_count) - 1; idx >= 0; idx--) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + return -1; + } + + // Rewrite item list (delete items) + update selection. + // - Call after EndMultiSelect() + // - We cannot provide this logic in core Dear ImGui because we don't have access to your items, nor to selection data. + template + void ApplyDeletionPostLoop(ImGuiMultiSelectIO* ms_io, ImVector& items, int item_curr_idx_to_select) + { + // Rewrite item list (delete items) + convert old selection index (before deletion) to new selection index (after selection). + // If NavId was not part of selection, we will stay on same item. + ImVector new_items; + new_items.reserve(items.Size - Size); + int item_next_idx_to_select = -1; + for (int idx = 0; idx < items.Size; idx++) + { + if (!Contains(GetStorageIdFromIndex(idx))) + new_items.push_back(items[idx]); + if (item_curr_idx_to_select == idx) + item_next_idx_to_select = new_items.Size - 1; + } + items.swap(new_items); + + // Update selection + Clear(); + if (item_next_idx_to_select != -1 && ms_io->NavIdSelected) + SetItemSelected(GetStorageIdFromIndex(item_next_idx_to_select), true); + } +}; + +// Example: Implement dual list box storage and interface +struct ExampleDualListBox +{ + ImVector Items[2]; // ID is index into ExampleName[] + ImGuiSelectionBasicStorage Selections[2]; // Store ExampleItemId into selection + bool OptKeepSorted = true; + + void MoveAll(int src, int dst) + { + IM_ASSERT((src == 0 && dst == 1) || (src == 1 && dst == 0)); + for (ImGuiID item_id : Items[src]) + Items[dst].push_back(item_id); + Items[src].clear(); + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void MoveSelected(int src, int dst) + { + for (int src_n = 0; src_n < Items[src].Size; src_n++) + { + ImGuiID item_id = Items[src][src_n]; + if (!Selections[src].Contains(item_id)) + continue; + Items[src].erase(&Items[src][src_n]); // FIXME-OPT: Could be implemented more optimally (rebuild src items and swap) + Items[dst].push_back(item_id); + src_n--; + } + if (OptKeepSorted) + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, int side) + { + // In this example we store item id in selection (instead of item index) + Selections[side].UserData = Items[side].Data; + Selections[side].AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImGuiID* items = (ImGuiID*)self->UserData; return items[idx]; }; + Selections[side].ApplyRequests(ms_io); + } + static int IMGUI_CDECL CompareItemsByValue(const void* lhs, const void* rhs) + { + const int* a = (const int*)lhs; + const int* b = (const int*)rhs; + return (*a - *b) > 0 ? +1 : -1; + } + void SortItems(int n) + { + qsort(Items[n].Data, (size_t)Items[n].Size, sizeof(Items[n][0]), CompareItemsByValue); + } + void Show() + { + //ImGui::Checkbox("Sorted", &OptKeepSorted); + if (ImGui::BeginTable("split", 3, ImGuiTableFlags_None)) + { + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Left side + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); // Buttons + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Right side + ImGui::TableNextRow(); + + int request_move_selected = -1; + int request_move_all = -1; + float child_height_0 = 0.0f; + for (int side = 0; side < 2; side++) + { + // FIXME-MULTISELECT: Dual List Box: Add context menus + // FIXME-NAV: Using ImGuiWindowFlags_NavFlattened exhibit many issues. + ImVector& items = Items[side]; + ImGuiSelectionBasicStorage& selection = Selections[side]; + + ImGui::TableSetColumnIndex((side == 0) ? 0 : 2); + ImGui::Text("%s (%d)", (side == 0) ? "Available" : "Basket", items.Size); + + // Submit scrolling range to avoid glitches on moving/deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + bool child_visible; + if (side == 0) + { + // Left child is resizable + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetFrameHeightWithSpacing() * 4), ImVec2(FLT_MAX, FLT_MAX)); + child_visible = ImGui::BeginChild("0", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY); + child_height_0 = ImGui::GetWindowSize().y; + } + else + { + // Right child use same height as left one + child_visible = ImGui::BeginChild("1", ImVec2(-FLT_MIN, child_height_0), ImGuiChildFlags_FrameStyle); + } + if (child_visible) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_None; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + ApplySelectionRequests(ms_io, side); + + for (int item_n = 0; item_n < items.Size; item_n++) + { + ImGuiID item_id = items[item_n]; + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(item_n); + ImGui::Selectable(ExampleNames[item_id], item_is_selected, ImGuiSelectableFlags_AllowDoubleClick); + if (ImGui::IsItemFocused()) + { + // FIXME-MULTISELECT: Dual List Box: Transfer focus + if (ImGui::IsKeyPressed(ImGuiKey_Enter) || ImGui::IsKeyPressed(ImGuiKey_KeypadEnter)) + request_move_selected = side; + if (ImGui::IsMouseDoubleClicked(0)) // FIXME-MULTISELECT: Double-click on multi-selection? + request_move_selected = side; + } + } + + ms_io = ImGui::EndMultiSelect(); + ApplySelectionRequests(ms_io, side); + } + ImGui::EndChild(); + } + + // Buttons columns + ImGui::TableSetColumnIndex(1); + ImGui::NewLine(); + //ImVec2 button_sz = { ImGui::CalcTextSize(">>").x + ImGui::GetStyle().FramePadding.x * 2.0f, ImGui::GetFrameHeight() + padding.y * 2.0f }; + ImVec2 button_sz = { ImGui::GetFrameHeight(), ImGui::GetFrameHeight() }; + + // (Using BeginDisabled()/EndDisabled() works but feels distracting given how it is currently visualized) + if (ImGui::Button(">>", button_sz)) + request_move_all = 0; + if (ImGui::Button(">", button_sz)) + request_move_selected = 0; + if (ImGui::Button("<", button_sz)) + request_move_selected = 1; + if (ImGui::Button("<<", button_sz)) + request_move_all = 1; + + // Process requests + if (request_move_all != -1) + MoveAll(request_move_all, request_move_all ^ 1); + if (request_move_selected != -1) + MoveSelected(request_move_selected, request_move_selected ^ 1); + + // FIXME-MULTISELECT: Support action from outside + /* + if (OptKeepSorted == false) + { + ImGui::NewLine(); + if (ImGui::ArrowButton("MoveUp", ImGuiDir_Up)) {} + if (ImGui::ArrowButton("MoveDown", ImGuiDir_Down)) {} + } + */ + + ImGui::EndTable(); + } + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowMultiSelect() +//----------------------------------------------------------------------------- +// Multi-selection demos +// Also read: https://github.com/ocornut/imgui/wiki/Multi-Select +//----------------------------------------------------------------------------- + +static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select"); + if (ImGui::TreeNode("Selection State & Multi-Select")) + { + HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data."); + + // Without any fancy API: manage single-selection yourself. + IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select"); + if (ImGui::TreeNode("Single-Select")) + { + static int selected = -1; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selected == n)) + selected = n; + } + ImGui::TreePop(); + } + + // Demonstrate implementation a most-basic form of multi-selection manually + // This doesn't support the SHIFT modifier which requires BeginMultiSelect()! + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)"); + if (ImGui::TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)")) + { + HelpMarker("Hold CTRL and click to select multiple items."); + static bool selection[5] = { false, false, false, false, false }; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selection[n])) + { + if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held + memset(selection, 0, sizeof(selection)); + selection[n] ^= 1; // Toggle current item + } + } + ImGui::TreePop(); + } + + // Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API. + // SHIFT+Click w/ CTRL and other standard features are supported. + // We use the ImGuiSelectionBasicStorage helper which you may freely reimplement. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select"); + if (ImGui::TreeNode("Multi-Select")) + { + ImGui::Text("Supported features:"); + ImGui::BulletText("Keyboard navigation (arrows, page up/down, home/end, space)."); + ImGui::BulletText("Ctrl modifier to preserve and toggle selection."); + ImGui::BulletText("Shift modifier for range selection."); + ImGui::BulletText("CTRL+A to select all."); + ImGui::BulletText("Escape to clear selection."); + ImGui::BulletText("Click and drag to box-select."); + ImGui::Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen."); + + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int ITEMS_COUNT = 50; + static ImGuiSelectionBasicStorage selection; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + + // The BeginChild() has no purpose for selection logic, other that offering a scrolling region. + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with clipper)"); + if (ImGui::TreeNode("Multi-Select (with clipper)")) + { + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImGuiSelectionBasicStorage selection; + + ImGui::Text("Added features:"); + ImGui::BulletText("Using ImGuiListClipper."); + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate dynamic item list + deletion support using the BeginMultiSelect/EndMultiSelect API. + // In order to support Deletion without any glitches you need to: + // - (1) If items are submitted in their own scrolling area, submit contents size SetNextWindowContentSize() ahead of time to prevent one-frame readjustment of scrolling. + // - (2) Items needs to have persistent ID Stack identifier = ID needs to not depends on their index. PushID(index) = KO. PushID(item_id) = OK. This is in order to focus items reliably after a selection. + // - (3) BeginXXXX process + // - (4) Focus process + // - (5) EndXXXX process + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with deletion)"); + if (ImGui::TreeNode("Multi-Select (with deletion)")) + { + // Storing items data separately from selection data. + // (you may decide to store selection data inside your item (aka intrusive storage) if you don't need multiple views over same items) + // Use a custom selection.Adapter: store item identifier in Selection (instead of index) + static ImVector items; + static ExampleSelectionWithDeletion selection; + selection.UserData = (void*)&items; + selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImVector* p_items = (ImVector*)self->UserData; return (*p_items)[idx]; }; // Index -> ID + + ImGui::Text("Added features:"); + ImGui::BulletText("Dynamic list with Delete key support."); + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + // Initialize default list with 50 items + button to add/remove items. + static ImGuiID items_next_id = 0; + if (items_next_id == 0) + for (ImGuiID n = 0; n < 50; n++) + items.push_back(items_next_id++); + if (ImGui::SmallButton("Add 20 items")) { for (int n = 0; n < 20; n++) { items.push_back(items_next_id++); } } + ImGui::SameLine(); + if (ImGui::SmallButton("Remove 20 items")) { for (int n = IM_MIN(20, items.Size); n > 0; n--) { selection.SetItemSelected(items.back(), false); items.pop_back(); } } + + // (1) Extra to support deletion: Submit scrolling range to avoid glitches on deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0); + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + + for (int n = 0; n < items.Size; n++) + { + const ImGuiID item_id = items[n]; + char label[64]; + sprintf(label, "Object %05u: %s", item_id, ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]); + + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Implement a Dual List Box (#6648) + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (dual list box)"); + if (ImGui::TreeNode("Multi-Select (dual list box)")) + { + // Init default state + static ExampleDualListBox dlb; + if (dlb.Items[0].Size == 0 && dlb.Items[1].Size == 0) + for (int item_id = 0; item_id < IM_ARRAYSIZE(ExampleNames); item_id++) + dlb.Items[0].push_back((ImGuiID)item_id); + + // Show + dlb.Show(); + + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)"); + if (ImGui::TreeNode("Multi-Select (in a table)")) + { + static ImGuiSelectionBasicStorage selection; + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter)) + { + ImGui::TableSetupColumn("Object"); + ImGui::TableSetupColumn("Action"); + ImGui::TableSetupScrollFreeze(0, 1); + ImGui::TableHeadersRow(); + + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap); + ImGui::TableNextColumn(); + ImGui::SmallButton("hello"); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)"); + if (ImGui::TreeNode("Multi-Select (checkboxes)")) + { + ImGui::Text("In a list of checkboxes (not selectable):"); + ImGui::BulletText("Using _NoAutoSelect + _NoAutoClear flags."); + ImGui::BulletText("Shift+Click to check multiple boxes."); + ImGui::BulletText("Shift+Keyboard to copy current value to other boxes."); + + // If you have an array of checkboxes, you may want to use NoAutoSelect + NoAutoClear and the ImGuiSelectionExternalStorage helper. + static bool items[20] = {}; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_ClearOnEscape; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); // Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width. + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, -1, IM_ARRAYSIZE(items)); + ImGuiSelectionExternalStorage storage_wrapper; + storage_wrapper.UserData = (void*)items; + storage_wrapper.AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int n, bool selected) { bool* array = (bool*)self->UserData; array[n] = selected; }; + storage_wrapper.ApplyRequests(ms_io); + for (int n = 0; n < 20; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Checkbox(label, &items[n]); + } + ms_io = ImGui::EndMultiSelect(); + storage_wrapper.ApplyRequests(ms_io); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Demonstrate individual selection scopes in same window + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (multiple scopes)"); + if (ImGui::TreeNode("Multi-Select (multiple scopes)")) + { + // Use default select: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int SCOPES_COUNT = 3; + const int ITEMS_COUNT = 8; // Per scope + static ImGuiSelectionBasicStorage selections_data[SCOPES_COUNT]; + + // Use ImGuiMultiSelectFlags_ScopeRect to not affect other selections in same window. + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ScopeRect | ImGuiMultiSelectFlags_ClearOnEscape;// | ImGuiMultiSelectFlags_ClearOnClickVoid; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + + for (int selection_scope_n = 0; selection_scope_n < SCOPES_COUNT; selection_scope_n++) + { + ImGui::PushID(selection_scope_n); + ImGuiSelectionBasicStorage* selection = &selections_data[selection_scope_n]; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection->Size, ITEMS_COUNT); + selection->ApplyRequests(ms_io); + + ImGui::SeparatorText("Selection scope"); + ImGui::Text("Selection size: %d/%d", selection->Size, ITEMS_COUNT); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection->Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection->ApplyRequests(ms_io); + ImGui::PopID(); + } + ImGui::TreePop(); + } + + // See ShowExampleAppAssetsBrowser() + if (ImGui::TreeNode("Multi-Select (tiled assets browser)")) + { + ImGui::Checkbox("Assets Browser", &demo_data->ShowAppAssetsBrowser); + ImGui::Text("(also access from 'Examples->Assets Browser' in menu)"); + ImGui::TreePop(); + } + + // Demonstrate supporting multiple-selection in a tree. + // - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly! + // This showcase how SetNextItemSelectionUserData() never assume indices! + // - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request. + // We want this interpolation to match what the user sees: in visible order, skipping closed nodes. + // This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper. + // - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you + // are more likely to build an array mapping sequential indices to visible tree nodes, since your + // filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier. + // - Consider this a prototype: we are working toward simplifying some of it. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)"); + if (ImGui::TreeNode("Multi-Select (trees)")) + { + HelpMarker( + "This is rather advanced and experimental. If you are getting started with multi-select," + "please don't start by looking at how to use it for a tree!\n\n" + "Future versions will try to simplify and formalize some of this."); + + struct ExampleTreeFuncs + { + static void DrawNode(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + tree_node_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Enable pressing left to jump to parent + if (node->Childs.Size == 0) + tree_node_flags |= ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_Leaf; + if (selection->Contains((ImGuiID)node->UID)) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + + // Using SetNextItemStorageID() to specify storage id, so we can easily peek into + // the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions. + ImGui::SetNextItemSelectionUserData((ImGuiSelectionUserData)(intptr_t)node); + ImGui::SetNextItemStorageID((ImGuiID)node->UID); + if (ImGui::TreeNodeEx(node->Name, tree_node_flags)) + { + for (ExampleTreeNode* child : node->Childs) + DrawNode(child, selection); + ImGui::TreePop(); + } + else if (ImGui::IsItemToggledOpen()) + { + TreeCloseAndUnselectChildNodes(node, selection); + } + } + + static bool TreeNodeGetOpen(ExampleTreeNode* node) + { + return ImGui::GetStateStorage()->GetBool((ImGuiID)node->UID); + } + + static void TreeNodeSetOpen(ExampleTreeNode* node, bool open) + { + ImGui::GetStateStorage()->SetBool((ImGuiID)node->UID, open); + } + + // When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected. + // FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node + // features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc. + static int TreeCloseAndUnselectChildNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, int depth = 0) + { + // Recursive close (the test for depth == 0 is because we call this on a node that was just closed!) + int unselected_count = selection->Contains((ImGuiID)node->UID) ? 1 : 0; + if (depth == 0 || TreeNodeGetOpen(node)) + { + for (ExampleTreeNode* child : node->Childs) + unselected_count += TreeCloseAndUnselectChildNodes(child, selection, depth + 1); + TreeNodeSetOpen(node, false); + } + + // Select root node if any of its child was selected, otherwise unselect + selection->SetItemSelected((ImGuiID)node->UID, (depth == 0 && unselected_count > 0)); + return unselected_count; + } + + // Apply multi-selection requests + static void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, ExampleTreeNode* tree, ImGuiSelectionBasicStorage* selection) + { + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + if (req.Selected) + TreeSetAllInOpenNodes(tree, selection, req.Selected); + else + selection->Clear(); + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + ExampleTreeNode* first_node = (ExampleTreeNode*)(intptr_t)req.RangeFirstItem; + ExampleTreeNode* last_node = (ExampleTreeNode*)(intptr_t)req.RangeLastItem; + for (ExampleTreeNode* node = first_node; node != NULL; node = TreeGetNextNodeInVisibleOrder(node, last_node)) + selection->SetItemSelected((ImGuiID)node->UID, req.Selected); + } + } + } + + static void TreeSetAllInOpenNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, bool selected) + { + if (node->Parent != NULL) // Root node isn't visible nor selectable in our scheme + selection->SetItemSelected((ImGuiID)node->UID, selected); + if (node->Parent == NULL || TreeNodeGetOpen(node)) + for (ExampleTreeNode* child : node->Childs) + TreeSetAllInOpenNodes(child, selection, selected); + } + + // Interpolate in *user-visible order* AND only *over opened nodes*. + // If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler. + // Here the tricks are that: + // - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion. + // this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)' + // which would only be called when crossing from child to a parent, aka not too much. + // - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack, + // making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location. + static ExampleTreeNode* TreeGetNextNodeInVisibleOrder(ExampleTreeNode* curr_node, ExampleTreeNode* last_node) + { + // Reached last node + if (curr_node == last_node) + return NULL; + + // Recurse into childs. Query storage to tell if the node is open. + if (curr_node->Childs.Size > 0 && TreeNodeGetOpen(curr_node)) + return curr_node->Childs[0]; + + // Next sibling, then into our own parent + while (curr_node->Parent != NULL) + { + if (curr_node->IndexInParent + 1 < curr_node->Parent->Childs.Size) + return curr_node->Parent->Childs[curr_node->IndexInParent + 1]; + curr_node = curr_node->Parent; + } + return NULL; + } + + }; // ExampleTreeFuncs + + static ImGuiSelectionBasicStorage selection; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); // Create tree once + ImGui::Text("Selection size: %d", selection.Size); + + if (ImGui::BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ExampleTreeNode* tree = demo_data->DemoTree; + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, selection.Size, -1); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + for (ExampleTreeNode* node : tree->Childs) + ExampleTreeFuncs::DrawNode(node, &selection); + ms_io = ImGui::EndMultiSelect(); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Advanced demonstration of BeginMultiSelect() + // - Showcase clipping. + // - Showcase deletion. + // - Showcase basic drag and drop. + // - Showcase TreeNode variant (note that tree node don't expand in the demo: supporting expanding tree nodes + clipping a separate thing). + // - Showcase using inside a table. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (advanced)"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Multi-Select (advanced)")) + { + // Options + enum WidgetType { WidgetType_Selectable, WidgetType_TreeNode }; + static bool use_clipper = true; + static bool use_deletion = true; + static bool use_drag_drop = true; + static bool show_in_table = false; + static bool show_color_button = true; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + static WidgetType widget_type = WidgetType_Selectable; + + if (ImGui::TreeNode("Options")) + { + if (ImGui::RadioButton("Selectables", widget_type == WidgetType_Selectable)) { widget_type = WidgetType_Selectable; } + ImGui::SameLine(); + if (ImGui::RadioButton("Tree nodes", widget_type == WidgetType_TreeNode)) { widget_type = WidgetType_TreeNode; } + ImGui::SameLine(); + HelpMarker("TreeNode() is technically supported but... using this correctly is more complicated (you need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. We will work toward simplifying and demoing this.\n\nFor now the tree demo is actually a little bit meaningless because it is an empty tree with only root nodes."); + ImGui::Checkbox("Enable clipper", &use_clipper); + ImGui::Checkbox("Enable deletion", &use_deletion); + ImGui::Checkbox("Enable drag & drop", &use_drag_drop); + ImGui::Checkbox("Show in a table", &show_in_table); + ImGui::Checkbox("Show color button", &show_color_button); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SingleSelect", &flags, ImGuiMultiSelectFlags_SingleSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectAll", &flags, ImGuiMultiSelectFlags_NoSelectAll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoRangeSelect", &flags, ImGuiMultiSelectFlags_NoRangeSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", &flags, ImGuiMultiSelectFlags_NoAutoClearOnReselect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", &flags, ImGuiMultiSelectFlags_BoxSelectNoScroll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnEscape", &flags, ImGuiMultiSelectFlags_ClearOnEscape); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClick", &flags, ImGuiMultiSelectFlags_SelectOnClick) && (flags & ImGuiMultiSelectFlags_SelectOnClick)) + flags &= ~ImGuiMultiSelectFlags_SelectOnClickRelease; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", &flags, ImGuiMultiSelectFlags_SelectOnClickRelease) && (flags & ImGuiMultiSelectFlags_SelectOnClickRelease)) + flags &= ~ImGuiMultiSelectFlags_SelectOnClick; + ImGui::SameLine(); HelpMarker("Allow dragging an unselected item without altering selection."); + ImGui::TreePop(); + } + + // Initialize default list with 1000 items. + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImVector items; + static int items_next_id = 0; + if (items_next_id == 0) { for (int n = 0; n < 1000; n++) { items.push_back(items_next_id++); } } + static ExampleSelectionWithDeletion selection; + static bool request_deletion_from_menu = false; // Queue deletion triggered from context menu + + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + const float items_height = (widget_type == WidgetType_TreeNode) ? ImGui::GetTextLineHeight() : ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize()); + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f); + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0)) || request_deletion_from_menu; + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + request_deletion_from_menu = false; + + if (show_in_table) + { + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(0.0f, 0.0f)); + ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f); + //ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacingY, 0.0f); + } + + ImGuiListClipper clipper; + if (use_clipper) + { + clipper.Begin(items.Size); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus); // Ensure focused item is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + } + + while (!use_clipper || clipper.Step()) + { + const int item_begin = use_clipper ? clipper.DisplayStart : 0; + const int item_end = use_clipper ? clipper.DisplayEnd : items.Size; + for (int n = item_begin; n < item_end; n++) + { + if (show_in_table) + ImGui::TableNextColumn(); + + const int item_id = items[n]; + const char* item_category = ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]; + char label[64]; + sprintf(label, "Object %05d: %s", item_id, item_category); + + // IMPORTANT: for deletion refocus to work we need object ID to be stable, + // aka not depend on their index in the list. Here we use our persistent item_id + // instead of index to build a unique ID that will persist. + // (If we used PushID(index) instead, focus wouldn't be restored correctly after deletion). + ImGui::PushID(item_id); + + // Emit a color button, to test that Shift+LeftArrow landing on an item that is not part + // of the selection scope doesn't erroneously alter our selection. + if (show_color_button) + { + ImU32 dummy_col = (ImU32)((unsigned int)n * 0xC250B74B) | IM_COL32_A_MASK; + ImGui::ColorButton("##", ImColor(dummy_col), ImGuiColorEditFlags_NoTooltip, color_button_sz); + ImGui::SameLine(); + } + + // Submit item + bool item_is_selected = selection.Contains((ImGuiID)n); + bool item_is_open = false; + ImGui::SetNextItemSelectionUserData(n); + if (widget_type == WidgetType_Selectable) + { + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_None); + } + else if (widget_type == WidgetType_TreeNode) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + if (item_is_selected) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + item_is_open = ImGui::TreeNodeEx(label, tree_node_flags); + } + + // Focus (for after deletion) + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and Drop + if (use_drag_drop && ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_id); + else + while (selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back((int)id); + ImGui::SetDragDropPayload("MULTISELECT_DEMO_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int* payload_items = (int*)payload->Data; + const int payload_count = (int)payload->DataSize / (int)sizeof(int); + if (payload_count == 1) + ImGui::Text("Object %05d: %s", payload_items[0], ExampleNames[payload_items[0] % IM_ARRAYSIZE(ExampleNames)]); + else + ImGui::Text("Dragging %d objects", payload_count); + + ImGui::EndDragDropSource(); + } + + if (widget_type == WidgetType_TreeNode && item_is_open) + ImGui::TreePop(); + + // Right-click: context menu + if (ImGui::BeginPopupContextItem()) + { + ImGui::BeginDisabled(!use_deletion || selection.Size == 0); + sprintf(label, "Delete %d item(s)###DeleteSelected", selection.Size); + if (ImGui::Selectable(label)) + request_deletion_from_menu = true; + ImGui::EndDisabled(); + ImGui::Selectable("Close"); + ImGui::EndPopup(); + } + + // Demo content within a table + if (show_in_table) + { + ImGui::TableNextColumn(); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::InputText("###NoLabel", (char*)(void*)item_category, strlen(item_category), ImGuiInputTextFlags_ReadOnly); + ImGui::PopStyleVar(); + } + + ImGui::PopID(); + } + if (!use_clipper) + break; + } + + if (show_in_table) + { + ImGui::EndTable(); + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowLayout() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowLayout() +{ + IMGUI_DEMO_MARKER("Layout"); + if (!ImGui::CollapsingHeader("Layout & Scrolling")) + return; + + IMGUI_DEMO_MARKER("Layout/Child windows"); + if (ImGui::TreeNode("Child windows")) + { + ImGui::SeparatorText("Child windows"); + + HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); + static bool disable_mouse_wheel = false; + static bool disable_menu = false; + ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); + ImGui::Checkbox("Disable Menu", &disable_menu); + + // Child 1: no border, enable horizontal scrollbar + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), ImGuiChildFlags_None, window_flags); + for (int i = 0; i < 100; i++) + ImGui::Text("%04d: scrollable region", i); + ImGui::EndChild(); + } + + ImGui::SameLine(); + + // Child 2: rounded border + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_None; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + if (!disable_menu) + window_flags |= ImGuiWindowFlags_MenuBar; + ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); + ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Borders, window_flags); + if (!disable_menu && ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) + { + for (int i = 0; i < 100; i++) + { + char buf[32]; + sprintf(buf, "%03d", i); + ImGui::TableNextColumn(); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + ImGui::EndTable(); + } + ImGui::EndChild(); + ImGui::PopStyleVar(); + } + + // Child 3: manual-resize + ImGui::SeparatorText("Manual-resize"); + { + HelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents."); + //if (ImGui::Button("Set Height to 200")) + // ImGui::SetNextWindowSize(ImVec2(-FLT_MIN, 200.0f)); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImGui::GetStyleColorVec4(ImGuiCol_FrameBg)); + if (ImGui::BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + for (int n = 0; n < 10; n++) + ImGui::Text("Line %04d", n); + ImGui::PopStyleColor(); + ImGui::EndChild(); + } + + // Child 4: auto-resizing height with a limit + ImGui::SeparatorText("Auto-resize with constraints"); + { + static int draw_lines = 3; + static int max_height_in_lines = 10; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Lines Count", &draw_lines, 0.2f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Max Height (in Lines)", &max_height_in_lines, 0.2f); + + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui::GetTextLineHeightWithSpacing() * max_height_in_lines)); + if (ImGui::BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0f), ImGuiChildFlags_Borders | ImGuiChildFlags_AutoResizeY)) + for (int n = 0; n < draw_lines; n++) + ImGui::Text("Line %04d", n); + ImGui::EndChild(); + } + + ImGui::SeparatorText("Misc/Advanced"); + + // Demonstrate a few extra things + // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) + // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) + // You can also call SetNextWindowPos() to position the child window. The parent window will effectively + // layout from this position. + // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from + // the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details. + { + static int offset_x = 0; + static bool override_bg_color = true; + static ImGuiChildFlags child_flags = ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); + ImGui::Checkbox("Override ChildBg color", &override_bg_color); + ImGui::CheckboxFlags("ImGuiChildFlags_Borders", &child_flags, ImGuiChildFlags_Borders); + ImGui::CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", &child_flags, ImGuiChildFlags_AlwaysUseWindowPadding); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeX", &child_flags, ImGuiChildFlags_ResizeX); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeY", &child_flags, ImGuiChildFlags_ResizeY); + ImGui::CheckboxFlags("ImGuiChildFlags_FrameStyle", &child_flags, ImGuiChildFlags_FrameStyle); + ImGui::SameLine(); HelpMarker("Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding."); + if (child_flags & ImGuiChildFlags_FrameStyle) + override_bg_color = false; + + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); + if (override_bg_color) + ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); + ImGui::BeginChild("Red", ImVec2(200, 100), child_flags, ImGuiWindowFlags_None); + if (override_bg_color) + ImGui::PopStyleColor(); + + for (int n = 0; n < 50; n++) + ImGui::Text("Some test %d", n); + ImGui::EndChild(); + bool child_is_hovered = ImGui::IsItemHovered(); + ImVec2 child_rect_min = ImGui::GetItemRectMin(); + ImVec2 child_rect_max = ImGui::GetItemRectMax(); + ImGui::Text("Hovered: %d", child_is_hovered); + ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Widgets Width"); + if (ImGui::TreeNode("Widgets Width")) + { + static float f = 0.0f; + static bool show_indented_items = true; + ImGui::Checkbox("Show indented items", &show_indented_items); + + // Use SetNextItemWidth() to set the width of a single upcoming item. + // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. + // In real code use you'll probably want to choose width values that are proportional to your font size + // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. + + ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); + ImGui::SameLine(); HelpMarker("Fixed width."); + ImGui::PushItemWidth(100); + ImGui::DragFloat("float##1b", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##1b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); + ImGui::PushItemWidth(-100); + ImGui::DragFloat("float##2a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##2b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); + ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##3a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##3b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus half"); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##4a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##4b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + // Demonstrate using PushItemWidth to surround three items. + // Calling SetNextItemWidth() before each of them would have the same effect. + ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); + ImGui::SameLine(); HelpMarker("Align to right edge"); + ImGui::PushItemWidth(-FLT_MIN); + ImGui::DragFloat("##float5a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##5b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout"); + if (ImGui::TreeNode("Basic Horizontal Layout")) + { + ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); + + // Text + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine"); + ImGui::Text("Two items: Hello"); ImGui::SameLine(); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Adjust spacing + ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Button + ImGui::AlignTextToFramePadding(); + ImGui::Text("Normal buttons"); ImGui::SameLine(); + ImGui::Button("Banana"); ImGui::SameLine(); + ImGui::Button("Apple"); ImGui::SameLine(); + ImGui::Button("Corniflower"); + + // Button + ImGui::Text("Small buttons"); ImGui::SameLine(); + ImGui::SmallButton("Like this one"); ImGui::SameLine(); + ImGui::Text("can fit within a text block."); + + // Aligned to arbitrary position. Easy/cheap column. + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::Text("x=150"); + ImGui::SameLine(300); ImGui::Text("x=300"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::SmallButton("x=150"); + ImGui::SameLine(300); ImGui::SmallButton("x=300"); + + // Checkbox + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)"); + static bool c1 = false, c2 = false, c3 = false, c4 = false; + ImGui::Checkbox("My", &c1); ImGui::SameLine(); + ImGui::Checkbox("Tailor", &c2); ImGui::SameLine(); + ImGui::Checkbox("Is", &c3); ImGui::SameLine(); + ImGui::Checkbox("Rich", &c4); + + // Various + static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f; + ImGui::PushItemWidth(80); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; + static int item = -1; + ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); + ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); + ImGui::PopItemWidth(); + + ImGui::PushItemWidth(80); + ImGui::Text("Lists:"); + static int selection[4] = { 0, 1, 2, 3 }; + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); + ImGui::PopID(); + //ImGui::SetItemTooltip("ListBox %d hovered", i); + } + ImGui::PopItemWidth(); + + // Dummy + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy"); + ImVec2 button_sz(40, 40); + ImGui::Button("A", button_sz); ImGui::SameLine(); + ImGui::Dummy(button_sz); ImGui::SameLine(); + ImGui::Button("B", button_sz); + + // Manually wrapping + // (we should eventually provide this as an automatic layout feature, but for now you can do it manually) + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping"); + ImGui::Text("Manual wrapping:"); + ImGuiStyle& style = ImGui::GetStyle(); + int buttons_count = 20; + float window_visible_x2 = ImGui::GetCursorScreenPos().x + ImGui::GetContentRegionAvail().x; + for (int n = 0; n < buttons_count; n++) + { + ImGui::PushID(n); + ImGui::Button("Box", button_sz); + float last_button_x2 = ImGui::GetItemRectMax().x; + float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line + if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) + ImGui::SameLine(); + ImGui::PopID(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Groups"); + if (ImGui::TreeNode("Groups")) + { + HelpMarker( + "BeginGroup() basically locks the horizontal position for new line. " + "EndGroup() bundles the whole group so that you can use \"item\" functions such as " + "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); + ImGui::BeginGroup(); + { + ImGui::BeginGroup(); + ImGui::Button("AAA"); + ImGui::SameLine(); + ImGui::Button("BBB"); + ImGui::SameLine(); + ImGui::BeginGroup(); + ImGui::Button("CCC"); + ImGui::Button("DDD"); + ImGui::EndGroup(); + ImGui::SameLine(); + ImGui::Button("EEE"); + ImGui::EndGroup(); + ImGui::SetItemTooltip("First group hovered"); + } + // Capture the group size and create widgets using the same size + ImVec2 size = ImGui::GetItemRectSize(); + const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; + ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); + + ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::SameLine(); + ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::EndGroup(); + ImGui::SameLine(); + + ImGui::Button("LEVERAGE\nBUZZWORD", size); + ImGui::SameLine(); + + if (ImGui::BeginListBox("List", size)) + { + ImGui::Selectable("Selected", true); + ImGui::Selectable("Not Selected", false); + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment"); + if (ImGui::TreeNode("Text Baseline Alignment")) + { + { + ImGui::BulletText("Text baseline:"); + ImGui::SameLine(); HelpMarker( + "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " + "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets."); + ImGui::Indent(); + + ImGui::Text("KO Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("Baseline of button will look misaligned with text.."); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + // (because we don't know what's coming after the Text() statement, we need to move the text baseline + // down by FramePadding.y ahead of time) + ImGui::AlignTextToFramePadding(); + ImGui::Text("OK Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item##2"); ImGui::SameLine(); + HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); + + // SmallButton() uses the same vertical padding as Text + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); + ImGui::SmallButton("TEST##2"); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Text aligned to framed item"); ImGui::SameLine(); + ImGui::Button("Item##1"); ImGui::SameLine(); + ImGui::Text("Item"); ImGui::SameLine(); + ImGui::SmallButton("Item##2"); ImGui::SameLine(); + ImGui::Button("Item##3"); + + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Multi-line text:"); + ImGui::Indent(); + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); + + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Misc items:"); + ImGui::Indent(); + + // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button. + ImGui::Button("80x80", ImVec2(80, 80)); + ImGui::SameLine(); + ImGui::Button("50x50", ImVec2(50, 50)); + ImGui::SameLine(); + ImGui::Button("Button()"); + ImGui::SameLine(); + ImGui::SmallButton("SmallButton()"); + + // Tree + const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::Button("Button##1"); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNode("Node##1")) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. + // Otherwise you can use SmallButton() (smaller fit). + ImGui::AlignTextToFramePadding(); + + // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add + // other contents below the node. + bool node_open = ImGui::TreeNode("Node##2"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + if (node_open) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Bullet + ImGui::Button("Button##3"); + ImGui::SameLine(0.0f, spacing); + ImGui::BulletText("Bullet text"); + + ImGui::AlignTextToFramePadding(); + ImGui::BulletText("Node"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::Unindent(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Scrolling"); + if (ImGui::TreeNode("Scrolling")) + { + // Vertical scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical"); + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); + + static int track_item = 50; + static bool enable_track = true; + static bool enable_extra_decorations = false; + static float scroll_to_off_px = 0.0f; + static float scroll_to_pos_px = 200.0f; + + ImGui::Checkbox("Decoration", &enable_extra_decorations); + + ImGui::Checkbox("Track", &enable_track); + ImGui::PushItemWidth(100); + ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + + bool scroll_to_off = ImGui::Button("Scroll Offset"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + + bool scroll_to_pos = ImGui::Button("Scroll To Pos"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + ImGui::PopItemWidth(); + + if (scroll_to_off || scroll_to_pos) + enable_track = false; + + ImGuiStyle& style = ImGui::GetStyle(); + float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; + if (child_w < 1.0f) + child_w = 1.0f; + ImGui::PushID("##VerticalScrolling"); + for (int i = 0; i < 5; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; + ImGui::TextUnformatted(names[i]); + + const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; + const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Borders, child_flags); + if (ImGui::BeginMenuBar()) + { + ImGui::TextUnformatted("abc"); + ImGui::EndMenuBar(); + } + if (scroll_to_off) + ImGui::SetScrollY(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_y = ImGui::GetScrollY(); + float scroll_max_y = ImGui::GetScrollMaxY(); + ImGui::EndChild(); + ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); + ImGui::EndGroup(); + } + ImGui::PopID(); + + // Horizontal scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal"); + ImGui::Spacing(); + HelpMarker( + "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" + "Because the clipping rectangle of most window hides half worth of WindowPadding on the " + "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " + "equivalent SetScrollFromPosY(+1) wouldn't."); + ImGui::PushID("##HorizontalScrolling"); + for (int i = 0; i < 5; i++) + { + float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags_Borders, child_flags); + if (scroll_to_off) + ImGui::SetScrollX(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (item > 0) + ImGui::SameLine(); + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::SameLine(); + const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; + ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); + ImGui::Spacing(); + } + ImGui::PopID(); + + // Miscellaneous Horizontal Scrolling Demo + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)"); + HelpMarker( + "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" + "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin()."); + static int lines = 7; + ImGui::SliderInt("Lines", &lines, 1, 15); + ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); + ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30); + ImGui::BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags_Borders, ImGuiWindowFlags_HorizontalScrollbar); + for (int line = 0; line < lines; line++) + { + // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() + // If you want to create your own time line for a real application you may be better off manipulating + // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets + // yourself. You may also want to use the lower-level ImDrawList API. + int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); + for (int n = 0; n < num_buttons; n++) + { + if (n > 0) ImGui::SameLine(); + ImGui::PushID(n + line * 1000); + char num_buf[16]; + sprintf(num_buf, "%d", n); + const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf; + float hue = n * 0.05f; + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); + ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f)); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::PopStyleVar(2); + float scroll_x_delta = 0.0f; + ImGui::SmallButton("<<"); + if (ImGui::IsItemActive()) + scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("Scroll from code"); ImGui::SameLine(); + ImGui::SmallButton(">>"); + if (ImGui::IsItemActive()) + scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x); + if (scroll_x_delta != 0.0f) + { + // Demonstrate a trick: you can use Begin to set yourself in the context of another window + // (here we are already out of your child window) + ImGui::BeginChild("scrolling"); + ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); + ImGui::EndChild(); + } + ImGui::Spacing(); + + static bool show_horizontal_contents_size_demo_window = false; + ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); + + if (show_horizontal_contents_size_demo_window) + { + static bool show_h_scrollbar = true; + static bool show_button = true; + static bool show_tree_nodes = true; + static bool show_text_wrapped = false; + static bool show_columns = true; + static bool show_tab_bar = true; + static bool show_child = false; + static bool explicit_content_size = false; + static float contents_size_x = 300.0f; + if (explicit_content_size) + ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); + ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window"); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); + HelpMarker( + "Test how different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\n" + "Use 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); + ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) + ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size + ImGui::Checkbox("Columns", &show_columns); // Will use contents size + ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Child", &show_child); // Will grow and use contents size + ImGui::Checkbox("Explicit content size", &explicit_content_size); + ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); + if (explicit_content_size) + { + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("##csx", &contents_size_x); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); + ImGui::Dummy(ImVec2(0, 10)); + } + ImGui::PopStyleVar(2); + ImGui::Separator(); + if (show_button) + { + ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); + } + if (show_tree_nodes) + { + bool open = true; + if (ImGui::TreeNode("this is a tree node")) + { + if (ImGui::TreeNode("another one of those tree node...")) + { + ImGui::Text("Some tree contents"); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::CollapsingHeader("CollapsingHeader", &open); + } + if (show_text_wrapped) + { + ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); + } + if (show_columns) + { + ImGui::Text("Tables:"); + if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders)) + { + for (int n = 0; n < 4; n++) + { + ImGui::TableNextColumn(); + ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x); + } + ImGui::EndTable(); + } + ImGui::Text("Columns:"); + ImGui::Columns(4); + for (int n = 0; n < 4; n++) + { + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::NextColumn(); + } + ImGui::Columns(1); + } + if (show_tab_bar && ImGui::BeginTabBar("Hello")) + { + if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } + ImGui::EndTabBar(); + } + if (show_child) + { + ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Borders); + ImGui::EndChild(); + } + ImGui::End(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Text Clipping"); + if (ImGui::TreeNode("Text Clipping")) + { + static ImVec2 size(100.0f, 100.0f); + static ImVec2 offset(30.0f, 30.0f); + ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); + ImGui::TextWrapped("(Click and drag to scroll)"); + + HelpMarker( + "(Left) Using ImGui::PushClipRect():\n" + "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" + "(use this if you want your clipping rectangle to affect interactions)\n\n" + "(Center) Using ImDrawList::PushClipRect():\n" + "Will alter ImDrawList rendering only.\n" + "(use this as a shortcut if you are only using ImDrawList calls)\n\n" + "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n" + "Will alter only this specific ImDrawList::AddText() rendering.\n" + "This is often used internally to avoid altering the clipping rectangle and minimize draw calls."); + + for (int n = 0; n < 3; n++) + { + if (n > 0) + ImGui::SameLine(); + + ImGui::PushID(n); + ImGui::InvisibleButton("##canvas", size); + if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) + { + offset.x += ImGui::GetIO().MouseDelta.x; + offset.y += ImGui::GetIO().MouseDelta.y; + } + ImGui::PopID(); + if (!ImGui::IsItemVisible()) // Skip rendering as ImDrawList elements are not clipped. + continue; + + const ImVec2 p0 = ImGui::GetItemRectMin(); + const ImVec2 p1 = ImGui::GetItemRectMax(); + const char* text_str = "Line 1 hello\nLine 2 clip me!"; + const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + switch (n) + { + case 0: + ImGui::PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + ImGui::PopClipRect(); + break; + case 1: + draw_list->PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + draw_list->PopClipRect(); + break; + case 2: + ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert. + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); + break; + } + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Overlap Mode"); + if (ImGui::TreeNode("Overlap Mode")) + { + static bool enable_allow_overlap = true; + + HelpMarker( + "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n" + "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. " + "Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state."); + ImGui::Checkbox("Enable AllowOverlap", &enable_allow_overlap); + + ImVec2 button1_pos = ImGui::GetCursorScreenPos(); + ImVec2 button2_pos = ImVec2(button1_pos.x + 50.0f, button1_pos.y + 50.0f); + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Button("Button 1", ImVec2(80, 80)); + ImGui::SetCursorScreenPos(button2_pos); + ImGui::Button("Button 2", ImVec2(80, 80)); + + // This is typically used with width-spanning items. + // (note that Selectable() has a dedicated flag ImGuiSelectableFlags_AllowOverlap, which is a shortcut + // for using SetNextItemAllowOverlap(). For demo purpose we use SetNextItemAllowOverlap() here.) + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Selectable("Some Selectable", false); + ImGui::SameLine(); + ImGui::SmallButton("++"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowPopups() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowPopups() +{ + IMGUI_DEMO_MARKER("Popups"); + if (!ImGui::CollapsingHeader("Popups & Modal windows")) + return; + + // The properties of popups windows are: + // - They block normal mouse hovering detection outside them. (*) + // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as + // we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup(). + // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even + // when normally blocked by a popup. + // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close + // popups at any time. + + // Typical use for regular windows: + // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); + // Typical use for popups: + // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } + + // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. + // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. + + IMGUI_DEMO_MARKER("Popups/Popups"); + if (ImGui::TreeNode("Popups")) + { + ImGui::TextWrapped( + "When a popup is active, it inhibits interacting with windows that are behind the popup. " + "Clicking outside the popup closes it."); + + static int selected_fish = -1; + const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" }; + static bool toggles[] = { true, false, false, false, false }; + + // Simple selection popup (if you want to show the current selection inside the Button itself, + // you may want to build a string using the "###" operator to preserve a constant ID with a variable label) + if (ImGui::Button("Select..")) + ImGui::OpenPopup("my_select_popup"); + ImGui::SameLine(); + ImGui::TextUnformatted(selected_fish == -1 ? "" : names[selected_fish]); + if (ImGui::BeginPopup("my_select_popup")) + { + ImGui::SeparatorText("Aquarium"); + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + if (ImGui::Selectable(names[i])) + selected_fish = i; + ImGui::EndPopup(); + } + + // Showing a menu with toggles + if (ImGui::Button("Toggle..")) + ImGui::OpenPopup("my_toggle_popup"); + if (ImGui::BeginPopup("my_toggle_popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + ImGui::EndMenu(); + } + + ImGui::Separator(); + ImGui::Text("Tooltip here"); + ImGui::SetItemTooltip("I am a tooltip over a popup"); + + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + ImGui::Text("I am the last one here."); + ImGui::EndPopup(); + } + ImGui::EndMenu(); + } + ImGui::EndPopup(); + } + ImGui::EndPopup(); + } + + // Call the more complete ShowExampleMenuFile which we use in various places of this demo + if (ImGui::Button("With a menu..")) + ImGui::OpenPopup("my_file_popup"); + if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + ImGui::MenuItem("Dummy"); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from popup!"); + ImGui::Button("This is a dummy button.."); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier."); + + // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: + // if (id == 0) + // id = GetItemID(); // Use last item id + // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + // OpenPopup(id); + // return BeginPopup(id); + // For advanced uses you may want to replicate and customize this code. + // See more details in BeginPopupContextItem(). + + // Example 1 + // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), + // and BeginPopupContextItem() will use the last item ID as the popup ID. + { + const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" }; + static int selected = -1; + for (int n = 0; n < 5; n++) + { + if (ImGui::Selectable(names[n], selected == n)) + selected = n; + if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id + { + selected = n; + ImGui::Text("This a popup for \"%s\"!", names[n]); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SetItemTooltip("Right-click to open popup"); + } + } + + // Example 2 + // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem(). + // Using an explicit identifier is also convenient if you want to activate the popups from different locations. + { + HelpMarker("Text() elements don't have stable identifiers so we need to provide one."); + static float value = 0.5f; + ImGui::Text("Value = %.3f <-- (1) right-click this text", value); + if (ImGui::BeginPopupContextItem("my popup")) + { + if (ImGui::Selectable("Set to zero")) value = 0.0f; + if (ImGui::Selectable("Set to PI")) value = 3.1415f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); + ImGui::EndPopup(); + } + + // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup. + // Here we make it that right-clicking this other text element opens the same popup as above. + // The popup itself will be submitted by the code above. + ImGui::Text("(2) Or right-click this text"); + ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight); + + // Back to square one: manually open the same popup. + if (ImGui::Button("(3) Or click this button")) + ImGui::OpenPopup("my popup"); + } + + // Example 3 + // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID), + // we need to make sure your item identifier is stable. + // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ). + { + HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator."); + static char name[32] = "Label1"; + char buf[64]; + sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label + ImGui::Button(buf); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("Edit name:"); + ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Modals"); + if (ImGui::TreeNode("Modals")) + { + ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside."); + + if (ImGui::Button("Delete..")) + ImGui::OpenPopup("Delete?"); + + // Always center this window when appearing + ImVec2 center = ImGui::GetMainViewport()->GetCenter(); + ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + + if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!"); + ImGui::Separator(); + + //static int unused_i = 0; + //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0"); + + static bool dont_ask_me_next_time = false; + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time); + ImGui::PopStyleVar(); + + if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::SetItemDefaultFocus(); + ImGui::SameLine(); + if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::EndPopup(); + } + + if (ImGui::Button("Stacked modals..")) + ImGui::OpenPopup("Stacked 1"); + if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Some menu item")) {} + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it."); + + // Testing behavior of widgets stacking their own regular popups over the modal. + static int item = 1; + static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + ImGui::ColorEdit4("Color", color); + + if (ImGui::Button("Add another modal..")) + ImGui::OpenPopup("Stacked 2"); + + // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which + // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value + // of the bool actually doesn't matter here. + bool unused_open = true; + if (ImGui::BeginPopupModal("Stacked 2", &unused_open)) + { + ImGui::Text("Hello from Stacked The Second!"); + ImGui::ColorEdit4("Color", color); // Allow opening another nested popup + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Menus inside a regular window"); + if (ImGui::TreeNode("Menus inside a regular window")) + { + ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); + ImGui::Separator(); + + ImGui::MenuItem("Menu item", "CTRL+M"); + if (ImGui::BeginMenu("Menu inside a regular window")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::Separator(); + ImGui::TreePop(); + } +} + +// Dummy data structure that we use for the Table demo. +// (pre-C++11 doesn't allow us to instantiate ImVector template if this structure is defined inside the demo function) +namespace +{ +// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. +// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID. +// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex) +// If you don't use sorting, you will generally never care about giving column an ID! +enum MyItemColumnID +{ + MyItemColumnID_ID, + MyItemColumnID_Name, + MyItemColumnID_Action, + MyItemColumnID_Quantity, + MyItemColumnID_Description +}; + +struct MyItem +{ + int ID; + const char* Name; + int Quantity; + + // We have a problem which is affecting _only this demo_ and should not affect your code: + // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(), + // however qsort doesn't allow passing user data to comparing function. + // As a workaround, we are storing the sort specs in a static/global for the comparing function to access. + // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global. + // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called + // very often by the sorting algorithm it would be a little wasteful. + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, MyItem* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), MyItem::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const MyItem* a = (const MyItem*)lhs; + const MyItem* b = (const MyItem*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn() + // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler! + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + switch (sort_spec->ColumnUserID) + { + case MyItemColumnID_ID: delta = (a->ID - b->ID); break; + case MyItemColumnID_Name: delta = (strcmp(a->Name, b->Name)); break; + case MyItemColumnID_Quantity: delta = (a->Quantity - b->Quantity); break; + case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break; + default: IM_ASSERT(0); break; + } + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + + // qsort() is instable so always return a way to differenciate items. + // Your own compare function may want to avoid fallback on implicit sort specs. + // e.g. a Name compare if it wasn't already part of the sort specs. + return (a->ID - b->ID); + } +}; +const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; +} + +// Make the UI compact because there are so many fields +static void PushStyleCompact() +{ + ImGuiStyle& style = ImGui::GetStyle(); + ImGui::PushStyleVarY(ImGuiStyleVar_FramePadding, (float)(int)(style.FramePadding.y * 0.60f)); + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, (float)(int)(style.ItemSpacing.y * 0.60f)); +} + +static void PopStyleCompact() +{ + ImGui::PopStyleVar(2); +} + +// Show a combo box with a choice of sizing policies +static void EditTableSizingFlags(ImGuiTableFlags* p_flags) +{ + struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; }; + static const EnumDesc policies[] = + { + { ImGuiTableFlags_None, "Default", "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." }, + { ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, + { ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." }, + { ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", "Columns default to _WidthStretch with weights proportional to their widths." }, + { ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." } + }; + int idx; + for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++) + if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_)) + break; + const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : ""; + if (ImGui::BeginCombo("Sizing Policy", preview_text)) + { + for (int n = 0; n < IM_ARRAYSIZE(policies); n++) + if (ImGui::Selectable(policies[n].Name, idx == n)) + *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value; + ImGui::EndCombo(); + } + ImGui::SameLine(); + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f); + for (int m = 0; m < IM_ARRAYSIZE(policies); m++) + { + ImGui::Separator(); + ImGui::Text("%s:", policies[m].Name); + ImGui::Separator(); + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f); + ImGui::TextUnformatted(policies[m].Tooltip); + } + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) +{ + ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)"); + ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide); + ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort); + if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch); + if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed); + ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize); + ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder); + ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide); + ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip); + ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort); + ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending); + ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending); + ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel); + ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth); + ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending); + ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending); + ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0"); + ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0"); + ImGui::CheckboxFlags("_AngledHeader", p_flags, ImGuiTableColumnFlags_AngledHeader); +} + +static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) +{ + ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled); + ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible); + ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted); + ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered); +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowTables() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowTables() +{ + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + IMGUI_DEMO_MARKER("Tables"); + if (!ImGui::CollapsingHeader("Tables & Columns")) + return; + + // Using those as a base value to create width/height that are factor of the size of our font + const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x; + const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing(); + + ImGui::PushID("Tables"); + + int open_action = -1; + if (ImGui::Button("Expand all")) + open_action = 1; + ImGui::SameLine(); + if (ImGui::Button("Collapse all")) + open_action = 0; + ImGui::SameLine(); + + // Options + static bool disable_indent = false; + ImGui::Checkbox("Disable tree indentation", &disable_indent); + ImGui::SameLine(); + HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width."); + ImGui::Separator(); + if (disable_indent) + ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); + + // About Styling of tables + // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs. + // There are however a few settings that a shared and part of the ImGuiStyle structure: + // style.CellPadding // Padding within each cell + // style.Colors[ImGuiCol_TableHeaderBg] // Table header background + // style.Colors[ImGuiCol_TableBorderStrong] // Table outer and header borders + // style.Colors[ImGuiCol_TableBorderLight] // Table inner borders + // style.Colors[ImGuiCol_TableRowBg] // Table row background when ImGuiTableFlags_RowBg is enabled (even rows) + // style.Colors[ImGuiCol_TableRowBgAlt] // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows) + + // Demos + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Basic"); + if (ImGui::TreeNode("Basic")) + { + // Here we will showcase three different ways to output a table. + // They are very simple variations of a same thing! + + // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. + // In many situations, this is the most flexible and easy to use pattern. + HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop."); + if (ImGui::BeginTable("table1", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Row %d Column %d", row, column); + } + } + ImGui::EndTable(); + } + + // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). + // This is generally more convenient when you have code manually submitting the contents of each column. + HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually."); + if (ImGui::BeginTable("table2", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("Row %d", row); + ImGui::TableNextColumn(); + ImGui::Text("Some contents"); + ImGui::TableNextColumn(); + ImGui::Text("123.456"); + } + ImGui::EndTable(); + } + + // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), + // as TableNextColumn() will automatically wrap around and create new rows as needed. + // This is generally more convenient when your cells all contains the same type of data. + HelpMarker( + "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains " + "the same type of contents.\n This is also more similar to the old NextColumn() function of the " + "Columns API, and provided to facilitate the Columns->Tables API transition."); + if (ImGui::BeginTable("table3", 3)) + { + for (int item = 0; item < 14; item++) + { + ImGui::TableNextColumn(); + ImGui::Text("Item %d", item); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Borders, background"); + if (ImGui::TreeNode("Borders, background")) + { + // Expose a few Borders related flags interactively + enum ContentsType { CT_Text, CT_FillButton }; + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static bool display_headers = false; + static int contents_type = CT_Text; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerH\n | ImGuiTableFlags_BordersOuterH"); + ImGui::Indent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner); + ImGui::Unindent(); + + ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:"); + ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text); + ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); + ImGui::Checkbox("Display headers", &display_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Display headers so we can inspect their interaction with borders + // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them now. See other sections for details) + if (display_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + if (contents_type == CT_Text) + ImGui::TextUnformatted(buf); + else if (contents_type == CT_FillButton) + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, stretch"); + if (ImGui::TreeNode("Resizable, stretch")) + { + // By default, if we don't enable ScrollX the sizing policy for each column is "Stretch" + // All columns maintain a sizing weight, and they will occupy all available width. + static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::SameLine(); HelpMarker( + "Using the _Resizable flag automatically enables the _BordersInnerV flag as well, " + "this is why the resize borders are still showing when unchecking this."); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, fixed"); + if (ImGui::TreeNode("Resizable, fixed")) + { + // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) + // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) + // If there is not enough available width to fit all columns, they will however be resized down. + // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings + HelpMarker( + "Using _Resizable + _SizingFixedFit flags.\n" + "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" + "Double-click a column border to auto-fit the column to its contents."); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, mixed"); + if (ImGui::TreeNode("Resizable, mixed")) + { + HelpMarker( + "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" + "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch."); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + if (ImGui::BeginTable("table1", 3, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 6, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 6; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers"); + if (ImGui::TreeNode("Reorderable, hideable, with headers")) + { + HelpMarker( + "Click and drag column headers to reorder columns.\n\n" + "Right-click on a header to open a context menu."); + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column. + // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.) + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Use outer_size.x == 0.0f instead of default to make the table as tight as possible + // (only valid when no scrolling and no stretch column) + if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Fixed %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Padding"); + if (ImGui::TreeNode("Padding")) + { + // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. + // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding. + HelpMarker( + "We often want outer padding activated when any using features which makes the edges of a column visible:\n" + "e.g.:\n" + "- BorderOuterV\n" + "- any form of row selection\n" + "Because of this, activating BorderOuterV sets the default to PadOuterX. " + "Using PadOuterX or NoPadOuterX you can override the default.\n\n" + "Actual padding values are using style.CellPadding.\n\n" + "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX); + ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX); + ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX); + ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)"); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV); + static bool show_headers = false; + ImGui::Checkbox("show_headers", &show_headers); + PopStyleCompact(); + + if (ImGui::BeginTable("table_padding", 3, flags1)) + { + if (show_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + { + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + } + else + { + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) + // ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255)); + } + } + ImGui::EndTable(); + } + + // Second example: set style.CellPadding to (0.0) or a custom value. + // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one... + HelpMarker("Setting style.CellPadding to (0,0) or a custom value."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static ImVec2 cell_padding(0.0f, 0.0f); + static bool show_widget_frame_bg = true; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable); + ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg); + ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f"); + PopStyleCompact(); + + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding); + if (ImGui::BeginTable("table_padding_2", 3, flags2)) + { + static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells + static bool init = true; + if (!show_widget_frame_bg) + ImGui::PushStyleColor(ImGuiCol_FrameBg, 0); + for (int cell = 0; cell < 3 * 5; cell++) + { + ImGui::TableNextColumn(); + if (init) + strcpy(text_bufs[cell], "edit me"); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushID(cell); + ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell])); + ImGui::PopID(); + } + if (!show_widget_frame_bg) + ImGui::PopStyleColor(); + init = false; + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Explicit widths"); + if (ImGui::TreeNode("Sizing policies")) + { + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame }; + for (int table_n = 0; table_n < 4; table_n++) + { + ImGui::PushID(table_n); + ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&sizing_policy_flags[table_n]); + + // To make it easier to understand the different sizing policy, + // For each policy: we display one table where the columns have equal contents width, + // and one where the columns have different contents width. + if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("AAAA"); + ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB"); + ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC"); + } + ImGui::EndTable(); + } + ImGui::PopID(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Advanced"); + ImGui::SameLine(); + HelpMarker( + "This section allows you to interact and see the effect of various sizing policies " + "depending on whether Scroll is enabled and the contents of your columns."); + + enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText }; + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable; + static int contents_type = CT_ShowWidth; + static int column_count = 3; + + PushStyleCompact(); + ImGui::PushID("Advanced"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&flags); + ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0"); + if (contents_type == CT_FillButton) + { + ImGui::SameLine(); + HelpMarker( + "Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop " + "where contents width can feed into auto-column width can feed into contents width."); + } + ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + + if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7))) + { + for (int cell = 0; cell < 10 * column_count; cell++) + { + ImGui::TableNextColumn(); + int column = ImGui::TableGetColumnIndex(); + int row = ImGui::TableGetRowIndex(); + + ImGui::PushID(cell); + char label[32]; + static char text_buf[32] = ""; + sprintf(label, "Hello %d,%d", column, row); + switch (contents_type) + { + case CT_ShortText: ImGui::TextUnformatted(label); break; + case CT_LongText: ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break; + case CT_ShowWidth: ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break; + case CT_Button: ImGui::Button(label); break; + case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break; + case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break; + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping"); + if (ImGui::TreeNode("Vertical scrolling, with clipping")) + { + HelpMarker( + "Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\n" + "We also demonstrate using ImGuiListClipper to virtualize the submission of many items."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible + ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None); + ImGui::TableHeadersRow(); + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(1000); + while (clipper.Step()) + { + for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Horizontal scrolling"); + if (ImGui::TreeNode("Horizontal scrolling")) + { + HelpMarker( + "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " + "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" + "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX, " + "because the container window won't automatically extend vertically to fix contents " + "(this may be improved in future versions)."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + static int freeze_cols = 1; + static int freeze_rows = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze() + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableSetupColumn("Four"); + ImGui::TableSetupColumn("Five"); + ImGui::TableSetupColumn("Six"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 20; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 7; column++) + { + // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement. + // Because here we know that: + // - A) all our columns are contributing the same to row height + // - B) column 0 is always visible, + // We only always submit this one column and can skip others. + // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags(). + if (!ImGui::TableSetColumnIndex(column) && column > 0) + continue; + if (column == 0) + ImGui::Text("Line %d", row); + else + ImGui::Text("Hello world %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Stretch + ScrollX"); + ImGui::SameLine(); + HelpMarker( + "Showcase using Stretch columns + ScrollX together: " + "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" + "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns " + "along with ScrollX doesn't make sense."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + static float inner_width = 1000.0f; + PushStyleCompact(); + ImGui::PushID("flags3"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX); + ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f"); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width)) + { + for (int cell = 0; cell < 20 * 7; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex()); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns flags"); + if (ImGui::TreeNode("Columns flags")) + { + // Create a first table just to show all the options/flags we want to make visible in our example! + const int column_count = 3; + const char* column_names[column_count] = { "One", "Two", "Three" }; + static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide }; + static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags() + + if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None)) + { + PushStyleCompact(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableNextColumn(); + ImGui::PushID(column); + ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns + ImGui::Text("'%s'", column_names[column]); + ImGui::Spacing(); + ImGui::Text("Input flags:"); + EditTableColumnsFlags(&column_flags[column]); + ImGui::Spacing(); + ImGui::Text("Output flags:"); + ImGui::BeginDisabled(); + ShowTableColumnsStatusFlags(column_flags_out[column]); + ImGui::EndDisabled(); + ImGui::PopID(); + } + PopStyleCompact(); + ImGui::EndTable(); + } + + // Create the real table we care about for the example! + // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, + // otherwise in a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + // + resizing the parent window down). + const ImGuiTableFlags flags + = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV + | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable; + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9); + if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size)) + { + bool has_angled_header = false; + for (int column = 0; column < column_count; column++) + { + has_angled_header |= (column_flags[column] & ImGuiTableColumnFlags_AngledHeader) != 0; + ImGui::TableSetupColumn(column_names[column], column_flags[column]); + } + if (has_angled_header) + ImGui::TableAngledHeadersRow(); + ImGui::TableHeadersRow(); + for (int column = 0; column < column_count; column++) + column_flags_out[column] = ImGui::TableGetColumnFlags(column); + float indent_step = (float)((int)TEXT_BASE_WIDTH / 2); + for (int row = 0; row < 8; row++) + { + // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. + ImGui::Indent(indent_step); + ImGui::TableNextRow(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column)); + } + } + ImGui::Unindent(indent_step * 8.0f); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns widths"); + if (ImGui::TreeNode("Columns widths")) + { + HelpMarker("Using TableSetupColumn() to setup default width."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize); + PopStyleCompact(); + if (ImGui::BeginTable("table1", 3, flags1)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f + ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f + ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + HelpMarker( + "Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, " + "fixed columns with set width may still be shrunk down if there's not enough space in the host."); + + static ImGuiTableFlags flags2 = ImGuiTableFlags_None; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 4, flags2)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and then all columns + // will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 4; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Nested tables"); + if (ImGui::TreeNode("Nested tables")) + { + HelpMarker("This demonstrates embedding a table into another table cell."); + + if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("A0"); + ImGui::TableSetupColumn("A1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextColumn(); + ImGui::Text("A0 Row 0"); + { + float rows_height = TEXT_BASE_HEIGHT * 2; + if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("B0"); + ImGui::TableSetupColumn("B1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 0"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 0"); + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 1"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 1"); + + ImGui::EndTable(); + } + } + ImGui::TableNextColumn(); ImGui::Text("A1 Row 0"); + ImGui::TableNextColumn(); ImGui::Text("A0 Row 1"); + ImGui::TableNextColumn(); ImGui::Text("A1 Row 1"); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Row height"); + if (ImGui::TreeNode("Row height")) + { + HelpMarker( + "You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, " + "so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\n" + "We cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row."); + if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_Borders)) + { + for (int row = 0; row < 8; row++) + { + float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row); + ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height); + ImGui::TableNextColumn(); + ImGui::Text("min_row_height = %.2f", min_row_height); + } + ImGui::EndTable(); + } + + HelpMarker( + "Showcase using SameLine(0,0) to share Current Line Height between cells.\n\n" + "Please note that Tables Row Height is not the same thing as Current Line Height, " + "as a table cell may contains multiple lines."); + if (ImGui::BeginTable("table_share_lineheight", 2, ImGuiTableFlags_Borders)) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##1", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::Text("Line 1"); + ImGui::Text("Line 2"); + + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##2", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::SameLine(0.0f, 0.0f); // Reuse line height from previous column + ImGui::Text("Line 1, with SameLine(0,0)"); + ImGui::Text("Line 2"); + + ImGui::EndTable(); + } + + HelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table."); + if (ImGui::BeginTable("table_changing_cellpadding_y", 1, ImGuiTableFlags_Borders)) + { + ImGuiStyle& style = ImGui::GetStyle(); + for (int row = 0; row < 8; row++) + { + if ((row % 3) == 2) + ImGui::PushStyleVarY(ImGuiStyleVar_CellPadding, 20.0f); + ImGui::TableNextRow(ImGuiTableRowFlags_None); + ImGui::TableNextColumn(); + ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y); + if ((row % 3) == 2) + ImGui::PopStyleVar(); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Outer size"); + if (ImGui::TreeNode("Outer size")) + { + // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY + // Important to that note how the two flags have slightly different behaviors! + ImGui::Text("Using NoHostExtendX and NoHostExtendY:"); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + PopStyleCompact(); + + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f); + if (ImGui::BeginTable("table1", 3, flags, outer_size)) + { + for (int row = 0; row < 10; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + ImGui::Text("Hello!"); + + ImGui::Spacing(); + + ImGui::Text("Using explicit size:"); + if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Background color"); + if (ImGui::TreeNode("Background color")) + { + static ImGuiTableFlags flags = ImGuiTableFlags_RowBg; + static int row_bg_type = 1; + static int row_bg_target = 1; + static int cell_bg_type = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style."); + ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0"); + ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them."); + ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here."); + IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2); + IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1); + IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 5, flags)) + { + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + + // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)' + // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag. + if (row_bg_type != 0) + { + ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient? + ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color); + } + + // Fill cells + for (int column = 0; column < 5; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%c%c", 'A' + row, '0' + column); + + // Change background of Cells B1->C2 + // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)' + // (the CellBg color will be blended over the RowBg and ColumnBg colors) + // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop. + if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1) + { + ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f)); + ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Tree view"); + if (ImGui::TreeNode("Tree view")) + { + static ImGuiTableFlags table_flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; + + static ImGuiTreeNodeFlags tree_node_flags_base = ImGuiTreeNodeFlags_SpanAllColumns; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanLabelWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanAllColumns); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_LabelSpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_LabelSpanAllColumns); + ImGui::SameLine(); HelpMarker("Useful if you know that you aren't displaying contents in other columns"); + + HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns."); + if (ImGui::BeginTable("3ways", 3, table_flags)) + { + // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide); + ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f); + ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f); + ImGui::TableHeadersRow(); + + // Simple storage to output a dummy file-system. + struct MyTreeNode + { + const char* Name; + const char* Type; + int Size; + int ChildIdx; + int ChildCount; + static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + const bool is_folder = (node->ChildCount > 0); + + ImGuiTreeNodeFlags node_flags = tree_node_flags_base; + if (node != &all_nodes[0]) + node_flags &= ~ImGuiTreeNodeFlags_LabelSpanAllColumns; // Only demonstrate this on the root node. + + if (is_folder) + { + bool open = ImGui::TreeNodeEx(node->Name, node_flags); + if ((node_flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) == 0) + { + ImGui::TableNextColumn(); + ImGui::TextDisabled("--"); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + if (open) + { + for (int child_n = 0; child_n < node->ChildCount; child_n++) + DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes); + ImGui::TreePop(); + } + } + else + { + ImGui::TreeNodeEx(node->Name, node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen); + ImGui::TableNextColumn(); + ImGui::Text("%d", node->Size); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + } + }; + static const MyTreeNode nodes[] = + { + { "Root with Long Name", "Folder", -1, 1, 3 }, // 0 + { "Music", "Folder", -1, 4, 2 }, // 1 + { "Textures", "Folder", -1, 6, 3 }, // 2 + { "desktop.ini", "System file", 1024, -1,-1 }, // 3 + { "File1_a.wav", "Audio file", 123000, -1,-1 }, // 4 + { "File1_b.wav", "Audio file", 456000, -1,-1 }, // 5 + { "Image001.png", "Image file", 203128, -1,-1 }, // 6 + { "Copy of Image001.png", "Image file", 203256, -1,-1 }, // 7 + { "Copy of Image001 (Final2).png","Image file", 203512, -1,-1 }, // 8 + }; + + MyTreeNode::DisplayNode(&nodes[0], nodes); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Item width"); + if (ImGui::TreeNode("Item width")) + { + HelpMarker( + "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" + "Note that on auto-resizing non-resizable fixed columns, querying the content width for " + "e.g. right-alignment doesn't make sense."); + if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders)) + { + ImGui::TableSetupColumn("small"); + ImGui::TableSetupColumn("half"); + ImGui::TableSetupColumn("right-align"); + ImGui::TableHeadersRow(); + + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + if (row == 0) + { + // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) + ImGui::TableSetColumnIndex(0); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small + ImGui::TableSetColumnIndex(1); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::TableSetColumnIndex(2); + ImGui::PushItemWidth(-FLT_MIN); // Right-aligned + } + + // Draw our contents + static float dummy_f = 0.0f; + ImGui::PushID(row); + ImGui::TableSetColumnIndex(0); + ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(1); + ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(2); + ImGui::SliderFloat("##float2", &dummy_f, 0.0f, 1.0f); // No visible label since right-aligned + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using TableHeader() calls instead of TableHeadersRow() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Custom headers"); + if (ImGui::TreeNode("Custom headers")) + { + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("Apricot"); + ImGui::TableSetupColumn("Banana"); + ImGui::TableSetupColumn("Cherry"); + + // Dummy entire-column selection storage + // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. + static bool column_selected[3] = {}; + + // Instead of calling TableHeadersRow() we'll submit custom headers ourselves. + // (A different approach is also possible: + // - Specify ImGuiTableColumnFlags_NoHeaderLabel in some TableSetupColumn() call. + // - Call TableHeadersRow() normally. This will submit TableHeader() with no name. + // - Then call TableSetColumnIndex() to position yourself in the column and submit your stuff e.g. Checkbox().) + ImGui::TableNextRow(ImGuiTableRowFlags_Headers); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn() + ImGui::PushID(column); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("##checkall", &column_selected[column]); + ImGui::PopStyleVar(); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::TableHeader(column_name); + ImGui::PopID(); + } + + // Submit table contents + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + char buf[32]; + sprintf(buf, "Cell %d,%d", column, row); + ImGui::TableSetColumnIndex(column); + ImGui::Selectable(buf, column_selected[column]); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using ImGuiTableColumnFlags_AngledHeader flag to create angled headers + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Angled headers"); + if (ImGui::TreeNode("Angled headers")) + { + const char* column_names[] = { "Track", "cabasa", "ride", "smash", "tom-hi", "tom-mid", "tom-low", "hihat-o", "hihat-c", "snare-s", "snare-c", "clap", "rim", "kick" }; + const int columns_count = IM_ARRAYSIZE(column_names); + const int rows_count = 12; + + static ImGuiTableFlags table_flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_Hideable | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_HighlightHoveredColumn; + static ImGuiTableColumnFlags column_flags = ImGuiTableColumnFlags_AngledHeader | ImGuiTableColumnFlags_WidthFixed; + static bool bools[columns_count * rows_count] = {}; // Dummy storage selection storage + static int frozen_cols = 1; + static int frozen_rows = 2; + ImGui::CheckboxFlags("_ScrollX", &table_flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("_ScrollY", &table_flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("_Resizable", &table_flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("_Sortable", &table_flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("_NoBordersInBody", &table_flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("_HighlightHoveredColumn", &table_flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen columns", &frozen_cols, 0, 2); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen rows", &frozen_rows, 0, 2); + ImGui::CheckboxFlags("Disable header contributing to column width", &column_flags, ImGuiTableColumnFlags_NoHeaderWidth); + + if (ImGui::TreeNode("Style settings")) + { + ImGui::SameLine(); + HelpMarker("Giving access to some ImGuiStyle value in this demo for convenience."); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderAngle("style.TableAngledHeadersAngle", &ImGui::GetStyle().TableAngledHeadersAngle, -50.0f, +50.0f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderFloat2("style.TableAngledHeadersTextAlign", (float*)&ImGui::GetStyle().TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::TreePop(); + } + + if (ImGui::BeginTable("table_angled_headers", columns_count, table_flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 12))) + { + ImGui::TableSetupColumn(column_names[0], ImGuiTableColumnFlags_NoHide | ImGuiTableColumnFlags_NoReorder); + for (int n = 1; n < columns_count; n++) + ImGui::TableSetupColumn(column_names[n], column_flags); + ImGui::TableSetupScrollFreeze(frozen_cols, frozen_rows); + + ImGui::TableAngledHeadersRow(); // Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag. + ImGui::TableHeadersRow(); // Draw remaining headers and allow access to context-menu and other functions. + for (int row = 0; row < rows_count; row++) + { + ImGui::PushID(row); + ImGui::TableNextRow(); + ImGui::TableSetColumnIndex(0); + ImGui::AlignTextToFramePadding(); + ImGui::Text("Track %d", row); + for (int column = 1; column < columns_count; column++) + if (ImGui::TableSetColumnIndex(column)) + { + ImGui::PushID(column); + ImGui::Checkbox("", &bools[row * columns_count + column]); + ImGui::PopID(); + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate creating custom context menus inside columns, + // while playing it nice with context menus provided by TableHeadersRow()/TableHeader() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker( + "By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\n" + "Using ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); + static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody); + PopStyleCompact(); + + // Context Menus: first example + // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + + // Submit dummy contents + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Context Menus: second example + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [2.2] Right-click on the ".." to open a custom popup + // [2.3] Right-click in columns to open another custom popup + HelpMarker( + "Demonstrate mixing table context menu (over header), item context button (over button) " + "and custom per-colunm context menu (over column body)."); + ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + // Submit dummy contents + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + ImGui::SameLine(); + + // [2.2] Right-click on the ".." to open a custom popup + ImGui::PushID(row * COLUMNS_COUNT + column); + ImGui::SmallButton(".."); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + } + + // [2.3] Right-click anywhere in columns to open another custom popup + // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup + // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping) + int hovered_column = -1; + for (int column = 0; column < COLUMNS_COUNT + 1; column++) + { + ImGui::PushID(column); + if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered) + hovered_column = column; + if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1)) + ImGui::OpenPopup("MyPopup"); + if (ImGui::BeginPopup("MyPopup")) + { + if (column == COLUMNS_COUNT) + ImGui::Text("This is a custom popup for unused space after the last column."); + else + ImGui::Text("This is a custom popup for Column %d", column); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + + ImGui::EndTable(); + ImGui::Text("Hovered column: %d", hovered_column); + } + ImGui::TreePop(); + } + + // Demonstrate creating multiple tables with the same ID + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Synced instances"); + if (ImGui::TreeNode("Synced instances")) + { + HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); + + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings; + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_SizingFixedFit", &flags, ImGuiTableFlags_SizingFixedFit); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + for (int n = 0; n < 3; n++) + { + char buf[32]; + sprintf(buf, "Synced Table %d", n); + bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen); + if (open && ImGui::BeginTable("Table", 3, flags, ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 5))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + const int cell_count = (n == 1) ? 27 : 9; // Make second table have a scrollbar to verify that additional decoration is not affecting column positions. + for (int cell = 0; cell < cell_count; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("this cell %d", cell); + } + ImGui::EndTable(); + } + } + ImGui::TreePop(); + } + + // Demonstrate using Sorting facilities + // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting. + // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified) + static const char* template_items_names[] = + { + "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", + "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" + }; + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Sorting"); + if (ImGui::TreeNode("Sorting")) + { + // Create item list + static ImVector items; + if (items.Size == 0) + { + items.resize(50, MyItem()); + for (int n = 0; n < items.Size; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (n * n - n) % 20; // Assign default quantities + } + } + + // Options + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollY; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + PopStyleCompact(); + + if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + // Demonstrate using a mixture of flags among available sort-related flags: + // - ImGuiTableColumnFlags_DefaultSort + // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending + // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending + ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible + ImGui::TableHeadersRow(); + + // Sort our data if sort specs have been changed! + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) + { + // Display a data item + MyItem* item = &items[row_n]; + ImGui::PushID(item->ID); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("%04d", item->ID); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(item->Name); + ImGui::TableNextColumn(); + ImGui::SmallButton("None"); + ImGui::TableNextColumn(); + ImGui::Text("%d", item->Quantity); + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // In this example we'll expose most table flags and settings. + // For specific flags and settings refer to the corresponding section for more detailed explanation. + // This section is mostly useful to experiment with combining certain flags or settings with each others. + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Advanced"); + if (ImGui::TreeNode("Advanced")) + { + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable + | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_SizingFixedFit; + static ImGuiTableColumnFlags columns_base_flags = ImGuiTableColumnFlags_None; + + enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow }; + static int contents_type = CT_SelectableSpanRow; + const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" }; + static int freeze_cols = 1; + static int freeze_rows = 1; + static int items_count = IM_ARRAYSIZE(template_items_names) * 2; + static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12); + static float row_min_height = 0.0f; // Auto + static float inner_width_with_scroll = 0.0f; // Auto-extend + static bool outer_size_enabled = true; + static bool show_headers = true; + static bool show_wrapped_text = false; + //static ImGuiTextFilter filter; + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing + if (ImGui::TreeNode("Options")) + { + // Make the UI compact because there are so many fields + PushStyleCompact(); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f); + + if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen)) + { + EditTableSizingFlags(&flags); + ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled."); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Headers:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_headers", &show_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", &columns_base_flags, ImGuiTableColumnFlags_AngledHeader); + ImGui::SameLine(); HelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_wrapped_text", &show_wrapped_text); + + ImGui::DragFloat2("##OuterSize", &outer_size_value.x); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Checkbox("outer_size", &outer_size_enabled); + ImGui::SameLine(); + HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" + "- The table is output directly in the parent window.\n" + "- OuterSize.x < 0.0f will right-align the table.\n" + "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n" + "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set)."); + + // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. + // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled. + ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX); + + ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX); + ImGui::SameLine(); HelpMarker("Specify height of the Selectable item."); + + ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999); + ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names)); + //filter.Draw("filter"); + ImGui::TreePop(); + } + + ImGui::PopItemWidth(); + PopStyleCompact(); + ImGui::Spacing(); + ImGui::TreePop(); + } + + // Update item list if we changed the number of items + static ImVector items; + static ImVector selection; + static bool items_need_sort = false; + if (items.Size != items_count) + { + items.resize(items_count, MyItem()); + for (int n = 0; n < items_count; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities + } + } + + const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList(); + const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size; + ImVec2 table_scroll_cur, table_scroll_max; // For debug display + const ImDrawList* table_draw_list = NULL; // " + + // Submit table + const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f; + if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + ImGui::TableSetupColumn("ID", columns_base_flags | ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", columns_base_flags | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", columns_base_flags | ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", columns_base_flags | ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupColumn("Description", columns_base_flags | ((flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch), 0.0f, MyItemColumnID_Description); + ImGui::TableSetupColumn("Hidden", columns_base_flags | ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + + // Sort our data if sort specs have been changed! + ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs(); + if (sort_specs && sort_specs->SpecsDirty) + items_need_sort = true; + if (sort_specs && items_need_sort && items.Size > 1) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + items_need_sort = false; + + // Take note of whether we are currently sorting based on the Quantity field, + // we will use this to trigger sorting when we know the data of this column has been modified. + const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0; + + // Show headers + if (show_headers && (columns_base_flags & ImGuiTableColumnFlags_AngledHeader) != 0) + ImGui::TableAngledHeadersRow(); + if (show_headers) + ImGui::TableHeadersRow(); + + // Show data + // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? +#if 1 + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + { + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) +#else + // Without clipper + { + for (int row_n = 0; row_n < items.Size; row_n++) +#endif + { + MyItem* item = &items[row_n]; + //if (!filter.PassFilter(item->Name)) + // continue; + + const bool item_is_selected = selection.contains(item->ID); + ImGui::PushID(item->ID); + ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height); + + // For the demo purpose we can select among different type of items submitted in the first column + ImGui::TableSetColumnIndex(0); + char label[32]; + sprintf(label, "%04d", item->ID); + if (contents_type == CT_Text) + ImGui::TextUnformatted(label); + else if (contents_type == CT_Button) + ImGui::Button(label); + else if (contents_type == CT_SmallButton) + ImGui::SmallButton(label); + else if (contents_type == CT_FillButton) + ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); + else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow) + { + ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap : ImGuiSelectableFlags_None; + if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height))) + { + if (ImGui::GetIO().KeyCtrl) + { + if (item_is_selected) + selection.find_erase_unsorted(item->ID); + else + selection.push_back(item->ID); + } + else + { + selection.clear(); + selection.push_back(item->ID); + } + } + } + + if (ImGui::TableSetColumnIndex(1)) + ImGui::TextUnformatted(item->Name); + + // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, + // and we are currently sorting on the column showing the Quantity. + // To avoid triggering a sort while holding the button, we only trigger it when the button has been released. + // You will probably need some extra logic if you want to automatically sort when a specific entry changes. + if (ImGui::TableSetColumnIndex(2)) + { + if (ImGui::SmallButton("Chop")) { item->Quantity += 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + ImGui::SameLine(); + if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + } + + if (ImGui::TableSetColumnIndex(3)) + ImGui::Text("%d", item->Quantity); + + ImGui::TableSetColumnIndex(4); + if (show_wrapped_text) + ImGui::TextWrapped("Lorem ipsum dolor sit amet"); + else + ImGui::Text("Lorem ipsum dolor sit amet"); + + if (ImGui::TableSetColumnIndex(5)) + ImGui::Text("1234"); + + ImGui::PopID(); + } + } + + // Store some info to display debug details below + table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY()); + table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY()); + table_draw_list = ImGui::GetWindowDrawList(); + ImGui::EndTable(); + } + static bool show_debug_details = false; + ImGui::Checkbox("Debug details", &show_debug_details); + if (show_debug_details && table_draw_list) + { + ImGui::SameLine(0.0f, 0.0f); + const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size; + if (table_draw_list == parent_draw_list) + ImGui::Text(": DrawCmd: +%d (in same window)", + table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count); + else + ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", + table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y); + } + ImGui::TreePop(); + } + + ImGui::PopID(); + + ShowDemoWindowColumns(); + + if (disable_indent) + ImGui::PopStyleVar(); +} + +// Demonstrate old/legacy Columns API! +// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!] +static void ShowDemoWindowColumns() +{ + IMGUI_DEMO_MARKER("Columns (legacy API)"); + bool open = ImGui::TreeNode("Legacy Columns API"); + ImGui::SameLine(); + HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!"); + if (!open) + return; + + // Basic columns + IMGUI_DEMO_MARKER("Columns (legacy API)/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::Text("Without border:"); + ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border + ImGui::Separator(); + for (int n = 0; n < 14; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + if (ImGui::Selectable(label)) {} + //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} + ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + + ImGui::Text("With border:"); + ImGui::Columns(4, "mycolumns"); // 4-ways, with border + ImGui::Separator(); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Text("Hovered"); ImGui::NextColumn(); + ImGui::Separator(); + const char* names[3] = { "One", "Two", "Three" }; + const char* paths[3] = { "/path/one", "/path/two", "/path/three" }; + static int selected = -1; + for (int i = 0; i < 3; i++) + { + char label[32]; + sprintf(label, "%04d", i); + if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns)) + selected = i; + bool hovered = ImGui::IsItemHovered(); + ImGui::NextColumn(); + ImGui::Text(names[i]); ImGui::NextColumn(); + ImGui::Text(paths[i]); ImGui::NextColumn(); + ImGui::Text("%d", hovered); ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Borders"); + if (ImGui::TreeNode("Borders")) + { + // NB: Future columns API should allow automatic horizontal borders. + static bool h_borders = true; + static bool v_borders = true; + static int columns_count = 4; + const int lines_count = 3; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); + if (columns_count < 2) + columns_count = 2; + ImGui::SameLine(); + ImGui::Checkbox("horizontal", &h_borders); + ImGui::SameLine(); + ImGui::Checkbox("vertical", &v_borders); + ImGui::Columns(columns_count, NULL, v_borders); + for (int i = 0; i < columns_count * lines_count; i++) + { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); + ImGui::PushID(i); + ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::PopID(); + ImGui::NextColumn(); + } + ImGui::Columns(1); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + + // Create multiple items in a same cell before switching to next column + IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items"); + if (ImGui::TreeNode("Mixed items")) + { + ImGui::Columns(3, "mixed"); + ImGui::Separator(); + + ImGui::Text("Hello"); + ImGui::Button("Banana"); + ImGui::NextColumn(); + + ImGui::Text("ImGui"); + ImGui::Button("Apple"); + static float foo = 1.0f; + ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f"); + ImGui::Text("An extra line here."); + ImGui::NextColumn(); + + ImGui::Text("Sailor"); + ImGui::Button("Corniflower"); + static float bar = 1.0f; + ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f"); + ImGui::NextColumn(); + + if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + // Word wrapping + IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping"); + if (ImGui::TreeNode("Word-wrapping")) + { + ImGui::Columns(2, "word-wrapping"); + ImGui::Separator(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Left"); + ImGui::NextColumn(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Right"); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling"); + if (ImGui::TreeNode("Horizontal Scrolling")) + { + ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); + ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f); + ImGui::BeginChild("##ScrollingRegion", child_size, ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::Columns(10); + + // Also demonstrate using clipper for large vertical lists + int ITEMS_COUNT = 2000; + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + while (clipper.Step()) + { + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + for (int j = 0; j < 10; j++) + { + ImGui::Text("Line %d Column %d...", i, j); + ImGui::NextColumn(); + } + } + ImGui::Columns(1); + ImGui::EndChild(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Tree"); + if (ImGui::TreeNode("Tree")) + { + ImGui::Columns(2, "tree", true); + for (int x = 0; x < 3; x++) + { + bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + ImGui::NextColumn(); + if (open1) + { + for (int y = 0; y < 3; y++) + { + bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + if (open2) + { + ImGui::Text("Even more contents"); + if (ImGui::TreeNode("Tree in column")) + { + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::TreePop(); + } + } + ImGui::NextColumn(); + if (open2) + ImGui::TreePop(); + } + ImGui::TreePop(); + } + } + ImGui::Columns(1); + ImGui::TreePop(); + } + + ImGui::TreePop(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowInputs() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowInputs() +{ + IMGUI_DEMO_MARKER("Inputs & Focus"); + if (ImGui::CollapsingHeader("Inputs & Focus")) + { + ImGuiIO& io = ImGui::GetIO(); + + // Display inputs submitted to ImGuiIO + IMGUI_DEMO_MARKER("Inputs & Focus/Inputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + bool inputs_opened = ImGui::TreeNode("Inputs"); + ImGui::SameLine(); + HelpMarker( + "This is a simplified view. See more detailed input state:\n" + "- in 'Tools->Metrics/Debugger->Inputs'.\n" + "- in 'Tools->Debug Log->IO'."); + if (inputs_opened) + { + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse pos: "); + ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + ImGui::Text("Mouse down:"); + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); + + // We iterate both legacy native range and named ImGuiKey ranges. This is a little unusual/odd but this allows + // displaying the data for old/new backends. + // User code should never have to go through such hoops! + // You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; + ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN; + ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); } + ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + + ImGui::TreePop(); + } + + // Display ImGuiIO output flags + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + bool outputs_opened = ImGui::TreeNode("Outputs"); + ImGui::SameLine(); + HelpMarker( + "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui " + "to instruct your application of how to route inputs. Typically, when a value is true, it means " + "Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n" + "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, " + "and underlying application should ignore mouse inputs (in practice there are many and more subtle " + "rules leading to how those flags are set)."); + if (outputs_opened) + { + ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse); + ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); + ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard); + ImGui::Text("io.WantTextInput: %d", io.WantTextInput); + ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos); + ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible); + + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/WantCapture override"); + if (ImGui::TreeNode("WantCapture override")) + { + HelpMarker( + "Hovering the colored canvas will override io.WantCaptureXXX fields.\n" + "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering " + "and true when clicking."); + static int capture_override_mouse = -1; + static int capture_override_keyboard = -1; + const char* capture_override_desc[] = { "None", "Set to false", "Set to true" }; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureMouse() on hover", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureKeyboard() on hover", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp); + + ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(128.0f, 96.0f)); // Dummy item + if (ImGui::IsItemHovered() && capture_override_mouse != -1) + ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1); + if (ImGui::IsItemHovered() && capture_override_keyboard != -1) + ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1); + + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Demonstrate using Shortcut() and Routing Policies. + // The general flow is: + // - Code interested in a chord (e.g. "Ctrl+A") declares their intent. + // - Multiple locations may be interested in same chord! Routing helps find a winner. + // - Every frame, we resolve all claims and assign one owner if the modifiers are matching. + // - The lower-level function is 'bool SetShortcutRouting()', returns true when caller got the route. + // - Most of the times, SetShortcutRouting() is not called directly. User mostly calls Shortcut() with routing flags. + // - If you call Shortcut() WITHOUT any routing option, it uses ImGuiInputFlags_RouteFocused. + // TL;DR: Most uses will simply be: + // - Shortcut(ImGuiMod_Ctrl | ImGuiKey_A); // Use ImGuiInputFlags_RouteFocused policy. + IMGUI_DEMO_MARKER("Inputs & Focus/Shortcuts"); + if (ImGui::TreeNode("Shortcuts")) + { + static ImGuiInputFlags route_options = ImGuiInputFlags_Repeat; + static ImGuiInputFlags route_type = ImGuiInputFlags_RouteFocused; + ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &route_options, ImGuiInputFlags_Repeat); + ImGui::RadioButton("ImGuiInputFlags_RouteActive", &route_type, ImGuiInputFlags_RouteActive); + ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &route_type, ImGuiInputFlags_RouteFocused); + ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &route_type, ImGuiInputFlags_RouteGlobal); + ImGui::Indent(); + ImGui::BeginDisabled(route_type != ImGuiInputFlags_RouteGlobal); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverFocused", &route_options, ImGuiInputFlags_RouteOverFocused); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverActive", &route_options, ImGuiInputFlags_RouteOverActive); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteUnlessBgFocused", &route_options, ImGuiInputFlags_RouteUnlessBgFocused); + ImGui::EndDisabled(); + ImGui::Unindent(); + ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &route_type, ImGuiInputFlags_RouteAlways); + ImGuiInputFlags flags = route_type | route_options; // Merged flags + if (route_type != ImGuiInputFlags_RouteGlobal) + flags &= ~(ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused); + + ImGui::SeparatorText("Using SetNextItemShortcut()"); + ImGui::Text("Ctrl+S"); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, flags | ImGuiInputFlags_Tooltip); + ImGui::Button("Save"); + ImGui::Text("Alt+F"); + ImGui::SetNextItemShortcut(ImGuiMod_Alt | ImGuiKey_F, flags | ImGuiInputFlags_Tooltip); + static float f = 0.5f; + ImGui::SliderFloat("Factor", &f, 0.0f, 1.0f); + + ImGui::SeparatorText("Using Shortcut()"); + const float line_height = ImGui::GetTextLineHeightWithSpacing(); + const ImGuiKeyChord key_chord = ImGuiMod_Ctrl | ImGuiKey_A; + + ImGui::Text("Ctrl+A"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(1.0f, 0.0f, 1.0f, 0.1f)); + + ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 14), true); + ImGui::Text("Press CTRL+A and see who receives it!"); + ImGui::Separator(); + + // 1: Window polling for CTRL+A + ImGui::Text("(in WindowA)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + // 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active) + // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //char str[16] = "Press CTRL+A"; + //ImGui::Spacing(); + //ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); + //ImGuiID item_id = ImGui::GetItemID(); + //ImGui::SameLine(); HelpMarker("Internal widgets always use _RouteFocused"); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, item_id) ? "PRESSED" : "..."); + + // 3: Dummy child is not claiming the route: focusing them shouldn't steal route away from WindowA + ImGui::BeginChild("ChildD", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildD: not using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused()); + ImGui::EndChild(); + + // 4: Child window polling for CTRL+A. It is deeper than WindowA and gets priority when focused. + ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildE: using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + ImGui::EndChild(); + + // 5: In a popup + if (ImGui::Button("Open Popup")) + ImGui::OpenPopup("PopupF"); + if (ImGui::BeginPopup("PopupF")) + { + ImGui::Text("(in PopupF)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //ImGui::InputText("InputTextG", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, ImGui::GetItemID()) ? "PRESSED" : "..."); + ImGui::EndPopup(); + } + ImGui::EndChild(); + ImGui::PopStyleColor(); + + ImGui::TreePop(); + } + + // Display mouse cursors + IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors"); + if (ImGui::TreeNode("Mouse Cursors")) + { + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); + + ImGuiMouseCursor current = ImGui::GetMouseCursor(); + const char* cursor_name = (current >= ImGuiMouseCursor_Arrow) && (current < ImGuiMouseCursor_COUNT) ? mouse_cursors_names[current] : "N/A"; + ImGui::Text("Current mouse cursor = %d: %s", current, cursor_name); + ImGui::BeginDisabled(true); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::EndDisabled(); + + ImGui::Text("Hover to see mouse cursors:"); + ImGui::SameLine(); HelpMarker( + "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " + "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " + "otherwise your backend needs to handle it."); + for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) + { + char label[32]; + sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); + ImGui::Bullet(); ImGui::Selectable(label, false); + if (ImGui::IsItemHovered()) + ImGui::SetMouseCursor(i); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing"); + if (ImGui::TreeNode("Tabbing")) + { + ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); + static char buf[32] = "hello"; + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); + ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopItemFlag(); + ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code"); + if (ImGui::TreeNode("Focus from code")) + { + bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine(); + bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine(); + bool focus_3 = ImGui::Button("Focus on 3"); + int has_focus = 0; + static char buf[128] = "click on a button to set focus"; + + if (focus_1) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 1; + + if (focus_2) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 2; + + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); + if (focus_3) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 3; + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopItemFlag(); + + if (has_focus) + ImGui::Text("Item with focus: %d", has_focus); + else + ImGui::Text("Item with focus: "); + + // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item + static float f3[3] = { 0.0f, 0.0f, 0.0f }; + int focus_ahead = -1; + if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine(); + if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine(); + if (ImGui::Button("Focus on Z")) { focus_ahead = 2; } + if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); + ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); + + ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Dragging"); + if (ImGui::TreeNode("Dragging")) + { + ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); + for (int button = 0; button < 3; button++) + { + ImGui::Text("IsMouseDragging(%d):", button); + ImGui::Text(" w/ default threshold: %d,", ImGui::IsMouseDragging(button)); + ImGui::Text(" w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f)); + ImGui::Text(" w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f)); + } + + ImGui::Button("Drag Me"); + if (ImGui::IsItemActive()) + ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor + + // Drag operations gets "unlocked" when the mouse has moved past a certain threshold + // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher + // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta(). + ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); + ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); + ImVec2 mouse_delta = io.MouseDelta; + ImGui::Text("GetMouseDragDelta(0):"); + ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y); + ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y); + ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y); + ImGui::TreePop(); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] About Window / ShowAboutWindow() +// Access from Dear ImGui Demo -> Tools -> About +//----------------------------------------------------------------------------- + +void ImGui::ShowAboutWindow(bool* p_open) +{ + if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Tools/About Dear ImGui"); + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + + ImGui::TextLinkOpenURL("Homepage", "https://github.com/ocornut/imgui"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("FAQ", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Wiki", "https://github.com/ocornut/imgui/wiki"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Releases", "https://github.com/ocornut/imgui/releases"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Funding", "https://github.com/ocornut/imgui/wiki/Funding"); + + ImGui::Separator(); + ImGui::Text("(c) 2014-2025 Omar Cornut"); + ImGui::Text("Developed by Omar Cornut and all Dear ImGui contributors."); + ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); + ImGui::Text("If your company uses this, please consider funding the project."); + + static bool show_config_info = false; + ImGui::Checkbox("Config/Build Information", &show_config_info); + if (show_config_info) + { + ImGuiIO& io = ImGui::GetIO(); + ImGuiStyle& style = ImGui::GetStyle(); + + bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); + ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18); + ImGui::BeginChild(ImGui::GetID("cfg_infos"), child_size, ImGuiChildFlags_FrameStyle); + if (copy_to_clipboard) + { + ImGui::LogToClipboard(); + ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub + } + + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Separator(); + ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); + ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); +#endif +#ifdef IMGUI_USE_BGRA_PACKED_COLOR + ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR"); +#endif +#ifdef _WIN32 + ImGui::Text("define: _WIN32"); +#endif +#ifdef _WIN64 + ImGui::Text("define: _WIN64"); +#endif +#ifdef __linux__ + ImGui::Text("define: __linux__"); +#endif +#ifdef __APPLE__ + ImGui::Text("define: __APPLE__"); +#endif +#ifdef _MSC_VER + ImGui::Text("define: _MSC_VER=%d", _MSC_VER); +#endif +#ifdef _MSVC_LANG + ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG); +#endif +#ifdef __MINGW32__ + ImGui::Text("define: __MINGW32__"); +#endif +#ifdef __MINGW64__ + ImGui::Text("define: __MINGW64__"); +#endif +#ifdef __GNUC__ + ImGui::Text("define: __GNUC__=%d", (int)__GNUC__); +#endif +#ifdef __clang_version__ + ImGui::Text("define: __clang_version__=%s", __clang_version__); +#endif +#ifdef __EMSCRIPTEN__ + ImGui::Text("define: __EMSCRIPTEN__"); + ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_major__, __EMSCRIPTEN_minor__, __EMSCRIPTEN_tiny__); +#endif +#ifdef IMGUI_HAS_VIEWPORT + ImGui::Text("define: IMGUI_HAS_VIEWPORT"); +#endif +#ifdef IMGUI_HAS_DOCK + ImGui::Text("define: IMGUI_HAS_DOCK"); +#endif + ImGui::Separator(); + ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); + ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); + ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) ImGui::Text(" NoKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ImGui::Text(" DpiEnableScaleViewports"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ImGui::Text(" DpiEnableScaleFonts"); + if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge"); + if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon"); + if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration"); + if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); + if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); + if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); + if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); + if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); + if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); + if (io.ConfigNavMoveSetMousePos) ImGui::Text("io.ConfigNavMoveSetMousePos"); + if (io.ConfigNavCaptureKeyboard) ImGui::Text("io.ConfigNavCaptureKeyboard"); + if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); + if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); + if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + if (io.ConfigMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer); + ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); + if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); + if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); + ImGui::Separator(); + ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); + ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); + ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + ImGui::Separator(); + ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y); + ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize); + ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y); + ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding); + ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize); + ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y); + ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); + + if (copy_to_clipboard) + { + ImGui::LogText("\n```\n"); + ImGui::LogFinish(); + } + ImGui::EndChild(); + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Style Editor / ShowStyleEditor() +//----------------------------------------------------------------------------- +// - ShowFontSelector() +// - ShowStyleSelector() +// - ShowStyleEditor() +//----------------------------------------------------------------------------- + +// Forward declare ShowFontAtlas() which isn't worth putting in public API yet +namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); } + +// Demo helper function to select among loaded fonts. +// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. +void ImGui::ShowFontSelector(const char* label) +{ + ImGuiIO& io = ImGui::GetIO(); + ImFont* font_current = ImGui::GetFont(); + if (ImGui::BeginCombo(label, font_current->GetDebugName())) + { + for (ImFont* font : io.Fonts->Fonts) + { + ImGui::PushID((void*)font); + if (ImGui::Selectable(font->GetDebugName(), font == font_current)) + io.FontDefault = font; + if (font == font_current) + ImGui::SetItemDefaultFocus(); + ImGui::PopID(); + } + ImGui::EndCombo(); + } + ImGui::SameLine(); + HelpMarker( + "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" + "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" + "- Read FAQ and docs/FONTS.md for more details.\n" + "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); +} + +// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. +// Here we use the simplified Combo() api that packs items into a single literal string. +// Useful for quick combo boxes where the choices are known locally. +bool ImGui::ShowStyleSelector(const char* label) +{ + static int style_idx = -1; + if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0")) + { + switch (style_idx) + { + case 0: ImGui::StyleColorsDark(); break; + case 1: ImGui::StyleColorsLight(); break; + case 2: ImGui::StyleColorsClassic(); break; + } + return true; + } + return false; +} + +void ImGui::ShowStyleEditor(ImGuiStyle* ref) +{ + IMGUI_DEMO_MARKER("Tools/Style Editor"); + // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to + // (without a reference style pointer, we will use one compared locally as a reference) + ImGuiStyle& style = ImGui::GetStyle(); + static ImGuiStyle ref_saved_style; + + // Default to using internal storage as reference + static bool init = true; + if (init && ref == NULL) + ref_saved_style = style; + init = false; + if (ref == NULL) + ref = &ref_saved_style; + + ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f); + + if (ImGui::ShowStyleSelector("Colors##Selector")) + ref_saved_style = style; + ImGui::ShowFontSelector("Fonts##Selector"); + + // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) + if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) + style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding + { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } + + // Save/Revert button + if (ImGui::Button("Save Ref")) + *ref = ref_saved_style = style; + ImGui::SameLine(); + if (ImGui::Button("Revert Ref")) + style = *ref; + ImGui::SameLine(); + HelpMarker( + "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " + "Use \"Export\" below to save them somewhere."); + + ImGui::Separator(); + + if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Sizes")) + { + ImGui::SeparatorText("Main"); + ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); + ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); + + ImGui::SeparatorText("Borders"); + ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f"); + ImGui::SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, 2.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set."); + + ImGui::SeparatorText("Rounding"); + ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Tables"); + ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f); + ImGui::SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + + ImGui::SeparatorText("Widgets"); + ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + int window_menu_button_position = style.WindowMenuButtonPosition + 1; + if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + style.WindowMenuButtonPosition = (ImGuiDir)(window_menu_button_position - 1); + ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); + ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); + ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); + ImGui::SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f"); + ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Docking"); + ImGui::SliderFloat("DockingSplitterSize", &style.DockingSeparatorSize, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Tooltips"); + for (int n = 0; n < 2; n++) + if (ImGui::TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav")) + { + ImGuiHoveredFlags* p = (n == 0) ? &style.HoverFlagsForTooltipMouse : &style.HoverFlagsForTooltipNav; + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone); + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort); + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal); + ImGui::CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary); + ImGui::CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay); + ImGui::TreePop(); + } + + ImGui::SeparatorText("Misc"); + ImGui::SliderFloat2("DisplayWindowPadding", (float*)&style.DisplayWindowPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen."); + ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Colors")) + { + static int output_dest = 0; + static bool output_only_modified = true; + if (ImGui::Button("Export")) + { + if (output_dest == 0) + ImGui::LogToClipboard(); + else + ImGui::LogToTTY(); + ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const ImVec4& col = style.Colors[i]; + const char* name = ImGui::GetStyleColorName(i); + if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) + ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, + name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); + } + ImGui::LogFinish(); + } + ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); + + static ImGuiTextFilter filter; + filter.Draw("Filter colors", ImGui::GetFontSize() * 16); + + static ImGuiColorEditFlags alpha_flags = 0; + if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); + if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); + if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); + HelpMarker( + "In the color list:\n" + "Left-click on color square to open color picker,\n" + "Right-click to open edit options menu."); + + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX)); + ImGui::BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName(i); + if (!filter.PassFilter(name)) + continue; + ImGui::PushID(i); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ImGui::Button("?")) + ImGui::DebugFlashStyleColor((ImGuiCol)i); + ImGui::SetItemTooltip("Flash given color to identify places where it is used."); + ImGui::SameLine(); +#endif + ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); + if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) + { + // Tips: in a real user application, you may want to merge and use an icon font into the main font, + // so instead of "Save"/"Revert" you'd use icons! + // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; } + } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); + ImGui::TextUnformatted(name); + ImGui::PopID(); + } + ImGui::PopItemWidth(); + ImGui::EndChild(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Fonts")) + { + ImGuiIO& io = ImGui::GetIO(); + ImFontAtlas* atlas = io.Fonts; + HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); + ImGui::ShowFontAtlas(atlas); + + // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. + // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). + const float MIN_SCALE = 0.3f; + const float MAX_SCALE = 2.0f; + HelpMarker( + "Those are old settings provided for convenience.\n" + "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " + "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" + "Using those settings here will give you poor quality results."); + static float window_scale = 1.0f; + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window + ImGui::SetWindowFontScale(window_scale); + ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Rendering")) + { + ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); + ImGui::SameLine(); + HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); + + ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); + ImGui::SameLine(); + HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); + + ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); + if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; + + // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. + ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); + const bool show_samples = ImGui::IsItemActive(); + if (show_samples) + ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); + if (show_samples && ImGui::BeginTooltip()) + { + ImGui::TextUnformatted("(R = radius, N = approx number of segments)"); + ImGui::Spacing(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + const float min_widget_width = ImGui::CalcTextSize("R: MMM\nN: MMM").x; + for (int n = 0; n < 8; n++) + { + const float RAD_MIN = 5.0f; + const float RAD_MAX = 70.0f; + const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); + + ImGui::BeginGroup(); + + // N is not always exact here due to how PathArcTo() function work internally + ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); + + const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f); + const float offset_x = floorf(canvas_width * 0.5f); + const float offset_y = floorf(RAD_MAX); + + const ImVec2 p1 = ImGui::GetCursorScreenPos(); + draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + + /* + const ImVec2 p2 = ImGui::GetCursorScreenPos(); + draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + */ + + ImGui::EndGroup(); + ImGui::SameLine(); + } + ImGui::EndTooltip(); + } + ImGui::SameLine(); + HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically."); + + ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. + ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::PopItemWidth(); +} + +//----------------------------------------------------------------------------- +// [SECTION] User Guide / ShowUserGuide() +//----------------------------------------------------------------------------- + +void ImGui::ShowUserGuide() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::BulletText("Double-click on title bar to collapse window."); + ImGui::BulletText( + "Click and drag on lower corner to resize window\n" + "(double-click to auto fit window to its contents)."); + ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); + ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); + ImGui::BulletText("CTRL+Tab to select a window."); + if (io.FontAllowUserScaling) + ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); + ImGui::BulletText("While inputing text:\n"); + ImGui::Indent(); + ImGui::BulletText("CTRL+Left/Right to word jump."); + ImGui::BulletText("CTRL+A or double-click to select all."); + ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); + ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); + ImGui::BulletText("ESCAPE to revert."); + ImGui::Unindent(); + ImGui::BulletText("With keyboard navigation enabled:"); + ImGui::Indent(); + ImGui::BulletText("Arrow keys to navigate."); + ImGui::BulletText("Space to activate a widget."); + ImGui::BulletText("Return to input text into a widget."); + ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); + ImGui::BulletText("Alt to jump to the menu layer of a window."); + ImGui::Unindent(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +//----------------------------------------------------------------------------- +// - ShowExampleAppMainMenuBar() +// - ShowExampleMenuFile() +//----------------------------------------------------------------------------- + +// Demonstrate creating a "main" fullscreen menu bar and populating it. +// Note the difference between BeginMainMenuBar() and BeginMenuBar(): +// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!) +// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. +static void ShowExampleAppMainMenuBar() +{ + if (ImGui::BeginMainMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Undo", "CTRL+Z")) {} + if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item + ImGui::Separator(); + if (ImGui::MenuItem("Cut", "CTRL+X")) {} + if (ImGui::MenuItem("Copy", "CTRL+C")) {} + if (ImGui::MenuItem("Paste", "CTRL+V")) {} + ImGui::EndMenu(); + } + ImGui::EndMainMenuBar(); + } +} + +// Note that shortcuts are currently provided for display only +// (future version will add explicit flags to BeginMenu() to request processing shortcuts) +static void ShowExampleMenuFile() +{ + IMGUI_DEMO_MARKER("Examples/Menu"); + ImGui::MenuItem("(demo menu)", NULL, false, false); + if (ImGui::MenuItem("New")) {} + if (ImGui::MenuItem("Open", "Ctrl+O")) {} + if (ImGui::BeginMenu("Open Recent")) + { + ImGui::MenuItem("fish_hat.c"); + ImGui::MenuItem("fish_hat.inl"); + ImGui::MenuItem("fish_hat.h"); + if (ImGui::BeginMenu("More..")) + { + ImGui::MenuItem("Hello"); + ImGui::MenuItem("Sailor"); + if (ImGui::BeginMenu("Recurse..")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Save", "Ctrl+S")) {} + if (ImGui::MenuItem("Save As..")) {} + + ImGui::Separator(); + IMGUI_DEMO_MARKER("Examples/Menu/Options"); + if (ImGui::BeginMenu("Options")) + { + static bool enabled = true; + ImGui::MenuItem("Enabled", "", &enabled); + ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Borders); + for (int i = 0; i < 10; i++) + ImGui::Text("Scrolling Text %d", i); + ImGui::EndChild(); + static float f = 0.5f; + static int n = 0; + ImGui::SliderFloat("Value", &f, 0.0f, 1.0f); + ImGui::InputFloat("Input", &f, 0.1f); + ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0"); + ImGui::EndMenu(); + } + + IMGUI_DEMO_MARKER("Examples/Menu/Colors"); + if (ImGui::BeginMenu("Colors")) + { + float sz = ImGui::GetTextLineHeight(); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName((ImGuiCol)i); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i)); + ImGui::Dummy(ImVec2(sz, sz)); + ImGui::SameLine(); + ImGui::MenuItem(name); + } + ImGui::EndMenu(); + } + + // Here we demonstrate appending again to the "Options" menu (which we already created above) + // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. + // In a real code-base using it would make senses to use this feature from very different code locations. + if (ImGui::BeginMenu("Options")) // <-- Append! + { + IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu"); + static bool b = true; + ImGui::Checkbox("SomeOption", &b); + ImGui::EndMenu(); + } + + if (ImGui::BeginMenu("Disabled", false)) // Disabled + { + IM_ASSERT(0); + } + if (ImGui::MenuItem("Checked", NULL, true)) {} + ImGui::Separator(); + if (ImGui::MenuItem("Quit", "Alt+F4")) {} +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple console window, with scrolling, filtering, completion and history. +// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions. +struct ExampleAppConsole +{ + char InputBuf[256]; + ImVector Items; + ImVector Commands; + ImVector History; + int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. + ImGuiTextFilter Filter; + bool AutoScroll; + bool ScrollToBottom; + + ExampleAppConsole() + { + IMGUI_DEMO_MARKER("Examples/Console"); + ClearLog(); + memset(InputBuf, 0, sizeof(InputBuf)); + HistoryPos = -1; + + // "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches. + Commands.push_back("HELP"); + Commands.push_back("HISTORY"); + Commands.push_back("CLEAR"); + Commands.push_back("CLASSIFY"); + AutoScroll = true; + ScrollToBottom = false; + AddLog("Welcome to Dear ImGui!"); + } + ~ExampleAppConsole() + { + ClearLog(); + for (int i = 0; i < History.Size; i++) + ImGui::MemFree(History[i]); + } + + // Portable helpers + static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } + static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } + static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = ImGui::MemAlloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } + static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } + + void ClearLog() + { + for (int i = 0; i < Items.Size; i++) + ImGui::MemFree(Items[i]); + Items.clear(); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + // FIXME-OPT + char buf[1024]; + va_list args; + va_start(args, fmt); + vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args); + buf[IM_ARRAYSIZE(buf)-1] = 0; + va_end(args); + Items.push_back(Strdup(buf)); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. + // So e.g. IsItemHovered() will return true when hovering the title bar. + // Here we create a context menu only available from the title bar. + if (ImGui::BeginPopupContextItem()) + { + if (ImGui::MenuItem("Close Console")) + *p_open = false; + ImGui::EndPopup(); + } + + ImGui::TextWrapped( + "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate " + "implementation may want to store entries along with extra data such as timestamp, emitter, etc."); + ImGui::TextWrapped("Enter 'HELP' for help."); + + // TODO: display items starting from the bottom + + if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Clear")) { ClearLog(); } + ImGui::SameLine(); + bool copy_to_clipboard = ImGui::SmallButton("Copy"); + //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } + + ImGui::Separator(); + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Options, Filter + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_O, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); + ImGui::Separator(); + + // Reserve enough left-over height for 1 separator + 1 input text + const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); + if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::Selectable("Clear")) ClearLog(); + ImGui::EndPopup(); + } + + // Display every line as a separate entry so we can change their color or add custom widgets. + // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); + // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping + // to only process visible items. The clipper will automatically measure the height of your first item and then + // "seek" to display only items in the visible area. + // To use the clipper we can replace your standard loop: + // for (int i = 0; i < Items.Size; i++) + // With: + // ImGuiListClipper clipper; + // clipper.Begin(Items.Size); + // while (clipper.Step()) + // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + // - That your items are evenly spaced (same height) + // - That you have cheap random access to your elements (you can access them given their index, + // without processing all the ones before) + // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. + // We would need random-access on the post-filtered list. + // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices + // or offsets of items that passed the filtering test, recomputing this array when user changes the filter, + // and appending newly elements as they are inserted. This is left as a task to the user until we can manage + // to improve this example code! + // If your items are of variable height: + // - Split them into same height items would be simpler and facilitate random-seeking into your list. + // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing + if (copy_to_clipboard) + ImGui::LogToClipboard(); + for (const char* item : Items) + { + if (!Filter.PassFilter(item)) + continue; + + // Normally you would store more information in your item than just a string. + // (e.g. make Items[] an array of structure, store color/type etc.) + ImVec4 color; + bool has_color = false; + if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } + else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } + if (has_color) + ImGui::PushStyleColor(ImGuiCol_Text, color); + ImGui::TextUnformatted(item); + if (has_color) + ImGui::PopStyleColor(); + } + if (copy_to_clipboard) + ImGui::LogFinish(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) + ImGui::SetScrollHereY(1.0f); + ScrollToBottom = false; + + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::Separator(); + + // Command-line + bool reclaim_focus = false; + ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; + if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) + { + char* s = InputBuf; + Strtrim(s); + if (s[0]) + ExecCommand(s); + strcpy(s, ""); + reclaim_focus = true; + } + + // Auto-focus on window apparition + ImGui::SetItemDefaultFocus(); + if (reclaim_focus) + ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget + + ImGui::End(); + } + + void ExecCommand(const char* command_line) + { + AddLog("# %s\n", command_line); + + // Insert into history. First find match and delete it so it can be pushed to the back. + // This isn't trying to be smart or optimal. + HistoryPos = -1; + for (int i = History.Size - 1; i >= 0; i--) + if (Stricmp(History[i], command_line) == 0) + { + ImGui::MemFree(History[i]); + History.erase(History.begin() + i); + break; + } + History.push_back(Strdup(command_line)); + + // Process command + if (Stricmp(command_line, "CLEAR") == 0) + { + ClearLog(); + } + else if (Stricmp(command_line, "HELP") == 0) + { + AddLog("Commands:"); + for (int i = 0; i < Commands.Size; i++) + AddLog("- %s", Commands[i]); + } + else if (Stricmp(command_line, "HISTORY") == 0) + { + int first = History.Size - 10; + for (int i = first > 0 ? first : 0; i < History.Size; i++) + AddLog("%3d: %s\n", i, History[i]); + } + else + { + AddLog("Unknown command: '%s'\n", command_line); + } + + // On command input, we scroll to bottom even if AutoScroll==false + ScrollToBottom = true; + } + + // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks + static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) + { + ExampleAppConsole* console = (ExampleAppConsole*)data->UserData; + return console->TextEditCallback(data); + } + + int TextEditCallback(ImGuiInputTextCallbackData* data) + { + //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd); + switch (data->EventFlag) + { + case ImGuiInputTextFlags_CallbackCompletion: + { + // Example of TEXT COMPLETION + + // Locate beginning of current word + const char* word_end = data->Buf + data->CursorPos; + const char* word_start = word_end; + while (word_start > data->Buf) + { + const char c = word_start[-1]; + if (c == ' ' || c == '\t' || c == ',' || c == ';') + break; + word_start--; + } + + // Build a list of candidates + ImVector candidates; + for (int i = 0; i < Commands.Size; i++) + if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0) + candidates.push_back(Commands[i]); + + if (candidates.Size == 0) + { + // No match + AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start); + } + else if (candidates.Size == 1) + { + // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0]); + data->InsertChars(data->CursorPos, " "); + } + else + { + // Multiple matches. Complete as much as we can.. + // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. + int match_len = (int)(word_end - word_start); + for (;;) + { + int c = 0; + bool all_candidates_matches = true; + for (int i = 0; i < candidates.Size && all_candidates_matches; i++) + if (i == 0) + c = toupper(candidates[i][match_len]); + else if (c == 0 || c != toupper(candidates[i][match_len])) + all_candidates_matches = false; + if (!all_candidates_matches) + break; + match_len++; + } + + if (match_len > 0) + { + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); + } + + // List matches + AddLog("Possible matches:\n"); + for (int i = 0; i < candidates.Size; i++) + AddLog("- %s\n", candidates[i]); + } + + break; + } + case ImGuiInputTextFlags_CallbackHistory: + { + // Example of HISTORY + const int prev_history_pos = HistoryPos; + if (data->EventKey == ImGuiKey_UpArrow) + { + if (HistoryPos == -1) + HistoryPos = History.Size - 1; + else if (HistoryPos > 0) + HistoryPos--; + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + if (HistoryPos != -1) + if (++HistoryPos >= History.Size) + HistoryPos = -1; + } + + // A better implementation would preserve the data on the current input line along with cursor position. + if (prev_history_pos != HistoryPos) + { + const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : ""; + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, history_str); + } + } + } + return 0; + } +}; + +static void ShowExampleAppConsole(bool* p_open) +{ + static ExampleAppConsole console; + console.Draw("Example: Console", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +//----------------------------------------------------------------------------- + +// Usage: +// static ExampleAppLog my_log; +// my_log.AddLog("Hello %d world\n", 123); +// my_log.Draw("title"); +struct ExampleAppLog +{ + ImGuiTextBuffer Buf; + ImGuiTextFilter Filter; + ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls. + bool AutoScroll; // Keep scrolling if already at the bottom. + + ExampleAppLog() + { + AutoScroll = true; + Clear(); + } + + void Clear() + { + Buf.clear(); + LineOffsets.clear(); + LineOffsets.push_back(0); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + int old_size = Buf.size(); + va_list args; + va_start(args, fmt); + Buf.appendfv(fmt, args); + va_end(args); + for (int new_size = Buf.size(); old_size < new_size; old_size++) + if (Buf[old_size] == '\n') + LineOffsets.push_back(old_size + 1); + } + + void Draw(const char* title, bool* p_open = NULL) + { + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Main window + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + bool clear = ImGui::Button("Clear"); + ImGui::SameLine(); + bool copy = ImGui::Button("Copy"); + ImGui::SameLine(); + Filter.Draw("Filter", -100.0f); + + ImGui::Separator(); + + if (ImGui::BeginChild("scrolling", ImVec2(0, 0), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (clear) + Clear(); + if (copy) + ImGui::LogToClipboard(); + + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + const char* buf = Buf.begin(); + const char* buf_end = Buf.end(); + if (Filter.IsActive()) + { + // In this example we don't use the clipper when Filter is enabled. + // This is because we don't have random access to the result of our filter. + // A real application processing logs with ten of thousands of entries may want to store the result of + // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). + for (int line_no = 0; line_no < LineOffsets.Size; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + if (Filter.PassFilter(line_start, line_end)) + ImGui::TextUnformatted(line_start, line_end); + } + } + else + { + // The simplest and easy way to display the entire buffer: + // ImGui::TextUnformatted(buf_begin, buf_end); + // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward + // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are + // within the visible area. + // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them + // on your side is recommended. Using ImGuiListClipper requires + // - A) random access into your data + // - B) items all being the same height, + // both of which we can handle since we have an array pointing to the beginning of each line of text. + // When using the filter (in the block of code above) we don't have random access into the data to display + // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make + // it possible (and would be recommended if you want to search through tens of thousands of entries). + ImGuiListClipper clipper; + clipper.Begin(LineOffsets.Size); + while (clipper.Step()) + { + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + ImGui::TextUnformatted(line_start, line_end); + } + } + clipper.End(); + } + ImGui::PopStyleVar(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) + ImGui::SetScrollHereY(1.0f); + } + ImGui::EndChild(); + ImGui::End(); + } +}; + +// Demonstrate creating a simple log window with basic filtering. +static void ShowExampleAppLog(bool* p_open) +{ + static ExampleAppLog log; + + // For the demo: add a debug button _BEFORE_ the normal log window contents + // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. + // Most of the contents of the window will be added by the log.Draw() call. + ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); + ImGui::Begin("Example: Log", p_open); + IMGUI_DEMO_MARKER("Examples/Log"); + if (ImGui::SmallButton("[Debug] Add 5 entries")) + { + static int counter = 0; + const char* categories[3] = { "info", "warn", "error" }; + const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; + for (int n = 0; n < 5; n++) + { + const char* category = categories[counter % IM_ARRAYSIZE(categories)]; + const char* word = words[counter % IM_ARRAYSIZE(words)]; + log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", + ImGui::GetFrameCount(), category, ImGui::GetTime(), word); + counter++; + } + } + ImGui::End(); + + // Actually call in the regular Log helper (which will Begin() into the same window as we just did) + log.Draw("Example: Log", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +//----------------------------------------------------------------------------- + +// Demonstrate create a window with multiple child windows. +static void ShowExampleAppLayout(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); + if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar)) + { + IMGUI_DEMO_MARKER("Examples/Simple layout"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Close", "Ctrl+W")) { *p_open = false; } + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Left + static int selected = 0; + { + ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX); + for (int i = 0; i < 100; i++) + { + // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav + char label[128]; + sprintf(label, "MyObject %d", i); + if (ImGui::Selectable(label, selected == i)) + selected = i; + } + ImGui::EndChild(); + } + ImGui::SameLine(); + + // Right + { + ImGui::BeginGroup(); + ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us + ImGui::Text("MyObject: %d", selected); + ImGui::Separator(); + if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Description")) + { + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Details")) + { + ImGui::Text("ID: 0123456789"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::EndChild(); + if (ImGui::Button("Revert")) {} + ImGui::SameLine(); + if (ImGui::Button("Save")) {} + ImGui::EndGroup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +//----------------------------------------------------------------------------- +// Some of the interactions are a bit lack-luster: +// - We would want pressing validating or leaving the filter to somehow restore focus. +// - We may want more advanced filtering (child nodes) and clipper support: both will need extra work. +// - We would want to customize some keyboard interactions to easily keyboard navigate between the tree and the properties. +//----------------------------------------------------------------------------- + +struct ExampleAppPropertyEditor +{ + ImGuiTextFilter Filter; + ExampleTreeNode* VisibleNode = NULL; + + void Draw(ExampleTreeNode* root_node) + { + // Left side: draw tree + // - Currently using a table to benefit from RowBg feature + if (ImGui::BeginChild("##tree", ImVec2(300, 0), ImGuiChildFlags_ResizeX | ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened)) + { + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F, ImGuiInputFlags_Tooltip); + ImGui::PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + if (ImGui::InputTextWithHint("##Filter", "incl,-excl", Filter.InputBuf, IM_ARRAYSIZE(Filter.InputBuf), ImGuiInputTextFlags_EscapeClearsAll)) + Filter.Build(); + ImGui::PopItemFlag(); + + if (ImGui::BeginTable("##bg", 1, ImGuiTableFlags_RowBg)) + { + for (ExampleTreeNode* node : root_node->Childs) + if (Filter.PassFilter(node->Name)) // Filter root node + DrawTreeNode(node); + ImGui::EndTable(); + } + } + ImGui::EndChild(); + + // Right side: draw properties + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + if (ExampleTreeNode* node = VisibleNode) + { + ImGui::Text("%s", node->Name); + ImGui::TextDisabled("UID: 0x%08X", node->UID); + ImGui::Separator(); + if (ImGui::BeginTable("##properties", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY)) + { + // Push object ID after we entered the table, so table is shared for all objects + ImGui::PushID((int)node->UID); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 2.0f); // Default twice larger + if (node->HasData) + { + // In a typical application, the structure description would be derived from a data-driven system. + // - We try to mimic this with our ExampleMemberInfo structure and the ExampleTreeNodeMemberInfos[] array. + // - Limits and some details are hard-coded to simplify the demo. + for (const ExampleMemberInfo& field_desc : ExampleTreeNodeMemberInfos) + { + ImGui::TableNextRow(); + ImGui::PushID(field_desc.Name); + ImGui::TableNextColumn(); + ImGui::AlignTextToFramePadding(); + ImGui::TextUnformatted(field_desc.Name); + ImGui::TableNextColumn(); + void* field_ptr = (void*)(((unsigned char*)node) + field_desc.Offset); + switch (field_desc.DataType) + { + case ImGuiDataType_Bool: + { + IM_ASSERT(field_desc.DataCount == 1); + ImGui::Checkbox("##Editor", (bool*)field_ptr); + break; + } + case ImGuiDataType_S32: + { + int v_min = INT_MIN, v_max = INT_MAX; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, 1.0f, &v_min, &v_max); + break; + } + case ImGuiDataType_Float: + { + float v_min = 0.0f, v_max = 1.0f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SliderScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, &v_min, &v_max); + break; + } + case ImGuiDataType_String: + { + ImGui::InputText("##Editor", reinterpret_cast(field_ptr), 28); + break; + } + } + ImGui::PopID(); + } + } + ImGui::PopID(); + ImGui::EndTable(); + } + } + ImGui::EndGroup(); + } + + void DrawTreeNode(ExampleTreeNode* node) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::PushID(node->UID); + ImGuiTreeNodeFlags tree_flags = ImGuiTreeNodeFlags_None; + tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; // Standard opening mode as we are likely to want to add selection afterwards + tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Left arrow support + if (node == VisibleNode) + tree_flags |= ImGuiTreeNodeFlags_Selected; + if (node->Childs.Size == 0) + tree_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet; + if (node->DataMyBool == false) + ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetStyle().Colors[ImGuiCol_TextDisabled]); + bool node_open = ImGui::TreeNodeEx("", tree_flags, "%s", node->Name); + if (node->DataMyBool == false) + ImGui::PopStyleColor(); + if (ImGui::IsItemFocused()) + VisibleNode = node; + if (node_open) + { + for (ExampleTreeNode* child : node->Childs) + DrawTreeNode(child); + ImGui::TreePop(); + } + ImGui::PopID(); + } +}; + +// Demonstrate creating a simple property editor. +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data) +{ + ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Property editor", p_open)) + { + ImGui::End(); + return; + } + + IMGUI_DEMO_MARKER("Examples/Property Editor"); + static ExampleAppPropertyEditor property_editor; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); + property_editor.Draw(demo_data->DemoTree); + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +//----------------------------------------------------------------------------- + +// Demonstrate/test rendering huge amount of text, and the incidence of clipping. +static void ShowExampleAppLongText(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Long text display", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Long text display"); + + static int test_type = 0; + static ImGuiTextBuffer log; + static int lines = 0; + ImGui::Text("Printing unusually long amount of text."); + ImGui::Combo("Test type", &test_type, + "Single call to TextUnformatted()\0" + "Multiple calls to Text(), clipped\0" + "Multiple calls to Text(), not clipped (slow)\0"); + ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); + if (ImGui::Button("Clear")) { log.clear(); lines = 0; } + ImGui::SameLine(); + if (ImGui::Button("Add 1000 lines")) + { + for (int i = 0; i < 1000; i++) + log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i); + lines += 1000; + } + ImGui::BeginChild("Log"); + switch (test_type) + { + case 0: + // Single call to TextUnformatted() with a big buffer + ImGui::TextUnformatted(log.begin(), log.end()); + break; + case 1: + { + // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiListClipper clipper; + clipper.Begin(lines); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + case 2: + // Multiple calls to Text(), not clipped (slow) + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int i = 0; i < lines; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + ImGui::EndChild(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window which gets auto-resized according to its content. +static void ShowExampleAppAutoResize(bool* p_open) +{ + if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Auto-resizing window"); + + static int lines = 10; + ImGui::TextUnformatted( + "Window will resize every-frame to the size of its content.\n" + "Note that you probably don't want to query the window size to\n" + "output your content because that would create a feedback loop."); + ImGui::SliderInt("Number of lines", &lines, 1, 20); + for (int i = 0; i < lines; i++) + ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window with custom resize constraints. +// Note that size constraints currently don't work on a docked window (when in 'docking' branch) +static void ShowExampleAppConstrainedResize(bool* p_open) +{ + struct CustomConstraints + { + // Helper functions to demonstrate programmatic constraints + // FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier. + // FIXME: None of the three demos works consistently when resizing from borders. + static void AspectRatio(ImGuiSizeCallbackData* data) + { + float aspect_ratio = *(float*)data->UserData; + data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio); + } + static void Square(ImGuiSizeCallbackData* data) + { + data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); + } + static void Step(ImGuiSizeCallbackData* data) + { + float step = *(float*)data->UserData; + data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); + } + }; + + const char* test_desc[] = + { + "Between 100x100 and 500x500", + "At least 100x100", + "Resize vertical + lock current width", + "Resize horizontal + lock current height", + "Width Between 400 and 500", + "Height at least 400", + "Custom: Aspect Ratio 16:9", + "Custom: Always Square", + "Custom: Fixed Steps (100)", + }; + + // Options + static bool auto_resize = false; + static bool window_padding = true; + static int type = 6; // Aspect Ratio + static int display_lines = 10; + + // Submit constraint + float aspect_ratio = 16.0f / 9.0f; + float fixed_step = 100.0f; + if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500)); // Between 100x100 and 500x500 + if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 + if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Resize vertical + lock current width + if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Resize horizontal + lock current height + if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width Between and 400 and 500 + if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, FLT_MAX)); // Height at least 400 + if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio); // Aspect ratio + if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square + if (type == 8) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step); // Fixed Step + + // Submit window + if (!window_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + const ImGuiWindowFlags window_flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; + const bool window_open = ImGui::Begin("Example: Constrained Resize", p_open, window_flags); + if (!window_padding) + ImGui::PopStyleVar(); + if (window_open) + { + IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); + if (ImGui::GetIO().KeyShift) + { + // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture. + ImVec2 avail_size = ImGui::GetContentRegionAvail(); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size); + ImGui::SetCursorScreenPos(ImVec2(pos.x + 10, pos.y + 10)); + ImGui::Text("%.2f x %.2f", avail_size.x, avail_size.y); + } + else + { + ImGui::Text("(Hold SHIFT to display a dummy viewport)"); + if (ImGui::IsWindowDocked()) + ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!"); + if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); + if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); + if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); + ImGui::Checkbox("Auto-resize", &auto_resize); + ImGui::Checkbox("Window padding", &window_padding); + for (int i = 0; i < display_lines; i++) + ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple static window with no decoration +// + a context-menu to choose which corner of the screen to use. +static void ShowExampleAppSimpleOverlay(bool* p_open) +{ + static int location = 0; + ImGuiIO& io = ImGui::GetIO(); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; + if (location >= 0) + { + const float PAD = 10.0f; + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any! + ImVec2 work_size = viewport->WorkSize; + ImVec2 window_pos, window_pos_pivot; + window_pos.x = (location & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); + window_pos.y = (location & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); + window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f; + window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f; + ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); + ImGui::SetNextWindowViewport(viewport->ID); + window_flags |= ImGuiWindowFlags_NoMove; + } + else if (location == -2) + { + // Center window + ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + window_flags |= ImGuiWindowFlags_NoMove; + } + ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background + if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) + { + IMGUI_DEMO_MARKER("Examples/Simple Overlay"); + ImGui::Text("Simple overlay\n" "(right-click to change position)"); + ImGui::Separator(); + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse Position: "); + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::MenuItem("Custom", NULL, location == -1)) location = -1; + if (ImGui::MenuItem("Center", NULL, location == -2)) location = -2; + if (ImGui::MenuItem("Top-left", NULL, location == 0)) location = 0; + if (ImGui::MenuItem("Top-right", NULL, location == 1)) location = 1; + if (ImGui::MenuItem("Bottom-left", NULL, location == 2)) location = 2; + if (ImGui::MenuItem("Bottom-right", NULL, location == 3)) location = 3; + if (p_open && ImGui::MenuItem("Close")) *p_open = false; + ImGui::EndPopup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window covering the entire screen/viewport +static void ShowExampleAppFullscreen(bool* p_open) +{ + static bool use_work_area = true; + static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings; + + // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) + // Based on your use case you may want one or the other. + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos); + ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); + + if (ImGui::Begin("Example: Fullscreen window", p_open, flags)) + { + ImGui::Checkbox("Use work area instead of main area", &use_work_area); + ImGui::SameLine(); + HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); + + ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar); + ImGui::Unindent(); + + if (p_open && ImGui::Button("Close this window")) + *p_open = false; + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() +//----------------------------------------------------------------------------- + +// Demonstrate the use of "##" and "###" in identifiers to manipulate ID generation. +// This applies to all regular items as well. +// Read FAQ section "How can I have multiple widgets with the same label?" for details. +static void ShowExampleAppWindowTitles(bool*) +{ + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + const ImVec2 base_pos = viewport->Pos; + + // By default, Windows are uniquely identified by their title. + // You can use the "##" and "###" markers to manipulate the display/ID. + + // Using "##" to display same title but have unique identifier. + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##1"); + IMGUI_DEMO_MARKER("Examples/Manipulating window titles"); + ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); + ImGui::End(); + + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##2"); + ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); + ImGui::End(); + + // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" + char buf[128]; + sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver); + ImGui::Begin(buf); + ImGui::Text("This window has a changing title."); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +//----------------------------------------------------------------------------- + +// Add a |_| looking shape +static void PathConcaveShape(ImDrawList* draw_list, float x, float y, float sz) +{ + const ImVec2 pos_norms[] = { { 0.0f, 0.0f }, { 0.3f, 0.0f }, { 0.3f, 0.7f }, { 0.7f, 0.7f }, { 0.7f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 1.0f } }; + for (const ImVec2& p : pos_norms) + draw_list->PathLineTo(ImVec2(x + 0.5f + (int)(sz * p.x), y + 0.5f + (int)(sz * p.y))); +} + +// Demonstrate using the low-level ImDrawList to draw custom shapes. +static void ShowExampleAppCustomRendering(bool* p_open) +{ + if (!ImGui::Begin("Example: Custom rendering", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Custom Rendering"); + + // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of + // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your + // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not + // exposed outside (to avoid messing with your types) In this example we are not using the maths operators! + + if (ImGui::BeginTabBar("##TabBar")) + { + if (ImGui::BeginTabItem("Primitives")) + { + ImGui::PushItemWidth(-ImGui::GetFontSize() * 15); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + // Draw gradients + // (note that those are currently exacerbating our sRGB/Linear issues) + // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. + ImGui::Text("Gradients"); + ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight()); + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient1", gradient_size); + } + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient2", gradient_size); + } + + // Draw a bunch of primitives + ImGui::Text("All primitives"); + static float sz = 36.0f; + static float thickness = 3.0f; + static int ngon_sides = 6; + static bool circle_segments_override = false; + static int circle_segments_override_v = 12; + static bool curve_segments_override = false; + static int curve_segments_override_v = 8; + static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f"); + ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); + ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12); + ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40); + ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40); + ImGui::ColorEdit4("Color", &colf.x); + + const ImVec2 p = ImGui::GetCursorScreenPos(); + const ImU32 col = ImColor(colf); + const float spacing = 10.0f; + const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight; + const float rounding = sz / 5.0f; + const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; + const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; + const ImVec2 cp3[3] = { ImVec2(0.0f, sz * 0.6f), ImVec2(sz * 0.5f, -sz * 0.4f), ImVec2(sz, sz) }; // Control points for curves + const ImVec2 cp4[4] = { ImVec2(0.0f, 0.0f), ImVec2(sz * 1.3f, sz * 0.3f), ImVec2(sz - sz * 1.3f, sz - sz * 0.3f), ImVec2(sz, sz) }; + + float x = p.x + 4.0f; + float y = p.y + 4.0f; + for (int n = 0; n < 2; n++) + { + // First line uses a thickness of 1.0f, second line uses the configurable thickness + float th = (n == 0) ? 1.0f : thickness; + draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle + draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle + //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathStroke(col, ImDrawFlags_Closed, th); x += sz + spacing; // Concave Shape + //draw_list->AddPolyline(concave_shape, IM_ARRAYSIZE(concave_shape), col, ImDrawFlags_Closed, th); + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + + // Path + draw_list->PathArcTo(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, 3.141592f, 3.141592f * -0.5f); + draw_list->PathStroke(col, ImDrawFlags_None, th); + x += sz + spacing; + + // Quadratic Bezier Curve (3 control points) + draw_list->AddBezierQuadratic(ImVec2(x + cp3[0].x, y + cp3[0].y), ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), col, th, curve_segments); + x += sz + spacing; + + // Cubic Bezier Curve (4 control points) + draw_list->AddBezierCubic(ImVec2(x + cp4[0].x, y + cp4[0].y), ImVec2(x + cp4[1].x, y + cp4[1].y), ImVec2(x + cp4[2].x, y + cp4[2].y), ImVec2(x + cp4[3].x, y + cp4[3].y), col, th, curve_segments); + + x = p.x + 4; + y += sz + spacing; + } + + // Filled shapes + draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, ngon_sides); x += sz + spacing; // N-gon + draw_list->AddCircleFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, circle_segments); x += sz + spacing; // Circle + draw_list->AddEllipseFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), ImVec2(sz * 0.5f, sz * 0.3f), col, -0.3f, circle_segments); x += sz + spacing;// Ellipse + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle + //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathFillConcave(col); x += sz + spacing; // Concave shape + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) + + // Path + draw_list->PathArcTo(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, 3.141592f * -0.5f, 3.141592f); + draw_list->PathFillConvex(col); + x += sz + spacing; + + // Quadratic Bezier Curve (3 control points) + draw_list->PathLineTo(ImVec2(x + cp3[0].x, y + cp3[0].y)); + draw_list->PathBezierQuadraticCurveTo(ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), curve_segments); + draw_list->PathFillConvex(col); + x += sz + spacing; + + draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); + x += sz + spacing; + + ImGui::Dummy(ImVec2((sz + spacing) * 13.2f, (sz + spacing) * 3.0f)); + ImGui::PopItemWidth(); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Canvas")) + { + static ImVector points; + static ImVec2 scrolling(0.0f, 0.0f); + static bool opt_enable_grid = true; + static bool opt_enable_context_menu = true; + static bool adding_line = false; + + ImGui::Checkbox("Enable grid", &opt_enable_grid); + ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); + ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); + + // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. + // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. + // To use a child window instead we could use, e.g: + // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding + // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); + // ImGui::PopStyleColor(); + // ImGui::PopStyleVar(); + // [...] + // ImGui::EndChild(); + + // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() + ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available + if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f; + if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f; + ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); + + // Draw border and background color + ImGuiIO& io = ImGui::GetIO(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)); + draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)); + + // This will catch our interactions + ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight); + const bool is_hovered = ImGui::IsItemHovered(); // Hovered + const bool is_active = ImGui::IsItemActive(); // Held + const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin + const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y); + + // Add first and second point + if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) + { + points.push_back(mouse_pos_in_canvas); + points.push_back(mouse_pos_in_canvas); + adding_line = true; + } + if (adding_line) + { + points.back() = mouse_pos_in_canvas; + if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) + adding_line = false; + } + + // Pan (we use a zero mouse threshold when there's no context menu) + // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. + const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f; + if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) + { + scrolling.x += io.MouseDelta.x; + scrolling.y += io.MouseDelta.y; + } + + // Context menu (under default mouse threshold) + ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); + if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f) + ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + if (ImGui::BeginPopup("context")) + { + if (adding_line) + points.resize(points.size() - 2); + adding_line = false; + if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); } + if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); } + ImGui::EndPopup(); + } + + // Draw grid + all lines in the canvas + draw_list->PushClipRect(canvas_p0, canvas_p1, true); + if (opt_enable_grid) + { + const float GRID_STEP = 64.0f; + for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40)); + for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); + } + for (int n = 0; n < points.Size; n += 2) + draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); + draw_list->PopClipRect(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("BG/FG draw lists")) + { + static bool draw_bg = true; + static bool draw_fg = true; + ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); + ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); + ImVec2 window_pos = ImGui::GetWindowPos(); + ImVec2 window_size = ImGui::GetWindowSize(); + ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); + if (draw_bg) + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4); + if (draw_fg) + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); + ImGui::EndTabItem(); + } + + // Demonstrate out-of-order rendering via channels splitting + // We use functions in ImDrawList as each draw list contains a convenience splitter, + // but you can also instantiate your own ImDrawListSplitter if you need to nest them. + if (ImGui::BeginTabItem("Draw Channels")) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + { + ImGui::Text("Blue shape is drawn first: appears in back"); + ImGui::Text("Red shape is drawn after: appears in front"); + ImVec2 p0 = ImGui::GetCursorScreenPos(); + draw_list->AddRectFilled(ImVec2(p0.x, p0.y), ImVec2(p0.x + 50, p0.y + 50), IM_COL32(0, 0, 255, 255)); // Blue + draw_list->AddRectFilled(ImVec2(p0.x + 25, p0.y + 25), ImVec2(p0.x + 75, p0.y + 75), IM_COL32(255, 0, 0, 255)); // Red + ImGui::Dummy(ImVec2(75, 75)); + } + ImGui::Separator(); + { + ImGui::Text("Blue shape is drawn first, into channel 1: appears in front"); + ImGui::Text("Red shape is drawn after, into channel 0: appears in back"); + ImVec2 p1 = ImGui::GetCursorScreenPos(); + + // Create 2 channels and draw a Blue shape THEN a Red shape. + // You can create any number of channels. Tables API use 1 channel per column in order to better batch draw calls. + draw_list->ChannelsSplit(2); + draw_list->ChannelsSetCurrent(1); + draw_list->AddRectFilled(ImVec2(p1.x, p1.y), ImVec2(p1.x + 50, p1.y + 50), IM_COL32(0, 0, 255, 255)); // Blue + draw_list->ChannelsSetCurrent(0); + draw_list->AddRectFilled(ImVec2(p1.x + 25, p1.y + 25), ImVec2(p1.x + 75, p1.y + 75), IM_COL32(255, 0, 0, 255)); // Red + + // Flatten/reorder channels. Red shape is in channel 0 and it appears below the Blue shape in channel 1. + // This works by copying draw indices only (vertices are not copied). + draw_list->ChannelsMerge(); + ImGui::Dummy(ImVec2(75, 75)); + ImGui::Text("After reordering, contents of channel 0 appears below channel 1."); + } + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +//----------------------------------------------------------------------------- + +// Demonstrate using DockSpace() to create an explicit docking node within an existing window. +// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! +// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. +// - Drag from window menu button (upper-left button) to undock an entire node (all windows). +// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. +// About dockspaces: +// - Use DockSpace() to create an explicit dock node _within_ an existing window. +// - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. +// This is often used with ImGuiDockNodeFlags_PassthruCentralNode. +// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! (*) +// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. +// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. +// (*) because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node, +// because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can create +// your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to use. +void ShowExampleAppDockSpace(bool* p_open) +{ + // READ THIS !!! + // TL;DR; this demo is more complicated than what most users you would normally use. + // If we remove all options we are showcasing, this demo would become: + // void ShowExampleAppDockSpace() + // { + // ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport()); + // } + // In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below! + // In this specific demo, we are not using DockSpaceOverViewport() because: + // - (1) we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false) + // - (2) we allow the host window to have padding (when opt_padding == true) + // - (3) we expose many flags and need a way to have them visible. + // - (4) we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() + // in your code, but we don't here because we allow the window to be floating) + + static bool opt_fullscreen = true; + static bool opt_padding = false; + static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; + + // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, + // because it would be confusing to have two docking targets within each others. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; + if (opt_fullscreen) + { + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(viewport->WorkPos); + ImGui::SetNextWindowSize(viewport->WorkSize); + ImGui::SetNextWindowViewport(viewport->ID); + ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + } + else + { + dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; + } + + // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background + // and handle the pass-thru hole, so we ask Begin() to not render a background. + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + window_flags |= ImGuiWindowFlags_NoBackground; + + // Important: note that we proceed even if Begin() returns false (aka window is collapsed). + // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, + // all active windows docked into it will lose their parent and become undocked. + // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise + // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. + if (!opt_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + ImGui::Begin("DockSpace Demo", p_open, window_flags); + if (!opt_padding) + ImGui::PopStyleVar(); + + if (opt_fullscreen) + ImGui::PopStyleVar(2); + + // Submit the DockSpace + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); + } + else + { + ShowDockingDisabledMessage(); + } + + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Options")) + { + // Disabling fullscreen would allow the window to be moved to the front of other windows, + // which we can't undo at the moment without finer window depth/z control. + ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen); + ImGui::MenuItem("Padding", NULL, &opt_padding); + ImGui::Separator(); + + if (ImGui::MenuItem("Flag: NoDockingOverCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingOverCentralNode; } + if (ImGui::MenuItem("Flag: NoDockingSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingSplit) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingSplit; } + if (ImGui::MenuItem("Flag: NoUndocking", "", (dockspace_flags & ImGuiDockNodeFlags_NoUndocking) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoUndocking; } + if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoResize; } + if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; } + if (ImGui::MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) { dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; } + ImGui::Separator(); + + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + HelpMarker( + "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n" + "- Drag from window title bar or their tab to dock/undock." "\n" + "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n" + "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n" + "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)" "\n" + "This demo app has nothing to do with enabling docking!" "\n\n" + "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n" + "Read comments in ShowExampleAppDockSpace() for more details."); + + ImGui::EndMenuBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +//----------------------------------------------------------------------------- + +// Simplified structure to mimic a Document model +struct MyDocument +{ + char Name[32]; // Document title + int UID; // Unique ID (necessary as we can change title) + bool Open; // Set when open (we keep an array of all available documents to simplify demo code!) + bool OpenPrev; // Copy of Open from last update. + bool Dirty; // Set when the document has been modified + ImVec4 Color; // An arbitrary variable associated to the document + + MyDocument(int uid, const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) + { + UID = uid; + snprintf(Name, sizeof(Name), "%s", name); + Open = OpenPrev = open; + Dirty = false; + Color = color; + } + void DoOpen() { Open = true; } + void DoForceClose() { Open = false; Dirty = false; } + void DoSave() { Dirty = false; } +}; + +struct ExampleAppDocuments +{ + ImVector Documents; + ImVector CloseQueue; + MyDocument* RenamingDoc = NULL; + bool RenamingStarted = false; + + ExampleAppDocuments() + { + Documents.push_back(MyDocument(0, "Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(1, "Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); + Documents.push_back(MyDocument(2, "Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); + Documents.push_back(MyDocument(3, "Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(4, "A Rather Long Title", false, ImVec4(0.4f, 0.8f, 0.8f, 1.0f))); + Documents.push_back(MyDocument(5, "Some Document", false, ImVec4(0.8f, 0.8f, 1.0f, 1.0f))); + } + + // As we allow to change document name, we append a never-changing document ID so tabs are stable + void GetTabName(MyDocument* doc, char* out_buf, size_t out_buf_size) + { + snprintf(out_buf, out_buf_size, "%s###doc%d", doc->Name, doc->UID); + } + + // Display placeholder contents for the Document + void DisplayDocContents(MyDocument* doc) + { + ImGui::PushID(doc); + ImGui::Text("Document \"%s\"", doc->Name); + ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); + ImGui::PopStyleColor(); + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_R, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Rename..")) + { + RenamingDoc = doc; + RenamingStarted = true; + } + ImGui::SameLine(); + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_M, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Modify")) + doc->Dirty = true; + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Save")) + doc->DoSave(); + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_W, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Close")) + CloseQueue.push_back(doc); + ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. + ImGui::PopID(); + } + + // Display context menu for the Document + void DisplayDocContextMenu(MyDocument* doc) + { + if (!ImGui::BeginPopupContextItem()) + return; + + char buf[256]; + sprintf(buf, "Save %s", doc->Name); + if (ImGui::MenuItem(buf, "Ctrl+S", false, doc->Open)) + doc->DoSave(); + if (ImGui::MenuItem("Rename...", "Ctrl+R", false, doc->Open)) + RenamingDoc = doc; + if (ImGui::MenuItem("Close", "Ctrl+W", false, doc->Open)) + CloseQueue.push_back(doc); + ImGui::EndPopup(); + } + + // [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. + // If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, + // as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for + // the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has + // disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively + // give the impression of a flicker for one frame. + // We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. + // Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. + void NotifyOfDocumentsClosedElsewhere() + { + for (MyDocument& doc : Documents) + { + if (!doc.Open && doc.OpenPrev) + ImGui::SetTabItemClosed(doc.Name); + doc.OpenPrev = doc.Open; + } + } +}; + +void ShowExampleAppDocuments(bool* p_open) +{ + static ExampleAppDocuments app; + + // Options + enum Target + { + Target_None, + Target_Tab, // Create documents as local tab into a local tab bar + Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace + }; + static Target opt_target = Target_Tab; + static bool opt_reorderable = true; + static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; + + // When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") + // that we emit gets docked into the same spot as the parent window ("Example: Documents"). + // This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab + // not visible, which in turn would stop submitting the "Eggplant" window. + // We avoid this problem by submitting our documents window even if our parent window is not currently visible. + // Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking. + + bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); + if (!window_contents_visible && opt_target != Target_DockSpaceAndWindow) + { + ImGui::End(); + return; + } + + // Menu + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + int open_count = 0; + for (MyDocument& doc : app.Documents) + open_count += doc.Open ? 1 : 0; + + if (ImGui::BeginMenu("Open", open_count < app.Documents.Size)) + { + for (MyDocument& doc : app.Documents) + if (!doc.Open && ImGui::MenuItem(doc.Name)) + doc.DoOpen(); + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) + for (MyDocument& doc : app.Documents) + app.CloseQueue.push_back(&doc); + if (ImGui::MenuItem("Exit") && p_open) + *p_open = false; + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // [Debug] List documents with one checkbox for each + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument& doc = app.Documents[doc_n]; + if (doc_n > 0) + ImGui::SameLine(); + ImGui::PushID(&doc); + if (ImGui::Checkbox(doc.Name, &doc.Open)) + if (!doc.Open) + doc.DoForceClose(); + ImGui::PopID(); + } + ImGui::PushItemWidth(ImGui::GetFontSize() * 12); + ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0"); + ImGui::PopItemWidth(); + bool redock_all = false; + if (opt_target == Target_Tab) { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); } + if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); } + + ImGui::Separator(); + + // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags. + // They have multiple effects: + // - Display a dot next to the title. + // - Tab is selected when clicking the X close button. + // - Closure is not assumed (will wait for user to stop submitting the tab). + // Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + // We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty + // hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. + // The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. + + // Tabs + if (opt_target == Target_Tab) + { + ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; + if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) + { + if (opt_reorderable) + app.NotifyOfDocumentsClosedElsewhere(); + + // [DEBUG] Stress tests + //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. + //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. + + // Submit Tabs + for (MyDocument& doc : app.Documents) + { + if (!doc.Open) + continue; + + // As we allow to change document name, we append a never-changing document id so tabs are stable + char doc_name_buf[64]; + app.GetTabName(&doc, doc_name_buf, sizeof(doc_name_buf)); + ImGuiTabItemFlags tab_flags = (doc.Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); + bool visible = ImGui::BeginTabItem(doc_name_buf, &doc.Open, tab_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc.Open && doc.Dirty) + { + doc.Open = true; + app.CloseQueue.push_back(&doc); + } + + app.DisplayDocContextMenu(&doc); + if (visible) + { + app.DisplayDocContents(&doc); + ImGui::EndTabItem(); + } + } + + ImGui::EndTabBar(); + } + } + else if (opt_target == Target_DockSpaceAndWindow) + { + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + app.NotifyOfDocumentsClosedElsewhere(); + + // Create a DockSpace node where any window can be docked + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id); + + // Create Windows + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + continue; + + ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver); + ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0); + bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc->Open && doc->Dirty) + { + doc->Open = true; + app.CloseQueue.push_back(doc); + } + + app.DisplayDocContextMenu(doc); + if (visible) + app.DisplayDocContents(doc); + + ImGui::End(); + } + } + else + { + ShowDockingDisabledMessage(); + } + } + + // Early out other contents + if (!window_contents_visible) + { + ImGui::End(); + return; + } + + // Display renaming UI + if (app.RenamingDoc != NULL) + { + if (app.RenamingStarted) + ImGui::OpenPopup("Rename"); + if (ImGui::BeginPopup("Rename")) + { + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 30); + if (ImGui::InputText("###Name", app.RenamingDoc->Name, IM_ARRAYSIZE(app.RenamingDoc->Name), ImGuiInputTextFlags_EnterReturnsTrue)) + { + ImGui::CloseCurrentPopup(); + app.RenamingDoc = NULL; + } + if (app.RenamingStarted) + ImGui::SetKeyboardFocusHere(-1); + ImGui::EndPopup(); + } + else + { + app.RenamingDoc = NULL; + } + app.RenamingStarted = false; + } + + // Display closing confirmation UI + if (!app.CloseQueue.empty()) + { + int close_queue_unsaved_documents = 0; + for (int n = 0; n < app.CloseQueue.Size; n++) + if (app.CloseQueue[n]->Dirty) + close_queue_unsaved_documents++; + + if (close_queue_unsaved_documents == 0) + { + // Close documents when all are unsaved + for (int n = 0; n < app.CloseQueue.Size; n++) + app.CloseQueue[n]->DoForceClose(); + app.CloseQueue.clear(); + } + else + { + if (!ImGui::IsPopupOpen("Save?")) + ImGui::OpenPopup("Save?"); + if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("Save change to the following items?"); + float item_height = ImGui::GetTextLineHeightWithSpacing(); + if (ImGui::BeginChild(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height), ImGuiChildFlags_FrameStyle)) + for (MyDocument* doc : app.CloseQueue) + if (doc->Dirty) + ImGui::Text("%s", doc->Name); + ImGui::EndChild(); + + ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f); + if (ImGui::Button("Yes", button_size)) + { + for (MyDocument* doc : app.CloseQueue) + { + if (doc->Dirty) + doc->DoSave(); + doc->DoForceClose(); + } + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("No", button_size)) + { + for (MyDocument* doc : app.CloseQueue) + doc->DoForceClose(); + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("Cancel", button_size)) + { + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::EndPopup(); + } + } + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() +//----------------------------------------------------------------------------- + +//#include "imgui_internal.h" // NavMoveRequestTryWrapping() + +struct ExampleAsset +{ + ImGuiID ID; + int Type; + + ExampleAsset(ImGuiID id, int type) { ID = id; Type = type; } + + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, ExampleAsset* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), ExampleAsset::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const ExampleAsset* a = (const ExampleAsset*)lhs; + const ExampleAsset* b = (const ExampleAsset*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + if (sort_spec->ColumnIndex == 0) + delta = ((int)a->ID - (int)b->ID); + else if (sort_spec->ColumnIndex == 1) + delta = (a->Type - b->Type); + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + return ((int)a->ID - (int)b->ID); + } +}; +const ImGuiTableSortSpecs* ExampleAsset::s_current_sort_specs = NULL; + +struct ExampleAssetsBrowser +{ + // Options + bool ShowTypeOverlay = true; + bool AllowSorting = true; + bool AllowDragUnselected = false; + bool AllowBoxSelect = true; + float IconSize = 32.0f; + int IconSpacing = 10; + int IconHitSpacing = 4; // Increase hit-spacing if you want to make it possible to clear or box-select from gaps. Some spacing is required to able to amend with Shift+box-select. Value is small in Explorer. + bool StretchSpacing = true; + + // State + ImVector Items; // Our items + ExampleSelectionWithDeletion Selection; // Our selection (ImGuiSelectionBasicStorage + helper funcs to handle deletion) + ImGuiID NextItemId = 0; // Unique identifier when creating new items + bool RequestDelete = false; // Deferred deletion request + bool RequestSort = false; // Deferred sort request + float ZoomWheelAccum = 0.0f; // Mouse wheel accumulator to handle smooth wheels better + + // Calculated sizes for layout, output of UpdateLayoutSizes(). Could be locals but our code is simpler this way. + ImVec2 LayoutItemSize; + ImVec2 LayoutItemStep; // == LayoutItemSize + LayoutItemSpacing + float LayoutItemSpacing = 0.0f; + float LayoutSelectableSpacing = 0.0f; + float LayoutOuterPadding = 0.0f; + int LayoutColumnCount = 0; + int LayoutLineCount = 0; + + // Functions + ExampleAssetsBrowser() + { + AddItems(10000); + } + void AddItems(int count) + { + if (Items.Size == 0) + NextItemId = 0; + Items.reserve(Items.Size + count); + for (int n = 0; n < count; n++, NextItemId++) + Items.push_back(ExampleAsset(NextItemId, (NextItemId % 20) < 15 ? 0 : (NextItemId % 20) < 18 ? 1 : 2)); + RequestSort = true; + } + void ClearItems() + { + Items.clear(); + Selection.Clear(); + } + + // Logic would be written in the main code BeginChild() and outputing to local variables. + // We extracted it into a function so we can call it easily from multiple places. + void UpdateLayoutSizes(float avail_width) + { + // Layout: when not stretching: allow extending into right-most spacing. + LayoutItemSpacing = (float)IconSpacing; + if (StretchSpacing == false) + avail_width += floorf(LayoutItemSpacing * 0.5f); + + // Layout: calculate number of icon per line and number of lines + LayoutItemSize = ImVec2(floorf(IconSize), floorf(IconSize)); + LayoutColumnCount = IM_MAX((int)(avail_width / (LayoutItemSize.x + LayoutItemSpacing)), 1); + LayoutLineCount = (Items.Size + LayoutColumnCount - 1) / LayoutColumnCount; + + // Layout: when stretching: allocate remaining space to more spacing. Round before division, so item_spacing may be non-integer. + if (StretchSpacing && LayoutColumnCount > 1) + LayoutItemSpacing = floorf(avail_width - LayoutItemSize.x * LayoutColumnCount) / LayoutColumnCount; + + LayoutItemStep = ImVec2(LayoutItemSize.x + LayoutItemSpacing, LayoutItemSize.y + LayoutItemSpacing); + LayoutSelectableSpacing = IM_MAX(floorf(LayoutItemSpacing) - IconHitSpacing, 0.0f); + LayoutOuterPadding = floorf(LayoutItemSpacing * 0.5f); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(IconSize * 25, IconSize * 15), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open, ImGuiWindowFlags_MenuBar)) + { + ImGui::End(); + return; + } + + // Menu bar + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Add 10000 items")) + AddItems(10000); + if (ImGui::MenuItem("Clear items")) + ClearItems(); + ImGui::Separator(); + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Options")) + { + ImGui::PushItemWidth(ImGui::GetFontSize() * 10); + + ImGui::SeparatorText("Contents"); + ImGui::Checkbox("Show Type Overlay", &ShowTypeOverlay); + ImGui::Checkbox("Allow Sorting", &AllowSorting); + + ImGui::SeparatorText("Selection Behavior"); + ImGui::Checkbox("Allow dragging unselected item", &AllowDragUnselected); + ImGui::Checkbox("Allow box-selection", &AllowBoxSelect); + + ImGui::SeparatorText("Layout"); + ImGui::SliderFloat("Icon Size", &IconSize, 16.0f, 128.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Use CTRL+Wheel to zoom"); + ImGui::SliderInt("Icon Spacing", &IconSpacing, 0, 32); + ImGui::SliderInt("Icon Hit Spacing", &IconHitSpacing, 0, 32); + ImGui::Checkbox("Stretch Spacing", &StretchSpacing); + ImGui::PopItemWidth(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Show a table with ONLY one header row to showcase the idea/possibility of using this to provide a sorting UI + if (AllowSorting) + { + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiTableFlags table_flags_for_sort_specs = ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("for_sort_specs_only", 2, table_flags_for_sort_specs, ImVec2(0.0f, ImGui::GetFrameHeight()))) + { + ImGui::TableSetupColumn("Index"); + ImGui::TableSetupColumn("Type"); + ImGui::TableHeadersRow(); + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty || RequestSort) + { + ExampleAsset::SortWithSortSpecs(sort_specs, Items.Data, Items.Size); + sort_specs->SpecsDirty = RequestSort = false; + } + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + } + + ImGuiIO& io = ImGui::GetIO(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.y + LayoutItemSpacing))); + if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove)) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + const float avail_width = ImGui::GetContentRegionAvail().x; + UpdateLayoutSizes(avail_width); + + // Calculate and store start position. + ImVec2 start_pos = ImGui::GetCursorScreenPos(); + start_pos = ImVec2(start_pos.x + LayoutOuterPadding, start_pos.y + LayoutOuterPadding); + ImGui::SetCursorScreenPos(start_pos); + + // Multi-select + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_ClearOnClickVoid; + + // - Enable box-select (in 2D mode, so that changing box-select rectangle X1/X2 boundaries will affect clipped items) + if (AllowBoxSelect) + ms_flags |= ImGuiMultiSelectFlags_BoxSelect2d; + + // - This feature allows dragging an unselected item without selecting it (rarely used) + if (AllowDragUnselected) + ms_flags |= ImGuiMultiSelectFlags_SelectOnClickRelease; + + // - Enable keyboard wrapping on X axis + // (FIXME-MULTISELECT: We haven't designed/exposed a general nav wrapping api yet, so this flag is provided as a courtesy to avoid doing: + // ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + // When we finish implementing a more general API for this, we will obsolete this flag in favor of the new system) + ms_flags |= ImGuiMultiSelectFlags_NavWrapX; + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, Selection.Size, Items.Size); + + // Use custom selection adapter: store ID in selection (recommended) + Selection.UserData = this; + Selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self_, int idx) { ExampleAssetsBrowser* self = (ExampleAssetsBrowser*)self_->UserData; return self->Items[idx].ID; }; + Selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (Selection.Size > 0)) || RequestDelete; + const int item_curr_idx_to_focus = want_delete ? Selection.ApplyDeletionPreLoop(ms_io, Items.Size) : -1; + RequestDelete = false; + + // Push LayoutSelectableSpacing (which is LayoutItemSpacing minus hit-spacing, if we decide to have hit gaps between items) + // Altering style ItemSpacing may seem unnecessary as we position every items using SetCursorScreenPos()... + // But it is necessary for two reasons: + // - Selectables uses it by default to visually fill the space between two items. + // - The vertical spacing would be measured by Clipper to calculate line height if we didn't provide it explicitly (here we do). + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(LayoutSelectableSpacing, LayoutSelectableSpacing)); + + // Rendering parameters + const ImU32 icon_type_overlay_colors[3] = { 0, IM_COL32(200, 70, 70, 255), IM_COL32(70, 170, 70, 255) }; + const ImU32 icon_bg_color = ImGui::GetColorU32(IM_COL32(35, 35, 35, 220)); + const ImVec2 icon_type_overlay_size = ImVec2(4.0f, 4.0f); + const bool display_label = (LayoutItemSize.x >= ImGui::CalcTextSize("999").x); + + const int column_count = LayoutColumnCount; + ImGuiListClipper clipper; + clipper.Begin(LayoutLineCount, LayoutItemStep.y); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus / column_count); // Ensure focused item line is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem / column_count); // Ensure RangeSrc item line is not clipped. + while (clipper.Step()) + { + for (int line_idx = clipper.DisplayStart; line_idx < clipper.DisplayEnd; line_idx++) + { + const int item_min_idx_for_current_line = line_idx * column_count; + const int item_max_idx_for_current_line = IM_MIN((line_idx + 1) * column_count, Items.Size); + for (int item_idx = item_min_idx_for_current_line; item_idx < item_max_idx_for_current_line; ++item_idx) + { + ExampleAsset* item_data = &Items[item_idx]; + ImGui::PushID((int)item_data->ID); + + // Position item + ImVec2 pos = ImVec2(start_pos.x + (item_idx % column_count) * LayoutItemStep.x, start_pos.y + line_idx * LayoutItemStep.y); + ImGui::SetCursorScreenPos(pos); + + ImGui::SetNextItemSelectionUserData(item_idx); + bool item_is_selected = Selection.Contains((ImGuiID)item_data->ID); + bool item_is_visible = ImGui::IsRectVisible(LayoutItemSize); + ImGui::Selectable("", item_is_selected, ImGuiSelectableFlags_None, LayoutItemSize); + + // Update our selection state immediately (without waiting for EndMultiSelect() requests) + // because we use this to alter the color of our text/icon. + if (ImGui::IsItemToggledSelection()) + item_is_selected = !item_is_selected; + + // Focus (for after deletion) + if (item_curr_idx_to_focus == item_idx) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and drop + if (ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_data->ID); + else + while (Selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back(id); + ImGui::SetDragDropPayload("ASSETS_BROWSER_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip, by extracting it from the payload data + // (we could read from selection, but it is more correct and reusable to read from payload) + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int payload_count = (int)payload->DataSize / (int)sizeof(ImGuiID); + ImGui::Text("%d assets", payload_count); + + ImGui::EndDragDropSource(); + } + + // Render icon (a real app would likely display an image/thumbnail here) + // Because we use ImGuiMultiSelectFlags_BoxSelect2d, clipping vertical may occasionally be larger, so we coarse-clip our rendering as well. + if (item_is_visible) + { + ImVec2 box_min(pos.x - 1, pos.y - 1); + ImVec2 box_max(box_min.x + LayoutItemSize.x + 2, box_min.y + LayoutItemSize.y + 2); // Dubious + draw_list->AddRectFilled(box_min, box_max, icon_bg_color); // Background color + if (ShowTypeOverlay && item_data->Type != 0) + { + ImU32 type_col = icon_type_overlay_colors[item_data->Type % IM_ARRAYSIZE(icon_type_overlay_colors)]; + draw_list->AddRectFilled(ImVec2(box_max.x - 2 - icon_type_overlay_size.x, box_min.y + 2), ImVec2(box_max.x - 2, box_min.y + 2 + icon_type_overlay_size.y), type_col); + } + if (display_label) + { + ImU32 label_col = ImGui::GetColorU32(item_is_selected ? ImGuiCol_Text : ImGuiCol_TextDisabled); + char label[32]; + sprintf(label, "%d", item_data->ID); + draw_list->AddText(ImVec2(box_min.x, box_max.y - ImGui::GetFontSize()), label_col, label); + } + } + + ImGui::PopID(); + } + } + } + clipper.End(); + ImGui::PopStyleVar(); // ImGuiStyleVar_ItemSpacing + + // Context menu + if (ImGui::BeginPopupContextWindow()) + { + ImGui::Text("Selection: %d items", Selection.Size); + ImGui::Separator(); + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndPopup(); + } + + ms_io = ImGui::EndMultiSelect(); + Selection.ApplyRequests(ms_io); + if (want_delete) + Selection.ApplyDeletionPostLoop(ms_io, Items, item_curr_idx_to_focus); + + // Zooming with CTRL+Wheel + if (ImGui::IsWindowAppearing()) + ZoomWheelAccum = 0.0f; + if (ImGui::IsWindowHovered() && io.MouseWheel != 0.0f && ImGui::IsKeyDown(ImGuiMod_Ctrl) && ImGui::IsAnyItemActive() == false) + { + ZoomWheelAccum += io.MouseWheel; + if (fabsf(ZoomWheelAccum) >= 1.0f) + { + // Calculate hovered item index from mouse location + // FIXME: Locking aiming on 'hovered_item_idx' (with a cool-down timer) would ensure zoom keeps on it. + const float hovered_item_nx = (io.MousePos.x - start_pos.x + LayoutItemSpacing * 0.5f) / LayoutItemStep.x; + const float hovered_item_ny = (io.MousePos.y - start_pos.y + LayoutItemSpacing * 0.5f) / LayoutItemStep.y; + const int hovered_item_idx = ((int)hovered_item_ny * LayoutColumnCount) + (int)hovered_item_nx; + //ImGui::SetTooltip("%f,%f -> item %d", hovered_item_nx, hovered_item_ny, hovered_item_idx); // Move those 4 lines in block above for easy debugging + + // Zoom + IconSize *= powf(1.1f, (float)(int)ZoomWheelAccum); + IconSize = IM_CLAMP(IconSize, 16.0f, 128.0f); + ZoomWheelAccum -= (int)ZoomWheelAccum; + UpdateLayoutSizes(avail_width); + + // Manipulate scroll to that we will land at the same Y location of currently hovered item. + // - Calculate next frame position of item under mouse + // - Set new scroll position to be used in next ImGui::BeginChild() call. + float hovered_item_rel_pos_y = ((float)(hovered_item_idx / LayoutColumnCount) + fmodf(hovered_item_ny, 1.0f)) * LayoutItemStep.y; + hovered_item_rel_pos_y += ImGui::GetStyle().WindowPadding.y; + float mouse_local_y = io.MousePos.y - ImGui::GetWindowPos().y; + ImGui::SetScrollY(hovered_item_rel_pos_y - mouse_local_y); + } + } + } + ImGui::EndChild(); + + ImGui::Text("Selected: %d/%d items", Selection.Size, Items.Size); + ImGui::End(); + } +}; + +void ShowExampleAppAssetsBrowser(bool* p_open) +{ + IMGUI_DEMO_MARKER("Examples/Assets Browser"); + static ExampleAssetsBrowser assets_browser; + assets_browser.Draw("Example: Assets Browser", p_open); +} + +// End of Demo code +#else + +void ImGui::ShowAboutWindow(bool*) {} +void ImGui::ShowDemoWindow(bool*) {} +void ImGui::ShowUserGuide() {} +void ImGui::ShowStyleEditor(ImGuiStyle*) {} +bool ImGui::ShowStyleSelector(const char* label) { return false; } +void ImGui::ShowFontSelector(const char* label) {} + +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_draw.cpp b/src/main/imgui/imgui_draw.cpp new file mode 100644 index 0000000..c4e4458 --- /dev/null +++ b/src/main/imgui/imgui_draw.cpp @@ -0,0 +1,4855 @@ +// dear imgui, v1.91.7 +// (drawing and font code) + +/* + +Index of this file: + +// [SECTION] STB libraries implementation +// [SECTION] Style functions +// [SECTION] ImDrawList +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +// [SECTION] ImDrawListSplitter +// [SECTION] ImDrawData +// [SECTION] Helpers ShadeVertsXXX functions +// [SECTION] ImFontConfig +// [SECTION] ImFontAtlas +// [SECTION] ImFontAtlas: glyph ranges helpers +// [SECTION] ImFontGlyphRangesBuilder +// [SECTION] ImFont +// [SECTION] ImGui Internal Render Helpers +// [SECTION] Decompression code +// [SECTION] Default font data (ProggyClean.ttf) + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "misc/freetype/imgui_freetype.h" +#endif + +#include // vsnprintf, sscanf, printf + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +//------------------------------------------------------------------------- +// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack) +//------------------------------------------------------------------------- + +// Compile time options: +//#define IMGUI_STB_NAMESPACE ImStb +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE +{ +#endif + +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. +#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. +#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. +#endif + +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma clang diagnostic ignored "-Wmissing-prototypes" +#pragma clang diagnostic ignored "-Wimplicit-fallthrough" +#endif + +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] +#pragma GCC diagnostic ignored "-Wimplicit-fallthrough" // warning: this statement may fall through +#endif + +#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBRP_STATIC +#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) +#define STBRP_SORT ImQsort +#define STB_RECT_PACK_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else +#include "imstb_rectpack.h" +#endif +#endif + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) +#define STBTT_free(x,u) ((void)(u), IM_FREE(x)) +#define STBTT_assert(x) do { IM_ASSERT(x); } while(0) +#define STBTT_fmod(x,y) ImFmod(x,y) +#define STBTT_sqrt(x) ImSqrt(x) +#define STBTT_pow(x,y) ImPow(x,y) +#define STBTT_fabs(x) ImFabs(x) +#define STBTT_ifloor(x) ((int)ImFloor(x)) +#define STBTT_iceil(x) ((int)ImCeil(x)) +#define STBTT_STATIC +#define STB_TRUETYPE_IMPLEMENTATION +#else +#define STBTT_DEF extern +#endif +#ifdef IMGUI_STB_TRUETYPE_FILENAME +#include IMGUI_STB_TRUETYPE_FILENAME +#else +#include "imstb_truetype.h" +#endif +#endif +#endif // IMGUI_ENABLE_STB_TRUETYPE + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#if defined(_MSC_VER) +#pragma warning (pop) +#endif + +#ifdef IMGUI_STB_NAMESPACE +} // namespace ImStb +using namespace IMGUI_STB_NAMESPACE; +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Style functions +//----------------------------------------------------------------------------- + +void ImGui::StyleColorsDark(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); +} + +void ImGui::StyleColorsClassic(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); + colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); + colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); + colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.53f, 0.53f, 0.87f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +// Those light colors are better suited with a thicker font than the default one + FrameBorder +void ImGui::StyleColorsLight(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); + colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList +//----------------------------------------------------------------------------- + +ImDrawListSharedData::ImDrawListSharedData() +{ + memset(this, 0, sizeof(*this)); + for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) + { + const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); + ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) +{ + if (CircleSegmentMaxError == max_error) + return; + + IM_ASSERT(max_error > 0.0f); + CircleSegmentMaxError = max_error; + for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) + { + const float radius = (float)i; + CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +ImDrawList::ImDrawList(ImDrawListSharedData* shared_data) +{ + memset(this, 0, sizeof(*this)); + _Data = shared_data; +} + +ImDrawList::~ImDrawList() +{ + _ClearFreeMemory(); +} + +// Initialize before use in a new frame. We always have a command ready in the buffer. +// In the majority of cases, you would want to call PushClipRect() and PushTextureID() after this. +void ImDrawList::_ResetForNewFrame() +{ + // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. + IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, TextureId) == sizeof(ImVec4)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + if (_Splitter._Count > 1) + _Splitter.Merge(this); + + CmdBuffer.resize(0); + IdxBuffer.resize(0); + VtxBuffer.resize(0); + Flags = _Data->InitialFlags; + memset(&_CmdHeader, 0, sizeof(_CmdHeader)); + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.resize(0); + _TextureIdStack.resize(0); + _CallbacksDataBuf.resize(0); + _Path.resize(0); + _Splitter.Clear(); + CmdBuffer.push_back(ImDrawCmd()); + _FringeScale = 1.0f; +} + +void ImDrawList::_ClearFreeMemory() +{ + CmdBuffer.clear(); + IdxBuffer.clear(); + VtxBuffer.clear(); + Flags = ImDrawListFlags_None; + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.clear(); + _TextureIdStack.clear(); + _CallbacksDataBuf.clear(); + _Path.clear(); + _Splitter.ClearFreeMemory(); +} + +ImDrawList* ImDrawList::CloneOutput() const +{ + ImDrawList* dst = IM_NEW(ImDrawList(_Data)); + dst->CmdBuffer = CmdBuffer; + dst->IdxBuffer = IdxBuffer; + dst->VtxBuffer = VtxBuffer; + dst->Flags = Flags; + return dst; +} + +void ImDrawList::AddDrawCmd() +{ + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() + draw_cmd.TextureId = _CmdHeader.TextureId; + draw_cmd.VtxOffset = _CmdHeader.VtxOffset; + draw_cmd.IdxOffset = IdxBuffer.Size; + + IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); + CmdBuffer.push_back(draw_cmd); +} + +// Pop trailing draw command (used before merging or presenting to user) +// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL +void ImDrawList::_PopUnusedDrawCmd() +{ + while (CmdBuffer.Size > 0) + { + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL) + return;// break; + CmdBuffer.pop_back(); + } +} + +void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size) +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + IM_ASSERT(curr_cmd->UserCallback == NULL); + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + } + + curr_cmd->UserCallback = callback; + if (userdata_size == 0) + { + // Store user data directly in command (no indirection) + curr_cmd->UserCallbackData = userdata; + curr_cmd->UserCallbackDataSize = 0; + curr_cmd->UserCallbackDataOffset = -1; + } + else + { + // Copy and store user data in a buffer + IM_ASSERT(userdata != NULL); + IM_ASSERT(userdata_size < (1u << 31)); + curr_cmd->UserCallbackData = NULL; // Will be resolved during Render() + curr_cmd->UserCallbackDataSize = (int)userdata_size; + curr_cmd->UserCallbackDataOffset = _CallbacksDataBuf.Size; + _CallbacksDataBuf.resize(_CallbacksDataBuf.Size + (int)userdata_size); + memcpy(_CallbacksDataBuf.Data + (size_t)curr_cmd->UserCallbackDataOffset, userdata, userdata_size); + } + + AddDrawCmd(); // Force a new command after us (see comment below) +} + +// Compare ClipRect, TextureId and VtxOffset with a single memcmp() +#define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) + +// Try to merge two last draw commands +void ImDrawList::_TryMergeDrawCmds() +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) + { + prev_cmd->ElemCount += curr_cmd->ElemCount; + CmdBuffer.pop_back(); + } +} + +// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. +// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. +void ImDrawList::_OnChangedClipRect() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + curr_cmd->ClipRect = _CmdHeader.ClipRect; +} + +void ImDrawList::_OnChangedTextureID() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + curr_cmd->TextureId = _CmdHeader.TextureId; +} + +void ImDrawList::_OnChangedVtxOffset() +{ + // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. + _VtxCurrentIdx = 0; + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + curr_cmd->VtxOffset = _CmdHeader.VtxOffset; +} + +int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const +{ + // Automatic segment count + const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy + if (radius_idx >= 0 && radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + return _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); +} + +// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) +void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect) +{ + ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); + if (intersect_with_current_clip_rect) + { + ImVec4 current = _CmdHeader.ClipRect; + if (cr.x < current.x) cr.x = current.x; + if (cr.y < current.y) cr.y = current.y; + if (cr.z > current.z) cr.z = current.z; + if (cr.w > current.w) cr.w = current.w; + } + cr.z = ImMax(cr.x, cr.z); + cr.w = ImMax(cr.y, cr.w); + + _ClipRectStack.push_back(cr); + _CmdHeader.ClipRect = cr; + _OnChangedClipRect(); +} + +void ImDrawList::PushClipRectFullScreen() +{ + PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); +} + +void ImDrawList::PopClipRect() +{ + _ClipRectStack.pop_back(); + _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; + _OnChangedClipRect(); +} + +void ImDrawList::PushTextureID(ImTextureID texture_id) +{ + _TextureIdStack.push_back(texture_id); + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); +} + +void ImDrawList::PopTextureID() +{ + _TextureIdStack.pop_back(); + _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; + _OnChangedTextureID(); +} + +// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTextureID()/PopTextureID(). +void ImDrawList::_SetTextureID(ImTextureID texture_id) +{ + if (_CmdHeader.TextureId == texture_id) + return; + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); +} + +// Reserve space for a number of vertices and indices. +// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or +// submit the intermediate results. PrimUnreserve() can be used to release unused allocations. +void ImDrawList::PrimReserve(int idx_count, int vtx_count) +{ + // Large mesh support (when enabled) + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) + { + // FIXME: In theory we should be testing that vtx_count <64k here. + // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us + // to not make that check until we rework the text functions to handle clipping and large horizontal lines better. + _CmdHeader.VtxOffset = VtxBuffer.Size; + _OnChangedVtxOffset(); + } + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount += idx_count; + + int vtx_buffer_old_size = VtxBuffer.Size; + VtxBuffer.resize(vtx_buffer_old_size + vtx_count); + _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size; + + int idx_buffer_old_size = IdxBuffer.Size; + IdxBuffer.resize(idx_buffer_old_size + idx_count); + _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; +} + +// Release the number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). +void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) +{ + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount -= idx_count; + VtxBuffer.shrink(VtxBuffer.Size - vtx_count); + IdxBuffer.shrink(IdxBuffer.Size - idx_count); +} + +// Fully unrolled with inline call to keep our debug builds decently fast. +void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +{ + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. +// - Those macros expects l-values and need to be used as their own statement. +// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0 +#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0 + +// TODO: Thickness anti-aliased lines cap are missing their AA fringe. +// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) +{ + if (points_count < 2 || (col & IM_COL32_A_MASK) == 0) + return; + + const bool closed = (flags & ImDrawFlags_Closed) != 0; + const ImVec2 opaque_uv = _Data->TexUvWhitePixel; + const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw + const bool thick_line = (thickness > _FringeScale); + + if (Flags & ImDrawListFlags_AntiAliasedLines) + { + // Anti-aliased stroke + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + + // Thicknesses <1.0 should behave like thickness 1.0 + thickness = ImMax(thickness, 1.0f); + const int integer_thickness = (int)thickness; + const float fractional_thickness = thickness - integer_thickness; + + // Do we want to draw this line using a texture? + // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. + // - If AA_SIZE is not 1.0f we cannot use the texture path. + const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); + + // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off + IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); + + const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); + const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); + PrimReserve(idx_count, vtx_count); + + // Temporary buffer + // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point + _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5)); + ImVec2* temp_normals = _Data->TempBuffer.Data; + ImVec2* temp_points = temp_normals + points_count; + + // Calculate normals (tangents) for each line segment + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + float dx = points[i2].x - points[i1].x; + float dy = points[i2].y - points[i1].y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i1].x = dy; + temp_normals[i1].y = -dx; + } + if (!closed) + temp_normals[points_count - 1] = temp_normals[points_count - 2]; + + // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point + if (use_texture || !thick_line) + { + // [PATH 1] Texture-based lines (thick or non-thick) + // [PATH 2] Non texture-based lines (non-thick) + + // The width of the geometry we need to draw - this is essentially pixels for the line itself, plus "one pixel" for AA. + // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture + // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code. + // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to + // allow scaling geometry while preserving one-screen-pixel AA fringe). + const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + temp_points[0] = points[0] + temp_normals[0] * half_draw_size; + temp_points[1] = points[0] - temp_normals[0] * half_draw_size; + temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size; + temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size; + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment + const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area + dm_y *= half_draw_size; + + // Add temporary vertexes for the outer edges + ImVec2* out_vtx = &temp_points[i2 * 2]; + out_vtx[0].x = points[i2].x + dm_x; + out_vtx[0].y = points[i2].y + dm_y; + out_vtx[1].x = points[i2].x - dm_x; + out_vtx[1].y = points[i2].y - dm_y; + + if (use_texture) + { + // Add indices for two triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri + _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri + _IdxWritePtr += 6; + } + else + { + // Add indexes for four triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1 + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2 + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1 + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2 + _IdxWritePtr += 12; + } + + idx1 = idx2; + } + + // Add vertexes for each point on the line + if (use_texture) + { + // If we're using textures we only need to emit the left/right edge vertices + ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; + /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false! + { + const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; + tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() + tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; + tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; + tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; + }*/ + ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); + ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge + _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge + _VtxWritePtr += 2; + } + } + else + { + // If we're not using a texture, we need the center vertex as well + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line + _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge + _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge + _VtxWritePtr += 3; + } + } + } + else + { + // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point + const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + const int points_last = points_count - 1; + temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); + temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); + temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment + const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); + float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); + float dm_in_x = dm_x * half_inner_thickness; + float dm_in_y = dm_y * half_inner_thickness; + + // Add temporary vertices + ImVec2* out_vtx = &temp_points[i2 * 4]; + out_vtx[0].x = points[i2].x + dm_out_x; + out_vtx[0].y = points[i2].y + dm_out_y; + out_vtx[1].x = points[i2].x + dm_in_x; + out_vtx[1].y = points[i2].y + dm_in_y; + out_vtx[2].x = points[i2].x - dm_in_x; + out_vtx[2].y = points[i2].y - dm_in_y; + out_vtx[3].x = points[i2].x - dm_out_x; + out_vtx[3].y = points[i2].y - dm_out_y; + + // Add indexes + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3); + _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2); + _IdxWritePtr += 18; + + idx1 = idx2; + } + + // Add vertices + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans; + _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans; + _VtxWritePtr += 4; + } + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // [PATH 4] Non texture-based, Non anti-aliased lines + const int idx_count = count * 6; + const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges + PrimReserve(idx_count, vtx_count); + + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + const ImVec2& p1 = points[i1]; + const ImVec2& p2 = points[i2]; + + float dx = p2.x - p1.x; + float dy = p2.y - p1.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + dx *= (thickness * 0.5f); + dy *= (thickness * 0.5f); + + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2); + _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3); + _IdxWritePtr += 6; + _VtxCurrentIdx += 4; + } + } +} + +// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. +void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2)*3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2)*3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + // Calculate arc auto segment step size + if (a_step <= 0) + a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius); + + // Make sure we never do steps larger than one quarter of the circle + a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); + + const int sample_range = ImAbs(a_max_sample - a_min_sample); + const int a_next_step = a_step; + + int samples = sample_range + 1; + bool extra_max_sample = false; + if (a_step > 1) + { + samples = sample_range / a_step + 1; + const int overstep = sample_range % a_step; + + if (overstep > 0) + { + extra_max_sample = true; + samples++; + + // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, + // distribute first step range evenly between them by reducing first step size. + if (sample_range > 0) + a_step -= (a_step - overstep) / 2; + } + } + + _Path.resize(_Path.Size + samples); + ImVec2* out_ptr = _Path.Data + (_Path.Size - samples); + + int sample_index = a_min_sample; + if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + { + sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + } + + if (a_max_sample >= a_min_sample) + { + for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + else + { + for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + + if (extra_max_sample) + { + int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (normalized_max_sample < 0) + normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + + IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr); +} + +void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + // Note that we are adding a point at both a_min and a_max. + // If you are trying to draw a full closed circle you don't want the overlapping points! + _Path.reserve(_Path.Size + (num_segments + 1)); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); + } +} + +// 0: East, 3: South, 6: West, 9: North, 12: East +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); +} + +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + if (num_segments > 0) + { + _PathArcToN(center, radius, a_min, a_max, num_segments); + return; + } + + // Automatic segment count + if (radius <= _Data->ArcFastRadiusCutoff) + { + const bool a_is_reverse = a_max < a_min; + + // We are going to use precomputed values for mid samples. + // Determine first and last sample in lookup table that belong to the arc. + const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); + const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); + + const int a_min_sample = a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f); + const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f); + const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); + + const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f; + const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f; + + _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); + if (a_emit_start) + _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)); + if (a_mid_samples > 0) + _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0); + if (a_emit_end) + _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)); + } + else + { + const float arc_length = ImAbs(a_max - a_min); + const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); + const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); + _PathArcToN(center, radius, a_min, a_max, arc_segment_count); + } +} + +void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments) +{ + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + _Path.reserve(_Path.Size + (num_segments + 1)); + + const float cos_rot = ImCos(rot); + const float sin_rot = ImSin(rot); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + ImVec2 point(ImCos(a) * radius.x, ImSin(a) * radius.y); + const ImVec2 rel((point.x * cos_rot) - (point.y * sin_rot), (point.x * sin_rot) + (point.y * cos_rot)); + point.x = rel.x + center.x; + point.y = rel.y + center.y; + _Path.push_back(point); + } +} + +ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) +{ + float u = 1.0f - t; + float w1 = u * u * u; + float w2 = 3 * u * u * t; + float w3 = 3 * u * t * t; + float w4 = t * t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y); +} + +ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t) +{ + float u = 1.0f - t; + float w1 = u * u; + float w2 = 2 * u * t; + float w3 = t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y); +} + +// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp +static void PathBezierCubicCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = (x2 - x4) * dy - (y2 - y4) * dx; + float d3 = (x3 - x4) * dy - (y3 - y4) * dx; + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x4, y4)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; + float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; + PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +static void PathBezierQuadraticCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level) +{ + float dx = x3 - x1, dy = y3 - y1; + float det = (x2 - x3) * dy - (y2 - y3) * dx; + if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x3, y3)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1); + PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1); + } +} + +void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step)); + } +} + +void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step)); + } +} + +static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) +{ + /* + IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Obsoleted in 1.82 (from February 2021). This code was stripped/simplified and mostly commented in 1.90 (from September 2023) + // - Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) + if (flags == ~0) { return ImDrawFlags_RoundCornersAll; } + // - Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations). Read details in older version of this code. + if (flags >= 0x01 && flags <= 0x0F) { return (flags << 4); } + // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' +#endif + */ + // If this assert triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. + // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc. anyway. + // See details in 1.82 Changelog as well as 2021/03/12 and 2023/09/08 entries in "API BREAKING CHANGES" section. + IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); + + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags |= ImDrawFlags_RoundCornersAll; + + return flags; +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) +{ + if (rounding >= 0.5f) + { + flags = FixRectCornerFlags(flags); + rounding = ImMin(rounding, ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f); + } + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PathLineTo(a); + PathLineTo(ImVec2(b.x, a.y)); + PathLineTo(b); + PathLineTo(ImVec2(a.x, b.y)); + } + else + { + const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; + const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; + const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f; + const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; + PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); + PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); + PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); + PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6); + } +} + +void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + PathLineTo(p1 + ImVec2(0.5f, 0.5f)); + PathLineTo(p2 + ImVec2(0.5f, 0.5f)); + PathStroke(col, 0, thickness); +} + +// p_min = upper-left, p_max = lower-right +// Note we don't render 1 pixels sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (Flags & ImDrawListFlags_AntiAliasedLines) + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags); + else + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PrimReserve(6, 4); + PrimRect(p_min, p_max, col); + } + else + { + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + } +} + +// p_min = upper-left, p_max = lower-right +void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +{ + if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + PrimReserve(6, 4); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); + PrimWriteVtx(p_min, uv, col_upr_left); + PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); + PrimWriteVtx(p_max, uv, col_bot_right); + PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); +} + +void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathFillConvex(col); +} + +void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathFillConvex(col); +} + +void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + } + + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + } + + PathFillConvex(col); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Ellipse +void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Cubic Bezier takes 4 controls points +void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierCubicCurveTo(p2, p3, p4, num_segments); + PathStroke(col, 0, thickness); +} + +// Quadratic Bezier takes 3 controls points +void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierQuadraticCurveTo(p2, p3, num_segments); + PathStroke(col, 0, thickness); +} + +void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + // Accept null ranges + if (text_begin == text_end || text_begin[0] == 0) + return; + if (text_end == NULL) + text_end = text_begin + strlen(text_begin); + + // Pull default font/size from the shared ImDrawListSharedData instance + if (font == NULL) + font = _Data->Font; + if (font_size == 0.0f) + font_size = _Data->FontSize; + + IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. + + ImVec4 clip_rect = _CmdHeader.ClipRect; + if (cpu_fine_clip_rect) + { + clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); + clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y); + clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); + clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); + } + font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); +} + +void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) +{ + AddText(NULL, 0.0f, pos, col, text_begin, text_end); +} + +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimRectUV(p_min, p_max, uv_min, uv_max, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + flags = FixRectCornerFlags(flags); + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); + return; + } + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + int vert_start_idx = VtxBuffer.Size; + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + int vert_end_idx = VtxBuffer.Size; + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); + + if (push_texture_id) + PopTextureID(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +//----------------------------------------------------------------------------- +// Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity. +// Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf +// Provided as a convenience for user but not used by main library. +//----------------------------------------------------------------------------- +// - ImTriangulator [Internal] +// - AddConcavePolyFilled() +//----------------------------------------------------------------------------- + +enum ImTriangulatorNodeType +{ + ImTriangulatorNodeType_Convex, + ImTriangulatorNodeType_Ear, + ImTriangulatorNodeType_Reflex +}; + +struct ImTriangulatorNode +{ + ImTriangulatorNodeType Type; + int Index; + ImVec2 Pos; + ImTriangulatorNode* Next; + ImTriangulatorNode* Prev; + + void Unlink() { Next->Prev = Prev; Prev->Next = Next; } +}; + +struct ImTriangulatorNodeSpan +{ + ImTriangulatorNode** Data = NULL; + int Size = 0; + + void push_back(ImTriangulatorNode* node) { Data[Size++] = node; } + void find_erase_unsorted(int idx) { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } } +}; + +struct ImTriangulator +{ + static int EstimateTriangleCount(int points_count) { return (points_count < 3) ? 0 : points_count - 2; } + static int EstimateScratchBufferSize(int points_count) { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; } + + void Init(const ImVec2* points, int points_count, void* scratch_buffer); + void GetNextTriangle(unsigned int out_triangle[3]); // Return relative indexes for next triangle + + // Internal functions + void BuildNodes(const ImVec2* points, int points_count); + void BuildReflexes(); + void BuildEars(); + void FlipNodeList(); + bool IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const; + void ReclassifyNode(ImTriangulatorNode* node); + + // Internal members + int _TrianglesLeft = 0; + ImTriangulatorNode* _Nodes = NULL; + ImTriangulatorNodeSpan _Ears; + ImTriangulatorNodeSpan _Reflexes; +}; + +// Distribute storage for nodes, ears and reflexes. +// FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer +// (this would require first building reflexes to bail to convex if empty, without even building nodes) +void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer) +{ + IM_ASSERT(scratch_buffer != NULL && points_count >= 3); + _TrianglesLeft = EstimateTriangleCount(points_count); + _Nodes = (ImTriangulatorNode*)scratch_buffer; // points_count x Node + _Ears.Data = (ImTriangulatorNode**)(_Nodes + points_count); // points_count x Node* + _Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node* + BuildNodes(points, points_count); + BuildReflexes(); + BuildEars(); +} + +void ImTriangulator::BuildNodes(const ImVec2* points, int points_count) +{ + for (int i = 0; i < points_count; i++) + { + _Nodes[i].Type = ImTriangulatorNodeType_Convex; + _Nodes[i].Index = i; + _Nodes[i].Pos = points[i]; + _Nodes[i].Next = _Nodes + i + 1; + _Nodes[i].Prev = _Nodes + i - 1; + } + _Nodes[0].Prev = _Nodes + points_count - 1; + _Nodes[points_count - 1].Next = _Nodes; +} + +void ImTriangulator::BuildReflexes() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Reflex; + _Reflexes.push_back(n1); + } +} + +void ImTriangulator::BuildEars() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (n1->Type != ImTriangulatorNodeType_Convex) + continue; + if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Ear; + _Ears.push_back(n1); + } +} + +void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3]) +{ + if (_Ears.Size == 0) + { + FlipNodeList(); + + ImTriangulatorNode* node = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next) + node->Type = ImTriangulatorNodeType_Convex; + _Reflexes.Size = 0; + BuildReflexes(); + BuildEars(); + + // If we still don't have ears, it means geometry is degenerated. + if (_Ears.Size == 0) + { + // Return first triangle available, mimicking the behavior of convex fill. + IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated + _Ears.Data[0] = _Nodes; + _Ears.Size = 1; + } + } + + ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size]; + out_triangle[0] = ear->Prev->Index; + out_triangle[1] = ear->Index; + out_triangle[2] = ear->Next->Index; + + ear->Unlink(); + if (ear == _Nodes) + _Nodes = ear->Next; + + ReclassifyNode(ear->Prev); + ReclassifyNode(ear->Next); + _TrianglesLeft--; +} + +void ImTriangulator::FlipNodeList() +{ + ImTriangulatorNode* prev = _Nodes; + ImTriangulatorNode* temp = _Nodes; + ImTriangulatorNode* current = _Nodes->Next; + prev->Next = prev; + prev->Prev = prev; + while (current != _Nodes) + { + temp = current->Next; + + current->Next = prev; + prev->Prev = current; + _Nodes->Next = current; + current->Prev = _Nodes; + + prev = current; + current = temp; + } + _Nodes = prev; +} + +// A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm) +bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const +{ + ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size; + for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++) + { + ImTriangulatorNode* reflex = *p; + if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2) + if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos)) + return false; + } + return true; +} + +void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1) +{ + // Classify node + ImTriangulatorNodeType type; + const ImTriangulatorNode* n0 = n1->Prev; + const ImTriangulatorNode* n2 = n1->Next; + if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Reflex; + else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Ear; + else + type = ImTriangulatorNodeType_Convex; + + // Update lists when a type changes + if (type == n1->Type) + return; + if (n1->Type == ImTriangulatorNodeType_Reflex) + _Reflexes.find_erase_unsorted(n1->Index); + else if (n1->Type == ImTriangulatorNodeType_Ear) + _Ears.find_erase_unsorted(n1->Index); + if (type == ImTriangulatorNodeType_Reflex) + _Reflexes.push_back(n1); + else if (type == ImTriangulatorNodeType_Ear) + _Ears.push_back(n1); + n1->Type = type; +} + +// Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes). +// (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer! +// It is up to caller to ensure not making costly calls that will be outside of visible area. +// As concave fill is noticeably more expensive than other primitives, be mindful of this... +// Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false') +void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + ImTriangulator triangulator; + unsigned int triangle[3]; + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2) * 3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2) * 3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawListSplitter +//----------------------------------------------------------------------------- +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. +//----------------------------------------------------------------------------- + +void ImDrawListSplitter::ClearFreeMemory() +{ + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); +} + +void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) +{ + IM_UNUSED(draw_list); + IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + { + _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable + _Channels.resize(channels_count); + } + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); + } + } +} + +void ImDrawListSplitter::Merge(ImDrawList* draw_list) +{ + // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + draw_list->_PopUnusedDrawCmd(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + ch._CmdBuffer.pop_back(); + + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) + { + // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. + // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. + ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; + if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += next_cmd->ElemCount; + idx_offset += next_cmd->ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. + } + } + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) + { + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + + // Ensure there's always a non-callback draw command trailing the command-buffer + if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL) + draw_list->AddDrawCmd(); + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); + + _Count = 1; +} + +void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) +{ + IM_ASSERT(idx >= 0 && idx < _Count); + if (_Current == idx) + return; + + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd == NULL) + draw_list->AddDrawCmd(); + else if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawData +//----------------------------------------------------------------------------- + +void ImDrawData::Clear() +{ + Valid = false; + CmdListsCount = TotalIdxCount = TotalVtxCount = 0; + CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them. + DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f); + OwnerViewport = NULL; +} + +// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list +// as long at it is expected that the result will be later merged into draw_data->CmdLists[]. +void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list) +{ + if (draw_list->CmdBuffer.Size == 0) + return; + if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL) + return; + + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + + // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) + // If this assert triggers because you are drawing lots of stuff manually: + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // Be mindful that the lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. + // - If you want large meshes with more than 64K vertices, you can either: + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example backends already support this from 1.71. Pre-1.71 backends won't. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + // Resolve callback data pointers + if (draw_list->_CallbacksDataBuf.Size > 0) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + if (cmd.UserCallback != NULL && cmd.UserCallbackDataOffset != -1 && cmd.UserCallbackDataSize > 0) + cmd.UserCallbackData = draw_list->_CallbacksDataBuf.Data + cmd.UserCallbackDataOffset; + + // Add to output list + records state in ImDrawData + out_list->push_back(draw_list); + draw_data->CmdListsCount++; + draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; +} + +void ImDrawData::AddDrawList(ImDrawList* draw_list) +{ + IM_ASSERT(CmdLists.Size == CmdListsCount); + draw_list->_PopUnusedDrawCmd(); + ImGui::AddDrawListToDrawDataEx(this, &CmdLists, draw_list); +} + +// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! +void ImDrawData::DeIndexAllBuffers() +{ + ImVector new_vtx_buffer; + TotalVtxCount = TotalIdxCount = 0; + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + if (cmd_list->IdxBuffer.empty()) + continue; + new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); + for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) + new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; + cmd_list->VtxBuffer.swap(new_vtx_buffer); + cmd_list->IdxBuffer.resize(0); + TotalVtxCount += cmd_list->VtxBuffer.Size; + } +} + +// Helper to scale the ClipRect field of each ImDrawCmd. +// Use if your final output buffer is at a different scale than draw_data->DisplaySize, +// or if there is a difference between your window resolution and framebuffer resolution. +void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) +{ + for (ImDrawList* draw_list : CmdLists) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + cmd.ClipRect = ImVec4(cmd.ClipRect.x * fb_scale.x, cmd.ClipRect.y * fb_scale.y, cmd.ClipRect.z * fb_scale.x, cmd.ClipRect.w * fb_scale.y); +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers ShadeVertsXXX functions +//----------------------------------------------------------------------------- + +// Generic linear color gradient, write to RGB fields, leave A untouched. +void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) +{ + ImVec2 gradient_extent = gradient_p1 - gradient_p0; + float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF; + const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF; + const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF; + const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r; + const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g; + const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b; + for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) + { + float d = ImDot(vert->pos - gradient_p0, gradient_extent); + float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); + int r = (int)(col0_r + col_delta_r * t); + int g = (int)(col0_g + col_delta_g * t); + int b = (int)(col0_b + col_delta_b * t); + vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); + } +} + +// Distribute UV over (a, b) rectangle +void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp) +{ + const ImVec2 size = b - a; + const ImVec2 uv_size = uv_b - uv_a; + const ImVec2 scale = ImVec2( + size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, + size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); + + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + if (clamp) + { + const ImVec2 min = ImMin(uv_a, uv_b); + const ImVec2 max = ImMax(uv_a, uv_b); + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); + } + else + { + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale); + } +} + +void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out) +{ + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontConfig +//----------------------------------------------------------------------------- + +ImFontConfig::ImFontConfig() +{ + memset(this, 0, sizeof(*this)); + FontDataOwnedByAtlas = true; + OversampleH = 2; + OversampleV = 1; + GlyphMaxAdvanceX = FLT_MAX; + RasterizerMultiply = 1.0f; + RasterizerDensity = 1.0f; + EllipsisChar = 0; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas +//----------------------------------------------------------------------------- +// - Default texture data encoded in ASCII +// - ImFontAtlas::ClearInputData() +// - ImFontAtlas::ClearTexData() +// - ImFontAtlas::ClearFonts() +// - ImFontAtlas::Clear() +// - ImFontAtlas::GetTexDataAsAlpha8() +// - ImFontAtlas::GetTexDataAsRGBA32() +// - ImFontAtlas::AddFont() +// - ImFontAtlas::AddFontDefault() +// - ImFontAtlas::AddFontFromFileTTF() +// - ImFontAtlas::AddFontFromMemoryTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedBase85TTF() +// - ImFontAtlas::AddCustomRectRegular() +// - ImFontAtlas::AddCustomRectFontGlyph() +// - ImFontAtlas::CalcCustomRectUV() +// - ImFontAtlas::GetMouseCursorTexData() +// - ImFontAtlas::Build() +// - ImFontAtlasBuildMultiplyCalcLookupTable() +// - ImFontAtlasBuildMultiplyRectAlpha8() +// - ImFontAtlasBuildWithStbTruetype() +// - ImFontAtlasGetBuilderForStbTruetype() +// - ImFontAtlasUpdateConfigDataPointers() +// - ImFontAtlasBuildSetupFont() +// - ImFontAtlasBuildPackCustomRects() +// - ImFontAtlasBuildRender8bppRectFromString() +// - ImFontAtlasBuildRender32bppRectFromString() +// - ImFontAtlasBuildRenderDefaultTexData() +// - ImFontAtlasBuildRenderLinesTexData() +// - ImFontAtlasBuildInit() +// - ImFontAtlasBuildFinish() +//----------------------------------------------------------------------------- + +// A work of art lies ahead! (. = white layer, X = black layer, others are blank) +// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. +// (This is used when io.MouseDrawCursor = true) +const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing. +const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; +static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = +{ + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX " + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" + "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " + " X..X - - X...X - X...X - X..X X..X - - X........X - " + " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " + "------------- - X - X -X.....................X- ------------------- " + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " +}; + +static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = +{ + // Pos ........ Size ......... Offset ...... + { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow + { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll + { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS + { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW + { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW + { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE + { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand + { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed +}; + +ImFontAtlas::ImFontAtlas() +{ + memset(this, 0, sizeof(*this)); + TexGlyphPadding = 1; + PackIdMouseCursors = PackIdLines = -1; +} + +ImFontAtlas::~ImFontAtlas() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Clear(); +} + +void ImFontAtlas::ClearInputData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + for (ImFontConfig& font_cfg : ConfigData) + if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas) + { + IM_FREE(font_cfg.FontData); + font_cfg.FontData = NULL; + } + + // When clearing this we lose access to the font name and other information used to build the font. + for (ImFont* font : Fonts) + if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size) + { + font->ConfigData = NULL; + font->ConfigDataCount = 0; + } + ConfigData.clear(); + CustomRects.clear(); + PackIdMouseCursors = PackIdLines = -1; + // Important: we leave TexReady untouched +} + +void ImFontAtlas::ClearTexData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + if (TexPixelsAlpha8) + IM_FREE(TexPixelsAlpha8); + if (TexPixelsRGBA32) + IM_FREE(TexPixelsRGBA32); + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; + TexPixelsUseColors = false; + // Important: we leave TexReady untouched +} + +void ImFontAtlas::ClearFonts() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Fonts.clear_delete(); + TexReady = false; +} + +void ImFontAtlas::Clear() +{ + ClearInputData(); + ClearTexData(); + ClearFonts(); +} + +void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Build atlas on demand + if (TexPixelsAlpha8 == NULL) + Build(); + + *out_pixels = TexPixelsAlpha8; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; +} + +void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Convert to RGBA32 format on demand + // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp + if (!TexPixelsRGBA32) + { + unsigned char* pixels = NULL; + GetTexDataAsAlpha8(&pixels, NULL, NULL); + if (pixels) + { + TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); + const unsigned char* src = pixels; + unsigned int* dst = TexPixelsRGBA32; + for (int n = TexWidth * TexHeight; n > 0; n--) + *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); + } + } + + *out_pixels = (unsigned char*)TexPixelsRGBA32; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; +} + +ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); + IM_ASSERT(font_cfg->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?"); + IM_ASSERT(font_cfg->OversampleH > 0 && font_cfg->OversampleV > 0 && "Is ImFontConfig struct correctly initialized?"); + IM_ASSERT(font_cfg->RasterizerDensity > 0.0f); + + // Create new font + if (!font_cfg->MergeMode) + Fonts.push_back(IM_NEW(ImFont)); + else + IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. + + ConfigData.push_back(*font_cfg); + ImFontConfig& new_font_cfg = ConfigData.back(); + if (new_font_cfg.DstFont == NULL) + new_font_cfg.DstFont = Fonts.back(); + if (!new_font_cfg.FontDataOwnedByAtlas) + { + new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); + new_font_cfg.FontDataOwnedByAtlas = true; + memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); + } + + // Round font size + // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet. + // - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes. + // - We may support it better later and remove this rounding. + new_font_cfg.SizePixels = ImTrunc(new_font_cfg.SizePixels); + + // Pointers to ConfigData and BuilderData are otherwise dangling + ImFontAtlasUpdateConfigDataPointers(this); + + // Invalidate texture + TexReady = false; + ClearTexData(); + return new_font_cfg.DstFont; +} + +// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) +static unsigned int stb_decompress_length(const unsigned char* input); +static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); +static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } +static void Decode85(const unsigned char* src, unsigned char* dst) +{ + while (*src) + { + unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4])))); + dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. + src += 5; + dst += 4; + } +} +#ifndef IMGUI_DISABLE_DEFAULT_FONT +static const char* GetDefaultCompressedFontDataTTF(int* out_size); +#endif + +// Load embedded ProggyClean.ttf at size 13, disable oversampling +ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) +{ +#ifndef IMGUI_DISABLE_DEFAULT_FONT + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (!font_cfg_template) + { + font_cfg.OversampleH = font_cfg.OversampleV = 1; + font_cfg.PixelSnapH = true; + } + if (font_cfg.SizePixels <= 0.0f) + font_cfg.SizePixels = 13.0f * 1.0f; + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + font_cfg.EllipsisChar = (ImWchar)0x0085; + font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units + + int ttf_compressed_size = 0; + const char* ttf_compressed = GetDefaultCompressedFontDataTTF(&ttf_compressed_size); + const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); + ImFont* font = AddFontFromMemoryCompressedTTF(ttf_compressed, ttf_compressed_size, font_cfg.SizePixels, &font_cfg, glyph_ranges); + return font; +#else + IM_ASSERT(0 && "AddFontDefault() disabled in this build."); + IM_UNUSED(font_cfg_template); + return NULL; +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT +} + +ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + size_t data_size = 0; + void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); + if (!data) + { + IM_ASSERT_USER_ERROR(0, "Could not load font file!"); + return NULL; + } + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (font_cfg.Name[0] == '\0') + { + // Store a short copy of filename into into the font name for convenience + const char* p; + for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); + } + return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); +} + +// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). +ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size. + font_cfg.FontData = font_data; + font_cfg.FontDataSize = font_data_size; + font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; + if (glyph_ranges) + font_cfg.GlyphRanges = glyph_ranges; + return AddFont(&font_cfg); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); + unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size); + stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); + + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontDataOwnedByAtlas = true; + return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) +{ + int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); + Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); + ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); + IM_FREE(compressed_ttf); + return font; +} + +int ImFontAtlas::AddCustomRectRegular(int width, int height) +{ + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) +{ +#ifdef IMGUI_USE_WCHAR32 + IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); +#endif + IM_ASSERT(font != NULL); + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + r.GlyphID = id; + r.GlyphColored = 0; // Set to 1 manually to mark glyph as colored // FIXME: No official API for that (#8133) + r.GlyphAdvanceX = advance_x; + r.GlyphOffset = offset; + r.Font = font; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const +{ + IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates + IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed + *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); + *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); +} + +bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) +{ + if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) + return false; + if (Flags & ImFontAtlasFlags_NoMouseCursors) + return false; + + IM_ASSERT(PackIdMouseCursors != -1); + ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); + ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; + *out_size = size; + *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; + out_uv_border[0] = (pos) * TexUvScale; + out_uv_border[1] = (pos + size) * TexUvScale; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + out_uv_fill[0] = (pos) * TexUvScale; + out_uv_fill[1] = (pos + size) * TexUvScale; + return true; +} + +bool ImFontAtlas::Build() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + + // Default font is none are specified + if (ConfigData.Size == 0) + AddFontDefault(); + + // Select builder + // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which + // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are + // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere + // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. + const ImFontBuilderIO* builder_io = FontBuilderIO; + if (builder_io == NULL) + { +#ifdef IMGUI_ENABLE_FREETYPE + builder_io = ImGuiFreeType::GetBuilderForFreeType(); +#elif defined(IMGUI_ENABLE_STB_TRUETYPE) + builder_io = ImFontAtlasGetBuilderForStbTruetype(); +#else + IM_ASSERT(0); // Invalid Build function +#endif + } + + // Build + return builder_io->FontBuilder_Build(this); +} + +void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) +{ + for (unsigned int i = 0; i < 256; i++) + { + unsigned int value = (unsigned int)(i * in_brighten_factor); + out_table[i] = value > 255 ? 255 : (value & 0xFF); + } +} + +void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) +{ + IM_ASSERT_PARANOID(w <= stride); + unsigned char* data = pixels + x + y * stride; + for (int j = h; j > 0; j--, data += stride - w) + for (int i = w; i > 0; i--, data++) + *data = table[*data]; +} + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) +// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) +struct ImFontBuildSrcData +{ + stbtt_fontinfo FontInfo; + stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) + stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. + stbtt_packedchar* PackedChars; // Output glyphs + const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) + int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] + int GlyphsHighest; // Highest requested codepoint + int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) + ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet) +}; + +// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) +struct ImFontBuildDstData +{ + int SrcCount; // Number of source fonts targeting this destination font. + int GlyphsHighest; + int GlyphsCount; + ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. +}; + +static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out) +{ + IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); + const ImU32* it_begin = in->Storage.begin(); + const ImU32* it_end = in->Storage.end(); + for (const ImU32* it = it_begin; it < it_end; it++) + if (ImU32 entries_32 = *it) + for (ImU32 bit_n = 0; bit_n < 32; bit_n++) + if (entries_32 & ((ImU32)1 << bit_n)) + out->push_back((int)(((it - it_begin) << 5) + bit_n)); +} + +static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) +{ + IM_ASSERT(atlas->ConfigData.Size > 0); + + ImFontAtlasBuildInit(atlas); + + // Clear atlas + atlas->TexID = (ImTextureID)NULL; + atlas->TexWidth = atlas->TexHeight = 0; + atlas->TexUvScale = ImVec2(0.0f, 0.0f); + atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); + atlas->ClearTexData(); + + // Temporary storage for building + ImVector src_tmp_array; + ImVector dst_tmp_array; + src_tmp_array.resize(atlas->ConfigData.Size); + dst_tmp_array.resize(atlas->Fonts.Size); + memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); + + // 1. Initialize font loading structure, check font data validity + for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); + + // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + src_tmp.DstIndex = -1; + for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) + if (cfg.DstFont == atlas->Fonts[output_i]) + src_tmp.DstIndex = output_i; + if (src_tmp.DstIndex == -1) + { + IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? + return false; + } + // Initialize helper structure for font loading and verify that the TTF/OTF data is correct + const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); + IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); + if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) + { + IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); + return false; + } + + // Measure highest codepoints + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + { + // Check for valid range. This may also help detect *some* dangling pointers, because a common + // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent, + // or to forget to zero-terminate the glyph range array. + IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?"); + src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); + } + dst_tmp.SrcCount++; + dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); + } + + // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. + int total_glyphs_count = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); + + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + { + if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) + continue; + if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? + continue; + + // Add to avail set/counters + src_tmp.GlyphsCount++; + dst_tmp.GlyphsCount++; + src_tmp.GlyphsSet.SetBit(codepoint); + dst_tmp.GlyphsSet.SetBit(codepoint); + total_glyphs_count++; + } + } + + // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); + UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); + src_tmp.GlyphsSet.Clear(); + IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); + } + for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) + dst_tmp_array[dst_i].GlyphsSet.Clear(); + dst_tmp_array.clear(); + + // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) + // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) + ImVector buf_rects; + ImVector buf_packedchars; + buf_rects.resize(total_glyphs_count); + buf_packedchars.resize(total_glyphs_count); + memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); + memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); + + // 4. Gather glyphs sizes so we can pack them in our virtual canvas. + int total_surface = 0; + int buf_rects_out_n = 0; + int buf_packedchars_out_n = 0; + const int pack_padding = atlas->TexGlyphPadding; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + src_tmp.Rects = &buf_rects[buf_rects_out_n]; + src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; + buf_rects_out_n += src_tmp.GlyphsCount; + buf_packedchars_out_n += src_tmp.GlyphsCount; + + // Convert our ranges in the format stb_truetype wants + ImFontConfig& cfg = atlas->ConfigData[src_i]; + src_tmp.PackRange.font_size = cfg.SizePixels * cfg.RasterizerDensity; + src_tmp.PackRange.first_unicode_codepoint_in_range = 0; + src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; + src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; + src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; + src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; + src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; + + // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) + const float scale = (cfg.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity); + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) + { + int x0, y0, x1, y1; + const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); + IM_ASSERT(glyph_index_in_font != 0); + stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); + src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + pack_padding + cfg.OversampleH - 1); + src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + pack_padding + cfg.OversampleV - 1); + total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; + } + } + for (int i = 0; i < atlas->CustomRects.Size; i++) + total_surface += (atlas->CustomRects[i].Width + pack_padding) * (atlas->CustomRects[i].Height + pack_padding); + + // We need a width for the skyline algorithm, any width! + // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. + const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; + atlas->TexHeight = 0; + if (atlas->TexDesiredWidth > 0) + atlas->TexWidth = atlas->TexDesiredWidth; + else + atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; + + // 5. Start packing + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + const int TEX_HEIGHT_MAX = 1024 * 32; + stbtt_pack_context spc = {}; + stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, 0, NULL); + spc.padding = atlas->TexGlyphPadding; // Because we mixup stbtt_PackXXX and stbrp_PackXXX there's a bit of a hack here, not passing the value to stbtt_PackBegin() allows us to still pack a TexWidth-1 wide item. (#8107) + ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); + + // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); + + // Extend texture height and mark missing glyphs as non-packed so we won't render them. + // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + if (src_tmp.Rects[glyph_i].was_packed) + atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + } + + // 7. Allocate texture + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); + memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); + spc.pixels = atlas->TexPixelsAlpha8; + spc.height = atlas->TexHeight; + + // 8. Render/rasterize font characters into the texture + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); + + // Apply multiply operator + if (cfg.RasterizerMultiply != 1.0f) + { + unsigned char multiply_table[256]; + ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); + stbrp_rect* r = &src_tmp.Rects[0]; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) + if (r->was_packed) + ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); + } + src_tmp.Rects = NULL; + } + + // End packing + stbtt_PackEnd(&spc); + buf_rects.clear(); + + // 9. Setup ImFont and glyphs for runtime + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + // When merging fonts with MergeMode=true: + // - We can have multiple input fonts writing into a same destination font. + // - dst_font->ConfigData is != from cfg which is our source configuration. + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFont* dst_font = cfg.DstFont; + + const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + + const float ascent = ImCeil(unscaled_ascent * font_scale); + const float descent = ImFloor(unscaled_descent * font_scale); + ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); + const float font_off_x = cfg.GlyphOffset.x; + const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); + + const float inv_rasterization_scale = 1.0f / cfg.RasterizerDensity; + + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + { + // Register glyph + const int codepoint = src_tmp.GlyphsList[glyph_i]; + const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; + stbtt_aligned_quad q; + float unused_x = 0.0f, unused_y = 0.0f; + stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); + float x0 = q.x0 * inv_rasterization_scale + font_off_x; + float y0 = q.y0 * inv_rasterization_scale + font_off_y; + float x1 = q.x1 * inv_rasterization_scale + font_off_x; + float y1 = q.y1 * inv_rasterization_scale + font_off_y; + dst_font->AddGlyph(&cfg, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale); + } + } + + // Cleanup + src_tmp_array.clear_destruct(); + + ImFontAtlasBuildFinish(atlas); + return true; +} + +const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() +{ + static ImFontBuilderIO io; + io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; + return &io; +} + +#endif // IMGUI_ENABLE_STB_TRUETYPE + +void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas) +{ + for (ImFontConfig& font_cfg : atlas->ConfigData) + { + ImFont* font = font_cfg.DstFont; + if (!font_cfg.MergeMode) + { + font->ConfigData = &font_cfg; + font->ConfigDataCount = 0; + } + font->ConfigDataCount++; + } +} + +void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) +{ + if (!font_config->MergeMode) + { + font->ClearOutputData(); + font->FontSize = font_config->SizePixels; + IM_ASSERT(font->ConfigData == font_config); + font->ContainerAtlas = atlas; + font->Ascent = ascent; + font->Descent = descent; + } +} + +void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) +{ + stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; + IM_ASSERT(pack_context != NULL); + + ImVector& user_rects = atlas->CustomRects; + IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. +#ifdef __GNUC__ + if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343) +#endif + + const int pack_padding = atlas->TexGlyphPadding; + ImVector pack_rects; + pack_rects.resize(user_rects.Size); + memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); + for (int i = 0; i < user_rects.Size; i++) + { + pack_rects[i].w = user_rects[i].Width + pack_padding; + pack_rects[i].h = user_rects[i].Height + pack_padding; + } + stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); + for (int i = 0; i < pack_rects.Size; i++) + if (pack_rects[i].was_packed) + { + user_rects[i].X = (unsigned short)pack_rects[i].x; + user_rects[i].Y = (unsigned short)pack_rects[i].y; + IM_ASSERT(pack_rects[i].w == user_rects[i].Width + pack_padding && pack_rects[i].h == user_rects[i].Height + pack_padding); + atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); + } +} + +void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; +} + +void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; +} + +static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) +{ + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); + IM_ASSERT(r->IsPacked()); + + const int w = atlas->TexWidth; + if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) + { + // White pixels only + IM_ASSERT(r->Width == 2 && r->Height == 2); + const int offset = (int)r->X + (int)r->Y * w; + if (atlas->TexPixelsAlpha8 != NULL) + { + atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + } + else + { + atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; + } + } + else + { + // White pixels and mouse cursor + IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); + const int x_for_white = r->X; + const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + if (atlas->TexPixelsAlpha8 != NULL) + { + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + } + else + { + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); + } + } + atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); +} + +static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) +{ + if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) + return; + + // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); + IM_ASSERT(r->IsPacked()); + for (int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row + { + // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle + int y = n; + int line_width = n; + int pad_left = (r->Width - line_width) / 2; + int pad_right = r->Width - (pad_left + line_width); + + // Write each slice + IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels + if (atlas->TexPixelsAlpha8 != NULL) + { + unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (int i = 0; i < pad_left; i++) + *(write_ptr + i) = 0x00; + + for (int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = 0xFF; + + for (int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = 0x00; + } + else + { + unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (int i = 0; i < pad_left; i++) + *(write_ptr + i) = IM_COL32(255, 255, 255, 0); + + for (int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = IM_COL32_WHITE; + + for (int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); + } + + // Calculate UVs for this line + ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale; + float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts + atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); + } +} + +// Note: this is called / shared by both the stb_truetype and the FreeType builder +void ImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + // Register texture region for mouse cursors or standard white pixels + if (atlas->PackIdMouseCursors < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + else + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); + } + + // Register texture region for thick lines + // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row + if (atlas->PackIdLines < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) + atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + } +} + +// This is called/shared by both the stb_truetype and the FreeType builder. +void ImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + // Render into our custom data blocks + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); + ImFontAtlasBuildRenderDefaultTexData(atlas); + ImFontAtlasBuildRenderLinesTexData(atlas); + + // Register custom rectangle glyphs + for (int i = 0; i < atlas->CustomRects.Size; i++) + { + const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; + if (r->Font == NULL || r->GlyphID == 0) + continue; + + // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH + IM_ASSERT(r->Font->ContainerAtlas == atlas); + ImVec2 uv0, uv1; + atlas->CalcCustomRectUV(r, &uv0, &uv1); + r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); + if (r->GlyphColored) + r->Font->Glyphs.back().Colored = 1; + } + + // Build all fonts lookup tables + for (ImFont* font : atlas->Fonts) + if (font->DirtyLookupTables) + font->BuildLookupTable(); + + atlas->TexReady = true; +} + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas: glyph ranges helpers +//------------------------------------------------------------------------- +// - GetGlyphRangesDefault() +// - GetGlyphRangesGreek() +// - GetGlyphRangesKorean() +// - GetGlyphRangesChineseFull() +// - GetGlyphRangesChineseSimplifiedCommon() +// - GetGlyphRangesJapanese() +// - GetGlyphRangesCyrillic() +// - GetGlyphRangesThai() +// - GetGlyphRangesVietnamese() +//----------------------------------------------------------------------------- + +// Retrieve list of range (2 int per range, values are inclusive) +const ImWchar* ImFontAtlas::GetGlyphRangesDefault() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesGreek() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0370, 0x03FF, // Greek and Coptic + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesKorean() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3131, 0x3163, // Korean alphabets + 0xAC00, 0xD7A3, // Korean characters + 0xFFFD, 0xFFFD, // Invalid + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD, // Invalid + 0x4e00, 0x9FAF, // CJK Ideograms + 0, + }; + return &ranges[0]; +} + +static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges) +{ + for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) + { + out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]); + base_codepoint += accumulative_offsets[n]; + } + out_ranges[0] = 0; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() +{ + // Store 2500 regularly used characters for Simplified Chinese. + // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 + // This table covers 97.97% of all characters used during the month in July, 1987. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, + 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, + 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, + 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, + 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, + 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, + 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, + 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, + 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, + 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, + 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, + 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, + 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, + 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, + 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, + 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, + 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, + 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, + 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, + 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, + 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, + 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, + 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, + 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, + 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, + 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, + 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, + 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, + 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, + 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, + 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, + 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, + 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, + 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, + 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, + 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, + 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, + 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, + 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, + 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() +{ + // 2999 ideograms code points for Japanese + // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points + // - 863 Jinmeiyo (meaning "for personal name") Kanji code points + // - Sourced from official information provided by the government agencies of Japan: + // - List of Joyo Kanji by the Agency for Cultural Affairs + // - https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kijun/naikaku/kanji/ + // - List of Jinmeiyo Kanji by the Ministry of Justice + // - http://www.moj.go.jp/MINJI/minji86.html + // - Available under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0). + // - https://creativecommons.org/licenses/by/4.0/legalcode + // - You can generate this code by the script at: + // - https://github.com/vaiorabbit/everyday_use_kanji + // - References: + // - List of Joyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji + // - List of Jinmeiyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji + // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1, + 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3, + 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8, + 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5, + 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1, + 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30, + 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3, + 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4, + 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14, + 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1, + 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1, + 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1, + 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1, + 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2, + 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7, + 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5, + 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1, + 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7, + 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2, + 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5, + 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6, + 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2, + 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16, + 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11, + 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18, + 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9, + 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3, + 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6, + 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1, + 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8, + 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1, + 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10, + 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5, + 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2, + 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5, + 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1, + 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5, + 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4, + 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7, + 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5, + 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13, + 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21, + 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1, + 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38, + 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4, + 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4, + 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1, + 3,2,1,1,1,1,2,1,1, + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement + 0x2DE0, 0x2DFF, // Cyrillic Extended-A + 0xA640, 0xA69F, // Cyrillic Extended-B + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesThai() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x2010, 0x205E, // Punctuations + 0x0E00, 0x0E7F, // Thai + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, + }; + return &ranges[0]; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontGlyphRangesBuilder +//----------------------------------------------------------------------------- + +void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) +{ + while (text_end ? (text < text_end) : *text) + { + unsigned int c = 0; + int c_len = ImTextCharFromUtf8(&c, text, text_end); + text += c_len; + if (c_len == 0) + break; + AddChar((ImWchar)c); + } +} + +void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) +{ + for (; ranges[0]; ranges += 2) + for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 + AddChar((ImWchar)c); +} + +void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) +{ + const int max_codepoint = IM_UNICODE_CODEPOINT_MAX; + for (int n = 0; n <= max_codepoint; n++) + if (GetBit(n)) + { + out_ranges->push_back((ImWchar)n); + while (n < max_codepoint && GetBit(n + 1)) + n++; + out_ranges->push_back((ImWchar)n); + } + out_ranges->push_back(0); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFont +//----------------------------------------------------------------------------- + +ImFont::ImFont() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + FallbackChar = 0; + EllipsisChar = 0; + EllipsisWidth = EllipsisCharStep = 0.0f; + EllipsisCharCount = 0; + FallbackGlyph = NULL; + ContainerAtlas = NULL; + ConfigData = NULL; + ConfigDataCount = 0; + DirtyLookupTables = false; + Scale = 1.0f; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); +} + +ImFont::~ImFont() +{ + ClearOutputData(); +} + +void ImFont::ClearOutputData() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + Glyphs.clear(); + IndexAdvanceX.clear(); + IndexLookup.clear(); + FallbackGlyph = NULL; + ContainerAtlas = NULL; + DirtyLookupTables = true; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); +} + +static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) +{ + for (int n = 0; n < candidate_chars_count; n++) + if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) + return candidate_chars[n]; + return 0; +} + +void ImFont::BuildLookupTable() +{ + int max_codepoint = 0; + for (int i = 0; i != Glyphs.Size; i++) + max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); + + // Build lookup table + IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!"); + IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved + IndexAdvanceX.clear(); + IndexLookup.clear(); + DirtyLookupTables = false; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); + GrowIndex(max_codepoint + 1); + for (int i = 0; i < Glyphs.Size; i++) + { + int codepoint = (int)Glyphs[i].Codepoint; + IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; + IndexLookup[codepoint] = (ImWchar)i; + + // Mark 4K page as used + const int page_n = codepoint / 4096; + Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); + } + + // Create a glyph to handle TAB + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) + if (FindGlyph((ImWchar)' ')) + { + if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& tab_glyph = Glyphs.back(); + tab_glyph = *FindGlyph((ImWchar)' '); + tab_glyph.Codepoint = '\t'; + tab_glyph.AdvanceX *= IM_TABSIZE; + IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; + IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); + } + + // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) + SetGlyphVisible((ImWchar)' ', false); + SetGlyphVisible((ImWchar)'\t', false); + + // Setup Fallback character + const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackGlyph = &Glyphs.back(); + FallbackChar = (ImWchar)FallbackGlyph->Codepoint; + } + } + FallbackAdvanceX = FallbackGlyph->AdvanceX; + for (int i = 0; i < max_codepoint + 1; i++) + if (IndexAdvanceX[i] < 0.0f) + IndexAdvanceX[i] = FallbackAdvanceX; + + // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { ConfigData->EllipsisChar, (ImWchar)0x2026, (ImWchar)0x0085 }; + const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; + if (EllipsisChar == 0) + EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); + const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); + if (EllipsisChar != 0) + { + EllipsisCharCount = 1; + EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1; + } + else if (dot_char != 0) + { + const ImFontGlyph* dot_glyph = FindGlyph(dot_char); + EllipsisChar = dot_char; + EllipsisCharCount = 3; + EllipsisCharStep = (float)(int)(dot_glyph->X1 - dot_glyph->X0) + 1.0f; + EllipsisWidth = ImMax(dot_glyph->AdvanceX, dot_glyph->X0 + EllipsisCharStep * 3.0f - 1.0f); // FIXME: Slightly odd for normally mono-space fonts but since this is used for trailing contents. + } +} + +// API is designed this way to avoid exposing the 4K page size +// e.g. use with IsGlyphRangeUnused(0, 255) +bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) +{ + unsigned int page_begin = (c_begin / 4096); + unsigned int page_last = (c_last / 4096); + for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) + if ((page_n >> 3) < sizeof(Used4kPagesMap)) + if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) + return false; + return true; +} + +void ImFont::SetGlyphVisible(ImWchar c, bool visible) +{ + if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) + glyph->Visible = visible ? 1 : 0; +} + +void ImFont::GrowIndex(int new_size) +{ + IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); + if (new_size <= IndexLookup.Size) + return; + IndexAdvanceX.resize(new_size, -1.0f); + IndexLookup.resize(new_size, (ImWchar)-1); +} + +// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. +// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). +// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font. +void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) +{ + if (cfg != NULL) + { + // Clamp & recenter if needed + const float advance_x_original = advance_x; + advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); + if (advance_x != advance_x_original) + { + float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; + x0 += char_off_x; + x1 += char_off_x; + } + + // Snap to pixel + if (cfg->PixelSnapH) + advance_x = IM_ROUND(advance_x); + + // Bake spacing + advance_x += cfg->GlyphExtraSpacing.x; + } + + int glyph_idx = Glyphs.Size; + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& glyph = Glyphs[glyph_idx]; + glyph.Codepoint = (unsigned int)codepoint; + glyph.Visible = (x0 != x1) && (y0 != y1); + glyph.Colored = false; + glyph.X0 = x0; + glyph.Y0 = y0; + glyph.X1 = x1; + glyph.Y1 = y1; + glyph.U0 = u0; + glyph.V0 = v0; + glyph.U1 = u1; + glyph.V1 = v1; + glyph.AdvanceX = advance_x; + + // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) + // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. + float pad = ContainerAtlas->TexGlyphPadding + 0.99f; + DirtyLookupTables = true; + MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); +} + +void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) +{ + IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. + unsigned int index_size = (unsigned int)IndexLookup.Size; + + if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists + return; + if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op + return; + + GrowIndex(dst + 1); + IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; + IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; +} + +// Find glyph, return fallback if missing +const ImFontGlyph* ImFont::FindGlyph(ImWchar c) +{ + if (c >= (size_t)IndexLookup.Size) + return FallbackGlyph; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return FallbackGlyph; + return &Glyphs.Data[i]; +} + +const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) +{ + if (c >= (size_t)IndexLookup.Size) + return NULL; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return NULL; + return &Glyphs.Data[i]; +} + +// Trim trailing space and find beginning of next line +static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end) +{ + while (text < text_end && ImCharIsBlankA(*text)) + text++; + if (*text == '\n') + text++; + return text; +} + +#define ImFontGetCharAdvanceX(_FONT, _CH) ((int)(_CH) < (_FONT)->IndexAdvanceX.Size ? (_FONT)->IndexAdvanceX.Data[_CH] : (_FONT)->FallbackAdvanceX) + +// Simple word-wrapping for English, not full-featured. Please submit failing cases! +// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end. +// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) +const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) +{ + // For references, possible wrap point marked with ^ + // "aaa bbb, ccc,ddd. eee fff. ggg!" + // ^ ^ ^ ^ ^__ ^ ^ + + // List of hardcoded separators: .,;!?'" + + // Skip extra blanks after a line returns (that includes not counting them in width computation) + // e.g. "Hello world" --> "Hello" "World" + + // Cut words that cannot possibly fit within one line. + // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" + float line_width = 0.0f; + float word_width = 0.0f; + float blank_width = 0.0f; + wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters + + const char* word_end = text; + const char* prev_word_end = NULL; + bool inside_word = true; + + const char* s = text; + IM_ASSERT(text_end != NULL); + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + const char* next_s; + if (c < 0x80) + next_s = s + 1; + else + next_s = s + ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + line_width = word_width = blank_width = 0.0f; + inside_word = true; + s = next_s; + continue; + } + if (c == '\r') + { + s = next_s; + continue; + } + } + + const float char_width = ImFontGetCharAdvanceX(this, c); + if (ImCharIsBlankW(c)) + { + if (inside_word) + { + line_width += blank_width; + blank_width = 0.0f; + word_end = s; + } + blank_width += char_width; + inside_word = false; + } + else + { + word_width += char_width; + if (inside_word) + { + word_end = next_s; + } + else + { + prev_word_end = word_end; + line_width += word_width + blank_width; + word_width = blank_width = 0.0f; + } + + // Allow wrapping after punctuation. + inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"'); + } + + // We ignore blank width at the end of the line (they can be skipped) + if (line_width + word_width > wrap_width) + { + // Words that cannot possibly fit within an entire line will be cut anywhere. + if (word_width < wrap_width) + s = prev_word_end ? prev_word_end : word_end; + break; + } + + s = next_s; + } + + // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol). + if (s == text && text < text_end) + return s + 1; + return s; +} + +ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. + + const float line_height = size; + const float scale = size / FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + const char* s = text_begin; + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); + + if (s >= word_wrap_eol) + { + if (text_size.x < line_width) + text_size.x = line_width; + text_size.y += line_height; + line_width = 0.0f; + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + const char* prev_s = s; + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + continue; + } + if (c == '\r') + continue; + } + + const float char_width = ImFontGetCharAdvanceX(this, c) * scale; + if (line_width + char_width >= max_width) + { + s = prev_s; + break; + } + + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (line_width > 0 || text_size.y == 0.0f) + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) +{ + const ImFontGlyph* glyph = FindGlyph(c); + if (!glyph || !glyph->Visible) + return; + if (glyph->Colored) + col |= ~IM_COL32_A_MASK; + float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); + draw_list->PrimReserve(6, 4); + draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. + + // Align to be pixel perfect + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); + if (y > clip_rect.w) + return; + + const float scale = size / FontSize; + const float line_height = FontSize * scale; + const float origin_x = x; + const bool word_wrap_enabled = (wrap_width > 0.0f); + + // Fast-forward to first visible line + const char* s = text_begin; + if (y + line_height < clip_rect.y) + while (y + line_height < clip_rect.y && s < text_end) + { + const char* line_end = (const char*)memchr(s, '\n', text_end - s); + if (word_wrap_enabled) + { + // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA(). + // If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both. + // However it is still better than nothing performing the fast-forward! + s = CalcWordWrapPositionA(scale, s, line_end ? line_end : text_end, wrap_width); + s = CalcWordWrapNextLineStartA(s, text_end); + } + else + { + s = line_end ? line_end + 1 : text_end; + } + y += line_height; + } + + // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() + // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) + if (text_end - s > 10000 && !word_wrap_enabled) + { + const char* s_end = s; + float y_end = y; + while (y_end < clip_rect.w && s_end < text_end) + { + s_end = (const char*)memchr(s_end, '\n', text_end - s_end); + s_end = s_end ? s_end + 1 : text_end; + y_end += line_height; + } + text_end = s_end; + } + if (s == text_end) + return; + + // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) + const int vtx_count_max = (int)(text_end - s) * 4; + const int idx_count_max = (int)(text_end - s) * 6; + const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; + draw_list->PrimReserve(idx_count_max, vtx_count_max); + ImDrawVert* vtx_write = draw_list->_VtxWritePtr; + ImDrawIdx* idx_write = draw_list->_IdxWritePtr; + unsigned int vtx_index = draw_list->_VtxCurrentIdx; + + const ImU32 col_untinted = col | ~IM_COL32_A_MASK; + const char* word_wrap_eol = NULL; + + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - origin_x)); + + if (s >= word_wrap_eol) + { + x = origin_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + x = origin_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + continue; + } + if (c == '\r') + continue; + } + + const ImFontGlyph* glyph = FindGlyph((ImWchar)c); + if (glyph == NULL) + continue; + + float char_width = glyph->AdvanceX * scale; + if (glyph->Visible) + { + // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + if (x1 <= clip_rect.z && x2 >= clip_rect.x) + { + // Render a character + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip) + { + if (x1 < clip_rect.x) + { + u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); + x1 = clip_rect.x; + } + if (y1 < clip_rect.y) + { + v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); + y1 = clip_rect.y; + } + if (x2 > clip_rect.z) + { + u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); + x2 = clip_rect.z; + } + if (y2 > clip_rect.w) + { + v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); + y2 = clip_rect.w; + } + if (y1 >= y2) + { + x += char_width; + continue; + } + } + + // Support for untinted glyphs + ImU32 glyph_col = glyph->Colored ? col_untinted : col; + + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: + { + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + idx_write[0] = (ImDrawIdx)(vtx_index); idx_write[1] = (ImDrawIdx)(vtx_index + 1); idx_write[2] = (ImDrawIdx)(vtx_index + 2); + idx_write[3] = (ImDrawIdx)(vtx_index); idx_write[4] = (ImDrawIdx)(vtx_index + 2); idx_write[5] = (ImDrawIdx)(vtx_index + 3); + vtx_write += 4; + vtx_index += 4; + idx_write += 6; + } + } + } + x += char_width; + } + + // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. + draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() + draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); + draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); + draw_list->_VtxWritePtr = vtx_write; + draw_list->_IdxWritePtr = idx_write; + draw_list->_VtxCurrentIdx = vtx_index; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGui Internal Render Helpers +//----------------------------------------------------------------------------- +// Vaguely redesigned to stop accessing ImGui global state: +// - RenderArrow() +// - RenderBullet() +// - RenderCheckMark() +// - RenderArrowDockMenu() +// - RenderArrowPointingAt() +// - RenderRectFilledRangeH() +// - RenderRectFilledWithHole() +//----------------------------------------------------------------------------- +// Function in need of a redesign (legacy mess) +// - RenderColorRectWithAlphaCheckerboard() +//----------------------------------------------------------------------------- + +// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state +void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) +{ + const float h = draw_list->_Data->FontSize * 1.00f; + float r = h * 0.40f * scale; + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); + + ImVec2 a, b, c; + switch (dir) + { + case ImGuiDir_Up: + case ImGuiDir_Down: + if (dir == ImGuiDir_Up) r = -r; + a = ImVec2(+0.000f, +0.750f) * r; + b = ImVec2(-0.866f, -0.750f) * r; + c = ImVec2(+0.866f, -0.750f) * r; + break; + case ImGuiDir_Left: + case ImGuiDir_Right: + if (dir == ImGuiDir_Left) r = -r; + a = ImVec2(+0.750f, +0.000f) * r; + b = ImVec2(-0.750f, +0.866f) * r; + c = ImVec2(-0.750f, -0.866f) * r; + break; + case ImGuiDir_None: + case ImGuiDir_COUNT: + IM_ASSERT(0); + break; + } + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); +} + +void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) +{ + // FIXME-OPT: This should be baked in font. + draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); +} + +void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz) +{ + float thickness = ImMax(sz / 5.0f, 1.0f); + sz -= thickness * 0.5f; + pos += ImVec2(thickness * 0.25f, thickness * 0.25f); + + float third = sz / 3.0f; + float bx = pos.x + third; + float by = pos.y + sz - third * 0.5f; + draw_list->PathLineTo(ImVec2(bx - third, by - third)); + draw_list->PathLineTo(ImVec2(bx, by)); + draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); + draw_list->PathStroke(col, 0, thickness); +} + +// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. +void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) +{ + switch (direction) + { + case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings + } +} + +// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality, +// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. +void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col) +{ + draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col); + RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); +} + +static inline float ImAcos01(float x) +{ + if (x <= 0.0f) return IM_PI * 0.5f; + if (x >= 1.0f) return 0.0f; + return ImAcos(x); + //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. +} + +// FIXME: Cleanup and move code to ImDrawList. +void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) +{ + if (x_end_norm == x_start_norm) + return; + if (x_start_norm > x_end_norm) + ImSwap(x_start_norm, x_end_norm); + + ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); + ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); + if (rounding == 0.0f) + { + draw_list->AddRectFilled(p0, p1, col, 0.0f); + return; + } + + rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); + const float inv_rounding = 1.0f / rounding; + const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); + const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); + const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. + const float x0 = ImMax(p0.x, rect.Min.x + rounding); + if (arc0_b == arc0_e) + { + draw_list->PathLineTo(ImVec2(x0, p1.y)); + draw_list->PathLineTo(ImVec2(x0, p0.y)); + } + else if (arc0_b == 0.0f && arc0_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL + draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR + } + else + { + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e); // TR + } + if (p1.x > rect.Min.x + rounding) + { + const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); + const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); + const float x1 = ImMin(p1.x, rect.Max.x - rounding); + if (arc1_b == arc1_e) + { + draw_list->PathLineTo(ImVec2(x1, p0.y)); + draw_list->PathLineTo(ImVec2(x1, p1.y)); + } + else if (arc1_b == 0.0f && arc1_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR + draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR + } + else + { + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e); // BR + } + } + draw_list->PathFillConvex(col); +} + +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding) +{ + const bool fill_L = (inner.Min.x > outer.Min.x); + const bool fill_R = (inner.Max.x < outer.Max.x); + const bool fill_U = (inner.Min.y > outer.Min.y); + const bool fill_D = (inner.Max.y < outer.Max.y); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); +} + +ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold) +{ + bool round_l = r_in.Min.x <= r_outer.Min.x + threshold; + bool round_r = r_in.Max.x >= r_outer.Max.x - threshold; + bool round_t = r_in.Min.y <= r_outer.Min.y + threshold; + bool round_b = r_in.Max.y >= r_outer.Max.y - threshold; + return ImDrawFlags_RoundCornersNone + | ((round_t && round_l) ? ImDrawFlags_RoundCornersTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundCornersTopRight : 0) + | ((round_b && round_l) ? ImDrawFlags_RoundCornersBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundCornersBottomRight : 0); +} + +// Helper for ColorPicker4() +// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. +// FIXME: uses ImGui::GetColorU32 +void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags) +{ + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags = ImDrawFlags_RoundCornersDefault_; + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); + draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags); + + int yi = 0; + for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) + { + float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); + if (y2 <= y1) + continue; + for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) + { + float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); + if (x2 <= x1) + continue; + ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; + if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; } + + // Combine flags + cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags); + draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags); + } + } + } + else + { + draw_list->AddRectFilled(p_min, p_max, col, rounding, flags); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Decompression code +//----------------------------------------------------------------------------- +// Compressed with stb_compress() then converted to a C array and encoded as base85. +// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file. +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h +//----------------------------------------------------------------------------- + +static unsigned int stb_decompress_length(const unsigned char *input) +{ + return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; +} + +static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; +static const unsigned char *stb__barrier_in_b; +static unsigned char *stb__dout; +static void stb__match(const unsigned char *data, unsigned int length) +{ + // INVERSE of memmove... write each byte before copying the next... + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } + while (length--) *stb__dout++ = *data++; +} + +static void stb__lit(const unsigned char *data, unsigned int length) +{ + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } + memcpy(stb__dout, data, length); + stb__dout += length; +} + +#define stb__in2(x) ((i[x] << 8) + i[(x)+1]) +#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) +#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) + +static const unsigned char *stb_decompress_token(const unsigned char *i) +{ + if (*i >= 0x20) { // use fewer if's for cases that expand small + if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; + else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3; + else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); + } else { // more ifs for cases that expand large, since overhead is amortized + if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4; + else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5; + else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); + else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); + else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5; + else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6; + } + return i; +} + +static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) +{ + const unsigned long ADLER_MOD = 65521; + unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; + unsigned long blocklen = buflen % 5552; + + unsigned long i; + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { + s1 += buffer[0], s2 += s1; + s1 += buffer[1], s2 += s1; + s1 += buffer[2], s2 += s1; + s1 += buffer[3], s2 += s1; + s1 += buffer[4], s2 += s1; + s1 += buffer[5], s2 += s1; + s1 += buffer[6], s2 += s1; + s1 += buffer[7], s2 += s1; + + buffer += 8; + } + + for (; i < blocklen; ++i) + s1 += *buffer++, s2 += s1; + + s1 %= ADLER_MOD, s2 %= ADLER_MOD; + buflen -= blocklen; + blocklen = 5552; + } + return (unsigned int)(s2 << 16) + (unsigned int)s1; +} + +static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) +{ + if (stb__in4(0) != 0x57bC0000) return 0; + if (stb__in4(4) != 0) return 0; // error! stream is > 4GB + const unsigned int olen = stb_decompress_length(i); + stb__barrier_in_b = i; + stb__barrier_out_e = output + olen; + stb__barrier_out_b = output; + i += 16; + + stb__dout = output; + for (;;) { + const unsigned char *old_i = i; + i = stb_decompress_token(i); + if (i == old_i) { + if (*i == 0x05 && i[1] == 0xfa) { + IM_ASSERT(stb__dout == output + olen); + if (stb__dout != output + olen) return 0; + if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2)) + return 0; + return olen; + } else { + IM_ASSERT(0); /* NOTREACHED */ + return 0; + } + } + IM_ASSERT(stb__dout <= output + olen); + if (stb__dout > output + olen) + return 0; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Default font data (ProggyClean.ttf) +//----------------------------------------------------------------------------- +// ProggyClean.ttf +// Copyright (c) 2004, 2005 Tristan Grimmer +// MIT license (see License.txt in http://www.proggyfonts.net/index.php?menu=download) +// Download and more information at http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEFAULT_FONT + +// File: 'ProggyClean.ttf' (41208 bytes) +// Exported using binary_to_compressed_c.exe -u8 "ProggyClean.ttf" proggy_clean_ttf +static const unsigned int proggy_clean_ttf_compressed_size = 9583; +static const unsigned char proggy_clean_ttf_compressed_data[9583] = +{ + 87,188,0,0,0,0,0,0,0,0,160,248,0,4,0,0,55,0,1,0,0,0,12,0,128,0,3,0,64,79,83,47,50,136,235,116,144,0,0,1,72,130,21,44,78,99,109,97,112,2,18,35,117,0,0,3,160,130,19,36,82,99,118,116, + 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7,8,24,74,249,12,76,74,8,91,234,8,67,80,17,131,222,33,253,0,121,30,44,73,0,16,69,15,6,32,0,65,23,38,69,231,12,65,179,6,98,131,16,86,31,27,24,108,157,14,80,160,8,24,65,46,17,33,4,0, + 96,2,18,144,191,65,226,8,68,19,5,171,199,80,9,15,180,199,67,89,5,32,255,24,79,173,28,174,201,24,79,179,50,32,1,24,122,5,10,82,61,10,180,209,83,19,8,32,128,24,80,129,27,111,248,43,131, + 71,24,115,103,8,67,127,41,78,213,24,100,247,19,66,115,39,75,107,5,32,254,165,219,78,170,40,24,112,163,49,32,1,97,203,6,65,173,64,32,0,83,54,7,133,217,88,37,12,32,254,131,28,33,128, + 3,67,71,44,84,183,6,32,5,69,223,33,96,7,7,123,137,16,192,211,24,112,14,9,32,255,67,88,29,68,14,10,84,197,38,33,0,22,116,47,50,32,87,106,99,9,116,49,15,89,225,15,97,231,23,70,41,19, + 82,85,8,93,167,6,32,253,132,236,108,190,7,89,251,5,116,49,58,33,128,128,131,234,32,15,24,74,67,38,70,227,24,24,83,45,23,89,219,12,70,187,12,89,216,19,32,2,69,185,24,141,24,70,143,66, + 24,82,119,56,78,24,10,32,253,133,149,132,6,24,106,233,7,69,198,48,178,203,81,243,12,68,211,15,106,255,23,66,91,15,69,193,7,100,39,10,24,83,72,16,176,204,33,19,0,88,207,45,68,21,12, + 68,17,10,65,157,53,68,17,6,32,254,92,67,10,65,161,25,69,182,43,24,118,91,47,69,183,18,181,209,111,253,12,89,159,8,66,112,12,69,184,45,35,0,0,0,9,24,80,227,26,73,185,16,118,195,15,131, + 15,33,1,0,65,59,15,66,39,27,160,111,66,205,12,148,111,143,110,33,128,128,156,112,24,81,199,8,75,199,23,66,117,20,155,121,32,254,68,126,12,72,213,29,134,239,149,123,89,27,16,148,117, + 65,245,8,24,71,159,14,141,134,134,28,73,51,55,109,77,15,105,131,11,68,67,11,76,169,27,107,209,12,102,174,8,32,128,72,100,18,116,163,56,79,203,11,75,183,44,85,119,19,71,119,23,151,227, + 32,1,93,27,8,65,122,5,77,102,8,110,120,20,66,23,8,66,175,17,66,63,12,133,12,79,35,8,74,235,33,67,149,16,69,243,15,78,57,15,69,235,16,67,177,7,151,192,130,23,67,84,29,141,192,174,187, + 77,67,15,69,11,12,159,187,77,59,10,199,189,24,70,235,50,96,83,19,66,53,23,105,65,19,77,47,12,163,199,66,67,37,78,207,50,67,23,23,174,205,67,228,6,71,107,13,67,22,14,66,85,11,83,187, + 38,124,47,49,95,7,19,66,83,23,67,23,19,24,96,78,17,80,101,16,71,98,40,33,0,7,88,131,22,24,89,245,12,84,45,12,102,213,5,123,12,9,32,2,126,21,14,43,255,0,128,128,0,0,20,0,128,255,128, + 3,126,19,39,32,75,106,51,7,113,129,15,24,110,135,19,126,47,15,115,117,11,69,47,11,32,2,109,76,9,102,109,9,32,128,75,2,10,130,21,32,254,69,47,6,32,3,94,217,47,32,0,65,247,10,69,15,46, + 65,235,31,65,243,15,101,139,10,66,174,14,65,247,16,72,102,28,69,17,14,84,243,9,165,191,88,47,48,66,53,12,32,128,71,108,6,203,193,32,17,75,187,42,73,65,16,65,133,52,114,123,9,167,199, + 69,21,37,86,127,44,75,171,11,180,197,78,213,12,148,200,81,97,46,24,95,243,9,32,4,66,75,33,113,103,9,87,243,36,143,225,24,84,27,31,90,145,8,148,216,67,49,5,24,84,34,14,75,155,27,67, + 52,13,140,13,36,0,20,0,128,255,24,135,99,46,88,59,43,155,249,80,165,7,136,144,71,161,23,32,253,132,33,32,254,88,87,44,136,84,35,128,0,0,21,81,103,5,94,47,44,76,51,12,143,197,151,15, + 65,215,31,24,64,77,13,65,220,20,65,214,14,71,4,40,65,213,13,32,0,130,0,35,21,1,2,0,135,0,34,36,0,72,134,10,36,1,0,26,0,130,134,11,36,2,0,14,0,108,134,11,32,3,138,23,32,4,138,11,34, + 5,0,20,134,33,34,0,0,6,132,23,32,1,134,15,32,18,130,25,133,11,37,1,0,13,0,49,0,133,11,36,2,0,7,0,38,134,11,36,3,0,17,0,45,134,11,32,4,138,35,36,5,0,10,0,62,134,23,32,6,132,23,36,3, + 0,1,4,9,130,87,131,167,133,11,133,167,133,11,133,167,133,11,37,3,0,34,0,122,0,133,11,133,167,133,11,133,167,133,11,133,167,34,50,0,48,130,1,34,52,0,47,134,5,8,49,49,0,53,98,121,32, + 84,114,105,115,116,97,110,32,71,114,105,109,109,101,114,82,101,103,117,108,97,114,84,84,88,32,80,114,111,103,103,121,67,108,101,97,110,84,84,50,48,48,52,47,130,2,53,49,53,0,98,0,121, + 0,32,0,84,0,114,0,105,0,115,0,116,0,97,0,110,130,15,32,71,132,15,36,109,0,109,0,101,130,9,32,82,130,5,36,103,0,117,0,108,130,29,32,114,130,43,34,84,0,88,130,35,32,80,130,25,34,111, + 0,103,130,1,34,121,0,67,130,27,32,101,132,59,32,84,130,31,33,0,0,65,155,9,34,20,0,0,65,11,6,130,8,135,2,33,1,1,130,9,8,120,1,1,2,1,3,1,4,1,5,1,6,1,7,1,8,1,9,1,10,1,11,1,12,1,13,1,14, + 1,15,1,16,1,17,1,18,1,19,1,20,1,21,1,22,1,23,1,24,1,25,1,26,1,27,1,28,1,29,1,30,1,31,1,32,0,3,0,4,0,5,0,6,0,7,0,8,0,9,0,10,0,11,0,12,0,13,0,14,0,15,0,16,0,17,0,18,0,19,0,20,0,21,0, + 22,0,23,0,24,0,25,0,26,0,27,0,28,0,29,0,30,0,31,130,187,8,66,33,0,34,0,35,0,36,0,37,0,38,0,39,0,40,0,41,0,42,0,43,0,44,0,45,0,46,0,47,0,48,0,49,0,50,0,51,0,52,0,53,0,54,0,55,0,56,0, + 57,0,58,0,59,0,60,0,61,0,62,0,63,0,64,0,65,0,66,130,243,9,75,68,0,69,0,70,0,71,0,72,0,73,0,74,0,75,0,76,0,77,0,78,0,79,0,80,0,81,0,82,0,83,0,84,0,85,0,86,0,87,0,88,0,89,0,90,0,91,0, + 92,0,93,0,94,0,95,0,96,0,97,1,33,1,34,1,35,1,36,1,37,1,38,1,39,1,40,1,41,1,42,1,43,1,44,1,45,1,46,1,47,1,48,1,49,1,50,1,51,1,52,1,53,1,54,1,55,1,56,1,57,1,58,1,59,1,60,1,61,1,62,1, + 63,1,64,1,65,0,172,0,163,0,132,0,133,0,189,0,150,0,232,0,134,0,142,0,139,0,157,0,169,0,164,0,239,0,138,0,218,0,131,0,147,0,242,0,243,0,141,0,151,0,136,0,195,0,222,0,241,0,158,0,170, + 0,245,0,244,0,246,0,162,0,173,0,201,0,199,0,174,0,98,0,99,0,144,0,100,0,203,0,101,0,200,0,202,0,207,0,204,0,205,0,206,0,233,0,102,0,211,0,208,0,209,0,175,0,103,0,240,0,145,0,214,0, + 212,0,213,0,104,0,235,0,237,0,137,0,106,0,105,0,107,0,109,0,108,0,110,0,160,0,111,0,113,0,112,0,114,0,115,0,117,0,116,0,118,0,119,0,234,0,120,0,122,0,121,0,123,0,125,0,124,0,184,0, + 161,0,127,0,126,0,128,0,129,0,236,0,238,0,186,14,117,110,105,99,111,100,101,35,48,120,48,48,48,49,141,14,32,50,141,14,32,51,141,14,32,52,141,14,32,53,141,14,32,54,141,14,32,55,141, + 14,32,56,141,14,32,57,141,14,32,97,141,14,32,98,141,14,32,99,141,14,32,100,141,14,32,101,141,14,32,102,140,14,33,49,48,141,14,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49, + 141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,45,49,102,6,100,101,108,101,116,101,4,69,117,114, + 111,140,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236, + 32,56,141,236,32,56,141,236,32,56,65,220,13,32,57,65,220,13,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141, + 239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,35,57,102,0,0,5,250,72,249,98,247, +}; + +static const char* GetDefaultCompressedFontDataTTF(int* out_size) +{ + *out_size = proggy_clean_ttf_compressed_size; + return (const char*)proggy_clean_ttf_compressed_data; +} +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_dx9.cpp b/src/main/imgui/imgui_impl_dx9.cpp new file mode 100644 index 0000000..2cc8681 --- /dev/null +++ b/src/main/imgui/imgui_impl_dx9.cpp @@ -0,0 +1,424 @@ +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. +// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. +// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). +// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file. +// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer. +// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). +// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. +// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_dx9.h" + +// DirectX +#include + +// DirectX data +struct ImGui_ImplDX9_Data +{ + LPDIRECT3DDEVICE9 pd3dDevice; + LPDIRECT3DVERTEXBUFFER9 pVB; + LPDIRECT3DINDEXBUFFER9 pIB; + LPDIRECT3DTEXTURE9 FontTexture; + int VertexBufferSize; + int IndexBufferSize; + bool HasRgbaSupport; + + ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct CUSTOMVERTEX +{ + float pos[3]; + D3DCOLOR col; + float uv[2]; +}; +#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) + +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL) +#else +#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16)) +#endif + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + + // Setup viewport + D3DVIEWPORT9 vp; + vp.X = vp.Y = 0; + vp.Width = (DWORD)draw_data->DisplaySize.x; + vp.Height = (DWORD)draw_data->DisplaySize.y; + vp.MinZ = 0.0f; + vp.MaxZ = 1.0f; + + LPDIRECT3DDEVICE9 device = bd->pd3dDevice; + device->SetViewport(&vp); + + // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. + device->SetPixelShader(nullptr); + device->SetVertexShader(nullptr); + device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); + device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + device->SetRenderState(D3DRS_ZENABLE, FALSE); + device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); + device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); + device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); + device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); + device->SetRenderState(D3DRS_FOGENABLE, FALSE); + device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); + device->SetRenderState(D3DRS_SPECULARENABLE, FALSE); + device->SetRenderState(D3DRS_STENCILENABLE, FALSE); + device->SetRenderState(D3DRS_CLIPPING, TRUE); + device->SetRenderState(D3DRS_LIGHTING, FALSE); + device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); + device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); + device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); + + // Setup orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() + { + float L = draw_data->DisplayPos.x + 0.5f; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; + float T = draw_data->DisplayPos.y + 0.5f; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; + D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } }; + D3DMATRIX mat_projection = + { { { + 2.0f/(R-L), 0.0f, 0.0f, 0.0f, + 0.0f, 2.0f/(T-B), 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f + } } }; + device->SetTransform(D3DTS_WORLD, &mat_identity); + device->SetTransform(D3DTS_VIEW, &mat_identity); + device->SetTransform(D3DTS_PROJECTION, &mat_projection); + } +} + +// Render function. +void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + LPDIRECT3DDEVICE9 device = bd->pd3dDevice; + + // Create and grow buffers if needed + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) + return; + } + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) + { + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) + return; + } + + // Backup the DX9 state + IDirect3DStateBlock9* state_block = nullptr; + if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0) + return; + if (state_block->Capture() < 0) + { + state_block->Release(); + return; + } + + // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) + D3DMATRIX last_world, last_view, last_projection; + device->GetTransform(D3DTS_WORLD, &last_world); + device->GetTransform(D3DTS_VIEW, &last_view); + device->GetTransform(D3DTS_PROJECTION, &last_projection); + + // Allocate buffers + CUSTOMVERTEX* vtx_dst; + ImDrawIdx* idx_dst; + if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + { + state_block->Release(); + return; + } + if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + { + bd->pVB->Unlock(); + state_block->Release(); + return; + } + + // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. + // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and + // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR + // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data; + for (int i = 0; i < draw_list->VtxBuffer.Size; i++) + { + vtx_dst->pos[0] = vtx_src->pos.x; + vtx_dst->pos[1] = vtx_src->pos.y; + vtx_dst->pos[2] = 0.0f; + vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col); + vtx_dst->uv[0] = vtx_src->uv.x; + vtx_dst->uv[1] = vtx_src->uv.y; + vtx_dst++; + vtx_src++; + } + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + idx_dst += draw_list->IdxBuffer.Size; + } + bd->pVB->Unlock(); + bd->pIB->Unlock(); + device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); + device->SetIndices(bd->pIB); + device->SetFVF(D3DFVF_CUSTOMVERTEX); + + // Setup desired DX state + ImGui_ImplDX9_SetupRenderState(draw_data); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX9_SetupRenderState(draw_data); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + device->SetScissorRect(&r); + + // Bind texture, Draw + const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); + device->SetTexture(0, texture); + device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + + // Restore the DX9 transform + device->SetTransform(D3DTS_WORLD, &last_world); + device->SetTransform(D3DTS_VIEW, &last_view); + device->SetTransform(D3DTS_PROJECTION, &last_projection); + + // Restore the DX9 state + state_block->Apply(); + state_block->Release(); +} + +static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format) +{ + LPDIRECT3D9 pd3d = nullptr; + if (pDevice->GetDirect3D(&pd3d) != D3D_OK) + return false; + D3DDEVICE_CREATION_PARAMETERS param = {}; + D3DDISPLAYMODE mode = {}; + if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK) + { + pd3d->Release(); + return false; + } + // Font texture should support linear filter, color blend and write to render-target + bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK; + pd3d->Release(); + return support; +} + +bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx9"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->pd3dDevice = device; + bd->pd3dDevice->AddRef(); + bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8); + + return true; +} + +void ImGui_ImplDX9_Shutdown() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplDX9_InvalidateDeviceObjects(); + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + IM_DELETE(bd); +} + +// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) +static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h) +{ +#ifndef IMGUI_USE_BGRA_PACKED_COLOR + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors); +#else + const bool convert_rgba_to_bgra = false; + IM_UNUSED(tex_use_colors); +#endif + for (int y = 0; y < h; y++) + { + ImU32* src_p = (ImU32*)((unsigned char*)src + src_pitch * y); + ImU32* dst_p = (ImU32*)((unsigned char*)dst + dst_pitch * y); + if (convert_rgba_to_bgra) + for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy + *dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p); + else + memcpy(dst_p, src_p, w * 4); // Raw copy + } +} + +static bool ImGui_ImplDX9_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + unsigned char* pixels; + int width, height, bytes_per_pixel; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); + + // Upload texture to graphics system + bd->FontTexture = nullptr; + if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) + return false; + D3DLOCKED_RECT tex_locked_rect; + if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) + return false; + ImGui_ImplDX9_CopyTextureRegion(io.Fonts->TexPixelsUseColors, (ImU32*)pixels, width * bytes_per_pixel, (ImU32*)tex_locked_rect.pBits, (int)tex_locked_rect.Pitch, width, height); + bd->FontTexture->UnlockRect(0); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)bd->FontTexture); + return true; +} + +bool ImGui_ImplDX9_CreateDeviceObjects() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return false; + if (!ImGui_ImplDX9_CreateFontsTexture()) + return false; + return true; +} + +void ImGui_ImplDX9_InvalidateDeviceObjects() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return; + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. +} + +void ImGui_ImplDX9_NewFrame() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplDX9_CreateDeviceObjects(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_dx9.h b/src/main/imgui/imgui_impl_dx9.h new file mode 100644 index 0000000..b693054 --- /dev/null +++ b/src/main/imgui/imgui_impl_dx9.h @@ -0,0 +1,33 @@ +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct IDirect3DDevice9; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); +IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_win32.cpp b/src/main/imgui/imgui_impl_win32.cpp new file mode 100644 index 0000000..f1cf6ec --- /dev/null +++ b/src/main/imgui/imgui_impl_win32.cpp @@ -0,0 +1,940 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Configuration flags to add in your imconfig file: +//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768) +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. +// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL). +// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window. +// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702) +// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162) +// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode). +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. +// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness. +// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages. +// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1). +// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). +// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). +// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1. +// 2021-01-25: Inputs: Dynamically loading XInput DLL. +// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. +// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) +// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. +// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). +// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. +// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. +// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). +// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. +// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. +// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. +// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_win32.h" +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#include // GET_X_LPARAM(), GET_Y_LPARAM() +#include +#include + +// Using XInput for gamepad (will load DLL dynamically) +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +#include +typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); +typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*); +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif + +struct ImGui_ImplWin32_Data +{ + HWND hWnd; + HWND MouseHwnd; + int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area + int MouseButtonsDown; + INT64 Time; + INT64 TicksPerSecond; + ImGuiMouseCursor LastMouseCursor; + UINT32 KeyboardCodePage; + +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bool HasGamepad; + bool WantUpdateHasGamepad; + HMODULE XInputDLL; + PFN_XInputGetCapabilities XInputGetCapabilities; + PFN_XInputGetState XInputGetState; +#endif + + ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData(ImGuiIO& io) +{ + return (ImGui_ImplWin32_Data*)io.BackendPlatformUserData; +} + +// Functions +static void ImGui_ImplWin32_UpdateKeyboardCodePage(ImGuiIO& io) +{ + // Retrieve keyboard code page, required for handling of non-Unicode Windows. + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + HKL keyboard_layout = ::GetKeyboardLayout(0); + LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT); + if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0) + bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails. +} + +static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + INT64 perf_frequency, perf_counter; + if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) + return false; + if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter)) + return false; + + // Setup backend capabilities flags + ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_win32"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + bd->hWnd = (HWND)hwnd; + bd->TicksPerSecond = perf_frequency; + bd->Time = perf_counter; + bd->LastMouseCursor = ImGuiMouseCursor_COUNT; + ImGui_ImplWin32_UpdateKeyboardCodePage(io); + + // Set platform dependent data in viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd; + IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch + + // Dynamically load XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bd->WantUpdateHasGamepad = true; + const char* xinput_dll_names[] = + { + "xinput1_4.dll", // Windows 8+ + "xinput1_3.dll", // DirectX SDK + "xinput9_1_0.dll", // Windows Vista, Windows 7 + "xinput1_2.dll", // DirectX SDK + "xinput1_1.dll" // DirectX SDK + }; + for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) + if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) + { + bd->XInputDLL = dll; + bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); + bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); + break; + } +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + return true; +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd) +{ + return ImGui_ImplWin32_InitEx(hwnd, false); +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd) +{ + // OpenGL needs CS_OWNDC + return ImGui_ImplWin32_InitEx(hwnd, true); +} + +void ImGui_ImplWin32_Shutdown() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + // Unload XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if (bd->XInputDLL) + ::FreeLibrary(bd->XInputDLL); +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); + IM_DELETE(bd); +} + +static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgui_cursor) +{ + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(nullptr); + } + else + { + // Show OS mouse cursor + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; + } + ::SetCursor(::LoadCursor(nullptr, win32_cursor)); + } + return true; +} + +static bool IsVkDown(int vk) +{ + return (::GetKeyState(vk) & 0x8000) != 0; +} + +static void ImGui_ImplWin32_AddKeyEvent(ImGuiIO& io, ImGuiKey key, bool down, int native_keycode, int native_scancode = -1) +{ + io.AddKeyEvent(key, down); + io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code) + IM_UNUSED(native_scancode); +} + +static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds(ImGuiIO& io) +{ + // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one. + if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, false, VK_LSHIFT); + if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, false, VK_RSHIFT); + + // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW). + if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftSuper, false, VK_LWIN); + if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightSuper, false, VK_RWIN); +} + +static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io) +{ + io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL)); + io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT)); + io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU)); + io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN)); +} + +static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + IM_ASSERT(bd->hWnd != 0); + + HWND focused_window = ::GetForegroundWindow(); + const bool is_app_focused = (focused_window == bd->hWnd); + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + if (io.WantSetMousePos) + { + POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; + if (::ClientToScreen(bd->hWnd, &pos)) + ::SetCursorPos(pos.x, pos.y); + } + + // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) + // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE + if (!io.WantSetMousePos && bd->MouseTrackedArea == 0) + { + POINT pos; + if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos)) + io.AddMousePosEvent((float)pos.x, (float)pos.y); + } + } +} + +// Gamepad navigation mapping +static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io) +{ +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + // return; + + // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. + // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. + if (bd->WantUpdateHasGamepad) + { + XINPUT_CAPABILITIES caps = {}; + bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; + bd->WantUpdateHasGamepad = false; + } + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + XINPUT_STATE xinput_state; + XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); } + #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); } + MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START); + MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X); + MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B); + MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y); + MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A); + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN); + MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER); + MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER); + MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB); + MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + #undef MAP_BUTTON + #undef MAP_ANALOG +#else // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + IM_UNUSED(io); +#endif +} + +void ImGui_ImplWin32_NewFrame() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + RECT rect = { 0, 0, 0, 0 }; + ::GetClientRect(bd->hWnd, &rect); + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + + // Setup time step + INT64 current_time = 0; + ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); + io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; + bd->Time = current_time; + + // Update OS mouse position + ImGui_ImplWin32_UpdateMouseData(io); + + // Process workarounds for known Windows key handling issues + ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io); + + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (bd->LastMouseCursor != mouse_cursor) + { + bd->LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(io, mouse_cursor); + } + + // Update game controllers (if enabled and available) + ImGui_ImplWin32_UpdateGamepads(io); +} + +// Map VK_xxx to ImGuiKey_xxx. +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam); +ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam) +{ + // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED. + if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) + return ImGuiKey_KeypadEnter; + + switch (wParam) + { + case VK_TAB: return ImGuiKey_Tab; + case VK_LEFT: return ImGuiKey_LeftArrow; + case VK_RIGHT: return ImGuiKey_RightArrow; + case VK_UP: return ImGuiKey_UpArrow; + case VK_DOWN: return ImGuiKey_DownArrow; + case VK_PRIOR: return ImGuiKey_PageUp; + case VK_NEXT: return ImGuiKey_PageDown; + case VK_HOME: return ImGuiKey_Home; + case VK_END: return ImGuiKey_End; + case VK_INSERT: return ImGuiKey_Insert; + case VK_DELETE: return ImGuiKey_Delete; + case VK_BACK: return ImGuiKey_Backspace; + case VK_SPACE: return ImGuiKey_Space; + case VK_RETURN: return ImGuiKey_Enter; + case VK_ESCAPE: return ImGuiKey_Escape; + case VK_OEM_7: return ImGuiKey_Apostrophe; + case VK_OEM_COMMA: return ImGuiKey_Comma; + case VK_OEM_MINUS: return ImGuiKey_Minus; + case VK_OEM_PERIOD: return ImGuiKey_Period; + case VK_OEM_2: return ImGuiKey_Slash; + case VK_OEM_1: return ImGuiKey_Semicolon; + case VK_OEM_PLUS: return ImGuiKey_Equal; + case VK_OEM_4: return ImGuiKey_LeftBracket; + case VK_OEM_5: return ImGuiKey_Backslash; + case VK_OEM_6: return ImGuiKey_RightBracket; + case VK_OEM_3: return ImGuiKey_GraveAccent; + case VK_CAPITAL: return ImGuiKey_CapsLock; + case VK_SCROLL: return ImGuiKey_ScrollLock; + case VK_NUMLOCK: return ImGuiKey_NumLock; + case VK_SNAPSHOT: return ImGuiKey_PrintScreen; + case VK_PAUSE: return ImGuiKey_Pause; + case VK_NUMPAD0: return ImGuiKey_Keypad0; + case VK_NUMPAD1: return ImGuiKey_Keypad1; + case VK_NUMPAD2: return ImGuiKey_Keypad2; + case VK_NUMPAD3: return ImGuiKey_Keypad3; + case VK_NUMPAD4: return ImGuiKey_Keypad4; + case VK_NUMPAD5: return ImGuiKey_Keypad5; + case VK_NUMPAD6: return ImGuiKey_Keypad6; + case VK_NUMPAD7: return ImGuiKey_Keypad7; + case VK_NUMPAD8: return ImGuiKey_Keypad8; + case VK_NUMPAD9: return ImGuiKey_Keypad9; + case VK_DECIMAL: return ImGuiKey_KeypadDecimal; + case VK_DIVIDE: return ImGuiKey_KeypadDivide; + case VK_MULTIPLY: return ImGuiKey_KeypadMultiply; + case VK_SUBTRACT: return ImGuiKey_KeypadSubtract; + case VK_ADD: return ImGuiKey_KeypadAdd; + case VK_LSHIFT: return ImGuiKey_LeftShift; + case VK_LCONTROL: return ImGuiKey_LeftCtrl; + case VK_LMENU: return ImGuiKey_LeftAlt; + case VK_LWIN: return ImGuiKey_LeftSuper; + case VK_RSHIFT: return ImGuiKey_RightShift; + case VK_RCONTROL: return ImGuiKey_RightCtrl; + case VK_RMENU: return ImGuiKey_RightAlt; + case VK_RWIN: return ImGuiKey_RightSuper; + case VK_APPS: return ImGuiKey_Menu; + case '0': return ImGuiKey_0; + case '1': return ImGuiKey_1; + case '2': return ImGuiKey_2; + case '3': return ImGuiKey_3; + case '4': return ImGuiKey_4; + case '5': return ImGuiKey_5; + case '6': return ImGuiKey_6; + case '7': return ImGuiKey_7; + case '8': return ImGuiKey_8; + case '9': return ImGuiKey_9; + case 'A': return ImGuiKey_A; + case 'B': return ImGuiKey_B; + case 'C': return ImGuiKey_C; + case 'D': return ImGuiKey_D; + case 'E': return ImGuiKey_E; + case 'F': return ImGuiKey_F; + case 'G': return ImGuiKey_G; + case 'H': return ImGuiKey_H; + case 'I': return ImGuiKey_I; + case 'J': return ImGuiKey_J; + case 'K': return ImGuiKey_K; + case 'L': return ImGuiKey_L; + case 'M': return ImGuiKey_M; + case 'N': return ImGuiKey_N; + case 'O': return ImGuiKey_O; + case 'P': return ImGuiKey_P; + case 'Q': return ImGuiKey_Q; + case 'R': return ImGuiKey_R; + case 'S': return ImGuiKey_S; + case 'T': return ImGuiKey_T; + case 'U': return ImGuiKey_U; + case 'V': return ImGuiKey_V; + case 'W': return ImGuiKey_W; + case 'X': return ImGuiKey_X; + case 'Y': return ImGuiKey_Y; + case 'Z': return ImGuiKey_Z; + case VK_F1: return ImGuiKey_F1; + case VK_F2: return ImGuiKey_F2; + case VK_F3: return ImGuiKey_F3; + case VK_F4: return ImGuiKey_F4; + case VK_F5: return ImGuiKey_F5; + case VK_F6: return ImGuiKey_F6; + case VK_F7: return ImGuiKey_F7; + case VK_F8: return ImGuiKey_F8; + case VK_F9: return ImGuiKey_F9; + case VK_F10: return ImGuiKey_F10; + case VK_F11: return ImGuiKey_F11; + case VK_F12: return ImGuiKey_F12; + case VK_F13: return ImGuiKey_F13; + case VK_F14: return ImGuiKey_F14; + case VK_F15: return ImGuiKey_F15; + case VK_F16: return ImGuiKey_F16; + case VK_F17: return ImGuiKey_F17; + case VK_F18: return ImGuiKey_F18; + case VK_F19: return ImGuiKey_F19; + case VK_F20: return ImGuiKey_F20; + case VK_F21: return ImGuiKey_F21; + case VK_F22: return ImGuiKey_F22; + case VK_F23: return ImGuiKey_F23; + case VK_F24: return ImGuiKey_F24; + case VK_BROWSER_BACK: return ImGuiKey_AppBack; + case VK_BROWSER_FORWARD: return ImGuiKey_AppForward; + default: return ImGuiKey_None; + } +} + +// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. +#ifndef WM_MOUSEHWHEEL +#define WM_MOUSEHWHEEL 0x020E +#endif +#ifndef DBT_DEVNODES_CHANGED +#define DBT_DEVNODES_CHANGED 0x0007 +#endif + +// Helper to obtain the source of mouse messages. +// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages +// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this. +static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} + +// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) +// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. +// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. + +// Copy either line into your .cpp file to forward declare the function: +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext() +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext() + +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow(). + // We silently allow both context or just only backend data to be nullptr. + if (ImGui::GetCurrentContext() == nullptr) + return 0; + return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO()); +} + +// This version is in theory thread-safe in the sense that no path should access ImGui::GetCurrentContext(). +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + if (bd == nullptr) + return 0; + switch (msg) + { + case WM_MOUSEMOVE: + case WM_NCMOUSEMOVE: + { + // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + const int area = (msg == WM_MOUSEMOVE) ? 1 : 2; + bd->MouseHwnd = hwnd; + if (bd->MouseTrackedArea != area) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 }; + if (bd->MouseTrackedArea != 0) + ::TrackMouseEvent(&tme_cancel); + ::TrackMouseEvent(&tme_track); + bd->MouseTrackedArea = area; + } + POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; + if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates. + return 0; + io.AddMouseSourceEvent(mouse_source); + io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); + return 0; + } + case WM_MOUSELEAVE: + case WM_NCMOUSELEAVE: + { + const int area = (msg == WM_MOUSELEAVE) ? 1 : 2; + if (bd->MouseTrackedArea == area) + { + if (bd->MouseHwnd == hwnd) + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + return 0; + } + case WM_DESTROY: + if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + ::TrackMouseEvent(&tme_cancel); + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + return 0; + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + { + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + int button = 0; + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } + if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr) + ::SetCapture(hwnd); // Allow us to read mouse coordinates when dragging mouse outside of our window bounds. + bd->MouseButtonsDown |= 1 << button; + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, true); + return 0; + } + case WM_LBUTTONUP: + case WM_RBUTTONUP: + case WM_MBUTTONUP: + case WM_XBUTTONUP: + { + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + int button = 0; + if (msg == WM_LBUTTONUP) { button = 0; } + if (msg == WM_RBUTTONUP) { button = 1; } + if (msg == WM_MBUTTONUP) { button = 2; } + if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + bd->MouseButtonsDown &= ~(1 << button); + if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) + ::ReleaseCapture(); + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, false); + return 0; + } + case WM_MOUSEWHEEL: + io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA); + return 0; + case WM_MOUSEHWHEEL: + io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f); + return 0; + case WM_KEYDOWN: + case WM_KEYUP: + case WM_SYSKEYDOWN: + case WM_SYSKEYUP: + { + const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN); + if (wParam < 256) + { + // Submit modifiers + ImGui_ImplWin32_UpdateKeyModifiers(io); + + // Obtain virtual key code and convert to ImGuiKey + const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam); + const int vk = (int)wParam; + const int scancode = (int)LOBYTE(HIWORD(lParam)); + + // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event. + if (key == ImGuiKey_PrintScreen && !is_key_down) + ImGui_ImplWin32_AddKeyEvent(io, key, true, vk, scancode); + + // Submit key event + if (key != ImGuiKey_None) + ImGui_ImplWin32_AddKeyEvent(io, key, is_key_down, vk, scancode); + + // Submit individual left/right modifier events + if (vk == VK_SHIFT) + { + // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds() + if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); } + if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); } + } + else if (vk == VK_CONTROL) + { + if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); } + if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); } + } + else if (vk == VK_MENU) + { + if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); } + if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); } + } + } + return 0; + } + case WM_SETFOCUS: + case WM_KILLFOCUS: + io.AddFocusEvent(msg == WM_SETFOCUS); + return 0; + case WM_INPUTLANGCHANGE: + ImGui_ImplWin32_UpdateKeyboardCodePage(io); + return 0; + case WM_CHAR: + if (::IsWindowUnicode(hwnd)) + { + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + if (wParam > 0 && wParam < 0x10000) + io.AddInputCharacterUTF16((unsigned short)wParam); + } + else + { + wchar_t wch = 0; + ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1); + io.AddInputCharacter(wch); + } + return 0; + case WM_SETCURSOR: + // This is required to restore cursor when transitioning from e.g resize borders to client area. + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor)) + return 1; + return 0; + case WM_DEVICECHANGE: +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + bd->WantUpdateHasGamepad = true; +#endif + return 0; + } + return 0; +} + + +//-------------------------------------------------------------------------------------------------------- +// DPI-related helpers (optional) +//-------------------------------------------------------------------------------------------------------- +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +//--------------------------------------------------------------------------------------------------------- +// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. +// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. +// If you are trying to implement your own backend for your own engine, you may ignore that noise. +//--------------------------------------------------------------------------------------------------------- + +// Perform our own check with RtlVerifyVersionInfo() instead of using functions from as they +// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200 +static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) +{ + typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); + static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr; + if (RtlVerifyVersionInfoFn == nullptr) + if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) + RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); + if (RtlVerifyVersionInfoFn == nullptr) + return FALSE; + + RTL_OSVERSIONINFOEXW versionInfo = { }; + ULONGLONG conditionMask = 0; + versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW); + versionInfo.dwMajorVersion = major; + versionInfo.dwMinorVersion = minor; + VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); + VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); + return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; +} + +#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA +#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 +#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE +#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10 + +#ifndef DPI_ENUMS_DECLARED +typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; +typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; +#endif +#ifndef _DPI_AWARENESS_CONTEXTS_ +DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 +#endif +#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 +#endif +typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ +typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ +typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) + +// Helper function to enable DPI awareness without setting up a manifest +void ImGui_ImplWin32_EnableDpiAwareness() +{ + if (_IsWindows10OrGreater()) + { + static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process + if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) + { + SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); + return; + } + } + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) + { + SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); + return; + } + } +#if _WIN32_WINNT >= 0x0600 + ::SetProcessDPIAware(); +#endif +} + +#if defined(_MSC_VER) && !defined(NOGDI) +#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' +#endif + +float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) +{ + UINT xdpi = 96, ydpi = 96; + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr; + if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr) + GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); + if (GetDpiForMonitorFn != nullptr) + { + GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + return xdpi / 96.0f; + } + } +#ifndef NOGDI + const HDC dc = ::GetDC(nullptr); + xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); + ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + ::ReleaseDC(nullptr, dc); +#endif + return xdpi / 96.0f; +} + +float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) +{ + HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); + return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); +} + +//--------------------------------------------------------------------------------------------------------- +// Transparency related helpers (optional) +//-------------------------------------------------------------------------------------------------------- + +#if defined(_MSC_VER) +#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi' +#endif + +// [experimental] +// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c +// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW) +void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) +{ + if (!_IsWindowsVistaOrGreater()) + return; + + BOOL composition; + if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition) + return; + + BOOL opaque; + DWORD color; + if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque)) + { + HRGN region = ::CreateRectRgn(0, 0, -1, -1); + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; + bb.hRgnBlur = region; + bb.fEnable = TRUE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + ::DeleteObject(region); + } + else + { + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + } +} + +//--------------------------------------------------------------------------------------------------------- + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_impl_win32.h b/src/main/imgui/imgui_impl_win32.h new file mode 100644 index 0000000..083fe38 --- /dev/null +++ b/src/main/imgui/imgui_impl_win32.h @@ -0,0 +1,53 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd); +IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); + +// Win32 message handler your application need to call. +// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper. +// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. +// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. + +#if 0 +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +// DPI-related helpers (optional) +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor + +// Transparency related helpers (optional) [experimental] +// - Use to enable alpha compositing transparency with the desktop. +// - Use together with e.g. clearing your framebuffer with zero-alpha. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_internal.h b/src/main/imgui/imgui_internal.h new file mode 100644 index 0000000..bf8792c --- /dev/null +++ b/src/main/imgui/imgui_internal.h @@ -0,0 +1,3899 @@ +// dear imgui, v1.91.7 +// (internal structures/api) + +// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. + +/* + +Index of this file: + +// [SECTION] Header mess +// [SECTION] Forward declarations +// [SECTION] Context pointer +// [SECTION] STB libraries includes +// [SECTION] Macros +// [SECTION] Generic helpers +// [SECTION] ImDrawList support +// [SECTION] Data types support +// [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Popup support +// [SECTION] Inputs support +// [SECTION] Clipper support +// [SECTION] Navigation support +// [SECTION] Typing-select support +// [SECTION] Columns support +// [SECTION] Box-select support +// [SECTION] Multi-select support +// [SECTION] Docking support +// [SECTION] Viewport support +// [SECTION] Settings support +// [SECTION] Localization support +// [SECTION] Error handling, State recovery support +// [SECTION] Metrics, Debug tools +// [SECTION] Generic context hooks +// [SECTION] ImGuiContext (main imgui context) +// [SECTION] ImGuiWindowTempData, ImGuiWindow +// [SECTION] Tab bar, Tab item support +// [SECTION] Table support +// [SECTION] ImGui internal API +// [SECTION] ImFontAtlas internal API +// [SECTION] Test Engine specific hooks (imgui_test_engine) + +*/ + +#pragma once +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#ifndef IMGUI_VERSION +#include "imgui.h" +#endif + +#include // FILE*, sscanf +#include // NULL, malloc, free, qsort, atoi, atof +#include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf +#include // INT_MIN, INT_MAX + +// Enable SSE intrinsics if available +#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE) +#define IMGUI_ENABLE_SSE +#include +#if (defined __AVX__ || defined __SSE4_2__) +#define IMGUI_ENABLE_SSE4_2 +#include +#endif +#endif +// Emscripten has partial SSE 4.2 support where _mm_crc32_u32 is not available. See https://emscripten.org/docs/porting/simd.html#id11 and #8213 +#if defined(IMGUI_ENABLE_SSE4_2) && !defined(IMGUI_USE_LEGACY_CRC32_ADLER) && !defined(__EMSCRIPTEN__) +#define IMGUI_ENABLE_SSE4_2_CRC +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor() +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn' +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#endif + +// In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h +// As they are frequently requested, we do not want to encourage to many people using imgui_internal.h +#if defined(IMGUI_DEFINE_MATH_OPERATORS) && !defined(IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED) +#error Please '#define IMGUI_DEFINE_MATH_OPERATORS' _BEFORE_ including imgui.h! +#endif + +// Legacy defines +#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#endif + +// Enable stb_truetype by default unless FreeType is enabled. +// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together. +#ifndef IMGUI_ENABLE_FREETYPE +#define IMGUI_ENABLE_STB_TRUETYPE +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations +//----------------------------------------------------------------------------- + +struct ImBitVector; // Store 1-bit per value +struct ImRect; // An axis-aligned rectangle (2 points) +struct ImDrawDataBuilder; // Helper to build a ImDrawData instance +struct ImDrawListSharedData; // Data shared between all ImDrawList instances +struct ImGuiBoxSelectState; // Box-selection state (currently used by multi-selection, could potentially be used by others) +struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it +struct ImGuiContext; // Main Dear ImGui context +struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine +struct ImGuiDataVarInfo; // Variable information (e.g. to access style variables from an enum) +struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum +struct ImGuiDeactivatedItemData; // Data for IsItemDeactivated()/IsItemDeactivatedAfterEdit() function. +struct ImGuiDockContext; // Docking system context +struct ImGuiDockRequest; // Docking system dock/undock queued request +struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) +struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) +struct ImGuiErrorRecoveryState; // Storage of stack sizes for error handling and recovery +struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() +struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box +struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a deactivating InputText() while another is stealing active id +struct ImGuiLastItemData; // Status storage for last submitted items +struct ImGuiLocEntry; // A localization entry. +struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only +struct ImGuiMultiSelectState; // Multi-selection persistent state (for focused selection). +struct ImGuiMultiSelectTempData; // Multi-selection temporary state (while traversing). +struct ImGuiNavItemData; // Result of a keyboard/gamepad directional navigation move query result +struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api +struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api +struct ImGuiPopupData; // Storage for current popup stack +struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file +struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it +struct ImGuiTabBar; // Storage for a tab bar +struct ImGuiTabItem; // Storage for a tab item (within a tab bar) +struct ImGuiTable; // Storage for a table +struct ImGuiTableHeaderData; // Storage for TableAngledHeadersRow() +struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableInstanceData; // Storage for one instance of a same table +struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. +struct ImGuiTableSettings; // Storage for a table .ini settings +struct ImGuiTableColumnsSettings; // Storage for a column .ini settings +struct ImGuiTreeNodeStackData; // Temporary storage for TreeNode(). +struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest() +struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public) +struct ImGuiWindow; // Storage for one window +struct ImGuiWindowDockStyle; // Storage for window-style data which needs to be stored for docking purpose +struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) +struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) + +// Enumerations +// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +enum ImGuiLocKey : int; // -> enum ImGuiLocKey // Enum: a localization entry for translation. +typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field +typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical + +// Flags +typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) +typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags +typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags +typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() +typedef int ImGuiLogFlags; // -> enum ImGuiLogFlags_ // Flags: for LogBegin() text capturing function +typedef int ImGuiNavRenderCursorFlags; // -> enum ImGuiNavRenderCursorFlags_//Flags: for RenderNavCursor() +typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests +typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions +typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests +typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() +typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest() +typedef int ImGuiWindowRefreshFlags; // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy() + +//----------------------------------------------------------------------------- +// [SECTION] Context pointer +// See implementation of this variable in imgui.cpp for comments and details. +//----------------------------------------------------------------------------- + +#ifndef GImGui +extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Macros +//----------------------------------------------------------------------------- + +// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow* + +// Debug Printing Into TTY +// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename) +#ifndef IMGUI_DEBUG_PRINTF +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#define IMGUI_DEBUG_PRINTF(_FMT,...) printf(_FMT, __VA_ARGS__) +#else +#define IMGUI_DEBUG_PRINTF(_FMT,...) ((void)0) +#endif +#endif + +// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. +#define IMGUI_DEBUG_LOG_ERROR(...) do { ImGuiContext& g2 = *GImGui; if (g2.DebugLogFlags & ImGuiDebugLogFlags_EventError) IMGUI_DEBUG_LOG(__VA_ARGS__); else g2.DebugLogSkippedErrors++; } while (0) +#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FONT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFont) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) + +// Static Asserts +#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") + +// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. +// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. +//#define IMGUI_DEBUG_PARANOID +#ifdef IMGUI_DEBUG_PARANOID +#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) +#else +#define IM_ASSERT_PARANOID(_EXPR) +#endif + +// Misc Macros +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!) +#else +#define IM_NEWLINE "\n" +#endif +#ifndef IM_TABSIZE // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override +#define IM_TABSIZE (4) +#endif +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 +#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose +#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +#define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // ImTrunc() is not inlined in MSVC debug builds +#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // +#define IM_STRINGIFY_HELPER(_X) #_X +#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#define IM_FLOOR IM_TRUNC +#endif + +// Hint for branch prediction +#if (defined(__cplusplus) && (__cplusplus >= 202002L)) || (defined(_MSVC_LANG) && (_MSVC_LANG >= 202002L)) +#define IM_LIKELY [[likely]] +#define IM_UNLIKELY [[unlikely]] +#else +#define IM_LIKELY +#define IM_UNLIKELY +#endif + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif + +// Warnings +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX)) +#else +#define IM_MSVC_WARNING_SUPPRESS(XXXX) +#endif + +// Debug Tools +// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item. +// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference. +#ifndef IM_DEBUG_BREAK +#if defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#elif defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) +#define IM_DEBUG_BREAK() __asm__ volatile("int3;nop") +#elif defined(__GNUC__) && defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") +#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0") +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK + +// Format specifiers, printing 64-bit hasn't been decently standardized... +// In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define them yourself. +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_PRId64 "I64d" +#define IM_PRIu64 "I64u" +#define IM_PRIX64 "I64X" +#else +#define IM_PRId64 "lld" +#define IM_PRIu64 "llu" +#define IM_PRIX64 "llX" +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Generic helpers +// Note that the ImXXX helpers functions are lower-level than ImGui functions. +// ImGui functions or the ImGui context are never called/used from other ImXXX functions. +//----------------------------------------------------------------------------- +// - Helpers: Hashing +// - Helpers: Sorting +// - Helpers: Bit manipulation +// - Helpers: String +// - Helpers: Formatting +// - Helpers: UTF-8 <> wchar conversions +// - Helpers: ImVec2/ImVec4 operators +// - Helpers: Maths +// - Helpers: Geometry +// - Helper: ImVec1 +// - Helper: ImVec2ih +// - Helper: ImRect +// - Helper: ImBitArray +// - Helper: ImBitVector +// - Helper: ImSpan<>, ImSpanAllocator<> +// - Helper: ImPool<> +// - Helper: ImChunkStream<> +// - Helper: ImGuiTextIndex +// - Helper: ImGuiStorage +//----------------------------------------------------------------------------- + +// Helpers: Hashing +IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImGuiID seed = 0); +IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0); + +// Helpers: Sorting +#ifndef ImQsort +static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } +#endif + +// Helpers: Color Blending +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); + +// Helpers: Bit manipulation +static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } +static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } + +// Helpers: String +IMGUI_API int ImStricmp(const char* str1, const char* str2); // Case insensitive compare. +IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); // Case insensitive compare to a certain count. +IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); // Copy to a certain count and always zero terminate (strncpy doesn't). +IMGUI_API char* ImStrdup(const char* str); // Duplicate a string. +IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); // Copy in provided buffer, recreate buffer if needed. +IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); // Find first occurrence of 'c' in string range. +IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line +IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); // Find a substring in a string range. +IMGUI_API void ImStrTrimBlanks(char* str); // Remove leading and trailing blanks from a buffer. +IMGUI_API const char* ImStrSkipBlank(const char* str); // Find first non-blank character. +IMGUI_API int ImStrlenW(const ImWchar* str); // Computer string length (ImWchar string) +IMGUI_API const char* ImStrbol(const char* buf_mid_line, const char* buf_begin); // Find beginning-of-line +IM_MSVC_RUNTIME_CHECKS_OFF +static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; } +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +static inline bool ImCharIsXdigitA(char c) { return (c >= '0' && c <= '9') || (c >= 'A' && c <= 'F') || (c >= 'a' && c <= 'f'); } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Formatting +IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API const char* ImParseFormatFindStart(const char* format); +IMGUI_API const char* ImParseFormatFindEnd(const char* format); +IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); + +// Helpers: UTF-8 <> wchar conversions +IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf +IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 +IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr); // return previous UTF-8 code-point. +IMGUI_API int ImTextCountLines(const char* in_text, const char* in_text_end); // return number of lines taken by text. trailing carriage return doesn't count as an extra line. + +// Helpers: File System +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef void* ImFileHandle; +static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } +static inline bool ImFileClose(ImFileHandle) { return false; } +static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } +static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } +static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } +#endif +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef FILE* ImFileHandle; +IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode); +IMGUI_API bool ImFileClose(ImFileHandle file); +IMGUI_API ImU64 ImFileGetSize(ImFileHandle file); +IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file); +IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file); +#else +#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions +#endif +IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); + +// Helpers: Maths +IM_MSVC_RUNTIME_CHECKS_OFF +// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) +#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#define ImFabs(X) fabsf(X) +#define ImSqrt(X) sqrtf(X) +#define ImFmod(X, Y) fmodf((X), (Y)) +#define ImCos(X) cosf(X) +#define ImSin(X) sinf(X) +#define ImAcos(X) acosf(X) +#define ImAtan2(Y, X) atan2f((Y), (X)) +#define ImAtof(STR) atof(STR) +#define ImCeil(X) ceilf(X) +static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision +static inline double ImPow(double x, double y) { return pow(x, y); } +static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision +static inline double ImLog(double x) { return log(x); } +static inline int ImAbs(int x) { return x < 0 ? -x : x; } +static inline float ImAbs(float x) { return fabsf(x); } +static inline double ImAbs(double x) { return fabs(x); } +static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument +static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } +#ifdef IMGUI_ENABLE_SSE +static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } +#else +static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } +#endif +static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } +#endif +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for those types) +template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } +template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } +template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * (T)t); } +template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } +// - Misc maths helpers +static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2&mn, const ImVec2&mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } +static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } +static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } +static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } +static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } +static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } +static inline float ImTrunc(float f) { return (float)(int)(f); } +static inline ImVec2 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +static inline float ImFloor(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() +static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2(ImFloor(v.x), ImFloor(v.y)); } +static inline int ImModPositive(int a, int b) { return (a + b) % b; } +static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } +static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } +static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } +static inline float ImLinearRemapClamp(float s0, float s1, float d0, float d1, float x) { return ImSaturate((x - s0) / (s1 - s0)) * (d1 - d0) + d0; } +static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } +static inline float ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Geometry +IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); +IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments +IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol +IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t); +IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); +IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); +inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +inline bool ImTriangleIsClockwise(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ((b.x - a.x) * (c.y - b.y)) - ((c.x - b.x) * (b.y - a.y)) > 0.0f; } + +// Helper: ImVec1 (1D vector) +// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec1 +{ + float x; + constexpr ImVec1() : x(0.0f) { } + constexpr ImVec1(float _x) : x(_x) { } +}; + +// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) +struct ImVec2ih +{ + short x, y; + constexpr ImVec2ih() : x(0), y(0) {} + constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {} + constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {} +}; + +// Helper: ImRect (2D axis aligned bounding-box) +// NB: we can't rely on ImVec2 math operators being available here! +struct IMGUI_API ImRect +{ + ImVec2 Min; // Upper-left + ImVec2 Max; // Lower-right + + constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} + constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } + float GetWidth() const { return Max.x - Min.x; } + float GetHeight() const { return Max.y - Min.y; } + float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); } + ImVec2 GetTL() const { return Min; } // Top-left + ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right + ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool ContainsWithPad(const ImVec2& p, const ImVec2& pad) const { return p.x >= Min.x - pad.x && p.y >= Min.y - pad.y && p.x < Max.x + pad.x && p.y < Max.y + pad.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } + void TranslateX(float dx) { Min.x += dx; Max.x += dx; } + void TranslateY(float dy) { Min.y += dy; Max.y += dy; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + void Floor() { Min.x = IM_TRUNC(Min.x); Min.y = IM_TRUNC(Min.y); Max.x = IM_TRUNC(Max.x); Max.y = IM_TRUNC(Max.y); } + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } + ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } +}; + +// Helper: ImBitArray +#define IM_BITARRAY_TESTBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] & ((ImU32)1 << ((_N) & 31))) != 0) // Macro version of ImBitArrayTestBit(): ensure args have side-effect or are costly! +#define IM_BITARRAY_CLEARBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] &= ~((ImU32)1 << ((_N) & 31)))) // Macro version of ImBitArrayClearBit(): ensure args have side-effect or are costly! +inline size_t ImBitArrayGetStorageSizeInBytes(int bitcount) { return (size_t)((bitcount + 31) >> 5) << 2; } +inline void ImBitArrayClearAllBits(ImU32* arr, int bitcount){ memset(arr, 0, ImBitArrayGetStorageSizeInBytes(bitcount)); } +inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } +inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } +inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } +inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2) +{ + n2--; + while (n <= n2) + { + int a_mod = (n & 31); + int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1; + ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1); + arr[n >> 5] |= mask; + n = (n + 32) & ~31; + } +} + +typedef ImU32* ImBitArrayPtr; // Name for use in structs + +// Helper: ImBitArray class (wrapper over ImBitArray functions) +// Store 1-bit per value. +template +struct ImBitArray +{ + ImU32 Storage[(BITCOUNT + 31) >> 5]; + ImBitArray() { ClearAllBits(); } + void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } + void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } + bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } + void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); } + void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); } + void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) + bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } +}; + +// Helper: ImBitVector +// Store 1-bit per value. +struct IMGUI_API ImBitVector +{ + ImVector Storage; + void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } + void Clear() { Storage.clear(); } + bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return IM_BITARRAY_TESTBIT(Storage.Data, n); } + void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); } + void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helper: ImSpan<> +// Pointing to a span of data we don't own. +template +struct ImSpan +{ + T* Data; + T* DataEnd; + + // Constructors, destructor + inline ImSpan() { Data = DataEnd = NULL; } + inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; } + inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; } + + inline void set(T* data, int size) { Data = data; DataEnd = data + size; } + inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; } + inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); } + inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); } + inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return DataEnd; } + inline const T* end() const { return DataEnd; } + + // Utilities + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; } +}; + +// Helper: ImSpanAllocator<> +// Facilitate storing multiple chunks into a single large block (the "arena") +// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges. +template +struct ImSpanAllocator +{ + char* BasePtr; + int CurrOff; + int CurrIdx; + int Offsets[CHUNKS]; + int Sizes[CHUNKS]; + + ImSpanAllocator() { memset(this, 0, sizeof(*this)); } + inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } + inline int GetArenaSizeInBytes() { return CurrOff; } + inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } + inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); } + inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); } + template + inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } +}; + +// Helper: ImPool<> +// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. +typedef int ImPoolIdx; +template +struct ImPool +{ + ImVector Buf; // Contiguous data + ImGuiStorage Map; // ID->Index + ImPoolIdx FreeIdx; // Next free idx to use + ImPoolIdx AliveCount; // Number of active/alive items (for display purpose) + + ImPool() { FreeIdx = AliveCount = 0; } + ~ImPool() { Clear(); } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; } + void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; } + void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } + + // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... } + // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize() + int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose) + int GetBufSize() const { return Buf.Size; } + int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere + T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } +}; + +// Helper: ImChunkStream<> +// Build and iterate a contiguous stream of variable-sized structures. +// This is used by Settings to store persistent data while reducing allocation count. +// We store the chunk size first, and align the final size on 4 bytes boundaries. +// The tedious/zealous amount of casting is to avoid -Wcast-align warnings. +template +struct ImChunkStream +{ + ImVector Buf; + + void clear() { Buf.clear(); } + bool empty() const { return Buf.Size == 0; } + int size() const { return Buf.Size; } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } + T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } + int chunk_size(const T* p) { return ((const int*)p)[-1]; } + T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } + int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } + T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } + void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } +}; + +// Helper: ImGuiTextIndex +// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API. +struct ImGuiTextIndex +{ + ImVector LineOffsets; + int EndOffset = 0; // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?) + + void clear() { LineOffsets.clear(); EndOffset = 0; } + int size() { return LineOffsets.Size; } + const char* get_line_begin(const char* base, int n) { return base + LineOffsets[n]; } + const char* get_line_end(const char* base, int n) { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); } + void append(const char* base, int old_size, int new_size); +}; + +// Helper: ImGuiStorage +IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key); +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList support +//----------------------------------------------------------------------------- + +// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. +// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693 +// Number of segments (N) is calculated using equation: +// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r +// Our equation is significantly simpler that one in the post thanks for choosing segment that is +// perpendicular to X axis. Follow steps in the article from this starting condition and you will +// will get this result. +// +// Rendering circles with an odd number of segments, while mathematically correct will produce +// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) +#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) + +// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'. +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI)))) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD)) + +// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle. +#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE +#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table. +#endif +#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. + +// Data shared between all ImDrawList instances +// Conceptually this could have been called e.g. ImDrawListSharedContext +// Typically one ImGui context would create and maintain one of this. +// You may want to create your own instance of you try to ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. +struct IMGUI_API ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas + ImFont* Font; // Current/default font (optional, for simplified AddText overload) + float FontSize; // Current/default font size (optional, for simplified AddText overload) + float FontScale; // Current/default font scale (== FontSize / Font->FontSize) + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() + float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + ImVector TempBuffer; // Temporary write buffer + + // Lookup tables + ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. + float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() + ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) + + ImDrawListSharedData(); + void SetCircleTessellationMaxError(float max_error); +}; + +struct ImDrawDataBuilder +{ + ImVector* Layers[2]; // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData. + ImVector LayerData1; + + ImDrawDataBuilder() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Data types support +//----------------------------------------------------------------------------- + +struct ImGuiDataVarInfo +{ + ImGuiDataType Type; + ImU32 Count; // 1+ + ImU32 Offset; // Offset in parent structure + void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } +}; + +struct ImGuiDataTypeStorage +{ + ImU8 Data[8]; // Opaque storage to fit any data up to ImGuiDataType_COUNT +}; + +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + +// Extend ImGuiDataType_ +enum ImGuiDataTypePrivate_ +{ + ImGuiDataType_Pointer = ImGuiDataType_COUNT + 1, + ImGuiDataType_ID, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Widgets support: flags, enums, data structures +//----------------------------------------------------------------------------- + +// Extend ImGuiItemFlags +// - input: PushItemFlag() manipulates g.CurrentItemFlags, g.NextItemData.ItemFlags, ItemAdd() calls may add extra flags too. +// - output: stored in g.LastItemData.ItemFlags +enum ImGuiItemFlagsPrivate_ +{ + // Controlled by user + ImGuiItemFlags_Disabled = 1 << 10, // false // Disable interactions (DOES NOT affect visuals. DO NOT mix direct use of this with BeginDisabled(). See BeginDisabled()/EndDisabled() for full disable feature, and github #211). + ImGuiItemFlags_ReadOnly = 1 << 11, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. + ImGuiItemFlags_MixedValue = 1 << 12, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, // false // Disable hoverable check in ItemHoverable() + ImGuiItemFlags_AllowOverlap = 1 << 14, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame. + ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, // false // Nav keyboard/gamepad mode doesn't disable hover highlight (behave as if NavHighlightItemUnderNav==false). + ImGuiItemFlags_NoMarkEdited = 1 << 16, // false // Skip calling MarkItemEdited() + + // Controlled by widget code + ImGuiItemFlags_Inputable = 1 << 20, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. + ImGuiItemFlags_HasSelectionUserData = 1 << 21, // false // Set by SetNextItemSelectionUserData() + ImGuiItemFlags_IsMultiSelect = 1 << 22, // false // Set by SetNextItemSelectionUserData() + + ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups, // Please don't change, use PushItemFlag() instead. + + // Obsolete + //ImGuiItemFlags_SelectableDontClosePopup = !ImGuiItemFlags_AutoClosePopups, // Can't have a redirect as we inverted the behavior +}; + +// Status flags for an already submitted item +// - output: stored in g.LastItemData.StatusFlags +enum ImGuiItemStatusFlags_ +{ + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid + ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. + ImGuiItemStatusFlags_Visible = 1 << 8, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()). + ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid. + ImGuiItemStatusFlags_HasShortcut = 1 << 10, // g.LastItemData.Shortcut valid. Set by SetNextItemShortcut() -> ItemAdd(). + + // Additional status + semantic for ImGuiTestEngine +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode) + ImGuiItemStatusFlags_Opened = 1 << 21, // Opened status + ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem) + ImGuiItemStatusFlags_Checked = 1 << 23, // Checked status + ImGuiItemStatusFlags_Inputable = 1 << 24, // Item is a text-inputable (e.g. InputText, SliderXXX, DragXXX) +#endif +}; + +// Extend ImGuiHoveredFlags_ +enum ImGuiHoveredFlagsPrivate_ +{ + ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay, + ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, + ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_, +}; + +// Extend ImGuiInputTextFlags_ +enum ImGuiInputTextFlagsPrivate_ +{ + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_MergedItem = 1 << 27, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. + ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, // For internal use by InputScalar() and TempInputScalar() +}; + +// Extend ImGuiButtonFlags_ +enum ImGuiButtonFlagsPrivate_ +{ + ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item + ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + //ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat -> use ImGuiItemFlags_ButtonRepeat instead. + ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable. + //ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press + //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModsAllowed = 1 << 16, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.ItemFlags) + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, +}; + +// Extend ImGuiComboFlags_ +enum ImGuiComboFlagsPrivate_ +{ + ImGuiComboFlags_CustomPreview = 1 << 20, // enable BeginComboPreview() +}; + +// Extend ImGuiSliderFlags_ +enum ImGuiSliderFlagsPrivate_ +{ + ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? + ImGuiSliderFlags_ReadOnly = 1 << 21, // Consider using g.NextItemData.ItemFlags |= ImGuiItemFlags_ReadOnly instead. +}; + +// Extend ImGuiSelectableFlags_ +enum ImGuiSelectableFlagsPrivate_ +{ + // NB: need to be in sync with last value of ImGuiSelectableFlags_ + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API. + ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem) + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, // Disable padding each side with ItemSpacing * 0.5f + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) +}; + +// Extend ImGuiTreeNodeFlags_ +enum ImGuiTreeNodeFlagsPrivate_ +{ + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader() + ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, for reversed trees (#6517) + ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow, +}; + +enum ImGuiSeparatorFlags_ +{ + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, // Make separator cover all columns of a legacy Columns() set. +}; + +// Flags for FocusWindow(). This is not called ImGuiFocusFlags to avoid confusion with public-facing ImGuiFocusedFlags. +// FIXME: Once we finishing replacing more uses of GetTopMostPopupModal()+IsWindowWithinBeginStackOf() +// and FindBlockingModal() with this, we may want to change the flag to be opt-out instead of opt-in. +enum ImGuiFocusRequestFlags_ +{ + ImGuiFocusRequestFlags_None = 0, + ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, // Find last focused child (if any) and focus it instead. + ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, // Do not set focus if the window is below a modal. +}; + +enum ImGuiTextFlags_ +{ + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, +}; + +enum ImGuiTooltipFlags_ +{ + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePrevious = 1 << 1, // Clear/ignore previously submitted tooltip (defaults to append) +}; + +// FIXME: this is in development, not exposed/functional as a generic feature yet. +// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiLayoutType_ +{ + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}; + +// Flags for LogBegin() text capturing function +enum ImGuiLogFlags_ +{ + ImGuiLogFlags_None = 0, + + ImGuiLogFlags_OutputTTY = 1 << 0, + ImGuiLogFlags_OutputFile = 1 << 1, + ImGuiLogFlags_OutputBuffer = 1 << 2, + ImGuiLogFlags_OutputClipboard = 1 << 3, + ImGuiLogFlags_OutputMask_ = ImGuiLogFlags_OutputTTY | ImGuiLogFlags_OutputFile | ImGuiLogFlags_OutputBuffer | ImGuiLogFlags_OutputClipboard, +}; + +// X/Y enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiAxis +{ + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}; + +enum ImGuiPlotType +{ + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram, +}; + +// Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; + +// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } +}; + +// Storage data for BeginComboPreview()/EndComboPreview() +struct IMGUI_API ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; + + ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); } +}; + +// Stacked storage data for BeginGroup()/EndGroup() +struct IMGUI_API ImGuiGroupData +{ + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupDeactivatedIdIsAlive; + bool BackupHoveredIdIsAlive; + bool BackupIsSameLine; + bool EmitItem; +}; + +// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. +struct IMGUI_API ImGuiMenuColumns +{ + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; // Always zero for now + ImU16 OffsetLabel; // Offsets are locked in Update() + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) + + ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); } + void Update(float spacing, bool window_reappearing); + float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark); + void CalcNextTotalWidth(bool update_offsets); +}; + +// Internal temporary state for deactivating InputText() instances. +struct IMGUI_API ImGuiInputTextDeactivatedState +{ + ImGuiID ID; // widget id owning the text state (which just got deactivated) + ImVector TextA; // text buffer + + ImGuiInputTextDeactivatedState() { memset(this, 0, sizeof(*this)); } + void ClearFreeMemory() { ID = 0; TextA.clear(); } +}; + +// Forward declare imstb_textedit.h structure + make its main configuration define accessible +#undef IMSTB_TEXTEDIT_STRING +#undef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_STRING ImGuiInputTextState +#define IMSTB_TEXTEDIT_CHARTYPE char +#define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +namespace ImStb { struct STB_TexteditState; } +typedef ImStb::STB_TexteditState ImStbTexteditState; + +// Internal state of the currently focused/edited text input box +// For a given item ID, access with ImGui::GetInputTextState() +struct IMGUI_API ImGuiInputTextState +{ + ImGuiContext* Ctx; // parent UI context (needs to be set explicitly by parent). + ImStbTexteditState* Stb; // State for stb_textedit.h + ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set. + ImGuiID ID; // widget id owning the text state + int TextLen; // UTF-8 length of the string in TextA (in bytes) + const char* TextSrc; // == TextA.Data unless read-only, in which case == buf passed to InputText(). Field only set and valid _inside_ the call InputText() call. + ImVector TextA; // main UTF8 buffer. TextA.Size is a buffer size! Should always be >= buf_size passed by user (and of course >= CurLenA + 1). + ImVector TextToRevertTo; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered) + ImVector CallbackTextBackup; // temporary storage for callback to support automatic reconcile of undo-stack + int BufCapacity; // end-user buffer capacity (include zero terminator) + ImVec2 Scroll; // horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y) + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + bool Edited; // edited this frame + bool WantReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version. + int ReloadSelectionStart; + int ReloadSelectionEnd; + + ImGuiInputTextState(); + ~ImGuiInputTextState(); + void ClearText() { TextLen = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextA.clear(); TextToRevertTo.clear(); } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + void OnCharPressed(unsigned int c); + + // Cursor & Selection + void CursorAnimReset(); + void CursorClamp(); + bool HasSelection() const; + void ClearSelection(); + int GetCursorPos() const; + int GetSelectionStart() const; + int GetSelectionEnd() const; + void SelectAll(); + + // Reload user buf (WIP #2890) + // If you modify underlying user-passed const char* while active you need to call this (InputText V2 may lift this) + // strcpy(my_buf, "hello"); + // if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item + // state->ReloadUserBufAndSelectAll(); + void ReloadUserBufAndSelectAll(); + void ReloadUserBufAndKeepSelection(); + void ReloadUserBufAndMoveToEnd(); +}; + +enum ImGuiWindowRefreshFlags_ +{ + ImGuiWindowRefreshFlags_None = 0, + ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, // [EXPERIMENTAL] Try to keep existing contents, USER MUST NOT HONOR BEGIN() RETURNING FALSE AND NOT APPEND. + ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, // [EXPERIMENTAL] Always refresh on hover + ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, // [EXPERIMENTAL] Always refresh on focus + // Refresh policy/frequency, Load Balancing etc. +}; + +enum ImGuiNextWindowDataFlags_ +{ + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 9, + ImGuiNextWindowDataFlags_HasViewport = 1 << 10, + ImGuiNextWindowDataFlags_HasDock = 1 << 11, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 12, +}; + +// Storage for SetNexWindow** functions +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + ImGuiChildFlags ChildFlags; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; // Override background alpha + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) + ImGuiWindowRefreshFlags RefreshFlagsVal; + + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } +}; + +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, + ImGuiNextItemDataFlags_HasRefVal = 1 << 3, + ImGuiNextItemDataFlags_HasStorageID = 1 << 4, +}; + +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags HasFlags; // Called HasFlags instead of Flags to avoid mistaking this + ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap and ImGuiItemFlags_HasSelectionUserData. + // Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem() + ImGuiID FocusScopeId; // Set by SetNextItemSelectionUserData() + ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) + float Width; // Set by SetNextItemWidth() + ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut() + ImGuiInputFlags ShortcutFlags; // Set by SetNextItemShortcut() + bool OpenVal; // Set by SetNextItemOpen() + ImU8 OpenCond; // Set by SetNextItemOpen() + ImGuiDataTypeStorage RefVal; // Not exposed yet, for ImGuiInputTextFlags_ParseEmptyAsRefVal + ImGuiID StorageId; // Set by SetNextItemStorageID() + + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; } + inline void ClearFlags() { HasFlags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! +}; + +// Status storage for the last submitted item +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags ItemFlags; // See ImGuiItemFlags_ (called 'InFlags' before v1.91.4). + ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ + ImRect Rect; // Full rectangle + ImRect NavRect; // Navigation scoring rectangle (not displayed) + // Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags are set. + ImRect DisplayRect; // Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) is set. + ImRect ClipRect; // Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasClipRect) is set.. + ImGuiKeyChord Shortcut; // Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasShortcut) is set.. + + ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } +}; + +// Store data emitted by TreeNode() for usage by TreePop() +// - To implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere: store the minimum amount of data +// which we can't infer in TreePop(), to perform the equivalent of NavApplyItemToResult(). +// Only stored when the node is a potential candidate for landing on a Left arrow jump. +struct ImGuiTreeNodeStackData +{ + ImGuiID ID; + ImGuiTreeNodeFlags TreeFlags; + ImGuiItemFlags ItemFlags; // Used for nav landing + ImRect NavRect; // Used for nav landing +}; + +// sizeof() = 20 +struct IMGUI_API ImGuiErrorRecoveryState +{ + short SizeOfWindowStack; + short SizeOfIDStack; + short SizeOfTreeStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; + + ImGuiErrorRecoveryState() { memset(this, 0, sizeof(*this)); } +}; + +// Data saved for each window pushed into the stack +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiErrorRecoveryState StackSizesInBegin; // Store size of various stacks for asserting + bool DisabledOverrideReenable; // Non-child window override disabled flag +}; + +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; + float InitialWidth; +}; + +struct ImGuiPtrOrIndex +{ + void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int Index; // Usually index in a main pool. + + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } +}; + +// Data used by IsItemDeactivated()/IsItemDeactivatedAfterEdit() functions +struct ImGuiDeactivatedItemData +{ + ImGuiID ID; + int ElapseFrame; + bool HasBeenEditedBefore; + bool IsAlive; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Popup support +//----------------------------------------------------------------------------- + +enum ImGuiPopupPositionPolicy +{ + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}; + +// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack) +struct ImGuiPopupData +{ + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* RestoreNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close + int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Inputs support +//----------------------------------------------------------------------------- + +// Bit array for named keys +typedef ImBitArray ImBitArrayForNamedKeys; + +// [Internal] Key ranges +#define ImGuiKey_LegacyNativeKey_BEGIN 0 +#define ImGuiKey_LegacyNativeKey_END 512 +#define ImGuiKey_Keyboard_BEGIN (ImGuiKey_NamedKey_BEGIN) +#define ImGuiKey_Keyboard_END (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_BEGIN (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_END (ImGuiKey_GamepadRStickDown + 1) +#define ImGuiKey_Mouse_BEGIN (ImGuiKey_MouseLeft) +#define ImGuiKey_Mouse_END (ImGuiKey_MouseWheelY + 1) +#define ImGuiKey_Aliases_BEGIN (ImGuiKey_Mouse_BEGIN) +#define ImGuiKey_Aliases_END (ImGuiKey_Mouse_END) + +// [Internal] Named shortcuts for Navigation +#define ImGuiKey_NavKeyboardTweakSlow ImGuiMod_Ctrl +#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift +#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1 +#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1 +#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown) +#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight) +#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft +#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp + +enum ImGuiInputEventType +{ + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}; + +enum ImGuiInputSource +{ + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them. + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_COUNT +}; + +// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension? +// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor' +struct ImGuiInputEventMousePos { float PosX, PosY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseWheel { float WheelX, WheelY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseButton { int Button; bool Down; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseViewport { ImGuiID HoveredViewportID; }; +struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; +struct ImGuiInputEventText { unsigned int Char; }; +struct ImGuiInputEventAppFocused { bool Focused; }; + +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + ImU32 EventId; // Unique, sequential increasing integer to identify an event (if you need to correlate them to other data). + union + { + ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos + ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel + ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton + ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport + ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key + ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text + ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus + }; + bool AddedByTestEngine; + + ImGuiInputEvent() { memset(this, 0, sizeof(*this)); } +}; + +// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior. +#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. +#define ImGuiKeyOwner_NoOwner ((ImGuiID)-1) // Require key to have no owner. +//#define ImGuiKeyOwner_None ImGuiKeyOwner_NoOwner // We previously called this 'ImGuiKeyOwner_None' but it was inconsistent with our pattern that _None values == 0 and quite dangerous. Also using _NoOwner makes the IsKeyPressed() calls more explicit. + +typedef ImS16 ImGuiKeyRoutingIndex; + +// Routing table entry (sizeof() == 16 bytes) +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. + ImU8 RoutingCurrScore; // [DEBUG] For debug display + ImU8 RoutingNextScore; // Lower is better (0: perfect score) + ImGuiID RoutingCurr; + ImGuiID RoutingNext; + + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; } +}; + +// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. +// Stored in main context (1 instance) +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[] + ImVector Entries; + ImVector EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer) + + ImGuiKeyRoutingTable() { Clear(); } + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); } +}; + +// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features) +// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData. +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame. + bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well. + + ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_NoOwner; LockThisFrame = LockUntilRelease = false; } +}; + +// Extend ImGuiInputFlags_ +// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlagsPrivate_ +{ + // Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut() + // - Repeat mode: Repeat rate selection + ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster + // - Repeat mode: Specify when repeating key pressed can be interrupted. + // - In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in. + ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior. + ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut) + ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod. + ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat + + // Flags for SetKeyOwner(), SetItemKeyOwner() + // - Locking key away from non-input aware code. Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary. + ImGuiInputFlags_LockThisFrame = 1 << 20, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. + ImGuiInputFlags_LockUntilRelease = 1 << 21, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. + + // - Condition for SetItemKeyOwner() + ImGuiInputFlags_CondHovered = 1 << 22, // Only set if item is hovered (default to both) + ImGuiInputFlags_CondActive = 1 << 23, // Only set if item is active (default to both) + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + + // [Internal] Mask of which function support which flags + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, + ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways, + ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow, + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, + ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_, + ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Clipper support +//----------------------------------------------------------------------------- + +// Note that Max is exclusive, so perhaps should be using a Begin/End convention. +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later) + ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices + ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices + + static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; } + static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; } +}; + +// Temporary clipper data, buffers shared/reused between instances +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector Ranges; + + ImGuiListClipperData() { memset(this, 0, sizeof(*this)); } + void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Navigation support +//----------------------------------------------------------------------------- + +enum ImGuiActivateFlags_ +{ + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key. + ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used. + ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) + ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request + ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function. +}; + +// Early work-in-progress API for ScrollToItem() +enum ImGuiScrollFlags_ +{ + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis] + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible] + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used] + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used] + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window) + ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to). + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, +}; + +enum ImGuiNavRenderCursorFlags_ +{ + ImGuiNavRenderCursorFlags_None = 0, + ImGuiNavRenderCursorFlags_Compact = 1 << 1, // Compact highlight, no padding/distance from focused item + ImGuiNavRenderCursorFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) even when g.NavCursorVisible == false, aka even when using the mouse. + ImGuiNavRenderCursorFlags_NoRounding = 1 << 3, +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiNavHighlightFlags_None = ImGuiNavRenderCursorFlags_None, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_Compact = ImGuiNavRenderCursorFlags_Compact, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_AlwaysDraw = ImGuiNavRenderCursorFlags_AlwaysDraw, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_NoRounding = ImGuiNavRenderCursorFlags_NoRounding, // Renamed in 1.91.4 +#endif +}; + +enum ImGuiNavMoveFlags_ +{ + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) + ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness + ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result + ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details) + ImGuiNavMoveFlags_IsTabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight + ImGuiNavMoveFlags_IsPageMove = 1 << 11, // Identify a PageDown/PageUp request. + ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item. + ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo + ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, // Do not alter the nav cursor visible state + ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, // (Experimental) Do not clear active id when applying move result +}; + +enum ImGuiNavLayer +{ + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt) + ImGuiNavLayer_COUNT +}; + +// Storage for navigation query/results +struct ImGuiNavItemData +{ + ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) + ImGuiID ID; // Init,Move // Best candidate item ID + ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID + ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space + ImGuiItemFlags ItemFlags; // ????,Move // Best candidate item flags + float DistBox; // Move // Best candidate box distance to current NavId + float DistCenter; // Move // Best candidate center distance to current NavId + float DistAxial; // Move // Best candidate axial distance to current NavId + ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionUserData() value. Valid if (ItemFlags & ImGuiItemFlags_HasSelectionUserData) + + ImGuiNavItemData() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; ItemFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } +}; + +// Storage for PushFocusScope(), g.FocusScopeStack[], g.NavFocusRoute[] +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Typing-select support +//----------------------------------------------------------------------------- + +// Flags for GetTypingSelectRequest() +enum ImGuiTypingSelectFlags_ +{ + ImGuiTypingSelectFlags_None = 0, + ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, // Backspace to delete character inputs. If using: ensure GetTypingSelectRequest() is not called more than once per frame (filter by e.g. focus state) + ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, // Allow "single char" search mode which is activated when pressing the same character multiple times. +}; + +// Returned by GetTypingSelectRequest(), designed to eventually be public. +struct IMGUI_API ImGuiTypingSelectRequest +{ + ImGuiTypingSelectFlags Flags; // Flags passed to GetTypingSelectRequest() + int SearchBufferLen; + const char* SearchBuffer; // Search buffer contents (use full string. unless SingleCharMode is set, in which case use SingleCharSize). + bool SelectRequest; // Set when buffer was modified this frame, requesting a selection. + bool SingleCharMode; // Notify when buffer contains same character repeated, to implement special mode. In this situation it preferred to not display any on-screen search indication. + ImS8 SingleCharSize; // Length in bytes of first letter codepoint (1 for ascii, 2-4 for UTF-8). If (SearchBufferLen==RepeatCharSize) only 1 letter has been input. +}; + +// Storage for GetTypingSelectRequest() +struct IMGUI_API ImGuiTypingSelectState +{ + ImGuiTypingSelectRequest Request; // User-facing data + char SearchBuffer[64]; // Search buffer: no need to make dynamic as this search is very transient. + ImGuiID FocusScope; + int LastRequestFrame = 0; + float LastRequestTime = 0.0f; + bool SingleCharModeLock = false; // After a certain single char repeat count we lock into SingleCharMode. Two benefits: 1) buffer never fill, 2) we can provide an immediate SingleChar mode without timer elapsing. + + ImGuiTypingSelectState() { memset(this, 0, sizeof(*this)); } + void Clear() { SearchBuffer[0] = 0; SingleCharModeLock = false; } // We preserve remaining data for easier debugging +}; + +//----------------------------------------------------------------------------- +// [SECTION] Columns support +//----------------------------------------------------------------------------- + +// Flags for internal's BeginColumns(). This is an obsolete API. Prefer using BeginTable() nowadays! +enum ImGuiOldColumnFlags_ +{ + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, // Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, + //ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, + //ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, + //ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, + //ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, + //ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize, +#endif +}; + +struct ImGuiOldColumnData +{ + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; // Not exposed + ImRect ClipRect; + + ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } +}; + +struct ImGuiOldColumns +{ + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x + float LineMinY, LineMaxY; + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() + ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() + ImVector Columns; + ImDrawListSplitter Splitter; + + ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Box-select support +//----------------------------------------------------------------------------- + +struct ImGuiBoxSelectState +{ + // Active box-selection data (persistent, 1 active at a time) + ImGuiID ID; + bool IsActive; + bool IsStarting; + bool IsStartedFromVoid; // Starting click was not from an item. + bool IsStartedSetNavIdOnce; + bool RequestClear; + ImGuiKeyChord KeyMods : 16; // Latched key-mods for box-select logic. + ImVec2 StartPosRel; // Start position in window-contents relative space (to support scrolling) + ImVec2 EndPosRel; // End position in window-contents relative space + ImVec2 ScrollAccum; // Scrolling accumulator (to behave at high-frame spaces) + ImGuiWindow* Window; + + // Temporary/Transient data + bool UnclipMode; // (Temp/Transient, here in hot area). Set/cleared by the BeginMultiSelect()/EndMultiSelect() owning active box-select. + ImRect UnclipRect; // Rectangle where ItemAdd() clipping may be temporarily disabled. Need support by multi-select supporting widgets. + ImRect BoxSelectRectPrev; // Selection rectangle in absolute coordinates (derived every frame from BoxSelectStartPosRel and MousePos) + ImRect BoxSelectRectCurr; + + ImGuiBoxSelectState() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-select support +//----------------------------------------------------------------------------- + +// We always assume that -1 is an invalid value (which works for indices and pointers) +#define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1) + +// Temporary storage for multi-select +struct IMGUI_API ImGuiMultiSelectTempData +{ + ImGuiMultiSelectIO IO; // MUST BE FIRST FIELD. Requests are set and returned by BeginMultiSelect()/EndMultiSelect() + written to by user during the loop. + ImGuiMultiSelectState* Storage; + ImGuiID FocusScopeId; // Copied from g.CurrentFocusScopeId (unless another selection scope was pushed manually) + ImGuiMultiSelectFlags Flags; + ImVec2 ScopeRectMin; + ImVec2 BackupCursorMaxPos; + ImGuiSelectionUserData LastSubmittedItem; // Copy of last submitted item data, used to merge output ranges. + ImGuiID BoxSelectId; + ImGuiKeyChord KeyMods; + ImS8 LoopRequestSetAll; // -1: no operation, 0: clear all, 1: select all. + bool IsEndIO; // Set when switching IO from BeginMultiSelect() to EndMultiSelect() state. + bool IsFocused; // Set if currently focusing the selection scope (any item of the selection). May be used if you have custom shortcut associated to selection. + bool IsKeyboardSetRange; // Set by BeginMultiSelect() when using Shift+Navigation. Because scrolling may be affected we can't afford a frame of lag with Shift+Navigation. + bool NavIdPassedBy; + bool RangeSrcPassedBy; // Set by the item that matches RangeSrcItem. + bool RangeDstPassedBy; // Set by the item that matches NavJustMovedToId when IsSetRange is set. + + ImGuiMultiSelectTempData() { Clear(); } + void Clear() { size_t io_sz = sizeof(IO); ClearIO(); memset((void*)(&IO + 1), 0, sizeof(*this) - io_sz); } // Zero-clear except IO as we preserve IO.Requests[] buffer allocation. + void ClearIO() { IO.Requests.resize(0); IO.RangeSrcItem = IO.NavIdItem = ImGuiSelectionUserData_Invalid; IO.NavIdSelected = IO.RangeSrcReset = false; } +}; + +// Persistent storage for multi-select (as long as selection is alive) +struct IMGUI_API ImGuiMultiSelectState +{ + ImGuiWindow* Window; + ImGuiID ID; + int LastFrameActive; // Last used frame-count, for GC. + int LastSelectionSize; // Set by BeginMultiSelect() based on optional info provided by user. May be -1 if unknown. + ImS8 RangeSelected; // -1 (don't have) or true/false + ImS8 NavIdSelected; // -1 (don't have) or true/false + ImGuiSelectionUserData RangeSrcItem; // + ImGuiSelectionUserData NavIdItem; // SetNextItemSelectionUserData() value for NavId (if part of submitted items) + + ImGuiMultiSelectState() { Window = NULL; ID = 0; LastFrameActive = LastSelectionSize = 0; RangeSelected = NavIdSelected = -1; RangeSrcItem = NavIdItem = ImGuiSelectionUserData_Invalid; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Docking support +//----------------------------------------------------------------------------- + +#define DOCKING_HOST_DRAW_CHANNEL_BG 0 // Dock host: background fill +#define DOCKING_HOST_DRAW_CHANNEL_FG 1 // Dock host: decorations and contents + +#ifdef IMGUI_HAS_DOCK + +// Extend ImGuiDockNodeFlags_ +enum ImGuiDockNodeFlagsPrivate_ +{ + // [Internal] + ImGuiDockNodeFlags_DockSpace = 1 << 10, // Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. + ImGuiDockNodeFlags_CentralNode = 1 << 11, // Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor. + ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back. + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Saved // Disable window/docking menu (that one that appears instead of the collapse button) + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Saved // Disable close button + ImGuiDockNodeFlags_NoResizeX = 1 << 16, // // + ImGuiDockNodeFlags_NoResizeY = 1 << 17, // // + ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, // // Any docked window will be automatically be focus-route chained (window->ParentWindowForFocusRoute set to this) so Shortcut() in this window can run when any docked window is focused. + + // Disable docking/undocking actions in this dockspace or individual node (existing docked nodes will be preserved) + // Those are not exposed in public because the desirable sharing/inheriting/copy-flag-on-split behaviors are quite difficult to design and understand. + // The two public flags ImGuiDockNodeFlags_NoDockingOverCentralNode/ImGuiDockNodeFlags_NoDockingSplit don't have those issues. + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, // // Disable this node from splitting other windows/nodes. + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, // // Disable other windows/nodes from being docked over this node. + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, // // Disable this node from being docked over another window or non-empty node. + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, // // Disable this node from being docked over an empty node (e.g. DockSpace with no other windows) + ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther, + + // Masks + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + + // When splitting, those local flags are moved to the inheriting child, never duplicated + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, +}; + +// Store the source authority (dock node vs window) of a field +enum ImGuiDataAuthority_ +{ + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window, +}; + +enum ImGuiDockNodeState +{ + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible, +}; + +// sizeof() 156~192 +struct IMGUI_API ImGuiDockNode +{ + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) + ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node + ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows + ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows) + ImGuiDockNodeState State; + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. + ImVector Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order. + ImGuiTabBar* TabBar; + ImVec2 Pos; // Current position + ImVec2 Size; // Current size + ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size. + ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y) + ImGuiWindowClass WindowClass; // [Root node only] + ImU32 LastBgColor; + + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window. + ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node. + ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy. + int CountNodeWithWindows; // [Root node only] + int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly + int LastFrameActive; // Last frame number the node was updated. + int LastFrameFocused; // Last frame number the node was focused. + ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. + ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected. + ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window. + ImGuiID RefViewportId; // Reference viewport ID from visible window when HostWindow == NULL. + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) + bool IsFocused :1; + bool IsBgDrawnThisFrame :1; + bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one. + bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; + bool WantCloseAll :1; // Set when closing all tabs at once. + bool WantLockSizeOnce :1; + bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; + + ImGuiDockNode(ImGuiID id); + ~ImGuiDockNode(); + bool IsRootNode() const { return ParentNode == NULL; } + bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; } + bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; } + bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; } + bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle + bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar + bool IsSplitNode() const { return ChildNodes[0] != NULL; } + bool IsLeafNode() const { return ChildNodes[0] == NULL; } + bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + + void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); } + void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; } +}; + +// List of colors that are stored at the time of Begin() into Docked Windows. +// We currently store the packed colors in a simple array window->DockStyle.Colors[]. +// A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow, +// but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame. +enum ImGuiWindowDockStyleCol +{ + ImGuiWindowDockStyleCol_Text, + ImGuiWindowDockStyleCol_TabHovered, + ImGuiWindowDockStyleCol_TabFocused, + ImGuiWindowDockStyleCol_TabSelected, + ImGuiWindowDockStyleCol_TabSelectedOverline, + ImGuiWindowDockStyleCol_TabDimmed, + ImGuiWindowDockStyleCol_TabDimmedSelected, + ImGuiWindowDockStyleCol_TabDimmedSelectedOverline, + ImGuiWindowDockStyleCol_COUNT +}; + +// We don't store style.Alpha: dock_node->LastBgColor embeds it and otherwise it would only affect the docking tab, which intuitively I would say we don't want to. +struct ImGuiWindowDockStyle +{ + ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; +}; + +struct ImGuiDockContext +{ + ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes + ImVector Requests; + ImVector NodesSettings; + bool WantFullRebuild; + ImGuiDockContext() { memset(this, 0, sizeof(*this)); } +}; + +#endif // #ifdef IMGUI_HAS_DOCK + +//----------------------------------------------------------------------------- +// [SECTION] Viewport support +//----------------------------------------------------------------------------- + +// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) +// Every instance of ImGuiViewport is in fact a ImGuiViewportP. +struct ImGuiViewportP : public ImGuiViewport +{ + ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) + int Idx; + int LastFrameActive; // Last frame number this viewport was activated by a window + int LastFocusedStampCount; // Last stamp number from when a window hosted by this viewport was focused (by comparing this value between two viewport we have an implicit viewport z-order we use as fallback) + ImGuiID LastNameHash; + ImVec2 LastPos; + ImVec2 LastSize; + float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) + float LastAlpha; + bool LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused. + short PlatformMonitor; + int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used + ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; + + // Per-viewport work area + // - Insets are >= 0.0f values, distance from viewport corners to work area. + // - BeginMainMenuBar() and DockspaceOverViewport() tend to use work area to avoid stepping over existing contents. + // - Generally 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + ImVec2 WorkInsetMin; // Work Area inset locked for the frame. GetWorkRect() always fits within GetMainRect(). + ImVec2 WorkInsetMax; // " + ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset + ImVec2 BuildWorkInsetMax; // " + + ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } + ~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); } + void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } + + // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) + ImVec2 CalcWorkRectPos(const ImVec2& inset_min) const { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); } + ImVec2 CalcWorkRectSize(const ImVec2& inset_min, const ImVec2& inset_max) const { return ImVec2(ImMax(0.0f, Size.x - inset_min.x - inset_max.x), ImMax(0.0f, Size.y - inset_min.y - inset_max.y)); } + void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkInsetMin); WorkSize = CalcWorkRectSize(WorkInsetMin, WorkInsetMax); } // Update public fields + + // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) + ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } + ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkInsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkInsetMin, BuildWorkInsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Settings support +//----------------------------------------------------------------------------- + +// Windows data saved in imgui.ini file +// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily. +// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure) +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. + ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. + ImGuiID ClassId; // ID of window class if specified + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + bool Collapsed; + bool IsChild; + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + bool WantDelete; // Set to invalidate/delete the settings entry + + ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); DockOrder = -1; } + char* GetName() { return (char*)(this + 1); } +}; + +struct ImGuiSettingsHandler +{ + const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' + ImGuiID TypeHash; // == ImHashStr(TypeName) + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order) + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order) + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' + void* UserData; + + ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Localization support +//----------------------------------------------------------------------------- + +// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack. +enum ImGuiLocKey : int +{ + ImGuiLocKey_VersionStr, + ImGuiLocKey_TableSizeOne, + ImGuiLocKey_TableSizeAllFit, + ImGuiLocKey_TableSizeAllDefault, + ImGuiLocKey_TableResetOrder, + ImGuiLocKey_WindowingMainMenuBar, + ImGuiLocKey_WindowingPopup, + ImGuiLocKey_WindowingUntitled, + ImGuiLocKey_OpenLink_s, + ImGuiLocKey_CopyLink, + ImGuiLocKey_DockingHideTabBar, + ImGuiLocKey_DockingHoldShiftToDock, + ImGuiLocKey_DockingDragToUndockOrMoveNode, + ImGuiLocKey_COUNT +}; + +struct ImGuiLocEntry +{ + ImGuiLocKey Key; + const char* Text; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Error handling, State recovery support +//----------------------------------------------------------------------------- + +// Macros used by Recoverable Error handling +// - Only dispatch error if _EXPR: evaluate as assert (similar to an assert macro). +// - The message will always be a string literal, in order to increase likelihood of being display by an assert handler. +// - See 'Demo->Configuration->Error Handling' and ImGuiIO definitions for details on error handling. +// - Read https://github.com/ocornut/imgui/wiki/Error-Handling for details on error handling. +#ifndef IM_ASSERT_USER_ERROR +#define IM_ASSERT_USER_ERROR(_EXPR,_MSG) do { if (!(_EXPR) && ImGui::ErrorLog(_MSG)) { IM_ASSERT((_EXPR) && _MSG); } } while (0) // Recoverable User Error +#endif + +// The error callback is currently not public, as it is expected that only advanced users will rely on it. +typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const char* msg); // Function signature for g.ErrorCallback + +//----------------------------------------------------------------------------- +// [SECTION] Metrics, Debug Tools +//----------------------------------------------------------------------------- + +// See IMGUI_DEBUG_LOG() and IMGUI_DEBUG_LOG_XXX() macros. +enum ImGuiDebugLogFlags_ +{ + // Event types + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventError = 1 << 0, // Error submitted by IM_ASSERT_USER_ERROR() + ImGuiDebugLogFlags_EventActiveId = 1 << 1, + ImGuiDebugLogFlags_EventFocus = 1 << 2, + ImGuiDebugLogFlags_EventPopup = 1 << 3, + ImGuiDebugLogFlags_EventNav = 1 << 4, + ImGuiDebugLogFlags_EventClipper = 1 << 5, + ImGuiDebugLogFlags_EventSelection = 1 << 6, + ImGuiDebugLogFlags_EventIO = 1 << 7, + ImGuiDebugLogFlags_EventFont = 1 << 8, + ImGuiDebugLogFlags_EventInputRouting = 1 << 9, + ImGuiDebugLogFlags_EventDocking = 1 << 10, + ImGuiDebugLogFlags_EventViewport = 1 << 11, + + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, + ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY + ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, // Also send output to Test Engine +}; + +struct ImGuiDebugAllocEntry +{ + int FrameCount; + ImS16 AllocCount; + ImS16 FreeCount; +}; + +struct ImGuiDebugAllocInfo +{ + int TotalAllocCount; // Number of call to MemAlloc(). + int TotalFreeCount; + ImS16 LastEntriesIdx; // Current index in buffer + ImGuiDebugAllocEntry LastEntriesBuf[6]; // Track last 6 frames that had allocations + + ImGuiDebugAllocInfo() { memset(this, 0, sizeof(*this)); } +}; + +struct ImGuiMetricsConfig +{ + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowWindowsRects = false; + bool ShowWindowsBeginOrder = false; + bool ShowTablesRects = false; + bool ShowDrawCmdMesh = true; + bool ShowDrawCmdBoundingBoxes = true; + bool ShowTextEncodingViewer = false; + bool ShowAtlasTintedWithTextColor = false; + bool ShowDockingNodes = false; + int ShowWindowsRectsType = -1; + int ShowTablesRectsType = -1; + int HighlightMonitorIdx = -1; + ImGuiID HighlightViewportID = 0; +}; + +struct ImGuiStackLevelInfo +{ + ImGuiID ID; + ImS8 QueryFrameCount; // >= 1: Query in progress + bool QuerySuccess; // Obtained result from DebugHookIdInfo() + ImGuiDataType DataType : 8; + char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed. + + ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } +}; + +// State for ID Stack tool queries +struct ImGuiIDStackTool +{ + int LastActiveFrame; + int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level + ImGuiID QueryId; // ID to query details for + ImVector Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; + + ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Generic context hooks +//----------------------------------------------------------------------------- + +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }; + +struct ImGuiContextHook +{ + ImGuiID HookId; // A unique ID assigned by AddContextHook() + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; + + ImGuiContextHook() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiContext (main Dear ImGui context) +//----------------------------------------------------------------------------- + +struct ImGuiContext +{ + bool Initialized; + bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() + ImGuiConfigFlags ConfigFlagsLastFrame; + ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() + float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. + float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. + float FontScale; // == FontSize / Font->FontSize + float CurrentDpiScale; // Current window/viewport DpiScale == CurrentViewport->DpiScale + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + ImGuiID WithinEndChildID; // Set within EndChild() + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool GcCompactAll; // Request full GC + bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() + void* TestEngine; // Test engine user data + char ContextName[16]; // Storage for a context name (to facilitate debugging multi-context setups) + + // Inputs + ImVector InputEventsQueue; // Input events which will be trickled/written into IO structure. + ImVector InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail. + ImGuiMouseSource InputEventsNextMouseSource; + ImU32 InputEventsNextEventId; + + // Windows state + ImVector Windows; // Windows, sorted in display order, back to front + ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. + ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child + ImVector CurrentWindowStack; + ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* + int WindowsActiveCount; // Number of unique windows submitted by frame + ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING). + ImGuiID DebugBreakInWindow; // Set to break in Begin() call. + ImGuiWindow* CurrentWindow; // Window being drawn into + ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. + ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiWindow* HoveredWindowBeforeClear; // Window the mouse is hovering. Filled even with _NoMouse. This is currently useful for multi-context compositors. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree. + ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. + ImVec2 WheelingWindowRefMousePos; + int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL + int WheelingWindowScrolledFrame; + float WheelingWindowReleaseTimer; + ImVec2 WheelingWindowWheelRemainder; + ImVec2 WheelingAxisAvg; + + // Item/widgets state and tracking information + ImGuiID DebugDrawIdConflicts; // Set when we detect multiple items with the same identifier + ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] + ImGuiID HoveredId; // Hovered widget, filled during the frame + ImGuiID HoveredIdPreviousFrame; + int HoveredIdPreviousFrameItemCount; // Count numbers of items using the same ID as last frame's hovered id + float HoveredIdTimer; // Measure contiguous hovering time + float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active + bool HoveredIdAllowOverlap; + bool HoveredIdIsDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. + bool ItemUnclipByLog; // Disable ItemAdd() clipping, essentially a memory-locality friendly copy of LogEnabled + ImGuiID ActiveId; // Active widget + ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) + float ActiveIdTimer; + bool ActiveIdIsJustActivated; // Set at the time of activation for one frame + bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused. + bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. + bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. + bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdFromShortcut; + int ActiveIdMouseButton : 8; + ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad + ImGuiID ActiveIdPreviousFrame; + ImGuiDeactivatedItemData DeactivatedItemData; + ImGuiDataTypeStorage ActiveIdValueOnActivation; // Backup of initial value at the time of activation. ONLY SET BY SPECIFIC WIDGETS: DragXXX and SliderXXX. + ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. + float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. + + // Key/Input Ownership + Shortcut Routing system + // - The idea is that instead of "eating" a given key, we can link to an owner. + // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. + // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame(). + double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic) + double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic) + double LastKeyboardKeyPressTime; // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed. + ImBitArrayForNamedKeys KeysMayBeCharInput; // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (this is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations) + ImGuiKeyChord DebugBreakInShortcutRouting; // Set to break in SetShortcutRouting()/Shortcut() calls. + //ImU32 ActiveIdUsingNavInputMask; // [OBSOLETE] Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes --> 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' + + // Next window/item data + ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId. + ImGuiItemFlags CurrentItemFlags; // Value for currently appending items == g.ItemFlagsStack.back() + ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + bool DebugShowGroupRects; + + // Shared stacks + ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() + ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() + ImVector OpenPopupStack; // Which popups are open (persistent) + ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImVectorTreeNodeStack; // Stack for TreeNode() + + // Viewports + ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. + ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information. + ImRect PlatformMonitorsFullWorkRect; // Bounding box of all platform monitors + int ViewportCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int PlatformWindowsCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int ViewportFocusedStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter + + // Keyboard/Gamepad Navigation + bool NavCursorVisible; // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move. + bool NavHighlightItemUnderNav; // Disable mouse hovering highlight. Highlight navigation focused item instead of mouse hovered item. + //bool NavDisableHighlight; // Old name for !g.NavCursorVisible before 1.91.4 (2024/10/18). OPPOSITE VALUE (g.NavDisableHighlight == !g.NavCursorVisible) + //bool NavDisableMouseHover; // Old name for g.NavHighlightItemUnderNav before 1.91.1 (2024/10/18) this was called When user starts using keyboard/gamepad, we hide mouse hovering highlight until mouse is touched again. + bool NavMousePosDirty; // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default) + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid + ImGuiID NavId; // Focused item for navigation + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' + ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope) + ImGuiNavLayer NavLayer; // Focused layer (main scrolling layer, or menu/title bar layer) + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() + ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) + ImGuiActivateFlags NavActivateFlags; + ImVector NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain. + ImGuiID NavHighlightActivatedId; + float NavHighlightActivatedTimer; + ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse + ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data. + ImS8 NavCursorHideFrames; + + // Navigation: Init & Move Requests + bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() + bool NavInitRequest; // Init request for appearing window to select first item + bool NavInitRequestFromMove; + ImGuiNavItemData NavInitResult; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) + bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame() + bool NavMoveScoringItems; // Move request submitted, still scoring incoming items + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyChord NavMoveKeyMods; + ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? + ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. + ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted + int NavScoringDebugCount; // Metrics for debugging + int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id + int NavTabbingCounter; // >0 when counting items for tabbing + ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy + + // Navigation: record of last move request + ImGuiID NavJustMovedFromFocusScopeId; // Just navigated from this focus scope id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). + ImGuiKeyChord NavJustMovedToKeyMods; + bool NavJustMovedToIsTabbing; // Copy of ImGuiNavMoveFlags_IsTabbing. Maybe we should store whole flags. + bool NavJustMovedToHasSelectionData; // Copy of move result's ItemFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData. + + // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) + ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828) + ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X) + ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! + ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. + ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + ImGuiKey NavWindowingToggleKey; + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; + + // Render + float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) + + // Drag and Drop + bool DragDropActive; + bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source. + bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target. + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) + ImRect DragDropTargetClipRect; // Store ClipRect at the time of item's drawing + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) + ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) + ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) + int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source + ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press. + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size + unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads + + // Clipper + int ClipperTempDataStacked; + ImVector ClipperTempData; + + // Tables + ImGuiTable* CurrentTable; + ImGuiID DebugBreakInTable; // Set to break in BeginTable() call. + int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) + ImVector TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) + ImPool Tables; // Persistent table data + ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) + ImVector DrawChannelsTempMergeBuffer; + + // Tab bars + ImGuiTabBar* CurrentTabBar; + ImPool TabBars; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; + + // Multi-Select state + ImGuiBoxSelectState BoxSelectState; + ImGuiMultiSelectTempData* CurrentMultiSelect; + int MultiSelectTempDataStacked; // Temporary multi-select data size (because we leave previous instances undestructed, we generally don't use MultiSelectTempData.Size) + ImVector MultiSelectTempData; + ImPool MultiSelectStorage; + + // Hover Delay system + ImGuiID HoverItemDelayId; + ImGuiID HoverItemDelayIdPreviousFrame; + float HoverItemDelayTimer; // Currently used by IsItemHovered() + float HoverItemDelayClearTimer; // Currently used by IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared. + ImGuiID HoverItemUnlockedStationaryId; // Mouse has once been stationary on this item. Only reset after departing the item. + ImGuiID HoverWindowUnlockedStationaryId; // Mouse has once been stationary on this window. Only reset after departing the window. + + // Mouse state + ImGuiMouseCursor MouseCursor; + float MouseStationaryTimer; // Time the mouse has been stationary (with some loose heuristic) + ImVec2 MouseLastValidPos; + + // Widget state + ImGuiInputTextState InputTextState; + ImGuiInputTextDeactivatedState InputTextDeactivatedState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types + int BeginMenuDepth; + int BeginComboDepth; + ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets + ImGuiID ColorEditCurrentID; // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others). + ImGuiID ColorEditSavedID; // ID we are saving/restoring HS for + float ColorEditSavedHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditSavedSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips + ImU32 ColorEditSavedColor; // RGB value with alpha set to 0. + ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + ImGuiComboPreviewData ComboPreviewData; + ImRect WindowResizeBorderExpectedRect; // Expected border rect, switch to relative edit if moving + bool WindowResizeRelativeMode; + short ScrollbarSeekMode; // 0: scroll to clicked location, -1/+1: prev/next page. + float ScrollbarClickDeltaToGrabCenter; // When scrolling to mouse location: distance between mouse and center of grab box, normalized in parent space. + float SliderGrabClickOffset; + float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. + bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? + bool DragCurrentAccumDirty; + float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings + float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio + float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() + short DisabledStackSize; + short TooltipOverrideCount; + ImGuiWindow* TooltipPreviousWindow; // Window of last tooltip submitted during the frame + ImVector ClipboardHandlerData; // If no custom clipboard handler is defined + ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once + ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest() + + // Platform support + ImGuiPlatformImeData PlatformImeData; // Data updated by current frame + ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler. + ImGuiID PlatformImeViewport; + + // Extensions + // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? + ImGuiDockContext DockContext; + void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + + // Settings + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries + ImChunkStream SettingsTables; // ImGuiTable .ini settings entries + ImVector Hooks; // Hooks for extensions (e.g. test engine) + ImGuiID HookIdNext; // Next available HookId + + // Localization + const char* LocalizationTable[ImGuiLocKey_COUNT]; + + // Capture/Logging + bool LogEnabled; // Currently capturing + ImGuiLogFlags LogFlags; // Capture flags/type + ImGuiWindow* LogWindow; + ImFileHandle LogFile; // If != NULL log to stdout/ file + ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + + // Error Handling + ImGuiErrorCallback ErrorCallback; // = NULL. May be exposed in public API eventually. + void* ErrorCallbackUserData; // = NULL + ImVec2 ErrorTooltipLockedPos; + bool ErrorFirst; + int ErrorCountCurrentFrame; // [Internal] Number of errors submitted this frame. + ImGuiErrorRecoveryState StackSizesInNewFrame; // [Internal] + ImGuiErrorRecoveryState*StackSizesInBeginForCurrentWindow; // [Internal] + + // Debug Tools + // (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.) + int DebugDrawIdConflictsCount; // Locked count (preserved when holding CTRL) + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + ImGuiTextIndex DebugLogIndex; + int DebugLogSkippedErrors; + ImGuiDebugLogFlags DebugLogAutoDisableFlags; + ImU8 DebugLogAutoDisableFrames; + ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above. + bool DebugBreakInLocateId; // Debug break in ItemAdd() call for g.DebugLocateId. + ImGuiKeyChord DebugBreakKeyChord; // = ImGuiKey_Pause + ImS8 DebugBeginReturnValueCullDepth; // Cycle between 0..9 then wrap around. + bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) + ImU8 DebugItemPickerMouseButton; + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID + float DebugFlashStyleColorTime; + ImVec4 DebugFlashStyleColorBackup; + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiIDStackTool DebugIDStackTool; + ImGuiDebugAllocInfo DebugAllocInfo; + ImGuiDockNode* DebugHoveredDockNode; // Hovered dock node. + + // Misc + float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames.. + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1. + int WantCaptureKeyboardNextFrame; // " + int WantTextInputNextFrame; + ImVector TempBuffer; // Temporary text buffer + char TempKeychordName[64]; + + ImGuiContext(ImFontAtlas* shared_font_atlas); +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiWindowTempData, ImGuiWindow +//----------------------------------------------------------------------------- + +// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. +// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..) +// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin) +struct IMGUI_API ImGuiWindowTempData +{ + // Layout + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. + ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame. + ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame. + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). + float PrevLineTextBaseOffset; + bool IsSameLine; + bool IsSetPos; + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area. + + // Keyboard/Gamepad navigation + ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) + short NavLayersActiveMask; // Which layers have been written to (result from previous frame) + short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) + bool NavIsScrollPushableX; // Set when current work location may be scrolled horizontally when moving left / right. This is generally always true UNLESS within a column. + bool NavHideHighlightOneFrame; + bool NavWindowHasScrollY; // Set per window when scrolling can be used (== ScrollMax.y > 0.0f) + + // Miscellaneous + bool MenuBarAppending; // FIXME: Remove this + ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement + int TreeDepth; // Current tree depth. + ImU32 TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary. + ImVector ChildWindows; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) + ImGuiOldColumns* CurrentColumns; // Current columns set + int CurrentTableIdx; // Current table index (into g.Tables) + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + ImU32 ModalDimBgColor; + + // Local parameters stacks + // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. + float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). + float TextWrapPos; // Current text wrap pos. + ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) + ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) +}; + +// Storage for one window +struct IMGUI_API ImGuiWindow +{ + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + char* Name; // Window name, owned by the window. + ImGuiID ID; // == ImHashStr(Name) + ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ + ImGuiChildFlags ChildFlags; // Set when window is a child window. See enum ImGuiChildFlags_ + ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() + ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. + ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) + ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive) + int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor + ImVec2 Pos; // Position (always rounded-up to nearest pixel) + ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) + ImVec2 SizeFull; // Size when non collapsed + ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. + float WindowBorderSize; // Window border size at the time of Begin(). + float TitleBarHeight, MenuBarHeight; // Note that those used to be function before 2024/05/28. If you have old code calling TitleBarHeight() you can change it to TitleBarHeight. + float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin(). + float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y). + float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes). + int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! + ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID TabId; // == window->GetID("#TAB") + ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) + ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) + ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered + ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold + ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? + bool ViewportOwned; + bool Active; // Set to true on Begin(), unless Collapsed + bool WasActive; + bool WriteAccessed; // Set to true when any widget access the current window + bool Collapsed; // Set when collapsing window to become only title-bar + bool WantCollapseToggle; + bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool SkipRefresh; // [EXPERIMENTAL] Reuse previous frame drawn contents, Begin() returns false. + bool Appearing; // Set during the frame where the window is appearing (or re-appearing) + bool Hidden; // Do not display (== HiddenFrames*** > 0) + bool IsFallbackWindow; // Set on the "Debug##Default" window. + bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked() + bool HasCloseButton; // Set when the window has a close button (p_open != NULL) + signed char ResizeBorderHovered; // Current border being hovered for resize (-1: none, otherwise 0-3) + signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) + short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) + short BeginCountPreviousFrame; // Number of Begin() during the previous frame + short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. + short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. + ImS8 AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames + ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size + ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only + ImS8 DisableInputsFrames; // Disable window interactions for N frames + ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. + ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. + ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() use. + ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) + ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. + + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) + ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. + + // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. + ImVec2ih HitTestHoleOffset; + + int LastFrameActive; // Last frame number the window was Active. + int LastFrameJustFocused; // Last frame number the window was made Focused. + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector ColumnsStorage; + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() + float FontDpiScale; + int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) + + ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL. + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. + ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. + ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes. + ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. + ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document) + + ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) + ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; // Preferred X/Y position updated when moving on a given axis, reset to FLT_MAX. + ImGuiID NavRootFocusScopeId; // Focus Scope ID at the time of Begin() + + int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; // Set when window extraneous data have been garbage collected + + // Docking + bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1). + bool DockNodeIsVisible :1; + bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected? + bool DockTabWantClose :1; + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + ImGuiWindowDockStyle DockStyle; + ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden. + ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) + ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; + +public: + ImGuiWindow(ImGuiContext* context, const char* name); + ~ImGuiWindow(); + + ImGuiID GetID(const char* str, const char* str_end = NULL); + ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); + ImGuiID GetIDFromPos(const ImVec2& p_abs); + ImGuiID GetIDFromRectangle(const ImRect& r_abs); + + // We don't use g.FontSize because the window may be != g.CurrentWindow. + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + float CalcFontSize() const { ImGuiContext& g = *Ctx; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tab bar, Tab item support +//----------------------------------------------------------------------------- + +// Extend ImGuiTabBarFlags_ +enum ImGuiTabBarFlagsPrivate_ +{ + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22, // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs +}; + +// Extend ImGuiTabItemFlags_ +enum ImGuiTabItemFlagsPrivate_ +{ + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) + ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button + ImGuiTabItemFlags_Unsorted = 1 << 22, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. +}; + +// Storage for one active tab item (sizeof() 48 bytes) +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. + int LastFrameVisible; + int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance + float Offset; // Position relative to beginning of tab + float Width; // Width currently displayed + float ContentWidth; // Width of label, stored during BeginTabItem() call + float RequestedWidth; // Width optionally requested by caller, -1.0f is unused + ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable + ImS16 IndexDuringLayout; // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions. + bool WantClose; // Marked as closed by SetTabItemClosed() + + ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } +}; + +// Storage for a tab bar (sizeof() 160 bytes) +struct IMGUI_API ImGuiTabBar +{ + ImGuiWindow* Window; + ImVector Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; // Zero for tab-bars used by docking + ImGuiID SelectedTabId; // Selected tab/window + ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar + float WidthAllTabs; // Actual width of all tabs (locked during layout) + float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + float SeparatorMinX; + float SeparatorMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame + ImS16 TabsActiveCount; // Number of tabs submitted this frame. + ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() + float ItemSpacingY; + ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. + + ImGuiTabBar(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Table support +//----------------------------------------------------------------------------- + +#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. +#define IMGUI_TABLE_MAX_COLUMNS 512 // May be further lifted + +// Our current column maximum is 64 but we may raise that in the future. +typedef ImS16 ImGuiTableColumnIdx; +typedef ImU16 ImGuiTableDrawChannelIdx; + +// [Internal] sizeof() ~ 112 +// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. +// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping. +// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped". +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_ + float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space. + float MinX; // Absolute positions + float MaxX; + float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() + float WidthAuto; // Automatic width + float WidthMax; // Maximum width (FIXME: overwritten by each instance) + float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. + float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). + ImRect ClipRect; // Clipping rectangle for the column + ImGuiID UserID; // Optional, value passed to TableSetupColumn() + float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column + float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2) + float ItemWidth; // Current item width for the column, preserved across rows + float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width. + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; // Offset into parent ColumnsNames[] + ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users) + ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder) + ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column + ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column + ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort + ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers) + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows + bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0 + bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling). + bool IsUserEnabledNextFrame; + bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). + bool IsVisibleY; + bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not. + bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen). + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte + ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit + ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem + ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3) + ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each) + ImU8 SortDirectionsAvailList; // Ordered list of available sort directions (2-bits each, total 8-bits) + + ImGuiTableColumn() + { + memset(this, 0, sizeof(*this)); + StretchWeight = WidthRequest = -1.0f; + NameOffset = -1; + DisplayOrder = IndexWithinEnabledSet = -1; + PrevEnabledColumn = NextEnabledColumn = -1; + SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1; + } +}; + +// Transient cell data stored per row. +// sizeof() ~ 6 bytes +struct ImGuiTableCellData +{ + ImU32 BgColor; // Actual color + ImGuiTableColumnIdx Column; // Column number +}; + +// Parameters for TableAngledHeadersRowEx() +// This may end up being refactored for more general purpose. +// sizeof() ~ 12 bytes +struct ImGuiTableHeaderData +{ + ImGuiTableColumnIdx Index; // Column index + ImU32 TextColor; + ImU32 BgColor0; + ImU32 BgColor1; +}; + +// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?) +// sizeof() ~ 24 bytes +struct ImGuiTableInstanceData +{ + ImGuiID TableInstanceID; + float LastOuterHeight; // Outer height from last frame + float LastTopHeadersRowHeight; // Height of first consecutive header rows from last frame (FIXME: this is used assuming consecutive headers are in same frozen set) + float LastFrozenHeight; // Height of frozen section from last frame + int HoveredRowLast; // Index of row which was hovered last frame. + int HoveredRowNext; // Index of row hovered this frame, set after encountering it. + + ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastTopHeadersRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; } +}; + +// sizeof() ~ 592 bytes + heap allocs described in TableBeginInitMemory() +struct IMGUI_API ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] + ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] + ImSpan Columns; // Point within RawData[] + ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) + ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. + ImBitArrayPtr EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map + ImBitArrayPtr EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data + ImBitArrayPtr VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) + ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order) + int SettingsOffset; // Offset in g.SettingsTables + int LastFrameActive; + int ColumnsCount; // Number of columns declared in BeginTable() + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched. + ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with + float RowPosY1; + float RowPosY2; + float RowMinHeight; // Height submitted to TableNextRow() + float RowCellPaddingY; // Top and bottom padding. Reloaded during row change. + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_ + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this. + ImU32 RowBgColor[2]; // Background color override for current row. + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; // Padding from each borders. Locked in BeginTable()/Layout. + float CellSpacingX1; // Spacing between non-bordered cells. Locked in BeginTable()/Layout. + float CellSpacingX2; + float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. + float ColumnsGivenWidth; // Sum of current column width + float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window + float ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). + ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries + ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped + ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. + ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. + ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() + ImGuiWindow* OuterWindow; // Parent window for the table + ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) + ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names + ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly + ImGuiTableInstanceData InstanceDataFirst; + ImVector InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns using fixed width (<= ColumnsCount) + ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() + ImGuiTableColumnIdx AngledHeadersCount; // Count columns with angled headers + ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! + ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). + ImGuiTableColumnIdx HighlightColumnHeader; // Index of column which should be highlighted. + ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. + ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. + ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. + ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. + ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) + ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 + ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. + ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. + ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. + ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. + ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot + ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count + ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count + ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row + ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. + bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. + bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). + bool DisableDefaultContextMenu; // Disable default context menu contents. You may submit your own using TableBeginContextMenuPopup()/EndPopup() + bool IsSettingsRequestLoad; + bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. + bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; // Set when we got past the frozen row. + bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() + bool IsActiveIdAliveBeforeTable; + bool IsActiveIdInTable; + bool HasScrollbarYCurr; // Whether ANY instance of this table had a vertical scrollbar during the current frame. + bool HasScrollbarYPrev; // Whether ANY instance of this table had a vertical scrollbar during the previous. + bool MemoryCompacted; + bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis + + ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } + ~ImGuiTable() { IM_FREE(RawData); } +}; + +// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). +// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. +// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. +// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs. +// sizeof() ~ 136 bytes. +struct IMGUI_API ImGuiTableTempData +{ + int TableIndex; // Index in g.Tables.Buf[] pool + float LastTimeActive; // Last timestamp this structure was used + float AngledHeadersExtraWidth; // Used in EndTable() + ImVector AngledHeadersRequests; // Used in TableAngledHeadersRow() + + ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() + ImDrawListSplitter DrawSplitter; + + ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() + ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() + ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() + ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() + ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() + ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() + float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() + int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() + + ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } +}; + +// sizeof() ~ 12 +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImU8 IsEnabled : 1; // "Visible" in ini file + ImU8 IsStretch : 1; + + ImGuiTableColumnSettings() + { + WidthOrWeight = 0.0f; + UserID = 0; + Index = -1; + DisplayOrder = SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + IsEnabled = 1; + IsStretch = 0; + } +}; + +// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.) +struct ImGuiTableSettings +{ + ImGuiID ID; // Set to 0 to invalidate/delete the setting + ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..) + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + + ImGuiTableSettings() { memset(this, 0, sizeof(*this)); } + ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGui internal API +// No guarantee of forward compatibility here! +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Windows + // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) + // If this ever crashes because g.CurrentWindow is NULL, it means that either: + // - ImGui::NewFrame() has never been called, which is illegal. + // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. + IMGUI_API ImGuiIO& GetIOEx(ImGuiContext* ctx); + IMGUI_API ImGuiPlatformIO& GetPlatformIOEx(ImGuiContext* ctx); + inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } + inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } + IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); + IMGUI_API ImGuiWindow* FindWindowByName(const char* name); + IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); + IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window); + IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy); + IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); + IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); + inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } // You may also use SetNextWindowClass()'s FocusRouteParentWindowId field. + inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } + inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } + inline ImVec2 WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); } + inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); } + + // Windows: Display Order and Focus Order + IMGUI_API void FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window); + IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window); + IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); + + // Windows: Idle, Refresh Policies [EXPERIMENTAL] + IMGUI_API void SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags); + + // Fonts, drawing + IMGUI_API void SetCurrentFont(ImFont* font); + inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } + IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list); + + // Init + IMGUI_API void Initialize(); + IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + + // NewFrame + IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); + IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window); + IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock); + IMGUI_API void UpdateMouseMovingWindowNewFrame(); + IMGUI_API void UpdateMouseMovingWindowEndFrame(); + + // Generic context hooks + IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); + IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); + IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); + + // Viewports + IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size); + IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); + IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); + IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport); + IMGUI_API ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos); + + // Settings + IMGUI_API void MarkIniSettingsDirty(); + IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); + IMGUI_API void ClearIniSettings(); + IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler); + IMGUI_API void RemoveSettingsHandler(const char* type_name); + IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + + // Settings - Windows + IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByID(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByWindow(ImGuiWindow* window); + IMGUI_API void ClearWindowSettings(const char* name); + + // Localization + IMGUI_API void LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count); + inline const char* LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : "*Missing Text*"; } + + // Scrolling + IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); + + // Early work-in-progress API (ScrollToItem() will become public) + IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0); + IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); + IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); +//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); } +//#endif + + // Basic Accessors + inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } + inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.ItemFlags; } + inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } + inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } + IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void ClearActiveID(); + IMGUI_API ImGuiID GetHoveredID(); + IMGUI_API void SetHoveredID(ImGuiID id); + IMGUI_API void KeepAliveID(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. + IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes) + IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed); + IMGUI_API ImGuiID GetIDWithSeed(int n, ImGuiID seed); + + // Basic Helpers for widget code + IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); + inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min. + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); + IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags); + IMGUI_API bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0); + IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); + IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); + IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); + IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); + IMGUI_API void PushMultiItemsWidths(int components, float width_full); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + + // Parameter stacks (shared) + IMGUI_API const ImGuiDataVarInfo* GetStyleVarInfo(ImGuiStyleVar idx); + IMGUI_API void BeginDisabledOverrideReenable(); + IMGUI_API void EndDisabledOverrideReenable(); + + // Logging/Capture + IMGUI_API void LogBegin(ImGuiLogFlags flags, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); + + // Childs + IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags); + + // Popups, Modals + IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags); + IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); + IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsExceptModals(); + IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); + IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); + IMGUI_API ImGuiWindow* GetTopMostPopupModal(); + IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); + IMGUI_API ImGuiWindow* FindBlockingModal(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); + + // Tooltips + IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginTooltipHidden(); + + // Menus + IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); + IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true); + IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true); + + // Combos + IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); + IMGUI_API bool BeginComboPreview(); + IMGUI_API void EndComboPreview(); + + // Keyboard/Gamepad Navigation + IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API void NavInitRequestApplyResult(); + IMGUI_API bool NavMoveRequestButNoResultYet(); + IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); + IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data); + IMGUI_API void NavMoveRequestCancel(); + IMGUI_API void NavMoveRequestApplyResult(); + IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavHighlightActivated(ImGuiID id); + IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis); + IMGUI_API void SetNavCursorVisibleAfterMove(); + IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX(); + IMGUI_API void SetNavWindow(ImGuiWindow* window); + IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + IMGUI_API void SetNavFocusScope(ImGuiID focus_scope_id); + + // Focus/Activation + // This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are + // much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones. + IMGUI_API void FocusItem(); // Focus last item (no selection/activation). + IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again. + + // Inputs + // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } + inline bool IsNamedKeyOrMod(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super; } + inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } + inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; } + inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } + inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; } + inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } + inline bool IsLRModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } + ImGuiKeyChord FixupKeyChord(ImGuiKeyChord key_chord); + inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key) + { + if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl; + if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift; + if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt; + if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper; + return key; + } + + IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key); + inline ImGuiKeyData* GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); } + IMGUI_API const char* GetKeyChordName(ImGuiKeyChord key_chord); + inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); } + IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); + IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down); + IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); + IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate); + IMGUI_API void TeleportMousePos(const ImVec2& pos); + IMGUI_API void SetActiveIdUsingAllKeyboardKeys(); + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } + + // [EXPERIMENTAL] Low-Level: Key/Input Ownership + // - The idea is that instead of "eating" a given input, we can link to an owner id. + // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead). + // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. + // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0). + // - Input ownership is automatically released on the frame after a key is released. Therefore: + // - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case). + // - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover). + // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state. + // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step. + // Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved. + IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key); + IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' + inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } + + // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership + // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag. + // - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0) + // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'. + // Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. + // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API. + IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat. + IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id); + + // Shortcut Testing & Routing + // - Set Shortcut() and SetNextItemShortcut() in imgui.h + // - When a policy (except for ImGuiInputFlags_RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(), + // allowing the system to decide where to route the input among other route-aware calls. + // (* using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key) and bypassing route registration and check) + // - When using one of the routing option: + // - The default route is ImGuiInputFlags_RouteFocused (accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.) + // - Routes are requested given a chord (key + modifiers) and a routing policy. + // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame. + // - Each route may be granted to a single owner. When multiple requests are made we have policies to select the winning route (e.g. deep most window). + // - Multiple read sites may use the same owner id can all access the granted route. + // - When owner_id is 0 we use the current Focus Scope ID as a owner ID in order to identify our location. + // - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute() + // e.g. if you have a tool window associated to a document, and you want document shortcuts to run when the tool is focused. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); + IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); // owner_id needs to be explicit and cannot be 0 + IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); + IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); + + // Docking + // (some functions are only declared in imgui.cpp, see Docking section) + IMGUI_API void DockContextInitialize(ImGuiContext* ctx); + IMGUI_API void DockContextShutdown(ImGuiContext* ctx); + IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all + IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx); + IMGUI_API void DockContextEndFrame(ImGuiContext* ctx); + IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx); + IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); + IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); + IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true); + IMGUI_API void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); + IMGUI_API ImGuiDockNode*DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); + IMGUI_API void DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node); + IMGUI_API void DockNodeEndAmendTabBar(); + inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } + inline bool DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; } + inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } + inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); } + inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; } + IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); + IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); + IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window); + IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window); + IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); + + // Docking - Builder function needs to be generally called before the node is used/submitted. + // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability. + // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame. + // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode(). + // You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API. + // - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node. + // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure + // to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable. + // - Call DockBuilderFinish() after you are done. + IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); + IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); + inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; } + IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0); + IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows + IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true); + IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id). + IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); + IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); + IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node. + IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs); + IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs); + IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); + IMGUI_API void DockBuilderFinish(ImGuiID node_id); + + // [EXPERIMENTAL] Focus Scope + // This is generally used to identify a unique input location (for e.g. a selection set) + // There is one per window (automatically set in Begin), but: + // - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set. + // So in order to identify a set multiple lists in same window may each need a focus scope. + // If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope() + // - Shortcut routing also use focus scope as a default location identifier if an owner is not provided. + // We don't use the ID Stack for this as it is common to want them separate. + IMGUI_API void PushFocusScope(ImGuiID id); + IMGUI_API void PopFocusScope(); + inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope() + + // Drag and Drop + IMGUI_API bool IsDragDropActive(); + IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API void ClearDragDrop(); + IMGUI_API bool IsDragDropPayloadBeingAccepted(); + IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect); + + // Typing-Select API + // (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature) + // (this is currently not documented nor used by main library, but should work. See "widgets_typingselect" in imgui_test_suite for usage code. Please let us know if you use this!) + IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None); + IMGUI_API int TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data); + + // Box-Select API + IMGUI_API bool BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags); + IMGUI_API void EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags); + + // Multi-Select API + IMGUI_API void MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags); + IMGUI_API void MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed); + IMGUI_API void MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected); + IMGUI_API void MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item); + inline ImGuiBoxSelectState* GetBoxSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.BoxSelectState.ID == id && g.BoxSelectState.IsActive) ? &g.BoxSelectState : NULL; } + inline ImGuiMultiSelectState* GetMultiSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return g.MultiSelectStorage.GetByKey(id); } + + // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) + IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); + IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns + IMGUI_API void PushColumnClipRect(int column_index); + IMGUI_API void PushColumnsBackground(); + IMGUI_API void PopColumnsBackground(); + IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); + IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset); + + // Tables: Candidates for public API + IMGUI_API void TableOpenContextMenu(int column_n = -1); + IMGUI_API void TableSetColumnWidth(int column_n, float width); + IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); + IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet. + IMGUI_API float TableGetHeaderRowHeight(); + IMGUI_API float TableGetHeaderAngledMaxLabelWidth(); + IMGUI_API void TablePushBackgroundChannel(); + IMGUI_API void TablePopBackgroundChannel(); + IMGUI_API void TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count); + + // Tables: Internals + inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } + IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); + IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); + IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); + IMGUI_API void TableBeginApplyRequests(ImGuiTable* table); + IMGUI_API void TableSetupDrawChannels(ImGuiTable* table); + IMGUI_API void TableUpdateLayout(ImGuiTable* table); + IMGUI_API void TableUpdateBorders(ImGuiTable* table); + IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); + IMGUI_API void TableDrawBorders(ImGuiTable* table); + IMGUI_API void TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display); + IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table); + IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); + inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; } + inline ImGuiID TableGetInstanceID(ImGuiTable* table, int instance_no) { return TableGetInstanceData(table, instance_no)->TableInstanceID; } + IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); + IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); + IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); + IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API void TableBeginRow(ImGuiTable* table); + IMGUI_API void TableEndRow(ImGuiTable* table); + IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n); + IMGUI_API void TableEndCell(ImGuiTable* table); + IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); + IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); + IMGUI_API ImGuiID TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no = 0); + IMGUI_API float TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); + IMGUI_API void TableRemove(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); + IMGUI_API void TableGcCompactSettings(); + + // Tables: Settings + IMGUI_API void TableLoadSettings(ImGuiTable* table); + IMGUI_API void TableSaveSettings(ImGuiTable* table); + IMGUI_API void TableResetSettings(ImGuiTable* table); + IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); + IMGUI_API void TableSettingsAddSettingsHandler(); + IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); + IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); + + // Tab Bars + inline ImGuiTabBar* GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; } + IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); + IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order); + IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); + IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar); + inline int TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); } + IMGUI_API const char* TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window); + IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset); + IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos); + IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker); + IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window); + IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); + IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); + + // Render helpers + // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. + // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) + IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); + IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); + IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders = true, float rounding = 0.0f); + IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); + IMGUI_API void RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None); // Navigation highlight +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None) { RenderNavCursor(bb, id, flags); } // Renamed in 1.91.4 +#endif + IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. + IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); + + // Render helpers (those functions don't access any ImGui state!) + IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); + IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); + IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); + IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); + IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold); + + // Widgets + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0); + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f); + IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width); + IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); + IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); + + // Widgets: Window Decorations + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags draw_rounding_flags = 0); + IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners + IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); + + // Widgets low-level behaviors + IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); + + // Widgets: Tree Nodes + IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API void TreePushOverrideID(ImGuiID id); + IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id); + IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool open); + IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging. + + // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. + // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). + // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " + template IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); + template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); + + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty = NULL); + IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); + IMGUI_API bool DataTypeIsZero(ImGuiDataType data_type, const void* p_data); + + // InputText + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API void InputTextDeactivateHook(ImGuiID id); + IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); + IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active + IMGUI_API void SetNextItemRefVal(ImGuiDataType data_type, void* p_data); + + // Color + IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); + + // Plot + IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg); + + // Shade functions (write over already created vertices) + IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); + IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + IMGUI_API void ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out); + + // Garbage collection + IMGUI_API void GcCompactTransientMiscBuffers(); + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + + // Error handling, State Recovery + IMGUI_API bool ErrorLog(const char* msg); + IMGUI_API void ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out); + IMGUI_API void ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + IMGUI_API void ErrorCheckEndFrameFinalizeErrorTooltip(); + IMGUI_API bool BeginErrorTooltip(); + IMGUI_API void EndErrorTooltip(); + + // Debug Tools + IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free + IMGUI_API void DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end); + IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time! + IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time! + IMGUI_API void DebugLocateItemResolveWithLastItem(); + IMGUI_API void DebugBreakClearData(); + IMGUI_API bool DebugBreakButton(const char* label, const char* description_of_location); + IMGUI_API void DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location); + IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); + IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); + IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label); + IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); + IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); + IMGUI_API void DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph); + IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); + IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); + IMGUI_API void DebugNodeTable(ImGuiTable* table); + IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); + IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state); + IMGUI_API void DebugNodeTypingSelectState(ImGuiTypingSelectState* state); + IMGUI_API void DebugNodeMultiSelectState(ImGuiMultiSelectState* state); + IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); + IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); + IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); + IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); + IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx); + IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list); + IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); + + // Obsolete functions +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 + //inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 + //inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity! + + // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister(): + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' + //inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + //inline void FocusableItemUnregister(ImGuiWindow* window) // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem +#endif + +} // namespace ImGui + + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas internal API +//----------------------------------------------------------------------------- + +// This structure is likely to evolve as we add support for incremental atlas updates. +// Conceptually this could be in ImGuiPlatformIO, but we are far from ready to make this public. +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; + +// Helper for font builder +#ifdef IMGUI_ENABLE_STB_TRUETYPE +IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); +#endif +IMGUI_API void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); +IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); +IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); +IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); + +//----------------------------------------------------------------------------- +// [SECTION] Test Engine specific hooks (imgui_test_engine) +//----------------------------------------------------------------------------- + +#ifdef IMGUI_ENABLE_TEST_ENGINE +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, ImGuiID id, const ImRect& bb, const ImGuiLastItemData* item_data); // item_data may be NULL +extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id); + +// In IMGUI_VERSION_NUM >= 18934: changed IMGUI_TEST_ENGINE_ITEM_ADD(bb,id) to IMGUI_TEST_ENGINE_ITEM_ADD(id,bb,item_data); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _ID, _BB, _ITEM_DATA) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#else +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_tables.cpp b/src/main/imgui/imgui_tables.cpp new file mode 100644 index 0000000..efef5ff --- /dev/null +++ b/src/main/imgui/imgui_tables.cpp @@ -0,0 +1,4499 @@ +// dear imgui, v1.91.7 +// (tables and columns code) + +/* + +Index of this file: + +// [SECTION] Commentary +// [SECTION] Header mess +// [SECTION] Tables: Main code +// [SECTION] Tables: Simple accessors +// [SECTION] Tables: Row changes +// [SECTION] Tables: Columns changes +// [SECTION] Tables: Columns width management +// [SECTION] Tables: Drawing +// [SECTION] Tables: Sorting +// [SECTION] Tables: Headers +// [SECTION] Tables: Context Menu +// [SECTION] Tables: Settings (.ini data) +// [SECTION] Tables: Garbage Collection +// [SECTION] Tables: Debugging +// [SECTION] Columns, BeginColumns, EndColumns, etc. + +*/ + +// Navigating this file: +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. + +//----------------------------------------------------------------------------- +// [SECTION] Commentary +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical tables call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - BeginTable() user begin into a table +// | BeginChild() - (if ScrollX/ScrollY is set) +// | TableBeginInitMemory() - first time table is used +// | TableResetSettings() - on settings reset +// | TableLoadSettings() - on settings load +// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests +// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame) +// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width +// - TableSetupColumn() user submit columns details (optional) +// - TableSetupScrollFreeze() user submit scroll freeze information (optional) +//----------------------------------------------------------------------------- +// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). +// | TableSetupDrawChannels() - setup ImDrawList channels +// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission +// | TableBeginContextMenuPopup() +// | - TableDrawDefaultContextMenu() - draw right-click context menu contents +//----------------------------------------------------------------------------- +// - TableHeadersRow() or TableHeader() user submit a headers row (optional) +// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction +// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu +// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers) +// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow()) +// | TableEndRow() - finish existing row +// | TableBeginRow() - add a new row +// - TableSetColumnIndex() / TableNextColumn() user begin into a cell +// | TableEndCell() - close existing column/cell +// | TableBeginCell() - enter into current column/cell +// - [...] user emit contents +//----------------------------------------------------------------------------- +// - EndTable() user ends the table +// | TableDrawBorders() - draw outer borders, inner vertical borders +// | TableMergeDrawChannels() - merge draw channels if clipping isn't required +// | EndChild() - (if ScrollX/ScrollY is set) +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// TABLE SIZING +//----------------------------------------------------------------------------- +// (Read carefully because this is subtle but it does make sense!) +//----------------------------------------------------------------------------- +// About 'outer_size': +// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags. +// Default value is ImVec2(0.0f, 0.0f). +// X +// - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge. +// - outer_size.x > 0.0f -> Set Fixed width. +// Y with ScrollX/ScrollY disabled: we output table directly in current window +// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful if parent window can vertically scroll. +// - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set) +// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtendY is set) +// Y with ScrollX/ScrollY enabled: using a child window for scrolling +// - outer_size.y < 0.0f -> Bottom-align. Not meaningful if parent window can vertically scroll. +// - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window. +// - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis. +//----------------------------------------------------------------------------- +// Outer size is also affected by the NoHostExtendX/NoHostExtendY flags. +// Important to note how the two flags have slightly different behaviors! +// - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. +// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. +// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height. +// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not useful and not easily noticeable). +//----------------------------------------------------------------------------- +// About 'inner_width': +// With ScrollX disabled: +// - inner_width -> *ignored* +// With ScrollX enabled: +// - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird +// - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns. +// - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space! +//----------------------------------------------------------------------------- +// Details: +// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept +// of "available space" doesn't make sense. +// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding +// of what the value does. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// COLUMNS SIZING POLICIES +// (Reference: ImGuiTableFlags_SizingXXX flags and ImGuiTableColumnFlags_WidthXXX flags) +//----------------------------------------------------------------------------- +// About overriding column sizing policy and width/weight with TableSetupColumn(): +// We use a default parameter of -1 for 'init_width'/'init_weight'. +// - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic +// - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom +// - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f +// - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom +// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f) +// and you can fit a 100.0f wide item in it without clipping and with padding honored. +//----------------------------------------------------------------------------- +// About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag) +// - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width +// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width +// - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f +// - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents +// Default Width and default Weight can be overridden when calling TableSetupColumn(). +//----------------------------------------------------------------------------- +// About mixing Fixed/Auto and Stretch columns together: +// - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! +// that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. +// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents. +// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weights/widths. +//----------------------------------------------------------------------------- +// About using column width: +// If a column is manually resizable or has a width specified with TableSetupColumn(): +// - you may use GetContentRegionAvail().x to query the width available in a given column. +// - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. +// If the column is not resizable and has no width specified with TableSetupColumn(): +// - its width will be automatic and be set to the max of items submitted. +// - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN). +// - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN). +//----------------------------------------------------------------------------- + + +//----------------------------------------------------------------------------- +// TABLES CLIPPING/CULLING +//----------------------------------------------------------------------------- +// About clipping/culling of Rows in Tables: +// - For large numbers of rows, it is recommended you use ImGuiListClipper to submit only visible rows. +// ImGuiListClipper is reliant on the fact that rows are of equal height. +// See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. +// - Note that auto-resizing columns don't play well with using the clipper. +// By default a table with _ScrollX but without _Resizable will have column auto-resize. +// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed. +//----------------------------------------------------------------------------- +// About clipping/culling of Columns in Tables: +// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing +// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know +// it is not going to contribute to row height. +// In many situations, you may skip submitting contents for every column but one (e.g. the first one). +// - Case A: column is not hidden by user, and at least partially in sight (most common case). +// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output. +// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). +// +// [A] [B] [C] +// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() returns false, user can skip submitting items but only if the column doesn't contribute to row height. +// SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. +// ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. +// ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway). +// +// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. +// However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer. +//----------------------------------------------------------------------------- +// About clipping/culling of whole Tables: +// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // intptr_t + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wstrict-overflow" +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Main code +//----------------------------------------------------------------------------- +// - TableFixFlags() [Internal] +// - TableFindByID() [Internal] +// - BeginTable() +// - BeginTableEx() [Internal] +// - TableBeginInitMemory() [Internal] +// - TableBeginApplyRequests() [Internal] +// - TableSetupColumnFlags() [Internal] +// - TableUpdateLayout() [Internal] +// - TableUpdateBorders() [Internal] +// - EndTable() +// - TableSetupColumn() +// - TableSetupScrollFreeze() +//----------------------------------------------------------------------------- + +// Configuration +static const int TABLE_DRAW_CHANNEL_BG0 = 0; +static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1; +static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel) +static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. +static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. +static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. + +// Helper +inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window) +{ + // Adjust flags: set default sizing policy + if ((flags & ImGuiTableFlags_SizingMask_) == 0) + flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame; + + // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame + if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableFlags_NoKeepColumnsVisible; + + // Adjust flags: enforce borders when resizable + if (flags & ImGuiTableFlags_Resizable) + flags |= ImGuiTableFlags_BordersInnerV; + + // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on + if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) + flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY); + + // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody + if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize) + flags &= ~ImGuiTableFlags_NoBordersInBody; + + // Adjust flags: disable saved settings if there's nothing to save + if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0) + flags |= ImGuiTableFlags_NoSavedSettings; + + // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) + if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings) + flags |= ImGuiTableFlags_NoSavedSettings; + + return flags; +} + +ImGuiTable* ImGui::TableFindByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.Tables.GetByKey(id); +} + +// Read about "TABLE SIZING" at the top of this file. +bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiID id = GetID(str_id); + return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width); +} + +bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* outer_window = GetCurrentWindow(); + if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. + return false; + + // Sanity checks + IM_ASSERT(columns_count > 0 && columns_count < IMGUI_TABLE_MAX_COLUMNS); + if (flags & ImGuiTableFlags_ScrollX) + IM_ASSERT(inner_width >= 0.0f); + + // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve. + // FIXME: coarse clipping because access to table data causes two issues: + // - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine. + // - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers. + // The side-effects of accessing table data on coarse clip would be: + // - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations. + // - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[]. + const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; + const ImVec2 avail_size = GetContentRegionAvail(); + const ImVec2 actual_outer_size = ImTrunc(CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f)); + const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); + const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows! + if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size) + { + ItemSize(outer_rect); + ItemAdd(outer_rect, id); + return false; + } + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInTable == id) + IM_DEBUG_BREAK(); + + // Acquire storage for the table + ImGuiTable* table = g.Tables.GetOrAddByKey(id); + + // Acquire temporary buffers + const int table_idx = g.Tables.GetIndex(table); + if (++g.TablesTempDataStacked > g.TablesTempData.Size) + g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData()); + ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1]; + temp_data->TableIndex = table_idx; + table->DrawSplitter = &table->TempData->DrawSplitter; + table->DrawSplitter->Clear(); + + // Fix flags + table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0; + flags = TableFixFlags(flags, outer_window); + + // Initialize + const int previous_frame_active = table->LastFrameActive; + const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1; + const ImGuiTableFlags previous_flags = table->Flags; + table->ID = id; + table->Flags = flags; + table->LastFrameActive = g.FrameCount; + table->OuterWindow = table->InnerWindow = outer_window; + table->ColumnsCount = columns_count; + table->IsLayoutLocked = false; + table->InnerWidth = inner_width; + temp_data->UserOuterSize = outer_size; + + // Instance data (for instance 0, TableID == TableInstanceID) + ImGuiID instance_id; + table->InstanceCurrent = (ImS16)instance_no; + if (instance_no > 0) + { + IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); + if (table->InstanceDataExtra.Size < instance_no) + table->InstanceDataExtra.push_back(ImGuiTableInstanceData()); + instance_id = GetIDWithSeed(instance_no, GetIDWithSeed("##Instances", NULL, id)); // Push "##Instances" followed by (int)instance_no in ID stack. + } + else + { + instance_id = id; + } + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->TableInstanceID = instance_id; + + // When not using a child window, WorkRect.Max will grow as we append contents. + if (use_child_window) + { + // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent + // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing) + ImVec2 override_content_size(FLT_MAX, FLT_MAX); + if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY)) + override_content_size.y = FLT_MIN; + + // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and + // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align + // based on the right side of the child window work rect, which would require knowing ahead if we are going to + // have decoration taking horizontal spaces (typically a vertical scrollbar). + if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f) + override_content_size.x = inner_width; + + if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX) + SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); + + // Reset scroll if we are reactivating it + if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) == 0) + SetNextWindowScroll(ImVec2(0.0f, 0.0f)); + + // Create scrolling region (without border and zero window padding) + ImGuiWindowFlags child_window_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; + BeginChildEx(name, instance_id, outer_rect.GetSize(), ImGuiChildFlags_None, child_window_flags); + table->InnerWindow = g.CurrentWindow; + table->WorkRect = table->InnerWindow->WorkRect; + table->OuterRect = table->InnerWindow->Rect(); + table->InnerRect = table->InnerWindow->InnerRect; + IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); + + // Allow submitting when host is measuring + if (table->InnerWindow->SkipItems && outer_window_is_measuring_size) + table->InnerWindow->SkipItems = false; + + // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned) + if (instance_no == 0) + { + table->HasScrollbarYPrev = table->HasScrollbarYCurr; + table->HasScrollbarYCurr = false; + } + table->HasScrollbarYCurr |= table->InnerWindow->ScrollbarY; + } + else + { + // For non-scrolling tables, WorkRect == OuterRect == InnerRect. + // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). + table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; + table->HasScrollbarYPrev = table->HasScrollbarYCurr = false; + } + + // Push a standardized ID for both child-using and not-child-using tables + PushOverrideID(id); + if (instance_no > 0) + PushOverrideID(instance_id); // FIXME: Somehow this is not resolved by stack-tool, even tho GetIDWithSeed() submitted the symbol. + + // Backup a copy of host window members we will modify + ImGuiWindow* inner_window = table->InnerWindow; + table->HostIndentX = inner_window->DC.Indent.x; + table->HostClipRect = inner_window->ClipRect; + table->HostSkipItems = inner_window->SkipItems; + temp_data->HostBackupWorkRect = inner_window->WorkRect; + temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; + temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; + temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; + temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; + temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; + temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth; + temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; + inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + + // Make borders not overlap our contents by offsetting HostClipRect (#6765, #7428, #3752) + // (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the + // limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap + // problem only affect scrolling tables in this case we can get away with doing it without extra cost). + if (inner_window != outer_window) + { + // FIXME: Because inner_window's Scrollbar doesn't know about border size, since it's not encoded in window->WindowBorderSize, + // it already overlaps it and doesn't need an extra offset. Ideally we should be able to pass custom border size with + // different x/y values to BeginChild(). + if (flags & ImGuiTableFlags_BordersOuterV) + { + table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x); + if (inner_window->DecoOuterSizeX2 == 0.0f) + table->HostClipRect.Max.x = ImMax(table->HostClipRect.Max.x - TABLE_BORDER_SIZE, table->HostClipRect.Min.x); + } + if (flags & ImGuiTableFlags_BordersOuterH) + { + table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y); + if (inner_window->DecoOuterSizeY2 == 0.0f) + table->HostClipRect.Max.y = ImMax(table->HostClipRect.Max.y - TABLE_BORDER_SIZE, table->HostClipRect.Min.y); + } + } + + // Padding and Spacing + // - None ........Content..... Pad .....Content........ + // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | + // - PadInner ........Content.. Pad | Pad ..Content........ + // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad | + const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0; + const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true; + const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f; + const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f; + const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f; + table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border; + table->CellSpacingX2 = inner_spacing_explicit; + table->CellPaddingX = inner_padding_explicit; + + const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; + table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX; + + table->CurrentColumn = -1; + table->CurrentRow = -1; + table->RowBgColorCounter = 0; + table->LastRowFlags = ImGuiTableRowFlags_None; + table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; + table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width + table->InnerClipRect.ClipWithFull(table->HostClipRect); + table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : table->HostClipRect.Max.y; + + table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow + table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() + table->RowCellPaddingY = 0.0f; + table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any + table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; + table->IsUnfrozenRows = true; + table->DeclColumnsCount = table->AngledHeadersCount = 0; + if (previous_frame_active + 1 < g.FrameCount) + table->IsActiveIdInTable = false; + table->AngledHeadersHeight = 0.0f; + temp_data->AngledHeadersExtraWidth = 0.0f; + + // Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders() + table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); + table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); + + // Make table current + g.CurrentTable = table; + outer_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + outer_window->DC.CurrentTableIdx = table_idx; + if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. + inner_window->DC.CurrentTableIdx = table_idx; + + if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) + table->IsResetDisplayOrderRequest = true; + + // Mark as used to avoid GC + if (table_idx >= g.TablesLastTimeActive.Size) + g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); + g.TablesLastTimeActive[table_idx] = (float)g.Time; + temp_data->LastTimeActive = (float)g.Time; + table->MemoryCompacted = false; + + // Setup memory buffer (clear data if columns count changed) + ImGuiTableColumn* old_columns_to_preserve = NULL; + void* old_columns_raw_data = NULL; + const int old_columns_count = table->Columns.size(); + if (old_columns_count != 0 && old_columns_count != columns_count) + { + // Attempt to preserve width on column count change (#4046) + old_columns_to_preserve = table->Columns.Data; + old_columns_raw_data = table->RawData; + table->RawData = NULL; + } + if (table->RawData == NULL) + { + TableBeginInitMemory(table, columns_count); + table->IsInitializing = table->IsSettingsRequestLoad = true; + } + if (table->IsResetAllRequest) + TableResetSettings(table); + if (table->IsInitializing) + { + // Initialize + table->SettingsOffset = -1; + table->IsSortSpecsDirty = true; + table->InstanceInteracted = -1; + table->ContextPopupColumn = -1; + table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1; + table->AutoFitSingleColumn = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + for (int n = 0; n < columns_count; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + if (old_columns_to_preserve && n < old_columns_count) + { + // FIXME: We don't attempt to preserve column order in this path. + *column = old_columns_to_preserve[n]; + } + else + { + float width_auto = column->WidthAuto; + *column = ImGuiTableColumn(); + column->WidthAuto = width_auto; + column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker + column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true; + } + column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; + } + } + if (old_columns_raw_data) + IM_FREE(old_columns_raw_data); + + // Load settings + if (table->IsSettingsRequestLoad) + TableLoadSettings(table); + + // Handle DPI/font resize + // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well. + // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition. + // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory. + // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path. + const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ? + if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) + { + const float scale_factor = new_ref_scale_unit / table->RefScale; + //IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); + for (int n = 0; n < columns_count; n++) + table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; + } + table->RefScale = new_ref_scale_unit; + + // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call.. + // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user. + // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option. + inner_window->SkipItems = true; + + // Clear names + // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn() + if (table->ColumnsNames.Buf.Size > 0) + table->ColumnsNames.Buf.resize(0); + + // Apply queued resizing/reordering/hiding requests + TableBeginApplyRequests(table); + + return true; +} + +// For reference, the average total _allocation count_ for a table is: +// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables[]) +// + 1 (for table->RawData allocated below) +// + 1 (for table->ColumnsNames, if names are used) +// Shared allocations for the maximum number of simultaneously nested tables (generally a very small number) +// + 1 (for table->Splitter._Channels) +// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) +// Where active_channels_count is variable but often == columns_count or == columns_count + 1, see TableSetupDrawChannels() for details. +// Unused channels don't perform their +2 allocations. +void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) +{ + // Allocate single buffer for our arrays + const int columns_bit_array_size = (int)ImBitArrayGetStorageSizeInBytes(columns_count); + ImSpanAllocator<6> span_allocator; + span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); + span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); + span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); + for (int n = 3; n < 6; n++) + span_allocator.Reserve(n, columns_bit_array_size); + table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); + memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); + span_allocator.SetArenaBasePtr(table->RawData); + span_allocator.GetSpan(0, &table->Columns); + span_allocator.GetSpan(1, &table->DisplayOrderToIndex); + span_allocator.GetSpan(2, &table->RowCellData); + table->EnabledMaskByDisplayOrder = (ImU32*)span_allocator.GetSpanPtrBegin(3); + table->EnabledMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(4); + table->VisibleMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(5); +} + +// Apply queued resizing/reordering/hiding requests +void ImGui::TableBeginApplyRequests(ImGuiTable* table) +{ + // Handle resizing request + // (We process this in the TableBegin() of the first instance of each table) + // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling? + if (table->InstanceCurrent == 0) + { + if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX) + TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth); + table->LastResizedColumn = table->ResizedColumn; + table->ResizedColumnNextWidth = FLT_MAX; + table->ResizedColumn = -1; + + // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy. + // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings. + if (table->AutoFitSingleColumn != -1) + { + TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto); + table->AutoFitSingleColumn = -1; + } + } + + // Handle reordering request + // Note: we don't clear ReorderColumn after handling the request. + if (table->InstanceCurrent == 0) + { + if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) + table->ReorderColumn = -1; + table->HeldHeaderColumn = -1; + if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0) + { + // We need to handle reordering across hidden columns. + // In the configuration below, moving C to the right of E will lead to: + // ... C [D] E ---> ... [D] E C (Column name/index) + // ... 2 3 4 ... 2 3 4 (Display order) + const int reorder_dir = table->ReorderColumnDir; + IM_ASSERT(reorder_dir == -1 || reorder_dir == +1); + IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable); + ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn]; + ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn]; + IM_UNUSED(dst_column); + const int src_order = src_column->DisplayOrder; + const int dst_order = dst_column->DisplayOrder; + src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order; + for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) + table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; + IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); + + // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[]. Rebuild later from the former. + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; + table->ReorderColumnDir = 0; + table->IsSettingsDirty = true; + } + } + + // Handle display order reset request + if (table->IsResetDisplayOrderRequest) + { + for (int n = 0; n < table->ColumnsCount; n++) + table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n; + table->IsResetDisplayOrderRequest = false; + table->IsSettingsDirty = true; + } +} + +// Adjust flags: default width mode + stretch columns are not allowed when auto extending +static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in) +{ + ImGuiTableColumnFlags flags = flags_in; + + // Sizing Policy + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) + { + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + else + flags |= ImGuiTableColumnFlags_WidthStretch; + } + else + { + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. + } + + // Resize + if ((table->Flags & ImGuiTableFlags_Resizable) == 0) + flags |= ImGuiTableColumnFlags_NoResize; + + // Sorting + if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending)) + flags |= ImGuiTableColumnFlags_NoSort; + + // Indentation + if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0) + flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable; + + // Alignment + //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) + // flags |= ImGuiTableColumnFlags_AlignCenter; + //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. + + // Preserve status flags + column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_); + + // Build an ordered list of available sort directions + column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0; + if (table->Flags & ImGuiTableFlags_Sortable) + { + int count = 0, mask = 0, list = 0; + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; } + column->SortDirectionsAvailList = (ImU8)list; + column->SortDirectionsAvailMask = (ImU8)mask; + column->SortDirectionsAvailCount = (ImU8)count; + ImGui::TableFixColumnSortDirection(table, column); + } +} + +// Layout columns for the frame. This is in essence the followup to BeginTable() and this is our largest function. +// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() and other TableSetupXXXXX() functions to be called first. +// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns. +// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns? +void ImGui::TableUpdateLayout(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->IsLayoutLocked == false); + + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + table->IsDefaultDisplayOrder = true; + table->ColumnsEnabledCount = 0; + ImBitArrayClearAllBits(table->EnabledMaskByIndex, table->ColumnsCount); + ImBitArrayClearAllBits(table->EnabledMaskByDisplayOrder, table->ColumnsCount); + table->LeftMostEnabledColumn = -1; + table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE + + // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. + // Process columns in their visible orders as we are building the Prev/Next indices. + int count_fixed = 0; // Number of columns that have fixed sizing policies + int count_stretch = 0; // Number of columns that have stretch sizing policies + int prev_visible_column_idx = -1; + bool has_auto_fit_request = false; + bool has_resizable = false; + float stretch_sum_width_auto = 0.0f; + float fixed_max_width_auto = 0.0f; + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + if (column_n != order_n) + table->IsDefaultDisplayOrder = false; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame. + // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway. + // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect. + if (table->DeclColumnsCount <= column_n) + { + TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None); + column->NameOffset = -1; + column->UserID = 0; + column->InitStretchWeightOrWidth = -1.0f; + } + + // Update Enabled state, mark settings and sort specs dirty + if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) + column->IsUserEnabledNextFrame = true; + if (column->IsUserEnabled != column->IsUserEnabledNextFrame) + { + column->IsUserEnabled = column->IsUserEnabledNextFrame; + table->IsSettingsDirty = true; + } + column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0; + + if (column->SortOrder != -1 && !column->IsEnabled) + table->IsSortSpecsDirty = true; + if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti)) + table->IsSortSpecsDirty = true; + + // Auto-fit unsized columns + const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f); + if (start_auto_fit) + column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames + + if (!column->IsEnabled) + { + column->IndexWithinEnabledSet = -1; + continue; + } + + // Mark as enabled and link to previous/next enabled column + column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + column->NextEnabledColumn = -1; + if (prev_visible_column_idx != -1) + table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; + else + table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n; + column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; + ImBitArraySetBit(table->EnabledMaskByIndex, column_n); + ImBitArraySetBit(table->EnabledMaskByDisplayOrder, column->DisplayOrder); + prev_visible_column_idx = column_n; + IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); + + // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) + // Combine width from regular rows + width from headers unless requested not to. + if (!column->IsPreserveWidthAuto && table->InstanceCurrent == 0) + column->WidthAuto = TableGetColumnWidthAuto(table, column); + + // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column_is_resizable) + has_resizable = true; + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable) + column->WidthAuto = column->InitStretchWeightOrWidth; + + if (column->AutoFitQueue != 0x00) + has_auto_fit_request = true; + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + stretch_sum_width_auto += column->WidthAuto; + count_stretch++; + } + else + { + fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto); + count_fixed++; + } + } + if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + table->IsSortSpecsDirty = true; + table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0); + + // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid + // the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). Also see #6510. + // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time. + if (has_auto_fit_request && table->OuterWindow != table->InnerWindow) + table->InnerWindow->SkipItems = false; + if (has_auto_fit_request) + table->IsSettingsDirty = true; + + // [Part 3] Fix column flags and record a few extra information. + float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. + float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. + table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + { + // Apply same widths policy + float width_auto = column->WidthAuto; + if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable)) + width_auto = fixed_max_width_auto; + + // Apply automatic width + // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) + if (column->AutoFitQueue != 0x00) + column->WidthRequest = width_auto; + else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && column->IsRequestOutput) + column->WidthRequest = width_auto; + + // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets + // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very + // large height (= first frame scrollbar display very off + clipper would skip lots of items). + // This is merely making the side-effect less extreme, but doesn't properly fixes it. + // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? + // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. + if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) + column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? + sum_width_requests += column->WidthRequest; + } + else + { + // Initialize stretch weight + if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable) + { + if (column->InitStretchWeightOrWidth > 0.0f) + column->StretchWeight = column->InitStretchWeightOrWidth; + else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp) + column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch; + else + column->StretchWeight = 1.0f; + } + + stretch_sum_weights += column->StretchWeight; + if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder) + table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder) + table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + } + column->IsPreserveWidthAuto = false; + sum_width_requests += table->CellPaddingX * 2.0f; + } + table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; + table->ColumnsStretchSumWeights = stretch_sum_weights; + + // [Part 4] Apply final widths based on requested widths + const ImRect work_rect = table->WorkRect; + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920) + const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed); + const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; + float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; + table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest) + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + float weight_ratio = column->StretchWeight / stretch_sum_weights; + column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); + width_remaining_for_stretched_columns -= column->WidthRequest; + } + + // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column + // See additional comments in TableSetColumnWidth(). + if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1) + column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; + + // Assign final width, record width in case we will need to shrink + column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth)); + table->ColumnsGivenWidth += column->WidthGiven; + } + + // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column). + // Using right-to-left distribution (more likely to match resizing cursor). + if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths)) + for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]]; + if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->WidthRequest += 1.0f; + column->WidthGiven += 1.0f; + width_remaining_for_stretched_columns -= 1.0f; + } + + // Determine if table is hovered which will be used to flag columns as hovered. + // - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + // but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily + // clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem). + // - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->HoveredRowLast = table_instance->HoveredRowNext; + table_instance->HoveredRowNext = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight)); + const ImGuiID backup_active_id = g.ActiveId; + g.ActiveId = 0; + const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None); + g.ActiveId = backup_active_id; + + // Determine skewed MousePos.x to support angled headers. + float mouse_skewed_x = g.IO.MousePos.x; + if (table->AngledHeadersHeight > 0.0f) + if (g.IO.MousePos.y >= table->OuterRect.Min.y && g.IO.MousePos.y <= table->OuterRect.Min.y + table->AngledHeadersHeight) + mouse_skewed_x += ImTrunc((table->OuterRect.Min.y + table->AngledHeadersHeight - g.IO.MousePos.y) * table->AngledHeadersSlope); + + // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column + // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. + int visible_n = 0; + bool has_at_least_one_column_requesting_output = false; + bool offset_x_frozen = (table->FreezeColumnsCount > 0); + float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1; + ImRect host_clip_rect = table->InnerClipRect; + //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; + ImBitArrayClearAllBits(table->VisibleMaskByIndex, table->ColumnsCount); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + + column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen + + if (offset_x_frozen && table->FreezeColumnsCount == visible_n) + { + offset_x += work_rect.Min.x - table->OuterRect.Min.x; + offset_x_frozen = false; + } + + // Clear status flags + column->Flags &= ~ImGuiTableColumnFlags_StatusMask_; + + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + // Hidden column: clear a few fields and we are done with it for the remainder of the function. + // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. + column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x; + column->WidthGiven = 0.0f; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false; + column->IsSkipItems = true; + column->ItemWidth = 1.0f; + continue; + } + + // Lock start position + column->MinX = offset_x; + + // Lock width based on start position and minimum/maximum width for this position + column->WidthMax = TableCalcMaxColumnWidth(table, column_n); + column->WidthGiven = ImMin(column->WidthGiven, column->WidthMax); + column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); + column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + + // Lock other positions + // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. + // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. + // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. + // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. + const float previous_instance_work_min_x = column->WorkMinX; + column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; + column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max + column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f); + column->ClipRect.Min.x = column->MinX; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + + // Mark column as Clipped (not in sight) + // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables. + // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY. + // Taking advantage of LastOuterHeight would yield good results there... + // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x, + // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else). + // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small. + column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x); + column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y); + const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY; + if (is_visible) + ImBitArraySetBit(table->VisibleMaskByIndex, column_n); + + // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output. + column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0; + + // Mark column as SkipItems (ignoring all items/layout) + // (table->HostSkipItems is a copy of inner_window->SkipItems before we cleared it above in Part 2) + column->IsSkipItems = !column->IsEnabled || table->HostSkipItems; + if (column->IsSkipItems) + IM_ASSERT(!is_visible); + if (column->IsRequestOutput && !column->IsSkipItems) + has_at_least_one_column_requesting_output = true; + + // Update status flags + column->Flags |= ImGuiTableColumnFlags_IsEnabled; + if (is_visible) + column->Flags |= ImGuiTableColumnFlags_IsVisible; + if (column->SortOrder != -1) + column->Flags |= ImGuiTableColumnFlags_IsSorted; + + // Detect hovered column + if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x) + { + column->Flags |= ImGuiTableColumnFlags_IsHovered; + table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; + } + + // Alignment + // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in + // many cases (to be able to honor this we might be able to store a log of cells width, per row, for + // visible rows, but nav/programmatic scroll would have visible artifacts.) + //if (column->Flags & ImGuiTableColumnFlags_AlignRight) + // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen); + //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) + // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); + + // Reset content width variables + if (table->InstanceCurrent == 0) + { + column->ContentMaxXFrozen = column->WorkMinX; + column->ContentMaxXUnfrozen = column->WorkMinX; + column->ContentMaxXHeadersUsed = column->WorkMinX; + column->ContentMaxXHeadersIdeal = column->WorkMinX; + } + else + { + // As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation. + const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x; + column->ContentMaxXFrozen += offset_from_previous_instance; + column->ContentMaxXUnfrozen += offset_from_previous_instance; + column->ContentMaxXHeadersUsed += offset_from_previous_instance; + column->ContentMaxXHeadersIdeal += offset_from_previous_instance; + } + + // Don't decrement auto-fit counters until container window got a chance to submit its items + if (table->HostSkipItems == false && table->InstanceCurrent == 0) + { + column->AutoFitQueue >>= 1; + column->CannotSkipItemsQueue >>= 1; + } + + if (visible_n < table->FreezeColumnsCount) + host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x); + + offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + visible_n++; + } + + // In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible. + // Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar. + if (has_at_least_one_column_requesting_output == false) + { + table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true; + table->Columns[table->LeftMostEnabledColumn].IsSkipItems = false; + } + + // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) + // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either + // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. + const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x); + if (is_hovering_table && table->HoveredColumnBody == -1) + if (mouse_skewed_x >= unused_x1) + table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount; + if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) + table->Flags &= ~ImGuiTableFlags_Resizable; + + table->IsActiveIdAliveBeforeTable = (g.ActiveIdIsAlive != 0); + + // [Part 8] Lock actual OuterRect/WorkRect right-most position. + // This is done late to handle the case of fixed-columns tables not claiming more widths that they need. + // Because of this we are careful with uses of WorkRect and InnerClipRect before this point. + if (table->RightMostStretchedColumn != -1) + table->Flags &= ~ImGuiTableFlags_NoHostExtendX; + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1; + table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); + } + table->InnerWindow->ParentWorkRect = table->WorkRect; + table->BorderX1 = table->InnerClipRect.Min.x; + table->BorderX2 = table->InnerClipRect.Max.x; + + // Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call. + float window_content_max_y; + if (table->Flags & ImGuiTableFlags_NoHostExtendY) + window_content_max_y = table->OuterRect.Max.y; + else + window_content_max_y = ImMax(table->InnerWindow->ContentRegionRect.Max.y, (table->Flags & ImGuiTableFlags_ScrollY) ? 0.0f : table->OuterRect.Max.y); + table->InnerWindow->WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table->InnerWindow->WorkRect.Min.y, table->InnerWindow->WorkRect.Max.y); + + // [Part 9] Allocate draw channels and setup background cliprect + TableSetupDrawChannels(table); + + // [Part 10] Hit testing on borders + if (table->Flags & ImGuiTableFlags_Resizable) + TableUpdateBorders(table); + table_instance->LastTopHeadersRowHeight = 0.0f; + table->IsLayoutLocked = true; + table->IsUsingHeaders = false; + + // Highlight header + table->HighlightColumnHeader = -1; + if (table->IsContextPopupOpen && table->ContextPopupColumn != -1 && table->InstanceInteracted == table->InstanceCurrent) + table->HighlightColumnHeader = table->ContextPopupColumn; + else if ((table->Flags & ImGuiTableFlags_HighlightHoveredColumn) && table->HoveredColumnBody != -1 && table->HoveredColumnBody != table->ColumnsCount && table->HoveredColumnBorder == -1) + if (g.ActiveId == 0 || (table->IsActiveIdInTable || g.DragDropActive)) + table->HighlightColumnHeader = table->HoveredColumnBody; + + // [Part 11] Default context menu + // - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup(). + // - To modify or replace this: set table->IsContextPopupNoDefaultContents = true, then call TableBeginContextMenuPopup()/.../EndPopup(). + // - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu, + // e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options. + if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table)) + { + TableDrawDefaultContextMenu(table, table->Flags); + EndPopup(); + } + + // [Part 12] Sanitize and build sort specs before we have a chance to use them for display. + // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) + if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) + TableSortSpecsBuild(table); + + // [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns) + if (table->FreezeColumnsRequest > 0) + table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x; + if (table->FreezeRowsRequest > 0) + table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight; + table_instance->LastFrozenHeight = 0.0f; + + // Initial state + ImGuiWindow* inner_window = table->InnerWindow; + if (table->Flags & ImGuiTableFlags_NoClip) + table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + else + inner_window->DrawList->PushClipRect(inner_window->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); // FIXME: use table->InnerClipRect? +} + +// Process hit-testing on resizing borders. Actual size change will be applied in EndTable() +// - Set table->HoveredColumnBorder with a short delay/timer to reduce visual feedback noise. +void ImGui::TableUpdateBorders(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable); + + // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and + // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not + // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). + // Actual columns highlight/render will be performed in EndTable() and not be affected. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale); + const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight; + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight); + const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight; + + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) + continue; + + // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders() + const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body; + if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) + continue; + + if (!column->IsVisibleX && table->LastResizedColumn != column_n) + continue; + + ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); + ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); + ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav); + //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); + + bool hovered = false, held = false; + bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); + if (pressed && IsMouseDoubleClicked(0)) + { + TableSetColumnWidthAutoSingle(table, column_n); + ClearActiveID(); + held = false; + } + if (held) + { + if (table->LastResizedColumn == -1) + table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX; + table->ResizedColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + } + if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held) + { + table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n; + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + } + } +} + +void ImGui::EndTable() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "EndTable() call should only be done while in BeginTable() scope!"); + return; + } + + // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some + // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) + //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); + + // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our + // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + const ImGuiTableFlags flags = table->Flags; + ImGuiWindow* inner_window = table->InnerWindow; + ImGuiWindow* outer_window = table->OuterWindow; + ImGuiTableTempData* temp_data = table->TempData; + IM_ASSERT(inner_window == g.CurrentWindow); + IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); + + if (table->IsInsideRow) + TableEndRow(table); + + // Context menu in columns body + if (flags & ImGuiTableFlags_ContextMenuInBody) + if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + TableOpenContextMenu((int)table->HoveredColumnBody); + + // Finalize table height + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; + inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; + inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; + const float inner_content_max_y = table->RowPosY2; + IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); + if (inner_window != outer_window) + inner_window->DC.CursorMaxPos.y = inner_content_max_y; + else if (!(flags & ImGuiTableFlags_NoHostExtendY)) + table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height + table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); + table_instance->LastOuterHeight = table->OuterRect.GetHeight(); + + // Setup inner scrolling range + // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, + // but since the later is likely to be impossible to do we'd rather update both axises together. + if (table->Flags & ImGuiTableFlags_ScrollX) + { + const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x; + if (table->RightMostEnabledColumn != -1) + max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); + if (table->ResizedColumn != -1) + max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); + table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth; + } + + // Pop clipping rect + if (!(flags & ImGuiTableFlags_NoClip)) + inner_window->DrawList->PopClipRect(); + inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); + + // Draw borders + if ((flags & ImGuiTableFlags_Borders) != 0) + TableDrawBorders(table); + +#if 0 + // Strip out dummy channel draw calls + // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out) + // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway. + // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices. + if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1) + { + ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel]; + dummy_channel->_CmdBuffer.resize(0); + dummy_channel->_IdxBuffer.resize(0); + } +#endif + + // Flatten channels and merge draw calls + ImDrawListSplitter* splitter = table->DrawSplitter; + splitter->SetCurrentChannel(inner_window->DrawList, 0); + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + TableMergeDrawChannels(table); + splitter->Merge(inner_window->DrawList); + + // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() + float auto_fit_width_for_fixed = 0.0f; + float auto_fit_width_for_stretched = 0.0f; + float auto_fit_width_for_stretched_min = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column); + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + auto_fit_width_for_fixed += column_width_request; + else + auto_fit_width_for_stretched += column_width_request; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0) + auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights)); + } + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min); + + // Update scroll + if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) + { + inner_window->Scroll.x = 0.0f; + } + else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent) + { + // When releasing a column being resized, scroll to keep the resulting column in sight + const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f; + ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; + if (column->MaxX < table->InnerClipRect.Min.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f); + else if (column->MaxX > table->InnerClipRect.Max.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f); + } + + // Apply resizing/dragging at the end of the frame + if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted) + { + ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; + const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale)); + const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); + table->ResizedColumnNextWidth = new_width; + } + + table->IsActiveIdInTable = (g.ActiveIdIsAlive != 0 && table->IsActiveIdAliveBeforeTable == false); + + // Pop from id stack + IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!"); + IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); + if (table->InstanceCurrent > 0) + PopID(); + PopID(); + + // Restore window data that we modified + const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; + inner_window->WorkRect = temp_data->HostBackupWorkRect; + inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect; + inner_window->SkipItems = table->HostSkipItems; + outer_window->DC.CursorPos = table->OuterRect.Min; + outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; + outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize; + outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset; + + // Layout in outer window + // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding + // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) + if (inner_window != outer_window) + { + short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask; + inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently. + g.CurrentTable = NULL; // To avoid error recovery recursing + EndChild(); + g.CurrentTable = table; + inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask; + } + else + { + ItemSize(table->OuterRect.GetSize()); + ItemAdd(table->OuterRect, 0); + } + + // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + // FIXME-TABLE: Could we remove this section? + // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents + IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); + } + else if (temp_data->UserOuterSize.x <= 0.0f) + { + // Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block + // - Checking for ImGuiTableFlags_ScrollX/ScrollY flag makes us a frame ahead when disabling those flags. + // - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback. + const float inner_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; // Slightly misleading name but used for code symmetry with inner_content_max_y + const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.x : 0.0f); + outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, inner_content_max_x + decoration_size - temp_data->UserOuterSize.x); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, inner_content_max_x + decoration_size)); + } + else + { + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x); + } + if (temp_data->UserOuterSize.y <= 0.0f) + { + const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.y : 0.0f; + outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y + decoration_size)); + } + else + { + // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set) + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y); + } + + // Save settings + if (table->IsSettingsDirty) + TableSaveSettings(table); + table->IsInitializing = false; + + // Clear or restore current table, if any + IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); + IM_ASSERT(g.TablesTempDataStacked > 0); + temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL; + g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; + if (g.CurrentTable) + { + g.CurrentTable->TempData = temp_data; + g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter; + } + outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; + NavUpdateCurrentWindowIsScrollPushableX(); +} + +// See "COLUMNS SIZING POLICIES" comments at the top of this file +// If (init_width_or_weight <= 0.0f) it is ignored +void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()"); + if (table->DeclColumnsCount >= table->ColumnsCount) + { + IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!"); + return; + } + + ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount]; + table->DeclColumnsCount++; + + // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. + // Give a grace to users of ImGuiTableFlags_ScrollX. + if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0) + IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); + + // When passing a width automatically enforce WidthFixed policy + // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable) + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) + if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + if (flags & ImGuiTableColumnFlags_AngledHeader) + { + flags |= ImGuiTableColumnFlags_NoHeaderLabel; + table->AngledHeadersCount++; + } + + TableSetupColumnFlags(table, column, flags); + column->UserID = user_id; + flags = column->Flags; + + // Initialize defaults + column->InitStretchWeightOrWidth = init_width_or_weight; + if (table->IsInitializing) + { + // Init width or weight + if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) + { + if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) + column->WidthRequest = init_width_or_weight; + if (flags & ImGuiTableColumnFlags_WidthStretch) + column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; + + // Disable auto-fit if an explicit width/weight has been specified + if (init_width_or_weight > 0.0f) + column->AutoFitQueue = 0x00; + } + + // Init default visibility/sort state + if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) + column->IsUserEnabled = column->IsUserEnabledNextFrame = false; + if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) + { + column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. + column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); + } + } + + // Store name (append with zero-terminator in contiguous buffer) + // FIXME: If we recorded the number of \n in names we could compute header row height + column->NameOffset = -1; + if (label != NULL && label[0] != 0) + { + column->NameOffset = (ImS16)table->ColumnsNames.size(); + table->ColumnsNames.append(label, label + strlen(label) + 1); + } +} + +// [Public] +void ImGui::TableSetupScrollFreeze(int columns, int rows) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); + IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit + + table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0; + table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; + table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; + table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; + table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b + + // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered. + // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section) + for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++) + { + int order_n = table->DisplayOrderToIndex[column_n]; + if (order_n != column_n && order_n >= table->FreezeColumnsRequest) + { + ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder); + ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Simple accessors +//----------------------------------------------------------------------------- +// - TableGetColumnCount() +// - TableGetColumnName() +// - TableGetColumnName() [Internal] +// - TableSetColumnEnabled() +// - TableGetColumnFlags() +// - TableGetCellBgRect() [Internal] +// - TableGetColumnResizeID() [Internal] +// - TableGetHoveredColumn() [Internal] +// - TableGetHoveredRow() [Internal] +// - TableSetBgColor() +//----------------------------------------------------------------------------- + +int ImGui::TableGetColumnCount() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + return table ? table->ColumnsCount : 0; +} + +const char* ImGui::TableGetColumnName(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return NULL; + if (column_n < 0) + column_n = table->CurrentColumn; + return TableGetColumnName(table, column_n); +} + +const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) +{ + if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount) + return ""; // NameOffset is invalid at this point + const ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->NameOffset == -1) + return ""; + return &table->ColumnsNames.Buf[column->NameOffset]; +} + +// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view) +// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) +// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state. +// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable(). +// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0. +// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu. +void ImGui::TableSetColumnEnabled(int column_n, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above + if (column_n < 0) + column_n = table->CurrentColumn; + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column = &table->Columns[column_n]; + column->IsUserEnabledNextFrame = enabled; +} + +// We allow querying for an extra column in order to poll the IsHovered state of the right-most section +ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return ImGuiTableColumnFlags_None; + if (column_n < 0) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) + return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None; + return table->Columns[column_n].Flags; +} + +// Return the cell rectangle based on currently known height. +// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. +// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height. +// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right +// columns report a small offset so their CellBgRect can extend up to the outer border. +// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling. +ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float x1 = column->MinX; + float x2 = column->MaxX; + //if (column->PrevEnabledColumn == -1) + // x1 -= table->OuterPaddingX; + //if (column->NextEnabledColumn == -1) + // x2 += table->OuterPaddingX; + x1 = ImMax(x1, table->WorkRect.Min.x); + x2 = ImMin(x2, table->WorkRect.Max.x); + return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); +} + +// Return the resizing ID for the right-side of the given column. +ImGuiID ImGui::TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no) +{ + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiID instance_id = TableGetInstanceID(table, instance_no); + return instance_id + 1 + column_n; // FIXME: #6140: still not ideal +} + +// Return -1 when table is not hovered. return columns_count if hovering the unused space at the right of the right-most visible column. +int ImGui::TableGetHoveredColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + return (int)table->HoveredColumnBody; +} + +// Return -1 when table is not hovered. Return maxrow+1 if in table but below last submitted row. +// *IMPORTANT* Unlike TableGetHoveredColumn(), this has a one frame latency in updating the value. +// This difference with is the reason why this is not public yet. +int ImGui::TableGetHoveredRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + return (int)table_instance->HoveredRowLast; +} + +void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(target != ImGuiTableBgTarget_None); + + if (color == IM_COL32_DISABLE) + color = 0; + + // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. + switch (target) + { + case ImGuiTableBgTarget_CellBg: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + if (column_n == -1) + column_n = table->CurrentColumn; + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + return; + if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) + table->RowCellDataCurrent++; + ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; + cell_data->BgColor = color; + cell_data->Column = (ImGuiTableColumnIdx)column_n; + break; + } + case ImGuiTableBgTarget_RowBg0: + case ImGuiTableBgTarget_RowBg1: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + IM_ASSERT(column_n == -1); + int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; + table->RowBgColor[bg_idx] = color; + break; + } + default: + IM_ASSERT(0); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Row changes +//------------------------------------------------------------------------- +// - TableGetRowIndex() +// - TableNextRow() +// - TableBeginRow() [Internal] +// - TableEndRow() [Internal] +//------------------------------------------------------------------------- + +// [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows +int ImGui::TableGetRowIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentRow; +} + +// [Public] Starts into the first cell of a new row +void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + if (table->IsInsideRow) + TableEndRow(table); + + table->LastRowFlags = table->RowFlags; + table->RowFlags = row_flags; + table->RowCellPaddingY = g.Style.CellPadding.y; + table->RowMinHeight = row_min_height; + TableBeginRow(table); + + // We honor min_row_height requested by user, but cannot guarantee per-row maximum height, + // because that would essentially require a unique clipping rectangle per-cell. + table->RowPosY2 += table->RowCellPaddingY * 2.0f; + table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); + + // Disable output until user calls TableNextColumn() + table->InnerWindow->SkipItems = true; +} + +// [Internal] Only called by TableNextRow() +void ImGui::TableBeginRow(ImGuiTable* table) +{ + ImGuiWindow* window = table->InnerWindow; + IM_ASSERT(!table->IsInsideRow); + + // New row + table->CurrentRow++; + table->CurrentColumn = -1; + table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE; + table->RowCellDataCurrent = -1; + table->IsInsideRow = true; + + // Begin frozen rows + float next_y1 = table->RowPosY2; + if (table->CurrentRow == 0 && table->FreezeRowsCount > 0) + next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y; + + table->RowPosY1 = table->RowPosY2 = next_y1; + table->RowTextBaseline = 0.0f; + table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent + + window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + table->RowCellPaddingY); // This allows users to call SameLine() to share LineSize between columns. + window->DC.PrevLineSize = window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // This allows users to call SameLine() to share LineSize between columns, and to call it from first column too. + window->DC.IsSameLine = window->DC.IsSetPos = false; + window->DC.CursorMaxPos.y = next_y1; + + // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. + if (table->RowFlags & ImGuiTableRowFlags_Headers) + { + TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg)); + if (table->CurrentRow == 0) + table->IsUsingHeaders = true; + } +} + +// [Internal] Called by TableNextRow() +void ImGui::TableEndRow(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window == table->InnerWindow); + IM_ASSERT(table->IsInsideRow); + + if (table->CurrentColumn != -1) + TableEndCell(table); + + // Logging + if (g.LogEnabled) + LogRenderedText(NULL, "|"); + + // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is + // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. + window->DC.CursorPos.y = table->RowPosY2; + + // Row background fill + const float bg_y1 = table->RowPosY1; + const float bg_y2 = table->RowPosY2; + const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); + const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + if ((table->RowFlags & ImGuiTableRowFlags_Headers) && (table->CurrentRow == 0 || (table->LastRowFlags & ImGuiTableRowFlags_Headers))) + table_instance->LastTopHeadersRowHeight += bg_y2 - bg_y1; + + const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); + if (is_visible) + { + // Update data for TableGetHoveredRow() + if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0) + table_instance->HoveredRowNext = table->CurrentRow; + + // Decide of background color for the row + ImU32 bg_col0 = 0; + ImU32 bg_col1 = 0; + if (table->RowBgColor[0] != IM_COL32_DISABLE) + bg_col0 = table->RowBgColor[0]; + else if (table->Flags & ImGuiTableFlags_RowBg) + bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg); + if (table->RowBgColor[1] != IM_COL32_DISABLE) + bg_col1 = table->RowBgColor[1]; + + // Decide of top border color + ImU32 top_border_col = 0; + const float border_size = TABLE_BORDER_SIZE; + if (table->CurrentRow > 0 && (table->Flags & ImGuiTableFlags_BordersInnerH)) + top_border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; + + const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; + const bool draw_strong_bottom_border = unfreeze_rows_actual; + if ((bg_col0 | bg_col1 | top_border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) + { + // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is + // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4(); + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); + } + + // Draw row background + // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle + if (bg_col0 || bg_col1) + { + ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2); + row_rect.ClipWith(table->BgClipRect); + if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0); + if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1); + } + + // Draw cell background color + if (draw_cell_bg_color) + { + ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; + for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) + { + // As we render the BG here we need to clip things (for layout we would not) + // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling. + const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; + ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); + cell_bg_rect.ClipWith(table->BgClipRect); + cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling + cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); + if (cell_bg_rect.Min.y < cell_bg_rect.Max.y) + window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); + } + } + + // Draw top border + if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), top_border_col, border_size); + + // Draw bottom border at the row unfreezing mark (always strong) + if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size); + } + + // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) + // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and + // get the new cursor position. + if (unfreeze_rows_request) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main; + const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y); + table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y; + + if (unfreeze_rows_actual) + { + IM_ASSERT(table->IsUnfrozenRows == false); + table->IsUnfrozenRows = true; + + // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect + table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, table->InnerClipRect.Max.y); + table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = table->InnerClipRect.Max.y; + table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; + IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); + + float row_height = table->RowPosY2 - table->RowPosY1; + table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; + table->RowPosY1 = table->RowPosY2 - row_height; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->DrawChannelCurrent = column->DrawChannelUnfrozen; + column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; + } + + // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y + SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + } + } + + if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) + table->RowBgColorCounter++; + table->IsInsideRow = false; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns changes +//------------------------------------------------------------------------- +// - TableGetColumnIndex() +// - TableSetColumnIndex() +// - TableNextColumn() +// - TableBeginCell() [Internal] +// - TableEndCell() [Internal] +//------------------------------------------------------------------------- + +int ImGui::TableGetColumnIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentColumn; +} + +// [Public] Append into a specific column +bool ImGui::TableSetColumnIndex(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->CurrentColumn != column_n) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + IM_ASSERT(column_n >= 0 && table->ColumnsCount); + TableBeginCell(table, column_n); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[column_n].IsRequestOutput; +} + +// [Public] Append into the next column, wrap and create a new row when already on last column +bool ImGui::TableNextColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + TableBeginCell(table, table->CurrentColumn + 1); + } + else + { + TableNextRow(); + TableBeginCell(table, 0); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[table->CurrentColumn].IsRequestOutput; +} + + +// [Internal] Called by TableSetColumnIndex()/TableNextColumn() +// This is called very frequently, so we need to be mindful of unnecessary overhead. +// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. +void ImGui::TableBeginCell(ImGuiTable* table, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTableColumn* column = &table->Columns[column_n]; + ImGuiWindow* window = table->InnerWindow; + table->CurrentColumn = column_n; + + // Start position is roughly ~~ CellRect.Min + CellPadding + Indent + float start_x = column->WorkMinX; + if (column->Flags & ImGuiTableColumnFlags_IndentEnable) + start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. + + window->DC.CursorPos.x = start_x; + window->DC.CursorPos.y = table->RowPosY1 + table->RowCellPaddingY; + window->DC.CursorMaxPos.x = window->DC.CursorPos.x; + window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x; // PrevLine.y is preserved. This allows users to call SameLine() to share LineSize between columns. + window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; + window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; + + // Note how WorkRect.Max.y is only set once during layout + window->WorkRect.Min.y = window->DC.CursorPos.y; + window->WorkRect.Min.x = column->WorkMinX; + window->WorkRect.Max.x = column->WorkMaxX; + window->DC.ItemWidth = column->ItemWidth; + + window->SkipItems = column->IsSkipItems; + if (column->IsSkipItems) + { + g.LastItemData.ID = 0; + g.LastItemData.StatusFlags = 0; + } + + if (table->Flags & ImGuiTableFlags_NoClip) + { + // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); + } + else + { + // FIXME-TABLE: Could avoid this if draw channel is dummy channel? + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + } + + // Logging + if (g.LogEnabled && !column->IsSkipItems) + { + LogRenderedText(&window->DC.CursorPos, "|"); + g.LogLinePosY = FLT_MAX; + } +} + +// [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn() +void ImGui::TableEndCell(ImGuiTable* table) +{ + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + ImGuiWindow* window = table->InnerWindow; + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Report maximum position so we can infer content size per column. + float* p_max_pos_x; + if (table->RowFlags & ImGuiTableRowFlags_Headers) + p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call + else + p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; + *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); + if (column->IsEnabled) + table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->RowCellPaddingY); + column->ItemWidth = window->DC.ItemWidth; + + // Propagate text baseline for the entire row + // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one. + table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns width management +//------------------------------------------------------------------------- +// - TableGetMaxColumnWidth() [Internal] +// - TableGetColumnWidthAuto() [Internal] +// - TableSetColumnWidth() +// - TableSetColumnWidthAutoSingle() [Internal] +// - TableSetColumnWidthAutoAll() [Internal] +// - TableUpdateColumnsWeightFromWidth() [Internal] +//------------------------------------------------------------------------- +// Note that actual columns widths are computed in TableUpdateLayout(). +//------------------------------------------------------------------------- + +// Maximum column content width given current layout. Use column->MinX so this value differs on a per-column basis. +float ImGui::TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float max_width = FLT_MAX; + const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2; + if (table->Flags & ImGuiTableFlags_ScrollX) + { + // Frozen columns can't reach beyond visible width else scrolling will naturally break. + // (we use DisplayOrder as within a set of multiple frozen column reordering is possible) + if (column->DisplayOrder < table->FreezeColumnsRequest) + { + max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX; + max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2; + } + } + else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0) + { + // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make + // sure they are all visible. Because of this we also know that all of the columns will always fit in + // table->WorkRect and therefore in table->InnerRect (because ScrollX is off) + // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match. + // See "table_width_distrib" and "table_width_keep_visible" tests + max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX; + //max_width -= table->CellSpacingX1; + max_width -= table->CellSpacingX2; + max_width -= table->CellPaddingX * 2.0f; + max_width -= table->OuterPaddingX; + } + return max_width; +} + +// Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field +float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column) +{ + const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX; + const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX; + float width_auto = content_width_body; + if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) + width_auto = ImMax(width_auto, content_width_headers); + + // Non-resizable fixed columns preserve their requested width + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f) + if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize)) + width_auto = column->InitStretchWeightOrWidth; + + return ImMax(width_auto, table->MinColumnWidth); +} + +// 'width' = inner column width, without padding +void ImGui::TableSetColumnWidth(int column_n, float width) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && table->IsLayoutLocked == false); + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column_0 = &table->Columns[column_n]; + float column_0_width = width; + + // Apply constraints early + // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) + IM_ASSERT(table->MinColumnWidth > 0.0f); + const float min_width = table->MinColumnWidth; + const float max_width = ImMax(min_width, column_0->WidthMax); // Don't use TableCalcMaxColumnWidth() here as it would rely on MinX from last instance (#7933) + column_0_width = ImClamp(column_0_width, min_width, max_width); + if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) + return; + + //IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); + ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; + + // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. + // - All fixed: easy. + // - All stretch: easy. + // - One or more fixed + one stretch: easy. + // - One or more fixed + more than one stretch: tricky. + // Qt when manual resize is enabled only supports a single _trailing_ stretch column, we support more cases here. + + // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. + // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. + // Scenarios: + // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset. + // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered. + // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size. + // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 W3 resize from W1| or W2| --> ok + // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 F3 resize from W1| or W2| --> ok + // - W1 F2 W3 resize from W1| or F2| --> ok + // - F1 W2 F3 resize from W2| --> ok + // - F1 W3 F2 resize from W3| --> ok + // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. + // - W1 F2 F3 resize from F2| --> ok + // All resizes from a Wx columns are locking other columns. + + // Possible improvements: + // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns. + // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix. + + // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). + + // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize. + // This is the preferred resize path + if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed) + if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder) + { + column_0->WidthRequest = column_0_width; + table->IsSettingsDirty = true; + return; + } + + // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column) + if (column_1 == NULL) + column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL; + if (column_1 == NULL) + return; + + // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column. + // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) + float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width); + column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; + IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f); + column_0->WidthRequest = column_0_width; + column_1->WidthRequest = column_1_width; + if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch) + TableUpdateColumnsWeightFromWidth(table); + table->IsSettingsDirty = true; +} + +// Disable clipping then auto-fit, will take 2 frames +// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns) +void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n) +{ + // Single auto width uses auto-fit + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled) + return; + column->CannotSkipItemsQueue = (1 << 0); + table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n; +} + +void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table) +{ + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column + continue; + column->CannotSkipItemsQueue = (1 << 0); + column->AutoFitQueue = (1 << 1); + } +} + +void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1); + + // Measure existing quantities + float visible_weight = 0.0f; + float visible_width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + IM_ASSERT(column->StretchWeight > 0.0f); + visible_weight += column->StretchWeight; + visible_width += column->WidthRequest; + } + IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f); + + // Apply new weights + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight; + IM_ASSERT(column->StretchWeight > 0.0f); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Drawing +//------------------------------------------------------------------------- +// - TablePushBackgroundChannel() [Internal] +// - TablePopBackgroundChannel() [Internal] +// - TableSetupDrawChannels() [Internal] +// - TableMergeDrawChannels() [Internal] +// - TableGetColumnBorderCol() [Internal] +// - TableDrawBorders() [Internal] +//------------------------------------------------------------------------- + +// Bg2 is used by Selectable (and possibly other widgets) to render to the background. +// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. +void ImGui::TablePushBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + table->HostBackupInnerClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); +} + +void ImGui::TablePopBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); +} + +// Allocate draw channels. Called by TableUpdateLayout() +// - We allocate them following storage order instead of display order so reordering columns won't needlessly +// increase overall dormant memory cost. +// - We isolate headers draw commands in their own channels instead of just altering clip rects. +// This is in order to facilitate merging of draw commands. +// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels. +// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other +// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged. +// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for +// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4). +// Draw channel allocation (before merging): +// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call) +// - Clip --> 2+D+N channels +// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) +// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero) +// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. +void ImGui::TableSetupDrawChannels(ImGuiTable* table) +{ + const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; + const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount; + const int channels_for_bg = 1 + 1 * freeze_row_multiplier; + const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || (memcmp(table->VisibleMaskByIndex, table->EnabledMaskByIndex, ImBitArrayGetStorageSizeInBytes(table->ColumnsCount)) != 0)) ? +1 : 0; + const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; + table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); + table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); + table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN; + table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); + + int draw_channel_current = 2; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsVisibleX && column->IsVisibleY) + { + column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current); + column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); + if (!(table->Flags & ImGuiTableFlags_NoClip)) + draw_channel_current++; + } + else + { + column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel; + } + column->DrawChannelCurrent = column->DrawChannelFrozen; + } + + // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default. + // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect. + // (This technically isn't part of setting up draw channels, but is reasonably related to be done here) + table->BgClipRect = table->InnerClipRect; + table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect; + table->Bg2ClipRectForDrawCmd = table->HostClipRect; + IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y); +} + +// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable(). +// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect, +// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels(). +// +// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve +// this we merge their clip rect and make them contiguous in the channel list, so they can be merged +// by the call to DrawSplitter.Merge() following to the call to this function. +// We reorder draw commands by arranging them into a maximum of 4 distinct groups: +// +// 1 group: 2 groups: 2 groups: 4 groups: +// [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze +// [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll +// +// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled). +// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group +// based on its position (within frozen rows/columns groups or not). +// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect. +// This function assume that each column are pointing to a distinct draw channel, +// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask. +// +// Column channels will not be merged into one of the 1-4 groups in the following cases: +// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value). +// Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds +// matches, by e.g. calling SetCursorScreenPos(). +// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here.. +// we could do better but it's going to be rare and probably not worth the hassle. +// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd. +// +// This function is particularly tricky to understand.. take a breath. +void ImGui::TableMergeDrawChannels(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImDrawListSplitter* splitter = table->DrawSplitter; + const bool has_freeze_v = (table->FreezeRowsCount > 0); + const bool has_freeze_h = (table->FreezeColumnsCount > 0); + IM_ASSERT(splitter->_Current == 0); + + // Track which groups we are going to attempt to merge, and which channels goes into each group. + struct MergeGroup + { + ImRect ClipRect; + int ChannelsCount = 0; + ImBitArrayPtr ChannelsMask = NULL; + }; + int merge_group_mask = 0x00; + MergeGroup merge_groups[4]; + + // Use a reusable temp buffer for the merge masks as they are dynamically sized. + const int max_draw_channels = (4 + table->ColumnsCount * 2); + const int size_for_masks_bitarrays_one = (int)ImBitArrayGetStorageSizeInBytes(max_draw_channels); + g.TempBuffer.reserve(size_for_masks_bitarrays_one * 5); + memset(g.TempBuffer.Data, 0, size_for_masks_bitarrays_one * 5); + for (int n = 0; n < IM_ARRAYSIZE(merge_groups); n++) + merge_groups[n].ChannelsMask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * n)); + ImBitArrayPtr remaining_mask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * 4)); + + // 1. Scan channels and take note of those which can be merged + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const int merge_group_sub_count = has_freeze_v ? 2 : 1; + for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++) + { + const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen; + + // Don't attempt to merge if there are multiple draw calls within the column + ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; + if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + src_channel->_CmdBuffer.pop_back(); + if (src_channel->_CmdBuffer.Size != 1) + continue; + + // Find out the width of this merge group and check if it will fit in our column + // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it) + if (!(column->Flags & ImGuiTableColumnFlags_NoClip)) + { + float content_max_x; + if (!has_freeze_v) + content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze + else if (merge_group_sub_n == 0) + content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze + else + content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze + if (content_max_x > column->ClipRect.Max.x) + continue; + } + + const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); + IM_ASSERT(channel_no < max_draw_channels); + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + ImBitArraySetBit(merge_group->ChannelsMask, channel_no); + merge_group->ChannelsCount++; + merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect); + merge_group_mask |= (1 << merge_group_n); + } + + // Invalidate current draw channel + // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) + column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1; + } + + // [DEBUG] Display merge groups +#if 0 + if (g.IO.KeyShift) + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + continue; + char buf[32]; + ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount); + ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4); + ImVec2 text_size = CalcTextSize(buf, NULL); + GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255)); + GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL); + GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255)); + } +#endif + + // 2. Rewrite channel list in our preferred order + if (merge_group_mask != 0) + { + // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels(). + const int LEADING_DRAW_CHANNELS = 2; + g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized + ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; + ImBitArraySetBitRange(remaining_mask, LEADING_DRAW_CHANNELS, splitter->_Count); + ImBitArrayClearBit(remaining_mask, table->Bg2DrawChannelUnfrozen); + IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); + int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); + //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; + ImRect host_rect = table->HostClipRect; + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + ImRect merge_clip_rect = merge_group->ClipRect; + + // Extend outer-most clip limits to match those of host, so draw calls can be merged even if + // outer-most columns have some outer padding offsetting them from their parent ClipRect. + // The principal cases this is dealing with are: + // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge + // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge + // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit + // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect. + if ((merge_group_n & 1) == 0 || !has_freeze_h) + merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x); + if ((merge_group_n & 2) == 0 || !has_freeze_v) + merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y); + if ((merge_group_n & 1) != 0) + merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x); + if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) + merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); + //GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); // [DEBUG] + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); + remaining_count -= merge_group->ChannelsCount; + for (int n = 0; n < (size_for_masks_bitarrays_one >> 2); n++) + remaining_mask[n] &= ~merge_group->ChannelsMask[n]; + for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) + { + // Copy + overwrite new clip rect + if (!IM_BITARRAY_TESTBIT(merge_group->ChannelsMask, n)) + continue; + IM_BITARRAY_CLEARBIT(merge_group->ChannelsMask, n); + merge_channels_count--; + + ImDrawChannel* channel = &splitter->_Channels[n]; + IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); + channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4(); + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + } + } + + // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1) + if (merge_group_n == 1 && has_freeze_v) + memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel)); + } + + // Append unmergeable channels that we didn't reorder at the end of the list + for (int n = 0; n < splitter->_Count && remaining_count != 0; n++) + { + if (!IM_BITARRAY_TESTBIT(remaining_mask, n)) + continue; + ImDrawChannel* channel = &splitter->_Channels[n]; + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + remaining_count--; + } + IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size); + memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel)); + } +} + +static ImU32 TableGetColumnBorderCol(ImGuiTable* table, int order_n, int column_n) +{ + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (is_resized || is_hovered) + return ImGui::GetColorU32(is_resized ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + if (is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize))) + return table->BorderColorStrong; + return table->BorderColorLight; +} + +// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow) +void ImGui::TableDrawBorders(ImGuiTable* table) +{ + ImGuiWindow* inner_window = table->InnerWindow; + if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect)) + return; + + ImDrawList* inner_drawlist = inner_window->DrawList; + table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); + inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); + + // Draw inner border and resizing feedback + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float border_size = TABLE_BORDER_SIZE; + const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f); + const float draw_y2_body = table->InnerRect.Max.y; + const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1; + if (table->Flags & ImGuiTableFlags_BordersInnerV) + { + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (column->MaxX > table->InnerClipRect.Max.x && !is_resized) + continue; + + // Decide whether right-most column is visible + if (column->NextEnabledColumn == -1 && !is_resizable) + if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX)) + continue; + if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. + continue; + + // Draw in outer window so right-most column won't be clipped + // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. + float draw_y2 = (is_hovered || is_resized || is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) == 0) ? draw_y2_body : draw_y2_head; + if (draw_y2 > draw_y1) + inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size); + } + } + + // Draw outer border + // FIXME: could use AddRect or explicit VLine/HLine helper? + if (table->Flags & ImGuiTableFlags_BordersOuter) + { + // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call + // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their + // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part + // of it in inner window, and the part that's over scrollbars in the outer window..) + // Either solution currently won't allow us to use a larger border size: the border would clipped. + const ImRect outer_border = table->OuterRect; + const ImU32 outer_col = table->BorderColorStrong; + if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) + { + inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterV) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterH) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size); + } + } + if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y) + { + // Draw bottom-most row border between it is above outer border. + const float border_y = table->RowPosY2; + if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y) + inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size); + } + + inner_drawlist->PopClipRect(); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Sorting +//------------------------------------------------------------------------- +// - TableGetSortSpecs() +// - TableFixColumnSortDirection() [Internal] +// - TableGetColumnNextSortDirection() [Internal] +// - TableSetColumnSortDirection() [Internal] +// - TableSortSpecsSanitize() [Internal] +// - TableSortSpecsBuild() [Internal] +//------------------------------------------------------------------------- + +// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) +// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have +// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, +// else you may wastefully sort your data every frame! +// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! +ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + + if (!(table->Flags & ImGuiTableFlags_Sortable)) + return NULL; + + // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + TableSortSpecsBuild(table); + return &table->SortSpecs; +} + +static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n) +{ + IM_ASSERT(n < column->SortDirectionsAvailCount); + return (ImGuiSortDirection)((column->SortDirectionsAvailList >> (n << 1)) & 0x03); +} + +// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) +void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column) +{ + if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0) + return; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + table->IsSortSpecsDirty = true; +} + +// Calculate next sort direction that would be set after clicking the column +// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click. +// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op. +IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2); +ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + IM_ASSERT(column->SortDirectionsAvailCount > 0); + if (column->SortOrder == -1) + return TableGetColumnAvailSortDirection(column, 0); + for (int n = 0; n < 3; n++) + if (column->SortDirection == TableGetColumnAvailSortDirection(column, n)) + return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount); + IM_ASSERT(0); + return ImGuiSortDirection_None; +} + +// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert +// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. +void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!(table->Flags & ImGuiTableFlags_SortMulti)) + append_to_sort_specs = false; + if (!(table->Flags & ImGuiTableFlags_SortTristate)) + IM_ASSERT(sort_direction != ImGuiSortDirection_None); + + ImGuiTableColumnIdx sort_order_max = 0; + if (append_to_sort_specs) + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); + + ImGuiTableColumn* column = &table->Columns[column_n]; + column->SortDirection = (ImU8)sort_direction; + if (column->SortDirection == ImGuiSortDirection_None) + column->SortOrder = -1; + else if (column->SortOrder == -1 || !append_to_sort_specs) + column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0; + + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column != column && !append_to_sort_specs) + other_column->SortOrder = -1; + TableFixColumnSortDirection(table, other_column); + } + table->IsSettingsDirty = true; + table->IsSortSpecsDirty = true; +} + +void ImGui::TableSortSpecsSanitize(ImGuiTable* table) +{ + IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); + + // Clear SortOrder from hidden column and verify that there's no gap or duplicate. + int sort_order_count = 0; + ImU64 sort_order_mask = 0x00; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder != -1 && !column->IsEnabled) + column->SortOrder = -1; + if (column->SortOrder == -1) + continue; + sort_order_count++; + sort_order_mask |= ((ImU64)1 << column->SortOrder); + IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); + } + + const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); + const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti); + if (need_fix_linearize || need_fix_single_sort_order) + { + ImU64 fixed_mask = 0x00; + for (int sort_n = 0; sort_n < sort_order_count; sort_n++) + { + // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. + // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) + int column_with_smallest_sort_order = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) + if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) + column_with_smallest_sort_order = column_n; + IM_ASSERT(column_with_smallest_sort_order != -1); + fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); + table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n; + + // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. + if (need_fix_single_sort_order) + { + sort_order_count = 1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (column_n != column_with_smallest_sort_order) + table->Columns[column_n].SortOrder = -1; + break; + } + } + } + + // Fallback default sort order (if no column with the ImGuiTableColumnFlags_DefaultSort flag) + if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + sort_order_count = 1; + column->SortOrder = 0; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + break; + } + } + + table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count; +} + +void ImGui::TableSortSpecsBuild(ImGuiTable* table) +{ + bool dirty = table->IsSortSpecsDirty; + if (dirty) + { + TableSortSpecsSanitize(table); + table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); + table->SortSpecs.SpecsDirty = true; // Mark as dirty for user + table->IsSortSpecsDirty = false; // Mark as not dirty for us + } + + // Write output + // May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable() + ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; + if (dirty && sort_specs != NULL) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder == -1) + continue; + IM_ASSERT(column->SortOrder < table->SortSpecsCount); + ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder]; + sort_spec->ColumnUserID = column->UserID; + sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; + sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; + sort_spec->SortDirection = (ImGuiSortDirection)column->SortDirection; + } + + table->SortSpecs.Specs = sort_specs; + table->SortSpecs.SpecsCount = table->SortSpecsCount; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Headers +//------------------------------------------------------------------------- +// - TableGetHeaderRowHeight() [Internal] +// - TableGetHeaderAngledMaxLabelWidth() [Internal] +// - TableHeadersRow() +// - TableHeader() +// - TableAngledHeadersRow() +// - TableAngledHeadersRowEx() [Internal] +//------------------------------------------------------------------------- + +float ImGui::TableGetHeaderRowHeight() +{ + // Caring for a minor edge case: + // Calculate row height, for the unlikely case that some labels may be taller than others. + // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. + // In your custom header row you may omit this all together and just call TableNextRow() without a height... + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float row_height = g.FontSize; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if ((table->Columns[column_n].Flags & ImGuiTableColumnFlags_NoHeaderLabel) == 0) + row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(table, column_n)).y); + return row_height + g.Style.CellPadding.y * 2.0f; +} + +float ImGui::TableGetHeaderAngledMaxLabelWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader) + width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x); + return width + g.Style.CellPadding.y * 2.0f; // Swap padding +} + +// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). +// The intent is that advanced users willing to create customized headers would not need to use this helper +// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets. +// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. +// This code is intentionally written to not make much use of internal functions, to give you better direction +// if you need to write your own. +// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. +void ImGui::TableHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + + // Call layout if not already done. This is automatically done by TableNextRow: we do it here _only_ to make + // it easier to debug-step in TableUpdateLayout(). Your own version of this function doesn't need this. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + // Open row + const float row_height = TableGetHeaderRowHeight(); + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + const float row_y1 = GetCursorScreenPos().y; + if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. + return; + + const int columns_count = TableGetColumnCount(); + for (int column_n = 0; column_n < columns_count; column_n++) + { + if (!TableSetColumnIndex(column_n)) + continue; + + // Push an id to allow empty/unnamed headers. This is also idiomatic as it ensure there is a consistent ID path to access columns (for e.g. automation) + const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); + PushID(column_n); + TableHeader(name); + PopID(); + } + + // Allow opening popup from the right-most section after the last column. + ImVec2 mouse_pos = ImGui::GetMousePos(); + if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) + if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) + TableOpenContextMenu(columns_count); // Will open a non-column-specific popup. +} + +// Emit a column header (text + optional sort order) +// We cpu-clip text here so that all columns headers can be merged into a same draw call. +// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader() +void ImGui::TableHeader(const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + + IM_ASSERT(table->CurrentColumn != -1); + const int column_n = table->CurrentColumn; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Label + if (label == NULL) + label = ""; + const char* label_end = FindRenderedTextEnd(label); + ImVec2 label_size = CalcTextSize(label, label_end, true); + ImVec2 label_pos = window->DC.CursorPos; + + // If we already got a row height, there's use that. + // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect? + ImRect cell_r = TableGetCellBgRect(table, column_n); + float label_height = ImMax(label_size.y, table->RowMinHeight - table->RowCellPaddingY * 2.0f); + + // Calculate ideal size for sort order arrow + float w_arrow = 0.0f; + float w_sort_text = 0.0f; + bool sort_arrow = false; + char sort_order_suf[4] = ""; + const float ARROW_SCALE = 0.65f; + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); + if (column->SortOrder != -1) + sort_arrow = true; + if (column->SortOrder > 0) + { + ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); + w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x; + } + } + + // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging. + float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; + column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, sort_arrow ? cell_r.Max.x : ImMin(max_pos_x, cell_r.Max.x)); + column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); + + // Keep header highlighted when context menu is open. + ImGuiID id = window->GetID(label); + ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); + ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal + if (!ItemAdd(bb, id)) + return; + + //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + + // Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. + const bool highlight = (table->HighlightColumnHeader == column_n); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap); + if (held || hovered || highlight) + { + const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); + } + else + { + // Submit single cell bg color in the case we didn't submit a full header row + if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); + } + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding); + if (held) + table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; + window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; + + // Drag and drop to re-order columns. + // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. + if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) + { + // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x + table->ReorderColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + + // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder. + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) + if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL) + if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = -1; + if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) + if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL) + if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = +1; + } + + // Sort order arrow + const float ellipsis_max = ImMax(cell_r.Max.x - w_arrow - w_sort_text, label_pos.x); + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + if (column->SortOrder != -1) + { + float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text); + float y = label_pos.y; + if (column->SortOrder > 0) + { + PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f)); + RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf); + PopStyleColor(); + x += w_sort_text; + } + RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); + } + + // Handle clicking on column header to adjust Sort Order + if (pressed && table->ReorderColumn != column_n) + { + ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column); + TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift); + } + } + + // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will + // be merged into a single draw call. + //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); + + const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); + if (text_clipped && hovered && g.ActiveId == 0) + SetItemTooltip("%.*s", (int)(label_end - label), label); + + // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden + if (IsMouseReleased(1) && IsItemHovered()) + TableOpenContextMenu(column_n); +} + +// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets. +// FIXME: No hit-testing/button on the angled header. +void ImGui::TableAngledHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiTableTempData* temp_data = table->TempData; + temp_data->AngledHeadersRequests.resize(0); + temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount); + + // Which column needs highlight? + const ImGuiID row_id = GetID("##AngledHeaders"); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + int highlight_column_n = table->HighlightColumnHeader; + if (highlight_column_n == -1 && table->HoveredColumnBody != -1) + if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive))) + highlight_column_n = table->HoveredColumnBody; + + // Build up request + ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg); + ImU32 col_text = GetColorU32(ImGuiCol_Text); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here. + continue; + ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 }; + temp_data->AngledHeadersRequests.push_back(request); + } + + // Render row + TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size); +} + +// Important: data must be fed left to right +void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiWindow* window = g.CurrentWindow; + ImDrawList* draw_list = window->DrawList; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->CurrentRow == -1 && "Must be first row"); + + if (max_label_width == 0.0f) + max_label_width = TableGetHeaderAngledMaxLabelWidth(); + + // Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user. + const bool flip_label = (angle < 0.0f); + angle -= IM_PI * 0.5f; + const float cos_a = ImCos(angle); + const float sin_a = ImSin(angle); + const float label_cos_a = flip_label ? ImCos(angle + IM_PI) : cos_a; + const float label_sin_a = flip_label ? ImSin(angle + IM_PI) : sin_a; + const ImVec2 unit_right = ImVec2(cos_a, sin_a); + + // Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow() + // FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other. + const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f; + const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y)); + table->AngledHeadersHeight = row_height; + table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f; + const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right + + // Declare row, override and draw our own background + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + TableNextColumn(); + const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2); + table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0); + float clip_rect_min_x = table->BgClipRect.Min.x; + if (table->FreezeColumnsCount > 0) + clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX); + TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel + PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns + draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color. + PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns + + ButtonBehavior(row_r, row_id, NULL, NULL); + KeepAliveID(row_id); + + const float ascent_scaled = g.Font->Ascent * g.FontScale; // FIXME: Standardize those scaling factors better + const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f); + const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component + const ImVec2 align = g.Style.TableAngledHeadersTextAlign; + + // Draw background and labels in first pass, then all borders. + float max_x = -FLT_MAX; + for (int pass = 0; pass < 2; pass++) + for (int order_n = 0; order_n < data_count; order_n++) + { + const ImGuiTableHeaderData* request = &data[order_n]; + const int column_n = request->Index; + ImGuiTableColumn* column = &table->Columns[column_n]; + + ImVec2 bg_shape[4]; + bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y); + bg_shape[1] = ImVec2(column->MinX, row_r.Max.y); + bg_shape[2] = bg_shape[1] + header_angled_vector; + bg_shape[3] = bg_shape[0] + header_angled_vector; + if (pass == 0) + { + // Draw shape + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0); + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight + max_x = ImMax(max_x, bg_shape[3].x); + + // Draw label + // - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset. + // - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated. + const char* label_name = TableGetColumnName(table, column_n); + const char* label_name_end = FindRenderedTextEnd(label_name); + const float line_off_step_x = (g.FontSize / -sin_a); + const int label_lines = ImTextCountLines(label_name, label_name_end); + + // Left<>Right alignment + float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f; + float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x; + line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x; + + // Register header width + column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x); + + while (label_name < label_name_end) + { + const char* label_name_eol = strchr(label_name, '\n'); + if (label_name_eol == NULL) + label_name_eol = label_name_end; + + // FIXME: Individual line clipping for right-most column is broken for negative angles. + ImVec2 label_size = CalcTextSize(label_name, label_name_eol); + float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text. + float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x); + ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height)); + int vtx_idx_begin = draw_list->_VtxCurrentIdx; + PushStyleColor(ImGuiCol_Text, request->TextColor); + RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size); + PopStyleColor(); + int vtx_idx_end = draw_list->_VtxCurrentIdx; + + // Up<>Down alignment + const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f); + const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f); + + // Rotate and offset label + ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y); + ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y); + line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x; + pivot_out += unit_right * padding.y; + if (flip_label) + pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x)); + pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x; + ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset + //if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); } + + label_name = label_name_eol + 1; + } + } + if (pass == 1) + { + // Draw border + draw_list->AddLine(bg_shape[0], bg_shape[3], TableGetColumnBorderCol(table, order_n, column_n)); + } + } + PopClipRect(); + PopClipRect(); + table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Context Menu +//------------------------------------------------------------------------- +// - TableOpenContextMenu() [Internal] +// - TableBeginContextMenuPopup() [Internal] +// - TableDrawDefaultContextMenu() [Internal] +//------------------------------------------------------------------------- + +// Use -1 to open menu not specific to a given column. +void ImGui::TableOpenContextMenu(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn() + column_n = -1; + IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount); + if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + table->IsContextPopupOpen = true; + table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + OpenPopupEx(context_menu_id, ImGuiPopupFlags_None); + } +} + +bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table) +{ + if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted) + return false; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) + return true; + table->IsContextPopupOpen = false; + return false; +} + +// Output context menu into current window (generally a popup) +// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? +// Sections to display are pulled from 'flags_for_section_to_display', which is typically == table->Flags. +// - ImGuiTableFlags_Resizable -> display Sizing menu items +// - ImGuiTableFlags_Reorderable -> display "Reset Order" +////- ImGuiTableFlags_Sortable -> display sorting options (disabled) +// - ImGuiTableFlags_Hideable -> display columns visibility menu items +// It means if you have a custom context menus you can call this section and omit some sections, and add your own. +void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + bool want_separator = false; + const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; + ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; + + // Sizing + if (flags_for_section_to_display & ImGuiTableFlags_Resizable) + { + if (column != NULL) + { + const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne" + TableSetColumnWidthAutoSingle(table, column_n); + } + + const char* size_all_desc; + if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit); // "###SizeAll" All fixed + else + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault); // "###SizeAll" All stretch or mixed + if (MenuItem(size_all_desc, NULL)) + TableSetColumnWidthAutoAll(table); + want_separator = true; + } + + // Ordering + if (flags_for_section_to_display & ImGuiTableFlags_Reorderable) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder)) + table->IsResetDisplayOrderRequest = true; + want_separator = true; + } + + // Reset all (should work but seems unnecessary/noisy to expose?) + //if (MenuItem("Reset all")) + // table->IsResetAllRequest = true; + + // Sorting + // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) +#if 0 + if ((flags_for_section_to_display & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) + { + if (want_separator) + Separator(); + want_separator = true; + + bool append_to_sort_specs = g.IO.KeyShift; + if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs); + if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs); + } +#endif + + // Hiding / Visibility + if (flags_for_section_to_display & ImGuiTableFlags_Hideable) + { + if (want_separator) + Separator(); + want_separator = true; + + PushItemFlag(ImGuiItemFlags_AutoClosePopups, false); + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column->Flags & ImGuiTableColumnFlags_Disabled) + continue; + + const char* name = TableGetColumnName(table, other_column_n); + if (name == NULL || name[0] == 0) + name = ""; + + // Make sure we can't hide the last active column + bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; + if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1) + menu_item_active = false; + if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active)) + other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled; + } + PopItemFlag(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Settings (.ini data) +//------------------------------------------------------------------------- +// FIXME: The binding/finding/creating flow are too confusing. +//------------------------------------------------------------------------- +// - TableSettingsInit() [Internal] +// - TableSettingsCalcChunkSize() [Internal] +// - TableSettingsCreate() [Internal] +// - TableSettingsFindByID() [Internal] +// - TableGetBoundSettings() [Internal] +// - TableResetSettings() +// - TableSaveSettings() [Internal] +// - TableLoadSettings() [Internal] +// - TableSettingsHandler_ClearAll() [Internal] +// - TableSettingsHandler_ApplyAll() [Internal] +// - TableSettingsHandler_ReadOpen() [Internal] +// - TableSettingsHandler_ReadLine() [Internal] +// - TableSettingsHandler_WriteAll() [Internal] +// - TableSettingsInstallHandler() [Internal] +//------------------------------------------------------------------------- +// [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings. +// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table. +// [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty. +// [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file. +//------------------------------------------------------------------------- + +// Clear and initialize empty settings instance +static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max) +{ + IM_PLACEMENT_NEW(settings) ImGuiTableSettings(); + ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings(); + for (int n = 0; n < columns_count_max; n++, settings_column++) + IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings(); + settings->ID = id; + settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count; + settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max; + settings->WantApply = true; +} + +static size_t TableSettingsCalcChunkSize(int columns_count) +{ + return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings); +} + +ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count)); + TableSettingsInit(settings, id, columns_count, columns_count); + return settings; +} + +// Find existing settings +ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id) +{ + // FIXME-OPT: Might want to store a lookup map for this? + ImGuiContext& g = *GImGui; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID == id) + return settings; + return NULL; +} + +// Get settings for a given table, NULL if none +ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table) +{ + if (table->SettingsOffset != -1) + { + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); + IM_ASSERT(settings->ID == table->ID); + if (settings->ColumnsCountMax >= table->ColumnsCount) + return settings; // OK + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return NULL; +} + +// Restore initial state of table (with or without saved settings) +void ImGui::TableResetSettings(ImGuiTable* table) +{ + table->IsInitializing = table->IsSettingsDirty = true; + table->IsResetAllRequest = false; + table->IsSettingsRequestLoad = false; // Don't reload from ini + table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative +} + +void ImGui::TableSaveSettings(ImGuiTable* table) +{ + table->IsSettingsDirty = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind or create settings data + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = TableGetBoundSettings(table); + if (settings == NULL) + { + settings = TableSettingsCreate(table->ID, table->ColumnsCount); + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount; + + // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings + IM_ASSERT(settings->ID == table->ID); + IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount); + ImGuiTableColumn* column = table->Columns.Data; + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + + bool save_ref_scale = false; + settings->SaveFlags = ImGuiTableFlags_None; + for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) + { + const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest; + column_settings->WidthOrWeight = width_or_weight; + column_settings->Index = (ImGuiTableColumnIdx)n; + column_settings->DisplayOrder = column->DisplayOrder; + column_settings->SortOrder = column->SortOrder; + column_settings->SortDirection = column->SortDirection; + column_settings->IsEnabled = column->IsUserEnabled; + column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) + save_ref_scale = true; + + // We skip saving some data in the .ini file when they are unnecessary to restore our state. + // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f. + // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. + if (width_or_weight != column->InitStretchWeightOrWidth) + settings->SaveFlags |= ImGuiTableFlags_Resizable; + if (column->DisplayOrder != n) + settings->SaveFlags |= ImGuiTableFlags_Reorderable; + if (column->SortOrder != -1) + settings->SaveFlags |= ImGuiTableFlags_Sortable; + if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) + settings->SaveFlags |= ImGuiTableFlags_Hideable; + } + settings->SaveFlags &= table->Flags; + settings->RefScale = save_ref_scale ? table->RefScale : 0.0f; + + MarkIniSettingsDirty(); +} + +void ImGui::TableLoadSettings(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + table->IsSettingsRequestLoad = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind settings + ImGuiTableSettings* settings; + if (table->SettingsOffset == -1) + { + settings = TableSettingsFindByID(table->ID); + if (settings == NULL) + return; + if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return... + table->IsSettingsDirty = true; + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + else + { + settings = TableGetBoundSettings(table); + } + + table->SettingsLoadedFlags = settings->SaveFlags; + table->RefScale = settings->RefScale; + + // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + ImU64 display_order_mask = 0; + for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++) + { + int column_n = column_settings->Index; + if (column_n < 0 || column_n >= table->ColumnsCount) + continue; + + ImGuiTableColumn* column = &table->Columns[column_n]; + if (settings->SaveFlags & ImGuiTableFlags_Resizable) + { + if (column_settings->IsStretch) + column->StretchWeight = column_settings->WidthOrWeight; + else + column->WidthRequest = column_settings->WidthOrWeight; + column->AutoFitQueue = 0x00; + } + if (settings->SaveFlags & ImGuiTableFlags_Reorderable) + column->DisplayOrder = column_settings->DisplayOrder; + else + column->DisplayOrder = (ImGuiTableColumnIdx)column_n; + display_order_mask |= (ImU64)1 << column->DisplayOrder; + column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled; + column->SortOrder = column_settings->SortOrder; + column->SortDirection = column_settings->SortDirection; + } + + // Validate and fix invalid display order data + const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1; + if (display_order_mask != expected_display_order_mask) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n; + + // Rebuild index + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; +} + +static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + table->SettingsOffset = -1; + g.SettingsTables.clear(); +} + +// Apply to existing windows (if any) +static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + { + table->IsSettingsRequestLoad = true; + table->SettingsOffset = -1; + } +} + +static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = 0; + int columns_count = 0; + if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2) + return NULL; + + if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id)) + { + if (settings->ColumnsCountMax >= columns_count) + { + TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle + return settings; + } + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return ImGui::TableSettingsCreate(id, columns_count); +} + +static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + ImGuiTableSettings* settings = (ImGuiTableSettings*)entry; + float f = 0.0f; + int column_n = 0, r = 0, n = 0; + + if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; } + + if (sscanf(line, "Column %d%n", &column_n, &r) == 1) + { + if (column_n < 0 || column_n >= settings->ColumnsCount) + return; + line = ImStrSkipBlank(line + r); + char c = 0; + ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n; + column->Index = (ImGuiTableColumnIdx)column_n; + if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; } + if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; } + if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; } + if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; } + } +} + +static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + { + if (settings->ID == 0) // Skip ditched settings + continue; + + // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped + // (e.g. Order was unchanged) + const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0; + const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; + const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; + const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; + if (!save_size && !save_visible && !save_order && !save_sort) + continue; + + buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve + buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); + if (settings->RefScale != 0.0f) + buf->appendf("RefScale=%g\n", settings->RefScale); + ImGuiTableColumnSettings* column = settings->GetColumnSettings(); + for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) + { + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1); + if (!save_column) + continue; + buf->appendf("Column %-2d", column_n); + if (column->UserID != 0) { buf->appendf(" UserID=%08X", column->UserID); } + if (save_size && column->IsStretch) { buf->appendf(" Weight=%.4f", column->WidthOrWeight); } + if (save_size && !column->IsStretch) { buf->appendf(" Width=%d", (int)column->WidthOrWeight); } + if (save_visible) { buf->appendf(" Visible=%d", column->IsEnabled); } + if (save_order) { buf->appendf(" Order=%d", column->DisplayOrder); } + if (save_sort && column->SortOrder != -1) { buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); } + buf->append("\n"); + } + buf->append("\n"); + } +} + +void ImGui::TableSettingsAddSettingsHandler() +{ + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Table"; + ini_handler.TypeHash = ImHashStr("Table"); + ini_handler.ClearAllFn = TableSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Garbage Collection +//------------------------------------------------------------------------- +// - TableRemove() [Internal] +// - TableGcCompactTransientBuffers() [Internal] +// - TableGcCompactSettings() [Internal] +//------------------------------------------------------------------------- + +// Remove Table (currently only used by TestEngine) +void ImGui::TableRemove(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + int table_idx = g.Tables.GetIndex(table); + //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); + //memset(table, 0, sizeof(ImGuiTable)); + g.Tables.Remove(table->ID, table); + g.TablesLastTimeActive[table_idx] = -1.0f; +} + +// Free up/compact internal Table buffers for when it gets unused +void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + IM_ASSERT(table->MemoryCompacted == false); + table->SortSpecs.Specs = NULL; + table->SortSpecsMulti.clear(); + table->IsSortSpecsDirty = true; // FIXME: In theory shouldn't have to leak into user performing a sort on resume. + table->ColumnsNames.clear(); + table->MemoryCompacted = true; + for (int n = 0; n < table->ColumnsCount; n++) + table->Columns[n].NameOffset = -1; + g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; +} + +void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data) +{ + temp_data->DrawSplitter.ClearFreeMemory(); + temp_data->LastTimeActive = -1.0f; +} + +// Compact and remove unused settings data (currently only used by TestEngine) +void ImGui::TableGcCompactSettings() +{ + ImGuiContext& g = *GImGui; + int required_memory = 0; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount); + if (required_memory == g.SettingsTables.Buf.Size) + return; + ImChunkStream new_chunk_stream; + new_chunk_stream.Buf.reserve(required_memory); + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount)); + g.SettingsTables.swap(new_chunk_stream); +} + + +//------------------------------------------------------------------------- +// [SECTION] Tables: Debugging +//------------------------------------------------------------------------- +// - DebugNodeTable() [Internal] +//------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) +{ + sizing_policy &= ImGuiTableFlags_SizingMask_; + if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; } + if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; } + return "N/A"; +} + +void ImGui::DebugNodeTable(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + const bool is_active = (table->LastFrameActive >= g.FrameCount - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); + if (IsItemVisible() && table->HoveredColumnBody != -1) + GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + if (!open) + return; + if (table->InstanceCurrent > 0) + Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + if (DebugBreakButton("**DebugBreak**", "in BeginTable()")) + g.DebugBreakInTable = table->ID; + SameLine(); + } + + bool clear_settings = SmallButton("Clear settings"); + BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); + BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); + BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); + BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); + BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); + for (int n = 0; n < table->InstanceCurrent + 1; n++) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, n); + BulletText("Instance %d: HoveredRow: %d, LastOuterHeight: %.2f", n, table_instance->HoveredRowLast, table_instance->LastOuterHeight); + } + //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); + float sum_weights = 0.0f; + for (int n = 0; n < table->ColumnsCount; n++) + if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch) + sum_weights += table->Columns[n].StretchWeight; + for (int n = 0; n < table->ColumnsCount; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + const char* name = TableGetColumnName(table, n); + char buf[512]; + ImFormatString(buf, IM_ARRAYSIZE(buf), + "Column %d order %d '%s': offset %+.2f to %+.2f%s\n" + "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" + "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n" + "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n" + "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n" + "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..", + n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "", + column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen, + column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f, + column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x, + column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX, + column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags, + (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", + (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", + (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); + Bullet(); + Selectable(buf); + if (IsItemHovered()) + { + ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); + GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); + } + } + if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) + DebugNodeTableSettings(settings); + if (clear_settings) + table->IsResetAllRequest = true; + TreePop(); +} + +void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings) +{ + if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount)) + return; + BulletText("SaveFlags: 0x%08X", settings->SaveFlags); + BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax); + for (int n = 0; n < settings->ColumnsCount; n++) + { + ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n]; + ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None; + BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X", + n, column_settings->DisplayOrder, column_settings->SortOrder, + (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", + column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID); + } + TreePop(); +} + +#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugNodeTable(ImGuiTable*) {} +void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} + +#endif + + +//------------------------------------------------------------------------- +// [SECTION] Columns, BeginColumns, EndColumns, etc. +// (This is a legacy API, prefer using BeginTable/EndTable!) +//------------------------------------------------------------------------- +// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.) +//------------------------------------------------------------------------- +// - SetWindowClipRectBeforeSetChannel() [Internal] +// - GetColumnIndex() +// - GetColumnsCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, +// they would meddle many times with the underlying ImDrawCmd. +// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let +// the subsequent single call to SetCurrentChannel() does it things once. +void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) +{ + ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); + window->ClipRect = clip_rect; + window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; + window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; +} + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f; + +static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return 0.0f; + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return GetContentRegionAvail().x; + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiOldColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + columns->HostBackupClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, 0); +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); +} + +ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiOldColumns()); + ImGuiOldColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiOldColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostInitialClipRect = window->ClipRect; + columns->HostBackupParentWorkRect = window->ParentWorkRect; + window->ParentWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImTrunc(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiOldColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiOldColumnData* column = &columns->Columns[n]; + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWithFull(window->ClipRect); + } + + if (columns->Count > 1) + { + columns->Splitter.Split(window->DrawList, 1 + columns->Count); + columns->Splitter.SetCurrentChannel(window->DrawList, 1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; + window->WorkRect.Max.y = window->ContentRegionRect.Max.y; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + + // Next column + if (++columns->Current == columns->Count) + columns->Current = 0; + + PopItemWidth(); + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() + // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), + ImGuiOldColumnData* column = &columns->Columns[columns->Current]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (columns->Current > 0) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + } + else + { + // New row/line: column 0 honor IndentX. + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.IsSameLine = false; + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + columns->Splitter.Merge(window->DrawList); + } + + const ImGuiOldColumnFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiOldColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale); + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); + if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiOldColumnFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = IM_TRUNC(x); + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = window->ParentWorkRect; + window->ParentWorkRect = columns->HostBackupParentWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + NavUpdateCurrentWindowIsScrollPushableX(); +} + +void ImGui::Columns(int columns_count, const char* id, bool borders) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiOldColumnFlags flags = (borders ? 0 : ImGuiOldColumnFlags_NoBorder); + //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imgui_widgets.cpp b/src/main/imgui/imgui_widgets.cpp new file mode 100644 index 0000000..2cbef83 --- /dev/null +++ b/src/main/imgui/imgui_widgets.cpp @@ -0,0 +1,10473 @@ +// dear imgui, v1.91.7 +// (widgets code) + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Widgets: Text, etc. +// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.) +// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.) +// [SECTION] Widgets: ComboBox +// [SECTION] Data Type and Data Formatting Helpers +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +// [SECTION] Widgets: InputText, InputTextMultiline +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +// [SECTION] Widgets: Selectable +// [SECTION] Widgets: Typing-Select support +// [SECTION] Widgets: Box-Select support +// [SECTION] Widgets: Multi-Select support +// [SECTION] Widgets: Multi-Select helpers +// [SECTION] Widgets: ListBox +// [SECTION] Widgets: PlotLines, PlotHistogram +// [SECTION] Widgets: Value helpers +// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // intptr_t + +//------------------------------------------------------------------------- +// Warnings +//------------------------------------------------------------------------- + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +//------------------------------------------------------------------------- +// Data +//------------------------------------------------------------------------- + +// Widgets +static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior. +static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags. + +// Those MIN/MAX values are not define because we need to point to them +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; +static const unsigned short IM_U16_MIN = 0; +static const unsigned short IM_U16_MAX = 0xFFFF; +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +#ifdef LLONG_MIN +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +#else +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; +#endif +static const ImU64 IM_U64_MIN = 0; +#ifdef ULLONG_MAX +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +#else +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +#endif + +//------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//------------------------------------------------------------------------- + +// For InputTextEx() +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard = false); +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Text, etc. +//------------------------------------------------------------------------- +// - TextEx() [Internal] +// - TextUnformatted() +// - Text() +// - TextV() +// - TextColored() +// - TextColoredV() +// - TextDisabled() +// - TextDisabledV() +// - TextWrapped() +// - TextWrappedV() +// - LabelText() +// - LabelTextV() +// - BulletText() +// - BulletTextV() +//------------------------------------------------------------------------- + +void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Accept null ranges + if (text == text_end) + text = text_end = ""; + + // Calculate length + const char* text_begin = text; + if (text_end == NULL) + text_end = text + strlen(text); // FIXME-OPT + + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + const float wrap_pos_x = window->DC.TextWrapPos; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); + if (text_end - text <= 2000 || wrap_enabled) + { + // Common case + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } + else + { + // Long text! + // Perform manual coarse clipping to optimize for long multi-line text + // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. + const char* line = text; + const float line_height = GetTextLineHeight(); + ImVec2 text_size(0, 0); + + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) + { + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) + { + int lines_skipped = 0; + while (line < text_end && lines_skipped < lines_skippable) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + } + + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0)) + break; + + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + text_size.y = (pos - text_pos).y; + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + ItemAdd(bb, 0); + } +} + +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::Text(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextV(fmt, args); + va_end(args); +} + +void ImGui::TextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const char* text, *text_end; + ImFormatStringToTempBufferV(&text, &text_end, fmt, args); + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextColoredV(col, fmt, args); + va_end(args); +} + +void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, col); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextDisabled(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextDisabledV(fmt, args); + va_end(args); +} + +void ImGui::TextDisabledV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextWrapped(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextWrappedV(fmt, args); + va_end(args); +} + +void ImGui::TextWrappedV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + if (need_backup) + PushTextWrapPos(0.0f); + TextV(fmt, args); + if (need_backup) + PopTextWrapPos(); +} + +void ImGui::LabelText(const char* label, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LabelTextV(label, fmt, args); + va_end(args); +} + +// Add a label+text combo aligned to other label+value widgets +void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float w = CalcItemWidth(); + + const char* value_text_begin, *value_text_end; + ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args); + const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const ImVec2 pos = window->DC.CursorPos; + const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)); + const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0)) + return; + + // Render + RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); +} + +void ImGui::BulletText(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + BulletTextV(fmt, args); + va_end(args); +} + +// Text with a little bullet aligned to the typical tree node. +void ImGui::BulletTextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const char* text_begin, *text_end; + ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args); + const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); + const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(total_size, 0.0f); + const ImRect bb(pos, pos + total_size); + if (!ItemAdd(bb, 0)) + return; + + // Render + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col); + RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Main +//------------------------------------------------------------------------- +// - ButtonBehavior() [Internal] +// - Button() +// - SmallButton() +// - InvisibleButton() +// - ArrowButton() +// - CloseButton() [Internal] +// - CollapseButton() [Internal] +// - GetWindowScrollbarID() [Internal] +// - GetWindowScrollbarRect() [Internal] +// - Scrollbar() [Internal] +// - ScrollbarEx() [Internal] +// - Image() +// - ImageButton() +// - Checkbox() +// - CheckboxFlagsT() [Internal] +// - CheckboxFlags() +// - RadioButton() +// - ProgressBar() +// - Bullet() +// - Hyperlink() +//------------------------------------------------------------------------- + +// The ButtonBehavior() function is key to many interactions and used by many/most widgets. +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. +//------------------------------------------------------------------------------------------------------------------------------------------------ +// The behavior of the return-value changes when ImGuiItemFlags_ButtonRepeat is set: +// Repeat+ Repeat+ Repeat+ Repeat+ +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick +//------------------------------------------------------------------------------------------------------------------------------------------------- +// Frame N+0 (mouse button is down) - true - true +// ... - - - - +// Frame N + RepeatDelay true true - true +// ... - - - - +// Frame N + RepeatDelay + RepeatRate*N true true - true +//------------------------------------------------------------------------------------------------------------------------------------------------- + +// - FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc. +// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);' +// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading. +// - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature. +// One idiom which was previously valid which will now emit a warning is when using multiple overlayed ButtonBehavior() +// with same ID and different MouseButton (see #8030). You can fix it by: +// (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags. +// or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() +bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + // Default behavior inherited from item flags + // Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that. + ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.ItemFlags : g.CurrentItemFlags); + if (flags & ImGuiButtonFlags_AllowOverlap) + item_flags |= ImGuiItemFlags_AllowOverlap; + + // Default only reacts to left mouse button + if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) + flags |= ImGuiButtonFlags_MouseButtonLeft; + + // Default behavior requires click + release inside bounding box + if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) + flags |= (item_flags & ImGuiItemFlags_ButtonRepeat) ? ImGuiButtonFlags_PressedOnClick : ImGuiButtonFlags_PressedOnDefault_; + + ImGuiWindow* backup_hovered_window = g.HoveredWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree; + if (flatten_hovered_children) + g.HoveredWindow = window; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + // Alternate registration spot, for when caller didn't use ItemAdd() + if (g.LastItemData.ID != id) + IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL); +#endif + + bool pressed = false; + bool hovered = ItemHoverable(bb, id, item_flags); + + // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button + if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) + if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + { + hovered = true; + SetHoveredID(id); + if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) + { + pressed = true; + g.DragDropHoldJustPressedId = id; + FocusWindow(window); + } + } + + if (flatten_hovered_children) + g.HoveredWindow = backup_hovered_window; + + // Mouse handling + const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id; + if (hovered) + { + IM_ASSERT(id != 0); // Lazily check inside rare path. + + // Poll mouse buttons + // - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId. + // - Technically we only need some values in one code path, but since this is gated by hovered test this is fine. + int mouse_button_clicked = -1; + int mouse_button_released = -1; + for (int button = 0; button < 3; button++) + if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here. + { + if (IsMouseClicked(button, ImGuiInputFlags_None, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; } + if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; } + } + + // Process initial action + const bool mods_ok = !(flags & ImGuiButtonFlags_NoKeyModsAllowed) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt); + if (mods_ok) + { + if (mouse_button_clicked != -1 && g.ActiveId != id) + { + if (!(flags & ImGuiButtonFlags_NoSetKeyOwner)) + SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id); + if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) + { + SetActiveID(id, window); + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { + SetFocusID(id, window); + FocusWindow(window); + } + else + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } + } + if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2)) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveId) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { + SetFocusID(id, window); + FocusWindow(window); + } + else + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } + } + } + if (flags & ImGuiButtonFlags_PressedOnRelease) + { + if (mouse_button_released != -1) + { + const bool has_repeated_at_least_once = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior + if (!has_repeated_at_least_once) + pressed = true; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); // FIXME: Lack of FocusWindow() call here is inconsistent with other paths. Research why. + ClearActiveID(); + } + } + + // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). + // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. + if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, ImGuiInputFlags_Repeat, test_owner_id)) + pressed = true; + } + + if (pressed && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + + // Keyboard/Gamepad navigation handling + // We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav) + if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) + hovered = true; + if (g.NavActivateDownId == id) + { + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = (g.NavActivatePressedId == id); + if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat)) + { + // Avoid pressing multiple keys from triggering excessive amount of repeat events + const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); + const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter); + const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate); + const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration); + nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + } + if (nav_activated_by_code || nav_activated_by_inputs) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + pressed = true; + SetActiveID(id, window); + g.ActiveIdSource = g.NavInputSource; + if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)) + SetFocusID(id, window); + if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut) + g.ActiveIdFromShortcut = true; + } + } + + // Process while held + bool held = false; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; + + const int mouse_button = g.ActiveIdMouseButton; + if (mouse_button == -1) + { + // Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304). + ClearActiveID(); + } + else if (IsMouseDown(mouse_button, test_owner_id)) + { + held = true; + } + else + { + bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; + if ((release_in || release_anywhere) && !g.DragDropActive) + { + // Report as pressed when releasing the mouse (this is the most common path) + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2; + bool is_repeating_already = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id); + if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned) + pressed = true; + } + ClearActiveID(); + } + if (!(flags & ImGuiButtonFlags_NoNavFocus) && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + // When activated using Nav, we hold on the ActiveID until activation button is released + if (g.NavActivateDownId == id) + held = true; // hovered == true not true as we are already likely hovered on direct activation. + else + ClearActiveID(); + } + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; + } + + // Activation highlight (this may be a remote activation) + if (g.NavHighlightActivatedId == id) + hovered = true; + + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + + return pressed; +} + +bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImVec2 pos = window->DC.CursorPos; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; + ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + + const ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + + if (g.LogEnabled) + LogSetNextTextDecoration("[", "]"); + RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); + + // Automatically close popups + //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) + // CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::Button(const char* label, const ImVec2& size_arg) +{ + return ButtonEx(label, size_arg, ImGuiButtonFlags_None); +} + +// Small buttons fits within text without additional vertical spacing. +bool ImGui::SmallButton(const char* label) +{ + ImGuiContext& g = *GImGui; + float backup_padding_y = g.Style.FramePadding.y; + g.Style.FramePadding.y = 0.0f; + bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); + g.Style.FramePadding.y = backup_padding_y; + return pressed; +} + +// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. +// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. + IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); + + const ImGuiID id = window->GetID(str_id); + ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + if (!ItemAdd(bb, id, NULL, (flags & ImGuiButtonFlags_EnableNav) ? ImGuiItemFlags_None : ImGuiItemFlags_NoNav)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + RenderNavCursor(bb, id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiID id = window->GetID(str_id); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + const float default_size = GetFrameHeight(); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +{ + float sz = GetFrameHeight(); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None); +} + +// Button to close a window +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) + // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + ImRect bb_interact = bb; + const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); + if (area_to_visible_ratio < 1.5f) + bb_interact.Expand(ImTrunc(bb_interact.GetSize() * -0.25f)); + + // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. + // (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer). + bool is_clipped = !ItemAdd(bb_interact, id); + + bool hovered, held; + bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held); + if (is_clipped) + return pressed; + + // Render + ImU32 bg_col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); + if (hovered) + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + ImU32 cross_col = GetColorU32(ImGuiCol_Text); + ImVec2 cross_center = bb.GetCenter() - ImVec2(0.5f, 0.5f); + float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f); + + return pressed; +} + +// The Collapse button also functions as a Dock Menu button. +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + bool is_clipped = !ItemAdd(bb, id); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + if (is_clipped) + return pressed; + + // Render + //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + if (hovered || held) + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + + if (dock_node) + RenderArrowDockMenu(window->DrawList, bb.Min, g.FontSize, text_col); + else + RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + + // Switch to moving the window after mouse is moved beyond the initial drag threshold + if (IsItemActive() && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, dock_node, true); // Undock from window/collapse menu button + + return pressed; +} + +ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +{ + return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); +} + +// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. +ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) +{ + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float border_size = window->WindowBorderSize; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) + IM_ASSERT(scrollbar_size > 0.0f); + if (axis == ImGuiAxis_X) + return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size); + else + return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size); +} + +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = GetWindowScrollbarID(window, axis); + + // Calculate scrollbar bounding box + ImRect bb = GetWindowScrollbarRect(window, axis); + ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; + if (axis == ImGuiAxis_X) + { + rounding_corners |= ImDrawFlags_RoundCornersBottomLeft; + if (!window->ScrollbarY) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + else + { + if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) + rounding_corners |= ImDrawFlags_RoundCornersTopRight; + if (!window->ScrollbarX) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; + float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; + ImS64 scroll = (ImS64)window->Scroll[axis]; + ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_visible, (ImS64)size_contents, rounding_corners); + window->Scroll[axis] = (float)scroll; +} + +// Vertical/Horizontal scrollbar +// The entire piece of code below is rather confusing because: +// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) +// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar +// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. +// Still, the code should probably be made simpler.. +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags draw_rounding_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; + + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return false; + + const ImGuiStyle& style = g.Style; + const bool allow_interaction = (alpha >= 1.0f); + + ImRect bb = bb_frame; + bb.Expand(ImVec2(-ImClamp(IM_TRUNC((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_TRUNC((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), (ImS64)1); + const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v); + const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + + const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_visible_v); + float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space + if (held && allow_interaction && grab_h_norm < 1.0f) + { + const float scrollbar_pos_v = bb.Min[axis]; + const float mouse_pos_v = g.IO.MousePos[axis]; + + // Click position in scrollbar normalized space (0.0f->1.0f) + const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); + + const int held_dir = (clicked_v_norm < grab_v_norm) ? -1 : (clicked_v_norm > grab_v_norm + grab_h_norm) ? +1 : 0; + if (g.ActiveIdIsJustActivated) + { + // On initial click when held_dir == 0 (clicked over grab): calculate the distance between mouse and the center of the grab + const bool scroll_to_clicked_location = (g.IO.ConfigScrollbarScrollByPage == false || g.IO.KeyShift || held_dir == 0); + g.ScrollbarSeekMode = scroll_to_clicked_location ? 0 : (short)held_dir; + g.ScrollbarClickDeltaToGrabCenter = (held_dir == 0 && !g.IO.KeyShift) ? clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f : 0.0f; + } + + // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + if (g.ScrollbarSeekMode == 0) + { + // Absolute seeking + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); + } + else + { + // Page by page + if (IsMouseClicked(ImGuiMouseButton_Left, ImGuiInputFlags_Repeat) && held_dir == g.ScrollbarSeekMode) + { + float page_dir = (g.ScrollbarSeekMode > 0.0f) ? +1.0f : -1.0f; + *p_scroll_v = ImClamp(*p_scroll_v + (ImS64)(page_dir * size_visible_v), (ImS64)0, scroll_max); + } + } + + // Update values for rendering + scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + + // Update distance to grab now that we have seek'ed and saturated + //if (seek_absolute) + // g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Render + const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, draw_rounding_flags); + ImRect grab_rect; + if (axis == ImGuiAxis_X) + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); + else + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + +// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const float border_size = (border_col.w > 0.0f) ? 1.0f : 0.0f; + const ImVec2 padding(border_size, border_size); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + // Render + if (border_size > 0.0f) + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f, ImDrawFlags_None, border_size); + window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); +} + +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImVec2 padding = g.Style.FramePadding; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); + window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + + return pressed; +} + +// - ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button. +// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. (#8165) // FIXME: Maybe that's not the best design? +bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + return ImageButtonEx(window->GetID(str_id), user_texture_id, image_size, uv0, uv1, bg_col, tint_col); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy API obsoleted in 1.89. Two differences with new ImageButton() +// - old ImageButton() used ImTextureID as item id (created issue with multiple buttons with same image, transient texture id values, opaque computation of ID) +// - new ImageButton() requires an explicit 'const char* str_id' +// - old ImageButton() had frame_padding' override argument. +// - new ImageButton() always use style.FramePadding. +/* +bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + // Default to using texture ID as ID. User can still push string/integer prefixes. + PushID((ImTextureID)(intptr_t)user_texture_id); + if (frame_padding >= 0) + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding)); + bool ret = ImageButton("", user_texture_id, size, uv0, uv1, bg_col, tint_col); + if (frame_padding >= 0) + PopStyleVar(); + PopID(); + return ret; +} +*/ +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImGui::Checkbox(const char* label, bool* v) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + const bool is_visible = ItemAdd(total_bb, id); + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(total_bb)) // Extra layer of "no logic clip" for box-select support + { + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return false; + } + + // Range-Selection/Multi-selection support (header) + bool checked = *v; + if (is_multi_select) + MultiSelectItemHeader(id, &checked, NULL); + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + + // Range-Selection/Multi-selection support (footer) + if (is_multi_select) + MultiSelectItemFooter(id, &checked, &pressed); + else if (pressed) + checked = !checked; + + if (*v != checked) + { + *v = checked; + pressed = true; // return value + MarkItemEdited(id); + } + + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const bool mixed_value = (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + if (is_visible) + { + RenderNavCursor(total_bb, id); + RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + if (mixed_value) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) + ImVec2 pad(ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)), ImMax(1.0f, IM_TRUNC(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); + } + } + const ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); + if (is_visible && label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +template +bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) +{ + bool all_on = (*flags & flags_value) == flags_value; + bool any_on = (*flags & flags_value) != 0; + bool pressed; + if (!all_on && any_on) + { + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_MixedValue; + pressed = Checkbox(label, &all_on); + } + else + { + pressed = Checkbox(label, &all_on); + + } + if (pressed) + { + if (all_on) + *flags |= flags_value; + else + *flags &= ~flags_value; + } + return pressed; +} + +bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::RadioButton(const char* label, bool active) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + ImVec2 center = check_bb.GetCenter(); + center.x = IM_ROUND(center.x); + center.y = IM_ROUND(center.y); + const float radius = (square_sz - 1.0f) * 0.5f; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + MarkItemEdited(id); + + RenderNavCursor(total_bb, id); + const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment); + if (active) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark)); + } + + if (style.FrameBorderSize > 0.0f) + { + window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), num_segment, style.FrameBorderSize); + window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), num_segment, style.FrameBorderSize); + } + + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, active ? "(x)" : "( )"); + if (label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. +bool ImGui::RadioButton(const char* label, int* v, int v_button) +{ + const bool pressed = RadioButton(label, *v == v_button); + if (pressed) + *v = v_button; + return pressed; +} + +// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size +void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, 0)) + return; + + // Fraction < 0.0f will display an indeterminate progress bar animation + // The value must be animated along with time, so e.g. passing '-1.0f * ImGui::GetTime()' as fraction works. + const bool is_indeterminate = (fraction < 0.0f); + if (!is_indeterminate) + fraction = ImSaturate(fraction); + + // Out of courtesy we accept a NaN fraction without crashing + float fill_n0 = 0.0f; + float fill_n1 = (fraction == fraction) ? fraction : 0.0f; + + if (is_indeterminate) + { + const float fill_width_n = 0.2f; + fill_n0 = ImFmod(-fraction, 1.0f) * (1.0f + fill_width_n) - fill_width_n; + fill_n1 = ImSaturate(fill_n0 + fill_width_n); + fill_n0 = ImSaturate(fill_n0); + } + + // Render + RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_n0, fill_n1, style.FrameRounding); + + // Default displaying the fraction as percentage string, but user can override it + // Don't display text for indeterminate bars by default + char overlay_buf[32]; + if (!is_indeterminate || overlay != NULL) + { + if (!overlay) + { + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); + overlay = overlay_buf; + } + + ImVec2 overlay_size = CalcTextSize(overlay, NULL); + if (overlay_size.x > 0.0f) + { + float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : ImLerp(bb.Min.x, bb.Max.x, fill_n1) + style.ItemSpacing.x; + RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); + } + } +} + +void ImGui::Bullet() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + { + SameLine(0, style.FramePadding.x * 2); + return; + } + + // Render and stay on same line + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); +} + +// This is provided as a convenience for being an often requested feature. +// FIXME-STYLE: we delayed adding as there is a larger plan to revamp the styling system. +// Because of this we currently don't provide many styling options for this widget +// (e.g. hovered/active colors are automatically inferred from a single color). +bool ImGui::TextLink(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const char* label_end = FindRenderedTextEnd(label); + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcTextSize(label, label_end, true); + ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + RenderNavCursor(bb, id); + + if (hovered) + SetMouseCursor(ImGuiMouseCursor_Hand); + + ImVec4 text_colf = g.Style.Colors[ImGuiCol_TextLink]; + ImVec4 line_colf = text_colf; + { + // FIXME-STYLE: Read comments above. This widget is NOT written in the same style as some earlier widgets, + // as we are currently experimenting/planning a different styling system. + float h, s, v; + ColorConvertRGBtoHSV(text_colf.x, text_colf.y, text_colf.z, h, s, v); + if (held || hovered) + { + v = ImSaturate(v + (held ? 0.4f : 0.3f)); + h = ImFmod(h + 0.02f, 1.0f); + } + ColorConvertHSVtoRGB(h, s, v, text_colf.x, text_colf.y, text_colf.z); + v = ImSaturate(v - 0.20f); + ColorConvertHSVtoRGB(h, s, v, line_colf.x, line_colf.y, line_colf.z); + } + + float line_y = bb.Max.y + ImFloor(g.Font->Descent * g.FontScale * 0.20f); + window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf)); // FIXME-TEXT: Underline mode. + + PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf)); + RenderText(bb.Min, label, label_end); + PopStyleColor(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +void ImGui::TextLinkOpenURL(const char* label, const char* url) +{ + ImGuiContext& g = *GImGui; + if (url == NULL) + url = label; + if (TextLink(label)) + if (g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, url); + SetItemTooltip(LocalizeGetMsg(ImGuiLocKey_OpenLink_s), url); // It is more reassuring for user to _always_ display URL when we same as label + if (BeginPopupContextItem()) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_CopyLink))) + SetClipboardText(url); + EndPopup(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Low-level Layout helpers +//------------------------------------------------------------------------- +// - Spacing() +// - Dummy() +// - NewLine() +// - AlignTextToFramePadding() +// - SeparatorEx() [Internal] +// - Separator() +// - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] +//------------------------------------------------------------------------- + +void ImGui::Spacing() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ItemSize(ImVec2(0, 0)); +} + +void ImGui::Dummy(const ImVec2& size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + ItemAdd(bb, 0); +} + +void ImGui::NewLine() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + ItemSize(ImVec2(0, 0)); + else + ItemSize(ImVec2(0.0f, g.FontSize)); + window->DC.LayoutType = backup_layout_type; +} + +void ImGui::AlignTextToFramePadding() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); +} + +// Horizontal/vertical separating line +// FIXME: Surprisingly, this seemingly trivial widget is a victim of many different legacy/tricky layout issues. +// Note how thickness == 1.0f is handled specifically as not moving CursorPos by 'thickness', but other values are. +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + IM_ASSERT(thickness > 0.0f); + + if (flags & ImGuiSeparatorFlags_Vertical) + { + // Vertical separator, for menu bars (use current line height). + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness, y2)); + ItemSize(ImVec2(thickness, 0.0f)); + if (!ItemAdd(bb, 0)) + return; + + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); + } + else if (flags & ImGuiSeparatorFlags_Horizontal) + { + // Horizontal Separator + float x1 = window->DC.CursorPos.x; + float x2 = window->WorkRect.Max.x; + + // Preserve legacy behavior inside Columns() + // Before Tables API happened, we relied on Separator() to span all columns of a Columns() set. + // We currently don't need to provide the same feature for tables because tables naturally have border features. + ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + { + x1 = window->Pos.x + window->DC.Indent.x; // Used to be Pos.x before 2023/10/03 + x2 = window->Pos.x + window->Size.x; + PushColumnsBackground(); + } + + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) + const float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change. + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness)); + ItemSize(ImVec2(0.0f, thickness_for_layout)); + + if (ItemAdd(bb, 0)) + { + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------\n"); + + } + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + } +} + +void ImGui::Separator() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // Those flags should eventually be configurable by the user + // FIXME: We cannot g.Style.SeparatorTextBorderSize for thickness as it relates to SeparatorText() which is a decorated separator, not defaulting to 1.0f. + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + + // Only applies to legacy Columns() api as they relied on Separator() a lot. + if (window->DC.CurrentColumns) + flags |= ImGuiSeparatorFlags_SpanAllColumns; + + SeparatorEx(flags, 1.0f); +} + +void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStyle& style = g.Style; + + const ImVec2 label_size = CalcTextSize(label, label_end, false); + const ImVec2 pos = window->DC.CursorPos; + const ImVec2 padding = style.SeparatorTextPadding; + + const float separator_thickness = style.SeparatorTextBorderSize; + const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness)); + const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y)); + const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f)); + ItemSize(min_size, text_baseline_y); + if (!ItemAdd(bb, id)) + return; + + const float sep1_x1 = pos.x; + const float sep2_x2 = bb.Max.x; + const float seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f); + + const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f); + const ImVec2 label_pos(pos.x + padding.x + ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y); // FIXME-ALIGN + + // This allows using SameLine() to position something in the 'extra_w' + window->DC.CursorPosPrevLine.x = label_pos.x + label_size.x; + + const ImU32 separator_col = GetColorU32(ImGuiCol_Separator); + if (label_size.x > 0.0f) + { + const float sep1_x2 = label_pos.x - style.ItemSpacing.x; + const float sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x; + if (sep1_x2 > sep1_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep1_x2, seps_y), separator_col, separator_thickness); + if (sep2_x2 > sep2_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + if (g.LogEnabled) + LogSetNextTextDecoration("---", NULL); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, bb.Max.x, label, label_end, &label_size); + } + else + { + if (g.LogEnabled) + LogText("---"); + if (separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + } +} + +void ImGui::SeparatorText(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + // The SeparatorText() vs SeparatorTextEx() distinction is designed to be considerate that we may want: + // - allow separator-text to be draggable items (would require a stable ID + a noticeable highlight) + // - this high-level entry point to allow formatting? (which in turns may require ID separate from formatted string) + // - because of this we probably can't turn 'const char* label' into 'const char* fmt, ...' + // Otherwise, we can decide that users wanting to drag this would layout a dedicated drag-item, + // and then we can turn this into a format function. + SeparatorTextEx(0, label, FindRenderedTextEnd(label), 0.0f); +} + +// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav)) + return false; + + // FIXME: AFAIK the only leftover reason for passing ImGuiButtonFlags_AllowOverlap here is + // to allow caller of SplitterBehavior() to call SetItemAllowOverlap() after the item. + // Nowadays we would instead want to use SetNextItemAllowOverlap() before the item. + ImGuiButtonFlags button_flags = ImGuiButtonFlags_FlattenChildren; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + button_flags |= ImGuiButtonFlags_AllowOverlap; +#endif + + bool hovered, held; + ImRect bb_interact = bb; + bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); + ButtonBehavior(bb_interact, id, &hovered, &held, button_flags); + if (hovered) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb + + if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); + + ImRect bb_render = bb; + if (held) + { + float mouse_delta = (g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min)[axis]; + + // Minimum pane size + float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); + float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); + if (mouse_delta < -size_1_maximum_delta) + mouse_delta = -size_1_maximum_delta; + if (mouse_delta > size_2_maximum_delta) + mouse_delta = size_2_maximum_delta; + + // Apply resize + if (mouse_delta != 0.0f) + { + *size1 = ImMax(*size1 + mouse_delta, min_size1); + *size2 = ImMax(*size2 - mouse_delta, min_size2); + bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); + MarkItemEdited(id); + } + } + + // Render at new position + if (bg_col & IM_COL32_A_MASK) + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f); + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); + + return held; +} + +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +// Set items Width to -1.0f to disable shrinking this item. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +{ + if (count == 1) + { + if (items[0].Width >= 0.0f) + items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + int count_same_width = 1; + while (width_excess > 0.0f && count_same_width < count) + { + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) + count_same_width++; + float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + if (max_width_to_remove_per_item <= 0.0f) + break; + float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + for (int item_n = 0; item_n < count_same_width; item_n++) + items[item_n].Width -= width_to_remove_per_item; + width_excess -= width_to_remove_per_item * count_same_width; + } + + // Round width and redistribute remainder + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. + width_excess = 0.0f; + for (int n = 0; n < count; n++) + { + float width_rounded = ImTrunc(items[n].Width); + width_excess += items[n].Width - width_rounded; + items[n].Width = width_rounded; + } + while (width_excess > 0.0f) + for (int n = 0; n < count && width_excess > 0.0f; n++) + { + float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f); + items[n].Width += width_to_add; + width_excess -= width_to_add; + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ComboBox +//------------------------------------------------------------------------- +// - CalcMaxPopupHeightFromItemCount() [Internal] +// - BeginCombo() +// - BeginComboPopup() [Internal] +// - EndCombo() +// - BeginComboPreview() [Internal] +// - EndComboPreview() [Internal] +// - Combo() +//------------------------------------------------------------------------- + +static float CalcMaxPopupHeightFromItemCount(int items_count) +{ + ImGuiContext& g = *GImGui; + if (items_count <= 0) + return FLT_MAX; + return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); +} + +bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags; + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + if (flags & ImGuiComboFlags_WidthFitPreview) + IM_ASSERT((flags & (ImGuiComboFlags_NoPreview | (ImGuiComboFlags)ImGuiComboFlags_CustomPreview)) == 0); + + const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const float preview_width = ((flags & ImGuiComboFlags_WidthFitPreview) && (preview_value != NULL)) ? CalcTextSize(preview_value, NULL, true).x : 0.0f; + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : ((flags & ImGuiComboFlags_WidthFitPreview) ? (arrow_size + preview_width + style.FramePadding.x * 2.0f) : CalcItemWidth()); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &bb)) + return false; + + // Open on click + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); + bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); + if (pressed && !popup_open) + { + OpenPopupEx(popup_id, ImGuiPopupFlags_None); + popup_open = true; + } + + // Render shape + const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); + RenderNavCursor(bb, id); + if (!(flags & ImGuiComboFlags_NoPreview)) + window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); + if (!(flags & ImGuiComboFlags_NoArrowButton)) + { + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); + if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); + } + RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); + + // Custom preview + if (flags & ImGuiComboFlags_CustomPreview) + { + g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y); + IM_ASSERT(preview_value == NULL || preview_value[0] == 0); + preview_value = NULL; + } + + // Render preview and label + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) + { + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL); + } + if (label_size.x > 0) + RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label); + + if (!popup_open) + return false; + + g.NextWindowData.Flags = backup_next_window_data_flags; + return BeginComboPopup(popup_id, bb, flags); +} + +bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); + return false; + } + + // Set popup size + float w = bb.GetWidth(); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); + } + else + { + if ((flags & ImGuiComboFlags_HeightMask_) == 0) + flags |= ImGuiComboFlags_HeightRegular; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + int popup_max_height_in_items = -1; + if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; + else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; + else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; + ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX); + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size + constraint_min.x = w; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f) + constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items); + SetNextWindowSizeConstraints(constraint_min, constraint_max); + } + + // This is essentially a specialized version of BeginPopupEx() + char name[16]; + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginComboDepth); // Recycle windows based on depth + + // Set position given a custom constraint (peak into expected window size so we can position it) + // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? + // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? + if (ImGuiWindow* popup_window = FindWindowByName(name)) + if (popup_window->WasActive) + { + // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. + ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); + popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)" + ImRect r_outer = GetPopupAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox); + SetNextWindowPos(pos); + } + + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + PushStyleVarX(ImGuiStyleVar_WindowPadding, g.Style.FramePadding.x); // Horizontally align ourselves with the framed text + bool ret = Begin(name, NULL, window_flags); + PopStyleVar(); + if (!ret) + { + EndPopup(); + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + g.BeginComboDepth++; + return true; +} + +void ImGui::EndCombo() +{ + ImGuiContext& g = *GImGui; + EndPopup(); + g.BeginComboDepth--; +} + +// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements +// (Experimental, see GitHub issues: #1658, #4168) +bool ImGui::BeginComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)) + return false; + IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag? + if (!window->ClipRect.Overlaps(preview_data->PreviewRect)) // Narrower test (optional) + return false; + + // FIXME: This could be contained in a PushWorkRect() api + preview_data->BackupCursorPos = window->DC.CursorPos; + preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos; + preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + preview_data->BackupLayout = window->DC.LayoutType; + window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); + + return true; +} + +void ImGui::EndComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future + ImDrawList* draw_list = window->DrawList; + if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y) + if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command + { + draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect; + draw_list->_TryMergeDrawCmds(); + } + PopClipRect(); + window->DC.CursorPos = preview_data->BackupCursorPos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos); + window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; + window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; + window->DC.LayoutType = preview_data->BackupLayout; + window->DC.IsSameLine = false; + preview_data->PreviewRect = ImRect(); +} + +// Getter for the old Combo() API: const char*[] +static const char* Items_ArrayGetter(void* data, int idx) +{ + const char* const* items = (const char* const*)data; + return items[idx]; +} + +// Getter for the old Combo() API: "item1\0item2\0item3\0" +static const char* Items_SingleStringGetter(void* data, int idx) +{ + const char* items_separated_by_zeros = (const char*)data; + int items_count = 0; + const char* p = items_separated_by_zeros; + while (*p) + { + if (idx == items_count) + break; + p += strlen(p) + 1; + items_count++; + } + return *p ? p : NULL; +} + +// Old API, prefer using BeginCombo() nowadays if you can. +bool ImGui::Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Call the getter to obtain the preview string which is a parameter to BeginCombo() + const char* preview_value = NULL; + if (*current_item >= 0 && *current_item < items_count) + preview_value = getter(user_data, *current_item); + + // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. + if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + + if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) + return false; + + // Display items + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count); + clipper.IncludeItemByIndex(*current_item); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected) && *current_item != i) + { + value_changed = true; + *current_item = i; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + + EndCombo(); + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +// Combo box helper allowing to pass an array of strings. +bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) +{ + const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); + return value_changed; +} + +// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" +bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) +{ + int items_count = 0; + const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open + while (*p) + { + p += strlen(p) + 1; + items_count++; + } + bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); + return value_changed; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +struct ImGuiGetNameFromIndexOldToNewCallbackData { void* UserData; bool (*OldCallback)(void*, int, const char**); }; +static const char* ImGuiGetNameFromIndexOldToNewCallback(void* user_data, int idx) +{ + ImGuiGetNameFromIndexOldToNewCallbackData* data = (ImGuiGetNameFromIndexOldToNewCallbackData*)user_data; + const char* s = NULL; + data->OldCallback(data->UserData, idx, &s); + return s; +} + +bool ImGui::ListBox(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return ListBox(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, height_in_items); +} +bool ImGui::Combo(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return Combo(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, popup_max_height_in_items); +} + +#endif + +//------------------------------------------------------------------------- +// [SECTION] Data Type and Data Formatting Helpers [Internal] +//------------------------------------------------------------------------- +// - DataTypeGetInfo() +// - DataTypeFormatString() +// - DataTypeApplyOp() +// - DataTypeApplyFromText() +// - DataTypeCompare() +// - DataTypeClamp() +// - GetMinimumStepAtDecimalPrecision +// - RoundScalarWithFormat<>() +//------------------------------------------------------------------------- + +static const ImGuiDataTypeInfo GDataTypeInfo[] = +{ + { sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "U8", "%u", "%u" }, + { sizeof(short), "S16", "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "U16", "%u", "%u" }, + { sizeof(int), "S32", "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "U32", "%u", "%u" }, +#ifdef _MSC_VER + { sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%I64u","%I64u" }, +#else + { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%llu", "%llu" }, +#endif + { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double + { sizeof(bool), "bool", "%d", "%d" }, // ImGuiDataType_Bool + { 0, "char*","%s", "%s" }, // ImGuiDataType_String +}; +IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); + +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) +{ + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) +{ + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) + return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); + if (data_type == ImGuiDataType_Float) + return ImFormatString(buf, buf_size, format, *(const float*)p_data); + if (data_type == ImGuiDataType_Double) + return ImFormatString(buf, buf_size, format, *(const double*)p_data); + if (data_type == ImGuiDataType_S8) + return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); + IM_ASSERT(0); + return 0; +} + +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2) +{ + IM_ASSERT(op == '+' || op == '-'); + switch (data_type) + { + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; + case ImGuiDataType_S32: + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + return; + case ImGuiDataType_U32: + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + return; + case ImGuiDataType_S64: + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + return; + case ImGuiDataType_U64: + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + return; + case ImGuiDataType_Float: + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } + return; + case ImGuiDataType_Double: + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } + return; + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); +} + +// User can input math operators (e.g. +100) to edit a numerical values. +// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. +bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty) +{ + // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, type_info->Size); + + while (ImCharIsBlankA(*buf)) + buf++; + if (!buf[0]) + { + if (p_data_when_empty != NULL) + { + memcpy(p_data, p_data_when_empty, type_info->Size); + return memcmp(&data_backup, p_data, type_info->Size) != 0; + } + return false; + } + + // Sanitize format + // - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf + // - In theory could treat empty format as using default, but this would only cover rare/bizarre case of using InputScalar() + integer + format string without %. + char format_sanitized[32]; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + format = type_info->ScanFmt; + else + format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized)); + + // Small types need a 32-bit buffer to receive the result from scanf() + int v32 = 0; + if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1) + return false; + if (type_info->Size < 4) + { + if (data_type == ImGuiDataType_S8) + *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + + return memcmp(&data_backup, p_data, type_info->Size) != 0; +} + +template +static int DataTypeCompareT(const T* lhs, const T* rhs) +{ + if (*lhs < *rhs) return -1; + if (*lhs > *rhs) return +1; + return 0; +} + +int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeCompareT((const ImS8* )arg_1, (const ImS8* )arg_2); + case ImGuiDataType_U8: return DataTypeCompareT((const ImU8* )arg_1, (const ImU8* )arg_2); + case ImGuiDataType_S16: return DataTypeCompareT((const ImS16* )arg_1, (const ImS16* )arg_2); + case ImGuiDataType_U16: return DataTypeCompareT((const ImU16* )arg_1, (const ImU16* )arg_2); + case ImGuiDataType_S32: return DataTypeCompareT((const ImS32* )arg_1, (const ImS32* )arg_2); + case ImGuiDataType_U32: return DataTypeCompareT((const ImU32* )arg_1, (const ImU32* )arg_2); + case ImGuiDataType_S64: return DataTypeCompareT((const ImS64* )arg_1, (const ImS64* )arg_2); + case ImGuiDataType_U64: return DataTypeCompareT((const ImU64* )arg_1, (const ImU64* )arg_2); + case ImGuiDataType_Float: return DataTypeCompareT((const float* )arg_1, (const float* )arg_2); + case ImGuiDataType_Double: return DataTypeCompareT((const double*)arg_1, (const double*)arg_2); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return 0; +} + +template +static bool DataTypeClampT(T* v, const T* v_min, const T* v_max) +{ + // Clamp, both sides are optional, return true if modified + if (v_min && *v < *v_min) { *v = *v_min; return true; } + if (v_max && *v > *v_max) { *v = *v_max; return true; } + return false; +} + +bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeClampT((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max); + case ImGuiDataType_U8: return DataTypeClampT((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max); + case ImGuiDataType_S16: return DataTypeClampT((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max); + case ImGuiDataType_U16: return DataTypeClampT((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max); + case ImGuiDataType_S32: return DataTypeClampT((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max); + case ImGuiDataType_U32: return DataTypeClampT((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max); + case ImGuiDataType_S64: return DataTypeClampT((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max); + case ImGuiDataType_U64: return DataTypeClampT((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max); + case ImGuiDataType_Float: return DataTypeClampT((float* )p_data, (const float* )p_min, (const float* )p_max); + case ImGuiDataType_Double: return DataTypeClampT((double*)p_data, (const double*)p_min, (const double*)p_max); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +bool ImGui::DataTypeIsZero(ImGuiDataType data_type, const void* p_data) +{ + ImGuiContext& g = *GImGui; + return DataTypeCompare(data_type, p_data, &g.DataTypeZeroValue) == 0; +} + +static float GetMinimumStepAtDecimalPrecision(int decimal_precision) +{ + static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; + if (decimal_precision < 0) + return FLT_MIN; + return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); +} + +template +TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) +{ + IM_UNUSED(data_type); + IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); + const char* fmt_start = ImParseFormatFindStart(format); + if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string + return v; + + // Sanitize format + char fmt_sanitized[32]; + ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); + fmt_start = fmt_sanitized; + + // Format value with our rounding, and read back + char v_str[64]; + ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); + const char* p = v_str; + while (*p == ' ') + p++; + v = (TYPE)ImAtof(p); + + return v; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +//------------------------------------------------------------------------- +// - DragBehaviorT<>() [Internal] +// - DragBehavior() [Internal] +// - DragScalar() +// - DragScalarN() +// - DragFloat() +// - DragFloat2() +// - DragFloat3() +// - DragFloat4() +// - DragFloatRange2() +// - DragInt() +// - DragInt2() +// - DragInt3() +// - DragInt4() +// - DragIntRange2() +//------------------------------------------------------------------------- + +// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) +template +bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_bounded = (v_min < v_max) || ((v_min == v_max) && (v_min != 0.0f || (flags & ImGuiSliderFlags_ClampZeroRange))); + const bool is_wrapped = is_bounded && (flags & ImGuiSliderFlags_WrapAround); + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + + // Default tweak speed + if (v_speed == 0.0f && is_bounded && (v_max - v_min < FLT_MAX)) + v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); + + // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings + float adjust_delta = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + adjust_delta = g.IO.MouseDelta[axis]; + if (g.IO.KeyAlt && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) + adjust_delta *= 1.0f / 100.0f; + if (g.IO.KeyShift && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) + adjust_delta *= 10.0f; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const float tweak_factor = (flags & ImGuiSliderFlags_NoSpeedTweaks) ? 1.0f : tweak_slow ? 1.0f / 10.0f : tweak_fast ? 10.0f : 1.0f; + adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor; + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); + } + adjust_delta *= v_speed; + + // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. + if (axis == ImGuiAxis_Y) + adjust_delta = -adjust_delta; + + // For logarithmic use our range is effectively 0..1 so scale the delta into that range + if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0 + adjust_delta /= (float)(v_max - v_min); + + // Clear current value on activation + // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. + const bool is_just_activated = g.ActiveIdIsJustActivated; + const bool is_already_past_limits_and_pushing_outward = is_bounded && !is_wrapped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + if (is_just_activated || is_already_past_limits_and_pushing_outward) + { + g.DragCurrentAccum = 0.0f; + g.DragCurrentAccumDirty = false; + } + else if (adjust_delta != 0.0f) + { + g.DragCurrentAccum += adjust_delta; + g.DragCurrentAccumDirty = true; + } + + if (!g.DragCurrentAccumDirty) + return false; + + TYPE v_cur = *v; + FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense) + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + + // Convert to parametric space, apply delta, convert back + float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float v_new_parametric = v_old_parametric + g.DragCurrentAccum; + v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + v_old_ref_for_accum_remainder = v_old_parametric; + } + else + { + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; + } + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + + // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. + g.DragCurrentAccumDirty = false; + if (is_logarithmic) + { + // Convert to parametric space, apply delta, convert back + float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder); + } + else + { + g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); + } + + // Lose zero sign for float/double + if (v_cur == (TYPE)-0) + v_cur = (TYPE)0; + + if (*v != v_cur && is_bounded) + { + if (is_wrapped) + { + // Wrap values + if (v_cur < v_min) + v_cur += v_max - v_min + (is_floating_point ? 0 : 1); + if (v_cur > v_max) + v_cur -= v_max - v_min + (is_floating_point ? 0 : 1); + } + else + { + // Clamp values + handle overflow/wrap-around for integer types. + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) + v_cur = v_min; + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) + v_cur = v_max; + } + } + + // Apply result + if (*v == v_cur) + return false; + *v = v_cur; + return true; +} + +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + { + // Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation. + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + } + if (g.ActiveId != id) + return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. +// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL-clicking on Drag turns it into an InputText + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); + const bool make_active = (clicked || double_clicked || g.NavActivateId == id); + if (make_active && (clicked || double_clicked)) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + // (Optional) simple click (without moving) turns Drag into an InputText + if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) + if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + g.NavActivateId = id; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + temp_input_is_active = true; + } + + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + bool clamp_enabled = false; + if ((flags & ImGuiSliderFlags_ClampOnInput) && (p_min != NULL || p_max != NULL)) + { + const int clamp_range_dir = (p_min != NULL && p_max != NULL) ? DataTypeCompare(data_type, p_min, p_max) : 0; // -1 when *p_min < *p_max, == 0 when *p_min == *p_max + if (p_min == NULL || p_max == NULL || clamp_range_dir < 0) + clamp_enabled = true; + else if (clamp_range_dir == 0) + clamp_enabled = DataTypeIsZero(data_type, p_min) ? ((flags & ImGuiSliderFlags_ClampZeroRange) != 0) : true; + } + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); + if (value_changed) + MarkItemEdited(id); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + float min_min = (v_min >= v_max) ? -FLT_MAX : v_min; + float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + float max_max = (v_min >= v_max) ? FLT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +// NB: v_speed is float to allow adjusting the drag speed with more precision +bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + int min_min = (v_min >= v_max) ? INT_MIN : v_min; + int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + int max_max = (v_min >= v_max) ? INT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +//------------------------------------------------------------------------- +// - ScaleRatioFromValueT<> [Internal] +// - ScaleValueFromRatioT<> [Internal] +// - SliderBehaviorT<>() [Internal] +// - SliderBehavior() [Internal] +// - SliderScalar() +// - SliderScalarN() +// - SliderFloat() +// - SliderFloat2() +// - SliderFloat3() +// - SliderFloat4() +// - SliderAngle() +// - SliderInt() +// - SliderInt2() +// - SliderInt3() +// - SliderInt4() +// - VSliderScalar() +// - VSliderFloat() +// - VSliderInt() +//------------------------------------------------------------------------- + +// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) +template +float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + if (v_min == v_max) + return 0.0f; + IM_UNUSED(data_type); + + const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); + if (is_logarithmic) + { + bool flipped = v_max < v_min; + + if (flipped) // Handle the case where the range is backwards + ImSwap(v_min, v_max); + + // Fudge min/max to avoid getting close to log(0) + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_min == 0.0f) && (v_max < 0.0f)) + v_min_fudged = -logarithmic_zero_epsilon; + else if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float result; + if (v_clamped <= v_min_fudged) + result = 0.0f; // Workaround for values that are in-range but below our fudge + else if (v_clamped >= v_max_fudged) + result = 1.0f; // Workaround for values that are in-range but above our fudge + else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions + { + float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (v == 0.0f) + result = zero_point_center; // Special case for exactly zero + else if (v < 0.0f) + result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L; + else + result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R)); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)); + else + result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)); + + return flipped ? (1.0f - result) : result; + } + else + { + // Linear slider + return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); + } +} + +// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) +template +TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + // We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct" + // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler. + if (t <= 0.0f || v_min == v_max) + return v_min; + if (t >= 1.0f) + return v_max; + + TYPE result = (TYPE)0; + if (is_logarithmic) + { + // Fudge min/max to avoid getting silly results close to zero + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + const bool flipped = v_max < v_min; // Check if range is "backwards" + if (flipped) + ImSwap(v_min_fudged, v_max_fudged); + + // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range + + if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts + { + float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) + result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + else if (t_with_flip < zero_point_center) + result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); + else + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); + } + else + { + // Linear slider + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + if (is_floating_point) + { + result = ImLerp(v_min, v_max, t); + } + else if (t < 1.0) + { + // - For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 + // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. + FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; + result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); + } + } + + return result; +} + +// FIXME: Try to move more of the code into shared SliderBehavior() +template +bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const float v_range_f = (float)(v_min < v_max ? v_max - v_min : v_min - v_max); // We don't need high precision for what we do with it. + + // Calculate bounds + const float grab_padding = 2.0f; // FIXME: Should be part of style. + const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; + float grab_sz = style.GrabMinSize; + if (!is_floating_point && v_range_f >= 0.0f) // v_range_f < 0 may happen on integer overflows + grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + grab_sz = ImMin(grab_sz, slider_sz); + const float slider_usable_sz = slider_sz - grab_sz; + const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; + const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); + } + + // Process interacting with the slider + bool value_changed = false; + if (g.ActiveId == id) + { + bool set_new_value = false; + float clicked_t = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (!g.IO.MouseDown[0]) + { + ClearActiveID(); + } + else + { + const float mouse_abs_pos = g.IO.MousePos[axis]; + if (g.ActiveIdIsJustActivated) + { + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here. + g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f; + } + if (slider_usable_sz > 0.0f) + clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz); + if (axis == ImGuiAxis_Y) + clicked_t = 1.0f - clicked_t; + set_new_value = true; + } + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + if (g.ActiveIdIsJustActivated) + { + g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation + g.SliderCurrentAccumDirty = false; + } + + float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis); + if (input_delta != 0.0f) + { + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + if (decimal_precision > 0) + { + input_delta /= 100.0f; // Keyboard/Gamepad tweak speeds in % of slider bounds + if (tweak_slow) + input_delta /= 10.0f; + } + else + { + if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow) + input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Keyboard/Gamepad tweak speeds in integer steps + else + input_delta /= 100.0f; + } + if (tweak_fast) + input_delta *= 10.0f; + + g.SliderCurrentAccum += input_delta; + g.SliderCurrentAccumDirty = true; + } + + float delta = g.SliderCurrentAccum; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + { + ClearActiveID(); + } + else if (g.SliderCurrentAccumDirty) + { + clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + { + set_new_value = false; + g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate + } + else + { + set_new_value = true; + float old_clicked_t = clicked_t; + clicked_t = ImSaturate(clicked_t + delta); + + // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if (delta > 0) + g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta); + else + g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta); + } + + g.SliderCurrentAccumDirty = false; + } + } + + if (set_new_value) + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + set_new_value = false; + + if (set_new_value) + { + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + + // Apply result + if (*v != v_new) + { + *v = v_new; + value_changed = true; + } + } + } + + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } + else + { + // Output grab position so it can be displayed by the caller + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } + + return value_changed; +} + +// For 32-bit and larger types, slider bounds are limited to half the natural type range. +// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. +// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + IM_ASSERT((flags & ImGuiSliderFlags_WrapAround) == 0); // Not supported by SliderXXX(), only by DragXXX() + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: + IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U32: + IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_S64: + IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U64: + IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Float: + IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Double: + IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL-clicking on Slider turns it into an input box + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + const bool make_active = (clicked || g.NavActivateId == id); + if (make_active && clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + const bool clamp_enabled = (flags & ImGuiSliderFlags_ClampOnInput) != 0; + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; +} + +// Add multiple sliders on 1 line for compact edition of multiple components +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags) +{ + if (format == NULL) + format = "%.0f deg"; + float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); + if (value_changed) + *v_rad = v_deg * (2 * IM_PI) / 360.0f; + return value_changed; +} + +bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(frame_bb, id)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + if (clicked || g.NavActivateId == id) + { + if (clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + // For the vertical slider we allow centered text to overlap the frame padding + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + return value_changed; +} + +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +//------------------------------------------------------------------------- +// - ImParseFormatFindStart() [Internal] +// - ImParseFormatFindEnd() [Internal] +// - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatSanitizeForPrinting() [Internal] +// - ImParseFormatSanitizeForScanning() [Internal] +// - ImParseFormatPrecision() [Internal] +// - TempInputTextScalar() [Internal] +// - InputScalar() +// - InputScalarN() +// - InputFloat() +// - InputFloat2() +// - InputFloat3() +// - InputFloat4() +// - InputInt() +// - InputInt2() +// - InputInt3() +// - InputInt4() +// - InputDouble() +//------------------------------------------------------------------------- + +// We don't use strchr() because our strings are usually very short and often start with '%' +const char* ImParseFormatFindStart(const char* fmt) +{ + while (char c = fmt[0]) + { + if (c == '%' && fmt[1] != '%') + return fmt; + else if (c == '%') + fmt++; + fmt++; + } + return fmt; +} + +const char* ImParseFormatFindEnd(const char* fmt) +{ + // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. + if (fmt[0] != '%') + return fmt; + const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); + const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); + for (char c; (c = *fmt) != 0; fmt++) + { + if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) + return fmt + 1; + if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) + return fmt + 1; + } + return fmt; +} + +// Extract the format out of a format string with leading or trailing decorations +// fmt = "blah blah" -> return "" +// fmt = "%.3f" -> return fmt +// fmt = "hello %.3f" -> return fmt + 6 +// fmt = "%.3f hello" -> return buf written with "%.3f" +const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size) +{ + const char* fmt_start = ImParseFormatFindStart(fmt); + if (fmt_start[0] != '%') + return ""; + const char* fmt_end = ImParseFormatFindEnd(fmt_start); + if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. + return fmt_start; + ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); + return buf; +} + +// Sanitize format +// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi +// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. +void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate +} + +// - For scanning we need to remove all width and precision fields and flags "%+3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d" +const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + const char* fmt_out_begin = fmt_out; + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + bool has_type = false; + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (!has_type && ((c >= '0' && c <= '9') || c == '.' || c == '+' || c == '#')) + continue; + has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate + return fmt_out_begin; +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + +// Parse display precision back from the display format string +// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. +int ImParseFormatPrecision(const char* fmt, int default_precision) +{ + fmt = ImParseFormatFindStart(fmt); + if (fmt[0] != '%') + return default_precision; + fmt++; + while (*fmt >= '0' && *fmt <= '9') + fmt++; + int precision = INT_MAX; + if (*fmt == '.') + { + fmt = ImAtoi(fmt + 1, &precision); + if (precision < 0 || precision > 99) + precision = default_precision; + } + if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation + precision = -1; + if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) + precision = -1; + return (precision == INT_MAX) ? default_precision : precision; +} + +// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) +// FIXME: Facilitate using this in variety of other situations. +// FIXME: Among other things, setting ImGuiItemFlags_AllowDuplicateId in LastItemData is currently correct but +// the expected relationship between TempInputXXX functions and LastItemData is a little fishy. +bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags) +{ + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. + // We clear ActiveID on the first frame to allow the InputText() taking it back. + ImGuiContext& g = *GImGui; + const bool init = (g.TempInputId != id); + if (init) + ClearActiveID(); + + g.CurrentWindow->DC.CursorPos = bb.Min; + g.LastItemData.ItemFlags |= ImGuiItemFlags_AllowDuplicateId; + bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); + if (init) + { + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputId = g.ActiveId; + } + return value_changed; +} + +// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! +// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. +// However this may not be ideal for all uses, as some user code may break on out of bound values. +bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) +{ + // FIXME: May need to clarify display behavior if format doesn't contain %. + // "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405 + ImGuiContext& g = *GImGui; + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + char fmt_buf[32]; + char data_buf[32]; + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + if (format[0] == 0) + format = type_info->PrintFmt; + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); + ImStrTrimBlanks(data_buf); + + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + g.LastItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; // Because TempInputText() uses ImGuiInputTextFlags_MergedItem it doesn't submit a new item, so we poke LastItemData. + bool value_changed = false; + if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) + { + // Backup old value + size_t data_type_size = type_info->Size; + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, data_type_size); + + // Apply new value (or operations) then clamp + DataTypeApplyFromText(data_buf, data_type, p_data, format, NULL); + if (p_clamp_min || p_clamp_max) + { + if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) + ImSwap(p_clamp_min, p_clamp_max); + DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); + } + + // Only mark as edited if new value is different + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; + value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; + if (value_changed) + MarkItemEdited(id); + } + return value_changed; +} + +void ImGui::SetNextItemRefVal(ImGuiDataType data_type, void* p_data) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasRefVal; + memcpy(&g.NextItemData.RefVal, p_data, DataTypeGetInfo(data_type)->Size); +} + +// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. +// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + IM_ASSERT((flags & ImGuiInputTextFlags_EnterReturnsTrue) == 0); // Not supported by InputScalar(). Please open an issue if you this would be useful to you. Otherwise use IsItemDeactivatedAfterEdit()! + + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + void* p_data_default = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasRefVal) ? &g.NextItemData.RefVal : &g.DataTypeZeroValue; + + char buf[64]; + if ((flags & ImGuiInputTextFlags_DisplayEmptyRefVal) && DataTypeCompare(data_type, p_data, p_data_default) == 0) + buf[0] = 0; + else + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); + + // Disable the MarkItemEdited() call in InputText but keep ImGuiItemStatusFlags_Edited. + // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + g.NextItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; + flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + + bool value_changed = false; + if (p_step == NULL) + { + if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); + } + else + { + const float button_size = GetFrameHeight(); + + BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() + PushID(label); + SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + + // Step buttons + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; + if (flags & ImGuiInputTextFlags_ReadOnly) + BeginDisabled(); + PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("-", ImVec2(button_size, button_size))) + { + DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("+", ImVec2(button_size, button_size))) + { + DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + PopItemFlag(); + if (flags & ImGuiInputTextFlags_ReadOnly) + EndDisabled(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + style.FramePadding = backup_frame_padding; + + PopID(); + EndGroup(); + } + + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) +{ + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); +} + +bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) +{ + // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. + const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); +} + +bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) +{ + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint +//------------------------------------------------------------------------- +// - imstb_textedit.h include +// - InputText() +// - InputTextWithHint() +// - InputTextMultiline() +// - InputTextGetCharInfo() [Internal] +// - InputTextReindexLines() [Internal] +// - InputTextReindexLinesRange() [Internal] +// - InputTextEx() [Internal] +// - DebugNodeInputTextState() [Internal] +//------------------------------------------------------------------------- + +namespace ImStb +{ +#include "imstb_textedit.h" +} + +bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint. + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +// This is only used in the path where the multiline widget is inactivate. +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) +{ + int line_count = 0; + const char* s = text_begin; + while (true) + { + const char* s_eol = strchr(s, '\n'); + line_count++; + if (s_eol == NULL) + { + s = s + strlen(s); + break; + } + s = s_eol + 1; + } + *out_text_end = s; + return line_count; +} + +// FIXME: Ideally we'd share code with ImFont::CalcTextSizeA() +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining, ImVec2* out_offset, bool stop_on_new_line) +{ + ImGuiContext& g = *ctx; + ImFont* font = g.Font; + const float line_height = g.FontSize; + const float scale = line_height / font->FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const char* s = text_begin; + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (stop_on_new_line) + break; + continue; + } + if (c == '\r') + continue; + + const float char_width = ((int)c < font->IndexAdvanceX.Size ? font->IndexAdvanceX.Data[c] : font->FallbackAdvanceX) * scale; + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (out_offset) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) +// With our UTF-8 use of stb_textedit: +// - STB_TEXTEDIT_GETCHAR is nothing more than a a "GETBYTE". It's only used to compare to ascii or to copy blocks of text so we are fine. +// - One exception is the STB_TEXTEDIT_IS_SPACE feature which would expect a full char in order to handle full-width space such as 0x3000 (see ImCharIsBlankW). +// - ...but we don't use that feature. +namespace ImStb +{ +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->TextLen; } +static char STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx <= obj->TextLen); return obj->TextSrc[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { unsigned int c; ImTextCharFromUtf8(&c, obj->TextSrc + line_start_idx + char_idx, obj->TextSrc + obj->TextLen); if ((ImWchar)c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance((ImWchar)c) * g.FontScale; } +static char STB_TEXTEDIT_NEWLINE = '\n'; +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) +{ + const char* text = obj->TextSrc; + const char* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSize(obj->Ctx, text + line_start_idx, text + obj->TextLen, &text_remaining, NULL, true); + r->x0 = 0.0f; + r->x1 = size.x; + r->baseline_y_delta = size.y; + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = (int)(text_remaining - (text + line_start_idx)); +} + +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL + +static int IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx >= obj->TextLen) + return obj->TextLen + 1; + unsigned int c; + return idx + ImTextCharFromUtf8(&c, obj->TextSrc + idx, obj->TextSrc + obj->TextLen); +} + +static int IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx <= 0) + return -1; + const char* p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, obj->TextSrc + idx); + return (int)(p - obj->TextSrc); +} + +static bool ImCharIsSeparatorW(unsigned int c) +{ + static const unsigned int separator_list[] = + { + ',', 0x3001, '.', 0x3002, ';', 0xFF1B, '(', 0xFF08, ')', 0xFF09, '{', 0xFF5B, '}', 0xFF5D, + '[', 0x300C, ']', 0x300D, '|', 0xFF5C, '!', 0xFF01, '\\', 0xFFE5, '/', 0x30FB, 0xFF0F, + '\n', '\r', + }; + for (unsigned int separator : separator_list) + if (c == separator) + return true; + return false; +} + +static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) +{ + // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); + return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) +{ + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); + return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + return idx < 0 ? 0 : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) +{ + int len = obj->TextLen; + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + while (idx < len && !is_word_boundary_from_left(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + int len = obj->TextLen; + while (idx < len && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); } +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL + +static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) +{ + // Offset remaining text (+ copy zero terminator) + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + char* dst = obj->TextA.Data + pos; + char* src = obj->TextA.Data + pos + n; + memmove(dst, src, obj->TextLen - n - pos + 1); + obj->Edited = true; + obj->TextLen -= n; +} + +static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len) +{ + const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int text_len = obj->TextLen; + IM_ASSERT(pos <= text_len); + + if (!is_resizable && (new_text_len + obj->TextLen + 1 > obj->BufCapacity)) + return false; + + // Grow internal buffer if needed + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + if (new_text_len + text_len + 1 > obj->TextA.Size) + { + if (!is_resizable) + return false; + obj->TextA.resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1); + obj->TextSrc = obj->TextA.Data; + } + + char* text = obj->TextA.Data; + if (pos != text_len) + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos)); + memcpy(text + pos, new_text, (size_t)new_text_len); + + obj->Edited = true; + obj->TextLen += new_text_len; + obj->TextA[obj->TextLen] = '\0'; + + return true; +} + +// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page +#define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page +#define STB_TEXTEDIT_K_SHIFT 0x400000 + +#define IMSTB_TEXTEDIT_IMPLEMENTATION +#define IMSTB_TEXTEDIT_memmove memmove +#include "imstb_textedit.h" + +// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling +// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) +static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + stb_text_makeundo_replace(str, state, 0, str->TextLen, text_len); + ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->TextLen); + state->cursor = state->select_start = state->select_end = 0; + if (text_len <= 0) + return; + if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) + { + state->cursor = state->select_start = state->select_end = text_len; + state->has_preferred_x = 0; + return; + } + IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() +} + +} // namespace ImStb + +// We added an extra indirection where 'Stb' is heap-allocated, in order facilitate the work of bindings generators. +ImGuiInputTextState::ImGuiInputTextState() +{ + memset(this, 0, sizeof(*this)); + Stb = IM_NEW(ImStbTexteditState); + memset(Stb, 0, sizeof(*Stb)); +} + +ImGuiInputTextState::~ImGuiInputTextState() +{ + IM_DELETE(Stb); +} + +void ImGuiInputTextState::OnKeyPressed(int key) +{ + stb_textedit_key(this, Stb, key); + CursorFollow = true; + CursorAnimReset(); +} + +void ImGuiInputTextState::OnCharPressed(unsigned int c) +{ + // Convert the key to a UTF8 byte sequence. + // The changes we had to make to stb_textedit_key made it very much UTF-8 specific which is not too great. + char utf8[5]; + ImTextCharToUtf8(utf8, c); + stb_textedit_text(this, Stb, utf8, (int)strlen(utf8)); + CursorFollow = true; + CursorAnimReset(); +} + +// Those functions are not inlined in imgui_internal.h, allowing us to hide ImStbTexteditState from that header. +void ImGuiInputTextState::CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking +void ImGuiInputTextState::CursorClamp() { Stb->cursor = ImMin(Stb->cursor, TextLen); Stb->select_start = ImMin(Stb->select_start, TextLen); Stb->select_end = ImMin(Stb->select_end, TextLen); } +bool ImGuiInputTextState::HasSelection() const { return Stb->select_start != Stb->select_end; } +void ImGuiInputTextState::ClearSelection() { Stb->select_start = Stb->select_end = Stb->cursor; } +int ImGuiInputTextState::GetCursorPos() const { return Stb->cursor; } +int ImGuiInputTextState::GetSelectionStart() const { return Stb->select_start; } +int ImGuiInputTextState::GetSelectionEnd() const { return Stb->select_end; } +void ImGuiInputTextState::SelectAll() { Stb->select_start = 0; Stb->cursor = Stb->select_end = TextLen; Stb->has_preferred_x = 0; } +void ImGuiInputTextState::ReloadUserBufAndSelectAll() { WantReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; } +void ImGuiInputTextState::ReloadUserBufAndKeepSelection() { WantReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; } +void ImGuiInputTextState::ReloadUserBufAndMoveToEnd() { WantReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; } + +ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() +{ + memset(this, 0, sizeof(*this)); +} + +// Public API to manipulate UTF-8 text from within a callback. +// FIXME: The existence of this rarely exercised code path is a bit of a nuisance. +// Historically they existed because STB_TEXTEDIT_INSERTCHARS() etc. worked on our ImWchar +// buffer, but nowadays they both work on UTF-8 data. Should aim to merge both. +void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) +{ + IM_ASSERT(pos + bytes_count <= BufTextLen); + char* dst = Buf + pos; + const char* src = Buf + pos + bytes_count; + memmove(dst, src, BufTextLen - bytes_count - pos + 1); + + if (CursorPos >= pos + bytes_count) + CursorPos -= bytes_count; + else if (CursorPos >= pos) + CursorPos = pos; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen -= bytes_count; +} + +void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) +{ + // Accept null ranges + if (new_text == new_text_end) + return; + + // Grow internal buffer if needed + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); + if (new_text_len + BufTextLen >= BufSize) + { + if (!is_resizable) + return; + + ImGuiContext& g = *Ctx; + ImGuiInputTextState* edit_state = &g.InputTextState; + IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); + IM_ASSERT(Buf == edit_state->TextA.Data); + int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; + edit_state->TextA.resize(new_buf_size + 1); + edit_state->TextSrc = edit_state->TextA.Data; + Buf = edit_state->TextA.Data; + BufSize = edit_state->BufCapacity = new_buf_size; + } + + if (BufTextLen != pos) + memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); + memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); + Buf[BufTextLen + new_text_len] = '\0'; + + if (CursorPos >= pos) + CursorPos += new_text_len; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen += new_text_len; +} + +// Return false to discard a character. +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard) +{ + unsigned int c = *p_char; + + // Filter non-printable (NB: isprint is unreliable! see #2467) + bool apply_named_filters = true; + if (c < 0x20) + { + bool pass = false; + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) + pass |= (c == '\t') && (flags & ImGuiInputTextFlags_AllowTabInput) != 0; + if (!pass) + return false; + apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. + } + + if (input_source_is_clipboard == false) + { + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; + + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + } + + // Filter Unicode ranges we are not handling in this build + if (c > IM_UNICODE_CODEPOINT_MAX) + return false; + + // Generic named filters + if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint))) + { + // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'. + // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. + // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. + // Change the default decimal_point with: + // ImGui::GetPlatformIO()->Platform_LocaleDecimalPoint = *localeconv()->decimal_point; + // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. + ImGuiContext& g = *ctx; + const unsigned c_decimal_point = (unsigned int)g.PlatformIO.Platform_LocaleDecimalPoint; + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint)) + if (c == '.' || c == ',') + c = c_decimal_point; + + // Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) + // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may + // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font. + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal)) + if (c >= 0xFF01 && c <= 0xFF5E) + c = c - 0xFF01 + 0x21; + + // Allow 0-9 . - + * / + if (flags & ImGuiInputTextFlags_CharsDecimal) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + return false; + + // Allow 0-9 . - + * / e E + if (flags & ImGuiInputTextFlags_CharsScientific) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + return false; + + // Allow 0-9 a-F A-F + if (flags & ImGuiInputTextFlags_CharsHexadecimal) + if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) + return false; + + // Turn a-z into A-Z + if (flags & ImGuiInputTextFlags_CharsUppercase) + if (c >= 'a' && c <= 'z') + c += (unsigned int)('A' - 'a'); + + if (flags & ImGuiInputTextFlags_CharsNoBlank) + if (ImCharIsBlankW(c)) + return false; + + *p_char = c; + } + + // Custom callback filter + if (flags & ImGuiInputTextFlags_CallbackCharFilter) + { + ImGuiContext& g = *GImGui; + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; + callback_data.EventChar = (ImWchar)c; + callback_data.Flags = flags; + callback_data.UserData = user_data; + if (callback(&callback_data) != 0) + return false; + *p_char = callback_data.EventChar; + if (!callback_data.EventChar) + return false; + } + + return true; +} + +// Find the shortest single replacement we can make to get from old_buf to new_buf +// Note that this doesn't directly alter state->TextA, state->TextLen. They are expected to be made valid separately. +// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly. +static void InputTextReconcileUndoState(ImGuiInputTextState* state, const char* old_buf, int old_length, const char* new_buf, int new_length) +{ + const int shorter_length = ImMin(old_length, new_length); + int first_diff; + for (first_diff = 0; first_diff < shorter_length; first_diff++) + if (old_buf[first_diff] != new_buf[first_diff]) + break; + if (first_diff == old_length && first_diff == new_length) + return; + + int old_last_diff = old_length - 1; + int new_last_diff = new_length - 1; + for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--) + if (old_buf[old_last_diff] != new_buf[new_last_diff]) + break; + + const int insert_len = new_last_diff - first_diff + 1; + const int delete_len = old_last_diff - first_diff + 1; + if (insert_len > 0 || delete_len > 0) + if (IMSTB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb->undostate, first_diff, delete_len, insert_len)) + for (int i = 0; i < delete_len; i++) + p[i] = old_buf[first_diff + i]; +} + +// As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables) +// we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714) +// It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick, +// but that more likely be attractive when we do have _NoLiveEdit flag available. +void ImGui::InputTextDeactivateHook(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputTextState* state = &g.InputTextState; + if (id == 0 || state->ID != id) + return; + g.InputTextDeactivatedState.ID = state->ID; + if (state->Flags & ImGuiInputTextFlags_ReadOnly) + { + g.InputTextDeactivatedState.TextA.resize(0); // In theory this data won't be used, but clear to be neat. + } + else + { + IM_ASSERT(state->TextA.Data != 0); + IM_ASSERT(state->TextA[state->TextLen] == 0); + g.InputTextDeactivatedState.TextA.resize(state->TextLen + 1); + memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->TextLen + 1); + } +} + +// Edit a string of text +// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". +// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match +// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. +// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. +// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h +// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are +// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(buf != NULL && buf_size >= 0); + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + IM_ASSERT(!((flags & ImGuiInputTextFlags_ElideLeft) && (flags & ImGuiInputTextFlags_Multiline))); // Multiline will not work with left-trimming + + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool RENDER_SELECTION_WHEN_INACTIVE = false; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) + BeginGroup(); + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); + + ImGuiWindow* draw_window = window; + ImVec2 inner_size = frame_size; + ImGuiLastItemData item_data_backup; + if (is_multiline) + { + ImVec2 backup_pos = window->DC.CursorPos; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + { + EndGroup(); + return false; + } + item_data_backup = g.LastItemData; + window->DC.CursorPos = backup_pos; + + // Prevent NavActivation from Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping. + if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && (flags & ImGuiInputTextFlags_AllowTabInput)) + g.NavActivateId = 0; + + // Prevent NavActivate reactivating in BeginChild() when we are already active. + const ImGuiID backup_activate_id = g.NavActivateId; + if (g.ActiveId == id) // Prevent reactivation + g.NavActivateId = 0; + + // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); + g.NavActivateId = backup_activate_id; + PopStyleVar(3); + PopStyleColor(); + if (!child_visible) + { + EndChild(); + EndGroup(); + return false; + } + draw_window = g.CurrentWindow; // Child window + draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.CursorPos += style.FramePadding; + inner_size.x -= draw_window->ScrollbarSizes.x; + } + else + { + // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) + ItemSize(total_bb, style.FramePadding.y); + if (!(flags & ImGuiInputTextFlags_MergedItem)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + return false; + } + + // Ensure mouse cursor is set even after switching to keyboard/gamepad mode. May generalize further? (#6417) + bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags | ImGuiItemFlags_NoNavDisableMouseHover); + if (hovered) + SetMouseCursor(ImGuiMouseCursor_TextInput); + if (hovered && g.NavHighlightItemUnderNav) + hovered = false; + + // We are only allowed to access the state if we are already the active widget. + ImGuiInputTextState* state = GetInputTextState(id); + + if (g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) + flags |= ImGuiInputTextFlags_ReadOnly; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard))); + + const bool user_clicked = hovered && io.MouseClicked[0]; + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + bool clear_active_id = false; + bool select_all = false; + + float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; + + const bool init_reload_from_user_buf = (state != NULL && state->WantReloadUserBuf); + const bool init_changed_specs = (state != NULL && state->Stb->single_line != !is_multiline); // state != NULL means its our state. + const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav); + const bool init_state = (init_make_active || user_scroll_active); + if (init_reload_from_user_buf) + { + int new_len = (int)strlen(buf); + IM_ASSERT(new_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?"); + state->WantReloadUserBuf = false; + InputTextReconcileUndoState(state, state->TextA.Data, state->TextLen, buf, new_len); + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextLen = new_len; + memcpy(state->TextA.Data, buf, state->TextLen + 1); + state->Stb->select_start = state->ReloadSelectionStart; + state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd; + state->CursorClamp(); + } + else if ((init_state && g.ActiveId != id) || init_changed_specs) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714) + InputTextDeactivateHook(state->ID); + + // Take a copy of the initial buffer value. + // From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + IM_ASSERT(buf_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?"); + state->TextToRevertTo.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextToRevertTo.Data, buf, buf_len + 1); + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate? + bool recycle_state = (state->ID == id && !init_changed_specs); + if (recycle_state && (state->TextLen != buf_len || (state->TextA.Data == NULL || strncmp(state->TextA.Data, buf, buf_len) != 0))) + recycle_state = false; + + // Start edition + state->ID = id; + state->TextLen = buf_len; + if (!is_readonly) + { + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextA.Data, buf, state->TextLen + 1); + } + + // Find initial scroll position for right alignment + state->Scroll = ImVec2(0.0f, 0.0f); + if (flags & ImGuiInputTextFlags_ElideLeft) + state->Scroll.x += ImMax(0.0f, CalcTextSize(buf).x - frame_size.x + style.FramePadding.x * 2.0f); + + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + if (recycle_state) + state->CursorClamp(); + else + stb_textedit_initialize_state(state->Stb, !is_multiline); + + if (!is_multiline) + { + if (flags & ImGuiInputTextFlags_AutoSelectAll) + select_all = true; + if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) + select_all = true; + if (user_clicked && io.KeyCtrl) + select_all = true; + } + + if (flags & ImGuiInputTextFlags_AlwaysOverwrite) + state->Stb->insert_mode = 1; // stb field name is indeed incorrect (see #2863) + } + + const bool is_osx = io.ConfigMacOSXBehaviors; + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + } + if (g.ActiveId == id) + { + // Declare some inputs, the other are registered and polled via Shortcut() routing system. + // FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combinaison into individual shortcuts. + const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Enter, ImGuiKey_KeypadEnter, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End }; + for (ImGuiKey key : always_owned_keys) + SetKeyOwner(key, id); + if (user_clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + { + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + SetKeyOwner(ImGuiKey_UpArrow, id); + SetKeyOwner(ImGuiKey_DownArrow, id); + } + if (is_multiline) + { + SetKeyOwner(ImGuiKey_PageUp, id); + SetKeyOwner(ImGuiKey_PageDown, id); + } + // FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu + if (is_osx) + SetKeyOwner(ImGuiMod_Alt, id); + + // Expose scroll in a manner that is agnostic to us using a child window + if (is_multiline && state != NULL) + state->Scroll.y = draw_window->Scroll.y; + + // Read-only mode always ever read from source buffer. Refresh TextLen when active. + if (is_readonly && state != NULL) + state->TextLen = (int)strlen(buf); + //if (is_readonly && state != NULL) + // state->TextA.clear(); // Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th allocation. + } + if (state != NULL) + state->TextSrc = is_readonly ? buf : state->TextA.Data; + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + clear_active_id = true; + + // Lock the decision of whether we are going to take the path displaying the cursor or selection + bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool validated = false; + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state; + const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + { + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; + password_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); + PushFont(password_font); + } + + // Process mouse inputs and character inputs + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + state->Edited = false; + state->BufCapacity = buf_size; + state->Flags = flags; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + + // Edit in progress + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->Scroll.x; + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); + + if (select_all) + { + state->SelectAll(); + state->SelectedAllMouseLock = true; + } + else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) + { + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); + const int multiclick_count = (io.MouseClickedCount[0] - 2); + if ((multiclick_count % 2) == 0) + { + // Double-click: Select word + // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant: + // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) + const bool is_bol = (state->Stb->cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor - 1) == '\n'; + if (STB_TEXT_HAS_SELECTION(state->Stb) || !is_bol) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + if (!STB_TEXT_HAS_SELECTION(state->Stb)) + ImStb::stb_textedit_prep_selection_at_cursor(state->Stb); + state->Stb->cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb->cursor); + state->Stb->select_end = state->Stb->cursor; + ImStb::stb_textedit_clamp(state, state->Stb); + } + else + { + // Triple-click: Select line + const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor) == '\n'; + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); + state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); + if (!is_eol && is_multiline) + { + ImSwap(state->Stb->select_start, state->Stb->select_end); + state->Stb->cursor = state->Stb->select_end; + } + state->CursorFollow = false; + } + state->CursorAnimReset(); + } + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) + { + if (hovered) + { + if (io.KeyShift) + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); + else + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; + } + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + state->SelectedAllMouseLock = false; + + // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) + // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes) + if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly) + { + if (Shortcut(ImGuiKey_Tab, ImGuiInputFlags_Repeat, id)) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + // FIXME: Implement Shift+Tab + /* + if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, ImGuiInputFlags_Repeat, id)) + { + } + */ + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl); + if (io.InputQueueCharacters.Size > 0) + { + if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t') // Skip Tab, see above. + continue; + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + + // Consume characters + io.InputQueueCharacters.resize(0); + } + } + + // Process other shortcuts/key-presses + bool revert_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + IM_ASSERT(state != NULL); + + const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); + state->Stb->row_count_per_page = row_count_per_page; + + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + + // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) + // Otherwise we could simply assume that we own the keys as we are active. + const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat; + const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, 0, id)) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, f_repeat, id)) && !is_readonly; + const bool is_undo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || (is_osx && Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id))) && !is_readonly && is_undoable; + const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, 0, id); + + // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); + const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); + const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id)); + + // FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of. + // FIXME-OSX: Missing support for Alt(option)+Right/Left = go to end of line, or next line if already in end of line. + if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) + { + if (!state->HasSelection()) + { + // OSX doesn't seem to have Super+Delete to delete until end-of-line, so we don't emulate that (as opposed to Super+Backspace) + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); + } + else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly) + { + if (!state->HasSelection()) + { + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeyCtrl && !io.KeyAlt && !io.KeySuper) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (is_enter_pressed || is_gamepad_validate) + { + // Determine if we turn Enter into a \n character + bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; + if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + { + validated = true; + if (io.ConfigInputTextEnterKeepActive && !is_multiline) + state->SelectAll(); // No need to scroll + else + clear_active_id = true; + } + else if (!is_readonly) + { + unsigned int c = '\n'; // Insert new line + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + } + else if (is_cancel) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + if (buf[0] != 0) + { + revert_edit = true; + } + else + { + render_cursor = render_selection = false; + clear_active_id = true; + } + } + else + { + clear_active_id = revert_edit = true; + render_cursor = render_selection = false; + } + } + else if (is_undo || is_redo) + { + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); + } + else if (is_select_all) + { + state->SelectAll(); + state->CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + { + // SetClipboardText() only takes null terminated strings + state->TextSrc may point to read-only user buffer, so we need to make a copy. + const int ib = state->HasSelection() ? ImMin(state->Stb->select_start, state->Stb->select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb->select_start, state->Stb->select_end) : state->TextLen; + g.TempBuffer.reserve(ie - ib + 1); + memcpy(g.TempBuffer.Data, state->TextSrc + ib, ie - ib); + g.TempBuffer.Data[ie - ib] = 0; + SetClipboardText(g.TempBuffer.Data); + } + if (is_cut) + { + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, state->Stb); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)strlen(clipboard); + ImVector clipboard_filtered; + clipboard_filtered.reserve(clipboard_len + 1); + for (const char* s = clipboard; *s != 0; ) + { + unsigned int c; + int in_len = ImTextCharFromUtf8(&c, s, NULL); + s += in_len; + if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true)) + continue; + char c_utf8[5]; + ImTextCharToUtf8(c_utf8, c); + int out_len = (int)strlen(c_utf8); + clipboard_filtered.resize(clipboard_filtered.Size + out_len); + memcpy(clipboard_filtered.Data + clipboard_filtered.Size - out_len, c_utf8, out_len); + } + if (clipboard_filtered.Size > 0) // If everything was filtered, ignore the pasting operation + { + clipboard_filtered.push_back(0); + stb_textedit_paste(state, state->Stb, clipboard_filtered.Data, clipboard_filtered.Size - 1); + state->CursorFollow = true; + } + } + } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + } + + // Process callbacks and apply result back to user's buffer. + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + if (revert_edit && !is_readonly) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + // Clear input + IM_ASSERT(buf[0] != 0); + apply_new_text = ""; + apply_new_text_length = 0; + value_changed = true; + IMSTB_TEXTEDIT_CHARTYPE empty_string; + stb_textedit_replace(state, state->Stb, &empty_string, 0); + } + else if (strcmp(buf, state->TextToRevertTo.Data) != 0) + { + apply_new_text = state->TextToRevertTo.Data; + apply_new_text_length = state->TextToRevertTo.Size - 1; + + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + // Push records into the undo stack so we can CTRL+Z the revert operation itself + value_changed = true; + stb_textedit_replace(state, state->Stb, state->TextToRevertTo.Data, state->TextToRevertTo.Size - 1); + } + } + + // FIXME-OPT: We always reapply the live buffer back to the input buffer before clearing ActiveId, + // even though strictly speaking it wasn't modified on this frame. Should mark dirty state from the stb_textedit callbacks. + // If we do that, need to ensure that as special case, 'validated == true' also writes back. + // This also allows the user to use InputText() without maintaining any user-side storage. + // (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object + // unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). + const bool apply_edit_back_to_user_buffer = true;// !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + if (apply_edit_back_to_user_buffer) + { + // Apply current edited text immediately. + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_None; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) + { + event_flag = ImGuiInputTextFlags_CallbackEdit; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + { + event_flag = ImGuiInputTextFlags_CallbackAlways; + } + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = event_flag; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; + + // FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925 + char* callback_buf = is_readonly ? buf : state->TextA.Data; + IM_ASSERT(callback_buf == state->TextSrc); + state->CallbackTextBackup.resize(state->TextLen + 1); + memcpy(state->CallbackTextBackup.Data, callback_buf, state->TextLen + 1); + + callback_data.EventKey = event_key; + callback_data.Buf = callback_buf; + callback_data.BufTextLen = state->TextLen; + callback_data.BufSize = state->BufCapacity; + callback_data.BufDirty = false; + + const int utf8_cursor_pos = callback_data.CursorPos = state->Stb->cursor; + const int utf8_selection_start = callback_data.SelectionStart = state->Stb->select_start; + const int utf8_selection_end = callback_data.SelectionEnd = state->Stb->select_end; + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback + IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacity); + IM_ASSERT(callback_data.Flags == flags); + const bool buf_dirty = callback_data.BufDirty; + if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb->cursor = callback_data.CursorPos; state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb->select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb->cursor : callback_data.SelectionStart; } + if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb->select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb->select_start : callback_data.SelectionEnd; } + if (buf_dirty) + { + // Callback may update buffer and thus set buf_dirty even in read-only mode. + IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + InputTextReconcileUndoState(state, state->CallbackTextBackup.Data, state->CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen); + state->TextLen = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); + } + } + } + + // Will copy result string if modified + if (!is_readonly && strcmp(state->TextSrc, buf) != 0) + { + apply_new_text = state->TextSrc; + apply_new_text_length = state->TextLen; + value_changed = true; + } + } + } + + // Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details) + if (g.InputTextDeactivatedState.ID == id) + { + if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0) + { + apply_new_text = g.InputTextDeactivatedState.TextA.Data; + apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1; + value_changed = true; + //IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text); + } + g.InputTextDeactivatedState.ID = 0; + } + + // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) + if (apply_new_text != NULL) + { + //// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size + //// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used + //// without any storage on user's side. + IM_ASSERT(apply_new_text_length >= 0); + if (is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + //IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + // Otherwise request text input ahead for next frame. + if (g.ActiveId == id && clear_active_id) + ClearActiveID(); + else if (g.ActiveId == id) + g.WantTextInputNextFrame = 1; + + // Render frame + if (!is_multiline) + { + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + } + + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) + { + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->TextLen; + + // Render text (with cursor and selection) + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + const char* text_begin = buf_display; + const char* text_end = text_begin + state->TextLen; + ImVec2 cursor_offset, select_start_offset; + + { + // Find lines numbers straddling cursor and selection min position + int cursor_line_no = render_cursor ? -1 : -1000; + int selmin_line_no = render_selection ? -1 : -1000; + const char* cursor_ptr = render_cursor ? text_begin + state->Stb->cursor : NULL; + const char* selmin_ptr = render_selection ? text_begin + ImMin(state->Stb->select_start, state->Stb->select_end) : NULL; + + // Count lines and find line number for cursor and selection ends + int line_count = 1; + if (is_multiline) + { + for (const char* s = text_begin; (s = (const char*)memchr(s, '\n', (size_t)(text_end - s))) != NULL; s++) + { + if (cursor_line_no == -1 && s >= cursor_ptr) { cursor_line_no = line_count; } + if (selmin_line_no == -1 && s >= selmin_ptr) { selmin_line_no = line_count; } + line_count++; + } + } + if (cursor_line_no == -1) + cursor_line_no = line_count; + if (selmin_line_no == -1) + selmin_line_no = line_count; + + // Calculate 2d position by finding the beginning of the line and measuring distance + cursor_offset.x = InputTextCalcTextSize(&g, ImStrbol(cursor_ptr, text_begin), cursor_ptr).x; + cursor_offset.y = cursor_line_no * g.FontSize; + if (selmin_line_no >= 0) + { + select_start_offset.x = InputTextCalcTextSize(&g, ImStrbol(selmin_ptr, text_begin), selmin_ptr).x; + select_start_offset.y = selmin_line_no * g.FontSize; + } + + // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) + if (is_multiline) + text_size = ImVec2(inner_size.x, line_count * g.FontSize); + } + + // Scroll + if (render_cursor && state->CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = inner_size.x * 0.25f; + const float visible_width = inner_size.x - style.FramePadding.x; + if (cursor_offset.x < state->Scroll.x) + state->Scroll.x = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - visible_width >= state->Scroll.x) + state->Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x); + } + else + { + state->Scroll.y = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + // Test if cursor is vertically visible + if (cursor_offset.y - g.FontSize < scroll_y) + scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y) + scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; + const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); + scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + } + + state->CursorFollow = false; + } + + // Draw selection + const ImVec2 draw_scroll = ImVec2(state->Scroll.x, 0.0f); + if (render_selection) + { + const char* text_selected_begin = text_begin + ImMin(state->Stb->select_start, state->Stb->select_end); + const char* text_selected_end = text_begin + ImMax(state->Stb->select_start, state->Stb->select_end); + + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; + for (const char* p = text_selected_begin; p < text_selected_end; ) + { + if (rect_pos.y > clip_rect.w + g.FontSize) + break; + if (rect_pos.y < clip_rect.y) + { + p = (const char*)memchr((void*)p, '\n', text_selected_end - p); + p = p ? p + 1 : text_selected_end; + } + else + { + ImVec2 rect_size = InputTextCalcTextSize(&g, p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = IM_TRUNC(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); + rect.ClipWith(clip_rect); + if (rect.Overlaps(clip_rect)) + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + rect_pos.x = draw_pos.x - draw_scroll.x; + } + rect_pos.y += g.FontSize; + } + } + + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + // FIXME-OPT: Multiline could submit a smaller amount of contents to AddText() since we already iterated through it. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + + // Draw blinking cursor + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll); + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + { + g.PlatformImeData.WantVisible = true; + g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + g.PlatformImeData.InputLineHeight = g.FontSize; + g.PlatformImeViewport = window->Viewport->ID; + } + } + } + else + { + // Render text only (no selection, no cursor) + if (is_multiline) + text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->TextLen; + else if (!is_displaying_hint) + buf_display_end = buf_display + strlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + // Find render position for right alignment + if (flags & ImGuiInputTextFlags_ElideLeft) + draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - CalcTextSize(buf_display, NULL).x - style.FramePadding.x); + + const ImVec2 draw_scroll = /*state ? ImVec2(state->Scroll.x, 0.0f) :*/ ImVec2(0.0f, 0.0f); // Preserve scroll when inactive? + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + } + + if (is_password && !is_displaying_hint) + PopFont(); + + if (is_multiline) + { + // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (see #4761, #7870)... + Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); + g.NextItemData.ItemFlags |= (ImGuiItemFlags)ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; + EndChild(); + item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); + + // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... + // FIXME: This quite messy/tricky, should attempt to get rid of the child window. + EndGroup(); + if (g.LastItemData.ID == 0 || g.LastItemData.ID != GetWindowScrollbarID(draw_window, ImGuiAxis_Y)) + { + g.LastItemData.ID = id; + g.LastItemData.ItemFlags = item_data_backup.ItemFlags; + g.LastItemData.StatusFlags = item_data_backup.StatusFlags; + } + } + if (state) + state->TextSrc = NULL; + + // Log as text + if (g.LogEnabled && (!is_password || is_displaying_hint)) + { + LogSetNextTextDecoration("{", "}"); + LogRenderedText(&draw_pos, buf_display, buf_display_end); + } + + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if (value_changed) + MarkItemEdited(id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return validated; + else + return value_changed; +} + +void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + ImStb::STB_TexteditState* stb_state = state->Stb; + ImStb::StbUndoState* undo_state = &stb_state->undostate; + Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId); + DebugLocateItemOnHover(state->ID); + Text("CurLenA: %d, Cursor: %d, Selection: %d..%d", state->TextLen, stb_state->cursor, stb_state->select_start, stb_state->select_end); + Text("BufCapacityA: %d", state->BufCapacity); + Text("(Internal Buffer: TextA Size: %d, Capacity: %d)", state->TextA.Size, state->TextA.Capacity); + Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x); + Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point); + if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 10), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) // Visualize undo state + { + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int n = 0; n < IMSTB_TEXTEDIT_UNDOSTATECOUNT; n++) + { + ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n]; + const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' '; + if (undo_rec_type == ' ') + BeginDisabled(); + const int buf_preview_len = (undo_rec_type != ' ' && undo_rec->char_storage != -1) ? undo_rec->insert_length : 0; + const char* buf_preview_str = undo_state->undo_char + undo_rec->char_storage; + Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%.*s\"", + undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf_preview_len, buf_preview_str); + if (undo_rec_type == ' ') + EndDisabled(); + } + PopStyleVar(); + } + EndChild(); +#else + IM_UNUSED(state); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +//------------------------------------------------------------------------- +// - ColorEdit3() +// - ColorEdit4() +// - ColorPicker3() +// - RenderColorRectWithAlphaCheckerboard() [Internal] +// - ColorPicker4() +// - ColorButton() +// - SetColorEditOptions() +// - ColorTooltip() [Internal] +// - ColorEditOptionsPopup() [Internal] +// - ColorPickerOptionsPopup() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); +} + +static void ColorEditRestoreH(const float* col, float* H) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + *H = g.ColorEditSavedHue; +} + +// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation. +// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting. +static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + + // When S == 0, H is undefined. + // When H == 1 it wraps around to 0. + if (*S == 0.0f || (*H == 0.0f && g.ColorEditSavedHue == 1)) + *H = g.ColorEditSavedHue; + + // When V == 0, S is undefined. + if (*V == 0.0f) + *S = g.ColorEditSavedSat; +} + +// Edit colors components (each component in 0.0f..1.0f range). +// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. +bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float square_sz = GetFrameHeight(); + const char* label_display_end = FindRenderedTextEnd(label); + float w_full = CalcItemWidth(); + g.NextItemData.ClearFlags(); + + BeginGroup(); + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + + // If we're not showing any slider there's no point in doing any HSV conversions + const ImGuiColorEditFlags flags_untouched = flags; + if (flags & ImGuiColorEditFlags_NoInputs) + flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; + + // Context menu: display and modify options (before defaults are applied) + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorEditOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_DisplayMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_); + if (!(flags & ImGuiColorEditFlags_DataTypeMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_); + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_); + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + + const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; + const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; + const int components = alpha ? 4 : 3; + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = ImMax(w_full - w_button, 1.0f); + w_full = w_inputs + w_button; + + // Convert to the formats we need + float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + ColorEditRestoreHS(col, &f[0], &f[1], &f[2]); + } + int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; + + bool value_changed = false; + bool value_changed_as_float = false; + + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB/HSV 0..255 Sliders + const float w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1); + + const bool hide_prefix = (IM_TRUNC(w_items / components) <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = + { + { "%3d", "%3d", "%3d", "%3d" }, // Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA + }; + static const char* fmt_table_float[3][4] = + { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA + }; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; + + float prev_split = 0.0f; + for (int n = 0; n < components; n++) + { + if (n > 0) + SameLine(0, style.ItemInnerSpacing.x); + float next_split = IM_TRUNC(w_items * (n + 1) / components); + SetNextItemWidth(ImMax(next_split - prev_split, 1.0f)); + prev_split = next_split; + + // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. + if (flags & ImGuiColorEditFlags_Float) + { + value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed_as_float |= value_changed; + } + else + { + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + } + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB Hexadecimal Input + char buf[64]; + if (alpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); + SetNextItemWidth(w_inputs); + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsUppercase)) + { + value_changed = true; + char* p = buf; + while (*p == '#' || ImCharIsBlankA(*p)) + p++; + i[0] = i[1] = i[2] = 0; + i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) + int r; + if (alpha) + r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + else + r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + + ImGuiWindow* picker_active_window = NULL; + if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) + { + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); + + const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); + if (ColorButton("##ColorButton", col_v4, flags)) + { + if (!(flags & ImGuiColorEditFlags_NoPicker)) + { + // Store current color and open a picker + g.ColorPickerRef = col_v4; + OpenPopup("picker"); + SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y)); + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + if (BeginPopup("picker")) + { + if (g.CurrentWindow->BeginCount == 1) + { + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextEx(label, label_display_end); + Spacing(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); + } + EndPopup(); + } + } + + if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) + { + // Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left), + // but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this. + SameLine(0.0f, style.ItemInnerSpacing.x); + window->DC.CursorPos.x = pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + + // Convert back + if (value_changed && picker_active_window == NULL) + { + if (!value_changed_as_float) + for (int n = 0; n < 4; n++) + f[n] = i[n] / 255.0f; + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + { + g.ColorEditSavedHue = f[0]; + g.ColorEditSavedSat = f[1]; + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0)); + } + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; + } + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + EndGroup(); + + // Drag and Drop Target + // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + { + bool accepted_drag_drop = false; + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 //-V1086 + value_changed = accepted_drag_drop = true; + } + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * components); + value_changed = accepted_drag_drop = true; + } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); + EndDragDropTarget(); + } + + // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). + if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) + g.LastItemData.ID = g.ActiveId; + + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + float col4[4] = { col[0], col[1], col[2], 1.0f }; + if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) + return false; + col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; + return true; +} + +// Helper for ColorPicker4() +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) +{ + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); +} + +// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) +// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) +bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImDrawList* draw_list = window->DrawList; + ImGuiStyle& style = g.Style; + ImGuiIO& io = g.IO; + + const float width = CalcItemWidth(); + const bool is_readonly = ((g.NextItemData.ItemFlags | g.CurrentItemFlags) & ImGuiItemFlags_ReadOnly) != 0; + g.NextItemData.ClearFlags(); + + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + BeginGroup(); + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + flags |= ImGuiColorEditFlags_NoSmallPreview; + + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorPickerOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_; + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); + + // Setup + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; + bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); + ImVec2 picker_pos = window->DC.CursorPos; + float square_sz = GetFrameHeight(); + float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; + float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; + float bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20f); + + float backup_initial_col[4]; + memcpy(backup_initial_col, col, components * sizeof(float)); + + float wheel_thickness = sv_picker_size * 0.08f; + float wheel_r_outer = sv_picker_size * 0.50f; + float wheel_r_inner = wheel_r_outer - wheel_thickness; + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f); + + // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. + float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); + ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. + ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. + ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. + + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + + bool value_changed = false, value_changed_h = false, value_changed_sv = false; + + PushItemFlag(ImGuiItemFlags_NoNav, true); + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Hue wheel + SV triangle logic + InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; + ImVec2 current_off = g.IO.MousePos - wheel_center; + float initial_dist2 = ImLengthSqr(initial_off); + if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1)) + { + // Interactive with Hue wheel + H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f; + if (H < 0.0f) + H += 1.0f; + value_changed = value_changed_h = true; + } + float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); + if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) + { + // Interacting with SV triangle + ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); + if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) + current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); + float uu, vv, ww; + ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); + V = ImClamp(1.0f - vv, 0.0001f, 1.0f); + S = ImClamp(uu / V, 0.0001f, 1.0f); + value_changed = value_changed_sv = true; + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // SV rectangle logic + InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); + V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + ColorEditRestoreH(col, &H); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. + value_changed = value_changed_sv = true; + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + // Hue bar logic + SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); + InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = value_changed_h = true; + } + } + + // Alpha bar logic + if (alpha_bar) + { + SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); + InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = true; + } + } + PopItemFlag(); // ImGuiItemFlags_NoNav + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + SameLine(0, style.ItemInnerSpacing.x); + BeginGroup(); + } + + if (!(flags & ImGuiColorEditFlags_NoLabel)) + { + const char* label_display_end = FindRenderedTextEnd(label); + if (label != label_display_end) + { + if ((flags & ImGuiColorEditFlags_NoSidePreview)) + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + } + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if ((flags & ImGuiColorEditFlags_NoLabel)) + Text("Current"); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); + if (ref_col != NULL) + { + Text("Original"); + ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) + { + memcpy(col, ref_col, components * sizeof(float)); + value_changed = true; + } + } + PopItemFlag(); + EndGroup(); + } + + // Convert back color to RGB + if (value_changed_h || value_changed_sv) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]); + g.ColorEditSavedHue = H; + g.ColorEditSavedSat = S; + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } + + // R,G,B and H,S,V slider color editor + bool value_changed_fix_hue_wrap = false; + if ((flags & ImGuiColorEditFlags_NoInputs) == 0) + { + PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) + { + // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) + value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); + value_changed = true; + } + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); + PopItemWidth(); + } + + // Try to cancel hue wrap (after ColorEdit4 call), if any + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) + { + float new_H, new_S, new_V; + ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); + if (new_H <= 0 && H > 0) + { + if (new_V <= 0 && V != new_V) + ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); + else if (new_S <= 0) + ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); + } + } + + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately. + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! + + ImVec2 sv_cursor_pos; + + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Render Hue Wheel + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); + for (int n = 0; n < 6; n++) + { + const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; + const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; + const int vert_start_idx = draw_list->VtxBuffer.Size; + draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); + draw_list->PathStroke(col_white, 0, wheel_thickness); + const int vert_end_idx = draw_list->VtxBuffer.Size; + + // Paint colors over existing vertices + ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); + ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]); + } + + // Render Cursor + preview on Hue Wheel + float cos_hue_angle = ImCos(H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(H * 2.0f * IM_PI); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); + float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; + int hue_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(hue_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); + + // Render SV triangle (rotated according to hue) + ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); + ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); + ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); + ImVec2 uv_white = GetFontTexUvWhitePixel(); + draw_list->PrimReserve(3, 3); + draw_list->PrimVtx(tra, uv_white, hue_color32); + draw_list->PrimVtx(trb, uv_white, col_black); + draw_list->PrimVtx(trc, uv_white, col_white); + draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); + sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // Render SV Square + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + + // Render Hue Bar + for (int i = 0; i < 6; ++i) + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); + float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); + RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) + float sv_cursor_rad = value_changed_sv ? wheel_thickness * 0.55f : wheel_thickness * 0.40f; + int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments); + + // Render alpha bar + if (alpha_bar) + { + float alpha = ImSaturate(col[3]); + ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); + RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); + RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + EndGroup(); + + if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) + value_changed = false; + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + + return value_changed; +} + +// A little color square. Return true when clicked. +// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. +// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. +// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(desc_id); + const float default_size = GetFrameHeight(); + const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + if (flags & ImGuiColorEditFlags_NoAlpha) + flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); + + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); + float grid_step = ImMin(size.x, size.y) / 2.99f; + float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); + ImRect bb_inner = bb; + float off = 0.0f; + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. + bb_inner.Expand(off); + } + if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) + { + float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); + } + else + { + // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; + if (col_source.w < 1.0f) + RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); + else + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); + } + RenderNavCursor(bb, id); + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + } + + // Drag and Drop Source + // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. + if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); + else + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); + ColorButton(desc_id, col, flags); + SameLine(); + TextEx("Color"); + EndDragDropSource(); + } + + // Tooltip + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered && IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + + return pressed; +} + +// Initialize/override default color options +void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_; + if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_; + if ((flags & ImGuiColorEditFlags_PickerMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_; + if ((flags & ImGuiColorEditFlags_InputMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check only 1 option is selected + g.ColorEditOptions = flags; +} + +// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; + if (text_end > text) + { + TextEx(text, text_end); + Separator(); + } + + ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + SameLine(); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } + EndTooltip(); +} + +void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) +{ + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_); + bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_); + if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) + return; + + ImGuiContext& g = *GImGui; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); + ImGuiColorEditFlags opts = g.ColorEditOptions; + if (allow_opt_inputs) + { + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex; + } + if (allow_opt_datatype) + { + if (allow_opt_inputs) Separator(); + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float; + } + + if (allow_opt_inputs || allow_opt_datatype) + Separator(); + if (Button("Copy as..", ImVec2(-1, 0))) + OpenPopup("Copy"); + if (BeginPopup("Copy")) + { + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + char buf[64]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb); + if (Selectable(buf)) + SetClipboardText(buf); + if (!(flags & ImGuiColorEditFlags_NoAlpha)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + } + EndPopup(); + } + + g.ColorEditOptions = opts; + PopItemFlag(); + EndPopup(); +} + +void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) +{ + bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_); + bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); + if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) + return; + + ImGuiContext& g = *GImGui; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); + if (allow_opt_picker) + { + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + PushItemWidth(picker_size.x); + for (int picker_type = 0; picker_type < 2; picker_type++) + { + // Draw small/thumbnail version of each picker type (over an invisible button for selection) + if (picker_type > 0) Separator(); + PushID(picker_type); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha); + if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; + ImVec2 backup_pos = GetCursorScreenPos(); + if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup + g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_); + SetCursorScreenPos(backup_pos); + ImVec4 previewing_ref_col; + memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); + PopID(); + } + PopItemWidth(); + } + if (allow_opt_alpha_bar) + { + if (allow_opt_picker) Separator(); + CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + } + PopItemFlag(); + EndPopup(); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +//------------------------------------------------------------------------- +// - TreeNode() +// - TreeNodeV() +// - TreeNodeEx() +// - TreeNodeExV() +// - TreeNodeBehavior() [Internal] +// - TreePush() +// - TreePop() +// - GetTreeNodeToLabelSpacing() +// - SetNextItemOpen() +// - CollapsingHeader() +//------------------------------------------------------------------------- + +bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, ImGuiTreeNodeFlags_None, label, NULL); +} + +bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) +{ + return TreeNodeExV(str_id, 0, fmt, args); +} + +bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) +{ + return TreeNodeExV(ptr_id, 0, fmt, args); +} + +bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags, label, NULL); +} + +bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(id, flags, label, label_end); +} + +bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(ptr_id); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(id, flags, label, label_end); +} + +bool ImGui::TreeNodeGetOpen(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + return storage->GetInt(storage_id, 0) != 0; +} + +void ImGui::TreeNodeSetOpen(ImGuiID storage_id, bool open) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + storage->SetInt(storage_id, open ? 1 : 0); +} + +bool ImGui::TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags) +{ + if (flags & ImGuiTreeNodeFlags_Leaf) + return true; + + // We only write to the tree storage if the user clicks, or explicitly use the SetNextItemOpen function + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStorage* storage = window->DC.StateStorage; + + bool is_open; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasOpen) + { + if (g.NextItemData.OpenCond & ImGuiCond_Always) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(storage_id, is_open); + } + else + { + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. + const int stored_value = storage->GetInt(storage_id, -1); + if (stored_value == -1) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(storage_id, is_open); + } + else + { + is_open = stored_value != 0; + } + } + } + else + { + is_open = storage->GetInt(storage_id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + } + + // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). + // NB- If we are above max depth we still allow manually opened nodes to be logged. + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) + is_open = true; + + return is_open; +} + +// Store ImGuiTreeNodeStackData for just submitted node. +// Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase. +static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.TreeNodeStack.resize(g.TreeNodeStack.Size + 1); + ImGuiTreeNodeStackData* tree_node_data = &g.TreeNodeStack.back(); + tree_node_data->ID = g.LastItemData.ID; + tree_node_data->TreeFlags = flags; + tree_node_data->ItemFlags = g.LastItemData.ItemFlags; + tree_node_data->NavRect = g.LastItemData.NavRect; + window->DC.TreeHasStackDataDepthMask |= (1 << window->DC.TreeDepth); +} + +// When using public API, currently 'id == storage_id' is always true, but we separate the values to facilitate advanced user code doing storage queries outside of UI loop. +bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); + + if (!label_end) + label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow + + // We vertically grow up to current line height up the typical widget height. + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); + const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL); + const bool span_all_columns_label = (flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) != 0 && (g.CurrentTable != NULL); + ImRect frame_bb; + frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanLabelWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + frame_height; + if (display_frame) + { + const float outer_extend = IM_TRUNC(window->WindowPadding.x * 0.5f); // Framed header expand a little outside of current limits + frame_bb.Min.x -= outer_extend; + frame_bb.Max.x += outer_extend; + } + + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), padding.y); + + // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing + ImRect interact_bb = frame_bb; + if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanLabelWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f); + + // Compute open and multi-select states before ItemAdd() as it clear NextItem data. + ImGuiID storage_id = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasStorageID) ? g.NextItemData.StorageId : id; + bool is_open = TreeNodeUpdateNextOpen(storage_id, flags); + + bool is_visible; + if (span_all_columns || span_all_columns_label) + { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + is_visible = ItemAdd(interact_bb, id); + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + else + { + is_visible = ItemAdd(interact_bb, id); + } + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + g.LastItemData.DisplayRect = frame_bb; + + // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled: + // Store data for the current depth to allow returning to this node from any child item. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle. + bool store_tree_node_stack_data = false; + if (!(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + { + if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && is_open && !g.NavIdIsAlive) + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + store_tree_node_stack_data = true; + } + + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + if (!is_visible) + { + if (store_tree_node_stack_data && is_open) + TreeNodeStoreStackData(flags); // Call before TreePushOverrideID() + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; + } + + if (span_all_columns || span_all_columns_label) + { + TablePushBackgroundChannel(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; + if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) + button_flags |= ImGuiButtonFlags_AllowOverlap; + if (!is_leaf) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + + // We allow clicking on the arrow section with keyboard modifiers held, in order to easily + // allow browsing a tree while preserving selection with code implementing multi-selection patterns. + // When clicking on the rest of the tree node we always disallow keyboard modifiers. + const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; + const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (is_multi_select) // We absolutely need to distinguish open vs select so _OpenOnArrow comes by default + flags |= (flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 ? ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick : ImGuiTreeNodeFlags_OpenOnArrow; + + // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. + // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. + // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) + // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) + // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) + // It is rather standard that arrow click react on Down rather than Up. + // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. + if (is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_PressedOnClick; + else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + + // Multi-selection support (header) + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + if (is_mouse_x_over_arrow) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + } + else + { + if (window != g.HoveredWindow || !is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_NoKeyModsAllowed; + } + + bool hovered, held; + bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + bool toggled = false; + if (!is_leaf) + { + if (pressed && g.DragDropHoldJustPressedId != id) + { + if ((flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 || (g.NavActivateId == id && !is_multi_select)) + toggled = true; // Single click + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= is_mouse_x_over_arrow && !g.NavHighlightItemUnderNav; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) + toggled = true; // Double click + } + else if (pressed && g.DragDropHoldJustPressedId == id) + { + IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); + if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = true; + else + pressed = false; // Cancel press so it doesn't trigger selection. + } + + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + + if (toggled) + { + is_open = !is_open; + window->DC.StateStorage->SetInt(storage_id, is_open); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; + } + } + + // Multi-selection support (footer) + if (is_multi_select) + { + bool pressed_copy = pressed && !toggled; + MultiSelectItemFooter(id, &selected, &pressed_copy); + if (pressed) + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, interact_bb); + } + + if (selected != was_selected) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + { + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + if (display_frame) + { + // Framed type + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x - padding.x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + if (g.LogEnabled) + LogSetNextTextDecoration("###", "###"); + } + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + } + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogSetNextTextDecoration(">", NULL); + } + + if (span_all_columns && !span_all_columns_label) + TablePopBackgroundChannel(); + + // Label + if (display_frame) + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + else + RenderText(text_pos, label, label_end, false); + + if (span_all_columns_label) + TablePopBackgroundChannel(); + } + + if (store_tree_node_stack_data && is_open) + TreeNodeStoreStackData(flags); // Call before TreePushOverrideID() + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); // Could use TreePush(label) but this avoid computing twice + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; +} + +void ImGui::TreePush(const char* str_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(str_id); +} + +void ImGui::TreePush(const void* ptr_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(ptr_id); +} + +void ImGui::TreePushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Indent(); + window->DC.TreeDepth++; + PushOverrideID(id); +} + +void ImGui::TreePop() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Unindent(); + + window->DC.TreeDepth--; + ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); + + if (window->DC.TreeHasStackDataDepthMask & tree_depth_mask) // Only set during request + { + ImGuiTreeNodeStackData* data = &g.TreeNodeStack.back(); + IM_ASSERT(data->ID == window->IDStack.back()); + if (data->TreeFlags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) + { + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) + if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, data); + } + g.TreeNodeStack.pop_back(); + window->DC.TreeHasStackDataDepthMask &= ~tree_depth_mask; + } + + IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. + PopID(); +} + +// Horizontal distance preceding label when using TreeNode() or Bullet() +float ImGui::GetTreeNodeToLabelSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + (g.Style.FramePadding.x * 2.0f); +} + +// Set next TreeNode/CollapsingHeader open state. +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = (ImU8)(cond ? cond : ImGuiCond_Always); +} + +// Set next TreeNode/CollapsingHeader storage id. +void ImGui::SetNextItemStorageID(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasStorageID; + g.NextItemData.StorageId = storage_id; +} + +// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). +// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). +bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader, label); +} + +// p_visible == NULL : regular collapsing header +// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false +// p_visible != NULL && *p_visible == false : do not show the header at all +// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen. +bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (p_visible && !*p_visible) + return false; + + ImGuiID id = window->GetID(label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader; + if (p_visible) + flags |= ImGuiTreeNodeFlags_AllowOverlap | (ImGuiTreeNodeFlags)ImGuiTreeNodeFlags_ClipLabelForTrailingButton; + bool is_open = TreeNodeBehavior(id, flags, label); + if (p_visible != NULL) + { + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. + ImGuiContext& g = *GImGui; + ImGuiLastItemData last_item_backup = g.LastItemData; + float button_size = g.FontSize; + float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size); + float button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y; + ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); + if (CloseButton(close_button_id, ImVec2(button_x, button_y))) + *p_visible = false; + g.LastItemData = last_item_backup; + } + + return is_open; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Selectable +//------------------------------------------------------------------------- +// - Selectable() +//------------------------------------------------------------------------- + +// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. +// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. +// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowOverlap are also frequently used flags. +// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. +bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. + ImGuiID id = window->GetID(label); + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(size, 0.0f); + + // Fill horizontal space + // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. + const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; + const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; + const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) + size.x = ImMax(label_size.x, max_x - min_x); + + // Text stays at the submission position, but bounding box may be extended on both sides + const ImVec2 text_min = pos; + const ImVec2 text_max(min_x + size.x, pos.y + size.y); + + // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. + // FIXME: Not part of layout so not included in clipper calculation, but ItemSize currently doesn't allow offsetting CursorPos. + ImRect bb(min_x, pos.y, text_max.x, text_max.y); + if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) + { + const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = IM_TRUNC(spacing_x * 0.50f); + const float spacing_U = IM_TRUNC(spacing_y * 0.50f); + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + } + //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } + + const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; + const ImGuiItemFlags extra_item_flags = disabled_item ? (ImGuiItemFlags)ImGuiItemFlags_Disabled : ImGuiItemFlags_None; + bool is_visible; + if (span_all_columns) + { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + else + { + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + } + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(bb)) // Extra layer of "no logic clip" for box-select support (would be more overhead to add to ItemAdd) + return false; + + const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (disabled_item && !disabled_global) // Only testing this as an optimization + BeginDisabled(); + + // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, + // which would be advantageous since most selectable are not selected. + if (span_all_columns) + { + if (g.CurrentTable) + TablePushBackgroundChannel(); + else if (window->DC.CurrentColumns) + PushColumnsBackground(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries + ImGuiButtonFlags button_flags = 0; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } + if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; } + if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } + if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } + if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } + if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; } + + // Multi-selection support (header) + const bool was_selected = selected; + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + } + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + + // Multi-selection support (footer) + if (is_multi_select) + { + MultiSelectItemFooter(id, &selected, &pressed); + } + else + { + // Auto-select when moved into + // - This will be more fully fleshed in the range-select branch + // - This is not exposed as it won't nicely work with some user side handling of shift/control + // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons + // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) + // - (2) usage will fail with clipped items + // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. + if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId) + if (g.NavJustMovedToId == id) + selected = pressed = true; + } + + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with keyboard/gamepad + if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) + { + if (!g.NavHighlightItemUnderNav && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + { + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect) + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + } + if (pressed) + MarkItemEdited(id); + + if (selected != was_selected) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + if (is_visible) + { + const bool highlighted = hovered || (flags & ImGuiSelectableFlags_Highlight); + if (highlighted || selected) + { + // Between 1.91.0 and 1.91.4 we made selected Selectable use an arbitrary lerp between _Header and _HeaderHovered. Removed that now. (#8106) + ImU32 col = GetColorU32((held && highlighted) ? ImGuiCol_HeaderActive : highlighted ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + } + if (g.NavId == id) + { + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + RenderNavCursor(bb, id, nav_render_cursor_flags); + } + } + + if (span_all_columns) + { + if (g.CurrentTable) + TablePopBackgroundChannel(); + else if (window->DC.CurrentColumns) + PopColumnsBackground(); + } + + if (is_visible) + RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); + + // Automatically close popups + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_NoAutoClosePopups) && (g.LastItemData.ItemFlags & ImGuiItemFlags_AutoClosePopups)) + CloseCurrentPopup(); + + if (disabled_item && !disabled_global) + EndDisabled(); + + // Selectable() always returns a pressed state! + // Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui::IsItemToggledSelection() to retrieve + // selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching EndMultiSelect(). + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; //-V1020 +} + +bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + if (Selectable(label, *p_selected, flags, size_arg)) + { + *p_selected = !*p_selected; + return true; + } + return false; +} + + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Typing-Select support +//------------------------------------------------------------------------- + +// [Experimental] Currently not exposed in public API. +// Consume character inputs and return search request, if any. +// This would typically only be called on the focused window or location you want to grab inputs for, e.g. +// if (ImGui::IsWindowFocused(...)) +// if (ImGuiTypingSelectRequest* req = ImGui::GetTypingSelectRequest()) +// focus_idx = ImGui::TypingSelectFindMatch(req, my_items.size(), [](void*, int n) { return my_items[n]->Name; }, &my_items, -1); +// However the code is written in a way where calling it from multiple locations is safe (e.g. to obtain buffer). +ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiTypingSelectState* data = &g.TypingSelectState; + ImGuiTypingSelectRequest* out_request = &data->Request; + + // Clear buffer + const float TYPING_SELECT_RESET_TIMER = 1.80f; // FIXME: Potentially move to IO config. + const int TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK = 4; // Lock single char matching when repeating same char 4 times + if (data->SearchBuffer[0] != 0) + { + bool clear_buffer = false; + clear_buffer |= (g.NavFocusScopeId != data->FocusScope); + clear_buffer |= (data->LastRequestTime + TYPING_SELECT_RESET_TIMER < g.Time); + clear_buffer |= g.NavAnyRequest; + clear_buffer |= g.ActiveId != 0 && g.NavActivateId == 0; // Allow temporary SPACE activation to not interfere + clear_buffer |= IsKeyPressed(ImGuiKey_Escape) || IsKeyPressed(ImGuiKey_Enter); + clear_buffer |= IsKeyPressed(ImGuiKey_Backspace) && (flags & ImGuiTypingSelectFlags_AllowBackspace) == 0; + //if (clear_buffer) { IMGUI_DEBUG_LOG("GetTypingSelectRequest(): Clear SearchBuffer.\n"); } + if (clear_buffer) + data->Clear(); + } + + // Append to buffer + const int buffer_max_len = IM_ARRAYSIZE(data->SearchBuffer) - 1; + int buffer_len = (int)strlen(data->SearchBuffer); + bool select_request = false; + for (ImWchar w : g.IO.InputQueueCharacters) + { + const int w_len = ImTextCountUtf8BytesFromStr(&w, &w + 1); + if (w < 32 || (buffer_len == 0 && ImCharIsBlankW(w)) || (buffer_len + w_len > buffer_max_len)) // Ignore leading blanks + continue; + char w_buf[5]; + ImTextCharToUtf8(w_buf, (unsigned int)w); + if (data->SingleCharModeLock && w_len == out_request->SingleCharSize && memcmp(w_buf, data->SearchBuffer, w_len) == 0) + { + select_request = true; // Same character: don't need to append to buffer. + continue; + } + if (data->SingleCharModeLock) + { + data->Clear(); // Different character: clear + buffer_len = 0; + } + memcpy(data->SearchBuffer + buffer_len, w_buf, w_len + 1); // Append + buffer_len += w_len; + select_request = true; + } + g.IO.InputQueueCharacters.resize(0); + + // Handle backspace + if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, ImGuiInputFlags_Repeat)) + { + char* p = (char*)(void*)ImTextFindPreviousUtf8Codepoint(data->SearchBuffer, data->SearchBuffer + buffer_len); + *p = 0; + buffer_len = (int)(p - data->SearchBuffer); + } + + // Return request if any + if (buffer_len == 0) + return NULL; + if (select_request) + { + data->FocusScope = g.NavFocusScopeId; + data->LastRequestFrame = g.FrameCount; + data->LastRequestTime = (float)g.Time; + } + out_request->Flags = flags; + out_request->SearchBufferLen = buffer_len; + out_request->SearchBuffer = data->SearchBuffer; + out_request->SelectRequest = (data->LastRequestFrame == g.FrameCount); + out_request->SingleCharMode = false; + out_request->SingleCharSize = 0; + + // Calculate if buffer contains the same character repeated. + // - This can be used to implement a special search mode on first character. + // - Performed on UTF-8 codepoint for correctness. + // - SingleCharMode is always set for first input character, because it usually leads to a "next". + if (flags & ImGuiTypingSelectFlags_AllowSingleCharMode) + { + const char* buf_begin = out_request->SearchBuffer; + const char* buf_end = out_request->SearchBuffer + out_request->SearchBufferLen; + const int c0_len = ImTextCountUtf8BytesFromChar(buf_begin, buf_end); + const char* p = buf_begin + c0_len; + for (; p < buf_end; p += c0_len) + if (memcmp(buf_begin, p, (size_t)c0_len) != 0) + break; + const int single_char_count = (p == buf_end) ? (out_request->SearchBufferLen / c0_len) : 0; + out_request->SingleCharMode = (single_char_count > 0 || data->SingleCharModeLock); + out_request->SingleCharSize = (ImS8)c0_len; + data->SingleCharModeLock |= (single_char_count >= TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK); // From now on we stop search matching to lock to single char mode. + } + + return out_request; +} + +static int ImStrimatchlen(const char* s1, const char* s1_end, const char* s2) +{ + int match_len = 0; + while (s1 < s1_end && ImToUpper(*s1++) == ImToUpper(*s2++)) + match_len++; + return match_len; +} + +// Default handler for finding a result for typing-select. You may implement your own. +// You might want to display a tooltip to visualize the current request SearchBuffer +// When SingleCharMode is set: +// - it is better to NOT display a tooltip of other on-screen display indicator. +// - the index of the currently focused item is required. +// if your SetNextItemSelectionUserData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem, otherwise from g.NavLastValidSelectionUserData. +int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + if (req == NULL || req->SelectRequest == false) // Support NULL parameter so both calls can be done from same spot. + return -1; + int idx = -1; + if (req->SingleCharMode && (req->Flags & ImGuiTypingSelectFlags_AllowSingleCharMode)) + idx = TypingSelectFindNextSingleCharMatch(req, items_count, get_item_name_func, user_data, nav_item_idx); + else + idx = TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data); + if (idx != -1) + SetNavCursorVisibleAfterMove(); + return idx; +} + +// Special handling when a single character is repeated: perform search on a single letter and goes to next. +int ImGui::TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + // FIXME: Assume selection user data is index. Would be extremely practical. + //if (nav_item_idx == -1) + // nav_item_idx = (int)g.NavLastValidSelectionUserData; + + int first_match_idx = -1; + bool return_next_match = false; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + if (ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SingleCharSize, item_name) < req->SingleCharSize) + continue; + if (return_next_match) // Return next matching item after current item. + return idx; + if (first_match_idx == -1 && nav_item_idx == -1) // Return first match immediately if we don't have a nav_item_idx value. + return idx; + if (first_match_idx == -1) // Record first match for wrapping. + first_match_idx = idx; + if (nav_item_idx == idx) // Record that we encountering nav_item so we can return next match. + return_next_match = true; + } + return first_match_idx; // First result +} + +int ImGui::TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data) +{ + int longest_match_idx = -1; + int longest_match_len = 0; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + const int match_len = ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SearchBufferLen, item_name); + if (match_len <= longest_match_len) + continue; + longest_match_idx = idx; + longest_match_len = match_len; + if (match_len == req->SearchBufferLen) + break; + } + return longest_match_idx; +} + +void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState* data) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + Text("SearchBuffer = \"%s\"", data->SearchBuffer); + Text("SingleCharMode = %d, Size = %d, Lock = %d", data->Request.SingleCharMode, data->Request.SingleCharSize, data->SingleCharModeLock); + Text("LastRequest = time: %.2f, frame: %d", data->LastRequestTime, data->LastRequestFrame); +#else + IM_UNUSED(data); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Box-Select support +// This has been extracted away from Multi-Select logic in the hope that it could eventually be used elsewhere, but hasn't been yet. +//------------------------------------------------------------------------- +// Extra logic in MultiSelectItemFooter() and ImGuiListClipper::Step() +//------------------------------------------------------------------------- +// - BoxSelectPreStartDrag() [Internal] +// - BoxSelectActivateDrag() [Internal] +// - BoxSelectDeactivateDrag() [Internal] +// - BoxSelectScrollWithMouseDrag() [Internal] +// - BeginBoxSelect() [Internal] +// - EndBoxSelect() [Internal] +//------------------------------------------------------------------------- + +// Call on the initial click. +static void BoxSelectPreStartDrag(ImGuiID id, ImGuiSelectionUserData clicked_item) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + bs->ID = id; + bs->IsStarting = true; // Consider starting box-select. + bs->IsStartedFromVoid = (clicked_item == ImGuiSelectionUserData_Invalid); + bs->IsStartedSetNavIdOnce = bs->IsStartedFromVoid; + bs->KeyMods = g.IO.KeyMods; + bs->StartPosRel = bs->EndPosRel = ImGui::WindowPosAbsToRel(g.CurrentWindow, g.IO.MousePos); + bs->ScrollAccum = ImVec2(0.0f, 0.0f); +} + +static void BoxSelectActivateDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Activate\n", bs->ID); + bs->IsActive = true; + bs->Window = window; + bs->IsStarting = false; + ImGui::SetActiveID(bs->ID, window); + ImGui::SetActiveIdUsingAllKeyboardKeys(); + if (bs->IsStartedFromVoid && (bs->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0) + bs->RequestClear = true; +} + +static void BoxSelectDeactivateDrag(ImGuiBoxSelectState* bs) +{ + ImGuiContext& g = *GImGui; + bs->IsActive = bs->IsStarting = false; + if (g.ActiveId == bs->ID) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Deactivate\n", bs->ID); + ImGui::ClearActiveID(); + } + bs->ID = 0; +} + +static void BoxSelectScrollWithMouseDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window, const ImRect& inner_r) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(bs->Window == window); + for (int n = 0; n < 2; n++) // each axis + { + const float mouse_pos = g.IO.MousePos[n]; + const float dist = (mouse_pos > inner_r.Max[n]) ? mouse_pos - inner_r.Max[n] : (mouse_pos < inner_r.Min[n]) ? mouse_pos - inner_r.Min[n] : 0.0f; + const float scroll_curr = window->Scroll[n]; + if (dist == 0.0f || (dist < 0.0f && scroll_curr < 0.0f) || (dist > 0.0f && scroll_curr >= window->ScrollMax[n])) + continue; + + const float speed_multiplier = ImLinearRemapClamp(g.FontSize, g.FontSize * 5.0f, 1.0f, 4.0f, ImAbs(dist)); // x1 to x4 depending on distance + const float scroll_step = g.FontSize * 35.0f * speed_multiplier * ImSign(dist) * g.IO.DeltaTime; + bs->ScrollAccum[n] += scroll_step; + + // Accumulate into a stored value so we can handle high-framerate + const float scroll_step_i = ImFloor(bs->ScrollAccum[n]); + if (scroll_step_i == 0.0f) + continue; + if (n == 0) + ImGui::SetScrollX(window, scroll_curr + scroll_step_i); + else + ImGui::SetScrollY(window, scroll_curr + scroll_step_i); + bs->ScrollAccum[n] -= scroll_step_i; + } +} + +bool ImGui::BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + KeepAliveID(box_select_id); + if (bs->ID != box_select_id) + return false; + + // IsStarting is set by MultiSelectItemFooter() when considering a possible box-select. We validate it here and lock geometry. + bs->UnclipMode = false; + bs->RequestClear = false; + if (bs->IsStarting && IsMouseDragPastThreshold(0)) + BoxSelectActivateDrag(bs, window); + else if ((bs->IsStarting || bs->IsActive) && g.IO.MouseDown[0] == false) + BoxSelectDeactivateDrag(bs); + if (!bs->IsActive) + return false; + + // Current frame absolute prev/current rectangles are used to toggle selection. + // They are derived from positions relative to scrolling space. + ImVec2 start_pos_abs = WindowPosRelToAbs(window, bs->StartPosRel); + ImVec2 prev_end_pos_abs = WindowPosRelToAbs(window, bs->EndPosRel); // Clamped already + ImVec2 curr_end_pos_abs = g.IO.MousePos; + if (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) // Box-select scrolling only happens with ScopeWindow + curr_end_pos_abs = ImClamp(curr_end_pos_abs, scope_rect.Min, scope_rect.Max); + bs->BoxSelectRectPrev.Min = ImMin(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectPrev.Max = ImMax(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectCurr.Min = ImMin(start_pos_abs, curr_end_pos_abs); + bs->BoxSelectRectCurr.Max = ImMax(start_pos_abs, curr_end_pos_abs); + + // Box-select 2D mode detects horizontal changes (vertical ones are already picked by Clipper) + // Storing an extra rect used by widgets supporting box-select. + if (ms_flags & ImGuiMultiSelectFlags_BoxSelect2d) + if (bs->BoxSelectRectPrev.Min.x != bs->BoxSelectRectCurr.Min.x || bs->BoxSelectRectPrev.Max.x != bs->BoxSelectRectCurr.Max.x) + { + bs->UnclipMode = true; + bs->UnclipRect = bs->BoxSelectRectPrev; // FIXME-OPT: UnclipRect x coordinates could be intersection of Prev and Curr rect on X axis. + bs->UnclipRect.Add(bs->BoxSelectRectCurr); + } + + //GetForegroundDrawList()->AddRect(bs->UnclipRect.Min, bs->UnclipRect.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectPrev.Min, bs->BoxSelectRectPrev.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectCurr.Min, bs->BoxSelectRectCurr.Max, IM_COL32(0,255,0,200), 0.0f, 0, 1.0f); + return true; +} + +void ImGui::EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + IM_ASSERT(bs->IsActive); + bs->UnclipMode = false; + + // Render selection rectangle + bs->EndPosRel = WindowPosAbsToRel(window, ImClamp(g.IO.MousePos, scope_rect.Min, scope_rect.Max)); // Clamp stored position according to current scrolling view + ImRect box_select_r = bs->BoxSelectRectCurr; + box_select_r.ClipWith(scope_rect); + window->DrawList->AddRectFilled(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_SeparatorHovered, 0.30f)); // FIXME-MULTISELECT: Styling + window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT: Styling + + // Scroll + const bool enable_scroll = (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) && (ms_flags & ImGuiMultiSelectFlags_BoxSelectNoScroll) == 0; + if (enable_scroll) + { + ImRect scroll_r = scope_rect; + scroll_r.Expand(-g.FontSize); + //GetForegroundDrawList()->AddRect(scroll_r.Min, scroll_r.Max, IM_COL32(0, 255, 0, 255)); + if (!scroll_r.Contains(g.IO.MousePos)) + BoxSelectScrollWithMouseDrag(bs, window, scroll_r); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select support +//------------------------------------------------------------------------- +// - DebugLogMultiSelectRequests() [Internal] +// - CalcScopeRect() [Internal] +// - BeginMultiSelect() +// - EndMultiSelect() +// - SetNextItemSelectionUserData() +// - MultiSelectItemHeader() [Internal] +// - MultiSelectItemFooter() [Internal] +// - DebugNodeMultiSelectState() [Internal] +//------------------------------------------------------------------------- + +static void DebugLogMultiSelectRequests(const char* function, const ImGuiMultiSelectIO* io) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(function); + for (const ImGuiSelectionRequest& req : io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetAll %d (= %s)\n", function, req.Selected, req.Selected ? "SelectAll" : "Clear"); + if (req.Type == ImGuiSelectionRequestType_SetRange) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetRange %" IM_PRId64 "..%" IM_PRId64 " (0x%" IM_PRIX64 "..0x%" IM_PRIX64 ") = %d (dir %d)\n", function, req.RangeFirstItem, req.RangeLastItem, req.RangeFirstItem, req.RangeLastItem, req.Selected, req.RangeDirection); + } +} + +static ImRect CalcScopeRect(ImGuiMultiSelectTempData* ms, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + { + // Warning: this depends on CursorMaxPos so it means to be called by EndMultiSelect() only + return ImRect(ms->ScopeRectMin, ImMax(window->DC.CursorMaxPos, ms->ScopeRectMin)); + } + else + { + // When a table, pull HostClipRect, which allows us to predict ClipRect before first row/layout is performed. (#7970) + ImRect scope_rect = window->InnerClipRect; + if (g.CurrentTable != NULL) + scope_rect = g.CurrentTable->HostClipRect; + + // Add inner table decoration (#7821) // FIXME: Why not baking in InnerClipRect? + scope_rect.Min = ImMin(scope_rect.Min + ImVec2(window->DecoInnerSizeX1, window->DecoInnerSizeY1), scope_rect.Max); + return scope_rect; + } +} + +// Return ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +// Passing 'selection_size' and 'items_count' parameters is currently optional. +// - 'selection_size' is useful to disable some shortcut routing: e.g. ImGuiMultiSelectFlags_ClearOnEscape won't claim Escape key when selection_size 0, +// allowing a first press to clear selection THEN the second press to leave child window and return to parent. +// - 'items_count' is stored in ImGuiMultiSelectIO which makes it a convenient way to pass the information to your ApplyRequest() handler (but you may pass it differently). +// - If they are costly for you to compute (e.g. external intrusive selection without maintaining size), you may avoid them and pass -1. +// - If you can easily tell if your selection is empty or not, you may pass 0/1, or you may enable ImGuiMultiSelectFlags_ClearOnEscape flag dynamically. +ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size, int items_count) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (++g.MultiSelectTempDataStacked > g.MultiSelectTempData.Size) + g.MultiSelectTempData.resize(g.MultiSelectTempDataStacked, ImGuiMultiSelectTempData()); + ImGuiMultiSelectTempData* ms = &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1]; + IM_STATIC_ASSERT(offsetof(ImGuiMultiSelectTempData, IO) == 0); // Clear() relies on that. + g.CurrentMultiSelect = ms; + if ((flags & (ImGuiMultiSelectFlags_ScopeWindow | ImGuiMultiSelectFlags_ScopeRect)) == 0) + flags |= ImGuiMultiSelectFlags_ScopeWindow; + if (flags & ImGuiMultiSelectFlags_SingleSelect) + flags &= ~(ImGuiMultiSelectFlags_BoxSelect2d | ImGuiMultiSelectFlags_BoxSelect1d); + if (flags & ImGuiMultiSelectFlags_BoxSelect2d) + flags &= ~ImGuiMultiSelectFlags_BoxSelect1d; + + // FIXME: Workaround to the fact we override CursorMaxPos, meaning size measurement are lost. (#8250) + // They should perhaps be stacked properly? + if (ImGuiTable* table = g.CurrentTable) + if (table->CurrentColumn != -1) + TableEndCell(table); // This is currently safe to call multiple time. If that properly is lost we can extract the "save measurement" part of it. + + // FIXME: BeginFocusScope() + const ImGuiID id = window->IDStack.back(); + ms->Clear(); + ms->FocusScopeId = id; + ms->Flags = flags; + ms->IsFocused = (ms->FocusScopeId == g.NavFocusScopeId); + ms->BackupCursorMaxPos = window->DC.CursorMaxPos; + ms->ScopeRectMin = window->DC.CursorMaxPos = window->DC.CursorPos; + PushFocusScope(ms->FocusScopeId); + if (flags & ImGuiMultiSelectFlags_ScopeWindow) // Mark parent child window as navigable into, with highlight. Assume user will always submit interactive items. + window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; + + // Use copy of keyboard mods at the time of the request, otherwise we would requires mods to be held for an extra frame. + ms->KeyMods = g.NavJustMovedToId ? (g.NavJustMovedToIsTabbing ? 0 : g.NavJustMovedToKeyMods) : g.IO.KeyMods; + if (flags & ImGuiMultiSelectFlags_NoRangeSelect) + ms->KeyMods &= ~ImGuiMod_Shift; + + // Bind storage + ImGuiMultiSelectState* storage = g.MultiSelectStorage.GetOrAddByKey(id); + storage->ID = id; + storage->LastFrameActive = g.FrameCount; + storage->LastSelectionSize = selection_size; + storage->Window = window; + ms->Storage = storage; + + // Output to user + ms->IO.Requests.resize(0); + ms->IO.RangeSrcItem = storage->RangeSrcItem; + ms->IO.NavIdItem = storage->NavIdItem; + ms->IO.NavIdSelected = (storage->NavIdSelected == 1) ? true : false; + ms->IO.ItemsCount = items_count; + + // Clear when using Navigation to move within the scope + // (we compare FocusScopeId so it possible to use multiple selections inside a same window) + bool request_clear = false; + bool request_select_all = false; + if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == ms->FocusScopeId && g.NavJustMovedToHasSelectionData) + { + if (ms->KeyMods & ImGuiMod_Shift) + ms->IsKeyboardSetRange = true; + if (ms->IsKeyboardSetRange) + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid); // Not ready -> could clear? + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + else if (g.NavJustMovedFromFocusScopeId == ms->FocusScopeId) + { + // Also clear on leaving scope (may be optional?) + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + + // Box-select handling: update active state. + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + ms->BoxSelectId = GetID("##BoxSelect"); + if (BeginBoxSelect(CalcScopeRect(ms, window), window, ms->BoxSelectId, flags)) + request_clear |= bs->RequestClear; + } + + if (ms->IsFocused) + { + // Shortcut: Clear selection (Escape) + // - Only claim shortcut if selection is not empty, allowing further presses on Escape to e.g. leave current child window. + // - Box select also handle Escape and needs to pass an id to bypass ActiveIdUsingAllKeyboardKeys lock. + if (flags & ImGuiMultiSelectFlags_ClearOnEscape) + { + if (selection_size != 0 || bs->IsActive) + if (Shortcut(ImGuiKey_Escape, ImGuiInputFlags_None, bs->IsActive ? bs->ID : 0)) + { + request_clear = true; + if (bs->IsActive) + BoxSelectDeactivateDrag(bs); + } + } + + // Shortcut: Select all (CTRL+A) + if (!(flags & ImGuiMultiSelectFlags_SingleSelect) && !(flags & ImGuiMultiSelectFlags_NoSelectAll)) + if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_A)) + request_select_all = true; + } + + if (request_clear || request_select_all) + { + MultiSelectAddSetAll(ms, request_select_all); + if (!request_select_all) + storage->LastSelectionSize = 0; + } + ms->LoopRequestSetAll = request_select_all ? 1 : request_clear ? 0 : -1; + ms->LastSubmittedItem = ImGuiSelectionUserData_Invalid; + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("BeginMultiSelect", &ms->IO); + + return &ms->IO; +} + +// Return updated ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +ImGuiMultiSelectIO* ImGui::EndMultiSelect() +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR(ms->FocusScopeId == g.CurrentFocusScopeId, "EndMultiSelect() FocusScope mismatch!"); + IM_ASSERT(g.CurrentMultiSelect != NULL && storage->Window == g.CurrentWindow); + IM_ASSERT(g.MultiSelectTempDataStacked > 0 && &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] == g.CurrentMultiSelect); + + ImRect scope_rect = CalcScopeRect(ms, window); + if (ms->IsFocused) + { + // We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be an easy change here. + if (ms->IO.RangeSrcReset || (ms->RangeSrcPassedBy == false && ms->IO.RangeSrcItem != ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at begining of the scope (see tests for easy failure) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset RangeSrcItem.\n"); // Will set be to NavId. + storage->RangeSrcItem = ImGuiSelectionUserData_Invalid; + } + if (ms->NavIdPassedBy == false && storage->NavIdItem != ImGuiSelectionUserData_Invalid) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset NavIdItem.\n"); + storage->NavIdItem = ImGuiSelectionUserData_Invalid; + storage->NavIdSelected = -1; + } + + if ((ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) && GetBoxSelectState(ms->BoxSelectId)) + EndBoxSelect(scope_rect, ms->Flags); + } + + if (ms->IsEndIO == false) + ms->IO.Requests.resize(0); + + // Clear selection when clicking void? + // We specifically test for IsMouseDragPastThreshold(0) == false to allow box-selection! + // The InnerRect test is necessary for non-child/decorated windows. + bool scope_hovered = IsWindowHovered() && window->InnerRect.Contains(g.IO.MousePos); + if (scope_hovered && (ms->Flags & ImGuiMultiSelectFlags_ScopeRect)) + scope_hovered &= scope_rect.Contains(g.IO.MousePos); + if (scope_hovered && g.HoveredId == 0 && g.ActiveId == 0) + { + if (ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + if (!g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && g.IO.MouseClickedCount[0] == 1) + { + BoxSelectPreStartDrag(ms->BoxSelectId, ImGuiSelectionUserData_Invalid); + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + SetHoveredID(ms->BoxSelectId); + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + SetNavID(0, ImGuiNavLayer_Main, ms->FocusScopeId, ImRect(g.IO.MousePos, g.IO.MousePos)); // Automatically switch FocusScope for initial click from void to box-select. + } + } + + if (ms->Flags & ImGuiMultiSelectFlags_ClearOnClickVoid) + if (IsMouseReleased(0) && IsMouseDragPastThreshold(0) == false && g.IO.KeyMods == ImGuiMod_None) + MultiSelectAddSetAll(ms, false); + } + + // Courtesy nav wrapping helper flag + if (ms->Flags & ImGuiMultiSelectFlags_NavWrapX) + { + IM_ASSERT(ms->Flags & ImGuiMultiSelectFlags_ScopeWindow); // Only supported at window scope + ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + } + + // Unwind + window->DC.CursorMaxPos = ImMax(ms->BackupCursorMaxPos, window->DC.CursorMaxPos); + PopFocusScope(); + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("EndMultiSelect", &ms->IO); + + ms->FocusScopeId = 0; + ms->Flags = ImGuiMultiSelectFlags_None; + g.CurrentMultiSelect = (--g.MultiSelectTempDataStacked > 0) ? &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] : NULL; + + return &ms->IO; +} + +void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data) +{ + // Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code! + // This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api. + ImGuiContext& g = *GImGui; + g.NextItemData.SelectionUserData = selection_user_data; + g.NextItemData.FocusScopeId = g.CurrentFocusScopeId; + + if (ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect) + { + // Auto updating RangeSrcPassedBy for cases were clipper is not used (done before ItemAdd() clipping) + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData | ImGuiItemFlags_IsMultiSelect; + if (ms->IO.RangeSrcItem == selection_user_data) + ms->RangeSrcPassedBy = true; + } + else + { + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData; + } +} + +// In charge of: +// - Applying SetAll for submitted items. +// - Applying SetRange for submitted items and record end points. +// - Altering button behavior flags to facilitate use with drag and drop. +void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + + bool selected = *p_selected; + if (ms->IsFocused) + { + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope"); + + // Apply SetAll (Clear/SelectAll) requests requested by BeginMultiSelect(). + // This is only useful if the user hasn't processed them already, and this only works if the user isn't using the clipper. + // If you are using a clipper you need to process the SetAll request after calling BeginMultiSelect() + if (ms->LoopRequestSetAll != -1) + selected = (ms->LoopRequestSetAll == 1); + + // When using SHIFT+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection) + // For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function) + if (ms->IsKeyboardSetRange) + { + IM_ASSERT(id != 0 && (ms->KeyMods & ImGuiMod_Shift) != 0); + const bool is_range_dst = (ms->RangeDstPassedBy == false) && g.NavJustMovedToId == id; // Assume that g.NavJustMovedToId is not clipped. + if (is_range_dst) + ms->RangeDstPassedBy = true; + if (is_range_dst && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) // If we don't have RangeSrc, assign RangeSrc = RangeDst + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected ? 1 : 0; + } + const bool is_range_src = storage->RangeSrcItem == item_data; + if (is_range_src || is_range_dst || ms->RangeSrcPassedBy != ms->RangeDstPassedBy) + { + // Apply range-select value to visible items + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid && storage->RangeSelected != -1); + selected = (storage->RangeSelected != 0); + } + else if ((ms->KeyMods & ImGuiMod_Ctrl) == 0 && (ms->Flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + // Clear other items + selected = false; + } + } + *p_selected = selected; + } + + // Alter button behavior flags + // To handle drag and drop of multiple items we need to avoid clearing selection on click. + // Enabling this test makes actions using CTRL+SHIFT delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items. + if (p_button_flags != NULL) + { + ImGuiButtonFlags button_flags = *p_button_flags; + button_flags |= ImGuiButtonFlags_NoHoveredOnFocus; + if ((!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore)) && !(ms->Flags & ImGuiMultiSelectFlags_SelectOnClickRelease)) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + *p_button_flags = button_flags; + } +} + +// In charge of: +// - Auto-select on navigation. +// - Box-select toggle handling. +// - Right-click handling. +// - Altering selection based on Ctrl/Shift modifiers, both for keyboard and mouse. +// - Record current selection state for RangeSrc +// This is all rather complex, best to run and refer to "widgets_multiselect_xxx" tests in imgui_test_suite. +void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + bool selected = *p_selected; + bool pressed = *p_pressed; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + if (pressed) + ms->IsFocused = true; + + bool hovered = false; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) + hovered = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (!ms->IsFocused && !hovered) + return; + + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + + ImGuiMultiSelectFlags flags = ms->Flags; + const bool is_singleselect = (flags & ImGuiMultiSelectFlags_SingleSelect) != 0; + bool is_ctrl = (ms->KeyMods & ImGuiMod_Ctrl) != 0; + bool is_shift = (ms->KeyMods & ImGuiMod_Shift) != 0; + + bool apply_to_range_src = false; + + if (g.NavId == id && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + apply_to_range_src = true; + if (ms->IsEndIO == false) + { + ms->IO.Requests.resize(0); + ms->IsEndIO = true; + } + + // Auto-select as you navigate a list + if (g.NavJustMovedToId == id) + { + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + if (is_ctrl && is_shift) + pressed = true; + else if (!is_ctrl) + selected = pressed = true; + } + else + { + // With NoAutoSelect, using Shift+keyboard performs a write/copy + if (is_shift) + pressed = true; + else if (!is_ctrl) + apply_to_range_src = true; // Since if (pressed) {} main block is not running we update this + } + } + + if (apply_to_range_src) + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected; // Will be updated at the end of this function anyway. + } + + // Box-select toggle handling + if (ms->BoxSelectId != 0) + if (ImGuiBoxSelectState* bs = GetBoxSelectState(ms->BoxSelectId)) + { + const bool rect_overlap_curr = bs->BoxSelectRectCurr.Overlaps(g.LastItemData.Rect); + const bool rect_overlap_prev = bs->BoxSelectRectPrev.Overlaps(g.LastItemData.Rect); + if ((rect_overlap_curr && !rect_overlap_prev && !selected) || (rect_overlap_prev && !rect_overlap_curr)) + { + if (storage->LastSelectionSize <= 0 && bs->IsStartedSetNavIdOnce) + { + pressed = true; // First item act as a pressed: code below will emit selection request and set NavId (whatever we emit here will be overridden anyway) + bs->IsStartedSetNavIdOnce = false; + } + else + { + selected = !selected; + MultiSelectAddSetRange(ms, selected, +1, item_data, item_data); + } + storage->LastSelectionSize = ImMax(storage->LastSelectionSize + 1, 1); + } + } + + // Right-click handling. + // FIXME-MULTISELECT: Currently filtered out by ImGuiMultiSelectFlags_NoAutoSelect but maybe should be moved to Selectable(). See https://github.com/ocornut/imgui/pull/5816 + if (hovered && IsMouseClicked(1) && (flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + if (g.ActiveId != 0 && g.ActiveId != id) + ClearActiveID(); + SetFocusID(id, window); + if (!pressed && !selected) + { + pressed = true; + is_ctrl = is_shift = false; + } + } + + // Unlike Space, Enter doesn't alter selection (but can still return a press) unless current item is not selected. + // The later, "unless current item is not select", may become optional? It seems like a better default if Enter doesn't necessarily open something + // (unlike e.g. Windows explorer). For use case where Enter always open something, we might decide to make this optional? + const bool enter_pressed = pressed && (g.NavActivateId == id) && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput); + + // Alter selection + if (pressed && (!enter_pressed || !selected)) + { + // Box-select + ImGuiInputSource input_source = (g.NavJustMovedToId == id || g.NavActivateId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + if (selected == false && !g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && input_source == ImGuiInputSource_Mouse && g.IO.MouseClickedCount[0] == 1) + BoxSelectPreStartDrag(ms->BoxSelectId, item_data); + + //---------------------------------------------------------------------------------------- + // ACTION | Begin | Pressed/Activated | End + //---------------------------------------------------------------------------------------- + // Keys Navigated: | Clear | Src=item, Sel=1 SetRange 1 + // Keys Navigated: Ctrl | n/a | n/a + // Keys Navigated: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Keys Navigated: Ctrl+Shift | n/a | Dst=item, Sel=Src => Clear + SetRange Src-Dst + // Keys Activated: | n/a | Src=item, Sel=1 => Clear + SetRange 1 + // Keys Activated: Ctrl | n/a | Src=item, Sel=!Sel => SetSange 1 + // Keys Activated: Shift | n/a | Dst=item, Sel=1 => Clear + SetSange 1 + //---------------------------------------------------------------------------------------- + // Mouse Pressed: | n/a | Src=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl | n/a | Src=item, Sel=!Sel => SetRange 1 + // Mouse Pressed: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl+Shift | n/a | Dst=item, Sel=!Sel => SetRange Src-Dst + //---------------------------------------------------------------------------------------- + + if ((flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + bool request_clear = false; + if (is_singleselect) + request_clear = true; + else if ((input_source == ImGuiInputSource_Mouse || g.NavActivateId == id) && !is_ctrl) + request_clear = (flags & ImGuiMultiSelectFlags_NoAutoClearOnReselect) ? !selected : true; + else if ((input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Gamepad) && is_shift && !is_ctrl) + request_clear = true; // With is_shift==false the RequestClear was done in BeginIO, not necessary to do again. + if (request_clear) + MultiSelectAddSetAll(ms, false); + } + + int range_direction; + bool range_selected; + if (is_shift && !is_singleselect) + { + //IM_ASSERT(storage->HasRangeSrc && storage->HasRangeValue); + if (storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + storage->RangeSrcItem = item_data; + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + // Shift+Arrow always select + // Ctrl+Shift+Arrow copy source selection state (already stored by BeginMultiSelect() in storage->RangeSelected) + range_selected = (is_ctrl && storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + } + else + { + // Shift+Arrow copy source selection state + // Shift+Click always copy from target selection state + if (ms->IsKeyboardSetRange) + range_selected = (storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + else + range_selected = !selected; + } + range_direction = ms->RangeSrcPassedBy ? +1 : -1; + } + else + { + // Ctrl inverts selection, otherwise always select + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + selected = is_ctrl ? !selected : true; + else + selected = !selected; + storage->RangeSrcItem = item_data; + range_selected = selected; + range_direction = +1; + } + MultiSelectAddSetRange(ms, range_selected, range_direction, storage->RangeSrcItem, item_data); + } + + // Update/store the selection state of the Source item (used by CTRL+SHIFT, when Source is unselected we perform a range unselect) + if (storage->RangeSrcItem == item_data) + storage->RangeSelected = selected ? 1 : 0; + + // Update/store the selection state of focused item + if (g.NavId == id) + { + storage->NavIdItem = item_data; + storage->NavIdSelected = selected ? 1 : 0; + } + if (storage->NavIdItem == item_data) + ms->NavIdPassedBy = true; + ms->LastSubmittedItem = item_data; + + *p_selected = selected; + *p_pressed = pressed; +} + +void ImGui::MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected) +{ + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetAll, selected, 0, ImGuiSelectionUserData_Invalid, ImGuiSelectionUserData_Invalid }; + ms->IO.Requests.resize(0); // Can always clear previous requests + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item) +{ + // Merge contiguous spans into same request (unless NoRangeSelect is set which guarantees single-item ranges) + if (ms->IO.Requests.Size > 0 && first_item == last_item && (ms->Flags & ImGuiMultiSelectFlags_NoRangeSelect) == 0) + { + ImGuiSelectionRequest* prev = &ms->IO.Requests.Data[ms->IO.Requests.Size - 1]; + if (prev->Type == ImGuiSelectionRequestType_SetRange && prev->RangeLastItem == ms->LastSubmittedItem && prev->Selected == selected) + { + prev->RangeLastItem = last_item; + return; + } + } + + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetRange, selected, (ImS8)range_dir, (range_dir > 0) ? first_item : last_item, (range_dir > 0) ? last_item : first_item }; + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::DebugNodeMultiSelectState(ImGuiMultiSelectState* storage) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool is_active = (storage->LastFrameActive >= GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode((void*)(intptr_t)storage->ID, "MultiSelect 0x%08X in '%s'%s", storage->ID, storage->Window ? storage->Window->Name : "N/A", is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (!open) + return; + Text("RangeSrcItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), RangeSelected = %d", storage->RangeSrcItem, storage->RangeSrcItem, storage->RangeSelected); + Text("NavIdItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), NavIdSelected = %d", storage->NavIdItem, storage->NavIdItem, storage->NavIdSelected); + Text("LastSelectionSize = %d", storage->LastSelectionSize); // Provided by user + TreePop(); +#else + IM_UNUSED(storage); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select helpers +//------------------------------------------------------------------------- +// - ImGuiSelectionBasicStorage +// - ImGuiSelectionExternalStorage +//------------------------------------------------------------------------- + +ImGuiSelectionBasicStorage::ImGuiSelectionBasicStorage() +{ + Size = 0; + PreserveOrder = false; + UserData = NULL; + AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage*, int idx) { return (ImGuiID)idx; }; + _SelectionOrder = 1; // Always >0 +} + +void ImGuiSelectionBasicStorage::Clear() +{ + Size = 0; + _SelectionOrder = 1; // Always >0 + _Storage.Data.resize(0); +} + +void ImGuiSelectionBasicStorage::Swap(ImGuiSelectionBasicStorage& r) +{ + ImSwap(Size, r.Size); + ImSwap(_SelectionOrder, r._SelectionOrder); + _Storage.Data.swap(r._Storage.Data); +} + +bool ImGuiSelectionBasicStorage::Contains(ImGuiID id) const +{ + return _Storage.GetInt(id, 0) != 0; +} + +static int IMGUI_CDECL PairComparerByValueInt(const void* lhs, const void* rhs) +{ + int lhs_v = ((const ImGuiStoragePair*)lhs)->val_i; + int rhs_v = ((const ImGuiStoragePair*)rhs)->val_i; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// GetNextSelectedItem() is an abstraction allowing us to change our underlying actual storage system without impacting user. +// (e.g. store unselected vs compact down, compact down on demand, use raw ImVector instead of ImGuiStorage...) +bool ImGuiSelectionBasicStorage::GetNextSelectedItem(void** opaque_it, ImGuiID* out_id) +{ + ImGuiStoragePair* it = (ImGuiStoragePair*)*opaque_it; + ImGuiStoragePair* it_end = _Storage.Data.Data + _Storage.Data.Size; + if (PreserveOrder && it == NULL && it_end != NULL) + ImQsort(_Storage.Data.Data, (size_t)_Storage.Data.Size, sizeof(ImGuiStoragePair), PairComparerByValueInt); // ~ImGuiStorage::BuildSortByValueInt() + if (it == NULL) + it = _Storage.Data.Data; + IM_ASSERT(it >= _Storage.Data.Data && it <= it_end); + if (it != it_end) + while (it->val_i == 0 && it < it_end) + it++; + const bool has_more = (it != it_end); + *opaque_it = has_more ? (void**)(it + 1) : (void**)(it); + *out_id = has_more ? it->key : 0; + if (PreserveOrder && !has_more) + _Storage.BuildSortByKey(); + return has_more; +} + +void ImGuiSelectionBasicStorage::SetItemSelected(ImGuiID id, bool selected) +{ + int* p_int = _Storage.GetIntRef(id, 0); + if (selected && *p_int == 0) { *p_int = _SelectionOrder++; Size++; } + else if (!selected && *p_int != 0) { *p_int = 0; Size--; } +} + +// Optimized for batch edits (with same value of 'selected') +static void ImGuiSelectionBasicStorage_BatchSetItemSelected(ImGuiSelectionBasicStorage* selection, ImGuiID id, bool selected, int size_before_amends, int selection_order) +{ + ImGuiStorage* storage = &selection->_Storage; + ImGuiStoragePair* it = ImLowerBound(storage->Data.Data, storage->Data.Data + size_before_amends, id); + const bool is_contained = (it != storage->Data.Data + size_before_amends) && (it->key == id); + if (selected == (is_contained && it->val_i != 0)) + return; + if (selected && !is_contained) + storage->Data.push_back(ImGuiStoragePair(id, selection_order)); // Push unsorted at end of vector, will be sorted in SelectionMultiAmendsFinish() + else if (is_contained) + it->val_i = selected ? selection_order : 0; // Modify in-place. + selection->Size += selected ? +1 : -1; +} + +static void ImGuiSelectionBasicStorage_BatchFinish(ImGuiSelectionBasicStorage* selection, bool selected, int size_before_amends) +{ + ImGuiStorage* storage = &selection->_Storage; + if (selected && selection->Size != size_before_amends) + storage->BuildSortByKey(); // When done selecting: sort everything +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// - Enable 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen. +// - Honoring SetRange requests requires that you can iterate/interpolate between RangeFirstItem and RangeLastItem. +// - In this demo we often submit indices to SetNextItemSelectionUserData() + store the same indices in persistent selection. +// - Your code may do differently. If you store pointers or objects ID in ImGuiSelectionUserData you may need to perform +// a lookup in order to have some way to iterate/interpolate between two items. +// - A full-featured application is likely to allow search/filtering which is likely to lead to using indices +// and constructing a view index <> object id/ptr data structure anyway. +// WHEN YOUR APPLICATION SETTLES ON A CHOICE, YOU WILL PROBABLY PREFER TO GET RID OF THIS UNNECESSARY 'ImGuiSelectionBasicStorage' INDIRECTION LOGIC. +// Notice that with the simplest adapter (using indices everywhere), all functions return their parameters. +// The most simple implementation (using indices everywhere) would look like: +// for (ImGuiSelectionRequest& req : ms_io->Requests) +// { +// if (req.Type == ImGuiSelectionRequestType_SetAll) { Clear(); if (req.Selected) { for (int n = 0; n < items_count; n++) { SetItemSelected(n, true); } } +// if (req.Type == ImGuiSelectionRequestType_SetRange) { for (int n = (int)ms_io->RangeFirstItem; n <= (int)ms_io->RangeLastItem; n++) { SetItemSelected(n, ms_io->Selected); } } +// } +void ImGuiSelectionBasicStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + // For convenience we obtain ItemsCount as passed to BeginMultiSelect(), which is optional. + // It makes sense when using ImGuiSelectionBasicStorage to simply pass your items count to BeginMultiSelect(). + // Other scheme may handle SetAll differently. + IM_ASSERT(ms_io->ItemsCount != -1 && "Missing value for items_count in BeginMultiSelect() call!"); + IM_ASSERT(AdapterIndexToStorageId != NULL); + + // This is optimized/specialized to cope with very large selections (e.g. 100k+ items) + // - A simpler version could call SetItemSelected() directly instead of ImGuiSelectionBasicStorage_BatchSetItemSelected() + ImGuiSelectionBasicStorage_BatchFinish(). + // - Optimized select can append unsorted, then sort in a second pass. Optimized unselect can clear in-place then compact in a second pass. + // - A more optimal version wouldn't even use ImGuiStorage but directly a ImVector to reduce bandwidth, but this is a reasonable trade off to reuse code. + // - There are many ways this could be better optimized. The worse case scenario being: using BoxSelect2d in a grid, box-select scrolling down while wiggling + // left and right: it affects coarse clipping + can emit multiple SetRange with 1 item each.) + // FIXME-OPT: For each block of consecutive SetRange request: + // - add all requests to a sorted list, store ID, selected, offset in ImGuiStorage. + // - rewrite sorted storage a single time. + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + Clear(); + if (req.Selected) + { + _Storage.Data.reserve(ms_io->ItemsCount); + const int size_before_amends = _Storage.Data.Size; + for (int idx = 0; idx < ms_io->ItemsCount; idx++, _SelectionOrder++) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, _SelectionOrder); + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + const int selection_changes = (int)req.RangeLastItem - (int)req.RangeFirstItem + 1; + //ImGuiContext& g = *GImGui; IMGUI_DEBUG_LOG_SELECTION("Req %d/%d: set %d to %d\n", ms_io->Requests.index_from_ptr(&req), ms_io->Requests.Size, selection_changes, req.Selected); + if (selection_changes == 1 || (selection_changes < Size / 100)) + { + // Multiple sorted insertion + copy likely to be faster. + // Technically we could do a single copy with a little more work (sort sequential SetRange requests) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + SetItemSelected(GetStorageIdFromIndex(idx), req.Selected); + } + else + { + // Append insertion + single sort likely be faster. + // Use req.RangeDirection to set order field so that shift+clicking from 1 to 5 is different than shift+clicking from 5 to 1 + const int size_before_amends = _Storage.Data.Size; + int selection_order = _SelectionOrder + ((req.RangeDirection < 0) ? selection_changes - 1 : 0); + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++, selection_order += req.RangeDirection) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, selection_order); + if (req.Selected) + _SelectionOrder += selection_changes; + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + } +} + +//------------------------------------------------------------------------- + +ImGuiSelectionExternalStorage::ImGuiSelectionExternalStorage() +{ + UserData = NULL; + AdapterSetItemSelected = NULL; +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// We also pull 'ms_io->ItemsCount' as passed for BeginMultiSelect() for consistency with ImGuiSelectionBasicStorage +// This makes no assumption about underlying storage. +void ImGuiSelectionExternalStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + IM_ASSERT(AdapterSetItemSelected); + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + for (int idx = 0; idx < ms_io->ItemsCount; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + if (req.Type == ImGuiSelectionRequestType_SetRange) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ListBox +//------------------------------------------------------------------------- +// - BeginListBox() +// - EndListBox() +// - ListBox() +//------------------------------------------------------------------------- + +// This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. +// This handle some subtleties with capturing info from the label. +// If you don't need a label you can pretty much directly use ImGui::BeginChild() with ImGuiChildFlags_FrameStyle. +// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" +// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.5f * item_height). +bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Size default to hold ~7.25 items. + // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = ImTrunc(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); + ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); + ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + g.NextItemData.ClearFlags(); + + if (!IsRectVisible(bb.Min, bb.Max)) + { + ItemSize(bb.GetSize(), style.FramePadding.y); + ItemAdd(bb, 0, &frame_bb); + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + // FIXME-OPT: We could omit the BeginGroup() if label_size.x == 0.0f but would need to omit the EndGroup() as well. + BeginGroup(); + if (label_size.x > 0.0f) + { + ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); + RenderText(label_pos, label); + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); + AlignTextToFramePadding(); + } + + BeginChild(id, frame_bb.GetSize(), ImGuiChildFlags_FrameStyle); + return true; +} + +void ImGui::EndListBox() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); + IM_UNUSED(window); + + EndChild(); + EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label +} + +bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) +{ + const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); + return value_changed; +} + +// This is merely a helper around BeginListBox(), EndListBox(). +// Considering using those directly to submit custom data or store selection differently. +bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Calculate size from "height_in_items" + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + float height_in_items_f = height_in_items + 0.25f; + ImVec2 size(0.0f, ImTrunc(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); + + if (!BeginListBox(label, size)) + return false; + + // Assume all items have even height (= 1 line of text). If you need items of different height, + // you can create a custom version of ListBox() in your code without using the clipper. + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + clipper.IncludeItemByIndex(*current_item); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected)) + { + *current_item = i; + value_changed = true; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + EndListBox(); + + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: PlotLines, PlotHistogram +//------------------------------------------------------------------------- +// - PlotEx() [Internal] +// - PlotLines() +// - PlotHistogram() +//------------------------------------------------------------------------- +// Plot/Graph widgets are not very good. +// Consider writing your own, or using a third-party one, see: +// - ImPlot https://github.com/epezent/implot +// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions +//------------------------------------------------------------------------- + +int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return -1; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0f); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_NoNav)) + return -1; + bool hovered; + ButtonBehavior(frame_bb, id, &hovered, NULL); + + // Determine scale from values if not specified + if (scale_min == FLT_MAX || scale_max == FLT_MAX) + { + float v_min = FLT_MAX; + float v_max = -FLT_MAX; + for (int i = 0; i < values_count; i++) + { + const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; + v_min = ImMin(v_min, v); + v_max = ImMax(v_max, v); + } + if (scale_min == FLT_MAX) + scale_min = v_min; + if (scale_max == FLT_MAX) + scale_max = v_max; + } + + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + + const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + int idx_hovered = -1; + if (values_count >= values_count_min) + { + int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + + // Tooltip on hover + if (hovered && inner_bb.Contains(g.IO.MousePos)) + { + const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); + const int v_idx = (int)(t * item_count); + IM_ASSERT(v_idx >= 0 && v_idx < values_count); + + const float v0 = values_getter(data, (v_idx + values_offset) % values_count); + const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); + if (plot_type == ImGuiPlotType_Lines) + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1); + else if (plot_type == ImGuiPlotType_Histogram) + SetTooltip("%d: %8.4g", v_idx, v0); + idx_hovered = v_idx; + } + + const float t_step = 1.0f / (float)res_w; + const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); + + float v0 = values_getter(data, (0 + values_offset) % values_count); + float t0 = 0.0f; + ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + + const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); + const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); + + for (int n = 0; n < res_w; n++) + { + const float t1 = t0 + t_step; + const int v1_idx = (int)(t0 * item_count + 0.5f); + IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); + const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); + + // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. + ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); + ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); + if (plot_type == ImGuiPlotType_Lines) + { + window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + else if (plot_type == ImGuiPlotType_Histogram) + { + if (pos1.x >= pos0.x + 2.0f) + pos1.x -= 1.0f; + window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + + t0 = t1; + tp0 = tp1; + } + } + + // Text overlay + if (overlay_text) + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); + + // Return hovered index or -1 if none are hovered. + // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx(). + return idx_hovered; +} + +struct ImGuiPlotArrayGetterData +{ + const float* Values; + int Stride; + + ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } +}; + +static float Plot_ArrayGetter(void* data, int idx) +{ + ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + return v; +} + +void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Value helpers +// Those is not very useful, legacy API. +//------------------------------------------------------------------------- +// - Value() +//------------------------------------------------------------------------- + +void ImGui::Value(const char* prefix, bool b) +{ + Text("%s: %s", prefix, (b ? "true" : "false")); +} + +void ImGui::Value(const char* prefix, int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, unsigned int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, float v, const char* float_format) +{ + if (float_format) + { + char fmt[64]; + ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); + Text(fmt, prefix, v); + } + else + { + Text("%s: %.3f", prefix, v); + } +} + +//------------------------------------------------------------------------- +// [SECTION] MenuItem, BeginMenu, EndMenu, etc. +//------------------------------------------------------------------------- +// - ImGuiMenuColumns [Internal] +// - BeginMenuBar() +// - EndMenuBar() +// - BeginMainMenuBar() +// - EndMainMenuBar() +// - BeginMenu() +// - EndMenu() +// - MenuItemEx() [Internal] +// - MenuItem() +//------------------------------------------------------------------------- + +// Helpers for internal use +void ImGuiMenuColumns::Update(float spacing, bool window_reappearing) +{ + if (window_reappearing) + memset(Widths, 0, sizeof(Widths)); + Spacing = (ImU16)spacing; + CalcNextTotalWidth(true); + memset(Widths, 0, sizeof(Widths)); + TotalWidth = NextTotalWidth; + NextTotalWidth = 0; +} + +void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets) +{ + ImU16 offset = 0; + bool want_spacing = false; + for (int i = 0; i < IM_ARRAYSIZE(Widths); i++) + { + ImU16 width = Widths[i]; + if (want_spacing && width > 0) + offset += Spacing; + want_spacing |= (width > 0); + if (update_offsets) + { + if (i == 1) { OffsetLabel = offset; } + if (i == 2) { OffsetShortcut = offset; } + if (i == 3) { OffsetMark = offset; } + } + offset += width; + } + NextTotalWidth = offset; +} + +float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark) +{ + Widths[0] = ImMax(Widths[0], (ImU16)w_icon); + Widths[1] = ImMax(Widths[1], (ImU16)w_label); + Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut); + Widths[3] = ImMax(Widths[3], (ImU16)w_mark); + CalcNextTotalWidth(false); + return (float)ImMax(TotalWidth, NextTotalWidth); +} + +// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. +bool ImGui::BeginMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + if (!(window->Flags & ImGuiWindowFlags_MenuBar)) + return false; + + IM_ASSERT(!window->DC.MenuBarAppending); + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore + PushID("##menubar"); + + // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + ImRect bar_rect = window->MenuBarRect(); + ImRect clip_rect(ImFloor(bar_rect.Min.x + window->WindowBorderSize), ImFloor(bar_rect.Min.y + window->WindowBorderSize), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), ImFloor(bar_rect.Max.y)); + clip_rect.ClipWith(window->OuterRectClipped); + PushClipRect(clip_rect.Min, clip_rect.Max, false); + + // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). + window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.MenuBarAppending = true; + AlignTextToFramePadding(); + return true; +} + +void ImGui::EndMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. + if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + { + // Try to find out if the request is for one of our child menu + ImGuiWindow* nav_earliest_child = g.NavWindow; + while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) + nav_earliest_child = nav_earliest_child->ParentWindow; + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + { + // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. + // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering) + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary) + FocusWindow(window); + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + // FIXME-NAV: How to deal with this when not using g.IO.ConfigNavCursorVisibleAuto? + if (g.NavCursorVisible) + { + g.NavCursorVisible = false; // Hide nav cursor for the current frame so we don't see the intermediary selection. Will be set again + g.NavCursorHideFrames = 2; + } + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; + NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat + } + } + + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); + IM_ASSERT(window->DC.MenuBarAppending); + PopClipRect(); + PopID(); + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + + // FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here. + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.EmitItem = false; + ImVec2 restore_cursor_max_pos = group_data.BackupCursorMaxPos; + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, window->DC.CursorMaxPos.x - window->Scroll.x); // Convert ideal extents for scrolling layer equivalent. + EndGroup(); // Restore position on layer 0 // FIXME: Misleading to use a group for that backup/restore + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.MenuBarAppending = false; + window->DC.CursorMaxPos = restore_cursor_max_pos; +} + +// Important: calling order matters! +// FIXME: Somehow overlapping with docking tech. +// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts) +bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags) +{ + IM_ASSERT(dir != ImGuiDir_None); + + ImGuiWindow* bar_window = FindWindowByName(name); + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); + if (bar_window == NULL || bar_window->BeginCount == 0) + { + // Calculate and set window size/position + ImRect avail_rect = viewport->GetBuildWorkRect(); + ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + ImVec2 pos = avail_rect.Min; + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + pos[axis] = avail_rect.Max[axis] - axis_size; + ImVec2 size = avail_rect.GetSize(); + size[axis] = axis_size; + SetNextWindowPos(pos); + SetNextWindowSize(size); + + // Report our size into work area (for next frame) using actual window size + if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) + viewport->BuildWorkInsetMin[axis] += axis_size; + else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) + viewport->BuildWorkInsetMax[axis] += axis_size; + } + + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set. + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint + bool is_open = Begin(name, NULL, window_flags); + PopStyleVar(2); + + return is_open; +} + +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + + // Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change + SetCurrentViewport(NULL, viewport); + + // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. + // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea? + // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + float height = GetFrameHeight(); + bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + + if (is_open) + BeginMenuBar(); + else + End(); + return is_open; +} + +void ImGui::EndMainMenuBar() +{ + EndMenuBar(); + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + ImGuiContext& g = *GImGui; + if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) + FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild); + + End(); +} + +static bool IsRootOfOpenMenuSet() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu)) + return false; + + // Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others + // (e.g. inside menu bar vs loose menu items) based on parent ID. + // This would however prevent the use of e.g. PushID() user code submitting menus. + // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag, + // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. + // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup + // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu. + // In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer. + // This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still + // open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart + // it likely won't be a problem anyone runs into. + const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; + if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer) + return false; + return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true, false); +} + +bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); + + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + // The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + window_flags |= ImGuiWindowFlags_ChildWindow; + + // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). + // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. + // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used. + if (g.MenusIdSubmittedThisFrame.contains(id)) + { + if (menu_is_open) + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + else + g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values + return menu_is_open; + } + + // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu + g.MenusIdSubmittedThisFrame.push_back(id); + + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window) + // This is only done for items for the menu set and not the full parent window. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. + ImVec2 popup_pos, pos = window->DC.CursorPos; + PushID(label); + if (!enabled) + BeginDisabled(); + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + bool pressed; + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_NoAutoClosePopups; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Menu inside an horizontal menu bar + // Selectable extend their highlight by half ItemSpacing in each direction. + // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() + popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + float w = label_size.x; + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y)); + LogSetNextTextDecoration("[", "]"); + RenderText(text_pos, label); + PopStyleVar(); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu inside a regular/vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + LogSetNextTextDecoration("", ">"); + RenderText(text_pos, label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); + } + if (!enabled) + EndDisabled(); + + const bool hovered = (g.HoveredId == id) && enabled && !g.NavHighlightItemUnderNav; + if (menuset_is_open) + PopItemFlag(); + + bool want_open = false; + bool want_open_nav_init = false; + bool want_close = false; + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + { + // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu + // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. + bool moving_toward_child_menu = false; + ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below) + ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL) + { + const float ref_unit = g.FontSize; // FIXME-DPI + const float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f; + const ImRect next_window_rect = child_menu_window->Rect(); + ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); + ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + const float pad_farmost_h = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // Add a bit of extra slack. + ta.x += child_dir * -0.5f; + tb.x += child_dir * ref_unit; + tc.x += child_dir * ref_unit; + tb.y = ta.y + ImMax((tb.y - pad_farmost_h) - ta.y, -ref_unit * 8.0f); // Triangle has maximum height to limit the slope and the bias toward large sub-menus + tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, +ref_unit * 8.0f); + moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + } + + // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not) + // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon. + // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.) + if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavHighlightItemUnderNav && g.ActiveId == 0) + want_close = true; + + // Open + // (note: at this point 'hovered' actually includes the NavDisableMouseHover == false test) + if (!menu_is_open && pressed) // Click/activate to open + want_open = true; + else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open + want_open = true; + else if (!menu_is_open && hovered && g.HoveredIdTimer >= 0.30f && g.MouseStationaryTimer >= 0.30f) // Hover to open (timer fallback) + want_open = true; + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + { + want_open = want_open_nav_init = true; + NavMoveRequestCancel(); + SetNavCursorVisibleAfterMove(); + } + } + else + { + // Menu bar + if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it + { + want_close = true; + want_open = menu_is_open = false; + } + else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others + { + want_open = true; + } + else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + + if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' + want_close = true; + if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + PopID(); + + if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) + { + // Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame. + OpenPopup(label); + } + else if (want_open) + { + menu_is_open = true; + OpenPopup(label, ImGuiPopupFlags_NoReopen);// | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0)); + } + + if (menu_is_open) + { + ImGuiLastItemData last_item_in_parent = g.LastItemData; + SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos. + PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + PopStyleVar(); + if (menu_is_open) + { + // Implement what ImGuiPopupFlags_NoReopenAlwaysNavInit would do: + // Perform an init request in the case the popup was already open (via a previous mouse hover) + if (want_open && want_open_nav_init && !g.NavInitRequest) + { + FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags_UnlessBelowModal); + NavInitWindow(g.CurrentWindow, false); + } + + // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu() + // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck) + g.LastItemData = last_item_in_parent; + if (g.HoveredWindow == window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + } + else + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + } + + return menu_is_open; +} + +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + return BeginMenuEx(label, NULL, enabled); +} + +void ImGui::EndMenu() +{ + // Nav: When a left move request our menu failed, close ourselves. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginMenu()/EndMenu() calls + ImGuiWindow* parent_window = window->ParentWindow; // Should always be != NULL is we passed assert. + if (window->BeginCount == window->BeginCountPreviousFrame) + if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet()) + if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical) + { + ClosePopupToLevel(g.BeginPopupStack.Size - 1, true); + NavMoveRequestCancel(); + } + + EndPopup(); +} + +bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 pos = window->DC.CursorPos; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // See BeginMenuEx() for comments about this. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. + bool pressed; + PushID(label); + if (!enabled) + BeginDisabled(); + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover; + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful + // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. + float w = label_size.x; + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); + PopStyleVar(); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + RenderText(text_pos, label); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu item inside a vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame + float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + { + RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + if (shortcut_w > 0.0f) + { + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + LogSetNextTextDecoration("(", ")"); + RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); + } + } + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + if (!enabled) + EndDisabled(); + PopID(); + if (menuset_is_open) + PopItemFlag(); + + return pressed; +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + return MenuItemEx(label, NULL, shortcut, selected, enabled); +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) +{ + if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled)) + { + if (p_selected) + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +//------------------------------------------------------------------------- +// - BeginTabBar() +// - BeginTabBarEx() [Internal] +// - EndTabBar() +// - TabBarLayout() [Internal] +// - TabBarCalcTabID() [Internal] +// - TabBarCalcMaxTabWidth() [Internal] +// - TabBarFindTabById() [Internal] +// - TabBarFindTabByOrder() [Internal] +// - TabBarFindMostRecentlySelectedTabForActiveWindow() [Internal] +// - TabBarGetCurrentTab() [Internal] +// - TabBarGetTabName() [Internal] +// - TabBarAddTab() [Internal] +// - TabBarRemoveTab() [Internal] +// - TabBarCloseTab() [Internal] +// - TabBarScrollClamp() [Internal] +// - TabBarScrollToTab() [Internal] +// - TabBarQueueFocus() [Internal] +// - TabBarQueueReorder() [Internal] +// - TabBarProcessReorderFromMousePos() [Internal] +// - TabBarProcessReorder() [Internal] +// - TabBarScrollingButtons() [Internal] +// - TabBarTabListPopupButton() [Internal] +//------------------------------------------------------------------------- + +struct ImGuiTabBarSection +{ + int TabCount; // Number of tabs in this section. + float Width; // Sum of width of tabs in this section (after shrinking down) + float Spacing; // Horizontal spacing at the end of the section. + + ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); } +}; + +namespace ImGui +{ + static void TabBarLayout(ImGuiTabBar* tab_bar); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window); + static float TabBarCalcMaxTabWidth(); + static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); + static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); +} + +ImGuiTabBar::ImGuiTabBar() +{ + memset(this, 0, sizeof(*this)); + CurrFrameVisible = PrevFrameVisible = -1; + LastTabItemIdx = -1; +} + +static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab) +{ + return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; +} + +static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + const int a_section = TabItemGetSectionIdx(a); + const int b_section = TabItemGetSectionIdx(b); + if (a_section != b_section) + return a_section - b_section; + return (int)(a->IndexDuringLayout - b->IndexDuringLayout); +} + +static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->BeginOrder - b->BeginOrder); +} + +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) +{ + ImGuiContext& g = *GImGui; + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); +} + +static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); +} + +bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + tab_bar->ID = id; + tab_bar->SeparatorMinX = tab_bar->BarRect.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f); + tab_bar->SeparatorMaxX = tab_bar->BarRect.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f); + //if (g.NavWindow && IsWindowChildOf(g.NavWindow, window, false, false)) + flags |= ImGuiTabBarFlags_IsFocused; + return BeginTabBarEx(tab_bar, tab_bar_bb, flags); +} + +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + IM_ASSERT(tab_bar->ID != 0); + if ((flags & ImGuiTabBarFlags_DockNode) == 0) + PushOverrideID(tab_bar->ID); + + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; + tab_bar->Window = window; + + // Append with multiple BeginTabBar()/EndTabBar() pairs. + tab_bar->BackupCursorPos = window->DC.CursorPos; + if (tab_bar->CurrFrameVisible == g.FrameCount) + { + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + tab_bar->BeginCount++; + return true; + } + + // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable + if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) + if ((flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); + tab_bar->TabsAddedNew = false; + + // Flags + if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + + tab_bar->Flags = flags; + tab_bar->BarRect = tab_bar_bb; + tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() + tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; + tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight; + tab_bar->CurrTabsContentsHeight = 0.0f; + tab_bar->ItemSpacingY = g.Style.ItemSpacing.y; + tab_bar->FramePadding = g.Style.FramePadding; + tab_bar->TabsActiveCount = 0; + tab_bar->LastTabItemIdx = -1; + tab_bar->BeginCount = 1; + + // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + + // Draw separator + // (it would be misleading to draw this in EndTabBar() suggesting that it may be drawn over tabs, as tab bar are appendable) + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected); + if (g.Style.TabBarBorderSize > 0.0f) + { + const float y = tab_bar->BarRect.Max.y; + window->DrawList->AddRectFilled(ImVec2(tab_bar->SeparatorMinX, y - g.Style.TabBarBorderSize), ImVec2(tab_bar->SeparatorMaxX, y), col); + } + return true; +} + +void ImGui::EndTabBar() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); + return; + } + + // Fallback in case no TabItem have been submitted + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) + { + tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight); + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight; + } + else + { + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight; + } + if (tab_bar->BeginCount > 1) + window->DC.CursorPos = tab_bar->BackupCursorPos; + + tab_bar->LastTabItemIdx = -1; + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + PopID(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); +} + +// Scrolling happens only in the central section (leading/trailing sections are not scrolling) +static float TabBarCalcScrollableWidth(ImGuiTabBar* tab_bar, ImGuiTabBarSection* sections) +{ + return tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; +} + +// This is called only once a frame before by the first call to ItemTab() +// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. +static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + tab_bar->WantLayout = false; + + // Garbage collect by compacting list + // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section) + int tab_dst_n = 0; + bool need_sort_by_section = false; + ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing + for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose) + { + // Remove tab + if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; } + continue; + } + if (tab_dst_n != tab_src_n) + tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + + tab = &tab_bar->Tabs[tab_dst_n]; + tab->IndexDuringLayout = (ImS16)tab_dst_n; + + // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) + int curr_tab_section_n = TabItemGetSectionIdx(tab); + if (tab_dst_n > 0) + { + ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; + int prev_tab_section_n = TabItemGetSectionIdx(prev_tab); + if (curr_tab_section_n == 0 && prev_tab_section_n != 0) + need_sort_by_section = true; + if (prev_tab_section_n == 2 && curr_tab_section_n != 2) + need_sort_by_section = true; + } + + sections[curr_tab_section_n].TabCount++; + tab_dst_n++; + } + if (tab_bar->Tabs.Size != tab_dst_n) + tab_bar->Tabs.resize(tab_dst_n); + + if (need_sort_by_section) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection); + + // Calculate spacing between sections + sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + + // Setup next selected tab + ImGuiID scroll_to_tab_id = 0; + if (tab_bar->NextSelectedTabId) + { + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; + tab_bar->NextSelectedTabId = 0; + scroll_to_tab_id = tab_bar->SelectedTabId; + } + + // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). + if (tab_bar->ReorderRequestTabId != 0) + { + if (TabBarProcessReorder(tab_bar)) + if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) + scroll_to_tab_id = tab_bar->ReorderRequestTabId; + tab_bar->ReorderRequestTabId = 0; + } + + // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) + const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; + if (tab_list_popup_button) + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! + scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central + // (whereas our tabs are stored as: leading, central, trailing) + int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); + + // Compute ideal tabs widths + store them into shrink buffer + ImGuiTabItem* most_recently_selected_tab = NULL; + int curr_section_n = -1; + bool found_selected_tab_id = false; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); + + if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button)) + most_recently_selected_tab = tab; + if (tab->ID == tab_bar->SelectedTabId) + found_selected_tab_id = true; + if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_to_tab_id = tab->ID; + + // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. + // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, + // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. + const char* tab_name = TabBarGetTabName(tab_bar, tab); + const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x; + + int section_n = TabItemGetSectionIdx(tab); + ImGuiTabBarSection* section = §ions[section_n]; + section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); + curr_section_n = section_n; + + // Store data so we can build an array sorted by width if we need to shrink tabs down + IM_MSVC_WARNING_SUPPRESS(6385); + ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++]; + shrink_width_item->Index = tab_n; + shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth; + tab->Width = ImMax(tab->ContentWidth, 1.0f); + } + + // Compute total ideal width (used for e.g. auto-resizing a window) + tab_bar->WidthAllTabsIdeal = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing; + + // Horizontal scrolling buttons + // (note that TabBarScrollButtons() will alter BarRect.Max.x) + if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) + if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) + { + scroll_to_tab_id = scroll_and_select_tab->ID; + if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab_bar->SelectedTabId = scroll_to_tab_id; + } + + // Shrink widths if full tabs don't fit in their allocated space + float section_0_w = sections[0].Width + sections[0].Spacing; + float section_1_w = sections[1].Width + sections[1].Spacing; + float section_2_w = sections[2].Width + sections[2].Spacing; + bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth(); + float width_excess; + if (central_section_is_visible) + width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section + else + width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section + + // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore + if (width_excess >= 1.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) + { + int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); + int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); + ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess); + + // Apply shrunk values into tabs and sections + for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index]; + float shrinked_width = IM_TRUNC(g.ShrinkWidthBuffer[tab_n].Width); + if (shrinked_width < 0.0f) + continue; + + shrinked_width = ImMax(1.0f, shrinked_width); + int section_n = TabItemGetSectionIdx(tab); + sections[section_n].Width -= (tab->Width - shrinked_width); + tab->Width = shrinked_width; + } + } + + // Layout all active tabs + int section_tab_index = 0; + float tab_offset = 0.0f; + tab_bar->WidthAllTabs = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + { + ImGuiTabBarSection* section = §ions[section_n]; + if (section_n == 2) + tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset); + + for (int tab_n = 0; tab_n < section->TabCount; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; + tab->Offset = tab_offset; + tab->NameOffset = -1; + tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f); + } + tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f); + tab_offset += section->Spacing; + section_tab_index += section->TabCount; + } + + // Clear name buffers + tab_bar->TabsNames.Buf.resize(0); + + // If we have lost the selected tab, select the next most recently active one + if (found_selected_tab_id == false) + tab_bar->SelectedTabId = 0; + if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) + scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + + // Lock in visible tab + tab_bar->VisibleTabId = tab_bar->SelectedTabId; + tab_bar->VisibleTabWasSubmitted = false; + + // CTRL+TAB can override visible tab temporarily + if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) + tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId; + + // Apply request requests + if (scroll_to_tab_id != 0) + TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); + else if ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow)) + { + const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH; + const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX; + if (TestKeyOwner(wheel_key, tab_bar->ID) && wheel != 0.0f) + { + const float scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0f; + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget - scroll_step); + } + SetKeyOwner(wheel_key, tab_bar->ID); + } + + // Update scrolling + tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); + if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } + tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; + tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; + + // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos = tab_bar->BarRect.Min; + ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal); +} + +// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack. +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window) +{ + if (docked_window != NULL) + { + IM_UNUSED(tab_bar); + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + ImGuiID id = docked_window->TabId; + KeepAliveID(id); + return id; + } + else + { + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(label); + } +} + +static float ImGui::TabBarCalcMaxTabWidth() +{ + ImGuiContext& g = *GImGui; + return g.FontSize * 20.0f; +} + +ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (tab_id != 0) + for (int n = 0; n < tab_bar->Tabs.Size; n++) + if (tab_bar->Tabs[n].ID == tab_id) + return &tab_bar->Tabs[n]; + return NULL; +} + +// Order = visible order, not submission order! (which is tab->BeginOrder) +ImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order) +{ + if (order < 0 || order >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[order]; +} + +// FIXME: See references to #2304 in TODO.txt +ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* most_recently_selected_tab = NULL; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + if (tab->Window && tab->Window->WasActive) + most_recently_selected_tab = tab; + } + return most_recently_selected_tab; +} + +ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar) +{ + if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[tab_bar->LastTabItemIdx]; +} + +const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->Window) + return tab->Window->Name; + if (tab->NameOffset == -1) + return "N/A"; + IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size); + return tab_bar->TabsNames.Buf.Data + tab->NameOffset; +} + +// The purpose of this call is to register tab in advance so we can control their order at the time they appear. +// Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function. +void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(TabBarFindTabByID(tab_bar, window->TabId) == NULL); + IM_ASSERT(g.CurrentTabBar != tab_bar); // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame) + + if (!window->HasCloseButton) + tab_flags |= ImGuiTabItemFlags_NoCloseButton; // Set _NoCloseButton immediately because it will be used for first-frame width calculation. + + ImGuiTabItem new_tab; + new_tab.ID = window->TabId; + new_tab.Flags = tab_flags; + new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab + if (new_tab.LastFrameVisible == -1) + new_tab.LastFrameVisible = g.FrameCount - 1; + new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission + tab_bar->Tabs.push_back(new_tab); +} + +// The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. +void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab_bar->Tabs.erase(tab); + if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } +} + +// Called on manual closure attempt +void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->Flags & ImGuiTabItemFlags_Button) + return; // A button appended with TabItemButton(). + + if ((tab->Flags & (ImGuiTabItemFlags_UnsavedDocument | ImGuiTabItemFlags_NoAssumedClosure)) == 0) + { + // This will remove a frame of lag for selecting another tab on closure. + // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure + tab->WantClose = true; + if (tab_bar->VisibleTabId == tab->ID) + { + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } + } + else + { + // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup) + if (tab_bar->VisibleTabId != tab->ID) + TabBarQueueFocus(tab_bar, tab); + } +} + +static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) +{ + scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth()); + return ImMax(scrolling, 0.0f); +} + +// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections) +{ + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id); + if (tab == NULL) + return; + if (tab->Flags & ImGuiTabItemFlags_SectionMask_) + return; + + ImGuiContext& g = *GImGui; + float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) + int order = TabBarGetTabOrder(tab_bar, tab); + + // Scrolling happens only in the central section (leading/trailing sections are not scrolling) + float scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections); + + // We make all tabs positions all relative Sections[0].Width to make code simpler + float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f); + float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width)) + { + // Scroll to the left + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); + tab_bar->ScrollingTarget = tab_x1; + } + else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width) + { + // Scroll to the right + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - scrollable_width; + } +} + +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + tab_bar->NextSelectedTabId = tab->ID; +} + +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name) +{ + IM_ASSERT((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0); // Only supported for manual/explicit tab bars + ImGuiID tab_id = TabBarCalcTabID(tab_bar, tab_name, NULL); + tab_bar->NextSelectedTabId = tab_id; +} + +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset) +{ + IM_ASSERT(offset != 0); + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + tab_bar->ReorderRequestTabId = tab->ID; + tab_bar->ReorderRequestOffset = (ImS16)offset; +} + +void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* src_tab, ImVec2 mouse_pos) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0) + return; + + const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); + + // Count number of contiguous tabs we are crossing over + const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; + const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab); + int dst_idx = src_idx; + for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir) + { + // Reordered tabs must share the same section + const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i]; + if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder) + break; + if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_)) + break; + dst_idx = i; + + // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. + const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x; + const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x; + //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255)); + if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) + break; + } + + if (dst_idx != src_idx) + TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx); +} + +bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId); + if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder)) + return false; + + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = TabBarGetTabOrder(tab_bar, tab1) + tab_bar->ReorderRequestOffset; + if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) + return false; + + // Reordered tabs must share the same section + // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too) + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + if (tab2->Flags & ImGuiTabItemFlags_NoReorder) + return false; + if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_)) + return false; + + ImGuiTabItem item_tmp = *tab1; + ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2; + ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1; + const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; + memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem)); + *tab2 = item_tmp; + + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + return true; +} + +static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); + const float scrolling_buttons_width = arrow_button_size.x * 2.0f; + + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); + + int select_dir = 0; + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + const float backup_repeat_delay = g.IO.KeyRepeatDelay; + const float backup_repeat_rate = g.IO.KeyRepeatRate; + g.IO.KeyRepeatDelay = 0.250f; + g.IO.KeyRepeatRate = 0.200f; + float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width); + window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) + select_dir = -1; + window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) + select_dir = +1; + PopItemFlag(); + PopStyleColor(2); + g.IO.KeyRepeatRate = backup_repeat_rate; + g.IO.KeyRepeatDelay = backup_repeat_delay; + + ImGuiTabItem* tab_to_scroll_to = NULL; + if (select_dir != 0) + if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + { + int selected_order = TabBarGetTabOrder(tab_bar, tab_item); + int target_order = selected_order + select_dir; + + // Skip tab item buttons until another tab item is found or end is reached + while (tab_to_scroll_to == NULL) + { + // If we are at the end of the list, still scroll to make our tab visible + tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; + + // Cross through buttons + // (even if first/last item is a button, return it so we can update the scroll) + if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button) + { + target_order += select_dir; + selected_order += select_dir; + tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; + } + } + } + window->DC.CursorPos = backup_cursor_pos; + tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; + + return tab_to_scroll_to; +} + +static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We use g.Style.FramePadding.y to match the square ArrowButton size + const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); + tab_bar->BarRect.Min.x += tab_list_popup_button_width; + + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest); + PopStyleColor(2); + + ImGuiTabItem* tab_to_select = NULL; + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + + const char* tab_name = TabBarGetTabName(tab_bar, tab); + if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) + tab_to_select = tab; + } + EndCombo(); + } + + window->DC.CursorPos = backup_cursor_pos; + return tab_to_select; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +//------------------------------------------------------------------------- +// - BeginTabItem() +// - EndTabItem() +// - TabItemButton() +// - TabItemEx() [Internal] +// - SetTabItemClosed() +// - TabItemCalcSize() [Internal] +// - TabItemBackground() [Internal] +// - TabItemLabelAndCloseButton() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! + + bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); + if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + } + return ret; +} + +void ImGui::EndTabItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) + PopID(); +} + +bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL); +} + +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) +{ + // Layout whole tab bar if not already done + ImGuiContext& g = *GImGui; + if (tab_bar->WantLayout) + { + ImGuiNextItemData backup_next_item_data = g.NextItemData; + TabBarLayout(tab_bar); + g.NextItemData = backup_next_item_data; + } + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window); + + // If the user called us with *p_open == false, we early out and don't render. + // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + if (p_open && !*p_open) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + return false; + } + + IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button)); + IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing + + // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) + if (flags & ImGuiTabItemFlags_NoCloseButton) + p_open = NULL; + else if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + + // Acquire tab data + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); + bool tab_is_new = false; + if (tab == NULL) + { + tab_bar->Tabs.push_back(ImGuiTabItem()); + tab = &tab_bar->Tabs.back(); + tab->ID = id; + tab_bar->TabsAddedNew = tab_is_new = true; + } + tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument)); + tab->RequestedWidth = -1.0f; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) + size.x = tab->RequestedWidth = g.NextItemData.Width; + if (tab_is_new) + tab->Width = ImMax(1.0f, size.x); + tab->ContentWidth = size.x; + tab->BeginOrder = tab_bar->TabsActiveCount++; + + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; + const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; + tab->LastFrameVisible = g.FrameCount; + tab->Flags = flags; + tab->Window = docked_window; + + // Append name _WITH_ the zero-terminator + // (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar) + if (docked_window != NULL) + { + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + tab->NameOffset = -1; + } + else + { + tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + strlen(label) + 1); + } + + // Update selected tab + if (!is_tab_button) + { + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) + TabBarQueueFocus(tab_bar, tab); // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar + TabBarQueueFocus(tab_bar, tab); + } + + // Lock visibility + // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) + bool tab_contents_visible = (tab_bar->VisibleTabId == id); + if (tab_contents_visible) + tab_bar->VisibleTabWasSubmitted = true; + + // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL) + if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) + tab_contents_visible = true; + + // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted + // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. + if (tab_appearing && (!tab_bar_appearing || tab_is_new)) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + if (is_tab_button) + return false; + return tab_contents_visible; + } + + if (tab_bar->SelectedTabId == id) + tab->LastFrameSelected = g.FrameCount; + + // Backup current layout position + const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; + + // Layout + const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + size.x = tab->Width; + if (is_central_section) + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_TRUNC(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + else + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f); + ImVec2 pos = window->DC.CursorPos; + ImRect bb(pos, pos + size); + + // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) + const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX); + if (want_clip_rect) + PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true); + + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + + if (!ItemAdd(bb, id)) + { + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + return tab_contents_visible; + } + + // Click to Select a tab + ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap); + if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (pressed && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + // Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow() + // will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id. + if (held && docked_window && g.ActiveId == id && g.ActiveIdIsJustActivated) + g.ActiveIdWindow = docked_window; + + // Drag and drop a single floating window node moves it + ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; + const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1); + if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) + { + // Move + StartMouseMovingWindow(docked_window); + } + else if (held && !tab_appearing && IsMouseDragging(0)) + { + // Drag and drop: re-order tabs + int drag_dir = 0; + float drag_distance_from_edge_x = 0.0f; + if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL))) + { + // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) + { + drag_dir = -1; + drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) + { + drag_dir = +1; + drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + } + + // Extract a Dockable window out of it's tab bar + const bool can_undock = docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove) && !(node->MergedFlags & ImGuiDockNodeFlags_NoUndocking); + if (can_undock) + { + // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar + bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id); + if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) + { + float threshold_base = g.FontSize; + float threshold_x = (threshold_base * 2.2f); + float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); + //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] + + float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); + if (distance_from_edge_y >= threshold_y) + undocking_tab = true; + if (drag_distance_from_edge_x > threshold_x) + if ((drag_dir < 0 && TabBarGetTabOrder(tab_bar, tab) == 0) || (drag_dir > 0 && TabBarGetTabOrder(tab_bar, tab) == tab_bar->Tabs.Size - 1)) + undocking_tab = true; + } + + if (undocking_tab) + { + // Undock + // FIXME: refactor to share more code with e.g. StartMouseMovingWindow + DockContextQueueUndockWindow(&g, docked_window); + g.MovingWindow = docked_window; + SetActiveID(g.MovingWindow->MoveId, g.MovingWindow); + g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + } + } + } + +#if 0 + if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) + { + // Enlarge tab display when hovering + bb.Max.x = bb.Min.x + IM_TRUNC(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); + display_draw_list = GetForegroundDrawList(window); + TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); + } +#endif + + // Render tab shape + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabDimmed)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline) && style.TabBarOverlineSize > 0.0f) + { + float x_offset = IM_TRUNC(0.4f * style.TabRounding); + if (x_offset < 2.0f * g.CurrentDpiScale) + x_offset = 0.0f; + float y_offset = 1.0f * g.CurrentDpiScale; + display_draw_list->AddLine(bb.GetTL() + ImVec2(x_offset, y_offset), bb.GetTR() + ImVec2(-x_offset, y_offset), GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline), style.TabBarOverlineSize); + } + RenderNavCursor(bb, id); + + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (tab_bar->SelectedTabId != tab->ID && hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0; + bool just_closed; + bool text_clipped; + TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent) + // That state is copied to window->DockTabItemStatusFlags by our caller. + if (docked_window && (hovered || g.HoveredId == close_button_id)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Restore main window position so user can draw there + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + + // Tooltip + // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) + // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) + // FIXME: This is a mess. + // FIXME: We may want disabled tab to still display the tooltip? + if (text_clipped && g.HoveredId == id && !held) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) + SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + + IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected + if (is_tab_button) + return pressed; + return tab_contents_visible; +} + +// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. +// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar(). +// Tabs closed by the close button will automatically be flagged to avoid this issue. +void ImGui::SetTabItemClosed(const char* label) +{ + ImGuiContext& g = *GImGui; + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); + if (is_within_manual_tab_bar) + { + ImGuiTabBar* tab_bar = g.CurrentTabBar; + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL); + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab->WantClose = true; // Will be processed by next call to TabBarLayout() + } + else if (ImGuiWindow* window = FindWindowByName(label)) + { + if (window->DockIsActive) + if (ImGuiDockNode* node = window->DockNode) + { + ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label, window); + TabBarRemoveTab(node->TabBar, tab_id); + window->DockTabWantClose = true; + } + } +} + +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); + if (has_close_button_or_unsaved_marker) + size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. + else + size.x += g.Style.FramePadding.x + 1.0f; + return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); +} + +ImVec2 ImGui::TabItemCalcSize(ImGuiWindow* window) +{ + return TabItemCalcSize(window->Name, window->HasCloseButton || (window->Flags & ImGuiWindowFlags_UnsavedDocument)); +} + +void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) +{ + // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. + ImGuiContext& g = *GImGui; + const float width = bb.GetWidth(); + IM_UNUSED(flags); + IM_ASSERT(width > 0.0f); + const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f)); + const float y1 = bb.Min.y + 1.0f; + const float y2 = bb.Max.y - g.Style.TabBarBorderSize; + draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); + draw_list->PathFillConvex(col); + if (g.Style.TabBorderSize > 0.0f) + { + draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize); + } +} + +// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic +// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. +void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + if (out_just_closed) + *out_just_closed = false; + if (out_text_clipped) + *out_text_clipped = false; + + if (bb.GetWidth() <= 1.0f) + return; + + // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) + // But right now if you want to alter text color of tabs this is what you need to do. +#if 0 + const float backup_alpha = g.Style.Alpha; + if (!is_contents_visible) + g.Style.Alpha *= 0.7f; +#endif + + // Render text label (with clipping + alpha gradient) + unsaved marker + ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); + ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + + // Return clipped state ignoring the close button + if (out_text_clipped) + { + *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x; + //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); + } + + const float button_sz = g.FontSize; + const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y); + + // Close Button & Unsaved Marker + // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() + // 'hovered' will be true when hovering the Tab but NOT when hovering the close button + // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button + // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false + bool close_button_pressed = false; + bool close_button_visible = false; + if (close_button_id != 0) + if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton)) + if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) + close_button_visible = true; + bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); + + if (close_button_visible) + { + ImGuiLastItemData last_item_backup = g.LastItemData; + if (CloseButton(close_button_id, button_pos)) + close_button_pressed = true; + g.LastItemData = last_item_backup; + + // Close with middle mouse button + if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + close_button_pressed = true; + } + else if (unsaved_marker_visible) + { + const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz)); + RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); + } + + // This is all rather complicated + // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) + // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. + float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + if (close_button_visible || unsaved_marker_visible) + { + text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f); + text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f; + ellipsis_max_x = text_pixel_clip_bb.Max.x; + } + LogSetNextTextDecoration("/", "\\"); + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); + +#if 0 + if (!is_contents_visible) + g.Style.Alpha = backup_alpha; +#endif + + if (out_just_closed) + *out_just_closed = close_button_pressed; +} + + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/main/imgui/imstb_rectpack.h b/src/main/imgui/imstb_rectpack.h new file mode 100644 index 0000000..f6917e7 --- /dev/null +++ b/src/main/imgui/imstb_rectpack.h @@ -0,0 +1,627 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_rect_pack.h 1.01. +// Grep for [DEAR IMGUI] to find the changes. +// +// stb_rect_pack.h - v1.01 - public domain - rectangle packing +// Sean Barrett 2014 +// +// Useful for e.g. packing rectangular textures into an atlas. +// Does not do rotation. +// +// Before #including, +// +// #define STB_RECT_PACK_IMPLEMENTATION +// +// in the file that you want to have the implementation. +// +// Not necessarily the awesomest packing method, but better than +// the totally naive one in stb_truetype (which is primarily what +// this is meant to replace). +// +// Has only had a few tests run, may have issues. +// +// More docs to come. +// +// No memory allocations; uses qsort() and assert() from stdlib. +// Can override those by defining STBRP_SORT and STBRP_ASSERT. +// +// This library currently uses the Skyline Bottom-Left algorithm. +// +// Please note: better rectangle packers are welcome! Please +// implement them to the same API, but with a different init +// function. +// +// Credits +// +// Library +// Sean Barrett +// Minor features +// Martins Mozeiko +// github:IntellectualKitty +// +// Bugfixes / warning fixes +// Jeremy Jaussaud +// Fabian Giesen +// +// Version history: +// +// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section +// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles +// 0.99 (2019-02-07) warning fixes +// 0.11 (2017-03-03) return packing success/fail result +// 0.10 (2016-10-25) remove cast-away-const to avoid warnings +// 0.09 (2016-08-27) fix compiler warnings +// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0) +// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0) +// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort +// 0.05: added STBRP_ASSERT to allow replacing assert +// 0.04: fixed minor bug in STBRP_LARGE_RECTS support +// 0.01: initial release +// +// LICENSE +// +// See end of file for license information. + +////////////////////////////////////////////////////////////////////////////// +// +// INCLUDE SECTION +// + +#ifndef STB_INCLUDE_STB_RECT_PACK_H +#define STB_INCLUDE_STB_RECT_PACK_H + +#define STB_RECT_PACK_VERSION 1 + +#ifdef STBRP_STATIC +#define STBRP_DEF static +#else +#define STBRP_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +typedef struct stbrp_context stbrp_context; +typedef struct stbrp_node stbrp_node; +typedef struct stbrp_rect stbrp_rect; + +typedef int stbrp_coord; + +#define STBRP__MAXVAL 0x7fffffff +// Mostly for internal use, but this is the maximum supported coordinate value. + +STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); +// Assign packed locations to rectangles. The rectangles are of type +// 'stbrp_rect' defined below, stored in the array 'rects', and there +// are 'num_rects' many of them. +// +// Rectangles which are successfully packed have the 'was_packed' flag +// set to a non-zero value and 'x' and 'y' store the minimum location +// on each axis (i.e. bottom-left in cartesian coordinates, top-left +// if you imagine y increasing downwards). Rectangles which do not fit +// have the 'was_packed' flag set to 0. +// +// You should not try to access the 'rects' array from another thread +// while this function is running, as the function temporarily reorders +// the array while it executes. +// +// To pack into another rectangle, you need to call stbrp_init_target +// again. To continue packing into the same rectangle, you can call +// this function again. Calling this multiple times with multiple rect +// arrays will probably produce worse packing results than calling it +// a single time with the full rectangle array, but the option is +// available. +// +// The function returns 1 if all of the rectangles were successfully +// packed and 0 otherwise. + +struct stbrp_rect +{ + // reserved for your use: + int id; + + // input: + stbrp_coord w, h; + + // output: + stbrp_coord x, y; + int was_packed; // non-zero if valid packing + +}; // 16 bytes, nominally + + +STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes); +// Initialize a rectangle packer to: +// pack a rectangle that is 'width' by 'height' in dimensions +// using temporary storage provided by the array 'nodes', which is 'num_nodes' long +// +// You must call this function every time you start packing into a new target. +// +// There is no "shutdown" function. The 'nodes' memory must stay valid for +// the following stbrp_pack_rects() call (or calls), but can be freed after +// the call (or calls) finish. +// +// Note: to guarantee best results, either: +// 1. make sure 'num_nodes' >= 'width' +// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1' +// +// If you don't do either of the above things, widths will be quantized to multiples +// of small integers to guarantee the algorithm doesn't run out of temporary storage. +// +// If you do #2, then the non-quantized algorithm will be used, but the algorithm +// may run out of temporary storage and be unable to pack some rectangles. + +STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem); +// Optionally call this function after init but before doing any packing to +// change the handling of the out-of-temp-memory scenario, described above. +// If you call init again, this will be reset to the default (false). + + +STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic); +// Optionally select which packing heuristic the library should use. Different +// heuristics will produce better/worse results for different data sets. +// If you call init again, this will be reset to the default. + +enum +{ + STBRP_HEURISTIC_Skyline_default=0, + STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, + STBRP_HEURISTIC_Skyline_BF_sortHeight +}; + + +////////////////////////////////////////////////////////////////////////////// +// +// the details of the following structures don't matter to you, but they must +// be visible so you can handle the memory allocations for them + +struct stbrp_node +{ + stbrp_coord x,y; + stbrp_node *next; +}; + +struct stbrp_context +{ + int width; + int height; + int align; + int init_mode; + int heuristic; + int num_nodes; + stbrp_node *active_head; + stbrp_node *free_head; + stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' +}; + +#ifdef __cplusplus +} +#endif + +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// IMPLEMENTATION SECTION +// + +#ifdef STB_RECT_PACK_IMPLEMENTATION +#ifndef STBRP_SORT +#include +#define STBRP_SORT qsort +#endif + +#ifndef STBRP_ASSERT +#include +#define STBRP_ASSERT assert +#endif + +#ifdef _MSC_VER +#define STBRP__NOTUSED(v) (void)(v) +#define STBRP__CDECL __cdecl +#else +#define STBRP__NOTUSED(v) (void)sizeof(v) +#define STBRP__CDECL +#endif + +enum +{ + STBRP__INIT_skyline = 1 +}; + +STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic) +{ + switch (context->init_mode) { + case STBRP__INIT_skyline: + STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); + context->heuristic = heuristic; + break; + default: + STBRP_ASSERT(0); + } +} + +STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem) +{ + if (allow_out_of_mem) + // if it's ok to run out of memory, then don't bother aligning them; + // this gives better packing, but may fail due to OOM (even though + // the rectangles easily fit). @TODO a smarter approach would be to only + // quantize once we've hit OOM, then we could get rid of this parameter. + context->align = 1; + else { + // if it's not ok to run out of memory, then quantize the widths + // so that num_nodes is always enough nodes. + // + // I.e. num_nodes * align >= width + // align >= width / num_nodes + // align = ceil(width/num_nodes) + + context->align = (context->width + context->num_nodes-1) / context->num_nodes; + } +} + +STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) +{ + int i; + + for (i=0; i < num_nodes-1; ++i) + nodes[i].next = &nodes[i+1]; + nodes[i].next = NULL; + context->init_mode = STBRP__INIT_skyline; + context->heuristic = STBRP_HEURISTIC_Skyline_default; + context->free_head = &nodes[0]; + context->active_head = &context->extra[0]; + context->width = width; + context->height = height; + context->num_nodes = num_nodes; + stbrp_setup_allow_out_of_mem(context, 0); + + // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) + context->extra[0].x = 0; + context->extra[0].y = 0; + context->extra[0].next = &context->extra[1]; + context->extra[1].x = (stbrp_coord) width; + context->extra[1].y = (1<<30); + context->extra[1].next = NULL; +} + +// find minimum y position if it starts at x1 +static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste) +{ + stbrp_node *node = first; + int x1 = x0 + width; + int min_y, visited_width, waste_area; + + STBRP__NOTUSED(c); + + STBRP_ASSERT(first->x <= x0); + + #if 0 + // skip in case we're past the node + while (node->next->x <= x0) + ++node; + #else + STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency + #endif + + STBRP_ASSERT(node->x <= x0); + + min_y = 0; + waste_area = 0; + visited_width = 0; + while (node->x < x1) { + if (node->y > min_y) { + // raise min_y higher. + // we've accounted for all waste up to min_y, + // but we'll now add more waste for everything we've visted + waste_area += visited_width * (node->y - min_y); + min_y = node->y; + // the first time through, visited_width might be reduced + if (node->x < x0) + visited_width += node->next->x - x0; + else + visited_width += node->next->x - node->x; + } else { + // add waste area + int under_width = node->next->x - node->x; + if (under_width + visited_width > width) + under_width = width - visited_width; + waste_area += under_width * (min_y - node->y); + visited_width += under_width; + } + node = node->next; + } + + *pwaste = waste_area; + return min_y; +} + +typedef struct +{ + int x,y; + stbrp_node **prev_link; +} stbrp__findresult; + +static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height) +{ + int best_waste = (1<<30), best_x, best_y = (1 << 30); + stbrp__findresult fr; + stbrp_node **prev, *node, *tail, **best = NULL; + + // align to multiple of c->align + width = (width + c->align - 1); + width -= width % c->align; + STBRP_ASSERT(width % c->align == 0); + + // if it can't possibly fit, bail immediately + if (width > c->width || height > c->height) { + fr.prev_link = NULL; + fr.x = fr.y = 0; + return fr; + } + + node = c->active_head; + prev = &c->active_head; + while (node->x + width <= c->width) { + int y,waste; + y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); + if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL + // bottom left + if (y < best_y) { + best_y = y; + best = prev; + } + } else { + // best-fit + if (y + height <= c->height) { + // can only use it if it first vertically + if (y < best_y || (y == best_y && waste < best_waste)) { + best_y = y; + best_waste = waste; + best = prev; + } + } + } + prev = &node->next; + node = node->next; + } + + best_x = (best == NULL) ? 0 : (*best)->x; + + // if doing best-fit (BF), we also have to try aligning right edge to each node position + // + // e.g, if fitting + // + // ____________________ + // |____________________| + // + // into + // + // | | + // | ____________| + // |____________| + // + // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned + // + // This makes BF take about 2x the time + + if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) { + tail = c->active_head; + node = c->active_head; + prev = &c->active_head; + // find first node that's admissible + while (tail->x < width) + tail = tail->next; + while (tail) { + int xpos = tail->x - width; + int y,waste; + STBRP_ASSERT(xpos >= 0); + // find the left position that matches this + while (node->next->x <= xpos) { + prev = &node->next; + node = node->next; + } + STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); + y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); + if (y + height <= c->height) { + if (y <= best_y) { + if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { + best_x = xpos; + //STBRP_ASSERT(y <= best_y); [DEAR IMGUI] + best_y = y; + best_waste = waste; + best = prev; + } + } + } + tail = tail->next; + } + } + + fr.prev_link = best; + fr.x = best_x; + fr.y = best_y; + return fr; +} + +static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height) +{ + // find best position according to heuristic + stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); + stbrp_node *node, *cur; + + // bail if: + // 1. it failed + // 2. the best node doesn't fit (we don't always check this) + // 3. we're out of memory + if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) { + res.prev_link = NULL; + return res; + } + + // on success, create new node + node = context->free_head; + node->x = (stbrp_coord) res.x; + node->y = (stbrp_coord) (res.y + height); + + context->free_head = node->next; + + // insert the new node into the right starting point, and + // let 'cur' point to the remaining nodes needing to be + // stiched back in + + cur = *res.prev_link; + if (cur->x < res.x) { + // preserve the existing one, so start testing with the next one + stbrp_node *next = cur->next; + cur->next = node; + cur = next; + } else { + *res.prev_link = node; + } + + // from here, traverse cur and free the nodes, until we get to one + // that shouldn't be freed + while (cur->next && cur->next->x <= res.x + width) { + stbrp_node *next = cur->next; + // move the current node to the free list + cur->next = context->free_head; + context->free_head = cur; + cur = next; + } + + // stitch the list back in + node->next = cur; + + if (cur->x < res.x + width) + cur->x = (stbrp_coord) (res.x + width); + +#ifdef _DEBUG + cur = context->active_head; + while (cur->x < context->width) { + STBRP_ASSERT(cur->x < cur->next->x); + cur = cur->next; + } + STBRP_ASSERT(cur->next == NULL); + + { + int count=0; + cur = context->active_head; + while (cur) { + cur = cur->next; + ++count; + } + cur = context->free_head; + while (cur) { + cur = cur->next; + ++count; + } + STBRP_ASSERT(count == context->num_nodes+2); + } +#endif + + return res; +} + +static int STBRP__CDECL rect_height_compare(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + if (p->h > q->h) + return -1; + if (p->h < q->h) + return 1; + return (p->w > q->w) ? -1 : (p->w < q->w); +} + +static int STBRP__CDECL rect_original_order(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); +} + +STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) +{ + int i, all_rects_packed = 1; + + // we use the 'was_packed' field internally to allow sorting/unsorting + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = i; + } + + // sort according to heuristic + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); + + for (i=0; i < num_rects; ++i) { + if (rects[i].w == 0 || rects[i].h == 0) { + rects[i].x = rects[i].y = 0; // empty rect needs no space + } else { + stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); + if (fr.prev_link) { + rects[i].x = (stbrp_coord) fr.x; + rects[i].y = (stbrp_coord) fr.y; + } else { + rects[i].x = rects[i].y = STBRP__MAXVAL; + } + } + } + + // unsort + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); + + // set was_packed flags and all_rects_packed status + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); + if (!rects[i].was_packed) + all_rects_packed = 0; + } + + // return the all_rects_packed status + return all_rects_packed; +} +#endif + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/src/main/imgui/imstb_textedit.h b/src/main/imgui/imstb_textedit.h new file mode 100644 index 0000000..b7a761c --- /dev/null +++ b/src/main/imgui/imstb_textedit.h @@ -0,0 +1,1469 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_textedit.h 1.14. +// Those changes would need to be pushed into nothings/stb: +// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) +// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783) +// - Added name to struct or it may be forward declared in our code. +// - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925) +// Grep for [DEAR IMGUI] to find the changes. +// - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_* + +// stb_textedit.h - v1.14 - public domain - Sean Barrett +// Development of this library was sponsored by RAD Game Tools +// +// This C header file implements the guts of a multi-line text-editing +// widget; you implement display, word-wrapping, and low-level string +// insertion/deletion, and stb_textedit will map user inputs into +// insertions & deletions, plus updates to the cursor position, +// selection state, and undo state. +// +// It is intended for use in games and other systems that need to build +// their own custom widgets and which do not have heavy text-editing +// requirements (this library is not recommended for use for editing large +// texts, as its performance does not scale and it has limited undo). +// +// Non-trivial behaviors are modelled after Windows text controls. +// +// +// LICENSE +// +// See end of file for license information. +// +// +// DEPENDENCIES +// +// Uses the C runtime function 'memmove', which you can override +// by defining IMSTB_TEXTEDIT_memmove before the implementation. +// Uses no other functions. Performs no runtime allocations. +// +// +// VERSION HISTORY +// +// 1.14 (2021-07-11) page up/down, various fixes +// 1.13 (2019-02-07) fix bug in undo size management +// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash +// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield +// 1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.9 (2016-08-27) customizable move-by-word +// 1.8 (2016-04-02) better keyboard handling when mouse button is down +// 1.7 (2015-09-13) change y range handling in case baseline is non-0 +// 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove +// 1.5 (2014-09-10) add support for secondary keys for OS X +// 1.4 (2014-08-17) fix signed/unsigned warnings +// 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary +// 1.2 (2014-05-27) fix some RAD types that had crept into the new code +// 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE ) +// 1.0 (2012-07-26) improve documentation, initial public release +// 0.3 (2012-02-24) bugfixes, single-line mode; insert mode +// 0.2 (2011-11-28) fixes to undo/redo +// 0.1 (2010-07-08) initial version +// +// ADDITIONAL CONTRIBUTORS +// +// Ulf Winklemann: move-by-word in 1.1 +// Fabian Giesen: secondary key inputs in 1.5 +// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 +// Louis Schnellbach: page up/down in 1.14 +// +// Bugfixes: +// Scott Graham +// Daniel Keller +// Omar Cornut +// Dan Thompson +// +// USAGE +// +// This file behaves differently depending on what symbols you define +// before including it. +// +// +// Header-file mode: +// +// If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this, +// it will operate in "header file" mode. In this mode, it declares a +// single public symbol, STB_TexteditState, which encapsulates the current +// state of a text widget (except for the string, which you will store +// separately). +// +// To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a +// primitive type that defines a single character (e.g. char, wchar_t, etc). +// +// To save space or increase undo-ability, you can optionally define the +// following things that are used by the undo system: +// +// STB_TEXTEDIT_POSITIONTYPE small int type encoding a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// If you don't define these, they are set to permissive types and +// moderate sizes. The undo system does no memory allocations, so +// it grows STB_TexteditState by the worst-case storage which is (in bytes): +// +// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT +// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT +// +// +// Implementation mode: +// +// If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it +// will compile the implementation of the text edit widget, depending +// on a large number of symbols which must be defined before the include. +// +// The implementation is defined only as static functions. You will then +// need to provide your own APIs in the same file which will access the +// static functions. +// +// The basic concept is that you provide a "string" object which +// behaves like an array of characters. stb_textedit uses indices to +// refer to positions in the string, implicitly representing positions +// in the displayed textedit. This is true for both plain text and +// rich text; even with rich text stb_truetype interacts with your +// code as if there was an array of all the displayed characters. +// +// Symbols that must be the same in header-file and implementation mode: +// +// STB_TEXTEDIT_CHARTYPE the character type +// STB_TEXTEDIT_POSITIONTYPE small type that is a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// Symbols you must define for implementation mode: +// +// STB_TEXTEDIT_STRING the type of object representing a string being edited, +// typically this is a wrapper object with other data you need +// +// STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1)) +// STB_TEXTEDIT_LAYOUTROW(&r,obj,n) returns the results of laying out a line of characters +// starting from character #n (see discussion below) +// STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character +// to the xpos of the i+1'th char for a line of characters +// starting at character #n (i.e. accounts for kerning +// with previous char) +// STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character +// (return type is int, -1 means not valid to insert) +// STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based +// STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize +// as manually wordwrapping for end-of-line positioning +// +// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i +// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// +// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key +// +// STB_TEXTEDIT_K_LEFT keyboard input to move cursor left +// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right +// STB_TEXTEDIT_K_UP keyboard input to move cursor up +// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down +// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page +// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page +// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME +// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END +// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME +// STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text // e.g. ctrl-END +// STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor +// STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor +// STB_TEXTEDIT_K_UNDO keyboard input to perform undo +// STB_TEXTEDIT_K_REDO keyboard input to perform redo +// +// Optional: +// STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode +// STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'), +// required for default WORDLEFT/WORDRIGHT handlers +// STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to +// STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to +// STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT +// STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT +// STB_TEXTEDIT_K_LINESTART2 secondary keyboard input to move cursor to start of line +// STB_TEXTEDIT_K_LINEEND2 secondary keyboard input to move cursor to end of line +// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text +// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text +// +// Keyboard input must be encoded as a single integer value; e.g. a character code +// and some bitflags that represent shift states. to simplify the interface, SHIFT must +// be a bitflag, so we can test the shifted state of cursor movements to allow selection, +// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. +// +// You can encode other things, such as CONTROL or ALT, in additional bits, and +// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example, +// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN +// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit, +// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the +// API below. The control keys will only match WM_KEYDOWN events because of the +// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN +// bit so it only decodes WM_CHAR events. +// +// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed +// row of characters assuming they start on the i'th character--the width and +// the height and the number of characters consumed. This allows this library +// to traverse the entire layout incrementally. You need to compute word-wrapping +// here. +// +// Each textfield keeps its own insert mode state, which is not how normal +// applications work. To keep an app-wide insert mode, update/copy the +// "insert_mode" field of STB_TexteditState before/after calling API functions. +// +// API +// +// void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +// +// void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key) +// void stb_textedit_text(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int text_len) +// +// Each of these functions potentially updates the string and updates the +// state. +// +// initialize_state: +// set the textedit state to a known good default state when initially +// constructing the textedit. +// +// click: +// call this with the mouse x,y on a mouse down; it will update the cursor +// and reset the selection start/end to the cursor point. the x,y must +// be relative to the text widget, with (0,0) being the top left. +// +// drag: +// call this with the mouse x,y on a mouse drag/up; it will update the +// cursor and the selection end point +// +// cut: +// call this to delete the current selection; returns true if there was +// one. you should FIRST copy the current selection to the system paste buffer. +// (To copy, just copy the current selection out of the string yourself.) +// +// paste: +// call this to paste text at the current cursor point or over the current +// selection if there is one. +// +// key: +// call this for keyboard inputs sent to the textfield. you can use it +// for "key down" events or for "translated" key events. if you need to +// do both (as in Win32), or distinguish Unicode characters from control +// inputs, set a high bit to distinguish the two; then you can define the +// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit +// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is +// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to +// anything other type you want before including. +// if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are +// transformed into text and stb_textedit_text() is automatically called. +// +// text: [DEAR IMGUI] added 2024-09 +// call this to text inputs sent to the textfield. +// +// +// When rendering, you can read the cursor position and selection state from +// the STB_TexteditState. +// +// +// Notes: +// +// This is designed to be usable in IMGUI, so it allows for the possibility of +// running in an IMGUI that has NOT cached the multi-line layout. For this +// reason, it provides an interface that is compatible with computing the +// layout incrementally--we try to make sure we make as few passes through +// as possible. (For example, to locate the mouse pointer in the text, we +// could define functions that return the X and Y positions of characters +// and binary search Y and then X, but if we're doing dynamic layout this +// will run the layout algorithm many times, so instead we manually search +// forward in one pass. Similar logic applies to e.g. up-arrow and +// down-arrow movement.) +// +// If it's run in a widget that *has* cached the layout, then this is less +// efficient, but it's not horrible on modern computers. But you wouldn't +// want to edit million-line files with it. + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Header-file mode +//// +//// + +#ifndef INCLUDE_IMSTB_TEXTEDIT_H +#define INCLUDE_IMSTB_TEXTEDIT_H + +//////////////////////////////////////////////////////////////////////// +// +// STB_TexteditState +// +// Definition of STB_TexteditState which you should store +// per-textfield; it includes cursor position, selection state, +// and undo state. +// + +#ifndef IMSTB_TEXTEDIT_UNDOSTATECOUNT +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#endif +#ifndef IMSTB_TEXTEDIT_UNDOCHARCOUNT +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +#endif +#ifndef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_CHARTYPE int +#endif +#ifndef IMSTB_TEXTEDIT_POSITIONTYPE +#define IMSTB_TEXTEDIT_POSITIONTYPE int +#endif + +typedef struct +{ + // private data + IMSTB_TEXTEDIT_POSITIONTYPE where; + IMSTB_TEXTEDIT_POSITIONTYPE insert_length; + IMSTB_TEXTEDIT_POSITIONTYPE delete_length; + int char_storage; +} StbUndoRecord; + +typedef struct +{ + // private data + StbUndoRecord undo_rec [IMSTB_TEXTEDIT_UNDOSTATECOUNT]; + IMSTB_TEXTEDIT_CHARTYPE undo_char[IMSTB_TEXTEDIT_UNDOCHARCOUNT]; + short undo_point, redo_point; + int undo_char_point, redo_char_point; +} StbUndoState; + +typedef struct STB_TexteditState +{ + ///////////////////// + // + // public data + // + + int cursor; + // position of the text cursor within the string + + int select_start; // selection start point + int select_end; + // selection start and end point in characters; if equal, no selection. + // note that start may be less than or greater than end (e.g. when + // dragging the mouse, start is where the initial click was, and you + // can drag in either direction) + + unsigned char insert_mode; + // each textfield keeps its own insert mode state. to keep an app-wide + // insert mode, copy this value in/out of the app state + + int row_count_per_page; + // page size in number of row. + // this value MUST be set to >0 for pageup or pagedown in multilines documents. + + ///////////////////// + // + // private data + // + unsigned char cursor_at_end_of_line; // not implemented yet + unsigned char initialized; + unsigned char has_preferred_x; + unsigned char single_line; + unsigned char padding1, padding2, padding3; + float preferred_x; // this determines where the cursor up/down tries to seek to along x + StbUndoState undostate; +} STB_TexteditState; + + +//////////////////////////////////////////////////////////////////////// +// +// StbTexteditRow +// +// Result of layout query, used by stb_textedit to determine where +// the text in each row is. + +// result of layout query +typedef struct +{ + float x0,x1; // starting x location, end x location (allows for align=right, etc) + float baseline_y_delta; // position of baseline relative to previous row's baseline + float ymin,ymax; // height of row above and below baseline + int num_chars; +} StbTexteditRow; +#endif //INCLUDE_IMSTB_TEXTEDIT_H + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Implementation mode +//// +//// + + +// implementation isn't include-guarded, since it might have indirectly +// included just the "header" portion +#ifdef IMSTB_TEXTEDIT_IMPLEMENTATION + +#ifndef IMSTB_TEXTEDIT_memmove +#include +#define IMSTB_TEXTEDIT_memmove memmove +#endif + + +///////////////////////////////////////////////////////////////////////////// +// +// Mouse input handling +// + +// traverse the layout to locate the nearest character to a display position +static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y) +{ + StbTexteditRow r; + int n = STB_TEXTEDIT_STRINGLEN(str); + float base_y = 0, prev_x; + int i=0, k; + + r.x0 = r.x1 = 0; + r.ymin = r.ymax = 0; + r.num_chars = 0; + + // search rows to find one that straddles 'y' + while (i < n) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (r.num_chars <= 0) + return n; + + if (i==0 && y < base_y + r.ymin) + return 0; + + if (y < base_y + r.ymax) + break; + + i += r.num_chars; + base_y += r.baseline_y_delta; + } + + // below all text, return 'after' last character + if (i >= n) + return n; + + // check if it's before the beginning of the line + if (x < r.x0) + return i; + + // check if it's before the end of the line + if (x < r.x1) { + // search characters in row for one that straddles 'x' + prev_x = r.x0; + for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) { + float w = STB_TEXTEDIT_GETWIDTH(str, i, k); + if (x < prev_x+w) { + if (x < prev_x+w/2) + return k+i; + else + return IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k); + } + prev_x += w; + } + // shouldn't happen, but if it does, fall through to end-of-line case + } + + // if the last character is a newline, return that. otherwise return 'after' the last character + if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) + return i+r.num_chars-1; + else + return i+r.num_chars; +} + +// API click: on mouse down, move the cursor to the clicked location, and reset the selection +static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + state->cursor = stb_text_locate_coord(str, x, y); + state->select_start = state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; +} + +// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location +static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + int p = 0; + + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + if (state->select_start == state->select_end) + state->select_start = state->cursor; + + p = stb_text_locate_coord(str, x, y); + state->cursor = state->select_end = p; +} + +///////////////////////////////////////////////////////////////////////////// +// +// Keyboard input handling +// + +// forward declarations +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); + +typedef struct +{ + float x,y; // position of n'th character + float height; // height of line + int first_char, length; // first char of row, and length + int prev_first; // first char of previous row +} StbFindState; + +// find the x/y location of a character, and remember info about the previous row in +// case we get a move-up event (for page up, we'll have to rescan) +static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING *str, int n, int single_line) +{ + StbTexteditRow r; + int prev_start = 0; + int z = STB_TEXTEDIT_STRINGLEN(str); + int i=0, first; + + if (n == z && single_line) { + // special case if it's at the end (may not be needed?) + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + find->y = 0; + find->first_char = 0; + find->length = z; + find->height = r.ymax - r.ymin; + find->x = r.x1; + return; + } + + // search rows to find the one that straddles character n + find->y = 0; + + for(;;) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (n < i + r.num_chars) + break; + if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] special handling for last line + break; // [DEAR IMGUI] + prev_start = i; + i += r.num_chars; + find->y += r.baseline_y_delta; + if (i == z) // [DEAR IMGUI] + { + r.num_chars = 0; // [DEAR IMGUI] + break; // [DEAR IMGUI] + } + } + + find->first_char = first = i; + find->length = r.num_chars; + find->height = r.ymax - r.ymin; + find->prev_first = prev_start; + + // now scan to find xpos + find->x = r.x0; + for (i=0; first+i < n; i = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, first + i) - first) + find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); +} + +#define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) + +// make the selection/cursor state valid if client altered the string +static void stb_textedit_clamp(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + int n = STB_TEXTEDIT_STRINGLEN(str); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start > n) state->select_start = n; + if (state->select_end > n) state->select_end = n; + // if clamping forced them to be equal, move the cursor to match + if (state->select_start == state->select_end) + state->cursor = state->select_start; + } + if (state->cursor > n) state->cursor = n; +} + +// delete characters while updating undo +static void stb_textedit_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) +{ + stb_text_makeundo_delete(str, state, where, len); + STB_TEXTEDIT_DELETECHARS(str, where, len); + state->has_preferred_x = 0; +} + +// delete the section +static void stb_textedit_delete_selection(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + stb_textedit_clamp(str, state); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start < state->select_end) { + stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start); + state->select_end = state->cursor = state->select_start; + } else { + stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end); + state->select_start = state->cursor = state->select_end; + } + state->has_preferred_x = 0; + } +} + +// canoncialize the selection so start <= end +static void stb_textedit_sortselection(STB_TexteditState *state) +{ + if (state->select_end < state->select_start) { + int temp = state->select_end; + state->select_end = state->select_start; + state->select_start = temp; + } +} + +// move cursor to first character of selection +static void stb_textedit_move_to_first(STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + state->cursor = state->select_start; + state->select_end = state->select_start; + state->has_preferred_x = 0; + } +} + +// move cursor to last character of selection +static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->select_start = state->select_end; + state->has_preferred_x = 0; + } +} + +// [DEAR IMGUI] +// Functions must be implemented for UTF8 support +// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit. +// There is not necessarily a '[DEAR IMGUI]' at the usage sites. +#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx) (idx - 1) +#endif +#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx) (idx + 1) +#endif + +#ifdef STB_TEXTEDIT_IS_SPACE +static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx ) +{ + return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1; +} + +#ifndef STB_TEXTEDIT_MOVEWORDLEFT +static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c ) +{ + --c; // always move at least one character + while( c >= 0 && !is_word_boundary( str, c ) ) + --c; + + if( c < 0 ) + c = 0; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous +#endif + +#ifndef STB_TEXTEDIT_MOVEWORDRIGHT +static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c ) +{ + const int len = STB_TEXTEDIT_STRINGLEN(str); + ++c; // always move at least one character + while( c < len && !is_word_boundary( str, c ) ) + ++c; + + if( c > len ) + c = len; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next +#endif + +#endif + +// update selection and cursor to match each other +static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) +{ + if (!STB_TEXT_HAS_SELECTION(state)) + state->select_start = state->select_end = state->cursor; + else + state->cursor = state->select_end; +} + +// API cut: delete selection +static int stb_textedit_cut(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_delete_selection(str,state); // implicitly clamps + state->has_preferred_x = 0; + return 1; + } + return 0; +} + +// API paste: replace existing selection with passed-in text +static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE *text, int len) +{ + // if there's a selection, the paste should delete it + stb_textedit_clamp(str, state); + stb_textedit_delete_selection(str,state); + // try to insert the characters + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { + stb_text_makeundo_insert(state, state->cursor, len); + state->cursor += len; + state->has_preferred_x = 0; + return 1; + } + // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) + return 0; +} + +#ifndef STB_TEXTEDIT_KEYTYPE +#define STB_TEXTEDIT_KEYTYPE int +#endif + +// [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility. +static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + // can't add newline in single-line mode + if (text[0] == '\n' && state->single_line) + return; + + if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { + stb_text_makeundo_replace(str, state, state->cursor, 1, 1); + STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + state->cursor += text_len; + state->has_preferred_x = 0; + } + } + else { + stb_textedit_delete_selection(str, state); // implicitly clamps + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + stb_text_makeundo_insert(state, state->cursor, text_len); + state->cursor += text_len; + state->has_preferred_x = 0; + } + } +} + +// API key: process a keyboard input +static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) +{ +retry: + switch (key) { + default: { +#ifdef STB_TEXTEDIT_KEYTOTEXT + int c = STB_TEXTEDIT_KEYTOTEXT(key); + if (c > 0) { + IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c; + stb_textedit_text(str, state, &ch, 1); + } +#endif + break; + } + +#ifdef STB_TEXTEDIT_K_INSERT + case STB_TEXTEDIT_K_INSERT: + state->insert_mode = !state->insert_mode; + break; +#endif + + case STB_TEXTEDIT_K_UNDO: + stb_text_undo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_REDO: + stb_text_redo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT: + // if currently there's a selection, move cursor to start of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else + if (state->cursor > 0) + state->cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_RIGHT: + // if currently there's a selection, move cursor to end of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + stb_textedit_clamp(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + // move selection left + if (state->select_end > 0) + state->select_end = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->select_end); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_MOVEWORDLEFT + case STB_TEXTEDIT_K_WORDLEFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + +#ifdef STB_TEXTEDIT_MOVEWORDRIGHT + case STB_TEXTEDIT_K_WORDRIGHT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + + case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + // move selection right + state->select_end = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->select_end); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_DOWN: + case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGDOWN: + case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down in single-line behave like left&right + key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + int start = find.first_char + find.length; + + if (find.length == 0) + break; + + // [DEAR IMGUI] + // going down while being on the last line shouldn't bring us to that line end + if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) + break; + + // now find character position down a row + state->cursor = start; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to next line + find.first_char = find.first_char + find.length; + find.length = row.num_chars; + } + break; + } + + case STB_TEXTEDIT_K_UP: + case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGUP: + case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down become left&right + key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + + // can only go up if there's a previous row + if (find.prev_first == find.first_char) + break; + + // now find character position up a row + state->cursor = find.prev_first; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to previous line + // (we need to scan previous line the hard way. maybe we could expose this as a new API function?) + prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; + while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) + --prev_scan; + find.first_char = find.prev_first; + find.prev_first = prev_scan; + } + break; + } + + case STB_TEXTEDIT_K_DELETE: + case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + int n = STB_TEXTEDIT_STRINGLEN(str); + if (state->cursor < n) + stb_textedit_delete(str, state, state->cursor, IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor) - state->cursor); + } + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_BACKSPACE: + case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + stb_textedit_clamp(str, state); + if (state->cursor > 0) { + int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + stb_textedit_delete(str, state, prev, state->cursor - prev); + state->cursor = prev; + } + } + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2: +#endif + case STB_TEXTEDIT_K_TEXTSTART: + state->cursor = state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2: +#endif + case STB_TEXTEDIT_K_TEXTEND: + state->cursor = STB_TEXTEDIT_STRINGLEN(str); + state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str); + state->has_preferred_x = 0; + break; + + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2: +#endif + case STB_TEXTEDIT_K_LINESTART: + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2: +#endif + case STB_TEXTEDIT_K_LINEEND: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->has_preferred_x = 0; + break; + } + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + } + } +} + +///////////////////////////////////////////////////////////////////////////// +// +// Undo processing +// +// @OPTIMIZE: the undo/redo buffer should be circular + +static void stb_textedit_flush_redo(StbUndoState *state) +{ + state->redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; +} + +// discard the oldest entry in the undo list +static void stb_textedit_discard_undo(StbUndoState *state) +{ + if (state->undo_point > 0) { + // if the 0th undo state has characters, clean those up + if (state->undo_rec[0].char_storage >= 0) { + int n = state->undo_rec[0].insert_length, i; + // delete n characters from all other records + state->undo_char_point -= n; + IMSTB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); + for (i=0; i < state->undo_point; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it + } + --state->undo_point; + IMSTB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); + } +} + +// discard the oldest entry in the redo list--it's bad if this +// ever happens, but because undo & redo have to store the actual +// characters in different cases, the redo character buffer can +// fill up even though the undo buffer didn't +static void stb_textedit_discard_redo(StbUndoState *state) +{ + int k = IMSTB_TEXTEDIT_UNDOSTATECOUNT-1; + + if (state->redo_point <= k) { + // if the k'th undo state has characters, clean those up + if (state->undo_rec[k].char_storage >= 0) { + int n = state->undo_rec[k].insert_length, i; + // move the remaining redo character data to the end of the buffer + state->redo_char_point += n; + IMSTB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((IMSTB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); + // adjust the position of all the other records to account for above memmove + for (i=state->redo_point; i < k; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage += n; + } + // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' + // [DEAR IMGUI] + size_t move_size = (size_t)((IMSTB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; + const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; + IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); + IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); + IMSTB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + + // now move redo_point to point to the new one + ++state->redo_point; + } +} + +static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars) +{ + // any time we create a new undo record, we discard redo + stb_textedit_flush_redo(state); + + // if we have no free records, we have to make room, by sliding the + // existing records down + if (state->undo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + stb_textedit_discard_undo(state); + + // if the characters to store won't possibly fit in the buffer, we can't undo + if (numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) { + state->undo_point = 0; + state->undo_char_point = 0; + return NULL; + } + + // if we don't have enough free characters in the buffer, we have to make room + while (state->undo_char_point + numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) + stb_textedit_discard_undo(state); + + return &state->undo_rec[state->undo_point++]; +} + +static IMSTB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) +{ + StbUndoRecord *r = stb_text_create_undo_record(state, insert_len); + if (r == NULL) + return NULL; + + r->where = pos; + r->insert_length = (IMSTB_TEXTEDIT_POSITIONTYPE) insert_len; + r->delete_length = (IMSTB_TEXTEDIT_POSITIONTYPE) delete_len; + + if (insert_len == 0) { + r->char_storage = -1; + return NULL; + } else { + r->char_storage = state->undo_char_point; + state->undo_char_point += insert_len; + return &state->undo_char[r->char_storage]; + } +} + +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord u, *r; + if (s->undo_point == 0) + return; + + // we need to do two things: apply the undo record, and create a redo record + u = s->undo_rec[s->undo_point-1]; + r = &s->undo_rec[s->redo_point-1]; + r->char_storage = -1; + + r->insert_length = u.delete_length; + r->delete_length = u.insert_length; + r->where = u.where; + + if (u.delete_length) { + // if the undo record says to delete characters, then the redo record will + // need to re-insert the characters that get deleted, so we need to store + // them. + + // there are three cases: + // there's enough room to store the characters + // characters stored for *redoing* don't leave room for redo + // characters stored for *undoing* don't leave room for redo + // if the last is true, we have to bail + + if (s->undo_char_point + u.delete_length >= IMSTB_TEXTEDIT_UNDOCHARCOUNT) { + // the undo records take up too much character space; there's no space to store the redo characters + r->insert_length = 0; + } else { + int i; + + // there's definitely room to store the characters eventually + while (s->undo_char_point + u.delete_length > s->redo_char_point) { + // should never happen: + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + return; + // there's currently not enough room, so discard a redo record + stb_textedit_discard_redo(s); + } + r = &s->undo_rec[s->redo_point-1]; + + r->char_storage = s->redo_char_point - u.delete_length; + s->redo_char_point = s->redo_char_point - u.delete_length; + + // now save the characters + for (i=0; i < u.delete_length; ++i) + s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i); + } + + // now we can carry out the deletion + STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length); + } + + // check type of recorded action: + if (u.insert_length) { + // easy case: was a deletion, so we need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); + s->undo_char_point -= u.insert_length; + } + + state->cursor = u.where + u.insert_length; + + s->undo_point--; + s->redo_point--; +} + +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord *u, r; + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + return; + + // we need to do two things: apply the redo record, and create an undo record + u = &s->undo_rec[s->undo_point]; + r = s->undo_rec[s->redo_point]; + + // we KNOW there must be room for the undo record, because the redo record + // was derived from an undo record + + u->delete_length = r.insert_length; + u->insert_length = r.delete_length; + u->where = r.where; + u->char_storage = -1; + + if (r.delete_length) { + // the redo record requires us to delete characters, so the undo record + // needs to store the characters + + if (s->undo_char_point + u->insert_length > s->redo_char_point) { + u->insert_length = 0; + u->delete_length = 0; + } else { + int i; + u->char_storage = s->undo_char_point; + s->undo_char_point = s->undo_char_point + u->insert_length; + + // now save the characters + for (i=0; i < u->insert_length; ++i) + s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i); + } + + STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length); + } + + if (r.insert_length) { + // easy case: need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); + s->redo_char_point += r.insert_length; + } + + state->cursor = r.where + r.insert_length; + + s->undo_point++; + s->redo_point++; +} + +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length) +{ + stb_text_createundo(&state->undostate, where, 0, length); +} + +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) +{ + int i; + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); + if (p) { + for (i=0; i < length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) +{ + int i; + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); + if (p) { + for (i=0; i < old_length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +// reset the state to default +static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line) +{ + state->undostate.undo_point = 0; + state->undostate.undo_char_point = 0; + state->undostate.redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->undostate.redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; + state->select_end = state->select_start = 0; + state->cursor = 0; + state->has_preferred_x = 0; + state->preferred_x = 0; + state->cursor_at_end_of_line = 0; + state->initialized = 1; + state->single_line = (unsigned char) is_single_line; + state->insert_mode = 0; + state->row_count_per_page = 0; +} + +// API initialize +static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +{ + stb_textedit_clear_state(state, is_single_line); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +static int stb_textedit_paste(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE const *ctext, int len) +{ + return stb_textedit_paste_internal(str, state, (IMSTB_TEXTEDIT_CHARTYPE *) ctext, len); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif//IMSTB_TEXTEDIT_IMPLEMENTATION + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/src/main/imgui/imstb_truetype.h b/src/main/imgui/imstb_truetype.h new file mode 100644 index 0000000..976f09c --- /dev/null +++ b/src/main/imgui/imstb_truetype.h @@ -0,0 +1,5085 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_truetype.h 1.26. +// Mostly fixing for compiler and static analyzer warnings. +// Grep for [DEAR IMGUI] to find the changes. + +// stb_truetype.h - v1.26 - public domain +// authored from 2009-2021 by Sean Barrett / RAD Game Tools +// +// ======================================================================= +// +// NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES +// +// This library does no range checking of the offsets found in the file, +// meaning an attacker can use it to read arbitrary memory. +// +// ======================================================================= +// +// This library processes TrueType files: +// parse files +// extract glyph metrics +// extract glyph shapes +// render glyphs to one-channel bitmaps with antialiasing (box filter) +// render glyphs to one-channel SDF bitmaps (signed-distance field/function) +// +// Todo: +// non-MS cmaps +// crashproof on bad data +// hinting? (no longer patented) +// cleartype-style AA? +// optimize: use simple memory allocator for intermediates +// optimize: build edge-list directly from curves +// optimize: rasterize directly from curves? +// +// ADDITIONAL CONTRIBUTORS +// +// Mikko Mononen: compound shape support, more cmap formats +// Tor Andersson: kerning, subpixel rendering +// Dougall Johnson: OpenType / Type 2 font handling +// Daniel Ribeiro Maciel: basic GPOS-based kerning +// +// Misc other: +// Ryan Gordon +// Simon Glass +// github:IntellectualKitty +// Imanol Celaya +// Daniel Ribeiro Maciel +// +// Bug/warning reports/fixes: +// "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe +// Cass Everitt Martins Mozeiko github:aloucks +// stoiko (Haemimont Games) Cap Petschulat github:oyvindjam +// Brian Hook Omar Cornut github:vassvik +// Walter van Niftrik Ryan Griege +// David Gow Peter LaValle +// David Given Sergey Popov +// Ivan-Assen Ivanov Giumo X. Clanjor +// Anthony Pesch Higor Euripedes +// Johan Duparc Thomas Fields +// Hou Qiming Derek Vinyard +// Rob Loach Cort Stratton +// Kenney Phillis Jr. Brian Costabile +// Ken Voskuil (kaesve) +// +// VERSION HISTORY +// +// 1.26 (2021-08-28) fix broken rasterizer +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// variant PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// +// Full history can be found at the end of this file. +// +// LICENSE +// +// See end of file for license information. +// +// USAGE +// +// Include this file in whatever places need to refer to it. In ONE C/C++ +// file, write: +// #define STB_TRUETYPE_IMPLEMENTATION +// before the #include of this file. This expands out the actual +// implementation into that C/C++ file. +// +// To make the implementation private to the file that generates the implementation, +// #define STBTT_STATIC +// +// Simple 3D API (don't ship this, but it's fine for tools and quick start) +// stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture +// stbtt_GetBakedQuad() -- compute quad to draw for a given char +// +// Improved 3D API (more shippable): +// #include "stb_rect_pack.h" -- optional, but you really want it +// stbtt_PackBegin() +// stbtt_PackSetOversampling() -- for improved quality on small fonts +// stbtt_PackFontRanges() -- pack and renders +// stbtt_PackEnd() +// stbtt_GetPackedQuad() +// +// "Load" a font file from a memory buffer (you have to keep the buffer loaded) +// stbtt_InitFont() +// stbtt_GetFontOffsetForIndex() -- indexing for TTC font collections +// stbtt_GetNumberOfFonts() -- number of fonts for TTC font collections +// +// Render a unicode codepoint to a bitmap +// stbtt_GetCodepointBitmap() -- allocates and returns a bitmap +// stbtt_MakeCodepointBitmap() -- renders into bitmap you provide +// stbtt_GetCodepointBitmapBox() -- how big the bitmap must be +// +// Character advance/positioning +// stbtt_GetCodepointHMetrics() +// stbtt_GetFontVMetrics() +// stbtt_GetFontVMetricsOS2() +// stbtt_GetCodepointKernAdvance() +// +// Starting with version 1.06, the rasterizer was replaced with a new, +// faster and generally-more-precise rasterizer. The new rasterizer more +// accurately measures pixel coverage for anti-aliasing, except in the case +// where multiple shapes overlap, in which case it overestimates the AA pixel +// coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If +// this turns out to be a problem, you can re-enable the old rasterizer with +// #define STBTT_RASTERIZER_VERSION 1 +// which will incur about a 15% speed hit. +// +// ADDITIONAL DOCUMENTATION +// +// Immediately after this block comment are a series of sample programs. +// +// After the sample programs is the "header file" section. This section +// includes documentation for each API function. +// +// Some important concepts to understand to use this library: +// +// Codepoint +// Characters are defined by unicode codepoints, e.g. 65 is +// uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is +// the hiragana for "ma". +// +// Glyph +// A visual character shape (every codepoint is rendered as +// some glyph) +// +// Glyph index +// A font-specific integer ID representing a glyph +// +// Baseline +// Glyph shapes are defined relative to a baseline, which is the +// bottom of uppercase characters. Characters extend both above +// and below the baseline. +// +// Current Point +// As you draw text to the screen, you keep track of a "current point" +// which is the origin of each character. The current point's vertical +// position is the baseline. Even "baked fonts" use this model. +// +// Vertical Font Metrics +// The vertical qualities of the font, used to vertically position +// and space the characters. See docs for stbtt_GetFontVMetrics. +// +// Font Size in Pixels or Points +// The preferred interface for specifying font sizes in stb_truetype +// is to specify how tall the font's vertical extent should be in pixels. +// If that sounds good enough, skip the next paragraph. +// +// Most font APIs instead use "points", which are a common typographic +// measurement for describing font size, defined as 72 points per inch. +// stb_truetype provides a point API for compatibility. However, true +// "per inch" conventions don't make much sense on computer displays +// since different monitors have different number of pixels per +// inch. For example, Windows traditionally uses a convention that +// there are 96 pixels per inch, thus making 'inch' measurements have +// nothing to do with inches, and thus effectively defining a point to +// be 1.333 pixels. Additionally, the TrueType font data provides +// an explicit scale factor to scale a given font's glyphs to points, +// but the author has observed that this scale factor is often wrong +// for non-commercial fonts, thus making fonts scaled in points +// according to the TrueType spec incoherently sized in practice. +// +// DETAILED USAGE: +// +// Scale: +// Select how high you want the font to be, in points or pixels. +// Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute +// a scale factor SF that will be used by all other functions. +// +// Baseline: +// You need to select a y-coordinate that is the baseline of where +// your text will appear. Call GetFontBoundingBox to get the baseline-relative +// bounding box for all characters. SF*-y0 will be the distance in pixels +// that the worst-case character could extend above the baseline, so if +// you want the top edge of characters to appear at the top of the +// screen where y=0, then you would set the baseline to SF*-y0. +// +// Current point: +// Set the current point where the first character will appear. The +// first character could extend left of the current point; this is font +// dependent. You can either choose a current point that is the leftmost +// point and hope, or add some padding, or check the bounding box or +// left-side-bearing of the first character to be displayed and set +// the current point based on that. +// +// Displaying a character: +// Compute the bounding box of the character. It will contain signed values +// relative to . I.e. if it returns x0,y0,x1,y1, +// then the character should be displayed in the rectangle from +// to = 32 && *text < 128) { + stbtt_aligned_quad q; + stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9 + glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0); + glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0); + glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1); + glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1); + } + ++text; + } + glEnd(); +} +#endif +// +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program (this compiles): get a single bitmap, print as ASCII art +// +#if 0 +#include +#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation +#include "stb_truetype.h" + +char ttf_buffer[1<<25]; + +int main(int argc, char **argv) +{ + stbtt_fontinfo font; + unsigned char *bitmap; + int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20); + + fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb")); + + stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0)); + bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0); + + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) + putchar(" .:ioVM@"[bitmap[j*w+i]>>5]); + putchar('\n'); + } + return 0; +} +#endif +// +// Output: +// +// .ii. +// @@@@@@. +// V@Mio@@o +// :i. V@V +// :oM@@M +// :@@@MM@M +// @@o o@M +// :@@. M@M +// @@@o@@@@ +// :M@@V:@@. +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program: print "Hello World!" banner, with bugs +// +#if 0 +char buffer[24<<20]; +unsigned char screen[20][79]; + +int main(int arg, char **argv) +{ + stbtt_fontinfo font; + int i,j,ascent,baseline,ch=0; + float scale, xpos=2; // leave a little padding in case the character extends left + char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness + + fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb")); + stbtt_InitFont(&font, buffer, 0); + + scale = stbtt_ScaleForPixelHeight(&font, 15); + stbtt_GetFontVMetrics(&font, &ascent,0,0); + baseline = (int) (ascent*scale); + + while (text[ch]) { + int advance,lsb,x0,y0,x1,y1; + float x_shift = xpos - (float) floor(xpos); + stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb); + stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1); + stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]); + // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong + // because this API is really for baking character bitmaps into textures. if you want to render + // a sequence of characters, you really need to render each bitmap to a temp buffer, then + // "alpha blend" that into the working buffer + xpos += (advance * scale); + if (text[ch+1]) + xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]); + ++ch; + } + + for (j=0; j < 20; ++j) { + for (i=0; i < 78; ++i) + putchar(" .:ioVM@"[screen[j][i]>>5]); + putchar('\n'); + } + + return 0; +} +#endif + + +////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// +//// +//// INTEGRATION WITH YOUR CODEBASE +//// +//// The following sections allow you to supply alternate definitions +//// of C library functions used by stb_truetype, e.g. if you don't +//// link with the C runtime library. + +#ifdef STB_TRUETYPE_IMPLEMENTATION + // #define your own (u)stbtt_int8/16/32 before including to override this + #ifndef stbtt_uint8 + typedef unsigned char stbtt_uint8; + typedef signed char stbtt_int8; + typedef unsigned short stbtt_uint16; + typedef signed short stbtt_int16; + typedef unsigned int stbtt_uint32; + typedef signed int stbtt_int32; + #endif + + typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1]; + typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1]; + + // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h + #ifndef STBTT_ifloor + #include + #define STBTT_ifloor(x) ((int) floor(x)) + #define STBTT_iceil(x) ((int) ceil(x)) + #endif + + #ifndef STBTT_sqrt + #include + #define STBTT_sqrt(x) sqrt(x) + #define STBTT_pow(x,y) pow(x,y) + #endif + + #ifndef STBTT_fmod + #include + #define STBTT_fmod(x,y) fmod(x,y) + #endif + + #ifndef STBTT_cos + #include + #define STBTT_cos(x) cos(x) + #define STBTT_acos(x) acos(x) + #endif + + #ifndef STBTT_fabs + #include + #define STBTT_fabs(x) fabs(x) + #endif + + // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h + #ifndef STBTT_malloc + #include + #define STBTT_malloc(x,u) ((void)(u),malloc(x)) + #define STBTT_free(x,u) ((void)(u),free(x)) + #endif + + #ifndef STBTT_assert + #include + #define STBTT_assert(x) assert(x) + #endif + + #ifndef STBTT_strlen + #include + #define STBTT_strlen(x) strlen(x) + #endif + + #ifndef STBTT_memcpy + #include + #define STBTT_memcpy memcpy + #define STBTT_memset memset + #endif +#endif + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// INTERFACE +//// +//// + +#ifndef __STB_INCLUDE_STB_TRUETYPE_H__ +#define __STB_INCLUDE_STB_TRUETYPE_H__ + +#ifdef STBTT_STATIC +#define STBTT_DEF static +#else +#define STBTT_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +// private structure +typedef struct +{ + unsigned char *data; + int cursor; + int size; +} stbtt__buf; + +////////////////////////////////////////////////////////////////////////////// +// +// TEXTURE BAKING API +// +// If you use this API, you only have to call two functions ever. +// + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; +} stbtt_bakedchar; + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata); // you allocate this, it's num_chars long +// if return is positive, the first unused row of the bitmap +// if return is negative, returns the negative of the number of characters that fit +// if return is 0, no characters fit and no rows were used +// This uses a very crappy packing. + +typedef struct +{ + float x0,y0,s0,t0; // top-left + float x1,y1,s1,t1; // bottom-right +} stbtt_aligned_quad; + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier +// Call GetBakedQuad with char_index = 'character - first_char', and it +// creates the quad you need to draw and advances the current position. +// +// The coordinate system used assumes y increases downwards. +// +// Characters will extend both above and below the current position; +// see discussion of "BASELINE" above. +// +// It's inefficient; you might want to c&p it and optimize it. + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap); +// Query the font vertical metrics without having to create a font first. + + +////////////////////////////////////////////////////////////////////////////// +// +// NEW TEXTURE BAKING API +// +// This provides options for packing multiple fonts into one atlas, not +// perfectly but better than nothing. + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; + float xoff2,yoff2; +} stbtt_packedchar; + +typedef struct stbtt_pack_context stbtt_pack_context; +typedef struct stbtt_fontinfo stbtt_fontinfo; +#ifndef STB_RECT_PACK_VERSION +typedef struct stbrp_rect stbrp_rect; +#endif + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context); +// Initializes a packing context stored in the passed-in stbtt_pack_context. +// Future calls using this context will pack characters into the bitmap passed +// in here: a 1-channel bitmap that is width * height. stride_in_bytes is +// the distance from one row to the next (or 0 to mean they are packed tightly +// together). "padding" is the amount of padding to leave between each +// character (normally you want '1' for bitmaps you'll use as textures with +// bilinear filtering). +// +// Returns 0 on failure, 1 on success. + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc); +// Cleans up the packing context and frees all memory. + +#define STBTT_POINT_SIZE(x) (-(x)) + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range); +// Creates character bitmaps from the font_index'th font found in fontdata (use +// font_index=0 if you don't know what that is). It creates num_chars_in_range +// bitmaps for characters with unicode values starting at first_unicode_char_in_range +// and increasing. Data for how to render them is stored in chardata_for_range; +// pass these to stbtt_GetPackedQuad to get back renderable quads. +// +// font_size is the full height of the character from ascender to descender, +// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed +// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE() +// and pass that result as 'font_size': +// ..., 20 , ... // font max minus min y is 20 pixels tall +// ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall + +typedef struct +{ + float font_size; + int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint + int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints + int num_chars; + stbtt_packedchar *chardata_for_range; // output + unsigned char h_oversample, v_oversample; // don't set these, they're used internally +} stbtt_pack_range; + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges); +// Creates character bitmaps from multiple ranges of characters stored in +// ranges. This will usually create a better-packed bitmap than multiple +// calls to stbtt_PackFontRange. Note that you can call this multiple +// times within a single PackBegin/PackEnd. + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample); +// Oversampling a font increases the quality by allowing higher-quality subpixel +// positioning, and is especially valuable at smaller text sizes. +// +// This function sets the amount of oversampling for all following calls to +// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given +// pack context. The default (no oversampling) is achieved by h_oversample=1 +// and v_oversample=1. The total number of pixels required is +// h_oversample*v_oversample larger than the default; for example, 2x2 +// oversampling requires 4x the storage of 1x1. For best results, render +// oversampled textures with bilinear filtering. Look at the readme in +// stb/tests/oversample for information about oversampled fonts +// +// To use with PackFontRangesGather etc., you must set it before calls +// call to PackFontRangesGatherRects. + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); +// If skip != 0, this tells stb_truetype to skip any codepoints for which +// there is no corresponding glyph. If skip=0, which is the default, then +// codepoints without a glyph received the font's "missing character" glyph, +// typically an empty box by convention. + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int align_to_integer); + +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects); +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +// Calling these functions in sequence is roughly equivalent to calling +// stbtt_PackFontRanges(). If you more control over the packing of multiple +// fonts, or if you want to pack custom data into a font texture, take a look +// at the source to of stbtt_PackFontRanges() and create a custom version +// using these functions, e.g. call GatherRects multiple times, +// building up a single array of rects, then call PackRects once, +// then call RenderIntoRects repeatedly. This may result in a +// better packing than calling PackFontRanges multiple times +// (or it may not). + +// this is an opaque structure that you shouldn't mess with which holds +// all the context needed from PackBegin to PackEnd. +struct stbtt_pack_context { + void *user_allocator_context; + void *pack_info; + int width; + int height; + int stride_in_bytes; + int padding; + int skip_missing; + unsigned int h_oversample, v_oversample; + unsigned char *pixels; + void *nodes; +}; + +////////////////////////////////////////////////////////////////////////////// +// +// FONT LOADING +// +// + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data); +// This function will determine the number of fonts in a font file. TrueType +// collection (.ttc) files may contain multiple fonts, while TrueType font +// (.ttf) files only contain one font. The number of fonts can be used for +// indexing with the previous function where the index is between zero and one +// less than the total fonts. If an error occurs, -1 is returned. + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index); +// Each .ttf/.ttc file may have more than one font. Each font has a sequential +// index number starting from 0. Call this function to get the font offset for +// a given index; it returns -1 if the index is out of range. A regular .ttf +// file will only define one font and it always be at offset 0, so it will +// return '0' for index 0, and -1 for all other indices. + +// The following structure is defined publicly so you can declare one on +// the stack or as a global or etc, but you should treat it as opaque. +struct stbtt_fontinfo +{ + void * userdata; + unsigned char * data; // pointer to .ttf file + int fontstart; // offset of start of font + + int numGlyphs; // number of glyphs, needed for range checking + + int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf + int index_map; // a cmap mapping for our chosen character encoding + int indexToLocFormat; // format needed to map from glyph index to glyph + + stbtt__buf cff; // cff font data + stbtt__buf charstrings; // the charstring index + stbtt__buf gsubrs; // global charstring subroutines index + stbtt__buf subrs; // private charstring subroutines index + stbtt__buf fontdicts; // array of font dicts + stbtt__buf fdselect; // map from glyph to fontdict +}; + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset); +// Given an offset into the file that defines a font, this function builds +// the necessary cached info for the rest of the system. You must allocate +// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't +// need to do anything special to free it, because the contents are pure +// value data with no additional data structures. Returns 0 on failure. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER TO GLYPH-INDEX CONVERSIOn + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint); +// If you're going to perform multiple operations on the same character +// and you want a speed-up, call this function with the character you're +// going to process, then use glyph-based functions instead of the +// codepoint-based functions. +// Returns 0 if the character codepoint is not defined in the font. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER PROPERTIES +// + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose "height" is 'pixels' tall. +// Height is measured as the distance from the highest ascender to the lowest +// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics +// and computing: +// scale = pixels / (ascent - descent) +// so if you prefer to measure height by the ascent only, use a similar calculation. + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose EM size is mapped to +// 'pixels' tall. This is probably what traditional APIs compute, but +// I'm not positive. + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap); +// ascent is the coordinate above the baseline the font extends; descent +// is the coordinate below the baseline the font extends (i.e. it is typically negative) +// lineGap is the spacing between one row's descent and the next row's ascent... +// so you should advance the vertical position by "*ascent - *descent + *lineGap" +// these are expressed in unscaled coordinates, so you must multiply by +// the scale factor for a given size + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap); +// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2 +// table (specific to MS/Windows TTF files). +// +// Returns 1 on success (table present), 0 on failure. + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1); +// the bounding box around all possible characters + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing); +// leftSideBearing is the offset from the current horizontal position to the left edge of the character +// advanceWidth is the offset from the current horizontal position to the next horizontal position +// these are expressed in unscaled coordinates + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2); +// an additional amount to add to the 'advance' value between ch1 and ch2 + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1); +// Gets the bounding box of the visible part of the glyph, in unscaled coordinates + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing); +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2); +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); +// as above, but takes one or more glyph indices for greater efficiency + +typedef struct stbtt_kerningentry +{ + int glyph1; // use stbtt_FindGlyphIndex + int glyph2; + int advance; +} stbtt_kerningentry; + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info); +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length); +// Retrieves a complete list of all of the kerning pairs provided by the font +// stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write. +// The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1) + +////////////////////////////////////////////////////////////////////////////// +// +// GLYPH SHAPES (you probably don't need these, but they have to go before +// the bitmaps for C declaration-order reasons) +// + +#ifndef STBTT_vmove // you can predefine these to use different values (but why?) + enum { + STBTT_vmove=1, + STBTT_vline, + STBTT_vcurve, + STBTT_vcubic + }; +#endif + +#ifndef stbtt_vertex // you can predefine this to use different values + // (we share this with other code at RAD) + #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file + typedef struct + { + stbtt_vertex_type x,y,cx,cy,cx1,cy1; + unsigned char type,padding; + } stbtt_vertex; +#endif + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index); +// returns non-zero if nothing is drawn for this glyph + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices); +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices); +// returns # of vertices and fills *vertices with the pointer to them +// these are expressed in "unscaled" coordinates +// +// The shape is a series of contours. Each one starts with +// a STBTT_moveto, then consists of a series of mixed +// STBTT_lineto and STBTT_curveto segments. A lineto +// draws a line from previous endpoint to its x,y; a curveto +// draws a quadratic bezier from previous endpoint to +// its x,y, using cx,cy as the bezier control point. + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); +// frees the data allocated above + +STBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl); +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg); +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg); +// fills svg with the character's SVG data. +// returns data size or 0 if SVG not found. + +////////////////////////////////////////////////////////////////////////////// +// +// BITMAP RENDERING +// + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata); +// frees the bitmap allocated below + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// allocates a large-enough single-channel 8bpp bitmap and renders the +// specified character/glyph at the specified scale into it, with +// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque). +// *width & *height are filled out with the width & height of the bitmap, +// which is stored left-to-right, top-to-bottom. +// +// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); +// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap +// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap +// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the +// width and height and positioning info for it first. + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint); +// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint); +// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering +// is performed (see stbtt_PackSetOversampling) + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +// get the bbox of the bitmap centered around the glyph origin; so the +// bitmap width is ix1-ix0, height is iy1-iy0, and location to place +// the bitmap top left is (leftSideBearing*scale,iy0). +// (Note that the bitmap uses y-increases-down, but the shape uses +// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.) + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); +// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel +// shift for the character + +// the following functions are equivalent to the above functions, but operate +// on glyph indices instead of Unicode codepoints (for efficiency) +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph); +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); + + +// @TODO: don't expose this structure +typedef struct +{ + int w,h,stride; + unsigned char *pixels; +} stbtt__bitmap; + +// rasterize a shape with quadratic beziers into a bitmap +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into + float flatness_in_pixels, // allowable error of curve in pixels + stbtt_vertex *vertices, // array of vertices defining shape + int num_verts, // number of vertices in above array + float scale_x, float scale_y, // scale applied to input vertices + float shift_x, float shift_y, // translation applied to input vertices + int x_off, int y_off, // another translation applied to input + int invert, // if non-zero, vertically flip shape + void *userdata); // context for to STBTT_MALLOC + +////////////////////////////////////////////////////////////////////////////// +// +// Signed Distance Function (or Field) rendering + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata); +// frees the SDF bitmap allocated below + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +// These functions compute a discretized SDF field for a single character, suitable for storing +// in a single-channel texture, sampling with bilinear filtering, and testing against +// larger than some threshold to produce scalable fonts. +// info -- the font +// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap +// glyph/codepoint -- the character to generate the SDF for +// padding -- extra "pixels" around the character which are filled with the distance to the character (not 0), +// which allows effects like bit outlines +// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character) +// pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale) +// if positive, > onedge_value is inside; if negative, < onedge_value is inside +// width,height -- output height & width of the SDF bitmap (including padding) +// xoff,yoff -- output origin of the character +// return value -- a 2D array of bytes 0..255, width*height in size +// +// pixel_dist_scale & onedge_value are a scale & bias that allows you to make +// optimal use of the limited 0..255 for your application, trading off precision +// and special effects. SDF values outside the range 0..255 are clamped to 0..255. +// +// Example: +// scale = stbtt_ScaleForPixelHeight(22) +// padding = 5 +// onedge_value = 180 +// pixel_dist_scale = 180/5.0 = 36.0 +// +// This will create an SDF bitmap in which the character is about 22 pixels +// high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled +// shape, sample the SDF at each pixel and fill the pixel if the SDF value +// is greater than or equal to 180/255. (You'll actually want to antialias, +// which is beyond the scope of this example.) Additionally, you can compute +// offset outlines (e.g. to stroke the character border inside & outside, +// or only outside). For example, to fill outside the character up to 3 SDF +// pixels, you would compare against (180-36.0*3)/255 = 72/255. The above +// choice of variables maps a range from 5 pixels outside the shape to +// 2 pixels inside the shape to 0..255; this is intended primarily for apply +// outside effects only (the interior range is needed to allow proper +// antialiasing of the font at *smaller* sizes) +// +// The function computes the SDF analytically at each SDF pixel, not by e.g. +// building a higher-res bitmap and approximating it. In theory the quality +// should be as high as possible for an SDF of this size & representation, but +// unclear if this is true in practice (perhaps building a higher-res bitmap +// and computing from that can allow drop-out prevention). +// +// The algorithm has not been optimized at all, so expect it to be slow +// if computing lots of characters or very large sizes. + + + +////////////////////////////////////////////////////////////////////////////// +// +// Finding the right font... +// +// You should really just solve this offline, keep your own tables +// of what font is what, and don't try to get it out of the .ttf file. +// That's because getting it out of the .ttf file is really hard, because +// the names in the file can appear in many possible encodings, in many +// possible languages, and e.g. if you need a case-insensitive comparison, +// the details of that depend on the encoding & language in a complex way +// (actually underspecified in truetype, but also gigantic). +// +// But you can use the provided functions in two possible ways: +// stbtt_FindMatchingFont() will use *case-sensitive* comparisons on +// unicode-encoded names to try to find the font you want; +// you can run this before calling stbtt_InitFont() +// +// stbtt_GetFontNameString() lets you get any of the various strings +// from the file yourself and do your own comparisons on them. +// You have to have called stbtt_InitFont() first. + + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags); +// returns the offset (not index) of the font that matches, or -1 if none +// if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold". +// if you use any other flag, use a font name like "Arial"; this checks +// the 'macStyle' header field; i don't know if fonts set this consistently +#define STBTT_MACSTYLE_DONTCARE 0 +#define STBTT_MACSTYLE_BOLD 1 +#define STBTT_MACSTYLE_ITALIC 2 +#define STBTT_MACSTYLE_UNDERSCORE 4 +#define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0 + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2); +// returns 1/0 whether the first string interpreted as utf8 is identical to +// the second string interpreted as big-endian utf16... useful for strings from next func + +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID); +// returns the string (which may be big-endian double byte, e.g. for unicode) +// and puts the length in bytes in *length. +// +// some of the values for the IDs are below; for more see the truetype spec: +// http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html +// http://www.microsoft.com/typography/otspec/name.htm + +enum { // platformID + STBTT_PLATFORM_ID_UNICODE =0, + STBTT_PLATFORM_ID_MAC =1, + STBTT_PLATFORM_ID_ISO =2, + STBTT_PLATFORM_ID_MICROSOFT =3 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_UNICODE + STBTT_UNICODE_EID_UNICODE_1_0 =0, + STBTT_UNICODE_EID_UNICODE_1_1 =1, + STBTT_UNICODE_EID_ISO_10646 =2, + STBTT_UNICODE_EID_UNICODE_2_0_BMP=3, + STBTT_UNICODE_EID_UNICODE_2_0_FULL=4 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT + STBTT_MS_EID_SYMBOL =0, + STBTT_MS_EID_UNICODE_BMP =1, + STBTT_MS_EID_SHIFTJIS =2, + STBTT_MS_EID_UNICODE_FULL =10 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes + STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4, + STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5, + STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6, + STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7 +}; + +enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID... + // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs + STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410, + STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411, + STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412, + STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419, + STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409, + STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D +}; + +enum { // languageID for STBTT_PLATFORM_ID_MAC + STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11, + STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23, + STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32, + STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 , + STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 , + STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33, + STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19 +}; + +#ifdef __cplusplus +} +#endif + +#endif // __STB_INCLUDE_STB_TRUETYPE_H__ + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// IMPLEMENTATION +//// +//// + +#ifdef STB_TRUETYPE_IMPLEMENTATION + +#ifndef STBTT_MAX_OVERSAMPLE +#define STBTT_MAX_OVERSAMPLE 8 +#endif + +#if STBTT_MAX_OVERSAMPLE > 255 +#error "STBTT_MAX_OVERSAMPLE cannot be > 255" +#endif + +typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1]; + +#ifndef STBTT_RASTERIZER_VERSION +#define STBTT_RASTERIZER_VERSION 2 +#endif + +#ifdef _MSC_VER +#define STBTT__NOTUSED(v) (void)(v) +#else +#define STBTT__NOTUSED(v) (void)sizeof(v) +#endif + +////////////////////////////////////////////////////////////////////////// +// +// stbtt__buf helpers to parse data from file +// + +static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor++]; +} + +static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor]; +} + +static void stbtt__buf_seek(stbtt__buf *b, int o) +{ + STBTT_assert(!(o > b->size || o < 0)); + b->cursor = (o > b->size || o < 0) ? b->size : o; +} + +static void stbtt__buf_skip(stbtt__buf *b, int o) +{ + stbtt__buf_seek(b, b->cursor + o); +} + +static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n) +{ + stbtt_uint32 v = 0; + int i; + STBTT_assert(n >= 1 && n <= 4); + for (i = 0; i < n; i++) + v = (v << 8) | stbtt__buf_get8(b); + return v; +} + +static stbtt__buf stbtt__new_buf(const void *p, size_t size) +{ + stbtt__buf r; + STBTT_assert(size < 0x40000000); + r.data = (stbtt_uint8*) p; + r.size = (int) size; + r.cursor = 0; + return r; +} + +#define stbtt__buf_get16(b) stbtt__buf_get((b), 2) +#define stbtt__buf_get32(b) stbtt__buf_get((b), 4) + +static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s) +{ + stbtt__buf r = stbtt__new_buf(NULL, 0); + if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r; + r.data = b->data + o; + r.size = s; + return r; +} + +static stbtt__buf stbtt__cff_get_index(stbtt__buf *b) +{ + int count, start, offsize; + start = b->cursor; + count = stbtt__buf_get16(b); + if (count) { + offsize = stbtt__buf_get8(b); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(b, offsize * count); + stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1); + } + return stbtt__buf_range(b, start, b->cursor - start); +} + +static stbtt_uint32 stbtt__cff_int(stbtt__buf *b) +{ + int b0 = stbtt__buf_get8(b); + if (b0 >= 32 && b0 <= 246) return b0 - 139; + else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108; + else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108; + else if (b0 == 28) return stbtt__buf_get16(b); + else if (b0 == 29) return stbtt__buf_get32(b); + STBTT_assert(0); + return 0; +} + +static void stbtt__cff_skip_operand(stbtt__buf *b) { + int v, b0 = stbtt__buf_peek8(b); + STBTT_assert(b0 >= 28); + if (b0 == 30) { + stbtt__buf_skip(b, 1); + while (b->cursor < b->size) { + v = stbtt__buf_get8(b); + if ((v & 0xF) == 0xF || (v >> 4) == 0xF) + break; + } + } else { + stbtt__cff_int(b); + } +} + +static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key) +{ + stbtt__buf_seek(b, 0); + while (b->cursor < b->size) { + int start = b->cursor, end, op; + while (stbtt__buf_peek8(b) >= 28) + stbtt__cff_skip_operand(b); + end = b->cursor; + op = stbtt__buf_get8(b); + if (op == 12) op = stbtt__buf_get8(b) | 0x100; + if (op == key) return stbtt__buf_range(b, start, end-start); + } + return stbtt__buf_range(b, 0, 0); +} + +static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out) +{ + int i; + stbtt__buf operands = stbtt__dict_get(b, key); + for (i = 0; i < outcount && operands.cursor < operands.size; i++) + out[i] = stbtt__cff_int(&operands); +} + +static int stbtt__cff_index_count(stbtt__buf *b) +{ + stbtt__buf_seek(b, 0); + return stbtt__buf_get16(b); +} + +static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i) +{ + int count, offsize, start, end; + stbtt__buf_seek(&b, 0); + count = stbtt__buf_get16(&b); + offsize = stbtt__buf_get8(&b); + STBTT_assert(i >= 0 && i < count); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(&b, i*offsize); + start = stbtt__buf_get(&b, offsize); + end = stbtt__buf_get(&b, offsize); + return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start); +} + +////////////////////////////////////////////////////////////////////////// +// +// accessors to parse data from file +// + +// on platforms that don't allow misaligned reads, if we want to allow +// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE + +#define ttBYTE(p) (* (stbtt_uint8 *) (p)) +#define ttCHAR(p) (* (stbtt_int8 *) (p)) +#define ttFixed(p) ttLONG(p) + +static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_int16 ttSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_uint32 ttULONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } +static stbtt_int32 ttLONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } + +#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3)) +#define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3]) + +static int stbtt__isfont(stbtt_uint8 *font) +{ + // check the version number + if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1 + if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this! + if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF + if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0 + if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts + return 0; +} + +// @OPTIMIZE: binary search +static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag) +{ + stbtt_int32 num_tables = ttUSHORT(data+fontstart+4); + stbtt_uint32 tabledir = fontstart + 12; + stbtt_int32 i; + for (i=0; i < num_tables; ++i) { + stbtt_uint32 loc = tabledir + 16*i; + if (stbtt_tag(data+loc+0, tag)) + return ttULONG(data+loc+8); + } + return 0; +} + +static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index) +{ + // if it's just a font, there's only one valid index + if (stbtt__isfont(font_collection)) + return index == 0 ? 0 : -1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + stbtt_int32 n = ttLONG(font_collection+8); + if (index >= n) + return -1; + return ttULONG(font_collection+12+index*4); + } + } + return -1; +} + +static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection) +{ + // if it's just a font, there's only one valid font + if (stbtt__isfont(font_collection)) + return 1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + return ttLONG(font_collection+8); + } + } + return 0; +} + +static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) +{ + stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 }; + stbtt__buf pdict; + stbtt__dict_get_ints(&fontdict, 18, 2, private_loc); + if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0); + pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]); + stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff); + if (!subrsoff) return stbtt__new_buf(NULL, 0); + stbtt__buf_seek(&cff, private_loc[1]+subrsoff); + return stbtt__cff_get_index(&cff); +} + +// since most people won't use this, find this table the first time it's needed +static int stbtt__get_svg(stbtt_fontinfo *info) +{ + stbtt_uint32 t; + if (info->svg < 0) { + t = stbtt__find_table(info->data, info->fontstart, "SVG "); + if (t) { + stbtt_uint32 offset = ttULONG(info->data + t + 2); + info->svg = t + offset; + } else { + info->svg = 0; + } + } + return info->svg; +} + +static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) +{ + stbtt_uint32 cmap, t; + stbtt_int32 i,numTables; + + info->data = data; + info->fontstart = fontstart; + info->cff = stbtt__new_buf(NULL, 0); + + cmap = stbtt__find_table(data, fontstart, "cmap"); // required + info->loca = stbtt__find_table(data, fontstart, "loca"); // required + info->head = stbtt__find_table(data, fontstart, "head"); // required + info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required + info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required + info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required + info->kern = stbtt__find_table(data, fontstart, "kern"); // not required + info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required + + if (!cmap || !info->head || !info->hhea || !info->hmtx) + return 0; + if (info->glyf) { + // required for truetype + if (!info->loca) return 0; + } else { + // initialization for CFF / Type2 fonts (OTF) + stbtt__buf b, topdict, topdictidx; + stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0; + stbtt_uint32 cff; + + cff = stbtt__find_table(data, fontstart, "CFF "); + if (!cff) return 0; + + info->fontdicts = stbtt__new_buf(NULL, 0); + info->fdselect = stbtt__new_buf(NULL, 0); + + // @TODO this should use size from table (not 512MB) + info->cff = stbtt__new_buf(data+cff, 512*1024*1024); + b = info->cff; + + // read the header + stbtt__buf_skip(&b, 2); + stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize + + // @TODO the name INDEX could list multiple fonts, + // but we just use the first one. + stbtt__cff_get_index(&b); // name INDEX + topdictidx = stbtt__cff_get_index(&b); + topdict = stbtt__cff_index_get(topdictidx, 0); + stbtt__cff_get_index(&b); // string INDEX + info->gsubrs = stbtt__cff_get_index(&b); + + stbtt__dict_get_ints(&topdict, 17, 1, &charstrings); + stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype); + stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff); + stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff); + info->subrs = stbtt__get_subrs(b, topdict); + + // we only support Type 2 charstrings + if (cstype != 2) return 0; + if (charstrings == 0) return 0; + + if (fdarrayoff) { + // looks like a CID font + if (!fdselectoff) return 0; + stbtt__buf_seek(&b, fdarrayoff); + info->fontdicts = stbtt__cff_get_index(&b); + info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff); + } + + stbtt__buf_seek(&b, charstrings); + info->charstrings = stbtt__cff_get_index(&b); + } + + t = stbtt__find_table(data, fontstart, "maxp"); + if (t) + info->numGlyphs = ttUSHORT(data+t+4); + else + info->numGlyphs = 0xffff; + + info->svg = -1; + + // find a cmap encoding table we understand *now* to avoid searching + // later. (todo: could make this installable) + // the same regardless of glyph. + numTables = ttUSHORT(data + cmap + 2); + info->index_map = 0; + for (i=0; i < numTables; ++i) { + stbtt_uint32 encoding_record = cmap + 4 + 8 * i; + // find an encoding we understand: + switch(ttUSHORT(data+encoding_record)) { + case STBTT_PLATFORM_ID_MICROSOFT: + switch (ttUSHORT(data+encoding_record+2)) { + case STBTT_MS_EID_UNICODE_BMP: + case STBTT_MS_EID_UNICODE_FULL: + // MS/Unicode + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + break; + case STBTT_PLATFORM_ID_UNICODE: + // Mac/iOS has these + // all the encodingIDs are unicode, so we don't bother to check it + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + } + if (info->index_map == 0) + return 0; + + info->indexToLocFormat = ttUSHORT(data+info->head + 50); + return 1; +} + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint) +{ + stbtt_uint8 *data = info->data; + stbtt_uint32 index_map = info->index_map; + + stbtt_uint16 format = ttUSHORT(data + index_map + 0); + if (format == 0) { // apple byte encoding + stbtt_int32 bytes = ttUSHORT(data + index_map + 2); + if (unicode_codepoint < bytes-6) + return ttBYTE(data + index_map + 6 + unicode_codepoint); + return 0; + } else if (format == 6) { + stbtt_uint32 first = ttUSHORT(data + index_map + 6); + stbtt_uint32 count = ttUSHORT(data + index_map + 8); + if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count) + return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2); + return 0; + } else if (format == 2) { + STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean + return 0; + } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges + stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1; + stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1; + stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10); + stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1; + + // do a binary search of the segments + stbtt_uint32 endCount = index_map + 14; + stbtt_uint32 search = endCount; + + if (unicode_codepoint > 0xffff) + return 0; + + // they lie from endCount .. endCount + segCount + // but searchRange is the nearest power of two, so... + if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2)) + search += rangeShift*2; + + // now decrement to bias correctly to find smallest + search -= 2; + while (entrySelector) { + stbtt_uint16 end; + searchRange >>= 1; + end = ttUSHORT(data + search + searchRange*2); + if (unicode_codepoint > end) + search += searchRange*2; + --entrySelector; + } + search += 2; + + { + stbtt_uint16 offset, start, last; + stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); + + start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); + last = ttUSHORT(data + endCount + 2*item); + if (unicode_codepoint < start || unicode_codepoint > last) + return 0; + + offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); + if (offset == 0) + return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item)); + + return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item); + } + } else if (format == 12 || format == 13) { + stbtt_uint32 ngroups = ttULONG(data+index_map+12); + stbtt_int32 low,high; + low = 0; high = (stbtt_int32)ngroups; + // Binary search the right group. + while (low < high) { + stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high + stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12); + stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4); + if ((stbtt_uint32) unicode_codepoint < start_char) + high = mid; + else if ((stbtt_uint32) unicode_codepoint > end_char) + low = mid+1; + else { + stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8); + if (format == 12) + return start_glyph + unicode_codepoint-start_char; + else // format == 13 + return start_glyph; + } + } + return 0; // not found + } + // @TODO + STBTT_assert(0); + return 0; +} + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices) +{ + return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices); +} + +static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy) +{ + v->type = type; + v->x = (stbtt_int16) x; + v->y = (stbtt_int16) y; + v->cx = (stbtt_int16) cx; + v->cy = (stbtt_int16) cy; +} + +static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index) +{ + int g1,g2; + + STBTT_assert(!info->cff.size); + + if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range + if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format + + if (info->indexToLocFormat == 0) { + g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; + g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; + } else { + g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4); + g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4); + } + + return g1==g2 ? -1 : g1; // if length is 0, return -1 +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); + +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + if (info->cff.size) { + stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1); + } else { + int g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 0; + + if (x0) *x0 = ttSHORT(info->data + g + 2); + if (y0) *y0 = ttSHORT(info->data + g + 4); + if (x1) *x1 = ttSHORT(info->data + g + 6); + if (y1) *y1 = ttSHORT(info->data + g + 8); + } + return 1; +} + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1) +{ + return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1); +} + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt_int16 numberOfContours; + int g; + if (info->cff.size) + return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0; + g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 1; + numberOfContours = ttSHORT(info->data + g); + return numberOfContours == 0; +} + +static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off, + stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy) +{ + if (start_off) { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy); + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy); + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0); + } + return num_vertices; +} + +static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + stbtt_int16 numberOfContours; + stbtt_uint8 *endPtsOfContours; + stbtt_uint8 *data = info->data; + stbtt_vertex *vertices=0; + int num_vertices=0; + int g = stbtt__GetGlyfOffset(info, glyph_index); + + *pvertices = NULL; + + if (g < 0) return 0; + + numberOfContours = ttSHORT(data + g); + + if (numberOfContours > 0) { + stbtt_uint8 flags=0,flagcount; + stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0; + stbtt_int32 x,y,cx,cy,sx,sy, scx,scy; + stbtt_uint8 *points; + endPtsOfContours = (data + g + 10); + ins = ttUSHORT(data + g + 10 + numberOfContours * 2); + points = data + g + 10 + numberOfContours * 2 + 2 + ins; + + n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2); + + m = n + 2*numberOfContours; // a loose bound on how many vertices we might need + vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata); + if (vertices == 0) + return 0; + + next_move = 0; + flagcount=0; + + // in first pass, we load uninterpreted data into the allocated array + // above, shifted to the end of the array so we won't overwrite it when + // we create our final data starting from the front + + off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated + + // first load flags + + for (i=0; i < n; ++i) { + if (flagcount == 0) { + flags = *points++; + if (flags & 8) + flagcount = *points++; + } else + --flagcount; + vertices[off+i].type = flags; + } + + // now load x coordinates + x=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 2) { + stbtt_int16 dx = *points++; + x += (flags & 16) ? dx : -dx; // ??? + } else { + if (!(flags & 16)) { + x = x + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].x = (stbtt_int16) x; + } + + // now load y coordinates + y=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 4) { + stbtt_int16 dy = *points++; + y += (flags & 32) ? dy : -dy; // ??? + } else { + if (!(flags & 32)) { + y = y + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].y = (stbtt_int16) y; + } + + // now convert them to our format + num_vertices=0; + sx = sy = cx = cy = scx = scy = 0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + x = (stbtt_int16) vertices[off+i].x; + y = (stbtt_int16) vertices[off+i].y; + + if (next_move == i) { + if (i != 0) + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + + // now start the new one + start_off = !(flags & 1); + if (start_off) { + // if we start off with an off-curve point, then when we need to find a point on the curve + // where we can start, and we need to save some state for when we wraparound. + scx = x; + scy = y; + if (!(vertices[off+i+1].type & 1)) { + // next point is also a curve point, so interpolate an on-point curve + sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1; + sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1; + } else { + // otherwise just use the next point as our start point + sx = (stbtt_int32) vertices[off+i+1].x; + sy = (stbtt_int32) vertices[off+i+1].y; + ++i; // we're using point i+1 as the starting point, so skip it + } + } else { + sx = x; + sy = y; + } + stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0); + was_off = 0; + next_move = 1 + ttUSHORT(endPtsOfContours+j*2); + ++j; + } else { + if (!(flags & 1)) { // if it's a curve + if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy); + cx = x; + cy = y; + was_off = 1; + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0); + was_off = 0; + } + } + } + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + } else if (numberOfContours < 0) { + // Compound shapes. + int more = 1; + stbtt_uint8 *comp = data + g + 10; + num_vertices = 0; + vertices = 0; + while (more) { + stbtt_uint16 flags, gidx; + int comp_num_verts = 0, i; + stbtt_vertex *comp_verts = 0, *tmp = 0; + float mtx[6] = {1,0,0,1,0,0}, m, n; + + flags = ttSHORT(comp); comp+=2; + gidx = ttSHORT(comp); comp+=2; + + if (flags & 2) { // XY values + if (flags & 1) { // shorts + mtx[4] = ttSHORT(comp); comp+=2; + mtx[5] = ttSHORT(comp); comp+=2; + } else { + mtx[4] = ttCHAR(comp); comp+=1; + mtx[5] = ttCHAR(comp); comp+=1; + } + } + else { + // @TODO handle matching point + STBTT_assert(0); + } + if (flags & (1<<3)) { // WE_HAVE_A_SCALE + mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } + + // Find transformation scales. + m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); + n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); + + // Get indexed glyph. + comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts); + if (comp_num_verts > 0) { + // Transform vertices. + for (i = 0; i < comp_num_verts; ++i) { + stbtt_vertex* v = &comp_verts[i]; + stbtt_vertex_type x,y; + x=v->x; y=v->y; + v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + x=v->cx; y=v->cy; + v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + } + // Append vertices. + tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata); + if (!tmp) { + if (vertices) STBTT_free(vertices, info->userdata); + if (comp_verts) STBTT_free(comp_verts, info->userdata); + return 0; + } + if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); + STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); + if (vertices) STBTT_free(vertices, info->userdata); + vertices = tmp; + STBTT_free(comp_verts, info->userdata); + num_vertices += comp_num_verts; + } + // More components ? + more = flags & (1<<5); + } + } else { + // numberOfCounters == 0, do nothing + } + + *pvertices = vertices; + return num_vertices; +} + +typedef struct +{ + int bounds; + int started; + float first_x, first_y; + float x, y; + stbtt_int32 min_x, max_x, min_y, max_y; + + stbtt_vertex *pvertices; + int num_vertices; +} stbtt__csctx; + +#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0} + +static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y) +{ + if (x > c->max_x || !c->started) c->max_x = x; + if (y > c->max_y || !c->started) c->max_y = y; + if (x < c->min_x || !c->started) c->min_x = x; + if (y < c->min_y || !c->started) c->min_y = y; + c->started = 1; +} + +static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1) +{ + if (c->bounds) { + stbtt__track_vertex(c, x, y); + if (type == STBTT_vcubic) { + stbtt__track_vertex(c, cx, cy); + stbtt__track_vertex(c, cx1, cy1); + } + } else { + stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy); + c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1; + c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1; + } + c->num_vertices++; +} + +static void stbtt__csctx_close_shape(stbtt__csctx *ctx) +{ + if (ctx->first_x != ctx->x || ctx->first_y != ctx->y) + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy) +{ + stbtt__csctx_close_shape(ctx); + ctx->first_x = ctx->x = ctx->x + dx; + ctx->first_y = ctx->y = ctx->y + dy; + stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy) +{ + ctx->x += dx; + ctx->y += dy; + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3) +{ + float cx1 = ctx->x + dx1; + float cy1 = ctx->y + dy1; + float cx2 = cx1 + dx2; + float cy2 = cy1 + dy2; + ctx->x = cx2 + dx3; + ctx->y = cy2 + dy3; + stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2); +} + +static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n) +{ + int count = stbtt__cff_index_count(&idx); + int bias = 107; + if (count >= 33900) + bias = 32768; + else if (count >= 1240) + bias = 1131; + n += bias; + if (n < 0 || n >= count) + return stbtt__new_buf(NULL, 0); + return stbtt__cff_index_get(idx, n); +} + +static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt__buf fdselect = info->fdselect; + int nranges, start, end, v, fmt, fdselector = -1, i; + + stbtt__buf_seek(&fdselect, 0); + fmt = stbtt__buf_get8(&fdselect); + if (fmt == 0) { + // untested + stbtt__buf_skip(&fdselect, glyph_index); + fdselector = stbtt__buf_get8(&fdselect); + } else if (fmt == 3) { + nranges = stbtt__buf_get16(&fdselect); + start = stbtt__buf_get16(&fdselect); + for (i = 0; i < nranges; i++) { + v = stbtt__buf_get8(&fdselect); + end = stbtt__buf_get16(&fdselect); + if (glyph_index >= start && glyph_index < end) { + fdselector = v; + break; + } + start = end; + } + } + if (fdselector == -1) return stbtt__new_buf(NULL, 0); // [DEAR IMGUI] fixed, see #6007 and nothings/stb#1422 + return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); +} + +static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c) +{ + int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0; + int has_subrs = 0, clear_stack; + float s[48]; + stbtt__buf subr_stack[10], subrs = info->subrs, b; + float f; + +#define STBTT__CSERR(s) (0) + + // this currently ignores the initial width value, which isn't needed if we have hmtx + b = stbtt__cff_index_get(info->charstrings, glyph_index); + while (b.cursor < b.size) { + i = 0; + clear_stack = 1; + b0 = stbtt__buf_get8(&b); + switch (b0) { + // @TODO implement hinting + case 0x13: // hintmask + case 0x14: // cntrmask + if (in_header) + maskbits += (sp / 2); // implicit "vstem" + in_header = 0; + stbtt__buf_skip(&b, (maskbits + 7) / 8); + break; + + case 0x01: // hstem + case 0x03: // vstem + case 0x12: // hstemhm + case 0x17: // vstemhm + maskbits += (sp / 2); + break; + + case 0x15: // rmoveto + in_header = 0; + if (sp < 2) return STBTT__CSERR("rmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]); + break; + case 0x04: // vmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("vmoveto stack"); + stbtt__csctx_rmove_to(c, 0, s[sp-1]); + break; + case 0x16: // hmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("hmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-1], 0); + break; + + case 0x05: // rlineto + if (sp < 2) return STBTT__CSERR("rlineto stack"); + for (; i + 1 < sp; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical + // starting from a different place. + + case 0x07: // vlineto + if (sp < 1) return STBTT__CSERR("vlineto stack"); + goto vlineto; + case 0x06: // hlineto + if (sp < 1) return STBTT__CSERR("hlineto stack"); + for (;;) { + if (i >= sp) break; + stbtt__csctx_rline_to(c, s[i], 0); + i++; + vlineto: + if (i >= sp) break; + stbtt__csctx_rline_to(c, 0, s[i]); + i++; + } + break; + + case 0x1F: // hvcurveto + if (sp < 4) return STBTT__CSERR("hvcurveto stack"); + goto hvcurveto; + case 0x1E: // vhcurveto + if (sp < 4) return STBTT__CSERR("vhcurveto stack"); + for (;;) { + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f); + i += 4; + hvcurveto: + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]); + i += 4; + } + break; + + case 0x08: // rrcurveto + if (sp < 6) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x18: // rcurveline + if (sp < 8) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp - 2; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack"); + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + case 0x19: // rlinecurve + if (sp < 8) return STBTT__CSERR("rlinecurve stack"); + for (; i + 1 < sp - 6; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack"); + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x1A: // vvcurveto + case 0x1B: // hhcurveto + if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack"); + f = 0.0; + if (sp & 1) { f = s[i]; i++; } + for (; i + 3 < sp; i += 4) { + if (b0 == 0x1B) + stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0); + else + stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]); + f = 0.0; + } + break; + + case 0x0A: // callsubr + if (!has_subrs) { + if (info->fdselect.size) + subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); + has_subrs = 1; + } + // FALLTHROUGH + case 0x1D: // callgsubr + if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); + v = (int) s[--sp]; + if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit"); + subr_stack[subr_stack_height++] = b; + b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v); + if (b.size == 0) return STBTT__CSERR("subr not found"); + b.cursor = 0; + clear_stack = 0; + break; + + case 0x0B: // return + if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr"); + b = subr_stack[--subr_stack_height]; + clear_stack = 0; + break; + + case 0x0E: // endchar + stbtt__csctx_close_shape(c); + return 1; + + case 0x0C: { // two-byte escape + float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6; + float dx, dy; + int b1 = stbtt__buf_get8(&b); + switch (b1) { + // @TODO These "flex" implementations ignore the flex-depth and resolution, + // and always draw beziers. + case 0x22: // hflex + if (sp < 7) return STBTT__CSERR("hflex stack"); + dx1 = s[0]; + dx2 = s[1]; + dy2 = s[2]; + dx3 = s[3]; + dx4 = s[4]; + dx5 = s[5]; + dx6 = s[6]; + stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0); + break; + + case 0x23: // flex + if (sp < 13) return STBTT__CSERR("flex stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = s[10]; + dy6 = s[11]; + //fd is s[12] + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + case 0x24: // hflex1 + if (sp < 9) return STBTT__CSERR("hflex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dx4 = s[5]; + dx5 = s[6]; + dy5 = s[7]; + dx6 = s[8]; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5)); + break; + + case 0x25: // flex1 + if (sp < 11) return STBTT__CSERR("flex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = dy6 = s[10]; + dx = dx1+dx2+dx3+dx4+dx5; + dy = dy1+dy2+dy3+dy4+dy5; + if (STBTT_fabs(dx) > STBTT_fabs(dy)) + dy6 = -dy; + else + dx6 = -dx; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + default: + return STBTT__CSERR("unimplemented"); + } + } break; + + default: + if (b0 != 255 && b0 != 28 && b0 < 32) + return STBTT__CSERR("reserved operator"); + + // push immediate + if (b0 == 255) { + f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; + } else { + stbtt__buf_skip(&b, -1); + f = (float)(stbtt_int16)stbtt__cff_int(&b); + } + if (sp >= 48) return STBTT__CSERR("push stack overflow"); + s[sp++] = f; + clear_stack = 0; + break; + } + if (clear_stack) sp = 0; + } + return STBTT__CSERR("no endchar"); + +#undef STBTT__CSERR +} + +static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + // runs the charstring twice, once to count and once to output (to avoid realloc) + stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1); + stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0); + if (stbtt__run_charstring(info, glyph_index, &count_ctx)) { + *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata); + output_ctx.pvertices = *pvertices; + if (stbtt__run_charstring(info, glyph_index, &output_ctx)) { + STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices); + return output_ctx.num_vertices; + } + } + *pvertices = NULL; + return 0; +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + stbtt__csctx c = STBTT__CSCTX_INIT(1); + int r = stbtt__run_charstring(info, glyph_index, &c); + if (x0) *x0 = r ? c.min_x : 0; + if (y0) *y0 = r ? c.min_y : 0; + if (x1) *x1 = r ? c.max_x : 0; + if (y1) *y1 = r ? c.max_y : 0; + return r ? c.num_vertices : 0; +} + +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + if (!info->cff.size) + return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices); + else + return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices); +} + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing) +{ + stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34); + if (glyph_index < numOfLongHorMetrics) { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2); + } else { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1)); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics)); + } +} + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info) +{ + stbtt_uint8 *data = info->data + info->kern; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + return ttUSHORT(data+10); +} + +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length) +{ + stbtt_uint8 *data = info->data + info->kern; + int k, length; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + length = ttUSHORT(data+10); + if (table_length < length) + length = table_length; + + for (k = 0; k < length; k++) + { + table[k].glyph1 = ttUSHORT(data+18+(k*6)); + table[k].glyph2 = ttUSHORT(data+20+(k*6)); + table[k].advance = ttSHORT(data+22+(k*6)); + } + + return length; +} + +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint8 *data = info->data + info->kern; + stbtt_uint32 needle, straw; + int l, r, m; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + l = 0; + r = ttUSHORT(data+10) - 1; + needle = glyph1 << 16 | glyph2; + while (l <= r) { + m = (l + r) >> 1; + straw = ttULONG(data+18+(m*6)); // note: unaligned read + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else + return ttSHORT(data+22+(m*6)); + } + return 0; +} + +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) +{ + stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); + switch (coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; + } + } + break; + } + + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; + + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; + } + } + break; + } + + default: return -1; // unsupported + } + + return -1; +} + +static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) +{ + stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); + switch (classDefFormat) + { + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; + + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + break; + } + + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; + + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } + break; + } + + default: + return -1; // Unsupported definition type, return an error. + } + + // "All glyphs not assigned to a class fall into class 0". (OpenType spec) + return 0; +} + +// Define to STBTT_assert(x) if you want to break on unimplemented formats. +#define STBTT_GPOS_TODO_assert(x) + +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint16 lookupListOffset; + stbtt_uint8 *lookupList; + stbtt_uint16 lookupCount; + stbtt_uint8 *data; + stbtt_int32 i, sti; + + if (!info->gpos) return 0; + + data = info->data + info->gpos; + + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 + + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); + + for (i=0; i= pairSetCount) return 0; + + needle=glyph2; + r=pairValueCount-1; + l=0; + + // Binary search. + while (l <= r) { + stbtt_uint16 secondGlyph; + stbtt_uint8 *pairValue; + m = (l + r) >> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } else + return 0; + break; + } + + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats? + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + stbtt_uint8 *class1Records, *class2Records; + stbtt_int16 xAdvance; + + if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed + if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed + + class1Records = table + 16; + class2Records = class1Records + 2 * (glyph1class * class2Count); + xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } else + return 0; + break; + } + + default: + return 0; // Unsupported position format + } + } + } + + return 0; +} + +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) +{ + int xAdvance = 0; + + if (info->gpos) + xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); + else if (info->kern) + xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); + + return xAdvance; +} + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2) +{ + if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs + return 0; + return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2)); +} + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing) +{ + stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing); +} + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap) +{ + if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4); + if (descent) *descent = ttSHORT(info->data+info->hhea + 6); + if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8); +} + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap) +{ + int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); + if (!tab) + return 0; + if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68); + if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70); + if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72); + return 1; +} + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1) +{ + *x0 = ttSHORT(info->data + info->head + 36); + *y0 = ttSHORT(info->data + info->head + 38); + *x1 = ttSHORT(info->data + info->head + 40); + *y1 = ttSHORT(info->data + info->head + 42); +} + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height) +{ + int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6); + return (float) height / fheight; +} + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels) +{ + int unitsPerEm = ttUSHORT(info->data + info->head + 18); + return pixels / unitsPerEm; +} + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) +{ + STBTT_free(v, info->userdata); +} + +STBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl) +{ + int i; + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info); + + int numEntries = ttUSHORT(svg_doc_list); + stbtt_uint8 *svg_docs = svg_doc_list + 2; + + for(i=0; i= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2))) + return svg_doc; + } + return 0; +} + +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg) +{ + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc; + + if (info->svg == 0) + return 0; + + svg_doc = stbtt_FindSVGDoc(info, gl); + if (svg_doc != NULL) { + *svg = (char *) data + info->svg + ttULONG(svg_doc + 4); + return ttULONG(svg_doc + 8); + } else { + return 0; + } +} + +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg) +{ + return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg); +} + +////////////////////////////////////////////////////////////////////////////// +// +// antialiasing software rasterizer +// + +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning + if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) { + // e.g. space character + if (ix0) *ix0 = 0; + if (iy0) *iy0 = 0; + if (ix1) *ix1 = 0; + if (iy1) *iy1 = 0; + } else { + // move to integral bboxes (treating pixels as little squares, what pixels get touched)? + if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x); + if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y); + if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x); + if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y); + } +} + +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1); +} + +////////////////////////////////////////////////////////////////////////////// +// +// Rasterizer + +typedef struct stbtt__hheap_chunk +{ + struct stbtt__hheap_chunk *next; +} stbtt__hheap_chunk; + +typedef struct stbtt__hheap +{ + struct stbtt__hheap_chunk *head; + void *first_free; + int num_remaining_in_head_chunk; +} stbtt__hheap; + +static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata) +{ + if (hh->first_free) { + void *p = hh->first_free; + hh->first_free = * (void **) p; + return p; + } else { + if (hh->num_remaining_in_head_chunk == 0) { + int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); + stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata); + if (c == NULL) + return NULL; + c->next = hh->head; + hh->head = c; + hh->num_remaining_in_head_chunk = count; + } + --hh->num_remaining_in_head_chunk; + return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; + } +} + +static void stbtt__hheap_free(stbtt__hheap *hh, void *p) +{ + *(void **) p = hh->first_free; + hh->first_free = p; +} + +static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata) +{ + stbtt__hheap_chunk *c = hh->head; + while (c) { + stbtt__hheap_chunk *n = c->next; + STBTT_free(c, userdata); + c = n; + } +} + +typedef struct stbtt__edge { + float x0,y0, x1,y1; + int invert; +} stbtt__edge; + + +typedef struct stbtt__active_edge +{ + struct stbtt__active_edge *next; + #if STBTT_RASTERIZER_VERSION==1 + int x,dx; + float ey; + int direction; + #elif STBTT_RASTERIZER_VERSION==2 + float fx,fdx,fdy; + float direction; + float sy; + float ey; + #else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" + #endif +} stbtt__active_edge; + +#if STBTT_RASTERIZER_VERSION == 1 +#define STBTT_FIXSHIFT 10 +#define STBTT_FIX (1 << STBTT_FIXSHIFT) +#define STBTT_FIXMASK (STBTT_FIX-1) + +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + if (!z) return z; + + // round dx down to avoid overshooting + if (dxdy < 0) + z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); + else + z->dx = STBTT_ifloor(STBTT_FIX * dxdy); + + z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount + z->x -= off_x * STBTT_FIX; + + z->ey = e->y1; + z->next = 0; + z->direction = e->invert ? 1 : -1; + return z; +} +#elif STBTT_RASTERIZER_VERSION == 2 +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + //STBTT_assert(e->y0 <= start_point); + if (!z) return z; + z->fdx = dxdy; + z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f; + z->fx = e->x0 + dxdy * (start_point - e->y0); + z->fx -= off_x; + z->direction = e->invert ? 1.0f : -1.0f; + z->sy = e->y0; + z->ey = e->y1; + z->next = 0; + return z; +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#if STBTT_RASTERIZER_VERSION == 1 +// note: this routine clips fills that extend off the edges... ideally this +// wouldn't happen, but it could happen if the truetype glyph bounding boxes +// are wrong, or if the user supplies a too-small bitmap +static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight) +{ + // non-zero winding fill + int x0=0, w=0; + + while (e) { + if (w == 0) { + // if we're currently at zero, we need to record the edge start point + x0 = e->x; w += e->direction; + } else { + int x1 = e->x; w += e->direction; + // if we went to zero, we need to draw + if (w == 0) { + int i = x0 >> STBTT_FIXSHIFT; + int j = x1 >> STBTT_FIXSHIFT; + + if (i < len && j >= 0) { + if (i == j) { + // x0,x1 are the same pixel, so compute combined coverage + scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT); + } else { + if (i >= 0) // add antialiasing for x0 + scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT); + else + i = -1; // clip + + if (j < len) // add antialiasing for x1 + scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT); + else + j = len; // clip + + for (++i; i < j; ++i) // fill pixels between x0 and x1 + scanline[i] = scanline[i] + (stbtt_uint8) max_weight; + } + } + } + } + + e = e->next; + } +} + +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0; + int max_weight = (255 / vsubsample); // weight per vertical scanline + int s; // vertical subsample index + unsigned char scanline_data[512], *scanline; + + if (result->w > 512) + scanline = (unsigned char *) STBTT_malloc(result->w, userdata); + else + scanline = scanline_data; + + y = off_y * vsubsample; + e[n].y0 = (off_y + result->h) * (float) vsubsample + 1; + + while (j < result->h) { + STBTT_memset(scanline, 0, result->w); + for (s=0; s < vsubsample; ++s) { + // find center of pixel for this scanline + float scan_y = y + 0.5f; + stbtt__active_edge **step = &active; + + // update all active edges; + // remove all active edges that terminate before the center of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + z->x += z->dx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + } + + // resort the list if needed + for(;;) { + int changed=0; + step = &active; + while (*step && (*step)->next) { + if ((*step)->x > (*step)->next->x) { + stbtt__active_edge *t = *step; + stbtt__active_edge *q = t->next; + + t->next = q->next; + q->next = t; + *step = q; + changed = 1; + } + step = &(*step)->next; + } + if (!changed) break; + } + + // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline + while (e->y0 <= scan_y) { + if (e->y1 > scan_y) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata); + if (z != NULL) { + // find insertion point + if (active == NULL) + active = z; + else if (z->x < active->x) { + // insert at front + z->next = active; + active = z; + } else { + // find thing to insert AFTER + stbtt__active_edge *p = active; + while (p->next && p->next->x < z->x) + p = p->next; + // at this point, p->next->x is NOT < z->x + z->next = p->next; + p->next = z; + } + } + } + ++e; + } + + // now process all active edges in XOR fashion + if (active) + stbtt__fill_active_edges(scanline, result->w, active, max_weight); + + ++y; + } + STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w); + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} + +#elif STBTT_RASTERIZER_VERSION == 2 + +// the edge passed in here does not cross the vertical line at x or the vertical line at x+1 +// (i.e. it has already been clipped to those) +static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1) +{ + if (y0 == y1) return; + STBTT_assert(y0 < y1); + STBTT_assert(e->sy <= e->ey); + if (y0 > e->ey) return; + if (y1 < e->sy) return; + if (y0 < e->sy) { + x0 += (x1-x0) * (e->sy - y0) / (y1-y0); + y0 = e->sy; + } + if (y1 > e->ey) { + x1 += (x1-x0) * (e->ey - y1) / (y1-y0); + y1 = e->ey; + } + + if (x0 == x) + STBTT_assert(x1 <= x+1); + else if (x0 == x+1) + STBTT_assert(x1 >= x); + else if (x0 <= x) + STBTT_assert(x1 <= x); + else if (x0 >= x+1) + STBTT_assert(x1 >= x+1); + else + STBTT_assert(x1 >= x && x1 <= x+1); + + if (x0 <= x && x1 <= x) + scanline[x] += e->direction * (y1-y0); + else if (x0 >= x+1 && x1 >= x+1) + ; + else { + STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1); + scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position + } +} + +static float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width) +{ + STBTT_assert(top_width >= 0); + STBTT_assert(bottom_width >= 0); + return (top_width + bottom_width) / 2.0f * height; +} + +static float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1) +{ + return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0); +} + +static float stbtt__sized_triangle_area(float height, float width) +{ + return height * width / 2; +} + +static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) +{ + float y_bottom = y_top+1; + + while (e) { + // brute force every pixel + + // compute intersection points with top & bottom + STBTT_assert(e->ey >= y_top); + + if (e->fdx == 0) { + float x0 = e->fx; + if (x0 < len) { + if (x0 >= 0) { + stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom); + stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom); + } else { + stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom); + } + } + } else { + float x0 = e->fx; + float dx = e->fdx; + float xb = x0 + dx; + float x_top, x_bottom; + float sy0,sy1; + float dy = e->fdy; + STBTT_assert(e->sy <= y_bottom && e->ey >= y_top); + + // compute endpoints of line segment clipped to this scanline (if the + // line segment starts on this scanline. x0 is the intersection of the + // line with y_top, but that may be off the line segment. + if (e->sy > y_top) { + x_top = x0 + dx * (e->sy - y_top); + sy0 = e->sy; + } else { + x_top = x0; + sy0 = y_top; + } + if (e->ey < y_bottom) { + x_bottom = x0 + dx * (e->ey - y_top); + sy1 = e->ey; + } else { + x_bottom = xb; + sy1 = y_bottom; + } + + if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) { + // from here on, we don't have to range check x values + + if ((int) x_top == (int) x_bottom) { + float height; + // simple case, only spans one pixel + int x = (int) x_top; + height = (sy1 - sy0) * e->direction; + STBTT_assert(x >= 0 && x < len); + scanline[x] += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f); + scanline_fill[x] += height; // everything right of this pixel is filled + } else { + int x,x1,x2; + float y_crossing, y_final, step, sign, area; + // covers 2+ pixels + if (x_top > x_bottom) { + // flip scanline vertically; signed area is the same + float t; + sy0 = y_bottom - (sy0 - y_top); + sy1 = y_bottom - (sy1 - y_top); + t = sy0, sy0 = sy1, sy1 = t; + t = x_bottom, x_bottom = x_top, x_top = t; + dx = -dx; + dy = -dy; + t = x0, x0 = xb, xb = t; + } + STBTT_assert(dy >= 0); + STBTT_assert(dx >= 0); + + x1 = (int) x_top; + x2 = (int) x_bottom; + // compute intersection with y axis at x1+1 + y_crossing = y_top + dy * (x1+1 - x0); + + // compute intersection with y axis at x2 + y_final = y_top + dy * (x2 - x0); + + // x1 x_top x2 x_bottom + // y_top +------|-----+------------+------------+--------|---+------------+ + // | | | | | | + // | | | | | | + // sy0 | Txxxxx|............|............|............|............| + // y_crossing | *xxxxx.......|............|............|............| + // | | xxxxx..|............|............|............| + // | | /- xx*xxxx........|............|............| + // | | dy < | xxxxxx..|............|............| + // y_final | | \- | xx*xxx.........|............| + // sy1 | | | | xxxxxB...|............| + // | | | | | | + // | | | | | | + // y_bottom +------------+------------+------------+------------+------------+ + // + // goal is to measure the area covered by '.' in each pixel + + // if x2 is right at the right edge of x1, y_crossing can blow up, github #1057 + // @TODO: maybe test against sy1 rather than y_bottom? + if (y_crossing > y_bottom) + y_crossing = y_bottom; + + sign = e->direction; + + // area of the rectangle covered from sy0..y_crossing + area = sign * (y_crossing-sy0); + + // area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing) + scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top); + + // check if final y_crossing is blown up; no test case for this + if (y_final > y_bottom) { + int denom = (x2 - (x1+1)); + y_final = y_bottom; + if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316) + dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom + } + } + + // in second pixel, area covered by line segment found in first pixel + // is always a rectangle 1 wide * the height of that line segment; this + // is exactly what the variable 'area' stores. it also gets a contribution + // from the line segment within it. the THIRD pixel will get the first + // pixel's rectangle contribution, the second pixel's rectangle contribution, + // and its own contribution. the 'own contribution' is the same in every pixel except + // the leftmost and rightmost, a trapezoid that slides down in each pixel. + // the second pixel's contribution to the third pixel will be the + // rectangle 1 wide times the height change in the second pixel, which is dy. + + step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x, + // which multiplied by 1-pixel-width is how much pixel area changes for each step in x + // so the area advances by 'step' every time + + for (x = x1+1; x < x2; ++x) { + scanline[x] += area + step/2; // area of trapezoid is 1*step/2 + area += step; + } + STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down + STBTT_assert(sy1 > y_final-0.01f); + + // area covered in the last pixel is the rectangle from all the pixels to the left, + // plus the trapezoid filled by the line segment in this pixel all the way to the right edge + scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f); + + // the rest of the line is filled based on the total height of the line segment in this pixel + scanline_fill[x2] += sign * (sy1-sy0); + } + } else { + // if edge goes outside of box we're drawing, we require + // clipping logic. since this does not match the intended use + // of this library, we use a different, very slow brute + // force implementation + // note though that this does happen some of the time because + // x_top and x_bottom can be extrapolated at the top & bottom of + // the shape and actually lie outside the bounding box + int x; + for (x=0; x < len; ++x) { + // cases: + // + // there can be up to two intersections with the pixel. any intersection + // with left or right edges can be handled by splitting into two (or three) + // regions. intersections with top & bottom do not necessitate case-wise logic. + // + // the old way of doing this found the intersections with the left & right edges, + // then used some simple logic to produce up to three segments in sorted order + // from top-to-bottom. however, this had a problem: if an x edge was epsilon + // across the x border, then the corresponding y position might not be distinct + // from the other y segment, and it might ignored as an empty segment. to avoid + // that, we need to explicitly produce segments based on x positions. + + // rename variables to clearly-defined pairs + float y0 = y_top; + float x1 = (float) (x); + float x2 = (float) (x+1); + float x3 = xb; + float y3 = y_bottom; + + // x = e->x + e->dx * (y-y_top) + // (y-y_top) = (x - e->x) / e->dx + // y = (x - e->x) / e->dx + y_top + float y1 = (x - x0) / dx + y_top; + float y2 = (x+1 - x0) / dx + y_top; + + if (x0 < x1 && x3 > x2) { // three segments descending down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x1 && x0 > x2) { // three segments descending down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x1 && x3 > x1) { // two segments across x, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x3 < x1 && x0 > x1) { // two segments across x, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else { // one segment + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3); + } + } + } + } + e = e->next; + } +} + +// directly AA rasterize edges w/o supersampling +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0, i; + float scanline_data[129], *scanline, *scanline2; + + STBTT__NOTUSED(vsubsample); + + if (result->w > 64) + scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata); + else + scanline = scanline_data; + + scanline2 = scanline + result->w; + + y = off_y; + e[n].y0 = (float) (off_y + result->h) + 1; + + while (j < result->h) { + // find center of pixel for this scanline + float scan_y_top = y + 0.0f; + float scan_y_bottom = y + 1.0f; + stbtt__active_edge **step = &active; + + STBTT_memset(scanline , 0, result->w*sizeof(scanline[0])); + STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0])); + + // update all active edges; + // remove all active edges that terminate before the top of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y_top) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + step = &((*step)->next); // advance through list + } + } + + // insert all edges that start before the bottom of this scanline + while (e->y0 <= scan_y_bottom) { + if (e->y0 != e->y1) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); + if (z != NULL) { + if (j == 0 && off_y != 0) { + if (z->ey < scan_y_top) { + // this can happen due to subpixel positioning and some kind of fp rounding error i think + z->ey = scan_y_top; + } + } + STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds + // insert at front + z->next = active; + active = z; + } + } + ++e; + } + + // now process all active edges + if (active) + stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top); + + { + float sum = 0; + for (i=0; i < result->w; ++i) { + float k; + int m; + sum += scanline2[i]; + k = scanline[i] + sum; + k = (float) STBTT_fabs(k)*255 + 0.5f; + m = (int) k; + if (m > 255) m = 255; + result->pixels[j*result->stride + i] = (unsigned char) m; + } + } + // advance all the edges + step = &active; + while (*step) { + stbtt__active_edge *z = *step; + z->fx += z->fdx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + + ++y; + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0) + +static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n) +{ + int i,j; + for (i=1; i < n; ++i) { + stbtt__edge t = p[i], *a = &t; + j = i; + while (j > 0) { + stbtt__edge *b = &p[j-1]; + int c = STBTT__COMPARE(a,b); + if (!c) break; + p[j] = p[j-1]; + --j; + } + if (i != j) + p[j] = t; + } +} + +static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n) +{ + /* threshold for transitioning to insertion sort */ + while (n > 12) { + stbtt__edge t; + int c01,c12,c,m,i,j; + + /* compute median of three */ + m = n >> 1; + c01 = STBTT__COMPARE(&p[0],&p[m]); + c12 = STBTT__COMPARE(&p[m],&p[n-1]); + /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ + if (c01 != c12) { + /* otherwise, we'll need to swap something else to middle */ + int z; + c = STBTT__COMPARE(&p[0],&p[n-1]); + /* 0>mid && midn => n; 0 0 */ + /* 0n: 0>n => 0; 0 n */ + z = (c == c12) ? 0 : n-1; + t = p[z]; + p[z] = p[m]; + p[m] = t; + } + /* now p[m] is the median-of-three */ + /* swap it to the beginning so it won't move around */ + t = p[0]; + p[0] = p[m]; + p[m] = t; + + /* partition loop */ + i=1; + j=n-1; + for(;;) { + /* handling of equality is crucial here */ + /* for sentinels & efficiency with duplicates */ + for (;;++i) { + if (!STBTT__COMPARE(&p[i], &p[0])) break; + } + for (;;--j) { + if (!STBTT__COMPARE(&p[0], &p[j])) break; + } + /* make sure we haven't crossed */ + if (i >= j) break; + t = p[i]; + p[i] = p[j]; + p[j] = t; + + ++i; + --j; + } + /* recurse on smaller side, iterate on larger */ + if (j < (n-i)) { + stbtt__sort_edges_quicksort(p,j); + p = p+i; + n = n-i; + } else { + stbtt__sort_edges_quicksort(p+i, n-i); + n = j; + } + } +} + +static void stbtt__sort_edges(stbtt__edge *p, int n) +{ + stbtt__sort_edges_quicksort(p, n); + stbtt__sort_edges_ins_sort(p, n); +} + +typedef struct +{ + float x,y; +} stbtt__point; + +static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata) +{ + float y_scale_inv = invert ? -scale_y : scale_y; + stbtt__edge *e; + int n,i,j,k,m; +#if STBTT_RASTERIZER_VERSION == 1 + int vsubsample = result->h < 8 ? 15 : 5; +#elif STBTT_RASTERIZER_VERSION == 2 + int vsubsample = 1; +#else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + // vsubsample should divide 255 evenly; otherwise we won't reach full opacity + + // now we have to blow out the windings into explicit edge lists + n = 0; + for (i=0; i < windings; ++i) + n += wcount[i]; + + e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel + if (e == 0) return; + n = 0; + + m=0; + for (i=0; i < windings; ++i) { + stbtt__point *p = pts + m; + m += wcount[i]; + j = wcount[i]-1; + for (k=0; k < wcount[i]; j=k++) { + int a=k,b=j; + // skip the edge if horizontal + if (p[j].y == p[k].y) + continue; + // add edge from j to k to the list + e[n].invert = 0; + if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) { + e[n].invert = 1; + a=j,b=k; + } + e[n].x0 = p[a].x * scale_x + shift_x; + e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample; + e[n].x1 = p[b].x * scale_x + shift_x; + e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample; + ++n; + } + } + + // now sort the edges by their highest point (should snap to integer, and then by x) + //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare); + stbtt__sort_edges(e, n); + + // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule + stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata); + + STBTT_free(e, userdata); +} + +static void stbtt__add_point(stbtt__point *points, int n, float x, float y) +{ + if (!points) return; // during first pass, it's unallocated + points[n].x = x; + points[n].y = y; +} + +// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching +static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) +{ + // midpoint + float mx = (x0 + 2*x1 + x2)/4; + float my = (y0 + 2*y1 + y2)/4; + // versus directly drawn line + float dx = (x0+x2)/2 - mx; + float dy = (y0+y2)/2 - my; + if (n > 16) // 65536 segments on one curve better be enough! + return 1; + if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA + stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x2,y2); + *num_points = *num_points+1; + } + return 1; +} + +static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n) +{ + // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough + float dx0 = x1-x0; + float dy0 = y1-y0; + float dx1 = x2-x1; + float dy1 = y2-y1; + float dx2 = x3-x2; + float dy2 = y3-y2; + float dx = x3-x0; + float dy = y3-y0; + float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2)); + float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy); + float flatness_squared = longlen*longlen-shortlen*shortlen; + + if (n > 16) // 65536 segments on one curve better be enough! + return; + + if (flatness_squared > objspace_flatness_squared) { + float x01 = (x0+x1)/2; + float y01 = (y0+y1)/2; + float x12 = (x1+x2)/2; + float y12 = (y1+y2)/2; + float x23 = (x2+x3)/2; + float y23 = (y2+y3)/2; + + float xa = (x01+x12)/2; + float ya = (y01+y12)/2; + float xb = (x12+x23)/2; + float yb = (y12+y23)/2; + + float mx = (xa+xb)/2; + float my = (ya+yb)/2; + + stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x3,y3); + *num_points = *num_points+1; + } +} + +// returns number of contours +static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata) +{ + stbtt__point *points=0; + int num_points=0; + + float objspace_flatness_squared = objspace_flatness * objspace_flatness; + int i,n=0,start=0, pass; + + // count how many "moves" there are to get the contour count + for (i=0; i < num_verts; ++i) + if (vertices[i].type == STBTT_vmove) + ++n; + + *num_contours = n; + if (n == 0) return 0; + + *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata); + + if (*contour_lengths == 0) { + *num_contours = 0; + return 0; + } + + // make two passes through the points so we don't need to realloc + for (pass=0; pass < 2; ++pass) { + float x=0,y=0; + if (pass == 1) { + points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata); + if (points == NULL) goto error; + } + num_points = 0; + n= -1; + for (i=0; i < num_verts; ++i) { + switch (vertices[i].type) { + case STBTT_vmove: + // start the next contour + if (n >= 0) + (*contour_lengths)[n] = num_points - start; + ++n; + start = num_points; + + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x,y); + break; + case STBTT_vline: + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x, y); + break; + case STBTT_vcurve: + stbtt__tesselate_curve(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + case STBTT_vcubic: + stbtt__tesselate_cubic(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].cx1, vertices[i].cy1, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + } + } + (*contour_lengths)[n] = num_points - start; + } + + return points; +error: + STBTT_free(points, userdata); + STBTT_free(*contour_lengths, userdata); + *contour_lengths = 0; + *num_contours = 0; + return NULL; +} + +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata) +{ + float scale = scale_x > scale_y ? scale_y : scale_x; + int winding_count = 0; + int *winding_lengths = NULL; + stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata); + if (windings) { + stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata); + STBTT_free(winding_lengths, userdata); + STBTT_free(windings, userdata); + } +} + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + int ix0,iy0,ix1,iy1; + stbtt__bitmap gbm; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) { + STBTT_free(vertices, info->userdata); + return NULL; + } + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1); + + // now we get the size + gbm.w = (ix1 - ix0); + gbm.h = (iy1 - iy0); + gbm.pixels = NULL; // in case we error + + if (width ) *width = gbm.w; + if (height) *height = gbm.h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + if (gbm.w && gbm.h) { + gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); + if (gbm.pixels) { + gbm.stride = gbm.w; + + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata); + } + } + STBTT_free(vertices, info->userdata); + return gbm.pixels; +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph) +{ + int ix0,iy0; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + stbtt__bitmap gbm; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); + gbm.pixels = output; + gbm.w = out_w; + gbm.h = out_h; + gbm.stride = out_stride; + + if (gbm.w && gbm.h) + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata); + + STBTT_free(vertices, info->userdata); +} + +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) +{ + stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint); +} + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-CRAPPY packing to keep source code small + +static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata) +{ + float scale; + int x,y,bottom_y, i; + stbtt_fontinfo f; + f.userdata = NULL; + if (!stbtt_InitFont(&f, data, offset)) + return -1; + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + x=y=1; + bottom_y = 1; + + scale = stbtt_ScaleForPixelHeight(&f, pixel_height); + + for (i=0; i < num_chars; ++i) { + int advance, lsb, x0,y0,x1,y1,gw,gh; + int g = stbtt_FindGlyphIndex(&f, first_char + i); + stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb); + stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1); + gw = x1-x0; + gh = y1-y0; + if (x + gw + 1 >= pw) + y = bottom_y, x = 1; // advance to next row + if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row + return -i; + STBTT_assert(x+gw < pw); + STBTT_assert(y+gh < ph); + stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g); + chardata[i].x0 = (stbtt_int16) x; + chardata[i].y0 = (stbtt_int16) y; + chardata[i].x1 = (stbtt_int16) (x + gw); + chardata[i].y1 = (stbtt_int16) (y + gh); + chardata[i].xadvance = scale * advance; + chardata[i].xoff = (float) x0; + chardata[i].yoff = (float) y0; + x = x + gw + 1; + if (y+gh+1 > bottom_y) + bottom_y = y+gh+1; + } + return bottom_y; +} + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule) +{ + float d3d_bias = opengl_fillrule ? 0 : -0.5f; + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_bakedchar *b = chardata + char_index; + int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); + int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); + + q->x0 = round_x + d3d_bias; + q->y0 = round_y + d3d_bias; + q->x1 = round_x + b->x1 - b->x0 + d3d_bias; + q->y1 = round_y + b->y1 - b->y0 + d3d_bias; + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// rectangle packing replacement routines if you don't have stb_rect_pack.h +// + +#ifndef STB_RECT_PACK_VERSION + +typedef int stbrp_coord; + +//////////////////////////////////////////////////////////////////////////////////// +// // +// // +// COMPILER WARNING ?!?!? // +// // +// // +// if you get a compile warning due to these symbols being defined more than // +// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h" // +// // +//////////////////////////////////////////////////////////////////////////////////// + +typedef struct +{ + int width,height; + int x,y,bottom_y; +} stbrp_context; + +typedef struct +{ + unsigned char x; +} stbrp_node; + +struct stbrp_rect +{ + stbrp_coord x,y; + int id,w,h,was_packed; +}; + +static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes) +{ + con->width = pw; + con->height = ph; + con->x = 0; + con->y = 0; + con->bottom_y = 0; + STBTT__NOTUSED(nodes); + STBTT__NOTUSED(num_nodes); +} + +static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) +{ + int i; + for (i=0; i < num_rects; ++i) { + if (con->x + rects[i].w > con->width) { + con->x = 0; + con->y = con->bottom_y; + } + if (con->y + rects[i].h > con->height) + break; + rects[i].x = con->x; + rects[i].y = con->y; + rects[i].was_packed = 1; + con->x += rects[i].w; + if (con->y + rects[i].h > con->bottom_y) + con->bottom_y = con->y + rects[i].h; + } + for ( ; i < num_rects; ++i) + rects[i].was_packed = 0; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If +// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy. + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context) +{ + stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context); + int num_nodes = pw - padding; + stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context); + + if (context == NULL || nodes == NULL) { + if (context != NULL) STBTT_free(context, alloc_context); + if (nodes != NULL) STBTT_free(nodes , alloc_context); + return 0; + } + + spc->user_allocator_context = alloc_context; + spc->width = pw; + spc->height = ph; + spc->pixels = pixels; + spc->pack_info = context; + spc->nodes = nodes; + spc->padding = padding; + spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; + spc->h_oversample = 1; + spc->v_oversample = 1; + spc->skip_missing = 0; + + stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); + + if (pixels) + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + + return 1; +} + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc) +{ + STBTT_free(spc->nodes , spc->user_allocator_context); + STBTT_free(spc->pack_info, spc->user_allocator_context); +} + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample) +{ + STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE); + STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE); + if (h_oversample <= STBTT_MAX_OVERSAMPLE) + spc->h_oversample = h_oversample; + if (v_oversample <= STBTT_MAX_OVERSAMPLE) + spc->v_oversample = v_oversample; +} + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip) +{ + spc->skip_missing = skip; +} + +#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1) + +static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_w = w - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < h; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < w; ++i) { + STBTT_assert(pixels[i] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i] = (unsigned char) (total / kernel_width); + } + + pixels += stride_in_bytes; + } +} + +static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_h = h - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < w; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < h; ++i) { + STBTT_assert(pixels[i*stride_in_bytes] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + + pixels += 1; + } +} + +static float stbtt__oversample_shift(int oversample) +{ + if (!oversample) + return 0.0f; + + // The prefilter is a box filter of width "oversample", + // which shifts phase by (oversample - 1)/2 pixels in + // oversampled space. We want to shift in the opposite + // direction to counter this. + return (float)-(oversample - 1) / (2.0f * (float)oversample); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k; + int missing_glyph_added = 0; + + k=0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + ranges[i].h_oversample = (unsigned char) spc->h_oversample; + ranges[i].v_oversample = (unsigned char) spc->v_oversample; + for (j=0; j < ranges[i].num_chars; ++j) { + int x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) { + rects[k].w = rects[k].h = 0; + } else { + stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + &x0,&y0,&x1,&y1); + rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); + rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + if (glyph == 0) + missing_glyph_added = 1; + } + ++k; + } + } + + return k; +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, + output, + out_w - (prefilter_x - 1), + out_h - (prefilter_y - 1), + out_stride, + scale_x, + scale_y, + shift_x, + shift_y, + glyph); + + if (prefilter_x > 1) + stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); + + if (prefilter_y > 1) + stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); + + *sub_x = stbtt__oversample_shift(prefilter_x); + *sub_y = stbtt__oversample_shift(prefilter_y); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k, missing_glyph = -1, return_value = 1; + + // save current values + int old_h_over = spc->h_oversample; + int old_v_over = spc->v_oversample; + + k = 0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + float recip_h,recip_v,sub_x,sub_y; + spc->h_oversample = ranges[i].h_oversample; + spc->v_oversample = ranges[i].v_oversample; + recip_h = 1.0f / spc->h_oversample; + recip_v = 1.0f / spc->v_oversample; + sub_x = stbtt__oversample_shift(spc->h_oversample); + sub_y = stbtt__oversample_shift(spc->v_oversample); + for (j=0; j < ranges[i].num_chars; ++j) { + stbrp_rect *r = &rects[k]; + if (r->was_packed && r->w != 0 && r->h != 0) { + stbtt_packedchar *bc = &ranges[i].chardata_for_range[j]; + int advance, lsb, x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + stbrp_coord pad = (stbrp_coord) spc->padding; + + // pad on left and top + r->x += pad; + r->y += pad; + r->w -= pad; + r->h -= pad; + stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb); + stbtt_GetGlyphBitmapBox(info, glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + &x0,&y0,&x1,&y1); + stbtt_MakeGlyphBitmapSubpixel(info, + spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w - spc->h_oversample+1, + r->h - spc->v_oversample+1, + spc->stride_in_bytes, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + glyph); + + if (spc->h_oversample > 1) + stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->h_oversample); + + if (spc->v_oversample > 1) + stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->v_oversample); + + bc->x0 = (stbtt_int16) r->x; + bc->y0 = (stbtt_int16) r->y; + bc->x1 = (stbtt_int16) (r->x + r->w); + bc->y1 = (stbtt_int16) (r->y + r->h); + bc->xadvance = scale * advance; + bc->xoff = (float) x0 * recip_h + sub_x; + bc->yoff = (float) y0 * recip_v + sub_y; + bc->xoff2 = (x0 + r->w) * recip_h + sub_x; + bc->yoff2 = (y0 + r->h) * recip_v + sub_y; + + if (glyph == 0) + missing_glyph = j; + } else if (spc->skip_missing) { + return_value = 0; + } else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) { + ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph]; + } else { + return_value = 0; // if any fail, report failure + } + + ++k; + } + } + + // restore original values + spc->h_oversample = old_h_over; + spc->v_oversample = old_v_over; + + return return_value; +} + +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects) +{ + stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects); +} + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) +{ + stbtt_fontinfo info; + int i, j, n, return_value; // [DEAR IMGUI] removed = 1; + //stbrp_context *context = (stbrp_context *) spc->pack_info; + stbrp_rect *rects; + + // flag all characters as NOT packed + for (i=0; i < num_ranges; ++i) + for (j=0; j < ranges[i].num_chars; ++j) + ranges[i].chardata_for_range[j].x0 = + ranges[i].chardata_for_range[j].y0 = + ranges[i].chardata_for_range[j].x1 = + ranges[i].chardata_for_range[j].y1 = 0; + + n = 0; + for (i=0; i < num_ranges; ++i) + n += ranges[i].num_chars; + + rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); + if (rects == NULL) + return 0; + + info.userdata = spc->user_allocator_context; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index)); + + n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); + + stbtt_PackFontRangesPackRects(spc, rects, n); + + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); + + STBTT_free(rects, spc->user_allocator_context); + return return_value; +} + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range) +{ + stbtt_pack_range range; + range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range; + range.array_of_unicode_codepoints = NULL; + range.num_chars = num_chars_in_range; + range.chardata_for_range = chardata_for_range; + range.font_size = font_size; + return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); +} + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap) +{ + int i_ascent, i_descent, i_lineGap; + float scale; + stbtt_fontinfo info; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); + scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); + stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); + *ascent = (float) i_ascent * scale; + *descent = (float) i_descent * scale; + *lineGap = (float) i_lineGap * scale; +} + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) +{ + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_packedchar *b = chardata + char_index; + + if (align_to_integer) { + float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f); + float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f); + q->x0 = x; + q->y0 = y; + q->x1 = x + b->xoff2 - b->xoff; + q->y1 = y + b->yoff2 - b->yoff; + } else { + q->x0 = *xpos + b->xoff; + q->y0 = *ypos + b->yoff; + q->x1 = *xpos + b->xoff2; + q->y1 = *ypos + b->yoff2; + } + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// sdf computation +// + +#define STBTT_min(a,b) ((a) < (b) ? (a) : (b)) +#define STBTT_max(a,b) ((a) < (b) ? (b) : (a)) + +static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2]) +{ + float q0perp = q0[1]*ray[0] - q0[0]*ray[1]; + float q1perp = q1[1]*ray[0] - q1[0]*ray[1]; + float q2perp = q2[1]*ray[0] - q2[0]*ray[1]; + float roperp = orig[1]*ray[0] - orig[0]*ray[1]; + + float a = q0perp - 2*q1perp + q2perp; + float b = q1perp - q0perp; + float c = q0perp - roperp; + + float s0 = 0., s1 = 0.; + int num_s = 0; + + if (a != 0.0) { + float discr = b*b - a*c; + if (discr > 0.0) { + float rcpna = -1 / a; + float d = (float) STBTT_sqrt(discr); + s0 = (b+d) * rcpna; + s1 = (b-d) * rcpna; + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) { + if (num_s == 0) s0 = s1; + ++num_s; + } + } + } else { + // 2*b*s + c = 0 + // s = -c / (2*b) + s0 = c / (-2 * b); + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + } + + if (num_s == 0) + return 0; + else { + float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]); + float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; + + float q0d = q0[0]*rayn_x + q0[1]*rayn_y; + float q1d = q1[0]*rayn_x + q1[1]*rayn_y; + float q2d = q2[0]*rayn_x + q2[1]*rayn_y; + float rod = orig[0]*rayn_x + orig[1]*rayn_y; + + float q10d = q1d - q0d; + float q20d = q2d - q0d; + float q0rd = q0d - rod; + + hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d; + hits[0][1] = a*s0+b; + + if (num_s > 1) { + hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d; + hits[1][1] = a*s1+b; + return 2; + } else { + return 1; + } + } +} + +static int equal(float *a, float *b) +{ + return (a[0] == b[0] && a[1] == b[1]); +} + +static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts) +{ + int i; + float orig[2], ray[2] = { 1, 0 }; + float y_frac; + int winding = 0; + + // make sure y never passes through a vertex of the shape + y_frac = (float) STBTT_fmod(y, 1.0f); + if (y_frac < 0.01f) + y += 0.01f; + else if (y_frac > 0.99f) + y -= 0.01f; + + orig[0] = x; + orig[1] = y; + + // test a ray from (-infinity,y) to (x,y) + for (i=0; i < nverts; ++i) { + if (verts[i].type == STBTT_vline) { + int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y; + int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } + if (verts[i].type == STBTT_vcurve) { + int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ; + int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy; + int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ; + int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2)); + int by = STBTT_max(y0,STBTT_max(y1,y2)); + if (y > ay && y < by && x > ax) { + float q0[2],q1[2],q2[2]; + float hits[2][2]; + q0[0] = (float)x0; + q0[1] = (float)y0; + q1[0] = (float)x1; + q1[1] = (float)y1; + q2[0] = (float)x2; + q2[1] = (float)y2; + if (equal(q0,q1) || equal(q1,q2)) { + x0 = (int)verts[i-1].x; + y0 = (int)verts[i-1].y; + x1 = (int)verts[i ].x; + y1 = (int)verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } else { + int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); + if (num_hits >= 1) + if (hits[0][0] < 0) + winding += (hits[0][1] < 0 ? -1 : 1); + if (num_hits >= 2) + if (hits[1][0] < 0) + winding += (hits[1][1] < 0 ? -1 : 1); + } + } + } + } + return winding; +} + +static float stbtt__cuberoot( float x ) +{ + if (x<0) + return -(float) STBTT_pow(-x,1.0f/3.0f); + else + return (float) STBTT_pow( x,1.0f/3.0f); +} + +// x^3 + a*x^2 + b*x + c = 0 +static int stbtt__solve_cubic(float a, float b, float c, float* r) +{ + float s = -a / 3; + float p = b - a*a / 3; + float q = a * (2*a*a - 9*b) / 27 + c; + float p3 = p*p*p; + float d = q*q + 4*p3 / 27; + if (d >= 0) { + float z = (float) STBTT_sqrt(d); + float u = (-q + z) / 2; + float v = (-q - z) / 2; + u = stbtt__cuberoot(u); + v = stbtt__cuberoot(v); + r[0] = s + u + v; + return 1; + } else { + float u = (float) STBTT_sqrt(-p/3); + float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative + float m = (float) STBTT_cos(v); + float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; + r[0] = s + u * 2 * m; + r[1] = s - u * (m + n); + r[2] = s - u * (m - n); + + //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? + //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); + //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); + return 3; + } +} + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + float scale_x = scale, scale_y = scale; + int ix0,iy0,ix1,iy1; + int w,h; + unsigned char *data; + + if (scale == 0) return NULL; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); + + // if empty, return NULL + if (ix0 == ix1 || iy0 == iy1) + return NULL; + + ix0 -= padding; + iy0 -= padding; + ix1 += padding; + iy1 += padding; + + w = (ix1 - ix0); + h = (iy1 - iy0); + + if (width ) *width = w; + if (height) *height = h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + // invert for y-downwards bitmaps + scale_y = -scale_y; + + { + int x,y,i,j; + float *precompute; + stbtt_vertex *verts; + int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); + data = (unsigned char *) STBTT_malloc(w * h, info->userdata); + precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata); + + for (i=0,j=num_verts-1; i < num_verts; j=i++) { + if (verts[i].type == STBTT_vline) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; + float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); + precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; + float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; + float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float len2 = bx*bx + by*by; + if (len2 != 0.0f) + precompute[i] = 1.0f / (bx*bx + by*by); + else + precompute[i] = 0.0f; + } else + precompute[i] = 0.0f; + } + + for (y=iy0; y < iy1; ++y) { + for (x=ix0; x < ix1; ++x) { + float val; + float min_dist = 999999.0f; + float sx = (float) x + 0.5f; + float sy = (float) y + 0.5f; + float x_gspace = (sx / scale_x); + float y_gspace = (sy / scale_y); + + int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path + + for (i=0; i < num_verts; ++i) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + + if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) { + float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; + + float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + // coarse culling against bbox + //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && + // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) + dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + STBTT_assert(i != 0); + if (dist < min_dist) { + // check position along line + // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) + // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) + float dx = x1-x0, dy = y1-y0; + float px = x0-sx, py = y0-sy; + // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy + // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve + float t = -(px*dx + py*dy) / (dx*dx + dy*dy); + if (t >= 0.0f && t <= 1.0f) + min_dist = dist; + } + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y; + float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y; + float box_x0 = STBTT_min(STBTT_min(x0,x1),x2); + float box_y0 = STBTT_min(STBTT_min(y0,y1),y2); + float box_x1 = STBTT_max(STBTT_max(x0,x1),x2); + float box_y1 = STBTT_max(STBTT_max(y0,y1),y2); + // coarse culling against bbox to avoid computing cubic unnecessarily + if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) { + int num=0; + float ax = x1-x0, ay = y1-y0; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float mx = x0 - sx, my = y0 - sy; + float res[3] = {0.f,0.f,0.f}; + float px,py,t,it,dist2; + float a_inv = precompute[i]; + if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula + float a = 3*(ax*bx + ay*by); + float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); + float c = mx*ax+my*ay; + if (a == 0.0) { // if a is 0, it's linear + if (b != 0.0) { + res[num++] = -c/b; + } + } else { + float discriminant = b*b - 4*a*c; + if (discriminant < 0) + num = 0; + else { + float root = (float) STBTT_sqrt(discriminant); + res[0] = (-b - root)/(2*a); + res[1] = (-b + root)/(2*a); + num = 2; // don't bother distinguishing 1-solution case, as code below will still work + } + } + } else { + float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point + float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv; + float d = (mx*ax+my*ay) * a_inv; + num = stbtt__solve_cubic(b, c, d, res); + } + dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { + t = res[0], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) { + t = res[1], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) { + t = res[2], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + } + } + } + if (winding == 0) + min_dist = -min_dist; // if outside the shape, value is negative + val = onedge_value + pixel_dist_scale * min_dist; + if (val < 0) + val = 0; + else if (val > 255) + val = 255; + data[(y-iy0)*w+(x-ix0)] = (unsigned char) val; + } + } + STBTT_free(precompute, info->userdata); + STBTT_free(verts, info->userdata); + } + return data; +} + +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +////////////////////////////////////////////////////////////////////////////// +// +// font name matching -- recommended not to use this +// + +// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string +static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) +{ + stbtt_int32 i=0; + + // convert utf16 to utf8 and compare the results while converting + while (len2) { + stbtt_uint16 ch = s2[0]*256 + s2[1]; + if (ch < 0x80) { + if (i >= len1) return -1; + if (s1[i++] != ch) return -1; + } else if (ch < 0x800) { + if (i+1 >= len1) return -1; + if (s1[i++] != 0xc0 + (ch >> 6)) return -1; + if (s1[i++] != 0x80 + (ch & 0x3f)) return -1; + } else if (ch >= 0xd800 && ch < 0xdc00) { + stbtt_uint32 c; + stbtt_uint16 ch2 = s2[2]*256 + s2[3]; + if (i+3 >= len1) return -1; + c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000; + if (s1[i++] != 0xf0 + (c >> 18)) return -1; + if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1; + s2 += 2; // plus another 2 below + len2 -= 2; + } else if (ch >= 0xdc00 && ch < 0xe000) { + return -1; + } else { + if (i+2 >= len1) return -1; + if (s1[i++] != 0xe0 + (ch >> 12)) return -1; + if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1; + } + s2 += 2; + len2 -= 2; + } + return i; +} + +static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) +{ + return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2); +} + +// returns results in whatever encoding you request... but note that 2-byte encodings +// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID) +{ + stbtt_int32 i,count,stringOffset; + stbtt_uint8 *fc = font->data; + stbtt_uint32 offset = font->fontstart; + stbtt_uint32 nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return NULL; + + count = ttUSHORT(fc+nm+2); + stringOffset = nm + ttUSHORT(fc+nm+4); + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2) + && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) { + *length = ttUSHORT(fc+loc+8); + return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10)); + } + } + return NULL; +} + +static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id) +{ + stbtt_int32 i; + stbtt_int32 count = ttUSHORT(fc+nm+2); + stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4); + + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + stbtt_int32 id = ttUSHORT(fc+loc+6); + if (id == target_id) { + // find the encoding + stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4); + + // is this a Unicode encoding? + if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) { + stbtt_int32 slen = ttUSHORT(fc+loc+8); + stbtt_int32 off = ttUSHORT(fc+loc+10); + + // check if there's a prefix match + stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen); + if (matchlen >= 0) { + // check for target_id+1 immediately following, with same encoding & language + if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) { + slen = ttUSHORT(fc+loc+12+8); + off = ttUSHORT(fc+loc+12+10); + if (slen == 0) { + if (matchlen == nlen) + return 1; + } else if (matchlen < nlen && name[matchlen] == ' ') { + ++matchlen; + if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen)) + return 1; + } + } else { + // if nothing immediately following + if (matchlen == nlen) + return 1; + } + } + } + + // @TODO handle other encodings + } + } + return 0; +} + +static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags) +{ + stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name); + stbtt_uint32 nm,hd; + if (!stbtt__isfont(fc+offset)) return 0; + + // check italics/bold/underline flags in macStyle... + if (flags) { + hd = stbtt__find_table(fc, offset, "head"); + if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0; + } + + nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return 0; + + if (flags) { + // if we checked the macStyle flags, then just check the family and ignore the subfamily + if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } else { + if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } + + return 0; +} + +static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags) +{ + stbtt_int32 i; + for (i=0;;++i) { + stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i); + if (off < 0) return off; + if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags)) + return off; + } +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, + float pixel_height, unsigned char *pixels, int pw, int ph, + int first_char, int num_chars, stbtt_bakedchar *chardata) +{ + return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata); +} + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index) +{ + return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); +} + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data) +{ + return stbtt_GetNumberOfFonts_internal((unsigned char *) data); +} + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset) +{ + return stbtt_InitFont_internal(info, (unsigned char *) data, offset); +} + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags) +{ + return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags); +} + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2) +{ + return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif // STB_TRUETYPE_IMPLEMENTATION + + +// FULL VERSION HISTORY +// +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) allow user-defined fabs() replacement +// fix memory leak if fontsize=0.0 +// fix warning from duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// allow PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// 1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine) +// also more precise AA rasterizer, except if shapes overlap +// remove need for STBTT_sort +// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC +// 1.04 (2015-04-15) typo in example +// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes +// 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++ +// 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match +// non-oversampled; STBTT_POINT_SIZE for packed case only +// 1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling +// 0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg) +// 0.9 (2014-08-07) support certain mac/iOS fonts without an MS platformID +// 0.8b (2014-07-07) fix a warning +// 0.8 (2014-05-25) fix a few more warnings +// 0.7 (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back +// 0.6c (2012-07-24) improve documentation +// 0.6b (2012-07-20) fix a few more warnings +// 0.6 (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels, +// stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty +// 0.5 (2011-12-09) bugfixes: +// subpixel glyph renderer computed wrong bounding box +// first vertex of shape can be off-curve (FreeSans) +// 0.4b (2011-12-03) fixed an error in the font baking example +// 0.4 (2011-12-01) kerning, subpixel rendering (tor) +// bugfixes for: +// codepoint-to-glyph conversion using table fmt=12 +// codepoint-to-glyph conversion using table fmt=4 +// stbtt_GetBakedQuad with non-square texture (Zer) +// updated Hello World! sample to use kerning and subpixel +// fixed some warnings +// 0.3 (2009-06-24) cmap fmt=12, compound shapes (MM) +// userdata, malloc-from-userdata, non-zero fill (stb) +// 0.2 (2009-03-11) Fix unsigned/signed char warnings +// 0.1 (2009-03-09) First public release +// + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ From e69c75bf7fa4c8423f79957b3f8257e76b5020dc Mon Sep 17 00:00:00 2001 From: icex2 Date: Sat, 8 Feb 2025 23:14:25 +0100 Subject: [PATCH 082/118] fix: Add missing hook_table_revert function The function signature was already defined in the header but the implementation in the module missing --- src/main/hook/table.c | 28 ++++++++++++++++++++++++++++ 1 file changed, 28 insertions(+) diff --git a/src/main/hook/table.c b/src/main/hook/table.c index ed67b3b..4005f0e 100644 --- a/src/main/hook/table.c +++ b/src/main/hook/table.c @@ -101,6 +101,34 @@ static void hook_table_apply_to_iid( } } +static void hook_table_revert_to_iid( + HMODULE target, + const pe_iid_t *iid, + const struct hook_symbol *syms, + size_t nsyms) +{ + struct pe_iat_entry iate; + size_t i; + size_t j; + const struct hook_symbol *sym; + + i = 0; + + while (pe_iid_get_iat_entry(target, iid, i++, &iate) == S_OK) { + for (j = 0; j < nsyms; j++) { + sym = &syms[j]; + + if (hook_table_match_proc(&iate, sym)) { + // Only revert-able if the original pointer was stored + // previously + if (sym->link != NULL && *sym->link != NULL) { + pe_patch(iate.ppointer, sym->link, sizeof(*sym->link)); + } + } + } + } +} + static bool hook_table_match_module( HMODULE target, const char *iid_name, const char *depname) { From 83621fa5d52cae2b36b9b6242ddc27c6eb19fd20 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sat, 8 Feb 2025 23:14:25 +0100 Subject: [PATCH 083/118] fix: Add missing hook_table_revert function The function signature was already defined in the header but the implementation in the module missing --- src/main/hook/table.c | 27 +++++++++++++++++++++++++++ 1 file changed, 27 insertions(+) diff --git a/src/main/hook/table.c b/src/main/hook/table.c index ed67b3b..a88ff21 100644 --- a/src/main/hook/table.c +++ b/src/main/hook/table.c @@ -101,6 +101,33 @@ static void hook_table_apply_to_iid( } } +static void hook_table_revert_to_iid( + HMODULE target, + const pe_iid_t *iid, + const struct hook_symbol *syms, + size_t nsyms) +{ + struct pe_iat_entry iate; + size_t i; + size_t j; + const struct hook_symbol *sym; + + i = 0; + + while (pe_iid_get_iat_entry(target, iid, i++, &iate) == S_OK) { + for (j = 0; j < nsyms; j++) { + sym = &syms[j]; + + if (hook_table_match_proc(&iate, sym)) { + // Only revert-able if the original pointer was stored previously + if (sym->link != NULL && *sym->link != NULL) { + pe_patch(iate.ppointer, sym->link, sizeof(*sym->link)); + } + } + } + } +} + static bool hook_table_match_module( HMODULE target, const char *iid_name, const char *depname) { From 95f792f655468ec21f97e0992a50374f6c458664 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sat, 8 Feb 2025 23:18:16 +0100 Subject: [PATCH 084/118] feat: Add bt d3d9 hook specific imgui overlay MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit For now, we focus on internal overlays for bemanitools that hook into an existing d3d9 context. The current abstraction is fairly thin and should be fine as a start. Implementations are called “components” and hook up with a single frame_update function to execute and logic and drawing updates with imgui --- Module.mk | 2 + src/main/imgui-bt/Module.mk | 10 ++ src/main/imgui-bt/cimgui.h | 10 ++ src/main/imgui-bt/component.h | 12 +++ src/main/imgui-bt/imgui-d3d9-hook.c | 143 ++++++++++++++++++++++++++++ src/main/imgui-bt/imgui-d3d9-hook.h | 13 +++ 6 files changed, 190 insertions(+) create mode 100644 src/main/imgui-bt/Module.mk create mode 100644 src/main/imgui-bt/cimgui.h create mode 100644 src/main/imgui-bt/component.h create mode 100644 src/main/imgui-bt/imgui-d3d9-hook.c create mode 100644 src/main/imgui-bt/imgui-d3d9-hook.h diff --git a/Module.mk b/Module.mk index 2a948a8..15c7923 100644 --- a/Module.mk +++ b/Module.mk @@ -159,6 +159,8 @@ include src/main/iidxio-ezusb/Module.mk include src/main/iidxio-ezusb2/Module.mk include src/main/iidxio/Module.mk include src/main/iidxiotest/Module.mk +include src/main/imgui/Module.mk +include src/main/imgui-bt/Module.mk include src/main/inject/Module.mk include src/main/jbio-magicbox/Module.mk include src/main/jbio-p4io/Module.mk diff --git a/src/main/imgui-bt/Module.mk b/src/main/imgui-bt/Module.mk new file mode 100644 index 0000000..fcf1676 --- /dev/null +++ b/src/main/imgui-bt/Module.mk @@ -0,0 +1,10 @@ +libs += imgui-bt + +libs_imgui-bt := \ + hook \ + hooklib \ + util \ + imgui \ + +src_imgui-bt := \ + imgui-d3d9-hook.c \ diff --git a/src/main/imgui-bt/cimgui.h b/src/main/imgui-bt/cimgui.h new file mode 100644 index 0000000..75b8f3e --- /dev/null +++ b/src/main/imgui-bt/cimgui.h @@ -0,0 +1,10 @@ +#ifndef IMGUI_BT_CIMGUI_H +#define IMGUI_BT_CIMGUI_H + +// Comprehensive header file for including cimgui correctly for integration in this project +#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#include "imgui/cimgui.h" +#include "imgui/cimgui_impl_dx9.h" +#include "imgui/cimgui_impl_win32.h" + +#endif \ No newline at end of file diff --git a/src/main/imgui-bt/component.h b/src/main/imgui-bt/component.h new file mode 100644 index 0000000..fc479a8 --- /dev/null +++ b/src/main/imgui-bt/component.h @@ -0,0 +1,12 @@ +#ifndef IMGUI_BT_COMPONENT_H +#define IMGUI_BT_COMPONENT_H + +#include "imgui-bt/cimgui.h" + +typedef void (*imgui_bt_component_frame_update_t)(ImGuiContext *ctx); + +typedef struct imgui_bt_component { + imgui_bt_component_frame_update_t frame_update; +} imgui_bt_component_t; + +#endif diff --git a/src/main/imgui-bt/imgui-d3d9-hook.c b/src/main/imgui-bt/imgui-d3d9-hook.c new file mode 100644 index 0000000..6f230fc --- /dev/null +++ b/src/main/imgui-bt/imgui-d3d9-hook.c @@ -0,0 +1,143 @@ +#define LOG_MODULE "imgui-d3d9-hook" + +#include "hook/d3d9.h" +#include "hook/table.h" + +#include "imgui-bt/cimgui.h" +#include "imgui-bt/component.h" + +#include "util/defs.h" +#include "util/log.h" +#include "util/mem.h" + +typedef LRESULT WINAPI (*RegisterClassA_t)(WNDCLASSA *lpwcx); +typedef LRESULT WINAPI (*WndProc_t)(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +static LRESULT WINAPI _imgui_d3d9_hook_RegisterClassA(WNDCLASSA *lpwcx); + +static bool _imgui_d3d9_hook_initialized; +static ImGuiContext *_imgui_d3d9_hook_imgui_ctx; +static RegisterClassA_t _imgui_d3d9_hook_original_RegisterClassA; +static WndProc_t _imgui_d3d9_hook_original_wndproc; +static imgui_bt_component_t *_imgui_d3d9_hook_components; +static size_t _imgui_d3d9_hook_component_count; + +static const struct hook_symbol _imgui_d3d9_hook_syms[] = { + {.name = "RegisterClassA", + .patch = _imgui_d3d9_hook_RegisterClassA, + .link = (void **) &_imgui_d3d9_hook_original_RegisterClassA}, +}; + +CIMGUI_API LRESULT igImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +static LRESULT WINAPI _imgui_d3d9_hook_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + LRESULT result; + + result = igImplWin32_WndProcHandler(hWnd, msg, wParam, lParam); + + if (result) { + return result; + } + + return _imgui_d3d9_hook_original_wndproc(hWnd, msg, wParam, lParam); +} + +static LRESULT WINAPI _imgui_d3d9_hook_RegisterClassA(WNDCLASSA *lpwcx) +{ + log_info("Swapping out WndProc handler for wrapper handler in RegisterClassA %s", lpwcx->lpszClassName); + + _imgui_d3d9_hook_original_wndproc = lpwcx->lpfnWndProc; + lpwcx->lpfnWndProc = _imgui_d3d9_hook_WndProc; + + return _imgui_d3d9_hook_original_RegisterClassA(lpwcx); +} + +void imgui_d3d9_hook_init(const imgui_bt_component_t *components, size_t component_count) +{ + ImGuiIO *io; + ImGuiStyle* style; + + log_assert(components); + log_assert(component_count > 0); + + _imgui_d3d9_hook_components = (imgui_bt_component_t *) xmalloc(component_count * sizeof(imgui_bt_component_t)); + memcpy(_imgui_d3d9_hook_components, components, component_count * sizeof(imgui_bt_component_t)); + _imgui_d3d9_hook_component_count = component_count; + + _imgui_d3d9_hook_imgui_ctx = igCreateContext(NULL); + io = igGetIO(); + + io->ConfigFlags = ImGuiConfigFlags_NavEnableKeyboard + | ImGuiConfigFlags_DockingEnable + | ImGuiConfigFlags_ViewportsEnable; + + io->MouseDrawCursor = true; + io->IniFilename = NULL; + io->FontAllowUserScaling = true; + + hook_table_apply(NULL, "user32.dll", _imgui_d3d9_hook_syms, lengthof(_imgui_d3d9_hook_syms)); + + // Setup style + style = igGetStyle(); + style->Colors[ImGuiCol_WindowBg] = (ImVec4){0.0f, 0.0f, 0.0f, 1.0f}; + style->Colors[ImGuiCol_PlotLines] = (ImVec4){1.0f, 1.0f, 0.0f, 1.0f}; + + _imgui_d3d9_hook_initialized = true; +} + +void imgui_d3d9_hook_fini() +{ + hook_table_revert(NULL, "user32.dll", _imgui_d3d9_hook_syms, lengthof(_imgui_d3d9_hook_syms)); + + igImplDX9_Shutdown(); + igImplWin32_Shutdown(); + igDestroyContext(NULL); + + _imgui_d3d9_hook_initialized = false; +} + +HRESULT imgui_hook_d3d9_irp_handler(struct hook_d3d9_irp *irp) +{ + HRESULT hr; + + log_assert(irp); + + if (!_imgui_d3d9_hook_initialized) { + return hook_d3d9_irp_invoke_next(irp); + } + + switch (irp->op) { + case HOOK_D3D9_IRP_OP_CTX_CREATE_DEVICE: + hr = hook_d3d9_irp_invoke_next(irp); + + if (hr == S_OK) { + igImplWin32_Init(irp->args.ctx_create_device.hwnd); + igImplDX9_Init(*irp->args.ctx_create_device.pdev); + } + + return hr; + + case HOOK_D3D9_IRP_OP_DEV_BEGIN_SCENE: + igImplDX9_NewFrame(); + igImplWin32_NewFrame(); + igNewFrame(); + + for (size_t i = 0; i < _imgui_d3d9_hook_component_count; i++) { + _imgui_d3d9_hook_components[i].frame_update(_imgui_d3d9_hook_imgui_ctx); + } + + return hook_d3d9_irp_invoke_next(irp); + + case HOOK_D3D9_IRP_OP_DEV_END_SCENE: + igRender(); + igImplDX9_RenderDrawData(igGetDrawData()); + + return hook_d3d9_irp_invoke_next(irp); + + default: + return hook_d3d9_irp_invoke_next(irp); + } + + log_fatal("Illegal state"); +} \ No newline at end of file diff --git a/src/main/imgui-bt/imgui-d3d9-hook.h b/src/main/imgui-bt/imgui-d3d9-hook.h new file mode 100644 index 0000000..59e0f0e --- /dev/null +++ b/src/main/imgui-bt/imgui-d3d9-hook.h @@ -0,0 +1,13 @@ +#ifndef IMGUI_D3D9_HOOK_H +#define IMGUI_D3D9_HOOK_H + +#include "hook/d3d9.h" + +#include "imgui-bt/component.h" + +void imgui_d3d9_hook_init(const imgui_bt_component_t *components, size_t component_count); +void imgui_d3d9_hook_fini(); + +HRESULT imgui_hook_d3d9_irp_handler(struct hook_d3d9_irp *irp); + +#endif \ No newline at end of file From 2b08a0cc1a5e66ddc2081562fef18c222d0418c7 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sat, 8 Feb 2025 23:20:31 +0100 Subject: [PATCH 085/118] feat: Add frame time performance graph imgui overlay MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit A overlay window showing the a frame time graph with the current frame time, ~10 seconds of history as well as reference lines for the current avg. and a configurable target frame time. This is considered a debug tool to support in any efforts that are related to understanding current frame times of the games. More specifically this can be used to asses impact of any bemanitools hooking to the game’s main (render) loop. --- Module.mk | 3 + src/main/imgui-debug/Module.mk | 10 + src/main/imgui-debug/frame-perf-graph.c | 258 ++++++++++++++++++++++++ src/main/imgui-debug/frame-perf-graph.h | 10 + src/main/imgui-debug/time-history.c | 63 ++++++ src/main/imgui-debug/time-history.h | 23 +++ 6 files changed, 367 insertions(+) create mode 100644 src/main/imgui-debug/Module.mk create mode 100644 src/main/imgui-debug/frame-perf-graph.c create mode 100644 src/main/imgui-debug/frame-perf-graph.h create mode 100644 src/main/imgui-debug/time-history.c create mode 100644 src/main/imgui-debug/time-history.h diff --git a/Module.mk b/Module.mk index 2a948a8..6308b7f 100644 --- a/Module.mk +++ b/Module.mk @@ -159,6 +159,9 @@ include src/main/iidxio-ezusb/Module.mk include src/main/iidxio-ezusb2/Module.mk include src/main/iidxio/Module.mk include src/main/iidxiotest/Module.mk +include src/main/imgui/Module.mk +include src/main/imgui-bt/Module.mk +include src/main/imgui-debug/Module.mk include src/main/inject/Module.mk include src/main/jbio-magicbox/Module.mk include src/main/jbio-p4io/Module.mk diff --git a/src/main/imgui-debug/Module.mk b/src/main/imgui-debug/Module.mk new file mode 100644 index 0000000..5a4073f --- /dev/null +++ b/src/main/imgui-debug/Module.mk @@ -0,0 +1,10 @@ +libs += imgui-debug + +libs_imgui-debug := \ + imgui-bt \ + imgui \ + util \ + +src_imgui-debug := \ + frame-perf-graph.c \ + time-history.c \ diff --git a/src/main/imgui-debug/frame-perf-graph.c b/src/main/imgui-debug/frame-perf-graph.c new file mode 100644 index 0000000..9228f96 --- /dev/null +++ b/src/main/imgui-debug/frame-perf-graph.c @@ -0,0 +1,258 @@ +#include + +#include "imgui-bt/cimgui.h" + +#include "imgui-debug/frame-perf-graph.h" +#include "imgui-debug/time-history.h" + +#include "util/log.h" + +typedef struct imgui_debug_frame_perf_graph { + float target_time_ms; + float y_axis_min_time_ms; + float y_axis_max_time_ms; +} imgui_debug_frame_perf_graph_t; + +static const ImVec2 WINDOW_MIN_SIZE = {320, 240}; + +static imgui_debug_time_history_t _imgui_debug_frame_perf_graph_history; +static imgui_debug_frame_perf_graph_t _imgui_debug_frame_perf_graph; + +static void _imgui_debug_frame_perf_graph_draw( + imgui_debug_frame_perf_graph_t *graph, + const imgui_debug_time_history_t *history) +{ + float current_value; + ImVec2 window_size; + static bool show_labels = true; + static bool show_target_line = true; + static bool show_avg_line = true; + + log_assert(history); + + current_value = imgui_debug_time_history_recent_value_get(history); + + igSetNextWindowSize(WINDOW_MIN_SIZE, ImGuiCond_FirstUseEver); + igSetNextWindowSizeConstraints(WINDOW_MIN_SIZE, igGetIO()->DisplaySize, NULL, NULL); + + igBegin("Frame Time Graph", NULL, ImGuiWindowFlags_MenuBar); + + // Add menu bar + if (igBeginMenuBar()) { + if (igBeginMenu("Settings", true)) { + igPushItemWidth(110); + + float min_time_slider = graph->y_axis_min_time_ms; + float max_time_slider = graph->y_axis_max_time_ms; + float target_time_input = graph->target_time_ms; + + if (igDragFloat("y-axis min time (ms)", &min_time_slider, 0.1f, 0.1f, max_time_slider - 0.1f, "%.1f", ImGuiSliderFlags_None)) { + graph->y_axis_min_time_ms = min_time_slider; + } + + if (igDragFloat("y-axis max time (ms)", &max_time_slider, 0.1f, min_time_slider + 0.1f, 100.0f, "%.1f", ImGuiSliderFlags_None)) { + graph->y_axis_max_time_ms = max_time_slider; + } + + if (igInputFloat("Target time reference (ms)", &target_time_input, 0.0f, 0.0f, "%.3f", ImGuiInputTextFlags_EnterReturnsTrue)) { + if (target_time_input >= 0.1f && target_time_input <= 100.0f) { + graph->target_time_ms = target_time_input; + } else { + target_time_input = graph->target_time_ms; + } + } + + igCheckbox("Show reference line labels", &show_labels); + igCheckbox("Show target reference line", &show_target_line); + igCheckbox("Show average reference line", &show_avg_line); + + if (igButton("Focus on average", (ImVec2){0, 0})) { + // Convert +/- 10 fps around average to milliseconds + float avg_fps = 1000.0f / history->avg_time_ms; + graph->y_axis_min_time_ms = 1000.0f / (avg_fps + 10.0f); + graph->y_axis_max_time_ms = 1000.0f / fmaxf(avg_fps - 10.0f, 1.0f); + } + + igSameLine(0, -1); + + if (igButton("Focus on target", (ImVec2){0, 0})) { + // Convert +/- 10 fps around target to milliseconds + float target_fps = 1000.0f / graph->target_time_ms; + graph->y_axis_min_time_ms = 1000.0f / (target_fps + 10.0f); + graph->y_axis_max_time_ms = 1000.0f / fmaxf(target_fps - 10.0f, 1.0f); + } + + igPopItemWidth(); + igEndMenu(); + } + igEndMenuBar(); + } + + igGetContentRegionAvail(&window_size); + + igPushStyleColor_Vec4(ImGuiCol_Text, (ImVec4){1, 1, 0, 1}); + igText("Now %.3f ms", current_value); + igPopStyleColor(1); + igSameLine(0, -1); + igPushStyleColor_Vec4(ImGuiCol_Text, (ImVec4){1, 0, 0, 1}); + igText("Target %.3f ms", graph->target_time_ms); + igPopStyleColor(1); + igPushStyleColor_Vec4(ImGuiCol_Text, (ImVec4){0, 1, 0, 1}); + igText("Avg %.3f ms", history->avg_time_ms); + igPopStyleColor(1); + igSameLine(0, -1); + igText(" Min %.3f ms Max %.3f ms", history->min_time_ms, history->max_time_ms); + + // Setup plot area using actual window size, with extra space at top for "ms" label + ImVec2 plot_pos; + igGetCursorScreenPos(&plot_pos); + plot_pos.y += 15; // Add space at top for "ms" label + ImVec2 plot_size = {window_size.x - 50, window_size.y - 65}; // Adjusted for extra top space + + // Plot frame times in ms + ImVec2 plot_pos_offset = {plot_pos.x + 50, plot_pos.y}; + igSetCursorScreenPos(plot_pos_offset); + + igPlotLines_FloatPtr("##framegraph", + history->time_values_ms, + history->size, + history->current_index, + "", + graph->y_axis_min_time_ms, + graph->y_axis_max_time_ms, + plot_size, + sizeof(float)); + + // Draw Y axis (ms) + ImDrawList* draw_list = igGetWindowDrawList(); + char y_label[32]; + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y}, + (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), 1.0f); + + // Draw "ms" label at top of y-axis + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, plot_pos.y - 15}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), "ms", NULL); + + // Scale number of reference points based on plot height + int num_reference_points = (int)(plot_size.y / 25); // One point per ~40 pixels + if (num_reference_points < 4) num_reference_points = 4; + + float time_min = graph->y_axis_min_time_ms; + float time_max = graph->y_axis_max_time_ms; + float time_step = (time_max - time_min) / (num_reference_points + 1); + + // Draw min time value at top of y-axis and reference line + snprintf(y_label, sizeof(y_label), "%.2f", time_min); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, plot_pos.y + plot_size.y - 10}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), y_label, NULL); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y}, + (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y + plot_size.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,0.3f}), 1.0f); + + // Draw reference points and lines on side of y-axis + for (int i = 1; i <= num_reference_points; i++) { + float value = time_max - (time_step * i); + float normalized_pos = (time_max - value) / (time_max - time_min); + float y_pos = plot_pos.y + (plot_size.y * normalized_pos); + snprintf(y_label, sizeof(y_label), "%.2f", value); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, y_pos - 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), y_label, NULL); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, y_pos}, + (ImVec2){plot_pos.x + plot_size.x + 50, y_pos}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,0.2f}), 1.0f); + } + + // Draw max time value at bottom of y-axis and reference line + snprintf(y_label, sizeof(y_label), "%.2f", time_max); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, plot_pos.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), y_label, NULL); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y}, + (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,0.3f}), 1.0f); + + // Draw target frame time reference line if within plot area + if (show_target_line && graph->target_time_ms >= time_min && graph->target_time_ms <= time_max) { + float normalized_target = (time_max - graph->target_time_ms) / (time_max - time_min); + float y_pos_target = plot_pos.y + (plot_size.y * normalized_target); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, y_pos_target}, + (ImVec2){plot_pos.x + plot_size.x + 50, y_pos_target}, + igColorConvertFloat4ToU32((ImVec4){1,0,0,1.0f}), 1.0f); + if (show_labels) { + snprintf(y_label, sizeof(y_label), "%.3f", graph->target_time_ms); + ImDrawList_AddText_Vec2(draw_list, + (ImVec2){plot_pos.x + 50 + plot_size.x/2 - 10, y_pos_target + 5}, + igColorConvertFloat4ToU32((ImVec4){1,0,0,1}), y_label, NULL); + } + } + + // Draw reference line for current average if within plot area + if (show_avg_line && history->avg_time_ms >= time_min && history->avg_time_ms <= time_max) { + float normalized_avg = (time_max - history->avg_time_ms) / (time_max - time_min); + float y_pos_avg = plot_pos.y + (plot_size.y * normalized_avg); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, y_pos_avg}, + (ImVec2){plot_pos.x + plot_size.x + 50, y_pos_avg}, + igColorConvertFloat4ToU32((ImVec4){0,1,0,1.0f}), 1.0f); + if (show_labels) { + snprintf(y_label, sizeof(y_label), "%.3f", history->avg_time_ms); + ImDrawList_AddText_Vec2(draw_list, + (ImVec2){plot_pos.x + 50 + plot_size.x/2 - 10, y_pos_avg + 5}, + igColorConvertFloat4ToU32((ImVec4){0,1,0,1}), y_label, NULL); + } + } + + // Draw X axis (time in frames) + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y}, + (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y + plot_size.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), 1.0f); + + // Draw "frames" label centered on x-axis + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 50 + (plot_size.x / 2) - 20, plot_pos.y + plot_size.y + 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), "frames ago", NULL); + + char x_label[32]; + snprintf(x_label, sizeof(x_label), "%d", history->size); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y + 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), x_label, NULL); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y + plot_size.y + 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), "0", NULL); + + igEnd(); +} + +static void _imgui_debug_frame_perf_graph_component_frame_update(ImGuiContext *ctx) +{ + ImGuiIO *io; + + log_assert(ctx); + + igSetCurrentContext(ctx); + io = igGetIO(); + + imgui_debug_time_history_update(&_imgui_debug_frame_perf_graph_history, 1000.0f / io->Framerate); + + _imgui_debug_frame_perf_graph_draw(&_imgui_debug_frame_perf_graph, &_imgui_debug_frame_perf_graph_history); +} + +void imgui_debug_frame_perf_graph_init( + float target_fps, + imgui_bt_component_t *component) +{ + log_assert(target_fps > 0.0f); + log_assert(component); + + imgui_debug_time_history_init(ceilf(10 * target_fps), &_imgui_debug_frame_perf_graph_history); + + _imgui_debug_frame_perf_graph.target_time_ms = 1000.0f / target_fps; + _imgui_debug_frame_perf_graph.y_axis_min_time_ms = 1000.0f / fmaxf(0.0f, target_fps - 20.0f); + _imgui_debug_frame_perf_graph.y_axis_max_time_ms = 1000.0f / fminf(target_fps + 20.0f, 1000.0f); + + component->frame_update = _imgui_debug_frame_perf_graph_component_frame_update; +} \ No newline at end of file diff --git a/src/main/imgui-debug/frame-perf-graph.h b/src/main/imgui-debug/frame-perf-graph.h new file mode 100644 index 0000000..e2040a0 --- /dev/null +++ b/src/main/imgui-debug/frame-perf-graph.h @@ -0,0 +1,10 @@ +#ifndef IMGUI_DEBUG_FRAME_PERF_GRAPH_H +#define IMGUI_DEBUG_FRAME_PERF_GRAPH_H + +#include "imgui-bt/component.h" + +void imgui_debug_frame_perf_graph_init( + float target_fps, + imgui_bt_component_t *component); + +#endif \ No newline at end of file diff --git a/src/main/imgui-debug/time-history.c b/src/main/imgui-debug/time-history.c new file mode 100644 index 0000000..000320f --- /dev/null +++ b/src/main/imgui-debug/time-history.c @@ -0,0 +1,63 @@ +#include +#include + +#include "time-history.h" + +#include "util/log.h" +#include "util/mem.h" + +void imgui_debug_time_history_init(uint32_t size, imgui_debug_time_history_t *history) +{ + log_assert(size > 0); + log_assert(history); + + memset(history, 0, sizeof(imgui_debug_time_history_t)); + + history->size = size; + history->time_values_ms = (float *) xmalloc(size * sizeof(float)); +} + +void imgui_debug_time_history_update(imgui_debug_time_history_t *history, float time_ms) +{ + log_assert(history); + + history->time_values_ms[history->current_index] = time_ms; + history->current_index = (history->current_index + 1) % history->size; + + history->min_time_ms = history->time_values_ms[0]; + history->max_time_ms = history->time_values_ms[0]; + history->avg_time_ms = 0; + + for (uint32_t i = 0; i < history->size; i++) { + if (history->time_values_ms[i] < history->min_time_ms) { + history->min_time_ms = history->time_values_ms[i]; + } + + if (history->time_values_ms[i] > history->max_time_ms) { + history->max_time_ms = history->time_values_ms[i]; + } + + history->avg_time_ms += history->time_values_ms[i]; + } + + history->avg_time_ms /= history->size; +} + +float imgui_debug_time_history_recent_value_get(const imgui_debug_time_history_t *history) +{ + log_assert(history); + + if (history->current_index == 0) { + return history->time_values_ms[history->size - 1]; + } else { + return history->time_values_ms[history->current_index - 1]; + } +} + +void imgui_debug_time_history_free(imgui_debug_time_history_t *history) +{ + log_assert(history); + log_assert(history->time_values_ms); + + free(history->time_values_ms); +} \ No newline at end of file diff --git a/src/main/imgui-debug/time-history.h b/src/main/imgui-debug/time-history.h new file mode 100644 index 0000000..0a56f51 --- /dev/null +++ b/src/main/imgui-debug/time-history.h @@ -0,0 +1,23 @@ +#ifndef IMGUI_DEBUG_TIME_HISTORY_H +#define IMGUI_DEBUG_TIME_HISTORY_H + +#include + +typedef struct imgui_debug_time_history { + uint32_t size; + float *time_values_ms; + uint32_t current_index; + float min_time_ms; + float max_time_ms; + float avg_time_ms; +} imgui_debug_time_history_t; + +void imgui_debug_time_history_init(uint32_t size, imgui_debug_time_history_t *history); + +void imgui_debug_time_history_update(imgui_debug_time_history_t *history, float time_ms); + +float imgui_debug_time_history_recent_value_get(const imgui_debug_time_history_t *history); + +void imgui_debug_time_history_free(imgui_debug_time_history_t *history); + +#endif \ No newline at end of file From 4ed3c97c2a7148b28c5c64565fde97950d2bb669 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sat, 8 Feb 2025 23:21:49 +0100 Subject: [PATCH 086/118] feat: Add separate d3d9-frame-graph-hook Allow this to be hooked by any application with a d3d9 render backend. This is not compatible with d3d9ex. --- Module.mk | 5 +++ src/main/d3d9-frame-graph-hook/Module.mk | 16 ++++++++++ .../d3d9-frame-graph-hook.def | 4 +++ src/main/d3d9-frame-graph-hook/main.c | 32 +++++++++++++++++++ 4 files changed, 57 insertions(+) create mode 100644 src/main/d3d9-frame-graph-hook/Module.mk create mode 100644 src/main/d3d9-frame-graph-hook/d3d9-frame-graph-hook.def create mode 100644 src/main/d3d9-frame-graph-hook/main.c diff --git a/Module.mk b/Module.mk index 2a948a8..3fb71d1 100644 --- a/Module.mk +++ b/Module.mk @@ -100,6 +100,7 @@ include src/main/bstio/Module.mk include src/main/camhook/Module.mk include src/main/cconfig/Module.mk include src/main/config/Module.mk +include src/main/d3d9-frame-graph-hook/Module.mk include src/main/d3d9-util/Module.mk include src/main/d3d9exhook/Module.mk include src/main/ddrhook-util/Module.mk @@ -232,6 +233,8 @@ $(zipdir)/tools.zip: \ build/bin/indep-32/ezusb2-dbg-hook.dll \ build/bin/indep-32/ezusb2-tool.exe \ build/bin/indep-32/ezusb-tool.exe \ + build/bin/indep-32/nvgpu.exe \ + build/bin/indep-32/d3d9-frame-graph-hook.dll \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -246,6 +249,8 @@ $(zipdir)/tools-x64.zip: \ build/bin/indep-64/iidx-ezusb2-exit-hook.dll \ build/bin/indep-64/jbiotest.exe \ build/bin/indep-64/mempatch-hook.dll \ + build/bin/indep-64/nvgpu.exe \ + build/bin/indep-64/d3d9-frame-graph-hook.dll \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ diff --git a/src/main/d3d9-frame-graph-hook/Module.mk b/src/main/d3d9-frame-graph-hook/Module.mk new file mode 100644 index 0000000..53fd61f --- /dev/null +++ b/src/main/d3d9-frame-graph-hook/Module.mk @@ -0,0 +1,16 @@ +dlls += d3d9-frame-graph-hook + +ldflags_d3d9-frame-graph-hook := \ + -ld3d9 \ + -ldwmapi\ + -lgdi32 \ + +libs_d3d9-frame-graph-hook := \ + hook \ + imgui-bt \ + imgui-debug \ + imgui \ + util \ + +src_d3d9-frame-graph-hook := \ + main.c \ diff --git a/src/main/d3d9-frame-graph-hook/d3d9-frame-graph-hook.def b/src/main/d3d9-frame-graph-hook/d3d9-frame-graph-hook.def new file mode 100644 index 0000000..ede7cd5 --- /dev/null +++ b/src/main/d3d9-frame-graph-hook/d3d9-frame-graph-hook.def @@ -0,0 +1,4 @@ +LIBRARY d3d9-frame-graph-hook + +EXPORTS + DllMain@12 @1 NONAME diff --git a/src/main/d3d9-frame-graph-hook/main.c b/src/main/d3d9-frame-graph-hook/main.c new file mode 100644 index 0000000..702c6ff --- /dev/null +++ b/src/main/d3d9-frame-graph-hook/main.c @@ -0,0 +1,32 @@ +#include + +#include "hook/d3d9.h" +#include "hook/table.h" + +#include "imgui-bt/imgui-d3d9-hook.h" + +#include "imgui-debug/frame-perf-graph.h" + +#include "util/defs.h" +#include "util/log.h" + +static const hook_d3d9_irp_handler_t d3d9_frame_graph_hook_handlers[] = { + imgui_hook_d3d9_irp_handler +}; + +BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx) +{ + imgui_bt_component_t debug_frame_graph_component; + + if (reason == DLL_PROCESS_ATTACH) { + log_to_writer(log_writer_null, NULL); + + imgui_debug_frame_perf_graph_init(60.0f, &debug_frame_graph_component); + + imgui_d3d9_hook_init(&debug_frame_graph_component, 1); + + hook_d3d9_init(d3d9_frame_graph_hook_handlers, lengthof(d3d9_frame_graph_hook_handlers)); + } + + return TRUE; +} \ No newline at end of file From d442177f217b2bd95e09df124a11c3dd7decdb56 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 9 Feb 2025 15:21:40 +0100 Subject: [PATCH 087/118] doc: Dev journal entry about IIDX engine Due to recent development of tools and discussions, this is something that came up and has probably been overdue for ages. --- doc/dev/journal/2025-02-09-iidx-engine.md | 281 ++++++++++++++++++++++ 1 file changed, 281 insertions(+) create mode 100644 doc/dev/journal/2025-02-09-iidx-engine.md diff --git a/doc/dev/journal/2025-02-09-iidx-engine.md b/doc/dev/journal/2025-02-09-iidx-engine.md new file mode 100644 index 0000000..80b718e --- /dev/null +++ b/doc/dev/journal/2025-02-09-iidx-engine.md @@ -0,0 +1,281 @@ +# IIDX engine overview and how game-play is impacted by hardware and software + +Date: 2025-02-09 Author: icex2 + +This document provides information and explains the following: + +* A taxonomy of the different major IIDX game engine versions +* How the iidx game engine works from a high level perspective + * Different threads running and tasks they are doing +* How the main IIDX render loop works (roughly) +* How song synchronization of render loop with audio on IIDX works +* How the monitor check works +* Explaining known symptoms impacting game play experience and linking to root causes and known solutions + * Song slowly de-syncing + * Song off-sync from the start + * Micro-stuttering + * Non-smooth note scrolling + +This document is not claiming to be complete or 100% accurate. It is based on my own personal +research and understanding of the IIDX game engine. It is very likely that some of the information +is wrong or misunderstood. Feel free to raise any questions or concerns in an issue as I want +this document to be as accurate as possible. + +## Taxonomy of IIDX game engine versions + +With every version, there have been numerous changes and improvements to the game engine. The +following is a rough taxonomy that is based on cabinet and hardware changes. As these are likely +the main driver for key changes to the software and game engine, they create fairly distinct +eras throughout the different versions of the game. The key attributes to be considered here are: + +* Main PCB +* IO board +* Monitor + +All of these had significant impact on key software features appearing or changing. + +### Twinkle hardware era: 1st Style to 8th Style + +### + + + +assumed engine generations (TODO verify): +* 1-8 (SD era with twinkle hardware): Talk about this to set the ground and where everything was + coming from. explain how the hardware operated, the realtime requirements and how the hardware met + them. This also likely set the understanding of the devs and the expectations for the game + engine and how everything behaves and works software-wise, but coupled very tightly to the hardware + requirements (which is one of the key root causes for all the mess that came after that with the + PC platform) +* 9: first game to use a PC and had serious issues with the major hardware shift. having this separate because of a few + differences: fully unlocked frame rate possible, they didn't have a sleep part of code to slow it down if vsync wasn't + enabled for some reason +* 10-13 (SD era with ezusb1), 59.95 hz expected, two officially supported monitors: old rearprojection or CRT (TODO link arcade docs) +* 14: first game with monitor check but no options in operator menu, two officially supported monitors: old rearprojection or CRT (TODO link arcade docs). this versions seems to have been a preparation already for introduction of a new monitor type LCD +* 15 - 18: (SD era with ezusb1/2, monitor check added with options in the OP menu to set svideo or vga, new LCD monitor type, also introducing monitor type A and B which compensates in software for the LCDs lag (A is CRT, B is LCD)) +* 19: Still the same as 15 to 18 but the last revision of 19 had some test code added for the "modern" monitor check. however, that code was purely for testing purpose and the values shown on boot are never used +* 14 - 19 (SD era with ezusb1/2, monitor check added) +* 20 - 24 (HD era with ezusb1/2, auto monitor check added, supports SD and HD mode, various different LCD monitors have been released, + the monitor type A and B option doesn't exist anymore (?) TODO check that +* 25 - 26 (non lightning but bio2) +* 27 - 29 (two cabint types, bia2x added, 120 fps mode, two different hardware platforms for each cabinet type) +* 30-31 (FHD mode) + + +## Threading model and core responsibilities in PC-based games + +Since the early days of 9th Style to today (as of time of writing this: EPOLIS), the threading model +hasn't changed significantly: + +* Main and rendering thread + * Runs your typical D3D9 render loop + * Using D3D9ex starting version 27 + * Starting and managing other threads + * Any file and game asset loading + * Handles all the core game logic of the different screens starting from the initial boot screen + to the core game-play screen +* IO thread + * Polls the main IO hardware and synchronizes the in-memory input and output state with the + hardware + * Executes commands issued by the main thread to the IO board such as dongle or card reader + commands (ezusb generation of IO only) +* Card reader thread (not applicable to versions 9 to 12) + * Runs the protocol to read/write the hardware of the readers + * Async execution of higher level commands issued by the main thread to the card reader hardware, + e.g. card read, card eject etc. +* Audio thread + * Streaming of audio data to the sound API + * DirectSound for versions 9 to 26 + * WASAPI for versions 27 to 30 for non-lighting cabinets with ADE-6291 hardware + * ASIO for versions 27 and newer for lighting cabinets + * ASIO for version 30/31 and newer for non-lighting cabinets with C300-xonarae hardware + * Async execution of higher level commands issued by the main thread to the audio backend, e.g. + play audio, stop audio, etc. +* Network thread + * Network plumbing with the xrpc protocol + * Async execution of request-response commands issued by the main thread + +## Main and rendering thread + +With the game having transitioning to different screens throughout it's lifecycle, the main render +loop might contain different logic such as asset loading. The following focuses on the main +game-play screen, only. Common rendering logic still applies to other screens. + +This follows your typical D3D9 single threaded rendering loop which boils down to the following: + +* Begin the scene (`BeginScene`) +* Set the render target (`SetRenderTarget`) +* Clear the back buffer (`Clear`) +* Run engine step. This includes and is mixed with + * IO input evaluation + * Game engine state and (re-) drawing the scene + * Commands to the audio playback, e.g. play key sounds + * Setting IO outputs +* End the scene (`EndScene`) +* Target a minimum frame time + * Introduced with version 11 + * Sleep (`Sleep` or `SleepEx`) to fill up the frame up to either 13 ms or 14 ms (depending on the + version) + * This was likely introduced to not have the game run at hundreds of FPS if v-sync was disabled + (probably when running in window mode for development/testing purposes) +* Swapping the back buffers (`Present`) + * D3D9 is configured with v-sync enabled by default and targets 60 hz + * With this configuration, the call to `Present` fills up the remaining frame time to target the + configured 60 hz refresh rate + +## Core engine timing and synchronization + +The following outlines and explains the core engine concepts related to timing and synchronization. + +### The origins, twinkle hardware + +* It appears that the game has been on the same codebase since it's inception. +* This can be reasoned by the following things + * 9th style as the first PC-based game very buggy on initial release + * 9th style threading model very clunky with various thread settings showing they tried to + prioritize different processing on a single core CPU + * Coming from twinkle hardware that is a realtime system vs. a Windows XP system + * Fixed playstation 1 based hardware + * Render loop fixed at refresh rate of XXX TODO lookup + * No need to assume getting anything else if the resource budget per frame is not exceeded + * All sub-systems were driven synchronously to that fixed time step + * No need for the engine to synchronize audio during the song. When the song is started + correctly, it stayed sync throughout the song +* It appears the developers struggled a lot with the significant platform shift to PC as indicated + by various core engine improvements throughout the years still +* Switches of hardware generations further complicated the situation as these forced them to further + drift away from how the game engine was initially designed on the twinkle system + +### Frame time/timing and engine step + +* The game's engine step and timing is frame based +* The main render loop defines the minimum valid timing window for the game engine to be able to + evaluate + * 60 hz/fps = 16.667 ms (rounded to three decimal places) + * 120 hz/fps = 8.333 ms (rounded to three decimal places), only relevant for lightning cabinets with their 120 hz + screen/mode +* Depending on the GPU hardware and configuration, the GPU might drive the screen not exactly at + perfectly 60 hz/fps = 16.667 ms +* As outlined in the [main render loop](#main-and-rendering-thread), the `Present` call is the + key function call to determine the frame time for the game engine +* Just having v-sync enabled and telling D3D9 to **target** 60 hz, it still depends on how the GPU + driver is implemented and how the GPU driver's implementation of D3D9 executes on the `Present` + call +* This is primarily determined by how the GPU driver is operating and driving connected display + hardware +* The following factors can contribute to that either directly or indirectly + * Different monitor types analog vs. digital (CRT vs. LCD) + * Different monitor connections VGA vs. DVI/HDMI/DP + * Different GPU drivers + * Different GPU hardware and vendors + * Different GPU settings + +### Monitor check screen + +The monitor check screen was introduced with version 14. This was a solution to the problem of not +guaranteeing a single fixed refresh rate throughout different GPU and monitor combinations. See +a detailed explanation in the previous sub-subsection about +[what influences the frame time](#frame-timetiming-and-engine-step) of the game. + +The goal of the monitor check is to measure the frame time of the main render loop and use the +results for [driving the core engine step](#engine-step-and-synchronization). + +The monitor check evolved slightly as different GPU and monitor hardware, and GPU drivers yielded +varying refresh rates that determined the frame times of the main game loop. + +Actual values are outlined further down in the [engine step time](#engine-step-time) section. + +There are two main versions of the monitor check, all of them have always been part of the boot +process: + +* 14: + * Measures a total of 3000 frames + * If total time this took < 50004 ms -> so average of 16.668 ms per frame = 59.9952 hz + * S-Video mode -> 59.95 hz (also shows S-VIDEO when the monitor check completes) + * otherwise VGA mode -> 60.05 hz + * If VGA is determined, the game patches the chart when loading + * `timestamp * 0.99817199 + 0.40000001` + * When S-Video no charts are patched and the timing data in the chart is used as is + +* 15: + * Identical to 14 except that chart patching now happens in milliseconds instead of frames + * VGA mode: `16.65279` + * S-Video mode: `16.680567` + * `timestamp * (1.0 / flt_29C53F4) + 0.40000001)` + +* 19: Identical to previous version. Monitor check screen shows current FPS on the last revision + of that version. However, it doesn't use the value shown there by any means. Assuming this was + added before the introduction of the new monitor check on 20. + +* 20+ + * Runs on boot or when switching monitor modes SD vs. HD + * Measures only 1200 frames + * Takes the average refresh rate of 1200 frames + * Applies the frame time directly to the charts before song + +* 27 to 30 + * Frame rate measuring identical to prior versions + * added additional logic for handling the 120 hz mode (after the measurements) that includes monitor info and errors if not matching + +* 30/31 LDJ-010 upgrade + * LDJMonitorConfiguration configured the frame rate and fixed it properly which improved accuracy + +* 31 + * Same code as before + * Added warm-up frames to stabilize the frame rate measurement + * The first 460 frames are discarded and a base avg. value of 119.982 for the 120 hz monitors and 59.9 for 60 hz monitors + is set. Further frames measured are counted towards the average. + +### Engine core game-play with visual and audio synchronization + +#### Chart data + +* Chart data encodes note timing and timing window information +* Chart data consists of *note events* encoding a timestamp and note information such as type + and key-sound information +* Timing windows are defined per chart +* Most infamous example: GAMBOL (7Key/Another) +* Game engine timestamp evaluation and note event timestamp encoding + * 9 to 14: Refresh rate in hz + * 15 to 31: Milliseconds (equivalent to assuming 1000 fps) +* Fundamentally, that doesn't change game play experience as it's just a different way of + evaluating the timestamps since refresh rate in hz/frame rate in fps can be converted lossless to + frame time in ms + +#### Engine step time + +The engine uses the following source for frame rate/time to drive internal logic on the following +versions + +* 9 to 13: Hardcoded 59.95 hz +* 14: Either 59.95 hz or 60.05 hz determined by which value is determined to be closer to the + measured one during the monitor check screen on startup +* 15 to 19: 59.95 hz or 60.05 hz + * Monitor check on startup measures the frame time and picks the value closest to what's been + measured + * Monitor check result can be overridden with the *Output Type* setting in the operator menu + * *S-Video* to force to 59.95 hz + * *VGA* to force to 60.05 hz +* 20 to 31: Monitor check on boot determines the frame time and uses the result throughout the + entire game session + +#### Engine step and synchronization + +Per frame engine step advancing and synchronization during game-play + +* Game-play needs synchronization of the following aspects + * Drawn content on the screen + * Background audio playback track + * Key sound effects +* The game engine synchronizes these only at the start of a song + * It takes known/determined refresh rate/frame time as the fixed time for every frame cycle + throughout the entire song + * It starts playback of the background audio track together with playback of the chart data + * With every engine step/frame it advances internal calculations by that fixed amount of time. + Thus, the game engine expects this to be constant/stable throughout an entire song + * The chart data is advanced every frame by the engine + * Key sound events are turned into audio playback on command as the chart advances + * No re-synchronization or check-pointing between main rendering thread and audio is happening + throughout the song +* Remark: The above does not consider any kind of offsetting and timing adjustments for the sake + of keeping this simple and focus on the absolute core concepts \ No newline at end of file From 191e1e74f0d22167680af70f6b8e09d671fb09e3 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 9 Feb 2025 15:21:40 +0100 Subject: [PATCH 088/118] doc: Dev journal entry about IIDX engine Due to recent development of tools and discussions, this is something that came up and has probably been overdue for ages. --- doc/dev/journal/2025-02-09-iidx-engine.md | 308 ++++++++++++++++++++++ 1 file changed, 308 insertions(+) create mode 100644 doc/dev/journal/2025-02-09-iidx-engine.md diff --git a/doc/dev/journal/2025-02-09-iidx-engine.md b/doc/dev/journal/2025-02-09-iidx-engine.md new file mode 100644 index 0000000..5d109bd --- /dev/null +++ b/doc/dev/journal/2025-02-09-iidx-engine.md @@ -0,0 +1,308 @@ +# IIDX engine overview and how game-play is impacted by hardware and software + +Date: 2025-02-09 Author: icex2 + +This document provides information and explains the following: + +* A sort-of taxonomy of the different major IIDX game engine versions +* How the core game-play part of the engine works regarding + * Threading model + * Main render loop + * Timing and synchronization +* Conclude with connecting various known game-play impacting symptoms to root causes and suggesting + solutions to: + * Song slowly de-syncing + * Song off-sync from the start + * Micro-stuttering + * Non-smooth note scrolling + +This document is not claiming to be complete or 100% accurate. It is based on my own personal +research and understanding of the IIDX game engine. It is very likely that some of the information +is wrong or misunderstood. Feel free to raise any questions or concerns in an issue as I want +this document to be as accurate as possible. + +## Taxonomy of IIDX game engine versions + +With every version, there have been numerous changes and improvements to the game engine. The +following is a rough taxonomy that is focused on cabinet and hardware changes. As these are likely +the main driver for key changes to the software and game engine, they create fairly distinct +stages throughout the different versions of the game. The key attributes to be considered here are: + +* Main PCB +* IO board +* Monitor + +All of these had significant impact on key software features appearing or changing. + +### Twinkle hardware era: 1st Style to 8th Style + +* [Twinkle PCB](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#twinkle) +* [Original rear projection monitor](https://github.com/shizmob/arcade-docs/blob/main/konami/products.md#iidx-rear-projection-monitor) +* Homogenous hardware and software + +### 1st gen PC-based upgrade only: 9th Style + +* 9th Style came as an upgrade kit only to existing twinkle-based cabinet hardware +* [KNM-845G3-A02 PCB](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#knm-845g3-a02) +* [C02 EZUSB FX USB IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#gec02-pwbaa) +* Magnetic card readers connected to ezusb IO board + +### 1st gen PC-based with dedicated cabinet: 10th Style to DistorteD (13) + +* From here on, old cabinets that received the "Twinkle hardware" upgrade kit could always receive software only + upgrades +* [CRT monitor](https://github.com/shizmob/arcade-docs/blob/main/konami/products.md#iidx-crt-monitor) with new dedicated + cabinets +* [D01 EZUSB FX USB IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#d01-io) +* Slotted card readers starting version 13 + +### 2nd gen PC: GOLD (14) to Lincle (19) + +* [FAB-e945-KN205](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#fab-e945-kn205) +* All prior cabinet configurations can be upgraded with a PCB and software upgrade +* New LCD monitor starting version 15 + * Further variants of the LCD monitor appear starting version 18 +* [IO2 EZUSB FX2 USB IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#usbio2) introduced with + version 14 +* Switch to wave pass readers on version 19 + +### 3rd gen PC: Tricoro (20) to Sinobuz (24) + +* All prior cabinet configurations can be upgraded with a PCB and software upgrade +* [ADE-HM65](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#hm65) +* Game engine supports HD mode (720p) +* Many new LCD monitor variants appear with every new version + +### 4th gen PC: CANNON BALLERS (25) to RESIDENT (30) + +* All prior cabinet configurations can be upgraded with a PCB and software upgrade +* [ADE-6291](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#ade-6291) +* [BIO2 IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#hm65) + * Upgrade cabinets required the [BIO2 sub-IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#bio2-ldj-sub-io) +* Drop of SD mode support starting version 27 +* Supporting 120 hz monitors starting version 27 +* Many new LCD monitor variants appear with every new version + * 42" 120 hz for lightning cabinets starting version 27 + * 42" 60 hz for non-lightning cabinets starting version 25 + +### 5th gen PC: RESIDENT (30) to EPOLIS (31) + +* All prior cabinet configurations can be upgraded with a PCB and software upgrade +* [C300-xonarae](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#c300-xonarae) +* Game engine supports FHD mode (1080p) + +## Threading model and core responsibilities in PC-based games + +Since the early days of 9th Style to today (as of time of writing this: EPOLIS), the threading model +hasn't changed significantly: + +* Main and rendering thread + * Runs your typical D3D9 render loop + * Using D3D9ex starting version 27 + * Starting and managing other threads + * Any file and game asset loading + * Handles all the core game logic of the different screens starting from the initial boot screen + to the core game-play screen +* IO thread + * Polls the main IO hardware and synchronizes the in-memory input and output state with the + hardware + * Executes commands issued by the main thread to the IO board such as dongle or card reader + commands (ezusb generation of IO only) +* Card reader thread (not applicable to versions 9 to 12) + * Runs the protocol to read/write the hardware of the readers + * Async execution of higher level commands issued by the main thread to the card reader hardware, + e.g. card read, card eject etc. +* Audio thread + * Streaming of audio data to the sound API + * DirectSound for versions 9 to 26 + * WASAPI for versions 27 to 30 for non-lighting cabinets with ADE-6291 hardware + * ASIO for versions 27 and newer for lighting cabinets + * ASIO for version 30/31 and newer for non-lighting cabinets with C300-xonarae hardware + * Async execution of higher level commands issued by the main thread to the audio backend, e.g. + play audio, stop audio, etc. +* Network thread + * Network plumbing with the xrpc protocol + * Async execution of request-response commands issued by the main thread + +## Main and rendering thread + +With the game having transitioning to different screens throughout it's lifecycle, the main render +loop might contain different logic such as asset loading. The following focuses on the main +game-play screen, only. Common rendering logic still applies to other screens. + +This follows your typical D3D9 single threaded rendering loop which boils down to the following: + +* Begin the scene (`BeginScene`) +* Set the render target (`SetRenderTarget`) +* Clear the back buffer (`Clear`) +* Run engine step. This includes and is mixed with + * IO input evaluation + * Game engine state and (re-) drawing the scene + * Commands to the audio playback, e.g. play key sounds + * Setting IO outputs +* End the scene (`EndScene`) +* Target a minimum frame time + * Introduced with version 11 + * Sleep (`Sleep` or `SleepEx`) to fill up the frame up to either 13 ms or 14 ms (depending on the + version) + * This was likely introduced to not have the game run at hundreds of FPS if v-sync was disabled + (probably when running in window mode for development/testing purposes) +* Swapping the back buffers (`Present`) + * D3D9 is configured with v-sync enabled by default and targets 60 hz + * With this configuration, the call to `Present` fills up the remaining frame time to target the + configured 60 hz refresh rate + +## Core engine timing and synchronization + +The following outlines and explains the core engine concepts related to timing and synchronization. + +### The origins, twinkle hardware + +* It appears that the game has been on the same codebase since it's inception. +* This can be reasoned by the following observations + * 9th style as the first PC-based game very buggy on initial release + * 9th style threading model very clunky with various thread settings showing they tried to + prioritize different processing on a single core CPU + * Coming from twinkle hardware that is a realtime system vs. a Windows XP system + * Fixed playstation 1 based hardware with a fixed refresh rate of 60.925 hz + * No need to assume getting anything else if the resource budget per frame is not exceeded + * All sub-systems were driven synchronously to that fixed time step + * No need for the engine to synchronize audio during the song. When the song is started + correctly, it stayed sync throughout the song +* It appears the developers struggled a lot with the significant platform shift to PC as indicated + by various core engine improvements throughout the years still +* Switches of hardware generations further complicated the situation as these forced them to further + drift away from how the game engine was initially designed on the twinkle system + +### Frame time/timing and engine step + +* The game's engine step and timing is frame based +* The main render loop defines the minimum valid timing window for the game engine to be able to + evaluate + * 60 hz/fps = 16.667 ms (rounded to three decimal places) + * 120 hz/fps = 8.333 ms (rounded to three decimal places), only relevant for lightning cabinets with their 120 hz + screen/mode +* Depending on the GPU hardware and configuration, the GPU might drive the screen not exactly at + perfectly 60 hz/fps = 16.667 ms +* As outlined in the [main render loop](#main-and-rendering-thread), the `Present` call is the + key function call to determine the frame time for the game engine +* Just having v-sync enabled and telling D3D9 to **target** 60 hz, it still depends on how the GPU + driver is implemented and how the GPU driver's implementation of D3D9 executes on the `Present` + call +* This is primarily determined by how the GPU driver is operating and driving connected display + hardware +* The following factors can contribute to that either directly or indirectly + * Different monitor types analog vs. digital (CRT vs. LCD) + * Different monitor connections VGA vs. DVI/HDMI/DP + * Different GPU drivers + * Different GPU hardware and vendors + * Different GPU settings + +### Monitor check screen + +The monitor check screen was introduced with version 14. This was a solution to the problem of not +guaranteeing a single fixed refresh rate throughout different GPU and monitor combinations. See +a detailed explanation in the previous sub-subsection about +[what influences the frame time](#frame-timetiming-and-engine-step) of the game. + +The goal of the monitor check is to measure the frame time of the main render loop and use the +results for [driving the core engine step](#engine-step-and-synchronization). + +The monitor check evolved slightly as different GPU and monitor hardware, and GPU drivers yielded +varying refresh rates that determined the frame times of the main game loop. + +Actual values are outlined further down in the [engine step time](#engine-step-time) section. + +There are two main versions of the monitor check, all of them have always been part of the boot +process: + +* 14 + * Measures a total of 3000 frames + * If total time this took < 50004 ms -> so average of 16.668 ms per frame = 59.9952 hz + * S-Video mode -> 59.95 hz (also shows S-VIDEO when the monitor check completes) + * Otherwise VGA mode -> 60.05 hz + * If VGA is determined, the game patches the chart event data when loading + * `event_timestamp * 0.99817199 + 0.40000001` + * When S-Video no charts are patched and the timing data in the chart is used as is +* 15 to 18 + * Identical to 14 except that chart patching now happens in milliseconds instead of frames + * VGA mode: `16.65279` + * S-Video mode: `16.680567` + * `event_timestamp * (1.0 / frame_time) + 0.40000001)` +* 19 + * Identical to previous version + * Monitor check screen shows current FPS on the last revision of that version. However, it doesn't + use the value shown there by any means. Assuming this was added before the introduction of the + new monitor check on 20. +* 20 to 26 + * Runs on boot or when switching monitor modes SD vs. HD + * Measures only 1200 frames + * Takes the average refresh rate of 1200 frames + * Applies the measured avg. frame time directly to the charts before song +* 27 to 30 + * Frame rate measuring identical to prior versions + * Added additional logic after the frame time measurements for handling of 120 hz displays + * Includes checking the monitor and if the framerate matches as expected +* 30/31 LDJ-010 upgrade + * Added NvDisplayConfigLDJ tool which runs on system start and configures a custom timing in the + NVIDIA GPU driver to ensure a fixed monitor refresh rate +* 31 + * Same code as before + * Consider the first 460 frames of the measurement as warm-up frames + * Discard these for the actual measurement to get more stable frame times + * Use a base avg. value of 119.982 for the 120 hz monitors and 59.9 for 60 hz monitors. Further + frames measured are counted towards the average with the given base value + +### Engine core game-play with visual and audio synchronization + +#### Chart data + +* Chart data encodes note timing and timing window information +* Chart data consists of *note events* encoding a timestamp and note information such as type + and key-sound information +* Timing windows are defined per chart +* Most infamous example: GAMBOL (7Key/Another) +* Game engine timestamp evaluation and note event timestamp encoding + * 9 to 14: Refresh rate in hz + * 15 to 31: Milliseconds (equivalent to assuming 1000 fps) +* Fundamentally, that doesn't change game play experience as it's just a different way of + evaluating the timestamps since refresh rate in hz/frame rate in fps can be converted lossless to + frame time in ms + +#### Engine step time + +The engine uses the following source for frame rate/time to drive internal logic on the following +versions + +* 9 to 13: Hardcoded 59.95 hz +* 14: Either 59.95 hz or 60.05 hz determined by which value is determined to be closer to the + measured one during the monitor check screen on startup +* 15 to 19: 59.95 hz or 60.05 hz + * Monitor check on startup measures the frame time and picks the value closest to what's been + measured + * Monitor check result can be overridden with the *Output Type* setting in the operator menu + * *S-Video* to force to 59.95 hz + * *VGA* to force to 60.05 hz +* 20 to 31: Monitor check on boot determines the frame time and uses the result throughout the + entire game session + +#### Engine step and synchronization + +Per frame engine step advancing and synchronization during game-play + +* Game-play needs synchronization of the following aspects + * Drawn content on the screen + * Background audio playback track + * Key sound effects +* The game engine synchronizes these only at the start of a song + * It takes known/determined refresh rate/frame time as the fixed time for every frame cycle + throughout the entire song + * It starts playback of the background audio track together with playback of the chart data + * With every engine step/frame it advances internal calculations by that fixed amount of time. + Thus, the game engine expects this to be constant/stable throughout an entire song + * The chart data is advanced every frame by the engine + * Key sound events are turned into audio playback on command as the chart advances + * No re-synchronization or check-pointing between main rendering thread and audio is happening + throughout the song +* Remark: The above does not consider any kind of offsetting and timing adjustments for the sake + of keeping this simple and focus on the absolute core concepts \ No newline at end of file From addcdf8d169d47030b31e6baa3154c2b6b906042 Mon Sep 17 00:00:00 2001 From: icex2 Date: Sun, 9 Feb 2025 15:21:40 +0100 Subject: [PATCH 089/118] doc: Dev journal entry about IIDX engine Due to recent development of tools and discussions, this is something that came up and has probably been overdue for ages. --- doc/dev/journal/2025-02-09-iidx-engine.md | 360 ++++++++++++++++++++++ 1 file changed, 360 insertions(+) create mode 100644 doc/dev/journal/2025-02-09-iidx-engine.md diff --git a/doc/dev/journal/2025-02-09-iidx-engine.md b/doc/dev/journal/2025-02-09-iidx-engine.md new file mode 100644 index 0000000..62330ad --- /dev/null +++ b/doc/dev/journal/2025-02-09-iidx-engine.md @@ -0,0 +1,360 @@ +# IIDX engine overview and how game-play is impacted by hardware and software + +Date: 2025-02-09 Author: icex2 + +This document provides information and explains the following: + +* A sort-of taxonomy of the different major IIDX game engine versions +* How the core game-play part of the engine works regarding + * Threading model + * Main render loop + * Timing and synchronization +* Conclude with connecting various known game-play impacting symptoms to root causes and suggesting + solutions to: + * Song de-syncing + * Micro-stuttering and non-smooth note scrolling + +This document is not claiming to be complete or 100% accurate. It is based on my own personal +research and understanding of the IIDX game engine. It is very likely that some of the information +is wrong or misunderstood. Feel free to raise any questions or concerns in an issue as I want +this document to be as accurate as possible. + +## Taxonomy of IIDX game engine versions + +With every version, there have been numerous changes and improvements to the game engine. The +following is a rough taxonomy that is focused on cabinet and hardware changes. As these are likely +the main driver for key changes to the software and game engine, they create fairly distinct +stages throughout the different versions of the game. The key attributes to be considered here are: + +* Main PCB +* IO board +* Monitor + +All of these had significant impact on key software features appearing or changing. + +### Twinkle hardware era: 1st Style to 8th Style + +* [Twinkle PCB](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#twinkle) +* [Original rear projection monitor](https://github.com/shizmob/arcade-docs/blob/main/konami/products.md#iidx-rear-projection-monitor) +* Homogenous hardware and software + +### 1st gen PC-based upgrade only: 9th Style + +* 9th Style came as an upgrade kit only to existing twinkle-based cabinet hardware +* [KNM-845G3-A02 PCB](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#knm-845g3-a02) +* [C02 EZUSB FX USB IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#gec02-pwbaa) +* Magnetic card readers connected to ezusb IO board + +### 1st gen PC-based with dedicated cabinet: 10th Style to DistorteD (13) + +* From here on, old cabinets that received the "Twinkle hardware" upgrade kit could always receive software only + upgrades +* [CRT monitor](https://github.com/shizmob/arcade-docs/blob/main/konami/products.md#iidx-crt-monitor) with new dedicated + cabinets +* [D01 EZUSB FX USB IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#d01-io) +* Slotted card readers starting version 13 + +### 2nd gen PC: GOLD (14) to Lincle (19) + +* [FAB-e945-KN205](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#fab-e945-kn205) +* All prior cabinet configurations can be upgraded with a PCB and software upgrade +* New LCD monitor starting version 15 + * Further variants of the LCD monitor appear starting version 18 +* [IO2 EZUSB FX2 USB IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#usbio2) introduced with + version 14 +* Switch to wave pass readers on version 19 + +### 3rd gen PC: Tricoro (20) to Sinobuz (24) + +* All prior cabinet configurations can be upgraded with a PCB and software upgrade +* [ADE-HM65](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#hm65) +* Game engine supports HD mode (720p) +* Many new LCD monitor variants appear with every new version + +### 4th gen PC: CANNON BALLERS (25) to RESIDENT (30) + +* All prior cabinet configurations can be upgraded with a PCB and software upgrade +* [ADE-6291](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#ade-6291) +* [BIO2 IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#hm65) + * Upgrade cabinets required the [BIO2 sub-IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#bio2-ldj-sub-io) +* Drop of SD mode support starting version 27 +* Supporting 120 hz monitors starting version 27 +* Many new LCD monitor variants appear with every new version + * 42" 120 hz for lightning cabinets starting version 27 + * 42" 60 hz for non-lightning cabinets starting version 25 + +### 5th gen PC: RESIDENT (30) to EPOLIS (31) + +* All prior cabinet configurations can be upgraded with a PCB and software upgrade +* [C300-xonarae](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#c300-xonarae) +* Game engine supports FHD mode (1080p) + +## Threading model and core responsibilities in PC-based games + +Since the early days of 9th Style to today (as of time of writing this: EPOLIS), the threading model +hasn't changed significantly: + +* Main and rendering thread + * Runs your typical D3D9 render loop + * Using D3D9ex starting version 27 + * Starting and managing other threads + * Any file and game asset loading + * Handles all the core game logic of the different screens starting from the initial boot screen + to the core game-play screen +* IO thread + * Polls the main IO hardware and synchronizes the in-memory input and output state with the + hardware + * Executes commands issued by the main thread to the IO board such as dongle or card reader + commands (ezusb generation of IO only) +* Card reader thread (not applicable to versions 9 to 12) + * Runs the protocol to read/write the hardware of the readers + * Async execution of higher level commands issued by the main thread to the card reader hardware, + e.g. card read, card eject etc. +* Audio thread + * Streaming of audio data to the sound API + * DirectSound for versions 9 to 26 + * WASAPI for versions 27 to 30 for non-lighting cabinets with ADE-6291 hardware + * ASIO for versions 27 and newer for lighting cabinets + * ASIO for version 30/31 and newer for non-lighting cabinets with C300-xonarae hardware + * Async execution of higher level commands issued by the main thread to the audio backend, e.g. + play audio, stop audio, etc. +* Network thread + * Network plumbing with the xrpc protocol + * Async execution of request-response commands issued by the main thread + +## Main and rendering thread + +With the game having transitioning to different screens throughout it's lifecycle, the main render +loop might contain different logic such as asset loading. The following focuses on the main +game-play screen, only. Common rendering logic still applies to other screens. + +This follows your typical D3D9 single threaded rendering loop which boils down to the following: + +* Begin the scene (`BeginScene`) +* Set the render target (`SetRenderTarget`) +* Clear the back buffer (`Clear`) +* Run engine step. This includes and is mixed with + * IO input evaluation + * Game engine state and (re-) drawing the scene + * Commands to the audio playback, e.g. play key sounds + * Setting IO outputs +* End the scene (`EndScene`) +* Target a minimum frame time + * Introduced with version 11 + * Sleep (`Sleep` or `SleepEx`) to fill up the frame up to either 13 ms or 14 ms (depending on the + version) + * This was likely introduced to not have the game run at hundreds of FPS if v-sync was disabled + (probably when running in window mode for development/testing purposes) +* Swapping the back buffers (`Present`) + * D3D9 is configured with v-sync enabled by default and targets 60 hz + * With this configuration, the call to `Present` fills up the remaining frame time to target the + configured 60 hz refresh rate + +## Core engine timing and synchronization + +The following outlines and explains the core engine concepts related to timing and synchronization. + +### The origins, twinkle hardware + +* It appears that the game has been on the same codebase since it's inception. +* This can be reasoned by the following observations + * 9th style as the first PC-based game very buggy on initial release + * 9th style threading model very clunky with various thread settings showing they tried to + prioritize different processing on a single core CPU + * Coming from twinkle hardware that is a realtime system vs. a Windows XP system + * Fixed playstation 1 based hardware with a fixed refresh rate of 60.925 hz + * No need to assume getting anything else if the resource budget per frame is not exceeded + * All sub-systems were driven synchronously to that fixed time step + * No need for the engine to synchronize audio during the song. When the song is started + correctly, it stayed sync throughout the song +* It appears the developers struggled a lot with the significant platform shift to PC as indicated + by various core engine improvements throughout the years still +* Switches of hardware generations further complicated the situation as these forced them to further + drift away from how the game engine was initially designed on the twinkle system + +### Frame time/timing and engine step + +* The game's engine step and timing is frame based +* The main render loop defines the minimum valid timing window for the game engine to be able to + evaluate + * 60 hz/fps = 16.667 ms (rounded to three decimal places) + * 120 hz/fps = 8.333 ms (rounded to three decimal places), only relevant for lightning cabinets with their 120 hz + screen/mode +* Depending on the GPU hardware and configuration, the GPU might drive the screen not exactly at + perfectly 60 hz/fps = 16.667 ms +* As outlined in the [main render loop](#main-and-rendering-thread), the `Present` call is the + key function call to determine the frame time for the game engine +* Just having v-sync enabled and telling D3D9 to **target** 60 hz, it still depends on how the GPU + driver is implemented and how the GPU driver's implementation of D3D9 executes on the `Present` + call +* This is primarily determined by how the GPU driver is operating and driving connected display + hardware +* The following factors can contribute to that either directly or indirectly + * Different monitor types analog vs. digital (CRT vs. LCD) + * Different monitor connections VGA vs. DVI/HDMI/DP + * Different GPU drivers + * Different GPU hardware and vendors + * Different GPU settings + +### Monitor check screen + +The monitor check screen was introduced with version 14. This was a solution to the problem of not +guaranteeing a single fixed refresh rate throughout different GPU and monitor combinations. See +a detailed explanation in the previous sub-subsection about +[what influences the frame time](#frame-timetiming-and-engine-step) of the game. + +The goal of the monitor check is to measure the frame time of the main render loop and use the +results for [driving the core engine step](#engine-step-and-synchronization). + +The monitor check evolved slightly as different GPU and monitor hardware, and GPU drivers yielded +varying refresh rates that determined the frame times of the main game loop. + +Actual values are outlined further down in the [engine step time](#engine-step-time) section. + +There are two main versions of the monitor check, all of them have always been part of the boot +process: + +* 14 + * Measures a total of 3000 frames + * If total time this took < 50004 ms -> so average of 16.668 ms per frame = 59.9952 hz + * S-Video mode -> 59.95 hz (also shows S-VIDEO when the monitor check completes) + * Otherwise VGA mode -> 60.05 hz + * If VGA is determined, the game patches the chart event data when loading + * `event_timestamp * 0.99817199 + 0.40000001` + * When S-Video no charts are patched and the timing data in the chart is used as is +* 15 to 18 + * Identical to 14 except that chart patching now happens in milliseconds instead of frames + * VGA mode: `16.65279` + * S-Video mode: `16.680567` + * `event_timestamp * (1.0 / frame_time) + 0.40000001)` +* 19 + * Identical to previous version + * Monitor check screen shows current FPS on the last revision of that version. However, it doesn't + use the value shown there by any means. Assuming this was added before the introduction of the + new monitor check on 20. +* 20 to 26 + * Runs on boot or when switching monitor modes SD vs. HD + * Measures only 1200 frames + * Takes the average refresh rate of 1200 frames + * Applies the measured avg. frame time directly to the charts before song +* 27 to 30 + * Frame rate measuring identical to prior versions + * Added additional logic after the frame time measurements for handling of 120 hz displays + * Includes checking the monitor and if the framerate matches as expected +* 30/31 LDJ-010 upgrade + * Added NvDisplayConfigLDJ tool which runs on system start and configures a custom timing in the + NVIDIA GPU driver to ensure a fixed monitor refresh rate +* 31 + * Same code as before + * Consider the first 460 frames of the measurement as warm-up frames + * Discard these for the actual measurement to get more stable frame times + * Use a base avg. value of 119.982 for the 120 hz monitors and 59.9 for 60 hz monitors. Further + frames measured are counted towards the average with the given base value + +### Engine core game-play with visual and audio synchronization + +#### Chart data + +* Chart data encodes note timing and timing window information +* Chart data consists of *note events* encoding a timestamp and note information such as type + and key-sound information +* Timing windows are defined per chart +* Most infamous example: GAMBOL (7Key/Another) +* Game engine timestamp evaluation and note event timestamp encoding + * 9 to 14: Refresh rate in hz + * 15 to 31: Milliseconds (equivalent to assuming 1000 fps) +* Fundamentally, that doesn't change game play experience as it's just a different way of + evaluating the timestamps since refresh rate in hz/frame rate in fps can be converted lossless to + frame time in ms + +#### Engine step time + +The engine uses the following source for frame rate/time to drive internal logic on the following +versions + +* 9 to 13: Hardcoded 59.95 hz +* 14: Either 59.95 hz or 60.05 hz determined by which value is determined to be closer to the + measured one during the monitor check screen on startup +* 15 to 19: 59.95 hz or 60.05 hz + * Monitor check on startup measures the frame time and picks the value closest to what's been + measured + * Monitor check result can be overridden with the *Output Type* setting in the operator menu + * *S-Video* to force to 59.95 hz + * *VGA* to force to 60.05 hz +* 20 to 31: Monitor check on boot determines the frame time and uses the result throughout the + entire game session + +#### Engine step and synchronization + +Per frame engine step advancing and synchronization during game-play + +* Game-play needs synchronization of the following aspects + * Drawn content on the screen + * Background audio playback track + * Key sound effects +* The game engine synchronizes these only at the start of a song + * It takes known/determined refresh rate/frame time as the fixed time for every frame cycle + throughout the entire song + * It starts playback of the background audio track together with playback of the chart data + * With every engine step/frame it advances internal calculations by that fixed amount of time. + Thus, the game engine expects this to be constant/stable throughout an entire song + * The chart data is advanced every frame by the engine + * Key sound events are turned into audio playback on command as the chart advances + * No re-synchronization or check-pointing between main rendering thread and audio is happening + throughout the song +* Remark: The above does not consider any kind of offsetting and timing adjustments for the sake + of keeping this simple and focus on the absolute core concepts + +## Known game-play impacting symptoms and their root causes + +### Song de-syncing + +Throughout playing a song, the audio starts de-syncing even it was fine when the song started +still. + +This is caused by a mismatch of expected frame time by the game engine and actually delivered +frame time by the GPU driver. This can come as a stable frame time that just mismatches in general +or (highly) fluctuating frame times. + +Since the game engine works on a fixed frame time and assumes that this is constant, this +can cause the chart event time to drift/fluctuate over time. Game-play timing starts to feel off +and key sounds are played off-sync to the background audio track + +Highly fluctuating frame times are likely to be caused by some configuration of the GPU driver +settings and display combination: + +* G-sync on modern displays causes known fluctuations +* V-sync not correctly configured/enforced or even vsync-off override in driver +* Incorrect display timings + +Stable frame times but not having the correct ones that the game engine expects is a different +problem that can be addressed by: + +* Knowing the [refresh rates expected by the game engine](#frame-timetiming-and-engine-step) of the + different game versions +* Configuring your GPU driver's display timings to match the expected frame times +* Or, patch the chart data with your custom display timings so the game engine gets to know these + * Note: Offline patching the chart data doesn't work for several game versions as the monitor + check does override this data, but not as flexible as required + * Use the chart patch feature of bemanitools instead + +### Micro-stuttering and non-smooth note scrolling + +This is a slightly different problem which isn't really timing related. However, it can be confusing +as one might assume that stuttering can be caused by the frame times that are visible to the game. + +However, any kind of power states and energy saving isn't visible to the game and rendering loop +and typically cannot be seen in frame time metrics either. This results in non-smooth scrolling +and note stuttering during game-play even the game engine runs perfectly fine at the expected +and stable frame times. + +These symptoms must be addressed by: + +* Correct CPU power configuration on Windows (non-energy saving modes) +* Correct CPU C-states configuration in BIOS/UEFI + * These cannot be configured in Windows and are separate from Windows's power configuration +* GPU power configuration + * Configured via the driver's configuration utility +* Other stuff running in the background of the system causing fluctuations + * Disk I/O heavy applications + * Or anything creating a considerable amount of CPU or GPU load \ No newline at end of file From 9e2319bd136fe738d0b7ee5ec950ea5c6b8e6947 Mon Sep 17 00:00:00 2001 From: icex2 Date: Tue, 11 Feb 2025 15:34:38 +0100 Subject: [PATCH 090/118] =?UTF-8?q?feat:=20Bump=20iidxhook9=20supported=20?= =?UTF-8?q?versions,=20EPOLIS=20=E2=80=9Csupport"?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit No changes required, just make support visible by reflecting it in distribution package naming, documentation and filenaming --- Module.mk | 6 ++- README.md | 1 + dist/iidx/gamestart-31.bat | 16 ++++++++ dist/iidx/iidxhook-31.conf | 84 ++++++++++++++++++++++++++++++++++++++ doc/iidxhook/iidxhook9.md | 3 +- 5 files changed, 107 insertions(+), 3 deletions(-) create mode 100644 dist/iidx/gamestart-31.bat create mode 100644 dist/iidx/iidxhook-31.conf diff --git a/Module.mk b/Module.mk index 2a948a8..cf2077b 100644 --- a/Module.mk +++ b/Module.mk @@ -431,7 +431,7 @@ $(zipdir)/iidx-25-to-26.zip: \ $(V)echo ... $@ $(V)zip -j $@ $^ -$(zipdir)/iidx-27-to-30.zip: \ +$(zipdir)/iidx-27-to-31.zip: \ build/bin/avs2_1700-64/iidxhook9.dll \ build/bin/avs2_1700-64/launcher.exe \ build/bin/indep-64/config.exe \ @@ -444,10 +444,12 @@ $(zipdir)/iidx-27-to-30.zip: \ dist/iidx/gamestart-28.bat \ dist/iidx/gamestart-29.bat \ dist/iidx/gamestart-30.bat \ + dist/iidx/gamestart-31.bat \ dist/iidx/iidxhook-27.conf \ dist/iidx/iidxhook-28.conf \ dist/iidx/iidxhook-29.conf \ dist/iidx/iidxhook-30.conf \ + dist/iidx/iidxhook-31.conf \ dist/iidx/vefx.txt \ | $(zipdir)/ $(V)echo ... $@ @@ -847,7 +849,7 @@ $(BUILDDIR)/bemanitools.zip: \ $(zipdir)/iidx-20-cn.zip \ $(zipdir)/iidx-21-to-24.zip \ $(zipdir)/iidx-25-to-26.zip \ - $(zipdir)/iidx-27-to-30.zip \ + $(zipdir)/iidx-27-to-31.zip \ $(zipdir)/iidx-hwio-x86.zip \ $(zipdir)/iidx-hwio-x64.zip \ $(zipdir)/jb-01.zip \ diff --git a/README.md b/README.md index 6827f95..25d117f 100644 --- a/README.md +++ b/README.md @@ -71,6 +71,7 @@ The following games are supported with their corresponding hook-libraries. - Beatmania IIDX 28 BISTROVER (`iidx-27-to-30.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md) - Beatmania IIDX 29 CASTHOUR (`iidx-27-to-30.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md) - Beatmania IIDX 30 RESIDENT (`iidx-27-to-30.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md) + - Beatmania IIDX 31 EPOLIS (`iidx-27-to-31.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md) - [jubeat](doc/jbhook/README.md) - jubeat (`jb-01.zip`): [jbhook1](doc/jbhook/jbhook1.md) - jubeat ripples (`jb-02.zip`): [jbhook1](doc/jbhook/jbhook1.md) diff --git a/dist/iidx/gamestart-31.bat b/dist/iidx/gamestart-31.bat new file mode 100644 index 0000000..967a441 --- /dev/null +++ b/dist/iidx/gamestart-31.bat @@ -0,0 +1,16 @@ +@echo off +cd /d %~dp0 + +if not exist dev mkdir dev +if not exist dev\e mkdir dev\e +if not exist dev\g mkdir dev\g +if not exist dev\nvram mkdir dev\nvram +if not exist dev\raw mkdir dev\raw +if not exist dev\raw\log mkdir dev\raw\log +if not exist dev\raw\fscache mkdir dev\raw\fscache + +for /R prop\defaults %%D in (*.*) do ( + if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram +) + +modules\launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-31.conf %* diff --git a/dist/iidx/iidxhook-31.conf b/dist/iidx/iidxhook-31.conf new file mode 100644 index 0000000..eb7e6bc --- /dev/null +++ b/dist/iidx/iidxhook-31.conf @@ -0,0 +1,84 @@ +# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted readers) +io.disable_card_reader_emu=false + +# Disable BIO2 emulation and enable usage of real BIO2 hardware +io.disable_bio2_emu=false + +# Disables the poll limiter, warning very high CPU usage may arise +io.disable_poll_limiter=false + +# Lightning cab mode (requires additional IO emulation) +io.lightning_mode=false + +# Disable camera connection +io.disable_cams=true + +# Disables the built in file hooks, requiring manual file creation +io.disable_file_hooks=false + +# Turntable sensitivity multiplier (1.0 is default) +io.tt_multiplier=1.0 + +# Disables the camera emulation +cam.disable_emu=true + +# Disable camera 1. Use, i.e., if you only have one camera and want it to be mapped to camera 2 ingame. +cam.disable_camera1=true + +# Disable camera 2. Use, i.e., if you have more than one camera but only want to map camera 1 ingame. +cam.disable_camera2=false + +# Override camera device ID detection (copy from device manager, do not escape) +cam.device_id1= + +# Override camera device ID detection (copy from device manager, do not escape) +cam.device_id2= + +# Run the game in a framed window (requires windowed option) +gfx.framed=true + +# Run the game windowed +gfx.windowed=false + +# Confine mouse cursor to window +gfx.confined=false + +# Windowed width, -1 for default size +gfx.window_width=-1 + +# Windowed height, -1 for default size +gfx.window_height=-1 + +# Windowed X, -1 for default X position +gfx.window_x=-1 + +# Windowed Y, -1 for default Y position +gfx.window_y=-1 + +# Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors) +gfx.forced_refresh_rate=-1 + +# D3D9ex device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter +gfx.device_adapter=-1 + +# Orientation to force monitor into, -1 to use default, 0, 1, 2, 3 to do 0, 90, 180, 270 degrees +gfx.force_orientation=-1 + +# Force a screen resolution (width), -1 to disable. Use this if the game does not auto detect your monitor's resolution properly, e.g. 1368x768 instead of 1280x720. +gfx.force_screen_res.width=-1 + +# Force a screen resolution (height), -1 to disable. Use this if the game does not auto detect your monitor's resolution properly, e.g. 1368x768 instead of 1280x720. +gfx.force_screen_res.height=-1 + +# IP of adapter to force override with +adapter.override_ip= + +# Force ASIO audio mode/device (if applicable / TDJ default) +asio.force_asio=false + +# Force WASAPI audio mode (if applicable / LDJ default) +asio.force_wasapi=true + +# The ASIO device name to use +asio.device_name=XONAR SOUND CARD(64) + diff --git a/doc/iidxhook/iidxhook9.md b/doc/iidxhook/iidxhook9.md index c89159b..9cc1ca9 100644 --- a/doc/iidxhook/iidxhook9.md +++ b/doc/iidxhook/iidxhook9.md @@ -6,6 +6,7 @@ The following games are compatible with this version of iidxhook: - BISTROVER - CASTHOUR - RESIDENT +- EPOLIS The games must be bootstrapped using [launcher](../launcher.md). @@ -57,7 +58,7 @@ unpacked data looks like this: - Unpack the package containing iidxhook9 into the root folder so iidxhook9.dll and all other files are located in the same folder as *data*, *prop*, *bm2dx.dll*, etc. -- For version 30 +- For version 30-31 - Unpack the package containing iidxhook9 into the `modules` folder so iidxhook9.dll and all other files are located in the same folder as the game's DLLs, e.g. *bm2dx.dll*, etc. From a66aba45b9c49c70a10428946faddd692030c321 Mon Sep 17 00:00:00 2001 From: icex2 Date: Tue, 11 Feb 2025 15:52:15 +0100 Subject: [PATCH 091/118] feat: d3d9-monitor-check tool MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit A separate application to run the infamous IIDX “monitor check”. The on-screen output has been enhanced to provide more detailed information about the on-going process. The tool furthermore allows basic querying of adapter and adapter modes information from the command line. These additional options can be useful to gather more debug information or select correct parameters for the monitor test from actually supported mode parameters by the adapter. The tool has been tested on an actual cabinet with nvgpu setting different custom timings. The accuracy seems to be even higher than what IIDX’s monitor check is actually showing. For example, with a custom timing of 59.900, the tool yields 59.902. Meanwhile, the monitor check of iidx 29 59.8981 hz to 59.8997 hz on screen. This doesn’t mean the game’s getting inaccurate values. The game actually syncs and plays just fine. However, the game’s monitor check cannot be used as a reference for “getting the avg. refresh rate” value as an input parameter for other tools, e.g. chart patching with btools. --- Module.mk | 8 + README.md | 2 + doc/tools/d3d9-monitor-check.md | 27 + src/main/d3d9-monitor-check/Module.mk | 13 + src/main/d3d9-monitor-check/main.c | 695 ++++++++++++++++++++++++++ 5 files changed, 745 insertions(+) create mode 100644 doc/tools/d3d9-monitor-check.md create mode 100644 src/main/d3d9-monitor-check/Module.mk create mode 100644 src/main/d3d9-monitor-check/main.c diff --git a/Module.mk b/Module.mk index 2a948a8..493b380 100644 --- a/Module.mk +++ b/Module.mk @@ -100,6 +100,8 @@ include src/main/bstio/Module.mk include src/main/camhook/Module.mk include src/main/cconfig/Module.mk include src/main/config/Module.mk +include src/main/d3d9-frame-graph-hook/Module.mk +include src/main/d3d9-monitor-check/Module.mk include src/main/d3d9-util/Module.mk include src/main/d3d9exhook/Module.mk include src/main/ddrhook-util/Module.mk @@ -232,6 +234,9 @@ $(zipdir)/tools.zip: \ build/bin/indep-32/ezusb2-dbg-hook.dll \ build/bin/indep-32/ezusb2-tool.exe \ build/bin/indep-32/ezusb-tool.exe \ + build/bin/indep-32/nvgpu.exe \ + build/bin/indep-32/d3d9-frame-graph-hook.dll \ + build/bin/indep-32/d3d9-monitor-check.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -246,6 +251,9 @@ $(zipdir)/tools-x64.zip: \ build/bin/indep-64/iidx-ezusb2-exit-hook.dll \ build/bin/indep-64/jbiotest.exe \ build/bin/indep-64/mempatch-hook.dll \ + build/bin/indep-64/nvgpu.exe \ + build/bin/indep-64/d3d9-frame-graph-hook.dll \ + build/bin/indep-64/d3d9-monitor-check.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ diff --git a/README.md b/README.md index 6827f95..fd05d5c 100644 --- a/README.md +++ b/README.md @@ -119,6 +119,8 @@ The following games are supported with their corresponding hook-libraries. - [extiotest](doc/tools/extiotest.md) - [aciotest](doc/tools/aciotest.md): Command line tool to quickly test ACIO devices - config: UI input/output configuration tool when using the default bemanitools API (geninput) +- [d3d9-monitor-check](doc/tools/d3d9-monitor-check.md): Command line tool to check the monitor refresh rate of the + current GPU + monitor configuration - ir-beat-patch-9/10: Patch the IR beat phase on IIDX 9 and 10 - [mempatch-hook](doc/tools/mempatch-hook.md): Patch raw memory locations in the target process based on the provided configuration diff --git a/doc/tools/d3d9-monitor-check.md b/doc/tools/d3d9-monitor-check.md new file mode 100644 index 0000000..83dc92d --- /dev/null +++ b/doc/tools/d3d9-monitor-check.md @@ -0,0 +1,27 @@ +# D3D9 Monitor Check + +A separate application to run the infamous IIDX “monitor check” without having to run the actual +game. The tool can be used to test measure the current avg. monitor refresh rate or debug/check if +that value is fluctuating for some reason. + +The final avg. value that is provided at the end of the test can be used as input for other tooling +or settings (e.g. patching charts to a different refresh rate on older games with bemanitools). + +Simply run the tool without any arguments to get a full synopsis with usage instructions. + +## "Accuracy" remarks + +The tool has been tested on an actual cabinet with `nvgpu` setting different custom timings. The +accuracy seems to be even higher than what IIDX’s monitor check is actually showing. For example, +with a custom timing of 59.900 hz, this tool yields fairly accurate and stable avg. 59.902 hz. + +The monitor check of IIDX 29 shows results of 59.8981 hz to 59.8997 hz on screen. As these are the +only visible values to the user, determining a specific (avg.) value that can be used as input for +other tooling or settings (e.g. patching charts to a different refresh rate on older games with +bemanitools) is difficult. This doesn't mean that the game's monitor checks are actually +inaccurate or wrong. Modern games with a built-in monitor check (starting IIDX 20) are syncing up +fine and don't need any further patching or modifications. + +For older games, picking a value that is not as close as possible to an accurate avg. value can +easily lead to issues with sync. So it's recommended to use the d3d9-monitor-check tool to get the +most accurate value. \ No newline at end of file diff --git a/src/main/d3d9-monitor-check/Module.mk b/src/main/d3d9-monitor-check/Module.mk new file mode 100644 index 0000000..0f66079 --- /dev/null +++ b/src/main/d3d9-monitor-check/Module.mk @@ -0,0 +1,13 @@ +exes += d3d9-monitor-check \ + +ldflags_d3d9-monitor-check := \ + -ld3d9 \ + -ldwmapi \ + -lgdi32 \ + -ld3dx9 \ + +libs_d3d9-monitor-check := \ + util \ + +src_d3d9-monitor-check := \ + main.c \ diff --git a/src/main/d3d9-monitor-check/main.c b/src/main/d3d9-monitor-check/main.c new file mode 100644 index 0000000..5ab438d --- /dev/null +++ b/src/main/d3d9-monitor-check/main.c @@ -0,0 +1,695 @@ +#include + +#include +#include + +#include +#include +#include +#include + +#include "util/time.h" +#include "util/winerr.h" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define printfln_winerr(fmt, ...) \ + char *winerr = util_winerr_format_last_error_code(); \ + fprintf(stderr, fmt ": %s\n", ##__VA_ARGS__, winerr); \ + free(winerr); + +static const D3DFORMAT _d3dformat = D3DFMT_X8R8G8B8; + +static void _print_synopsis() +{ + printfln_err("D3D9 monitor check"); + printfln_err(""); + printfln_err("Improved open source re-implementation of IIDX's infamous \"monitor check\" screen"); + printfln_err("Run a bare D3D9 render loop to measure the refresh rate of the current GPU + monitor configuration"); + printfln_err(""); + printfln_err("Usage:"); + printfln_err(" d3d9-monitor-check "); + printfln_err(""); + printfln_err("Available commands:"); + printfln_err(" adapter: Query adapter information"); + printfln_err(" modes: Query adapter modes"); + printfln_err(" run [--total-warm-up-frame-count n] [--total-frame-count n] [--windowed] [--vsync-off]: Run the monitor check. Ensure that the mandatory parameters for width, height and refresh rate are values that are supported by the adapter's mode. Use the \"modes\" subcommand to get a list of supported modes."); + printfln_err(" width: Width of the rendering resolution to run the test at"); + printfln_err(" height: Height of the rendering resolution to run the test at"); + printfln_err(" refresh_rate: Target refresh rate to run the test at"); + printfln_err(" total-warm-up-frame-count: Optional. Number of frames to warm-up before executing the main run that counts towards the measurement results"); + printfln_err(" total-frame-count: Optional. Total number of frames to run the test for that count towards the measurement results"); + printfln_err(" windowed: Optional. Run the test in windowed mode (not recommended)"); + printfln_err(" vsync-off: Optional. Run the test with vsync off (not recommended)"); +} + +static bool _create_d3d_context(IDirect3D9 **d3d) +{ + // Initialize D3D + *d3d = Direct3DCreate9(D3D_SDK_VERSION); + + if (!*d3d) { + printfln_winerr("Creating d3d context failed"); + return false; + } + + return true; +} + +static bool _query_adapter_identifier(IDirect3D9 *d3d, D3DADAPTER_IDENTIFIER9 *identifier) +{ + HRESULT hr; + + hr = IDirect3D9_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, identifier); + + if (hr != D3D_OK) { + printfln_winerr("GetAdapterIdentifier failed"); + return false; + } + + return true; +} + +static bool _create_window(uint32_t width, uint32_t height, HWND *hwnd) +{ + WNDCLASSEX wc; + + memset(&wc, 0, sizeof(wc)); + + wc.cbSize = sizeof(wc); + wc.lpfnWndProc = DefWindowProc; + wc.hInstance = GetModuleHandle(NULL); + wc.lpszClassName = "D3D9MonitorCheck"; + + RegisterClassExA(&wc); + + // Create window + *hwnd = CreateWindowA( + wc.lpszClassName, + "D3D9 Monitor Check", + WS_OVERLAPPEDWINDOW, + CW_USEDEFAULT, + CW_USEDEFAULT, + width, + height, + NULL, + NULL, + wc.hInstance, + NULL); + + if (!*hwnd) { + printfln_winerr("Failed to create window"); + return false; + } + + return true; +} + +static bool _create_d3d_device( + HWND hwnd, + IDirect3D9 *d3d, + uint32_t width, + uint32_t height, + uint32_t refresh_rate, + bool windowed, + bool vsync_off, + IDirect3DDevice9 **device) +{ + D3DPRESENT_PARAMETERS pp; + HRESULT hr; + + memset(&pp, 0, sizeof(pp)); + + if (windowed) { + ShowWindow(hwnd, SW_SHOW); + + pp.Windowed = TRUE; + pp.FullScreen_RefreshRateInHz = 0; + } else { + ShowCursor(FALSE); + + pp.Windowed = FALSE; + pp.FullScreen_RefreshRateInHz = refresh_rate; + } + + if (vsync_off) { + pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; + } else { + pp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; + } + + pp.BackBufferWidth = width; + pp.BackBufferHeight = height; + pp.BackBufferFormat = _d3dformat; + pp.BackBufferCount = 2; + pp.MultiSampleType = D3DMULTISAMPLE_NONE; + pp.MultiSampleQuality = 0; + pp.SwapEffect = D3DSWAPEFFECT_DISCARD; + pp.hDeviceWindow = hwnd; + pp.EnableAutoDepthStencil = TRUE; + pp.AutoDepthStencilFormat = D3DFMT_D16; + pp.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER; + + // Create D3D device + hr = IDirect3D9_CreateDevice( + d3d, + D3DADAPTER_DEFAULT, + D3DDEVTYPE_HAL, + hwnd, + D3DCREATE_HARDWARE_VERTEXPROCESSING, + &pp, + device); + + if (hr != D3D_OK) { + printfln_winerr("Creating d3d device failed"); + return false; + } + + return true; +} + +static uint32_t _get_font_height(uint32_t resolution_height) +{ + // Default size for 480p + return (uint32_t) (20.0f * resolution_height / 480.0f); +} + +static uint32_t _get_text_offset_x(uint32_t resolution_width) +{ + // Default offset for 480p + return (uint32_t) (20.0f * resolution_width / 480.0f); +} + +static uint32_t _get_text_offset_y(uint32_t resolution_height, uint32_t font_height) +{ + // Default offset for 480p + return (uint32_t) (font_height + 10 * (resolution_height / 640.0f)); +} + +static bool _create_font(IDirect3DDevice9 *device, uint32_t font_height, ID3DXFont **font) +{ + HRESULT hr; + + hr = D3DXCreateFont(device, font_height, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, + OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, + "Arial", font); + + if (hr != D3D_OK) { + printfln_winerr("Creating font failed"); + return false; + } + + return true; +} + +static void _draw_text(IDirect3DDevice9 *device, ID3DXFont *font, uint32_t font_height, int x, int y, const char *fmt, ...) +{ + va_list args; + char text[1024]; + RECT rect; + + va_start(args, fmt); + vsprintf(text, fmt, args); + va_end(args); + + rect.left = x; + rect.top = y; + // Base width of 300 is based on 480p + rect.right = x + (480 * (font_height / 20.0f)); + rect.bottom = y + font_height; + + ID3DXFont_DrawText(font, NULL, text, -1, &rect, DT_LEFT | DT_TOP, D3DCOLOR_XRGB(255, 255, 255)); +} + +static bool _adapter() +{ + IDirect3D9 *d3d; + D3DADAPTER_IDENTIFIER9 identifier; + + if (!_create_d3d_context(&d3d)) { + return false; + } + + if (!_query_adapter_identifier(d3d, &identifier)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_out("Driver: %s", identifier.Driver); + printfln_out("Description: %s", identifier.Description); + printfln_out("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_out("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_out("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + printfln_out("VendorId: %lu", identifier.VendorId); + printfln_out("DeviceId: %lu", identifier.DeviceId); + printfln_out("SubSysId: %lu", identifier.SubSysId); + printfln_out("Revision: %lu", identifier.Revision); + printfln_out("DeviceIdentifier: {%08lX-%04X-%04X-%02X%02X-%02X%02X%02X%02X%02X%02X}", + identifier.DeviceIdentifier.Data1, + identifier.DeviceIdentifier.Data2, + identifier.DeviceIdentifier.Data3, + identifier.DeviceIdentifier.Data4[0], + identifier.DeviceIdentifier.Data4[1], + identifier.DeviceIdentifier.Data4[2], + identifier.DeviceIdentifier.Data4[3], + identifier.DeviceIdentifier.Data4[4], + identifier.DeviceIdentifier.Data4[5], + identifier.DeviceIdentifier.Data4[6], + identifier.DeviceIdentifier.Data4[7]); + printfln_out("WHQLLevel: %lu", identifier.WHQLLevel); + + IDirect3D9_Release(d3d); + + return true; +} + +static bool _modes() +{ + IDirect3D9 *d3d; + HRESULT hr; + UINT mode_count; + D3DDISPLAYMODE mode; + + memset(&mode, 0, sizeof(D3DDISPLAYMODE)); + + if (!_create_d3d_context(&d3d)) { + return false; + } + + mode_count = IDirect3D9_GetAdapterModeCount(d3d, D3DADAPTER_DEFAULT, _d3dformat); + + printfln_err("Available adapter modes (total %d)", mode_count); + printfln_err("Mode index: width x height @ refresh rate"); + + for (UINT i = 0; i < mode_count; i++) { + hr = IDirect3D9_EnumAdapterModes(d3d, D3DADAPTER_DEFAULT, _d3dformat, i, &mode); + + if (hr != D3D_OK) { + printfln_winerr("EnumAdapterMode index %d failed", i); + IDirect3D9_Release(d3d); + return false; + } + + printfln_out("%d: %d x %d @ %d hz", i, mode.Width, mode.Height, mode.RefreshRate); + } + + IDirect3D9_Release(d3d); + + return true; +} + +static bool _run(uint32_t width, uint32_t height, uint32_t refresh_rate, uint32_t total_warm_up_frame_count, uint32_t total_frame_count, bool windowed, bool vsync_off) +{ + HWND hwnd; + IDirect3D9 *d3d; + D3DADAPTER_IDENTIFIER9 identifier; + IDirect3DDevice9 *device; + uint32_t font_height; + ID3DXFont *font; + uint32_t text_offset_x; + uint32_t text_offset_y; + + MSG msg; + bool exit_loop; + bool warm_up_done; + uint32_t warm_up_frame_count; + uint32_t frame_count; + uint64_t start_time; + uint64_t end_time; + uint64_t elapsed_us; + uint64_t total_elapsed_us; + + printfln_err("Creating d3d context ..."); + + if (!_create_d3d_context(&d3d)) { + return false; + } + + printfln_err("Querying adapter identifier ..."); + + if (!_query_adapter_identifier(d3d, &identifier)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Adapter:"); + printfln_err("Driver: %s", identifier.Driver); + printfln_err("Description: %s", identifier.Description); + printfln_err("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_err("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_err("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + + printfln_err("Creating window with %dx%d ...", width, height); + + if (!_create_window(width, height, &hwnd)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Creating d3d device %d x %d @ %d hz %s vsync %s ...", + width, + height, + refresh_rate, + windowed ? "windowed" : "fullscreen", + vsync_off ? "off" : "on"); + + if (!_create_d3d_device( + hwnd, + d3d, + width, + height, + refresh_rate, + windowed, + vsync_off, + &device)) { + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + return false; + } + + printfln_err("Creating font ..."); + + font_height = _get_font_height(height); + + if (!_create_font(device, font_height, &font)) { + IDirect3DDevice9_Release(device); + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + return false; + } + + text_offset_x = _get_text_offset_x(width); + text_offset_y = _get_text_offset_y(height, font_height); + + // --------------------------------------------------------------------------------------------- + + exit_loop = false; + warm_up_done = false; + + warm_up_frame_count = 0; + frame_count = 0; + + elapsed_us = 0; + total_elapsed_us = 0; + + printfln_err("Warm-up for %d frames ...", total_warm_up_frame_count); + + start_time = time_get_counter(); + + while (warm_up_frame_count + frame_count < total_warm_up_frame_count + total_frame_count) { + // reset when warm-up is done + if (warm_up_frame_count >= total_warm_up_frame_count && !warm_up_done) { + warm_up_done = true; + total_elapsed_us = 0; + printfln_err("Warm-up finished"); + printfln_err("Running test for %d frames ...", total_frame_count); + } + + // Required to not make windows think we are stuck and not responding + while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { + if (msg.message == WM_QUIT) { + exit_loop = true; + break; + } + + TranslateMessage(&msg); + DispatchMessage(&msg); + } + + if (exit_loop) { + break; + } + + if (GetAsyncKeyState(VK_ESCAPE) & 0x8000) { + exit_loop = true; + break; + } + + IDirect3DDevice9_Clear( + device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 0), + 1.0f, + 0); + IDirect3DDevice9_BeginScene(device); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y, "D3D9 Monitor Check"); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 3, + "GPU: %s", identifier.Description); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 4, + "Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + + if (warm_up_frame_count < total_warm_up_frame_count) { + // First frame won't have any data available causing division by zero in the stats + if (warm_up_frame_count != 0) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Warm-up in progress ..."); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Frame: %d / %d", warm_up_frame_count, total_warm_up_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Last frame time: %.3f ms", elapsed_us / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / warm_up_frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Last refresh rate: %.3f Hz", 1000.0f / (elapsed_us / 1000.0f)); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 11, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / warm_up_frame_count / 1000.0f)); + } + } else { + // First frame won't have any data available causing division by zero in the stats + if (frame_count != 0) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Measuring in progress ..."); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Frame: %d / %d", frame_count, total_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Last frame time: %.3f ms", elapsed_us / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Last refresh rate: %.3f Hz", 1000.0f / (elapsed_us / 1000.0f)); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 11, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + } + } + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 13, "Press ESC to exit early"); + + IDirect3DDevice9_EndScene(device); + IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + + end_time = time_get_counter(); + elapsed_us = time_get_elapsed_us(end_time - start_time); + start_time = end_time; + total_elapsed_us += elapsed_us; + + if (warm_up_frame_count < total_warm_up_frame_count) { + warm_up_frame_count++; + } else { + frame_count++; + } + } + + // --------------------------------------------------------------------------------------------- + + printfln_err("Running test finished"); + + IDirect3DDevice9_Clear( + device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 0), + 1.0f, + 0); + IDirect3DDevice9_BeginScene(device); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y, "D3D9 Monitor Check"); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 3, + "GPU: %s", identifier.Description); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 4, + "Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + + if (exit_loop) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Exited early"); + } else { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Finished"); + } + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Total warm-up frame count: %d", warm_up_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Total sample frame count: %d", frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 12, "Exiting in 5 seconds ..."); + + IDirect3DDevice9_EndScene(device); + IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + + Sleep(5000); + + // --------------------------------------------------------------------------------------------- + + printfln_err("Final results"); + printfln_out("GPU: %s", identifier.Description); + printfln_out("Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + printfln_out("Avg frame time (ms): %.3f", total_elapsed_us / frame_count / 1000.0f); + printfln_out("Avg refresh rate (hz): %.3f", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + + ID3DXFont_Release(font); + IDirect3DDevice9_Release(device); + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + + return true; +} + +static bool _cmd_adapter() +{ + return _adapter(); +} + +static bool _cmd_modes() +{ + return _modes(); +} + +static bool _cmd_run(int argc, char **argv) +{ + uint32_t width; + uint32_t height; + uint32_t refresh_rate; + uint32_t total_warm_up_frame_count; + uint32_t total_frame_count; + bool windowed; + bool vsync_off; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + width = atoi(argv[0]); + + if (width == 0 || width > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid width: %d", width); + return false; + } + + height = atoi(argv[1]); + + if (height == 0 || height > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid height: %d", height); + return false; + } + + refresh_rate = atoi(argv[2]); + + if (refresh_rate == 0 || refresh_rate > 1000) { + _print_synopsis(); + printfln_err("ERROR: Invalid refresh rate: %d", refresh_rate); + return false; + } + + // Sane defaults + total_warm_up_frame_count = 500; + total_frame_count = 1000; + windowed = false; + vsync_off = false; + + for (int i = 3; i < argc; i++) { + if (!strcmp(argv[i], "--total-warm-up-frame-count")) { + if (i + 1 < argc) { + total_warm_up_frame_count = atoi(argv[++i]); + + if (total_warm_up_frame_count == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid total warm-up frame count: %d", total_warm_up_frame_count); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --total-warm-up-frame-count"); + return false; + } + } else if (!strcmp(argv[i], "--total-frame-count")) { + if (i + 1 < argc) { + total_frame_count = atoi(argv[++i]); + + if (total_frame_count == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid total frame count: %d", total_frame_count); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --total-frame-count"); + return false; + } + } else if (!strcmp(argv[i], "--windowed")) { + windowed = true; + } else if (!strcmp(argv[i], "--vsync-off")) { + vsync_off = true; + } + } + + return _run(width, height, refresh_rate, total_warm_up_frame_count, total_frame_count, windowed, vsync_off); +} + +int main(int argc, char **argv) +{ + const char *command; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return 1; + } + + command = argv[1]; + + if (!strcmp(command, "adapter")) { + if (!_cmd_adapter(argc - 2, argv + 2)) { + return 1; + } + } else if (!strcmp(command, "modes")) { + if (!_cmd_modes(argc - 2, argv + 2)) { + return 1; + } + } else if (!strcmp(command, "run")) { + if (!_cmd_run(argc - 2, argv + 2)) { + return 1; + } + } else { + _print_synopsis(argv[0]); + printfln_err("ERROR: Unknown command: %s", command); + return 1; + } + + return 0; +} From 3aa128e5258bef67849312bef252e74a733bd01a Mon Sep 17 00:00:00 2001 From: icex2 Date: Thu, 13 Feb 2025 14:26:33 +0100 Subject: [PATCH 092/118] feat: Improve d3d9-monitor-check command line args Use more user-friendly seconds for total and warm-up time instead of frames. Use the refresh rate to calculcate the total frame count internally for the test. --- src/main/d3d9-monitor-check/main.c | 701 +++++++++++++++++++++++++++++ 1 file changed, 701 insertions(+) create mode 100644 src/main/d3d9-monitor-check/main.c diff --git a/src/main/d3d9-monitor-check/main.c b/src/main/d3d9-monitor-check/main.c new file mode 100644 index 0000000..d4445aa --- /dev/null +++ b/src/main/d3d9-monitor-check/main.c @@ -0,0 +1,701 @@ +#include + +#include +#include + +#include +#include +#include +#include + +#include "util/time.h" +#include "util/winerr.h" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define printfln_winerr(fmt, ...) \ + char *winerr = util_winerr_format_last_error_code(); \ + fprintf(stderr, fmt ": %s\n", ##__VA_ARGS__, winerr); \ + free(winerr); + +static const D3DFORMAT _d3dformat = D3DFMT_X8R8G8B8; + +static void _print_synopsis() +{ + printfln_err("D3D9 monitor check"); + printfln_err(""); + printfln_err("Improved open source re-implementation of IIDX's infamous \"monitor check\" screen"); + printfln_err("Run a bare D3D9 render loop to measure the refresh rate of the current GPU + monitor configuration"); + printfln_err(""); + printfln_err("Usage:"); + printfln_err(" d3d9-monitor-check "); + printfln_err(""); + printfln_err("Available commands:"); + printfln_err(" adapter: Query adapter information"); + printfln_err(" modes: Query adapter modes"); + printfln_err(" run [--warm-up-secs n] [--total-secs n] [--windowed] [--vsync-off]: Run the monitor check. Ensure that the mandatory parameters for width, height and refresh rate are values that are supported by the adapter's mode. Use the \"modes\" subcommand to get a list of supported modes."); + printfln_err(" width: Width of the rendering resolution to run the test at"); + printfln_err(" height: Height of the rendering resolution to run the test at"); + printfln_err(" refresh_rate: Target refresh rate to run the test at"); + printfln_err(" warm-up-secs: Optional. Number of seconds to warm-up before executing the main run that counts towards the measurement results"); + printfln_err(" total-secs: Optional. Total number of seconds to run the test for that count towards the measurement results"); + printfln_err(" windowed: Optional. Run the test in windowed mode (not recommended)"); + printfln_err(" vsync-off: Optional. Run the test with vsync off (not recommended)"); +} + +static bool _create_d3d_context(IDirect3D9 **d3d) +{ + // Initialize D3D + *d3d = Direct3DCreate9(D3D_SDK_VERSION); + + if (!*d3d) { + printfln_winerr("Creating d3d context failed"); + return false; + } + + return true; +} + +static bool _query_adapter_identifier(IDirect3D9 *d3d, D3DADAPTER_IDENTIFIER9 *identifier) +{ + HRESULT hr; + + hr = IDirect3D9_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, identifier); + + if (hr != D3D_OK) { + printfln_winerr("GetAdapterIdentifier failed"); + return false; + } + + return true; +} + +static bool _create_window(uint32_t width, uint32_t height, HWND *hwnd) +{ + WNDCLASSEX wc; + + memset(&wc, 0, sizeof(wc)); + + wc.cbSize = sizeof(wc); + wc.lpfnWndProc = DefWindowProc; + wc.hInstance = GetModuleHandle(NULL); + wc.lpszClassName = "D3D9MonitorCheck"; + + RegisterClassExA(&wc); + + // Create window + *hwnd = CreateWindowA( + wc.lpszClassName, + "D3D9 Monitor Check", + WS_OVERLAPPEDWINDOW, + CW_USEDEFAULT, + CW_USEDEFAULT, + width, + height, + NULL, + NULL, + wc.hInstance, + NULL); + + if (!*hwnd) { + printfln_winerr("Failed to create window"); + return false; + } + + return true; +} + +static bool _create_d3d_device( + HWND hwnd, + IDirect3D9 *d3d, + uint32_t width, + uint32_t height, + uint32_t refresh_rate, + bool windowed, + bool vsync_off, + IDirect3DDevice9 **device) +{ + D3DPRESENT_PARAMETERS pp; + HRESULT hr; + + memset(&pp, 0, sizeof(pp)); + + if (windowed) { + ShowWindow(hwnd, SW_SHOW); + + pp.Windowed = TRUE; + pp.FullScreen_RefreshRateInHz = 0; + } else { + ShowCursor(FALSE); + + pp.Windowed = FALSE; + pp.FullScreen_RefreshRateInHz = refresh_rate; + } + + if (vsync_off) { + pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; + } else { + pp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; + } + + pp.BackBufferWidth = width; + pp.BackBufferHeight = height; + pp.BackBufferFormat = _d3dformat; + pp.BackBufferCount = 2; + pp.MultiSampleType = D3DMULTISAMPLE_NONE; + pp.MultiSampleQuality = 0; + pp.SwapEffect = D3DSWAPEFFECT_DISCARD; + pp.hDeviceWindow = hwnd; + pp.EnableAutoDepthStencil = TRUE; + pp.AutoDepthStencilFormat = D3DFMT_D16; + pp.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER; + + // Create D3D device + hr = IDirect3D9_CreateDevice( + d3d, + D3DADAPTER_DEFAULT, + D3DDEVTYPE_HAL, + hwnd, + D3DCREATE_HARDWARE_VERTEXPROCESSING, + &pp, + device); + + if (hr != D3D_OK) { + printfln_winerr("Creating d3d device failed"); + return false; + } + + return true; +} + +static uint32_t _get_font_height(uint32_t resolution_height) +{ + // Default size for 480p + return (uint32_t) (20.0f * resolution_height / 480.0f); +} + +static uint32_t _get_text_offset_x(uint32_t resolution_width) +{ + // Default offset for 480p + return (uint32_t) (20.0f * resolution_width / 480.0f); +} + +static uint32_t _get_text_offset_y(uint32_t resolution_height, uint32_t font_height) +{ + // Default offset for 480p + return (uint32_t) (font_height + 10 * (resolution_height / 640.0f)); +} + +static bool _create_font(IDirect3DDevice9 *device, uint32_t font_height, ID3DXFont **font) +{ + HRESULT hr; + + hr = D3DXCreateFont(device, font_height, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, + OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, + "Arial", font); + + if (hr != D3D_OK) { + printfln_winerr("Creating font failed"); + return false; + } + + return true; +} + +static void _draw_text(IDirect3DDevice9 *device, ID3DXFont *font, uint32_t font_height, int x, int y, const char *fmt, ...) +{ + va_list args; + char text[1024]; + RECT rect; + + va_start(args, fmt); + vsprintf(text, fmt, args); + va_end(args); + + rect.left = x; + rect.top = y; + // Base width of 300 is based on 480p + rect.right = x + (480 * (font_height / 20.0f)); + rect.bottom = y + font_height; + + ID3DXFont_DrawText(font, NULL, text, -1, &rect, DT_LEFT | DT_TOP, D3DCOLOR_XRGB(255, 255, 255)); +} + +static bool _adapter() +{ + IDirect3D9 *d3d; + D3DADAPTER_IDENTIFIER9 identifier; + + if (!_create_d3d_context(&d3d)) { + return false; + } + + if (!_query_adapter_identifier(d3d, &identifier)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_out("Driver: %s", identifier.Driver); + printfln_out("Description: %s", identifier.Description); + printfln_out("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_out("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_out("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + printfln_out("VendorId: %lu", identifier.VendorId); + printfln_out("DeviceId: %lu", identifier.DeviceId); + printfln_out("SubSysId: %lu", identifier.SubSysId); + printfln_out("Revision: %lu", identifier.Revision); + printfln_out("DeviceIdentifier: {%08lX-%04X-%04X-%02X%02X-%02X%02X%02X%02X%02X%02X}", + identifier.DeviceIdentifier.Data1, + identifier.DeviceIdentifier.Data2, + identifier.DeviceIdentifier.Data3, + identifier.DeviceIdentifier.Data4[0], + identifier.DeviceIdentifier.Data4[1], + identifier.DeviceIdentifier.Data4[2], + identifier.DeviceIdentifier.Data4[3], + identifier.DeviceIdentifier.Data4[4], + identifier.DeviceIdentifier.Data4[5], + identifier.DeviceIdentifier.Data4[6], + identifier.DeviceIdentifier.Data4[7]); + printfln_out("WHQLLevel: %lu", identifier.WHQLLevel); + + IDirect3D9_Release(d3d); + + return true; +} + +static bool _modes() +{ + IDirect3D9 *d3d; + HRESULT hr; + UINT mode_count; + D3DDISPLAYMODE mode; + + memset(&mode, 0, sizeof(D3DDISPLAYMODE)); + + if (!_create_d3d_context(&d3d)) { + return false; + } + + mode_count = IDirect3D9_GetAdapterModeCount(d3d, D3DADAPTER_DEFAULT, _d3dformat); + + printfln_err("Available adapter modes (total %d)", mode_count); + printfln_err("Mode index: width x height @ refresh rate"); + + for (UINT i = 0; i < mode_count; i++) { + hr = IDirect3D9_EnumAdapterModes(d3d, D3DADAPTER_DEFAULT, _d3dformat, i, &mode); + + if (hr != D3D_OK) { + printfln_winerr("EnumAdapterMode index %d failed", i); + IDirect3D9_Release(d3d); + return false; + } + + printfln_out("%d: %d x %d @ %d hz", i, mode.Width, mode.Height, mode.RefreshRate); + } + + IDirect3D9_Release(d3d); + + return true; +} + +static bool _run(uint32_t width, uint32_t height, uint32_t refresh_rate, uint32_t total_warm_up_frame_count, uint32_t total_frame_count, bool windowed, bool vsync_off) +{ + HWND hwnd; + IDirect3D9 *d3d; + D3DADAPTER_IDENTIFIER9 identifier; + IDirect3DDevice9 *device; + uint32_t font_height; + ID3DXFont *font; + uint32_t text_offset_x; + uint32_t text_offset_y; + + MSG msg; + bool exit_loop; + bool warm_up_done; + uint32_t warm_up_frame_count; + uint32_t frame_count; + uint64_t start_time; + uint64_t end_time; + uint64_t elapsed_us; + uint64_t total_elapsed_us; + + printfln_err("Creating d3d context ..."); + + if (!_create_d3d_context(&d3d)) { + return false; + } + + printfln_err("Querying adapter identifier ..."); + + if (!_query_adapter_identifier(d3d, &identifier)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Adapter:"); + printfln_err("Driver: %s", identifier.Driver); + printfln_err("Description: %s", identifier.Description); + printfln_err("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_err("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_err("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + + printfln_err("Creating window with %dx%d ...", width, height); + + if (!_create_window(width, height, &hwnd)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Creating d3d device %d x %d @ %d hz %s vsync %s ...", + width, + height, + refresh_rate, + windowed ? "windowed" : "fullscreen", + vsync_off ? "off" : "on"); + + if (!_create_d3d_device( + hwnd, + d3d, + width, + height, + refresh_rate, + windowed, + vsync_off, + &device)) { + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + return false; + } + + printfln_err("Creating font ..."); + + font_height = _get_font_height(height); + + if (!_create_font(device, font_height, &font)) { + IDirect3DDevice9_Release(device); + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + return false; + } + + text_offset_x = _get_text_offset_x(width); + text_offset_y = _get_text_offset_y(height, font_height); + + // --------------------------------------------------------------------------------------------- + + exit_loop = false; + warm_up_done = false; + + warm_up_frame_count = 0; + frame_count = 0; + + elapsed_us = 0; + total_elapsed_us = 0; + + printfln_err("Warm-up for %d frames ...", total_warm_up_frame_count); + + start_time = time_get_counter(); + + while (warm_up_frame_count + frame_count < total_warm_up_frame_count + total_frame_count) { + // reset when warm-up is done + if (warm_up_frame_count >= total_warm_up_frame_count && !warm_up_done) { + warm_up_done = true; + total_elapsed_us = 0; + printfln_err("Warm-up finished"); + printfln_err("Running test for %d frames ...", total_frame_count); + } + + // Required to not make windows think we are stuck and not responding + while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { + if (msg.message == WM_QUIT) { + exit_loop = true; + break; + } + + TranslateMessage(&msg); + DispatchMessage(&msg); + } + + if (exit_loop) { + break; + } + + if (GetAsyncKeyState(VK_ESCAPE) & 0x8000) { + exit_loop = true; + break; + } + + IDirect3DDevice9_Clear( + device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 0), + 1.0f, + 0); + IDirect3DDevice9_BeginScene(device); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y, "D3D9 Monitor Check"); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 3, + "GPU: %s", identifier.Description); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 4, + "Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + + if (warm_up_frame_count < total_warm_up_frame_count) { + // First frame won't have any data available causing division by zero in the stats + if (warm_up_frame_count != 0) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Warm-up in progress ..."); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Frame: %d / %d", warm_up_frame_count, total_warm_up_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Last frame time: %.3f ms", elapsed_us / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / warm_up_frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Last refresh rate: %.3f Hz", 1000.0f / (elapsed_us / 1000.0f)); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 11, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / warm_up_frame_count / 1000.0f)); + } + } else { + // First frame won't have any data available causing division by zero in the stats + if (frame_count != 0) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Measuring in progress ..."); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Frame: %d / %d", frame_count, total_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Last frame time: %.3f ms", elapsed_us / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Last refresh rate: %.3f Hz", 1000.0f / (elapsed_us / 1000.0f)); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 11, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + } + } + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 13, "Press ESC to exit early"); + + IDirect3DDevice9_EndScene(device); + IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + + end_time = time_get_counter(); + elapsed_us = time_get_elapsed_us(end_time - start_time); + start_time = end_time; + total_elapsed_us += elapsed_us; + + if (warm_up_frame_count < total_warm_up_frame_count) { + warm_up_frame_count++; + } else { + frame_count++; + } + } + + // --------------------------------------------------------------------------------------------- + + printfln_err("Running test finished"); + + IDirect3DDevice9_Clear( + device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 0), + 1.0f, + 0); + IDirect3DDevice9_BeginScene(device); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y, "D3D9 Monitor Check"); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 3, + "GPU: %s", identifier.Description); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 4, + "Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + + if (exit_loop) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Exited early"); + } else { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Finished"); + } + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Total warm-up frame count: %d", warm_up_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Total sample frame count: %d", frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 12, "Exiting in 5 seconds ..."); + + IDirect3DDevice9_EndScene(device); + IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + + Sleep(5000); + + // --------------------------------------------------------------------------------------------- + + printfln_err("Final results"); + printfln_out("GPU: %s", identifier.Description); + printfln_out("Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + printfln_out("Avg frame time (ms): %.3f", total_elapsed_us / frame_count / 1000.0f); + printfln_out("Avg refresh rate (hz): %.3f", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + + ID3DXFont_Release(font); + IDirect3DDevice9_Release(device); + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + + return true; +} + +static bool _cmd_adapter() +{ + return _adapter(); +} + +static bool _cmd_modes() +{ + return _modes(); +} + +static bool _cmd_run(int argc, char **argv) +{ + uint32_t width; + uint32_t height; + uint32_t refresh_rate; + uint32_t warm_up_seconds; + uint32_t total_seconds; + bool windowed; + bool vsync_off; + + uint32_t total_warm_up_frame_count; + uint32_t total_frame_count; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + width = atoi(argv[0]); + + if (width == 0 || width > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid width: %d", width); + return false; + } + + height = atoi(argv[1]); + + if (height == 0 || height > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid height: %d", height); + return false; + } + + refresh_rate = atoi(argv[2]); + + if (refresh_rate == 0 || refresh_rate > 1000) { + _print_synopsis(); + printfln_err("ERROR: Invalid refresh rate: %d", refresh_rate); + return false; + } + + // Sane defaults + warm_up_seconds = 10; + total_seconds = 20; + windowed = false; + vsync_off = false; + + for (int i = 3; i < argc; i++) { + if (!strcmp(argv[i], "--warm-up-secs")) { + if (i + 1 < argc) { + warm_up_seconds = atoi(argv[++i]); + + if (warm_up_seconds == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid warm-up seconds: %d", warm_up_seconds); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --warm-up-secs"); + return false; + } + } else if (!strcmp(argv[i], "--total-secs")) { + if (i + 1 < argc) { + total_seconds = atoi(argv[++i]); + + if (total_seconds == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid total seconds: %d", total_seconds); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --total-secs"); + return false; + } + } else if (!strcmp(argv[i], "--windowed")) { + windowed = true; + } else if (!strcmp(argv[i], "--vsync-off")) { + vsync_off = true; + } + } + + total_warm_up_frame_count = warm_up_seconds * refresh_rate; + total_frame_count = total_seconds * refresh_rate; + + return _run(width, height, refresh_rate, total_warm_up_frame_count, total_frame_count, windowed, vsync_off); +} + +int main(int argc, char **argv) +{ + const char *command; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return 1; + } + + command = argv[1]; + + if (!strcmp(command, "adapter")) { + if (!_cmd_adapter(argc - 2, argv + 2)) { + return 1; + } + } else if (!strcmp(command, "modes")) { + if (!_cmd_modes(argc - 2, argv + 2)) { + return 1; + } + } else if (!strcmp(command, "run")) { + if (!_cmd_run(argc - 2, argv + 2)) { + return 1; + } + } else { + _print_synopsis(argv[0]); + printfln_err("ERROR: Unknown command: %s", command); + return 1; + } + + return 0; +} From c0be02a24f10ae58ba31f314fdfae8f1fa01e280 Mon Sep 17 00:00:00 2001 From: icex2 Date: Thu, 13 Feb 2025 14:28:34 +0100 Subject: [PATCH 093/118] feat: d3d9-monitor-check tool (#322) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit A separate application to run the infamous IIDX “monitor check”. The on-screen output has been enhanced to provide more detailed information about the on-going process. The tool furthermore allows basic querying of adapter and adapter modes information from the command line. These additional options can be useful to gather more debug information or select correct parameters for the monitor test from actually supported mode parameters by the adapter. The tool has been tested on an actual cabinet with nvgpu setting different custom timings. The accuracy seems to be even higher than what IIDX’s monitor check is actually showing. For example, with a custom timing of 59.900, the tool yields 59.902. Meanwhile, the monitor check of iidx 29 59.8981 hz to 59.8997 hz on screen. This doesn’t mean the game’s getting inaccurate values. The game actually syncs and plays just fine. However, the game’s monitor check cannot be used as a reference for “getting the avg. refresh rate” value as an input parameter for other tools, e.g. chart patching with btools. Co-authored-by: icex2 --- Module.mk | 8 + README.md | 2 + doc/tools/d3d9-monitor-check.md | 27 + src/main/d3d9-monitor-check/Module.mk | 13 + src/main/d3d9-monitor-check/main.c | 695 ++++++++++++++++++++++++++ 5 files changed, 745 insertions(+) create mode 100644 doc/tools/d3d9-monitor-check.md create mode 100644 src/main/d3d9-monitor-check/Module.mk create mode 100644 src/main/d3d9-monitor-check/main.c diff --git a/Module.mk b/Module.mk index 2a948a8..493b380 100644 --- a/Module.mk +++ b/Module.mk @@ -100,6 +100,8 @@ include src/main/bstio/Module.mk include src/main/camhook/Module.mk include src/main/cconfig/Module.mk include src/main/config/Module.mk +include src/main/d3d9-frame-graph-hook/Module.mk +include src/main/d3d9-monitor-check/Module.mk include src/main/d3d9-util/Module.mk include src/main/d3d9exhook/Module.mk include src/main/ddrhook-util/Module.mk @@ -232,6 +234,9 @@ $(zipdir)/tools.zip: \ build/bin/indep-32/ezusb2-dbg-hook.dll \ build/bin/indep-32/ezusb2-tool.exe \ build/bin/indep-32/ezusb-tool.exe \ + build/bin/indep-32/nvgpu.exe \ + build/bin/indep-32/d3d9-frame-graph-hook.dll \ + build/bin/indep-32/d3d9-monitor-check.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ @@ -246,6 +251,9 @@ $(zipdir)/tools-x64.zip: \ build/bin/indep-64/iidx-ezusb2-exit-hook.dll \ build/bin/indep-64/jbiotest.exe \ build/bin/indep-64/mempatch-hook.dll \ + build/bin/indep-64/nvgpu.exe \ + build/bin/indep-64/d3d9-frame-graph-hook.dll \ + build/bin/indep-64/d3d9-monitor-check.exe \ | $(zipdir)/ $(V)echo ... $@ $(V)zip -j $@ $^ diff --git a/README.md b/README.md index 6827f95..fd05d5c 100644 --- a/README.md +++ b/README.md @@ -119,6 +119,8 @@ The following games are supported with their corresponding hook-libraries. - [extiotest](doc/tools/extiotest.md) - [aciotest](doc/tools/aciotest.md): Command line tool to quickly test ACIO devices - config: UI input/output configuration tool when using the default bemanitools API (geninput) +- [d3d9-monitor-check](doc/tools/d3d9-monitor-check.md): Command line tool to check the monitor refresh rate of the + current GPU + monitor configuration - ir-beat-patch-9/10: Patch the IR beat phase on IIDX 9 and 10 - [mempatch-hook](doc/tools/mempatch-hook.md): Patch raw memory locations in the target process based on the provided configuration diff --git a/doc/tools/d3d9-monitor-check.md b/doc/tools/d3d9-monitor-check.md new file mode 100644 index 0000000..83dc92d --- /dev/null +++ b/doc/tools/d3d9-monitor-check.md @@ -0,0 +1,27 @@ +# D3D9 Monitor Check + +A separate application to run the infamous IIDX “monitor check” without having to run the actual +game. The tool can be used to test measure the current avg. monitor refresh rate or debug/check if +that value is fluctuating for some reason. + +The final avg. value that is provided at the end of the test can be used as input for other tooling +or settings (e.g. patching charts to a different refresh rate on older games with bemanitools). + +Simply run the tool without any arguments to get a full synopsis with usage instructions. + +## "Accuracy" remarks + +The tool has been tested on an actual cabinet with `nvgpu` setting different custom timings. The +accuracy seems to be even higher than what IIDX’s monitor check is actually showing. For example, +with a custom timing of 59.900 hz, this tool yields fairly accurate and stable avg. 59.902 hz. + +The monitor check of IIDX 29 shows results of 59.8981 hz to 59.8997 hz on screen. As these are the +only visible values to the user, determining a specific (avg.) value that can be used as input for +other tooling or settings (e.g. patching charts to a different refresh rate on older games with +bemanitools) is difficult. This doesn't mean that the game's monitor checks are actually +inaccurate or wrong. Modern games with a built-in monitor check (starting IIDX 20) are syncing up +fine and don't need any further patching or modifications. + +For older games, picking a value that is not as close as possible to an accurate avg. value can +easily lead to issues with sync. So it's recommended to use the d3d9-monitor-check tool to get the +most accurate value. \ No newline at end of file diff --git a/src/main/d3d9-monitor-check/Module.mk b/src/main/d3d9-monitor-check/Module.mk new file mode 100644 index 0000000..0f66079 --- /dev/null +++ b/src/main/d3d9-monitor-check/Module.mk @@ -0,0 +1,13 @@ +exes += d3d9-monitor-check \ + +ldflags_d3d9-monitor-check := \ + -ld3d9 \ + -ldwmapi \ + -lgdi32 \ + -ld3dx9 \ + +libs_d3d9-monitor-check := \ + util \ + +src_d3d9-monitor-check := \ + main.c \ diff --git a/src/main/d3d9-monitor-check/main.c b/src/main/d3d9-monitor-check/main.c new file mode 100644 index 0000000..5ab438d --- /dev/null +++ b/src/main/d3d9-monitor-check/main.c @@ -0,0 +1,695 @@ +#include + +#include +#include + +#include +#include +#include +#include + +#include "util/time.h" +#include "util/winerr.h" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define printfln_winerr(fmt, ...) \ + char *winerr = util_winerr_format_last_error_code(); \ + fprintf(stderr, fmt ": %s\n", ##__VA_ARGS__, winerr); \ + free(winerr); + +static const D3DFORMAT _d3dformat = D3DFMT_X8R8G8B8; + +static void _print_synopsis() +{ + printfln_err("D3D9 monitor check"); + printfln_err(""); + printfln_err("Improved open source re-implementation of IIDX's infamous \"monitor check\" screen"); + printfln_err("Run a bare D3D9 render loop to measure the refresh rate of the current GPU + monitor configuration"); + printfln_err(""); + printfln_err("Usage:"); + printfln_err(" d3d9-monitor-check "); + printfln_err(""); + printfln_err("Available commands:"); + printfln_err(" adapter: Query adapter information"); + printfln_err(" modes: Query adapter modes"); + printfln_err(" run [--total-warm-up-frame-count n] [--total-frame-count n] [--windowed] [--vsync-off]: Run the monitor check. Ensure that the mandatory parameters for width, height and refresh rate are values that are supported by the adapter's mode. Use the \"modes\" subcommand to get a list of supported modes."); + printfln_err(" width: Width of the rendering resolution to run the test at"); + printfln_err(" height: Height of the rendering resolution to run the test at"); + printfln_err(" refresh_rate: Target refresh rate to run the test at"); + printfln_err(" total-warm-up-frame-count: Optional. Number of frames to warm-up before executing the main run that counts towards the measurement results"); + printfln_err(" total-frame-count: Optional. Total number of frames to run the test for that count towards the measurement results"); + printfln_err(" windowed: Optional. Run the test in windowed mode (not recommended)"); + printfln_err(" vsync-off: Optional. Run the test with vsync off (not recommended)"); +} + +static bool _create_d3d_context(IDirect3D9 **d3d) +{ + // Initialize D3D + *d3d = Direct3DCreate9(D3D_SDK_VERSION); + + if (!*d3d) { + printfln_winerr("Creating d3d context failed"); + return false; + } + + return true; +} + +static bool _query_adapter_identifier(IDirect3D9 *d3d, D3DADAPTER_IDENTIFIER9 *identifier) +{ + HRESULT hr; + + hr = IDirect3D9_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, identifier); + + if (hr != D3D_OK) { + printfln_winerr("GetAdapterIdentifier failed"); + return false; + } + + return true; +} + +static bool _create_window(uint32_t width, uint32_t height, HWND *hwnd) +{ + WNDCLASSEX wc; + + memset(&wc, 0, sizeof(wc)); + + wc.cbSize = sizeof(wc); + wc.lpfnWndProc = DefWindowProc; + wc.hInstance = GetModuleHandle(NULL); + wc.lpszClassName = "D3D9MonitorCheck"; + + RegisterClassExA(&wc); + + // Create window + *hwnd = CreateWindowA( + wc.lpszClassName, + "D3D9 Monitor Check", + WS_OVERLAPPEDWINDOW, + CW_USEDEFAULT, + CW_USEDEFAULT, + width, + height, + NULL, + NULL, + wc.hInstance, + NULL); + + if (!*hwnd) { + printfln_winerr("Failed to create window"); + return false; + } + + return true; +} + +static bool _create_d3d_device( + HWND hwnd, + IDirect3D9 *d3d, + uint32_t width, + uint32_t height, + uint32_t refresh_rate, + bool windowed, + bool vsync_off, + IDirect3DDevice9 **device) +{ + D3DPRESENT_PARAMETERS pp; + HRESULT hr; + + memset(&pp, 0, sizeof(pp)); + + if (windowed) { + ShowWindow(hwnd, SW_SHOW); + + pp.Windowed = TRUE; + pp.FullScreen_RefreshRateInHz = 0; + } else { + ShowCursor(FALSE); + + pp.Windowed = FALSE; + pp.FullScreen_RefreshRateInHz = refresh_rate; + } + + if (vsync_off) { + pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; + } else { + pp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; + } + + pp.BackBufferWidth = width; + pp.BackBufferHeight = height; + pp.BackBufferFormat = _d3dformat; + pp.BackBufferCount = 2; + pp.MultiSampleType = D3DMULTISAMPLE_NONE; + pp.MultiSampleQuality = 0; + pp.SwapEffect = D3DSWAPEFFECT_DISCARD; + pp.hDeviceWindow = hwnd; + pp.EnableAutoDepthStencil = TRUE; + pp.AutoDepthStencilFormat = D3DFMT_D16; + pp.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER; + + // Create D3D device + hr = IDirect3D9_CreateDevice( + d3d, + D3DADAPTER_DEFAULT, + D3DDEVTYPE_HAL, + hwnd, + D3DCREATE_HARDWARE_VERTEXPROCESSING, + &pp, + device); + + if (hr != D3D_OK) { + printfln_winerr("Creating d3d device failed"); + return false; + } + + return true; +} + +static uint32_t _get_font_height(uint32_t resolution_height) +{ + // Default size for 480p + return (uint32_t) (20.0f * resolution_height / 480.0f); +} + +static uint32_t _get_text_offset_x(uint32_t resolution_width) +{ + // Default offset for 480p + return (uint32_t) (20.0f * resolution_width / 480.0f); +} + +static uint32_t _get_text_offset_y(uint32_t resolution_height, uint32_t font_height) +{ + // Default offset for 480p + return (uint32_t) (font_height + 10 * (resolution_height / 640.0f)); +} + +static bool _create_font(IDirect3DDevice9 *device, uint32_t font_height, ID3DXFont **font) +{ + HRESULT hr; + + hr = D3DXCreateFont(device, font_height, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, + OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, + "Arial", font); + + if (hr != D3D_OK) { + printfln_winerr("Creating font failed"); + return false; + } + + return true; +} + +static void _draw_text(IDirect3DDevice9 *device, ID3DXFont *font, uint32_t font_height, int x, int y, const char *fmt, ...) +{ + va_list args; + char text[1024]; + RECT rect; + + va_start(args, fmt); + vsprintf(text, fmt, args); + va_end(args); + + rect.left = x; + rect.top = y; + // Base width of 300 is based on 480p + rect.right = x + (480 * (font_height / 20.0f)); + rect.bottom = y + font_height; + + ID3DXFont_DrawText(font, NULL, text, -1, &rect, DT_LEFT | DT_TOP, D3DCOLOR_XRGB(255, 255, 255)); +} + +static bool _adapter() +{ + IDirect3D9 *d3d; + D3DADAPTER_IDENTIFIER9 identifier; + + if (!_create_d3d_context(&d3d)) { + return false; + } + + if (!_query_adapter_identifier(d3d, &identifier)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_out("Driver: %s", identifier.Driver); + printfln_out("Description: %s", identifier.Description); + printfln_out("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_out("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_out("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + printfln_out("VendorId: %lu", identifier.VendorId); + printfln_out("DeviceId: %lu", identifier.DeviceId); + printfln_out("SubSysId: %lu", identifier.SubSysId); + printfln_out("Revision: %lu", identifier.Revision); + printfln_out("DeviceIdentifier: {%08lX-%04X-%04X-%02X%02X-%02X%02X%02X%02X%02X%02X}", + identifier.DeviceIdentifier.Data1, + identifier.DeviceIdentifier.Data2, + identifier.DeviceIdentifier.Data3, + identifier.DeviceIdentifier.Data4[0], + identifier.DeviceIdentifier.Data4[1], + identifier.DeviceIdentifier.Data4[2], + identifier.DeviceIdentifier.Data4[3], + identifier.DeviceIdentifier.Data4[4], + identifier.DeviceIdentifier.Data4[5], + identifier.DeviceIdentifier.Data4[6], + identifier.DeviceIdentifier.Data4[7]); + printfln_out("WHQLLevel: %lu", identifier.WHQLLevel); + + IDirect3D9_Release(d3d); + + return true; +} + +static bool _modes() +{ + IDirect3D9 *d3d; + HRESULT hr; + UINT mode_count; + D3DDISPLAYMODE mode; + + memset(&mode, 0, sizeof(D3DDISPLAYMODE)); + + if (!_create_d3d_context(&d3d)) { + return false; + } + + mode_count = IDirect3D9_GetAdapterModeCount(d3d, D3DADAPTER_DEFAULT, _d3dformat); + + printfln_err("Available adapter modes (total %d)", mode_count); + printfln_err("Mode index: width x height @ refresh rate"); + + for (UINT i = 0; i < mode_count; i++) { + hr = IDirect3D9_EnumAdapterModes(d3d, D3DADAPTER_DEFAULT, _d3dformat, i, &mode); + + if (hr != D3D_OK) { + printfln_winerr("EnumAdapterMode index %d failed", i); + IDirect3D9_Release(d3d); + return false; + } + + printfln_out("%d: %d x %d @ %d hz", i, mode.Width, mode.Height, mode.RefreshRate); + } + + IDirect3D9_Release(d3d); + + return true; +} + +static bool _run(uint32_t width, uint32_t height, uint32_t refresh_rate, uint32_t total_warm_up_frame_count, uint32_t total_frame_count, bool windowed, bool vsync_off) +{ + HWND hwnd; + IDirect3D9 *d3d; + D3DADAPTER_IDENTIFIER9 identifier; + IDirect3DDevice9 *device; + uint32_t font_height; + ID3DXFont *font; + uint32_t text_offset_x; + uint32_t text_offset_y; + + MSG msg; + bool exit_loop; + bool warm_up_done; + uint32_t warm_up_frame_count; + uint32_t frame_count; + uint64_t start_time; + uint64_t end_time; + uint64_t elapsed_us; + uint64_t total_elapsed_us; + + printfln_err("Creating d3d context ..."); + + if (!_create_d3d_context(&d3d)) { + return false; + } + + printfln_err("Querying adapter identifier ..."); + + if (!_query_adapter_identifier(d3d, &identifier)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Adapter:"); + printfln_err("Driver: %s", identifier.Driver); + printfln_err("Description: %s", identifier.Description); + printfln_err("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_err("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_err("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + + printfln_err("Creating window with %dx%d ...", width, height); + + if (!_create_window(width, height, &hwnd)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Creating d3d device %d x %d @ %d hz %s vsync %s ...", + width, + height, + refresh_rate, + windowed ? "windowed" : "fullscreen", + vsync_off ? "off" : "on"); + + if (!_create_d3d_device( + hwnd, + d3d, + width, + height, + refresh_rate, + windowed, + vsync_off, + &device)) { + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + return false; + } + + printfln_err("Creating font ..."); + + font_height = _get_font_height(height); + + if (!_create_font(device, font_height, &font)) { + IDirect3DDevice9_Release(device); + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + return false; + } + + text_offset_x = _get_text_offset_x(width); + text_offset_y = _get_text_offset_y(height, font_height); + + // --------------------------------------------------------------------------------------------- + + exit_loop = false; + warm_up_done = false; + + warm_up_frame_count = 0; + frame_count = 0; + + elapsed_us = 0; + total_elapsed_us = 0; + + printfln_err("Warm-up for %d frames ...", total_warm_up_frame_count); + + start_time = time_get_counter(); + + while (warm_up_frame_count + frame_count < total_warm_up_frame_count + total_frame_count) { + // reset when warm-up is done + if (warm_up_frame_count >= total_warm_up_frame_count && !warm_up_done) { + warm_up_done = true; + total_elapsed_us = 0; + printfln_err("Warm-up finished"); + printfln_err("Running test for %d frames ...", total_frame_count); + } + + // Required to not make windows think we are stuck and not responding + while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { + if (msg.message == WM_QUIT) { + exit_loop = true; + break; + } + + TranslateMessage(&msg); + DispatchMessage(&msg); + } + + if (exit_loop) { + break; + } + + if (GetAsyncKeyState(VK_ESCAPE) & 0x8000) { + exit_loop = true; + break; + } + + IDirect3DDevice9_Clear( + device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 0), + 1.0f, + 0); + IDirect3DDevice9_BeginScene(device); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y, "D3D9 Monitor Check"); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 3, + "GPU: %s", identifier.Description); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 4, + "Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + + if (warm_up_frame_count < total_warm_up_frame_count) { + // First frame won't have any data available causing division by zero in the stats + if (warm_up_frame_count != 0) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Warm-up in progress ..."); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Frame: %d / %d", warm_up_frame_count, total_warm_up_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Last frame time: %.3f ms", elapsed_us / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / warm_up_frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Last refresh rate: %.3f Hz", 1000.0f / (elapsed_us / 1000.0f)); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 11, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / warm_up_frame_count / 1000.0f)); + } + } else { + // First frame won't have any data available causing division by zero in the stats + if (frame_count != 0) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Measuring in progress ..."); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Frame: %d / %d", frame_count, total_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Last frame time: %.3f ms", elapsed_us / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Last refresh rate: %.3f Hz", 1000.0f / (elapsed_us / 1000.0f)); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 11, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + } + } + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 13, "Press ESC to exit early"); + + IDirect3DDevice9_EndScene(device); + IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + + end_time = time_get_counter(); + elapsed_us = time_get_elapsed_us(end_time - start_time); + start_time = end_time; + total_elapsed_us += elapsed_us; + + if (warm_up_frame_count < total_warm_up_frame_count) { + warm_up_frame_count++; + } else { + frame_count++; + } + } + + // --------------------------------------------------------------------------------------------- + + printfln_err("Running test finished"); + + IDirect3DDevice9_Clear( + device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 0), + 1.0f, + 0); + IDirect3DDevice9_BeginScene(device); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y, "D3D9 Monitor Check"); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 3, + "GPU: %s", identifier.Description); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 4, + "Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + + if (exit_loop) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Exited early"); + } else { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Finished"); + } + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Total warm-up frame count: %d", warm_up_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Total sample frame count: %d", frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 12, "Exiting in 5 seconds ..."); + + IDirect3DDevice9_EndScene(device); + IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + + Sleep(5000); + + // --------------------------------------------------------------------------------------------- + + printfln_err("Final results"); + printfln_out("GPU: %s", identifier.Description); + printfln_out("Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + printfln_out("Avg frame time (ms): %.3f", total_elapsed_us / frame_count / 1000.0f); + printfln_out("Avg refresh rate (hz): %.3f", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + + ID3DXFont_Release(font); + IDirect3DDevice9_Release(device); + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + + return true; +} + +static bool _cmd_adapter() +{ + return _adapter(); +} + +static bool _cmd_modes() +{ + return _modes(); +} + +static bool _cmd_run(int argc, char **argv) +{ + uint32_t width; + uint32_t height; + uint32_t refresh_rate; + uint32_t total_warm_up_frame_count; + uint32_t total_frame_count; + bool windowed; + bool vsync_off; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + width = atoi(argv[0]); + + if (width == 0 || width > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid width: %d", width); + return false; + } + + height = atoi(argv[1]); + + if (height == 0 || height > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid height: %d", height); + return false; + } + + refresh_rate = atoi(argv[2]); + + if (refresh_rate == 0 || refresh_rate > 1000) { + _print_synopsis(); + printfln_err("ERROR: Invalid refresh rate: %d", refresh_rate); + return false; + } + + // Sane defaults + total_warm_up_frame_count = 500; + total_frame_count = 1000; + windowed = false; + vsync_off = false; + + for (int i = 3; i < argc; i++) { + if (!strcmp(argv[i], "--total-warm-up-frame-count")) { + if (i + 1 < argc) { + total_warm_up_frame_count = atoi(argv[++i]); + + if (total_warm_up_frame_count == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid total warm-up frame count: %d", total_warm_up_frame_count); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --total-warm-up-frame-count"); + return false; + } + } else if (!strcmp(argv[i], "--total-frame-count")) { + if (i + 1 < argc) { + total_frame_count = atoi(argv[++i]); + + if (total_frame_count == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid total frame count: %d", total_frame_count); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --total-frame-count"); + return false; + } + } else if (!strcmp(argv[i], "--windowed")) { + windowed = true; + } else if (!strcmp(argv[i], "--vsync-off")) { + vsync_off = true; + } + } + + return _run(width, height, refresh_rate, total_warm_up_frame_count, total_frame_count, windowed, vsync_off); +} + +int main(int argc, char **argv) +{ + const char *command; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return 1; + } + + command = argv[1]; + + if (!strcmp(command, "adapter")) { + if (!_cmd_adapter(argc - 2, argv + 2)) { + return 1; + } + } else if (!strcmp(command, "modes")) { + if (!_cmd_modes(argc - 2, argv + 2)) { + return 1; + } + } else if (!strcmp(command, "run")) { + if (!_cmd_run(argc - 2, argv + 2)) { + return 1; + } + } else { + _print_synopsis(argv[0]); + printfln_err("ERROR: Unknown command: %s", command); + return 1; + } + + return 0; +} From 8afab5c232bd8e673db33032c7827b71a1d5fc00 Mon Sep 17 00:00:00 2001 From: icex2 Date: Thu, 13 Feb 2025 14:29:20 +0100 Subject: [PATCH 094/118] feat: Improve d3d9-monitor-check command line args Use more user-friendly seconds for total and warm-up time instead of frames. Use the refresh rate to calculcate the total frame count internally for the test. --- src/main/d3d9-monitor-check/main.c | 40 +++++++++++++++++------------- 1 file changed, 23 insertions(+), 17 deletions(-) diff --git a/src/main/d3d9-monitor-check/main.c b/src/main/d3d9-monitor-check/main.c index 5ab438d..d4445aa 100644 --- a/src/main/d3d9-monitor-check/main.c +++ b/src/main/d3d9-monitor-check/main.c @@ -40,12 +40,12 @@ static void _print_synopsis() printfln_err("Available commands:"); printfln_err(" adapter: Query adapter information"); printfln_err(" modes: Query adapter modes"); - printfln_err(" run [--total-warm-up-frame-count n] [--total-frame-count n] [--windowed] [--vsync-off]: Run the monitor check. Ensure that the mandatory parameters for width, height and refresh rate are values that are supported by the adapter's mode. Use the \"modes\" subcommand to get a list of supported modes."); + printfln_err(" run [--warm-up-secs n] [--total-secs n] [--windowed] [--vsync-off]: Run the monitor check. Ensure that the mandatory parameters for width, height and refresh rate are values that are supported by the adapter's mode. Use the \"modes\" subcommand to get a list of supported modes."); printfln_err(" width: Width of the rendering resolution to run the test at"); printfln_err(" height: Height of the rendering resolution to run the test at"); printfln_err(" refresh_rate: Target refresh rate to run the test at"); - printfln_err(" total-warm-up-frame-count: Optional. Number of frames to warm-up before executing the main run that counts towards the measurement results"); - printfln_err(" total-frame-count: Optional. Total number of frames to run the test for that count towards the measurement results"); + printfln_err(" warm-up-secs: Optional. Number of seconds to warm-up before executing the main run that counts towards the measurement results"); + printfln_err(" total-secs: Optional. Total number of seconds to run the test for that count towards the measurement results"); printfln_err(" windowed: Optional. Run the test in windowed mode (not recommended)"); printfln_err(" vsync-off: Optional. Run the test with vsync off (not recommended)"); } @@ -581,11 +581,14 @@ static bool _cmd_run(int argc, char **argv) uint32_t width; uint32_t height; uint32_t refresh_rate; - uint32_t total_warm_up_frame_count; - uint32_t total_frame_count; + uint32_t warm_up_seconds; + uint32_t total_seconds; bool windowed; bool vsync_off; + uint32_t total_warm_up_frame_count; + uint32_t total_frame_count; + if (argc < 3) { _print_synopsis(); printfln_err("ERROR: Insufficient arguments"); @@ -617,38 +620,38 @@ static bool _cmd_run(int argc, char **argv) } // Sane defaults - total_warm_up_frame_count = 500; - total_frame_count = 1000; + warm_up_seconds = 10; + total_seconds = 20; windowed = false; vsync_off = false; for (int i = 3; i < argc; i++) { - if (!strcmp(argv[i], "--total-warm-up-frame-count")) { + if (!strcmp(argv[i], "--warm-up-secs")) { if (i + 1 < argc) { - total_warm_up_frame_count = atoi(argv[++i]); + warm_up_seconds = atoi(argv[++i]); - if (total_warm_up_frame_count == 0) { + if (warm_up_seconds == 0) { _print_synopsis(); - printfln_err("ERROR: Invalid total warm-up frame count: %d", total_warm_up_frame_count); + printfln_err("ERROR: Invalid warm-up seconds: %d", warm_up_seconds); return false; } } else { _print_synopsis(); - printfln_err("ERROR: Missing argument for --total-warm-up-frame-count"); + printfln_err("ERROR: Missing argument for --warm-up-secs"); return false; } - } else if (!strcmp(argv[i], "--total-frame-count")) { + } else if (!strcmp(argv[i], "--total-secs")) { if (i + 1 < argc) { - total_frame_count = atoi(argv[++i]); + total_seconds = atoi(argv[++i]); - if (total_frame_count == 0) { + if (total_seconds == 0) { _print_synopsis(); - printfln_err("ERROR: Invalid total frame count: %d", total_frame_count); + printfln_err("ERROR: Invalid total seconds: %d", total_seconds); return false; } } else { _print_synopsis(); - printfln_err("ERROR: Missing argument for --total-frame-count"); + printfln_err("ERROR: Missing argument for --total-secs"); return false; } } else if (!strcmp(argv[i], "--windowed")) { @@ -658,6 +661,9 @@ static bool _cmd_run(int argc, char **argv) } } + total_warm_up_frame_count = warm_up_seconds * refresh_rate; + total_frame_count = total_seconds * refresh_rate; + return _run(width, height, refresh_rate, total_warm_up_frame_count, total_frame_count, windowed, vsync_off); } From 9246f72b8003ea6951c508be25df185f55de3921 Mon Sep 17 00:00:00 2001 From: icex2 Date: Thu, 13 Feb 2025 14:30:05 +0100 Subject: [PATCH 095/118] feat: Improve d3d9-monitor-check command line args Use more user-friendly seconds for total and warm-up time instead of frames. Use the refresh rate to calculcate the total frame count internally for the test. --- src/main/d3d9-monitor-check/main.c | 701 +++++++++++++++++++++++++++++ 1 file changed, 701 insertions(+) create mode 100644 src/main/d3d9-monitor-check/main.c diff --git a/src/main/d3d9-monitor-check/main.c b/src/main/d3d9-monitor-check/main.c new file mode 100644 index 0000000..d4445aa --- /dev/null +++ b/src/main/d3d9-monitor-check/main.c @@ -0,0 +1,701 @@ +#include + +#include +#include + +#include +#include +#include +#include + +#include "util/time.h" +#include "util/winerr.h" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define printfln_winerr(fmt, ...) \ + char *winerr = util_winerr_format_last_error_code(); \ + fprintf(stderr, fmt ": %s\n", ##__VA_ARGS__, winerr); \ + free(winerr); + +static const D3DFORMAT _d3dformat = D3DFMT_X8R8G8B8; + +static void _print_synopsis() +{ + printfln_err("D3D9 monitor check"); + printfln_err(""); + printfln_err("Improved open source re-implementation of IIDX's infamous \"monitor check\" screen"); + printfln_err("Run a bare D3D9 render loop to measure the refresh rate of the current GPU + monitor configuration"); + printfln_err(""); + printfln_err("Usage:"); + printfln_err(" d3d9-monitor-check "); + printfln_err(""); + printfln_err("Available commands:"); + printfln_err(" adapter: Query adapter information"); + printfln_err(" modes: Query adapter modes"); + printfln_err(" run [--warm-up-secs n] [--total-secs n] [--windowed] [--vsync-off]: Run the monitor check. Ensure that the mandatory parameters for width, height and refresh rate are values that are supported by the adapter's mode. Use the \"modes\" subcommand to get a list of supported modes."); + printfln_err(" width: Width of the rendering resolution to run the test at"); + printfln_err(" height: Height of the rendering resolution to run the test at"); + printfln_err(" refresh_rate: Target refresh rate to run the test at"); + printfln_err(" warm-up-secs: Optional. Number of seconds to warm-up before executing the main run that counts towards the measurement results"); + printfln_err(" total-secs: Optional. Total number of seconds to run the test for that count towards the measurement results"); + printfln_err(" windowed: Optional. Run the test in windowed mode (not recommended)"); + printfln_err(" vsync-off: Optional. Run the test with vsync off (not recommended)"); +} + +static bool _create_d3d_context(IDirect3D9 **d3d) +{ + // Initialize D3D + *d3d = Direct3DCreate9(D3D_SDK_VERSION); + + if (!*d3d) { + printfln_winerr("Creating d3d context failed"); + return false; + } + + return true; +} + +static bool _query_adapter_identifier(IDirect3D9 *d3d, D3DADAPTER_IDENTIFIER9 *identifier) +{ + HRESULT hr; + + hr = IDirect3D9_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, identifier); + + if (hr != D3D_OK) { + printfln_winerr("GetAdapterIdentifier failed"); + return false; + } + + return true; +} + +static bool _create_window(uint32_t width, uint32_t height, HWND *hwnd) +{ + WNDCLASSEX wc; + + memset(&wc, 0, sizeof(wc)); + + wc.cbSize = sizeof(wc); + wc.lpfnWndProc = DefWindowProc; + wc.hInstance = GetModuleHandle(NULL); + wc.lpszClassName = "D3D9MonitorCheck"; + + RegisterClassExA(&wc); + + // Create window + *hwnd = CreateWindowA( + wc.lpszClassName, + "D3D9 Monitor Check", + WS_OVERLAPPEDWINDOW, + CW_USEDEFAULT, + CW_USEDEFAULT, + width, + height, + NULL, + NULL, + wc.hInstance, + NULL); + + if (!*hwnd) { + printfln_winerr("Failed to create window"); + return false; + } + + return true; +} + +static bool _create_d3d_device( + HWND hwnd, + IDirect3D9 *d3d, + uint32_t width, + uint32_t height, + uint32_t refresh_rate, + bool windowed, + bool vsync_off, + IDirect3DDevice9 **device) +{ + D3DPRESENT_PARAMETERS pp; + HRESULT hr; + + memset(&pp, 0, sizeof(pp)); + + if (windowed) { + ShowWindow(hwnd, SW_SHOW); + + pp.Windowed = TRUE; + pp.FullScreen_RefreshRateInHz = 0; + } else { + ShowCursor(FALSE); + + pp.Windowed = FALSE; + pp.FullScreen_RefreshRateInHz = refresh_rate; + } + + if (vsync_off) { + pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; + } else { + pp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; + } + + pp.BackBufferWidth = width; + pp.BackBufferHeight = height; + pp.BackBufferFormat = _d3dformat; + pp.BackBufferCount = 2; + pp.MultiSampleType = D3DMULTISAMPLE_NONE; + pp.MultiSampleQuality = 0; + pp.SwapEffect = D3DSWAPEFFECT_DISCARD; + pp.hDeviceWindow = hwnd; + pp.EnableAutoDepthStencil = TRUE; + pp.AutoDepthStencilFormat = D3DFMT_D16; + pp.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER; + + // Create D3D device + hr = IDirect3D9_CreateDevice( + d3d, + D3DADAPTER_DEFAULT, + D3DDEVTYPE_HAL, + hwnd, + D3DCREATE_HARDWARE_VERTEXPROCESSING, + &pp, + device); + + if (hr != D3D_OK) { + printfln_winerr("Creating d3d device failed"); + return false; + } + + return true; +} + +static uint32_t _get_font_height(uint32_t resolution_height) +{ + // Default size for 480p + return (uint32_t) (20.0f * resolution_height / 480.0f); +} + +static uint32_t _get_text_offset_x(uint32_t resolution_width) +{ + // Default offset for 480p + return (uint32_t) (20.0f * resolution_width / 480.0f); +} + +static uint32_t _get_text_offset_y(uint32_t resolution_height, uint32_t font_height) +{ + // Default offset for 480p + return (uint32_t) (font_height + 10 * (resolution_height / 640.0f)); +} + +static bool _create_font(IDirect3DDevice9 *device, uint32_t font_height, ID3DXFont **font) +{ + HRESULT hr; + + hr = D3DXCreateFont(device, font_height, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, + OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, + "Arial", font); + + if (hr != D3D_OK) { + printfln_winerr("Creating font failed"); + return false; + } + + return true; +} + +static void _draw_text(IDirect3DDevice9 *device, ID3DXFont *font, uint32_t font_height, int x, int y, const char *fmt, ...) +{ + va_list args; + char text[1024]; + RECT rect; + + va_start(args, fmt); + vsprintf(text, fmt, args); + va_end(args); + + rect.left = x; + rect.top = y; + // Base width of 300 is based on 480p + rect.right = x + (480 * (font_height / 20.0f)); + rect.bottom = y + font_height; + + ID3DXFont_DrawText(font, NULL, text, -1, &rect, DT_LEFT | DT_TOP, D3DCOLOR_XRGB(255, 255, 255)); +} + +static bool _adapter() +{ + IDirect3D9 *d3d; + D3DADAPTER_IDENTIFIER9 identifier; + + if (!_create_d3d_context(&d3d)) { + return false; + } + + if (!_query_adapter_identifier(d3d, &identifier)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_out("Driver: %s", identifier.Driver); + printfln_out("Description: %s", identifier.Description); + printfln_out("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_out("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_out("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + printfln_out("VendorId: %lu", identifier.VendorId); + printfln_out("DeviceId: %lu", identifier.DeviceId); + printfln_out("SubSysId: %lu", identifier.SubSysId); + printfln_out("Revision: %lu", identifier.Revision); + printfln_out("DeviceIdentifier: {%08lX-%04X-%04X-%02X%02X-%02X%02X%02X%02X%02X%02X}", + identifier.DeviceIdentifier.Data1, + identifier.DeviceIdentifier.Data2, + identifier.DeviceIdentifier.Data3, + identifier.DeviceIdentifier.Data4[0], + identifier.DeviceIdentifier.Data4[1], + identifier.DeviceIdentifier.Data4[2], + identifier.DeviceIdentifier.Data4[3], + identifier.DeviceIdentifier.Data4[4], + identifier.DeviceIdentifier.Data4[5], + identifier.DeviceIdentifier.Data4[6], + identifier.DeviceIdentifier.Data4[7]); + printfln_out("WHQLLevel: %lu", identifier.WHQLLevel); + + IDirect3D9_Release(d3d); + + return true; +} + +static bool _modes() +{ + IDirect3D9 *d3d; + HRESULT hr; + UINT mode_count; + D3DDISPLAYMODE mode; + + memset(&mode, 0, sizeof(D3DDISPLAYMODE)); + + if (!_create_d3d_context(&d3d)) { + return false; + } + + mode_count = IDirect3D9_GetAdapterModeCount(d3d, D3DADAPTER_DEFAULT, _d3dformat); + + printfln_err("Available adapter modes (total %d)", mode_count); + printfln_err("Mode index: width x height @ refresh rate"); + + for (UINT i = 0; i < mode_count; i++) { + hr = IDirect3D9_EnumAdapterModes(d3d, D3DADAPTER_DEFAULT, _d3dformat, i, &mode); + + if (hr != D3D_OK) { + printfln_winerr("EnumAdapterMode index %d failed", i); + IDirect3D9_Release(d3d); + return false; + } + + printfln_out("%d: %d x %d @ %d hz", i, mode.Width, mode.Height, mode.RefreshRate); + } + + IDirect3D9_Release(d3d); + + return true; +} + +static bool _run(uint32_t width, uint32_t height, uint32_t refresh_rate, uint32_t total_warm_up_frame_count, uint32_t total_frame_count, bool windowed, bool vsync_off) +{ + HWND hwnd; + IDirect3D9 *d3d; + D3DADAPTER_IDENTIFIER9 identifier; + IDirect3DDevice9 *device; + uint32_t font_height; + ID3DXFont *font; + uint32_t text_offset_x; + uint32_t text_offset_y; + + MSG msg; + bool exit_loop; + bool warm_up_done; + uint32_t warm_up_frame_count; + uint32_t frame_count; + uint64_t start_time; + uint64_t end_time; + uint64_t elapsed_us; + uint64_t total_elapsed_us; + + printfln_err("Creating d3d context ..."); + + if (!_create_d3d_context(&d3d)) { + return false; + } + + printfln_err("Querying adapter identifier ..."); + + if (!_query_adapter_identifier(d3d, &identifier)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Adapter:"); + printfln_err("Driver: %s", identifier.Driver); + printfln_err("Description: %s", identifier.Description); + printfln_err("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_err("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_err("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + + printfln_err("Creating window with %dx%d ...", width, height); + + if (!_create_window(width, height, &hwnd)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Creating d3d device %d x %d @ %d hz %s vsync %s ...", + width, + height, + refresh_rate, + windowed ? "windowed" : "fullscreen", + vsync_off ? "off" : "on"); + + if (!_create_d3d_device( + hwnd, + d3d, + width, + height, + refresh_rate, + windowed, + vsync_off, + &device)) { + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + return false; + } + + printfln_err("Creating font ..."); + + font_height = _get_font_height(height); + + if (!_create_font(device, font_height, &font)) { + IDirect3DDevice9_Release(device); + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + return false; + } + + text_offset_x = _get_text_offset_x(width); + text_offset_y = _get_text_offset_y(height, font_height); + + // --------------------------------------------------------------------------------------------- + + exit_loop = false; + warm_up_done = false; + + warm_up_frame_count = 0; + frame_count = 0; + + elapsed_us = 0; + total_elapsed_us = 0; + + printfln_err("Warm-up for %d frames ...", total_warm_up_frame_count); + + start_time = time_get_counter(); + + while (warm_up_frame_count + frame_count < total_warm_up_frame_count + total_frame_count) { + // reset when warm-up is done + if (warm_up_frame_count >= total_warm_up_frame_count && !warm_up_done) { + warm_up_done = true; + total_elapsed_us = 0; + printfln_err("Warm-up finished"); + printfln_err("Running test for %d frames ...", total_frame_count); + } + + // Required to not make windows think we are stuck and not responding + while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { + if (msg.message == WM_QUIT) { + exit_loop = true; + break; + } + + TranslateMessage(&msg); + DispatchMessage(&msg); + } + + if (exit_loop) { + break; + } + + if (GetAsyncKeyState(VK_ESCAPE) & 0x8000) { + exit_loop = true; + break; + } + + IDirect3DDevice9_Clear( + device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 0), + 1.0f, + 0); + IDirect3DDevice9_BeginScene(device); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y, "D3D9 Monitor Check"); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 3, + "GPU: %s", identifier.Description); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 4, + "Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + + if (warm_up_frame_count < total_warm_up_frame_count) { + // First frame won't have any data available causing division by zero in the stats + if (warm_up_frame_count != 0) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Warm-up in progress ..."); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Frame: %d / %d", warm_up_frame_count, total_warm_up_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Last frame time: %.3f ms", elapsed_us / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / warm_up_frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Last refresh rate: %.3f Hz", 1000.0f / (elapsed_us / 1000.0f)); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 11, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / warm_up_frame_count / 1000.0f)); + } + } else { + // First frame won't have any data available causing division by zero in the stats + if (frame_count != 0) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Measuring in progress ..."); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Frame: %d / %d", frame_count, total_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Last frame time: %.3f ms", elapsed_us / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Last refresh rate: %.3f Hz", 1000.0f / (elapsed_us / 1000.0f)); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 11, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + } + } + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 13, "Press ESC to exit early"); + + IDirect3DDevice9_EndScene(device); + IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + + end_time = time_get_counter(); + elapsed_us = time_get_elapsed_us(end_time - start_time); + start_time = end_time; + total_elapsed_us += elapsed_us; + + if (warm_up_frame_count < total_warm_up_frame_count) { + warm_up_frame_count++; + } else { + frame_count++; + } + } + + // --------------------------------------------------------------------------------------------- + + printfln_err("Running test finished"); + + IDirect3DDevice9_Clear( + device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 0), + 1.0f, + 0); + IDirect3DDevice9_BeginScene(device); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y, "D3D9 Monitor Check"); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 3, + "GPU: %s", identifier.Description); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 4, + "Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + + if (exit_loop) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Exited early"); + } else { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Finished"); + } + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Total warm-up frame count: %d", warm_up_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Total sample frame count: %d", frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 12, "Exiting in 5 seconds ..."); + + IDirect3DDevice9_EndScene(device); + IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + + Sleep(5000); + + // --------------------------------------------------------------------------------------------- + + printfln_err("Final results"); + printfln_out("GPU: %s", identifier.Description); + printfln_out("Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + printfln_out("Avg frame time (ms): %.3f", total_elapsed_us / frame_count / 1000.0f); + printfln_out("Avg refresh rate (hz): %.3f", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + + ID3DXFont_Release(font); + IDirect3DDevice9_Release(device); + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + + return true; +} + +static bool _cmd_adapter() +{ + return _adapter(); +} + +static bool _cmd_modes() +{ + return _modes(); +} + +static bool _cmd_run(int argc, char **argv) +{ + uint32_t width; + uint32_t height; + uint32_t refresh_rate; + uint32_t warm_up_seconds; + uint32_t total_seconds; + bool windowed; + bool vsync_off; + + uint32_t total_warm_up_frame_count; + uint32_t total_frame_count; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + width = atoi(argv[0]); + + if (width == 0 || width > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid width: %d", width); + return false; + } + + height = atoi(argv[1]); + + if (height == 0 || height > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid height: %d", height); + return false; + } + + refresh_rate = atoi(argv[2]); + + if (refresh_rate == 0 || refresh_rate > 1000) { + _print_synopsis(); + printfln_err("ERROR: Invalid refresh rate: %d", refresh_rate); + return false; + } + + // Sane defaults + warm_up_seconds = 10; + total_seconds = 20; + windowed = false; + vsync_off = false; + + for (int i = 3; i < argc; i++) { + if (!strcmp(argv[i], "--warm-up-secs")) { + if (i + 1 < argc) { + warm_up_seconds = atoi(argv[++i]); + + if (warm_up_seconds == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid warm-up seconds: %d", warm_up_seconds); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --warm-up-secs"); + return false; + } + } else if (!strcmp(argv[i], "--total-secs")) { + if (i + 1 < argc) { + total_seconds = atoi(argv[++i]); + + if (total_seconds == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid total seconds: %d", total_seconds); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --total-secs"); + return false; + } + } else if (!strcmp(argv[i], "--windowed")) { + windowed = true; + } else if (!strcmp(argv[i], "--vsync-off")) { + vsync_off = true; + } + } + + total_warm_up_frame_count = warm_up_seconds * refresh_rate; + total_frame_count = total_seconds * refresh_rate; + + return _run(width, height, refresh_rate, total_warm_up_frame_count, total_frame_count, windowed, vsync_off); +} + +int main(int argc, char **argv) +{ + const char *command; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return 1; + } + + command = argv[1]; + + if (!strcmp(command, "adapter")) { + if (!_cmd_adapter(argc - 2, argv + 2)) { + return 1; + } + } else if (!strcmp(command, "modes")) { + if (!_cmd_modes(argc - 2, argv + 2)) { + return 1; + } + } else if (!strcmp(command, "run")) { + if (!_cmd_run(argc - 2, argv + 2)) { + return 1; + } + } else { + _print_synopsis(argv[0]); + printfln_err("ERROR: Unknown command: %s", command); + return 1; + } + + return 0; +} From f5a82fe04906cdbec2920899b42ef94e00588c11 Mon Sep 17 00:00:00 2001 From: icex2 Date: Thu, 13 Feb 2025 14:34:13 +0100 Subject: [PATCH 096/118] feat: d3d9-monitor-check allow skip results Allow pressing ESC to skip results and not having to wait for 5 secs --- src/main/d3d9-monitor-check/main.c | 747 +++++++++++++++++++++++++++++ 1 file changed, 747 insertions(+) create mode 100644 src/main/d3d9-monitor-check/main.c diff --git a/src/main/d3d9-monitor-check/main.c b/src/main/d3d9-monitor-check/main.c new file mode 100644 index 0000000..00c04e1 --- /dev/null +++ b/src/main/d3d9-monitor-check/main.c @@ -0,0 +1,747 @@ +#include + +#include +#include + +#include +#include +#include +#include + +#include "util/time.h" +#include "util/winerr.h" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define printfln_winerr(fmt, ...) \ + char *winerr = util_winerr_format_last_error_code(); \ + fprintf(stderr, fmt ": %s\n", ##__VA_ARGS__, winerr); \ + free(winerr); + +static const D3DFORMAT _d3dformat = D3DFMT_X8R8G8B8; + +static void _print_synopsis() +{ + printfln_err("D3D9 monitor check"); + printfln_err(""); + printfln_err("Improved open source re-implementation of IIDX's infamous \"monitor check\" screen"); + printfln_err("Run a bare D3D9 render loop to measure the refresh rate of the current GPU + monitor configuration"); + printfln_err(""); + printfln_err("Usage:"); + printfln_err(" d3d9-monitor-check "); + printfln_err(""); + printfln_err("Available commands:"); + printfln_err(" adapter: Query adapter information"); + printfln_err(" modes: Query adapter modes"); + printfln_err(" run [--warm-up-secs n] [--total-secs n] [--windowed] [--vsync-off]: Run the monitor check. Ensure that the mandatory parameters for width, height and refresh rate are values that are supported by the adapter's mode. Use the \"modes\" subcommand to get a list of supported modes."); + printfln_err(" width: Width of the rendering resolution to run the test at"); + printfln_err(" height: Height of the rendering resolution to run the test at"); + printfln_err(" refresh_rate: Target refresh rate to run the test at"); + printfln_err(" warm-up-secs: Optional. Number of seconds to warm-up before executing the main run that counts towards the measurement results"); + printfln_err(" total-secs: Optional. Total number of seconds to run the test for that count towards the measurement results"); + printfln_err(" windowed: Optional. Run the test in windowed mode (not recommended)"); + printfln_err(" vsync-off: Optional. Run the test with vsync off (not recommended)"); +} + +static bool _create_d3d_context(IDirect3D9 **d3d) +{ + // Initialize D3D + *d3d = Direct3DCreate9(D3D_SDK_VERSION); + + if (!*d3d) { + printfln_winerr("Creating d3d context failed"); + return false; + } + + return true; +} + +static bool _query_adapter_identifier(IDirect3D9 *d3d, D3DADAPTER_IDENTIFIER9 *identifier) +{ + HRESULT hr; + + hr = IDirect3D9_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, identifier); + + if (hr != D3D_OK) { + printfln_winerr("GetAdapterIdentifier failed"); + return false; + } + + return true; +} + +static bool _create_window(uint32_t width, uint32_t height, HWND *hwnd) +{ + WNDCLASSEX wc; + + memset(&wc, 0, sizeof(wc)); + + wc.cbSize = sizeof(wc); + wc.lpfnWndProc = DefWindowProc; + wc.hInstance = GetModuleHandle(NULL); + wc.lpszClassName = "D3D9MonitorCheck"; + + RegisterClassExA(&wc); + + // Create window + *hwnd = CreateWindowA( + wc.lpszClassName, + "D3D9 Monitor Check", + WS_OVERLAPPEDWINDOW, + CW_USEDEFAULT, + CW_USEDEFAULT, + width, + height, + NULL, + NULL, + wc.hInstance, + NULL); + + if (!*hwnd) { + printfln_winerr("Failed to create window"); + return false; + } + + return true; +} + +static bool _create_d3d_device( + HWND hwnd, + IDirect3D9 *d3d, + uint32_t width, + uint32_t height, + uint32_t refresh_rate, + bool windowed, + bool vsync_off, + IDirect3DDevice9 **device) +{ + D3DPRESENT_PARAMETERS pp; + HRESULT hr; + + memset(&pp, 0, sizeof(pp)); + + if (windowed) { + ShowWindow(hwnd, SW_SHOW); + + pp.Windowed = TRUE; + pp.FullScreen_RefreshRateInHz = 0; + } else { + ShowCursor(FALSE); + + pp.Windowed = FALSE; + pp.FullScreen_RefreshRateInHz = refresh_rate; + } + + if (vsync_off) { + pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; + } else { + pp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; + } + + pp.BackBufferWidth = width; + pp.BackBufferHeight = height; + pp.BackBufferFormat = _d3dformat; + pp.BackBufferCount = 2; + pp.MultiSampleType = D3DMULTISAMPLE_NONE; + pp.MultiSampleQuality = 0; + pp.SwapEffect = D3DSWAPEFFECT_DISCARD; + pp.hDeviceWindow = hwnd; + pp.EnableAutoDepthStencil = TRUE; + pp.AutoDepthStencilFormat = D3DFMT_D16; + pp.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER; + + // Create D3D device + hr = IDirect3D9_CreateDevice( + d3d, + D3DADAPTER_DEFAULT, + D3DDEVTYPE_HAL, + hwnd, + D3DCREATE_HARDWARE_VERTEXPROCESSING, + &pp, + device); + + if (hr != D3D_OK) { + printfln_winerr("Creating d3d device failed"); + return false; + } + + return true; +} + +static uint32_t _get_font_height(uint32_t resolution_height) +{ + // Default size for 480p + return (uint32_t) (20.0f * resolution_height / 480.0f); +} + +static uint32_t _get_text_offset_x(uint32_t resolution_width) +{ + // Default offset for 480p + return (uint32_t) (20.0f * resolution_width / 480.0f); +} + +static uint32_t _get_text_offset_y(uint32_t resolution_height, uint32_t font_height) +{ + // Default offset for 480p + return (uint32_t) (font_height + 10 * (resolution_height / 640.0f)); +} + +static bool _create_font(IDirect3DDevice9 *device, uint32_t font_height, ID3DXFont **font) +{ + HRESULT hr; + + hr = D3DXCreateFont(device, font_height, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, + OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, + "Arial", font); + + if (hr != D3D_OK) { + printfln_winerr("Creating font failed"); + return false; + } + + return true; +} + +static void _draw_text(IDirect3DDevice9 *device, ID3DXFont *font, uint32_t font_height, int x, int y, const char *fmt, ...) +{ + va_list args; + char text[1024]; + RECT rect; + + va_start(args, fmt); + vsprintf(text, fmt, args); + va_end(args); + + rect.left = x; + rect.top = y; + // Base width of 300 is based on 480p + rect.right = x + (480 * (font_height / 20.0f)); + rect.bottom = y + font_height; + + ID3DXFont_DrawText(font, NULL, text, -1, &rect, DT_LEFT | DT_TOP, D3DCOLOR_XRGB(255, 255, 255)); +} + +static bool _is_esc_key_pressed() +{ + return GetAsyncKeyState(VK_ESCAPE) & 0x8000; +} + +static bool _is_esc_key_released() +{ + return !(GetAsyncKeyState(VK_ESCAPE) & 0x8000); +} + +static bool _adapter() +{ + IDirect3D9 *d3d; + D3DADAPTER_IDENTIFIER9 identifier; + + if (!_create_d3d_context(&d3d)) { + return false; + } + + if (!_query_adapter_identifier(d3d, &identifier)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_out("Driver: %s", identifier.Driver); + printfln_out("Description: %s", identifier.Description); + printfln_out("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_out("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_out("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + printfln_out("VendorId: %lu", identifier.VendorId); + printfln_out("DeviceId: %lu", identifier.DeviceId); + printfln_out("SubSysId: %lu", identifier.SubSysId); + printfln_out("Revision: %lu", identifier.Revision); + printfln_out("DeviceIdentifier: {%08lX-%04X-%04X-%02X%02X-%02X%02X%02X%02X%02X%02X}", + identifier.DeviceIdentifier.Data1, + identifier.DeviceIdentifier.Data2, + identifier.DeviceIdentifier.Data3, + identifier.DeviceIdentifier.Data4[0], + identifier.DeviceIdentifier.Data4[1], + identifier.DeviceIdentifier.Data4[2], + identifier.DeviceIdentifier.Data4[3], + identifier.DeviceIdentifier.Data4[4], + identifier.DeviceIdentifier.Data4[5], + identifier.DeviceIdentifier.Data4[6], + identifier.DeviceIdentifier.Data4[7]); + printfln_out("WHQLLevel: %lu", identifier.WHQLLevel); + + IDirect3D9_Release(d3d); + + return true; +} + +static bool _modes() +{ + IDirect3D9 *d3d; + HRESULT hr; + UINT mode_count; + D3DDISPLAYMODE mode; + + memset(&mode, 0, sizeof(D3DDISPLAYMODE)); + + if (!_create_d3d_context(&d3d)) { + return false; + } + + mode_count = IDirect3D9_GetAdapterModeCount(d3d, D3DADAPTER_DEFAULT, _d3dformat); + + printfln_err("Available adapter modes (total %d)", mode_count); + printfln_err("Mode index: width x height @ refresh rate"); + + for (UINT i = 0; i < mode_count; i++) { + hr = IDirect3D9_EnumAdapterModes(d3d, D3DADAPTER_DEFAULT, _d3dformat, i, &mode); + + if (hr != D3D_OK) { + printfln_winerr("EnumAdapterMode index %d failed", i); + IDirect3D9_Release(d3d); + return false; + } + + printfln_out("%d: %d x %d @ %d hz", i, mode.Width, mode.Height, mode.RefreshRate); + } + + IDirect3D9_Release(d3d); + + return true; +} + +static bool _run(uint32_t width, uint32_t height, uint32_t refresh_rate, uint32_t total_warm_up_frame_count, uint32_t total_frame_count, bool windowed, bool vsync_off) +{ + HWND hwnd; + IDirect3D9 *d3d; + D3DADAPTER_IDENTIFIER9 identifier; + IDirect3DDevice9 *device; + uint32_t font_height; + ID3DXFont *font; + uint32_t text_offset_x; + uint32_t text_offset_y; + + MSG msg; + bool exit_loop; + bool warm_up_done; + uint32_t warm_up_frame_count; + uint32_t frame_count; + uint64_t start_time; + uint64_t end_time; + uint64_t elapsed_us; + uint64_t total_elapsed_us; + + printfln_err("Creating d3d context ..."); + + if (!_create_d3d_context(&d3d)) { + return false; + } + + printfln_err("Querying adapter identifier ..."); + + if (!_query_adapter_identifier(d3d, &identifier)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Adapter:"); + printfln_err("Driver: %s", identifier.Driver); + printfln_err("Description: %s", identifier.Description); + printfln_err("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_err("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_err("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + + printfln_err("Creating window with %dx%d ...", width, height); + + if (!_create_window(width, height, &hwnd)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Creating d3d device %d x %d @ %d hz %s vsync %s ...", + width, + height, + refresh_rate, + windowed ? "windowed" : "fullscreen", + vsync_off ? "off" : "on"); + + if (!_create_d3d_device( + hwnd, + d3d, + width, + height, + refresh_rate, + windowed, + vsync_off, + &device)) { + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + return false; + } + + printfln_err("Creating font ..."); + + font_height = _get_font_height(height); + + if (!_create_font(device, font_height, &font)) { + IDirect3DDevice9_Release(device); + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + return false; + } + + text_offset_x = _get_text_offset_x(width); + text_offset_y = _get_text_offset_y(height, font_height); + + // --------------------------------------------------------------------------------------------- + + exit_loop = false; + warm_up_done = false; + + warm_up_frame_count = 0; + frame_count = 0; + + elapsed_us = 0; + total_elapsed_us = 0; + + printfln_err("Warm-up for %d frames ...", total_warm_up_frame_count); + + start_time = time_get_counter(); + + while (warm_up_frame_count + frame_count < total_warm_up_frame_count + total_frame_count) { + // reset when warm-up is done + if (warm_up_frame_count >= total_warm_up_frame_count && !warm_up_done) { + warm_up_done = true; + total_elapsed_us = 0; + printfln_err("Warm-up finished"); + printfln_err("Running test for %d frames ...", total_frame_count); + } + + // Required to not make windows think we are stuck and not responding + while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { + if (msg.message == WM_QUIT) { + exit_loop = true; + break; + } + + TranslateMessage(&msg); + DispatchMessage(&msg); + } + + if (exit_loop) { + break; + } + + if (_is_esc_key_pressed()) { + // Avoid multi triggering with further key evaluations + while (!_is_esc_key_released()) { + Sleep(10); + } + + exit_loop = true; + break; + } + + IDirect3DDevice9_Clear( + device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 0), + 1.0f, + 0); + IDirect3DDevice9_BeginScene(device); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y, "D3D9 Monitor Check"); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 3, + "GPU: %s", identifier.Description); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 4, + "Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + + if (warm_up_frame_count < total_warm_up_frame_count) { + // First frame won't have any data available causing division by zero in the stats + if (warm_up_frame_count != 0) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Warm-up in progress ..."); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Frame: %d / %d", warm_up_frame_count, total_warm_up_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Last frame time: %.3f ms", elapsed_us / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / warm_up_frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Last refresh rate: %.3f Hz", 1000.0f / (elapsed_us / 1000.0f)); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 11, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / warm_up_frame_count / 1000.0f)); + } + } else { + // First frame won't have any data available causing division by zero in the stats + if (frame_count != 0) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Measuring in progress ..."); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Frame: %d / %d", frame_count, total_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Last frame time: %.3f ms", elapsed_us / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Last refresh rate: %.3f Hz", 1000.0f / (elapsed_us / 1000.0f)); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 11, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + } + } + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 13, "Press ESC to exit early"); + + IDirect3DDevice9_EndScene(device); + IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + + end_time = time_get_counter(); + elapsed_us = time_get_elapsed_us(end_time - start_time); + start_time = end_time; + total_elapsed_us += elapsed_us; + + if (warm_up_frame_count < total_warm_up_frame_count) { + warm_up_frame_count++; + } else { + frame_count++; + } + } + + // --------------------------------------------------------------------------------------------- + + printfln_err("Running test finished"); + + IDirect3DDevice9_Clear( + device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 0), + 1.0f, + 0); + IDirect3DDevice9_BeginScene(device); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y, "D3D9 Monitor Check"); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 3, + "GPU: %s", identifier.Description); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 4, + "Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + + if (exit_loop) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Exited early"); + } else { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Finished"); + } + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Total warm-up frame count: %d", warm_up_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Total sample frame count: %d", frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us > 0 && frame_count > 0 ? total_elapsed_us / frame_count / 1000.0f : 0); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Avg refresh rate: %.3f Hz", total_elapsed_us > 0 && frame_count > 0 ? 1000.0f / (total_elapsed_us / frame_count / 1000.0f) : 0); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 12, "Exiting in 5 seconds ..."); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 13, "Press ESC to exit immediately"); + + IDirect3DDevice9_EndScene(device); + IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + + exit_loop = false; + + for (uint32_t i = 0; i < 5000 / 10; i++) { + // Required to not make windows think we are stuck and not responding + while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { + if (msg.message == WM_QUIT) { + exit_loop = true; + break; + } + + TranslateMessage(&msg); + DispatchMessage(&msg); + } + + if (exit_loop) { + break; + } + + // Allow quick exit + if (_is_esc_key_pressed()) { + // Avoid multi triggering with further key evaluations + while (!_is_esc_key_released()) { + Sleep(10); + } + + exit_loop = true; + break; + } + + Sleep(10); + } + + // --------------------------------------------------------------------------------------------- + + printfln_err("Final results"); + printfln_out("GPU: %s", identifier.Description); + printfln_out("Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + printfln_out("Avg frame time (ms): %.3f", total_elapsed_us > 0 && frame_count > 0 ? total_elapsed_us / frame_count / 1000.0f : 0); + printfln_out("Avg refresh rate (hz): %.3f", total_elapsed_us > 0 && frame_count > 0 ? 1000.0f / (total_elapsed_us / frame_count / 1000.0f) : 0); + + ID3DXFont_Release(font); + IDirect3DDevice9_Release(device); + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + + return true; +} + +static bool _cmd_adapter() +{ + return _adapter(); +} + +static bool _cmd_modes() +{ + return _modes(); +} + +static bool _cmd_run(int argc, char **argv) +{ + uint32_t width; + uint32_t height; + uint32_t refresh_rate; + uint32_t warm_up_seconds; + uint32_t total_seconds; + bool windowed; + bool vsync_off; + + uint32_t total_warm_up_frame_count; + uint32_t total_frame_count; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + width = atoi(argv[0]); + + if (width == 0 || width > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid width: %d", width); + return false; + } + + height = atoi(argv[1]); + + if (height == 0 || height > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid height: %d", height); + return false; + } + + refresh_rate = atoi(argv[2]); + + if (refresh_rate == 0 || refresh_rate > 1000) { + _print_synopsis(); + printfln_err("ERROR: Invalid refresh rate: %d", refresh_rate); + return false; + } + + // Sane defaults + warm_up_seconds = 10; + total_seconds = 20; + windowed = false; + vsync_off = false; + + for (int i = 3; i < argc; i++) { + if (!strcmp(argv[i], "--warm-up-secs")) { + if (i + 1 < argc) { + warm_up_seconds = atoi(argv[++i]); + + if (warm_up_seconds == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid warm-up seconds: %d", warm_up_seconds); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --warm-up-secs"); + return false; + } + } else if (!strcmp(argv[i], "--total-secs")) { + if (i + 1 < argc) { + total_seconds = atoi(argv[++i]); + + if (total_seconds == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid total seconds: %d", total_seconds); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --total-secs"); + return false; + } + } else if (!strcmp(argv[i], "--windowed")) { + windowed = true; + } else if (!strcmp(argv[i], "--vsync-off")) { + vsync_off = true; + } + } + + total_warm_up_frame_count = warm_up_seconds * refresh_rate; + total_frame_count = total_seconds * refresh_rate; + + return _run(width, height, refresh_rate, total_warm_up_frame_count, total_frame_count, windowed, vsync_off); +} + +int main(int argc, char **argv) +{ + const char *command; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return 1; + } + + command = argv[1]; + + if (!strcmp(command, "adapter")) { + if (!_cmd_adapter(argc - 2, argv + 2)) { + return 1; + } + } else if (!strcmp(command, "modes")) { + if (!_cmd_modes(argc - 2, argv + 2)) { + return 1; + } + } else if (!strcmp(command, "run")) { + if (!_cmd_run(argc - 2, argv + 2)) { + return 1; + } + } else { + _print_synopsis(argv[0]); + printfln_err("ERROR: Unknown command: %s", command); + return 1; + } + + return 0; +} From 451f9d4021692ec196d892d5e486f06368864f66 Mon Sep 17 00:00:00 2001 From: icex2 Date: Thu, 13 Feb 2025 14:38:07 +0100 Subject: [PATCH 097/118] feat: d3d9-monitor-check add result-timeout-secs parameter Allow changing the time in seconds how long the results are being displayed before exiting --- src/main/d3d9-monitor-check/main.c | 759 +++++++++++++++++++++++++++++ 1 file changed, 759 insertions(+) create mode 100644 src/main/d3d9-monitor-check/main.c diff --git a/src/main/d3d9-monitor-check/main.c b/src/main/d3d9-monitor-check/main.c new file mode 100644 index 0000000..2b07038 --- /dev/null +++ b/src/main/d3d9-monitor-check/main.c @@ -0,0 +1,759 @@ +#include + +#include +#include + +#include +#include +#include +#include + +#include "util/time.h" +#include "util/winerr.h" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define printfln_winerr(fmt, ...) \ + char *winerr = util_winerr_format_last_error_code(); \ + fprintf(stderr, fmt ": %s\n", ##__VA_ARGS__, winerr); \ + free(winerr); + +static const D3DFORMAT _d3dformat = D3DFMT_X8R8G8B8; + +static void _print_synopsis() +{ + printfln_err("D3D9 monitor check"); + printfln_err(""); + printfln_err("Improved open source re-implementation of IIDX's infamous \"monitor check\" screen"); + printfln_err("Run a bare D3D9 render loop to measure the refresh rate of the current GPU + monitor configuration"); + printfln_err(""); + printfln_err("Usage:"); + printfln_err(" d3d9-monitor-check "); + printfln_err(""); + printfln_err("Available commands:"); + printfln_err(" adapter: Query adapter information"); + printfln_err(" modes: Query adapter modes"); + printfln_err(" run [--warm-up-secs n] [--total-secs n] [--results-timeout-secs n] [--windowed] [--vsync-off]: Run the monitor check. Ensure that the mandatory parameters for width, height and refresh rate are values that are supported by the adapter's mode. Use the \"modes\" subcommand to get a list of supported modes."); + printfln_err(" width: Width of the rendering resolution to run the test at"); + printfln_err(" height: Height of the rendering resolution to run the test at"); + printfln_err(" refresh_rate: Target refresh rate to run the test at"); + printfln_err(" warm-up-secs: Optional. Number of seconds to warm-up before executing the main run that counts towards the measurement results"); + printfln_err(" total-secs: Optional. Total number of seconds to run the test for that count towards the measurement results"); + printfln_err(" results-timeout-secs: Optional. Number of seconds to display final result after the test before exiting"); + printfln_err(" windowed: Optional. Run the test in windowed mode (not recommended)"); + printfln_err(" vsync-off: Optional. Run the test with vsync off (not recommended)"); +} + +static bool _create_d3d_context(IDirect3D9 **d3d) +{ + // Initialize D3D + *d3d = Direct3DCreate9(D3D_SDK_VERSION); + + if (!*d3d) { + printfln_winerr("Creating d3d context failed"); + return false; + } + + return true; +} + +static bool _query_adapter_identifier(IDirect3D9 *d3d, D3DADAPTER_IDENTIFIER9 *identifier) +{ + HRESULT hr; + + hr = IDirect3D9_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, identifier); + + if (hr != D3D_OK) { + printfln_winerr("GetAdapterIdentifier failed"); + return false; + } + + return true; +} + +static bool _create_window(uint32_t width, uint32_t height, HWND *hwnd) +{ + WNDCLASSEX wc; + + memset(&wc, 0, sizeof(wc)); + + wc.cbSize = sizeof(wc); + wc.lpfnWndProc = DefWindowProc; + wc.hInstance = GetModuleHandle(NULL); + wc.lpszClassName = "D3D9MonitorCheck"; + + RegisterClassExA(&wc); + + // Create window + *hwnd = CreateWindowA( + wc.lpszClassName, + "D3D9 Monitor Check", + WS_OVERLAPPEDWINDOW, + CW_USEDEFAULT, + CW_USEDEFAULT, + width, + height, + NULL, + NULL, + wc.hInstance, + NULL); + + if (!*hwnd) { + printfln_winerr("Failed to create window"); + return false; + } + + return true; +} + +static bool _create_d3d_device( + HWND hwnd, + IDirect3D9 *d3d, + uint32_t width, + uint32_t height, + uint32_t refresh_rate, + bool windowed, + bool vsync_off, + IDirect3DDevice9 **device) +{ + D3DPRESENT_PARAMETERS pp; + HRESULT hr; + + memset(&pp, 0, sizeof(pp)); + + if (windowed) { + ShowWindow(hwnd, SW_SHOW); + + pp.Windowed = TRUE; + pp.FullScreen_RefreshRateInHz = 0; + } else { + ShowCursor(FALSE); + + pp.Windowed = FALSE; + pp.FullScreen_RefreshRateInHz = refresh_rate; + } + + if (vsync_off) { + pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; + } else { + pp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; + } + + pp.BackBufferWidth = width; + pp.BackBufferHeight = height; + pp.BackBufferFormat = _d3dformat; + pp.BackBufferCount = 2; + pp.MultiSampleType = D3DMULTISAMPLE_NONE; + pp.MultiSampleQuality = 0; + pp.SwapEffect = D3DSWAPEFFECT_DISCARD; + pp.hDeviceWindow = hwnd; + pp.EnableAutoDepthStencil = TRUE; + pp.AutoDepthStencilFormat = D3DFMT_D16; + pp.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER; + + // Create D3D device + hr = IDirect3D9_CreateDevice( + d3d, + D3DADAPTER_DEFAULT, + D3DDEVTYPE_HAL, + hwnd, + D3DCREATE_HARDWARE_VERTEXPROCESSING, + &pp, + device); + + if (hr != D3D_OK) { + printfln_winerr("Creating d3d device failed"); + return false; + } + + return true; +} + +static uint32_t _get_font_height(uint32_t resolution_height) +{ + // Default size for 480p + return (uint32_t) (20.0f * resolution_height / 480.0f); +} + +static uint32_t _get_text_offset_x(uint32_t resolution_width) +{ + // Default offset for 480p + return (uint32_t) (20.0f * resolution_width / 480.0f); +} + +static uint32_t _get_text_offset_y(uint32_t resolution_height, uint32_t font_height) +{ + // Default offset for 480p + return (uint32_t) (font_height + 10 * (resolution_height / 640.0f)); +} + +static bool _create_font(IDirect3DDevice9 *device, uint32_t font_height, ID3DXFont **font) +{ + HRESULT hr; + + hr = D3DXCreateFont(device, font_height, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, + OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, + "Arial", font); + + if (hr != D3D_OK) { + printfln_winerr("Creating font failed"); + return false; + } + + return true; +} + +static void _draw_text(IDirect3DDevice9 *device, ID3DXFont *font, uint32_t font_height, int x, int y, const char *fmt, ...) +{ + va_list args; + char text[1024]; + RECT rect; + + va_start(args, fmt); + vsprintf(text, fmt, args); + va_end(args); + + rect.left = x; + rect.top = y; + // Base width of 300 is based on 480p + rect.right = x + (480 * (font_height / 20.0f)); + rect.bottom = y + font_height; + + ID3DXFont_DrawText(font, NULL, text, -1, &rect, DT_LEFT | DT_TOP, D3DCOLOR_XRGB(255, 255, 255)); +} + +static bool _is_esc_key_pressed() +{ + return GetAsyncKeyState(VK_ESCAPE) & 0x8000; +} + +static bool _is_esc_key_released() +{ + return !(GetAsyncKeyState(VK_ESCAPE) & 0x8000); +} + +static bool _adapter() +{ + IDirect3D9 *d3d; + D3DADAPTER_IDENTIFIER9 identifier; + + if (!_create_d3d_context(&d3d)) { + return false; + } + + if (!_query_adapter_identifier(d3d, &identifier)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_out("Driver: %s", identifier.Driver); + printfln_out("Description: %s", identifier.Description); + printfln_out("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_out("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_out("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + printfln_out("VendorId: %lu", identifier.VendorId); + printfln_out("DeviceId: %lu", identifier.DeviceId); + printfln_out("SubSysId: %lu", identifier.SubSysId); + printfln_out("Revision: %lu", identifier.Revision); + printfln_out("DeviceIdentifier: {%08lX-%04X-%04X-%02X%02X-%02X%02X%02X%02X%02X%02X}", + identifier.DeviceIdentifier.Data1, + identifier.DeviceIdentifier.Data2, + identifier.DeviceIdentifier.Data3, + identifier.DeviceIdentifier.Data4[0], + identifier.DeviceIdentifier.Data4[1], + identifier.DeviceIdentifier.Data4[2], + identifier.DeviceIdentifier.Data4[3], + identifier.DeviceIdentifier.Data4[4], + identifier.DeviceIdentifier.Data4[5], + identifier.DeviceIdentifier.Data4[6], + identifier.DeviceIdentifier.Data4[7]); + printfln_out("WHQLLevel: %lu", identifier.WHQLLevel); + + IDirect3D9_Release(d3d); + + return true; +} + +static bool _modes() +{ + IDirect3D9 *d3d; + HRESULT hr; + UINT mode_count; + D3DDISPLAYMODE mode; + + memset(&mode, 0, sizeof(D3DDISPLAYMODE)); + + if (!_create_d3d_context(&d3d)) { + return false; + } + + mode_count = IDirect3D9_GetAdapterModeCount(d3d, D3DADAPTER_DEFAULT, _d3dformat); + + printfln_err("Available adapter modes (total %d)", mode_count); + printfln_err("Mode index: width x height @ refresh rate"); + + for (UINT i = 0; i < mode_count; i++) { + hr = IDirect3D9_EnumAdapterModes(d3d, D3DADAPTER_DEFAULT, _d3dformat, i, &mode); + + if (hr != D3D_OK) { + printfln_winerr("EnumAdapterMode index %d failed", i); + IDirect3D9_Release(d3d); + return false; + } + + printfln_out("%d: %d x %d @ %d hz", i, mode.Width, mode.Height, mode.RefreshRate); + } + + IDirect3D9_Release(d3d); + + return true; +} + +static bool _run(uint32_t width, uint32_t height, uint32_t refresh_rate, uint32_t total_warm_up_frame_count, + uint32_t total_frame_count, uint32_t results_timeout_seconds, bool windowed, bool vsync_off) +{ + HWND hwnd; + IDirect3D9 *d3d; + D3DADAPTER_IDENTIFIER9 identifier; + IDirect3DDevice9 *device; + uint32_t font_height; + ID3DXFont *font; + uint32_t text_offset_x; + uint32_t text_offset_y; + + MSG msg; + bool exit_loop; + bool warm_up_done; + uint32_t warm_up_frame_count; + uint32_t frame_count; + uint64_t start_time; + uint64_t end_time; + uint64_t elapsed_us; + uint64_t total_elapsed_us; + + printfln_err("Creating d3d context ..."); + + if (!_create_d3d_context(&d3d)) { + return false; + } + + printfln_err("Querying adapter identifier ..."); + + if (!_query_adapter_identifier(d3d, &identifier)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Adapter:"); + printfln_err("Driver: %s", identifier.Driver); + printfln_err("Description: %s", identifier.Description); + printfln_err("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_err("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_err("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + + printfln_err("Creating window with %dx%d ...", width, height); + + if (!_create_window(width, height, &hwnd)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Creating d3d device %d x %d @ %d hz %s vsync %s ...", + width, + height, + refresh_rate, + windowed ? "windowed" : "fullscreen", + vsync_off ? "off" : "on"); + + if (!_create_d3d_device( + hwnd, + d3d, + width, + height, + refresh_rate, + windowed, + vsync_off, + &device)) { + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + return false; + } + + printfln_err("Creating font ..."); + + font_height = _get_font_height(height); + + if (!_create_font(device, font_height, &font)) { + IDirect3DDevice9_Release(device); + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + return false; + } + + text_offset_x = _get_text_offset_x(width); + text_offset_y = _get_text_offset_y(height, font_height); + + // --------------------------------------------------------------------------------------------- + + exit_loop = false; + warm_up_done = false; + + warm_up_frame_count = 0; + frame_count = 0; + + elapsed_us = 0; + total_elapsed_us = 0; + + printfln_err("Warm-up for %d frames ...", total_warm_up_frame_count); + + start_time = time_get_counter(); + + while (warm_up_frame_count + frame_count < total_warm_up_frame_count + total_frame_count) { + // reset when warm-up is done + if (warm_up_frame_count >= total_warm_up_frame_count && !warm_up_done) { + warm_up_done = true; + total_elapsed_us = 0; + printfln_err("Warm-up finished"); + printfln_err("Running test for %d frames ...", total_frame_count); + } + + // Required to not make windows think we are stuck and not responding + while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { + if (msg.message == WM_QUIT) { + exit_loop = true; + break; + } + + TranslateMessage(&msg); + DispatchMessage(&msg); + } + + if (exit_loop) { + break; + } + + if (_is_esc_key_pressed()) { + // Avoid multi triggering with further key evaluations + while (!_is_esc_key_released()) { + Sleep(10); + } + + exit_loop = true; + break; + } + + IDirect3DDevice9_Clear( + device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 0), + 1.0f, + 0); + IDirect3DDevice9_BeginScene(device); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y, "D3D9 Monitor Check"); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 3, + "GPU: %s", identifier.Description); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 4, + "Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + + if (warm_up_frame_count < total_warm_up_frame_count) { + // First frame won't have any data available causing division by zero in the stats + if (warm_up_frame_count != 0) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Warm-up in progress ..."); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Frame: %d / %d", warm_up_frame_count, total_warm_up_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Last frame time: %.3f ms", elapsed_us / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / warm_up_frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Last refresh rate: %.3f Hz", 1000.0f / (elapsed_us / 1000.0f)); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 11, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / warm_up_frame_count / 1000.0f)); + } + } else { + // First frame won't have any data available causing division by zero in the stats + if (frame_count != 0) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Measuring in progress ..."); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Frame: %d / %d", frame_count, total_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Last frame time: %.3f ms", elapsed_us / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us / frame_count / 1000.0f); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Last refresh rate: %.3f Hz", 1000.0f / (elapsed_us / 1000.0f)); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 11, + "Avg refresh rate: %.3f Hz", 1000.0f / (total_elapsed_us / frame_count / 1000.0f)); + } + } + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 13, "Press ESC to exit early"); + + IDirect3DDevice9_EndScene(device); + IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + + end_time = time_get_counter(); + elapsed_us = time_get_elapsed_us(end_time - start_time); + start_time = end_time; + total_elapsed_us += elapsed_us; + + if (warm_up_frame_count < total_warm_up_frame_count) { + warm_up_frame_count++; + } else { + frame_count++; + } + } + + // --------------------------------------------------------------------------------------------- + + printfln_err("Running test finished"); + + IDirect3DDevice9_Clear( + device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 0), + 1.0f, + 0); + IDirect3DDevice9_BeginScene(device); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y, "D3D9 Monitor Check"); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 3, + "GPU: %s", identifier.Description); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 4, + "Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + + if (exit_loop) { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Exited early"); + } else { + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 6, "Status: Finished"); + } + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 7, + "Total warm-up frame count: %d", warm_up_frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 8, + "Total sample frame count: %d", frame_count); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 9, + "Avg frame time: %.3f ms", total_elapsed_us > 0 && frame_count > 0 ? total_elapsed_us / frame_count / 1000.0f : 0); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 10, + "Avg refresh rate: %.3f Hz", total_elapsed_us > 0 && frame_count > 0 ? 1000.0f / (total_elapsed_us / frame_count / 1000.0f) : 0); + + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 12, "Exiting in %d seconds ...", + results_timeout_seconds); + _draw_text(device, font, font_height, text_offset_x, text_offset_y * 13, "Press ESC to exit immediately"); + + IDirect3DDevice9_EndScene(device); + IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + + exit_loop = false; + + for (uint32_t i = 0; i < results_timeout_seconds * 1000 / 10; i++) { + // Required to not make windows think we are stuck and not responding + while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { + if (msg.message == WM_QUIT) { + exit_loop = true; + break; + } + + TranslateMessage(&msg); + DispatchMessage(&msg); + } + + if (exit_loop) { + break; + } + + // Allow quick exit + if (_is_esc_key_pressed()) { + // Avoid multi triggering with further key evaluations + while (!_is_esc_key_released()) { + Sleep(10); + } + + exit_loop = true; + break; + } + + Sleep(10); + } + + // --------------------------------------------------------------------------------------------- + + printfln_err("Final results"); + printfln_out("GPU: %s", identifier.Description); + printfln_out("Spec: %d x %d @ %d hz, %s, vsync %s", width, height, refresh_rate, + windowed ? "windowed" : "fullscreen", vsync_off ? "off" : "on"); + printfln_out("Avg frame time (ms): %.3f", total_elapsed_us > 0 && frame_count > 0 ? total_elapsed_us / frame_count / 1000.0f : 0); + printfln_out("Avg refresh rate (hz): %.3f", total_elapsed_us > 0 && frame_count > 0 ? 1000.0f / (total_elapsed_us / frame_count / 1000.0f) : 0); + + ID3DXFont_Release(font); + IDirect3DDevice9_Release(device); + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + + return true; +} + +static bool _cmd_adapter() +{ + return _adapter(); +} + +static bool _cmd_modes() +{ + return _modes(); +} + +static bool _cmd_run(int argc, char **argv) +{ + uint32_t width; + uint32_t height; + uint32_t refresh_rate; + uint32_t warm_up_seconds; + uint32_t total_seconds; + uint32_t results_timeout_seconds; + bool windowed; + bool vsync_off; + + uint32_t total_warm_up_frame_count; + uint32_t total_frame_count; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + width = atoi(argv[0]); + + if (width == 0 || width > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid width: %d", width); + return false; + } + + height = atoi(argv[1]); + + if (height == 0 || height > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid height: %d", height); + return false; + } + + refresh_rate = atoi(argv[2]); + + if (refresh_rate == 0 || refresh_rate > 1000) { + _print_synopsis(); + printfln_err("ERROR: Invalid refresh rate: %d", refresh_rate); + return false; + } + + // Sane defaults + warm_up_seconds = 10; + total_seconds = 20; + results_timeout_seconds = 5; + windowed = false; + vsync_off = false; + + for (int i = 3; i < argc; i++) { + if (!strcmp(argv[i], "--warm-up-secs")) { + if (i + 1 < argc) { + warm_up_seconds = atoi(argv[++i]); + + if (warm_up_seconds == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid warm-up seconds: %d", warm_up_seconds); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --warm-up-secs"); + return false; + } + } else if (!strcmp(argv[i], "--total-secs")) { + if (i + 1 < argc) { + total_seconds = atoi(argv[++i]); + + if (total_seconds == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid total seconds: %d", total_seconds); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --total-secs"); + return false; + } + } else if (!strcmp(argv[i], "--results-timeout-secs")) { + if (i + 1 < argc) { + results_timeout_seconds = atoi(argv[++i]); + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --results-timeout-secs"); + } + } else if (!strcmp(argv[i], "--windowed")) { + windowed = true; + } else if (!strcmp(argv[i], "--vsync-off")) { + vsync_off = true; + } + } + + total_warm_up_frame_count = warm_up_seconds * refresh_rate; + total_frame_count = total_seconds * refresh_rate; + + return _run(width, height, refresh_rate, total_warm_up_frame_count, total_frame_count, results_timeout_seconds, windowed, vsync_off); +} + +int main(int argc, char **argv) +{ + const char *command; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return 1; + } + + command = argv[1]; + + if (!strcmp(command, "adapter")) { + if (!_cmd_adapter(argc - 2, argv + 2)) { + return 1; + } + } else if (!strcmp(command, "modes")) { + if (!_cmd_modes(argc - 2, argv + 2)) { + return 1; + } + } else if (!strcmp(command, "run")) { + if (!_cmd_run(argc - 2, argv + 2)) { + return 1; + } + } else { + _print_synopsis(argv[0]); + printfln_err("ERROR: Unknown command: %s", command); + return 1; + } + + return 0; +} From f0b3556ac5da102e955616bb5ab71a03d82970b7 Mon Sep 17 00:00:00 2001 From: icex2 Date: Thu, 13 Feb 2025 14:47:22 +0100 Subject: [PATCH 098/118] feat: nvgpu, make test timeout parameter optional 10 seconds is what the nvidia control panel also has for the test timeout. Can still be changed if shorter or longer timeouts are desired, but 10 seconds should be a general fine timeout value to have this optional. --- doc/tools/nvgpu.md | 78 +++ src/main/nvgpu/main.c | 1358 +++++++++++++++++++++++++++++++++++++++++ 2 files changed, 1436 insertions(+) create mode 100644 doc/tools/nvgpu.md create mode 100644 src/main/nvgpu/main.c diff --git a/doc/tools/nvgpu.md b/doc/tools/nvgpu.md new file mode 100644 index 0000000..c3671ce --- /dev/null +++ b/doc/tools/nvgpu.md @@ -0,0 +1,78 @@ +# nvgpu - Command line tool to configure and tweak the NVIDIA GPU driver + +An open source re-implementation of the “NvDisplayConfigLDJ" tool with additional enhancements. + +The tool is based on NVIDIA's [nvapi](https://github.com/NVIDIA/nvapi) which is an interface to +various driver settings that can also be tweaked from the NVIDIA Control Panel. The goal of this +tool is to provide a streamlined command line interface to configure various settings that can +improve gameplay experience significantly. + +This can be used to tweak your nvidia GPU driver settings to create custom display timings to address +IIDX’s requirement if expecting proper display timings. This can also be used for any legacy IIDX +versions that even expect very specific display timings, e.g. 59.95 or 60.05 hz. + +Furthermore, creating application profiles allows further tweaks to important GPU settings such as +the current performance mode setting. This is crucial to ensure the GPU is not going into any kind of +power saving states which results in non-smooth scrolling during gameplay and micro stuttering that +cannot be measured on application level. + +Simply run the tool without any arguments to get a full synopsis of available commands. + +## Example usage for modern IIDX + +### Custom GPU profile + +The following creates a custom profile to address potential performance concerns such as not 100% smooth scrolling and +micro stuttering. + +* Create a custom profile: `nvgpu profile create launcher` +* Add the launcher application to the profile: `nvgpu profile application-add launcher launcher.exe` + * This will apply to any (IIDX) game running with `launcher.exe` +* Set GPU power state to maximum for the profile: `nvgpu profile gpu-power-state-max launcher` + +### Custom timing + +* Run the game and observe the monitor check screen (requires IIDX 20+) +* Take note of the refresh rate of the monitor that is determined by the game +* Exit the game +* Run `nvgpu display list` to get the display ID of the monitor you want to change use that ID in the following commands +* Run `nvgpu display custom-resolution-test` with your display ID and monitor settings to test the custom configuration + first + * For example, for IIDX 31 which runs in native 1920x1080 with a monitor also having that as its native resolution, + having the monitor id `0x12345678` and the monitor check yielding a value of ~`59.9345`, run + `nvgpu display custom-resolution-test 1920 1080 59.9345` + * Observe if the test is successful and the display doesn't turn blank or displays a glitched image for ~10 seconds +* Run `nvgpu display custom-resolution-set` with the previously tested settings to apply the custom display mode + * For example, `nvgpu display custom-resolution-set 0x12345678 1920 1080 59.9345` + +## Example usage for legacy IIDX + +Legacy IIDX concerns any game prior to IIDX 20 that introduced the monitor check screen. The game engine was expecting +a the display/GPU/driver to perform at specific refresh rate timings in order to provide correct timing and audio +playback for the game. To this date (i.e. IIDX 31), the game engine never re-syncs audio playback during gameplay. +Therefore any flaky and incorrect timing will result in audio desynchronization either early on or throughout a song. + +### Custom GPU profile + +The following creates a custom profile to address potential performance concerns such as not 100% smooth scrolling and +micro stuttering. + +* Create a custom profile: `nvgpu profile create bm2dx` +* Add the launcher application to the profile: `nvgpu profile application-add bm2dx bm2dx.exe` + * This will apply to any (IIDX) game running with an executable named `bm2fx.exe` +* Set GPU power state to maximum for the profile: `nvgpu profile gpu-power-state-max bm2dx` + +### Custom timing + +* Use a modern game and it to observe the monitor check screen (requires IIDX 20+) +* Take note of the refresh rate of the monitor that is determined by the game +* Exit the game +* Run `nvgpu display list` to get the display ID of the monitor you want to change use that ID in the following commands +* Run `nvgpu display custom-resolution-test` with your display ID and monitor settings to test the custom configuration + first + * For example, for IIDX 31 which runs in native 1920x1080 with a monitor also having that as its native resolution, + having the monitor id `0x12345678` and the monitor check yielding a value of ~`59.9345`, run + `nvgpu display custom-resolution-test 1920 1080 59.9345` + * Observe if the test is successful and the display doesn't turn blank or displays a glitched image for ~10 seconds +* Run `nvgpu display custom-resolution-set` with the previously tested settings to apply the custom display mode + * For example, `nvgpu display custom-resolution-set 0x12345678 1920 1080 59.9345` \ No newline at end of file diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c new file mode 100644 index 0000000..9bcf3d0 --- /dev/null +++ b/src/main/nvgpu/main.c @@ -0,0 +1,1358 @@ +#include + +#include +#include +#include +#include +#include +#include + +#include "nv/api.h" +#include "nv/module.h" + +#include "util/fs.h" +#include "util/mem.h" +#include "util/str.h" + +#define NV_DRS_SETTINGS_FOLDER "C:\\ProgramData\\NVIDIA Corporation\\Drs" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define PRINT_ERR_WITH_NVAPI_MESSAGE(status, fmt, ...) \ + NvAPI_ShortString error_str; \ + nv_api->NvAPI_GetErrorMessage(status, error_str); \ + fprintf(stderr, fmt ", reason: %s\n", ##__VA_ARGS__, error_str); + +static bool _session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_DestroySession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Destroying driver settings session"); + return false; + } + + return true; +} + +static bool _session_create_and_settings_load(const nv_api_t *nv_api, NvDRSSessionHandle *session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_CreateSession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver settings session"); + return false; + } + + status = nv_api->NvAPI_DRS_LoadSettings(*session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Loading driver settings"); + + return _session_destroy(nv_api, *session); + } + + return true; +} + +static bool _settings_save_and_session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + printfln_err("Saving ..."); + + status = nv_api->NvAPI_DRS_SaveSettings(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving driver settings"); + + return _session_destroy(nv_api, session); + } + + return _session_destroy(nv_api, session); +} + +static bool _profile_get( + const nv_api_t *nv_api, + const char *profile_name, + NvDRSSessionHandle session, + NvDRSProfileHandle *profile) +{ + NvAPI_UnicodeString nv_profile_name; + NvAPI_Status status; + wchar_t *profile_name_wstr; + + assert(nv_api); + assert(session); + assert(profile); + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(nv_profile_name, sizeof(nv_profile_name), profile_name_wstr); + + status = nv_api->NvAPI_DRS_FindProfileByName(session, nv_profile_name, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Finding driver profile %s", profile_name); + return false; + } + + return true; +} + +static bool _profile_setting_set( + const nv_api_t *nv_api, + NvDRSSessionHandle session, + NvDRSProfileHandle profile, + NVDRS_SETTING *setting) +{ + NvAPI_Status status; + + assert(nv_api); + assert(setting); + + status = nv_api->NvAPI_DRS_SetSetting(session, profile, setting); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "Error setting driver settings"); + return false; + } + + return true; +} + +static void _ensure_drs_settings_folder_exists() +{ + // Even on a fresh install, this might not exist which result + // in NVAPI_ACCESS_DENIED errors on many (or even all?) nvapi DRS functions + if (!path_exists(NV_DRS_SETTINGS_FOLDER)) { + printfln_err("NOTE: DRS settings folder to store profiles does not exist, creating..."); + path_mkdir(NV_DRS_SETTINGS_FOLDER); + } +} + +// ------------------------------------------------------------------------------------------------- + +static bool _nv_info(const nv_api_t *nv_api) +{ + NvAPI_ShortString interface_version; + NvAPI_ShortString driver_version; + NvU32 driver_version_number; + NvAPI_Status status; + + printfln_err("Getting interface version..."); + + status = nv_api->NvAPI_GetInterfaceVersionStringEx(interface_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting interface version string"); + return false; + } + + printfln_err("Getting driver and branch version..."); + + status = nv_api->NvAPI_SYS_GetDriverAndBranchVersion(&driver_version_number, driver_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting driver and branch version"); + return false; + } + + printfln_out("Interface version: %s", interface_version); + printfln_out("Driver version: %s", driver_version); + printfln_out("Driver version number: %lu", driver_version_number); + + return true; +} + +static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NVDRS_PROFILE profile; + wchar_t *profile_name_wstr; + NvAPI_Status status; + NvDRSProfileHandle profile_handle; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + profile.version = NVDRS_PROFILE_VER; + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(profile.profileName, sizeof(profile.profileName), profile_name_wstr); + free(profile_name_wstr); + + printfln_err("Creating profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver profile"); + + _session_destroy(nv_api, session); + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_delete(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + printfln_err("Deleting profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_DeleteProfile(session, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Deleting driver profile %s", profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_application_add(const nv_api_t *nv_api, const char *profile_name, const char *application_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + NVDRS_APPLICATION application; + wchar_t *application_name_wstr; + + assert(nv_api); + assert(profile_name); + assert(application_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + application.version = NVDRS_APPLICATION_VER; + + application_name_wstr = str_widen(application_name); + wstr_cpy(application.appName, sizeof(application.appName), application_name_wstr); + free(application_name_wstr); + + printfln_err("Adding application %s to profile %s...", application_name, profile_name); + + status = nv_api->NvAPI_DRS_CreateApplication(session, profile, &application); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Adding application %s to profile %s", application_name, profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gsync_disable(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = VRR_APP_OVERRIDE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + setting.u32CurrentValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + + printfln_err("Disabling G-SYNC for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gpu_power_state_max(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = PREFERRED_PSTATE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = PREFERRED_PSTATE_PREFER_MAX; + setting.u32CurrentValue = PREFERRED_PSTATE_PREFER_MAX; + + printfln_err("Setting GPU power state to maximum for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _displays_list(const nv_api_t *nv_api) +{ + NvAPI_Status status; + NvPhysicalGpuHandle gpu_handle[NVAPI_MAX_PHYSICAL_GPUS]; + NvU32 gpu_count; + NvU32 display_id_count; + NV_GPU_DISPLAYIDS *display_ids; + const char *connector_type; + + assert(nv_api); + + status = nv_api->NvAPI_EnumPhysicalGPUs(gpu_handle, &gpu_count); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Enumerating physical GPUs"); + return false; + } + + printfln_err("Display ID, Connector Type, Active, Connected, Physically Connected"); + + for (NvU32 i = 0; i < gpu_count; i++) { + // Get display count per GPU + display_id_count = 0; + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], NULL, &display_id_count, 0); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display count of GPU"); + return false; + } + + if (display_id_count > 0) { + display_ids = (NV_GPU_DISPLAYIDS*) xmalloc(sizeof(NV_GPU_DISPLAYIDS) * display_id_count); + + for (NvU32 j = 0; j < display_id_count; j++) { + display_ids[j].version = NV_GPU_DISPLAYIDS_VER; + } + + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], display_ids, &display_id_count, 0); + + if (status != NVAPI_OK) { + free(display_ids); + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display ids of GPU"); + return false; + } + + for (NvU32 j = 0; j < display_id_count; j++) { + switch (display_ids[j].connectorType) { + case NV_MONITOR_CONN_TYPE_VGA: + connector_type = "VGA"; + break; + case NV_MONITOR_CONN_TYPE_COMPONENT: + connector_type = "Component"; + break; + case NV_MONITOR_CONN_TYPE_SVIDEO: + connector_type = "S-Video"; + break; + case NV_MONITOR_CONN_TYPE_HDMI: + connector_type = "HDMI"; + break; + case NV_MONITOR_CONN_TYPE_DVI: + connector_type = "DVI"; + break; + case NV_MONITOR_CONN_TYPE_LVDS: + connector_type = "LVDS"; + break; + case NV_MONITOR_CONN_TYPE_DP: + connector_type = "DP"; + break; + case NV_MONITOR_CONN_TYPE_COMPOSITE: + connector_type = "Composite"; + break; + default: + connector_type = "unknown"; + break; + } + + printfln_out("0x%lX, %s, %s, %s, %s", + display_ids[j].displayId, + connector_type, + display_ids[j].isActive ? "active" : "inactive", + display_ids[j].isConnected ? "connected" : "disconnected", + display_ids[j].isPhysicallyConnected ? "connected" : "disconnected"); + } + + free(display_ids); + } + } + + return true; +} + +static bool _display_config_get(const nv_api_t *nv_api, NvU32 display_id) +{ + NvU32 target_info_count; + NV_DISPLAYCONFIG_PATH_INFO display_config; + NvAPI_Status status; + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 *target_info; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 *source_mode_info; + + assert(nv_api); + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&target_info_count, NULL); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config count"); + return false; + } + + memset(&display_config, 0, sizeof(NV_DISPLAYCONFIG_PATH_INFO)); + + display_config.version = NV_DISPLAYCONFIG_PATH_INFO_VER; + display_config.targetInfoCount = target_info_count; + display_config.targetInfo = (NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2*) xmalloc(sizeof(NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2) * target_info_count); + display_config.sourceModeInfo = (NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1*) xmalloc(sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1) * target_info_count); + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&target_info_count, &display_config); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config"); + + free(display_config.targetInfo); + free(display_config.sourceModeInfo); + + return false; + } + + if (display_id != 0) { + printfln_err("Applying display ID filter: %lX", display_id); + } + + printfln_err("Num total display configs: %ld", display_config.targetInfoCount); + + for (NvU32 i = 0; i < display_config.targetInfoCount; i++) { + target_info = &display_config.targetInfo[i]; + source_mode_info = &display_config.sourceModeInfo[i]; + + if (display_id != 0 && target_info->displayId != display_id) { + continue; + } + + printfln_out("--------------------------------"); + printfln_out("Display ID: %lX", target_info->displayId); + printfln_out("Resolution width: %ld", source_mode_info->resolution.width); + printfln_out("Resolution height: %ld", source_mode_info->resolution.height); + printfln_out("Color depth: %d", source_mode_info->colorFormat); + printfln_out("Position x: %d", source_mode_info->position.x); + printfln_out("Position y: %d", source_mode_info->position.y); + printfln_out("Spanning orientation: %d", source_mode_info->spanningOrientation); + printfln_out("GDI primary: %d", source_mode_info->bGDIPrimary); + printfln_out("SLI focus: %d", source_mode_info->bSLIFocus); + + if (target_info->details) { + switch (target_info->details->rotation) { + case NV_ROTATE_0: + printfln_out("Rotation: 0 degrees"); + break; + case NV_ROTATE_90: + printfln_out("Rotation: 90 degrees"); + break; + case NV_ROTATE_180: + printfln_out("Rotation: 180 degrees"); + break; + case NV_ROTATE_270: + printfln_out("Rotation: 270 degrees"); + break; + case NV_ROTATE_IGNORED: + printfln_out("Rotation: ignored"); + break; + default: + printfln_out("Rotation: unknown (%d)", target_info->details->rotation); + break; + } + + switch (target_info->details->scaling) { + case NV_SCALING_DEFAULT: + printfln_out("Scaling: default"); + break; + case NV_SCALING_GPU_SCALING_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to closest"); + break; + case NV_SCALING_GPU_SCALING_TO_NATIVE: + printfln_out("Scaling: GPU scaling to native"); + break; + case NV_SCALING_GPU_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scaling to aspect scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to aspect scanout to closest"); + break; + case NV_SCALING_GPU_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scanout to closest"); + break; + case NV_SCALING_GPU_INTEGER_ASPECT_SCALING: + printfln_out("Scaling: GPU integer aspect scaling"); + break; + default: + printfln_out("Scaling: unknown (%d)", target_info->details->scaling); + break; + } + + printfln_out("Refresh rate (non interlaced): %ld", target_info->details->refreshRate1K * 1000); + printfln_out("Interlaced: %d", target_info->details->interlaced); + printfln_out("Primary: %d", target_info->details->primary); + printfln_out("Disable virtual mode support: %d", target_info->details->disableVirtualModeSupport); + printfln_out("Is preferred unscaled target: %d", target_info->details->isPreferredUnscaledTarget); + + switch (target_info->details->connector) { + case NVAPI_GPU_CONNECTOR_VGA_15_PIN: + printfln_out("Connector: VGA 15 Pin"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE: + printfln_out("Connector: TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_TV_SVIDEO: + printfln_out("Connector: TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_COMPONENT: + printfln_out("Connector: TV HDTV Component"); + break; + case NVAPI_GPU_CONNECTOR_TV_SCART: + printfln_out("Connector: TV SCART"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE_SCART_ON_EIAJ4120: + printfln_out("Connector: TV Composite SCART on EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_EIAJ4120: + printfln_out("Connector: TV HDTV EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_HDTV_YPRPB: + printfln_out("Connector: PC POD HDTV YPRPB"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_SVIDEO: + printfln_out("Connector: PC POD S-Video"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_COMPOSITE: + printfln_out("Connector: PC POD Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_SVIDEO: + printfln_out("Connector: DVI-I TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_COMPOSITE: + printfln_out("Connector: DVI-I TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I: + printfln_out("Connector: DVI-I"); + break; + case NVAPI_GPU_CONNECTOR_DVI_D: + printfln_out("Connector: DVI-D"); + break; + case NVAPI_GPU_CONNECTOR_ADC: + printfln_out("Connector: ADC"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_1: + printfln_out("Connector: LFH DVI-I 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_2: + printfln_out("Connector: LFH DVI-I 2"); + break; + case NVAPI_GPU_CONNECTOR_SPWG: + printfln_out("Connector: SPWG"); + break; + case NVAPI_GPU_CONNECTOR_OEM: + printfln_out("Connector: OEM"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_EXTERNAL: + printfln_out("Connector: DisplayPort External"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_INTERNAL: + printfln_out("Connector: DisplayPort Internal"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_MINI_EXT: + printfln_out("Connector: DisplayPort Mini External"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_A: + printfln_out("Connector: HDMI A"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_C_MINI: + printfln_out("Connector: HDMI C Mini"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_1: + printfln_out("Connector: LFH DisplayPort 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_2: + printfln_out("Connector: LFH DisplayPort 2"); + break; + case NVAPI_GPU_CONNECTOR_VIRTUAL_WFD: + printfln_out("Connector: Virtual WFD"); + break; + case NVAPI_GPU_CONNECTOR_USB_C: + printfln_out("Connector: USB C"); + break; + default: + printfln_out("Connector: unknown (%d)", target_info->details->connector); + break; + } + + switch (target_info->details->tvFormat) { + case NV_DISPLAY_TV_FORMAT_NONE: + printfln_out("TV format: none"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCM: + printfln_out("TV format: SD NTSC-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCJ: + printfln_out("TV format: SD NTSC-J"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALM: + printfln_out("TV format: SD PAL-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALBDGH: + printfln_out("TV format: SD PAL-BDGH"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALN: + printfln_out("TV format: SD PAL-N"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALNC: + printfln_out("TV format: SD PAL-NC"); + break; + case NV_DISPLAY_TV_FORMAT_SD_576i: + printfln_out("TV format: SD 576i"); + break; + case NV_DISPLAY_TV_FORMAT_SD_480i: + printfln_out("TV format: SD 480i"); + break; + case NV_DISPLAY_TV_FORMAT_ED_480p: + printfln_out("TV format: ED 480p"); + break; + case NV_DISPLAY_TV_FORMAT_ED_576p: + printfln_out("TV format: ED 576p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p: + printfln_out("TV format: HD 720p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i: + printfln_out("TV format: HD 1080i"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p: + printfln_out("TV format: HD 1080p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p50: + printfln_out("TV format: HD 720p50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p24: + printfln_out("TV format: HD 1080p24"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i50: + printfln_out("TV format: HD 1080i50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p50: + printfln_out("TV format: HD 1080p50"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_3840: + printfln_out("TV format: UHD 4Kp30 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_3840: + printfln_out("TV format: UHD 4Kp25 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_3840: + printfln_out("TV format: UHD 4Kp24 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_SMPTE: + printfln_out("TV format: UHD 4Kp24 SMPTE"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_3840: + printfln_out("TV format: UHD 4Kp50 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_3840: + printfln_out("TV format: UHD 4Kp60 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_4096: + printfln_out("TV format: UHD 4Kp30 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_4096: + printfln_out("TV format: UHD 4Kp25 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_4096: + printfln_out("TV format: UHD 4Kp24 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_4096: + printfln_out("TV format: UHD 4Kp50 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_4096: + printfln_out("TV format: UHD 4Kp60 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp24_7680: + printfln_out("TV format: UHD 8Kp24 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp25_7680: + printfln_out("TV format: UHD 8Kp25 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp30_7680: + printfln_out("TV format: UHD 8Kp30 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp48_7680: + printfln_out("TV format: UHD 8Kp48 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp50_7680: + printfln_out("TV format: UHD 8Kp50 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp60_7680: + printfln_out("TV format: UHD 8Kp60 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp100_7680: + printfln_out("TV format: UHD 8Kp100 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp120_7680: + printfln_out("TV format: UHD 8Kp120 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_3840: + printfln_out("TV format: UHD 4Kp48 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_4096: + printfln_out("TV format: UHD 4Kp48 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_3840: + printfln_out("TV format: UHD 4Kp100 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_4096: + printfln_out("TV format: UHD 4Kp100 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_4096: + printfln_out("TV format: UHD 4Kp120 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_3840: + printfln_out("TV format: UHD 4Kp120 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_5120: + printfln_out("TV format: UHD 4Kp100 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_5120: + printfln_out("TV format: UHD 4Kp120 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_5120: + printfln_out("TV format: UHD 4Kp24 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_5120: + printfln_out("TV format: UHD 4Kp25 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_5120: + printfln_out("TV format: UHD 4Kp30 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_5120: + printfln_out("TV format: UHD 4Kp48 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_5120: + printfln_out("TV format: UHD 4Kp50 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_5120: + printfln_out("TV format: UHD 4Kp60 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp24_10240: + printfln_out("TV format: UHD 10Kp24 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp25_10240: + printfln_out("TV format: UHD 10Kp25 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp30_10240: + printfln_out("TV format: UHD 10Kp30 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp48_10240: + printfln_out("TV format: UHD 10Kp48 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp50_10240: + printfln_out("TV format: UHD 10Kp50 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp60_10240: + printfln_out("TV format: UHD 10Kp60 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp100_10240: + printfln_out("TV format: UHD 10Kp100 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp120_10240: + printfln_out("TV format: UHD 10Kp120 10240"); + break; + case NV_DISPLAY_TV_FORMAT_SD_OTHER: + printfln_out("TV format: SD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ED_OTHER: + printfln_out("TV format: ED Other"); + break; + case NV_DISPLAY_TV_FORMAT_HD_OTHER: + printfln_out("TV format: HD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ANY: + printfln_out("TV format: Any"); + break; + default: + printfln_out("TV format: unknown (%d)", target_info->details->tvFormat); + break; + } + + switch (target_info->details->timingOverride) { + case NV_TIMING_OVERRIDE_CURRENT: + printfln_out("Timing override: current"); + break; + case NV_TIMING_OVERRIDE_AUTO: + printfln_out("Timing override: auto"); + break; + case NV_TIMING_OVERRIDE_EDID: + printfln_out("Timing override: EDID"); + break; + case NV_TIMING_OVERRIDE_DMT: + printfln_out("Timing override: VESA DMT"); + break; + case NV_TIMING_OVERRIDE_DMT_RB: + printfln_out("Timing override: VESA DMT RB"); + break; + case NV_TIMING_OVERRIDE_CVT: + printfln_out("Timing override: VESA CVT"); + break; + case NV_TIMING_OVERRIDE_CVT_RB: + printfln_out("Timing override: VESA CVT RB"); + break; + case NV_TIMING_OVERRIDE_GTF: + printfln_out("Timing override: VESA GTF"); + break; + case NV_TIMING_OVERRIDE_EIA861: + printfln_out("Timing override: EIA 861x pre-defined timing"); + break; + case NV_TIMING_OVERRIDE_ANALOG_TV: + printfln_out("Timing override: analog SD/HDTV timing"); + break; + case NV_TIMING_OVERRIDE_CUST: + printfln_out("Timing override: NV custom timings"); + break; + case NV_TIMING_OVERRIDE_NV_PREDEFINED: + printfln_out("Timing override: NV pre-defined timing (basically the PsF timings)"); + break; + case NV_TIMING_OVERRIDE_NV_ASPR: + printfln_out("Timing override: NV ASPR"); + break; + case NV_TIMING_OVERRIDE_SDI: + printfln_out("Timing override: SDI"); + break; + case NV_TIMING_OVRRIDE_MAX: + printfln_out("Timing override: max"); + break; + default: + printfln_out("Timing override: unknown (%d)", target_info->details->timingOverride); + break; + } + + printfln_out("Override custom (backend raster) timing"); + + printfln_out("Horizontal visible: %d", target_info->details->timing.HVisible); + printfln_out("Horizontal border: %d", target_info->details->timing.HBorder); + printfln_out("Horizontal front porch: %d", target_info->details->timing.HFrontPorch); + printfln_out("Horizontal sync width: %d", target_info->details->timing.HSyncWidth); + printfln_out("Horizontal total: %d", target_info->details->timing.HTotal); + printfln_out("Horizontal sync polarity: %s", target_info->details->timing.HSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Vertical visible: %d", target_info->details->timing.VVisible); + printfln_out("Vertical border: %d", target_info->details->timing.VBorder); + printfln_out("Vertical front porch: %d", target_info->details->timing.VFrontPorch); + printfln_out("Vertical sync width: %d", target_info->details->timing.VSyncWidth); + printfln_out("Vertical total: %d", target_info->details->timing.VTotal); + printfln_out("Vertical sync polarity: %s", target_info->details->timing.VSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Interlaced: %s", target_info->details->timing.interlaced == 1 ? "interlaced" : "progressive"); + printfln_out("Pixel clock: %lu kHz", target_info->details->timing.pclk * 10); + + printfln_out("Flag: 0x%lX", target_info->details->timing.etc.flag); + printfln_out("Logical refresh rate to present: %d", target_info->details->timing.etc.rr); + printfln_out("Physical vertical refresh rate: %f Hz", target_info->details->timing.etc.rrx1k * 0.001); + printfln_out("Display aspect ratio: %lu:%lu", target_info->details->timing.etc.aspect >> 16, target_info->details->timing.etc.aspect & 0xFFFF); + printfln_out("Bit-wise pixel repetition factor (1 = no pixel repetition, 2 = each pixel repeats twice horizontally, etc.): %d", target_info->details->timing.etc.rep); + printfln_out("Timing status: 0x%lX", target_info->details->timing.etc.status); + printfln_out("Timing name: %s", target_info->details->timing.etc.name); + } + + printfln_out("--------------------------------"); + } + + free(display_config.targetInfo); + free(display_config.sourceModeInfo); + + return true; +} + +static bool _custom_resolution_set( + const nv_api_t *nv_api, + NvU32 display_id, + uint16_t screen_width, + uint16_t screen_height, + float screen_refresh_rate, + uint8_t test_only_timeout_sec) +{ + NV_CUSTOM_DISPLAY custom_display; + NV_TIMING_FLAG flag; + NV_TIMING_INPUT timing; + NvAPI_Status status; + + assert(nv_api); + + memset(&custom_display, 0, sizeof(NV_CUSTOM_DISPLAY)); + memset(&flag, 0, sizeof(NV_TIMING_FLAG)); + memset(&timing, 0, sizeof(NV_TIMING_INPUT)); + + custom_display.version = NV_CUSTOM_DISPLAY_VER; + custom_display.width = screen_width; + custom_display.height = screen_height; + custom_display.depth = 32; + custom_display.colorFormat = NV_FORMAT_A8R8G8B8; + custom_display.srcPartition.x = 0; + custom_display.srcPartition.y = 0; + custom_display.srcPartition.w = 1; + custom_display.srcPartition.h = 1; + custom_display.xRatio = 1; + custom_display.yRatio = 1; + + timing.version = NV_TIMING_INPUT_VER; + timing.height = screen_height; + timing.width = screen_width; + timing.rr = screen_refresh_rate; + timing.flag = flag; + timing.type = NV_TIMING_OVERRIDE_CVT_RB; + + printfln_err("Calculating custom display timing for display ID 0x%lX", display_id); + + status = nv_api->NvAPI_DISP_GetTiming(display_id, &timing, &custom_display.timing); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Calculating custom display timing"); + return false; + } + + status = nv_api->NvAPI_DISP_TryCustomDisplay(&display_id, 1, &custom_display); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Trying custom display configuration"); + return false; + } + + if (test_only_timeout_sec == 0) { + printfln_err("Persisting custom display configuration"); + + status = nv_api->NvAPI_DISP_SaveCustomDisplay(&display_id, 1, true, true); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving custom display configuration"); + return false; + } + + printfln_err("Custom display configuration persisted"); + } else { + printfln_err("Trying custom display configuration for %d seconds...", test_only_timeout_sec); + + Sleep(test_only_timeout_sec * 1000); + + printfln_err("Reverting custom display configuration, not persisting"); + + status = nv_api->NvAPI_DISP_RevertCustomDisplayTrial(&display_id, 1); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Reverting custom display configuration"); + return false; + } + } + + return true; +} + +// ------------------------------------------------------------------------------------------------- + +static void _print_synopsis() +{ + printfln_err("Usage: nvgpu "); + printfln_err("Commands:"); + printfln_err(" nv"); + printfln_err(" info Print information about the NVAPI module and driver"); + printfln_err(""); + printfln_err(" profile"); + printfln_err(" create Create a new driver profile with the given name"); + printfln_err(" delete Delete an existing driver profile"); + printfln_err(" application-add "); + printfln_err(" Add an application to the driver profile. This will apply the profile to the application when the driver detects a process being launched, e.g. MyApplication.exe"); + printfln_err(" gsync-disable Disable G-SYNC for the driver profile"); + printfln_err(" gpu-power-state-max Set GPU power state to maximum for the driver profile"); + printfln_err(""); + printfln_err(" display"); + printfln_err(" list List all connected displays and their display IDs"); + printfln_err(" config-get [display_id] Get the current display configurations. Optionally, specify a display ID to get the configuration of that display only"); + printfln_err(" custom-resolution-set "); + printfln_err(" Set a custom display mode with the given parameters for the given display ID. The settings are persisted immediately. Ensure you tested these before with the custom-display-test command."); + printfln_err(" custom-resolution-test [--test-timeout-secs n]"); + printfln_err(" Test a custom display mode for a limited amount of time. This will revert the display mode after the given amount of seconds and not persist the changes."); + printfln_err(" test-timeout-secs: Optional. Number of seconds to test the custom display mode for. Default is 10 seconds."); +} + +static bool _cmd_nv_info(const nv_api_t *nv_api) +{ + return _nv_info(nv_api); +} + +static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_create(nv_api, profile_name); +} + +static bool _cmd_profile_delete(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_delete(nv_api, profile_name); +} + +static bool _cmd_profile_application_add(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + const char *application_name; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + application_name = argv[1]; + + return _profile_application_add(nv_api, profile_name, application_name); +} + +static bool _cmd_profile_gsync_disable(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gsync_disable(nv_api, profile_name); +} + +static bool _cmd_profile_gpu_power_state_max(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gpu_power_state_max(nv_api, profile_name); +} + +static bool _cmd_display_list(const nv_api_t *nv_api) +{ + return _displays_list(nv_api); +} + +static bool _cmd_display_config_get(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + + if (argc > 0) { + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + } else { + display_id = 0; + } + + return _display_config_get(nv_api, display_id); +} + +static bool _cmd_custom_resolution_set(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + + if (argc < 4) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + printf_err("Setting custom resolution for display ID 0x%X: %dx%d@%f\n", display_id, screen_width, screen_height, screen_refresh_rate); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + 0); +} + +static bool _cmd_custom_resolution_test(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + uint8_t test_only_timeout_sec; + + if (argc < 5) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + // Sane defaults for optional parameters + test_only_timeout_sec = 10; + + for (int i = 4; i < argc; i++) { + if (!strcmp(argv[i], "--test-timeout-secs")) { + if (i + 1 < argc) { + test_only_timeout_sec = atoi(argv[++i]); + + if (test_only_timeout_sec == 0) { + printfln_err("ERROR: Time out parameter must be greater than 0"); + return false; + } + } else { + printfln_err("ERROR: Missing argument for --test-timeout-secs"); + return false; + } + } + } + + printf_err("Testing custom resolution for display ID %u: %dx%d@%f, timeout %d seconds\n", display_id, screen_width, screen_height, screen_refresh_rate, test_only_timeout_sec); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + test_only_timeout_sec); +} + +// ------------------------------------------------------------------------------------------------- + +int main(int argc, char **argv) +{ + const char *command; + const char *sub_command; + nv_module_t *nv_module; + nv_api_t nv_api; + NvAPI_Status status; + bool result; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + exit(1); + } + + command = argv[1]; + sub_command = argv[2]; + + printfln_err("Loading NVAPI module..."); + + nv_module_load(&nv_module); + nv_module_api_get(nv_module, &nv_api); + + printfln_err("Initializing NVAPI..."); + + status = nv_api.NvAPI_Initialize(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + fprintf(stderr, "ERROR: Initializing NVAPI, reason: %s\n", error_str); + + nv_module_free(&nv_module); + exit(1); + } + + printfln_err("Running command: %s %s", command, sub_command); + + if (!strcmp(command, "nv")) { + if (!strcmp(sub_command, "info")) { + result = _cmd_nv_info(&nv_api); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "profile")) { + _ensure_drs_settings_folder_exists(); + + if (!strcmp(sub_command, "create")) { + result = _cmd_profile_create(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "delete")) { + result = _cmd_profile_delete(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "application-add")) { + result = _cmd_profile_application_add(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gsync-disable")) { + result = _cmd_profile_gsync_disable(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gpu-power-state-max")) { + result = _cmd_profile_gpu_power_state_max(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "display")) { + if (!strcmp(sub_command, "list")) { + result = _cmd_display_list(&nv_api); + } else if (!strcmp(sub_command, "config-get")) { + result = _cmd_display_config_get(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-set")) { + result = _cmd_custom_resolution_set(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-test")) { + result = _cmd_custom_resolution_test(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else { + printfln_err("ERROR: Unknown command: %s", command); + _print_synopsis(); + result = false; + } + + status = nv_api.NvAPI_Unload(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + printfln_err("ERROR: Unloading NVAPI, reason: %s", error_str); + } + + nv_module_free(&nv_module); + + if (result) { + printfln_err("Command completed successfully"); + exit(0); + } else { + printfln_err("Command failed"); + exit(1); + } +} \ No newline at end of file From 06d4467d5a07caa87951f6c16fe0580387f07c0f Mon Sep 17 00:00:00 2001 From: icex2 Date: Thu, 13 Feb 2025 14:52:49 +0100 Subject: [PATCH 099/118] feat: nvgpu, add option to enable gpu scaling GPU scaling allows high quality upscaling of older games to the native resolution of the screen. The output frame quality is significantly sharper than the fairly simple frame buffer upscaling of bemanitools. --- src/main/nvgpu/main.c | 1610 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1610 insertions(+) create mode 100644 src/main/nvgpu/main.c diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c new file mode 100644 index 0000000..7905e38 --- /dev/null +++ b/src/main/nvgpu/main.c @@ -0,0 +1,1610 @@ +#include + +#include +#include +#include +#include +#include +#include + +#include "nv/api.h" +#include "nv/module.h" + +#include "util/fs.h" +#include "util/mem.h" +#include "util/str.h" + +#define NV_DRS_SETTINGS_FOLDER "C:\\ProgramData\\NVIDIA Corporation\\Drs" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define PRINT_ERR_WITH_NVAPI_MESSAGE(status, fmt, ...) \ + NvAPI_ShortString error_str; \ + nv_api->NvAPI_GetErrorMessage(status, error_str); \ + fprintf(stderr, fmt ", reason: %s\n", ##__VA_ARGS__, error_str); + +typedef struct displayconfig_path_info { + NvU32 path_info_count; + NV_DISPLAYCONFIG_PATH_INFO *path_info; +} displayconfig_path_info_t; + +static bool _session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_DestroySession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Destroying driver settings session"); + return false; + } + + return true; +} + +static bool _session_create_and_settings_load(const nv_api_t *nv_api, NvDRSSessionHandle *session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_CreateSession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver settings session"); + return false; + } + + status = nv_api->NvAPI_DRS_LoadSettings(*session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Loading driver settings"); + + return _session_destroy(nv_api, *session); + } + + return true; +} + +static bool _settings_save_and_session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + printfln_err("Saving ..."); + + status = nv_api->NvAPI_DRS_SaveSettings(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving driver settings"); + + return _session_destroy(nv_api, session); + } + + return _session_destroy(nv_api, session); +} + +static bool _profile_get( + const nv_api_t *nv_api, + const char *profile_name, + NvDRSSessionHandle session, + NvDRSProfileHandle *profile) +{ + NvAPI_UnicodeString nv_profile_name; + NvAPI_Status status; + wchar_t *profile_name_wstr; + + assert(nv_api); + assert(session); + assert(profile); + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(nv_profile_name, sizeof(nv_profile_name), profile_name_wstr); + + status = nv_api->NvAPI_DRS_FindProfileByName(session, nv_profile_name, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Finding driver profile %s", profile_name); + return false; + } + + return true; +} + +static bool _profile_setting_set( + const nv_api_t *nv_api, + NvDRSSessionHandle session, + NvDRSProfileHandle profile, + NVDRS_SETTING *setting) +{ + NvAPI_Status status; + + assert(nv_api); + assert(setting); + + status = nv_api->NvAPI_DRS_SetSetting(session, profile, setting); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "Error setting driver settings"); + return false; + } + + return true; +} + +static void _display_config_free(displayconfig_path_info_t *displayconfig_path_info) +{ + assert(displayconfig_path_info); + assert(displayconfig_path_info->path_info); + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + assert(displayconfig_path_info->path_info[i].sourceModeInfo); + assert(displayconfig_path_info->path_info[i].targetInfo); + + for (NvU32 j = 0; j < displayconfig_path_info->path_info[i].targetInfoCount; j++) { + assert(displayconfig_path_info->path_info[i].targetInfo[i].details); + + free(displayconfig_path_info->path_info[i].targetInfo[i].details); + } + + free(displayconfig_path_info->path_info[i].targetInfo); + free(displayconfig_path_info->path_info[i].sourceModeInfo); + } + + free(displayconfig_path_info->path_info); +} + +static bool _display_config_get(const nv_api_t *nv_api, displayconfig_path_info_t *displayconfig_path_info) +{ + NvAPI_Status status; + + assert(nv_api); + assert(displayconfig_path_info); + + // TODO we need a total of three calls to GetDisplayConfig: https://github.com/NVIDIA/nvapi/blob/d08488fcc82eef313b0464db37d2955709691e94/Sample_Code/DisplayConfiguration/DisplayConfiguration.cpp#L68 + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count , NULL); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config path info count"); + return false; + } + + displayconfig_path_info->path_info = (NV_DISPLAYCONFIG_PATH_INFO*) + xmalloc(sizeof(NV_DISPLAYCONFIG_PATH_INFO) * displayconfig_path_info->path_info_count); + memset(displayconfig_path_info->path_info, 0, sizeof(NV_DISPLAYCONFIG_PATH_INFO) * displayconfig_path_info->path_info_count); + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + displayconfig_path_info->path_info[i].version = NV_DISPLAYCONFIG_PATH_INFO_VER; + } + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count, displayconfig_path_info->path_info); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config target info counts"); + + free(displayconfig_path_info->path_info); + + return false; + } + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + if (displayconfig_path_info->path_info[i].version == NV_DISPLAYCONFIG_PATH_INFO_VER1 || + displayconfig_path_info->path_info[i].version == NV_DISPLAYCONFIG_PATH_INFO_VER2) { + displayconfig_path_info->path_info[i].sourceModeInfo = + (NV_DISPLAYCONFIG_SOURCE_MODE_INFO*) xmalloc(sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO)); + } else { +#ifdef NV_DISPLAYCONFIG_PATH_INFO_VER3 + displayconfig_path_info->path_info[i].sourceModeInfo =(NV_DISPLAYCONFIG_SOURCE_MODE_INFO*) malloc( + displayconfig_path_info->path_info[i].sourceModeInfoCount * sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO)); +#endif + } + + memset(displayconfig_path_info->path_info[i].sourceModeInfo, 0, sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO)); + + displayconfig_path_info->path_info[i].targetInfo = (NV_DISPLAYCONFIG_PATH_TARGET_INFO*) xmalloc( + displayconfig_path_info->path_info[i].targetInfoCount * sizeof(NV_DISPLAYCONFIG_PATH_TARGET_INFO)); + + memset(displayconfig_path_info->path_info[i].targetInfo, 0, + displayconfig_path_info->path_info[i].targetInfoCount * sizeof(NV_DISPLAYCONFIG_PATH_TARGET_INFO)); + + for (NvU32 j = 0 ; j < displayconfig_path_info->path_info[i].targetInfoCount ; j++) { + displayconfig_path_info->path_info[i].targetInfo[j].details = + (NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO*) xmalloc(sizeof(NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO)); + memset(displayconfig_path_info->path_info[i].targetInfo[j].details, 0, + sizeof(NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO)); + displayconfig_path_info->path_info[i].targetInfo[j].details->version = + NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER; + } + } + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count, displayconfig_path_info->path_info); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config"); + + _display_config_free(displayconfig_path_info); + + return false; + } + + return true; +} + +static bool _display_config_set(const nv_api_t *nv_api, displayconfig_path_info_t *displayconfig_path_info) +{ + NvAPI_Status status; + + assert(nv_api); + assert(displayconfig_path_info); + + printfln_err("Validating display config..."); + + status = nv_api->NvAPI_DISP_SetDisplayConfig(displayconfig_path_info->path_info_count, displayconfig_path_info->path_info, NV_DISPLAYCONFIG_VALIDATE_ONLY); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Validating display config"); + return false; + } + + printfln_err("Saving display config..."); + + status = nv_api->NvAPI_DISP_SetDisplayConfig(displayconfig_path_info->path_info_count, displayconfig_path_info->path_info, NV_DISPLAYCONFIG_SAVE_TO_PERSISTENCE | NV_DISPLAYCONFIG_DRIVER_RELOAD_ALLOWED); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving display config"); + return false; + } + + return true; +} + +static bool _display_config_visit(displayconfig_path_info_t *displayconfig_path_info, NvU32 display_id, bool (*display_config_filter)(NV_DISPLAYCONFIG_PATH_TARGET_INFO *target_info)) +{ + NV_DISPLAYCONFIG_PATH_TARGET_INFO *target_info; + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + target_info = &displayconfig_path_info->path_info[i].targetInfo[i]; + + if (display_id != 0 && target_info->displayId != display_id) { + continue; + } + + return display_config_filter(target_info); + } + + return false; +} + +static void _ensure_drs_settings_folder_exists() +{ + // Even on a fresh install, this might not exist which result + // in NVAPI_ACCESS_DENIED errors on many (or even all?) nvapi DRS functions + if (!path_exists(NV_DRS_SETTINGS_FOLDER)) { + printfln_err("NOTE: DRS settings folder to store profiles does not exist, creating..."); + path_mkdir(NV_DRS_SETTINGS_FOLDER); + } +} + +// ------------------------------------------------------------------------------------------------- + +static bool _nv_info(const nv_api_t *nv_api) +{ + NvAPI_ShortString interface_version; + NvAPI_ShortString driver_version; + NvU32 driver_version_number; + NvAPI_Status status; + + printfln_err("Getting interface version..."); + + status = nv_api->NvAPI_GetInterfaceVersionStringEx(interface_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting interface version string"); + return false; + } + + printfln_err("Getting driver and branch version..."); + + status = nv_api->NvAPI_SYS_GetDriverAndBranchVersion(&driver_version_number, driver_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting driver and branch version"); + return false; + } + + printfln_out("Interface version: %s", interface_version); + printfln_out("Driver version: %s", driver_version); + printfln_out("Driver version number: %lu", driver_version_number); + + return true; +} + +static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NVDRS_PROFILE profile; + wchar_t *profile_name_wstr; + NvAPI_Status status; + NvDRSProfileHandle profile_handle; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + profile.version = NVDRS_PROFILE_VER; + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(profile.profileName, sizeof(profile.profileName), profile_name_wstr); + free(profile_name_wstr); + + printfln_err("Creating profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver profile"); + + _session_destroy(nv_api, session); + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_delete(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + printfln_err("Deleting profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_DeleteProfile(session, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Deleting driver profile %s", profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_application_add(const nv_api_t *nv_api, const char *profile_name, const char *application_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + NVDRS_APPLICATION application; + wchar_t *application_name_wstr; + + assert(nv_api); + assert(profile_name); + assert(application_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + application.version = NVDRS_APPLICATION_VER; + + application_name_wstr = str_widen(application_name); + wstr_cpy(application.appName, sizeof(application.appName), application_name_wstr); + free(application_name_wstr); + + printfln_err("Adding application %s to profile %s...", application_name, profile_name); + + status = nv_api->NvAPI_DRS_CreateApplication(session, profile, &application); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Adding application %s to profile %s", application_name, profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gsync_disable(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = VRR_APP_OVERRIDE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + setting.u32CurrentValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + + printfln_err("Disabling G-SYNC for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gpu_power_state_max(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = PREFERRED_PSTATE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = PREFERRED_PSTATE_PREFER_MAX; + setting.u32CurrentValue = PREFERRED_PSTATE_PREFER_MAX; + + printfln_err("Setting GPU power state to maximum for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _display_primary_display_id(const nv_api_t *nv_api) +{ + NvAPI_Status status; + NvPhysicalGpuHandle gpu_handle[NVAPI_MAX_PHYSICAL_GPUS]; + NvU32 gpu_count; + NvU32 display_id_count; + NV_GPU_DISPLAYIDS *display_ids; + + assert(nv_api); + + status = nv_api->NvAPI_EnumPhysicalGPUs(gpu_handle, &gpu_count); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Enumerating physical GPUs"); + return false; + } + + // Assuming first physical GPU, first display = primary display + if (gpu_count > 0) { + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[0], NULL, &display_id_count, 0); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display count of GPU"); + return false; + } + + if (display_id_count > 0) { + display_ids = (NV_GPU_DISPLAYIDS*) xmalloc(sizeof(NV_GPU_DISPLAYIDS) * display_id_count); + + for (NvU32 j = 0; j < display_id_count; j++) { + display_ids[j].version = NV_GPU_DISPLAYIDS_VER; + } + + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[0], display_ids, &display_id_count, 0); + + if (status != NVAPI_OK) { + free(display_ids); + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display ids of GPU"); + return false; + } + + printfln_out("0x%lX", display_ids[0].displayId); + + free(display_ids); + + return true; + } + } + + return false; +} + +static bool _displays_list(const nv_api_t *nv_api) +{ + NvAPI_Status status; + NvPhysicalGpuHandle gpu_handle[NVAPI_MAX_PHYSICAL_GPUS]; + NvU32 gpu_count; + NvU32 display_id_count; + NV_GPU_DISPLAYIDS *display_ids; + const char *connector_type; + + assert(nv_api); + + status = nv_api->NvAPI_EnumPhysicalGPUs(gpu_handle, &gpu_count); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Enumerating physical GPUs"); + return false; + } + + printfln_err("Display ID, Connector Type, Active, Connected, Physically Connected"); + + for (NvU32 i = 0; i < gpu_count; i++) { + // Get display count per GPU + display_id_count = 0; + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], NULL, &display_id_count, 0); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display count of GPU"); + return false; + } + + if (display_id_count > 0) { + display_ids = (NV_GPU_DISPLAYIDS*) xmalloc(sizeof(NV_GPU_DISPLAYIDS) * display_id_count); + + for (NvU32 j = 0; j < display_id_count; j++) { + display_ids[j].version = NV_GPU_DISPLAYIDS_VER; + } + + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], display_ids, &display_id_count, 0); + + if (status != NVAPI_OK) { + free(display_ids); + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display ids of GPU"); + return false; + } + + for (NvU32 j = 0; j < display_id_count; j++) { + switch (display_ids[j].connectorType) { + case NV_MONITOR_CONN_TYPE_VGA: + connector_type = "VGA"; + break; + case NV_MONITOR_CONN_TYPE_COMPONENT: + connector_type = "Component"; + break; + case NV_MONITOR_CONN_TYPE_SVIDEO: + connector_type = "S-Video"; + break; + case NV_MONITOR_CONN_TYPE_HDMI: + connector_type = "HDMI"; + break; + case NV_MONITOR_CONN_TYPE_DVI: + connector_type = "DVI"; + break; + case NV_MONITOR_CONN_TYPE_LVDS: + connector_type = "LVDS"; + break; + case NV_MONITOR_CONN_TYPE_DP: + connector_type = "DP"; + break; + case NV_MONITOR_CONN_TYPE_COMPOSITE: + connector_type = "Composite"; + break; + default: + connector_type = "unknown"; + break; + } + + printfln_out("0x%lX, %s, %s, %s, %s", + display_ids[j].displayId, + connector_type, + display_ids[j].isActive ? "active" : "inactive", + display_ids[j].isConnected ? "connected" : "disconnected", + display_ids[j].isPhysicallyConnected ? "connected" : "disconnected"); + } + + free(display_ids); + } + } + + return true; +} + +static bool _display_config_print(const nv_api_t *nv_api, NvU32 display_id) +{ + displayconfig_path_info_t displayconfig_path_info; + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 *target_info; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 *source_mode_info; + + assert(nv_api); + + _display_config_get(nv_api, &displayconfig_path_info); + + if (display_id != 0) { + printfln_err("Applying display ID filter: %lX", display_id); + } + + printfln_err("Num total adapters in config: %ld", displayconfig_path_info.path_info_count); + + for (NvU32 i = 0; i < displayconfig_path_info.path_info_count; i++) { + printfln_err("Num total displays in adapter: %ld", displayconfig_path_info.path_info[i].targetInfoCount); + + for (NvU32 j = 0; j < displayconfig_path_info.path_info[i].targetInfoCount; j++) { + target_info = &displayconfig_path_info.path_info[i].targetInfo[j]; + source_mode_info = &displayconfig_path_info.path_info[i].sourceModeInfo[j]; + + if (display_id != 0 && target_info->displayId != display_id) { + continue; + } + + printfln_out("--------------------------------"); + printfln_out("Adapter source ID %ld", displayconfig_path_info.path_info[i].sourceId); + printfln_out("Display ID: %lX", target_info->displayId); + printfln_out("Resolution width: %ld", source_mode_info->resolution.width); + printfln_out("Resolution height: %ld", source_mode_info->resolution.height); + printfln_out("Color depth: %d", source_mode_info->colorFormat); + printfln_out("Position x: %d", source_mode_info->position.x); + printfln_out("Position y: %d", source_mode_info->position.y); + printfln_out("Spanning orientation: %d", source_mode_info->spanningOrientation); + printfln_out("GDI primary: %d", source_mode_info->bGDIPrimary); + printfln_out("SLI focus: %d", source_mode_info->bSLIFocus); + + if (target_info->details) { + switch (target_info->details->rotation) { + case NV_ROTATE_0: + printfln_out("Rotation: 0 degrees"); + break; + case NV_ROTATE_90: + printfln_out("Rotation: 90 degrees"); + break; + case NV_ROTATE_180: + printfln_out("Rotation: 180 degrees"); + break; + case NV_ROTATE_270: + printfln_out("Rotation: 270 degrees"); + break; + case NV_ROTATE_IGNORED: + printfln_out("Rotation: ignored"); + break; + default: + printfln_out("Rotation: unknown (%d)", target_info->details->rotation); + break; + } + + switch (target_info->details->scaling) { + case NV_SCALING_DEFAULT: + printfln_out("Scaling: default"); + break; + case NV_SCALING_GPU_SCALING_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to closest"); + break; + case NV_SCALING_GPU_SCALING_TO_NATIVE: + printfln_out("Scaling: GPU scaling to native"); + break; + case NV_SCALING_GPU_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scaling to aspect scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to aspect scanout to closest"); + break; + case NV_SCALING_GPU_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scanout to closest"); + break; + case NV_SCALING_GPU_INTEGER_ASPECT_SCALING: + printfln_out("Scaling: GPU integer aspect scaling"); + break; + default: + printfln_out("Scaling: unknown (%d)", target_info->details->scaling); + break; + } + + printfln_out("Refresh rate (non interlaced): %ld", target_info->details->refreshRate1K * 1000); + printfln_out("Interlaced: %d", target_info->details->interlaced); + printfln_out("Primary: %d", target_info->details->primary); + printfln_out("Disable virtual mode support: %d", target_info->details->disableVirtualModeSupport); + printfln_out("Is preferred unscaled target: %d", target_info->details->isPreferredUnscaledTarget); + + switch (target_info->details->connector) { + case NVAPI_GPU_CONNECTOR_VGA_15_PIN: + printfln_out("Connector: VGA 15 Pin"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE: + printfln_out("Connector: TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_TV_SVIDEO: + printfln_out("Connector: TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_COMPONENT: + printfln_out("Connector: TV HDTV Component"); + break; + case NVAPI_GPU_CONNECTOR_TV_SCART: + printfln_out("Connector: TV SCART"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE_SCART_ON_EIAJ4120: + printfln_out("Connector: TV Composite SCART on EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_EIAJ4120: + printfln_out("Connector: TV HDTV EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_HDTV_YPRPB: + printfln_out("Connector: PC POD HDTV YPRPB"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_SVIDEO: + printfln_out("Connector: PC POD S-Video"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_COMPOSITE: + printfln_out("Connector: PC POD Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_SVIDEO: + printfln_out("Connector: DVI-I TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_COMPOSITE: + printfln_out("Connector: DVI-I TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I: + printfln_out("Connector: DVI-I"); + break; + case NVAPI_GPU_CONNECTOR_DVI_D: + printfln_out("Connector: DVI-D"); + break; + case NVAPI_GPU_CONNECTOR_ADC: + printfln_out("Connector: ADC"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_1: + printfln_out("Connector: LFH DVI-I 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_2: + printfln_out("Connector: LFH DVI-I 2"); + break; + case NVAPI_GPU_CONNECTOR_SPWG: + printfln_out("Connector: SPWG"); + break; + case NVAPI_GPU_CONNECTOR_OEM: + printfln_out("Connector: OEM"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_EXTERNAL: + printfln_out("Connector: DisplayPort External"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_INTERNAL: + printfln_out("Connector: DisplayPort Internal"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_MINI_EXT: + printfln_out("Connector: DisplayPort Mini External"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_A: + printfln_out("Connector: HDMI A"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_C_MINI: + printfln_out("Connector: HDMI C Mini"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_1: + printfln_out("Connector: LFH DisplayPort 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_2: + printfln_out("Connector: LFH DisplayPort 2"); + break; + case NVAPI_GPU_CONNECTOR_VIRTUAL_WFD: + printfln_out("Connector: Virtual WFD"); + break; + case NVAPI_GPU_CONNECTOR_USB_C: + printfln_out("Connector: USB C"); + break; + default: + printfln_out("Connector: unknown (%d)", target_info->details->connector); + break; + } + + switch (target_info->details->tvFormat) { + case NV_DISPLAY_TV_FORMAT_NONE: + printfln_out("TV format: none"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCM: + printfln_out("TV format: SD NTSC-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCJ: + printfln_out("TV format: SD NTSC-J"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALM: + printfln_out("TV format: SD PAL-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALBDGH: + printfln_out("TV format: SD PAL-BDGH"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALN: + printfln_out("TV format: SD PAL-N"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALNC: + printfln_out("TV format: SD PAL-NC"); + break; + case NV_DISPLAY_TV_FORMAT_SD_576i: + printfln_out("TV format: SD 576i"); + break; + case NV_DISPLAY_TV_FORMAT_SD_480i: + printfln_out("TV format: SD 480i"); + break; + case NV_DISPLAY_TV_FORMAT_ED_480p: + printfln_out("TV format: ED 480p"); + break; + case NV_DISPLAY_TV_FORMAT_ED_576p: + printfln_out("TV format: ED 576p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p: + printfln_out("TV format: HD 720p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i: + printfln_out("TV format: HD 1080i"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p: + printfln_out("TV format: HD 1080p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p50: + printfln_out("TV format: HD 720p50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p24: + printfln_out("TV format: HD 1080p24"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i50: + printfln_out("TV format: HD 1080i50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p50: + printfln_out("TV format: HD 1080p50"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_3840: + printfln_out("TV format: UHD 4Kp30 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_3840: + printfln_out("TV format: UHD 4Kp25 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_3840: + printfln_out("TV format: UHD 4Kp24 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_SMPTE: + printfln_out("TV format: UHD 4Kp24 SMPTE"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_3840: + printfln_out("TV format: UHD 4Kp50 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_3840: + printfln_out("TV format: UHD 4Kp60 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_4096: + printfln_out("TV format: UHD 4Kp30 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_4096: + printfln_out("TV format: UHD 4Kp25 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_4096: + printfln_out("TV format: UHD 4Kp24 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_4096: + printfln_out("TV format: UHD 4Kp50 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_4096: + printfln_out("TV format: UHD 4Kp60 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp24_7680: + printfln_out("TV format: UHD 8Kp24 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp25_7680: + printfln_out("TV format: UHD 8Kp25 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp30_7680: + printfln_out("TV format: UHD 8Kp30 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp48_7680: + printfln_out("TV format: UHD 8Kp48 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp50_7680: + printfln_out("TV format: UHD 8Kp50 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp60_7680: + printfln_out("TV format: UHD 8Kp60 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp100_7680: + printfln_out("TV format: UHD 8Kp100 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp120_7680: + printfln_out("TV format: UHD 8Kp120 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_3840: + printfln_out("TV format: UHD 4Kp48 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_4096: + printfln_out("TV format: UHD 4Kp48 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_3840: + printfln_out("TV format: UHD 4Kp100 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_4096: + printfln_out("TV format: UHD 4Kp100 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_4096: + printfln_out("TV format: UHD 4Kp120 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_3840: + printfln_out("TV format: UHD 4Kp120 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_5120: + printfln_out("TV format: UHD 4Kp100 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_5120: + printfln_out("TV format: UHD 4Kp120 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_5120: + printfln_out("TV format: UHD 4Kp24 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_5120: + printfln_out("TV format: UHD 4Kp25 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_5120: + printfln_out("TV format: UHD 4Kp30 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_5120: + printfln_out("TV format: UHD 4Kp48 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_5120: + printfln_out("TV format: UHD 4Kp50 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_5120: + printfln_out("TV format: UHD 4Kp60 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp24_10240: + printfln_out("TV format: UHD 10Kp24 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp25_10240: + printfln_out("TV format: UHD 10Kp25 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp30_10240: + printfln_out("TV format: UHD 10Kp30 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp48_10240: + printfln_out("TV format: UHD 10Kp48 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp50_10240: + printfln_out("TV format: UHD 10Kp50 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp60_10240: + printfln_out("TV format: UHD 10Kp60 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp100_10240: + printfln_out("TV format: UHD 10Kp100 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp120_10240: + printfln_out("TV format: UHD 10Kp120 10240"); + break; + case NV_DISPLAY_TV_FORMAT_SD_OTHER: + printfln_out("TV format: SD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ED_OTHER: + printfln_out("TV format: ED Other"); + break; + case NV_DISPLAY_TV_FORMAT_HD_OTHER: + printfln_out("TV format: HD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ANY: + printfln_out("TV format: Any"); + break; + default: + printfln_out("TV format: unknown (%d)", target_info->details->tvFormat); + break; + } + + switch (target_info->details->timingOverride) { + case NV_TIMING_OVERRIDE_CURRENT: + printfln_out("Timing override: current"); + break; + case NV_TIMING_OVERRIDE_AUTO: + printfln_out("Timing override: auto"); + break; + case NV_TIMING_OVERRIDE_EDID: + printfln_out("Timing override: EDID"); + break; + case NV_TIMING_OVERRIDE_DMT: + printfln_out("Timing override: VESA DMT"); + break; + case NV_TIMING_OVERRIDE_DMT_RB: + printfln_out("Timing override: VESA DMT RB"); + break; + case NV_TIMING_OVERRIDE_CVT: + printfln_out("Timing override: VESA CVT"); + break; + case NV_TIMING_OVERRIDE_CVT_RB: + printfln_out("Timing override: VESA CVT RB"); + break; + case NV_TIMING_OVERRIDE_GTF: + printfln_out("Timing override: VESA GTF"); + break; + case NV_TIMING_OVERRIDE_EIA861: + printfln_out("Timing override: EIA 861x pre-defined timing"); + break; + case NV_TIMING_OVERRIDE_ANALOG_TV: + printfln_out("Timing override: analog SD/HDTV timing"); + break; + case NV_TIMING_OVERRIDE_CUST: + printfln_out("Timing override: NV custom timings"); + break; + case NV_TIMING_OVERRIDE_NV_PREDEFINED: + printfln_out("Timing override: NV pre-defined timing (basically the PsF timings)"); + break; + case NV_TIMING_OVERRIDE_NV_ASPR: + printfln_out("Timing override: NV ASPR"); + break; + case NV_TIMING_OVERRIDE_SDI: + printfln_out("Timing override: SDI"); + break; + case NV_TIMING_OVRRIDE_MAX: + printfln_out("Timing override: max"); + break; + default: + printfln_out("Timing override: unknown (%d)", target_info->details->timingOverride); + break; + } + + printfln_out("Override custom (backend raster) timing"); + + printfln_out("Horizontal visible: %d", target_info->details->timing.HVisible); + printfln_out("Horizontal border: %d", target_info->details->timing.HBorder); + printfln_out("Horizontal front porch: %d", target_info->details->timing.HFrontPorch); + printfln_out("Horizontal sync width: %d", target_info->details->timing.HSyncWidth); + printfln_out("Horizontal total: %d", target_info->details->timing.HTotal); + printfln_out("Horizontal sync polarity: %s", target_info->details->timing.HSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Vertical visible: %d", target_info->details->timing.VVisible); + printfln_out("Vertical border: %d", target_info->details->timing.VBorder); + printfln_out("Vertical front porch: %d", target_info->details->timing.VFrontPorch); + printfln_out("Vertical sync width: %d", target_info->details->timing.VSyncWidth); + printfln_out("Vertical total: %d", target_info->details->timing.VTotal); + printfln_out("Vertical sync polarity: %s", target_info->details->timing.VSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Interlaced: %s", target_info->details->timing.interlaced == 1 ? "interlaced" : "progressive"); + printfln_out("Pixel clock: %lu kHz", target_info->details->timing.pclk * 10); + + printfln_out("Flag: 0x%lX", target_info->details->timing.etc.flag); + printfln_out("Logical refresh rate to present: %d", target_info->details->timing.etc.rr); + printfln_out("Physical vertical refresh rate: %f Hz", target_info->details->timing.etc.rrx1k * 0.001); + printfln_out("Display aspect ratio: %lu:%lu", target_info->details->timing.etc.aspect >> 16, target_info->details->timing.etc.aspect & 0xFFFF); + printfln_out("Bit-wise pixel repetition factor (1 = no pixel repetition, 2 = each pixel repeats twice horizontally, etc.): %d", target_info->details->timing.etc.rep); + printfln_out("Timing status: 0x%lX", target_info->details->timing.etc.status); + printfln_out("Timing name: %s", target_info->details->timing.etc.name); + } + + printfln_out("--------------------------------"); + } + } + + _display_config_free(&displayconfig_path_info); + + return true; +} + +static bool _custom_resolution_set( + const nv_api_t *nv_api, + NvU32 display_id, + uint16_t screen_width, + uint16_t screen_height, + float screen_refresh_rate, + uint8_t test_only_timeout_sec) +{ + NV_CUSTOM_DISPLAY custom_display; + NV_TIMING_FLAG flag; + NV_TIMING_INPUT timing; + NvAPI_Status status; + + assert(nv_api); + + memset(&custom_display, 0, sizeof(NV_CUSTOM_DISPLAY)); + memset(&flag, 0, sizeof(NV_TIMING_FLAG)); + memset(&timing, 0, sizeof(NV_TIMING_INPUT)); + + custom_display.version = NV_CUSTOM_DISPLAY_VER; + custom_display.width = screen_width; + custom_display.height = screen_height; + custom_display.depth = 32; + custom_display.colorFormat = NV_FORMAT_A8R8G8B8; + custom_display.srcPartition.x = 0; + custom_display.srcPartition.y = 0; + custom_display.srcPartition.w = 1; + custom_display.srcPartition.h = 1; + custom_display.xRatio = 1; + custom_display.yRatio = 1; + + timing.version = NV_TIMING_INPUT_VER; + timing.height = screen_height; + timing.width = screen_width; + timing.rr = screen_refresh_rate; + timing.flag = flag; + timing.type = NV_TIMING_OVERRIDE_CVT_RB; + + printfln_err("Calculating custom display timing for display ID 0x%lX", display_id); + + status = nv_api->NvAPI_DISP_GetTiming(display_id, &timing, &custom_display.timing); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Calculating custom display timing"); + return false; + } + + status = nv_api->NvAPI_DISP_TryCustomDisplay(&display_id, 1, &custom_display); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Trying custom display configuration"); + return false; + } + + if (test_only_timeout_sec == 0) { + printfln_err("Persisting custom display configuration"); + + status = nv_api->NvAPI_DISP_SaveCustomDisplay(&display_id, 1, true, true); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving custom display configuration"); + return false; + } + + printfln_err("Custom display configuration persisted"); + } else { + printfln_err("Trying custom display configuration for %d seconds...", test_only_timeout_sec); + + Sleep(test_only_timeout_sec * 1000); + + printfln_err("Reverting custom display configuration, not persisting"); + + status = nv_api->NvAPI_DISP_RevertCustomDisplayTrial(&display_id, 1); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Reverting custom display configuration"); + return false; + } + } + + return true; +} + +static bool _display_config_gpu_scaling_enable_filter(NV_DISPLAYCONFIG_PATH_TARGET_INFO *target_info) +{ + if (target_info->details == NULL) { + printfln_err("ERROR: No details found for target info"); + return false; + } + + if (target_info->details->scaling == NV_SCALING_GPU_SCALING_TO_NATIVE) { + printfln_err("GPU scaling to native resolution is already enabled"); + return false; + } else { + target_info->details->scaling = NV_SCALING_GPU_SCALING_TO_NATIVE; + printfln_err("Enabling GPU scaling to native resolution"); + return true; + } +} + +static bool _display_config_gpu_scaling_to_native_resolution_enable(const nv_api_t *nv_api, NvU32 display_id) +{ + displayconfig_path_info_t displayconfig_path_info; + bool changes_to_save; + + assert(nv_api); + + if (!_display_config_get(nv_api, &displayconfig_path_info)) { + return false; + } + + changes_to_save = _display_config_visit(&displayconfig_path_info, display_id, _display_config_gpu_scaling_enable_filter); + + if (changes_to_save) { + if (!_display_config_set(nv_api, &displayconfig_path_info)) { + _display_config_free(&displayconfig_path_info); + return false; + } + } + + _display_config_free(&displayconfig_path_info); + + return true; +} + +// ------------------------------------------------------------------------------------------------- + +static void _print_synopsis() +{ + printfln_err("Usage: nvgpu "); + printfln_err("Commands:"); + printfln_err(" nv"); + printfln_err(" info Print information about the NVAPI module and driver"); + printfln_err(""); + printfln_err(" profile"); + printfln_err(" create Create a new driver profile with the given name"); + printfln_err(" delete Delete an existing driver profile"); + printfln_err(" application-add "); + printfln_err(" Add an application to the driver profile. This will apply the profile to the application when the driver detects a process being launched, e.g. MyApplication.exe"); + printfln_err(" gsync-disable Disable G-SYNC for the driver profile"); + printfln_err(" gpu-power-state-max Set GPU power state to maximum for the driver profile"); + printfln_err(""); + printfln_err(" display"); + printfln_err(" primary-display-id Print the ID of the primary display"); + printfln_err(" list List all connected displays and their display IDs"); + printfln_err(" config [display_id] Print the current display configurations. Optionally, specify a display ID to get the configuration of that display only"); + printfln_err(" custom-resolution-set "); + printfln_err(" Set a custom display mode with the given parameters for the given display ID. The settings are persisted immediately. Ensure you tested these before with the custom-display-test command."); + printfln_err(" custom-resolution-test [--test-timeout-secs n]"); + printfln_err(" Test a custom display mode for a limited amount of time. This will revert the display mode after the given amount of seconds and not persist the changes."); + printfln_err(" test-timeout-secs: Optional. Number of seconds to test the custom display mode for. Default is 10 seconds."); + printfln_err(" gpu-scaling-to-native-resolution-enable Enable GPU scaling to native resolution for the given display ID"); +} + +static bool _cmd_nv_info(const nv_api_t *nv_api) +{ + return _nv_info(nv_api); +} + +static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_create(nv_api, profile_name); +} + +static bool _cmd_profile_delete(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_delete(nv_api, profile_name); +} + +static bool _cmd_profile_application_add(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + const char *application_name; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + application_name = argv[1]; + + return _profile_application_add(nv_api, profile_name, application_name); +} + +static bool _cmd_profile_gsync_disable(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gsync_disable(nv_api, profile_name); +} + +static bool _cmd_profile_gpu_power_state_max(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gpu_power_state_max(nv_api, profile_name); +} + +static bool _cmd_display_primary_display_id(const nv_api_t *nv_api) +{ + return _display_primary_display_id(nv_api); +} + +static bool _cmd_display_list(const nv_api_t *nv_api) +{ + return _displays_list(nv_api); +} + +static bool _cmd_display_config(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + + if (argc > 0) { + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + } else { + display_id = 0; + } + + return _display_config_print(nv_api, display_id); +} + +static bool _cmd_custom_resolution_set(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + + if (argc < 4) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + printf_err("Setting custom resolution for display ID 0x%X: %dx%d@%f\n", display_id, screen_width, screen_height, screen_refresh_rate); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + 0); +} + +static bool _cmd_custom_resolution_test(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + uint8_t test_only_timeout_sec; + + if (argc < 5) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + // Sane defaults for optional parameters + test_only_timeout_sec = 10; + + for (int i = 4; i < argc; i++) { + if (!strcmp(argv[i], "--test-timeout-secs")) { + if (i + 1 < argc) { + test_only_timeout_sec = atoi(argv[++i]); + + if (test_only_timeout_sec == 0) { + printfln_err("ERROR: Time out parameter must be greater than 0"); + return false; + } + } else { + printfln_err("ERROR: Missing argument for --test-timeout-secs"); + return false; + } + } + } + + printf_err("Testing custom resolution for display ID %u: %dx%d@%f, timeout %d seconds\n", display_id, screen_width, screen_height, screen_refresh_rate, test_only_timeout_sec); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + test_only_timeout_sec); +} + +static bool _cmd_display_gpu_scaling_to_native_resolution_enable(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + return _display_config_gpu_scaling_to_native_resolution_enable(nv_api, display_id); +} + +// ------------------------------------------------------------------------------------------------- + +int main(int argc, char **argv) +{ + const char *command; + const char *sub_command; + nv_module_t *nv_module; + nv_api_t nv_api; + NvAPI_Status status; + bool result; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + exit(1); + } + + command = argv[1]; + sub_command = argv[2]; + + printfln_err("Loading NVAPI module..."); + + nv_module_load(&nv_module); + nv_module_api_get(nv_module, &nv_api); + + printfln_err("Initializing NVAPI..."); + + status = nv_api.NvAPI_Initialize(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + fprintf(stderr, "ERROR: Initializing NVAPI, reason: %s\n", error_str); + + nv_module_free(&nv_module); + exit(1); + } + + printfln_err("Running command: %s %s", command, sub_command); + + if (!strcmp(command, "nv")) { + if (!strcmp(sub_command, "info")) { + result = _cmd_nv_info(&nv_api); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "profile")) { + _ensure_drs_settings_folder_exists(); + + if (!strcmp(sub_command, "create")) { + result = _cmd_profile_create(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "delete")) { + result = _cmd_profile_delete(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "application-add")) { + result = _cmd_profile_application_add(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gsync-disable")) { + result = _cmd_profile_gsync_disable(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gpu-power-state-max")) { + result = _cmd_profile_gpu_power_state_max(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "display")) { + if (!strcmp(sub_command, "primary-display-id")) { + result = _cmd_display_primary_display_id(&nv_api); + } else if (!strcmp(sub_command, "list")) { + result = _cmd_display_list(&nv_api); + } else if (!strcmp(sub_command, "config")) { + result = _cmd_display_config(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-set")) { + result = _cmd_custom_resolution_set(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-test")) { + result = _cmd_custom_resolution_test(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gpu-scaling-to-native-resolution-enable")) { + result = _cmd_display_gpu_scaling_to_native_resolution_enable(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else { + printfln_err("ERROR: Unknown command: %s", command); + _print_synopsis(); + result = false; + } + + status = nv_api.NvAPI_Unload(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + printfln_err("ERROR: Unloading NVAPI, reason: %s", error_str); + } + + nv_module_free(&nv_module); + + if (result) { + printfln_err("Command completed successfully"); + exit(0); + } else { + printfln_err("Command failed"); + exit(1); + } +} \ No newline at end of file From 2062b803ff6694009399d13b624650eeab46416d Mon Sep 17 00:00:00 2001 From: icex2 Date: Thu, 13 Feb 2025 15:05:32 +0100 Subject: [PATCH 100/118] feat: d3d9-frame-graph-hook, add frame rate graph view MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Have a checkbox to switch to a frame graph focused view which saves a bunch of math when it’s more useful to focus on the frame/refresh rate than the frame time values. --- src/main/imgui-debug/frame-perf-graph.c | 483 ++++++++++++++++++++++++ 1 file changed, 483 insertions(+) create mode 100644 src/main/imgui-debug/frame-perf-graph.c diff --git a/src/main/imgui-debug/frame-perf-graph.c b/src/main/imgui-debug/frame-perf-graph.c new file mode 100644 index 0000000..aeb31a0 --- /dev/null +++ b/src/main/imgui-debug/frame-perf-graph.c @@ -0,0 +1,483 @@ +#include + +#include "imgui-bt/cimgui.h" + +#include "imgui-debug/frame-perf-graph.h" +#include "imgui-debug/time-history.h" + +#include "util/log.h" + +typedef struct imgui_debug_frame_perf_graph { + float target_time_ms; + float y_axis_min_time_ms; + float y_axis_max_time_ms; + bool show_frame_rate_graph; +} imgui_debug_frame_perf_graph_t; + +static const ImVec2 WINDOW_MIN_SIZE = {320, 240}; + +static imgui_debug_time_history_t _imgui_debug_frame_perf_graph_history; +static imgui_debug_frame_perf_graph_t _imgui_debug_frame_perf_graph; + +static void _imgui_debug_frame_perf_frame_rate_graph_draw( + imgui_debug_frame_perf_graph_t *graph, + const imgui_debug_time_history_t *history) +{ + float current_value; + ImVec2 window_size; + static bool show_labels = true; + static bool show_target_line = true; + static bool show_avg_line = true; + + log_assert(history); + + current_value = 1000.0f / imgui_debug_time_history_recent_value_get(history); + + igSetNextWindowSize(WINDOW_MIN_SIZE, ImGuiCond_FirstUseEver); + igSetNextWindowSizeConstraints(WINDOW_MIN_SIZE, igGetIO()->DisplaySize, NULL, NULL); + + igBegin("Frame Rate Graph", NULL, ImGuiWindowFlags_MenuBar); + + // Add menu bar + if (igBeginMenuBar()) { + if (igBeginMenu("Settings", true)) { + igPushItemWidth(110); + + float min_fps = 1000.0f / graph->y_axis_max_time_ms; + float max_fps = 1000.0f / graph->y_axis_min_time_ms; + float target_fps = 1000.0f / graph->target_time_ms; + + if (igDragFloat("y-axis min FPS", &min_fps, 1.0f, 1.0f, max_fps - 1.0f, "%.1f", ImGuiSliderFlags_None)) { + graph->y_axis_max_time_ms = 1000.0f / min_fps; + } + + if (igDragFloat("y-axis max FPS", &max_fps, 1.0f, min_fps + 1.0f, 1000.0f, "%.1f", ImGuiSliderFlags_None)) { + graph->y_axis_min_time_ms = 1000.0f / max_fps; + } + + if (igInputFloat("Target FPS", &target_fps, 0.0f, 0.0f, "%.3f", ImGuiInputTextFlags_EnterReturnsTrue)) { + if (target_fps >= 1.0f && target_fps <= 1000.0f) { + graph->target_time_ms = 1000.0f / target_fps; + } else { + target_fps = 1000.0f / graph->target_time_ms; + } + } + + igCheckbox("Show reference line labels", &show_labels); + igCheckbox("Show target reference line", &show_target_line); + igCheckbox("Show average reference line", &show_avg_line); + + if (igButton("Focus on average", (ImVec2){0, 0})) { + float avg_fps = 1000.0f / history->avg_time_ms; + graph->y_axis_min_time_ms = 1000.0f / (avg_fps + 10.0f); + graph->y_axis_max_time_ms = 1000.0f / fmaxf(avg_fps - 10.0f, 1.0f); + } + + igSameLine(0, -1); + + if (igButton("Focus on target", (ImVec2){0, 0})) { + float target_fps = 1000.0f / graph->target_time_ms; + graph->y_axis_min_time_ms = 1000.0f / (target_fps + 10.0f); + graph->y_axis_max_time_ms = 1000.0f / fmaxf(target_fps - 10.0f, 1.0f); + } + + igCheckbox("Show frame rate graph", &graph->show_frame_rate_graph); + + igPopItemWidth(); + igEndMenu(); + } + igEndMenuBar(); + } + + igGetContentRegionAvail(&window_size); + + igPushStyleColor_Vec4(ImGuiCol_Text, (ImVec4){1, 1, 0, 1}); + igText("Now %.3f FPS", current_value); + igPopStyleColor(1); + igSameLine(0, -1); + igPushStyleColor_Vec4(ImGuiCol_Text, (ImVec4){1, 0, 0, 1}); + igText("Target %.3f FPS", 1000.0f / graph->target_time_ms); + igPopStyleColor(1); + igPushStyleColor_Vec4(ImGuiCol_Text, (ImVec4){0, 1, 0, 1}); + igText("Avg %.3f FPS", 1000.0f / history->avg_time_ms); + igPopStyleColor(1); + igSameLine(0, -1); + igText(" Min %.3f FPS Max %.3f FPS", 1000.0f / history->max_time_ms, 1000.0f / history->min_time_ms); + + // Setup plot area using actual window size, with extra space at top for "FPS" label + ImVec2 plot_pos; + igGetCursorScreenPos(&plot_pos); + plot_pos.y += 15; // Add space at top for "FPS" label + ImVec2 plot_size = {window_size.x - 50, window_size.y - 65}; // Adjusted for extra top space + + // Convert time values to FPS for plotting + float fps_values[history->size]; + for(int i = 0; i < history->size; i++) { + fps_values[i] = 1000.0f / history->time_values_ms[i]; + } + + // Plot FPS values + ImVec2 plot_pos_offset = {plot_pos.x + 50, plot_pos.y}; + igSetCursorScreenPos(plot_pos_offset); + + igPlotLines_FloatPtr("##framegraph", + fps_values, + history->size, + history->current_index, + "", + 1000.0f / graph->y_axis_min_time_ms, // Swapped min/max to invert Y axis + 1000.0f / graph->y_axis_max_time_ms, + plot_size, + sizeof(float)); + + // Draw Y axis (FPS) + ImDrawList* draw_list = igGetWindowDrawList(); + char y_label[32]; + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y}, + (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), 1.0f); + + // Draw "FPS" label at top of y-axis + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, plot_pos.y - 15}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), "FPS", NULL); + + // Scale number of reference points based on plot height + int num_reference_points = (int)(plot_size.y / 25); // One point per ~40 pixels + if (num_reference_points < 4) num_reference_points = 4; + + float fps_min = 1000.0f / graph->y_axis_max_time_ms; + float fps_max = 1000.0f / graph->y_axis_min_time_ms; + float fps_step = (fps_max - fps_min) / (num_reference_points + 1); + + // Draw min FPS value at bottom of y-axis and reference line + snprintf(y_label, sizeof(y_label), "%.3f", fps_min); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, plot_pos.y + plot_size.y - 10}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), y_label, NULL); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y}, + (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y + plot_size.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,0.3f}), 1.0f); + + // Draw reference points and lines on side of y-axis + for (int i = 1; i <= num_reference_points; i++) { + float value = fps_min + (fps_step * i); + float normalized_pos = 1.0f - ((value - fps_min) / (fps_max - fps_min)); // Inverted normalization + float y_pos = plot_pos.y + (plot_size.y * normalized_pos); + snprintf(y_label, sizeof(y_label), "%.3f", value); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, y_pos - 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), y_label, NULL); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, y_pos}, + (ImVec2){plot_pos.x + plot_size.x + 50, y_pos}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,0.2f}), 1.0f); + } + + // Draw max FPS value at top of y-axis and reference line + snprintf(y_label, sizeof(y_label), "%.3f", fps_max); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, plot_pos.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), y_label, NULL); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y}, + (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,0.3f}), 1.0f); + + // Draw target FPS reference line if within plot area + float target_fps_value = 1000.0f / graph->target_time_ms; + if (show_target_line && target_fps_value >= fps_min && target_fps_value <= fps_max) { + float normalized_target = 1.0f - ((target_fps_value - fps_min) / (fps_max - fps_min)); // Inverted normalization + float y_pos_target = plot_pos.y + (plot_size.y * normalized_target); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, y_pos_target}, + (ImVec2){plot_pos.x + plot_size.x + 50, y_pos_target}, + igColorConvertFloat4ToU32((ImVec4){1,0,0,1.0f}), 1.0f); + if (show_labels) { + snprintf(y_label, sizeof(y_label), "%.3f", target_fps_value); + ImDrawList_AddText_Vec2(draw_list, + (ImVec2){plot_pos.x + 50 + plot_size.x/2 - 10, y_pos_target + 5}, + igColorConvertFloat4ToU32((ImVec4){1,0,0,1}), y_label, NULL); + } + } + + // Draw reference line for current average if within plot area + float avg_fps = 1000.0f / history->avg_time_ms; + if (show_avg_line && avg_fps >= fps_min && avg_fps <= fps_max) { + float normalized_avg = 1.0f - ((avg_fps - fps_min) / (fps_max - fps_min)); // Inverted normalization + float y_pos_avg = plot_pos.y + (plot_size.y * normalized_avg); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, y_pos_avg}, + (ImVec2){plot_pos.x + plot_size.x + 50, y_pos_avg}, + igColorConvertFloat4ToU32((ImVec4){0,1,0,1.0f}), 1.0f); + if (show_labels) { + snprintf(y_label, sizeof(y_label), "%.3f", avg_fps); + ImDrawList_AddText_Vec2(draw_list, + (ImVec2){plot_pos.x + 50 + plot_size.x/2 - 10, y_pos_avg + 5}, + igColorConvertFloat4ToU32((ImVec4){0,1,0,1}), y_label, NULL); + } + } + + // Draw X axis (time in frames) + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y}, + (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y + plot_size.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), 1.0f); + + // Draw "frames" label centered on x-axis + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 50 + (plot_size.x / 2) - 20, plot_pos.y + plot_size.y + 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), "frames ago", NULL); + + char x_label[32]; + snprintf(x_label, sizeof(x_label), "%d", history->size); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y + 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), x_label, NULL); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y + plot_size.y + 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), "0", NULL); + + igEnd(); +} + +static void _imgui_debug_frame_perf_frame_time_graph_draw( + imgui_debug_frame_perf_graph_t *graph, + const imgui_debug_time_history_t *history) +{ + float current_value; + ImVec2 window_size; + static bool show_labels = true; + static bool show_target_line = true; + static bool show_avg_line = true; + + log_assert(history); + + current_value = imgui_debug_time_history_recent_value_get(history); + + igSetNextWindowSize(WINDOW_MIN_SIZE, ImGuiCond_FirstUseEver); + igSetNextWindowSizeConstraints(WINDOW_MIN_SIZE, igGetIO()->DisplaySize, NULL, NULL); + + igBegin("Frame Time Graph", NULL, ImGuiWindowFlags_MenuBar); + + // Add menu bar + if (igBeginMenuBar()) { + if (igBeginMenu("Settings", true)) { + igPushItemWidth(110); + + float min_time_slider = graph->y_axis_min_time_ms; + float max_time_slider = graph->y_axis_max_time_ms; + float target_time_input = graph->target_time_ms; + + if (igDragFloat("y-axis min time (ms)", &min_time_slider, 0.1f, 0.1f, max_time_slider - 0.1f, "%.1f", ImGuiSliderFlags_None)) { + graph->y_axis_min_time_ms = min_time_slider; + } + + if (igDragFloat("y-axis max time (ms)", &max_time_slider, 0.1f, min_time_slider + 0.1f, 100.0f, "%.1f", ImGuiSliderFlags_None)) { + graph->y_axis_max_time_ms = max_time_slider; + } + + if (igInputFloat("Target time reference (ms)", &target_time_input, 0.0f, 0.0f, "%.3f", ImGuiInputTextFlags_EnterReturnsTrue)) { + if (target_time_input >= 0.1f && target_time_input <= 100.0f) { + graph->target_time_ms = target_time_input; + } else { + target_time_input = graph->target_time_ms; + } + } + + igCheckbox("Show reference line labels", &show_labels); + igCheckbox("Show target reference line", &show_target_line); + igCheckbox("Show average reference line", &show_avg_line); + + if (igButton("Focus on average", (ImVec2){0, 0})) { + // Convert +/- 10 fps around average to milliseconds + float avg_fps = 1000.0f / history->avg_time_ms; + graph->y_axis_min_time_ms = 1000.0f / (avg_fps + 10.0f); + graph->y_axis_max_time_ms = 1000.0f / fmaxf(avg_fps - 10.0f, 1.0f); + } + + igSameLine(0, -1); + + if (igButton("Focus on target", (ImVec2){0, 0})) { + // Convert +/- 10 fps around target to milliseconds + float target_fps = 1000.0f / graph->target_time_ms; + graph->y_axis_min_time_ms = 1000.0f / (target_fps + 10.0f); + graph->y_axis_max_time_ms = 1000.0f / fmaxf(target_fps - 10.0f, 1.0f); + } + + igCheckbox("Show frame rate graph", &graph->show_frame_rate_graph); + + igPopItemWidth(); + igEndMenu(); + } + igEndMenuBar(); + } + + igGetContentRegionAvail(&window_size); + + igPushStyleColor_Vec4(ImGuiCol_Text, (ImVec4){1, 1, 0, 1}); + igText("Now %.3f ms", current_value); + igPopStyleColor(1); + igSameLine(0, -1); + igPushStyleColor_Vec4(ImGuiCol_Text, (ImVec4){1, 0, 0, 1}); + igText("Target %.3f ms", graph->target_time_ms); + igPopStyleColor(1); + igPushStyleColor_Vec4(ImGuiCol_Text, (ImVec4){0, 1, 0, 1}); + igText("Avg %.3f ms", history->avg_time_ms); + igPopStyleColor(1); + igSameLine(0, -1); + igText(" Min %.3f ms Max %.3f ms", history->min_time_ms, history->max_time_ms); + + // Setup plot area using actual window size, with extra space at top for "ms" label + ImVec2 plot_pos; + igGetCursorScreenPos(&plot_pos); + plot_pos.y += 15; // Add space at top for "ms" label + ImVec2 plot_size = {window_size.x - 50, window_size.y - 65}; // Adjusted for extra top space + + // Plot frame times in ms + ImVec2 plot_pos_offset = {plot_pos.x + 50, plot_pos.y}; + igSetCursorScreenPos(plot_pos_offset); + + igPlotLines_FloatPtr("##framegraph", + history->time_values_ms, + history->size, + history->current_index, + "", + graph->y_axis_min_time_ms, + graph->y_axis_max_time_ms, + plot_size, + sizeof(float)); + + // Draw Y axis (ms) + ImDrawList* draw_list = igGetWindowDrawList(); + char y_label[32]; + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y}, + (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), 1.0f); + + // Draw "ms" label at top of y-axis + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, plot_pos.y - 15}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), "ms", NULL); + + // Scale number of reference points based on plot height + int num_reference_points = (int)(plot_size.y / 25); // One point per ~40 pixels + if (num_reference_points < 4) num_reference_points = 4; + + float time_min = graph->y_axis_min_time_ms; + float time_max = graph->y_axis_max_time_ms; + float time_step = (time_max - time_min) / (num_reference_points + 1); + + // Draw min time value at top of y-axis and reference line + snprintf(y_label, sizeof(y_label), "%.2f", time_min); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, plot_pos.y + plot_size.y - 10}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), y_label, NULL); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y}, + (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y + plot_size.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,0.3f}), 1.0f); + + // Draw reference points and lines on side of y-axis + for (int i = 1; i <= num_reference_points; i++) { + float value = time_max - (time_step * i); + float normalized_pos = (time_max - value) / (time_max - time_min); + float y_pos = plot_pos.y + (plot_size.y * normalized_pos); + snprintf(y_label, sizeof(y_label), "%.2f", value); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, y_pos - 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), y_label, NULL); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, y_pos}, + (ImVec2){plot_pos.x + plot_size.x + 50, y_pos}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,0.2f}), 1.0f); + } + + // Draw max time value at bottom of y-axis and reference line + snprintf(y_label, sizeof(y_label), "%.2f", time_max); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 5, plot_pos.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), y_label, NULL); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y}, + (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,0.3f}), 1.0f); + + // Draw target frame time reference line if within plot area + if (show_target_line && graph->target_time_ms >= time_min && graph->target_time_ms <= time_max) { + float normalized_target = (time_max - graph->target_time_ms) / (time_max - time_min); + float y_pos_target = plot_pos.y + (plot_size.y * normalized_target); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, y_pos_target}, + (ImVec2){plot_pos.x + plot_size.x + 50, y_pos_target}, + igColorConvertFloat4ToU32((ImVec4){1,0,0,1.0f}), 1.0f); + if (show_labels) { + snprintf(y_label, sizeof(y_label), "%.3f", graph->target_time_ms); + ImDrawList_AddText_Vec2(draw_list, + (ImVec2){plot_pos.x + 50 + plot_size.x/2 - 10, y_pos_target + 5}, + igColorConvertFloat4ToU32((ImVec4){1,0,0,1}), y_label, NULL); + } + } + + // Draw reference line for current average if within plot area + if (show_avg_line && history->avg_time_ms >= time_min && history->avg_time_ms <= time_max) { + float normalized_avg = (time_max - history->avg_time_ms) / (time_max - time_min); + float y_pos_avg = plot_pos.y + (plot_size.y * normalized_avg); + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, y_pos_avg}, + (ImVec2){plot_pos.x + plot_size.x + 50, y_pos_avg}, + igColorConvertFloat4ToU32((ImVec4){0,1,0,1.0f}), 1.0f); + if (show_labels) { + snprintf(y_label, sizeof(y_label), "%.3f", history->avg_time_ms); + ImDrawList_AddText_Vec2(draw_list, + (ImVec2){plot_pos.x + 50 + plot_size.x/2 - 10, y_pos_avg + 5}, + igColorConvertFloat4ToU32((ImVec4){0,1,0,1}), y_label, NULL); + } + } + + // Draw X axis (time in frames) + ImDrawList_AddLine(draw_list, + (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y}, + (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y + plot_size.y}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), 1.0f); + + // Draw "frames" label centered on x-axis + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 50 + (plot_size.x / 2) - 20, plot_pos.y + plot_size.y + 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), "frames ago", NULL); + + char x_label[32]; + snprintf(x_label, sizeof(x_label), "%d", history->size); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + 50, plot_pos.y + plot_size.y + 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), x_label, NULL); + ImDrawList_AddText_Vec2(draw_list, (ImVec2){plot_pos.x + plot_size.x + 50, plot_pos.y + plot_size.y + 5}, + igColorConvertFloat4ToU32((ImVec4){1,1,1,1}), "0", NULL); + + igEnd(); +} + +static void _imgui_debug_frame_perf_graph_component_frame_update(ImGuiContext *ctx) +{ + ImGuiIO *io; + + log_assert(ctx); + + igSetCurrentContext(ctx); + io = igGetIO(); + + imgui_debug_time_history_update(&_imgui_debug_frame_perf_graph_history, 1000.0f / io->Framerate); + + if (_imgui_debug_frame_perf_graph.show_frame_rate_graph) { + _imgui_debug_frame_perf_frame_rate_graph_draw(&_imgui_debug_frame_perf_graph, &_imgui_debug_frame_perf_graph_history); + } else { + _imgui_debug_frame_perf_frame_time_graph_draw(&_imgui_debug_frame_perf_graph, &_imgui_debug_frame_perf_graph_history); + } +} + +void imgui_debug_frame_perf_graph_init( + float target_fps, + imgui_bt_component_t *component) +{ + log_assert(target_fps > 0.0f); + log_assert(component); + + imgui_debug_time_history_init(ceilf(10 * target_fps), &_imgui_debug_frame_perf_graph_history); + + _imgui_debug_frame_perf_graph.target_time_ms = 1000.0f / target_fps; + _imgui_debug_frame_perf_graph.y_axis_min_time_ms = 1000.0f / fmaxf(0.0f, target_fps - 20.0f); + _imgui_debug_frame_perf_graph.y_axis_max_time_ms = 1000.0f / fminf(target_fps + 20.0f, 1000.0f); + _imgui_debug_frame_perf_graph.show_frame_rate_graph = false; + + component->frame_update = _imgui_debug_frame_perf_graph_component_frame_update; +} \ No newline at end of file From 9bcbe9170fc22075b7715002da883183eba53f3b Mon Sep 17 00:00:00 2001 From: icex2 Date: Wed, 19 Feb 2025 19:36:27 +0100 Subject: [PATCH 101/118] feat: Extend monitor check tool, vsync and response time tests Adding two more tests that have been proven very useful for debugging monitor issues that caused problems with IIDX. The vsync test flickers a text snippet between red and cyan on every even and uneven frame. If vsync works correctly, the text appears grey to the human eye. If there are issues like re-displaying a previous frame or a dropped frame, this appears as the text rendering red or cyan. The response time test scrolls two simple blocks/lines vertically to check if they creating ghosting/smearing on the display. The tool now supports an interactive and command line mode. Interactive mode is useful for running different tests on the setup while the command line mode can be used to ran these tests with fixed parameters and for a fixed amount of time, e.g. in a shell script, for automation purpose. The tool still has a few obvious imperfections like scaling issues on different resolutions. Considering the basic functionality is given, further improvements can follow in future iterations. --- src/main/d3d9-monitor-check/Module.mk | 22 + src/main/d3d9-monitor-check/cmdline.c | 534 ++++++++++++++++++ src/main/d3d9-monitor-check/cmdline.h | 8 + src/main/d3d9-monitor-check/font.c | 207 +++++++ src/main/d3d9-monitor-check/font.h | 37 ++ src/main/d3d9-monitor-check/gfx.c | 430 ++++++++++++++ src/main/d3d9-monitor-check/gfx.h | 59 ++ src/main/d3d9-monitor-check/input.c | 90 +++ src/main/d3d9-monitor-check/input.h | 26 + src/main/d3d9-monitor-check/interactive.c | 196 +++++++ src/main/d3d9-monitor-check/interactive.h | 8 + src/main/d3d9-monitor-check/main.c | 41 ++ src/main/d3d9-monitor-check/menu.c | 114 ++++ src/main/d3d9-monitor-check/menu.h | 32 ++ src/main/d3d9-monitor-check/print-console.h | 22 + .../d3d9-monitor-check/refresh-rate-test.c | 304 ++++++++++ .../d3d9-monitor-check/refresh-rate-test.h | 32 ++ .../d3d9-monitor-check/response-time-test.c | 123 ++++ .../d3d9-monitor-check/response-time-test.h | 19 + src/main/d3d9-monitor-check/vsync-test.c | 69 +++ src/main/d3d9-monitor-check/vsync-test.h | 19 + 21 files changed, 2392 insertions(+) create mode 100644 src/main/d3d9-monitor-check/Module.mk create mode 100644 src/main/d3d9-monitor-check/cmdline.c create mode 100644 src/main/d3d9-monitor-check/cmdline.h create mode 100644 src/main/d3d9-monitor-check/font.c create mode 100644 src/main/d3d9-monitor-check/font.h create mode 100644 src/main/d3d9-monitor-check/gfx.c create mode 100644 src/main/d3d9-monitor-check/gfx.h create mode 100644 src/main/d3d9-monitor-check/input.c create mode 100644 src/main/d3d9-monitor-check/input.h create mode 100644 src/main/d3d9-monitor-check/interactive.c create mode 100644 src/main/d3d9-monitor-check/interactive.h create mode 100644 src/main/d3d9-monitor-check/main.c create mode 100644 src/main/d3d9-monitor-check/menu.c create mode 100644 src/main/d3d9-monitor-check/menu.h create mode 100644 src/main/d3d9-monitor-check/print-console.h create mode 100644 src/main/d3d9-monitor-check/refresh-rate-test.c create mode 100644 src/main/d3d9-monitor-check/refresh-rate-test.h create mode 100644 src/main/d3d9-monitor-check/response-time-test.c create mode 100644 src/main/d3d9-monitor-check/response-time-test.h create mode 100644 src/main/d3d9-monitor-check/vsync-test.c create mode 100644 src/main/d3d9-monitor-check/vsync-test.h diff --git a/src/main/d3d9-monitor-check/Module.mk b/src/main/d3d9-monitor-check/Module.mk new file mode 100644 index 0000000..ab06e3e --- /dev/null +++ b/src/main/d3d9-monitor-check/Module.mk @@ -0,0 +1,22 @@ +exes += d3d9-monitor-check \ + +ldflags_d3d9-monitor-check := \ + -ld3d9 \ + -ldwmapi \ + -lgdi32 \ + -ld3dx9 \ + +libs_d3d9-monitor-check := \ + util \ + +src_d3d9-monitor-check := \ + cmdline.c \ + font.c \ + gfx.c \ + input.c \ + interactive.c \ + main.c \ + menu.c \ + refresh-rate-test.c \ + response-time-test.c \ + vsync-test.c \ No newline at end of file diff --git a/src/main/d3d9-monitor-check/cmdline.c b/src/main/d3d9-monitor-check/cmdline.c new file mode 100644 index 0000000..628b306 --- /dev/null +++ b/src/main/d3d9-monitor-check/cmdline.c @@ -0,0 +1,534 @@ +#include +#include + +#include "d3d9-monitor-check/gfx.h" +#include "d3d9-monitor-check/input.h" +#include "d3d9-monitor-check/print-console.h" +#include "d3d9-monitor-check/refresh-rate-test.h" +#include "d3d9-monitor-check/response-time-test.h" +#include "d3d9-monitor-check/vsync-test.h" + +static void _print_synopsis() +{ + printfln_err("D3D9 monitor check tool command line mode"); + printfln_err(""); + printfln_err("Usage:"); + printfln_err(" d3d9-monitor-check cmdline "); + printfln_err(""); + printfln_err("Available commands:"); + printfln_err(" adapter: Query adapter information"); + printfln_err(" modes: Query adapter modes. Use this to get supported mandatory parameters for width, height and refresh rate for the tests."); + printfln_err(""); + printfln_err(" refresh-rate-test [--warm-up-secs n] [--total-secs n] [--results-timeout-secs n] [--windowed] [--vsync-off]: Run a display refresh rate test (i.e. IIDX monitor check)."); + printfln_err(" width: Width of the rendering resolution to run the test at"); + printfln_err(" height: Height of the rendering resolution to run the test at"); + printfln_err(" refresh_rate: Target refresh rate to run the test at"); + printfln_err(" warm-up-secs: Optional. Number of seconds to warm-up before executing the main run that counts towards the measurement results"); + printfln_err(" total-secs: Optional. Total number of seconds to run the test for that count towards the measurement results"); + printfln_err(" results-timeout-secs: Optional. Number of seconds to display final result after the test before exiting"); + printfln_err(" windowed: Optional. Run the test in windowed mode (not recommended)"); + printfln_err(" vsync-off: Optional. Run the test with vsync off (not recommended)"); + printfln_err(""); + printfln_err(" response-time-test [--total-secs n] [--windowed] [--vsync-off]: Run a test to visually inspect the display's response times."); + printfln_err(" width: Width of the rendering resolution to run the test at"); + printfln_err(" height: Height of the rendering resolution to run the test at"); + printfln_err(" refresh_rate: Target refresh rate to run the test at"); + printfln_err(" total-secs: Optional. Total number of seconds to run the test for that count towards the measurement results"); + printfln_err(" windowed: Optional. Run the test in windowed mode (not recommended)"); + printfln_err(" vsync-off: Optional. Run the test with vsync off (not recommended)"); + printfln_err(""); + printfln_err(" vsync-test [--total-secs n] [--windowed]: Run a test to visually inspect the display's vsync behavior."); + printfln_err(" width: Width of the rendering resolution to run the test at"); + printfln_err(" height: Height of the rendering resolution to run the test at"); + printfln_err(" refresh_rate: Target refresh rate to run the test at"); + printfln_err(" total-secs: Optional. Total number of seconds to run the test for that count towards the measurement results"); + printfln_err(" windowed: Optional. Run the test in windowed mode (not recommended)"); +} + +static bool _adapter() +{ + D3DADAPTER_IDENTIFIER9 identifier; + + if (!gfx_adapter_info_get(&identifier)) { + return false; + } + + printfln_out("Driver: %s", identifier.Driver); + printfln_out("Description: %s", identifier.Description); + printfln_out("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_out("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_out("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + printfln_out("VendorId: %lu", identifier.VendorId); + printfln_out("DeviceId: %lu", identifier.DeviceId); + printfln_out("SubSysId: %lu", identifier.SubSysId); + printfln_out("Revision: %lu", identifier.Revision); + printfln_out("DeviceIdentifier: {%08lX-%04X-%04X-%02X%02X-%02X%02X%02X%02X%02X%02X}", + identifier.DeviceIdentifier.Data1, + identifier.DeviceIdentifier.Data2, + identifier.DeviceIdentifier.Data3, + identifier.DeviceIdentifier.Data4[0], + identifier.DeviceIdentifier.Data4[1], + identifier.DeviceIdentifier.Data4[2], + identifier.DeviceIdentifier.Data4[3], + identifier.DeviceIdentifier.Data4[4], + identifier.DeviceIdentifier.Data4[5], + identifier.DeviceIdentifier.Data4[6], + identifier.DeviceIdentifier.Data4[7]); + printfln_out("WHQLLevel: %lu", identifier.WHQLLevel); + + return true; +} + +static bool _modes() +{ + gfx_adapter_modes_t modes; + + if (!gfx_adapter_modes_get(&modes)) { + return false; + } + + for (uint32_t i = 0; i < modes.count; i++) { + printfln_out("%d: %d x %d @ %d hz", i, modes.modes[i].Width, modes.modes[i].Height, modes.modes[i].RefreshRate); + } + + return true; +} + +static bool _refresh_rate_test( + uint32_t width, + uint32_t height, + uint32_t refresh_rate, + uint32_t warm_up_frame_count, + uint32_t sample_frame_count, + uint32_t result_timeout_frame_count, + bool windowed, + bool vsync) +{ + gfx_t *gfx; + input_t *input; + refresh_rate_test_t *test; + gfx_info_t gfx_info; + refresh_rate_test_results_t results; + uint32_t results_timeout_seconds; + + input_init(&input); + + if (!gfx_init(width, height, refresh_rate, windowed, vsync, &gfx)) { + input_fini(input); + return false; + } + + if (!refresh_rate_test_init(gfx, warm_up_frame_count, sample_frame_count, &test)) { + input_fini(input); + gfx_fini(gfx); + return false; + } + + do { + input_update(input); + + if (input_key_esc_pushed(input)) { + break; + } + } while (refresh_rate_test_frame_update(test) && + gfx_last_frame_count_get(gfx) < warm_up_frame_count + sample_frame_count); + + results_timeout_seconds = result_timeout_frame_count / refresh_rate; + + // Display final results + for (uint32_t i = 0; i < result_timeout_frame_count; i++) { + input_update(input); + + if (input_key_esc_pushed(input)) { + break; + } + + if (!refresh_rate_test_results_frame_update(test, results_timeout_seconds)) { + break; + } + } + + gfx_info_get(gfx, &gfx_info); + refresh_rate_test_results_get(test, &results); + + printfln_err("Final results"); + printfln_out("GPU: %s", gfx_info.adapter_identifier); + printfln_out("Spec: %d x %d @ %d hz, %s, vsync %s", gfx_info.width, gfx_info.height, gfx_info.refresh_rate, + gfx_info.windowed ? "windowed" : "fullscreen", gfx_info.vsync ? "on" : "off"); + printfln_out("Total warm-up frame count: %d", results.total_warm_up_frame_count); + printfln_out("Total sample frame count: %d", results.total_sample_frame_count); + printfln_out("Avg frame time (ms): %.3f", results.avg_frame_time_ms); + printfln_out("Avg refresh rate (hz): %.3f", results.avg_refresh_rate_hz); + + refresh_rate_test_fini(test); + input_fini(input); + gfx_fini(gfx); + + return true; +} + +static bool _response_time_test( + uint32_t width, + uint32_t height, + uint32_t refresh_rate, + uint32_t total_frame_count, + bool windowed, + bool vsync) +{ + gfx_t *gfx; + input_t *input; + response_time_test_t *test; + + input_init(&input); + + // Force vsync on, off option doesn't make sense for this test + if (!gfx_init(width, height, refresh_rate, windowed, vsync, &gfx)) { + input_fini(input); + return false; + } + + if (!response_time_test_init(gfx, &test)) { + input_fini(input); + gfx_fini(gfx); + return false; + } + + do { + input_update(input); + + if (input_key_esc_pushed(input)) { + break; + } + } while (response_time_test_frame_update(test) && + gfx_last_frame_count_get(gfx) < total_frame_count); + + response_time_test_fini(test); + input_fini(input); + gfx_fini(gfx); + + return true; +} + +static bool _vsync_test( + uint32_t width, + uint32_t height, + uint32_t refresh_rate, + uint32_t total_frame_count, + bool windowed) +{ + gfx_t *gfx; + input_t *input; + vsync_test_t *test; + + input_init(&input); + + // Force vsync on, off option doesn't make sense for this test + if (!gfx_init(width, height, refresh_rate, windowed, true, &gfx)) { + input_fini(input); + return false; + } + + if (!vsync_test_init(gfx, &test)) { + input_fini(input); + gfx_fini(gfx); + return false; + } + + do { + input_update(input); + + if (input_key_esc_pushed(input)) { + break; + } + } while (vsync_test_frame_update(test) && + gfx_last_frame_count_get(gfx) < total_frame_count); + + vsync_test_fini(test); + input_fini(input); + gfx_fini(gfx); + + return true; +} + +static bool _cmd_refresh_rate_test(int argc, char **argv) +{ + uint32_t width; + uint32_t height; + uint32_t refresh_rate; + uint32_t warm_up_seconds; + uint32_t sample_seconds; + uint32_t results_timeout_seconds; + bool windowed; + bool vsync; + + uint32_t total_warm_up_frame_count; + uint32_t total_sample_frame_count; + uint32_t result_timeout_frame_count; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + width = atoi(argv[0]); + + if (width == 0 || width > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid width: %d", width); + return false; + } + + height = atoi(argv[1]); + + if (height == 0 || height > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid height: %d", height); + return false; + } + + refresh_rate = atoi(argv[2]); + + if (refresh_rate == 0 || refresh_rate > 1000) { + _print_synopsis(); + printfln_err("ERROR: Invalid refresh rate: %d", refresh_rate); + return false; + } + + // Sane defaults + warm_up_seconds = 10; + sample_seconds = 20; + results_timeout_seconds = 5; + windowed = false; + vsync = true; + + for (int i = 3; i < argc; i++) { + if (!strcmp(argv[i], "--warm-up-secs")) { + if (i + 1 < argc) { + warm_up_seconds = atoi(argv[++i]); + + if (warm_up_seconds == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid warm-up seconds: %d", warm_up_seconds); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --warm-up-secs"); + return false; + } + } else if (!strcmp(argv[i], "--sample-secs")) { + if (i + 1 < argc) { + sample_seconds = atoi(argv[++i]); + + if (sample_seconds == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid sample seconds: %d", sample_seconds); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --total-secs"); + return false; + } + } else if (!strcmp(argv[i], "--results-timeout-secs")) { + if (i + 1 < argc) { + results_timeout_seconds = atoi(argv[++i]); + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --results-timeout-secs"); + } + } else if (!strcmp(argv[i], "--windowed")) { + windowed = true; + } else if (!strcmp(argv[i], "--vsync-off")) { + vsync = false; + } + } + + total_warm_up_frame_count = warm_up_seconds * refresh_rate; + total_sample_frame_count = sample_seconds * refresh_rate; + result_timeout_frame_count = results_timeout_seconds * refresh_rate; + + return _refresh_rate_test( + width, + height, + refresh_rate, + total_warm_up_frame_count, + total_sample_frame_count, + result_timeout_frame_count, + windowed, + vsync); +} + +static bool _cmd_response_time_test(int argc, char **argv) +{ + uint32_t width; + uint32_t height; + uint32_t refresh_rate; + uint32_t total_seconds; + bool windowed; + bool vsync; + + uint32_t total_frame_count; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + width = atoi(argv[0]); + + if (width == 0 || width > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid width: %d", width); + return false; + } + + height = atoi(argv[1]); + + if (height == 0 || height > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid height: %d", height); + return false; + } + + refresh_rate = atoi(argv[2]); + + if (refresh_rate == 0 || refresh_rate > 1000) { + _print_synopsis(); + printfln_err("ERROR: Invalid refresh rate: %d", refresh_rate); + return false; + } + + // Sane defaults + total_seconds = 30; + windowed = false; + vsync = true; + for (int i = 3; i < argc; i++) { + if (!strcmp(argv[i], "--total-secs")) { + if (i + 1 < argc) { + total_seconds = atoi(argv[++i]); + + if (total_seconds == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid total seconds: %d", total_seconds); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --total-secs"); + return false; + } + } else if (!strcmp(argv[i], "--windowed")) { + windowed = true; + } else if (!strcmp(argv[i], "--vsync-off")) { + vsync = false; + } + } + + total_frame_count = total_seconds * refresh_rate; + + return _response_time_test(width, height, refresh_rate, total_frame_count, windowed, vsync); +} + +static bool _cmd_vsync_test(int argc, char **argv) +{ + uint32_t width; + uint32_t height; + uint32_t refresh_rate; + uint32_t total_seconds; + bool windowed; + + uint32_t total_frame_count; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + width = atoi(argv[0]); + + if (width == 0 || width > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid width: %d", width); + return false; + } + + height = atoi(argv[1]); + + if (height == 0 || height > 16384) { + _print_synopsis(); + printfln_err("ERROR: Invalid height: %d", height); + return false; + } + + refresh_rate = atoi(argv[2]); + + if (refresh_rate == 0 || refresh_rate > 1000) { + _print_synopsis(); + printfln_err("ERROR: Invalid refresh rate: %d", refresh_rate); + return false; + } + + // Sane defaults + total_seconds = 30; + windowed = false; + + for (int i = 3; i < argc; i++) { + if (!strcmp(argv[i], "--total-secs")) { + if (i + 1 < argc) { + total_seconds = atoi(argv[++i]); + + if (total_seconds == 0) { + _print_synopsis(); + printfln_err("ERROR: Invalid total seconds: %d", total_seconds); + return false; + } + } else { + _print_synopsis(); + printfln_err("ERROR: Missing argument for --total-secs"); + return false; + } + } else if (!strcmp(argv[i], "--windowed")) { + windowed = true; + } + } + + total_frame_count = total_seconds * refresh_rate; + + return _vsync_test(width, height, refresh_rate, total_frame_count, windowed); +} + +bool cmdline_main(int argc, char **argv) +{ + const char *command; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + command = argv[0]; + + if (!strcmp(command, "adapter")) { + return _adapter(); + } else if (!strcmp(command, "modes")) { + return _modes(); + } else if (!strcmp(command, "refresh-rate-test")) { + return _cmd_refresh_rate_test(argc - 1, argv + 1); + } else if (!strcmp(command, "response-time-test")) { + return _cmd_response_time_test(argc - 1, argv + 1); + } else if (!strcmp(command, "vsync-test")) { + return _cmd_vsync_test(argc - 1, argv + 1); + } else { + _print_synopsis(argv[0]); + printfln_err("ERROR: Unknown command: %s", command); + return false; + } +} \ No newline at end of file diff --git a/src/main/d3d9-monitor-check/cmdline.h b/src/main/d3d9-monitor-check/cmdline.h new file mode 100644 index 0000000..43303b8 --- /dev/null +++ b/src/main/d3d9-monitor-check/cmdline.h @@ -0,0 +1,8 @@ +#ifndef D3D9_MONITOR_CHECK_CMDLINE_H +#define D3D9_MONITOR_CHECK_CMDLINE_H + +#include + +bool cmdline_main(int argc, char **argv); + +#endif diff --git a/src/main/d3d9-monitor-check/font.c b/src/main/d3d9-monitor-check/font.c new file mode 100644 index 0000000..a281799 --- /dev/null +++ b/src/main/d3d9-monitor-check/font.c @@ -0,0 +1,207 @@ +#include + +#include +#include + +#include +#include +#include +#include +#include + +#include "d3d9-monitor-check/font.h" +#include "d3d9-monitor-check/gfx.h" + +#include "util/mem.h" + +#define BASE_RESOLUTION_WIDTH 640.0f +#define BASE_RESOLUTION_HEIGHT 480.0f +#define BASE_FONT_SIZE 20.0f +#define BASE_MARGIN 1.0f +// Standard Windows DPI +#define BASE_DPI 96.0f + +typedef struct font { + gfx_t *gfx; + ID3DXFont *font; + float scale_x; + float scale_y; + float dpi_scale; + uint32_t font_height; + uint32_t line_height; + uint32_t base_offset_x; + uint32_t base_offset_y; +} font_t; + +static void _font_text_draw(font_t *font, uint32_t x, uint32_t y, uint8_t r, uint8_t g, uint8_t b, const char *text) +{ + uint32_t scaled_x; + uint32_t scaled_y; + RECT rect; + + assert(font); + assert(text); + + // Scale position based on both resolution and DPI + scaled_x = (uint32_t)(x * font->scale_x * font->dpi_scale) + font->base_offset_x; + scaled_y = (uint32_t)(y * font->scale_y * font->dpi_scale) + font->base_offset_y; + + rect.left = scaled_x; + rect.top = scaled_y; + // Scale text box width based on both resolution and DPI + rect.right = scaled_x + (uint32_t)(BASE_RESOLUTION_WIDTH * font->scale_x * font->dpi_scale); + rect.bottom = scaled_y + font->line_height; + + ID3DXFont_DrawText( + font->font, + NULL, + text, + -1, + &rect, + DT_LEFT | DT_TOP | DT_NOCLIP, + D3DCOLOR_XRGB(r, g, b)); +} + +bool font_init(gfx_t *gfx, uint32_t size, font_t **font) +{ + IDirect3DDevice9 *device; + HRESULT hr; + HDC hdc; + int dpi; + + assert(gfx); + assert(font); + + *font = xmalloc(sizeof(font_t)); + memset(*font, 0, sizeof(font_t)); + + (*font)->gfx = gfx; + + // Get the system DPI + hdc = GetDC(NULL); + dpi = GetDeviceCaps(hdc, LOGPIXELSY); + ReleaseDC(NULL, hdc); + + // Calculate DPI scale relative to base DPI + (*font)->dpi_scale = dpi / BASE_DPI; + + // Calculate resolution scaling factors + (*font)->scale_x = gfx_width_get(gfx) / BASE_RESOLUTION_WIDTH; + (*font)->scale_y = gfx_height_get(gfx) / BASE_RESOLUTION_HEIGHT; + + // Scale font height based on both DPI and resolution + // This ensures text maintains physical size across different resolutions + (*font)->font_height = (uint32_t)(size * (*font)->dpi_scale); + + // Line height matches font height + (*font)->line_height = (*font)->font_height; + + // Scale margins based on DPI and resolution + (*font)->base_offset_x = (uint32_t)(BASE_MARGIN * (*font)->scale_x * (*font)->dpi_scale); + (*font)->base_offset_y = (uint32_t)(BASE_MARGIN * (*font)->scale_y * (*font)->dpi_scale); + + device = gfx_device_get(gfx); + + hr = D3DXCreateFont( + device, + (*font)->font_height, + 0, + FW_BOLD, + 1, + FALSE, + DEFAULT_CHARSET, + OUT_DEFAULT_PRECIS, + ANTIALIASED_QUALITY, // Changed to antialiased for better readability + DEFAULT_PITCH | FF_DONTCARE, + "Arial", + &(*font)->font); + + if (hr != D3D_OK) { + free(*font); + return false; + } + + return true; +} + +void font_fini(font_t *font) +{ + assert(font); + + ID3DXFont_Release(font->font); + + free(font); +} + +void font_text_begin(font_t *font, uint32_t line_spacing, uint32_t origin_x, uint32_t origin_y, font_text_t *text) +{ + assert(font); + assert(text); + + text->font = font; + text->line_spacing = line_spacing; + text->origin_x = origin_x; + text->origin_y = origin_y; + text->current_x = origin_x; + text->current_y = origin_y; +} + +void font_text_white_draw(font_text_t *text, const char *fmt, ...) +{ + va_list args; + char buffer[4096]; + + assert(text); + assert(fmt); + + va_start(args, fmt); + vsprintf(buffer, fmt, args); + va_end(args); + + _font_text_draw(text->font, text->current_x, text->current_y, 255, 255, 255, buffer); +} + +void font_text_red_draw(font_text_t *text, const char *fmt, ...) +{ + va_list args; + char buffer[4096]; + + assert(text); + assert(fmt); + + va_start(args, fmt); + vsprintf(buffer, fmt, args); + va_end(args); + + _font_text_draw(text->font, text->current_x, text->current_y, 255, 0, 0, buffer); +} + +void font_text_cyan_draw(font_text_t *text, const char *fmt, ...) +{ + va_list args; + char buffer[4096]; + + assert(text); + assert(fmt); + + va_start(args, fmt); + vsprintf(buffer, fmt, args); + va_end(args); + + _font_text_draw(text->font, text->current_x, text->current_y, 0, 255, 255, buffer); +} + +void font_text_newline(font_text_t *text) +{ + assert(text); + + text->current_x = text->origin_x; + text->current_y += text->font->line_height + text->line_spacing; +} + +void font_text_end(font_text_t *text) +{ + assert(text); + + memset(text, 0, sizeof(font_text_t)); +} \ No newline at end of file diff --git a/src/main/d3d9-monitor-check/font.h b/src/main/d3d9-monitor-check/font.h new file mode 100644 index 0000000..a3be599 --- /dev/null +++ b/src/main/d3d9-monitor-check/font.h @@ -0,0 +1,37 @@ +#ifndef D3D9_MONITOR_CHECK_FONT_H +#define D3D9_MONITOR_CHECK_FONT_H + +#include +#include +#include + +#include "d3d9-monitor-check/gfx.h" + +typedef struct font font_t; + +typedef struct font_text { + font_t *font; + uint32_t line_spacing; + uint32_t origin_x; + uint32_t origin_y; + uint32_t current_x; + uint32_t current_y; +} font_text_t; + +bool font_init(gfx_t *gfx, uint32_t size, font_t **font); + +void font_fini(font_t *font); + +void font_text_begin(font_t *font, uint32_t line_spacing, uint32_t origin_x, uint32_t origin_y, font_text_t *text); + +void font_text_white_draw(font_text_t *text, const char *fmt, ...); + +void font_text_red_draw(font_text_t *text, const char *fmt, ...); + +void font_text_cyan_draw(font_text_t *text, const char *fmt, ...); + +void font_text_newline(font_text_t *text); + +void font_text_end(font_text_t *text); + +#endif diff --git a/src/main/d3d9-monitor-check/gfx.c b/src/main/d3d9-monitor-check/gfx.c new file mode 100644 index 0000000..081301d --- /dev/null +++ b/src/main/d3d9-monitor-check/gfx.c @@ -0,0 +1,430 @@ +#include + +#include +#include + +#include +#include +#include + +#include "d3d9-monitor-check/gfx.h" +#include "d3d9-monitor-check/print-console.h" + +#include "util/mem.h" +#include "util/time.h" + +typedef struct gfx_ctx_t { + HWND hwnd; + IDirect3D9 *d3d; + IDirect3DDevice9 *device; + uint32_t width; + uint32_t height; + uint32_t refresh_rate; + bool windowed; + bool vsync; +} gfx_ctx_t; + +typedef struct gfx_render_state_t { + uint64_t frame_current; + uint64_t frame_start_time; + uint64_t last_frame_time_us; +} gfx_render_state_t; + +typedef struct gfx { + gfx_ctx_t ctx; + gfx_render_state_t render_state; +} gfx_t; + +static const D3DFORMAT _gfx_d3dformat = D3DFMT_X8R8G8B8; + +static bool _gfx_d3d_context_create(IDirect3D9 **d3d) +{ + // Initialize D3D + *d3d = Direct3DCreate9(D3D_SDK_VERSION); + + if (!*d3d) { + printfln_winerr("Creating d3d context failed"); + return false; + } + + return true; +} + +static bool _gfx_adapter_identifier_query(IDirect3D9 *d3d, D3DADAPTER_IDENTIFIER9 *identifier) +{ + HRESULT hr; + + hr = IDirect3D9_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, identifier); + + if (hr != D3D_OK) { + printfln_winerr("GetAdapterIdentifier failed"); + return false; + } + + return true; +} + +static bool _gfx_window_create(uint32_t width, uint32_t height, HWND *hwnd) +{ + WNDCLASSEX wc; + + memset(&wc, 0, sizeof(wc)); + + wc.cbSize = sizeof(wc); + wc.lpfnWndProc = DefWindowProc; + wc.hInstance = GetModuleHandle(NULL); + wc.lpszClassName = "D3D9MonitorCheck"; + + RegisterClassExA(&wc); + + // Create window + *hwnd = CreateWindowA( + wc.lpszClassName, + "D3D9 Monitor Check", + WS_OVERLAPPEDWINDOW, + CW_USEDEFAULT, + CW_USEDEFAULT, + width, + height, + NULL, + NULL, + wc.hInstance, + NULL); + + if (!*hwnd) { + printfln_winerr("Failed to create window"); + return false; + } + + return true; +} + +static bool _gfx_d3d_device_create( + HWND hwnd, + IDirect3D9 *d3d, + uint32_t width, + uint32_t height, + uint32_t refresh_rate, + bool windowed, + bool vsync, + IDirect3DDevice9 **device) +{ + D3DPRESENT_PARAMETERS pp; + HRESULT hr; + + memset(&pp, 0, sizeof(pp)); + + if (windowed) { + ShowWindow(hwnd, SW_SHOW); + + pp.Windowed = TRUE; + pp.FullScreen_RefreshRateInHz = 0; + } else { + ShowCursor(FALSE); + + pp.Windowed = FALSE; + pp.FullScreen_RefreshRateInHz = refresh_rate; + } + + if (vsync) { + pp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; + } else { + pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; + } + + pp.BackBufferWidth = width; + pp.BackBufferHeight = height; + pp.BackBufferFormat = _gfx_d3dformat; + pp.BackBufferCount = 2; + pp.MultiSampleType = D3DMULTISAMPLE_NONE; + pp.MultiSampleQuality = 0; + pp.SwapEffect = D3DSWAPEFFECT_DISCARD; + pp.hDeviceWindow = hwnd; + pp.EnableAutoDepthStencil = TRUE; + pp.AutoDepthStencilFormat = D3DFMT_D16; + pp.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER; + + // Create D3D device + hr = IDirect3D9_CreateDevice( + d3d, + D3DADAPTER_DEFAULT, + D3DDEVTYPE_HAL, + hwnd, + D3DCREATE_HARDWARE_VERTEXPROCESSING, + &pp, + device); + + if (hr != D3D_OK) { + printfln_winerr("Creating d3d device failed"); + return false; + } + + return true; +} + +bool gfx_adapter_info_get(D3DADAPTER_IDENTIFIER9 *adapter) +{ + IDirect3D9 *d3d; + + assert(adapter); + + memset(adapter, 0, sizeof(D3DADAPTER_IDENTIFIER9)); + + if (!_gfx_d3d_context_create(&d3d)) { + return false; + } + + if (!_gfx_adapter_identifier_query(d3d, adapter)) { + IDirect3D9_Release(d3d); + return false; + } + + IDirect3D9_Release(d3d); + + return true; +} + +bool gfx_adapter_modes_get(gfx_adapter_modes_t *modes) +{ + IDirect3D9 *d3d; + HRESULT hr; + UINT mode_count; + + assert(modes); + + memset(modes, 0, sizeof(gfx_adapter_modes_t)); + + if (!_gfx_d3d_context_create(&d3d)) { + return false; + } + + mode_count = IDirect3D9_GetAdapterModeCount(d3d, D3DADAPTER_DEFAULT, _gfx_d3dformat); + + if (mode_count > sizeof(modes->modes)) { + mode_count = sizeof(modes->modes); + printfln_err("WARNING: Available adapter modes (total %d) is greater than the maximum supported modes in structure (%zu)", mode_count, sizeof(modes->modes)); + } + + for (UINT i = 0; i < mode_count; i++) { + hr = IDirect3D9_EnumAdapterModes(d3d, D3DADAPTER_DEFAULT, _gfx_d3dformat, i, &modes->modes[i]); + + if (hr != D3D_OK) { + printfln_winerr("EnumAdapterMode index %d failed", i); + IDirect3D9_Release(d3d); + return false; + } + } + + modes->count = mode_count; + + IDirect3D9_Release(d3d); + + return true; +} + +bool gfx_init( + uint32_t width, + uint32_t height, + uint32_t refresh_rate, + bool windowed, + bool vsync, + gfx_t **gfx) +{ + HWND hwnd; + IDirect3D9 *d3d; + D3DADAPTER_IDENTIFIER9 identifier; + IDirect3DDevice9 *device; + + assert(gfx); + + printfln_err("Creating d3d context ..."); + + if (!_gfx_d3d_context_create(&d3d)) { + return false; + } + + printfln_err("Querying adapter identifier ..."); + + if (!_gfx_adapter_identifier_query(d3d, &identifier)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Adapter:"); + printfln_err("Driver: %s", identifier.Driver); + printfln_err("Description: %s", identifier.Description); + printfln_err("DeviceName: %s", identifier.DeviceName); +#ifdef _WIN32 + printfln_err("DriverVersion: %lld", identifier.DriverVersion.QuadPart); +#else + printfln_err("DriverVersion: %lu.%lu", identifier.DriverVersionHighPart, identifier.DriverVersionLowPart); +#endif + + printfln_err("Creating window with %dx%d ...", width, height); + + if (!_gfx_window_create(width, height, &hwnd)) { + IDirect3D9_Release(d3d); + return false; + } + + printfln_err("Creating d3d device %d x %d @ %d hz %s vsync %s ...", + width, + height, + refresh_rate, + windowed ? "windowed" : "fullscreen", + vsync ? "on" : "off"); + + if (!_gfx_d3d_device_create( + hwnd, + d3d, + width, + height, + refresh_rate, + windowed, + vsync, + &device)) { + IDirect3D9_Release(d3d); + DestroyWindow(hwnd); + return false; + } + + *gfx = xmalloc(sizeof(gfx_t)); + memset(*gfx, 0, sizeof(gfx_t)); + + (*gfx)->ctx.hwnd = hwnd; + (*gfx)->ctx.d3d = d3d; + (*gfx)->ctx.device = device; + (*gfx)->ctx.width = width; + (*gfx)->ctx.height = height; + (*gfx)->ctx.refresh_rate = refresh_rate; + (*gfx)->ctx.windowed = windowed; + (*gfx)->ctx.vsync = vsync; + + (*gfx)->render_state.frame_current = 0; + (*gfx)->render_state.frame_start_time = 0; + (*gfx)->render_state.last_frame_time_us = 0; + + return true; +} + +uint32_t gfx_width_get(gfx_t *gfx) +{ + assert(gfx); + + return gfx->ctx.width; +} + +uint32_t gfx_height_get(gfx_t *gfx) +{ + assert(gfx); + + return gfx->ctx.height; +} + +bool gfx_info_get(gfx_t *gfx, gfx_info_t *info) +{ + D3DADAPTER_IDENTIFIER9 identifier; + + assert(gfx); + assert(info); + + if (!_gfx_adapter_identifier_query(gfx->ctx.d3d, &identifier)) { + return false; + } + + strncpy(info->adapter_identifier, identifier.Description, sizeof(info->adapter_identifier)); + + info->width = gfx->ctx.width; + info->height = gfx->ctx.height; + info->refresh_rate = gfx->ctx.refresh_rate; + info->windowed = gfx->ctx.windowed; + info->vsync = gfx->ctx.vsync; + + return true; +} + +IDirect3DDevice9 *gfx_device_get(gfx_t *gfx) +{ + assert(gfx); + + return gfx->ctx.device; +} + +bool gfx_frame_begin(gfx_t *gfx) +{ + MSG msg; + + assert(gfx); + + // Required to not make windows think we are stuck and not responding + while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { + if (msg.message == WM_QUIT) { + return false; + } + + TranslateMessage(&msg); + DispatchMessage(&msg); + } + + IDirect3DDevice9_Clear( + gfx->ctx.device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 0), + 1.0f, + 0); + IDirect3DDevice9_BeginScene(gfx->ctx.device); + + return true; +} + +void gfx_frame_end(gfx_t *gfx) +{ + uint64_t end_time; + + assert(gfx); + + IDirect3DDevice9_EndScene(gfx->ctx.device); + IDirect3DDevice9_Present(gfx->ctx.device, NULL, NULL, NULL, NULL); + + // End previous frame time measurement after the frame has been presented (which might include waiting for vsync) + // and start a new frame time measurement immediately + // This ensures that anything that comes after ending the frame and still before starting a new frame, e.g. IO + // processing, is included in the total frame time measurement + // However, this can not include the very first frame + if (gfx->render_state.frame_current > 0) { + end_time = time_get_counter(); + gfx->render_state.last_frame_time_us = time_get_elapsed_us(end_time - gfx->render_state.frame_start_time); + gfx->render_state.frame_start_time = end_time; + } + + gfx->render_state.frame_start_time = time_get_counter(); + + gfx->render_state.frame_current++; +} + +uint64_t gfx_last_frame_count_get(gfx_t *gfx) +{ + assert(gfx); + + return gfx->render_state.frame_current; +} + +uint64_t gfx_last_frame_time_us_get(gfx_t *gfx) +{ + assert(gfx); + + return gfx->render_state.last_frame_time_us; +} + +void gfx_fini(gfx_t *gfx) +{ + assert(gfx); + + IDirect3DDevice9_Release(gfx->ctx.device); + IDirect3D9_Release(gfx->ctx.d3d); + DestroyWindow(gfx->ctx.hwnd); + + free(gfx); +} \ No newline at end of file diff --git a/src/main/d3d9-monitor-check/gfx.h b/src/main/d3d9-monitor-check/gfx.h new file mode 100644 index 0000000..790d862 --- /dev/null +++ b/src/main/d3d9-monitor-check/gfx.h @@ -0,0 +1,59 @@ +#ifndef D3D9_MONITOR_CHECK_GFX_H +#define D3D9_MONITOR_CHECK_GFX_H + +#include + +#include + +#include +#include + +typedef struct gfx gfx_t; +struct IDirect3DDevice9; + +typedef struct gfx_adapter_modes { + D3DDISPLAYMODE modes[1024]; + uint32_t count; +} gfx_adapter_modes_t; + +typedef struct gfx_info { + char adapter_identifier[1024]; + uint32_t width; + uint32_t height; + uint32_t refresh_rate; + bool windowed; + bool vsync; +} gfx_info_t; + +bool gfx_adapter_info_get(D3DADAPTER_IDENTIFIER9 *adapter); + +bool gfx_adapter_modes_get(gfx_adapter_modes_t *modes); + +bool gfx_init(uint32_t width, + uint32_t height, + uint32_t refresh_rate, + bool windowed, + bool vsync, + gfx_t **gfx); + +uint32_t gfx_width_get(gfx_t *gfx); + +uint32_t gfx_height_get(gfx_t *gfx); + +bool gfx_info_get(gfx_t *gfx, gfx_info_t *info); + +IDirect3DDevice9 *gfx_device_get(gfx_t *gfx); + +bool gfx_frame_begin(gfx_t *gfx); + +void gfx_frame_end(gfx_t *gfx); + +uint64_t gfx_last_frame_count_get(gfx_t *gfx); + +uint64_t gfx_last_frame_time_us_get(gfx_t *gfx); + +bool gfx_adpater_info_get(gfx_t *gfx); + +void gfx_fini(gfx_t *gfx); + +#endif diff --git a/src/main/d3d9-monitor-check/input.c b/src/main/d3d9-monitor-check/input.c new file mode 100644 index 0000000..bb862db --- /dev/null +++ b/src/main/d3d9-monitor-check/input.c @@ -0,0 +1,90 @@ +#include + +#include +#include +#include + +#include "util/mem.h" + +typedef struct input_key_state { + bool previous_update_state; + bool current_update_state; +} input_key_state_t; + +typedef struct input { + input_key_state_t esc; + input_key_state_t up; + input_key_state_t down; + input_key_state_t left; + input_key_state_t right; + input_key_state_t enter; +} input_t; + +void input_init(input_t **input) +{ + assert(input); + + *input = xmalloc(sizeof(input_t)); + memset(*input, 0, sizeof(input_t)); +} + +void input_update(input_t *input) +{ + assert(input); + + input->esc.previous_update_state = input->esc.current_update_state; + input->esc.current_update_state = GetAsyncKeyState(VK_ESCAPE) & 0x8000; + + input->up.previous_update_state = input->up.current_update_state; + input->up.current_update_state = GetAsyncKeyState(VK_UP) & 0x8000; + + input->down.previous_update_state = input->down.current_update_state; + input->down.current_update_state = GetAsyncKeyState(VK_DOWN) & 0x8000; + + input->left.previous_update_state = input->left.current_update_state; + input->left.current_update_state = GetAsyncKeyState(VK_LEFT) & 0x8000; + + input->right.previous_update_state = input->right.current_update_state; + input->right.current_update_state = GetAsyncKeyState(VK_RIGHT) & 0x8000; + + input->enter.previous_update_state = input->enter.current_update_state; + input->enter.current_update_state = GetAsyncKeyState(VK_RETURN) & 0x8000; + +} + +bool input_key_esc_pushed(input_t *input) +{ + return input->esc.previous_update_state == false && input->esc.current_update_state == true; +} + +bool input_key_up_pushed(input_t *input) +{ + return input->up.previous_update_state == false && input->up.current_update_state == true; +} + +bool input_key_down_pushed(input_t *input) +{ + return input->down.previous_update_state == false && input->down.current_update_state == true; +} + +bool input_key_left_pushed(input_t *input) +{ + return input->left.previous_update_state == false && input->left.current_update_state == true; +} + +bool input_key_right_pushed(input_t *input) +{ + return input->right.previous_update_state == false && input->right.current_update_state == true; +} + +bool input_key_enter_pushed(input_t *input) +{ + return input->enter.previous_update_state == false && input->enter.current_update_state == true; +} + +void input_fini(input_t *input) +{ + assert(input); + + free(input); +} \ No newline at end of file diff --git a/src/main/d3d9-monitor-check/input.h b/src/main/d3d9-monitor-check/input.h new file mode 100644 index 0000000..e0428ce --- /dev/null +++ b/src/main/d3d9-monitor-check/input.h @@ -0,0 +1,26 @@ +#ifndef D3D9_MONITOR_CHECK_INPUT_H +#define D3D9_MONITOR_CHECK_INPUT_H + +#include + +typedef struct input input_t; + +void input_init(input_t **input); + +void input_update(input_t *input); + +bool input_key_esc_pushed(input_t *input); + +bool input_key_up_pushed(input_t *input); + +bool input_key_down_pushed(input_t *input); + +bool input_key_left_pushed(input_t *input); + +bool input_key_right_pushed(input_t *input); + +bool input_key_enter_pushed(input_t *input); + +void input_fini(input_t *input); + +#endif diff --git a/src/main/d3d9-monitor-check/interactive.c b/src/main/d3d9-monitor-check/interactive.c new file mode 100644 index 0000000..6f74431 --- /dev/null +++ b/src/main/d3d9-monitor-check/interactive.c @@ -0,0 +1,196 @@ +#include +#include +#include + +#include "d3d9-monitor-check/gfx.h" +#include "d3d9-monitor-check/input.h" +#include "d3d9-monitor-check/menu.h" +#include "d3d9-monitor-check/print-console.h" +#include "d3d9-monitor-check/refresh-rate-test.h" +#include "d3d9-monitor-check/response-time-test.h" +#include "d3d9-monitor-check/vsync-test.h" + +typedef enum INTERACTIVE_SCREEN { + INTERACTIVE_SCREEN_MENU = 0, + INTERACTIVE_SCREEN_REFRESH_RATE_TEST = 1, + INTERACTIVE_SCREEN_RESPONSE_TIME_TEST = 2, + INTERACTIVE_SCREEN_VSYNC_TEST = 3, +} interactive_screen_t; + +static void _print_synopsis() +{ + printfln_err("D3D9 monitor check tool interactive mode"); + printfln_err(""); + printfln_err("Usage:"); + printfln_err(" d3d9-monitor-check interactive [--windowed] [--vsync-off]"); + printfln_err(""); + printfln_err(" width: Width of the rendering resolution to run the test at"); + printfln_err(" height: Height of the rendering resolution to run the test at"); + printfln_err(" refresh-rate: Target refresh rate to run the test at"); + printfln_err(" windowed: Optional. Run the test in windowed mode (not recommended)"); + printfln_err(" vsync-off: Optional. Run the test with vsync off (not recommended)"); +} + +static bool _interactive( + uint32_t width, + uint32_t height, + uint32_t refresh_rate, + bool windowed, + bool vsync) +{ + gfx_t *gfx; + input_t *input; + bool loop_running; + interactive_screen_t current_screen; + menu_item_t selected_menu_item; + + menu_t *menu; + refresh_rate_test_t *refresh_rate_test; + response_time_test_t *response_time_test; + vsync_test_t *vsync_test; + + input_init(&input); + + if (!gfx_init(width, height, refresh_rate, windowed, vsync, &gfx)) { + input_fini(input); + return false; + } + + if (!menu_init(gfx, &menu)) { + gfx_fini(gfx); + input_fini(input); + return false; + } + + loop_running = true; + current_screen = INTERACTIVE_SCREEN_MENU; + + while (loop_running) { + input_update(input); + + switch (current_screen) { + case INTERACTIVE_SCREEN_MENU: + if (input_key_esc_pushed(input)) { + loop_running = false; + break; + } else if (input_key_up_pushed(input)) { + menu_select_cursor_move_up(menu); + } else if (input_key_down_pushed(input)) { + menu_select_cursor_move_down(menu); + } else if (input_key_enter_pushed(input)) { + selected_menu_item = menu_item_selected_get(menu); + + switch (selected_menu_item) { + case MENU_ITEM_REFRESH_RATE_TEST: + if (!refresh_rate_test_init(gfx, 600, 1200 ,&refresh_rate_test)) { + loop_running = false; + break; + } + + current_screen = INTERACTIVE_SCREEN_REFRESH_RATE_TEST; + break; + + case MENU_ITEM_RESPONSE_TIME_TEST: + if (!response_time_test_init(gfx, &response_time_test)) { + loop_running = false; + break; + } + + current_screen = INTERACTIVE_SCREEN_RESPONSE_TIME_TEST; + break; + + case MENU_ITEM_VSYNC_TEST: + if (!vsync_test_init(gfx, &vsync_test)) { + loop_running = false; + break; + } + + current_screen = INTERACTIVE_SCREEN_VSYNC_TEST; + break; + + case MENU_ITEM_EXIT: + loop_running = false; + break; + + default: + assert(0); + break; + } + } + + if (!menu_frame_update(menu)) { + loop_running = false; + break; + } + + break; + + case INTERACTIVE_SCREEN_REFRESH_RATE_TEST: + if ( input_key_esc_pushed(input) || + !refresh_rate_test_frame_update(refresh_rate_test)) { + current_screen = INTERACTIVE_SCREEN_MENU; + refresh_rate_test_fini(refresh_rate_test); + } + + break; + + case INTERACTIVE_SCREEN_RESPONSE_TIME_TEST: + if ( input_key_esc_pushed(input) || + !response_time_test_frame_update(response_time_test)) { + current_screen = INTERACTIVE_SCREEN_MENU; + response_time_test_fini(response_time_test); + } + + break; + + case INTERACTIVE_SCREEN_VSYNC_TEST: + if ( input_key_esc_pushed(input) || + !vsync_test_frame_update(vsync_test)) { + current_screen = INTERACTIVE_SCREEN_MENU; + vsync_test_fini(vsync_test); + } + + break; + } + } + + menu_fini(menu); + + gfx_fini(gfx); + input_fini(input); + + return true; +} + +bool interactive_main(int argc, char **argv) +{ + uint32_t width; + uint32_t height; + uint32_t refresh_rate; + bool windowed; + bool vsync; + + assert(argv); + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + width = atoi(argv[0]); + height = atoi(argv[1]); + refresh_rate = atoi(argv[2]); + windowed = false; + vsync = true; + + for (int i = 3; i < argc; i++) { + if (!strcmp(argv[i], "--windowed")) { + windowed = true; + } else if (!strcmp(argv[i], "--vsync-off")) { + vsync = false; + } + } + + return _interactive(width, height, refresh_rate, windowed, vsync); +} \ No newline at end of file diff --git a/src/main/d3d9-monitor-check/interactive.h b/src/main/d3d9-monitor-check/interactive.h new file mode 100644 index 0000000..48032b9 --- /dev/null +++ b/src/main/d3d9-monitor-check/interactive.h @@ -0,0 +1,8 @@ +#ifndef D3D9_MONITOR_CHECK_INTERACTIVE_H +#define D3D9_MONITOR_CHECK_INTERACTIVE_H + +#include + +bool interactive_main(int argc, char **argv); + +#endif diff --git a/src/main/d3d9-monitor-check/main.c b/src/main/d3d9-monitor-check/main.c new file mode 100644 index 0000000..d1b6010 --- /dev/null +++ b/src/main/d3d9-monitor-check/main.c @@ -0,0 +1,41 @@ +#include + +#include "d3d9-monitor-check/cmdline.h" +#include "d3d9-monitor-check/interactive.h" +#include "d3d9-monitor-check/print-console.h" + +static void _print_synopsis() +{ + printfln_err("D3D9 monitor check tool"); + printfln_err(""); + printfln_err("A versatile tool for running various (music game relevant) monitor tests using the D3D9 rendering API"); + printfln_err(""); + printfln_err("Available commands:"); + printfln_err(" cmdline: Run the tool in command line mode"); + printfln_err(" interactive: Run the tool in interactive mode"); +} + +int main(int argc, char **argv) +{ + const char *command; + bool success; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return 1; + } + + command = argv[1]; + + if (!strcmp(command, "cmdline")) { + success = cmdline_main(argc - 2, argv + 2); + } else if (!strcmp(command, "interactive")) { + success = interactive_main(argc - 2, argv + 2); + } else { + _print_synopsis(); + success = false; + } + + return success ? 0 : 1; +} diff --git a/src/main/d3d9-monitor-check/menu.c b/src/main/d3d9-monitor-check/menu.c new file mode 100644 index 0000000..0c940af --- /dev/null +++ b/src/main/d3d9-monitor-check/menu.c @@ -0,0 +1,114 @@ +#include + +#include "d3d9-monitor-check/gfx.h" +#include "d3d9-monitor-check/font.h" +#include "d3d9-monitor-check/menu.h" + +#include "util/mem.h" + +typedef struct menu { + gfx_t *gfx; + font_t *font; + menu_item_t current_selected_item; +} menu_t; + +bool menu_init( + gfx_t *gfx, + menu_t **menu) +{ + assert(gfx); + assert(menu); + + *menu = xmalloc(sizeof(menu_t)); + (*menu)->gfx = gfx; + (*menu)->current_selected_item = MENU_ITEM_REFRESH_RATE_TEST; + + if (!font_init(gfx, 20, &(*menu)->font)) { + free(*menu); + return false; + } + + return true; +} + +void menu_select_cursor_move_up(menu_t *menu) +{ + assert(menu); + + if (menu->current_selected_item == MENU_ITEM_REFRESH_RATE_TEST) { + menu->current_selected_item = MENU_ITEM_EXIT; + } else { + menu->current_selected_item--; + } +} + +void menu_select_cursor_move_down(menu_t *menu) +{ + assert(menu); + + if (menu->current_selected_item == MENU_ITEM_EXIT) { + menu->current_selected_item = MENU_ITEM_REFRESH_RATE_TEST; + } else { + menu->current_selected_item++; + } +} + +menu_item_t menu_item_selected_get(menu_t *menu) +{ + assert(menu); + + return menu->current_selected_item; +} + +bool menu_frame_update(menu_t *menu) +{ + font_text_t text; + + assert(menu); + + if (!gfx_frame_begin(menu->gfx)) { + return false; + } + + font_text_begin(menu->font, 10, 10, 10, &text); + font_text_white_draw(&text, "D3D9 Monitor Check - Main Menu"); + font_text_newline(&text); + font_text_newline(&text); + if (menu->current_selected_item == MENU_ITEM_REFRESH_RATE_TEST) { + font_text_white_draw(&text, "-> 1. Refresh Rate Test"); + } else { + font_text_white_draw(&text, " 1. Refresh Rate Test"); + } + font_text_newline(&text); + if (menu->current_selected_item == MENU_ITEM_RESPONSE_TIME_TEST) { + font_text_white_draw(&text, "-> 2. Response Time Test"); + } else { + font_text_white_draw(&text, " 2. Response Time Test"); + } + font_text_newline(&text); + if (menu->current_selected_item == MENU_ITEM_VSYNC_TEST) { + font_text_white_draw(&text, "-> 3. VSync Test"); + } else { + font_text_white_draw(&text, " 3. VSync Test"); + } + font_text_newline(&text); + if (menu->current_selected_item == MENU_ITEM_EXIT) { + font_text_white_draw(&text, "-> 4. Exit"); + } else { + font_text_white_draw(&text, " 4. Exit"); + } + font_text_end(&text); + + gfx_frame_end(menu->gfx); + + return true; +} + +void menu_fini(menu_t *menu) +{ + assert(menu); + + font_fini(menu->font); + + free(menu); +} \ No newline at end of file diff --git a/src/main/d3d9-monitor-check/menu.h b/src/main/d3d9-monitor-check/menu.h new file mode 100644 index 0000000..e8abddb --- /dev/null +++ b/src/main/d3d9-monitor-check/menu.h @@ -0,0 +1,32 @@ +#ifndef D3D9_MONITOR_CHECK_MENU_H +#define D3D9_MONITOR_CHECK_MENU_H + +#include +#include + +#include "d3d9-monitor-check/gfx.h" + +typedef enum MENU_ITEM { + MENU_ITEM_REFRESH_RATE_TEST = 0, + MENU_ITEM_RESPONSE_TIME_TEST = 1, + MENU_ITEM_VSYNC_TEST = 2, + MENU_ITEM_EXIT = 3, +} menu_item_t; + +typedef struct menu menu_t; + +bool menu_init( + gfx_t *gfx, + menu_t **menu); + +void menu_select_cursor_move_up(menu_t *menu); + +void menu_select_cursor_move_down(menu_t *menu); + +menu_item_t menu_item_selected_get(menu_t *menu); + +bool menu_frame_update(menu_t *menu); + +void menu_fini(menu_t *menu); + +#endif \ No newline at end of file diff --git a/src/main/d3d9-monitor-check/print-console.h b/src/main/d3d9-monitor-check/print-console.h new file mode 100644 index 0000000..b0e38b8 --- /dev/null +++ b/src/main/d3d9-monitor-check/print-console.h @@ -0,0 +1,22 @@ +#ifndef PRINT_CONSOLE_H +#define PRINT_CONSOLE_H + +#include + +#include "util/winerr.h" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define printfln_winerr(fmt, ...) \ + char *winerr = util_winerr_format_last_error_code(); \ + fprintf(stderr, fmt ": %s\n", ##__VA_ARGS__, winerr); \ + free(winerr); + +#endif diff --git a/src/main/d3d9-monitor-check/refresh-rate-test.c b/src/main/d3d9-monitor-check/refresh-rate-test.c new file mode 100644 index 0000000..d872514 --- /dev/null +++ b/src/main/d3d9-monitor-check/refresh-rate-test.c @@ -0,0 +1,304 @@ +#include +#include +#include +#include + +#include "d3d9-monitor-check/gfx.h" +#include "d3d9-monitor-check/font.h" +#include "d3d9-monitor-check/refresh-rate-test.h" + +#include "util/mem.h" + +typedef enum refresh_rate_test_phase { + REFRESH_RATE_TEST_PHASE_WARM_UP = 0, + REFRESH_RATE_TEST_PHASE_MEASURE = 1, + REFRESH_RATE_TEST_PHASE_DONE = 2 +} refresh_rate_test_phase_t; + +typedef struct refresh_rate_test_ctx { + gfx_t *gfx; + font_t *font; + uint32_t total_warm_up_frame_count; + uint32_t total_sample_frame_count; +} refresh_rate_test_ctx_t; + +typedef struct refresh_rate_test_state { + gfx_info_t gfx_info; + refresh_rate_test_phase_t phase; + uint64_t last_frame_time_us; + uint32_t warm_up_frame_count; + uint32_t sample_frame_count; + uint64_t warm_up_elapsed_us; + uint64_t sample_elapsed_us; +} refresh_rate_test_state_t; + +typedef struct refresh_rate_test { + refresh_rate_test_ctx_t ctx; + refresh_rate_test_state_t state; +} refresh_rate_test_t; + +static refresh_rate_test_phase_t _refresh_rate_test_phase_evaluate(const refresh_rate_test_t *test) +{ + switch (test->state.phase) { + case REFRESH_RATE_TEST_PHASE_WARM_UP: + if (test->state.warm_up_frame_count < test->ctx.total_warm_up_frame_count) { + return REFRESH_RATE_TEST_PHASE_WARM_UP; + } else { + return REFRESH_RATE_TEST_PHASE_MEASURE; + } + + case REFRESH_RATE_TEST_PHASE_MEASURE: + if (test->state.sample_frame_count < test->ctx.total_sample_frame_count) { + return REFRESH_RATE_TEST_PHASE_MEASURE; + } else { + return REFRESH_RATE_TEST_PHASE_DONE; + } + + case REFRESH_RATE_TEST_PHASE_DONE: + return REFRESH_RATE_TEST_PHASE_DONE; + + default: + assert(0); + return REFRESH_RATE_TEST_PHASE_DONE; + } +} + +bool refresh_rate_test_init( + gfx_t *gfx, + uint32_t total_warm_up_frame_count, + uint32_t total_sample_frame_count, + refresh_rate_test_t **test) +{ + assert(gfx); + assert(test); + + *test = xmalloc(sizeof(refresh_rate_test_t)); + memset(*test, 0, sizeof(refresh_rate_test_t)); + + if (!font_init(gfx, 20, &(*test)->ctx.font)) { + free(*test); + return false; + } + + font_init(gfx, 20, &(*test)->ctx.font); + + (*test)->ctx.gfx = gfx; + (*test)->ctx.total_warm_up_frame_count = total_warm_up_frame_count; + (*test)->ctx.total_sample_frame_count = total_sample_frame_count; + + (*test)->state.phase = REFRESH_RATE_TEST_PHASE_WARM_UP; + (*test)->state.last_frame_time_us = 0; + (*test)->state.warm_up_frame_count = 0; + (*test)->state.sample_frame_count = 0; + (*test)->state.warm_up_elapsed_us = 0; + (*test)->state.sample_elapsed_us = 0; + + gfx_info_get(gfx, &(*test)->state.gfx_info); + + return true; +} + +static bool _refresh_rate_test_phase_warm_up_frame_update(refresh_rate_test_t *test) +{ + font_text_t text; + + assert(test); + + if (!gfx_frame_begin(test->ctx.gfx)) { + return false; + } + + font_text_begin(test->ctx.font, 0, 10, 10, &text); + + font_text_white_draw(&text, "Refresh Rate Test"); + font_text_newline(&text); + font_text_white_draw(&text, "GPU: %s", test->state.gfx_info.adapter_identifier); + font_text_newline(&text); + font_text_white_draw(&text, "Spec: %d x %d @ %d hz, %s, vsync %s", test->state.gfx_info.width, test->state.gfx_info.height, test->state.gfx_info.refresh_rate, + test->state.gfx_info.windowed ? "windowed" : "fullscreen", test->state.gfx_info.vsync ? "on" : "off"); + font_text_newline(&text); + font_text_newline(&text); + + // First frame won't have any data available causing division by zero in the stats + if (test->state.warm_up_frame_count != 0) { + font_text_white_draw(&text, "Status: Warm-up in progress ..."); + font_text_newline(&text); + + font_text_white_draw(&text, "Frame: %d / %d", test->state.warm_up_frame_count, test->ctx.total_warm_up_frame_count); + font_text_newline(&text); + font_text_white_draw(&text, "Last frame time: %.3f ms", test->state.last_frame_time_us / 1000.0f); + font_text_newline(&text); + font_text_white_draw(&text, "Avg frame time: %.3f ms", test->state.warm_up_elapsed_us / test->state.warm_up_frame_count / 1000.0f); + font_text_newline(&text); + font_text_white_draw(&text, "Last refresh rate: %.3f Hz", 1000.0f / (test->state.last_frame_time_us / 1000.0f)); + font_text_newline(&text); + font_text_white_draw(&text, "Avg refresh rate: %.3f Hz", 1000.0f / (test->state.warm_up_elapsed_us / test->state.warm_up_frame_count / 1000.0f)); + font_text_newline(&text); + } + + font_text_newline(&text); + font_text_white_draw(&text, "Press ESC to exit early"); + + font_text_end(&text); + + gfx_frame_end(test->ctx.gfx); + + test->state.last_frame_time_us = gfx_last_frame_time_us_get(test->ctx.gfx); + test->state.warm_up_elapsed_us += test->state.last_frame_time_us; + test->state.warm_up_frame_count++; + + return true; +} + +static bool _refresh_rate_test_phase_measure_frame_update(refresh_rate_test_t *test) +{ + font_text_t text; + + assert(test); + + if (!gfx_frame_begin(test->ctx.gfx)) { + return false; + } + + font_text_begin(test->ctx.font, 0, 10, 10, &text); + + font_text_white_draw(&text, "Refresh Rate Test"); + font_text_newline(&text); + font_text_white_draw(&text, "GPU: %s", test->state.gfx_info.adapter_identifier); + font_text_newline(&text); + font_text_white_draw(&text, "Spec: %d x %d @ %d hz, %s, vsync %s", test->state.gfx_info.width, test->state.gfx_info.height, test->state.gfx_info.refresh_rate, + test->state.gfx_info.windowed ? "windowed" : "fullscreen", test->state.gfx_info.vsync ? "on" : "off"); + font_text_newline(&text); + font_text_newline(&text); + + // First frame won't have any data available causing division by zero in the stats + if (test->state.sample_frame_count != 0) { + font_text_white_draw(&text, "Status: Measuring in progress ..."); + font_text_newline(&text); + + font_text_white_draw(&text, "Frame: %d / %d", test->state.sample_frame_count, test->ctx.total_sample_frame_count); + font_text_newline(&text); + font_text_white_draw(&text, "Last frame time: %.3f ms", test->state.last_frame_time_us / 1000.0f); + font_text_newline(&text); + font_text_white_draw(&text, "Avg frame time: %.3f ms", test->state.sample_elapsed_us / test->state.sample_frame_count / 1000.0f); + font_text_newline(&text); + font_text_white_draw(&text, "Last refresh rate: %.3f Hz", 1000.0f / (test->state.last_frame_time_us / 1000.0f)); + font_text_newline(&text); + font_text_white_draw(&text, "Avg refresh rate: %.3f Hz", 1000.0f / (test->state.sample_elapsed_us / test->state.sample_frame_count / 1000.0f)); + font_text_newline(&text); + } + + font_text_newline(&text); + font_text_white_draw(&text, "Press ESC to exit early"); + + font_text_end(&text); + + gfx_frame_end(test->ctx.gfx); + + test->state.last_frame_time_us = gfx_last_frame_time_us_get(test->ctx.gfx); + test->state.sample_elapsed_us += test->state.last_frame_time_us; + test->state.sample_frame_count++; + + return true; +} + +bool refresh_rate_test_frame_update(refresh_rate_test_t *test) +{ + assert(test); + + test->state.phase = _refresh_rate_test_phase_evaluate(test); + + switch (test->state.phase) { + case REFRESH_RATE_TEST_PHASE_WARM_UP: + return _refresh_rate_test_phase_warm_up_frame_update(test); + + case REFRESH_RATE_TEST_PHASE_MEASURE: + return _refresh_rate_test_phase_measure_frame_update(test); + + case REFRESH_RATE_TEST_PHASE_DONE: + return false; + + default: + assert(0); + return false; + } +} + +void refresh_rate_test_results_get(const refresh_rate_test_t *test, refresh_rate_test_results_t *results) +{ + assert(test); + assert(results); + + results->total_warm_up_frame_count = test->state.warm_up_frame_count; + results->total_sample_frame_count = test->state.sample_frame_count; + + if (test->state.sample_elapsed_us > 0 && test->state.sample_frame_count > 0) { + results->avg_frame_time_ms = test->state.sample_elapsed_us / test->state.sample_frame_count / 1000.0f; + results->avg_refresh_rate_hz = 1000.0f / results->avg_frame_time_ms; + } else { + results->avg_frame_time_ms = 0; + results->avg_refresh_rate_hz = 0; + } +} + +bool refresh_rate_test_results_frame_update(refresh_rate_test_t *test, uint32_t results_timeout_seconds) +{ + refresh_rate_test_results_t results; + font_text_t text; + + assert(test); + + if (!gfx_frame_begin(test->ctx.gfx)) { + return false; + } + + refresh_rate_test_results_get(test, &results); + + font_text_begin(test->ctx.font, 0, 10, 10, &text); + + font_text_white_draw(&text, "Refresh Rate Test"); + font_text_newline(&text); + font_text_white_draw(&text, "GPU: %s", test->state.gfx_info.adapter_identifier); + font_text_newline(&text); + font_text_white_draw(&text, "Spec: %d x %d @ %d hz, %s, vsync %s", test->state.gfx_info.width, test->state.gfx_info.height, test->state.gfx_info.refresh_rate, + test->state.gfx_info.windowed ? "windowed" : "fullscreen", test->state.gfx_info.vsync ? "on" : "off"); + font_text_newline(&text); + font_text_newline(&text); + + if (test->ctx.total_warm_up_frame_count != test->state.warm_up_frame_count || + test->ctx.total_sample_frame_count != test->state.sample_frame_count) { + font_text_white_draw(&text, "Status: Warning, exited early"); + } else { + font_text_white_draw(&text, "Status: Completed"); + } + + font_text_newline(&text); + font_text_white_draw(&text, "Total warm-up frame count: %d", results.total_warm_up_frame_count); + font_text_newline(&text); + font_text_white_draw(&text, "Total sample frame count: %d", results.total_sample_frame_count); + font_text_newline(&text); + font_text_white_draw(&text, "Avg frame time: %.3f ms", results.avg_frame_time_ms); + font_text_newline(&text); + font_text_white_draw(&text, "Avg refresh rate: %.3f Hz", results.avg_refresh_rate_hz); + font_text_newline(&text); + font_text_newline(&text); + + font_text_white_draw(&text, "Exiting in %d seconds ...", results_timeout_seconds); + font_text_newline(&text); + font_text_white_draw(&text, "Press ESC to exit immediately"); + + font_text_end(&text); + + gfx_frame_end(test->ctx.gfx); + + return true; +} + +void refresh_rate_test_fini(refresh_rate_test_t *test) +{ + assert(test); + + font_fini(test->ctx.font); + + free(test); +} \ No newline at end of file diff --git a/src/main/d3d9-monitor-check/refresh-rate-test.h b/src/main/d3d9-monitor-check/refresh-rate-test.h new file mode 100644 index 0000000..31969b8 --- /dev/null +++ b/src/main/d3d9-monitor-check/refresh-rate-test.h @@ -0,0 +1,32 @@ +#ifndef D3D9_MONITOR_CHECK_REFRESH_RATE_TEST_H +#define D3D9_MONITOR_CHECK_REFRESH_RATE_TEST_H + +#include +#include + +#include "d3d9-monitor-check/gfx.h" + +typedef struct refresh_rate_test_results_t { + uint32_t total_warm_up_frame_count; + uint32_t total_sample_frame_count; + double avg_frame_time_ms; + double avg_refresh_rate_hz; +} refresh_rate_test_results_t; + +typedef struct refresh_rate_test refresh_rate_test_t; + +bool refresh_rate_test_init( + gfx_t *gfx, + uint32_t total_warm_up_frame_count, + uint32_t total_sample_frame_count, + refresh_rate_test_t **test); + +bool refresh_rate_test_frame_update(refresh_rate_test_t *test); + +void refresh_rate_test_results_get(const refresh_rate_test_t *test, refresh_rate_test_results_t *results); + +bool refresh_rate_test_results_frame_update(refresh_rate_test_t *test, uint32_t results_timeout_seconds); + +void refresh_rate_test_fini(refresh_rate_test_t *test); + +#endif diff --git a/src/main/d3d9-monitor-check/response-time-test.c b/src/main/d3d9-monitor-check/response-time-test.c new file mode 100644 index 0000000..71333c7 --- /dev/null +++ b/src/main/d3d9-monitor-check/response-time-test.c @@ -0,0 +1,123 @@ +#include + +#include + +#include +#include +#include + +#include "d3d9-monitor-check/gfx.h" + +#include "util/mem.h" +#include "util/time.h" + +#define DEFAULT_SCROLL_SPEED_PX_PER_SEC 200.0f +#define DEFAULT_BLOCK_DISTANCE_PX 50 +#define RECT_WIDTH_PX 80 +#define RECT_HEIGHT_PX 20 + +typedef struct response_time_test { + gfx_t *gfx; + float scroll_speed_px_per_sec; + uint32_t block_distance_px; + float current_y_pos; +} response_time_test_t; + +bool response_time_test_init( + gfx_t *gfx, + response_time_test_t **test) +{ + assert(gfx); + assert(test); + + *test = xmalloc(sizeof(response_time_test_t)); + + (*test)->gfx = gfx; + (*test)->scroll_speed_px_per_sec = DEFAULT_SCROLL_SPEED_PX_PER_SEC; + (*test)->block_distance_px = DEFAULT_BLOCK_DISTANCE_PX; + (*test)->current_y_pos = 0; + + return true; +} + +bool response_time_test_frame_update(response_time_test_t *test) +{ + IDirect3DDevice9 *device; + uint32_t screen_height; + uint32_t screen_width; + float delta_time; + D3DRECT rect_white; + D3DRECT rect_blue; + + assert(test); + + device = gfx_device_get(test->gfx); + screen_width = gfx_width_get(test->gfx); + screen_height = gfx_height_get(test->gfx); + + delta_time = gfx_last_frame_time_us_get(test->gfx) / 1000000.0f; + + // Update position + test->current_y_pos += test->scroll_speed_px_per_sec * delta_time; + + // Loop position when rectangles are off screen + if (test->current_y_pos > screen_height + RECT_HEIGHT_PX) { + test->current_y_pos = -RECT_HEIGHT_PX; + } + + // Calculate rectangle positions + rect_white.x1 = (screen_width / 2) - RECT_WIDTH_PX - 10; + rect_white.x2 = rect_white.x1 + RECT_WIDTH_PX; + rect_white.y1 = (int) test->current_y_pos; + rect_white.y2 = rect_white.y1 + RECT_HEIGHT_PX; + + rect_blue.x1 = (screen_width / 2) + 10; + rect_blue.x2 = rect_blue.x1 + RECT_WIDTH_PX; + rect_blue.y1 = (int) test->current_y_pos + test->block_distance_px; + rect_blue.y2 = rect_blue.y1 + RECT_HEIGHT_PX; + + if (!gfx_frame_begin(test->gfx)) { + return false; + } + + // Background + IDirect3DDevice9_Clear( + device, + 0, + NULL, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(128, 128, 128), + 1.0f, + 0); + + // White rectangle + IDirect3DDevice9_Clear( + device, + 1, + &rect_white, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(255, 255, 255), + 1.0f, + 0); + + // Blue rectangle + IDirect3DDevice9_Clear( + device, + 1, + &rect_blue, + D3DCLEAR_TARGET, + D3DCOLOR_XRGB(0, 0, 255), + 1.0f, + 0); + + gfx_frame_end(test->gfx); + + return true; +} + +void response_time_test_fini(response_time_test_t *test) +{ + assert(test); + + free(test); +} diff --git a/src/main/d3d9-monitor-check/response-time-test.h b/src/main/d3d9-monitor-check/response-time-test.h new file mode 100644 index 0000000..e428b8c --- /dev/null +++ b/src/main/d3d9-monitor-check/response-time-test.h @@ -0,0 +1,19 @@ +#ifndef D3D9_MONITOR_CHECK_RESPONSE_TIME_TEST_H +#define D3D9_MONITOR_CHECK_RESPONSE_TIME_TEST_H + +#include +#include + +#include "d3d9-monitor-check/gfx.h" + +typedef struct response_time_test response_time_test_t; + +bool response_time_test_init( + gfx_t *gfx, + response_time_test_t **test); + +bool response_time_test_frame_update(response_time_test_t *test); + +void response_time_test_fini(response_time_test_t *test); + +#endif // D3D9_MONITOR_CHECK_RESPONSE_TIME_TEST_H diff --git a/src/main/d3d9-monitor-check/vsync-test.c b/src/main/d3d9-monitor-check/vsync-test.c new file mode 100644 index 0000000..2fdc8f0 --- /dev/null +++ b/src/main/d3d9-monitor-check/vsync-test.c @@ -0,0 +1,69 @@ +#include +#include +#include + +#include "d3d9-monitor-check/gfx.h" +#include "d3d9-monitor-check/font.h" + +#include "util/mem.h" + +typedef struct vsync_test { + gfx_t *gfx; + font_t *font; +} vsync_test_t; + +bool vsync_test_init( + gfx_t *gfx, + vsync_test_t **test) +{ + assert(gfx); + assert(test); + + *test = xmalloc(sizeof(vsync_test_t)); + memset(*test, 0, sizeof(vsync_test_t)); + + if (!font_init(gfx, 160, &(*test)->font)) { + free(*test); + return false; + } + + (*test)->gfx = gfx; + + return true; +} + +bool vsync_test_frame_update(vsync_test_t *test) +{ + uint64_t frame_count; + font_text_t text; + + assert(test); + + frame_count = gfx_last_frame_count_get(test->gfx); + + if (!gfx_frame_begin(test->gfx)) { + return false; + } + + font_text_begin(test->font, 0, 80, 80, &text); + + if (frame_count % 2 == 0) { + font_text_red_draw(&text, "VSYNC"); + } else { + font_text_cyan_draw(&text, "VSYNC"); + } + + font_text_end(&text); + + gfx_frame_end(test->gfx); + + return true; +} + +void vsync_test_fini(vsync_test_t *test) +{ + assert(test); + + font_fini(test->font); + free(test); +} \ No newline at end of file diff --git a/src/main/d3d9-monitor-check/vsync-test.h b/src/main/d3d9-monitor-check/vsync-test.h new file mode 100644 index 0000000..ad6fd97 --- /dev/null +++ b/src/main/d3d9-monitor-check/vsync-test.h @@ -0,0 +1,19 @@ +#ifndef D3D9_MONITOR_CHECK_VSYNC_TEST_H +#define D3D9_MONITOR_CHECK_VSYNC_TEST_H + +#include +#include + +#include "d3d9-monitor-check/gfx.h" + +typedef struct vsync_test vsync_test_t; + +bool vsync_test_init( + gfx_t *gfx, + vsync_test_t **test); + +bool vsync_test_frame_update(vsync_test_t *test); + +void vsync_test_fini(vsync_test_t *test); + +#endif // D3D9_MONITOR_CHECK_VSYNC_TEST_H From fcbb4160eef64b77ab807b8c7f84f6ff9b0c3960 Mon Sep 17 00:00:00 2001 From: icex2 Date: Wed, 19 Feb 2025 19:36:35 +0100 Subject: [PATCH 102/118] chore: Remove TODO Forgot to remove that after adressing the issue of needing three calls in nvgpu to get the config data correctly. --- src/main/nvgpu/main.c | 1608 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1608 insertions(+) create mode 100644 src/main/nvgpu/main.c diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c new file mode 100644 index 0000000..9899651 --- /dev/null +++ b/src/main/nvgpu/main.c @@ -0,0 +1,1608 @@ +#include + +#include +#include +#include +#include +#include +#include + +#include "nv/api.h" +#include "nv/module.h" + +#include "util/fs.h" +#include "util/mem.h" +#include "util/str.h" + +#define NV_DRS_SETTINGS_FOLDER "C:\\ProgramData\\NVIDIA Corporation\\Drs" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define PRINT_ERR_WITH_NVAPI_MESSAGE(status, fmt, ...) \ + NvAPI_ShortString error_str; \ + nv_api->NvAPI_GetErrorMessage(status, error_str); \ + fprintf(stderr, fmt ", reason: %s\n", ##__VA_ARGS__, error_str); + +typedef struct displayconfig_path_info { + NvU32 path_info_count; + NV_DISPLAYCONFIG_PATH_INFO *path_info; +} displayconfig_path_info_t; + +static bool _session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_DestroySession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Destroying driver settings session"); + return false; + } + + return true; +} + +static bool _session_create_and_settings_load(const nv_api_t *nv_api, NvDRSSessionHandle *session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_CreateSession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver settings session"); + return false; + } + + status = nv_api->NvAPI_DRS_LoadSettings(*session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Loading driver settings"); + + return _session_destroy(nv_api, *session); + } + + return true; +} + +static bool _settings_save_and_session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + printfln_err("Saving ..."); + + status = nv_api->NvAPI_DRS_SaveSettings(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving driver settings"); + + return _session_destroy(nv_api, session); + } + + return _session_destroy(nv_api, session); +} + +static bool _profile_get( + const nv_api_t *nv_api, + const char *profile_name, + NvDRSSessionHandle session, + NvDRSProfileHandle *profile) +{ + NvAPI_UnicodeString nv_profile_name; + NvAPI_Status status; + wchar_t *profile_name_wstr; + + assert(nv_api); + assert(session); + assert(profile); + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(nv_profile_name, sizeof(nv_profile_name), profile_name_wstr); + + status = nv_api->NvAPI_DRS_FindProfileByName(session, nv_profile_name, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Finding driver profile %s", profile_name); + return false; + } + + return true; +} + +static bool _profile_setting_set( + const nv_api_t *nv_api, + NvDRSSessionHandle session, + NvDRSProfileHandle profile, + NVDRS_SETTING *setting) +{ + NvAPI_Status status; + + assert(nv_api); + assert(setting); + + status = nv_api->NvAPI_DRS_SetSetting(session, profile, setting); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "Error setting driver settings"); + return false; + } + + return true; +} + +static void _display_config_free(displayconfig_path_info_t *displayconfig_path_info) +{ + assert(displayconfig_path_info); + assert(displayconfig_path_info->path_info); + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + assert(displayconfig_path_info->path_info[i].sourceModeInfo); + assert(displayconfig_path_info->path_info[i].targetInfo); + + for (NvU32 j = 0; j < displayconfig_path_info->path_info[i].targetInfoCount; j++) { + assert(displayconfig_path_info->path_info[i].targetInfo[i].details); + + free(displayconfig_path_info->path_info[i].targetInfo[i].details); + } + + free(displayconfig_path_info->path_info[i].targetInfo); + free(displayconfig_path_info->path_info[i].sourceModeInfo); + } + + free(displayconfig_path_info->path_info); +} + +static bool _display_config_get(const nv_api_t *nv_api, displayconfig_path_info_t *displayconfig_path_info) +{ + NvAPI_Status status; + + assert(nv_api); + assert(displayconfig_path_info); + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count , NULL); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config path info count"); + return false; + } + + displayconfig_path_info->path_info = (NV_DISPLAYCONFIG_PATH_INFO*) + xmalloc(sizeof(NV_DISPLAYCONFIG_PATH_INFO) * displayconfig_path_info->path_info_count); + memset(displayconfig_path_info->path_info, 0, sizeof(NV_DISPLAYCONFIG_PATH_INFO) * displayconfig_path_info->path_info_count); + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + displayconfig_path_info->path_info[i].version = NV_DISPLAYCONFIG_PATH_INFO_VER; + } + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count, displayconfig_path_info->path_info); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config target info counts"); + + free(displayconfig_path_info->path_info); + + return false; + } + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + if (displayconfig_path_info->path_info[i].version == NV_DISPLAYCONFIG_PATH_INFO_VER1 || + displayconfig_path_info->path_info[i].version == NV_DISPLAYCONFIG_PATH_INFO_VER2) { + displayconfig_path_info->path_info[i].sourceModeInfo = + (NV_DISPLAYCONFIG_SOURCE_MODE_INFO*) xmalloc(sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO)); + } else { +#ifdef NV_DISPLAYCONFIG_PATH_INFO_VER3 + displayconfig_path_info->path_info[i].sourceModeInfo =(NV_DISPLAYCONFIG_SOURCE_MODE_INFO*) malloc( + displayconfig_path_info->path_info[i].sourceModeInfoCount * sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO)); +#endif + } + + memset(displayconfig_path_info->path_info[i].sourceModeInfo, 0, sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO)); + + displayconfig_path_info->path_info[i].targetInfo = (NV_DISPLAYCONFIG_PATH_TARGET_INFO*) xmalloc( + displayconfig_path_info->path_info[i].targetInfoCount * sizeof(NV_DISPLAYCONFIG_PATH_TARGET_INFO)); + + memset(displayconfig_path_info->path_info[i].targetInfo, 0, + displayconfig_path_info->path_info[i].targetInfoCount * sizeof(NV_DISPLAYCONFIG_PATH_TARGET_INFO)); + + for (NvU32 j = 0 ; j < displayconfig_path_info->path_info[i].targetInfoCount ; j++) { + displayconfig_path_info->path_info[i].targetInfo[j].details = + (NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO*) xmalloc(sizeof(NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO)); + memset(displayconfig_path_info->path_info[i].targetInfo[j].details, 0, + sizeof(NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO)); + displayconfig_path_info->path_info[i].targetInfo[j].details->version = + NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER; + } + } + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count, displayconfig_path_info->path_info); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config"); + + _display_config_free(displayconfig_path_info); + + return false; + } + + return true; +} + +static bool _display_config_set(const nv_api_t *nv_api, displayconfig_path_info_t *displayconfig_path_info) +{ + NvAPI_Status status; + + assert(nv_api); + assert(displayconfig_path_info); + + printfln_err("Validating display config..."); + + status = nv_api->NvAPI_DISP_SetDisplayConfig(displayconfig_path_info->path_info_count, displayconfig_path_info->path_info, NV_DISPLAYCONFIG_VALIDATE_ONLY); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Validating display config"); + return false; + } + + printfln_err("Saving display config..."); + + status = nv_api->NvAPI_DISP_SetDisplayConfig(displayconfig_path_info->path_info_count, displayconfig_path_info->path_info, NV_DISPLAYCONFIG_SAVE_TO_PERSISTENCE | NV_DISPLAYCONFIG_DRIVER_RELOAD_ALLOWED); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving display config"); + return false; + } + + return true; +} + +static bool _display_config_visit(displayconfig_path_info_t *displayconfig_path_info, NvU32 display_id, bool (*display_config_filter)(NV_DISPLAYCONFIG_PATH_TARGET_INFO *target_info)) +{ + NV_DISPLAYCONFIG_PATH_TARGET_INFO *target_info; + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + target_info = &displayconfig_path_info->path_info[i].targetInfo[i]; + + if (display_id != 0 && target_info->displayId != display_id) { + continue; + } + + return display_config_filter(target_info); + } + + return false; +} + +static void _ensure_drs_settings_folder_exists() +{ + // Even on a fresh install, this might not exist which result + // in NVAPI_ACCESS_DENIED errors on many (or even all?) nvapi DRS functions + if (!path_exists(NV_DRS_SETTINGS_FOLDER)) { + printfln_err("NOTE: DRS settings folder to store profiles does not exist, creating..."); + path_mkdir(NV_DRS_SETTINGS_FOLDER); + } +} + +// ------------------------------------------------------------------------------------------------- + +static bool _nv_info(const nv_api_t *nv_api) +{ + NvAPI_ShortString interface_version; + NvAPI_ShortString driver_version; + NvU32 driver_version_number; + NvAPI_Status status; + + printfln_err("Getting interface version..."); + + status = nv_api->NvAPI_GetInterfaceVersionStringEx(interface_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting interface version string"); + return false; + } + + printfln_err("Getting driver and branch version..."); + + status = nv_api->NvAPI_SYS_GetDriverAndBranchVersion(&driver_version_number, driver_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting driver and branch version"); + return false; + } + + printfln_out("Interface version: %s", interface_version); + printfln_out("Driver version: %s", driver_version); + printfln_out("Driver version number: %lu", driver_version_number); + + return true; +} + +static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NVDRS_PROFILE profile; + wchar_t *profile_name_wstr; + NvAPI_Status status; + NvDRSProfileHandle profile_handle; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + profile.version = NVDRS_PROFILE_VER; + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(profile.profileName, sizeof(profile.profileName), profile_name_wstr); + free(profile_name_wstr); + + printfln_err("Creating profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver profile"); + + _session_destroy(nv_api, session); + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_delete(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + printfln_err("Deleting profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_DeleteProfile(session, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Deleting driver profile %s", profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_application_add(const nv_api_t *nv_api, const char *profile_name, const char *application_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + NVDRS_APPLICATION application; + wchar_t *application_name_wstr; + + assert(nv_api); + assert(profile_name); + assert(application_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + application.version = NVDRS_APPLICATION_VER; + + application_name_wstr = str_widen(application_name); + wstr_cpy(application.appName, sizeof(application.appName), application_name_wstr); + free(application_name_wstr); + + printfln_err("Adding application %s to profile %s...", application_name, profile_name); + + status = nv_api->NvAPI_DRS_CreateApplication(session, profile, &application); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Adding application %s to profile %s", application_name, profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gsync_disable(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = VRR_APP_OVERRIDE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + setting.u32CurrentValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + + printfln_err("Disabling G-SYNC for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gpu_power_state_max(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = PREFERRED_PSTATE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = PREFERRED_PSTATE_PREFER_MAX; + setting.u32CurrentValue = PREFERRED_PSTATE_PREFER_MAX; + + printfln_err("Setting GPU power state to maximum for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _display_primary_display_id(const nv_api_t *nv_api) +{ + NvAPI_Status status; + NvPhysicalGpuHandle gpu_handle[NVAPI_MAX_PHYSICAL_GPUS]; + NvU32 gpu_count; + NvU32 display_id_count; + NV_GPU_DISPLAYIDS *display_ids; + + assert(nv_api); + + status = nv_api->NvAPI_EnumPhysicalGPUs(gpu_handle, &gpu_count); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Enumerating physical GPUs"); + return false; + } + + // Assuming first physical GPU, first display = primary display + if (gpu_count > 0) { + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[0], NULL, &display_id_count, 0); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display count of GPU"); + return false; + } + + if (display_id_count > 0) { + display_ids = (NV_GPU_DISPLAYIDS*) xmalloc(sizeof(NV_GPU_DISPLAYIDS) * display_id_count); + + for (NvU32 j = 0; j < display_id_count; j++) { + display_ids[j].version = NV_GPU_DISPLAYIDS_VER; + } + + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[0], display_ids, &display_id_count, 0); + + if (status != NVAPI_OK) { + free(display_ids); + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display ids of GPU"); + return false; + } + + printfln_out("0x%lX", display_ids[0].displayId); + + free(display_ids); + + return true; + } + } + + return false; +} + +static bool _displays_list(const nv_api_t *nv_api) +{ + NvAPI_Status status; + NvPhysicalGpuHandle gpu_handle[NVAPI_MAX_PHYSICAL_GPUS]; + NvU32 gpu_count; + NvU32 display_id_count; + NV_GPU_DISPLAYIDS *display_ids; + const char *connector_type; + + assert(nv_api); + + status = nv_api->NvAPI_EnumPhysicalGPUs(gpu_handle, &gpu_count); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Enumerating physical GPUs"); + return false; + } + + printfln_err("Display ID, Connector Type, Active, Connected, Physically Connected"); + + for (NvU32 i = 0; i < gpu_count; i++) { + // Get display count per GPU + display_id_count = 0; + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], NULL, &display_id_count, 0); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display count of GPU"); + return false; + } + + if (display_id_count > 0) { + display_ids = (NV_GPU_DISPLAYIDS*) xmalloc(sizeof(NV_GPU_DISPLAYIDS) * display_id_count); + + for (NvU32 j = 0; j < display_id_count; j++) { + display_ids[j].version = NV_GPU_DISPLAYIDS_VER; + } + + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], display_ids, &display_id_count, 0); + + if (status != NVAPI_OK) { + free(display_ids); + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display ids of GPU"); + return false; + } + + for (NvU32 j = 0; j < display_id_count; j++) { + switch (display_ids[j].connectorType) { + case NV_MONITOR_CONN_TYPE_VGA: + connector_type = "VGA"; + break; + case NV_MONITOR_CONN_TYPE_COMPONENT: + connector_type = "Component"; + break; + case NV_MONITOR_CONN_TYPE_SVIDEO: + connector_type = "S-Video"; + break; + case NV_MONITOR_CONN_TYPE_HDMI: + connector_type = "HDMI"; + break; + case NV_MONITOR_CONN_TYPE_DVI: + connector_type = "DVI"; + break; + case NV_MONITOR_CONN_TYPE_LVDS: + connector_type = "LVDS"; + break; + case NV_MONITOR_CONN_TYPE_DP: + connector_type = "DP"; + break; + case NV_MONITOR_CONN_TYPE_COMPOSITE: + connector_type = "Composite"; + break; + default: + connector_type = "unknown"; + break; + } + + printfln_out("0x%lX, %s, %s, %s, %s", + display_ids[j].displayId, + connector_type, + display_ids[j].isActive ? "active" : "inactive", + display_ids[j].isConnected ? "connected" : "disconnected", + display_ids[j].isPhysicallyConnected ? "connected" : "disconnected"); + } + + free(display_ids); + } + } + + return true; +} + +static bool _display_config_print(const nv_api_t *nv_api, NvU32 display_id) +{ + displayconfig_path_info_t displayconfig_path_info; + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 *target_info; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 *source_mode_info; + + assert(nv_api); + + _display_config_get(nv_api, &displayconfig_path_info); + + if (display_id != 0) { + printfln_err("Applying display ID filter: %lX", display_id); + } + + printfln_err("Num total adapters in config: %ld", displayconfig_path_info.path_info_count); + + for (NvU32 i = 0; i < displayconfig_path_info.path_info_count; i++) { + printfln_err("Num total displays in adapter: %ld", displayconfig_path_info.path_info[i].targetInfoCount); + + for (NvU32 j = 0; j < displayconfig_path_info.path_info[i].targetInfoCount; j++) { + target_info = &displayconfig_path_info.path_info[i].targetInfo[j]; + source_mode_info = &displayconfig_path_info.path_info[i].sourceModeInfo[j]; + + if (display_id != 0 && target_info->displayId != display_id) { + continue; + } + + printfln_out("--------------------------------"); + printfln_out("Adapter source ID %ld", displayconfig_path_info.path_info[i].sourceId); + printfln_out("Display ID: %lX", target_info->displayId); + printfln_out("Resolution width: %ld", source_mode_info->resolution.width); + printfln_out("Resolution height: %ld", source_mode_info->resolution.height); + printfln_out("Color depth: %d", source_mode_info->colorFormat); + printfln_out("Position x: %d", source_mode_info->position.x); + printfln_out("Position y: %d", source_mode_info->position.y); + printfln_out("Spanning orientation: %d", source_mode_info->spanningOrientation); + printfln_out("GDI primary: %d", source_mode_info->bGDIPrimary); + printfln_out("SLI focus: %d", source_mode_info->bSLIFocus); + + if (target_info->details) { + switch (target_info->details->rotation) { + case NV_ROTATE_0: + printfln_out("Rotation: 0 degrees"); + break; + case NV_ROTATE_90: + printfln_out("Rotation: 90 degrees"); + break; + case NV_ROTATE_180: + printfln_out("Rotation: 180 degrees"); + break; + case NV_ROTATE_270: + printfln_out("Rotation: 270 degrees"); + break; + case NV_ROTATE_IGNORED: + printfln_out("Rotation: ignored"); + break; + default: + printfln_out("Rotation: unknown (%d)", target_info->details->rotation); + break; + } + + switch (target_info->details->scaling) { + case NV_SCALING_DEFAULT: + printfln_out("Scaling: default"); + break; + case NV_SCALING_GPU_SCALING_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to closest"); + break; + case NV_SCALING_GPU_SCALING_TO_NATIVE: + printfln_out("Scaling: GPU scaling to native"); + break; + case NV_SCALING_GPU_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scaling to aspect scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to aspect scanout to closest"); + break; + case NV_SCALING_GPU_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scanout to closest"); + break; + case NV_SCALING_GPU_INTEGER_ASPECT_SCALING: + printfln_out("Scaling: GPU integer aspect scaling"); + break; + default: + printfln_out("Scaling: unknown (%d)", target_info->details->scaling); + break; + } + + printfln_out("Refresh rate (non interlaced): %ld", target_info->details->refreshRate1K * 1000); + printfln_out("Interlaced: %d", target_info->details->interlaced); + printfln_out("Primary: %d", target_info->details->primary); + printfln_out("Disable virtual mode support: %d", target_info->details->disableVirtualModeSupport); + printfln_out("Is preferred unscaled target: %d", target_info->details->isPreferredUnscaledTarget); + + switch (target_info->details->connector) { + case NVAPI_GPU_CONNECTOR_VGA_15_PIN: + printfln_out("Connector: VGA 15 Pin"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE: + printfln_out("Connector: TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_TV_SVIDEO: + printfln_out("Connector: TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_COMPONENT: + printfln_out("Connector: TV HDTV Component"); + break; + case NVAPI_GPU_CONNECTOR_TV_SCART: + printfln_out("Connector: TV SCART"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE_SCART_ON_EIAJ4120: + printfln_out("Connector: TV Composite SCART on EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_EIAJ4120: + printfln_out("Connector: TV HDTV EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_HDTV_YPRPB: + printfln_out("Connector: PC POD HDTV YPRPB"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_SVIDEO: + printfln_out("Connector: PC POD S-Video"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_COMPOSITE: + printfln_out("Connector: PC POD Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_SVIDEO: + printfln_out("Connector: DVI-I TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_COMPOSITE: + printfln_out("Connector: DVI-I TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I: + printfln_out("Connector: DVI-I"); + break; + case NVAPI_GPU_CONNECTOR_DVI_D: + printfln_out("Connector: DVI-D"); + break; + case NVAPI_GPU_CONNECTOR_ADC: + printfln_out("Connector: ADC"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_1: + printfln_out("Connector: LFH DVI-I 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_2: + printfln_out("Connector: LFH DVI-I 2"); + break; + case NVAPI_GPU_CONNECTOR_SPWG: + printfln_out("Connector: SPWG"); + break; + case NVAPI_GPU_CONNECTOR_OEM: + printfln_out("Connector: OEM"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_EXTERNAL: + printfln_out("Connector: DisplayPort External"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_INTERNAL: + printfln_out("Connector: DisplayPort Internal"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_MINI_EXT: + printfln_out("Connector: DisplayPort Mini External"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_A: + printfln_out("Connector: HDMI A"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_C_MINI: + printfln_out("Connector: HDMI C Mini"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_1: + printfln_out("Connector: LFH DisplayPort 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_2: + printfln_out("Connector: LFH DisplayPort 2"); + break; + case NVAPI_GPU_CONNECTOR_VIRTUAL_WFD: + printfln_out("Connector: Virtual WFD"); + break; + case NVAPI_GPU_CONNECTOR_USB_C: + printfln_out("Connector: USB C"); + break; + default: + printfln_out("Connector: unknown (%d)", target_info->details->connector); + break; + } + + switch (target_info->details->tvFormat) { + case NV_DISPLAY_TV_FORMAT_NONE: + printfln_out("TV format: none"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCM: + printfln_out("TV format: SD NTSC-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCJ: + printfln_out("TV format: SD NTSC-J"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALM: + printfln_out("TV format: SD PAL-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALBDGH: + printfln_out("TV format: SD PAL-BDGH"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALN: + printfln_out("TV format: SD PAL-N"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALNC: + printfln_out("TV format: SD PAL-NC"); + break; + case NV_DISPLAY_TV_FORMAT_SD_576i: + printfln_out("TV format: SD 576i"); + break; + case NV_DISPLAY_TV_FORMAT_SD_480i: + printfln_out("TV format: SD 480i"); + break; + case NV_DISPLAY_TV_FORMAT_ED_480p: + printfln_out("TV format: ED 480p"); + break; + case NV_DISPLAY_TV_FORMAT_ED_576p: + printfln_out("TV format: ED 576p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p: + printfln_out("TV format: HD 720p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i: + printfln_out("TV format: HD 1080i"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p: + printfln_out("TV format: HD 1080p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p50: + printfln_out("TV format: HD 720p50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p24: + printfln_out("TV format: HD 1080p24"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i50: + printfln_out("TV format: HD 1080i50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p50: + printfln_out("TV format: HD 1080p50"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_3840: + printfln_out("TV format: UHD 4Kp30 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_3840: + printfln_out("TV format: UHD 4Kp25 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_3840: + printfln_out("TV format: UHD 4Kp24 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_SMPTE: + printfln_out("TV format: UHD 4Kp24 SMPTE"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_3840: + printfln_out("TV format: UHD 4Kp50 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_3840: + printfln_out("TV format: UHD 4Kp60 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_4096: + printfln_out("TV format: UHD 4Kp30 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_4096: + printfln_out("TV format: UHD 4Kp25 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_4096: + printfln_out("TV format: UHD 4Kp24 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_4096: + printfln_out("TV format: UHD 4Kp50 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_4096: + printfln_out("TV format: UHD 4Kp60 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp24_7680: + printfln_out("TV format: UHD 8Kp24 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp25_7680: + printfln_out("TV format: UHD 8Kp25 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp30_7680: + printfln_out("TV format: UHD 8Kp30 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp48_7680: + printfln_out("TV format: UHD 8Kp48 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp50_7680: + printfln_out("TV format: UHD 8Kp50 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp60_7680: + printfln_out("TV format: UHD 8Kp60 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp100_7680: + printfln_out("TV format: UHD 8Kp100 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp120_7680: + printfln_out("TV format: UHD 8Kp120 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_3840: + printfln_out("TV format: UHD 4Kp48 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_4096: + printfln_out("TV format: UHD 4Kp48 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_3840: + printfln_out("TV format: UHD 4Kp100 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_4096: + printfln_out("TV format: UHD 4Kp100 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_4096: + printfln_out("TV format: UHD 4Kp120 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_3840: + printfln_out("TV format: UHD 4Kp120 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_5120: + printfln_out("TV format: UHD 4Kp100 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_5120: + printfln_out("TV format: UHD 4Kp120 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_5120: + printfln_out("TV format: UHD 4Kp24 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_5120: + printfln_out("TV format: UHD 4Kp25 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_5120: + printfln_out("TV format: UHD 4Kp30 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_5120: + printfln_out("TV format: UHD 4Kp48 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_5120: + printfln_out("TV format: UHD 4Kp50 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_5120: + printfln_out("TV format: UHD 4Kp60 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp24_10240: + printfln_out("TV format: UHD 10Kp24 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp25_10240: + printfln_out("TV format: UHD 10Kp25 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp30_10240: + printfln_out("TV format: UHD 10Kp30 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp48_10240: + printfln_out("TV format: UHD 10Kp48 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp50_10240: + printfln_out("TV format: UHD 10Kp50 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp60_10240: + printfln_out("TV format: UHD 10Kp60 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp100_10240: + printfln_out("TV format: UHD 10Kp100 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp120_10240: + printfln_out("TV format: UHD 10Kp120 10240"); + break; + case NV_DISPLAY_TV_FORMAT_SD_OTHER: + printfln_out("TV format: SD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ED_OTHER: + printfln_out("TV format: ED Other"); + break; + case NV_DISPLAY_TV_FORMAT_HD_OTHER: + printfln_out("TV format: HD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ANY: + printfln_out("TV format: Any"); + break; + default: + printfln_out("TV format: unknown (%d)", target_info->details->tvFormat); + break; + } + + switch (target_info->details->timingOverride) { + case NV_TIMING_OVERRIDE_CURRENT: + printfln_out("Timing override: current"); + break; + case NV_TIMING_OVERRIDE_AUTO: + printfln_out("Timing override: auto"); + break; + case NV_TIMING_OVERRIDE_EDID: + printfln_out("Timing override: EDID"); + break; + case NV_TIMING_OVERRIDE_DMT: + printfln_out("Timing override: VESA DMT"); + break; + case NV_TIMING_OVERRIDE_DMT_RB: + printfln_out("Timing override: VESA DMT RB"); + break; + case NV_TIMING_OVERRIDE_CVT: + printfln_out("Timing override: VESA CVT"); + break; + case NV_TIMING_OVERRIDE_CVT_RB: + printfln_out("Timing override: VESA CVT RB"); + break; + case NV_TIMING_OVERRIDE_GTF: + printfln_out("Timing override: VESA GTF"); + break; + case NV_TIMING_OVERRIDE_EIA861: + printfln_out("Timing override: EIA 861x pre-defined timing"); + break; + case NV_TIMING_OVERRIDE_ANALOG_TV: + printfln_out("Timing override: analog SD/HDTV timing"); + break; + case NV_TIMING_OVERRIDE_CUST: + printfln_out("Timing override: NV custom timings"); + break; + case NV_TIMING_OVERRIDE_NV_PREDEFINED: + printfln_out("Timing override: NV pre-defined timing (basically the PsF timings)"); + break; + case NV_TIMING_OVERRIDE_NV_ASPR: + printfln_out("Timing override: NV ASPR"); + break; + case NV_TIMING_OVERRIDE_SDI: + printfln_out("Timing override: SDI"); + break; + case NV_TIMING_OVRRIDE_MAX: + printfln_out("Timing override: max"); + break; + default: + printfln_out("Timing override: unknown (%d)", target_info->details->timingOverride); + break; + } + + printfln_out("Override custom (backend raster) timing"); + + printfln_out("Horizontal visible: %d", target_info->details->timing.HVisible); + printfln_out("Horizontal border: %d", target_info->details->timing.HBorder); + printfln_out("Horizontal front porch: %d", target_info->details->timing.HFrontPorch); + printfln_out("Horizontal sync width: %d", target_info->details->timing.HSyncWidth); + printfln_out("Horizontal total: %d", target_info->details->timing.HTotal); + printfln_out("Horizontal sync polarity: %s", target_info->details->timing.HSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Vertical visible: %d", target_info->details->timing.VVisible); + printfln_out("Vertical border: %d", target_info->details->timing.VBorder); + printfln_out("Vertical front porch: %d", target_info->details->timing.VFrontPorch); + printfln_out("Vertical sync width: %d", target_info->details->timing.VSyncWidth); + printfln_out("Vertical total: %d", target_info->details->timing.VTotal); + printfln_out("Vertical sync polarity: %s", target_info->details->timing.VSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Interlaced: %s", target_info->details->timing.interlaced == 1 ? "interlaced" : "progressive"); + printfln_out("Pixel clock: %lu kHz", target_info->details->timing.pclk * 10); + + printfln_out("Flag: 0x%lX", target_info->details->timing.etc.flag); + printfln_out("Logical refresh rate to present: %d", target_info->details->timing.etc.rr); + printfln_out("Physical vertical refresh rate: %f Hz", target_info->details->timing.etc.rrx1k * 0.001); + printfln_out("Display aspect ratio: %lu:%lu", target_info->details->timing.etc.aspect >> 16, target_info->details->timing.etc.aspect & 0xFFFF); + printfln_out("Bit-wise pixel repetition factor (1 = no pixel repetition, 2 = each pixel repeats twice horizontally, etc.): %d", target_info->details->timing.etc.rep); + printfln_out("Timing status: 0x%lX", target_info->details->timing.etc.status); + printfln_out("Timing name: %s", target_info->details->timing.etc.name); + } + + printfln_out("--------------------------------"); + } + } + + _display_config_free(&displayconfig_path_info); + + return true; +} + +static bool _custom_resolution_set( + const nv_api_t *nv_api, + NvU32 display_id, + uint16_t screen_width, + uint16_t screen_height, + float screen_refresh_rate, + uint8_t test_only_timeout_sec) +{ + NV_CUSTOM_DISPLAY custom_display; + NV_TIMING_FLAG flag; + NV_TIMING_INPUT timing; + NvAPI_Status status; + + assert(nv_api); + + memset(&custom_display, 0, sizeof(NV_CUSTOM_DISPLAY)); + memset(&flag, 0, sizeof(NV_TIMING_FLAG)); + memset(&timing, 0, sizeof(NV_TIMING_INPUT)); + + custom_display.version = NV_CUSTOM_DISPLAY_VER; + custom_display.width = screen_width; + custom_display.height = screen_height; + custom_display.depth = 32; + custom_display.colorFormat = NV_FORMAT_A8R8G8B8; + custom_display.srcPartition.x = 0; + custom_display.srcPartition.y = 0; + custom_display.srcPartition.w = 1; + custom_display.srcPartition.h = 1; + custom_display.xRatio = 1; + custom_display.yRatio = 1; + + timing.version = NV_TIMING_INPUT_VER; + timing.height = screen_height; + timing.width = screen_width; + timing.rr = screen_refresh_rate; + timing.flag = flag; + timing.type = NV_TIMING_OVERRIDE_CVT_RB; + + printfln_err("Calculating custom display timing for display ID 0x%lX", display_id); + + status = nv_api->NvAPI_DISP_GetTiming(display_id, &timing, &custom_display.timing); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Calculating custom display timing"); + return false; + } + + status = nv_api->NvAPI_DISP_TryCustomDisplay(&display_id, 1, &custom_display); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Trying custom display configuration"); + return false; + } + + if (test_only_timeout_sec == 0) { + printfln_err("Persisting custom display configuration"); + + status = nv_api->NvAPI_DISP_SaveCustomDisplay(&display_id, 1, true, true); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving custom display configuration"); + return false; + } + + printfln_err("Custom display configuration persisted"); + } else { + printfln_err("Trying custom display configuration for %d seconds...", test_only_timeout_sec); + + Sleep(test_only_timeout_sec * 1000); + + printfln_err("Reverting custom display configuration, not persisting"); + + status = nv_api->NvAPI_DISP_RevertCustomDisplayTrial(&display_id, 1); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Reverting custom display configuration"); + return false; + } + } + + return true; +} + +static bool _display_config_gpu_scaling_enable_filter(NV_DISPLAYCONFIG_PATH_TARGET_INFO *target_info) +{ + if (target_info->details == NULL) { + printfln_err("ERROR: No details found for target info"); + return false; + } + + if (target_info->details->scaling == NV_SCALING_GPU_SCALING_TO_NATIVE) { + printfln_err("GPU scaling to native resolution is already enabled"); + return false; + } else { + target_info->details->scaling = NV_SCALING_GPU_SCALING_TO_NATIVE; + printfln_err("Enabling GPU scaling to native resolution"); + return true; + } +} + +static bool _display_config_gpu_scaling_to_native_resolution_enable(const nv_api_t *nv_api, NvU32 display_id) +{ + displayconfig_path_info_t displayconfig_path_info; + bool changes_to_save; + + assert(nv_api); + + if (!_display_config_get(nv_api, &displayconfig_path_info)) { + return false; + } + + changes_to_save = _display_config_visit(&displayconfig_path_info, display_id, _display_config_gpu_scaling_enable_filter); + + if (changes_to_save) { + if (!_display_config_set(nv_api, &displayconfig_path_info)) { + _display_config_free(&displayconfig_path_info); + return false; + } + } + + _display_config_free(&displayconfig_path_info); + + return true; +} + +// ------------------------------------------------------------------------------------------------- + +static void _print_synopsis() +{ + printfln_err("Usage: nvgpu "); + printfln_err("Commands:"); + printfln_err(" nv"); + printfln_err(" info Print information about the NVAPI module and driver"); + printfln_err(""); + printfln_err(" profile"); + printfln_err(" create Create a new driver profile with the given name"); + printfln_err(" delete Delete an existing driver profile"); + printfln_err(" application-add "); + printfln_err(" Add an application to the driver profile. This will apply the profile to the application when the driver detects a process being launched, e.g. MyApplication.exe"); + printfln_err(" gsync-disable Disable G-SYNC for the driver profile"); + printfln_err(" gpu-power-state-max Set GPU power state to maximum for the driver profile"); + printfln_err(""); + printfln_err(" display"); + printfln_err(" primary-display-id Print the ID of the primary display"); + printfln_err(" list List all connected displays and their display IDs"); + printfln_err(" config [display_id] Print the current display configurations. Optionally, specify a display ID to get the configuration of that display only"); + printfln_err(" custom-resolution-set "); + printfln_err(" Set a custom display mode with the given parameters for the given display ID. The settings are persisted immediately. Ensure you tested these before with the custom-display-test command."); + printfln_err(" custom-resolution-test [--test-timeout-secs n]"); + printfln_err(" Test a custom display mode for a limited amount of time. This will revert the display mode after the given amount of seconds and not persist the changes."); + printfln_err(" test-timeout-secs: Optional. Number of seconds to test the custom display mode for. Default is 10 seconds."); + printfln_err(" gpu-scaling-to-native-resolution-enable Enable GPU scaling to native resolution for the given display ID"); +} + +static bool _cmd_nv_info(const nv_api_t *nv_api) +{ + return _nv_info(nv_api); +} + +static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_create(nv_api, profile_name); +} + +static bool _cmd_profile_delete(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_delete(nv_api, profile_name); +} + +static bool _cmd_profile_application_add(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + const char *application_name; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + application_name = argv[1]; + + return _profile_application_add(nv_api, profile_name, application_name); +} + +static bool _cmd_profile_gsync_disable(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gsync_disable(nv_api, profile_name); +} + +static bool _cmd_profile_gpu_power_state_max(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gpu_power_state_max(nv_api, profile_name); +} + +static bool _cmd_display_primary_display_id(const nv_api_t *nv_api) +{ + return _display_primary_display_id(nv_api); +} + +static bool _cmd_display_list(const nv_api_t *nv_api) +{ + return _displays_list(nv_api); +} + +static bool _cmd_display_config(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + + if (argc > 0) { + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + } else { + display_id = 0; + } + + return _display_config_print(nv_api, display_id); +} + +static bool _cmd_custom_resolution_set(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + + if (argc < 4) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + printf_err("Setting custom resolution for display ID 0x%X: %dx%d@%f\n", display_id, screen_width, screen_height, screen_refresh_rate); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + 0); +} + +static bool _cmd_custom_resolution_test(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + uint8_t test_only_timeout_sec; + + if (argc < 5) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + // Sane defaults for optional parameters + test_only_timeout_sec = 10; + + for (int i = 4; i < argc; i++) { + if (!strcmp(argv[i], "--test-timeout-secs")) { + if (i + 1 < argc) { + test_only_timeout_sec = atoi(argv[++i]); + + if (test_only_timeout_sec == 0) { + printfln_err("ERROR: Time out parameter must be greater than 0"); + return false; + } + } else { + printfln_err("ERROR: Missing argument for --test-timeout-secs"); + return false; + } + } + } + + printf_err("Testing custom resolution for display ID %u: %dx%d@%f, timeout %d seconds\n", display_id, screen_width, screen_height, screen_refresh_rate, test_only_timeout_sec); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + test_only_timeout_sec); +} + +static bool _cmd_display_gpu_scaling_to_native_resolution_enable(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + return _display_config_gpu_scaling_to_native_resolution_enable(nv_api, display_id); +} + +// ------------------------------------------------------------------------------------------------- + +int main(int argc, char **argv) +{ + const char *command; + const char *sub_command; + nv_module_t *nv_module; + nv_api_t nv_api; + NvAPI_Status status; + bool result; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + exit(1); + } + + command = argv[1]; + sub_command = argv[2]; + + printfln_err("Loading NVAPI module..."); + + nv_module_load(&nv_module); + nv_module_api_get(nv_module, &nv_api); + + printfln_err("Initializing NVAPI..."); + + status = nv_api.NvAPI_Initialize(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + fprintf(stderr, "ERROR: Initializing NVAPI, reason: %s\n", error_str); + + nv_module_free(&nv_module); + exit(1); + } + + printfln_err("Running command: %s %s", command, sub_command); + + if (!strcmp(command, "nv")) { + if (!strcmp(sub_command, "info")) { + result = _cmd_nv_info(&nv_api); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "profile")) { + _ensure_drs_settings_folder_exists(); + + if (!strcmp(sub_command, "create")) { + result = _cmd_profile_create(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "delete")) { + result = _cmd_profile_delete(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "application-add")) { + result = _cmd_profile_application_add(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gsync-disable")) { + result = _cmd_profile_gsync_disable(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gpu-power-state-max")) { + result = _cmd_profile_gpu_power_state_max(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "display")) { + if (!strcmp(sub_command, "primary-display-id")) { + result = _cmd_display_primary_display_id(&nv_api); + } else if (!strcmp(sub_command, "list")) { + result = _cmd_display_list(&nv_api); + } else if (!strcmp(sub_command, "config")) { + result = _cmd_display_config(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-set")) { + result = _cmd_custom_resolution_set(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-test")) { + result = _cmd_custom_resolution_test(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gpu-scaling-to-native-resolution-enable")) { + result = _cmd_display_gpu_scaling_to_native_resolution_enable(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else { + printfln_err("ERROR: Unknown command: %s", command); + _print_synopsis(); + result = false; + } + + status = nv_api.NvAPI_Unload(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + printfln_err("ERROR: Unloading NVAPI, reason: %s", error_str); + } + + nv_module_free(&nv_module); + + if (result) { + printfln_err("Command completed successfully"); + exit(0); + } else { + printfln_err("Command failed"); + exit(1); + } +} \ No newline at end of file From 6276cb4e97ac2d1257aa08e5c2c932b9213ca835 Mon Sep 17 00:00:00 2001 From: icex2 Date: Wed, 19 Feb 2025 19:36:35 +0100 Subject: [PATCH 103/118] fix(nvgpu): Missing error handling not returning MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit If fetching the configuration fails, don’t continue with processing any non-existing data. --- src/main/nvgpu/main.c | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c index 9899651..331edf3 100644 --- a/src/main/nvgpu/main.c +++ b/src/main/nvgpu/main.c @@ -666,7 +666,9 @@ static bool _display_config_print(const nv_api_t *nv_api, NvU32 display_id) assert(nv_api); - _display_config_get(nv_api, &displayconfig_path_info); + if (!_display_config_get(nv_api, &displayconfig_path_info)) { + return false; + } if (display_id != 0) { printfln_err("Applying display ID filter: %lX", display_id); From 8752c7dcc505161760c215b572db9d11ca70f02f Mon Sep 17 00:00:00 2001 From: icex2 Date: Wed, 19 Feb 2025 19:36:35 +0100 Subject: [PATCH 104/118] fix(nvgpu): Initialize value of parameter to fix INVALID_ARGUMENT As stated by the documentation in nvapi.h, path_info_count must be set to the value 0 in this case. --- src/main/nvgpu/main.c | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c index 331edf3..b7052bc 100644 --- a/src/main/nvgpu/main.c +++ b/src/main/nvgpu/main.c @@ -174,7 +174,9 @@ static bool _display_config_get(const nv_api_t *nv_api, displayconfig_path_info_ assert(nv_api); assert(displayconfig_path_info); - status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count , NULL); + displayconfig_path_info->path_info_count = 0; + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count, NULL); if (status != NVAPI_OK) { PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config path info count"); From c5083a6d4a6b605d79a64494957dd8b2fce2a634 Mon Sep 17 00:00:00 2001 From: icex2 Date: Wed, 19 Feb 2025 19:36:35 +0100 Subject: [PATCH 105/118] =?UTF-8?q?feat(nvgpu):=20Add=20=E2=80=94overwrite?= =?UTF-8?q?-exists=20flag=20for=20profile=20creation?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit When running this in a script on startup to ensure whatever configuration is required to be created is created, this avoids several commands to first check if the profile exists, delete it, then re-create it. --- src/main/nvgpu/main.c | 33 +++++++++++++++++++++++++++++++-- 1 file changed, 31 insertions(+), 2 deletions(-) diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c index b7052bc..a35cc9a 100644 --- a/src/main/nvgpu/main.c +++ b/src/main/nvgpu/main.c @@ -333,7 +333,7 @@ static bool _nv_info(const nv_api_t *nv_api) return true; } -static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) +static bool _profile_create(const nv_api_t *nv_api, const char *profile_name, bool overwrite_exists) { NvDRSSessionHandle session; NVDRS_PROFILE profile; @@ -358,6 +358,26 @@ static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + if (status == NVAPI_PROFILE_NAME_IN_USE && overwrite_exists) { + printfln_err("Profile %s already exists, enabled overwrite existing...", profile_name); + + if (!_profile_get(nv_api, profile_name, session, &profile_handle)) { + _session_destroy(nv_api, session); + + return false; + } + + status = nv_api->NvAPI_DRS_DeleteProfile(session, profile_handle); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Deleting existing profile"); + return false; + } + + // Retry + status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + } + if (status != NVAPI_OK) { PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver profile"); @@ -1294,6 +1314,7 @@ static bool _cmd_nv_info(const nv_api_t *nv_api) static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) { const char *profile_name; + bool overwrite_exists; if (argc < 1) { _print_synopsis(); @@ -1303,7 +1324,15 @@ static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) profile_name = argv[0]; - return _profile_create(nv_api, profile_name); + overwrite_exists = false; + + for (int i = 1; i < argc; i++) { + if (!strcmp(argv[i], "--overwrite-exists")) { + overwrite_exists = true; + } + } + + return _profile_create(nv_api, profile_name, overwrite_exists); } static bool _cmd_profile_delete(const nv_api_t *nv_api, int argc, char **argv) From ee3d1d259279fd97be8c4926baff9503029c3303 Mon Sep 17 00:00:00 2001 From: icex2 Date: Wed, 19 Feb 2025 19:39:10 +0100 Subject: [PATCH 106/118] chore: Remove TODO Forgot to remove that after adressing the issue of needing three calls in nvgpu to get the config data correctly. --- src/main/nvgpu/main.c | 1608 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1608 insertions(+) create mode 100644 src/main/nvgpu/main.c diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c new file mode 100644 index 0000000..9899651 --- /dev/null +++ b/src/main/nvgpu/main.c @@ -0,0 +1,1608 @@ +#include + +#include +#include +#include +#include +#include +#include + +#include "nv/api.h" +#include "nv/module.h" + +#include "util/fs.h" +#include "util/mem.h" +#include "util/str.h" + +#define NV_DRS_SETTINGS_FOLDER "C:\\ProgramData\\NVIDIA Corporation\\Drs" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define PRINT_ERR_WITH_NVAPI_MESSAGE(status, fmt, ...) \ + NvAPI_ShortString error_str; \ + nv_api->NvAPI_GetErrorMessage(status, error_str); \ + fprintf(stderr, fmt ", reason: %s\n", ##__VA_ARGS__, error_str); + +typedef struct displayconfig_path_info { + NvU32 path_info_count; + NV_DISPLAYCONFIG_PATH_INFO *path_info; +} displayconfig_path_info_t; + +static bool _session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_DestroySession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Destroying driver settings session"); + return false; + } + + return true; +} + +static bool _session_create_and_settings_load(const nv_api_t *nv_api, NvDRSSessionHandle *session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_CreateSession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver settings session"); + return false; + } + + status = nv_api->NvAPI_DRS_LoadSettings(*session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Loading driver settings"); + + return _session_destroy(nv_api, *session); + } + + return true; +} + +static bool _settings_save_and_session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + printfln_err("Saving ..."); + + status = nv_api->NvAPI_DRS_SaveSettings(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving driver settings"); + + return _session_destroy(nv_api, session); + } + + return _session_destroy(nv_api, session); +} + +static bool _profile_get( + const nv_api_t *nv_api, + const char *profile_name, + NvDRSSessionHandle session, + NvDRSProfileHandle *profile) +{ + NvAPI_UnicodeString nv_profile_name; + NvAPI_Status status; + wchar_t *profile_name_wstr; + + assert(nv_api); + assert(session); + assert(profile); + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(nv_profile_name, sizeof(nv_profile_name), profile_name_wstr); + + status = nv_api->NvAPI_DRS_FindProfileByName(session, nv_profile_name, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Finding driver profile %s", profile_name); + return false; + } + + return true; +} + +static bool _profile_setting_set( + const nv_api_t *nv_api, + NvDRSSessionHandle session, + NvDRSProfileHandle profile, + NVDRS_SETTING *setting) +{ + NvAPI_Status status; + + assert(nv_api); + assert(setting); + + status = nv_api->NvAPI_DRS_SetSetting(session, profile, setting); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "Error setting driver settings"); + return false; + } + + return true; +} + +static void _display_config_free(displayconfig_path_info_t *displayconfig_path_info) +{ + assert(displayconfig_path_info); + assert(displayconfig_path_info->path_info); + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + assert(displayconfig_path_info->path_info[i].sourceModeInfo); + assert(displayconfig_path_info->path_info[i].targetInfo); + + for (NvU32 j = 0; j < displayconfig_path_info->path_info[i].targetInfoCount; j++) { + assert(displayconfig_path_info->path_info[i].targetInfo[i].details); + + free(displayconfig_path_info->path_info[i].targetInfo[i].details); + } + + free(displayconfig_path_info->path_info[i].targetInfo); + free(displayconfig_path_info->path_info[i].sourceModeInfo); + } + + free(displayconfig_path_info->path_info); +} + +static bool _display_config_get(const nv_api_t *nv_api, displayconfig_path_info_t *displayconfig_path_info) +{ + NvAPI_Status status; + + assert(nv_api); + assert(displayconfig_path_info); + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count , NULL); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config path info count"); + return false; + } + + displayconfig_path_info->path_info = (NV_DISPLAYCONFIG_PATH_INFO*) + xmalloc(sizeof(NV_DISPLAYCONFIG_PATH_INFO) * displayconfig_path_info->path_info_count); + memset(displayconfig_path_info->path_info, 0, sizeof(NV_DISPLAYCONFIG_PATH_INFO) * displayconfig_path_info->path_info_count); + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + displayconfig_path_info->path_info[i].version = NV_DISPLAYCONFIG_PATH_INFO_VER; + } + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count, displayconfig_path_info->path_info); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config target info counts"); + + free(displayconfig_path_info->path_info); + + return false; + } + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + if (displayconfig_path_info->path_info[i].version == NV_DISPLAYCONFIG_PATH_INFO_VER1 || + displayconfig_path_info->path_info[i].version == NV_DISPLAYCONFIG_PATH_INFO_VER2) { + displayconfig_path_info->path_info[i].sourceModeInfo = + (NV_DISPLAYCONFIG_SOURCE_MODE_INFO*) xmalloc(sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO)); + } else { +#ifdef NV_DISPLAYCONFIG_PATH_INFO_VER3 + displayconfig_path_info->path_info[i].sourceModeInfo =(NV_DISPLAYCONFIG_SOURCE_MODE_INFO*) malloc( + displayconfig_path_info->path_info[i].sourceModeInfoCount * sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO)); +#endif + } + + memset(displayconfig_path_info->path_info[i].sourceModeInfo, 0, sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO)); + + displayconfig_path_info->path_info[i].targetInfo = (NV_DISPLAYCONFIG_PATH_TARGET_INFO*) xmalloc( + displayconfig_path_info->path_info[i].targetInfoCount * sizeof(NV_DISPLAYCONFIG_PATH_TARGET_INFO)); + + memset(displayconfig_path_info->path_info[i].targetInfo, 0, + displayconfig_path_info->path_info[i].targetInfoCount * sizeof(NV_DISPLAYCONFIG_PATH_TARGET_INFO)); + + for (NvU32 j = 0 ; j < displayconfig_path_info->path_info[i].targetInfoCount ; j++) { + displayconfig_path_info->path_info[i].targetInfo[j].details = + (NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO*) xmalloc(sizeof(NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO)); + memset(displayconfig_path_info->path_info[i].targetInfo[j].details, 0, + sizeof(NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO)); + displayconfig_path_info->path_info[i].targetInfo[j].details->version = + NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER; + } + } + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count, displayconfig_path_info->path_info); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config"); + + _display_config_free(displayconfig_path_info); + + return false; + } + + return true; +} + +static bool _display_config_set(const nv_api_t *nv_api, displayconfig_path_info_t *displayconfig_path_info) +{ + NvAPI_Status status; + + assert(nv_api); + assert(displayconfig_path_info); + + printfln_err("Validating display config..."); + + status = nv_api->NvAPI_DISP_SetDisplayConfig(displayconfig_path_info->path_info_count, displayconfig_path_info->path_info, NV_DISPLAYCONFIG_VALIDATE_ONLY); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Validating display config"); + return false; + } + + printfln_err("Saving display config..."); + + status = nv_api->NvAPI_DISP_SetDisplayConfig(displayconfig_path_info->path_info_count, displayconfig_path_info->path_info, NV_DISPLAYCONFIG_SAVE_TO_PERSISTENCE | NV_DISPLAYCONFIG_DRIVER_RELOAD_ALLOWED); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving display config"); + return false; + } + + return true; +} + +static bool _display_config_visit(displayconfig_path_info_t *displayconfig_path_info, NvU32 display_id, bool (*display_config_filter)(NV_DISPLAYCONFIG_PATH_TARGET_INFO *target_info)) +{ + NV_DISPLAYCONFIG_PATH_TARGET_INFO *target_info; + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + target_info = &displayconfig_path_info->path_info[i].targetInfo[i]; + + if (display_id != 0 && target_info->displayId != display_id) { + continue; + } + + return display_config_filter(target_info); + } + + return false; +} + +static void _ensure_drs_settings_folder_exists() +{ + // Even on a fresh install, this might not exist which result + // in NVAPI_ACCESS_DENIED errors on many (or even all?) nvapi DRS functions + if (!path_exists(NV_DRS_SETTINGS_FOLDER)) { + printfln_err("NOTE: DRS settings folder to store profiles does not exist, creating..."); + path_mkdir(NV_DRS_SETTINGS_FOLDER); + } +} + +// ------------------------------------------------------------------------------------------------- + +static bool _nv_info(const nv_api_t *nv_api) +{ + NvAPI_ShortString interface_version; + NvAPI_ShortString driver_version; + NvU32 driver_version_number; + NvAPI_Status status; + + printfln_err("Getting interface version..."); + + status = nv_api->NvAPI_GetInterfaceVersionStringEx(interface_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting interface version string"); + return false; + } + + printfln_err("Getting driver and branch version..."); + + status = nv_api->NvAPI_SYS_GetDriverAndBranchVersion(&driver_version_number, driver_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting driver and branch version"); + return false; + } + + printfln_out("Interface version: %s", interface_version); + printfln_out("Driver version: %s", driver_version); + printfln_out("Driver version number: %lu", driver_version_number); + + return true; +} + +static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NVDRS_PROFILE profile; + wchar_t *profile_name_wstr; + NvAPI_Status status; + NvDRSProfileHandle profile_handle; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + profile.version = NVDRS_PROFILE_VER; + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(profile.profileName, sizeof(profile.profileName), profile_name_wstr); + free(profile_name_wstr); + + printfln_err("Creating profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver profile"); + + _session_destroy(nv_api, session); + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_delete(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + printfln_err("Deleting profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_DeleteProfile(session, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Deleting driver profile %s", profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_application_add(const nv_api_t *nv_api, const char *profile_name, const char *application_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + NVDRS_APPLICATION application; + wchar_t *application_name_wstr; + + assert(nv_api); + assert(profile_name); + assert(application_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + application.version = NVDRS_APPLICATION_VER; + + application_name_wstr = str_widen(application_name); + wstr_cpy(application.appName, sizeof(application.appName), application_name_wstr); + free(application_name_wstr); + + printfln_err("Adding application %s to profile %s...", application_name, profile_name); + + status = nv_api->NvAPI_DRS_CreateApplication(session, profile, &application); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Adding application %s to profile %s", application_name, profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gsync_disable(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = VRR_APP_OVERRIDE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + setting.u32CurrentValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + + printfln_err("Disabling G-SYNC for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gpu_power_state_max(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = PREFERRED_PSTATE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = PREFERRED_PSTATE_PREFER_MAX; + setting.u32CurrentValue = PREFERRED_PSTATE_PREFER_MAX; + + printfln_err("Setting GPU power state to maximum for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _display_primary_display_id(const nv_api_t *nv_api) +{ + NvAPI_Status status; + NvPhysicalGpuHandle gpu_handle[NVAPI_MAX_PHYSICAL_GPUS]; + NvU32 gpu_count; + NvU32 display_id_count; + NV_GPU_DISPLAYIDS *display_ids; + + assert(nv_api); + + status = nv_api->NvAPI_EnumPhysicalGPUs(gpu_handle, &gpu_count); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Enumerating physical GPUs"); + return false; + } + + // Assuming first physical GPU, first display = primary display + if (gpu_count > 0) { + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[0], NULL, &display_id_count, 0); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display count of GPU"); + return false; + } + + if (display_id_count > 0) { + display_ids = (NV_GPU_DISPLAYIDS*) xmalloc(sizeof(NV_GPU_DISPLAYIDS) * display_id_count); + + for (NvU32 j = 0; j < display_id_count; j++) { + display_ids[j].version = NV_GPU_DISPLAYIDS_VER; + } + + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[0], display_ids, &display_id_count, 0); + + if (status != NVAPI_OK) { + free(display_ids); + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display ids of GPU"); + return false; + } + + printfln_out("0x%lX", display_ids[0].displayId); + + free(display_ids); + + return true; + } + } + + return false; +} + +static bool _displays_list(const nv_api_t *nv_api) +{ + NvAPI_Status status; + NvPhysicalGpuHandle gpu_handle[NVAPI_MAX_PHYSICAL_GPUS]; + NvU32 gpu_count; + NvU32 display_id_count; + NV_GPU_DISPLAYIDS *display_ids; + const char *connector_type; + + assert(nv_api); + + status = nv_api->NvAPI_EnumPhysicalGPUs(gpu_handle, &gpu_count); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Enumerating physical GPUs"); + return false; + } + + printfln_err("Display ID, Connector Type, Active, Connected, Physically Connected"); + + for (NvU32 i = 0; i < gpu_count; i++) { + // Get display count per GPU + display_id_count = 0; + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], NULL, &display_id_count, 0); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display count of GPU"); + return false; + } + + if (display_id_count > 0) { + display_ids = (NV_GPU_DISPLAYIDS*) xmalloc(sizeof(NV_GPU_DISPLAYIDS) * display_id_count); + + for (NvU32 j = 0; j < display_id_count; j++) { + display_ids[j].version = NV_GPU_DISPLAYIDS_VER; + } + + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], display_ids, &display_id_count, 0); + + if (status != NVAPI_OK) { + free(display_ids); + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display ids of GPU"); + return false; + } + + for (NvU32 j = 0; j < display_id_count; j++) { + switch (display_ids[j].connectorType) { + case NV_MONITOR_CONN_TYPE_VGA: + connector_type = "VGA"; + break; + case NV_MONITOR_CONN_TYPE_COMPONENT: + connector_type = "Component"; + break; + case NV_MONITOR_CONN_TYPE_SVIDEO: + connector_type = "S-Video"; + break; + case NV_MONITOR_CONN_TYPE_HDMI: + connector_type = "HDMI"; + break; + case NV_MONITOR_CONN_TYPE_DVI: + connector_type = "DVI"; + break; + case NV_MONITOR_CONN_TYPE_LVDS: + connector_type = "LVDS"; + break; + case NV_MONITOR_CONN_TYPE_DP: + connector_type = "DP"; + break; + case NV_MONITOR_CONN_TYPE_COMPOSITE: + connector_type = "Composite"; + break; + default: + connector_type = "unknown"; + break; + } + + printfln_out("0x%lX, %s, %s, %s, %s", + display_ids[j].displayId, + connector_type, + display_ids[j].isActive ? "active" : "inactive", + display_ids[j].isConnected ? "connected" : "disconnected", + display_ids[j].isPhysicallyConnected ? "connected" : "disconnected"); + } + + free(display_ids); + } + } + + return true; +} + +static bool _display_config_print(const nv_api_t *nv_api, NvU32 display_id) +{ + displayconfig_path_info_t displayconfig_path_info; + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 *target_info; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 *source_mode_info; + + assert(nv_api); + + _display_config_get(nv_api, &displayconfig_path_info); + + if (display_id != 0) { + printfln_err("Applying display ID filter: %lX", display_id); + } + + printfln_err("Num total adapters in config: %ld", displayconfig_path_info.path_info_count); + + for (NvU32 i = 0; i < displayconfig_path_info.path_info_count; i++) { + printfln_err("Num total displays in adapter: %ld", displayconfig_path_info.path_info[i].targetInfoCount); + + for (NvU32 j = 0; j < displayconfig_path_info.path_info[i].targetInfoCount; j++) { + target_info = &displayconfig_path_info.path_info[i].targetInfo[j]; + source_mode_info = &displayconfig_path_info.path_info[i].sourceModeInfo[j]; + + if (display_id != 0 && target_info->displayId != display_id) { + continue; + } + + printfln_out("--------------------------------"); + printfln_out("Adapter source ID %ld", displayconfig_path_info.path_info[i].sourceId); + printfln_out("Display ID: %lX", target_info->displayId); + printfln_out("Resolution width: %ld", source_mode_info->resolution.width); + printfln_out("Resolution height: %ld", source_mode_info->resolution.height); + printfln_out("Color depth: %d", source_mode_info->colorFormat); + printfln_out("Position x: %d", source_mode_info->position.x); + printfln_out("Position y: %d", source_mode_info->position.y); + printfln_out("Spanning orientation: %d", source_mode_info->spanningOrientation); + printfln_out("GDI primary: %d", source_mode_info->bGDIPrimary); + printfln_out("SLI focus: %d", source_mode_info->bSLIFocus); + + if (target_info->details) { + switch (target_info->details->rotation) { + case NV_ROTATE_0: + printfln_out("Rotation: 0 degrees"); + break; + case NV_ROTATE_90: + printfln_out("Rotation: 90 degrees"); + break; + case NV_ROTATE_180: + printfln_out("Rotation: 180 degrees"); + break; + case NV_ROTATE_270: + printfln_out("Rotation: 270 degrees"); + break; + case NV_ROTATE_IGNORED: + printfln_out("Rotation: ignored"); + break; + default: + printfln_out("Rotation: unknown (%d)", target_info->details->rotation); + break; + } + + switch (target_info->details->scaling) { + case NV_SCALING_DEFAULT: + printfln_out("Scaling: default"); + break; + case NV_SCALING_GPU_SCALING_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to closest"); + break; + case NV_SCALING_GPU_SCALING_TO_NATIVE: + printfln_out("Scaling: GPU scaling to native"); + break; + case NV_SCALING_GPU_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scaling to aspect scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to aspect scanout to closest"); + break; + case NV_SCALING_GPU_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scanout to closest"); + break; + case NV_SCALING_GPU_INTEGER_ASPECT_SCALING: + printfln_out("Scaling: GPU integer aspect scaling"); + break; + default: + printfln_out("Scaling: unknown (%d)", target_info->details->scaling); + break; + } + + printfln_out("Refresh rate (non interlaced): %ld", target_info->details->refreshRate1K * 1000); + printfln_out("Interlaced: %d", target_info->details->interlaced); + printfln_out("Primary: %d", target_info->details->primary); + printfln_out("Disable virtual mode support: %d", target_info->details->disableVirtualModeSupport); + printfln_out("Is preferred unscaled target: %d", target_info->details->isPreferredUnscaledTarget); + + switch (target_info->details->connector) { + case NVAPI_GPU_CONNECTOR_VGA_15_PIN: + printfln_out("Connector: VGA 15 Pin"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE: + printfln_out("Connector: TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_TV_SVIDEO: + printfln_out("Connector: TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_COMPONENT: + printfln_out("Connector: TV HDTV Component"); + break; + case NVAPI_GPU_CONNECTOR_TV_SCART: + printfln_out("Connector: TV SCART"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE_SCART_ON_EIAJ4120: + printfln_out("Connector: TV Composite SCART on EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_EIAJ4120: + printfln_out("Connector: TV HDTV EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_HDTV_YPRPB: + printfln_out("Connector: PC POD HDTV YPRPB"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_SVIDEO: + printfln_out("Connector: PC POD S-Video"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_COMPOSITE: + printfln_out("Connector: PC POD Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_SVIDEO: + printfln_out("Connector: DVI-I TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_COMPOSITE: + printfln_out("Connector: DVI-I TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I: + printfln_out("Connector: DVI-I"); + break; + case NVAPI_GPU_CONNECTOR_DVI_D: + printfln_out("Connector: DVI-D"); + break; + case NVAPI_GPU_CONNECTOR_ADC: + printfln_out("Connector: ADC"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_1: + printfln_out("Connector: LFH DVI-I 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_2: + printfln_out("Connector: LFH DVI-I 2"); + break; + case NVAPI_GPU_CONNECTOR_SPWG: + printfln_out("Connector: SPWG"); + break; + case NVAPI_GPU_CONNECTOR_OEM: + printfln_out("Connector: OEM"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_EXTERNAL: + printfln_out("Connector: DisplayPort External"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_INTERNAL: + printfln_out("Connector: DisplayPort Internal"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_MINI_EXT: + printfln_out("Connector: DisplayPort Mini External"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_A: + printfln_out("Connector: HDMI A"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_C_MINI: + printfln_out("Connector: HDMI C Mini"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_1: + printfln_out("Connector: LFH DisplayPort 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_2: + printfln_out("Connector: LFH DisplayPort 2"); + break; + case NVAPI_GPU_CONNECTOR_VIRTUAL_WFD: + printfln_out("Connector: Virtual WFD"); + break; + case NVAPI_GPU_CONNECTOR_USB_C: + printfln_out("Connector: USB C"); + break; + default: + printfln_out("Connector: unknown (%d)", target_info->details->connector); + break; + } + + switch (target_info->details->tvFormat) { + case NV_DISPLAY_TV_FORMAT_NONE: + printfln_out("TV format: none"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCM: + printfln_out("TV format: SD NTSC-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCJ: + printfln_out("TV format: SD NTSC-J"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALM: + printfln_out("TV format: SD PAL-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALBDGH: + printfln_out("TV format: SD PAL-BDGH"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALN: + printfln_out("TV format: SD PAL-N"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALNC: + printfln_out("TV format: SD PAL-NC"); + break; + case NV_DISPLAY_TV_FORMAT_SD_576i: + printfln_out("TV format: SD 576i"); + break; + case NV_DISPLAY_TV_FORMAT_SD_480i: + printfln_out("TV format: SD 480i"); + break; + case NV_DISPLAY_TV_FORMAT_ED_480p: + printfln_out("TV format: ED 480p"); + break; + case NV_DISPLAY_TV_FORMAT_ED_576p: + printfln_out("TV format: ED 576p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p: + printfln_out("TV format: HD 720p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i: + printfln_out("TV format: HD 1080i"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p: + printfln_out("TV format: HD 1080p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p50: + printfln_out("TV format: HD 720p50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p24: + printfln_out("TV format: HD 1080p24"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i50: + printfln_out("TV format: HD 1080i50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p50: + printfln_out("TV format: HD 1080p50"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_3840: + printfln_out("TV format: UHD 4Kp30 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_3840: + printfln_out("TV format: UHD 4Kp25 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_3840: + printfln_out("TV format: UHD 4Kp24 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_SMPTE: + printfln_out("TV format: UHD 4Kp24 SMPTE"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_3840: + printfln_out("TV format: UHD 4Kp50 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_3840: + printfln_out("TV format: UHD 4Kp60 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_4096: + printfln_out("TV format: UHD 4Kp30 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_4096: + printfln_out("TV format: UHD 4Kp25 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_4096: + printfln_out("TV format: UHD 4Kp24 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_4096: + printfln_out("TV format: UHD 4Kp50 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_4096: + printfln_out("TV format: UHD 4Kp60 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp24_7680: + printfln_out("TV format: UHD 8Kp24 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp25_7680: + printfln_out("TV format: UHD 8Kp25 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp30_7680: + printfln_out("TV format: UHD 8Kp30 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp48_7680: + printfln_out("TV format: UHD 8Kp48 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp50_7680: + printfln_out("TV format: UHD 8Kp50 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp60_7680: + printfln_out("TV format: UHD 8Kp60 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp100_7680: + printfln_out("TV format: UHD 8Kp100 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp120_7680: + printfln_out("TV format: UHD 8Kp120 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_3840: + printfln_out("TV format: UHD 4Kp48 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_4096: + printfln_out("TV format: UHD 4Kp48 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_3840: + printfln_out("TV format: UHD 4Kp100 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_4096: + printfln_out("TV format: UHD 4Kp100 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_4096: + printfln_out("TV format: UHD 4Kp120 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_3840: + printfln_out("TV format: UHD 4Kp120 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_5120: + printfln_out("TV format: UHD 4Kp100 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_5120: + printfln_out("TV format: UHD 4Kp120 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_5120: + printfln_out("TV format: UHD 4Kp24 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_5120: + printfln_out("TV format: UHD 4Kp25 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_5120: + printfln_out("TV format: UHD 4Kp30 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_5120: + printfln_out("TV format: UHD 4Kp48 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_5120: + printfln_out("TV format: UHD 4Kp50 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_5120: + printfln_out("TV format: UHD 4Kp60 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp24_10240: + printfln_out("TV format: UHD 10Kp24 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp25_10240: + printfln_out("TV format: UHD 10Kp25 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp30_10240: + printfln_out("TV format: UHD 10Kp30 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp48_10240: + printfln_out("TV format: UHD 10Kp48 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp50_10240: + printfln_out("TV format: UHD 10Kp50 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp60_10240: + printfln_out("TV format: UHD 10Kp60 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp100_10240: + printfln_out("TV format: UHD 10Kp100 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp120_10240: + printfln_out("TV format: UHD 10Kp120 10240"); + break; + case NV_DISPLAY_TV_FORMAT_SD_OTHER: + printfln_out("TV format: SD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ED_OTHER: + printfln_out("TV format: ED Other"); + break; + case NV_DISPLAY_TV_FORMAT_HD_OTHER: + printfln_out("TV format: HD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ANY: + printfln_out("TV format: Any"); + break; + default: + printfln_out("TV format: unknown (%d)", target_info->details->tvFormat); + break; + } + + switch (target_info->details->timingOverride) { + case NV_TIMING_OVERRIDE_CURRENT: + printfln_out("Timing override: current"); + break; + case NV_TIMING_OVERRIDE_AUTO: + printfln_out("Timing override: auto"); + break; + case NV_TIMING_OVERRIDE_EDID: + printfln_out("Timing override: EDID"); + break; + case NV_TIMING_OVERRIDE_DMT: + printfln_out("Timing override: VESA DMT"); + break; + case NV_TIMING_OVERRIDE_DMT_RB: + printfln_out("Timing override: VESA DMT RB"); + break; + case NV_TIMING_OVERRIDE_CVT: + printfln_out("Timing override: VESA CVT"); + break; + case NV_TIMING_OVERRIDE_CVT_RB: + printfln_out("Timing override: VESA CVT RB"); + break; + case NV_TIMING_OVERRIDE_GTF: + printfln_out("Timing override: VESA GTF"); + break; + case NV_TIMING_OVERRIDE_EIA861: + printfln_out("Timing override: EIA 861x pre-defined timing"); + break; + case NV_TIMING_OVERRIDE_ANALOG_TV: + printfln_out("Timing override: analog SD/HDTV timing"); + break; + case NV_TIMING_OVERRIDE_CUST: + printfln_out("Timing override: NV custom timings"); + break; + case NV_TIMING_OVERRIDE_NV_PREDEFINED: + printfln_out("Timing override: NV pre-defined timing (basically the PsF timings)"); + break; + case NV_TIMING_OVERRIDE_NV_ASPR: + printfln_out("Timing override: NV ASPR"); + break; + case NV_TIMING_OVERRIDE_SDI: + printfln_out("Timing override: SDI"); + break; + case NV_TIMING_OVRRIDE_MAX: + printfln_out("Timing override: max"); + break; + default: + printfln_out("Timing override: unknown (%d)", target_info->details->timingOverride); + break; + } + + printfln_out("Override custom (backend raster) timing"); + + printfln_out("Horizontal visible: %d", target_info->details->timing.HVisible); + printfln_out("Horizontal border: %d", target_info->details->timing.HBorder); + printfln_out("Horizontal front porch: %d", target_info->details->timing.HFrontPorch); + printfln_out("Horizontal sync width: %d", target_info->details->timing.HSyncWidth); + printfln_out("Horizontal total: %d", target_info->details->timing.HTotal); + printfln_out("Horizontal sync polarity: %s", target_info->details->timing.HSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Vertical visible: %d", target_info->details->timing.VVisible); + printfln_out("Vertical border: %d", target_info->details->timing.VBorder); + printfln_out("Vertical front porch: %d", target_info->details->timing.VFrontPorch); + printfln_out("Vertical sync width: %d", target_info->details->timing.VSyncWidth); + printfln_out("Vertical total: %d", target_info->details->timing.VTotal); + printfln_out("Vertical sync polarity: %s", target_info->details->timing.VSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Interlaced: %s", target_info->details->timing.interlaced == 1 ? "interlaced" : "progressive"); + printfln_out("Pixel clock: %lu kHz", target_info->details->timing.pclk * 10); + + printfln_out("Flag: 0x%lX", target_info->details->timing.etc.flag); + printfln_out("Logical refresh rate to present: %d", target_info->details->timing.etc.rr); + printfln_out("Physical vertical refresh rate: %f Hz", target_info->details->timing.etc.rrx1k * 0.001); + printfln_out("Display aspect ratio: %lu:%lu", target_info->details->timing.etc.aspect >> 16, target_info->details->timing.etc.aspect & 0xFFFF); + printfln_out("Bit-wise pixel repetition factor (1 = no pixel repetition, 2 = each pixel repeats twice horizontally, etc.): %d", target_info->details->timing.etc.rep); + printfln_out("Timing status: 0x%lX", target_info->details->timing.etc.status); + printfln_out("Timing name: %s", target_info->details->timing.etc.name); + } + + printfln_out("--------------------------------"); + } + } + + _display_config_free(&displayconfig_path_info); + + return true; +} + +static bool _custom_resolution_set( + const nv_api_t *nv_api, + NvU32 display_id, + uint16_t screen_width, + uint16_t screen_height, + float screen_refresh_rate, + uint8_t test_only_timeout_sec) +{ + NV_CUSTOM_DISPLAY custom_display; + NV_TIMING_FLAG flag; + NV_TIMING_INPUT timing; + NvAPI_Status status; + + assert(nv_api); + + memset(&custom_display, 0, sizeof(NV_CUSTOM_DISPLAY)); + memset(&flag, 0, sizeof(NV_TIMING_FLAG)); + memset(&timing, 0, sizeof(NV_TIMING_INPUT)); + + custom_display.version = NV_CUSTOM_DISPLAY_VER; + custom_display.width = screen_width; + custom_display.height = screen_height; + custom_display.depth = 32; + custom_display.colorFormat = NV_FORMAT_A8R8G8B8; + custom_display.srcPartition.x = 0; + custom_display.srcPartition.y = 0; + custom_display.srcPartition.w = 1; + custom_display.srcPartition.h = 1; + custom_display.xRatio = 1; + custom_display.yRatio = 1; + + timing.version = NV_TIMING_INPUT_VER; + timing.height = screen_height; + timing.width = screen_width; + timing.rr = screen_refresh_rate; + timing.flag = flag; + timing.type = NV_TIMING_OVERRIDE_CVT_RB; + + printfln_err("Calculating custom display timing for display ID 0x%lX", display_id); + + status = nv_api->NvAPI_DISP_GetTiming(display_id, &timing, &custom_display.timing); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Calculating custom display timing"); + return false; + } + + status = nv_api->NvAPI_DISP_TryCustomDisplay(&display_id, 1, &custom_display); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Trying custom display configuration"); + return false; + } + + if (test_only_timeout_sec == 0) { + printfln_err("Persisting custom display configuration"); + + status = nv_api->NvAPI_DISP_SaveCustomDisplay(&display_id, 1, true, true); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving custom display configuration"); + return false; + } + + printfln_err("Custom display configuration persisted"); + } else { + printfln_err("Trying custom display configuration for %d seconds...", test_only_timeout_sec); + + Sleep(test_only_timeout_sec * 1000); + + printfln_err("Reverting custom display configuration, not persisting"); + + status = nv_api->NvAPI_DISP_RevertCustomDisplayTrial(&display_id, 1); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Reverting custom display configuration"); + return false; + } + } + + return true; +} + +static bool _display_config_gpu_scaling_enable_filter(NV_DISPLAYCONFIG_PATH_TARGET_INFO *target_info) +{ + if (target_info->details == NULL) { + printfln_err("ERROR: No details found for target info"); + return false; + } + + if (target_info->details->scaling == NV_SCALING_GPU_SCALING_TO_NATIVE) { + printfln_err("GPU scaling to native resolution is already enabled"); + return false; + } else { + target_info->details->scaling = NV_SCALING_GPU_SCALING_TO_NATIVE; + printfln_err("Enabling GPU scaling to native resolution"); + return true; + } +} + +static bool _display_config_gpu_scaling_to_native_resolution_enable(const nv_api_t *nv_api, NvU32 display_id) +{ + displayconfig_path_info_t displayconfig_path_info; + bool changes_to_save; + + assert(nv_api); + + if (!_display_config_get(nv_api, &displayconfig_path_info)) { + return false; + } + + changes_to_save = _display_config_visit(&displayconfig_path_info, display_id, _display_config_gpu_scaling_enable_filter); + + if (changes_to_save) { + if (!_display_config_set(nv_api, &displayconfig_path_info)) { + _display_config_free(&displayconfig_path_info); + return false; + } + } + + _display_config_free(&displayconfig_path_info); + + return true; +} + +// ------------------------------------------------------------------------------------------------- + +static void _print_synopsis() +{ + printfln_err("Usage: nvgpu "); + printfln_err("Commands:"); + printfln_err(" nv"); + printfln_err(" info Print information about the NVAPI module and driver"); + printfln_err(""); + printfln_err(" profile"); + printfln_err(" create Create a new driver profile with the given name"); + printfln_err(" delete Delete an existing driver profile"); + printfln_err(" application-add "); + printfln_err(" Add an application to the driver profile. This will apply the profile to the application when the driver detects a process being launched, e.g. MyApplication.exe"); + printfln_err(" gsync-disable Disable G-SYNC for the driver profile"); + printfln_err(" gpu-power-state-max Set GPU power state to maximum for the driver profile"); + printfln_err(""); + printfln_err(" display"); + printfln_err(" primary-display-id Print the ID of the primary display"); + printfln_err(" list List all connected displays and their display IDs"); + printfln_err(" config [display_id] Print the current display configurations. Optionally, specify a display ID to get the configuration of that display only"); + printfln_err(" custom-resolution-set "); + printfln_err(" Set a custom display mode with the given parameters for the given display ID. The settings are persisted immediately. Ensure you tested these before with the custom-display-test command."); + printfln_err(" custom-resolution-test [--test-timeout-secs n]"); + printfln_err(" Test a custom display mode for a limited amount of time. This will revert the display mode after the given amount of seconds and not persist the changes."); + printfln_err(" test-timeout-secs: Optional. Number of seconds to test the custom display mode for. Default is 10 seconds."); + printfln_err(" gpu-scaling-to-native-resolution-enable Enable GPU scaling to native resolution for the given display ID"); +} + +static bool _cmd_nv_info(const nv_api_t *nv_api) +{ + return _nv_info(nv_api); +} + +static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_create(nv_api, profile_name); +} + +static bool _cmd_profile_delete(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_delete(nv_api, profile_name); +} + +static bool _cmd_profile_application_add(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + const char *application_name; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + application_name = argv[1]; + + return _profile_application_add(nv_api, profile_name, application_name); +} + +static bool _cmd_profile_gsync_disable(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gsync_disable(nv_api, profile_name); +} + +static bool _cmd_profile_gpu_power_state_max(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gpu_power_state_max(nv_api, profile_name); +} + +static bool _cmd_display_primary_display_id(const nv_api_t *nv_api) +{ + return _display_primary_display_id(nv_api); +} + +static bool _cmd_display_list(const nv_api_t *nv_api) +{ + return _displays_list(nv_api); +} + +static bool _cmd_display_config(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + + if (argc > 0) { + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + } else { + display_id = 0; + } + + return _display_config_print(nv_api, display_id); +} + +static bool _cmd_custom_resolution_set(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + + if (argc < 4) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + printf_err("Setting custom resolution for display ID 0x%X: %dx%d@%f\n", display_id, screen_width, screen_height, screen_refresh_rate); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + 0); +} + +static bool _cmd_custom_resolution_test(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + uint8_t test_only_timeout_sec; + + if (argc < 5) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + // Sane defaults for optional parameters + test_only_timeout_sec = 10; + + for (int i = 4; i < argc; i++) { + if (!strcmp(argv[i], "--test-timeout-secs")) { + if (i + 1 < argc) { + test_only_timeout_sec = atoi(argv[++i]); + + if (test_only_timeout_sec == 0) { + printfln_err("ERROR: Time out parameter must be greater than 0"); + return false; + } + } else { + printfln_err("ERROR: Missing argument for --test-timeout-secs"); + return false; + } + } + } + + printf_err("Testing custom resolution for display ID %u: %dx%d@%f, timeout %d seconds\n", display_id, screen_width, screen_height, screen_refresh_rate, test_only_timeout_sec); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + test_only_timeout_sec); +} + +static bool _cmd_display_gpu_scaling_to_native_resolution_enable(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + return _display_config_gpu_scaling_to_native_resolution_enable(nv_api, display_id); +} + +// ------------------------------------------------------------------------------------------------- + +int main(int argc, char **argv) +{ + const char *command; + const char *sub_command; + nv_module_t *nv_module; + nv_api_t nv_api; + NvAPI_Status status; + bool result; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + exit(1); + } + + command = argv[1]; + sub_command = argv[2]; + + printfln_err("Loading NVAPI module..."); + + nv_module_load(&nv_module); + nv_module_api_get(nv_module, &nv_api); + + printfln_err("Initializing NVAPI..."); + + status = nv_api.NvAPI_Initialize(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + fprintf(stderr, "ERROR: Initializing NVAPI, reason: %s\n", error_str); + + nv_module_free(&nv_module); + exit(1); + } + + printfln_err("Running command: %s %s", command, sub_command); + + if (!strcmp(command, "nv")) { + if (!strcmp(sub_command, "info")) { + result = _cmd_nv_info(&nv_api); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "profile")) { + _ensure_drs_settings_folder_exists(); + + if (!strcmp(sub_command, "create")) { + result = _cmd_profile_create(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "delete")) { + result = _cmd_profile_delete(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "application-add")) { + result = _cmd_profile_application_add(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gsync-disable")) { + result = _cmd_profile_gsync_disable(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gpu-power-state-max")) { + result = _cmd_profile_gpu_power_state_max(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "display")) { + if (!strcmp(sub_command, "primary-display-id")) { + result = _cmd_display_primary_display_id(&nv_api); + } else if (!strcmp(sub_command, "list")) { + result = _cmd_display_list(&nv_api); + } else if (!strcmp(sub_command, "config")) { + result = _cmd_display_config(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-set")) { + result = _cmd_custom_resolution_set(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-test")) { + result = _cmd_custom_resolution_test(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gpu-scaling-to-native-resolution-enable")) { + result = _cmd_display_gpu_scaling_to_native_resolution_enable(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else { + printfln_err("ERROR: Unknown command: %s", command); + _print_synopsis(); + result = false; + } + + status = nv_api.NvAPI_Unload(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + printfln_err("ERROR: Unloading NVAPI, reason: %s", error_str); + } + + nv_module_free(&nv_module); + + if (result) { + printfln_err("Command completed successfully"); + exit(0); + } else { + printfln_err("Command failed"); + exit(1); + } +} \ No newline at end of file From a3d890dcd73a39e500c937a1d6ecf5cd017bdb67 Mon Sep 17 00:00:00 2001 From: icex2 Date: Wed, 19 Feb 2025 19:39:10 +0100 Subject: [PATCH 107/118] fix(nvgpu): Missing error handling not returning MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit If fetching the configuration fails, don’t continue with processing any non-existing data. --- src/main/nvgpu/main.c | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c index 9899651..331edf3 100644 --- a/src/main/nvgpu/main.c +++ b/src/main/nvgpu/main.c @@ -666,7 +666,9 @@ static bool _display_config_print(const nv_api_t *nv_api, NvU32 display_id) assert(nv_api); - _display_config_get(nv_api, &displayconfig_path_info); + if (!_display_config_get(nv_api, &displayconfig_path_info)) { + return false; + } if (display_id != 0) { printfln_err("Applying display ID filter: %lX", display_id); From c3a337ceb4093d21ccb7f19139ede41b72725f80 Mon Sep 17 00:00:00 2001 From: icex2 Date: Wed, 19 Feb 2025 19:39:10 +0100 Subject: [PATCH 108/118] fix(nvgpu): Initialize value of parameter to fix INVALID_ARGUMENT As stated by the documentation in nvapi.h, path_info_count must be set to the value 0 in this case. --- src/main/nvgpu/main.c | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c index 331edf3..b7052bc 100644 --- a/src/main/nvgpu/main.c +++ b/src/main/nvgpu/main.c @@ -174,7 +174,9 @@ static bool _display_config_get(const nv_api_t *nv_api, displayconfig_path_info_ assert(nv_api); assert(displayconfig_path_info); - status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count , NULL); + displayconfig_path_info->path_info_count = 0; + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count, NULL); if (status != NVAPI_OK) { PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config path info count"); From c6180bdf47b990f14e3388c925b99c1bf8ff6e48 Mon Sep 17 00:00:00 2001 From: icex2 Date: Wed, 19 Feb 2025 19:39:10 +0100 Subject: [PATCH 109/118] =?UTF-8?q?feat(nvgpu):=20Add=20=E2=80=94overwrite?= =?UTF-8?q?-exists=20flag=20for=20profile=20creation?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit When running this in a script on startup to ensure whatever configuration is required to be created is created, this avoids several commands to first check if the profile exists, delete it, then re-create it. --- src/main/nvgpu/main.c | 33 +++++++++++++++++++++++++++++++-- 1 file changed, 31 insertions(+), 2 deletions(-) diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c index b7052bc..a35cc9a 100644 --- a/src/main/nvgpu/main.c +++ b/src/main/nvgpu/main.c @@ -333,7 +333,7 @@ static bool _nv_info(const nv_api_t *nv_api) return true; } -static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) +static bool _profile_create(const nv_api_t *nv_api, const char *profile_name, bool overwrite_exists) { NvDRSSessionHandle session; NVDRS_PROFILE profile; @@ -358,6 +358,26 @@ static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + if (status == NVAPI_PROFILE_NAME_IN_USE && overwrite_exists) { + printfln_err("Profile %s already exists, enabled overwrite existing...", profile_name); + + if (!_profile_get(nv_api, profile_name, session, &profile_handle)) { + _session_destroy(nv_api, session); + + return false; + } + + status = nv_api->NvAPI_DRS_DeleteProfile(session, profile_handle); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Deleting existing profile"); + return false; + } + + // Retry + status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + } + if (status != NVAPI_OK) { PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver profile"); @@ -1294,6 +1314,7 @@ static bool _cmd_nv_info(const nv_api_t *nv_api) static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) { const char *profile_name; + bool overwrite_exists; if (argc < 1) { _print_synopsis(); @@ -1303,7 +1324,15 @@ static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) profile_name = argv[0]; - return _profile_create(nv_api, profile_name); + overwrite_exists = false; + + for (int i = 1; i < argc; i++) { + if (!strcmp(argv[i], "--overwrite-exists")) { + overwrite_exists = true; + } + } + + return _profile_create(nv_api, profile_name, overwrite_exists); } static bool _cmd_profile_delete(const nv_api_t *nv_api, int argc, char **argv) From 7943ecffcdfb5fae913efdbd043f5ba1a1e0dcc3 Mon Sep 17 00:00:00 2001 From: icex2 Date: Wed, 19 Feb 2025 19:40:20 +0100 Subject: [PATCH 110/118] fix(nvgpu): Missing error handling not returning MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit If fetching the configuration fails, don’t continue with processing any non-existing data. --- src/main/nvgpu/main.c | 1610 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1610 insertions(+) create mode 100644 src/main/nvgpu/main.c diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c new file mode 100644 index 0000000..331edf3 --- /dev/null +++ b/src/main/nvgpu/main.c @@ -0,0 +1,1610 @@ +#include + +#include +#include +#include +#include +#include +#include + +#include "nv/api.h" +#include "nv/module.h" + +#include "util/fs.h" +#include "util/mem.h" +#include "util/str.h" + +#define NV_DRS_SETTINGS_FOLDER "C:\\ProgramData\\NVIDIA Corporation\\Drs" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define PRINT_ERR_WITH_NVAPI_MESSAGE(status, fmt, ...) \ + NvAPI_ShortString error_str; \ + nv_api->NvAPI_GetErrorMessage(status, error_str); \ + fprintf(stderr, fmt ", reason: %s\n", ##__VA_ARGS__, error_str); + +typedef struct displayconfig_path_info { + NvU32 path_info_count; + NV_DISPLAYCONFIG_PATH_INFO *path_info; +} displayconfig_path_info_t; + +static bool _session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_DestroySession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Destroying driver settings session"); + return false; + } + + return true; +} + +static bool _session_create_and_settings_load(const nv_api_t *nv_api, NvDRSSessionHandle *session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_CreateSession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver settings session"); + return false; + } + + status = nv_api->NvAPI_DRS_LoadSettings(*session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Loading driver settings"); + + return _session_destroy(nv_api, *session); + } + + return true; +} + +static bool _settings_save_and_session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + printfln_err("Saving ..."); + + status = nv_api->NvAPI_DRS_SaveSettings(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving driver settings"); + + return _session_destroy(nv_api, session); + } + + return _session_destroy(nv_api, session); +} + +static bool _profile_get( + const nv_api_t *nv_api, + const char *profile_name, + NvDRSSessionHandle session, + NvDRSProfileHandle *profile) +{ + NvAPI_UnicodeString nv_profile_name; + NvAPI_Status status; + wchar_t *profile_name_wstr; + + assert(nv_api); + assert(session); + assert(profile); + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(nv_profile_name, sizeof(nv_profile_name), profile_name_wstr); + + status = nv_api->NvAPI_DRS_FindProfileByName(session, nv_profile_name, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Finding driver profile %s", profile_name); + return false; + } + + return true; +} + +static bool _profile_setting_set( + const nv_api_t *nv_api, + NvDRSSessionHandle session, + NvDRSProfileHandle profile, + NVDRS_SETTING *setting) +{ + NvAPI_Status status; + + assert(nv_api); + assert(setting); + + status = nv_api->NvAPI_DRS_SetSetting(session, profile, setting); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "Error setting driver settings"); + return false; + } + + return true; +} + +static void _display_config_free(displayconfig_path_info_t *displayconfig_path_info) +{ + assert(displayconfig_path_info); + assert(displayconfig_path_info->path_info); + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + assert(displayconfig_path_info->path_info[i].sourceModeInfo); + assert(displayconfig_path_info->path_info[i].targetInfo); + + for (NvU32 j = 0; j < displayconfig_path_info->path_info[i].targetInfoCount; j++) { + assert(displayconfig_path_info->path_info[i].targetInfo[i].details); + + free(displayconfig_path_info->path_info[i].targetInfo[i].details); + } + + free(displayconfig_path_info->path_info[i].targetInfo); + free(displayconfig_path_info->path_info[i].sourceModeInfo); + } + + free(displayconfig_path_info->path_info); +} + +static bool _display_config_get(const nv_api_t *nv_api, displayconfig_path_info_t *displayconfig_path_info) +{ + NvAPI_Status status; + + assert(nv_api); + assert(displayconfig_path_info); + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count , NULL); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config path info count"); + return false; + } + + displayconfig_path_info->path_info = (NV_DISPLAYCONFIG_PATH_INFO*) + xmalloc(sizeof(NV_DISPLAYCONFIG_PATH_INFO) * displayconfig_path_info->path_info_count); + memset(displayconfig_path_info->path_info, 0, sizeof(NV_DISPLAYCONFIG_PATH_INFO) * displayconfig_path_info->path_info_count); + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + displayconfig_path_info->path_info[i].version = NV_DISPLAYCONFIG_PATH_INFO_VER; + } + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count, displayconfig_path_info->path_info); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config target info counts"); + + free(displayconfig_path_info->path_info); + + return false; + } + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + if (displayconfig_path_info->path_info[i].version == NV_DISPLAYCONFIG_PATH_INFO_VER1 || + displayconfig_path_info->path_info[i].version == NV_DISPLAYCONFIG_PATH_INFO_VER2) { + displayconfig_path_info->path_info[i].sourceModeInfo = + (NV_DISPLAYCONFIG_SOURCE_MODE_INFO*) xmalloc(sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO)); + } else { +#ifdef NV_DISPLAYCONFIG_PATH_INFO_VER3 + displayconfig_path_info->path_info[i].sourceModeInfo =(NV_DISPLAYCONFIG_SOURCE_MODE_INFO*) malloc( + displayconfig_path_info->path_info[i].sourceModeInfoCount * sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO)); +#endif + } + + memset(displayconfig_path_info->path_info[i].sourceModeInfo, 0, sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO)); + + displayconfig_path_info->path_info[i].targetInfo = (NV_DISPLAYCONFIG_PATH_TARGET_INFO*) xmalloc( + displayconfig_path_info->path_info[i].targetInfoCount * sizeof(NV_DISPLAYCONFIG_PATH_TARGET_INFO)); + + memset(displayconfig_path_info->path_info[i].targetInfo, 0, + displayconfig_path_info->path_info[i].targetInfoCount * sizeof(NV_DISPLAYCONFIG_PATH_TARGET_INFO)); + + for (NvU32 j = 0 ; j < displayconfig_path_info->path_info[i].targetInfoCount ; j++) { + displayconfig_path_info->path_info[i].targetInfo[j].details = + (NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO*) xmalloc(sizeof(NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO)); + memset(displayconfig_path_info->path_info[i].targetInfo[j].details, 0, + sizeof(NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO)); + displayconfig_path_info->path_info[i].targetInfo[j].details->version = + NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER; + } + } + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count, displayconfig_path_info->path_info); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config"); + + _display_config_free(displayconfig_path_info); + + return false; + } + + return true; +} + +static bool _display_config_set(const nv_api_t *nv_api, displayconfig_path_info_t *displayconfig_path_info) +{ + NvAPI_Status status; + + assert(nv_api); + assert(displayconfig_path_info); + + printfln_err("Validating display config..."); + + status = nv_api->NvAPI_DISP_SetDisplayConfig(displayconfig_path_info->path_info_count, displayconfig_path_info->path_info, NV_DISPLAYCONFIG_VALIDATE_ONLY); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Validating display config"); + return false; + } + + printfln_err("Saving display config..."); + + status = nv_api->NvAPI_DISP_SetDisplayConfig(displayconfig_path_info->path_info_count, displayconfig_path_info->path_info, NV_DISPLAYCONFIG_SAVE_TO_PERSISTENCE | NV_DISPLAYCONFIG_DRIVER_RELOAD_ALLOWED); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving display config"); + return false; + } + + return true; +} + +static bool _display_config_visit(displayconfig_path_info_t *displayconfig_path_info, NvU32 display_id, bool (*display_config_filter)(NV_DISPLAYCONFIG_PATH_TARGET_INFO *target_info)) +{ + NV_DISPLAYCONFIG_PATH_TARGET_INFO *target_info; + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + target_info = &displayconfig_path_info->path_info[i].targetInfo[i]; + + if (display_id != 0 && target_info->displayId != display_id) { + continue; + } + + return display_config_filter(target_info); + } + + return false; +} + +static void _ensure_drs_settings_folder_exists() +{ + // Even on a fresh install, this might not exist which result + // in NVAPI_ACCESS_DENIED errors on many (or even all?) nvapi DRS functions + if (!path_exists(NV_DRS_SETTINGS_FOLDER)) { + printfln_err("NOTE: DRS settings folder to store profiles does not exist, creating..."); + path_mkdir(NV_DRS_SETTINGS_FOLDER); + } +} + +// ------------------------------------------------------------------------------------------------- + +static bool _nv_info(const nv_api_t *nv_api) +{ + NvAPI_ShortString interface_version; + NvAPI_ShortString driver_version; + NvU32 driver_version_number; + NvAPI_Status status; + + printfln_err("Getting interface version..."); + + status = nv_api->NvAPI_GetInterfaceVersionStringEx(interface_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting interface version string"); + return false; + } + + printfln_err("Getting driver and branch version..."); + + status = nv_api->NvAPI_SYS_GetDriverAndBranchVersion(&driver_version_number, driver_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting driver and branch version"); + return false; + } + + printfln_out("Interface version: %s", interface_version); + printfln_out("Driver version: %s", driver_version); + printfln_out("Driver version number: %lu", driver_version_number); + + return true; +} + +static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NVDRS_PROFILE profile; + wchar_t *profile_name_wstr; + NvAPI_Status status; + NvDRSProfileHandle profile_handle; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + profile.version = NVDRS_PROFILE_VER; + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(profile.profileName, sizeof(profile.profileName), profile_name_wstr); + free(profile_name_wstr); + + printfln_err("Creating profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver profile"); + + _session_destroy(nv_api, session); + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_delete(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + printfln_err("Deleting profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_DeleteProfile(session, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Deleting driver profile %s", profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_application_add(const nv_api_t *nv_api, const char *profile_name, const char *application_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + NVDRS_APPLICATION application; + wchar_t *application_name_wstr; + + assert(nv_api); + assert(profile_name); + assert(application_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + application.version = NVDRS_APPLICATION_VER; + + application_name_wstr = str_widen(application_name); + wstr_cpy(application.appName, sizeof(application.appName), application_name_wstr); + free(application_name_wstr); + + printfln_err("Adding application %s to profile %s...", application_name, profile_name); + + status = nv_api->NvAPI_DRS_CreateApplication(session, profile, &application); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Adding application %s to profile %s", application_name, profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gsync_disable(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = VRR_APP_OVERRIDE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + setting.u32CurrentValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + + printfln_err("Disabling G-SYNC for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gpu_power_state_max(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = PREFERRED_PSTATE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = PREFERRED_PSTATE_PREFER_MAX; + setting.u32CurrentValue = PREFERRED_PSTATE_PREFER_MAX; + + printfln_err("Setting GPU power state to maximum for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _display_primary_display_id(const nv_api_t *nv_api) +{ + NvAPI_Status status; + NvPhysicalGpuHandle gpu_handle[NVAPI_MAX_PHYSICAL_GPUS]; + NvU32 gpu_count; + NvU32 display_id_count; + NV_GPU_DISPLAYIDS *display_ids; + + assert(nv_api); + + status = nv_api->NvAPI_EnumPhysicalGPUs(gpu_handle, &gpu_count); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Enumerating physical GPUs"); + return false; + } + + // Assuming first physical GPU, first display = primary display + if (gpu_count > 0) { + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[0], NULL, &display_id_count, 0); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display count of GPU"); + return false; + } + + if (display_id_count > 0) { + display_ids = (NV_GPU_DISPLAYIDS*) xmalloc(sizeof(NV_GPU_DISPLAYIDS) * display_id_count); + + for (NvU32 j = 0; j < display_id_count; j++) { + display_ids[j].version = NV_GPU_DISPLAYIDS_VER; + } + + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[0], display_ids, &display_id_count, 0); + + if (status != NVAPI_OK) { + free(display_ids); + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display ids of GPU"); + return false; + } + + printfln_out("0x%lX", display_ids[0].displayId); + + free(display_ids); + + return true; + } + } + + return false; +} + +static bool _displays_list(const nv_api_t *nv_api) +{ + NvAPI_Status status; + NvPhysicalGpuHandle gpu_handle[NVAPI_MAX_PHYSICAL_GPUS]; + NvU32 gpu_count; + NvU32 display_id_count; + NV_GPU_DISPLAYIDS *display_ids; + const char *connector_type; + + assert(nv_api); + + status = nv_api->NvAPI_EnumPhysicalGPUs(gpu_handle, &gpu_count); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Enumerating physical GPUs"); + return false; + } + + printfln_err("Display ID, Connector Type, Active, Connected, Physically Connected"); + + for (NvU32 i = 0; i < gpu_count; i++) { + // Get display count per GPU + display_id_count = 0; + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], NULL, &display_id_count, 0); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display count of GPU"); + return false; + } + + if (display_id_count > 0) { + display_ids = (NV_GPU_DISPLAYIDS*) xmalloc(sizeof(NV_GPU_DISPLAYIDS) * display_id_count); + + for (NvU32 j = 0; j < display_id_count; j++) { + display_ids[j].version = NV_GPU_DISPLAYIDS_VER; + } + + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], display_ids, &display_id_count, 0); + + if (status != NVAPI_OK) { + free(display_ids); + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display ids of GPU"); + return false; + } + + for (NvU32 j = 0; j < display_id_count; j++) { + switch (display_ids[j].connectorType) { + case NV_MONITOR_CONN_TYPE_VGA: + connector_type = "VGA"; + break; + case NV_MONITOR_CONN_TYPE_COMPONENT: + connector_type = "Component"; + break; + case NV_MONITOR_CONN_TYPE_SVIDEO: + connector_type = "S-Video"; + break; + case NV_MONITOR_CONN_TYPE_HDMI: + connector_type = "HDMI"; + break; + case NV_MONITOR_CONN_TYPE_DVI: + connector_type = "DVI"; + break; + case NV_MONITOR_CONN_TYPE_LVDS: + connector_type = "LVDS"; + break; + case NV_MONITOR_CONN_TYPE_DP: + connector_type = "DP"; + break; + case NV_MONITOR_CONN_TYPE_COMPOSITE: + connector_type = "Composite"; + break; + default: + connector_type = "unknown"; + break; + } + + printfln_out("0x%lX, %s, %s, %s, %s", + display_ids[j].displayId, + connector_type, + display_ids[j].isActive ? "active" : "inactive", + display_ids[j].isConnected ? "connected" : "disconnected", + display_ids[j].isPhysicallyConnected ? "connected" : "disconnected"); + } + + free(display_ids); + } + } + + return true; +} + +static bool _display_config_print(const nv_api_t *nv_api, NvU32 display_id) +{ + displayconfig_path_info_t displayconfig_path_info; + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 *target_info; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 *source_mode_info; + + assert(nv_api); + + if (!_display_config_get(nv_api, &displayconfig_path_info)) { + return false; + } + + if (display_id != 0) { + printfln_err("Applying display ID filter: %lX", display_id); + } + + printfln_err("Num total adapters in config: %ld", displayconfig_path_info.path_info_count); + + for (NvU32 i = 0; i < displayconfig_path_info.path_info_count; i++) { + printfln_err("Num total displays in adapter: %ld", displayconfig_path_info.path_info[i].targetInfoCount); + + for (NvU32 j = 0; j < displayconfig_path_info.path_info[i].targetInfoCount; j++) { + target_info = &displayconfig_path_info.path_info[i].targetInfo[j]; + source_mode_info = &displayconfig_path_info.path_info[i].sourceModeInfo[j]; + + if (display_id != 0 && target_info->displayId != display_id) { + continue; + } + + printfln_out("--------------------------------"); + printfln_out("Adapter source ID %ld", displayconfig_path_info.path_info[i].sourceId); + printfln_out("Display ID: %lX", target_info->displayId); + printfln_out("Resolution width: %ld", source_mode_info->resolution.width); + printfln_out("Resolution height: %ld", source_mode_info->resolution.height); + printfln_out("Color depth: %d", source_mode_info->colorFormat); + printfln_out("Position x: %d", source_mode_info->position.x); + printfln_out("Position y: %d", source_mode_info->position.y); + printfln_out("Spanning orientation: %d", source_mode_info->spanningOrientation); + printfln_out("GDI primary: %d", source_mode_info->bGDIPrimary); + printfln_out("SLI focus: %d", source_mode_info->bSLIFocus); + + if (target_info->details) { + switch (target_info->details->rotation) { + case NV_ROTATE_0: + printfln_out("Rotation: 0 degrees"); + break; + case NV_ROTATE_90: + printfln_out("Rotation: 90 degrees"); + break; + case NV_ROTATE_180: + printfln_out("Rotation: 180 degrees"); + break; + case NV_ROTATE_270: + printfln_out("Rotation: 270 degrees"); + break; + case NV_ROTATE_IGNORED: + printfln_out("Rotation: ignored"); + break; + default: + printfln_out("Rotation: unknown (%d)", target_info->details->rotation); + break; + } + + switch (target_info->details->scaling) { + case NV_SCALING_DEFAULT: + printfln_out("Scaling: default"); + break; + case NV_SCALING_GPU_SCALING_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to closest"); + break; + case NV_SCALING_GPU_SCALING_TO_NATIVE: + printfln_out("Scaling: GPU scaling to native"); + break; + case NV_SCALING_GPU_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scaling to aspect scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to aspect scanout to closest"); + break; + case NV_SCALING_GPU_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scanout to closest"); + break; + case NV_SCALING_GPU_INTEGER_ASPECT_SCALING: + printfln_out("Scaling: GPU integer aspect scaling"); + break; + default: + printfln_out("Scaling: unknown (%d)", target_info->details->scaling); + break; + } + + printfln_out("Refresh rate (non interlaced): %ld", target_info->details->refreshRate1K * 1000); + printfln_out("Interlaced: %d", target_info->details->interlaced); + printfln_out("Primary: %d", target_info->details->primary); + printfln_out("Disable virtual mode support: %d", target_info->details->disableVirtualModeSupport); + printfln_out("Is preferred unscaled target: %d", target_info->details->isPreferredUnscaledTarget); + + switch (target_info->details->connector) { + case NVAPI_GPU_CONNECTOR_VGA_15_PIN: + printfln_out("Connector: VGA 15 Pin"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE: + printfln_out("Connector: TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_TV_SVIDEO: + printfln_out("Connector: TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_COMPONENT: + printfln_out("Connector: TV HDTV Component"); + break; + case NVAPI_GPU_CONNECTOR_TV_SCART: + printfln_out("Connector: TV SCART"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE_SCART_ON_EIAJ4120: + printfln_out("Connector: TV Composite SCART on EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_EIAJ4120: + printfln_out("Connector: TV HDTV EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_HDTV_YPRPB: + printfln_out("Connector: PC POD HDTV YPRPB"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_SVIDEO: + printfln_out("Connector: PC POD S-Video"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_COMPOSITE: + printfln_out("Connector: PC POD Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_SVIDEO: + printfln_out("Connector: DVI-I TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_COMPOSITE: + printfln_out("Connector: DVI-I TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I: + printfln_out("Connector: DVI-I"); + break; + case NVAPI_GPU_CONNECTOR_DVI_D: + printfln_out("Connector: DVI-D"); + break; + case NVAPI_GPU_CONNECTOR_ADC: + printfln_out("Connector: ADC"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_1: + printfln_out("Connector: LFH DVI-I 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_2: + printfln_out("Connector: LFH DVI-I 2"); + break; + case NVAPI_GPU_CONNECTOR_SPWG: + printfln_out("Connector: SPWG"); + break; + case NVAPI_GPU_CONNECTOR_OEM: + printfln_out("Connector: OEM"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_EXTERNAL: + printfln_out("Connector: DisplayPort External"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_INTERNAL: + printfln_out("Connector: DisplayPort Internal"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_MINI_EXT: + printfln_out("Connector: DisplayPort Mini External"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_A: + printfln_out("Connector: HDMI A"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_C_MINI: + printfln_out("Connector: HDMI C Mini"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_1: + printfln_out("Connector: LFH DisplayPort 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_2: + printfln_out("Connector: LFH DisplayPort 2"); + break; + case NVAPI_GPU_CONNECTOR_VIRTUAL_WFD: + printfln_out("Connector: Virtual WFD"); + break; + case NVAPI_GPU_CONNECTOR_USB_C: + printfln_out("Connector: USB C"); + break; + default: + printfln_out("Connector: unknown (%d)", target_info->details->connector); + break; + } + + switch (target_info->details->tvFormat) { + case NV_DISPLAY_TV_FORMAT_NONE: + printfln_out("TV format: none"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCM: + printfln_out("TV format: SD NTSC-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCJ: + printfln_out("TV format: SD NTSC-J"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALM: + printfln_out("TV format: SD PAL-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALBDGH: + printfln_out("TV format: SD PAL-BDGH"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALN: + printfln_out("TV format: SD PAL-N"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALNC: + printfln_out("TV format: SD PAL-NC"); + break; + case NV_DISPLAY_TV_FORMAT_SD_576i: + printfln_out("TV format: SD 576i"); + break; + case NV_DISPLAY_TV_FORMAT_SD_480i: + printfln_out("TV format: SD 480i"); + break; + case NV_DISPLAY_TV_FORMAT_ED_480p: + printfln_out("TV format: ED 480p"); + break; + case NV_DISPLAY_TV_FORMAT_ED_576p: + printfln_out("TV format: ED 576p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p: + printfln_out("TV format: HD 720p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i: + printfln_out("TV format: HD 1080i"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p: + printfln_out("TV format: HD 1080p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p50: + printfln_out("TV format: HD 720p50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p24: + printfln_out("TV format: HD 1080p24"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i50: + printfln_out("TV format: HD 1080i50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p50: + printfln_out("TV format: HD 1080p50"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_3840: + printfln_out("TV format: UHD 4Kp30 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_3840: + printfln_out("TV format: UHD 4Kp25 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_3840: + printfln_out("TV format: UHD 4Kp24 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_SMPTE: + printfln_out("TV format: UHD 4Kp24 SMPTE"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_3840: + printfln_out("TV format: UHD 4Kp50 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_3840: + printfln_out("TV format: UHD 4Kp60 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_4096: + printfln_out("TV format: UHD 4Kp30 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_4096: + printfln_out("TV format: UHD 4Kp25 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_4096: + printfln_out("TV format: UHD 4Kp24 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_4096: + printfln_out("TV format: UHD 4Kp50 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_4096: + printfln_out("TV format: UHD 4Kp60 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp24_7680: + printfln_out("TV format: UHD 8Kp24 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp25_7680: + printfln_out("TV format: UHD 8Kp25 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp30_7680: + printfln_out("TV format: UHD 8Kp30 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp48_7680: + printfln_out("TV format: UHD 8Kp48 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp50_7680: + printfln_out("TV format: UHD 8Kp50 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp60_7680: + printfln_out("TV format: UHD 8Kp60 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp100_7680: + printfln_out("TV format: UHD 8Kp100 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp120_7680: + printfln_out("TV format: UHD 8Kp120 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_3840: + printfln_out("TV format: UHD 4Kp48 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_4096: + printfln_out("TV format: UHD 4Kp48 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_3840: + printfln_out("TV format: UHD 4Kp100 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_4096: + printfln_out("TV format: UHD 4Kp100 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_4096: + printfln_out("TV format: UHD 4Kp120 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_3840: + printfln_out("TV format: UHD 4Kp120 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_5120: + printfln_out("TV format: UHD 4Kp100 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_5120: + printfln_out("TV format: UHD 4Kp120 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_5120: + printfln_out("TV format: UHD 4Kp24 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_5120: + printfln_out("TV format: UHD 4Kp25 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_5120: + printfln_out("TV format: UHD 4Kp30 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_5120: + printfln_out("TV format: UHD 4Kp48 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_5120: + printfln_out("TV format: UHD 4Kp50 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_5120: + printfln_out("TV format: UHD 4Kp60 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp24_10240: + printfln_out("TV format: UHD 10Kp24 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp25_10240: + printfln_out("TV format: UHD 10Kp25 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp30_10240: + printfln_out("TV format: UHD 10Kp30 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp48_10240: + printfln_out("TV format: UHD 10Kp48 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp50_10240: + printfln_out("TV format: UHD 10Kp50 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp60_10240: + printfln_out("TV format: UHD 10Kp60 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp100_10240: + printfln_out("TV format: UHD 10Kp100 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp120_10240: + printfln_out("TV format: UHD 10Kp120 10240"); + break; + case NV_DISPLAY_TV_FORMAT_SD_OTHER: + printfln_out("TV format: SD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ED_OTHER: + printfln_out("TV format: ED Other"); + break; + case NV_DISPLAY_TV_FORMAT_HD_OTHER: + printfln_out("TV format: HD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ANY: + printfln_out("TV format: Any"); + break; + default: + printfln_out("TV format: unknown (%d)", target_info->details->tvFormat); + break; + } + + switch (target_info->details->timingOverride) { + case NV_TIMING_OVERRIDE_CURRENT: + printfln_out("Timing override: current"); + break; + case NV_TIMING_OVERRIDE_AUTO: + printfln_out("Timing override: auto"); + break; + case NV_TIMING_OVERRIDE_EDID: + printfln_out("Timing override: EDID"); + break; + case NV_TIMING_OVERRIDE_DMT: + printfln_out("Timing override: VESA DMT"); + break; + case NV_TIMING_OVERRIDE_DMT_RB: + printfln_out("Timing override: VESA DMT RB"); + break; + case NV_TIMING_OVERRIDE_CVT: + printfln_out("Timing override: VESA CVT"); + break; + case NV_TIMING_OVERRIDE_CVT_RB: + printfln_out("Timing override: VESA CVT RB"); + break; + case NV_TIMING_OVERRIDE_GTF: + printfln_out("Timing override: VESA GTF"); + break; + case NV_TIMING_OVERRIDE_EIA861: + printfln_out("Timing override: EIA 861x pre-defined timing"); + break; + case NV_TIMING_OVERRIDE_ANALOG_TV: + printfln_out("Timing override: analog SD/HDTV timing"); + break; + case NV_TIMING_OVERRIDE_CUST: + printfln_out("Timing override: NV custom timings"); + break; + case NV_TIMING_OVERRIDE_NV_PREDEFINED: + printfln_out("Timing override: NV pre-defined timing (basically the PsF timings)"); + break; + case NV_TIMING_OVERRIDE_NV_ASPR: + printfln_out("Timing override: NV ASPR"); + break; + case NV_TIMING_OVERRIDE_SDI: + printfln_out("Timing override: SDI"); + break; + case NV_TIMING_OVRRIDE_MAX: + printfln_out("Timing override: max"); + break; + default: + printfln_out("Timing override: unknown (%d)", target_info->details->timingOverride); + break; + } + + printfln_out("Override custom (backend raster) timing"); + + printfln_out("Horizontal visible: %d", target_info->details->timing.HVisible); + printfln_out("Horizontal border: %d", target_info->details->timing.HBorder); + printfln_out("Horizontal front porch: %d", target_info->details->timing.HFrontPorch); + printfln_out("Horizontal sync width: %d", target_info->details->timing.HSyncWidth); + printfln_out("Horizontal total: %d", target_info->details->timing.HTotal); + printfln_out("Horizontal sync polarity: %s", target_info->details->timing.HSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Vertical visible: %d", target_info->details->timing.VVisible); + printfln_out("Vertical border: %d", target_info->details->timing.VBorder); + printfln_out("Vertical front porch: %d", target_info->details->timing.VFrontPorch); + printfln_out("Vertical sync width: %d", target_info->details->timing.VSyncWidth); + printfln_out("Vertical total: %d", target_info->details->timing.VTotal); + printfln_out("Vertical sync polarity: %s", target_info->details->timing.VSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Interlaced: %s", target_info->details->timing.interlaced == 1 ? "interlaced" : "progressive"); + printfln_out("Pixel clock: %lu kHz", target_info->details->timing.pclk * 10); + + printfln_out("Flag: 0x%lX", target_info->details->timing.etc.flag); + printfln_out("Logical refresh rate to present: %d", target_info->details->timing.etc.rr); + printfln_out("Physical vertical refresh rate: %f Hz", target_info->details->timing.etc.rrx1k * 0.001); + printfln_out("Display aspect ratio: %lu:%lu", target_info->details->timing.etc.aspect >> 16, target_info->details->timing.etc.aspect & 0xFFFF); + printfln_out("Bit-wise pixel repetition factor (1 = no pixel repetition, 2 = each pixel repeats twice horizontally, etc.): %d", target_info->details->timing.etc.rep); + printfln_out("Timing status: 0x%lX", target_info->details->timing.etc.status); + printfln_out("Timing name: %s", target_info->details->timing.etc.name); + } + + printfln_out("--------------------------------"); + } + } + + _display_config_free(&displayconfig_path_info); + + return true; +} + +static bool _custom_resolution_set( + const nv_api_t *nv_api, + NvU32 display_id, + uint16_t screen_width, + uint16_t screen_height, + float screen_refresh_rate, + uint8_t test_only_timeout_sec) +{ + NV_CUSTOM_DISPLAY custom_display; + NV_TIMING_FLAG flag; + NV_TIMING_INPUT timing; + NvAPI_Status status; + + assert(nv_api); + + memset(&custom_display, 0, sizeof(NV_CUSTOM_DISPLAY)); + memset(&flag, 0, sizeof(NV_TIMING_FLAG)); + memset(&timing, 0, sizeof(NV_TIMING_INPUT)); + + custom_display.version = NV_CUSTOM_DISPLAY_VER; + custom_display.width = screen_width; + custom_display.height = screen_height; + custom_display.depth = 32; + custom_display.colorFormat = NV_FORMAT_A8R8G8B8; + custom_display.srcPartition.x = 0; + custom_display.srcPartition.y = 0; + custom_display.srcPartition.w = 1; + custom_display.srcPartition.h = 1; + custom_display.xRatio = 1; + custom_display.yRatio = 1; + + timing.version = NV_TIMING_INPUT_VER; + timing.height = screen_height; + timing.width = screen_width; + timing.rr = screen_refresh_rate; + timing.flag = flag; + timing.type = NV_TIMING_OVERRIDE_CVT_RB; + + printfln_err("Calculating custom display timing for display ID 0x%lX", display_id); + + status = nv_api->NvAPI_DISP_GetTiming(display_id, &timing, &custom_display.timing); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Calculating custom display timing"); + return false; + } + + status = nv_api->NvAPI_DISP_TryCustomDisplay(&display_id, 1, &custom_display); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Trying custom display configuration"); + return false; + } + + if (test_only_timeout_sec == 0) { + printfln_err("Persisting custom display configuration"); + + status = nv_api->NvAPI_DISP_SaveCustomDisplay(&display_id, 1, true, true); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving custom display configuration"); + return false; + } + + printfln_err("Custom display configuration persisted"); + } else { + printfln_err("Trying custom display configuration for %d seconds...", test_only_timeout_sec); + + Sleep(test_only_timeout_sec * 1000); + + printfln_err("Reverting custom display configuration, not persisting"); + + status = nv_api->NvAPI_DISP_RevertCustomDisplayTrial(&display_id, 1); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Reverting custom display configuration"); + return false; + } + } + + return true; +} + +static bool _display_config_gpu_scaling_enable_filter(NV_DISPLAYCONFIG_PATH_TARGET_INFO *target_info) +{ + if (target_info->details == NULL) { + printfln_err("ERROR: No details found for target info"); + return false; + } + + if (target_info->details->scaling == NV_SCALING_GPU_SCALING_TO_NATIVE) { + printfln_err("GPU scaling to native resolution is already enabled"); + return false; + } else { + target_info->details->scaling = NV_SCALING_GPU_SCALING_TO_NATIVE; + printfln_err("Enabling GPU scaling to native resolution"); + return true; + } +} + +static bool _display_config_gpu_scaling_to_native_resolution_enable(const nv_api_t *nv_api, NvU32 display_id) +{ + displayconfig_path_info_t displayconfig_path_info; + bool changes_to_save; + + assert(nv_api); + + if (!_display_config_get(nv_api, &displayconfig_path_info)) { + return false; + } + + changes_to_save = _display_config_visit(&displayconfig_path_info, display_id, _display_config_gpu_scaling_enable_filter); + + if (changes_to_save) { + if (!_display_config_set(nv_api, &displayconfig_path_info)) { + _display_config_free(&displayconfig_path_info); + return false; + } + } + + _display_config_free(&displayconfig_path_info); + + return true; +} + +// ------------------------------------------------------------------------------------------------- + +static void _print_synopsis() +{ + printfln_err("Usage: nvgpu "); + printfln_err("Commands:"); + printfln_err(" nv"); + printfln_err(" info Print information about the NVAPI module and driver"); + printfln_err(""); + printfln_err(" profile"); + printfln_err(" create Create a new driver profile with the given name"); + printfln_err(" delete Delete an existing driver profile"); + printfln_err(" application-add "); + printfln_err(" Add an application to the driver profile. This will apply the profile to the application when the driver detects a process being launched, e.g. MyApplication.exe"); + printfln_err(" gsync-disable Disable G-SYNC for the driver profile"); + printfln_err(" gpu-power-state-max Set GPU power state to maximum for the driver profile"); + printfln_err(""); + printfln_err(" display"); + printfln_err(" primary-display-id Print the ID of the primary display"); + printfln_err(" list List all connected displays and their display IDs"); + printfln_err(" config [display_id] Print the current display configurations. Optionally, specify a display ID to get the configuration of that display only"); + printfln_err(" custom-resolution-set "); + printfln_err(" Set a custom display mode with the given parameters for the given display ID. The settings are persisted immediately. Ensure you tested these before with the custom-display-test command."); + printfln_err(" custom-resolution-test [--test-timeout-secs n]"); + printfln_err(" Test a custom display mode for a limited amount of time. This will revert the display mode after the given amount of seconds and not persist the changes."); + printfln_err(" test-timeout-secs: Optional. Number of seconds to test the custom display mode for. Default is 10 seconds."); + printfln_err(" gpu-scaling-to-native-resolution-enable Enable GPU scaling to native resolution for the given display ID"); +} + +static bool _cmd_nv_info(const nv_api_t *nv_api) +{ + return _nv_info(nv_api); +} + +static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_create(nv_api, profile_name); +} + +static bool _cmd_profile_delete(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_delete(nv_api, profile_name); +} + +static bool _cmd_profile_application_add(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + const char *application_name; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + application_name = argv[1]; + + return _profile_application_add(nv_api, profile_name, application_name); +} + +static bool _cmd_profile_gsync_disable(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gsync_disable(nv_api, profile_name); +} + +static bool _cmd_profile_gpu_power_state_max(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gpu_power_state_max(nv_api, profile_name); +} + +static bool _cmd_display_primary_display_id(const nv_api_t *nv_api) +{ + return _display_primary_display_id(nv_api); +} + +static bool _cmd_display_list(const nv_api_t *nv_api) +{ + return _displays_list(nv_api); +} + +static bool _cmd_display_config(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + + if (argc > 0) { + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + } else { + display_id = 0; + } + + return _display_config_print(nv_api, display_id); +} + +static bool _cmd_custom_resolution_set(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + + if (argc < 4) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + printf_err("Setting custom resolution for display ID 0x%X: %dx%d@%f\n", display_id, screen_width, screen_height, screen_refresh_rate); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + 0); +} + +static bool _cmd_custom_resolution_test(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + uint8_t test_only_timeout_sec; + + if (argc < 5) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + // Sane defaults for optional parameters + test_only_timeout_sec = 10; + + for (int i = 4; i < argc; i++) { + if (!strcmp(argv[i], "--test-timeout-secs")) { + if (i + 1 < argc) { + test_only_timeout_sec = atoi(argv[++i]); + + if (test_only_timeout_sec == 0) { + printfln_err("ERROR: Time out parameter must be greater than 0"); + return false; + } + } else { + printfln_err("ERROR: Missing argument for --test-timeout-secs"); + return false; + } + } + } + + printf_err("Testing custom resolution for display ID %u: %dx%d@%f, timeout %d seconds\n", display_id, screen_width, screen_height, screen_refresh_rate, test_only_timeout_sec); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + test_only_timeout_sec); +} + +static bool _cmd_display_gpu_scaling_to_native_resolution_enable(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + return _display_config_gpu_scaling_to_native_resolution_enable(nv_api, display_id); +} + +// ------------------------------------------------------------------------------------------------- + +int main(int argc, char **argv) +{ + const char *command; + const char *sub_command; + nv_module_t *nv_module; + nv_api_t nv_api; + NvAPI_Status status; + bool result; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + exit(1); + } + + command = argv[1]; + sub_command = argv[2]; + + printfln_err("Loading NVAPI module..."); + + nv_module_load(&nv_module); + nv_module_api_get(nv_module, &nv_api); + + printfln_err("Initializing NVAPI..."); + + status = nv_api.NvAPI_Initialize(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + fprintf(stderr, "ERROR: Initializing NVAPI, reason: %s\n", error_str); + + nv_module_free(&nv_module); + exit(1); + } + + printfln_err("Running command: %s %s", command, sub_command); + + if (!strcmp(command, "nv")) { + if (!strcmp(sub_command, "info")) { + result = _cmd_nv_info(&nv_api); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "profile")) { + _ensure_drs_settings_folder_exists(); + + if (!strcmp(sub_command, "create")) { + result = _cmd_profile_create(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "delete")) { + result = _cmd_profile_delete(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "application-add")) { + result = _cmd_profile_application_add(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gsync-disable")) { + result = _cmd_profile_gsync_disable(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gpu-power-state-max")) { + result = _cmd_profile_gpu_power_state_max(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "display")) { + if (!strcmp(sub_command, "primary-display-id")) { + result = _cmd_display_primary_display_id(&nv_api); + } else if (!strcmp(sub_command, "list")) { + result = _cmd_display_list(&nv_api); + } else if (!strcmp(sub_command, "config")) { + result = _cmd_display_config(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-set")) { + result = _cmd_custom_resolution_set(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-test")) { + result = _cmd_custom_resolution_test(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gpu-scaling-to-native-resolution-enable")) { + result = _cmd_display_gpu_scaling_to_native_resolution_enable(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else { + printfln_err("ERROR: Unknown command: %s", command); + _print_synopsis(); + result = false; + } + + status = nv_api.NvAPI_Unload(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + printfln_err("ERROR: Unloading NVAPI, reason: %s", error_str); + } + + nv_module_free(&nv_module); + + if (result) { + printfln_err("Command completed successfully"); + exit(0); + } else { + printfln_err("Command failed"); + exit(1); + } +} \ No newline at end of file From ca9cac9c19850765df9c4b1429045ae60586dce8 Mon Sep 17 00:00:00 2001 From: icex2 Date: Wed, 19 Feb 2025 19:40:20 +0100 Subject: [PATCH 111/118] fix(nvgpu): Initialize value of parameter to fix INVALID_ARGUMENT As stated by the documentation in nvapi.h, path_info_count must be set to the value 0 in this case. --- src/main/nvgpu/main.c | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c index 331edf3..b7052bc 100644 --- a/src/main/nvgpu/main.c +++ b/src/main/nvgpu/main.c @@ -174,7 +174,9 @@ static bool _display_config_get(const nv_api_t *nv_api, displayconfig_path_info_ assert(nv_api); assert(displayconfig_path_info); - status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count , NULL); + displayconfig_path_info->path_info_count = 0; + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count, NULL); if (status != NVAPI_OK) { PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config path info count"); From df4f646b70be0b5afa5ba94bcb04ac8522248f82 Mon Sep 17 00:00:00 2001 From: icex2 Date: Wed, 19 Feb 2025 19:40:20 +0100 Subject: [PATCH 112/118] =?UTF-8?q?feat(nvgpu):=20Add=20=E2=80=94overwrite?= =?UTF-8?q?-exists=20flag=20for=20profile=20creation?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit When running this in a script on startup to ensure whatever configuration is required to be created is created, this avoids several commands to first check if the profile exists, delete it, then re-create it. --- src/main/nvgpu/main.c | 33 +++++++++++++++++++++++++++++++-- 1 file changed, 31 insertions(+), 2 deletions(-) diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c index b7052bc..a35cc9a 100644 --- a/src/main/nvgpu/main.c +++ b/src/main/nvgpu/main.c @@ -333,7 +333,7 @@ static bool _nv_info(const nv_api_t *nv_api) return true; } -static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) +static bool _profile_create(const nv_api_t *nv_api, const char *profile_name, bool overwrite_exists) { NvDRSSessionHandle session; NVDRS_PROFILE profile; @@ -358,6 +358,26 @@ static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + if (status == NVAPI_PROFILE_NAME_IN_USE && overwrite_exists) { + printfln_err("Profile %s already exists, enabled overwrite existing...", profile_name); + + if (!_profile_get(nv_api, profile_name, session, &profile_handle)) { + _session_destroy(nv_api, session); + + return false; + } + + status = nv_api->NvAPI_DRS_DeleteProfile(session, profile_handle); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Deleting existing profile"); + return false; + } + + // Retry + status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + } + if (status != NVAPI_OK) { PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver profile"); @@ -1294,6 +1314,7 @@ static bool _cmd_nv_info(const nv_api_t *nv_api) static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) { const char *profile_name; + bool overwrite_exists; if (argc < 1) { _print_synopsis(); @@ -1303,7 +1324,15 @@ static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) profile_name = argv[0]; - return _profile_create(nv_api, profile_name); + overwrite_exists = false; + + for (int i = 1; i < argc; i++) { + if (!strcmp(argv[i], "--overwrite-exists")) { + overwrite_exists = true; + } + } + + return _profile_create(nv_api, profile_name, overwrite_exists); } static bool _cmd_profile_delete(const nv_api_t *nv_api, int argc, char **argv) From 3c2dda505ec31c38b777bbe84bb14c70f38b19da Mon Sep 17 00:00:00 2001 From: icex2 Date: Wed, 19 Feb 2025 19:41:33 +0100 Subject: [PATCH 113/118] fix(nvgpu): Initialize value of parameter to fix INVALID_ARGUMENT As stated by the documentation in nvapi.h, path_info_count must be set to the value 0 in this case. --- src/main/nvgpu/main.c | 1612 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1612 insertions(+) create mode 100644 src/main/nvgpu/main.c diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c new file mode 100644 index 0000000..b7052bc --- /dev/null +++ b/src/main/nvgpu/main.c @@ -0,0 +1,1612 @@ +#include + +#include +#include +#include +#include +#include +#include + +#include "nv/api.h" +#include "nv/module.h" + +#include "util/fs.h" +#include "util/mem.h" +#include "util/str.h" + +#define NV_DRS_SETTINGS_FOLDER "C:\\ProgramData\\NVIDIA Corporation\\Drs" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define PRINT_ERR_WITH_NVAPI_MESSAGE(status, fmt, ...) \ + NvAPI_ShortString error_str; \ + nv_api->NvAPI_GetErrorMessage(status, error_str); \ + fprintf(stderr, fmt ", reason: %s\n", ##__VA_ARGS__, error_str); + +typedef struct displayconfig_path_info { + NvU32 path_info_count; + NV_DISPLAYCONFIG_PATH_INFO *path_info; +} displayconfig_path_info_t; + +static bool _session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_DestroySession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Destroying driver settings session"); + return false; + } + + return true; +} + +static bool _session_create_and_settings_load(const nv_api_t *nv_api, NvDRSSessionHandle *session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_CreateSession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver settings session"); + return false; + } + + status = nv_api->NvAPI_DRS_LoadSettings(*session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Loading driver settings"); + + return _session_destroy(nv_api, *session); + } + + return true; +} + +static bool _settings_save_and_session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + printfln_err("Saving ..."); + + status = nv_api->NvAPI_DRS_SaveSettings(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving driver settings"); + + return _session_destroy(nv_api, session); + } + + return _session_destroy(nv_api, session); +} + +static bool _profile_get( + const nv_api_t *nv_api, + const char *profile_name, + NvDRSSessionHandle session, + NvDRSProfileHandle *profile) +{ + NvAPI_UnicodeString nv_profile_name; + NvAPI_Status status; + wchar_t *profile_name_wstr; + + assert(nv_api); + assert(session); + assert(profile); + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(nv_profile_name, sizeof(nv_profile_name), profile_name_wstr); + + status = nv_api->NvAPI_DRS_FindProfileByName(session, nv_profile_name, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Finding driver profile %s", profile_name); + return false; + } + + return true; +} + +static bool _profile_setting_set( + const nv_api_t *nv_api, + NvDRSSessionHandle session, + NvDRSProfileHandle profile, + NVDRS_SETTING *setting) +{ + NvAPI_Status status; + + assert(nv_api); + assert(setting); + + status = nv_api->NvAPI_DRS_SetSetting(session, profile, setting); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "Error setting driver settings"); + return false; + } + + return true; +} + +static void _display_config_free(displayconfig_path_info_t *displayconfig_path_info) +{ + assert(displayconfig_path_info); + assert(displayconfig_path_info->path_info); + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + assert(displayconfig_path_info->path_info[i].sourceModeInfo); + assert(displayconfig_path_info->path_info[i].targetInfo); + + for (NvU32 j = 0; j < displayconfig_path_info->path_info[i].targetInfoCount; j++) { + assert(displayconfig_path_info->path_info[i].targetInfo[i].details); + + free(displayconfig_path_info->path_info[i].targetInfo[i].details); + } + + free(displayconfig_path_info->path_info[i].targetInfo); + free(displayconfig_path_info->path_info[i].sourceModeInfo); + } + + free(displayconfig_path_info->path_info); +} + +static bool _display_config_get(const nv_api_t *nv_api, displayconfig_path_info_t *displayconfig_path_info) +{ + NvAPI_Status status; + + assert(nv_api); + assert(displayconfig_path_info); + + displayconfig_path_info->path_info_count = 0; + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count, NULL); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config path info count"); + return false; + } + + displayconfig_path_info->path_info = (NV_DISPLAYCONFIG_PATH_INFO*) + xmalloc(sizeof(NV_DISPLAYCONFIG_PATH_INFO) * displayconfig_path_info->path_info_count); + memset(displayconfig_path_info->path_info, 0, sizeof(NV_DISPLAYCONFIG_PATH_INFO) * displayconfig_path_info->path_info_count); + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + displayconfig_path_info->path_info[i].version = NV_DISPLAYCONFIG_PATH_INFO_VER; + } + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count, displayconfig_path_info->path_info); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config target info counts"); + + free(displayconfig_path_info->path_info); + + return false; + } + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + if (displayconfig_path_info->path_info[i].version == NV_DISPLAYCONFIG_PATH_INFO_VER1 || + displayconfig_path_info->path_info[i].version == NV_DISPLAYCONFIG_PATH_INFO_VER2) { + displayconfig_path_info->path_info[i].sourceModeInfo = + (NV_DISPLAYCONFIG_SOURCE_MODE_INFO*) xmalloc(sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO)); + } else { +#ifdef NV_DISPLAYCONFIG_PATH_INFO_VER3 + displayconfig_path_info->path_info[i].sourceModeInfo =(NV_DISPLAYCONFIG_SOURCE_MODE_INFO*) malloc( + displayconfig_path_info->path_info[i].sourceModeInfoCount * sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO)); +#endif + } + + memset(displayconfig_path_info->path_info[i].sourceModeInfo, 0, sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO)); + + displayconfig_path_info->path_info[i].targetInfo = (NV_DISPLAYCONFIG_PATH_TARGET_INFO*) xmalloc( + displayconfig_path_info->path_info[i].targetInfoCount * sizeof(NV_DISPLAYCONFIG_PATH_TARGET_INFO)); + + memset(displayconfig_path_info->path_info[i].targetInfo, 0, + displayconfig_path_info->path_info[i].targetInfoCount * sizeof(NV_DISPLAYCONFIG_PATH_TARGET_INFO)); + + for (NvU32 j = 0 ; j < displayconfig_path_info->path_info[i].targetInfoCount ; j++) { + displayconfig_path_info->path_info[i].targetInfo[j].details = + (NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO*) xmalloc(sizeof(NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO)); + memset(displayconfig_path_info->path_info[i].targetInfo[j].details, 0, + sizeof(NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO)); + displayconfig_path_info->path_info[i].targetInfo[j].details->version = + NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER; + } + } + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count, displayconfig_path_info->path_info); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config"); + + _display_config_free(displayconfig_path_info); + + return false; + } + + return true; +} + +static bool _display_config_set(const nv_api_t *nv_api, displayconfig_path_info_t *displayconfig_path_info) +{ + NvAPI_Status status; + + assert(nv_api); + assert(displayconfig_path_info); + + printfln_err("Validating display config..."); + + status = nv_api->NvAPI_DISP_SetDisplayConfig(displayconfig_path_info->path_info_count, displayconfig_path_info->path_info, NV_DISPLAYCONFIG_VALIDATE_ONLY); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Validating display config"); + return false; + } + + printfln_err("Saving display config..."); + + status = nv_api->NvAPI_DISP_SetDisplayConfig(displayconfig_path_info->path_info_count, displayconfig_path_info->path_info, NV_DISPLAYCONFIG_SAVE_TO_PERSISTENCE | NV_DISPLAYCONFIG_DRIVER_RELOAD_ALLOWED); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving display config"); + return false; + } + + return true; +} + +static bool _display_config_visit(displayconfig_path_info_t *displayconfig_path_info, NvU32 display_id, bool (*display_config_filter)(NV_DISPLAYCONFIG_PATH_TARGET_INFO *target_info)) +{ + NV_DISPLAYCONFIG_PATH_TARGET_INFO *target_info; + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + target_info = &displayconfig_path_info->path_info[i].targetInfo[i]; + + if (display_id != 0 && target_info->displayId != display_id) { + continue; + } + + return display_config_filter(target_info); + } + + return false; +} + +static void _ensure_drs_settings_folder_exists() +{ + // Even on a fresh install, this might not exist which result + // in NVAPI_ACCESS_DENIED errors on many (or even all?) nvapi DRS functions + if (!path_exists(NV_DRS_SETTINGS_FOLDER)) { + printfln_err("NOTE: DRS settings folder to store profiles does not exist, creating..."); + path_mkdir(NV_DRS_SETTINGS_FOLDER); + } +} + +// ------------------------------------------------------------------------------------------------- + +static bool _nv_info(const nv_api_t *nv_api) +{ + NvAPI_ShortString interface_version; + NvAPI_ShortString driver_version; + NvU32 driver_version_number; + NvAPI_Status status; + + printfln_err("Getting interface version..."); + + status = nv_api->NvAPI_GetInterfaceVersionStringEx(interface_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting interface version string"); + return false; + } + + printfln_err("Getting driver and branch version..."); + + status = nv_api->NvAPI_SYS_GetDriverAndBranchVersion(&driver_version_number, driver_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting driver and branch version"); + return false; + } + + printfln_out("Interface version: %s", interface_version); + printfln_out("Driver version: %s", driver_version); + printfln_out("Driver version number: %lu", driver_version_number); + + return true; +} + +static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NVDRS_PROFILE profile; + wchar_t *profile_name_wstr; + NvAPI_Status status; + NvDRSProfileHandle profile_handle; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + profile.version = NVDRS_PROFILE_VER; + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(profile.profileName, sizeof(profile.profileName), profile_name_wstr); + free(profile_name_wstr); + + printfln_err("Creating profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver profile"); + + _session_destroy(nv_api, session); + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_delete(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + printfln_err("Deleting profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_DeleteProfile(session, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Deleting driver profile %s", profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_application_add(const nv_api_t *nv_api, const char *profile_name, const char *application_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + NVDRS_APPLICATION application; + wchar_t *application_name_wstr; + + assert(nv_api); + assert(profile_name); + assert(application_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + application.version = NVDRS_APPLICATION_VER; + + application_name_wstr = str_widen(application_name); + wstr_cpy(application.appName, sizeof(application.appName), application_name_wstr); + free(application_name_wstr); + + printfln_err("Adding application %s to profile %s...", application_name, profile_name); + + status = nv_api->NvAPI_DRS_CreateApplication(session, profile, &application); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Adding application %s to profile %s", application_name, profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gsync_disable(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = VRR_APP_OVERRIDE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + setting.u32CurrentValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + + printfln_err("Disabling G-SYNC for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gpu_power_state_max(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = PREFERRED_PSTATE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = PREFERRED_PSTATE_PREFER_MAX; + setting.u32CurrentValue = PREFERRED_PSTATE_PREFER_MAX; + + printfln_err("Setting GPU power state to maximum for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _display_primary_display_id(const nv_api_t *nv_api) +{ + NvAPI_Status status; + NvPhysicalGpuHandle gpu_handle[NVAPI_MAX_PHYSICAL_GPUS]; + NvU32 gpu_count; + NvU32 display_id_count; + NV_GPU_DISPLAYIDS *display_ids; + + assert(nv_api); + + status = nv_api->NvAPI_EnumPhysicalGPUs(gpu_handle, &gpu_count); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Enumerating physical GPUs"); + return false; + } + + // Assuming first physical GPU, first display = primary display + if (gpu_count > 0) { + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[0], NULL, &display_id_count, 0); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display count of GPU"); + return false; + } + + if (display_id_count > 0) { + display_ids = (NV_GPU_DISPLAYIDS*) xmalloc(sizeof(NV_GPU_DISPLAYIDS) * display_id_count); + + for (NvU32 j = 0; j < display_id_count; j++) { + display_ids[j].version = NV_GPU_DISPLAYIDS_VER; + } + + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[0], display_ids, &display_id_count, 0); + + if (status != NVAPI_OK) { + free(display_ids); + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display ids of GPU"); + return false; + } + + printfln_out("0x%lX", display_ids[0].displayId); + + free(display_ids); + + return true; + } + } + + return false; +} + +static bool _displays_list(const nv_api_t *nv_api) +{ + NvAPI_Status status; + NvPhysicalGpuHandle gpu_handle[NVAPI_MAX_PHYSICAL_GPUS]; + NvU32 gpu_count; + NvU32 display_id_count; + NV_GPU_DISPLAYIDS *display_ids; + const char *connector_type; + + assert(nv_api); + + status = nv_api->NvAPI_EnumPhysicalGPUs(gpu_handle, &gpu_count); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Enumerating physical GPUs"); + return false; + } + + printfln_err("Display ID, Connector Type, Active, Connected, Physically Connected"); + + for (NvU32 i = 0; i < gpu_count; i++) { + // Get display count per GPU + display_id_count = 0; + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], NULL, &display_id_count, 0); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display count of GPU"); + return false; + } + + if (display_id_count > 0) { + display_ids = (NV_GPU_DISPLAYIDS*) xmalloc(sizeof(NV_GPU_DISPLAYIDS) * display_id_count); + + for (NvU32 j = 0; j < display_id_count; j++) { + display_ids[j].version = NV_GPU_DISPLAYIDS_VER; + } + + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], display_ids, &display_id_count, 0); + + if (status != NVAPI_OK) { + free(display_ids); + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display ids of GPU"); + return false; + } + + for (NvU32 j = 0; j < display_id_count; j++) { + switch (display_ids[j].connectorType) { + case NV_MONITOR_CONN_TYPE_VGA: + connector_type = "VGA"; + break; + case NV_MONITOR_CONN_TYPE_COMPONENT: + connector_type = "Component"; + break; + case NV_MONITOR_CONN_TYPE_SVIDEO: + connector_type = "S-Video"; + break; + case NV_MONITOR_CONN_TYPE_HDMI: + connector_type = "HDMI"; + break; + case NV_MONITOR_CONN_TYPE_DVI: + connector_type = "DVI"; + break; + case NV_MONITOR_CONN_TYPE_LVDS: + connector_type = "LVDS"; + break; + case NV_MONITOR_CONN_TYPE_DP: + connector_type = "DP"; + break; + case NV_MONITOR_CONN_TYPE_COMPOSITE: + connector_type = "Composite"; + break; + default: + connector_type = "unknown"; + break; + } + + printfln_out("0x%lX, %s, %s, %s, %s", + display_ids[j].displayId, + connector_type, + display_ids[j].isActive ? "active" : "inactive", + display_ids[j].isConnected ? "connected" : "disconnected", + display_ids[j].isPhysicallyConnected ? "connected" : "disconnected"); + } + + free(display_ids); + } + } + + return true; +} + +static bool _display_config_print(const nv_api_t *nv_api, NvU32 display_id) +{ + displayconfig_path_info_t displayconfig_path_info; + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 *target_info; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 *source_mode_info; + + assert(nv_api); + + if (!_display_config_get(nv_api, &displayconfig_path_info)) { + return false; + } + + if (display_id != 0) { + printfln_err("Applying display ID filter: %lX", display_id); + } + + printfln_err("Num total adapters in config: %ld", displayconfig_path_info.path_info_count); + + for (NvU32 i = 0; i < displayconfig_path_info.path_info_count; i++) { + printfln_err("Num total displays in adapter: %ld", displayconfig_path_info.path_info[i].targetInfoCount); + + for (NvU32 j = 0; j < displayconfig_path_info.path_info[i].targetInfoCount; j++) { + target_info = &displayconfig_path_info.path_info[i].targetInfo[j]; + source_mode_info = &displayconfig_path_info.path_info[i].sourceModeInfo[j]; + + if (display_id != 0 && target_info->displayId != display_id) { + continue; + } + + printfln_out("--------------------------------"); + printfln_out("Adapter source ID %ld", displayconfig_path_info.path_info[i].sourceId); + printfln_out("Display ID: %lX", target_info->displayId); + printfln_out("Resolution width: %ld", source_mode_info->resolution.width); + printfln_out("Resolution height: %ld", source_mode_info->resolution.height); + printfln_out("Color depth: %d", source_mode_info->colorFormat); + printfln_out("Position x: %d", source_mode_info->position.x); + printfln_out("Position y: %d", source_mode_info->position.y); + printfln_out("Spanning orientation: %d", source_mode_info->spanningOrientation); + printfln_out("GDI primary: %d", source_mode_info->bGDIPrimary); + printfln_out("SLI focus: %d", source_mode_info->bSLIFocus); + + if (target_info->details) { + switch (target_info->details->rotation) { + case NV_ROTATE_0: + printfln_out("Rotation: 0 degrees"); + break; + case NV_ROTATE_90: + printfln_out("Rotation: 90 degrees"); + break; + case NV_ROTATE_180: + printfln_out("Rotation: 180 degrees"); + break; + case NV_ROTATE_270: + printfln_out("Rotation: 270 degrees"); + break; + case NV_ROTATE_IGNORED: + printfln_out("Rotation: ignored"); + break; + default: + printfln_out("Rotation: unknown (%d)", target_info->details->rotation); + break; + } + + switch (target_info->details->scaling) { + case NV_SCALING_DEFAULT: + printfln_out("Scaling: default"); + break; + case NV_SCALING_GPU_SCALING_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to closest"); + break; + case NV_SCALING_GPU_SCALING_TO_NATIVE: + printfln_out("Scaling: GPU scaling to native"); + break; + case NV_SCALING_GPU_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scaling to aspect scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to aspect scanout to closest"); + break; + case NV_SCALING_GPU_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scanout to closest"); + break; + case NV_SCALING_GPU_INTEGER_ASPECT_SCALING: + printfln_out("Scaling: GPU integer aspect scaling"); + break; + default: + printfln_out("Scaling: unknown (%d)", target_info->details->scaling); + break; + } + + printfln_out("Refresh rate (non interlaced): %ld", target_info->details->refreshRate1K * 1000); + printfln_out("Interlaced: %d", target_info->details->interlaced); + printfln_out("Primary: %d", target_info->details->primary); + printfln_out("Disable virtual mode support: %d", target_info->details->disableVirtualModeSupport); + printfln_out("Is preferred unscaled target: %d", target_info->details->isPreferredUnscaledTarget); + + switch (target_info->details->connector) { + case NVAPI_GPU_CONNECTOR_VGA_15_PIN: + printfln_out("Connector: VGA 15 Pin"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE: + printfln_out("Connector: TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_TV_SVIDEO: + printfln_out("Connector: TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_COMPONENT: + printfln_out("Connector: TV HDTV Component"); + break; + case NVAPI_GPU_CONNECTOR_TV_SCART: + printfln_out("Connector: TV SCART"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE_SCART_ON_EIAJ4120: + printfln_out("Connector: TV Composite SCART on EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_EIAJ4120: + printfln_out("Connector: TV HDTV EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_HDTV_YPRPB: + printfln_out("Connector: PC POD HDTV YPRPB"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_SVIDEO: + printfln_out("Connector: PC POD S-Video"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_COMPOSITE: + printfln_out("Connector: PC POD Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_SVIDEO: + printfln_out("Connector: DVI-I TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_COMPOSITE: + printfln_out("Connector: DVI-I TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I: + printfln_out("Connector: DVI-I"); + break; + case NVAPI_GPU_CONNECTOR_DVI_D: + printfln_out("Connector: DVI-D"); + break; + case NVAPI_GPU_CONNECTOR_ADC: + printfln_out("Connector: ADC"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_1: + printfln_out("Connector: LFH DVI-I 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_2: + printfln_out("Connector: LFH DVI-I 2"); + break; + case NVAPI_GPU_CONNECTOR_SPWG: + printfln_out("Connector: SPWG"); + break; + case NVAPI_GPU_CONNECTOR_OEM: + printfln_out("Connector: OEM"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_EXTERNAL: + printfln_out("Connector: DisplayPort External"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_INTERNAL: + printfln_out("Connector: DisplayPort Internal"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_MINI_EXT: + printfln_out("Connector: DisplayPort Mini External"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_A: + printfln_out("Connector: HDMI A"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_C_MINI: + printfln_out("Connector: HDMI C Mini"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_1: + printfln_out("Connector: LFH DisplayPort 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_2: + printfln_out("Connector: LFH DisplayPort 2"); + break; + case NVAPI_GPU_CONNECTOR_VIRTUAL_WFD: + printfln_out("Connector: Virtual WFD"); + break; + case NVAPI_GPU_CONNECTOR_USB_C: + printfln_out("Connector: USB C"); + break; + default: + printfln_out("Connector: unknown (%d)", target_info->details->connector); + break; + } + + switch (target_info->details->tvFormat) { + case NV_DISPLAY_TV_FORMAT_NONE: + printfln_out("TV format: none"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCM: + printfln_out("TV format: SD NTSC-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCJ: + printfln_out("TV format: SD NTSC-J"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALM: + printfln_out("TV format: SD PAL-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALBDGH: + printfln_out("TV format: SD PAL-BDGH"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALN: + printfln_out("TV format: SD PAL-N"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALNC: + printfln_out("TV format: SD PAL-NC"); + break; + case NV_DISPLAY_TV_FORMAT_SD_576i: + printfln_out("TV format: SD 576i"); + break; + case NV_DISPLAY_TV_FORMAT_SD_480i: + printfln_out("TV format: SD 480i"); + break; + case NV_DISPLAY_TV_FORMAT_ED_480p: + printfln_out("TV format: ED 480p"); + break; + case NV_DISPLAY_TV_FORMAT_ED_576p: + printfln_out("TV format: ED 576p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p: + printfln_out("TV format: HD 720p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i: + printfln_out("TV format: HD 1080i"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p: + printfln_out("TV format: HD 1080p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p50: + printfln_out("TV format: HD 720p50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p24: + printfln_out("TV format: HD 1080p24"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i50: + printfln_out("TV format: HD 1080i50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p50: + printfln_out("TV format: HD 1080p50"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_3840: + printfln_out("TV format: UHD 4Kp30 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_3840: + printfln_out("TV format: UHD 4Kp25 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_3840: + printfln_out("TV format: UHD 4Kp24 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_SMPTE: + printfln_out("TV format: UHD 4Kp24 SMPTE"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_3840: + printfln_out("TV format: UHD 4Kp50 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_3840: + printfln_out("TV format: UHD 4Kp60 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_4096: + printfln_out("TV format: UHD 4Kp30 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_4096: + printfln_out("TV format: UHD 4Kp25 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_4096: + printfln_out("TV format: UHD 4Kp24 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_4096: + printfln_out("TV format: UHD 4Kp50 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_4096: + printfln_out("TV format: UHD 4Kp60 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp24_7680: + printfln_out("TV format: UHD 8Kp24 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp25_7680: + printfln_out("TV format: UHD 8Kp25 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp30_7680: + printfln_out("TV format: UHD 8Kp30 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp48_7680: + printfln_out("TV format: UHD 8Kp48 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp50_7680: + printfln_out("TV format: UHD 8Kp50 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp60_7680: + printfln_out("TV format: UHD 8Kp60 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp100_7680: + printfln_out("TV format: UHD 8Kp100 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp120_7680: + printfln_out("TV format: UHD 8Kp120 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_3840: + printfln_out("TV format: UHD 4Kp48 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_4096: + printfln_out("TV format: UHD 4Kp48 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_3840: + printfln_out("TV format: UHD 4Kp100 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_4096: + printfln_out("TV format: UHD 4Kp100 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_4096: + printfln_out("TV format: UHD 4Kp120 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_3840: + printfln_out("TV format: UHD 4Kp120 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_5120: + printfln_out("TV format: UHD 4Kp100 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_5120: + printfln_out("TV format: UHD 4Kp120 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_5120: + printfln_out("TV format: UHD 4Kp24 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_5120: + printfln_out("TV format: UHD 4Kp25 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_5120: + printfln_out("TV format: UHD 4Kp30 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_5120: + printfln_out("TV format: UHD 4Kp48 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_5120: + printfln_out("TV format: UHD 4Kp50 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_5120: + printfln_out("TV format: UHD 4Kp60 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp24_10240: + printfln_out("TV format: UHD 10Kp24 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp25_10240: + printfln_out("TV format: UHD 10Kp25 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp30_10240: + printfln_out("TV format: UHD 10Kp30 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp48_10240: + printfln_out("TV format: UHD 10Kp48 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp50_10240: + printfln_out("TV format: UHD 10Kp50 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp60_10240: + printfln_out("TV format: UHD 10Kp60 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp100_10240: + printfln_out("TV format: UHD 10Kp100 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp120_10240: + printfln_out("TV format: UHD 10Kp120 10240"); + break; + case NV_DISPLAY_TV_FORMAT_SD_OTHER: + printfln_out("TV format: SD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ED_OTHER: + printfln_out("TV format: ED Other"); + break; + case NV_DISPLAY_TV_FORMAT_HD_OTHER: + printfln_out("TV format: HD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ANY: + printfln_out("TV format: Any"); + break; + default: + printfln_out("TV format: unknown (%d)", target_info->details->tvFormat); + break; + } + + switch (target_info->details->timingOverride) { + case NV_TIMING_OVERRIDE_CURRENT: + printfln_out("Timing override: current"); + break; + case NV_TIMING_OVERRIDE_AUTO: + printfln_out("Timing override: auto"); + break; + case NV_TIMING_OVERRIDE_EDID: + printfln_out("Timing override: EDID"); + break; + case NV_TIMING_OVERRIDE_DMT: + printfln_out("Timing override: VESA DMT"); + break; + case NV_TIMING_OVERRIDE_DMT_RB: + printfln_out("Timing override: VESA DMT RB"); + break; + case NV_TIMING_OVERRIDE_CVT: + printfln_out("Timing override: VESA CVT"); + break; + case NV_TIMING_OVERRIDE_CVT_RB: + printfln_out("Timing override: VESA CVT RB"); + break; + case NV_TIMING_OVERRIDE_GTF: + printfln_out("Timing override: VESA GTF"); + break; + case NV_TIMING_OVERRIDE_EIA861: + printfln_out("Timing override: EIA 861x pre-defined timing"); + break; + case NV_TIMING_OVERRIDE_ANALOG_TV: + printfln_out("Timing override: analog SD/HDTV timing"); + break; + case NV_TIMING_OVERRIDE_CUST: + printfln_out("Timing override: NV custom timings"); + break; + case NV_TIMING_OVERRIDE_NV_PREDEFINED: + printfln_out("Timing override: NV pre-defined timing (basically the PsF timings)"); + break; + case NV_TIMING_OVERRIDE_NV_ASPR: + printfln_out("Timing override: NV ASPR"); + break; + case NV_TIMING_OVERRIDE_SDI: + printfln_out("Timing override: SDI"); + break; + case NV_TIMING_OVRRIDE_MAX: + printfln_out("Timing override: max"); + break; + default: + printfln_out("Timing override: unknown (%d)", target_info->details->timingOverride); + break; + } + + printfln_out("Override custom (backend raster) timing"); + + printfln_out("Horizontal visible: %d", target_info->details->timing.HVisible); + printfln_out("Horizontal border: %d", target_info->details->timing.HBorder); + printfln_out("Horizontal front porch: %d", target_info->details->timing.HFrontPorch); + printfln_out("Horizontal sync width: %d", target_info->details->timing.HSyncWidth); + printfln_out("Horizontal total: %d", target_info->details->timing.HTotal); + printfln_out("Horizontal sync polarity: %s", target_info->details->timing.HSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Vertical visible: %d", target_info->details->timing.VVisible); + printfln_out("Vertical border: %d", target_info->details->timing.VBorder); + printfln_out("Vertical front porch: %d", target_info->details->timing.VFrontPorch); + printfln_out("Vertical sync width: %d", target_info->details->timing.VSyncWidth); + printfln_out("Vertical total: %d", target_info->details->timing.VTotal); + printfln_out("Vertical sync polarity: %s", target_info->details->timing.VSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Interlaced: %s", target_info->details->timing.interlaced == 1 ? "interlaced" : "progressive"); + printfln_out("Pixel clock: %lu kHz", target_info->details->timing.pclk * 10); + + printfln_out("Flag: 0x%lX", target_info->details->timing.etc.flag); + printfln_out("Logical refresh rate to present: %d", target_info->details->timing.etc.rr); + printfln_out("Physical vertical refresh rate: %f Hz", target_info->details->timing.etc.rrx1k * 0.001); + printfln_out("Display aspect ratio: %lu:%lu", target_info->details->timing.etc.aspect >> 16, target_info->details->timing.etc.aspect & 0xFFFF); + printfln_out("Bit-wise pixel repetition factor (1 = no pixel repetition, 2 = each pixel repeats twice horizontally, etc.): %d", target_info->details->timing.etc.rep); + printfln_out("Timing status: 0x%lX", target_info->details->timing.etc.status); + printfln_out("Timing name: %s", target_info->details->timing.etc.name); + } + + printfln_out("--------------------------------"); + } + } + + _display_config_free(&displayconfig_path_info); + + return true; +} + +static bool _custom_resolution_set( + const nv_api_t *nv_api, + NvU32 display_id, + uint16_t screen_width, + uint16_t screen_height, + float screen_refresh_rate, + uint8_t test_only_timeout_sec) +{ + NV_CUSTOM_DISPLAY custom_display; + NV_TIMING_FLAG flag; + NV_TIMING_INPUT timing; + NvAPI_Status status; + + assert(nv_api); + + memset(&custom_display, 0, sizeof(NV_CUSTOM_DISPLAY)); + memset(&flag, 0, sizeof(NV_TIMING_FLAG)); + memset(&timing, 0, sizeof(NV_TIMING_INPUT)); + + custom_display.version = NV_CUSTOM_DISPLAY_VER; + custom_display.width = screen_width; + custom_display.height = screen_height; + custom_display.depth = 32; + custom_display.colorFormat = NV_FORMAT_A8R8G8B8; + custom_display.srcPartition.x = 0; + custom_display.srcPartition.y = 0; + custom_display.srcPartition.w = 1; + custom_display.srcPartition.h = 1; + custom_display.xRatio = 1; + custom_display.yRatio = 1; + + timing.version = NV_TIMING_INPUT_VER; + timing.height = screen_height; + timing.width = screen_width; + timing.rr = screen_refresh_rate; + timing.flag = flag; + timing.type = NV_TIMING_OVERRIDE_CVT_RB; + + printfln_err("Calculating custom display timing for display ID 0x%lX", display_id); + + status = nv_api->NvAPI_DISP_GetTiming(display_id, &timing, &custom_display.timing); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Calculating custom display timing"); + return false; + } + + status = nv_api->NvAPI_DISP_TryCustomDisplay(&display_id, 1, &custom_display); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Trying custom display configuration"); + return false; + } + + if (test_only_timeout_sec == 0) { + printfln_err("Persisting custom display configuration"); + + status = nv_api->NvAPI_DISP_SaveCustomDisplay(&display_id, 1, true, true); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving custom display configuration"); + return false; + } + + printfln_err("Custom display configuration persisted"); + } else { + printfln_err("Trying custom display configuration for %d seconds...", test_only_timeout_sec); + + Sleep(test_only_timeout_sec * 1000); + + printfln_err("Reverting custom display configuration, not persisting"); + + status = nv_api->NvAPI_DISP_RevertCustomDisplayTrial(&display_id, 1); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Reverting custom display configuration"); + return false; + } + } + + return true; +} + +static bool _display_config_gpu_scaling_enable_filter(NV_DISPLAYCONFIG_PATH_TARGET_INFO *target_info) +{ + if (target_info->details == NULL) { + printfln_err("ERROR: No details found for target info"); + return false; + } + + if (target_info->details->scaling == NV_SCALING_GPU_SCALING_TO_NATIVE) { + printfln_err("GPU scaling to native resolution is already enabled"); + return false; + } else { + target_info->details->scaling = NV_SCALING_GPU_SCALING_TO_NATIVE; + printfln_err("Enabling GPU scaling to native resolution"); + return true; + } +} + +static bool _display_config_gpu_scaling_to_native_resolution_enable(const nv_api_t *nv_api, NvU32 display_id) +{ + displayconfig_path_info_t displayconfig_path_info; + bool changes_to_save; + + assert(nv_api); + + if (!_display_config_get(nv_api, &displayconfig_path_info)) { + return false; + } + + changes_to_save = _display_config_visit(&displayconfig_path_info, display_id, _display_config_gpu_scaling_enable_filter); + + if (changes_to_save) { + if (!_display_config_set(nv_api, &displayconfig_path_info)) { + _display_config_free(&displayconfig_path_info); + return false; + } + } + + _display_config_free(&displayconfig_path_info); + + return true; +} + +// ------------------------------------------------------------------------------------------------- + +static void _print_synopsis() +{ + printfln_err("Usage: nvgpu "); + printfln_err("Commands:"); + printfln_err(" nv"); + printfln_err(" info Print information about the NVAPI module and driver"); + printfln_err(""); + printfln_err(" profile"); + printfln_err(" create Create a new driver profile with the given name"); + printfln_err(" delete Delete an existing driver profile"); + printfln_err(" application-add "); + printfln_err(" Add an application to the driver profile. This will apply the profile to the application when the driver detects a process being launched, e.g. MyApplication.exe"); + printfln_err(" gsync-disable Disable G-SYNC for the driver profile"); + printfln_err(" gpu-power-state-max Set GPU power state to maximum for the driver profile"); + printfln_err(""); + printfln_err(" display"); + printfln_err(" primary-display-id Print the ID of the primary display"); + printfln_err(" list List all connected displays and their display IDs"); + printfln_err(" config [display_id] Print the current display configurations. Optionally, specify a display ID to get the configuration of that display only"); + printfln_err(" custom-resolution-set "); + printfln_err(" Set a custom display mode with the given parameters for the given display ID. The settings are persisted immediately. Ensure you tested these before with the custom-display-test command."); + printfln_err(" custom-resolution-test [--test-timeout-secs n]"); + printfln_err(" Test a custom display mode for a limited amount of time. This will revert the display mode after the given amount of seconds and not persist the changes."); + printfln_err(" test-timeout-secs: Optional. Number of seconds to test the custom display mode for. Default is 10 seconds."); + printfln_err(" gpu-scaling-to-native-resolution-enable Enable GPU scaling to native resolution for the given display ID"); +} + +static bool _cmd_nv_info(const nv_api_t *nv_api) +{ + return _nv_info(nv_api); +} + +static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_create(nv_api, profile_name); +} + +static bool _cmd_profile_delete(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_delete(nv_api, profile_name); +} + +static bool _cmd_profile_application_add(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + const char *application_name; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + application_name = argv[1]; + + return _profile_application_add(nv_api, profile_name, application_name); +} + +static bool _cmd_profile_gsync_disable(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gsync_disable(nv_api, profile_name); +} + +static bool _cmd_profile_gpu_power_state_max(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gpu_power_state_max(nv_api, profile_name); +} + +static bool _cmd_display_primary_display_id(const nv_api_t *nv_api) +{ + return _display_primary_display_id(nv_api); +} + +static bool _cmd_display_list(const nv_api_t *nv_api) +{ + return _displays_list(nv_api); +} + +static bool _cmd_display_config(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + + if (argc > 0) { + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + } else { + display_id = 0; + } + + return _display_config_print(nv_api, display_id); +} + +static bool _cmd_custom_resolution_set(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + + if (argc < 4) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + printf_err("Setting custom resolution for display ID 0x%X: %dx%d@%f\n", display_id, screen_width, screen_height, screen_refresh_rate); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + 0); +} + +static bool _cmd_custom_resolution_test(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + uint8_t test_only_timeout_sec; + + if (argc < 5) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + // Sane defaults for optional parameters + test_only_timeout_sec = 10; + + for (int i = 4; i < argc; i++) { + if (!strcmp(argv[i], "--test-timeout-secs")) { + if (i + 1 < argc) { + test_only_timeout_sec = atoi(argv[++i]); + + if (test_only_timeout_sec == 0) { + printfln_err("ERROR: Time out parameter must be greater than 0"); + return false; + } + } else { + printfln_err("ERROR: Missing argument for --test-timeout-secs"); + return false; + } + } + } + + printf_err("Testing custom resolution for display ID %u: %dx%d@%f, timeout %d seconds\n", display_id, screen_width, screen_height, screen_refresh_rate, test_only_timeout_sec); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + test_only_timeout_sec); +} + +static bool _cmd_display_gpu_scaling_to_native_resolution_enable(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + return _display_config_gpu_scaling_to_native_resolution_enable(nv_api, display_id); +} + +// ------------------------------------------------------------------------------------------------- + +int main(int argc, char **argv) +{ + const char *command; + const char *sub_command; + nv_module_t *nv_module; + nv_api_t nv_api; + NvAPI_Status status; + bool result; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + exit(1); + } + + command = argv[1]; + sub_command = argv[2]; + + printfln_err("Loading NVAPI module..."); + + nv_module_load(&nv_module); + nv_module_api_get(nv_module, &nv_api); + + printfln_err("Initializing NVAPI..."); + + status = nv_api.NvAPI_Initialize(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + fprintf(stderr, "ERROR: Initializing NVAPI, reason: %s\n", error_str); + + nv_module_free(&nv_module); + exit(1); + } + + printfln_err("Running command: %s %s", command, sub_command); + + if (!strcmp(command, "nv")) { + if (!strcmp(sub_command, "info")) { + result = _cmd_nv_info(&nv_api); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "profile")) { + _ensure_drs_settings_folder_exists(); + + if (!strcmp(sub_command, "create")) { + result = _cmd_profile_create(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "delete")) { + result = _cmd_profile_delete(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "application-add")) { + result = _cmd_profile_application_add(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gsync-disable")) { + result = _cmd_profile_gsync_disable(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gpu-power-state-max")) { + result = _cmd_profile_gpu_power_state_max(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "display")) { + if (!strcmp(sub_command, "primary-display-id")) { + result = _cmd_display_primary_display_id(&nv_api); + } else if (!strcmp(sub_command, "list")) { + result = _cmd_display_list(&nv_api); + } else if (!strcmp(sub_command, "config")) { + result = _cmd_display_config(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-set")) { + result = _cmd_custom_resolution_set(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-test")) { + result = _cmd_custom_resolution_test(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gpu-scaling-to-native-resolution-enable")) { + result = _cmd_display_gpu_scaling_to_native_resolution_enable(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else { + printfln_err("ERROR: Unknown command: %s", command); + _print_synopsis(); + result = false; + } + + status = nv_api.NvAPI_Unload(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + printfln_err("ERROR: Unloading NVAPI, reason: %s", error_str); + } + + nv_module_free(&nv_module); + + if (result) { + printfln_err("Command completed successfully"); + exit(0); + } else { + printfln_err("Command failed"); + exit(1); + } +} \ No newline at end of file From 5bee76e553b5413d55e3e0e3e592765612d12231 Mon Sep 17 00:00:00 2001 From: icex2 Date: Wed, 19 Feb 2025 19:41:33 +0100 Subject: [PATCH 114/118] =?UTF-8?q?feat(nvgpu):=20Add=20=E2=80=94overwrite?= =?UTF-8?q?-exists=20flag=20for=20profile=20creation?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit When running this in a script on startup to ensure whatever configuration is required to be created is created, this avoids several commands to first check if the profile exists, delete it, then re-create it. --- src/main/nvgpu/main.c | 33 +++++++++++++++++++++++++++++++-- 1 file changed, 31 insertions(+), 2 deletions(-) diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c index b7052bc..a35cc9a 100644 --- a/src/main/nvgpu/main.c +++ b/src/main/nvgpu/main.c @@ -333,7 +333,7 @@ static bool _nv_info(const nv_api_t *nv_api) return true; } -static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) +static bool _profile_create(const nv_api_t *nv_api, const char *profile_name, bool overwrite_exists) { NvDRSSessionHandle session; NVDRS_PROFILE profile; @@ -358,6 +358,26 @@ static bool _profile_create(const nv_api_t *nv_api, const char *profile_name) status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + if (status == NVAPI_PROFILE_NAME_IN_USE && overwrite_exists) { + printfln_err("Profile %s already exists, enabled overwrite existing...", profile_name); + + if (!_profile_get(nv_api, profile_name, session, &profile_handle)) { + _session_destroy(nv_api, session); + + return false; + } + + status = nv_api->NvAPI_DRS_DeleteProfile(session, profile_handle); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Deleting existing profile"); + return false; + } + + // Retry + status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + } + if (status != NVAPI_OK) { PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver profile"); @@ -1294,6 +1314,7 @@ static bool _cmd_nv_info(const nv_api_t *nv_api) static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) { const char *profile_name; + bool overwrite_exists; if (argc < 1) { _print_synopsis(); @@ -1303,7 +1324,15 @@ static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) profile_name = argv[0]; - return _profile_create(nv_api, profile_name); + overwrite_exists = false; + + for (int i = 1; i < argc; i++) { + if (!strcmp(argv[i], "--overwrite-exists")) { + overwrite_exists = true; + } + } + + return _profile_create(nv_api, profile_name, overwrite_exists); } static bool _cmd_profile_delete(const nv_api_t *nv_api, int argc, char **argv) From ae02d6556b8aee82b4bb722d9e04d96b0bb27427 Mon Sep 17 00:00:00 2001 From: icex2 Date: Wed, 19 Feb 2025 19:42:48 +0100 Subject: [PATCH 115/118] =?UTF-8?q?feat(nvgpu):=20Add=20=E2=80=94overwrite?= =?UTF-8?q?-exists=20flag=20for=20profile=20creation?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit When running this in a script on startup to ensure whatever configuration is required to be created is created, this avoids several commands to first check if the profile exists, delete it, then re-create it. --- src/main/nvgpu/main.c | 1641 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1641 insertions(+) create mode 100644 src/main/nvgpu/main.c diff --git a/src/main/nvgpu/main.c b/src/main/nvgpu/main.c new file mode 100644 index 0000000..a35cc9a --- /dev/null +++ b/src/main/nvgpu/main.c @@ -0,0 +1,1641 @@ +#include + +#include +#include +#include +#include +#include +#include + +#include "nv/api.h" +#include "nv/module.h" + +#include "util/fs.h" +#include "util/mem.h" +#include "util/str.h" + +#define NV_DRS_SETTINGS_FOLDER "C:\\ProgramData\\NVIDIA Corporation\\Drs" + +#define printf_out(fmt, ...) \ + fprintf(stdout, fmt, ##__VA_ARGS__) +#define printf_err(fmt, ...) \ + fprintf(stderr, fmt, ##__VA_ARGS__) +#define printfln_out(fmt, ...) \ + fprintf(stdout, fmt "\n", ##__VA_ARGS__) +#define printfln_err(fmt, ...) \ + fprintf(stderr, fmt "\n", ##__VA_ARGS__) + +#define PRINT_ERR_WITH_NVAPI_MESSAGE(status, fmt, ...) \ + NvAPI_ShortString error_str; \ + nv_api->NvAPI_GetErrorMessage(status, error_str); \ + fprintf(stderr, fmt ", reason: %s\n", ##__VA_ARGS__, error_str); + +typedef struct displayconfig_path_info { + NvU32 path_info_count; + NV_DISPLAYCONFIG_PATH_INFO *path_info; +} displayconfig_path_info_t; + +static bool _session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_DestroySession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Destroying driver settings session"); + return false; + } + + return true; +} + +static bool _session_create_and_settings_load(const nv_api_t *nv_api, NvDRSSessionHandle *session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + status = nv_api->NvAPI_DRS_CreateSession(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver settings session"); + return false; + } + + status = nv_api->NvAPI_DRS_LoadSettings(*session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Loading driver settings"); + + return _session_destroy(nv_api, *session); + } + + return true; +} + +static bool _settings_save_and_session_destroy(const nv_api_t *nv_api, NvDRSSessionHandle session) +{ + assert(nv_api); + assert(session); + + NvAPI_Status status; + + printfln_err("Saving ..."); + + status = nv_api->NvAPI_DRS_SaveSettings(session); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving driver settings"); + + return _session_destroy(nv_api, session); + } + + return _session_destroy(nv_api, session); +} + +static bool _profile_get( + const nv_api_t *nv_api, + const char *profile_name, + NvDRSSessionHandle session, + NvDRSProfileHandle *profile) +{ + NvAPI_UnicodeString nv_profile_name; + NvAPI_Status status; + wchar_t *profile_name_wstr; + + assert(nv_api); + assert(session); + assert(profile); + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(nv_profile_name, sizeof(nv_profile_name), profile_name_wstr); + + status = nv_api->NvAPI_DRS_FindProfileByName(session, nv_profile_name, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Finding driver profile %s", profile_name); + return false; + } + + return true; +} + +static bool _profile_setting_set( + const nv_api_t *nv_api, + NvDRSSessionHandle session, + NvDRSProfileHandle profile, + NVDRS_SETTING *setting) +{ + NvAPI_Status status; + + assert(nv_api); + assert(setting); + + status = nv_api->NvAPI_DRS_SetSetting(session, profile, setting); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "Error setting driver settings"); + return false; + } + + return true; +} + +static void _display_config_free(displayconfig_path_info_t *displayconfig_path_info) +{ + assert(displayconfig_path_info); + assert(displayconfig_path_info->path_info); + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + assert(displayconfig_path_info->path_info[i].sourceModeInfo); + assert(displayconfig_path_info->path_info[i].targetInfo); + + for (NvU32 j = 0; j < displayconfig_path_info->path_info[i].targetInfoCount; j++) { + assert(displayconfig_path_info->path_info[i].targetInfo[i].details); + + free(displayconfig_path_info->path_info[i].targetInfo[i].details); + } + + free(displayconfig_path_info->path_info[i].targetInfo); + free(displayconfig_path_info->path_info[i].sourceModeInfo); + } + + free(displayconfig_path_info->path_info); +} + +static bool _display_config_get(const nv_api_t *nv_api, displayconfig_path_info_t *displayconfig_path_info) +{ + NvAPI_Status status; + + assert(nv_api); + assert(displayconfig_path_info); + + displayconfig_path_info->path_info_count = 0; + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count, NULL); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config path info count"); + return false; + } + + displayconfig_path_info->path_info = (NV_DISPLAYCONFIG_PATH_INFO*) + xmalloc(sizeof(NV_DISPLAYCONFIG_PATH_INFO) * displayconfig_path_info->path_info_count); + memset(displayconfig_path_info->path_info, 0, sizeof(NV_DISPLAYCONFIG_PATH_INFO) * displayconfig_path_info->path_info_count); + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + displayconfig_path_info->path_info[i].version = NV_DISPLAYCONFIG_PATH_INFO_VER; + } + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count, displayconfig_path_info->path_info); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config target info counts"); + + free(displayconfig_path_info->path_info); + + return false; + } + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + if (displayconfig_path_info->path_info[i].version == NV_DISPLAYCONFIG_PATH_INFO_VER1 || + displayconfig_path_info->path_info[i].version == NV_DISPLAYCONFIG_PATH_INFO_VER2) { + displayconfig_path_info->path_info[i].sourceModeInfo = + (NV_DISPLAYCONFIG_SOURCE_MODE_INFO*) xmalloc(sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO)); + } else { +#ifdef NV_DISPLAYCONFIG_PATH_INFO_VER3 + displayconfig_path_info->path_info[i].sourceModeInfo =(NV_DISPLAYCONFIG_SOURCE_MODE_INFO*) malloc( + displayconfig_path_info->path_info[i].sourceModeInfoCount * sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO)); +#endif + } + + memset(displayconfig_path_info->path_info[i].sourceModeInfo, 0, sizeof(NV_DISPLAYCONFIG_SOURCE_MODE_INFO)); + + displayconfig_path_info->path_info[i].targetInfo = (NV_DISPLAYCONFIG_PATH_TARGET_INFO*) xmalloc( + displayconfig_path_info->path_info[i].targetInfoCount * sizeof(NV_DISPLAYCONFIG_PATH_TARGET_INFO)); + + memset(displayconfig_path_info->path_info[i].targetInfo, 0, + displayconfig_path_info->path_info[i].targetInfoCount * sizeof(NV_DISPLAYCONFIG_PATH_TARGET_INFO)); + + for (NvU32 j = 0 ; j < displayconfig_path_info->path_info[i].targetInfoCount ; j++) { + displayconfig_path_info->path_info[i].targetInfo[j].details = + (NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO*) xmalloc(sizeof(NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO)); + memset(displayconfig_path_info->path_info[i].targetInfo[j].details, 0, + sizeof(NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO)); + displayconfig_path_info->path_info[i].targetInfo[j].details->version = + NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER; + } + } + + status = nv_api->NvAPI_DISP_GetDisplayConfig(&displayconfig_path_info->path_info_count, displayconfig_path_info->path_info); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting display config"); + + _display_config_free(displayconfig_path_info); + + return false; + } + + return true; +} + +static bool _display_config_set(const nv_api_t *nv_api, displayconfig_path_info_t *displayconfig_path_info) +{ + NvAPI_Status status; + + assert(nv_api); + assert(displayconfig_path_info); + + printfln_err("Validating display config..."); + + status = nv_api->NvAPI_DISP_SetDisplayConfig(displayconfig_path_info->path_info_count, displayconfig_path_info->path_info, NV_DISPLAYCONFIG_VALIDATE_ONLY); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Validating display config"); + return false; + } + + printfln_err("Saving display config..."); + + status = nv_api->NvAPI_DISP_SetDisplayConfig(displayconfig_path_info->path_info_count, displayconfig_path_info->path_info, NV_DISPLAYCONFIG_SAVE_TO_PERSISTENCE | NV_DISPLAYCONFIG_DRIVER_RELOAD_ALLOWED); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving display config"); + return false; + } + + return true; +} + +static bool _display_config_visit(displayconfig_path_info_t *displayconfig_path_info, NvU32 display_id, bool (*display_config_filter)(NV_DISPLAYCONFIG_PATH_TARGET_INFO *target_info)) +{ + NV_DISPLAYCONFIG_PATH_TARGET_INFO *target_info; + + for (NvU32 i = 0; i < displayconfig_path_info->path_info_count; i++) { + target_info = &displayconfig_path_info->path_info[i].targetInfo[i]; + + if (display_id != 0 && target_info->displayId != display_id) { + continue; + } + + return display_config_filter(target_info); + } + + return false; +} + +static void _ensure_drs_settings_folder_exists() +{ + // Even on a fresh install, this might not exist which result + // in NVAPI_ACCESS_DENIED errors on many (or even all?) nvapi DRS functions + if (!path_exists(NV_DRS_SETTINGS_FOLDER)) { + printfln_err("NOTE: DRS settings folder to store profiles does not exist, creating..."); + path_mkdir(NV_DRS_SETTINGS_FOLDER); + } +} + +// ------------------------------------------------------------------------------------------------- + +static bool _nv_info(const nv_api_t *nv_api) +{ + NvAPI_ShortString interface_version; + NvAPI_ShortString driver_version; + NvU32 driver_version_number; + NvAPI_Status status; + + printfln_err("Getting interface version..."); + + status = nv_api->NvAPI_GetInterfaceVersionStringEx(interface_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting interface version string"); + return false; + } + + printfln_err("Getting driver and branch version..."); + + status = nv_api->NvAPI_SYS_GetDriverAndBranchVersion(&driver_version_number, driver_version); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting driver and branch version"); + return false; + } + + printfln_out("Interface version: %s", interface_version); + printfln_out("Driver version: %s", driver_version); + printfln_out("Driver version number: %lu", driver_version_number); + + return true; +} + +static bool _profile_create(const nv_api_t *nv_api, const char *profile_name, bool overwrite_exists) +{ + NvDRSSessionHandle session; + NVDRS_PROFILE profile; + wchar_t *profile_name_wstr; + NvAPI_Status status; + NvDRSProfileHandle profile_handle; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + profile.version = NVDRS_PROFILE_VER; + + profile_name_wstr = str_widen(profile_name); + wstr_cpy(profile.profileName, sizeof(profile.profileName), profile_name_wstr); + free(profile_name_wstr); + + printfln_err("Creating profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + + if (status == NVAPI_PROFILE_NAME_IN_USE && overwrite_exists) { + printfln_err("Profile %s already exists, enabled overwrite existing...", profile_name); + + if (!_profile_get(nv_api, profile_name, session, &profile_handle)) { + _session_destroy(nv_api, session); + + return false; + } + + status = nv_api->NvAPI_DRS_DeleteProfile(session, profile_handle); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Deleting existing profile"); + return false; + } + + // Retry + status = nv_api->NvAPI_DRS_CreateProfile(session, &profile, &profile_handle); + } + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Creating driver profile"); + + _session_destroy(nv_api, session); + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_delete(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + printfln_err("Deleting profile %s...", profile_name); + + status = nv_api->NvAPI_DRS_DeleteProfile(session, profile); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Deleting driver profile %s", profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_application_add(const nv_api_t *nv_api, const char *profile_name, const char *application_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NvAPI_Status status; + NVDRS_APPLICATION application; + wchar_t *application_name_wstr; + + assert(nv_api); + assert(profile_name); + assert(application_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + application.version = NVDRS_APPLICATION_VER; + + application_name_wstr = str_widen(application_name); + wstr_cpy(application.appName, sizeof(application.appName), application_name_wstr); + free(application_name_wstr); + + printfln_err("Adding application %s to profile %s...", application_name, profile_name); + + status = nv_api->NvAPI_DRS_CreateApplication(session, profile, &application); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Adding application %s to profile %s", application_name, profile_name); + + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gsync_disable(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = VRR_APP_OVERRIDE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + setting.u32CurrentValue = VRR_APP_OVERRIDE_FIXED_REFRESH; + + printfln_err("Disabling G-SYNC for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _profile_gpu_power_state_max(const nv_api_t *nv_api, const char *profile_name) +{ + NvDRSSessionHandle session; + NvDRSProfileHandle profile; + NVDRS_SETTING setting; + + assert(nv_api); + assert(profile_name); + + if (!_session_create_and_settings_load(nv_api, &session)) { + return false; + } + + if (!_profile_get(nv_api, profile_name, session, &profile)) { + _session_destroy(nv_api, session); + + return false; + } + + setting.version = NVDRS_SETTING_VER; + setting.settingId = PREFERRED_PSTATE_ID; + setting.settingType = NVDRS_DWORD_TYPE; + setting.u32PredefinedValue = PREFERRED_PSTATE_PREFER_MAX; + setting.u32CurrentValue = PREFERRED_PSTATE_PREFER_MAX; + + printfln_err("Setting GPU power state to maximum for profile %s...", profile_name); + + if (!_profile_setting_set(nv_api, session, profile, &setting)) { + _session_destroy(nv_api, session); + + return false; + } + + return _settings_save_and_session_destroy(nv_api, session); +} + +static bool _display_primary_display_id(const nv_api_t *nv_api) +{ + NvAPI_Status status; + NvPhysicalGpuHandle gpu_handle[NVAPI_MAX_PHYSICAL_GPUS]; + NvU32 gpu_count; + NvU32 display_id_count; + NV_GPU_DISPLAYIDS *display_ids; + + assert(nv_api); + + status = nv_api->NvAPI_EnumPhysicalGPUs(gpu_handle, &gpu_count); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Enumerating physical GPUs"); + return false; + } + + // Assuming first physical GPU, first display = primary display + if (gpu_count > 0) { + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[0], NULL, &display_id_count, 0); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display count of GPU"); + return false; + } + + if (display_id_count > 0) { + display_ids = (NV_GPU_DISPLAYIDS*) xmalloc(sizeof(NV_GPU_DISPLAYIDS) * display_id_count); + + for (NvU32 j = 0; j < display_id_count; j++) { + display_ids[j].version = NV_GPU_DISPLAYIDS_VER; + } + + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[0], display_ids, &display_id_count, 0); + + if (status != NVAPI_OK) { + free(display_ids); + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display ids of GPU"); + return false; + } + + printfln_out("0x%lX", display_ids[0].displayId); + + free(display_ids); + + return true; + } + } + + return false; +} + +static bool _displays_list(const nv_api_t *nv_api) +{ + NvAPI_Status status; + NvPhysicalGpuHandle gpu_handle[NVAPI_MAX_PHYSICAL_GPUS]; + NvU32 gpu_count; + NvU32 display_id_count; + NV_GPU_DISPLAYIDS *display_ids; + const char *connector_type; + + assert(nv_api); + + status = nv_api->NvAPI_EnumPhysicalGPUs(gpu_handle, &gpu_count); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Enumerating physical GPUs"); + return false; + } + + printfln_err("Display ID, Connector Type, Active, Connected, Physically Connected"); + + for (NvU32 i = 0; i < gpu_count; i++) { + // Get display count per GPU + display_id_count = 0; + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], NULL, &display_id_count, 0); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display count of GPU"); + return false; + } + + if (display_id_count > 0) { + display_ids = (NV_GPU_DISPLAYIDS*) xmalloc(sizeof(NV_GPU_DISPLAYIDS) * display_id_count); + + for (NvU32 j = 0; j < display_id_count; j++) { + display_ids[j].version = NV_GPU_DISPLAYIDS_VER; + } + + status = nv_api->NvAPI_GPU_GetConnectedDisplayIds(gpu_handle[i], display_ids, &display_id_count, 0); + + if (status != NVAPI_OK) { + free(display_ids); + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Getting connected display ids of GPU"); + return false; + } + + for (NvU32 j = 0; j < display_id_count; j++) { + switch (display_ids[j].connectorType) { + case NV_MONITOR_CONN_TYPE_VGA: + connector_type = "VGA"; + break; + case NV_MONITOR_CONN_TYPE_COMPONENT: + connector_type = "Component"; + break; + case NV_MONITOR_CONN_TYPE_SVIDEO: + connector_type = "S-Video"; + break; + case NV_MONITOR_CONN_TYPE_HDMI: + connector_type = "HDMI"; + break; + case NV_MONITOR_CONN_TYPE_DVI: + connector_type = "DVI"; + break; + case NV_MONITOR_CONN_TYPE_LVDS: + connector_type = "LVDS"; + break; + case NV_MONITOR_CONN_TYPE_DP: + connector_type = "DP"; + break; + case NV_MONITOR_CONN_TYPE_COMPOSITE: + connector_type = "Composite"; + break; + default: + connector_type = "unknown"; + break; + } + + printfln_out("0x%lX, %s, %s, %s, %s", + display_ids[j].displayId, + connector_type, + display_ids[j].isActive ? "active" : "inactive", + display_ids[j].isConnected ? "connected" : "disconnected", + display_ids[j].isPhysicallyConnected ? "connected" : "disconnected"); + } + + free(display_ids); + } + } + + return true; +} + +static bool _display_config_print(const nv_api_t *nv_api, NvU32 display_id) +{ + displayconfig_path_info_t displayconfig_path_info; + NV_DISPLAYCONFIG_PATH_TARGET_INFO_V2 *target_info; + NV_DISPLAYCONFIG_SOURCE_MODE_INFO_V1 *source_mode_info; + + assert(nv_api); + + if (!_display_config_get(nv_api, &displayconfig_path_info)) { + return false; + } + + if (display_id != 0) { + printfln_err("Applying display ID filter: %lX", display_id); + } + + printfln_err("Num total adapters in config: %ld", displayconfig_path_info.path_info_count); + + for (NvU32 i = 0; i < displayconfig_path_info.path_info_count; i++) { + printfln_err("Num total displays in adapter: %ld", displayconfig_path_info.path_info[i].targetInfoCount); + + for (NvU32 j = 0; j < displayconfig_path_info.path_info[i].targetInfoCount; j++) { + target_info = &displayconfig_path_info.path_info[i].targetInfo[j]; + source_mode_info = &displayconfig_path_info.path_info[i].sourceModeInfo[j]; + + if (display_id != 0 && target_info->displayId != display_id) { + continue; + } + + printfln_out("--------------------------------"); + printfln_out("Adapter source ID %ld", displayconfig_path_info.path_info[i].sourceId); + printfln_out("Display ID: %lX", target_info->displayId); + printfln_out("Resolution width: %ld", source_mode_info->resolution.width); + printfln_out("Resolution height: %ld", source_mode_info->resolution.height); + printfln_out("Color depth: %d", source_mode_info->colorFormat); + printfln_out("Position x: %d", source_mode_info->position.x); + printfln_out("Position y: %d", source_mode_info->position.y); + printfln_out("Spanning orientation: %d", source_mode_info->spanningOrientation); + printfln_out("GDI primary: %d", source_mode_info->bGDIPrimary); + printfln_out("SLI focus: %d", source_mode_info->bSLIFocus); + + if (target_info->details) { + switch (target_info->details->rotation) { + case NV_ROTATE_0: + printfln_out("Rotation: 0 degrees"); + break; + case NV_ROTATE_90: + printfln_out("Rotation: 90 degrees"); + break; + case NV_ROTATE_180: + printfln_out("Rotation: 180 degrees"); + break; + case NV_ROTATE_270: + printfln_out("Rotation: 270 degrees"); + break; + case NV_ROTATE_IGNORED: + printfln_out("Rotation: ignored"); + break; + default: + printfln_out("Rotation: unknown (%d)", target_info->details->rotation); + break; + } + + switch (target_info->details->scaling) { + case NV_SCALING_DEFAULT: + printfln_out("Scaling: default"); + break; + case NV_SCALING_GPU_SCALING_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to closest"); + break; + case NV_SCALING_GPU_SCALING_TO_NATIVE: + printfln_out("Scaling: GPU scaling to native"); + break; + case NV_SCALING_GPU_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_NATIVE: + printfln_out("Scaling: GPU scaling to aspect scanout to native"); + break; + case NV_SCALING_GPU_SCALING_TO_ASPECT_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scaling to aspect scanout to closest"); + break; + case NV_SCALING_GPU_SCANOUT_TO_CLOSEST: + printfln_out("Scaling: GPU scanout to closest"); + break; + case NV_SCALING_GPU_INTEGER_ASPECT_SCALING: + printfln_out("Scaling: GPU integer aspect scaling"); + break; + default: + printfln_out("Scaling: unknown (%d)", target_info->details->scaling); + break; + } + + printfln_out("Refresh rate (non interlaced): %ld", target_info->details->refreshRate1K * 1000); + printfln_out("Interlaced: %d", target_info->details->interlaced); + printfln_out("Primary: %d", target_info->details->primary); + printfln_out("Disable virtual mode support: %d", target_info->details->disableVirtualModeSupport); + printfln_out("Is preferred unscaled target: %d", target_info->details->isPreferredUnscaledTarget); + + switch (target_info->details->connector) { + case NVAPI_GPU_CONNECTOR_VGA_15_PIN: + printfln_out("Connector: VGA 15 Pin"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE: + printfln_out("Connector: TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_TV_SVIDEO: + printfln_out("Connector: TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_COMPONENT: + printfln_out("Connector: TV HDTV Component"); + break; + case NVAPI_GPU_CONNECTOR_TV_SCART: + printfln_out("Connector: TV SCART"); + break; + case NVAPI_GPU_CONNECTOR_TV_COMPOSITE_SCART_ON_EIAJ4120: + printfln_out("Connector: TV Composite SCART on EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_TV_HDTV_EIAJ4120: + printfln_out("Connector: TV HDTV EIAJ4120"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_HDTV_YPRPB: + printfln_out("Connector: PC POD HDTV YPRPB"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_SVIDEO: + printfln_out("Connector: PC POD S-Video"); + break; + case NVAPI_GPU_CONNECTOR_PC_POD_COMPOSITE: + printfln_out("Connector: PC POD Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_SVIDEO: + printfln_out("Connector: DVI-I TV S-Video"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I_TV_COMPOSITE: + printfln_out("Connector: DVI-I TV Composite"); + break; + case NVAPI_GPU_CONNECTOR_DVI_I: + printfln_out("Connector: DVI-I"); + break; + case NVAPI_GPU_CONNECTOR_DVI_D: + printfln_out("Connector: DVI-D"); + break; + case NVAPI_GPU_CONNECTOR_ADC: + printfln_out("Connector: ADC"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_1: + printfln_out("Connector: LFH DVI-I 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DVI_I_2: + printfln_out("Connector: LFH DVI-I 2"); + break; + case NVAPI_GPU_CONNECTOR_SPWG: + printfln_out("Connector: SPWG"); + break; + case NVAPI_GPU_CONNECTOR_OEM: + printfln_out("Connector: OEM"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_EXTERNAL: + printfln_out("Connector: DisplayPort External"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_INTERNAL: + printfln_out("Connector: DisplayPort Internal"); + break; + case NVAPI_GPU_CONNECTOR_DISPLAYPORT_MINI_EXT: + printfln_out("Connector: DisplayPort Mini External"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_A: + printfln_out("Connector: HDMI A"); + break; + case NVAPI_GPU_CONNECTOR_HDMI_C_MINI: + printfln_out("Connector: HDMI C Mini"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_1: + printfln_out("Connector: LFH DisplayPort 1"); + break; + case NVAPI_GPU_CONNECTOR_LFH_DISPLAYPORT_2: + printfln_out("Connector: LFH DisplayPort 2"); + break; + case NVAPI_GPU_CONNECTOR_VIRTUAL_WFD: + printfln_out("Connector: Virtual WFD"); + break; + case NVAPI_GPU_CONNECTOR_USB_C: + printfln_out("Connector: USB C"); + break; + default: + printfln_out("Connector: unknown (%d)", target_info->details->connector); + break; + } + + switch (target_info->details->tvFormat) { + case NV_DISPLAY_TV_FORMAT_NONE: + printfln_out("TV format: none"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCM: + printfln_out("TV format: SD NTSC-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_NTSCJ: + printfln_out("TV format: SD NTSC-J"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALM: + printfln_out("TV format: SD PAL-M"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALBDGH: + printfln_out("TV format: SD PAL-BDGH"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALN: + printfln_out("TV format: SD PAL-N"); + break; + case NV_DISPLAY_TV_FORMAT_SD_PALNC: + printfln_out("TV format: SD PAL-NC"); + break; + case NV_DISPLAY_TV_FORMAT_SD_576i: + printfln_out("TV format: SD 576i"); + break; + case NV_DISPLAY_TV_FORMAT_SD_480i: + printfln_out("TV format: SD 480i"); + break; + case NV_DISPLAY_TV_FORMAT_ED_480p: + printfln_out("TV format: ED 480p"); + break; + case NV_DISPLAY_TV_FORMAT_ED_576p: + printfln_out("TV format: ED 576p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p: + printfln_out("TV format: HD 720p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i: + printfln_out("TV format: HD 1080i"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p: + printfln_out("TV format: HD 1080p"); + break; + case NV_DISPLAY_TV_FORMAT_HD_720p50: + printfln_out("TV format: HD 720p50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p24: + printfln_out("TV format: HD 1080p24"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080i50: + printfln_out("TV format: HD 1080i50"); + break; + case NV_DISPLAY_TV_FORMAT_HD_1080p50: + printfln_out("TV format: HD 1080p50"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_3840: + printfln_out("TV format: UHD 4Kp30 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_3840: + printfln_out("TV format: UHD 4Kp25 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_3840: + printfln_out("TV format: UHD 4Kp24 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_SMPTE: + printfln_out("TV format: UHD 4Kp24 SMPTE"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_3840: + printfln_out("TV format: UHD 4Kp50 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_3840: + printfln_out("TV format: UHD 4Kp60 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_4096: + printfln_out("TV format: UHD 4Kp30 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_4096: + printfln_out("TV format: UHD 4Kp25 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_4096: + printfln_out("TV format: UHD 4Kp24 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_4096: + printfln_out("TV format: UHD 4Kp50 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_4096: + printfln_out("TV format: UHD 4Kp60 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp24_7680: + printfln_out("TV format: UHD 8Kp24 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp25_7680: + printfln_out("TV format: UHD 8Kp25 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp30_7680: + printfln_out("TV format: UHD 8Kp30 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp48_7680: + printfln_out("TV format: UHD 8Kp48 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp50_7680: + printfln_out("TV format: UHD 8Kp50 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp60_7680: + printfln_out("TV format: UHD 8Kp60 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp100_7680: + printfln_out("TV format: UHD 8Kp100 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_8Kp120_7680: + printfln_out("TV format: UHD 8Kp120 7680"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_3840: + printfln_out("TV format: UHD 4Kp48 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_4096: + printfln_out("TV format: UHD 4Kp48 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_3840: + printfln_out("TV format: UHD 4Kp100 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_4096: + printfln_out("TV format: UHD 4Kp100 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_4096: + printfln_out("TV format: UHD 4Kp120 4096"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_3840: + printfln_out("TV format: UHD 4Kp120 3840"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp100_5120: + printfln_out("TV format: UHD 4Kp100 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp120_5120: + printfln_out("TV format: UHD 4Kp120 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp24_5120: + printfln_out("TV format: UHD 4Kp24 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp25_5120: + printfln_out("TV format: UHD 4Kp25 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp30_5120: + printfln_out("TV format: UHD 4Kp30 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp48_5120: + printfln_out("TV format: UHD 4Kp48 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp50_5120: + printfln_out("TV format: UHD 4Kp50 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_4Kp60_5120: + printfln_out("TV format: UHD 4Kp60 5120"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp24_10240: + printfln_out("TV format: UHD 10Kp24 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp25_10240: + printfln_out("TV format: UHD 10Kp25 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp30_10240: + printfln_out("TV format: UHD 10Kp30 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp48_10240: + printfln_out("TV format: UHD 10Kp48 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp50_10240: + printfln_out("TV format: UHD 10Kp50 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp60_10240: + printfln_out("TV format: UHD 10Kp60 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp100_10240: + printfln_out("TV format: UHD 10Kp100 10240"); + break; + case NV_DISPLAY_TV_FORMAT_UHD_10Kp120_10240: + printfln_out("TV format: UHD 10Kp120 10240"); + break; + case NV_DISPLAY_TV_FORMAT_SD_OTHER: + printfln_out("TV format: SD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ED_OTHER: + printfln_out("TV format: ED Other"); + break; + case NV_DISPLAY_TV_FORMAT_HD_OTHER: + printfln_out("TV format: HD Other"); + break; + case NV_DISPLAY_TV_FORMAT_ANY: + printfln_out("TV format: Any"); + break; + default: + printfln_out("TV format: unknown (%d)", target_info->details->tvFormat); + break; + } + + switch (target_info->details->timingOverride) { + case NV_TIMING_OVERRIDE_CURRENT: + printfln_out("Timing override: current"); + break; + case NV_TIMING_OVERRIDE_AUTO: + printfln_out("Timing override: auto"); + break; + case NV_TIMING_OVERRIDE_EDID: + printfln_out("Timing override: EDID"); + break; + case NV_TIMING_OVERRIDE_DMT: + printfln_out("Timing override: VESA DMT"); + break; + case NV_TIMING_OVERRIDE_DMT_RB: + printfln_out("Timing override: VESA DMT RB"); + break; + case NV_TIMING_OVERRIDE_CVT: + printfln_out("Timing override: VESA CVT"); + break; + case NV_TIMING_OVERRIDE_CVT_RB: + printfln_out("Timing override: VESA CVT RB"); + break; + case NV_TIMING_OVERRIDE_GTF: + printfln_out("Timing override: VESA GTF"); + break; + case NV_TIMING_OVERRIDE_EIA861: + printfln_out("Timing override: EIA 861x pre-defined timing"); + break; + case NV_TIMING_OVERRIDE_ANALOG_TV: + printfln_out("Timing override: analog SD/HDTV timing"); + break; + case NV_TIMING_OVERRIDE_CUST: + printfln_out("Timing override: NV custom timings"); + break; + case NV_TIMING_OVERRIDE_NV_PREDEFINED: + printfln_out("Timing override: NV pre-defined timing (basically the PsF timings)"); + break; + case NV_TIMING_OVERRIDE_NV_ASPR: + printfln_out("Timing override: NV ASPR"); + break; + case NV_TIMING_OVERRIDE_SDI: + printfln_out("Timing override: SDI"); + break; + case NV_TIMING_OVRRIDE_MAX: + printfln_out("Timing override: max"); + break; + default: + printfln_out("Timing override: unknown (%d)", target_info->details->timingOverride); + break; + } + + printfln_out("Override custom (backend raster) timing"); + + printfln_out("Horizontal visible: %d", target_info->details->timing.HVisible); + printfln_out("Horizontal border: %d", target_info->details->timing.HBorder); + printfln_out("Horizontal front porch: %d", target_info->details->timing.HFrontPorch); + printfln_out("Horizontal sync width: %d", target_info->details->timing.HSyncWidth); + printfln_out("Horizontal total: %d", target_info->details->timing.HTotal); + printfln_out("Horizontal sync polarity: %s", target_info->details->timing.HSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Vertical visible: %d", target_info->details->timing.VVisible); + printfln_out("Vertical border: %d", target_info->details->timing.VBorder); + printfln_out("Vertical front porch: %d", target_info->details->timing.VFrontPorch); + printfln_out("Vertical sync width: %d", target_info->details->timing.VSyncWidth); + printfln_out("Vertical total: %d", target_info->details->timing.VTotal); + printfln_out("Vertical sync polarity: %s", target_info->details->timing.VSyncPol == 1 ? "negative" : "positive"); + + printfln_out("Interlaced: %s", target_info->details->timing.interlaced == 1 ? "interlaced" : "progressive"); + printfln_out("Pixel clock: %lu kHz", target_info->details->timing.pclk * 10); + + printfln_out("Flag: 0x%lX", target_info->details->timing.etc.flag); + printfln_out("Logical refresh rate to present: %d", target_info->details->timing.etc.rr); + printfln_out("Physical vertical refresh rate: %f Hz", target_info->details->timing.etc.rrx1k * 0.001); + printfln_out("Display aspect ratio: %lu:%lu", target_info->details->timing.etc.aspect >> 16, target_info->details->timing.etc.aspect & 0xFFFF); + printfln_out("Bit-wise pixel repetition factor (1 = no pixel repetition, 2 = each pixel repeats twice horizontally, etc.): %d", target_info->details->timing.etc.rep); + printfln_out("Timing status: 0x%lX", target_info->details->timing.etc.status); + printfln_out("Timing name: %s", target_info->details->timing.etc.name); + } + + printfln_out("--------------------------------"); + } + } + + _display_config_free(&displayconfig_path_info); + + return true; +} + +static bool _custom_resolution_set( + const nv_api_t *nv_api, + NvU32 display_id, + uint16_t screen_width, + uint16_t screen_height, + float screen_refresh_rate, + uint8_t test_only_timeout_sec) +{ + NV_CUSTOM_DISPLAY custom_display; + NV_TIMING_FLAG flag; + NV_TIMING_INPUT timing; + NvAPI_Status status; + + assert(nv_api); + + memset(&custom_display, 0, sizeof(NV_CUSTOM_DISPLAY)); + memset(&flag, 0, sizeof(NV_TIMING_FLAG)); + memset(&timing, 0, sizeof(NV_TIMING_INPUT)); + + custom_display.version = NV_CUSTOM_DISPLAY_VER; + custom_display.width = screen_width; + custom_display.height = screen_height; + custom_display.depth = 32; + custom_display.colorFormat = NV_FORMAT_A8R8G8B8; + custom_display.srcPartition.x = 0; + custom_display.srcPartition.y = 0; + custom_display.srcPartition.w = 1; + custom_display.srcPartition.h = 1; + custom_display.xRatio = 1; + custom_display.yRatio = 1; + + timing.version = NV_TIMING_INPUT_VER; + timing.height = screen_height; + timing.width = screen_width; + timing.rr = screen_refresh_rate; + timing.flag = flag; + timing.type = NV_TIMING_OVERRIDE_CVT_RB; + + printfln_err("Calculating custom display timing for display ID 0x%lX", display_id); + + status = nv_api->NvAPI_DISP_GetTiming(display_id, &timing, &custom_display.timing); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Calculating custom display timing"); + return false; + } + + status = nv_api->NvAPI_DISP_TryCustomDisplay(&display_id, 1, &custom_display); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Trying custom display configuration"); + return false; + } + + if (test_only_timeout_sec == 0) { + printfln_err("Persisting custom display configuration"); + + status = nv_api->NvAPI_DISP_SaveCustomDisplay(&display_id, 1, true, true); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Saving custom display configuration"); + return false; + } + + printfln_err("Custom display configuration persisted"); + } else { + printfln_err("Trying custom display configuration for %d seconds...", test_only_timeout_sec); + + Sleep(test_only_timeout_sec * 1000); + + printfln_err("Reverting custom display configuration, not persisting"); + + status = nv_api->NvAPI_DISP_RevertCustomDisplayTrial(&display_id, 1); + + if (status != NVAPI_OK) { + PRINT_ERR_WITH_NVAPI_MESSAGE(status, "ERROR: Reverting custom display configuration"); + return false; + } + } + + return true; +} + +static bool _display_config_gpu_scaling_enable_filter(NV_DISPLAYCONFIG_PATH_TARGET_INFO *target_info) +{ + if (target_info->details == NULL) { + printfln_err("ERROR: No details found for target info"); + return false; + } + + if (target_info->details->scaling == NV_SCALING_GPU_SCALING_TO_NATIVE) { + printfln_err("GPU scaling to native resolution is already enabled"); + return false; + } else { + target_info->details->scaling = NV_SCALING_GPU_SCALING_TO_NATIVE; + printfln_err("Enabling GPU scaling to native resolution"); + return true; + } +} + +static bool _display_config_gpu_scaling_to_native_resolution_enable(const nv_api_t *nv_api, NvU32 display_id) +{ + displayconfig_path_info_t displayconfig_path_info; + bool changes_to_save; + + assert(nv_api); + + if (!_display_config_get(nv_api, &displayconfig_path_info)) { + return false; + } + + changes_to_save = _display_config_visit(&displayconfig_path_info, display_id, _display_config_gpu_scaling_enable_filter); + + if (changes_to_save) { + if (!_display_config_set(nv_api, &displayconfig_path_info)) { + _display_config_free(&displayconfig_path_info); + return false; + } + } + + _display_config_free(&displayconfig_path_info); + + return true; +} + +// ------------------------------------------------------------------------------------------------- + +static void _print_synopsis() +{ + printfln_err("Usage: nvgpu "); + printfln_err("Commands:"); + printfln_err(" nv"); + printfln_err(" info Print information about the NVAPI module and driver"); + printfln_err(""); + printfln_err(" profile"); + printfln_err(" create Create a new driver profile with the given name"); + printfln_err(" delete Delete an existing driver profile"); + printfln_err(" application-add "); + printfln_err(" Add an application to the driver profile. This will apply the profile to the application when the driver detects a process being launched, e.g. MyApplication.exe"); + printfln_err(" gsync-disable Disable G-SYNC for the driver profile"); + printfln_err(" gpu-power-state-max Set GPU power state to maximum for the driver profile"); + printfln_err(""); + printfln_err(" display"); + printfln_err(" primary-display-id Print the ID of the primary display"); + printfln_err(" list List all connected displays and their display IDs"); + printfln_err(" config [display_id] Print the current display configurations. Optionally, specify a display ID to get the configuration of that display only"); + printfln_err(" custom-resolution-set "); + printfln_err(" Set a custom display mode with the given parameters for the given display ID. The settings are persisted immediately. Ensure you tested these before with the custom-display-test command."); + printfln_err(" custom-resolution-test [--test-timeout-secs n]"); + printfln_err(" Test a custom display mode for a limited amount of time. This will revert the display mode after the given amount of seconds and not persist the changes."); + printfln_err(" test-timeout-secs: Optional. Number of seconds to test the custom display mode for. Default is 10 seconds."); + printfln_err(" gpu-scaling-to-native-resolution-enable Enable GPU scaling to native resolution for the given display ID"); +} + +static bool _cmd_nv_info(const nv_api_t *nv_api) +{ + return _nv_info(nv_api); +} + +static bool _cmd_profile_create(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + bool overwrite_exists; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + overwrite_exists = false; + + for (int i = 1; i < argc; i++) { + if (!strcmp(argv[i], "--overwrite-exists")) { + overwrite_exists = true; + } + } + + return _profile_create(nv_api, profile_name, overwrite_exists); +} + +static bool _cmd_profile_delete(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_delete(nv_api, profile_name); +} + +static bool _cmd_profile_application_add(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + const char *application_name; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + application_name = argv[1]; + + return _profile_application_add(nv_api, profile_name, application_name); +} + +static bool _cmd_profile_gsync_disable(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gsync_disable(nv_api, profile_name); +} + +static bool _cmd_profile_gpu_power_state_max(const nv_api_t *nv_api, int argc, char **argv) +{ + const char *profile_name; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + profile_name = argv[0]; + + return _profile_gpu_power_state_max(nv_api, profile_name); +} + +static bool _cmd_display_primary_display_id(const nv_api_t *nv_api) +{ + return _display_primary_display_id(nv_api); +} + +static bool _cmd_display_list(const nv_api_t *nv_api) +{ + return _displays_list(nv_api); +} + +static bool _cmd_display_config(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + + if (argc > 0) { + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + } else { + display_id = 0; + } + + return _display_config_print(nv_api, display_id); +} + +static bool _cmd_custom_resolution_set(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + + if (argc < 4) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + printf_err("Setting custom resolution for display ID 0x%X: %dx%d@%f\n", display_id, screen_width, screen_height, screen_refresh_rate); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + 0); +} + +static bool _cmd_custom_resolution_test(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + uint16_t screen_width; + uint16_t screen_height; + float screen_refresh_rate; + uint8_t test_only_timeout_sec; + + if (argc < 5) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + screen_width = atoi(argv[1]); + screen_height = atoi(argv[2]); + screen_refresh_rate = atof(argv[3]); + + // Sane defaults for optional parameters + test_only_timeout_sec = 10; + + for (int i = 4; i < argc; i++) { + if (!strcmp(argv[i], "--test-timeout-secs")) { + if (i + 1 < argc) { + test_only_timeout_sec = atoi(argv[++i]); + + if (test_only_timeout_sec == 0) { + printfln_err("ERROR: Time out parameter must be greater than 0"); + return false; + } + } else { + printfln_err("ERROR: Missing argument for --test-timeout-secs"); + return false; + } + } + } + + printf_err("Testing custom resolution for display ID %u: %dx%d@%f, timeout %d seconds\n", display_id, screen_width, screen_height, screen_refresh_rate, test_only_timeout_sec); + + return _custom_resolution_set( + nv_api, + display_id, + screen_width, + screen_height, + screen_refresh_rate, + test_only_timeout_sec); +} + +static bool _cmd_display_gpu_scaling_to_native_resolution_enable(const nv_api_t *nv_api, int argc, char **argv) +{ + uint32_t display_id; + + if (argc < 1) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return false; + } + + if (argv[0][0] == '0' && argv[0][1] == 'x') { + display_id = strtoul(argv[0] + 2, NULL, 16); + } else { + display_id = strtoul(argv[0], NULL, 10); + } + + return _display_config_gpu_scaling_to_native_resolution_enable(nv_api, display_id); +} + +// ------------------------------------------------------------------------------------------------- + +int main(int argc, char **argv) +{ + const char *command; + const char *sub_command; + nv_module_t *nv_module; + nv_api_t nv_api; + NvAPI_Status status; + bool result; + + if (argc < 3) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + exit(1); + } + + command = argv[1]; + sub_command = argv[2]; + + printfln_err("Loading NVAPI module..."); + + nv_module_load(&nv_module); + nv_module_api_get(nv_module, &nv_api); + + printfln_err("Initializing NVAPI..."); + + status = nv_api.NvAPI_Initialize(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + fprintf(stderr, "ERROR: Initializing NVAPI, reason: %s\n", error_str); + + nv_module_free(&nv_module); + exit(1); + } + + printfln_err("Running command: %s %s", command, sub_command); + + if (!strcmp(command, "nv")) { + if (!strcmp(sub_command, "info")) { + result = _cmd_nv_info(&nv_api); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "profile")) { + _ensure_drs_settings_folder_exists(); + + if (!strcmp(sub_command, "create")) { + result = _cmd_profile_create(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "delete")) { + result = _cmd_profile_delete(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "application-add")) { + result = _cmd_profile_application_add(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gsync-disable")) { + result = _cmd_profile_gsync_disable(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gpu-power-state-max")) { + result = _cmd_profile_gpu_power_state_max(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else if (!strcmp(command, "display")) { + if (!strcmp(sub_command, "primary-display-id")) { + result = _cmd_display_primary_display_id(&nv_api); + } else if (!strcmp(sub_command, "list")) { + result = _cmd_display_list(&nv_api); + } else if (!strcmp(sub_command, "config")) { + result = _cmd_display_config(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-set")) { + result = _cmd_custom_resolution_set(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "custom-resolution-test")) { + result = _cmd_custom_resolution_test(&nv_api, argc - 3, argv + 3); + } else if (!strcmp(sub_command, "gpu-scaling-to-native-resolution-enable")) { + result = _cmd_display_gpu_scaling_to_native_resolution_enable(&nv_api, argc - 3, argv + 3); + } else { + printfln_err("ERROR: Unknown sub-command: %s", sub_command); + _print_synopsis(); + result = false; + } + } else { + printfln_err("ERROR: Unknown command: %s", command); + _print_synopsis(); + result = false; + } + + status = nv_api.NvAPI_Unload(); + + if (status != NVAPI_OK) { + NvAPI_ShortString error_str; + nv_api.NvAPI_GetErrorMessage(status, error_str); + printfln_err("ERROR: Unloading NVAPI, reason: %s", error_str); + } + + nv_module_free(&nv_module); + + if (result) { + printfln_err("Command completed successfully"); + exit(0); + } else { + printfln_err("Command failed"); + exit(1); + } +} \ No newline at end of file From 549e50dfa727e95c0973ff7b78c84f95b6045a9d Mon Sep 17 00:00:00 2001 From: icex2 Date: Wed, 19 Feb 2025 19:48:30 +0100 Subject: [PATCH 116/118] fix: Missing closing bracket Fix mistake that happened during conflict resolution before the merge. --- src/main/d3d9-monitor-check/main.c | 41 ++++++++++++++++++++++++++++++ 1 file changed, 41 insertions(+) create mode 100644 src/main/d3d9-monitor-check/main.c diff --git a/src/main/d3d9-monitor-check/main.c b/src/main/d3d9-monitor-check/main.c new file mode 100644 index 0000000..4866986 --- /dev/null +++ b/src/main/d3d9-monitor-check/main.c @@ -0,0 +1,41 @@ +#include + +#include "d3d9-monitor-check/cmdline.h" +#include "d3d9-monitor-check/interactive.h" +#include "d3d9-monitor-check/print-console.h" + +static void _print_synopsis() +{ + printfln_err("D3D9 monitor check tool"); + printfln_err(""); + printfln_err("A versatile tool for running various (music game relevant) monitor tests using the D3D9 rendering API"); + printfln_err(""); + printfln_err("Available commands:"); + printfln_err(" cmdline: Run the tool in command line mode"); + printfln_err(" interactive: Run the tool in interactive mode"); +} + +int main(int argc, char **argv) +{ + const char *command; + bool success; + + if (argc < 2) { + _print_synopsis(); + printfln_err("ERROR: Insufficient arguments"); + return 1; + } + + command = argv[1]; + + if (!strcmp(command, "cmdline")) { + success = cmdline_main(argc - 2, argv + 2); + } else if (!strcmp(command, "interactive")) { + success = interactive_main(argc - 2, argv + 2); + } else { + _print_synopsis(); + success = false; + } + + return success ? 0 : 1; +} \ No newline at end of file From c337bdb7c0ef64477b3f3bbc16edc40de46a2c7d Mon Sep 17 00:00:00 2001 From: icex2 Date: Thu, 20 Feb 2025 12:20:55 +0100 Subject: [PATCH 117/118] doc: Dev journal entry about IIDX engine and syncbook MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Due to recent development of tools and discussions, this is something that came up and has probably been overdue for ages. Document key concepts of how the iidx engine works regaring rendering, game loop and (song) sync. Add a “syncbook” that provides context and guidelines how to configure any (modern) system to work properly with iidx. --- doc/dev/journal/2025-02-09-iidx-engine.md | 317 ++++++++++++++++++++++ doc/iidxhook/iidx-syncbook.md | 220 +++++++++++++++ doc/iidxhook/iidxhook1.md | 17 +- doc/iidxhook/iidxhook2.md | 17 +- doc/iidxhook/iidxhook3.md | 23 +- doc/iidxhook/iidxhook4.md | 23 +- doc/iidxhook/iidxhook5.md | 17 +- doc/iidxhook/iidxhook6.md | 12 +- doc/iidxhook/iidxhook7.md | 12 +- doc/iidxhook/iidxhook8.md | 12 +- doc/iidxhook/iidxhook9.md | 12 +- 11 files changed, 563 insertions(+), 119 deletions(-) create mode 100644 doc/dev/journal/2025-02-09-iidx-engine.md create mode 100644 doc/iidxhook/iidx-syncbook.md diff --git a/doc/dev/journal/2025-02-09-iidx-engine.md b/doc/dev/journal/2025-02-09-iidx-engine.md new file mode 100644 index 0000000..d366d37 --- /dev/null +++ b/doc/dev/journal/2025-02-09-iidx-engine.md @@ -0,0 +1,317 @@ +# IIDX engine overview and how game-play is impacted by hardware and software + +Date: 2025-02-09 Author: icex2 + +This document provides information and explains the following: + +* A sort-of taxonomy of the different major IIDX game engine versions +* How the core game-play part of the engine works regarding + * Threading model + * Main render loop + * Timing and synchronization + +The goal is to capture key knowledge about how the game's engine works to enable a better +understanding for developing bemanitools and how certain features can impact performance and +synchronization during game-play. + +This document is not claiming to be complete or 100% accurate. It is based on my own personal +research and understanding of the IIDX game engine. It is very likely that some of the information +is wrong or misunderstood. Feel free to raise any questions or concerns in an issue as I want +this document to be as accurate as possible. + +## Taxonomy of IIDX game engine versions + +With every version, there have been numerous changes and improvements to the game engine. The +following is a rough taxonomy that is focused on cabinet and hardware changes. As these are likely +the main driver for key changes to the software and game engine, they create fairly distinct +stages throughout the different versions of the game. The key attributes to be considered here are: + +* Main PCB +* IO board +* Monitor + +All of these had significant impact on key software features appearing or changing. + +### Twinkle hardware era: 1st Style to 8th Style + +* [Twinkle PCB](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#twinkle) +* [Original rear projection monitor](https://github.com/shizmob/arcade-docs/blob/main/konami/products.md#iidx-rear-projection-monitor) +* Homogenous hardware and software + +### 1st gen PC-based upgrade only: 9th Style + +* 9th Style came as an upgrade kit only to existing twinkle-based cabinet hardware +* [KNM-845G3-A02 PCB](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#knm-845g3-a02) +* [C02 EZUSB FX USB IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#gec02-pwbaa) +* Magnetic card readers connected to ezusb IO board + +### 1st gen PC-based with dedicated cabinet: 10th Style to DistorteD (13) + +* From here on, old cabinets that received the "Twinkle hardware" upgrade kit could always receive software only + upgrades +* [CRT monitor](https://github.com/shizmob/arcade-docs/blob/main/konami/products.md#iidx-crt-monitor) with new dedicated + cabinets +* [D01 EZUSB FX USB IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#d01-io) +* Slotted card readers starting version 13 + +### 2nd gen PC: GOLD (14) to Lincle (19) + +* [FAB-e945-KN205](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#fab-e945-kn205) +* All prior cabinet configurations can be upgraded with a PCB and software upgrade +* New LCD monitor starting version 15 + * Further variants of the LCD monitor appear starting version 18 +* [IO2 EZUSB FX2 USB IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#usbio2) introduced with + version 14 +* Switch to wave pass readers on version 19 + +### 3rd gen PC: Tricoro (20) to Sinobuz (24) + +* All prior cabinet configurations can be upgraded with a PCB and software upgrade +* [ADE-HM65](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#hm65) +* Game engine supports HD mode (720p) +* Many new LCD monitor variants appear with every new version + +### 4th gen PC: CANNON BALLERS (25) to RESIDENT (30) + +* All prior cabinet configurations can be upgraded with a PCB and software upgrade +* [ADE-6291](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#ade-6291) +* [BIO2 IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#hm65) + * Upgrade cabinets required the [BIO2 sub-IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#bio2-ldj-sub-io) +* Drop of SD mode support starting version 27 +* Supporting 120 hz monitors starting version 27 +* Many new LCD monitor variants appear with every new version + * 42" 120 hz for lightning cabinets starting version 27 + * 42" 60 hz for non-lightning cabinets starting version 25 + +### 5th gen PC: RESIDENT (30) to EPOLIS (31) + +* All prior cabinet configurations can be upgraded with a PCB and software upgrade +* [C300-xonarae](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#c300-xonarae) +* Game engine supports FHD mode (1080p) + +## Threading model and core responsibilities in PC-based games + +Since the early days of 9th Style to today (as of time of writing this: EPOLIS), the threading model +hasn't changed significantly: + +* Main and rendering thread + * Runs your typical D3D9 render loop + * Using D3D9ex starting version 27 + * Starting and managing other threads + * Any file and game asset loading + * Handles all the core game logic of the different screens starting from the initial boot screen + to the core game-play screen +* IO thread + * Polls the main IO hardware and synchronizes the in-memory input and output state with the + hardware + * Executes commands issued by the main thread to the IO board such as dongle or card reader + commands (ezusb generation of IO only) +* Card reader thread (not applicable to versions 9 to 12) + * Runs the protocol to read/write the hardware of the readers + * Async execution of higher level commands issued by the main thread to the card reader hardware, + e.g. card read, card eject etc. +* Audio thread + * Streaming of audio data to the sound API + * DirectSound for versions 9 to 26 + * WASAPI for versions 27 to 30 for non-lighting cabinets with ADE-6291 hardware + * ASIO for versions 27 and newer for lighting cabinets + * ASIO for version 30/31 and newer for non-lighting cabinets with C300-xonarae hardware + * Async execution of higher level commands issued by the main thread to the audio backend, e.g. + play audio, stop audio, etc. +* Network thread + * Network plumbing with the xrpc protocol + * Async execution of request-response commands issued by the main thread + +## Main and rendering thread + +With the game having transitioning to different screens throughout it's lifecycle, the main render +loop might contain different logic such as asset loading. The following focuses on the main +game-play screen, only. Common rendering logic still applies to other screens. + +This follows your typical D3D9 single threaded rendering loop which boils down to the following: + +* Begin the scene (`BeginScene`) +* Set the render target (`SetRenderTarget`) +* Clear the back buffer (`Clear`) +* Run engine step. This includes and is mixed with + * IO input evaluation + * Game engine state and (re-) drawing the scene + * Commands to the audio playback, e.g. play key sounds + * Setting IO outputs +* End the scene (`EndScene`) +* Target a minimum frame time + * Introduced with version 11 + * Sleep (`Sleep` or `SleepEx`) to fill up the frame up to either 13 ms or 14 ms (depending on the + version) + * This was likely introduced to not have the game run at hundreds of FPS if v-sync was disabled + (probably when running in window mode for development/testing purposes) +* Swapping the back buffers (`Present`) + * D3D9 is configured with v-sync enabled by default and targets 60 hz + * With this configuration, the call to `Present` fills up the remaining frame time to target the + configured 60 hz refresh rate + +### Rendering resolutions + +The game engine went through a couple of different rendering resolutions: + +* 640x240: version 1 to 8 (all twinkle hardware) +* 640x480: version 9 to 19 (1st and 2nd gen PC-based) +* 1280x720 (HD mode) and 640x480 (SD mode): version 20 to 27 (3rd and 4th gen PC-based) +* 1280x720 (HD mode) only for version 28 to 29 (4th gen PC-based) +* 1280x720 (HD mode) and 1920x1080 (FHD mode) for version 30 (4th gen PC-based) +* 1920x1080 (FHD mode) only for version 30+ (5th gen PC-based) + +## Core engine timing and synchronization + +The following outlines and explains the core engine concepts related to timing and synchronization. + +### The origins, twinkle hardware + +* It appears that the game has been on the same codebase since it's inception. +* This can be reasoned by the following observations + * 9th style as the first PC-based game very buggy on initial release + * 9th style threading model very clunky with various thread settings showing they tried to + prioritize different processing on a single core CPU + * Coming from twinkle hardware that is a realtime system vs. a Windows XP system + * Fixed playstation 1 based hardware with a fixed refresh rate of 60.925 hz + * No need to assume getting anything else if the resource budget per frame is not exceeded + * All sub-systems were driven synchronously to that fixed time step + * No need for the engine to synchronize audio during the song. When the song is started + correctly, it stayed sync throughout the song +* It appears the developers struggled a lot with the significant platform shift to PC as indicated + by various core engine improvements throughout the years still +* Switches of hardware generations further complicated the situation as these forced them to further + drift away from how the game engine was initially designed on the twinkle system + +### Frame time/timing and engine step + +* The game's engine step and timing is frame based +* The main render loop defines the minimum valid timing window for the game engine to be able to + evaluate + * 60 hz/fps = 16.667 ms (rounded to three decimal places) + * 120 hz/fps = 8.333 ms (rounded to three decimal places), only relevant for lightning cabinets with their 120 hz + screen/mode +* Depending on the GPU hardware and configuration, the GPU might drive the screen not exactly at + perfectly 60 hz/fps = 16.667 ms +* As outlined in the [main render loop](#main-and-rendering-thread), the `Present` call is the + key function call to determine the frame time for the game engine +* Just having v-sync enabled and telling D3D9 to **target** 60 hz, it still depends on how the GPU + driver is implemented and how the GPU driver's implementation of D3D9 executes on the `Present` + call +* This is primarily determined by how the GPU driver is operating and driving connected display + hardware +* The following factors can contribute to that either directly or indirectly + * Different monitor types analog vs. digital (CRT vs. LCD) + * Different monitor connections VGA vs. DVI/HDMI/DP + * Different GPU drivers + * Different GPU hardware and vendors + * Different GPU settings + +### Monitor check screen + +The monitor check screen was introduced with version 14. This was a solution to the problem of not +guaranteeing a single fixed refresh rate throughout different GPU and monitor combinations. See +a detailed explanation in the previous sub-subsection about +[what influences the frame time](#frame-timetiming-and-engine-step) of the game. + +The goal of the monitor check is to measure the frame time of the main render loop and use the +results for [driving the core engine step](#engine-step-and-synchronization). + +The monitor check evolved slightly as different GPU and monitor hardware, and GPU drivers yielded +varying refresh rates that determined the frame times of the main game loop. + +Actual values are outlined further down in the [engine step time](#engine-step-time) section. + +There are two main versions of the monitor check, all of them have always been part of the boot +process: + +* 14 + * Measures a total of 3000 frames + * If total time this took < 50004 ms -> so average of 16.668 ms per frame = 59.9952 hz + * S-Video mode -> 59.95 hz (also shows S-VIDEO when the monitor check completes) + * Otherwise VGA mode -> 60.05 hz + * If VGA is determined, the game patches the chart event data when loading + * `event_timestamp * 0.99817199 + 0.40000001` + * When S-Video no charts are patched and the timing data in the chart is used as is +* 15 to 18 + * Identical to 14 except that chart patching now happens in milliseconds instead of frames + * VGA mode: `16.65279` + * S-Video mode: `16.680567` + * `event_timestamp * (1.0 / frame_time) + 0.40000001)` +* 19 + * Identical to previous version + * Monitor check screen shows current FPS on the last revision of that version. However, it doesn't + use the value shown there by any means. Assuming this was added before the introduction of the + new monitor check on 20. +* 20 to 26 + * Runs on boot or when switching monitor modes SD vs. HD + * Measures only 1200 frames + * Takes the average refresh rate of 1200 frames + * Applies the measured avg. frame time directly to the charts before song +* 27 to 30 + * Frame rate measuring identical to prior versions + * Added additional logic after the frame time measurements for handling of 120 hz displays + * Includes checking the monitor and if the framerate matches as expected +* 30/31 LDJ-010 upgrade + * Added NvDisplayConfigLDJ tool which runs on system start and configures a custom timing in the + NVIDIA GPU driver to ensure a fixed monitor refresh rate +* 31 + * Same code as before + * Consider the first 460 frames of the measurement as warm-up frames + * Discard these for the actual measurement to get more stable frame times + * Use a base avg. value of 119.982 for the 120 hz monitors and 59.9 for 60 hz monitors. Further + frames measured are counted towards the average with the given base value + +### Engine core game-play with visual and audio synchronization + +#### Chart data + +* Chart data encodes note timing and timing window information +* Chart data consists of *note events* encoding a timestamp and note information such as type + and key-sound information +* Timing windows are defined per chart +* Most infamous example: GAMBOL (7Key/Another) +* Game engine timestamp evaluation and note event timestamp encoding + * 9 to 14: Refresh rate in hz + * 15 to 31: Milliseconds (equivalent to assuming 1000 fps) +* Fundamentally, that doesn't change game play experience as it's just a different way of + evaluating the timestamps since refresh rate in hz/frame rate in fps can be converted lossless to + frame time in ms + +#### Engine step time + +The engine uses the following source for frame rate/time to drive internal logic on the following +versions + +* 9 to 13: Hardcoded 59.95 hz +* 14: Either 59.95 hz or 60.05 hz determined by which value is determined to be closer to the + measured one during the monitor check screen on startup +* 15 to 19: 59.95 hz or 60.05 hz + * Monitor check on startup measures the frame time and picks the value closest to what's been + measured + * Monitor check result can be overridden with the *Output Type* setting in the operator menu + * *S-Video* to force to 59.95 hz + * *VGA* to force to 60.05 hz +* 20 to 31: Monitor check on boot determines the frame time and uses the result throughout the + entire game session + +#### Engine step and synchronization + +Per frame engine step advancing and synchronization during game-play + +* Game-play needs synchronization of the following aspects + * Drawn content on the screen + * Background audio playback track + * Key sound effects +* The game engine synchronizes these only at the start of a song + * It takes known/determined refresh rate/frame time as the fixed time for every frame cycle + throughout the entire song + * It starts playback of the background audio track together with playback of the chart data + * With every engine step/frame it advances internal calculations by that fixed amount of time. + Thus, the game engine expects this to be constant/stable throughout an entire song + * The chart data is advanced every frame by the engine + * Key sound events are turned into audio playback on command as the chart advances + * No re-synchronization or check-pointing between main rendering thread and audio is happening + throughout the song +* Remark: The above does not consider any kind of offsetting and timing adjustments for the sake + of keeping this simple and focus on the absolute core concepts \ No newline at end of file diff --git a/doc/iidxhook/iidx-syncbook.md b/doc/iidxhook/iidx-syncbook.md new file mode 100644 index 0000000..faeaff9 --- /dev/null +++ b/doc/iidxhook/iidx-syncbook.md @@ -0,0 +1,220 @@ +# IIDX "Syncbook": A guide to ensuring sync and performant gameplay + +This is a guide applicable to all IIDX versions that are native Windows PC-based. The goal is to +enable proper configuration of those games to ensure the game engine "runs in-sync" with any of its +IO (visual GPU/display output, audio output, user input) resulting in high and stable performance +for smooth game-play. + +This document won't go into the implementation details of the game engine. Please refer to the +[IIDX engine details journal](../dev/journal/2025-02-09-iidx-engine.md) for a more in-depth +information. + +## Understanding the problems and options to address them + +First, let's understand what the key problems are and how they contribute to different issues +that impact game-play. + +### Song de-syncing + +Symptom: Throughout playing a song, the audio is de-syncing even it was fine when the song started. + +Cause: A mismatch of expected frame time by the game engine and actually delivered frame time by the +GPU driver. This can come either as a stable frame time that just mismatches in general or (highly) +fluctuating frame times. + +Fluctuating frame times are likely to be caused by some configuration of the GPU driver +settings and display combination: + +* G-sync on modern displays causes known fluctuations +* V-sync not correctly configured/enforced or even vsync-off override in driver +* Incorrect display timings causing refresh rate fluctuations +* Bugs/issues with display's firmware (possible though unlikely, check above items first) + +Stable frame times but not having the correct ones that the game engine expects is a different +problem that can be addressed by: + +* Knowing the refresh rates expected by the game engine of the different game versions +* Configuring your GPU driver's display timings to match the expected frame times +* Or, patch the game's chart data with your custom display timings so the game engine gets uses + *your* "correct" frame times + * Note: Offline patching the chart data doesn't work for several game versions as the monitor + check does override this data, but not as flexible as required + * Use the chart patch feature of bemanitools instead + +### Micro-stuttering and non-smooth note scrolling + +This is a trickier problem as it can be caused by a few different things. + +* GPU/display related + * Fluctuating refresh rates result in fluctuating frame times in the main game loop + * GPU power configuration in non-performance mode (e.g. "power saving") causes processing latency + due to sleep states +* CPU related + * CPU power configuration on Windows in non-performance mode (e.g. "power saving") causes + processing latency due to sleep states + * Correct CPU C-states configuration in BIOS/UEFI + * These cannot be configured in Windows and are separate from Windows's power configuration +* Other stuff running in the background of the system causing fluctuations + * (Synchronous) Disk I/O heavy applications stealing CPU time + * Or any other process creating a considerable amount of CPU or GPU load + +## Configuration guide for different game versions + +### Measuring monitor refresh rate + +Let's start with configuring the system to meet the game engine's expectation regarding the +target monitor refresh rate and requiring vsync. + +First, use the [d3d9-monitor-check tool](../tools/d3d9-monitor-check.md) to measure the currently +configured refresh rate of your monitor. Note that your monitor might yield different timings on +different resolutions and different game versions run on +[different rendering resolutions](../dev/journal/2025-02-09-iidx-engine.md#rendering-resolutions). + +For example, the game version is 31 with the rendering resolution of 1920x1080 in FHD mode that you +want to target: + +```bat +d3d9-monitor-check.exe cmdline refresh-rate-test 1920 1080 60 +``` + +The test shows the current monitor refresh rate and the average refresh rate over the course of +the test. Check that the avg. refresh rate is stable during the measuring phase (during warm-up, +it's ok if it fluctuates). + +This test allows you to determine/check: + +* Refresh rate/frame time fluctuations: if you see (high) fluctuations on the first or second + decimal place +* What's your current target refresh rate the GPU is driving your monitor at +* If vsync isn't overridden by some other driver setting as you want to see a refresh rate around + the 60 hz mark + +### Measuring vsync issues + +Some displays or the GPU configuration might lead to vsync issues which can be detected with the +`d3d9-monitor-check.exe` tool as well. + +```bat +d3d9-monitor-check.exe cmdline vsync-test 1920 1080 60 +``` + +This runs a test with a VSYNC text that alternates red and cyan colors. If the text appears grey +all the time, everything's fine. If you spot brief red or cyan text either occasionally or +periodically, your current configuration has vsync issues resulting in skipped frames or old +frames displaying longer. + +### Configuration + +The following are recommended configurations for the different game versions. If any of these +don't work as expected, you have to troubleshoot and tweak these potentially. Please refer to the +[guidelines above](#configuration-guide-for-different-game-versions) to understand how to use +the tooling and test your changes. + +#### Recommended configuration with NVIDIA GPU and driver + +We want to achieve the following configuration on the GPU driver: + +* Turn-off g-sync if you have a monitor that supports it +* Disable power saving mode on GPU driver +* V-sync is not forced off +* Run the display on a target refresh rate of `59.950 hz` which has been determined to be + [the most compatible across all PC-based versions](../dev/journal/2025-02-09-iidx-engine.md#engine-step-time). + +##### Turn-off g-sync + +Create a new GPU profile for IIDX, if it doesn't exist yet: + +```bat +nvgpu.exe profile create iidx +``` + +Add the application names when the profile needs to be applied: + +```bat +:: For iidx versions 9 to 17 +nvgpu.exe profile application-add iidx bm2dx.exe +:: For iidx versions 18+ +nvgpu.exe profile application-add iidx launcher.exe +``` + +Disable G-SYNC for the profile: + +```bat +nvgpu.exe profile gsync-disable iidx +``` + +##### Disable power saving mode + +Set GPU power state to maximum for the profile (assumes you have a +[GPU profile called `iidx` already created](#turn-off-g-sync)): + +```bat +nvgpu.exe profile gpu-power-state-max iidx +``` + +##### Configure and verify target refresh rate of 59.950 hz and vsync + +Get display ID of your primary display: + +```bat +nvgpu.exe display primary-display-id +``` + +Copy the hex-value of the display ID and use it in the following commands. + +Test the custom display timing first, e.g. for versions that run in 1920x1080 +(Replace ` ` with the primary display ID you got): + +```bat +nvgpu.exe display custom-resolution-test 1920 1080 59.95 10 +``` + +This will test it for 10 seconds and then revert. If the result looked good, i.e. the screen didn't +go blank or the display output was garbage, apply it: + +```bat +nvgpu.exe display custom-resolution-set 1920 1080 59.95 +``` + +Test and verify the configuration is applied and works correctly: + +```bat +d3d9-monitor-check.exe cmdline refresh-rate-test 1920 1080 60 +``` + +Test if the enforced refresh rate is compatible with your display and vsync is working correctly: + +```bat +d3d9-monitor-check.exe cmdline vsync-test 1920 1080 60 +``` + +##### Alternative refresh rate configuration + +If for some reason your display doesn't support 59.950 hz properly, i.e. display artifacts or vsync +issues, you can use any other 60 hz compatible refresh rate, e.g. anything between 59.900 hz and +60.100 hz that your display supports properly. + +Follow the same steps [as above](#configure-and-verify-target-refresh-rate-of-59950-hz-and-vsync) +but use a different refresh rate, e.g. 60.000 hz. + +Verify using the `d3d9-monitor-check.exe` with the outlined steps if you need to play around to find +a refresh rate that works for your setup. + +For the game versions 9 to 19, you have to use the chart patch feature of bemanitools to patch +the charts to your custom refresh rate. Otherwise, the game engine will run on your configured +refresh rate, but it will take the non-matching refresh rate from the chart data which causes +song de-syncing. + +For example, to configure a refresh rate of 60.000 hz in the iidxhook config file: + +```text +gfx.monitor_check=60.000 +``` + +##### ATI/AMD + +Currently, there is no tooling provided by bemanitools to configure the AMD GPU driver. The basic +concepts of what needs to be configured still applies as outlined in the NVIDIA sections above +though, e.g. through AMD's GPU control panel. + +Further steps and instructions TBD \ No newline at end of file diff --git a/doc/iidxhook/iidxhook1.md b/doc/iidxhook/iidxhook1.md index f7950d4..868a202 100644 --- a/doc/iidxhook/iidxhook1.md +++ b/doc/iidxhook/iidxhook1.md @@ -146,16 +146,7 @@ This can be related to various issues: start "" /relatime "gamestart.bat" ``` -- Enforce v-sync enabled in your GPU settings. -- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not - jumping around. Use the timebase feature of one of the newer games to check that or enable - iidxhook's timebase and check the log output for the determined value. Run this a few times and - check if the results differ. -- Use iidxhook's frame rate limiter feature (see further below) to software lock the refresh rate. - This might be necessary on Windows 7 and newer for D3D8 games, e.g. iidx 9 to 12, which seem to - ignore GPU side v-sync. -- Use iidxhook's auto timebase feature (see further below) or set a pre-determined value to cut down - start-up times. +Also refer to the [iidx-syncbook](iidx-syncbook.md). ### The game still stutters (randomly) and drifts off-sync @@ -173,9 +164,7 @@ This can be caused by: ## My songs are offsync -- Make sure your machine's refresh rate is stable -- If you don't get a close to 59.94hz refresh rate, use the software monitor check/auto timebase - that's built into iidxhook (refer to help/config file) +Refer to the [iidx-syncbook](iidx-syncbook.md). ## The game crashes instantly (10th, RED, HAPPY SKY) @@ -233,6 +222,8 @@ file) or use a CLVSD.ax codec which has the debugger checks removed. ## I used the auto timebase option and/or limited my refresh rate but the songs are still going offsync +Refer to the [iidx-syncbook](iidx-syncbook.md) if you haven't already. + There aren't many options left. The old games were developed for specific hardware and are not guaranteed to work well on (especially) newer hardware. Multiple monitor setups can also have a bad impact on a stable refresh rate. Try a setup with just a single monitor you want to use for gameplay diff --git a/doc/iidxhook/iidxhook2.md b/doc/iidxhook/iidxhook2.md index 8fdc784..7377b0f 100644 --- a/doc/iidxhook/iidxhook2.md +++ b/doc/iidxhook/iidxhook2.md @@ -115,16 +115,7 @@ This can be related to various issues: start "" /relatime "gamestart.bat" ``` -- Enforce v-sync enabled in your GPU settings. -- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not - jumping around. Use the timebase feature of one of the newer games to check that or enable - iidxhook's timebase and check the log output for the determined value. Run this a few times and - check if the results differ. -- Use iidxhook's frame rate limiter feature (see further below) to software lock the refresh rate. - This might be necessary on Windows 7 and newer for D3D8 games, e.g. iidx 9 to 12, which seem to - ignore GPU side v-sync. -- Use iidxhook's auto timebase feature (see further below) or set a pre-determined value to cut down - start-up times. +Also refer to the [iidx-syncbook](iidx-syncbook.md). ### The game still stutters (randomly) and drifts off-sync @@ -142,9 +133,7 @@ This can be caused by: ## My songs are offsync -- Make sure your machine's refresh rate is stable -- If you don't get a close to 59.94hz refresh rate, use the software monitor check/auto timebase - that's built into iidxhook (refer to help/config file) +Refer to the [iidx-syncbook](iidx-syncbook.md). ## The game crashes instantly @@ -192,6 +181,8 @@ CLVSD.ax codec which has the debugger checks removed. ## I used the auto timebase option and/or limited my refresh rate but the songs are still going offsync +Refer to the [iidx-syncbook](iidx-syncbook.md) if you haven't already. + There aren't many options left. The old games were developed for specific hardware and are not guaranteed to work well on (especially) newer hardware. Multiple monitor setups can also have a bad impact on a stable refresh rate. Try a setup with just a single monitor you want to use for gameplay diff --git a/doc/iidxhook/iidxhook3.md b/doc/iidxhook/iidxhook3.md index 71cef66..aad294a 100644 --- a/doc/iidxhook/iidxhook3.md +++ b/doc/iidxhook/iidxhook3.md @@ -132,16 +132,7 @@ This can be related to various issues: start "" /relatime "gamestart.bat" ``` -- Enforce v-sync enabled in your GPU settings. -- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not - jumping around. Use the timebase feature of one of the newer games to check that or enable - iidxhook's timebase and check the log output for the determined value. Run this a few times and - check if the results differ. -- Use iidxhook's frame rate limiter feature (see further below) to software lock the refresh rate. - This might be necessary on Windows 7 and newer for D3D8 games, e.g. iidx 9 to 12, which seem to - ignore GPU side v-sync. -- Use iidxhook's auto timebase feature (see further below) or set a pre-determined value to cut down - start-up times. +Also refer to the [iidx-syncbook](iidx-syncbook.md). ## "NETWORK WARNING" instead of "NETWORK OK" @@ -154,15 +145,7 @@ This can be caused by: ## My songs are offsync -The built-in monitor check just determines if the game should sync to either 59.94 hz (S-Video -setting) or 60.04 hz (VGA setting). If you don't have a setup that runs on (as close as possible) -these values: - -- Make sure your machine's refresh rate is stable, e.g. 60.00x hz. -- If you don't get a close to 59.94hz (S-Video setting) or 60.04 hz (VGA setting) refresh rate, go - an set the output mode in the operator menu to "VGA" to enforce the game to run chart syncing on - 60.04 hz refresh rate (even if your setup does not have that value). Next, use the software - monitor check/auto timebase that's built into iidxhook (refer to cmd help/configfile). +Refer to the [iidx-syncbook](iidx-syncbook.md). ## My game runs too fast @@ -205,6 +188,8 @@ CLVSD.ax codec which has the debugger checks removed. ## I used the auto timebase option and/or limited my refresh rate but the songs are still going offsync +Refer to the [iidx-syncbook](iidx-syncbook.md) if you haven't already. + There aren't many options left. The old games were developed for specific hardware and are not guaranteed to work well on (especially) newer hardware. Multiple monitor setups can also have a bad impact on a stable refresh rate. Try a setup with just a single monitor you want to use for gameplay diff --git a/doc/iidxhook/iidxhook4.md b/doc/iidxhook/iidxhook4.md index 6f0f17d..5c61c28 100644 --- a/doc/iidxhook/iidxhook4.md +++ b/doc/iidxhook/iidxhook4.md @@ -143,16 +143,7 @@ This can be related to various issues: start "" /relatime "gamestart.bat" ``` -- Enforce v-sync enabled in your GPU settings. -- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not - jumping around. Use the timebase feature of one of the newer games to check that or enable - iidxhook's timebase and check the log output for the determined value. Run this a few times and - check if the results differ. -- Use iidxhook's frame rate limiter feature (see further below) to software lock the refresh rate. - This might be necessary on Windows 7 and newer for D3D8 games, e.g. iidx 9 to 12, which seem to - ignore GPU side v-sync. -- Use iidxhook's auto timebase feature (see further below) or set a pre-determined value to cut down - start-up times. +Also refer to the [iidx-syncbook](iidx-syncbook.md). ## "NETWORK WARNING" instead of "NETWORK OK" @@ -165,15 +156,7 @@ This can be caused by: ## My songs are offsync -The built-in monitor check just determines if the game should sync to either 59.94 hz (S-Video -setting) or 60.04 hz (VGA setting). If you don't have a setup that runs on (as close as possible) -these values: - -- Make sure your machine's refresh rate is stable, e.g. 60.00x hz. -- If you don't get a close to 59.94hz (S-Video setting) or 60.04 hz (VGA setting) refresh rate, go - an set the output mode in the operator menu to "VGA" to enforce the game to run chart syncing on - 60.04 hz refresh rate (even if your setup does not have that value). Next, use the software - monitor check/auto timebase that's built into iidxhook (refer to cmd help/configfile). +Refer to the [iidx-syncbook](iidx-syncbook.md). ## My game runs too fast @@ -211,6 +194,8 @@ CLVSD.ax codec which has the debugger checks removed. ## I used the auto timebase option and/or limited my refresh rate but the songs are still going offsync +Refer to the [iidx-syncbook](iidx-syncbook.md) if you haven't already. + There aren't many options left. The old games were developed for specific hardware and are not guaranteed to work well on (especially) newer hardware. Multiple monitor setups can also have a bad impact on a stable refresh rate. Try a setup with just a single monitor you want to use for gameplay diff --git a/doc/iidxhook/iidxhook5.md b/doc/iidxhook/iidxhook5.md index fe14eb3..57e9baf 100644 --- a/doc/iidxhook/iidxhook5.md +++ b/doc/iidxhook/iidxhook5.md @@ -143,16 +143,7 @@ This can be related to various issues: start "" /relatime "gamestart.bat" ``` -- Enforce v-sync enabled in your GPU settings. -- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not - jumping around. Use the timebase feature of one of the newer games to check that or enable - iidxhook's timebase and check the log output for the determined value. Run this a few times and - check if the results differ. -- Use iidxhook's frame rate limiter feature (see further below) to software lock the refresh rate. - This might be necessary on Windows 7 and newer for D3D8 games, e.g. iidx 9 to 12, which seem to - ignore GPU side v-sync. -- Use iidxhook's auto timebase feature (see further below) or set a pre-determined value to cut down - start-up times. +Also refer to the [iidx-syncbook](iidx-syncbook.md). ## "NETWORK WARNING" instead of "NETWORK OK" @@ -165,11 +156,7 @@ This can be caused by: ## My songs are offsync -From this version onwards (if you use the very final data of Lincle), the game comes with a built-in -auto timebase option ("monitor check" on startup) which dynamically, detects the refresh rate of -your current setup. Thus, BT5's timebase option is not included from this hook version onwards, -anymore. Ensure that refresh rate displayed is very stable, e.g. 60.00x hz, and the game should be -able to provide you with a smooth and sync game experience. +Refer to the [iidx-syncbook](iidx-syncbook.md). ## My game runs too fast diff --git a/doc/iidxhook/iidxhook6.md b/doc/iidxhook/iidxhook6.md index 74a5d91..ec23ed9 100644 --- a/doc/iidxhook/iidxhook6.md +++ b/doc/iidxhook/iidxhook6.md @@ -155,11 +155,7 @@ This can be related to various issues: start "" /relatime "gamestart.bat" ``` -- Enforce v-sync enabled in your GPU settings. -- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not - jumping around. Use the timebase feature of one of the newer games to check that or enable - iidxhook's timebase and check the log output for the determined value. Run this a few times and - check if the results differ. +Also refer to the [iidx-syncbook](iidx-syncbook.md). ## "NETWORK WARNING" instead of "NETWORK OK" @@ -172,11 +168,7 @@ This can be caused by: ## My songs are offsync -From this version onwards (or Lincle very final revision), the game comes with a built-in auto -timebase option ("monitor check" on startup) which dynamically, detects the refresh rate of your -current setup. Thus, BT5's timebase option is not included from this hook version onwards, anymore. -Ensure that refresh rate displayed is very stable, e.g. 60.00x hz, and the game should be able to -provide you with a smooth and sync game experience. +Refer to the [iidx-syncbook](iidx-syncbook.md). ## My game runs too fast diff --git a/doc/iidxhook/iidxhook7.md b/doc/iidxhook/iidxhook7.md index 309dfc2..4dd4789 100644 --- a/doc/iidxhook/iidxhook7.md +++ b/doc/iidxhook/iidxhook7.md @@ -159,11 +159,7 @@ This can be related to various issues: start "" /relatime "gamestart.bat" ``` -- Enforce v-sync enabled in your GPU settings. -- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not - jumping around. Use the timebase feature of one of the newer games to check that or enable - iidxhook's timebase and check the log output for the determined value. Run this a few times and - check if the results differ. +Also refer to the [iidx-syncbook](iidx-syncbook.md). ## "NETWORK WARNING" instead of "NETWORK OK" @@ -176,11 +172,7 @@ This can be caused by: ## My songs are offsync -From IIDX 20 (or Lincle very final revision) onwards, the game comes with a built-in auto timebase -option ("monitor check" on startup) which dynamically, detects the refresh rate of your current -setup. Thus, BT5's timebase option is not included from this hook version onwards, anymore. Ensure -that refresh rate displayed is very stable, e.g. 60.00x hz, and the game should be able to provide -you with a smooth and sync game experience. +Refer to the [iidx-syncbook](iidx-syncbook.md). ## My game runs too fast diff --git a/doc/iidxhook/iidxhook8.md b/doc/iidxhook/iidxhook8.md index 5e5937a..28a4cbb 100644 --- a/doc/iidxhook/iidxhook8.md +++ b/doc/iidxhook/iidxhook8.md @@ -158,11 +158,7 @@ This can be related to various issues: start "" /relatime "gamestart.bat" ``` -- Enforce v-sync enabled in your GPU settings. -- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not - jumping around. Use the timebase feature of one of the newer games to check that or enable - iidxhook's timebase and check the log output for the determined value. Run this a few times and - check if the results differ. +Also refer to the [iidx-syncbook](iidx-syncbook.md). ## "NETWORK WARNING" instead of "NETWORK OK" @@ -175,11 +171,7 @@ This can be caused by: ## My songs are offsync -From IIDX 20 (or Lincle very final revision) onwards, the game comes with a built-in auto timebase -option ("monitor check" on startup) which dynamically, detects the refresh rate of your current -setup. Thus, BT5's timebase option is not included from this hook version onwards, anymore. Ensure -that refresh rate displayed is very stable, e.g. 60.00x hz, and the game should be able to provide -you with a smooth and sync game experience. +Refer to the [iidx-syncbook](iidx-syncbook.md). ## My game runs too fast diff --git a/doc/iidxhook/iidxhook9.md b/doc/iidxhook/iidxhook9.md index c89159b..b661341 100644 --- a/doc/iidxhook/iidxhook9.md +++ b/doc/iidxhook/iidxhook9.md @@ -205,11 +205,7 @@ This can be related to various issues: start "" /relatime "gamestart.bat" ``` -- Enforce v-sync enabled in your GPU settings. -- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not - jumping around. Use the timebase feature of one of the newer games to check that or enable - iidxhook's timebase and check the log output for the determined value. Run this a few times and - check if the results differ. +Also refer to the [iidx-syncbook](iidx-syncbook.md). ## "NETWORK WARNING" instead of "NETWORK OK" @@ -222,11 +218,7 @@ This can be caused by: ## My songs are offsync -From IIDX 20 (or Lincle very final revision) onwards, the game comes with a built-in auto timebase -option ("monitor check" on startup) which dynamically, detects the refresh rate of your current -setup. Thus, BT5's timebase option is not included from this hook version onwards, anymore. Ensure -that refresh rate displayed is very stable, e.g. 60.00x hz, and the game should be able to provide -you with a smooth and sync game experience. +Refer to the [iidx-syncbook](iidx-syncbook.md). ## My game runs too fast From 1c0092c9be4f5a6686fb88e6630a3d73af5677b5 Mon Sep 17 00:00:00 2001 From: icex2 Date: Thu, 20 Feb 2025 12:20:55 +0100 Subject: [PATCH 118/118] doc: Dev journal entry about IIDX engine and syncbook MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Due to recent development of tools and discussions, this is something that came up and has probably been overdue for ages. Document key concepts of how the iidx engine works regaring rendering, game loop and (song) sync. Add a “syncbook” that provides context and guidelines how to configure any (modern) system to work properly with iidx. --- doc/dev/journal/2025-02-09-iidx-engine.md | 319 ++++++++++++++++++++++ doc/iidxhook/iidx-syncbook.md | 220 +++++++++++++++ doc/iidxhook/iidxhook1.md | 17 +- doc/iidxhook/iidxhook2.md | 17 +- doc/iidxhook/iidxhook3.md | 23 +- doc/iidxhook/iidxhook4.md | 23 +- doc/iidxhook/iidxhook5.md | 17 +- doc/iidxhook/iidxhook6.md | 12 +- doc/iidxhook/iidxhook7.md | 12 +- doc/iidxhook/iidxhook8.md | 12 +- doc/iidxhook/iidxhook9.md | 12 +- 11 files changed, 565 insertions(+), 119 deletions(-) create mode 100644 doc/dev/journal/2025-02-09-iidx-engine.md create mode 100644 doc/iidxhook/iidx-syncbook.md diff --git a/doc/dev/journal/2025-02-09-iidx-engine.md b/doc/dev/journal/2025-02-09-iidx-engine.md new file mode 100644 index 0000000..95c3b6a --- /dev/null +++ b/doc/dev/journal/2025-02-09-iidx-engine.md @@ -0,0 +1,319 @@ +# IIDX engine overview and how game-play is impacted by hardware and software + +Date: 2025-02-09 Author: icex2 + +This document provides information and explains the following: + +* A sort-of taxonomy of the different major IIDX game engine versions +* How the core game-play part of the engine works regarding + * Threading model + * Main render loop + * Timing and synchronization + +The goal is to capture key knowledge about how the game's engine works to enable a better +understanding for developing bemanitools and how certain features can impact performance and +synchronization during game-play. + +This document is not claiming to be complete or 100% accurate. It is based on my own personal +research and understanding of the IIDX game engine. It is very likely that some of the information +is wrong or misunderstood. Feel free to raise any questions or concerns in an issue as I want +this document to be as accurate as possible. + +## Taxonomy of IIDX game engine versions + +With every version, there have been numerous changes and improvements to the game engine. The +following is a rough taxonomy that is focused on cabinet and hardware changes. As these are likely +the main driver for key changes to the software and game engine, they create fairly distinct +stages throughout the different versions of the game. The key attributes to be considered here are: + +* Main PCB +* IO board +* Monitor + +All of these had significant impact on key software features appearing or changing. + +### Twinkle hardware era: 1st Style to 8th Style + +* [Twinkle PCB](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#twinkle) +* [Original rear projection monitor](https://github.com/shizmob/arcade-docs/blob/main/konami/products.md#iidx-rear-projection-monitor) +* Homogenous hardware and software + +### 1st gen PC-based upgrade only: 9th Style + +* 9th Style came as an upgrade kit only to existing twinkle-based cabinet hardware +* [KNM-845G3-A02 PCB](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#knm-845g3-a02) +* [C02 EZUSB FX USB IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#gec02-pwbaa) +* Magnetic card readers connected to ezusb IO board + +### 1st gen PC-based with dedicated cabinet: 10th Style to DistorteD (13) + +* From here on, old cabinets that received the "Twinkle hardware" upgrade kit could always receive software only + upgrades +* [CRT monitor](https://github.com/shizmob/arcade-docs/blob/main/konami/products.md#iidx-crt-monitor) with new dedicated + cabinets +* [D01 EZUSB FX USB IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#d01-io) +* Slotted card readers starting version 13 + +### 2nd gen PC: GOLD (14) to Lincle (19) + +* [FAB-e945-KN205](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#fab-e945-kn205) +* All prior cabinet configurations can be upgraded with a PCB and software upgrade +* New LCD monitor starting version 15 + * Further variants of the LCD monitor appear starting version 18 +* [IO2 EZUSB FX2 USB IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#usbio2) introduced with + version 14 +* Switch to wave pass readers on version 19 + +### 3rd gen PC: Tricoro (20) to Sinobuz (24) + +* All prior cabinet configurations can be upgraded with a PCB and software upgrade +* [ADE-HM65](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#hm65) +* Game engine supports HD mode (720p) +* Many new LCD monitor variants appear with every new version + +### 4th gen PC: CANNON BALLERS (25) to RESIDENT (30) + +* All prior cabinet configurations can be upgraded with a PCB and software upgrade +* [ADE-6291](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#ade-6291) +* [BIO2 IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#hm65) + * Upgrade cabinets required the [BIO2 sub-IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#bio2-ldj-sub-io) +* Drop of SD mode support starting version 27 +* Supporting 120 hz monitors starting version 27 +* Many new LCD monitor variants appear with every new version + * 42" 120 hz for lightning cabinets starting version 27 + * 42" 60 hz for non-lightning cabinets starting version 25 + +### 5th gen PC: RESIDENT (30) to EPOLIS (31) + +* All prior cabinet configurations can be upgraded with a PCB and software upgrade +* [C300-xonarae](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#c300-xonarae) +* Game engine supports FHD mode (1080p) + +## Threading model and core responsibilities in PC-based games + +Since the early days of 9th Style to today (as of time of writing this: EPOLIS), the threading model +hasn't changed significantly: + +* Main and rendering thread + * Runs your typical D3D9 render loop + * Using D3D9ex starting version 27 + * Starting and managing other threads + * Any file and game asset loading + * Handles all the core game logic of the different screens starting from the initial boot screen + to the core game-play screen +* IO thread + * Polls the main IO hardware and synchronizes the in-memory input and output state with the + hardware + * Executes commands issued by the main thread to the IO board such as dongle or card reader + commands (ezusb generation of IO only) +* Card reader thread (not applicable to versions 9 to 12) + * Runs the protocol to read/write the hardware of the readers + * Async execution of higher level commands issued by the main thread to the card reader hardware, + e.g. card read, card eject etc. +* Audio thread + * Streaming of audio data to the sound API + * DirectSound for versions 9 to 26 + * WASAPI for versions 27 to 30 for non-lighting cabinets with ADE-6291 hardware + * ASIO for versions 27 and newer for lighting cabinets + * ASIO for version 30/31 and newer for non-lighting cabinets with C300-xonarae hardware + * Async execution of higher level commands issued by the main thread to the audio backend, e.g. + play audio, stop audio, etc. +* Network thread + * Network plumbing with the xrpc protocol + * Async execution of request-response commands issued by the main thread + +## Main and rendering thread + +With the game having transitioning to different screens throughout it's lifecycle, the main render +loop might contain different logic such as asset loading. The following focuses on the main +game-play screen, only. Common rendering logic still applies to other screens. + +This follows your typical D3D9 single threaded rendering loop which boils down to the following: + +* Begin the scene (`BeginScene`) +* Set the render target (`SetRenderTarget`) +* Clear the back buffer (`Clear`) +* Run engine step. This includes and is mixed with + * IO input evaluation + * Game engine state and (re-) drawing the scene + * Commands to the audio playback, e.g. play key sounds + * Setting IO outputs +* End the scene (`EndScene`) +* Target a minimum frame time + * Introduced with version 11 + * Sleep (`Sleep` or `SleepEx`) to fill up the frame up to either 13 ms or 14 ms (depending on the + version) + * This was likely introduced to not have the game run at hundreds of FPS if v-sync was disabled + (probably when running in window mode for development/testing purposes) +* Swapping the back buffers (`Present`) + * D3D9 is configured with v-sync enabled by default and targets 60 hz + * With this configuration, the call to `Present` fills up the remaining frame time to target the + configured 60 hz refresh rate + +### Rendering resolutions + +The game engine went through a couple of different rendering resolutions: + +* 640x240: version 1 to 8 (all twinkle hardware) +* 640x480: version 9 to 19 (1st and 2nd gen PC-based) +* 1280x720 (HD mode) and 640x480 (SD mode): version 20 to 27 (3rd and 4th gen PC-based) +* 1280x720 (HD mode) only for version 28 to 29 (4th gen PC-based) +* 1280x720 (HD mode) and 1920x1080 (FHD mode) for version 30 (4th gen PC-based) +* 1920x1080 (FHD mode) only for version 30+ (5th gen PC-based) + +## Core engine timing and synchronization + +The following outlines and explains the core engine concepts related to timing and synchronization. + +### The origins, twinkle hardware + +* It appears that the game has been on the same codebase since it's inception. +* This can be reasoned by the following observations + * 9th style as the first PC-based game very buggy on initial release + * 9th style threading model very clunky with various thread settings showing they tried to + prioritize different processing on a single core CPU + * Coming from twinkle hardware that is a realtime system vs. a Windows XP system + * Fixed playstation 1 based hardware with a refresh rate of + [59.8260978565 hz](https://github.com/mamedev/mame/blob/bf9df04e005697788ae988ef5aea91a1878fd631/src/devices/video/psx.cpp#L435) + * No need to assume getting anything else if the resource budget per frame is not exceeded + * All sub-systems were driven synchronously to that fixed time step + * No need for the engine to synchronize audio during the song. When the song is started + correctly, it stayed sync throughout the song +* Observations and assumptions + * It appears the developers struggled a lot with the significant platform shift to PC as indicated + by various core engine improvements throughout the years still + * Switches of hardware generations further complicated the situation as these forced them to further + drift away from how the game engine was initially designed on the twinkle system + +### Frame time/timing and engine step + +* The game's engine step and timing is frame based +* The main render loop defines the minimum valid timing window for the game engine to be able to + evaluate + * 60 hz/fps = 16.667 ms (rounded to three decimal places) + * 120 hz/fps = 8.333 ms (rounded to three decimal places), only relevant for lightning cabinets with their 120 hz + screen/mode +* Depending on the GPU hardware and configuration, the GPU might drive the screen not exactly at + perfectly 60 hz/fps = 16.667 ms +* As outlined in the [main render loop](#main-and-rendering-thread), the `Present` call is the + key function call to determine the frame time for the game engine +* Just having v-sync enabled and telling D3D9 to **target** 60 hz, it still depends on how the GPU + driver is implemented and how the GPU driver's implementation of D3D9 executes on the `Present` + call +* This is primarily determined by how the GPU driver is operating and driving connected display + hardware +* The following factors can contribute to that either directly or indirectly + * Different monitor types analog vs. digital (CRT vs. LCD) + * Different monitor connections VGA vs. DVI/HDMI/DP + * Different GPU drivers + * Different GPU hardware and vendors + * Different GPU settings + +### Monitor check screen + +The monitor check screen was introduced with version 14. This was a solution to the problem of not +guaranteeing a single fixed refresh rate throughout different GPU and monitor combinations. See +a detailed explanation in the previous sub-subsection about +[what influences the frame time](#frame-timetiming-and-engine-step) of the game. + +The goal of the monitor check is to measure the frame time of the main render loop and use the +results for [driving the core engine step](#engine-step-and-synchronization). + +The monitor check evolved slightly as different GPU and monitor hardware, and GPU drivers yielded +varying refresh rates that determined the frame times of the main game loop. + +Actual values are outlined further down in the [engine step time](#engine-step-time) section. + +There are two main versions of the monitor check, all of them have always been part of the boot +process: + +* 14 + * Measures a total of 3000 frames + * If total time this took < 50004 ms -> so average of 16.668 ms per frame = 59.9952 hz + * S-Video mode -> 59.95 hz (also shows S-VIDEO when the monitor check completes) + * Otherwise VGA mode -> 60.05 hz + * If VGA is determined, the game patches the chart event data when loading + * `event_timestamp * 0.99817199 + 0.40000001` + * When S-Video no charts are patched and the timing data in the chart is used as is +* 15 to 18 + * Identical to 14 except that chart patching now happens in milliseconds instead of frames + * VGA mode: `16.65279` + * S-Video mode: `16.680567` + * `event_timestamp * (1.0 / frame_time) + 0.40000001)` +* 19 + * Identical to previous version + * Monitor check screen shows current FPS on the last revision of that version. However, it doesn't + use the value shown there by any means. Assuming this was added before the introduction of the + new monitor check on 20. +* 20 to 26 + * Runs on boot or when switching monitor modes SD vs. HD + * Measures only 1200 frames + * Takes the average refresh rate of 1200 frames + * Applies the measured avg. frame time directly to the charts before song +* 27 to 30 + * Frame rate measuring identical to prior versions + * Added additional logic after the frame time measurements for handling of 120 hz displays + * Includes checking the monitor and if the framerate matches as expected +* 30/31 LDJ-010 upgrade + * Added NvDisplayConfigLDJ tool which runs on system start and configures a custom timing in the + NVIDIA GPU driver to ensure a fixed monitor refresh rate +* 31 + * Same code as before + * Consider the first 460 frames of the measurement as warm-up frames + * Discard these for the actual measurement to get more stable frame times + * Use a base avg. value of 119.982 for the 120 hz monitors and 59.9 for 60 hz monitors. Further + frames measured are counted towards the average with the given base value + +### Engine core game-play with visual and audio synchronization + +#### Chart data + +* Chart data encodes note timing and timing window information +* Chart data consists of *note events* encoding a timestamp and note information such as type + and key-sound information +* Timing windows are defined per chart +* Most infamous example: GAMBOL (7Key/Another) +* Game engine timestamp evaluation and note event timestamp encoding + * 9 to 14: Refresh rate in hz + * 15 to 31: Milliseconds (equivalent to assuming 1000 fps) +* Fundamentally, that doesn't change game play experience as it's just a different way of + evaluating the timestamps since refresh rate in hz/frame rate in fps can be converted lossless to + frame time in ms + +#### Engine step time + +The engine uses the following source for frame rate/time to drive internal logic on the following +versions + +* 9 to 13: Hardcoded 59.95 hz +* 14: Either 59.95 hz or 60.05 hz determined by which value is determined to be closer to the + measured one during the monitor check screen on startup +* 15 to 19: 59.95 hz or 60.05 hz + * Monitor check on startup measures the frame time and picks the value closest to what's been + measured + * Monitor check result can be overridden with the *Output Type* setting in the operator menu + * *S-Video* to force to 59.95 hz + * *VGA* to force to 60.05 hz +* 20 to 31: Monitor check on boot determines the frame time and uses the result throughout the + entire game session + +#### Engine step and synchronization + +Per frame engine step advancing and synchronization during game-play + +* Game-play needs synchronization of the following aspects + * Drawn content on the screen + * Background audio playback track + * Key sound effects +* The game engine synchronizes these only at the start of a song + * It takes known/determined refresh rate/frame time as the fixed time for every frame cycle + throughout the entire song + * It starts playback of the background audio track together with playback of the chart data + * With every engine step/frame it advances internal calculations by that fixed amount of time. + Thus, the game engine expects this to be constant/stable throughout an entire song + * The chart data is advanced every frame by the engine + * Key sound events are turned into audio playback on command as the chart advances + * No re-synchronization or check-pointing between main rendering thread and audio is happening + throughout the song +* Remark: The above does not consider any kind of offsetting and timing adjustments for the sake + of keeping this simple and focus on the absolute core concepts \ No newline at end of file diff --git a/doc/iidxhook/iidx-syncbook.md b/doc/iidxhook/iidx-syncbook.md new file mode 100644 index 0000000..faeaff9 --- /dev/null +++ b/doc/iidxhook/iidx-syncbook.md @@ -0,0 +1,220 @@ +# IIDX "Syncbook": A guide to ensuring sync and performant gameplay + +This is a guide applicable to all IIDX versions that are native Windows PC-based. The goal is to +enable proper configuration of those games to ensure the game engine "runs in-sync" with any of its +IO (visual GPU/display output, audio output, user input) resulting in high and stable performance +for smooth game-play. + +This document won't go into the implementation details of the game engine. Please refer to the +[IIDX engine details journal](../dev/journal/2025-02-09-iidx-engine.md) for a more in-depth +information. + +## Understanding the problems and options to address them + +First, let's understand what the key problems are and how they contribute to different issues +that impact game-play. + +### Song de-syncing + +Symptom: Throughout playing a song, the audio is de-syncing even it was fine when the song started. + +Cause: A mismatch of expected frame time by the game engine and actually delivered frame time by the +GPU driver. This can come either as a stable frame time that just mismatches in general or (highly) +fluctuating frame times. + +Fluctuating frame times are likely to be caused by some configuration of the GPU driver +settings and display combination: + +* G-sync on modern displays causes known fluctuations +* V-sync not correctly configured/enforced or even vsync-off override in driver +* Incorrect display timings causing refresh rate fluctuations +* Bugs/issues with display's firmware (possible though unlikely, check above items first) + +Stable frame times but not having the correct ones that the game engine expects is a different +problem that can be addressed by: + +* Knowing the refresh rates expected by the game engine of the different game versions +* Configuring your GPU driver's display timings to match the expected frame times +* Or, patch the game's chart data with your custom display timings so the game engine gets uses + *your* "correct" frame times + * Note: Offline patching the chart data doesn't work for several game versions as the monitor + check does override this data, but not as flexible as required + * Use the chart patch feature of bemanitools instead + +### Micro-stuttering and non-smooth note scrolling + +This is a trickier problem as it can be caused by a few different things. + +* GPU/display related + * Fluctuating refresh rates result in fluctuating frame times in the main game loop + * GPU power configuration in non-performance mode (e.g. "power saving") causes processing latency + due to sleep states +* CPU related + * CPU power configuration on Windows in non-performance mode (e.g. "power saving") causes + processing latency due to sleep states + * Correct CPU C-states configuration in BIOS/UEFI + * These cannot be configured in Windows and are separate from Windows's power configuration +* Other stuff running in the background of the system causing fluctuations + * (Synchronous) Disk I/O heavy applications stealing CPU time + * Or any other process creating a considerable amount of CPU or GPU load + +## Configuration guide for different game versions + +### Measuring monitor refresh rate + +Let's start with configuring the system to meet the game engine's expectation regarding the +target monitor refresh rate and requiring vsync. + +First, use the [d3d9-monitor-check tool](../tools/d3d9-monitor-check.md) to measure the currently +configured refresh rate of your monitor. Note that your monitor might yield different timings on +different resolutions and different game versions run on +[different rendering resolutions](../dev/journal/2025-02-09-iidx-engine.md#rendering-resolutions). + +For example, the game version is 31 with the rendering resolution of 1920x1080 in FHD mode that you +want to target: + +```bat +d3d9-monitor-check.exe cmdline refresh-rate-test 1920 1080 60 +``` + +The test shows the current monitor refresh rate and the average refresh rate over the course of +the test. Check that the avg. refresh rate is stable during the measuring phase (during warm-up, +it's ok if it fluctuates). + +This test allows you to determine/check: + +* Refresh rate/frame time fluctuations: if you see (high) fluctuations on the first or second + decimal place +* What's your current target refresh rate the GPU is driving your monitor at +* If vsync isn't overridden by some other driver setting as you want to see a refresh rate around + the 60 hz mark + +### Measuring vsync issues + +Some displays or the GPU configuration might lead to vsync issues which can be detected with the +`d3d9-monitor-check.exe` tool as well. + +```bat +d3d9-monitor-check.exe cmdline vsync-test 1920 1080 60 +``` + +This runs a test with a VSYNC text that alternates red and cyan colors. If the text appears grey +all the time, everything's fine. If you spot brief red or cyan text either occasionally or +periodically, your current configuration has vsync issues resulting in skipped frames or old +frames displaying longer. + +### Configuration + +The following are recommended configurations for the different game versions. If any of these +don't work as expected, you have to troubleshoot and tweak these potentially. Please refer to the +[guidelines above](#configuration-guide-for-different-game-versions) to understand how to use +the tooling and test your changes. + +#### Recommended configuration with NVIDIA GPU and driver + +We want to achieve the following configuration on the GPU driver: + +* Turn-off g-sync if you have a monitor that supports it +* Disable power saving mode on GPU driver +* V-sync is not forced off +* Run the display on a target refresh rate of `59.950 hz` which has been determined to be + [the most compatible across all PC-based versions](../dev/journal/2025-02-09-iidx-engine.md#engine-step-time). + +##### Turn-off g-sync + +Create a new GPU profile for IIDX, if it doesn't exist yet: + +```bat +nvgpu.exe profile create iidx +``` + +Add the application names when the profile needs to be applied: + +```bat +:: For iidx versions 9 to 17 +nvgpu.exe profile application-add iidx bm2dx.exe +:: For iidx versions 18+ +nvgpu.exe profile application-add iidx launcher.exe +``` + +Disable G-SYNC for the profile: + +```bat +nvgpu.exe profile gsync-disable iidx +``` + +##### Disable power saving mode + +Set GPU power state to maximum for the profile (assumes you have a +[GPU profile called `iidx` already created](#turn-off-g-sync)): + +```bat +nvgpu.exe profile gpu-power-state-max iidx +``` + +##### Configure and verify target refresh rate of 59.950 hz and vsync + +Get display ID of your primary display: + +```bat +nvgpu.exe display primary-display-id +``` + +Copy the hex-value of the display ID and use it in the following commands. + +Test the custom display timing first, e.g. for versions that run in 1920x1080 +(Replace ` ` with the primary display ID you got): + +```bat +nvgpu.exe display custom-resolution-test 1920 1080 59.95 10 +``` + +This will test it for 10 seconds and then revert. If the result looked good, i.e. the screen didn't +go blank or the display output was garbage, apply it: + +```bat +nvgpu.exe display custom-resolution-set 1920 1080 59.95 +``` + +Test and verify the configuration is applied and works correctly: + +```bat +d3d9-monitor-check.exe cmdline refresh-rate-test 1920 1080 60 +``` + +Test if the enforced refresh rate is compatible with your display and vsync is working correctly: + +```bat +d3d9-monitor-check.exe cmdline vsync-test 1920 1080 60 +``` + +##### Alternative refresh rate configuration + +If for some reason your display doesn't support 59.950 hz properly, i.e. display artifacts or vsync +issues, you can use any other 60 hz compatible refresh rate, e.g. anything between 59.900 hz and +60.100 hz that your display supports properly. + +Follow the same steps [as above](#configure-and-verify-target-refresh-rate-of-59950-hz-and-vsync) +but use a different refresh rate, e.g. 60.000 hz. + +Verify using the `d3d9-monitor-check.exe` with the outlined steps if you need to play around to find +a refresh rate that works for your setup. + +For the game versions 9 to 19, you have to use the chart patch feature of bemanitools to patch +the charts to your custom refresh rate. Otherwise, the game engine will run on your configured +refresh rate, but it will take the non-matching refresh rate from the chart data which causes +song de-syncing. + +For example, to configure a refresh rate of 60.000 hz in the iidxhook config file: + +```text +gfx.monitor_check=60.000 +``` + +##### ATI/AMD + +Currently, there is no tooling provided by bemanitools to configure the AMD GPU driver. The basic +concepts of what needs to be configured still applies as outlined in the NVIDIA sections above +though, e.g. through AMD's GPU control panel. + +Further steps and instructions TBD \ No newline at end of file diff --git a/doc/iidxhook/iidxhook1.md b/doc/iidxhook/iidxhook1.md index f7950d4..868a202 100644 --- a/doc/iidxhook/iidxhook1.md +++ b/doc/iidxhook/iidxhook1.md @@ -146,16 +146,7 @@ This can be related to various issues: start "" /relatime "gamestart.bat" ``` -- Enforce v-sync enabled in your GPU settings. -- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not - jumping around. Use the timebase feature of one of the newer games to check that or enable - iidxhook's timebase and check the log output for the determined value. Run this a few times and - check if the results differ. -- Use iidxhook's frame rate limiter feature (see further below) to software lock the refresh rate. - This might be necessary on Windows 7 and newer for D3D8 games, e.g. iidx 9 to 12, which seem to - ignore GPU side v-sync. -- Use iidxhook's auto timebase feature (see further below) or set a pre-determined value to cut down - start-up times. +Also refer to the [iidx-syncbook](iidx-syncbook.md). ### The game still stutters (randomly) and drifts off-sync @@ -173,9 +164,7 @@ This can be caused by: ## My songs are offsync -- Make sure your machine's refresh rate is stable -- If you don't get a close to 59.94hz refresh rate, use the software monitor check/auto timebase - that's built into iidxhook (refer to help/config file) +Refer to the [iidx-syncbook](iidx-syncbook.md). ## The game crashes instantly (10th, RED, HAPPY SKY) @@ -233,6 +222,8 @@ file) or use a CLVSD.ax codec which has the debugger checks removed. ## I used the auto timebase option and/or limited my refresh rate but the songs are still going offsync +Refer to the [iidx-syncbook](iidx-syncbook.md) if you haven't already. + There aren't many options left. The old games were developed for specific hardware and are not guaranteed to work well on (especially) newer hardware. Multiple monitor setups can also have a bad impact on a stable refresh rate. Try a setup with just a single monitor you want to use for gameplay diff --git a/doc/iidxhook/iidxhook2.md b/doc/iidxhook/iidxhook2.md index 8fdc784..7377b0f 100644 --- a/doc/iidxhook/iidxhook2.md +++ b/doc/iidxhook/iidxhook2.md @@ -115,16 +115,7 @@ This can be related to various issues: start "" /relatime "gamestart.bat" ``` -- Enforce v-sync enabled in your GPU settings. -- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not - jumping around. Use the timebase feature of one of the newer games to check that or enable - iidxhook's timebase and check the log output for the determined value. Run this a few times and - check if the results differ. -- Use iidxhook's frame rate limiter feature (see further below) to software lock the refresh rate. - This might be necessary on Windows 7 and newer for D3D8 games, e.g. iidx 9 to 12, which seem to - ignore GPU side v-sync. -- Use iidxhook's auto timebase feature (see further below) or set a pre-determined value to cut down - start-up times. +Also refer to the [iidx-syncbook](iidx-syncbook.md). ### The game still stutters (randomly) and drifts off-sync @@ -142,9 +133,7 @@ This can be caused by: ## My songs are offsync -- Make sure your machine's refresh rate is stable -- If you don't get a close to 59.94hz refresh rate, use the software monitor check/auto timebase - that's built into iidxhook (refer to help/config file) +Refer to the [iidx-syncbook](iidx-syncbook.md). ## The game crashes instantly @@ -192,6 +181,8 @@ CLVSD.ax codec which has the debugger checks removed. ## I used the auto timebase option and/or limited my refresh rate but the songs are still going offsync +Refer to the [iidx-syncbook](iidx-syncbook.md) if you haven't already. + There aren't many options left. The old games were developed for specific hardware and are not guaranteed to work well on (especially) newer hardware. Multiple monitor setups can also have a bad impact on a stable refresh rate. Try a setup with just a single monitor you want to use for gameplay diff --git a/doc/iidxhook/iidxhook3.md b/doc/iidxhook/iidxhook3.md index 71cef66..aad294a 100644 --- a/doc/iidxhook/iidxhook3.md +++ b/doc/iidxhook/iidxhook3.md @@ -132,16 +132,7 @@ This can be related to various issues: start "" /relatime "gamestart.bat" ``` -- Enforce v-sync enabled in your GPU settings. -- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not - jumping around. Use the timebase feature of one of the newer games to check that or enable - iidxhook's timebase and check the log output for the determined value. Run this a few times and - check if the results differ. -- Use iidxhook's frame rate limiter feature (see further below) to software lock the refresh rate. - This might be necessary on Windows 7 and newer for D3D8 games, e.g. iidx 9 to 12, which seem to - ignore GPU side v-sync. -- Use iidxhook's auto timebase feature (see further below) or set a pre-determined value to cut down - start-up times. +Also refer to the [iidx-syncbook](iidx-syncbook.md). ## "NETWORK WARNING" instead of "NETWORK OK" @@ -154,15 +145,7 @@ This can be caused by: ## My songs are offsync -The built-in monitor check just determines if the game should sync to either 59.94 hz (S-Video -setting) or 60.04 hz (VGA setting). If you don't have a setup that runs on (as close as possible) -these values: - -- Make sure your machine's refresh rate is stable, e.g. 60.00x hz. -- If you don't get a close to 59.94hz (S-Video setting) or 60.04 hz (VGA setting) refresh rate, go - an set the output mode in the operator menu to "VGA" to enforce the game to run chart syncing on - 60.04 hz refresh rate (even if your setup does not have that value). Next, use the software - monitor check/auto timebase that's built into iidxhook (refer to cmd help/configfile). +Refer to the [iidx-syncbook](iidx-syncbook.md). ## My game runs too fast @@ -205,6 +188,8 @@ CLVSD.ax codec which has the debugger checks removed. ## I used the auto timebase option and/or limited my refresh rate but the songs are still going offsync +Refer to the [iidx-syncbook](iidx-syncbook.md) if you haven't already. + There aren't many options left. The old games were developed for specific hardware and are not guaranteed to work well on (especially) newer hardware. Multiple monitor setups can also have a bad impact on a stable refresh rate. Try a setup with just a single monitor you want to use for gameplay diff --git a/doc/iidxhook/iidxhook4.md b/doc/iidxhook/iidxhook4.md index 6f0f17d..5c61c28 100644 --- a/doc/iidxhook/iidxhook4.md +++ b/doc/iidxhook/iidxhook4.md @@ -143,16 +143,7 @@ This can be related to various issues: start "" /relatime "gamestart.bat" ``` -- Enforce v-sync enabled in your GPU settings. -- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not - jumping around. Use the timebase feature of one of the newer games to check that or enable - iidxhook's timebase and check the log output for the determined value. Run this a few times and - check if the results differ. -- Use iidxhook's frame rate limiter feature (see further below) to software lock the refresh rate. - This might be necessary on Windows 7 and newer for D3D8 games, e.g. iidx 9 to 12, which seem to - ignore GPU side v-sync. -- Use iidxhook's auto timebase feature (see further below) or set a pre-determined value to cut down - start-up times. +Also refer to the [iidx-syncbook](iidx-syncbook.md). ## "NETWORK WARNING" instead of "NETWORK OK" @@ -165,15 +156,7 @@ This can be caused by: ## My songs are offsync -The built-in monitor check just determines if the game should sync to either 59.94 hz (S-Video -setting) or 60.04 hz (VGA setting). If you don't have a setup that runs on (as close as possible) -these values: - -- Make sure your machine's refresh rate is stable, e.g. 60.00x hz. -- If you don't get a close to 59.94hz (S-Video setting) or 60.04 hz (VGA setting) refresh rate, go - an set the output mode in the operator menu to "VGA" to enforce the game to run chart syncing on - 60.04 hz refresh rate (even if your setup does not have that value). Next, use the software - monitor check/auto timebase that's built into iidxhook (refer to cmd help/configfile). +Refer to the [iidx-syncbook](iidx-syncbook.md). ## My game runs too fast @@ -211,6 +194,8 @@ CLVSD.ax codec which has the debugger checks removed. ## I used the auto timebase option and/or limited my refresh rate but the songs are still going offsync +Refer to the [iidx-syncbook](iidx-syncbook.md) if you haven't already. + There aren't many options left. The old games were developed for specific hardware and are not guaranteed to work well on (especially) newer hardware. Multiple monitor setups can also have a bad impact on a stable refresh rate. Try a setup with just a single monitor you want to use for gameplay diff --git a/doc/iidxhook/iidxhook5.md b/doc/iidxhook/iidxhook5.md index fe14eb3..57e9baf 100644 --- a/doc/iidxhook/iidxhook5.md +++ b/doc/iidxhook/iidxhook5.md @@ -143,16 +143,7 @@ This can be related to various issues: start "" /relatime "gamestart.bat" ``` -- Enforce v-sync enabled in your GPU settings. -- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not - jumping around. Use the timebase feature of one of the newer games to check that or enable - iidxhook's timebase and check the log output for the determined value. Run this a few times and - check if the results differ. -- Use iidxhook's frame rate limiter feature (see further below) to software lock the refresh rate. - This might be necessary on Windows 7 and newer for D3D8 games, e.g. iidx 9 to 12, which seem to - ignore GPU side v-sync. -- Use iidxhook's auto timebase feature (see further below) or set a pre-determined value to cut down - start-up times. +Also refer to the [iidx-syncbook](iidx-syncbook.md). ## "NETWORK WARNING" instead of "NETWORK OK" @@ -165,11 +156,7 @@ This can be caused by: ## My songs are offsync -From this version onwards (if you use the very final data of Lincle), the game comes with a built-in -auto timebase option ("monitor check" on startup) which dynamically, detects the refresh rate of -your current setup. Thus, BT5's timebase option is not included from this hook version onwards, -anymore. Ensure that refresh rate displayed is very stable, e.g. 60.00x hz, and the game should be -able to provide you with a smooth and sync game experience. +Refer to the [iidx-syncbook](iidx-syncbook.md). ## My game runs too fast diff --git a/doc/iidxhook/iidxhook6.md b/doc/iidxhook/iidxhook6.md index 74a5d91..ec23ed9 100644 --- a/doc/iidxhook/iidxhook6.md +++ b/doc/iidxhook/iidxhook6.md @@ -155,11 +155,7 @@ This can be related to various issues: start "" /relatime "gamestart.bat" ``` -- Enforce v-sync enabled in your GPU settings. -- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not - jumping around. Use the timebase feature of one of the newer games to check that or enable - iidxhook's timebase and check the log output for the determined value. Run this a few times and - check if the results differ. +Also refer to the [iidx-syncbook](iidx-syncbook.md). ## "NETWORK WARNING" instead of "NETWORK OK" @@ -172,11 +168,7 @@ This can be caused by: ## My songs are offsync -From this version onwards (or Lincle very final revision), the game comes with a built-in auto -timebase option ("monitor check" on startup) which dynamically, detects the refresh rate of your -current setup. Thus, BT5's timebase option is not included from this hook version onwards, anymore. -Ensure that refresh rate displayed is very stable, e.g. 60.00x hz, and the game should be able to -provide you with a smooth and sync game experience. +Refer to the [iidx-syncbook](iidx-syncbook.md). ## My game runs too fast diff --git a/doc/iidxhook/iidxhook7.md b/doc/iidxhook/iidxhook7.md index 309dfc2..4dd4789 100644 --- a/doc/iidxhook/iidxhook7.md +++ b/doc/iidxhook/iidxhook7.md @@ -159,11 +159,7 @@ This can be related to various issues: start "" /relatime "gamestart.bat" ``` -- Enforce v-sync enabled in your GPU settings. -- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not - jumping around. Use the timebase feature of one of the newer games to check that or enable - iidxhook's timebase and check the log output for the determined value. Run this a few times and - check if the results differ. +Also refer to the [iidx-syncbook](iidx-syncbook.md). ## "NETWORK WARNING" instead of "NETWORK OK" @@ -176,11 +172,7 @@ This can be caused by: ## My songs are offsync -From IIDX 20 (or Lincle very final revision) onwards, the game comes with a built-in auto timebase -option ("monitor check" on startup) which dynamically, detects the refresh rate of your current -setup. Thus, BT5's timebase option is not included from this hook version onwards, anymore. Ensure -that refresh rate displayed is very stable, e.g. 60.00x hz, and the game should be able to provide -you with a smooth and sync game experience. +Refer to the [iidx-syncbook](iidx-syncbook.md). ## My game runs too fast diff --git a/doc/iidxhook/iidxhook8.md b/doc/iidxhook/iidxhook8.md index 5e5937a..28a4cbb 100644 --- a/doc/iidxhook/iidxhook8.md +++ b/doc/iidxhook/iidxhook8.md @@ -158,11 +158,7 @@ This can be related to various issues: start "" /relatime "gamestart.bat" ``` -- Enforce v-sync enabled in your GPU settings. -- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not - jumping around. Use the timebase feature of one of the newer games to check that or enable - iidxhook's timebase and check the log output for the determined value. Run this a few times and - check if the results differ. +Also refer to the [iidx-syncbook](iidx-syncbook.md). ## "NETWORK WARNING" instead of "NETWORK OK" @@ -175,11 +171,7 @@ This can be caused by: ## My songs are offsync -From IIDX 20 (or Lincle very final revision) onwards, the game comes with a built-in auto timebase -option ("monitor check" on startup) which dynamically, detects the refresh rate of your current -setup. Thus, BT5's timebase option is not included from this hook version onwards, anymore. Ensure -that refresh rate displayed is very stable, e.g. 60.00x hz, and the game should be able to provide -you with a smooth and sync game experience. +Refer to the [iidx-syncbook](iidx-syncbook.md). ## My game runs too fast diff --git a/doc/iidxhook/iidxhook9.md b/doc/iidxhook/iidxhook9.md index c89159b..b661341 100644 --- a/doc/iidxhook/iidxhook9.md +++ b/doc/iidxhook/iidxhook9.md @@ -205,11 +205,7 @@ This can be related to various issues: start "" /relatime "gamestart.bat" ``` -- Enforce v-sync enabled in your GPU settings. -- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not - jumping around. Use the timebase feature of one of the newer games to check that or enable - iidxhook's timebase and check the log output for the determined value. Run this a few times and - check if the results differ. +Also refer to the [iidx-syncbook](iidx-syncbook.md). ## "NETWORK WARNING" instead of "NETWORK OK" @@ -222,11 +218,7 @@ This can be caused by: ## My songs are offsync -From IIDX 20 (or Lincle very final revision) onwards, the game comes with a built-in auto timebase -option ("monitor check" on startup) which dynamically, detects the refresh rate of your current -setup. Thus, BT5's timebase option is not included from this hook version onwards, anymore. Ensure -that refresh rate displayed is very stable, e.g. 60.00x hz, and the game should be able to provide -you with a smooth and sync game experience. +Refer to the [iidx-syncbook](iidx-syncbook.md). ## My game runs too fast